Generic selectors
Exact matches only
Search in title
Search in content
Post Type Selectors
View Categories

Prices of the Blood 

8 min read

Awakening 

Vampires sleep during the daytime. At dawn, a vampire must either fall into a deep sleep or spend a point of Willpower. If the vampire spends a point of Willpower, she may stay awake and active during the day for one hour. Additional Willpower can be spent to stay awake at a rate of one Willpower per hour of the day she wishes to stay awake. Willpower spent to stay awake cannot be regained until after the sun sets. A slumbering vampire who finds herself in a dangerous situation may make a static challenge using her Wits + Awareness skill (difficulty rating 4); if successful, she may spend a point of Willpower to wake up and remain awake for one hour. Dangerous situations include having her haven alarm go off, nearby explosions, earthquakes etc. The Storyteller is the final arbiter of whether a situation is dangerous enough to the slumbering vampire to allow for an Awakening test. A slumbering vampire who takes damage instantly wakes up and may remain awake for three turns. After three turns, the vampire

must spend a Willpower or fall asleep. Between games, a vampire Awakens at the same Hunger level as she had when she began resting, unless she has mended Aggravated Damage between games. Then she Awakens with the Hunger level of her last end of game + 1. When starting a new game session, see page XX for beginning Hunger level. 

Rousing to Awaken As an optional rule, Storytellers may enforce a Rouse check to Awaken at the beginning of each game or during downtimes. This is often done when storylines or environmental risks make feeding more difficult than average. The threat of rising Hunger at the onset of the game can be an important facet of a storyline but creates more logistics to handle prior to game.

Frenzy 

On a nightly basis a vampire struggles to contain the snarling Beast within. Succumbing to one’s Beast unleashes her base instinct, a ravenous and remorseless predator instinct with no morals, no qualms and no control. She loses all control of her rational mind, driven instead by rage, panic, or the Hunger for blood. The sight of a vampire in Frenzy is never subtle and always a Masquerade breach should a mortal observer survive to tell of it. 

A vampire resists Frenzy by making a static Resolve + Composure test against a difficulty set by the provocation. Effects that can trigger a Frenzy are listed below. A vampire may add one-third (⅓) of her Humanity score (rounded down) to her test pool to resist Frenzy. Vampires with Hunger 0 have sated their beast and are immune to Frenzy unless triggered by a supernatural power for as long as they remain at Hunger 0. 

There are three different types of Frenzy: Fury, Hunger, and Terror. Each type of Frenzy is triggered in a different way and drives a vampire to one uncontrollable desire. While in any type of Frenzy, apply the following effects: 

● You are immune to wound penalties; 

● You may only use physical Disciplines (Celerity, Fortitude, Potence and Protean); ● If a vampire enters a Frenzy while under the effects of any of their own mental or social powers, those effects end immediately. The premature end of these powers’ duration can be delayed as long as the vampire chooses to Ride the Wave. 

● If a vampire enters Frenzy while affected by another character’s mental or social powers, these continue for their full duration, unless they interfere with fulfilling the directives of the target’s Frenzy type. If they interfere with the directive of the Frenzy, those powers end. 

● You gain a +3 bonus to your defensive pools to resist mental and social powers;

● You may spend one Willpower point to Ride the Wave, allowing you to control your actions (including the use of mental and social Disciplines) for a single turn. 

Once a vampire has frenzied, she is immune to any effects that would trigger a different type of Frenzy. A Frenzied vampire will attempt to achieve the goal of her Frenzy until she is incapacitated. 

Fury Frenzy 

Humiliation, insults and provocation all risk triggering a Fury Frenzy. A vampire in a Fury Frenzy stops at nothing to destroy the cause of provocation. Once her target is killed or removed from her line of sight, the Frenzied vampire may make a test using her current Willpower vs. a difficulty of 3. This difficulty increases to 5 if other enemies remain present. If the player wins the test, the Fury Frenzy ends. If the player loses the test, they must attack their next enemy. If no enemies are present, they attack the nearest character. The player of the Frenzying character determines if any remaining characters are her enemies. 

Unless otherwise noted, a vampire must test to resist Fury Frenzy from any given source once per minute (once per combat in a combat scene). 

Provocation Difficulty of Frenzy Test
Your loved one* or Touchstone killed 8
Your ally killed 7
Your loved one* or Touchstone hurt 6
Taking Aggravated Damage 5
Grossly insulted by someone you consider to be inferior 5

Substantial*** physical injury from Normal 

Damage 4 Public humiliation 4 Physical provocation** or harassment 3 

* This includes characters with whom you have a Blood Bond of Stage 2 or Higher. ** Physical provocation includes taking one Normal Damage or non-damaging attacks such as a Grapple or Knock Back. 

*** Any attack that deals more than one Normal Damage. 

Hunger Frenzy

A vampire’s Beast is always hungry for more blood. Even though a vampire cannot Rouse her Blood at Hunger 5, she must keep track of her Rouse checks as normal in combat. Out of combat, if another supernatural effect would force her to make a Rouse check, she instead tests to resist a Hunger Frenzy (difficulty 4). During a combat scenario, she keeps track of her Rouse checks as normal. Instead of testing with the Storyteller to see if her Hunger increases, she instead must test with the Storyteller to resist Frenzy (difficulty 4). The difficulty to resist Frenzy is increased by one for each supernaturally-compelled Rouse check beyond the first that she suffered while at Hunger 5. If an effect would cause a vampire to increase her Hunger past 5, she immediately succumbs to a Hunger Frenzy without a test. 

A vampire in a Hunger Frenzy seeks the closest source of human blood. If there are no visible humans in line of sight, she may choose to Frenzy on the closest supernatural target or begin moving to a location that may contain humans, such as inside the closest restaurant or nightclub. A Hunger Frenzy ends as soon her Hunger reaches one or below. 

In addition to the above situations, there are a number of provocations that can trigger a Hunger Frenzy. Unless otherwise noted, a vampire must test to resist Hunger Frenzy from any given source once per minute (once per combat in a combat scene). 

Provocation Difficulty of Frenzy Test
Sight of open wound or overpowering smell 4of blood while at Hunger 4 or higher 
Tasting blood while at Hunger 4 or higher 6
Involuntarily being forced to Rouse while at 4 + the number of involuntary Rouse checks Hunger 5 During a combat scenario, test at the end of turn and each subsequent turn this occurs
Involuntarily gaining a Hunger while at Immediately succumb to Hunger FrenzyHunger 5 

Terror Frenzy 

Also known as Rötschreck, a Terror Frenzy is most often provoked when a vampire is threatened by sunlight or open flames. Near-death experiences can also cause a Terror Frenzy. When a vampire succumbs to this Frenzy, she must flee from the source of danger with no regard to anyone who might stop her. If physically stopped by another character, the vampire does whatever she can to escape as soon as possible. She can deal damage to anyone who tries to prevent her fleeing, but she will always choose movement away from the source of her Frenzy if she is able.

Unless otherwise noted, a vampire must test to resist Terror Frenzy from any given source once per minute (once per combat in a combat scene). 

Terror Frenzy triggers: 

Provocation Difficulty of Frenzy Test
Within 10 feet of a bonfire or other threatening* source of fire 4
Wielding a flaming weapon or firing a weapon with Incendiary ammunition ** 4
Taking Aggravated Damage from fire 5
Obscured sunlight (through a curtained window, etc) 5
Inside a burning building 6
Fully exposed to direct sunlight 8

* Small decorative fires such as candles or a contained fireplace will not trigger a Fear Frenzy unless you are damaged by their fires. Threatening fires include bonfires, uncontrolled fires larger than three cubic feet, or flaming weapons being wielded against you. At most, you must make one test per minute for being within ten feet of threatening sources of fire, no matter their number. 

Example: Four Hunters attack Alicia, a Gangrel. Each produces a flaming torch and begins attacking her with them. Alicia is within ten feet of four threatening sources of fire. She tests once in total. If she is successful in that test, she overcomes her fear of all four torches for one minute before she must test again. 

** A vampire wielding a flaming weapon or firing a weapon with Incendiary ammunition must test each turn for Fear Frenzy. 

Powered by BetterDocs

Leave a Reply

Your email address will not be published. Required fields are marked *