Frenzy

Frenzy is the state a Kindred enters when losing self-control and succumbing to the basest urges of their beast. The below mechanics are the standard frenzy rules of Masquerade with certain accommodations for aspect of Frenzy which are better addressed in 2nd Edition Requiem and with one house rule as indicated by an asterisk. The positive aspects of frenzy as outlined in V5 overlap with the accommodations made in accordance with VtR 2.0.

Frenzy Triggers

 * 1) Anger = Frenzy resulting from provocation such as insult, harm to self or loved ones, impeding an aim to which a Kindred is particularly dedicated, etc.
 * 2) Fear = Also known as Rötschreck, frenzy incited by fear occurs when a Kindred is confronted with hits banes (such as fire, sunlight, or a personal bane) or when confronted with a significant supernatural threat.
 * 3) Hunger = Occurs when a Kindred is starved or tempted to extremes as a result of their ever present hunger.

Benefits of Frenzy

 * 1) Ignore all wound penalties.
 * 2) Add your Blood Potency score to all physical disciplines and resistance rolls.
 * 3) Difficulty for influencing a frenzying Kindred with social or mental disciplines is increased by 2.
 * 4) All damage resulting from Kindred claws or teeth while in frenzy is considered Aggravated damage.
 * 5) Kindred can grab and bite as a single action.
 * 6) Provides the opportunity for the Kindred to Ride the Wave.

Consequences of Frenzy

 * 1) Frenzying Kindred pursue the goal of their Beast with utterly single-minded determination, doing everything in its power to achieve its desire regardless of the harm caused. They make no distinction between friend or foe or any consideration for the well-being of those in their proximity or the necessity of the Masquerade.
 * 2) Frenzying Kindred can utilize only physical disciplines and nascent vampiric abilities, such as growing claws unless the Kindred possesses some Merit or Ability to the contrary.
 * 3) Frenzy lasts until the Beast's desire has been fulfilled or the Kindred is otherwise calmed, controlled, or torpored.
 * 4) The frenzy trigger determines the Beast's goal.
 * 5) Losing control therefore often leads to painful outcomes for the Kindred such as dead or injured loved ones, Masquerade breaches, and/or censure from Kindred authorities.

Resisting Frenzy

 * 1) Roll Resolve + Composure.
 * 2) Target Successes to Resist Frenzy = 8 - Humanity.*
 * 3) Base Resistance Roll Difficulty is 6.
 * 4) Common Frenzy Resistance Modifiers: Clan weaknesses (Brujah), Merits, Abilities, or circumstance (such as harmed touchstones, etc.).
 * 5) Using Willpower to Resist:
 * 6) Each point of WP spent to resist frenzy puts it off of the resistance roll for a turn, then when the roll is made, each point spent adds one die to the roll.
 * 7) Spending WP during frenzy adds no further bonus but will allow the Kindred control themselves for one turn.
 * 8) Frenzy resulting from dramatic failure or botched resistance rolls end at Storyteller discretion.

Riding the Wave

 * 1) When a roll to frenzy roll is prompted, a Kindred can opt to attempt to ride the wave.
 * 2) To Ride the Wave, a Kindred spends Willpower before making their resistance roll to turn the resistance roll into an attempt to Ride the Wave. Any WP points spent prior to the roll add dice to this roll as normal.
 * 3) Kindred must achieve 5 successes at difficulty 8 (unless otherwise modified by an Ability or Merit).
 * 4) Characters can spend multiple Willpower to continue rolling as an extended action in order to earn the needed 5 successes, but if at any point they fail to achieve successes on a roll or run out of WP before achieving the needed number of successes, they succumb to frenzy as if it were a dramatic failure or botch.
 * 5) When successfully Riding the Wave, the frenzying Kindred gains all normal benefits of frenzy but can control their Beast's goal and target which need not align with the trigger. (In other words, if a Kindred rolls frenzy in a scene with their touchstone present due to the meddling of another Kindred, the frenzying character may Ride the Wave and direct the force of their frenzy at the Kindred who caused the situation to happen.)

Sources: VtM, VtR 2.0, & House Rules*.