Demon: the Descent (Complete)

From Codex of Darkness


Incarnations and Agendas (2nd Edition)

Incarnations

Incarnation Nickname Favored Divine Role Source
Analysts Eyes Exploits To collect and assess data DSG 20
Destroyer Swords Cacophonic To eliminate deleterious phenomena DTD 100
Guardian Shields Instrumental To shepherd useful assets DTD 102
Messenger Trumpets Vocal To direct and manipulate actors DTD 104
Psychopomps Wheels Mundane To gather and configure resources DTD 106

Agendas

Agenda Condition Cover Detonation Description Source
Inquisitors Prepared for Anything Curse of honesty Insightful paranoiacs seeking security through understanding DTD 92, Iface 46
Integrators Angel Empathy Mass of doppelgangers Believers seeking acceptance to return home on their own terms DTD 94, Iface 46
Saboteurs An Eye for Disorder Storm of shrapnel Ideologues fighting to liberate the world from the God-Machine DTD 96, Iface 47
Tempters I Know Someone Compulsion of vice Aesthetes and opportunists interested in temporal power DTD 98, Iface 47
Uncalled Uncalled Plague of locusts Iconoclasts unencompassed by mainstream demonic thought DTD 78, Iface 47

Embeds (2nd Edition)
Name Description Pool Source
Cacophony
Apple of Discord Make an object irresistibly desirable to all humans present. Causes anyone affected to gain the obsessed condition and will actively work to gain the object and prevent anyone else having it. Manipulation + Expression Vs. Integrity FoH 93
Anarchism Causes a target to no longer care about social repercussions for their actions. Causes all appeals to peers, law or authority to be ignored. Manipulation + Politics - Composure FoH 94
Breakdown When the target tries to use a skill selected by the Embed user, they will instead use a different skill from the same category (Social, Physical, Mental). Wits + Medicine - Resolve FoH 94
Bystander Effect Attack someone in plain few without anyone else choosing to intervene. Manipulation + Intimidation DtD 125
Cause and Effect Invoking the Butterfly effect and providing an unrelated stimulus, the Demon causes a small event of nearly any sort to take place in their presence. Wits + [any Skill] DtD 125
Combustion The Demon renders almost any object flammable or prone to explosion. Wits + Science DtD 126
Cool Heads Prevail Prevents or ends a combat immediately, as those involved relax. Manipulation + Empathy -Composure DtD 126
Deafen Literally deafens a select victim. Manipulation + Medicine - Stamina DtD 126
Devil's Advocate Causes a victim to reflexively take the opposite stance to a person's most recently stated position. Manipulation + Subterfuge - Resolve DtD 126
Fire Drill Activates alarms or sirens in the nearby area, penalising the perception rolls of anyone who does not know it is a false alarm by the Demon's Primum. Wits + Science FoH 94
Fractal Reality Encodes an action that has previously been performed to happen again under the same circumstances. Requires an exceptional success or a success on a chance die to perform. Repeating that action (performing an action with the same skill) will automatically cause an exceptional success on a single success. All future uses after that are penalised with no 10-again. Wits + Science FoH 95
Hesitation Forces a target to react slowly, potentially penalizing initiative. Manipulation + Intimidation - Resolve DtD 127
Hush Silences a combat, allowing it to take place unheard by those nearby. Dexterity + Brawl - Defense DtD 127
Just Bruised Allows the demon to mitigate the damage taken from almost any source. Wits + Medicine DtD 128
Knockout Punch Knock out a victim with a single blow for a defined period. Dexterity + Brawl - Defense DtD 129
Left or Right? Force the outcome of an event that contains only two possibilities, such as a coin flip. Manipulation + Science DtD 129
Lucky Break The demon achieves a specific desired ends through random chance. Manipulation + Occult DtD 129
Merciless Gunman Enables the demon to casually massacre large numbers of individuals quickly with a firearm. Dexterity + Firearms DtD 130
No Quarter The demon intensifies a fight, causing all those involved to aim to kill or maim their opponents, refusing to back down. Manipulation + Brawl vs. Resolve DtD 130
On the Mend Heals a target, potentially even of aggravated damage. Wits + Medicine DtD 131
Password Entropy When entering a password in a computer or machine, you will enter the correct password. Wits + Computer FoH 95
Play Possum Die for a number of hours equal to Primum, after which time come back to life. Damage taken after 'dying' is restored, but wounds suffered prior remain. Manipulation + Medicine FoH 96
Raw Materials The demon breaks an object, causing a new object of similar size but of the demon's choosing to appear in the location by happenstance not long after. Manipulation + Crafts DtD 131
Ripple Causes a ripple effect with the entire scene suffering misfortune and extra damage. Any damage taken will be suffered again next turn with the same severity and half the total amount of damage from a secondary but related source. Wits + Science FoH 96
Sabotage With a touch, the demon cripples a device such that it will no longer function until repaired. Dexterity + Crafts DtD 131
Shatter Allows the demon to utterly destroy small objects with a touch. Wits + Crafts DtD 131
Shifty Eyes Causes a victim to distrust another chosen individual. Manipulation + Subterfuge - Resolve DtD 132
Special Someone Allows the demon to stumble upon an individual matching certain desired criteria, though never a specific person. Wits + Empathy DtD 132
Trip Causes someone to trip over and suffer the "Knocked Down" tilt. Wits + Athletics - Dexterity FoH 96
Victory at any Price Increase the number of successes on the prior roll by one. The result of the "Victory at any Price" roll determines the toll the Demon pays in blood for use of this ability. Wits + Science FoH 97
Instrumental
Ambush Prepare a perfect ambush for some victims, gaining surprise for the first round of a combat. Wits + Stealth DtD 132
Call Out Weakens the desire of a target's allies to continue fighting. The target's allies will easily suffer the beaten down tilt, run away or surrender after minor damage. Manipulation + Intimidation vs. Presence + Supernatural Tolerance FoH 97
Check Backdrop The demon curses a combat with imprecision and confusion, such that all firearm attacks that do not take at least one turn aiming will automatically miss. Manipulation + Firearms DtD 133
Data Retrieval Become capable of viewing any data that a device has ever recorded or observed, but only at the time point that you specify. Wits + Computer FoH 97
Data Wipe Deletes electronic data more completely, penalises any attempts to recover the data by the Demon's Primum. Wits + Computer FoH 98
Download Knowledge Temporarily grants bonus Skill dots to a Demon. Wits + Computers DtD 133
Efficiency Enables the demon to perform extended actions and tasks with greatly increased speed. Wits + Academics DtD 133
Ellipses Causes a victim to get engrossed in some distracting activity. Manipulation + Expression DtD 133
Freeze Assets Perfectly blocks a victim from being capable of spending or acquiring any form of money for one day. Manipulation + Academics - Resources DtD 134
Fulcrum Point Moves even very large objects a short distance with a simple push. Wits + Science DtD 135
Functional Identity Change the functional purpose of a tool, allowing you to use its bonuses towards a different purpose. Wits + Crafts FoH 98
Fungible Knowledge Swaps the demon's skill ratings for a scene. Wits + Academics DtD 135
High of Birth Retroactively alters a human's fate so that they become wealthy or gifted and gain merits. A week later, the God Machine will send an angel to investigate the individual. Manipulation + Politics FoH 98
Knock-Off Dramatically change the value of an object, or change an equipment bonus. Dexterity + Larceny FoH 99
Like I Built It Grants the demon the ability to perfectly use and understand an object or structure, gaining bonus dice to its use. Wits + Craft DtD 135
The Map Is Not The Territory Inhibits a victim's ability to gain any sort of knowledge or benefit from printed materials. Manipulation + Academics - Intelligence DtD 136
Miles Away Fills the demon's ears with a comforting sound, that grants bonuses to resist distraction or suffering. Wits + Expression DtD 136
Momentum Allows the demon to use any other character's action to springboard their own, granting bonus dice based off that character's roll. Wits + Science DtD 136
Open Sesame Manipulates probability so that the Demon will "discover" that a door, window or other entrance to somewhere is unlocked. Wits + Larceny - Special Penalties FoH 99
Read Hostility Grants the ability to the demon or others to sense hostile intentions of new arrivals to the scene. Wits + Subterfuge DtD 137
Right Tools, Right Job Allows the demon to use virtually any tool for any task. Wits + Craft DtD 137
Shift Consequences Transfer the burden of some baleful effect, such as harm or embarrassment, from a beneficiary to someone or something else. Manipulation + Occult - Varies DtD 137
Soup Up Improves a vehicle's stats to closely resemble that often depicted in Hollywood. Dexterity + Drive - Special Penalties FoH 99
Strike First Moves a demon to the top of the Initiative order, even if they were surprised. Wits + Brawl DtD 138
Synthesis Scans a scene, psychometrically determining the cause of recent changes. Wits + Investigation DtD 138
Tag & Release Marks a person or object, allowing the demon to unerringly be capable of finding it for several days. Dexterity + Expression DtD 138
Tools Into Toys Penalizes the use of tools in a task, possibly even rendering it impossible. Manipulation + Craft DtD 139
Trivia Changes the nature of Trivia in the world so that it becomes truth. Manipulation + Expression FoH 100
Turn Blade Significantly reduces the damage from incoming melee weapons. Wits + Weaponry DtD 139
Wasted Time Makes an action take twice as long to complete, due to hiccups and small issues that go wrong. Wits + Science FoH 100
Mundane
Alibi Allows the demon to briefly dislocate from her cover, performing actions elsewhere and unsuspected. Manipulation + Stealth DtD 139
Associate and Integrate Change a single fact about the relationship between two people. Can be detected by unseen sense. Manipulation + Socialise (Vs. Resolve + Composure) FoH 100
Authorized Allows the demon to convince anyone that they have the legal right to be where they are doing what they are doing. Manipulation + Intimidation - Intelligence DtD 140
Clothes Make the Man Change total dots in the target skill to three and one speciality OR gain three specialities and one extra dot in the target skill temporarily, but the demon is branded an Impostor. Wits + Persuasion Vs. Wits + Target Skill FoH 101
Cuckoo's Egg Allows the demon to replace an object with another of comparable size, while forcing the owner to fail to notice. Dexterity + Larceny DtD 140
Deep Cover Allows for the Spoof ability to make the user appear as another Supernatural type. Allows the ability to determine the flavour of supernatural after the first time experiencing being observed magically. Manipulation + Occult FoH 101
Diversion Forces some targets to look away from a desired area, and to not look back for some time. Manipulation + Expression DtD 140
Don't I Know You? Causes a target to find the demon a reminder of familiar faces, improving the demon's social standing with the target. Manipulation + Subterfuge - Resolve DtD 141
Earworm Infects a victim with a consuming thought, which penalizes perception and focus. Manipulation + Expression - Composure DtD 142
Going Native Temporarily turn yourself into a human. Wits + Socialise FoH 102
Homogeneous Memory Manipulates the memories of participants in a previous scene, forcing all witnesses to believe a cover story to explain its events chosen by the demon. Manipulation + Subterfuge - Resolve DtD 142
Identity Theft Forces a victim into a deep sleep for several hours, while the demon usurps their identity. Manipulation + Subterfuge DtD 142
Idle Conversation Prevents listeners from mundanely eavesdropping on the demon's conversations. Manipulation + Socialize DtD 143
In My Pocket Allows the demon to produce a random instance of virtually any desired object from their pocket, provided it has not been established as not being there already. Dexterity + Larceny DtD 143
Interference Jams the ability of angels and the God-Machine to detect demons in an area. Manipulation + Subterfuge DtD 144
Last Place You Look Allows the demon to detect hidden objects in an area and grants bonuses to find them, though it does not inform the demon what those objects might be. Wits + Larceny DtD 144
Like the Movies After having scored an exceptional success or a failure on an action, contrived circumstance allows for a dramatic turnaround, or change in the user's fortunes. The change in fortune results in that action having been performed with a single success, but with a narrative twist. The narrative twist is beneficial if it was an exceptional success, but negative if it was a failure previously. Wits + Academics FoH 102
Living Recorder Allows the demon to specify a target individual to be a "living recorder" for specific duration. The demon can later touch the recorder and experience all that they did during this period. Manipulation + Investigation DtD 145
Lost in the Crowd Enables the demon to remain perfectly undetectable by mundane means so long as they hide in a crowd of at least ten people. Wits + Stealth DtD 145
Meaninglessness Curses a victim such that they lose the ability to comprehend all attempts at communication, in any medium, for a short time. Manipulation + Academics DtD 145
Mistaken Identity Causes the Demon and the target to be mistaken for each other for a number of hours. Manipulation + Persuasion - Composure FoH 103
Never Here Targets of this Embed are forced to forget the demon was even present in a previous scene at all, instead coming up with their own explanations for events she caused there. Manipulation + Stealth - Resolve DtD 146
Occam's Razor Forcing onlookers and the general area to try to rationalize what they witness, the demon gains a bonus to compromise rolls for manifesting obviously supernatural effects like Exploits and Demonic Transformations. Manipulation + Persuasion DtD 146
Partitioned Memory Causes a brief psychic split. The demon can feed fabricated information to a telepathic read, and can multitask a pair of Mental actions. Wits + Subterfuge DSG 100
Persistent Legend Allows a Legend to remain active permanently, instead of disappearing at the end of a scene. Wits + Academics FoH 103
Quick Change Instantly transforms the demon's outfit to meet desired specifications. Manipulation + Subterfuge DtD 146
The Voting Dead Assume the identity of a dead person, which for the period which the Embed is active replaces the real identity of your cover. Manipulation + Politics FoH 103
Unperson For one scene, strips a victim of their ability to identify themselves to anyone, even those intimately familiar with them. Manipulation + Subterfuge - Composure DtD 147
Wave Function Collapse Traps a supernatural being in their current form, preventing them from changing. Demon (or non-human supernatural) forms cannot turn into humans, human-forms cannot turn into demon forms temporarily and Demons in cover cannot separate from their cover in any way. Dexterity + Brawl Vs. Stamina + Supernatural Tolerance FoH 104
Without a Trace Vaporizes all physical traces of the demon from a scene. Manipulation + Investigation DtD 147
You Can Tell Me Causes the target to speak nothing but the whole truth about a subject. Manipulation + Empathy - Composure FoH 105
Vocal
Across a Crowded Room Enables the demon to whisper to any target or targets he can see. Manipulation + Subterfuge DtD 148
Animal Communication Issues a task to an animal. Manipulation + Animal Ken DtD 148
Animal Messenger Tasks an animal with delivering a message to a specific person, who will be able to comprehend the creature's expression. Manipulation + Animal Ken DtD 148
Borrowed Expertise Allows the demon to lend out their skill dots and specialties to other people. Manipulation + [Granted Skill] DtD 149
Common Misconception Causes a target to operate based on faulty information that "everyone knows", penalizing a skill roll. Manipulation + Science DtD 149
Eavesdrop Enables the demon to understand any conversation he can see. Wits + Empathy DtD 149
Everybody Knows Sparks a vile rumor about a victim, which rapidly spreads memetically. Manipulation + Subterfuge DtD 150
Find the Leak Informs the demon of who in a group would most desire to talk about a particular topic, and grants bonuses to encourage them to do so. Wits + Empathy DtD 150
Freudian Slip Forces a mortal to make an honest and heartfelt response to the last thing the demon said. Manipulation + Empathy (-Composure) DtD 150
Heart's Desire Informs the demon of the target's Aspirations, Virtue, and Vice. Wits + Empathy - Composure DtD 151
Imagine Causes a spark of clarity in humans that allows them to see the world free of the God Machine and grants conditions appropriate to such a life-changing event. Manipulation + Persuasion FoH 105
The Look When in eye contact, gives a look that causes total body paralysis while maintained. The victim will slowly die of organ failure or pass out if The Look is maintained for an extended period, but external damage breaks the effect. Manipulation + Intimidation - Stamina FoH 105
Loose Lips Use social activity to cause a target to speak freely about information that they would not otherwise share, removing Doors. The victim passes out with only a hazy memory of the interaction afterwards. Manipulation + Socialise - Stamina FoH 106
Marco Polo The demon whispers a short tune or phrase which anyone present is forced to complete, ruining stealth and ambushes. Manipulation + Persuasion - Composure DtD 151
Mercury Retrograde Forces a miscommunication in a conversation between two targets, which the demon then gets bonuses to exploit. Manipulation + Subterfuge - Wits DtD 151
Muse Instills an idea in a target, and grants the demon bonuses to encourage the target to act on it. Manipulation + Expression - Resolve DtD 152
The Only Word That Matters Causes a person to only say what the Demon wants them to say. Can either apply generally to everything the target says, or can be coded for specific trigger events. Manipulation + Expression - Composure FoH 106
Recurring Hallucinations Curses a victim with nightmarish hallucinations that last for days, penalizing all Mental and Social rolls and forcing regular breaking points. Manipulation + Occult - Resolve DtD 152
Remote Link-Up Allows a Demon to create sensory links between another individual or a group of individual that allows them to share their natural senses (e.g. vision or hearing.) Wits + Socialise FoH 107
Rhetoric Causes the target to temporarily support the Demon's argument in a debate, removing a Door and being temporarily sympathetic to the Demon's point of view. Wits + Subterfuge FoH 107
Social Dynamics Grants the demon knowledge of the dynamics and status of all those within a group, granting bonuses to social interactions that exploits this knowledge. Wits + Socialize DtD 153
Social Engineering Manipulates a target into divulging information that they shouldn't under normal circumstances. The information also provides a +1 bonus to a later, related Computer, Investigation or Persuasion roll. Manipulation + Persuasion FoH 107
Special Message Instills a secret message into a medium such as a song or a work of art, intended for a particular recipient, who will understand the message when they are exposed to the media in question. Manipulation + Expression DtD 153
Strength Through Adversity Causes a target to suffer incredible hardship that lasts for several days and escalates over that period. Once the effect ends, the hardship disappears but the target may come out ahead having laboured under conditions that are resolved. Manipulation + Intimidation - Resolve FoH 108
Sum of all Fears Learn a target's fears, breaking points, loved ones, derangements or Conditions that could be exploited to scare them. Wits + Empathy - Composure FoH 108
Tower of Babel Curses all those present on the scene with the inability to communicate with anyone else for a few turns. Manipulation + Socialize DtD 154
Trick of the Light Causes a single target to see a fleeting and vague illusion of the demon's specifications. Manipulation + Investigation - Wits DtD 154
Trust No One Inflicts a victim with crippling paranoia, preventing them from making use of merits that depend on others, or even to interact casually with friends. Manipulation + Subterfuge - Resolve DtD 155
Voice of the Machine Allows the demon to listen in to what the God-Machine is saying in an area, which may inform what angels are up to or other such knowledge. Wits + Craft DtD 155
Vox Change your voice to perfectly imitate any other voice or mimic other sounds previously heard as the Demon sees fit. Manipulation + Expression FoH 109

Exploits (2nd Edition)
Exploit Cost Dice Pool Description Source
Addictive Presence Presence + Socialize + Primum Render a target Addicted to your presence. DTD 158
Affliction Strength + Medicine + Primum vs (Stamina or Resolve) + Tolerance Inflict interesting new physical or mental afflictions. DTD 159
Allies into Gold Intelligence + Socialize + Primum Shift the context of relationships in the form of Social Merits. DTD 159
Animate Presence + Crafts + Primum Animate an object as a servant for a scene. DTD 161
Behind the Curtain ●● Intelligence + Computer + Primum Travel from God-Machine Infrastructure to other Infrastructure anywhere in the world. DTD 161
Break the Dam Presence + Science + Primum - Stamina Bursts a container of liquid, causing Environmental Tilts. Can also target a living being for lethal damage. FoH 110
Break to Heal Strength + Medicine + Primum Smash an object and transfer its former integrity to another person in the form of healing. DTD 162
Context Matters ●●/●●●●● Presence + Persuasion + Primum Ease compromise risks by providing at least five witnesses with an alibi or explanation. FoH 111
Decoy Presence + Stealth + Primum Independently colocate as a material Cover and a demonic form in astral Twilight. Iface 123
Deep Pockets Strength + Larceny + Primum Pull a specific handheld item out of your pocket, even if it wasn't there. DTD 162
Demon Car ●+ Strength + Drive + Primum Merge your demonic form with any vehicle. FoH 111
Demon House Presence + Stealth + Primum Merge with a building indefinitely. DTD 162
Devour Infrastructure Strength + Survival + Primum Break down a small part of infrastructure, siphoning Aether equal to Primum, but suffer regular compromises. FoH 112
Disintegrate ●(●) Strength + Brawl + Primum Disintegrate an object. DTD 163
Echoing Death ●● Strength + Brawl + Primum Strike someone dead and, in so doing, undo their previous actions within the last few minutes. DTD 163
Ephemeral Cover Strength + Occult + Primum - Defense Tear a ghost or spirit apart as raw materials to create an ephemeral Cover. DTD 164
Everybody Hates Him Intelligence + Intimidation + Primum Render a person into an automatic scapegoat. DTD 164
Extispicy Intelligence + Occult + Primum Read the future in butchered entrails. DTD 165
Eye for an Eye ● (●/attack) Strength + Medicine + Primum - Damage Take the wounds out of a target and transfuse them as a brawling or throwing attack. Iface 97
Force Relationship Presence + Empathy + Primum Fabricate relationships between people. DTD 165
Four Minutes Ago ●● Intelligence + Stealth + Primum Retroactively leave the scene four minutes ago. DTD 166
Frozen in Time Intelligence + Science + Primum - Stamina Lock a target frozen in time. DTD 166
Halo ●● Presence + Medicine + Primum Create a balming, healing, soporific light. DTD 167
Hellfire Presence + Firearms + Primum Fire demonic supernatural flame out of a gun. DTD 167
Hellhounds ●/Size Intelligence + Animal Ken + Primum Twist an animal into a cryptid servant that needs Aether to survive longer than a scene. DTD 167
Incendiary ● (●/turn) Strength + Science + Primum Throw fire. Literally throw it. DTD 168
Inflict Stigmata Presence + Occult + Primum Transform a human into a stigmatic. DTD 168
Living Installation ●● Intelligence + Medicine + Primum Install a gadget into a living being. FoH 112
Living Shadow Intelligence + Stealth + Primum Become a shadow travelling across surfaces and between hosts. DTD 169
Merge ●/demon Strength + Occult + Primum Funnel demonic form abilities into one demon, who becomes an amalgam creature. DTD 169
Murder by Improbability Intelligence + Academics + Primum vs Presence + Tolerance Induce catastrophic bad luck, spontaneously killing an ordinary human or cursing supernatural beings in combat. DTD 170
Newton's Nightmares ●●● Intelligence + Science + Primum Amplify, reduce, or redirect the effects of gravity, friction or inertia. FoH 112
Open-and-Shut Case Presence + Investigation + Primum Links a crime to a random scapegoat or a scapegoat to a random crime, temporarily railroading prosecution of the suspect. FoH 114
Play on Words ●● Presence + Expression + Primum Actualize a spoken word's double meaning. DTD 170
Possession Intelligence + Persuasion + Primum - Resolve Possess a human being, occupying and controlling their body. DTD 171
Rain of Blood ●●● Strength + Occult + Primum Cause a plague of unnatural inclement weather, which may induce stigmatics. DtD 172
Raise Dead ●/day Presence + Medicine + Primum Resurrect a dead human whose soul has not been annihilated or moved on. DTD 172
Raze Infrastructure Presence + Streetwise + Primum Destroy Infrastructure, in a very literal and messy way. DTD 173
Reality Enforcement ●●● Presence + Academics + Primum Disconnect beings related to the God-Machine from the occult principles that enable their supernatural powers. DTD 173
Riot Presence + Persuasion + Primum Cause a spontaneous, aimless riot. DTD 174
Rip the Gates Strength + Occult + Primum Tear open a rift into or out of the Astral Realms, the Hedge, the Shadow or the Underworld. DTD 174
Sermon ●/speech Presence + Persuasion + Primum Dictate the morals and ethics of your audience and elicit their devotion. DTD 175
Show of Power Presence + Occult + Primum vs Wits + Tolerance Mimic a supernatural power that you have observed. FoH 114
Solitary Confinement Strength + Occult + Primum - Resolve + Tolerance Trap someone in a dimensional oubliette of total sensory deprivation. DTD 176
Soul Brand Presence + Expression + Primum - Tolerance Place a mark on a target's soul, visible through the aura. Those around the target subconsciously intuit they are under protection. FoH 115
Stalking Horse Presence + Expression + Primum vs Composure + Tolerance Expose someone to others as exemplary of a trait, regardless of whether they actually exhibit it. DTD 176
Stimulus/Response Intelligence + Empathy + Primum vs Resolve + Tolerance Induce a reflexive association between the demon's expenditure of Aether and an action the target has performed. DTD 176
Stop ●● Intelligence + Science + Primum Stops time for a moment, creating a space where the demon can move and use Embeds, but nothing else can move or be harmed. FoH 115
Summon ●/day Presence + Streetwise + Primum Initiate circumstances that will bring somebody you know to you. DTD 177
Swarm Presence + Animal Ken + Primum Conjure and command a swarm of creepy crawlies. DTD 177
Swift Resolution ●●● Intelligence + Academics + Primum Instantly decide a conflict or sequence of events in favor of the most likely probability. DTD 178
Terrible Avatar Strength + Occult + Primum Split your demonic form off as an independent actor. FoH 116
Two Places at Once ●●● Presence + Science + Primum Entangle two separate areas that the demon has visited in the past day into a single disorienting space. FoH 116
Ultimatum ●● Intelligence + Science + Primum vs Resolve Task an individual with a single commandment, on pain of deadly transmutation. FoH 116
Urban Legend ●/roll Intelligence + Expression + Primum Actualizes the cast of an urban legend as flimsy actors who can be used as facades. FoH 117
Visions of Heaven and Hell ●● Presence + Intimidation + Primum vs Resolve + Tolerance Projects a dramatic vision of either divine judgment and triumph or agony and terror. FoH 118
Walls of Jericho ●●● Strength + Intimidation + Primum Briefly strips the benefits of Defense, Armor and concealment from present foes. FoH 119
The Word Presence + Intimidation + Primum - Resolve Issue a short, simple command that is obeyed, even if it has nothing to do with voluntary actions. DTD 179


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

Demonic Forms (2nd Edition)

Modifications

Modification Appearance System Source
Advanced Optics Glass lenses replace eyes. Spend a turn focusing and gain a +3 equipment bonus on any rolls that would benefit from magnification (Eg, Investigation, Larceny or Science). Blind to anything not in field of view. FoH 121
Armored Plates Well hinged armored plates. Armor 3/2, Defense/Speed -1. DTD 196
Blade Hand An integrated transforming body weapon. Reflexively summon or dismiss the blade hand. 4L rating weapon, initative penalty -3. DTD 197
Claws and Fangs Metal or bone claws, needles, etc. 2L rating weapon, no initiative penalty. Can be used to grapple. DTD 197
Component Indicators Pale blue rubbery covered with pores and bumps. Perform comprehensive chemical testing by touching a sample for a minute. Identify things like DNA, molecular components, etc etc. Can interpret the data if necessary with an Intelligence + Science roll. FoH 122
Detachable Limbs Gaps between joints. Leaks oil when detached. Detach any individual limb at each joint, including the torso. Each limb is under full control and can act independently. Can spend 1 Aether to instantly regrow a limb (torso counts as two) destroying the originally detached limb. Can reattach the detached limbs as an instant action, as well. FoH 122
Electrical Sight Staticky pupils. See electrical signals and currents. Roll Intelligence + Composure to zero in on, interpret and eavesdrop on a given signal. DTD 197
EMP Field Wires and circuits and a metallic sheen. Spend an instant action and one Aether to roll Intelligence + Primum. Short out and disable all electrical devices within 5 feet per success. DTD 197
Fast Attack Red swirling tattoos over hands and arms. +2 initiative. After successfully striking someone, as long as the demon continues to attack that person she may reset her initiative to act before her target. Initiative reverts when no longer fighting that specific person. DTD 197
Huge Size Huge size. +4 size. DTD 197
Inhuman Intelligence Visible alterations to head and cranium. +2 to Intelligence rolls. DTD 197
Inhuman Strength Bulging or unnatural steel muscles. +2 to Strength rolls. DTD 198
Inhuman Reflexes Mechanical hinges or actuator pistons. +2 to Dexterity rolls. DTD 198
Lighting Torches, LEDs or other sources of light in the body. Eliminates any penalties from darkness when active. Can blind a target (causing Blindness tilt) as an instant action unless resisted by Wits + Composure - Primum. FoH 123
Limb Retractor Slight increase in size of withdrawn area. Missing limbs look kinda like lumps, like the navel. Reflexively draw Arms, Legs or the head into the Abdomen, protecting it from outside harm. Can pull objects of Size 2 or less into the body to be hidden as well. FoH 123
Low Density Feet look spidery or like a bundle of roots. Walk on sand, snow or liquids without difficulty. Ignore "Flooded" and "Ice" tilts. May still require Dexterity + Athletics checks in very extreme conditions. FoH 123
Mental Resistance Faint blue and icy to the touch. +2 to resist supernatural powers. DTD 198
Nauseating Musk Blood-coloured sweat droplets all over skin. Odour of garbage within about 10 yards. As an instant action, inflicts the "Sick" tilt on any creature within 10 yards which have a sense of smell. FoH 123
Night Vision Pupils fill with green light or fluid. See in the dark as if broad daylight, and +2 to Perception rolls. DTD 198
Olfactory Enhancements Instead of a nose, has a wire mesh with flashing olfactory detectors behind it. +3 bonus to Wits checks that benefit from a sharp sense of smell. "Red herring" scents do not deceive or inconvenience. Can track a scent with a Wits + Survival roll. FoH 123
Radio Suite A radio-type device is embedded into the skin, as well as aerials with the appearance of veins. Mastery over radio signals. Tune in and listen to all broadcasts with perfect clarity, interrupt any radio frequency or broadcast either voice or anything the Demon can hear over the frequency. FoH 124
Resistors Glass and ceramic resistors connected by copper wiring adorn the body. Ignore the first source of damage suffered. The resistors shatter and are not restored until the Demon's health pool is completely refilled. FoH 124
Rivet Arm An entire arm becomes a large projectile tool. Reflexively summon or dismiss the rivet arm. Gun rolls Wits + Firearms to attack, with a 3L damage rating, no initiative penalty, and infinite ammunition and clip size. +2 to relevant building projects. DTD 198
Sense the Angelic Hair-tendrils like copper wire. Roll Wits + Investigation to notice the influence of an angelic Numen within the past 24 hours. If the effect has been encountered before, identify it as such. DTD 198
Slippery Body Oily residue. +3 to Defense against grapples. +3 to escape a grapple. Can squeeze through tight spaces as if -1 size. DTD 198
Sonic Acuity Altered or filtered ears. Hear sounds of all frequencies and volumes without disorientation or pain. Can concentrate to hear sounds through solid walls. +3 to Perception via hearing. Cannot be surprised or Deafened. DTD 199
Spurs Spurs over the demon's ankles. Climb vertical surfaces. +3 to climbing. Climb 20 feet instead of 10. 1L rating weapon, no initiative penalty. DTD 199
Steel Frame Steel rivets stick out of the skin, ringing vital areas and joints. The Demon's bones cannot be broken unless the source can bend steel (Durability 3, Size 0-2, Structure 3-5). Ignore "Arm Wrack", "Leg Wrack" tilts and wound penalties. Always have access to brass knuckles due to rivets on the fist (0L, ±0 Initiative). FoH 124
Tough as Stone Skin like stone. Spend one Aether to downgrade all damage from an attack by one level (aggravated to lethal, lethal to bashing). Cannot stack on one attack, but can be used against multiple attacks in the same round. DTD 199
Unyielding Vice Pneumatic pumps, hoses and pistons adorn the hand. The demon's grip is near-unbreakable and can grasp onto anything that would not physically destroy the hand. Gain +5 in grapples as well. FoH 124
Demon Translation Guide Modifications
Casts No Reflection Body distorts light and is hard to process visually. Visage is not captured by reflective surfaces or recording media. DTG 40
Conjuration Pseudo-magnetic mesh on palms of hands. Apply the benefits of the Quick Draw and Sleight of Hand Merits through teleporting objects short distances. DTG 40
Damage Resistance Ignore wound penalties. DTG 40, DTF 211
Dead Reckoning Translucent HUD eyelids. Apply the rote quality to Streetwise and Survival actions to self-orient. DTG 40
Enhanced Ability/Attribute Add Primum to all rolls with chosen skill, or +2 to all rolls with chosen attribute. DTG 40, DTF 211
Ghost Sight Extra pair of pupilless eyes. Perceive ghosts and spirits in Twilight. DTG 40
Immune To Bashing Damage Immune to attacks that only deal bashing damage. DTG 40, DTF 188
Immune To Falling Damage Negate all damage incurred from falls. DTG 40, DTF 185
Multiple Eyes Covered in eyes or lenses. Ignore the Blindness Tilt and Blind Condition except when they represent total lack of visibility in the demon's surroundings. +2 to Perception rolls using vision. DTG 41
Quills Spiky. Armor +1/0. Inflict 1L damage when struck by a Brawl or Melee attack that did not roll an exceptional success. DTG 41
Relentless Geodesic metal torso. Ignore suffocation, hunger, thirst, tiring and fatigue. DTG 41
Weather Sense Head-mounted array of microwave domes. Detect current or future weather within (10×Primum) miles. DTG 42

Technologies

Technology Appearance System Source
Abruption Jets Small vents that glow blue when active. Can reflexively spend 1 Aether and completely stop moving, regardless of speed, power or direction. The Demon suffers no harm from the rapid change in velocity. FoH 124
Acidic Spit Corrosive mucus or ichor. Spit acid up to 10 yards away as a Dexterity + Athletics - Defense attack with a weapon rating of 0A, damaging armor by 2 Durability. Also works while biting! DTD 199
Adhesive Narrow tubes extend from the Demon's fingers. Exude an adhesive from the fingers. Can be used as a tool which grants a +3 equipment bonus when appropriate, which includes climbing. Can be used in a grapple as a restraining bond with durability equal to Primum. Any adhesive attached to the Demon's skin can be dissolved as a reflexive action. Can touch an object and dissolve any adhesive, mortar or sealant within 1 yard for the cost of 1 Aether. FoH 124
Aura Sight Glowy eyes. Reflexively roll Wits + Investigation to ask a question per success of the Storyteller through interpreting body language and supernatural qualities. DTD 199
Barbed Tail Poisonous prehensile tail. Close combat attacks with Dexterity + Athletics - Defense. Success deals no damage but inflicts the Poisoned tilt. DTD 200
Blind Sense Black or absent eyes. Sense anything within twenty feet regardless of barriers. Undeterred by invisibility. Roll Wits + Investigation + Primum vs. Dexterity + Stealth to pierce stealth. DTD 200
Clairvoyant Sight Milky pupils. Concentrate on a person or place to see the subject across any distance with perfect clarity. If concentration is interrupted, suffer the Captivated condition. DTD 200
Collapsible Parts of the body exhibit TV static. Can shrink to as small as Size 1 as an instant action. Gain a +3 bonus to any action that would benefit from the decreased size. Spend 1 Aether to shrink to a mere 9 inches in height. Can return to normal size as an instant action and the size changing provided by this technology does not alter attributes or health. FoH 125
Demonic Horns They're horns. Head butt using Strength + Brawl with a damage rating of 1L. Success also inflicts the Stunned tilt. DTD 201
Electric Jolt Visible electric current. Discharge electricity as an instant action, to power a device or disable it for 10 minutes. Spend one Aether to concentrate a full electric field as 2/0 armor. Successful touch attacks with the electric field have a 6B damage rating with no initiative penalty. DTD 201
Electrical Resistance Resistant materials. Immunity to electrocution. DTD 201
Environmental Resistance Mutating Teflon. Immunity to environmental tilts. DTD 202
Essence Drain Fingers and palms turn black and oily. Make a touch attack against an angel or demon with Wits + Occult + Primum - Resolve to steal a point of Essence or Aether per success, absorbing it as Aether. Possibly works on other supernatural beings? DTD 202
Fire Resistance Heat resistant materials. Immunity to fire and heat-related environmental tilts. DTD 202
Frost Aura Thin sheet of ice or cloud of frost. Spend one Aether as an instant action to cause the Extreme Cold tilt across a small house or large room for one hour, lasting on victims until they receive medical attention for hypothermia. DTD 202
Fluid Form You're the T-1000. Reduce dice penalties to actions from conditions or tilts by 1. Does not affect demonic conditions. DTD 202
Inhuman Beauty Otherworldly wonder. +2 to Social rolls benefitting from looks. Reflexively roll Presence + Intimidation vs. Composure to inflict your choice of Inspired or Swooning on all who see you. DTD 202
Glory and Terror Otherworldly terror. +3 to Intimidation rolls. Reflexively roll Presence + Intimidation to inflict the Insensate tilt on a target per success, which can be used as hard leverage. DTD 203
Laser Cutter A small heavily wired box that makes whirring noises. When used, ignores 5 Durability or Armour. Does 3 Structure or 3L per turn of use. Against objects, it has a Dexterity + Crafts roll. Against living beings, it requires a Dexterity + Firearms roll, which ignores defence unless the target would gain defence against firearms. Damage is reduced by 1 for each five feet in distance the target is from the demon. FoH 125
Mantle of Fire Fire as hair and jets of fire shoot out from the shoulders. Anything that comes into contact with the Demon suffers 2L a turn. Can subdue the effect as a reflexive action. Can also spend 1 Aether to enhance the effect to do one of three things: Create thick smoke covering 30 yards inflicting penalties based on distance, double the flaming intensity to improve damage to 4L or cause the mantle to explode as if it were a 2L explosion. FoH 125
Mind Reading Coppery sclera. Reflexively roll Wits + Persuasion + Primum vs. Resolve + Supernatural Tolerance to read surface thoughts as long as concentration holds. Digging for specific knowledge costs one Willpower and requires Wits + Subterfuge - Resolve as an extended action. DTD 203
Mirrored Skin Mirrored scales. Invisible while standing still, though detected by non-sight-based senses. Unimpeded by other demonic form abilities. +3 to Stealth rolls and a -1 penalty to rolls to notice the demon while sneaking. DTD 203
Multiversal Antenna A massive antenna sticking outside of the Demon's head with radar dishes and coils. Allows a Demon to sense Splinter fractures and similar divergent timelines. Allows you to ask questions about a target (be it place, person or fracture) and how the alternate timeline could be different compared to the current situation. Spend 1 Aether and roll Wits + Occult + Primum. Iface 28
Savant Core Computer type system embedded in the body. The core contains a Skill with 5-dots. The demon can access this functionality with an instant action, replacing their current score with that of the Savant Core. FoH 125
Shielded Compartment Small safe-door embedded in the chest. A 1-foot cubed pocket dimension exists inside the Demon which can be used to store objects. Objects stored inside cannot be detected by mundane or supernatural means. The door cannot be opened by another unless the Demon is unconscious. Opening the door requires an extended Wits + Larceny with successes exceeding the Demon's Strength + Primum. FoH 126
Demon Translation Guide Technologies
Affirm Psychoactive crystal forehead light array. Spend one Aether to restore a point of Willpower or grant Inspired or Steadfast to a subject with no Supernatural Tolerance. DTG 39
Beckon Pheromonal facial glands. Roll Presence + Expression - target's Composure to inflict Swooning. DTG 39
Enhanced Ability/Attribute Spend 1 aether to add Primum to all rolls involving skills of one category (physical, mental, or social) until the end of the scene. DTG 40, DPG 98
Eyes of Fate Feathery antennae. Spend one Aether to intuit an ongoing or imminent event relevant to the demon within his Primum in miles. DTG 40
Frenzy Spinal injection tubes. Spend one Aether to invoke Demonic Rage. Take 8-Again on attack rolls for the duration. DTG 40
The Host Serrated sawblade skin. When grappling, reflexively bite the opponent with Strength + Brawl, at a 2L weapon rating. DTG 40
Immune To Poisons Immune to damage and impairment from all toxins and drugs. DTG 41, DTF 209
Mirage Body undulates across perceived distances. Apply Defense against Firearms attacks, even taken unaware. DTG 41
Mist Smoke vents behind jaw. Spend one Aether and roll Stamina + Science to obscure a radius of a yard per success with smoke, for up to a scene. DTG 41
Reaper's Breath Forearm-mounted gas grenade launchers. Spend one Aether to suffuse an area (Primum) yards in diameter with poisonous gas, to which the demon is immune, for up to a scene. DTG 41
Rend the Soul Tendrils that conduct existential dread. Spend one Aether and roll Presence + Science - the target's Resolve. Inflict Stunned on success, and if the target is an ordinary human, also either Beaten Down or, for a day per success, Broken or Madness. DTG 41
Sense the Hidden Rotating silver rosary collar. Spend one Aether and roll Wits + Medicine to locate all life of Size 1 or greater within a yard per success, for one scene. DTG 41
Touch of Death Taser fingers. Roll Dexterity + Brawl - Defense to inflict Stunned. DTG 41
Toxins Hollow plastic fingernails. Spend one Aether as an instant action to secrete a moderate Poisoned or Sick Tilt with Brawl and Weaponry attacks for the scene, or two Aether to inflict a grave Tilt. DTG 41-42

Propulsions

Propulsion Appearance System Source
Aquatic Flippers and aerodynamic shapes for the body. Membranes cover orifices when submerged. Can swim underwater with a species factor of 10. Can spend 1 Aether to turn into the liquid. In liquid form, the Demon cannot be harmed, even if state changes (e.g. freezing the body of water) would render her unable to act. The demon cannot 'divide' and can only move through full bodies of water that could support the size. Reforming depends on how much liquid is present, but costs 1 Aether. FoH 126
Burrowing Drills are part of the hands and feet. Can burrow underground. Move through loose material at speed, Durability 1 at half speed, Durability 2 at one quarter speed. Durability 3 materials can be burrowed through at a speed of 1 and requires 1 Aether a minute. Can be used as a weapon, statistically identical to a Chainsaw (5L, -6Init, Str 4, Sz 3, 9-Again, 2 Handed). FoH 126
Long Limbs Elongated, graceful spindles. +2 to Athletics rolls (but not Defense). +5 to Speed. DTD 204
Phasing A low hum of electricity and faint transparency. Spend one Aether to become incorporeal and travel through objects at half Speed, reverting to corporeal form after passing through. Cannot carry objects or people with you. Incorporeality confers a -2 penalty to attacks against you. DTD 204
Plasma Drive Visible plasma veins and tubing. Don't tire from dodging or athletic feats. No penalties to Defense from multiple attackers in a round. +2 to Defense in single combat. May apply Defense against ranged attacks. May spend one Aether reflexively to run and take an action as normal, without losing Defense. DTD 204
Spatial Distortion You look two-dimensional. Warp space as an instant action to achieve the effects of smaller size. Spend one Aether and roll Intelligence + Occult to become nearly invisible through sheer thinness for a number of turns equal to successes. Finding the demon requires contesting this roll with Wits + Investigation. DTD 204
Teleportation Tracery that reacts when teleporting. Reflexively spend one Aether to teleport anywhere within line of sight. Cannot bring people or anything of significant size with you. DTD 204
Tether Grappling appendage. Make a touch attack with Strength + Athletics to grapple up to 20 yards away and ratchet yourself to the target object at running speed. Can carry up to another person with you. Can pull a target with Strength + Athletics - Defense, rendering the person grappled, and enabling the demon to pull the target closer as a grappling maneuver each turn. May hold or restrain, but not perform other maneuvers. DTD 204
Tread Legs appear as a cluster of treaded wheels. Ignores environmental penalties from ground-based obstacles and is not slowed at all when carrying objects up to Strength. Can also perform a car-crash attack, with the tread having a handling of 2, with a Dexterity + Athletics + Handling - Defence roll. Crashing into other vehicles causes half of structure damage as Lethal to the Demon instead. FoH 127
Urban Fluidity Moves between objects in a near-imperceptible blur. As an replacement for a character's standard movement, can move directly in a straight line instantly to a man-made object, standing on it as if gravity were irrelevant. FoH 127
Wings Wings. You can fly. Add a species factor of 10 to your Speed while flying. DTD 205

Processes

Process Appearance Systems Source
Aegis Protocol Grow a small shield from your hand. Reflexively summon or dismiss the aegis. Grants partial concealment and +2 to Defense with no initiative penalty. Can shield bash with a damage rating of 1L. Spend one Aether to reflexively expand the shield into an armored barrier, gaining 2/2 armor that stacks with any other armor. DTD 205
Amorphous Skin looks like soft, poorly worked putty. When in full demonic form only, the demon can spend Aether to substitute parts of its demonic form as an instant action. 1 Aether allows the replacement of a technology with another technology or a modification with another modification. 2 Aether allows for replacement of propulsion with another propulsion. Reverting to cover restores all substituted form abilities to their original ones. Spending 1 Aether allows for reversion of one or more changed form abilities to their original form. The Demon can only substitute their original form abilities, they have to revert changed form abilities if they wish to change them to a different form later. FoH 127
Body Modification Scarification and fissures. Reflexively reallocate Physical Attribute dots. Must obey Primum restrictions on Attribute maximums, and cannot reduce any Attribute to zero dots. DTD 205
Cavernous Maw Glasgow smile with unhinging jaws. Eat anything. Larger objects take 2 Structure damage per bite until destroyed. As a bite attack, weapon rating of 2A. DTD 205
Corruption Aura Tangible noxious aura. Spend one Aether and roll Presence + Occult as an instant action to concentrate the aura, dealing one Structure damage to large structures every five minutes, or every other round for smaller objects. The demon's possessions are immune. DTD 205
Dataform Capacitors, microprocessors and metal gates cover the skin. As an Instant action, spend 1 Aether to transform into data, with an upkeep of 1 Aether per turn to maintain it. If touching some form of technology that can facilitate data transmission, the Demon can be downloaded or uploaded as fast as the technology allows. When travelling, can only determine location by data identifiers such as IP Addresses, but can interpret the information as geographical with a Wits + Computer roll at a -2 penalty. FoH 128
Eliminator Cannon Transform one entire arm into a Mortar/Grenade launcher. Fire a concussion or fragmentation grenade as an action using Dexterity + Firearms. The grenades have 75/150/300 range, blast area of 3, and 3L or 3B damage as determined by the Demon. Alternatively, spend 1 Aether to create a triggered or timed explosive. The explosive has a blast area of 4 and a damage of 3 + Primum. Trigger is performed by spending 1 Aether and has no range limit, provided the Demon is still on the same plane of existence as the explosive. Up to 2 x Primum undetonated explosives can be maintained, if more are created one randomly dissolves. FoH 128
Extra Mechanical Limbs Extra mechanical limbs. Can operate the extra limbs independently without penalty. +3 to Strength rolls benefitting from the focused use of all the character's arms. +3 to Defense if at least two hands are free. Extra limbs deal lethal instead of bashing damage with unarmed attacks. DTD 206
Insect Swarm You are a swarm of creepy crawlies. Reflexively spend one Aether to discorporate into a mobile swarm; reincorporate into a single mass of demon reflexively at no cost. In swarm form, the demon only dies if every bug is killed. The demon becomes a Swarm environmental tilt. Losing at least half the demon's mass from separation or damage causes the demon to fall unconscious when reincorporated. DTD 206
Magnesium Flare Illuminate a five feet radius. Spend one Aether and roll Presence + Intimidation vs. Wits + Athletics as an instant action to focus the magnesium flare against people. Blind those who see you and fail to resist. You can be seen from a distance away. DTD 206
Memory Theft You've got a USB cord to jack into people's heads. Control a grapple and jack into the target's brain to incapacitate them without causing damage. Spend one Aether and roll Manipulation + Subterfuge - Composure as an extended action to download an hour's worth of memories. Can attempt to alter memories or induce amnesia. DTD 207
Multiple Images Hash mark tattoos incorporate into duplicate images of the demon. Reflexively spend one Aether and roll Manipulation + Intimidation + Primum vs. Composure + Supernatural Tolerance to display a legion of mirage-demons, inducing the Insane tilt and taking partial concealment against anyone who fails to distinguish the real demon from the duplicate images. DTD 207
Nanobot Composition Active body part breaks down into a cloud of microscopic machines. Can create simple objects and machines from the body. Cannot change size, but can reconfigure the body's shape into different configurations. Can reflexively spend 1 Aether to disperse a part of the body, ignoring a single attack or direct source of harm. Dispersed body parts can only be hurt with things that attack areas, like fire. FoH 128
Quill Burst Quills. Spend one Aether to roll Strength + Athletics as an attack against everyone in a ten foot radius. Each target hit takes 1L damage and suffers from the Poisoned tilt until the quill is removed. Armor prevents damage as normal and in doing so prevents the tilt. Removing the quill requires medical attention. DTD 207
Rain of Fire Radiate heat. Spend one Aether to roll Intelligence + Primum as an instant action to call down a rain of flame for (Primum) turns. Direct the flames with Wits + Occult - Defense, causing 3L damage. DTD 208
Voice of the Angel Your voice is autotuned. Spend one Aether and roll Presence + Expression + Primum - Composure to shriek, dealing successes in bashing damage to those who can hear you and ignoring armor. Those who take damage are also Deafened. DTD 208
Wound Healing Riddled with scars or welts. Heal either 1B or 1L per turn, reflexively. DTD 208
Demon Translation Guide Processes
Aura of Dread Psychoactive black discs cover the body. Spend one Aether to inflict Insensate on targets within (Primum) yards, for up to a scene. DTG 39
Aura of Entropy Nuclear rods project from the shoulders and back. Deal 1B every 2 rounds to organic targets within Primum yards. DTG 39
Aura of Misfortune Protruding sonic ring around the crown of the head. Spend one Aether and roll Presence + Occult as an instant action. Downgrades failures to dramatic failures and exceptional successes to successes within (Primum) yards. DTG 39
Aura of Vitality Medical ovipositor. Spend one Aether to heal a target of non-aggravated damage, at a rate of (Primum) points of either bashing damage removed, or lethal reduced to bashing, per turn. DTG 39
Cloak of Shadows Arcane brands cause viewers to avert their gaze. Spend one Aether to activate for a scene. While active, take the rote quality on Stealth rolls, and apply the effects of the Blindness Tilt to attacks directed at you. DTG 40
Deathgrip Body is composed of sandlike granules. Resurrect when killed a day later with no Aether. If no body is left intact to reform, this also costs a dot of Willpower. DTG 40
Enhanced Ability/Attribute Choose mental, physical, social, power, finesse, or resistance. Gain +2 to all rolls with that category of attributes. DTG 40, DPG 98
Extra Actions Spend 1 Aether as a reflexive action to move to the top of the initiative order, or if already at top of the initiative order instead take an instant action at the end of the current turn. DTG 40, DTF 178
Fiery Blood Smoky breath, skin nearly burns to touch. Projects lava over (Primum) yards from the demon when she suffers lethal or aggravated damage. For each turn of exposure, the lava flow inflicts a point of lethal damage per times the demon has suffered lethal or aggravated wounds this scene. Can be halted reflexively. DTG 40
Nimble Hunter Elongated snout and backwards-facing knees. Has the effects of Olfactory Enhancements, plus while in natural surroundings, take the rote quality to Athletics, Stealth and Survival rolls. DTG 41
Sun's Bounty Solar arrays that unfold like wings. Activate and deactivate as an instant action. While active, you are Immobilized, but recover a point of Aether per turn of exposure to bright sunlight, or per minute of exposure to typical artificial lighting. Spend one Aether when activating to partially deploy, freeing mobility but reducing rates to by the minute or hour. DTG 41

Merits, Demon (2nd Edition)
Merit Cost Requirements Description Source
Advance Form Have one less Modification or Technology, but one more Propulsion or Process. FoH 128
Bolthole • to •••••+ Your Cover's Infrastructure contains a time-static warded safehole to duck into. See Merits, Locations for more detail. DtD 120
Consummate Professional (Agenda) •• You can resolve an Agenda Condition twice rather than once per session. DtD 121
Cultists •• to ••••• You have a cult loyal to your demonic identity. More dots purchase more dedicated and loyal cultists, or at five dots, supernaturally endowed cultists. DtD 121
Efficient Dealer •• Ignore one level of asset on the Demon's side when creating a pact. FoH 128
Electromagnetic Linguistics •• Can speak and understand machine code. Includes instinctively understanding what computer code does or 'hearing' text messages as they're transmitted. FoH 128
High Tolerance • or •• Can graft one gadget containing a Demon Form ability without losing access to an existing one. One dot allows for Modification or Technology, Two dots allows for Propulsion or Process. FoH 129
Living the Lie Primum •• Allows you to give Covers a Virtue and Vice and regain willpower using them or the Demon's own Virtue and Vice. FoH 129
Monkeywrencher •• Primum •• Gain the ability to negate Embeds that match the Demon's Cipher (with known Keys) or Incarnation. Spend an Aether and roll Resolve + Primum, each success subtracting from the Embed user's success. Can also counter Numina from Angels. FoH 129
Multiple Agendas •• You have dedicated yourself to two Agendas. DtD 121
Resonance Aware • to ••••• Wits ••• Add the dots in Resonance Awareness to Primum when determining the range of sensing Aether. FoH 129
Resonance Sensitive Wits •••• Activating the ability to detect Aether does not cost Aether. The ability to detect Aether can be turn on and off reflexively and you can automatically detect any nearby Aether. FoH 129
Suborned Infrastructure • to ••• You have taken over and rigged an instance of God-Machine Infrastructure to produce Aether. Like all Infrastructure, it has a linchpin. DtD 121
Subsumed Gadget •• Primum ••• Integrate a Gadget into your Demonic form so it can be healed as if a part of their body and can be activated by concentrating. However, it cannot be hidden when Demonic Form is exposed. FoH 129
Sympathetic Stigmatic •• True Friend Have a sympathetic friend who understands the Demon's plight. Gain +2 on all rolls to find a Key if the Sympathetic Stigmatic is present. Additionally, gain 9-again on all rolls to use an Interlock that has been unlocked in that Stigmatic's presence. The Stigmatic bears no obvious Stigmata, but suffers the same injury that the Demon does. Comes with the equivalent Stigmatic merit "Sympathetic Demon". FoH 129
Tattooed Gadget •• Can use your own body as hardware for Embedded Gadget creation. Tattooed Gadgets cannot be lost, stolen, destroyed or overclocked and do not need triggers for activation. FoH 129
Terrible Form (Style) • to •••• Body Modification: Your demonic form has an extra Modification.
Technological Advancement: Your demonic form has an extra Technology.
Jet Propulsion: Your demonic form has an extra Propulsion.
Dual Processors: Your demonic form has an extra Process.
DtD 122
Versatile Transformation When you partially transform, it costs one Aether for every two form abilities manifested. Manifesting extra abilities is optional. DtD 122


Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Activation Damage B/L/A
Special/Other Activation Cost
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation Example ●(○)
●/item, 1L

Power Stat (2nd Edition)

Major Templates

Acclimation

Possessed by: Deviants

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

Azoth

Possessed by: Prometheans

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

Blood Potency

Possessed by: Vampires, ghouls

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

Gnosis

Possessed by: Mages

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

Lair

Possessed by: Beasts, Insatiable

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

Primal Urge

Possessed by: Werewolves

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

Primum

Possessed by: Demons

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

Sekhem

Possessed by: Mummies, immortals

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

Synergy

Possessed by: Bound

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

Wyrd

Possessed by: Changelings, fae-touched

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

Other Templates

Hollow

Possessed by: Tremere

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


Magnitude

Possessed by: Alchemists

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

Rank

Possessed by: Ephemeral entities, supernal entities, Pangaeans

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

Rapacity

Possessed by: Ghost eaters

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



Morality (2nd Edition)

Clarity

Changelings

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

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

Cover

Demons

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

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

Harmony

Werewolves

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

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

Humanity

Vampires

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

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

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

Integrity

Mortals, Hunters

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

Memory

Mummies

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

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

Pilgrimage

Prometheans

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

Satiety

Beasts

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

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

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

Stability

Deviants

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

Synergy

Bound

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

Wisdom

Mages

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

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

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

Merits, Universal (2nd Edition)

Mental Merits

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

Physical Merits

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

Social Merits

Merit Rating Prerequisites Description Book
Air of Menace •• Intimidation •• You wear a history of violence on your sleeve. +2 to menace others, and less rough characters must spend Willpower to pick a fight, but social maneuvering is harder. HL 41
Allies • to ••••• You have influence and goodwill with a chosen group proportional to your dots in this Merit. Each session, you can call on your Allies for favors of a value rated 1 to 5 by the Storyteller, up to your rating in the Merit. Favors in excess require a roll of Manipulation + Persuasion + Allies. CofD 49
Alternate Identity • to ••• You've laid groundwork establishing a false identity: an informal history with one dot, a veneer of documentation with two, or an airtight paper trail with three. +1 to Subterfuge rolls to maintain the false identity, or +2 with three dots. CofD 50
Anonymity • to ••••• No Fame Penalize attempts to find you by paper trail or living evidence by a die per Anonymity dot. CofD 50
Barfly •• Socialize •• You can get in anywhere socially. Penalize attempts to recognize you as out of place by your Socialize dots. CofD 50
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, 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



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)
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

Shared Bastion Features

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

Conditions (2nd Edition)

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

Natural Conditions

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

Supernatural Conditions

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

Vampire: the Requiem

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

Werewolf: the Forsaken

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

Mage: the Awakening

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

Promethean: the Created

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

Changeling: the Lost

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

Geist: the Sin-Eaters

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

Hunter: the Vigil

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

Mummy: the Curse

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

Demon: the Descent

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

Beast: the Primordial

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

Deviant: the Renegades

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

Tilts (2nd Edition)

Personal Tilts

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

Environmental Tilts

Natural Tilts
Avalanche Tumbling hazards buffet you along and quickly inflict lethal damage. BTP 327
Blazing Light Eye-searing brightness impairs vision. DTR 314
Blizzard Thick snowfall impairs vision and movement. CofD 281
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


Gadgets (2nd Edition)

Power Object Usage Book
One-shots
Ambush Cheap Arabic fireworks Jumps user to top of Initiative FoH 165
Data Wipe Laser pointer with glass tip Erases digital data incriminating the user FoH 170
Deafen Etched buckshot Produces deafening noise when thrown FoH 170
Disintegrate Ball of tape and flesh Passes through inanimate matter FoH 170
Ellipses Arcane arcade tokens Sinks into a subject to preoccupy them with daydreams FoH 170
Halo Bloody pills Provides a healing rest in under an eighth the time FoH 170
Living Shadow Black toy soldier Melts into a pool of shadow to duplicate a doorway FoH 170
Shift Consequence Playing cards with elemental suits Casts one injury into an inanimate object FoH 171
Special Message Exposed USB drive Perfectly encrypts data to be decoded by a chosen recipient FoH 171
Trust No One Pamphlet depicting empty scenes Inflicts a phobia of others on readers FoH 171
Visions of Heaven and Hell Metal insect Burrows into a subject to cause terrifying nightmares FoH 171
Wave Function Collapse Blood-red glove Forces a shapeshifter out of a chosen form briefly FoH 171
You Can Tell Me Blue electric capacitor Causes a questioned subject to give an honest answer, if they had at any point in time known it FoH 171
Embedded
Ambush Modified GPS navigator Tracks people's movements indoors FoH 164
Ambush Paper compass Unfold for a map of people's locations in the vicinity FoH 164
Combustion Lighter with copper wiring Ignites inanimate combustibles at a distance FoH 166
Fire Drill Tape player with speakers Perfectly duplicates a local alarm system FoH 166
Fungible Knowledge Training loupe Trades the highest Skill rating with Crafts for 24 hours Iface 110
Hush Running shoes Silences foot movement FoH 166
Idle Conversation LED fan Disguises nearby conversation from eavesdropping FoH 166
Imagine Silver band with inscription Provides affirmative visions of a chosen action's potential when slipped on a person's finger FoH 168
Living Recorder Tape recorder with stone buttons Retells a subject's experience from the last 24 hours FoH 167
The Look Bright red flashlight Freezes those caught in the light FoH 167
Meaningless Flickering ear bud Shuts down a target's ability to actively communicate with others FoH 168
Mercury Retrograde Ramshackle flip-phone Eavesdroppers on calls made misinterpret what they hear FoH 168
Miles Away Music box Soothing music aids concentration FoH 167
On the Mend Always-full syringe Extracts and transfuses Willpower, Health, or Aether FoH 168
Play Possum Copper rod with eye Strikes a target falsely dead for an hour FoH 169
Raw Materials Stone sledgehammer Remolds struck objects into objects of similar size FoH 167
Remote Link-Up Mirrorshades Borrow the natural vision of a subject for an hour FoH 169
Right Tools, Right Job Perfected tweezers Large equipment bonus for horological work Iface 110
Social Dynamics Baseball cap with white "A" Blend into a group as a long-standing acquaintence FoH 169
Special Someone Wooden compass Points at the most violent person in range FoH 169
Unperson Folder of blank documents "Proves" your identity as a chosen subject FoH 170
Exploited
Animate Organic motherboard Activates or supercharges an operable device FoH 165
Apple of Discord Money clip Inspires murderous greed at night FoH 165
Deep Cover Smart card on a lanyard Confounds a recipient's supernatural senses FoH 166
Deep Pockets Carbon's trunk Links the car trunk by tunnel to a home closet Iface 61
Deep Pockets Metal-framed backpack Stores any item, regardless of size or weight FoH 166
Extispicy Voodoo doll Scries upon a subject using their name and a piece from their body FoH 166
Four Minutes Ago Four Minutes Home Rewinds time as if the winder had retroactively left for the Seattle Horological Academy Iface 111
Four Minutes Ago Puzzle box Permits demons four minutes of action, then rewinds time to play the effects out with different causes Iface 62
Frozen in Time Aluminum-plated harness Move within slowed time FoH 168
Frozen in Time Knife of broken time Can hold itself and a stabbed victim static and immutable Iface 110
Merge Glowing wristwatch Disguises the appearance of the user's demonic form FoH 168
Newton's Nightmares Pistol with copper bands Projects crushing gravity FoH 167
Rip the Gates Key with gears Open a door one-way into an otherworld or back FoH 167
Soul Brand 3D projection PDA Frightens witnesses of the projection, who try to appease its "master" FoH 167
Stop Engraved chrome ball Freeze a target in time, immutable FoH 169
Form gadgets
Aura Sight Kirlian lenses Accentuate microexpressions when polished FoH 172
Electrical Sight Static glasses Visualize electromagnetic fields FoH 171
Essence Drain Leech glove Retractible spikes drain Essence or Aether from slashed wounds FoH 172
Huge Size Growth engine Temporarily enlarges wearers with a key phrase FoH 172
Memory Theft Brainjack Lets computers access human memories through USB interface FoH 172
Sense the Angelic Mints Eating a charged mint permits a demon or stigmatic to sense angelic influence Iface 61
Teleportation Blitzen suit Business suit with a hidden escape switch on the cuff FoH 172
Tough as Stone Granite brooch Grows granite armoring when clasped tight FoH 172
Lambdas
Alibi
Never Here
Mind fog Churning brooch hypnotizes and rewrites memories FoH 173
Check Backdrop
Shift Consequence
Chaos engine Electric coil drags bullet trajectories off course at operator's whim FoH 174
Hellfire
Swarm
Swarm box Contains deadly cryptid wasps with combustible venom FoH 173
Identity Theft
Living Shadow
Shadow chain Cuffs onto a person's shadow to manipulate them as an umbral passenger FoH 173
Imagine
Inflict Stigmata
Rain of Blood
Dreaming machine Music causes a rain of somnambulent oil which causes dream visions and stigmata FoH 164
Like I Built It
Right Tools, Right Job
Infinite multitool Remolds into any shape at the end of a handle FoH 173

NPCs, Beings (2nd Edition)

Ephemeral Entities

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

Material Creatures

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

Otherworldly Beings

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

Supernal Entities

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