8.0 Anexos
8.4.3 El Caso de San Miguelito
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Not every conflict between a hunter and a monster is re- solved with bullets. Sometimes, the monster may try to cajole or negotiate her way out of a situation by promising hunters a boon. Other times, monsters recognize the frailty of mortals and leverage base desires against them. With this Dread Power, the monster can bless a mortal with certain advantages in ex- change for a degree of power over them.
Cost: 1 Willpower per dot of the Merit Action: Instant
Dice Pool: Presence + Expression + Mixed Blessings Effect: The offer must be clearly expressed to the would-be recipient, even though the drawback need not be. Initially, the mortal can decline the blessing. Such a refusal must be clear and definite; if the mortal has acknowledged the offer, but hasn’t clearly refused it within one week of the offer, the offer takes.
When purchasing this Dread Power, choose a Merit with a dot rating equal to or less than the dots in the power. The Dread Power ties directly with that Merit; the monster can have multiple powers, each offering different Merits. The Merit can be any Merit from The God-Machine Chronicle, including supernatural Merits, but excluding the Virtuous Merit. If the mortal does not decline the offer, she receives the Merit, free of charge.
The Merit lasts as many days as the roll had successes and the mortal suffers an Ensorcelled Condition for its duration. During this time, the monster achieves exceptional success on any roll against the mortal with three successes, and the mortal does not get 10-again on any roll against the monster. Defying the monster becomes a breaking point with a -2 penalty.
At any time, the mortal can buy the Merit at half cost, rounded down. This makes the Condition Persistent. The Per- sistent Condition can then only be resolved with the monster’s destruction.
Roll Results
Dramatic Failure: The magic backfires, and the monster receives the Ensorcelled Condition that was previously directed toward the mortal.
Failure: The power does not take.
Success: The mortal gains the Merit and the Condition. Both last a number of days equal to the successes rolled.
Exceptional Success: With an exceptional success, the En- sorcelled Condition becomes Persistent, and so does the Merit. The mortal does not need to purchase the Merit.
Reap ( to
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In the World of Darkness, some monsters believe mastery over life and death is the ultimate gift. This devastating Dread Power gives the monster power over death. With a swift mo- tion, she can strike the life out of a swath of humans or target a specific individual. Different monsters exhibiting Reap in dif- ferent ways; some breathe on their victims, others will send a hail of bullets into a crowd for a clean kill. Others act in a man- ner that befits their true nature. For example, demons mimic biblical curses to extinguish all the life in a room.
Cost: 5 Willpower Action: Instant
Dice Pool: Intelligence + Medicine + Reap
Effect: This power has two different effects, depending on whether or not you’re using the Down and Dirty Combat op- tion (see The God-Machine Chronicle, p. 195). Use the second option if you’re using this Power against players’ characters.
With the Down and Dirty Combat rules, each success affects one victim. They suffer lethal damage in each of their health boxes. They may survive with immediate medical atten- tion.
Alternatively, without using this rule (or in situations where the monster isn’t using this Power against players’ char- acters) add the monster’s Reap dots as an additional weapon modifier on any successful attack. Then, ignore any armor the victim might be wearing. He causes lethal damage, regardless of the source of the attack.
Roll Results
Dramatic Failure: Not only does the monster fail to kill his target, he reveals a flaw his opponents can exploit. Any harm he suffers for the remainder of the scene increases by two levels.
Failure: The monster fails to kill his intended victims. Success: Pending which rules are used, the monster either kills a number of targets equal to his successes, or gains an ad- ditional weapon modifier on any successful attack.
Exceptional Success: Additional successes kill additional targets. If you’re not using Down and Dirty Combat, the mon- ster also ignores a victim’s Defense in addition to her armor.
Revelation ( to
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With this Dread Power, the monster reveals his true nature to witnesses, causing fear, awe, and shock. Revelation requires the monster have some supernatural aspects that he can show off. If he appears to be completely human, and has no visible Dread Powers, he cannot use this Dread Power. Every monster is attuned to his own method of Revelation befitting his guise. Vampires might bear fangs, werewolves may shapeshift before mortals, and fairies might show their true, Arcadian forms.
Cost: 1 Willpower for a single witness, 2 for a handful of witnesses, 3 for numerous witnesses
Dice Pool: Presence + Intimidation + Revelation – the highest Resolve of all witnesses
Effect: When choosing this Dread Power, choose the method of Revelation, and the expected reaction. For some Revelations, mortals will be impressed and enrapt by the experience. Others might strike unearthly fear into the hearts of his witnesses.
When witnesses attempt to take an action that counteracts the effects of this Power, they suffer the monster’s Revelation dots on any roll; add the monster’s Revelation dots to any contested rolls that would cause the mortal to betray the reaction. For example, a fearsome ghost with four dots of Revelation, that creates a Revelation of terror, causes a -4 to any roll to stand up to the specter. Ad- ditionally, witnesses would add +4 to any roll that would force the witness to
stand up to the apparition, such as a vampire’s hypnotic command. Roll Results
Dramatic Failure: The monster fails to cause the desired reaction; witnesses see the monster for what it is, and gains Willpower any time they defy the would-be response.
Failure: The monster fails to evoke the desired reaction.
Success: The reaction takes. Witnesses suffer the monster’s Revelation dots from any roll to defy the desired reaction.
Exceptional Success: The reaction takes. Additionally, the witness must spend Willpower to even attempt to defy the reac- tion. This Willpower does not add ad- ditional dice to his roll.
Tempest
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The sky turns black and light- ning splits the sky. Strong winds whip the ocean’s waves. Thunder booms and cracks. This Dread Power allows the monster to call forth a quick, powerful storm to hurt, distract, and disorient any nearby. Both an effective combat tactic and escape tool, the power to control weather has long been a symbol of frightening, phenom- enal mystic power. Few beings in the world stand unafraid of natural disaster.
Cost: 5, 10, or 15 Willpower Action: Extended; each roll takes one turn Dice Pool: Presence + Occult + Tempest Effect: The tempest requires between ten and thirty successes to summon forth. Once summoned, the storm affects a wide area. For 5 Willpower and ten successes, it covers a city block. For 10 Willpower and twenty successes, it will cover a town. For 15 Willpower and thirty successes, it’ll blanket a metropolitan area. Note that this massive cost can occur over the course of a day. So, the monster may replenish Will- power during the Power’s activation.
Once activated, those in the affected area can only see a few feet ahead of them. Any- thing beyond arm’s reach is considered total darkness. The sound and power of the storm
NEW DREAD POWERS
155 mutes all senses. Anyone who’s outside in the tempest takes one
bashing damage per minute of full exposure. Movement is limited; each turn characters must succeed in a Stamina + Athletics roll or be knocked down, characters may only move half their Speed.
Additionally, weak structures will break in the deluge. Floods will result in prone areas. The storm will cause severe, costly, lasting damage within its area of effect.
The monster is completely immune to the effects of his own tempest. He can see through it, and move through it ef- fortlessly.
The tempest’s duration will either last for one hour per dot of the Dread Power. The monster can end the storm prematurely.
Roll Results
Dramatic Failure: The tempest comes in full force, but the monster is affected just like everyone else. Additionally, the storm follows the monster, centering on him at all times. The storm lasts the scene; the monster cannot end it prematurely.
Failure: The monster fails to garner any successes. Success: Successes are added to the monster’s total. Exceptional Success: Additional successes speed the tem- pest’s arrival.