Nightmare

Nightmare

Type: Clan Discipline, Social Discipline
Clan Favored: Nosferatu
Nightmare is the dread of fear that vampires can inspire in others. With the Nightmare discipline, the vampire preys upon the fears of those around him and seems to summon up nightmares from their prey’s most vivid nightmares.

• Monstrous Countenance
The first trade learned when attempting to master the fear in others is the ability to simply inspire fear in others to cause them to flee your presence.

Cost: None
Activation Time: Instant
Activation Roll: Presence + Intimidation + Nightmare resisted reflexively by all target’s Composure + Blood Potency
Duration: One or more turns
Target: All creatures within line of sight

If the vampire rolls more successes than the target, the target must flee the vampire’s presence to the best of its ability. Supernatural creatures need not expend supernatural resources (such as mana or Vitae) to flee but otherwise take flight at top speed and will certainly utilize supernatural abilities if they’re currently active. The target continues to flee for one turn per additional success the vampire scored over the target. If the vampire or anyone else attacks the fleeing target, the target is able to defend himself and respond with violence in kind despite being afraid. Should the vampire roll an exceptional success, the target fleas for the duration of the scene attempting to get as far away from the vampire’s last known location as quickly as possible. If attacked, a fleeing opponent can defend himself (gaining Defense as normal) and can respond with violence to the aggressor. A fleeing opponent otherwise takes no actions not directly related to escape. Whether successful or not, a target is not susceptible to Monstrous Countenance more than once per scene.

Unique Clan Ability
If the vampire scores an exceptional success on the activation roll, he may choose to have the target cower for the remainder of the scene. Further, once per night, a vampire that favors Nightmare as a clan discipline can activate Monstrous Countenance as a reflexive action. The reflexive activation can only be against a single target the vampire can freely make eye contact with.

•• Dread
Further stirring the beast within, the vampire causes the target to hallucinate that which it fears the most.

Cost: 1 Willpower
Activation Time: Instant
Activation Roll: Manipulation + Empathy + Nightmare resisted reflexively by all target’s Composure + Blood Potency
Duration: One Scene
Target: All creatures within line of sight

Every target within range witnesses a hallucination of something they fear. If the vampire garners more successes than a target, the target suffers a die penalty equal to the vampire’s Blood Potency to all non-reflexive actions for the duration of the scene. Should the vampire botch the activation roll, all targets presence become immune to the vampire’s Dread for the remainder of the evening. Conversely, should the vampire score an exceptional success, all targets lose a single point of temporary willpower and must test against a fear frenzy with a difficulty equal to the vampire’s Nightmare rating.

Unique Clan Ability
Awe inspiring in the dread they induce, vampires that known Nightmare as a clan discipline are true masters of fear. A vampire with Nightmare as a clan Discipline can perceive what each target sees when activating Dread. Typically this knowledge is only helpful in vampires that have a derangement of some as most other Kindred see things that do not meaningfully impose any penalties outside this Discipline. The vampire is unaffected by the nightmares of others.

••• Eye of the Beast
Further invoking the beast within that knows horrors the vampires subconscious can only begin the fathom, the vampire invoking this discipline can know terror in others with a simple glance.

Cost: 1 Vitae
Activation Time: Instant
Activation Roll: Presence + Empathy + Nightmare resisted reflexively by all target’s Composure + Blood Potency
Duration: One Scene
Target: All creatures within line of sight

The vampire contests each target he makes eye contact with while this Discipline is active individually. Should the vampire garner more successes than the target, the vampire becomes aware of the target’s following characteristics: if the creature is supernatural in some way, the target’s supernatural trait rating relative to himself (such as knowing if another vampire is of higher Blood Potency than the vampire himself or a Werewolf with a Primal Urge lower than his own Blood Potency), what untrained skills the target possesses, and if the target has any derangements.

Unique Clan Ability
Upon successful activation of Eye of the Beast, the vampire can ask the player of the target (or Storyteller if the target is a NPC) what the target fears to lose the most.

•••• Shatter the Mind
Inspiring mind-twisting terror in their targets, the vampire that has mastered this level of Nightmare can wreak havoc upon the subconscious of his foes with little more than a glance.

Cost: 1 Willpower
Activation Time: Instant
Activation Roll: Manipulation + Empathy + Nightmare resisted reflexively by all target’s Composure + Blood Potency
Duration: Instant
Target: One creature within line of sight

Should the vampire roll more successes than the target, the victim loses the difference (activation successes – resistance successes) in temporary willpower. On an exceptional activation roll, the vampire inflicts a derangement of his choosing on the target for the duration of the night. Should the vampire botch the activation roll, the target becomes immune to Shatter the Mind for the duration of the night. If the target botches the resistance roll and the vampire scores an exceptional success on the activation roll, the derangement becomes permanent.

Unique Clan Ability
A vampire with Nightmare as a clan discipline is able to twist the fear of others with supernatural propensity. At the vampires choosing, the derangement inflicted by Shatter the Mind becomes permanent or the vampire can choose to make himself a trigger for the target’s derangements.

••••• Mortal Fear
Having mastered the art of knowing fear in others, the vampire’s potency for inducing fear reaches lethal efficiency and he gains the ability to literally scare his victims to death.

Cost: 1 Willpower
Activation Time: Instant
Activation Roll: Presence + Intimidation + Nightmare – target’s Composure
Duration: Instant
Target: One creature within line of sight

The target suffers the activation successes in lethal health levels of damage. Wounds made by Mortal Fear leave no physical evidence and victims slain by this discipline appear to die from heart attacks or another plausible fear-induced trauma as chosen by the vampire. Moreover, the lethal wounds do not spill the target’s blood leaving the vampire free to feed from even slain foes. If the vampire botches the activation roll, he suffers a single lethal health level of damage as a part of his own fear consumes him and his psyche will not allow him to use Mortal Fear on the target for the rest of the night.

Unique Clan Ability
A vampire favoring Nightmare as a clan discipline becomes the true aspect of death by fear. By spending a single Vitae in unison with activation willpower, the vampire deals aggravated damage with Mortal Fear. Further, once per scene when Mortal Fear is activated in accordance with the Vampire’s vice, the vampire may ignore the willpower cost to activate this Discipline.

Nightmare

Corporate Woman Jonathonathon