Geist: the Sin-Eaters (Complete)

From Codex of Darkness


Merits, Locations (1st Edition)
Secured Location
Bastion (• to •••••) {Size, Amenities, Battlements} (SH) SaD p108 Changeling Motley Dream Fortress
Den (•••) Skin p21, ChB p96 Skinthief or Changing Breed
Haunt (• to •••••) {Fluidity, Residue, Utility} (SH) GtSE p87 Sin-Eater
Haven (• to •••••) VtR p100 Vampire
Hollow (• to •••••) {Size, Amenities, Doors, Wards} (SH) CtL p94 Changeling
Lair (• to •••) (SH) PtC p96 Promethean
Safehouse (• to •••••) {Cache, Secrecy, Size, Traps} H:tV p71 Hunter
Sanctum (• to •••••) {Security, Size} (SH) M:tA p86 Mage
Temple (• to •••••) CoC p42 Circle of the Crone
Universal Fixtures
Archive (• to •••••) RoS p87 Every dot is single topic, cuts study time.
Sanctum Materials (• to •••••) S&S p86 increase strength of structure
Portable (•) Myst p141 change location, personal only
Geomantic Nexus (• to •••••) Size and (• to •••) +1 attribute per dot Ordo p202 Fung Shui
Guardian Retainer (• to •••••) (mult) S&S p85 armed guard
Library (• to •••••) (SH) M:tA p85 1/dot topics of research
Security (• to •••••) VtR p100, PtC p96, MtA p86 +1 intiative against break-ins per dot.
Size (• to •••••) VtR p100, PtC p96, MtA p86, CtL p95 • - 1-2 rooms, •• - 3-4 rooms, ••• - 5-8 rooms, •••• - 9-15 rooms, ••••• - Countless rooms
Vampire *pre: Haven
Location (• to •••••) VtR p100 +1 bonus to hunting per dot for owner and invitees.
Occultation (• to •••••) *pre: Haven Size ••• or less Mehket 119 Penalizes attempts to find the Haven
Temple Library (• to •••••) *pre: Temple CoC p42
Mage *pre: Sanctum
Alchemical Lab (• to •••••) (SH) TotM p146 resources to produce Gross Matter
Guardian Ghost (•• to •••••) (mult) S&S p85 bound Ghost
Guardian Spirit (•• to •••••) (mult) S&S p86 bound Spirit
Hallow (• to •••••) (SH) M:tA p83 upwelling of Mana
Sanctum Gauntlet (• to ••) S&S p86 +/- 1/dot Gauntlet
Scriptorium (•• to •••••) (SH) Myst p67 reduce cost to learn Rotes
Summoning Circle (• to •••) Summ p185 attuned circle to particular realm
Changeling *pre: Hollow
Amenities (• to •••••) CtL p95 How comfortable the Hollow is.
Doors (• to •••••) CtL p95 Add doors in Hedge and on Earth.
Hob Kin (••) RoS p92 Hobgoblins protect your Hollow.
Ritual Doorway (•••) *pre: Doors ••••• RoS p95 Enter from anywhere on Earth. One way.
Wards (• to •••••) CtL p95 Ability to hide and fortify Hollow
Workshop (• to •••••) *pre: Size >= Workshop RoS p97 Space and tools for various crafts, 1/dot
Mobile Hollow (• to •••••) SaD p92 More dots = further and faster, more control
Changeling Bastions *pre: Must belong to a Motley of 3 or more with specialty in Oneiromancy
Amenities (• to •••••) SaD p108 How comfortable the Bastion is.
Battlements (• to •••••) CtL p. 198 10 points of damage per •, ranged attacks allowed
Werewolf Territory
Ambush Site (•) Territories 40
Apartment Building (•) Territories 27
Arcane (+•) Territories 40
Artic - Territories 46
Barren - Territories 37
Big Box Store (•) Territories 27
Catalyst (•) Territories 37
Caverns/Tunnels (•) Territories 19
Cemetary (•) Territories 33
Church (•) Territories 33
Cliff/Ridge (•) Territories 19
Club or Bar (••) Territories 28
Contested (-•) Territories 41
Criminal District (•) Territories 34
Desert (•) Territories 19
Dry - Territories 46
Empty Building (•) Territories 34
Essence Current/Ley Line (+•) Territories 41
Fallow Prairie (•) Territories 21
Factory (•) Territories 29
Factory Farm - Territories 21
Farm (• or ••) Territories 21
Glade (•••) Territories 38
Haunted (+•) Territories 42
High - Territories 46
Highway (•) Territories 34
Houses/Housing (•) Territories 29
Hospital (•••) Territories 35
Landfill or Garbage Dump (••) Territories 22
Locus (• to •••••) Territories 38
Mall/Strip Mall (•) Territories 29
Media Center (+•) Territories 42
Military Base (•••) Territories 35
Mountain (••) Territories 22
Museum/Library (•) Territories 30
Neutral Ground - Territories 43
Notorious - Territories 42
Ocean/Sea/Great Lake (•) Territories 23
Office Building/Skyscraper (•) Territories 30
Park (•) Territories 30
Pond/Lake/Lakefront (•) Territories 24
Poor (+•) Territories 44
Pure (-••) Territories 44
Rich (+•) Territories 45
River/Riverside (•) Territories 24
Sanguine (+•) Territories 45
Shoal - Territories 38
Shop or Restaurant (•) Territories 31
Spring (••) Territories 24
Stadium or Arena (•) Territories 31
Stream (•) Territories 25
Swamp/Marsh/Wetland (••) Territories 25
Theater/Opera House (•) Territories 33
Tropical - Territories 46
University or Postsecondary School (••) Territories 36
Utilities (•) Territories 36
Verge - Territories 39
Virgin (+••) Territories 45
Wet - Territories 46
Window (•) Territories 39
Woods/Forest (••) Territories 26
Wound - Territories 39
Barony Merits Vampire: the Requiem Damnation City
Cant Fluency (·) *Pre: Politics · or Occult · or Streetwise · DC p200
Cant Savvy (··) Pre: Intelligence ·· and Politics · or Occult · or Streetwise · DC p200
Connections (· to ·····) Pre: Presence ·· and Politics ·· or Streetwise ··· DC p200
Domain (· to ·····) Pre: Fealty Flaw DC p200
Feeding Ground (· to ·····) Pre: Fealty Flaw (for ···· and ····· only) DC p202
Site (· to ·····) DC p202
Tenant (· to ·····) Pre: Domain Size per merit, Fealty Flaw DC p202
Vassal (· to ·····) Pre: Domain Size per merit, Fealty Flaw DC p203
Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Activation Damage B/L/A
Special/Other Activation Cost
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation Example ●(○)
●/item, 1L

Keys and Haunts (1st Edition)
Boneyard (Wits) Cold Wind (Occult) Geist 112, 115
Establish Boneyard (10 x Suxx Yards). Enter Trance. If unlocked outside in cold weather or during a heavy rainstorm, add Occult to Activation for size.
•• Hinder with weather. Target a person with Wits+Occult+Activation vs. Stamina, impose Activation as a penalty to all die pools while concentration is maintained.
••• Expand Boneyard (100 x Suxx Yards). As 2-dot power, but may select multiple targets at 1 Plasm apiece, separate Stamina rolls.
•••• Attack with weather. Target a person with Wits+Occult+Activation-Stamina, do Suxx as Bashing damage. Magic armor may apply.
••••• ●●● Expand Boneyard (Miles x Suxx ). As with 4-dot power, but do Lethal damage.
Boneyard (Wits) Grave-Dirt (Occult) Geist 112, 115
Establish Boneyard (10 x Suxx Yards). Enter Trance. If unlocked in cemetery or stone/earthen subterranean complex, add Occult to Activation for size.
•• Hinder with claustrophobia. Target a person with Manipulation+Occult+Activation vs. Composure, impose Activation as a penalty to all die pools while concentration is maintained.
••• Expand Boneyard (100 x Suxx Yards). Hinder navigation. Target one or more with Manipulation+Occult+Activation vs. Composure, impose Activation as penalty to navigate, separate Composure rolls.
•••• Attack with the earth. Target a person with Wits+Occult+Activation-Defense, do Suxx as Bashing damage.
••••• ●●● Expand Boneyard (Miles x Suxx ), as with 4-dot power, but do Lethal damage.
Boneyard (Wits) Industrial (Crafts) Geist 112, 117
Establish Boneyard (10 x Suxx Yards). Enter Trance. If unlocked in or near enough to a building, may add Crafts to Activation for size, but boundaries cannot extend outside the building.
•• Target a mechanical device and turn it on or off with Wits+Crafts+Activation. Add Activation to Wits-related rolls to perceive aspects of structure at no cost.
••• -/● Expand Boneyard (100 x Suxx Yards). As with 2-dot power, but may completely control an object and make it act normally at no cost. If electric and not plugged in, cost is 1 Plasm. Limited extended boundaries can encompass multiple connected buildings, but nothing outside a structure.
•••• ●+ Target object with Resolve+Crafts+Activation and move telekenetically, cost of Plasm equal to Size. If used to attack, roll Resolve+Size+Activation-Defense.
••••• ●●●●●, ●●● Expand Boneyard (Miles x Suxx ), activation cost is now 5 Plasm. Gain total telekinetic control over everything inside Boneyard for it's duration, may spend 3 Plasm to make an object act unnaturally. Expanded boundaries can extend across grounds of a manmade area.
Boneyard (Wits) Passion (Empathy) Geist 112, 118
Establish Boneyard (10 x Suxx Yards). Enter Trance. Add Activation to Empathy when determining emotional nature of those inside.
•• Impose emotion on 10-yard radius with Manipulation+Empathy+Activation, those that fail to get Activation on Composure+Psyche feel that emotion in that area. Acting contrary imposes Activation as a penalty to all actions.
••• ●●●●● Expand Boneyard (100 x Suxx Yards). As 2-dot power, but impose emotions on entire Boneyard for 5 Plasm.
•••• Gain Plasm/Willpower/Health when those inside the Boneyard act in accordance with imposed emotion in significant ways.
••••• ●●● Expand Boneyard (Miles x Suxx ). Attack those impacted by imposed emotion with Intelligence+Empathy+Activation-Composure, draining Willpower, then doing Bashing when Willpower is reduced to zero.
Boneyard (Wits) Phantasmal (Persuasion) Geist 112, 118
Establish Boneyard (10 x Suxx Yards). Enter Trance. Add Activation to resistance traits subtracted from rolls to avoid having perceptions manipulated, add Activation to rolls to detect invisible objects or beings and penetrate illusions.
•• Alter a target's perceptions of their environment with Manipulation+Persuasion+Activation vs. Composure+Psyche so long as concentration is maintained.
••• Expand Boneyard (100 x Suxx Yards). As 2-dot power but affect multiple targets at 1 Plasm apiece, may not split attention between areas.
•••• ●●●●● Cloak entire Boneyard or any part of it with illusion by rolling Manipulation+Persuasion+Activation for 5 Plasm. Affects anyone inside with Resolve lower than Suxx rolled.
••••• ●●●/●●●●●● Expand Boneyard (Miles x Suxx ). Create a phantasmal killer that does Bashing for 3 Plasm or Lethal for 6 Plasm. Attacks are Wits+Intimidation+Activation-Composure, and if target's Composure+Psyche exceeds Activation, target is immune.
Boneyard (Wits) Primeval (Animal Ken) Geist 112, 119
Establish Boneyard (10 x Suxx Yards). Enter Trance. If unlocked in a heavily wooded/forest area, may add Animal Ken to Activation for size, but Boneyard becomes limited to forest and can't cross man-made structures (roads, fences, etc) or enter buildings.
•• Target an animal and trigger fight-or-flight reflex, Sin-Eater's choice if it flees the Boneyard or attacks first human it encounters. If target is magical or sentient, roll Wits+Animal Ken+Activation vs. Composure to activate.
••• ●/●●/●●● Expand Boneyard (100 x Suxx Yards). As 2-dot power, but target multiple animals for 1 Plasm per target, or control one animal completely for 2 Plasm. By spending 3 Plasm, the animal can speak in your voice.
•••• ●●● Target a person with Manipulation+Animal Ken+Activation vs. Composure+Psyche, all animals they encounter will attack on sight, and reduce their Animal Ken rolls to a Chance Die.
••••• ●/●● Expand Boneyard (Miles x Suxx ). Attack targets with plant life. Brawl to grapple, Weaponry to attack otherwise, roll is Wits+Attack Skill+Activation-Defense. Attack does Bashing for 1 Plasm or Lethal for 2 Plasm.
Boneyard (Wits) Pyre-Flame (Occult) Geist 112, 116
Establish Boneyard (10 x Suxx Yards). Enter Trance. If unlocked in a hot, desolate area or a burned out structure, add Occult to Activation for size.
•• Hinder with feverish disorientation. Target a person with Manipulation+Occult+Activation vs. Stamina, impose Activation as a penalty to all die pools while concentration is maintained.
••• Expand Boneyard (100 x Suxx Yards). Hinder with choking smoke. As 2-dot power, but may select multiple targets at 1 Plasm apiece.
•••• ●+ Target a flammable
••••• ●●● ) in Lethal damage.
Boneyard (Wits) Stigmata (Occult) Geist 112, 119
Establish Boneyard (10 x Suxx Yards). Enter Trance. Perceive ghosts and pathways to the Underworld anywhere within Boneyard.
•• ●+ Ward an area (roughly 5 Yards x Plasm spent) against ghosts with Power less than your Presence+Occult+Activation roll.
••• ●+/xL Expand Boneyard (100 x Suxx Yards). Each Plasm spent extends the ward for one hour, each Lethal damage inflicted on self extends the ward for one day after Boneyard ends.
•••• ●+/2L Bind a ghost or spirit into a location with Wits+Occult+Activation vs. Power for one hour per Plasm or one day per Plasm if two Lethal damage are taken. Bound ghost takes Activation(+2 if Lethal damage taken) as penalty to all Numina while bound, and Sin-Eater gains Activation to Social rolls against them and can compel to (de)materialize.
••••• ○/1L Expand Boneyard (Miles x Suxx ). Drain Corpus from ghost equal to Wits+Occult+Activation-Power and convert to 2 Plasm each.
Boneyard (Wits) Stillness (Subterfuge) Geist 112, 120
Establish Boneyard (10 x Suxx Yards). Enter Trance. Give targets bonus to Stealth rolls equal to Activation for 1 Plasm per target.
•• Target individual with Resolve less than Activation with a penalty to Wits-based perception of Activation, up to a number of targets equal to Activation.
••• ●●/●●●●/ ●●●●●● Expand Boneyard (100 x Suxx Yards). Inflict blindness, deafness and dumbness on target at 2 Plasm cost per sense with Wits+Subterfuge+Activation vs Composure+Psyche so long as concentration is maintained.
•••• ●●/●●●● Inflict ennui on all targets with less Resolve than Wits+Subterfuge+Activation in Boneyard. 2 Plasm inflicts natural sleep, 4 Plasm inflicts unnatural sleep that lasts as long as the Boneyard does.
••••• Expand Boneyard (Miles x Suxx ). Drain target of Willpower equal to Wits+Subterfuge+Activation-Resolve. If Willpower is reduced to zero, target falls asleep for at least twelve hours.
Boneyard (Wits) Stygian (Medicine) Geist 112, BotD 77
●, ● Establish Boneyard (10 x Suxx Yards), Enter Trance, Force one person to indulge in their Vice by the end of the scene or lose Willpower.
•• Force up to Psyche targets to indulge their Vice in the Scene or lose Willpower, each as a separate action.
••• Expand Boneyard (100 x Suxx Yards), all who enter the Boneyard roll Stamina+Resolve or suffer 1 Bashing that does not heal for a week, -1 penalty to all Mental rolls on Dramatic Failure. Objects inside Boneyard for duration lose 1 Durability. You can access Plasm equal to Activation while inside Boneyard, though Manifestations fueled by this Plasm end when the Boneyard does.
•••• ●●/- Roll Wits+Medicine+Activations-(Durability or Stamina) to do 1 Lethal damage or 1 Structure damage to target person or object, -1 penalty to all rolls for a scene or -1 permanant reduction to equipment bonus on Exceptional Success. If Boneyard overlaps 2nd stage Promethean Wasteland, pay no Plasm.
••••• ●●○ Expand Boneyard (Miles x Suxx ), can create an Avernian Gate inside Boneyard with extended Wits+Medicine+Activation roll needing 10 successes (15 minutes per roll), no cost on Exceptional Success.
Boneyard (Wits) Tear-Stained (Occult) Geist 112, 117
Establish Boneyard (10 x Suxx Yards). Enter Trance. If unlocked to cover a large body of water and far enough on the water or near a drowning site, add Occult to Activation for size.
•• Hinder with sense of drowning. Target a person with Wits+Occult+Activation vs. Composure+Psyche, impose Activation as a penalty to all die pools while concentration is maintained.
••• Expand Boneyard (100 x Suxx Yards). As 2-dot power but may select multiple targets at 1 Plasm apiece, separate Composure+Psyche rolls.
•••• -/● Manifest a flood to attack. Target a person with Wits+Occult+Activation-Defense, do Suxx as Bashing damage. If target is in water, Plasm cost is reduced to 0.
••••• -/●● Expand Boneyard (Miles x Suxx ), as with 4-dot power, but do 2 Bashing per Suxx.
Caul (Stamina) Cold Wind (Occult) Geist 112, 121
Body is chilled and clammy. Add Activation to Stealth rolls and do not show up to thermal imaging systems.
•• Blown by a cold wind, rather than walking. Remain 2" above ground, 'walk' on water.
••• Body temperature lowers. Freeze up to 1 gallon of water on touch, do Activation in Bashing damage on grapple.
•••• ●● Rendered insubstantial. Reflexively ignore any attack on a lower Initiative.
••••• ●● Merge with the wind. Vanish and re-form, move between outdoor points up to 5 miles apart in one minute, carry size 4 or smaller only.
Caul (Stamina) Grave-Dirt (Occult) Geist 112, 121
Body transformed to dirt and stone. Take Bashing from firearms instead of Lethal.
•• Bones become thick stone. Become immune to being stunned or knocked out.
••• Flesh becomes dirt and gravel. Gain Activation as temporary Health.
•••• Bones become diamond-hard. Unarmed attacks deal Lethal rather than Bashing damage.
••••• ●● Roll Stamina+Occult+Activation to become a stone statue for up to 1 day / Psyche, heal at double rate.
Caul (Stamina) Industrial (Crafts), Reduce activation successes by 1/2 Technology Level penalty (p111) Geist 112, 122
-2 to Presence rolls, add Activation to use of implanted tech, implant simple (no electric/chemical power source) devices of up to Size 3, hide/reveal reflexively.
•• Implant anything up to Size 3, up to a number of devices equal to Caul dots, use up to two at a time extending through the arms.
••• Manifest all objects implanted simultaneously, growing extra mechanical "arms" as needed.
•••• ●● Meld with objects of Size up to 10+Psyche, add Activation to use of object. Can't implant other objects while doing so.
••••• ●+ Meld and store objects, manifest them simultaneously, each object manifested costs 1 Plasm.
Caul (Stamina) Passion (Empathy) Geist 112, 122
Fully share mind with your geist. Add Activation to all Intelligence rolls.
•• Work with your geist's help to solve a mental problem. Gain Rote Action to one Mental Skill roll.
••• Add Activation to all Empathy, Intimidation, Persuasion, Socialize and Subterfuge rolls.
•••• ●● Roll Manipulation+Empathy+Activation vs Composure+Psyche to cause another touched person to love you for as long as Passion Caul is up. Roll Dexterity+Brawl to touch if resisted. After the Manifestation ends, target knows about manipulation, gets +3 to Composure rolls against you for remainder of Chapter.
••••• Complete mind/soul merger with geist. Completely negate a mind- or emotion-controlling power used against you for 1 Willpower.
Caul (Stamina) Phantasmal (Persuasion) Geist 112, 123
Can modify body's shape as Instant action, suitable mod adds Activation to a Physical Skill's rolls.
•• ●● Alter form to inflict paralyzing fear. Roll Stamina+Expression+Activation-(highest Composure present). For 1 turn / success, viewers take as penalty to act except cowering/running away.
••• Body becomes very pliable. Any Bashing damage taken is halved, rounded down.
•••• Warp body to grow limbs stretch chest into a cage. Add Activation to any single Brawl or grapple roll.
••••• ●●○ Shift into a form that induces madness. Roll Manipulation+Expression+Activation vs Morality+Psyche, inflict minor (or increase to major) derangement on target for one scene.
Caul (Stamina) Primeval (Animal Ken) Geist 112, 124
Senses are heightened. Add Activation to Perception rolls. If blinded, can track foes by sound and scent. Add Activation to Survival when tracking.
•• Gain instinctive animal awareness. Defense is higher of Wits or Dexterity. Add Activation to Speed.
••• Body takes on animal features. For one scene, distribute Activation amongst Strength, Dexterity and Stamina.
•••• ●, ●○ Eat some flesh of an animal Size 3 to 7. Spend one Plasm to store it's form, up to a number equal to Psyche, for up to a month. Can later transform into that animal as Instant action by paying 1 Plasm and 1 Willpower with Stamina+Animal Ken+Activation roll, up to end of scene. Must revert to human form to use Caul benefits besides Perception/Defense bonus.
••••• ●● Roll Resolve+Animal Ken+Activation to split into a group of small animals.
Caul (Stamina) Pyre-Flame (Occult) Geist 112, 122
Feel warm to the touch. Attacks against you take Activation as a penalty, can glow brightly.
•• 1L Body is a crucible. Gain 3 Plasm. Can't negate damage with Plasm, counts as agg for Mending the Mortal Coil.
••• Become more agile. Allocate Activation between Initiative, Speed and Defense.
•••• Body shines more brightly. Those who look directly at you are blinded for Activation turns.
••••• ●+ Spend up to Activation Plasm, 1-to-1 for Dexterity, Wits or Manipulation.
Caul (Stamina) Stigmata (Occult) Geist 112, 124
Control autonomic functions of body. Do not need to breathe, eat or sleep, not affected by hunger or fatigue penalties.
•• 1B+ Create pool of own blood, at least 1 Bashing worth. See through pool. Lose Defense, shifting between pools is instant action.Animate your spilt blood, move it up to speed, has Strength 1.
••• Control pool of own blood, infused with plasm. Focus and move up to your Speed, form into shapes.
•••• Detach arm, move it up to your Speed, has your Physical Attributes, Size 2 and 1/2 your Health.
••••• ●● 1L Bigger pool. Create blood homunculus, has your Attributes and Skills but is Size 2 and has 1/2 your Health. You have -3 to act while concentrating on it.
Caul (Stamina) Stillness (Stealth) Geist 112, 125
Activation acts as penalty to Wits+Composure rolls to detect you by sight, sound or smell.
•• Remove self from someone's memories. 1 target at a time, max 1x/day/target. Wits+Stealth+Activation vs. Resolve+Psyche. Removes up to 2 turns (6sec) per point of Caul from memory.
••• Step between shadows within 10 yards / Activation, vanish, reappear at beginning of your next turn.
•••• ●● Become shadow, immune to physical damage, pass through windows, under doors or up flat surfaces. Cannot manipulate objects.
••••• ●● As Stillness Caul 2, but completely remove self from short term memory of target. Same roll, with success, target will forget you again every turn.
Caul (Stamina) Stygian (Medicine) Geist 112, BotD 78
Reduce all penalties to Mental rolls by Activation, but Willpower only adds +2.
•• Only take Bashing damage from firearms, no damage from extreme temperatures or pressure, electricity, non-supernatural diseases, drugs and poisons, and do not fall unconscious due to Bashing damage.
••• Spend 1 Plasm reflexively to add Activation to Stamina (but not Health) for the duration.
•••• - , 1B Add Activation to Health, do not fall unconscious due to any types of damage, do not suffer wound penalties. May take 1 Bashing damage to fit through any space as large as your head.
••••• Pay 1 Plasm to become an Anchor for any ghost you can see for one week.
Caul (Stamina) Tear-Stained (Occult) Geist 112, 122
Body infused with water. Heal 1B per turn, heal Lethal as Bashing if at least half submerged in water.
•• Add Activation to Strength rolls for grappling.
••• Body flows around attacks. Defense applies against firearms.
•••• Meld with a body of water of at least Size 10. Move between points up to Caul dots in miles in one scene.
••••• Transform into a wave, travel 30' forward, do Activation in Lethal damage to everyone within 10' of path.
Curse (Presence) Cold Wind (Occult) - (Lower of Target's Resolve or Composure) Geist 112, 126
Place hex on subject within 10 yards / Psyche for 1 day / Activation. Bad weather follows the target. Penalize subject's rolls by 1/2 Activation while exposed.
•• Extend duration to 3 days / Activation.
••• Victim cannot get warm, shivers uncontrollably. -2 modifier to all actions.
•••• Temperature in vicinity drops below freezing. If using a Physical Skill outdoors, -2 modifier to keep balance.
••••• Subject must succeed at a Resolve roll each hour or lose a Willpower point, even indoors.
Curse (Presence) Grave-Dirt (Occult) - (Lower of Target's Resolve or Composure) Geist 112, 126
Place hex on subject within 10 yards / Psyche for 6 hours / Activation. Subject can not sleep for duration of the Curse. See WoD p179 for fatigue rules, but auto-success on Stamina+Resolve rolls.
•• Sleeplessness extends to anyone who shares a bed with the victim.
••• Subject becomes short of breath. Subject loses 1 Stamina dot for the duration.
•••• Subject's limbs feel weighted down. Subject loses 1 Dexterity dot / 2 Activation for the duration, to a minimum of one.
••••• ●● Subject feels like wrapped in mud. Rolls for fine physical manipulation are penalized by Activation. Subject loses 1 Willpower point per day.
Curse (Presence) Industrial (Crafts) - (Lower of Target's Resolve or Composure) - Tech modifier of most recent object affected Geist 112, 127
Place hex on subject within 10 yards / Psyche for 1 day / Activation. Reduce Equipment bonuses for the subject to a maximum of zero.
•• All subject's positive Equipment bonuses become negative, negative Equipment bonuses are penalized by a further -2.
••• Every roll the subject makes with an item inflicts Activation damage on the item, subtracting Durability as normal.
•••• Every roll the subject makes with an item inflicts 1 Bashing damage on himself.
••••• ●● One item of technology with Equipment modifier less than Activation deals 3x Equipment modifier in Lethal damage to the subject.
Curse (Presence) Passion (Empathy) - (Lower of Target's Resolve or Composure) Geist 112, 127
Place hex on subject within 10 yards / Psyche for 1 day / Activation. Subject passes a chosen emotion to others by touch.
•• The emotion has a chance to affect anyone the subject speaks to.
••• Anyone within 10' of the subject may be affected. Actions that are based in the emotion gain Activation as a bonus, in opposition take Activation as penalty.
•••• ●● Duration is reduced to 1 hour / Activation. If someone acts in furtherance of the emotion, one roll (ST's choice) that doesn't further is reduced to chance die.
••••• Each Dramatic Failure generated by the 4-dot version of this Curse give you 1 Plasm.
Curse (Presence) Phantasmal (Persuasion) - (Lower of Target's Resolve or Composure) Geist 112, 127
Place hex on subject within 10 yards / Psyche for 1 day / Activation. Perceive distances as warped and twisted. Subject takes Activation as a penalty to Dexterity and Perception rolls. (Not Defense.)
•• Create a number of hallucinogenic characters equal to Activation. May dictate details or leave it up to the subconscious.
••• Distortions impact balance. Subject's Dexterity rolls doing anything but walking slowly forward reduced to chance die in initial Scene.
•••• ●● The subject believes any one simple statement per success unequivocally for the duration.
••••• Extend duration to 1 week / Activation. Medication and therapy do not improve it.
Curse (Presence) Primeval (Animal Ken) - (Lower of Target's Resolve or Composure) Geist 112, 128
Place hex on subject within 10 yards / Psyche for 1 hour / Activation. Subject's Animal Ken rolls are reduced to chance die, even despite any bonuses.
•• Animals equal to Activation of a specific type gather around the subject, including trying to break into buildings.
••• All animals within 100 yards / Activation are drawn to the subject.
•••• ●● Victim takes form of next animal he touches. Non-reflexive physical actions take -4 due to confusion. Separate hex.
••••• Victim's mind turns into that of next animal he sees. Supernaturals can resist with 2 plasm (or equivalent) and 1 Willpower to think as human for a turn. Mental/social attributes take penalty equal to Activation. Otherwise, focused on finding food and avoiding predators. Separate hex.
Curse (Presence) Pyre-Flame (Occult) - (Lower of Target's Resolve or Composure) Geist 112, 126
Place hex on subject within 10 yards / Psyche for 1 day / Activation. Prevents subject from making or taking fire for the duration.
•• Suppresses fires within 10 yards / Psyche of subject--nobody can start, existing fires go out.
••• Suppresses electrical devices the subject carries as well.
•••• Suppresses electrical devices within 10 yards / Psyche of the subject.
••••• Subject is blinded for the duration.
Curse (Presence) Stigmata (Occult) - (Lower of Target's Resolve or Composure) Geist 112, 129
Place hex on subject within 10 yards / Psyche for 1 hour / Activation. Do one Lethal damage that is does not stop bleeding, but heals at the end of duration.
•• Wounds open across the body. Lethal damage equal to Activation. Each wound bleeds profusely, leaves scars after.
••• Inflict a wasting disease on subject, causing them to take one Lethal damage each hour. Subject takes Activation as a penalty to Social rolls.
•••• Subject is anchor for one apparition or poltergeist per Activation for the duration.
••••• ●● Subject is forced into Twilight and cannot re-materialize for the duration.
Curse (Presence) Stillness (Stealth) - (Lower of Target's Resolve or Composure) Geist 112, 129
Place hex on subject within 10 yards / Psyche for 1 day / Activation. People disregard the subject. -2 penalty to all Presence and Manipulation rolls.
•• People tend to forget the victim unless reminded. Gain Depression derangement for the duration.
••• People forget the victim even when he's present. Each day after the first, victim loses 1 Willpower due to isolation.
•••• ●● Subject temporarily retroactively removed from history for the duration--people act like he never existed.
••••• If Willpower is spent on any form, 1 week / Activation duration.
Curse (Presence) Stygian (Medicine) - (Lower of Target's Resolve or Composure) Geist 112, BotD 78
Place hex on subject within 10 yards / Psyche for 1 day / Activation. Subject takes Activation as a penalty to all Persuade, Empathy, and Socialize rolls.
•• Subject loses all sexual desire, successes on secondary roll applied as penalty to all who would find him attractive.
••• On a successful secondary roll, subject suffers -2 to all rolls after using a Willpower point. Lasts one scene.
•••• ●● On a successful secondary roll, subject can no longer spend Willpower for the duration of the Curse.
••••• ●● On a successful secondary roll, subject attempts suicide. If they survive, they can never be affected by Stygian Curse again.
Curse (Presence) Tear-Stained (Occult) - (Lower of Target's Resolve or Composure) Geist 112, 126
Place hex on subject within 10 yards / Psyche for 1 hour / Activation. Subject gains Hydrophobia derangement for the duration.
•• Depression instead of hydrophobia. Subject loses a point of Willpower and can not spend Willpower for the duration.
••• Extend the duration to 1 day / Activation.
•••• Bombarded by images of failure and loss. All of subject's rolls take a -2 penalty.
••••• ●● Subject gains Hysteria Derangement related to water.
Marionette (Manipulation) Cold Wind (Occult) Geist 113, 130
• - •••• ●+ [○], ● Create homunculus. Requires a person's dying breath. 1 Plasm Marionette dot plus a Willpower DOT. Endures 1 month / Activation. 1 Plasm to activate, may direct it. Physical Attributes and Size equal to Marionette dots, use Mental and Social Attributes as well as skills, -3 Presence. Has wings, can fly 3x Speed. Add Activation to its Stealth rolls. Fire/heat attacks get +3 to hurt it.
••••• Homunculus can act independent of your direct control, gains 1 dot in Mental and Social Attributes. Activation can be distributed between Mental and Social Attributes (1/ 1 dot) or Skills (1/ 3 dots).
Marionette (Manipulation) Grave-Dirt (Occult) Geist 113, 130
• - •••• ●+ [○], ● Create homunculus. Requires fresh soil from interment. 1 Plasm Marionette dot plus a Willpower DOT. Endures 1 month / Activation. 1 Plasm to activate, may direct it. Physical Attributes and Size equal to Marionette dots, use Mental and Social Attributes as well as skills, -3 Presence. +1 to Strength rolls and add Activation to Armor. Water-based attacks do Lethal to it.
••••• Homunculus can act independent of your direct control, gains 1 dot in Mental and Social Attributes. Activation can be distributed between Mental and Social Attributes (1/ 1 dot) or Skills (1/ 3 dots).
Marionette (Manipulation) Industrial (Crafts) - (Technology Level p111) Geist 113, 132
• - •••• ●+ Spend 1 Plasm per 5 Size to telekinetically manipulate an object within line of sight of up to 5x Marionette dots in Size, manipulating it in a variety of ways.
••••• ●+ Roll Resolve+Crafts+Activation and spend Plasm equal to Size. On success, object explodes doing 1 Lethal damage per success to everyone within 3x Size yards. Those dodging can subtract successes on a Dexterity+Athletics roll from the damage.
Marionette (Manipulation) Passion (Empathy) vs (Target's Composure+Psyche) Geist 113, 133
Create sympathetic link to target. Add Activation to all mundane Presence and Manipulation rolls against them.
•• Roll Manipulation+Empathy+Activation vs Composure+Psyche to impose a intense emotion on the target. Target takes Activation as penalty due to being overcome with emotion. Can spend Willpower to negate penalty for one action. When Willpower equal to Activation has been spent, the Manifestation ends and target is immune to emotional manipulation from you for a scene. Max duration of one scene.
••• You can associate the emotion imposed with a person, place, object or stimulus.
•••• ●●+ For two Plasm, extend duration to 1 day. Extend the duration further by 1 day / Plasm.
••••• Instead of an emotion, inflict a mild derangement (severe on Exceptional Success) for one day per Plasm.
Marionette (Manipulation) Phantasmal (Intimidation) Geist 113, 134
Create Geist-body with traits equal to yours, which you inhabit while your body is comatose. Add Activation to Intimidation rolls. You can pay 1 Plasm to de/materialize at will.
•• Make a permanent decision on how to distribute 4 dots amongst Geist-body's Strength, Dexterity, Stamina, Presence, Size and Speed, up to 2 dots apiece.
••• Distribute 4 more dots. Can expend one or more to fly (Speed multiplied by dots spent).
•••• Distribute 4 more dots. Can two or more to gain Lethal weapon (bonus equal to 1/2 dots spent) or to add to flight.
••••• Distribute 4 more dots. Can add to flight or Lethal weapons.
Marionette (Manipulation) Primeval (Animal Ken) Geist 113, 134
Create a bond with a target animal. Must maintain concentration to control; if distracted; re-roll to resume.
•• Control an animal up to Size 5, or two animals up to Size 2.
••• - , ●+ Control an animal up to Size 10, two up to Size 5 or Activation up to Size 2, or control a plant up to Size of Psyche, paying 1 Plasm per plant's Size.
•••• Control an animal of any Size, or any number of animals who's total Size does not exceed 20.
••••• - , ●+ Control a plant of Size up to 5 / Psyche, paying 1 Plasm per 5 Size. Can make an animal into a familiar with Presence+Animal Ken+Activation-Animal's Stamina. Pay Plasm up to animals natural Stamina, adding +1 to Physical Attributes, +1 to Perception and +1 to Intimidation per Plasm, with a duration of 6 hours / Plasm.
Marionette (Manipulation) Pyre-Flame (Occult) Geist 113, 130
• - •••• ●+ [○], ● Create homunculus. Requires ashes from recent cremation or burning death. 1 Plasm Marionette dot plus a Willpower DOT. Endures 1 month / Activation. 1 Plasm to activate, may direct it. Physical Attributes and Size equal to Marionette dots, use Mental and Social Attributes as well as skills, -3 Presence. Has wings, can fly at normal Speed. Immune to fire/heat attacks. Water-based attacks do Lethal and submerging for more than a turn returns it to an egg.
••••• Homunculus can act independent of your direct control, gains 1 dot in Mental and Social Attributes. Activation can be distributed between Mental and Social Attributes (1/ 1 dot) or Skills (1/ 3 dots).
Marionette (Manipulation) Stigmata (Occult) - (Ghost's Resistance) Geist 113, 135
●(1L/3B) Ghost actions that violate command take Activation as penalty, action done in progress of command gain Activation as bonus.
•• You become the ghost's temporary anchor, keeping it within 10 yards of you.
••• Roll Manipulation+Intimidation+Activation vs Resistance (which is not affected by penalty) to force ghost to take one action.
•••• ●●/●●● Roll Manipulation+Occult+Activation vs Resolve+Psyche to force ghost into a host. If 3 Plasm was spent, the host is unaware.
••••• While ghost is in a host, it still has access to it's Numina, and the duration extends to 1 hour / Activation.
Marionette (Manipulation) Stillness (Occult) Geist 113, 136
Animate a corpse with small motions (twitches, jerks, convulsions).
•• Animate an animal of up to Size 1, perceive through it's eyes for as long as you concentrate.
••• Animate an animal of up to Size 10 for as long as you concentrate.
•••• - , ● Animate a human as long as you concentrate. Physical attributes as body with -1 per 6 months dead. Pay 1 Plasm to distribute Activation amongst Physical Attributes up to 2 higher than its lowest Physical trait. Your Mental and Composure, but Presence and Manipulation are 0. Duration is 1 hour / Activation.
••••• ●+/●+[○] Animate a corpse with 2 dots in Physical Attributes, 1 dot in Mental and Social Attributes. Pay up to Activation Plasm to distribute 5 dots / Plasm amongst Physical and Mental Attributes and Composure. You can pay a Willpower DOT to extend the duration to permanent.
Marionette (Manipulation) Stygian (Medicine) Geist 113, BotD 79
Take over control of a dead body, projecting the consciousness through it and using it almost as if it were one's own.
•• ●, ●+ Reduce presence penalty while using new body for a plasm, and can use plasm to heal injuries the body has sustained.
••• Can spend a plasm when taking over a body to allow greater physical skills.
•••• Can spend willpower to maintain control of a new body for up to a week; can shift between bodies with a roll.
••••• ●●○ Can control both true and new bodies simultaneously, with an extra roll, and penalties to wits and defense.
Marionette (Manipulation) Tear-Stained (Occult) Geist 113, 130
• - •••• ●+ [○], ● Create homunculus. Requires water from lungs of drowning victim or from area where human was buried at sea during same scene. 1 Plasm Marionette dot plus a Willpower DOT. Endures 1 month / Activation. 1 Plasm to activate, may direct it. Physical Attributes and Size equal to Marionette dots, use Mental and Social Attributes as well as skills, -3 Presence. Can swim 4x Speed but moves half Speed on land. Can breath underwater. +3 to heat/fire attacks against it.
••••• Homunculus can act independent of your direct control, gains 1 dot in Mental and Social Attributes. Activation can be distributed between Mental and Social Attributes (1/ 1 dot) or Skills (1/ 3 dots).
Oracle (Intelligence) Cold Wind (Occult) Geist 113, 137
• - •• ●+ xB Must be suffocated or strangled (full Bashing). Astral project for 1 hour / Activation + 1 hour / Plasm spent. Can detect tampering with your body with a Wits+Composure+Oracle+Activation roll and return instantly. When you return, all previous damage is healed.
••• - •••• Fly up to 100 miles per hour / Oracle dot, gain +3 bonus when dealing with ghosts that died due to the elements.
••••• Duration is Indefinite.
Oracle (Intelligence) Grave-Dirt (Occult) Geist 113, 137
• - •• ●+ xB Must be buried alive (full Bashing). Astral project for 1 hour / Activation + 1 hour / Plasm spent. Can detect tampering with your body with a Wits+Composure+Oracle+Activation roll and return instantly. When you return, all previous damage is healed.
••• - •••• Fly up to 100 miles per hour / Oracle dot, gain +3 bonus when dealing with ghosts that were buried underground.
••••• Duration is Indefinite.
Oracle (Intelligence) Industrial (Investigation) - (Technology Level p111) Geist 113, 139
Add Activation to Wits-based rolls to perceive or understand a crafted object.
•• Add Activation to any roll dealing with the object.
••• Roll Intelligence+Investigation+Activation to ask a number of questions about object's history equal to successes.
•••• Roll Intelligence+Investigation+Activation to ignore one point of Durability of object per successes.
••••• Can make a phone call and project senses over the line, or use Industrial Boneyard centered on the other end so long as call is connected.
Oracle (Intelligence) Passion (Empathy) Geist 113, 140
Add Activation to mundane Empathy and Intimidation rolls, exclusive with Passion Marionette bonus.
•• Gain 9-Again on mundane Empathy and Intimidation rolls.
••• Roll Wits+Empathy+Activation-(target's Composure) to perceive their emotional aura.
•••• When perceiving aura, choose one per success: see Viture, Vice, permanent or temporary Willpower, Morality or a Derangement.
••••• Add Activation to one Brawl, Melee or Firearms attack roll.
Oracle (Intelligence) Phantasmal (Investigation) Geist 113, 140
Add Activation to mundane Empathy (Detect Lies), Subterfuge and Persuasion rolls.
•• Gain 9-Again on mundane Empathy (Detect Lies), Subterfuge and Persuasion rolls.
••• Add Activation to any roll to resist or see through magical illusions or deceptions. Can roll Intelligence+Investigation to resist even if not normally allowed.
•••• ●●● ST rolls your Intelligence+Occult+Activation, takes three minutes to use. Each success gives one cryptic answer to a question.
••••• Automatically see through any illusion if Psyche is greater than creator's Supernatural Attribute.
Oracle (Intelligence) Primeval (Survival) Geist 113, 141
Add Activation to Wits-based perception and mundane Animal Ken and Survival rolls.
•• Add Activation to Initiative and mundane Empathy rolls.
••• Gain "Direction Sense" Merit while outdoors.
•••• Gain 9-Again on Wits-based perception rolls.
••••• Roll Wits+Survival+Activation vs Wits+Stealth to track a target by scent (1 roll / hour).
Oracle (Intelligence) Pyre-Flame (Occult) Geist 113, 137
• - •• ●+ 2L Must set yourself on fire (2 Lethal damage). Astral project for 1 hour / Activation + 1 hour / Plasm spent. Can detect tampering with your body with a Wits+Composure+Oracle+Activation roll and return instantly. When you return, all previous damage is healed.
••• - •••• Fly up to 100 miles per hour / Oracle dot, gain +3 bonus when dealing with ghosts that were cremated or burned alive.
••••• Duration is Indefinite.
Oracle (Intelligence) Stigmata (Occult) Geist 113, 141
Add Activation to Wits-based rolls to see or understand anything related to ghosts in the area.
•• Roll Wits+Occult+Activation-(ghost's Resistance), each success answers one question about the ghost.
••• - , ● Roll Wits+Composure+Activation-(1/hour) to detect past Numia and Manifestation use in the area. Roll Wits+Occult+Activation and pay 1 Plasm to gain one answer about the event per success.
•••• Roll Wits+Occult+Activation-(1/mile) to detect nearest Underworld Gate.
••••• ●●○ Roll Stamina+Occult+Activation to send your soul to the Autocthonous Depths. Damage to soul occurs to body as well. Can return with one full action, or by reflexive action if 1 Lethal damage is taken.
Oracle (Intelligence) Stillness (Investigation) Geist 113, 142
Add Activation to Investigation and Medicine rolls to examine remains.
•• Gain 9-Again roll on Investigation and Medicine rolls to examine remains.
••• Roll Intelligence+Medicine+Activation to ask a question about 1 minute / success leading up to touched corpse's death.
•••• When asking questions, may ask about life as well as death.
••••• ●● Roll Intelligence+Occult+Activation to take a corpses' Skill Dots, Mental Merit or Specialty for a scene as long as within 10 yards / Psyche of Size 1 remains.
Oracle (Intelligence) Stygian (Medicine) Geist 113, BotD 80
Scan collective knowledge of local ghosts; add activation successes to extended Academics or Occult checks, and can understand a number of additional languages equal to activation successes.
•• Gains encyclopedic knowledge merit, or 8-again to rolls to recall something if already possessed. When Stygian Oracle is active, can add activation successes to dice pool for this merit.
••• Can add activation successes to all Academics or Occult checks; gains a permanent number of known languages equal to Oracle dots.
•••• ● (○) Can spend a plasm to add activation successes to pool for navigating the Underworld; can additionally spend a willpower dot to instantly transit between two rivers.
••••• For one scene, gains a number of bonus dots to skills in a given category (mental, physical, social) equal to Occult + activation successes, any given skill maxing at four dots. Severe penalties for enhancing an unknown skill this way.
Oracle (Intelligence) Tear-Stained (Occult) Geist 113, 137
• - •• ●+ xB Must drown yourself (full Bashing). Astral project for 1 hour / Activation + 1 hour / Plasm spent. Can detect tampering with your body with a Wits+Composure+Oracle+Activation roll and return instantly. When you return, all previous damage is healed.
••• - •••• Fly up to 100 miles per hour / Oracle dot, gain +3 bonus when dealing with ghosts that were buried at sea.
••••• Duration is Indefinite.
Rage (Strength) Cold Wind (Occult) - (Target's Defense) updated Geist 113, 143
Inflicts Bashing. On hit, victim suffers a -1 penalty to all rolls until the end of the scene.
•• Penalties stack to a maximum of -5.
••• Spend an additional plasm to knock victim back 5 yards per point of damage.
•••• Spend plasm 1:1 to increase Activation dice pool upto Occult rating. All Cold Wind Rage attacks inflict Lethal for no additional cost.
••••• ●●○ Victim adds their Stamina to their Defense. On success, re-roll failed dice as if rote.
Rage (Strength) Grave-Dirt (Occult) - (Target's Stamina) Geist 113, 143
Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack. Penalize target's Manipulation and Speed by Rage Dots for a scene.
•• Damage may be Bashing or Lethal.
••• Ignore up to -3 of modifiers for concealment ("substantial").
•••• Range extends to line-of-sight.
••••• Damage is Aggravated for one attack.
Rage (Strength) Industrial (Crafts) - (Objects's Durability) Geist 113, 143
Attack an object's Durability within 10 yards / Psyche equal to successes with an invisible attack, or add Rage Dots to attacks made with an object (penalized by technology level, p111).
•• Damage may be Bashing or Lethal.
••• Ignore up to -3 of modifiers for concealment ("substantial").
•••• Range extends to line-of-sight.
••••• Damage is Aggravated for one attack.
Rage (Strength) Passion (Empathy) - (Target's Composure) Geist 113, 143
Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack.
•• Penalize target's Social rolls against you by -2 for a Scene.
••• Reduce target's Defense to 0 until his next turn. Ignore up to -3 of modifiers for concealment ("substantial").
•••• ●●+ For each point of damage that would be dealt, you can spend 2 Plasm to drain 1 Willpower instead. Range extends to line-of-sight.
••••• ~ ●●○, ○ Instead, roll Manipulation+Empathy+Rage-(lower of target's Resolve and Composure) to do 1 Dot of Mental Attribute damage per success, that heals at a rate of 1 Dot / 2 days. Additionally, may pay 1 Willpower to cause damage to be Aggravated for one attack.
Rage (Strength) Phantasmal (Persuasion) - (Target's Composure) Geist 113, 144
Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack. Damage is removed at the end of the Scene.
•• ~ ●● Instead, roll Manipulation+Persuasion+Rage to create a phantom that attacks before you for three turns with successes as it's pool. Damage may be Bashing or Lethal, and is removed at end of the Scene.
••• ~ ●● Instead, roll Presence+Persuasion+Rage vs Resolve+Psyche to cause target to have nightmares the next time they sleep that causes damage equal to their Strength that lasts until the next time they sleep for 6 hours. Alternately, ignore up to -3 of modifiers to Activation.
•••• For remainder of the scene, target must roll Resolve+Composure to do more than move at Speed directly away. Range extends to line-of-sight.
••••• - , ○ Add target's Strength to your Activation roll. May pay 1 Willpower to make damage Aggravated, and is removed at end of the Scene.
Rage (Strength) Primeval (Survival) '- (Target's Defense)' Geist 113, 144
Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack.
•• ●+ Damage may be Bashing or Lethal. Reduce target's Defense against the attack by 1 / Plasm.
••• ~ ●● Instead, roll Stamina+Animal Ken+Rage-(target's Stamina) to summon a swarm that attacks with 4 dice at the end of your turn for successes turns. Additionally, ignore up to -3 of modifiers for concealment ("substantial").
•••• Call nearby animals, add Size of largest to Activation roll. Range extends to line-of-sight.
••••• ●+, ○ Can make the Activation roll against highest Defense of multiple targets (1 additional Plasm / target), Defense is increased by 1 / target, dividing successes amongst them. May pay 1 Willpower to cause damage to be Aggravated for one attack.
Rage (Strength) Pyre-Flame (Occult) - (Target's Stamina) Geist 113, 143
Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack. Penalize target's Defense and Perception rolls by Rage Dots for a scene.
•• Damage may be Bashing or Lethal.
••• Ignore up to -3 of modifiers for concealment ("substantial").
•••• Range extends to line-of-sight.
••••• Damage is Aggravated for one attack.
Rage (Strength) Stigmata (Occult) - (Target's Stamina/Resistance) Geist 113, 145
Do Bashing damage to a target within 2 yards / Psyche equal to successes with an invisible attack. Can affect ghosts as well.
•• Damage may be Bashing or Lethal. Penalize all of target's Mental rolls by 1/2 Activation, rounded down.
••• Target bleeds 1 Bashing damage / turn until they receive medical attention (Intelligence+Medicine). Additionally, ignore up to -3 of modifiers for concealment ("substantial").
•••• Range is 20 yards / Psyche.
••••• ●○○, ○ Upgrade bleeding damage to Aggravated. May pay 1 Willpower to cause damage to be Aggravated for one attack.
Rage (Strength) Stillness (Subterfuge) - (Target's Stamina) Geist 113, 145
Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack.
•• Damage may be Bashing or Lethal. If target dies from the attack, it appears to be from natural causes.
••• Reduce the Durability of cover for the target. Additionally, ignore up to -3 of modifiers for concealment ("substantial").
•••• Ignore target's Stamina. Range extends to line-of-sight.
••••• ~ ●●, ○ Instead, roll Strength+Brawl+Rage-(target's Defense) to do 2 Lethal damage each turn for successes turns and reduce target's Defense to 0. Additionally, may pay 1 Willpower to cause damage to be Aggravated for one attack.
Rage (Strength) Stygian (Medicine) - (Target's ) Geist 113, BotD 80
Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack. Inflicts penalty to social rolls until damage is healed.
•• Can instead inflict one point of lethal damage per turn for activation success turns. Until damage is healed inflicts -1 Dexterity.
••• Can instead inflict activation success dots in damage to physical attributes, which heals as though lethal damage.
•••• Can enhance Stygian Rage ●● to instead inflicting two points of lethal damage per turn.
••••• ●●○ Deals aggravated damage instead of lethal; permanently lowers Presence and maximum Presence of victim.
Rage (Strength) Tear-Stained (Occult) - (Target's Stamina) Geist 113, 145
Do Bashing damage to a target within 10 yards / Psyche equal to successes with an invisible attack. Penalize all of target's Physical rolls by Rage Dots for a scene.
•• Damage may be Bashing or Lethal.
••• Ignore up to -3 of modifiers for concealment ("substantial").
•••• Range extends to line-of-sight.
••••• Damage is Aggravated for one attack.
Shroud (Resolve) Cold Wind (Occult) Geist 113, 146
Gain Shroud Dots as Armor, completely negates all damage from extreme cold, and negates any hostile Manifestation using the Cold Wind key if the Shroud has higher activation successes.
•• Grants immunity to gas and suffocation based attacks while Shroud is active
••• Can inflict cold bashing damage based on activation successes when hit or on touch with a Plasm
•••• Grants immunity to electricity from natural sources while Shroud is active; from supernatural sources, add Occult to the Shroud's effective armor rating.
••••• ●● As Cold Wind Shroud ●●●, but inflicts lethal damage instead of bashing.
Shroud (Resolve) Grave-Dirt (Occult) Geist 113, 146
Gain Shroud Dots as Armor, immunity to suffocation, and invulnerability to damage inflicted by grappling.
•• Can add Stamina to effective Armor rating granted by Shroud
••• ●●● Can choose to downgrade any mundane lethal damage that makes it through the Shroud to bashing.
•••• ●●+ Can detonate the Shroud in a cloud of choking dust with a successful secondary roll; significantly incapacitates all in the area, but ends the Shroud. Additionally, allies can be spared from the effect at a cost of 2 Plasm each.
••••• ●● As long as the Sin-Eater is standing on or near solid earth, they can negate any received damage at 2 Plasm per bashing or lethal health level, or 4 Plasm per aggravated health level.
Shroud (Resolve) Industrial (Crafts) Geist 113, 147
●, ● Gain Shroud Dots as Armor. Can pay 1 Plasm reflexively to double Armor for one attack from a man-made weapon.
•• Unlock any non-magical lock. For an electronic lock, roll Intelligence+Larceny+Activation-(Technology Level p111).
••• You are invisible to electronic surveillance.
•••• ●/●● Roll Intelligence+Crafts+Activation-(Technology Level p111) (Durability applies) to disable a mechanical device by touch, or pay an extra Plasm to do so at 10 yards / Shroud Dot range.
••••• ●●, ●● Inflict Activation Lethal damage by touch. Additionally, may pay 2 Plasm when using Industrial Shroud ●●●● to bypass object's Durability.
Shroud (Resolve) Passion (Empathy) Geist 113, 148
Gain Shroud Dots as Armor, and can add Shroud dots to Resolve or Composure to resist mind-affecting supernatural powers.
•• Can add activation successes as a die bonus to Intimidation
••• Can add activation successes to Presence or Manipulation rolls.
•••• ●/●●● Can drain Willpower points of a touched or touching target, with a successful secondary roll. Costs one Plasm normally, three Plasm as part of a Brawl attack.
••••• ●●/●●●●●● As Passion Shroud ●●●●, but ignores target's composure penalty to the secondary roll, and if all Willpower points are drained can inflict a Derangement of Sin-Eater's choosing.
Shroud (Resolve) Phantasmal (Persuasion) Geist 113, 149
Gain Shroud Dots as Armor, and can Manipulation to Defense as well against thinking beings.
•• Anyone attempting to remember details of the Sin-Eater observed under this Shroud take a penalty equal to Activation successes.
••• Can cause a target to forget everything about a Sin-Eater after he leaves their presence; requires a successful resisted secondary roll.
•••• Can shape the Shroud into an illusion causing onlookers to think the Sin-Eater is someone else; requires one Plasm and higher activation successes than target's Composure per deception.
••••• ●/●●● Can take an utterly terrifying visage visible by one target; roll Activation succeses - Target's Composure, each success yields one bashing damage (1 Plasm) or one lethal damage (3 Plasm). Even if no damage is done, the target is too terrified to attack back for the scene unless Composure is greater than Activation successes.
Shroud (Resolve) Primeval (Survival) Geist 113, 149
●, ● Gain Shroud Dots as Armor, and can spend 1 Plasm to add Stamina to this armor against any one attack from any source.
•• ●+ May reflexively spend up to lesser of Animal Ken or Shroud rating in Plasm to augment a physical attribute by that amount for one roll.
••• May reflexively generate plasmic talons, invisible to mortals, which deal +2 lethal damage, or aggravated damage to materialized ghosts.
•••• ●+ ○ As Primeval Shroud ●●, but bonuses last until the Shroud expires, and can distribute the increase to any physical attributes as desired.
••••• ●●●● As Primeval Shroud ●●●, but inflicts aggravated damage to all targets; other Shrouds are affected as though this damage is only lethal.
Shroud (Resolve) Pyre-Flame (Occult) Geist 113, 147
Gain Shroud Dots as Armor, and casts a ghostly illuminating light, visible only by Sin-Eaters or ghosts.
•• Grants immunity to fire and heat from natural sources while Shroud is active; from supernatural sources, add Occult to the Shroud's effective armor rating.
••• While Shroud is active, can ignite any flammable object with a touch.
•••• ●● Can inflict burning lethal damage based on activation successes when hit or on touch with two Plasm
••••• ●●●● As Pyre-Flame Shroud ●●●●, but inflicts aggravated damage.
Shroud (Resolve) Stigmata (Occult) Geist 113, 149
Gain Shroud Dots as Armor, and can add Shroud dots to resistance versus ghost Numina and Manifestations.
•• Can affect unmanifested ghosts as if they were manifested, including with brawl attacks.
••• As Stigmata Shroud ●●, but can now affect unmanifested ghosts with melee weapons.
•••• ●●●○ / 1L○ / ●●●1L / 2L May enter the Twilight for Activation success minutes, or until deliberately ended.
••••• ●●●○ / 1L○ / ●●●1L / 2L As Stigmata Shroud ●●●●, but can bring one person per activation success, and lats for a full scene.
Shroud (Resolve) Stillness (Stealth) Geist 113, 150
Gain Shroud Dots as Armor, and adds Shroud dots to all stealth-related rolls.
•• Can become invisible to all mortal eyes; automatically successful against passive observers, active ones must roll and beat activation successes. Technology and animals are not affected, and attacking anything ends the Shroud immediately.
••• As Stillness Shroud ●●, but extends to animals and technology.
•••• Can become intangiable for one turn for non-combat purposes.
••••• ●●● / ●●●●● / ●●●○ / ●●●●●○ As long as the Sin-Eater has Defense, can now reflexively become intangible to ignore the attack. Costs 3 Plasm, or 5 Plasm if the attack is aggravated. Can even exceed Plasm rates based on Psyche with a Willpower point.
Shroud (Resolve) Stygian (Medicine) Geist 113, BotD 81
Gains Shroud Dots as Armor, and whenever an attack inflicts no damage, redirect it to the nearest character.
•• While active, any Killing Blow inflicts normal damage.
••• Triggered when struck in melee and still has Defense, can redirect attack to the nearest character.
•••• ●● Can now choose the target of redirected attacks.
••••• ●●○ Whenever Sin-Eater is attacked, their geist attacks the target with a pool of damage taken + activation successes, inflicting lethal damage and draining willpower.
Shroud (Resolve) Tear-Stained (Occult) Geist 113, 147
Gain Shroud Dots as Armor, grants ability to breathe underwater, and can add activation successes as bonus dice to all swimming or other underwater checks.
•• $ ● Can douse any mundane flame up the activation successes in Size; supernaturally sparked ones require a secondary roll.
••• Can inflict drowning bashing damage based on activation successes when hit or on touch with a Plasm
•••• ●● Can inflict water damage on any inanimate object with a secondary roll, against electronic items durability is ignored.
••••• ●●● As Tear-Stained Shroud ●●●, but instead inflicts automatic bashing damage equal to activation successes-Target's stamina
The Pit (Composure) Cold Wind (Occult) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 83
Subtracts activation successes from Persuasion and Socialize (max -5) for one scene
•• Lasts until victim next sleeps instead of one scene
••• Deprives the victim of breath for one minute per success on secondary roll, also causing panic.
•••• ●●○ For one scene, all failed Presence or Manipulation rolls are treated as dramatic failures
••••• When using Cold Wind Pit ●●●, can add activation successes to secondary roll and cause damage done to Composure rather than health.
The Pit (Composure) Grave-Dirt (Occult) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 83
Subtracts activation successes from Composure (max -5) for one scene; potentially causes knockdown if victim moves and fails a secondary roll
•• If a contested secondary roll is successful, victim suffers penalties to Dexterity the higher they are from ground level.
••• Victim's speed reduced to Strength; activation successes applied as a penalty to all Athletics checks, and dramatic failure on Athletics inflicts damage.
•••• Enhances Grave-Dirt Pit ●●, to also inflict damage and stun for one turn.
••••• ●●○ Victim is dragged underground; stays there for one turn per success on secondary roll; inflicts damage for falling and they cannot breathe.
The Pit (Composure) Industrial (Crafts) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 84
Until next sunset, victim suffers a penalty to Composure equal to the anachrotech penalty of the newest device they've used in a given scene.
•• ●● Sin-Eater selects a specific visible device, of size up to (5+Activation Successes), and makes a secondary roll. If successful, victim always rolls a chance die when using that device.
••• ●● Can bind a ghost to a machine.
•••• Enhances Industrial Pit ●●, such that it can affect a maximum size of (10+2*Activation Successes). Additionally, can affect up to Pysche separate machines simultaneously, as long as the total size does not exceed maximum.
••••• ●●● With a successful contested secondary roll, a target is erased from civilization; credit cards are canceled, all ID checks fail, and they lose the effects of all social merits. Lasts for one week.
The Pit (Composure) Passion (Empathy) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 85
Subtracts activation successes from Composure (max -5) for one scene
•• With a successful resisted roll, the victim suffers an increasing penalty to all extended actions.
••• With a successful contested roll, the victim gains only one Willpower for exercising their Virtue, suffering a penalty to rolls to do so, and afterwords cannot regain Willpower via virtue or vice until the next chapter.
•••• ●●● With a successful resisted roll, the next successes rolls for instant or extended actions are reduced to chance die.
••••• Enhances Passion Pit ●●●●, such that the victim now must spend Willpower to roll at all.
The Pit (Composure) Phantasmal (Persuasion) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 86
Subtracts activation successes from Composure (max -5) for one scene; must touch the victim, and they must be in a clear state of mind.
•• With a successful contested roll, the victim suffers a mild derangement.
••• With a successful contested roll, the victim becomes delusional, suffering -2 to all social roles and reacting to confrontation with fight or flight. Victim can spend a Willpower point to become lucid for one minute.
•••• Can enhance Phantasmal Pit ●●, such that it now inflicts a severe derangement.
••••• ●●● With a successful resisted roll, can inflict the resulting successes in damage to the victim's Presence or Manipulation. This damage heals as if it were lethal damage.
The Pit (Composure) Primeval (Survival) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 86
Subtracts activation successes from Composure (max -5) for one scene; if activated in the wilderness, activation roll gains 8-again property.
•• With a successful resisted roll, the victim's speed drops by two per successes, possibly immobilizing them. Lasts until duration expires or they set foot on man-made terrain.
••• Forces the victim to either spend a willpower point or do nothing but seek out the nearest civilization.
•••• With a successful contested roll, the victim flees in panic, suffering a large penalty to all other actions.
••••• ●●● Summons a ghost that takes the form of an undead predator, which hunts down the victim. With a Willpower point spent, the creature remains until the next sunrise, rather than the Pit duration.
The Pit (Composure) Pyre-Flame (Occult) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 84
Subtracts activation successes from Composure (max -5) for one scene
•• Apply activation successes as a penalty to perception to notice whether a surface is hot.
••• As Pyre-Flame Pit ●●, and victim must spend a Willpower point to even roll perception; additionally, they can see no light from fires.
•••• ●● With a successful secondary roll, weapons that would cause a victim to catch flame with an exceptional success now do so with a normal success.
••••• Can enhance Pyre-Flame Pit ●●●●, such that sparked fires are always at least the size of a torch and the heat of a chemical fire.
The Pit (Composure) Stigmata (Occult) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 88
Subtracts activation successes from Speed and Initiative (max -5) for one scene
•• If the Sin-Eater can shed at least one lethal point of damage on the victim and succeed on a resisted roll, ghosts gain the successes in bonuses to manifest around the victim.
••• Victim also suffers activation successes as a penalty to Wits rolls
•••• Can enhance Stigmata Pit ●●, such that ghosts can manifest as if the victim were an anchor, and all ghosts in the area are alerted of this ability.
••••• ●● With a successful contested roll, the victim suffers an additional point of bashing damage with every attack suffered; if this bashing damage would cause overflow into lethal damage, the victim begins bleeding heavily to death. Vampires lose Vitae instead.
The Pit (Composure) Stillness (Subterfuge) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 88
Subtracts activation successes from Composure and Perception rolls (max -5) for one scene
•• Victim has all perception and surprise rolls reduced to a chance die; additionally, they cannot spend willpower on these rolls.
••• With a successful contested roll, the victim becomes invisible, inaudible, and unnoticeable to anyone who cannot see ghosts in Twilight.
•••• ●● With a successful contested roll, the victim becomes unable to pick up or touch anything. They can spend a willpower point to do so for one turn.
••••• ●●●○ Can activate Stillness Pit with a single contested roll; on a success, all above effects are inflicted at once, and the duration is extended until the next sunrise.
The Pit (Composure) Stygian (Medicine) - (Target's Resistance) Book of the Dead 82, 89
Subtracts activation successes from a target ghost's Resistance (max -5) for one scene; victim must be in Twilight, usage in the Underworld instead inflicts one aggravated damage on the Sin-Eater
•• With a successful extended and contested roll, the Sin-Eater devours a ghost, gaining plasm and cast the victim into to the Underworld.
••• With a successful secondary roll, the Sin-Eater's geist can briefly assume the form of a ghost devoured with Stygian Pit ●●, can remotely act as a ghost can.
•••• ●●● With a successful secondary roll, the Sin-Eater's geist, when in the form of a devoured ghost, can access its memories, including anchors. Extends duration to five minutes per success, but all those who knew the ghost in life gain a temporary derangement.
••••• (●) Sin-Eater can now use the Stygian Pit in the Underworld; with an extra point of Plasm can also affect Kerberoi, psychopomps, and other Underworld natives.
The Pit (Composure) Tear-Stained (Occult) - (Lower of Target's Resolve/Composure) Book of the Dead 82, 84
Subtracts half activation successes from Composure (max -5) for one scene; lasts for one day per activation success
•• Victim gains no sustenance from drink for the duration, possibly dehydrating
••• Victim's Stamina is halved for purposes of holding breath underwater; drowning damage is doubled.
•••• ●●○ Damages the victim's physical attributes for a number of successes on a secondary roll; heals as if they were lethal damage.
••••• Enhances Tear-Stained Pit ●●●●, such that attribute damage heals as if it were physical damage.
  • Activation = Initial Successes used to Unlock Manifestation.
  • #B = Costs a number of Bashing Damage to the user to activate.
  • #L = Costs a number of Lethal Damage to the user to activate.
  • $ = Requires a separate roll after Manifestation is Unlocked
  • ~ = Alternate Activation ability


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

Ceremonies (1st Edition)
Name Pool (plus Psyche) Description Source
• Ceremonies
Call upon Huginn Intelligence Send a raven as a messenger to another Sin-Eater DA p170
Cigarette Dawn Presence Ask questions of the Living about the Dead BotD pg. 70-71
Final Vision Wits Allow to see the last turn (6 seconds) of life of a corpse by looking in his eyes. Geist 151
Finding Stamina Locate a person or a corpse with a piece of their body. Geist 151
Krewe Binding Presence Form a crew or introduce a new member to a crew. Geist 152
One Last Song Composure Help a companion live the last moments of it's life to the fullest BotD pg. 71
Pass On Presence Release a willing ghost to it's final rest after it's Anchors have been resolved (Must be done in the Underworld) Geist 152
Reverse Bargain Stamina Create a Sin-eater by forcing a Geist to enter the corpse of a human. The newly created Sin-eater have 1 point of synergy, 3 dots of manifestation and 3 keys. Geist 243
Speaker of the Dead Manipulation By holding the hand of a ghost, the sin-eater let that ghost speak by his mouth. Geist 153
•• Ceremonies
Coll upon Muninn Intelligence Look through recent memories of a raven DA p171
Distant Vision Wits By looking in a mirror, the sin-eater can see the location of a person or a ghost. Geist 153
Distant Voices Presence Allow to send a message of 12 words and receive an answer of 12 words to someone, living or dead. Geist 154
Faces in Smoke Stamina Reveal the image of the dead in Cigarette Smoke BotD pg. 71-72
Lifting the Scales Manipulation Allow a mortal to perceive Twilight and ghosts with Ghost sight and giving them the power of Death Stains. Geist 154
Listening to the Spectral Howl Wits Allow a sin-eater to find a particular type of ghost with a map. The type of ghost may be, by example, a ghost in need of vengeance, in need of protection, etc. Geist 155
Message from Beyond Manipulation Passes on Messages from a Ghost to intended Target BotD pg. 72-73
Mortis Mask Dexterity Falsify the cause of death of a corpse (A drowned corpse may look like he's been shot by a gun instead) Geist 155
Plasmic Manifestation Stamina Create a plasm "thing" that take the look of the ghost and allow it to communicate with the livings. Geist 156
Spectral Photography Dexterity Capture pictures of ghosts on a place suspected of hauntings Geist 157
••• Ceremonies
Dead Voices on Air Wits Capture a ghost, even one in the twilight, on still or moving film. Geist 157
Dedicate Charm Manipulation Associate an appropriate Key with the Threshold of an un-Dedicated Charm (Memento 1) Geist 158
The Devil's Bargen Wits Transfer time from one person to another, with horrific side effects. The House Always Wins 4
Ease the Path Manipulation Heal a subject of disease, toxins and give perfect health for one month, then subject dies GotU p39
Finding the Crossroads Wits Divine a nearby location at which someone will soon die. Geist 159
Funerary Tools Stamina Create an item to use in Twilight, with possibility of taking it to the Depths BotD pg. 73
Lemure’s Lure Manipulation Make a location highly attractive to ghosts, likely causing a temporary haunting of the area. Geist 159
Loosen the Coil Resolve Temporarily allow a mortal to project as a ghost. Geist 160
Moment of Absolution Wits Receive explanation of why an Anchor is an Anchor. BotD pg. 73-74
Plumbing the Depths Intelligence See memories of bonded Geist; must continually roll to avoid gaining derangement while searching. Geist 161
Quicken the Dead Presence Bind a ghost to a body, creating a zombie. Geist 161
Reading the Echoes Resolve Can get impressions from the past history of an object. Geist 163
Warding Circle Resolve Enchant a circle to be impervious to ghosts, and potentially other supernatural creatures as well. Geist 163
Witness the End Resolve See a significant death that will happen within a month DA p171
•••• Ceremonies
Bind Anchor Resolve Create an Anchor for a ghost, even one currently in the Underworld Geist 164
Danse Macabre Presence Reminds participants of their own morality. Could create Ghosts in the Underworld without anchors BotD pg. 74-75
Ghost Drinker Stamina Drink either the Ghost's knowledge or it's power. Gain truthful yes/no answers or a bump to Physical Traits BotD pg. 75
Ghostly Guardian Manipulation Bind a ghost to one of it's Anchors as a protector Geist 164
Mending the Mortal Coil Intelligence Heal a target of wounds at the cost of plasm. Geist 165
Warding the Household Dexterity As Warding Circle, but potentially for an entire building. Geist 165
••••• Ceremonies
Crash the Gates Stamina Transform body into an open Avernian Gate connected to a random point in the Depths. BotD pg. 76
Create Deathly Passage Resolve Open or reopen an Avernian Gate Geist 166
Dumb Supper Resolve Makes the Twilight and material worlds one and the same for all ghosts in a given room, for a short time, allowing conventional interaction. Geist 166
Fetter’s Binding Resolve Bind a ghost to it's last Anchor as a Fetter with one of it's Numia (Memento 3) Geist 167
Sepulchral Gateway Intelligence Allows entry from one Avernian Gate and exit through another, without passage through the Underworld. Geist 167
Spectral Captivity Presence Binds a ghost inside a room or container, from which it has no power to escape. Geist 168
UnBinding Intelligence Sever a geist from a Sin-Eater, ending the bargain; causes significant discord. Geist 244
Wings of the Moth Manipulation Binds a ghost to a body, effectively returning them to mortality, for one week; at the end of this time, the new body is killed again, and one of their anchors is destroyed. Geist 169

Krewe Traits (1st Edition)
Name Cost Tier Type Prerequisites Description Reference
Codex (••• or •••••) - - Ceremonially Bonded Member Teaches benefits of Faction or Conspiracy level Supernatural benefits; these benefits cannot then be bought higher with XP, they must be repurchased. Geist 191
Death Rite (• to •••••) Faction Founder Flesh Fair Can ritually transform a gathering of Sin-Eaters and others into a temporary Haunt. Geist 187
Deathsoul Initiation (••• to •••••) Cult Supernatural Gain the ability to use a single Manifestation/Key pairing known by a Founder. Geist 185
Enhanced Merit Automatic Faction Temporal Krewe Status •• Gain bonus dots to one social merit, based on Krewe Status Geist 188
Ethos Commitment Opt-In Cult Supernatural Gains rote action on discord rolls relating to ethos; suffers massive discord when violating the ethos. Costs a willpower dot to withdraw commitment. Geist 185
Flesh Fair (• to •••) Cult Founder Provides a bonus to Haunt Fluidity when hosting other Sin-Eaters. Geist 185
Forge Key Opt-In Conspiracy Founder Psyche ••••••, two Manifestations at ••••• With krewe experience points, can create a new Key, which may be taught to other members or via Key Initiation. Geist 189
Key Initiation Opt-In Faction Supernatural Ceremonially Bonded Member Krewe has a chosen key; members can learn it without a teacher and at reduced cost, but doing so causes a derangement or flaw. Geist 188
Krewe Fate (• to •••••) Cult Founder Founder can decree bonuses or penalties to any member when conducting a predetermined action. Founder suffers if decree is counter to krewe myth or ethos. Geist 184
Krewe Status (• to •••••); Automatic Faction Temporal Member or Ally As Status merit, but some dots can be granted for free under certain circumstances. Geist 188
Mentor •• or •••• Special - Being mentored by a krewe founder allows them to instruct in supernatural merits, or founder merits if declared a successor. Geist 191
Merit Mastery Automatic Conspiracy Temporal Krewe Status • Each Krewe may choose three Social merits; all members gain these at half experience cost. Geist 190
Mythic Aspect (Founder) (••••) Cult Founder Gain permanent ability to spend plasm to boost a choice of skill or attribute; suffers a penalty to discord rolls for the remainder of scene when this is invoked. Geist 185, 189
Mythic Aspect (Members) (••••) Conspiracy Supernatural Ceremonially Bonded Member As above, but members may acquire it. Geist 189
Mythic Avatar (•••••) Faction Founder Psyche ••••••, Mythic Aspect Briefly takes the form of the Krewe's Aspect, gaining significant supernatural powers. Suffers a penalty to synergy while in this form. Geist 186
Mythic Factors (• to •••••) Conspiracy Supernatural Ceremonially Bonded Member By performing difficult rituals, member may significantly enhance the power of Manifestations Geist 189
Pooled Merits - Cult Temporal Allies, Contacts, and Resource merits bought pooled can be shared by all members, but dots used by one member can't be used simultaneously. Geist 186
Revenance (•••••) Conspiracy Founder Psyche •••••• Can return to life without loss of maximum Psyche; ceases to suffer from aging, though health dots deplete over time with age. Geist 189
Sending Forth the Aspect (•••••) Faction Founder Blesses a krewe member with the founder's aspect; recipient can use any of the founder's Keys, founder can cast manifestations through the recipient, and both can communicate telepathically. Founder must concentrate for the duration. Geist 187
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, Geist (1st Edition)
Name Cost Description Reference
Ceremony (•+) Gain Number of Ceremonies Based on Number of Dots Held Geist 87
Death-Touched •• to ••••• Gain a one or two die bonus to non-hostile rolls to interact with ghosts in the Underworld; for an additional merit dot this applies to ghosts anywhere. BotD 93
Memento (•+) Item with various bonuses Geist 89


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

Derangements (1st Edition)
Derangement Severity Description Specific To Reference
Abyssal Compulsion Severe Insistence on investigating Abyssal lore and creatures Mages Summ p183
Animalistic Dependency Mild, Severe Mild: Res+Comp if not expecting to hear/see animals. On fail, -1 to all rolls. Severe: Res+Comp if no animals nearby. On fail, activate Animalism 3. ST penalties for Animalism roll apply to all rolls if Animalism 3 failed. - Ventrue p107
Anxiety Severe Follows Inferiority Complex; -2 on all rolls and Willpower points cannot be spent to bolster any rolls for the remainder of the scene. WoD p98
Aphasia Severe, Extreme Follows Vocalization; Unable to speak coherently. Wits+Empathy roll for listeners to understand. Use sign language or written text to communicate. Spend 1 Willpower to speak for a scene. The Blood 108
Avoidance Mild Res+Comp when confronted with situation/person associated with previous, significant failure or trauma. WoD p100
Banish the Beast Severe Follows I'm No Animal; As mild, but must spend Willpower point to assume beast-form as well as roll. May attack anyone who tries to remind of shapechanger nature. Changing Breeds p104
Beast Fears Mild Phobia of animals. Reflexive Res+Comp to avoid trembling fearfully around any animals, even self. Changing Breeds p103
Blood Fascination Mild Res+Comp whenever encountering blood. On failure, take a 'souvenir'. Additionally, Res+Comp if Comp days have gone by without encountering blood or images thereof. On failure, search for more. Ghouls Ghouls p87
Bulimia Severe Follows Fixation; Roll Res+Comp to not feed till full, if you need it or not. For vampires, must burn the vitae more regularly and -2 to resist Hunger Frenzy. VtR p188
Cage Shock Mild Res+Comp when indoors, clothed, or otherwise confined. On failure, -3 to all Social rolls from annoying behavior. Changing Breeds p103
Cataplexy Severe Follows Insomnia: The day after sleep roll fails, any circumstance resulting in an intense emotional reaction (e.g. laughter, anger, fear) requires Stam+Comp roll. On failure, slump to the ground, paralyzed with weakness but fully conscious for full turn. Asylum p49, Ghouls p87
Compulsive-Aggressive Disorder Severe Follows Suspicion; Everything is a threat. Only use Intimidation for Social rolls, -2 to resist anger frenzy. Nomads p92
Decadence Mild Res+Comp triggered by 'Great' Social Victory or Humiliating Defeat, on failure, the character looses all sense of decorum in extreme excess. (Unique Temple Derangement') Intruders p203
Delusional Mania Mild, Severe Mild: When taking lethal/agg, roll Stam+Comp. -3 to roll for bashing, -2 for lethal, -1 for agg. On fail, can't dodge for scene unless spending 1 Willpower. Severe: On fail, can't dodge and won't avoid damage unless spending 1 Willpower. - Ventrue 108
Delusional Obsession Severe Follows Irrationality; Willpower spend to resist acting in according to obsession. VtR p189
Delusional Witness Severe Overlays hallucination to bring any obvious supernatural phenomenon with her belief system. Ban p44
Denial Severe Follows Repression; As mild, but has replaced initial memories with others. Res+Comp roll if someone tries to correct memory. On success, become irate and refuse to discuss. Asylum p50
Dependent-Personality Disorder Severe Follows Irrationality; No resolve in rolls to resist Dominate when Dominator uses it upon them. Blood-Bound VtR pg 189
Depersonalization Mild No sense of connection to self; can not spend Willpower, -2 to Willpower checks Summ p184
Depravity Severe No sense of social mores, at all. Whenever someone requests that the character 'behave,' roll Res + Comp -2 to resist doing the complete opposite. (Unique Temple Derangement') Intruders p203
Diogenes Syndrome Severe Follows Inferiority Complex; Ignore personal hygiene and cleanliness. -3 dice to Social rolls. Spend Willpower to heal instantly or clean self, but heal reflexively while sleeping. The Blood p107
Dissociation Severe Follows Depersonalization; puts body on a sort of "conscious autopilot", with no emotional depth, can not recover Willpower due to Virtue or Vice Summ p184
Divination Obsession Severe Follows Magical Ideation; As Obsessive Compulsion, but specifically to perform some sort of divination. Mekhet p118
Degenerative Fixation Mild Res+Comp when encountering mirror or image of self. On failure, be convinced that signs of encroaching age are visible, must beg regnant for more Vitae at first opportunity. Ghouls p87
Dehumanization Mild Res+Comp roll when inconvenienced or frustrated by other people's perceived weakness or stupidity. On failure, -2 to all Social rolls except Intimidation. BotW p128
Depression Mild If failed to achieve a goal, a bout of depression occurs. Resolve+Comp, if fails looses a WP and cannot spend for the remainder of the scene. WoD p97
Erythema Mild Force spending blood to appear alive around others, Res+Comp to resist spending blood this way. -2 to resist roll if company is unexpected, -1 if around 2 or more others. The Blood p108
Feral Antics Severe Follows Neoprimitivism: Res+Comp or behaves like wild animal, minimal human speech or behavior. Changing Breeds Changing Breeds p103
Feral Frenzy Severe Follows Cage Shock; Res+Comp or become completely feral, abandoning human speech and restraint until he escapes confinement. May spend Willpower point to bring him out of it. Changing Breeds Changing Breeds p103
Fetishism Mild Res+Comp when reminded of fetishized event or object. On failure, attempt to recreate the situation or come into contact with object in question. Asylum p49, Ghouls p86
Filthy Brutes! Mild Hates, teases and torments animals. Res+Comp to resist abusing a helpless animal. Changing Breeds p104
Fixation Mild Res+Comp to avoid obsessing on a loss or victory. On Failure: Single Dice to see how many scenes you are fixated on loss or failure. ST Fiat. WoD p97
Fugue Severe, Extreme 'Autopilot' when subjected to specific stressful circumstances or exposure. WoD p100
Glossolalia Mild Roll Wits+Comp whenever spending a Willpower point. On fail, speak in alien tongue for the remainder of the scene. PtC p185
Goetic Fracture Severe, Extreme Vice becomes personified as a demon. To cast magic, must either accede to the demon's wishes (satisfying his Vice), or psychically overpower it with extended Wisdom roll with own Resolve as the target number. Ban p44
Grandiose Delusion Mild Regards self as supreme regarding a specific territory, occupation or subject. Res+Comp whenever someone not in their service attempts to exert influence in the matter. On failure, first priority becomes attempting to exclude interloper. Shadows of Mexico p61
Hate of Man Severe Follows One with the Bears: -3 to Social rolls from undisguised hatred of Man. Spent willpower point to avoid getting violent if provoked. Remain in Primal form unless absolutely required not to. Changing Breeds p103
Hedge-Calling Severe Follows Wanderlust. Changelings CtL p215
Hemophilic Compulsion Severe Follows Blood Fascination; Res+Comp every time Composure number of days have passed, on failure must draw blood fresh from a victim. Ghouls p87
Hunter King Severe Follows Filthy Beasts!; Serial killer of animals. Will hunt, torture and murder animals whenever possible. Changing Breeds p104
Hypnagogic Hallucination Mild Suffers hallucinations in space between waking and sleeping on nights that have been stressful. Spent a Willpower point, or suffer -1 penalty to all Mental rolls the next day. Shadows of Mexico p65
Hysteria Severe As Phobia add that she must run from subject of Fear. If touched, another Res+Comp. If Dramatic Fail, looses consciousness. -3 Penalty if it's in proximity and you see it -5 if you lack visual. WoD p97
Hysteria Severe Follows Phobia; As above. For Kindred: -1 to all frenzy rolls that relate to the object of Fear. Vampires VtR p189
Identity Erasure Severe Follows Degenerative Fixation; Res+Comp when encountering evidence of mortal life. On failure, must attempt to erase evidence. This includes a person who knew him. Ghouls p87
I’m No Animal Mild Requires Res+Comp roll to force self to change shape, will only do so under extreme necessity. Changing Breeds p104
Inferiority Complex Mild When a single choice or die roll can determine success or failure of stressful situation, roll Res+Comp or take -1 penalty to all rolls for remainder of scene. Cannot spend Willpower on that key roll. WoD p97
Insomnia Mild When stressed, must roll Res+Comp to sleep restfully. On failure, -2 to all rolls the next day. Each day thereafter is considered 'stressful' until a full night's or day's rest achieved. Asylum p49, Ghouls p87
Intermetamorphosis Severe Follows Irrationality; After long torpor, mistakes modern living (or undead) people for those he knew long ago. Only breaks from the second person appearing. Can spend Willpower to shake for a scene. The Blood p109
Irrational Defiance Severe Follows Irrationality; When given orders by superiors, roll Res+Comp. On fail, -5 dice to accomplishing orders due to need to defy superiors. - Ventrue p108
Irrationality Mild Res+Comp to keep cool when wellbeing is threatened. On failure, require Wits+Comp to take any action to diffuse the situation or leave the scene. Cannot initiate violence. WoD p99
Loss of Compassion Severe Follows Dehumanization; Ceases to see other human beings as meaningful. Roll one fewer die when testing for sins committed against another person. BotW p128
Magical Ideation Mild Res+Comp at least once a scene. On failure, must find evidence of some greater plan or intelligence in the local environment. Mekhet p118
Manic-Depression Severe Follows Depression; Two forms - Psychological and Organic Versions. Dependent on version, on failure of task ST roll Resolve. On Failure - lapse into depression. Also lapse into depression when less than 2Vitae are in the system and on Dramatic Failure of any roll. Chance die to swing into Manic. VtR p189
Masochism Severe Follows Fetishism; As mild, but must also suffer bashing damage at least equal to Stamina during the compulsive activity to be satisfied. Asylum p49, Ghouls p87
Melancholia Severe As Depression, but add -2 Penalty to all Dice Rolls WoD p97
Megalomania Severe As Narcissism add, 1 to all penalties on failure. WoD p97
Megalomania Severe As above. If you ever lose a contest to one that you feels socially inferior, lose one point of Willpower. Vampires VtR p190
Memory Obsession Mild, Severe Become paranoid about memories being tampered with. On fail to recall information by memory... Mild: -2 to all Mental rolls for a scene. Severe: -2 to all actions until extended Int+Comp 10 successes reached. Ventrue p109
Multiple Personality Disorder Severe, Extreme Follows Irrationality; Multiple Personalities triggered may have different skills / Attributes than dominate personality. WoD p99, VtR p190
Mystic Personality Severe, Extreme Develops alternate personality with diametrically opposed perspective on the supernatural. Ban p44
Narcissism Mild Res+Comp to avoid bout of vanity on succeeding on a goal. On Failure, you disregard all help in favor of the self. -3 on Teamwork Rolls -1 on Social Rolls WoD p97
Neoprimitivism Mild Criticize everything about the modern world and people in general. Objections to attitude require Res+Comp to keep cool and not incite loud and possibly violent confrontation. Changing Breeds p103
Obsessive Compulsion Severe Follows a strict code of behaviors. If forcibly kept from doing them, may lash out. May override these with a Res+Com - 2 roll. WoD p98, The Pure p78
Obsessive Compulsion Severe Follows Fixation; as above. More subject to frenzy roll. Vampires VtR p190
Obsessive Humanity Severe Follows Beast Phobia; As Obsessive Compulsion, but specifically regarding own humanity and appearance thereof. Changing Breeds p104
Occult Fugue Mild Conducts lengthy (and usually benign) magical working as if sleepwalking, and then promptly forgets about it. Ban p44
One with the Bears Mild Idealistic, New Age dream of wilderness, overconfidence in own abilities there. Comp+Survival roll to cope in bad situations. Changing Breeds p103
Paranoia Severe Suffers from Persecution Complex. Automatically -2 on Social Rolls. The slightest hint of suspicion triggers a Res+Comp-2 roll on failure flees or attacks. WoD p98
Paranoia Severe Follows Suspicion; As above. The slightest hint that another may be an enemy requires frenzy check; target number determined by situation. Vampires VtR p190
Phobia Mild Res+Comp roll to even approach the item of the phobia WoD p97, VtR p189
Post-Traumatic Stress Disorder Severe Res+Comp roll when triggered. On failure, powerful panic attack from any movement except to hide. -2 on all rolls and Willpower points cannot be spent to bolster rolls for remainder of scene. Ancient Mysteries p69
Power Fetish Obsession Mild Any attempt to use Disciplines or expend vitae without the object loses three dice. Vampires VtR p191
Preferential Obsession Mild, Severe Prefer blood of particular type of people. Businessmen, virgins, Latinos, etc. Mild: Only take 2 blood from non-preferred type. Severe: Only take blood if hunger frenzy, then will spend it on anything but Disciplines. - Ventrue p109
Pyromania Mild Infernal p102
Pyrophillia Severe Follows Pyromania; Infernal p102
Repression Mild Has blocked out memory of event that caused derangement. Roll Res+Comp in similar situation or block out that memory as well. Asylum p49
Rote-Action Repetition Mild Res+Comp when stress. On failure, absorb self in some meaningless, trivial task instead of facing the issue. -2 to all dicepools while stressful situation persists, excepting dicepools related to rote-action repetition. Prometheans PtC p184
Sanguinary Animism Mild Manifests personalities the Kindred has fed from, if the Kindred kills his vessel, a Dramatic Failure on a Res+Comp -3 roll makes the personality a permanent fixture in the Kindred's Mind. Vampires VtR p191
Schizophrenia Severe, Extreme Follows Vocalization; -2 to all Social Rolls. Res+Comp to avoid attacking / escaping the source of trauma. WoD p99
Schizophrenia Severe, Extreme As above, under triggered conditions take -2 to all Rotschreck rolls. Vampires VtR p192
Spirit Placation Mild Res+Comp whenever a setback is suffered. On failure, must placate the spirits at the next opportunity. BotW p128
Spontaneous Lunacy Severe Follows Spirit Placation; Res+Comp whenever sensing a spiritual presence. On failure, undergo a purely psychological Lunacy with the usual +2 to Willpower and memory loss. Werewolves BotW p128
Submission Severe, Extreme Follows Inferiority Compex or Rote-Action Repetition; Res+Comp in any stressful situation. On failure, the character follows orders issued by the highest Presence person who issues a direct command. Cannot spend Willpower, and can only shirk these tasks on a successful Wits+Resolve-2 roll. In the absence of commands, Wits+Composure-2 penalty to avoid slumping into a useless heap. PtC p184
Supernatural Fascination Mild Conviction that the supernatural influences ever facet of life. Res+Comp at least once a scene. On failure, perform some appropriate action to appease God/have good luck/be safe from harm, etc. Asylum p50
Suspicion Mild If fail a Res+Comp roll, and if suffered misfortune intentionally - may suspect everyones motives. -1 Social Rolls WoD p98
Synesthesia Mild Roll Wits+Comp when under overwhelming sensory or emotional input. On failure, -2 to all Presence or Manipulation dice pools. PtC 185
Tongue of the Beast Mild When speaking or writing in nonsense, others who share this derangement can understand it. Belial’s Brood p51
Unbridled Confidence Res+Comp, on fail does what comes first to mind, by instinct. -3 to use skills to plan anything out. AR p92
Vocalization Mild Res+Comp to avoid audible internal monologue regarding important or stressful decisions. WoD p98
Waking Nightmare Severe On trigger, roll Res+Comp. On failure, fall unconscious and become lost in nightmare vision for remainder of scene. Ancient Mysteries p69
Wanderlust Mild When fatigued or out of Willpower points, roll Res+Comp. On success, character is flighty and distracted, taking -1 to all Mental rolls for the scene. On failure, must walk for at least an hour. Changelings CtL p215
Withdrawl Severe, Extreme Follows Irrationality; Become a hermit. Res+Comp to leave haven each night. -3 to Social rolls except resistance to contested ones. The Blood p108
Zealotry Severe Follows Supernatural Fascination; As mild, but proselytizes to everyone they speak with. Asylum p50

Tells

Possessed by: Hunters, slashers

Tell Minor/Major Effect Page
Calling Card minor must leave a personal sign behind on significant achievements HtV p330
major more often, in normal situations
Cannibalism minor must eat flesh of slain victims Slash p220
major roll to resist tell is penalized by number of days without eating
Denial minor deny belief of a single supernatural source HtV p330
major deny belief in all supernatural phenomenon
Hypochondria minor avoids messy scenes, tries to work from a distance HtV p331
major believes that they may be sick, and acts like it
Overkill minor after killing a creature, needs to "make sure" HtV p331
major torches scene, kills creatures allies, eliminates all traces
Sadism minor will physically or emotionally torment their prey HtV p332
major bringing cruelty to the creature is more important than the Vigil
Sexual Deviancies minor -1 to all rolls while hunting until sexual relief HtV p333
major Resolve+Composure to not jump on team members or enemies
Trophies minor removes some small part of the victim to keep Slash p220
major more, and larger
Warnings minor warns the target just before an attack Slash p220
major toys with the target for days
Weapon Fetish minor character must use a particular weapon to kill with Slash P219
major losing the weapon may drive character mad

Flaws (1st Edition)
Physical Description Specific To Source
Bad Regeneration Has an injury that did not regenerate properly; has one lower Health and may suffer other penalties. Werewolves Rage p105
Crippled Confined to a wheelchair. Speed is your Strength. Instant to move or -2 on speed and all actions to move. WoD p219
Cumbersome Rather large. No change to size, Stamina cannot go above 3. Must shop in specialty stores for clothing RoS p98
Deformity -2 of social rolls when meeting new people due to disfiguring limbs/scars/blemish WoD p219
Dwarf Size is 4. XP awarded for notable social problems. WoD p219
Hard of Hearing -2 from all hearing perception rolls. WoD p219
Lame Speed factor is 2 due to flaw in legs (artificial, crippled, crutches etc) WoD p219
Mute Cannot speak. WoD p219
No Fangs Does not cause enrapturement when feeding, must render unconscious or subdue victims rather than just bite. Saliva does not heal wounds caused this way. Vampires Mehk p118
One Arm Double time to perform manual tasks. Attempts to do task quickly are at -3 WoD p219
One Eye Ranged attack penalties double. 10-again not re-rolled in driving, 1's subtract. WoD p219
Poor Sense of Smell Suffers a penalty to smell related perception checks. Werewolves Rage p106
Poor Sight -2 to all sight perception tests. WoD p219
Silver Allergy Contact with silver causes some aggravated damage to a Forsaken werewolf. Werewolves Rage p106
Mental
Addiction Addicted to a substance. 3 sessions without indulging means its beaten. Indulgence here does not count for Gluttony. WoD p218
Amnesia Memories from past trauma surface unexpectedly. Sporadically forgets allies and enemies from past. WoD p218
Anthropocentric Uncomfortable in wolf forms, preferring to do everything as a normal human. Werewolves Rage p105
Behavior Blind Unable to figure peoples moods and emotions (although Empathy rolls can provide). Cannot detect sarcasm etc. WoD p219
Cannibal A preference rather than addiction to human flesh. RoS p98
Coward Hesitates at dangerous or awkward situations. WoD p219
Forgetful Doesn't forget everything, just small details that make things frustrating, such as names and short term goals. WoD p219
Functional Multiple Personalities Multiple Personality Disorder derangement with a twist: The Changeling has two personalities that don't know the other exists; One sees itself as pure human and rejects the supernatural, the other as his true form, as a Changeling. Changelings CtL p44
Headstrong Often brash, and does not think through their actions. Werewolves Rage p105
Illiterate Might recognize simple words, but has trouble with sentences or books. RoS p98
Impossible Standard Character is held to strict and exacting demands, of which failure has its own consequences. - Ventrue 107
Nightmares Dreams with intensity higher than Res become nightmares, keeping the new Intensity. Alt: Roll Res+Com, failure indicates character does not regain point on nightly Willpower. CtL p193

SpSl p140

Racist/Sexist Has a strong bias against or for a certain social group to the exclusion of others of the same type. WoD p219
Social
Aloof Shy and distant in social situations. Dislikes being the center of attention. WoD p219
Disharmony Had strong religious beliefs that conflict with the principles of Harmony. Werewolves Rage p106
Dishonorably Discharged Can not purchase Allies, Contacts or Status related to Military services and gain effect of the Notoriety Flaw among ex-service members. DoW p40
Embarrassing Secret A secret in the past. XP awarded for keeping it secret at the expense of allies. (If gets out may exchange for Notoriety or other appropriate Flaw) WoD p219
Expectations Has rigid expectations that do not gel well with reality; suffers a social penalty when interacting with others outside of that framework. - Ventrue 107
Fealty The character has a master that makes decisions for her, effectively trading free will for XP. DC p199
Hollywood Syndrome Has telltale markings of werewolves as defined by Hollywood Werewolves Rage p106
Lone Wolf Difficulty interacting with other werewolves. Werewolves Rage p106
Lost Love Had a strong connection to another early in life (or unlife). When triggered by a certain stimulus, suffer a -2 penalty on all rolls until one can escape the situation. Vampires AM p69
Materialist Difficulty interacting with spirits Werewolves Rage p106
Notoriety Inverse of Fame. If recognized, is met with negative reactions from those that would know. WoD p219
Speech Impediment Must be role-played. If forgotten, Storyteller may warn condition is curing. WoD p219
Untrustworthy -2 to Persuasion, Socialize, or any Manipulation test. RoS p98
Mystical
Abyss-Marked Stained by the Abyss, -2 modifier when hiding from Abyssal creatures, increases risk when summoning Supernal creatures Summ p71
Anachronism Has significant problems handling recent technology. RoS p98
Bad Bargain Made a bad pact with a Spirit, already gained the benefit, but still has to follow through on task (medial obligation). Summ p183
Bad Regeneration Has an injury that did not regenerate properly; has one lower Health and may suffer other penalties. Werewolves Rage p105
Empowered Bane For Key-Initiation Only. A relatively rare substance or combination of common substances does Aggravated when used as a weapon, and has a -2 on Manifestation rolls when on the Sin-Eater or his opponent. Sin-Eaters GtSE p188
Essence Vessel Contains the soul of a powerful spirit or neutral residual Essence, which will release upon the characters death. Receives unwelcome Spirit attention. BoS p111
Glamour Addict As per Addiction, except the substance is Glamour or the act of Harvesting. Changelings RoS p98
Manifest Mien Mien shows through in small ways. It leaves unsettling or lackluster impressions on people, depending on what is least useful to the character at the time. Changelings RoS p98
Mystery Commands If character possess at least (•) in Status: Seers of the Throne and the Dream Merit, they are given cryptic and difficult missions while dreaming. Mages: Seers of the Throne SoT p43
Sluggish Vitae Forced to spend an additional Vitae to wake each evening. Vampires AM p69
Shadow Addiction As per Addiction, but with the added danger that the substance or experience is located in the Shadow. BoS p111
Shadow Aversion Anxious when under the effects of anything linked to the Shadow. -1 to all rolls in extreme situations. BoS p111
Soul-Scarred Lingering injury to soul due to contact with some outer creature. Attracts Acamoth, malevolent ghosts and spirits of negative emotions. Summ p183
True Tongue Can lie, but it is glaringly obvious in both blatant lies and lies of omission that the character is lying. Changelings RoS p98
Word of Life Tummuz Only. A word such as the Hebrew Adam or Emet, is inscribed on the forehead. Provides +1 to Humanity to the maker when creating the Tummuz at Stage 2, and a -1 to effective Azoth for determining a Pandoran. However, should the words be marred to mean something else, the Tummuz drops into a death-like state until rectified. Prometheans SA p41
Weakened Attribute For Key-Initiation Only. A chosen attribute does not have 10-Again, and 1's subtract from successes. Sin-Eaters GtSE 188
Conflicted Werewolves Blood of the Wolf 104
Weak Bloodline This flaw, unique to the Ivory Claw tribe of the Pure, subtracts one dot from their effective Purity for some social purposes. Werewolves The Pure 111

Morality (1st Edition)

Clarity

Changelings

Level Sin Dice Rolled Book
10 Entering the Hedge. Dreamwalking. Using Magic to accomplish a task that could be achieved just as well without. Minor Unexpected Life changes 5 CtL 91
9 Using tokens or other mystical items. Going a day without human contact. Minor Selfish Acts. 5 CtL 91
8 Breaking Mundane promises or commitments, especially to attend to faerie matters. Changing Courts. Injury to another (accidental or otherwise) 4 CtL 91
7 Taking psychotropic drugs. Serious unexpected life changes. Petty Theft 4 CtL 91
6 Revealing your true form to unescrocelled mortals. Going a week without human contact. Obvious displays of magic in front of witnesses. Grand theft (burglary). 3 CtL 92
5 Killing another changeling. Killing a fetch. 3 CtL 92
4 Breaking formal oaths or pledges. Extreme unexpected life changes (pregnancy, losing one's home, ect). Impassioned or impulsive serious crimes (Manslaughter) 3 CtL 92
3 Actively harming a mortal by ravaging their dreams. Going a month without human contact. Kidnapping. Developing a derangement outside of failed degeneration rolls. 2 CtL 92
2 Killing a human. Casual/callous crime against another supernatural (serial murder) 2 CtL 92
1 Spending time in Arcadia. Prolonged or intimate contact with the True Fae. Mortal identity is suddenly and unexpectedly destroyed., totally abandoned, or otherwise fundamentally changed. Heinous acts of torture, depravity, or perversion. 2 CtL 92

Bonuses / Drawbacks:

Clarity 8: +2 to all rolls related to sensory perception.

Clarity 6: May use the Kenning ability.

Clarity 7 or below: -1 to all perception rolls for every two points below Clarity 7

Harmony

Werewolves, Changing Breeds

Level Sin Dice Rolled Book
10 Not Shapeshifting for more than three days 5 WtF 181
9 Not obtaining your own food; carrying a silver weapon 5 WtF 181
8 Disrespect to a spirit or Elder Uratha 4 WtF 181
7 Spending too much time alone; significantly violating a tribal vow 4 WtF 181
6 Mating with other Uratha; slaying a human or wolf needlessly 3 WtF 181
5 Slaying a werewolf in the heat of battle. 3 WtF 181
4 Revealing the existence of werewolves to a human; using a silver weapon against another werewolf 3 WtF 181
3 Torturing enemies/prey; murdering a werewolf 2 WtF 181
2 Hunting humans or wolves for food 2 WtF 181
1 Betrayal of pack; hunting werewolves for food 2 WtF 181

Bonuses / Drawbacks:

Harmony 10: +2 to mental and social rolls involving spirits.

Harmony 9: +1 to mental and social rolls involving spirits.

Harmony 8: +1 to social rolls involving spirits.

Harmony 7: +1 to social rolls involving the werewolves totem's Brood.

Harmony 5 and less: Werewolf begins to take on a Spirit Ban - see WtF 185

Humanity and Morality

Mortals, Hunters, Prometheans, Vampires

Level Sin Dice Rolled Book
10 Selfish Thoughts. 5 WoD 91
9 Minor Selfish Act (Withholding Charity) 5 WoD 91
8 Injury to Another (accidental or otherwise) 4 WoD 91
7 Petty Theft (shoplifting) 4 WoD 91
6 Grand Theft (burglary) 3 WoD 91
5 Intentional, Mass property damage (arson) 3 WoD 91
4 Impassioned Crime (manslaughter) 3 WoD 91
3 Planned Crime (murder) 2 WoD 91
2 Casual/callous crime (serial murder) 2 WoD 91
1 Utter perversion, heinous act (mass murder) 2 WoD 91

Vampiric Bonuses/Drawbacks:

To stay awake: Roll Humanity to stay awake for turns per successes. Extended Action for 5 success to stay awake the entire day. Also rolled to see if a Vampire can wake up in the middle of the day. Dice pools during the day cannot exceed Humanity

Interacting with Humans: Pools in Empathy, Persuasion, or Socialize cannot exceed Humanity

Promethean Bonuses/Drawbacks:

Resistance of Torment: The Humanity to resist the onset of Torment

Degeneration taints Azoth: Humanity determines the chance of getting it right when creating another Promethean.

Rebirth: Humanity is the dice pool used to make the transition to Morality at the end of their Pilgrimage

Hunter Bonuses/Drawbacks:

Hunters can 'change' their code based on the Hunt. See HtV 323

Memory

Mummies

In addition to the following hierarchy of sins unique to Memory, mummies are still subject to the same sins that threaten Morality, above.

Level Sin Dice Rolled Book
10 Conceal your identity. 5 MTC 77
9 Spend a day without meditating on the Pillars. 5 MTC 77
8 Pursue your Judge's purpose to preserve your Sekhem. 5 MTC 77
7 Destroy a remnant of the Nameless Empire. 4 MTC 77
6 Lose possession of a vessel created by your guild. 4 MTC 77
5 Destroy a vessel created by your guild. 3 MTC 77
4 Allow one of your vestiges to be destroyed. 3 MTC 77
3 Leave a robber of your tomb unpunished. 3 MTC 77
2 Die by self-destruction or Sekhem expenditure. 2 MTC 77
1 Destroy evidence of your mortal life. 2 MTC 77

Bonuses/Drawbacks:

Sharpened Recall: Memory 9+ mummies gain the benefits of Eidetic Memory specifically to recall memories from when they had Memory 9+. Memory 10 mummies also gain the effects of Unseen Sense regarding the will of the Judges of Duat.

Self-Awareness: Mummies require Memory 1+ to retain sapience and autonomy, Memory 2+ to recall their names and the broad strokes of the Nameless Empire, Memory 3+ to recall their previous Descent, Memory 6+ to recall the Descent prior, Memory 7+ to recall any Descents before that, and Memory 8+ to recall their mortal lives.

Synergy

Sin-Eaters

Level Sin Dice Rolled Book
10 Opening an Avernian Gate, Entering the Underworld. 5 GtSE 84
9 Using plasm from a death mask, violating an Old Law. 5 GtSE 84
8 Closing an Avernian Gate. 4 GtSE 84
7 Destroying a charm or fetter. 4 GtSE 84
6 Destroying a ghost, or Avernian Gate, ectophagia (ghost eating) 3 GtSE 84
5 Destroying a vanitas, reviving a dead person 3 GtSE 84
4 Destroying a memorabilia or deathmask, accidental murder or manslaughter 3 GtSE 84
3 Destroying a keystone, destroying a geist 2 GtSE 84
2 Torture, serial murder. 2 GtSE 84
1 Mass Murder ,suicide attempt, attempting to destroy one's own geist. 2 GtSE 84

Bonuses / Drawbacks:

Opening Avernian gates: Sin-Eaters gain a bonus equal to each dot of synergy above 7 to open an Avernian gate. -1 to rolls at Synergy 4-5, -3 for Synergy 3 or lower

Wisdom

Mages

In addition to the listed sins, Mages are held to Humanity's standards, and any sin against Humanity that includes the use of magic is automatically one step worse.

Level Sin Dice Rolled Book
10 Using Magic to accomplish a task that could be achieved just as well without it. 5 MtA 79
9 Magically coercing another so that he acts against his own free will. 5 MtA 79
8 Magically coercing another so that he violates his own moral code. 4 MtA 79
7 Laying a Curse on someone. 4 MtA 79
6 Forcibly binding an unwilling sentient being or spirit to a place or task. 3 MtA 79
5 Magically transforming a person into a lesser being against his will. 3 MtA 79
4 Using magic to harm somone. Draining another's Mana agianst his will. Creating a Soul Stone. 2 MtA 79
3 Forcefully abducting and/or exiling another person (mage or Sleeper) into the Shadow Realm, or causing her to become possessed by a spirit against her will. 2 MtA 79
2 Intentionally preventing an Awakening. Using magic to murder someone. 2 MtA 79
1 Stealing a soul. 2 MtA 79

Bonuses / Drawbacks:

Dealing with Spirits: Wisdom 9 or 10 gets +1 to dealing with spirits, likewise Wisdom 1 or 2 has -1 to dealing with spirits.

Contesting the Abyss: Wisdom 9 or 10 gains a +1 dice bonus when contesting or countering the supernatural powers of the Abyss. Likewise Wisdom 1 or 2 has -1 to dealing with the Abyss.

Paradox: Higher wisdom has less duration from Paradox. See MtA 268-273
Power Stat (1st Edition)

Azoth

Possessed by: Prometheans

Azoth Trait Cap Pyros Azothic Radiance
Pool /Turn
1 5 10 1 Building
2 5 11 2 City block
3 5 12 3 Several blocks
4 5 13 4 Neighborhood
5 5 14 5 Quadrant/borough
6 6 15 6 Half of city
7 7 20 7 City
8 8 30 8 City
9 9 50 10 City
10 10 100 15 City

Blood Potency

Possessed by: Vampires

Blood Potency Trait Cap Vitae Feeding Requirement Bloodlines
Pool /Turn
0 5 Health 1 Animals None
1 5 10 1 Animals None
2 5 11 1 Animals May join sire's
3 5 12 1 Humans May join sire's
4 5 13 2 Humans May seek Avus
5 5 14 2 Humans May seek Avus
6 6 15 3 Humans May create own
7 7 20 5 Kindred May create own
8 8 30 8 Kindred May create own
9 9 50 10 Kindred May create own
10 10 100 15 Kindred May create own

Gnosis

Possessed by: Mages

Gnosis Trait Cap Mana Aura Scrutiny Base Paradox Pool Ritual Interval Arcana Limits
Pool /Turn Master Adept Disciple Apprentice Initiate
1 5 10 1 - 1 die Three hours 0 0 4 3 3
2 5 11 2 - 1 die Three hours 0 2 3 3 2
3 5 12 3 - 2 dice Hour 1 2 3 3 1
4 5 13 4 - 2 dice Hour 2 2 3 3
5 5 14 5 - 3 dice Half hour 3 2 3 2
6 6 15 6 +1 3 dice Half hour 4 2 3 1
7 7 20 7 +2 4 dice Ten minutes 5 2 3
8 8 30 8 +3 4 dice Ten minutes 6 2 2
9 9 50 10 +4 5 dice Minute 7 2 1
10 10 100 15 +5 5 dice Minute 8 2

Possessed by: Archmasters

Gnosis Arcana Limits
••••• ••••• ••••• •••• ••••• ••• ••••• •• ••••• • Master Adept Disciple Apprentice Initiate
6 0 0 0 0 2 2 2 3 1
7 0 0 0 1 2 2 3 2
8 0 0 1 1 2 2 3 1
9 0 1 1 1 2 2 3
10 1 1 1 1 2 2 2

Primal Urge

Possessed by: Werewolves

Primal Urge Trait Cap Max Essence/Essence Spent Social Penalty Essence Bleed
Pool /Turn
1 5 10 1 -1 None
2 5 11 1 -1 None
3 5 12 1 -2 None
4 5 13 2 -2 None
5 5 14 2 -3 None
6 6 15 3 -3 Daily
7 7 20 5 -3 Every twelve hours
8 8 30 7 -4 Every ten hours
9 9 50 10 -4 Every eight hours
10 10 100 15 -5 Every four hours

Psyche

Possessed by: Sin-Eaters

Psyche Trait Cap Plasm Deathmasks Anchors Time in Underworld
Pool /Turn
1 5 14 1 None None None
2 5 18 2 1 None None
3 5 22 3 1 None None
4 5 26 4 2 None None
5 5 30 5 2 None None
6 6 40 7 3 1 One day every moon
7 7 50 10 3 1 Three days every moon
8 8 60 15 4 2 Five days every moon
9 9 75 20 4 2 One week every moon
10 10 100 25 5 3 Two weeks every moon

Sekhem

Possessed by: Mummies

Sekhem Trait Cap Pillars/Turn Attribute Bonus Utterances Descent Rolls
Strength/Stamina Dexterity Decree Attribute Before Rolling Frequency
1 5 1 +1 +0 +1 Chronicle or 160 days Story or 40 days
2 5 1 +1 +1 +1 •• Two stories or 100 days Two chapters or 20 days
3 5 2 +2 +1 +1 ••• Story or 60 days Chapter or 10 days
4 5 2 +2 +1 +1 •••• Three chapters or 40 days Chapter or 5 days
5 5 2 +2 +1 +1 ••••• Two chapters or 20 days Three scenes or 3 days
6 6 2 +3 +2 +1 ••••• Chapter or 10 days Three scenes or 2 days
7 7 3 +3 +2 +1 ••••• Chapter or 5 days Two scenes or 1 day
8 8 3 +3 +2 +1 ••••• Three scenes or 2 days Two scenes or 1 day
9 9 4 +4 +2 +1 ••••• Two scenes or 1 day Scene or 12 hours
10 10 5 +4 +3 +1 ••••• Scene or 12 hours Scene or 12 hours

Wyrd

Possessed by: Changelings

Wyrd Trait Cap Max Glamour/Glamour Spent Incite Bedlam Frailties
Pool /Turn
1 5 10 1 None None
2 5 11 2 None None
3 5 12 3 None None
4 5 13 4 None None
5 5 14 5 None None
6 6 15 6 Once per chronicle One minor
7 7 20 7 Once per story Two minor
8 8 30 8 Once per session One major, two minor
9 9 50 10 Once per day One major, three minor
10 10 100 15 Once per scene Two major, three minor


Mementos (1st Edition)

● Charm Description Threshold Page
Casket Jacket Jacket crafted from the a coffin lining from a large funeral. Various Geist 195
Cat’s Eye Marble Black marble with a hint of blood red, upon which a fleeing convict tripped and broke his skull Forgotten Geist 196
Charm Tats Tattoos made with the blood or ashes of the dead, transplanted tattoos from the dead, or other strange things. Various Geist 196
Corpse Teeth The teeth of the dead, often worn as an amulet. Threshold reflects the manner of death. Various Geist 196
Crucifix Geist Quickstart 50
Dead Man’s Wallet The blood-soaked wallet of a man on hard times who just won a small lottery, then was brutally murdered for the winnings. Torn Geist 196
Dreamcatcher Geist Quickstart 50
Forgotten Key Ring Geist Quickstart 50
One‐Way Ticket A ticket, smelling of fire and death, taken from onboard a crashed Greyhound bus. Forgotten Geist 197
Sugar Skulls The skull of an animal, covered in a burnt sugar coating, taken from a creature who died near the site of a violent or sudden human death. Torn or Forgotten Geist 197
Vanity’s Vanity The mirror of an actress who died of depression and heartbreak. Silent Geist 198
Vanquished Timepiece A timepiece worn by someone as they died. Various Geist 198
●● Vanitas Description Threshold
Battlefield Diorama A diorama of a battlefield at which the Sin-Eater died. Torn Geist 199
Crime Scene Collage Collage of crime scene photographs, allowing for reflection of the Sin-Eater's own violent demise. Torn Geist 199
Dead Jazz A song that reminds the Sin-Eater of their unfortunate demise; each time its played, it ends a different way. Forgotten Geist 200
The Germ Closet A closet filled with bodily fluids of the diseased. Stricken Geist 200
The Lament A written tale reflecting emotionally on one's death. Various Geist 200
The Offering Table A table filled with lavish food and drink, a reminder of life and what can be lost. Silent Geist 200
Roadkill Taxidermy Taxidermied body of a deer, the impact with which killed the Sin-Eater Prey Geist 200
The Weeping Wall Geist Quickstart 50
●●● Fetter Description Threshold Key Numen Page
Collar, the The collar of a dog, possessed by his truly devoted owner. Prey Primeval Animal Control Geist 202
Ghost Sword Peach wood or a string of copper coins bound with red thread. Does 5L to ghosts, manifested or not and ignores ghostly armor equal to 1/2 Psyche. Can be used against ghosts possessing humans Torn Stygian Blast (Dexterity + Melee) DA p141
The Girl’s Marionette A marionette, belonging and possessed by a young girl who took a fatal misstep. Forgotten Phantasmal Telekinesis Geist 203
Mirror Mirror A hand mirror, belonging and possessed by a woman of ultimate vanity. Stricken Phantasmal Plasticity Geist 203
The Notebook A laptop computer, belonging and possessed by a boy who died of deprivation while playing video games. Silent Industrial Disruption Geist 203
The Projector A projector, belonging and possessed by a woman who captured on the film the murder of man after man, until one finally overpowered her. Torn Phantasmal Phantasm Geist 204
Screaming Mace A can of mace, belonging and possessed by a woman who was murdered while jogging, the weapon failing to defend her. Torn Stigmata Banshee Wail Geist 204
The Screwdriver A screwdriver, belonging and possessed by a serial murderer who used it as his weapon of choice, and died of cancer before being caught. Stricken Stigmata Terrify Geist 204
The Thirty‐Thirty A still functional old rifle, beloning and possessed by a crazed man who used it to take hostages to sacrifice to a ghost, before same hostages got the better of him. Torn Phantasmal Dement Geist 205
●●●● Deathmask Description Threshold Key Skill Page
The Beaked Mask of Bile and Blood Mask of the Coronated Coroner; inflicts bloody respiratory illness on all within 50 yards. Stricken Stigmata Medicine Geist 206
Coral Mask, the Mask of the Wailing Widow; can transmute at will up to a dumpster full of water into undrinkable brine. Silent Passion Empathy Geist 206
Gold Teeth Mask of the Gluttonous Shadow; can make a lethal bite attack without grappling, and all nearby are continually starving. Torn Stillness Stealth Geist 206
Gravedigger’s Shovel Mask of the Gravedigger; allows perfect vision no matter how dark it gets, but cuts off peripheral vision. Silent Grave-Dirt Weaponry Geist 207
Perfect Fifth, the Mask of Violinist-in-Ash; the Sin-Eater's voice becomes musical, and while wearing the mask can determine the mood of the musician playing any piece of music, even on records. Forgotten Passion Expression Geist 208
Swallow‐in‐Glass Mask of the Birdwatcher; the Sin-Eater can mimic the call of any bird. Prey Primeval Investigation Geist 208
●●●●● Memorabilia Description Threshold Skill Page
The Bournemouth Heart The mummified heart of Percy Shelly. Prey Empathy Geist 209
Derringer, the The pistol that shot Abraham Lincoln Torn None; equipment bonus Geist 210
Kennedy’s Final Ride The limo in which Kennedy was assassinated. Torn None; equipment bonus Geist 210
McCall’s Necktie The noose that hung Wild Bill's murderer Torn Firearms Geist 210
Presley in Repose Photograph of Elvis in his coffin at his funeral Stricken Expression Geist 211
Pulverized Porcelain of Pol Pot The broken down toilet Pol Pot died athrone Stricken Intimidation Geist 211
The Raven Banner of Jarl Sigurd Draws power from bearer to strike at foes Torn Manipulation + Persuasion DA p175
The Starlet’s Ring Ring Joe DiMaggio gave to Marilyn Monroe at her funeral. Stricken Socialize Geist 211
Vidocq’s Lens Magnifying Lens of Francois Vidocq Silent None; equipment bonus Geist 211

NPCs, Sin-Eaters (1st Edition)


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Name Threshold Archetype Description Source
La Diabla Blanca Torn Reaper A Wretched woman, psychologically unable to come to terms with the acts she has committed since the Bargain, who suffers frequent blackouts when her wrathful geist seizes control. Geist 241
Michael ben Michael Torn Pilgrim A crusading Sacrosanct Sin-Eater, Michael is convinced his geist is a true archangel, and he seeks to purge all heretics. Geist 246
Nicholas Burtchaell Stricken Reaper A once promising and talented university professor, the illness that claimed this man's life changed him after his death. Filled with madness, he violently annihilated his own geist, and now Vacant he seeks to steal another. Geist 244

NPCs, Ghosts (1st Edition)
Name Description Source
Apparition The most common sort of ghosts, these souls linger near their anchors, unable to move on. Rarely do they interact with the physical world, instead just going through the motions of life. WoD 214
Deceiver Ghosts capable of creating illusions or other deceptions, whom frequently make use of these abilities for malicious or vengeful purposes. WoD 216
Elton Ownes A ghost of a Mage who died in vengeance against the Seers of the Throne, tied to his love, a Proximus named Melissa. MtA 328
Poltergeist Ghosts powerful enough to interact with the physical world, which they do with great frequency, making their presence readily known. WoD 215
Skinrider These spooks have a penchant for possession, frequently seizing control of hapless mortals in order to indulge their desires. WoD 216

Merits, Styles (1st Edition)
Adamantine Hand
AA p53 *pre: ••••• of Fighting Style Merits (one of which must be at least •••), Status (Adamantine Arrow) ••, Awakened, Arcanum ( one • more than the maneuver), separate Fighting Style for each Arcanum
• Thunder opponents shielding spells in same Arcanum are at -1 vs hand to hand attacks and spells.
•• Diamond spend WP, improve shielding spell by 1 point vs one attack, and lower it by 1 vs all others, at ••• in Arcanum, raise to +2/-2, and can use with shield other spells
••• Star spend WP, can cast a spell from the Arcanum, and perform a physical action in the same turn, can not be combined with multiple action abilities
•••• Blood spend WP, and suffer as many Agg damage as Resolve, each point becomes 1 bonus dice for spellcasting, can also make damage magic/Mana healing resistant to gain 9-again.
••••• Abyss initiate a grapple, and does not suffer Paradoxes is casting spells from the Arcanum
Aggressive Striking
Reload p65 *pre: Str •••, Sta ••, Brawl ••
• Body Blow If successes on single Brawl attack are greater than target's size, target loses next action
•• Iron Skin Has Armor of 1 against Bashing attacks
••• Combination Blows Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack
•••• Haymaker Like Body Blow but opponent makes a Stamina roll. If they fail, they're unconscious. Cannot use Defense before or after attack
••••• Brutal Blow or Lethal Strike Spend WP, to deal Lethal damage with Brawl attacks
Aikido (Throwing)
Reload p71 *pre: Dexterity••, Wits ••, Brawl••
• Ukemi (Recieving) Stand up as a reflexive action
•• Aiki (Harmonious Energy) Forgo defense for a chance to recieve no damage and grapple the opponent
••• Shihonage (Four Directions Throw) Throwing attack
••••Renzoku-waza (Combination Techniques) Perform multiple grapples, aiki or shihonage per turn
••••• Kokyu-ho (Breath Power) Throw longer or inflict lethal with shihonage
Archery
Arm p208 *pre: Strength ••, Dexterity ••, Athletics ••
• Draw and Loose Effective +1S for bow use
•• Rapid Nock May reload a bow as a reflexive action
••• Arcing Fire 2x range with bow
•••• Plunging Fire Ignores target concealment
Berserker
Reload p113 *pre: Resolve •••, Stamina •••, another fighting skill or style •; spend WP to enter Berserk
• Strength in the Fury gains up to 3 additional dice for all-out attacks
•• Adrenaline Rush +1 to armor against bashing and lethal attacks
••• Inhuman Alacrity gains 2 dice (cumulative to 4) when using Willpower to mitigate attack
•••• Ignorant in the Face of Death can ignore any amount of wound penalties for a turn; sacrifices equivalent Defense. May not simultaneously use any other ability with Defense penalty.
••••• Bloody-Handed Bastard attacks inflict lethal damage; sacrifices Defense for a turn
Boxing
WoD p110 *pre: Strength •••, Stamina ••, Brawl ••
• Body Blow If successes on single Brawl attack are greater than target's size, target looses next action
•• Duck and Weave Use higher of Dexterity or Wits against Brawl attacks instead of Defense
••• Combination Blows Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack
•••• Haymaker Like Body Blow but opponent makes a Stamina roll. If they fail, they're unconscious. Cannot use Defense before or after attack
••••• Brutal Blow Spend WP, to deal Lethal damage with Brawl attacks
Brute Force
SA p57 AN p18 *pre: Strength •••, Brawl •••
• Falling Pillar gain 9 again on this attack *costs a willpower and requires both hands free
•• Crush and Bite Str+Brawl rolls during a grapple cause lethal damage to opponent
••• Juggernaut gain +4 dice on all out attacks
•••• Bone Cracker target arms or legs, if successes equals or exceeds targets stamina bones break and does lethal damage and target looses 1 dot of dex till healed

Drawback: both hands must be free and you lose defense this turn

Chain Weapons
Arm p209 *pre: Strength ••, Dexterity •••, Weaponry •••
• Impenetrable Defense Forgo attack to add +2 to Defense and no multiple opponent penalty until the third opponent
•• Hand Bind forgo next action to bind up opponents hand
••• Outside Choke if attack successful, begin choking opponent unconscious
•••• Whirl and Thrust ignore up to -2 penalties for targeted attacks, but must forgo Defense
Combat Marksmanship
Arm p210 *pre: Strength ••, Dexterity ••, Composure •••, Firearms ••
• Shoot First Add Firearms to initiative
•• Tactical Reload Reload as a reflexive action
••• Double Tap May make short bursts with additional firearms
•••• Bayonet Range Ignores target defence even when within melee range
••••• Rapid Fire One additional shot per dot of composure over 2; -1 penalty per additional shot.
Dirty Fighting
Count Dracula *pre: Strength •••, Brawl •••
• Low Blow If Brawl attack has more successes than target's Composure, target loses next action
•• Shank Can use Brawl instead of Weaponry for small improvised weapons
••• Suck it Up Spend 1 Willpower to ignore wound penalties for a scene
•••• One or a Dozen, It Don't Matter Bonus of n-1 to Defense when fighting n opponents. Can spend m Willpower to make simultaneous brawl attacks on m + 1 opponents.
••••• I Said Stay Down! Target must make Stamina roll against successful Low Blow; if roll fails, victim collapses.
Dream Combat
RoS p90 *pre: Wyrd •••, Empathy •••
• Stunning Blow If successes in a single attack targets Wyrd, target loses next action
•• Double Team Do an environmental and personal attack at the same time. The second attack has a -1 penalty.
••• Blind Spot Force opponent to use lowest of finesse as defense or resistance as armor
•••• Wyrd Armor Add Wyrd to highest of finesse as defense and resistance as armor
••••• Coup de Grace When opponents willpower is reduced to 0, you may do one final environmental or personal attack.
Evasive Striking
Reload p65 *pre: Str ••, Dex ••, Sta ••, Brawl ••
• Focused Attack Armor and Called shot penalties are reduced by 1
•• Duck and Weave Use higher of Dexterity or Wits against Brawl attacks
••• Defensive Attack -2 to Attack for +2 Defense
•••• Whirlwind Strike Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets cumulative -1. Cannot use Defense before or after this maneuver.
••••• Destroy Defense Successful Brawl attacks on unarmed target reduces target Defense by 1. Cumulative across successive Brawl attacks to lower of attacker's Wits or Dex.
Fencing
Arm p210 *pre: Dexterity •••, Weaponry •••
• Thrust +1 to attack rolls
•• Feint Make normal attack, no damage but ignores opponent's defence next attack
••• Riposte Spend WP to dodge then attack at -1, ignoring defence
•••• Moulinet Spend WP, successful attack does additional Dexterity damage
Filipino Martial Arts
Arm p211 *pre: Dexterity •••, Weaponry •••
• Lock and Block Can grapple as a defensive maneuver. Can add Defense to grapple.
•• Disarm If attack roll is equal to or greater than stamina, opponent is disarmed and takes half bashing damage, rounded up.
••• Off-Balancing Attack -2 to attack to give opponent -3 to their next attack
•••• Many-Handed Defence Defense does not lower due to multiple opponents
Formation Tactics
RfR p109 *pre: Strength ••, Stamina •••, Weaponry ••
• Testudinem Formate Move at only half speed and cannot attack, but grants a bonus to defense against ranged weapons for each ally in the formation, to a max of +5
•• Ciringite Frontem Forgo Defense this turn, but can make a special knockback attack with a bonus for each ally in the formation (max +5)
••• Cuneum Formate Can make penalized attacks, but any counterattack is at a penalty proportional to the number of allies in the formation (max +5)
•••• Orbem Formate Can form a defensive formation around a person or thing, granting a bonus to defense for each ally in the formation (max +5)
••••• Contendite Vestra Sponte Costs a willpower point to use, but launches an attack that if successful causes an automatic point of lethal damage for each ally in the formation (max +5).
Frenzied Assault
Slash p128 *pre: Strength •••, Stamina •••, Intimidation ••, Weaponry ••
• Bestial Instinct Substitute Weaponry for Composure for determining Initiative
•• Terrorize Strength+Intimidation versus Resolve+Composure to remove defense
••• Hard to Kill Gain 2 extra Health boxes while in combat, doesn't roll for unconsciousness until Rightmost box is filled with Lethal
•••• Savage Rending Lose Defense and Reduce called shot penalties on body parts by 2. If dealing 5 or more lethal damage on a limb, it's severed
••••• Trance of Death Spend 1wp to gain rote-action on attack rolls
Grappling
AA p50, Reload p67 *pre: Strength ••, Dexterity •••, Stamina •••, Brawl ••
• Sprawl subtract higher of Strength+1 or Dexterity+1 from overpower attempts
•• Takedown/Throw instead of grappling, force opponent prone while still standing
••• Chokehold impose cumulative -1/turn penalty on opponents actions while choking
•••• Submission Hold inflict lethal/bashing when performing overpower
Gladiatoral
RfR p109 *pre: Presence ••, Strength •••, Weaponry •••
• Stunning Attack Makes a loud and powerful attack, if successes exceed the target's composure they lose their next action.
•• Weapon Slap Make an attack that inflicts no damage, but the target loses their defense against the next incoming attack.
••• Lethal Accuracy Any attack with lethal weapons gain armor piercing, and the penalty to hit specific targets is reduced.
•••• Brutal Sacrifice In exchange for a point of willpower, make an attack that leaves a weapon embedded in the victim's body, inflicting a penalty to all actions, and causing further damage upon removal.
Hedge Duelist
RoS p91 *pre: Wyrd •••
• Quick Count +2 to initiative when beginning a hedge duel
•• Cruel Blow add yours or your opponents empathy (whichever is higher) to your manipulation + Subterfuge rolls against targets clarity
••• Briar Bite spend a point of glamour to lower your opponents wyrd by 2 when being used to defend against attacks from the hedge
•••• No Mercy each successive attack inflicts a -1 penalty, additional derangements. Sin against Clarity 7.
••••• Hedge Wrath spend a point of willpower to enhance any attack made by reshaping the hedge if exceptional the attack does aggravated damage
Iaido (Armed Defensive Striking)
Reload p76 *pre: Strength ••, Dexterity •••, Composure •••, Weaponry •••, Quick Draw
• Tsuki Kage (Draw and Cut) Add Weaponry to Initiative in any turn that starts with the weapon sheathed
•• Zanshin (Awareness) +2 to avoid ambush. A total of +4 with Danger Sense
••• Tachi-Sabaki (Movement of the Sword) Add Weaponry to defense while making a dodge action (Stacks with Weaponry Dodge)
•••• Kan Ken no Metsuke (Seeing with Eyes and Mind) If the initiative is a tie, the practitioner acts first.
••••• Uke Nagashi (Catch and Slide Off) Counter attack while making a dodge action
Alternative Iaido
••••• Muso Ken (No-though Sword) Make a reflexive counter-attack when attacked by surpise
Judo
Reload p107 *pre: Dexterity ••, Wits ••, Athletics ••, Brawl ••
• Ukemi (Recieving) Stand up as a reflexive action
•• Naga-waza (Throwing Techniques) Can chose to not go prone in a grapple, but inflicts bashing if he does. Also, +1 Equipment bonus if target wears lots of clothes
••• Sutemi-waza (Sacrifice Techniques) Add Athletics instead of +2 when using and All-Out Attack
••••Renzoku-waza (Combination Techniques) Perform multiple grapples per turn
••••• Tokui-waza (Favorite Techniques) Add Athletics as automatic successus during specific situations
Improvised Weaponry
MR p57 *pre: Wits •••, Weaponry •
• Always Armed make a reflexive Wits + Weaponry roll to grab a 1L, Size 1, Durability 2 improvised weapon
•• In Harm's Way when using an improvised weapon, treat Structure as Armor to parry incoming Brawl or Weaponry attacks
••• Breaking Point when using an improvised weapon, exchange Structure for bonus to a single strike
Kendo
Arm p211 *pre: Dexterity •••, Weaponry •••
• Kaburi gain +1 to attack rolls on overhead attacks
•• Kiai Make normal attack, no damage but ignores opponent's defence next attack, must shout loudly
••• Uchiotoshi Waza Spend WP, may parry then attack at -1, ignoring defence
•••• Nidan Waza Spend WP, successful attack does additional Dexterity damage
Krav Maga (Unarmed Defensive Striking)
Reload p79 *pre: Strength ••, Dexterity •••, Wits •••, Brawl •••, Brawling Dodge
• Immediate Defense Add Brawl to initiative when fightning an armed opponent
•• Disarming Defense Disarm and take control of the weapon
••• Impenetrable Defense Spend willpower to add Brawl to defense against a single attack
•••• The First Moment If the initiative is a tie, the practitioner acts first.
••••• Finishing the Fight Counter attack during a dodge action if attacker failed to hit
Kung Fu
WoD p111 *pre: Strength ••, Dexterity ••, Stamina••, Brawl••
• Focused Attack Armor and Called shot penalties are reduced by 1
•• Iron Skin Has Armor of 1 against Bashing attacks
••• Defensive Attack -2 to Attack for +2 Defense
•••• Whirlwind Strike Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets cumulative -1. Cannot use Defense before or after this maneuver.
••••• Lethal Strike Spend WP, Brawl attacks deal Lethal
Langschwert (Heavy Sword)
Reload p83 *pre: Strength •••, Weaponry •••
• Wards +1 Defense while wielding a Heavy sword
•• Fool's Guard Instead of defense, roll to reduce amount of damage taken
••• Half Sword Take a penalty to add +2 to total damage
•••• Doubling Cut Make two attacks, lose defense
••••• Wrathful Cut Add weaponry instead of +2 when making an All-Out Attack
MAC (Modern Army Combatives)
DoW p38 *pre: Strength ••, Dexterity ••, Stamina ••, Brawl ••
• Tactician's Sense determine Initiative modifiers of all combatants reflexively
•• Atemi Attack ignore 1 point of Armor per dot in this style when making a Brawl or Weaponry attack
••• Forearm Choke with grapple, choke out opponent on successive turns
•••• Bullring defense applies fully against all hand-to-hand opponents
••••• Lethal Strike spend 1 Willpower to make Brawl attacks do Lethal damage for a turn
Multi-Limbed Combat
Pandora's Book 50 *pre: three or more arms; Brawl •• or Weaponry ••, Dexterity •••, Athletics •••
• Outnumbered For every limb over two, opponent's defense reduced by one.
•• Manhandle While in a grapple, for each limb over two, can make an overpower maneuver that does not immobilize
••• Protected Attack Can dodge and attack with one action; does not stack with Bountiful Blows
•••• Bountiful Blows For each limb over two or each weapon wielded, can make an extra attack with a cumulative penalty.
Muay Thai
Reload p110 *pre: Str •••, Sta ••, Brawl ••
• Cut Kick kick deals 1 less damage, but reduces victim's speed by 1
•• Iron Skin Has Armor of 1 against Bashing attacks
••• Combination Blows Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack
•••• Thai Clinch add Dexterity to attack pool for successful grapple + damage Combination Blows
••••• Brutal Blow or Lethal Strike Spend WP, Brawl attacks deal Lethal
Police Tactics
13P p81, Tribes p36 *pre: Strength ••, Dexterity ••, Stamina ••, Brawl ••, Weaponry •
• Compliance Hold during Grapple, gain +2 to disarm or overpower
•• Weapon Retention during Grapple, opponent must score more success than your Weaponry to "disarm" or "turn drawn weapon" against you
••• Speed Cuff during Grapple, may place cuff on one wrist, with exceptional success, both wrists
Qinna (Controls)
Reload p88 *pre: Dexterity •••, Brawl ••
• Standing Control An Overpowering maneuver that forces the opponent to accompany the practitioner
•• Misplacing the Bones Chance of breaking a limb for additional damage and effect
••• Grabbing the muscles Treat the defenders strength as 2 dots lower when making an overpowering maneuver
•••• Sealing the Breath Use pressure points to inflict dice penalties
••••• Disrupting the Veins Inflict lethal in a grapple
Shurikenjutsu (Thrown Dart)
Reload p104 *pre: Dexterity •••, Athletics ••
• Ma-ai (Distance) Double range for throwing weapons
•• Kakushi-Buki (Hidden Weapons) No need for an action to draw a prepared throwing weapon
••• Choku Da-Ho (Direct Hit Method) Add Strength when attacking with a throwing weapon
•••• Ikki Gokken (Five Blades in One Breath) Perform multiple attacks
Sniping
Arm p212 *pre: Dexterity •••, Resolve •••, Firearms •••, Stealth ••
• On Scope Max aiming bonus is Composure+1 for semi-auto and auto rifles, Composure+2 for all other rifles. Receives +2 Perception when using long rage sights
•• Battlesight Zero Double attacks from Sights bonus; attacks with this bonus have short range of 5 times Wits
••• Focused Shot When aiming, ignore penalties up to Resolve
•••• Tactical Intervention When aiming, halve close combat and concealment penalties, rounded down
••••• One Shot, One Kill Spend WP to add Damage rating to successes instead of extra die
Sojutsu/Jukendo (Spear/Bayonet)
AA p51, Reload p67 *pre: Strength •••, Dexterity ••, Weaponry •••
• Warding Stance attack first against foes with smaller-Size melee weapons in front
•• Thrust gain 9-Again with spear or bayonet
••• Block and Strike take -2 to attack to receive +2 to Defense
•••• Great Thrust if using All-Out Attack, use dice equal to lower of Strength or Weaponry instead of 2
Spetsnaz Knife Fighting
Arm p213 *pre: Dexterity •••, Weaponry ••
• Anticipate Attack If wielding edged or pointed weapon size 2 or less, substitute Weaponry instead of Composure for Initiative
•• Advantageous Angle Every other attack, opponent gets -1 defense
••• Vital Attack Knife attacks have Armor Piercing 1 and reduce called shot penalties by 1
•••• Slash and Stab Make two attacks. The second attack gets -1. Defense reduced by 1
Staff Fighting
Arm p213 *pre: Strength •••, Dexterity ••, Weaponry ••
• Trip Roll attack versus opponent's Dexterity+Athletics to knockdown and deal 1 Bashing
•• Temple Strike When making a head shot, if damage exceed target's size, target is unconscious
••• Dangerous Radius Spend WP, attacks all targets within range with -1 equal to opponents within range (max -5). Allies hit too
Swarm Tactics
Cart p183 *pre: Status (Carthians) •, Brawl or Weaponry ••, Vampire
• Feint Make a Brawl or Weaponry attack that does no damage, but allows an ally to use Unexpected Strike
•• Unexpected Strike Attack with 9-Again, or 8-Again if the subject has been affected by two or more flanks.
Sword and Shield
Reload p92 *pre: Strength •••, Dexterity ••, Stamina ••, Weaponry ••
• Cloak and Dagger Double Structure of improvised shields
•• Shield Bash Use a shield as a weapon
••• The Shielded Strike +1 Defense, and no penalty for using a weapon and a shield
•••• Shield Charge Shield Bash which results in a Knockdown
••••• Stand Strong No reduced defense against cumulative attacks
Tooth and Claw
Rage p103 *pre: Strength ••, Dexterity •••, Stamina •••, Brawl ••, Werewolf
• Hunter's Eye spend a turn observing your opponent to lower his defense for the remainder of the scene
•• Slip Through attack one turn for no damage to null opponents defense from next attack
••• Pounce if you roll more successes than the targets size it is knocked to the ground under you
•••• Fury make a claw and bite attack in the same turn, bite attack gains +1 Drawback: cannot use defense the same turn as maneuver
••••• Throat Tear apply +2 bonus for tooth and claw as automatic successes as opposed to dice roll bonus Drawback: costs 1 willpower
Two Weapons
WoD p112 *pre: Dexterity •••, Weaponry •••
• Whirling Blades When dodging may negate penalties for multiple attacks
•• Deflect and Thrust +2 Defence but -2 to Attack
••• Focused Attack May attack one target twice. -1 on second attack, lose defense.
•••• Fluid Attack May attack two targets. -1 on second attack, lose defense.
Wolfpack
WAtP p44 *pre: Dexterity •••, Stamina •• and Brawl •••, Werewolf
• Worry
•• Trip/Bowl-Over
••• Slow the Prey
•••• Joint Attack
Driving Styles ! High Performance
MR p56 *pre: Dexterity •••, Resolve •• and Drive ••
• Speed Demon Maximum Speed is now Safe Speed
•• Smuggler's Turn Roll Dexterity+Drive+Handling to eliminate opponent's handling in pursuit unless they also have this merit
••• Safe Passage Can ignore up to 3 die of hazard penalty
•••• Offensive Driving Spend WP at the beginning of pursuit and reduce car's structure by 2 at the end to halve (round up) opponent's Acceleration and Handling.
Movement Styles
Parkour
StA p74, Tribes p98 *pre: Dexterity •••, Athletics ••
• Flow When running, you may negate terrain penalties equal to dots in Parkour. Also, may gauge jump distance reflexively
•• Cat Leap When using Dex+Ath to reduce falling damage (WoD pg 179), gain one success. Add dots to max damage reduction possible
••• Wall Run Use Athletics to climb at 10ft+5ft/dot as Instant Action, at a penalty of -1/10ft after the first 10ft
•••• Expert Traceur When making Athletics rolls for running, jumping or climbing, may make a roll using Rote Action at cost of Defense
••••• Freeflow After running for at least a minute or by spending one Willpower, may make any Athletics roll for running, jumping or climbing as Reflexive, rather than Instant Action
Spelunker
BotD p92 *pre: Dexterity •••, Athletics •••
• Sure Footed In enclosed area gain 9-Again to retain balance, ignore penalties to Speed in tight spaces up to Dots
•• Cave Sense Outside of combat can ignore darkness penalties, in combat ignore 1/2 darkness penalties
••• Squeeze Through Can fit through openings as if Size were two lower, can move at full speed in this manner if taking one Lethal damage
•••• Free Climb Roll Wits+Athletics up to Dots times to add successes to Strength+Athletics roll (max +5) to climb any surface
••••• Born to the Cave See perfectly if any light is present at all, can climb any surface that doesn't impose a penalty without a roll, if attached when climbing underground double your defense, take -1 penalty when climbing outdoors
Debate Styles
Reason
RfR p108 *pre: Intelligence •••, Academics •
• Reference Declare use at beginning of turn to add a bonus to Integrity for the turn
•• Dilemma Pose a debate attack that contributes no successes toward the final total, but the opponent does not benefit from Integrity on their next defense.
••• Kairos Can switch tactics without increasing the debate target number.
•••• Hyperbaton When defending, can double Integrity and rebutt immediately with a penalized Wits-based reply. Cannot apply Integrity for the remainder of the turn, and counts as a tactics shift if not already using Deft Argument.
••••• Elocutio Costs a point of Willpower to use, but allows a debate attack against any number of simultaneous opponents, with a penalty proportional to the number attacked.
Rhetoric
RfR p110 *pre: Presence •••, Expression •
• Ad Captandum Grants a bonus to Presence or Manipulation arguments.
•• Ambiguous Statement Can substitute Manipulation for Integrity until the next turn
••• Synonymia Make a Presence or Manipulation attack at a penalty, but inflict a larger penalty on the victim's next attack.
•••• Apologue After making a Presence or Manipulation attack, can apply full Integrity to all incoming attacks this turn.
••••• Innuendo Costs a willpower point, but may perform a Humiliating Attack without sacrificing Integrity or losing Integrity for the rest of the debate.
Theology
FotC p99 *pre: Presence ••, Religion ••, Expression •
• Passionate Apologetic
•• Proof Texts
••• Appeal to Witnesses
•••• Zeugma
Social Styles
Social Maneuvers
NHGF p63 pre: Presence •••, Manipulation •••, one Social Skill at ••••
• Sugar Lips, Honey Tongue target suffers -3 to any further Social resistance rolls
•• Stick and Move spend WP, gain bonus to all Social rolls equal to half the victims Presence
••• New Approach spend WP to force a failed Social contest to be rerolled
•••• Chip Away spend WP, force a -1 penalty to a max of -3 on all Social rolls


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

Merits, Universal (1st Edition)

Mental Merits

Merit Rating Prerequisites Description Book
Architectural Attunement •••• Wits ••, Academics ••, Occult • (Geomancy) Perceive mystical resonance in a specific city CWork 36
Area of Expertise •• Resolve •• Increase a Mental Specialty to +2 FC 131
Barrister •••• Politics ••• Can safely gauge how far Old Laws can be pushed BotD 91
Combat Awareness •• Military background +2 to any situational awareness roll DoW 109
Common Sense •••• Gives significant cautions or ideas WoD 108
Crafter's Sense ••• Crafts ••• Common Sense related to a chosen Crafts Specialty FC 131
Cultural Language A cant or argot variant of a language, which penalizes attempts by outsiders to interpret by -2. Imm 82
Danger Sense •• +2 to detect ambush WoD 108
Dead Reckoning Gains 8-again when navigating in the Underworld; loses 10-again navigating above ground. BotD 91
Eidetic Memory •• Remember with ease, gain +2 to Intelligence + Composure to remember facts from large swaths of data WoD 108
Emotional Detachment Resolve •• Ignores stress penalties equal to Resolve Asy 50
Encyclopedic Knowledge •••• Know obscure facts choose a topic and can make Intelligence + Wits rolls to gain facts related to it at any time WoD 109
EOD •• Wits or Dexterity •••, Crafts ••• (Demolitions) Reduce penalty for disarming unfamiliar explosives Arm 208
Entheogenic Synesthesia +1 to Perception when using psychoactive drugs MT 137
Good Time Management •• Academics, Medicine or Science •• Cut time for non-magical extended rolls by ¼ Asy 50, Rel 84
Higher Calling •• Resolve ••• +1 on Resolve rolls to resist coercion TotW 125
Holistic Awareness ••• Help others heal faster WoD 109
Hypnotic Voice •••• Persuasion or Science ••• (Hypnotherapy) Induce trance state SS 66
Hypnosis ••• Medicine or Occult • Hypnotize subjects VII 149
Informative •• or •••• Wits ••, Mental Skill •• Use specified Skill in place of Expression FC 131
Interdisciplinary Specialty Two Skills ••• Share Specialty between two Skills FC 132
Language Speak another language WoD 109, errata
Lucid Dreamer Fight off intrusions into dreams SS 67
Lucid Dreaming •• Resolve ••• Control dream environment and engage intruders in dream combat CTL 195
Make Do • to ••• Wits •••, Skill • Remove -1/dot penalty for shoddy tools FC 132
Meditative Mind No penalties to meditate WoD 109
Multi-Lingual • to ••••• 2 languages per dot, conversationally Rel 85
Mythologist ••• Occult •• (Underworld) Gains some insight into some of the Underworld's enigmas BotD 91
Psychic Resistance • to ••• Inhibit mental alteration by psychics SS 67
Rational Explanation •••• Resolve ••, Science or Academics •••• Resist mental breakdown with Science or Academics FC 133
Scientist's Sense ••• Science ••• (Specialty) Common Sense related to Science FC 133
Supernatural Lore • to ••••• Know the ways of a particular type of supernatural being. May be purchased separately for multiple types. GotU 15
Technophile • or •• Encyclopedic Knowledge in one topic Arm 208
Tolerance for Biology Resistance Attribute •• +2 to keep composed when shown scenes of violence or carnage Asy 51
Trained Memory Composure ••, Investigation • Memorize information perfectly; roll to memorize for entire scene (i.e. everything a character could sense in a given moment) instead of specific information or sensory input GotV 46
Trained Observer • or ••• Wits or Composure ••• Ignore penalties or gain Rote quality on Perception rolls DoW 38
Tunnel Rat • to ••• Navigate the Chicago Undercity tunnels, ignoring penalties equal to dots in this Merit Chi 54
Vision • to ••••• Mental Attribute or Composure •••• Use successes on Vision+Skill roll to aid an Extended Action FC 133
Well-Traveled 9-Again on Mental and Social rolls relating to foreign cultures Rel 85
Whispers Can purchase Dream and use it as Instant Action, at the cost of sanity Myst 179

Physical Merits

Merit Rating Prerequisites Description Book
Ambidextrous ••• Remove off-hand penalty to attack WoD 110
Armored Fighting •• or •••• Strength •••, Stamina ••• Reduce heavy armor penalties by 1 (••) or 2 (••••) Reload 84
Athletics Dodge Dexterity ••, Athletics • Add Athletics rather than doubling Defense on Dodge DoW 38
Brawling Dodge Strength ••, Brawl • Add Brawl rather than doubling Defense on Dodge WoD 110
Demolisher • to •• Strength or Intelligence ••• Can ignore 1 (•) or 2 (••) points of Durability when attempting to damage objects BotW 62
Disarm •• Dexterity •••, Weaponry • Can disarm if damage exceeds Dexterity WoD 110
Direction Sense Unfailing orientation WoD 110
Entering Strike •• Dexterity ••, Brawl ••• Successful, defenseless Brawl strike adds damage as bonus to subsequent grappling attack Reload 72
Equipped Grappling •• Dexterity •••, Brawl ••, Weaponry •• Add size of blunt weapon (3 or less) to overpowering maneuver dice pool Reload 89
Fast Reflexes • or •• Dexterity ••• +1/dot to Initiative WoD 110
Fighting Finesse •• Dexterity •••, Weaponry •• Substitute Dexterity for Strength WoD 110
Firearms Retention Dexterity ••, Wits ••, Brawl ••, Firearms •• Subtract Brawl dots from attempts to disarm by overpowering Reload 89
Fleet of Foot • to ••• Strength •• +1/dot to Speed WoD 112
Fresh Start Fast Reflexes •• Delay action into next round WoD 112
Giant •••• +1 Size WoD 112
Ground and Pound •• Combination Blows, Boxing or Aggressive Striking •••, Grappling •• Perform Takedown/Throw, gain +2 to following unarmed strike Reload 98
Gunslinger ••• Dexterity •••, Firearms ••• Two gun attacks per round WoD 112
Heavy Hands ••• Strength •••, Brawl •• +1 damage to unarmed strikes Reload 98
Iron Stamina • to ••• Stamina or Resolve ••• Negate fatigue/injury penalties WoD 112
Iron Stomach •• Stamina •• Eat even unpalatable cuisine WoD 113
Natural Immunity Stamina •• +2 on Stamina rolls to resist illness WoD 113
Outdoorsman •• Survival ••• Negate environmental penalties to Survival MR 59
Perfect Stillness Stealth • -2 to all rolls to visually detect character RoS 94
Quick Draw Dexterity ••• Draw weapon reflexively WoD 113
Quick Healer •••• Stamina •••• Heal twice as fast WoD 113
Shield-Bearer Only -1 to attack when using a shield instead of -2 WAtP 89
Steady Driver Drive •• Substitute Resolve for Dexterity on Drive rolls MR 59
Strong Back Strength •• +1 to lift or carry WoD 113
Strong Lungs ••• Athletics ••• +2 on Stamina rolls to hold breath WoD 113
Student of the Blade Fencing or Iaido • May use Fighting Style with all Size 2 blades. Reload 66
Stunt Driver ••• Dexterity ••• Drive and carry out another action WoD 113
Stunt Rider ••• Dexterity ••• Ride and carry out another action RfR 110
The Weapon at Hand •• Krav Maga •• Reflexive Wits + Weaponry roll for improvised weapon, instant action to wield, no penalty for being improvised Reload 79
Toxin Resistance •• Stamina ••• +2 on Stamina rolls to resist toxins WoD 113
Weaponry Dodge Strength ••, Weaponry • Add Weaponry rather than doubling Defense on Dodge WoD 114
Weapons to Empty Hands •• Dexterity •••, Brawl •••, Weaponry •••, Two Weapons or Filipino Martial Arts or Knife Fighting •••• Use Brawl instead of Weaponry for maneuver-related attacks. Reload 66
Wheelman •• Dexterity ••, Drive •• Gain 9-Again on Drive rolls MR 59

Social Merits

Merit Rating Prerequisites Description Book
Allies • to ••••• Call upon favors from an individual, group or organization with influence and resources proportional to dots in this Merit WoD 114
Alternate Identity •, •• or •••• A false legal identity which can pass increasing levels of scrutiny, but degrades without maintenance. Imm 110
Animal Companion • to •••• Loyal animal partner with intelligence and capability proportional to dots in this Merit CB 95
Anonymity •• to •••• Resolve ••, Larceny or Subterfuge •• -1/dot to attempts to investigate character BotW 46
Armory • to ••••• Resources ••• Own an array of weapons and armor. May be shared among multiple characters Ban 51
Barfly Find ways into bars and clubs WoD 114
Bureaucratic Navigator •• +2 to navigate a bureaucratic system Asy 51
Contacts • to ••••• Access to information through a particular individual, group or organization. Depth of shared information is proportional to dots in this Merit WoD 115
Decorated • to ••••• Formal awards for meritorious conduct from the military or a comparable organization DoW 39
Deep Rapport • to ••••• Strong beneficial or harmful relationship with another character BbBB 9
Fame • to ••• Mortal acclaim, +1/dot to Socialize WoD 115
Fence • or ••• Streetwise ••• Always find a way to buy and sell stolen goods Ban 51
Friend • to ••••• The aid of a friend, ally or peer. Distribute dots in this Merit between the Friend's Power (comparable to yours at •••) and level of Trust with you RCG 68
Ingratiating Wanderer •• Manipulation ••• Gain bonus to locate authority figures in local power structures MR 58
Inspiring •••• Presence •••• Help others regain Willpower WoD 115
Luxury •• or •••• Live a wealthy, comfortable lifestyle at the sufferance of a patron SotT 52
Mentor • to ••••• Guidance and interference of an authority in a field, with capability and influence proportional to dots in this Merit WoD 115
New Identity •, •• or •••• Establish a forged identity CTL 98
Resources • to ••••• Disposable monthly income ranging from $500 USD at • to $50,000 USD at •••••, with total assets ranging from several hundred GBP at • to millions of GBP at •••••. WoD 115
Retainer • to ••••• Loyal agent, employee or cohort with influence and capability proportional to dots in this Merit WoD 116
Shadow Cult Initiation • to ••••• Membership in a cult, with unique benefits to each level of initiation Mekh 121
Small Unit Tactics ••• Manipulation •••, Persuasion ••• (Leadership) When conducting a tactical maneuver with squad, leader can spend Willpower to benefit entire group DoW 39
Staff • to ••••• ≤ Resources Employees or workers at a set venue, with manpower and expertise proportional to dots in this Merit Ghou 74
Status • to ••••• Authority and sway with a group or organization, to a depth proportional to dots in this Merit WoD 116
Striking Looks •• or •••• Appearance adds +1/+2 to relevant Social rolls WoD 117
Support Network •• Status A shared community complicit in dark deeds. While you remain in good standing, you may spend Willpower for bonus dice to resist gaining a derangement from the community's practices. Imm 82
Sworn Officer • to •••• Empowerment as a law enforcement official, with scope of jurisdiction proportional to dots in this Merit 13th 81
Trip Sitter ••• Composure ••• Help others resist side effects of drugs MT 137
Unobtrusive ••• Stealth •• +2 to escape notice while casing a target under cover of some mundane activity. +1 to Resolve to resist The Forgetful Mind (Dominate •••) Ghou 74

Supernatural Merits

Merit Rating Prerequisites Description Book
Cursed Item • to ••••• Possess a cursed item, which may be invoked for a benefit and a paired drawback BoS 108
Difficult to Ride •••• Resolve •••, Composure ••• +2 to resist the control or influence of ghosts and spirits BoS 108
Driver's Charm • to ••••• Grant a chosen vehicle bonuses for a scene per day MR 56
Easy Ride •• Wits ••• You can welcome a possessing spirit in, remaining alert while ridden BoS 108
Hollow Soul •• Easy Ride You can welcome even spirits without the Possession Numen BoS 109
Pleasing Aura ••• +1 to Persuasion and Socialize rolls against spirits, often surrounded by spirit activity BoS 109
Relic • to ••••• Possess a mystic relic Rel 85
Relic Analyst +1 to determine how to use a relic, or whether it is cursed Rel 86
Relic Creator •••• Occult ••, Crafts •• Create limited-use relics with an extended Resolve + Occult ritual, following the crafting itself Rel 85
Ritual Sorcerer •••• Living, two Mental Attributes ••••, Occult and two other Mental Skills •••• with specialties Access a sorcerous rite for each dot of Resolve. DEC 28
Saintly ••• +1 to Intimidation, abjury and exorcism against spirits, but -1 to Expression, Persuasion and Socialize against them BoS 110
Shadow Contacts ••• to ••••• You know how and where to ask questions of a mysterious entity, but it extracts a price for answers BoS 110
Shadowless Chambers • to ••••• Take refuge in a place where spirits have difficulty following BoS 110
Sorcerous Knowledge Ritual Sorcerer Access another sorcerous rite. May purchased once for each dot of Occult. DEC 29
Spirit Ear •• to •••• Wits or Composure ••• +1 to Empathy and Subterfuge rolls to understand spirits speaking human tongues, ignoring penalties, or with four dots, roll Wits + Empathy - 3 to understand the tongue of spirits BoS 111
Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Activation Damage B/L/A
Special/Other Activation Cost
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation Example ●(○)
●/item, 1L


Thresholds and Burdens (1st Edition)

Thresholds Keys Source
The Torn Death by Violence Stigmata and Passion GTS p91
The Silent Death by Deprivation Stillness and Cold Wind GTS p95
The Stricken Death by Illness Phantasmal and Tear-stained GTS p103
The Prey Death by Nature Primeval and Grave-Dirt GTS p99
The Forgotten Death by Chance Pyre-Flame and Industrial GTS p107

Archetypes (1st Edition)
Archetype Description Source
Advocate You are compelled to assist the dead with unfinished business. GTS p71
Bonepicker You use your spectral powers to make this world more comfortable. GTS p72
Celebrant Having beheld death, you embrace life to its fullest. GTS p73
Gatekeeper You guard the doorways between life and death. GTS p74
Mourner You feed on the passions of the bereaved or of the dead. GTS p75
Necromancer You ar entranced by the occult lore of death and the other side. GTS p76
Pilgrim You seek purification for yourself and others to ease all transitions GTS p77
Reaper You are compelled to choose who lives and who dies. GTS p77

Anchors (1st Edition)

Virtues and Vices

A character's Willpower is undergirded by their defining strength and weakness of character, as represented by a Virtue and a Vice. A character's Virtue is a higher ideal or heroic drive they must push themselves to extremes to live up to, restoring all lost Willpower. A character's Vice is a quick fix, easy comfort, or instinctive defense to fall back on, but only recovers a single point of Willpower when indulged. (WoD 100)

Virtue Vice
Charity Sacrifice for the sake of compassionate aid Envy Spite the wellbeing of your rivals
Faith Dedication to realizing a proper and meaningful world Gluttony Satisfy self-destructive whims and desires
Fortitude Stand for your principles and resist doubt Greed Get ahead at the expense of others
Hope Lift up others in the darkest of times Lust Use and exploit others to sate your desires
Justice Pursue a righteous creed at any personal cost Pride Exert yourself to push your ways on others
Prudence Shun dangerous risks and easy temptations Sloth Avoid risk and push responsibility onto others
Temperance Hold yourself in check when goaded to extremes Wrath Lash out when conflict is unnecessary

Malapraxes

The demons of Hell are fueled by the weakness and venality of others, not anything within themselves. A demon's Malapraxis thirsts for a human Vice and a Key whose character permits the demon to feed on sins of that Vice committed by others.

Held by: Infernal demons

Sample Keys: Bankers, Blasphemy, Darkness, Daughters, Clergy, Corporations, Earth, Families, Fire, Flesh, Government, Lovers, Military, Prophecy, Soldiers, Steel, Treachery, Union, Vengeance, Witching Hour (Inf 49)

Temakh Virtues

The mummies who call themselves Deceived juggle their passions and desires with those of the inhuman presence entwined with their souls. The higher yearnings of these chthonic beings do not resemble what most humans would call "virtue." (Dec 35)

Held by: Deceived mummies

Virtue
Authority Make others submit to your will despite their desires and interests
Conquest Seize authority over great masses
Corruption Provoke and share in a mortal's sinful deeds
Creativity Birth a creative expression to shared admiration
Mysticism Learn the ruling truths behind the supernatural and metaphysical
Piety Set aside your desires in service to Iremite worship
Vengeance Visit fit punishment upon transgressors