This clause has been modified for ease of use and effectiveness. The big changes are 1) Supernatural efforts at creating fear suffer a dice penalty equal to the character’s Wyrd instead of the penalty they added during activation; 2) The interval is 1 round and each success adds people equal to their Wyrd; 3) Targets who resist penalize the whole roll. Full, updated text follows:
The character reassures friends and allies, protecting them against fear just as she protects herself.
Prerequisites: Mantle (Autumn) ••• or Court Goodwill (Autumn) •••••
Cost: 2 Glamour
Dice Pool: Presence + Expression + Mantle (Autumn) (-2 for each person who resists the clause)
Action: Extended (each roll represents one round of support)
Catch: Two of the subjects’ greatest fears are each other.
Dramatic Failure: The attempt to bolster the character’s allies fails. The character cannot try again until the next sunrise.
Failure: The character makes no progress.
Success: The character makes progress. Every success lets her protect a number of people equal to her Wyrd. If she reaches the required number of successes, she completes the effort and her allies are protected. Affected allies are completely immune to mundane efforts to scare them during the scene, and supernatural efforts suffer a dice penalty equal to her Wyrd score.
The beneficiaries of this protection must be picked before the clause is activated, and must all be able to hear, see or otherwise clearly perceive the changeling when they begin to activate it. They do not necessarily have to understand the changeling, though: a deaf person can be warded as easily as a hearing person, and languages all have soothing sounds. If the changeling is simply protecting everyone possible, this is enough, but if they are picking who to protect, the changeling must be able to clearly perceive everyone they wish to target.
Exceptional Success: The protection lasts until the next sunrise.
Modifier | Situation |
---|---|
+2 | The character takes her time, making a roll every minute. |
+1 | The character’s allies are in a supportive environment (i.e., surrounded by friends, in a comfortable sanctum or under the reassuring sun). |
–1 to –3 | The character’s allies are already nervous (i.e., surrounded by zombies, in a vampire’s haven or lost in a misty graveyard at night). |