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House Rules


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This guide will assist the player in identifying official rulings and practices as pertains to the game of Wanton Wicked and its venues. Unless otherwise identified here, the rules are as written in Chronicles of Darkness and 2nd Edition books.

Conditions

Positive
Note that exceptional successes on related supernatural powers can likely also provide these conditions

Attuned

Your character has gotten particularly well attuned to a certain, specific object, and has found that using it comes more easily than most. They gain 9-again on rolls involving it.

  • Possible Sources: Exceptional success using or studying an object.
    • Resolution: Fail a roll involving the object, don’t use the object for at least a day.

Resolute

Having stood up in the face of danger, oppression, or hostility from another, your character finds themself feeling unshakeable. They gain +2 on any Resolve or Composure rolls used to resist supernatural powers or social dice pools, and +1 for determining Doors for social maneuvering initiated while the character has this condition.

  • Possible Sources: Exceptional success resisting a mental power or social roll, or on a resolve + composure roll.
    • Resolution: Succumb to supernatural power, fail a resolve or composure roll, end up with the Shaken or Spooked condition, lose Willpower you didn’t spend yourself.

Hyper-Focus

Separate from obsession, your character is incredibly focused on their current task (note it by the condition), to the exclusion of all others. Take a −2 penalty to all perception rolls, but you may expend this condition to make up to 2 additional rolls over the character’s current maximum for an extended action. This does NOT apply to extended supernatural power rolls.

  • Possible Sources: Exceptional success on an extended action, or to a roll preparing for one.
    • Resolution: Expend the condition as noted above, take damage, or dramatically fail a roll relating to the focus.

Empowered

Your character feels charged with supernatural power. Upon gaining this condition from a listed source, note that power. Upon successfully using that power, you may resolve this condition to gain an extra success on the roll. This does not work on contested or withstood abilities, however.

  • Possible Sources: Exceptional success on a power activation roll or use of a (rolled) template ability.
    • Resolution: Gain an extra success on a roll with that power as described above, fail a roll using that power.
      • Note: This cannot be granted directly by magic or other powers unless they explicitly say they do; it’s by default only available when you roll an exceptional success on a power.

Alert

Your character, while not quite on edge, is focused and alert, not easily distracted from the current situation. Perception rolls they make gain a +2 bonus, including rolls to notice an ambush or other surprise.

  • Possible Sources: Exceptional success on a Wits + Composure roll.
    • Resolution: Fail a perception roll, get surprised, or leave the current location.

Prepared

Having done a bit of research or otherwise refreshed your memory of a named supernatural danger (such as Demons, Werewolves, or ghosts), you find yourself better able to face it. Attacks or other hostile actions of both mundane and supernatural nature from creatures of that type suffer a −2 penalty against you, and you get an exceptional success on 3 successes instead of 5 to evade or resist (but not attack) them.

  • Possible Sources: Exceptional success on Occult.
    • Resolution: Fail a roll to resist the creature type’s powers, take lethal damage greater than your Stamina from the creature type, successfully defeat a creature of that type (whether in physical combat or some other challenge).

Suspicious

You’ve noticed a lie or other dishonesty from a given character (attach their name to the condition), and they find it harder to trick you because of it. They suffer a −2 penalty on subterfuge, persuasion, or socialize actions against you, and you’re considered to have a step worse Impression in Social maneuvering initiated by them while you have the condition.

  • Possible Sources: Exceptional Success on Empathy or Subterfuge noticing a lie or other misdirection
    • Resolution: Succumb to Social Maneuvering against the character, fail an empathy or subterfuge roll against them, or otherwise let them regain your trust.

Crossover

Auras

  • Vampires can sense Werewolves as having a “Predatory Aura”, but realize they aren’t Vampires, to the range of their Kindred Senses.
  • Werewolves sense Vampires with a successful, instant Wits + Primal Urge roll when close enough to smell one.
  • Neither Vampires nor Werewolves can inherently sense Mages (or Visa Versa) without specific powers.
  • Hunter’s Aspect can defend against Lashing Out and visa versa, and both can be used to prevent a Nimbus Tilt, in place of the normal defense. Mages always reflexively defend with their Nimbus as described in Mage: the Awakening.
  • All auras can be used to try and defend against supernatural powers that mention any other aura type as able to end it (for instance, Awe). This must be purposely done, however, it’s never reflexive.

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Clash of Wills

  • Whenever there’s no dice pool listed for a given situation, use Supernatural Tolerance (“Power Stat”) + Relevant Attribute. Mortals always just roll an Attribute.
  • When using an Attribute in a Clash of Wills, only your BASE, permanent attribute rating applies, not anything temporary (or even ‘indefinite’, if the ability is still ‘active’) boosting it. Permanent, lasting changes (those not needing ‘active’ powers keeping it going) work normally.
  • Ephemeral entities all roll Rank + Influence, as described for spirits in Werewolf: the Forsaken.
  • Re-attempting a power usage (or another very similar power usage) after a lost Clash of Wills is subject to multiple action penalties (a −1 for each further attempt) for both the ensuing reactivation (if applicable) and the Clash dice pool itself. Only the one re-activating is subject to the penalty.

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Magic

Certain merits and abilities, such as ‘Deadpan’ (MtA) and Sorcerous Eunuch (SotC) reference ‘magic’ in general, rather than specific types of powers. However, the definition of magic often varies depending on the venue. The following rules apply, based on the ‘source material’ a given merit, power, or rules text comes from. Any notable exceptions will be listed below:

  • In Blue Books, Vampire, and Werewolf, merits/powers that provide protection against or affect ‘Magic’ in general, without referencing a specific type, protect against any power that’s activated with an extended action, a power that takes longer than a turn to activate by default (even if it can be made to work quicker), one that requires a separate extended action first (like meditation), and anything that explicitly is called a ‘spell’ or ‘ritual’ in its description. This includes all Supernal magic, all Blood Sorcery, and Rites, among other specific examples. This never applies to ‘template’ abilities, like a Werewolf’s shifting.
    • Protective Amulets (GMC Rules Update) provide their dice bonus against the listed things above. As usual, half the dice bonus provides effective bonus Withstand, vs Supernal magic.
  • In Changeling, ‘magic’ is often interchangeable with ‘supernatural’, and so will affect or respond to any sort of supernatural ability. It will not, unless it specifically says so, affect ‘template abilities’ like a Vampire’s Blood Bond or a Werewolf’s shape-shifting.
  • In Mage, ‘magic’ defaults to Awakened/Supernal magic specifically, unless it otherwise specifies or uses it interchangeably with ‘supernatural power’.

Note that text that talks about supernatural powers or abilities in other forms are unaffected by this; if it mentions the supernatural in general, even among talks of magic, it works more universally.

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The Mask and ‘Mystical Senses’

  • Kindred Senses only see past the Mask if related to what they normally reveal (life, blood), and ONLY reveal that aspect of the Mien. Auspex 1 (Beast’s Hackles) can reveal the Mien with a question like “What here is hidden behind illusion?”, or if another question would point out the Changeling. Auspex 2 (Uncanny Perception) reveals the Mien if “Is this person a supernatural creature?” is asked, or anything relating to illusion.
  • Wolf Senses allow the Mien to be smelled, but don’t reveal visual information.
  • Mages see past the Mask with Mage Sight, as well as with spells that reveal illusion or visual “truth”.
  • Supernaturals can see past a strengthened mask with a Clash of Wills and the above methods.

Vampires and Supernatural blood

  • Unnatural Affinity allows you to feed on the chosen type as if they had vampiric blood. It is not needed to feed on living supernaturals, but is needed for feeding on ephemeral entities.
  • Supernatural blood has no special side effects unless a 2e book says otherwise.

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Custom Items and Powers

ANY custom item/power can only be developed after creation
(but you can start with public ones on the Custom Items And Powers wiki)

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.
    • 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 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 the item or power.
  • 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: System required dice rolls should be attached to the request.
  • In the case of power or item 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, of course). A scene or blue book MUST be one of the chosen 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.

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’.

Vampire

  • Devotions, Carthian Law, Invictus Oath, Scales of the Dragon, and Rituals.
  • Carthian Law is inherently Public simply due to its often-external nature.
  • Those with Protean 2/4 may submit Predatory Aspects and Unnatural Aspects without Justification or counting against the monthly limit, for now.

Werewolf

  • Rites, Pack Tactics, Fetishes/Talens*.

Changeling

  • Goblin Contracts, Tokens**.
  • Goblin Contracts always cost 2xp, period, and should be balanced appropriately. This means they require 2 Justifications

Mortal+

  • Supernatural Merits (Including those for ‘Micro’ templates).
  • Only Mortals may create new supernatural merits; Others with means of learning them can learn those developed by mortals, but cannot create new ones themselves.

Mages

  • Mages use the Creative Thaumaturgy systems listed in their own rules, and their magic items are similarly based off of spells/attainments and use those system. They’re not subject to monthly limits, but only 1 may be submitted at a time.

Additional Information

  • All may submit ‘modifications’ for powers like Protean, Biomimicry, Chrysalis, and similar ‘animal aspect’ type abilities that allow you to gain modular benefits.

Mundane Items

Custom Mundane Items (Equipment not found in the approved 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.

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General Equipment

These are pieces of equipment not from the book that will not need Rules Master approval if they follow the guidelines below, and will generally provide a dice bonus equal to half the Availability cost rounded up (similar to Fashion).

Anything already in the book as example equipment of course supersedes this general equipment.

Laboratories

Equipment Bonus
+1 to +3 (Half the Availability spent on it)
Availability
As above
Size
A full room, or Size 2 if portable (see below)
  • Laboratories covers a varied number of research oriented rooms and setups geared to a scientific or academic focus of some kind. When buying a Laboratory, choose a mental skill specialty (“Research” and similar skill-agnostic specs should also be tied to a specific skill); they apply their equipment to research and development oriented tasks that relate to that specialty.
  • By decreasing the provided equipment bonus by 1 (for the same Availability), you can create “Portable” labs that can be used anywhere with maybe a few minutes of setup.

Workshops

Equipment Bonus
+1 to +3 (Half the Availability spent on it)
Availability
As above
Size
A full room, or Size 2 if portable (see below)
  • Unlike Laboratories, which tend to be keyed to research and scientific discovery, workshops are tied to some sort of crafting or creation. Upon purchasing a Workshop, choose a crafting-related specialty (It needn’t be a Crafts one; Supernatural Equipment as an Occult Specialty is acceptable, for instance, as would be “Music Composition” for Expression). Its bonus applies to any crafting rolls made that fall within that specialty.
  • Like Laboratories, ‘portable’ workshops can be put together in a large bag and take a few minutes to setup in any room with enough space for the type of crafting being done.

Instruments

Equipment Bonus
+1 to +3 (Half the Availability spent on it)
Availability
As above
Size
Varies as appropriate
  • Instruments represents any sort of musical instrument or similar tools used by performers. A guitar, drum set, magician’s toolkit, and DJ setup all fall under this category, and provide the usual equipment bonus based on availability.
  • At ST discretion, more bulky and complex setups may provide an additional +1 bonus (Max 3) compared to normal for its Availability.

Repositories

Equipment Bonus
+1 to +3 (Half the Availability spent on it)
Availability
As above
Size
Size 5 or so (a small bookcase) if physical, but digital Repositories are possible and have the size of their containing electronics.
  • Repositories are similar to Libraries, but are generally highly specialized, representing less effort made in creating a widespread, accessible Library, and more towards getting everything that can be found about one very specific subject. When putting together a “general” repository, choose a category that could likely be represented with a mental skill specialty (other than “Research” or similar action-based specialties, of course); this topic is what its bonus applies to.
  • As normal, Repositories may stack with Libraries, up to a total between them of +5.

Equipment that provides higher bonuses, a more widespread area it applies to, or that similarly varies isn’t banned or anything, it will just need to go through me normally and likely will have some related tradeoff. For instance, a Repository of 24/7 security footage might apply a larger bonus but ONLY for the sake of investigating one very specific location, and have a higher possible bonus for only that purpose.

As well, as a general rule, just so it’s specifically stated, crafting something costs 1 less Availability than purchasing it outright most times, although exceptions might be made in specific cases (many artistic endeavors, for instance).

If anyone has anything else they believe should fit in the general equipment category of “Simple dice bonus equal to half Availability”, send in a Feedback request to the Rules Master group, please!

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General House Rules

Morality Stat and Sanctity of Merits

Any increases to Humanity, Integrity, or Wisdom that are purchased with Experience are subject to sanctity of merits.

Example
If you purchase Humanity 8 at char gen and later drop to Humanity 7 - you will receive back the XP spent on the increase.
Example
You are at Integrity 5 and you feel that your character has earned an increase to Integrity 5. You spend the XP for the increase. If you later fall back to 4, you will receive back your spent XP.
No XP will be given for drops in which no XP was spent. Such as starting with Wisdom 7 and dropping to Wisdom 6

Merits which grant Merits

  • Mystery Cult Initiation benefits ignore prerequisites and type restrictions when granting a specific merit (or one of a set of specific merits), except when a benefit relies on a trait or template ability that the character doesn’t have. It does NOT ignore such restrictions when providing more general benefits, like dots of a Fighting Style, unless approved granting that.
    • With Storymaster and Rulesmaster permission when submitting the MCI progression, merits may be rewritten slightly to accommodate a different venue or work universally. This should be done sparingly; most benefits should be typical merits.
    • If a character cannot benefit from a given level, they instead receive an appropriate number of dots of RELATED merits; they must either be close to the benefit granted by that dot level, or thematically related to the cult, and these replacement dots do NOT ignore prerequisites or type restrictions.
  • When a Totem grants merits, they can ignore prerequisites, but not type restrictions. If a Totem would grant a merit that a pack member cannot benefit from for that reason, this works the same way as if they had the ‘maximum’ rating, and they may take other benefits relevant to the Totem that Totem can normally grant.
    • Replacement traits do not ignore prerequisites.
  • Masques never ignore prerequisites.
  • No Merits that provide access to other merits or similar traits at lower effective cost may ever provide access to OTHER merits that grant merits or other traits at lower cost. For instance, you cannot have a Totem that provides Professional Training, or take a Masque that grants Mystery Cult Influence.

NEW Merit: Neighborhood (1–5)

Prerequisite
Neighborhood must be available or claimed by an agreeing, allied individual or group.

When an individual or group has accrued enough status or the ability to claim and hold a Neighborhood as territory, they can then begin to develop the Neighborhood to work for them. This merit reflects an investment of time and effort to focus the mundane and potentially supernatural aspects of a Neighborhood towards the goals.

To see a list of available Neighborhoods please consult the Neighborhoods page.

Level 1
Notification if any other individual or group is attempting to make a move on the territory. Perhaps a Neighborhood Watch has been established and strange faces cause a stir, or a general paranoia of being hunted has made the citizens of the Neighborhood overly cautious. Either way snooping or aggressive actions cause rumors.
Level 2
Select one skill. Everyone in the Neighborhood receives a +1 to dice pools involving that skill. Your actions or the actions of your group, whether positive or negative, have made certain things just a little easier for residents of your Neighborhood. However, others passing through also have access to this benefit.
Level 3
+1 Defense while in the Neighborhood. This is your turf. You know it and all the tricks and turns and the doors that will open and unlock. You know how to take advantage of the terrain to your benefit.
  • Antagonists or Opponents receive a −1 to aggressive or threatening actions.
Level 4
You or your group are deeply entrenched in the Neighborhood. People may or may not know your face on sight, but your presence has instilled a deep territorial bent in everyone who lives in your Neighborhood. Anyone who tries to make a move against the Neighborhood will have some serious problems accomplishing it.
  • Increase a bonus or a penalty to + / - 3.
Level 5
Depending on what you or your group is attempting to accomplish in the neighborhood, you can choose which one of the previous dot benefits to improve
  • Increase an enemy’s penalties? The neighborhood starts to get very insular and distrustful of outsiders. They know who belongs and who doesn’t.
  • Increase defense? The Neighborhood may or may not be more welcoming, but it has been honed as a defensive stronghold for you and your group. The residents will make protecting you a priority, even when other benefits could be had by putting their attention elsewhere.
  • Increase a skill bonus? The neighborhood becomes well known for what it does best. Perhaps the University which supports a +3 to Academics starts to attract better teachers, smarter students, and more funding. Residential areas with a +3 to Larceny gain a reputation for being a rough place to live and attract gangs, etc.

When requesting Neighborhood, the specify the merit note to be: Neighborhood Name (Group Name if applicable) for example: Neighborhood: Centennial (Leafy Bros).

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Merit: Mystery Cult Initiation

A character may only have a total of 6 dots assigned to different versions of this merit.

Benefits for MCIs are to be noted in the power notes section of the sheet and are not to be added onto the sheet with dots.

Initiation may be in a setting-created Cults or Groups (See Mystery Cults) or a player may create a new Cult (see below).

Use the Notes section under Character Bio to identify the merit or skill benefits obtained by this merit, and the Sanctioning Staff will add them to your sheet during sanctioning.

Player-Created Cults

To have a custom Mystery Cult approved for play, submit the details (including Purpose, Relic (optional), and Doctrine, as described in the merit, ties to the setting, and basic associations of Initiation level with standing in the Cult) to the Rules Master, along with the Initiation benefits. After it has been approved mechanically, it must go through Story Master approval to make sure that it is a fit for the setting.

This should be done BEFORE character creation if not being created In Character.

  • Note that at least 3 PCs need to be involved in a Cult BEFORE being approved for play, with it being open to more members. If the Cult ever falls below three members all remaining members lose access to the benefits of the cult until they recruit a third member again. They may either leave the dots on the sheet and recruit IC or sanctity of merits them back to get a refund on XP but no one will be able to use the mechanical benefits without 3 active, sanctioned PC members.
  • All Cults need at least one member with 5 dots of Initiation or Influence.
  • If approved, the Cult becomes a facet of the setting just like anything else (it’s not meant for simply adding on to a cabal/pack/other closed group), and may be made to have ties with existing or new NPCs, existing or future plots, other PCs, or the city’s Spheres, as the STM deems appropriate. The player will not always have 100% control over this, but their Initiation level will give them sway as appropriate.

Merit: Status (1–5)

Status can be gained in a combination of purchase via the merit or appointment to positions which confer status. For example, a Vampire character may gain the status of Sheriff which confers the status of 4 in the Court.

All characters receive 1 free dot of status in one Faction-specific group at Character Creation.

  • Acknowledged Member (1) - Can be purchased with XP.
  • Trusted Member (2) - Can be purchased with XP.
  • Respected Member, lower ranks of leadership (3) - Can be obtained via position which confers status at no cost.
  • Leader (4) - Can be obtained via position which confers status at no cost.
  • Indispensable Authority (5) - Can be obtained via position which confers status at no cost.
Note
The role definitions listed above are rough guidelines that apply to most groups. Certain groups and/or player created groups (i.e., cults) may define the status dots differently.

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Psychokinetic Resistance

Any non-mortal that has a way to learn Psychokinetic Resistance, through whatever means, will never be able to use it as a way to protect against their splat’s inherent ‘ weaknesses, or developed weaknesses like Vampiric Banes or Changeling Frailties. It simply provides no protection.

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General Clarifications

Ephemera Summoning
When using an ability to summon ephemeral entities not represented by a merit on your sheet, staff is needed to summon anything of Rank 2+, or for any hostile (PvP) purposes. Obviously, you must be within the power’s range of a potential entity.

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Fighting Styles

Weapon Prerequisites
When a fighting style or other merit/ability prerequisite relies on a weapon of a certain damage rating, use the weapon’s base rating in the case of magically or supernaturally enhanced items. (Example: A 1L knife with +3 damage due to being magical still counts as a 1L knife for the purpose of the Light Weapons fighting style)
Lethal Unarmed Damage
If you have a way to make your unarmed attacks do lethal damage, they do that instead of bashing for fighting styles saying you do a certain amount of bashing damage or improve bashing damage from unarmed attacks, so long as it makes sense for the lethal appendage(s) to be capable of the maneuver. Note that per Hurt Locker, striking styles only work with normal human appendages, however.
Animal Forms
Fighting styles relying on human appendages will not work in animal forms.

PCs may gain the benefits from styles like K9 and Falconry if they can turn into that form and have specifically trained in it that way.

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Game Time frames

One scene is one hour in downtime (but is just a scene as normal in-game), a chapter is a week, a story is a month, a chronicle is 3 months.

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Grappling

  • Damage done via the Damage maneuver, as well as similar ‘success based’ maneuvers, like Feed, deal net successes in damage/blood/etc, not total.
  • Activating powers can be done normally if reflexive, and if you win the grapple roll for instant actions.
  • Mages use the rules in their own book for spellcasting in a grapple.
Clarification
When grappled, you do not lose your first turn if you haven’t gone. You may still make a roll to ‘contest’ the initial grapple and try to escape, or do another action that the grapple wouldn’t prevent.
Clarification
Ties in grappling are re-rolled, but the initial roll is what determines level of success.
Clarification
When you get an exceptional success, using Break Free after another move does NOT give you another action unless the other maneuver was also reflexive.
Clarification
You may NOT choose the same maneuver twice with an exceptional success (e.g no damaging twice).

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Minor Power Usage

When in casual ‘coffee shop’ type scenes, dice rolls and willpower/energy expenditures for minor, short term, casual usages of powers or innate abilities will typically not be enforced. Obviously, this should be nothing causing a lasting effect, harm to another, or that’s resisted or contested in any way; such cases use the normal systems. This allows for simple things like using Telekinesis to float a drink over, for instance, without spending a point of Willpower.

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Poison

Clarification
When in combat, all poisons inflict the Poisoned Tilt. It’s moderate for Toxicity 1–5, and Severe for Toxicity 6–10.
Clarification
Out of combat, if a given source of Toxicity doesn’t say otherwise, the damage dealt happens one time.

Hurt Locker

Integrity Merits
  • Support Network works for Integrity, Humanity, Clarity, and Wisdom breaking points, but not Harmony.
  • Scarred may only be taken for Integrity.
  • Violent Skills - Most of the Violent Skill uses are usable as is, though may need Narrator oversight when the need of an ST is mentioned.
  • Academics’ system for removing merits works week by week instead of day by day, to reflect the flow of a chat game, and merits like Neighborhood can warn the target of such an attempt, as may others at Staff discretion.

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Merits

Merits Shared By Multiple Characters

  • Merits benefits are capped at 5 unless the merit specifies a higher cap. If more than 5+ characters have purchased 1+ dots in a pooled Merit so that the total dots invested is greater than 5, the merit is still considered 5, unless it is a specific exception.
  • In order to benefit from a pooled merit, a character must have purchased at least 1 dot of that merit - unless the merit says otherwise, or logically would apply anyway. Safe Place, for instance, only gives initiative to those with the merit, but the penalty to breaking in benefits anyone inside.

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Merits within Spheres

Characters are encouraged to take Status in the different Spheres. However when purchasing Contacts and Allies it’s inappropriate to list the entire Sphere. Instead Contacts and Allies should be specific subsets within the larger Sphere that the character would have access to.

  • Status (Business)
  • Contacts (Secretary Pool)
  • Allies (Middle Managers)

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Pre-empting Social Actions

Merits that work like Table Turned and let you pre-empt social actions are declared after the original roll is made, and works normally at that point.

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Professional Training

The dice tricks provided (9-again, rote) never affect supernatural powers.

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Retainers, Familiars, etc.

Derived Traits
  • Defense is equal to Retainer rating
  • Speed is equal to Species Factor + (Retainer dots * 2)
  • Retainers can’t spend Willpower, but if they need it for powers assume they have (Retainer dots) available for a given scene.
  • Initiative is (Retainer dots * 2)
Hedgebeasts

Merits for NPCs represented on a sheet by a merit (like Hedgebeasts) can only be personal in scope (That is, doesn’t represent external NPCs, items, or locations). For instance, a Hedge Beast Companion can not take a Retainer, Safe Place, or Allies, but can take Encyclopedic Knowledge or a Style merit. Merits/Abilities like Attache (VtR pg 110) that explicitly provide that sort of merit to a Retainer (or whatever else) are unchanged, however.

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Animal Stats

Retainer animals use the basic Retainer system, as referenced below Animal stats not in one of the published books should come from the official add-on here

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Supernatural Retainers

  • Retainers cannot be full template creatures likes Mages or Vampires, except in explicitly defined, limited cases like the Sanctuary merit.
  • Retainers representing ephemeral entities, Mortal+ characters, or Half-Templates gain 1 dot of an appropriate Power per 2 dots in the Retainer merit, rounded up.
  • Ghouls gain Discipline dots, Wolf-Blooded gain Tells, Fae-Touched gain dots of Contracts, Mortal+ characters gain dots of Supernatural merits, and Ephemeral Entities gain Numina.
  • Ephemeral Entities have a Rank equal to half the Retainer merit (round up), and Influences/Manifestations appropriate to it, but use normal dice pools for the merit.

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Sleight of Hand (Merit)

  • Supernaturally enhanced senses count as ‘trying’ to catch the user inherently, but a roll must still be made as normal.
  • Remember that penalties still apply; especially difficult actions like swiping someone’s latched-on watch is more difficult than picking a pocket, for instance, and will have a dice penalty as appropriate.

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Specialties

  • You may buy a specialty in a given power type (a specific Discipline, i.e. Auspex, for instance, or a specific Gift, like Elements) for a given skill, and this applies a bonus as normal. Similarly, any other specialty that might apply can affect power uses too.
  • Remember that up to 3 different specialties may apply to a given skill roll.

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Social Maneuvering and PCs

Use the systems described in Chronicles of Darkness, pg 82–83 with regards to using Social Maneuvering on other characters.

  • Players decide the Impression others have with their character, but this should generally start as Average without other circumstances, and constant claims of Hostile impression for no good reason will be investigated by the staff.
  • Supernatural powers that define or alter Impression somehow always supersede this.
Note
The examples in the books of simple instant rolls like intimidation or persuasion to make someone do what you want with a single success are meant as abstractions for unimportant NPCs, they do NOT force specific actions from PCs. However, simple social rolls still shouldn’t be entirely ignored, they should evoke an emotional response if not resisted, it just does not dictate action.

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Soul Loss

Use the systems in Mage: the Awakening and the World of Darkness 2E: The God Machine Rules Update.

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Travel to Other Realms

  • Characters with an ‘affinity’ to another realm, whether through splat (Werewolf/Thyrsus Mage to Shadow, Changeling to the Hedge) or character build/concept (A Gravewright changeling with Underworld specs and the Underworld), may go to the ‘nearby’ areas of the related realm, for instance a Trod in the Hedge or the Autocthnous Depths of the Underworld. The latter requires Storymaster approval that your character has said ‘affinity’.
  • Going deeper in, or to any area that’s expected to be dangerous even ‘nearby’ requires a staff member present (this can include someone running an approved PrP), as does going in if you lack affinity at all.
  • As an exception, if a character who DOES have affinity is guiding no more than 1–2 others through the nearby area, and they have appropriate traits to do so (a specialty in navigating the area, for instance), no staff member is needed so long as the above rules are followed.

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Touchstones

  • Touchstones of any sort may not be of the same character type of the character that has it (A Vampire can not have a Vampiric Touchstone, for instance). If a Touchstone changes into that template, it counts as if they died.
  • PCs may be Touchstones, and work normally, but must be approved by a Storymaster and the other player (the character doesn’t need to know what they are, though), which may delay sanctioning. Werewolves may only take PCs as physical Touchstones.
  • In the case of a character idle-desanctioning or otherwise desanctioning without dying or otherwise being lost, a new Touchstone should be selected via request, but there’s no mechanical requirement or drawback for doing so.
  • Mortals and half-templates are just about always suitable as Touchstones, even within the same Faction.
  • Other Supernaturals MAY be suitable as Touchstones, if they truly remind the character of their human side somehow, but this is generally rare, and again, needs Storymaster permission (along with the other player); in such cases, it should only be another PC.

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Z-Splats

(Bloodlines/Lodges/Entitlements/Legacies)

The following rules apply to gaining “Z Splats” on Wanton Wicked:

  • All Z-Splats are earned post-character-creation. If you meet the prerequisites of an existing one, the actual joining can be done as a Bluebook or a PRP scene, submitted as an XP Expenditure (even if it normally doesn’t cost you anything).
  • A character must be sanctioned at least a month before submitting a Z-Splat that requires any amount of customization.
  • 2nd Edition Z-Splats (Lodges, Entitlements, Bloodlines, Legacies) that are already published may be taken normally through whatever means is typical, if appropriate to the area and non-antagonistic.
  • 1st Edition official Z-Splats may be sent in to the Rulesmaster (as Custom Item/Power) with an attempt to convert them to fit the 2nd edition differences. Once the mechanics are worked out, the Storymasters will approve if they feel it makes sense for the current setting. Once approved, they may be joined like official 2nd edition Z-Splats, as if they already exist.
  • Completely custom Z-Splats may be sent to the Rulesmaster and then Storymasters above, and will receive more scrutiny. You MUST meet the prerequisites to create an entirely custom Z-Splat IC, per the rules given in the respective books, as your character is creating it themself. There will be NO exceptions to this.
    • Creating a custom Z-splat uses up your custom power creation for the month, and may not be submitted alongside other custom things.
    • If the Z-Splat has custom powers of some kind, you’ll need a Justification for each dot of said powers, but these can be spread out over the course of you buying them.
    • Lodges specifically need at least 2 founding members, as there’s no way to attract a powerful enough Totem (Rank 2+) without at least that many people.
    • Entitlements will use the rules in the Chapter 3 document until we update them, but only need 2 people to form the initial Oath for a new one.

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House Rules and Clarifications

Changeling

Goblin Contracts

Goblin Contracts have the following house rules to make them ‘backwards compatible’ until the book is out:

  • Instead of losing favored Regalia as a Hedge Denizen, you no longer gain free Seeming blessings from Contracts.
  • Goblin Queen provides dots of Retainers = to Wyrd that can have Contract dots as normal.
  • For when there’s no staff around to spend Goblin Debt, you should have a condition/tilt associated with each Goblin Contract upon purchase; when you reach 5 debt you always gain that condition/tilt and spend the debt (when the debt’s from multiple contracts, use the last one activated). The exception is if you specifically note you’re trying to gain the Hedge Denizen condition ahead of time, in which case Debt is only spent by staff normally. Note current Debt in the Conditions section of your sheet.
  • Goblin Contracts always cost 2xp, period, and should be balanced appropriately. This means they currently require 2 Justifications to create with the Custom Item/Power system.

Ensorcellment

The changeling can ensorcel a number of individuals equal to half their wyrd rounded up.

Ensorcelling someone is a dangerous prospect initially but they quickly become a benefit and a companion that also sees the world through their eyes. They become the agents of the Lost on the ironside and can often help bring about the goals of their changeling patrons. Ensorcelled also are able to earn court goodwill to their patron’s court due to the fact that they’re considered tied to the changeling through the wyrd.

Unfortunately this also makes the ensorcelled person into something of a target for the huntsman. The changeling’s personal huntsman is likely to try to capture the ensorcelled person and use them to draw the changeling into a trap.

Ensorcelled individuals will always bare some sort of personal mark that ties them to their patron. This is identifiable by other changelings and acts similarly to a signature: fae know instinctively who’s marked them. It can be anything from a strange tattoo, scar, brand, matching eye color to their patron, or other more wild options. The ensorcelled will often gain more fae like features too that fit with their patron though truly magical appearances are still beyond them. Only fae entities can see the brand and it reacts to the patron’s mask strength only; if their patron has reinforced the mask the mark can be hidden from fae eyes.

Cost: One glamour

The ensorcelled must consume the offered glamour in some way. This can take the form of infusing a drink with magic, offering enhanced blood to a vampire, or giving over a small piece of cake labeled “eat me.” As a boon this only has the cost of one glamour. As a blessing this cost rises by one extra glamour. The person to be ensorcelled must be willing or the result is a wyrd hex instead

Wyrd Boon

The ensorcelled person sees past the mask of all fae entities while also seeing the world of the strange around them. They can also see hedge gates but can not activate them. The ensorcelled is considered to have a wyrd of zero for the purposes of carrying goblin fruit or oddments but they may benefit from them as a changeling does. And lastly they can participate in oaths with another changeling or changelings although they can never share a kith blessing in return.

Wyrd Blessing

The ensorcelled person must have been subject to the wyrd boon before. Again the mask must be dropped in order to impart this powerful blessing. The ensorcelled person sees past the mask of all fae entities while also seeing the world of the strange around them. They can also see hedge gates but can’t activate them. The ensorcelled is considered to have a wyrd of 1 for the purposes of carrying goblin fruit or oddments and they may benefit from them as a changeling does aside from any fruits that allow them to gain glamour. An ensorcelled person can be part of an oath with another changeling.

Additionally the ensorcelled person can be fed on with a return of 2 glamour per 1 willpower. Harvesting in this way is an addicting experience for the ensorcelled person. They can also activate hedgespun items without penalty using a point of willpower but tokens behave normally requiring their catch to be met.

Wyrd Corruption

This is only for Mortal to make them Fae Touched which are not in game yet

The wyrd is always a double edged thing and a changeling can deepen the bond of ensorcellment even further. This requires the ensorcelled to be a mortal. At wyrd 6 the changeling can grant the mortal the benefits of wyrd blessing while also granting them their kith rather than their seeming. They’re considered fae touched at this point and their promise is related to their patron rather than a stolen mortal. Upon corrupting a mortal the changeling suffers an automatic breaking point as they damage the person’s soul. Elsewhere, perhaps the changeling’s keeper smiles a touch.

Wyrd Hex:

If ensorcellment is cast on an unwilling person the result is a hex from the wyrd. This grants the bewitched condition at the persistent level. This effect doesn’t cost any glamour. Hexed individuals are likely to congregate with other hexed individuals and often become hunters as the hex tears apart their lives.

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Exotic Airs (• to •••••)

The following rules are a temporary replacement for the missing ‘Exotic Airs’ merit in the Playtest

Effect: Your character can harvest the emotions of some of the stranger creatures of the World of Darkness. Each dot of this Merit allows your character to gain Glamour from one type of supernatural creature. This may mean werewolves, ghosts, mummies, zombies, or stranger things still. The Glamour works the same way as if it had been harvested from a mortal. This DOES allow such characters to be Reaped, as well, but they may inherently make a roll to determine the source, and add their Supernatural Tolerance to it.

Drawback: This advantage does not inherently mean the character is (more) able to interact with the chosen subject. For example, ghosts exist in an ethereal state, and their emotions tend to be dead and blunted. If you take this Merit, work with your Storyteller to determine how your character might harvest from these monsters.

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Clarification: Changeling Hours

When used on living things, Rewind the Clock doesn’t generally do much (unless counteracting similar age-based damaging powers), and Speed the Clock does bashing damage.

The fairest benefit affects all living supernaturals normally. Vampires (and other immortal/undead beings) are unaffected by Rewind or Speed the clock, but can be affected by Freeze the Clock. A Resolve + Wyrd contested roll is added in for freeze the clock.

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Playtest Documents

Changeling 2ed is still in development and as part of the open playtest process, large sections of rules have been made available to the community. SashaH is currently working on keeping a PDF version for our use in 6.0.

Playtest Compilation V.6

  • Playtest PDF - Updated by SashaH as she develops it. New Versions will always be found in the link

Clarification: Cloak of Elements, Control Elements, etc

Elemental contracts require an element be chosen with the purchase. An elemental affinity that lets you manifest or control two elements gives you the second for free, and that affinity is a cheap way to buy a second element for others, too.

For Phantom Glory’s Elemental affinity, it can be purchased multiple times for new elements (only the first is free for Elementals).

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Mage

Beneficial Conditions and Spellcasting

Beneficial Conditions (such as Informed, Inspiring, and Steadfast) granted directly by spells NEVER grant beats when resolved, even if cast with an exceptional success.

Creative Thaumaturgy

A large part of Mage’s thematics hinge on the flexibility of magic, but that sort of flexibility is difficult on a chat game compared to tabletop. However, we don’t want to entirely prevent ‘on the fly’ magic or Creative Thaumaturgy, so we’re implementing the following rules:

Creative Thaumaturgy may be performed in staff-run scenes ‘on the fly’, at the staff member’s discretion. Being allowed to perform a spell in a staff-run scene without it being finalized (see below), however, does NOT guarantee that it can be used again, as the mechanics will generally be simplified and made to suit the current situation. Creative Thaumaturgy spells may be submitted to the “Rules Master” group via a “Custom Item/Power” request, where it will be discussed and balanced as needed. There’s no specific time limit between submissions, but please only submit CT for spells you’re capable of casting and actively plan to use.

Once approved, Creative Thaumaturgy spells will be made publicly available on the wiki, and can be cast and used by anyone as if they came from an official source.

If no staff is present, you may only perform approved and published spells in scenes.

Note that for now, only spells can be submitted, not custom Reach effects for published spells, to avoid difficulties cross-referencing.

Exceptional Successes on Casting

The listed option of ignoring all Withstand ratings on an exceptional success in spellcasting is not available.

Pattern Restoration

Pattern Restoration is not able to remove Conditions or Tilts that are supernatural in nature; they need to be removed with appropriate spells (or resolved normally). It can remove mundane conditions/tilts that are applied because of supernatural powers, however (but if the power’s still active, this may be a Clash of Wills or it may just be re-applied).

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Sleepwalkers

TO clarify, Sleepwalkers are not mechanically considered a “half-template” for the Mage venue regardless of how involved in the Mage venue the Sleepwalker may be. Instead, Sleepwalker is a classification for characters who are immune to the Curse, cause no Dissonance, do not increase Paradox and remember what they’ve seen (as pertains to the Supernal). Additionally, characters who fall under this classification can purchase Sleepwalker Merits (defined as those with “Prerequisite: Sleepwalker”, NOT “Prerequisite: Mortal”, or “Prerequisite: Integrity”).

Character types who are considered Sleepwalkers (Note: Only 1 of the following is necessary):

  • Mortals who have purchased the Sleepwalker merit
  • Mortals who have purchased an “internal” Supernatural merit (Chronicles of Darkness)
  • Changelings, Vampires, Werewolves, Fae-touched, Ghouls, Wolf-blooded or any other supernatural template.
  • Ephemeral beings and similar ‘Non-Template’ entities, like Strix and Oneroi, do not count as Sleepwalkers for the purpose of related mechanics, but nor do they count as Sleepers for the sake of paradox.

Clarification: Spell Holding

Sleepwalkers can be assumed to have one ‘Medium Sympathy’ spell ‘slot’ they can hold for a single Mage, and one ‘Strong Sympathy’ slot. They do not get these per Mage, it’s overall spells held in total. Banner Bearer adds to this, but is similarly calculated as an overall total.

Deadpan

Deadpan, per the current rules for definitions of ‘Magic’ in various venues, only works on Supernal Magic, by default, for the immunity provided. However, as a house rule they gain the increase in effective Composure against ALL supernatural means of fear.

Unsafe Relinquishment

Relinquishing a spell unsafely (with a willpower point) is an act of hubris at the Understanding level without an immediate need to. An inured spell is of course not affected by this.

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Clarifications

Clarification: Boons

Fate spells that grant a boon cannot provide a Potency dice bonus to casting dice pools, even if the spell lists affecting spellcasting pools as its own Reach option. Dice Tricks (e.g 9-again) affect spellcasting normally if Reach is used.

Clarification: Combined Spells

Combined spells have the same factors (if their Primary differs, choose one), including specified targets/area, unless a Reach is spent to separate the Scale.

Clarification: Nimbus Tilt

Nimbus Tilts only affect those actively witnessing them, meaning those using Mage Sight (or other supernatural powers that can perceive it), or anyone when the Nimbus is deliberately flared; this also includes the offender when the Nimbus is used defensively. However, the mage flaring the Nimbus is not affected by their own Tilt in any case.

Clarification: Resistance and Withstanding

Merits and abilities that subtract from a type of power’s resisted dice pool instead raises Withstand by 1/2 the amount (round up) when dealing with spells.

Merits and abilities that specifically treat the trait as higher just do exactly that.

Clarification: Shielding Spells

As listed in the Creative Thaumaturgy rules, Shielding spells will only protect against a number of supernatural effects equal to the spell’s potency for a given casting.

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Policy

Staff and Paradox

Releasing Paradox always requires a staff member present to direct the paradox Reach; it’s recommended not to release paradox for downtime casting

Internal Paradoxes require a staff member to be notified if more than 5 successes are rolled beyond what’s absorbed by Wisdom, as a new Paradox condition is likely to be needed.

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Mortal +


Supernatural Merits


Second Sight Conversions

The following conversions of Second Sight merits is open for use by characters. They’re all simply Supernatural Merits, not confined to a Psychic vs Thaumaturge requirement. Some merits have been renamed or combined, so ask if there’s any confusion about something you’re missing from 1e:

Second Sight Merits

Biomimicry Options

The following can be chosen as purchase options by those with Biomimicry.

The merit is still limited to 4 dots

Aquatic Adaptation
The Mimic gains the ability to breath 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.
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 ceiling.
Run like a Gazelle
Maybe the length of your arms and legs shift to allow you to run on all fours, or maybe your knees bow backwards like a gazelles, but you have adapted for speed and mighty leaps! When running on all fours, add +4 to her Speed and double all jump distances. Like most Biomimicry additions, these changes are always fairly visible and obvious.

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.

Leeching Touch (•-••••)

Public/Private
Public
Prerequisites
Psychic Vampire, Psychic Vampirism •••
Effect
The hunger of a Psychic Vampire causes many to find non-violent ways to feed, but there come times when a Psy Vamp is forced to act in a more brutish fashion. Some of the older of the Psychic Vampires have come to learn a way to defend themselves more efficiently, turning combat into a feeding frenzy, at the pinnacle of their mastery. This fighting style does not break the limitations of spending or holding ephemera, nor do they allow you to damage creatures that would not originally be effected by the Psychic vampire’s abilities. It is strictly effective in hand to hand combat, up to and including combat with a psychic vampire who is under the effects of their own Shapeshifting Skin.
  • Deep (•): The Psychic Vampire’s knowledge of the flow of Ephemera allows him to coax it out through the skin. Upon successfully striking (whether damage is done or not), Ephemera ruptures from the victim’s body, causing a single level of additional damage based upon the Psychic Vampire’s mastery (Bashing for levels that do not allow lethal damage to be done, bashing or lethal for those who can pull lethal damage from their feeding)
  • Hungry Aura (••): Cost- 1 Ephemera to activate for a number of turns equal to the character’s Psychic Vampire rating.

Every inch of skin can be used to feed, and the initiates of the fighting style have learned to capitalize on this, dealing one bashing to anyone who strikes them, adding that single ephemera to their pool (will not increase above their maximum ability to hold ephemera.)

  • Overloaded (•••): Upon successfully striking an opponent, the psychic vampire may spend a point of Ephemera to effectively load it into the victim, causing 1 automatic bashing damage per turn that is not affected by armor or defense. This effect lasts a number of turns equal to the character’s psychic vampirism level.
  • The Best Offense… (••••): The character can opt to use their feeding roll (Intelligence+Occult+Psychic Vampirism) instead of their usual dodge roll. Successes rolled are subtracted from the damage dealt, and half (rounded downed, minimum of 1) are dealt back to the attacker.

Mind Over Body (1 Dot or 3 Dots)

Public/Private
Private
Effect

Sometimes the only way to persevere is sheer willpower. This merit lets you tap into mental reserves beyond your normal capacity, at a price. In this case, the price is your very health. Use a instant action to regain 1 point of will power in exchange for taking one point of resistant lethal damage; no magical abilities can heal or downgrade this damage. The three dot version allows this to be done as a reflexive action.

Ritual Sorcerer (•-•••••)

Public/Private
Private
Prerequisites
One Mental Attribute at 4, Occult 4

For every dot in this merit, you may choose one non-damage dealing supernatural merit (Omen Sensitivity, Mind of a Mad Man, etc). You may now perform a ritual to utilize the merit without spending Willpower as outlined below. Each roll made = 1 hour. The power goes off when the ritual is completed. If the number of successes matter for the power - such as determining the number of questions that can be asked - make the correlating activation roll.

Additionally when purchasing the first dot of this merit you may gain a ‘mastery’ in a particular subject such as making charms or summoning a particular type of spirit. When making rolls related to this subject, gain a +1. You gain an additional mastery at dots 3 (+2) and 5 (+3).

The Ritual

Action
‘ Extended (TN = +5 for every dot in the merit. Example:′ Automatic Writing would be a TN of 10)
Roll
‘ ’ ‘ Mental Attribute + Occult
  • Dramatic Failure: The ritual backfires. Choose one of the following conditions: Spooked, Shaken, Madness, or Fugue
  • Failure: Something went wrong, the ritual doesn’t work
  • Success: The ritual works as it should
  • Exceptional Success: The ritual works better than expected. Ignore the Drawback of the Merit

The Beast’s Darling (•••)

Public/Private
Private
Prerequisites
Beast Whisperer
Effect
Unlike the beloved merit, the vampire who finds their frenzy in your presence may have no feelings for you at all. But the beasts of the kindred have an instinctive fondness, a desire to protect you from themselves and maybe sometimes even from others. While you may not serve as a test of their detachment, you do serve as a balance to their frenzy. The beast is less inclined to frenzy in your presence, less willing to risk you, and if they do frenzy more likely to listen to you…….failing any of that you can always count on the fact, that at the very least, the beast will turn on you last…

System wise, Kindred in your presence gain +2 to resist frenzy and if they fall into frenzy their blood potency is treated as if 2 lower, to a minimum of 1. For the expenditure of a WP a beast in the throes of frenzy, who isn’t already antagonistic you, will instinctively become protective of you.

Drawback
There are few drawbacks as strong as a vampires grief. To wake from the frenzy and find friends, loved ones, torn assunder by the beast, and you still standing. It’s a quick way to draw the punishment of all those delightful stages of grief….in a very cold….dark….and lonely place, for many years or life times. If you have not soothed the beast before their frenzy finds their friends…..it might be best to stop trying and just go with the bloody flow.

Telekinesis, Advanced (•• - •••••)

Private
Prerequisite
Telekinesis •••••, Resolve ••••, Occult •••
Effect
Your telekinetic abilities are raising to frightening levels, more and more its own muscle, and destructive. The two-dot version of this merit allows your telekinetic attacks to deal lethal damage. For each additional dot taken, you may also add 1 to your effective merit rating for Telekinesis, allowing it to go above 5. For instance, at 4 dots of this merit your effective Telekinesis (and the strength derived) is 7.
Drawback
Transcending your prior limits like this is changing you. Acquiring this merit is a breaking point.

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
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.

Velocity Drag (••)

Public/Private
Public
Prerequisites
Telekinetic Evasion
Effect
While using Telekinesis to avoid a fist or a baseball bat is easy, what happens when someone comes at you with a pistol or shotgun? Being mortal means being able to die, but someone with the power of Telekinesis can learn to lessen the impact of ballistics on their body by creating a field of drag around them that bullets must pass through. While this effect has little notice on slow moving objects like melee weapons or brawling fists, high-velocity rounds are restricted in their speed or misdirected to less sensitive areas. Characters with this merit may spend an additional willpower for a scene to treat their dots in Telekinesis as Ballistic Armor, providing the same sort of defense against guns that mundane armor would. This armor protects against Armor Piercing tag as well. This can be applied in any scene where you have telekinesis active.
Drawback
Firearms attacks made from weapons you wield while inside the protective barrier suffer from the same Ballistic armor against your opponents, the drag works both ways.

Wired Reflexes (•• or ••••)

Public/Private
Private
Prerequisites
Protocol at Matching level
Effect
This augmentation increases the speed at which the Lostboy’s body responds to threats of danger utilizing the users own subconscious reflexes to jerk them out of the way. At two dots, this translates to a +1 Defense, the fourth boosts the Defense by 2 instead.
Deprived
No added bonus to Defense, At 2 dots May add half defense roundup vs Ranged Attacks, at 4 dots Full Defense vs Firearms.

Psychic Vampires

Hunting
For keeping track of Ephemera, use the Vampire rules for Hunting, an example of which can be found here and in the Vampire Core where referenced, replacing Vitae with Ephemera, and gaining Empowered (Psychic Vampirism) instead of Sated on an exceptional.

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Vampires

Blood and Vitae

Vitae and Hunting

The feeding and hunting systems, provided in Vampire: the Requiem 2nd Edition, are largely unchanged. However, there are a few house rules in place to make it easier to manage in a chat environment, both for players and Storymasters:

It’s assumed all Kindred hunt for an average of 1 Vitae per night in their downtime, to counteract the loss of Vitae from waking from daysleep, so Vitae pools don’t decrease over time by default. Players otherwise keep track of their own Vitae pools from night to night. Note: If under the effect of any power or circumstance that would prevent you from ‘casually’ feeding with normal mechanics, you do NOT get the nightly Vitae back in downtime; any feeding methodologies will need to account for the nightly loss.

A Vampire PC’s player may make one hunting roll per chapter (Week), using the system for ‘feeding scenes with dice’ on VtR2e page 96. Dramatic failure cannot be willingly taken, and an Exceptional success instead provides the Sated condition. If a Dramatic Failure is somehow naturally rolled, contact a Narrator.

The vitae gained from the weekly roll can be applied throughout the week rather than all at once. For example, if you are down 2 vitae and a hunt gains 6 vitae, 2 vitae can be applied immediately and 4 remaining can be used to replenish any other losses for that week.

1 vessel = 3 vitae (or 7 with a breaking point).

Vitae gained In-Character from other PCs or ST-NPCs works normally and has no effect on hunting rolls or visa versa. You may not, however, gain Vitae from retainers or similar merits in this way; if they’re willing to provide blood to you, buy Herd.

If there’s any confusion about something might be affected by this, ask a Narrator (if in a scene) or the Rules Master.

Blood Bonding

Blood bonds may only be raised by 1 step per night via traditional feeding methods (powers that apply the blood bond are not limited in this way, however).

Players are expected to give OOC notice if the scene or action has the intent to be to bond a character.

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Celebrity Devotion (TYoN)

This use can grant 1 dot of the appropriate type of merits per victim after an appropriate scene, which can change after a new scene, but does not stack with the previous one gained (so, with 3 victims, you’ll never have more than 3 dots of merits gained at a time from this Devotion). As well, these must all be mundane forms of the merits; it will not provide Embassy Status, Allies among Spirits, or Psychic Retainers, for instance.

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Coil of Quintessence

The Scales of Quintessence in the book require you to ACTUALLY have the prerequisite Coils, you can’t just pay the 1XP surcharge to buy it when you lack the prereq. Other Coils are unaffected.

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Coil of Zirnitra

Not all Supernatural Merits are appropriate for Kindred to be capable of learning, and with the base Coil alone, it does not allow Vampires to bypass their banes or to fundamentally alter certain things about them. The Coil itself is allowed and may be purchased, but the following Scales and Supernatural Merits are not currently allowed for Kindred:

  • Grafting Unholy Flesh (Scale, SotC)
  • Skin-Thief (Merit, Dark Eras)
  • Pyrokinesis and Pyrokinetic Resistance (other Psychokineses are fine) (Merit, Core)
•Photokinesis is allowed, but will not affect Sunlight
  • Clear-Sighted (Merit, Vampire)
  • Laying on Hands (Merit, Core)
  • Supernatural Resistance (Merit, Hurt Locker)
  • Mind over Body (Merit, Custom Items/Powers)
  • Biokinesis (Merit, Core) is allowed but does not affect Kindred healing.
  • ‘Micro Template’ merits of any kind.

Non-Listed Supernatural Merits and Scales are assumed to be allowed, but more may be added to the list if the Storymaster Team and Rulesmaster deem them to be an issue.

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Clarification: Auspex

The sample questions for the first three levels are not your only options. You may ask anything relevant as described by that discipline.

Lay Open the Mind and dreams: This works normally on someone sleeping (thus allowing dream-watching), but projected thoughts/images can’t override actual Dreamwalking, nor does it provide any such abilities beyond what’s listed in the Discipline.

Clarification: Animalism

While Feral Whispers allows communication with other supernatural creatures in animal forms, it can’t be used to command them.

Clarification: Swarm Form

Use the statistics in the Chronicles of Darkness 2e book, pg 121, for ‘Trained Guard Dog’ to determine your swarm’s base physical traits. The ‘Bite’ dice pool gives you your ‘Strength + Brawl’, and you can extrapolate a Brawl of 2 and Athletics of 3 if you need any other physical skills (the rest are 0).

Clarification: Downgrading Damage

The book isn’t entirely all-inclusive on what gets downgraded from aggravated to lethal or lethal to bashing. So, unless a power/ability (on either side) explicitly says otherwise, or a Narrator deems differently due to unique circumstances in a scene, the following rules apply:

  • Fire/Sunlight damage is of course not downgraded, from any source.
  • Any mundane source of aggravated or lethal damage is downgraded (including Fighting/Style merits, and Environmental Tilts).
  • Direct supernatural sources that deal lethal damage (such as Nightmare 5 or the Mind Flay Mage spell) are not downgraded unless it works through mundane vectors like organ failure.
  • Supernatural powers creating weapons, environmental tilts, or redirecting external forces (such as Telekinesis) are downgraded normally.
  • Supernatural sources of aggravated damage are usually downgraded. Exception: Vampiric powers that say they deal aggravated damage deal aggravated damage even to Vampires, because they’re the basis within Vampire books.
  • Supernatural powers that say Vampires may be immune, downgrade the damage, or otherwise suffer less harm at Storyteller discretion (like Mage’s Rend Lifespan) have that lesser effect on Vampires by default.

Clarification: Tech-Savvy

Tech-Savvy is for mundane, physical (or electronic) equipment. It cannot be used for ‘Mystical’/’Occult’ equipment, plans, repositories, creative works, etc. It CAN be used, of course, for labs and other tools that’d grant benefits to crafting those things, but will not benefit the end product directly.

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Elders and Thousand Years of Night

  • Age will NOT be enough to make you count as an Elder, mechanically. Instead, Blood Potency 5 replaces the normal prerequisite of ‘Elder’ if not already requiring a higher amount.
  • Abilities that require X years to be taught them instead require you to have gained Blood Potency equal to the years divided by 50.

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Custom Items and Powers

Devotions


Arcane Sight (Auspex ••, Coil of Zirnitra •• OR Cruac ••)

By aligning their Beast’s senses with the workings of magic and mystic energy instead of the secrets and weaknesses of their prey, the Kindred becomes able to study the weave of the supernatural.

Public/Private
Private
Cost
1 Vitae
Dice Pool
None
Action
Instant
Duration
1 scene

By spending a point of Vitae, the Kindred activates this power. At a glance, they become able to see any ‘active’ supernatural effect on a person, location, object, or area within range of their perceptions, seeing it as a sort of subtle ‘glow’. By focusing on such an effect, the Kindred may scrutinize the magic itself with Uncanny Perception or Spirit’s Touch (as appropriate), rolling as normal, but becoming able to ask questions directly related to supernatural effects.

Some examples include, but are not limited to
  • Is this magic innate or external to the subject/object?
  • What sort of supernatural power is this?
  • What does this effect do?
  • Was this effect created by someone whose effects I’ve studied before, and if so, who?
    • In answering any questions, the ST should coach the reply in symbolism and visions, not plain language

Noticing any effect meant to conceal, trick, or veil something in any way requires a Clash of Wills, though once already noticed, no Clash is required to scrutinize it with Auspex unless it specifically veils the nature of the information being sought out.

This power costs 2 Experiences to learn.

Cutting Words (Majesty •••, Vigor ••)

A vampire with Majesty can make her target fall in love, fly into a rage, sink into depression, or die of a broken heart. With the right application of power, however, a vampire can make her victim feel as if her tongue is like a whip unto the flesh. To a truly devoted victim, though, these words are like jagged shards of glass as the vampire brings down the full force of her personality.

Public/Private
Private
Cost
1 Vitae (or more, see below)
Dice Pool
Presence + Intimidation/Subterfuge + Majesty - subject’s Resolve
Action
Instant

To use this Devotion, the target must be under the effects of a vampire’s Awe. The vampire must speak audibly so that the target can hear her. The words she uses determines the Skill to be rolled, Intimidation for insults and Subterfuge for veiled threats. Each success on the activation roll inflicts one bashing damage up to a maximum equal to her Majesty rating as the victim’s flesh mystically rips and tears. If the target has the Charmed Condition inflicted by the vampire, the Vampire may spend an extra Vitae to upgrade the damage to lethal (even to Vampires). Finally, if the target has the Enthralled Condition inflicted by the vampire, she does not subtract her Resolve from Cutting Words, and the Vampire may spend another Vitae to make the victim suffer the Insensate Tilt. In either case, the target resolves the related Condition immediately.

This Devotion costs 2 Experiences to learn.

Eyes of The Void (Auspex ••, Coil of Zirnitra ••)

The Kindred develops their existing supernatural perception further, becoming able to see reality in a way far beyond what the mortal mind can typically process, building upon the simple omens and signs that psychics and sorcerers learn to pick up on, allowing them to dig a bit further into the reality behind it. This devotion is only of any use to a Kindred that, through Zirnitra or another means, is capable of using the Omen Sensitivity supernatural merit or an equivalent ability.

Public/Private
Private
Cost
1 Vitae + 1 Willpower
Dice Pool
Special
Action
Extended

Twice per story, the Kindred may use this Devotion to attempt go into a trance, momentarily seeing the Truth of the world as The Void does. The Vampire makes the usual extended roll for meditation; if successful, he may then activate Omen Sensitivity (or a similar power) normally. Upon receiving the answers to the questions, he may then ask an additional question regarding those answers per dot of Auspex, but these questions are not limited to those with yes/no answers; anything straightforward that can be answered with a few words or a short sentence can be asked. “Who is plotting to kill me?” is fine, for instance, but “What are the detailed plans of the one trying to kill me?” is not.

Drawback
Opening oneself up to the undercurrents of the multiverse is dangerous to those with a material mind. In addition to Omen Sensitivity’s normal drawback, the Kindred suffers the Tainted condition, representing not a consumed soul but a piece of the otherworld seeping inside them. Treat this as if the ‘victim’ was a Blood Potency 2 character. This does not make the user appear as a Diablerist to Auspex and other powers.

This power costs 2 Experiences to learn.

Deconstruct (Auspex ••)

Public/Private: Private

Cost
1 Vitae
Dice Pool
Intelligence + (Occult or Science) + Auspex
Action
Instant. Use of the power requires one hour and some basic equipment

Provided with a sample of a substance, no matter how complex, the vampire can break it down to it’s base part to better understand it’s composition. The sample is destroyed in the process but the Kindred can determine all sorts of information regarding the sample.

The Kindred can ask one question per successes on the roll related the nature of the sample, for example
  • Where was this created?
  • How long ago was this created?
  • Do I know who this sample came from?
    • (and who if they do)
  • What is the samples purity and what are it’s impurities?
    • (The original Sanguinary Analysis power found in Ancient Bloodlines has more examples)
  • Dramatic Failure: The Vampire gains a false answer unknowingly.
  • Failure: The procedure fails.
  • Success: The Vampire gains one question per success.
  • Dramatic Success: The Geheim gains an additional question or gains greater insight into a previously asked question at the Storyteller’s whim.
Possible Modifiers
  • Fresh or Pure Sample +1 to 3
  • Ample Sample +1
  • Damaged or Tainted Sample −1 to −3
  • Strange or Unique −1 to −3
  • Appropriate Library Merit +1 to +3

This Devotion costs 1 Experiences to learn.

Forget Me Not (Dominate 2, Nightmare 1)

Public/Private
‘ ’ ‘ Private

You leave a lasting, uneasy impression on the target that leaves them wary of you.

Cost
N/A
Dice Pool
Manipulation + Intimidation + Dominate vs. Composure + Supernatural Tolerance
Action

Roll Results

  • Dramatic Failure: Instead of being scared, the target views the user as completely harmless. Any attempts to Intimidate the target lose the 10again quality.
  • Failure: Attempts to intimidate the target are done so at a −2 Penalty.
  • Success: The target has an innate understanding that you are not to be trifled with and gains the Shaken condition. Any attempts to Intimidate the target gain the 9again quality
  • Exceptional Success: Instead of Shaken, the target gains the Spooked condition and they gain a −2 Penalty when they attempt to resist your intimidation.

This Devotion costs 1 Experiences to learn.

Mental Alacrity (Auspex 4, Coil of Zirnitra 3)

Public/Private
‘ ’ ‘ Private

By attuning the Blood towards mental tissue, enlivening it instead of intensifying physical movement or supernatural ability, the Kindred becomes able to use Vitae to sharpen their thoughts.

Cost
1+ Vitae
Dice Pool
N/A
Action
Reflexive

The Kindred, after purchasing this Devotion, is able to spend Vitae to improve actions and resistance traits utilizing Mental Attributes or Composure, akin to Physical Intensity, for a turn. This may also be used to affect a single roll in an extended or other ‘long term’ action, but is still subject to per-turn limits in that case, despite it taking place over a longer period.

This Devotion costs 2 Experiences to learn.

Sorcerous Occlusion (Obfuscate 2, Coil of Zirnitra 2)

Public/Private
Private

Rather than occluding the Kindred’s form, he weaves his expertise in going unnoticed into the very supernatural power born from and surrounding him. It escapes the senses of others’ Beasts and hides him from the attention of the more over-curious denizens of the supernatural world.

Cost
Special
Dice Pool
Special
Duration
Indefinite/1 scene.
Action
Instant

At-will, the Kindred can cause his supernatural abilities and those affecting him to become difficult to sense. For as long as it lasts (it can be deactivated at will), any supernatural affecting him, or that he uses, is ‘cloaked’, making it so “passive” senses like Peripheral Mage Sight and reflexive uses of Kenning will not be triggered by it. Active supernatural senses require a Clash of Wills to notice, study, or otherwise learn about or via any such abilities, and if the Clash of Wills is lost, the same ability can not be used to detect that specific power for the rest of the scene. As well, the Kindred gains 8-again on their own Clash, given the focused purpose of the power being used. By spending a point of Vitae, the Sorcerer can roll the normal dice pool for Touch of Shadow to extend this occlusion to another; for the rest of the night, they gain the same benefits, using the Kindred’s clash of wills.

This Devotion costs 2 Experiences to learn.

Spider Sense (Celerity •••, Auspex •• )

Named after the signature ability of the Comic Book Character Peter Parker, Spider Sense works much the same way as the hero’s namesake. Whenever something occurs that would target the character, there is a momentary sense of danger that presents itself through the beast. While the specifics of the ‘what’ or ‘how’ may be lost on the character, the first few moments of danger seem to slow to a crawl, giving him plenty of time to assess the situation and prepare for the worst case scenario and prepare himself for incoming physical threats, or in the case of mental influences, hopefully react quickly enough to shut their opponent down.

Public/Private
Private
Cost
1 Vitae
Dice Pool
None
Action
Reflexive

You may activate Spider Sense any time your character would suffer an attack or detrimental effect, though this is most often used against attacks that the Kindred is unaware of, it may be used at any time. The power is exhausting, however, and may only be activate as many times per scene as the Kindred has dots in Celerity. The blood is spent reflexively, and may be spent even when the character has failed a roll to notice a surprise attack. When activated against a physical threat, the Kindred may either expend one use of this power to treat their failed ambush check as if it had scored one higher than the attackers, or if used against an attack the Kindred knows is coming, may reduce the number of successes rolled against them by their celerity rating.

This devotion can not be applied to mental or social powers, but if this power is activated during any round where an opponent declares a hostile action against them they may use the active power of interrupting an opponents action at no cost, so long as it’s used to attempt to interrupt the activation of the power.

The Power of Love (Majesty 4 and Vigor 1, Celerity 1, or Resilience 1

Private

Love feels good. That kind of devotion? It’s the stuff of fairy tales, it’s what legends are written about. It’s the kind of love lets you defy limitations. In the service of the one you love, you can do anything.

Cost
1+ Vitae
Dice Pool
N/A
Action
Instant

By bestowing a lover’s token, soaked with her own vitae, unto a target Enthralled by her, the vampire may empower her subject with her Disciplines to perform a task. To use this Devotion, the target must have the Enthralled Condition inflicted by the vampire, typically through Loyalty. First, the vampire must bestow upon the subject a lover’s token soaked in her vitae, such as a handkerchief. The vampire spends one Vitae plus one for every use of a Discipline her subject may use and can grant her target dots of those Disciplines up to her Majesty rating. None of the imparted Disciplines can exceed the vampire’s rating in those Disciplines. For example, if the vampire has Majesty 5, Celerity 3, Vigor 2, and Resilience 1 she could grant the target two dots of Celerity, two dots of Vigor, and one dot of Resilience.
The target can only utilize these Disciplines while in active pursuit of a task given by the vampire and can activate them using the vitae imbued into the lover’s token. When the last vitae is spent, this Devotion ends. Likewise, this Devotion ends at the end of the night or when the Enthralled Condition is resolved, whichever comes first.

This Devotion costs 2 Experiences to learn.

Uncanny Periphery (Auspex ••, Coil of Zirnitra •)

Public/Private
Private
Cost
None/Special
Dice Pool
Wits + Occult + Auspex
Action
Reflexive

The Kindred’s Uncanny Perception becomes more active, providing hints of the unknown and glimpses of nearby magic to the Kindred at all times. He no longer needs to actively seek out the secret powers of others; he simply needs to be closeby enough to catch their scent.

Whenever a supernatural power is about to be used nearby the Kindred (within range of his Kindred Sense of smell), this Devotion is reflexively activated. On a success, the Beast provides minor sensory cues as to the nature and origin of the capability (whispered reflections of his own thoughts originating from the user, in the case of someone reading his mind, for instance). This happens with enough notice to allow a reflexive power of his own to be activated first (including using Celerity to pre-empt it), or for Willpower or Vitae to be spent to boost his resistance against the ability.

In the case of powers meant to mislead or conceal, a Clash of Wills is made instead of the normal roll; if the Kindred wins, he gets a sense of a power being used nearby, but is not shown the actual origin or nature of it (he can still boost his defenses if paranoid enough, however). This is more taxing, however; after the first such Clash in a scene, additional ones draw a point of Vitae from the Kindred’s reserves as the beast subconsciously tires (and this is not immediately noticed if the Clash fails). The Kindred may reflexively suppress the ability to sense these more subtle powers, however, to preserve Vitae.

This Devotion costs 2 Experiences to learn.

False Vision (Obfuscate 4)

Public/Private: Private

Cost
2 Vitae
Dice Pool
Wits + Subterfuge + Obfuscate
Action
Instant
Duration
One Scene

The vampire’s Beast confounds any who try and pry into it’s soul for answers placing false truths for seekers to find

The vampire shrouds their soul against supernatural attempts to discern information about them through supernatural means. This only applies to direct attempts against them such as most Auspex power or similar powers that read thoughts and similar information. It doesn’t not protect against powers such as scrying. Whenever someone attempts to discern information about the vampire through supernatural means if this power is active it provokes a clash of wills against the offending power. If the vampire wins he can either have them learn nothing or fabricate a false truth. For each piece of false information they fabricate costs the vampire 1 vitae.

This Devotion costs 2 Experiences to learn.

Spitting In The Beast’s Eye (Obfuscate ••, Majesty • or Nightmare •)

Public/Private
Private
Cost
None
Dice Pool
None
Action
Reflexive

The vampire’s Beast is naturally hides itself away from scrutiny and with this discipline it does so against even supernatural means even lashing out against those that pry to closely.

The vampire always enjoys the basic protection of this devotion which protects them against supernatural attempts to scrutinize them and learn they’re secrets. This powers works against powers like Auspex and many mage spells of the Practice of Knowing. It applies a penalty equal to the vampires Majesty discipline. If the vampire has their Awe power active when someone attempts to use their powers that this devotion protects against they gain a bonus to their Majesty discipline rolls against the user of the power. The bonus is equal to the aggressor dots in Auspex or relevant power. Each time they use these bonus dice it costs 1 Vitae. The benefit lasts for the rest of the scene.

A similar devotion exists that uses Nightmare. If the vampire is using Dread Presence they gain the secondary bonus from this Devotion.

This Devotion costs 2 Experiences to learn.

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Miracles


Stone of Antipas ••

Public/Private
Private
Target Number of Successes
7

The sorcerer prepares a burning hot stone or ball made of brass which is the sacrament for this miracle.The ritual draws on the story of Saint Antipas who died for his faith in the bowels of a bronze bull. The recipent then ingests the effigy and spends the next few minutes in agony as their innards sizzle and burn. This deals the subject one lethal damage (even to Kindred). So long as the enchanted effigy remains in their stomach and up to the sorcerer’s dots in Theban nights the subject’s faith is bolstered and they can withstand any hardship. They gain a number of dots equal to the caster’s Theban Sorcery in Stamina or Composure divided however they wish. The ritual ends immediately if the damage from the ritual is healed. If for some reason it’s wanted, it’s possible for the ritual to deal additional damage to the subject allowing the power to last longer, especially in mortals. (This might happen if they are fast healers for example.)

Wings of the Seraph •••

Public/Private
Private
Target Number of Successes
10
Contested/Resisted by
None

A miracle known by few whose origins are almost completely lost to the sands of time it still see’s use by a few sorcerers to this day. A religious icon is prepared, usually one depicting protection by the ritualist. He then annoints a supplicant with a tattoo linking the icon and tattoo. From the next month the one holding the icon may break it, if they do the tattooed individual switches places with the one who broke the icon.

The one bearing the tattoo must agree to wear it and not be made to do so under magical compulsion. Torture or normal coercion doesn’t seem to effect this miracle.

Lord’s Chalice (••••)

Public/Private
Public’
Target Number of Successes
10
Contested/Resisted by
None

The miracle enchants a vessel made of gold with the ability to transmute Vitae in several ways. The vessal may hold up to one point of Vitae per dot of Theban Sorcery the ritualist possesses along with an extra point of Vitae for each dot of Availibility of the vessel.
Once enchanted it remains so for one month and has the following powers;

  • Any Vitae inside the vessel doesn’t spoil
  • Vitae addictive properties may be removed
  • Vitaes ability to created blood bonds may be removed or weakened (Not allowing third stage bonds to form)
  • Vitae placed within can also have harmful properties removed such as poisons, disease, etc. The transmutated blood may be used for other purposes such as being placed into a Vitae Reliquary, feeding it to ghoul to maintain their status and such. At the end of the month the vessel is consumed by the miracle as it’s sacrament.

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Oaths


Oath of the Agent (••••)

The Conspiracy of Silence is so named because they are an agency with secrets, and those secrets must be kept by any means. This often requires agents on the field who can serve a number of functions from destroying evidence, murdering witness, manipulating the media, to making effective threats. Those who act in the agency of the Invictus find their status within the Covenant empowers them in the actions required to perform their duties.This Oath can only be taken once, and not by anyone who suffers an existing blood bond to someone lacking Invictus Status. There can be no chance that the Agent will share their secrets with those outside of the status.

Effect
When serving the Invictus and their interests, the character who takes this oath may add their Status as Skill dots on a one for one basis to skills that are represent the task at hand. This can not break the cap allowed by their blood potency, nor can they add more than two dots to any one skill. This bonus may be changed, but only once per chapter. As an added benefit, when the character is dealing with mortals for the purposes of cleaning up a Masquerade breach, she may add her dots in status as an equipment bonus to social rolls. This stacks with other equipment, but may not exceed the 5 dot limit.
Drawback
If the Character who purchases this oath ever betrays the Secrets of the Invictus (Whether it is Masquerade Breaches themselves or Political Ambitions) they suffer an obvious source of Aggravated damage that represents their crime. Speaking secrets may burn away their tongue, turning it to ash in their mouth. Considering the tempting words of an enemy may burn away your ears leaving you deaf, and witnessing a crime against the Invictus but not taking action may cause your eyes to burst into flame. Mark your left most health box with aggravated damage and take an appropriate tilt that will not be resolved until you heal the appropriate damage. If you have other sources of aggravated damage, they must always be healed first. Any time you expect to gain the benefits of this oath, the highest ranking member of the Invictus will always know, and expect the appropriate paperwork to be filed.

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 prouces 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).
Noxious Miasma
The Kindred transmutes their body until it is like an open sepulcher from which the death and decay of every feeding spill forth. Those who come within Protean*2 yards of the Kindred gain the (Grave) Sick tilt as the Beast-tainted stench causes their bodies to heave, vomit, and convulse. This aspect affects vampires despite their normal immunity to disease and lack of breathing, though the tilt may be ‘healed’ normally. It may affect other supernaturals normally immune to disease with a Clash of Wills. If a character has a supernaturally augmented sense of smell, the effective range doubles against them.

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Rituals


Dolls Pretty Bath (Cruac ••)

Public/Private
Private
Successes required
5

The cruac user prepares a bath spilling the blood for the ritual into the water, mixed with perfumes and salts, invoking goddesses of beauty and youth sings magic into the bath. When the target emerges they receive the benefits of Striking Appearance 2 (doll-like beauty) for a number of nights equal to the users dots in Cruac. This is able to stack with existing Striking Appearance scores.

One person may receive the benefits of each casting no matter how large the bathing vessel is

Arms Of The Abyss (Cruac ••••)

Public/Private
Private (Open to Kalikula members)
Target Successes
7

The ritualist sends out a call to a shadowy Abyss for assistance, and as the ritual’s completed, they can feel its energy seeping into them, ready to be unleashed.

At any point in the same night the ritual is completed, they may summon forth a number of tendrils of living tangible darkness equal to their Cruac rating, which act to aid them.

Once per turn, the ritualist may reflexively give a single, straightforward and simple command to an arm, such as ‘Attack combatant X’, ‘Immobilize X combatant’, or ‘Prevent object X from falling over’. They will continue to perform this exact same action until ordered to perform another or until the action becomes impossible (in which case they will still await a new order).

The semi-corporeal arms act with a dicepool equal to the caster’s Cruac rating + Potency (limit Cruac x 2) for anything that requires a roll, and can be dispelled at the will of the summoner or any successful attack targeting an arm (if attacked they have 2 defense and no armor). If a raw attribute score matters, treat their Strength or Dexterity as similarly equal to the caster’s Cruac rating.

Among being dextrous and strong, the arms carry a venom-like magical touch that overwhelms a living targets senses with the raw power of their touch. In the turn a living being is touched by an arm they gain the Insensate tilt, which fades after 1 turn.

This tilt may be re-applied with additional touches later. The practitioner of the ritual is immune to this if somehow they themself are alive, such as with Ghouls.

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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.

Calm Before The Storm

Prerequisite Coil
Leash the Beast (Wyrm)
Public/Private
Public
Procedure
The Vampire has found the exact part of him that the beast controls, that part of his brain where rage is contained and released, and he has learned to create a concoction that affects this part of the Kindred mind.

The mixture of blood, which requires at least a small amount of werewolf blood, takes a half hour to mix properly, and when consumed gives the imbiber the ability to remain lucid even while under the effects of frenzy.

Outcome
The concoction both strengthens and controls the Dragon’s beast. For the rest of the night, his social rolls are capped by his Humanity (or effective Humanity with regards to Social rolls, if this differs). However, when the Kindred is next provoked to frenzy within that same night, he may spend a willpower and attempt to Ride the Wave. If successful, he remains lucid during his frenzy. He still gains all the benefits of the Frenzy, but is not compelled to sate the beasts desires. If he does choose to do so, the Frenzy ends immediately, otherwise the effects of frenzy end after one scene. If the substance isn’t consumed immediately, the Kindred may store it indefinitely, but may only have a number of the potions ‘active’ equal to his Blood Potency.

Bodhi

Prerequisite Coil
The Dragon’s Breath (Zirnitra ••••)
Additional Prerequisite
Fuel the Fire
Public/Private
Private
Description
Through the use of a prepared wine bottle the Dragon’s able to store Essence within creating a uniquely flavored vintage.
Procedure
The Dragons mixes an alchemical compound meant to function as a transmutation catalyst. He then hooks himself up to a dialysis machine and activates the Blush of Life. While the machine circulates his Vitae he ingests the alchemical mixture, then drinks the wine and lets it circulate within his own system.

While the process takes place the Dragon concentrates and slips into a deep meditation letting his body become the mixing apparatus. The Essence (gained via Fuel The Fire) within him functions as a filter as the process completes its cycle.

Finally placing a needle through the cork of the wine bottle and placing the liquid once more into the vessel. As the Essence seeps into the bottle it slightly alters the vintage inside creating not only a flavorful substance that can be consumed by Kindred but giving the vintage the capability to hold onto the Essence and store it.

Outcome
The bottle of wine, once properly prepared by the Dragon, may now become a storage vessel for Essence, being able to store up to a total of the Dragons dots in Zirnitra.

The Essence stored within the Wine imbues it with a “flavor” based upon the Resonance or source of the Essence. The Essence may be drawn out of the wine in order to fuel abilities or powers that harness such energies, though doing so ruins the vintage and it may not be used again for the purpose of this Scale.

Draw Back
The concoction, once consumed, creates a sense of euphoria in the drinker. This feeling can be so intense that it causes addiction. Just like Blood Addiction the drinker must make the associated roll for addition if failed he/she now suffers from the Addiction Condition as he/she becomes consumed with a need to relive that one brief moment, forever chasing after it.

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.

Bounty of the Wyre

Prerequisite Coil
The Dragon’s Breath (Zirnitra ••••)
Additional Prerequisites
Scale-Fuel the Fire

After having spent much time bonding and attuning to his Nest the Dragon now has a much deeper understanding of its purpose within the world. This understanding comes when the Dragon has a connection with the Resonance of the Nest. Due to the Dragons strong connection to the Nest he may act as a vector of these energies thus allowing him to grant this ability to those closest to him, by sharing this knowledge.

Procedure
The Dragon follows the process of the Scale Fuel the Fire, but must deepen his understanding even further by giving part of himself to the Nest in exchange for such bountiful knowledge of its being. The Dragon takes 1 unavoidable point of aggravated DMG per point of the Nest and must spend a point of Willpower in equal amounts.
Outcome
Rolls pertaining to the Resonance of the Nest now gain a dice trick quality depending on the strength of the Nest, if fueled with the Nest’s energy. This bonus is only applicable to such tasks that fall within the quality of the Resonance of the Nest utilized for this Scale.
Resonance Strength of Nest
  • 1
    • 9 again
  • 3
    • 8 again
  • 4;5
    • Rolls become exceptional on 3 successes rather than 5

The use of such knowledge can be straining on the mind and due to the amount of focus it takes to use the ability of the Scale it must be feed with energy from its source; 1 energy gained from the Nest via the Prerequisite Scale or otherwise must be spent per roll by someone ‘attuned’ to it somehow.

Drawback
The use of this Scale is only possible so long as the vector Dragon carries within himself a small portion of the resonance from the Nest.

Chemical Lobotomy

Public/Private: Private

Prerequisite Coil
The Dragon’s Breath (Zirnitra ••••)
Procedure
While present at a Wyrm’s Nest, the Dragon mixes various neurotoxic substances together with a few drops of Vitae, and a small amount of spinal fluid, and the substance is then brought up to a boil. The mixture must be rapidly combined and continually stirred or otherwise mixed until it cools, and then is immediately either consumed or stored in a specially prepared, sealed glass vial.
Outcome
If not immediately consumed, the substance will last up to a day per dot of the Kindred’s Blood Potency after the fact, before it goes inert. When imbibed, however, the horrible substance immediately goes to work, stimulating and burning away a small portion of the victim’s mind. For those susceptible to neurotoxins, this is a Toxicity 5 substance, and whether susceptible to the toxin or not, the consumer loses a dot of a Mental or Social attribute (player’s choice) which ‘heals’ like aggravated damage, and suffers the Confused Condition until it’s healed, as the substance physically assaults their mind.

At that point, however, all other mundane mental conditions and tilts are immediately removed from the character (whether positive or negative), not counting as resolved, and the Dragon then makes a Clash of Wills against any mental supernatural effect or condition affecting the character as well; he rolls Blood Potency + Coil of Zirnitra. By spending an extra point of Vitae during the substance’s creation, the Zirnitra rating is doubled for the Clash dice pool. Unlike the mundane conditions, only hostile or negative supernatural effects are targeted by the substance, per the judgment of the Dragon.

This will not remove the Blood Bond or similar inherently ‘template’ abilities.

Dragon Bile

Prerequisite Coil
Wyrm •••••
Public/Private
Private
Procedure
The Kindred mixes an alchemical compound and infuses his own blood into it as a means to house the Beast. Then the procedure of placing the essence of his Beast in the concoction creates a balm of a uniquely Toxic Hemo-caustic nature.Of course the most difficult part of the process is extracting the needed vitae from the Kindred while he is in Frenzy. This is a necessity as it’s only during this point that he is at the peak of being one with the internal monster, thus being able to draw on the essence of the enraged inner self.
Outcome
The Beast infused Hemo-caustic substance burns through the blood of the target devouring it from within causing as a Toxicity 5 poison.

Once absorbed through the skin or mucus membrane, even entry via a wound, the Beast does as it always has and will hunt, devour, and destroy them from the inside out as it destroys their blood in a frenzy.

In Kindred the effect is even more violent as it destroys Vitae as well equal to the Toxicity of the poison. Unlike most Hemo Toxins this one is of a rare nature, rather than a Kindred being able to burn the poison from its system with Vitae he must Lash Out against the Beast that is attempting to destroy him from the inside out in order to drive it from his system, beating a dice pool equal to the Toxicity.

If not stopped, the poison causes the Poisoned Tilt in combat or damage outside of combat with the normal systems, even to Kindred.

Drawback
As stated in the procedure the need of Vitae from a Kindred in Frenzy is in and of itself this is a very dangerous endeavor that could lead to the loss of more than one life.

Eldritch Operation

‘Public/Private
Private
Prerequisite Coil
Sun’s Forgotten Kiss (Ascendant 5)
Procedure
The Kindred sets the ‘patient’ up within a Wyrm’s Nest, using specially attuned tools, alchemical reagents, and a sort of ‘trance’ to draw the energy of the Nest into the patient to more easily manipulate their flesh, allowing them to use more ‘occult’ means of performing the healing; odd geomantic symbols are carved into flesh, strange substances born of Vitae seal wounds together, and energy ripples and flows into wounds, cauterizing them. It’s likely a masquerade breach if witnessed by unknowing mortals, and the process doesn’t do anything to dull the sensations, often making the experience painful and unsettling; on most mortals (those with Integrity), it’s a breaking point if they’re not put under some other way.
Outcome
Within the Nest (and ONLY within a Wyrm’s Nest), the character becomes better able to mold the patient’s flesh, stabilizing it to the extent of allowing these stranger methodologies to work on the patient’s wounds.

This allows the Kindred to perform ‘intensive care’ on the patient within the Nest, without the normal hospital or similar level of equipment needed to do so; a small kit (which can sit within a size 1 container) of special tools and substances will suffice. This also provides the following benefits to the process:

  • The time required per roll is halved.
  • A number of wounds equal to the Nest Rating can be downgraded in a single day, instead of just one.

Empower the Lingering Spark

Public/Private
Private
Prerequisite Coil
The Dragon’s Breath (Zirnitra 4)
Procedure
A piece of tangible supernatural equipment (per GMC or the Free Rules Update pg 241) is prepared with a mixture of the Dragon’s Vitae (at least 3 points), dust and other miscellanea from the Nest it’s performed at (it only works at a Nest), and purified water that’s been kept at at least 3 different Ley Line Nodes for an hour or more, the mixture of which is cooked together and then poured over the object in a pattern that aligns with the energy flow of the Nest itself.
Outcome
The Nest’s energy is used to empower the supernatural object, flooding into it and supercharging its ability to affect the wider world. Its equipment bonus (or any similar numerical bonus it applies) is raised by up to half the Dragon’s rating in the Coil of Zirnitra, rounded up, and this CAN bring it above the maximum equipment bonus. This increase lasts for a number of Nights equal to the Nest’s rating by default, but if purchased as an Enhanced Item (per the merit in Mage the Awakening, but ONLY for raised equipment bonus), either by the Kindred or an intended recipient (they’re effectively ‘written into’ the ritual), it will last permanently.

Essence Rain

Public/Private
Public
Prerequisite Coils
Call to Serve
Procedure
Find yourself a Wyrms Nest. One with a flat surface is preferable, otherwise a table is fine. Draw your sacrificial table using a line of rock salt, a circle containing a star of 3+2N points where N is the amount of Essence to be created. Place items representing the resonance you wish the essence to have at each point of the star. Place N pinches of grave dirt, werewolf fur, or living cocoons at the centre of the star. Pour N vitae into your preferred vessel. Starting at the centre, pour the vitae in a spiral until all items within the circle have been touched by the vitae. Place the vessel at the centrepoint. Close the circle by touching the outside ring with mortal blood. Walk around the circle in a deosil direction and using your right hand touch each item where the vitae has been dripped in order to transform the vitae into a liquid form of essence.
Outcome
The Dragon gains N points of liquid essence of the desired resonance held within the vessel. This can either be spilled out all at once or at a rate of one per turn. Once spilled, the liquid evaporates and the essence can be used by any entity or fetish within 2 metres. It can otherwise be stored indefinately.

Fuel the Fire

Prerequisite Coil
Ascendancy (The Coil of Zirnitra)
Additional Perquisite
Nest Guardian and Safe Place at 1+
  • In order for the Dragon to become as close as he needs to be with the Nest for this Scale to work he must have a functioning bond with the location.
Public/Private
Private

By tapping into the mystic powers of a Wyrms Nest itself the Dragon has learned to utilize those energizes there in and harness them to fuel his own supernal powers. After a successful meditation on the Wyrms Nest itself the Dragon can then tap into its source energy: Essence for a Locus, Mana for a Hallow.

Procedure
In order to tap into the source energy of the Nest the Kindred must meditate at the Nest itself. Sometimes this can take several hours depending on how apt the Dragon is with the art of Meditation. Once the Dragons mind has been cleared of all distractions he then attunes himself to the Wyrms Nest (This procedure has to be done at least once a month in order for the Dragon to maintain his connection to the Wyrms Nest)

Once the Dragon has completed the task of attuning himself to the Wyrms Nest he can feel the flow of the mystic energies as he himself becomes connected to it. This deep connection then allows the Dragon to pull forth a portion of those energies that make up the Nest and fuse them with him. The task of the fusing this supernal fuel into himself is completed by drawing these energies into himself and infusing his being with them.

The Dragon may only pull out energy equal to the rank or rate of the Nest itself to a maximum of five, and no more than one time per nest per chapter. This is a near intimate connection between Dragon and Wyrms Nest and so the resonance of the Nest always manifests itself in some physical way.

Outcome
Once the Dragon has attuned himself to the Nest he may then draw out the supernal power that builds up in the Nest and use it in a variety of ways.
  • 1) The Dragon may use the source energy to fuel his own abilities as if it where Vitae (and it’s capped the same way)
  • 2) The Dragon may pass the energy to other Kindred on a 1 for 2 ratio.
  • 3) Due to the Dragons attunement to the Nest he may now sense its well being. Like a gardener caring for his prized rose bush, anything effecting the Nest directly such as it being damaged, drained of its supernal energies or actions affecting its resonance now react in such a way that the Dragon not only knows but feels what is happening.
  • At the end of the month any supernal fuel not used bleeds away from the Kindred and is wasted.
Drawback
Any failure is automatically a dramatic failure. A new meditation roll is made in such a case, and Successes indicate the amount of Vitae that is sapped from the Dragon and pulled into the Nest itself. This amount of blood loss can exceed the normal maximum of five. As well due to the ripping of blood from the Dragon he takes one lethal damage per point of blood lost in this manner. As well this upsetting of the balance with the Nest leaves the Dragon unable to attune to the Wyrms Nest for the following month.

In addition, multiple Dragons may not use this on the same Nest in the same night; the second Dragon to attempt to do so automatically suffers a dramatic failure, as above.

Gift of the Mind

Prerequisite Coil
Embolden Potential (Zirnitra)
Public/Private
Public
Procedure
Through the study of psychic phenomena the Kindred has learned what areas within his own mind unlock various Psychic abilities, and through use of his research has learned to blend a mixture of his own cerebral fluids with other occult herbs and his own blood.

This serum takes several hours to create due to its nature. The Kindred must first pin point what Psychic ability he wishes to gain accesses to. Then he must extract fluid from that part of his own brain in order to capture the Epigenetic information. The extraction process is extremely painful as it requires the use of medical tools being inserted into the brain by the Kindred using the Process.

  • (Take 1 unavoidable point of aggravated damage)

Once the extraction has been completed the Kindred then creates the Substrate that the fluid is placed into. His own Vitae (rendered unable to create the Bond or Addiction) in combination with a variety of arcane herbs now function as the substrate material in which the cerebral fluid will carry along the Epigenetic Psychic Data to the imbiber.

Outcome
The serum can now be imbibed by another to temporarily allow them to utilize the selected Psychic ability. Once ingested the ability is only available for one scene as the materials brake down in the imbibers system. The substance degrades after a month; if not used by that point, it becomes useless.
Drawback
Since the serum temporarily rewires and rewrites the imbibers own brain chemistry in order to give them the Psychic ability it causes a bit of disorientation and one hell of a headache. As a means to lessen these effects a Point of Willpower must be spent and a reflexive Stamina + Resolve roll is made. If failed the imbiber suffers from the Drugged Condition for the remainder of the scene regardless of the spent Willpower. (The Willpower does not add the standard bonus to a roll)
Note
all costs such as Willpower and or use of Vitae to activate the psychic power still have to be utilized during the Extraction process or the serum does not work

Harmonize

Public/Private
Private
Prerequisite Coil
Zirnitra 5
Procedure
The Dragon lets set the crystal/gem/precious stone in a highly caustic alchemical mixture over a period of 24 hours giving it time to be absorbed into the crystal/gem/precious stone making the substance inert.

He then lets the crystal/gem/precious stone once again soak over a 24 hour period; this time in his own Vitae or the Vitae of the Dragon whom the harmonizing is being performed for.

After the crystal/gem/precious stone has yet again soaked it must be placed within the confines of the Nest itself where it will rest its final 24 hours gathering the resonance of the Nest to complete the process of harmonizing.

Once the Harmonizing process has been completed the Dragon is ready to awaken the powers within by making a Wits + Occult activation roll.

Outcome
Once the Harmonizing process has been completed the Dragon awakens the powers within by making a Wits + Occult activation roll. The Pseudo Nest will then be active for use for a period of day’s equal to success on the roll. The Dragon creates a crystal/gem/precious stone that resonates on the same level as the Nest. This gives the Dragon the ability to use the crystal/gem/precious stone in place of the Nest for instances of Scale usage giving the Dragon more mobility for use of Scales that require a Nest. Harmonize ONLY functions for the use of Scales that DO NOT affect a Nest directly.
Drawback
The crystal/gem/precious stone only has a usage span equal to the days in successes before going inert and having to be redone.

As with other Scales, vectoring supernatural energies has a physical toll on the Dragon. For each level of Nest rating he takes one unavoidable point of LEATHAL DMG during the creation and Harmonizing process.

Imprinting
the Nest Crystal will only function for the Dragon whose Vitae was used in the harmonizing.

Mark of the Voivode

Public/Private
Private
Prerequisite Coil
Voivode Undisputed (Voivode 4)
Procedure
A special, mildly unstable concoction is put together, formed of the Kindred’s Vitae, various semi-stable chemical compounds, and a small sample of the subject’s bile, and put into a syringe. It’s then immediately injected into the subject’s neck, wrist, or thigh, a painful process that inflicts the Insensate tilt on them for a turn and leaves them dealing with a Toxicity 5 poison running through their veins, and the Scarred condition.
Outcome
Once the poison has either run its course or been resisted (with the usual roll), a small bit of scarring (often in a shape meaningful to the Dragon) forms along the veins nearest the injection, which cools noticeably to the subject whenever the Vampire is close-by, due to the connection they retain with their blood. Because of that connection, said subject also effectively gains the benefits of the Protected merit regarding the Dragon for a week per dot of Blood Potency of the Kindred, even if the normal prerequisites aren’t met (so long as the subject’s living). This does not cause the blood bond or Vitae Addiction, despite the use of the Kindred’s Vitae in the substance.

Preserve the Crimson Vial

Prerequisite Coil
Into the Fold (Voivode)
Public/Private
Private
Procedure
With a mix of imparting part of the Kindreds will and a concoction of Alchemical Agents, the Kindred is able to preserve the nutritional qualities of blood. The blood may be kept in an object that is hermetically sealed and at least large enough to hold one pint of liquid. While this lengthens the time in which Blood or Vitae may be used for consumption, it is not indefinite. All blood goes bad, but the reagents used to preserve the potency of the blood do at the very least extend this life, using the power of the Kindreds beast as a medium
Outcome
The object can hold up to (Blood Potency+Coil of Voivode) traits of Blood or Vitae, though the power of the Potency of the Kindreds Vitae condenses the sheer amount of blood down to the size of about a pint. The amount of blood that is used in the ritual must be equal to the blood taken from however many subjects take part in the process. Each willpower spent can either extend the life of the Blood or Vitae by an additional week, or it can add to the storage capacity of the container (minimum of 1, spent on duration). Mortals with the Producer Merit grant double the benefit of the stored blood, as per the merit. Also, Kindred Vitae so stored causes Bonding as per normal, but does not cause Vitae addiction.

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.

Taste of Power

Prerequisite Coil
Ascendancy (The Coil of Zirnitra)
Public/Private
Public

The Dragon may concoct a solution (potion) from the blood of an individual, thus granting a temporary usage of one of the Vampire’s Disciplines.

To do this, the Dragon mixes a drought created in equal parts of the donator’s blood, the Dragons blood and several other enhancing and binding arcane substances, including the sap of a rather rare breed of Mandrake. The creator of the drought must have and understand not only Occult knowledge pertaining to the herbs and substances but must have medical understanding as to properly mix the blood without it spoiling the concoction. Intelligence + Occult is rolled first, representing the proper knowledge of the components involved, followed by Wits + Medicine to combine them without spoiling it (or accidentally creating something toxic). Exceptional success on the latter adds to the duration of the Discipline by one day or one use per exceptional.

Outcome
The imbiber may use the donator’s Discipline as if it were one of his own. The potion lasts one day per point of blood potency of the Dragon that creates the potion once imbibed, or until the Discipline has been used a single time (unless an additional use has been added as per above).
Drawback
As the substance burns through its unnatural course, it ends with a painful crash. The imbiber takes one point of unavoidable bashing per level of the Discipline being used upon its use.
  • (Note: Activation rolls, Willpower and or Vitae coast are still paid for by the imbiber of the drought.)

Trapping the Beast’s Hunger

Prerequisite Coil
Beast’s Hunger (Wyrm ••)
Public/Private
Private
Procedure
The Dragon takes a natural Adder Stone (availability 3), paints an adjuration for the Beast in blood and lets it simmer in an alchemical concoction that includes human bile. Over the next six hours the Dragon must Lash Out with the Monstrous Beast. Then the subject must devour the stone whole, dealing 1 Aggravated damage that can not be reduced.
Outcome
The stone sits in the subject’s stomach for one week before they vomit it back up. While there, the stone soaks up Vitae like it once did poison. The subject ignores the first point of Vitae ingested in a scene, the first Vitae from each mortal from a feeding roll, and the first Vitae gotten from any instance of using the Herd merit no matter how many dots are used at once. Further Vitae goes to feed the stone until it is full (5 plus the creator’s dots in the Coil of the Wyrm). A point of willpower allows the subject to spend the blood in the stone as though it was in their pool for one turn, or to transfer any amount of blood from the stone to their pool. The stone may be fed even if the consumer’s heart has been removed, but transferring Vitae to the consumer’s pool requires them to spill the Vitae onto their heart. Mortals may only feed the stone with Vitae from Kindred, and unless the stone is full they suffer an unquenchable hunger and the Deprived Condition.

Unity of Faction

Public/Private
Private
Prerequisite Coil
The Vast Dynasty (Voidvode •••••)
Additional Prerequisites
Unity of Purpose, Unity of Spirit
Procedure
During a renewal or performance of Unity of Purpose, the Kindred must, at the completion of the ritual, consume the substance, taking the Humbled Condition as the substance racks his mind with his place as a single part of the whole. The smoke then billows forth not from the bowl, but from his eyes, nose, and mouth, the disorienting process draining 3 points of Willpower away from him.
Outcome
Those that inhale the smoke are brought even closer together than Unity of Purpose normally allows for. In addition to its typical advantages, those involved in it count as being part of the same Pack/Coterie/Motley/similar grouping for the sake of benefits gained via Merits and Powers. This does not inherently allow anyone to buy merits they normally couldn’t, however, nor to use such Powers themselves, simply to count as a member (for instance, this would allow safe access into a “Motley” Hollow, or allow Pack Rites to affect members of Unity).

Unity of Purpose

Prerequisite Coil
The Vast Dynasty (Voivode •••••)
Public/Private
Private
Procedure
The Dragon, while within a Wyrm’s Nest, mixes at least 2 (or more, see below) points of Vitae, a drop of blood from every potential participant, and a cup of expensive wine (at least Availability 3) together in a gold-lined container. The substance must then be stirred for at least an hour without any pause, which requires a successful Resolve + Stamina roll.
Outcome
The Dragon is able to use the substance to form a unique bond among a close circle, represented by those with dots in Mystery Cult Initiation (or a similar merit) in the same group as the Dragon. Once completed and left in open air for at least a minute, the substance boils into an unnaturally black, shadowy smoke, which can be inhaled by, at most, a number of cultists equal to the Dragon’s Blood Potency +1 for each additional Vitae used. Both they and the Dragon gain a sort of unity of purpose towards the group’s ideals and members, focusing on it to an unnatural extent, akin to the effects of a Blood Bond.

This has the following effects:

  • All characters lose a point of Willpower immediately, to help ‘empower’ the bond, and lose another each month.

The characters are protected from new Blood Bonds from outside the group (but not each other), akin to a third stage bond.

  • Beneficial Powers improve duration akin to a third stage bond’s effect when used on another cultist. This has no effect on Awakened magic’s duration, though.
  • Members are considered to have at least a Strong sympathetic bond for the sake of Sympathetic magic (via Mage).
  • Being forced to work against other cultists OR the cult’s ideals causes a form of intense spiritual duress, which helps members shake off supernatural influence.
  • When affected by a power that would force or influence a cultist to cause any sort of harm/problem to other cultists, the cult as a whole, or the group’s goals, or reveal cult information, the character may roll a Clash of Wills (Supernatural Tolerance + Mystery Cult Initiation, +4 for duration) to ignore the effect.
    • However, the character suffers a condition/other drawback as if he’d failed a Breaking Point roll, as appropriate to the character type (but doesn’t lose Integrity/etc).
  • Willingly betraying the cult/cultists causes a Breaking point for ANY Integrity equivalent, as if a Humanity/etc 1 sin/act, or with a −5 penalty if dependent on an attribute roll (for a Werewolf, it’s towards the closest of Spirit/Flesh to their current Harmony).
    • In addition, the character loses all dots of Mystery Cult Initiation in the group (Sanctity applies), and takes an unavoidable resistant aggravated damage per dot lost.
  • Cultists never have a Hostile impression between each other, no matter what, so long as they still have their MCI.

The benefits fade when a Blood Bond normally would (typically a year), but it can be renewed with a re-use of the Scale at any point.

  • The Scale can also be repeated to add new members into the affected populace.

Unity of Power

Public/Private
Private
Prerequisite
Ascendancy (Zirnitra •••••)
Procedure
The Dragon, who must be under the effects of Unity of Purpose and Unity of Spirit, must work with at least 3 others (who must have a pool of supernatural energy of some kind) under the same effect within a Wyrm’s Nest that’s claimed by 1 or more members of that group. All four individuals donate a point of energy to a metallic object that’s prepared with geomantic carvings. The Dragon’s Vitae should be applied last, the blood physically traced over the designs, and the object is then buried or otherwise stored ‘within’ the nest overnight.
Outcome
The shared resonance of the group is then ‘recognized’ by the Nest itself, and a feedback of energy flows forth into all those under the effects of Unity of Purpose that step foot in the Nest’s area within the next Chapter. Any such characters affected may spend a point of Willpower and suffer 1 point of unavoidable/resistant lethal damage (it cannot be prevented with any form of armor, and magical healing does not work on it), as they allow the energy to burn through their patterns. However, the next time they use a supernatural power of any kind, the nest’s energy reinforces it, and they gain a bonus equal to the Nest’s rating. If used within the Nest itself, it also provides the 9-Again benefit.

Any given individual may only be under the effect of 1 ‘charge’ of this ability at a time (which may only occur once per use of the Scale), and using the Scale more often than once per Chapter will damage the Nest, suppressing it for the next full month.

Unity of Spirit

Public/Private
Private
Prerequisite Coil
Ascendancy (Zirnitra •••••)
Additional Prerequisite
Unity of Purpose
Procedure
The Sorcerer, who must be under the effects of Unity of Purpose, must feed on at least 3 different types of supernatural creatures (Mortal characters with supernatural merits count) under the effect of that Scale with him, or more if desired, and keep that Vitae within his system while within a Wyrm’s Nest of at least level 3 for an hour or more. At the end of that period, while still within the Nest, he slits his wrist and empties the retrieved blood (now in the form of his Vitae) into a large enough container. It’s then mixed with an equal amount of a potent acid and several odd occult ingredients, which must be allowed to dissolve within it. Without healing the wounds, he must then dip his arms into the resulting, bubbling mixture, and focus his will on the combined resonance (Which costs 1 point of Willpower).
Outcome
The substance both boils into the air and flows into the Kindred’s veins, burning him deeply in the process (he takes 2 unavoidable aggravated damage), but allowing him to absorb a bit of the nature of the blood donated, and spread that to others that share the Bond of Unity of Purpose with him. All those sharing the bond of Unity of Purpose with the Dragon find themselves better able to benefit from the powers used by each other. For the purposes of the effects of supernatural powers used by members only, each member counts as the most beneficial of the ‘donor’ templates when deciding if they’re a valid target or what the final effects are. This won’t let someone do something they normally can’t that’s required to gain the benefit (Like for something that provides a bonus to a Uratha’s shapeshifting), nor will it provide them non-template prerequisites they don’t meet. For the sake of abilities granted that rely on supernatural energy, however, 1 Willpower and 1 of the character’s own energy form (mortals can spend an extra willpower) can replace 1 point of cost of another energy type, but only for something directly granted by a power (such as an Influence by a Rite). This will similarly not grant any other template-based abilities, such as a Vampire’s or Werewolf’s regenerative abilities, and so powers relying on that might be dangerous or impossible to use on those lacking it.

This lasts for as long as Unity of Purpose does, including any renewal of it.

Ward the Wyre

Prerequisite Coil
The Dragon’s Breath (Zirnitra ••••)
Additional Prerequisites
Fuel the Fire
Public/Private
Private

The Dragon has developed a fundamental understanding of how Dragons Nests energies function, and by exerting himself over those energies he has learned to shape them into a protective ward surrounding its area of influence. Process: The Dragon makes an extended Wits + Occult roll minus the rating of the Nest, needing a total of successes equal to the rating of the Nest.

Outcome
The Dragon creates a resonance based Ward to surround the Nest and protect it. The Wards generated by this Scale are meant as a protective measure only affecting outside sources that would cause harm or disruption (including information-gathering); such actions, whether mundane or supernatural take a penalty equal to the Nest’s rating (−1 further on an exceptional success in the Procedure). The Dragon/s that utilize this Scale my designate rather or not a person is allowed to bypass these Wards much in the same way as those designated by the Perilous Nest Merit.

Due to the Ward being generated by the Nest itself it cannot produce such effects indefinitely, thus the life span of the Ward is based upon the strength of the Nest. It can be held in place for one week per point of the Nests rating.

Wyrms Bastion

Public/Private
Private
Prerequisite Coil
Ascendancy
Procedure
The Dragon creates an Alchemic concoction of Herbs that connects him ever more to the Wyrms Nest and allows him to call on its supernal energies to generate and wrap himself in a form of supernal armor dependant on the Strength of the Nest. Outcome: The Nest wraps the Dragon in an unseen shroud of metaphysical armor offing him a degree of protection. So long as the Dragon remains connected to the Nest the armor is ever present but it must be activated by spending a point of Supernatural Fuel for the scene. This armor is equal to half the level of the Nest rounded up that he is connected to. The supernal armor granted may stack with that of mundane armor and/or natural armors.
Drawback
The Scale requires that a DOT of Willpower be used to connect Nest and Dragon.

Fiends Blessing

Prerequisite Coil
Ascendancy
Public/Private
Private
Procedure
With a little bit of effort the Dragon taps into the Nest and then alters the flow of energies from it into his own hands as a means to manipulate the physical form of another creature altering their flesh as if it were clay resting on an artist’s wheel.

The Dragon first makes a Roll to Resist Frenzy since he is tapping so deeply into the Energies that flow through the Nest, as they might drive him mad, he then may redirect those energies into his own hands imbuing them with the capability to manipulate flesh as he wills it.

Once this is accomplished the Dragon may roll Intelligence + Medicine to create the changes he wishes. The use of Intelligence + Medicine replaces the normal crafting roll for equipment.

Outcome
The subject’s body is forever changed. The Dragon may elect to manipulate the physical form of the patient reshaping bone, moving fat and flesh to create calluses over vital organs and so forth creating organic equipment. It should be noted that this Scale is only capable of creating equipment that could be sensibly crafted/created/altered from flesh and bone or organic material taken from the patient him/herself.

Like normal equipment, each +1 bonus may be traded for an equipment tag or special feature and an Exceptional Success adds an additional +1 or an extra tag. Unlike normal equipment, it may not normally be stolen, removed or disarmed as it is a part of the person. By default, these changes are obvious and monstrous, but that can be mitigated by adding Retractable tags. As well, no more than the Nest’s rating in bonuses/tags/rating may be given to the equipment in total.

The Retractable tag renders the augmentation completely undetectable to anything short of supernatural analyses and relevant medical tests analyzing someone’s insides, such as an x-ray detecting altered bones. However, the augment provides no benefit without first being deployed as an Instant action. Deployment lasts until retracted as an Instant Action, but while deployed it is obvious to casual observation.

Although normally permanent, intensive surgery or supernatural healing can remove the effects of this scale as though it were a number of Aggravated Health Levels equal to the Rating of the Nest the Scale was performed at. Drawback: Using or being subjected to this scale calls into question the person’s relationship to their body and identity as it related to physical form. This calls for a Humanity 4 Breaking Point for both the Dragon and their subject. Non-Kindred subjects suffer an Integrity or Clarity breaking point with a −3 penalty. The Dragon must spend a point of Vitae/Essence/ or what supernal energy source he has the ability to tap into. per point of average availability the non-organic equipment would cost.

The Dragon takes a point of LETHAL DMG per point of Equipment meant to be created as the strain of manipulating such energies has a toll on the Dragon as well. Someone may only benefit from one use of this scale per point of Stamina at a time, not counting the removal of Conditions or Tilts.

Whenever someone undergoes the use of this Scale an Equipment Request should be sent in to note the equipment on the PCs sheet.

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Werewolf

Packs

Pack Experiences are not in use

Packs may be formed either pre-creation or IC, but only involves PCs or those directly represented with merits; no ‘Secondary’ characters are created. Totems are created normally.

Packs do gain the normal 5 dots of Pack merits, but other dots must be purchased by individual characters contributing their personal Experiences.

Hunting Natures are not in use, due to the difficulty of keeping track. No drawbacks or benefits of the conditions are gained.

Packs may purchase and use Pack Tactics of any level as well as use them spontaneously, though the latter may only occur in a scene with a Storyteller, who will approve their use on the spot; this does not guarantee every staff member will allow the same one in the future.

Tactics must be purchased via individual pack members contributing Experiences Developing learned Pack Tactics for purchase follows the same guidelines as other Custom Creations.

To clarify, the Primal Instincts Tell is required for Wolf-Blooded to participate in Pack Tactics. Non-Werewolves otherwise cannot do so.

Wolf-Blooded Changing to Another Faction/Template-Former Wolf-Blooded characters retain ONE tell when changing into anything besides a Werewolf. Any additional Tells purchased are lost with all other Wolf-Blooded merits.

Thrice Born

Prerequisites
Shadow Twin (Tell), Second Skin (Tell)
Optional
Family Status-Hayes

Benefits

  • Treated as higher rank above wolfblooded.
  • Respected by Uratha who know the story of how the Thrice born came to be.
  • Help from the Hayes Family when needed.

Drawbacks

  • They can only join packs with other Thrice-Born or PC’s with Family Status-Hayes
  • They cannot take the Neighborhood Merit, even as pack members.
  • They cannot hold Territories, as they are servants to all Uratha.
  • If the Wolfblood undergoes the First Change, they will lose both the Second Skin and Shadow Twin merits.

The First Change-Mechanics

When a Thrice Born undergoes the First Change, they are no longer considered Thrice-Born. Unlike other blooded changes, they lose both Second Skin and Spirit Twin tells. XP spent for those merits will be refunded back. They will retain a permanent dot of status in the Hayes family, or gain a second to reflect their service as a Thrice-Born. (Note: only if the change happens IC. This does not apply to Uratha who started the game as changed Thrice-Born. This applies to characters created after this merit was implemented, and will not be applied to current characters who have thrice-born in their background, OR to characters who started the game thrice-born and underwent the first change.)

Responsibilities

The needs of the Uratha come first to the Thrice Born, and they have a tendency to take on whatever responsibilities are asked of them, so long a it will not directly harm their brothers and sister.

Structure

There’s no true structure to the Thrice Born, other than the fact that a request from Michael Westbay is as a law to the Thrice Born. As the eldest of the most prominent family, he acts as a distant patriarch to his kin. The Thrice Born themselves try to meet at least once every month or two, generally at a Tur or a business owned by one of their own, to discuss happenings, any of their own that are close to their First Change (of which they have a strange reaction to…), and any other of the banal items of life that have come up.

The First Change

While a Thrice Born who undergoes the First Change still sees it as a great privilege, the rest of the family tend to feel sorry for the Thrice Born, as their brothers or sisters (their Shadow Twins and their Second Skins) are absorbed into the physical sibling’s form. Thrice Born who have undergone the First Change speak of it as becoming fully whole for the first time, and they may actually be correct. Thrice Born who know a member that has undergone the First Change will still speak to them when they are seen, but will talk of them as if they died during their First Change.

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Status: Hayes Family

Requirements
Thrice Born and/or Last name Hayes
  • Status 1 - Ronald Hayes has indoctrinated you into the family. You gain access to use the family Locus freely. This also comes with free housing at the Hayes family estate as well as a family that will back you up through thick and thicker.
  • Status 2 - You did something of note that even the Forsaken talks about. This does not go without notice in the family and they talk of your praise. You gain 1 dot of resources as well as the access to the family’s Library.
  • Status 3 - The Thrice Born has work to further the family and help Forsaken as well. You have really done your part to help as best you can. Ronald had noticed your work and wants to help you get stronger. You gain Favored Form at 2 dots for any form. (Note that only those Thrice Born with the family name may go above Status 3. There are very extreme circumstances for someone without the family name to move beyond this point.)
  • Status 4 - You are now one of the top members of the family. There are not many of you, but if you got here, you deserved it, you worked for it with your own sweat and blood. Hayes and other higher members of the family teach you why the Thrice-born are not to be trifled with. They are not just money and family, they are fierce warriors as well. You can access to Fortified Form (3 dot version) for whichever form you choose. You must still meet the requirements of Fortified Form to use it. This stacks if Fortified Form is already taken for one form (Max of the 5 dot version)
  • Status 5 - Disclosed. Only Ronald and his daughter Claire have this level of status at the moment.
  • Drawback - While the family is helpful to all Uratha, they are very insular. The protection of the family is the greatest concern to them. They take the loss of a member hard and cannot see themselves mating outside of the family. They cannot take access to the Neighborhood merit as the Estate is all the family cares about. Thrice Born within the family may also not form packs with non-Thrice Born and non-Hayes family members. Exiled members can not take Status Hayes family but may take the Neighborhood merit.

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Custom Items and Powers

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.

Golden Pill (• Talen)

A medicinal ball, typically about the size of a quarter, which heals all bashing or one Lethal, whichever is more severe. More than two pills in a day inflicts the Exhausted Condition.

Bracelet of Shadow Walking (•• or ••• for outsider)

This bracelet is made from black tungsten steel and obsidian braided together ( with the help of the sculpt gift) The inside of the fetish has been polished smooth and carved with first tongue sigils representing the Hisil and Shadow Spirits.. A Shadow Spirit is bound into the fetish.

Effect
This fetish allows whoever is wearing the it to step across the gauntlet the same way an uratha would at a loci.

Bad Bitch (••• Fetish)

Action
Instant
Duration
Scene

A Muzzle Break that can be fitted to the end of a firearm, activation changes the nature of bullets that pass through it, allowing them to strike and damage ephemeral entities. Naturally, bullets fired this way do not harm more solid creatures.

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Rites


Brotherhood (••, Pack Rite)

Symbols
The pack, brotherhood, blood, binding
Public/Private
Private
Sample Rite
The pack gathers together to enjoy a meal and drink prepared with the express intention of creating a familial bond between them. The ritemaster begins the meal with an anectdote about one or another of the pack, a witty recollection meant to brighten the mood and share the memory with the whole. Each in turn recalls a story of their own, building up the good mood and bringing them together as strong siblings with unbreakable bonds. (Wits+Socialize)
Action
Extended (10 successes; each roll represents half an hour)
Duration
1 Season, with the option to renew before the duration has elapsed.
Success
The pack may initiate remote communication with one another, on an individual basis, with Resolve + Composure. This communication is limited, granting a general feeling of the packmate’s state of being and direction in which they can be found. Exceptional successes on the initiation provide greater input, a clearer idea of thoughts, as well as an approximate distance to their current location. In moments of extreme emotion, or when in the midst of real combat, this roll can be made reflexively to alert the whole pack, though the individuals would need to succeed on their own roll to have a clear indication of what triggered such an event.

Gift of Flesh (•••, Pack)

Private

A pack is one unit, the greater then the sum of it’s parts. A truly dedicated wolf knows this. Each member must contribute to the pack. This is instinct and even The Uratha know of this. But the weakest of the pack sometimes must give their all if the pack is to survive

Symbols
Unity, Sacrifice, Self Harm, Blood, Poison
Sample Rite
The Rite Master decorates themself in symbols of their pack. The members of the pack gather round the rite master in silent respect as he howls a dirge in first tongue of his willingness to give of himself to strengthen the others. He takes a specially prepared drink of hemlock and drinks deep from it as the pack howl their respect of the sacrafice and the bond of pack (Persuasion+Expression)
Action
Extended Roll, each Roll Represents 1 minute. Must accumulate 15 Successes
Duration
A Scene
Success
The Rite will always deal 1 aggravated damage from the poison ingested. Any additional harm that the individual performing the rite takes onto themselves makes the pack stronger. Each additional level of damage contributes dice to a pool that may be expended by any pack member to add to a roll that contributes to an action that furthers the pack; Lethal grants +1, and Aggravated +2.

Mark as Mine (••, Wolf Rite)

Public/Private
Private
Symbols
Binding, Pack, Protection
Duration
1 month
Action
Extended (10 successes; each roll represents 1 minute)
Sample Rite
This rite is generally performed at night preferably during the rite masters moon phase though it can be performed at other times. During the rite during the rite-mater moon phase adds a +1 to the roll. To perform this rite the Rite Master must pierce the skin of the subject ( Usually by biting, through other methods may be used). The ritemaster must then draw symbols of protection and the uratha on the subject using a combination of the subjects and her own blood, doing this creates a supernatural connection between the two (Resolve + Occult).
Success
This rite places a spiritual mark on the subject of the rite marking them being under the protection of a werewolf or pack. Thereafter for the length on one Lunar month any time the recipient of this rite is in danger the ritemaster may spend a willpower to conveniently be in a position to save them. Anyone looking at the subject with a supernatural sense can see/smell/detect the brand, and the combination of scents of the Packs totem and the ritemaster herself.

A supernatural connection to the subject is formed and will warm the werewolf if the subject is in danger, being attacked, or is in danger, allowing the werewolf to try and arrive as quickly as possible (or via the above method).

Elixir of Life (•••, Pack Rite)

Symbols
The moon, herbs, blood, healing
Public/Private
Private
Sample Rite
In the light of the moon, the ritualist and participants wound themselves, collecting some blood into a mixture of herbs and ground together. The resulting mixture is daubed onto the chest of each participant with symbols of the moon, health and longevity, while speaking of the virtues of the blood and herbs to reinforce their effectiveness. (Intelligence+Medicine)
Action
Extended (10 successes; each roll represents ten minutes)
Duration
1 month
Success
Pack members’ blood is strengthened, blessing them with exceptional health and healing, which decreases their healing rate by half. Uratha and others with the means to use Essence, Vitae or other Energy (or even goblin fruit) for regeneration find their healing likewise improved, doubling the effectiveness of using such for healing themselves (one Essence heals two Lethal in a turn, one Blood heals two health, a fruit doubles the healing effect), though this only works outside of combat. To ensure this, the ritemaster must sacrifice enough blood to take one Lethal to empower the rite.

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 natures 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.

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The Storytelling System, Beast the Primordial, Changeling the Lost, Chronicles of Darkness, Demon the Descent, Mage the Awakening, Vampire the Requiem, and Werewolf the Forsaken ©2014–2016 CCP hf and published by Onyx Path Publishing. Produced by Jeff Vandenberg. Layout and Design by Jill Arden ©2016