GameRef: Custom Items and Powers
|Group Mechanics||Wiki Guide and Chat Help||Request System||Experience Guide||Sanctioning Guide||Character Creation|
- Customizable Traits
- Approved Custom Items and Traits
- Micro Templates
- Supernatural Merits
- Vampire, Dhampir, and Ghoul
- Protean Modifications
- Other Rituals
- Werewolf and Wolf-Blooded
- Pack Tactics
- 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 write-up. Private means only the character that created it can use it, or those they’ve directly taught. Public means anyone may learn it (due to it being freely taught or the methodology spread around). Both will be listed on the wiki, for ease of access, but will have their “privacy” noted.
- The Rules Master, with Storymaster input, will then either approve it, work with the player to balance it out, or deny it if it simply can’t be done with the level or power(s) given.
Once approved, the power or item must be developed IC:
- Specify in the same request whether your character is hoping to build (i.e., craft) the item or power or retrieve it.
- Power/Item types that provide a creation system in the books are created with the systems provided. In addition, a single scene or bluebook must be provided as Justification, involving some aspect of the creation process. Scenes do not need to involve an ST.
- Note: Dice rolls should be attached to the request.
- In the case of types that don’t have a concrete system, a number of Justifications must be provided equal to the level of the item/power. These can include scenes (with or without an ST), bluebooks, applicable merit uses (discussed with the Rules Master), and extended rolls (discussed with the Rules Master. Only successful rolls apply). A scene or blue book MUST be one of the Justifications.
- Retrieval: In the case of custom items that a character would like to “find” or otherwise physically acquire in-character, the above Justification system is still used, representing the process of researching and seeking it out, but needing to involve a Scene run by an ST for actually acquiring the item (though this may be done via PRP). Retrievals are never Private.
- Once Justified, the item/power is sent back to the Rules Master for purchase (assuming you have the Experience), at which point it will be added to the wiki.
- Only one custom item/power may be submitted per character at a time. Unless otherwise noted, custom items/powers are limited to one per month.
The following is a list, by Faction, of what can be custom-made with the above system. An * means that item can use the “retrieval” system, and ** means they MUST be “retrieved.”
Note: Even if through some special ability, a member of one Supernatural Type is able to learn/use powers/items of another, they are still not able to customize anything not under their own header below. However, they can still buy PC-made powers that they have a way to learn.
- Devotions, Carthian Law, Invictus Oath, Scales of the Dragon, and Rituals.
- Carthian Law is inherently Public simply due to its often-external nature.
- Malisons always count as 3 dot powers, for Justifications.
- Rites, Pack Tactics, Fetishes/Talens*.
- Pack Rites, Tells
- Tells are inherently Public and count as 3 dot powers, for Justifications.
- Mementos*, Ceremonies
- Anyone can purchase Ceremonies, but only Sin-Eaters grasp the fundaments well enough to customize them.
Absent have no options at this time, but this may be revisited later.
- Supernatural Merits
- This can include those for Merit Templates.
“Mundane” equipment (though this includes Occult-crafted “Mystical” equipment) is submitted to the Rules Master for mechanical approval before the actual crafting roll is made.
- You are limited to one new piece of custom mundane equipment per month, but this is separate from the custom power limitation.
- All equipment is considered “public” and you do not need Rulesmaster approval to use or craft it; as well, you can make certain minor modifications to that equipment without a new request.
- Existing custom equipment and rules for modification can be found here: Custom Mundane Equipment
- All may submit “modifications” for powers like Protean, Biomimicry, 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 Animal Forms can be submitted freely so long as you have a power that allows transformation into that form. However, you may only have one in the queue at a time.
The Rite of Shared Bonds is a unique ritual developed within Pittsburgh. It allows for packs, krewes, coteries, and cults that share the same territory to forge a bond together, creating an oath of nonaggression and mutual protection, in exchange for some shared benefits between the groups.
Traditionally speaking, a Pack also resolves to keep the Shadow in check, a Krewe resolves to keep Cenotes and the nearby Underworld in check, and Coteries and Cults resolve to keep the unknowing mortal populace and local supernatural anomalies in check. This Rite CAN be used to bring more than 2 groups together, but each group must be of a different type; a Coterie, Pack, and Krewe can come together, but not 2 Coteries and a Pack, for instance.
- The Rite of Shared Bonds can be cast as a level 2 Pack Rite or Ceremony, or as a level 2 Cruac or Kindred Necromancy ritual. PCs that meet the prerequisites are assumed to know it for free; they do not need to purchase it.
- Target Successes
- 10, 15 minutes per roll for Rites or Ceremonies.
- This ritual must be performed with at least 2 members of each of the groups, and the exact methodology varies, as is the norm for Rites and Ceremonies. The “symbols” involved are the groups themselves and any Doctrines or similar traits between them. Teamwork rules can be used even among different supernatural types, even if they would normally cast it differently or via powers that don’t allow teamwork (a Kindred using Kindred Necromancy can assist with a Pack Rite casting, for instance).
Once the target successes are met, the two groups are bound together for so long as they hold their mutual territory and remain intact, or until one side or the other breaks the bond (see below). This provides the following benefits:
- Both groups count as part of the other for any power, merit, or similar trait that benefits other group members; werewolves can use Gifts that affect their Pack on the bonded group, for instance.
- Both groups benefit from the other’s MCI or Totem, up to the limits of their own Esotery (see Cult System) and their rating in their own merit.
- Once per chapter, the two groups may pool their merits as if they were both towards the same group, to the normal maximum limits, for a single usage; a Pack with Resources 3 and a Krewe with Resources 3 could make a single Resources 5 purchase, for example.
However, both groups must avoid any long-term hostility with the other. While the power won’t break because of short-term scuffles, any long-term hostilities or permanent injuries or consequences levied to the other group will shatter the bond. The group responsible (even if it was only one individual) immediately suffers an appropriate breaking point or equivalent (Harmony breaks away from 5), and the power immediately ends. The other group is immediately made aware of this fact, and of what exactly the offending individual or group did.
Finally, this ritual also marks the territory the groups share; any other supernatural-aware creature that enters the area will instinctively know that it’s claimed. This does not provide any further protection without other magic.
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.
Addons for Existing Templates
- Protocol at equal level
- At 2 dots this grants a +1 Dexterity boost, at 4 dots it grants a +2. This affects all derived traits. This can take your character above her normal Attribute limits.
- You use your Dexterity for calculating Defense.
- Psychic Vampirism ****, Breath Stealer ***
- 1 willpower or more. See below
- Intelligence + Occult + Psychic Vampirism - the victim’s 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
- Protocol at equal level
- At 2 dots this grants a +1 Wits boost, at 4 dots it grants a +2. This affects all derived traits. This can take your character above her normal Attribute limits.
- You use your Wits for calculating Defense. If you have Ghost in the Machine and Augmented Dexterity, you can chose the higher of your Dex or Wits to determine defense.
- Psychic Vampirism
- 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 abilities to bolster the self (Nocturnal Supremacy, Burst of Speed, etc)
- Lost Boy, Protocol ***
- 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.
- You gain the benefit of Language instead of Multilingual, allowing you to read and write fluently in all languages.
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 â€˜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.
- 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.
- Evocation with the commanding add-on
- This merit allows the caster to use Evocation’s ability to command an ephemeral being as an instant action, requiring a point of Willpower and the usual contested roll. It does not need to target an entity that was specifically summoned, but the caster must be able to perceive it in some way. Note that this only works on entities that the Evocation merit has been purchased for.
This Devotion hardens the user’s flesh, and coagulates the blood in such a way as to act as “internal armor”. While few things cause lasting harm to Kindred, this Devotion takes things a step further, and makes almost everything a vampire suffers as bad as a bruise.
- 2 Vitae
- Dice Pool
For the remainder of the scene, every attack which would cause your character lethal damage is lessened by this Devotion. Downgrade a number of lethal damage from each such attack equal to your character’s Resilience dots. For example, if your character with Resilience *** suffers three attacks in a turn, one for one lethal damage, one for three lethal damage, and one for five lethal damage, your character would ultimately suffer two lethal damage and seven bashing damage.Note that this is in addition to Resilience’s normal downgrading effect.
Aggravated damage reduced to lethal by Resilience can be further downgraded by .22 Solid to bashing damage. So, for example, if a vampire with Resilience **** and .22 Solid took a strike causing seven aggravated damage, if she activated .22 Solid, she’d take 3 aggravated damage and four bashing damage.
This Devotion costs 1 Experiences to learn.
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.
- Dice Pool
- Reflexive to activate/deactivate
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. 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, as well as the +4 bonus for an indefinite power.
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 for the scene. The character may also 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.
This Devotion costs 1 Experience to learn.
- Target Number of Successes
- One Snake Tongue
Kindred are called to tempt and test mortals, just as Satan tempted Eve in the guise of a serpent. The sorcerer blesses the object and it remains empowered for a number of weeks equal to the caster’s blood potency.
When the sorcerer wishes to activate the power, he simply places the serpent’s tongue under his own where it disintegrates into nothingness. For the rest of that scene, the user may add the sorcerer’s Theban dots to their Manipulation score. A sorcerer may only have one Tempter’s Tongue in existence.
- Target Number of Successes
- Contested/Resisted by
Snake venom is ingested either by drinking or direct injection, opening the caster to the Lord’s will and divine plan. They send up a prayer pertaining to a particular circumstance and receive a vision in answer. The caster may ask a number of Yes/No questions pertaining to a desired situation equal to the ritual’s Potency.
- The beast is stirred up closer to the surface as divine wisdom is given to the caster and it lingers close even after the sense of the divine fades. Gain the Tempted condition.
- One page of scripture or meaningful text to the ritualist
- Target Number of Successes
True faith brings absolute certainty and unshakeable resolve to the believer. To activate this ritual, the ritualist must tear the sheet of paper in two. For the rest of the night, the ritualist may add his Theban dots to any roll to contest supernatural attempts to manipulate their mental or emotional state. If the power is not resisted with a roll but instead has a penalty mod based on the target’s attribute add the ritualist’s Theban dots to that penalty.
The sheet of scripture crumbles to dust if not used within one week per BP of the ritualist. No more than one version of this ritual may be active any given time. This ritual does not apply to mundane attempts to persuade, influence, or frighten the ritualist.
This Oath is used as part of punishment in a legal matter to enforce the punishment that the Praxis has ordered. Generally, the process of being released from custody will include this Oath. The vassal swears the Oath, admitting their guilt and agreeing to the terms of their punishment.
- Once a character takes this Oath, he swears to the terms of his punishment. He’s the vassal, and must purchase the Merit. The Prince is considered the liege. From that point forward, he cannot attempt to break the terms of his oath. If he wishes to do so, he loses a point of Willpower, and takes a single level of aggravated damage as charred lashes appear across his back. Additionally, the Liege takes a single level of lethal damage, and knows exactly why he’s suffering it.
- Can not gain the benefits of any other Oaths while the Oath of Punishment is active.
Rather than a specific task, like Oath of Action, this Oath covers terms of service to the Invictus to whom the oath is sworn. A duration of time is chosen at the swearing of this oath and must be included in the wording of the Oath itself. Choosing a duration over a year and a day is considered bad form, though the Oath can be resworn annually. Unlike Oath of Fealty, the one swearing the oath does not have to be a member of the Invictus. Wording of the oath must include what would constitute a breaking of the oath.
- The vassal gains access to one physical discipline’s dots of his Liege’s discipline.
If the term ends with neither having violated the oath, nothing happens but the benefits and the drawbacks of the oath simply end. If the vassal breaks the Oath, all his vitae mystically evaporates and it is immediately known by the Liege that the oath was broken and the current location of the vassal.
- Can only swear one Oath of Service at a time and cannot take an Oath of Action during the time frame.
- By altering her skin tone and even her clothes to blend into her surroundings, the Kindred becomes more difficult to notice, granting a bonus to rolls to go unnoticed equal to her Protean dots.
- Projectile Blood
- Spitting blood like a Cobra, the Kindred can temporarily render their opponents blind. Spend 1 additional Vitae beyond the activation cost of this power, the Vitae is expelled from the Kindreds mouth up to a distance of Strength x 3 yards. Roll Dexterity + Athletics - Defense, with the usual targeted attack penalty, but reduce this penalty by the character’s Protean dots. Success inflicts the Blind tilt on the opponent. The tilt is resolved if the victim of this power spends an Instant action wiping away the viscous fluid. Vitae so expelled from the body is considered inert, and does not cause Vitae Addiction or any increase in the steps of a Blood Bond.
- Rodent’s Anatomy
- Much like a Mouse or Rat caught in a Predators grasp, you know just how to move and wiggle to make an escape. If you have this power activated while in a grapple, you may add your dots in Protean to any roll to Break Free or Escape an Immobilize. This power may allow the Kindred to attempt to escape an Immobilize caused by an item such as a Zip Tie or Handcuffs, make a Dexterity + Athletics roll with a penalty depending on how advanced the equipment is. Standard Rope levies a −1 penalty while Police Issue Handcuffs impose a −3. Success frees the character from the restraint.
- Unnatural Maw
- Though vampires are skilled predators, human physiology means their mouths aren’t their greatest weapon. Via Protean, the vampire increases the useful radius of their bite, whether by ‘unhinging’ their jaw in the manner of snakes, growing circular rows of lamprey-like teeth or some other animalistic method. When feeding ‘Violently’, they increase their effective ‘blood taken per turn’ maximum in grappling and other situations by their Protean dots. Used outside combat, this effectively turns any feeding into ‘The Assault’ instead of The Kiss.
- The Kindred can produce powerful venom glands, like a spider or a snake, that they may excrete when they bite someone or hit them with a natural weapon granted by Protean. This counts as a Poison with a Toxicity equal to the Kindred’s Protean dots. In combat it inflicts the (Moderate) Poison Tilt.
- Viper’s Gift
- Vipers have the ability to track their prey through proteins in their bites. This Protean modification grants a similar ability. For the purposes of tracking a bitten victim by scent (p91, Vampire), the Kindred gains a dice bonus equal to their Protean until the end of the scene. This ability also allows other vampires to be tracked in a similar fashion to mortals. If the Kindred has other natural weapons granted by Protean, they can elect to cause this effect on a successful strike.
- Wolf’s Hide
- Adapting his flesh to that of a Predatory Animal like a Wolf or Lion, the Kindred becomes unnaturally resilient to damage. He enjoys an armor rating of 2/0 against any bashing attacks and a rating of 1/0 against incoming lethal damage. This armor does not apply to banes that the Kindred suffers from, but stacks with any armor worn.
- Wolf’s Jaw
- The Kindred’s jaws, tongue and voice-box shift to match those of a werewolf. This alters their voice, giving it a harsh, gravelly quality when speaking english but allowing them to speak First Tongue normally if they have taken two dots in the Spirit Speech merit. This also allows them to make a bite attack (0L, using Brawl) without first grappling their opponent, but does not allow them to Feed in combat without grappling.
- Long Death
- The Kindred produces a powerful hemotoxin as the Beast devours the subject’s blood from within them. This poison is delivered through the Kindred’s bite, or through any natural weapons created by Protean. This poison deals Lethal damage and has a Toxicity of their Blood Potency. The damage happens once per hour up to Protean times, but never during the day. In Combat this produces the (Grave) Poison Tilt. 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.
- Target Number of Successes
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.
- Target Number of Successes
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.
- 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 â€˜spend’ 1 damage per turn for this purpose (multiple turns may be used, however).
Unlike most Rites, the caster may determine the ritua’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.
- Target Number of Successes
- 1 willpower
- 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.
- Target Number of Successes
- Must be within the Underworld in physical contact with the being to be united with
- One dot of Humanity which can never be regained so long as the union is in place
- Contested/Resisted by
- Rank + Resistance, if unwilling
On a success, the Kindred allows the target Ghost or similar underworld being with Rank less than his Necromancy rating rating to Fetter themselves to the user. For the duration of the effect, which can be permanent the user gains access to the ghosts Influences and may use them as their own. In return, in addition to the normal effects the user becomes Urged by the ghost as well, but gains their Kindred Necromancy rating as a bonus to the roll to resist it.
If the entity was unwilling, or becomes unwilling, at the start of every new moon it may roll its Resistance + Rank versus the Potency of the original ritual; if successes exceed that Potency, it shifts into Twilight, and may escape to an Anchor, the Underworld, or attempt to wreak revenge on the necromancer.
- Prerequisite Coil
- Call to Serve (Voivode 3)
- Within a Wyrm’s Nest, the Kindred uses a specially formed alchemically enhanced set of manacles to tie himself to the ground. Both the manacles themselves and the anchoring end have a large spike in them, which must be driven into ground and flesh, dealing 1L damage to the Kindred. A line must be cut in his flesh, then, with a similarly prepared scalpel, with the wound originating at the manacles and drawing down over his forearm (another 1L damage). Finally, the Kindred must spill a number of Vitae up to the Nest’s rating into the mouth of a Torpored Vampire that he wishes to awaken.
- The energy of the Wyrm’s Nest flows into the Kindred’s blood, enhancing its potency and energizing the Vampire imbibing the arcane substance. The donor’s Blood Potency is treated as a number of dots higher equal to the Vitae spent (capped by the Nest rating, as mentioned), solely for the sake of determining if it’s potent enough to awaken the Torpored Kindred.
For instance, if a character with Blood Potency 3 uses this at a Nest of 3 dots, and spends all 3 Vitae towards this purpose, they’d count as BP6 and thus could awaken someone of Blood Potency 4 or lower.
- 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 ï¿½seeï¿½ 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.
- 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.
- 1 Lethal
- Dice Pool
- Stamina + Resolve
- Instant action for the activation but there after may be reflexively utilized for the duration of the scene
- 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.
- Nothing happens.
- As above
- Exceptional Success
- With an exceptional success the Dhampir may access a 4th adaption instead of the usual 3.
The Gift of Cities/Gift of Essence listed here can be taken: http://theonyxpath.com/the-giver-of-gifts-2-werewolf-the-forsaken/
- Not a Fetish of its own so much as an additional alteration made to an existing Fetish, the Uratha makes it so a Fetish can be activated by those lacking the spiritual attunement that they themselves are inherently gifted with. By raising another Fetish or Talen’s rating by 1, the spirit within is left in a “half awake” state, and can be activated with a special trigger related to its ban, thus allowing non-Uratha (most often, Wolf-Blooded) to make use of it with the normal activation pool.
This power is not needed to activate a Fetish by channeling essence into it, for those capable of doing so another way.
- 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.
Although the appearance of this fetish has changed over the centuries, it is always some form of container for liquid. Long ago, a chalice was popular for the imagery, Today, canteens and thermoses predominate, mostly because they can be sealed. The container is not meant to hold water (although it can). It is intended to hold Essence, safe and fresh for later use.
- For the Fetish, any character who can spend Essence can spend it into an (activated) Cup of Life for later use, and a character who can draw Essence from a locus can instead channel that Essence into a Cup.
Entities (generally spirits and werewolves) draw Essence from a Cup of Life through the same method that they draw Essence from a locus, except the action isn’t limited to one attempt per day. Cups of Life fetishes are considered valuable resources by all who use Essence, and they come in different strengths. A Cup can contain a maximum of three Essence points per dot. Werewolves bind hoarding spirits, such as those of magpies or squirrels, into these fetishes.
For the Talen version, it can be activated one time to fill it with Essence (using the above method), and then one time to draw the Essence, which comes in a flood; any excess is wasted. The talen then dissolves after that.
Spirits awakened by this rite acts according to its nature - no more, no less (however, they can be asked questions).
- Bells, Song, Food
- Sample Rite
- The Ritemaster kneels before the item that contains the slumbering spirit. They ring leave a ring of bread around the object that the spirit may break its fast with while singing a soft song to help rouse the spirit. At the end, they chime a bell to fully rouse it. (Presence + Expression)
- Extended, target of 10s. Each roll represents 1 minute
- Scene, unless the spirit is otherwise empowered
- Performed on mundane item or place, it wakes the potential spirit within. The item then possesses a spirit analogue in the Shadow Realm. When performed on an animal, a Hursih related to that animal in the spirit world wakes. The Hursih isn’t directly connected to the animal in question, though and it doesn’t have to remain in the animal’s area. A newly awakened spirit is always a Rank 1 Hursih with average traits for its class. The rite doesn’t work on sentient creatures or objects and animal (spirit representation) already awakened. The ritemaster gains a +1 to all rolls to influence the newly woken spirit, including Gifts and rites, for the duration of the scene.
- Water, The Moon, Breath, and Fire
- Sample Rite
- Niamh uses water and the mercurial nature of the moon,the warmth of the hearth and the calmness of breath to steady herself and begin to focus on the rite of healing working her knowledge with the beneficial nature of the spirits and the Forsaken’s love of luna to help knit together the flesh of those that are wounded. (Int+Occult)
- 2 Essence per Health Level to be healed.
- Extended (2 successes per wound, maximum of 5 for 10 successes; each roll represents 5 minutes. The target must be chosen before rolling)
- The rite is capable of expediting a werewolf’s regeneration at the expense of the user’s own life energy. 1 aggravated damage on the target Uratha, who must be present for the entire rite, is healed per 2 target successes, although 1 lethal damage is done to the ritualist in return (but this is regenerated normally). Each use of this rite can heal a maximum of 5 health levels of aggravated damage on a single target, who must be a Werewolf or a creature with similar regenerative abilities.
This rite allows a pack member to open a gateway into the Underworld. While the rite isn’t the special province of any one tribe or lodge, the Lodge of Death is the only one that uses it with any regularity. The rite is so named because of the way many werewolves feel about hunting already-dead prey; it’s an uncomfortable, murky practice, tantamount to admitting that the job wasn’t done right the first time. Sometimes, though, it’s necessary, and the rite can only be performed at an Avernian Gate, or at a locus with an appropriately death-like resonance.
- Blood, Crossing, Death, Water
- Sample Rite
- The ritemaster stands before the gate or locus, and makes an offering to Death Wolf. This offering must involve a living sacrifice, but any living creature, even a mouse, will do. The werewolf then draws the First Tongue sigils for “death” and “crossing” in the victim’s blood, and sits in silence until the gate opens. (Intelligence + Occult)
- Extended (20 successes needed; each roll requires one minute)
- Special (See Below)
- A gateway opens to the Underworld. It remains open for one hour per level of size of the creature sacrificed in the ritual, and admits anyone who crosses it unless preventative measures are put in place. Any supernatural power used to close the passage must succeed in a Clash of Wills against the ritualist.
The rite can also be used to return to the world of the living. However, it must be done in the Upper Reaches and within the vicinity of a closed Avernian Gate. Werewolves whose Harmony begins sliding towards their spirit half therefore must act quickly to reach a suitable site before they turn into Styx Hounds.
The characters has an innate attunement to the blood of the supernatural, and her own blood carries some of this strangeness; supernatural creatures that could detect a werewolf can detect her supernatural nature just as easily, and other powers meant to uncover her nature gain a +2 bonus when used on her.
- By taking a drop of someone’s blood rolling it on their fingers and smelling it, they can tell what supernatural affinity they belong too; this does not give specifics, and in fact detects “half splats” as their parent type; a Dhampir and Ghoul both are sensed as Vampiric, for example. The wolfblood is also able to track the person, getting a +2 bonus on tracking rolls for a week after gaining their scent.
The wolf blooded’s skin is branded with visible scars eerily similar to those branded onto Uratha flesh. For some reason the spirits have decided you were worthy of a modicum of their respect; this could have happened before birth or even quite suddenly.
- This grants the Blooded an Honorary Rank of 1 when interacting with spirits.
You have found your own way to the Hisil. Usually by accident. While reaching is normally a physical crossing, you have found an easier, if riskier path by temporarily severing your spirit from the flesh and letting it cross. While you are in the Hisil, your body is left vulnerable, unable to care for itself it remains in a catatonic state and will eventually die if not cared for. In addition, your body gains the Open Condition until you return to it.
- You can project a Dream Form into the Shadow, using the normal rules for that body (including taking Soul Shocked if you “die”). This crossing still requires a locus, and the body is left in a vulnerable near catatonic state with no one in occupancy. This also provides a +1 to social interactions with spirits, who seem to respond favorably to the absence of your body.
- Choose one Influence that you possess. That Influence’s rating is capped at your Rank + 1 instead of your Rank. You must still purchase the extra dot with Experiences.
This merit may only be purchased once.
|Group Mechanics||Wiki Guide and Chat Help||Request System||Experience Guide||Sanctioning Guide||Character Creation|