Merits, Locations (1st Edition) Possessed by: Hunters, slashers SpSl p140 Changelings Bonuses / Drawbacks: Clarity 8: +2 to all rolls related to sensory perception. Clarity 6: May use the Kenning ability. Clarity 7 or below: -1 to all perception rolls for every two points below Clarity 7 Werewolves, Changing Breeds Bonuses / Drawbacks: Harmony 10: +2 to mental and social rolls involving spirits. Harmony 9: +1 to mental and social rolls involving spirits. Harmony 8: +1 to social rolls involving spirits. Harmony 7: +1 to social rolls involving the werewolves totem's Brood. Harmony 5 and less: Werewolf begins to take on a Spirit Ban - see WtF 185 Mortals, Hunters, Prometheans, VampiresSecured Location Bastion (• to •••••) {Size, Amenities, Battlements} (SH) SaD p108 Changeling Motley Dream Fortress Den (•••) Skin p21, ChB p96 Skinthief or Changing Breed Haunt (• to •••••) {Fluidity, Residue, Utility} (SH) GtSE p87 Sin-Eater Haven (• to •••••) VtR p100 Vampire Hollow (• to •••••) {Size, Amenities, Doors, Wards} (SH) CtL p94 Changeling Lair (• to •••) (SH) PtC p96 Promethean Safehouse (• to •••••) {Cache, Secrecy, Size, Traps} H:tV p71 Hunter Sanctum (• to •••••) {Security, Size} (SH) M:tA p86 Mage Temple (• to •••••) CoC p42 Circle of the Crone Universal Fixtures Archive (• to •••••) RoS p87 Every dot is single topic, cuts study time. Sanctum Materials (• to •••••) S&S p86 increase strength of structure Portable (•) Myst p141 change location, personal only Geomantic Nexus (• to •••••) Size and (• to •••) +1 attribute per dot Ordo p202 Fung Shui Guardian Retainer (• to •••••) (mult) S&S p85 armed guard Library (• to •••••) (SH) M:tA p85 1/dot topics of research Security (• to •••••) VtR p100, PtC p96, MtA p86 +1 intiative against break-ins per dot. Size (• to •••••) VtR p100, PtC p96, MtA p86, CtL p95 • - 1-2 rooms, •• - 3-4 rooms, ••• - 5-8 rooms, •••• - 9-15 rooms, ••••• - Countless rooms Vampire *pre: Haven Location (• to •••••) VtR p100 +1 bonus to hunting per dot for owner and invitees. Occultation (• to •••••) *pre: Haven Size ••• or less Mehket 119 Penalizes attempts to find the Haven Temple Library (• to •••••) *pre: Temple CoC p42 Mage *pre: Sanctum Alchemical Lab (• to •••••) (SH) TotM p146 resources to produce Gross Matter Guardian Ghost (•• to •••••) (mult) S&S p85 bound Ghost Guardian Spirit (•• to •••••) (mult) S&S p86 bound Spirit Hallow (• to •••••) (SH) M:tA p83 upwelling of Mana Sanctum Gauntlet (• to ••) S&S p86 +/- 1/dot Gauntlet Scriptorium (•• to •••••) (SH) Myst p67 reduce cost to learn Rotes Summoning Circle (• to •••) Summ p185 attuned circle to particular realm Changeling *pre: Hollow Amenities (• to •••••) CtL p95 How comfortable the Hollow is. Doors (• to •••••) CtL p95 Add doors in Hedge and on Earth. Hob Kin (••) RoS p92 Hobgoblins protect your Hollow. Ritual Doorway (•••) *pre: Doors ••••• RoS p95 Enter from anywhere on Earth. One way. Wards (• to •••••) CtL p95 Ability to hide and fortify Hollow Workshop (• to •••••) *pre: Size >= Workshop RoS p97 Space and tools for various crafts, 1/dot Mobile Hollow (• to •••••) SaD p92 More dots = further and faster, more control Changeling Bastions *pre: Must belong to a Motley of 3 or more with specialty in Oneiromancy Amenities (• to •••••) SaD p108 How comfortable the Bastion is. Battlements (• to •••••) CtL p. 198 10 points of damage per •, ranged attacks allowed Werewolf Territory Ambush Site (•) Territories 40 Apartment Building (•) Territories 27 Arcane (+•) Territories 40 Artic - Territories 46 Barren - Territories 37 Big Box Store (•) Territories 27 Catalyst (•) Territories 37 Caverns/Tunnels (•) Territories 19 Cemetary (•) Territories 33 Church (•) Territories 33 Cliff/Ridge (•) Territories 19 Club or Bar (••) Territories 28 Contested (-•) Territories 41 Criminal District (•) Territories 34 Desert (•) Territories 19 Dry - Territories 46 Empty Building (•) Territories 34 Essence Current/Ley Line (+•) Territories 41 Fallow Prairie (•) Territories 21 Factory (•) Territories 29 Factory Farm - Territories 21 Farm (• or ••) Territories 21 Glade (•••) Territories 38 Haunted (+•) Territories 42 High - Territories 46 Highway (•) Territories 34 Houses/Housing (•) Territories 29 Hospital (•••) Territories 35 Landfill or Garbage Dump (••) Territories 22 Locus (• to •••••) Territories 38 Mall/Strip Mall (•) Territories 29 Media Center (+•) Territories 42 Military Base (•••) Territories 35 Mountain (••) Territories 22 Museum/Library (•) Territories 30 Neutral Ground - Territories 43 Notorious - Territories 42 Ocean/Sea/Great Lake (•) Territories 23 Office Building/Skyscraper (•) Territories 30 Park (•) Territories 30 Pond/Lake/Lakefront (•) Territories 24 Poor (+•) Territories 44 Pure (-••) Territories 44 Rich (+•) Territories 45 River/Riverside (•) Territories 24 Sanguine (+•) Territories 45 Shoal - Territories 38 Shop or Restaurant (•) Territories 31 Spring (••) Territories 24 Stadium or Arena (•) Territories 31 Stream (•) Territories 25 Swamp/Marsh/Wetland (••) Territories 25 Theater/Opera House (•) Territories 33 Tropical - Territories 46 University or Postsecondary School (••) Territories 36 Utilities (•) Territories 36 Verge - Territories 39 Virgin (+••) Territories 45 Wet - Territories 46 Window (•) Territories 39 Woods/Forest (••) Territories 26 Wound - Territories 39 Barony Merits Vampire: the Requiem Damnation City Cant Fluency (·) *Pre: Politics · or Occult · or Streetwise · DC p200 Cant Savvy (··) Pre: Intelligence ·· and Politics · or Occult · or Streetwise · DC p200 Connections (· to ·····) Pre: Presence ·· and Politics ·· or Streetwise ··· DC p200 Domain (· to ·····) Pre: Fealty Flaw DC p200 Feeding Ground (· to ·····) Pre: Fealty Flaw (for ···· and ····· only) DC p202 Site (· to ·····) DC p202 Tenant (· to ·····) Pre: Domain Size per merit, Fealty Flaw DC p202 Vassal (· to ·····) Pre: Domain Size per merit, Fealty Flaw DC p203 Notation Legend Dot of a Trait Rating (Skills, Merits) • Power Trait Point (Vitae, Mana) ● Willpower Point ○ Activation Damage B/L/A Special/Other Activation Cost ※ Alternate Costs ●/●●● Costs per Item ●/item Optional Costs (●) Cost Ranges ● to ●●●
●●+Combined Notation Example ●(○)
●/item, 1L
Merits, Hunter (1st Edition)Dream Avatar • T&N p19 The hunter representation in the world of dreams gain two dots in Attribute or eight in Merits Dream Medic • to ••••• Intelligence •••, Medicine •• T&N p19 The hunter can heal and support a person currently in a dream by rolling Intelligence + Medicine + Dream Medic Easy Out, Easy In •••• T&N p19 Spend a point of Willpower to leave the world of dreams reflexively and spend another point to jump back in Endowments • to ••••• Conspiracy Status HTV p67 Grants access to Endowments Ephemeral Fetish •• T&N p19 The hunter possesses an item that only exists in the world of dreams, that object grants +3 to all practical uses and if is used as a weapon, ignore penalties for improvised weaponry Favored Weapon •• HTV p67 User selects a specific weapon he has used in combat upholding the vigil. As long as the weapon is being used or is nearby, in and out combat, the user gains +2 to Resolve+Composure Indomitable • to ••••• Resolve •••,Composure ••• NS p134 Gain dots to all rolls to resist any form of suggestion, mundane or supernatural. Kin ••• SpSl p139 Character is related to werewolves. +3 to resist Lunacy, +2 to social dealing with werewolves, Unseen sense relating to werewolves. -1 to Social rolls dealing with normal humans. Also viewed as breeding stock by werewolves. Language: ConLang • NS p134 Military sign language. +1 to all Tactic rolls for each cell member who has this Merit (minimum two). Each cell member who lacks it takes a -1 penalty instead. Natural Medium ••• Presence ••• SpSl p139 Unseen Sense relating to spirits, understand spirit language, for 1 point of Willpower, can "speak" to spirits. Immune to possession by spirits unless they voluntarily allow it,but may suffer from Flaw: Nightmares. Null •••• SpSl p140 +1 to Intimidation vs. Spirits. Penalties to spirits materializing around character. -2 to Social rolls dealing with werewolves and spirits. Professional Training Reflects job experiences, and natural prowess at the talents important to character's line of work. • Networking HTV p67 Gain dots in Contacts = Professional Training •• Continuing Education HTV p67 Player chooses Third Asset skill ••• Breadth of Knowledge HTV p67 Specialties in Asset Skills cost 2xp per •••• On-the-job Training HTV p67 Pay New Dot x 2 for Asset Skills. Drawback: First dot of new non-asset skill costs +1xp ••••• A Day on the Job HTV p67 When spending Willpower on an Asset Skill roll, it can become a rote action Status, Compact or Conspiracy • to ••••• HTV p72 Character holds membership in a hunter compact (Tier 2) or Conspiracy (Tier 3) Torture Suite • to ••• HTV p74 a private space that adds to Intimidation rolls for interrogations. Unbondable •• Stamina ••, Resolve ••• NS p135 It takes twice as many drinks of Vitae to blood bond you (six instead of three). Notation Legend Dot of a Trait Rating (Skills, Merits) • Power Trait Point (Vitae, Mana) ● Willpower Point ○ Activation Damage B/L/A Special/Other Activation Cost ※ Alternate Costs ●/●●● Costs per Item ●/item Optional Costs (●) Cost Ranges ● to ●●●
●●+Combined Notation Example ●(○)
●/item, 1L
Derangements (1st Edition)Derangement Severity Description Specific To Reference Abyssal Compulsion Severe Insistence on investigating Abyssal lore and creatures Mages Summ p183 Animalistic Dependency Mild, Severe Mild: Res+Comp if not expecting to hear/see animals. On fail, -1 to all rolls. Severe: Res+Comp if no animals nearby. On fail, activate Animalism 3. ST penalties for Animalism roll apply to all rolls if Animalism 3 failed. - Ventrue p107 Anxiety Severe Follows Inferiority Complex; -2 on all rolls and Willpower points cannot be spent to bolster any rolls for the remainder of the scene. WoD p98 Aphasia Severe, Extreme Follows Vocalization; Unable to speak coherently. Wits+Empathy roll for listeners to understand. Use sign language or written text to communicate. Spend 1 Willpower to speak for a scene. The Blood 108 Avoidance Mild Res+Comp when confronted with situation/person associated with previous, significant failure or trauma. WoD p100 Banish the Beast Severe Follows I'm No Animal; As mild, but must spend Willpower point to assume beast-form as well as roll. May attack anyone who tries to remind of shapechanger nature. Changing Breeds p104 Beast Fears Mild Phobia of animals. Reflexive Res+Comp to avoid trembling fearfully around any animals, even self. Changing Breeds p103 Blood Fascination Mild Res+Comp whenever encountering blood. On failure, take a 'souvenir'. Additionally, Res+Comp if Comp days have gone by without encountering blood or images thereof. On failure, search for more. Ghouls Ghouls p87 Bulimia Severe Follows Fixation; Roll Res+Comp to not feed till full, if you need it or not. For vampires, must burn the vitae more regularly and -2 to resist Hunger Frenzy. VtR p188 Cage Shock Mild Res+Comp when indoors, clothed, or otherwise confined. On failure, -3 to all Social rolls from annoying behavior. Changing Breeds p103 Cataplexy Severe Follows Insomnia: The day after sleep roll fails, any circumstance resulting in an intense emotional reaction (e.g. laughter, anger, fear) requires Stam+Comp roll. On failure, slump to the ground, paralyzed with weakness but fully conscious for full turn. Asylum p49, Ghouls p87 Compulsive-Aggressive Disorder Severe Follows Suspicion; Everything is a threat. Only use Intimidation for Social rolls, -2 to resist anger frenzy. Nomads p92 Decadence Mild Res+Comp triggered by 'Great' Social Victory or Humiliating Defeat, on failure, the character looses all sense of decorum in extreme excess. (Unique Temple Derangement') Intruders p203 Delusional Mania Mild, Severe Mild: When taking lethal/agg, roll Stam+Comp. -3 to roll for bashing, -2 for lethal, -1 for agg. On fail, can't dodge for scene unless spending 1 Willpower. Severe: On fail, can't dodge and won't avoid damage unless spending 1 Willpower. - Ventrue 108 Delusional Obsession Severe Follows Irrationality; Willpower spend to resist acting in according to obsession. VtR p189 Delusional Witness Severe Overlays hallucination to bring any obvious supernatural phenomenon with her belief system. Ban p44 Denial Severe Follows Repression; As mild, but has replaced initial memories with others. Res+Comp roll if someone tries to correct memory. On success, become irate and refuse to discuss. Asylum p50 Dependent-Personality Disorder Severe Follows Irrationality; No resolve in rolls to resist Dominate when Dominator uses it upon them. Blood-Bound VtR pg 189 Depersonalization Mild No sense of connection to self; can not spend Willpower, -2 to Willpower checks Summ p184 Depravity Severe No sense of social mores, at all. Whenever someone requests that the character 'behave,' roll Res + Comp -2 to resist doing the complete opposite. (Unique Temple Derangement') Intruders p203 Diogenes Syndrome Severe Follows Inferiority Complex; Ignore personal hygiene and cleanliness. -3 dice to Social rolls. Spend Willpower to heal instantly or clean self, but heal reflexively while sleeping. The Blood p107 Dissociation Severe Follows Depersonalization; puts body on a sort of "conscious autopilot", with no emotional depth, can not recover Willpower due to Virtue or Vice Summ p184 Divination Obsession Severe Follows Magical Ideation; As Obsessive Compulsion, but specifically to perform some sort of divination. Mekhet p118 Degenerative Fixation Mild Res+Comp when encountering mirror or image of self. On failure, be convinced that signs of encroaching age are visible, must beg regnant for more Vitae at first opportunity. Ghouls p87 Dehumanization Mild Res+Comp roll when inconvenienced or frustrated by other people's perceived weakness or stupidity. On failure, -2 to all Social rolls except Intimidation. BotW p128 Depression Mild If failed to achieve a goal, a bout of depression occurs. Resolve+Comp, if fails looses a WP and cannot spend for the remainder of the scene. WoD p97 Erythema Mild Force spending blood to appear alive around others, Res+Comp to resist spending blood this way. -2 to resist roll if company is unexpected, -1 if around 2 or more others. The Blood p108 Feral Antics Severe Follows Neoprimitivism: Res+Comp or behaves like wild animal, minimal human speech or behavior. Changing Breeds Changing Breeds p103 Feral Frenzy Severe Follows Cage Shock; Res+Comp or become completely feral, abandoning human speech and restraint until he escapes confinement. May spend Willpower point to bring him out of it. Changing Breeds Changing Breeds p103 Fetishism Mild Res+Comp when reminded of fetishized event or object. On failure, attempt to recreate the situation or come into contact with object in question. Asylum p49, Ghouls p86 Filthy Brutes! Mild Hates, teases and torments animals. Res+Comp to resist abusing a helpless animal. Changing Breeds p104 Fixation Mild Res+Comp to avoid obsessing on a loss or victory. On Failure: Single Dice to see how many scenes you are fixated on loss or failure. ST Fiat. WoD p97 Fugue Severe, Extreme 'Autopilot' when subjected to specific stressful circumstances or exposure. WoD p100 Glossolalia Mild Roll Wits+Comp whenever spending a Willpower point. On fail, speak in alien tongue for the remainder of the scene. PtC p185 Goetic Fracture Severe, Extreme Vice becomes personified as a demon. To cast magic, must either accede to the demon's wishes (satisfying his Vice), or psychically overpower it with extended Wisdom roll with own Resolve as the target number. Ban p44 Grandiose Delusion Mild Regards self as supreme regarding a specific territory, occupation or subject. Res+Comp whenever someone not in their service attempts to exert influence in the matter. On failure, first priority becomes attempting to exclude interloper. Shadows of Mexico p61 Hate of Man Severe Follows One with the Bears: -3 to Social rolls from undisguised hatred of Man. Spent willpower point to avoid getting violent if provoked. Remain in Primal form unless absolutely required not to. Changing Breeds p103 Hedge-Calling Severe Follows Wanderlust. Changelings CtL p215 Hemophilic Compulsion Severe Follows Blood Fascination; Res+Comp every time Composure number of days have passed, on failure must draw blood fresh from a victim. Ghouls p87 Hunter King Severe Follows Filthy Beasts!; Serial killer of animals. Will hunt, torture and murder animals whenever possible. Changing Breeds p104 Hypnagogic Hallucination Mild Suffers hallucinations in space between waking and sleeping on nights that have been stressful. Spent a Willpower point, or suffer -1 penalty to all Mental rolls the next day. Shadows of Mexico p65 Hysteria Severe As Phobia add that she must run from subject of Fear. If touched, another Res+Comp. If Dramatic Fail, looses consciousness. -3 Penalty if it's in proximity and you see it -5 if you lack visual. WoD p97 Hysteria Severe Follows Phobia; As above. For Kindred: -1 to all frenzy rolls that relate to the object of Fear. Vampires VtR p189 Identity Erasure Severe Follows Degenerative Fixation; Res+Comp when encountering evidence of mortal life. On failure, must attempt to erase evidence. This includes a person who knew him. Ghouls p87 I’m No Animal Mild Requires Res+Comp roll to force self to change shape, will only do so under extreme necessity. Changing Breeds p104 Inferiority Complex Mild When a single choice or die roll can determine success or failure of stressful situation, roll Res+Comp or take -1 penalty to all rolls for remainder of scene. Cannot spend Willpower on that key roll. WoD p97 Insomnia Mild When stressed, must roll Res+Comp to sleep restfully. On failure, -2 to all rolls the next day. Each day thereafter is considered 'stressful' until a full night's or day's rest achieved. Asylum p49, Ghouls p87 Intermetamorphosis Severe Follows Irrationality; After long torpor, mistakes modern living (or undead) people for those he knew long ago. Only breaks from the second person appearing. Can spend Willpower to shake for a scene. The Blood p109 Irrational Defiance Severe Follows Irrationality; When given orders by superiors, roll Res+Comp. On fail, -5 dice to accomplishing orders due to need to defy superiors. - Ventrue p108 Irrationality Mild Res+Comp to keep cool when wellbeing is threatened. On failure, require Wits+Comp to take any action to diffuse the situation or leave the scene. Cannot initiate violence. WoD p99 Loss of Compassion Severe Follows Dehumanization; Ceases to see other human beings as meaningful. Roll one fewer die when testing for sins committed against another person. BotW p128 Magical Ideation Mild Res+Comp at least once a scene. On failure, must find evidence of some greater plan or intelligence in the local environment. Mekhet p118 Manic-Depression Severe Follows Depression; Two forms - Psychological and Organic Versions. Dependent on version, on failure of task ST roll Resolve. On Failure - lapse into depression. Also lapse into depression when less than 2Vitae are in the system and on Dramatic Failure of any roll. Chance die to swing into Manic. VtR p189 Masochism Severe Follows Fetishism; As mild, but must also suffer bashing damage at least equal to Stamina during the compulsive activity to be satisfied. Asylum p49, Ghouls p87 Melancholia Severe As Depression, but add -2 Penalty to all Dice Rolls WoD p97 Megalomania Severe As Narcissism add, 1 to all penalties on failure. WoD p97 Megalomania Severe As above. If you ever lose a contest to one that you feels socially inferior, lose one point of Willpower. Vampires VtR p190 Memory Obsession Mild, Severe Become paranoid about memories being tampered with. On fail to recall information by memory... Mild: -2 to all Mental rolls for a scene. Severe: -2 to all actions until extended Int+Comp 10 successes reached. Ventrue p109 Multiple Personality Disorder Severe, Extreme Follows Irrationality; Multiple Personalities triggered may have different skills / Attributes than dominate personality. WoD p99, VtR p190 Mystic Personality Severe, Extreme Develops alternate personality with diametrically opposed perspective on the supernatural. Ban p44 Narcissism Mild Res+Comp to avoid bout of vanity on succeeding on a goal. On Failure, you disregard all help in favor of the self. -3 on Teamwork Rolls -1 on Social Rolls WoD p97 Neoprimitivism Mild Criticize everything about the modern world and people in general. Objections to attitude require Res+Comp to keep cool and not incite loud and possibly violent confrontation. Changing Breeds p103 Obsessive Compulsion Severe Follows a strict code of behaviors. If forcibly kept from doing them, may lash out. May override these with a Res+Com - 2 roll. WoD p98, The Pure p78 Obsessive Compulsion Severe Follows Fixation; as above. More subject to frenzy roll. Vampires VtR p190 Obsessive Humanity Severe Follows Beast Phobia; As Obsessive Compulsion, but specifically regarding own humanity and appearance thereof. Changing Breeds p104 Occult Fugue Mild Conducts lengthy (and usually benign) magical working as if sleepwalking, and then promptly forgets about it. Ban p44 One with the Bears Mild Idealistic, New Age dream of wilderness, overconfidence in own abilities there. Comp+Survival roll to cope in bad situations. Changing Breeds p103 Paranoia Severe Suffers from Persecution Complex. Automatically -2 on Social Rolls. The slightest hint of suspicion triggers a Res+Comp-2 roll on failure flees or attacks. WoD p98 Paranoia Severe Follows Suspicion; As above. The slightest hint that another may be an enemy requires frenzy check; target number determined by situation. Vampires VtR p190 Phobia Mild Res+Comp roll to even approach the item of the phobia WoD p97, VtR p189 Post-Traumatic Stress Disorder Severe Res+Comp roll when triggered. On failure, powerful panic attack from any movement except to hide. -2 on all rolls and Willpower points cannot be spent to bolster rolls for remainder of scene. Ancient Mysteries p69 Power Fetish Obsession Mild Any attempt to use Disciplines or expend vitae without the object loses three dice. Vampires VtR p191 Preferential Obsession Mild, Severe Prefer blood of particular type of people. Businessmen, virgins, Latinos, etc. Mild: Only take 2 blood from non-preferred type. Severe: Only take blood if hunger frenzy, then will spend it on anything but Disciplines. - Ventrue p109 Pyromania Mild Infernal p102 Pyrophillia Severe Follows Pyromania; Infernal p102 Repression Mild Has blocked out memory of event that caused derangement. Roll Res+Comp in similar situation or block out that memory as well. Asylum p49 Rote-Action Repetition Mild Res+Comp when stress. On failure, absorb self in some meaningless, trivial task instead of facing the issue. -2 to all dicepools while stressful situation persists, excepting dicepools related to rote-action repetition. Prometheans PtC p184 Sanguinary Animism Mild Manifests personalities the Kindred has fed from, if the Kindred kills his vessel, a Dramatic Failure on a Res+Comp -3 roll makes the personality a permanent fixture in the Kindred's Mind. Vampires VtR p191 Schizophrenia Severe, Extreme Follows Vocalization; -2 to all Social Rolls. Res+Comp to avoid attacking / escaping the source of trauma. WoD p99 Schizophrenia Severe, Extreme As above, under triggered conditions take -2 to all Rotschreck rolls. Vampires VtR p192 Spirit Placation Mild Res+Comp whenever a setback is suffered. On failure, must placate the spirits at the next opportunity. BotW p128 Spontaneous Lunacy Severe Follows Spirit Placation; Res+Comp whenever sensing a spiritual presence. On failure, undergo a purely psychological Lunacy with the usual +2 to Willpower and memory loss. Werewolves BotW p128 Submission Severe, Extreme Follows Inferiority Compex or Rote-Action Repetition; Res+Comp in any stressful situation. On failure, the character follows orders issued by the highest Presence person who issues a direct command. Cannot spend Willpower, and can only shirk these tasks on a successful Wits+Resolve-2 roll. In the absence of commands, Wits+Composure-2 penalty to avoid slumping into a useless heap. PtC p184 Supernatural Fascination Mild Conviction that the supernatural influences ever facet of life. Res+Comp at least once a scene. On failure, perform some appropriate action to appease God/have good luck/be safe from harm, etc. Asylum p50 Suspicion Mild If fail a Res+Comp roll, and if suffered misfortune intentionally - may suspect everyones motives. -1 Social Rolls WoD p98 Synesthesia Mild Roll Wits+Comp when under overwhelming sensory or emotional input. On failure, -2 to all Presence or Manipulation dice pools. PtC 185 Tongue of the Beast Mild When speaking or writing in nonsense, others who share this derangement can understand it. Belial’s Brood p51 Unbridled Confidence Res+Comp, on fail does what comes first to mind, by instinct. -3 to use skills to plan anything out. AR p92 Vocalization Mild Res+Comp to avoid audible internal monologue regarding important or stressful decisions. WoD p98 Waking Nightmare Severe On trigger, roll Res+Comp. On failure, fall unconscious and become lost in nightmare vision for remainder of scene. Ancient Mysteries p69 Wanderlust Mild When fatigued or out of Willpower points, roll Res+Comp. On success, character is flighty and distracted, taking -1 to all Mental rolls for the scene. On failure, must walk for at least an hour. Changelings CtL p215 Withdrawl Severe, Extreme Follows Irrationality; Become a hermit. Res+Comp to leave haven each night. -3 to Social rolls except resistance to contested ones. The Blood p108 Zealotry Severe Follows Supernatural Fascination; As mild, but proselytizes to everyone they speak with. Asylum p50 Tells
Tell Minor/Major Effect Page Calling Card minor must leave a personal sign behind on significant achievements HtV p330 major more often, in normal situations Cannibalism minor must eat flesh of slain victims Slash p220 major roll to resist tell is penalized by number of days without eating Denial minor deny belief of a single supernatural source HtV p330 major deny belief in all supernatural phenomenon Hypochondria minor avoids messy scenes, tries to work from a distance HtV p331 major believes that they may be sick, and acts like it Overkill minor after killing a creature, needs to "make sure" HtV p331 major torches scene, kills creatures allies, eliminates all traces Sadism minor will physically or emotionally torment their prey HtV p332 major bringing cruelty to the creature is more important than the Vigil Sexual Deviancies minor -1 to all rolls while hunting until sexual relief HtV p333 major Resolve+Composure to not jump on team members or enemies Trophies minor removes some small part of the victim to keep Slash p220 major more, and larger Warnings minor warns the target just before an attack Slash p220 major toys with the target for days Weapon Fetish minor character must use a particular weapon to kill with Slash P219 major losing the weapon may drive character mad
Flaws (1st Edition)Physical Description Specific To Source Bad Regeneration Has an injury that did not regenerate properly; has one lower Health and may suffer other penalties. Werewolves Rage p105 Crippled Confined to a wheelchair. Speed is your Strength. Instant to move or -2 on speed and all actions to move. WoD p219 Cumbersome Rather large. No change to size, Stamina cannot go above 3. Must shop in specialty stores for clothing RoS p98 Deformity -2 of social rolls when meeting new people due to disfiguring limbs/scars/blemish WoD p219 Dwarf Size is 4. XP awarded for notable social problems. WoD p219 Hard of Hearing -2 from all hearing perception rolls. WoD p219 Lame Speed factor is 2 due to flaw in legs (artificial, crippled, crutches etc) WoD p219 Mute Cannot speak. WoD p219 No Fangs Does not cause enrapturement when feeding, must render unconscious or subdue victims rather than just bite. Saliva does not heal wounds caused this way. Vampires Mehk p118 One Arm Double time to perform manual tasks. Attempts to do task quickly are at -3 WoD p219 One Eye Ranged attack penalties double. 10-again not re-rolled in driving, 1's subtract. WoD p219 Poor Sense of Smell Suffers a penalty to smell related perception checks. Werewolves Rage p106 Poor Sight -2 to all sight perception tests. WoD p219 Silver Allergy Contact with silver causes some aggravated damage to a Forsaken werewolf. Werewolves Rage p106 Mental Addiction Addicted to a substance. 3 sessions without indulging means its beaten. Indulgence here does not count for Gluttony. WoD p218 Amnesia Memories from past trauma surface unexpectedly. Sporadically forgets allies and enemies from past. WoD p218 Anthropocentric Uncomfortable in wolf forms, preferring to do everything as a normal human. Werewolves Rage p105 Behavior Blind Unable to figure peoples moods and emotions (although Empathy rolls can provide). Cannot detect sarcasm etc. WoD p219 Cannibal A preference rather than addiction to human flesh. RoS p98 Coward Hesitates at dangerous or awkward situations. WoD p219 Forgetful Doesn't forget everything, just small details that make things frustrating, such as names and short term goals. WoD p219 Functional Multiple Personalities Multiple Personality Disorder derangement with a twist: The Changeling has two personalities that don't know the other exists; One sees itself as pure human and rejects the supernatural, the other as his true form, as a Changeling. Changelings CtL p44 Headstrong Often brash, and does not think through their actions. Werewolves Rage p105 Illiterate Might recognize simple words, but has trouble with sentences or books. RoS p98 Impossible Standard Character is held to strict and exacting demands, of which failure has its own consequences. - Ventrue 107 Nightmares Dreams with intensity higher than Res become nightmares, keeping the new Intensity. Alt: Roll Res+Com, failure indicates character does not regain point on nightly Willpower. CtL p193 Racist/Sexist Has a strong bias against or for a certain social group to the exclusion of others of the same type. WoD p219 Social Aloof Shy and distant in social situations. Dislikes being the center of attention. WoD p219 Disharmony Had strong religious beliefs that conflict with the principles of Harmony. Werewolves Rage p106 Dishonorably Discharged Can not purchase Allies, Contacts or Status related to Military services and gain effect of the Notoriety Flaw among ex-service members. DoW p40 Embarrassing Secret A secret in the past. XP awarded for keeping it secret at the expense of allies. (If gets out may exchange for Notoriety or other appropriate Flaw) WoD p219 Expectations Has rigid expectations that do not gel well with reality; suffers a social penalty when interacting with others outside of that framework. - Ventrue 107 Fealty The character has a master that makes decisions for her, effectively trading free will for XP. DC p199 Hollywood Syndrome Has telltale markings of werewolves as defined by Hollywood Werewolves Rage p106 Lone Wolf Difficulty interacting with other werewolves. Werewolves Rage p106 Lost Love Had a strong connection to another early in life (or unlife). When triggered by a certain stimulus, suffer a -2 penalty on all rolls until one can escape the situation. Vampires AM p69 Materialist Difficulty interacting with spirits Werewolves Rage p106 Notoriety Inverse of Fame. If recognized, is met with negative reactions from those that would know. WoD p219 Speech Impediment Must be role-played. If forgotten, Storyteller may warn condition is curing. WoD p219 Untrustworthy -2 to Persuasion, Socialize, or any Manipulation test. RoS p98 Mystical Abyss-Marked Stained by the Abyss, -2 modifier when hiding from Abyssal creatures, increases risk when summoning Supernal creatures Summ p71 Anachronism Has significant problems handling recent technology. RoS p98 Bad Bargain Made a bad pact with a Spirit, already gained the benefit, but still has to follow through on task (medial obligation). Summ p183 Bad Regeneration Has an injury that did not regenerate properly; has one lower Health and may suffer other penalties. Werewolves Rage p105 Empowered Bane For Key-Initiation Only. A relatively rare substance or combination of common substances does Aggravated when used as a weapon, and has a -2 on Manifestation rolls when on the Sin-Eater or his opponent. Sin-Eaters GtSE p188 Essence Vessel Contains the soul of a powerful spirit or neutral residual Essence, which will release upon the characters death. Receives unwelcome Spirit attention. BoS p111 Glamour Addict As per Addiction, except the substance is Glamour or the act of Harvesting. Changelings RoS p98 Manifest Mien Mien shows through in small ways. It leaves unsettling or lackluster impressions on people, depending on what is least useful to the character at the time. Changelings RoS p98 Mystery Commands If character possess at least (•) in Status: Seers of the Throne and the Dream Merit, they are given cryptic and difficult missions while dreaming. Mages: Seers of the Throne SoT p43 Sluggish Vitae Forced to spend an additional Vitae to wake each evening. Vampires AM p69 Shadow Addiction As per Addiction, but with the added danger that the substance or experience is located in the Shadow. BoS p111 Shadow Aversion Anxious when under the effects of anything linked to the Shadow. -1 to all rolls in extreme situations. BoS p111 Soul-Scarred Lingering injury to soul due to contact with some outer creature. Attracts Acamoth, malevolent ghosts and spirits of negative emotions. Summ p183 True Tongue Can lie, but it is glaringly obvious in both blatant lies and lies of omission that the character is lying. Changelings RoS p98 Word of Life Tummuz Only. A word such as the Hebrew Adam or Emet, is inscribed on the forehead. Provides +1 to Humanity to the maker when creating the Tummuz at Stage 2, and a -1 to effective Azoth for determining a Pandoran. However, should the words be marred to mean something else, the Tummuz drops into a death-like state until rectified. Prometheans SA p41 Weakened Attribute For Key-Initiation Only. A chosen attribute does not have 10-Again, and 1's subtract from successes. Sin-Eaters GtSE 188 Conflicted Werewolves Blood of the Wolf 104 Weak Bloodline This flaw, unique to the Ivory Claw tribe of the Pure, subtracts one dot from their effective Purity for some social purposes. Werewolves The Pure 111
Morality (1st Edition)Clarity
Level Sin Dice Rolled Book 10 Entering the Hedge. Dreamwalking. Using Magic to accomplish a task that could be achieved just as well without. Minor Unexpected Life changes 5 CtL 91 9 Using tokens or other mystical items. Going a day without human contact. Minor Selfish Acts. 5 CtL 91 8 Breaking Mundane promises or commitments, especially to attend to faerie matters. Changing Courts. Injury to another (accidental or otherwise) 4 CtL 91 7 Taking psychotropic drugs. Serious unexpected life changes. Petty Theft 4 CtL 91 6 Revealing your true form to unescrocelled mortals. Going a week without human contact. Obvious displays of magic in front of witnesses. Grand theft (burglary). 3 CtL 92 5 Killing another changeling. Killing a fetch. 3 CtL 92 4 Breaking formal oaths or pledges. Extreme unexpected life changes (pregnancy, losing one's home, ect). Impassioned or impulsive serious crimes (Manslaughter) 3 CtL 92 3 Actively harming a mortal by ravaging their dreams. Going a month without human contact. Kidnapping. Developing a derangement outside of failed degeneration rolls. 2 CtL 92 2 Killing a human. Casual/callous crime against another supernatural (serial murder) 2 CtL 92 1 Spending time in Arcadia. Prolonged or intimate contact with the True Fae. Mortal identity is suddenly and unexpectedly destroyed., totally abandoned, or otherwise fundamentally changed. Heinous acts of torture, depravity, or perversion. 2 CtL 92 Harmony
Level Sin Dice Rolled Book 10 Not Shapeshifting for more than three days 5 WtF 181 9 Not obtaining your own food; carrying a silver weapon 5 WtF 181 8 Disrespect to a spirit or Elder Uratha 4 WtF 181 7 Spending too much time alone; significantly violating a tribal vow 4 WtF 181 6 Mating with other Uratha; slaying a human or wolf needlessly 3 WtF 181 5 Slaying a werewolf in the heat of battle. 3 WtF 181 4 Revealing the existence of werewolves to a human; using a silver weapon against another werewolf 3 WtF 181 3 Torturing enemies/prey; murdering a werewolf 2 WtF 181 2 Hunting humans or wolves for food 2 WtF 181 1 Betrayal of pack; hunting werewolves for food 2 WtF 181 Humanity and Morality
Level | Sin | Dice Rolled | Book |
---|---|---|---|
10 | Selfish Thoughts. | 5 | WoD 91 |
9 | Minor Selfish Act (Withholding Charity) | 5 | WoD 91 |
8 | Injury to Another (accidental or otherwise) | 4 | WoD 91 |
7 | Petty Theft (shoplifting) | 4 | WoD 91 |
6 | Grand Theft (burglary) | 3 | WoD 91 |
5 | Intentional, Mass property damage (arson) | 3 | WoD 91 |
4 | Impassioned Crime (manslaughter) | 3 | WoD 91 |
3 | Planned Crime (murder) | 2 | WoD 91 |
2 | Casual/callous crime (serial murder) | 2 | WoD 91 |
1 | Utter perversion, heinous act (mass murder) | 2 | WoD 91 |
Vampiric Bonuses/Drawbacks:
To stay awake: Roll Humanity to stay awake for turns per successes. Extended Action for 5 success to stay awake the entire day. Also rolled to see if a Vampire can wake up in the middle of the day. Dice pools during the day cannot exceed Humanity
Interacting with Humans: Pools in Empathy, Persuasion, or Socialize cannot exceed Humanity
Promethean Bonuses/Drawbacks:
Resistance of Torment: The Humanity to resist the onset of Torment
Degeneration taints Azoth: Humanity determines the chance of getting it right when creating another Promethean.
Rebirth: Humanity is the dice pool used to make the transition to Morality at the end of their Pilgrimage
Hunter Bonuses/Drawbacks:
Hunters can 'change' their code based on the Hunt. See HtV 323
Memory
Mummies
In addition to the following hierarchy of sins unique to Memory, mummies are still subject to the same sins that threaten Morality, above.
Level | Sin | Dice Rolled | Book |
---|---|---|---|
10 | Conceal your identity. | 5 | MTC 77 |
9 | Spend a day without meditating on the Pillars. | 5 | MTC 77 |
8 | Pursue your Judge's purpose to preserve your Sekhem. | 5 | MTC 77 |
7 | Destroy a remnant of the Nameless Empire. | 4 | MTC 77 |
6 | Lose possession of a vessel created by your guild. | 4 | MTC 77 |
5 | Destroy a vessel created by your guild. | 3 | MTC 77 |
4 | Allow one of your vestiges to be destroyed. | 3 | MTC 77 |
3 | Leave a robber of your tomb unpunished. | 3 | MTC 77 |
2 | Die by self-destruction or Sekhem expenditure. | 2 | MTC 77 |
1 | Destroy evidence of your mortal life. | 2 | MTC 77 |
Bonuses/Drawbacks:
Sharpened Recall: Memory 9+ mummies gain the benefits of Eidetic Memory specifically to recall memories from when they had Memory 9+. Memory 10 mummies also gain the effects of Unseen Sense regarding the will of the Judges of Duat.
Self-Awareness: Mummies require Memory 1+ to retain sapience and autonomy, Memory 2+ to recall their names and the broad strokes of the Nameless Empire, Memory 3+ to recall their previous Descent, Memory 6+ to recall the Descent prior, Memory 7+ to recall any Descents before that, and Memory 8+ to recall their mortal lives.
Synergy
Sin-Eaters
Level | Sin | Dice Rolled | Book | |
---|---|---|---|---|
10 | Opening an Avernian Gate, Entering the Underworld. | 5 | GtSE 84 | |
9 | Using plasm from a death mask, violating an Old Law. | 5 | GtSE 84 | |
8 | Closing an Avernian Gate. | 4 | GtSE 84 | |
7 | Destroying a charm or fetter. | 4 | GtSE 84 | |
6 | Destroying a ghost, or Avernian Gate, ectophagia (ghost eating) | 3 | GtSE 84 | |
5 | Destroying a vanitas, reviving a dead person | 3 | GtSE 84 | |
4 | Destroying a memorabilia or deathmask, accidental murder or manslaughter | 3 | GtSE 84 | |
3 | Destroying a keystone, destroying a geist | 2 | GtSE 84 | |
2 | Torture, serial murder. | 2 | GtSE 84 | |
1 | Mass Murder ,suicide attempt, attempting to destroy one's own geist. | 2 | GtSE 84 |
Bonuses / Drawbacks:
Opening Avernian gates: Sin-Eaters gain a bonus equal to each dot of synergy above 7 to open an Avernian gate. -1 to rolls at Synergy 4-5, -3 for Synergy 3 or lower
Wisdom
Mages
In addition to the listed sins, Mages are held to Humanity's standards, and any sin against Humanity that includes the use of magic is automatically one step worse.
Level | Sin | Dice Rolled | Book | |
---|---|---|---|---|
10 | Using Magic to accomplish a task that could be achieved just as well without it. | 5 | MtA 79 | |
9 | Magically coercing another so that he acts against his own free will. | 5 | MtA 79 | |
8 | Magically coercing another so that he violates his own moral code. | 4 | MtA 79 | |
7 | Laying a Curse on someone. | 4 | MtA 79 | |
6 | Forcibly binding an unwilling sentient being or spirit to a place or task. | 3 | MtA 79 | |
5 | Magically transforming a person into a lesser being against his will. | 3 | MtA 79 | |
4 | Using magic to harm somone. Draining another's Mana agianst his will. Creating a Soul Stone. | 2 | MtA 79 | |
3 | Forcefully abducting and/or exiling another person (mage or Sleeper) into the Shadow Realm, or causing her to become possessed by a spirit against her will. | 2 | MtA 79 | |
2 | Intentionally preventing an Awakening. Using magic to murder someone. | 2 | MtA 79 | |
1 | Stealing a soul. | 2 | MtA 79 |
Bonuses / Drawbacks:
Dealing with Spirits: Wisdom 9 or 10 gets +1 to dealing with spirits, likewise Wisdom 1 or 2 has -1 to dealing with spirits.
Contesting the Abyss: Wisdom 9 or 10 gains a +1 dice bonus when contesting or countering the supernatural powers of the Abyss. Likewise Wisdom 1 or 2 has -1 to dealing with the Abyss.
Paradox: Higher wisdom has less duration from Paradox. See MtA 268-273
Compacts and Conspiracies (1st Edition)
Compacts
Compact | Description | Compact Status | Book | |
---|---|---|---|---|
Ashwood Abbey | A decadent Hellfire Club dedicated to experiencing everything that life (or unlife) has to offer. | • | Receive the Barfly Merit. | HTV 102 |
••• | Use the chapterhouse as a two-dot Safehouse. | |||
••••• | Receive Allies •••• (Legal Aid, Vice, Arms Trafficking, and Abbey Networking). | |||
The Barrett Commission | A secret elite cabal united to root out the monsters entrenched in America’s most gainful institutions. | • | Gain a dot of Resources. | NS 89 |
••• | Receive Mentor •••. | |||
••••• | Receive two dots of Contacts among government, corporations, or the military. | |||
Bear Lodge | Big game hunters dedicated to killing werewolves above everything else, proving themselves with only human ingenuity. | • | Receive Contacts • (Bear Lodge). | SpSl 87 |
••• | Resist Lunacy as though your Willpower was one higher. | |||
••••• | Receive the Unseen Sense for werewolves or other tangible quarry. | |||
Division Six | An ersatz government agency tasked with protecting the laws of the cosmos by eliminating “reality deviants.” | • | Recover an extra Willpower when risking Willpower to flaunt your authority. | WF 86 |
••• | Worsen Paradoxes by one die when witnessing vulgar spells. | |||
••••• | Receive a trainee as a three-dot Retainer. | |||
Habibti Ma | Egyptian-based cult de-programmers. | • | Distribute two dots between Allies and Contacts. | HMR 107 |
••• | Distribute two dots between Allies and Mentor. | |||
••••• | Distribute two dots between Mystery Cult Initiation and Retainer. | |||
Heritage House | A family oriented group that believes the Vigil should be passed down from generation to generation. | • | Trial member. | GotU 35 |
••• | Gain two dots of Resources. | |||
••••• | Gain three dots of Social Merits. | |||
The Hunt Club | A secret society of serial killers that hunts people for sport, accumulating points in a twisted game. | • | Receive a one-dot Mentor. | Slash 74 |
••• | Receive or upgrade the Telltale Murder Merit. | |||
••••• | Receive or upgrade Damnable Certainty. | |||
The Illuminated Brotherhood | Unfettering their minds with psychoactives, these mediums seek to interact with the spirit world. | • | Gain an Occult or Science specialty in parapsychology. | SpSl 92 |
••• | Receive the Unseen Sense for spirit loci. | |||
••••• | Receive the Natural Medium Merit. | |||
The Keepers of the Source | Every time a witch siphons power from Mother Earth, the Keepers feel Her pain, and they will see it cease. | • | Gain a specialty in Weaponry (Improvised Weapons), Expression (Protests), or Science (Environmentalism). | WF 90 |
••• | Gain two dots of Allies (Keepers of the Source). | |||
••••• | Gain the Unseen Sense for the Source, or three dots of Mentor. | |||
The Long Night | Religious hunters who fight the agents of evil in an attempt to bring about the second coming of Christ. | • | Receive an Expression or Persuasion specialty in evangelism. | HTV 106 |
••• | Gain two dots of Allies (Long Night). | |||
••••• | Add the benefits of the Inspiring Merit among the Long Night. | |||
The Loyalists of Thule | Hungry for knowledge, this occult group seeks things man was not meant to know in places he was not meant to tread to atone for their part in WWII. | • | Recover an extra Willpower when risking Willpower with Academics or Occult. | HTV 110 |
••• | Receive a two-dot Mentor. | |||
••••• | Receive three dots of Contacts among supernatural specialists. | |||
Maiden's Blood Sisterhood | An almost exclusively female group, dedicated to policing college campuses and women’s shelters. | • | Gain two dots of Allies (Maiden's Blood Sisterhood). | NS 93 |
••• | Gain two dots of Safehouse. | |||
••••• | Receive the Indomitable Merit, or two dots of Retainers. | |||
Network Zero | Network Zero uses radio, television and Internet resources to publicize monsters to the world. | • | Gain a Crafts or Expression specialty in an appropriate medium. | HTV 114 |
••• | Receive Fame ••. | |||
••••• | Benefit from the effects of Encyclopedic Knowledge as pertains your library of recorded supernatural phenomena. | |||
The Night Watch | Vigilantes of the hard and forgotten streets, patrolling the hunting grounds of the monsters and criminals, leaving no one to be victimized. | • | Receive a specialty in Streetwise (Who's Who), Larceny (Fences), or Stealth (Stalking). | NS 98 |
••• | Gain two dots of Retainers. | |||
••••• | Gain a dot of Fame. | |||
Null Mysteriis | Scientists who peruse the supernatural in an attempt to understand it. | • | Receive an Academics, Occult, or Science specialty in parapsychology. | HTV 118 |
••• | Gain a dot of Allies (Null Mysteriis) and a dot of Contacts in science or academia. | |||
••••• | Apply the benefits of Common Sense as pertains to the Vigil. | |||
The Promethean Brotherhood | Sacrificing witches using an ancient ritual, they steal their power for themselves. | • | Receive Language (Ancient Greek) and an Academics specialty in ancient religions, Greek mythology, or linguistics. | WF 94 |
••• | Gain two dots of Allies (Promethean Brotherhood). | |||
••••• | Divide the target number of successes for the Rite of Hecate by three. | |||
The Reckoning | Church of Hero-hunting "sovereign citizens" deep in the wooded hills of Oregon. | • | Receive a dot of Anonymity and access to a shared one-dot Safe Place. | T&N 32 |
••• | Receive Allies •••• (Fundamentalist Politicians). | |||
••••• | Resources •••••, exclusive to the leader, Derek Campbell. | |||
The Talbot Group | Using modern therapy and medications, these hunters seek to save monsters from themselves. | • | Gain a dot each in Allies and Contacts (Talbot Group). | SpSl 97 |
••• | Gain another dot of Contacts and receive the Unseen Sense for spirits. | |||
••••• | Resist Lunacy as though your Willpower was one higher. | |||
The Union | Ragtag blue-collar monster hunters, members of the Union work without government sanction to protect humanity against its most dangerous enemies. | • | Receive a Politics or Streetwise specialty in your local area. | HTV 112 |
••• | Gain two dots of Contacts among specialists in different kinds of monster. | |||
••••• | Access two extra dots of Resources for Vigil purposes. | |||
Utopia Now | Builders of a futuristic city that scavenge demonic infrastructure for impossible components. | • | Take a free Specialty. | HMR 136 |
••• | Receive a two-dot Mentor. | |||
••••• | Receive either a four-dot Retainer or four dots of Allies in a partner organization. | |||
Yuri's Group | Social workers fighting abuse and supernatural abusers | • | Gain a dot each of Contacts and Allies among local support groups. | T&N 30 |
••• | Divide three dots between Retainers and Staff of survivors. | |||
••••• | Rescued survivors may function as one-dot Retainers, Allies, Contacts, or Staff. | |||
Historical Compacts | ||||
Ahl al-Jabal | Islamic hunters who seek to understand the supernaturals they meet, and eliminate those that are true monsters. | • | You can buy the Two Weapon Fighting Style at half cost, ignoring prerequisites. | AB 141 |
••• | Receive a dot of Allies and an Occult specialty in mysticism, gnosticism or philosophy. | |||
••••• | Add the benefits of the Inspiring Merit among the Ahl al-Jabal. | |||
Ama-san | Pearl divers familiar with the dangers that lurk off the coasts of Japan. | • | Receive Small Unit Tactics. | DE 309 |
••• | Roll Presence + Occult to call a monster out with a special whistling breath. | |||
••••• | Call six dots worth of Retainers as emergency backup. | |||
Azusa Miko | Transient archer-priestesses plying their trade as oracles and mediums while driving corruption away from the divine. | • | Receive the Medium Merit. | DE 311 |
••• | Apply a floating dot as temporary Allies, Contacts, Resources, or Retainer. | |||
••••• | Command the fear of lesser spirits and ghosts, and the respect of the greater. | |||
Bijin | Artists and commercial hosts dealing with monstrous intrusions that are bad for business. | • | Draw upon the rumor mill once per session. | DE 313 |
••• | Better distinguish true rumors from scuttlebutt. | |||
••••• | Receive Fame •••. | |||
Followers of the Mansa | Scribes and workers seeking to subvert and undo the plans of demons in the Empire of Mali. | • | Receive an Expression or Politics specialty suitable to your official standing. | DE2 182 |
••• | Gain two dots of Allies (Followers of the Mansa). | |||
••••• | Gain three dots of Resources. | |||
Keepers of the Weave | An Amerindian culture of storytellers who gather and spread knowledge of the occult. | • | Take two dots of Mentor, and either a third dot or a Language. | DE 383 |
••• | Receive two dots in Occult, Expression, or Politics. | |||
••••• | Receive three dots in Socialize or Occult, or four Allies or Contacts. | |||
Protectors of the Light | Secret soldiers who keep the Wampanoag Nation clean of monstrous taint. | • | Receive a dot of Occult, Survival or Weaponry. | DE 385 |
••• | Receive two dots of Resources or Contacts. | |||
••••• | Receive three dots of Resources or Safe Place, or two Allies and a Contact. | |||
The Scarlet Watch | A recurring blood pact of families drawn together mystically to resist the vampiric Curse. | • | Gain a dot of Allies or Resources. | DE 379 |
••• | Gain two dots of Allies or Resources. | |||
••••• | Receive three dots' worth of Merits reflecting your storied lineage. | |||
Soldiers of the Forbidden Sun | Soldiers of many ethicities protecting China from the Underworld. | • | Gain a dot of Occult. | DE2 247 |
••• | Gain two dots of Resources. | |||
••••• | Gain three dots of Allies (Soldiers of the Forbidden Sun). | |||
Les Voyageurs | Forest runners dealing with the threat of werewolves in their hunting lands. | • | Receive Resources • or Mentor •••. | DE 381 |
••• | Gain two dots of Contacts, Fame, or Resources. | |||
••••• | Receive three dots of Fame or Resources, or four dots of Allies. |
Conspiracies
Conspiracy | Description | Conspiracy Status | Book | |
---|---|---|---|---|
Aegis Kai Doru | Greek for “Shield and Spear,” the Aegis Kai Doru searches the world for history’s legendary artifacts with which to bolster its numbers in its nigh-timeless battle against the forces of darkness. | • | Acquire Relic Endowments. | HTV 126 |
••• | +1 Academics bonus to rolls involving relics and archaeology. | |||
••••• | Receive the Unseen Sense for mages or werewolves. | |||
Ascending Ones | The Ascending Ones trace their history and symbology back to both ancient Egypt and Muhammed the Prophet. Like the sacred sun, they see themselves as a cleansing agent that can burn away monstrous impurities. | • | Develop the Elixir Endowment. | HTV 130 |
••• | Gain two dots of Resources. | |||
••••• | Receive a three-dot Retainer. | |||
The Cainite Heresy | Self-destructive fanatics driven by their need for revenge against vampires, wherever they may be found. | • | Learn the Rites of Denial Endowment. | NS 103 |
••• | Add the benefits of Danger Sense against vampires. | |||
••••• | Receive contact with anonymous sources as a three-dot Mentor. | |||
The Cheiron Group | A medical conglomerate which secretly dispatches hunters to harvest monsters for parts. | • | Acquire Thaumatechnology Endowments. | HTV 134 |
••• | Call on Allies •• corporate backup. | |||
••••• | Gain three dots of Resources. | |||
The Faithful of Shulpae | Cannibal cultists who believe their rituals bring them closer to communion with their deity. | • | Learn the Anthropophagy Endowment. | HMR 110 |
••• | Use a temple as a two-dot Safehouse. | |||
••••• | Gain four dots of Supernatural Merits. | |||
The Knights of St. Adrian | Violent road warriors who hunt bounties for angels. | • | Acquire Ink Endowments. | HMR 137 |
••• | Receive two dots of Contacts among witnesses to the demonic. | |||
••••• | Gain three dots of Resources or a three-dot Retainer. | |||
The Knights of Saint George | A cult of witch-hunters who appease faceless angels to preserve the world under the false guise of Christian worship. | • | Learn Goetic Gospel Endowments. | WF 99 |
••• | Occult rolls dealing with witches and witchcraft gain 9-Again. | |||
••••• | Call on squires as three-dot Retainers. | |||
The Merrick Institute | Rebel survivors of a secret government program to produce "dream warriors." | • | Develop Dreamscape Endowments and receive "The Procedure" Tactic. | T&N 34 |
••• | Gain a dot each of Allies, Contacts, and Retainer among institute members. | |||
••••• | Receive the Easy Out, Easy In Merit. | |||
Les Mystères | A network of mediums and spirit cults who seek a relationship with spirits recognizing reciprocal duties to one another. | • | Learn Rites du Cheval Endowments. | SpSl 104 |
••• | Fellowship: Gain two dots of Allies. | |||
••• | Spirit: Add +1 to Occult rolls involving spirits. | |||
••• | Beasts: Gain two dots of Contacts among specialists in monsters. | |||
••• | Soul: Add +1 to Resolve when resisting supernatural influence. | |||
••••• | Receive student apprentices as three-dot Retainers. | |||
The Lucifuge | Descendants of infernal bloodlines who strive to wield the darkness against itself. | • | Develop the Castigation Endowment. | HTV 138 |
••• | Gain two dots of Resources. | |||
••••• | Receive the Lady Lucifuge as a four-dot Mentor. | |||
Malleus Maleficarum | In the Middle Ages, the Malleus Maleficarum wielded the power of the Church against vampires. Today, the Catholic conspiracy pursues supernatural monsters of all sorts with religious zeal. | • | Learn Benediction Endowments. | HTV 143 |
••• | Gain a dot of Status (Roman Catholic Church). | |||
••••• | Gain three dots of Resources. | |||
Task Force: VALKYRIE | As part of a Joint Task Force, this covert government anti-monster brigade includes members from every branch of the military, foreign and domestic. | • | Acquire Advanced Armory Endowments. | HTV 146 |
••• | Call on Allies •• tactical backup. | |||
••••• | Gain three dots of Contacts among federal agencies. | |||
Vanguard Serial Crimes Unit | The agents of VASCU assist police investigations and apprehension of supernatural killers, using induced psychic abilities. | • | Develop the Teleinformatics Endowment. | Slash 56 |
••• | Gain a dot of Status (FBI). | |||
••••• | Add the benefits of the Inspiring Merit among VASCU agents. | |||
Historical Conspiracies | ||||
Aves Minerva | Late Roman worshippers of the goddess Minerva, wielding the secrets of consecrated blood to protect Rome from monstrous infestation. | • | Learn the Red Rituals Endowment. | Pater 6 |
••• | +2 bonus to exercise learning to recognize the supernatural and their works. | |||
••••• | Receive Encyclopedic Knowledge by studying the Library of the Owl. | |||
Hototogisu | Merchants and traders shrewd enough to gamble with the darkness to remain competitive. | • | Learn the Settō Endowment. | DE 315 |
••• | Distribute four dots among Contacts, Resources and Retainers. | |||
••••• | Receive a five-dot Dread Power from Inoue. | |||
Otodo | Descendants of oni duty-bound to harness their devilish blood for good. | • | Develop the Seitokuten Endowment and receive the Unseen Sense for oni. | DE 317 |
••• | Gain a dot each of Contacts and Resources. | |||
••••• | Extend the Unseen Sense to all supernatural phenomena. |
Notation Legend | |
---|---|
Dot of a Trait Rating (Skills, Merits) | • |
Power Trait Point (Vitae, Mana) | ● |
Willpower Point | ○ |
Activation Damage | B/L/A |
Special/Other Activation Cost | ※ |
Alternate Costs | ●/●●● |
Costs per Item | ●/item |
Optional Costs | (●) |
Cost Ranges | ● to ●●● ●●+ |
Combined Notation Example | ●(○) ●/item, 1L |
Professions (1st Edition)
Academic | Academics, Science | HtV p75 | Community college adjunct professor, detached researcher, frat boy, Ivy League student, lab technician, lecturer on Forteana, musty old professor, overworked research assistant, teaching assistant |
Artist | Crafts, Expression | HtV p76 | artistic savant, blues musician, crime scene photographer, method actor, horror writer, occult-addicted rock star, police sketch artist, tortured painter, web TV director |
Athlete | Athletics, Medicine | HtV p76 | fencing student, high-school football star, little league coach, marathon veteran, Olympic sprinter, target marksman |
Cop | Streetwise, Firearms | HtV p78 | Crooked arm of the law, deep-cover agent, grizzled beat-cop, K-9 officer, mall rent-a-cop, military policeman, old-guard sergeant, SWAT officer, traffic cop |
Criminal | Larceny, Streetwise | HtV p78 | Career low-life, cat burglar, drug dealer, forger, gun runner, high-rolling con artist, hired gun, hustler, reluctant leg-breaker, safecracker, worn-out fence |
Detective | Empathy, Investigation | HtV p79 | corporate dirt-digger, CSI, forensic accountant, gentleman detective, hard-drinking PI, Internet investigator, NDA code cracker, old-fashioned police detective |
Doctor | Empathy, Medicine | HtV p80 | Abortion clinic worker, city coroner, diagnostician, EMT, forensic pathologist, herbal therapist, overworked resident, psychotherapist, triage nurse, veterinary surgeon |
Engineer | Crafts, Science | HtV p81 | Aerospace jock, chemical engineer, demo man, driven architect, designer drug baron, government contractor, military consultant, old-fashioned civil engineer, prosthetic designer, radical biotechnologist |
Executive | Politics, Subterfuge | C&C p64 | Ashwood Abbey benefactor, Cheiron handler or headhunter, executive for Big Tobacco (or Big Pharma, or Big Ag, or Big Anything), hardened layoff consultant, retiree in the lap of luxury (and mouth of madness), sexual conqueror of the secretarial pool |
Hacker | Computers, Science | HtV p82 | Anarchist code-breaker, back-room techie, frontline support operative, NSA cryptographer, old-school phreaker, puzzle expert, shut-in cracker, system administrator, web programmer, wireless war-driver |
Hitman | Firearms, Stealth | HtV p83 | CIA assassin, corporate killer, duelist, infiltration expert, mafia hit man, marine sniper, stone-cold psychopath, unarmed combat expert |
Journalist | Expression, Investigation | HtV p84 | Columnist, conspiratorial blogger, corporate shill, freelance correspondent, lifestyle writer, local editor, muckraking journo, new media critic, political firebrand, sports anchor, TV news anchor |
Laborer | Athletics, Crafts | HtV p85 | Builder, building superintendent, carnival ride mechanic, demolition man, electrician, factory worker, joiner, old-school blacksmith, plumber, unlicensed contractor, wrench-swinging plumber |
Occultist | Investigation, Occult | HtV p86 | Cult leader, crystal gazer, deprogrammer, mystical pyramid-scheme seller, New Age author, occult investigator, professional conspiracy theorist, professional skeptic, psychopharmacologist, tarot card reader, UFO theorist |
Outdoorsman | Survival, Animal Ken | SpSl p144 | Eco-terrorist, eager big game hunter, earnest environmentalist, grizzled mountain man, manic biologist, mountain climber, park ranger, search and rescue, shifty poacher, Sherpa, survivalist nut, wildlife photographer |
Professional | Academics, Persuasion | HtV p87 | Analyst, banker, embattled defense attorney, forensic accountant, hot-shot lawyer, manager, numbers-obsessed stockbroker, secretary who hears all, unsung mailroom hero |
Religious Leader | Academics, Occult | HtV p88 | Blood-and-thunder Baptist, conflicted rabbi, callous confessor, jihadist imam, popular televangelist, traveling Catholic exorcist, Vodou houngan, Wiccan high priest |
Salesman | Persuasion, Subterfuge | BD p7 | Department store counter monkey, door-to-door salesman, gun store manager, guy who could sell ice to an Eskimo, head of some pyramid scheme, VP of sales for Big Pharma |
Scientist | Investigation, Science | HtV p89 | Atheist author, deranged chemist, disgraced parapsychologist, evolutionary biologist, forensic scientist, geologist, high-school science teacher, paleontologist, polymath, psychologist, religious physicist |
Socialite | Politics, Socialize | HtV p90 | abused heiress, business empire owner, charity queen, devout fashionista, Hollywood mogul, infamous cad, media darling, shadowy CEO, soccer star, tech billionaire |
Soldier | Firearms, Survival | HtV p90 | AWOL pilot, drill sergeant, grizzled veteran, ground-pounder, icy marksman, PTSD-rattled Soldier, persuasive recruiter, private mercenary contractor, Special Forces psychopath |
Technician | Crafts, Investigation | HtV p92 | chop shop auto mechanic, computer repairman, garage inventor, gunsmith, jack-of-all-trades, “Mister Fix-It,” special effects wizard, unconventional weapons designer, video engineer |
Vagrant | Survival, Streetwise | HtV p93 | Dot-com burnout, homeless ghost-talker, illegal immigrant, junkie with visions, schizophrenic, shaman of the rust, subsistence thief |
Endowments (1st Edition)
Advanced Armory
Task Force: VALKYRIE
Endowment | Rating | Description | Book |
---|---|---|---|
The Bleeder | •• | +3 ranged weapon induces the hemorrhage of supernaturally charged blood instead of damage, or with modifications, other forms of supernatural energies. | HTV 152 |
Compound Rounds | • to ••••• | Renewable. Shots take 9-Again and inflict lethal damage against monsters who normally resist firearms. | HMR 56 |
Equalizer Grenade | ••• | Renewable. Flash grenade strobes light to neurally inhibit creatures' ability to shapeshift. | HTV 153 |
Etheric Goggles | •• or •••• | Specially treated night-vision goggles can perceive Twilight phenomena, and with four dots, trails left in their wake. | HTV 151 |
Etheric Rounds | • to ••••• | Renewable. Shots strike ghosts, spirits and other incorporeal beings, but suffer -1 to strike the corporeal. | HTV 150 |
Etheric Tracker | •••• | Fires a semitangible tracking pellet which embeds in a corporeal or noncorporeal target. Tracks pellets within half a mile for up to 24 hours. | HTV 155 |
Frequency Pulse Emitter | •• | Renewable. High-frequency sonic grenade provokes a Stamina + Composure -3 roll for beings with heightened animal senses, or -5 for beings in full animal form, to resist being stunned. | SpSl 145 |
Gatekeeper Device | ••• | Full bodysuit can be activated with Willpower to transition between the material realm and the Shadow or Underworld, with a twelve-hour cooldown. | C&C 82 |
Gleipnir Restraints | •• | A strip of kinetic-feedback plastic which may be used to Restrain in a grapple. A captive must contest Strength + Athletics against twice their own Strength in successes to break free. | HMR 32 |
Gungnir System | ••• to ••••• | The Gungnir Multi-Function Targeting System, integrated into a submachine gun (•••) or assault rifle (••••), provides thermal and night vision, mitigates range penalties, and highlights extranormal entities (which for an extra dot includes Twilight beings). | HTV 154 |
Hod Rounds | • | Renewable. Splintering mistletoe bullets impose a -2 penalty to fire, but deal half their damage to vampires as lethal and suffer no additional penalty to aim a staking shot. | NS 135 |
Huginn Visor | •• or ••• | Treated sunglasses (••) or contacts (•••) which impair sighted perception by -2, but impose a similar penalty to mind-altering powers that require eye contact. | NS 136 |
ICE | • | The Interstices Calculation Expedient detects traces of dimensional interstices open in the last 24 hours, for half a mile. | C&C 82 |
Logehamarr Personal Flamethrower | ••••• | A ranged heavy weapon anti-personnel flamethrower, resolved as a +0L long burst which inflicts a 4L gasoline burn on organic material. The Logehamarr's green flame immediately provokes vampires to flee. | NS 136 |
Mjolnir Cannon | •••• or ••••• | +0 heavy rifle electrocutes on a successful attack for 6B, 8B, or 4L damage at Range 100. With five dots, a vehicle-mounted cannon can also be set to deal 10B or 5L damage, at Range 300 and with a longer-lasting battery. | HTV 156 |
Munin Serum | •••• | Renewable. Six hours' worth of an injectible amnestic that suppresses stretches of recent memory, contesting 7 dice against the subject's Stamina + Composure. | HTV 155 |
Odin Reticle | ••• | Requires Huginn Visor ••. LCD overlay affixed to the Huginn Visor grants +3 to perceive monsters through stealth and evasive powers. | NS 136 |
Screamer Pistol | ••• | Low-frequency +3 sonic pistol disorients instead of dealing damage, preventing the target from focusing supernatural power for (target's Composure - successes + 1) turns. | WF 125 |
Tranq Rounds | • to ••••• | Renewable. Shots deal one point of lethal damage and a stacking -1 penalty. A target at a high penalty must spend Willpower to remain conscious. | Slash 160 |
Urban Response Vehicle | ••••• | Armored vehicle disguised as a van, armed with a mounted +5L heavy machinegun, and powered by an electric generator. Cell members may pool Merit dots for the URV and enhance it by purchasing integrated Etheric Rounds, Etheric Goggle windows, a mounted Bleeder, an Equalizer Grenade Launcher, the Gungnir System, or a mounted Mjolnir Cannon. | SpSl 145 |
VDSB | ••• | The Victim-Detonated Sun Bomb can be armed and concealed with Wits + Crafts. When triggered, it discharges a stunning flash which scatters monsters who flee sunlight. | HTV 154 |
Witch Buster | • | Device uses a lithium battery to radiate energies that register to paranormal senses. | HTV 151 |
Benediction
Malleus Maleficarum
Rite | Cost | Dice Pool | Description | Book |
---|---|---|---|---|
The Apostles' Teachings | — | Composure + Benediction | Instead of recovering Willpower from your Virtue, distribute your Resolve + Composure in Willpower among mortal allies. | HTV 157 |
Armor of St. Martin | ○ | Stamina + Benediction | Apply Benediction as Armor for a scene. | HTV 158 |
The Binding of St. Amabilis | ○ | Presence + Benediction | While you sing praises, werewolves who listen cannot benefit from supernatural healing. | SpSl 147 |
Blessed Protection of St. Agrippina | ○ | Resolve + Benediction | Bless a physically demarcated area as an extended action to ward against supernatural beings. Such beings within the area subtract your Benediction from their effective Power Attributes, and without Presence cannot enter. | HTV 159 |
The Boon of Lazarus | ※ | None | Lose a dot of Willpower to resurrect a recently dead mortal, who suffers a major derangement. | HTV 160 |
The Casting Out of Witches | ○ | Presence + Benediction | Pray as an extended action to compel monsters to suffer mounting penalties or flee the vicinity for an hour. | C&C 76 |
Epipodian Safeguard | ○ | None | Add Benediction as a bonus to resist mind control for a scene. | HTV 159 |
Fiacre's Staff | ○ | Stamina + Benediction | Bless an improvised weapon as a vampiric stake, removing its penalty and applying successes as a weapon bonus against the undead. Women perform a variant rite called the Benediction of the Rose. | NS 138 |
Fortitude of St. George | — | Composure + Benediction | Gain bonus Stamina for a scene and go safely without food or sleep for (Benediction) days, after which you must sleep for 12 hours. | HTV 160 |
The Hands of St. Luke | ○ | Intelligence + Benediction | Lay hands upon the injured as an extended action, healing a point of bashing damage with one success or lethal damage with two. | HTV 160 |
La Langue des Saints | ○ | Composure + Benediction vs Resolve + Subterfuge | Force a monster to honestly answer one question per threshold success. | NS 138 |
Loyola's Fire | ○ | Resolve + Benediction | Cast a holy light which compels the undead to panic and flee, losing Willpower while illuminated. | NS 140 |
Mantle of Orleans | ○○ | Manipulation + Benediction | While you continue to pray this scene, cellmates gain a +1 bonus to combat rolls and Defense, and a +3 bonus to Initiative and Speed. | NS 141 |
The Miracle of Gadarene | — | None | Cast an exorcised spirit into an animal as a symbolic rebuke, bound helpless while the animal lives. | SpSl 147 |
Peace of St. Joseph | — | Presence + Benediction vs Stamina + Potency | Apply Benediction as a penalty to an undead being's Initiative, Speed, and Physical actions for a scene. | HMR 31 |
The Preservation of the Chastity of St. Agnes of Rome | ○(2A) | Resolve + Benediction | While you possess only one undamaged Health point, manifest Benediction as Armor for the scene. Suffer aggravated damage to expel the armor, dealing it as aggravated damage all around you. | C&C 75 |
Revelationes Coelestes | ○ | Resolve + Benediction | Witches spontaneously bleed, suffering a -2 penalty for the scene. | WF 125 |
Sanctification of the Blessed Virgin | ○(※) | Morality + Benediction | Pray as an extended action to render something a blessed item for a scene, or lose a Willpower dot to bless it permanently. | HTV 161 |
Scutum Sancte Trinitatis | ○○○ | Resolve + Benediction | Take no non-aggravated damage for a turn per success, except from fire, disease, drugs, or poison. | BD 7 |
The Shepherd's Blessing | ○(○) | Wits + Benediction | Murmur prayers to avoid mortal notice yourself, or for two Willpower, your Benediction in allies. Supernatural beings and hostiles may contest Wits + Composure vs Wits + Stealth + Benediction to break the effect. | HTV 161 |
Song of Daniel | ○/○○ | Charisma + Benediction - Resolve | Calm wildlife, or for two Willpower other creatures, with a hymn, adding successes as a Social bonus and suppressing supernatural frenzies. | NS 139 |
St. Agathius' Call | ○ | Presence + Benediction | Assailants with Morality ≤6 must spend Willpower to strike anyone but you for the scene. | Slash 161 |
St. Collen's Clarity | — | Wits + Benediction | See through illusions and other powers over your senses for a scene. | HMR 56 |
True Sight of St. Abel | ○ | Intelligence + Benediction | Recipients of this blessing may roll Resolve with an allocated bonus to perceive Twilight and to see monsters for what they are without Lunacy or Disbelief for a scene. | HTV 162 |
Vade Retro Satana | — | Resolve + Composure + Benediction | An enhanced ritual of abjuration and exorcism. | HTV 162 |
Wrathful Sword of St. Michael the Archangel | ○○ | Strength + Benediction | Channel divine light through a weapon, which becomes a blessed item and deals up to the rite's successes in aggravated damage to the supernatural. | HTV 163 |
Castigation
Lucifuge
Rite | Cost | Dice Pool | Description | Book |
---|---|---|---|---|
Abaddon’s Call | ○, 2B/roll | Resolve + Medicine | Raise a corpse as an undead servant for (Castigation) hours. Spend a Willpower dot to raise indefinitely. | NS 142 |
Abyssal Bondage | ○, 1L/1A | Stamina + Resolve | Mark a witch with blood from a vein to redirect their next spell, or from an artery to send it completely out of control. | WF 126 |
Calling Forth the Pit | 2L | Presence + Resolve vs Resistance | Summon or banish a demon. | HTV 164 |
Coils of Iniquity | ※ | (10 - Morality) + Empathy | Anoint yourself with sinner's blood. Apply successes as a Social bonus with those sharing the sinner's Vice for a day. | C&C 69 |
Familiar | — | None | A demonic servant in animal or Twilight form. | HTV 165 |
Familiar Betrayal | 2L, ○/day | Presence + Resolve vs Resistance | Summon a werewolf's spirit familiar by name and bind its service for six days. | SpSl 148 |
Family Vestment | ○(1L+) | Strength + Stamina | Physically manifest a chosen demonic trait, such as wings or claws, for a scene or longer. Suffer derangement for a day thereafter. | C&C 69 |
Gaze of the Penitent | ○ | Wits + Empathy vs Resolve | Meet a subject's gaze to penalize their actions by (10 - Morality) for a turn per success. | HTV 167 |
Guilt’s Bloody Trail | ○ | Intelligence + Investigation vs Wits + Subterfuge | Track a corpse's murderer by occult stigmata for a scene. | Slash 161 |
Gulf of Hades | — | Presence + Occult | Call up outer darkness to strip heat and energy. Electricity is rendered inert, the living suffer freezing lethal damage, and the reanimated lose Willpower. | HMR 30 |
Hellfire | ○(1A) | Dexterity + Intelligence - Defense | Hurl a bolt of unnatural fire, causing lethal or aggravated damage. | HTV 168 |
Infernal Visions | — | Wits + Composure | Gain harrowing insight into a topic once per session. | HTV 168 |
Mandate of Hell | (○) | Presence + Composure vs Resistance | Issue a demon a simple command instantly, or a detailed command as an extended action. | HTV 169 |
Mark of Lucifuge | ○/○○, 1L | None | Transfer a permanent brand onto a vampire or other monster. Lucifuge, Malleus, Cainites, and the inhuman recognize the monster's nature by the brand. | NS 143 |
Mark of the Beast | ○○, 1L | Resolve + Intimidation | Take the shape of a demon temporarily, gaining +1 Size, +2 Armor, and (Castigation) bonus Physical Attribute dots. While in demon form, you may heal by spending Willpower and incapacitate mortals in terror. | SpSl 148 |
Prima Dictum | ○○, 2L | Resolve + Occult + Castigation vs Resolve + Potency | Mark a vampire (or learn variants for other monsters) with your blood and curse its Physical actions by your successes for a scene. | NS 142 |
Rebuke Lies | (○) | Wits + Investigation vs Presence + Composure or vs Resistance | See through the falsehoods and trappings of a demon's Cover, or strip them away for a scene. | HMR 133 |
Sense of the Unrighteous | — | 10 - Morality | Detect sins hanging on people and places, as well as monsters without Morality. | HTV 170 |
Shackles of Pandemonium | 1L | Presence + Intimidation vs Resistance | Anoint a ritual circle to bind a demon, naming a means by which it may escape. | HTV 170 |
Tongue of Babel | — | None | Understand and be understood by all spoken human language. | HTV 171 |
Unholy Aura | — | Presence + Intimidation vs Composure | Intimidating aura grants Social rolls for the scene a +3 bonus (doubled against the fae) and 9-Again. | HMR 55 |
Unholy Escapologist | ○ | Dexterity + Composure | Be released from any physical bonds. | CoH16 5 |
Dreamscape
Endowment | Rating | Prerequisites | Cost | Description | Book |
---|---|---|---|---|---|
Dream Shaping | • to ••••• | ○ | The character can Enhance, Deaden, Reshape, Create or Destroy matter in on the dream world according to the dots she has in this Endowment. | T&N 20 | |
Dream Shield | • to ••••• | - (○) | Each dot adds 1/1 armor in the dreamscape. Anytime she spends Willpower to add -2 to a re¬sistance or +3 to a contested dice pool against Dread Powers. | T&N 20 | |
Dream Sword | • to ••••• | ○ | The character can create a Size 1-3 physical weapon or can project an attack at anything within eyeshot with a Finesse + Power roll. | T&N 20 | |
Absorb and Fortify | •• or ••• | Dream Shaping ••• Dream Shield • Dream Sword • for the ••• version | - | When using Dream Shaping to remove Durability or Structure from an object, add her successes as temporary Health boxes. At three dots, you may also use Absorb and Fortify when using a Dream Sword attack. | T&N 21 |
Colossus | • | Dream Shaping ••• | - | The character can create massive structures in seconds. | T&N 21 |
Dreampushing | • | Dream Shaping • | - | Your character can create an "invincible hand" and enact minor influence on the dream world | T&N 21 |
Regenerative Mind | •• | Any Dreamscape Merit at • | - | The character regains one WP every ten minutes or By taking 1B damage reflexively, she can immediately replenish one WP. | T&N 21 |
Shielding Mind | • | Dream Shield •• | ○ | The character can use Dream Shield on another person. | T&N 21 |
Warp | •• | Dream Shaping ••• | - | Dream Shaping effects occur instantly, and may be used reflexively when used against inanimate objects. | T&N 21 |
Wrack | •• | Dream Sword ••• | - | By choosing to remove damage from the weapon of a the Dream Sword, could drain an Attribute from the victim a scene. | T&N 21 |
Elixir
Ascending Ones
Endowment | Rating | Description Dice Pool = Stamina + Elixir | Book |
---|---|---|---|
A Glimpse of After | ••• | Ignores wound penalties and only needs to roll for consciousness when rightmost Health is Lethal | HTV p174 |
Agora Salve | ••• | Add Elixir to Social rolls | C&C p55 |
Amun's Water | •••• | Become invisible | HTV p176 |
Balm of Chronos | •••• | Doubles Initiative modifier and Defense score. If used in a non-combat situation, gains a +3 to extended rolls. | SpSl p149 |
Bennu-Bird Feather | ••• | Heal 2B or 1L per success with most severe healed first | HTV p174 |
Blood of the Cobra | ••••• | +1 Strength and Dexterity per success rolled and blood becomes poisonous. | HTV p178 |
Breath of the Dragon | •••• | Hunter breathes out a Toxicity 4 poison at close combat range | HTV p175 |
Breath of Ma'at | •• | Reroll a Morality check | HTV p173 |
Crocodile Tears | • | Appear nearly dead | HTV p172 |
Drop of Dreams | •• | Falls unconscious and enter in the primordial dream for one hour | T&N 21 |
Elixir of the Fiery Heart | •• | Resist fear effects equal to Elixir | HTV p174 |
Eye of Ra | • | Gain a bonus to Perception equal to Elixir | HTV p173 |
Gentle Mind | •• | Do not increase Disquet from Prometheans on ties, and can spend Willpower to reduce Stage 4 to Stage 3 in others. | HMR p29 |
Hound Mark | • or ••• | Perceive monsters within 5' (fae only with •, all monsters with •••) | HMR p53 |
Hunting Sight of the Asp | • | See things in the thermal spectrum | NS p144 |
Incense of the Next World | •••• | Astral project into Twilight | HTV p176 |
Justice of Ma'at | •• | Bonus to Investigation equal to Elixir and +1 to Degeneration rolls | Slash p163 |
Liar Pills | • | Betray no emotion (and lie convincingly) for a scene | HMR p130 |
Mesmeric Vapors | ••••• | Breathe out a mind controlling smoke | HTV p178 |
Mind-Talking Drug | ••• | Mentally converse or scan the surface thoughts of another | HTV p175 |
Nehebkau Tears | ••••• | Temporarily become a Vampire | NS p145 |
Red Resin | • | See monsters with morality 7 or lower | C&C p55 |
The Tallyman's Eyes | ••• | Identify any magic user in sight | WF p127 |
Thoth’s Whisper | ••••• | Inhale a ghost for a verity of bonuses, including entering the Underworld | C&C p55 |
Vapors of Mercury | •• | The blood of the hunter transmutes into a silver substance that burns like acid if touched by a werewolf. | SpSl p149 |
Ink
Knights of Saint Adrian
Endowment | Roll | Description | Book |
---|---|---|---|
Bear Mace | (as part of a Brawl attack) | Unarmed damage, plus inflicts Stunned Tilt on supernatural creatures. Can only be used (Ink) times per scene. | HMR 139 |
Brother Road | Wits + Investigation | Ask specific questions about recent history in the area. Can only be used (Ink) times per scene | HMR 140 |
Fist of Revelation | (as part of a Brawl attack) | Unarmed damage, plus inflicts Knocked Down Tilt on demons, removes their Cover for a scene and reveals their Apocalyptic Form. Once/Demon/Scene, can't be used at same time as Bear Mace | HMR 140 |
King of the Road | — | Bond a particular motor vehicle so that it will always reappear within a day if destroyed or lost | HMR 140 |
The Lord Provides | — | When using a firearm of a particular bonded model, have infinite ammunition | HMR 140 |
LOVE/HATE | Right (LOVE): Wits + Composure | Right (LOVE): Gain Informed Condition regarding a person while shaking their hand and general feeling if they are trustworthy. Left (HATE): Brawl attacks are Lethal rather than Bashing | HMR 140 |
Pain Magnet | — | Suffer damage for others nearby (but not if your last health box is filled) | HMR 141 |
Tough as the Last Guy | — | Store a supernatural opponent's rating in Strength, Dexterity, Brawl, Firearms or Weaponry to use in a future scene. | HMR 141 |
Relic
Aegis Kai Doru
Endowment | Rating | Cost | Dice Pool | Description | Book |
---|---|---|---|---|---|
Aegis Talisman | ••••• | (○) | — | 3 Armor against physical and magical attack and for 1 Willpower, strike fear into an opponent | HTV 183 |
Barnabas-in-Amber | ••• | — | — | A severed head relic that detects other Relics. | C&C 50 |
The Beauty Jar | ••••• | ○○ | — | The hunter gains the following benefits: Fame Merit at three dots, Striking Looks Merit at four dots and removal of the Unskilled penalty when it comes to Social rolls. The hunter can end the benefits by kissing someone. | C&C 50 |
Blood of Pope Joan | •• | — | — | Level 1 Blessed item and gives Werewolves -2 against anyone carrying the Relic | HTV 180 |
Box of the Treaty Elm | •••• | ○ ○, ※ | Resolve + Empathy | Any oath spoken over the box is completely binding,if a group betrays the oath everyone immediately lose all Willpower and suffer a -2 penalty to all dice rolls against the opposing group | SpSl 210 |
Centurion's Gladdius | •••• | ○ or 1L | — | Normally a 1B melee weapon. If Willpower is spent, the weapon removes any magical properties of a struck object. Alternatively, if 1L is spent, the weapon becomes a 2L weapon. | WF 127 |
Dead Man's Face | ••••• | ○ | — | Reanimate the head of a dead person | HTV 184 |
Doru Talisman | ••••• | ○ | — | Acts as a 3L Melee weapon against opponents in a 10 yard radius | HTV 184 |
Dream Relic | •• | ○ or 1L | — | Modification to an existing Relic that now it only exists within the scope of dreams | T&N 21 |
Eye of Hubris | •• | — | — | Activation on obvious magical power get -2 | HTV 180 |
Heart of Stone | •••• | — | — | When hooked up to an electrical charge, it becomes an object of obsession | HTV 181 |
Heart of the Succubus | •• | — | Wits + Academics | Determine the direction of the nearest Demon | HMR 129 |
Hex Sign | • to ••••• | ○ | Resolve + Occult | Affix symbols to a location that provide a variety of effects | WF 191 |
Icarine Servitor | ••• | — | — | Living wax servant | HTV 180 |
Idol of Gevandan | •••• | ※ | — | When active, it makes all werewolves be determined to take possession of the idol, even from each other | SpSl 150 |
Kirkestede’s Lenses | • | — | — | Gain bonuses to research. | HTV 307 |
The Oath Stone | ••• | 1L | — | Swear upon the stone in order to gain benefits to hunting Relics and combatting both werewolves and mages | C&C 51 |
Ohtas | ••• | ○ | Resolve + Occult | Any Vigil related action is at +1 If benefiting Lenape tribe, then add additional +2. | WF 187 |
One-Eyed Kings | • | — | — | Paired coins that allow one to see what is in the vicinity of the other. | HTV 179 |
Orpheus’ Eye | •• | — | — | User can see into Twilight | HMR 28 |
Phylactery of Commius | ••••• | ※ | — | Bind a spirit to the Phylactery in order to gain a number of benefits | SpSl 150 |
Prometheus’ Blood | ••••• | — | — | When placed in the abdomen of a living person making the person it's placed inside immune to disease, poison, and infection. Once per turn, user can spend 1 Willpower to downgrade all lethal damage to bashing damage | CoH15 1 |
Ringsel | ••• | ○ + | — | Heal at a rate of 1 Willpower for 1 Bashing and 2 Willpower for 1 Lethal or negate a degeneration for 1 Willpower instead. | HTV 181 |
Saint George’s Sword | ••••• | — | Resolve + Composure | A 1L sword. When a target is struck with it, he bleeds and causes 1L per turn. This bleeding can only be stopped by killing the sword user. | T&N 22 |
Scale of Scylla | •• | ○, 1L | — | Become invisible to Vampires | NS 146 |
The Silver Key | •• | ○ | — | Open a gate into the Hedge, but only once per location | HMR 52 |
Skeleton Key | • | ○ | — | Unlock a lock that requires a key | HTV 180 |
Stone Man's Staff | ••• | ○ | — | +2 bonus to attack. Travel to any visible point. | Spearfinger 7 |
Mask of Terror | ••• | 1L | — | Inspire supernatural fear in one person | Slash 163 |
Perseus’ Mirrored Shield | ••• | ○ | Wits + Composure | The hunter becomes immune to Dread Powers that use a Resisted or Contested roll against the her but all relevant actions suffer a -2 penalty. | T&N 22 |
Ulun'suti the Blazing Diamond | •••• | ○ | Dexterity + Occult | Once per story, reroll one task. Three times per story, add +1 to any task. Conjure flame. | Spearfinger 7 |
Watchful Keris | ••• | — | — | 2L knife with +1 Initiative and can make a reflexive roll to avoid being surprised in combat | HTV 181 |
Witch-Candle | •••• | 1L | — | Summon gargoyles | HTV 183 |
Worm Pipe | ••••• | 1L, ※ | — | Resurrect a corpse | NS 146 |
Rites du Cheval
Les Mystères
Endowment | Rating | Cost | Description | Book |
---|---|---|---|---|
Clinging Leech | •••• | ○ | Sap health from a target for oneself. Grapple and Wits + Larceny Vs Resolve + Stamina, 1(L) for every success | SpSl 157 |
Deny the Moon | ••••• | — | Negate the use of Dominions by werewolves. | SpSl 159 |
Elemental Rebuke | •• | ○ | Attack target with an elemental (fire, water, etc) effect. Resolve + Occult + Les Mystères Status Vs Resolve + Stamina 1L for every success | SpSl 155 |
Ephemeral Disguise | • | — | Spirit hides the caster with an unremarkable visage. (Mod. to Stealth rolls) Dramatic Failure:Glow in red -5, Succes: +3, Exceptional Success: +3 no evidence in security systems or video. | SpSl 155 |
The Hands of Raphael | ••• | ○ + Damage | Heal sickness, and mend wounds in others. | SpSl 156 |
Light as a Feather | •• | — | Increase jumping ability, and protection from falling damage. +5 for Jumping rolls, Only 1(B) for falling. | SpSl 156 |
Skin of the Loa | • | — | Spirit grants temporary Armor. Dramatic Failure: Def. -2, Succes: Melee armor +2, Exceptional Success: Armor +2.. | SpSl 155 |
Spiritual Guidance | ••• | ○ | Gain expertise in a field and Rote Action. | SpSl 157 |
Voodo Doll | •••• | ○ | Use a small doll to affect a target in positive or negative ways. | SpSl 158 |
Wearing the Baron's Hat | ••••• | ○ | Gain amazing combat abilities and temporary health. +3 to Defense, +5 To Initiative and +5 health. | SpSl 160 |
Seitokuken
Otodo
Endowment | Cost | Dice Pool | Description | Source |
---|---|---|---|---|
Hannya | — | — | The hunter can intuits immaterial spirits and demons as if they were materialized. Whenever a character she can perceive suffers a breaking point she sees a flash across his aura. | DE 319 |
Jabaku | ○ | Resolve+ Composure | Control demons or spirits the hunter can see or knows by name, it Also works on human characters suffering the Thrall Condition | DE 319 |
Kaibutsu | ○ | — | The hunter grows in to an monstrosity with. 2/1 armor, +2 Size and you may spend Willpower to heal 1L or 2B of damage, Also cause fear in humans. | DE 319 |
Kenshi | - | Resolve + Composure | This gift allows the hunter to craft a ban for a demon, spirit or human characters with the Soulless or Thrall Conditions. | DE 320 |
Kigo | ○ | Resolve + Composure | The hunter marks a victim with a burning emblem. Even once the damage is healed, any Otodo or character able to see auras will see the mark. | DE 321 |
Shinigami Buki | ○ | — | The hunter can devour souls, to exorcise possessing spirits, or to destroy demons. It can be used against human causing the Soulless Cor the Thrall Conditions. | DE 321 |
Shonetsu Jigoku | ○ | Resolve + Composure | This gift allows the hunter to safely let her body burn with flames, coat a weapon with her fiery blood, or splash the flames across her enemies. | DE 321 |
Thaumatechnology
Cheiron Group
Endowment | Rating | Description | Book |
---|---|---|---|
Agonizer | •••• | Parasitic bug that feeds off of magic | WF 128 |
Anger Patch | • | Detect vampires at a cost of -1 to Social rolls against them | HTV 185 |
Banality Worm | ••••• | Add Resolve to resist supernatural effects. -1 on Degeneration rolls | HTV 189 |
Berserker Splice | ••• | Under stress, gain 2 points to Strength, plus 1 point per every point of Lethal damage taken, and gains Iron Stamina temporarily. | SpSl 152 |
Biliary Tree of the Cynocephali | ••• | Any Toxin entering body starts out at -5 Toxicity. +2 to Resist Disease. | BbBB 25 |
Cortical Adaptation | ••• | After spending a point of Willpower, the Hunter gets +3 to Investigation and Empathy in regards to Slasher murders and purchase Slasher merits | Slash 164 |
Cranial Cortex Augmentation | •••• | Gain Dream Powers: Dream Seeing (•••), Dream Shaping (•••) and Dream Walking (•••) for 8-Stamina weeks; each re-application of this power has 10% greater chance of failing. | HMR 54 |
Devil's Eye | •• | See emotional auras of individuals | HTV 186 |
Ectocrine Gland | •• | See and communicate with non-manifested Twilight entities (ghosts and spirits). While active, -2 to "real-world" Perception tests, and hunter is easier to possess by entities. | SpSl 151 |
Evil Eye | ••• | Replace an eye and suffer the One Eye flaw. Additionally receive -2 to all Social rolls when the eye is exposed. Gain any one of these Dread Powers: Confuse, Fury, Sleep, Hypnotize or Terrify | NS 148 |
Hand of Glory | ••••• | Mesmerize and immobilize anyone in line of sight. | HTV 190 |
Lover's Lips | •• | Receive 9-Again on Social rolls against characters who ingest the liquid from the implant | HTV 187 |
Optic Thorn | ••• | allows user to see "supernaturally augmented" hunters | C&C 62 |
Personal Defense Swarm | ••• | Charge the body with a swarm of tiny creatures that attack based on the Hunter's emotions | HTV 187 |
Plasmic Caul | •••• | see ghosts in Twilight, gain +1 to any roll involved with them, and spend one Willpower for a "secondary" effect. | C&C 64 |
Quick-Step | ••• | +3 Speed, 9-Again on Athletic checks involving running or moving quickly, and retains Defense against Firearms while running | HTV 188 |
Twitcher | •••• | Use higher of Wits or Dexterity for Defense and lower of Wits or Dexterity for surprise attacks | HTV 189 |
Regenerative Nodule | •••• | Must also spend a Willpower to activate. Heal Lethal and Bashing damage at the speed of a Werewolf. | HTV 189 |
Vitriol Pump | •••• | Add three successes to a roll, up to three times before requiring a week's recharge. | HMR 29 |
Voice of the Banshee | • or ••• | At the cost of 1WP, make a bashing attack with Stamina+Expression against all creatures with enhanced hearing that also disrupts their concentration. The upgraded version also afflicts those affected with the Depression or Melancholia derangement | NS 148 |
Weapon of Last Resort | • or ••• | Gain either Lethal Brawl attacks or a 1L bite attack. Upgraded version receives both | HTV 186 |
Teleinformatics
Vanguard Serial Crimes Unit
Interview | Rating | Cost | Dice Pool | Description | Book |
---|---|---|---|---|---|
Just One More Thing | • | 1B | Teleinformatics+Subterfuge | Discover just the right question to ask the suspect | Slash 166 |
Polygraph | •• | ○, 1B | Teleinformatics+Persuasion vs. Stamina+Resolve | Gain a bonus to all interrogation rolls equal to successes and double the bonus on Empathy and Subterfuge rolls meant to sniff out a lie | Slash 167 |
Synchronization | ••• | ○, 1L | Teleinformatics+Empathy-subject’s Resolve | Copy the subject's mind | Slash 167 |
The Talon | •••• | 1L | Teleinformatics+Intimidation-Composure | Each success gives the target a -1 on all Mental and Social rolls | Slash 167 |
Tactical Co-Ordination | ••••• | ○, 1L | Teleinformatics+Brawl- # of other agents | Link minds with others and all members get bonuses on Skills for each member with a higher rating | Slash 168 |
Investigation | Rating | Cost | Dice Pool | Description | Book |
Psychometry | • | 1B | Teleinformatics+Crafts | Understand an object | Slash 169 |
Scene Read | •• | 1B | Teleinformatics+Investigation | Normal investigation of a scene at instant speed | Slash 169 |
Speed Of Thought | ••• | 2L | Teleinformatics+Athletics | Add Teleinformatics to Initiative, use higher of Wits or Dexterity for Defense and apply Defense to Firearms for turns equal to successes to a maximum of 5 | Slash 170 |
Postcognition | •••• | ○, 1L | Teleinformatics+Science | Mentally reconstruct the scene of the crime | Slash 171 |
Hall Of Mirrors | ••••• | 1A | Teleinformatics+Occult | See all possible futures and gain insight on the best course of action. | Slash 172 |
Research | Rating | Cost | Dice Pool | Description | Book |
Network | • | 1B | Teleinformatics+Academics | Know the right place to look | Slash 173 |
Deep Background | •• | 1B per roll | Teleinformatics+Computer | Find documents relating to a suspect at 3 successes per document | Slash 173 |
Bookworm | ••• | ○, 1L | — | Automatically succeed at any Academics or Occult based research action | Slash 174 |
Tag | •••• | 1L (○) | Teleinformatics+Streetwise | Follow a target through cameras. For an additional Willpower, the Hunter can use this ability through animals | Slash 174 |
Omnicompetence | ••••• | 1L or 1A | Teleinformatics+Larceny | Temporarily increase one skill to 5 dots or all skills in a category to 3 dots | Slash 175 |
Goetic Gospel
The Knights of Saint George
The Gospel of Agares | Rating | Cost | Dice Pool | Description | Book |
---|---|---|---|---|---|
Lie of the Heart | • | ○ | Wits + Goetic Gospels | Ignore spells that affect anyone in a give area | WF 130 |
Crocodile Armor | •• | ○ | Stamina + Goetic Gospels | Gain armor against spells or enchanted weapons equal to Goetic Gospels rating | WF 130 |
Agares' Goshawk | ••• | ○ | Manipulation + Goetic Gospels vs. spell die pool | Dispell a spell | WF 130 |
Envy's Barb | •••• | ○(1L) | Presence + Goetic Gospels | Counter a spell. The Hunter can take any amount of Bashing to receive +2 on the roll for each point of Bashing spent. Optionally, the Hunter can spend a Lethal damage and deal Lethal damage to the spell caster equal to additional successes made on the Goetic Gospel roll | WF 131 |
Flagellant's Denial | •••• | ○ (spent per activation), 1-5L (spent once for a scene) | Resolve + Goetic Gospels | Negate all spells in a 5 yard radius of the Hunter at a level equal to or lower than the amount of Lethal damage taken | WF 131 |
The Gospel of Amon | Rating | Cost | Dice Pool | Description | Book |
Stolen Vice | • | ○ (2B) | Manipulation + Goetic Gospels vs. Resolve+Gnosis | Whenever the target would indulge his or her vice, she receives no Willpower. If 2B is spent, the Hunter receives it instead. | WF 132 |
Maddening Whispers | •• | ○ (1L) | Composure + Goetic Gospels | Inflict a mild derangement on a target. If 1L is spent, inflict a severe derangement instead. | WF 133 |
Magpie Mysteries | ••• | ○ (1L) | Dexterity + Goetic Gospels vs. Composure+Gnosis | Steal the ability to use spells from a given Mystery from the target and deny the target use. If 1L is spent, the target is denied use of two Mysteries | WF 133 |
Viscous Cycle | •••• | ○ (1L) | Presence + Goetic Gospels | Make the target make a degeneration roll equal to the most severe sin they have committed. If they fail, the receive -3 on all rolls and cannot regain WP from their Virtue for the rest of the scene. If 1L is spent, the degeneration roll is made as though it were one level worse. | WF 133 |
Demon King of Nothing | ••••• | ○, 1L (1L) | Stamina + Goetic Gospels vs. Resolve +Gnosis | All spells the target rolls are Vulgar. If an additional 1L is spent, all spells also receive a -1 Vulgarity modifier | WF 134 |
The Gospel of Beleth | Rating | Cost | Dice Pool | Description | Book |
Glutenous Devourer | • | ○ (1L) | Wits + Goetic Gospels - Subject's Resolve | Prevent the target from generating or receiving Source. The target also loses Source equal to successes rolled. If 1L is spent, the target loses 1 Willpower each time they try to generate Source | WF 134 |
Servitor of Sloth | •• | ○ (1L) | Intelligence +Goetic Gospels vs. Resolve+ Gnosis | Whenever the target would use a point of Source, they must also spend a point of Willpower. If 1L was spent, the target must also succeed on a Resolve+Composure roll to spend Source. | WF 134 |
Poison Baubles | ••• | ○, 1L | Presence + Goetic Gospels vs. Stamina + Gnosis | The target receives Lethal damage equal to the amount of Source the target is storing up to the Hunter's Goetic Gospels rating. | WF 135 |
Rites of Denial
Cainite Heresy
Endowment | Cost (Xt = X thimbles of blood) | Description | Book |
---|---|---|---|
Aggravate | ○, 2t | Weapon now deals Lethal damage and gains a bonus equal to dots in Rites of Denial. The bonus only applies to Vampires, minions of Vampires and unliving creatures. | NS 151 |
Befoul | ○, 4t | If a Vampire sleeps in the targeted location, they receive 1L per hour slept there and cannot spend Blood for any purpose | NS 151 |
Behold | ○, 1t | All non-hidden Vampires within sight are revealed for what they are | NS 152 |
Deny | ○, 2t | Create a barrier that blocks the access of Vampires | NS 152 |
Evade | ○, 1t | Gain Speed bonus equal to Endowment dots. | NS 153 |
Invoke | ○, 3t | Create an apotrope that repels Vampires and deals 1 Aggravated damage if it touches them. | NS 153 |
Mark | ○, 2t | Gain bonus die equal to endowment to stake or decapitate a Vampire | NS 153 |
Obligate | ○, 2t | Fix a Vampire to the ground. | NS 154 |
Pilfer | ○ ,3t | Know a secret a Vampire doesn't want known | NS 154 |
Prohibit | ○, 2t | Another person's blood offer no nourishment to Vampires and when drunk, deals damage to the Vampire equal to the caster's Endowment dots | NS 154 |
Question | ○, 5t | Give a Vampire a Severe Derangement | NS 155 |
Reflect | ○, 1t | Powers against the Hunter that would require eye contact get a penalty equal to the Hunter's Endowment dots. | NS 156 |
Unmask | ○, 1t | Make a Vampire illuminate brightly and appear in all media and mirrors | NS 156 |
Other
Endowment | Description | Compact or Conspiracy | Book |
---|---|---|---|
The All-Seeing Eye (• to •••••) | Gain access to one private information stream per dot in the Endowment | Network Zero | C&C 32 |
Anthropophagy (• to •••••) | Devour monsters to spend dots in Anthropophagy to gain dots in their Dread Powers (and suffer Integrity breaking points each time) | Faithful of Shulpae | HMR 112 |
Bacchanal (• to •••••) | Multiplying the points in this endowment times two, the Hunter is allowed to: purchase dots as a Social bonus towards Ashwood Abbey members only (Max +5); Ensure a guest with the Fame Merit can attend the event (Points spend equal points in the Fame Merit); The hunter gains a Social bonus with a specific group until the end of the story (Max +5); A Social bonus with a specific supernatural group until the end of the story (Max +5); Tactics gain a three dice bonus per points spent for secondary actors. | Ashwood Abbey | C&C 14 |
I'm Doing Science (• to •••••) | At the beginning of a hunt related scene, roll Intelligence + Investigation + I'm Doing Science, successes can be used to gain bonuses to tracking a monster that left behind evidence, learn one critical fact about the monster, or gain a bonus to their next attack against the monster | Null Mysteriis | C&C 37 |
Monster Media (• to •••••) | Update a number of devices equal to dots in the Endowment to be able to identify monsters in their true, exposed form | Network Zero | C&C 33 |
The Prayer (• to •••••) | If you prayed before going to sleep you get Prayer Points equal to your dots in the Endowment that can be spent to recover Willpower, transfer willpower points to others, ignore wound penalties for a turn, or resist mental domination for a turn | The Long Nights | C&C p19 |
Rite of Hecate (• to •••••) | If you successfully fill the rightmost health box of the target with Lethal damage and complete the ritual, gain Gnosis dots equivalent to the target up to a maximum of you Rite of Hecate rating and gain access to half of the Mysteries they have access to. | The Promethean Brotherhood | WF 97 |
Setto (• to •••••) | Each dot allows “slot” for a stolen Dread Power, every dot rating allows exactly one Dread Power at that level or lower. Stealing an ability requires Social maneuvering actions. Spend a point of Willpower and Roll Intelligence + Larceny, penalized by the dot rating of the Dread Power in question. To activate a Power the hunter must spend the normal Willpower cost for the Dread Power, and make the same roll. | Hototogisu | DE 319 |
Unearthed Secrets (• to •••••) | At the beginning of each story, gain a number of secrets about the monsters that will be experienced, this Endowment also acts as an occult version of Contacts. | The Loyalists of Thule | C&C 26 |
Your Friends and Neighbors (• to •••••) | At the start of each game session, the hunter can gain one of the following benefits, a Safehouse with dots equal to dots in the Endowment, gain a social bonus to one local resident, treat the Endowment as the Allies merit, or add dots in the Endowment as a bonus to a drive roll | The Union | C&C 44 |
Notation Legend | |
---|---|
Dot of a Trait Rating (Skills, Merits) | • |
Power Trait Point (Vitae, Mana) | ● |
Willpower Point | ○ |
Activation Damage | B/L/A |
Special/Other Activation Cost | ※ |
Alternate Costs | ●/●●● |
Costs per Item | ●/item |
Optional Costs | (●) |
Cost Ranges | ● to ●●● ●●+ |
Combined Notation Example | ●(○) ●/item, 1L |
Tactics (1st Edition)
Name | Description | Required number of hunters | Primary Actor Requires | Secondary Actor Requires | Dice Rolls | XP | Book |
---|---|---|---|---|---|---|---|
Arson | Properly burn a location | 2-5, 6+ is -1 for all dice pools | Composure 1 Larceny 2 Science 2 Survival 1 | Composure 1 Larceny 2 Science 2 Survival 1 | Primary: Wits + Larceny. Secondary: Intelligence + Larceny. | 16 13 for Union 11 for TFV | NS p123 |
Bait and Switch | Provoke a werewolf or other creature to attack its own pack | 4 5-6 is +1 to primary 7+ is -3 to primary | Composure 3 Manipulation 2 | Composure 3 Manipulation 2 Subterfuge 2 | Primary: Dexterity + Stealth. Secondary: Manipulation + Expression. | 17 14 for Union 12 for TFV | SpSl p125 |
Battle Hardening | Daily workout routine provides bonuses to stamina. Single secondary supports multiple primary | 2+ | Stamina 2 Athletics 2 | Stamina 3 Athletics 2 Expression 2 | Primary: Stamina + Athletics; Secondary: Stamina + Expression. | 14 11 for Abbey 9 for Ascending | NS p124 |
Beat Down, Good Old-Fashioned | Group pummels target, causing it to lose Defense, and possibly next action, in addition to being damaged | 5 5-7 is +1 to all secondary 9 max | Strength 2 Brawl or Weaponry 2 Partial(1) | Strength 2 Brawl or Weaponry 2 | Primary: Strength + Brawl or Weaponry. Secondary: Strength + Brawl or Weaponry. | 14 11 for Union 9 for TFV | Slash p131 |
Behavioral Science | Gain knowledge and background information about a subject. | 3 up to 10 is +1 to all actors | Wits 3 Investigation 2 Partial(1) | Wits 3 Investigation 2 | Primary: Wits + Empathy. Secondary: Wits + Investigation. | 15 12 for Loyalists 10 for VASCU | Slash p132 |
Bloody Improv | Improve or modify a weapon, or turn an item into a weapon | 2 up to 7 +1 to all secondary 8 max | Intelligence 2 Crafts 2 Partial (1) | Intelligence 2 Crafts 2 | Primary: Strength + Weaponry. Secondary: Intelligence + Crafts. | 14 11 for Net 0 9 for TFV | Slash p135 |
Cannibalism | Gain physical enhancements through consumption of fresh human flesh | 2 | Stamina 3 Occult 3 Partial (1) | Stamina 3 | Primary: Stamina + Occult. Secondary: Strength + Brawl. | 13 | Slash p138 |
Cauterize | Burns an existing wound to hinder regeneration | 3-6 7+ is -1/per to primary | Wits 3 Dexterity 2 Craft 1 Medicine 1 Brawl 2 Weaponry 2 | Dexterity 2 Medicine 1 Brawl 2 | Primary: Intelligence + Weaponry. Secondary: Strength + Brawl (grapple) | 15 12 for Long Night 10 for Lucifuge | NS p125 |
Confuse the Scent | Makes tracking by scent or sight harder | 2 5 or more -1 per extra to primary | Wits 2 Stamina 2 Survival 2 Partial (1) | Wits 2 Stamina 2 Survival 2 | Primary: Wits + Survival. Secondary: Stamina + Survival. | 16 13 for Null 11 for Aegis | SpSl p126 |
Controlled Immolation | Use fire attacks without spreading fire everywhere | 4-6 7+ is -3 to primary | Composure 2 Stamina 2 Survival 1 (Firearms 3 or 2+Flamethrower) or (Athletics 3 or 2+Throwing) | Composure 2 Stamina 2 Survival 1 (3) Weaponry 2 | Primary: Dexterity + Firearms or Athletics(immolation); Wits + Composure (control). Secondary: Wits+ Weaponry (immolation); Wits + Survival (control). | 15 12 for Long Night 10 for Ascending | HtV p218 |
Corral | Herd target in desired direction | 3+ 4+ is +1/per to primary 8+ is +1/per to primary | Resolve 2 Intimidation 2 Firearms 3 Brawl 3 or Weaponry 3 | Resolve 2 Intimidation 2 | Primary: Presence + Intimidation. Secondary: Strength or Presence + Intimidation. | 14 11 for Union 9 for TFV | HtV p218 |
Corruption | Depower a mystical site | 2 more than 2 is +1 per hunter to primary | Manipulation 2 Occult 1 Partial (1) | Manipulation 2 Occult 1 Partial (1) | Primary: Manipulation + Expression. Secondary: Wits + Empathy or Investigation. | 13 10 for Long Night 8 for Aegis | WF p117 |
Cover Your Heart | Bait a creature into attacking one person, so others can attack it | 2 up to 4 is +1 per extra hunter to secondaries 4 max | Composure 2 Dexterity 2 Partial (1) | Composure 2 Dexterity 2 Partial (1) | Primary: Wits + Athletics or Wits + Brawl. Secondary: Dexterity + Brawl or Dexterity + Weaponry. | 14 11 for Union 9 for KSG | Spearfinger p8 |
Cripple Claws | Crush a hand to make it useless | 2-3 4+ is -2/per to primary | Composure 2 Athletics 2 Brawl 1 Firearms 3 or Disarm merit | Composure 2 Athletics 2 Brawl 1 | Primary: Strength + Weaponry or Dexterity +Firearms. Secondary: Dexterity + Athletics. | 15 12 for Thule 10 for Aegis | HtV p219 |
Cross-Examine | Used to investigating someone accused of witchcraft | 3 or more | Manipulation 2 Investigation 1 Partial (1) | Manipulation 2 Investigation 1 Partial (1) | Primary: Manipulation + Intimidation. Secondary: Presence + Investigation, Manipulation + Subterfuge or Occult | 13 10 for KSG 8 for Malleus | DE p387 |
Damsel in Distress | The actor offers himself up as a victim and the monster drops her defenses | 3 | Composure 2 Wits 2 Stealth 1 Composure 3 | Composure 2 Wits 2 Stealth 1 | Primary: Composure + Subterfuge. Secondary: Dexterity + Stealth. | T&N p24 | |
Defile | Shut down a spiritual power spot | 4 | Intelligence 2 Wits 2 Science or Occult 2 Partial (2) Partial (1) | Intelligence 2 Wits 2 Science or Occult 2 Partial (2) | Primary: Intelligence + Science or Intelligence + Occult. Secondary: Wits + Investigation. | 16 13 for Long Night 11 for Lucifuge | SpSl p127 |
Dentistry | Smash a target's mouth and face | 2-4 | Strength 2 Brawl 1 Weaponry 2 | Strength 2 Brawl 1 Weaponry 1 (1) Brawl 2 or Grapple | Primary: Strength + Weaponry. Secondary:Strength + Brawl. | 14 11 for Null 9 for Aegis | HtV p220 |
Deprogramming | Recover target from brainwashing | 2-3 | Intellilgence 2 Manipulation 2 Empathy 1 OR Psychology Persuasion 1 | Intellilgence 2 Empathy 1 OR Psychology | Primary: Manipulation + Persuasion. Secondary: Presence + Empathy (secondary actors). | 13 10 for any tier-2 8 for any tier-3 | HtV p219 |
Disappear | Scatter and run | 2+ | Composure 2 Stealth 2 | (1) Composure 2 Stealth 2 Expression 2 | Primary: Dexterity + Stealth. Secondary: Presence + Expression. | 14 11 for Net 0 9 for Ascending | HtV p221 |
Disarm | Destroy a magical item in use by opponent | 3 or more | Intelligence 2 Wits 2 Occult 2 Partial (1) | Intelligence 2 Wits 2 Occult 2 | Primary: Varies (see below). Secondary: Intelligence + Occult. | 16 13 for Null 11 for Aegis | SpSl p128 |
Distraction | Distract a sorcerer while casting, and allow teammates to strike from behind | 2 2+ is +2 to primary 4+ is -2 to all | Composure 2 Brawl 1 Partial (1) | Composure 2 Brawl 1 Partial (1) | Primary: Dexterity + Stealth. Secondary: Presence + Expression | 13 10 for Union 8 for KSG | WF p118 |
Divide and Conquer | Separate out a member of a pack to be attacked singly | 4 5-6 is +1 to primary 7+ is -1 to all | Wits 2 Manipulation 2 Partial (3) Partial (1) | Wits 2 Manipulation 2 Partial (3) | Primary: Manipulation + Expression. Secondary: Dexterity + Stealth | 14 11 for Ashwood 9 for Lucifuge | SpSl p130 |
Domesticate | Breakdown and brainwash a werewolf into submission | 2 3 max | Intelligence 2 Intimidation 1 or specialty in Psychology Partial (1) | Intelligence 2 Intimidation 1 or specialty in Psychology | Presence + Animal Ken (beast), Manipulation + Persuasion (man). Secondary: Wits + Expression (beast), Presence + Empathy (man). | 13 10 for Long Night 8 for Ascending | SpSl p130 |
Draw and Quarter | Tear a target limb from limb | 5 5-9 is +1 to secondaries 9 max | Strength 3 Brawl 1 Partial (1) | Strength 3 Brawl 1 | Primary: Intelligence + Medicine. Secondary: Strength + Brawl. | 14 11 for Ashwood 9 for Aegis | Slash p138 |
Effigy | Call and bind a spirit into an object | 3 more needed for powerful spirits | Intelligence 2 Presence 2 Occult or Science 2 Partial (1) | Intelligence 2 Presence 2 Occult or Science 2 | Primary: Presence + Expression. Secondary: Intelligence + Occult or Intelligence + Science. | 16 13 for Null 11 for Aegis | SpSl p132 |
Eviscerate | Open target up for maximum blood loss. | 3-6 7+ is -1/per to primary | Wits 2 Dex 2 Brawl 2 Survival 1 Weaponry 2 | Wits 2 Dex 2 Brawl 2 | Primary: Dexterity + Weaponry. Secondary: Dexterity + Subterfuge. | 16 13 for Thule 11 for Ascending | NS p126 |
Excision | Perform brain surgery to remove source of sorcerers or psychics power | 3+ more than 3 is +2 to primary 6+ is -2 | Wits 2 Medicine 2 Partial (1) | Wits 2 Medicine 2 Partial (1) | Dexterity + Medicine. Secondary:Wits + Medicine or Intelligence + Medicine (secondary actor with Medicine 5) | 14 11 for Ashwood 9 for Cherion | WF p119 |
Exorcism | Drives out a possessing spirit | 2 or + | Resolve 2 Composure 2 Occult 2 Morality 7 or Occult 3 or Occult 2 + Possession or Religion | Resolve 2 Composure 2 Occult 2 | Primary: Resolve + Composure. Secondary: Stamina + Expression. | 16 13 for Long Night 11 for Malleus | HtV p222 |
Exploit Tell | Force subject to reveal one their Tells or Derangements | 2 2-4 is +1 to all 4 max | Manipulation 2 Empathy 2 Partial (1) | Manipulation 2 Empathy 2 Partial (1) | Primary: Manipulation + Empathy. Secondary: Wits + Empathy. | 14 11 for Thule 9 for VASCU | Slash p139 |
False Pretenses | Sucker in target by hiding group members Tells and Derangements | 4 | Composure 2 Subterfuge 3 Partial (1) | Composure 2 Subterfuge 3 | Primary: Manipulation + Socialize. Secondary: Composure + Subterfuge. | 15 12 for Union 10 for Malleus | Slash p141 |
Flintlock Reload | Rapid reloading the muskets without sacrificing aim | 2 | Dexterity 2 Firearms 2 Partial (1) | Dexterity 2 Firearms 2 Partial (1) | Primary: Dexterity + Firearms. Secondary: Wits + Firearms or Crafts | 14 10 for Les Voyageurs | DE p387 |
Going to Groups | The cell acts as a support group | 3, special | Composure 3 Empathy 1 Resolve 3 special | Composure 3 Empathy 1 | Primary: Resolve + Composure. Secondary:Manipulation + Empathy. | T&N p23 | |
Grisly Scene | Shake and scare targets viewing scene | 2 | Presence 2 Expression 1 Partial (1) | Presence 2 Expression 1 Partial (1) | Primary: Presence + Intimidation. Secondary: Intelligence + Crafts. | 13 10 for Long Night 8 for Net 0 | Slash p142 |
Hamstring | Cut a targets legs to hamper speed and movement | 2-4 5+ is -2 to primary | Strength 3 Dexterity 2 Athletics 2 Brawl 1 Weaponry 3 | Dexterity 2 Athletics 2 Brawl 1 | Primary: Strength + Weaponry. Secondary:Presence + Athletics. | 15 12 for Union 10 for Lucifuge | HtV p223 |
Harvest | Hold target down and harvest supernatural elements (blood, skin etc.) | 3-5 5+ is -1/per to all | Intelligence 2 Composure 2 Occult 2 Medicine 2 | Intelligence 2 Composure 2 Occult 2 (1) Occult 4 or | Primary: Composure + Medicine. Secondary: Wits + Occult (one secondary actor); Strength + Brawl (all other secondary actors). | 16 13 for Ashwood 11 for Cheiron | HtV p223 |
Headshot | Strike pressure points on head, preventing spell use | 2 2-4 is +1 to secondaries for each extra 4 max | Strength 2 Brawl 2 Partial (1) | Strength 2 Brawl 2 Partial (1) | Primary: Dexterity + Brawl - target’s Stamina. Secondary: Strength + Brawl; Wits + Medicine (secondary actor with Medicine 2). | 14 11 for Null 9 for TFV | WF p121 |
Helter Skelter | Primary faces target solo, secondaries distract target for combat bonuses | 3-8 9+ is -1/per to primary | Resolve or Composure 2 Brawl or Weaponry 2 Stealth 1 Intimidation 1 | Resolve or Composure 2 Stealth 1 Intimidation 1 | Primary: Strength + Brawl or Weaponry. Secondary: Dexterity + Expression. | 14 11 for Long Night 9 for Ascending | NS p127 |
Identification | Observe target to figure out if supernatural or not | 2+ | Wits 2 Occult 3 or 2+Identifying Empathy 1 Investigation 1 | Wits 2 Occult 1 Empathy 1 Investigation 1 (1) Empathy 3 | Primary: Intelligence + Empathy or Occult. Secondary: Wits + Investigation. | 15 12 for any tier-2 10 for any tier-3 | HtV p224 |
Impale | Pin target to a wall | 2 4+ is -2 to primary | Composure 2 Athletics 2 Brawl 1 Partial (1) | Composure 2 Athletics 2 Brawl 1 | Primary: Strength + Athletics or Strength + Firearms or Strength + Weaponry. Secondary: Dexterity + Athletics. | 14 11 for Ashwood 9 for Aegis | Slash p144 |
I Need a Hero | Make the Beast to attack with overwhelming force creating a Heroe | 3 | Dexterity 2 Athletics 2 Persuasion 1 | Dexterity 2 Athletics 2 | Primary: Presence + Persuasion. Secondary: Dexterity + Athletics. | T&N p24 | |
Interrogation | Force target to answer a number of questions truthfully | 3 or more | Manipulation 2 Subterfuge 1 Intimidation 1 Partial (1) | Manipulation 2 Subterfuge 2 Intimidation 1 Partial (1) | Primary: Manipulation + Intimidation. Secondary: Presence + Intimidation, Intelligence + Academics or Computer. | 13 10 for Thule 8 for Malleus | WF p121 |
Invisible Fence | When target goes invisible, secondary actors surround and corral towards primary | 5+ -1/per hunter under 5 | Wits 2 Composure 2 Investigation 2 Firearms 3 or Weaponry 2 | Wits 2 Composure 2 Investigation 2 | Primary: Wits + Composure (or other as described below) Secondary: Wits + Investigation. | 16 13 for Null 11 for TFV | NS p128 |
Keep 'Em Awake | Keep target from passing out during interrogation | 2 2-4 is +1 to all secondaries 5+ is -2 to all | Dexterity 2 Medicine 1 Partial (1) | Dexterity 2 Medicine 1 | Primary: Intelligence + Medicine. Secondary: Dexterity +Medicine. | 13 10 for Null 8 for TFV | Slash p144 |
Lobby | Political campaigning to induce social penalties on target through legislation | 4+ -1/per under 4 | Manipulation 2 Politics 2 Expression 1 Socialize 2 | Manipulation 2 Politics 1 Expression 1 Persuasion 2 Socialize 2 | Primary: Manipulation + Politics. Secondary: Charisma + Persuasion. | 16 13 for Union 11 for Malleus | NS p129 |
Lobotomize | Damage brain of target, keeping it from using certain abilities | 3 | Medicine 2 or Medicine 1 with specialty in Surgery Brawl 2 Partial (1) Partial (2) | Medicine 2 or Medicine 1 with specialty in Surgery Brawl 2 | Primary: Dexterity + Medicine. Secondary: Strength + Brawl | 14 11 for Null 9 for Cheiron | Slash p145 |
Man Can Lick Too | Primary sneaks or shadows target, while secondaries provide distraction | 2 4+ is -1 to all | Wits 2 Stealth 3 Partial (1) | Wits 2 Stealth 3 Partial (1) | Primary: Dexterity + Stealth. Secondary: Wits + Stealth. | 15 12 for Net 0 10 for VASCU | Slash p146 |
Measurements | Study a creature for bonuses when facing it | 2+ | Wits 2 Science 3 | Wits 2 Academics or Computer 2 | Primary: Intelligence + Science. Secondary: Wits + Stealth. | 14 11 for Null 9 for Cheiron | HtV p225 |
Moral Support | Psyche each other up for bonus to resistances | 2+ | Presence or Manipulation 3 Resolve 2 Empathy 2 | Resolve 2 Empathy 1 | Primary: Manipulation or Presence + Empathy. Secondary: Wits + Expression. | 13 10 for any tier-2 8 for any tier-3 | HtV p226 |
My Brother's Keeper | Cell works as a team in combat to improve initiative, Defense, and resist mental compulsions | 4 6 max | Resolve 2 Brawl or Weaponry 2 Partial (2) | Resolve 2 Brawl or Weaponry 2 Partial (2) | Primary: Wits + Expression. Secondary: Strength + Brawl or Strength + Weaponry. | 16 13 for Union 10 for Malleus | SpSl p134 |
Net | Capture a target alive | 3+ | Wits 2 Athletics 2 Brawl 1 Survival 3 or 2+Tying Knots | Wits 2 Athletics 2 Brawl 1 (1) Athletics 3 or | Dexterity + Survival. Secondary: Strength + Athletics (one secondary actor); Strength + Brawl (all other secondary actors). | 15 12 for Thule 10 for Lucifuge | HtV p226 |
No Escape | Create an inescapable killing den | 4 | Strength 2 Crafts 2 Partial (1) | Strength 2 Crafts 2 | Primary: Intelligence + Crafts. Secondary: Strength + Crafts. | 14 11 for Null 9 for Lucifuge | Slash p147 |
Pack of Bloodhounds | Track and chase down a quarry | 3 up to 9 is +1 to all actors 10+ is -1 to all actors | Wits 3 Survival 2 Partial (1) | Wits 3 Survival 2 | Primary: Wits or Intelligence + Survival. Secondary: Wits + Survival. | 15 12 for Ashwood 10 for TFV | Slash p148 |
Profiling | Can build info about target so cell can use Research against it. | 2+ | Intelligence 2 Academics 3 Investigation 1 Stealth 1 | Intelligence 2 Investigation 1 Stealth 1 (1)Computer 2 | Primary: Intelligence + Investigation. Secondary: Wits + Investigation. | 14 11 for Net 0 9 for TFV | HtV p227 |
Resonance | Gather information about spiritual entities | 2 or more | Resolve 2 Science 2 Partial (1) | Resolve 2 Science 2 | Primary: Intelligence + Science. Secondary: Resolve + Composure. | 14 11 for Null 9 for TFV | SpSl p135 |
Revel in the Kill | Regain Willpower from committing heinous sins | 2 | Morality 3 or less | Morality 3 or less | Primary: Resolve + Composure. Secondary: Manipulation + Socialize. | 15 12 for Hunt Club 10 for TFV | Slash p150 |
Roadkill | Distract creature so that primary can run it down with vehicle | 2 3-4 +1 to secondary 5+ is -3 to all | Composure 2 Dexterity 2 Partial (1) | Composure 2 Dexterity 2 | Primary: Dexterity + Drive. Secondary: Manipulation + Dexterity. | 14 11 for Long Night 9 for TFV | SpSl p136 |
Ruination | Secondaries tear open and worry wounds on target, while primary urges them on | 4 4-8 is +1 to primary 9 max | Strength 2 Partial (1) | Strength 2 Partial (3) | Primary: Presence + Expression or Strength + Weaponry. Secondary: Strength + Brawl or Strength + Weaponry. | 12 10 for Ashwood 8 for Ascending | Slash p151 |
Shadowing | Follow a target for a number of days, gathering information | 3 3+ is +1 for secondaries | Wits 2 Stealth 1 Investigation 1 Partial (1) | Wits 2 Stealth 1 Investigation 1 Partial (2) | Primary: Intelligence + Investigation. Secondary: Wits + Investigation or Stealth | 14 11 for TFV 9 for KSG | WF p123 |
Silver Bullet | Group attacks werewolf with silver weaponry | 4 4-6 is +1 per extra to primary 7+ is -3 to all | Dexterity or Strength 2 Firearms or Weaponry 1 Partial (1) | Dexterity or Strength 2 Firearms or Weaponry 1 | Primary: Dexterity + Firearms or Strength + Weaponry. Secondary: Dexterity + Firearms or Strength + Weaponry. | 13 10 for Thule 8 for Malleus | SpSl p138 |
Staking | Hold monster down so primary can drive a stake in | 3 4+ is +1 to secondary 5+ is -1 to primary | Strength 3 Brawl 2 Weaponry 2 | Strength 2 Brawl 2 (1)Medicine 1 | Primary: Strength + Weaponry. Secondary: Strength + Brawl; Wits + Medicine (secondary actor with Medicine 1). | 14 11 for Ashwood 9 for Malleus | HtV p228 |
Stalking Horse | Primary actor plays bait while secondary actors shield away other unwitting targets | 4+ -1/per below | Streetwise 1 Expression 1 Persuasion 1 Socialize 2 Subterfuge 2 | Investigation 2 Stealth 1 Streetwise 1 Persuasion 1 Socialize 2 | Primary: Dexterity + Subterfuge. Secondary: Presence + Socialize. | 14 11 for Ashwood 9 for Lucifuge | NS 130 |
Stakeout | Gain info about location as well as situational bonuses | 3-5 6+ is -1/per to any stealth | Composure or Resolve 2 Wits 1 Investigation 1 Larceny 1 Stealth 1 Streetwise 1 | Composure or Resolve 2 Wits 1 Investigation 1 (1) Investigation 2 Stealth 1 Streetwise 1 | Primary: Wits + Intelligence; Secondary: Wits + Investigation | 16 13 for Net 0 11 for Aegis | NS 131 |
System Shock | Hit target with shock and awe to allow hard takedown | 2 5+ is -2 to primary | Dexterity 2 Athletics 2 Brawl 1 Partial (1) | Dexterity 2 Athletics 2 Brawl 1 | Primary: Dexterity + Firearms. Secondary: Presence + Athletics. | 15 12 for Null 10 for Lucifuge | WF p124 |
Tar & Feather | Attempt to provoke creature into doing something supernatural while filming | 2-5 6+ is -1/per for all pools | Composure 2 Dexterity 2 Computer 1 Crafts or Expression 2 (Film) | Composure 2 Dexterity 2 (2) Athletics 2 | Primary: Dexterity + Crafts, Secondary: Dexterity + Athletics. | 12 9 for Net 0 7 for Cheiron | NS p133 |
Territorial Recon | Find out facts about a neighborhood by "poking around" | 2 or more | Wits 2 Academics 3 or Academics 2 with specialty in Research Partial (1) | Wits 2 Academics 3 or Academics 2 with specialty in Research Partial (1) | Primary: Intelligence + Academics. Secondary: Manipulation + Socialize or Manipulation + Streetwise | BbBB p7 | |
The Procedure | the primary actor enter the primordial dream, The secondary participants support | 3 | Crafts 1 Intelligence 2 Science 1 Medicine 1 Wits 3 | Crafts 1 Intelligence 2 Science 1 Medicine 1 | Primary: Wits + Composure . Secondary: Intelligence + Science. | T&N p24 | |
Thin the Herd | Fake tripping up to sucker in monster for an All Out Attack by group | 3 6+ is -3 to secondary | Strength 2 Subterfuge 2 Weaponry 1 | Strength 2 Subterfuge 2 Weaponry 1 Partial (1) | Primary: Strength + Weaponry (or another appropriate attack roll). Secondary: Manipulation + Subterfuge. | 15 12 for Net 0 10 for Cheiron | SpSl p138 |
Notation Legend | |
---|---|
Dot of a Trait Rating (Skills, Merits) | • |
Power Trait Point (Vitae, Mana) | ● |
Willpower Point | ○ |
Activation Damage | B/L/A |
Special/Other Activation Cost | ※ |
Alternate Costs | ●/●●● |
Costs per Item | ●/item |
Optional Costs | (●) |
Cost Ranges | ● to ●●● ●●+ |
Combined Notation Example | ●(○) ●/item, 1L |
Merits, Styles (1st Edition)
Adamantine Hand | ||
---|---|---|
AA p53 | *pre: ••••• of Fighting Style Merits (one of which must be at least •••), Status (Adamantine Arrow) ••, Awakened, Arcanum ( one • more than the maneuver), separate Fighting Style for each Arcanum | |
• Thunder | opponents shielding spells in same Arcanum are at -1 vs hand to hand attacks and spells. | |
•• Diamond | spend WP, improve shielding spell by 1 point vs one attack, and lower it by 1 vs all others, at ••• in Arcanum, raise to +2/-2, and can use with shield other spells | |
••• Star | spend WP, can cast a spell from the Arcanum, and perform a physical action in the same turn, can not be combined with multiple action abilities | |
•••• Blood | spend WP, and suffer as many Agg damage as Resolve, each point becomes 1 bonus dice for spellcasting, can also make damage magic/Mana healing resistant to gain 9-again. | |
••••• Abyss | initiate a grapple, and does not suffer Paradoxes is casting spells from the Arcanum | |
Aggressive Striking | ||
Reload p65 | *pre: Str •••, Sta ••, Brawl •• | |
• Body Blow | If successes on single Brawl attack are greater than target's size, target loses next action | |
•• Iron Skin | Has Armor of 1 against Bashing attacks | |
••• Combination Blows | Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack | |
•••• Haymaker | Like Body Blow but opponent makes a Stamina roll. If they fail, they're unconscious. Cannot use Defense before or after attack | |
••••• Brutal Blow or Lethal Strike | Spend WP, to deal Lethal damage with Brawl attacks | |
Aikido | (Throwing) | |
Reload p71 | *pre: Dexterity••, Wits ••, Brawl•• | |
• Ukemi (Recieving) | Stand up as a reflexive action | |
•• Aiki (Harmonious Energy) | Forgo defense for a chance to recieve no damage and grapple the opponent | |
••• Shihonage (Four Directions Throw) | Throwing attack | |
••••Renzoku-waza (Combination Techniques) | Perform multiple grapples, aiki or shihonage per turn | |
••••• Kokyu-ho (Breath Power) | Throw longer or inflict lethal with shihonage | |
Archery | ||
Arm p208 | *pre: Strength ••, Dexterity ••, Athletics •• | |
• Draw and Loose | Effective +1S for bow use | |
•• Rapid Nock | May reload a bow as a reflexive action | |
••• Arcing Fire | 2x range with bow | |
•••• Plunging Fire | Ignores target concealment | |
Berserker | ||
Reload p113 | *pre: Resolve •••, Stamina •••, another fighting skill or style •; spend WP to enter Berserk | |
• Strength in the Fury | gains up to 3 additional dice for all-out attacks | |
•• Adrenaline Rush | +1 to armor against bashing and lethal attacks | |
••• Inhuman Alacrity | gains 2 dice (cumulative to 4) when using Willpower to mitigate attack | |
•••• Ignorant in the Face of Death | can ignore any amount of wound penalties for a turn; sacrifices equivalent Defense. May not simultaneously use any other ability with Defense penalty. | |
••••• Bloody-Handed Bastard | attacks inflict lethal damage; sacrifices Defense for a turn | |
Boxing | ||
WoD p110 | *pre: Strength •••, Stamina ••, Brawl •• | |
• Body Blow | If successes on single Brawl attack are greater than target's size, target looses next action | |
•• Duck and Weave | Use higher of Dexterity or Wits against Brawl attacks instead of Defense | |
••• Combination Blows | Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack | |
•••• Haymaker | Like Body Blow but opponent makes a Stamina roll. If they fail, they're unconscious. Cannot use Defense before or after attack | |
••••• Brutal Blow | Spend WP, to deal Lethal damage with Brawl attacks | |
Brute Force | ||
SA p57 AN p18 | *pre: Strength •••, Brawl ••• | |
• Falling Pillar | gain 9 again on this attack *costs a willpower and requires both hands free | |
•• Crush and Bite | Str+Brawl rolls during a grapple cause lethal damage to opponent | |
••• Juggernaut | gain +4 dice on all out attacks | |
•••• Bone Cracker | target arms or legs, if successes equals or exceeds targets stamina bones break and does lethal damage and target looses 1 dot of dex till healed Drawback: both hands must be free and you lose defense this turn | |
Chain Weapons | ||
Arm p209 | *pre: Strength ••, Dexterity •••, Weaponry ••• | |
• Impenetrable Defense | Forgo attack to add +2 to Defense and no multiple opponent penalty until the third opponent | |
•• Hand Bind | forgo next action to bind up opponents hand | |
••• Outside Choke | if attack successful, begin choking opponent unconscious | |
•••• Whirl and Thrust | ignore up to -2 penalties for targeted attacks, but must forgo Defense | |
Combat Marksmanship | ||
Arm p210 | *pre: Strength ••, Dexterity ••, Composure •••, Firearms •• | |
• Shoot First | Add Firearms to initiative | |
•• Tactical Reload | Reload as a reflexive action | |
••• Double Tap | May make short bursts with additional firearms | |
•••• Bayonet Range | Ignores target defence even when within melee range | |
••••• Rapid Fire | One additional shot per dot of composure over 2; -1 penalty per additional shot. | |
Dirty Fighting | ||
Count Dracula | *pre: Strength •••, Brawl ••• | |
• Low Blow | If Brawl attack has more successes than target's Composure, target loses next action | |
•• Shank | Can use Brawl instead of Weaponry for small improvised weapons | |
••• Suck it Up | Spend 1 Willpower to ignore wound penalties for a scene | |
•••• One or a Dozen, It Don't Matter | Bonus of n-1 to Defense when fighting n opponents. Can spend m Willpower to make simultaneous brawl attacks on m + 1 opponents. | |
••••• I Said Stay Down! | Target must make Stamina roll against successful Low Blow; if roll fails, victim collapses. | |
Dream Combat | ||
RoS p90 | *pre: Wyrd •••, Empathy ••• | |
• Stunning Blow | If successes in a single attack targets Wyrd, target loses next action | |
•• Double Team | Do an environmental and personal attack at the same time. The second attack has a -1 penalty. | |
••• Blind Spot | Force opponent to use lowest of finesse as defense or resistance as armor | |
•••• Wyrd Armor | Add Wyrd to highest of finesse as defense and resistance as armor | |
••••• Coup de Grace | When opponents willpower is reduced to 0, you may do one final environmental or personal attack. | |
Evasive Striking | ||
Reload p65 | *pre: Str ••, Dex ••, Sta ••, Brawl •• | |
• Focused Attack | Armor and Called shot penalties are reduced by 1 | |
•• Duck and Weave | Use higher of Dexterity or Wits against Brawl attacks | |
••• Defensive Attack | -2 to Attack for +2 Defense | |
•••• Whirlwind Strike | Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets cumulative -1. Cannot use Defense before or after this maneuver. | |
••••• Destroy Defense | Successful Brawl attacks on unarmed target reduces target Defense by 1. Cumulative across successive Brawl attacks to lower of attacker's Wits or Dex. | |
Fencing | ||
Arm p210 | *pre: Dexterity •••, Weaponry ••• | |
• Thrust | +1 to attack rolls | |
•• Feint | Make normal attack, no damage but ignores opponent's defence next attack | |
••• Riposte | Spend WP to dodge then attack at -1, ignoring defence | |
•••• Moulinet | Spend WP, successful attack does additional Dexterity damage | |
Filipino Martial Arts | ||
Arm p211 | *pre: Dexterity •••, Weaponry ••• | |
• Lock and Block | Can grapple as a defensive maneuver. Can add Defense to grapple. | |
•• Disarm | If attack roll is equal to or greater than stamina, opponent is disarmed and takes half bashing damage, rounded up. | |
••• Off-Balancing Attack | -2 to attack to give opponent -3 to their next attack | |
•••• Many-Handed Defence | Defense does not lower due to multiple opponents | |
Formation Tactics | ||
RfR p109 | *pre: Strength ••, Stamina •••, Weaponry •• | |
• Testudinem Formate | Move at only half speed and cannot attack, but grants a bonus to defense against ranged weapons for each ally in the formation, to a max of +5 | |
•• Ciringite Frontem | Forgo Defense this turn, but can make a special knockback attack with a bonus for each ally in the formation (max +5) | |
••• Cuneum Formate | Can make penalized attacks, but any counterattack is at a penalty proportional to the number of allies in the formation (max +5) | |
•••• Orbem Formate | Can form a defensive formation around a person or thing, granting a bonus to defense for each ally in the formation (max +5) | |
••••• Contendite Vestra Sponte | Costs a willpower point to use, but launches an attack that if successful causes an automatic point of lethal damage for each ally in the formation (max +5). | |
Frenzied Assault | ||
Slash p128 | *pre: Strength •••, Stamina •••, Intimidation ••, Weaponry •• | |
• Bestial Instinct | Substitute Weaponry for Composure for determining Initiative | |
•• Terrorize | Strength+Intimidation versus Resolve+Composure to remove defense | |
••• Hard to Kill | Gain 2 extra Health boxes while in combat, doesn't roll for unconsciousness until Rightmost box is filled with Lethal | |
•••• Savage Rending | Lose Defense and Reduce called shot penalties on body parts by 2. If dealing 5 or more lethal damage on a limb, it's severed | |
••••• Trance of Death | Spend 1wp to gain rote-action on attack rolls | |
Grappling | ||
AA p50, Reload p67 | *pre: Strength ••, Dexterity •••, Stamina •••, Brawl •• | |
• Sprawl | subtract higher of Strength+1 or Dexterity+1 from overpower attempts | |
•• Takedown/Throw | instead of grappling, force opponent prone while still standing | |
••• Chokehold | impose cumulative -1/turn penalty on opponents actions while choking | |
•••• Submission Hold | inflict lethal/bashing when performing overpower | |
Gladiatoral | ||
RfR p109 | *pre: Presence ••, Strength •••, Weaponry ••• | |
• Stunning Attack | Makes a loud and powerful attack, if successes exceed the target's composure they lose their next action. | |
•• Weapon Slap | Make an attack that inflicts no damage, but the target loses their defense against the next incoming attack. | |
••• Lethal Accuracy | Any attack with lethal weapons gain armor piercing, and the penalty to hit specific targets is reduced. | |
•••• Brutal Sacrifice | In exchange for a point of willpower, make an attack that leaves a weapon embedded in the victim's body, inflicting a penalty to all actions, and causing further damage upon removal. | |
Hedge Duelist | ||
RoS p91 | *pre: Wyrd ••• | |
• Quick Count | +2 to initiative when beginning a hedge duel | |
•• Cruel Blow | add yours or your opponents empathy (whichever is higher) to your manipulation + Subterfuge rolls against targets clarity | |
••• Briar Bite | spend a point of glamour to lower your opponents wyrd by 2 when being used to defend against attacks from the hedge | |
•••• No Mercy | each successive attack inflicts a -1 penalty, additional derangements. Sin against Clarity 7. | |
••••• Hedge Wrath | spend a point of willpower to enhance any attack made by reshaping the hedge if exceptional the attack does aggravated damage | |
Iaido | (Armed Defensive Striking) | |
Reload p76 | *pre: Strength ••, Dexterity •••, Composure •••, Weaponry •••, Quick Draw | |
• Tsuki Kage (Draw and Cut) | Add Weaponry to Initiative in any turn that starts with the weapon sheathed | |
•• Zanshin (Awareness) | +2 to avoid ambush. A total of +4 with Danger Sense | |
••• Tachi-Sabaki (Movement of the Sword) | Add Weaponry to defense while making a dodge action (Stacks with Weaponry Dodge) | |
•••• Kan Ken no Metsuke (Seeing with Eyes and Mind) | If the initiative is a tie, the practitioner acts first. | |
••••• Uke Nagashi (Catch and Slide Off) | Counter attack while making a dodge action | |
Alternative Iaido | ||
••••• Muso Ken (No-though Sword) | Make a reflexive counter-attack when attacked by surpise | |
Judo | ||
Reload p107 | *pre: Dexterity ••, Wits ••, Athletics ••, Brawl •• | |
• Ukemi (Recieving) | Stand up as a reflexive action | |
•• Naga-waza (Throwing Techniques) | Can chose to not go prone in a grapple, but inflicts bashing if he does. Also, +1 Equipment bonus if target wears lots of clothes | |
••• Sutemi-waza (Sacrifice Techniques) | Add Athletics instead of +2 when using and All-Out Attack | |
••••Renzoku-waza (Combination Techniques) | Perform multiple grapples per turn | |
••••• Tokui-waza (Favorite Techniques) | Add Athletics as automatic successus during specific situations | |
Improvised Weaponry | ||
MR p57 | *pre: Wits •••, Weaponry • | |
• Always Armed | make a reflexive Wits + Weaponry roll to grab a 1L, Size 1, Durability 2 improvised weapon | |
•• In Harm's Way | when using an improvised weapon, treat Structure as Armor to parry incoming Brawl or Weaponry attacks | |
••• Breaking Point | when using an improvised weapon, exchange Structure for bonus to a single strike | |
Kendo | ||
Arm p211 | *pre: Dexterity •••, Weaponry ••• | |
• Kaburi | gain +1 to attack rolls on overhead attacks | |
•• Kiai | Make normal attack, no damage but ignores opponent's defence next attack, must shout loudly | |
••• Uchiotoshi Waza | Spend WP, may parry then attack at -1, ignoring defence | |
•••• Nidan Waza | Spend WP, successful attack does additional Dexterity damage | |
Krav Maga | (Unarmed Defensive Striking) | |
Reload p79 | *pre: Strength ••, Dexterity •••, Wits •••, Brawl •••, Brawling Dodge | |
• Immediate Defense | Add Brawl to initiative when fightning an armed opponent | |
•• Disarming Defense | Disarm and take control of the weapon | |
••• Impenetrable Defense | Spend willpower to add Brawl to defense against a single attack | |
•••• The First Moment | If the initiative is a tie, the practitioner acts first. | |
••••• Finishing the Fight | Counter attack during a dodge action if attacker failed to hit | |
Kung Fu | ||
WoD p111 | *pre: Strength ••, Dexterity ••, Stamina••, Brawl•• | |
• Focused Attack | Armor and Called shot penalties are reduced by 1 | |
•• Iron Skin | Has Armor of 1 against Bashing attacks | |
••• Defensive Attack | -2 to Attack for +2 Defense | |
•••• Whirlwind Strike | Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets cumulative -1. Cannot use Defense before or after this maneuver. | |
••••• Lethal Strike | Spend WP, Brawl attacks deal Lethal | |
Langschwert | (Heavy Sword) | |
Reload p83 | *pre: Strength •••, Weaponry ••• | |
• Wards | +1 Defense while wielding a Heavy sword | |
•• Fool's Guard | Instead of defense, roll to reduce amount of damage taken | |
••• Half Sword | Take a penalty to add +2 to total damage | |
•••• Doubling Cut | Make two attacks, lose defense | |
••••• Wrathful Cut | Add weaponry instead of +2 when making an All-Out Attack | |
MAC (Modern Army Combatives) | ||
DoW p38 | *pre: Strength ••, Dexterity ••, Stamina ••, Brawl •• | |
• Tactician's Sense | determine Initiative modifiers of all combatants reflexively | |
•• Atemi Attack | ignore 1 point of Armor per dot in this style when making a Brawl or Weaponry attack | |
••• Forearm Choke | with grapple, choke out opponent on successive turns | |
•••• Bullring | defense applies fully against all hand-to-hand opponents | |
••••• Lethal Strike | spend 1 Willpower to make Brawl attacks do Lethal damage for a turn | |
Multi-Limbed Combat | ||
Pandora's Book 50 | *pre: three or more arms; Brawl •• or Weaponry ••, Dexterity •••, Athletics ••• | |
• Outnumbered | For every limb over two, opponent's defense reduced by one. | |
•• Manhandle | While in a grapple, for each limb over two, can make an overpower maneuver that does not immobilize | |
••• Protected Attack | Can dodge and attack with one action; does not stack with Bountiful Blows | |
•••• Bountiful Blows | For each limb over two or each weapon wielded, can make an extra attack with a cumulative penalty. | |
Muay Thai | ||
Reload p110 | *pre: Str •••, Sta ••, Brawl •• | |
• Cut Kick | kick deals 1 less damage, but reduces victim's speed by 1 | |
•• Iron Skin | Has Armor of 1 against Bashing attacks | |
••• Combination Blows | Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack | |
•••• Thai Clinch | add Dexterity to attack pool for successful grapple + damage Combination Blows | |
••••• Brutal Blow or Lethal Strike | Spend WP, Brawl attacks deal Lethal | |
Police Tactics | ||
13P p81, Tribes p36 | *pre: Strength ••, Dexterity ••, Stamina ••, Brawl ••, Weaponry • | |
• Compliance Hold | during Grapple, gain +2 to disarm or overpower | |
•• Weapon Retention | during Grapple, opponent must score more success than your Weaponry to "disarm" or "turn drawn weapon" against you | |
••• Speed Cuff | during Grapple, may place cuff on one wrist, with exceptional success, both wrists | |
Qinna | (Controls) | |
Reload p88 | *pre: Dexterity •••, Brawl •• | |
• Standing Control | An Overpowering maneuver that forces the opponent to accompany the practitioner | |
•• Misplacing the Bones | Chance of breaking a limb for additional damage and effect | |
••• Grabbing the muscles | Treat the defenders strength as 2 dots lower when making an overpowering maneuver | |
•••• Sealing the Breath | Use pressure points to inflict dice penalties | |
••••• Disrupting the Veins | Inflict lethal in a grapple | |
Shurikenjutsu | (Thrown Dart) | |
Reload p104 | *pre: Dexterity •••, Athletics •• | |
• Ma-ai (Distance) | Double range for throwing weapons | |
•• Kakushi-Buki (Hidden Weapons) | No need for an action to draw a prepared throwing weapon | |
••• Choku Da-Ho (Direct Hit Method) | Add Strength when attacking with a throwing weapon | |
•••• Ikki Gokken (Five Blades in One Breath) | Perform multiple attacks | |
Sniping | ||
Arm p212 | *pre: Dexterity •••, Resolve •••, Firearms •••, Stealth •• | |
• On Scope | Max aiming bonus is Composure+1 for semi-auto and auto rifles, Composure+2 for all other rifles. Receives +2 Perception when using long rage sights | |
•• Battlesight Zero | Double attacks from Sights bonus; attacks with this bonus have short range of 5 times Wits | |
••• Focused Shot | When aiming, ignore penalties up to Resolve | |
•••• Tactical Intervention | When aiming, halve close combat and concealment penalties, rounded down | |
••••• One Shot, One Kill | Spend WP to add Damage rating to successes instead of extra die | |
Sojutsu/Jukendo | (Spear/Bayonet) | |
AA p51, Reload p67 | *pre: Strength •••, Dexterity ••, Weaponry ••• | |
• Warding Stance | attack first against foes with smaller-Size melee weapons in front | |
•• Thrust | gain 9-Again with spear or bayonet | |
••• Block and Strike | take -2 to attack to receive +2 to Defense | |
•••• Great Thrust | if using All-Out Attack, use dice equal to lower of Strength or Weaponry instead of 2 | |
Spetsnaz Knife Fighting | ||
Arm p213 | *pre: Dexterity •••, Weaponry •• | |
• Anticipate Attack | If wielding edged or pointed weapon size 2 or less, substitute Weaponry instead of Composure for Initiative | |
•• Advantageous Angle | Every other attack, opponent gets -1 defense | |
••• Vital Attack | Knife attacks have Armor Piercing 1 and reduce called shot penalties by 1 | |
•••• Slash and Stab | Make two attacks. The second attack gets -1. Defense reduced by 1 | |
Staff Fighting | ||
Arm p213 | *pre: Strength •••, Dexterity ••, Weaponry •• | |
• Trip | Roll attack versus opponent's Dexterity+Athletics to knockdown and deal 1 Bashing | |
•• Temple Strike | When making a head shot, if damage exceed target's size, target is unconscious | |
••• Dangerous Radius | Spend WP, attacks all targets within range with -1 equal to opponents within range (max -5). Allies hit too | |
Swarm Tactics | ||
Cart p183 | *pre: Status (Carthians) •, Brawl or Weaponry ••, Vampire | |
• Feint | Make a Brawl or Weaponry attack that does no damage, but allows an ally to use Unexpected Strike | |
•• Unexpected Strike | Attack with 9-Again, or 8-Again if the subject has been affected by two or more flanks. | |
Sword and Shield | ||
Reload p92 | *pre: Strength •••, Dexterity ••, Stamina ••, Weaponry •• | |
• Cloak and Dagger | Double Structure of improvised shields | |
•• Shield Bash | Use a shield as a weapon | |
••• The Shielded Strike | +1 Defense, and no penalty for using a weapon and a shield | |
•••• Shield Charge | Shield Bash which results in a Knockdown | |
••••• Stand Strong | No reduced defense against cumulative attacks | |
Tooth and Claw | ||
Rage p103 | *pre: Strength ••, Dexterity •••, Stamina •••, Brawl ••, Werewolf | |
• Hunter's Eye | spend a turn observing your opponent to lower his defense for the remainder of the scene | |
•• Slip Through | attack one turn for no damage to null opponents defense from next attack | |
••• Pounce | if you roll more successes than the targets size it is knocked to the ground under you | |
•••• Fury | make a claw and bite attack in the same turn, bite attack gains +1 Drawback: cannot use defense the same turn as maneuver | |
••••• Throat Tear | apply +2 bonus for tooth and claw as automatic successes as opposed to dice roll bonus Drawback: costs 1 willpower | |
Two Weapons | ||
WoD p112 | *pre: Dexterity •••, Weaponry ••• | |
• Whirling Blades | When dodging may negate penalties for multiple attacks | |
•• Deflect and Thrust | +2 Defence but -2 to Attack | |
••• Focused Attack | May attack one target twice. -1 on second attack, lose defense. | |
•••• Fluid Attack | May attack two targets. -1 on second attack, lose defense. | |
Wolfpack | ||
WAtP p44 | *pre: Dexterity •••, Stamina •• and Brawl •••, Werewolf | |
• Worry | ||
•• Trip/Bowl-Over | ||
••• Slow the Prey | ||
•••• Joint Attack | ||
Driving Styles! High Performance | ||
MR p56 | *pre: Dexterity •••, Resolve •• and Drive •• | |
• Speed Demon | Maximum Speed is now Safe Speed | |
•• Smuggler's Turn | Roll Dexterity+Drive+Handling to eliminate opponent's handling in pursuit unless they also have this merit | |
••• Safe Passage | Can ignore up to 3 die of hazard penalty | |
•••• Offensive Driving | Spend WP at the beginning of pursuit and reduce car's structure by 2 at the end to halve (round up) opponent's Acceleration and Handling. | |
Movement Styles | ||
Parkour | ||
StA p74, Tribes p98 | *pre: Dexterity •••, Athletics •• | |
• Flow | When running, you may negate terrain penalties equal to dots in Parkour. Also, may gauge jump distance reflexively | |
•• Cat Leap | When using Dex+Ath to reduce falling damage (WoD pg 179), gain one success. Add dots to max damage reduction possible | |
••• Wall Run | Use Athletics to climb at 10ft+5ft/dot as Instant Action, at a penalty of -1/10ft after the first 10ft | |
•••• Expert Traceur | When making Athletics rolls for running, jumping or climbing, may make a roll using Rote Action at cost of Defense | |
••••• Freeflow | After running for at least a minute or by spending one Willpower, may make any Athletics roll for running, jumping or climbing as Reflexive, rather than Instant Action | |
Spelunker | ||
BotD p92 | *pre: Dexterity •••, Athletics ••• | |
• Sure Footed | In enclosed area gain 9-Again to retain balance, ignore penalties to Speed in tight spaces up to Dots | |
•• Cave Sense | Outside of combat can ignore darkness penalties, in combat ignore 1/2 darkness penalties | |
••• Squeeze Through | Can fit through openings as if Size were two lower, can move at full speed in this manner if taking one Lethal damage | |
•••• Free Climb | Roll Wits+Athletics up to Dots times to add successes to Strength+Athletics roll (max +5) to climb any surface | |
••••• Born to the Cave | See perfectly if any light is present at all, can climb any surface that doesn't impose a penalty without a roll, if attached when climbing underground double your defense, take -1 penalty when climbing outdoors | |
Debate Styles | ||
Reason | ||
RfR p108 | *pre: Intelligence •••, Academics • | |
• Reference | Declare use at beginning of turn to add a bonus to Integrity for the turn | |
•• Dilemma | Pose a debate attack that contributes no successes toward the final total, but the opponent does not benefit from Integrity on their next defense. | |
••• Kairos | Can switch tactics without increasing the debate target number. | |
•••• Hyperbaton | When defending, can double Integrity and rebutt immediately with a penalized Wits-based reply. Cannot apply Integrity for the remainder of the turn, and counts as a tactics shift if not already using Deft Argument. | |
••••• Elocutio | Costs a point of Willpower to use, but allows a debate attack against any number of simultaneous opponents, with a penalty proportional to the number attacked. | |
Rhetoric | ||
RfR p110 | *pre: Presence •••, Expression • | |
• Ad Captandum | Grants a bonus to Presence or Manipulation arguments. | |
•• Ambiguous Statement | Can substitute Manipulation for Integrity until the next turn | |
••• Synonymia | Make a Presence or Manipulation attack at a penalty, but inflict a larger penalty on the victim's next attack. | |
•••• Apologue | After making a Presence or Manipulation attack, can apply full Integrity to all incoming attacks this turn. | |
••••• Innuendo | Costs a willpower point, but may perform a Humiliating Attack without sacrificing Integrity or losing Integrity for the rest of the debate. | |
Theology | ||
FotC p99 | *pre: Presence ••, Religion ••, Expression • | |
• Passionate Apologetic | ||
•• Proof Texts | ||
••• Appeal to Witnesses | ||
•••• Zeugma | ||
Social Styles | ||
Social Maneuvers | ||
NHGF p63 | pre: Presence •••, Manipulation •••, one Social Skill at •••• | |
• Sugar Lips, Honey Tongue | target suffers -3 to any further Social resistance rolls | |
•• Stick and Move | spend WP, gain bonus to all Social rolls equal to half the victims Presence | |
••• New Approach | spend WP to force a failed Social contest to be rerolled | |
•••• Chip Away | spend WP, force a -1 penalty to a max of -3 on all Social rolls |
Notation Legend | |
---|---|
Dot of a Trait Rating (Skills, Merits) | • |
Power Trait Point (Vitae, Mana) | ● |
Willpower Point | ○ |
Activation Damage | B/L/A |
Special/Other Activation Cost | ※ |
Alternate Costs | ●/●●● |
Costs per Item | ●/item |
Optional Costs | (●) |
Cost Ranges | ● to ●●● ●●+ |
Combined Notation Example | ●(○) ●/item, 1L |
Merits, Universal (1st Edition)
Mental Merits
Merit | Rating | Prerequisites | Description | Book |
---|---|---|---|---|
Architectural Attunement | •••• | Wits ••, Academics ••, Occult • (Geomancy) | Perceive mystical resonance in a specific city | CWork 36 |
Area of Expertise | •• | Resolve •• | Increase a Mental Specialty to +2 | FC 131 |
Barrister | •••• | Politics ••• | Can safely gauge how far Old Laws can be pushed | BotD 91 |
Combat Awareness | •• | Military background | +2 to any situational awareness roll | DoW 109 |
Common Sense | •••• | Gives significant cautions or ideas | WoD 108 | |
Crafter's Sense | ••• | Crafts ••• | Common Sense related to a chosen Crafts Specialty | FC 131 |
Cultural Language | • | A cant or argot variant of a language, which penalizes attempts by outsiders to interpret by -2. | Imm 82 | |
Danger Sense | •• | +2 to detect ambush | WoD 108 | |
Dead Reckoning | • | Gains 8-again when navigating in the Underworld; loses 10-again navigating above ground. | BotD 91 | |
Eidetic Memory | •• | Remember with ease, gain +2 to Intelligence + Composure to remember facts from large swaths of data | WoD 108 | |
Emotional Detachment | • | Resolve •• | Ignores stress penalties equal to Resolve | Asy 50 |
Encyclopedic Knowledge | •••• | Know obscure facts choose a topic and can make Intelligence + Wits rolls to gain facts related to it at any time | WoD 109 | |
EOD | •• | Wits or Dexterity •••, Crafts ••• (Demolitions) | Reduce penalty for disarming unfamiliar explosives | Arm 208 |
Entheogenic Synesthesia | • | +1 to Perception when using psychoactive drugs | MT 137 | |
Good Time Management | •• | Academics, Medicine or Science •• | Cut time for non-magical extended rolls by ¼ | Asy 50, Rel 84 |
Higher Calling | •• | Resolve ••• | +1 on Resolve rolls to resist coercion | TotW 125 |
Holistic Awareness | ••• | Help others heal faster | WoD 109 | |
Hypnotic Voice | •••• | Persuasion or Science ••• (Hypnotherapy) | Induce trance state | SS 66 |
Hypnosis | ••• | Medicine or Occult • | Hypnotize subjects | VII 149 |
Informative | •• or •••• | Wits ••, Mental Skill •• | Use specified Skill in place of Expression | FC 131 |
Interdisciplinary Specialty | • | Two Skills ••• | Share Specialty between two Skills | FC 132 |
Language | • | Speak another language | WoD 109, errata | |
Lucid Dreamer | • | Fight off intrusions into dreams | SS 67 | |
Lucid Dreaming | •• | Resolve ••• | Control dream environment and engage intruders in dream combat | CTL 195 |
Make Do | • to ••• | Wits •••, Skill • | Remove -1/dot penalty for shoddy tools | FC 132 |
Meditative Mind | • | No penalties to meditate | WoD 109 | |
Multi-Lingual | • to ••••• | 2 languages per dot, conversationally | Rel 85 | |
Mythologist | ••• | Occult •• (Underworld) | Gains some insight into some of the Underworld's enigmas | BotD 91 |
Psychic Resistance | • to ••• | Inhibit mental alteration by psychics | SS 67 | |
Rational Explanation | •••• | Resolve ••, Science or Academics •••• | Resist mental breakdown with Science or Academics | FC 133 |
Scientist's Sense | ••• | Science ••• (Specialty) | Common Sense related to Science | FC 133 |
Supernatural Lore | • to ••••• | Know the ways of a particular type of supernatural being. May be purchased separately for multiple types. | GotU 15 | |
Technophile | • or •• | Encyclopedic Knowledge in one topic | Arm 208 | |
Tolerance for Biology | • | Resistance Attribute •• | +2 to keep composed when shown scenes of violence or carnage | Asy 51 |
Trained Memory | • | Composure ••, Investigation • | Memorize information perfectly; roll to memorize for entire scene (i.e. everything a character could sense in a given moment) instead of specific information or sensory input | GotV 46 |
Trained Observer | • or ••• | Wits or Composure ••• | Ignore penalties or gain Rote quality on Perception rolls | DoW 38 |
Tunnel Rat | • to ••• | Navigate the Chicago Undercity tunnels, ignoring penalties equal to dots in this Merit | Chi 54 | |
Vision | • to ••••• | Mental Attribute or Composure •••• | Use successes on Vision+Skill roll to aid an Extended Action | FC 133 |
Well-Traveled | • | 9-Again on Mental and Social rolls relating to foreign cultures | Rel 85 | |
Whispers | • | Can purchase Dream and use it as Instant Action, at the cost of sanity | Myst 179 |
Physical Merits
Merit | Rating | Prerequisites | Description | Book |
---|---|---|---|---|
Ambidextrous | ••• | Remove off-hand penalty to attack | WoD 110 | |
Armored Fighting | •• or •••• | Strength •••, Stamina ••• | Reduce heavy armor penalties by 1 (••) or 2 (••••) | Reload 84 |
Athletics Dodge | • | Dexterity ••, Athletics • | Add Athletics rather than doubling Defense on Dodge | DoW 38 |
Brawling Dodge | • | Strength ••, Brawl • | Add Brawl rather than doubling Defense on Dodge | WoD 110 |
Demolisher | • to •• | Strength or Intelligence ••• | Can ignore 1 (•) or 2 (••) points of Durability when attempting to damage objects | BotW 62 |
Disarm | •• | Dexterity •••, Weaponry • | Can disarm if damage exceeds Dexterity | WoD 110 |
Direction Sense | • | Unfailing orientation | WoD 110 | |
Entering Strike | •• | Dexterity ••, Brawl ••• | Successful, defenseless Brawl strike adds damage as bonus to subsequent grappling attack | Reload 72 |
Equipped Grappling | •• | Dexterity •••, Brawl ••, Weaponry •• | Add size of blunt weapon (3 or less) to overpowering maneuver dice pool | Reload 89 |
Fast Reflexes | • or •• | Dexterity ••• | +1/dot to Initiative | WoD 110 |
Fighting Finesse | •• | Dexterity •••, Weaponry •• | Substitute Dexterity for Strength | WoD 110 |
Firearms Retention | • | Dexterity ••, Wits ••, Brawl ••, Firearms •• | Subtract Brawl dots from attempts to disarm by overpowering | Reload 89 |
Fleet of Foot | • to ••• | Strength •• | +1/dot to Speed | WoD 112 |
Fresh Start | • | Fast Reflexes •• | Delay action into next round | WoD 112 |
Giant | •••• | +1 Size | WoD 112 | |
Ground and Pound | •• | Combination Blows, Boxing or Aggressive Striking •••, Grappling •• | Perform Takedown/Throw, gain +2 to following unarmed strike | Reload 98 |
Gunslinger | ••• | Dexterity •••, Firearms ••• | Two gun attacks per round | WoD 112 |
Heavy Hands | ••• | Strength •••, Brawl •• | +1 damage to unarmed strikes | Reload 98 |
Iron Stamina | • to ••• | Stamina or Resolve ••• | Negate fatigue/injury penalties | WoD 112 |
Iron Stomach | •• | Stamina •• | Eat even unpalatable cuisine | WoD 113 |
Natural Immunity | • | Stamina •• | +2 on Stamina rolls to resist illness | WoD 113 |
Outdoorsman | •• | Survival ••• | Negate environmental penalties to Survival | MR 59 |
Perfect Stillness | • | Stealth • | -2 to all rolls to visually detect character | RoS 94 |
Quick Draw | • | Dexterity ••• | Draw weapon reflexively | WoD 113 |
Quick Healer | •••• | Stamina •••• | Heal twice as fast | WoD 113 |
Shield-Bearer | • | Only -1 to attack when using a shield instead of -2 | WAtP 89 | |
Steady Driver | • | Drive •• | Substitute Resolve for Dexterity on Drive rolls | MR 59 |
Strong Back | • | Strength •• | +1 to lift or carry | WoD 113 |
Strong Lungs | ••• | Athletics ••• | +2 on Stamina rolls to hold breath | WoD 113 |
Student of the Blade | • | Fencing or Iaido • | May use Fighting Style with all Size 2 blades. | Reload 66 |
Stunt Driver | ••• | Dexterity ••• | Drive and carry out another action | WoD 113 |
Stunt Rider | ••• | Dexterity ••• | Ride and carry out another action | RfR 110 |
The Weapon at Hand | •• | Krav Maga •• | Reflexive Wits + Weaponry roll for improvised weapon, instant action to wield, no penalty for being improvised | Reload 79 |
Toxin Resistance | •• | Stamina ••• | +2 on Stamina rolls to resist toxins | WoD 113 |
Weaponry Dodge | • | Strength ••, Weaponry • | Add Weaponry rather than doubling Defense on Dodge | WoD 114 |
Weapons to Empty Hands | •• | Dexterity •••, Brawl •••, Weaponry •••, Two Weapons or Filipino Martial Arts or Knife Fighting •••• | Use Brawl instead of Weaponry for maneuver-related attacks. | Reload 66 |
Wheelman | •• | Dexterity ••, Drive •• | Gain 9-Again on Drive rolls | MR 59 |
Social Merits
Merit | Rating | Prerequisites | Description | Book |
---|---|---|---|---|
Allies | • to ••••• | Call upon favors from an individual, group or organization with influence and resources proportional to dots in this Merit | WoD 114 | |
Alternate Identity | •, •• or •••• | A false legal identity which can pass increasing levels of scrutiny, but degrades without maintenance. | Imm 110 | |
Animal Companion | • to •••• | Loyal animal partner with intelligence and capability proportional to dots in this Merit | CB 95 | |
Anonymity | •• to •••• | Resolve ••, Larceny or Subterfuge •• | -1/dot to attempts to investigate character | BotW 46 |
Armory | • to ••••• | Resources ••• | Own an array of weapons and armor. May be shared among multiple characters | Ban 51 |
Barfly | • | Find ways into bars and clubs | WoD 114 | |
Bureaucratic Navigator | •• | +2 to navigate a bureaucratic system | Asy 51 | |
Contacts | • to ••••• | Access to information through a particular individual, group or organization. Depth of shared information is proportional to dots in this Merit | WoD 115 | |
Decorated | • to ••••• | Formal awards for meritorious conduct from the military or a comparable organization | DoW 39 | |
Deep Rapport | • to ••••• | Strong beneficial or harmful relationship with another character | BbBB 9 | |
Fame | • to ••• | Mortal acclaim, +1/dot to Socialize | WoD 115 | |
Fence | • or ••• | Streetwise ••• | Always find a way to buy and sell stolen goods | Ban 51 |
Friend | • to ••••• | The aid of a friend, ally or peer. Distribute dots in this Merit between the Friend's Power (comparable to yours at •••) and level of Trust with you | RCG 68 | |
Ingratiating Wanderer | •• | Manipulation ••• | Gain bonus to locate authority figures in local power structures | MR 58 |
Inspiring | •••• | Presence •••• | Help others regain Willpower | WoD 115 |
Luxury | •• or •••• | Live a wealthy, comfortable lifestyle at the sufferance of a patron | SotT 52 | |
Mentor | • to ••••• | Guidance and interference of an authority in a field, with capability and influence proportional to dots in this Merit | WoD 115 | |
New Identity | •, •• or •••• | Establish a forged identity | CTL 98 | |
Resources | • to ••••• | Disposable monthly income ranging from $500 USD at • to $50,000 USD at •••••, with total assets ranging from several hundred GBP at • to millions of GBP at •••••. | WoD 115 | |
Retainer | • to ••••• | Loyal agent, employee or cohort with influence and capability proportional to dots in this Merit | WoD 116 | |
Shadow Cult Initiation | • to ••••• | Membership in a cult, with unique benefits to each level of initiation | Mekh 121 | |
Small Unit Tactics | ••• | Manipulation •••, Persuasion ••• (Leadership) | When conducting a tactical maneuver with squad, leader can spend Willpower to benefit entire group | DoW 39 |
Staff | • to ••••• | ≤ Resources | Employees or workers at a set venue, with manpower and expertise proportional to dots in this Merit | Ghou 74 |
Status | • to ••••• | Authority and sway with a group or organization, to a depth proportional to dots in this Merit | WoD 116 | |
Striking Looks | •• or •••• | Appearance adds +1/+2 to relevant Social rolls | WoD 117 | |
Support Network | •• | Status | A shared community complicit in dark deeds. While you remain in good standing, you may spend Willpower for bonus dice to resist gaining a derangement from the community's practices. | Imm 82 |
Sworn Officer | • to •••• | Empowerment as a law enforcement official, with scope of jurisdiction proportional to dots in this Merit | 13th 81 | |
Trip Sitter | ••• | Composure ••• | Help others resist side effects of drugs | MT 137 |
Unobtrusive | ••• | Stealth •• | +2 to escape notice while casing a target under cover of some mundane activity. +1 to Resolve to resist The Forgetful Mind (Dominate •••) | Ghou 74 |
Supernatural Merits
Merit | Rating | Prerequisites | Description | Book |
---|---|---|---|---|
Cursed Item | • to ••••• | Possess a cursed item, which may be invoked for a benefit and a paired drawback | BoS 108 | |
Difficult to Ride | •••• | Resolve •••, Composure ••• | +2 to resist the control or influence of ghosts and spirits | BoS 108 |
Driver's Charm | • to ••••• | Grant a chosen vehicle bonuses for a scene per day | MR 56 | |
Easy Ride | •• | Wits ••• | You can welcome a possessing spirit in, remaining alert while ridden | BoS 108 |
Hollow Soul | •• | Easy Ride | You can welcome even spirits without the Possession Numen | BoS 109 |
Pleasing Aura | ••• | +1 to Persuasion and Socialize rolls against spirits, often surrounded by spirit activity | BoS 109 | |
Relic | • to ••••• | Possess a mystic relic | Rel 85 | |
Relic Analyst | • | +1 to determine how to use a relic, or whether it is cursed | Rel 86 | |
Relic Creator | •••• | Occult ••, Crafts •• | Create limited-use relics with an extended Resolve + Occult ritual, following the crafting itself | Rel 85 |
Ritual Sorcerer | •••• | Living, two Mental Attributes ••••, Occult and two other Mental Skills •••• with specialties | Access a sorcerous rite for each dot of Resolve. | DEC 28 |
Saintly | ••• | +1 to Intimidation, abjury and exorcism against spirits, but -1 to Expression, Persuasion and Socialize against them | BoS 110 | |
Shadow Contacts | ••• to ••••• | You know how and where to ask questions of a mysterious entity, but it extracts a price for answers | BoS 110 | |
Shadowless Chambers | • to ••••• | Take refuge in a place where spirits have difficulty following | BoS 110 | |
Sorcerous Knowledge | • | Ritual Sorcerer | Access another sorcerous rite. May purchased once for each dot of Occult. | DEC 29 |
Spirit Ear | •• to •••• | Wits or Composure ••• | +1 to Empathy and Subterfuge rolls to understand spirits speaking human tongues, ignoring penalties, or with four dots, roll Wits + Empathy - 3 to understand the tongue of spirits | BoS 111 |
Notation Legend | |
---|---|
Dot of a Trait Rating (Skills, Merits) | • |
Power Trait Point (Vitae, Mana) | ● |
Willpower Point | ○ |
Activation Damage | B/L/A |
Special/Other Activation Cost | ※ |
Alternate Costs | ●/●●● |
Costs per Item | ●/item |
Optional Costs | (●) |
Cost Ranges | ● to ●●● ●●+ |
Combined Notation Example | ●(○) ●/item, 1L |
Undertakings (1st Edition)
Undertaking | Description | Book | |
---|---|---|---|
Rippers | |||
Avenger | Killers consumed by a mission of vengeance | Slash 94 | |
Working the Room | Ignore Defense penalties from each attack in a round | ||
Nothing but the Mission | Must roll Resolve + Composure to divert from an opportunity to pursue a mark | ||
Brute | Simple, hollow creatures driven to murder by rote. | Slash 100 | |
Unstoppable | Ignore wound penalties. Fall unconscious from lethal damage, not bashing. | ||
Blinded by Blood | -3 perception, and lose tied contests to notice victims. | ||
Charmer | Sociopaths who hide violent instability under a trustworthy, likeable facade. | Slash 106 | |
Disarming | When making first impressions, contest Presence + a Social Skill against Intelligence + Subterfuge to gain every benefit of the doubt from that person. | ||
Thin Veneer | When rattled or challenged, roll Composure or lash out and release witnesses from the spell. | ||
Freak | Alienated deviants set apart from humanity. | Slash 112 | |
Lay of the Land | Gain a Direction Sense, +3 to navigate familiar ground, and ignore terrain penalties in chases there. | ||
Revulsion | Alternate Talent. Penalize grapples and touch attempts by -3, and restraint or escape in a grapple by -1. | ||
Deformity | -4 to Social rolls not involving Intimidation when exposed. | ||
Genius | Cold psychological puppeteers, interested in the highest stakes. | Slash 118 | |
Profiling | Contest Intelligence + Empathy against Manipulation + Subterfuge to predict a person's actions from surface observations. Roll Intelligence + Manipulation - Resolve as an extended action to draw out secrets or derangements through dialogue. | ||
Intolerance for Chaos | Lose two Willpower on failed rolls of Intelligence or your Undertaking Skills. | ||
Scourges | |||
Legend | Avenger | Deadly incarnations of cautionary tales | Slash 97 |
Strength from the Tales | Once per scene when the tale plays out, roll a chosen Power Attribute + Occult for Willpower, healing, or bonuses. | ||
Trapped in the Story | The tale imposes a behavioral restriction, or an aggravated bane, or another incapacitating vulnerability. | ||
Maniac | Genius | Detached madmen with insight from inhuman levels of thought. | Slash 121 |
Compelling Madness | Contest Intelligence + Resolve against Morality to briefly study a person inside and out, gaining 8-Again against them and becoming able to strip 10-Again through Willpower and interaction. Inflict the Code through extended interaction. | ||
Obvious Lunatic | -3 penalty to Social actions, except against the disturbed or vulnerable. | ||
Mask | Brute | Incommunicative wretches, existing only to kill. | Slash 103 |
Killing Machine | Don't need to sleep or eat. Suffer only one point of damage from each attack. | ||
No Mind but for Murder | Incapable of communication beyond basic body language. Illiterate, and must roll Intelligence + Composure to understand speech. | ||
Mutant | Freak | Loathsome distortions of humanity, either bestial or miserable. | Slash 115 |
Natural Weaponry | Take either a +2L natural weapon or +2 Armor. | ||
Sensitivity | Fail all Social rolls not involving Intimidation. A physical hypersensitivity inspires a Resolve + Composure roll not to flee the stimulus. | ||
Psycho | Charmer | Misanthropic manipulators, deranged but cunning. | Slash 109 |
Deadly Distraction | When alone with a person, use a moment's conversation and contest Presence + Persuasion against Wits + Composure to lower their guard long enough to achieve an aim or score a killing blow. | ||
Obsessive | Monomaniacally obsess over destroying those who resist your charms. |
Anchors (1st Edition)
Virtues and Vices
A character's Willpower is undergirded by their defining strength and weakness of character, as represented by a Virtue and a Vice. A character's Virtue is a higher ideal or heroic drive they must push themselves to extremes to live up to, restoring all lost Willpower. A character's Vice is a quick fix, easy comfort, or instinctive defense to fall back on, but only recovers a single point of Willpower when indulged. (WoD 100)
Virtue | Vice | ||
---|---|---|---|
Charity | Sacrifice for the sake of compassionate aid | Envy | Spite the wellbeing of your rivals |
Faith | Dedication to realizing a proper and meaningful world | Gluttony | Satisfy self-destructive whims and desires |
Fortitude | Stand for your principles and resist doubt | Greed | Get ahead at the expense of others |
Hope | Lift up others in the darkest of times | Lust | Use and exploit others to sate your desires |
Justice | Pursue a righteous creed at any personal cost | Pride | Exert yourself to push your ways on others |
Prudence | Shun dangerous risks and easy temptations | Sloth | Avoid risk and push responsibility onto others |
Temperance | Hold yourself in check when goaded to extremes | Wrath | Lash out when conflict is unnecessary |
Malapraxes
The demons of Hell are fueled by the weakness and venality of others, not anything within themselves. A demon's Malapraxis thirsts for a human Vice and a Key whose character permits the demon to feed on sins of that Vice committed by others.
Held by: Infernal demons
Sample Keys: Bankers, Blasphemy, Darkness, Daughters, Clergy, Corporations, Earth, Families, Fire, Flesh, Government, Lovers, Military, Prophecy, Soldiers, Steel, Treachery, Union, Vengeance, Witching Hour (Inf 49)
Temakh Virtues
The mummies who call themselves Deceived juggle their passions and desires with those of the inhuman presence entwined with their souls. The higher yearnings of these chthonic beings do not resemble what most humans would call "virtue." (Dec 35)
Held by: Deceived mummies
Virtue | |
---|---|
Authority | Make others submit to your will despite their desires and interests |
Conquest | Seize authority over great masses |
Corruption | Provoke and share in a mortal's sinful deeds |
Creativity | Birth a creative expression to shared admiration |
Mysticism | Learn the ruling truths behind the supernatural and metaphysical |
Piety | Set aside your desires in service to Iremite worship |
Vengeance | Visit fit punishment upon transgressors |