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  • Geckopirateship
    started a topic Homebrew Nightmares

    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with current technology, slang, and culture, utterly convinced that their own devices and knowledge are hopelessly out of date.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.

  • Emerick
    replied
    You have to find it (Bogcat the Autumn Changeling Scholar)
    It's so old, secrets laid low for millennia, if only you could find it and take it's terrifying power for yourself

    dice pool Manipulation+Satiety Vs Resolve+Supernatural tolerance

    Normal effect The victim become obsessed with what they believe to be a glimmer of an eons old secret, they gain the obsessed condition on a object of piece of information dictated and are under the delusion that the subject of their obsession is an old arcane secret.

    High satiety The siren call of lost knowledge consume the victims every thought, the victim needs to spend a point of willpower to undertake any action unrelated to their obsession.

    Satiety expenditure Nothing and no one will stop you from your goal, the victim will not even stop to consider the well being of any who stands in their way, theft, destruction, harm or even murder are on the table and don't cause a breaking point for the duration of the nightmare as the victim will do everything in their power to get and protect this piece of arcane knowledge, the victim must immediately roll for any breaking point that should have occur after the nightmare duration expire.

    Exceptional success The victim obtaining the object of their obsession counts as fulfilling the Beast hunger.
    Last edited by Emerick; 10-17-2020, 03:47 PM.

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  • Nicolas Milioni
    replied
    Originally posted by Scriptorian View Post
    I'm supposed to be running a Mage game, why am I making more Nightmares?

    You Have No Power Here (Any formerly human Kin)
    Weak. Frail. Human.
    Dice Pool: Presence + Satiety vs. Resolve + Supernatural Tolerance
    Normal: The victim must spend a point of Willpower to activate any supernatural ability.
    High Satiety: The victim gains the Delusional Condition, believing himself to be an ordinary mortal, with no supernatural powers or weaknesses. When the Nightmare ends, the Condition resolves as normal.
    Satiety Expenditure: The Primordial Nightmare descends upon the victim, dragging him closer to humanity. For every point of Satiety spent, the victim’s Supernatural Tolerance trait is reduced by 1, to a minimum of 1. This affects any benefits or drawbacks as appropriate for the entity. If this would reduce the victim’s ability to store some type of supernatural fuel, the victim does not lose any excess points of the fuel, but cannot access them for the duration of the Nightmare.

    Your Nightmares Come True
    No no no this can’t be real. This has to be a dream. You can’t let this be real.
    Unlike most Nightmares, Your Nightmares Come True is a single attack action and does not have a scene-long effect.
    Dice Pool: Presence + Satiety - Composure
    Normal: The victim suffers the Insane Tilt, which lasts for its normal duration. Additionally, the roll for the victim to end the Tilt is penalized by the number of successes of the Nightmare’s activation role.
    High Satiety: The victim suffers the Stunned Tilt, which lasts for one turn per success.
    Satiety Expenditure: The victim immediately suffers a breaking point, penalized by the number of successes of the Nightmare’s activation role.
    Exceptional Success: The victim gains the Fugue Condition, triggered by the circumstances under which the Nightmare was inflicted.

    What is Your Heart’s Desire?
    You can hardly believe your eyes. But it’s just like the creature said. Everything you’d ever wanted, here, in front of you, just waiting for you to take it.
    Dice Pool: Manipulation + Satiety vs. Composure + Supernatural Tolerance
    Normal: This Nightmare draws on the victim’s hidden desires, creating a phantasm tailored to the victim’s Vice. At any point during the Nightmare’s duration, the victim may interact with the phantasm to fulfill his Vice, regaining Willpower as normal.
    If the Beast is aware of the victim’s Vice, he can shape the general nature of the phantasm. For example, he can offer an illusory wad of cash to tempt Greed, or a sumptuous meal for Gluttony. Otherwise, the phantasm forms from the victim’s most prominent urge.
    This can Nightmare can serve as Soft Leverage for the purposes of Social Maneuvering.
    High Satiety: The victim is suspended in a vivid, dream-like revelry based on his deepest, darkest fantasies. The victim suffers the Insensate Tilt, but regains full Willpower if the Tilt lasts for a full scene.
    Satiety Expenditure: The Beast may grant a specific “wish”. In addition to the Nightmare’s normal effect, the victim also gains the 8-again quality on any roles relating to the fulfillment of the wish. For example, a victim who wished to be more attractive may gain the bonus to social rolls relating to appearance. The victim also gains the Delusional Condition, believing that his wish has been fulfilled.
    Exceptional Success: If the victim regains Willpower from this Nightmare, it counts as fulfilling the Beast’s Hunger (based Satiety potential of 3).

    Why Can’t You Be Normal?
    The glare of your teacher, the police officer, your father with his belt. You’ll stop acting out, you promise. You'll try to be normal from now on.
    Dice Pool: Presence + Satiety - Resolve
    Normal: This Nightmare suppresses one Mental Condition or Tilt per success for its duration. Conditions with a supernatural source may trigger a Clash of Wills.
    High Satiety: The victim’s urges and individuality are suppressed. He loses one Willpower point per success.
    Satiety Expenditure: The Beast may permanently remove one Mental Condition from the victim as the Horror rips it from their mind. The Beast gains the successes on the Nightmare’s activation role as a bonus to the Clash of Wills required to remove a Condition with a supernatural source.

    I am Fear Itself
    No matter how you struggle, in the end, you can’t fight Fear.
    Normal: The Beast takes a –2 penalty on her roll to invoke another Nightmare. In return, the Beast can target a victim who is already affected by a different Nightmare, and the victim suffers the effects of both.
    High Satiety: The Beast takes a –2 penalty on her roll to invoke another Nightmare, and in return she can infuse herself with the Nightmare. The first person to target the Beast with a supernatural power becomes the target of the infused Nightmare.
    Satiety Expenditure: For every point of Satiety spent, the Beast receives a +3 modifier on her roll to invoke another Nightmare.
    Exceptional Success: As per the invoked Nightmare.

    What Happened Last Night?
    Wait, how did you get here? Why is your head pounding? You don’t remember anything after that strange man entered your office...
    Dice Pool: Wits + Satiety vs. Composure + Supernatural Tolerance
    Normal: This Nightmare has no effect until it’s duration expires. At this point, the victim forgets everything that happened during the nightmare’s duration. The victim will quickly realize that they are missing time if they encounter discrepancies.
    High Satiety: Rather than completely erase the victim’s memories, the Beast can specify (at the time of the Nightmare’s activation) alternate memories that the victim will recall instead. The victim may doubt these false recollections if he has reason to, for instance if he acted out of character, or if the memories contained fantastical elements.
    Satiety Expenditure: In addition to the Normal or High Satiety effect, the victim enters a semi-conscious state, causing him to be uncoordinated and highly suggestible. He gains the Intoxicated Condition, which resolves at the end of the Nightmare’s duration.
    Exceptional Success: The victim will attempt to rationalize the missing memories (or false ones with the High Satiety effect). He gains the Delusional condition, believing that his memories have not been altered. This Condition is resolved normally.
    Great Work!

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  • Scriptorian
    replied
    I'm supposed to be running a Mage game, why am I making more Nightmares?

    You Have No Power Here (Any formerly human Kin)
    Weak. Frail. Human.
    Dice Pool: Presence + Satiety vs. Resolve + Supernatural Tolerance
    Normal: The victim must spend a point of Willpower to activate any supernatural ability.
    High Satiety: The victim gains the Delusional Condition, believing himself to be an ordinary mortal, with no supernatural powers or weaknesses. When the Nightmare ends, the Condition resolves as normal.
    Satiety Expenditure: The Primordial Nightmare descends upon the victim, dragging him closer to humanity. For every point of Satiety spent, the victim’s Supernatural Tolerance trait is reduced by 1, to a minimum of 1. This affects any benefits or drawbacks as appropriate for the entity. If this would reduce the victim’s ability to store some type of supernatural fuel, the victim does not lose any excess points of the fuel, but cannot access them for the duration of the Nightmare.

    Your Nightmares Come True
    No no no this can’t be real. This has to be a dream. You can’t let this be real.
    Unlike most Nightmares, Your Nightmares Come True is a single attack action and does not have a scene-long effect.
    Dice Pool: Presence + Satiety - Composure
    Normal: The victim suffers the Insane Tilt, which lasts for its normal duration. Additionally, the roll for the victim to end the Tilt is penalized by the number of successes of the Nightmare’s activation role.
    High Satiety: The victim suffers the Stunned Tilt, which lasts for one turn per success.
    Satiety Expenditure: The victim immediately suffers a breaking point, penalized by the number of successes of the Nightmare’s activation role.
    Exceptional Success: The victim gains the Fugue Condition, triggered by the circumstances under which the Nightmare was inflicted.

    What is Your Heart’s Desire?
    You can hardly believe your eyes. But it’s just like the creature said. Everything you’d ever wanted, here, in front of you, just waiting for you to take it.
    Dice Pool: Manipulation + Satiety vs. Composure + Supernatural Tolerance
    Normal: This Nightmare draws on the victim’s hidden desires, creating a phantasm tailored to the victim’s Vice. At any point during the Nightmare’s duration, the victim may interact with the phantasm to fulfill his Vice, regaining Willpower as normal.
    If the Beast is aware of the victim’s Vice, he can shape the general nature of the phantasm. For example, he can offer an illusory wad of cash to tempt Greed, or a sumptuous meal for Gluttony. Otherwise, the phantasm forms from the victim’s most prominent urge.
    This can Nightmare can serve as Soft Leverage for the purposes of Social Maneuvering.
    High Satiety: The victim is suspended in a vivid, dream-like revelry based on his deepest, darkest fantasies. The victim suffers the Insensate Tilt, but regains full Willpower if the Tilt lasts for a full scene.
    Satiety Expenditure: The Beast may grant a specific “wish”. In addition to the Nightmare’s normal effect, the victim also gains the 8-again quality on any roles relating to the fulfillment of the wish. For example, a victim who wished to be more attractive may gain the bonus to social rolls relating to appearance. The victim also gains the Delusional Condition, believing that his wish has been fulfilled.
    Exceptional Success: If the victim regains Willpower from this Nightmare, it counts as fulfilling the Beast’s Hunger (based Satiety potential of 3).

    Why Can’t You Be Normal?
    The glare of your teacher, the police officer, your father with his belt. You’ll stop acting out, you promise. You'll try to be normal from now on.
    Dice Pool: Presence + Satiety - Resolve
    Normal: This Nightmare suppresses one Mental Condition or Tilt per success for its duration. Conditions with a supernatural source may trigger a Clash of Wills.
    High Satiety: The victim’s urges and individuality are suppressed. He loses one Willpower point per success.
    Satiety Expenditure: The Beast may permanently remove one Mental Condition from the victim as the Horror rips it from their mind. The Beast gains the successes on the Nightmare’s activation role as a bonus to the Clash of Wills required to remove a Condition with a supernatural source.

    I am Fear Itself
    No matter how you struggle, in the end, you can’t fight Fear.
    Normal: The Beast takes a –2 penalty on her roll to invoke another Nightmare. In return, the Beast can target a victim who is already affected by a different Nightmare, and the victim suffers the effects of both.
    High Satiety: The Beast takes a –2 penalty on her roll to invoke another Nightmare, and in return she can infuse herself with the Nightmare. The first person to target the Beast with a supernatural power becomes the target of the infused Nightmare.
    Satiety Expenditure: For every point of Satiety spent, the Beast receives a +3 modifier on her roll to invoke another Nightmare.
    Exceptional Success: As per the invoked Nightmare.

    What Happened Last Night?
    Wait, how did you get here? Why is your head pounding? You don’t remember anything after that strange man entered your office...
    Dice Pool: Wits + Satiety vs. Composure + Supernatural Tolerance
    Normal: This Nightmare has no effect until it’s duration expires. At this point, the victim forgets everything that happened during the nightmare’s duration. The victim will quickly realize that they are missing time if they encounter discrepancies.
    High Satiety: Rather than completely erase the victim’s memories, the Beast can specify (at the time of the Nightmare’s activation) alternate memories that the victim will recall instead. The victim may doubt these false recollections if he has reason to, for instance if he acted out of character, or if the memories contained fantastical elements.
    Satiety Expenditure: In addition to the Normal or High Satiety effect, the victim enters a semi-conscious state, causing him to be uncoordinated and highly suggestible. He gains the Intoxicated Condition, which resolves at the end of the Nightmare’s duration.
    Exceptional Success: The victim will attempt to rationalize the missing memories (or false ones with the High Satiety effect). He gains the Delusional condition, believing that his memories have not been altered. This Condition is resolved normally.
    Last edited by Scriptorian; 09-28-2020, 12:05 AM.

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  • Scriptorian
    replied
    Originally posted by Wormwood View Post
    I see you is a tad strong for my tastes (although an awesome ability). Not due to the ability of controling your projection's actions, which is already plenty powerful (appropriately for a High Satiety Effect, imo), but what truly makes this overpowered is the 'see through your eyes, hear through your ears' senses sharing that is far more potent (in the short term) than Needs Must's Satiety Expenditure! Espionage deluxe, yes, but as an ST I would definitly limit this one to, say "once per Nightmare, the Beast can share the victim's senses for a duration of 2x Lair minutes". Or maybe split up the senses, going "you get one random sense (ST discretion or a roll of a d6 with each number being one sense + 6 being all 5 major senses)".
    I think the built-in limited duration of Nightmares helps balance it. The Satiety version of Needs Must lasts forever, so even though you only get a few minutes each day, you only have to mark someone once. If you want to spy on a board meeting, with I See You you'd have to hit the target right before they go in (or combine it with You Can't Wake Up). With Needs Must, you permanently have an undetectable spy camera on the victim. Also, it can't be resisted, doubles as a homing device, and can be placed on objects.

    But yeah, it's definitely powerful for a baseline effect. I'll admit part of the reason I came up with it is that I didn't want to give the character Needs Must just for the remote spying capabilities. Plus I'm under the opinion that Nightmares' Normal effects, in general, could stand to be a bit more powerful, or at least flexible. Thanks for the feedback.

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  • Wormwood
    replied
    Originally posted by Scriptorian View Post
    I decided I needed a couple new Nightmares for an NPC. Do these look balanced?

    I See You
    There he is again! That teenager with the black eyes… He bumped into you on the crosswalk earlier, and ever since you keep catching glimpses of him out of the corner of your eye. You swear he must be watching you somehow.

    Dice Pool: Wits + Satiety vs. Composure + Supernatural Tolerance
    Normal: For the duration of the Nightmare, the Beast can share the victim’s senses as a reflexive action, experiencing what it experiences. While doing so, the Beast loses it’s defense, but can otherwise act normally.
    High Satiety: While sharing the victim’s senses, the Beast can concentrate further to project an illusion of himself onto the victim’s perceptions. The projection mimics the Beast's current appearance (including if he is merged with his Horror), and the Beast can control the projection's actions as an instant action. The projection cannot affect the victim physically, but it otherwise seems completely real. If the victim has reason to doubt his senses, a successful Clash of Wills reveals that the projection is illusory.
    Satiety Expenditure: The Beast also adds his current Satiety as bonus dice to attempts to open a Primordial Pathway to the victim’s Oneiros.
    Exceptional Success: The Beast can also hear the victim’s surface thoughts while sharing its senses.

    No One Will Believe You
    You explain and explain, but they won’t listen. You tell them that something outside made you do it, but they just shake their heads, saying that there’s no trace of any spell or compulsion on you.

    Normal: The Beast takes a –2 penalty on her roll to invoke another Nightmare. In return, any attempt to detect the presence of the affected Nightmare via supernatural means (such as an Awakened’s Mage Sight) must succeed at Clash of Wills against the Beast.
    High Satiety: The Beast adds her Satiety to any Clash of Wills made to detect the affected Nightmare.
    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.

    Edit: thought of another one:

    Don’t Answer It
    It was from an unknown number, you should have just ignored that call. Now you can’t get that voice, and what it wants you to do, out of your head...

    Normal: The Beast takes a –2 penalty on her roll to invoke another Nightmare. In return, the intended victim of the invoked Nightmare need only be able to directly hear the Beast’s voice to be targeted by it. The Beast must still target a specific individual.
    High Satiety: The Beast takes a –2 penalty on her roll to invoke another Nightmare. In return, invoked Nightmare can target a victim that can only see or hear the Beast remotely, such as through a live video feed or over a telephone call.
    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.

    Normal Don't Answer in combination with Siren's Treacherous Song's Low Satiety gives you a lot of wriggle room (not saying it's unbalanced, just noting something that's a very fitting synergy imo).

    No One Will Believe You has a more fringe use, but any campaign where staying hidden amongst a group of splats is part of the goal, this one could turn out to be essential. Could also be nicely used to unbalance any sort of uneasy peace factions of any sort have come to, which is nice imo!

    I see you is a tad strong for my tastes (although an awesome ability). Not due to the ability of controling your projection's actions, which is already plenty powerful (appropriately for a High Satiety Effect, imo), but what truly makes this overpowered is the 'see through your eyes, hear through your ears' senses sharing that is far more potent (in the short term) than Needs Must's Satiety Expenditure! Espionage deluxe, yes, but as an ST I would definitly limit this one to, say "once per Nightmare, the Beast can share the victim's senses for a duration of 2x Lair minutes". Or maybe split up the senses, going "you get one random sense (ST discretion or a roll of a d6 with each number being one sense + 6 being all 5 major senses)".

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  • Scriptorian
    replied
    I decided I needed a couple new Nightmares for an NPC. Do these look balanced?

    I See You
    There he is again! That teenager with the black eyes… He bumped into you on the crosswalk earlier, and ever since you keep catching glimpses of him out of the corner of your eye. You swear he must be watching you somehow.

    Dice Pool: Wits + Satiety vs. Composure + Supernatural Tolerance
    Normal: For the duration of the Nightmare, the Beast can share the victim’s senses as a reflexive action, experiencing what it experiences. While doing so, the Beast loses it’s defense, but can otherwise act normally.
    High Satiety: While sharing the victim’s senses, the Beast can concentrate further to project an illusion of himself onto the victim’s perceptions. The projection mimics the Beast's current appearance (including if he is merged with his Horror), and the Beast can control the projection's actions as an instant action. The projection cannot affect the victim physically, but it otherwise seems completely real. If the victim has reason to doubt his senses, a successful Clash of Wills reveals that the projection is illusory.
    Satiety Expenditure: The Beast also adds his current Satiety as bonus dice to attempts to open a Primordial Pathway to the victim’s Oneiros.
    Exceptional Success: The Beast can also hear the victim’s surface thoughts while sharing its senses.

    No One Will Believe You
    You explain and explain, but they won’t listen. You tell them that something outside made you do it, but they just shake their heads, saying that there’s no trace of any spell or compulsion on you.

    Normal: The Beast takes a –2 penalty on her roll to invoke another Nightmare. In return, any attempt to detect the presence of the affected Nightmare via supernatural means (such as an Awakened’s Mage Sight) must succeed at Clash of Wills against the Beast.
    High Satiety: The Beast adds her Satiety to any Clash of Wills made to detect the affected Nightmare.
    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.

    Edit: thought of another one:

    Don’t Answer It
    It was from an unknown number, you should have just ignored that call. Now you can’t get that voice, and what it wants you to do, out of your head...

    Normal: The Beast takes a –2 penalty on her roll to invoke another Nightmare. In return, the intended victim of the invoked Nightmare need only be able to directly hear the Beast’s voice to be targeted by it. The Beast must still target a specific individual.
    High Satiety: The Beast takes a –2 penalty on her roll to invoke another Nightmare. In return, invoked Nightmare can target a victim that can only see or hear the Beast remotely, such as through a live video feed or over a telephone call.
    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.
    Last edited by Scriptorian; 09-24-2020, 08:14 PM.

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  • GibberingEloquence
    replied
    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.

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  • GibberingEloquence
    replied
    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.

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  • Demigod Beast
    replied
    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?

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  • Demigod Beast
    replied
    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

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  • GibberingEloquence
    replied
    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.

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  • GibberingEloquence
    replied
    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.

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  • GibberingEloquence
    replied
    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.

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  • GibberingEloquence
    replied
    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.

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