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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.

Custom Conditions

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


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.


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.


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.


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.


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).


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.



  • 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.

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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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Certain merits and abilities, such as 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.

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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. 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.

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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. This does mean you cannot submit them for characters that are not yet sanctioned, as well.
    • From the Request Tool create a Custom Item/Power type request for the Group: Rules Master.
    • Use the Template for the type of item you’re creating (or if you’re making something completely new, use the recommendations in the book for information to provide)
      • Privacy: The power/item should be listed as Public or Private in the writeup. Private means only the character that created it can use it, or those they’ve directly taught. Public means anyone may learn it (due to it being freely taught or the methodology spread around). Both will be listed on the wiki, for ease of access, but will have their ‘privacy’ noted.
  • The Rules Master, with Storymaster input, will then either approve it, work with the player to balance it out, or deny it if it simply can’t be done with the level or power(s) given.

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

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

Customizable Traits

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

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


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


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


  • Rites, Pack Tactics, Fetishes/Talens*.


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

Changeling and Fae-Touched

  • Goblin Contracts, Tokens*.
    • Goblin Contracts require 2 Justifications
  • Goblin Fruits/Oddments can be submitted, but will generally need to be found/farmed through IC methods.


  • Obcasus Rites, Kinship Nightmares, Kinship Merits
    • Obcasus Rites can only be developed by Initiates. They need Justifications equal to the level of their “tier” (1 for Basic, 2 for Intermediate, etc).
    • Kinship Nightmares require appropriate Family Ties.
    • Kinship Merits will be closely scrutinized; they should NOT just look like general merits with a Kinship prerequisite.


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


  • Supernatural Merits
    • This can include those for ‘Micro’ Templates.

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.

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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.


Equipment Bonus
+1 to +3 (Half the Availability spent on it)
As above
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.


Equipment Bonus
+1 to +3 (Half the Availability spent on it)
As above
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.


Equipment Bonus
+1 to +3 (Half the Availability spent on it)
As above
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 Bonus
+1 to +3 (Half the Availability spent on it)
As above
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)
As above
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.

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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.

If you purchase Humanity 8 at char gen and later drop to Humanity 7 - you will receive back the XP spent on the increase.
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

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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)

  • 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.

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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

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  • Stunned works off of the “Targeted Attacks” rule in various books, meaning the attack needs to target the head and do damage equal to or greater than the target’s Size; ignore the “Causing the Tilt” entry in most books. The Stun Tag for weapons still works normally, as do powers or other abilities that explicitly cause Stunned. Damage sources that can’t be targeted usually don’t cause Stunned.
    • Knockout Artist (Boxing, Hurt Locker) simply treats Size as 1 lower for targeted attacks to the head.
    • Ippon (Grappling, Hurt Locker) allows the penalty (−3) be taken to cause Stunned, with the listed benefit calculating damage.

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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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  • 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.
  • 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.
  • 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).

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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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  • 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.

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.
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.

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Soul Loss

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


  • 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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  • 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 venue.
  • 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.


  • 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.
  • Where there’s conflict between different versions of the same Tilt in various books, default to the Chronicles of Darkness 2e version, or the newer book if not in that core.

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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 or provide further cost breaks. For instance, you cannot have a Totem that provides Professional Training or Mystery Cult Initiation.

Merits Shared By Multiple Characters

  • Mundane merits that appear with the “Motley” tag in Changeling can be combined by any group like any other shared merit. Merits with this tag, as of writing, that aren’t already listed as shareable in other sources include Allies, Contacts, Resources, Retainer, Staff, and Status (mundane only)
  • Merits representing the same sort of supernatural location stack with each other, and can be “shared” that way. For instance, Dedicated Locus stacks with Nest Guardian and Magical Nexus, so long as the latter two are taken to reflect that Locus. Everyone gets the full benefits of their own merit at the combined rating.
  • 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.

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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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Quick Draw

Any combat skill and related specialty can be taken for Quick Draw, including Brawl and Athletics ones.

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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)

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Animal Stats

  • Retainer animals use the basic Retainer system, as referenced above.
  • For powers or merits that grant access to animal forms or companions (other than Retainers), 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 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.

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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.

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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.

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

  • Pre-approved and published Bloodlines and Lodges can be taken at character creation or anytime afterward, so long as prerequisites are met (if any).
    • Published Entitlements are first come, first served, but similar custom ones can be made to those in the books. Dauphines are not currently available. Entitlements may not be taken at creation.
  • A character must be sanctioned at least a month before submitting a Z-Splat that requires any amount of customization.
  • 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, post-creation, 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.
    • New Entitlements use the system for restoring a wild title, as described on page 32 of Oak, Ash, and Thorn. It’s heavily encouraged that players wanting similar Entitlements forge a legion entitlement that can be shared, or to talk with someone with an existing Title about turning it into such an Entitlement.

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House Rules and Clarifications


Hedge Farming

While Paradigm Shifts in the Hedge can get you a single goblin fruit, it also attracts attention from denizens in the area and the Hedge itself. This is in addition to the negative emotional effects it can have on the Changeling causing the Paradigm Shift. A much safer way to get the specific goblin fruit you want is to farm it.

To facilitate this, you must have a Hollow and a means of growing goblin fruit within it(either Goblin Bounty or Stable Trod). After you have these you can, once per month, attempt a hedgespinning roll to cause a paradigm shift within your hollow and turn a single fruit into an approved hedge fruit of any kind.

Rule Exception

As the hedgespinning takes place over a lengthy period of time and in the safety of your own secure Hollow/Trod, this will not gain the attention of other denizens of the hedge and will not cause a negative mental effect upon success of a paradigm shift.

Hedgespinning Pool

This can vary and will be up to the motley to determine what you would like to use as long as it fits the theme of the fruit you are attempting to grow. For example, if you are attempting to grow Amaranthine, this roll represents your motley cultivating that private garden with the mindset of compassion while using cinnamon fertilizer and telling the plant stories of loss and despair that it takes to make this very precious fruit. Appropriate roles might be Presence/Wits + Empathy(tending to plant with compassion), Intelligence + Science(correct mixture of cinnamon, tears and lifeblood), Presence/Manipulation + Expression(songs or stories of lamenting loss and despair), etc.

Workshop*: If you are using a Workshop in your hedgespinning roll, the die pool must be Intelligence + Crafts + Workshop

Mechanics in a nutshell:

Request Type = Changeling - Action

Hedgespinning Pool = Varies
Workshop Allowed? = Yes* (See above)
Teamwork Allowed? = Yes
Target Successes = 5

Kith Conversions

Due to the shortened list of kiths in the second edition corebook for Changeling, a number of the kiths presented in the original playtest have been reviewed and updated to match the changes made to the system since that playtest was released. Those kiths can be found here, and have been approved for play.

Merit Clarifications


Easy Access

When a Hollow has Easy Access, the normal Portaling rules are amended. Each Changeling must enter and leave separately, expending a Glamour every time they either enter or leave. The Hollow has no permanent entrance from the mundane world, and every Lost returns to the same mundane door that they entered at.

If Bob and Alice share a Hollow, and Bob spends a glamour and enters the Hollow from a door in China while Alice spends a glamour and enters from a door in Algeria, Alice may not ‘follow’ Bob out to China when Bob spends a glamour and exits to the mundane world. To exit to the mundane world, Alice must also spend a glamour, and she will exit to Algeria.

If Clarice the vampire is brought through the Easy Access portal by Bob, she may exit with Alice. As she is unable to expend glamour to open her own Portal, she is at the mercy of whoever will ferry her through.

If a Changeling enters through an unlocked door that is subsequently locked, she may not exit into the mundane world until it is unlocked. She must exit into the Hedge.

Such is the tradeoff for being able to enter your Hollow from literally anywhere.

Stable Trod

When a motley submits for the Stable Trod merit, they must follow the rules on p201–202 of the CtL core book to determine the Trod’s length and how well the motley cares for the Trod. A length 3 trod which is “well cared for” is a 5 dot trod. You must submit the start and end points for your Trod on the request where it is first purchased.

Empty Hearts

An Empty Heart counts as protective fae magic, so a character with one that’s killed by Iron will not be able to be revived.

Approved Custom Items and Traits

Goblin Fruits and Oddments

Barnicle Weed (Oddment)

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

Cherry Bomb (Oddment)

Despite being called Cherries, each of these bright red fruits is closer to the size of an apple. Although they do contain glamour like other Goblin Fruits, it is unlikely that a creature could eat one without blowing its head off, since the Cherry Bomb is highly explosive, a fact from which it gets its name. Growing in small clusters high in tall hedge trees, ripe fruits occasionally fall to the ground. On impact, they detonate with the force of a small grenade, scattering their seeds over a wide area. They can be harvested and thrown like a grenade, but any failure on harvesting or throwing is a dramatic failure and will cause it to explode immediately in the person’s hand. Anything caught in this blast, or worse, struck by a Cherry Bomb, takes damage equal to that caused by a Pipe Bomb (Hurt Locker,pg 135).

A Cherry Bomb can be dried and ground into a more stable powder similar to Black Powder. This requires 3 successes on an extended Dexterity + Science roll. Success results in about 2 ounces of explosive powder, but any Failure during the process causes the bomb to explode on the next turn, and a Dramatic Failure results in the powder immediately exploding.

Healing Fruits

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


Often found in Hedge orchards or faerie glens, the Pine-Apple has a blue-purplish skin, highlighted with patterns of darker glowing swirls. Its interior is cross-sectioned into four cores, each holding only a single, large seed. The flesh of the fruit is succulent and sweet, its taste reminiscent of the wonders of Faerie itself. Some Hobgoblins press the apples into delicious ciders that fetch high prices at Goblin Markets, commonly supplied for festivities throughout the year.

Aptly named, the Pine-Apple makes those who ingest it more sociable and approachable — people around them simply can’t help but pine for their attention. When eaten, the fruit helps the changeling remove one additional door during successful social maneuvering attempts in the scene. This effect only applies once per target per chapter; further social maneuvering attempts against the same mark while under the effect of Pine-Apple fruits opens doors as normal (but the effect could be applied against different targets).

Those that eat more than a single fruit will soon realize that the initial effect is not further augmented, but that they instead are faced with a wild and relentless craving for more. Every time a fruit beyond the first one is eaten in a scene, roll Resolve + Composure. Failing this roll inflicts the Addicted condition towards Pine-Apples. Naturally, some Hedge denizens have traditional eating contests where the goal is to eat as many Pine-Apples as possible in a limited time frame, much like hot dog eating contests but with an inevitable Hedge fruit addiction looming over its participants.

Tourniquet Turnip

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

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Goblin Contracts

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Periapt of Precious Protection (••••)

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

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

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

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

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  • If done during a scene, Satiety increases work normally. This includes Family Dinner.
  • During downtime, you can hunt “freely” once per week; it’s assumed you can put together up to a seven dice “potential” pool. You must live with the results of the roll, and alter your Satiety Condition as appropriate.
  • If you have Kinship with a Supernatural character that “hunts,” it’s assumed you can manage Family Dinner with them in downtime once per week as well, with their permission.
  • If you remain at Starving or Ravenous for long enough to Inflict Nightmares (see pg. 99 of the Beast core), you MUST inform a Narrator of this through a request.

Thicker Than Water

This ‘’does’’ apply to PC supernaturals, but remember this does not force you to ‘’like’’ them or do anything other than offer a decent first impression upon the ‘’’first’’’ time you meet a given Beast. After that, impression changes normally, and is under player control.


Having Horrorspawn does not prevent the Slumbering condition. Instead, it occurs at whatever your new maximum is.

Obcasus Rites

They cost 1 Experience each, after learning the merit (Consecrate is free). Communion must be gained before purchase, as normal.



The “Minions” Lair trait provides the minions with an effective “Retainer” rating equal to Lair/2 (round up) for calculating dice pools, for actions that can be taken that aren’t otherwise covered by the Beast’s traits (like inflicting Tilts). They can only collectively perform one action per turn.

Approved Custom Items and Traits

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Mortal +

Psychic Vampires

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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Micro Templates

Addons for Existing Templates

Augmented Dexterity (••-••••)

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

Eldritch Blood (• to •••••)

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

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

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

Blood Enchantment

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

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

Examine Ephemera (•)

Psychic Vampirism
When the psychic vampire draws out the Ephemera of a target they are also able to make a roll of wits+composure check may discern clues about the person from the nature of their Ephemera.
Dramatic Failure: you gain two pieces of information about the subject, one of which is a dangerous lie
Fail: you fail to gain meaningful information from the Ephemera
Success: you gain basic knowledge of the person you have fed off. Their age, state of health and mental wellness, whether or not they are human, if they are under the influence of drugs or intoxicants, if they are a person you are familiar with, and if they are a person that is related to you. If they are not human, you may know what sort of creature the ephemera came from if you have identified the signs of it before
Exceptional Success: you may detect fine details about the person such as the presence of mental conditions, the nature of their virtue and vice, and their integrity score

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

Apostle of the Dark One, Thaumaturgy, Occult ••••
The Apostle invites a shard of the Dark One into themself, another presence that empowers them but drives them towards darker pleasures and power over morality. The player rolls Composure + Occult and spends a point of Willpower, which grants increasing benefits and drawbacks; the character ‘’can’’ choose to use fewer dots than they have access to. The effects last until the character sleeps and cannot be ended early by the Thaumaturge.
  • Dark Body (•): The Dark One’s presence in character provides a resistance to other supernatural intrusions. For each dot of this Style, add 1 to the character’s resistance/contested pool against supernatural powers when the character spends willpower to improve it.
    • Drawback: The character’s body begins to reflect the unnatural changes, taking on an unnatural pallor or otherwise appearing “off.” When using Supernatural Merits, it becomes more blatant; perhaps their eyes turn black or their voice distorts. This causes a −1 penalty to mundane Expression, Persuasion, and Socialize rolls per dot in the merit.
  • Dark Heart (••): The power of the Dark One starts to seep into the character’s heart and infects their magic, weakening their victims. Once per activation of this merit, the character can, through a lens of their own negative emotions (hatred, for instance), “mark” another character as their victim or for revenge. That target treats their resistance or contested dice pool against the character’s powers as an amount lower equal to half of this merit (round up) for the duration.
    • Drawback: The corruption of the character’s heart colors their desires and behaviors. They effectively lose their Virtue while the Style is active, becoming driven only by their Vice.
  • Dark Mind (•••): The Dark One attunes the character’s mind to the supernatural, drawing pleasure from its manifestation. Whenever the Apostle gains an exceptional success activating a Supernatural Merit, they’re treated as if their Vice was fulfilled.
    • Drawback: The character’s mind is further tainted. For the duration, they take the Fugue condition, which must be resisted whenever the character’s Vice could easily be fulfilled. If they “black out,” they typically overindulge said Vice.
  • Dark Life (••••): The character’s will becomes empowered to the point of overtaking their life force. When utilizing a Supernatural Merit, the character can take one or more points of lethal damage to add +3 dice to the roll or replace a willpower point cost for each.
    • Drawback: The wounds are incredibly obvious, manifesting as bleeding burns that web across the Apostle’s body in occult patterns. The damage can’t be healed with supernatural powers, and if more is taken from the merit in a scene than the character’s Composure, they need to roll to resist their Fugue.
  • Dark Soul (•••••): The growing shard can quickly fill the character’s soul with preternatural power. They can use Thaumaturgy merits for ‘’any’’ Supernatural Merits, not just rituals. For instance, Magical Nexus could provide its bonus to instant uses, prolonged magic could extend its duration, scaled magic could affect another target, and sympathetic magic could let it be used from afar, although appropriate penalties must be taken and cannot be cancelled out with the Thaumaturgy merit itself.
    • Drawback: The Apostle’s soul is tainted by the Dark One’s presence. The Drawback of Dark Heart lasts for an additional day after the Merit’s duration ends.

Shapechanging: Mirror Swap (••)

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

Nexus Walker (•• to •••••)

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

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

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

Shared Soul •+

Skinthief •••, Spirit Power •+
While most benefits of the Cured Hide used in the Rituals of the SkinThief only take effect when wearing the hide, a few potent abilities allow the mortal to adapt to gifts from the flesh even while not being worn. In this case, through a system of rituals meant to attune the mortal to the Cured Hide of an Ephemeral being, he can use Influence and Numina (But no Manifestations) that the being has access to. Each dot purchased in this power allows access to one dot of the Spirit’s Influences or Numina, using a dice pool of Wits + Occult.
The activation cost of Influence and Numina must be paid in willpower. Even if the character possesses Essence Pool as a merit, his body does not have access to that pool and must draw from their own will to power these abilities. If the character has no willpower left, they may use Health as per normal.

Soul Bond (•+)

Thaumaturgy •••+, Familiar
A thaumaturge and their familiar share an intense bond, which allows them to borrow each other’s senses and utilize their powers through them. Your character has an even closer tie with them, allowing them to call upon each other’s abilities as if they were their own.
For each dot of this merit, choose one Supernatural Merit the thaumaturge has, and one Numina or dot of Influence the Familiar has. The thaumaturge may call upon and utilize the spirit’s power with a roll of Wits + Occult, and the spirit may call upon the thaumaturge’s merit with a roll of Attribute + Rank (as appropriate to the base pool, per rules for ephemeral beings’ skills). No roll is needed if it normally lacks one. Any essence cost of a Numina or Influence must be paid by the mortal in Willpower or lethal damage, and any Willpower cost of the Merit must be paid by the entity in twice the amount of Essence.
The power is contingent on the bond between the mortal and the familiar. If the familiar is discorporated, or the mortal is in a coma (such as from full lethal damage), the bond weakens to the point that this ability can no longer be called upon, until they reform or awaken, respectively. In addition, the bond only works one way at a time; the mortal can’t call on the familiar’s power on a turn when it’s activating the mortal’s, and vice versa (although already active durations can overlap).

Supernatural Merits

Biomimicry Options

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

The merit is still limited to 4 dots

Aquatic Adaptation
The Mimic gains the ability to breathe underwater, as well as slightly webbed toes and fingers that give a +1 to both Speed when swimming and Swim rolls.
Raptors Sight
The character’s eyes take on the sharpness of a bird of prey, removing up to 3 dice of penalties from perception rolls relying on sight.
Pit Sensors
The Mimic gains a form of thermographic sensing, like those of the Viper family of snakes, becoming capable of ‘seeing’ via heat alone.
Run like a Gazelle
Maybe the length of your arms and legs shift to allow you to run on all fours, or maybe your knees bow backwards like a gazelles, but you have adapted for speed and mighty leaps! When running on all fours, add +4 to her Speed and double all jump distances. Like most Biomimicry additions, these changes are always fairly visible and obvious.
Threat Display
The majority of animals have mastered some form of threat display, or mimic behavior to warn off would be predators. Maybe it’s a collar of flared skin, a flush of toxic coloring, an obscene snarl, what ever the manner, it makes you more intimidating to others. This provides +3 to visually based intimidation rolls, but is as obvious as any other adaptation.
Vocal Adaptation
A partial shift of the throat and vocal chords that creates a growling, hissing, or other feral quality towards it, granting 9-again on Intimidation and Animal Ken rolls relying on vocalizations or speech. This also allows primal languages that rely on a harsher vocabulary (like First Tongue) to be spoken more easily.
From the spider to the lizard, to the ant and many things in between, gravity isn’t the end all be all. Maybe it’s tiny hairs, or sticky pads, but you have a knack for denying gravity by climbing up seemingly flat walls, and even hanging from the ceiling.

Architectual Attunement (••• or •••••)

Academics or Occult •• and Advanced Geomany ••

Cost: 1 or 2 Willpower

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

Your charcter is extremely intune with the energies that flow through the earth. As such it lets you you tap into the deeper energies of buildings in your sensory range. At 3 dots you may expend one Willpower and roll, you can get a general feel of the building and if any notable alterations that have been made. Spend an additional willpower to make an extended roll (minimum TN of 10). You gain a basic knowledge of any mundane and magical protections as well as ask two specific questions about the building.

At 5 dots you may expend one willpower and and reach out, feeling all buildings that you have previously studied (with the extended roll) and get a read on any changes that have been made. Additionally, when doing an extended roll study of a building the number of questions you may ask increases to 4.

Exposing ones self to such a vast network of understanding can take a toll. On a failed roll you gain the Madness (Persistent) condition. On a successful roll your gain the Obsessed condition.
Example Questions

Has there been any unusual activity in the last 24 hours?
Who put the protections in place?
Is there an easy way around the protections?
Are there any hidden protections?

Binding Command (••)

Evocation with the commanding add-on
This merit allows the caster to use Evocation’s ability to command an ephemeral being as an instant action, requiring a point of Willpower and the usual contested roll. It does not need to target an entity that was specifically summoned, but the caster must be able to perceive it in some way. Note that this only works on entities that the Evocation merit has been purchased for.

Geomancy, Advanced (•• or ••••)

Geomancy •••••
When you perform Geomancy on a space, along with the normal Geomancy benefit, any rolls made within the space with the chosen skill or attribute gain a die bonus equal to half your rating. They do not benefit from the 9again quality or better unless the roller possess the quality via some other means.
Additionally, if you would normally have 9-again on the once per chapter roll for the base merit, it becomes 8-again.

Unseen Sense, Advanced (•••)

Unseen Sense
Your characters sixth sense for a type of supernatural creature is increased. By spending a point of Willpower she can extend the range of her unseen senses to 100 yards. As with Unseen Sense, the player can accept the Spooked Condition, in exchange for which the character can pinpoint where the feeling is coming from; this reveals all triggers of it within that range. If the target is using a power that specifically cloaks its supernatural nature, however, this does not work (though the Condition remains until resolved as usual), nor does it work against powers that use mental illusions to conceal or otherwise hide the character.

Unseen Sense, Epic (•••)

Unseen Sense, Advanced
Your characters sixth sense is increased to detect any supernatural creature, and she is able to distinguish between them. As with Unseen Sense, Advanced, the player can accept the Spooked Condition, in exchange for which the character can pinpoint where the feeling is coming from; this reveals all triggers of it within that range. If the target is using a power that specifically cloaks its supernatural nature, however, this does not work (though the Condition remains until resolved as usual), nor does it work against powers that use mental illusions to conceal or otherwise hide the character.

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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.

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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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Discipline Clarifications:


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.

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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


.22 Solid (Protean ••, Resilience •)


This Devotion hardens the user’s flesh, and coagulates the blood in such a way as to act as “internal armor”. While few things cause lasting harm to Kindred, this Devotion takes things a step further, and makes almost everything a vampire suffers as bad as a bruise.

2 Vitae
Dice Pool

For the remainder of the scene, every attack which would cause your character lethal damage is lessened by this Devotion. Downgrade a number of lethal damage from each such attack equal to your character’s Resilience dots. For example, if your character with Resilience ••• suffers three attacks in a turn, one for one lethal damage, one for three lethal damage, and one for five lethal damage, your character would ultimately suffer two lethal damage and seven bashing damage.Note that this is in addition to Resilience’s normal downgrading effect.\\ Aggravated damage reduced to lethal by Resilience can be further downgraded by .22 Solid to bashing damage. So, for example, if a vampire with Resilience •••• and .22 Solid took a strike causing seven aggravated damage, if she activated .22 Solid, she’d take 3 aggravated damage and four bashing damage.

This Devotion costs 1 Experiences to learn.

Dire Beast (Protean •••, Vigor ••)


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

+1 Vitae (atop Beast’s Skin)
Reflexive (atop Beast’s Skin)

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

This Devotion costs 2 Experiences to learn.

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


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

Dice Pool
Per Base Coil/Discipline

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

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

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

Isfet (Pseshkf, Tyet)


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

1+ Vitae

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

This Devotion costs 2 Experiences to learn.

Mask of Tranquility (Obfuscate •)


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

Dice Pool
Reflexive to activate/deactivate

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

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

This Devotion costs 1 Experience to learn.

The Messenger’s Touch (Auspex ••••)


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

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

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

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

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

This Devotion costs 2 Experience to learn.

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Tempter’s Tongue (•)

Target Number of Successes
One Snake Tongue

Kindred are called to tempt and test mortals, just as Satan tempted Eve in the guise of a serpent. The sorcerer blesses the object and it remains empowered for a number of weeks equal to the caster’s blood potency.

When the sorcerer wishes to activate the power, he simply places the serpent’s tongue under his own where it disintegrates into nothingness. For the rest of that scene, the user may add the sorcerer’s Theban dots to their Manipulation score. A sorcerer may only have one Tempter’s Tongue in existence.

Venomous Vision (•)

Target Number of Successes
Contested/Resisted by

Snake venom is ingested either by drinking or direct injection, opening the caster to the Lord’s will and divine plan. They send up a prayer pertaining to a particular circumstance and receive a vision in answer. The caster may ask a number of Yes/No questions pertaining to a desired situation equal to the ritual’s Potency.

The beast is stirred up closer to the surface as divine wisdom is given to the caster and it lingers close even after the sense of the divine fades. Gain the Tempted condition.

Fortitude of Faith (••)

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

True faith brings absolute certainty and unshakeable resolve to the believer. To activate this ritual, the ritualist must tear the sheet of paper in two. For the rest of the night, the ritualist may add his Theban dots to any roll to contest supernatural attempts to manipulate their mental or emotional state. If the power is not resisted with a roll but instead has a penalty mod based on the target’s attribute add the ritualist’s Theban dots to that penalty.

The sheet of scripture crumbles to dust if not used within one week per BP of the ritualist. No more than one version of this ritual may be active any given time. This ritual does not apply to mundane attempts to persuade, influence, or frighten the ritualist. It only applies to supernatural abilities.

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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.

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

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.

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

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

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

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Protean Modifications

Predatory Aspects

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

Unnatural Aspects

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

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Dark Consecration (•)

Target Number of Successes

The Acolyte attunes herself to an area with an offering of blood, whether her own or that of a sacrifice (usually a small animal), spreading it in a circle around the outskirts of the area, which must be no bigger than a large room. At the ritual’s completion, the area becomes suffused with spiritual energy that bubbles up from nowhere, causing the location to act as a Resonant condition to any ephemera capable of making use of it for the rest of the night. Among other benefits, this allows a large portion of a typical “summoning” rite to be skipped, as no special preparations unique to the entity are needed; this lowers the target threshold of any related ritual research by the Potency of this rite.

Mantle of the All-seeing Predator (•)

Target Number of Successes

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

Cheval (Advanced) (•••)

Target Number of Successes
Resisted by

It is functionally identical to Cheval. The subject of this ritual must be present at the casting, being physically touched by the ritualist, although the ritualist may also touch a third subject, and have them be the one that experiences the first target’s senses instead of themself. In addition, instead of just seeing and hearing, the vampire has access to the full range of the subject’s senses. They experience fully whatever the subject does: smell, touch, and taste and even experiencing the emotions as the target does.

Sacred Grove (••••)

Target Number of Successes
14 + 1 per additional beneficiary

An area of up to about 32 yards in radius (although it needn’t actually be a circle) — which must contain a mystical font of energy (like a locus, cenote, or ley line) — is consecrated with a sacrifice of blood, using the lingering life force to empower other magics that are practiced there for a scene. The Acolyte and each other individual she wishes to be able to benefit from the grove’s enchantment must anoint the area to be so altered with their blood; for her it’s included in the Rite’s cost, but for each other participant, at least 2 Vitae or equivalent lethal damage in blood must be used. As the ritual completes, the power builds and overwhelms the caster’s Beast; she must resist frenzy or the Rite fails and she seeks to escape the area.

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

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

Target Number of Successes

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


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

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

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Blood of Kings

Prerequisite Coil
Call to Serve (Voivode 3)
Within a Wyrm’s Nest, the Kindred uses a specially formed alchemically enhanced set of manacles to tie himself to the ground. Both the manacles themselves and the anchoring end have a large spike in them, which must be driven into ground and flesh, dealing 1L damage to the Kindred. A line must be cut in his flesh, then, with a similarly prepared scalpel, with the wound originating at the manacles and drawing down over his forearm (another 1L damage). Finally, the Kindred must spill a number of Vitae up to the Nest’s rating into the mouth of a Torpored Vampire that he wishes to awaken.
The energy of the Wyrm’s Nest flows into the Kindred’s blood, enhancing its potency and energizing the Vampire imbibing the arcane substance. The donor’s Blood Potency is treated as a number of dots higher equal to the Vitae spent (capped by the Nest rating, as mentioned), solely for the sake of determining if it’s potent enough to awaken the Torpored Kindred.

For instance, if a character with Blood Potency 3 uses this at a Nest of 3 dots, and spends all 3 Vitae towards this purpose, they’d count as BP6 and thus could awaken someone of Blood Potency 4 or lower.

Moment of Clarity

Prerequisite Coil
Zirnitra (Unleash the Mind)
Using a mixture of incense and various natural plants that produce a euphoric state, the Dragon boils then burns these items and captures the smoke into a small container, usually some kind of easily breakable capsule. The materials required for this Scale usually have a significant cost attributed to them (Availability 2). Once the capsule has been created, it can be broken at any time as an Instant action and the smoke inhaled to produce a sudden feeling of peace and tranquility. The effect is as if the Dragon had spent time in intense meditation.
Once breathed in, the character gains the effect of Meditation and all benefits that it imparts, as if it had just been completed. This effect lasts for one scene.

Sanguine Empowerment

Prerequisite Coil
Embolden Potential (Zirnitra)
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.
The unnatural remnant of power is absorbed by the Kindred, providing a bonus to his own supernatural potency. For the sake of any dice pools involving Blood Potency, the Kindred adds half their dots in the Coil of Zirnitra (round up, minimum of 1), though this doesn’t affect anything relying on the rating instead of a direct roll (such as Sunlight damage, derived frenzy bonuses, or maximum Attributes); for instance, contesting a Discipline, a Clash of Wills, or Lashing out are all affected. The effects of the Scale last for the following week. The Kindred may only have a number of ‘active’ uses of the Scale at any one time equal to his Blood Potency; any additional uses of the Procedure before another fades simply fails.

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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:


Outsider Fetish (+• Level)

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

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

Scar/Tattoo Fetish (+• Level)

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

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

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

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

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

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

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

Necklace of Helping Hands (Fetish ••)

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

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

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

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

Hurricane Bow (•••)

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

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

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Moonlit Devotion (•, Wolf Rite)


Certain retellings of the legends of Luna and the Wolf take a thorough romantic undertone and as often stories go, it has inspired many such relationships between Uratha and Lunes throughout the ages. When a romantic entanglement blossom between the Lunes and the Wolves, sometimes the spirit gifts their werewolf partner with this rite. A way for them to feel the ethereal touch of the moonlit lover brushing against their spiritual sides and a way for them to be reminded of their lover’s devotion while they are pursuing their hunts.

Romance, Sacrifice, Moon, Passion
Sample Rite
The ritual is usually performed alone and during the night and often involves letters being written in First Tongue and ceremoniously burnt amidst dried flowers and something personal from the participant such as a lock of hair or a piece of clothing (It could also be anything of relatively typical romantic value) the flame doused by a mixture of moonshine and the ritualist’s blood. (Intelligence+Occult)
Extended (10 Successes, Each roll represent 10 minutes) :Duration: Month (The Rite can only be used once per month during the ritualist’s auspice moon)
The werewolf regains essence equals to twice their Auspice-affiliated renown and gains +2 to social rolls involving Lunes that represent their own auspices for the next Lunar month. Communing with the Lunes is never without consequences, however. The werewolf suffers the confused condition (Persistent) for the whole night when he performs the rite

Sharing the Meal” (•, Wolf)


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

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

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

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

Wake the Spirit (••, Pack)


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

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

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

Privilege of the Scion (•••, Wolf)


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

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

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

Rite of Healing (•••, Wolf Rite)

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

Shadowed Hunt (•••, Wolf Rite)


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

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

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Drop of Knowledge

The characters has an innate attunement to the blood of the supernatural, and her own blood carries some of this strangeness; supernatural creatures that could detect a werewolf can detect her supernatural nature just as easily, and other powers meant to uncover her nature gain a +2 bonus when used on her.

By taking a drop of someone’s blood rolling it on their fingers and smelling it, they can tell what supernatural affinity they belong too; this does not give specifics, and in fact detects “half splats” as their parent type; a Dhampir and Ghoul both are sensed as Vampiric, for example. The wolfblood is also able to track the person, getting a +2 bonus on tracking rolls for a week after gaining their scent.

Health of the Pack

A Wolf’s Meat

Old stories talk of wolves and dogs hunkering down with the injured and the sick, to heal them, and some part of that mythos has diffused down into your blood. Close physical contact, when invested with the care for someone’s health, allows the blooded with this tell to convey their regeneration on a single target. This tell may only be used on one person at a time, and during the time that the regenerative abilities are “lent” to another, the blooded is unable to make use of their own supernaturally regenerative powers.

The blooded must spend at least 5 minutes in close contact with the intended target, whether that be massaging, sitting with, or other close physical contact, and makes a Wits + Empathy roll. Each success grants the target 15 minutes of the blooded’s werewolf regeneration, so long as the blooded remains nearby. In the case of targets that are in need of stabilization due to damage, the mere intent of using this tell and the start of the close contact is enough to stabilize someone long enough for the tell to take effect.


The wolf blooded’s skin is branded with visible scars eerily similar to those branded onto Uratha flesh. For some reason the spirits have decided you were worthy of a modicum of their respect; this could have happened before birth or even quite suddenly.

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

Slipping Sideways

You have found your own way to the Hisil. Usually by accident. While reaching is normally a physical crossing, you have found an easier, if riskier path by temporarily severing your spirit from the flesh and letting it cross. While you are in the Hisil, your body is left vulnerable, unable to care for itself it remains in a catatonic state and will eventually die if not cared for. In addition, your body gains the Open Condition until you return to it.

You can project a Dream Form into the Shadow, using the normal rules for that body (including taking Soul Shocked if you “die”). This crossing still requires a locus, and the body is left in a vulnerable near catatonic state with no one in occupancy. This also provides a +1 to social interactions with spirits, who seem to respond favorably to the absence of your body.

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Pack Tactics

Complicit Prey (•)

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

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

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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