Frenzy Drugs

By borithan, in Dark Heresy Rules Questions

Just a question regarding what others think about certain drugs that grant the Frenzy talent, namely Frenzon and Ghostfire extract. Basically, the rules text says that they give the players the Frenzy talent. Now, I am just wondering whether this means that they just gain the frenzy talent, which they can just choose to activate (just as if they had chosen it as a character) taking a Full Round action, or whether the player immediately becomes subject to the effects of Frenzy (ie, as if they had activated it)? Strict wording suggests the former, but the background of the drugs, their purpose, and purely how powerful some of their other effects (ignore Fear, for example) seem to suggest to me that it is possible that the intention was for the latter.

Oh, and I have some vague memories about reading rules for addictions, but I have not been able to find them since. Where are they (I have every Dark heresy, Rogue Trader and Deathwatch book yet released), or am I just misremembering? I have found a reference to a character being subject to the effects of a "Severe" addiction during the Second stage of being attached to a Halo Device, but that is it so far.

I go by the 2nd option. You imbibe / sniff / inject / snort / etc. --> You are now Frenzied as described in the Talent.

I've also seen it where depending on how you take the drug you act normally for say 1d5 rounds then it kicks in. Eating/drinking wouldn't cause instant effect after all.

My take on it wpuld be if you inject them, u are in Frenzy the next turn

So so far the consensus is that it actually activates Frenzy... Ok. That was the way I was leaning towards myself, but I wanted to see what other people thought as well.

Basically part of the issue is that one of my players catastrophically failed a fear test (a Noble Scum with poor initial roll on... well everything really, but Willpower was one of the worst. Average was something like I did offer him another go at rolling his character up, but he wanted to stick with it). This was followed by a catastrophic roll on the shock table, resulting in permanent willpower loss. 1d10 to be precise... and he rolled a 9. After buying up willpower one level he has a willpower of 17. 17 willpower is... well fairly crippling. Fear tests? erm... yeah, maybe, but more likely to fail them fairly dreadfully. He cannot actually pass a pinning test in any normal circumstance (-20 willpower test). Now, I was trying find ways to get round this if he wanted, and drugs seemed on possible route. Both Frenzon and Ghostfire extract cause you to ignore Fear (and Ghostfire also makes you fully Fearless), which would allow him to function, to a degree, when facing Fear causing things. Therefore knowing the specifics of the rules became more important, and I also wanted to possibly have the threat of an addiction come into play.