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  1. Abilities

The Water Won't Last Forever

Nightmare

You can’t help but think about it. How long has it been since it’s rained? Aren’t those earthquakes just a little too frequent for this part of the world? Sure, the government has done a good job of keep- ing it covered up, but the truth is obvious. This world is dying and you’re not going let it take you with it.

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

Normal: The victim is “clued in” to an impending environ- mental or economic apocalypse that he’s certain will happen in the immediate future. The victim gains the Paranoid Condition, feeling compelled to hoard material resources to ensure his own survival from the impending end of all things.

High Satiety: The victim only respects the rule of might and all other law is just a weakness of society. As long as the victim is under the effect of the Nightmare, he is treated as hostile for all Social Maneuvering actions short of hard lever- age. Attempting to bargain for resources instead of just taking them for himself fails outright without a roll.

Satiety Expenditure: In a world without law, only survival of the fittest matters. The Beast may spend multiple Satiety on this effect. For each Satiety spent the Nightmare persists for another day. Additionally, the Beast may indicate one object in these Nightmares that the victim simply can’t be without if they have any hope of surviving. The victim gains the Obsessed Condition for acquiring this object.

Exceptional Success: The Paranoid Condition persists for a day after the end of the Nightmare.