Secured Location | ||||
---|---|---|---|---|
Bastion | (• to •••••) {Size, Amenities, Battlements} (SH) | SaD p108 | Changeling Motley Dream Fortress | |
Den | (•••) | Skin p21, ChB p96 | Skinthief or Changing Breed | |
Haunt | (• to •••••) {Fluidity, Residue, Utility} (SH) | GtSE p87 | Sin-Eater | |
Haven | (• to •••••) | VtR p100 | Vampire | |
Hollow | (• to •••••) {Size, Amenities, Doors, Wards} (SH) | CtL p94 | Changeling | |
Lair | (• to •••) (SH) | PtC p96 | Promethean | |
Safehouse | (• to •••••) {Cache, Secrecy, Size, Traps} | H:tV p71 | Hunter | |
Sanctum | (• to •••••) {Security, Size} (SH) | M:tA p86 | Mage | |
Temple | (• to •••••) | CoC p42 | Circle of the Crone | |
Universal Fixtures | ||||
Archive | (• to •••••) | RoS p87 | Every dot is single topic, cuts study time. | |
Sanctum Materials | (• to •••••) | S&S p86 | increase strength of structure | |
Portable | (•) | Myst p141 | change location, personal only | |
Geomantic Nexus | (• to •••••) Size and (• to •••) +1 attribute per dot | Ordo p202 | Fung Shui | |
Guardian Retainer | (• to •••••) (mult) | S&S p85 | armed guard | |
Library | (• to •••••) (SH) | M:tA p85 | 1/dot topics of research | |
Security | (• to •••••) | VtR p100, PtC p96, MtA p86 | +1 intiative against break-ins per dot. | |
Size | (• to •••••) | VtR p100, PtC p96, MtA p86, CtL p95 | • - 1-2 rooms, •• - 3-4 rooms, ••• - 5-8 rooms, •••• - 9-15 rooms, ••••• - Countless rooms | |
Vampire | *pre: Haven | |||
Location | (• to •••••) | VtR p100 | +1 bonus to hunting per dot for owner and invitees. | |
Occultation | (• to •••••) *pre: Haven Size ••• or less | Mehket 119 | Penalizes attempts to find the Haven | |
Temple Library | (• to •••••) *pre: Temple | CoC p42 | ||
Mage | *pre: Sanctum | |||
Alchemical Lab | (• to •••••) (SH) | TotM p146 | resources to produce Gross Matter | |
Guardian Ghost | (•• to •••••) (mult) | S&S p85 | bound Ghost | |
Guardian Spirit | (•• to •••••) (mult) | S&S p86 | bound Spirit | |
Hallow | (• to •••••) (SH) | M:tA p83 | upwelling of Mana | |
Sanctum Gauntlet | (• to ••) | S&S p86 | +/- 1/dot Gauntlet | |
Scriptorium | (•• to •••••) (SH) | Myst p67 | reduce cost to learn Rotes | |
Summoning Circle | (• to •••) | Summ p185 | attuned circle to particular realm | |
Changeling | *pre: Hollow | |||
Amenities | (• to •••••) | CtL p95 | How comfortable the Hollow is. | |
Doors | (• to •••••) | CtL p95 | Add doors in Hedge and on Earth. | |
Hob Kin | (••) | RoS p92 | Hobgoblins protect your Hollow. | |
Ritual Doorway | (•••) *pre: Doors ••••• | RoS p95 | Enter from anywhere on Earth. One way. | |
Wards | (• to •••••) | CtL p95 | Ability to hide and fortify Hollow | |
Workshop | (• to •••••) *pre: Size >= Workshop | RoS p97 | Space and tools for various crafts, 1/dot | |
Mobile Hollow | (• to •••••) | SaD p92 | More dots = further and faster, more control | |
Changeling Bastions | *pre: Must belong to a Motley of 3 or more with specialty in Oneiromancy | |||
Amenities | (• to •••••) | SaD p108 | How comfortable the Bastion is. | |
Battlements | (• to •••••) | CtL p. 198 | 10 points of damage per •, ranged attacks allowed | |
Werewolf Territory | ||||
Ambush Site | (•) | Territories 40 | ||
Apartment Building | (•) | Territories 27 | ||
Arcane | (+•) | Territories 40 | ||
Artic | - | Territories 46 | ||
Barren | - | Territories 37 | ||
Big Box Store | (•) | Territories 27 | ||
Catalyst | (•) | Territories 37 | ||
Caverns/Tunnels | (•) | Territories 19 | ||
Cemetary | (•) | Territories 33 | ||
Church | (•) | Territories 33 | ||
Cliff/Ridge | (•) | Territories 19 | ||
Club or Bar | (••) | Territories 28 | ||
Contested | (-•) | Territories 41 | ||
Criminal District | (•) | Territories 34 | ||
Desert | (•) | Territories 19 | ||
Dry | - | Territories 46 | ||
Empty Building | (•) | Territories 34 | ||
Essence Current/Ley Line | (+•) | Territories 41 | ||
Fallow Prairie | (•) | Territories 21 | ||
Factory | (•) | Territories 29 | ||
Factory Farm | - | Territories 21 | ||
Farm | (• or ••) | Territories 21 | ||
Glade | (•••) | Territories 38 | ||
Haunted | (+•) | Territories 42 | ||
High | - | Territories 46 | ||
Highway | (•) | Territories 34 | ||
Houses/Housing | (•) | Territories 29 | ||
Hospital | (•••) | Territories 35 | ||
Landfill or Garbage Dump | (••) | Territories 22 | ||
Locus | (• to •••••) | Territories 38 | ||
Mall/Strip Mall | (•) | Territories 29 | ||
Media Center | (+•) | Territories 42 | ||
Military Base | (•••) | Territories 35 | ||
Mountain | (••) | Territories 22 | ||
Museum/Library | (•) | Territories 30 | ||
Neutral Ground | - | Territories 43 | ||
Notorious | - | Territories 42 | ||
Ocean/Sea/Great Lake | (•) | Territories 23 | ||
Office Building/Skyscraper | (•) | Territories 30 | ||
Park | (•) | Territories 30 | ||
Pond/Lake/Lakefront | (•) | Territories 24 | ||
Poor | (+•) | Territories 44 | ||
Pure | (-••) | Territories 44 | ||
Rich | (+•) | Territories 45 | ||
River/Riverside | (•) | Territories 24 | ||
Sanguine | (+•) | Territories 45 | ||
Shoal | - | Territories 38 | ||
Shop or Restaurant | (•) | Territories 31 | ||
Spring | (••) | Territories 24 | ||
Stadium or Arena | (•) | Territories 31 | ||
Stream | (•) | Territories 25 | ||
Swamp/Marsh/Wetland | (••) | Territories 25 | ||
Theater/Opera House | (•) | Territories 33 | ||
Tropical | - | Territories 46 | ||
University or Postsecondary School | (••) | Territories 36 | ||
Utilities | (•) | Territories 36 | ||
Verge | - | Territories 39 | ||
Virgin | (+••) | Territories 45 | ||
Wet | - | Territories 46 | ||
Window | (•) | Territories 39 | ||
Woods/Forest | (••) | Territories 26 | ||
Wound | - | Territories 39 | ||
Barony Merits | Vampire: the Requiem Damnation City | |||
Cant Fluency | (·) *Pre: Politics · or Occult · or Streetwise · | DC p200 | ||
Cant Savvy | (··) Pre: Intelligence ·· and Politics · or Occult · or Streetwise · | DC p200 | ||
Connections | (· to ·····) Pre: Presence ·· and Politics ·· or Streetwise ··· | DC p200 | ||
Domain | (· to ·····) Pre: Fealty Flaw | DC p200 | ||
Feeding Ground | (· to ·····) Pre: Fealty Flaw (for ···· and ····· only) | DC p202 | ||
Site | (· to ·····) | DC p202 | ||
Tenant | (· to ·····) Pre: Domain Size per merit, Fealty Flaw | DC p202 | ||
Vassal | (· to ·····) Pre: Domain Size per merit, Fealty Flaw | DC p203 |
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, Changeling (1st Edition)
Merit | Cost | Prerequisites | Source | Description |
---|---|---|---|---|
Age Reversal | (•) | Wyrd •••• | NH:GF p84 | Your Changeling begins to age backwards. |
Arcadian Body | (••••) | Attribute •••+ Creation Only | RoS p87 | Bring an attribute to a maximum of +6 , 5th dot only costs one dot at character creation. |
Arcadian Metabolism | (•••) | - | RoS p87 | Greater healing when eating Goblin Fruits, but suffer malnutrition without one Fruit per week. |
Brownie's Boon | (•) | - | RoS p88 | You complete mundane tasks in half the time that it would take others! Well, except you can't be watched while you do it. You can spend a glamour to half this time again. And again. And a gain. Though, this tops out at being able to finish something in 1/16th the time. |
Charmed Life | (••) | - | RoS p88 | Reroll when dealt aggravated damage or would otherwise be killed. |
Court Goodwill | (• to •••••) | - | CtL p93 AN p. 45 | Develop favor with members of a Court. Ensorcelled mortals can take this merit. |
Devotee | (• to •••••) | Wyrd ••••••• | ER p14 | You have a group of loyal, but broken followers. |
Disenchanting Kiss | (••••) | Wyrd ••••• Clarity 9+ | SaD p92 | With high Clarity, you have a kiss that cancels mind and emotional controll |
Dual Kith | (•••) | Wyrd •• | WM p98 | Your character possesses two or more kiths, and by proxy the blessing that comes with it. |
Dual Kith | (•• or •••) | Creation Only | RoS p88 | Your character possesses two or more kiths, and by proxy the blessing that comes with it. |
Enchanting Performance | (••••) | Expression ••• | RoS p88 | Reduce negative situation modifiers to Expression or Persuasion equal to your wyrd. Spending a point of Glamour the performance becomes rote, and if successful, it inspires an emotion appropriate to performance. |
Fae Mount | (•, ••, ••• or •••••) | - | RoS p89 | You own a Hobgoblin/Token/Otherwise magical mount. • = Appearing when called. •• = As • , but with single magical ability ••• = As ••, but with another magical ability ••••• = As •••, but capable of leaving the Hedge for a scene, complete with mask. Must return to the Hedge for 24 hours afterwards. |
Faerie Favor | (•••) | - | RoS p90 | You possess a token, which, when broken, will summon your Keeper, who owes you a single favor. |
Faerie Healing | (••) | - | RoS p90 | Capable of using Goblin Fruits to restore health to others. Does not apply to the dead (Ghosts, Vampires) |
Fighting Style Dream Combat | (• to •••••) | Wyrd ••, Empathy ••• | RoS p90 | Abilities for fighting while in a dream. Look under the Styles Merits page for more information. |
Fighting Style Hedge Duelist | (• to •••••) | Wyrd ••• | RoS p91 | Abilities to use in a formal duel while in the Hedge. Look under the Styles Merits page for more information. |
Gentrified Bearing | (••••) | Wyrd ••• | RoS p92 | You look a bit like the True Fae, and can fool Hobgoblins and Gentry at a distance. |
Goblin Merchant | (• or •••) | - | Goblin Markets p34 | Sell at Goblin Market without being price-gouged and while protected by Market Law |
Goblin Vow | (• to •••••) | - | RoS p38 | Can make pledges with one Wyrd-purview/dot; no sanction and boon and task must be related to purview |
Harvest | (• to •••••) | - | CtL p94 | A list of your consistent sources of Glamour. Examples include: Emotion, Dreaming, Oaths, Hedge Fruit |
Hedge Gate Sense | (•) | - | RoS p92 | Sensitivity to established Hedge Gates, lower time spent finding such a gate cut by half, granted a reflexive roll when near one. |
Hedgebeast Companion | (• to •••) | - | AN p132 | Intelligent Hobgoblin familiars who act as animal retainers. The more dots you have, the stronger the Hobgoblin is. |
Hidden Life | (• to •••) | Fame 0, Wyrd equal to dots in Hidden Life | RoS p92 | Seeking information about your character takes a penalty, including remembering contact or physical details. |
Hob Kin | (••) | Hollow •+ | RoS p92 | Feel like family to Hobs, making it easier to make fair deals with them. |
Hobgoblin Trainer | (••) | - | RoS p93 | Ability (and rules) for temporarily training Hobgoblins. |
Hollow | (• to •••••) | - | CtL p94 | House for changelings that is between the hedge and the real world. |
Lethal Mien | (••) | Wyrd ••• | RoS p94 | A part of the body becomes a weapon, and granted a damage bonus. This can stack with Blessings. |
Long of Days | (••) | - | RoS p94 | When determining maximum age, the Changeling is treated as if her Wyrd is +4. For information on aging, see CtL p. 174 - 175. |
Mantle | (• to •••••) | - | CtL p97 | Membership in a court, benefits in the form of bonuses to social interaction, Contracts and Blessing. The first dot for free. |
Manymask | (• to •••••) | Wyrd ••••••• | ER p14 | The Changeling possesses multiple masks (One per dot) and can change them. The masks do not change your size and gender. |
Market Familiarity | (• or •••) | Changeling | Goblin Markets p14 | Locate and attend Goblin Markets. |
Market Sense | (•) | - | RoS p94 or Goblin Markets p33 | +3 bonus to determine if being cheated in deals. |
Market Stall | (••••) | Goblin Merchant ••• | Goblin Markets p34 | Own a stall where you can store goods and be able to extract and store abstractions. |
New Identity | (•, •• or •••• ) | - | CtL p98 AN p45 | The quality of legal (Or illegal) documentation supporting your new identity. This merit can be taken by mortals or other supernaturals as well. |
Perfect Stillness | (•) | Stealth • | RoS p94 | The Changeling is capable of standing absolutely still, and all rolls to notice or locate take -2. |
Pledgesmith | (• to •••) | - | RoS p94 | Your character is known for having a way with words. Gain +1 for every merit dot when discussing Pledges. |
Prophet Circle | (• to •••••) | - | RoS p94 | Grants ensorcelled mortals to receive Prophetic dreams. Costs 1 glamour and a Wits + Occult roll. |
Rigid Mask | (••) | Subterfuge •• | RoS p95 | Hide your emotions very well, even from lie detectors and such. |
Second-Hand Skills | (• to •••) | Wyrd ••• | Goblin Markets p26 | Gain bonus equal to dots to three skills once per Chapter. |
Shared Sleep | (•) | Functional Multiple Personalities or Multiple Personality Disorder | CtL p44 | Need only 4 hours sleep as long as you spends 6 hours in each of your personalities. |
Siren Song | (•••) | - | RoS p96 | While speaking, everyone within earshot takes a -2 penalty to all actions. |
Slave | (• to •••••) | - | Goblin Markets p23 | Supernatural servant purchased at Market. |
Soul Sense | (••) | A Living Fetch | RoS p96 | Always know the direction and distance to your Fetch, its moods and emotions, and a +2 to social rolls when interacting. Take penalties when it is injured or killed. |
Sublime | (•••••) | Wyrd ••••••••• | ER p14 | The Changeling's mein becomes transcendental, and mortals become bewitched, limiting their actions. Changelings must roll Resolve + Composure or be bewitched. |
Narrative Master | (•••) | Wyrd ••• | SaD p78 | Spend Glamour to increase Talecrafting rolls. |
Token | (• to •••••) | - | CtL p98 | Own a once mundane charm turned magical from its time in the Hedge or Arcadia. You may not use this merit to obtain Legendary Tokens (••••• or more). See the list here]]. |
Token Maker | (•••) | Wyrd •••, Crafts ••• | RoSp150 | Through extended actions and spending Glamour a Changeling may create a Token at 25 successes per level. |
Tokenmaster | (•••) | Wyrd ••••••• | ER p14 | Being in constant touch with objects turns them into Tokens. See the list here]]. |
Unseen Sense, Talecrafting | (•••) | Wits ••• Academics •• | SaD p78 | Sense when the an opportunity to set up a Hook comes up. |
Visionary Dreams | (••) | Wyrd ••• | RoS p97 | Your character receives Prophetic Dreams. Costs 1 Willpower point and a Intelligence + Wits roll. |
Wholesale Wares | (• to ••) | Market Stall •••• | Goblin Markets p35 | Once per chapter, reduce the cost of an item by dots in the Merit so long as intent is to resell. |
Wisdom of Dreams | (•••) | Wyrd ••+ | RoS p97 | A successful Wits + Composure leads to borrowing a skill specialty or language for one day from a known mortals dreams |
Wyrdskill | (•••) | Wyrd •••••• | ER p15 | Gain a free skill specialty in one field every time you grow in Wyrd. Developing other skills may cost more. |
Kith Restricted Merits
Kiss of Life | (••••) *pre: Sap the Vital Spark Blessing | SaD p24 | The Leechfinger can store stolen health and use it to heal himself or others. |
Subtle Liquer | (•) *pre: Inebriating Elixir Blessing | SaD p29 | When the Brewer uses his blessing, the merit makes the fermented drink unrecognizable as alcoholic. |
Entitlement Restricted Merits
Outsider Fetish | (• to •••) *pre: The Lord Sages of the Unknown Reaches | LoS p150 | Begin play with a talen or fetish. Must be instructed on the usage by a Werewolf. List of Talens and Fetishs. |
Milestone Merits
You may not buy Milestone Merits. All Milestone Merits are granted when a Changeling kills her Fetch. They have no dots.
For more information on Fetch Hunting, go to p. 109 - 110 in Autumn Nightmares.
Bloodied Ground | AN p. 103 | The milestone is achieved on the human side of an open gateway (The Hedge must be seen). Reach the spot where the Fetch died easier. | |
Broken Mirror | CtL p. 259 | The milestone is achieved when done personally. Once per story, the Changeling can activate the merit to gain +3 to any roll. | |
Cuckoo's Egg | AN p. 103 | The milestone is achieved with no witnesses, even animals. Receive an item that lets you play the part of the fetch. Can be stolen and used to impersonate the Changeling. | |
False Heart | AN p. 103 | The milestone is achieved. A fist-sized object that was the fetches heart is taken, which can be used as Glamour reserves. Usable only by the owner. | |
Fetchbane | AN p. 103 | The milestone is achieved with a single weapon not made of Cold Iron. The weapon does lethal damage (Or +2 if lethal) when infused with Glamour. Take penalties for using it in self-defense. | |
Shared Guilt | AN p. 103 | The milestone is achieved when every member of a motley gets at least one hit into a Fetch, and is applied to every member. When any member is rolling for degeneration, the motley can activate this merit to have every member roll a degeneration check. If there is even one success, then it counts as a sucess for everyone. |
Fate Merits
Take these merits only at your ST's discretion.
Fatebound Title | Merit Cost (•••) *Pre: Wyrd (•••) and... | Page | Effect | Drawback |
---|---|---|---|---|
Bean Buyer | Streetwise ••• | SaD p89 | Once per story, after being tricked, spend a glamour to gain a significant advantage. | Using the advantage runs you into an enemy, who gains access to you through said advantage. |
Cloistered Spinne | Crafts ••• | SaD p90 | Do an instant Action to turn trash into something valuable. | Every time something is created using this method, the Fatebound loses something of equal value. |
Cowherd and Weaver | Resolve ••• | SaD p90 | Gain some knowledge of circumstance when forcibly seperated from your lover, and your lover escapes. | Lose all social 10-Again rolls when with your lover. |
Evil Stepsister | Manipulation ••• | SaD p90 | Spend a Glamour whilst being cruel to a subordinate to get something that will help you in the future. | Near the climax of the story, everything comes back to bite you in the ass. |
Fair Prince | Court Mantle ••• | SaD p91 | You are loved by almost all the courts, and receive a bonus for dealing with non-fae. | Opposing Court hates the Fair Prince, to the point of plotting assassination. |
Fisher King | Court Mantle ••••• Court Crown | SaD p91 | When at full health, all Social Merits act as though you have them twice over (Not doubled). | A Court member dying causes one lethal damage, and inability to maintain rule or insurrection in your kingdom loses benefits, and causes wound penalties |
Mobled Queen | Court Mantle ••••• Court Crown | SaD p91 | Massive bonuses when activating a Court Contract, and a bonus when harvest a Court Emotion. | -1 when rolling to resist gaining a derangement after losing Clarity. Every time she benefits from this merit, she gains a cumulative penalty to all actions (Except contract activation and resistance). |
Monkey Heart | Wits ••• | SaD p91 | +5 to notice traps and avoid being suprised by an adversary for a second time after. | -2 to avoiding traps or being surprised by an adversary for the first time. |
Mortal Enemy | Resolve ••• | SaD p92 | Get extra dice when dealing with your enemy, as well as other bonuses. | Enemy receives same benefits. |
Star-Crossed Lover | Presence••• | SaD p92 | Spending a Willpower point when working to protect or save your love is an automatic success and regain a point of Willpower per scene spent protecting her. | The lover is constantly being targeted for abduction. When this happens, -2 on all rolls not directly related to rescuing the lover |
Partial Transformation Merits
Do not use these merits unless you are designing a recently rescued abductee. They are treated as templates for lesser supernaturals. For more information on the Fey-Touched, see Equinox Road P. 107 - 108 Take these merits only at your ST's discretion.
Enchanted Mortal | (••) | ER p107 | Character is treated as if permanently Ensorcelled. | |
No Seeming | (••) *pre: Changelings Only Character Creation Only | ER p107 | Character is treated as if she has no kith or seeming, therefore no curse or blessing. Gains +1 to all rolls involving clarity loss or gaining a derangement. | |
Seeming | (•••) *pre: Fey-Touched Only Character Creation Only | ER p107 | Character possesses a seeming, and has the associated blessing and curse. -1 to rolls to avoid derangement. |
Fair Folk Merits
Autumn Nightmares P. 71 - 72 Take these merits only at your ST's discretion.
Fae Pet | (•• or ••••) | Similar to Retainer, grants the Fey an animal companion that is willing to die for its master. Any pet that dies is replaced within 24 hours. •• - Real world animal that exists locally. •••• - Hobgoblin pet. | |
Fair Haven | (•••) | Designated area in the real world where the Fey can stay without being poisoned by reality. |
Forbidden Merits |
---|
Unseen Sense (WoD, Page 109) (Note: Unseen Sense: Talecrafting is NOT Forbidden.) |
Fair Folk Merits (AN, Page 71) |
Lucid Dreaming Merit (CtL, Page 195) |
Partial Transformation Merits should typically only apply to mortals who were recently abducted and rescued before their transformation into a Changeling was complete. (Information is in Equinox Road p. 105) |
Fair Folk Merits should typically only apply to the Gentry. (Information is in Autumn Nightmares P. 71 - 72) |
Restricted Merits |
Social Merits must be justified, as many contacts and utilities may be lost upon the characters return. |
Social Merits may never be applied to the Gentry. |
Kiss of Life is restricted to the Leechfinger Kith. |
Subtle Liquer is restricted to the Brewer Kith. |
Milestone Merits may not be purchased, they must be earned through play. |
Fate Merits can change the flow of the story, so should only be taken with the consent of the Storyteller. |
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 |
Derangements (1st Edition)
Derangement | Severity | Description | Specific To | Reference |
---|---|---|---|---|
Abyssal Compulsion | Severe | Insistence on investigating Abyssal lore and creatures | Mages | Summ p183 |
Animalistic Dependency | Mild, Severe | Mild: Res+Comp if not expecting to hear/see animals. On fail, -1 to all rolls. Severe: Res+Comp if no animals nearby. On fail, activate Animalism 3. ST penalties for Animalism roll apply to all rolls if Animalism 3 failed. | - | Ventrue p107 |
Anxiety | Severe | Follows Inferiority Complex; -2 on all rolls and Willpower points cannot be spent to bolster any rolls for the remainder of the scene. | WoD p98 | |
Aphasia | Severe, Extreme | Follows Vocalization; Unable to speak coherently. Wits+Empathy roll for listeners to understand. Use sign language or written text to communicate. Spend 1 Willpower to speak for a scene. | The Blood 108 | |
Avoidance | Mild | Res+Comp when confronted with situation/person associated with previous, significant failure or trauma. | WoD p100 | |
Banish the Beast | Severe | Follows I'm No Animal; As mild, but must spend Willpower point to assume beast-form as well as roll. May attack anyone who tries to remind of shapechanger nature. | Changing Breeds p104 | |
Beast Fears | Mild | Phobia of animals. Reflexive Res+Comp to avoid trembling fearfully around any animals, even self. | Changing Breeds p103 | |
Blood Fascination | Mild | Res+Comp whenever encountering blood. On failure, take a 'souvenir'. Additionally, Res+Comp if Comp days have gone by without encountering blood or images thereof. On failure, search for more. | Ghouls | Ghouls p87 |
Bulimia | Severe | Follows Fixation; Roll Res+Comp to not feed till full, if you need it or not. For vampires, must burn the vitae more regularly and -2 to resist Hunger Frenzy. | VtR p188 | |
Cage Shock | Mild | Res+Comp when indoors, clothed, or otherwise confined. On failure, -3 to all Social rolls from annoying behavior. | Changing Breeds p103 | |
Cataplexy | Severe | Follows Insomnia: The day after sleep roll fails, any circumstance resulting in an intense emotional reaction (e.g. laughter, anger, fear) requires Stam+Comp roll. On failure, slump to the ground, paralyzed with weakness but fully conscious for full turn. | Asylum p49, Ghouls p87 | |
Compulsive-Aggressive Disorder | Severe | Follows Suspicion; Everything is a threat. Only use Intimidation for Social rolls, -2 to resist anger frenzy. | Nomads p92 | |
Decadence | Mild | Res+Comp triggered by 'Great' Social Victory or Humiliating Defeat, on failure, the character looses all sense of decorum in extreme excess. (Unique Temple Derangement') | Intruders p203 | |
Delusional Mania | Mild, Severe | Mild: When taking lethal/agg, roll Stam+Comp. -3 to roll for bashing, -2 for lethal, -1 for agg. On fail, can't dodge for scene unless spending 1 Willpower. Severe: On fail, can't dodge and won't avoid damage unless spending 1 Willpower. | - | Ventrue 108 |
Delusional Obsession | Severe | Follows Irrationality; Willpower spend to resist acting in according to obsession. | VtR p189 | |
Delusional Witness | Severe | Overlays hallucination to bring any obvious supernatural phenomenon with her belief system. | Ban p44 | |
Denial | Severe | Follows Repression; As mild, but has replaced initial memories with others. Res+Comp roll if someone tries to correct memory. On success, become irate and refuse to discuss. | Asylum p50 | |
Dependent-Personality Disorder | Severe | Follows Irrationality; No resolve in rolls to resist Dominate when Dominator uses it upon them. | Blood-Bound | VtR pg 189 |
Depersonalization | Mild | No sense of connection to self; can not spend Willpower, -2 to Willpower checks | Summ p184 | |
Depravity | Severe | No sense of social mores, at all. Whenever someone requests that the character 'behave,' roll Res + Comp -2 to resist doing the complete opposite. (Unique Temple Derangement') | Intruders p203 | |
Diogenes Syndrome | Severe | Follows Inferiority Complex; Ignore personal hygiene and cleanliness. -3 dice to Social rolls. Spend Willpower to heal instantly or clean self, but heal reflexively while sleeping. | The Blood p107 | |
Dissociation | Severe | Follows Depersonalization; puts body on a sort of "conscious autopilot", with no emotional depth, can not recover Willpower due to Virtue or Vice | Summ p184 | |
Divination Obsession | Severe | Follows Magical Ideation; As Obsessive Compulsion, but specifically to perform some sort of divination. | Mekhet p118 | |
Degenerative Fixation | Mild | Res+Comp when encountering mirror or image of self. On failure, be convinced that signs of encroaching age are visible, must beg regnant for more Vitae at first opportunity. | Ghouls p87 | |
Dehumanization | Mild | Res+Comp roll when inconvenienced or frustrated by other people's perceived weakness or stupidity. On failure, -2 to all Social rolls except Intimidation. | BotW p128 | |
Depression | Mild | If failed to achieve a goal, a bout of depression occurs. Resolve+Comp, if fails looses a WP and cannot spend for the remainder of the scene. | WoD p97 | |
Erythema | Mild | Force spending blood to appear alive around others, Res+Comp to resist spending blood this way. -2 to resist roll if company is unexpected, -1 if around 2 or more others. | The Blood p108 | |
Feral Antics | Severe | Follows Neoprimitivism: Res+Comp or behaves like wild animal, minimal human speech or behavior. | Changing Breeds | Changing Breeds p103 |
Feral Frenzy | Severe | Follows Cage Shock; Res+Comp or become completely feral, abandoning human speech and restraint until he escapes confinement. May spend Willpower point to bring him out of it. | Changing Breeds | Changing Breeds p103 |
Fetishism | Mild | Res+Comp when reminded of fetishized event or object. On failure, attempt to recreate the situation or come into contact with object in question. | Asylum p49, Ghouls p86 | |
Filthy Brutes! | Mild | Hates, teases and torments animals. Res+Comp to resist abusing a helpless animal. | Changing Breeds p104 | |
Fixation | Mild | Res+Comp to avoid obsessing on a loss or victory. On Failure: Single Dice to see how many scenes you are fixated on loss or failure. ST Fiat. | WoD p97 | |
Fugue | Severe, Extreme | 'Autopilot' when subjected to specific stressful circumstances or exposure. | WoD p100 | |
Glossolalia | Mild | Roll Wits+Comp whenever spending a Willpower point. On fail, speak in alien tongue for the remainder of the scene. | PtC p185 | |
Goetic Fracture | Severe, Extreme | Vice becomes personified as a demon. To cast magic, must either accede to the demon's wishes (satisfying his Vice), or psychically overpower it with extended Wisdom roll with own Resolve as the target number. | Ban p44 | |
Grandiose Delusion | Mild | Regards self as supreme regarding a specific territory, occupation or subject. Res+Comp whenever someone not in their service attempts to exert influence in the matter. On failure, first priority becomes attempting to exclude interloper. | Shadows of Mexico p61 | |
Hate of Man | Severe | Follows One with the Bears: -3 to Social rolls from undisguised hatred of Man. Spent willpower point to avoid getting violent if provoked. Remain in Primal form unless absolutely required not to. | Changing Breeds p103 | |
Hedge-Calling | Severe | Follows Wanderlust. | Changelings | CtL p215 |
Hemophilic Compulsion | Severe | Follows Blood Fascination; Res+Comp every time Composure number of days have passed, on failure must draw blood fresh from a victim. | Ghouls p87 | |
Hunter King | Severe | Follows Filthy Beasts!; Serial killer of animals. Will hunt, torture and murder animals whenever possible. | Changing Breeds p104 | |
Hypnagogic Hallucination | Mild | Suffers hallucinations in space between waking and sleeping on nights that have been stressful. Spent a Willpower point, or suffer -1 penalty to all Mental rolls the next day. | Shadows of Mexico p65 | |
Hysteria | Severe | As Phobia add that she must run from subject of Fear. If touched, another Res+Comp. If Dramatic Fail, looses consciousness. -3 Penalty if it's in proximity and you see it -5 if you lack visual. | WoD p97 | |
Hysteria | Severe | Follows Phobia; As above. For Kindred: -1 to all frenzy rolls that relate to the object of Fear. | Vampires | VtR p189 |
Identity Erasure | Severe | Follows Degenerative Fixation; Res+Comp when encountering evidence of mortal life. On failure, must attempt to erase evidence. This includes a person who knew him. | Ghouls p87 | |
I’m No Animal | Mild | Requires Res+Comp roll to force self to change shape, will only do so under extreme necessity. | Changing Breeds p104 | |
Inferiority Complex | Mild | When a single choice or die roll can determine success or failure of stressful situation, roll Res+Comp or take -1 penalty to all rolls for remainder of scene. Cannot spend Willpower on that key roll. | WoD p97 | |
Insomnia | Mild | When stressed, must roll Res+Comp to sleep restfully. On failure, -2 to all rolls the next day. Each day thereafter is considered 'stressful' until a full night's or day's rest achieved. | Asylum p49, Ghouls p87 | |
Intermetamorphosis | Severe | Follows Irrationality; After long torpor, mistakes modern living (or undead) people for those he knew long ago. Only breaks from the second person appearing. Can spend Willpower to shake for a scene. | The Blood p109 | |
Irrational Defiance | Severe | Follows Irrationality; When given orders by superiors, roll Res+Comp. On fail, -5 dice to accomplishing orders due to need to defy superiors. | - | Ventrue p108 |
Irrationality | Mild | Res+Comp to keep cool when wellbeing is threatened. On failure, require Wits+Comp to take any action to diffuse the situation or leave the scene. Cannot initiate violence. | WoD p99 | |
Loss of Compassion | Severe | Follows Dehumanization; Ceases to see other human beings as meaningful. Roll one fewer die when testing for sins committed against another person. | BotW p128 | |
Magical Ideation | Mild | Res+Comp at least once a scene. On failure, must find evidence of some greater plan or intelligence in the local environment. | Mekhet p118 | |
Manic-Depression | Severe | Follows Depression; Two forms - Psychological and Organic Versions. Dependent on version, on failure of task ST roll Resolve. On Failure - lapse into depression. Also lapse into depression when less than 2Vitae are in the system and on Dramatic Failure of any roll. Chance die to swing into Manic. | VtR p189 | |
Masochism | Severe | Follows Fetishism; As mild, but must also suffer bashing damage at least equal to Stamina during the compulsive activity to be satisfied. | Asylum p49, Ghouls p87 | |
Melancholia | Severe | As Depression, but add -2 Penalty to all Dice Rolls | WoD p97 | |
Megalomania | Severe | As Narcissism add, 1 to all penalties on failure. | WoD p97 | |
Megalomania | Severe | As above. If you ever lose a contest to one that you feels socially inferior, lose one point of Willpower. | Vampires | VtR p190 |
Memory Obsession | Mild, Severe | Become paranoid about memories being tampered with. On fail to recall information by memory... Mild: -2 to all Mental rolls for a scene. Severe: -2 to all actions until extended Int+Comp 10 successes reached. | Ventrue p109 | |
Multiple Personality Disorder | Severe, Extreme | Follows Irrationality; Multiple Personalities triggered may have different skills / Attributes than dominate personality. | WoD p99, VtR p190 | |
Mystic Personality | Severe, Extreme | Develops alternate personality with diametrically opposed perspective on the supernatural. | Ban p44 | |
Narcissism | Mild | Res+Comp to avoid bout of vanity on succeeding on a goal. On Failure, you disregard all help in favor of the self. -3 on Teamwork Rolls -1 on Social Rolls | WoD p97 | |
Neoprimitivism | Mild | Criticize everything about the modern world and people in general. Objections to attitude require Res+Comp to keep cool and not incite loud and possibly violent confrontation. | Changing Breeds p103 | |
Obsessive Compulsion | Severe | Follows a strict code of behaviors. If forcibly kept from doing them, may lash out. May override these with a Res+Com - 2 roll. | WoD p98, The Pure p78 | |
Obsessive Compulsion | Severe | Follows Fixation; as above. More subject to frenzy roll. | Vampires | VtR p190 |
Obsessive Humanity | Severe | Follows Beast Phobia; As Obsessive Compulsion, but specifically regarding own humanity and appearance thereof. | Changing Breeds p104 | |
Occult Fugue | Mild | Conducts lengthy (and usually benign) magical working as if sleepwalking, and then promptly forgets about it. | Ban p44 | |
One with the Bears | Mild | Idealistic, New Age dream of wilderness, overconfidence in own abilities there. Comp+Survival roll to cope in bad situations. | Changing Breeds p103 | |
Paranoia | Severe | Suffers from Persecution Complex. Automatically -2 on Social Rolls. The slightest hint of suspicion triggers a Res+Comp-2 roll on failure flees or attacks. | WoD p98 | |
Paranoia | Severe | Follows Suspicion; As above. The slightest hint that another may be an enemy requires frenzy check; target number determined by situation. | Vampires | VtR p190 |
Phobia | Mild | Res+Comp roll to even approach the item of the phobia | WoD p97, VtR p189 | |
Post-Traumatic Stress Disorder | Severe | Res+Comp roll when triggered. On failure, powerful panic attack from any movement except to hide. -2 on all rolls and Willpower points cannot be spent to bolster rolls for remainder of scene. | Ancient Mysteries p69 | |
Power Fetish Obsession | Mild | Any attempt to use Disciplines or expend vitae without the object loses three dice. | Vampires | VtR p191 |
Preferential Obsession | Mild, Severe | Prefer blood of particular type of people. Businessmen, virgins, Latinos, etc. Mild: Only take 2 blood from non-preferred type. Severe: Only take blood if hunger frenzy, then will spend it on anything but Disciplines. | - | Ventrue p109 |
Pyromania | Mild | Infernal p102 | ||
Pyrophillia | Severe | Follows Pyromania; | Infernal p102 | |
Repression | Mild | Has blocked out memory of event that caused derangement. Roll Res+Comp in similar situation or block out that memory as well. | Asylum p49 | |
Rote-Action Repetition | Mild | Res+Comp when stress. On failure, absorb self in some meaningless, trivial task instead of facing the issue. -2 to all dicepools while stressful situation persists, excepting dicepools related to rote-action repetition. | Prometheans | PtC p184 |
Sanguinary Animism | Mild | Manifests personalities the Kindred has fed from, if the Kindred kills his vessel, a Dramatic Failure on a Res+Comp -3 roll makes the personality a permanent fixture in the Kindred's Mind. | Vampires | VtR p191 |
Schizophrenia | Severe, Extreme | Follows Vocalization; -2 to all Social Rolls. Res+Comp to avoid attacking / escaping the source of trauma. | WoD p99 | |
Schizophrenia | Severe, Extreme | As above, under triggered conditions take -2 to all Rotschreck rolls. | Vampires | VtR p192 |
Spirit Placation | Mild | Res+Comp whenever a setback is suffered. On failure, must placate the spirits at the next opportunity. | BotW p128 | |
Spontaneous Lunacy | Severe | Follows Spirit Placation; Res+Comp whenever sensing a spiritual presence. On failure, undergo a purely psychological Lunacy with the usual +2 to Willpower and memory loss. | Werewolves | BotW p128 |
Submission | Severe, Extreme | Follows Inferiority Compex or Rote-Action Repetition; Res+Comp in any stressful situation. On failure, the character follows orders issued by the highest Presence person who issues a direct command. Cannot spend Willpower, and can only shirk these tasks on a successful Wits+Resolve-2 roll. In the absence of commands, Wits+Composure-2 penalty to avoid slumping into a useless heap. | PtC p184 | |
Supernatural Fascination | Mild | Conviction that the supernatural influences ever facet of life. Res+Comp at least once a scene. On failure, perform some appropriate action to appease God/have good luck/be safe from harm, etc. | Asylum p50 | |
Suspicion | Mild | If fail a Res+Comp roll, and if suffered misfortune intentionally - may suspect everyones motives. -1 Social Rolls | WoD p98 | |
Synesthesia | Mild | Roll Wits+Comp when under overwhelming sensory or emotional input. On failure, -2 to all Presence or Manipulation dice pools. | PtC 185 | |
Tongue of the Beast | Mild | When speaking or writing in nonsense, others who share this derangement can understand it. | Belial’s Brood p51 | |
Unbridled Confidence | Res+Comp, on fail does what comes first to mind, by instinct. -3 to use skills to plan anything out. | AR p92 | ||
Vocalization | Mild | Res+Comp to avoid audible internal monologue regarding important or stressful decisions. | WoD p98 | |
Waking Nightmare | Severe | On trigger, roll Res+Comp. On failure, fall unconscious and become lost in nightmare vision for remainder of scene. | Ancient Mysteries p69 | |
Wanderlust | Mild | When fatigued or out of Willpower points, roll Res+Comp. On success, character is flighty and distracted, taking -1 to all Mental rolls for the scene. On failure, must walk for at least an hour. | Changelings | CtL p215 |
Withdrawl | Severe, Extreme | Follows Irrationality; Become a hermit. Res+Comp to leave haven each night. -3 to Social rolls except resistance to contested ones. | The Blood p108 | |
Zealotry | Severe | Follows Supernatural Fascination; As mild, but proselytizes to everyone they speak with. | Asylum p50 |
Tells
Possessed by: Hunters, slashers
Tell | Minor/Major | Effect | Page |
---|---|---|---|
Calling Card | minor | must leave a personal sign behind on significant achievements | HtV p330 |
major | more often, in normal situations | ||
Cannibalism | minor | must eat flesh of slain victims | Slash p220 |
major | roll to resist tell is penalized by number of days without eating | ||
Denial | minor | deny belief of a single supernatural source | HtV p330 |
major | deny belief in all supernatural phenomenon | ||
Hypochondria | minor | avoids messy scenes, tries to work from a distance | HtV p331 |
major | believes that they may be sick, and acts like it | ||
Overkill | minor | after killing a creature, needs to "make sure" | HtV p331 |
major | torches scene, kills creatures allies, eliminates all traces | ||
Sadism | minor | will physically or emotionally torment their prey | HtV p332 |
major | bringing cruelty to the creature is more important than the Vigil | ||
Sexual Deviancies | minor | -1 to all rolls while hunting until sexual relief | HtV p333 |
major | Resolve+Composure to not jump on team members or enemies | ||
Trophies | minor | removes some small part of the victim to keep | Slash p220 |
major | more, and larger | ||
Warnings | minor | warns the target just before an attack | Slash p220 |
major | toys with the target for days | ||
Weapon Fetish | minor | character must use a particular weapon to kill with | Slash P219 |
major | losing the weapon may drive character mad |
Flaws (1st Edition)
Physical | Description | Specific To | Source | |
---|---|---|---|---|
Bad Regeneration | Has an injury that did not regenerate properly; has one lower Health and may suffer other penalties. | Werewolves | Rage p105 | |
Crippled | Confined to a wheelchair. Speed is your Strength. Instant to move or -2 on speed and all actions to move. | WoD p219 | ||
Cumbersome | Rather large. No change to size, Stamina cannot go above 3. Must shop in specialty stores for clothing | RoS p98 | ||
Deformity | -2 of social rolls when meeting new people due to disfiguring limbs/scars/blemish | WoD p219 | ||
Dwarf | Size is 4. XP awarded for notable social problems. | WoD p219 | ||
Hard of Hearing | -2 from all hearing perception rolls. | WoD p219 | ||
Lame | Speed factor is 2 due to flaw in legs (artificial, crippled, crutches etc) | WoD p219 | ||
Mute | Cannot speak. | WoD p219 | ||
No Fangs | Does not cause enrapturement when feeding, must render unconscious or subdue victims rather than just bite. Saliva does not heal wounds caused this way. | Vampires | Mehk p118 | |
One Arm | Double time to perform manual tasks. Attempts to do task quickly are at -3 | WoD p219 | ||
One Eye | Ranged attack penalties double. 10-again not re-rolled in driving, 1's subtract. | WoD p219 | ||
Poor Sense of Smell | Suffers a penalty to smell related perception checks. | Werewolves | Rage p106 | |
Poor Sight | -2 to all sight perception tests. | WoD p219 | ||
Silver Allergy | Contact with silver causes some aggravated damage to a Forsaken werewolf. | Werewolves | Rage p106 | |
Mental | ||||
Addiction | Addicted to a substance. 3 sessions without indulging means its beaten. Indulgence here does not count for Gluttony. | WoD p218 | ||
Amnesia | Memories from past trauma surface unexpectedly. Sporadically forgets allies and enemies from past. | WoD p218 | ||
Anthropocentric | Uncomfortable in wolf forms, preferring to do everything as a normal human. | Werewolves | Rage p105 | |
Behavior Blind | Unable to figure peoples moods and emotions (although Empathy rolls can provide). Cannot detect sarcasm etc. | WoD p219 | ||
Cannibal | A preference rather than addiction to human flesh. | RoS p98 | ||
Coward | Hesitates at dangerous or awkward situations. | WoD p219 | ||
Forgetful | Doesn't forget everything, just small details that make things frustrating, such as names and short term goals. | WoD p219 | ||
Functional Multiple Personalities | Multiple Personality Disorder derangement with a twist: The Changeling has two personalities that don't know the other exists; One sees itself as pure human and rejects the supernatural, the other as his true form, as a Changeling. | Changelings | CtL p44 | |
Headstrong | Often brash, and does not think through their actions. | Werewolves | Rage p105 | |
Illiterate | Might recognize simple words, but has trouble with sentences or books. | RoS p98 | ||
Impossible Standard | Character is held to strict and exacting demands, of which failure has its own consequences. | - | Ventrue 107 | |
Nightmares | Dreams with intensity higher than Res become nightmares, keeping the new Intensity. Alt: Roll Res+Com, failure indicates character does not regain point on nightly Willpower. | CtL p193
SpSl p140 | ||
Racist/Sexist | Has a strong bias against or for a certain social group to the exclusion of others of the same type. | WoD p219 | ||
Social | ||||
Aloof | Shy and distant in social situations. Dislikes being the center of attention. | WoD p219 | ||
Disharmony | Had strong religious beliefs that conflict with the principles of Harmony. | Werewolves | Rage p106 | |
Dishonorably Discharged | Can not purchase Allies, Contacts or Status related to Military services and gain effect of the Notoriety Flaw among ex-service members. | DoW p40 | ||
Embarrassing Secret | A secret in the past. XP awarded for keeping it secret at the expense of allies. (If gets out may exchange for Notoriety or other appropriate Flaw) | WoD p219 | ||
Expectations | Has rigid expectations that do not gel well with reality; suffers a social penalty when interacting with others outside of that framework. | - | Ventrue 107 | |
Fealty | The character has a master that makes decisions for her, effectively trading free will for XP. | DC p199 | ||
Hollywood Syndrome | Has telltale markings of werewolves as defined by Hollywood | Werewolves | Rage p106 | |
Lone Wolf | Difficulty interacting with other werewolves. | Werewolves | Rage p106 | |
Lost Love | Had a strong connection to another early in life (or unlife). When triggered by a certain stimulus, suffer a -2 penalty on all rolls until one can escape the situation. | Vampires | AM p69 | |
Materialist | Difficulty interacting with spirits | Werewolves | Rage p106 | |
Notoriety | Inverse of Fame. If recognized, is met with negative reactions from those that would know. | WoD p219 | ||
Speech Impediment | Must be role-played. If forgotten, Storyteller may warn condition is curing. | WoD p219 | ||
Untrustworthy | -2 to Persuasion, Socialize, or any Manipulation test. | RoS p98 | ||
Mystical | ||||
Abyss-Marked | Stained by the Abyss, -2 modifier when hiding from Abyssal creatures, increases risk when summoning Supernal creatures | Summ p71 | ||
Anachronism | Has significant problems handling recent technology. | RoS p98 | ||
Bad Bargain | Made a bad pact with a Spirit, already gained the benefit, but still has to follow through on task (medial obligation). | Summ p183 | ||
Bad Regeneration | Has an injury that did not regenerate properly; has one lower Health and may suffer other penalties. | Werewolves | Rage p105 | |
Empowered Bane | For Key-Initiation Only. A relatively rare substance or combination of common substances does Aggravated when used as a weapon, and has a -2 on Manifestation rolls when on the Sin-Eater or his opponent. | Sin-Eaters | GtSE p188 | |
Essence Vessel | Contains the soul of a powerful spirit or neutral residual Essence, which will release upon the characters death. Receives unwelcome Spirit attention. | BoS p111 | ||
Glamour Addict | As per Addiction, except the substance is Glamour or the act of Harvesting. | Changelings | RoS p98 | |
Manifest Mien | Mien shows through in small ways. It leaves unsettling or lackluster impressions on people, depending on what is least useful to the character at the time. | Changelings | RoS p98 | |
Mystery Commands | If character possess at least (•) in Status: Seers of the Throne and the Dream Merit, they are given cryptic and difficult missions while dreaming. | Mages: Seers of the Throne | SoT p43 | |
Sluggish Vitae | Forced to spend an additional Vitae to wake each evening. | Vampires | AM p69 | |
Shadow Addiction | As per Addiction, but with the added danger that the substance or experience is located in the Shadow. | BoS p111 | ||
Shadow Aversion | Anxious when under the effects of anything linked to the Shadow. -1 to all rolls in extreme situations. | BoS p111 | ||
Soul-Scarred | Lingering injury to soul due to contact with some outer creature. Attracts Acamoth, malevolent ghosts and spirits of negative emotions. | Summ p183 | ||
True Tongue | Can lie, but it is glaringly obvious in both blatant lies and lies of omission that the character is lying. | Changelings | RoS p98 | |
Word of Life | Tummuz Only. A word such as the Hebrew Adam or Emet, is inscribed on the forehead. Provides +1 to Humanity to the maker when creating the Tummuz at Stage 2, and a -1 to effective Azoth for determining a Pandoran. However, should the words be marred to mean something else, the Tummuz drops into a death-like state until rectified. | Prometheans | SA p41 | |
Weakened Attribute | For Key-Initiation Only. A chosen attribute does not have 10-Again, and 1's subtract from successes. | Sin-Eaters | GtSE 188 | |
Conflicted | Werewolves | Blood of the Wolf 104 | ||
Weak Bloodline | This flaw, unique to the Ivory Claw tribe of the Pure, subtracts one dot from their effective Purity for some social purposes. | Werewolves | The Pure 111 |
Morality (1st Edition)
Clarity
Changelings
Level | Sin | Dice Rolled | Book |
---|---|---|---|
10 | Entering the Hedge. Dreamwalking. Using Magic to accomplish a task that could be achieved just as well without. Minor Unexpected Life changes | 5 | CtL 91 |
9 | Using tokens or other mystical items. Going a day without human contact. Minor Selfish Acts. | 5 | CtL 91 |
8 | Breaking Mundane promises or commitments, especially to attend to faerie matters. Changing Courts. Injury to another (accidental or otherwise) | 4 | CtL 91 |
7 | Taking psychotropic drugs. Serious unexpected life changes. Petty Theft | 4 | CtL 91 |
6 | Revealing your true form to unescrocelled mortals. Going a week without human contact. Obvious displays of magic in front of witnesses. Grand theft (burglary). | 3 | CtL 92 |
5 | Killing another changeling. Killing a fetch. | 3 | CtL 92 |
4 | Breaking formal oaths or pledges. Extreme unexpected life changes (pregnancy, losing one's home, ect). Impassioned or impulsive serious crimes (Manslaughter) | 3 | CtL 92 |
3 | Actively harming a mortal by ravaging their dreams. Going a month without human contact. Kidnapping. Developing a derangement outside of failed degeneration rolls. | 2 | CtL 92 |
2 | Killing a human. Casual/callous crime against another supernatural (serial murder) | 2 | CtL 92 |
1 | Spending time in Arcadia. Prolonged or intimate contact with the True Fae. Mortal identity is suddenly and unexpectedly destroyed., totally abandoned, or otherwise fundamentally changed. Heinous acts of torture, depravity, or perversion. | 2 | CtL 92 |
Bonuses / Drawbacks:
Clarity 8: +2 to all rolls related to sensory perception.
Clarity 6: May use the Kenning ability.
Clarity 7 or below: -1 to all perception rolls for every two points below Clarity 7
Harmony
Werewolves, Changing Breeds
Level | Sin | Dice Rolled | Book | |
---|---|---|---|---|
10 | Not Shapeshifting for more than three days | 5 | WtF 181 | |
9 | Not obtaining your own food; carrying a silver weapon | 5 | WtF 181 | |
8 | Disrespect to a spirit or Elder Uratha | 4 | WtF 181 | |
7 | Spending too much time alone; significantly violating a tribal vow | 4 | WtF 181 | |
6 | Mating with other Uratha; slaying a human or wolf needlessly | 3 | WtF 181 | |
5 | Slaying a werewolf in the heat of battle. | 3 | WtF 181 | |
4 | Revealing the existence of werewolves to a human; using a silver weapon against another werewolf | 3 | WtF 181 | |
3 | Torturing enemies/prey; murdering a werewolf | 2 | WtF 181 | |
2 | Hunting humans or wolves for food | 2 | WtF 181 | |
1 | Betrayal of pack; hunting werewolves for food | 2 | WtF 181 |
Bonuses / Drawbacks:
Harmony 10: +2 to mental and social rolls involving spirits.
Harmony 9: +1 to mental and social rolls involving spirits.
Harmony 8: +1 to social rolls involving spirits.
Harmony 7: +1 to social rolls involving the werewolves totem's Brood.
Harmony 5 and less: Werewolf begins to take on a Spirit Ban - see WtF 185
Humanity and Morality
Mortals, Hunters, Prometheans, Vampires
Level | Sin | Dice Rolled | Book |
---|---|---|---|
10 | Selfish Thoughts. | 5 | WoD 91 |
9 | Minor Selfish Act (Withholding Charity) | 5 | WoD 91 |
8 | Injury to Another (accidental or otherwise) | 4 | WoD 91 |
7 | Petty Theft (shoplifting) | 4 | WoD 91 |
6 | Grand Theft (burglary) | 3 | WoD 91 |
5 | Intentional, Mass property damage (arson) | 3 | WoD 91 |
4 | Impassioned Crime (manslaughter) | 3 | WoD 91 |
3 | Planned Crime (murder) | 2 | WoD 91 |
2 | Casual/callous crime (serial murder) | 2 | WoD 91 |
1 | Utter perversion, heinous act (mass murder) | 2 | WoD 91 |
Vampiric Bonuses/Drawbacks:
To stay awake: Roll Humanity to stay awake for turns per successes. Extended Action for 5 success to stay awake the entire day. Also rolled to see if a Vampire can wake up in the middle of the day. Dice pools during the day cannot exceed Humanity
Interacting with Humans: Pools in Empathy, Persuasion, or Socialize cannot exceed Humanity
Promethean Bonuses/Drawbacks:
Resistance of Torment: The Humanity to resist the onset of Torment
Degeneration taints Azoth: Humanity determines the chance of getting it right when creating another Promethean.
Rebirth: Humanity is the dice pool used to make the transition to Morality at the end of their Pilgrimage
Hunter Bonuses/Drawbacks:
Hunters can 'change' their code based on the Hunt. See HtV 323
Memory
Mummies
In addition to the following hierarchy of sins unique to Memory, mummies are still subject to the same sins that threaten Morality, above.
Level | Sin | Dice Rolled | Book |
---|---|---|---|
10 | Conceal your identity. | 5 | MTC 77 |
9 | Spend a day without meditating on the Pillars. | 5 | MTC 77 |
8 | Pursue your Judge's purpose to preserve your Sekhem. | 5 | MTC 77 |
7 | Destroy a remnant of the Nameless Empire. | 4 | MTC 77 |
6 | Lose possession of a vessel created by your guild. | 4 | MTC 77 |
5 | Destroy a vessel created by your guild. | 3 | MTC 77 |
4 | Allow one of your vestiges to be destroyed. | 3 | MTC 77 |
3 | Leave a robber of your tomb unpunished. | 3 | MTC 77 |
2 | Die by self-destruction or Sekhem expenditure. | 2 | MTC 77 |
1 | Destroy evidence of your mortal life. | 2 | MTC 77 |
Bonuses/Drawbacks:
Sharpened Recall: Memory 9+ mummies gain the benefits of Eidetic Memory specifically to recall memories from when they had Memory 9+. Memory 10 mummies also gain the effects of Unseen Sense regarding the will of the Judges of Duat.
Self-Awareness: Mummies require Memory 1+ to retain sapience and autonomy, Memory 2+ to recall their names and the broad strokes of the Nameless Empire, Memory 3+ to recall their previous Descent, Memory 6+ to recall the Descent prior, Memory 7+ to recall any Descents before that, and Memory 8+ to recall their mortal lives.
Synergy
Sin-Eaters
Level | Sin | Dice Rolled | Book | |
---|---|---|---|---|
10 | Opening an Avernian Gate, Entering the Underworld. | 5 | GtSE 84 | |
9 | Using plasm from a death mask, violating an Old Law. | 5 | GtSE 84 | |
8 | Closing an Avernian Gate. | 4 | GtSE 84 | |
7 | Destroying a charm or fetter. | 4 | GtSE 84 | |
6 | Destroying a ghost, or Avernian Gate, ectophagia (ghost eating) | 3 | GtSE 84 | |
5 | Destroying a vanitas, reviving a dead person | 3 | GtSE 84 | |
4 | Destroying a memorabilia or deathmask, accidental murder or manslaughter | 3 | GtSE 84 | |
3 | Destroying a keystone, destroying a geist | 2 | GtSE 84 | |
2 | Torture, serial murder. | 2 | GtSE 84 | |
1 | Mass Murder ,suicide attempt, attempting to destroy one's own geist. | 2 | GtSE 84 |
Bonuses / Drawbacks:
Opening Avernian gates: Sin-Eaters gain a bonus equal to each dot of synergy above 7 to open an Avernian gate. -1 to rolls at Synergy 4-5, -3 for Synergy 3 or lower
Wisdom
Mages
In addition to the listed sins, Mages are held to Humanity's standards, and any sin against Humanity that includes the use of magic is automatically one step worse.
Level | Sin | Dice Rolled | Book | |
---|---|---|---|---|
10 | Using Magic to accomplish a task that could be achieved just as well without it. | 5 | MtA 79 | |
9 | Magically coercing another so that he acts against his own free will. | 5 | MtA 79 | |
8 | Magically coercing another so that he violates his own moral code. | 4 | MtA 79 | |
7 | Laying a Curse on someone. | 4 | MtA 79 | |
6 | Forcibly binding an unwilling sentient being or spirit to a place or task. | 3 | MtA 79 | |
5 | Magically transforming a person into a lesser being against his will. | 3 | MtA 79 | |
4 | Using magic to harm somone. Draining another's Mana agianst his will. Creating a Soul Stone. | 2 | MtA 79 | |
3 | Forcefully abducting and/or exiling another person (mage or Sleeper) into the Shadow Realm, or causing her to become possessed by a spirit against her will. | 2 | MtA 79 | |
2 | Intentionally preventing an Awakening. Using magic to murder someone. | 2 | MtA 79 | |
1 | Stealing a soul. | 2 | MtA 79 |
Bonuses / Drawbacks:
Dealing with Spirits: Wisdom 9 or 10 gets +1 to dealing with spirits, likewise Wisdom 1 or 2 has -1 to dealing with spirits.
Contesting the Abyss: Wisdom 9 or 10 gains a +1 dice bonus when contesting or countering the supernatural powers of the Abyss. Likewise Wisdom 1 or 2 has -1 to dealing with the Abyss.
Paradox: Higher wisdom has less duration from Paradox. See MtA 268-273
Power Stat (1st Edition)
Azoth
Possessed by: Prometheans
Azoth | Trait Cap | Pyros | Azothic Radiance | |
---|---|---|---|---|
Pool | /Turn | |||
1 | 5 | 10 | 1 | Building |
2 | 5 | 11 | 2 | City block |
3 | 5 | 12 | 3 | Several blocks |
4 | 5 | 13 | 4 | Neighborhood |
5 | 5 | 14 | 5 | Quadrant/borough |
6 | 6 | 15 | 6 | Half of city |
7 | 7 | 20 | 7 | City |
8 | 8 | 30 | 8 | City |
9 | 9 | 50 | 10 | City |
10 | 10 | 100 | 15 | City |
Blood Potency
Possessed by: Vampires
Blood Potency | Trait Cap | Vitae | Feeding Requirement | Bloodlines | |
---|---|---|---|---|---|
Pool | /Turn | ||||
0 | 5 | Health | 1 | Animals | None |
1 | 5 | 10 | 1 | Animals | None |
2 | 5 | 11 | 1 | Animals | May join sire's |
3 | 5 | 12 | 1 | Humans | May join sire's |
4 | 5 | 13 | 2 | Humans | May seek Avus |
5 | 5 | 14 | 2 | Humans | May seek Avus |
6 | 6 | 15 | 3 | Humans | May create own |
7 | 7 | 20 | 5 | Kindred | May create own |
8 | 8 | 30 | 8 | Kindred | May create own |
9 | 9 | 50 | 10 | Kindred | May create own |
10 | 10 | 100 | 15 | Kindred | May create own |
Gnosis
Possessed by: Mages
Gnosis | Trait Cap | Mana | Aura Scrutiny | Base Paradox Pool | Ritual Interval | Arcana Limits | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
Pool | /Turn | Master | Adept | Disciple | Apprentice | Initiate | |||||
1 | 5 | 10 | 1 | - | 1 die | Three hours | 0 | 0 | 4 | 3 | 3 |
2 | 5 | 11 | 2 | - | 1 die | Three hours | 0 | 2 | 3 | 3 | 2 |
3 | 5 | 12 | 3 | - | 2 dice | Hour | 1 | 2 | 3 | 3 | 1 |
4 | 5 | 13 | 4 | - | 2 dice | Hour | 2 | 2 | 3 | 3 | — |
5 | 5 | 14 | 5 | - | 3 dice | Half hour | 3 | 2 | 3 | 2 | — |
6 | 6 | 15 | 6 | +1 | 3 dice | Half hour | 4 | 2 | 3 | 1 | — |
7 | 7 | 20 | 7 | +2 | 4 dice | Ten minutes | 5 | 2 | 3 | — | — |
8 | 8 | 30 | 8 | +3 | 4 dice | Ten minutes | 6 | 2 | 2 | — | — |
9 | 9 | 50 | 10 | +4 | 5 dice | Minute | 7 | 2 | 1 | — | — |
10 | 10 | 100 | 15 | +5 | 5 dice | Minute | 8 | 2 | — | — | — |
Possessed by: Archmasters
Gnosis | Arcana Limits | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
••••• ••••• | ••••• •••• | ••••• ••• | ••••• •• | ••••• • | Master | Adept | Disciple | Apprentice | Initiate | |
6 | 0 | 0 | 0 | 0 | 2 | 2 | 2 | 3 | 1 | — |
7 | 0 | 0 | 0 | 1 | 2 | 2 | 3 | 2 | — | — |
8 | 0 | 0 | 1 | 1 | 2 | 2 | 3 | 1 | — | — |
9 | 0 | 1 | 1 | 1 | 2 | 2 | 3 | — | — | — |
10 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | — | — | — |
Primal Urge
Possessed by: Werewolves
Primal Urge | Trait Cap | Max Essence/Essence Spent | Social Penalty | Essence Bleed | |
---|---|---|---|---|---|
Pool | /Turn | ||||
1 | 5 | 10 | 1 | -1 | None |
2 | 5 | 11 | 1 | -1 | None |
3 | 5 | 12 | 1 | -2 | None |
4 | 5 | 13 | 2 | -2 | None |
5 | 5 | 14 | 2 | -3 | None |
6 | 6 | 15 | 3 | -3 | Daily |
7 | 7 | 20 | 5 | -3 | Every twelve hours |
8 | 8 | 30 | 7 | -4 | Every ten hours |
9 | 9 | 50 | 10 | -4 | Every eight hours |
10 | 10 | 100 | 15 | -5 | Every four hours |
Psyche
Possessed by: Sin-Eaters
Psyche | Trait Cap | Plasm | Deathmasks | Anchors | Time in Underworld | |
---|---|---|---|---|---|---|
Pool | /Turn | |||||
1 | 5 | 14 | 1 | None | None | None |
2 | 5 | 18 | 2 | 1 | None | None |
3 | 5 | 22 | 3 | 1 | None | None |
4 | 5 | 26 | 4 | 2 | None | None |
5 | 5 | 30 | 5 | 2 | None | None |
6 | 6 | 40 | 7 | 3 | 1 | One day every moon |
7 | 7 | 50 | 10 | 3 | 1 | Three days every moon |
8 | 8 | 60 | 15 | 4 | 2 | Five days every moon |
9 | 9 | 75 | 20 | 4 | 2 | One week every moon |
10 | 10 | 100 | 25 | 5 | 3 | Two weeks every moon |
Sekhem
Possessed by: Mummies
Sekhem | Trait Cap | Pillars/Turn | Attribute Bonus | Utterances | Descent Rolls | |||
---|---|---|---|---|---|---|---|---|
Strength/Stamina | Dexterity | Decree Attribute | Before Rolling | Frequency | ||||
1 | 5 | 1 | +1 | +0 | +1 | • | Chronicle or 160 days | Story or 40 days |
2 | 5 | 1 | +1 | +1 | +1 | •• | Two stories or 100 days | Two chapters or 20 days |
3 | 5 | 2 | +2 | +1 | +1 | ••• | Story or 60 days | Chapter or 10 days |
4 | 5 | 2 | +2 | +1 | +1 | •••• | Three chapters or 40 days | Chapter or 5 days |
5 | 5 | 2 | +2 | +1 | +1 | ••••• | Two chapters or 20 days | Three scenes or 3 days |
6 | 6 | 2 | +3 | +2 | +1 | ••••• | Chapter or 10 days | Three scenes or 2 days |
7 | 7 | 3 | +3 | +2 | +1 | ••••• | Chapter or 5 days | Two scenes or 1 day |
8 | 8 | 3 | +3 | +2 | +1 | ••••• | Three scenes or 2 days | Two scenes or 1 day |
9 | 9 | 4 | +4 | +2 | +1 | ••••• | Two scenes or 1 day | Scene or 12 hours |
10 | 10 | 5 | +4 | +3 | +1 | ••••• | Scene or 12 hours | Scene or 12 hours |
Wyrd
Possessed by: Changelings
Wyrd | Trait Cap | Max Glamour/Glamour Spent | Incite Bedlam | Frailties | |
---|---|---|---|---|---|
Pool | /Turn | ||||
1 | 5 | 10 | 1 | None | None |
2 | 5 | 11 | 2 | None | None |
3 | 5 | 12 | 3 | None | None |
4 | 5 | 13 | 4 | None | None |
5 | 5 | 14 | 5 | None | None |
6 | 6 | 15 | 6 | Once per chronicle | One minor |
7 | 7 | 20 | 7 | Once per story | Two minor |
8 | 8 | 30 | 8 | Once per session | One major, two minor |
9 | 9 | 50 | 10 | Once per day | One major, three minor |
10 | 10 | 100 | 15 | Once per scene | Two major, three minor |
Trifles | Description | Book | ||||
---|---|---|---|---|---|---|
Bilefruit | A bitter fruit, that if consumed, suppresses the changeling's mien and seeming for eight hours. | CTL 209 | ||||
Bottlevoice | Found in Hedge Oceans. A corked bottle that takes effect when you breath in the miasma contained within. A mental skill you choose gets +3 for the rest of the scene | WM 114 | ||||
Clayface | A face made by the changeling out of clay. When worn, it will take 1 lethal or 3 bashing damage instead of the changeling before it shatters. | RoS 154 | ||||
Dream Charm | True Fae trying take a penalty to affect the dreams of a mortal using the charm. Very difficult to make, and can only protect one mortal at a time. | AN 67 | ||||
Givertaker | A bracelet or anklet made of faery bones that when donned, provides the wearer with an automatic exceptional success to the next instant or reflexive action, and a dramatic failure to the action after that. | RoS 154 | ||||
Glimmerbraid | A lock of hair from a True Fae or a figure in the Hedge, which grants a temporary illusion of the three-dot Fame merit. | CTL 209 | ||||
Gravenails | The fingernail of a corpse from the Hedge. When placed under a pillow, does 1 bashing to the sleeper upon waking and prevents willpower gain for 8 hours. | RoS 145 | ||||
Hoarcotton | Immune to fire for a number of turns equal to user's Wyrd | RoS 145 | ||||
Hoarflakes | Found in Hedge Mountains. A rock frozen for so long it takes the appearance of a snowflake. Gain Windwing Blessing for one hour. Must spend a point of Glamour. | WM 114 | ||||
Spinnerthorn | +2 dice to Wits + Crafts roll made to perform hedgespinning | RoS 145 | ||||
Stingseed | A small seed from the Edge, which if implanted in a bullet and watered, if used within the next scene inflicts a penalty on the victim to all actions until the damage partially heals. | CTL 209 | ||||
Sweetblood | The blood of a fae creatures sweetened with sugar, if consumed it grants 9-again on all Socialize rolls for one scene. | CTL 209 | ||||
Thimbleblack | A small thimble, in which a drop of blood is splashed and it is then placed under the user's tongue. May add Subterfuge to all Craft or Computer rolls for one scene. | CTL 209 | ||||
Torchfly | A dried, human-faced Hob fly. The shell can be broken and the goo within, when smeared over anything, illuminates that object in a 10-yard radius for a scene. Perception penalties due to darkness are negated, and perception penalties outside of the immediate area are reduced by 2. However, anyone in the area is easier to see, and any perception rolls to see the character are at +2. | RoS 145 | ||||
Tumbleglass | A small glass bauble, that if broken underfoot, allows the user to fall up to 100 yards once and suffer no damage. | CTL 210 | ||||
Twistring | +3 to secondary actor rolls during teamwork rolls involving your motley | RoS 154 | ||||
Utterbarb | A thorn from the hedge, which if used to scratch a victim, robs them of their voice for one scene. | CTL 210 | ||||
Waspshot | A shell casing filled with hedgewasp wings and sealed with wax. This bullet completely ignores penalties caused by concealment or cover, as the bullet goes straight through. Damages the gun, giving -1 to the gun for each waspshot fired until looked at by a gunsmith. | RoS 154 | ||||
Welkinstick | A branch taken from high up in the Hedge, which when snapped doubles the user's next jump roll. | CTL 210 | ||||
Tokens | Rating | Description | Drawback | Catch | Book | |
Ace in the Hole | • | A playing card, which if placed over a lock, inflicts a dice penalty to open it as well as removing 10 again from all attempts. | Card papercuts you for 1B damage when activated. | Lose 10 again for the rest of the day. | CTL 202 | |
The Bone Comb | • | A comb from the hedge or Arcadia, which, when run through a users own hair for 100 strokes, allows the user to change their hair colour for a single scene. In addition, the user gains the 4 dot Striking Looks merit. | After the scene, the user loses some of their hair's natural luster. For the rest of the day, social rolls take a -1 penalty | Gain the narcissism derangement. If the user already has narcissism, lose three dice from any Res+Comp roll made to resist the derangement. | RoS 147 | |
Book of Tales | • to ••••• | An old book from the hedge. Prick finger and apply dot of blood to activate. Upon activation, open the book and read a tale that might be about the user. For the remainder of the story, the user receives one clue toward future events. Additionally, for each dot of this token, the user may reroll one failed roll during this story. | Requires strength = to the level of the token to open and use. | Every time the player rolls for something, the ST rolls as well. On a 1, that roll becomes a dramatic failure. Effect stops after one dramatic failure. | RoS 145 | |
The Cracked Mirror | • | A dingy mirror, which can reveal and allow communication with the user's fetch, or potentially other impersonators. | The Fetch becomes aware of the Changelings exact location. | Must cut face for 1L damage. | CTL 202 | |
The Cursing Box | • to ••••• | A box that curses the area (100 yards per token dot) that causes food to spoil, animals/people to fall ill, life rots. Anyone that sleeps within the area suffers -1 to all actions the next day unless they sleep outside the effect. | The changeling who activates the token suffers a vulnerability to iron (general, not cold) while the box is active, suffering an additional level of damage from any attack with iron. | The character severs the tip of their index finger and places it in the box for two lethal. If the box is dug up later, the character can reattach by spending willpower. | RoS 146 | |
Driver’s Little Helper | • | A token from a game of chance, this must be placed inside a car. The car then consumes no fuel, grants a small bonus to Drive, and cuts down on the time it takes to drive to any destination. | After an hour, the car overheats and cannot be driven for 15 minutes (Unless you fix it with Wits + Crafts) | Must pour a pint of blood into gas tank or transmission for 1L (Mortals) or 1 vitae (Vampires) | CTL 203 | |
Heavenly Stem | • to ••••• | A "natural" rapier made of wood and thorns. Activate the token to provide benefits for a scene dependent on the number of dots. Each dot can provide +1 Defence, Equipment bonus, Initiative or Speed. The weapon without activation is a 1(L) Rapier with no armour piercing. | This token may only be activated before performing any attack. Additionally, it may only be activated once per game session. | The character pledges to the token, which eats their life at a rate of one lethal per turn the blade is in hand. | RoS 154 | |
Hedgespun Rainment | • to ••• | Clothing crafted from materials from the Hedge. The one dot variant reflects clothing with no supernatural power (but is treated as a status symbol amongst the Lost and is universally beautiful), the dot variant may grant armor, and the three dot version grants powerful armor. | Offers no protection against cold iron. Delicate garments might even be destroyed just from a touch. | On non-fey the garment is very uncomfortable and garners a -1 on some rolls. | CTL 203 | |
The Jackdaw Trinket | • | A necklace featuring the head of a hob carrion-bird, threaded through the eye-sockets. When activated, the user may make a Sleight of Hand Larceny roll, and all who could act as observers are distracted at that moment. The Wits+Comp or Wits+Larceny roll necessary for observers suffers a -3 penalty. | If the sleight of hand roll fails, its always a dramatic failure | Gain the Vocalization derangement, or if the user already has that, the more severe Schizophrenia. Lasts until the user gets 8 hours of sleep. | RoS 156 | |
Jeweled Hookah | • to ••••• | A hookah with the appearance of writhing snakes. Taking a hit from the Hookah negates all wound penalties and allows the user to regain a point of willpower. All users suffer a penalty of the dot rating to their pools for the next scene. | The token may only be activated once per week. Suffer a biting headache for the next hour that penalises mental rolls by 1. | A character places their hand in the water jar and suffers a bite from the snakes. The character takes a bite with a toxicity rating of 3. Does not heal until 12 hours have passed. | RoS 155 | |
The Murmuring Coin | • | A coin from Faerie, which may be activated to increase the user's effective Resources merit by one dot during a transaction. | The next day until you sleep, your vice becomes greed. If it was already greed, fulfilling your virtue will only net you half Willpower. | A friend or loved one will suffer money problems, losing one dot in Resources. | CTL 204 | |
Visage of Glory | • | A monstrous mask that grants protection from Hobgoblins. No Hobgoblin can attack the user physically unless the user attacks them first. Protects for one day only. Must be worn on the face. | -2 to all social rolls while wearing the mask. | Affix the mask by using two thorns, causing 2B | RoS 155 | |
Amber Demijohn | •• | A fat amber bottle, which the changeling can beg for protection. The changeling takes two turns to turn into smoke which wisps inside the bottle, and another two turns to turn back into a size 1 version of themselves inside the bottle. The changeling is not immune to harm, but the bottle is resistant. It is Size 2 and, when active, Durability 5 and a total Structure of 7. In addition, it heals for one point of structure per minute. Piercing specialties on weapons are negated. Nothing, not even explosives, bypass the durability. Any rolls to find the changeling are at a -3 penalty. | The changeling may only leave the bottle after an hour has passed, at which point the user is expelled forcefully. | The user may never leave the bottle, and it must be destroyed to grant exit. | RoS 147 | |
Homespinner’s Needle | •• | A simple sewing needle, which when hidden in a room and activated, grants a bonus to Presence or Manipulation rolls to all those present. Grants an increased bonus to the owner. | Everyone who benefited from the needle takes -1 for all social rolls in the next scene. Owner takes -2. | The user of the needle must recite a rhyme and stab them self with the needle. | CTL 204 | |
Hollow Heart | •• | A contain the size of a bowling ball. A changeling may chose to put glamor into the bag instead of his pool when harvesting emotions. Up to 20 points of Glamour. | While carried, the the bag will upgrade one bashing damage to one lethal damage per round. | The changeling becomes aloof. Social penalty. | SaD 36 | |
The Hungry Arrow | •• or •••• | Holding the arrowhead in their palm upgrades damage. •• upgrades Bashing to Lethal, •••• upgrades Lethal to Aggravated. The effect lasts one turn. | Only affects the damage of the weapon held in that hand. Activation incurs a point of bashing damage. | Feel the sting of the arrowhead and halve initiative for the rest of the scene (rounded down). | RoS 148 | |
Lantern of Ill Omen | •• | A magical lantern, which may be attuned to a specific subject through the expenditure of a willpower dot. When activated, the lantern will glow when the attuned subject is near. | When it glows for long enough, it goes out and the hair and fireflys must be replaced. | Orbs of light dance in your eyes for a full hour after lantern goes out. | CTL 204 | |
Periwig of Orators | •• | After a successful Oratory roll, everyone within earshot regains 1 willpower. Once per day use. | User is harried with hedge-nits. -1 to all non-social rolls while wearing the wig. | Act as if under the effect of marijuana. | RoS 156 | |
Ribbon of Nevermiss | •• | A ribbon that is to be tied around the barrel of a gun, which doubles the effective range bands of the weapon. | After three shots the gun is rendered useless, and the ribbon cannot be used on it anymore. | Yank a tooth out or fate will do it for you. | CTL 205 | |
Ashlight | ••• | Plastic flashlight with a lump of coal within. Shining the token on a True Fae blinds them, and they suffer defense and perception penalties. | Grows very warm, dealing 1B damage and forcing roll to maintain grip. Cannot be used on the Lost or Hobgoblins. | Anyone searching for owner is granted +3 perception to discover the character. | AN 75 | |
Baby Cat’s Eyes | ••• | A porcelain doll with one good eye, when activated the user may see through the doll's eyes for twelve hours. Afterwards it must rest for 48 hours. | -2 to perception until 6 hours of sleep fix it. | Suffer from suspicion or paranoia until the 12 hours are up. | CTL 205 | |
Dead Man’s Boots | ••• | Filthy boots taken from the feet of a corpse in the Hedge, they may be triggered to double the user's Stealth score, until the wearer runs out of Willpower or chooses to end the effect. | Drinks one point of willpower an hour. | Drinks one point of bashing health an hour. | CTL 205 | |
Deadman's Mask | ••• | A changelings plaster death mask. When worn, the changelings Seeming and Kith changes to that of the deceased's. When taken off, it cannot be activated for time worn x 5. | Kith and Seeming Blessings do not return for a week. Changeling is less fey then usual, suspicious to the Lost. | The changeling allows the mask to decide how long it wants to stay on your face. | SaD 55 | |
The Glimpsing Mirror | ••• | The user asks the mirror one question about a persons attributes or skills. The person must have looked in the mirror while it is active and the user must know the persons first name. Stays active for an hour. | Costs willpower to use. 1WP for a skill question, 2WP for an attribute question. One question per person. | Tell the mirror one of your deepest darkest secrets. The next person to look in the mirror learns that secret and to whom it belongs. | RoS 148 | |
Hedgespun Wardrobe | ••• | A wardrobe, which when closed, locked and activated may produce a new Hedgespun outfit to specifications. | Dissolves the next sunrise. | Must moisten the lock with blood, wound will cause -1 to all composure rolls when clothes are worn. | CTL 206 | |
Hoarfrost Spine | ••• | A thorn from a frozen place in the Hedge, when worn as jewelry and activated this token grants a defense bonus against Brawl attacks, and doubles Defense versus grapples. | Fire damage becomes aggravated for the next 24 hours. Vampires and such take +1 extra fire damage. | For 24 hours, all athletics rolls take -3 | CTL 206 | |
Minister Viburnum’s Clepsydra | ••• | When activated, silences all voices in the room except for those who have a hand resting upon the very top of the token. Lasts for a scene. In addition, any speaker touching the top of the token gets +1 to expression rolls. Affected characters can spend 1WP to speak for 3 turns. Only muffles speech etc. | Activator becomes over-sensitive to sound, and suffers -2 to perception. | Fill the token with blood instead of water | RoS 156 | |
Biting Crotesquerie | •••• | A horrific idol made from mismatched parts, which may be activated and thereby animated. The bite of this creature causes potent hallucinations which inflicts many penalties. | Electronic blackout within 50 yards for one hour. | Spend willpower point and spit on it. Token crumbles after it's activated. | CTL 206 | |
Bleakmoor Black Pony | •••• | A statue of a pony made from hedgestuff. Upon activation, becomes alive for one hour, and more time can be added at a rate of 1 hour per glamour spent. Suffers speed penalties based on weight carried. No more than two adults at a time. No roll required to ride unless circumstances dictate it. | Pony is GRUMPY. Getting too close to the ponies mouth can result in up to 2B of bite damage. | Groom the pony - Brush its mane, clean it generally, pick things from its teeth) for one hour. During this time, the user must tell the pony of a terrible nightmare that they once had, in detail. | RoS 157 | |
Blood Poppet | •••• | A creepy doll found in the hedge. Can be used to form a sympathetic connection with a users fetch by winding three of the fetches hairs around the dolls head. When activated, the doll becomes a voodoo doll for a scene. Spend 1WP to cause 2B and a -1 penalty (up to -3) to all physical rolls to the fetch. No distance limit. | After torturing their fetch, the user feels empty inside. Prevents willpower gain for the next 48 hours after use. Oh, and if the fetch gets a hold of the doll... | Wet the dolls head with some fresh fetch-blood from the users fetch. | RoS 149 | |
Bug Cudgel | •••• | A blunt instrument, which if activated and used to inflict a blow, curses the target. An hour after the impact, the site swells up and bursts forth with many insects, inflicting intense dice penalties (not to mention trauma) | Nightmares about bugs, penalty for rolls for first hour awake. | Develop Phobia (Specifically entomophobia) | CTL 207 | |
The Curious Paw | •••• | The claw of some kind of mutated creature from within the Hedge, activation grants the changeling and his motley 9-again on all rolls except those relating to Glamour or Contracts for a scene. | Begin to feel tired and sick after effect wears off. | A memory is taken as payment, something small but important. | CTL 207 | |
Promise Stone | •••• | A stone with runs. Can have a pledge invested into it, and have another party enter the pledge at any time with a ritual. All pledges sworn this way is considered a vow. | Using this token costs a dot of willpower (Can be bought back with 8 XP). Much more, see book. | Can be activated without Wyrd (Able to have 3 vows). Must pay cost, then tear out tongue and throw it into a fire, dealing 2L. | AN 22 | |
Blood Pennon | ••••• | A short, swallow-tailed banner. When activated and waved, the changeling and his motley gain significant combat bonuses. Their Defense is double, they gain a bonus to Initiative, and they can ignore any wound penalties. They may also make all-out attacks with a bonus. | Enemies are called to your location. | You are left exhausted for the rest of the day, easy pickings for the Gentry if they show up from the drawback. | CTL 208 | |
Dawnspear | ••••• | Old spear with a glow in the shape of a lance. When active, becomes a +4L weapon that deals aggravated damage to the True Fae, grants +4 Initiative, doubles Defense and Speed, and retains undoubled Defense for all-out attacks. | Unforeseen consequences. | Permanent life changes for each wielding. | SaD 55 | |
The Jerusalem Mile | ••••• | It's a rug, about 9' by 12'. A dusty frayed rug, with a blocky maze design stitched into it. Those who walk through the 'maze' to the end are transported to a spot in the hedge where they have been before. | The rug is one-way. | The user can choose not to choose a location, which dumps them ANYWHERE. | RoS 149 | |
The Keeper’s Quirt | ••••• | A two-ended riding crop, which summons a wave of repressed negative memories when it strikes flesh. For humans, this can be anything, for Changelings, it's generally their durance. When used in combat, it can be especially debilitating. Those hit no longer apply defense to incoming attacks, and lose -3 to speed and initiative til the end of the scene. Does +1B, requires Strength+Weaponry to wield. Can only be used on another character once. | Transmits small jolts of pleasure upon use. Hurting others with it becomes addictive after its third use. When addicted, user must succeed on a Res+Comp roll to NOT use the Quirt when available. | Use on a family member or motley-mate within an 8 hour period before activation. | RoS 158 | |
Squall Knife | ••••• | A knife placed under the cradle of a human child in Faerie. When used to inflict damage, if the victim screams or shouts, the wielder may heal lethal or bashing damage. | You hear screaming children, and suffer from Melancholia or Depression for 12 hours. | -3 to all social rolls for 24 hours. | CTL 208 | |
Promise Tokens | Description | Drawback | Catch | Book | ||
Ampoule of Life | Upon receiving would-be-fatal wounds, drinking the blood downgrades all of the character's Lethal or Aggravated damage to bashing. Only works on wounds or poisoning, but not illness. | Lose all willpower points. | Lose two permanent health dots. | RoS 151 | ||
The Auroch’s Horn | Can be used by any changeling in a freehold. When used, summons the user's Keeper to their side for one battle. | The keeper gains +3 on all Physical tests against the user. Keeper always knows where any changeling belonging to the freehold is, Keeper can stay in the mundane world indefinitely. Seven children will be abducted that night. | Blowing the horn performs all the effects. Cannot be destroyed or given away. | RoS 151 | ||
Black Nickel | Borrow up to five skill dots from another changeling or Fae for a full week. Limited to the maximum skills that the target has. | Token is rendered inert after borrowing five total skill dots. | Target gains bonus skill dice for any contract used against the user equal to number of dots borrowed. Benefit lasts for a full year. | RoS 152 | ||
Blank Check | Allows the user to add the resources score of the person who gave them the token to their own for a single purchase. | Cannot access any of their own money for an entire week. | The user becomes pliable to social advances by the person who gave them the cheque. The giver gains +2 Socialise whenever interacting, capped at +5. This effect is permanent. | RoS 152 | ||
Finger Locket | Target gains life equal to Wyrd x 5 Years at the point when the token was given. | Permanently loses the finger used in creation of this token. | Target no longer regains willpower from rest. The changeling that created it gains it instead. | RoS 152 | ||
Ink-in-Irons | A Tattoo shared by a pair of characters that ensures mutually assured destruction. The pair cannot wound the other without wounding themselves - any damage inflicted is mirrored. | Automatically lose a dot in Clarity if the other of the pair dies. | The effect can be escaped by the pair agreeing to, spending a willpower dot and suffering a point of aggravated damage with an obvious burn mark. | RoS 153 | ||
Scobury-Clovill Box Camera | Taking a photo of someone with the camera causes them to be dragged to Arcadia for a year and a day. This happens within the next seven days. | Use of this token is a Clarity sin at any level. | Destroying a True Fae before the target gets abducted will prevent them from being abducted. | RoS 153 | ||
Privilege Tokens | Rating | Entitlement | Description | Drawback | Catch | Book |
Bronze Spearhead | — | Bronze Beylik | The head of a bronze spear. When used, add Wyrd to Intimidation rolls. | For the scene and one after, -2 on Socialize, Animal Ken and Expression. | Scratch self for 1L damage | WM 149 |
The Grand Cross of St. George | — | Knighthood of the Dragonslayer | A cross made of Hedgestuff. Pressing it against someone with Morality 5 or below incurs lethal damage. | If used on someone with a morality of 6 or above the Knight takes penalties as penance. | Burns hand for 1L damage | WM 151 |
Aspersorium | •• | Bishopric of Blackbirds | Small pail or cup. Used to bless water, which is then sprinkled on a persons forehead. The blessed have mild derangement disappear and severe is downgraded for one scene. Gains +1 perception until sleep. | Bishop takes -1 to Perception, cumulative with extra blessings. Restored with 4 hours of sleep. | Take derangements unto yourself for one scene. | CTL 292 |
Black Apple Pendant | •• | Legates of the Black Apple | A silver pendant in the shape of an apple; cannot be removed. Adds Composure to Defense for one scene, as long as the wielder does not attack. Usable once per day. | If the wielder does attack, he or she suffers -2 to Intelligence, Wits, Dexterity and Defense for the remainder of the scene. | Take 1L damage as the apple drinks a pint of blood. | LoS 146 |
Sprung Door | •• | Bodhisattvas of the Broken Cage | A broken door of some form; +3 to rolls to convince the target to break social mores, habits or try new things. Increases to +5 if paired with Cupid's Eye. | -2 to all Presence and Manipulation rolls against Bodhisattvas, regardless of whether the token has been used or is even present. | None printed. | LoS 46 |
Waxen Violet | •• | Magistrates of the Wax Mask | A small purple flower, available to all Magistrates of the Wax Mask, can be activated to emit a scent that causes those nearby to sense the wearer as humble and trustworthy. | Affects the Magistrate as well, leaving him very sleepy after 2 hours unless he spends willpower (One WP for one turn of awakeness.) | If eschews power stat roll, the flower takes 1L and leaves flower shaped scar. | CTL 302 |
Bugbear’s Mask | ••• | Scarecrow Ministry | Appearing as a cheap Halloween mask, frequently worn by the Scarecrows of the Ministry. When activated the user must meet eye-to-eye with a victim, and they receive the Phobia derangement with the mask-bearer as the subject. | Suffer from Narcissism or Megalomania for the rest of the day. | If eschews power stat roll, removing the mask deals 1L damage. | CTL 316 |
Courier's Winged Sash | ••• | Guild of the Sacred Journey | A royal-blue sash with a winged silver badge; when activated, gives the user an intuitive sense of the location of anyone they've been hired to deliver a message or package to, as long as they're somewhere accessible (not e.g. Arcadia or the Shadow Realm) and the client identified the recipient precisely. | Until the package/message is delivered or 2 Willpower are spent, -1 to all actions not related to delivering the package/message. | Penalty for drawback increases to -3; character literally cannot rest or stop until the goods are delivered. | LoS 137 |
The Diviner's Instrument | ••• | College of Worms | Any sort of divining tool unique to the Diviner. When the instrument is used, within an amount of time called "Insight" (Clarity = Hours), the Diviner is granted a bonus equal to his Wyrd. | During Insight time, -1 to Perception. Token can only be activated once per game session. | If eschews power stat roll, later in the day, you must take a penalty (Maximum -5 dice) | WM 296 |
The False Face of Truth | ••• | Duchy of Truth and Loss | A small badge or pin with a porcelain doll's face; anyone touching a lock of hair or drop of blood to it knows if the blood/hair came from a fetch, a Changeling or a mortal. | The token cannot be reused until it has been fed 1B worth of blood. | The token must have a teaspoonful of the target's fresh blood to activate, and needs 1L to recharge. | LoS 124. |
Gildwheel | ••• | Guild of Goldspinners | A wheel that can spin straw into gold, producing one Resource dot's worth per day up to a maximum of the user's Power Stat; the owner of a Gildwheel cannot spend its gold. | Unless the Resource dots involved came from a pledge, the gold turns to dross within one day of being spent or used in any transaction. | The straw to be spun must be soaked in fresh blood squeezed from a human heart; the user must actually roll Crafts to spin. | LoS 132 |
The Gilded Torc | •••• | Charmed Circle | A necklace that is worn tightly around the neck. Allows the transfer of skills to or from the user while the target is kissing their hand. All dots in that skill are transferred for the day. A character with 5 dots transfers all five, no more, no less. | Suffer three points of bashing damage when taking a skill from the target as the Torc chokes the user. | Take a stamina roll. Failure causes the user to pass unconscious for a scene, while success allows the user to stay awake. Suffer -2 to all rolls for the next day. | ER 43 |
Goblin Fruits (1st Edition)
Goblin Fruit | Description | Effect | Book |
---|---|---|---|
Amaranthine | Looks like a small, red eggplant. | Heals 1A, limited to once per scene. | CTL 223 |
Babel Gum | Pink urban lichen that resembles chewed gum. | Understand all spoken languages, but forget how to read for one scene. | WM 113 |
Bloodapple | Dark crimson apple splotched with deep reddish purple, cloyingly sweet and incredibly juicy. | Downgrades a point of aggravated damage to lethal (once per scene). | NH-GF 127 |
Bloodbane | Pale yellow lichen. | Prevents blood from clotting: toxicity 3 as one dose, toxicity 6 at multiple doses per month. | NH-GF 20 |
Blushberries | Pink fruits slightly larger than cherries. | Heals 1L or 2B. | CTL 223 |
Brumblebulb | Small almost sour tasting onion. Grows underground with only a few leaves poking out. | Instant exit from the Hedge | RoS 131 |
Buglewort | Mushroom that appears almost identical to Nightcap. Effects of both can stack. | +4 Initiative for the scene. | CTL 224 |
Chu Chu Culm | Bamboo filled with red liquid. | Intoxication, +2 Social bonus, -2 Dexterity, Wits or Intelligence for one scene. | WM 113 |
Cocorange | Hard seeds the size of a football, containing pulpy citrus flesh. | Intoxication equivalent to a shot of liquor | GobM 21 |
Coralscalp | Fine, hairlike kelp. | Smoke for +1 to perception rolls and breaking points for a scene, followed by strong hallucinations. | GobM 21 |
Coupnettle | Bitter and minty leaves, usually made into a tea. | Restores Willpower. Each serving after the first within 24 hours inflicts -1 Composure. | CTL 223 |
The Cousin's Trumpet | Conical yellow jungle flower with no scent. Must be brewed into a tea. | Outside the Hedge, a hallucinogen that restores Willpower but inflicts a universal -3 penalty. Within the Hedge, +2 effective Wyrd for Hedge-shaping. | WM 113 |
Dactyl | Oily fruits that resemble dates. | Roll Resolve + Stamina to hold down. Grants Social rolls 9-Again. | GobM 21 |
Dream-a-Drupe | Slightly intoxicating, looks like a purple nectarine. | Healing fruit. 1L or 2B healed. | CTL 223 |
Ertwen | Mealy seeds inside a pod, similar to peas. | Healing fruit. 1L or 2B healed. | CTL 223 |
Fear Gortach | Highly addictive grass. Can affect mortals and supernaturals. Must succeed Wits + Composure to pull away, and reroll if you run into more Gortach in the next scene. Gluttons get a -3 on these rolls. | Makes consumer hungry and strips goblin fruit benefits, but you must roll Wits + Composure (-3 with the Gluttony Vice) to stop eating. | CTL 223 |
Fuguespores | Brown spores from a fungus that grows on Hedge briars. | Toxicity 5. Spores growing in the intestines cause dizziness and hallucinations. Spores lodged in the brain cause fugue states, or in extreme cases coma or permanent brain damage. | NH-GF 20 |
Ghoul's Shroud | Lacy gray moss. | Ignore any poison of toxicity 4 or lower. Causes constant thirst and crying eyes while effective. | NH-GF 127 |
Headgourd | Grows in Hedge farmlands in the shape of a scarecrow. | Smear innards on self for +1 to Defense and -2 to Social rolls for one hour. | WM 112 |
Hera Pear | Particularly healthy pear tree guarded by powerful hobgoblins. | Completely cure a disease. | RoS 131 |
Hidefruit | Tiny crimson berry about the size of a pomegranate seed. Very rare and bitter. | The True Fae must roll Wits + Composure -5 to find you, for your Wits + Resolve in minutes. | AN 59 |
Jarmyn Fruit | Grows with Jarmyn Leaves. Forces sleep. | Extended actions in same scene lose penalties; sleep whole day after to maximum of 7 days. | CTL 223 |
Jarmyn Leaves | Grows with Jarmyn Fruit. Forces sleep. | +3 to stay awake for extensive amount of time; sleep whole day after to maximum of 7 days. | CTL 223 |
The Judas Yew | Grows in Hedge Deserts. Tree with red berries that grows out of walls in elevations. | Eating does 1L damage due to potent poison. Allows you to go 3 times the length without food or drink. | WM 111 |
Murmurleaf | A blossom that curls upwards at the end of the leaf. | Healing fruit. 1L or 2B healed. | CTL 223 |
Myrsina | Apple with beautiful white flesh and red skin, but smelling and tasting of death. | Causes deathlike sleep so deep that it ends all lifelong pledges as though the Changeling had actually died. | tRBP 7 |
Nightcap | Mushroom that appears almost identical to Buglewort. Effects of both can stack. | Halves Speed until accumulates 4 successes on Stam + Res | CTL 224 |
Pedicle Velvet | Lichen that grows on the horns of fierce Hobgoblins in Hedge tundras. | Heal 1L damage. Gain +1 Stamina for 6 hours. Next time you have intercourse, it will result in pregnancy. | WM 114 |
Pitt Moss | Very rich, pungent moss used in soups. Effect only applies if eaten raw, about a salads worth, in the field. | Eaten raw, saps Willpower and blocks its use for a scene. | CTL 224 |
Serpent Gourd | Long, narrow, shiny black gourd filled with stringy flesh, growing only in dangerous places. | Properly prepared, creates syrup that grants +1 to oneiromancy and oneiromachy rolls for up to a day. | NH-GF 127 |
Wineberry blush | Tart, purple berries that ferment easily. | Once fermented, will remove a Clarity derangement if drunk within a day of gaining it. | DitD 91 |
Wyrmthumb | Fleshy fig, black and filled with dizzyingly sweet tar sap. Contains milky grubs with black mandibles. | Restore Glamour and take +5 to escape any kind of bondage. | RoS 131 |
Oddments | |||
Gallowsroot | Ropy vine shaped like a noose. | Acts as Strength 3 attacker with a garrote for 3 turns. | CTL 224 |
Hog Eye | Grows in Hedge bogs and swamps. Looks like a reed with a knobby outgrowth. | Single-use +5 lockpick. | WM 111 |
Jennystones | Foul smelling acorns. | -1 dice pool to everyone within 15 feet. | CTL 224 |
Promise Leaves | Parchment-like leaves dispersed randomly among trees. | Crumple to lengthen Contract durations. | CTL 224 |
Scarthistle | Milky thistle with night black flowers. | Thistle can be used to tattoo a Lost for a month. Lost can spend a Glamour to gain +1 on a chosen Social Skill (chosen when the tattoo is made). Can have one tattoo per dot of Wyrd at a time. | RoS 132 |
Slumberberries | Sour, dark green berries in clumps of five or six. | Eaten raw, causes drowsiness. Boiled into a tea, causes nightmares. | NH-GF 20 |
Stabapple | Fruit with hard thorns. | Thorns can be used as 1L, Size 1, Durability 1 weapons. | CTL 224 |
Tovil's Ooze | Molasses-like substance found in sinkholes in cold parts of the Hedge. | Smear on something to confer +2 Durability or Armor for a week. Deals 2 Structure damage or 1 lethal damage when peeled off. | RoS 132 |
Vermsap | Oozes out of trees in Hedge Forests. Just a dollop on your skin summons masses of vermin that follow you until removed. | Vermin follows you around. -2 to Social rolls, -1 to Initiative and Defense. | WM 112 |
Walking Gertrude | Slowly walking stalks of fibrous tissue, like a spider made of sugarcane. | Rubbed inside a shoe, residue halves wearer's Speed. | RoS 132 |
Widowroot | Tangled stalks about the size and shape of a football. | Properly prepared, creates a toxin that causes those effected to lose 2 points of Willpower. | NH-GF 127 |
Hybrids | |||
Jennyapples | Misshapen black-spotted apples. Hybrid of a Jennystone and an apple. | -3 to all rolls for a day if eaten. If skin is pierced acts like a Jennystone. | RoS 130 |
Nevernip | Crossbreed of blushberries and fear gortach. Lush purple berries. | Heals like blushberries, but eater must roll Wits + Composure (-3 with the Gluttony Vice) to stop eating. | RoS 130 |
Somnus Pollen | Undetectable goblin fruit infection. | Inflicts the drugging sting of a Fae Swarm when eaten. | AN 127 |
Trenchmint | Hybrid of coupnettle and pitmoss. Has airy stems topped with curling clusters of violet leaves. | Eaten raw, saps Willpower and grants +3 to a chosen Mental Skill for a scene. Inflicts -1 Physical penalty afterward, or -2 with the Sloth Vice. | RoS 130 |
NPCs, Changelings (1st Edition)
Name | Description | Source | |
---|---|---|---|
Changelings | Humans transformed into Fae Creatures by the Gentry. Changelings you might see around the Freeholds or abroad |
||
Auntie Ally | Smothering mother figure. | GF 17 | |
Blue Jenny | Miami. Manipulative member of the Winter Court. | Demo 10 | |
Brer Spider | Miami. Man of many faces, identities and skills. Expert Oneiromancer and scholar. | CtL 344 | |
Cerastes | Miami. Pathogenic liar and smooth talker. Half-believes he's still in Arcadia. | CtL 342 | |
Carlos Garcia-Jimenez | Miami. Player Character. Cuban thug trying to go straight. Computer Science Student. | Demo 21 | |
Consus | Mafia-type with his fetch as a servant. Dedicated to overthrowing Freehold tyrants. | GF 29 | |
Deathless Ivan | Miami. Grandfather Thunder's bodyguard. Terrible, silent and crazed man-mountain. | CtL 340 | |
Everett Flint | Fire and brimstone preacher with a tongue made of gold. | GF 44 | |
Gentleman John | Thief that steals both one-of-a-kind items and objects of sentimental value. | GF 59 | |
Grandfather Thunder | Miami. Oldest changeling in Miami. Leader of the Summer Court and thus all of Miami. Very brutal. | CtL 338 | |
Green-Eyed Gerta | Mad Spring Court queen. Insanely jealous and envious. | GF 68 | |
Jack o’ the Lantern | Famous changeling who managed to trick his Keeper. Missing his heart. | GF 77 | |
Jeremiah Sleet, the Winter King | Miami. Cold, calculating mobster. Distrusts all other Courts, especially Summer. | CtL 339 | |
John St. Elmo | Miami. Summer Court thug. Salamander-like leader of The Apostolic Knights motley. | Demo 11 | |
Kumalo | Slayer of kings. | GF 81 | |
Leigh Whitney | Miami. Player Character. Heiress from Chicago. Can't go back. Works as a belly dancer at a bar. | Demo 23 | |
Naamah | Miami. Leader of the Autumn Court. Building up fear to topple Grandfather Thunder. | CtL 337 | |
Nimble Tinfingers | Miami. Player Character. Troubled kid turned into a Tin Man. Best friends with Sara. | Demo 25 | |
Mark Stalwart | Miami. Fights alongside John St. Elmo and Strong Matthew. An Apostolic Knight. | Demo 13 | |
Maria Thorn | Miami. Leader of the Spring Court. Living as a fugitive in the Everglades. Robin Hood figure. | CtL 341 | |
Quiet Luke | Miami. Oracle and member of the Apostolic Knights. Safeguards a book he bought off Hobgoblins. | Demo 16 | |
Rex | Miami. Player Character. Wanderer. Found his wife had remarried while he was gone. Cyclops. | De,p 27 | |
Rollo | Miami. Coward and drug runner, but dedicated to overthrowing Thunder and serving Blue Jenny. | Demo 8 | |
Rose Thorn | Miami. Possibly Maria's daughter. Big ego. | CtL 335 | |
Sara | Miami. Player Character. Small girl, good with mechanics. Best friends with Nimble Tinfingers. | Demo 29 | |
Strong Matthew | Miami. Fights alongside John St. Elmo and Mark Stalwart. An Apostolic Knight. | Demo 13 | |
Wild Sam | Brave Changeling that will forever be a rambunctious child. | GF 119 | |
The Loyalists | Changelings still loyal to their Fae masters | ||
Bondthrall Paxton | Secretive but passionate female artist forced reluctantly to abduct Changelings. | CtL 262 | |
DJ Hamlyn | Musician that delivers humans and changelings to his keeper for his next high. | GF 40 | |
Liz Malloy | Bait used by her keeper. | GF 85 | |
The Man Left Behind, The Minotaur | Darkling that patrols his Keepers manses, killing slaves thrown into his pit. | ER 148 | |
Maya Sharptongue | Hero, trickster and traitor. | GF 99 | |
Realm Gatekeeper Ognenov | Lazy and corrupt gatekeeper for Arcadia. | ER 145 | |
Shuck's Crew | Shuck, the Scissor-Man, John Capp, Razor Molly, Pretty Bill. Crazed Boogiemen. | AN 35 | |
The Mentally Ill | Changelings of questionable clarity | ||
Beauty and Her Beast, Damiana and Bert | Criminal duo, distrusted by the local Freeholds. Plenty of deaths attributed to them. | AN 15 | |
The Glutton | Miami. Cannibal who might let you go if he's not too hungry. Doesn't like people. | AN 20 | |
The Hag of Henslowe Park | A wicked witch that abducts victims and tortures them for a year and a day. | AN 21 | |
The King of Cats | Crazed hunter who stalks children. Is followed everywhere by cats. Early campaign antagonist. | AN 19 | |
The Mad Hound Jules | Feral, wolflike and broken homeless man. Considers all fae a potential threat. | CtL 260 | |
Long-Tooth Tom | Modern bridge troll. | GF 89 | |
The Lost Guide Libra Mudfingers | Crazed Wizened guide that can take you to Arcadia. Almost a Hobgoblin. | ER 137 | |
Bridge-Burners and Militia Groups | Extremist factions dedicated to various causes | ||
The Bloody Nails, Bridge-Burners, Tommy Red Hat | Very tough. Believes the only way to cut the bridges is by destroying everything fey. | AN 32 | |
The Safe Harbor Society, Bridge-Burners, Sister Abigail | Organizer that knows how to humiliate people. | AN 30 | |
Independent Bridge-Burner, Burgeoning Terrorist, Terrence | Horror movie fan. Preparing to burn down his theater and the trod within to stop the nightmares. | CtL 266 | |
The Bloody Wing Militia, Warhawk, Nemesis | Female Ogre recruiter for the Bloody Wing Militia. | CtL 265 | |
The Doves, Militia, Dove Knife-Dancer | Stealthy assassin and acrobat. | AN 29 | |
The Red Badge, Militia, Red Badge Recruiter | Very savvy and large Ogre recruiter for the Red Badge. | AN 26 | |
The Soulless | Changeling monsters who have completely lost any semblance of their souls | ||
Serial Killer Maxwell Stevens | Once a successful entrepreneur, became a psychopathic participant in the "Game". | CtL 268 | |
Fetches | Simulacrum of a person left behind after an abduction by the Gentry | ||
Bobby Slim | Paranoid killer. Murders for no real reason. Crafty. | AN 118 | |
Carlos Garcál | The Glutton's fetch. Passable chef. Lost until Glutton attacked, now intent on killing him. | AN 114 | |
Don Sarno | Family man. Killed his Changeling. Hunts changelings with his friends. May be "dying". | AN 117 | |
Luke Argent | Good man, willing to step aside if changeling returns. "Wife" is pregnant and child may be his. | AN 115 | |
Michael Bartok | Miami. Cerastes' fetch. Perfect mirror of the original. | AN 113 | |
The Recurrent | Fetch that is constantly killed and resurrected through coincidental circumstance. | GF 108 | |
Rosalinda Forastero | Maria Thorne's unknowing fetch. Being watched over by Naamah as bargaining power. | AN 116 | |
Sister Mary Agatha | Damiana's fetch. Emotionally instabile. Bitter about her existence, but very amiable. | AN 113 | |
Gentry, The True Fae | Masters of Arcadia | ||
Arcadian Huntsman, The Horned Hunter | Master huntsman that travels with a pack of bloodthirsty shadow hounds. | CtL 277 | |
The Baroness of Tortured Harmonies | Brutally violent, beautiful, kind and depraved. | ER 151 | |
Blue Jenny's Keeper | Miami. Blue Jenny's Keeper has come to take her back to Arcadia. | Demo 19 | |
Crumbcoat and Ganache | Twins, master chefs who long to be impressed. Easily annoyed and depressed. | AN 76 | |
Dzarûmazh | Dragon who wishes to successfully form a contract with Cold Iron | GF 34 | |
Grandma Mara | Wise fortuneteller who can help steer your future. | GF 64 | |
The Greve of Stolen Lovers | Lavishes his abductee with love. Once the feeling is returned, he snubs her. | AN 76 | |
The Hook | Urban legend that stalks the highways. | GF 72 | |
Lady Bolevile | Both a Fey and a mansion. Strictly business. Collects trinkets. | AN 78 | |
Nergal, the Raging One | Miami. Massive hurricane and storm. Nothing but anger and hate. | AN 79 | |
Skin and Bones | Bloody Mary-type boogieman. | GF 112 | |
Redtooth, Redtooth | Not very smart but very hungry mountain of flesh and fat. Must rhyme. | AN 80 | |
Vellum | Cold, but not cruel librarian. | AN 82 | |
The Zookeeper | Collector of pets, human or otherwise. | AN 83 | |
Ybalashi | Literal genie in a bottle. | GF 123 | |
Banished, Charlatans and Sleepers | Gentry banished to Earth, whether through pledge, death or other causes. | ||
Baron Fairweather | The Free Market Dragon. Industrialist and entrepreneur in charge of a chain of stores. | GF 21 | |
Hidden Killer "Keri Urban" | Beautiful but weakened Fey, trying to squeeze through a loophole | CtL 273 | |
Lord of the Gargoyles | Died on Earth, came back. Obsessed with finding a specific bird. | AN 92 | |
Marquise Tistresse | Giant spider fey - Part Hobgoblin, Gentry, Human. Cannibalizes, gains knowledge and power. | GF 93 | |
Old Middy | Crazy cat lady. Eats children. | GF 103 | |
The Ringmaster | Natural showman obsessed with running his carnival. | AN 94 | |
The Shrike | Allied with human Earnest Marker. Pathological murderer and sadist. | AN 92 | |
The Stripling Prince | Foxlike control freak, demands to be in control, wants to be liked. | AN 81 | |
The Tall Blue Man | Storyteller banished to Earth. Trying to find a new story, but is always disappointed. | AN 90 | |
Hobgoblins | Monsters roaming the Hedge | ||
Argemone | The Beast that Hunts the Hedge | GF 13 | |
Blackgators | Miami. Fae Alligators native to Miami. | Demo 13 | |
Bloodsuckle | Tree that hunts living prey. | AN 120 | |
Border Reavers | Hobgoblin tribe. Cursed with a mutation-plague that get worse if they leave the hedge. | AN 122 | |
Briarwolves | Once human fae Werewolves. Hunt in packs. | CtL 275 | |
Bunyip | Adopted by children, then creates nightmares that it leeches fear glamour from. | GF 26 | |
The Chimera | Beast that Stalks the Hedge | ER 139 | |
Creatures of Ill Omen, Blindbirds | Scavangers and carrion-eaters. Harbingers of bad luck that appear when death is nearby. | ER 139 | |
Drudgemen | House-spirits and Brownies. Imprint on an individual and aids them in secret. | AN 124 | |
Entricers | Strange beast that uses a huddled, crying human-shaped organ to hunt. | AN 125 | |
Fae Swarms | Faerie insect swarms. | AN 127 | |
Fenghuang | Phoenix. An extra life in the form of a Hobgoblin. | GF 48 | |
Harvestmen | Giant intelligent spiders that lure travelers with treasure. Sometimes deal with the Fae. | AN 129 | |
Hedgebeasts | Intelligent goblins that look like their earthly counterparts. Can be coerced to becoming allies. | AN 130 | |
Hobs | Greedy, selfish natives of the Hedge. | AN 131 | |
Laughing Ones | Mischievous shapeshifters that play lethal pranks on whoever tries to take advantage of them. | AN 134 | |
Noppera-Bo | Shapeshifters who enjoy tricking Changelings into getting lost. | CtL 276 | |
Sprights | Tiny fairies that try to help travelers. Rather simple. | AN 135 | |
Tikbalang | Trickster that appears in the guise of a helping hand. Leads travelers into trouble over and over. | GF 116 | |
Vileshrikes | Disguisting half-birds. Steal everything they can get their hands on. | AN 136 | |
Will-O'-Wisps | Balls of light desiring only to be followed. | AN 138 | |
Wyrd-Mites | Lice and ticks that feed on glamour. | AN 139 | |
The Moirae | Agents of the Wyrd, not quite Hobgoblins | ||
Crimson Weavers | Old men and women that bind people together with a red string, so they are fated to be together. | DitD 60 | |
Fallen Star | When you wish upon a star, makes no difference whether they're sentient and may die from fulfilling it. | DitD 61 | |
Nemesis | If you tick the Wyrd off enough, expect to be hunted down by numerous, angry Nemeses for a long, long time. | DitD 62 | |
Pattern Eater | Strange spiders that can eat your fate and pledges, sometimes for a price. The fateless may become suicidal afterwards. | DitD 64 | |
Dream Creatures | Creatures native to the Skein, or some other esoteric realm | ||
Dream Riders | Creatures that ride dreams, of course! | ||
Mnemides | Strange creatures that wander in the unseen corners of every dream. The dreamers memories. May be coerced. | DitD 39 | |
Supernumeraries | Extra actors the dreamer manifests to play roles in his dreams. May be used as weapons. | DitD 40 | |
Virgilus | Mage trapped within his own dream. Completely mad and pitiful, keeps several forms with their own personalities. | DitD 42 | |
Incubi | Foreign entities in your dreams, enter without pledges | ||
The Cat | Shapeshifting cat that hunts and terrifies the Gentry. | DitD 26 | |
Dream Guardian | Creatures that the dreamer spawns to improve himself and protect his dreams. | DitD 27 | |
Goblin Miners | Hobgoblins that break into the Skein through the hedge. Mine Dreamstones to sell in Markets. | DitD 28 | |
The Kindly Stranger | Sentient play brought about by a cursed script. Drives its "actors" to murder each other. | DitD 30 | |
Night Hags | Sleep Paralysis | DitD 32 | |
Sandmen | Memories of diseased loved ones that haunt your dreams. | DitD 33 | |
Shame Riders | Weaves dreams into nightmares intent on shaming and humiliating the dreamer. | DitD 34 | |
Succubi | Takes on the form of who you lust after most. Getting pregnant by one may result in a Cambion. | DitD 36 | |
Morpheans | Massively powerful Incubi | ||
The Pale Brother | The good old grim reaper himself. Completing his quests grants you "Boon of the White Twins]]". | DitD 43 | |
The Rogue Sister | The personification of the non-omniscience of fate or something from outside the universe trapped in the Skein, seeks to topple the Wyrd to escape. Grants "The Dark Huntress Pact]]" | DitD 46 | |
The Ruinous Prince | He will grant you powerm then your kingdom will topple and you will be forgotten. Grants "The Vow of All-Consuming Fire]]" | DitD 47 | |
Mortals | |||
Ensorcelled | A human in a pledge with a Changeling. | ||
Handsome Johnny | Burnt as a kid, he got Striking Looks from an oath. The motley died, his looks faded. | AN 45 | |
Mister Chamberlain | Miami. Jeremiah Sleet's right hand man, drugrunner and a monster of a thug. | AN 49 | |
Pigbaby | Miserable trailer park girl obsessed with The Prince, an abusive Fairest. | AN 46 | |
Reesie Thompson | Miami. Creepy but smart 30 year old who can see fairies. | AN 47 | |
Fae-Struck | A human obsessed with all things Fae | ||
Devoted Groupie Michael Wyndham | Rich kid obsessed with becoming a Changeling, trying to contact the Gentry. | CtL 275 | |
Tulepo Rose | Obsessive stalker following her Fairest ex-master. Jilted, hateful lover. | AN 39 | |
Mundane | Regular people | ||
Aldous Blackwell | Rich. 40 years ago they took his daughter. Then he saw her in the background of the news. | AN 42 | |
Burke Stolhanske | City maintenence guy who sees people in the sewers, curious obsession. | AN 40 | |
Oathbound Protector Officer Pitts | 64 year old cop. Strange friend provides him with leads she shouldn't know about. | CtL 270 | |
Roddy Van Bastelaar | Miami. Tough guy who got scammed and screwed over by Changelings. | AN 40 | |
Other Supernaturals | Various other creatures that can't be categorized | ||
Arcadian Sentries, Bladelings | Animated flaming swords that guard various parts of Arcadia. | ER 143 | |
Cambions | Children resulting from impregnation by Succubi. See through supernatural disguises. Most likely will be abducted. | DitD 37 | |
Freddy Cloversmith | Mysterious benefactor that can make you rich and famous, for a price. | GF 53 | |
Inanimae | Animated statues, plants, etc that serve as standing military in Arcadia. | ER 113 | |
Rolf Reiter | Miami. Ensorcelled vampire loser and emotion junky. Wants the blood of the fey. | AN 49 |
Kiths (1st Edition)
Kith | Description | Blessing | Book | |
---|---|---|---|---|
Beasts | ||||
Broadback | Beasts of Burden | Stoic Forbearance | Spend Glamour for +2 to all Stamina rolls for the scene. | CtL 102, WM 62 |
Chimera | Amalgamation | Goblins Tongue | Spend Glamour, +3 on social rolls with Hobgoblins until end of scene. | WM 106 |
Cleareyes | Keen Senses | Primal Senses | +2 to perception rolls. Spend Glamour to heighten senses. | WM 67 |
Coldscale | Cold-blooded | Reptilian Blood | +1 to Composure when resisting emotional manipulation, +2 to Stamina when resisting poisons | WM 67 |
Coyote (American) | Trickster | The Trickster's Truth | Spending Willpower on a Pers or Sub roll grants +5. If vice is Gluttony, Greed or Lust, Manipulation cost is New Dots x 4 | WM 107 |
Hunterheart | Predators/Hunters | Tooth and Claw | Lethal unarmed damage | CtL 102, WM 63 |
Nix (Germanic) | River Maiden | Consumptive Voice | Once per day, after spending a point of glamour; anyone hearing her voice cuts social rolls by half of Nix's Wyrd. Continues until end of scene. | WM 107 |
Riddleseeker | Wise/Cunning Animals of Legend | Inquisitive Instinct | Spend Glamour, for one scene, +2 to all Wits rolls except Perception (Wits + Composure). Free Investigation Specialty "Riddles". | NH:GF 102 |
Roteater | Carrion Eaters | Scavengers Nature | +2 to resist poison/disease, +3 if injested, 9 again perception when scrounging for items. | WM 67 |
Runnerswift | Fast | Runs Like the Wind | +2 Speed | CtL 102, WM 63 |
Skitterskulk | Creepy Crawlies | Impossible Counterpoise | Triple Defense when Dodging | CtL 102, WM 64 |
Steepscrambler | Climbers | Gifted Climber | +3 to Climbing | CtL 102, WM 64 |
Swimmerskin | Swimmers | Natural Swimmer | Can swim at full speed and hold breath underwater as though Stamina 7 | CtL 102, WM 65 |
Truefriend | Loyal Pets | Companion's Boon | Spend Glamour to grant an ally get +3 on a roll. You're mah bro, bro. | WM 67 |
Venombite | Poisonous | Poisonous Bite | Once per scene, one can spend Glamour to make a poisonous Brawling attack that deals no damage. It delivers a poison with toxicity equal to the changeling's Wyrd. Target cannot avoid resulting damage from poison normal Stam + Resolve roll. | CtL 102, WM 65 |
Windwing | Flyers | Gift of the Sky | Reduced falling damage. Spend Glamour to glide one minute per Wyrd dot. | CtL 103, WM 66 |
Darklings | ||||
Antiquarian | Collectors of Forbidden Secrets | Keys to Knowledge | 9-Again on Academics and Investigation rolls. Can spend Glamour to temporarily use Encyclopedic Knowledge for one question (If they already have it, they gain +3 to their roll) | CtL 106, WM 68 |
Gravewight | Affinity with the Dead | Charnel Sight | Spend a Glamour to make user able see ghosts until end of scene. | CtL 106, WM 69 |
Illes (Icelandic) | Trolls | Shadow Beauty | Once a day, spend a Glamour to gain Striking Looks •••• for one hour. Gain +2 social when dealing with opposite sex. | WM 107 |
Leechfinger | Fae Vampire | Sap the Vital Spark | Spend Glamour to heal self while damaging the opponent. Deals one lethal to target, and heals either a bashing or a lethal, or downgrades an Agg damage to lethal. Usable once per scene per dot of Wyrd. | CtL 106, WM 69 |
Lurkers | Thieves and Pickpockets | Larcenous Fingers | 9-Again on Larceny rolls, with no penalty for poor equipment. Spend Glamour to gain a +2 to Larceny rolls. 8-Again on Stealth rolls. | VL 22 |
Lurkglider | Winged Monsters | Gargoyle's Grace | Spend Glamour to fall 100 yards without taking damage, +2 to for balancing on ledges. | WM 71 |
Mirrorskin | Doppelganger and Identity Thief | The Mercurial Visage | +3 to disguise rolls | CtL 106, WM 70 |
Moonborn | Madness | Lunatic's Kiss | Once every 24 hours, roll Int + Wyrd vs. Res + Wyrd. Both of you gain the same derangement for a day, but the victim gets a worse version of it. Ends at sunrise for Supernaturals, lasts for a month for humans. | WM 71 |
Nightsinger | Music | Haunting Nocturne | Spend Glamour, roll Perform + Wyrd vs Comp + Wyrd. Listeners gets -2 to Resolve, Empathy, Subterfuge until end of scene. Gains free Expression Specialty in a music form. | WM 72 |
Palewraith | Forgotten | Light's Aversion | Spend Glamour, +1 to defense in shadows (Applies to firearms as well). | WM 72 |
Pishacha (Hindu) | Demons | Taste of Madness | Spend Glamour, and lick opponent. Opponent gains mild derangement (or upgrades to major) for one week of the Changeling's choice. Can only be used once per week. | WM 107 |
Razorhand | Promise of Nighttime Violence | Ripper's Gift | Spend Glamour, hand becomes a knife (1L). Gain Melee Specialty Knives. | WM 73 |
Skogsra (Swedish) | Wood Trolls | Keepers of the Feral Heart | Spend Glamour and look into bird or mammal's eyes. It becomes a loyal pet until next sunrise or sundown. | WM 107 |
Tunnelgrub | The Monster Under Your Bed | Slither and Squirm | Can spend 1 Glamour to wriggle free of restraints or squeeze through tight spaces they normally would be too large to get through. Roll a Dex + Athletics for restraints, and an extended roll for things like tunnels. | CtL 106, WM 71 |
Whisperwisp | Spies, Watching and Listening | Turncoat's Tongue | 9-Again on Empathy and Subterfuge on conversation/gather info. Spend Glamour to whisper a message within earshot. | WM 73 |
Elementals | ||||
Airtouched | Air/Clouds/Wind | Velocity of the Zephyr | Can spend Glamour to add Wyrd to Speed or Initiative for the scene. Usable once per scene. | CtL 109, WM 74 |
Apsaras (Hindu) | Beautiful Fog Nymphs | Enthralling Mist | Spend Glamour, change a target's vice to "Lust". Add Wyrd to manipulation against effected individuals. This effect lasts 24 hours. | WM 108 |
Ask-wee-da-eed (American) | Will-o-the-Wisp | Taste of Ill Luck | Spend Glamour, force a successful reroll at -1. Usable once per day. Also, +1 effect to all Contracts of the Hearth. (Those contracts that offer a bonus get an an additional +1, those contracts that offer a negative remove an extra 1) | WM 108 |
Blightbent | Living glob of Pollution | Caustic Caress | Once per day, spend a Glamour, breathe pollution. Roll Dex + Wyrd - targets stamina. Target takes one lethal per success unless they can defend. +3 to resist man-made poisons. | WM 78 |
Di-cang (Buddhism) | Humanoid Jewel | Peace of Suffering | Spend a Glamour, everyone within 10 yards suffers no wound penalties until end of scene. Purchase Larceny at half cost. | WM 108 |
Earthbones | Earth/Mud/Sand/Stone | Terrestrial Might | Can spend Glamour to increase non-combat Strength rolls at 1-to-1 basis | CtL 109, WM 74 |
Fireheart | Fire/Lightning/Heat | Flickering Acumen | Can spend Glamour to increase Wits rolls at 1-to-1 basis | CtL 109, WM 75 |
Levinquick | Electricity/Lighting | Fireflaught's Vigor | Spend a Glamour, +2 to speed and initiative. Lasts for a turn per Wyrd. | WM 79 |
Manikin | Dolls/Mechanical Men | Artificer's Enchantment | Can learn Contracts of Artifice at 5x per dot, and make untrained Crafts rolls at only -1 dice | CtL 109, WM 75 |
Metalflesh | Statues made of Metal | Forge's Endurance | Once per day, spend a Glamour to get +1 to Stamina, Resolve, Composure for scene. | WM 79 |
Sandharrowed | Sand/Deserts | Enveloping Sands | +2 on grapples and escaping grapples. | WM 79 |
Snowskin | Snow/Ice | The Voice of Ice | 9-Again on Intimidation and Subterfuge rolls and can spend Glamour to reroll a failed Intimidation roll | CtL 110, WM 76 |
Waterborn | Water/Lakes/Ponds | The Gift of Water | Can spend a Glamour to breathe underwater and Swim at 2x Speed. Cannot breathe air until effect is over or Glamour is spent to deactivate | CtL 110, WM 77 |
Woodblood | Plants/Fungi/Wood | Fade into the Foliage | 9-Again on Stealth and Survival rolls. Can spend a Glamour to hide in a normally unhideable area with decent foliage | CtL 110, WM 77 |
Fairest | ||||
Bright Ones | Transformed by Light/Fire/Ice | Goblin Illumination | Can illuminate an area at will. By spending a Glamour, can make the light blinding; anyone targetting the Bright One gets a -2 | CtL 113, WM 80 |
Dancer | Dancers, Assassins and Artists | Fae Grace | 9-Again on Socialize or Expression rolls involving agility and +1 to Dodge | CtL 114, WM 81 |
Draconic | Graceful Warriors/Beastblooded | Dragon's Talon | Spend Glamour, reroll a Brawl attack, once per scene. +1 to Brawl rolls | CtL 114, WM 81 |
Flamesiren | Entrancement of the Flame | Burning Hypnotism | Once per scene, spend a Glamour, everyone looking must roll Res + Comp, or suffer -2 to all actions until scene or effect ends. | WM 83 |
Flowering | Personification of a Sweet Flower | Seductive Fragrance | 9-Again on Persuasion, Socialize and Subterfuge | CtL 114, WM 82 |
Gandharva (Hindu) | Pretty Messenger | Heavenly Articulation | Spend a Glamour, Expression or Persuasion rolls become an exceptional success at 3 successes instead of 5 for one scene. | WM 108 |
Larcenist | Charmers and Thieves | Thievery's Grace | 9-Again on Larceny and Socialize rolls involving Agility. +1 to dodge when dodging attacks. | NH:GF 63 |
Minstrel | Performer | Perfect Pitch | Spend a Glamour to reroll any failed dice on Expression roll. Harvesting Glamour from audience gains 8-Again. | NH:GF 43 |
Muse | Artistic Inspiration | The Tyranny of Ideas | Can spend a Glamour to give a Human +2 to an Expression, Persuasion, Socialize or Subterfuge roll. This can stack. | CtL 114, WM 83 |
Playmate | Taken to be the Fae's Best Friend | Circle of Friends | When Playmate is primary actor in a teamwork roll, add +2. If secondary, you may forgo roll to give primary 9-again. | NH:GF 122 |
Polychromatic | Rainbowchild/Emotional Epileptic | Prismatic Heart | Reflexively spend a Glamour, +2 to resist emotional manipulation for scene. All empathy vs. Polychromatic suffers -1. | WM 84 |
Romancer | Masters of Twisting Truths | Narcissus's Blessing | Subtle changes in everyone's eyes making each viewer see the Romancer with visual traits they find attractive. This causes a -3 to describe Romancer, which also applies to their clothes. Even cameras, both video and digital are affected by blessing. | NH:GF 46 |
Shadowsoul | Beauty of the Night | Unnatural Chill | Bonus to Intimidate = Wyrd, 9 again subterfuge. Contracts of Darkness are affinity. | WM 84 |
Succubus (Hebrew) | Demons of Temptation and Sex | Vice to Vice | If target and Succubus have same vice, +1 to all social rolls. If both have Lust, +2. Two free dots of Striking Looks. | WM 109 |
Telluric | Stars | Music of the Spheres | Always know what time it is, +3 on situations that require precise timing. Free Astronomy for Academics, Astrology for Occult. | WM 84 |
Treasured | Treasured Item | Alabaster Fortitude | Once per scene, spend a Glamour to retake one Stamina, Resolve or Composure roll (Not for derangement rolls.) | WM 85 |
Weisse Frau (German) | Kind, Sad Pale Matrons | Kiss of Life | Usable once per game session, Spend a Glamour and kiss a target Target gains +2 armor. If target is younger then 13, +3. Does not stack with other armor. | WM 109 |
Ogres | ||||
Bloodbrute | Gladiator | Improvised Mayhem | Spend Glamour, turn something into any weapon from the Melee Weapons Chart (WoD Core p170). No -1 Improvised Weapon penalty for the Bloodbrute. | WM 90 |
Corpsegrinder | Cannibals | Sepulchral Hunger | An enemy at half health grants +1 to the Ogre's attack rolls. Gain a +1 when fighting undead (Zombies, vampires) | WM 90 |
Cyclopean | Trackers with Acute Senses | Smell the Blood | 8-Again on Wits based Perception rolls. Fi Fi Fo Fum indeed. | CtL 118, WM 86 |
Daitya (Hindu) | Reptilian Giants/Godslayers | Cutting Might | Spend a Glamour, ignore durability do damage to structure for one attack. Free Weaponry Specialty at creation. | WM 109 |
Farwalker | Cryptids and Urban Legends | The Elusive Gift | 9-Again on Stealth or Survival rolls and can spend a Glamour to reroll a Stealth or Survival roll | CtL 118, WM 86 |
Gargantuan | Giants that Magically Grow | Spurious Stature | Once a day, spend a Glamour, add Wyrd to Size. When returning to normal size, take 1 lethal damage. | CtL 118, WM 87 |
Gristlegrinder | Monstrous Eaters | Terrible Teeth | Can use a 2L bite attack when in a grapple | CtL 118, WM 88 |
Oni (Japanese) | Soul Consuming Demons | Mouthful of Sin | Spend a Glamour, bite attack once per session. Heal 1 lethal or 2 bashing for every damage dealt. Must be done on Morality 6 or less. Usable once per game session. | WM 110 |
Render | Living Siege Engines | Sundering Talons | When attacking w/ bare hands, ignore 3 durability in objects. | WM 91 |
Stonebones | Heavy Defenses | Obdurate Skin | As an instant action, once a day, spend a Glamour, gain Armor equal to Wyrd. While activated, all Dex rolls suffer -1. Defense gets a negative of 1 if Wyrd is 3, of 2 if Wyrd is 5, and so on. Does not stack with normal armor. Lasts until end of scene. | CtL 118, WM 88 |
Troll (Nordic) | Ambushers/Cunning Riddlers | Unyielding Voice | Spend a Glamour, add Strength to any Manipulation rolls. | WM 110 |
Water-dweller | Lake Monsters | Lie Under the Waves | Can hold breath as though Stamina 7 and no penalty to sight based perception rolls underwater | CtL 119, WM 89 |
Witchtooth | Crones and Warlocks | Black Hex | Spend a Glamour for +1 occult. +1 to activate Contracts that curse. | WM 91 |
Wizened | ||||
Artist | Artists | Impeccable Craftsmanship | 8-Again on Crafts rolls and can spend 1 Glamour to reroll failed dice on a Crafts roll | CtL 121, WM 92 |
Author | Writers | Polyglot's Riddle | 8-Again on Expression when writing. Wits + Academics to understand written text in any mortal language. | WM 96 |
Brewer | Makers of Alcohol | The Inebriating Elixir | +4 dice to resist poisons/intoxication; spend Glamour, magically make a drink alcoholic | CtL 121, WM 92 |
Chatelaine | Butlers | Perfect Protocol | 9-Again on Social rolls that deal with manners or etiquette and can spend a Glamour to get +2 to Manipulation and Presence die pools | CtL 121, WM 93 |
Chirurgeon | Doctors | The Analeptic Charm | 9-Again on Medicine rolls, doesn't suffer equipment penalties on Medicine rolls | CtL 122, WM 93 |
Drudge | Slaves/Servants | Unseen Labor | Spend a Glamour, complete a simple task (that takes 5 or fewer successes to accomplish) at time / (Wyrd + 1). Cannot be watched while doing it. 9-Again on Stealth rolls. | WM 96 |
Fatemaker | Talecraft Specialist | Turn of the Tale | Add 2 Glamour to a Talecrafting roll to avoid Cruel Twists of Fate (does not protect against dramatic failure on the roll) | SaD 64 |
Gameplayer | Gamemasters/Strategists | Grandmaster's Stratagem | Spend a Glamour, win mental based board games. +3 to gamble in games that require both mental skill and luck. | WM 96 |
Gremlin (English) | Sabotage | Gremlinizing Touch | Once per day, spend a Glamour and touch a device (weapons included) to negate equipment bonus. | WM 110 |
Inventors | Artificers | Inventive Genius | 8-Again on Crafts and Science rolls involving mechanisms and devices. Spend Glamour to add Wyrd score in dice to such a roll. | VL 22 |
Miner | Underground | Tappingspeak | Spend a Glamour, send a coded message through vibrations in the ground. Range is 1 mile per Wyrd. Coded message is understood by it's intended recipient. | WM 96 |
Oracle | Prophets | Panomancy | Can tell the future as though they had the Common Sense Merit | CtL 122, WM 94 |
Pamarindo (Italian) | Cannibals/Chefs/Butchers | Gourmand's Grotesquerie | Spend a Glamour, touch raw meat (Minimum one pound, Pamarindo can feed people equal to Wyrd score which nourishes for 24 hours (eater doesn't have to eat). Gain Free Iron Stomach Merit (WoD p112). | WM 110 |
Smith | Metalworkers | Steel Mastery | Spend Glamour, improve a tool | CtL 122, WM 94 |
Soldier | Combatants/Sentries | Blade Lore | Has a Weaponry specialty with Bladed weapons | CtL 122, WM 95 |
Thusser (Norway) | Parties/Dancers/Hypnotism | Fiddler's Delight | Spend a Glamour, pick a target: A successful expression roll involving singing or playing instrument makes target unable to act as long as performance continues or target must defend themselves from danger. | WM 110 |
Woodwalker | Protectors of the Land/Gardeners | Wildcraft | 8-Again to Survival rolls and can survive by eating any plant | CtL 123, WM 95 |
Courts (1st Edition)
Court Name | Page Number | Court Emotion | Mantle Effects | Crown Blessing | Blessing Effect |
---|---|---|---|---|---|
Seasonal Courts of the Americas | |||||
The Spring Court | CtL 47, LoS 28 | Desire | •+ +1 Socialization •••+ Allies and Contacts cost 1/2. ••••• Can reroll dice pool when meeting someone for the first time. |
Blessing of the Green | Crown spends a willpower point, grants ability to self or other to add Mantle on Glamour harvest roll. Usage per session = Mantle dots. |
The Summer Court | CtL 50, LoS 47 | Wrath | • Spending Willpower on strength roll grants 4 dice instead of 3. ••• +1 Armor ••••• +1 Health |
Challenge of the Black Spear | When Crown is fighting 1 vs. 1, spend Glamour to increase Initiative by Mantle. Immune to surprised by ambushes or trickery. More then one combantant and Initiative drops to +1. Usage per session = Mantle Dots, once per foe. |
The Autumn Court | CtL 54, LoS 66 | Fear | • +2 on Contracts that use Occult. ••• +1 Empathy and Investigation vs. Gentry or Arcadia. ••••• Can reroll Occult that deals with magic (Not Contracts or Pledges.) |
Harvest of Whispers | Once per session, Crown discusses new news that he learned with ST. He's awarded with 2 special Glamour per revelation that can only be used for specific actions. Can store more of this glamour then Wyrd allows, but it attracts attention. These glamour fade at the end of the session. |
The Winter Court | CtL 58, LoS 86 | Sorrow | • -1 Wits + Composure/Skill when not specifically looking for character. ••• +1 to Subterfuge. ••••• As •, but -3 penalty. |
Feast of Ashes | Once per session, Crown converts Glamour to Willpower = Mantle. Willpower can be more then maximum, but is lost at the end of the session. For the rest of the scene, add Mantle to willpower rating. |
The Faraway Courts Seasonal Variants |
|||||
The Growing Season | WM 120 | Lust | See Spring Court | Blessing of the Green | See Spring Court |
The Tornado Season | WM 120 | Madness | See Spring Court | Blessing of the Green | See Spring Court |
The Dry Season | WM 120 | Rage | See Summer Court | Challenge of the Black Spear | See Summer Court |
The Monsoon Season | WM 120 | Sanguine | See Summer Court | Challenge of the Black Spear | See Summer Court |
The Dead Season | WM 120 | Despair | See Winter Court | Feast of Ashes | See Winter Court |
The Directional Courts of Asia | |||||
The North Court | WM 122 | Suffering | • Ignore penalties from fatigue and deprivation (Death is still possible) ••• Ignore 1 from wound penalties ••••• Once per scene use Resolve as armor score. Does not stack. |
||
The East Court | WM 125 | Envy | •+ +1 to all social rolls •••+ +1 on Subterfuge when sparking envy or making a deal. ••••• Once per day, add dots in Resources to any social roll. |
||
The South Court | WM 129 | Ecstasy | •+ Free specialty in Empathy •••+ Increasing Empathy and Expression costs half. ••••• Free Inspiring or •••• dot Striking Looks Merits. If already possessed, +3 to use Inspiring. |
||
The West Court | WM 131 | Honor | •+ Weapon carried gains +1 durability. •••+ +1 Initiative. ••••• Choose higher of Wits or Dexterity for determining Defense. Can defend against multiple attacks. |
||
The Diurnal Courts of Eastern Europe | |||||
The Sun Court | WM 137 | Shame | • +1 to Perception rolls ••• +1 to Defense ••••• +1 to Degeneration and Derangement Rolls |
||
The Moon Court | WM 140 | Disgust | • Larceny involving manual theft gains +2 ••• Spending willpower grants 4 extra dice instead of 3 for Intimation rolls. ••••• Gain 2 Willpower when indulging Vice. |
||
The Auroral Courts | |||||
The Dawn Court | SaD 133 | Hope | •+ Inspiring Merit for free. If already owned, can be used twice a day. •••+ When focusing, add +3 to instant action with your STs okay. ••••• Regain all Glamour when creating significant changes. |
||
The Dusk Court | DitD 136 | Futility | •+ +1 bonus die when making Heroic Efforts •••+ Iron Stamina, Iron Stomach, Natural Immunity, Quick Healer and Toxin Resistance cost half XP. ••••• 1/day, reroll a failed Resolve, Composure or Stamina-based test. Must keep the second result. |
Entitlements (1st Edition)
Name | Description | Requirements | Privileges | Page |
---|---|---|---|---|
Bishopric of Blackbirds | Wandering fellowship, often regarded as a mixed omen, who seek to aid all other changelings, in exchange for favors. | Wyrd ••; Empathy •• | May purchase Aspersorium token | CtL 290 |
College of Worms | Diviners who seek to study Fate and its signs where ever they may be found. | Wyrd •••; Investigation ••; Occult •• | Awarded The Diviner's Instrument token | CtL 293 |
Duchy of the Icebound Heart | Drawing from the ranks of the brokenhearted, these manipulators who seek to break the hearts of everyone that they can, to use and exploit them and be victims themselves no longer. | Wyrd ••; Persuasion ••; Subterfuge ••; Mantle(Winter) • | Gains significant social bonuses when interacting with those they have broken, until the victim loves again | CtL 297 |
Magistrates of Wax | Self-styled organizers of Changeling society. | Wyrd ••• | May purchase the Waxen Violet token | CtL 300 |
Margravate of the Brim | Guardians of all Changelings, who spurn the courts and operate outside of them, but none the less do everything they can to protect the Freehold. | Wyrd ••; Clarity >4; No Mantle | Gain several minor bonuses when within the bordermarch territory that they guard. | CtL 303 |
Sacred Band of the Golden Standard | Vain in the extreme, this band of warriors serves the freehold diligently for the praise and glamor it brings. | Wyrd ••; Presence ••• | May spend a glamour to add any physical attribute's dots to a presence roll. | CtL 306 |
Satrapy of Pearls | Hedonistic merchants who all things, even abstract concepts, as being potentially for sale. They frequently take a fancy to random items that they will exchange anything to obtain. | Wyrd •••; Persuasion ••; Mantle(Spring) •• | Gain a specialty in a social skill. | CtL 310 |
Scarecrow Ministry | Inflicters of horror upon mortals, frequently the stuff of urban legends, in order to warn them away from dangerous places and actions. | Wyrd •••; Manipulation •••; Mantle(Autumn) •• | Awarded the Bugbear's Mask token | CtL 313 |
The Tolltaker Knighthood | Bloody and merciless mercenaries, who will none the less never accept a task that they consider unjust. | Wyrd ••; Mantle(Summer) •; Brawl, Firearms or Melee •• | Bounty victims suffer half defense and reduced Initiative against the Knights | CtL 317 |
The Phantom Tong | A criminal organization with a secret membership, working under the pretense that the chaos they cause keeps the Courts honest. | Wyrd •• , Larceny ••• | Free specialty in Larceny or Streetwise, and Contacts/Allies relating to criminal world purchased at x1 dots. | WM 143 |
The Bronze Beylik | Kingmakers who are supposedly cursed never to be rulers themselves. They seek to select a rule that is best for the freehold, or become the secret power behind the throne. | Wyrd 3, Politics 3, Clarity 6 or higher | Gain access to the Bronze Spearhead | WM 146 |
The Knighthood of the Dragonslayer | Policers of Lost society, who see it as their task to root out corruption and purge it by any means necessary, infamously including torture. | Wyrd 2, Wits + Composure of at least 6, Intimidation 2 | Gain access to the Grand Cross of Saint George. | WM 149 |
Bodhisattvas of the Broken Cage | Social reformers that encourage individuals to break free from social mores and the rut of habit. | Wyrd 2, Wits 3, Fleeting Spring 1, Mantle(Spring) 1 | Gain access to the Sprung Door token. | LoS 43 |
The Hound Tribunal | In the latter days of Summer, the secret police of Summer come out, and 'deal' with anyone who seems to have obstructed or turned traitor against the Summer Monarch. | Wyrd 2, Subterfuge 2, Stealth 2, Martial skill at 3, Mantle(Summer) 2 | +2 to subterfuge rolls when lying about themselves. Also taught the Turncoats Assurance pledge. | LoS 63 |
Magi of the Gilded Thorn | Wandering hermits that seek to understand the power and treasures of the Hedge. | Wyrd 2, Occult 2, Survival 3, Mantle(Autumn) 2 | No -1 to degeneration when in Hedge, can go hours=Wyrd before losing Glamour to the Thorns | LoS 83 |
Knighthood of the Utmost Silence | Knights that help Changelings leave situations by stealth and guile, be it evading the eyes of the Gentry, or getting out of jail quietly and setting up a new name. | Wyrd 3, Stealth 2, Subterfuge 2, Weaponry 1, Mantle(Winter) 1 | Gain power Shadowkiss. Kisses recipient and spends Glamour, imposes -3 penalty to anyone wanting to discover information about the recipient, ends after a day unless another Glamour is spent. | LoS 102 |
The Ancient and Accepted Order of Bridgemasons | Known chiefly for the art of Wyrdbuilding. Group of builders with secret signs to guard their art. | Wyrd 3, Crafts 3 + Specialty: Construction, Mantle (Autumn) 1, Elemental or Ogre | Wyrdbuilding: can construct a building for 1 Glamour per hour per 20 size points. Building must touch bare stone or soil. Complex buildings need an Int+Crft. This can also be used to destroy other buildings at the same rate. Mortals cannot witness or know how the building was constructed or the task fails or begins to crumble at the rate it was built. | LoS 110 |
The Barony of the Lesser Ones | Investigators and diplomats to hobgoblins, judges and enforcers of relations between Changelings and hobgoblins. | Wyrd 3, Intimidation 3, Persuasion 3 (or 2 Intim and 2 Pers if possess Gentrified Bearing or Hob Kin merits) | +2 to all Intimidation and Persuasion made against hobgoblins or other Hedge denizens, +1 defense against these, and +1 bonus to navigate the Hedge. | LoS 113 |
Court of the Solstice | Highly varied title venerating or at least seeing the merit in the between places of the world. Generally looked on poorly by the traditional courts. | Wyrd 3, Mantle 0 | Concider Desperation the title's native emotion and so harvest additional glamour from it. It is also the emotion for Bedlam. | LoS 117 |
The Duchy of Truth and Loss | Fetchhunters and killers, but doing so discreetly so it seems the person vanished. | Wyrd 2, Resolve 3, Investigation 3, Mantle(Winter) 1 | Gains a free 2-dot Hedgespun rainment armour, and the token False Face of Truth. | LoS 121 |
The Eternal Echoes | Historians and witnesses to the dangers and heroes the Lost. | Wyrd 3, Eidetic Memory, Intelligence 3 | Perfected Memory: Willpower and Glamour causes the rest of the scene to be perfectly remembered in all detail and replayable. This cannot be altered or stolen by mundane or supernatural means. +5 to resist coercion to get recorded memories. Can only remember 10xWyrd scenes. Memory Transferal:Ritual dream with skin-to-skin contact where the Lord may give a memory to another Echo. | LoS 125 |
The Guild of Goldspinners | Creators of gold and wealth. Enforcers of bargains. | Wyrd 2, Crafts 2 + Specialties: Textiles and Smithing, Mantle(Spring) 1 | Access to the Gildwheel toke, and access to the Gildwheel Pledges. | LoS 130 |
Guild of the Sacred Journey | Couriers and messengers, typically for inter-freehold contact, but can be used personally too. Inter-freehold deliveries are free, and the Courier cannot investigate the package. | Wyrd 2, Drive 2, Expression 2, Streetwise 2, minimum Clarity 5, Fairest only | gain access to the Courier's Winged Sash token. | LoS 134 |
Knights of the Knowledge of the Tongue | Gourmands always experimenting with new foods and ingredients. Usually outlandish. | Wyrd 3, Crafts 3 or Crafts 2 + Specialty: Cooking | +3 to any roll to track down a Goblin Fruit, Hob Goblin, or other element in the hedge, as long as it pertains to a dish hoped to prepare. outside of a dish, there is a +1 to find Goblin Fruits | LoS 138 |
Legacy of the Black Apple | Negotiators with the True Fae. Pledgemasters and careful diplomats. | Wyrd 5, Clarity 6 or higher, one of the following Social Skills at four dots: Empathy, Persuasion, Socialize, Subterfuge | Have at least 1 minute per wyrd of talk time with a Keeper before they attack. Non Supernatural Manipulation rolls are exceptional success on 3 success instead of 5. Gain access to the Black Apple Pendant token. | LoS 142 |
The Lord Sages of the Unknown Reaches | Scholars and researchers of other supernatural phenomena. | Wyrd 2, Occult 3, at least two Occult specialties | +1 to Socialize and Persuasion rolls with one type of supernatural creature. Can purchase Allies or Contacts with any supernatural being. May purchase Enhanced Items (Mage) Imbude Item (Mage) Library (Mage) Fetishes (Werewolf) merits. | LoS 147 |
The Lost Pantheon | Changelings that believe themselves gods. | Wyrd 6, Mantle (Any) 4, Clarity No higher than 6 | Perception Minuses for low clarity are reversed, becoming bonuses. These bonuses are also added to her Wyrd to determine longevity. Can Harvest Glamour from worshipers by revealing true form. Always considered 'court' harvest, even if courtless. +2 to all rolls to attack, defy, or otherwise engage in aggression or resistance against the Gentry and their Minions | LoS 151 |
The Order of Oneirophysics | Mystics and healers that focus on the real of dreams and their power. | Wyrd 2, Medicine 2, Empathy 1 Special | Spend 1 Glamour to enter a Lucid Dream even without being in a hedge or hollow. When doing this may enter any dreams of someone in skin to skin contact. May use Dream healing, based on Rank | LoS 155 |
The Charmed Circle | Eldrich order that consists of real rulers; those with the confidence and personal power to truly lead. | Wyrd 7, Persuasion 4, Willpower 7, Mantle 5 | 5 merit dots to be spent on social merits. Once per story may touch a target and verbally declare Friend or Foe. Friends get +1 to all non social rolls. Gains 2 Willpower on waking, and +3 to social rolls involving the freehold (except the Sovereign) Foes have -1 to all social rolls, loose one willpower on waking and a -3 to all social rolls involving the freehold (The Sovereign is still excluded). Gains access too the Gilded Torc Token | ER 40 |
Knights of the Widow’s Walk | Spies that can change their face. Generally not known about. | Wyrd 6, Subterfuge 4, Mantle 2 or less | May shift their Mien within her Seeming to appear as another kith when receiving an assignment. May do so again before new assignment at the cost of one Willpower dot. Cannot appear as someone else. Can Smell lies without a roll. May regain one glamour a day from a successful lie. Gains a free specialty in subterfuge. | ER 44 |
The Parliament of Victors | Champions and slayers. Victors that have to keep winning. | Wyrd 6, One combat-related Skill (Brawl, Firearms, Weaponry) at 4, Presence 4 | Privileges can be lost if the Champion fails a task or challenge. All Physical rolls are considered exceptional on 4 success instead of 5. Gains Striking Look at 4. +1 to Persuasion rolls if she already possess the merit. Once per chapter may spend glamour to add her Wyrd score to a single combat roll. The attack is dramatic and showy. | ER 48 |
The Office of the Vizieral Counsel | Mad wizards that use the order to keep their insanity in check. Impartial magical advisers to all courts. | Wyrd 7, At least 12 dots in various Contracts, Politics 3, Occult 3 | The Vizier does not Age as long as she is part of the order. +5 dice when making a roll to resist activating a derangement. +1 to Clarity rolls made to resist gaining a new derangement. She can ignore all Major Frailties (Minor's still apply) Leaving the order causes an immediate loss of a Clarity dot. When purchasing a Contract that will further help her duties for the king or queen, it then costs new dots x2 for that clause. | ER 52 |
The Family of Silent Nights | Dreamtrappers. They watch dreams for intrusion by the true fae, and can bind almost any oneiropomp in the physical world. | Wyrd 4, Contract of Dreams 2, Empathy 2 | Can craft a Dream Prison - Same as crafting a new dream, but instead is a hole where a dream will fall. Can specify what kind of dream. | DD 145 |
The Hedge Wardens | Nobles that seek to tame the local hedge, slay dangers from the Hedge, and keep the Trods open so that the Lost can escape Arcadia. | Wyrd 3, Investigation 2, Occult 2 | When ever tainted by magic that allows her Wyrd as a penalty to its roll or to roll Wyrd as part of her resistance, her wyrd is 1 higher for that purpose. | DD 149 |
The Squires of the Broken Bough | A nomadic order that moves soldiers to where they are most needed. They fight off whatever danger a freehold faces before moving on to the next distant threat. All have nearly lost everything to the threat and so this task consumes them. | Wyrd 2, Resolve 3; Any of Brawl, Firearms, or Weaponry 2 | Gains access to the Broken Blade Token | DD 153 |
The Twilight Gleaners | Devotees to fate. Often come into conflict with the College of Worms. Worms seek to understand fate, Gleaners seek to simply enact fates will. | Wyrd 3, Empathy 2, Occult 2 | Spend 1 glamour and discover if an action is fated to succeed of rail. Successful fate gives a +1 to any roll for directly furthering the plan, and -1 to anyone attempting to hinder it. If the plan is destined to fail, bonuses are reversed. | DD 156 |
The Adjudicators of the Wheel | Judges of fate who tsk themselves with making sure that the worthy get success, and the unworthy fail. | Wyrd 3, Contracts of the Hearth 2, Investigation 3 | May activate Fortunes Wheel when using the Contracts of Hearth. +1 Glamour to store the contract activation opposite of the one enacted, and may use it against a second person. | SD 142 |
The Legion of the Iron Wall | Tacticians and guardians of the freeholds worldwide. They monitor threats to freeholds and mobilize to defend them. | Wyrd 4, Persuasion 3, Brawl, Firearms or Weaponry 4 | Can swear the Freehold's Defender Oath. May train followers who can purchase certain traits even even if they don't have the experience for it yet. | SD 146 |
The Order of the Hallowed Garden | Architects of urban renewal and change. Designers of 'gardens' where people can rest and keep the community peaceful. | Wyrd 3, Politics 3, Socialize 3 | Declares an area equal to Wyrdx200 yards or less or Wyrdx1000 population or less their territory. People not aligned to the principles of the region will want to leave. +1 to people furthering the goals within the region. | SD 150 |
The Pilgrims of the Endless Road | Journeymen who desire to improve themselves to unattainable perfection. Envied or disdained by others usually. | Wyrd 3, Resolve 3, No Attribute at 1. | May choose a 2nd Kith Blessing (which must be from a different seeming) May exceed Dual Kith rules (allowing a 3rd Kith) | SD 154 |
Contracts (1st Edition)
Contract | Rank | Cost | Dice Pool | Catch | Description | Book |
---|---|---|---|---|---|---|
Universal Contracts | ||||||
Contracts of the Board | ||||||
The Honest Eye | • | ● | Wits + Wyrd vs Composure + Tolerance | Against someone you've caught cheating without this clause | Know whether someone is cheating at a formal competition | SaD 46 |
Knowing the Competition | •• | ● | Intelligence + Wyrd | Use in a rematch | +4 to your next roll to oppose someone you've competed against in something | SaD 47 |
The Living Game | ••• | ●●● | Occult + Wyrd | Play a game analogous to the conflict | Predict tactical developments in a conflict by playing a game against yourself | SaD 47 |
The Game Master's Table | •••• | ●●●● (○) | Manipulation + Wyrd | Prepare custom pieces representing each player | Tactically coordinate a conflict by playing a game against yourself | SaD 48 |
The Cheater's Gambit | ••••• | ●●●●○ | Manipulation + Wyrd vs Composure + Tolerance | Through a game you've played against someone who's died recently | Cheat an entire side of a conflict out of fate, inflicting -4 briefly | SaD 48 |
Contracts of Dream | ||||||
Pathfinder | • | ● | Intelligence + Wyrd | Pluck a Thorn within the day | Intuit features in the local Hedge | CTL 124 |
Forging the Dream | •• | ● | Wits + Wyrd | Touch hands to your temple and the dreamer's | Control the contents of a sleeper's dream | CTL 125 |
Phantasmal Bastion | ••• | ● | None | A token gifted from a loved one or enemy | Gain Wyrd as a bonus to oneiromachic attack or defense | CTL 126 |
Cobblethought | •••• | ● | Intelligence + Wyrd | Thread from the dreamer's bedclothes | Draw a single item or phenomenon out of a dream briefly | CTL 126 |
Dreamsteps | ••••• | ● | Intelligence + Wyrd | Leave a handcrafted item behind in dreams | Enter a sleeper's dreams to exit through another's elsewhere | CTL 127 |
Contracts of Hearth | ||||||
Fickle Fate | • | ● | None | Must not recur against a victim for an hour | Curse an action for -2 | CTL 128 |
Favored Fate | •• | ● | None | Must not bless a similar type of action until next dawn or dusk | Bless an action for +4 | CTL 128 |
Beneficent Fate | ••• | ● | None | Must not recur upon a recipient for a day | Bless an action with guaranteed minimal success | CTL 128 |
Fortuna’s Cornucopia | •••• | ● | None | Must not recur upon a recipient for a day | Bless an action with 8-Again | CTL 129 |
Triumphal Fate | ••••• | ●○ | None | Must not recur upon a recipient for a year and a day | Bless an action with guaranteed exceptional success | CTL 129 |
Contracts of Hours | ||||||
Restoration of Dawn Beauty | • | ● | Crafts + Wyrd | Family property from before the Durance | Restore an object to fresh novelty | RoS 102 |
Frozen Moment | •• | ●● | Wits + Wyrd | Sunrise or sunset | Freeze an object outside time for a scene | RoS 103 |
Thief of Days | ••• | ●● | Investigation + Wyrd | Know a dead owner's name | Damage an object with the weathering of age | RoS 103 |
Flickering Hours | •••• | ●●○ | Wits + Wyrd | Smash a timepiece | Alter the time differential between the Hedge and mortal world | RoS 103 |
Leaping Toward Nightfall | ••••• | ●●●●○ | Investigation + Wyrd vs Composure + Tolerance | Subject touches a Hedge gate | Propel a subject into the near future | RoS 104 |
Contracts of Lucidity | ||||||
Read Lucidity | • | ● | Intelligence + Wyrd | Touch the subject | Intuit a subject's Clarity. Suffer a breaking point at Clarity 9. | DitD 69 |
Temporary Sanity | •• | ●● | Occult + Wyrd | Stand on one foot, eyes shut, for a minute | Briefly increase Clarity. Suffer a breaking point at Clarity 8. | DitD 69 |
Gift of Lucidity | ••• | ●/Clarity, ○ | Presence + Clarity + Wyrd - Resolve + Composure | Subject lost Clarity in the last half of the day | Lend up to three dots of Clarity. Suffer a breaking point at Clarity 6. | DitD 70 |
Armored Clarity | •••• | ●●● | Resolve + Clarity | Spend the hour with more regular humans than fae | Make only one breaking point roll for the next scene, plus another at Clarity 4. | DitD 70 |
Thief of Reason | ••••• | ●●●○ | Presence + Intimidation + Wyrd - Willpower + Tolerance | Subject expressed doubts of sanity within the hour | Temporarily penalize Clarity, Initiative and Defense, and provoke a derangement roll. Suffer a breaking point at Clarity 2. | DitD 71 |
Contracts of Mirror | ||||||
Riddle-Kith | • | ● | Manipulation + Wyrd | As that of a changeling you've dined with this week | Take the appearance of another seeming or kith, | CTL 129 |
Skinmask | •• | ● | Stamina + Wyrd | One of the subject's possessions | Disguise one bodily feature as that of another. | CTL 130 |
Transfigure the Flesh | ••• | ● | Stamina + Wyrd | Stolen garmant that doesn't fit you | Change Size. | CTL 131 |
Oddbody | •••• | ● | Strength + Wyrd | Eat a caterpillar's cocoon | Manifest an unnatural bodily feature, which may provide a bonus or act as a natural weapon or armor. | CTL 131 |
Chrysalis | ••••• | ● | Strength + Wyrd | Specially commission an object as model | Transform into a mechanically simple inanimate object. | CTL 131 |
Contracts of the Moon | ||||||
Lunatic’s Knowing Glance | • | ● | Wits + Wyrd | Masquerade as a medical professional | Assess derangements at a glance | RoS 105 |
Maddening Eye | •• | ●● | Manipulation + Wyrd - Composure | Suffer a derangement, or after first use in a scene | Temporarily aggravate or multiply derangements. | RoS 106 |
Touch of Bedlam | ••• | ●● | Presence + Wyrd vs Composure + Tolerance | Victim broke an oath sworn to you | Temporarily inflict a chosen severe derangement. | RoS 106 |
The Madness of Crowds | •••• | ●●●○ | Expression + Wyrd | Performing for an audience | Temporarily inflict a chosen derangement on a group | RoS 107 |
Lurking Insanity | ••••• | ●●●○ | Subterfuge + Wyrd | Victim has betrayed family. | Embed a chosen temporary derangement into a victim, waiting for a chosen trigger event. | RoS 107 |
Contracts of Omen | ||||||
Vision of Strife | • | ● | Empathy + Wyrd | Subject discusses their past | See someone's worst memory. | RoS 108 |
Glimpse of Fortune’s Favor | •• | ●/●● | Wits + Wyrd | On games of skill | Roll an action twice and choose the result through premonition. | RoS 109 |
Reading the Portents | ••• | ●● | Wits + Wyrd | On a minor | Predict the most seriously charged event waiting in the subject's likely near future. | RoS 109 |
Vision of Disaster | •••• | ●●●●○ | Wits + Wyrd | Betrayed by a trusted ally | Play out a turn as a premonition. | RoS 109 |
Tying the Knots of Fate | ••••• | ●●●○○ | Presence + Wyrd | Blessing a mortal minor | Weave a likely fate into a character's near future. | RoS 110 |
Contracts of Smoke | ||||||
The Wrong Foot | • | ● | None | Lick thumb and smudge a mirror | Leave some other mark of your presence instead of human traces. | CTL 132 |
Nevertread | •• | ● | Intelligence + Wyrd | Spent an hour barefoot today | Pass without trace. | CTL 132 |
Shadowpatch | ••• | ● | Wits + Wyrd | Spent an hour out of sunlight today | Conjure dampening shadows for +3 Stealth. | CTL 133 |
Murkblur | •••• | ● | Intelligence + Wyrd vs Resolve + Tolerance | Swallow an animal's eye | Temporarily blind a subject. | CTL 133 |
Smoke-Stepping | •••• | ●● | Intelligence + Wyrd | As the sun rises or sets, or on cloudy days | Travel instantly through thick smoke or fog. | VL 23 |
Light-Shy | ••••• | ●○ | Intelligence + Wyrd | After telling someone important to you a serious lie that day | Brief invisibility. | CTL 133 |
Contracts of Thorns and Brambles | ||||||
Bite of the Wooden Fang | • | ● | Dexterity + Wyrd | Using a whip | Enhance bashing weapons hewn from plant materials. | SaD 49 |
Leechweed | •• | ●● | Occult + Wyrd | Against your Keeper or their agents | Enchant thorns to drain Glamour. | SaD 50 |
Briarpath | ••• | ●● | Wits + Wyrd | Scatter Hedge thorns behind you | Grows treacherous terrain of brambles in your wake. | SaD 51 |
Shield of Thorns | •••• | ●●● | Manipulation + Wyrd | Watered by your blood | Conjure a field of deadly briars. | SaD 51 |
Hedgewall | ••••• | ●●●●(○) | Presence + Wyrd | After transplanting a bush in place | Erects temporary walls like those of a hedge maze. | SaD 52 |
Seeming Contracts | ||||||
Beastly Contracts | ||||||
Contracts of the Den | ||||||
Trespasser’s Spoor | • | ● | None | Scribe your name at the entrance in chalk and blood | Mark territory to enhance perception rolls while dwelling there. | WM 19 |
Trapdoor Spider’s Trick | •• | ● | Wits + Wyrd | Keep a spider in your mouth | Hide the presence of an entrance or exit. | WM 19 |
Cuckoo’s Ruse | ••• | ●● | Manipulation + Wyrd (vs Hollow Wards) | Invite the resident to your own home | Fool security measures into welcoming you. | WM 19 |
Blessing of the Burrow | •••• | ●● | Survival + Wyrd | Nude | Carve a burrow out of the earth. | WM 20 |
Collapsing the Entrance | ••••• | ●●●○ | Strength + Wyrd | Your own property | Bring the roof down from within the threshold. | WM 20 |
Contracts of Fang and Talon | ||||||
Tongues of Birds and Words of Wolves | • | ● | Animal Ken + Wyrd | Name the animals | Speak with animals of your chosen breeds. | CTL 142 |
Beast’s Keen Senses | •• | ●● | Wits + Wyrd | In contact with the chosen animal | +2 perception bonus and either a sense characteristic to the chosen animal or an additional +2. | CTL 142 |
Pipes of the Beastcaller | ••• | ●● | Animal Ken + Wyrd | To guard your home | Command animals of the chosen breeds. | CTL 143 |
Tread of the Swift Hooves | •••• | ●● | Dexterity + Wyrd | In contact with the chosen animal | Move like the chosen animal for a scene. | CTL 143 |
Cloak of the Bear’s Massive Form | ••••• | ●●●● | Manipulation + Wyrd | In contact with the chosen animal in its habitat | Take the form of the chosen animal, with all associated benefits. | CTL 143 |
Contracts of the Wild | ||||||
Wildwalker | • | ● | Persuasion + Wyrd | After sleeping outdoors | Ignore penalties from environmental conditions for a scene. | RoS 111 |
Nature’s Curse | •• | ● | Intimidation + Wyrd | Target has a gun | Up to double existing environmental penalties against a target. | RoS 111 |
Viridian Embrace | ••• | ●● | Expression + Wyrd | To aid a mortal | Gain environmental bonuses to move, hide and perceive. | RoS 112 |
Calling Wind and Weather | •••• | ●●● | Presence + Wyrd | On behalf of a dozen mortals | Conjure weather native to a clime. | RoS 112 |
Calling Nature’s Wrath | ••••• | ●●●○ | Survival + Wyrd | On family land | The natural environment attacks for 50 yards around, excluding allies. | RoS 113 |
Darkling Contracts | ||||||
Contracts of Darkness | ||||||
Creeping Dread | • | ●/●●○ | Manipulation + Wyrd - Resolve | Against intruders in your home | Render one or multiple targets susceptible to fear or intimidation. | CTL 136 |
Night’s Subtle Distractions | •• | ● | Stealth + Wyrd | Out in the night | Double environmental penalties to perception. | CTL 136 |
Balm of Unwakeable Slumber | ••• | ● | Manipulation + Wyrd vs Resolve + Tolerance | Against someone in their own bed at night | Prevent a sleeping target from being woken by disturbances. | CTL 137 |
Boon of the Scuttling Spider | •••• | ●●● | Athletics + Wyrd | Across outdoor walls at night | Move across solid surfaces in defiance of gravity. | CTL 137 |
Touch of Paralyzing Shudder | ••••• | ●●○ | Presence + Wyrd vs Resolve + Tolerance | Isolate and unnerve target | Inflict spasms of fear that half motor control traits and pools. | CTL 138 |
Contracts of Shade and Spirit | ||||||
Ghostly Presence | • | ● | Presence + Wyrd | Gravewight, or knew the ghost in life | Commune with ghosts in Twilight | WM 26 |
Dread Companion | •• | ● | Manipulation + Wyrd | Press drops of your blood to witnesses' foreheads | Allow a ghost to manifest tangibly to one sense. | WM 26 |
Haunting Intercession | ••• | ● | Manipulation + Wyrd | Prepare a "dead supper" with unused silverware | Materialize a ghost for a scene. | WM 26 |
Waking the Dead | •••• | ●● | Strength + Wyrd | Blood offering | Ask questions of the sleeping dead. | WM 27 |
Opening the Black Gate | ••••• | ●●○ | Stamina + Wyrd | At midnight in a mausoleum, invoking laws of hospitality | Open a gate to the Underworld. | WM 27 |
Elemental Contracts | ||||||
Contracts of Communion | ||||||
Sense Element | • | ● | Wits + Wyrd | Meditation | Intuit the forms of the chosen element within (10 × Wyrd) yards. | WM 32 |
Primordial Voice | •• | ● | Socialize + Wyrd | Courteous offering to the element | Ask the chosen element about the past few days. | WM 32 |
Distant Connection | ••• | ●●(○) | Persuasion + Wyrd | Through intimately familiar instances of the element | Project senses at a distance through the chosen element. For Willpower, briefly direct the element. | WM 33 |
Elemental Servitor | •••• | ●●● | Persuasion + Wyrd | Laborious offering to the element | Animate the chosen element as a semi-intelligent spirit-like ally for a scene. | WM 33 |
Elemental Ally | ••••• | ●●●○ | Presence + Wyrd | Negotiate payment to compensate the element | Grant sapience to the chosen element around you for a week, during which it may manifest like an Elemental Servitor for one scene. | WM 34 |
Contracts of Elements | ||||||
Cloak of the Elements | • | ●● | None | Wearing a symbol of the element | Protection from passive harm by the chosen element for a scene. Reduce elemental damage by your Wyrd, except when fashioned into a weapon. | CTL 138 |
Armor of the Element’s Fury | •• | ●● | Dexterity + Wyrd | In significant contact with the element | Conjure an elemental aura for a scene. Confers 1 Armor and half Wyrd in lethal contact damage. | CTL 139 |
Control Elements | ••• | ●●● | Manipulation + Wyrd | Where the element dominates | Reshape or manipulate an amount of the chosen element around you. | CTL 139 |
Calling the Element | •••• | ●●●● | Wits + Wyrd | As a performance or display | Summon or beckon manifestations of the element for a scene. | CTL 140 |
Become the Primal Foundation | ••••• | ●●●● | Manipulation + Wyrd | Commune with a manifestation of the element. | Transform into the chosen element, either hardy and solid or swift and malleable. | CTL 140 |
Contracts of the Wild | ||||||
Wildwalker | • | ● | Persuasion + Wyrd | After sleeping outdoors | Ignore penalties from environmental conditions for a scene. | RoS 111 |
Nature’s Curse | •• | ● | Intimidation + Wyrd | Target has a gun | Up to double existing environmental penalties against a target. | RoS 111 |
Viridian Embrace | ••• | ●● | Expression + Wyrd | To aid a mortal | Gain environmental bonuses to move, hide and perceive. | RoS 112 |
Calling Wind and Weather | •••• | ●●● | Presence + Wyrd | On behalf of a dozen mortals | Conjure weather native to a clime. | RoS 112 |
Calling Nature’s Wrath | ••••• | ●●●○ | Survival + Wyrd | On family land | The natural environment attacks for 50 yards around, excluding allies. | RoS 113 |
Fairest Contracts | ||||||
Contracts of Reflection | ||||||
Reflections of the Past | • | ● | Wits + Wyrd | On a loved one's mirror | Observe what has appeared in a reflective surface for the last week. | ER 34 |
Glimpse of a Distant Mirror | •• | ● | Composure + Wyrd | Into a sworn enemy's mirror | Use one reflective surface to look through another which has reflected your image within the week. | ER 35 |
Reflection’s Grasp | ••• | ●● | Dexterity + Wyrd | Through the mirror you most see yourself in | Reach into one reflective surface and through another you have touched. | ER 36 |
Mirror Walk | •••• | ●●● | Athletics + Wyrd | Out a mirror reflecting a blood relative | Step into one reflective surface and out another you have touched. | ER 37 |
Stealing the Solid Reflection | ••••• | ●●●○ | Larceny + Wyrd | The reflected object's owner owes you a debt | Draw a reflection out of a mirrored surface for one scene. | ER 38 |
Contracts of Separation | ||||||
Tread Lightly | • | ● | Dexterity + Wyrd | Protecting nice shoes from getting dirty | Walk weightlessly across surfaces for a scene. Reduce falling damage to bashing. | WM 40 |
Evasion of Shackles | •• | ● | Larceny + Wyrd | Imprisoned for an offense you didn't commit | Slip bondage or imprisonment. | WM 40 |
Breaching Barriers | ••• | ● | Presence + Wyrd | Imprisoned by a changeling | Pass through a sealed portal. | WM 40 |
Elegant Protection | •••• | ●● | Dexterity + Wyrd | Unarmed, without aggressing | Bonus Defense equal to Wyrd, even against firearms or while unconscious. Move gracefully while Dodging. | WM 41 |
Phantom Glory | ••••• | ●●○ | Persuasion + Wyrd | Unarmed and unarmored | Enter Twilight. | WM 41 |
Contracts of Vainglory | ||||||
Mask of Superiority | • | ●● | Intimidation + Wyrd - Resolve | As a socialite or shallow celebrity. | Appear to be a figure of authority or fame for a scene. | CTL 146 |
Songs of Distant Arcadia | •• | ●● | Expression + Wyrd | Entertaining a powerful audience | Add Wyrd as bonus dice to Expression and Persuasion for a scene. | CTL 147 |
Splendor of the Envoy’s Protection | ••• | ●●● | Presence + Wyrd | At a formal soirée | Safely lower the Mask for a scene, gaining a +2 Striking Looks bonus. So long as you make no shows of aggression, characters must be supernatural beings and roll Resolve + Composure to assault you. In Victorian society, replace one bonus die with two temporary dots of Status. | CTL 147, VL 23 |
Mantle of Terrible Beauty | •••• | ●●○ | Intimidation + Wyrd vs Composure + Tolerance | Fighting a formal trial by combat | Safely lower the Mask for a scene. Failed contestants flee or cower and cannot invest effort with Willpower, and those who succeed suffer -2 to attack you. | CTL 147 |
Words of Memories Never Lived | ••••• | ●●●○ | Expression + Wyrd vs Composure + Tolerance | Stories you believe to be fact | Illustrate an emotionally charged story to introduce it to the audience as false memories in which they were involved. | CTL 148 |
Ogreish Contracts | ||||||
Contracts of Oath and Punishment | ||||||
Pursuer’s Seven-League Leap | • | ● | Athletics + Wyrd | Pursuing an oathbreaker | Leap 15 feet per success, or half vertically. | WM 47 |
Sense Tainted Vows | •• | ● | Wits + Wyrd vs Composure + Tolerance | Pledgesworn with the subject | Sense the greatest vow broken within a year and a day | WM 47 |
Inexorable Pursuer | ••• | ● | Resolve + Wyrd | Resisted manipulation within the day | +2 to resist the manipulation of Clarity or courtly emotions. | WM 47 |
Relentless Pursuit | •••• | ●● | Stamina + Wyrd | Pursue without resting | Sense the distance and direction to a subject for a day or night. | WM 47 |
Cruel Vengeance | ••••• | ●● | Presence + Wyrd vs Manipulation + Tolerance | Fellow freehold member | Use an accusation of broken oaths to upgrade attack damage, reduce the oathbreaker's Defense, and penalize shows of resistance. | WM 48 |
Contracts of Stone | ||||||
Might of the Terrible Brute | • | ● | Strength + Wyrd | Outnumbered and unarmed | Temporarily boost Strength. | CTL 144 |
Ogre’s Rending Grasp | •• | ●● | Strength + Wyrd | Smashing through barriers | Sap an object's Durability. | CTL 144 |
Display Grandiose Might | ••• | ●● | Athletics + Wyrd | Just to impress or entertain | Boost Strength for a scene while refraining from combat. | CTL 145 |
Gluttonous Feast of Health | •••• | ●●● | Stamina + Wyrd | Offered a feast by a stranger | Reduce lethal damage to bashing or aggravated to lethal by gorging yourself for an hour. | CTL 145 |
Red Rage of Terrible Vengeance | ••••• | ●●●○ | Resolve + Wyrd | Avenging a loved one | Enter a bold battle-rage which boosts Strength, Stamina, Initiative, and Armor for the duration. | CTL 146 |
Wizened Contracts | ||||||
Contracts of Animation | ||||||
Knowing Touch | • | ● | Crafts + Wyrd | Owner bids you examine | Learn an object's shape and construction, gaining bonuses to repair or damage it. | WM 52 |
Instant Expertise | •• | ● | Wits + Wyrd | Converse with the tool for ten minutes | Learn how to use a tool, gaining a temporary Skill specialty bonus. | WM 52 |
Inanimate Communion | ••• | ● | Empathy + Wyrd | In disuse for a year | Share memories of an object's uses and users. | WM 53 |
Animate Device | •••• | ●● | Manipulation + Wyrd | Possessed and used regularly for a month | Command an object to act on its own. | WM 53 |
Command the Inanimate | ••••• | ●●○ | Presence + Wyrd | A stranger or enemy's neglected belongings | Animate an object and command its behavior for a scene. | WM 54 |
Contracts of Artifice | ||||||
Brief Glamour of Repair | • | ● | Crafts + Wyrd | Items you neither own nor use | Repair a device for a day, using minute scraps, in half the normal time. | CTL 134 |
Touch of the Workman’s Wrath | •• | ●● | Larceny + Wyrd | Belongs to someone who has tried to cheat you | Hex a device by touch, making it require constant maintenance. | CTL 134 |
Blessing of Perfection | ••• | ●●● | Wits + Wyrd | Returning a favor, upon another's possession | Tinker to smooth operations, adding Wyrd as an equipment bonus to a device or tinkering task for a scene. | CTL 135 |
Unmaker’s Destructive Gaze | •••• | ●● | Presence + Wyrd | Study or handle the object | Jam, halt, or incapacitate a device with a glare. | CTL 135 |
Tatterdemalion’s Workshop | ••••• | ●●●●(○) | Crafts + Wyrd | In your own workshop, with your own tools | Craft sophisticated works by jury-rigging inappropriate components, which fall apart after a scene, or with Willpower, until sunrise. In the Victorian era, may produce anachronistic wonders. | CTL 135, VL 23 |
Contracts of the Forge | ||||||
Rewriting the Image | • | ● | Expression + Wyrd | Replacing with your own likeness | Alter the details of a two-dimensional likeness. | RoS 99 |
Trivial Reworking | •• | ●● | Crafts + Wyrd | Turning a stolen item against its owner | Remold a small object into a similar form for a scene. | RoS 100 |
Discreet Conjuration | ••• | ●●○ | Manipulation + Wyrd | As payment to an enemy | Draw a small, practical counterfeit out of any pocket. | RoS 100 |
Hidden Reality | •••• | ●●●○ | Wits + Wyrd | To escape confinement | Temporarily alter your surroundings in a plausible way. | RoS 101 |
Paths of Desire | ••••• | ●●●○○ | Academics + Wyrd | Bury your blood in the destination's soil | Open a Hedge gateway to anywhere in the Hedge you have been before. | RoS 102 |
Court Contracts | To buy an ability with Mantle, ability must be Clause Rank - 1 = Mantle. So a level 4 can own the 5th dot, and a level 2 the 3rd. | ||||||
---|---|---|---|---|---|---|---|
Spring Court Contracts | |||||||
Clause Name | Clause Description | Catch | Court Goodwill Requirement if not a member | Cost | Source | ||
Contracts of Eternal Spring | Lost 151 | ||||||
• | Gift of Warm Breath | Rejuvenates a target, alleviating suffering from fatigue and deprivation, and healing bashing damage. | The subject of the clause has freely offered the changeling some form of sustenance since the last sunrise. | Waived | ● | Mantle + Resolve + Survival | |
•• | New Lover’s Kiss | Conjure rain, no matter current cloud conditions, potentially up to even a deluge. | A mortal human has commented, within the character's hearing and within the past hour, that it looks like rain. | ●●● | ● | Mantle + Intelligence + Survival | |
••• | Warmth of the Blood | Downgrade a subject's lethal wounds to bashing, or heal bashing wounds entirely. | The target has honestly professed a heartfelt and deep love, romantic or familial, for the changeling. | ●●●● | ●○ | Mantle + Wits + Medicine | |
•••• | Yesterday’s Birth | Age a target by a full season, leaving it as if it were now the height of Spring; requires additional Glamour and a willpower dot to apply to humans. | The character spills two drops of blood on the target object and cups it in her hands. | ●●●●● | ●(●●○) | Wyrd + Medicine | |
••••• | Mother of All Deaths | Animates the plant life in an area and have it fight on the changeling's behalf. | A man bled to death on this soil within the past year. | - | ●●●○ | Mantle + Presence + Empathy | |
Contracts of Fleeting Spring | Court Goodwill (Spring) | Lost 149 | |||||
• | Cupid’s Eye | Learn one of the subject's desires | Used on someone who has kissed the Changeling in the past 24 hours, or who desires the Changeling | Waived | ● | Wyrd + Wits vs Powerstat + Composure | |
•• | Growth of the Ivy | Change one of the subject's desires | Using the contract to resolve a Pledge. Must spend a Willpower point when using on a Supernatural | ●●● | ●●(○) | Mantle + Manipulation + Persuasion - Subject's Resolve | |
••• | Wyrd-Faced Stranger | Become someone who the target desire/expect to see | The changeling has offered food to the target and it was accepted, or the other way around. | ●●●● | ●● | Mantle + Presence + Subterfuge vs Powerstat + Composure | |
•••• | Pandora’s Gift | Temporarily produce an object the subject desires | Used on someone who gave the Changeling a no strings attached gift in the past week | ●●●●● | ●● | Mantle + Wits + Craft | |
••••• | Waking the Inner Faerie | Alter a subject's desire and force them to pursue it above all else. | The subject freely told the Changeling his desires. | - | ●●●○ | Mantle + Intelligence + Expression vs Powerstat + Composure | |
Contracts of Verdant Spring | Court Goodwill (Spring) | Lords of Summer 39 | |||||
• | Font of Inspiration | Each success is a +1 to Crafts or Expression rolls | Invests his own literal blood sweat or tears into the creation | Waived | ● | Mantle + Wits + Empathy - Subject's Resolve (If subject is opposed) | |
•• | The Ineffable Gift | Gains a +3 bonus in social challenges. Drawback of being less effective with multiple uses. | Speaks out loud about something she is passionate about | ●●● | ● | Mantle + Presence + Manipulation vs Resolve + Composure | |
••• | Impassioned Blow | +4 Bonus to attack pool, but the opponent gets a +2 bonus as well. | Target has insulted or assaulted by word or deed the changeling in the last hour | ●●●● | ● | Mantle + Resolve + Brawl / Firearms / Weaponry | |
•••• | Spur the Crowd | Sway a crowd in a certain emotional direction | No one in the crowd knows the user is a changeling | ●●●●● | ● | Mantle + Wyrd + Presence (Extended and Contested) | |
••••• | Verdant, Roiling Heart | Renew Willpower pool as if fulfilling Virtue, drawback of all social actions being tainted by her virtue or vice and a -2 to all social rolls | Takes an action directly related to virtue or vice | - | ● | Mantle + Composure + Empathy | |
Summer Court Contracts | |||||||
Contracts of Eternal Summer | Court Goodwill (Summer) | Lost 155 | |||||
• | Son of the Hearth | Remain at a comfortable temperature, no matter what the outside circumstances are. | Spit on a fading ember or spark | Waived | ●(○) | Wyrd + Survival | |
•• | Ulf’s Heart | Produce light in radius pf 200 yards for one scene; extend its presence to one hour by spending 1 more Glamour. | Within 5 minutes of midnight | ●●● | ●(●) | Mantle + Strength + Occult | |
••• | Noonday Grasp | Gain +1 Strength with one success, and another +1 with every three successes after that. | Eats a chunk of naturally formed ice | ●●●● | ●● | Mantle + Stamina + Brawl | |
•••• | Solstice Revelation | Let loose a bright light that reveals all hidden individuals and challenges supernatural cloaking. | Within five minuets of noon | ●●●●● | ●●● | Mantle + Presence + Occult | |
••••• | The Lord’s Dread Gaze | Unleashing a beam of focused sunlight that does Lethal (Aggravated with Willpower) | The target is wearing or touching gold | - | ●●●(○) | Mantle + Dexterity + Athletics - Subject's Defense | |
Contracts of Fleeting Summer | Court Goodwill (Summer) | Lost 153 | |||||
• | Baleful Sense | Sense the greatest nearby source of wrath. | Character is angry when he invokes this clause. | Waived | ● | Wyrd + Wits | |
•• | Goblin’s Malignance | Redirect the focus of a subject's wrath. | The current victim of the subject's wrath owes the character a favor, or the subject has red hair. | ●●● | ● | Mantle + Manipulation + Persuasion vs Powerstat + Composure | |
••• | Friendless Tongue | Stir a person to fury with harmless words. | The clause's target wears a ring on the left hand. | ●●●● | ●● | Mantle + Manipulation + Subterfuge vs Powerstat + Composure | |
•••• | Sundown Eyes | Quell all conflict in an area temporarily. | The character is suffering wound penalties and has taken at least two points of lethal damage. | ●●●●● | ●●● | Mantle + Presence + Socialize - Subject's Composure | |
••••• | The Flames of Summer | Enter an unstoppable fury; gain +2 to Physical rolls and ignore all wound penalties. | The sun is within five minutes of its zenith, and the character has called out a formal challenge to an opponent. | - | ●●○ | Mantle + Stamina + Animal Ken | |
Contracts of Punishing Summer | Court Goodwill (Summer) | Lords of Summer 59 | |||||
• | Smoldergrip | Makes an object unbearably hot to the touch. | The Changeling sports a real sunburn | None | ● | Strength + Wits - Objects Size | |
•• | Battle Bright | Creates a blinding beacon that distracts all attackers. | The Changeling is holding a real, burning torch. | ●●● | ●● | Wyrd + Presence vs Highest Wits + Composure within sight. | |
••• | Crown of Clashing Fire | Summons up a ring of flaming thorns that forces a target into one-on-one combat. | The Changeling has one or more scars from the last battle with this foe. | ●●●● | ●●○ | Wyrd + Resolve - Subject's Stamina | |
•••• | Baleful Stroke of Summer Sun | Inflicts a sun stroke on the target, resulting in either mounting mechanical penalties or aggravated damage (target's choice). | The Changeling strikes with a metal weapon he forged, has to hit with substantial metal part. | ●●●●● | ●●● | Wyrd + Stamina vs Stamina + Composure. This is after an attack. | |
••••• | Scorched Earth | Turns the area into a blighted waste land that inflicts penalties on all combatants. | The Changeling meditates under a Summer Court flag or pendant she helped make. | N/A | ●●●●● | Wyrd + Strength | |
Autumn Court Contracts | |||||||
Contracts of Eternal Autumn | Court Goodwill (Autumn) | Lost 159 | |||||
• | Last Breath Isaac | Ripen a portion of a plant | The plant or tree is unclaimed or the Changeling has permission to harvest from it. | Waived | ● | Wyrd + Manipulation | |
•• | Withering Glare | Wither a plant to Winter or age an animal. | The plant has the Changelings name or moniker carved into it or written on a tag. | ●●● | ● | Mantle + Presence + Science | |
••• | Brother to the Ague | Damage a foe through dehydration. | The character can name two diseases that the subject has suffered or is suffering, and one that the subject fears. | ●●●● | ●● | Mantle + Dexterity + Medicine | |
•••• | Riding the Falling Leaves | Transform into a cloud of autumn leaves | The character catches a naturally falling leaf at the moment of the clause's activation. | ●●●●● | ●● | Mantle + Dexterity + Survival | |
••••• | Tears of Autumn | Bring about a hailstorm | The character holds a key encased in ice that finishes thawing at the start of the ritual. | - | ●●● | Mantle + Manipulation + Occult | |
Contracts of Fleeting Autumn | Court Goodwill (Autumn) | Lost 156 | |||||
• | Witches’ Intuition | Learn one of the subject's fears | Subject does not know the Changelings name | Waived | ● | Wyrd + Wits - Composure | |
•• | Tale of the Baba Yaga | Invoke fear of intended object in subjects for 1 turn per success. | The unnatural fear the character evokes is based upon a myth, urban legend or actual threat with which all subjects of the Contract are familiar. | ●●● | ● | Mantle + Manipulation + Intimidation | |
••• | Heart of the Antlion | Immune to mundane attempts at fear and resistant to supernatural fear. | The character consumes a spider or other vermin that has literally been scared to death. | ●●●● | ● | Mantle + Resolve + Investigation | |
•••• | Scent of the Harvest | Heart of the Antlion for friends. | Two of the subjects greatest fears are each other. | ●●●●● | ●● | Mantle + Presence + Expression, Extended | |
••••• | Mien of the Baba Yaga | Become the subjects fear. Scare them badly enough to actually deal damage | One of the subjects greatest fears is actually the character. | - | ●●●○ | Mantle + Wits + Empathy | |
Contracts of Spellbound Autumn | Court Goodwill (Autumn) | Lords of Summer 79 | |||||
• | Warlock’s Gaze | Detect the presence of the supernatural, even deliberately obscured. AoE: Yards = to Wyrd | Physical contact with non-allied supernatural being other than another changeling. | Waived | ●● | Wyrd + Occult (vs. Powerstat + Compusure if target supernaturally concealed) | |
•• | Barrow-Whisper | Hears and is heard by ghosts. | Ghost in the area wants to communicate. | ●●● | ● | Wyrd + Expression | |
••• | Smith’s Wisdom | Learn abilities and purpose of item of power (token or else). | The character has stolen the item from a friend (without permission) or been freely given the item by an enemy. | ●●●● | ●●● | Mantle + Intelligence + Occult | |
•••• | Arcadian Commandment | Power to speak with authority of True Fae to hobgoblins and other Gentry minions, even to those incapable of speech. | Character knowingly comes unarmed and unarmored to the presence of entity to be commanded. | ●●●●● | ●●●○ | Wyrd + Presence vs Powerstat + Resolve | |
••••• | Oathbreaker’s Honesty | Violate the pledge without falling under its Sanctions. | Begged to enact this clause by someone who will knowingly come to disaster on account of his betrayal. | - | ●●●●●○ | Wyrd + Resolve (extended) | |
Winter Court Contracts | |||||||
Contracts of Eternal Winter | Court Goodwill (Winter) | Lost 162 | |||||
• | Jack’s Breath | Cools a room, potentially by a significant margin. | The character hears someone shiver or tastes someones sweat. | Waived | ● | Wyrd + Survival | |
•• | Touch of Winter | Freeze the surface of a body of water, potentially affecting quite a large area. | The character first spells out a name or idea he hates with liquid on a dry surface | ●●● | ● | Mantle + Intelligence + Science | |
••• | Riding the Devil’s Jawbone | Inflicts an area with intense cold, causing penalties to all within. | There is a bell ringing within 20 feet of the character. | ●●●● | ●● | Mantle + Dexterity + Stealth | |
•••• | Fallen from the Timbers | Blasts a target with cold and ice, inflicting lethal damage and penalizing all of their actions. | The contracts target is wearing silver jewelry that has a religious meaning to her. | ●●●●● | ●●● | Mantle + Dexterity + Athletics - Subject's Defense | |
••••• | Witch’s Paradise | Summons a lasting snowstorm over an area. | The moon is in the sky and the character can hear a wolf howling. | - | ●●●○ | Mantle + Presence + Occult | |
Contracts of Fleeting Winter | Court Goodwill (Winter) | Lost 160 | |||||
• | The Dragon Knows | Determine the source of sorrow someone is experiencing. | The character looks into the subjects eyes for a moment. | Waived | ● | Wyrd + Empathy - Subject's Composure | |
•• | Slipknot Dreams | Forces a subject to temporarily let go of their sorrow. | The subject has accepted something from the character in the past 24 hours. | ●●● | ● | Mantle + Manipulation + Subterfuge - Subject's Resolve | |
••• | Faces in the Water | Fills a subject with sorrow over a painful memory, inflicting social penalties. | The subject is carrying a photograph or some other image of an older relative or ancestor on her person. | ●●●● | ● | Mantle + Intelligence + Investigation - Subject's Composure | |
•••• | Fallow Fields, Empty Harvest | Eliminates a subject's ability to feel positive emotions for a time, suffering social penalties and an inability to regain Willpower via virtues or vices. | The character has made the subject happy (or happier) within the last 10 minutes. | ●●●●● | ●● | Mantle + Manipulation + Intimidation vs Powerstat + Composure | |
••••• | Every Sorrow a Jewel | Paralyzes a subject with grief, rendering them briefly unable to take any actions. | The subject has tasted one of the changelings tears. | - | ●●●○ | Mantle + Manipulation + Persuasion vs Powerstat + Composure | |
Contracts of the Sorrow-Frozen Heart | Court Goodwill (Winter) | Lords of Summer 99 | |||||
• | A Mere Vessel for Loss | Reduce the Effects of pain and discomfort by success | Pierces skin with a thin needle | Waived | ● | Mantle + Resolve + Occult | |
•• | Fear is Nothing | Reduces dice pool of supernatural fear effects by Wyrd | Empties his hands and leaves them open at his side | ●●● | ● | Mantle + Composure + Expression | |
••• | Grief is Stronger than Death | Damage from an attack is ignored for a round, to be applied next round | Contemptuously tosses a chunk of cold iron on the ground. | ●●●● | ●● | Mantle + Resolve + Survival | |
•••• | Remorseless Strike | Next Brawl or weaponry attack target suffers additional bonus damage equal to Wyrd | Slashes himself with a sharp instrument and takes 1 lethal | ●●●●● | ●● | Mantle + Resolve + Brawl | |
••••• | A Cold Hand on the Heart | Bestow previous clauses on others as well. | Clutches target with one hand and anoints with ashes of a suicide victim or victim of a crime of passion. | - | ●●●○ | Mantle + Composure + Expression | |
Directional Court Contracts | |||||||
Contracts of the Four Directions | Court Goodwill (Directional) | Winter Masques 134 | |||||
• | Mindfinder | Know the direction to any target | Changeling has a lock of hair from the target. | None | ● | Wyrd + Survival - Subject's Wits | |
•• | Finding the Flow | Ignore environmental penalties | The character successfully meditated for one full uninterrupted hour within the last 24 hours. | ●●● | ● | Wyrd + Wits | |
••• | Inequity of the Center | Confuses a target, causing them to take many wrong turns, effectively penalizing speed | The changeling succeeds in touching a magnet to the target's bare skin. | ●●●● | ● | Wyrd + Manipulation vs Powerstat + Survival | |
•••• | The Hundred Steps | Powerful blessing upon an area to protect it from intruders | The character has two working compasses somewhere on his body | ●●●●● | ●●○ | Wyrd + Resolve | |
••••• | Harmony of Portals | Walk between two doors, potentially separated by several miles | The character possesses the key to both doors. | N/A | ●● | Wyrd + Stamina | |
Auroral Court Contracts | |||||||
Contracts of Potential (Dawn) | Court Goodwill (Dawn) | Swords at Dawn 138 | |||||
• | Light the Path | Learn of the motivation of an action or statement | Previously caught the target in a lie. | None | ● | Wits + Wyrd vs Powerstat + Composure | |
•• | Read the Web | Determine the nature of a relationship between two people through a translucent strand that connects. | The Changeling shares a Pledge with the target | ●●● | ●● | Intelligence + Wyrd - Subject's Composure | |
••• | Martyr's Will | Increase extra dice when spending Willpower. Drawback of target being unable to regain willpower for the next 24 hours. | Deliberately shed a few drops of blood | ●●●● | ●●● | Wyrd + Resolve | |
•••• | Shift the Foundation | Temporarily change the targets Virtue or Vice. | Changeling and Subject are conversing about Virtue or Vice targeted as the result of the Contract. | ●●●●● | ●●● | Dusk Court Mantle +
Manipulation + Expression vs Composure + Subterfuge | |
••••• | Tenacity of Hope | Massive benefits towards a goal, such as 8-again, etc. Drawback: If goal is not reached within time period, suffer penalties until goal or equal time is met. | Target is using this Contract for a selfless Purpose. | N/A | ●●●○ | Wyrd + Resolve | |
Contracts of Entropy | |||||||
(Dusk) | Court Goodwill (Dusk) | Cost | Dancers in the Dusk 141 | ||||
• | Babel's Curse | Prevent another from communicating | Write target's name or common nickname on a piece of paper then tear it to pieces | None | ● | Intelligence + Expression + Mantle (Dusk) - Resolve | |
•• | Sense the Impending Doom | Detect dangerous situations, react to danger faster | Consume at least a serving of caffeinated beverage within the last hour. | ●●● | ● | Wits + Occult + Mantle (Dusk) | |
••• | Gift of the Skald | Target(s) gain a bonus to Resolve checks | Invoker is a member of Dusk and spends at least 5 minutes proselytizing on the Dusk philosophy. | ●●●● | ● per target + ○ | Presence + Persuasion + Mantle (Dusk) (vs target's Resolve + Wyrd if they WANT to resist) | |
•••• | Hero's Stand | Challenge a target to gain a bonus to Brawl/Weaponry, they take Composure penalty if flee | Issue challenge while standing in a marked space <5' square. | ●●●●● | ●○ | Resolve + Brawl or Weaponry + Mantle (Dusk) vs Composure + Wyrd | |
••••• | The Centre Cannot Stand | Nullify a target's Contract | The Changeling knows and has used the target Contract in the last 24 hours. | N/A | ●● | Intelligence + Occult + Mantle (Dusk) - level of Contract |
Goblin Contracts Contracts of Sacrifice |
Note: Goblin Contracts are not chained and any clause rank can be bought with no prerequisites. | ||||||
---|---|---|---|---|---|---|---|
Clause Name | Benefit | Drawback | Catch | Cost | Dice Pool | Source | |
Contracts of Goblin Fortune | Rites of Spring 117 | ||||||
• | Fortune’s Favor | Change a single roll into a rote or a chance roll | Expensive cost to invoke. Must spend a willpower dot. | Used to protect a close friend from harm | ● | Wyrd + Manipulation | RoS 117 |
•• | Fortune’s Swift Blessing | Change a chance roll into a normal roll or a normal roll into an exceptional success | Expensive cost to invoke. Must spend a willpower dot. | Used when striking a blow against a mortal enemy | ●● | Wyrd + Wits | RoS 117 |
••• | Fortune’s Bane | Exceptional success become normal successes, normal successes become failures and chance rolls dramatically fail at 7 or lower until the next sunrise or sunset | Expensive cost to invoke. Must spend a willpower dot. | Target publicly lied about the user to turn public or official opinion against the user | ●● | Wyrd + Subterfuge vs. Powerstat + Resolve | RoS 118 |
•••• | Distracting the Hounds | Escape from any pursuit or confrontation | Expensive cost to invoke. Must spend a willpower dot. | User is being pursued by Hobgoblins | ●●● | Wyrd + Stealth - Subject's Powerstat | RoS 118 |
••••• | Recalling the Lost | Rescue anyone abducted by the Fae | Expensive cost to invoke. Must spend 2 willpower dots. | Used to recall a child younger than seven | ●●●● | Wyrd + Occult | RoS 119 |
Contracts of Goblin Transformation | Rites of Spring 120 | ||||||
• | Healing Sacrifice | Heals any and all wounds or diseases | Expensive cost to invoke. Must spend a willpower dot. | Used to heal or cure a blood relative | ● | Wyrd + Medicine | RoS 120 |
•• | Seven-Year Gift | Target does not age for the next seven years | Expensive cost to invoke. Must spend a willpower dot. | Target is a blood relative within three generations | ●● | Wyrd + Stamina | RoS 121 |
••• | Trading Beauty for Love | Makes a human feel more positively towards the Changeling | Expensive cost to invoke. Changeling permanently loses the color of his eyes and his beauty, becoming bland and colorless (Though never ugly) or downgrading Striking Looks merit. | Target must be fed an item of food the user prepared | ●●● | Wyrd + Manipulation -Subject's Composure | RoS 121 |
•••• | Changing Minds | Change a target's opinion on something | Expensive cost to invoke. Must spend a resolve dot. | Causes someone to believe an abstract ideal | ●●●●○○ | Wyrd + Persuasion - Subject's Powerstat + Resolve | RoS 122 |
••••• | The Fatal Transformation | Kill the target | Expensive cost to invoke. Must spend a stamina dot. | Target has slain one of the user's blood relatives | ●●●○ | Wyrd + Intimidation vs. Powerstat + Stamina | RoS 123 |
Goblin Contracts of the Wyrd | Dancers in the Dusk 65 | ||||||
• | Mantle Mask | Temporarily disguise your Mantle as another Court's | Signs of use remain for twice as long as the disguised mantle. | The decorates her skin with a sign appropriate to the Court she is disguising herself as. | ● | Wyrd + Occult | DiD 65 |
•• | Daunting Force | The Changeling becomes intimidating to the subject | All Glamour costs are increased by one for 24 hours. | Brandishing a drawn weapon. | ●● | Wyrd + Presence - Composure | DiD 66 |
••• | Nothing Hidden | While the Contract is active, the Changeling may roll to notice supernaturally concealed things. | Significant negative Perception modifiers to the following scene. | Burn the feather of a keen sighted bird and rub the ashes on your eyelid. | ●● | Wyrd + Occult | DiD 66 |
•••• | Wyrd Eye | Automatically become aware of any Contracts nearby. Ignore low Clarity modifiers to noticing Wyrd related phenomena and gain a bonus to Kenning | All Perception for things unrelated to the Wyrd is penalized. | Breaks a pair of prescription glasses. | ●● | Wyrd + Occult | DiD 67 |
••••• | The Fatal Clause | Block a Contract as it is being activated. | Pay the cost of the Clause you are attempting to block. | The Changeling has been a target of a Contract cast by the subject in the past 24 hours. | ●●○ | Wyrd + Occult - Subject's Wyrd | DiD 68 |
Unclassified Goblin Contracts | ||||||
---|---|---|---|---|---|---|
• | Contracts | |||||
Shooter’s Bargain | Blesses the next three shots fired from a weapon to mitigate penalties when attacking. | One of the three shots is automatically reduced to a chance die. | In a fight scheduled beforehand. | ● | Wyrd + Dexterity | CtL 164 |
Sight of Truth and Lies | Gain the ability to instantly tell if a person is lying. | If the user lies while the contract is active, however, they lose any ability to tell truth from lies, believing all but the most blatant fabrications. | Used at an official occasion | ● | Wyrd + Subterfuge | RoS 114 |
Trading Luck for Fate | Gain a sudden simple insight into the immediate future. | This is done in return for a minor turn of bad luck. | Using the contract to win at gambling. | ● | Wyrd + Wits | CtL 164 |
•• | Contracts | |||||
Calling the Guardian | Summon an invisible guardian that strikes back the instant you're attacked. | The guardian can not distinguish between a blow that would actually do harm or a playful shove. | Currently suffering at least one lethal or aggravated damage from a hand-to-hand attack | ●● | Wyrd + Dexterity | Rites of Spring 114 |
Dream Rendering | Upgrade a Token, permitting it to be used in dreams. | Make a clarity roll at 5 dice when you next sleep, regardless of your current Clarity. | Used while naked. | ● | Wyrd + Wits | SaD 109 |
Diviner’s Madness | Gains a brief glimmer into the past or future of a person, place, or thing. | Causes temporary insanity. | Divining the past or future of someone the changeling is in love with. | ● | Wyrd + Wits | Lost 165 |
Fair Entrance | Opens a door, no matter how it is barred. | Causes one of the changeling's doors to be similarly opened for another some time soon. | Opening the door to someone who confessed his hatred towards the Changeling. | ● | Wyrd + Larceny | Lost 165 |
Fool’s Gold | Guises an object to look like something else, potentially appearing quite valuable. | This illusion lasts only for a time though, and when it expires the deceived parties automatically know who was responsible for the deception. | Clause is used to deceive someone who's lied to the Changeling in the last 24 hours. | ● | Wyrd + Manipulation | Lost 166 |
Sandman's Bargain | Makes a dream immune to disruption by Oneiropomps | The user can takes real Lethal damage when hurt inside the dream. | Used after staying awake for 24 hours | ● | Wyrd + Resolve | SaD 110 |
••• | Contracts | |||||
The Blessing of Forgetfulness | Allows the user to erase any one memory from the target's mind. | Curses the user to suffer a dramatic failure on the next Subterfuge roll to get someone to believe a necessary lie. | Used to make the target forget about an event in which the user betrayed the target | ●●○ | Wyrd + Manipulation - Subject's Composure | RoS 115 |
Burden of Life | Removes damage starting at Agg by 2 for each success. Must be done within turns the damage was done by equal to user's wyrd. | If you heal target for 4 or more damage, the user takes all damage the target would take in the next day instead. | Target was injured while saving the Character from harm. | ●● | Wyrd + Empathy | CtL 166 |
Delayed Harm | The user avoids damage from one attack. | The next attack they suffer doing lethal or aggravated damage does the previously avoided damage as a bonus. | Character is unarmed or otherwise unable to defend herself. | ●● | Wyrd + Dexterity | CtL 167 |
Goblin Midwife | Grant a temporary increase in fertility to your target | Curse of antipathy on you and a minor fae curse on the target's offspring | the target has broken your heart | ●●○ | Wyrd + Empathy | GobM p25 |
Hospitality's Hold | Gain bonus (equal to glamour spent) maintaining hospitality in a location, mark violators | Take a similar penalty on all actions not related to maintaining hospitality, except against violators | Own or be primary resident of location | ● to ●●●●● | Willpower + Wyrd | GotU p29 |
Mirror Mirror | The Changeling spies on another through a mirror, | The target will see the Changeling when she next looks into a mirror. | The changeling breaks the mirror. | ●○ | Wyrd + Resolve | SaD 53 |
•••• | Contracts | |||||
Goblin Oath | The changeling can bind another character to an oath. The party taking the oath has difficulty breaking this oath, and if she does, disaster will strike her down. | The changeling must also swear an oath to the subject and suffers similar penalties if he breaks his oath — but the nature of the Goblin Oath is such that both parties may suffer if only one is unfaithful. | Used when making a treaty of alliance or non-aggression | ●●○ | Wyrd + Intimidation | RoS 115 |
Good and Bad Luck | Accurately guess the outcome of an event that would be difficult to predict. | Suffer a bout of bad lack afterwords. | Used to best a rival or enemy. | ●● | Wyrd + Wits | CtL 167 |
Call the Hunt | Calls a Wild Hunt from out of the Hedge. | Haha oh man what were you thinking? No seriously, nice going dumb ass! You deserve this. | Character is in the Hedge | ●○ | Wyrd + Presence | CtL 167 |
Riot | The crowd becomes a violent, enraged mob. They target an obvious source of anger first, or are randomly violent with no target. | Many people in the area vividly remember the changeling and that they are responsible for the riot. | The changeling addresses the crowd and urges them to violence immediately before use. Most of the crowd must hear the changeling. | ●●○ | Wyrd + Presence | VL 23 |
Royal Oil | Target is covered in magical, highly flammable oil. | Changeling is marked with a fiery crown showing he was the one that activated the contract. | Drink a tablespoon of castor oil and suffer from stomach cramps. | ●● | Wyrd + Dexterity | SaD 54 |
••••• | Contracts | |||||
Blood-Binding | Drains a target splashed with blood of all Glamour | The user is drained of all Glamour as well. | Used against someone who murdered a blood relative. (Glamour expenditure is not negated) | ○(All Glamour) | Wyrd + Presence | RoS 116 |
Goblin Ward | Draw a magical mark; Any changeling not attuned to it and steps near it will suffer from hallucinations and confusion. When the ward is activated it will affect everyone nearby, even those attuned. High Clarity Changelings must roll for loss. | The creator cannot use his Seeming Blessing for as long as the ward continues to exist. | The ward is painted with the blood of a murdered enemy. | ●●○ | Wyrd + Occult | SaD 54 |
Lost and Found | Escapes from captivity or pursuit, seemingly by chance, but always automatically. | Another enemy is made aware of the escapee's new location. | Escaping someone who knew the changeling personally for over a year. | ●●○ | Wyrd + Presence | CtL 168 |
Mad Trespass | Use a dream to spy on a Keeper | The keeper spied on knows where to find you until the following dawn. | Given a gift by the keeper or it's servants. | ●○ | Wyrd + Composure | SaD 110 |
Sabotage | Damage or disable a factory or equivalent full of machinery. | The changeling suffers a roll of their total Wyrd in bashing damage. | The user has been employed at some point to work on machines that they are targeting. | ●●●○ | Wyrd + Crafts | VL 24 |
Sleepwalker | Devour a dream for a verity of potent benefits | -3 to perception while the contract is active. The user cannot sleep and halves all traits until they can sleep. | Devours a child's dream | ●○ | Wyrd + Wits | SaD 111 |
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 |
Oaths (1st Edition)
Title | Description | Reference |
---|---|---|
The Ancient Pact | Makes a Changeling and a mortal lifelong allies, ensorcells a mortal and obligates the Changeling to protect his dreams from Fey incursion. The mortal then recieves a 3 or 4 point merit (Or +2 to an existing one), and the Changeling gets the same, as well as one easy point of Glamour a day. | Lost 187 |
Brotherhood in Arms | A group swears to never yield in combat for extra dots in weaponry and fighting finesse. | RoS 43 |
Commendation | The Changeling swears himself to the service of a leader and pays a yearly tithe of Glamour equal to the leaders' Wyrd, as well as the benefit of the Freehold Blessing, whatever it may be. The standard oath for joining a Freehold. | CtL 189 |
The Dove’s Promise | The oath for joining the Doves, a mercenary group of Fey hunting assassins and ambushers. | AN28 |
Forgiveness of the Imp | The Changeling sincerely apologizes in return for a small favor and a promise of peace. | WM118 |
Fostering Oath | An older, more experience Changeling takes a newbie under his wing, sheltering him and teaching him how to adjust to his existence as fey. | RoS 43 |
The Fylgiar’s Caul | The Changeling swears to protect the Mortal from all harm regarding Wyrd for the rest of either of their lives (Not necessarily mundane harm) | WM 118 |
Good Neighbors Pact | Both parties agree to stop squabbling for one year and a day. | Lost 188 |
The Heart’s Oath | Changeling wedding. | Lost 190 |
The Knight’s Oath | Like Commendation, but for hardcores. Lasts longer, and with more willingness to die (But not necessarily be a soldier). The Liege pays the Knight some Glamour every month, the Knight gets a combat skill, while the Liege gets a sweet one dot merit (Or +1 to an existing merit). | Lost 189 |
The Motley Pledge | Finalizes the existence of a Motley in the eyes of the Wyrd for a year and a day. The Changelings must help each other as though they were family. Everyone get a free skill point, plus 2 dots in a merit (or +2 to an existing merit). The merit and skill must be the same for all pledgers. | Lost 188 |
Oath of the Rose and Thorn | Ensorcells a mortal for a month, opening his eyes to the fae, but forcing him to keep quiet about it. Grants the Changeling the right to ask for a single favor from the mortal. | Lost 186 |
Penitent’s Pledge | Religious vow of faith. Must attempt to convert all non-believers and keep oneself pure (As defined in the pledge itself) or be struck mute. Bonus to persuasion and free Holistic Awareness merit. | RoS 44 |
Pledge of Horn and Bone | The basic dream insurance package. The Changeling goes in every night, keeps things running smoothly and Fae free, and comes out with a point of Glamour. In return, the Changeling must keep the dream a secret. | Lost 187 |
The Reaper’s Pledge | The Changeling does chores for a week in exchange for some Glamour and a daily token of thanks. | Lost 185 |
Secrets of the Dead River, The | One Changeling shares a secret with another, and can call the listener an ally. The listener gets bonuses to keeping the secret, but will go permanently mute if he reveals it. | WM 118 |
Turncoat’s Assurance | Secret pledge taught only to the Hound Tribunal entitlement, the MIBs of the freehold. It manifests as an actual piece of paper that must be written in fruit or vegetable juice and signed in insect juice. Allows the Hound to offer a traitor a self-imposed banishment rather then being punished. | LoS 65 |
Freehold's Defender | Oath sworn on the Knight's title to defend the freehold, granting a number of combat bonuses to the defenders present. | SD 148 |
Pledge Curses | Description | Reference |
Oath of Ceaseless Striving | "I will not rest until this is done!" Whenever the victim stops working at his task, even if it's so much as setting down his pencil or going to sleep, he will be cursed with a year of bad luck. | DitD 76 |
The Impossible Quest | "I'll find her within a week or die trying!" If the victim fails to achieve his task by the end of the time period, he will die. | DitD 77 |
The Undesired Prohibition | "I would never lie to you!" Upon lying, will be struck with a speech impediment for a decade. | DitD 77 |
The Careless Threat | "I'm going to kill her!" If he doesn't, he's screwed. | DitD 77 |
Morphean Bargains | Unique boons and pledges granted by Morpheans | |
The Boon of the White Twins | Granted by the Pale Brother after succeeding in a quest. Pick a person. You can bring him back to life when he dies, but afterwards your destinies will be intertwined, and both of you will die at the same moment. | DitD 45 |
The Dark Huntress Pact | Accept a quest from The Rogue Sister. For destroying one of the Moirae, you can remove one of your Pledges. | DitD 46 |
The Vow of All Consuming Fire | The Ruinous Prince doesn't require a quest. This pledge will make you powerful and successful, before it all comes crashing down on you. | DitD 47 |
Merits, Styles (1st Edition)
Adamantine Hand | ||
---|---|---|
AA p53 | *pre: ••••• of Fighting Style Merits (one of which must be at least •••), Status (Adamantine Arrow) ••, Awakened, Arcanum ( one • more than the maneuver), separate Fighting Style for each Arcanum | |
• Thunder | opponents shielding spells in same Arcanum are at -1 vs hand to hand attacks and spells. | |
•• Diamond | spend WP, improve shielding spell by 1 point vs one attack, and lower it by 1 vs all others, at ••• in Arcanum, raise to +2/-2, and can use with shield other spells | |
••• Star | spend WP, can cast a spell from the Arcanum, and perform a physical action in the same turn, can not be combined with multiple action abilities | |
•••• Blood | spend WP, and suffer as many Agg damage as Resolve, each point becomes 1 bonus dice for spellcasting, can also make damage magic/Mana healing resistant to gain 9-again. | |
••••• Abyss | initiate a grapple, and does not suffer Paradoxes is casting spells from the Arcanum | |
Aggressive Striking | ||
Reload p65 | *pre: Str •••, Sta ••, Brawl •• | |
• Body Blow | If successes on single Brawl attack are greater than target's size, target loses next action | |
•• Iron Skin | Has Armor of 1 against Bashing attacks | |
••• Combination Blows | Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack | |
•••• Haymaker | Like Body Blow but opponent makes a Stamina roll. If they fail, they're unconscious. Cannot use Defense before or after attack | |
••••• Brutal Blow or Lethal Strike | Spend WP, to deal Lethal damage with Brawl attacks | |
Aikido | (Throwing) | |
Reload p71 | *pre: Dexterity••, Wits ••, Brawl•• | |
• Ukemi (Recieving) | Stand up as a reflexive action | |
•• Aiki (Harmonious Energy) | Forgo defense for a chance to recieve no damage and grapple the opponent | |
••• Shihonage (Four Directions Throw) | Throwing attack | |
••••Renzoku-waza (Combination Techniques) | Perform multiple grapples, aiki or shihonage per turn | |
••••• Kokyu-ho (Breath Power) | Throw longer or inflict lethal with shihonage | |
Archery | ||
Arm p208 | *pre: Strength ••, Dexterity ••, Athletics •• | |
• Draw and Loose | Effective +1S for bow use | |
•• Rapid Nock | May reload a bow as a reflexive action | |
••• Arcing Fire | 2x range with bow | |
•••• Plunging Fire | Ignores target concealment | |
Berserker | ||
Reload p113 | *pre: Resolve •••, Stamina •••, another fighting skill or style •; spend WP to enter Berserk | |
• Strength in the Fury | gains up to 3 additional dice for all-out attacks | |
•• Adrenaline Rush | +1 to armor against bashing and lethal attacks | |
••• Inhuman Alacrity | gains 2 dice (cumulative to 4) when using Willpower to mitigate attack | |
•••• Ignorant in the Face of Death | can ignore any amount of wound penalties for a turn; sacrifices equivalent Defense. May not simultaneously use any other ability with Defense penalty. | |
••••• Bloody-Handed Bastard | attacks inflict lethal damage; sacrifices Defense for a turn | |
Boxing | ||
WoD p110 | *pre: Strength •••, Stamina ••, Brawl •• | |
• Body Blow | If successes on single Brawl attack are greater than target's size, target looses next action | |
•• Duck and Weave | Use higher of Dexterity or Wits against Brawl attacks instead of Defense | |
••• Combination Blows | Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack | |
•••• Haymaker | Like Body Blow but opponent makes a Stamina roll. If they fail, they're unconscious. Cannot use Defense before or after attack | |
••••• Brutal Blow | Spend WP, to deal Lethal damage with Brawl attacks | |
Brute Force | ||
SA p57 AN p18 | *pre: Strength •••, Brawl ••• | |
• Falling Pillar | gain 9 again on this attack *costs a willpower and requires both hands free | |
•• Crush and Bite | Str+Brawl rolls during a grapple cause lethal damage to opponent | |
••• Juggernaut | gain +4 dice on all out attacks | |
•••• Bone Cracker | target arms or legs, if successes equals or exceeds targets stamina bones break and does lethal damage and target looses 1 dot of dex till healed
Drawback: both hands must be free and you lose defense this turn | |
Chain Weapons | ||
Arm p209 | *pre: Strength ••, Dexterity •••, Weaponry ••• | |
• Impenetrable Defense | Forgo attack to add +2 to Defense and no multiple opponent penalty until the third opponent | |
•• Hand Bind | forgo next action to bind up opponents hand | |
••• Outside Choke | if attack successful, begin choking opponent unconscious | |
•••• Whirl and Thrust | ignore up to -2 penalties for targeted attacks, but must forgo Defense | |
Combat Marksmanship | ||
Arm p210 | *pre: Strength ••, Dexterity ••, Composure •••, Firearms •• | |
• Shoot First | Add Firearms to initiative | |
•• Tactical Reload | Reload as a reflexive action | |
••• Double Tap | May make short bursts with additional firearms | |
•••• Bayonet Range | Ignores target defence even when within melee range | |
••••• Rapid Fire | One additional shot per dot of composure over 2; -1 penalty per additional shot. | |
Dirty Fighting | ||
Count Dracula | *pre: Strength •••, Brawl ••• | |
• Low Blow | If Brawl attack has more successes than target's Composure, target loses next action | |
•• Shank | Can use Brawl instead of Weaponry for small improvised weapons | |
••• Suck it Up | Spend 1 Willpower to ignore wound penalties for a scene | |
•••• One or a Dozen, It Don't Matter | Bonus of n-1 to Defense when fighting n opponents. Can spend m Willpower to make simultaneous brawl attacks on m + 1 opponents. | |
••••• I Said Stay Down! | Target must make Stamina roll against successful Low Blow; if roll fails, victim collapses. | |
Dream Combat | ||
RoS p90 | *pre: Wyrd •••, Empathy ••• | |
• Stunning Blow | If successes in a single attack targets Wyrd, target loses next action | |
•• Double Team | Do an environmental and personal attack at the same time. The second attack has a -1 penalty. | |
••• Blind Spot | Force opponent to use lowest of finesse as defense or resistance as armor | |
•••• Wyrd Armor | Add Wyrd to highest of finesse as defense and resistance as armor | |
••••• Coup de Grace | When opponents willpower is reduced to 0, you may do one final environmental or personal attack. | |
Evasive Striking | ||
Reload p65 | *pre: Str ••, Dex ••, Sta ••, Brawl •• | |
• Focused Attack | Armor and Called shot penalties are reduced by 1 | |
•• Duck and Weave | Use higher of Dexterity or Wits against Brawl attacks | |
••• Defensive Attack | -2 to Attack for +2 Defense | |
•••• Whirlwind Strike | Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets cumulative -1. Cannot use Defense before or after this maneuver. | |
••••• Destroy Defense | Successful Brawl attacks on unarmed target reduces target Defense by 1. Cumulative across successive Brawl attacks to lower of attacker's Wits or Dex. | |
Fencing | ||
Arm p210 | *pre: Dexterity •••, Weaponry ••• | |
• Thrust | +1 to attack rolls | |
•• Feint | Make normal attack, no damage but ignores opponent's defence next attack | |
••• Riposte | Spend WP to dodge then attack at -1, ignoring defence | |
•••• Moulinet | Spend WP, successful attack does additional Dexterity damage | |
Filipino Martial Arts | ||
Arm p211 | *pre: Dexterity •••, Weaponry ••• | |
• Lock and Block | Can grapple as a defensive maneuver. Can add Defense to grapple. | |
•• Disarm | If attack roll is equal to or greater than stamina, opponent is disarmed and takes half bashing damage, rounded up. | |
••• Off-Balancing Attack | -2 to attack to give opponent -3 to their next attack | |
•••• Many-Handed Defence | Defense does not lower due to multiple opponents | |
Formation Tactics | ||
RfR p109 | *pre: Strength ••, Stamina •••, Weaponry •• | |
• Testudinem Formate | Move at only half speed and cannot attack, but grants a bonus to defense against ranged weapons for each ally in the formation, to a max of +5 | |
•• Ciringite Frontem | Forgo Defense this turn, but can make a special knockback attack with a bonus for each ally in the formation (max +5) | |
••• Cuneum Formate | Can make penalized attacks, but any counterattack is at a penalty proportional to the number of allies in the formation (max +5) | |
•••• Orbem Formate | Can form a defensive formation around a person or thing, granting a bonus to defense for each ally in the formation (max +5) | |
••••• Contendite Vestra Sponte | Costs a willpower point to use, but launches an attack that if successful causes an automatic point of lethal damage for each ally in the formation (max +5). | |
Frenzied Assault | ||
Slash p128 | *pre: Strength •••, Stamina •••, Intimidation ••, Weaponry •• | |
• Bestial Instinct | Substitute Weaponry for Composure for determining Initiative | |
•• Terrorize | Strength+Intimidation versus Resolve+Composure to remove defense | |
••• Hard to Kill | Gain 2 extra Health boxes while in combat, doesn't roll for unconsciousness until Rightmost box is filled with Lethal | |
•••• Savage Rending | Lose Defense and Reduce called shot penalties on body parts by 2. If dealing 5 or more lethal damage on a limb, it's severed | |
••••• Trance of Death | Spend 1wp to gain rote-action on attack rolls | |
Grappling | ||
AA p50, Reload p67 | *pre: Strength ••, Dexterity •••, Stamina •••, Brawl •• | |
• Sprawl | subtract higher of Strength+1 or Dexterity+1 from overpower attempts | |
•• Takedown/Throw | instead of grappling, force opponent prone while still standing | |
••• Chokehold | impose cumulative -1/turn penalty on opponents actions while choking | |
•••• Submission Hold | inflict lethal/bashing when performing overpower | |
Gladiatoral | ||
RfR p109 | *pre: Presence ••, Strength •••, Weaponry ••• | |
• Stunning Attack | Makes a loud and powerful attack, if successes exceed the target's composure they lose their next action. | |
•• Weapon Slap | Make an attack that inflicts no damage, but the target loses their defense against the next incoming attack. | |
••• Lethal Accuracy | Any attack with lethal weapons gain armor piercing, and the penalty to hit specific targets is reduced. | |
•••• Brutal Sacrifice | In exchange for a point of willpower, make an attack that leaves a weapon embedded in the victim's body, inflicting a penalty to all actions, and causing further damage upon removal. | |
Hedge Duelist | ||
RoS p91 | *pre: Wyrd ••• | |
• Quick Count | +2 to initiative when beginning a hedge duel | |
•• Cruel Blow | add yours or your opponents empathy (whichever is higher) to your manipulation + Subterfuge rolls against targets clarity | |
••• Briar Bite | spend a point of glamour to lower your opponents wyrd by 2 when being used to defend against attacks from the hedge | |
•••• No Mercy | each successive attack inflicts a -1 penalty, additional derangements. Sin against Clarity 7. | |
••••• Hedge Wrath | spend a point of willpower to enhance any attack made by reshaping the hedge if exceptional the attack does aggravated damage | |
Iaido | (Armed Defensive Striking) | |
Reload p76 | *pre: Strength ••, Dexterity •••, Composure •••, Weaponry •••, Quick Draw | |
• Tsuki Kage (Draw and Cut) | Add Weaponry to Initiative in any turn that starts with the weapon sheathed | |
•• Zanshin (Awareness) | +2 to avoid ambush. A total of +4 with Danger Sense | |
••• Tachi-Sabaki (Movement of the Sword) | Add Weaponry to defense while making a dodge action (Stacks with Weaponry Dodge) | |
•••• Kan Ken no Metsuke (Seeing with Eyes and Mind) | If the initiative is a tie, the practitioner acts first. | |
••••• Uke Nagashi (Catch and Slide Off) | Counter attack while making a dodge action | |
Alternative Iaido | ||
••••• Muso Ken (No-though Sword) | Make a reflexive counter-attack when attacked by surpise | |
Judo | ||
Reload p107 | *pre: Dexterity ••, Wits ••, Athletics ••, Brawl •• | |
• Ukemi (Recieving) | Stand up as a reflexive action | |
•• Naga-waza (Throwing Techniques) | Can chose to not go prone in a grapple, but inflicts bashing if he does. Also, +1 Equipment bonus if target wears lots of clothes | |
••• Sutemi-waza (Sacrifice Techniques) | Add Athletics instead of +2 when using and All-Out Attack | |
••••Renzoku-waza (Combination Techniques) | Perform multiple grapples per turn | |
••••• Tokui-waza (Favorite Techniques) | Add Athletics as automatic successus during specific situations | |
Improvised Weaponry | ||
MR p57 | *pre: Wits •••, Weaponry • | |
• Always Armed | make a reflexive Wits + Weaponry roll to grab a 1L, Size 1, Durability 2 improvised weapon | |
•• In Harm's Way | when using an improvised weapon, treat Structure as Armor to parry incoming Brawl or Weaponry attacks | |
••• Breaking Point | when using an improvised weapon, exchange Structure for bonus to a single strike | |
Kendo | ||
Arm p211 | *pre: Dexterity •••, Weaponry ••• | |
• Kaburi | gain +1 to attack rolls on overhead attacks | |
•• Kiai | Make normal attack, no damage but ignores opponent's defence next attack, must shout loudly | |
••• Uchiotoshi Waza | Spend WP, may parry then attack at -1, ignoring defence | |
•••• Nidan Waza | Spend WP, successful attack does additional Dexterity damage | |
Krav Maga | (Unarmed Defensive Striking) | |
Reload p79 | *pre: Strength ••, Dexterity •••, Wits •••, Brawl •••, Brawling Dodge | |
• Immediate Defense | Add Brawl to initiative when fightning an armed opponent | |
•• Disarming Defense | Disarm and take control of the weapon | |
••• Impenetrable Defense | Spend willpower to add Brawl to defense against a single attack | |
•••• The First Moment | If the initiative is a tie, the practitioner acts first. | |
••••• Finishing the Fight | Counter attack during a dodge action if attacker failed to hit | |
Kung Fu | ||
WoD p111 | *pre: Strength ••, Dexterity ••, Stamina••, Brawl•• | |
• Focused Attack | Armor and Called shot penalties are reduced by 1 | |
•• Iron Skin | Has Armor of 1 against Bashing attacks | |
••• Defensive Attack | -2 to Attack for +2 Defense | |
•••• Whirlwind Strike | Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets cumulative -1. Cannot use Defense before or after this maneuver. | |
••••• Lethal Strike | Spend WP, Brawl attacks deal Lethal | |
Langschwert | (Heavy Sword) | |
Reload p83 | *pre: Strength •••, Weaponry ••• | |
• Wards | +1 Defense while wielding a Heavy sword | |
•• Fool's Guard | Instead of defense, roll to reduce amount of damage taken | |
••• Half Sword | Take a penalty to add +2 to total damage | |
•••• Doubling Cut | Make two attacks, lose defense | |
••••• Wrathful Cut | Add weaponry instead of +2 when making an All-Out Attack | |
MAC (Modern Army Combatives) | ||
DoW p38 | *pre: Strength ••, Dexterity ••, Stamina ••, Brawl •• | |
• Tactician's Sense | determine Initiative modifiers of all combatants reflexively | |
•• Atemi Attack | ignore 1 point of Armor per dot in this style when making a Brawl or Weaponry attack | |
••• Forearm Choke | with grapple, choke out opponent on successive turns | |
•••• Bullring | defense applies fully against all hand-to-hand opponents | |
••••• Lethal Strike | spend 1 Willpower to make Brawl attacks do Lethal damage for a turn | |
Multi-Limbed Combat | ||
Pandora's Book 50 | *pre: three or more arms; Brawl •• or Weaponry ••, Dexterity •••, Athletics ••• | |
• Outnumbered | For every limb over two, opponent's defense reduced by one. | |
•• Manhandle | While in a grapple, for each limb over two, can make an overpower maneuver that does not immobilize | |
••• Protected Attack | Can dodge and attack with one action; does not stack with Bountiful Blows | |
•••• Bountiful Blows | For each limb over two or each weapon wielded, can make an extra attack with a cumulative penalty. | |
Muay Thai | ||
Reload p110 | *pre: Str •••, Sta ••, Brawl •• | |
• Cut Kick | kick deals 1 less damage, but reduces victim's speed by 1 | |
•• Iron Skin | Has Armor of 1 against Bashing attacks | |
••• Combination Blows | Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack | |
•••• Thai Clinch | add Dexterity to attack pool for successful grapple + damage Combination Blows | |
••••• Brutal Blow or Lethal Strike | Spend WP, Brawl attacks deal Lethal | |
Police Tactics | ||
13P p81, Tribes p36 | *pre: Strength ••, Dexterity ••, Stamina ••, Brawl ••, Weaponry • | |
• Compliance Hold | during Grapple, gain +2 to disarm or overpower | |
•• Weapon Retention | during Grapple, opponent must score more success than your Weaponry to "disarm" or "turn drawn weapon" against you | |
••• Speed Cuff | during Grapple, may place cuff on one wrist, with exceptional success, both wrists | |
Qinna | (Controls) | |
Reload p88 | *pre: Dexterity •••, Brawl •• | |
• Standing Control | An Overpowering maneuver that forces the opponent to accompany the practitioner | |
•• Misplacing the Bones | Chance of breaking a limb for additional damage and effect | |
••• Grabbing the muscles | Treat the defenders strength as 2 dots lower when making an overpowering maneuver | |
•••• Sealing the Breath | Use pressure points to inflict dice penalties | |
••••• Disrupting the Veins | Inflict lethal in a grapple | |
Shurikenjutsu | (Thrown Dart) | |
Reload p104 | *pre: Dexterity •••, Athletics •• | |
• Ma-ai (Distance) | Double range for throwing weapons | |
•• Kakushi-Buki (Hidden Weapons) | No need for an action to draw a prepared throwing weapon | |
••• Choku Da-Ho (Direct Hit Method) | Add Strength when attacking with a throwing weapon | |
•••• Ikki Gokken (Five Blades in One Breath) | Perform multiple attacks | |
Sniping | ||
Arm p212 | *pre: Dexterity •••, Resolve •••, Firearms •••, Stealth •• | |
• On Scope | Max aiming bonus is Composure+1 for semi-auto and auto rifles, Composure+2 for all other rifles. Receives +2 Perception when using long rage sights | |
•• Battlesight Zero | Double attacks from Sights bonus; attacks with this bonus have short range of 5 times Wits | |
••• Focused Shot | When aiming, ignore penalties up to Resolve | |
•••• Tactical Intervention | When aiming, halve close combat and concealment penalties, rounded down | |
••••• One Shot, One Kill | Spend WP to add Damage rating to successes instead of extra die | |
Sojutsu/Jukendo | (Spear/Bayonet) | |
AA p51, Reload p67 | *pre: Strength •••, Dexterity ••, Weaponry ••• | |
• Warding Stance | attack first against foes with smaller-Size melee weapons in front | |
•• Thrust | gain 9-Again with spear or bayonet | |
••• Block and Strike | take -2 to attack to receive +2 to Defense | |
•••• Great Thrust | if using All-Out Attack, use dice equal to lower of Strength or Weaponry instead of 2 | |
Spetsnaz Knife Fighting | ||
Arm p213 | *pre: Dexterity •••, Weaponry •• | |
• Anticipate Attack | If wielding edged or pointed weapon size 2 or less, substitute Weaponry instead of Composure for Initiative | |
•• Advantageous Angle | Every other attack, opponent gets -1 defense | |
••• Vital Attack | Knife attacks have Armor Piercing 1 and reduce called shot penalties by 1 | |
•••• Slash and Stab | Make two attacks. The second attack gets -1. Defense reduced by 1 | |
Staff Fighting | ||
Arm p213 | *pre: Strength •••, Dexterity ••, Weaponry •• | |
• Trip | Roll attack versus opponent's Dexterity+Athletics to knockdown and deal 1 Bashing | |
•• Temple Strike | When making a head shot, if damage exceed target's size, target is unconscious | |
••• Dangerous Radius | Spend WP, attacks all targets within range with -1 equal to opponents within range (max -5). Allies hit too | |
Swarm Tactics | ||
Cart p183 | *pre: Status (Carthians) •, Brawl or Weaponry ••, Vampire | |
• Feint | Make a Brawl or Weaponry attack that does no damage, but allows an ally to use Unexpected Strike | |
•• Unexpected Strike | Attack with 9-Again, or 8-Again if the subject has been affected by two or more flanks. | |
Sword and Shield | ||
Reload p92 | *pre: Strength •••, Dexterity ••, Stamina ••, Weaponry •• | |
• Cloak and Dagger | Double Structure of improvised shields | |
•• Shield Bash | Use a shield as a weapon | |
••• The Shielded Strike | +1 Defense, and no penalty for using a weapon and a shield | |
•••• Shield Charge | Shield Bash which results in a Knockdown | |
••••• Stand Strong | No reduced defense against cumulative attacks | |
Tooth and Claw | ||
Rage p103 | *pre: Strength ••, Dexterity •••, Stamina •••, Brawl ••, Werewolf | |
• Hunter's Eye | spend a turn observing your opponent to lower his defense for the remainder of the scene | |
•• Slip Through | attack one turn for no damage to null opponents defense from next attack | |
••• Pounce | if you roll more successes than the targets size it is knocked to the ground under you | |
•••• Fury | make a claw and bite attack in the same turn, bite attack gains +1 Drawback: cannot use defense the same turn as maneuver | |
••••• Throat Tear | apply +2 bonus for tooth and claw as automatic successes as opposed to dice roll bonus Drawback: costs 1 willpower | |
Two Weapons | ||
WoD p112 | *pre: Dexterity •••, Weaponry ••• | |
• Whirling Blades | When dodging may negate penalties for multiple attacks | |
•• Deflect and Thrust | +2 Defence but -2 to Attack | |
••• Focused Attack | May attack one target twice. -1 on second attack, lose defense. | |
•••• Fluid Attack | May attack two targets. -1 on second attack, lose defense. | |
Wolfpack | ||
WAtP p44 | *pre: Dexterity •••, Stamina •• and Brawl •••, Werewolf | |
• Worry | ||
•• Trip/Bowl-Over | ||
••• Slow the Prey | ||
•••• Joint Attack | ||
Driving Styles ! High Performance | ||
MR p56 | *pre: Dexterity •••, Resolve •• and Drive •• | |
• Speed Demon | Maximum Speed is now Safe Speed | |
•• Smuggler's Turn | Roll Dexterity+Drive+Handling to eliminate opponent's handling in pursuit unless they also have this merit | |
••• Safe Passage | Can ignore up to 3 die of hazard penalty | |
•••• Offensive Driving | Spend WP at the beginning of pursuit and reduce car's structure by 2 at the end to halve (round up) opponent's Acceleration and Handling. | |
Movement Styles | ||
Parkour | ||
StA p74, Tribes p98 | *pre: Dexterity •••, Athletics •• | |
• Flow | When running, you may negate terrain penalties equal to dots in Parkour. Also, may gauge jump distance reflexively | |
•• Cat Leap | When using Dex+Ath to reduce falling damage (WoD pg 179), gain one success. Add dots to max damage reduction possible | |
••• Wall Run | Use Athletics to climb at 10ft+5ft/dot as Instant Action, at a penalty of -1/10ft after the first 10ft | |
•••• Expert Traceur | When making Athletics rolls for running, jumping or climbing, may make a roll using Rote Action at cost of Defense | |
••••• Freeflow | After running for at least a minute or by spending one Willpower, may make any Athletics roll for running, jumping or climbing as Reflexive, rather than Instant Action | |
Spelunker | ||
BotD p92 | *pre: Dexterity •••, Athletics ••• | |
• Sure Footed | In enclosed area gain 9-Again to retain balance, ignore penalties to Speed in tight spaces up to Dots | |
•• Cave Sense | Outside of combat can ignore darkness penalties, in combat ignore 1/2 darkness penalties | |
••• Squeeze Through | Can fit through openings as if Size were two lower, can move at full speed in this manner if taking one Lethal damage | |
•••• Free Climb | Roll Wits+Athletics up to Dots times to add successes to Strength+Athletics roll (max +5) to climb any surface | |
••••• Born to the Cave | See perfectly if any light is present at all, can climb any surface that doesn't impose a penalty without a roll, if attached when climbing underground double your defense, take -1 penalty when climbing outdoors | |
Debate Styles | ||
Reason | ||
RfR p108 | *pre: Intelligence •••, Academics • | |
• Reference | Declare use at beginning of turn to add a bonus to Integrity for the turn | |
•• Dilemma | Pose a debate attack that contributes no successes toward the final total, but the opponent does not benefit from Integrity on their next defense. | |
••• Kairos | Can switch tactics without increasing the debate target number. | |
•••• Hyperbaton | When defending, can double Integrity and rebutt immediately with a penalized Wits-based reply. Cannot apply Integrity for the remainder of the turn, and counts as a tactics shift if not already using Deft Argument. | |
••••• Elocutio | Costs a point of Willpower to use, but allows a debate attack against any number of simultaneous opponents, with a penalty proportional to the number attacked. | |
Rhetoric | ||
RfR p110 | *pre: Presence •••, Expression • | |
• Ad Captandum | Grants a bonus to Presence or Manipulation arguments. | |
•• Ambiguous Statement | Can substitute Manipulation for Integrity until the next turn | |
••• Synonymia | Make a Presence or Manipulation attack at a penalty, but inflict a larger penalty on the victim's next attack. | |
•••• Apologue | After making a Presence or Manipulation attack, can apply full Integrity to all incoming attacks this turn. | |
••••• Innuendo | Costs a willpower point, but may perform a Humiliating Attack without sacrificing Integrity or losing Integrity for the rest of the debate. | |
Theology | ||
FotC p99 | *pre: Presence ••, Religion ••, Expression • | |
• Passionate Apologetic | ||
•• Proof Texts | ||
••• Appeal to Witnesses | ||
•••• Zeugma | ||
Social Styles | ||
Social Maneuvers | ||
NHGF p63 | pre: Presence •••, Manipulation •••, one Social Skill at •••• | |
• Sugar Lips, Honey Tongue | target suffers -3 to any further Social resistance rolls | |
•• Stick and Move | spend WP, gain bonus to all Social rolls equal to half the victims Presence | |
••• New Approach | spend WP to force a failed Social contest to be rerolled | |
•••• Chip Away | spend WP, force a -1 penalty to a max of -3 on all Social rolls |
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, Universal (1st Edition)
Mental Merits
Merit | Rating | Prerequisites | Description | Book |
---|---|---|---|---|
Architectural Attunement | •••• | Wits ••, Academics ••, Occult • (Geomancy) | Perceive mystical resonance in a specific city | CWork 36 |
Area of Expertise | •• | Resolve •• | Increase a Mental Specialty to +2 | FC 131 |
Barrister | •••• | Politics ••• | Can safely gauge how far Old Laws can be pushed | BotD 91 |
Combat Awareness | •• | Military background | +2 to any situational awareness roll | DoW 109 |
Common Sense | •••• | Gives significant cautions or ideas | WoD 108 | |
Crafter's Sense | ••• | Crafts ••• | Common Sense related to a chosen Crafts Specialty | FC 131 |
Cultural Language | • | A cant or argot variant of a language, which penalizes attempts by outsiders to interpret by -2. | Imm 82 | |
Danger Sense | •• | +2 to detect ambush | WoD 108 | |
Dead Reckoning | • | Gains 8-again when navigating in the Underworld; loses 10-again navigating above ground. | BotD 91 | |
Eidetic Memory | •• | Remember with ease, gain +2 to Intelligence + Composure to remember facts from large swaths of data | WoD 108 | |
Emotional Detachment | • | Resolve •• | Ignores stress penalties equal to Resolve | Asy 50 |
Encyclopedic Knowledge | •••• | Know obscure facts choose a topic and can make Intelligence + Wits rolls to gain facts related to it at any time | WoD 109 | |
EOD | •• | Wits or Dexterity •••, Crafts ••• (Demolitions) | Reduce penalty for disarming unfamiliar explosives | Arm 208 |
Entheogenic Synesthesia | • | +1 to Perception when using psychoactive drugs | MT 137 | |
Good Time Management | •• | Academics, Medicine or Science •• | Cut time for non-magical extended rolls by ¼ | Asy 50, Rel 84 |
Higher Calling | •• | Resolve ••• | +1 on Resolve rolls to resist coercion | TotW 125 |
Holistic Awareness | ••• | Help others heal faster | WoD 109 | |
Hypnotic Voice | •••• | Persuasion or Science ••• (Hypnotherapy) | Induce trance state | SS 66 |
Hypnosis | ••• | Medicine or Occult • | Hypnotize subjects | VII 149 |
Informative | •• or •••• | Wits ••, Mental Skill •• | Use specified Skill in place of Expression | FC 131 |
Interdisciplinary Specialty | • | Two Skills ••• | Share Specialty between two Skills | FC 132 |
Language | • | Speak another language | WoD 109, errata | |
Lucid Dreamer | • | Fight off intrusions into dreams | SS 67 | |
Lucid Dreaming | •• | Resolve ••• | Control dream environment and engage intruders in dream combat | CTL 195 |
Make Do | • to ••• | Wits •••, Skill • | Remove -1/dot penalty for shoddy tools | FC 132 |
Meditative Mind | • | No penalties to meditate | WoD 109 | |
Multi-Lingual | • to ••••• | 2 languages per dot, conversationally | Rel 85 | |
Mythologist | ••• | Occult •• (Underworld) | Gains some insight into some of the Underworld's enigmas | BotD 91 |
Psychic Resistance | • to ••• | Inhibit mental alteration by psychics | SS 67 | |
Rational Explanation | •••• | Resolve ••, Science or Academics •••• | Resist mental breakdown with Science or Academics | FC 133 |
Scientist's Sense | ••• | Science ••• (Specialty) | Common Sense related to Science | FC 133 |
Supernatural Lore | • to ••••• | Know the ways of a particular type of supernatural being. May be purchased separately for multiple types. | GotU 15 | |
Technophile | • or •• | Encyclopedic Knowledge in one topic | Arm 208 | |
Tolerance for Biology | • | Resistance Attribute •• | +2 to keep composed when shown scenes of violence or carnage | Asy 51 |
Trained Memory | • | Composure ••, Investigation • | Memorize information perfectly; roll to memorize for entire scene (i.e. everything a character could sense in a given moment) instead of specific information or sensory input | GotV 46 |
Trained Observer | • or ••• | Wits or Composure ••• | Ignore penalties or gain Rote quality on Perception rolls | DoW 38 |
Tunnel Rat | • to ••• | Navigate the Chicago Undercity tunnels, ignoring penalties equal to dots in this Merit | Chi 54 | |
Vision | • to ••••• | Mental Attribute or Composure •••• | Use successes on Vision+Skill roll to aid an Extended Action | FC 133 |
Well-Traveled | • | 9-Again on Mental and Social rolls relating to foreign cultures | Rel 85 | |
Whispers | • | Can purchase Dream and use it as Instant Action, at the cost of sanity | Myst 179 |
Physical Merits
Merit | Rating | Prerequisites | Description | Book |
---|---|---|---|---|
Ambidextrous | ••• | Remove off-hand penalty to attack | WoD 110 | |
Armored Fighting | •• or •••• | Strength •••, Stamina ••• | Reduce heavy armor penalties by 1 (••) or 2 (••••) | Reload 84 |
Athletics Dodge | • | Dexterity ••, Athletics • | Add Athletics rather than doubling Defense on Dodge | DoW 38 |
Brawling Dodge | • | Strength ••, Brawl • | Add Brawl rather than doubling Defense on Dodge | WoD 110 |
Demolisher | • to •• | Strength or Intelligence ••• | Can ignore 1 (•) or 2 (••) points of Durability when attempting to damage objects | BotW 62 |
Disarm | •• | Dexterity •••, Weaponry • | Can disarm if damage exceeds Dexterity | WoD 110 |
Direction Sense | • | Unfailing orientation | WoD 110 | |
Entering Strike | •• | Dexterity ••, Brawl ••• | Successful, defenseless Brawl strike adds damage as bonus to subsequent grappling attack | Reload 72 |
Equipped Grappling | •• | Dexterity •••, Brawl ••, Weaponry •• | Add size of blunt weapon (3 or less) to overpowering maneuver dice pool | Reload 89 |
Fast Reflexes | • or •• | Dexterity ••• | +1/dot to Initiative | WoD 110 |
Fighting Finesse | •• | Dexterity •••, Weaponry •• | Substitute Dexterity for Strength | WoD 110 |
Firearms Retention | • | Dexterity ••, Wits ••, Brawl ••, Firearms •• | Subtract Brawl dots from attempts to disarm by overpowering | Reload 89 |
Fleet of Foot | • to ••• | Strength •• | +1/dot to Speed | WoD 112 |
Fresh Start | • | Fast Reflexes •• | Delay action into next round | WoD 112 |
Giant | •••• | +1 Size | WoD 112 | |
Ground and Pound | •• | Combination Blows, Boxing or Aggressive Striking •••, Grappling •• | Perform Takedown/Throw, gain +2 to following unarmed strike | Reload 98 |
Gunslinger | ••• | Dexterity •••, Firearms ••• | Two gun attacks per round | WoD 112 |
Heavy Hands | ••• | Strength •••, Brawl •• | +1 damage to unarmed strikes | Reload 98 |
Iron Stamina | • to ••• | Stamina or Resolve ••• | Negate fatigue/injury penalties | WoD 112 |
Iron Stomach | •• | Stamina •• | Eat even unpalatable cuisine | WoD 113 |
Natural Immunity | • | Stamina •• | +2 on Stamina rolls to resist illness | WoD 113 |
Outdoorsman | •• | Survival ••• | Negate environmental penalties to Survival | MR 59 |
Perfect Stillness | • | Stealth • | -2 to all rolls to visually detect character | RoS 94 |
Quick Draw | • | Dexterity ••• | Draw weapon reflexively | WoD 113 |
Quick Healer | •••• | Stamina •••• | Heal twice as fast | WoD 113 |
Shield-Bearer | • | Only -1 to attack when using a shield instead of -2 | WAtP 89 | |
Steady Driver | • | Drive •• | Substitute Resolve for Dexterity on Drive rolls | MR 59 |
Strong Back | • | Strength •• | +1 to lift or carry | WoD 113 |
Strong Lungs | ••• | Athletics ••• | +2 on Stamina rolls to hold breath | WoD 113 |
Student of the Blade | • | Fencing or Iaido • | May use Fighting Style with all Size 2 blades. | Reload 66 |
Stunt Driver | ••• | Dexterity ••• | Drive and carry out another action | WoD 113 |
Stunt Rider | ••• | Dexterity ••• | Ride and carry out another action | RfR 110 |
The Weapon at Hand | •• | Krav Maga •• | Reflexive Wits + Weaponry roll for improvised weapon, instant action to wield, no penalty for being improvised | Reload 79 |
Toxin Resistance | •• | Stamina ••• | +2 on Stamina rolls to resist toxins | WoD 113 |
Weaponry Dodge | • | Strength ••, Weaponry • | Add Weaponry rather than doubling Defense on Dodge | WoD 114 |
Weapons to Empty Hands | •• | Dexterity •••, Brawl •••, Weaponry •••, Two Weapons or Filipino Martial Arts or Knife Fighting •••• | Use Brawl instead of Weaponry for maneuver-related attacks. | Reload 66 |
Wheelman | •• | Dexterity ••, Drive •• | Gain 9-Again on Drive rolls | MR 59 |
Social Merits
Merit | Rating | Prerequisites | Description | Book |
---|---|---|---|---|
Allies | • to ••••• | Call upon favors from an individual, group or organization with influence and resources proportional to dots in this Merit | WoD 114 | |
Alternate Identity | •, •• or •••• | A false legal identity which can pass increasing levels of scrutiny, but degrades without maintenance. | Imm 110 | |
Animal Companion | • to •••• | Loyal animal partner with intelligence and capability proportional to dots in this Merit | CB 95 | |
Anonymity | •• to •••• | Resolve ••, Larceny or Subterfuge •• | -1/dot to attempts to investigate character | BotW 46 |
Armory | • to ••••• | Resources ••• | Own an array of weapons and armor. May be shared among multiple characters | Ban 51 |
Barfly | • | Find ways into bars and clubs | WoD 114 | |
Bureaucratic Navigator | •• | +2 to navigate a bureaucratic system | Asy 51 | |
Contacts | • to ••••• | Access to information through a particular individual, group or organization. Depth of shared information is proportional to dots in this Merit | WoD 115 | |
Decorated | • to ••••• | Formal awards for meritorious conduct from the military or a comparable organization | DoW 39 | |
Deep Rapport | • to ••••• | Strong beneficial or harmful relationship with another character | BbBB 9 | |
Fame | • to ••• | Mortal acclaim, +1/dot to Socialize | WoD 115 | |
Fence | • or ••• | Streetwise ••• | Always find a way to buy and sell stolen goods | Ban 51 |
Friend | • to ••••• | The aid of a friend, ally or peer. Distribute dots in this Merit between the Friend's Power (comparable to yours at •••) and level of Trust with you | RCG 68 | |
Ingratiating Wanderer | •• | Manipulation ••• | Gain bonus to locate authority figures in local power structures | MR 58 |
Inspiring | •••• | Presence •••• | Help others regain Willpower | WoD 115 |
Luxury | •• or •••• | Live a wealthy, comfortable lifestyle at the sufferance of a patron | SotT 52 | |
Mentor | • to ••••• | Guidance and interference of an authority in a field, with capability and influence proportional to dots in this Merit | WoD 115 | |
New Identity | •, •• or •••• | Establish a forged identity | CTL 98 | |
Resources | • to ••••• | Disposable monthly income ranging from $500 USD at • to $50,000 USD at •••••, with total assets ranging from several hundred GBP at • to millions of GBP at •••••. | WoD 115 | |
Retainer | • to ••••• | Loyal agent, employee or cohort with influence and capability proportional to dots in this Merit | WoD 116 | |
Shadow Cult Initiation | • to ••••• | Membership in a cult, with unique benefits to each level of initiation | Mekh 121 | |
Small Unit Tactics | ••• | Manipulation •••, Persuasion ••• (Leadership) | When conducting a tactical maneuver with squad, leader can spend Willpower to benefit entire group | DoW 39 |
Staff | • to ••••• | ≤ Resources | Employees or workers at a set venue, with manpower and expertise proportional to dots in this Merit | Ghou 74 |
Status | • to ••••• | Authority and sway with a group or organization, to a depth proportional to dots in this Merit | WoD 116 | |
Striking Looks | •• or •••• | Appearance adds +1/+2 to relevant Social rolls | WoD 117 | |
Support Network | •• | Status | A shared community complicit in dark deeds. While you remain in good standing, you may spend Willpower for bonus dice to resist gaining a derangement from the community's practices. | Imm 82 |
Sworn Officer | • to •••• | Empowerment as a law enforcement official, with scope of jurisdiction proportional to dots in this Merit | 13th 81 | |
Trip Sitter | ••• | Composure ••• | Help others resist side effects of drugs | MT 137 |
Unobtrusive | ••• | Stealth •• | +2 to escape notice while casing a target under cover of some mundane activity. +1 to Resolve to resist The Forgetful Mind (Dominate •••) | Ghou 74 |
Supernatural Merits
Merit | Rating | Prerequisites | Description | Book |
---|---|---|---|---|
Cursed Item | • to ••••• | Possess a cursed item, which may be invoked for a benefit and a paired drawback | BoS 108 | |
Difficult to Ride | •••• | Resolve •••, Composure ••• | +2 to resist the control or influence of ghosts and spirits | BoS 108 |
Driver's Charm | • to ••••• | Grant a chosen vehicle bonuses for a scene per day | MR 56 | |
Easy Ride | •• | Wits ••• | You can welcome a possessing spirit in, remaining alert while ridden | BoS 108 |
Hollow Soul | •• | Easy Ride | You can welcome even spirits without the Possession Numen | BoS 109 |
Pleasing Aura | ••• | +1 to Persuasion and Socialize rolls against spirits, often surrounded by spirit activity | BoS 109 | |
Relic | • to ••••• | Possess a mystic relic | Rel 85 | |
Relic Analyst | • | +1 to determine how to use a relic, or whether it is cursed | Rel 86 | |
Relic Creator | •••• | Occult ••, Crafts •• | Create limited-use relics with an extended Resolve + Occult ritual, following the crafting itself | Rel 85 |
Ritual Sorcerer | •••• | Living, two Mental Attributes ••••, Occult and two other Mental Skills •••• with specialties | Access a sorcerous rite for each dot of Resolve. | DEC 28 |
Saintly | ••• | +1 to Intimidation, abjury and exorcism against spirits, but -1 to Expression, Persuasion and Socialize against them | BoS 110 | |
Shadow Contacts | ••• to ••••• | You know how and where to ask questions of a mysterious entity, but it extracts a price for answers | BoS 110 | |
Shadowless Chambers | • to ••••• | Take refuge in a place where spirits have difficulty following | BoS 110 | |
Sorcerous Knowledge | • | Ritual Sorcerer | Access another sorcerous rite. May purchased once for each dot of Occult. | DEC 29 |
Spirit Ear | •• to •••• | Wits or Composure ••• | +1 to Empathy and Subterfuge rolls to understand spirits speaking human tongues, ignoring penalties, or with four dots, roll Wits + Empathy - 3 to understand the tongue of spirits | BoS 111 |
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 |
Seeming | Affinities | Blessing | Curse | Book |
---|---|---|---|---|
Beasts | Those who roamed Faerie under the heart and skin of an animal. | CTL 101, WM 15 | ||
Den, Fang and Talon, Wild | Animal Ken receives 8-Again and a free specialty. Spend Glamour for bonus Presence or Composure dice. | -4 untrained penalty to Mental Skills. Intelligence dice pools lose 10-Again. | ||
Darklings | Those who knew safety in Faerie by disappearing into darkness. | CTL 104, WM 21 | ||
Darkness, Shade and Spirit | Stealth receives 9-Again. Spend Glamour for bonus Wits, Subterfuge or Stealth dice. | -1 penalty to activate Contracts during daytime, -2 under sunlight. | ||
Elementals | Those infused with and molded by the materials and environment of Faerie. | CTL 108, WM 27 | ||
Communion, Elements, Wild | Spend Glamour for your Wyrd in temporary Health for a scene. | Manipulation, Empathy, Expression, Persuasion, and Socialize dice pools lose 10-Again. | ||
Fairest | Those touched by the heights of Faerie's glory, beauty, and cruelty. | CTL 112, WM 35 | ||
Reflection, Separation, Vainglory | Ignore Social untrained penalties. Spend Glamour for bonus Presence, Manipulation or Persuasion dice. | -1 penalty to weather Clarity breaking points. | ||
Ogres | Those who endure the marks of blunt brutality. | CTL 116, WM 42 | ||
Oath and Punishment, Stone | Spend Glamour for bonus Strength, Brawl or Intimidation dice. | Composure loses 10-Again from dice pools, and suffers -1 as a resistance trait. | ||
Wizened | Those worn down by the crafts and labors of their Durance. | CTL 120, WM 48 | ||
Animation, Artifice, Forge | Spend Glamour to gain 9-Again on Dexterity dice pools, or to add Wyrd as a Dodge bonus, for a scene. | -2 untrained penalty for Social Skills. Presence dice pools lose 10-Again. | ||
Anchors (1st Edition)
Virtues and Vices
A character's Willpower is undergirded by their defining strength and weakness of character, as represented by a Virtue and a Vice. 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. (WoD 100)
Virtue | Vice | ||
---|---|---|---|
Charity | Sacrifice for the sake of compassionate aid | Envy | Spite the wellbeing of your rivals |
Faith | Dedication to realizing a proper and meaningful world | Gluttony | Satisfy self-destructive whims and desires |
Fortitude | Stand for your principles and resist doubt | Greed | Get ahead at the expense of others |
Hope | Lift up others in the darkest of times | Lust | Use and exploit others to sate your desires |
Justice | Pursue a righteous creed at any personal cost | Pride | Exert yourself to push your ways on others |
Prudence | Shun dangerous risks and easy temptations | Sloth | Avoid risk and push responsibility onto others |
Temperance | Hold yourself in check when goaded to extremes | Wrath | Lash out when conflict is unnecessary |
Malapraxes
The demons of Hell are fueled by the weakness and venality of others, not anything within themselves. A demon's Malapraxis thirsts for a human Vice and a Key whose character permits the demon to feed on sins of that Vice committed by others.
Held by: Infernal demons
Sample Keys: Bankers, Blasphemy, Darkness, Daughters, Clergy, Corporations, Earth, Families, Fire, Flesh, Government, Lovers, Military, Prophecy, Soldiers, Steel, Treachery, Union, Vengeance, Witching Hour (Inf 49)
Temakh Virtues
The mummies who call themselves Deceived juggle their passions and desires with those of the inhuman presence entwined with their souls. The higher yearnings of these chthonic beings do not resemble what most humans would call "virtue." (Dec 35)
Held by: Deceived mummies
Virtue | |
---|---|
Authority | Make others submit to your will despite their desires and interests |
Conquest | Seize authority over great masses |
Corruption | Provoke and share in a mortal's sinful deeds |
Creativity | Birth a creative expression to shared admiration |
Mysticism | Learn the ruling truths behind the supernatural and metaphysical |
Piety | Set aside your desires in service to Iremite worship |
Vengeance | Visit fit punishment upon transgressors |
Contract | Cost | Dice Pool | Loopholes | Description | Book | |
---|---|---|---|---|---|---|
Arcadian Contracts | ||||||
Contracts of the Crown | ||||||
Hostile Takeover | ●● | None | One of the owner's possessions | Declare yourself, and up to your Presence in allies beside you, a rightful guest, unharried by protection from intruders. | CTL 2e 128 | |
Beast | Guard animals obey you. | |||||
Fairest | +2 to Clash of Wills against owners of supernatural locations. | |||||
Mask of Superiority | ● | Presence + Subterfuge + Wyrd | Match the dress code | Apply your Presence as false Status, convincing others you rank in their organization. | CTL 2e 128 | |
Fairest | Bypass a Door in Social Maneuvering. | |||||
Ogre | Apply successes as an Intimidation bonus. | |||||
Paralyzing Presence | ●● | Presence + Intimidation + Wyrd vs Composure + Tolerance |
Touch a lone target | Overwhelm a target with your presence, rendering them Insensate. | CTL 2e 129 | |
Darkling | You may substitute Manipulation for Presence. | |||||
Fairest | +3 bonus to activate. | |||||
Summon the Loyal Servant | ● | None | A favor for the source element | Conjure a loyal servant from the elements for a scene, like a weak Hedge ghost. | CTL 2e 129 | |
Elemental | Add Glamour and Willpower to merge with the elemental servant and assume its properties. | |||||
Fairest | Add Willpower to bind the servant to guard a Hollow indefinitely. | |||||
Tumult | ●● | Presence + Empathy + Wyrd - Resolve |
Plant folding paper on the subject | Fold a subject's name to read her weaknesses and spend successes on inflicting disorienting Conditions or specifying conditional triggers. | CTL 2e 129 | |
Fairest | Read and inflict Inspired, Swooned, and Wanton. | |||||
Ogre | Read and inflict Bestial, Cowed, and Frightened. | |||||
Royal Contracts of the Crown | ||||||
Discreet Summons | ●/●● | Manipulation + Persuasion + Wyrd vs Composure + Tolerance |
From an enemy's holdings, or for good payment | For one scene, draw out a desired Size 1 object or, with two Glamour, invite a hobgoblin to perform a task. | CTL 2e 130 | |
Darkling | Draw the summons out of shadows. | |||||
Fairest | Hobs serve until the next sunrise or sunset. | |||||
Mastermind's Gambit | ●● | None | Using 50 year old paper | Dramatically monologue a +5 plan into existence for a session. | CTL 2e 130 | |
Elemental | Add Willpower to preserve the plan for a story and expand its bonus to a Mental Specialty. | |||||
Fairest | You may conjure an organization instead of a plan. | |||||
Pipes of the Beastcaller | ● | Manipulation + Animal Ken + Wyrd vs Resolve + Composure |
A fluting dance | Summon and command animals of a given species with a silver flute. | CTL 2e 131 | |
Beast | Monitor and command the animals from a distance. | |||||
Fairest | Add Glamour to affect a second species. | |||||
The Royal Court | ●●●○ | None | A five-minute speech | Forbid violence from breaking out in a mediated gathering. | CTL 2e 131 | |
Fairest | Social violence is also forbidden. | |||||
Wizened | Mental violence is also forbidden. | |||||
Spinning Wheel | ●●●○ | Intelligence + Occult + Wyrd - Resolve |
Prick and draw blood | Destine a subject for a certain circumstance or encounter, applying successes as bonuses to approach that destiny or penalties to avoid it. | CTL 2e 132 | |
Fairest | Take +3 and Inspired to destine positive circumstances. | |||||
Ogre | Take +3 and Steadfast to destine negative circumstances. | |||||
Contracts of Jewels | ||||||
Blessing of Perfection | ●● | None | Bury charged payment | Bless and encourage an object or a Computer, Crafts or Medicine task, substituting your Wyrd as the equipment or Skill dice. | CTL 2e 132 | |
Fairest | Bless an Expression, Persuasion or Socialize task. | |||||
Wizened | Blessing lasts for a scene. | |||||
Changing Fortunes | ●● | Wits + Occult + Wyrd - Resolve |
Dramatic failure | Whisper tales to curse or bless a subject's next action, by a two-dice modifier or one-success exceptional threshold shift per success. May target a given subject once per session. | CTL 2e 132 | |
Ogre | Curses inflict Shaken when the same dice pool is rolled, until next sunrise or sunset. | |||||
Wizened | You may choose to force a reroll. | |||||
Light-Shy | ● | None | A minute still in darkness | Fade from conscious notice while your actions remain subtle and you inflict no harm or magic. | CTL 2e 133 | |
Darkling | Fade from even inanimate detection. | |||||
Wizened | You may target an object. | |||||
Murkblur | ● | Manipulation + Subterfuge + Wyrd vs Wits + Tolerance |
Eat an eye | Blind a target with fantastic distractions for a turn. | CTL 2e 133 | |
Elemental | You may instead convince the target they are immersed in a chosen element, suffering any appropriate Tilt. | |||||
Wizened | Also inflict Disoriented. | |||||
Trivial Reworking | ● | None | Touch something similar to your chosen Mask | Mask an object up to Size 3. | CTL 2e 133 | |
Darkling | Penalize attempts to detect forgery by your Manipulation. | |||||
Wizened | Mask an object of any Size. | |||||
Royal Contracts of Jewels | ||||||
Changeling Hours | ●, ●/5 Size | None | Name a past owner of the object | Grasp and push an object's time, reversing or accelerating its aging or freezing it in place. | CTL 2e 134 | |
Elemental | Push your associated element's time. | |||||
Wizened | Spend Willpower to freeze permanently. | |||||
Dance of the Toys | ●● | Manipulation + Crafts + Wyrd | Command the device by name | Operate a mechanical device at will. | CTL 2e 134 | |
Beast | Gift the device with basic intelligence. | |||||
Wizened | Cause the device to move beyond its own power, at your Wyrd in Speed. | |||||
Hidden Reality | ● | None | A show of searching and finding the feature | Temporarily realize possible imagined features of your surroundings. | CTL 2e 134 | |
Fairest | Contest Manipulation + Subterfuge + Wyrd vs Resolve + Tolerance to reimagine a person's Anchors instead. | |||||
Wizened | Add Glamour to instead discover possible objects present. | |||||
Stealing the Solid Reflection | ●○ | Strength + Larceny + Wyrd | A remark of indebtedness from the owner | Pull an object's mundane reflection out of a reflective surface. | CTL 2e 135 | |
Fairest | Pull a person's reflection out as a friendly duplicate with some strange telltale mark. | |||||
Wizened | Add Glamour to retain supernatural qualities in the reflection. | |||||
Tatterdemalion's Workshop | ●● | None | Glasses and archaic tools | Jury-rig anything up to Size 5 with no tools and only vaguely associated materials, applying half Wyrd (rounded up) as a crafting bonus. | CTL 2e 135 | |
Ogre | Hammer even inappropriate materials into shape. | |||||
Wizened | Jury-rig projects of any Size. | |||||
Contracts of the Mirror | ||||||
Glimpse of a Distant Mirror | ● | None | Using an enemy's mirror | Use a reflective surface as a window to look out another surface that has reflected your face | CTL 2e 136 | |
Beast | Look out surfaces reflecting someone who has sworn a promise to you or invoked your name | |||||
Darkling | Hear through the window, and you may choose to make it two-way. | |||||
Know the Competition | ● | Manipulation + Socialize + Wyrd vs Composure + Tolerance |
Challenged by the subject | Play a game to observe a competitor's Anchors and one Aspiration | CTL 2e 136 | |
Beast | Until dawn, reflect on the competitor as an instant action once to know where he is, what he's doing, and when he plans to leave. | |||||
Darkling | Observe up to your Wyrd in competitors. | |||||
Portents and Visions | ● | Manipulation + Occult + Wyrd vs Composure + Tolerance |
Tear up their picture | Enter a glossolalic trance to glimpse an important event in the past or present of a visible subject. | CTL 2e 137 | |
Darkling | You may choose to witness a past transgression and inflict Guilty. | |||||
Elemental | You may choose to predict a violent event and confer the benefits of the Giant Merit should it play out. | |||||
Read Lucidity | ● | Manipulation + Empathy + Wyrd vs Composure + Tolerance |
Skin contact | Intuit a character's Clarity and any Clarity Conditions. | CTL 2e 137 | |
Beast | You may use an exceptional success as a dice pool to attack Clarity. | |||||
Darkling | You may use an exceptional success to confer your Wits as Defense against the subject's next suffered Clarity attack this session. | |||||
Walls Have Ears | ●/secret | None | Mortal witnesses hear your secret | Share secrets with an object to learn how it was constructed and how to repair or destroy it, how to best use it, or what was happening when it was last touched. | CTL 2e 138 | |
Darkling | Become Informed about the object's owner, or last owner besides you. | |||||
Wizened | Add Glamour to glimpse particular other circumstances around the object. | |||||
Royal Contracts of the Mirror | ||||||
Props and Scenery | ●○ | Manipulation + Persuasion + Wyrd | Within plain sight of others, but no one sees you at the moment. | Copy the form of a present object up to your Size, adding extra bonuses with successes. | CTL 2e 138 | |
Darkling | Remain transformed until the next sunrise or sunset. | |||||
Ogre | Copy objects up to twice your Size. | |||||
Reflections of the Past | ● to ●●●●● | Intelligence + Occult + Wyrd | Spill blood from lethal damage | Rewind a reflective surface to watch a reflected scene from a specified time, ranging in Glamour cost from a week ago to a decade ago. | CTL 2e 138 | |
Darkling | You may ken the reflected past event. | |||||
Fairest | You may inflict Leveraged upon one of the reflected characters. | |||||
Riddle-Kith | ● | Manipulation + Larceny + Wyrd vs Composure + Tolerance |
Give a gift to someone of the imitated kith | Remold a changeling's fae mien into that of another kith. Face a breaking point with 3 dice upon an unwilling subject. | CTL 2e 139 | |
Darkling | You may replace the subject's kith blessing. | |||||
Elemental | You may also alter the subject's apparent seeming. | |||||
Skinmask | ●● | None | One of the model's possessions | Recite three details about a mortal or Masked being to copy their appearance with your Mask (and your mien if appropriate). | CTL 2e 139 | |
Darkling | You may purchase the Alternate Identity Merit for one guise, and adopt it reflexively for one Glamour. | |||||
Fairest | +3 to mimic the subject by intuition about their ways. | |||||
Unravel the Tapestry | ●●○ | Wits + Occult + Wyrd | A new debt unpaid | Replay the last ten seconds or combat round, with the actions of others unchanged. Once per story, reflexively activate when killed. | CTL 2e 139 | |
Darkling | Move up to your Stealth in yards before time resumes. | |||||
Wizened | You may make a surprise attack against one character. | |||||
Contracts of the Shield | ||||||
Cloak of Night | ● | None | Wear black | While sneaking in dim light without drawing attention actively, add half Wyrd (rounded up) to Stealth rolls. You and up to your Dexterity in allies may take a reflexive Stealth action each turn, and your Stealth actions conceal your allies. | CTL 2e 140 | |
Darkling | You may act and draw attention without ending the Contract. | |||||
Ogre | You may substitute Stamina for Dexterity. | |||||
Fae Cunning | ●● | None | Challenge to a duel | Retain Defense against Firearms and surprise attacks. Successful Dodges may redirect attacks, automatically succeeding by your Presence. | CTL 2e 140 | |
Elemental | Add Resolve as an Initiative and Speed bonus. | |||||
Ogre | Damage mundane weapons that strike you by your Stamina. | |||||
Shared Burden | ●● | None | Skin from the assailant | Shed blood on a subject, suffering resistant lethal damage to heal them at a 1:2 point ratio, healing bashing before lethal. | CTL 2e 140 | |
Ogre | Heal at a 1:3 point ratio. | |||||
Wizened | Heal lethal damage before bashing. | |||||
Thorns and Brambles | ●● | None | Strew Hedge thorns behind you | Thorns emerge around you, either draining Glamour from those who move quickly through them, forcing a Dexterity + Athletics roll to avoid being Immobilized, or attacking with your Wyrd as a dice pool. | CTL 2e 141 | |
Darkling | Absorb drained Glamour. | |||||
Ogre | Penalize Athletics rolls by your Strength. | |||||
Trapdoor Spider's Trick | ●(○) | None | Lure an enemy through the passage | Cause an open passage to appear sealed for a scene, or with Willpower, until dawn or dusk. | CTL 2e 142 | |
Ogre | Allies may see through the illusion. | |||||
Wizened | Force a Clash of Wills to breach the illusion with supernatural senses. | |||||
Royal Contracts of the Shield | ||||||
Fortifying Presence | ●● | Presence + Empathy + Wyrd vs Resolve + Tolerance |
Profess friendship | Heal two mild Clarity damage, or one severe, through one-on-one interaction with a subject. | CTL 2e 142 | |
Fairest | Confer your Presence as bonus Defense against the subject's next Clarity attack suffered in the story. | |||||
Ogre | You may instead make a Clarity attack with Empathy, preventing you from ever healing the subject with this Contract. | |||||
Hedgewall | ●●○ | Intelligence + Survival + Wyrd | Plant a seed from the Hedge | Surround yourself with a fortress of thorns for (10 × Wyrd) yards, conferring substantial concealment from ranged attacks and inflicting lethal damage when climbed. | CTL 2e 142 | |
Beast | Enemies in the fort take -2 to Resolve. | |||||
Ogre | Lasts until next sunrise or sunset. | |||||
Pure Clarity | ●●○ | Resolve + Composure + Wyrd | Wear a gauntlet and silk glove | Steel yourself to shrug off one breaking point caused by your actions within a scene. | CTL 2e 143 | |
Fairest | You may shrug off breaking points independent of your actions. | |||||
Ogre | You may instead shield an ally from a breaking point. | |||||
Vow of No Compromise | ●○ | None | Destroy a symbol of the Gentry | Touch a subject and become Stoic to downgrade a point of aggravated damage. | CTL 2e 143 | |
Ogre | Become Inspired to seek vengeance. | |||||
Elemental | Treat the immersion of your associated element as a touch. | |||||
Whispers of Morning | ●● | None | Unarmed and unarmored | Become insubstantial like a Hedge ghost. | CTL 2e 143 | |
Ogre | Carry a subject with you. If unwilling, contest Presence + Occult + Wyrd vs Stamina + Tolerance. | |||||
Wizened | Pick Size 1 objects up to dissolve them with you. You may choose to materialize them when setting them down. | |||||
Contracts of the Steed | ||||||
Boon of the Scuttling Spider | ● | None | Swallow a spider | Cross walls, ceilings, and treacherous terrain freely. | CTL 2e 144 | |
Beast | Successful grapples may restrain like exceptional successes. | |||||
Darkling | +2 to Stealth when crossing. | |||||
Dreamsteps | ● | Intelligence + Empathy + Wyrd vs Fortification |
A childhood comfort of yours or your Touchstone's | Touch a sleeper and enter their dream in Dream Form. | CTL 2e 144 | |
Beast | Adopt an observed nightmare as your mien and inflict Spooked on the dreamer within the chapter. | |||||
Fairest | Become Informed about the dreamer's inner life. | |||||
Nevertread | ● | None | Leave a calling card somewhere | Supernaturally conceal your tracks. | CTL 2e 144 | |
Beast | Also conceal the tracks of allies up to twice your Stealth. | |||||
Wizened | Trap your hidden tracks like a Safe Place with a rating of your Dexterity. | |||||
Pathfinder | ● | None | Prick yourself on the thorns | Dowse your way to a given feature of the Hedge. | CTL 2e 144 | |
Beast | Intuit the presence and hostility of Hedge locals. | |||||
Wizened | Identify found goblin fruit and whether they are safe to eat. | |||||
Seven-League Leap | ● | None | Boots newly stolen from an enemy | Clear (10 × Wyrd) yards with a Strength + Athletics leap. | CTL 2e 145 | |
Beast | +10 Speed for a scene, and in a foot chase, take the Edge. | |||||
Ogre | Leap as an unarmed attack at +2, inflicting Knocked Down. | |||||
Royal Contracts of the Steed | ||||||
Chrysalis | ●● | None | Near the chosen animal in its habitat | Transform into one of two Size 1-7 animals chosen when you buy this Contract, able to communicate with fellow such animals. | CTL 2e 145 | |
Beast | Choose another two animal forms. | |||||
Ogre | Choose animals up to Size 15. | |||||
Flickering Hours | ●(○) | Wits + Occult + Wyrd vs Resolve + Tolerance |
Smash an antique timepiece | Individually half or double the rate of time through the Hedge for yourself, or with Willpower, fellow travellers or pursuers. Until next sunrise or sunset, confer the Edge and the Fleet of Foot Merit with a rating of your Wyrd on quickened beneficiaries. Roll only if contested. | CTL 2e 146 | |
Beast | When you spend Willpower, you may include subjects later encountered along the way. | |||||
Elemental | Inflict the effects of the Ice Tilt to traverse your wake, reskinned for your appropriate element. | |||||
Leaping Toward Nightfall | ●●●○ | Intelligence + Occult + Wyrd vs Resolve + Tolerance |
A piece of the Hedge | Push a character or object up to Size 10 forward in time with a riddle for a set duration up to your successes in days. | CTL 2e 146 | |
Beast | You may inflict Disoriented for a scene when the target reappears. | |||||
Darkling | Erase the scene from which the target was pushed from their memory. | |||||
Mirror Walk | ●○ | Wits + Survival + Wyrd | The name of someone reflected on the other side | Reach or travel through reflective surfaces, into one nearby and out one you have touched before. | CTL 2e 146 | |
Beast | You may remain in the reflected world without exiting, at +2 to navigate. | |||||
Elemental | Exit invisible for your successes in minutes. | |||||
Talon and Wing | ●/effect | None | Eat a piece of the chosen animal | Gain the +10 Speed, the +3 perception senses, and/or the upgraded unarmed damage of a chosen animal. | CTL 2e 147 | |
Beast | Ignore fatigue. | |||||
Darkling | Add Glamour to develop a grave Poison with your Wyrd in Toxicity. | |||||
Contracts of the Sword | ||||||
Elemental Weapon | ●● | Presence + Survival + Wyrd | Perform a trick with the element | Fashion an archaic weapon from the elements, applying successes to increase weapon rating or range or reduce Initiative penalty. | CTL 2e 147 | |
Darkling | Shadow weapons may blind instead of damaging. | |||||
Elemental | Wield a weapon of the appropriate element and contest Presence + Intimidation vs Stamina + Tolerance to stun a foe. | |||||
Might of the Terrible Brute | ●● | None | Fight multiple opponents at once | Add a grapple maneuver to steal the opponent's Strength, immobilizing them when emptied. | CTL 2e 148 | |
Beast | The maneuver may steal Dexterity instead. | |||||
Elemental | Gain the benefits of the Giant Merit. | |||||
Overpowering Dread | ● | Presence + Intimidation + Wyrd vs Composure + Tolerance |
In shadow | Frighten a subject into fleeing. | CTL 2e 148 | |
Elemental | Contest two subjects at once. | |||||
Fairest | Console and take advantage of the subject's fear to instead inflict Swooned. | |||||
Primal Glory | ●● | None | Ingest the element | Embrace an element as 1/1 Armor that deals lethal damage in close contact. Suffer no damage from the element as it is, and half magical damage from it. | CTL 2e 148 | |
Elemental | Extend damage from the appropriate element for your Wyrd in yards. | |||||
Ogre | Suffer no damage from even magical forms of the element. | |||||
Touch of Wrath | ● | Intelligence + Crafts + Wyrd | Leave a handprint | Cause Structure damage to an object with touch and threats. | CTL 2e 148 | |
Elemental | Double damage against natural materials. | |||||
Wizened | Harm the object with a gaze. | |||||
Royal Contracts of the Sword | ||||||
Elemental Fury | ●/Tilt (●/+20 yds) | None | Rage and rave | Conjure Environmental Tilts from the elements. | CTL 2e 149 | |
Elemental | Inflict your Presence in bashing damage within the area. | |||||
Fairest | The Tilts stay their hand against your allies. | |||||
Oathbreaker's Punishment | ●● | Wits + Empathy + Wyrd - Composure |
Promisesworn to you | Intuit the most serious promise a person has broken without making amends. You may harrow the person within the fortnight with a waking nightmare for each success. | CTL 2e 149 | |
Elemental | Expose the subject's guilt, inflicting Notoriety. | |||||
Wizened | Know the details of the breaking of the promise. | |||||
Red Revenge | ●●● | None | Avenging a friend | Go Berserk. Take 3/3 Armor and +3 to Initiative, Intimidation, and Physical dice pools. | CTL 2e 149 | |
Elemental | Close combat attacks gain a +1 weapon bonus. | |||||
Ogre | Your strikes Knock Down. | |||||
Relentless Pursuit | ●● | None | Old running shoes | Name your quarry to intuit their direction, distance, and dimension from you until next sunrise or sunset. | CTL 2e 150 | |
Beast | Envision your quarry's current situation. | |||||
Elemental | Add Glamour when the sun reaches the horizon to reset the Contract's duration and add a cumulative +1 to pursue. | |||||
Thief of Reason | ●○ | Presence + Subterfuge + Wyrd - Resolve |
Victim expresses doubt in their sanity | Roll successes as a Clarity attack, or an attack to temporarily reduce another stability trait. The attack also saps Willpower. Suffer a breaking point at 4 dice. | CTL 2e 150 | |
Beast | You may contest Presence + Intimidation + Wyrd vs Composure + Tolerance to provoke a Fugue in the victim. | |||||
Fairest | Add Glamour to name a conditional trigger that hangs for a day. | |||||
Contracts of Chalice | ||||||
Filling the Cup | ● | None | Speak current emotion for all to hear | Identify people feeling powerful emotions within (Wyrd x 40)m radius. | K&K 34 | |
Beast | Identify specific people by feeling alone if other contracts have already been applied. | |||||
Fairest | Pick out anyone feeling strong emotions about the Fairest. | |||||
Frail as the Dying Word | ● | Manipulation + Occult + Wyrd vs Composure + Tolerance |
Caster has experienced the frailty within the same scene | Inflict own minor frailty onto target, or major frailty if target already has it. | K&K 35 | |
Fairest | Inflict frailty from any fae present rather than own. | |||||
Darkling | Pay additional Glamour to transfer frailty rather than sharing it. | |||||
Sleep’s Sweet Embrace | ●●○ | Manipulation + Expression + Wyrd - Resolve |
Make a sleepy drink that target drinks within the scene. | With a touch, the target does not dream for nights/successes. Accelerated Lethal healing, but don't regain Willpower and immune to oneiromancy. | K&K 35 | |
Beast | Add two days to the duration. | |||||
Darkling | Target appears dead while asleep, clash of wills to perceive they are alive. | |||||
Curse’s Cure | ● | Intelligence + Medicine + Wyrd | Changeling tastes the toxin they intend to cure. | Drink potion to heal from poison more quickly or survive a deadly poison. | K&K 36 | |
Beast | Inflict the moderate Poisoned Tilt in a grapple move by biting the target. | |||||
Wizened | Reduce severity of a disease or end the effects of a drug in the target's system. | |||||
Dreamer’s Phalanx | ● + ●/subject beyond 2nd | None | All participants are part of the same sworn Oath. | Connect Bastions of all participating dreamers, creating shared Bastion with greater fortifications and 8-again on teamwork oneiromancy. | K&K 36 | |
Beast | Participants get +2 to actions contested by external intruders. | |||||
Wizened | Teamwork actions are exceptional at 3 successes within shared or individual Bastions. | |||||
Royal Contracts of Chalice | ||||||
Closing Death’s Door | ●●●○ | Manipulation + Empathy + Wyrd | The Changeling tries to revive a Touchstone, or someone they share an oath with. | Revive a corpse that has died within 1 chapter of the scene, gaining Goblin Debt/hours dead. | K&K 36 | |
Darkling | Gain a vision of their last moments before death. | |||||
Fairest | Revived character gains the Swooned Condition. | |||||
Feast of Plenty | ●● | Presence + Socialize + Wyrd | Greet everyone present by name and welcoming gesture. | Summon a feast that removes physical Conditions or Tilts and replenishes Willpower. Participants gain the Indebted Condition. | K&K 37 | |
Elemental | Anyone perceiving the feast rolls Composure + Wyrd to resist partaking. | |||||
Ogre | Participants gain +1 Defense for the chapter. | |||||
Still Waters Run Deep | ●● | Manipulation + Subterfuge + Wyrd - Resolve |
Changeling writes a paragraph about their emotions and seals it in a bottle. | Suppress a number of emotional Conditions equal to successes. Target cannot perform Hedgespinning, dreamweaving, incite Bedlam or harvest Glamour while under the effect. | K&K 38 | |
Wizened | Can suppress emotional or mental Conditions. | |||||
Ogre | Can resolve one of the target's suppressed Conditions and gain the Beat instead. | |||||
Poison the Well | ● | Manipulation + Expression + Wyrd - Resolve + Tolerance |
The Changeling personally influences or sabotages the target Merit. | Remove access to mundane Social Merits for the duration; merits turn against the target as if betrayed. If in the Hedge, can target some fae merits. | K&K 38 | |
Fairest | Gain access to the Merit targeted for the duration. | |||||
Elemental | Merit returns at rate of one dot per scene rather than at once. | |||||
Shared Cup | ● + ●/subject beyond 2nd | Presence + Occult + Wyrd vs Composure + Tolerance |
Consume small part of body such as nail clipping from all participants. | Sharing a meal binds participants, lowering exceptional threshold for Hedgespinning and Bedlam, empathically linking them and sharing WP and Glamour refreshes. | K&K 39 | |
Darkling | Pay 1 Glamour to cut self off from the others and resist the effects. | |||||
Fairest | All participants suffer the Swooned Condition. | |||||
Contracts of Coin | ||||||
Book of Black and Red | ● | Wits + Academics + Wyrd vs Resolve + Tolerance |
The target lets the Changeling examine their records in the scene. | Learn 5 most significant debts and sworn obligations of a target, whether mundane or magical. Exploiting knowledge is at +2; target takes the Leveraged Condition. | K&K 39 | |
Darkling | Choose a non-magical debt and make the target owe the Changeling instead. | |||||
Wizened | Only three successes needed to exploit knowledge to influence target's debts. | |||||
Give and Take | ●/●● | None | Changeling and target exchange physical gifts they haven't given each other before. | Choose number of points up to half Wyrd from Glamour, Willpower or personal merits. Exchange these with the target. | K&K 40 | |
Ogre | Trade points of mild Clarity damage as well. | |||||
Wizened | Exchange doesn't have to be equal, but target must still consent. | |||||
Beggar Knight | ●● | Manipulation + Academics + Wyrd - Composure |
The victim benefited from other people's hard work during the scene. | Curse a victim to lose equipment bonuses, resources or teamwork bonuses if these were not personally created by the target. | K&K 40 | |
Elemental | Mundane belongings the victim did not make also degrade. | |||||
Wizened | Payments given to others also degrade, denying anyone else access to their Resource dots. | |||||
Coin Mark | ● | None | Permanently mark object with own name. | Enchant a small object to know its location respective to hers, sensing when it changes hands and learning the identity of the owner. Inflict Avarice by spending additional Glamour. | K&K 41 | |
Beast | Give Apprehensive Condition instead of Avarice. | |||||
Wizened | Snap fingers and make the object return to their possession. | |||||
Grease the Wheels | ● | Presence + Persuasion + Wyrd | The target accepts a bribe or gift from the changeling. | Interact with member of organisation or bureaucracy to resolve issues with no difficulties and extremely fast, even if not physically possible. | K&K 41 | |
Darkling | Interactions are traceless unless convenient for the Darkling. | |||||
Fairest | Gain the Connected Condition regarding the organisation. | |||||
Royal Contracts of Coin | ||||||
Blood Debt | ●● | None | The changeling wears jewelry or other accessories that freshly pierce the skin. | Inflict variable points of lethal damage to someone who inflicts L/Agg/Clarity damage. | K&K 42 | |
Elemental | Baseline is two Lethal, rather than one. | |||||
Ogre | Protection extended to all allies as long as Changeling is conscious. | |||||
Exchange of Gilded Contracts | ●●● | None | Wear reasonably convincing masks of each other. | Exchange a common Contract with a consenting target. | K&K 42 | |
Darkling | Exploit loophole on the traded Contract. | |||||
Ogre | Changeling does not lose access to their borrowed Contract, being able to use both. | |||||
Golden Promise | ●● | Presence + Socialize + Wyrd - Availability |
Changeling arrives on the scene with a display of ostentatious wealth. | Reduce Availability of single service by number of successes rolled. | K&K 38 | |
Fairest | Split successes between multiple services. | |||||
Wizened | Gain a +1 equipment bonus for acquired service. | |||||
Grand Revel of the Harvest | ●●●○ | None | The Changeling supplies a banquet large enough for everyone and also partakes. | Enhance the senses; anyone engaging in celebration needs only 3 successes on Social rolls for exceptional success, as well as additional Willpower and Clarity gain. | K&K 43 | |
Beast | All partiers gain +2 bonus to Physical rolls to celebrate. | |||||
Fairest | Social manouvering attitudes improve by two steps rather than one. | |||||
Thirty Pieces | ●●● | Wits + Empathy + Wyrd vs Resolve + Tolerance |
Target accepted payment from the changeling to betray their fellows, even if they don't intend to follow through. | Name an action that the target will take that will betray the target's allies, friends or cause; the target will do it and gain the Guilty Condition after. | K&K 44 | |
Darkling | Target also gains the Notoriety Condition. | |||||
Elemental | Safeguards or defenses that could have prevented the treachery will fail. | |||||
Contracts of Scepter | ||||||
Burning Ambition | ● | None | Changeling totally burns a symbol of an obligation they have to someone else. | Gain an additional Aspiration that acts as a True Fae's Craving (Changeling p269). Gain WP equal to Wyrd as well as a Beat but also the Competitive Condition. | K&K 44 | |
Beast | Consume the object of the craving to regain all WP. | |||||
Fairest | If the craving is another character, that character suffers the Swooned Condition. | |||||
Jealous Vengeance | ● | Presence + Intimidation + Wyrd vs Resolve + Tolerance |
Changeling has already caused target to gain Oathbreaker Condition in this scene | Give target a task; if the target fails to perform the task they suffer a temporary Condition. Besting the changeling in a contested action resolves the Condition. | K&K 44 | |
Elemental | Improves list of choosable Conditions | |||||
Ogre | Achieve exceptional success on this activation roll at a 3 | |||||
Litany of Rivals | ●● | Intelligence + Occult + Wyrd | Changeling throws a tantrum in front of people not in their motley | Name an Aspiration; successes grant various information about someone who would prevent the Aspiration from being fulfilled. | K&K 45 | |
Beast | Spend additional Glamour to track a rival's location. | |||||
Ogre | Roll Manipulation + Intimidation vs Resolve + Empathy to inflict Paranoid on the target | |||||
Knight's Oath | ●● | None | Anoint Knight with own blood (1L) | Choose one non-changeling; they gain bonuses to Initiative, Defense, and Social rolls done in the Changeling's name and suffer consequences for disobeying or betraying the Changeling. | K&K 45 | |
Darkling | Know the location and emotions of the target at the moment they betray. | |||||
Fairest | Affect targets up to Wyrd. | |||||
Unmask the Dark Horse | ●● | Presence + Persuasion + Wyrd vs Composure + Tolerance | Invoke the Contract in front of the target's loved ones. | Learn someone's short-term Aspirations, inflicting Competitive until they win a contested competition against the changeling. | K&K 46 | |
Fairest | Target's competitions are viewable in real time within five miles. | |||||
Beast | Inflict Notoriety when defeating the target. | |||||
Royal Contracts of Scepter | ||||||
A Benevolent Hand | ● | None | Give up something significant. | Act of charity to improve Impression in Social maneuvering, gaining temporary Allies. | K&K 46 | |
Elemental | Two dots of Allies gained instead of one. | |||||
Wizened | Gain Resources instead of Allies. | |||||
Fake It ‘Til You Make It | ●● | Presence + Persuasion + Wyrd - Resolve |
Use an actual scepter while pontificating. | Make a proclamation and Hedgespin the mundane world. Breaking point of 4 dice. | K&K 46 | |
Fairest | A witness believes the false world and takes the Delusional Condition. | |||||
Wizened | Reduce cost of shifts for human-made inanimate objects of structures. | |||||
Tempter's Quest | ●○ | Presence + Persuasion + Wyrd vs Composure + Tolerance |
Provide the quester with useful provisions. | Task a subject with a quest, giving them the Obsessed Condition and replacing one of their Aspirations. If the Changeling doesn't provide the agreed-upon reward, they become Leveraged and an Oathbreaker. | K&K 47 | |
Darkling | Can evade the Leveraged Condition through a Manipulation + Larceny + Wyrd roll. | |||||
Fairest | Issue the quest to subjects up to half their Wyrd. | |||||
Curse of Hidden Strings | ●● | Manipulation + Larceny + Wyrd vs Resolve + Tolerance |
Changeling knowingly breaks a pledge or agreement of her own in the scene. | The Lost tears up an item bearing the target's signature and compels the target to temporarily forget about a pledge, obligation or debt they have to someone else. | K&K 48 | |
Fairest | Target number of characters up to Wyrd so long as they all have the same obligation. | |||||
Wizened | Make the target think they are the target of the obligation, rather than forgetting it. | |||||
Spare Not the Rod | ● | None | Craft a tiny representation of the scepter from precious metal, and break it in half. | Craft a literal scepter out of pure Glamour: melee weapon of 0B, spend 1 Glamour per turn to use it as a 0L ranged weapon. Can Intimidate and Demoralize opponents. | K&K 48 | |
Fairest | Spend 2 additional Glamour to inflict Awestruck Condition. | |||||
Wizened | Can summon the scepter directly to her hand. | |||||
Contracts of Stars | ||||||
Pole Star | ● | None | Hold a piece of the target in their hand. | Name a person, place or item; the changeling's body acts like a compass and leads them to it. This only works in the mundane realm. | K&K 49 | |
Beast | The Changeling has +2 to Clash of Wills to uncover a hidden target. | |||||
Wizened | Ask the Storyteller one question about an opponent or obstacle along the path. | |||||
Straight On ‘Til Morning | ● | None | Promise to sleep when the task is done and have the statement sealed. | Tireless, suffering no Environmental Tilts, and take 8 again while navigating the Wishing Roads. | K&K 49 | |
Fairest | Affect number of travelers up to Wyrd. | |||||
Ogre | Gain the Steadfast Condition. | |||||
Cynosure | ● | Manipulation + Empathy + Wyrd vs Composure + Tolerance |
Let an opportunity to one of their own Aspirations slip by. | Discover one of the target's Aspirations; stars guide the changeling to find opportunities that would help the target achieve the Aspiration. | K&K 49 | |
Darkling | Gain the Condition Informed (Aspiration). | |||||
Ogre | Add +2 to rolls to convince the target to be bold in seeking their fate. | |||||
Shooting Star | ●● | None | Complete own creative work within the same scene. | Target someone who does creative work. They gain 1 Fame and provide more Glamour when used in harvesting. | K&K 50 | |
Beast | Athletes and others who perform physical excellence can be targeted. | |||||
Fairest | Gain +2 to rolls to harvest Glamour. | |||||
Retrograde | ● | Presence + Expression + Wyrd vs Resolve + Tolerance | Changeling spins around widdershins while telling the story of misfortune. | Routine matters for the target go wrong in minor misfortunes. | K&K 50 | |
Darkling | Choose specific things that will go wrong, rather than anything. | |||||
Elemental | Environmental or weather based Tilt affects the target also. | |||||
Royal Contracts of Stars | ||||||
Frozen Star | ●● | Intelligence + (Empathy or Persuasion) + Wyrd vs Resolve + Tolerance |
Changeling is in physical contact with a piece of the target. | Choose a subject (cannot be the Changeling) and a target (can be the Changeling). For the duration of the Contract, the subject must travel to the target to make physical contact and suffers the Shaken Condition. | K&K 51 | |
Darkling | Inflict the Spooked Condition on the target. | |||||
Fairest | If the Fairest is the target, they gain points of Goblin Debt from the subject while they are separated. | |||||
Star Light, Star Bright | ●/●● | None | Coax the target into making a wish | Learn a wish the target has made in the last month; you must fulfill the wish (with some artistic license) or gain Oathbreaker Condition, but fulfilling the wish regains Willpower and a Beat, and you can teleport to the side of someone you have an Enchanted Bargain with (and can spend Glamour to take others along) | K&K 51 | |
Ogre | If the target is non-Fae, get +2 to harvest Glamour from them. | |||||
Wizened | Learn the motivations and events driving the wish. | |||||
Light of Ancient Stars | ●● | None | Sing the names of stars in a constellation currently in the sky. | Ask questions about a past event the Changeling is personally connected to. | K&K 51 | |
Darkling | Gain Infomred condition about the event | |||||
Wizened | Gain a clear vision about a simple object present at the event, and gain a bonus to create a fascimile of it, including accurately reproducing any writing or diagrams. | |||||
Pinch of Stardust | ●●●○ | Intelligence + Crafts + Wyrd vs Resolve + Tolerance |
Add something of the Changeling to the creature's parts. | Create an entity from scraps and star stuff; it becomes a Touchstone for the target and inflicts the Delusional Condition, causing breaking points in caster and target. | K&K 52 | |
Darkling | The Darkling hears any secrets the target whispers to the creature. | |||||
Wizened | The creation lasts until the end of the story, rather than chapter. | |||||
Contracts of Thorn | ||||||
Briar's Herald | ● | Manipulation + Larceny + Wyrd vs Composure + Tolerance |
The Changeling causes a thorn, needle etc to prick the target and draw a drop of blood. | Whenever the target is in the Changeling's presence, they lose 10-again and all failures are dramatic; they know the changeling is at fault. | K&K 53 | |
Darkling | The Darkling can whisper messages whenever the target fails a roll. | |||||
Wizened | Specify a clause that can end the Contract early. | |||||
By the Pricking of My Thumbs | ● | None | Brews a specific potion and look into it within the scene. | Extend senses into living plants. | K&K 54 | |
Beast | Use plants as natural melee weapons. | |||||
Darkling | Occupy number of plants up to Resolve simultaneously. | |||||
Thistle's Rebuke | ● | None | Drink an entire glass of water. | Grow thorns and add 2/0 to armor rating. Anyone who touches the Changeling takes 1L; 2L under a grapple. Can fire thorns for 2L. | K&K 54 | |
Elemental | Touch for 2L, can reflexively retract and extend the thorns. | |||||
Fairest | Effects can be invisible even under the Mask. | |||||
The Gouging Curse | ● | Manipulation + Occult + Wyrd vs Composure + Tolerance |
Let the victim choose an action the Changeling cannot take. | Issue a dire warning to forbid the target from taking an action, they are cursed if they do the action.a | K&K 54 | |
Fairest | Also specify a task that can end the curse, inflicting Awestruck if the victim does so. | |||||
Ogre | Extend duration to whole story if the action is harming the Ogre's allies. | |||||
Embrace of Nettles | ● | None | Leave behind a meaningful personal item the Hedge will consume. | Invoke reflexively when the Hedge shifts: deflect the target of Hedgespinning, defer the successes for later; double-down by adding to both the Hedge and the Changeling's own Hedgespinning rolls. | K&K 55 | |
Darkling | When deferring, negate successes up to either Manipulation or half Wyrd. | |||||
Fairest | When doubling down, may apply successes to ally's roll rather than own. | |||||
Royal Contracts of Thorn | ||||||
Acantha's Fury | ●●○ | Presence + Survival + Wyrd vs Stamina + Tolerance |
Hold fresh clipping of the kind of plant the transformation will use. | Point at target, who slowly transforms into a thorny plant over several minutes. Changeling must offer a task; target may agree to a binding promise to complete it to avoid transformation. Invoking this Contract is a breaking point of 4 dice. | K&K 55 | |
Elemental | Target number of characters up to Wyrd. | |||||
Wizened | May seal the promise without paying Glamour. | |||||
Awaken Portal | ●● | None | Take 15 minutes to clean or repair the entrance. | Portal to a Bastion, Hollow or the Hedge gains temporary sentience. | K&K 56 | |
Beast | Portal goblin has a bite attack or 2L. | |||||
Elemental | Portal goblin has 2 dot Influence in chosen element. | |||||
Crown of Thorns | ●● | Presence + Occult + Wyrd vs Resolve + Tolerance |
Weave a crown of thorns and put it on the target's head. | Deliver message anonymously that forbids the target from performing a specific instant action. If they do so, they suffer the Comatose Condition and 1L. | K&K 57 | |
Beast | Comatose target loses 1WP per night and cannot regain it. | |||||
Darkling | While disguised, Darkling gets exceptional successes on 3 to manipulate the target into taking the forbidden action. | |||||
Shrike's Larder | ● to ●●● | None | Impale an effigy representing the target on a thorn. | Create thorns and spines that slow victims and have various effects on Glamour, Initiative or Speed. | K&K 57 | |
Beast | Harvesting Glamour gives 2 rather than 1 Glamour per success. | |||||
Wizened | Can target vehicles as well as individuals. | |||||
Witch's Brambles | ●●/●●●+○ | Presence + Occult + Wyrd vs Resolve + Tolerance |
Pierce own flesh with pointy object. | Hedgespin in the mortal world. | K&K 55 | |
Beast | Invoke the Contract to make a bite attack do aggravated instead of Lethal | |||||
Darkling | Have +1 success to subtle Hedgespinning but -1 for paradigm shifts | |||||
Independent Arcadian Contracts | ||||||
Common Independent Contracts | ||||||
Coming Darkness | ● | None | Exinguish a flame while invoking | Create area of darkness in (Wyrd x 5) meter radius, inlficts Blinded (both Eyes) tilr, may Stun. Invoker is unaffected, but their shadow might come loose. | K&K 58 | |
Beast | Can exempt others, up to half Wyrd | |||||
Darkling | Darkness radius doubled | |||||
Pomp and Circumstance | ●/●○ | None | Lay out a ring of popies earlier in scene | Uninvited guests cannot enter a warded area unless invited in by someone inside, guests can't be tracked or spied by mundade means; with Willpower, no huntsmen or Gentry can even find the area, even magically | K&K 59 | |
Beast | Can sense anyone coming near hidden area | |||||
Wizened | Area gains the effect of their Safe Place or Hollow | |||||
Shadow Puppet | ● | None | Perform a shadow puppet show for at least 3 people for at least 5 minutes before | Create a shadow Retainer with Merit dots up to half Wyrd which also has small amount of magic | K&K 59 | |
Beast | Shadow puppet has expanded abilities | |||||
Darkling | Shadow puppet can spend glamor to teleport from one shadow to another nearby | |||||
Steal Influence | ●/Influence Dot | Wits + Larceny + Wyrd vs Resolve + Wyrd |
Target has dealt lethal or agg damage to changeling in the scene | Steal dots of one Influence from a creature with that trait for Contract's duration, up to Glamour spent (only one Influence at a time) | K&K 62 | |
Darkling | Can steal multiple Influences, if applicable | |||||
Elemental | Can change Influence to a different, related influence for duration | |||||
Earth's Gentle Movements | ● | Strength + Crafts + Wyrd | place a pebble under tongue | Permanently reshape an area of earth for each success rolled, can Knock Down those in area | K&K 63 | |
Elemental | Double area affected | |||||
Wizened | Can shape stone with Wits + Craft + Wyrd instead | |||||
Royal Independent Contracts | ||||||
Dread Companion | ● | Manipulation + Occult + Wyrd vs. Resistance + Wyrd |
Get ghost to affirm thread in same scene | Control a Hedge Ghost | K&K 60 | |
Darkling | Gain access to Dematerialze Numen | |||||
Fairest | Contract lasts until you leave The Hedge | |||||
Cracked Mirror | ●/●○ | Attribute + Ability + Wyrd vs Resistance + Tolerance unless Fetch is willing |
put a significant crack in mirror used | Can use a mirror to spy on Fetch; for Willpower, can switch places with Fetch (Contract ends immediately after) | K&K 60 | |
Darkling | Can conceal spying from Fetch on Exceptional Success | |||||
Fairest | If Fetch is willing, Fairest can switch without Willpower (but still requiring Glamour) | |||||
Listen With Wind's Ears | ●/●●○ | None | Introduce self by real name in same scene to stranger | Can sense when name is spoken and evesdrop on area; for Glamour and Willpower can teleport to that location | K&K 61 | |
Beast | Double speed after teleporting | |||||
Fairest | May drag whoever spoke their name to their location | |||||
Momentary Respite | ●/● + ○ per scene extended | Stamina + Survival + Wyrd | Hug an item representing rest or comfort | Each success grants a warding effect -- can ignore Tilts, poison, wound penalties, or even their last health box from Aggravated damage; Spend Willpower to extend duration | K&K 61 | |
Elemental | Can ignore Environmental Tilts | |||||
Ogre | Can ward another, paying all costs | |||||
Earth's Impenetrable Walls | ●● | Strength + Crafts + Wyrd | Successfully defended self or another from attack | Rasies a Safe Place fortress from the earth, causing an earthquake, with additional benefits for each success | K&K 64 | |
Fairest | Fortress also comes with hobgoblin Staff | |||||
Ogre | Penalize others who attempt to Hedgespin in the fortress | |||||
Contracts of the Four Seasons | ||||||
Contracts of Spring | ||||||
Cupid's Arrow | ● | Wits + Empathy + Mantle vs Composure + Tolerance |
Ivy flower | Learn a subject's most ardent desire, and any associated Conditions or Tilts. You may refocus them around a new desire for a scene. | CTL 2e 151 | |
Dreams of the Earth | ●● | Presence + Expression + Mantle vs Composure + Tolerance |
Sand in their eyes | Lull a subject to sleep, which only lethal damage may interrupt for a minute per success. | CTL 2e 151 | |
Gift of Warm Breath | ● | None | Feed them with your own cooking | Heal a subject of fatigue and bashing damage. | CTL 2e 151 | |
Spring's Kiss | ●(●) | None | Yellow rain gear | Inflict Heavy Rain, and for extra Glamour, Flooded. | CTL 2e 151 | |
Wyrd-Faced Stranger | ● | Presence + Subterfuge + Mantle vs Composure + Tolerance |
A token of sentimental value | Appear as whom a subject most wants to see. Add your Mantle as bonus dice to stay in character. | CTL 2e 152 | |
Royal Contracts of Spring | ||||||
Blessing of Spring | ●●(○) | Intelligence + Medicine + Mantle vs Stamina + Tolerance |
Decorative ribbons and a dance | Brew a cordial of spring that causes plants to mature and fruit, heals animals and people of damage and transitory illness and poisons, and cures changelings of one Clarity Condition and point of Clarity damage. Everything returns after a scene. | CTL 2e 152 | |
Gift of Warm Blood | ●○ | Wits + Medicine + Mantle | Bleed for lethal damage | Downgrade a point of damage on the subject for each success. | CTL 2e 152 | |
Pandora's Gift | ●● | None | Target just gave you a gift | Initiate a Build Equipment action at double the speed to mold a subject's desires into an object until next sunrise or sunset. Use as a bribe for a +3 Social bonus and a Glamour point. | CTL 2e 152 | |
Prince of Ivy | ●●○ | Presence + Expression + Mantle | Bleed while barefoot in soil | Summon strangling vines. Each turn, you may sacrifice your movement, your action, and/or your Defense to establish a new grapple per. The vines roll successes as a dice pool at +3 and contest grapples reflexively. | CTL 2e 153 | |
Waking the Inner Fae | ● | Manipulation + Expression + Mantle vs Composure + Tolerance |
Tell them your secret desires | Inflict Wanton with a counterfeit gift wreath. Once a scene for the remaining story, recover Willpower by enticing your last victim into an action. | CTL 2e 153 | |
Contracts of Summer | ||||||
Baleful Sense | ● | Wits + Intimidation + Mantle vs Composure + Tolerance |
Goaded into screaming at you | Smell a subject's fiercest anger, and any associated Conditions or Tilts. You may refocus them around a new enmity for a scene. | CTL 2e 153 | |
Child of the Hearth | ● | None | Blow on an ember or spark | Inflict Extreme Heat or Extreme Cold, and shield yourself from either. | CTL 2e 154 | |
Helios' Light | ● | None | Big summer hat | Project blinding sunlight, dealing half its damage as an occult bane. | CTL 2e 154 | |
High Summer's Zeal | ●● | Presence + Persuasion + Mantle vs Composure + Tolerance |
Foe drew first blood | Force a foe to spend Willpower or stand and fight, ignoring Beaten Down. | CTL 2e 155 | |
Vigilance of Ares | ● | None | Martial exercises | Predict ambushes and traps. Add Mantle to Initiative. | CTL 2e 155 | |
Royal Contracts of Summer | ||||||
Fiery Tongue | ●○ | Presence + Intimidation + Mantle - Resolve |
Asserting dominance or superiority | Rebuke and insults open two Doors and deal bashing damage, or lethal against the fae. | CTL 2e 155 | |
Flames of Summer | ●● | Strength + Survival + Mantle | Eat ice | Ignore wound penalties and unconsciousness from injury, and take +2 as a Physical bonus. | CTL 2e 155 | |
Helios' Judgment | ●(○) | Dexterity + Athletics + Mantle | Foe wears gold | Use a ray of sunlight as a returning thrown weapon with Mantle for a weapon rating, Range 10/30/50, and Initiative -2. With Willpower, it deals aggravated damage. | CTL 2e 155 | |
Solstice Revelation | ● | None | Light a fired lantern | Illuminate an area to prevent hiding, forcing a Manipulation + Tolerance - Mantle roll to preserve mundane stealth, or a Clash of Wills against supernatural stealth. | CTL 2e 156 | |
Sunburnt Heart | ●● | Manipulation + Persuasion + Mantle vs Composure + Tolerance |
Shine light into their eyes | Drive a subject Berserk, and add Mantle as a bonus to redirect their fury. | CTL 2e 156 | |
Contracts of Autumn | ||||||
Autumn's Fury | ●●(●) | None | Level a metal rod at foes | Breathe out the Heavy Rain and Heavy Wind Tilts around you. For extra Glamour, each turn, the storm rolls successes as a +1L attack pool. | CTL 2e 156 | |
Last Harvest | ● | None | Your Touchstone | Once per session, take 9-Again to harvest Glamour from a subject, or 8-Again to harvest the Glamour of Autumn. | CTL 2e 156 | |
Tale of the Baba Yaga | ● | Manipulation + Subterfuge + Mantle vs Composure + Tolerance |
A familiar tale | Render the audience of a scary story Shaken. | CTL 2e 157 | |
Twilight's Harbinger | ● | None | Item of value to an involved subject | Know by omens when a given circumstance's end is about to come. | CTL 2e 157 | |
Witches' Intuition | ● | Wits + Subterfuge + Mantle vs Composure + Tolerance |
Eat part of your target | Taste a target's greatest fear, and any associated Conditions or Tilts. You may refocus them around a new fear for the scene. | CTL 2e 157 | |
Royal Contracts of Autumn | ||||||
Famine's Bulwark | ● | Wits + Occult + Mantle | Eating recently handraised fruit | Read omens to ask the Storyteller a yes-or-no question per success. With multiple successes, one answer is false. | CTL 2e 157 | |
Mien of the Baba Yaga | ●● | Presence + Intimidation + Mantle vs Composure + Tolerance |
Name their fear | Appear as a subject's greatest fear, driving them to flee and attacking their Clarity if applicable. | CTL 2e 158 | |
Riding the Falling Leaves | ●● | Dexterity + Occult + Mantle | Catch a falling leaf | Erupt into leaves flying on the wind. Once per turn, reflexively Dodge a non-saturation attack, and spend Glamour to inflict Spooked on success. | CTL 2e 158 | |
Sorcerer's Rebuke | ●● | Manipulation + Occult + Mantle | Half a minute of grand warning | Touch a subject to strip them of Glamour or other supernatural energies. | CTL 2e 158 | |
Tasting the Harvest | ●/subject | Presence + Subterfuge + Mantle | Jumpscare them | Eat subjects' fears, immunizing them from natural fear and adding your Mantle to contest supernatural fears. Grant +1 to rally against one such fear. | CTL 2e 158 | |
Contracts of Winter | ||||||
The Dragon Knows | ● | Wits + Empathy + Mantle vs Composure + Tolerance |
Look into their eyes | Taste a subject's deepest regret, and any associated Conditions or Tilts. You may refocus them around a new sorrow for a scene. | CTL 2e 159 | |
Heart of Ice | ●● | None | Barefoot in the cold | Freeze down to the heart, becoming immune to cold and emotional sway. | CTL 2e 159 | |
Ice Queen's Call | ● | None | Someone shivers | Gather the Blizzard Tilt, to which you are immune. | CTL 2e 159 | |
Slipknot Dreams | ● | Manipulation + Empathy + Mantle vs Resolve + Tolerance |
Present them with a gift | Take the place of a subject's regretful yearning, rendering them Swooned. | CTL 2e 159 | |
Touch of Winter | ● | Intelligence + Science + Mantle | Melts a handfull of ice into water | Flash-freeze a body of water by touch. | CTL 2e 160 | |
Royal Contracts of Winter | ||||||
Ermine's Winter Coat | ● | None | Hidden in a burrow | Blend in, taking +3 to Stealth and penalizing attacks against you by -3. In mundane company, reduce the bonus for fae to pick you out as if at half Wyrd. | CTL 2e 160 | |
Fallow Fields | ●● | Manipulation + Empathy + Mantle vs Resolve + Tolerance |
Write their Touchstone's name | Temporarily empty a subject's capacity for love, rendering them Broken and denying the use of their Anchors. | CTL 2e 161 | |
Field of Regret | ●/target, ○ | Presence + Empathy + Mantle - Resolve |
Melancholy song | Harrow others with lonely hauntings, sapping Willpower and inflicting lethal damage. | CTL 2e 161 | |
Mantle of Frost | ●● | None | Dramatically drop your coat | Project an Extreme Cold strong enough to encase subjects in ice, to which you are immune. | CTL 2e 161 | |
Winter's Curse | ●●○ | Presence + Survival + Mantle vs Resolve + Tolerance |
Swallow an ice cube | Freeze a subject's heart except concerning you, stripping the capacity for teamwork or Willpower and holding breaking points in abeyance. | CTL 2e 161 | |
Contracts of the Leafless Tree | ||||||
Contracts of Retaliation | ||||||
Peacemaker's Draw | ● | Dexterity + (Firearms or Athletics) + Mantle vs Stamina + Wyrd |
Target broke a standoff with the changeling within the last turn | Strike a item from the subjects person away without inflicting damage or inflict a Personal Tilt on them. Subject also gains the Leveraged Condition. | DE2 387 | |
Royal Contracts of Retaliation | ||||||
Draw Likeness | ● | Wits + Investigation + Mantle vs Composure + Wyrd |
Victim of one the target's crimes described them to the changeling during this scene | Changeling renders a likeness to any flat surface graphite could mark. Grant one Clue about the targets whereabouts or activity to anyone examining the likeness for the first time and all rolls about matching the likeness to a face gain the rote quality. If the changeling names a general crime, the target is any person closest to the changeling that commited it within the last lunar month. | DE2 387 | |
Goblin Contracts | ||||||
Blessing of Forgetfulness | ●● | Manipulation + Subterfuge + Wyrd vs Composure + Tolerance |
Painful events you helped weather | Overwrite the memory of one incident with an innocuous replacement. | CTL 2e 162 | |
Glib Tongue | ● | None | A harmful lie | Tell a lie which mortals always believe. Add your Wyrd as a Subterfuge bonus against supernatural listeners. | CTL 2e 162 | |
Goblin's Eye | ● | None | Mark your eyelids with owl's feather ashes | You may Clash of Wills to pierce magical concealment by kenning, and ask questions about the nature of a kenned supernatural effect. | CTL 2e 163 | |
Goblin's Luck | ● | None | Rivals also benefit | Benefit from lucky circumstances. | CTL 2e 163 | |
Huntsman's Clarion | ●● | Wits + Empathy + Wyrd | Blindfolded | Detect the presence, but not location, of Arcadian forces for a mile per Wyrd, starting in the Hedge. | CTL 2e 163 | |
Lost Visage | ●● | None | Leave behind a telltale possession | Erase yourself from memories of a scene. Supernatural memories force a Clash of Wills, and Gentry and Huntsmen are immune. | CTL 2e 163 | |
Mantle Mask | ● | None | Decorate the flesh appropriately | Appear to assume a different Court Mantle, or lack thereof. | CTL 2e 164 | |
Sight of Truth and Lies | ● | None | Business occasion | So long as you tell no lies, identify mundane lies and force a Clash of Wills against supernatural lies. | CTL 2e 164 | |
Uncanny | ●● | None | Untrained | Take the rote quality on your next nonmagical, unresisted and uncontested rolled action. | CTL 2e 164 | |
Wayward Guide | ●/subject | None | Lose your way too | Alter signs and markers to make mortals lose their way. You may target yourself to force a Clash of Wills against supernatural trackers. | CTL 2e 164 |
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 |
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 |
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. |
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), Congregation, Family Car, Fire Crew, Gun Collection, Local Kids, Neighboring Family, Old Haven, Pets, Soup Kitchen, Sports Team, Support Group, Team Rings, The Office, Youth Gang (GTTN 69)
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)
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 |
Crowded | Bodies press in on all sides,missed attack have a chance to hit others people. | HTV 291 |
Crowded:Traffic | Like above more but in public, with folk with Phones. | HTV 291 |
Detritus | Sharp and Jagged Ground, move slow or fall over and get cut up by the Ground. | HTV 291 |
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 |
Filth | Stratified filth covers the ground, gain the sick Tilt if Wounded. | HTV 2e 292 |
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. | HTV 293,DTD 386 |
Moving Terrain | The Ground is moving and shaking, making it hard to stand or act. often used for Vehicles. | HTV 294 |
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 |
Tight Space | Hard to properly fight, good luck using anything larger than a shotgun. | HTV 295 |
Unstable Terrain | The Ground Could give away at any moment, dont put too much pressure on it, or you might have quite the drop. | HTV 295 |
Urban Collapse | The building is coming down, and characters may fall, be struck, or be crushed and trapped. | DE 573 |
Viscous | Passage through the area is difficult, requiring successful rolls to make progress through it. | DTR 320 |
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 |
Seeming | Regalia | Bonus Attribute | Blessing | Curse | Book |
---|---|---|---|---|---|
Beasts | Grims and Savages who roamed Faerie under the heart and skin of an animal. | CTL 2e 22 | |||
Steed | Resistance | While unafraid, or for Glamour per three turns, deal lethal damage unarmed and take +3 to Initiative and Speed. | Risk Clarity damage at half Wyrd when hasty or careless decisions harm others. | ||
Darklings | Wisps and Mountebanks who knew safety in Faerie by disappearing into darkness. | CTL 2e 24 | |||
Mirror | Finesse | Spend Willpower, and with witnesses Glamour, to touch and become the insubstantial for three turns. | Risk Clarity damage at half Wyrd when a secret you know turns out false. | ||
Elementals | Sprites and Torrents infused with and molded by the materials and environment of Faerie. | CTL 2e 26 | |||
Sword | Resistance | When surrounded by your element and either half-full of Willpower or for Glamour, act through it up to three yards away. | Risk Clarity damage at half Wyrd when browbeat or coerced into a course of action. | ||
Fairest | Sovereigns and Muses touched by the heights of Faerie's glory, beauty, and cruelty. | CTL 2e 28 | |||
Crown | Power | While in harmony or for Glamour, you may spend Willpower on another character's behalf. | Risk Clarity damage at half Wyrd when your actions are responsible for harming your allies. | ||
Ogres | Bruisers and Gargoyles who endure the marks of blunt brutality. | CTL 2e 30 | |||
Shield | Power | When you strike on someone else's behalf, or for Glamour, inflict Beaten Down for three turns. | Risk Clarity damage at half Wyrd when those who aren't your enemies cower from you. | ||
Wizened | Hatters and Domovye worn down by the crafts and labors of their Durance. | CTL 2e 32 | |||
Jewel | Finesse | With appropriate tools, or for Glamour, make Build Equipment rolls to work one material into another. | Risk Clarity damage at half Wyrd when taken off-guard by unpleasant surprise. | ||
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. | |||
Gunslinger | Wits •••, Firearms •••, Firearms (Revolvers) | Perform trick shots with rapid firing | DE2 p377 | ||
• | Short burst with revolver as if automatic | ||||
••• | Medium burst with revolver only takes three rounds of ammo, no attack bonus but still has penalty for multiple targets | ||||
••••• | If using two revolvers can multiple in short range, at additional -2 penalty | ||||
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 |
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 |
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 |
Beneath Notice | ••• | You appear as a servant and do not need to roll stealth around those who see you as of lower standing. Gain +3 to eavesdrop on those same people. | GTTN 123 | |
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 | |
Den of Vice | •• | Have a location that reflects your vice that allows you to recover all your willpower once per chapter. Anytime you use your vice to regain willpower normally, roll Stamina + Composure, gaining the Addicted condition on a failure. | GTTN 124 | |
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 |
Friends in Low Places | •-••••• | An alternate version of Status, focused on the dregs of society. | GTTN 124 | |
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 | |
Mobster | • | You become entangled in with organized crime. Gain access to areas controlled by the criminal organization the controls or favors you. You become a target for rivals. | GTTN 124 | |
Moonlighting | •• | Once per story, gain 2 dots in Resources from your (probably illegal) side hustle. | GTTN 124 | |
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 | |
Tutelage | ••• | As either the student or teacher, meet your counterpart for a lesson once per story. The student gains 1 experience to be used towards purchasing the topic of the lesson, in exchange for a favor the teacher calls in. The Teacher gains a 1 experience reduction to the next purchase, in exchange for some kind of social trouble the student brings upon them. | GTTN 127 | |
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, Locations (2nd Edition)
A large dot (●) in the second column denotes a Merit that can be shared by multiple characters, while a hollow dot (○) denotes a Merit that 'must' 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 | |
Hiding Place | ••• | Cannot be shared | You have a place that is always secure. If found out, gain a new one at the start of the next chapter. | GTTN 124 | |
Vampire Merits | |||||
Burrow | ○ | • to ••••• | Safe Place | 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 | |||||
Calming Eidolons | ○ | • to ••• | Shared Bastion | Reduces Composure dice penalty of Subtle Shifts enacted by the Bastion's owners. | Hedge 118 |
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 | |
Motley Awareness | • or ••• | Shared Bastion | At one dot, gain +1 to social roles with other motley members. At three dots, gain an instinctive knowledge of other motley members' moods and the ability to send messages, but use the highest clarity perception penalty of the group. | Hedge 119 | |
Somnambulation | ○ | ••• to •••• | Shared Bastion | Can use an Eidolon to keep your body from being neglected while you sleep, or slightly more complex tasks with the four-dot version. Require significantly more sleep. | Hedge 119 |
Shared Bastion | ○ | • to ••••• | You or your motley have established a permanent location within dreams, impregnable to outsiders with lesser Wyrd. This merit requires group effort to maintain. While in your Bastion, penalize attempts to investigate, track or pursue you or to manipulate your mind, future, or destiny by dots in this merit. | Hedge 115 | |
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 |
Feature | ○ | Rating | Prerequisites | Description | Book |
---|---|---|---|---|---|
Buttressed Dreaming | ○ | • | Penalize Clash of Wills to force open Bastion by merit rating. | Hedge 115 | |
Fixed Doorway | ○ | ••• | Hollow | Door in the Motley's hollow functions as a Gate of Horn leading to and from the Shared Bastion. | Hedge 118 |
Guardian Eidolon | ○ | • | Spend Willpower to activate the guardian for the scene, gaining immunity to surprise and adding dots in the merit on the first round of an action scene. | Hedge 118 | |
Illusory Armory | ○ | •• | Once per chapter, spend glamour to summon an unimportant prop with rating equal to twice glamour spent (max +5). Spend willpower to summon additional props. | Hedge 118 | |
Permanent Armory | ○ | • | Maintain mundane "real" items in shared bastion, or magic items by spending Willpower each chapter. | Hedge 118 | |
Raised Defenses | ○ | • | Whenever any motley mate is in the Shared Bastion, all members double the bonuses against the attacks or circumstances normally granted by the merit. | Hedge 118 | |
Subtle Speech | ○ | •• | Phantom Eidolons of Motley Members can receive messages, but Changelings with clarity damage might suffer further damage as their sense of reality is befuddled. | Hedge 118 |
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 |
Courts (2nd Edition)
Court | Book | ||
---|---|---|---|
Courts of the Four Seasons | |||
Spring Court | The Antler Crown of passion and desire. | CTL 2e 35, 117, 165 | |
Bargain | The forces of the Gentry can only do violence to freehold members out of true covetous desire. | ||
Mantle | Gain Glamour from transgressing to satisfy your desires. | ||
• | Apply Mantle as a bonus to seduce or attract. | ||
•• | Apply Mantle as a bonus to goad overindulgence. | ||
••• | Apply Mantle as a bonus to aid others with teamwork. | ||
•••• | Recover extra Willpower from your Needle. | ||
••••• | Once a session, heal Clarity and convert a Condition from lost Clarity (yours or another's) into a positive Condition. | ||
Crown | Once a session for each dot of Mantle, spend Willpower to bless a single changeling's Glamour harvest with bonus successes. | ||
Summer Court | The Iron Spear of wrath and retribution. | CTL 2e 39, 117, 165 | |
Bargain | The forces of the Gentry may not retreat or surrender. | ||
Mantle | Gain Glamour from harnessing your anger to achieve a goal. | ||
• | Apply Mantle as a bonus to intimidate or cow. | ||
•• | Apply Mantle as a bonus to combat defending your freehold from the fae. | ||
••• | Apply Mantle as general and ballistic Armor when standing or fighting on another's behalf. | ||
•••• | Always succeed when striking down or pushing aside mundane obstacles. | ||
••••• | Deal aggravated damage when defending a freehold member. | ||
Crown | Once a session for each dot of Mantle, spend Glamour for an Initiative bonus and immunity to ambush from a particular foe. | ||
Autumn Court | The Leaden Mirror of fear and bargains. | CTL 2e 43, 118, 165 | |
Bargain | The forces of the Gentry must give advance notice of an attack, proportional to their power. | ||
Mantle | Gain Glamour from investigating something new and ominous. | ||
• | Apply Mantle as a bonus to study or investigate Faerie. | ||
•• | Apply Mantle as a bonus to strike fear. | ||
••• | Spend one less Glamour to activate Contracts against a threat from Faerie. | ||
•••• | Once a story, pay off your Mantle in Goblin Debt for free. | ||
••••• | Spend 2 Glamour to reproduce and retarget a magical effect used on you earlier in the scene. | ||
Crown | Once a session, redeem up to your Mantle in secrets discovered this session for 2 Glamour each. | ||
Winter Court | The Silent Arrow of sorrow and subtlety. | CTL 2e 47, 118, 165 | |
Bargain | The forces of the Gentry must demonstrate mournful respect to a fallen victim before resuming the hunt. | ||
Mantle | Gain Glamour from consoling and working another through their pain. | ||
• | Apply Mantle as a penalty to notice you on a spying mission. | ||
•• | Apply Mantle as a bonus to obscure the truth. | ||
••• | Apply Mantle as a bonus to Social actions after surrendering in a fight. | ||
•••• | Spend Glamour to resign a target in combat to being Beaten Down unless they spend 2 Willpower. | ||
••••• | Ignore wound penalties, and apply your lethal or aggravated damage as Physical bonus dice. | ||
Crown | Once a session, gain the Steadfast Condition and convert up to your Mantle in Glamour to Willpower, which may exceed your maximum for the session. | ||
The Dragon Court | |||
Society of Morning | Society of birth, growth, and the discovery of the new. | CTL 2e 279 | |
Mantle | Gain Glamour from gaining new knowledge through reckless pursuit. | ||
• | Apply Mantle as a bonus on gathering information on a new subject. | ||
•• | Apply Mantle as a bonus on rolls related to instability or impermanence. | ||
••• | Regain Willpower when a truth implicates a friend or ally. | ||
•••• | Automatically succeed on rolls persuading another changeling to share info relevant to the safety of the freehold. Prompts a Clash of Wills. | ||
••••• | Once a session, deflect a negative Clarity Condition onto another Changeling by revealing an unknown truth about them. | ||
Society of Day | Society of marriage, fruition, and moderation of opposing forces. | CTL 2e 279 | |
Mantle | Gain Glamour from resolving a conflict between two changelings. | ||
• | Apply Mantle as a bonus to continuing another persons project. | ||
•• | Apply Mantle as a bonus to repairing something nearly thrown away. | ||
••• | Apply Mantle as a bonus to mediate between hostile parties. | ||
•••• | Spend one less Glamour to activate Contracts when using them to improve or extend a public work. | ||
••••• | Once a session, find the necessary mundane tools for the task at hand. | ||
Society of Night | Society of death, retreat, and the stillness of contemplation. | CTL 2e 279, 280 | |
Mantle | Gain Glamour from following a hunt to its logical conclusion. | ||
• | Apply Mantle as a bonus to researching problem the freehold has encountered before. | ||
•• | Apply Mantle as a bonus to shadow or investigate a new informant. | ||
••• | Regain Willpower when deliberately making a choice that inflicts a Condition. | ||
•••• | Apply Mantle as a bonus to conceal a fact about the freehold or themselves. | ||
••••• | Deal Aggravated damage to someone the character has planned to attack. | ||
The Seasonal Loeg | |||
Spring Lag | Lag of technology and progress. | CTL 2e 283 | |
Mantle | Gain Glamour from convincing someone to abandon an established plan. | ||
• | Gain the Direction Sense merit. | ||
•• | Apply Mantle as a bonus to research something new with modern technology. | ||
••• | Apply Mantle as a bonus to sway people to abandon an old tradition. | ||
•••• | Regain Willpower when resolving the Fragile or Volatile Condition using Build Equipment action. | ||
••••• | Character can speak and read all mundane languages. | ||
Summer Lag | Lag of work and toil. | CTL 2e 283 | |
Mantle | Gain Glamour from taking a big risk to fulfill an obligation. | ||
• | Apply Mantle as a bonus to uphold a law or rule. | ||
•• | Apply Mantle as a bonus to hide fae magic from mortals. | ||
••• | Spend Willpower to gain additional dots, equal to Mantle dots, to Allies or Status to a maximum of five dots. | ||
•••• | Treat Resolve as one higher when contesting persuasion attempts. | ||
••••• | Once a session, redistribute the total remaining Willpower among willing members motley members. | ||
Autumn Lag | Lag of beauty and melancholy. | CTL 2e 284 | |
Mantle | Gain Glamour from succeeding at an unnecessarily risky action. | ||
• | Apply Mantle as a bonus to research something that happened in the past that's relevant to current events. | ||
•• | Apply Mantle as a bonus to convince someone to share their true feelings about something they're reluctant to share. | ||
••• | Once a session, reroll Initiative and choose which result to keep. | ||
•••• | Once a scene, regain Willpower when suffering a dramatic failure. | ||
••••• | When suffering a wound penalty, increase the penalty by one to increase another characters Initiative by Mantle dots. | ||
Winter Lag | Lag of warriors and duality. | CTL 2e 284 | |
Mantle | Gain Glamour from decisively winning a significant fight. | ||
• | Apply Mantle as a bonus to navigate the Hedge. | ||
•• | Apply Mantle as a bonus to survive in extreme enviroments or endure deprivation. Reduce penalties from them by one. | ||
••• | Characters physical attacks deal 1L damage if they started the fight and it's one on one. | ||
•••• | Treat Composure as one higher when contesting attempts to change characters emotional state. | ||
••••• | Character will never suffer the Beaten Down Tilt. | ||
The Tide Courts | |||
Court of High Tide | Court of strong personalities and fighters. | CTL 2e 287 | |
Mantle | Gain Glamour from opening someone's last Door in Social manuevering. | ||
• | Apply Mantle as a bonus to inflict Tilts. | ||
•• | Apply Mantle as a bonus to undermine someone's authority or respect in a group. | ||
••• | Once a session, reroll a Power attribute roll and choose which one to keep. | ||
•••• | Automatically succeed in breaking through mundane barriers and impediments. | ||
••••• | Enemies with lower Wyrd take a dice penalty to hit the character. | ||
Court of Ebb Tide | Court of quiet personalities and negotiators. | CTL 2e 287 | |
Mantle | Gain Glamour from talking someone down from a fight. | ||
• | Apply Mantle as a bonus to persuade someone based on shared past experiences. | ||
•• | Apply Mantle as a bonus to defuse a tense group situation. | ||
••• | Once a session, reroll a roll to negotiate a deal or pledge and choose which result to keep. | ||
•••• | Treat Composure as one higher when contesting attempts to enrage the character. | ||
••••• | Enemies take an Initiative bonus penalty equal to Mantle dots. | ||
Court of Low Tide | Court of gentle personalities and spies. | CTL 2e 287, 288 | |
Mantle | Gain Glamour from successfully using secret's to foil someone's plans. | ||
• | Apply Mantle as a bonus to investigate someone's dirty secrets. | ||
•• | Apply Mantle as a bonus to blackmail someone using information the character found. | ||
••• | Regain Willpower from profiting as an intermediary between parties. | ||
•••• | Clues found by the character during investigation contain an additional element. | ||
••••• | When the character inflicts the Leveraged Condition to another, it takes two fulfilled demands to resolve it. | ||
Court of Flood Tide | Court of busy personalities and planners. | CTL 2e 288 | |
Mantle | Gain Glamour from having their plan go off without a hitch. | ||
• | Apply Mantle as a bonus to find a safehouse or shelter. | ||
•• | Apply Mantle as a bonus to make new friends in a new place. | ||
••• | Once a session, spend Willpower to gain additional dots, equal to Mantle dots, to Etiquette to a maximum of five dots. | ||
•••• | Once a session, reroll a Finesse attribute roll and choose which one to keep. | ||
••••• | Once a session, use Willpower instead of Glamour for portaling. | ||
The Traders' Courts | |||
Court of Coins | Court of specifics and absolutes. | CTL 2e 291 | |
Mantle | Gain Glamour from finding and obtaining something owed. | ||
• | Apply Mantle as a bonus to persuade someone to make an oath. | ||
•• | Apply Mantle as a bonus to see if character's being cheated. | ||
••• | Once a session, spend Willpower to gain additional dots, equal to Mantle dots, to Resources to a maximum of five dots. | ||
•••• | Once a story, reduce Goblin Debt by Mantle dots. | ||
••••• | Once a scene, spend Willpower to learn a present character's heart's desire. | ||
Court of Barter | Court of fairness and value. | CTL 2e 291, 292 | |
Mantle | Gain Glamour from interceding on someone's behalf in an unfair deal. | ||
• | Apply Mantle as a bonus to read someone's situation based on behavior. | ||
•• | Apply Mantle as a bonus to make deals and agreements in Tumbledown. | ||
••• | Regain Willpower when character resolves the Oathbreaker Condition, or helps another character resolve it. | ||
•••• | Once a session, replace a Condition imposed by Goblin Debt with another condition of same type. | ||
••••• | Once a session, ask the Storyteller if there's a loophole or catch in the deal that is disadvantageous to the character. | ||
Court of Favors | Court of risk and trust. | CTL 2e 292 | |
Mantle | Gain Glamour from fulfilling a significant promise within the same session. | ||
• | Apply Mantle as a bonus to convince someone to make a bargain. | ||
•• | Gain the Fixer merit. | ||
••• | Characters attempting to swindle or lie about a deal or promise take a penalty equal to Mantle dots. | ||
•••• | Once a session, take a point of Goblin Debt to give an obligation from a bargain to another character. | ||
••••• | Once a session, reroll an action that would pay off a favor character owes and choose which one to keep. | ||
Court of Shady Deals | Court of hard jobs and necessity. | CTL 2e 292 | |
Mantle | Gain Glamour from hiding evidence of a dirty deed that's sought. | ||
• | Apply Mantle as a bonus to pick a lock or break into a place character doesn't belong to. | ||
•• | Apply Mantle as a bonus to escape unnoticed from a bad situation. | ||
••• | Use Goblin Contracts without incurring Goblin Debt a number of times equal to Mantle dots. | ||
•••• | Spend Willpower to ignore the effects of the Oathbreaker Coindition for one turn. | ||
••••• | Once a session, reroll a suprise attack roll and choose which one to keep. | ||
Historical Courts | |||
Dream Builders | Keepers of the Wonders. | DE2 81 | |
• | Apply Mantle as a bonus to mundane rolls to measure something. | ||
•• | Apply Mantle as a bonus to mundane attempts at coercion and encouraging others. | ||
••• | Gain additional dice in navigation the shortest trod to a Gate of Ivory or Dreaming Road after naming it. | ||
•••• | Gain an automatic success when dreamweaving. | ||
••••• | Spend Glamour to give the Beaten Down Tilt or remove a mental Condition for a scene. | ||
Court of the Leafless Tree | Gallows of Justice and Punishment. | DE2 384 | |
Bargain | Those who break the court's law in freehold territory are branded with the Marshal's sigil. | ||
Mantle | Gain Glamour from meting out justice to someone they genuinely believe to be guilty. | ||
• | Apply Mantle as a bonus to Initiative in one-on-one duels. | ||
•• | Apply Mantle as a bonus to mundane rolls in tracking down someone. | ||
••• | Apply Mantle as a bonus to Speed when thye are the pursuer in a chase. | ||
•••• | When the Marshal, motley-mate, or an inncoent takes damage, gain 8-again for physical attacks against the enemy for the scene. | ||
••••• | Once a scene, spend Willpower to gain the rote quality on a roll that would resolve or further an Aspiration to meting out punishment they deem earned. | ||
Crown | Once a session, spend Willpower to brand someone in freehold territory with the Marshal's sigil, or activate all extant brands and give all court members the knowledge of reaching them the fastest till sunrise or set. |
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, Changeling (2nd Edition)
Merit | Rating | Prerequisites | Description | Book |
---|---|---|---|---|
Acute Senses | • | Wits or Composure ••• | Double the range and acuity of your senses. Apply your Wyrd as bonus dice to perception rolls and rolls to identify or recall details. | CTL 2e 111 |
Arcadian Metabolism | •• | Heal bashing damage each minute of rest and lethal damage daily in the Hedge. | CTL 2e 111 | |
Brownie's Boon | • | Extended actions outside the sight of witnesses occur at twice the speed (half intervals), or spend Glamour for four times the speed. | CTL 2e 111 | |
Cloak of Leaves | • to ••• | Autumn Mantle ••• | Apply dots of this Merit as a penalty to supernatural abilities used to physically harm you. | CTL 2e 111 |
Cold Hearted | ••• | Winter Mantle ••• | Spend Willpower to ignore the effects of a Clarity Condition briefly. | CTL 2e 111 |
Court Goodwill | • to ••••• | You have the good favor of another Court's courtiers and patron. Functions like the Allies Merit at equal rating, the Court Mantle at two dots lower, and as a one-dot Mentor. | CTL 2e 112 | |
Defensive Dreamscaping | •• | Add half Wyrd, rounded down, to your Defense in Dream Form. | CTL 2e 112 | |
Diviner | • to ••••• | Composure •••, Wits ••• | Once per session for each dot in this Merit, comb your dreams for answers and ask the Storyteller a yes or no question. | CTL 2e 112 |
Dream Warrior | • | Wyrd ••, any Social Attribute •••, Brawl or Weaponry Specialty | When you allocate successes from one of the named Skills in which you have a Specialty to perform subtle oneiromantic shifts in aid of combat, add a bonus success. | CTL 2e 112 |
Dreamweaver | ••• | Wyrd ••• | Once a scene, spend Willpower to achieve a dreamweaving exceptional success on a threshold of three instead of five. | CTL 2e 113 |
Dull Beacon | • to ••••• | When you drop the Mask, open the Hedge as if your Wyrd were reduced by dots in this Merit, to a minimum of 0. | CTL 2e 113 | |
Fae Mount | • to ••••• | You've befriended and trained a loyal Hedge denizen and can call it at will there. Each dot in this Merit gives your mount one of a set of gifts, such as natural armor or the ability to exit the Hedge under a Mask. | CTL 2e 113 | |
Faerie Favor | ••• | You possess an owed favor from one of the Gentry in the form of a bauble, though cashing it in will render Notoriety for your questionable dealing. | CTL 2e 114 | |
Fair Harvest | • or •• | You favor one emotional flavor of Glamour over others. Take 8-Again, or with two dots the rote quality, to harvest it, but lose 10-Again, and with two dots subtract a success, to harvest others. | CTL 2e 114 | |
Firebrand | •• | Summer Mantle ••• | Once a scene, recover Willpower by inciting a fight. | CTL 2e 115 |
Frightful Incantation | •••• | Hedge Sorcerer, Mantle •• that imposes fear-based Bedlam conditions, Resolve •• | Can use Mantle and Mein in place of a hecatomb, opening Doors up to Mantle rating each story. | Hedge 69 |
Gentrified Bearing | •• | Wyrd •• | Hobs are cautious that you might be Gentry. Add your Wyrd as an Intimidation bonus. | CTL 2e 115 |
Glamour Fasting | • | Glamour deprivation doesn't set in for one full session unless you exhaust your Willpower. | CTL 2e 115 | |
Goblin Bounty | • to ••••• | Each session you have access to three common goblin fruits or oddments for each dot in this Merit. | CTL 2e 115 | |
Grounded | ••• | Spring Mantle ••• | Apply a point of Armor against mild Clarity damage. | CTL 2e 115 |
Hedge Brawler | •• | Brawl or Firearms or Weaponry •• | Take up to a -3 attack penalty to gain, on success, an equal number of Hedgespinning successes. | CTL 2e 115 |
Hedge Sense | • | +2 to navigate or search the Hedge. | CTL 2e 115 | |
Hedge Sorcerer | •••• | Occult •, Mentor •• | You can perform Hedge Sorcery rituals. | Hedge 66 |
Hedgewise | •• | +2 to ken even magically concealed Hedgeways, and 9-Again to Hedgespinning. | DE2 75 | |
Hob Kin | • | You benefit from a better impression from hobs you meet. | CTL 2e 115 | |
Lethal Mien | •• | You can deal lethal damage unarmed, or if you already have natural weapons, increase their weapon rating by +1. | CTL 2e 117 | |
Librarian | ••• | Your impression level is one higher at the first social interaction with librarians and scholars, you keep or lose the bonus depending on your behaviour on subsequent encounters. Gain two additional dice on rolls about researching written accounts. | DE2 75 | |
Magic Dreams | ••••• | Hedge Sorcerer, Occult ••• | May use Hedge Sorcery in dreams, substituting oneiromancy for Hedgespinning. | Hedge 69 |
Mantle | • to ••••• | Your mien is attuned to a local Court. Apply Mantle as a Social bonus among friends of the Court. Gain a source of Glamour, Mantle benefits, and Contract access as per your Court. | CTL 2e 117 | |
Manymask | ••• | Wyrd ••, Manipulation ••• | Once a session per dot of Wyrd, spend Glamour to change a feature of your Mask. With Wyrd 5, once per session, spend Glamour to change your Mask almost completely. | CTL 2e 118 |
Market Sense | • | Pay off a Goblin Debt for free once a session through shrewd bargaining. | CTL 2e 119 | |
Noblesse Oblige | • to ••• | Mantle | Spend Willpower to confer particular bonuses to friends of your Court for a scene. | CTL 2e 119 |
Pandemoniacal | • to ••• | Wyrd •••••• | Apply as bonus dice to incite Bedlam. | CTL 2e 119 |
Parallel Lives | ••• | Share a psychic link with your fetch. You take +2 to read each other's intentions or enter each other's Bastion, or spend Willpower to ride the other's senses or communicate visions telepathically. | CTL 2e 119 | |
Rigid Mask | ••• | Subterfuge •• | Mundane humans and devices can't pierce your deceptions, while supernatural beings must force a Clash of Wills to do so. Dropping the Mask causes you lethal damage. | CTL 2e 119 |
Token | •+ | You have access to one or more Tokens of a total rating equal to dots in this Merit. Multiple characters may share this Merit. | CTL 2e 119 | |
Touchstone | • to ••••• | You have an additional Clarity Touchstone for each dot of this Merit. | CTL 2e 120 | |
Warded Dreams | • to ••• | ≤ Resolve | Apply as a bonus to your Bastion's Fortification. | CTL 2e 120 |
Style Merits
Style | Prerequisites | Rating | Maneuver | Description | Book |
---|---|---|---|---|---|
Elemental Warrior | Dexterity or Wits •••, Brawl or Firearms or Weaponry ••, Elemental Weapon or Primal Glory or Elemental seeming | These maneuvers wield a particular chosen element. | CTL 2e 113 | ||
• | Wind Cuts to the Bone | Roll an exceptional success on a non-oneiromantic attack purely using your element on a threshold of three instead of five. | |||
•• | Defensive Flurry | Dodging adds half your Wyrd (rounded down) as bonus dice and can apply against Firearms. | |||
••• | Hungry Leaping Flames | Spend Glamour to make an elemental attack, increasing the range of a close combat or ranged attack by ten yards and potentially wreaking environmental effects. | |||
•••• | Antaean Endurance | While immersed in or fortified on your chosen element, add half your Wyrd as temporary Health and as bonus dice to resist fatigue, poison, and unconsciousness. | |||
••••• | Wrath of Titans | Spend Glamour to inflict one of the Blinded, Deafened, or Knocked Down Tilts with your strikes for the scene. | |||
Enchanting Performance | Presence •••, Expression ••• | • | Limerick | Hurl an insult and roll Presence + Expression - Composure to penalize a target's Social rolls on others by your successes for the scene. | CTL 2e 113 |
•• | Poem | When you open a Door by an expressive performance, spend Glamour to open another. | |||
••• | Sonnet | Spend Glamour to deliver a performance with an Expression roll, taking the rote quality. Success renders an audience member Inspired. | |||
Hedge Duelist | Presence or Manipulation ••, Brawl or Weaponry ••, any Social Skill •• | These maneuvers work in the Hedge. | CTL 2e 115 | ||
• | Thousand Falling Leaves | Half your normal damage on an attack to inflict -1 Defense on the target. | |||
•• | Emerald Shield | Receive 2/0 magical Armor. | |||
••• | Bite Like Thorns | Add a foe's wound penalties as bonus attack dice. | |||
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 |
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 |
Kith | Skill | Description | Kith Blessing | Book |
---|---|---|---|---|
Absinthial | Crafts | Green fairies who distill the dream-brews of Arcadia. | Once per scene, spend Glamour and roll Presence + Crafts vs Composure + Tolerance to incapacitate with the fog of dreams. | Kith 88 |
Airtouched | Athletics | Changelings disconnected from the rest of the world who spent their time in the skies of Arcadia. | Spend Glamour to reduce your effective weight significantly, allowing for impossible feats of balance. | Kith 107 |
Antiquarian | Empathy | Secret holders and living repositories of knowledge. | Spend Glamour and roll Intelligence + Composure to look inward for the answer to a question. | DE2 69 |
Apoptosome | Miscellaneous | Lost left to constantly fight and die in isolation. | Spend Glamour when fighting a foe that defeated you before to inflict a point of aggravated damage, and inflict an additional point of aggravated damage to both you and your foes when damaged. | Kith 116 |
Artist | Crafts | Creators whose bodies have become one with their medium. | Spend Glamour to manifest tools for a Crafts specialty, using your Wyrd as an equipment bonus. | CTL 2e 51 |
Asclepian | Medicine | Healers that use makeshift parts. | Spend Glamour and roll Intelligence + Medicine to perform impossible surgeries with mundane objects, which become hidden by the Mask. | Kith 103 |
Bearskin | Intimidation Weaponry |
Soldiers of Arcadia dedicated to causes important to them. | Spend Glamour to replace one of your defeated or cowed opponents' Aspirations with one of your own. | Kith 111 |
Beastcaller | Animal Ken | Lost with a connection to goblin beasts. | Spend Glamour to overtake a goblin beast's body with a successful Presence + Animal Ken + Wyrd roll, taking damage whenever the goblin beast does while doing so. | Kith 112 |
Becquerel | Stealth | Radioactive Lost. | Spend Glamour while grappling to burn your targets with radiation, dealing damage as a fire the size of a torch with the heat of a candle and inflicting the Stunned or Poisoned tilts when you maintain a grapple. | Kith 117 |
Blightbent | Disease Poison |
Lost permanently tainted by poisons and pollution. | Spend Glamour to inflict the Poisoned Tilt on a successful grapple. | Kith 117 |
Bricoleur | Crafts Expression |
Clever manipulators of symbolism and connections. | With an appropriate item on hand, spend Glamour and roll Wits + Persuasion to change a core truth about yourself for a number of days equal to your Wyrd. | Kith 98 |
Bridgeguard | Intimidation | Changelings that fight against impossible odds and excel when outnumbered. | Spend Glamour when outnumbered to add your Composure + Intimidation to your defense and ignore the penalty for multiple attacks. | Kith 104 |
Bright One | Socialize | Glowing and radiant, lit by the inner flame of their channeled passion. | Illumination concealed by the Mask. Spend Glamour for a blinding flash, inflicting bashing damage and a -2 Physical and Mental penalty for a turn. | CTL 2e 52 |
Chalomot | Empathy | The Gentry's scouts on the Dreaming Roads, experts at breaking into Bastions. | Spend Glamour to add half your Wyrd to dreamweaving rolls, and spend additional glamour to share the blessing with additional dreamers. | Kith 107 |
Chatelaine | Empathy | Products of endless drilling in protocol and domestic service. | Spend Glamour and roll Manipulation + Socialize to wield another character's Social Merits, in ways remembered as the character's own doing. | CTL 2e 52 |
Chevalier | Persuasion Intimidation |
Changelings with a connection to their steed, be it animal or vehicle. | Spend Glamour to bond with a vehicle or mount. Spend another Glamour point to reflexively call your Noble Steed. | Kith 107 |
Chimera | Subterfuge | Animalistic changelings stitched together from pieces of a multitude of Arcadian beasts. | One Goblin Contract, rotating each story, incurs no Goblin Debt when used. | CTL JS 47 DE2 69 |
Cleverquick | Occult | Tricksters whose Durance honed their skill at wits and intrigue. | Spend Glamour to intuit a foe's frailty, ban or bane, or three Glamour to impose one temporarily on both your foe and yourself. | DE2 368 |
Climacteric | Investigation | Weather-clocks and forecasters who captured time with the elements. | At the outset of Initiative, spend Glamour to push someone else to act first of all. | Kith 88 |
Cloakskin | Social | Lonely Lost with an invisible Mask. | Spend Glamour to also make your Mien invisible with a successful Presence+Stealth+Wyrd roll. | Kith 98 |
Concubus | Empathy | Nightly companions and dreamweavers tending the minds of the Others. | Heal a dreamer's mental Conditions with a series of oneiromantic paradigm shifts. | Kith 89 |
Cyclopean | Investigation | Lost made into magnificent giants or architectural features, often living with a disability. | Spend Glamour to learn a target's weak points, reducing penalties for specified targets and upgrading damage to lethal. | Kith 112 |
Delver | Investigation | Miners of precious things. | Spend Glamour to send a message to any number of people within Wyrd miles, or to decode such messages | Kith 93 |
Doppelganger | Empathy | Thieves of familiar traits. | Spend Glamour to temporarily steal someone's visual or auditory traits and add them to your Mask. | Kith 99 |
Draconic | Brawl Weaponry |
Changelings who evolved into grandiose guardian beasts. | Spend Glamour to fly for your Wyrd in turns, or while your Mask is stripped bare to scare others into fleeing. | Kith 90 |
Dryad | Survival | Those who spent their Durance as creatures of gardens and greenery. | Spend Glamour when hiding behind foliage to add Wyrd as a Stealth bonus, or while still, disappear. | DE2 70 |
Enkrateia | Empathy Persuasion Subterfuge |
The voice of reason to their Keepers, the advisors, and mediators of Arcadia. | Only lose dice on the third Investigation roll. | Kith 118 |
Farwalker | Survival | Those that patrol the outdoors, at home in the wilderness. | Spend Glamour while in the wilderness to create a temporary Safe Place capable of comfortably housing half your Wyrd worth of people, or more if you spend additional Glamour. | Kith 108 |
Flowering | Socialize | These Lost lived amid Arcadian flora and adopted their passive allure. | Spend Glamour and roll Presence + Empathy to release a perfumed scent. Those present must contest with Composure + Tolerance or fall vulnerable to your sway. | Kith 90 |
Flickerflash | Athletics | Lost who gotta go fast. | Spend Glamour to triple your speed. | Kith 110 |
Ghostheart | Perception | Psychopomps and gravediggers sent to tend the dead. | Receive three dots' worth of ghostly Allies with handpicked Numina. | Kith 91 |
Glimmerwisp | Persuasion | Fogs and mists of Faerie, concealing shameful and monstrous actions | Spend a Glamour to create a perfumed mist. Those present must contest with Resolve + Composure against your Manipulation + Persuasion + Wyrd or shameful actions and breaking points are hidden to them. | Kith 94 |
Gravewight | Empathy Intimidation |
Lost with a connection to death. | Spend Glamour to see and hear ghosts in Twilight. Ghosts appear near you more frequently. | Kith 119 |
Gremlin | Crafts | Perfectionists that impulsively destroy flawed creations | Once per scene, spend a Glamour turn an extended action into an instant action if it involves tearing down or destroying something. | Kith 94 |
Gristlegrinder | Brawl | Monsters consumed by hunger and haunted by the taste of flesh. | Bite for lethal damage without grappling. Spend Glamour and roll Stamina + Survival to swallow something or someone with a smaller Size whole. | CTL 2e 53 |
Helldiver | Larceny | Spies and explorers, not free until they break the silver cord anchoring them to Faerie. | Spend Glamour and roll Dexterity + Occult to fade over several seconds between matter and the ephemeral state of a Hedge ghost. | CTL 2e 53 |
Hunterheart | Investigation | Hunters escaped from a Durance of bloody predation. | Spend Glamour and contest Presence + Wyrd vs Composure + Tolerance to freeze or send fleeing with your gaze. | CTL 2e 54 |
Leechfinger | Medicine | Secret parasites who drain the life force from others. | Spend Glamour in physical contact to inflict a point of bashing damage and downgrade a point of your own damage, or inflict and downgrade two points against a changeling. | CTL 2e 55 |
Lethipomp | Empathy | Emotionless collectors of painful memories. | Spend Glamour and make a contested Composure + Empathy + Wyrd to absorb emotions of a memory, gaining a related condition and the ability to Incite Bedlam to make others reenact it. | Kith 99 |
Levinquick | Computer | Restless scouts and couriers of digital landscapes. | Spend Glamour and roll Wits + Athletics + Wyrd to transport yourself up to Wyrd miles away through land-connected communication networks. Spend additional Glamour to bring companions along. | Kith 110 |
Librorum | Intimidation | Defenders of libraries and knowledge. | Spend Glamour and roll Intelligence + Occult + Wyrd to meditate and recall knowledge gleaned from your Keeper's library. | Kith 104 |
Liminal | Survival Streetwise |
Defenders of thresholds. | Spend Glamour while making a conditional declaration at a threshold to give the Lost condition to those who defy it. | Kith 105 |
Lullescent | Stealth | Silent eavesdroppers with excellent hearing. | Spend Glamour to use echolocation, potentially even revealing things hidden by magic with a successful Wits + Occult + Wyrd roll. | Kith 100 |
Manikin | Socialize | Canvas for the Gentry's art. | Spend glamour and roll Presence + Crafts to increase the apparent quality of objects for the purposes of social rolls, and to make any outfit look good. | Kith 95 |
Mirrorskin | Stealth | Those whose Durance taught them to empty themselves of their nature, becoming anybody and nobody. | Spend Glamour and roll Wits + Subterfuge + Wyrd to remold yourself, both Mask and mien. | CTL 2e 55 |
Moonborn | Empathy Intimidation |
Lost roused to wild and restless passions for their Keepers' entertainment. | Once per chapter, incite bedlam at no Willpower cost, substituting Expression for your Wyrd. | Kith 92 |
Muse | Mantle | Changelings whose influence over others manifests through their beauty. | Spend Glamour and make an appropriate Social roll to confer bonuses on a human's work of art or architecture. | DE2 70 |
Nightsinger | Expression | Sirens and vocalists whose songs once moved the earth of Faerie. | Spend Glamour and contest Presence + Expression + Wyrd vs Composure + Tolerance to root an audience rapt to the spot. | CTL 2e 56 |
Notary | Politics | Humans used as documents to write the oaths of the Gentry upon, with perfect knowledge of all the oath's clauses. | Once a session, preside over a pledge to negate its Glamour cost and memorize its terms. | CTL 2e 57 |
Nymph | Athletics | Changelings who dwelled in Faerie's oceans and waterways. | Breathe and move smoothly through water at double Speed. | DE2 70 |
Oculus | Persuasion | Diplomats and bargainers skilled at making others see their perspective. | Spend glamour and roll Presence + Persuasion + Wyrd contested by Resolve + Tolerance to make your own path the only option. | Kith 95 |
Playmate | Persuasion | Friends, pets and toys who lived by love and trust even in Faerie. | Spend Glamour to heal a subject of non-aggravated damage, assuming it yourself as Clarity damage. | CTL 2e 57 |
Plaguesmith | Medicine | Lost fashioned into bioweapons, capable of spreading diseases. | Spend Glamour while touching a target to infect them with an Arcadian Plague, with symptoms reflecting your Keeper's Titles. | Kith 113 |
Polychromatic | Empathy | Colorful and flashy, with a talent for stirring and soothing emotions | Once per chapter, spend glamour to create a swirl of colors that gives the Swooned condition and penalize attempts to resist your Empathy rolls. | Kith 96 |
Razorhand | Brawl | Lost with sharp objects replacing or attaching their hands. | Spend Glamour to turn one of your hands into a 1L knife that uses Brawl for attacks, or both hands with an additional Glamour. | Kith 114 |
Reborn | Occult | Changelings who were repeatedly killed and brought back to life. | Spend Glamour and roll Intelligence + Occult when injured to to redistribute skill dots for a scene, or permanently with the expenditure of a willpower dot. | Kith 105 |
Riddleseeker | Investigator | Masters of riddles. | Spend Glamour and roll Wits + Expression + Wyrd to make a target agree to solve an argument or conflict with a riddle instead. | Kith 100 |
Sandharrowed | Survival | Lost who survived the deserts of Arcadia. | Spend Glamour before a Brawl or Weaponry attack to inflict the Immobilized Tilt by trapping your opponent in a pillar of sand on a success, providing them with cover. | Kith 115 |
Shadowsoul | Subterfuge | Lost with a connection to the stars and the nighttime. | Gain affinity with the Mirror regalia. Inflict the temporary Blindness Condition on an exceptional success with an attack. | Kith 119 |
Sideromancer | Occult | Diviners of the Wyrd. | Spend Glamour and roll Wits + Occult + Wyrd to predict outcomes of pledges, promises, and debts within the scene. | Kith 101 |
Snowskin | Subterfuge | Those who escaped the grip of Faerie by smothering the warmth within and freezing solid. | Spend Glamour and contest Presence + Intimidation + Wyrd vs Composure + Tolerance to shut someone down, leaving them Shaken and on the outs with fae society. | CTL 2e 58 |
Spiegelbild | Persuasion | Advisors residing in mirrors. | Spend Glamour to enter a mirror and hide, but bind yourself to answer the truth while inside. | Kith 102 |
Stoneflesh | Intimidation | Durable Changelings with hardened resolve and hardened skin. | Spend Glamour and roll Stamina + Athletics + Wyrd to increase Armor, Resolve, and/or Composure. | Kith 106 |
Swarmflight | Stealth | Lost capable of dissolving into a swarm of animals, objects, or some other phenomenon. | Spend Glamour to dissolve your body into your swarm. | Kith 110 |
Swimmerskin | Brawl | Mermaids and their kin. | Naturally breath both air and water. Spend Glamour to fuse your legs into a tail, double your swimming speed, and ignore penalties for acting underwater. | Kith 111 |
Telluric | Drive Streetwise |
Celestial bodies and stars above Arcadia. | Spend Glamour to throw a ball of starfire with Dexterity + Athletics, dealing damage with the heat of a torch and the size of a candle. | Kith 120 |
Uttervoice | Intimidation | Changelings whose frustrations have sharpened their voice into a deadly blade. | Spend Glamour and contest Presence + Wyrd vs Composure + Tolerance to inflict a bashing wound and shatter glass by voice alone. Presence actions may involuntarily trigger the voice. | Kith 92 |
Valkyrie | Persuasion Intimidation |
Lost forced to choose who lives and dies on the battlefields of Arcadia. | Spend Glamour and roll Wits + Occult + Wyrd vs Resolve + Tolerance to curse enemies with the Frightened or Reckless condition or bless allies with the Inspired or Steadfast conditions. | Kith 115 |
Veneficus | Survival | Herbalists and cooks of faerie. | Spend Glamour to make a toxic plant edible or an edible plant toxic. | Kith 97 |
Venombite | Brawl | Lost turned venomous by their petty resentments. | Spend Glamour before making a Brawl attack to make it venomous, dealing lethal damage and inflicting the grave Poisoned Tilt on a success. | Kith 116 |
Whisperwisp | Falsehoods | Spies and saboteurs. | Add your Wyrd and gain 9-again to either Stealth or Persuasion rolls. | Kith 120 |
Wisewitch | Persuasion | Changelings permanently touched by a Keeper's Title. | Make pledges with spirits and angels. | Kith 106 |
Witchtooth | Intimidation | Reclusive hermits who know the power of the land. | Spend glamour and roll Resolve + Intimidation to reshape the land and penalize survival rolls. | Kith 97 |
Goblin Fruits (2nd Edition)
Goblin Fruit | Description | Effect | Book |
---|---|---|---|
Amaranthine | Looks like a small, red eggplant. | Heals a point of aggravated damage. | CTL 2e 208 |
Artemisia's Sorrow | Black pomegranate vines. | Enter ghostly Twilight. | DE2 74 |
Cerynitis' Hope | Translucent teardrop fruits. | Grants a bonus to seek a given Icon. | DE2 74 |
Faerie Peach | Plump, translucent peaches sprouting in the Gentry's wake. | Glorifies the mien for a day or until you leave the Hedge, attracting attention but navigating the Hedge more easily. | CTL 2e 208 |
Liar's Apple | Round red apples that taste of ash. | Prevents the eater from telling the truth for two sunrises. | CTL 2e 208 |
Odinroot | Bitter, blood-fed bulbs. | Recover Willpower, but suffer a one-die Clarity attack. | CTL 2e 208 |
Ogre Pepper | Gnarled, horridly powerful peppers. | Until midnight, gain immunity to fear, but suffer -2 to exercise self-control. | CTL 2e 208 |
Vines of Bacchus | Colorful flowering vines. | Smoked, induces prophetic reverie. Eaten, tastes foul to those who wish harm, tasty otherwise. | CTL 2e 208 |
Oddment | |||
Cogleaf | Fallen metal leaves shaped like cogs. | Used in repairs, can replace any component, producing a strange but functioning device that slips mortal notice. | CTL 2e 208 |
Colossus' Bane | Chains of twining thorns. | Characters bound in the chain cannot break the bond through strength alone. | DE2 74 |
Jennystone | Foul-smelling bush seeds. | Stench inflicts a -1 action penalty. Roll Stamina to swallow and digest for Glamour. | CTL 2e 209 |
Lancebeet | Long, thin vegetable that tapers to an edge. | Disposable +2 throwing weapon which confers +3 attack dice. | CTL 2e 209 |
Tokens (2nd Edition)
Trifles | Description | Book | |||
---|---|---|---|---|---|
Barterer's Coin | Grants +1 and 8-again when bartering or haggling. | OAT 50 | |||
Kraken's Ink | Powder that when thrown explodes, inflicting Blinded. | OAT 50 | |||
Seeming Song | Bottled sound. May use Seeming's benefit for any Arcadian Contract when heard. | OAT 50 | |||
Sorcerer's Brew | Foul potion. Exceptional on 3 successes for fae powers. | OAT 50 | |||
Troll Teeth | A tooth from a troll's mouth. When crushed, target feels pain, gaining wound penalties of the rightmost health box. | OAT 51 | |||
Winning Ticket | Every random guess is correct or accurate. | OAT 51 | |||
Token | Rating | Description | Drawback | Catch | Book |
Hedgespun Items | • to ••••• | Miscellaneous glamorous accouterments with enhanced Durability, equipment bonus, or Initiative and Speed benefits. | Impossible to go unnoticed. | Chafing or fiddly for non-fae. | CTL 2e 225 |
Ace in the Hole | • | Worn card that reinforces locks against the next lockpicking. | Accept a future dramatic failure at Dexterity. | Tear up the card. | CTL 2e 225 |
Driver's Little Helper | • | Charm or automotive tool that removes untrained Drive penalties and reduces the exceptional threshold from five to three. | Vehicle overheats after a scene. | Carjack the vehicle. | CTL 2e 226 |
Golden Hairnettle | • | Hair accessory that adds +1 to Presence rolls and can render one subject Swooned. | Hanging -2 penalty to go unnoticed. | An altruistic favor for another. | CTL 2e 226 |
The Rosewood Revolver | • | A reflexively wielded wooden thorn revolver. | Firing alerts the nearest Gentry servant. | Load only one bullet and spin the chamber. | DE2 369 |
The Seeing Stone | • | Stone with a viewing hole that identifies supernatural beings. | Shaken by fear. | Share an important secret with someone. | CTL 2e 224 |
Alexandrian Lamp | •• | Set this copper lamp down on Hedge ground to find your way back to that point later. | Fall lethargic. | Presence given away by lamplight. | DE2 75 |
Book of Things Strange and Wondrous | •• | Tome of strange knowledge. Roll Intelligence + an appropriate Mental Skill to research any subject, with exceptional threshold reduced from five to three. | The book's next user knows what you used it for. | To reverse the advantage of a superior rival. | CTL 2e 226 |
The Ghost Waltz | •• | Recorded music which confuses and disorients Hedge ghosts. | Shaken by fear. | Openly sing along. | CTL 2e 226 |
IOU | •• | Paper certificate which can be exchanged to defer the claiming of Goblin Debt. | Distrust among Hedge denizens. | Sign your name in lasting blood. | CTL 2e 226 |
Oath Sand | •• | Pyramid sand which blesses vows and oaths. | Penalizes a social action once you run out. | Tell no lies for 24 hours. | DE2 75 |
Pouch of Winds | •• | A pale leather bag full of powerful summer or winter winds. | Offends the corresponding Court. | The wind carries away something important to you. | DE2 370 |
Arisaema | ••• | Long knife which confers +3 to Dodge in deadly circumstances. Successful close combat Dodges poison the assailant. | Spooked. | Roll a Dexterity or Wits exceptional success. | CTL 2e 227 |
Red Shoes | ••• | Exchange +2 to Presence and Dexterity rolls for -2 to Strength and Manipulation. | Must roll Strength + Athletics to remove, and spend Willpower to resist activating. | Three bashing damage. | CTL 2e 227 |
The Soul-Compass | ••• | Cheap old compass that points the way to a changeling's Icon. | Lose your way when you get there. | Suffer lethal damage from drawing blood. | CTL 2e 224 |
Wolf Arrows | ••• | Piercing briarwolf-bone arrows. | The sound of their launch stuns those who hear it. | Unspecified | DE2 75 |
Blood Pennon | •••• | Banner which suppresses changeling wound penalties and reduces the exceptional threshold on attacks from five to three when displayed. | Rallies your enemies to reprisal. | Shed blood, inflicting lethal damage and Berserk. | CTL 2e 227 |
Silver Thread | •••• | Torn pieces of Helldiver tethers, which oathbound fae may use to pull one to the location of the other. | Provokes Resolve + Composure rolls to resist attempts to steal it from you. | Scream what you're doing. | CTL 2e 228 |
The Auroch's Horn | ••••• | Gilded horn that blasts open all Hedge gateways for a mile. | Attract the attention of Huntsmen. | Impale your tongue, becoming temporarily mute. | CTL 2e 225 |
Crown of Thorns | ••••• | Thorned coronet which confers compulsory powers to steal supernatural energies, issue magical commands, attempt to cast others into the Hedge, or inflict lethal damage to all present. | Suffer a breaking point. Deactivating the Crown early inflicts Madness. | Incur Goblin Debt. | CTL 2e 228 |
Entitlements (2nd Edition)
Title | Description | Book | |
---|---|---|---|
Baron of the Lesser Ones | Description | Diplomat and mediator accepted among hobgoblins. | OAT 37 |
Prerequisites | Empathy ••, Intimidation or Persuasion ••, any of Gentrified Bearing, Hob Kin, or Interdisciplinary Specialty (Goblins) | ||
Curse | Bonus damage dice to breaking points favoring hobgoblins. | ||
Token | A signet ring which helps to navigate and make deliveries into and through the Hedge. | ||
Blessing | Gain half Wyrd as Allies among a subset of hobgoblins. | ||
Blessing | Swear a hostile oath against a changeling from a predecessor's work. Recover all Willpower by fulfilling the oath. | ||
Dauphines of Wayward Children | Description | Three cooperative caretakers for youth without homes. | OAT 40 |
Prerequisites | Sophomore: Presence ••, Persuasion ••, Wyrd ••• Chaperone: Manipulation ••, Empathy ••, Wyrd ••• Dowager: Composure ••, Intimidation ••, Wyrd ••• | ||
Curse | Bonus damage dice to breaking points from losing a ward. | ||
Token | A lily brooch with which to locate wards and children in need. It provides bonuses to the caretaker's role among the three and can allow wards to pierce the Mask. | ||
Blessing | Inherit a gift from a past ward which becomes a Token rated at half Wyrd. | ||
Blessing | Non-changeling wards gain the Lucid Dreamer Merit. Treat their Bastion Fortification as 1, and dreamweave there with an extra phantom success. | ||
Master of Keys | Description | Inquisitive seeker charged with unlocking the discovery of secrets and revelations. | OAT 44 |
Prerequisites | Investigation ••, Empathy ••, any Merit used to uncover secrets | ||
Curse | Bonus damage dice to breaking points from holding back a secret | ||
Token | The key to unlock your final doom still in wait. It tarnishes for a night when exposed to those who would end you, and grants the rote quality to rolls to access things locked away. | ||
Blessing | Portal from any door to a free Safe Place with a two-dot Library. | ||
Blessing | Spend Glamour when portaling through a Hedgeway to change its Key. | ||