•••• Spirit Guide
While the subject sleeps, the vampire makes contact with the sleeper’s dream-image and attempts to convince his target the he is her friend and confidant in the dream world. He is able to extend his awareness into the mind of the target and pretend to be a friendly dream guide there to assist the subject. While in the dream state, he is able to interact with the subject and, potentially, milk her for whatever information he’s looking for.
Effect
Dramatic Failure: The character instantly adopts any derangements present in the target for the rest of the night.
Failure: The character loses or ties the contested roll and is unable to make contact with the subject’s dream self. The victim remains asleep and unresponsive.
Success: The character wins the contested roll. He convinces the sleeper that he is, indeed, a good and trusted friend. He is able to ask his target one question and get the correct answer back immediately. This supersedes the victim’s good judgment because the sleeper perceives the Usiri as part of her own dream — answering the question is therefore less a matter a literal conversation and more of the Usiri manipulating the victim’s subconscious mind.
Exceptional Success: The character wins a contested roll with five or more successes. As success above, except that he is able to ask a second question of his victim and gain an additional piece of information.
Failure: The character loses or ties the contested roll and is unable to make contact with the subject’s dream self. The victim remains asleep and unresponsive.
Success: The character wins the contested roll. He convinces the sleeper that he is, indeed, a good and trusted friend. He is able to ask his target one question and get the correct answer back immediately. This supersedes the victim’s good judgment because the sleeper perceives the Usiri as part of her own dream — answering the question is therefore less a matter a literal conversation and more of the Usiri manipulating the victim’s subconscious mind.
Exceptional Success: The character wins a contested roll with five or more successes. As success above, except that he is able to ask a second question of his victim and gain an additional piece of information.
Material Components
Cost: 1 Vitae + 1 Willpower
Gestures & Ritual
Dice Pool: Presence + Persuasion + Hypnagogia vs. Composure + Blood Potency
Related Discipline
Effect Casting Time
Instant and contested (resistance is reflexive)
Level
4