Frenzy: When wounded or exposed to a particular substance - blood for instance - the creature must succeed in a Willpower roll or enter a frenzy. The frenzy lasts a number of rounds equal to the creature’s CON. During the frenzy they must only spend Combat Actions on attacking or moving towards combat. Spellcasting, parrying, evading, and anything else is forbidden; all thoughts of self preservation washed away in a red haze. In return, the creature no longer suffers
pain or fatigue, and is impervious to mental control. During this time it is immune to all the detrimental effects of Serious Wounds, although a Major Wound will still incapacitate. If still alive, once the frenzy finishes the creature automatically gains a fatigue level of Exhausted.
Intimidate: The creature may intimidate opponents as a prelude to combat or to avoid it altogether: growls, snarls, lowering of horns, and so forth.
Opponents must make an unopposed Willpower roll to hold their
ground; a success allows a character to stand his ground, whereas a failure indicates that they must spend the next round instinctively placing distance between themselves and the creature. If he fumbles the Willpower roll, then the character flees at maximum speed. A critical success allows the character to ignore any further intimidation attempts by the creature or its brethren during that encounter.
The effect continues for as long as the creature continues to act in a threatening manner, which includes it making an attack.