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St. Lawrence, Maine

Sunday, April 19th, 2015

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The shattered corpse of a dormant city slowly stirs as life seeps back into it. It is a place where seeds of redemption now take root while a timeless struggle for supremacy begins anew. Beneath the rotted shell of the city, under the desperation and despair, lurks untapped power. Multiple factions of Kindred (and others) vie for control, and that power impatiently waits for those ambitious enough to grasp it. Welcome to St. Lawrence by Night

We are currently at maximum player population and will not be accepting additional players into the game until further notice.



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Adjustment to the Nightmare Flaw
Topic Started: Jun 16 2018, 08:51 PM (3 Views)
TheStranger
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The Nightmare flaw reads this way in the book:

"You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Upon awakening, you must make a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe that you are locked in a nightmare."


The first thing to keep in mind is that you roll with your current Willpower, not total willpower.


The first sentence remains unchanged. The second sentence, though, is a little difficult to really use in a game with our format. It would essentially mean that someone has to effectively sit out of the game's plot for 2 weeks in real life whenever a botch occurs, and that's no fun for anyone.


That said, this is how we are handling botches on nightmare rolls going forward:

A botched Willpower roll indicates that it takes great effort for you to awaken from the especially vivid nightmares that plague you this time. Your nightmares are always disconcerting, but this time, they are far more disturbing than usual. You must spend 2 WP (if you only have 1 WP remaining, you just spend 1) in order to snap out of it and realize that they are, in fact, nightmares. They are so exceptionally disturbing, though, that you are -2 to all rolls for the remainder of the night (instead of the usual -1 that a failure would cause). From a roleplaying perspective, your character is severely rattled by what they experienced that day, and the trauma caused by that should reflect in your character's behavior and thoughts.


Also, concerning the penalties caused in the case of either a failure or a botch on that Willpower roll, players may spend 1 WP during normal play to negate the penalty for 1 round (similar to how players can spend 1 WP to resist wound penalties for a round). All normal rules for WP spending apply, otherwise. The intent here is to indicate that the PC can focus on a task with extreme concentration and push aside the lingering torment of their nightmares for a brief moment.
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