So this is completely unrelated to the topic at hand, but I was watching some Let's Plays of indie horror games like Sepulchre, The Cat Lady and Downfall and I wanted to represent that sort of nightmarish dream-realm with some charms. So I gave them to Oramus. I whipped these up in like ten minutes so they're probably not great, but I'd appreciate any comments and critique to see how they could be improved.
SHRIEKING SOUL NIGHT-TERRORS
Cost: 5m; Mins: Essence 4; Type: Simple
Keywords: Illusion, Emotion
Duration: Indefinite
Prerequisite Charms: Touch of the Eldest
Oramus weaves hideous nightmares from his mad inspiration to enlighten others to the truth. Reaching forth into the minds of others, the Infernal draws forth their hidden torments and brings them to light. This charm permanently upgrades Touch of the Eldest, allowing the Infernal to make contact with anyone suffering from any Derangement, instead of just those affected by Ululating Nightmare Wings. He may also pay an additional 5 motes whenever he spends willpower to make contact in order to craft a nightmare realm based around the Derangement (or Derangements) the target has. The affected person finds themselves trapped in the nightmare realm whenever they sleep, forced to endure whatever mad puzzles and traps the Infernal has constructed for them. Such hazards are always thematically and metaphorically based around the Derangement(s) the person suffers from. For every week the target spends in the nightmare, their Derangement rating increases by one. The Infernal's player is encouraged to construct disturbing and unsettling imagery, but the Storyteller has the final say in what may be included.
Example: An Infernal has affected an Immaculate monk with a one-dot derangement of paranoia. He constructs an elaborate nightmare mansion that the monk wakes up in every night. Long corridors, paintings with roving eyes, dark corners and claustrophobic rooms fill the building. The Infernal constructs the mansion in such a way that the monk is forced to explore and expose himself in order to advance, only allowing him to wake up when he escapes the building. The amount of time spent in the nightmare does not track with real-time, so the monk may spend hours or days in the nightmare whenever he sleeps. Over time, the constant nightmares enhance his paranoia and he begins seeing the threats of the nightmare overlap with the waking world, increasing the strength of his Derangement.
MADNESS AND CRUELTY AS ONE
Cost: (+1m); Mins: Essence 4; Type: Permanent
Keywords: Illusion, Emotion, Shaping
Duration: Instant
Prerequisite Charms: Shrieking Soul Night-Terrors
It is not enough that the mad be forced to recognize their insanity; they must be made to confront it. This charm upgrades Shrieking Soul Night-Terrors: For every additional mote the Infernal spends upon constructing the nightmare realm, he may make an alteration to it beyond the physical setting. A pervasive feeling of dread, voices that whisper unkind truths or lies, representations of real people, monsters that track him throughout the nightmare, dangerous traps and grotesque puzzles are all examples of things the Infernal may construct. Should the target be slain at any time, their Derangement increases by one dot and the nightmare continues as they wake up within the nightmare again. No actual harm suffered in the dream carries over to the real world.
Example: The paintings on the walls now whisper to the monk that he is being hunted by a vicious monster. Upon entering a dark room, the lights flash to reveal a hideous figure with long, grasping claws reaching out for him. The creature pursues him throughout the nightmare and may inflict harm, though no physical damage carries over to the waking world. The monk is slain by the monster or by cunning traps several times, waking up anew in the nightmare whenever he dies. The incredible mental strain of such nightmares exacerbates his paranoia to the point where he abandons his duties and flees into the wilderness, unable to endure the gazes of others.
LORD OF LUNACY
Cost: - (5m); Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Madness and Cruelty as One
An Infernal may find themselves curious about just how their target is faring inside the carefully-constructed horrors they have wrought. This charm allows the Infernal to insert themselves into the nightmare as a disembodied presence. Within the nightmare, the Infernal may spend motes as by Madness and Cruelty as One to make further alterations, bringing new terrors into existence and commanding existing ones. The Infernal may also spend 5 motes to assume a physical body and interact with the environment and the victim as if he were actually there.
DREAMBORNE NIGHTMARE PLAGUE
Cost: - Mins: Essence 5; Type: Permanent
Keywords: Illusion, Emotion, Shaping, Sorcerous
Duration: Permanent
Prerequisite Charms: Shrieking Soul Night-Terrors
Madness is the kingdom of Oramus and all kings seek to expand their territory. Whenever someone enduring the nightmares created by the prerequisite charm speaks to another of their suffering, that person finds themselves brought into the nightmare whenever they sleep as a one-time Shaping effect. Should they be slain in the nightmare, then they gain the Derangement of the original victim and begin experiencing their own horrors as if they were affected by Shrieking Soul Night-Terrors.
Cost: 5m; Mins: Essence 4; Type: Simple
Keywords: Illusion, Emotion
Duration: Indefinite
Prerequisite Charms: Touch of the Eldest
Oramus weaves hideous nightmares from his mad inspiration to enlighten others to the truth. Reaching forth into the minds of others, the Infernal draws forth their hidden torments and brings them to light. This charm permanently upgrades Touch of the Eldest, allowing the Infernal to make contact with anyone suffering from any Derangement, instead of just those affected by Ululating Nightmare Wings. He may also pay an additional 5 motes whenever he spends willpower to make contact in order to craft a nightmare realm based around the Derangement (or Derangements) the target has. The affected person finds themselves trapped in the nightmare realm whenever they sleep, forced to endure whatever mad puzzles and traps the Infernal has constructed for them. Such hazards are always thematically and metaphorically based around the Derangement(s) the person suffers from. For every week the target spends in the nightmare, their Derangement rating increases by one. The Infernal's player is encouraged to construct disturbing and unsettling imagery, but the Storyteller has the final say in what may be included.
Example: An Infernal has affected an Immaculate monk with a one-dot derangement of paranoia. He constructs an elaborate nightmare mansion that the monk wakes up in every night. Long corridors, paintings with roving eyes, dark corners and claustrophobic rooms fill the building. The Infernal constructs the mansion in such a way that the monk is forced to explore and expose himself in order to advance, only allowing him to wake up when he escapes the building. The amount of time spent in the nightmare does not track with real-time, so the monk may spend hours or days in the nightmare whenever he sleeps. Over time, the constant nightmares enhance his paranoia and he begins seeing the threats of the nightmare overlap with the waking world, increasing the strength of his Derangement.
MADNESS AND CRUELTY AS ONE
Cost: (+1m); Mins: Essence 4; Type: Permanent
Keywords: Illusion, Emotion, Shaping
Duration: Instant
Prerequisite Charms: Shrieking Soul Night-Terrors
It is not enough that the mad be forced to recognize their insanity; they must be made to confront it. This charm upgrades Shrieking Soul Night-Terrors: For every additional mote the Infernal spends upon constructing the nightmare realm, he may make an alteration to it beyond the physical setting. A pervasive feeling of dread, voices that whisper unkind truths or lies, representations of real people, monsters that track him throughout the nightmare, dangerous traps and grotesque puzzles are all examples of things the Infernal may construct. Should the target be slain at any time, their Derangement increases by one dot and the nightmare continues as they wake up within the nightmare again. No actual harm suffered in the dream carries over to the real world.
Example: The paintings on the walls now whisper to the monk that he is being hunted by a vicious monster. Upon entering a dark room, the lights flash to reveal a hideous figure with long, grasping claws reaching out for him. The creature pursues him throughout the nightmare and may inflict harm, though no physical damage carries over to the waking world. The monk is slain by the monster or by cunning traps several times, waking up anew in the nightmare whenever he dies. The incredible mental strain of such nightmares exacerbates his paranoia to the point where he abandons his duties and flees into the wilderness, unable to endure the gazes of others.
LORD OF LUNACY
Cost: - (5m); Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Madness and Cruelty as One
An Infernal may find themselves curious about just how their target is faring inside the carefully-constructed horrors they have wrought. This charm allows the Infernal to insert themselves into the nightmare as a disembodied presence. Within the nightmare, the Infernal may spend motes as by Madness and Cruelty as One to make further alterations, bringing new terrors into existence and commanding existing ones. The Infernal may also spend 5 motes to assume a physical body and interact with the environment and the victim as if he were actually there.
DREAMBORNE NIGHTMARE PLAGUE
Cost: - Mins: Essence 5; Type: Permanent
Keywords: Illusion, Emotion, Shaping, Sorcerous
Duration: Permanent
Prerequisite Charms: Shrieking Soul Night-Terrors
Madness is the kingdom of Oramus and all kings seek to expand their territory. Whenever someone enduring the nightmares created by the prerequisite charm speaks to another of their suffering, that person finds themselves brought into the nightmare whenever they sleep as a one-time Shaping effect. Should they be slain in the nightmare, then they gain the Derangement of the original victim and begin experiencing their own horrors as if they were affected by Shrieking Soul Night-Terrors.