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  • Homebrew Nightmares

    Because, surprisingly, there wasn't already a thread for this, even though Nightmares are literally designed to be homebrewed. Here until we get a Beast forum. Ideas or fully crunched mechanics are both fine, as are Nightmares based on homebrew templates.

    You Are Not Prepared (General): The nightmare of showing up naked to class, or having to take a test you didn't study for, all part of the wider fear of not being prepared. Most likely makes the target more likely to neglect crucial items or preparations.

    You Are Not Good Enough (General): The target becomes convinced of their own weakness, but instead tries to compensate for it with excessive training, to the point of doing much more harm than good. They also become obsessed with anything that could give them "an edge", to the point of seeking out vampires and begging to be embraced or ghouled or volunteering for bizarre mad science experiments.

    It's a Jungle Out There (Often Vampire, but can come from any politically vicious monster): The target becomes convinced that the world is hostile, uncaring, and mercilessly Darwinian, and comes to believe that only be stamping out all compassion and being as ruthless as possible can they raise their station.

    Curiosity Killed the Cat (Guardian of the Veil Mage): The target becomes convinced that any attempt to investigate bizarre or supernatural occurrences is incredibly dangerous, and will obsessively avoid anything unusual.

    You Are Obsolete (Free Council Mage, Genius): The target becomes a walking anachronism: they become hopeless with current technology, slang, and culture, utterly convinced that their own devices and knowledge are hopelessly out of date.

    Mind Your Manners (Chatelaine Changeling, True Fae): The target becomes scrupulous about adhering to various ancient and traditional rules of decorum: hospitality, honorable combat, and "good form" in general.

    Memories Are Fleeting (Mummy): The target forgets something important: a major event from their past, a friend or family member

    They Are Not Ready (Guardian of the Veil or Genius): The target becomes convinced that others, even their friends and allies, are unworthy of learning or incapable of grasping some type of "forbidden knowledge", causing them to obsessively safeguard everything they know and learn, going so far as to conceal crucial information from their allies.

    You Could Wake Up Dead Tomorrow (Sin-Eater): "Oh Bart, don't worry, people die all the time. In fact, you could wake up dead tomorrow.". No idea what it would do, I just couldn't resist.

    Anything Could Kill You (Forgotten Sin-Eater): The Beast can convince the target that a completely innocuous object, place, or situation is incredibly lethal.

    You Know Nothing (Genius): The victim's Mental attributes and skills cease to work as they become convinced that all they know is infinitely inferior to others, and that the laws of the world are far too vast to ever be understood by their puny mind.

    Dead Timeline (Lemurian Genius, possibly any Genius or Mage involved with time travel): The target becomes convinced that they have time traveled in some way: to the past, future, or another timeline.

    Pseudoscience (Unmada Genius): The target becomes convinced that some law of physics or scientific fact is false, and their own pet theory is true. This causes them to, for example, believe that any device that operates based on laws contrary to their own beliefs does not work.

    You'll Kill Us All! (Klagen Genius): The target becomes convinced that one of their projects or endeavors will almost certainly end in chaos and tragedy.

    Kill to Know (Mysterium Mage, Staunen Genius, Mekhet Vampire...the list goes on.): The target becomes obsessed with answering a question or solving a certain mystery, regardless of how difficult or dangerous it is.

    If Only You Ruled The World (Hoffnung Genius, any monster with utopian plans and megalomania): The target begins to believe that they could solve all the world's problems, if only they were in charge. They will refuse to yield any power or leadership positions they have, and will insist that everyone else follows their decisions, becoming sullen or violent if not obeyed.

    They Called You Mad (Neid Genius): I have a few ideas, but my favorite one is that it forces the target into stereotypical "mad scientist" behavior.

  • #2
    Here's the first draft of one I made for Strix Kinship.

    No Masks For You [Strix Kinship]
    You can't hide who, or what, you really are anymore. All masks are stripped away, all lies stand revealed, and you can hardly remember why they were there in the first place. Then you come back to yourself, and are left to face what people feel about the real you - if anyone is left when you're done.
    Dicepool: Wits + Satiety vs Composure + Supernatural Tolerance
    Normal Satiety: The victim loses the benefits of all forms of disguise whether it be from make-up, costume, or a vampire's Blush of Life. It cannot overcome more potent forms of obscuring physical identity, however; powers such as Obfuscate, or passive disguises like a Changeling's Mien or a Mummy's Sahu will not so much as flicker at this level.

    High Satiety: Even spoken lies and partial truths are beyond the victim's ability to manage; they fail all social rolls to deceive others. The only way they can keep a secret is to refrain from communication, which can have consequences of its own. This may be overcome for a turn by spending a point of Willpower, but such a measure will not protect them from continued questioning.

    Satiety Expenditure: The victim cannot regain Willpower from their Virtue, and must spend Willpower to resist any provocation or opportunity to fulfill their Vice. Supernatural beings without Virtue or Vice lose access to whichever replacement they have that reflects a connection to or facade of humanity (Life, Masks, Bone, etc.), and must spend Willpower to resist that which reflects their monstrous self (Legend, Dirge, Blood, etc.).

    With Satiety expenditure the Normal effect's limitations briefly disappear. Things as a Changeling's Mien, a Mummy's Sahu, or active powers of disguise such as the vampire Obfuscate Discipline falter for a turn against a successful use at this level.


    Revlid wrote:
    Yes, hollowing out your humanity to become an utterly utilitarian asura is the exact suggestion I would expect from you, Aiden.

    Comment


    • #3
      Cool!

      Rumpelstiltskin Syndrome (Mage or Changeling): The target temporarily gains a "true name". It will be a name they have used before, but not the one they use: their full name, a childhood nickname, an alias they once used, or so on. They are compelled to obey anyone who knows this name for as long as the Nightmare lasts.

      Ow The Edge (Belial's Brood Vampire, various Left-Hand Paths, etc.): The target becomes convinced that conventions and morals are just cages, and that they must break those boundaries to shock others into understanding. Or something. Basically, the target becomes an insufferable prick who ignores social graces and decency for the hell of it, causing them to lose access to Social attributes, skills, and merits due to their profound unpleasance.
      Last edited by Geckopirateship; 06-05-2015, 02:32 AM.

      Comment


      • #4
        Better Off Without You: (Promethean)
        Step 1: Nature of the Fear (You aren't good enough, all you do is hurt the people you care about, [From doubt in the Pilgrimage])
        Step 2:
        • Normal Effect: Inflicts the Resigned Condition. (See WtF 2nd ed)
        • High Satiety: Also Inflicts the Guilty Condition
        • Satiety Expenditure: Compels the Target to abandon their allies; picking up stakes and move on before anyone else nearby suffers.
        Step 3: Manipulation (foolish behaviour) or Wits (self-doubt) + Satiety? Not sure; vs Resolve (erodes self confidence) + Supernatural Tolerence
        Step 4: Ask the audience; is this too much?
        Last edited by FallenEco; 06-05-2015, 05:50 AM.


        Thoughts ripple out, birthing others

        Comment


        • #5
          Kneel Before Your God: (Leviathan)
          The Leviathan's Wake is a potent tool, allowing them to dominate, terrify and control those around them.With practice, you too can bend the wills of those around you like your closest cousins.
          Nature of the Fear: Religious terror, the idea of something so powerful and ancient, the differences between it and a god is semantics, and it's not the kind of god you believe in.
          Effects:
          • Normal Effect: Inflicts the Shaken condition
          • High Satiety: Also Inflicts the Awed Condition
          • Satiety Expenditure: Inflicts the Broken Condition
          Dice Pool: Presence + Satiety - Composure + Supernatural Tolerance

          Wrathful Storm: (Princess)
          The Hopeful don't like Beasts. Nobility spend their lives trying to spark hope, destroy darkness, and fight fear. Beasts survive by inspiring despair, they live in nightmares, and they are literal personifications of fear. Despite this, Beasts still feel kinship with the Princes and Princesses of both Radiant and Twilight Queens. The Children of the Queen of Storms, however, have no problem working with Beasts if they prove themselves helpful against Darkspawn. The Begotten have learned to mimic the rage of the Queen of Storms, inciting it in normally harmless individuals.
          Nature of the Fear: Losing control and hurting those close to you.
          • Normal Effect: The target becomes needlessly hostile to those around them, gaining the Enraged condition for a scene. Certain supernatural creatures may be affected differently:
            • Vampires:A Vampire affected by this Nightmare goes into Frenzy.
            • Werewolves: A Werewolf affected by this Nightmare enters soft Rage (wasu-im).
            • Demons: This doesn't offer any specific effects against Demons, but could cause them to Compromise themselves, and if they suffer such a Compromise, they also gain the Shaken condition for the scene
            • Sin-Eaters: The Geist takes control of the body for the scene, and acts out all their bizarre Geistly desires and compulsions.
            • Promethean: The Promethean enters Torment when affected by this Nightmare.
          • High Satiety: The target loses all sense. they can not be snapped out of the Enraged condition imposed by this Nightmare by others.
          • Satiety Expenditure: The target gains the Rabid condition instead of Enraged.
            • Vampires may not spend Willpower to hold off the Beast.
            • Werewolves go straight to hard Rage (basu-im), skipping soft rage.
            • Sin-Eaters suffer an immediate Breaking Point against Synergy, regardless of their actions.
            • Prometheans snap, and go catatonic for the scene, pushed even past Torment.
          Enraged (Condition)
          You are enraged about something, pushing you to the edge of your self-control, and making you far less capable of peaceable interaction. You suffer a -3 penalty to Composure and Resolve rolls, as well as rolls with Social skills (excluding Intimidation).
          Resolution: Kill or gravely injure somebody in a fit of rage, or be talked out of it by a friend (Expression + Manipulation + your Integrity - 10)

          Rabid (Condition)
          You have completely lost it. You're a rabid dog, and if you don't stop soon, somebody may put you down. Unless you put them down first. You must attack anyone nearby, friend or foe, although you can choose specific targets if there's more than one creature around to attack. If you're alone (or believe yourself to be), you throw things, break things, and generally make a massive mess. On the upside, your attacks do deal +1 damage, as your incredible rage drives you to kill.
          Resolution: None. You just have to scream and snarl and rage until either you're too exhausted to keep doing it, or you come to your senses.

          Doomed to Failure (Genius)
          The Inspired are a sorry lot, especially compared to other Kin. Everything they try to do eventually ends in failure, and they can never be understood by the normal humans among which they once stood. Such a life can be misery for many Geniuses, especially those who can't find support from colleagues and Beholden. This pain fuels this Nightmare, which drives men mad with despair.
          Nature of the Fear: You're nothing, and nothing you ever do will matter.
          • Normal Effect: The target feels the crushing weight of failure on their shoulders. Their next roll loses the 10-again quality (and the 9- and 8-again and rote qualities, if applicable).
          • High Satiety: The target suffers the above, plus a penalty equal to 10 - Integrity.
          • Satiety Expenditure: The target becomes completely inept. Reduce their next roll to a chance die (which keeps 10-again).


          Genius: the Transgression 2E is a thing that's being worked on.

          Comment


          • #6
            That Looks Infected (Venombite Changeling)
            Gee, buddy, I don't know what bit you, but that does not look good. You should really go get that checked out before it spreads. Might be too late; see that discoloration there? Yeah, there. I'd guess beriberi. Hey, maybe I'm wrong, maybe it's just tetanus. Anything's possible.
            To use this Nightmare, a victim must be suffering at least a single point of Bashing damage as the result of some kind of flesh wound.
            Dice Pool: Manipulation + Satiety vs. Resolve + Supernatural Tolerance
            Normal Satiety: In the subject's eyes, the wound blossoms a sickly color, spreading across his skin. The fear of infection gives him the Shaken Condition.
            High Satiety: The parasite of the idea that his scratch is infected has buried its way so deep into the subject's mind, there's no escape. Until the target receives medical treatment, at the beginning of each scene, he gains the Shaken Condition if he does not already have it.
            Satiety Expenditure: The imaginary illness becomes psychosomatic. The target suffers from an appropriate Tilt of the Beast's choosing, such as Arm/Leg Wrack, Insane, or Sick. This lasts for as long as the target has the Shaken Condition.
            Other Possible Kinships: Blightbent Changeling, Morbus Vampire, Moros Mage, Thyrsus Mage, Mummy with Kiss of Apep, Stricken Sin-Eater, Were-cockroach

            Comment


            • #7
              Alright, here's my first try at this. Sorry if it sucks!

              You Can't Quit Me(Daeva)

              You want to get away, to never see them again. But then they smile and whisper in your ear, and your heart turns in your chest and the wonderful warmth spreads through your flesh, and you know, deep down inside, that you'll never leave them, no matter how badly they hurt you.

              Dice Pool: Manipulation + Satiety vs Resolve + Supernatural Tolerance

              Normal: The victim gains the Swooning Condition (p. XX) keyed towards the Beast, and cannot resolve it during the scene, no matter how many times they bend to the Child's will. After the scene ends, the Condition may be resolved normally.

              High Satiety: As normal, save that the Beast treats their Impression level as two higher against the afflicted target, to a maximum of perfect(see p. XX).

              Satiety Expenditure: The victim gains the Addicted(Persistent) Condition (p. XX),which does not resolve when the Nightmare ends and is keyed towards acts of kindness and affirmation(A kiss on the cheek, warm praise, a soft smile, anything of that sort will do) from the user.*

              Exceptional Success: When resisting the user's mundane Social rolls, the victim gains an Exceptional Success on 6 Successes instead of 5.

              So, what do you think?

              Comment


              • #8
                1st Draft of a Custom Nightmare, it's my first attempt at one... So it's a bit rough... I have yet to run a comparison check with it.

                Eating You from the Inside Out
                ;

                Why can't I ever get my fill? I'm eating but getting hungrier... It feels like something is inside me... It's growing bigger... It can't be because of 'that', can it?

                Dicepool: Manipulation or Wits + Satiety vs. Resolve/Stamina + Supernatural Tolerance.

                Normal Effect: The target gains the Guilty Condition, constantly distracted by the thought they are carrying a physical manifestation of some guilt inside them... Perhaps if they do some good turn, it'll go away? This Condition cannot be resolved whilst the Nightmare is active, only once it's effect has passed.

                High Satiety: The target's guilt based tape-worm actually feeds off them. Successes drain the equivalent in Willpower for Mortals or for supernaturals it drinks Vitae, Essence etc.

                Satiety Expenditure: As long as the Nightmare is in effect, the Beast may expend one Satiety to make the victim's next social roll becomes a chance roll as they become increasingly withdrawn over what they believe they're hosting.
                Last edited by wander; 06-08-2015, 05:34 PM.

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                • #9
                  Here's a nightmare. You're a storyteller who's put hours upon hours into prepping for your next session, and you have players that do THIS.

                  Comment


                  • #10
                    You Are Possessed(Strix)

                    Something else controls your body. You wouldn't have done those things. No, it was a demon, a monster in your skin. No matter how much you enjoyed it.

                    Dice Pool: Wits + Satiety vs Composure + Supernatural Tolerance

                    Normal: To the victim, they appear to be possessed, a prisoner in their own flesh. In actuality, their own inner demons have come out to play. The target gains the Wanton Condition(p. XX), which cannot be resolved until the Nightmare ends.

                    High Satiety: The victim's belief that they are no longer responsible for their own actions reaches a new height.*For the duration of the Nightmare, the victim does not (and cannot) suffer from breaking points due to his own actions. Things that would normally prompt breaking points (such as murder, theft, or assault, or even nonviolent acts that are nevertheless fundamentally opposed to the character’s self-image) seem as reasonable and as appropriate as having a polite discussion. In addition to making the victim potentially act wildly out of character, this Nightmare negates any penalties to Social maneuvers or similar actions that might arise due to breaking points. It’s as easy to convince the victim to murder his boss as it is to convince him to loan you his car.

                    Once the Nightmare’s duration ends, the victim must immediately roll for any and all actions undertaken during the Nightmare that would call for breaking points.

                    Satiety Expenditure: For a target hit with this level of the Nightmare, their basest desires become paramount. For the duration of the Nightmare, the target must take any opportunity to indulge their Vice, spending a point of Willpower if they fail to do so.

                    Exceptional Success: The penalties of the Wanton Condition are raised from -2 to -4.

                    Like my last one, this probably sucks.

                    Comment


                    • #11
                      Originally posted by B. Chaos View Post
                      Here's a nightmare. You're a storyteller who's put hours upon hours into prepping for your next session, and you have players that do THIS.
                      You Are in a Dark of Worldness (God-Machine Kinship)

                      Dice Pool: 10-Integrity + Resolve vs Highest Integrity + Resolve in scene

                      Normal: The Storyteller must write down the names of every person immediately visible in the scene and a minor detail about them and their favorite monster movie. Open two doors when making a Social Maneuvering roll against a character when a monster matching this movie is in the scene and reveals its nature to the character.

                      High Satiety: A single individual in the scene gains a Major Template, either immediately or as soon as circumstances can be contrived to explain it. This individual may already have a Major Template, in which case the new one replaces their original, but they retain all the supernatural powers of their previous form. All normal human beings in the scene gain a Minor Template, chosen randomly for each.

                      Satiety Expenditure: The Storyteller goes and selects the first roleplaying module they can find, WoD or otherwise, that is not the present one. Pick a random page in its progression. The Storyteller immediately talks through how the characters wind up in those circumstances and play resumes from there. The original scenario can not be returned to, even with further uses of this Nightmare.

                      Exceptional Success: The user puts away their character sheet. For the remainder of the Chapter, they roll according to how many dots they think they remember from their sheet. 1's now count as 10's because they look really similar and now its too late to change the outcome because it's been two whole turns, okay? Get off my back, man.

                      (Forgive me; I had to. XD)

                      Comment


                      • #12
                        Originally posted by ZealousChristian24 View Post
                        Alright, here's my first try at this. Sorry if it sucks!

                        You Can't Quit Me(Daeva)

                        You want to get away, to never see them again. But then they smile and whisper in your ear, and your heart turns in your chest and the wonderful warmth spreads through your flesh, and you know, deep down inside, that you'll never leave them, no matter how badly they hurt you.

                        Dice Pool: Manipulation + Satiety vs Resolve + Supernatural Tolerance

                        Normal: The victim gains the Swooning Condition (p. XX) keyed towards the Beast, and cannot resolve it during the scene, no matter how many times they bend to the Child's will. After the scene ends, the Condition may be resolved normally.

                        High Satiety: As normal, save that the Beast treats their Impression level as two higher against the afflicted target, to a maximum of perfect(see p. XX).

                        Satiety Expenditure: The victim gains the Addicted(Persistent) Condition (p. XX),which does not resolve when the Nightmare ends and is keyed towards acts of kindness and affirmation(A kiss on the cheek, warm praise, a soft smile, anything of that sort will do) from the user.*

                        Exceptional Success: When resisting the user's mundane Social rolls, the victim gains an Exceptional Success on 6 Successes instead of 5.

                        So, what do you think?
                        I want this Nightmare. Deliciously horrifying.


                        I stand with the Standing Rock Sioux Tribe against the North Dakota Access Pipeline https://www.facebook.com/ajplusengli...0139732127536/
                        Please sign the petition: https://t.co/42VMYy7WzA

                        Comment


                        • #13
                          Oh, how about some kinship nightmares inspired by the translation guides? What nightmares might a Settite, Tzimisce, or Assamite inspire? Uktena or Get of Fenris? Euthanatos or Son of Ether?

                          Also, there's a lot of untapped potential here, since nothing stops beasts from making kinship nightmares based on blue book stuff like spirits and ghosts, cutlists of things men weren't meant to know, skinchangers, slashers, demons and the possessed from inferno, and immortals.
                          Last edited by StSword; 06-10-2015, 08:36 AM.

                          Comment


                          • #14
                            Originally posted by StSword View Post
                            Oh, how about some kinship nightmares inspired by the translation guides? What nightmares might a Settite, Tzimisce, or Assamite inspire? Uktena or Get of Fenris? Euthanatos or Son of Ether?

                            Also, there's a lot of untapped potential here, since nothing stops beasts from making kinship nightmares based on blue book stuff like spirits and ghosts, cutlists of things men weren't meant to know, skinchangers, slashers, demons and the possessed from inferno, and immortals.

                            Gaia's Vengeance (old Werewolf)
                            You hear a scrabbling sound in the shadows. A squeak or bark in the distance. The next thing you know, the creatures of nature are upon you. You can't escape mother Earth on foot, but you'd better still run.

                            Dice Pool: Presence + Animal Ken vs. Composure + Supernatural Tolerance
                            Normal: Animals become irritable toward the target, imposing the Earth Spurned Condition for the scene.
                            High Satiety: The target instead receives the Earth Abandoned Condition.
                            Satiety Expenditure: Instead of the above conditions, the target is simply attacked on sight by any animals they encounter for the rest of the scene.
                            Exceptional Success: The effects above also extend to plants, fungi, and all forms of nature spirit. In the case of satiety expenditure, plants actually become animate and attack! Treat them as having Power equal to their Size + 1, Finesse of 5 - size (minimum 1), and Resistance equal to the greater of the Beast's Presence or the plant's Size rating. Health is Resistance + Size, Willpower is Resistance + Finesse, and Speed is 0 (although some plants, such as potted plants, may be able to drag themselves). Penalties to rolls to deal with non-animals are applied to whatever skill seems most appropriate to the Storyteller.


                            Earth Spurned:
                            You and nature can't seem to get along right now. Your dog is being a jerk, a rat stole your lunch, and the neighbor's cats have been staring at you all day.
                            Effect: You have difficulty influencing animals, receiving a -2 penalty to Animal Ken rolls.
                            Resolution: Achieve an Exceptional Success or Dramatic Failure on an Animal Ken roll.

                            Earth Abandoned:
                            It's just gotten worse. Your dog bit you for no reason, the rat that stole your lunch yesterday brought a bunch of friends, and your parrot has been calling you severely hurtful names all day.
                            Effect: You just can't seem to get along with any sort of animal. Any Animal Ken rolls are reduced to a Chance Die, and nearby animals become agitated in your presence.
                            Resolution: Accrue total Lethal damage in excess of your Stamina as a result of failed Animal Ken rolls.


                            An Offer You Can't Refuse (Giovanni, Old Vampire)
                            The deal this man is offering is clearly a bad idea, and you're obviously getting the raw end of it, but you're deperate. And, for some reason, you're feeling even more desperate with each passing moment.

                            Dice Pool: Manipulation + Subterfuge - (Resolve + Supernatural Tolerance)
                            Normal: You gain the benefit of Soft Leverage, a Vice, or an Aspiration against a target during the next Social Maneuvering attempt against them this scene, regardless of whether you actually have it.
                            High Satiety: You may pick two of the above benefits to apply.
                            Satiety Expenditure: You gain the benefits of Hard Leverage, placing psychic pressure on them. This Hard Leverage doesn't create extra doors.
                            Exceptional Success: In your next Social Maneuvering attempt with the target this scene, reduce the number of doors by your Presence, minimum 1.

                            The Consensus is False (Old Mage)
                            They think they're so smart, but you know the truth. They can't keep you down any longer, not with all the money, manpower, and phony papers in the world. Your truths will win out, consequences be damned.

                            Dice Pool: Manipulation + 10 - (Integrity + Composure)
                            Normal: The target becomes consumed with a need to prove themselves correct, regardless of if they actually are. They receive the Obsession condition for the scene, centered around proving that some delusion they hold is true, usually an incorrect scientific theory (the sun orbiting the Earth, luminiferous ether, etc.).
                            High Satiety: The obsession is particularly consuming, imposing a -2 penalty to all rolls not relating to the target's Obsession, in addition to the effects ofthe Obsession condition.
                            Satiety Expenditure: The condition imposed by the normal effect remains after the scene ends.

                            The Shadow Whispers (Wraith)
                            In Jungian psychology, there's an idea called the Shadow Aspect, the part of your mind that you don't want to acknowledge. All your evils and weaknesses, all your failings and faults. And it won't shut up.

                            Dice Pool: Manipulation + Academics - Integrity/Integrity equivalent
                            Normal: The target is plagued by whispers that tempt away from the good in them. The target gains no benefits from their Virtue. In the case of Vampires, this instead extend to the Mask, and for Werewolves it affects the Bone if at high Harmony, or Blood at low Harmony. Bonuses that would normally come from these do not apply, and Willpower can not be regained from acting on them.
                            High Satiety: The target s overcome with shock and shame over the things going through their head. If the target acts on their Vice (or their Dirge, or whichever Werewolf trait was not disabled), they receive a condition as if they failed a Breaking Point, regardless of if a Breaking Point occurred.
                            Satiety Expenditure: The Shadow Aspect becomes aggressive, pushing its hardest to act on base urges. If acting on any of the traits mentioned in the High Satiety effect, they refill their Willpower completely, and any bonuses from acting on them are increased by +1.

                            Encroaching Banality (Old Changeling)
                            Wake up. Brush your teeth. Get dressed. Get some coffee. Go to work. Come home. Kiss the wife. Have a cocktail. Eat dinner. Go to bed. Do it all again tomorrow. Do you remember what you ate yesterday? Do you remember where you were? Was it just an average day? Like every day you ever had? Every day you ever will have? Enjoy that illusion while you can.

                            Dice Pool: Manipulation + Target's (Composure - Wits)
                            Normal: The target is overcome with banality and skepticism, becoming incapable of believing in anything fantastical. While this makes them insufferable to watch TV with, it also makes them far better at forgetting or dismissing supernatural happening. The target receives a +2 bonus on Breaking Point rolls in response to a supernatural happening, but may not attempt any feat that they know is supernatural in nature.
                            High Satiety: The target is utterly banal, sticking to a routine and lacking any creativity. Anything they do regularly in the course of an average day becomes a rote action, and anything else loses the 10-again quality on rolls for it.
                            Satiety Expenditure: The target suffers total disbelief, and the weird and supernatural simply don't register. The next Breaking Point the target would suffer is totally ignored, and the target has no memory of it. If forced to remember, it could still incur another Breaking Point.

                            Imbued Immunity (Old Hunter)
                            Your humanity asserts itself against the world of darkness, whether you want it or not. Claws dull, fire is dampened, and senses are dulled.

                            Dice Pool: Presence + Occult vs. Resolve + Supernatural Tolerance
                            Normal: The target is made human for a time, disabling some of their powers. Any hereditary or biological supernatural powers, as well as powers related to physical form, such as physical Disciplines, Werewolf shapeshifting, and Atavisms, are disabled for the scene. They appear to be entirely human, and have no detectable physical differences (Vampires lose their sunlight vulnerability and benefit from blush of life, Prometheans no longer have disfigurements, etc.)
                            High Satiety: The target's purely supernatural abilities become more difficult to access, imposing a -2 penalty to the activation rolls for any supernatural powers not disabled by the normal effect. On the upside, however, they also are better able to resist the mystical downsides of their supernatural state. Add 2 dice to pools to resist or negate non-physical harmful effects from supernatural templates and merits, including resisting Frenzy, exiting Rage, and avoiding Torment and Disquiet, among other things.
                            Satiety Expenditure: The target's supernatural powers of any stripe are completely suppressed. The non-physical powers can be reactivated for a turn with a Reflexive Resolve + Composure roll each turn, penalized by the invoking Beast's Lair.

                            God's Not Here (Old Demon)
                            God has abandoned this world. It's not just something that old bigots say when they hear gays getting rights. It's true. That "angel" that just saved your granny's life? You don't want to know what it really was. Seriously.

                            Dice Pool: Intelligence + Occult - (Resolve + Supernatural Tolerance)
                            Normal: The target is struck with supernatural terror, realizing exactly how little anything is looking after them, and how much there is to protect them from. The target may not expend Willpower to gain extra dice on rolls. Devout Atheists are not immune or resistant to this Nightmare, as it pertains more closely to their sense of security than to a literal "God" figure's presence.
                            High Satiety: The target can feel the demons and devils closing in. They receive the Panicked condition.
                            Satiety Expenditure: The target sees demons everywhere, and is incapable of distinguishing between reality and their own fevered paranoia. The target gains the Paranoid condition.
                            Exceptional Success: The target's concept of reality is utterly shattered. They must roll for a Breaking Point, penalized at -2. Instead of receiving the Guilty, Shaken or Spooked conditions, they receive a non-persistent version of Broken instead.

                            Shattered Soul (Old Mummy)
                            You think you're all one piece, a single chunk of person that runs autonomously as a single unit. Even at the most literal level, that's bullshit. You're a bag of organs and bones and muscle and sinew and nerves, and they don't even work well together half the time. The front half of your brain is fighting with the back half, your immune system can turn on you at any time. The same is true of your soul. It's in a half dozen pieces, which don't agree on anything.

                            Dice Pool: Manipulation + Empathy - (Composure + Supernatural Tolerance)
                            Normal: A random piece of the target's soul (Ab, Ba, Ka, Ren or Sheut) is temporarily shattered off, becoming its own personality with its own goals. This shard controls a single arm or leg of the target. In order to make the limb act in concert during a given turn, the target has to make a Composure + Persuasion or Intimidation roll, subtracting one of their other Attributes based on the specific soul piece. If the roll fails, the target suffers the Arm Wrack or Leg Wrack tilt for that turn, depending on the limb in question.
                            • Ab: Resolve; acts impulsively and emotionally
                            • Ba: Wits; Rational, but extremely stubborn
                            • Ka: Intelligence; Aggressive
                            • Ren: Presence; Acts in self-preservation
                            • Sheut: Manipulation; Violently insane
                            High Satiety: You may choose which piece of the soul is splintered off, or which limb is controlled by the fragment.
                            Satiety Expenditure: You split two pieces of the soul off, and if at High Satiety, you may select the soul fragment type or controlled limb independently for each.
                            Exceptional Success: You split off two pieces of the soul, stacking with the Satiety expenditure effect to a total of three. If at High Satiety, you may select the soul fragment type or controlled limb independently for each (for all three if you are spending Satiety and have High Satiety, you fiend).


                            I'll think of more later.
                            Last edited by malonkey1; 07-01-2015, 01:56 AM.


                            Genius: the Transgression 2E is a thing that's being worked on.

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                            • #15
                              Oh I thought of an idea for a Reaper based Nightmare-

                              Immortality Ends- The target is incapable of healing the wounds from the demon's attacks for the rest of the scene.

                              Some possible modifiers- Extra wound penalties, converting lethal to agg damage,

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