Dread

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Dread
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This is a Vampire House Rule Please remember that Vampire has a House Rule regarding Resistance. Although this page may not reflect that, it is still in effect.

While an outward, physical manifestation can strike fear in onlookers, it is an overt, blunt means by which to prey upon the weak. More insidious and subtle is a general sense of unease, rising panic and paranoia that a vampire can engender with this power. Gloom, disquiet and uncertainty creeps into the hearts of people around the vampire. * Dread cannot be used selectively on some people surrounding the user, and not on others. Its effects are all or none.

  • Dread cannot be used more than once on any subject in a single scene.
  • Anyone within three yards per Willpower dot that the vampire possesses can be affected.
  • One contested roll may be made reflexively for a crowd of prospective victims — probably mortals — based on the highest Composure among them.

The atmosphere of fear persists either as long as the vampire concentrates on it or until the end of the scene, whichever comes first. If the vampire does anything else drastic such as attacking someone, performing a dodge maneuver or activating another Discipline, the effects of Dread cease. Record the number of successes rolled for the vampire when this power is activated, and compare it to any rolled for newcomers to the power’s area of effect.


Roll Results

Dramatic Failure

The vampire is incapable of using Dread for the remainder of the scene.

Failure

Successes rolled for the subject exceed or tie those rolled for the vampire. The subject feels no ill effects.

Success

The most successes are rolled for the vampire using Dread. Those who lose the contested roll suffer a -2 penalty on all actions out of an inexplicable rising panic. Nor can they spend Willpower to gain three extra dice on any rolls, or +2 to any Resistance traits. (Willpower can be spent to activate capabilities or powers that require it, however.)

Exceptional Success

The roll made for the vampire wins the contested roll and gets five or more successes. Those who lose the contested roll suffer a -2 penalty on all actions out of an inexplicable rising panic. Nor can they spend Willpower to gain three extra dice on any rolls, or +2 to any Resistance traits. (Willpower can be spent to activate capabilities or powers that require it, however.). Each victim also loses a Willpower point.



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