The character’s temper and passion boil just below the
surface of his psyche, mostly held in check by his rational
mind, but easily released when needed. If the character
spends one full Round fuelling his anger—by flagellation,
drugs, or other means—on the next Round he goes into an
uncontrolled rage, gaining a +10 bonus to Weapon Skill,
Strength, Toughness, and Willpower, but suffering a –20
penalty to Ballistic Skill, Intelligence, and Fellowship—note
that Characteristic penalties are different from Characteristic
Damage, and cannot reduce a Characteristic
below 1. While Frenzied, the character must attack the nearest
enemy in melee combat if possible. If he is not engaged with
the nearest enemy, he must move towards that enemy and
engage it if possible. The character will not take obviously
suicidal actions such as leaping off a building in order to
engage someone on the ground, but he will take any actions
that have a reasonable opportunity to engage in melee with
the nearest enemy.
While Frenzied, he is immune to Fear, Pinning, stunning
effects, the effects of Fatigue, and he may not Parry, retreat,
or flee. He remains Frenzied for the duration of the combat.
Characters may not use psychic powers while Frenzied. After
combat ends, or if there are no more eligible enemy targets
for the character to attack, he can make a Willpower Test to
snap out of his Frenzy. If he fails, he must continue to attack,
favouring NPCs over PCs. Each successive Round, however,
he may make another Willpower Test, with a cumulative +10
bonus to return to a stable state of mind and come out of
Frenzy. After Frenzying, a character may not Frenzy again for
at least an hour as he recovers his mental and physical strength.