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Homebrew Nightmares

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  • You Died
    Manipulation+Satiety Vs. Composure+Supernatural Tolerance
    Normal: The victim believes they have suffered an amount of damage equal to the Beast's Satiety. They do not mark off any actual health boxes, but they may suffer wound penalties and may have to roll to remain conscious if the phantom damage would be enough to fill their unmarked health boxes.
    High Satiety: The victim "bleeds" for a point of phantom damage each turn until they pass out or the Nightmare ends.
    Satiety Expenditure: In addition to the phantom damage the Nightmare also deals two points of true lethal damage per point of Satiety spent.
    Exceptional Success: The psychological trauma is so great that the victim suffers bashing damage equal to the Beast's Satiety.


    It's sort of similar to Behold My True Form, but I wanted an effect that was more psychological and less directly face melting.

    Comment


    • Human interaction is partly based on our ability to coat statements in nice words to take the sting out - the occasional 'white lie'. What happens if you take this away, however?
      You Cannot Lie
      Manipulation + Satiety vs. Composure + Supernatural Tolerance

      Normal: The victim finds themselves unable to lie - to tell someone something that they themselves believe to be wrong takes a lot of effort. Rolling Subterfuge requires spending a WP.
      High Satiety: Not only is the victim completely unable to tell a lie, they also constantly blurt out what they think. The victim is treated as one impression level lower for the sake of social interaction, and failed social rolls are considered dramatic failures.
      Satiety Expenditure: All social rolls are penalized by the victim's dots in Subterfuge - the better they were at lying and thus the more they relied on it, the worse it hits them.
      Exceptional Success: Composure rolls are penalized by the Beast's Lair.

      Comment


      • Nothing Has Meaning [Scelestus Kinship]
        Give up and let the Void in.
        Dice Pool: Manipulation + Satiety vs Resolve + Supernatural Tolerance

        Normal Satiety: The victim suffers a -2 penalty on all rolls to convince others that something is meaningful or otherwise true. The victim himself has trouble believing it as the feeling of emptiness gnaws at his soul. He must spend 1 Willpower point just to make the first such roll in the scene, which does not add dice to it. As a side effect, rolls to convince others to actively reject meaning and truth receive a +2. If the victim has fulfilled their Virtue or equivalent trait within the scene, they gain a +2 to contest the Nightmare for the rest of it. And if they get an Exceptional Success, they receive the Inspired or Steadfast Condition on their next roll to pursue an Aspiration. The victim embraces the absence of meaning but is driven to create his own.

        High Satiety: The Nightmare's penalty/bonus is 4, respectively. When suffering from the penalty, he must spend 1 Willpower point on each such roll and his Failures become Dramatic Failures. When receiving the bonus, he may spend 1 Willpower point to gain Rote Quality instead of +3. If the character has Integrity and runs out of Willpower as a result of this Nightmare, he can still roll but suffers a Breaking Point at -2. Other characters gain the Delusional Condition instead, with the particulars being chosen by the Beast. The Abyss is ruination in all its forms, even for those who think they are benefiting from it.

        Satiety Expenditure: The victim experiences a harrowing and unfathomable vision of being devoured by the Abyss. He gains the Fugue Condition, and an additional Vice of Despair, even if he normally does not have Vices.

        Exceptional Success: The victim suffers from the Open Condition for Abyssal phenomena for the scene. This can Feed your Hunger with an initial Satiety Potential of 3 at ST discretion.

        Note: Upon establishing Family Ties with a Scelestus, the Beast is considered to have the Resonant Condition for the Abyss as long as the Family Ties last. He may suppress this Condition for the scene by spending 1 Willpower and rolling Resolve + Composure - his own Lair. An Exceptional Success extends the suppression for the chapter.
        Last edited by GibberingEloquence; 08-24-2019, 11:35 PM.


        Let Him Speak.

        Comment


        • You Don't Understand The Contract [Changeling Kinship]
          What do all of these words even mean? None of it makes any sense, and you can feel your freedom shrinking with each passing second. Chances are you might as well be selling your soul to the Devil.
          Dice Pool: Manipulation + Satiety vs Wits + Supernatural Tolerance

          Normal Satiety: The victim suffers a -2 penalty on all rolls to understand the fine print or implications of any contract, oath or bargain, whether it has legal weight or not. The words don't resemble actual ideas so much as they look like vaguely ominous gibberish. He must spend 1 Willpower point just to make the first such roll in the scene, which does not add dice to it.

          High Satiety: The Nightmare's penalty is -4. Furthermore, Failures become Dramatic Failures.

          Satiety Expenditure: The victim's lack of understanding becomes so severe that they suffer the Misinformed Condition (see below).

          Exceptional Success: Forcing the victim to sign the contract counts for Feeding the Beast's Hunger, with a base Satiety Potential of 3.

          Misinformed
          Effect: You've gathered or been given extensive but misleading information. When making a roll for the relevant topic, you may Resolve this Condition to gain a Beat. Roll twice and keep the worst result, and do not apply dice tricks, not even 10 Again. Combat rolls are not affected by this Condition.


          Let Him Speak.

          Comment


          • The Animals Are Watching You (Common Nightmare)
            While living in their walled cities, humans like to think they are safe from the predators of the wilderness. The Beast knows better and can watch his prey with the eyes of animals, ready to strike when it is least expected.

            Dice Pool: None
            Action: Reflexive

            Normal Satiety: The Beast takes a -2 to invoke another Nightmare. In return, he may infuse an animal within her immediate vicinity with her Nightmare for 24 hours. During this time, she is aware of the animal's surroundings and may unleash the stored Nightmare upon meeting gazes with the victim. The Beast can order the animal to go in a specific direction and distance, but cannot order it to look for a specific individual. The Beast must choose one type of animal he can affect, which can be changed at the start of each Chapter. Acceptable categories include specific ones like canines, birds, ungulates, arthropods and rodents, but not broad ones like carnivores or vertebrates.

            High Satiety: The animal can look for a specific individual. Furthermore, the Beast can use the unleashed Nightmare as an omen of worse things to come. The victim suffers the Cursed Condition, which represents an area of her life symbolically related to the animal in question. Lastly, the Beast can suffer a -4 to invoke the other Nightmare, and in exchange can affect any animal.

            Satiety Expenditure: The invocation roll for the other Nightmare suffers no penalty and earns an Exceptional Success with three Successes rather than five.

            Exceptional Success: As per the invoked Nightmare.


            Let Him Speak.

            Comment


            • Go Mad From The Revelation (Common Nightmare)
              Dice Pool: Presence + Satiety – Resolve
              Normal: The victim loses 1 Willpower point per Success. If they lose all Willpower, they suffer the Guilty, Spooked or Shaken Condition.
              High Satiety: The Nightmare receives 8-again.
              Satiety Expenditure: The Condition becomes Broken, Madness or Fugue.
              Exceptional Success: The victim suffers from an additional Vice of Despair and cannot regain Willpower from their Virtue for the following [Lair] days, or weeks if the Nightmare is inflicted at the culmination of a Feeding.


              Let Him Speak.

              Comment


              • Originally posted by GibberingEloquence View Post
                Nothing Has Meaning [Scelestus Kinship]
                Give up and let the Void in.
                Dice Pool: Manipulation + Satiety vs Resolve + Supernatural Tolerance

                Normal Satiety: The victim suffers a -2 penalty on all rolls to convince others that something is meaningful or otherwise true. The victim himself has trouble believing it as the feeling of emptiness gnaws at his soul. He must spend 1 Willpower point just to make the first such roll in the scene, which does not add dice to it. As a side effect, rolls to convince others to actively reject meaning and truth receive a +2. If the victim has fulfilled their Virtue or equivalent trait within the scene, they gain a +2 to contest the Nightmare for the rest of it. And if they get an Exceptional Success, they receive the Inspired or Steadfast Condition on their next roll to pursue an Aspiration. The victim embraces the absence of meaning but is driven to create his own.

                High Satiety: The Nightmare's penalty/bonus is 4, respectively. When suffering from the penalty, he must spend 1 Willpower point on each such roll and his Failures become Dramatic Failures. When receiving the bonus, he may spend 1 Willpower point to gain Rote Quality instead of +3. If the character has Integrity and runs out of Willpower as a result of this Nightmare, he can still roll but suffers a Breaking Point at -2. Other characters gain the Delusional Condition instead, with the particulars being chosen by the Beast. The Abyss is ruination in all its forms, even for those who think they are benefiting from it.

                Satiety Expenditure: The victim experiences a harrowing and unfathomable vision of being devoured by the Abyss. He gains the Fugue Condition, and an additional Vice of Despair, even if he normally does not have Vices.

                Exceptional Success: The victim suffers from the Open Condition for Abyssal phenomena for the scene. This can Feed your Hunger with an initial Satiety Potential of 3 at ST discretion.

                Note: Upon establishing Family Ties with a Scelestus, the Beast is considered to have the Resonant Condition for the Abyss as long as the Family Ties last. He may suppress this Condition for the scene by spending 1 Willpower and rolling Resolve + Composure - his own Lair. An Exceptional Success extends the suppression for the chapter.
                Yay, for the Abyss

                Comment


                • Originally posted by GibberingEloquence View Post
                  The Animals Are Watching You (Common Nightmare)
                  While living in their walled cities, humans like to think they are safe from the predators of the wilderness. The Beast knows better and can watch his prey with the eyes of animals, ready to strike when it is least expected.

                  Dice Pool: None
                  Action: Reflexive

                  Normal Satiety: The Beast takes a -2 to invoke another Nightmare. In return, he may infuse an animal within her immediate vicinity with her Nightmare for 24 hours. During this time, she is aware of the animal's surroundings and may unleash the stored Nightmare upon meeting gazes with the victim. The Beast can order the animal to go in a specific direction and distance, but cannot order it to look for a specific individual. The Beast must choose one type of animal he can affect, which can be changed at the start of each Chapter. Acceptable categories include specific ones like canines, birds, ungulates, arthropods and rodents, but not broad ones like carnivores or vertebrates.

                  High Satiety: The animal can look for a specific individual. Furthermore, the Beast can use the unleashed Nightmare as an omen of worse things to come. The victim suffers the Cursed Condition, which represents an area of her life symbolically related to the animal in question. Lastly, the Beast can suffer a -4 to invoke the other Nightmare, and in exchange can affect any animal.

                  Satiety Expenditure: The invocation roll for the other Nightmare suffers no penalty and earns an Exceptional Success with three Successes rather than five.

                  Exceptional Success: As per the invoked Nightmare.
                  THIS is awesome. Mightn't I steal it for my own games?

                  Comment


                  • Originally posted by Demigod Beast View Post

                    THIS is awesome. Mightn't I steal it for my own games?
                    Sure, go right ahead! Do tell me how it goes in PMs.


                    Let Him Speak.

                    Comment


                    • It Grows Beneath Your Skin (Common Nightmare)
                      You've been hearing whispers coming from your guts and screams coming from your brain. What is happening, are you going insane or dying? Have you become host to some horrible parasite? The noises feel like they are invading every part of you, and you will do anything to stop them before it is too late.

                      Dice Pool: Manipulation + Satiety vs Composure + Supernatural Tolerance
                      Action: Instant

                      Normal Satiety: The Beast inflicts the Delusional Condition, which manifests as a belief that a parasitic entity is living inside the victim and sending him subliminal messages. The Condition usually causes sensations which symbolically match the nature of the Beast. A Namtaru Ravager makes the victim feel like his digestive system is full of tapeworms, while an Anakim Predator makes the victim feel a gnawing void that yearns for human flesh.

                      The victim is convinced that if he keeps performing a certain task, then the creature apparently growing within him will not emerge. At this level of Satiety, the victim suffers no compulsion to do anything that would cause a Breaking Point, and the Beast has no control over the specifics of the Delusion. While resisting the Delusion, the victims suffers a penalty to all actions equal to the Beast's Successes. This Nightmare lasts for the scene.

                      High Satiety: The Beast has precise control over what task the victim believes will delay the birth of the parasite within them. In addition to Delusional, the victim suffers the Spooked Condition. which represents them acting in ways that go against the very core of their identity. This includes actions that would cause Breaking Points. Any roll which is penalized by resisting the Delusional/Spooked Condition and receives a Failure is downgraded into a Dramatic Failure.

                      Satiety Expenditure: The Delusional Condition becomes Persistent, and so does the Spooked Condition if Satiety is High. The player can establish what circumstances will allow the Resolution of the Condition(s), with approval from the ST.

                      Exceptional Success: Whenever the victim fails a roll as a result of going against the Delusional/Spooked Condition, he suffers 1 Lethal in addition to the other effects, which manifests as the parasite lashing out within him in various horrific ways. If the victim dramatic fails, he suffers 1 Aggravated instead, as the parasite viciously tears his body and mind to shreds for daring to resist.


                      Let Him Speak.

                      Comment

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