Difference between revisions of "Give'em Hell"

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Revision as of 19:07, 3 January 2014

Discipline Techniques

Presence 3, Fortitude 1 and/or Potence 1

Champions of the anarch cause have the power to motivate their fellows when push comes to shove and the only choice left is violent action. This power allows a Kindred to stir his allies with valor and courage in the most desperate of situations, rallying them to the fight. The anarch stands and cuts an imposing figure on the battlefield and bolsters the bravery of those following him.

System: The player must be visible to those he wishes to affect, and he chooses who receives the benefit of his display of heroism. Based on which physical Discipline he uses as the basis of this power (Fortitude or Potence), the character makes a display of his greatness in combat. For example, if he used Potence as the basis of this power, he might toss aside a barricade intended to block attackers. If he used Fortitude, he might shrug off what looks like a crippling blow. (Characters who possessed both Potence and Fortitude when learning this power may opt for either.) Thereafter, the characters he selected to use the power upon gain three extra dice to any roll involving Courage or otherwise defending against a fear or demoralization effect (the Storyteller is the final arbiter here). In some cases, this power has even incited anarchs to acts of kamikaze sacrifice, throwing themselves boldly into the hero's cause. The player rolls Charisma + Leadership (difficulty 7), with each success enabling up to three characters (as well as the user himself, if he wishes) to enjoy the bonus.

Note, however, that the character invoking the power chooses who it affects. Cynics whisper that traitors to the cause have used this power to embolden the anarch's foes just before abandoning the cause and hanging the anarchs out to dry.

Experience Cost: 21