Difference between revisions of "Cooperation"
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Latest revision as of 19:06, 3 January 2014
- Presence 7
Any elder knows that Kindred are the most difficult beings in existence to force to work together. Peaceful coexistence is not a common tent of vampire society. With that in mind, this power can be used to nudge those affected by it into a fragile spirit of camaraderie. Some cynical (or realistic) Ventrue claim that their clan's mastery of this Presence effect is the sole reason that anything is ever accomplished in Camarilla conclaves. Ventrue who voice this opinion too loudly also tend to have numerous chances to test just how effect Cooperation is.
System: To invoke Cooperation, the player rolls Charisma + Leadership (difficulty 8). The number of individuals affected is determined by how many successes the player rolls. Cooperation lasts for the remainder of the scene in which it is invoked, though particularly strong users of Presence may create longer-lasting feelings of non-aggression (at Storyteller discretion) by spending Willpower. While this power is in affect, all those under its influence are more favorably disposed toward one another and are more willing to extend trust or make cooperative plans.
For the most part, players should simply roleplay Cooperation's effects, but there are some concrete ramifications to the power's use. Self-Control difficulties to resist frenzy in response to insults from with in the target group are decreased by three. The game effects of appropriate Intolerance Flaws are removed, and Hatred Flaws are treated as if they were Intolerances.
Successes | Number of Targets Affected |
1 success | 2 people |
2 | 4 people |
3 | 8 people |
4 | 20 people |
5+ | Everyone in the character's immediate vicinity |