Difference between revisions of "Morpheus Slumber"
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Once he is out of sight, the character can use Unseen Presence (or other Obfuscate powers) to remain hidden or move around while concealed. He may even choose to turn around and launch a semi-surprise attack on enemies who may have been observing or surrounding him. | Once he is out of sight, the character can use Unseen Presence (or other Obfuscate powers) to remain hidden or move around while concealed. He may even choose to turn around and launch a semi-surprise attack on enemies who may have been observing or surrounding him. | ||
− | '''System''': '''The player rolls | + | '''System''': '''The player rolls '''Manipulation + Subterfuge''', and the difficulty number is equal to the highest Wits + Alertness to be found in the surrounding crowd. Those who are particularly perceptive are able to know the general direction that the vampire moved off in. With three or more successes, the surrounding crowd is dazed completely, and any target with a lower Willpower than the player's number of successes forgets that the character was ever present. Morpheus Slumber does not have a fixed duration. It lasts only until the vampire can get out of sight (usually one or two turns). |
− | Those who | + | Those who are aware '''(Wits + Alertness difficulty 8)''' and try to resist the Slumber need roll a '''Stamina + Alertness''', difficulty of the Oneiros willpower. If the pursuer succeeds, he can interact with the vampire normally. If he fails, he suffers a +2 difficulty to any further interaction with her, whether socially or in combat. |
− | The player of any character, friend or foe, who witnesses the vanishing should roll Wits + Courage (difficulty | + | The player of any character, friend or foe, who witnesses the vanishing should roll '''Wits + Courage''' (difficulty 6, or 9 if the witness is a mortal). Failure on this roll means that the witness must spend two full turns in a daze, attempting to comprehend the violation of God's law and logic that has just taken place. |
Latest revision as of 12:18, 30 April 2016
A character with this ability can lull everyone who sees him or her into a temporary slumber. While it lasts the character may brush past the sleepers without waking them, leaving them to start awake at the same time leaving chaos and confusion, a state that is entirely conducive to the character's making a swift getaway.
Once he is out of sight, the character can use Unseen Presence (or other Obfuscate powers) to remain hidden or move around while concealed. He may even choose to turn around and launch a semi-surprise attack on enemies who may have been observing or surrounding him.
System: The player rolls Manipulation + Subterfuge, and the difficulty number is equal to the highest Wits + Alertness to be found in the surrounding crowd. Those who are particularly perceptive are able to know the general direction that the vampire moved off in. With three or more successes, the surrounding crowd is dazed completely, and any target with a lower Willpower than the player's number of successes forgets that the character was ever present. Morpheus Slumber does not have a fixed duration. It lasts only until the vampire can get out of sight (usually one or two turns).
Those who are aware (Wits + Alertness difficulty 8) and try to resist the Slumber need roll a Stamina + Alertness, difficulty of the Oneiros willpower. If the pursuer succeeds, he can interact with the vampire normally. If he fails, he suffers a +2 difficulty to any further interaction with her, whether socially or in combat.
The player of any character, friend or foe, who witnesses the vanishing should roll Wits + Courage (difficulty 6, or 9 if the witness is a mortal). Failure on this roll means that the witness must spend two full turns in a daze, attempting to comprehend the violation of God's law and logic that has just taken place.