Dreich

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Dreich -By Steeler49er

"Is it still raining out there peter? Peter? Wait... No! No! Peter, put down that Knife!!! NO PETER, NOOooo!"

The bane creates a terrifyingly life sucking over cast downpour of dull blue mist and rain which attacks the targets soul directly causing; doubt, melancholy, depression, madness, and eventually even homicidal thoughts. It is very hard to see through the misty rain (-1 to perception per 10 yards) and the sound becomes deafening as it drones on and on.

►For every time period spent in the Dreich living targets must make an ME save vs the Supernatural or drop down their; ME, MA, MI, and IQ by one. Every time the target fails after dropping below 10 in an attribute they loose bonuses.

►When their ME reaches 9 they are at -1 to save. Cumulatively increase the negative further by the current amount under 10ME every time it drops (I.E. -1 at 9ME because it is one below ten. -3 at an ME of 8 because they are at -2 below 10 which stacks with the prior -1 from 9ME. Negative 3 more at -3 below ten for a total of -6, etc..). As the Victims ME continues to drop they become susceptible to even poorly veiled forms of manipulation. They may still have a good MI and be able to notice if things aren't on the up and up, or the victim may have a sufficiently able IQ, once made aware of the danger, what exactly is going on but, they will still have little will power to refuse. At Zero ME the target becomes mental eunuch no longer driven to take action (0 MA) is given to following orders of others without regard to what those orders may be (0 ME). All lost attributes suffer the same penalties as for having a low ME under 10 and each suffers differently.

►A low MA means that the person begins to get on others last nerves. Every -1 under 10MA gives the victim a cumulative 10% chance to say the wrong thing! This can cause tension fast in such a place and if those 'Wrong words" are directed at those with low ME's, it could be used to direct them into everything from giving up to committing suicide. At Zero MA the person has becomes a dead personality with a 100% of offending with every word and is utterly depressing and irritating to be around.

►Every drop in MI (Mental Intuition) the victim takes drops their (non-IQ) intuition based 'Perception' and 'Initiative' rolls in the same way as with a low ME and makes it harder to focus in on and notice even the little things. Soon people will walk right upto the person and they won't even notice until it is too late. At Zero MI the victim could walk into danger and never even notice. They do not realize to even look around and they are witless for the most part having a negative Initiative so bad that they actually can not attack, just defend by putting up their arms, rolling into a ball, or swinging wildly.

►Every Drop in IQ under 10 is a Negative -1 to Perception rolls regarding details (once made aware of that thing) which includes finding the way through a puzzle, recognizing a color correctly, or even remembering a persons face you have seen a thousand times. The victim is also at -10% to all mental skills. Once the persons IQ drops to zero they fall into a strictly animalistic state, unable to tell friend from foe, right from wrong, good from evil, and that the Semi-truck truck head their way can't be defeated moving at that speed. The victim may still tell danger if they have a High MI and may even be able to react fast, they may even have a high MA and be a fun loving nut but they are an animal just the same.

•Range: The cloud mist and rain can cover an area 500ft Plus 100ft per level. Each doubling of the PPE cost multiplies this range by +1 starting at times two. The bane may affect this area, starting and stopping the effect at up to 500ft away per level per 10 PPE.
•Duration: 10 minutes doubled per level. By level 7 this reaches ten hours and by level 8 nearing a day, one week by level 11, one month by 13th level and by level 16 (the highest level given by EXP charts) the storm can last up to almost a year. At any time the bain is free to and is in range can pay the up keep for the talent to cause it to linger.
•Time Periods & Saves: All victims caught in the Dreich must roll to save vs. a difficulty of 10 at the first time period and at +1 Diff for each subsequent time frame. The Nightspawn may also permanently increase the base Diff by +1 Every level after acquisition at a loss of 10 permanent PPE per additional point and each time this difficulty increase is used it costs the Nightbane ten additional PPE to the powers base cost per point used.
•Time frames are at; The first melee at the storms on set and again at, one minute, Ten minutes, one hour, 3 hours, 6 hours, one day, 3 days, one week, one month, one season, one year. Being locked away indoors doesn't help much but being outside adds a +3 Diff to any rolls.
•Prerequisite: The Storm Maker Talent.
•Limitations: Usable in Morphus only. Not available until level 8.
•Cost: 25 P.P.E. to acquire permanently +10 P.P.E. for each +1 to the difficulty of the save for the victim (see above for details). P.P.E. cost 50 to activate the power plus +10 P.P.E. per Difficulty point add, see above for additional costs a details.