The Warding Flesh
Nightmare ••, Phagia ••••
When a Noctuku makes use of the prepared skin of the Mortal Balm, he is shielding himself against physical assault in the monstrous way of his line. But there are those who take the construction of the Balm further than most, working it and displaying it in a manner that is most offensive — and most frightening — to those who look upon it.
Those who see the hanging flesh of the Balm (whether worn by the Noctuku or not) can be made to suffer a nameless fear, subconsciously realizing what it is made of, and how it came to be.
Some of the Noctuku make use of this power to warn intruders away from their lairs. A well-placed hide may dissuade those who seek to enter, and those who manage to push past it are likely to suffer its effects, shaking their resolve for the battle that is sure to follow.
Those who see the hanging flesh of the Balm (whether worn by the Noctuku or not) can be made to suffer a nameless fear, subconsciously realizing what it is made of, and how it came to be.
Some of the Noctuku make use of this power to warn intruders away from their lairs. A well-placed hide may dissuade those who seek to enter, and those who manage to push past it are likely to suffer its effects, shaking their resolve for the battle that is sure to follow.
Effect
The activation roll is made for The Warding Flesh when it is placed (or first worn). The resistance roll is made the first time a sentient creature, mortal, Kindred or other, looks upon The Warding Flesh. It will not trigger when the Noctuku sees it.
Side/Secondary Effects
Dramatic Failure: The Ward fails, and those who look upon it are actually steeled in their determination, knowing that they face a true monster. All of their rolls in opposition to the Noctuku gain a +1 die bonus for the remainder of the scene.
Failure: The Ward fails to activate. The onlookers react as normal.
Success: The scene is suffused with an oppressive atmosphere of fear, per the Nightmare power “Dread” (see Vampire: The Requiem, p. 133). All those present must make the reflexive roll against the power, and those who fail it suffer a –2 dice penalty on all actions for the remainder of the scene (or for as long as the skin remains visible), due to a rising panic.
Exceptional Success: As above, but each victim present also loses a Willpower point.
Failure: The Ward fails to activate. The onlookers react as normal.
Success: The scene is suffused with an oppressive atmosphere of fear, per the Nightmare power “Dread” (see Vampire: The Requiem, p. 133). All those present must make the reflexive roll against the power, and those who fail it suffer a –2 dice penalty on all actions for the remainder of the scene (or for as long as the skin remains visible), due to a rising panic.
Exceptional Success: As above, but each victim present also loses a Willpower point.
Material Components
Cost: 1 Vitae
Gestures & Ritual
Effect Casting Time
Contested; resistance is reflexive
Applied Restriction
The penalty imposed by The Warding Flesh is not cumulative with that of Dread — if one is in use, victims will not feel more frightened by the other.