How to work yourself into frenzy (Don't try this at home) : Spend one action to roll a Willpower test against a target number of 10 with the following modifiers :
- minus one for every ten points of damage sustained.
- minus one for every wound.
- a variable modifier at the GM's option if the opponent has been particularly annoying (has used the Taunt talent or something similar)
- minus six if the character has imbibed a stock of fly agaric. (see below)
What happens next : You build up a lot of anger (which takes two rounds) and vent it on some (not so innocent) bystanders.
For the game statistics :
- You take two points of strain every round.
- You may not leave frenzy or break of close combat as long as there are possible enemies present. (see below)
- Your Physical Defense is reduced by one-third (round to the nearest whole number)
- You are unable to use defensive talents, like Riposte and Avoid Blow.
- You are unable to use any kind of melee options (Defensive Stance, etc.)
- You are immune to pain and may ignore any negative effects of wounds.
- You gain an eight Step bonus when resisting fear or fear-like Powers (Terror).
- You gain a two Step bonus on your attack tests.
- You gain a six Step bonus on your Strength Step.
Possible enemies ?
... are all persons within view, you may however make a perception test to distinguish between friend and foe. The target number may be chosen by the GM and should be between 2 (yearlong companions, blood oath) and 12 (a real innocent bystander).
And what happens afterwards ?
You make a Toughness test with a target number equal to the number of rounds you have spent hacking opponents and friends; races and disciplines which have the natural ability to enter blood frenzy may add one Karma. If you succeed with a better than average success level you snap out of frenzy and are stunned for one round, on an average success you suffer step 8 damage and are stunned for an equal number of rounds. On an even worse result you suffer step 12 damage and are knocked out for an equal number of minutes and if you have been lucky and scored a roll of all-ones, you suffer a cardiac arrest and suffer step 36 damage and lapse into a coma-like state for at least two days.