Moments of Hesitation
- Amalgam: Celerity 2
Users of this power can cause their Presence to quickly and precisely flare, projecting an intense veneer of menace or innocence and shaking the resolve of an attacker with sudden irrational fear or guilt as a result. Though the effect lasts for a few moments, its applicability to combat has saved the unlives of many socially-inclined Kindred.
- Cost: One Rouse Check
- Dice Pool: none
- System: The user can make the Rouse Check to activate the power when a physical conflict dice pool would be rolled against them, targeting the perpetrator of the harmful action. Only one target can be chosen per activation. For a number of turns equal to their dots in Presence, whenever the affected creature attempts to harm the user (including the triggering attempt), they must first either spend Willpower equal to the vampire’s dots in Presence or succeed in a Willpower test against a difficulty equal to the user’s dots in Presence. On a success, they may act as normal; on a failure, they take superficial damage to Willpower equal to the margin of failure and cannot attempt to harm the user that turn (their actions are not wasted and they can, for instance, choose a different target).
A person who becomes Impaired due to damage from this power takes the two-dice penalty to any rolls made to harm the vampire while the power lasts.
- Duration: A number of turns equal to the user’s Presence rating. The power ends if the user deals Health damage to the target.