Glimpse of the Abyss
Nightmare ••••, Obfuscate ••••, Must have experienced torpor
Nearly every vampire who emerges from torpor can at least remember that his time spent in the deep slumber was unpleasant at best. Many are able to recall that period of time as absolute terror. A select few, however, wield their collection of memories as a potent weapon. Victims of this power receive an unfiltered view of torpor’s mindbending effects. These unfortunate victims stop at nothing to find solitude and escape the nightmarish hallucinations assaulting them.
Effect
Damatic Failure: The vampire brings too many memories of his period in Torpor to his own mind instead, causing a -1 penalty on all of his own rolls for the remainder of the scene.
Failure: The subject is momentarily distracted by a minor hallucination, but it does not hinder his current activity.
Success: The victim witnesses hallucinations inspired by the vampire’s memories of Torpor and then amplified by the target’s own fears. Every person he sees or hears becomes another hallucination that he believes to be a threat, physically and emotionally. The victim does anything possible to escape everyone he can see and hear. During his attempts to find solitude, self-inflicted wounds (gouging his own eyes, attempts to forcefully plug his ears, falling in a careless and frantic escape, etc.) and psychic trauma cause one point of bashing damage per turn. This effect lasts until the victim can find solitude and no longer sees or hears anyone who could become another hallucination. Kindred subject to this power must check for Rötschreck (requiring a number of successes equal to the successes rolled when activating this power), and other supernatural beings capable of similar frenzies or losses of control must check for this possibility, as well. Being in a state of frenzy does not protect a victim from the self-inflicted damage — even the Beast fears these nightmares.
Exceptional Success: As a success, except the first three points of damage caused during this power’s effect are lethal.
Failure: The subject is momentarily distracted by a minor hallucination, but it does not hinder his current activity.
Success: The victim witnesses hallucinations inspired by the vampire’s memories of Torpor and then amplified by the target’s own fears. Every person he sees or hears becomes another hallucination that he believes to be a threat, physically and emotionally. The victim does anything possible to escape everyone he can see and hear. During his attempts to find solitude, self-inflicted wounds (gouging his own eyes, attempts to forcefully plug his ears, falling in a careless and frantic escape, etc.) and psychic trauma cause one point of bashing damage per turn. This effect lasts until the victim can find solitude and no longer sees or hears anyone who could become another hallucination. Kindred subject to this power must check for Rötschreck (requiring a number of successes equal to the successes rolled when activating this power), and other supernatural beings capable of similar frenzies or losses of control must check for this possibility, as well. Being in a state of frenzy does not protect a victim from the self-inflicted damage — even the Beast fears these nightmares.
Exceptional Success: As a success, except the first three points of damage caused during this power’s effect are lethal.
For every dot of Blood Potency over five that a Kindred possesses, however, he subtracts three points from the experience cost of the Devotion. Therefore, a vampire of Blood Potency 8 who wishes to learn Fooling the Sleeping Beast would pay 12 experience points, while a vampire with Blood Potency 6 would pay 18, and a character with Blood Potency 1 would pay the full, listed cost.