By Brian Wilson (bwilson@infoave.net)
System: Roll Intimidation + Manipulation (difficulty victim's Willpower). -1 to all Mental attributes as fear overpowers the mind. The hunter may add 1 to her dice pool in Intimidation if the power is still in use when she finds her prey. At Storytellers' discretion, +2 to difficulties to resist frenzy rolls while under this power.
System: Above plus +2 to difficulty of all Self Control rolls. Also +2 to difficulty of stealth rolls while power is invoked. Roll Perception + Intimidation (difficulty 10 - victim's present Self Control).
System: Roll Manipulation + Empathy (difficulty 10 - Courage) -1 to Courage pool for duration of power (yes this means that your Willpower will go down for a while too). For every 3 successes, victim loses one point of Stamina and one point Dexterity from the supposed escape. Fatigue does have its effects on the body, even a vampire's.
System: Roll normal attack rolls but direct the attacks to the tracks. The successes are totaled normally and from that the Storyteller describes the pain that is inflicted on the victim. No real harm is done however. It hurts but it doesn't damage.
System: Same as above, except that the attacks count as normal damage. A nail through a footprint would hurt and make traveling difficult as well.
1 Successes | 1 turn |
2 Successes | 3 turns |
3 Successes | 1 scene |
4 Successes | 3 scenes |
5 Successes | Story |
This damage may be healed normally so these times will vary from mortal to vampire. The levels 1-3 above also will not affect those Kindred with the No Fear flaw.