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| | Mental States (Frenzy, The Thrall of the Wyrm, The Curse, The Delirium) | |
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The Seneschal Nemesis Admin

Posts: 560 Join date: 2009-11-08 Location: Spying....
 | Subject: Mental States (Frenzy, The Thrall of the Wyrm, The Curse, The Delirium) 2/8/2011, 10:21 pm | |
| Mental States
Frenzy
The popular image of the werewolf is that of a snarling, uncontrollable beast, and that isn't entirely untrue. No matter how centered or citified he ,is every werewolf carries Rage in his heart. Any werewolf can lose control and run amok if that Rage is not curtailed.
Any Rage roll can ignite a frenzy, even4l»se made to activate specific Gifts. Any Rage rolls should be interpreted as an attempt — willing or otherwise — to awaken the primal Beast that drives the Garou. If a player rolls four or more successes on a Rage roll, her character frenzies. The player may spend a Willpower point right then to halt the frenzy, but her character loses any further actions that turn.
Garou with permanent Rage ratings lower than four carvfrejnzy, but only under extreme circumstances. Highly erftgitronal and personal circumstances (such as the threat of ripe in a Black Fury's -case , or the threat of imprisonment for a claustrophobic Silent Strider) can boost a werewolf s Rage above the permanent rating. It is this higher rating that the player usegfor Rage rolls.
The two types of frenzy follow:
• Berserk Frenzy Garou see only red and moving shapes. They wish Only to reduce these shapes to mangled carcasses. A berserk Garou shifts immediately to Crinos or Hispo (player's choice) and attacks.
Exactly whom she attacks depends on the circumstances. A Garou whose permanent Gnosis exceeds her permanent Rage will not attack her packmates (unless she is in the Thrall of the Wyrm). She will attack anything else that moves, however, including allied Garou who are not members of her pack.
If, however, her permanent Rage exceeds her permanent Gnosis, she attacks anything that moves, and she can make no distinction between targets unless her player spends a Willpower point. If such is the case, the Storyteller can direct her as to which target to attack. In addition, such Garou do not remember what happens to them during frenzy. Often, they collapse when the frenzy ends.
• Fox Frenzy. Entering a fox frenzy means that the character flees in terror for her life. She shifts to Lupus form and runs, attacking anything that gets in her way (although more with the intention of getting past than of killing). Once the character reaches a safe hiding place, she will remain there until the frenzy passes.
In either frenzy, special maneuvers and pack tactics are impossible. The extent of the werewolf s attack capability is to bite, claw or run. The character may spend Rage for extra actions, but he may not split dice pools. Using Gifts in frenzy is normally impossible, as is stepping sideways. A werewolf does not suffer from pain in frenzy, though, so he ignores all wound penalties.
Coming out of frenzy requires that the situation that triggered it be over. When the trigger event is over, the player may roll Willpower (difficulty of the Garou's own Rage) to escape the frenzy. Even if this roll fails, she may try again each turn. |
|  | | The Seneschal Nemesis Admin

Posts: 560 Join date: 2009-11-08 Location: Spying....
 | Subject: Re: Mental States (Frenzy, The Thrall of the Wyrm, The Curse, The Delirium) 2/8/2011, 10:25 pm | |
| The Thrall of the Worm
A werewolf s Rage is fearful enough, but sometimes a frenzy is abnormal. If a werewolf descends too far into frenzy, his Rage is no longer pure. Instead, he has opened himself up to be used by the Wyrm.
If a player rolls six or more successes on a Rage roll, the character enters a berserk frenzy, and spending Willpower will not bring her out of it. The character is said to be "in the Thrall of the Wyrm." The frenzy follows normal tendencies with regards to attacks and duration, but it includes some even more horrific aspects.
Each of the breeds of Garou carries a piece of the Triatic Wyfm, and during such a frenzy, that Wyrm can demand its due.
• Homid: Eater-of-Souls has long held humans as its special children, and this attention includes Homid Garou. The Wyrm can drive such Garou to acts of cannibalism upon humans, wolves or even other Garou. When a homidbreed Garou in the Thrall kills or incapacitates an opponent (friend or foe), herplayermust roll Wits (difficulty 7). If the roll botches, the Garou must stop for a turn and feast.
• Metis: Barred as they are from breeding, metis are special targets of the Defiler Wyrm. Metis Garou in the Thrall sometimes practice unspeakable acts of perversion on fallen opponents, regardless of their respective genders. If a metis kills or incapacitates a foe while in the Thrall, her player must roll Wits (difficulty 7). If the roll botches, the Garou stops fighting for a turprand slakes heir unholy lust on her helpless opponent.
• Lupus: The savage, feral lupus fecfme pull of Beastof- War. A lupus Garou in the thrall will savage a fallen opponent, friend or foe, and not pull away until the body lies in pieces around her. The Garou loses all sense of mercy, regardless of her comparative Gnosis and Rage scores. When a lupus Garou kills or incapacitates a foe while in the Thrall, her player must roll Wits (difficulty 7). If the roll botches, the lupus must continue to attack until her opponent is torn limb from limb.
Succumbing to the Thrall of the Wyrm is terrifying to the Garou. A normal frenzy is considered a defense mechanism against pain, a pure if brutal method of survival. A Wyrm-frenzy is nothing of the kind. It brings to light the inner struggle with the Wyrm, which is something few Garou are prepared to face. Unable to live with their deed, some werewolves even end their lives after such a frenzy. |
|  | | The Seneschal Nemesis Admin

Posts: 560 Join date: 2009-11-08 Location: Spying....
 | Subject: Re: Mental States (Frenzy, The Thrall of the Wyrm, The Curse, The Delirium) 2/8/2011, 10:26 pm | |
| The Curse
Frenzy is hardly the only effect that Rage has on Garou, and it is not at all the worst. Other animals, especially humans, can sense the predator in a werewolf, and they shy from him. Whenever a Garou's Rage exceeds a human's Willpower, the human will avoid contact with the Garou as much as possible. This avoidance may consist of crossing the street to avoid "that weirdo" or even running in fear. Since the average human's Willpower is usually from 2 to 4, the Curse is no laughing matter. Wolves are also subject to this dread, and most natural wolves will avoid Garou whenever possible.
Garou call this phenomenon the Curse, for it makes normal relationships with humans or wolves all but impossible. Garou cannot usually maintain families among humans or wolves, as the Beast makes even their own Kin uncomfortable, albeit to a lesser degree. Only among other werewolves can the Garou find true, honest companionship — and the logical result of such relationships is prohibited by the Litany. |
|  | | The Seneschal Nemesis Admin

Posts: 560 Join date: 2009-11-08 Location: Spying....
 | Subject: Re: Mental States (Frenzy, The Thrall of the Wyrm, The Curse, The Delirium) 2/8/2011, 10:27 pm | |
| The Delirium
Werewolves preyed on humans for over 3000 years, and while most humans have no idea that werewolves truly exist, a part of them remembers. The horrible wolf-man, the Crinos form, incites a kind of madness in humans that Garou call the Delirium.
The stronger a human's will, the more clearly she can deal with seeing a werewolf. Most humans, however, either panic and run, or they just collapse. Even stronger-willed people tend to forget the encounter later, either by rationalizing what they saw ("A bear! I'm not kidding!") or by omitting the entire incident from their minds. The Garou refer to this subconscious denial as the Veil, and they look at it as one of their greatest assets.
The following chart shows what a human will do when he sees a Crinos as per his Willpower score. The chart also shows whether and to what degree the human will forget the encounter, as well as what percentage of the populace will react in that way. Students of the occult might gain some bonus on this chart. Storytellers may choose to allow such humans a Wits + Occult roll (difficulty 9), with each success moving the human up one level on the chart. In addition, members of cultures that didn't suffer the Impergium to a great degree (such as Native Americans and Australian Aborigines) might also be granted a bonus. Photographs or such evidence don't trigger any fear reaction, although human witnesses will probably rationalize the photos away as publicity stunts or some such unless they have a Willpower of 8 or higher. Kinfolk are immune to the Delirium. |
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