Dread Powers

Available only to Quinn Helmsley. Dread Powers cost twice as much as Merits (New dots x4).

Agonize (· to ·····)
          Cost: 1 Willpower
          Action: Instant
          Dice Pool: Presence + Intimidation + Agonize – target’s Stamina
          Effect: You spend 1 Willpower and concentrate. The target thinks it is wreathed in hellish flames, or bathed in electricity or bombarded by a deafening chorus of screams and demonic roars. However it manifests, the victim is in agony for as long as you concentrate. You must maintain line of sight with the target, and cannot do anything but move up to its Speed whilst concentrating. If concentration is broken, or line of sight is blocked, the power ends and the victim is released. Otherwise, the power lasts a number of turns equal to dots in Agonize. Only the target can see the effect of the power.
          Roll Results
          Dramatic Failure: The Dread Power cannot be activated for the rest of the episode.
          Failure: You fail to inflict pain on the target, but may spend another Willpower next turn and try again.
          Success: The target suffers virtual wound penalties equal to successes rolled (to a maximum of -3). The target cannot be knocked unconscious by this power, but remains conscious, in sheer agony for the duration of the effect. The target can still apply Defense to an attack, but doing anything else is nigh impossible. Each turn, the target may attempt a Resolve + Stamina roll to break free; success ends the Dread Power.
          Exceptional Success: The target must make a Resolve + Composure roll to be able to do anything other than stand and scream.
          Once released, the character finds she is physically unharmed, at the Health level she was when caught in this power.
Dice Pool Modifiers
-2                    Target has the Meditative Mind Merit
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Confuse (· to ·····)
          Cost: 1 Willpower
          Action: Contested; resistance is Reflexive
          Dice Pool: Presence + Intimidation + Confuse; target rolls Resolve + Composure
          Effect: You spend 1 Willpower and glance at the target to activate this power. A successful attack overwhelms the target with vertigo and confusion.
          Roll Results
          Dramatic Failure: The Dread Power cannot be activated for the rest of the scene.
          Failure: The power fails to activate, but may spend another Willpower next turn and try again.
          Success: The target is struck by a wave of mental confusion and vertigo, which overwhelms all higher thought processes. The target loses the 10-again quality on Mental rolls,and 1s rolled subtract from any successes gained. This includes perception rolls and dice pools based on Resolve. This confusion lasts until the end of the scene.
          Exceptional Success: The effect lasts until the following sunrise or sunset, whichever comes first.
Dice Pool Modifiers
+2                    The environment is already hectic and filled with activity
-2                    Target has the Meditative Mind Merit
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Hypnotism (· to ·····)
          Cost: 1 Willpower
          Action: Contested; resistance is Reflexive
          Dice Pool: Manipulation + Expression + Hypnotism versus target’s Wits + Resolve
          Effect: The target is entranced by your gaze. You need only to hold the target’s attention long enough to implant a verbal suggestion. That suggestion could be simple, such as “Take your clothes off,” or complex, such as “Go to Riley’s bar, wait until you see a brunette in a blue dress and ask her if she’s a Libra.” A suggestion can’t overtly involve violence, such as “jump in front of that bus” or “shoot at those cops.”
          Roll Results
          Dramatic Failure: The target sees right through the trick, and can’t be hypnotized again by this monster for the rest of the scene.
          Failure: You may try again next turn.
          Success: The target obeys to the best of her ability.
          Exceptional Success: The target goes so far as to believe the suggestions are her own idea in the first place.
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Telekinesis (· to ·····)
          Cost: 2 Willpower
          Action: Instant
          Dice Pool: Intelligence + Wits + Telekinesis
          Effect: You can manipulate physical objects with your mind as if you were using your hands. You can pick up objects, throw them, open and close doors and windows, write messages – basically anything you can do with your hands. The number of successes rolled determines your relative Strength when attempting to lift and/or move an object (see WoD core rules Chapter 2: Attributes, p.47, for more details on lifting/moving objects). If the successes rolled are equal to the Strength needed to lift an object, you can move it up to one yard. Each extra success allows you to move the object an additional yard. If you wish to hurl an object at someone and enough successes are rolled to lift the object (and reach the target), the total number of telekinesis successes is rolled as a dice pool in an attack against the target. Alternately, you can make a direct attack on a victim, using your raw power to inflict cuts, bruises, bites, and even breaking bones. Treat this as a normal attack with a -3 modifier. The attack ignores the target’s Defense trait, any available cover and any armor worn (unless the armor is supernatural in nature.
          Roll Results
          Dramatic Failure: Your power does not manifest at all.
          Failure: You affect another random object or creature within range of the power.
          Success: The result for success is described above.
          Exceptional Success: The relative Strength of the manifestation is doubled.
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Terrify (· to ·····)
          Cost: 1 Willpower
          Action: Instant and Contested; resistance is Reflexive
          Dice Pool: Presence + Intimidation + Terrify versus target’s Resolve + Composure
          Effect: You spend an action engaging the target in eye contact and activates this power, making this roll. If the attack succeeds, the target flees the scene as quickly as possible, via the nearest available escape route. She will not stop running until she reaches a location she considers to be safe.
          Roll Results
          Dramatic Failure: The target is unimpressed by your attempt to frighten her. In fact, it emboldens the target, and she may gain a point of Willpower.
          Failure: You fail to frighten the target, but may spend another Willpower in the next turn and try again.
          Success: The result for success is described above. If the target cannot escape (or spends a point of Willpower to remain), she suffers a penalty to all rolls equal to your dots in Terrify. This effect lasts for one scene.
          Exceptional Success: The effect so terrifies the target that she also loses one Willpower point.
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Unholy Attribute (· to ·····)
          Cost: 5 Willpower
          Action: Instant
          Dice Pool: This power is not rolled
          Effect: This power grants you incredible potency in a single Attribute. You spend Willpower to boost that Attribute by the number of dots invested in Unholy Attribute. This bonus lasts until the end of the scene. When you use this power recalculate appropriate traits (Speed, Health, Initiative, Defense) using the new Attribute score.

Dread Powers

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