Advanced Armory
Task Force: VALKYRIE
Endowment | Rating | Description | Book |
---|---|---|---|
The Bleeder | •• | +3 ranged weapon induces the hemorrhage of supernaturally charged blood instead of damage, or with modifications, other forms of supernatural energies. | HTV 152 |
Compound Rounds | • to ••••• | Renewable. Shots take 9-Again and inflict lethal damage against monsters who normally resist firearms. | HMR 56 |
Equalizer Grenade | ••• | Renewable. Flash grenade strobes light to neurally inhibit creatures' ability to shapeshift. | HTV 153 |
Etheric Goggles | •• or •••• | Specially treated night-vision goggles can perceive Twilight phenomena, and with four dots, trails left in their wake. | HTV 151 |
Etheric Rounds | • to ••••• | Renewable. Shots strike ghosts, spirits and other incorporeal beings, but suffer -1 to strike the corporeal. | HTV 150 |
Etheric Tracker | •••• | Fires a semitangible tracking pellet which embeds in a corporeal or noncorporeal target. Tracks pellets within half a mile for up to 24 hours. | HTV 155 |
Frequency Pulse Emitter | •• | Renewable. High-frequency sonic grenade provokes a Stamina + Composure -3 roll for beings with heightened animal senses, or -5 for beings in full animal form, to resist being stunned. | SpSl 145 |
Gatekeeper Device | ••• | Full bodysuit can be activated with Willpower to transition between the material realm and the Shadow or Underworld, with a twelve-hour cooldown. | C&C 82 |
Gleipnir Restraints | •• | A strip of kinetic-feedback plastic which may be used to Restrain in a grapple. A captive must contest Strength + Athletics against twice their own Strength in successes to break free. | HMR 32 |
Gungnir System | ••• to ••••• | The Gungnir Multi-Function Targeting System, integrated into a submachine gun (•••) or assault rifle (••••), provides thermal and night vision, mitigates range penalties, and highlights extranormal entities (which for an extra dot includes Twilight beings). | HTV 154 |
Hod Rounds | • | Renewable. Splintering mistletoe bullets impose a -2 penalty to fire, but deal half their damage to vampires as lethal and suffer no additional penalty to aim a staking shot. | NS 135 |
Huginn Visor | •• or ••• | Treated sunglasses (••) or contacts (•••) which impair sighted perception by -2, but impose a similar penalty to mind-altering powers that require eye contact. | NS 136 |
ICE | • | The Interstices Calculation Expedient detects traces of dimensional interstices open in the last 24 hours, for half a mile. | C&C 82 |
Logehamarr Personal Flamethrower | ••••• | A ranged heavy weapon anti-personnel flamethrower, resolved as a +0L long burst which inflicts a 4L gasoline burn on organic material. The Logehamarr's green flame immediately provokes vampires to flee. | NS 136 |
Mjolnir Cannon | •••• or ••••• | +0 heavy rifle electrocutes on a successful attack for 6B, 8B, or 4L damage at Range 100. With five dots, a vehicle-mounted cannon can also be set to deal 10B or 5L damage, at Range 300 and with a longer-lasting battery. | HTV 156 |
Munin Serum | •••• | Renewable. Six hours' worth of an injectible amnestic that suppresses stretches of recent memory, contesting 7 dice against the subject's Stamina + Composure. | HTV 155 |
Odin Reticle | ••• | Requires Huginn Visor ••. LCD overlay affixed to the Huginn Visor grants +3 to perceive monsters through stealth and evasive powers. | NS 136 |
Screamer Pistol | ••• | Low-frequency +3 sonic pistol disorients instead of dealing damage, preventing the target from focusing supernatural power for (target's Composure - successes + 1) turns. | WF 125 |
Tranq Rounds | • to ••••• | Renewable. Shots deal one point of lethal damage and a stacking -1 penalty. A target at a high penalty must spend Willpower to remain conscious. | Slash 160 |
Urban Response Vehicle | ••••• | Armored vehicle disguised as a van, armed with a mounted +5L heavy machinegun, and powered by an electric generator. Cell members may pool Merit dots for the URV and enhance it by purchasing integrated Etheric Rounds, Etheric Goggle windows, a mounted Bleeder, an Equalizer Grenade Launcher, the Gungnir System, or a mounted Mjolnir Cannon. | SpSl 145 |
VDSB | ••• | The Victim-Detonated Sun Bomb can be armed and concealed with Wits + Crafts. When triggered, it discharges a stunning flash which scatters monsters who flee sunlight. | HTV 154 |
Witch Buster | • | Device uses a lithium battery to radiate energies that register to paranormal senses. | HTV 151 |
Benediction
Malleus Maleficarum
Rite | Cost | Dice Pool | Description | Book |
---|---|---|---|---|
The Apostles' Teachings | — | Composure + Benediction | Instead of recovering Willpower from your Virtue, distribute your Resolve + Composure in Willpower among mortal allies. | HTV 157 |
Armor of St. Martin | ○ | Stamina + Benediction | Apply Benediction as Armor for a scene. | HTV 158 |
The Binding of St. Amabilis | ○ | Presence + Benediction | While you sing praises, werewolves who listen cannot benefit from supernatural healing. | SpSl 147 |
Blessed Protection of St. Agrippina | ○ | Resolve + Benediction | Bless a physically demarcated area as an extended action to ward against supernatural beings. Such beings within the area subtract your Benediction from their effective Power Attributes, and without Presence cannot enter. | HTV 159 |
The Boon of Lazarus | ※ | None | Lose a dot of Willpower to resurrect a recently dead mortal, who suffers a major derangement. | HTV 160 |
The Casting Out of Witches | ○ | Presence + Benediction | Pray as an extended action to compel monsters to suffer mounting penalties or flee the vicinity for an hour. | C&C 76 |
Epipodian Safeguard | ○ | None | Add Benediction as a bonus to resist mind control for a scene. | HTV 159 |
Fiacre's Staff | ○ | Stamina + Benediction | Bless an improvised weapon as a vampiric stake, removing its penalty and applying successes as a weapon bonus against the undead. Women perform a variant rite called the Benediction of the Rose. | NS 138 |
Fortitude of St. George | — | Composure + Benediction | Gain bonus Stamina for a scene and go safely without food or sleep for (Benediction) days, after which you must sleep for 12 hours. | HTV 160 |
The Hands of St. Luke | ○ | Intelligence + Benediction | Lay hands upon the injured as an extended action, healing a point of bashing damage with one success or lethal damage with two. | HTV 160 |
La Langue des Saints | ○ | Composure + Benediction vs Resolve + Subterfuge |
Force a monster to honestly answer one question per threshold success. | NS 138 |
Loyola's Fire | ○ | Resolve + Benediction | Cast a holy light which compels the undead to panic and flee, losing Willpower while illuminated. | NS 140 |
Mantle of Orleans | ○○ | Manipulation + Benediction | While you continue to pray this scene, cellmates gain a +1 bonus to combat rolls and Defense, and a +3 bonus to Initiative and Speed. | NS 141 |
The Miracle of Gadarene | — | None | Cast an exorcised spirit into an animal as a symbolic rebuke, bound helpless while the animal lives. | SpSl 147 |
Peace of St. Joseph | — | Presence + Benediction vs Stamina + Potency |
Apply Benediction as a penalty to an undead being's Initiative, Speed, and Physical actions for a scene. | HMR 31 |
The Preservation of the Chastity of St. Agnes of Rome | ○(2A) | Resolve + Benediction | While you possess only one undamaged Health point, manifest Benediction as Armor for the scene. Suffer aggravated damage to expel the armor, dealing it as aggravated damage all around you. | C&C 75 |
Revelationes Coelestes | ○ | Resolve + Benediction | Witches spontaneously bleed, suffering a -2 penalty for the scene. | WF 125 |
Sanctification of the Blessed Virgin | ○(※) | Morality + Benediction | Pray as an extended action to render something a blessed item for a scene, or lose a Willpower dot to bless it permanently. | HTV 161 |
Scutum Sancte Trinitatis | ○○○ | Resolve + Benediction | Take no non-aggravated damage for a turn per success, except from fire, disease, drugs, or poison. | BD 7 |
The Shepherd's Blessing | ○(○) | Wits + Benediction | Murmur prayers to avoid mortal notice yourself, or for two Willpower, your Benediction in allies. Supernatural beings and hostiles may contest Wits + Composure vs Wits + Stealth + Benediction to break the effect. | HTV 161 |
Song of Daniel | ○/○○ | Charisma + Benediction - Resolve | Calm wildlife, or for two Willpower other creatures, with a hymn, adding successes as a Social bonus and suppressing supernatural frenzies. | NS 139 |
St. Agathius' Call | ○ | Presence + Benediction | Assailants with Morality ≤6 must spend Willpower to strike anyone but you for the scene. | Slash 161 |
St. Collen's Clarity | — | Wits + Benediction | See through illusions and other powers over your senses for a scene. | HMR 56 |
True Sight of St. Abel | ○ | Intelligence + Benediction | Recipients of this blessing may roll Resolve with an allocated bonus to perceive Twilight and to see monsters for what they are without Lunacy or Disbelief for a scene. | HTV 162 |
Vade Retro Satana | — | Resolve + Composure + Benediction | An enhanced ritual of abjuration and exorcism. | HTV 162 |
Wrathful Sword of St. Michael the Archangel | ○○ | Strength + Benediction | Channel divine light through a weapon, which becomes a blessed item and deals up to the rite's successes in aggravated damage to the supernatural. | HTV 163 |
Castigation
Lucifuge
Rite | Cost | Dice Pool | Description | Book |
---|---|---|---|---|
Abaddon’s Call | ○, 2B/roll | Resolve + Medicine | Raise a corpse as an undead servant for (Castigation) hours. Spend a Willpower dot to raise indefinitely. | NS 142 |
Abyssal Bondage | ○, 1L/1A | Stamina + Resolve | Mark a witch with blood from a vein to redirect their next spell, or from an artery to send it completely out of control. | WF 126 |
Calling Forth the Pit | 2L | Presence + Resolve vs Resistance |
Summon or banish a demon. | HTV 164 |
Coils of Iniquity | ※ | (10 - Morality) + Empathy | Anoint yourself with sinner's blood. Apply successes as a Social bonus with those sharing the sinner's Vice for a day. | C&C 69 |
Familiar | — | None | A demonic servant in animal or Twilight form. | HTV 165 |
Familiar Betrayal | 2L, ○/day | Presence + Resolve vs Resistance |
Summon a werewolf's spirit familiar by name and bind its service for six days. | SpSl 148 |
Family Vestment | ○(1L+) | Strength + Stamina | Physically manifest a chosen demonic trait, such as wings or claws, for a scene or longer. Suffer derangement for a day thereafter. | C&C 69 |
Gaze of the Penitent | ○ | Wits + Empathy vs Resolve |
Meet a subject's gaze to penalize their actions by (10 - Morality) for a turn per success. | HTV 167 |
Guilt’s Bloody Trail | ○ | Intelligence + Investigation vs Wits + Subterfuge |
Track a corpse's murderer by occult stigmata for a scene. | Slash 161 |
Gulf of Hades | — | Presence + Occult | Call up outer darkness to strip heat and energy. Electricity is rendered inert, the living suffer freezing lethal damage, and the reanimated lose Willpower. | HMR 30 |
Hellfire | ○(1A) | Dexterity + Intelligence - Defense | Hurl a bolt of unnatural fire, causing lethal or aggravated damage. | HTV 168 |
Infernal Visions | — | Wits + Composure | Gain harrowing insight into a topic once per session. | HTV 168 |
Mandate of Hell | (○) | Presence + Composure vs Resistance |
Issue a demon a simple command instantly, or a detailed command as an extended action. | HTV 169 |
Mark of Lucifuge | ○/○○, 1L | None | Transfer a permanent brand onto a vampire or other monster. Lucifuge, Malleus, Cainites, and the inhuman recognize the monster's nature by the brand. | NS 143 |
Mark of the Beast | ○○, 1L | Resolve + Intimidation | Take the shape of a demon temporarily, gaining +1 Size, +2 Armor, and (Castigation) bonus Physical Attribute dots. While in demon form, you may heal by spending Willpower and incapacitate mortals in terror. | SpSl 148 |
Prima Dictum | ○○, 2L | Resolve + Occult + Castigation vs Resolve + Potency |
Mark a vampire (or learn variants for other monsters) with your blood and curse its Physical actions by your successes for a scene. | NS 142 |
Rebuke Lies | (○) | Wits + Investigation vs Presence + Composure or vs Resistance |
See through the falsehoods and trappings of a demon's Cover, or strip them away for a scene. | HMR 133 |
Sense of the Unrighteous | — | 10 - Morality | Detect sins hanging on people and places, as well as monsters without Morality. | HTV 170 |
Shackles of Pandemonium | 1L | Presence + Intimidation vs Resistance |
Anoint a ritual circle to bind a demon, naming a means by which it may escape. | HTV 170 |
Tongue of Babel | — | None | Understand and be understood by all spoken human language. | HTV 171 |
Unholy Aura | — | Presence + Intimidation vs Composure |
Intimidating aura grants Social rolls for the scene a +3 bonus (doubled against the fae) and 9-Again. | HMR 55 |
Unholy Escapologist | ○ | Dexterity + Composure | Be released from any physical bonds. | CoH16 5 |
Dreamscape
Endowment | Rating | Prerequisites | Cost | Description | Book |
---|---|---|---|---|---|
Dream Shaping | • to ••••• | ○ | The character can Enhance, Deaden, Reshape, Create or Destroy matter in on the dream world according to the dots she has in this Endowment. | T&N 20 | |
Dream Shield | • to ••••• | - (○) | Each dot adds 1/1 armor in the dreamscape. Anytime she spends Willpower to add -2 to a re¬sistance or +3 to a contested dice pool against Dread Powers. | T&N 20 | |
Dream Sword | • to ••••• | ○ | The character can create a Size 1-3 physical weapon or can project an attack at anything within eyeshot with a Finesse + Power roll. | T&N 20 | |
Absorb and Fortify | •• or ••• | Dream Shaping ••• Dream Shield • Dream Sword • for the ••• version |
- | When using Dream Shaping to remove Durability or Structure from an object, add her successes as temporary Health boxes. At three dots, you may also use Absorb and Fortify when using a Dream Sword attack. | T&N 21 |
Colossus | • | Dream Shaping ••• | - | The character can create massive structures in seconds. | T&N 21 |
Dreampushing | • | Dream Shaping • | - | Your character can create an "invincible hand" and enact minor influence on the dream world | T&N 21 |
Regenerative Mind | •• | Any Dreamscape Merit at • | - | The character regains one WP every ten minutes or By taking 1B damage reflexively, she can immediately replenish one WP. | T&N 21 |
Shielding Mind | • | Dream Shield •• | ○ | The character can use Dream Shield on another person. | T&N 21 |
Warp | •• | Dream Shaping ••• | - | Dream Shaping effects occur instantly, and may be used reflexively when used against inanimate objects. | T&N 21 |
Wrack | •• | Dream Sword ••• | - | By choosing to remove damage from the weapon of a the Dream Sword, could drain an Attribute from the victim a scene. | T&N 21 |
Elixir
Ascending Ones
Endowment | Rating | Description Dice Pool = Stamina + Elixir | Book |
---|---|---|---|
A Glimpse of After | ••• | Ignores wound penalties and only needs to roll for consciousness when rightmost Health is Lethal | HTV p174 |
Agora Salve | ••• | Add Elixir to Social rolls | C&C p55 |
Amun's Water | •••• | Become invisible | HTV p176 |
Balm of Chronos | •••• | Doubles Initiative modifier and Defense score. If used in a non-combat situation, gains a +3 to extended rolls. | SpSl p149 |
Bennu-Bird Feather | ••• | Heal 2B or 1L per success with most severe healed first | HTV p174 |
Blood of the Cobra | ••••• | +1 Strength and Dexterity per success rolled and blood becomes poisonous. | HTV p178 |
Breath of the Dragon | •••• | Hunter breathes out a Toxicity 4 poison at close combat range | HTV p175 |
Breath of Ma'at | •• | Reroll a Morality check | HTV p173 |
Crocodile Tears | • | Appear nearly dead | HTV p172 |
Drop of Dreams | •• | Falls unconscious and enter in the primordial dream for one hour | T&N 21 |
Elixir of the Fiery Heart | •• | Resist fear effects equal to Elixir | HTV p174 |
Eye of Ra | • | Gain a bonus to Perception equal to Elixir | HTV p173 |
Gentle Mind | •• | Do not increase Disquet from Prometheans on ties, and can spend Willpower to reduce Stage 4 to Stage 3 in others. | HMR p29 |
Hound Mark | • or ••• | Perceive monsters within 5' (fae only with •, all monsters with •••) | HMR p53 |
Hunting Sight of the Asp | • | See things in the thermal spectrum | NS p144 |
Incense of the Next World | •••• | Astral project into Twilight | HTV p176 |
Justice of Ma'at | •• | Bonus to Investigation equal to Elixir and +1 to Degeneration rolls | Slash p163 |
Liar Pills | • | Betray no emotion (and lie convincingly) for a scene | HMR p130 |
Mesmeric Vapors | ••••• | Breathe out a mind controlling smoke | HTV p178 |
Mind-Talking Drug | ••• | Mentally converse or scan the surface thoughts of another | HTV p175 |
Nehebkau Tears | ••••• | Temporarily become a Vampire | NS p145 |
Red Resin | • | See monsters with morality 7 or lower | C&C p55 |
The Tallyman's Eyes | ••• | Identify any magic user in sight | WF p127 |
Thoth’s Whisper | ••••• | Inhale a ghost for a verity of bonuses, including entering the Underworld | C&C p55 |
Vapors of Mercury | •• | The blood of the hunter transmutes into a silver substance that burns like acid if touched by a werewolf. | SpSl p149 |
Ink
Knights of Saint Adrian
Endowment | Roll | Description | Book |
---|---|---|---|
Bear Mace | (as part of a Brawl attack) | Unarmed damage, plus inflicts Stunned Tilt on supernatural creatures. Can only be used (Ink) times per scene. | HMR 139 |
Brother Road | Wits + Investigation | Ask specific questions about recent history in the area. Can only be used (Ink) times per scene | HMR 140 |
Fist of Revelation | (as part of a Brawl attack) | Unarmed damage, plus inflicts Knocked Down Tilt on demons, removes their Cover for a scene and reveals their Apocalyptic Form. Once/Demon/Scene, can't be used at same time as Bear Mace | HMR 140 |
King of the Road | — | Bond a particular motor vehicle so that it will always reappear within a day if destroyed or lost | HMR 140 |
The Lord Provides | — | When using a firearm of a particular bonded model, have infinite ammunition | HMR 140 |
LOVE/HATE | Right (LOVE): Wits + Composure | Right (LOVE): Gain Informed Condition regarding a person while shaking their hand and general feeling if they are trustworthy. Left (HATE): Brawl attacks are Lethal rather than Bashing | HMR 140 |
Pain Magnet | — | Suffer damage for others nearby (but not if your last health box is filled) | HMR 141 |
Tough as the Last Guy | — | Store a supernatural opponent's rating in Strength, Dexterity, Brawl, Firearms or Weaponry to use in a future scene. | HMR 141 |
Relic
Aegis Kai Doru
Endowment | Rating | Cost | Dice Pool | Description | Book |
---|---|---|---|---|---|
Aegis Talisman | ••••• | (○) | — | 3 Armor against physical and magical attack and for 1 Willpower, strike fear into an opponent | HTV 183 |
Barnabas-in-Amber | ••• | — | — | A severed head relic that detects other Relics. | C&C 50 |
The Beauty Jar | ••••• | ○○ | — | The hunter gains the following benefits: Fame Merit at three dots, Striking Looks Merit at four dots and removal of the Unskilled penalty when it comes to Social rolls. The hunter can end the benefits by kissing someone. | C&C 50 |
Blood of Pope Joan | •• | — | — | Level 1 Blessed item and gives Werewolves -2 against anyone carrying the Relic | HTV 180 |
Box of the Treaty Elm | •••• | ○ ○, ※ | Resolve + Empathy | Any oath spoken over the box is completely binding,if a group betrays the oath everyone immediately lose all Willpower and suffer a -2 penalty to all dice rolls against the opposing group | SpSl 210 |
Centurion's Gladdius | •••• | ○ or 1L | — | Normally a 1B melee weapon. If Willpower is spent, the weapon removes any magical properties of a struck object. Alternatively, if 1L is spent, the weapon becomes a 2L weapon. | WF 127 |
Dead Man's Face | ••••• | ○ | — | Reanimate the head of a dead person | HTV 184 |
Doru Talisman | ••••• | ○ | — | Acts as a 3L Melee weapon against opponents in a 10 yard radius | HTV 184 |
Dream Relic | •• | ○ or 1L | — | Modification to an existing Relic that now it only exists within the scope of dreams | T&N 21 |
Eye of Hubris | •• | — | — | Activation on obvious magical power get -2 | HTV 180 |
Heart of Stone | •••• | — | — | When hooked up to an electrical charge, it becomes an object of obsession | HTV 181 |
Heart of the Succubus | •• | — | Wits + Academics | Determine the direction of the nearest Demon | HMR 129 |
Hex Sign | • to ••••• | ○ | Resolve + Occult | Affix symbols to a location that provide a variety of effects | WF 191 |
Icarine Servitor | ••• | — | — | Living wax servant | HTV 180 |
Idol of Gevandan | •••• | ※ | — | When active, it makes all werewolves be determined to take possession of the idol, even from each other | SpSl 150 |
Kirkestede’s Lenses | • | — | — | Gain bonuses to research. | HTV 307 |
The Oath Stone | ••• | 1L | — | Swear upon the stone in order to gain benefits to hunting Relics and combatting both werewolves and mages | C&C 51 |
Ohtas | ••• | ○ | Resolve + Occult | Any Vigil related action is at +1 If benefiting Lenape tribe, then add additional +2. | WF 187 |
One-Eyed Kings | • | — | — | Paired coins that allow one to see what is in the vicinity of the other. | HTV 179 |
Orpheus’ Eye | •• | — | — | User can see into Twilight | HMR 28 |
Phylactery of Commius | ••••• | ※ | — | Bind a spirit to the Phylactery in order to gain a number of benefits | SpSl 150 |
Prometheus’ Blood | ••••• | — | — | When placed in the abdomen of a living person making the person it's placed inside immune to disease, poison, and infection. Once per turn, user can spend 1 Willpower to downgrade all lethal damage to bashing damage | CoH15 1 |
Ringsel | ••• | ○ + | — | Heal at a rate of 1 Willpower for 1 Bashing and 2 Willpower for 1 Lethal or negate a degeneration for 1 Willpower instead. | HTV 181 |
Saint George’s Sword | ••••• | — | Resolve + Composure | A 1L sword. When a target is struck with it, he bleeds and causes 1L per turn. This bleeding can only be stopped by killing the sword user. | T&N 22 |
Scale of Scylla | •• | ○, 1L | — | Become invisible to Vampires | NS 146 |
The Silver Key | •• | ○ | — | Open a gate into the Hedge, but only once per location | HMR 52 |
Skeleton Key | • | ○ | — | Unlock a lock that requires a key | HTV 180 |
Stone Man's Staff | ••• | ○ | — | +2 bonus to attack. Travel to any visible point. | Spearfinger 7 |
Mask of Terror | ••• | 1L | — | Inspire supernatural fear in one person | Slash 163 |
Perseus’ Mirrored Shield | ••• | ○ | Wits + Composure | The hunter becomes immune to Dread Powers that use a Resisted or Contested roll against the her but all relevant actions suffer a -2 penalty. | T&N 22 |
Ulun'suti the Blazing Diamond | •••• | ○ | Dexterity + Occult | Once per story, reroll one task. Three times per story, add +1 to any task. Conjure flame. | Spearfinger 7 |
Watchful Keris | ••• | — | — | 2L knife with +1 Initiative and can make a reflexive roll to avoid being surprised in combat | HTV 181 |
Witch-Candle | •••• | 1L | — | Summon gargoyles | HTV 183 |
Worm Pipe | ••••• | 1L, ※ | — | Resurrect a corpse | NS 146 |
Rites du Cheval
Les Mystères
Endowment | Rating | Cost | Description | Book |
---|---|---|---|---|
Clinging Leech | •••• | ○ | Sap health from a target for oneself. Grapple and Wits + Larceny Vs Resolve + Stamina, 1(L) for every success | SpSl 157 |
Deny the Moon | ••••• | — | Negate the use of Dominions by werewolves. | SpSl 159 |
Elemental Rebuke | •• | ○ | Attack target with an elemental (fire, water, etc) effect. Resolve + Occult + Les Mystères Status Vs Resolve + Stamina 1L for every success | SpSl 155 |
Ephemeral Disguise | • | — | Spirit hides the caster with an unremarkable visage. (Mod. to Stealth rolls) Dramatic Failure:Glow in red -5, Succes: +3, Exceptional Success: +3 no evidence in security systems or video. | SpSl 155 |
The Hands of Raphael | ••• | ○ + Damage | Heal sickness, and mend wounds in others. | SpSl 156 |
Light as a Feather | •• | — | Increase jumping ability, and protection from falling damage. +5 for Jumping rolls, Only 1(B) for falling. | SpSl 156 |
Skin of the Loa | • | — | Spirit grants temporary Armor. Dramatic Failure: Def. -2, Succes: Melee armor +2, Exceptional Success: Armor +2.. | SpSl 155 |
Spiritual Guidance | ••• | ○ | Gain expertise in a field and Rote Action. | SpSl 157 |
Voodo Doll | •••• | ○ | Use a small doll to affect a target in positive or negative ways. | SpSl 158 |
Wearing the Baron's Hat | ••••• | ○ | Gain amazing combat abilities and temporary health. +3 to Defense, +5 To Initiative and +5 health. | SpSl 160 |
Seitokuken
Otodo
Endowment | Cost | Dice Pool | Description | Source |
---|---|---|---|---|
Hannya | — | — | The hunter can intuits immaterial spirits and demons as if they were materialized. Whenever a character she can perceive suffers a breaking point she sees a flash across his aura. | DE 319 |
Jabaku | ○ | Resolve+ Composure | Control demons or spirits the hunter can see or knows by name, it Also works on human characters suffering the Thrall Condition | DE 319 |
Kaibutsu | ○ | — | The hunter grows in to an monstrosity with. 2/1 armor, +2 Size and you may spend Willpower to heal 1L or 2B of damage, Also cause fear in humans. | DE 319 |
Kenshi | - | Resolve + Composure | This gift allows the hunter to craft a ban for a demon, spirit or human characters with the Soulless or Thrall Conditions. | DE 320 |
Kigo | ○ | Resolve + Composure | The hunter marks a victim with a burning emblem. Even once the damage is healed, any Otodo or character able to see auras will see the mark. | DE 321 |
Shinigami Buki | ○ | — | The hunter can devour souls, to exorcise possessing spirits, or to destroy demons. It can be used against human causing the Soulless Cor the Thrall Conditions. | DE 321 |
Shonetsu Jigoku | ○ | Resolve + Composure | This gift allows the hunter to safely let her body burn with flames, coat a weapon with her fiery blood, or splash the flames across her enemies. | DE 321 |
Thaumatechnology
Cheiron Group
Endowment | Rating | Description | Book |
---|---|---|---|
Agonizer | •••• | Parasitic bug that feeds off of magic | WF 128 |
Anger Patch | • | Detect vampires at a cost of -1 to Social rolls against them | HTV 185 |
Banality Worm | ••••• | Add Resolve to resist supernatural effects. -1 on Degeneration rolls | HTV 189 |
Berserker Splice | ••• | Under stress, gain 2 points to Strength, plus 1 point per every point of Lethal damage taken, and gains Iron Stamina temporarily. | SpSl 152 |
Biliary Tree of the Cynocephali | ••• | Any Toxin entering body starts out at -5 Toxicity. +2 to Resist Disease. | BbBB 25 |
Cortical Adaptation | ••• | After spending a point of Willpower, the Hunter gets +3 to Investigation and Empathy in regards to Slasher murders and purchase Slasher merits | Slash 164 |
Cranial Cortex Augmentation | •••• | Gain Dream Powers: Dream Seeing (•••), Dream Shaping (•••) and Dream Walking (•••) for 8-Stamina weeks; each re-application of this power has 10% greater chance of failing. | HMR 54 |
Devil's Eye | •• | See emotional auras of individuals | HTV 186 |
Ectocrine Gland | •• | See and communicate with non-manifested Twilight entities (ghosts and spirits). While active, -2 to "real-world" Perception tests, and hunter is easier to possess by entities. | SpSl 151 |
Evil Eye | ••• | Replace an eye and suffer the One Eye flaw. Additionally receive -2 to all Social rolls when the eye is exposed. Gain any one of these Dread Powers: Confuse, Fury, Sleep, Hypnotize or Terrify | NS 148 |
Hand of Glory | ••••• | Mesmerize and immobilize anyone in line of sight. | HTV 190 |
Lover's Lips | •• | Receive 9-Again on Social rolls against characters who ingest the liquid from the implant | HTV 187 |
Optic Thorn | ••• | allows user to see "supernaturally augmented" hunters | C&C 62 |
Personal Defense Swarm | ••• | Charge the body with a swarm of tiny creatures that attack based on the Hunter's emotions | HTV 187 |
Plasmic Caul | •••• | see ghosts in Twilight, gain +1 to any roll involved with them, and spend one Willpower for a "secondary" effect. | C&C 64 |
Quick-Step | ••• | +3 Speed, 9-Again on Athletic checks involving running or moving quickly, and retains Defense against Firearms while running | HTV 188 |
Twitcher | •••• | Use higher of Wits or Dexterity for Defense and lower of Wits or Dexterity for surprise attacks | HTV 189 |
Regenerative Nodule | •••• | Must also spend a Willpower to activate. Heal Lethal and Bashing damage at the speed of a Werewolf. | HTV 189 |
Vitriol Pump | •••• | Add three successes to a roll, up to three times before requiring a week's recharge. | HMR 29 |
Voice of the Banshee | • or ••• | At the cost of 1WP, make a bashing attack with Stamina+Expression against all creatures with enhanced hearing that also disrupts their concentration. The upgraded version also afflicts those affected with the Depression or Melancholia derangement | NS 148 |
Weapon of Last Resort | • or ••• | Gain either Lethal Brawl attacks or a 1L bite attack. Upgraded version receives both | HTV 186 |
Teleinformatics
Vanguard Serial Crimes Unit
Interview | Rating | Cost | Dice Pool | Description | Book |
---|---|---|---|---|---|
Just One More Thing | • | 1B | Teleinformatics+Subterfuge | Discover just the right question to ask the suspect | Slash 166 |
Polygraph | •• | ○, 1B | Teleinformatics+Persuasion vs. Stamina+Resolve | Gain a bonus to all interrogation rolls equal to successes and double the bonus on Empathy and Subterfuge rolls meant to sniff out a lie | Slash 167 |
Synchronization | ••• | ○, 1L | Teleinformatics+Empathy-subject’s Resolve | Copy the subject's mind | Slash 167 |
The Talon | •••• | 1L | Teleinformatics+Intimidation-Composure | Each success gives the target a -1 on all Mental and Social rolls | Slash 167 |
Tactical Co-Ordination | ••••• | ○, 1L | Teleinformatics+Brawl- # of other agents | Link minds with others and all members get bonuses on Skills for each member with a higher rating | Slash 168 |
Investigation | Rating | Cost | Dice Pool | Description | Book |
Psychometry | • | 1B | Teleinformatics+Crafts | Understand an object | Slash 169 |
Scene Read | •• | 1B | Teleinformatics+Investigation | Normal investigation of a scene at instant speed | Slash 169 |
Speed Of Thought | ••• | 2L | Teleinformatics+Athletics | Add Teleinformatics to Initiative, use higher of Wits or Dexterity for Defense and apply Defense to Firearms for turns equal to successes to a maximum of 5 | Slash 170 |
Postcognition | •••• | ○, 1L | Teleinformatics+Science | Mentally reconstruct the scene of the crime | Slash 171 |
Hall Of Mirrors | ••••• | 1A | Teleinformatics+Occult | See all possible futures and gain insight on the best course of action. | Slash 172 |
Research | Rating | Cost | Dice Pool | Description | Book |
Network | • | 1B | Teleinformatics+Academics | Know the right place to look | Slash 173 |
Deep Background | •• | 1B per roll | Teleinformatics+Computer | Find documents relating to a suspect at 3 successes per document | Slash 173 |
Bookworm | ••• | ○, 1L | — | Automatically succeed at any Academics or Occult based research action | Slash 174 |
Tag | •••• | 1L (○) | Teleinformatics+Streetwise | Follow a target through cameras. For an additional Willpower, the Hunter can use this ability through animals | Slash 174 |
Omnicompetence | ••••• | 1L or 1A | Teleinformatics+Larceny | Temporarily increase one skill to 5 dots or all skills in a category to 3 dots | Slash 175 |
Goetic Gospel
The Knights of Saint George
The Gospel of Agares | Rating | Cost | Dice Pool | Description | Book |
---|---|---|---|---|---|
Lie of the Heart | • | ○ | Wits + Goetic Gospels | Ignore spells that affect anyone in a give area | WF 130 |
Crocodile Armor | •• | ○ | Stamina + Goetic Gospels | Gain armor against spells or enchanted weapons equal to Goetic Gospels rating | WF 130 |
Agares' Goshawk | ••• | ○ | Manipulation + Goetic Gospels vs. spell die pool | Dispell a spell | WF 130 |
Envy's Barb | •••• | ○(1L) | Presence + Goetic Gospels | Counter a spell. The Hunter can take any amount of Bashing to receive +2 on the roll for each point of Bashing spent. Optionally, the Hunter can spend a Lethal damage and deal Lethal damage to the spell caster equal to additional successes made on the Goetic Gospel roll | WF 131 |
Flagellant's Denial | •••• | ○ (spent per activation), 1-5L (spent once for a scene) | Resolve + Goetic Gospels | Negate all spells in a 5 yard radius of the Hunter at a level equal to or lower than the amount of Lethal damage taken | WF 131 |
The Gospel of Amon | Rating | Cost | Dice Pool | Description | Book |
Stolen Vice | • | ○ (2B) | Manipulation + Goetic Gospels vs. Resolve+Gnosis | Whenever the target would indulge his or her vice, she receives no Willpower. If 2B is spent, the Hunter receives it instead. | WF 132 |
Maddening Whispers | •• | ○ (1L) | Composure + Goetic Gospels | Inflict a mild derangement on a target. If 1L is spent, inflict a severe derangement instead. | WF 133 |
Magpie Mysteries | ••• | ○ (1L) | Dexterity + Goetic Gospels vs. Composure+Gnosis | Steal the ability to use spells from a given Mystery from the target and deny the target use. If 1L is spent, the target is denied use of two Mysteries | WF 133 |
Viscous Cycle | •••• | ○ (1L) | Presence + Goetic Gospels | Make the target make a degeneration roll equal to the most severe sin they have committed. If they fail, the receive -3 on all rolls and cannot regain WP from their Virtue for the rest of the scene. If 1L is spent, the degeneration roll is made as though it were one level worse. | WF 133 |
Demon King of Nothing | ••••• | ○, 1L (1L) | Stamina + Goetic Gospels vs. Resolve +Gnosis | All spells the target rolls are Vulgar. If an additional 1L is spent, all spells also receive a -1 Vulgarity modifier | WF 134 |
The Gospel of Beleth | Rating | Cost | Dice Pool | Description | Book |
Glutenous Devourer | • | ○ (1L) | Wits + Goetic Gospels - Subject's Resolve | Prevent the target from generating or receiving Source. The target also loses Source equal to successes rolled. If 1L is spent, the target loses 1 Willpower each time they try to generate Source | WF 134 |
Servitor of Sloth | •• | ○ (1L) | Intelligence +Goetic Gospels vs. Resolve+ Gnosis | Whenever the target would use a point of Source, they must also spend a point of Willpower. If 1L was spent, the target must also succeed on a Resolve+Composure roll to spend Source. | WF 134 |
Poison Baubles | ••• | ○, 1L | Presence + Goetic Gospels vs. Stamina + Gnosis | The target receives Lethal damage equal to the amount of Source the target is storing up to the Hunter's Goetic Gospels rating. | WF 135 |
Rites of Denial
Cainite Heresy
Endowment | Cost (Xt = X thimbles of blood) | Description | Book |
---|---|---|---|
Aggravate | ○, 2t | Weapon now deals Lethal damage and gains a bonus equal to dots in Rites of Denial. The bonus only applies to Vampires, minions of Vampires and unliving creatures. | NS 151 |
Befoul | ○, 4t | If a Vampire sleeps in the targeted location, they receive 1L per hour slept there and cannot spend Blood for any purpose | NS 151 |
Behold | ○, 1t | All non-hidden Vampires within sight are revealed for what they are | NS 152 |
Deny | ○, 2t | Create a barrier that blocks the access of Vampires | NS 152 |
Evade | ○, 1t | Gain Speed bonus equal to Endowment dots. | NS 153 |
Invoke | ○, 3t | Create an apotrope that repels Vampires and deals 1 Aggravated damage if it touches them. | NS 153 |
Mark | ○, 2t | Gain bonus die equal to endowment to stake or decapitate a Vampire | NS 153 |
Obligate | ○, 2t | Fix a Vampire to the ground. | NS 154 |
Pilfer | ○ ,3t | Know a secret a Vampire doesn't want known | NS 154 |
Prohibit | ○, 2t | Another person's blood offer no nourishment to Vampires and when drunk, deals damage to the Vampire equal to the caster's Endowment dots | NS 154 |
Question | ○, 5t | Give a Vampire a Severe Derangement | NS 155 |
Reflect | ○, 1t | Powers against the Hunter that would require eye contact get a penalty equal to the Hunter's Endowment dots. | NS 156 |
Unmask | ○, 1t | Make a Vampire illuminate brightly and appear in all media and mirrors | NS 156 |
Other
Endowment | Description | Compact or Conspiracy | Book |
---|---|---|---|
The All-Seeing Eye (• to •••••) | Gain access to one private information stream per dot in the Endowment | Network Zero | C&C 32 |
Anthropophagy (• to •••••) | Devour monsters to spend dots in Anthropophagy to gain dots in their Dread Powers (and suffer Integrity breaking points each time) | Faithful of Shulpae | HMR 112 |
Bacchanal (• to •••••) | Multiplying the points in this endowment times two, the Hunter is allowed to: purchase dots as a Social bonus towards Ashwood Abbey members only (Max +5); Ensure a guest with the Fame Merit can attend the event (Points spend equal points in the Fame Merit); The hunter gains a Social bonus with a specific group until the end of the story (Max +5); A Social bonus with a specific supernatural group until the end of the story (Max +5); Tactics gain a three dice bonus per points spent for secondary actors. | Ashwood Abbey | C&C 14 |
I'm Doing Science (• to •••••) | At the beginning of a hunt related scene, roll Intelligence + Investigation + I'm Doing Science, successes can be used to gain bonuses to tracking a monster that left behind evidence, learn one critical fact about the monster, or gain a bonus to their next attack against the monster | Null Mysteriis | C&C 37 |
Monster Media (• to •••••) | Update a number of devices equal to dots in the Endowment to be able to identify monsters in their true, exposed form | Network Zero | C&C 33 |
The Prayer (• to •••••) | If you prayed before going to sleep you get Prayer Points equal to your dots in the Endowment that can be spent to recover Willpower, transfer willpower points to others, ignore wound penalties for a turn, or resist mental domination for a turn | The Long Nights | C&C p19 |
Rite of Hecate (• to •••••) | If you successfully fill the rightmost health box of the target with Lethal damage and complete the ritual, gain Gnosis dots equivalent to the target up to a maximum of you Rite of Hecate rating and gain access to half of the Mysteries they have access to. | The Promethean Brotherhood | WF 97 |
Setto (• to •••••) | Each dot allows “slot” for a stolen Dread Power, every dot rating allows exactly one Dread Power at that level or lower. Stealing an ability requires Social maneuvering actions. Spend a point of Willpower and Roll Intelligence + Larceny, penalized by the dot rating of the Dread Power in question. To activate a Power the hunter must spend the normal Willpower cost for the Dread Power, and make the same roll. | Hototogisu | DE 319 |
Unearthed Secrets (• to •••••) | At the beginning of each story, gain a number of secrets about the monsters that will be experienced, this Endowment also acts as an occult version of Contacts. | The Loyalists of Thule | C&C 26 |
Your Friends and Neighbors (• to •••••) | At the start of each game session, the hunter can gain one of the following benefits, a Safehouse with dots equal to dots in the Endowment, gain a social bonus to one local resident, treat the Endowment as the Allies merit, or add dots in the Endowment as a bonus to a drive roll | The Union | C&C 44 |
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 |