Frenzy: Since we're using the road system from The Long Night rather than Beast/Path Traits from Laws of the Night the system for frenzy is different. What causes frenzy? The following situations apply:
Violating a precept of Humanity/Path
Rage Frenzy
Control Frenzy
Terror Frenzy
Should a player enter into a situation where any of these situations apply the player must make a Willpower challenge against four traits. If she wins, nothing happens, but if she loses she enters frenzy for ten minutes or can at the beginning of Frenzy spend a Willpower trait and win a Static Mental Challenge against 4 traits or go against Nature and win a Static Mental Challenge against 4 traits or have someone talk you down with a social challenge against twice the number of road traits one has.
Experience: One experience point will be awarded for participation in the game. One point will be awarded for journal entry, and finally Narrators and Storytellers will be given 1 Experience card which are to be given for exceptional role-playing.
Journals are due two weeks before the next game.
Experience expenditures are due in a week prior to game.
Iron Will and Unbondable Merits: Unbondable merit does not exist within this game. As for Iron Will, the system for dealing with it is as follows:
When engaged in a Dominate challenge a character can use Iron Will in place of a mental trait. The Iron Will trait is not used up and can be used in successive challenges.
Example: Doctor Eric tries to dominate Ariella, but Ariella has Iron Will, which she bids in place of a mental trait. Eric wins the first challenge, and Ariella spends a willpower then bids Iron Will again. This time she wins and Eric decides not to press the issue.