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  1. Abilities

You Were Never Right

Nightmare

Everything that you’re doing right now is fighting inevitability. No matter what you sacrifice. No matter how much you give, when the dust settles you’re going to be on the wrong side of history. All that anyone will ever remember you as is just one insignificant being with an opinion — and that opinion wasn’t even right.

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

Normal: The victim feels hollow. Stating his stale ideas and the thought of drawing on those useless factoids sounds like nothing short of agony. The Beast chooses a Mental Skill. Using that Skill costs the victim one point of Willpower (which bestows no dice bonus). Also, the victim’s threshold for excep- tional success is raised from five to seven successes.

High Satiety: Facts grow jumbled in the victim’s head. It’s hard to recall what’s real with so much nonsense in his mind. It’s hard to remember what he has already said and the most common refutations to the arguments he is hear- ing. All failures on Mental rolls by the victim are counted as dramatic failures.

Satiety Expenditure: The victim realizes he is surrounded by frauds, charlatans, and phonies that are dragging them down into this philosophical abyss. While the Nightmare persists, the victim loses access to Merits like Library and any Social Merits related to the academic community. While they are still pres- ent, the victim can’t stand the thought of being surrounded by people who are clearly just preying on the ignorance of others.

Exceptional Success: The Beast may select two Skills that the victim believes are false information.