GameRef: Custom Items and Powers

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Custom Magical Items and certain Supernatural Powers (see below) can be created anew by Player Characters using the following process:

  • 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. This does mean you cannot submit them for characters that are not yet sanctioned, as well.
    • 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.

Customizable Traits

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.

Vampire

  • Devotions, Carthian Law, Invictus Oath, Scales of the Dragon, and Rituals.
    • Carthian Law is inherently Public simply due to its often-external nature.

Dhampir

  • Malisons
    • Malisons always count as 3 dot powers, for Justifications.

Werewolf

  • Rites, Pack Tactics, Fetishes/Talens*.

Wolf-Blooded

  • Pack Rites, Tells
    • Tells are inherently Public and count as 3 dot powers, for Justifications.

Changeling and Fae-Touched

  • 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.

Beast

  • 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.

Heralds

  • Supernatural Merits
    • This does NOT include Micro-Templates, but they can be unique to Heralds

Mortal+

  • Supernatural Merits
    • This can include those for �Micro� Templates.

Additional Information

  • 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.
    • Remember that custom items, especially weapons/armor, need to be balanced to existing equipment too; there’s always tradeoffs when adding to stats. As a rule, too, remember that General Armor and Weapon Rating are akin to bonus successes, and thus are more valuable (often about 2 to 1) than things like Defense penalties or Availability cost. Generally, start with the item closest to what you’re trying to make, and adjust from there.

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Approved Custom Items and Traits

Universal

Spirit Speech (� to ��)

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.

Changeling and Fae-Touched


Goblin Fruits and Oddments


Barnicle Weed (Oddment)

This kelp-esque goblin fruit is often derided by some goblins as being an “invasive species” due to it having been cultivated by a number of changelings that love eastern cuisine. The Goblin fruit looks and tastes very akin to Wakame, the real world edible seaweed. It has been cultivated by many changelings as it is a goblin fruit they can eat openly without causing disquiet among humans. The other reason it is cultivated is that if it were to be dried, powdered, and then mixed with water it becomes a fast-drying plaster like substance. If not exposed to more water this dries completely within three minutes, and has an effective durability of 1, and does not soften if wetted again. A imaginative person could use this akin to a plaster for sculpting or medicine.

Cherry Bomb (Oddment)

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.

Healing Fruits

Examples of healing goblin fruits include blushberries (pink fruits slight larger than cherries) which ripen in Spring, dream-a-drupe (which looks like a purple nectarine and is faintly intoxicating) which ripen in Summer, murmurleaf (a blossom that curls upward at the end of the leaf) that sprounts in the Fall, and ertwen (mealy seeds inside a pod, similar to peas) that dry and fall from their pods in the Winter. Each of these heals 2L or 4B when consumed. While not quite as valuable as Amaranthine, they are nonetheless still rare finds.

Pine-Apples

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.

Effect
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.

Tourniquet Turnip

The Tourniquet Turnip is a fist sized orange-yellow tuber that, if boiled, are salty, vinegary and peppery, and their aromatic acidity helps cut through the richness of crispy fried like falafel, grilled meats or spicy foods. Besides their decent flavor profile, if one were to mash one raw into a paste and apply it to someone suffering from the Bleeding Out mechanic (p.187), that person stabilizes immediately. This does not heal any damage or restore consciousness and will need to be reapplied if they are damaged again and start to bleed out again.

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Goblin Contracts


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Tokens


Liverish Lament (���-�����)

Disease has been a standby with humanity since we crawled out of the muck. The Black Plague, The Plague of Justinian, The Antonine Plague, The Spanish Flu, all names of times where mankind was ravished by disease. The Fae were not blind to this, and took titles such as Nergal, Pestia, Xipe Totec, Apolo, Pazuzu and many more to claim as if deities of disease. These tomes not only catalogue diseases on their filth-ridden pages, but also those infected by them. Some of the least of these tomes inflict mere chills, aches, and fevers, malign inconveniences to most. The true horrors are the books of which grand plagues are written, where the names written in blood, bile, and feces near overflow the pages within, a blighted count of the deaths inflicted.

A character may write the name of another in the Lament to inflict a Disease upon the victim with a Severity equal to the dot rank of the Lament. Once a day a character must roll Resolve+Stamina, penalized by the Severity of the disease, or take Severity Bashing damage. Only one success is needed to prevent this damage, though they must succeed a number of times equal to the dot rank of the Lament to fully expunge the disease from their system. The damage taken from this disease does not heal until the character has completely thrown off the disease, with the exception of damage healed by magical means. These tomes have been used by the hands of both Loyal and Free alike to place a burden upon their foes that they may use for advantage.

Mien
This token appears as a book, damaged and slightly disgusting to the mortal eye. It oft appears like a book left in an unguarded position by the smeared and near unreadable script, and possibly around wild animals by the smell. When activated the script melds together into a cohesive whole detailing the curse of the disease within, though the letters ooze with various noxious excrement.
Drawback
The names within the book are written in blood and bile. The character takes a single point of Lethal damage upon activating the token, and feels a subtle fever wrack her while the token is active, gaining the Fatigued Condition
Catch
The book gleefully adds the activator’s name to the log of those infected by the disease. The character must endure the ravages of the disease until they succeed in a number of Stamina+Resolve rolls equal to the Lament’s dot rating.

Periapt of Precious Protection (����)

These tokens contain the formidable power of true love, or perhaps extreme favor at least and a level of devotion not to be trifled with. The power of such feeling and will is storied to protect those that know it through countless stories of the fae and ancient myth. Worn as a piece of jewelry with a pink hearted crystal glowing with power, this artifact are prized between family, dear friends, and often lovers fabled of courts. Though rare, sometimes these tokens are gifted to certain changelings especially prized by their keepers

Action
Instant
Mien
a glowing necklace with a pink heart shaped gem, when active generating a pink aura of protection around the wearer.

When active, these potent charms grant the wearer a reduction of damage they would otherwise suffer by 4 points, unless the attack or damage is caused by a supernatural bane or drawback of using some other ability, or otherwise intentionally caused by the wearer themselves. This reduction of damage is not armor, and not subject to limitations of armor, and also stacks with any existing armor.

Drawback
When active the gem glows with an unmistakable pink aura, making the wearer difficult to hide, suffering a −2 penalty to stealth checks. When the effect passes the abundance of magic and feeling poured into the user causes a sort of withdrawal effect, making them gain the Persistent Numb condition as any feeling at all seems muted and inconsequential compared to the feeling of using it.
Catch
One may activate this token without a Wyrd roll or spending glamour, but if they do the user becomes Addicted to the tokens effects as well and will not willingly part with the token until the condition has resolved. Any time where the protection could be beneficial, or even seems like harm might come, they must roll Resolve + Composure; on a failure, they either activate the Token or take Deprived.

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Beasts


Skin Deep Modifications

  • Enhanced Synapses: The beast gets a +1 to Initiative and calculates defense with Dexterity.
  • Horrific Visage: Grants a +2 to intimidation rolls when the target can see the Begotten.
  • Insulated Body: The character gains a minor resistance to electrical currents essentially gaining 2/0 amor against electricity or electrical attacks.

Kinship Merits


!!! Honorary Rank (���)

Public/Private
Private
Prerequisites
Family Ties with an ephemeral being or creature with an honorary Ephemeral rank
Effect
The Beast or Herald gains an honorary Ephemera Rank equal to 1/2 their Lair score rounded down, of the type designated by the being they have kinship with. IE: Spirits, Werewolf, or Spirit Adept Mage giving Spirit Rank, Ghosts or Sin-Eaters give Ghost rank, and so on.

Possession (���� or �����)

Public/Private
Private
Prerequisites
Family Ties with a ghost or Sin-Eater, Look Between Worlds
Effect
While a Begotten�s Horror always makes itself known to those with supernatural senses when an Atavism is used, your character has learned to take that a step further, allowing your Horror to overlay more directly with your form for a time, rather than distantly acting from its Lair. By spending a point of Willpower, the Horror �possesses� the Begotten�s body in Twilight for the rest of the scene, allowing it to physically interact with any ephemeral beings (regardless of phase). When affecting something ephemeral (or solid to the ephemeral), use the Horror�s traits instead of your own. However, the Horror cannot act separately from you; your physical body must be doing the same thing.
Drawback
Given the reliance on the Twilight phase, this merit doesn�t function in realms lacking it.
Special
If you have the Legendary Horror merit and take this at 5 dots instead of 4, you can call upon your Horror�s Influences and Numina when using this merit.

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Kinship Nightmares


We can smell your lies (Carthian & Daeva and/or Bloodrose)

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 lying 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.

You Can’t Have Enough(Changeling/Vampire)

Public/Private: Public

It was delicious, I could just eat until I burst

Dice Pool: Manipulation+Satiety Vs Stamina+Supernatural Resistance

Normal: The victim gains the Deprived condition to an addiction that the Beast chooses, the victim immediatly feels an urge to indulge in their new addiction as a unexpected craving, the craving doesn’t have something they have to actually eat or consume, having a conversation with one person could also count for example.

High Satiety: The Beast can easily manipulate the target through their desires, if the Beat can supply the target with what they want, besides counting as soft leverage, this automatically opens two doors in social maneuvering.

Satiety Expenditure: Nothing the victim does is enough to satisfy their new addiction but the target will attempt to indulge themselves at any chance they have. Any actions the target takes to indulge themselves gain 8-Again on roll, while actions to stop lose 10-again.

Exceptional Success: The craving is also treated as a Vice.

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Obcasus Rites


Bloodsworn Union (Basic)

Public
Dice Pool
Power + Expression - 1 per participant
Time Per Roll
10 minutes per target
Duration
Permanent (or until resolved)
Bonus
+1 for every target that has the Family Ties Condition
Cost
1L from all participants

This rite binds all participants in a marriage recognized by the Dark Mother herself. Each participant offers a fair amount of blood into a ritualized vessel before it’s mixed together. Each participant then swears the terms of the union before ritually anointing themselves in the offered blood. What’s left over is drank by each participant in turn. Supernatural beings lacking in blood (such as ghosts or spirits) may substitute blood for another fluid of their choosing. This ritual imposes family ties on all participants and increases the potency of it to +2. Participants cannot be forced by any means to break the contract though they may chose to do so. Purposefully breaking this oath imposes the cursed condition on the offending party.

Exceptional Success
Each participant may borrow damage from another at 2B or 1L per scene for the cost of 1 willpower.
Kinship
Once per scene, if this was originally sworn in the presence of some other oath of love, for the cost of 1 willpower, participants may borrow one supernatural merit or innate power so long as it doesn’t require some resource the participant doesn’t have (vitae, essence, glamour, etc).

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Herald-Only Supernatural Merits


Favored (••)

Public

The Begotten you’re tied to has a closer connection to you than normal. If you’re in danger, he knows about it, the bit of his horror within you resonating unnaturally, and he has ways to get to you as quickly as possible.

Prerequisites
Herald
Effect
If your character is in danger, her Begotten senses it, and can spend a point of Willpower appear coincidentally within a turn, or the Begotten and Herald can both spend a point of Willpower to form Primordial Pathway to the Herald without a roll (or even appropriate resonance); in the latter case, the Pathway lasts for a number of turns equal to the Beast’s Lair rating.

Teeming (•••)

Private
Prerequisites
Herald, Beast has Atavism ‘Infestation’
Effect
The Herald is supernaturally difficult to contain or restrain, able to dislocate bones and move parts of themselves as if comprised of many individual pieces. Mundane attempts to restrain them automatically fail, and supernatural attempts prompt a Clash of Wills (using Dexterity). While a grapple can be established, the Herald automatically succeeds any attempt to break free. The Herald can spend a point of Willpower to get the drop on an adversary trying to restrain them, slipping free and sacrificing Defense for a turn to make an All-Out attack that ignores 2 dice of Defense.
Drawback
Opponents start to catch on. Add 1 dice back to the target’s Defense pool for each subsequent attempt to get the drop in a scene, whether successful or not.

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Mortal/+


Micro Templates


Addons for Existing Templates

Augmented Dexterity (��-����)

Public/Private
Public
Prerequisites
Protocol at equal level
Effect
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.
Deprived
You use your Dexterity for calculating Defense.

Apotheosis (�����)

Public/Private
Private
Prerequisites
Thaumaturgy �����, Occult �����, 20+ dots of Supernatural Merits
Effect
It�s rare that a mortal is aware of an oncoming change into a supernatural creature, and rarer still that they have time to prepare for it. A thaumaturge with this merit, however, has managed to do exactly that, performing a powerful ritual that will allow some of their magical potency to be retained in their new state, utilizing their extensive knowledge of the occult to alter the very process of the change itself.

This provides the following benefits when the change occurs:

  • The character retains a single Thaumaturge merit (other than Thaumaturgy itself). Merits so kept can apply to other forms of rituals or powers, so long as they meet the requirements other than being a Supernatural Merit; those that only affect rituals must still apply to rituals� other requirements, though (extended action or non-instant preparation, for instance).
  • Apotheosis itself does not undergo typical Sanctity of Merits. Instead, it turns into 4 dots of Merits for the new Template; one such merit can ignore prerequisites other than the template, so long as the prerequisite isn�t directly used by the merit, and the merit doesn’t represent blatant supernatural powers on their own (like Invictus Oaths or Carthian Laws). These merits should relate to your former Thaumaturge talents, or to supernatural ability usage in general.
Drawback
The Sanctity rule above does mean 1xp is effectively lost in exchange for access to a merit they might normally have no ability to acquire.

Breath Stealer, Mass (� to �����)

Public
Prerequisites
Psychic Vampirism ����, Breathe Stealer ���
Cost
1 willpower or more. See below
Roll
Intelligence + Occult + Psychic Vampirism � the victims’ Resolve Dots

At this level, the vampire has grown in such strength that in their most dire moments, they take top up on ephemera in one breath (or injure as many as appropriate). The vampire is limited to those within number of meters (or yards) equal to her willpower, as normal. The vampire must spend a willpower to activate this in addition to any other costs associated with Psychic Vampirism. requires a roll of Intelligence + Occult + Psychic Vampirism � the victims’ Resolve Dots (the highest resolve out of all potential victims).

With 1 dot, At this level the vampire can take the ephemera of two people at one time.

With 2 dots,At this level the vampire can take the breath of up to 3 people. ‘

With 3 dots’, At this level the vampire can take the breath of up to 4 people.

With 4 dots, At this level the vampire can take the breath of up to 5 people.

With 5 dots, At this level the vampire can take the breath of up to 6 people

Eldritch Blood (� to �����)

Public/Private
Private
Prerequisites
Thaumaturgy, Producer, Biokinesis �
Effect
Your character�s body has adapted, on a magical level, to acting as a vessel for vampires and similar creatures, using their mystical energy to supplant some of the blood loss and positively associate themself with potential predators.

You regenerate wounds representing loss of blood or siphoned life force (such as a Strix�s breath-eating or psychic vampirism) twice as fast, which stacks with the benefit of Biokinesis. In addition, such bounty becomes even more potent, empowering or addicting potential predators: for each dot of this merit, choose one condition below; whenever such a creature feeds on you, you may inflict one of them per turn of feeding or use of their power:

  • Energized (HD), representing the rush your mystically charged life force causes to them.
  • Swooning to your character, representing the stimulating sensation and positive association it causes.
  • Spooked, representing an otherworldly captivation with the strange potency of the character�s blood.
  • Intoxicated, as the strange energy seeps into their mind and creates a pleasant haze
  • (���+) Empowered for a single power of their choice (or yours, if you know them), as the energy strengthens their own mystical abilities.
  • (���+) Reluctant Aggressor (HL), representing their unwillingness to harm such a potent font.
  • (���+) Steadfast, as the heightened energy touches upon just about anything they might do.
  • (����� only) Addicted, as the sheer indulgence the life force provides ends up having a physiological effect on them, making them crave it that much more. Unlike the normal version of the condition, it will fade naturally after a story, if not reinforced.
  • (����� only) Blood Enchantment (see below), the blood (or life force) becoming powerful enough to weave a small bit of its magic into the predator.
Drawback
Your blood/life force, unsurprisingly, becomes a tempting target for those that taste it, which can cause its own problems. A mortal is rarely safe from a blood-addicted vampire.

Blood Enchantment

You�ve consumed a mystically potent font of blood or life energy, and it empowers your mystical abilities. You gain a +2 bonus on the activation roll for any supernatural ability, and a +1 bonus to any Clash of Wills or other secondary roll. You also gain the 9-again benefit on either if the power directly relies on drawing your own blood (or equivalent, like Vitae).

Possible Sources
Eldritch Blood
Resolution
Dramatic Failure on a roll this condition enhances. The condition naturally fades after a chapter.

Examine Ephemera (�)

Public/Private
Private
Prerequisites
Psychic Vampirism
Effect
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

Inviting in the Dark (� to �����; Style)

Public/Private
Private
Prerequisites
Apostle of the Dark One, Thaumaturgy, Occult ����
Effect
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.

Shapechanging: Mirror Swap (��)

Public/Private
Private
Prerequisites
Psychic Vampirism
Effect
Psychic Vampires can shapeshift into animals to hunt, Mirror Swap is more of an urban hunting form. By spending one Ephemera, Mirror Swap allows the psychic vampire to become a perfect replica of themselves if they were born the opposite sex. The shapeshift does not affect attributes as they stay the same, though will combine with other Psychic Vampire abilties to bolster the self (Nocturnal Supremacy, Burst of Speed, etc)

Nexus Walker (�� to �����)

Public/Private
Private
Prerequisites
Thaumaturgy, Occult ��, and Evocation/Invocation or Visionary Trance
Effect
Your character is capable of traversing places of power by forging connections between them. By meditating at a Magical Nexus and bleeding over it (taking 1L damage), your character can attune to it. Between any two fonts that the Thaumaturge has attuned to, they can take 5 minutes to bridge their connections, becoming able to �step through� one they�re currently at and end up physically at the other, bringing carried equipment with them (size 4 or less). At 3 dots, the character can spend a point of Willpower to do so as an instant action.

By adding two dots to the cost, the Thaumaturge can bring one other individual with them per dot of Wits they have when they use this ability, so long as they�re touching them at the time.

Drawback
The Thaumaturge can only attune to a maximum number of Nexuses equal to their Thaumaturgy merit, but can replace them freely by attuning to a new one.

Shared Soul �+

Public/Private
Private
Prerequisites
Skinthief ���, Spirit Power �+
Effect
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.
Drawback
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.

Soul Bond (�+)

Public/Private
Private
Prerequisites
Thaumaturgy ���+, Familiar
Effect
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.
Drawback
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).

Universal Translator (���)

Public/Private
Public
Prerequisites
Lost Boy, Protocol ���
Effect
Through a comprehensive database of languages combined with an advanced translation algorithm, the Universal Translator Protocol allows its subject to understand and speak in any language known to man (effectively, it grants the benefits of Multilingual to all human languages). It does not enable the use of Spirit Speech, High Speech, or any other language that is of supernatural origin.
Deprived
You gain the benefit of Language instead of Multilingual, allowing you to read and write fluently in all languages.

Supernatural Merits


Biomimicry Options

The following can be chosen as 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.
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, but is as obvious as any other adaptation.
Vocal Adaptation
A partial shift of the throat and vocal chords that creates a growling, hissing, or other feral quality towards it, granting 9-again on Intimidation and Animal Ken rolls relying on vocalizations or speech. This also allows primal languages that rely on a harsher vocabulary (like First Tongue) to be spoken more easily.
Wall-Walking
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.

Architectual Attunement (��� or �����)

Private
Prerequisites
Academics or Occult �� and Advanced Geomany ��

Cost: 1 or 2 Willpower

Roll: Wits + Occult (or Academics) + Advanced Geomancy

Effect
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.

Drawback
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?

Binding Command (��)

Public/Private
Private
Prerequisites
Evocation with the commanding add-on
Effect
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, Advanced (�� or ����)

Public
Prerequisites
Geomancy �����
Effect
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.

Unseen Sense, Advanced (���)

Prerequisite
Unseen Sense
Effect
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, Epic (���)

Prerequisite
Unseen Sense, Advanced
Effect
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.

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Vampire, Dhampir, and Ghoul


Devotions


.22 Solid (Protean ��, Resilience �)

Public

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.

Cost
2 Vitae
Dice Pool
None
Action
Instant

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.

Dire Beast (Protean ���, Vigor ��)

Private

The Beast surges Vigor through the flesh of their beast skin, expanding and refining its form into a yet more terrible predator

Cost
+1 Vitae (atop Beast’s Skin)
Action
Reflexive (atop Beast’s Skin)
Duration
Indefinite

When using Beast’s Skin, spend an additional Vitae to grow 1 point in Size and distribute bonus Physical Attribute dots equal to half the vampire’s Protean rating (rounded up).

This Devotion costs 2 Experiences to learn.

Elder’s Potency (Any Coil or Discipline �����, Blood Potency 6+)

Public/Private
Public

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.

Cost
None
Dice Pool
Per Base Coil/Discipline
Duration
Permanent

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.

Isfet (Pseshkf, Tyet)

Private

Combining the manipulation of Tyet and the manifestation of Pseshkf, the Khaibit can take the next step into the realm of shadows by giving them a physical form.

Cost
1+ Vitae
Action
Instant

The created objects have the Khaibit�s Blood Potency in Durability and can manifest either as simple creations of size equal to the amount of vitae spent (up to a maximum of five) or as mundade tools or weapons with an equipment bonus of the same. If need be, vitae may be spent over several turns to create these larger objects. These shadow objects are able to be manipulated by the Khaibit as if they were touching the objects with their hands and exist until the end of the scene. Any weapons created this way deal 1L to physical targets (including Kindred) or the Khaibit�s Blood Potency in Lethal Damage to non-corporeal entities, including spirits and Strix. By reflexively spending another vitae, the Khaibit can change the form of the objects while maintaining their structure, durability and size/bonus.

This Devotion costs 2 Experiences to learn.

Khat (Vigor 2, Isfet)

Private

Already skilled in turning shadows into solid objects, the Khaibit goes a step further into making them into extensions of their body, new limbs to strike and defend with. When activating Khat, the Khaibit sprouts additional arms made of shadow to aid them in a fight.

Cost
2 Vitae
Dice Pool
Vigor + Wits + Brawl
Action
Instant

Roll Results

Dramatic Failure
Your arms sprout, but get in your way, penalising giving you a −2 to brawl rolls for rounds equal to your Vigor.
Failure
Your shadows fail to come to your aid
Success
Arms sprout forth from your shoulders giving you the appearance of a many-tentacled horror. You gain a bonus to your brawl equal to the number of Obtenebration devotions you know, for rounds equal to successes, turning all damage into lethal even to enemies which would normally downgrade it, but as the power is spread thin over many limbs it does not grant the bonus damage such powers normally would.
Exceptional Success
The arms grant their bonus to your defense as well as your brawl.

This Devotion costs 2 Experiences to learn.

Mask of Tranquility (Obfuscate �)

Public

The Kindred masters the art of hiding himself to such a degree that he may subvert some of the stains that undeath leaves upon his soul. A vampire who knows this power can mask his Kindred nature from onlookers, leaving them without the impression of the Predatory Aura.

Cost
None
Dice Pool
None
Action
Reflexive to activate/deactivate
Duration
Indefinite

This power involves no roll, and is considered �always on.� The character does not exhibit the Predatory Aura. Therefore, the character doesn�t even appear as a vampire to other Kindred who see him. Additionally, typical tell-tales such as lack of breath or pulse go unnoticed by other Kindred (and other observers) unless they make an effort to investigate. This does not mimic the effect of the Blush of Life, it merely causes others not to pay attention. Those who can discern auras fail to register the vampire as undead; his aura is no different from a mortal�s. Note that this power doesn�t render the user immune to Lashing Out. If the character Lashes Out or enters frenzy, the effect immediately ends.

The character may turn off this power if he wishes, but such is an all-or-nothing proposition. He may not turn off certain aspects of this power and keep others active. If a supernatural power is used to discern the character’s supernatural nature, they must defeat the vampire in a Clash of Wills or see them as a mortal, and the Kindred gains 8-again on that roll.

This Devotion costs 1 Experience to learn.

The Messenger’s Touch (Auspex ����)

Private

The kindred has practiced how to leave his own thoughts and warnings by touch, accessible to those with or without his talent in the auspex discipline depending on the kindred’s preferences.

Cost
1 vitae + 1 willpower (optional)
Dice Pool
Wits + Occult + Auspex
Action
Extended (1 round per roll, Success required: Varies)

A Kindred can record images, memories, and words on an object or place no larger than her blood potency in size. He can ‘lock’ the message to be accessible only by a specific person he at least met nominally before. (5 successes required to lock). If someone with Auspex 3 tries to access a locked message (by accident or not) it provokes a clash of wills.

The kindred can make the message last more than one activation and it requires an additional success to do so per ‘additional’ time.

The Kindred can also inflict the spooked condition on the listener by expending a point of willpower when he records the message.

This Devotion costs 2 Experience to learn.

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Miracles


Tempter’s Tongue (�)

Private
Target Number of Successes
5
Sacrament
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.

Venomous Vision (�)

Private
Target Number of Successes
5
Contested/Resisted by
N/A

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.

Drawback
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.

Fortitude of Faith (��)

Private
Sacrament
One page of scripture or meaningful text to the ritualist
Target Number of Successes
9

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.

Martyr’s Stand (���)

Private

Sacrament: A bag of white sand

Target Number of Successes: 11

Sometimes the faithful must make a last desperate stand against the tides of evil. This miracle makes those final stands far more powerful. The ritualist blesses the sand and until the next Sunday, the sand may be used to form a barrier of protection. When the ritualist wants to activate the powers of this rite, they simply pour the sand out onto the ground. It does not need to be a continuous line. The ritualist may pour several strategically located lines. For the rest of the night, no being with a BP (or other Supernatural Tolerance) lower than the ritualist’s dots in Theban may cross that barrier. The ritual blesses enough sand to create a circle with a radius of 32 yards.

The ritualist may choose to let an ally cross the barrier unencumbered. To pass safely, the ritualist must willingly touch the individual in question as they pass. Only one instance of the ritual may be active at any given time.

Writing On The Wall (����)

Private
Target Number of Successes
10 + Potency
Sacrament
One golden chalice filled with vitae

The sorcerer fills the goblet and blesses the blood. The target of this rite must be present when it is activated. The sorcerer activates the ritual by pouring the blood out, but instead of spilling on the floor, the blood vanishes and appears in the form of writing on a wall or other prominent surface. Normally, the writing will foretell of impending doom or fortune for one member of the audience (all left up to the ST), but if the sorcerer uses their own vitae and only their vitae, they may select both the subject of the prophecy and if it is a blessing or curse.

The potency of the ritual is applied as bonus to any dice pool by the sorcerer that may advance the prophesy or as a penalty to any dice pool by the subject that opposes the prophesy. At the sorcerer’s discretion, the bonus may be applied to any allies who seek to advance the prophesy. The potency of the rite may be set in advance, but requires an extra point of vitae spent for additional point of potency. Additional successes over the target will not apply to potency.

The miracle must be activated the night it is cast and remains active for one week. The sorcerer may not choose to apply the prophecy to himself or any Kindred who donated vitae to the rite.

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Oaths


Oath of Punishment (�)

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.

Effect
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.
Drawback
Can not gain the benefits of any other Oaths while the Oath of Punishment is active.

Oath of Service (����)

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.

Effect
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.

Drawback
Can only swear one Oath of Service at a time and cannot take an Oath of Action during the time frame.

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Protean Modifications


Predatory Aspects

Camouflage
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.
Venom
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.

Unnatural Aspects

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).

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Rites


Dark Consecration (�)

Public/Private
Private
Target Number of Successes
5

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.

Edesia’s Banquet (�)

Public/Private
Private
Target Number of Successes
7 + 1 for every additional point of Lacrima she wishes to transform

Edesia’s Banquet allows the Acolyte to make food or drink that vampires can consume as though it were blood. This ritual requires Mandragora Lacrima to be cooked in a cauldron over fire for the duration of the ritual. The lacrima used in the ritual can be added to food or drink during the creation process that will transform it into something the vampire can digest as though it were blood. The taste and textures remain the same as mortal food but make it palatable to kindred.

Anything created with this ritual must be consumed in the caster’s Cruac dots of nights or it will congeal and turn into a nasty mess that cannot be digested. Food made in this process is only edible to vampires and is toxic to any creature that doesn’t naturally consume blood. Additionally, vampires experience the same effects as mortals would when consuming the products (alcoholic drinks get the vampire drunk, edibles made with it make the vampire high).

There is not enough lacrima in the transformed food to satiate a vampire’s hunger or earn vitae, it simply allows them the experience of consuming food. Each ‘recipe’ requires a full point of the lacrima, so if a vampire wanted to make a meal with many courses, she’d have to transform more lacrima. Each point can make 4 portions of any given recipe (4 slices of pizza, 4 mixed drinks, 4 edibles, etc)

Blessing of Creation (�)

Public/Private
Private
Target Number of Successes
5

Creation is the providence of the Goddess and with this rite, the Kindred empowers their beast with a creative frenzy that temporarily throws the shackles of undeath away from their creativity.

Upon reaching the target number of successes the Kindred enters what can best be described as a crafting Frenzy, with the targeted goal of finishing the work they undertake while affected by the rite. Any distraction or obstacles to the work undertaken is treated like an obstacle to a normal frenzy.

The creative action (craft or expression) benefits from the Frenzy much like physical actions do normally and thus the ritualist can add their Blood Potency to relevant crafting rolls. Add the Acolyte’s Cruac dots to the maximum number of rolls that can be attempted for the project, if the roll is extended.

Mantle of the All-seeing Predator (�)

Private
Target Number of Successes
5

Enacting the ritual requires the ritualist to experiences some sensory input, enough of it that it causes a point of lethal damage or two bashing damage. Any senses is enough for the ritual to work out and then must take the experience in by healing. The cost of which counts as the cost of the ritual. Once complete, the ritualist become over come with the amount of stimuli and must spend a point of willpower to draw herself out of the stupor. Her sense are sharpened to an extreme, adding her Cruac dot to her Wits for the Evening.

Cheval (Advanced) (���)

Public/Private
Private
Target Number of Successes
7
Resisted by
Composure

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.

Sacred Grove (����)

Public/Private
Private
Target Number of Successes
14 + 1 per additional beneficiary

An area of up to about 32 yards in radius (although it needn�t actually be a circle) — which must contain a mystical font of energy (like a locus, cenote, or ley line) — is consecrated with a sacrifice of blood, using the lingering life force to empower other magics that are practiced there for a scene. The Acolyte and each other individual she wishes to be able to benefit from the grove�s enchantment must anoint the area to be so altered with their blood; for her it�s included in the Rite�s cost, but for each other participant, at least 2 Vitae or equivalent lethal damage in blood must be used. As the ritual completes, the power builds and overwhelms the caster�s Beast; she must resist frenzy or the Rite fails and she seeks to escape the area.

For the remainder of the scene after the Rite�s completion, any other supernatural power used within the consecrated area by a participant, that�s not antithetical to Cruac�s nature (like Theban Sorcery), gains a dice bonus equal to the caster�s Cruac rating to their activation pool, and 9-again on any Clash of Wills they�re involved in for the same duration. This can include thaumaturgical rituals, a werewolf�s gifts or rites, a changeling�s contracts, or other magics, in addition to appropriate vampiric powers.

Unholy Kiss of the Seductive Beast (����)

Public/Private
Private
Target Number of Successes
8

The Acolyte must dance herself into a trance during the entire casting of this ritual and adopt the Blush of Life. She must spend a point of Willpower to rise from the exhaustion. Once cast, the Acolyte becomes the Beast as Temptress. Her allure is heightened to excruciating levels. She embodies the seductive aspect of the beast; the need for hot abandon, and a temporary escape from reality. It inspires the need for immediate, throwaway coupling. It evokes the primal need for instant gratification. For the Night, any attempt to Lash Out with the seductive beast gains her Cruac dots as a bonus to the roll. Additionally, the effects of her Kiss are greatly enhanced and any character she feeds from gains the Insensate Tilt during the feeding and the Ecstasy Condition for the rest of the night.

Ecstasy

Those affected by the Ecstasy Condition feel a loss of inhibition, with extreme euphoria, enhanced empathy and greatly enhanced touch and bodily sensations. Your character has a −2 to any rolls for perception and cannot spend willpower on any resolve + composure rolls to resist temptation. (This can be combined with the Wanton Condition). They gain the 9again quality on any action that pursues their vice or uses empathy.

Possible Sources
Being fed from by someone with the Unholy Kiss of the Seductive Beast ritual active.
Resolution
The condition ends naturally at the end of the night or can be resolved earlier on the successful roll of resolve + composure to resist temptation.

Blood Flows Freely (�����)

Public/Private
Private
Target Number of Successes
11 (+ Potency)

The Acolyte prepares a vessel of iron that�s never been used for anything but this ritual before by treating it with her own Vitae (included in the Rite�s cost), coating it with her blood and cooking it through as part of the ritual (often with fire). The blood of the target subject and donor are then added to the vessel, needing 4 Vitae from each or an equivalent amount of blood (or similar fluids); if the caster is the donor, they need only add a single additional point of Vitae. That mixture is then prepared and mixed before it�s poured slowly over the subject�s head, bathing them as completely as possible in the blood.

The donor must be a vampire, ghoul, or other character that has innate access to Disciplines, but the subject can be anyone, living or undead. If successful, the donor�s power is granted to the subject; up to 1 dot of a Discipline from the donor can be granted to the subject per point of Potency. They�re always granted starting with the lowest dot the subject lacks. Bloodline and Covenant Disciplines may not be gifted, however.

For one night per dot of the caster�s Cruac, the subject can make use of these Disciplines, but must use their own dice pool to activate them, where required; the granted Disciplines do count towards this, but only the dots actually granted. Those lacking Vitae can take lethal damage (in blood loss) instead of paying Vitae costs, although may only �spend� 1 damage per turn for this purpose (multiple turns may be used, however).

Unlike most Rites, the caster may determine the ritual�s Potency ahead of time, altering the target successes appropriately. However, in this case, any additional successes or exceptional success in casting does not add on to it.

Bloodfasting (�����)

Target Successes
22

With this warped version of a handfasting ceremony, the Acolyte is able to bind two vampires together in marriage (typically a pair of Acolytes). The ritual is performed in a sacred space, which must be a place of power or under the effect of long-lasting (at least a year) magic that blesses the area. The ceremony involves the guests, if any, forming in a circle around the couple, with the Acolyte either at the north end if officiating, or with her partner-to-be in the center, if also one of the couple. The hands of the two partners are bound together with twine crafted from the intestines of an animal that�s been sacrificed to the goddess within the past month and then soaked in blood (whether from that animal or otherwise). Vows, if any, are exchanged, along with a ring or other gift from each one to the other, and then both participants spill a point�s worth of their blood into a single vessel, drinking the combined mixture together. As they do this (or right after, if officiating her own wedding), the Acolyte calls upon the favor of the goddess to watch over the pair of them, and a kiss seals the end of the Rite.

Unlike the more politically-oriented marriages of the Invictus, this ritual automatically fails if there�s no actual love between the pair (a Vinculum doesn�t count). But if successful, this permanently (or until either somehow dispelled or willingly severed) provides the following benefits to the partners:

  • They break any existing Blood Bonds, and benefit from a third-stage Vinculum on each other for the purpose of Discipline usage and immunity to further ones. The emotional effect, however, is only as strong as a first stage Bond.
  • The two share a pool of Blood Sorcery. Any rituals that either knows can be cast by the other so long as the prerequisites are met (such as the Discipline rating). When casting a Cruac Rite specifically, if it would only target themselves, they may also extend the benefit to their partner, no matter where they are, by adding 5 successes to the ritual�s target; any duration bonus this causes benefits both.
  • This ritual can also be performed on a mortal as one of the couple, but at the apex of the Rite, the Kindred participant must drain and Embrace them, thus blessing them with the Crone�s favor right from the moment of their change. In this case, there�s one more pair of benefits: the sire rolls Detachment at her current level instead of automatically losing Humanity, and the childe-to-be gains a free dot of a vampire-specific merit the sire has for so long as the ritual lasts.

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Other Rituals


Tranquility of the Dead(���)

Public/Private
Private
Target Number of Successes
5 + size of corpse used as target
Sacrifice
Dead body no smaller than size 2

Performed on a body no smaller than a house cat this ritual rapidly decomposes it into a multitude of fungi that can be used to serve one person for a corpse of that size, plus another for every size above that. Mushrooms, slimes, and molds that can be collected from the body and then must be stored until they are ready to use. Alone the fungus is useless, but if steeped into a tea with vitae and drank by those still of this world bestows a blessing from those beyond. They feel the spirits of their ancestors at their back, and a deep mental fortitude and fatalist peace to face whatever trial is to come without fear.

When drank this magical brew bestows the person with temporary willpower points equal to the necromancy rating of the caster, that can take them above their normal rating. The vitae brew does not carry the vinculum or create vitae addiction and cannot be used to create a ghoul or the embrace, however it is addictive in its own merit and those that drink from it must make a resolve + composure - 1 roll or gain the Addicted condition towards it, which can evolve to Deprived if the addiction can’t be satisfied.

Undead Empowerment (Necromancy ���)

Public/Private
Private
Target Number of Successes
6
Sacrifice
1 willpower
Focus
Statue of a dead hero of at least Availability �� or taking 10 successes to craft by hand

This ritual manipulates the necromantic energy on an undead body, usually either a Kindred or a form of zombie, to increase their physical ability in a level proportional to the skill of the necromancer. At the conclusion of the ritual they gain temporary bonus dots they may add to any physical attributes of the target equal to their level in Kindred Necromancy. These benefits and increased ability may exceed the normal limitations of their power stat, and once cast, lasts the duration of the night.

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Scales


Blood of Kings

Public/Private
Public
Prerequisite Coil
Call to Serve (Voivode 3)
Procedure
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.
Outcome
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.

Moment of Clarity

Private
Prerequisite Coil
Zirnitra (Unleash the Mind)
Procedure
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.
Outcome
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.

Sanguine Empowerment

Prerequisite Coil
Embolden Potential (Zirnitra)
Public/Private
Private
Procedure
The procedure requires the bone of a creature that had some sort of supernatural power to it in life, whether a ghouled animal, mortal with a supernatural merit, werewolf, or otherwise. The bone is ground into a fine powder (or sludge, depending on its age), and then mixed with a pint or so of human blood. The Subject, who must be a Kindred (and can be the Dragon), then consumes the paste that results, using the Blush of Life to be sure he can hold it down for at least an hour. Within that time period, the paste is �digested� and absorbed, rather than being vomited up at the end.
Outcome
The unnatural remnant of power is absorbed by the Kindred, providing a bonus to his own supernatural potency. For the sake of any dice pools involving Blood Potency, the Kindred adds half their dots in the Coil of Zirnitra (round up, minimum of 1), though this doesn�t affect anything relying on the rating instead of a direct roll (such as Sunlight damage, derived frenzy bonuses, or maximum Attributes); for instance, contesting a Discipline, a Clash of Wills, or Lashing out are all affected. The effects of the Scale last for the following week. The Kindred may only have a number of �active� uses of the Scale at any one time equal to his Blood Potency; any additional uses of the Procedure before another fades simply fails.

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Malisons


Malleable Form

Public/Private
Private
Prerequisites
Significant Exposure to Blood from a Kindred that has Protean

You’ve been exposed to significant amounts of Protean blood. Maybe this was a feast of blood, a long standing bond, or some other dramatic occurrence but it’s changed your blood and unlocked a malleability of form. When taking this Malison choose three adaptions from the list below. From then on the dhampir may activate any or all of the three for the rest of the scene by rolling Stamina + Resolve and spending a point of lethal.

  • Armor (tumorous growths covering the skin, thick leathery hide, fused bone plates covering vital organs, etc.) with a rating of 2/1, but a �2 penalty to Initiative.
  • Aquatic You have the ability to breathe underwater, as well as webbed toes and fingers that give a +1 to both Speed when swimming and Swim rolls.
  • Biological toxin (venom sacs in the throat, mucus secreted from the pores, etc) that coats a target with a Dexterity + Athletics roll; target�s Defense applies. If successful, it inflicts a moderate version of the Poisoned Tilt on the victim.
  • Camouflage (skin that can change pigment and texture to match the environment) granting the 8-again quality to all Stealth rolls.
  • Extra Sense The Dhampir grows extra sensory organs, giving her tremor sense, echolocation, or some other sense that allows her to �see� without using her eyes. Using this sense, she has a 360-degree field of vision.
  • Natural Weapons (such as claws that grow out from underneath the fingernails or a second row of jagged teeth protruding from the gums) They are 1L mundane weapons that use Brawl to attack.
  • Patagia By growing a flap of leathery skin between her arms and torso, the vampire can glide � as long as she falls at least ten yards (ten meters), she can travel thirty yards (thirty meters) horizontally, and she takes no damage from the fall.
  • Quadripedal Longer arms and shorter legs allow a vampire to run on all fours like a cheetah or wolf. When running on all fours, add +4 to her Speed and double all jump distances.
  • 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, but is as obvious as any other adaptation.
  • Wall Crawling The vampire grows hundreds of tiny insect legs, claws on his feet, or barbed hairs on his body that allow him to move freely across walls and ceilings without an Athletics roll.
Drawback
The character may change their adaptions, but it isn’t cheap. It costs a willpower and then a point of lethal for each adaption you choose to change. Not unlike the Protean Predatory Aspect, this is not a quick process. The ritual not only costs a willpower, and lethal but time. Requiring the Dhampir to rest for at least an hour for each change.
Cost
1 Lethal
Dice Pool
Stamina + Resolve
Time
Instant action for the activation but there after may be reflexively utilized for the duration of the scene
Duration
Scene

Roll Results

Dramatic Failure
The Dhampir not only fails to enact a change but for the remainder of the scene suffers −1 to Stamina as their body recoils from the changes it tried and failed to enact.
Failure
Nothing happens.
Success
As above
Exceptional Success
With an exceptional success the Dhampir may access a 4th adaption instead of the usual 3.

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Werewolf and Wolf-Blooded


The Gift of Cities/Gift of Essence listed here can be taken: http://theonyxpath.com/the-giver-of-gifts-2-werewolf-the-forsaken/

Fetishes/Talens


Outsider Fetish (+� Level)

Effect
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.

Scar/Tattoo Fetish (+� Level)

Effect
Meaningful scars earned alongside Renown, as well as essence-imbued tattoos forged of the highest quality craftsmanship towards the purpose, can be used to house spirits in the same way that most fetish objects can. A scar must, as mentioned, have some importance to it, typically having been earned in a battle or other circumstance where Renown was gained. A tattoo, meanwhile, must be created by someone who knows how to imbue bits of the appropriate resonance into the design, alongside hidden sygils of first tongue and otherwise high quality craftsmanship; your typical ‘Mother’ heart isn’t going to hold a spirit.

The effect is otherwise the same as another Fetish’s, with the additional cost representing the convenience of access to it. Some fetishes are not appropriate as Scar/Tattoo fetishes of course; any fetish requiring or enhancing the base object is not applicable, or will need to be redesigned (as a custom Fetish) to better suit its new form.

Cup of Life ( � to ����� ; Fetish or Talen)

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.

Effect
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.

Necklace of Helping Hands (Fetish ��)

Naburu of the Many Hands was a dog-like spirit of great size and great adorable-ness. Each toe of its large paws was a fully-formed human hand. A spirit of community and common work, the spirit served as the Totem of the Runaways after the young Uratha saved it from a magath that was consuming the spirits of its descant.

The Runaways’ community ethos and corporate gumption was not up to the tasks they set out for. The pack broke apart and Stephen Trahan was left to pick up the pieces. Working to unwind their obligations to the humans and spirits in their territory was one thing—dealing with the pack’s totem was another. After consulting with his pack’s Ithaeur and a shamanistic wolf-blood, Stephen determined that the best course of action was to bind Naburu of the Many Hands to a fetish. As a spirit empowering a fetish, Naburu would be safe from those other spirits who might prey upon him for siding with the Uratha while still being able to serve his purpose and bring people together for effective action.

The Necklace of Helping Hands is a necklace on a thick cord, the cord run through about sixteen severed doll hands.

Effect
When a character bearing the Necklace of Helping Hands is involved in a teamwork action, as either an assistant or a principal, the principal receives a +3 dice bonus to their action in addition to any bonus that the assistants would normally provide.

Broadtail’s Wayfinder (Talen, •••)

A long, black and white animal hair has been placed under the glass of a normal compass.

Effect
When activated, this Talen allows a single use of the equivalent of the Pathfinder Numen. (CofD p. 138)

Hurricane Bow (���)

This bow is wrapped with the essence of a wind spirit and is made of raw ephemera that has been fettered into a bracelet. The one that this fetish is bound to and has the bracelet worn can draw the weapon from raw essence and manifest it into physical existence for a time. When fed essence, the arrows let loose from the bow have increased power and can stagger and knock prone even the strongest of foes with the power of the cunning wind.

Effect
The bow functions mechanically as any Longbow but can be summoned with an activation (quick draw can make this reflexive). The arrows inflict normal damage, but if an essence is spent before an attack the weapon has the Knock Down tag and deals its full damage.

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Rites


Moonlit Devotion (�, Wolf Rite)

Private

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.

Symbols
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)
Action
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)
Success
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

Sharing the Meal” (�, Wolf)

Private

Inspired by one too many nightmares, the Werewolf worked almost tirelessly on this rite, hoping to make the night terror stops. They were not gifts from the Moon above, but from something locked inside the mind and soul of her packmate and she would have peace of mind by designing this ritual to sate *it*.

Symbols
Food, Digestion, Appetite, Overeating
Sample Rite
The Uratha hunts or prepares a meal for a Beast with whom they have the Family Ties condition and make a choice to either devour the entire meal as fast as they can or to feed it to the Beast’s Horror. The feeding process is a little arduous given the size of the meal needed for the ritual to work so it requires a bit of effort to complete on either the Beast’s part or the Wolf’s part. (Stamina + Survival)
Action
Extended, 5 Successes per point of Satiety given or taken (10 minutes per roll (Stamina+Resolve to contest if Unwilling))
Duration
The feeding restriction change lasts 1 week
Success
The werewolf completes the ritual on the Beast with which they have the Family Ties condition and achieve the desired change in Satiety. If the Werewolf lowered the Beast’s Satiety, they lower the level of feeding restriction suffered from High Primal Urge by one step per Satiety lowered (such as from Raw meat to meat). If the ritemaster instead chose to raise Satiety, the feeding restrictions raise by as many steps as Satiety gained by the beast.

If performed again for the same purposes before the Duration ends, the duration refreshes to a week from the new completion, but the effects don’t stack, only the more powerful one remains in effect.

If performed again for the opposite purposes before the Duration ends, the effects on the feeding restrictions cancel each other.

Wake the Spirit (��, Pack)

Public

Spirits awakened by this rite acts according to its nature � no more, no less (however, they can be asked questions).

Symbols
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)
Action
Extended, target of 10s. Each roll represents 1 minute
Duration
Scene, unless the spirit is otherwise empowered
Success

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.

Privilege of the Scion (���, Wolf)

Private

The forebearance of the Firstborn of is a powerful thing, and echoes in the material realm, as well as others. As a Scion wills, so lesser forces come to heel, invoking her embodiment to compel a Ban on a person, dead or alive, a spirit, or a location.

Symbols
Firstborn, dirt, blood, whispers
Sample Rite
The ritemaster invokes the likeness of one of the Firstborn, either by shifting into Urhan or wearing a mask. They dig a hole into the ground across somewhere their target has tread, displacing the dirt. In the First Tongue, they whisper the conditions of the Ban into the hole, bite their tongue, and drop a small splash of blood into the hole. (Manipulation + Subterfuge)
Action
Extended (5 successes, roll per minute), Contested (Resolve + Power Stat)
Duration
Until the next new or full moon.
Success
If the subject is an individual, that person gains a Ban, equivalent to a Rank 2 spirit’s or ghost’s, determined by the ritemaster. The Ban must be something the subject is physically capable of (e.g.a living person�s Ban cannot be �discorporate when confronted with holy water� or �stop breathing�), may not be self-destructive and the subject may spend 1 Willpower to suppress the Ban for one action.

If the subject is a location, the ritemaster defines a group or category of beings (e.g. the Pure, spirits, redheads, members of the Church of Edison, Psychopomps). All members of that category treat �Cannot enter the subject location� as a Ban. They may spend 1 Willpower to suppress this Ban for (Resolve) turns.

Rite of Healing (���, Wolf Rite)

Symbols
Water, The Moon, Breath, and Fire
Public/Private
Public
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)
Cost
2 Essence per Health Level to be healed.
Action
Extended (2 successes per wound, maximum of 5 for 10 successes; each roll represents 5 minutes. The target must be chosen before rolling)
Success
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.

Shadowed Hunt (���, Wolf Rite)

Public/Private
Public

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.

Symbols
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)
Action
Extended (20 successes needed; each roll requires one minute)
Duration
Special (See Below)
Success
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.

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Tells


Drop of Knowledge

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.

Boon
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.

Health of the Pack

Prerequisite
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.

Boon
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.

Renowned

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.

Boon
This grants the Blooded an Honorary Rank of 1 when interacting with spirits. This tell may only be purchased once.

Slipping Sideways

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.

Boon
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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Pack Tactics


Complicit Prey (�)

The oppression of the pack’s beguiling, unblinking gaze lures the prey into hypnotic submissiveness. The primary actor circles the target, dripping weaponized charisma, sharpened to a razor’s edge fine enough to separate the prey from their ability to resist.

Themes
Gold, Blood, Moonlight, Circle
Dice Pool
Manipulation + Socialize vs Composure + Subterfuge
Success
Subtract 2 dice from your Target’s Resistance dice pools to manipulation, whether mundane or supernatural.
Exceptional Success
Inflict the Addled Condition on the Target.

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