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  1. Abilities

You Cannot Run

Nightmare

Don’t move. Whatever you do, don’t move. Don’t breathe, don’t even blink. It will see you if you do. Just stay still, stay very, very still, and maybe it will go away.

Dice Pool: Wits + Satiety vs. Resolve + Supernatural Tolerance

Normal: The victim’s Speed is halved; he suffers a –2 penalty on any action not related to hiding or avoiding notice.

High Satiety: The victim freezes up completely: eyes wide, jaw clenched, muscles locked, not daring to move an inch. Any action the victim takes that isn’t related to hiding, avoiding notice, or otherwise not drawing attention to himself requires a reflexive Resolve + Composure roll. If this roll fails, the victim can’t do anything but remain as still as possible. In combat, the victim loses his Defense for the turn in which he fails the roll.

Satiety Expenditure: The victim gains the Fugue Condition (p. 323) with the triggering event of “being acknowledged by another person.”

Exceptional Success: If questioned later, the victim is unable to remember anything about the time he spent under the effects of this Nightmare, beyond the all-consuming need to stay hidden.