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  1. Abilities

Death is a Prison

Nightmare

The blackness is waiting for you at the end of the road. Your every step takes you closer, your heartbeat drumming out a steady march to the grave. After this world, no heaven waits to reward you. No hell waits to punish you. At the end there is only silence and darkness.

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

Normal: The victim feels death stalking close behind, numbing his limbs and sapping his strength. Every hurt he suffers seems to drag him closer to the Great Below, and to the endless gray waiting in that realm. Rather than taking wound penalties when his last three Health boxes are filled with damage, the victim suffers a cumulative –1 penalty for every Health box filled with damage. This penalty cannot exceed –5.

High Satiety: The victim’s incipient death drives him to excess as he seeks to eke what little pleasure he can out of his remaining life. The victim gains the Wanton Condition (p. 326).

Satiety Expenditure: The victim becomes convinced that he is, in fact, a ghost. He must succeed on a Resolve + Composure roll to leave the vicinity of his “anchors,” and any events that remind him of his “death” trigger a fugue state as per the Fugue Condition.

Exceptional Success: Like a ghost, the victim reverses the effects of his Virtue and Vice. He may regain one Willpower point per scene by fulfilling his Virtue without having to risk himself, and regains full Willpower once per chapter by fulfilling his Vice in a way that poses a threat to himself.