Domain - Introspection - Dot 0 - Malevolent Soul

Werewolves and vampires see the character’s malevolent soul and recognize the character as being the same as themselves (a werewolf or vampire respectively).

Cost None
Action None

The character’s Malevolence makes it feel indomitable. It is immune to mundane intimidation, coercion, and social conditioning. It is free from fear and insecurity. It does not care where it fits in a pecking order and is more likely to grin in anticipation of violence than be cowed by threats or browbeating.

Cost None
Action None

The character may resist coercion caused by supernatural effects.

Cost 1 aura per roll
Action Reactive, Negligible, Extended.
Roll [Current Will + Release level (up to dots in domain)]
Effect Successes oppose the roll for supernatural effect being resisted.
Note Malevolent Soul is used instead of any roll to resist the effect might usually allow, not as well as.
Note If Malevolent Soul is unsuccessful at resisting the effect on the first roll, the character can extend the attempt, making a roll at the start of each turn as a free action.
Note Characters must often resist temptation not to use Malevolent Soul when an effect would influence them.
Note: Malevolent Soul does not do anything against the characters innate temptations.

Domain - Introspection - Dot 0 - Malevolent Soul

Kapre Aswang Avandus