Frenzy & Rotschreck

The Beast unleashed — frenzy triggers, resistance, riding the wave, and the Red Fear.

Frenzy is the moment the Beast wins. The vampire surrenders rational control and becomes a creature of pure hunger, rage, or terror — feeding on whoever is closest, destroying the source of anger, or fleeing in blind panic from fire. It is the defining horror of the vampiric condition.


Frenzy

Triggers

ProvocationDifficulty
Smell of blood (when hungry)3+
Sight of blood (when hungry)4+
Being harassed4
Life-threatening situation4
Malicious taunts4
Physical provocation6
Taste of blood (when hungry)6+
Loved one in danger7
Outright public humiliation8

Hunger-related difficulties may increase further at Storyteller discretion based on degree of starvation.


Resisting Frenzy

Roll Self-Control (or Instinct — see below) against the listed difficulty.

SuccessesResult
5Overcome completely — no frenzy
1–4Resist for that many turns, then roll again
0Full frenzy until Storyteller decides it ends (usually 1 scene)
BotchExtended frenzy; may acquire a derangement

Willpower: Spend 1 Willpower point to maintain control for one turn during frenzy. This does not end the frenzy, only suspends it for that turn.

Brujah weakness: All frenzy difficulties are permanently +2 for Brujah. Brujah may never spend Willpower to avoid frenzy (though they may spend 1 Willpower to end an active frenzy).


Effects of Frenzy

While frenzied, a vampire:

  • Ignores all wound dice pool penalties
  • Resists Dominate at +2 difficulty (harder to control)
  • Cannot be mentally controlled as easily (–2 difficulty to resist mental control)
  • Never needs Willpower rolls for feats of strength or endurance
  • Is immune to Rotschreck (cannot also flee in terror while raging)

The vampire’s actions are Storyteller-directed: feeding on whoever is closest if hunger-triggered, attacking the provocation source if anger-triggered.


Instinct and Riding the Wave

Characters with Instinct (instead of Self-Control) relate to the Beast differently. They do not deny it — they steer it.

  • A character with Instinct always frenzies when triggered, unless the difficulty to avoid it is less than their Instinct rating (in which case they may choose).
  • During frenzy, the player may roll Instinct against the original avoidance difficulty to take one deliberate conscious action (“riding the wave”). Success = that action happens; the frenzy continues.
  • Blatantly evil or cowardly acts may trigger a degeneration roll at difficulty (9 minus Conscience) instead of the standard Hierarchy of Sins roll — resisting such acts uses Instinct, not Self-Control.

Ending Frenzy

Frenzy ends when:

  • The trigger is removed (the blood scent is gone, the provocation ends)
  • The Storyteller decides the scene has run its course
  • The vampire reaches a safe, stimulation-free environment and a scene passes

After frenzy: the vampire returns to their normal state with memory of what happened (unless a derangement specifically causes blackouts). Degeneration rolls are required for violent acts committed during frenzy.


Rotschreck (The Red Fear)

Rotschreck is terror-frenzy — not rage but blind flight. Triggered specifically by fire and sunlight. The vampire flees in panic, lashing out at anything in its way, making for the nearest exit.

Triggers

ProvocationDifficulty
Lighting a cigarette3
A torch or small flame5
Bonfire6
Obscured sunlight (heavy clouds)7
Being burned by fire7
Direct sunlight8
Trapped in a burning building9

Resisting Rotschreck

Roll Courage against the listed difficulty.

SuccessesResult
5Ignore completely
1–4Hold for that many turns, then roll again
0Blind flight — flees at maximum speed, attacks anything in the way
BotchImmediate frenzy; may attack allies

Willpower: Spend 1 Willpower to maintain control for one turn.


Rotschreck vs. Frenzy

A vampire already in frenzy is immune to Rotschreck — the Beast is already fully unleashed and cannot be further frightened. Rotschreck can only trigger when the vampire is not yet frenzied.


Hunger Frenzy

A specific type of frenzy triggered by starvation rather than provocation.

Threshold: If a vampire’s blood pool drops below (7 minus Self-Control/Instinct), they are considered hungry and must roll frenzy resistance when catching prey (difficulty 4, modified by degree of hunger).

Feeding during hunger frenzy: A frenzied vampire feeds until full, without restraint — risking killing the vessel, exposing the Masquerade, or draining forbidden sources (e.g., Kindred blood creating blood bonds).

Wassail: When a vampire reaches 0 blood points without entering torpor (from Fortitude effects or similar), they fall into a hunger frenzy so severe it is called Wassail — a permanent derangement state. Recovery is very difficult and may require significant Storyteller intervention.


Frenzy and Humanity/Paths

Acts committed during frenzy still require degeneration rolls if the act falls at or below the vampire’s current Humanity/Path rating on the Hierarchy of Sins. “I was frenzied” is not a defense against losing Humanity — though the Storyteller may consider context.

Exception: Some Paths (Path of the Feral Heart, Path of Caine) consider frenzying without riding the wave a sin — the loss of control is itself a moral failure on those Paths.