Drained
  1. Abilities

Drained

State

Environmental

The hunger of the False has scoured the area of energy; their powers have frayed the underpinnings of reality here. Effect: Nothing grows within the Drained area. Plants wither and newborn creatures perish; earth is rendered barren, and the poor air quality leaves lungs gasping. Stamina-based dice pools suffer a –2 penalty, natural healing does not progress, and the Durability of all objects within the area is treated as one less than it actually is. Electrical and mechanical devices run out of fuel or batteries twice as fast; treat all failures on dice pools utilizing them as dramatic failures. A character attempting to harvest any sort of supernatural energy finds that there is nothing to be had here; a changeling cannot gather Glamour, a vampire finds the blood of a victim does nothing to quench her thirst, and even spirits are unable to gather Essence from their resonance. Any supernatural power that has a cost measured in points from a pool has that cost increased by one. Finally, the damage to reality gives Contagion an easy foothold; all dice pools to resist Contagion in the area suffer a –3 penalty, while dice pools to infest or spread Contagion gain a +3 bonus.

Causing the Tilt: A False using the Drain Energy Vector is the most direct way, but other forms of exploitation or rav- aging the fundamental fabric of reality might also trigger it.

Ending the Tilt: Theoretically, an area harvested by Drain Energy might eventually recover. In practice, spots scoured by False centuries ago are still metaphysically deso- late, even though later generations have no understanding as to why these places seem cursed or lifeless.