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  1. Abilities

They Don't Love You

Nightmare

You are boring. They can hardly stand humoring you and they’re definitely making plans to go somewhere without you. Doesn’t that make you sad? Doesn’t that make you angry? It’s not that they don’t get you. They do and they’re not asking for seconds.

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

Normal: The victim is plagued by doubt, and assumes all social interactions are insincere — especially with those closest to her. Dice pools for actions meant to persuade or empathize with others suffer a –3 penalty. Repeated uses of this Nightmare may provoke a breaking point at the Storyteller’s discretion.

High Satiety: Everything the victim picks up from others belies their contempt. The victim’s threshold for exceptional success on Social rolls is raised from five successes to seven. The victim may reflexively spend one Willpower to negate this effect for a single ac- tion, though that Willpower does not also grant the usual dice bonus.

Satiety Expenditure: The victim becomes frustrated and impulsive. She cannot regain Willpower through her Virtue (or a similar trait that relies on her better nature or connection with others) for as long as the Nightmare lasts.

Exceptional Success: The victim adds three Doors to all Social maneuvering actions that don’t involve hard leverage (see p. 83 of the Chronicles of Darkness Rulebook).