GameRef: House Rules

Terms of UseCode of ConductSite Policies and PracticesHouse RulesCustom Items and PowersNew Player Help
Wiki GuideChat HelpRequest SystemExperience GuideSanctioning GuideCharacter Creation


Contents (hide)

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.

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 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 and Beasts as having a “Predatory Aura”, but realize they aren’t Vampires, to the range of their Kindred Senses. This does not beat powers concealing nature (including Passing Resemblance).
  • Werewolves sense Vampires and Beasts with a successful, instant Wits + Primal Urge roll when close enough to smell one; again, this does not defeat powers concealing nature.
  • Neither Vampires nor Werewolves can inherently sense Changelings (even predatory ones) through their aura due to the Mask (but see rules on the Mask below).
  • Hunter’s Aspect can defend against Lashing Out and visa versa, and both can be used to defend against Bedlam. Bedlam can theoretically be used to defend against other auras too.
  • All auras can be used to try and defend against supernatural powers that mention any other aura type as able to end it (e.g. Awe). This must be purposely done, however.

↑ back to top

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.

↑ back to top

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, Beast, 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, 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 Blood Sorcery, Obcasus Rites, and Wolf/Pack Rites, among other specific examples. This never applies to ‘template’ abilities, like a Werewolf’s shifting.
  • 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.

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.

↑ back to top

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. Abilities like Auspex can see through it more reliably.
  • Wolf Senses allow the Mien to be smelled, but don’t reveal visual information.
  • Beasts don’t see past the Mask without powers like Eyes of Heaven, but do sense Changelings normally with Family Resemblance.

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.

↑ back to top

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, with Storymaster input, will then either approve it, work with the player to balance it out, or deny it if it simply can’t be done with the level or power(s) given.

Once approved, the power or item must be developed IC:

  • Specify in the same request whether your character is hoping to build (i.e., craft) the item or power or retrieve it.
  • Power/Item types that provide a creation system in the books are created with the systems provided. In addition, a single scene or bluebook must be provided as Justification, involving some aspect of the creation process. Scenes do not need to involve an ST.
    • Note: Dice rolls should be attached to the request.
  • In the case of types that don’t have a concrete system, a number of Justifications must be provided equal to the level of the item/power. These can include scenes (with or without an ST), bluebooks, applicable merit uses (discussed with the Rules Master), and extended rolls (discussed with the Rules Master. Only successful rolls apply). A scene or blue book MUST be one of the Justifications.
    • Retrieval: In the case of custom items that a character would like to ‘find’ or otherwise physically acquire in-character, the above Justification system is still used, representing the process of researching and seeking it out, but needing to involve a Scene run by an ST for actually acquiring the item (though this may be done via PRP). Retrievals are never Private.
  • Once Justified, the item/power is ‘’’sent back to the Rules Master’’’ for purchase (assuming you have the Experience), at which point it will be added to the wiki.
  • Only one custom item/power may be submitted per character at a time. Unless otherwise noted, custom items/powers are limited to one per month.

Customizable Traits

The following is a list, by Faction, of what can be custom-made with the above system. An * means that item can use the ‘retrieval’ system, and ** means they MUST be ‘retrieved’.

Note: Even if through some special ability, a member of one Supernatural Type is able to learn/use powers/items of another, they are still not able to customize anything not under their own header below. However, they can still buy PC-made powers that they have a way to learn.

Vampire

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

Dhampir

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

Werewolf

  • Rites, Pack Tactics, Fetishes/Talens*.

Wolf-Blooded

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

Changeling and Fae-Touched

  • Goblin Contracts, Tokens**.
    • Goblin Contracts require 2 Justifications

‘ ’Beast’

  • Obcasus Rites, Kinship Nightmares
    • Obcasus Rites can only be developed by Initiates. They need Justifications equal to the level of their “tier” (1 for Basic, 2 for Intermediate, etc).
    • Kinship Nightmares require appropriate Family Ties.

Mortal+

  • Supernatural Merits (Including those for ‘Micro’ Templates).

Additional Information

  • All may submit ‘modifications’ for powers like Protean, Biomimicry, Skin Deep, and similar ‘animal aspect’ type abilities that allow you to gain customize-able modular benefits. These don’t count towards your monthly limit, and don’t need Justifications, but are still subject to “one at a time” rules.
  • Custom Mundane Items (Equipment not found in the approved for play books) are still submitted to the Rules Master for mechanical approval before the actual crafting roll is made, but no ‘Justifications’ are needed beyond what’s needed to get any materials needed for the item.

↑ back to top

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.

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.

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.

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.

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.

Visual Artwork

Equipment Bonus
+1 to +3 (Half the Availability spent on it)
Availability
As above
Size
Varies as appropriate
  • Visual Artwork represents many artistic endeavors that are meant to be set on display permanently and can otherwise be casually enjoyed solely with the sense of sight, not requiring a specific performance or a “run time” of any sort.
  • The bonus is rarely tied to anything specific, and instead will apply to social bonuses for such things as socializing in its presence with someone who appreciates artwork, offering it as a gift, and so on. No specialization needs to be given, it just needs to be defined what exactly the Artwork is.

Equipment that provides higher bonuses, a more widespread area it applies to, or that similarly varies isn’t banned, but does still need to go through the RulesMaster Request queue normally (Custom Item/Power) and likely will have some related trade-off. 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, 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).

Other suggested options for General equipment should be sent in a Feedback request to the Rules Master group.

↑ back to top

General House Rules

Integrity Traits and Sanctity of Merits

Any increases to Humanity or Integrity 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 4 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 Integrity 7 and dropping to Integrity 6

↑ back to top

Mystery Cult Initiation

A character may only have a total of 6 dots assigned to different versions of this merit. The following Cults do not count towards the limit for mortal characters, but may ICly limit membership in other groups: FHC LLC, Miami Infoship, Niqibat Al-Tijara, The Order of Saint Cervantes de Valladolid, and The Seventh.

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 a member with a merit like Primordial Cult (Beast) that implies cult leadership.
  • If approved, the Cult becomes a facet of the setting just like anything else, 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)

All characters receive 1 free dot of status or a related merit in one Venue-specific group at Character Creation, if appropriate.

  • Status 1–2 can be purchased with Experience or starting merit dots, with Justification. Anything above that requires an in-character position in the group, but does not need to be purchased. This does not apply to any other merit, like Mystery Cult Initiation or Mantle.
    • Note that you must have Status purchased at 2 with XP to be able to earn a position at a higher status level, though you may do this at the “same time” as the position is offered, if applicable.

↑ back to top

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.

↑ back to top

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.

↑ back to top

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.

↑ back to top

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.
Clarifications
  • 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.
  • Ties in grappling are re-rolled, but the initial roll is what determines level of success.
  • 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.
  • You may NOT choose the same maneuver twice with an exceptional success (e.g no damaging twice).

↑ back to top

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.

↑ back to top

Poison

Clarifications
  • When in combat, all poisons inflict the Poisoned Tilt. It’s moderate for Toxicity 1–5, and Severe for Toxicity 6–10.
  • 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 and Humanity.
  • 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.
  • Occult Charms are capped at ±5 in their effect, like equipment, but extra successes can always add extra days.
  • Academics’ system for removing merits is tweaked slightly:
    • The roll is made per week, not per day, and is Contested instead of Resisted; the target uses Resolve + Academics (or another skill if the ST deems it appropriate to the plan), with a target equal to twice the rating (without adding anything else, as it’s a little easier to defend the status quo than to work against it). Rolls and results are made at the END of each week. The defender wins if there’s a tie (as in both meet/exceed their target by the exact same amount in the same roll).
    • Merits like Contacts (where appropriate to what’s being targeted) will reveal what’s going on to the character at the BEGINNING of the process.
    • The plan MUST be detailed and make sense; if you have no actual idea HOW you could harm a given merit, you can’t do it.
    • ‘Personal’ social merits like Striking Looks and Taste can’t be targeted with this system.

Powers Inflicting Tilts

  • In the case of any merit or power that inflicts a scaled Tilt or Condition, if the writeup doesn’t include a rating, assume it uses the minimum or lowest severity version.

↑ back to top

Merits

Merits which grant Merits

  • Mystery Cult Initiation benefits ignore prerequisites when granting a ‘’specific’’ merit (or one of a set of specific merits), but cannot grant venue-specific merits to those not in it.
    • 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, and will not usually be approved for more than a single level of Initiation.
    • If a character cannot benefit from a given level, they instead receive an appropriate number of dots of RELATED merits, and these replacement dots do NOT ignore prerequisites.
  • Totems cannot grant merits from other venues (like Vampire merits or Supernatural merits) but otherwise ignore prerequisites. As above, if a member cannot benefit, they get replacement dots.
  • No Merits that provide access to merits or similar traits at lower effective cost may ever provide access to OTHER merits that do the same. For instance, you cannot have a Totem that provides Professional Training or Mystery Cult Initiation.

Merits Shared By Multiple Characters

  • Merit 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.

↑ back to top

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.

↑ back to top

Professional Training

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

↑ back to top

Retainers, Familiars, etc.

Retainers use the rules presented in Geist: the Sin-Eaters, and so gain access to 2 * their rating in ‘’personal’’ merits. For instance, a Retainer cannot have a 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.

Retainer 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)

↑ back to top

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

↑ back to top

Supernatural Retainers

  • Retainers cannot be full template creatures likes Beasts or Vampires, except in explicitly defined, limited cases like the Sanctuary merit.
  • Retainers representing ephemeral entities gain 1 dot of an appropriate Power per 2 dots in the Retainer merit, rounded up.
  • Ghouls gain Discipline dots as described in Vampire: the Requiem. Fae-Touched gain a common or goblin contract at 1, 3, and 5 dots of Retainer. Other half-templates gain any innate abilities (like Wolf-Blooded Tells) and spend merit dots on other capabilities.
  • 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. They do not gain any merit dots, however.

↑ back to top

Staff (Merit)

  • Staff cannot be used for anything that would involve a resistance or other penalty (like defense) from a ‘target’, in addition to not being usable for contested actions.

↑ back to top

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.

↑ back to top

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, they shouldn’t be entirely ignored; they evoke an emotional response, it just does not dictate action.

↑ back to top

Soul Loss

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

↑ back to top

Strength Scores and Lifting

  • Each dot in strength allows you to lift and carry something 25 lbs or less, push something 50 lbs or less, or push on wheels/rollers something that’s 250 lbs or less.
  • For lifting, you’re able to lift more than this limit but you take a cumulative −1 penalty to Speed and all Physical rolls for every 25 lbs you carry in excess of your safe capacity.
  • The second dot of the Strength Performance merit from Hurt Locker sets the lift/carry limit and the amount at which penalties apply to 40 lbs per dot of Strength, which also means your push limit becomes 80 lbs per dot and your push on wheels/rollers limit to 400 lbs per dot.
  • The third dot of the Strength Performance merit doesn’t affect the lift/carry limit, but sets the push limit to 400 lbs per dot, and the push on wheels/rollers to 1600 lbs per dot.
StrengthLift/CarryPushPush on wheels/rollers
2550250
••50100500
•••75150750
••••1002001000
•••••1252501250
••••••1503001500
•••••••1753501750
••••••••2004002000
•••••••••2254502250
••••••••••2505002500

↑ back to top

Travel to Other Realms

  • Characters with an ‘affinity’ to another realm, whether through venue (Werewolf 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 Autochthonous Depths of the Underworld. To confirm “affinity,” ask for it at creation or put in a request to your venue.
  • 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.

↑ back to top

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 the other player, which may delay sanctioning. Werewolves may only take PCs as physical Touchstones.
  • In the case of a character 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 needs Storymaster permission (along with the other player); in such cases, it should only be another PC.

↑ back to top

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. Existing ones can be joined immediately after creation.
  • 2nd Edition Z-Splats 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 have not yet been released for Changeling, and will be added when available.

↑ back to top

House Rules and Clarifications

Changeling

↑ back to top

Beast

↑ back to top

Mortal +


Micro Templates


Addons for Existing Templates

Augmented Dexterity (••-••••)

Public/Private
Public
Prerequisites
Protocol at equal level
Effect
At 2 dots this grants a +1 Dexterity boost, at 4 dots it grants a +2. This affects all derived traits. This can take your character above her normal Attribute limits.
Deprived
You use your Dexterity for calculating Defense.

Supernatural 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 breathe underwater, as well as slightly webbed toes and fingers that give a +1 to both Speed when swimming and Swim rolls.
Raptors Sight
The character’s eyes take on the sharpness of a bird of prey, removing up to 3 dice of penalties from perception rolls relying on sight.
Pit Sensors
The Mimic gains a form of thermographic sensing, like those of the Viper family of snakes, becoming capable of ‘seeing’ via heat alone.
Wall-Walking
From the spider to the lizard, to the ant and many things in between, gravity isn’t the end all be all. Maybe it’s tiny hairs, or sticky pads, but you have a knack for denying gravity by climbing up seemingly flat walls, and even hanging from the ceiling.
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.

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.

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.

↑ back to top

Vampires

Blood and Vitae

Vitae and Hunting

  • 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, implying the victim died).
    • You may NOT gain the bonus for extra time; it’s already assumed you’re spending several hours over the week doing your hunting.
  • 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.

↑ back to top

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.

↑ back to top

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.

↑ back to top

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.

↑ back to top

Discipline Clarifications:

Animalism

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

Protean (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, 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; extreme levels of trauma may bypass this, at Narrator discretion in a scene.
  • Direct supernatural sources that deal lethal damage (such as Nightmare 5) are not downgraded.
  • 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 are not downgraded unless they say so.
  • Supernatural powers that say Vampires may be immune, downgrade the damage, or otherwise suffer less harm at Storyteller discretion 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.

↑ back to top

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.

↑ back to top

Custom Items and Powers

Devotions


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

Public/Private
Public

Elder Kindred are well known for the potency of their Disciplines, and some manage to heighten that to a point that lesser Kindred could never manage, both increasing their presence in the world and heightening the effects of their powers.

Cost
None
Dice Pool
Per Base Coil/Discipline
Duration
Permanent

Upon purchasing this Devotion for a given Coil or Discipline, that Coil/Discipline’s rating is treated as 1 higher for all purposes; Clashes of Wills, activation pools, derived or scaling effects, and anything else are all affected, including for any Devotions or other traits that use those Disciplines. For instance, purchasing this once for Majesty causes Awe to grant +6 dice to related Presence rolls.

This may be purchased separately for any Discipline/Coil that qualifies, and may even be purchased more than once for the same Discipline/Coil, but requires a Blood Potency equal to or greater than the new effective rating of the trait in the latter case.

This Devotion costs 3 Experience for scaled Disciplines (like Physicals) and 2 Experiences for any other Discipline or Coil.

↑ back to top


Miracles


↑ back to top


Oaths


Oath of Punishment (•)

This Oath is used as part of punishment in a legal matter to enforce the punishment that the Praxis has ordered. Generally, the process of being released from custody will include this Oath. The vassal swears the Oath, admitting their guilt and agreeing to the terms of their punishment.

Effect
Once a character takes this Oath, he swears to the terms of his punishment. He’s the vassal, and must purchase the Merit. The Prince is considered the liege. From that point forward, he cannot attempt to break the terms of his oath. If he wishes to do so, he loses a point of Willpower, and takes a single level of aggravated damage as charred lashes appear across his back. Additionally, the Liege takes a single level of lethal damage, and knows exactly why he’s suffering it.
Drawback
Can not gain the benefits of any other Oaths while the Oath of Punishment is active.

Oath of Service (••••)

Rather than a specific task, like Oath of Action, this Oath covers terms of service to the Invictus to whom the oath is sworn. A duration of time is chosen at the swearing of this oath and must be included in the wording of the Oath itself. Choosing a duration over a year and a day is considered bad form, though the Oath can be resworn annually. Unlike Oath of Fealty, the one swearing the oath does not have to be a member of the Invictus. Wording of the oath must include what would constitute a breaking of the oath.

Effect
The vassal gains access to one physical discipline’s dots of his Liege’s discipline.

If the term ends with neither having violated the oath, nothing happens but the benefits and the drawbacks of the oath simply end. If the vassal breaks the Oath, all his vitae mystically evaporates and it is immediately known by the Liege that the oath was broken and the current location of the vassal.

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

↑ back to top


Protean Modifications


Predatory Aspects

Camouflage
By altering her skin tone and even her clothes to blend into her surroundings, the Kindred becomes more difficult to notice, granting a bonus to rolls to go unnoticed equal to her Protean dots.
Projectile Blood
Spitting blood like a Cobra, the Kindred can temporarily render their opponents blind. Spend 1 additional Vitae beyond the activation cost of this power, the Vitae is expelled from the Kindreds mouth up to a distance of Strength x 3 yards. Roll Dexterity + Athletics - Defense, with the usual targeted attack penalty, but reduce this penalty by the character’s Protean dots. Success inflicts the Blind tilt on the opponent. The tilt is resolved if the victim of this power spends an Instant action wiping away the viscous fluid. Vitae so expelled from the body is considered inert, and does not cause Vitae Addiction or any increase in the steps of a Blood Bond.
Rodent’s Anatomy
Much like a Mouse or Rat caught in a Predators grasp, you know just how to move and wiggle to make an escape. If you have this power activated while in a grapple, you may add your dots in Protean to any roll to Break Free or Escape an Immobilize. Dots granted by this power may not be applied to Take Down, Damage, or the Disarm Maneuver. This power may allow the Kindred to attempt to escape an Immobilize caused by an item such as a Zip Tie or Handcuffs, make a Dexterity + Athletics roll with a penalty depending on how advanced the equipment is. Standard Rope levies a −1 penalty while Police Issue Handcuffs impose a −3. Success frees the character from the restraint.
Unnatural Maw
Though vampires are skilled predators, human physiology means their mouths aren’t their greatest weapon. Via Protean, the vampire increases the useful radius of their bite, whether by ‘unhinging’ their jaw in the manner of snakes, growing circular rows of lamprey-like teeth or some other animalistic method. When feeding ‘Violently’, they increase their effective ‘blood taken per turn’ maximum in grappling and other situations by their Protean dots. Used outside combat, this effectively turns any feeding into ‘The Assault’ instead of The Kiss.
Venom
The Kindred can produce powerful venom glands, like a spider or a snake, that they may excrete when they bite someone or hit them with a natural weapon granted by Protean. This counts as a Poison with a Toxicity equal to the Kindred’s Protean dots. In combat it inflicts the (Moderate) Poison Tilt.
Viper’s Gift
Vipers have the ability to track their prey through proteins in their bites. This Protean modification grants a similar ability. For the purposes of tracking a bitten victim by scent (p91, Vampire), the Kindred gains a dice bonus equal to their Protean until the end of the scene. This ability also allows other vampires to be tracked in a similar fashion to mortals. If the Kindred has other natural weapons granted by Protean, they can elect to cause this effect on a successful strike.
Wolf’s Hide
Adapting his flesh to that of a Predatory Animal like a Wolf or Lion, the Kindred becomes unnaturally resilient to damage. He enjoys an armor rating of 2/0 against any bashing attacks and a rating of 1/0 against incoming lethal damage. This armor does not apply to banes that the Kindred suffers from, but stacks with any armor worn.
Wolf’s Jaw
The Kindred’s jaws, tongue and voice-box shift to match those of a werewolf. This alters their voice, giving it a harsh, gravelly quality when speaking english but allowing them to speak First Tongue normally if they have taken two dots in the Spirit Speech merit. This also allows them to make a bite attack (0L, using Brawl) without first grappling their opponent, but does not allow them to Feed in combat without grappling.

Unnatural Aspects

Long Death
The Kindred produces a powerful hemotoxin as the Beast devours the subject’s blood from within them. This poison is delivered through the Kindred’s bite, or through any natural weapons created by Protean. This poison deals Lethal damage and has a Toxicity of their Blood Potency. The damage happens once per hour up to Protean times, but never during the day. In Combat this produces the (Grave) Poison Tilt, except that the victim takes a penalty to their Stamina + Resolve roll each turn equal to the Kindred’s Protean. Vampire victims lose Vitae instead of taking damage while Ghouls lose Vitae before health levels.
Monstrous Hide
The Kindred transmutes their bones and flesh, forming layers of tough leathery skin, carapace, or other natural armor. This counts as 3/5 armor with a −2 penalty to defense and a −1 penalty to speed, which does not stack with other armor (but note Resilience is NOT armor).

↑ back to top


Rituals


↑ back to top


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.

↑ back to top

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.

Custom Items and Powers

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

Fetishes/Talens


Outsider Fetish (+• Level)

Effect
Not a Fetish of its own so much as an additional alteration made to an existing Fetish, the Uratha makes it so a Fetish can be activated by those lacking the spiritual attunement that they themselves are inherently gifted with. By raising another Fetish or Talen’s rating by 1, the spirit within is left in a ‘half awake’ state, and can be activated with a special trigger related to its ban, thus allowing non-Uratha (most often, Wolf-Blooded) to make use of it with the normal activation pool.

This power is not needed to activate a Fetish by channeling essence into it, for those capable of doing so another way.

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

Although the appearance of this fetish has changed over the centuries, it is always some form of container for liquid. Long ago, a chalice was popular for the imagery, Today, canteens and thermoses predominate, mostly because they can be sealed. The container is not meant to hold water (although it can). It is intended to hold Essence, safe and fresh for later use.

Effect
For the Fetish, any character who can spend Essence can spend it into an (activated) Cup of Life for later use, and a character who can draw Essence from a locus can instead channel that Essence into a Cup.

Entities (generally spirits and werewolves) draw Essence from a Cup of Life through the same method that they draw Essence from a locus, except the action isn’t limited to one attempt per day. Cups of Life fetishes are considered valuable resources by all who use Essence, and they come in different strengths. A Cup can contain a maximum of three Essence points per dot. Werewolves bind hoarding spirits, such as those of magpies or squirrels, into these fetishes.

For the Talen version, it can be activated one time to fill it with Essence (using the above method), and then one time to draw the Essence, which comes in a flood; any excess is wasted. The talen then dissolves after that.

↑ back to top


Rites


Wake the Spirit (••, Pack)

Public

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

Symbols
Bells, Song, Food
Sample Rite
The Ritemaster kneels before the item that contains the slumbering spirit. They ring leave a ring of bread around the object that the spirit may break it’s fast with while singing a soft song to help rouse the spirit. At the end, they chime a bell to fully rouse it. (Presence + Expression)
Action
Extended, target of 10s. Each roll represents 1 minute
Duration
Scene, unless the spirit is otherwise empowered
Success

Success: Performed on mundane item or place wakes the potential spirit within. The item then possesses a spirit analogue in the Shadow Realm. When performed on an animal, a Hursih related to that animal in the spirit world wakes. The Hursih isn’t directly connected to the animal in question, though and it doesn’t have to remain in the animal’s area. A newly awakened spirit is always a Rank 1 Hursih with average traits for its class. The rite doesn’t work on sentient creatures or objects and animal (spirit representation) already awakened. The ritemaster gains a +1 to all rolls to influence the newly woken spirit, including Gifts and rites, for the duration of the scene.

Rite of Healing (•••, Wolf Rite)

Symbols
Water, The Moon, Breath, and Fire
Public/Private
Public
Sample Rite
Niamh uses water and the mercurial nature of the moon,the warmth of the hearth and the calmness of breath to steady herself and begin to focus on the rite of healing working her knowledge with the beneficial nature of the spirits and the Forsaken’s love of luna to help knit together the flesh of those that are wounded. (Int+Occult)
Cost
2 Essence per Health Level to be healed.
Action
Extended (2 successes per wound, maximum of 5 for 10 successes; each roll represents 5 minutes. The target must be chosen before rolling)
Success
The rite is capable of expediting a Werewolf’s regeneration at the expense of the user’s own life energy. 1 aggravated damage on the target Uratha, who must be present for the entire rite, is healed per 2 target successes, although 1 lethal damage is done to the ritualist in return (but this is regenerated normally). Each use of this rite can heal a maximum of 5 health levels of aggravated damage on a single target, who must be a Werewolf or a creature with similar regenerative abilities.

Shadowed Hunt (•••, Wolf Rite)

Public/Private
Public

This rite allows a pack member to open a gateway into the Underworld. While the rite isn’t the special province of any one tribe or lodge, the Lodge of Death is the only one that uses it with any regularity. The rite is so named because of the way many werewolves feel about hunting already-dead prey; it’s an uncomfortable, murky practice, tantamount to admitting that the job wasn’t done right the first time. Sometimes, though, it’s necessary, and the rite can only be performed at an Avernian Gate, or at a locus with an appropriately death-like resonance.

Symbols
Blood, Crossing, Death, Water
Sample Rite
The ritemaster stands before the gate or locus, and makes an offering to Death Wolf. This offering must involve a living sacrifice, but any living creature, even a mouse, will do. The werewolf then draws the First Tongue sigils for “death” and “crossing” in the victim’s blood, and sits in silence until the gate opens. (Intelligence + Occult)
Action
Extended (20 successes needed; each roll requires one minute)
Duration
Special (See Below)
Success
A gateway opens to the Underworld. It remains open for one hour per level of size of the creature sacrificed in the ritual, and admit anyone who crosses it unless preventative measures are put in place. Furthermore, any supernatural power used to close the passage must succeed in a Clash of Wills. The rite can also be used to return to the world of the living. However, it must be done in the Upper Reaches and within the vicinity of a closed Avernian Gate. Werewolves whose Harmony begins sliding towards their spirit half therefore must act quickly to reach a suitable site before they turn into Styx Hounds.

↑ back to top

Terms of UseCode of ConductSite Policies and PracticesHouse RulesCustom Items and PowersNew Player Help
Wiki GuideChat HelpRequest SystemExperience GuideSanctioning GuideCharacter Creation

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