FAILURE OF HEART: Difference between revisions

From The World Is A Vampire
Jump to navigation Jump to search
(Created page with ";WAR == <span style="font-size:large">●●●●●</span> -- ''FAILURE OF HEART'' == '''Dice Pool:''' Choose one Attribute + one Ability to accomplish your chosen goa...")
 
 
Line 3: Line 3:
== <span style="font-size:large">●●●●●</span> -- ''FAILURE OF HEART'' ==
== <span style="font-size:large">●●●●●</span> -- ''FAILURE OF HEART'' ==


'''Dice Pool:''' Choose one Attribute + one Ability to accomplish your chosen goal.
'''Dice Pool:''' Manipulation + Presence


'''Cost:''' If a Power requires you to imbue or spend Divinity, the cost will be listed here.
'''Cost:''' 1 Divinity per 5 troops


'''Description:''' A short description of the power with any significant effects or limitations.
'''Description:''' The Avatar can shake an enemy’s leadership and seed
an outbreak of cowardice among the men. When he
makes himself visible to an opposing force’s leader, his
player rolls (Manipulation + Presence) against the enemy
leader’s player’s roll of (Willpower + Integrity + Divinity).
If the Avatar’s player wins, he may spend one Divinity
point per every five of the enemy’s troops he wishes to
affect. Troops affected thus through their leader will
not, under any circumstances, attack any force led by
the Avatar who used this Power. This reluctance lasts
for one week per dot of Divinity the Avatar has.
 
An opposing Avatar can use BLESSINGS OF COURAGE
(War •) to cancel this effect, but only if he has
more dots of Divinity and gets more successes
on the activation roll. A Avatar can use FAILURE OF HEART to override an extant BLESSINGS OF COURAGE effect (regardless of relative Divinity
ratings) if his player’s activation roll gets more
successes than the lower-rated Power’s roll did.
----
----
<br>
<br>
<br>
<br>
----
----

Latest revision as of 21:29, 8 May 2021

WAR

●●●●● -- FAILURE OF HEART

Dice Pool: Manipulation + Presence

Cost: 1 Divinity per 5 troops

Description: The Avatar can shake an enemy’s leadership and seed an outbreak of cowardice among the men. When he makes himself visible to an opposing force’s leader, his player rolls (Manipulation + Presence) against the enemy leader’s player’s roll of (Willpower + Integrity + Divinity). If the Avatar’s player wins, he may spend one Divinity point per every five of the enemy’s troops he wishes to affect. Troops affected thus through their leader will not, under any circumstances, attack any force led by the Avatar who used this Power. This reluctance lasts for one week per dot of Divinity the Avatar has.

An opposing Avatar can use BLESSINGS OF COURAGE (War •) to cancel this effect, but only if he has more dots of Divinity and gets more successes on the activation roll. A Avatar can use FAILURE OF HEART to override an extant BLESSINGS OF COURAGE effect (regardless of relative Divinity ratings) if his player’s activation roll gets more successes than the lower-rated Power’s roll did.