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< Daimonion | Disciplines | Obtenebration >

Dementation

Level 1 - Hysteria

Amplify or dull the foremost emotion in your target's mind with just a few words to them.⚠ </br>

System: After talking to your target for at least one turn, roll Charisma + Empathy (difficulty equal to the target's Road). The target is affected for a duration determined by the chart below, or for one turn per success in combat. Depending on the emotion amplified or dulled, the target will receive +/- 2 dice to a single Virtue. While the player may ask to affect a specific Virtue, the Storyteller is the final decider on which of the three is most appropriate for a given emotion.

  • 1 Success: One Minute
  • 2 Successes: Five Minutes
  • 3 Successes: Fifteen Minutes
  • 4 Successes: Thirty Minutes
  • 5 Successes: One Hour

Level 2 - Haunting

Unleash the inner fears and demons in your target's mind. Hallucinations and paranoia eat away at the victim's mental well-being, driving them to distraction and making it difficult to do anything but cower.⚠ </br>

System: After talking to your target for at least one turn, spend a Willpower point and roll Manipulation + Subterfuge (difficulty equal to the target's Perception + Self-Control). The target is affected for a duration determined by the chart below, or for one turn per success in combat. While afflicted, the target is at -2 to all dice pools and cannot regain Willpower.

  • 1 Success: One Minute
  • 2 Successes: Five Minutes
  • 3 Successes: Fifteen Minutes
  • 4 Successes: Thirty Minutes
  • 5 Successes: One Hour

Level 3 - Confusion

A more focused and immediate use of the techniques involved in Haunting, this power drives your victim to nearly catatonic states of befuddlement and panic. All the target can do is mutter and shiver while their mind runs in circles.⚠ </br>

System: Roll your Manipulation + Intimidation (difficulty of the target's Perception + Self-Control). Your victim is unable to take any action without first spending a point of Willpower to break through the fear and confusion that clouds their mind. The target is affected for a duration determined by the chart below, or for one turn per success in combat. The effect will end early if the target spends as many points of Willpower as were gained on the original activation roll. While in the confused state, the target is unaware of the outside world, unless they suffer physical harm. Any wounds taken by the target will cause this power to begin acting as if in combat, ending the daze in short order.

  • 1 Success: One Minute
  • 2 Successes: Five Minutes
  • 3 Successes: Ten Minutes
  • 4 Successes: Twenty Minutes
  • 5 Successes: Thirty Minutes

Level 4 - Unchained Mind

Free your target's mind from restraint, reducing their inhibitions and impulse control. While affected by this power, targets are slaves to their whims, saying and doing things they would never attempt if held in check by their self-control. When unshackled in this way, the victim's mind revels in its freedom, focusing on socially unacceptable thoughts more often than normal.⚠ </br>

System: After making eye contact with your target, spend a point of Willpower and roll Manipulation + Subterfuge (difficulty of the target's Willpower). For the rest of the scene, the target must spend a point of Willpower to avoid acting on any urge or whim that comes to them. Even if they avoid temptation, their Social rolls suffer a 3-die penalty for the entire duration.

Level 5 - Voice of Madness

By merely addressing your victims aloud, you can drive targets into fits of blind rage or fear, forcing them to abandon reason and higher thought. Victims are plagued by hallucinations of their subconscious demons, and try to flee or destroy their hidden shames. Tragedy almost always follows in the wake of this power's use. Unfortunately, you run a very real risk of falling prey to your own voice's power.⚠ </br>

System: After at least one action's worth of oration, spend a blood point and makes a Manipulation + Empathy roll (difficulty 7). One target is affected per success. Only those able to hear your speech are valid targets. Affected mortals fly immediately into a berserk rage or a blind fear, depending on their current emotional state. They will not remember their actions after the power ends. Vampires or other creatures capable of Frenzy-like states may make a standard Self-Control or equivalent check at +2 difficulty to resist the power. The effect lasts for a scene, though supernatural creatures may end their effect early as per usual rules for Frenzy or Rotschreck. You must also make a successful Frenzy check to resist this ability, at difficulty 4.

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