Beast: the Primordial (Complete)

From Codex of Darkness


Families (2nd Edition)
Name Nightmare of Birthright Atavisms
Anakim Hopelessness Once per scene, may break through any physical barrier. Ones reinforced with supernatural powers require 1 Satiety Cyclopean Strength, Looming Presence, Mimir's Wisdom, Terror's Friend, Titanic Blow, Vengeful Earth
Eshmaki Darkness On a successful Brawl or Weaponry attack, choose to inflict a Tilt as if they had made a roll against a specified target like an arm or a leg, or they can choose to grapple while still dealing damage Dragonfire, Death of Light, From the Shadows, Limb From Limb, Relentless Hunter, Shadow Stalker
Inguma the Other Gains an exceptional success result on three successes instead of five when trying to disguise, infiltrate a group, or bluff. Targets trying to actively regulate a group suffers their Lair dots as a penalty to do so in their presence. Alien Mindset, Doppelganger, Enemy Within
Makara the Depths Impose a feeling of drowning or claustophobia on a subject once per scene for -2 Physical actions for one turn on anyone within (Lair x 10) feet they select, even ones who don't need to breathe Alien Allure, Heart of the Ocean, Monster from the Deep, Ravenous Maw, Siren's Treacherous Song, Smashing Currents
Namtaru Revulsion Establishing contact with touch, eye contact, or conversation, they can lower a character's Composure for a scene by 1 for all purposes Basilisk's Touch, Infestation, Plague Bearer, Shadowed Soul, Skin Deep, Unbreakable
Ugallu Exposure With a moment of concentration while hunting a target, uncover something hidden. Spend Satiety and provoke Clash of Wills to find things supernaturally concealed Eye of Heaven, Lightning Strike, Needs Must, Storm-Lashed, Weakness Exposed, Wings of the Raptor
Talassii Confinement Impose -1 to a victim's Resistance Attribute for every day they spend four ininterrupted hours in each other's company (knowingly or not), up to (Lair) dots across the three Attributes Caught in the Webs, Crushing Coils, Illusion of Safety

Merits, Beast (2nd Edition)
Merit Rating Prerequisites Description Book
Advanced Danger Sense •• Danger Sense In the first turn of combat, Defense gains +2 and can be applied universally unless sacrificed. If someone attempts and fails to ambush you, set your initiative to one higher than the fastest ambusher. BTP 113
Advanced Direction Sense •• Direction Sense You can intuit the direction to anything you've directly sensed. BTP 114
Epic Direction Sense •• Advanced Direction Sense You can sense backwards across time, locating since-destroyed objects or spending Willpower to glimpse the past. BTP 114
Direct Dial Advanced Direction Sense, Computer ••, Occult •• Spend 1 Willpower (or none, if you try to speak to a broodmate) to begin a phonecall with a target you could have tracked with Advanced Direction Sense, through the nearest phone or computer. BPG 99
Advanced Double Jointed Double Jointed You can fit your entire body through anything that can accommodate your head. Apply Double Jointed's grappling penalty even when you act aggressively. BTP 114
Advanced Eidetic Memory Eidetic Memory Rolled recollection achieves exceptional success on a threshold of three instead of five. You can perform retroactive Mental or Social analyses. BTP 114
Epic Potential Choose one Attribute and raise its trait maximum by one dot. You may not purchase this Merit multiple times for different Attributes. BTP 114
Advanced Fame • to ••• Fame Your Horror has archetypal resonance. Apply your Advanced Fame dots like regular Fame dots, but to all of humanity (including stalking Heroes). Choose a reputation and a corresponding Condition. By acting out your reputation, you can inflict the Condition on human witnesses a number of times per session equal to dots in this Merit. BTP 115
Advanced Fast Reflexes Fast Reflexes ••• Roll Initiative twice and keep your choice of result. BTP 115
Fist of Nightmares •• Brawl ••, Occult •• Spend Willpower and roll a Nightmare to hold it in store up to a scene. Release it by touch, subtracting a success from your roll for every two dots in the victim's relevant Resistance trait. BTP 115
Advanced Giant •• Giant You gain density proportionally with your Satiety. Deal it in Structure damage to objects that crash into you, and as a penalty to lift you or knock you down. BTP 116
Guilty Pleasure Choose an embarrassing indulgence that can apply when feeding your Hunger. Doing so yields another point of Satiety, a point of Willpower, and the Guilty Condition. BTP 116
Hunger Management • to ••• Resolve ••• For each dot in this Merit, you can choose to add or subtract a die when rolling to gain Satiety. BTP 116
Advanced Iron Skin • to •• Iron Skin, Stamina •••• Add general Armor equal to your dots in this Merit against bashing and lethal attacks. With two dots, when you take aggravated damage from a source other than Anathema, spend Willpower to downgrade one point to lethal. BTP 117
Epic Iron Skin •• Advanced Iron Skin, Stamina ••••• Whenever you take damage from any source other than Anathema, ignore one point. BTP 117
Advanced Killer Instinct • to ••• Killer Instinct ••• You can apply your basic Killer Instinct against any target with no preparation. If you do prepare your Killer Instinct normally, when you attack the target, you may spend each dot in this Merit to either convert a point of lethal damage to aggravated, temporarily ruin 1/1 nonmagical Armor, or ignore two points of Defense and one die of called shot penalties. BTP 117
Spoor • to ••••• No Fame Each dot of this Merit can be spent once per story, when a Hero pursues you, to either negate a turn of direct pursuit, reduce the Hero's maximum rolls on an extended investigation, or penalize Heroic Tracking by a die. BTP 120
Advanced Striking Looks •• Striking Looks •• Add the rote quality whenever you benefit from Striking Looks. BTP 121
Horrorspawn • to ••••• Your character has created a permanent Horrorspawn. The Horrorspawn can feed for her, fight for her, and carry out basic tasks.This Merit can be purchased multiple times to reflect multiple Horrorspawn. BPG 99
Infernal Machine •• Your character has a vehicle that she has customized for pursuit. Add two to the vehicle’s Durability, five to its Structure, 10 to its Acceleration and Safe Speed, 20 to its Maximum Speed, and one to its Handling. Only the Durability and Structure bonuses apply if someone other than she is driving her vehicle. BPG
Legendary Horror • to ••••• ≤ Lair - 3 Your Horror gains an Essence pool of 10, which increases by five for each additional dot purchased and. Your Horror also gains one dot of Influence and two Numina for each dot you have in this Merit. BPG 99
Obcasus Initiate •• Guidance (BPG 104) You gain the capacity to lead an Obcasus rite. You immediately learn the Consecrate rite. You may learn a maximum number of rites equal to your Intelligence + Lair. BPG 100
Primordial Cult ••+ Occult •• or Politics •• You have gathered followers into a cult. You can only have one cult at a time. Dots in this Merit in excess of two are used to purchase additional benefits. BPG 100
Cult Merits
Deceptive Primordial Cult •• Once per chapter you can use your followers to run interference on enemies and spies, inflicting the Distracted Condition on anyone investigating the aftermath of your feeding. If you have the Anonymity Merit, your followers benefit from it as well. BPG 100
Doctrinal ••• Primordial Cult •• The cult gains a +2 modifier on breaking points in-curred from actions they take to feed you. In addition, once per session you or your followers can remove two Doors in Social maneuvers meant to proselytize or recruit allies. BPG 100
Edible • to ••• Primordial Cult •• You can feed by reaping your followers with Nightmares, making a Satiety roll with base potential equal to dots in Edible. BPG 100
Influential Primordial Cult •• Choose a narrow sphere of influence (bookies, librarians, street kids, etc.). Once per chapter, subtract two from the Availability rating of any service or equipment that would fall under that purview, to a minimum of one. This influence also counts as a dot of Contacts. You can purchase this benefit five times. BPG 100
Mystic •• or ••• Primordial Cult •• Choose a type (clairvoyants, mediums, tele-paths, etc.); you can access their abilities through the Elect benefit. For two dots, their wisdom grants you the 9-again quality on Occult rolls, or 8-again if you already have that benefit. For three dots, once per chapter you can also use them as a 3-die “equipment bonus” on any roll that would reasonably relate to their wheelhouse, achieving an exceptional success on three successes. BPG 100
Resonant ••• Primordial Cult •• Once per chapter, if your cult performs a short ritual they can increase an area’s similarity to one of your Chambers by two steps for a scene (see Beast: The Primordial, p. 101). Forgo the Willpower cost to impose a Lair Trait or open a Primordial Pathway. BPG 100
Lair Merits
Connected Lair •• The lair has access to the information systems of the mundane world ( Internet, radio, TV ). BPG 100
Trap Room •• When opening a Primordial Pathway you may choose to spend a point of Satiety. If she does the duration of the pathway is extended. Characters may enter the area normally but if they attempt to leave they end up in the Beast’s Lair. BPG 101
Vast Lair • or ••• The Chambers of the Lair are larger than normal and require at least 10 minutes per dot in this Merit to traverse. BPG 101
Well-Stocked Lair • to ••••• Each dot allows to select two dots worth of Merits that represent the material goods and inhabitants available in the Lair. BPG 101
Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Activation Damage B/L/A
Special/Other Activation Cost
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation Example ●(○)
●/item, 1L

Power Stat (2nd Edition)

Major Templates

Acclimation

Possessed by: Deviants

Acclimation is rated from 0 to 5. Its rating is directly added to dice pools, Supernatural Tolerance, and Stability.

Azoth

Possessed by: Prometheans

Azoth Trait Cap Pyros Azothic Radiance Wasteland Creation
Pool /Turn Rate Size
1 5 10 1 Building Six months Room
2 5 11 2 City block Six months Room
3 5 12 3 Several blocks Month Small home
4 5 13 4 Neighborhood Month Small home
5 5 15 5 Quadrant/borough Month Building
6 6 20 6 Half a city Week Building
7 7 30 7 City Week City block
8 8 40 8 City Day Neighborhood
9 9 50 9 City Day City
10 10 100 10 City Day Region

Blood Potency

Possessed by: Vampires, ghouls

Blood Potency Trait Cap Vitae Feeding Requirement Sunlight Damage
Pool /Turn
0 5 Stamina 1 Animals None
1 5 10 1 Animals Every ten minutes
2 5 11 2 Animals Every ten minutes
3 5 12 3 Humans Every minute
4 5 13 4 Humans Once a turn
5 5 15 5 Humans Once a turn
6 6 20 6 Kindred Twice a turn
7 7 25 7 Kindred Twice a turn
8 8 30 8 Kindred Thrice a turn
9 9 50 10 Kindred Thrice a turn
10 10 75 15 Kindred Five times a turn

Gnosis

Possessed by: Mages

Gnosis Trait Cap Mana Ritual Interval Yantras Paradox Combined Spells Obsessions Arcana Limits
Pool /Turn Best Others
1 5 10 1 Three hours 2 1 1 1 3 2
2 5 11 2 Three hours 2 1 1 1 3 3
3 5 12 3 Hour 3 2 2 2 4 3
4 5 13 4 Hour 3 2 2 2 4 4
5 5 15 5 Half hour 4 3 2 2 5 4
6 6 20 6 Half hour 4 3 3 3 5 5
7 7 25 7 Ten minutes 5 4 3 3 5 5
8 8 30 8 Ten minutes 5 4 3 3 5 5
9 9 50 10 One minute 6 5 4 4 5 5
10 10 75 15 One minute 6 5 4 4 5 5

Lair

Possessed by: Beasts, Insatiable

Lair Trait Cap Chambers Lair Traits Extended Lifespan
Total /Scene
1 5 3 2 1 None
2 5 3 3 1 None
3 5 4 3 2 None
4 5 4 4 3 None
5 5 5 4 3 None
6 6 5 5 4 +50 years
7 7 6 5 4 +100 years
8 8 6 6 5 +150 years
9 9 7 6 5 +200 years
10 10 7 7 6 +250 years

Primal Urge

Possessed by: Werewolves

Primal Urge Trait Cap Essence Regeneration Hard Rage Feeding Limit Hunt Interval Lunacy Penalty Tracking Bonus
Pool /Turn
1 5 10 1 1B 10 minutes None Three months 0 0
2 5 11 2 1B 10 minutes Meat Three months 0 0
3 5 12 3 1B 15 minutes Meat One month 0 0
4 5 13 4 2B 20 minutes Raw meat One month -2 +1
5 5 15 5 2B 30 minutes Raw meat Three weeks -2 +1
6 6 20 6 3B 1 hour Carnivores Three weeks -2 +2
7 7 25 7 3B 2 hours Carnivores One week -2 +2
8 8 30 8 4B 3 hours Essence One week -3 +3
9 9 50 10 5B 6 hours Essence Three days -4 +3
10 10 75 15 6B 12 hours Essence Three days -5 +4

Primum

Possessed by: Demons

Primum Trait Cap Aether Max Covers Primum Glitches Demonic Form Evolution
Pool /Turn
1 5 10 1 1 0 Starting form
2 5 11 2 2 0
3 5 12 3 3 0 New Modification
4 5 13 4 4 0
5 5 14 5 5 0
6 6 15 6 5 1 New Technology
7 7 20 7 5 1
8 8 30 8 6 2
9 9 50 10 6 2
10 10 100 15 7 3 New Process

Sekhem

Possessed by: Mummies, immortals

Sekhem Trait Cap Pillars/Turn Attribute Bonus Utterances Descent Rolls
Before Rolling Frequency
1 5 1 +1 Chronicle or 160 days Story or 40 days
2 5 2 +2 •• Two stories or 100 days Two chapters or 20 days
3 5 2 +2 ••• Story or 60 days Chapter or 10 days
4 5 2 +2 •••• Three chapters or 40 days Chapter or 5 days
5 5 3 +3 ••••• Two chapters or 20 days Three scenes or 3 days
6 6 3 +3 ••••• Chapter or 10 days Three scenes or 2 days
7 7 4 +3 ••••• Chapter or 5 days Two scenes or 1 day
8 8 4 +4 ••••• Three scenes or 2 days Two scenes or 1 day
9 9 5 +4 ••••• Two scenes or 1 day Scene or 12 hours
10 10 5 +4 ••••• Scene or 12 hours Scene or 12 hours

Synergy

Possessed by: Bound

Synergy Trait Cap Plasm Touchstones Liminal Aura Relationship
Pool /Turn
1 5 10 1 1 Coercive
2 5 11 2 1 Anchor Positional
3 5 12 3 2 Anchor Positional
4 5 13 4 2 Anchor Positional
5 5 15 5 2 Anchor Sympathetic
6 6 20 6 3 Open Sympathetic
7 7 30 7 3 Open Sympathetic
8 8 40 8 3 Open Empathetic
9 9 50 9 3 Controlled Empathetic
10 10 100 10 3 Controlled Empathetic

Wyrd

Possessed by: Changelings, fae-touched

Wyrd Trait Cap Glamour Goblin Fruit Disease/Fatigue Frailty Accumulation
Pool /Turn
0 5 10 1 0 -0
1 5 10 1 3 -1
2 5 11 2 7 -1 New minor
3 5 12 3 7 -2
4 5 13 4 13 -2 New minor
5 5 15 5 13 -2
6 6 20 6 13 -3 New major
7 7 25 7 29 -3
8 8 30 8 29 -3 New minor
9 9 50 10 101 -3
10 10 75 15 -4 New major

Other Templates

Hollow

Possessed by: Tremere

Hollow Obsessions Mana Sustenance Other Traits
Pool /Turn Sleeper Awakened
1 1 10 1 6 months 1 year Soul Sight, Soul Breath, Burn Soul, Devour the Years
2 2 11 2 5 months 10 months Secret of the Soul Jar
3 2 11 3 4 months 9 months Lesser Soul Grasp, House Attainment
4 3 12 4 3 months 8 months Subtle Ruling Arcanum
5 3 12 5 2 months 6 months Hollow Vessel
6 4 16 6 1 month 5 months Subtle Ruling Arcanum, House Attainment
7 4 20 7 2 weeks 4 months Greater Soul Grasp
8 5 24 8 1 week 3 months Subtle Ruling Arcanum
9 5 40 9 3 days 2 months Grasp the Enemy, House Attainment
10 6 60 10 1 day 1 month Subtle Ruling Arcanum


Magnitude

Possessed by: Alchemists

Magnitude Trait Cap Pyros Distillations
Pool /Turn +Weekly
1 5 5 1 1 3
2 5 6 1 2 6
3 5 7 1 2 9
4 5 8 1 3 12
5 5 9 2 3 15

Rank

Possessed by: Ephemeral entities, supernal entities, Pangaeans

Rank Trait Limits Attribute dots Maximum Essence/Mana Numina (if any)
1 5 5-8 10 1-3
2 7 9-14 15 3-5
3 9 15-25 20 5-7
4 12 26-35 25 7-9
5 15 36-45 50 9-11

Rapacity

Possessed by: Ghost eaters

Rapacity Trait Cap Plasm Dread Powers
Pool /Turn Stolen
1 5 10 1 10 4
2 5 12 2 70 8
3 5 14 3 400 12
4 5 17 4 1,000 16
5 5 20 5 10,000 20



Morality (2nd Edition)

Clarity

Changelings

A changeling's Clarity suffers attacks from disorienting experiences which threaten her ownership over her own perceptions and the stability of her central truths. Severe Clarity attacks can accumulate damage quickly, but the support of a Touchstone can heal that damage more readily than the breaking points of many other Integrity traits. (CTL 2e 107)

Dice Sample breaking points
1 Acquaintance rejects your experiences, Glamour exhaustion, having promises broken, a day without human contact
2 Respected authority rejects your experiences, psychotropic drugs, breaking promises, significant disorientation, a week without human contact
3 Trusted confidant rejects your experiences, losing a Touchstone, having formal oaths broken, disorienting supernatural influence, two weeks without human contact
4 Thorough "disproof" of your experiences, homicide, breaking formal oaths, recapitulation of the Durance, a month without human contact
5 Systematic psychological torture, premeditated murder, modifying behavior by Glamour, direct confrontation with the True Fae, a year without human contact

Cover

Demons

Demons can sustain multiple Cover ratings at once, depending on their Primum. A Cover rating, rather than representing mental or spiritual welfare, is a psychic projection of identity, associated with a human body the demon adopts. Demons use the thoroughness and consistency of their human identities to deflect notice by the God-Machine, and risk its degredation through spectacular shows of power or gross breaking of the identity's "character."

A demon's Cover mends and grows slowly over time as they live that identity's life. Demons in need of quicker gains can steal the Cover of a forming angel with reconnaissance and support, but most depend on pacts with human beings, promising them occult benefits in exchange for scraps of their life to take as their own, ranging from shallow work relationships, to dear lifelong friendships, to the human's very existence itself.

Harmony

Werewolves

Harmony shifts when breaking points occur in one of two directions. Breaking towards flesh causes the trait to increase, towards spirit to decrease. Harmony's ideal rating is 5, with drawbacks incurred as the character drifts towards the spiritual extreme of 0 or the fleshly extreme of 10. (WTF 2e 96, 104)

Harmony Penalty Breaking Point Harmony Penalty Breaking Point
Breaking Points Towards Flesh Breaking Points Towards Spirit
Any Defile a locus Any Kill a human or wolf
Any Reject the Sacred Hunt Any Stay in the Shadow Realm for a week
Any Stay out of the Shadow Realm for a week Any -2 Hunt humans or wolves for food
Any Use a silver weapon against a werewolf Any -2 Kill a packmate
Any -3 Stay out of the Shadow Realm for a month Any -3 Eat human or wolf flesh for Essence
Any -2 Violate the Oath of the Moon Any -3 Stay in the Shadow Realm for a month
< 4 Allow a spirit safe passage into the physical world > 7 Inflict Lunacy on a loved one
< 4 Eat processed food > 7 Lead the Sacred Hunt
< 4 Mate with a human > 7 Spend more than two days away from your pack
< 4 Stay out of the Shadow Realm for a day > 7 Stay in the Shadow Realm for a day
Harmony Death Rage Shapeshifting Reaching Bans
Trigger Soft Rage Action Free Essence
10 Passive 3 seconds Change Instant Cannot enter Shadow
9 Common 10 seconds Change Instant Leave without locus
8 Common 30 seconds Change Instant Reflexive Leave without locus
7 Narrow 1 minute Change Instant Reflexive Reach normally
6 Narrow 5 minutes Change Reflexive Reach normally
5 15 minutes Change Reflexive Reach normally
4 Narrow 5 minutes Change Reflexive Reach normally One
3 Narrow 1 minute Resist change Instant Reflexive Enter without locus One
2 Common 30 seconds Resist change Instant Reflexive Enter without locus Two
1 Common 10 seconds Resist change Instant Enter without locus Three
0 Passive 3 seconds Resist change Instant Cannot leave Shadow Four

Humanity

Vampires

Breaking points are experiences that inculcate increasing levels of detachment from the perspective of the living. Risking detachment feeds the vampire's Bestial, Competitive or Wanton instincts, while dramatic failure causes the vampire to become Jaded.

A vampire can inure herself to a particular type of breaking point, removing its risk of detachment at the cost of developing a bane. A vampire can only develop three banes this way (or two for Clan Mekhet), and suffers a die penalty on future detachment rolls for each bane inured. (VTR 2e 107)

Humanity Social Sun Torpor Dice Sample breaking points
10 +2 1L One night 5 A night without human contact, lies for the Masquerade, spending multiple Vitae in a night
9 +2 1L One night 5 Witness a meal, superhuman prowess, feeding without consent, supernatural urging, an hour in the sun
8 1L Two nights 4 Ghoul, be shunned by the living, ride the wave, force behavior with Disciplines, a day in the sun
7 1L Two nights 4 A week without human contact, grave injury, violence over blood
6 -1 2L One week 3 Torpor, feeding from children, being in the obituaries, immense physical trauma
5 -1 3L One month 3 Second week without human contact, Blood Potency rises to 3, death in the family, swearing to a covenant
4 -2 1A One year 2 Learn Cruac, impassioned violence, a year in torpor, a century of unlife, accidental killing
3 -3 2A Five years 2 A month without human contact, Blood Potency rises to 6, death of a spouse or child, impassioned killing
2 -5 3A Ten years 1 A year without human contact, fifth century of unlife, causing revenants, the rise of new cultures, premeditated murder
1 Chance 4A Fifty years 0 A decade without human contact, killing a Touchstone, heinous or mass murder
0 Chance 5A One century You are lost to the Beast.

Integrity

Mortals, Hunters

Breaking points occur when the character violates his personal moral code or acceptable societal bounds, witnesses something traumatic or terrifying, or is the victim of a supernatural assault or shock. The severity of the situation and the character's current Integrity apply situational modifiers to a roll, and a Condition is incurred. Common breaking points leave a character Guilty, Shaken or Spooked, while dramatic failure can cause the character to suffer Broken, Fugue or Madness. At lower levels of Integrity, a Hunter lives with the Persistent Vigilant or Merciless Condition as they become more absorbed in their Vigil.

Memory

Mummies

Mummies must fight to rebuild their sense of will and identity, clearing up their memory through the weight of ages. Affirming their soul and unearthing the truth of their past earns the Reminisce Beats necessary to build their Memory, while self-denial and submission of will provokes breaking points, and the Rite of Return weighs down their Memory with each new Descent into living history. (MTC 2e 161)

Dice Sample breaking points
5 Concealing your identity, obedience to Judges to preserve Sekhem, suppressing the will of your decree
3 Destroying evidence of your Iremite past, obstructing another mummy's search for Memory, destroying a vessel without witnessing its memory
1 Abandoning a meret to serve the Judges, deliberately shortening the Descent, destroying personal keepsakes of your mortal life
Memory Resurrection Self Identity Past Recall
Immortal Lives Mortal Life
10 Three hours Full Complete Complete
9 Two hours Full Post-Rite of Return Complete
8 Two hours Full Post-Rite of Return General Iremite knowledge
7 Half hour Broad Post-Rite of Return Basic Iremite knowledge
6 15 minutes Broad Two previous Descents Guild experience
5 10 minutes Broad Previous Descent Moment of death
4 Three minutes Basic Previous Descent Loved ones
3 Instant Basic Sketch of previous Descent Iremite language
2 Instant Basic Scattered fragments Iremite language
1 Instant Simple will None Iremite language
0 Instant Automaton None None

Pilgrimage

Prometheans

Prometheans' Morality trait in Second Edition begins at one dot and measures their progress towards grasping the New Dawn. Steps forward on the Pilgrimage only occur on the resolution of milestones to mortality, while steps backward can occur through obviating milestones, causing death intentionally or en masse through supernatural means, or stepping off the Pilgrimage onto the Refinement of Flux.

Satiety

Beasts

Beasts treat their Satiety not like a condition of wellbeing but a resource that ebbs and flows. Beasts under Lair 4 lose a point a week, while Lair 4+ Beasts lose a point every few days, depending on their rating. Beyond that, many of their abilities require or significantly benefit from the expenditure of Satiety, and different levels of Satiety equip them better for different situations. The extremes of Satiety come with dangerous drawbacks, while a rating in the middle opens their vulnerability to adversarial Heroes, meaning the ideal conditions for Satiety lie between the middle and either extreme, either high-ish or low-ish.

Satiety is regained through acts that sate the Beast's Hunger. The amount of Satiety gained is proportional to the extremity, harm or spectacle of the feeding. (BTP 320)

Satiety Condition Effects
10 Slumbering The Beast's Horror retreats from wakefulness, leaving the Beast unable to access its power, becoming as vulnerable as an ordinary human. The Beast can't spend Satiety and doesn't lose it over time, but can end the Horror's slumber through an extreme shock.
9 Gorged The Beast loses Supernatural Tolerance against mental or emotional abilities, but can open Primordial Pathways to a particular Lair Chamber with ease.
8
7
6 Sated The Beast is neither well fed nor desperate enough to deflect a Hero's Anathema.
5
4
3 Starving The Beast's Primordial Pathways do not open as easily, but she adds her Lair to her Power rating while merged with her Horror.
2
1
0 Ravenous The Beast does not naturally heal lethal damage, and suffers a point of it each day she remains Ravenous. She can't use Nightmares, and can't regain Willpower except through actions that would normally grant Satiety. She can't raise her Satiety except through a feat that would normally reap a dramatic gain.

Stability

Deviants

The Broken degrade over time, the Scars of their transformation aggravated by rebellious Variations and by withdrawing from the obsessions by which they gird their sense of self. Pursuing those obsessions can reverse this gradual breakdown. Deviants who grow too unstable never survive the day, and often, neither do anyone around them.

Synergy

Bound

The changing empathy and relationship between Bound and geist is a measure of both the integrity of these joined souls and a measure of their power. Only when the two grow in understanding of each other can they use the powers of death to their greatest effect.

Wisdom

Mages

A mage's Wisdom is the spiritual quality that contains his Supernal power from overrunning itself, and is threatened by acts of hubris. The loss of Wisdom is accompanied by Megalomaniacal or Rampant impulses.

When a spell courts hubris, a mage can inure himself to that spell. Casting that spell no longer threatens hubris, but it gains a permanent two dice of Paradox risk. A mage can inure himself to up to his Gnosis in spells. (MTA 2e 88)

Wisdom Tier Long-Term Nimbus Dice Sample acts of hubris
10 Enlightened Strong connections 5 Petty spellcasting, affecting innocents by your works
9
8
7 Understanding Medium connections 3 Obvious magical displays before Sleepers, spiritual self-mutilation, releasing severe Paradoxes, overwriting or binding the will of a sapient being, calculated murder or maiming
6
5
4
3 Falling Weak connections 1 Deals with the Abyss, destroying Awakened souls, allowing a summoned Supernal being to be dissolved by the Fallen World, impulsive or unanticipated murder
2
1
0 Enraptured Contagious beyond sympathy Your power has blown out all self-control and perspective.

Merits, Universal (2nd Edition)

Mental Merits

Merit Rating Prerequisites Description Book
Advanced Library • to ••••• Library •••, ≤ Safe Place Your library is vast enough to contain useful, direct information about supernatural topics. Choose a topic per Advanced Library dot. Every story, once per topic, you can take the Informed Condition when you consult your library about that topic. MTA 2e 105
Area of Expertise Resolve •• Raise one Specialty's die bonus to +2. CofD 44
Common Sense ••• Once per chapter, roll Wits + Composure as an instant action to ask the Storyteller a question about risks and choices. CofD 44
Danger Sense •• +2 bonus to detect an ambush. CofD 44
Direction Sense Keep perfect track of your relative location and direction, and ignore penalties to navigate or find your way. CofD 44
Eidetic Memory •• Ignore rolls for recall or memory. +2 bonus to recall minute facts buried in other information. CofD 44
Encyclopedic Knowledge •• Roll Intelligence + Wits to recall useful trivia relating to a particular field or pursuit. CofD 44
Eye for the Strange •• Resolve ••, Occult • Roll Intelligence + Composure to identify evidence of supernatural involvement. CofD 44
Fast Reflexes • to ••• Wits or Dexterity ••• Add Fast Reflexes dots to Initiative. CofD 44
Good Time Management Academics or Science •• Make extended action rolls in half the necessary time. CofD 44
Holistic Awareness Roll Wits + Survival to substitute woodland scavengings for equipment when treating patients with Medicine, unless the patient suffers non-bashing wound penalties. CofD 44
Human Prey •• Your nerves react instinctively to danger. When violence erupts, you may suffer Insane to boost Strength, suffer Beaten Down but gain 8-Again to flee, or suffer Stunned but recover Willpower. DTR 97
Hypervigilance You're overly cautious of hidden dangers. Take 8-Again to perceive traps or ambushes, but on exceptional success, suffer Spooked. DTR 97
Indomitable •• Resolve ••• +2 to a contesting dice pool or resistance trait applied against supernatural mental influence. CofD 45
Interdisciplinary Specialty Any Skill ••• Choose a Specialty in the corresponding Skill. Apply the Specialty's bonus die to relevant rolls of any Skill, except unskilled rolls. CofD 45
Investigative Aide Any Skill ••• When you roll the selected Skill to uncover clues, achieve exceptional success with only three successes. Add a bonus element to any clues uncovered with this Skill. CofD 45
Investigative Prodigy • to ••••• Wits •••, Investigation ••• When you roll to uncover clues, you uncover a clue per success, capped by your dots in Investigative Prodigy. Clues from extra successes never have more than one element each. CofD 45
Language You can speak, read and write in a chosen language. CofD 45
Library • to ••• You have a cache of information relating to a particular Skill. Add your dots in Library to relevant extended rolls. CofD 46
Lucid Dreamer •• Resolve ••• You may roll Resolve + Composure while asleep to dream lucidly, and may wake up at will. CTL 2e 123
Meditative Mind •, ••, or •••• Ignore environmental and wound penalties on meditation rolls. With two dots, meditation grants +3 to Resolve + Composure rolls for the remainder of the day. With four dots, meditation rolls only need to accumulate one success. CofD 46
Multilingual You can speak conversationally in two chosen languages. Roll Intelligence + Academics for reading comprehension. CofD 46
Object Fetishism • to ••••• You obsess over a given possession relating to a chosen Specialty. Recover Willpower each session from your obsession, and spending Willpower to roll that Specialty exaggerates both failure and success. HL 42
Patient Add +2 to your maximum number of allowed rolls on extended actions. CofD 46
Renowned Artisan ••• Crafts ••• with specialty You've been taught the ways of an ancient Iremite guild. Once per chapter, you may reroll a relevant Crafts action. MTC 2e 113
Scarred Integrity ≤ 5 Suffer a Persistent Condition which prevents you from recovering Integrity, but inures you from a particular breaking point. HL 43
Tolerance for Biology Resolve ••• Ignore Resistance rolls from witnessing biological grotesquerie. CofD 46
Trained Observer • or ••• Wits or Composure ••• Take 9-Again, or 8-Again with three dots, on Perception rolls. CofD 46
Vice-Ridden •• Vice Take a second Vice. CofD 46
Virtuous •• Virtue Take a second Virtue. CofD 46

Physical Merits

Merit Rating Prerequisites Description Book
Ambidextrous ••• Ignore offhand penalties. Character creation only. CofD 47
Automotive Genius Crafts •••, Drive •, Science • Raise maximum modifications to a vehicle to thrice Crafts rating, plus number of relevant Crafts Specialties. CofD 47
Covert Operative Wits •••, Dexterity •••, Stealth •• When launching an ambush, deny 10-Again to notice it, and take +3 Initiative on the first turn. HL 53
Crack Driver •• or ••• Drive ••• When not taking any non-Drive actions, add your Composure as a bonus to Drive rolls, and penalize attempts to disable your vehicle by your Composure. With three dots, you can take a reflexive Drive action once per turn. CofD 47
Demolisher • to ••• Strength or Intelligence ••• When breaking objects, ignore a point of Durability per dot of Demolisher. CofD 47
Double Jointed •• Dexterity ••• Dislodge joints at will. Escape from mundane bondage automatically. When grappled and not acting aggressively, penalize your attacker's overpowering rolls by your Dexterity. CofD 47
Fleet of Foot • to ••• Athletics •• Add dots in Fleet of Foot to your Speed, and penalize pursuit rolls in a foot chase by your Fleet of Foot dots. CofD 47
Freediving Athletics •• Add Athletics to Stamina when holding a deep breath, and succeed exceptionally on three successes to fight the gasp reflex. DTR 99
Giant ••• +1 Size. Character creation only. CofD 47
Greyhound Athletics •••, Wits •••, Stamina ••• Succeed exceptionally on three successes in a chase action. CofD 48
Hardy • to ••• Stamina ••• Add Hardy dots as a bonus to rolls against disease, poison, deprivation, suffocation and unconsciousness. CofD 47
Iron Skin • to •• Brawl ••, Stamina ••• Add general Armor equal to your dots in this Merit against bashing attacks. You can spend a point of Willpower to downgrade lethal damage to bashing equal to your dots in this merit. BTP 117
Iron Stamina • to ••• Stamina or Resolve ••• Ignore penalties from fatigue or wounds up to your rating in Iron Stamina. CofD 48
Punch Drunk •• Willpower •••••• Spend Willpower to preserve your last Health point, upgrading preexisting damage instead. HL 43
Quick Draw Wits ••• Whenever your Defense is available, you can draw a weapon that falls under a chosen Weaponry or Firearms Specialty as a reflexive action. CofD 49
Relentless Athletics ••, Stamina ••• Add 2 to the successes needed against you in a chase. CofD 49
Roadkill ••• Aggressive Driving •• When you try to run someone over, Knock Down even if you miss, and double your velocity bonus. HL 55
Seizing the Edge •• Wits •••, Composure ••• You get the Edge in the first turn of a chase, and if your opponent fails a roll as if being ambushed, you can calculate your target successes without their Speed or Initiative. CofD 49
Sleight of Hand •• Larceny ••• You can take a Larceny instant action reflexively once per turn, and victims of your Larceny can't notice your attempts if they aren't specifically looking for them. CofD 49
Small-Framed •• -1 Size. Take a +2 bonus to hide, go unnoticed, or otherwise benefit from your size. Character creation only. CofD 49
Survivalist Survival •••, Iron Stamina ••• You can resist Extreme Cold and Extreme Heat for hours equal to your Stamina. HL 43

Social Merits

Merit Rating Prerequisites Description Book
Air of Menace •• Intimidation •• You wear a history of violence on your sleeve. +2 to menace others, and less rough characters must spend Willpower to pick a fight, but social maneuvering is harder. HL 41
Allies • to ••••• You have influence and goodwill with a chosen group proportional to your dots in this Merit. Each session, you can call on your Allies for favors of a value rated 1 to 5 by the Storyteller, up to your rating in the Merit. Favors in excess require a roll of Manipulation + Persuasion + Allies. CofD 49
Alternate Identity • to ••• You've laid groundwork establishing a false identity: an informal history with one dot, a veneer of documentation with two, or an airtight paper trail with three. +1 to Subterfuge rolls to maintain the false identity, or +2 with three dots. CofD 50
Anonymity • to ••••• No Fame Penalize attempts to find you by paper trail or living evidence by a die per Anonymity dot. CofD 50
Barfly •• Socialize •• You can get in anywhere socially. Penalize attempts to recognize you as out of place by your Socialize dots. CofD 50
Closed Book • to ••••• Manipulation •••, Resolve ••• Add dots in this Merit to your number of Doors, and as a die bonus to contest Social assessment actions. CofD 50
Cohesive Unit • to ••• Presence ••• Confer +2 to teamwork. With two dots, confer bonus dice each scene. With three dots, confer rerolls. HL 42
Contacts • to ••••• Choose a group or field for each dot of Contacts. You can roll Manipulation + (relevant Social Skill) to gather information or dirt from acquaintances in any of these groups or fields. CofD 50
Defender • to ••• Gain bonus Willpower to spend on protecting loved ones, but losing them causes a crisis of grief or retribution. HL 42
Empath •• Empathy •• Contest Wits + Empathy against Manipulation + Subterfuge for insight into a character's mental state, which can open Doors or ease breaking points. HL 42
Fame • to ••• No Anonymity You're known for something, locally or selectively with one dot, broadly in an area with two dots, or universally with three. Add Fame dots as a die bonus to Social rolls targeting those impressed by your reputation, and to rolls by other characters to find or identify you. CofD 50
Fixer •• Contacts ••, Wits ••• Obtain services as if they were one Availability dot lower. CofD 51
Hobbyist Clique •• Any Skill •• So long as you keep up with your fellow hobbyists, their support provides 9-Again to roll your hobby Skill, and a +2 die bonus to extended actions using that Skill. CofD 51
Inspiring ••• Presence ••• Roll Presence + Expression to confer the Inspired Condition. CofD 51
Iron Will •• Resolve •••• When you spend Willpower to contest or resist Social influence, substitute your Resolve rating for the usual Willpower bonus. If the roll is contested, take 8-Again. CofD 51
Mentor • to ••••• You have a guide who expects something from you proportional to his or her influence, as measured by your dots in Mentor. Choose three traits out of the list of Skills plus the Resources Merit. Once per session, your Mentor can provide aid that falls within one of these traits, achieving automatic success. CofD 51
Peacemaker •• to ••• Wits •••, Empathy ••• You can spend Willpower to attempt to negotiate a nonviolent end to hostilities through Social Maneuvering. With three dots, you can attempt to talk down even supernatural rages. HL 42
Pusher Persuasion •• When you use soft leverage, improve your impression as if you'd also satisfied the mark's Vice. CofD 53
Resources • to ••••• You have disposable income proportional to your dots in this Merit. Once per session, you can securely procure an item or service with an Availability that doesn't exceed your Resources rating, including any reasonable number of items or services whose Availability is exceeded by your Resources by two dots. You can acquire an item or service with an Availability one point above your Resources rating at the cost of reducing your effective Resources by a dot for a month. CofD 53
Retainer • to ••••• You have a mook. Your underling's dice pool is twice their Retainer rating for actions within their purview, or equal to their Retainer rating for actions outside it. CofD 53
Safe Place • to ••••• You've secured a place from intrusion. While there, add the Safe Place rating to your Initiative. Penalize rolls to break in by Safe Place. If you have Crafts dots, you can trap it, forcing intruders to roll Dexterity + Larceny - Safe Place to avoid lethal damage up to the Safe Place's rating. Multiple characters can contribute dots to a Safe Place and share the full resulting rating. CofD 54
Small Unit Tactics •• Presence ••• Once per scene when you coordinate allies, you can spend Willpower as an instant action to confer the die bonus to a number of allies up to your Presence rating. CofD 54
Spin Doctor Manipulation •••, Subterfuge •• Using Tainted Clues inflicts an additional -1 penalty instead of consuming any successes. CofD 54
Staff • to ••••• You have employees corresponding to one Skill per dot of Staff. They can achieve a single automatic success at relevant actions using one of those Skills. CofD 54
Status • to ••••• You have influence as part of a chosen group. You can draw on their facilities and resources, block the use of a relevant Social Merit lower than your Status rating once per session, and apply Status as a die bonus to Social rolls drawing on your influence. CofD 54
Striking Looks • to •• Your appearance is noteworthy and memorable. Add Striking Looks as a die bonus to Social rolls that benefit from your appearance, and to rolls by other characters to notice or remember you. CofD 54
Support Network • to ••••• Appropriate Social Merit Choose a Social Merit to represent supportive ties. You can spend Willpower to turn to those ties to weather a breaking point, using this Merit as bonus dice. HL 43
Sympathetic •• When you engage in Social Maneuvering, you can accept a Condition such as Leveraged or Swooning to immediately open two Doors. CofD 55
Table Turner Composure •••, Manipulation •••, Wits ••• When targeted by Social Maneuvering, you can spend Willpower to preemptively respond with a Social action of your own. CofD 55
Takes One to Know One Vice When you investigate an incident that resonates with your Vice, instead of suffering the normal -2 penalty, your roll gains +2 dice and 9-Again. Succeeding on the roll satisfies your Vice. CofD 55
Taste Crafts •• Choose a Specialty in Crafts or Expression. You can roll Wits + (Skill in question) to draw information about the nature of a work that falls within the chosen Specialty. CofD 55
True Friend ••• You have an unbreakable bond of friendship with a chosen character. Rolls to influence your friend to your detriment suffer a -5 penalty. Once per story, you can recover one Willpower through a meaningful interaction with your friend. CofD 56
Untouchable Manipulation •••, Subterfuge •• You're a smooth criminal. Rolls to investigate your deeds must achieve an exceptional success or else turn up Incomplete Clues. CofD 56

Supernatural Merits

Merit Rating Prerequisites Description Book
Esoteric Armory • to ••••• You've collected enough esoterica to supply the banes of ephemeral entities with a Rank up to your rating in this Merit. CofD 139
Relic • to ••••• You possess an incorruptible item sorcerously crafted with the world's life force, with unique cursed powers. MTC 2e 113
Sandglass •• Your soul can instinctively roll Wits + Composure to sense ripples in the waters of time like the Arisen, spending Willpower instead of Pillars and Willpower dots instead of Sekhem. MTC 2e 114
Vestige • to ••••• You possess vessels for the world's life force which can be called upon for cursed strength. MTC 2e 116

Fighting Merits

Merit Rating Prerequisites Description Book
Armed Restraint •• Staff Fighting ••• Use a hooking pole when grappling to instantly Hold and penalize your opponent by its weapon rating. HL 53
Body as Weapon •• Stamina •••, Brawl •• Unarmed strikes add one point of bashing damage on a successful hit. HL 41
Boot Party •• Brawl •• Attack a prone target at -3 to deal lethal damage unarmed. HL 53
Cheap Shot •• Street Fighting •••, Subterfuge •• During a fight, you can reflexively contest Dexterity + Subterfuge against Wits + Composure to deny an opponent Defense next turn through dirty tricks and distractions. CofD 61
Choke Hold •• Brawl •• After a successful Hold, add the Choke grapple maneuver: accumulates successes across multiple turns to knock unconscious for a few minutes. CofD 61
Clinch Strike Brawl •• Use the Damage maneuver instantly in a grapple. HL 53
Defensive Combat Brawl • or Weaponry • You can substitute the chosen Skill for Athletics when calculating your Defense, as long as you're currently equipped to make attacks with that Skill. CofD 61
Fighting Finesse •• Dexterity ••• You can substitute Dexterity for Strength when making rolls with a chosen Brawl or Weaponry Specialty. CofD 61
Ground and Pound ••• Brawl •• Take the rote quality to strike a prone target with Brawl, falling prone yourself. HL 54
Ground Fighter ••• Wits •••, Dexterity •••, Brawl •• Deny close combat bonuses from being prone, and gain the Stand Up grapple maneuver. HL 54
Gunslinger •, •••, or ••••• Wits •••, Firearms •••, Firearms(Revolvers) specialty At one dot, can perform short bursts with revolvers. At three dots, can make a medium burst with revolvers, but doesn't gain an attack bonus. At five dots, with offhand revolver, medium burst can hit targets not close together, for an additional -2 penalty. DE2 377
Headbutt Brawl •• Gain the Headbutt grapple maneuver: inflict Stunned. HL 54
Iron Chin •• or •••• Resolve •••, Stamina ••• Don't suffer Beaten Down from bashing damage. With four dots, never suffer Beaten Down. HL 54
Iron Skin •• or •••• Martial Arts or Street Fighting ••, Stamina ••• Confers half your Iron Skin dots in points of general Armor against bashing attacks. When hurt, you can spend Willpower to reduce half your Iron Skin dots in lethal damage to bashing. CofD 63
Killer Instinct • to ••• Composure •••, Wits •••, Medicine • You can take an instant action to size up a target's most vulnerable parts, which also counts as an aiming action. When attacking the target afterward, each dot of this Merit can ignore 1/1 Armor, ignore a point of Defense, or convert a point of bashing to lethal damage. BTP 117
Loaded for Bear • to •• Athletics •, Survival • Gain extra reloads on weapons, including single shot weapons. HL 143
Phalanx Fighter •• Weapon and Shield ••, Spear and Bayonet • Wield a spear with a shield, substituting it in Weapon and Shield maneuvers. HL 54
Retain Weapon •• Wits ••, Brawl •• Reduce successes on a Control Weapon or Disarm maneuver against you by your Brawl. HL 54
Shiv • or •• Street Fighting ••, Weaponry • You can conceal a 0L brawling weapon with one dot, or 1L with two, on your person. Penalize rolls to detect it by your Weaponry. CofD 64
Subduing Strikes Weaponry •• You can pull blows with a weapon to deal bashing damage without spending Willpower. DE 247
Transfer Maneuver • to ••• Intelligence ••, Wits •••, Brawl ••, Weaponry •• Cross-apply a Brawling maneuver to a Weaponry Style, or vice-versa. HL 54
Trigger Discipline Wits ••, Firearms •• Increase a firearm's effective capacity, or allow an additional long burst at high capacity. HL 143
Trunk Squeeze •• Brawl •• Gain the Trunk Squeeze grapple maneuver: deal bashing damage and cumulatively penalize the opponent's contesting rolls. HL 54
Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Activation Damage B/L/A
Special/Other Activation Cost
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation Example ●(○)
●/item, 1L


Merits, Styles (2nd Edition)

Mental Styles

Style Prerequisites Rating Maneuver Description Book
Professional Training Networking Contacts •• relating to profession. CofD 46
•• Continuing Education Choose two Asset Skills relating to profession. Take 9-Again to roll Asset Skills.
••• Breadth of Knowledge Choose a third Asset Skill. Distribute two new Specialties among your Asset Skills.
•••• On the Job Training Raise one Asset Skill by one dot. Take a beat when you buy dots in Asset Skills.
••••• The Routine Spend one Willpower to apply the rote quality to an Asset Skill roll.
Unintended Applications Wits •••, Crafts or Science •• Improvised... Weapon? +2 to Intimidation rolls when you brandish something you claim is a deadly device. DSG 95
•• Achilles Fuse You can pinpoint the weak point in a given structure.
••• Creative Discount Jury-rig an asset up to two dots higher than your Resources in Availability, for an hour's work per Size.
•••• Gremlin You can disable a device without leaving evidence. With equipment, you can disable complicated devices from a distance.
••••• Jury-Rig Spend Willpower and roll Wits + Crafts or Science to make anything whose Availability doesn't exceed your successes, right away for objects under Size 6, or in a scene's work otherwise.

Physical Styles

Style Prerequisites Rating Maneuver Description Book
Aggressive Driving Resolve •••, Drive •••, Fast Reflexes ••• Powerslide Take a hard turn for bonus successes in a contested pursuit by rolling Dexterity + Drive + Handling and taking a point of Structure damage. HL 55
•• Bump and Run Roll Dexterity + Drive + Handling - Defense to brush a car's bumper and cause a loss of traction.
••• J-turn Once a scene, when caught up to in a car chase, spend Willpower and roll Dexterity + Drive + Handling - 2 to swerve and restart the chase in the opposite direction.
•••• Swoop and Squat When you accumulate a lead greater than your pursuer's Wits in successes, you may brake and force the pursuer to roll Resolve + Composure + Handling to brake in time to avoid a crash.
Drone Control Intelligence •••, Computer •••, Drive •• Remote Immersion Take 9-Again to perception actions using your remote device. HL 56
•• Interface Spend a point of Willpower to perform an additional non-combat action through your device this turn.
••• Overclock Inflict a point of Structure damage for a +2 bonus to your device's physical actions this turn.
Falconry Wits •••, Animal Ken •••, Bonded Condition These maneuvers reflexively issue commands for a trained raptor to carry out. You may spend Willpower to enhance the raptor's rolls. HL 48
Predator's Vigil Your raptor's presence inflicts Shaken on animals its Size or smaller, and lesser predators flee.
•• Flyby Your bird contests Presence + Intimidation vs Resolve + Composure to inflict a -3 action penalty.
••• Retrieve Item Command your bird to bring you an object. Your bird can make the equivalent of an all-out attack to exceptionally Disarm an opponent.
•••• Rake the Eyes Your bird attacks at -1 to blind a target.
K-9 Wits •••, Animal Ken •••, Bonded Condition These maneuvers issue commands to a trained dog Size 3 or larger. HL 49
Detection Under direction, your dog takes the rote quality to track a chosen type of scent with Wits + Survival.
•• Targeted Bite Command your dog to make called shots in combat, reducing the shot penalty by -2.
••• Tactical Positioning When you fight one opponent in tandem, choose roles each turn for you and your dog. One takes +1 Defense, the other +2 to attack. Ignore penalties for firing into melee around your dog.
•••• Takedown Bite Command your dog to initiate a biting grapple, immediately Holding or Dropping Prone.
Parkour Dexterity •••, Athletics •• Flow Subtract Parkour dots from target successes to pursue or evade in a foot chase. Reduce environmental Athletics penalties by Parkour rating. CofD 48
•• Cat Leap Add one automatic success when rolling Dexterity + Athletics to land from a fall uninjured, and add Parkour to the maximum damage that can be mitigated.
••• Wall Run Your initial climb height, with a running start, increases by five times your Athletics in feet.
•••• Expert Traceur Spend one Willpower and sacrifice Defense to make an Athletics roll to run, jump or climb with the rote quality.
••••• Freeflow After meditating, you can take an Athletics action reflexively once per turn, and Willpower spent on a foot chase confers successes rather than dice.
Stunt Driver Dexterity •••, Drive •••, Wits ••• Defensive Driving Penalize attempts to hit your vehicle in motion by your Drive dots. CofD 49
•• Speed Demon When you roll to accelerate, each success accelerates by 10 instead of 5.
••• Drift You can turn at high speeds safely without a roll.
•••• Clipping Reduce damage to your vehicle when ramming by your Wits.

Social Styles

Style Prerequisites Rating Maneuver Description Book
Etiquette Composure •••, Socialize •• Bless His Heart You can use Socialize to calculate Doors. VTR 2e 120
•• Losing Your Religion You can take +2 dice and 8-Again to lash out socially, in exchange for worsening your social impression.
••• In High Cotton Add one relevant Fame or Status Merit to your pool to contest a social interaction.
•••• Half-Cocked When your impression in Social Maneuvering is good or better, ignore Resolve and Composure on your first roll against the subject.
••••• Grace Under Fire When you offer an alternative after your Doors have been opened, the opposing player suggests three Conditions, of which you choose one.
Fast-Talking Manipulation •••, Subterfuge •• Always Be Closing Ignore one dot of a mark's Resolve or Composure when contested or resisted. CofD 50
•• Jargon Cross-apply one Specialty from another Skill to a given Social roll.
••• Devil's Advocacy Once per scene, reroll a Subterfuge failure.
•••• Salting When you open a Door through conversation, you can spend Willpower to open another.
••••• The Nigerian Scam Roll Manipulation + Subterfuge to capitalize on a present mark satisfying their Vice by opening a Door.
Mystery Cult Initiation You joined a cult. Decide your cult's guiding purpose, source of power, and cultic doctrine. Example cults are listed here. Also mirrored as Mystery Cult Influence (••• to •••••), with the same benefits but without the responsibilities of an ordinary cult member. CofD 51
Recruit A Specialty or one-dot Merit.
•• Devotee A one-dot Merit.
••• Organizer A Skill dot or two-dot Merit, often supernatural.
•••• Leader A three-dot Merit, often supernatural.
••••• Mastermind A three-dot Merit, or a major advantage beyond game mechanics.
Scorpion Cult Initiation You joined a cult in thrall to the Deathless of ancient Irem. MTC 2e 114
Initiate Gain a specialty in Academics (Iremite Religion) or Politics (Bureaucracy).
•• Cultist Receive Language (Iremic) and immunity to Sybaris.
••• Priest Distribute two free dots among Allies, Contacts, Resources, and Retainers.
•••• Godservant Receive the Witness Merit.
••••• Hierophant Harness relics of your master's guild without suffering their curse.

Supernatural Styles

Fighting Styles

Style Prerequisites Rating Maneuver Description Book
Armed Defense Dexterity •••, Weaponry ••, Defensive Combat (Weaponry) Cover the Angles When Dodging, reduce the Defense penalty from multiple attackers by 1. CofD 60
•• Weak Spot Disarm your opponent when you beat their attack by your Defense.
••• Aggressive Defense Spend a point of Willpower to inflict lethal damage when you beat an attack by Dodging. Incompatible with Weak Spot and Press the Advantage.
•••• Iron Guard Exchange points from your weapon rating for bonus Defense.
••••• Press the Advantage Once per turn, when you beat an attack by Dodging, spend Willpower to retaliate with an unarmed attack at -2.
Avoidance Manipulation •••, Athletics ••, Stealth •• Insignificance Roll Manipulation + Stealth - Composure to seem too helpless to bother attacking. HL 46
•• Coattails When you Dodge and go prone behind an ally, they may intercept attacks against you.
••• Whack-a-Mole Contest one attack each turn with Manipulation + Persuasion + Avoidance to confound the attack and inflict Arm Wrack.
•••• Play Dead When you suffer lethal damage, contest Manipulation + Subterfuge vs Wits + Composure to seem dead.
Berserker Strength •••, Iron Stamina ••• The Red Mist Spend Willpower to rouse the Insane Tilt. HL 46
•• War Cry Contest Strength + Intimidation vs Resolve + Composure as an instant action to penalize non-Dodge actions.
••• Manic Brutality Unarmed all-out attacks take +1 to call shots. Armed all-out attacks can substitute Durability as a weapon rating at the cost of damaging the weapon.
Bowmanship Dexterity •••, Firearms ••, Trained Observer • Bowmanship attacks use bows and roll Dexterity + Firearms. HL 47
Arcing Fire Double range.
•• Bullseye You may reduce your weapon rating for +1 and 8-Again on a called shot.
••• Out of Nowhere When you make an unnoticed ambush shot, roll Dexterity + Stealth to force a Wits + Composure roll, penalized by successes, to avoid being Shaken.
•••• Death from Above Fire over unroofed cover to ignore a point of concealment for every 10 yards of added arc distance.
Boxing Strength ••, Dexterity ••, Stamina ••, Brawl ••, Athletics •• These maneuvers must be made with brawling attacks. HL 47
Head Protection +1 Defense against brawling, and -1 to strike your head.
•• Defensive Jab Deal piercing bashing damage when your Defense or Dodging beats a close-combat attack.
••• Knockout Artist Stun an opponent as if they had -1 Size, or with a called head shot, -2 Size.
•••• Combination Successful strikes add Dexterity as bonus dice.
••••• Out for the Count Stunning attacks stun for their damage in turns, and the opponent must spend Willpower to stay conscious.
Brute Force Strength •••, Brawl ••, Size 5+ These maneuvers must be made with bare hands or fist weapons. PTC 2e 112
Falling Pillar Take 8-Again to an all-out attack. If it causes the target's Stamina in damage, inflict Knocked Down.
•• Crush and Bite Add the Crush and Bite grapple maneuver: inflict lethal damage equal to successes, and if the target can bleed, an additional point the next turn.
••• Juggernaut A ten-feet running start allows unarmed attacks to Knock Down.
•••• Bone Cracker Make a called shot with an all-out attack. If it causes the target's Stamina in damage, add a point of lethal damage and Arm or Leg Wrack. Incompatible with Falling Pillar.
••••• Colossus When you make an all-out attack, take 1/2 Armor and immunity to Knocked Down, and penalize attempts to grapple or move you by your Strength.
Chain Weapons Strength •••, Dexterity •••, Athletics ••, Weaponry •• These maneuvers use chains at least a yard long. HL 48
Imposing Defense Sacrifice Defense to inflict weapon rating +1 in bashing damage when struck in close combat.
•• Bring Down the House Attack an overhanging object, penalized by its Size, to deal its Structure in bashing damage to targets below.
Close Quarters Combat Wits •••, Athletics ••, Brawl ••• Firing Lines You can respond to a ranged attack by seeking cover up to twice your Speed away. CofD 61
•• Hard Surfaces You can smash a Damage grappling maneuver into a hard surface, dealing lethal damage and ending the grapple.
••• Armored Coffin When you grapple an opponent wearing armor, add their general armor as bonus dice to your roll, and ignore armor when you use the grapple to Damage. Incompatible with Hard Surfaces.
•••• Prep Work Take the rote quality to Stealth rolls to launch close combat ambushes.
••••• Turnabout When you roll to disarm, treat a failure as a success, a success as an exceptional success, and an exceptional success as is plus your opponent takes two bashing damage.
Combat Archery Strength •••, Athletics ••, Quick Draw (Bow) Combat Archery attacks use bows and roll Dexterity + Athletics. HL 48
Rapid Nock Ignore bow Initiative penalties. String arrows reflexively.
•• Reflex Aiming Ignore penalties for firing into close combat.
••• Parthian Shot When you Dodge, inflict threshold successes as attack damage against the first close attack you beat each turn.
•••• Rain of Arrows Make medium autofire attacks at triple range penalties.
••••• Trick Shot Simultaneously perform a Combat Archery attack and an Athletics action, both at -2.
Disabling Tactics Strength •••, Weaponry •• Breaking the Breach -2 to penalties to target arms, hands or legs. DE 247
•• Cast Like Sand When you deal damage with your weapon, spend Willpower to inflict Knocked Down.
••• Strike the Rising Dog When an opponent tries to rise from prone, spend Willpower to make a reflexive Weaponry attack on them. A successful strike prevents rising.
Firefight Composure •••, Dexterity •••, Athletics ••, Firearms •• Shoot First Drawing a gun adds Firearms as an Initiative bonus. CofD 61
•• Suppressive Fire You can lay Covering Fire with a semi-automatic weapon. When you lay Covering Fire, apply your Defense against Firearms attacks, and deny Aim bonuses.
••• Secondary Target You can attack a target with objects bounced by a shot, dealing bashing damage with no weapon rating applied, but ignoring cover.
Grappling Stamina •••, Strength ••, Athletics ••, Brawl •• Sprawl Deny a grappling opponent the ability to Drop Prone or Take Cover. CofD 62, HL 49
Standing Throw Gain the Knock Down grapple maneuver.
•• Small Joint Manipulation Take -2 to dislocate fingers as a maneuver, inflicting half bashing damage and debilitating pain.
•• Takedown Instead of starting a grapple, you can roll to knock an opponent prone, optionally dealing bashing damage with successes.
••• Ippon When you Takedown and follow the opponent prone, stun as if your damage were doubled.
••• Joint Lock Add the Joint Lock maneuver to grappling options: adds 1L to overpowering maneuver effects, does bashing damage next turn, and can set up Restrain.
•••• Dynamic Guard When you grapple while prone, penalize your grappling opponent by your Dexterity.
•••• Lock Flow Take +2 to grappling rolls to set up a Joint Lock.
••••• Tap or Snap The turn after a Joint Lock, you may, as a grapple maneuver, force your opponent to choose either surrender or a broken limb and lethal damage.
••••• Positional Dominance Grappling maneuvers deal half their successes in bonus bashing damage.
Heavy Weapons Stamina •••, Strength •••, Athletics ••, Weaponry •• These maneuvers require a two-handed weapon. CofD 62
Sure Strike Sacrifice three dice to add a point to weapon rating.
•• Threat Range Deal a point of lethal damage and a temporary Defense penalty to opponents who enter range when you aren't moving or Dodging.
••• Bring the Pain Sacrifice Defense to make an attack that also inflicts a temporary dice penalty equal to its damage.
•••• Warding Stance Spend Willpower reflexively to apply your weapon rating as close combat Armor.
••••• Rending Spend Willpower to make an attack that deals an additional point of aggravated damage.
Improvised Weaponry Wits •••, Weaponry • Always Armed Reflexively roll Wits + Weaponry to draw a simple improvised weapon that doesn't suffer the improvisational penalty. CofD 62
•• In Harm's Way Once per turn, apply an Always Armed weapon's Structure as close combat Armor, potentially damaging the weapon.
••• Breaking Point When you make an all-out attack with an Always Armed weapon, sacrifice its Structure to temporarily increase its weapon rating.
Kino Mutai Dexterity ••, Resolve •••, Brawl •• Trained Bite Inflict +2 damage with the Damage grapple maneuver when biting, or +1 with inhuman bites. HL 50
•• Ripping Gain the Ripping grapple maneuver: inflict a point of bashing damage and incapacitating pain.
••• Trained Gouge Gain the Gouge grapple maneuver: blind the opponent while held.
•••• Continuous Bite Inflict lethal damage with the Damage grapple maneuver when biting.
Light Weapons Wits ••• or Fighting Finesse, Dexterity •••, Athletics ••, Weaponry •• These maneuvers require a one-handed weapon with a damage rating less than 3. CofD 63
Rapidity Sacrifice your weapon rating to add Weaponry as an Initiative bonus.
•• Thrust Sacrifice points of Defense for bonus attack dice.
••• Feint Make a feinting attack. Instead of dealing damage, its successes apply to an attack next turn as a damage bonus, and successes plus weapon rating apply as a Defense reduction.
•••• Flurry Inflict a point of lethal damage per turn to opponents in range when your Defense is available.
••••• Vital Shot Sacrifice your Defense to make an attack that deals an additional point of aggravated damage.
Marksmanship Composure •••, Resolve •••, Firearms •• These maneuvers require an Aim action and sacrifice your Defense. CofD 63
Through the Crosshairs Raise your maximum Aim bonus to Composure + Firearms.
•• Precision Shot Exchange points of weapon rating for points of penalty reduction for a called shot.
••• A Shot Rings Out Ignore penalties to strike a surrounded target. Missed shots never hit unintended targets.
•••• Ghost Penalize rolls to notice your vantage point or investigate for evidence of it by your Firearms.
Martial Arts Resolve •••, Dexterity •••, Athletics ••, Brawl •• These maneuvers must be made with Brawl attacks. CofD 63, HL 50
Focused Attack Reduce called shot penalties by one die, and ignore one point of Armor.
Leg Kick Sacrifice a point of Defense to inflict Leg Wrack with a brawling attack.
•• Cutting Elbow Make a called shot at -2 to blind an opponent by drawing blood.
•• Defensive Strike Exchange up to two attack pool dice for points of Defense.
••• Trapping You may withdraw successes from a successful attack to hold them in reserve for next turn's attack.
••• Whirlwind Strike Inflict one point of bashing damage per turn, or two by spending Willpower, to opponents in range when your Defense is available.
•••• The Hand As Weapon Inflict lethal damage unarmed.
•••• Inch Force Reflexively respond to one grapple attempt each turn with a Brawl attack contesting the opponent's Strength. Success breaks free and damages normally.
••••• High Momentum Strike Prepare a counter stance as an instant action. When an opponent first fails to strike you in close combat within the stance, roll a counterattack. Success Knocks Down and deals normal damage plus Brawl damage dice.
••••• The Touch of Death Unarmed strikes gain a 2L weapon rating.
Mounted Combat Dexterity •••, Athletics ••, Animal Ken ••• Steady Saddle +3 to stay mounted during combat. HL 51
•• Fixed Charge Sacrifice Defense to combine a charge with an all-out attack.
••• Skirmishing Take a -2 attack penalty for +2 Defense and to attack halfway through your mount's movement.
•••• Rearing Beast Roll Wits + Animal Ken as teamwork to enhance your mount's attack.
Police Tactics Brawl ••, Weaponry • Compliance Hold +2 to Disarm or Immobilize in a grapple. CofD 64
•• Weapon Retention Attempts to disarm you or turn your weapon against you must beat your Weaponry rating in successes.
••• Speed Cuff You can Restrain an immobilized opponent reflexively.
Powered Projectile Dexterity •••, Athletics ••, Firearms •• These maneuvers are made with premodern projectile launchers, such as crossbows and slings. HL 51
Quick Reload Reload your weapon one turn quicker, down to a reflexive action.
•• Intercept Shot When you Aim, you may make called shots against sailing projectiles to deflect their course.
••• Penetration Sacrifice Defense to make an attack with +2 armor piercing.
•••• Skewer Reduce called shot penalties by two dice, and resulting Tilts persist while the projectile is enlodged.
Relentless Assault Strength •••, Stamina •••, Brawl •• Drop of a Hat On the first turn only, if you make an all-out attack, add +3 to Initiative. BTP 118, WTF 2e 109
•• Eye of the Tiger Focus on one opponent. You can apply your Defense against that opponent's attacks when you all-out attack.
••• Dig Deep You can exchange one attack pool die for a point of weapon damage.
•••• Grin and Bear It Add 1/1 Armor when you make an all-out attack.
••••• The Warpath When you fill someone's last health box with lethal or aggravated damage, you can spend Willpower to make another close combat attack. Werewolves with this Merit replace the Willpower cost with Hard Rage.
Spear and Bayonet Strength •••, Dexterity ••, Weaponry •• Firm Footing All-out attacks and charges into your braced weapon inflict your weapon damage, which can exhaust Armor against a subsequent attack. HL 51
•• Keep at Bay Spend Willpower to threaten an opponent with a shorter weapon. They must retreat or dodge, or else lose Defense for a turn.
••• Strike and Develop Sacrifice Defense to twist an inflicted wound, causing a turn of lethal damage from bleeding for each attack success.
Staff Fighting Strength ••, Dexterity •••, Weaponry •• Short Grip You may exchange your staff's Defense bonus for a bonus attack die. HL 51
•• Thwack Weapon Contest Strength + Weaponry vs Strength + Athletics to disarm an opponent.
••• Vaulting Defense Spend Willpower to add your Melee dots as a Defense bonus against a single attack in a turn.
•••• Tornado Strike Spin your weapon as an effective medium autofire burst against three targets in range.
Street Fighting Stamina •••, Composure •••, Brawl ••, Streetwise •• These maneuvers must be made with Brawl attacks. CofD 65
Duck and Weave Take a one die penalty this turn to calculate Defense with the higher, not lower, of Dexterity and Wits.
•• Knocking the Wind Out Unarmed attacks inflict a temporary -1 penalty.
••• Kick 'Em While They're Down Inflict two bashing damage to opponents within range who attempt to rise from prone. Inflict Knocked Down when your attack successes exceed the target's Stamina.
•••• One-Two Punch Spend Willpower to inflict two extra bashing damage when you hit.
••••• Last-Ditch Effort When you're suffering wound penalties and about to be attacked or overpowered, spend Willpower and sacrifice Defense to interrupt with a preemptive attack.
Strength Performance Strength •••, Stamina ••, Athletics •• Strength Performance ••• may justify shedding Small-Framed or gaining Giant mid-play. HL 52
Strength Tricks Take +1 to nonviolent feats of strength, +2 when using Expression or Intimidation.
•• Lifting Receive the rote quality on Strength + Stamina feats and combat actions to demolish structures.
••• Push/Pull Double your effective Strength to shift objects across a plane, or quintuple it with wheels or other friction reductions.
•••• Stronger Than You Successful Strength rolls add an additional free success.
Systema Dexterity •••, Wits ••, Athletics ••• Rolling Ignore penalties to attack from prone, and roll Dexterity to mitigate bashing damage from impacts. HL 52
•• Balance Contest attempts to bring you prone with two free successes.
••• Combat Posture Knock Down when you roll a victim's Strength in successes to strike them in melee, or add a point of damage if already Knocking Down.
Thrown Weapons Dexterity •••, Athletics ••, Quick Draw (Thrown) These maneuvers throw Size 0-1 edged weapons. HL 52
Practiced Toss Add Athletics as an Initiative bonus while wielding these thrown weapons.
•• Impalement Arts Sacrifice Defense to inflict the Impaled Tilt on a called shot.
Two Weapon Fighting Wits •••, Weaponry •••, Fighting Finesse These maneuvers use complementary weapons up to Size 2, and do not compensate for offhand penalties. HL 53
Balanced Grip Don't sum Initiative penalties so long as the off-hand weapon's penalty isn't greater than the main hand weapon's.
•• Protective Striking Add your off-hand weapon rating, minimum +1, to your Defense against the first attack in a turn.
••• Dual Swipe All-out attacks with both weapons ignore a point of Defense and add the off-hand weapon rating, minimum +1. Incompatible with Double Strike.
•••• Double Strike Spend Willpower to strike two targets simultaneously, one with each weapon. Apply the higher Defense, plus one, to both attacks.
Unarmed Defense Dexterity •••, Brawl ••, Defensive Combat (Brawl) Like a Book Add half your Brawl as a Defense bonus when not Dodging. CofD 65
•• Studied Style Focus on one opponent. Their attacks don't reduce your Defense. Once you've beaten one of their attacks with your Defense, they no longer reroll tens against you.
••• Redirect Once per turn, when you beat an attack by Dodging, you can force the attacker to reroll the attack against another opponent in range.
•••• Joint Strike Spend Willpower and roll Strength + Brawl instead of Defense against an attack. If you win the contest, inflict bashing damage and Arm or Leg Wrack.
••••• Like the Breeze Declare this maneuver at the beginning of a turn when you Dodge. You can Knock Down assailants when you beat their attack.
Weapon and Shield Strength •••, Stamina •••, Weaponry •• These maneuvers use a one-handed weapon from behind a carried shield. HL 53
Shield Bash Add your shield's Size as bonus dice when dodging. Dodge successes in excess of your opponent's inflict bashing damage.
•• Boar's Snout You can make all-out attacks without sacrificing the bonus Defense from your shield, adding +1 Defense to any allies also using this maneuver.
••• Pin Weapon Disarm assailants on missed melee attacks.
•••• Tortoise Shell Treat your shield as protective cover with Durability equal to its Size, +1 for each adjacent shielded ally.
Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Activation Damage B/L/A
Special/Other Activation Cost
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation Example ●(○)
●/item, 1L



Anchors (2nd Edition)

Virtue and Vice

Most human characters' sense of selfhood and drive are reinforced by a Virtue and a Vice, or with certain Merits even multiples. A character's Virtue is a higher ideal or heroic drive they must push themselves to extremes to live up to, restoring all lost Willpower. A character's Vice is a quick fix, easy comfort, or instinctive defense to fall back on, but only recovers a single point of Willpower when indulged.

Held by: Mortals, mages, hunters, demons, and various lesser templates and ephemeral entities.

Sample Virtues: Competitive, Generous, Just, Loyal (CofD 27), Ambitious, Courageous, Honest, Hopeful, Loving, Patient, Trustworthy (MTA 2e 212)

Sample Vices: Ambitious, Arrogant, Competitive, Greedy (CofD 28), Addictive, Corrupt, Cruel, Deceitful, Dogmatic, Hasty, Hateful, Pessimistic (MTA 2e 212)

Touchstones

Some people transformed by the supernatural need grounding to remain connected to the things that gird their soul, or what's become of it. They attach to people, places, objects or ideas with personal importance, and these Touchstones provide the perspective to ground their inhuman center. Bonding or expressing their relationship refreshes a point of Willpower, while dramatic lengths taken to preserve a Touchstone restore all lost Willpower.

Touchstones can be lost through a lack of content, severed relationships, the predations of time, or the simple, classic method of murder, leaving a monster unhinged until they form another meaningful connection to take the place of the lost.

Held by: Vampires, werewolves, changelings, bound, hunters, mummies, and deviants

Vampire: Mask and Dirge

To stave off psychic fatigue, vampires construct pretenses, find roles for themselves, and develop facades. They present a Mask to the world, a false place as a relatable member of society, and shape their own Dirge, a place for themselves among monsters and corpses.

Both Mask and Dirge can refresh either a small quantity of Willpower for little incident, or all lost reserves through extreme resorts, by acting to preserve the Mask or play out the Dirge.

Held by: Vampires

Sample Masks and Dirges: Authoritarian, Child, Competitor, Conformist, Conspirator, Courtesan, Cult Leader, Deviant, Follower, Guru, Idealist, Jester, Junkie, Martyr, Masochist, Monster, Nomad, Nurturer, Perfectionist, Penitent, Questioner, Rebel, Scholar, Social Chameleon, Spy, Survivor, Visionary (VTR 2e 84), Collector, Meddler, Provocateur (TY 17)

Sample Humanity Touchstones: Ex, Former Partner, Friend with Benefits, Gravesite, High School Sweetheart, House of Birth, Intrepid Detective, Murderer, One That Got Away, Orphan, Spouse, Terminal Parent, Therapist, Victim's Lover, Witness (VTR 2e 88)

Werewolf: Blood and Bone

Werewolves refresh themselves through their internal dichotomy, between the wolf and the man, the instinctive predator and the rational actor, the feeling of living and the meaning to their life. The Blood keeps the body moving, and the Bone gives it direction. The Bone finds, and the Blood claims.

Both Blood and Bone can refresh either a small amount of Willpower through a small stress or setback, or full reserves through calamity or great costs spent.

Held by: Werewolves

Sample Bloods: Alpha, Challenger, Destroyer, Fox, Monster, Soldier (WTF 2e 86), Berserker (DE 163)

Sample Bones: Community Organizer, Cub, Guru, Hedonist, Lone Wolf, Wallflower (WTF 2e 86)

Sample Flesh Touchstones: Abuser, Ex, Old Gang, Parents, Religion, Sponsor (WTF 2e 87)

Sample Spirit Touchstones: Ambitious Totem, Buddy Spirit, Future Self, Locus, Lune, Prey, Wilds (WTF 2e 87)

Promethean: Elpis and Torment

As the Pilgrimage touches the psychology of the Created, they each push forward through what wonder or yearning fixes their thoughts on the New Dawn, and what half-formed flaw holds them back from grasping it.

Both Elpis and Torment can refresh either a single point or full complement of Willpower. Unlike many Anchors, the Elpis isn't stoked by actions, but experiences. Merely witnessing one of the living recall the Promethean's Elpis restores a point, while having that feeling vibrantly roused oneself refills it all. The Torment Anchor is expressed through the extremity of actions and consequences, but can also risk Torment, the Promethean fit of uncontrollable humours.

Held by: Prometheans

Sample Elpides: Courage, Drive, Empathy, Fear, Fury, Inspiration, Joy, Love, Sorrow, Pain (PTC 2e 106)

Sample Torments: Alienated, Awkward, Dejected, Logical, Merciless, Methodical, Obsessed, Paranoid, Passionate, Naive (PTC 2e 107)

Changeling: Needle and Thread

The identity of a changeling, escaped from Arcadia, is more slippery than that of the mortal human she once was. She finds refuge in the familiar to gird her resolve: familiar actions, roles, labels and rituals to wind herself around, and that shapeless inner color of drive, feeling and association, without which all would be empty. Her good old Needle. Her most plentiful Thread.

Both Needle and Thread can refresh either a point of Willpower, through simple exertion and reinforcement, or the full supply, by putting one's heart on the line.

Held by: Changelings, fetches, and hedge ghosts

Sample Needles: Bon Vivant, Commander, Composer, Counselor, Daredevil, Dynamo, Protector, Provider, Scholar, Storyteller, Teacher, Traditionalist, Visionary (CTL 2e 95)

Sample Threads: Acceptance, Anger, Family, Friendship, Hate, Honor, Joy, Love, Memory, Revenge (CTL 2e 97)

Sample Clarity Touchstones: Best Friend, Family, Fetch, Fling, Lost Love, Occultist, Private Investigator, Therapist, True Love, Your New Home, Your Old Home (CTL 2e 98)

Geist: Root and Bloom

The Bound are dead, and still they live. Their ghostly heart is moved by honoring the death at the Root of their condition as much as by the second life that is the Bloom that rose from their grave soil. Their Root pulls them to face the communities of the dead and remember the Sin-Eaters number among them. Their Bloom asks them to treasure their return to the living world and those who could have lost them.

Both Root and Bloom can refresh either a point of Willpower when either life or death must overshadow the other, or fully restore Willpower when they impel serious risks and passions.

Held by: Bound

Sample Roots and Blooms: Advocate, Antihero, Casual, Cowl, Enabler, Gardener, Pollyanna, Saved, Servant, Surrogate (GTS 2e 82)

Sample Synergy Touchstones: 9 to 5, Albatross, First Friend, House Keys, Inherited Anchor, Murder Weapon, New Neighbor, Our Song, Replacement Love, Roadside Memorial (GTS 2e 84)

Mummy: Balance and Burden

The Arisen trudge endlessly across the expanse of time. Their identity sometimes falls away from their clutches. As they persist, their character shows in how they weather the ages: the Burden, their greatest weight of pain and weakness, and the Balance, the value that justifies the strength to carry that weight.

Both Balance and Burden can refresh a point of Willpower in a moment's affirmation, or restore all Willpower in a triumph of Balance or a steep fall into Burden.

Held by: Mummies and shuankhsen

Sample Balances: Courageous, Devoted, Diligent, Faithful, Generous, Introspective, Just, Noble, Peaceful, Resilient, Righteous, Trustworthy, Truthful (MTC 2e 102)

Sample Burdens: Accusing, Careless, Chaotic, Cruel, Dominant, Forgetful, Fragile, Hysterical, Isolated, Rageful, Resentful, Selfish, Stagnant (MTC 2e 104), Avenger, Destroyer, Zealot (MTC 2e 236)

Sample Memory Touchstones: Budding Historian, Confidante, Court Justice, Doubting Lawrence, Dutiful Clerk, Epitome of Life, Firebrand Cultist, Mirror of the Ages, Shadow of an Old Flame (MTC 2e 163)

Beast: Life and Legend

Beasts split their selfhood into two strengths: the human and the inhuman. Their Life speaks to who they know and care about. It's common sense, modesty and compromise. Their Legend speaks to what they feel gestating deep within, leaking out from within their dreams. It's power, pride, and an abject lack of apology.

Both Life and Legend can refresh either a single point or full supply of Willpower, based on the scale of act and risk involved when cleaving to it.

Held by: Beasts and heroes

Sample Lives: Parental, Shy, Cautious, Loyal, Honest, Selfless (BTP 86)

Sample Legends: Judgmental, Relentless, Unexpected, Seductive, Vicious, Watchful (BTP 86)

Deviant: Loyalty and Conviction

The Broken have lost the ability to define their own independence to the spiritual damage of their Divergence. They can only hang their identity and spiritual endurance on their strongest relationships. They cling to certain friends and loved ones with fierce Loyalty, and pursue hateful vendettas with a Conviction that can only be satisfied by suffering and death.

Renegades refresh a point of Willpower when their pursuit of a Conviction Touchstone progresses, and recover all Willpower when they stand dramatically by a Loyalty Touchstone. Devoted reverse this.

Held by: Deviants

Sample Loyalty Touchstones: Childhood Friend, Co-Worker, Ex-Lover, Frenemy, Mentee, Partner in Crime, Research Assistant, Roommate (DTR 84)

Sample Conviction Touchstones: Company Man, Cultist, Operating Theater, Progenitor, Recruiter, Thief (DTR 85)
Merits, Locations (2nd Edition)
A large dot (●) in the second column denotes a Merit that can be shared by multiple characters.

Merit Rating Prerequisites Description Book
Safe Place • to ••••• You've secured a place from intrusion. Apply your Safe Place rating as an Initiative bonus while there, and a penalty to break in. With Crafts you can install traps, forcing intruders to roll Dexterity + Larceny - Safe Place to avoid up to your Safe Place in lethal damage. CofD 54
Vampire Merits
Burrow • to ••••• Revenant, Safe Place, must be shared Replaces Haven. You share a hideout with other revenants. Add Burrow as bonus dice to stir from daysleep and stay awake in the daytime. In combat, intruders and unfamiliar guests are Distracted for one turn per dot of Burrow. HD 80
Haven • to ••••• Safe Place You've sunproofed your residence and made it a home. Add Haven as bonus dice to stir from daysleep and stay awake in the daytime, and to use Kindred Senses within your home. VTR 2e 112
Mandragora Garden • to ••••• Crúac •, Crone Status, ≤ Safe Place Your Safe Place grows ghouled plants, which you must feed Vitae equal to your Merit dots each month, but which produce twice that quantity in Vitae's worth of sap and nectar. Their magical sympathy empowers Crúac cast there and receives it from afar, but can rile the Beast when attacked. SotC 181
Nest Guardian • to ••••• Ordo Status You are the custodian of a Wyrm's Nest, host to a supernatural phenomenon proportional to dots in this Merit. You may purchase additional features separately, listed below. SotC 197
Temple of Damnation • to ••••• Lancea Status, ≤ Safe Place You've secured and consecrated a gathering place to a particular Sanctified virtue. Apply dots in this Merit as a bonus to actions in service of that virtue while within the temple, or after attending rites there. SotC 194
Werewolf Merits
Dedicated Locus • to ••••• Safe Place You've personally attuned a locus to your pack. The locus has a rating equal to this Merit, and provides the pack the ability to spend a point of Essence above their per-turn cap, a number of times per day equal to this Merit. WTF 2e 106
Lodge Stronghold •• or •••• Lodge As a five-dot Safe Place. With four dots, it boasts lines of supernatural defenses or spirit wards. Pack 81
Residential Area • to ••••• Your pack has integrated into an inhabited territory. Every session, by canvassing for help, you can redistribute your dots in this Merit among effective dots of Allies, Contacts and Retainers. WTF 2e 107
Mage Merits
Demesne ••• Sanctum Your Sanctum has been prepared as a Demesne, providing a +2 Yantra bonus to appropriate spells, and shielding them from the risk of Paradoxes so long as they're not exposed to Sleepers. MTA 2e 104, 242
Hallow • to ••••• You've secured a geomantic wellspring of Mana. You can draw out up to your dots in this Merit in points of Mana each day, and the Hallow can store up to three times as many unharvested points as some form of tass. MTA 2e 101
Sanctum • to ••••• Safe Place Your secure place is secreted away well enough to insulate your sorcery. Increase your spell control when casting there by your dots in this Merit. You can maintain spells cast beyond your normal spell control this way after leaving the Sanctum. MTA 2e 104
Promethean Merits
Hovel • to ••••• Safe Place You've crafted a space to acclimate it to your Azoth. Time spent in your Hovel doesn't contribute to Wastelands. You can store a dot of Azoth per dot in this Merit in an item aligned with your element in the Hovel, leaving you with reduced Azoth until you retrieve it from the item. PTC 2e 115
Changeling Merits
Hollow • to ••••• You've secured a residence within the Hedge, impregnable to outsiders with lesser Wyrd. While in your Hollow, penalize attempts to investigate, track or pursue you by dots in this Merit. Dots of Hollow are also distributed among features listed below. CTL 2e 116
Stable Trod • to ••••• You've secured a local trod of equal rating. A number of Hollows along the trod up to dots in Stable Trod share an extra one-dot Hollow feature. You may roll Stable Trod as a dice pool once a story to farm extra Glamour goblin fruit from it. CTL 2e 119
Workshop • to ••••• Hollow Your Hollow contains space and equipment for an appropriate Crafts Specialty for each dot in this Merit. Apply Workshop as bonus dice to relevant Crafts rolls. CTL 2e 120
Hunter Merits
Safe Place • to ••••• Resources • A secure site for the hunter that provides a bonus to initiative and a number of features (see below) equal to its dots. A hunter cannot be surprised while in their Safe Place. HTV 2e 94
Sin-Eater Merits
Cenote • to ••••• Safe Place You tend a ghostly place where Plasm accumulates, at your Merit rating in points per chapter. GTS 2e 85
Mummy Merits
Tomb •+ You have drawn Sekhem to a personal sanctum, where you can meditate to replenish Pillars. Dots of Tomb are distributed among features listed below, always starting with a dot of Geometry. MTC 2e 108
Demon Merits
Bolthole • to ••••• You have a tiny extradimensional realm where time doesn't progress. It's warded against angels, and rolls to find the access point are penalized by its Merit rating. Dots of Bolthole are also distributed among features listed below. DTD 120
Beast Merits
Connected Lair •• Characters with the appropriate devices can access internet, tele-phone, television, or radio communications. Any attempt to trace these signals from the outside world will lead to contradictory or nonsensical results. BPG 100
Trap Room •• When opening a Primordial Pathway into or out of the mundane world your character may choose to spend a point of Satiety in addition to the normal cost of 1 Willpower. If she does so, the duration of the pathway is extended. It stays open until sunrise or sunset on a normal success, or any time up to a week on an exceptional success BPG 101
Vast Lair • to ••• Uninvited guests require at least 10 minutes per dot in this Merit to traverse a Chamber or Burrow. Further, each dot in this Merit adds five required successes and five minutes to the time increment of any extended action to collapse a Chamber BPG 101
Well-Stocked Lair • to ••••• ≤ Lair Each dot in this Merit allows the character to select two dots worth of Merits that represent the material goods and inhabit-ants available in her Lair. Material goods removed from the Lair deteriorate into dust, insects, water, or some other useless substance within a few days. Alternately, one dot of this Merit can be used to make one or more Chambers of a character’s Lair comfortable and livable. BPG 101

Wyrm's Nest Features

Feature Rating Prerequisites Description Book
Chapterhouse • to ••••• Ordo Status ••• Vampires in the Nest add dots in this Merit as a bonus to resist violence, and as a penalty to lash out with the Predatory Aura. SotC 199
Crucible ••• Occult •••• Vampires may advance study of the Mysteries of the Dragon in the Nest at an experience discount. SotC 199
Feng Shui • to ••••• Academics ••, Occult ••• Choose a Skill. Vampires in the Nest may add dots in this Merit as bonus dice when rolling that Skill. SotC 199
Perilous Nest • to ••••• Occult ••• You've harnessed a hazard native to the Nest to attack certain unwelcome types. It uses a dice pool equal to twice your dots in this Merit. SotC 199

Hollow Features

Feature Rating Prerequisites Description Book
Easy Access ••• The Hollow has no fixed entrance, and is instead entered (and later exited) through any unlocked door with Glamour and a small ritual. CTL 2e 117
Escape Route • or •• The Hollow has a secondary exit into the material realm, which with two dots may be accessed from anywhere in the Hollow. CTL 2e 116
Hidden Entry •• Penalize rolls to find the Hollow's entrance by -2. When all characters sharing the Hollow are within, the entrance disappears. CTL 2e 117
Hob Alarm Hob Kin Each story, take one Goblin Debt to preserve a domestic guard of friendly hobs. Ambush in the Hollow does not strip Defense and applies Hollow as bonus dice to actions in the first turn of combat. CTL 2e 116
Home Turf ••• Apply Hollow as a bonus to Initiative and Defense against intruders. CTL 2e 117
Luxury Goods Once a session, roll Hollow as a dice pool and distribute successes among amenities by Availability or Hedgespun items by rating. CTL 2e 116
Phantom Phone Booth A magical fixture can make outgoing calls to publically listed numbers outside the Hedge. CTL 2e 116
Route Zero A one-dot trod passes through the Hollow. It may link allied Hollows, or once a day, may be traversed with a Hedge navigation roll to recover Willpower. CTL 2e 116
Shadow Garden A plot of soil infinitely replenishes copies of goblin fruit without their magical properties, which only temporarily stave off hunger. CTL 2e 116
Size Matters • or •• The Hollow is large enough to sustain up to six residents, or with two dots, the size of a small town. CTL 2e 116

Hunter Safe Place Features

Feature Description Book
Anathema The Safe Place is warded against monsters with a specific power, prompting a Wits + Resolve - Safe Place roll on any attempt to break through, becoming Immobilized or Stunned on failure. HTV 2e 94
Arsenal Rolls to clean, fix, or improvise equipment gain +2. HTV 2e 94
Concealed Attempts to find the Safe Place through any means are penalised by -2. HTV 2e 94
Escape Hatch The hunter(s) may roll Dexterity + Athletics or Survival to reach the secret exit without suffering any damage from the environment. HTV 2e 94
Infirmary Medicine rolls here are improved by +2 for any invested hunter with dots in the skill, and the space may substitute for a hospital for the purposes of injury and recovery. HTV 2e 95
Home Security System The Safe Place is outfitted with a defense system, penalising attempts to break in by Safe Place dots. HTV 2e 95

Tomb Features

Feature Rating Description Book
Geometry • to ••••• Apply this rating as a bonus to meditate upon your Pillars. MTC 2e 206
Perils •+ Your tomb resists intruders with traps totalling this rating, and an equal number of curses from released vessels. MTC 2e 206
Provisions •+ Your tomb is furnished with equipment or infrastructure totalling this rating. MTC 2e 206

Bolthole Features

Feature Rating Description Book
Arsenal • to ••••• Once per session, your bolthole can supply one weapon with a rating equal to your Arsenal dots, two weapons with a rating one less than your Arsenal dots, and any number of weapons with a rating less than that. DTD 120
Cover-Linked •• Choose one Cover identity. The bolthole only exists while you are in that Cover's form. Anything in the bolthole not provided by these features is lost forever when the bolthole stops existing. DTD 120
Easy Access ••• You can reassign the bolthole's entrance by touching a door and spending Aether. Characters still exit the bolthole the way they came in. DTD 121
No Twilight Ephemeral beings that enter the bolthole manifest physically. DTD 120
Self-Destruct You can implode your bolthole. Anyone inside takes lethal damage equal to your dots in Bolthole and has one turn to leave before the exit to reality is lost. DTD 120
Trap Door •• The entrance from the physical realm into the bolthole only exists when you're outside it, although those capable can still enter from Twilight. DTD 121
Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Activation Damage B/L/A
Special/Other Activation Cost
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation Example ●(○)
●/item, 1L

Lair Traits (2nd Edition)
Minor Trait Description Effects Book
Bad Angles Impossible and/or shifting architectural features. –2 penalty to Composure and Initiative. –1 penalty to Resolve for each hour affected (max. –5). BPG 147
Blazing Light Excessively bright and reflective lighting. Penalize vision rolls by -3, and other rolls subject to pain or distraction by -1. BTP 102
Blizzard Thick particular clouds blow through and gather underfoot. Low visibility penalizes attempts to see past your own arm by -1, plus a cumulative -1 for every ten yards. Depth of snow (or other particular matter) penalizes movement by -1 for every four inches. BTP 102
Cramped Spaces are narrow and limited. Choose an accommodated Size. Penalize physical actions by (6 - chosen Size) for characters too large, and deny species factor when calculating Speed. BTP 102
Crosswinds Fierce blowing winds. Penalize rolls involving balance or movement by -3, threatening Knocked Down on failure. BTP 102
Currents Swift flows, conveyor belts or other pushing forces. Assign currents a direction and effective Strength. Characters must roll Strength + Athletics - current's Strength or be carried away at a Speed five times its Strength. BTP 102
Downpour Heavy precipitative weather. Penalize sight and hearing by -3. BTP 102
Echoing Disorienting acoustic reverb. Penalize hearing and attempts to remain quiet by -3. BTP 102
Extreme Cold Extreme cold. Level 2 Extreme Environment inflicts a cumulative -1 penalty for each hour of exposure. Characters exposed for six hours or longer treat it as Level 3. No healing of bashing damage except by supernatural means, which is half as quick. BTP 102-103
Extreme Heat Extreme heat. As Extreme Cold. BTP 103
Flooded Mired in thick liquid or soft matter. Penalize movement by -2. Some areas are fully submerged. BTP 103
Fog Thick mists. Penalize actions using sight by -1 for every ten feet. BTP 103
Infected Reeking air, surfaces looking irritated, oozing pus or bile. Penalize Stamina-based rolls by -3. Regenerating Health is twice as long while affected. BPG 148
Isolated Illusory sensation of utter loneliness. Penalize Resolve-based rolls by -3. Victims can't regain Willpower while affected: if they're exposed longer than (Presence) hours, they gain the Insensate Tilt. BPG 148
Jagged Treacherous footing. Penalize rolls to keep footing by -2, threatening Knocked Down on failure. Falling inflicts two bashing damage. BTP 103
Maze Disorienting or changing layout. Characters must roll Intelligence + Composure - 3 to navigate the maze. BTP 103
Minions Small creatures. Minions complete a variety of tasks for the Beast. If an intruder attempts to destroy the chamber while a Beast is unable to resist, minions bolster the chamber with half the Beast's Resolve. They can also attempt to apply the Knocked Down, Stunned or Immobilized Tilt. BPG 148
Mirrored Covered in reflexive surfaces. Penalize vision rolls by -2. Any light too strong or focused increases the penalty to -3. BPG 148
Poor Light Dimly or inconsistently lit. Penalize actions using sight by -2 proximally, -3 at a distance, or -4 at long range. BTP 103
Sealed Exits Ways out obstructed. There is no escape. Even supernatural means of leaving provoke a Clash of Wills. BTP 103
Slick Poor traction. Characters move at half Speed and suffer a -2 penalty to Physical rolls and Defense, or a -4 penalty at full Speed. BTP 103
Stalking Ground Locations of particular note to the Beast and Horror. Can only be applied to a single location chamber and its material world counterpart. Anyone that spends significant time in the space becomes an easy target for a starved Horror. These chosen targets are not subject to the added risks of being targeted numerous times. BPG 148
Steam Scalding clouds. Penalize actions using sight by -2. Level 3 Extreme Environment. BTP 103
Stench Repulsive air. Penalize actions involving exertion by (5 - Composure), unless the character spends Willpower or does not breathe. BTP 104
Stinging Toxic underbrush, stinging fauna, or corrosive atmosphere. Triggers the -1 level of wound penalty. Occasional temporary blinding. BTP 104
Swarms Growing masses intrude into any space. Double wound penalties suffered, and degrade complex or delicate equipment modifiers by 2. BTP 104
Thin Air Low-oxygen atmosphere. Penalize Physical actions by breathing characters by (Size - Stamina). Level 2 Extreme Environment. BTP 104
Thunderous Horrid loud noises. Occasional temporary deafening. BTP 104
Undergrowth Entangling vines or webs. Characters must roll Strength + Athletics - the undergrowth's Durability to push through it. BTP 104
Unstable Cracking ice, swaying bridges or shifting floors. Penalize Dexterity actions and Defense by -3, and threaten Knocked Down on failure. Characters can avoid the penalty with a Dexterity + Athletics roll. BTP 105
Major Trait Description Effects Book
Burning A big fire potentially swallows the Chamber. A big fire potentially swallows the Chamber. Decide its Size and Intensity. BTP 105
Bottomless The floor gives way to a impossibly deep chasm. A character entering the Chamber must roll Dexterity+Composure. In the case of a failure, they fall, taking 2 Lethal and arriving into a random Chamber of the Lair. BPG 148
Corrosive Pooling acid or other flesh-eating hazards. Choose what materials are threatened. Afflicted characters suffer a point of aggravated damage per turn, and afflicted objects lose a point of Durability per turn. BTP 105
Crushing Pressurized or constrictive surroundings. Level 4 Extreme Environment. Characters may be able to roll Strength + Athletics to squeeze out. BTP 105
Darkness Absolute darkness. Penalize actions involving sight by -5 and deny Defense, except with a light source. BTP 105
Decayed Structures weaken and crumble. Reduce objects' Durability by 2. Weapon attacks also deal their damage to the weapon itself. BTP 105
Diseased Infectious. Penalize combat actions by -1, increasing by another -1 penalty every two turns to a maximum of -5. For a grave disease, also inflict one point of bashing damage per turn. BTP 105
Disruption Technology breaks down or rebels. Can't use complex equipment. BTP 105
Earthquake Periodic violent hurling. During a quake, penalize Dexterity rolls and Defense by a cumulative -1 per turn. Roll Stamina + Athletics and suffer two points of bashing damage on success, or lethal on failure. BTP 105
Engulfing Immobilizing, grasping mires. Characters can be immobilized and denied Defense until they pull free by rolling Strength + Athletics - Size. BTP 105
Electrified Lightning, live wiring, or bioelectric swarms. Direct electric hazards are present. Decide whether they are Major, Severe, or Fatal. BTP 105
Exposed Open spaces or gossamer-weak structures. Taking cover provides no benefit. BTP 105
Heavy Unnatural gravity or pressure. Penalize Physical actions by -3. Characters can roll Strength + Stamina to throw the penalty off for (Stamina) turns. BTP 105
Hoard Tempting assortment of valuables. Each minute spent interacting with an item from the Hoard gets the Horror one Chamber closer. Trying to destroy it doubles the Horror's Speed. Sucessfully destroying it wakes a Slumbering Horror. Outside of the Chamber, the item dissipates after (Lair) hours. BPG 149
Hunting Ground Same as Stalking Ground. Functions similarly to the Minor Lair Trait Stalking Ground except that it can be applied to the Lair and similar areas like any other Lair Trait, and it cannot be circumvented except by Heroes. BPG 149
Hurricane Uprooting, battering winds. During storms, penalize Physical and hearing-based actions by -3, and roll Stamina + Athletics, suffering two points of bashing damage on success, or lethal on failure. Level 3 Extreme Environment. BTP 106
Mirages Illusions, heat shimmer, visual disruption. Penalize visual Perception rolls, including rolls to anticipate ambush, by -3. Characters can roll Wits + Composure - 3 to throw the penalty off for turns equal to successes. BTP 106
Murmurs Misleading whispers. -2 to Wits. Penalty to hearing rolls of -1. Each hour while affected, characters must roll Resolve+Composure (cumulative -1 each time, to a max of -5). Failure inflicts the Insane Tilt. BPG 149
Noxious Gases Harmful vapors. Characters who are breathing suffer a point of lethal damage per turn of exposure. BTP 106
Suffocating Underwater, vaccuum, or dangerously thin air. Characters cannot breathe. BTP 106
Razored Broken glass, wicked thorns, rusty spikes. Characters must roll Dexterity + Composure to navigate through razored obstructions, or suffer 3L damage. BTP 106
Rotting Spoiling, tainted atmosphere. Heal one third as fast as normal. Deny characters one point of potential Willpower recovery. BTP 107
Thralls A small force dedicated to protecting their host. Beasts have a number of thralls equal to half their Lair rating. Thralls engage in normal combat and are immune to their host's Lair Traits. Thrall traits are half the Horror's, and each thrall may use one of the Beast's Atavisms. BPG 149
Toxic Tainted water, venomous insects, or some other communicative hazard. The hazard is poisonous. Decide the poison's Toxicity and Interval. BTP 107
Viscous Glue slicks or deep, thick mires. Deny species factor when calculating Speed. Characters can roll Stamina + Strength to buy lost points of Speed back for one turn, one point per success. BTP 107

Conditions (2nd Edition)

A solid dot (●) in the second column denotes a Persistent Condition, while an empty dot (○) denotes a Condition which is not always Persistent, but can be under certain circumstances.

Natural Conditions

Mental Conditions
Addicted Your character is addicted to something, such as a substance or destructive behavior. MTA 2e 314
Addled Your memories are jumbled and confused. GTS 2e 299
Agoraphobic You avoid open spaces and crowds. PTC 2e 306
Amnesia You've lost a large swath of memory. CofD 288
Apprehensive Your character is convinced something bad is about to happen to them. MTC 2e 347
Avarice Your lust for wealth and/or power is insatiable. MTC 2e 347
Broken Your will is broken and you back down from everything. CofD 288
Captivated You're heavily preoccupied with something and can't split your attention. DTD 211
Competitive You are driven to assert your dominance and superiority. VTR 2e 302
Confused You can't think straight. VTR 2e 302
Cowed Someone has weakened you through a display of dominance. WTF 2e 307
Delusional Paranoid delusions dominate your behavior. VTR 2e 302
Demoralized Failure dampens your fighting initiative. WTF 2e 307
Deprived You're weakened by an unfed addiction. CofD 288
Detached You've run with occult circles for so long you've forgotten how to interact with humans. HD 123
Disoriented You've lost equilibrium and need an opportunity to recenter. DTD 211
Dissociation Surreality plagues you with doubts of your own experiences. CTL 2e 336
Distracted You're buffeted from all sides, splitting your attention terribly. VTR 2e 302
Doubtful You've lost confidence in all but your most secure actions. HMR 147
Emboldened An uninhibited atmosphere makes you impulsive and prone to temptation. HMR 150
Faith Your trust in the next world can be exploited by angelic forces. DSG 81
First Trimester You experience flulike symptoms and vivid dreams that are signs of early pregnancy. HtH 41
Second Trimester You feel more creative, but worry as something grows within you. HtH 42
Third Trimester Your body and brain prepare for giving birth, enhancing perception but causing distraction. HtH 42
Fixated You are intently focused on a single thought or command. HL 150
Frightened You're terrified and moved to panic and flee. VTR 2e 304
Fugue You've shied away from trauma by shutting out the experience. CofD 289
Guilty Feelings of remorse leave you emotionally vulnerable. CofD 289
Informed You're well equipped to tackle a given subject. CofD 289
Inspired The spirit moves you to confident action. CofD 289
Lost You've lost your sense of place and need to reorient. CofD 289
Lost Tracker Frustrations on a hunt leave your tracking skills sloppy and halfhearted. WTF 2e 308
Madness Unnatural horror has shattered your ability to process life. CofD 289
Oblivious You are absent-minded, not paying attention to things going on around you. HL 150
Obsession Something controls your attention and distracts from all else. CofD 290
Paranoid Supernatural fear diminishes your ability to trust and depend on others. WTF 2e 309
Reckless You are incapable of considering the consequences of your actions. CTL 2e 344
Scarred You have been left psychologically scarred after being violently bitten by a vampire. VTR 2e 305
Shaken You're shocked or deeply rattled, unsteadying your hand. CofD 290
Sleepwalking Sleep and wakefulness blur, and you suffer from lost time and poor recollection. CTL 2e 344
Spooked Otherworldly wonder moves you unwisely. CofD 291
Steadfast Your resolve to act is steeled and ready. CofD 291
Stoic Distance and emotional guard ease lies, but inhibit perspective and passion. CTL 2e 345
Strained You've held back the shock of witnessing supernal sorcery, but the pressure remains. MTA 2e 318
Swooned You're charmed or bedazzled by a particular person. CofD 291
Violent Violence is second nature to you, causing you to lash out at others. HTV 2e 300
Wanton You are easily given to bouts of excessive indulgence. VTR 2e 307
Withdrawn Doubt and insecurity drive you inward, sapping the will to action. CTL 2e 346
Physical Conditions
Agonized You suffer extreme pain and are unable to think clearly. GttN 135
Arm Disability At least one arm is either chronically or permanently nonfunctional. HL 57
Blind You've lost or can't exercise your sense of sight. CofD 288
Chronic Agony You're vulnerable to incapacitating pain spells. HL 57
Chronic Sickness Sickness or poison lingers in you, aggravated by stress. HL 57
Deaf Your hearing is severely impaired. HL 58
Disabled You can't effectively walk on your own power. CofD 288
Drained You're weak and woozy from blood loss. VTR 2e 303
Easy Prey You've left a strong trail for a hunter to follow and exploit. WTF 2e 307
Energized A chemically induced rush. HD 123
Exhausted You're run ragged on the edge of unconsciousness. WTF 2e 307
Fatigued You've pushed yourself too far, and your fatigue hangs over you constantly. PTC 2e 309
Fragile You're using equipment not sturdy enough to endure continued use. CofD 102
Intoxicated Your discretion is dulled by altered consciousness. VTR 2e 304
Invisible Predator You've skulked on the hunt, leaving nary a trace of your approach. WTF 2e 308
Leg Disability At least one leg is either chronically or permanently nonfunctional. HL 58
Lethargic Fatigue tires you so heavily you cannot muster Willpower. CTL 2e 342
Mute You cannot speak or use your voice. CofD 290
Numb Detachment from the world dulls the feeling in your body. CTL 2e 343
Sickly Disease is making its way through your system. DSG 105
Stumbled A complication has arisen to interrupt an ongoing project. WTF 2e 311
Untraceable You've thoroughly covered any trail a hunter might use to find you. WTF 2e 311
Volatile You're using unstable equipment prone to backfiring. CofD 102
Social Conditions
Bonded You've established trust with a particular animal. CofD 288
Connected You've made inroads with a particular group of people. CofD 288
Embarrassing Secret There are skeletons in your closet to exploit. CofD 289
Flagged Something has alerted the location's security, and they're on your trail. MTC 2e 353
Hunted Dangerous enemies have your trail. CTL 2e 342
Leveraged A particular character is holding something over your head to compel you. CofD 289
Notoriety Odious blame follows you, whether true or not. CofD 290
Reluctant Aggressor You don't really want to hurt your victim, but you're going to do it anyway. HL 150
Surveilled Someone or something is keeping tabs on you. HL 150
Tasked Your duty-bound allies have issued you a serious task you must carry out. VTR 2e 307
Vendetta You will stop at nothing to punish those who wronged you. HTV 2e 300
Watched Someone is stalking you, suspicious of an unnatural secret you hide. PTC 2e 312

Supernatural Conditions

General Supernatural Conditions
Accursed Knowledge You have acquired forbidden knowledge, trading sanity for power. MTC 2e 346
Dissonant Tuning Your soul resonates with the Lie, amplifying its effects on Supernal phenomena. NH-NA 163
Dormant Sovereign The Mummy watching over your cult has difficulty awakening due to challenges faced in Duat. MTC 350
Emanation The oppressive presence of one of the Judges of Duat, centered upon a focal vessel. MTC 2e 352
Enervated You are in the second stage of soul loss, further diminishing your will. VTR 2e 303
Family Ties You've united your power in concert with a Primordial Beast. BTP 322
Goblin Queen Your fractured goblin nature has stranded you in the Hedge and attracted followers. CTL 2e 339
Going Westward Your nature as an immortal has buckled, and the debility of age encroaches. MTC 2e 354
Hedge Denizen Dealings with goblins have made you a goblin yourself, with limited ability to leave the Hedge. CTL 2e 340
Identity Crisis Your identity and memories have become intertwined with those of others, leaving you unsure of who you really are. MTC 2e 354
Monstrous Servant You have managed to gain control of a Geryo for a period. NH-SM 201
Ominous Your presence is marked by phantasms and ill omens. MTC 2e 357
The Sibyl's Tongue Supernatural revelations can only be shared in High Speech, or by spending Willpower, through riddles or allegory. DE 78
Soul Shocked Your sense of self is healing after experiencing death outside the body. MTA 2e 318
Soulless Your soul has been stripped from you, gradually sapping your will. CofD 290
Thrall You have succumbed to the effects of soullessness, a mere shell of who you once were. MTA 2e 318
Unintended Medium A lingering ghost or spirit is able to subject you to harrowing visions. DEC 273
Shows of Power
These Conditions are usually imposed by supernatural powers.
Abruption Your supernatural prowess is severely hobbled by a dominant outside force. BTP 321
Awestruck You are cowed by the visage of the figure before you, forcing you to grovel. WTF 2e 306
Berserk Supernatural influence drives you to unthinking violence. WTF 2e 306
Bestial Supernatural urges provoke animalistic fight-or-flight instincts. VTR 2e 301
Blood Siblings Your fate has been bound by obligation to aid another, regardless of your will. HD 43
Charmed You're temporarily bewitched by vampiric Majesty. VTR 2e 301
Charmed You benefit from a blessing of luck and turns of fortune. MTA 2e 315
Coerced You've been coerced by a Devotion to do a task or suffer damage. Post/Pastebin
Crown You have become a vessel to focus the will and power of one of the Judges of Duat. MTC 2e 348
Cursed A supernatural curse dooms your efforts in a given field. BTP 322
Dead Dreamer Prophetic and terrifying dreams guide you towards a specific task. MTC 2e 349
Despondent Dire Wolf's aura causes you to lose hope and fight with minimal effort. NH-SM 200
Dominated A vampire has temporarily stolen your will with a given command. VTR 2e 302
Enslaved A vampire has your will helplessly in her thrall. VTR 2e 303
Ensorcelled You've fallen in thrall to a supernatural being. HMR 153
Enthralled A vampire has bewitched you with a fanatical devotion to him. VTR 2e 303
Euphoric Rabid Wolf's aura maddens you into fighting only for the werewolf's sport. NH-SM 200
False Memories Supernatural forces have overwritten your memories of an event. VTR 2e 303
Frantic Rabid Wolf's aura panics you into using your energy meaninglessly. NH-SM 200
Ghost-Marked Supernatural power has transformed your body with a mark of death. GTS 2e 300
Impassioned Shade Infusion of a mission which preserves an ephemeral entity in Twilight. MTC 2e 354
Instinctive Dire Wolf's aura reduces your thought to its basest instincts. NH-SM 200
Isolated The Elodoth aura has drawn you out, away from allies. WTF 2e 308
Lured Hunting magic draws you to blindly wander into a likely trap. WTF 2e 309
Manic Supernatural power has made you focused and obsessive to the point of over-exertion. Post/Pastebin
Melancholic Supernatural power has made you melancholic. You struggle to do even minor tasks. Post/Pastebin
Mesmerized You're temporarily vulnerable to a vampire's commands. VTR 2e 305
Moon Taint A werewolf's bite brings the change upon you against your will. WTF 2e 309
Mystified The Ithaeur aura shies you away from the opposite side of the Gauntlet. WTF 2e 309
Ravaged Fae predations have scarred your heart and mind, leaving you a ghost of your former self. CTL 2e 344
Relentless Your instincts drive you inexorably in the direction of your quarry. MTC 2e 357
Resigned The Cahalith aura goads you into facing death recklessly. WTF 2e 310
Shadow Paranoia Supernatural fear builds into a violent, irrational panic. WTF 2e 310
Subservient A vampire is temporarily pressing down on your will to resist. VTR 2e 306
Surrounded Silver Wolf's aura deludes others into conspiracy against you. NH-SM 201
Swaggering The Rahu aura lulls you into overlooking the need for preparation or aid. WTF 2e 311
Unaware The Irraka aura reduces your attention to the world around you. WTF 2e 311
Vocalization You've been cursed with harrowing sounds and voices. HMR 147
Wracked Silver Wolf's aura afflicts you with unceasing pain. NH-SM 202

Vampire: the Requiem

Kindred Conditions
Dependent You're obsessed with a vessel you've fed from, as if suffering a second-stage Vinculum. VTR 2e 302
Ecstatic Blood sorcery has pleased the Beast's appetites. VTR 2e 303
Humbled Your will as a monster shrinks from divine judgment. VTR 2e 304
Jaded Your detachment from the concerns of Humanity baits out the Beast. VTR 2e 304
Languid The loss of worldly Touchstones has you feeling the weight of ages and the call of torpor. VTR 2e 304
Oathbreaker You suffer censure from the Invictus for breaking a blood oath. SotC 189
Primeval Truths Occult revelations disquiet you until you face them down. SotC 184
Raptured Religious fervor makes riding the wave easier. VTR 2e 305
Sated The Beast is appeased enough to make frenzy less threatening. VTR 2e 305
Tainted A soul consumed through diablerie still struggles from within you. VTR 2e 306
Tempted Resisting a frenzy has tested your will to resist the next. VTR 2e 307
Elder Conditions
Anchored Heart You are deeply invested in a particular mortal. TY 135
Beast's Bargain You feed at any available safe opportunity, placating your inner Beast. TY 135
Beloved Enemy You have a nemesis whom you can't bring yourself to kill. TY 135
Children of the Blood A revenant of your creation haunt your steps. TY 135
Crushed The incredible weight of centuries bears down upon you. TY 135
Curated You possess a communal ghoul as part of a bargain. TY 136
Forgotten Your solitude has estranged you from those you know, who now find it difficult and require much effort to remember or even recognize you. TY 136
Immutable Heart You are fully invested in a particular mortal institute or way of life. TY 136
Imprisoned Echo Your Ka is temporarily trapped within a mirror. TY 136
Leveraged Your ghoul is a dedicated servant, but knows your deepest secrets, and leverages this fact to demand certain favors and concessions. TY 136
Living Legend You are immortalized in a popular piece of vampire "fiction", to the consternation of your fellow Kindred. TY 136
Lost Lineage You hail from a clan or bloodline that has long since been lost to the ages. TY 137
Quiet Echo Your Ka is calmed, able to walk outside its usual confined without drawing attention. TY 137
Synchronized You have drunk too deeply from your victim, taking their injuries and conditions upon yourself. TY 137
Vitae's Resoluteness Your addiction to vitae lessens the effect of Languid, so long as your addiction is fed. TY 137
Weak Vitae Your vitae has thinned to the point you can no longer create a new vampire; any attempts only produces a revenant. TY 137
Danse Macabre Conditions
Audience There are eavesdroppers and witnesses to your exchange. GttN 119
Crowd Darling You have charmed the audience to your side. GttN 120
Danse Macabre You are being observed by the upper echelons of vampire society. GttN 119
Disgraced You have fallen from grace, and face existence as a pariah. GttN 120
Exposed Your actions have compromised others within your circle, diminishing your influence. GttN 120
Repressed You have suffered defeat at the hands of a rival. GttN 120
Rising Star You are the crowd favorite, the audience rallying to your side. GttN 120
Subdued A rival has further demonstrated their mastery over you. GttN 120
The Edge You have demonstrated superiority over one of your contemporaries, and are riding the high. GttN 120
Dhampir Conditions
Alienated Nosferatu blood affliction, manifest as a Vice of self-persecuting isolation. HD 44
Domineering Ventrue blood affliction, manifest as a Vice of control and superiority. HD 44
Feral Gangrel blood affliction, manifest as a Vice of violent abuse. HD 43
Malcontent Daeva blood affliction, manifest as a Vice of lashing out. HD 43
Voyeuristic Mekhet blood affliction, manifest as a Vice of lurid fascination. HD 43
Ghoul Conditions
Hunger You feel a violent, desperate need for Vitae. HD 123
Inbred Ghoul family lineage emerges as a glaring affliction without Vitae. HD 123
Recovery You suffer the pain and weakness that comes from weaning yourself off vitae. HD 123

Werewolf: the Forsaken

Uratha Conditions
Ban You are compelled to obey one of the taboos of the Shadow. WTF 2e 306
Essence Overload The imbalance of your bodily Essence has tied its loss to injury. WTF 2e 307
Shadowlashed Errors on a Rite have invited the disdain of the spirit world. WTF 2e 310
Siskur-Dah You are empowered by the Sacred Hunt to bring a chosen prey low. WTF 2e 310
Symbolic Focus The power of a Rite still flows through you, enhancing spirit displays. WTF 2e 311
Lunacy Conditions
Atavism The Lunacy stirs you into unreasoning violence. WTF 2e 306
Delusion The Lunacy drives you into unthinking retreat. WTF 2e 307
Enraptured An abnormal response to Lunacy stirs you to worship. NH-SM 200
Reception The Lunacy leaves you unwittingly open to the spirit world. WTF 2e 310
Renown Conditions
Cunning Your Cunning waxes in a display that invites response. WTF 2e 307
Glorious Your Glory waxes in a display that invites response. WTF 2e 308
Honorable Your Honor waxes in a display that invites response. WTF 2e 308
Pure Your Purity waxes in a display that invites response. WTF 2e 309
Wise Your Wisdom waxes in a display that invites response. WTF 2e 311

Mage: the Awakening

Awakened Conditions
Defeated A rival has won magical advantage over you in the Duel Arcane. MTA 2e 315
Degenerate Mana You can no longer regenerate mana without performing an Act of Hubris. NH-NA 163
Humbled Someone stands to you as a valuable reminder of the power of humanity. MTA 2e 316
Mage Hunter You are obsessed with hunting and destroying magic in all its forms. NH-NA 164
Megalomaniacal You are blinded by hubris. MTA 2e 317
Mystery Commands You receive the arcane will of the Exarchs. MTA 2e 317
Rampant Your spellcasting is ruled by a cavalier, reckless attitude. MTA 2e 317
Supernal Harrowing Your soul has been contaminated by a Harrowed Banisher. NH-NA 164
Tainted Aspiration One or more of your Aspirations have been tainted by an Abyssal curse. NH-NA 164
Triumphant You carry your victory in the Dual Arcane with you in Awakened society. MTA 2e 319
Paradox Conditions
Abyssal Backlash A Paradox casts a shadow over you, threatening to break through on the next spell that gives it an opening. MTA 2e 117
Abyssal Debilitation You are hampered as a result of exposing your soul to the Abyss. NH-NA 163
Abyssal Imago A Paradox intrudes upon the spells you envision, compelling dangerous Reach. MTA 2e 117
Abyssal Nimbus A Paradox has leaked across your Nimbus and invites Abyssal manifestations. MTA 2e 116
Monster A Paradox has mutated an animal into a miserable, fearsome nemesis. DE 81
Unclean A Paradox has turned your magical tools and methods against you. DE 81

Promethean: the Created

Created Conditions
Branded Throng Your bond with your throng allows Pyros to flow, and its balance dampens the destructive aspect of your Azoth. PTC 2e 306
Disconnected Frustration in your Pilgrimage causes you to shrink from human interaction. PTC 2e 308
Tormented Pain and suffering have severely imbalanced your alchemical humours. PTC 2e 312
Disquiet Conditions
Disquieted A Promethean's presence increasingly distracts and overwhelms you over progressive stages. PTC 2e 308
Murderous Pandoran Disquiet taints your instincts with predatory violence. PTC 2e 311
Stricken Pandoran Disquiet infects you with horror and fright. PTC 2e 312
Terrified Pandoran Disquiet whips you into panicked retreat. PTC 2e 312
Refinement Conditions
Analyst The Refinement of Impurity. Exploiting a Vice when Social Maneuvering is twice as effective. PTC 2e 65
Destructive The Refinement of Flux. Spend Pyros to ignore Durability or Armor equal to your Azoth. PTC 2e 251
Enraged The Refinement of Torment. Recover Pyros from your Torment Anchor. PTC 2e 56
Intense The Refinement of Ephemerality. Spend Pyros to open a Door at the cost of Disquiet. PTC 2e 71
Introspective The Refinement of Source. Suffer bashing damage to squeeze out a point of Pyros as an instant action. PTC 2e 53
Masked The Refinement of Mortality. Spend Pyros to delay the onset of Disquiet. PTC 2e 44
Patient The Refinement of Self. Spend Pyros to raise your Azoth in Doors. PTC 2e 47
Resourceful The Refinement of Pyros. Spend Pyros to increase a tool's equipment bonus temporarily. PTC 2e 68
Sensitive The Refinement of Mystery. Spend Pyros to identify the supernatural. PTC 2e 62
Tenacious The Refinement of Corpus. Spend Pyros to increase the number of rolls you can commit to an extended action. PTC 2e 50
Tuned In The Refinement of Aid. Spend Pyros to sense the way to your throngmates. PTC 2e 59
Transmutation Complications
Alienated The charge of Deception has distanced you from your fellow Prometheans. PTC 2e 306
Atavistic The charge of Metamorphosis has overwhelmed your composure. PTC 2e 306
Burnout The charge of Vulcanus has painfully overstoked your inner fire. PTC 2e 307
Callous The charge of Mesmerism has sapped your empathy. PTC 2e 307
Degaussed The charge of Electrification disrupts local electromagnetics. PTC 2e 307
Ephemeral Anchor The charge of Spiritus invites ephemeral activity around you. PTC 2e 309
Flawed Vessel The charge of Alchemicus interferes with your ability to channel Pyros. PTC 2e 309
Fragile The charge of Contamination has weakened your body. PTC 2e 309
Greedy Brand The charge of Benefice draws out and wastes throngmates' Pyros. PTC 2e 310
Hyperextended The charge of Vitality overtaxes your body's abilities. PTC 2e 310
Irritable The charge of Disquietism saps your self-control. PTC 2e 310
Kinesthesia The charge of Corporeum interferes with abstract thought. PTC 2e 310
Reckless The charge of Luciferus renders you uncautious and impulsive. PTC 2e 311
Regressive The charge of Saturninus dulls your grip on human motives and behavior. PTC 2e 311
Synesthesia The charge of Sensorium overwhelms your ability to distinguish sensory input. PTC 2e 312

Changeling: the Lost

Lost Conditions
Behind Your Eyes Your clarity disintegration allows Hedge ghosts, Hobgoblins, or the Gentry to use your senses. Kith 140
Comatose You've lost all Clarity and subconsciously retreated into an unending dream. CTL 2e 334
Cursed A changeling has cursed you, which only resolves when the changeling fails to maintain certain conditions. Kith 140
Deep Kenning Your enhanced Clarity offers you insight into nearby magic, fading if Clarity drops to 0. Kith 140
Dream Assailant Your reckless dreamweaving has roused the dream's violent rebellion. CTL 2e 336
Dream Infiltrator Your meddling dreamweaving has raised the suspicion of the dream and its eidolons. CTL 2e 337
Dream Intruder Your extensive dreamweaving sets the dream and its eidolons ill at ease. CTL 2e 338
Egomaniac Your loss of Clarity leads to egotistical behavior and altered anchors. Kith 141
Enchanted Obligation You have enchanted bargain with a mortal, similar to Obliged but includes additional effects. Kith 141
Glamour Addicted Your body withers and consumes itself if not regularly sated with enough Glamour. CTL 2e 339
Hexed You suffer from a changeling's minor curse, resolved through a specified action. Kith 141
Icon Shard You broke a vow, infusing your Icon with malicious intent, tormenting you. Kith 141
Indebted You owe a debt to a fae being, repayable through accepting damage or a detrimental conditions dealt to them. Kith 142
Kithseeker Undertaking trials in the Hedge to seek a kith that matches your soul’s calling. Kith 142
Oathbreaker You've broken an oath, inviting distrust and separating yourself from sealings. CTL 2e 343
Obliged A bargain of service with a mortal human protects you from the Wild Hunt and can hide you from Wyrd-bound pursuers. CTL 2e 343
Fae-Touched Conditions
Hedge Addiction The Hedge calls to you and tempts you. CTL 2e 340
Arcadian Dreams You're harrowed with visions of your promise-bound and their suffering, and can trace them through the Hedge. CTL 2e 333

Geist: the Sin-Eaters

Bound Conditions
Bonding Your relationship with your geist benefits from weathering a crisis point. GTS 2e 299
Dead Your body lies dead, unleashing your geist. GTS 2e 299
Defiant You've broken the Old Laws, and their keeper knows it. GTS 2e 299
Echoes Your geist's Remembrance Traits jumble in your mind. GTS 2e 299
Ferry Bound You may navigate passengers across the Underworld's rivers so long as you collect the proper price. GTS 2e 299
Flatlining Your Synergy has been broken, and your geist rebels. GTS 2e 300
Fragmented Dead waters have washed away your definition and identity. Mem 27
Indebted Neglecting a Touchstone has uncentered you spiritually. GTS 2e 300
Lawbreaker A Dominion spites and curses you for breaking the Old Laws. GTS 2e 300
Memento Collector Other Sin-Eaters are impressed! GTS 2e 301
Memory Bleed Your identity begins to blur with that of your non-personal Memories. GTS 2e 301
Regalia A krewe has bestowed you with a special crown blessing. GTS 2e 301
Theophany The confidence and celebration of a krewe that has changed the world. GTS 2e 301
Unleashed The geist materializes, temporarily unmoored from its Bound. GTS 2e 301
Wavering You have offended your geist and it demands recompense before it will cooperate. GTS 2e 301
Weakened Bond Unleashing your geist has temporarily displaced your power. GTS 2e 302
Haunt Conditions
Actor You have been bound to participate in a ghostly recapitulation of events. GTS 2e 306
Boneyard The Bound's consciousness haunts the location, seeping awareness into every corner and object. GTS 2e 306
Caul You've invited your geist into your flesh to transform your shape. GTS 2e 306
Curse A Sin-Eater haunts you with cursed fortune. GTS 2e 307
Dirge The song of the Bound moves you and impels you. GTS 2e 307
Marionette You are strung by the Plasm of a manipulative Bound. GTS 2e 307
Maw You've become an uncontrollable nexus for the Underworld's endless hunger. Mem 24
Memoria Memories of death and the dead play out in visions. GTS 2e 307
Oracle You have left your body to seek answers as a spectral traveller. GTS 2e 308
Rage You wield ghostly malice to smite your foes. GTS 2e 308
Servant An engine of Plasm controls your body. GTS 2e 308
Shroud Your body interweaves with your geist, ghostly and gauzy. GTS 2e 309
Tomb You have molded memories of something lost into a perfect replica. GTS 2e 309
Void You have opened the wake of a black and hungry nothingness. Mem 24
Void Storm The Underworld's hunger reaches through you to sap energy from the world. Mem 24
Well Your self and memories flow like the dead rivers. Mem 26

Hunter: the Vigil

Hunter Conditions
Merciless The hunt is now the focal point of your life, and have difficulty focusing on anything else. HTV 2e 298
Vigilant The hunt is your entire life, and you're ready to do whatever it takes to stop the monsters lurking in the shadows. HTV 2e 300

Mummy: the Curse

Arisen Conditions
Disembodied You walk as a ghost through Twilight. MTC 2e 350
Disinterred Your tomb has been ransacked or ruined. MTC 2e 350
Forgotten Skill Buried expertise waits to be unearthed from within your memory. MTC 2e 353
Memory Bleed You have fused into the soul of another, and your identities blur together. MTC 2e 356
Cult Conditions
Effortless Effort Your cult produces greater results in its efforts. MTC 2e 352
Far-Reaching Your cult has made successful inroads with important figures. MTC 2e 353
Haphazard Cultists Your cult is disorganized, reducing their effectiveness. MTC 2e 354
Heresy Your cult has been infiltrated by a contradictory, potentially blasphemous belief. MTC 2e 354
Iron Grasp Your grip on your cult is absolute. MTC 2e 355
Isolated Your cult is insular, even going so far as to reject outside assistance. MTC 2e 355
Mismanaged Your cult's effectiveness is stymied by ineffective elements within it. MTC 2e 357
Shaken Faith The cult's resolve is shaken, questioning its leadership or doctrines. MTC 2e 359
Zealous Your cult is more dedicated to its mission than most, operating more effectively. MTC 2e 361
Sybaris Conditions
Unease Sybaris Stage one. Dread unsettles you without a supernatural power to turn to. MTC 2e 359
Terror Sybaris Stage two. Contact with a mummy seizes you with fear. MTC 2e 360
Desecration Sybaris Stage three. Unholy terror invites the will of Duat. MTC 2e 360
Rewards and Punishments of Duat
Accelerated Descent Duat pulls more eagerly at your Sekhem. MTC 2e 346
Auspicious Descent Your Sekhem weathers the Descent longer. MTC 2e 347
Blessed Minions Your cultists are inspired by your accomplishments. MTC 2e 347
Damaged Pillar You cannot draw power from one of the Pillars of your soul. MTC 2e 349
Devouring Urge Ammut the Devourer speaks to you, and only sacrifice will buy her silence. MTC 2e 350
Driven Your surety in your ambition is a great well of strength. MTC 2e 351
Echoes of Descent Your clarity and Memory lift up the power of your soul. MTC 2e 351
Geometric Alignment Sekhem's flow preserves your tomb from disruption. MTC 2e 354
Graceful Descent Your overflowing Sekham staves off your Descent. MTC 2e 354
Luminous Pillars Your soul shines strong and resists depletion. MTC 2e 355
Megalomaniacal Your failures in the trials of Duat have left you with cold, single-minded focus. MTC 2e 356
Precipitous Descent The Descent wears down your Sekhem more quickly. MTC 2e 357
Repression Your failures in the trials of Duat have hollowed out portions of your knowledge. MTC 2e 358
Timeless Conditions
Alternative Current Time around you is taking a divergent current. MTC 2e 346
Déjà Vu You stand where different currents of possiblity converge on a single event. MTC 2e 349
Eddy You wade through sluggish waters which can be outpaced. MTC 2e 352
Mirage You recognize patterns in the tides which echo past and future events. MTC 2e 356
Rip You can take precise stock from your position amid rapid timeflows. MTC 2e 358
Whirlpool Caught in a swirl of recurring events, you can grab hold of causal fixtures. MTC 2e 360

Demon: the Descent

Unchained Conditions
Aetheric Bleed Exertion in demonic form has you releasing accumulated Aether. DTD 209
Betrayed Someone you trusted has sided with the God-Machine against you. DTD 119
Blackballed The heat you've drawn makes you a liability for nearby demons. DTD 120
Blown One of your Covers is useless, and the God-Machine is now actively targeting it. DTD 119
Burn-Coded You have been infected with malware, compromising your Cover. DSG 105
Demonic Disconnect You've failed to maintain human empathy while in your demonic form. DTD 209
Demonic Rage Pain and frustration suffered in demonic form provoke frenzied violence. DTD 210
Flagged The agents of the God-Machine have their attentions directed your way. DTD 120
Hunted Your actions have alerted the God-Machine to your presence. DTD 119
Implanted You have a weird gadget implanted in your body and this is not normal. FoH 155
Impostor You've let the lies of Legend pile up. DTD 119
Memory Hole Errors in god-hacking have disrupted your access to a particular Skill. FoH 80
Of the Machine The demon has god-hacked to disguise her fallen nature within a project. FoH 78
Overclocked You've stored more Aether than your body can normally process at once, and must soon vent the excess. FoH 81
Phantom Pain Your focus is disrupted by the gnawing feeling of a missing demonic form ability. FoH 160
Plugged In You've jacked an angel's Cover, and the God-Machine is watching you as if you were that angel. DTD 118
Surveilled Agents of the God-Machine are compiling intelligence to identify you. DTD 120
Agenda Conditions
Angel Empathy The Integrator Agenda. Resolve to understand and exploit the angelic mindset. DTD 95
An Eye for Disorder The Saboteur Agenda. Resolve to intuit the best course of action to upend a system into chaos. DTD 97
I Know Someone The Tempter Agenda. Resolve to make the right connections to fit in anywhere. DTD 99
Prepared for Anything The Inquisitor Agenda. Resolve to make an instant logical connection or breakthrough. DTD 93
Uncalled You are not a member of any Agenda. DTD 78
Demon-Blooded Conditions
Activated The God-Machine has broken your Cipher. You have four Key Embeds and three Interlocks, but once per session, the God-Machine may act through you. HtH 35
Catalogued The God-Machine is probing your Cipher. You have two Key Embeds and an Interlock, but the God-Machine is watching your status. HtH 35
Examined The God-Machine has accessed your Cipher. You have three Key Embeds and two Interlocks, but you're scrutinized enough to pose demons a risk of compromise through you. HtH 35
Noted The God-Machine is looking for your Cipher. You have one Key Embed. HtH 35

Beast: the Primordial

Begotten Conditions
Gorged Your Satiety is comfortably sated. You inflict Nightmares easily, but are not resistant to supernatural compulsion. BTP 320
Ravenous Your hunger consumes you, both mentally and physically, until you find sustenance. BTP 320
Sated Your Satiety sits in an uncomfortable middle, and you are vulnerable to Anathema. BTP 320
Slumbering You've feasted too much, and your Horror sleeps to digest, denying you its power. BTP 321
Starving Your Satiety is low, making you sharp and ready to feed. Your Atavisms wax in power, but your Lair is hazy and distant. BTP 321

Deviant: the Renegades

Remade Conditions
End Stage Terminal instability renders Variations at maximum Magnitude uncontrollably potent, and by the end of the chapter, will destroy you, body and soul. DTR 322

Tilts (2nd Edition)

Personal Tilts

Name Description Book
Natural Tilts
Arm Wrack Your arm has been incapacitated by pain or injury. CofD 280
Beaten Down Your will or capacity to keep fighting has been exhausted. CofD 280
Bleeding You're weakening from bleeding out. HL 143
Blind Your vision has been impaired or stripped. CofD 281
Burning You're on fire. You quickly amass lethal damage because fire bad. PTC 2e 314
Deafened Your hearing has been impaired or stripped. CofD 281
Drugged You're suffering the numbing mental and physical effects of a narcotic. CoFD 281
Immobilized You're restrained or held in place, incapacitating you and leaving you open. CofD 284
Insane A panic attack or severe psychotic break provokes extreme, irrational behavior. CofD 285
Insensate You've been overwhelmed and psychically incapacitated, leaving you open. CofD 285
Knocked Down You've been swept to the ground, disrupting your action and forcing you prone. CofD 285
Leg Wrack Your leg has been severely weakened or incapacitated by pain or injury. CofD 285
Pierced Armor Your armor has been damaged or ruptured. HL 143
Pinned Your flesh or clothes have been pinned to an object, holding you in place. HL 143
Poisoned You're being harmed by a fast-acting toxin. CofD 286
Sick You're impaired and weakened by disease. CofD 286
Stunned You're dazed and briefly incapacitated. CofD 286
Supernatural Tilts
Flesh Too Solid You're so immersed in dream that you take physical instead of dream damage. CTL 2e 329
Nimbus You're subject to a mage's unique Immediate Nimbus, imposing a resonance that applies dice modifiers to certain Attributes or dice tricks to certain Skills. MTA 2e 89

Environmental Tilts

Natural Tilts
Avalanche Tumbling hazards buffet you along and quickly inflict lethal damage. BTP 327
Blazing Light Eye-searing brightness impairs vision. DTR 314
Blizzard Thick snowfall impairs vision and movement. CofD 281
Earthquake Brief physical havoc quickly inflicts lethal damage, or bashing on a successful Stamina + Athletics roll. CofD 282
Extreme Cold Frostbite conditions disrupt natural healing and gradually accrue action penalties and lethal damage. CofD 282
Extreme Heat Sweltering, dry conditions disrupt natural healing and gradually accrue action penalties and lethal damage. CofD 282
Drowning You're submerged and quickly accrue bashing damage from suffocation. BTP 328
Flooded High water levels disrupt movement or submerge those present. CofD 282
Heavy Rain Severe storm weather impairs vision and hearing. CofD 283
Heavy Winds Hurricane winds impair hearing and movement, and threaten bashing damage from debris. CofD 283
Ice Slick footing strips traction and endangers movement. CofD 284
Inferno Shit's on fire. You might choke if you don't burn up first. DTD 386
Poor Light Darkness impairs vision. MTA 2e 323
Riot Unpredictable violence erupts, and jostling and trampling poses a risk of bashing damage. DE 576
Swarm A horde of small but hostile creatures inflicts bashing damage each turn, and resists attacks that don't saturate an area. Special variants of this Tilt include swarms of thoughtful scorpions (DE 236) and obsidian mosquitoes (DE 239). DTD 179
Viscous Passage through the area is difficult, requiring successful rolls to make progress through it. DTR 320
Urban Collapse The building is coming down, and characters may fall, be struck, or be crushed and trapped. DE 573
Supernatural Tilts
Boneyard A Sin-Eater haunts this place, bringing it to life and aware. GTS 2e 305
Lair You're exposed to the particular ruling conditions of a primordial Beast's Lair. BTP 100
Lightning A supernaturally conjured storm which seeks victims. NH-SM 97
Omen Unnatural plague weather sears flesh or boils blood. NH-SM 97
Shattered Time Time is injured here, causing causal stutters and random modifiers to appropriate derived traits. History may mutate, and futures may split. DE 46
Zombies! There are too many zombies to wade through. Lose your Speed Factor bonus. Each turn in the horde not running at full tilt provokes an attack from the horde. CofD 150


Atavisms (2nd Edition)

Atavism Description Book
Anakim
Cyclopean Strength Lift or move any object of Size up to your Size increased Lair times over. Automatically succeed at feats of strength. BTP 124
Starving Attack with any object you can lift as an improvised weapon.
Expenditure Gain your Lair dots in automatic successes on Strength actions.
Looming Presence Increase your effective Size by Lair without growing in volume. Take the rote quality to Intimidation. BTP 127
Starving Penalize attacks against you by "smaller" opponents by half your Lair. When you strike, contest Presence + Intimidation against Resolve + Composure to inflict Beaten Down.
Expenditure Double the Atavism's Size bonus. +10 Speed factor.
Mimir's Wisdom Perfect recall. Sense when others deceive you or your senses. Once per session, intuit information relevant to a problem at hand. BTP 127-128
Starving Mental Skills take the rote quality when leveraged to feed your Hunger, and reduce unskilled penalties to -1. When you meet someone, intuit something compromising about them.
Expenditure For 24 hours, distribute your Intelligence and Lair dots among temporary dots of Mental Skills and Library.
Terror’s Friend Whenever the Beast succeeds on a roll that is resisted or contested by an opponent, he gains the Shaken Condition, or the Frightened Condition if the Beast achieved an exceptional success. BPG 88
Starving Allies within (Lair dots x 10) yards of the Beast can choose to add 2 dice to rolls for the remainder of the scene, but gain the Spooked Condition.
Expenditure Foes within (Lair dots x 10) yards of the Beast whose Resolve + Supernatural Tolerance (if any) is less than or equal to the Beast’s Strength + Intimidation rating must flee the battlefield or gain the Beaten Down Tilt.
Titanic Blow Ignore up to your Stamina + Lair in Durability when striking objects. BTP 131
Starving Ignore all Durability. Arrest the momentum of struck objects up to twice your Size.
Expenditure Cause a quaking shock that deals Strength + Lair in Structure damage. Bystanders roll Dexterity + Athletics - Lair to avoid being Knocked Down and taking bashing damage.
Vengeful Earth Beast can make melee attacks inflicting bashing damage against targets up to (Lair dots x 2) yards away with destructive wave of earth. If damage exceeds the victim’s Dexterity, he suffers the Knocked Down Tilt. BPG 88
Starving Everyone within (Lair dots x 2) yards of the Beast suffers the Earthquake Tilt.
Expenditure Beast can summon massive limbs of earth and control them as she would her own arms and legs. The limbs are strong — add Lair dots to the Beast’s Strength. They can reach anywhere within (Lair dots x 4) yards.
Eshmaki
Death of Light Dim all light within a radius equal to (Lair dots x 10) yards, imposing –2 dice on all rolls requiring vision and Defense-2 on opponent. BPG 83
Starving Dazzling and confusing victim on Presence + Occult.
Expenditure Horror consumes all sources of light the area with a radius equal to (Lair dots x 10) yards per turn, for (Lair dots) turns.
Dragonfire Roll Dexterity + Athletics - Defense as a flame attack with a Lair weapon rating. Immunity to fire, heat and smoke. BTP 124
Starving Make autofire flame attacks.
Expenditure Inflict aggravated damage with your next flame attack.
From the Shadows Disappear from notice when still or moving in a crowd, even on recordings. BTP 125
Starving Take the rote quality to Stealth actions. Jump to the head of Initiative on the first turn of combat.
Expenditure Disappear from notice for the scene. Clash of Wills against supernatural senses.
Limb from Limb Inflict Arm or Leg Wrack when an attack's damage exceeds the target's Stamina. Rip and tear when you strike a kill. BTP 127
Starving Unarmed attacks take a weapon rating of your Lair.
Expenditure Inflict aggravated damage with your next attack.
Relentless Hunter Accelerated healing times. Add Lair to resist toxins. Stay awake longer without fatigue. BTP 129
Starving At the end of a scene, downgrade twice your Lair in damage. When pursuing your Hunger, ignore need for food, drink, and sleep.
Expenditure Heal either all non-aggravated damage or your Lair in aggravated. Immunity to incapacitation.
Shadow Stalker Devour and replace a victim's shadow. Eye contact is not required to use Nightmares on her. BPG 86
Starving Possibility to use Atavisms while in shadow form, though watchful onlookers may notice.
Expenditure Detach from the victim for (Lair) turns. Possibility to switch between shadow and material forms at will.
Inguma
Alien Mindset Penalize rolls to question or manipulate the Beast by Lair (supernatural attempts require a Clash of Wills). An dramatic failure from the opponent's part inflicts him with the Confused Condition BPG 82
Starving Gain an additional Legend of your choice. Can provide false information to any attempt to guess your Legend, Life, Aspirations or Hunger (supernatural attempts require a Clash of Wills).
Expenditure Gain an additional Hunger of your choice for the remainder of the scene.
Doppelganger Crafting a doppelganger of unconscious victim from her preferred materials on extended roll of Wits + Medicine – Stamina. BPG 84
Starving Beast experiences what her doppelgangers sense.
Expenditure Control doppelganger while Beast lies unconscious.
Enemy Within Shapeshift into someone one previously saw. If you fed from the victim, you gain a bonus to this roll equal to your Lair. BPG 84
Starving Roll Manipulation + Empathy vs. a target's Composure + Subterfuge to intuitively get the right cues and informations to avoid breaking cover.
Expenditure This effect costs 1 Satiety per scene to maintain. Forensic evidence left by the Beast is indistinguishable from her victim's. You can replicate any non-supernatural Skills of the victim, up to (Lair) dots.
Makara
Alien Allure Apply Lair dots like Striking Looks. Good first impression. BTP 123
Starving Roll social exceptional successes on a threshold of three. Inflict the Charmed Condition through Soft Leverage.
Expenditure Temporarily gain Fame or Status up to your missing Satiety. Ignore up to your Lair in Hard Leverage penalties.
Heart of the Ocean Breathe underwater, swim at twice Speed, and add Lair as a bonus to underwater actions. Ignore darkness, cold, and pressure. BTP 125
Starving Sense nearby prey for your Hunger.
Expenditure As an instant action, blight an area for a matter of hours with crushing pressure that wears away at structures.
Monster from the Deep Ignore Defense up to half your Lair. Sacrifice Defense to Stun or Knock Down when striking. BTP 128
Starving Make unarmed attacks with a 2L weapon rating. All-out attacks Knock Down and push the opponent away.
Expenditure Make an area attack with Brawl, ignoring Defense. Area grapples take Lair as a weapon rating.
Ravenous Maw Can consume anything that fits in her mouth, regardless of danger. For harmful substances, she reduces the hazard by (Stamina + Lair dots). She suffers no ill effects if this reduces the danger to 0. BPG 86
Starving Can consume Size up to (her own Size + Lair, maximum 10). The Beast spends one turn swallowing per Size.
Expenditure Beast become grotesque maw. The Beast initiates a grapple and adds Lair dots to roll. Each turn, the victim can only try the Break Free or Damage moves (BtP, p. 165). The Beast can choose Break Free or Damage moves (inflicting lethal damage), or can use a special move to disgorge the victim into his Lair. Beast adds Lair dots to this roll, while the victim adds her Supernatural Tolerance to resist.
Siren's Treacherous Song Mimic sounds with your voice. Take Lair as a voice bonus to social rolls. BTP 130
Starving Contest Manipulation + Persuasion against Resolve + Tolerance to compel listeners to follow, applying your Lair as a Perception penalty.
Expenditure Roll Presence + Expression - Stamina to use your voice as a Lair weapon rating, ignoring Armor and deafening victims.
Smashing Currents Full Defense to all melee attacks and never reduces Defense against multiple attacks. Increase Defense by one when facing fewer opponents than her Lair dots. BPG 88
Starving Apply her Defense against ranged attacks, and downgrade autofire by one step.
Expenditure Tendrils bludgeon attackers, making reflexive unarmed combat attacks of 2 Bashing damage against anyone within (Lair dots x 10) yards who strikes at her.
Namtaru
Basilisk's Touch Drug or poison a target with a touch. BTP 123-124
Starving Increase the severity of the drug or poison by your Lair.
Expenditure Incapacitate the target.
Infestation Expose yourself as an aggregate swarm being to hold your breath and slip through any passage at least a foot wide. BTP 125-127
Starving Take bashing damage from firearms and edged weapons. Sacrifice Defense to inflict your Lair in lethal damage when struck.
Expenditure Discorporate into a fully mobile swarm.
Plague Bearer

With a touch victim is infected with a non-fatal disease. If in combat, the victim suffers the moderate version of the Sick Tilt. Outside of combat, the victim suffers a disease (BtP, p. 171) with Severity equal to Lair dots that inflicts bashing damage equal to Lair per interval of (12 – Lair ) hours. The victim must achieve (Strength + Lair dots) consecutive successes to overcome the disease. The Beast can infect a number of victims equal to her Lair at once.

BPG 86
Starving Within (Lair dots) yards around Beast is Stamina + Resolve – Lair - if fail suffer disease as per the normal effect. Victims gain Confused, Fatigued, or Lethargic Condition. If near the Beast longer than (Stamina) turns, she must test for infection again. An exception-al success renders her immune for the remainder of the scene.
Expenditure Everyone within (Lair dots x 10) yards of the Beast must succeed in a Stamina + Resolve – Lair dots roll or gain the Pestilence (Asymptomatic) Condition.
Shadowed Soul See in darkness or while blinded. Merge with shadows at will. BTP 129-130
Starving While shadowed, perceive through any contiguous darkness.
Expenditure For a scene, instantly travel between shadows.
Skin Deep May manifest modifications equal to half her Lair dots(round up). Each one takes an instant action to draw through her flesh, or force to recede. BPG 87
Starving Summon each modification as a reflexive action, though it still takes instant actions to force each one to recede
Expenditure Beast gains (Lair + 3) dots to distribute between Strength, Dexterity, and Stamina — at least one dot must be allocated to each. At the end of the scene the Beast gains the Fatigued Condition
Unbreakable 3/2 Armor. Ignore Arm and Leg Wrack. BTP 131-132
Starving 4/3 Armor, ignoring minimum bashing damage.
Expenditure For a scene, 4/3 Armor even against aggravated damage, ignore bashing damage, and reduce lethal damage from weapons to bashing.
Talassii
Caught in the Webs Victim lose Lair/2 of Dexterity. If Dex = 0, then victim get's Immobilized Tilt. BPG 83
Starving Physical actions inflict Bashing damage equal to Dexterity penalty.
Expenditure Snare circles (2 x Lair dots) yards. Possible to dogde. Bashing damage equal to Dexterity penalty.
Crushing Coils Adds Lair dots to any roll for resistance against opposition. BPG 83
Starving Any force trying to break the hold of Beast is negated.
Expenditure Beast can crush things with his bare hands.
Illusion of Safety Analyze the entry points of a place, at the rate of (Lair*2) rooms per turn. Rolls to enter those rooms acquire the rote quality. BPG 84
Starving Mark a door or window to make it impassable, requiring a physical instant action to get through.
Expenditure Turn a portal into a Burrow to the Heart of your Lair, for max. (Lair) Turns.
Ugallu
Eye of Heaven Study a subject as an instant action to assess their Anchors, Aspirations, negative Conditions, state of injury, or supernatural boons or weaknesses. BTP 124-125
Starving Studying a subject establishes a surprise attack.
Expenditure Take the rote quality on an attack against the subject.
Lightning Strike Moving up to (Lair dots x 10) yards to attack. Victim must check to see if is surprised. Beast adds Lair dots to the Dexterity + Stealth roll. BPG 85-86
Starving May instantly move up to (Lair dots x 10) yards from her victim.
Expenditure If attack inflicts damage, Beast can move to another victim within (Lair dots x 10) yards and attack again. Only one attack per victim.
Needs Must Add Lair as a Perception bonus. Sense nearby prey for your Hunger. BTP 128-129
Starving Mark prey to track it automatically, contesting with the rote quality.
Expenditure Mark anything as when Starving. Once daily, temporarily borrow your mark's senses.
Storm-Lashed Immunity to weather effects. Roll Dexterity + Athletics - Defense to buffet with wind. BTP 130-131
Starving Your presence attracts storms. In a storm, roll Wits + Occult - Defense to direct lightning with a Lair weapon rating.
Expenditure Inflict a storm with an extreme environment rating up to your missing Satiety.
Weakness Exposed Physical assaults reduce armor by one per successful attack. Social maneuvers strip away two Doors on a success, or four Doors on an exceptional success. If the Beast achieves an exceptional success on a contested mental action, her opponent loses a point of Willpower and gains the Confused Condition. BPG 88-89
Starving When the Beast fails an “attacking” roll — whether combat, Social maneuvering, or another roll resisted by the target — her Horror adds its Power as bonus dice to her next roll.
Expenditure For the remainder of the scene, the Beast ignores armor or other protections. Each attack that deals damage also inflicts the Stunned Tilt.
Wings of the Raptor Triple jumping distance. Glide at twice Speed. Attacks from above add every ten feet drop as a weapon rating. BTP 132
Starving Sprint up any surface as an instant action.
Expenditure Roll Stamina + Athletics for a burst of full flight.

Nightmares (2nd Edition)
Nightmare Dice Pool Description Book
Common Nightmares
All Your Teeth Are Falling Out Intelligence + Satiety vs. Stamina + Tolerance Penalize physical traits by -2 and deny Striking Looks. BTP 134
Gorged Restrict effective successes on physical rolls to one, or when exceptional, two.
Expenditure Cause a physical action to fail outright.
Behold, My True Form! Presence + Satiety - Stamina Deal lethal damage. BTP 134
Gorged Take 8-Again.
Expenditure Add a 2L weapon rating.
Bugs Everywhere! Presence + Satiety vs. Stamina + Tolerance Inflict the Sick Tilt. BTP 134-135
Gorged Add the Poisoned Tilt.
Expenditure Apply Tilt penalties as bonuses against mental influence.
Don't Take My Leg, Doc! Presence + Satiety vs. Resolve + Tolerance Inflict -2 to physical actions from delusions of surgical pain. DEC 250
Gorged Inflict phantom Arm or Leg Wrack.
Expenditure Inflict Beaten Down.
Everything You Do Is Worthless Manipulation + Satiety vs. Resolve + Tolerance Raise the exceptional threshold for a chosen category of actions to seven. BTP 135
Gorged Restrict effective successes on each roll to one, or when exceptional, two, unless the victim spends Willpower.
Expenditure Reduce an action to a chance die.
Fear Is Contagious None Roll a Nightmare at -2 against two victims. BTP 135-136
Gorged Against a victim per Satiety dot.
Expenditure The victim becomes a contagious Nightmare vector, prompting a Resolve + Composure roll resisted by spent Satiety.
Flying and Falling Manipulation + Satiety vs. Composure + Tolerance Exceptional successes sap Willpower. BTP 136
Gorged Steal sapped Willpower.
Expenditure Reduce the exceptional threshold to three.
Run Away Manipulation + Satiety vs. Composure + Tolerance The victim runs away until exhausted. BTP 136
Gorged Designate a subject to flee from or to.
Expenditure +3 Speed, but Athletics failures inflict lethal damage from carelessness.
Soldier's Heart Manipulation + Satiety vs. Resolve + Tolerance Inflict Broken, Distracted, or Fugue by dredging up memories of trauma. DEC 250
Gorged Deny access to Mental Merits.
Expenditure Cause a mental action to fail outright.
The Walls Have Eyes None Roll a Nightmare at -2 to affect the next person that falls asleep in the targeted room BPG 89
Gorged The Nightmare affects the next person that enters the room.
Expenditure Removes the -2 penalty, lowers the exceptional threshold to three.
They Are All Around You Manipulation + Satiety vs. Composure + Tolerance Inflict the Paranoid Condition with a chosen delusional focus. BTP 136
Gorged The focus induces rage on a Resolve + Composure failure.
Expenditure -2 against breaking points, but reduce the exceptional threshold to rail against the focus to three.
They Don’t Love You Manipulation + Satiety vs. Composure + Tolerance -3 penalty to all rolls to persuade or empathize with others. BPG 89
Gorged Raise the exceptional threshold for Social rolls to seven (can be removed for a single action at the cost of 1 Willpower).
Expenditure The victim can’t use her Virtue (or equivalent) to regain Willpower.
They Put Something In Your Food Presence + Satiety vs. Resolve + Tolerance The victim must roll Stamina + Composure to eat a meal, and gains the Sick Tilt (moderate) in case of a failure BPG 89
Gorged Perceiving food or hear it being mentioned causes the Sick Tilt (grave).
Expenditure The effect lasts one more day per Satiety spent.
They Walk Amongst Us Manipulation + Satiety vs. Resolve + Tolerance Inflict the Spooked Condition for the rest of the scene. BPG 90
Gorged Gain the 8-again when manipulating a Spooked victim.
Expenditure All failures on Social rolls are counted as dramatic failures. All attempts to use Social maneuvering by the victim must use hard leverage.
This Is Due Tomorrow Manipulation + Satiety vs. Resolve + Tolerance Any attempt from the victim’s part to complete a specified project costs 1 Willpower. BPG 90
Gorged Any failure on a roll related to the project counts as a dramatic failure.
Expenditure Inflicts the Fugue Condition, triggered by trying to finish the project.
This Isn't My Skin! Presence + Satiety vs. Composure + Tolerance Inflict -2 to social actions from delusions of a rejected or persecuted identity. DEC 250
Gorged The victim can only contest actions with one maximum success.
Expenditure Deny Virtue and Vice.
We’re Going Down! Presence + Satiety vs. Composure + Tolerance The victim must roll to retain control over her vehicle, and suffers -2 to all her driving rolls. BPG 91
Gorged All of the victim’s failed Drive rolls count as dramatic failures.
Expenditure The victim attempts to accelerate every turn she's driving a vehicle.
You Are Alone Manipulation + Satiety vs. Resolve + Tolerance Interaction with others costs Willpower and suffers -2. BTP 136-137
Gorged Use even basic human interaction as soft leverage.
Expenditure Deny teamwork actions, but the first two attacks in a turn don't reduce Defense.
You Are Not Alone Manipulation + Satiety vs. Resolve + Tolerance -2 to perception from avoidant focus. BTP 137
Gorged Designate a focus to avoid and ignore.
Expenditure Deny reflexive perception, but reduce exceptional threshold for a chosen extended action to three.
You Can’t Dig It Out Presence + Satiety vs. Stamina + Tolerance Inflict the Sick Tilt (moderate) BPG 91
Gorged Inflict the Paranoid Condition.
Expenditure Unless stopped, the victim deals herself lethal damage.
You Can't Wake Up None Roll a Nightmare at -2 to reserve a reactivation within 24 hours. BTP 137
Gorged Roll a Nightmare at -2 to extend its duration to a day.
Expenditure Suffer no penalty, and reduce the Nightmare's exceptional threshold to three.
You Cannot Run Wits + Satiety vs. Resolve + Tolerance Half Speed and inflict -2 to any action except hiding. BTP 137
Gorged The victim must roll Resolve + Composure each turn or stand frozen in place.
Expenditure Even acknowledgement by another person causes the Fugue Condition.
You Deserve This Presence + Satiety vs. Composure + Tolerance Inflict the Guilty Condition. BTP 137-138
Gorged Inflict Beaten Down.
Expenditure The victim must spend Willpower to apply Defense for a turn. Invert wound penalties into bonuses, and stay conscious while full of bashing damage.
You Must Obey Presence + Satiety vs. Resolve + Tolerance The victim must obey your commands or face breaking points. BTP 138
Gorged Issue complicated commands, or sequential commands up to Satiety.
Expenditure The victim either recovers Willpower or reduces the exceptional threshold to three when carrying out each command.
You’re One of Us Presence + Satiety vs. Resolve + Tolerance The victim gains the Delusional Condition, believing she’s a given type of supernatural entity BPG 91
Gorged Opportunities for the victim to reinforce her delusional identity count as soft leverage in Social maneuvering.
Expenditure The victim must roll Resolve + Composure to resist an opportunity to “feed”. She gains the 8-again quality to rolls that brings her closer to feeding.
You Were Never Right Intelligence + Satiety vs. Resolve + Tolerance Using one specified Mental Skill costs 1 Willpower, and its exceptional threshold rises to seven instead of five. BPG 92
Gorged All failures on Mental rolls by the victim are counted as dramatic failures.
Expenditure Deny Merits tied to “knowledgeable sources” for the Nighmare’s duration.
You Will Never Rest Wits + Satiety vs. Stamina + Tolerance Inflict fatigue as per 24 hours sleepless. BTP 138
Gorged As per 24 hours per Satiety dot, and any resulting sleep is unsatisfying and difficult to rouse.
Expenditure Designate up to your Wits in panic triggers.
Kinship Nightmares
Checking It Twice (Wizened Changeling) Presence + Satiety vs. Composure + Tolerance The victim gains the Obsession Condition for an object they can toy with. BPG 92
Gorged Any action the victim takes other than rechecking the object requires a reflexive Resolve + Composure roll.
Expenditure The Obsession Condition remains even after the Nightmare expires.
Cursed Object (Maa-Kep Mummy) Manipulation + Satiety vs. Resolve + Tolerance Inflict the Cursed Condition while the victim owns a chosen object. BTP 142-143
Gorged Designate yourself as able to lift the curse. Enjoy soft leverage.
Expenditure Pass the Nightmare's effects along with ownership of the object.
Dead Hunger (Sobeki) Manipulation + Satiety vs. Composure + Tolerance Inflict Sick Tilt during action scenes, and a general −2 to all actions in other scenes. DE2 30
Gorged The victim cannot spend Willpower except in pursuit of feeding herself.
Expenditure The victim is driven to deal one point of lethal damage per Satiety point spent via consuming flesh.
Death Is a Prison (Sin-Eater) Presence + Satiety vs. Resolve + Tolerance All damage accrues wound penalties, up to -5. BTP 141-142
Gorged Inflict the Wanton Condition.
Expenditure Convince the victim he is a ghost, haunting a specific place or person.
Everyone Hates You (Promethean) Manipulation + Satiety vs. Composure + Tolerance Inflict -2 to social rolls from irritable defensiveness. BTP 140
Gorged Inflict the Agoraphobic Condition.
Expenditure Deny access to a Social Merit.
Everything You Know Is A Lie (Mage) Intelligence + Satiety vs. Resolve + Tolerance The victim loses access to Specialties and 10-again for the duration of the Nightmare. BPG 92
Gorged The victim must reroll any dice that come up successes when using any Skill in which has a Specialty.
Expenditure The Beast chooses a Skill category. Within that category, the victim treats all Skills as untrained.
Evil Doll (Unfleshed Promethean) Presence + Satiety vs. Composure + Supernatural Tolerance The victim becomes convinced that some object is a monster . As long as the object remains in the room the character has the Spooked Condition. BPG 93
Gorged If the victim destroys the object, she believes that another object in the room has become possessed .
Expenditure The victim suffers the object’s equipment bonus in lethal damage.
Family is Forever (Vampire) Manipulation + Satiety vs. Resolve + Supernatural Tolerance The victim gains the Leveraged Condition. BPG 93
Gorged The Beast gains access to a number of the victim’s Social Merit dots equal to the Beast’s Satiety at the activation of the Nightmare.
Expenditure The Beast may make requests that would normally require blackmail or weeks of cajoling.
Tabula Rasa (Mummy) Presence + Satiety vs. Resolve + Tolerance Inflict the Amnesia Condition, temporarily stripping a swath of memory. BTP 142
Gorged Temporarily strip or return any amount of memory.
Expenditure Render the Condition Persistent.
The Void Is Waiting (Low-Wisdom Mage) Intelligence + Satiety vs. Resolve + Tolerance Force a Clash of Wills to redirect supernatural powers to the victim. BTP 140
Gorged Inflict lethal damage on the source of a redirected power.
Expenditure Cause a supernatural power to fail outright.
The Water Won’t Last Forever(Hunter in Darkness Werewolf) Presence + Satiety vs. Composure + Tolerance The victim gains the Paranoid Condition,feeling compelled to hoard material resources to ensure his ownsurvival. BPG 93
Gorged As long as thevictim is under the effect of the Nightmare, he is treated as hostile for all Social Maneuvering actions short of hard leverage.
Expenditure The Beast may spend Satiety. For each Satiety spent the Nightmare persists for another day.
We Know All Your Secrets (Mekhet Vampire) Wits + Satiety vs. Resolve + Tolerance Obsess the victim with protecting some secret from discovery. BTP 138-139
Gorged The victim lowers her guard around you, taking -2 to social rolls.
Expenditure The victim compulsively blurts out secrets.
You Are A Meat Machine(Promethean) Intelligence + Satiety vs. Resolve + Tolerance The victim suffers a –2 penalty to actions that are not in his own self-interests. BPG 93
Gorged The victim loses a point of Willpower whenever he acts takes any action without obvious benefit.
Expenditure The victim gains the Fugue Condition when being forced to make a moral or ethical decision.
You Are Better Than Them (Mage) Manipulation + Satiety vs. Resolve + Tolerance Reverse Virtue and Vice. BTP 139-140
Gorged Forestall breaking point and negate penalties from risking them.
Expenditure The victim reduces the exceptional threshold to pursue an aspiration to three, but is impelled to crush those who stand in his way.
You Are an Impostor (Mannikin Changeling) Presence + Satiety vs. Composure + Tolerance The victim believes herself a copy of you and becomes defensively contrarian. BTP 141
Gorged Share suffered damage and adverse Conditions with the victim.
Expenditure The victim loses feeling, wound penalties, and the use of Anchors. Social failures become dramatic.
You Are Infected (Vampire) None Roll a Nightmare at -2 to target anyone who has tasted your blood within a day. BTP 138
Gorged Roll a Nightmare at -4 to target your blood, activating on a victim's exposure.
Expenditure Suffer no penalty, and reduce the Nightmare's exceptional threshold to three.
You Are Lost (Changeling) Manipulation + Satiety vs. Resolve + Tolerance Inflict the Lost Condition. BTP 140-141
Gorged Failure to temporarily reorient causes dramatic failure.
Expenditure The victim must make an orientation roll to avoid wandering out of the Earthly realm.
You Cannot Kill It (Tammuz Promethean) Manipulation + Satiety vs. Composure + Tolerance The victim can't gauge your condition, and only inflicts bashing damage. BTP 140
Gorged Inflict a -2 weapon rating against you.
Expenditure Ignore all but one point of bashing damage from the victim.
You Can't Take It with You (Bonepicker Sin-Eater) Manipulation + Satiety - Resolve Deny access to Social Merit dots through ennui. BTP 142
Gorged Obsess the victim with a chosen possession or relationship.
Expenditure Strip Social Merit dots by causing the victim to burn bridges.
You Have Foreseen This (Acanthus Mage) Intelligence + Satiety vs. Resolve + Tolerance The victim gains the Delusional Condition. BPG 94
Gorged The player may select a number of rolls equal to the successes rolled on the Nightmare activation roll that the victim knows are destined to fail.
Expenditure After the Delusional Condition is resolved, the victim loses 10-again for the scene.
Your Rage Consumes You (Werewolf) Presence + Satiety vs. Composure + Tolerance The victim lashes out violently, either striking a target down or driving them away. BTP 139
Gorged The rage persists.
Expenditure The victim cannot be Beaten Down and takes +2 to fighting.
Your Struggle Won’t Matter(Torn Sin-Eater) Presence + Satiety vs. Resolve + Tolerance The victim gains the Beaten Down Tilt. BPG 94
Gorged The Beast regains one Willpower when the victim spends a point of Willpower to fight back..
Expenditure For every Satiety spent, the Beast reduces one attack by the victim to a chance die.
You Should Fade Away (Silent Sin-Eater) Presence + Satiety vs. Resolve + Tolerance The victim must make a Resolve + Composure roll to ask somebody else for something he needs. BPG 94
Gorged The victim gains the Swooning Condition with whomever chooses to address him.
Expenditure To try and get someone’s attention,the victim rolls Presence + Resolve if human, or Presence + Tolerance if not.
Your Tools Betray You (Iron Master Werewolf) Presence + Satiety vs. Composure + Tolerance Inflict -2 to tool or equipment use through fearful delusions. BTP 139
Gorged Deny equipment bonuses and weapon ratings.
Expenditure Dramatic failures with tools self-inflict lethal damage.
You Will Be First Against the Wall (Carthian Vampire) Presence + Satiety vs. Composure + Tolerance The victim gains the Agoraphobic Condition.. BPG 94
Gorged The victim may no longer benefit from Teamwork actions with others.
Expenditure Any room that has more than two people is treated as a large crowd by the Agoraphobic Condition.
Uncommon Nightmares
Your Strength Is Your Weakness Manipulation + Satiety - Resolve Must be taught to those who have swam the Makara floodways. May apply teamwork. Only functions in Vancouver. BTP 267
Inflict the Abruption Condition on a supernatural being who is not a Beast, Hero, or mage.
Gorged Take 8-Again against the victim with soft leverage, or the rote quality with hard.
Expenditure Inflict lethal damage when the victim attempts to use a supernatural power.

Hungers (2nd Edition)
Hunger Epithet Meals Book
Hoard Collectors Rob and claim fine possessions from others BTP 38
Power Tyrants Dominate, abuse and step over the less privileged BTP 36
Prey Predators Find, chase and harm increasingly challenging quarry BTP 40
Punishment Nemeses Face chosen transgressors with elaborate punishments BTP 42
Ruin Ravagers Irrevocably destroy that which is cherished and valued BTP 44
Secrets Whispers Reveal a targets deepest secrets to the world BPG 76
Transgression Enablers Show victims the true costs of their sin BPG 78

Anathema and Gifts (2nd Edition)

Anathema

Anathema Description Book
Bane Starving A chosen element or material deals armor-piercing lethal damage by exposure. BTP 209
Sated The damage becomes aggravated.
Gorged Exposure also stuns the Beast.
Chosen One Starving A designated character is empowered against you. Their attacks gain 9-Again and a +2 weapon bonus. NH-CH 36
Sated The Chosen One's attacks gain 8-Again.
Gorged The Chosen One's attacks instead apply the rote action quality, and the two points of bonus damage are aggravated.
Entrancement Starving A person or material preoccupies the Beast when present, inflicting a -1 penalty until secured and protecting it from the Beast's aggression. Spend Willpower to suppress for a turn. BTP 209
Sated Suffer a -2 penalty while the subject is unsecured, and a -1 penalty while holding it secure. You may not suppress with Willpower.
Gorged Suffer a -3 penalty while unsecured, -2 while secured. You may not harm the subject, even in self-defense.
Phobia Starving A particular stimulus evokes a fight-or-flight response, inflicting a -2 penalty to any action except to escape or destroy it while present. BTP 209
Sated The penalty applies to actions to fight back, as well as Initiative, and persist briefly after the stimulus is gone.
Gorged The penalty increases to -3, and the Beast's Initiative modifier is stripped altogether.
Rage Starving Restless anger inflicts a -1 penalty to Social actions and non-attack combat actions. The anger may be suppressed with Willpower. It resumes on suffering damage or after a scene of social interaction. BTP 210
Sated The penalty increases to -3, excluding Intimidation rolls. Willpower cannot suppress the rage for social interaction.
Gorged Blinding rage makes the penalized actions impossible. Willpower only suppresses the rage for a turn.
Weak Spot Starving A particular part of your body may be struck for aggravated damage with a -3 called shot. BTP 211
Sated The weak spot cannot be concealed or protected by Armor.
Gorged The weak spot is exposed and requires only a -1 called shot.
Weaponbound Starving A specific weapon poses a supernatural threat to you. Attacks using the weapon gain 9-Again and a +2 weapon bonus. BTP 211
Sated Attacks using the weapon gain 8-Again.
Gorged Attacks using the weapon instead apply the rote action quality, and the two points of bonus damage are aggravated.

Gifts

Gift Description Book
Champion's Endurance +2 General Armor against Beasts. BTP 213
Chosen Blade A specific weapon in the Hero's possession gains +1 weapon bonus, reduces its Initiative penalty, and either expands its range or reduces its Strength requirement. BTP 213
Dream Killer Demolish Lair Chambers twice as quickly. NH-CH 48
Family Rivalry The Hero can identify characters with Family Ties and use Social Maneuvering to call pressure upon them to break ties with their bonded Beast. NH-CH 37
Kinslayer Heroic Tracking and Gifts may target subjects of Family Ties as if they were Beasts. BTP 213
Legendary Hunter +3 to Heroic Stalking and to pierce a Beast's concealment. Heroic Stalking's exceptional threshold reduces from five to three. BTP 213
Loremaster The Hero may use research as a vector to place Anathema remotely as an extended action, though the Beast senses the attempt. BTP 213
Open Gate The Hero may contest Wits + Resolve + Occult vs Resistance + Lair to push a lingering Primordial Pathway back open into or out of a Beast's Lair. BTP 214
Real World The Hero may contest Power + Occult vs Resolve + Lair to banish an imposed Lair Trait. BTP 214
Saint's Whisper The Hero may use a social confrontation as a vector to place Anathema. BTP 215
Shepherd's Gaze The Hero may contest Finesse + Occult vs Resolve to read the traces of a Beast's influence in the dreams of a sleeping subject. NH-CH 48
Vanquisher's Strength Treat one of Brawl, Firearms, or Weaponry as one dot higher, and against a Beast, treat Strength as two dots higher. May be purchased twice. BTP 215
Warrior's Speed In conflict against a Beast, take +10 Speed and determine Defense with the higher of Wits or Dexterity. You may choose to copy the Initiative value of the quickest Beast present. May be purchased twice, for an additional +5 Speed and to treat Dexterity as two dots higher in combat. BTP 215



NPCs, Beings (2nd Edition)

Ephemeral Entities

Ghostly Twilight
Ghosts Self-aware impressions left behind by the death and loss, anchored from the pull of the Underworld. CofD 122
Amkhata Ravening aberrations formed from raw Sekhem unbound from any vessel. MTC 2e 219
Fiends The endless demons of Duat, who exist only to cause pain and to be pained. MTC 2e 321
Shades Shadows cast by dead lives, progressing to the unlit land of Duat. MTC 2e 231
Spiritual Twilight
Spirits Symbiotic totems born from the resonance of the world, native to the Shadow Realm. CofD 122
Idigam Bizarre, ever-changing monsters of the Shadow Realm, with unique infectious powers. WTF 2e 216
Astral Twilight
Goetia Thoughtforms native to the Astral Realms. MTA 2e 252
Unfettered Horrors of the Primordial Dream, divorced from the link to corporeal Beasts. BTP 235
Angelic Twilight
Angels Servitors and subsidiaries of the God-Machine, consumed with cosmic tasks and commands. CofD 122
Exiles Failed and abandoned angels with impossible orders, who develop quirks and dysfunctions. DSG 63

Material Creatures

Being Description Book
Claimed Fusions of spirits and possessed vessels, merged in mind and body. WTF 2e 207
Cryptids Animals supernaturally mutated by exposure to Aether. DTD 228
Geryo Many-headed ur-predators which predate the Uratha and carry a shapeshifting contagion. NH-SM 153
Horrors Miscellaneous monsters and hidden dangers in the Chronicles of Darkness. CofD 140
Hosts Shattered fragments of ancient Shadow gods, including the spider-host Azlu and rat-host Beshilu. WTF 2e 202
Manticores Animals transformed in the same manner as the Remade, who instinctively wield similar Variations. DTR 65
Pandorans Hungry, parasitic monsters stirred to unlife by the radiance of the Divine Fire. PTC 2e 239

Otherworldly Beings

Being Description Book
Hedge Ghosts Insubstantial remembrances of feeling and character traits, tied to the Hedge. CTL 2e 245
Hobgoblins Cunning opportunists and strange dream-folk born of the Hedge. CTL 2e 252
Huntsmen Arcadian aborigines emptied of their hearts and inhabited by the True Fae to invade the material world. CTL 2e 264
Qashmallim Pyretic intelligences composed of Divine Fire, motivated by missions of catalysis and inspiration. PTC 2e 271
Pangaeans Ancient gods of the Border Marches, transcending flesh and spirit. DE 58
Strix Unliving shadows who steal bodies to sate their spite and visceral urges. VTR 2e 200
Supernal Entities Entities hidden in the Supernal World and summoned into the Fallen World. MTA 2e 252
True Fae Covetous alien gods who manifest as discrete Titles. CTL 2e 269

Supernal Entities

Being Realm Manifest Recondite Description Book
Angels Aether Seraphim Cherubim Elemental symbols of power and wisdom, ruling Forces and Prime. MTA 2e 97, 252
Beasts Primal Wild Atavisms Totems Primal symbols of instinct and intuition, ruling Life and Spirit. MTA 2e 97, 252
Demons Pandemonium Imps Wraiths Harrowing symbols of correspondence and insight, ruling Space and Mind. MTA 2e 97, 252
Fae Arcadia Anachronisms Moirae Esoteric symbols of fate and fortune, ruling Time and Fate. MTA 2e 97, 252
Shades Stygia Apeirons Specters Meditative symbols of theory and memory, ruling Matter and Death. MTA 2e 96, 252
Being Description Book
Ananke Living works of imperial magic embodying the ordainment of a particular outcome in the timeline. SoS 116
Ochemata Extruded aspects and avatars of Archmasters and Ascended beings. SoS 115