The Madness of Crowds (Rank 5)Edit
As tales from the witch-craze demonstrate, some Ceilican indulge their darker appetites after sundown. The more sadistic of these games involve bystanders whipped into a frenzy by this nasty secret, then set loose. By capering around a room or clearing, the Ceilican can stir up the wild side of everyone nearby, causing an orgy or riot unless her "subjects" are unusually stubborn or controlled. The same Gift can tame an angry mob, although it’s generally easier to start trouble than to end it.
The fae cat’s player rolls Manipulation + Empathy to turn the mood of a crowd her way. By adding a Willpower point to the mix, she seizes control of their collective will. The difficulty of the task depends on the size of the mob, and on how inclined it is to follow her suggestion. A packed nightclub is more likely to be led into an orgy than a Baptist congregation (though the results of the latter might be more disturbing...). All targets must be within 700 feet when the cat begins to use the Gift. Circumstances and surroundings may add or subtract from the overall difficulty; calming a disturbance raises that difficulty by 2. A person caught up in the Gift can attempt to resist with a Willpower roll (difficulty 7). The Madness lasts for one scene, and leaves the werecat’s control once in motion.
|Size of Group||Difficulty|
|Small Group (2-20 People)||6|
|Medium Group (20-50 people)||7|
|Crowd (50-100 people)||8|
|Mob (100-300 people)||9|
|Riot (300-500 people)||10|
Source: Bastet Breedbook