Nightmare
There’s no question that one of the foremost powers of legendary vampires is the ability to strike fear in the hearts of mortal men. Also born of mortal existence, other now-supernatural beings are susceptible. Fear is a fact of existence that transcends any origins.
Vampires who delve into the dark side of their being — often exploring the Beast or what it means to be monstrous — invest in the Discipline of Nightmare. They learn to bear that which is terrifying or unholy about their spirits, manifesting their inhumanity in their appearance or letting unfortunate onlookers peer deep into the creatures’ depraved souls. The results can take a jaded individual aback or subject an unsuspecting victim to a fatal physiological reaction (to literally be frightened to death).
Practitioners of Nightmare explore this route to power for different reasons. One vampire might exult in his inhuman nature and enjoy lording over lessers. The Discipline offers immediate gratification, and these Kindred display what is hideous about themselves to everyone, hiding it only insofar as they must in order to observe the secrecy of the Traditions. Other undead recognize the wisdom or even benevolence that fear affords. What better way to deal with a problem or avoid a confrontation than by frightening away an opponent? How better to protect someone from harm than by scaring her off? And if one seeks solitude, striking fear is certainly more effective than issuing threats, trying to reason with would-be intruders or orchestrating ever more elaborate means by which to hide.
Note: All uses of Nightmare gain a +2 bonus if the individual power is turned on a vampire with whom the user has a blood tie (see p. 162). Naturally, this bonus does not apply to the subject’s resistance.
Vampires who delve into the dark side of their being — often exploring the Beast or what it means to be monstrous — invest in the Discipline of Nightmare. They learn to bear that which is terrifying or unholy about their spirits, manifesting their inhumanity in their appearance or letting unfortunate onlookers peer deep into the creatures’ depraved souls. The results can take a jaded individual aback or subject an unsuspecting victim to a fatal physiological reaction (to literally be frightened to death).
Practitioners of Nightmare explore this route to power for different reasons. One vampire might exult in his inhuman nature and enjoy lording over lessers. The Discipline offers immediate gratification, and these Kindred display what is hideous about themselves to everyone, hiding it only insofar as they must in order to observe the secrecy of the Traditions. Other undead recognize the wisdom or even benevolence that fear affords. What better way to deal with a problem or avoid a confrontation than by frightening away an opponent? How better to protect someone from harm than by scaring her off? And if one seeks solitude, striking fear is certainly more effective than issuing threats, trying to reason with would-be intruders or orchestrating ever more elaborate means by which to hide.
Note: All uses of Nightmare gain a +2 bonus if the individual power is turned on a vampire with whom the user has a blood tie (see p. 162). Naturally, this bonus does not apply to the subject’s resistance.