Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience — for less than the cost of a fancy coffee. Subscribe now.

  1. Abilities

The Grand Delusion •••

Discipline

Touching her victim’s mind, the vampire sparks a delusion that only she fully understands. What she makes him believe doesn’t match up with the world as he knows it, and that discrepancy sparks a gut-wrenching fear in her victim.

Cost: 2 Vitae
Dice Pool: Manipulation + Empathy + Nightmare vs.

Composure + Blood Potency
Action: Contested, resistance is reflexive Duration: 1 night

Roll Results

Dramatic Failure: While the victim doesn’t believe what the vampire wanted him to, she does. The vampire gains the Delusional Condition (p. 302) for the rest of the scene, her false belief being whatever she wanted the victim to believe — if she wanted Daniel to believe his friends all hated him, her delusion would be “Daniel’s friends all hate him,” not “my friends all hate me.”

Failure: The delusion sparks behind the victim’s eyes, but then gutters and dies.

Success: All it takes is a few words, and the victim suffers the Delusional Condition (p. 302). The vampire defines his exact beliefs, but can’t control his reaction to these beliefs, nor can she inspire a delusion that would make the victim homicidal or self-destructive. She can force someone to believe that his friends hate him, but not that he must attack them. The delusion lasts for a night; if the vampire activates Dread Presence, it instead lasts for a number of nights equal to the vampire’s Blood Potency.

Exceptional Success: The vampire sparks intense delusions in the victim. The delusion lasts for three nights; if the vampire activates Dread Presence, count her Blood Potency as two higher than it is.