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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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mediate gratifi cation, and these Kindred display what is hideous about themselves to everyone,<br />

hiding it only insofar as they must in order to observe the secrecy of the Traditions. Other<br />

undead recognize the wisdom or even benevolence that fear affords. What better way to deal<br />

with a problem or avoid a confrontation than by frightening away an opponent? How better<br />

to protect someone from harm than by scaring her off? And if one seeks solitude, striking<br />

fear is certainly more effective than issuing threats, trying to reason with would-be intruders<br />

or orchestrating ever more elaborate means by which to hide.<br />

Note: All uses of Nightmare gain a +2 bonus if the individual power is turned on a vampire<br />

with whom the user has a blood tie (see p. 228). Naturally, this bonus does not apply to the<br />

subject’s resistance.<br />

• MONSTROUS COUNTENANCE<br />

<strong>The</strong> true face of a vampire is a frightening thing, indeed — made all the more terrifying by<br />

the assistance of this entirely unsubtle Nightmare power. When a Kindred activates Monstrous<br />

Countenance, he does so in conjunction with a ferocious baring of fangs and a feral, malevolent<br />

hiss. This horrid display may be enough to shake the confi dence of any onlooker, but the supernatural<br />

revelation of the vampire’s Beast terrifi es beyond the fl esh, into the soul. <strong>The</strong> result is an<br />

experience most terrible, one that can make stalwart foes cower at the vampire’s feet.<br />

Cost: —<br />

Test Pool: Presence + Intimidation + Nightmare versus subject’s Composure + Blood Potency<br />

(<strong>The</strong> Nosferatu clan weakness does not apply to the Discipline user’s draw.)<br />

Action: Contested; resistance is refl exive<br />

An activation draw is made for the vampire, and a refl exive and contested draw is made<br />

for the subject.<br />

Even if witnessed by several onlookers, Monstrous Countenance can only affect a single<br />

target (of the user’s choice). All others see a fearsome, but mundane display. <strong>The</strong> onlooker<br />

must see the vampire in person; the character’s appearance is frightening on a television or<br />

video camera, but no more so than any special effect.<br />

Roleplaying: Bared teeth, loud hiss.<br />

Subjects of Monstrous Countenance should roleplay shock and terror. <strong>The</strong>y need not<br />

scream and shout if that is wholly out of character, however. A hurried, nervous retreat can<br />

be as effective as screaming bloody murder.<br />

Draw Results<br />

Failure: <strong>The</strong> subject’s successes exceed or tie those drawn for the vampire. <strong>The</strong> subject is<br />

a bit shaken, but otherwise unaffected.<br />

Success: Successes drawn for the vampire exceed those drawn for the subject. <strong>The</strong> victim<br />

fl ees the vampire’s presence entirely, using all available means at his disposal to do so. He<br />

continues fl eeing for one turn per success drawn and will not come within sight of the vampire<br />

for the remainder of the scene.<br />

•• DREAD<br />

While an outward, physical manifestation can strike fear in onlookers, it is an overt, blunt<br />

means by which to prey upon the weak. More insidious and subtle is a general sense of unease,<br />

rising panic and paranoia that a vampire can engender with this power.<br />

Cost: 1 Vitae<br />

Test Pool: Manipulation + Empathy + Nightmare versus subject’s Composure + Blood<br />

Potency (<strong>The</strong> Nosferatu clan weakness does not apply to the Discipline user’s draw.)<br />

Action: Contested<br />

Roleplaying: Victims must roleplay a rising sense of anxiety coupled with fear and a slight<br />

touch of paranoia.<br />

182 chapter two: character

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