\ Haven:Mist and Shadow Gameplay/Weakness
Gameplay

Weakness


The weakness relationship allows a character to denote another as their
particular psychological weakness.

Characters with a weakness are more psychological resiliant in general, they
cost 3x as much to commit, are immune to nightmare pull or dream
invasion/snaring and are much less likely to be successfully abducted.

Being someone's weakness is however more psychologically onerous, they cost
3x less to commit, half as much to nightmare pull or dream invade/snare and
are much more likely to be successfully abducted.

The character with the weakness will also share in the suffering of their
weakness, they take any life force losses the other char suffers multiplied
by 1. 5 times, and suffer pentalties to their lifeforce if their weakness
is wounded, helpless, committed, or dream snared.

You may make an employee PC your weakness, you can not otherwise make a PC
of your own your weakness.

Weakness status is lost if the weakness charcter is not being actively
played.

You will not be considered having a weakness if your weakness is inside the
institute and not a patient.

The Praestes Relationship is codely identical to the weakness relationship,
but ICly represents a connection brought about through conscious mystical
means instead of natural emotional dependence. Some sort of ritual is used
to create a connection that then protects one individual at the expense of
the other.

Characters with the sensitive stat are always considered to be a weakness.

Societies can claim enemies which may also consider their enemies weaknesses.