Beats - Codex of Darkness Wiki

Beats

Jump to: navigation, search

Beats are awarded under the following circumstances. This page does not account for variant rules, which may have additional rules for granting beats.

Mortal/Chronicles of Darkness

Where an Exception is listed, this splat has unique rules for this Beat. Disregard the entry in Mortal Beat conditions and use the Exception.

Geist: the Sin-Eaters 2nd edition provides an update to these basic rules which is applicable to all splats.

Mortal
Whenever you fulfil an Aspiration, take a beat. CofD p76
When resolving a Condition, take a beat. CofD p76
Some Conditions provide beats for additional actions. CofD p76
Choose to convert Failure roll to Dramatic Failure in exchange for a beat. CofD p76
Whenever you roll a dramatic failure on a chance die, take a beat. GTS 2e p76
Whenever you take damage in rightmost 3 health boxes, take a beat. Exception: Vampires, Werewolves: Damage must be Lethal or Aggravated. CofD p76
At the end of game session, take a beat. CofD p76
Whenever you risk a breaking point, take a beat. Exception: Changelings: Take the Beat on taking Clarity damage instead. CofD p76
When using the Professional Training (••••) Merit, take a Beat whenever you purchase a dot in an Asset Skill. CofD p46
If the Storyteller chooses to lower the impression level during social maneuvering, take a Beat. CofD p82
If you are the subject of successful social maneuvering and choose to do as requested, take a Beat. CofD p82
When achieving an Exceptional Success on a Breaking Point roll, take a Beat. CofD p75
Once per chapter, take a Beat when an active Persistent Condition has impacted your life. CofD p76
Supernatural Merit Beats
With the Telekinesis Merit, if you opt to fail the related Resolve + Composure roll, take a Beat. CofD p59
With the Cursed Merit, if you take lethal damage in your last three Health boxes, take a Beat. This is in addition for the normal Mortal/Common Beat for taking damage in your last three boxes. CofD p57

Vampire: the Requiem

Vampire: the Requiem
When achieving Exceptional Success on a feeding roll, take a Beat when the effect causes vessel to impact a subsequent scene. VTR 2e p96
When entering Frenzy, take a Beat. If you opt to turn a Frenzy Failure roll into a Dramatic Failure, this generates two Beats. VTR 2e p104
When gaining a Bane due to Humanity loss, take a Beat. VTR 2e p108
When using the Dynasty Membership (•••) Merit, gain a Beat when an underling successfully completes a task you gave them. VTR 2e p112
When using the Honey Trap (•) Merit, if use of this Merit creates or upgrades a blood bond, take a Beat. VTR 2e 112

Werewolf: the Forsaken

Werewolf-specific Beats are mostly handled through Werewolf-specific Conditions.

Werewolf: the Forsaken
When taking advice from someone with the Creative Tactician (•••) Merit, take a Beat if you follow their advice. WTF 2e p106

Mage: the Awakening

Mages gain Arcane Beats in addition to regular Beats. These can only be spent to raise Arcana, Gnosis or Wisdom or to gain Praxis and Legacy Attainments.

Mage: the Awakening
Any time you fulfill or make major headway into an Obsession, take an Arcane Beat. MTA 2e p83
Any time you resolve a Condition resulting from spellcasting, Paradox, or a magical effect, take an Arcane Beat instead of a normal one. MTA 2e p83
When failing a spellcasting roll, you may make it a dramatic failure and take an Arcane Beat. MTA 2e p83
When your character risks an Act of Hubris against Wisdom, take an Arcane Beat. MTA 2e p83
When your character spends a scene being tutored in a Legacy by a mentor or tutoring her own students, take an Arcane Beat. MTA 2e p83
When your character has a meaningful and new encounter with the supernatural, at Storyteller discretion, you may take an Arcane Beat. MTA 2e p83
When your character gains an exceptional success on a roll against Wisdom, take an Arcane Beat. MTA 2e p88
When your character allows a Paradox Condition to lapse, take an Arcane Beat. MTA 2e p116
When your character joins a Legacy and has the first Legacy Attainment has a Praxis, gain one Experience and one Arcane Beat. MTA 2e p197
When your character succeeds in surviving a challenge while traversing the Anima Mundi and correctly deciphering its meaning, take an Arcane Beat. MTA 2e p249
When a Proximi is impeded by their Family Curse, they take an Arcane Beat. MTA 2e p307
When a Proximi tries to escape their Family Curse and is forced back, they take an Arcane Beat. MTA 2e p307

Promethean: the Created

Prometheans gain Vitriol Beats in addition to regular Beats. These can only be spent on Azoth, Pilgrimage, calcifying Alembics and creating Athanors.

Promethean: the Created
When gaining Exceptional Success on a Resist Torment roll, take a Vitriol Beat. PTC 2e p105
When completing a minor milestone, take a Vitriol Beat. PTC 2e p105
When completing a major milestone, take a Vitriol Experience. PCT 2e p105
When completing a superlative milestone, take a Vitriol Experience and raise Pilgrimage by 1. PCT 2e p105
When rolling a Success or Exceptional Success on Sublimation By Pyre, take a Beat. PCT 2e p152
When rolling a Success or Exceptional Success on Walking The Path Of Memory, may opt to take a Vitriol Beat. PCT 2e p160
When suffering Torment/breaking points, always take a Vitriol Beat (in addition to normal breaking point Beat rules). PCT 2e p178
When committing Lacuna, you may steal unspent Vitriol Beats and Experience at a rate of 1 Beat per success in the roll. PCT 2e p188
Refinement Beats
Aurum: Once per chapter, when putting yourself in danger to protect a mortal collaborator, take a Beat. PTC 2e p44
Cuprum: Once per chapter, when reacting to danger with logic and planning, take a Beat. PTC 2e p47
Ferrum: Once per chapter, when impressing allies with physical prowess, take a Beat. PCT 2e p50
Plumbum: Once per chapter, when overthinking causes you to miss opportunity, take a Beat. PCT 2e p53
Stannum: Once per chapter, when anger or cruelty causes a setback for you or your allies, take a Beat. PCT 2e p56
Aes: Once per chapter, when putting the needs of a throngmate first and incurring harm, take a Beat. PCT 2e p59
Argentum: Once per chapter, when expanding your knowledge of the supernatural, take a Beat. PCT 2e p62
Cobalus: Once per chapter, when enabling someone else's Vice/Torment/etc, take a Beat. PCT 2e p65
Mercurius: Once per chapter, when thirst for knowledge harms an ally, take a Beat. PCT 2e p68
Phosphorum: Once per chapter, voluntarily fail a Stealth roll or add a die to Disquiet to take a Beat. PCT 2e p71

Changeling: the Lost

Changeling: the Lost
When involuntarily unleashing Bedlam, take a Beat. CTL 2e p95
Whenever a Fetch uses the Parallel Lives (•••) Merit to inconvenience a Changeling, that Changeling takes a Beat. CTL 2e p119
When a Tilt caused by excessive Goblin Debt inconveniences the character, take a Beat CTL 2e p162
When negatively impacted by a Paradigm Shift imposed by the Hedge, take a Beat. CTL 2e p204
When allowing your words to be Sealed by another Changeling, take a Beat. CTL 2e p210
When you complete a Sealing without attempting to get out of it, take a Beat. CTL 2e p210
When experiencing a setback while attempting to fulfil an Oath, take a Beat. CTL 2e p213
When taking damage from an enemy you've sworn an Oath of Enmity against, take a Beat. CTL 2e p214
Token Beats
When an item intended to be transformed into a token is stolen before the Changeling can retrieve it, take a Beat. CTL 2e p224
Attempting to go unnoticed while wielding any Hedgespun item automatically fails, granting a Beat. CTL 2e p225
When failing a Dexterity roll due to previous use of Ace In The Hole (•), take a Beat. CTL 2e p226
When failing a Stealth roll due to previous use of Golden Hairnettle (•), take a Beat. CTL 2e p226
When character's actions are discovered by a malicious third party due to use of the Book Of Things Strange And Wondrous (••), take a Beat. CTL 2e p226
When attempting to take off the Red Shoes (•••) without sufficient Willpower, take a Beat CTL 2e p227
When losing the Silver Thread (••••), or suffering harm due to someone's attempt to steal it, take a Beat. CTL 2e p228
If the character's resources are emptied by a user of Crown of Thorns (•••••), take a Beat. CTL 2e p228
When a Command given via Crown of Thorns (•••••) causes a character to harm someone they care about, break a promise, or renege on a deal, that character may take a Beat. CTL 2e p228
When falling unconscious due to self-damage caused by using Crown of Thorns (•••••), take a Beat. CTL 2e p228
When removing the Crown of Thorns (•••••), take a Beat if the character suffered considerable loss or harm from its' use. CTL 2e p228

Geist: The Sin-Eaters

Geists gain Synery Beats and Krewe Beats in addition to regular Beats. Synergy Experience can only be spent on raising Synergy and Krewe Beats can only be spent on improving the Krewe.

By default, beats in Geist are automatically pooled.

Geist: The Sin-Eaters
If you have the Kindly Burden and the Reconciler Merit, take a Beat if you use Social Maneuvering to right a wrong or broker peace. GTS 2e p88
If you roll an exceptional success on removing another Sin-Eater's Curse, take a Beat. GTS 2e p106
If you roll an exceptional success on a Ceremony, take a Krewe Beat. GTS 2e p125
At the end of every chapter, the Krewe takes a Krewe Beat for every Doctrine it has actively lived by or advanced. GTS 2e p175
Resolving a Regalia Condition grants a Krewe Beat. GTS 2e p177
Succeeding in a Break the Cycle action grants a Krewe Beat. GTS 2e p209
Resolving a ylem trance "Condition" grants a Krewe Beat. GTS 2e p210
When the Actor, Curse, Dirge, Marionette, Servant and Tomb Conditions resolve, the Geist who created the Condition also gains a Beat. GTS 2e p306-309

Demon: the Descent

Demons gain Cover Beats in addition to regular Beats. These can only be spent on improving Cover.

Demon: the Descent
When you roll a dramatic failure on a roll to avoid Cover being comprised, take a Beat. DTD p115
At the end of a chapter, if the Storyteller believes you have stayed within Cover and you succeed on the subsequent roll, take a Cover Beat. DTD p116
At the end of a story, if the character has never had to roll for compromise, take a Cover Experience. DTD p116
When you attempt to insert an Embed into your Cipher which is not one of your Keys, take a Beat. DTD p157
When you attempt to insert an Embed into your Ciper which is one of your Keys but not your next key, take three Beats. DTD p116
When you retroactively explain how you have avoided a complication in a heist scenario, take a Beat. DTD p244
If you declare that Infrastructure has run dry of Aether, both you and any players who didn't get to absorb Aether take a Beat. FoH p79
When your Agency runs into a problem based on the Agency's main problem, all characters present take a Beat. FoH p85
When you put yourself in substantial danger while under the effects of the Anarchism Embed, take a Beat. FoH p94
When you choose to apply any of the conditions related to demon parenthood, take a Beat. HtH p19-20
If the Storyteller is running a game in any of the four "scales", they may award Beats for specific genre-related actions. DSG p89-93

Beast: the Primordial

Most Beast-specific Beats are gained via Beast and Hero-specific Conditions..

Beast: the Primordial
Once per story, player may lose a dot of Satiety to take a Beat. BTP p111

Deviant: the Renegades