GameRef: Custom Items and Powers
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- Customizable Traits
- Approved Custom Items and Traits
- Changeling and Fae-Touched
- Goblin Fruits and Oddments
- Goblin Contracts
- Kinship Nightmares
- Obcasus Rites
- Micro Templates
- Supernatural Merits
- Vampire and Ghoul
- Protean Modifications
- Werewolf and Wolf-Blooded
- Submit the proposed Item or Power to the Rules Master with suggested mechanics for approval. Please refrain from submitting Items/Powers you are not able to use yourself.
- From the Request Tool create a Custom Item/Power type request for the Group: Rules Master.
- Use the Template for the type of item you’re creating (or if you’re making something completely new, use the recommendations in the book for information to provide)
- Privacy: The power/item should be listed as Public or Private in the writeup. Private means only the character that created it can use it, or those they’ve directly taught. Public means anyone may learn it (due to it being freely taught or the methodology spread around). Both will be listed on the wiki, for ease of access, but will have their ‘privacy’ noted.
- The Rules Master, with Storymaster input, will then either approve it, work with the player to balance it out, or deny it if it simply can’t be done with the level or power(s) given.
Once approved, the power or item must be developed IC:
- Specify in the same request whether your character is hoping to build (i.e., craft) the item or power or retrieve it.
- Power/Item types that provide a creation system in the books are created with the systems provided. In addition, a single scene or bluebook must be provided as Justification, involving some aspect of the creation process. Scenes do not need to involve an ST.
- Note: Dice rolls should be attached to the request.
- In the case of types that don’t have a concrete system, a number of Justifications must be provided equal to the level of the item/power. These can include scenes (with or without an ST), bluebooks, applicable merit uses (discussed with the Rules Master), and extended rolls (discussed with the Rules Master. Only successful rolls apply). A scene or blue book MUST be one of the Justifications.
- Retrieval: In the case of custom items that a character would like to ‘find’ or otherwise physically acquire in-character, the above Justification system is still used, representing the process of researching and seeking it out, but needing to involve a Scene run by an ST for actually acquiring the item (though this may be done via PRP). Retrievals are never Private.
- Once Justified, the item/power is ‘’’sent back to the Rules Master’’’ for purchase (assuming you have the Experience), at which point it will be added to the wiki.
- Only one custom item/power may be submitted per character at a time. Unless otherwise noted, custom items/powers are limited to one per month.
The following is a list, by Faction, of what can be custom-made with the above system. An * means that item can use the ‘retrieval’ system, and ** means they MUST be ‘retrieved’.
Note: Even if through some special ability, a member of one Supernatural Type is able to learn/use powers/items of another, they are still not able to customize anything not under their own header below. However, they can still buy PC-made powers that they have a way to learn.
- Devotions, Carthian Law, Invictus Oath, Scales of the Dragon, and Rituals.
- Carthian Law is inherently Public simply due to its often-external nature.
- Malisons always count as 3 dot powers, for Justifications.
- Rites, Pack Tactics, Fetishes/Talens*.
- Pack Rites, Tells
- Tells are inherently Public and count as 3 dot powers, for Justifications.
- Goblin Contracts, Tokens**.
- Goblin Contracts require 2 Justifications
- Goblin Fruits/Oddments can be submitted, but will generally need to be found/farmed through IC methods.
- Obcasus Rites, Kinship Nightmares, Kinship Merits
- Obcasus Rites can only be developed by Initiates. They need Justifications equal to the level of their “tier” (1 for Basic, 2 for Intermediate, etc).
- Kinship Nightmares require appropriate Family Ties.
- Kinship Merits will be closely scrutinized; they should NOT just look like general merits with a Kinship prerequisite.
- Supernatural Merits
- This does NOT include Micro-Templates, but they can be unique to Heralds
- Supernatural Merits
- This can include those for ‘Micro’ Templates.
- All may submit ‘modifications’ for powers like Protean, Biomimicry, Skin Deep, and similar ‘animal aspect’ type abilities that allow you to gain customize-able modular benefits. These don’t count towards your monthly limit, and don’t need Justifications, but are still subject to “one at a time” rules.
- Custom Mundane Items (Equipment not found in the approved for play books) are still submitted to the Rules Master for mechanical approval before the actual crafting roll is made, but no ‘Justifications’ are needed beyond what’s needed to get any materials needed for the item.
Your character, whether through intense study, a blessing of a spirit, or a quirk of birth, is capable of understanding the strange tongue spoken by Spirits.
With 1 dot, they can understand and perhaps even read First Tongue, but the human tongue has no real way to form the words properly.
With 2 dots, your character has either mutilated themself or simply practiced until overly sore to be able to muster a word or two of the language at a time. Make a Manipulation + Expression roll; for each success, you can speak one word of First Tongue in a way that sounds wholly unnatural to spirits or other native speakers. This has a tiring effect on the character; doing this more than once per scene costs a point of Willpower.
Those with the second dot who can take on a ‘wolf’ or similar sort of form can speak a word or two at a time with no roll or Willpower, as their throat can take on the shape naturally, though not speak continually, lacking ‘human’ vocal chords. Those that can ‘partially’ shift their throats and vocal chords into that shape, while retaining the ability to speak normally can speak ‘fluently’ with no rolls.
Despite being called Cherries, each of these bright red fruits is closer to the size of an apple. Although they do contain glamour like other Goblin Fruits, it is unlikely that a creature could eat one without blowing its head off, since the Cherry Bomb is highly explosive, a fact from which it gets its name. Growing in small clusters high in tall hedge trees, ripe fruits occasionally fall to the ground. On impact, they detonate with the force of a small grenade, scattering their seeds over a wide area. They can be harvested and thrown like a grenade, but any failure on harvesting or throwing is a dramatic failure and will cause it to explode immediately in the person’s hand. Anything caught in this blast, or worse, struck by a Cherry Bomb, takes damage equal to that caused by a Pipe Bomb (Hurt Locker,pg 135).
A Cherry Bomb can be dried and ground into a more stable powder similar to Black Powder. This requires 3 successes on an extended Dexterity + Science roll. Success results in about 2 ounces of explosive powder, but any Failure during the process causes the bomb to explode on the next turn, and a Dramatic Failure results in the powder immediately exploding.
Often found in Hedge orchards or faerie glens, the Pine-Apple has a blue-purplish skin, highlighted with patterns of darker glowing swirls. Its interior is cross-sectioned into four cores, each holding only a single, large seed. The flesh of the fruit is succulent and sweet, its taste reminiscent of the wonders of Faerie itself. Some Hobgoblins press the apples into delicious ciders that fetch high prices at Goblin Markets, commonly supplied for festivities throughout the year.
- Aptly named, the Pine-Apple makes those who ingest it more sociable and approachable — people around them simply can’t help but pine for their attention. When eaten, the fruit helps the changeling remove one additional door during successful social maneuvering attempts in the scene. This effect only applies once per target per chapter; further social maneuvering attempts against the same mark while under the effect of Pine-Apple fruits opens doors as normal (but the effect could be applied against different targets).
Those that eat more than a single fruit will soon realize that the initial effect is not further augmented, but that they instead are faced with a wild and relentless craving for more. Every time a fruit beyond the first one is eaten in a scene, roll Resolve + Composure. Failing this roll inflicts the Addicted condition towards Pine-Apples. Naturally, some Hedge denizens have traditional eating contests where the goal is to eat as many Pine-Apples as possible in a limited time frame, much like hot dog eating contests but with an inevitable Hedge fruit addiction looming over its participants.
Public/Private: private After obtaining the Bloodrose, some found they could access a new nightmare, one that induced fear whenever someone lied, and they would quickly find it hard to create a masterful deceit.
Dice Pool: Presence + Satiety vs. Composure + Supernatural Tolerance
Normal: after a quip about the futility of lieing the target finds their misdirections hard to carry out. The afflicted are required to spend 1 willpower to lie or misdirect to the beast.
High Satiety:the monster behind the beast claws and rends at the lies the afflicted speaks until only the barest of falsehoods are left on the bones of their words. Treat a successful roll at deceiving or misdirecting the beast as though it only earned a single success, or an exceptional success as though it only earned two.
Satiety Expenditure: for each Satiety Spent in the infliction of this nightmare the target has to answer 1 question posed by the Beast truthfully.
Exceptional Success: next time the target lies about a question asked by another while affected they instead blurt out the truth.
Addons for Existing Templates
- Protocol at equal level
- At 2 dots this grants a +1 Dexterity boost, at 4 dots it grants a +2. This affects all derived traits. This can take your character above her normal Attribute limits.
- You use your Dexterity for calculating Defense.
- Psychic Vampirism
- When the psychic vampire draws out the Ephemera of a target they are also able to make a roll of wits+composure check may discern clues about the person from the nature of their Ephemera.
Dramatic Failure: you gain two pieces of information about the subject, one of which is a dangerous lie
Fail: you fail to gain meaningful information from the Ephemera
Success: you gain basic knowledge of the person you have fed off. Their age, state of health and mental wellness, whether or not they are human, if they are under the influence of drugs or intoxicants, if they are a person you are familiar with, and if they are a person that is related to you. If they are not human, you may know what sort of creature the ephemera came from if you have identified the signs of it before
Exceptional Success: you may detect fine details about the person such as the presence of mental conditions, the nature of their virtue and vice, and their integrity score
- Apostle of the Dark One, Thaumaturgy, Occult ••••
- The Apostle invites a shard of the Dark One into themself, another presence that empowers them but drives them towards darker pleasures and power over morality. The player rolls Composure + Occult and spends a point of Willpower, which grants increasing benefits and drawbacks; the character ‘’can’’ choose to use fewer dots than they have access to. The effects last until the character sleeps and cannot be ended early by the Thaumaturge.
- Dark Body (•): The Dark One’s presence in character provides a resistance to other supernatural intrusions. For each dot of this Style, add 1 to the character’s resistance/contested pool against supernatural powers when the character spends willpower to improve it.
- Drawback: The character’s body begins to reflect the unnatural changes, taking on an unnatural pallor or otherwise appearing “off.” When using Supernatural Merits, it becomes more blatant; perhaps their eyes turn black or their voice distorts. This causes a −1 penalty to mundane Expression, Persuasion, and Socialize rolls per dot in the merit.
- Dark Heart (••): The power of the Dark One starts to seep into the character’s heart and infects their magic, weakening their victims. Once per activation of this merit, the character can, through a lens of their own negative emotions (hatred, for instance), “mark” another character as their victim or for revenge. That target treats their resistance or contested dice pool against the character’s powers as an amount lower equal to half of this merit (round up) for the duration.
- Drawback: The corruption of the character’s heart colors their desires and behaviors. They effectively lose their Virtue while the Style is active, becoming driven only by their Vice.
- Dark Mind (•••): The Dark One attunes the character’s mind to the supernatural, drawing pleasure from its manifestation. Whenever the Apostle gains an exceptional success activating a Supernatural Merit, they’re treated as if their Vice was fulfilled.
- Drawback: The character’s mind is further tainted. For the duration, they take the Fugue condition, which must be resisted whenever the character’s Vice could easily be fulfilled. If they “black out,” they typically overindulge said Vice.
- Dark Life (••••): The character’s will becomes empowered to the point of overtaking their life force. When utilizing a Supernatural Merit, the character can take one or more points of lethal damage to add +3 dice to the roll or replace a willpower point cost for each.
- Drawback: The wounds are incredibly obvious, manifesting as bleeding burns that web across the Apostle’s body in occult patterns. The damage can’t be healed with supernatural powers, and if more is taken from the merit in a scene than the character’s Composure, they need to roll to resist their Fugue.
- Dark Soul (•••••): The growing shard can quickly fill the character’s soul with preternatural power. They can use Thaumaturgy merits for ‘’any’’ Supernatural Merits, not just rituals. For instance, Magical Nexus could provide its bonus to instant uses, prolonged magic could extend its duration, scaled magic could affect another target, and sympathetic magic could let it be used from afar, although appropriate penalties must be taken and cannot be cancelled out with the Thaumaturgy merit itself.
- Drawback: The Apostle’s soul is tainted by the Dark One’s presence. The Drawback of Dark Heart lasts for an additional day after the Merit’s duration ends.
- Skinthief •••, Spirit Power •+
- While most benefits of the Cured Hide used in the Rituals of the SkinThief only take effect when wearing the hide, a few potent abilities allow the mortal to adapt to gifts from the flesh even while not being worn. In this case, through a system of rituals meant to attune the mortal to the Cured Hide of an Ephemeral being, he can use Influence and Numina (But no Manifestations) that the being has access to. Each dot purchased in this power allows access to one dot of the Spirit’s Influences or Numina, using a dice pool of Wits + Occult.
- The activation cost of Influence and Numina must be paid in willpower. Even if the character possesses Essence Pool as a merit, his body does not have access to that pool and must draw from their own will to power these abilities. If the character has no willpower left, they may use Health as per normal.
The following can be chosen as purchase options by those with Biomimicry.
The merit is still limited to 4 dots
- Aquatic Adaptation
- The Mimic gains the ability to breathe underwater, as well as slightly webbed toes and fingers that give a +1 to both Speed when swimming and Swim rolls.
- Raptors Sight
- The character’s eyes take on the sharpness of a bird of prey, removing up to 3 dice of penalties from perception rolls relying on sight.
- Pit Sensors
- The Mimic gains a form of thermographic sensing, like those of the Viper family of snakes, becoming capable of ‘seeing’ via heat alone.
- From the spider to the lizard, to the ant and many things in between, gravity isn’t the end all be all. Maybe it’s tiny hairs, or sticky pads, but you have a knack for denying gravity by climbing up seemingly flat walls, and even hanging from the ceiling.
- Run like a Gazelle
- Maybe the length of your arms and legs shift to allow you to run on all fours, or maybe your knees bow backwards like a gazelles, but you have adapted for speed and mighty leaps! When running on all fours, add +4 to her Speed and double all jump distances. Like most Biomimicry additions, these changes are always fairly visible and obvious.
- Threat Display
- The majority of animals have mastered some form of threat display, or mimic behavior to warn off would be predators. Maybe it’s a collar of flared skin, a flush of toxic coloring, an obscene snarl, what ever the manner, it makes you more intimidating to others. This provides +3 to visually based intimidation rolls.
- Not only is this display obvious, the advantage to intimidation rolls only works in situations where a visual display is important to the roll. I.E. This would not apply to ‘veiled threats’ and the like.
- Academics or Occult •• and Advanced Geomany ••
Cost: 1 or 2 Willpower
Roll: Wits + Occult (or Academics) + Advanced Geomancy
- Your charcter is extremely intune with the energies that flow through the earth. As such it lets you you tap into the deeper energies of buildings in your sensory range. At 3 dots you may expend one Willpower and roll, you can get a general feel of the building and if any notable alterations that have been made. Spend an additional willpower to make an extended roll (minimum TN of 10). You gain a basic knowledge of any mundane and magical protections as well as ask two specific questions about the building.
At 5 dots you may expend one willpower and and reach out, feeling all buildings that you have previously studied (with the extended roll) and get a read on any changes that have been made. Additionally, when doing an extended roll study of a building the number of questions you may ask increases to 4.
- Exposing ones self to such a vast network of understanding can take a toll. On a failed roll you gain the Madness (Persistent) condition. On a successful roll your gain the Obsessed condition.
- Example Questions
Has there been any unusual activity in the last 24 hours?
Who put the protections in place?
Is there an easy way around the protections?
Are there any hidden protections?
- Evocation with the commanding add-on
- This merit allows the caster to use Evocation’s ability to command an ephemeral being as an instant action, requiring a point of Willpower and the usual contested roll. It does not need to target an entity that was specifically summoned, but the caster must be able to perceive it in some way. Note that this only works on entities that the Evocation merit has been purchased for.
- Geomancy •••••
- When you perform Geomancy on a space, along with the normal Geomancy benefit, any rolls made within the space with the chosen skill or attribute gain a die bonus equal to half your rating. They do not benefit from the 9again quality or better unless the roller possess the quality via some other means.
Additionally, if you would normally have 9-again on the once per chapter roll for the base merit, it becomes 8-again.
- Thaumaturgy •••+, Familiar
- A thaumaturge and their familiar share an intense bond, which allows them to borrow each other’s senses and utilize their powers through them. Your character has an even closer tie with them, allowing them to call upon each other’s abilities as if they were their own.
For each dot of this merit, choose one Supernatural Merit the thaumaturge has, and one Numina or dot of Influence the Familiar has. The thaumaturge may call upon and utilize the spirit’s power with a roll of Wits + Occult, and the spirit may call upon the thaumaturge’s merit with a roll of Attribute + Rank (as appropriate to the base pool, per rules for ephemeral beings’ skills). No roll is needed if it normally lacks one. Any essence cost of a Numina or Influence must be paid by the mortal in Willpower or lethal damage, and any Willpower cost of the Merit must be paid by the entity in twice the amount of Essence.
- The power is contingent on the bond between the mortal and the familiar. If the familiar is discorporated, or the mortal is in a coma (such as from full lethal damage), the bond weakens to the point that this ability can no longer be called upon, until they reform or awaken, respectively. In addition, the bond only works one way at a time; the mortal can’t call on the familiar’s power on a turn when it’s activating the mortal’s, and vice versa (although already active durations can overlap).
- Unseen Sense
- Your characters sixth sense for a type of supernatural creature is increased. By spending a point of Willpower she can extend the range of her unseen senses to 100 yards. As with Unseen Sense, the player can accept the Spooked Condition, in exchange for which the character can pinpoint where the feeling is coming from; this reveals all triggers of it within that range. If the target is using a power that specifically cloaks its supernatural nature, however, this does not work (though the Condition remains until resolved as usual), nor does it work against powers that use mental illusions to conceal or otherwise hide the character.
- Unseen Sense, Advanced
- Your characters sixth sense is increased to detect any supernatural creature, and she is able to distinguish between them. As with Unseen Sense, Advanced, the player can accept the Spooked Condition, in exchange for which the character can pinpoint where the feeling is coming from; this reveals all triggers of it within that range. If the target is using a power that specifically cloaks its supernatural nature, however, this does not work (though the Condition remains until resolved as usual), nor does it work against powers that use mental illusions to conceal or otherwise hide the character.
This Devotion hardens the user’s flesh, and coagulates the blood in such a way as to act as “internal armor”. While few things cause lasting harm to Kindred, this Devotion takes things a step further, and makes almost everything a vampire suffers as bad as a bruise.
- 2 Vitae
- Dice Pool
For the remainder of the scene, every attack which would cause your character lethal damage is lessened by this Devotion. Downgrade a number of lethal damage from each such attack equal to your character’s Resilience dots. For example, if your character with Resilience ••• suffers three attacks in a turn, one for one lethal damage, one for three lethal damage, and one for five lethal damage, your character would ultimately suffer two lethal damage and seven bashing damage.Note that this is in addition to Resilience’s normal downgrading effect.\\ Aggravated damage reduced to lethal by Resilience can be further downgraded by .22 Solid to bashing damage. So, for example, if a vampire with Resilience •••• and .22 Solid took a strike causing seven aggravated damage, if she activated .22 Solid, she’d take 3 aggravated damage and four bashing damage.
This Devotion costs 1 Experiences to learn.
Elder Kindred are well known for the potency of their Disciplines, and some manage to heighten that to a point that lesser Kindred could never manage, both increasing their presence in the world and heightening the effects of their powers.
- Dice Pool
- Per Base Coil/Discipline
Upon purchasing this Devotion for a given Coil or Discipline, that Coil/Discipline’s rating is treated as 1 higher for all purposes; Clashes of Wills, activation pools, derived or scaling effects, and anything else are all affected, including for any Devotions or other traits that use those Disciplines. For instance, purchasing this once for Majesty causes Awe to grant +6 dice to related Presence rolls.
This may be purchased separately for any Discipline/Coil that qualifies, and may even be purchased more than once for the same Discipline/Coil, but requires a Blood Potency equal to or greater than the new effective rating of the trait in the latter case.
This Devotion costs 3 Experience for scaled Disciplines (like Physicals) and 2 Experiences for any other Discipline or Coil.
- Target Number of Successes
- One Snake Tongue
Kindred are called to tempt and test mortals, just as Satan tempted Eve in the guise of a serpent. The sorcerer blesses the object and it remains empowered for a number of weeks equal to the caster’s blood potency.
When the sorcerer wishes to activate the power, he simply places the serpent’s tongue under his own where it disintegrates into nothingness. For the rest of that scene, the user may add the sorcerer’s Theban dots to their Manipulation score. A sorcerer may only have one Tempter’s Tongue in existence.
- Target Number of Successes
- Contested/Resisted by
Snake venom is ingested either by drinking or direct injection, opening the caster to the Lord’s will and divine plan. They send up a prayer pertaining to a particular circumstance and receive a vision in answer. The caster may ask a number of Yes/No questions pertaining to a desired situation equal to the ritual’s Potency.
- The beast is stirred up closer to the surface as divine wisdom is given to the caster and it lingers close even after the sense of the divine fades. Gain the Tempted condition.
- One page of scripture or meaningful text to the ritualist
- Target Number of Successes
True faith brings absolute certainty and unshakeable resolve to the believer. To activate this ritual, the ritualist must tear the sheet of paper in two. For the rest of the night, the ritualist may add his Theban dots to any roll to contest supernatural attempts to manipulate their mental or emotional state. If the power is not resisted with a roll but instead has a penalty mod based on the target’s attribute add the ritualist’s Theban dots to that penalty.
The sheet of scripture crumbles to dust if not used within one week per BP of the ritualist. No more than one version of this ritual may be active any given time. This ritual does not apply to mundane attempts to persuade, influence, or frighten the ritualist. It only applies to supernatural abilities.
This Oath is used as part of punishment in a legal matter to enforce the punishment that the Praxis has ordered. Generally, the process of being released from custody will include this Oath. The vassal swears the Oath, admitting their guilt and agreeing to the terms of their punishment.
- Once a character takes this Oath, he swears to the terms of his punishment. He’s the vassal, and must purchase the Merit. The Prince is considered the liege. From that point forward, he cannot attempt to break the terms of his oath. If he wishes to do so, he loses a point of Willpower, and takes a single level of aggravated damage as charred lashes appear across his back. Additionally, the Liege takes a single level of lethal damage, and knows exactly why he’s suffering it.
- Can not gain the benefits of any other Oaths while the Oath of Punishment is active.
Rather than a specific task, like Oath of Action, this Oath covers terms of service to the Invictus to whom the oath is sworn. A duration of time is chosen at the swearing of this oath and must be included in the wording of the Oath itself. Choosing a duration over a year and a day is considered bad form, though the Oath can be resworn annually. Unlike Oath of Fealty, the one swearing the oath does not have to be a member of the Invictus. Wording of the oath must include what would constitute a breaking of the oath.
- The vassal gains access to one physical discipline’s dots of his Liege’s discipline.
If the term ends with neither having violated the oath, nothing happens but the benefits and the drawbacks of the oath simply end. If the vassal breaks the Oath, all his vitae mystically evaporates and it is immediately known by the Liege that the oath was broken and the current location of the vassal.
- Can only swear one Oath of Service at a time and cannot take an Oath of Action during the time frame.
- By altering her skin tone and even her clothes to blend into her surroundings, the Kindred becomes more difficult to notice, granting a bonus to rolls to go unnoticed equal to her Protean dots.
- Projectile Blood
- Spitting blood like a Cobra, the Kindred can temporarily render their opponents blind. Spend 1 additional Vitae beyond the activation cost of this power, the Vitae is expelled from the Kindreds mouth up to a distance of Strength x 3 yards. Roll Dexterity + Athletics - Defense, with the usual targeted attack penalty, but reduce this penalty by the character’s Protean dots. Success inflicts the Blind tilt on the opponent. The tilt is resolved if the victim of this power spends an Instant action wiping away the viscous fluid. Vitae so expelled from the body is considered inert, and does not cause Vitae Addiction or any increase in the steps of a Blood Bond.
- Rodent’s Anatomy
- Much like a Mouse or Rat caught in a Predators grasp, you know just how to move and wiggle to make an escape. If you have this power activated while in a grapple, you may add your dots in Protean to any roll to Break Free or Escape an Immobilize. Dots granted by this power may not be applied to Take Down, Damage, or the Disarm Maneuver. This power may allow the Kindred to attempt to escape an Immobilize caused by an item such as a Zip Tie or Handcuffs, make a Dexterity + Athletics roll with a penalty depending on how advanced the equipment is. Standard Rope levies a −1 penalty while Police Issue Handcuffs impose a −3. Success frees the character from the restraint.
- Unnatural Maw
- Though vampires are skilled predators, human physiology means their mouths aren’t their greatest weapon. Via Protean, the vampire increases the useful radius of their bite, whether by ‘unhinging’ their jaw in the manner of snakes, growing circular rows of lamprey-like teeth or some other animalistic method. When feeding ‘Violently’, they increase their effective ‘blood taken per turn’ maximum in grappling and other situations by their Protean dots. Used outside combat, this effectively turns any feeding into ‘The Assault’ instead of The Kiss.
- The Kindred can produce powerful venom glands, like a spider or a snake, that they may excrete when they bite someone or hit them with a natural weapon granted by Protean. This counts as a Poison with a Toxicity equal to the Kindred’s Protean dots. In combat it inflicts the (Moderate) Poison Tilt.
- Viper’s Gift
- Vipers have the ability to track their prey through proteins in their bites. This Protean modification grants a similar ability. For the purposes of tracking a bitten victim by scent (p91, Vampire), the Kindred gains a dice bonus equal to their Protean until the end of the scene. This ability also allows other vampires to be tracked in a similar fashion to mortals. If the Kindred has other natural weapons granted by Protean, they can elect to cause this effect on a successful strike.
- Wolf’s Hide
- Adapting his flesh to that of a Predatory Animal like a Wolf or Lion, the Kindred becomes unnaturally resilient to damage. He enjoys an armor rating of 2/0 against any bashing attacks and a rating of 1/0 against incoming lethal damage. This armor does not apply to banes that the Kindred suffers from, but stacks with any armor worn.
- Wolf’s Jaw
- The Kindred’s jaws, tongue and voice-box shift to match those of a werewolf. This alters their voice, giving it a harsh, gravelly quality when speaking english but allowing them to speak First Tongue normally if they have taken two dots in the Spirit Speech merit. This also allows them to make a bite attack (0L, using Brawl) without first grappling their opponent, but does not allow them to Feed in combat without grappling.
- Long Death
- The Kindred produces a powerful hemotoxin as the Beast devours the subject’s blood from within them. This poison is delivered through the Kindred’s bite, or through any natural weapons created by Protean. This poison deals Lethal damage and has a Toxicity of their Blood Potency. The damage happens once per hour up to Protean times, but never during the day. In Combat this produces the (Grave) Poison Tilt, except that the victim takes a penalty to their Stamina + Resolve roll each turn equal to the Kindred’s Protean. Vampire victims lose Vitae instead of taking damage while Ghouls lose Vitae before health levels.
- Monstrous Hide
- The Kindred transmutes their bones and flesh, forming layers of tough leathery skin, carapace, or other natural armor. This counts as 3/5 armor with a −2 penalty to defense and a −1 penalty to speed, which does not stack with other armor (but note Resilience is NOT armor).
- Target Number of Successes
The Acolyte attunes herself to an area with an offering of blood, whether her own or that of a sacrifice (usually a small animal), spreading it in a circle around the outskirts of the area, which must be no bigger than a large room. At the ritual’s completion, the area becomes suffused with spiritual energy that bubbles up from nowhere, causing the location to act as a Resonant condition to any ephemera capable of making use of it for the rest of the night. Among other benefits, this allows a large portion of a typical “summoning” rite to be skipped, as no special preparations unique to the entity are needed; this lowers the target threshold of any related ritual research by the Potency of this rite.
- Target Number of Successes
- Resisted by
It is functionally identical to Cheval. The subject of this ritual must be present at the casting, being physically touched by the ritualist, although the ritualist may also touch a third subject, and have them be the one that experiences the first target’s senses instead of themself. In addition, instead of just seeing and hearing, the vampire has access to the full range of the subject’s senses. They experience fully whatever the subject does: smell, touch, and taste and even experiencing the emotions as the target does.
- Prerequisite Coil
- Call to Serve (Voivode 3)
- Within a Wyrm’s Nest, the Kindred uses a specially formed alchemically enhanced set of manacles to tie himself to the ground. Both the manacles themselves and the anchoring end have a large spike in them, which must be driven into ground and flesh, dealing 1L damage to the Kindred. A line must be cut in his flesh, then, with a similarly prepared scalpel, with the wound originating at the manacles and drawing down over his forearm (another 1L damage). Finally, the Kindred must spill a number of Vitae up to the Nest’s rating into the mouth of a Torpored Vampire that he wishes to awaken.
- The energy of the Wyrm’s Nest flows into the Kindred’s blood, enhancing its potency and energizing the Vampire imbibing the arcane substance. The donor’s Blood Potency is treated as a number of dots higher equal to the Vitae spent (capped by the Nest rating, as mentioned), solely for the sake of determining if it’s potent enough to awaken the Torpored Kindred.
For instance, if a character with Blood Potency 3 uses this at a Nest of 3 dots, and spends all 3 Vitae towards this purpose, they’d count as BP6 and thus could awaken someone of Blood Potency 4 or lower.
- Prerequisite Coil
- Zirnitra (Unleash the Mind)
- Using a mixture of incense and various natural plants that produce a euphoric state, the Dragon boils then burns these items and captures the smoke into a small container, usually some kind of easily breakable capsule. The materials required for this Scale usually have a significant cost attributed to them (Availability 2). Once the capsule has been created, it can be broken at any time as an Instant action and the smoke inhaled to produce a sudden feeling of peace and tranquility. The effect is as if the Dragon had spent time in intense meditation.
- Once breathed in, the character gains the effect of Meditation and all benefits that it imparts, as if it had just been completed. This effect lasts for one scene.
The Gift of Cities/Gift of Essence listed here can be taken: http://theonyxpath.com/the-giver-of-gifts-2-werewolf-the-forsaken/
- Not a Fetish of its own so much as an additional alteration made to an existing Fetish, the Uratha makes it so a Fetish can be activated by those lacking the spiritual attunement that they themselves are inherently gifted with. By raising another Fetish or Talen’s rating by 1, the spirit within is left in a ‘half awake’ state, and can be activated with a special trigger related to its ban, thus allowing non-Uratha (most often, Wolf-Blooded) to make use of it with the normal activation pool.
This power is not needed to activate a Fetish by channeling essence into it, for those capable of doing so another way.
Although the appearance of this fetish has changed over the centuries, it is always some form of container for liquid. Long ago, a chalice was popular for the imagery, Today, canteens and thermoses predominate, mostly because they can be sealed. The container is not meant to hold water (although it can). It is intended to hold Essence, safe and fresh for later use.
- For the Fetish, any character who can spend Essence can spend it into an (activated) Cup of Life for later use, and a character who can draw Essence from a locus can instead channel that Essence into a Cup.
Entities (generally spirits and werewolves) draw Essence from a Cup of Life through the same method that they draw Essence from a locus, except the action isn’t limited to one attempt per day. Cups of Life fetishes are considered valuable resources by all who use Essence, and they come in different strengths. A Cup can contain a maximum of three Essence points per dot. Werewolves bind hoarding spirits, such as those of magpies or squirrels, into these fetishes.
For the Talen version, it can be activated one time to fill it with Essence (using the above method), and then one time to draw the Essence, which comes in a flood; any excess is wasted. The talen then dissolves after that.
Certain retellings of the legends of Luna and the Wolf take a thorough romantic undertone and as often stories go, it has inspired many such relationships between Uratha and Lunes throughout the ages. When a romantic entanglement blossom between the Lunes and the Wolves, sometimes the spirit gifts their werewolf partner with this rite. A way for them to feel the ethereal touch of the moonlit lover brushing against their spiritual sides and a way for them to be reminded of their lover’s devotion while they are pursuing their hunts.
- Romance, Sacrifice, Moon, Passion
- Sample Rite
- The ritual is usually performed alone and during the night and often involves letters being written in First Tongue and ceremoniously burnt amidst dried flowers and something personal from the participant such as a lock of hair or a piece of clothing (It could also be anything of relatively typical romantic value) the flame doused by a mixture of moonshine and the ritualist’s blood. (Intelligence+Occult)
- Extended (10 Successes, Each roll represent 10 minutes) :Duration: Month (The Rite can only be used once per month during the ritualist’s auspice moon)
- The werewolf regains essence equals to twice their Auspice-affiliated renown and gains +2 to social rolls involving Lunes that represent their own auspices for the next Lunar month. Communing with the Lunes is never without consequences, however. The werewolf suffers the confused condition (Persistent) for the whole night when he performs the rite
Spirits awakened by this rite acts according to its nature – no more, no less (however, they can be asked questions).
- Bells, Song, Food
- Sample Rite
- The Ritemaster kneels before the item that contains the slumbering spirit. They ring leave a ring of bread around the object that the spirit may break it’s fast with while singing a soft song to help rouse the spirit. At the end, they chime a bell to fully rouse it. (Presence + Expression)
- Extended, target of 10s. Each roll represents 1 minute
- Scene, unless the spirit is otherwise empowered
Success: Performed on mundane item or place wakes the potential spirit within. The item then possesses a spirit analogue in the Shadow Realm. When performed on an animal, a Hursih related to that animal in the spirit world wakes. The Hursih isn’t directly connected to the animal in question, though and it doesn’t have to remain in the animal’s area. A newly awakened spirit is always a Rank 1 Hursih with average traits for its class. The rite doesn’t work on sentient creatures or objects and animal (spirit representation) already awakened. The ritemaster gains a +1 to all rolls to influence the newly woken spirit, including Gifts and rites, for the duration of the scene.
- Water, The Moon, Breath, and Fire
- Sample Rite
- Niamh uses water and the mercurial nature of the moon,the warmth of the hearth and the calmness of breath to steady herself and begin to focus on the rite of healing working her knowledge with the beneficial nature of the spirits and the Forsaken’s love of luna to help knit together the flesh of those that are wounded. (Int+Occult)
- 2 Essence per Health Level to be healed.
- Extended (2 successes per wound, maximum of 5 for 10 successes; each roll represents 5 minutes. The target must be chosen before rolling)
- The rite is capable of expediting a Werewolf’s regeneration at the expense of the user’s own life energy. 1 aggravated damage on the target Uratha, who must be present for the entire rite, is healed per 2 target successes, although 1 lethal damage is done to the ritualist in return (but this is regenerated normally). Each use of this rite can heal a maximum of 5 health levels of aggravated damage on a single target, who must be a Werewolf or a creature with similar regenerative abilities.
This rite allows a pack member to open a gateway into the Underworld. While the rite isn’t the special province of any one tribe or lodge, the Lodge of Death is the only one that uses it with any regularity. The rite is so named because of the way many werewolves feel about hunting already-dead prey; it’s an uncomfortable, murky practice, tantamount to admitting that the job wasn’t done right the first time. Sometimes, though, it’s necessary, and the rite can only be performed at an Avernian Gate, or at a locus with an appropriately death-like resonance.
- Blood, Crossing, Death, Water
- Sample Rite
- The ritemaster stands before the gate or locus, and makes an offering to Death Wolf. This offering must involve a living sacrifice, but any living creature, even a mouse, will do. The werewolf then draws the First Tongue sigils for “death” and “crossing” in the victim’s blood, and sits in silence until the gate opens. (Intelligence + Occult)
- Extended (20 successes needed; each roll requires one minute)
- Special (See Below)
- A gateway opens to the Underworld. It remains open for one hour per level of size of the creature sacrificed in the ritual, and admit anyone who crosses it unless preventative measures are put in place. Furthermore, any supernatural power used to close the passage must succeed in a Clash of Wills. The rite can also be used to return to the world of the living. However, it must be done in the Upper Reaches and within the vicinity of a closed Avernian Gate. Werewolves whose Harmony begins sliding towards their spirit half therefore must act quickly to reach a suitable site before they turn into Styx Hounds.
The characters has an innate attunement to the blood of the supernatural, and her own blood carries some of this strangeness; supernatural creatures that could detect a werewolf can detect her supernatural nature just as easily, and other powers meant to uncover her nature gain a +2 bonus when used on her.
- By taking a drop of someone’s blood rolling it on their fingers and smelling it, they can tell what supernatural affinity they belong too; this does not give specifics, and in fact detects “half splats” as their parent type; a Dhampir and Ghoul both are sensed as Vampiric, for example. The wolfblood is also able to track the person, getting a +2 bonus on tracking rolls for a week after gaining their scent.
- A Wolf’s Meat
Old stories talk of wolves and dogs hunkering down with the injured and the sick, to heal them, and some part of that mythos has diffused down into your blood. Close physical contact, when invested with the care for someone’s health, allows the blooded with this tell to convey their regeneration on a single target. This tell may only be used on one person at a time, and during the time that the regenerative abilities are “lent” to another, the blooded is unable to make use of their own supernaturally regenerative powers.
- The blooded must spend at least 5 minutes in close contact with the intended target, whether that be massaging, sitting with, or other close physical contact, and makes a Wits + Empathy roll. Each success grants the target 15 minutes of the blooded’s werewolf regeneration, so long as the blooded remains nearby. In the case of targets that are in need of stabilization due to damage, the mere intent of using this tell and the start of the close contact is enough to stabilize someone long enough for the tell to take effect.
The wolf blooded’s skin is branded with visible scars eerily similar to those branded onto Uratha flesh. For some reason the spirits have decided you were worthy of a modicum of their respect; this could have happened before birth or even quite suddenly.
- This grants the Blooded an Honorary Rank of 1 when interacting with spirits. This tell may only be purchased once.
You have found your own way to the Hisil. Usually by accident. While reaching is normally a physical crossing, you have found an easier, if riskier path by temporarily severing your spirit from the flesh and letting it cross. While you are in the Hisil, your body is left vulnerable, unable to care for itself it remains in a catatonic state and will eventually die if not cared for. In addition, your body gains the Open Condition until you return to it.
- You can project a Dream Form into the Shadow, using the normal rules for that body (including taking Soul Shocked if you “die”). This crossing still requires a locus, and the body is left in a vulnerable near catatonic state with no one in occupancy. This also provides a +1 to social interactions with spirits, who seem to respond favorably to the absence of your body.
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