Type: Mental
Cost: ••
Prerequisites: Resolve •••

Your character possess an iron will. The powers of the supernatural have little bearing on her behavior. She can stand up to a vampire's mind control, a witch's charms, or a ghost's gifts of fright.

Any time a supernatural creature uses a power to influence your character's thoughts or emotions, add two dice to the dice pool to contest it. If the roll is resisted, instead subtract two dice from the monster's dice pool. Note that this only affects mental influence and manipulation from a supernatural origin. A vampire with a remarkable Manipulation + Persuasion score is just as likely to convince your character to do something using mundane tricks.

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