Mummy: the Curse (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

Guilds (1st Edition)
Guild Nickname Vessels Affinity Description Book
Maa-Kep Bearers of the Engraved Laborers Amulets Affable Aid Aides and middlemen who monitor those they support to maintain ideological purity. MTC 31
Mesen-Nebu Born of Gold Alchemists Regia Divine Flesh Patrons and brokers who derive power from cultivating Dedwen, a metaphysical understanding of value. MTC 36
Sesha-Hebsu Closed Books Scribes Texts Eyes of Justice Notary judges who read the power of the Word by their keeping of records. MTC 41
Su-Menent Shepherds of the Chamber Priests Uter Fated Soul Funereal priests who practice rigid self-denial to safely receive the will of alien gods. MTC 46
Tef-Aabhi Father of Idols Masons Effigies Model Lifeweb Ambitious architects who dream of projects to bring together the greatest qualities of individuals and societies. MTC 51
Akhem-Urtu Restless Stars Deceived Seba Face of Endless Lies Artists and students of nomenclature, now chained as vessels for their broken and vengeful guildmasters. Dec

Judges (1st Edition)
Name Sobriquet Description Affinities Book
Arem-Abfu The Final Judge Judge of those who commit crimes against reality. Ancient Horror Unveiling, Guardian Wrath, Living In Now, Soulsight, Words Summoned Forth MTC 56
Usekh-Nemtet The First Judge Judge of immortals. Dauntless Explorer, Deathsight, Godsight, Sight Beyond Eyes, Soulsight MTC 61
Judges of Ab, the Heart
Akhi The Roar Judge of those who give in to their rage. Voice of Conscience, Beast Companion, Beast Soul Fury, Guardian Wrath, Words Summoned Forth MTC 56
Hepet-Khet Embraced of Flame Judge of violent thieves. Glorious Mein, Dominating Might, Familiar Face, Grip of Death, Running Like Flight MTC 57
Neb-Heru The Lord Above Judge of those who act in haste. Epic Heart, Charmed Lives, Fearsome Soul, Living Monolith, Wisdom of the Ancients MTC 58
Nekeb-Ka The One Who Unifies Judge of the arrogant. Divine Countenance, Beast Soul Fury, Dominating Might, Enlightened Senses, Nihilist Awakening MTC 58
Qerrti The Double-Nile Source Judge of those who engage in impure sex. Miraculous Benefactor, Anointed Prowess, Radiant Lifeforce, Soul Infusion, Voice of Temptation MTC 59
Ruruti The Double-Lion Judge Judge of those who defile sacred places. Blessed Soul, Beast Soul Fury, Blessed Panoply, Guardian Wrath, Running Like Flight MTC 59
Ser-Tiku The Disposer of Wrath Judge of those who exude aimless wrath. Healing Counsel, Deathsight, Radiant Lifeforce, Retributive Curse, Sight Beyond Eyes MTC 59
Tutuutef The Giver of Wickedness Judge of those who indulge their appetites reactively in anger. Pharaoh Reigns Anew, Anointed Prowess, Beast Companion, Charmed Lives, Voice of Temptation MTC 60
Judges of Ba, the Spirit
An-Afkh Bringer of His Arms Judge of those who destroy purity. Auspicious Mastery, Blessed Panoply, Deathsight, Miraculous Benefactor, Radiant Lifeforce MTC 56
Heraf-Het Whose Face Is Behind Presides only over complicated situations. Nihilist Awakening, Ancient Horror Unveiling, Enduring Flesh, Familiar Face, Voice of Conscience MTC 57
Neb-Abitu The Lord of Horns Judge of gossipers. Sight Beyond Eyes, Night Creature, Shrouding Aura, Voice of Conscience, Words Summoned Forth MTC 57
Nefer-Tem The Eternal Lotus Presides over morally ambiguous situations. Soul Infusion, Anointed Prowess, Deathsight, Eternal Legend, Soulsight MTC 58
Neheb-Nefert The Beautiful One Judge of those who disrupt their community. Living In Now, Ancient Horrors Unveiling, Anointed Prowess, Divine Countenance, Familiar Face MTC 58
Ser-Kheru The Disposer of Speech Judge of those who cause strife amongst their own people. Running Like Flight, Charmed Lives, Dauntless Explorer, Grip of Death, Voice of Conscience MTC 59
Sket-Kheru The Orderer of Speech Those who allow their vice to overcome their virtue. Wisdom of the Ancients, Godsight, Guardian Wrath, Pharaoh Reigns Anew, Voice of Temptation MTC 59
Utu-Nesert The Vigorous Fire Judge of those who invoke literal or metaphoric curses on others. Falcon Soul Aloft, Blessed Soul, Dauntless Explorer, Radiant Lifeforce, Rouse the Khaibit MTC 59
Judges of Ka, the Essence
An-Hotep Bringer of Sacrifice Judge of those who commit violence in the course of oppression or slavery. Enduring Flesh, Charmed Lives, Healing Counsel, Night Creature, Running Like Flight MTC 56
Fentu The Snout Judge of thieves that have attempted to hide their tracks. Anointed Prowess, Beast Companion, Beast Soul Fury, Enlightened Senses, Epic Heart MTC 56
Hetch-Abu Shining Teeth Judge of those who attack humans or sacred animals. Paragon Shames the Weak, Shining Soul Aloft, Godsight, Pharaoh Reigns Anew, Rouse the Khaibit MTC 57
Maa-Nantuuf Seer of What is Brought Forth Judge of those that pollute their body or soul. Living Monolith, Enlightened Senses, Glorious Mien, Sight Beyond Eyes, Voice of Temptation MTC 57
Neka-Hatu The Stinking Body Judge of deny basic needs to others. Retributive Curse, Blessed Panoply, Glorious Mien, Grip of Death, Running Like Flight MTC 58
Set-Qesu The Crusher of Bones Judge of those who steal out of necessity. Dominating Might, Charmed Lives, Glorious Mien, Grip of Death, Nihilist Awakening MTC 59
Ta-Retinku The Fiery Foot Judge over those who commit violence for information. Guardian Wrath, Divine Countenance, Fearsome Soul, Running Like Flight, Words Summoned Forth MTC 59
Uamenti The Seed Entwined Judge of those who debauch others. Shrouding Aura, Epic Heart, Familiar Face, Grip of Death, Soul Infusion MTC 60
Judges of Ren, the Name
Bastu The Stare Judge of those that try to cheat justice. Enlightened Senses, Anointed Prowess, By Steps Unseen, Sight Beyond Eyes, Soulsight MTC 56
Kenemti The Penitent Judge of blasphemers. Gift of Truth, Retributive Curse, Soul Infusion, Soulsight, Voice of Temptation MTC 57
Khen-Inku The Overthrower Judge of those who use the law to harm others. Radiant Lifeforce, Auspicious Mastery, Deathsight, Guardian Wrath, Voice of Conscience MTC 57
Neb-Imkhu The Lord Imkhu Judge of eavesdroppers. Familiar Face, By Steps Unseen, Epic Heart, Living In Now, Shrouding Aura MTC 58
Sekhiru The Balanced Scale Judge of meddlers. Blessed Panoply, Living In Now, Night Creature, Retributive Curse, Soulsight MTC 59
Tem-Sepu The Source of Command Judge of those who use magic to defy authority. Charmed Lives, Auspicious Mastery, Dominating Might, Fearsome Soul, Pharaoh Reigns Anew MTC 60
Uatch-Rekhet The Rectifier Judge of those who curse the divine or the cosmos. Godsight, Ancient Horror Unveiling, Divine Countenance, Nihilist Awakening, Retributive Curse MTC 60
Unem-Besek The Eater of Entrails Judge of those who steal or sieze territory. Eternal Legend, Beast Companion, Beast Soul Fury, Dominating Might, Glorious Mien MTC 60
Judges of Sheut, the Shadow
Am-Khaibit Eater of Shadows Judge of those who commit crimes against humanity. Night Creature, Eternal Legend, Glorious Mein, Nihilist Awakening, Shrouding Aura MTC 56
Artem-Khet The Crocodile's Tears Judge to those who lie to commit blasphemy. Voice of Temptation, Auspicious Mastery, Blessed Soul, Gift of Truth, Retributive Curse MTC 56
Her-Uru The Face of Dread Judge of those who enjoy inflicting terror. Fearsome Soul, Auspicious Mastery, Divine Countenance, Familiar Face, Shrouding Aura MTC 57
Nebha The Flame Judge of compulsive liars. Rouse the Khaibit, Blessed Soul, Dauntless Explorer, Falcon Soul Aloft, Gift of Truth MTC 58
Nekkenhu The Innocent Judge of those who hide from the truth. Deathsight, Enduring Flesh, Godsight, Healing Counsel, Soul Infusion MTC 58
Tcheser-Tep The Exalted Hand Judge of those who disrespect the dead. By Steps Unseen, Godsight, Guardian Wrath, Nihilist Awakening, Voice of Conscience MTC 60
Tenemku The Retreater Judge of false witnesses. Beast Soul Fury, Enlightened Senses, Running Like Flight, Shrouding Aura, Soulsight MTC 60
Unem-Sef The Eater of Blood Judge of those who delight in corrupting others. Grip of Death, Enduring Flesh, Gift of Truth, Running Like Flight, Soulsight MTC 60

Utterances (1st Edition)
Utterance Tier Description Book
General Utterances
Awaken the Dead Ba • Force a touched corpse to truthfully share knowledge it had in life. MTC 113
Sheut ••• Animates a corpse into a murderous zombie.
Ren ••••• Resurrects a once living being for a short time, but after the utterance expires they can never be again contacted by any means.
Blessed Is the God-King Ren • Subtle Grants a personal blessing, which may be expended at any time during the scene for a significant target number reduction. MTC 115, Dec 97
Ab ••• Subtle Grants a blessing to oneself or another, that allows the target to re-roll a failed check if willpower was applied to the roll, once per scene.
Decree ••••• Epic The mummy transforms into a powerful godlike being, gaining many advantages, as well as additional ones for each Pillar they have rated at 5.
Call Down the Black Huriyah Ka • Subtle Summon wisps of guiding huriyah to direct you to the nearest source of power, or by rolling Presence + Occult, a specific object of power. Dec 98
Sheut ••• Curse, Epic Suffuse the Twilight with a chorus of huriyah, inflicting aggravated damage to other beings there. Inflict a doubled cost on powers ruled by Sheut or pertaining to Twilight.
Ren ••••• Curse, Epic Sic the huriyah upon a victim as an extended action contesting Manipulation + Expression + Ren against Resolve + Composure + Tolerance, to drain Willpower or Sekhem.
Chthonic Dominion Ba • Conjures an orb of light, which reveals ghosts and allows them to communicate. MTC 116
Sheut •• Issues a command to a ghost, which must comply if it fails a resistance check.
Ren •••• Permanently modifies a ghost in some fashion, such as changing their Virtue/Vice, editing their anchors, or manipulating their memory.
Command the Beasts Sheut • All animals become unable to percieve the Arisen for a scene. MTC 117
Ren •• Become vastly more capable of influencing animals for a day.
Sheut •••• Curse, Epic, Potency 2 Curse a target such that all animals will seek to destroy them, no matter the cost.
Doom Affliction Ab • Curse, Potency 1, Subtle Curse a target's skill rolls with increased target numbers for one day. MTC 118
Ka •• Curse, Potency 2, Subtle Curse a target, such that all attacks against them gain target number reduction for one hour.
Ba •••• Curse, Potency 3, Subtle Curse a single observed roll of a target with an increased target number, and inflicts dramatic failure if they do not succeed.
Draw Forth the Bane Heart Sheut • Subtle Expose Twilight beings to the material realm. Dec 99
Ab ••• Lethally injured living beings continually roll Stamina against worsening wounds.
Ren ••••• Exposed ephemeral beings may be struck by material beings. Penalize the Stamina roll by -2.
Dreams of Dead Gods Ba • Potency 1 Inflicts powerful dreams upon all allies and enemies alike for extended periods, causing derangements that would be advantageous to the mummy. Can be activated even during rest. MTC 118, Dec 99
Ka •• Curse, Potency 1 Inflicts either an alluring or terrifying dream upon a specific target.
Ab •••• Curse, Potency 1 Anoints a target (potentially the mummy herself) with an intense of aura of terror, desirability, or grandeur.
Dust Beneath Feet Ba • Grants the mummy mastery of earth and stone, able to command it to certain tasks, as well as giving the ability to swim through it as water. MTC 120
Ka ••• Curse Forms an immense earthen exosuit around the mummy, granting many physical bonuses.
Sheut •••• Curse, Epic Inflicts a moderately powerful earthquake on a large region.
Fire from Sand Ba • Ignite combustible solids. DE 454
Ren/Sheut ••• Ignite flammable liquids.
Ab ••••• Curse Ignite all combustibles that hear your voice, making exceptions as you wish.
Forgetting the Name Sheut • Epic Use a mortal's given name to doom them to destruction and obscurity. Dec 99
Ab •• Epic Contest Wits + Ren against Resolve + Tolerance to doom supernatural beings.
Ren •••• Epic Contest Wits + Ren against Resolve + Sekhem to doom the Deathless to the loss of Memory.
Gift of the Golden Ankh Ka • Bolsters the Strength or Stamina of a chosen target, but granting 9-again to intimidate them. MTC 121
Ba ••• Blesses a target with various physical merits.
Ab ••••• Heals undead in the area, and allows the expenditure of dots of Sekhem to truly resurrect those who have been dead for very short amounts of time.
Kiss of Apep Ren • Curse, Potency 1 Inflicts a terrible wasting on a touched target, which gradually destroys them unless they make some successful rolls. MTC 122, Dec 100
Ka ••• Anoints an object with a Death Curse, affecting anyone who damages or destroys the blessed item.
Sheut ••••• Curse, Potency 3 Creates a zone of pure darkness, which does not affect the Arisen; this region is actively hostile to enemies of the mummy, and to ghosts.
Name the Extinguished Star Ab • Curse Unveil a victim with a cloud of anxiety. Dec 100
Sheut •• Curse Scry upon the victim, and with their name, deal an extra point of damage when attacking them.
Ren •••• Curse, Epic Use the victim's true name to roll their Stamina + Size as lethal damage in a blinding flare.
Obedient Clay Ba • Subtle Grants intuitive understanding of a material object's properties. MTC 123
Ren •• Transmutes the state of matter of target objects.
Ab •••• Transform a target object into almost anything else.
Palace Knows Its Pharaoh Ba • Subtle Allows a mummy to scry anywhere in the interior of the building they are in. Use is free within the tomb. MTC 124
Ka ••• Allows telekinetic manipulation of the mummy's current structure, and its furnishings. Use is free within the tomb.
Ba ••••• Connects two doors or gateways, making them portals between one another.
Power of Re Ab • Creates a magical fire which consumes no fuel, and may burn even under water. MTC 125
Sheut •• Suppresses natural flames, or draws them in to the magical one created by the first tier.
Ab •••• Curse, Epic Channels a flash of unfathomable brilliance from the sun god, blinding anyone who can see the mummy and inflicting aggravated damage to undead.
Rebuke the Vizier Ka • Subtle Creates a personal anti-magic shield that opposes all hostile supernatural effects. MTC 126, Dec 101
Ba ••• Curse Automatically nullifies any single supernatural effect.
Ren ••••• Grants insight of supernatural effects on one target, and strips them of one of them.
Regalia of the Mamelukes Sheut • Restore basic tools, undoing the ravages of time. DE 454
Ka •• Restored weapons and armor temporarily improve their ratings by one point.
Ba/Ren •••• Restored weapons temporarily deal aggravated damage to the Deathless and Lifeless.
Revealing Words Ab • Subtle Sense the presence of supernatural beings. Dec 101
Ba •• Subtle Intuit the basic nature of supernatural beings.
Ren •••• Subtle Quickly scrutinize the supernatural nature of those in large crowds.
Revelations of Smoke and Flame Sheut • Conjures a cloud of magical smoke, which the mummy can direct to assault those within. MTC 127
Ab ••• Epic Wreaths the mummy in flaming, smoking wings, granting flight, striking looks, and the ability to be understood by all who hear him.
Ba ••••• Epic The mummy transubstantiates into a pillar of fire.
Rite of the Sacred Scarab Ka • Conjures a scarab talisman, which bolsters defense of those who wear it for one month. MTC 128
Ren ••• Conjures a scarab talisman which houses a piece of the mummy's flesh eternally, which returns to the tomb to permit safe resurrection should anything go wrong with its master.
Ka ••••• Conjures a large swarm of scarabs, which may be modified to afford a variety of benefits.
Secrets Stripped from Skies Ba • Subtle Grants perfect awareness of one's current location. MTC 130
Sheut ••• Curse Strikes a target the mummy can see with a meteor.
Ren ••••• Pulls a secret from Fate, or summons a meteor shower to reign destruction on a large area.
Seeds of Life Ka • The mummy becomes unharmed by any plant matter, can cure poison with a touch, and can turn sticks to snakes. MTC 131
Ren •• Creates plants bearing food, which subjects those who eat it to enhanced social rolls by the mummy, cure's their poison and ailments, and can train them in certain merits.
Ab •••• Curse, Potency 3 Guarantees a target will conceive on their next coupling.
Shadow Name Sheut • Subtle Take +2 to resist Nomenclature, and penalize its use against you by -2. Dec 101
Ba •• Subtle Double the modifiers. Ward those within your tomb with you for three nights.
Ren •••• Curse, Subtle Contest Nomenclature with Manipulation + Ren to redirect it to another's given name.
Torn Veil of Forgetting Sheut • Hides the mummy from mundane memory. MTC 132, Dec 102
Ab ••• Curse, Subtle Copies some memories from the mummy into the target.
Ba ••••• Curse Rips some memories out of a target completely, giving them to the mummy.
Unspeaking What Is Known Ba • Subtle Contest Manipulation + Occult + Ba + Enigma against Presence + Occult + Tolerance + Fame to impose Enigma ••••• upon a subject. Forgo the roll for yourself or with a true name. LotD 12
Ka ••• Contest Presence + Occult + Ka against Stamina + Resolve + Tolerance to send a subject into Twilight. Forgo the roll for yourself or with a true name.
Ren ••••• Spend Willpower and contest Intelligence + Occult + Ren against Resolve + Composure + Ren to annihilate a target who is mortal or whose true name you know, erasing them from memory.
Water of Life and Death Ren • Creates a natural spring of water. MTC 133
Sheut •• Curse Transforms all water in a large radius into blood.
Ba •••• Creates a trench within a body of water, permitting passage by the mummy and his allies, but falling on and destroying his enemies.
Whispers in the Earth Sheut • Subtle Know the nature and layout of subterranean passages. Dec 102
Ka ••• Roll Strength + Survival to raise buried foreign structures to the surface.
Ren ••••• Curse Contest Presence + Survival against Stamina + Composure to swallow a target into the earth.
Word of the Amanuensis Ren • Translates a text. MTC 133
Ab ••• Grants the mummy's speech the ability to be understood by all who hear it.
Ren ••••• Curse Curses all those who can hear the mummy's speech with aphasia, destroying their ability to speak, read, write, or understand speech.
Words of Dead Fury Sheut • Summons a wrathful ghost, binding it to a new anchor. MTC 134
Ka ••• Creates a zone in which it is easier for ghosts to manifest, and imbues those who do with added Numina and Essence.
Ba ••••• Epic Summons an incredibly dangerous chthonic entity.
Words of Dead Glory Sheut • Conjures a pack of infectious, disease-carrying zombies. MTC 137
Ba •• Binds a ghost to a body, creating a revenant, and forces tasks upon it.
Ka •••• Binds a ghost to a body, restoring its sanity, but binding it to the mummy's will.
Words of Dead Hunger Ren • Subtle Grants the ability to perceive ghosts, and significant ability to act against them, including the ability to steal Numina for later use. MTC 137
Ba •• Imbues a ghost with Numen stolen from the first tier, though potentially inflicting derangements as a result.
Sheut •••• Consumes ghosts, subjecting them to torment within the mummy's soul, stoking them with hatred should they ever be allowed to return to the world.
Word-Warding Bonds Sheut • Subtle Impose -3 to attacks from those you know by name. With their true name, raise the attack's target number. LotD 13
Ab ••• Project a warding light which forces hostiles you know by name to flee. Supernatural beings whose true name you don't know may spend Willpower to briefly resist.
Ren ••••• Contest Presence + Empathy against Composure + Tolerance to enslave a character for a week with their true name.
Wrathful Desert Power Ab • Curse Grants the ability to fire deadly blasts of sand for a turn. MTC 138
Ba ••• Causes a target standing upon sand to be swallowed up by them, or enables travel under the sand by the mummy himself.
Ka ••••• Conjures a vast and dangerous sandstorm.
Guild Utterances
Bound As Fingers in a Fist Prerequisites Guild Status (Maa-Kep) • GotD 97
Ka • Subtle Confer Willpower on the team when leading teamwork.
Ren •• Subtle Distribute charms. You and the holders of the charms sense each other's locations and status and may share thoughts and Willpower.
Ba •••• Subtle, Unison Roll Manipulation + Empathy - Composure to temporarily alter the Virtue and Vice of a crowd, granting 9-Again and +2 to manipulate them
Discipline the Obstinate Prerequisites Guild Status (Maa-Kep) •• GotD 98
Ab • Curse, Unison Inflict damage and Initiative penalties with an abominable word, with hierophants adding more debilities
Ren ••• Curse, Epic Forbid those present from speaking your name or business, under certain circumstances or at all, for a matter of days, causing lethal damage on attempts. As a death curse, inflict permanently on your killers.
Sheut ••••• Curse, Epic Snuff all lights and blind mortals for hours. Contest Presence + Intimidation against Composure + Resolve + Tolerance to blind mummies for turns and other beings for scenes.
Harvest the Divine Flesh Prerequisites Guild Status (Mesen-Nebu) •• GotD 103
Ka • Touch a subject and contest Ka + Sekhem against Stamina + Tolerance to temporarily incapacitate a body part by transmuting it to precious materials.
Sheut ••• Contest Sheut + Sekhem against Stamina to permanently transmute a mortal human's body parts to precious materials.
Ka ••••• Epic Undergo a divine transfiguration, gaining bonuses to Sybaris, Presence, Strength, Stamina, and Armor, and attacks against beings in Twilight.
Inscriptions of Flesh Prerequisites Guild Status (Sesha-Hebsu) •• GotD 112
Ba • Subtle Freely roll Ba + Sekhem to read capabilities or debilities in mortal living patterns, gaining +2 to close combat rolls against the subject
Ka ••• Contest Wits + Ka + Sekhem against Composure + Tolerance to read supernatural living patterns. Attacks following scrutiny deal aggravated damage and can aggravate debilities, expose true forms, or drain supernatural energies. Laying hands following scrutiny may heal or cure diseases or debilities.
Ren ••••• Restrain a subject and contest Ren + Sekhem against Stamina + Tolerance to reshape their flesh, granting one of several possible benefits or debilities. May cause aggravated damage, or slay a mortal outright.
Redacting the Word Prerequisites Guild Status (Sesha-Hebsu) ••• GotD 114
Sheut • Subtle Roll Sheut + Sekhem to erase knowledge from existence.
Ka ••• Use a dead subject's true name and image and contest Manipulation + Occult + Sekhem against Composure + Tolerance to erase forensic evidence of their existence.
Ren ••••• Use a subject's true name and captured soul and contest Intelligence + Ren + Sekhem against Resolve + Tolerance to erase the subject from existence completely.
Ancestry of Forgotten Stars Prerequisites Guild Status (Su-Menent) ••• GotD 121
Ren • Subtle, Unison Officiates manifest a demonic second flesh to interact with Twilight, which for hierophants gains Physical Attribute and Wits bonuses.
Sheut ••• Unison Assume the second flesh materially, causing Terror Sybaris, granting Speed and armor bonuses, and opening Twilight pathways to places of power.
Ba ••••• Epic, Unison Officiates become the Herald of Forgotten Stars, a collective being with shared traits, which cannot be incapacitated, ignores bashing damage, causes bashing damage to mortal witnesses, may colocate, and may answer any question at the cost of Sekhem or a mortal life.
Jar of Clay Prerequisites Guild Status (Su-Menent) •••• GotD 123
Ba • Epic Store Sekhem within your canopic organs to draw back out later
Ren ••• Recraft the sahu for a matter of hours
Ka ••••• Split your Willpower and Sekhem off into a clay-molded double to carry out a given mission
Jar of Teeth Prerequisites Guild Status (Su-Menent) •••• GotD 125
Sheut • Harness a mortal as a sybaritic oracle, substituting your own traits
Ka •• Bleed ghosts of the Duat from lethal wounds, inflicting aggravated damage through both material and Twilight
Ab •••• Subtle Contest Presence + Intimidation + Sekhem against Composure + Tolerance to inflict both a potent Terror Sybaris and aggravated damage
Mastery of Heka's Bounty Prerequisites Guild Status (Tef-Aabhi) • GotD 130
Sheut • Subtle Penalize enemies' actions by -3 through kicking up disturbances in heka
Ab •• Subtle Disorient unprepared parties by dislocating heka, penalizing Dexterity, Composure, and Mental Attributes by -2
Ren •••• Subtle, Unison Damage the environment to steal its heka. Powers wielded by non-officiates increase their activation costs, mortals must roll Resolve + Composure or fall inactive and listless, and the target number to damage structures is reduced.
Spirit Utterances
Body of Clay Ren • Control a single person as if they were a zombie-like drone. CNR 90
Ba ••• Control your drones telepathically from a distance.
Sheut ••••• Epic Control an entire crowd of people at once.
Drums of the Organ Ba • Potency 1 Send a curse or blessing via sympathetic connection at a subject that affects one roll. CNR 91
Ren ••• Potency 2 Create a doll that represents a subject and attack them via sympathetic connection.
Ab ••••• Potency 3 Affect a discrete group, such as a bloodline, with the first two Tiers.
Horse and Rider Ab • Tie your senses to a chosen mortal's. CNR 91
Ba ••• Possess the chosen mortal in a rudimentary manner.
Ka ••••• Possess the chosen mortal and exersise powers through them.
Granted by the Iron Bull
Ba'al's Due Ka • Subtle Purge physical poisons and supernatural effects via cleansing fire. CNR 92
Sheut ••• Purge another with cleansing flame.
Ba ••••• Temporarily restore lost Memory through sacrifices.
Rejuvenating Flesh Ab • Physically punish a subject to regain Willpower. CNR 92
Ka ••• Scarify subject ritually to regain Pillar points.
Sheut •••• Ritually vivisect a subject to regain a temporary Sekhem point.
Scent of the Oasis Palm Ab • Subtle Give off a scent that causes a subject to fall in love with you. CNR 93
Ba ••• Subtle Deliver a kiss that prevents the subject from acting against you in any way.
Ren •••• Subtle Kiss two different subjects, who then fight jealously. If one wins, however, you are under the effect of the first Tier to the victor.
Granted by Fount of Ma'at
Ebon Mask Ab • Subtle Assume a false identity. CNR 88
Ren ••• Subtle Place a false identity on a subject, so that even they believe it.
Decree ••••• Subtle Place a false identity on a subject permanently, but forget that you have done so.
Forge of Falsehood Ren • Subtle Falsify a Relic for a period of time. CNR 89
Ka ••• Create a false Relic that can store Sekhem as if it was real.
Sheut ••••• Epic Create a false Relic from a real one, effectively transferring it.
Disciples of the Wheel
Eye of Radiance Sheut • Subtle Scrutinize the Sekhem and defining Pillar of an Arisen mummy. Soth 95
Ab ••• Subtle Read an Arisen's history in past Sothic Turns, possibly helping to restore Memory.
Ren ••••• Cosmic, Curse, Epic Return to a past Sothic Turn to live it anew.

Merits, Mummy (1st Edition)
Merit Rating Prerequisites Description Book
Encylopedic Knowledge ••• Mummy-specific variant - this is much more limited in scope, and only references information from the past. MTC 79
Language Mummy-specific variant - confers two languages per dot. MTC 79
Retainer (•) Mummy-specific variant - the Retainer is a Witness, immune to Sybaris. MTC 79
Ba-Shai •• Guild Status (Sesha-Hebsu) •• You're empowered as one of the former couriers of the Sesha-Hebsu to transport powerful relics and important cargo, and enjoy diplomatic immunity among the Arisen while doing so. DE 451
Cadaver's Quiet Touch You can touch the corpse of a mummy between Descents without awakening her. DE 452
Early Ariser • to ••• Your awakening for a Sothic Turn occurs some number of years early compared to other Deathless. DE 452
Enigma • to ••••• Whenever someone makes a roll to learn about, track, or find information regarding the Mummy, he takes a penalty equal to the Mummy's Enigma rating. The Deceived extend this to their cultists, but also take the penalty to their cult's Reach rolls. MTC 79, Dec 38
Fixed Journeyman •• You once held high status among the Maa-Kep, but were stripped of your title in disgrace. As per Guild Status (Maa-Kep) •••, frozen at that rating. GotD 19
Guild Status • to ••••• Status in the five guilds of Irem. The Deceived inflict higher ratings of the Deceived Cultist Merit on their cult as their Guild Status increases. MTC 79-81, Dec 38
Hidden Jars Your canopic jars are especially hidden and benefit from an effective Enigma •••••. They are fated to never fall victim to accidental harm or exposure. Dec 40-41
Interstitial Lives •••• You sometimes awaken for a seemingly unprovoked Descent, outside the Sothic Cycle but without a first purpose. DE 452
Relic • to ••••• Bear relics of your Guild of a sum total dot value equal to this Merit. MTC 81
Vestige • to ••••• Bear Sekhem-invested objects of a sum total dot value equal to this Merit. MTC 83
Visions of Dead Gods •••• You remember your meetings with the Judges of Duat, and they fill you with purpose. Carrying out a personal mission from your Judge replenishes all Willpower. DE 452-453

Style Merits

Style Rating Description Book
Disciple of the Wheel Connection and steeping in a Sothic star cult. The Deceived may not progress this Merit beyond the third dot. Soth 95
Equivalent to the effects of Guild Status at the same dot rating, among the Disciples.
•• May purchase proprietary Utterances.
••• Once per session, contemplate the stars for a minute and roll your dots in this Merit to court an exceptional success against the risk of a dramatic failure.
•••• Clearly remember the events of past Sothic Turns, regardless of Memory. Experience irregular visions of history.
••••• Once per session when rolling Memory, you may substitute dots in this Merit.

Tomb Merits

Merit Rating Prerequisites Description Book
Temple - Geometry ••• A communal tomb erected by the Su-Menent, which may receive contributed investments from multiple Arisen, but can only replenish the core Pillars of the contributing Su-Menent. GotD 127-128
Absolute Rule ••• Gain ultimate authority in local organization. Rio 88
Additional Pillars • to •••• Temple, Su-Menent Contribute Pillars to a Temple beyond the investors' core Pillars. GotD 127-128
Altar •• A sacrificial altar that bestows control of the Tomb to whomever makes a sacrifice upon it. Rio 88
Curio ••• The tomb contains a nonmagical curiosity of great interest to a particular character. MTC 83
Djed • to ••••• Pillars that collect and attune Sekhem to the Lifeweb of the Tomb. Each dot increases the size and potency of the djed in the Tomb. Draws life from the surroundings to improve the mummy's Descent checks and onlookers' Sybaris rolls. Rio 86
Eternal •• or •••• Fate conspires to keep the tomb repaired at all times. Rio 88
Geometry • to ••••• Size and majesty of the tomb. Add dots in this Merit as a bonus to replenish Pillars within the tomb. MTC 81-82
Mirage • to ••••• Have flashbacks with greater duration and significance while in the Tomb for each dot for Sebayt Experience. Rio 86
Obscure Mortals without the Unseen Sense must roll Wits + Occult to notice the presence of your tomb. MTC 83
Peril • to ••••• Damaging traps and/or a foreboding curse of fear deter intruders. Distribute dots in this Merit among the damage of the traps and the cost in Willpower to press on despite the fear. MTC 82
Piece of Life •• The tomb enshrines a precious treasure of your past, which functions as a one-dot vestige while it remains enshrined. MTC 83
Purpose •• Your tomb possesses a structure with a singular Purpose, selected from a list. The first Purpose is free, but each additional Purpose costs ••. Rio 83
Prime Location Your tomb offers convenient access to a desirable locale. MTC 83
Radiant •••• Choose a Pillar. Replenishing any Pillar in your tomb also recovers a point of the chosen Pillar. MTC 83
Remote The tomb is somewhere hard to find, locate, or get to. Rio 88
Tekhen • to ••••• Obelisks that ward a location from evil. Each rank suppresses the effects of Sybaris but also the effective Pillar ratings of visitors. Rio 87
Temple Guardian ••• Temple A High Priest of the Su-Menent has provided an Awakened Corpse Thrall to guard the Temple, which alerts the High Priest of any intrusion. GotD 128
Drawback Rating Prerequisites Description Book
Alien Attractor ••• to ••••• Similar to Haunted, but attracts a broader variety of other supernatural creatures of increasing power.
Famous •• The tomb is at the center of a high-traffic area, necessitating Stealth rolls to pass through. MTC 82
Haunted ••• A ghost has taken up residence in your tomb, and it doesn't like to share. MTC 82
Poisoned Sanctum •• Temple The influence of the Duat seeps into the Temple. A failed roll to replenish a Pillar within the Temple inflicts a day-long ailment specific to the Pillar. GotD 128
Ravaged Damaged geometry prevents you from replenishing one chosen Pillar in your tomb. MTC 82
Stained History Cult • Your cultists dread your tomb and receive no Reach or Grasp for operating around it. MTC 83
Under Surveillance •• A rival cult shows interest in your tomb. MTC 83

Cult Merits

Merit Rating Description Book
Cult • to •••••••••• Distribute dots in this Merit among the below axes and benefits. Axes cost two Cult dots per axis dot, while benefits each cost one Cult dot. Choose whether your cult is Tribal (Reach +1, Grasp +1), a Conspiracy (+2 Grasp), or an Enterprise (+2 Reach), and apply an additional dot to both axes when your cult operates around your tomb. Axes may be leveraged as Allies, Contacts, Resources, or meat shields. MTC 79, 157-161
Axis Rating Description Book
Reach • to ••••• Determines effortless acquisitions and services, from basic services at two dots, to private flights and police protection at four, to meetings with magnates and world leaders at five. Roll Reach to make acquisitions beyond your level. Use to obstruct a rival cult's Grasp. MTC 159-160
Grasp • to ••••• Determines effortless skulduggery and privileges, from dismissing misdemeanors at two dots, to disappearing a nobody at four, to quashing a major investigation and reporting at five. Roll Grasp to cause "accidents" beyond your level. Use to obstruct a rival cult's Reach. MTC 160
Benefit Prerequisites Description Book
Blasé Cultists are unfazed by Sybaris. MTC 161
Compartmentalized Enterprise Keep the foot soldiers separate from management. Maximum Reach •••, but expending meat shields doesn't cost the cult Reach or Grasp. MTC 162
Glamorous One of those cool, fashionable cults. Your entourage grants you the effects of the Barfly Merit. MTC 162
Inbred Tribal Where else are they gonna go? Maximum Reach ••, but suffer no dramatic failures when rolling Reach. MTC 162
Intellectual Cultists grant 9-Again to Academics rolls when acting as research assistants. MTC 162
Obedient Cultists will commit sins down to Morality 4 without complaint. MTC 162
Paranoid Conspiracy Rolling Reach or Grasp requires an Intelligence + Politics roll, but suffer no dramatic failures when rolling Reach. MTC 162
Ritualistic Cult rites grant +1 to replenish Pillars. MTC 162
Storied Your cult is ridiculous. +1 to discredit enemies or whistleblowers taking you seriously. MTC 162
Wayward Cult You hold the truth of the Judges back from your cult. +2 to block other cults, but frequent blocking strains credulity. DC 73
Wrathful +1 to make attack rolls with cultists. MTC 162
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


Affinities (1st Edition)

Name Prerequisite Description Source
Ab
Blessed Soul Ab • When making a Social skill roll to which a speciality applies, may spend Willpower to reduce the target number. MTC 101
Divine Countenance Ab •• The Mummy can spend Pillar points to bolster Social attributes. MTC 102
Epic Heart Ab •• The mummy may benefit from their Virtue more often, gains significant boosts to meditation rolls, and no longer suffers untrained penalties for social skills. MTC 103
Glorious Mien Ab •• The mummy gains advanced Striking Looks, and attackers must spend Willpower to do so. MTC 105
Miraculous Benefactor Ab •• The mummy may spend Willpower to reduce the target number of an ally's action. MTC 107
Voice of Conscience Ab •• The mummy can compel targets to act on their Virtue. MTC 110
Healing Counsel Ab ••• The mummy can temporarily alleviate derangement, as well as bolster Morality. MTC 106
Pharaoh Reigns Anew Ab ••• The mummy does not need to justify spending experience to raise social merits, and repurchasing lost dots of social merits does not take XP. MTC 107
Soulsight Ab ••• Grants many types of information about a target, including potentially their supernatural nature. MTC 109
Form of the Sybaritic Need Ab ••••• Replace Terror Sybaris with Enticement Sybaris, overwhelming victims with awe and inferiority. DE 453
Ba
Auspicious Mastery Ba • When making a Mental skill roll to which a specialty applies, may spend Willpower to reduce the target number. MTC 99
Beast Companion Ba • May be used to acquire an animal familiar. Many special perks are granted through the bond with this creature. MTC 100
Falcon Soul Aloft Ba • Significantly augments the mummy's ability to jump, fall, and balance. MTC 104
Wisdom of the Ancients Ba • The Mummy can spend Pillar points to bolster Mental attributes. MTC 111
Living In Now Ba •• The mummy gains darkvision, no longer suffers untrained penalties on mental skills, and may spend willpower to negate many other penalties on skill checks. MTC 106
Running Like Flight Ba •• The mummy gains the Fleet of Foot merit, and can move faster when unobserved. MTC 108
Entombed Ba Ba ••• Collapse the perimeter of your tomb when you die, blocking threats while leaving a path out for yourself. DE 453
Nihilist Awakening Ba ••• The mummy inflicts Depression or Melancholia on those present. MTC 107
Sight Beyond Eyes Ba ••• The mummy may spend Willpower to have a vision, revealing various types of information. MTC 109
Soul Infusion Ba ••• The mummy can steal Willpower from touched targets, and acquire knowledge of languages with a kiss. MTC 109
Ka
Anointed Prowess Ka • When making a Physical skill roll to which a specialty applies, may spend Willpower to reduce the target number. MTC 99
Enduring Flesh Ka • The mummy becomes effectively invulnerable to most natural environmental hazards, and strongly resistant to fire. MTC 102
Dauntless Explorer Ka •• The mummy becomes more resistant to fear, and permanently acquires the Strong Back and an improved version of the Inspiring merit. Also, he can spend Willpower to achieve excellent successes on Survival rolls in unfamiliar territory. MTC 101
Guardian Wrath Ka •• The mummy gains significant bonuses to unarmed strikes, particularly when defending their tomb or cultists. With sufficient strength, the Mummy can inflict lethal damage. MTC 106
Living Monolith Ka •• The mummy gains extra health and is unaffected by wound penalties, no longer suffers untrained penalties on physical skills, and has increased lift capacity. MTC 106
Retributive Curse Ka •• Those who kill the mummy suffer dangerous increased target numbers later, and those seeking to harm or steal from the mummy while they are indisposed also suffer target number increases. MTC 108
Sovereign Breath Ka •• Ignore twice your Ka in gaseous Toxicity. DE 454
Dominating Might Ka ••• Significantly enhances the mummy's ability to damage or destroy inanimate objects, as well as terrifying those who witness such acts. MTC 102
Paragon Shames the Weak Ka ••• The mummy inflicts Inferiority Complex or Anxiety on those present. MTC 107
Shrouding Aura Ka ••• The target number of those seeking the mummy is increased (except for his cult). Willpower may be spent to deflect attacks, increasing their target number. MTC 109
Ren
Familiar Face Ren • Grants the ability to learn the name a target goes by, and coerces them into believing the mummy to be a familiar individual. MTC 104
Gift of Truth Ren • The mummy may grant temporary versions of the Witness, Language, and Common Sense merits. MTC 104
Radiant Lifeforce Ren • The mummy may voluntarily suffer aggravated damage to alleviate personal derangements, grant the Quick Healing merit to all those nearby, and spend willpower to stabilize an incapacitated character. MTC 108
Blessed Panopoly Ren •• Items claimed by the Mummy become hardened and enduring over the centuries. MTC 100
Charmed Lives Ren •• The Mummy becomes naturally free from virtually all minor inconveniences She can also expend Willpower to exert minor control over chance, or to increase the target number of Affinities and Utterances attempting to interfere with her. MTC 101
Enlightened Senses Ren •• Grants the ability to see in Twilight, bonuses for several perception related rolls, the Common Sense and Meditative Mind merits, and the ability to reduce range penalties with weapons. MTC 102
Face Without Witness Ren •• Appear obscured and wrong on photographs and video at will. DE 453
Shadows Amongst Fallen Pillars Ren •• Orient yourself in urban environments and discern neighborhoods and customs. While in cities, receive Enigma •• and sense the use of powers to track you or your activity. +2 base Streetwise dice, and convert a base Streetwise dice pool used to hide your activity into successes. Dec 92
Donning the Veil of Deceit Ren ••• Add Ren as bonus dice to conceal your nature or intent. Receive the Barfly Merit and intuit the standing and norms of mortals in social settings. Spend Willpower when you successfully lie about yourself for an exceptional success. Dec 89
Godsight Ren ••• The mummy may learn the relative Sekhem rating of other Arisen, and can scrutinize and understand the basic effects of all supernatural powers. MTC 105
Words Summoned Forth Ren ••• The mummy inflicts Vocalization or Narcissism on a victim. MTC 111
Blessed of the Black Stars Ren •••• Draw down black dice by witnessing dramatic failures or spending Ren. Spend black dice as bonus successes or to downgrade aggravated damage. Arisen with this Affinity risk aggravated backlash once per story. Dec 89
Auspicious Repose Ren ••••• Pass time in dying sleep, temporarily arresting the Descent, and awakening in fitting circumstances. Dec 88
Echoes of the Rattled Chains Ren ••••• Spend Willpower and roll Wits + Investigation - Manipulation to search a target for familiar associations. Dec 90
Eternal Legend Ren ••••• Cultists may invoke the mummy's name to gain target number reduction, the mummy's cult automatically rebuilds itself if damaged while the mummy sleeps, and they may bless other Arisen to grant them Willpower and Pillar Points. MTC 103
Ever-Dying Name Ren ••••• Apply ghostly manifestation modifiers to Sekhem, to a minimum of one or maximum of ten. Dec 90
Harvesting Named Truths Ren ••••• Reduce target number and ignore one penalty to discern a true name. Spend Willpower when slaying a subject to fully avert the slaying action and reveal the subject's true name. LotD 10
Horror Among Horrors Ren ••••• Reduce Intimidation target numbers. Spend Willpower to toggle an augmented Sybaris which treats supernatural beings with a lower Supernatural Potency as mortals. Dec 91
Resplendent Oracle Ren ••••• Perceive the presence of those who have read Sybaritic Omens. Induce Sybaritic Omens like the Deceived. Spend Willpower to reset severe omen penalties at the cost of a permanent derangement for the oracle. Aside from mummies and Witnesses, those who consume your flesh or blood sicken and suffer uncontrollable omens. Dec 91
Unspeakable Name Ren ••••• Your name itself inflicts Unease Sybaris, except upon your cultists. Sense discoverers of your Iremite name by kepher. Dec 92
Whispers to My Body Ren ••••• Spend Willpower to temporarily become a mobile fluid. Remold the sahu into different appearances. Heal almost twice as quickly. Dec 93
Word of Life Ren ••••• Reduce target numbers to summon you from henet. Answer the Call made with incomplete remains, or even simply by calling your name. Dec 93
Words of Wounding Ren ••••• Ignore up to -3 in penalties to attack targets known by name. If you know their true name, spend Willpower to reduce the attack's target number. LotD 11
Sheut
Beast Soul Fury Sheut • Reduces the mummy to a bestial rage, becoming dramatically more physically powerful but of limited intelligence. MTC 100
Deathsight Sheut •• Grants several boons for perceiving and scrutinizing undead beings, as well as protection from them in exchange for Willpower. MTC 102
Grip of Death Sheut •• The mummy gains significant bonuses to grappling, rising from prone, and catching projectiles directed at her (including bullets). MTC 105
Night Creature Sheut •• The mummy becomes more effective at stealth, and may spend Willpower to recognize spiritually "unclean" beings. Additional Willpower may be spent to gain bonuses against against unclean creatures. MTC 107
Rouse the Khaibit Sheut •• The mummy's Memory temporarily drops to 1, preventing most degeneration, but becoming more prone to Vice. This state takes time to wear off. MTC 108
Scent of Sybaris Sheut •• Recognize through visions the killers of those slain by the Deathless. DE 453
Voice of Temptation Sheut •• The mummy can compel targets to act upon their Vice. MTC 111
Ancient Horror Unveiling Sheut ••• Inflicts a phobia of the Mummy on a victim. MTC 99
By Steps Unseen Sheut ••• Allows for instantaneous, short range teleportation. MTC 101
Fearsome Soul Sheut ••• The mummy may regain Willpower from a Vice as if it were a Virtue, and gains significantly bolstered abilities to interrogation. MTC 104
Ancient Artifice Sheut •••• Imbue items crafted with natural desert materials with a temporary equipment bonus. DE 453

Guild Affinities

Name Prerequisite Description Source
Any
Artist's Inner Eye Status • Grants bonuses to activating kepher, individually and jointly with fellow guild members. While touching a guild-appropriate relic, receive an automatic exceptional success to activate kepher to track a proxy with a connection to the item. Failures and dramatic failures to activate kepher cause false visions that lead dangerously to an object of Sekhem. GotD 89
Reliquary Wellspring Status • Grants additional pool of points, equal to Guild Status, which can be spent as Pillar points to activate guild-appropriate relics and as Willpower points to resist the affects of such an item's curse. Grants bonuses to all attempts to recall or gather information relating to a guild-appropriate relic. GotD 89
Silenced Utterance Vessel Status • Empower an item with the magics of a known Utterance tier (with a Pillar rating equal to or lower than the mummy's Guild Status). The Utterance can be unleashed with a designated word or activation ritual. GotD 90
Faithful Servant's Blessing Status •• Grants bonuses to rolls that directly carry out guild business or convince others to assist with such endeavors. Grants bonuses to Social actions solely targeting fellow guild members of a lower status ranking. GotD 90
Maa-Kep
Affable Aid Status • Grants bonuses to Perception, Seduction, and Stealth. Grants bonuses to Persuasion and Socialize with targets they have evoked gratitude to (though they don't have to have experienced it), and greater bonuses may then be applied to Empathy, Stealth, and Subterfuge by spending a Willpower point. MTC 34
Guild Envoy Status •• Connects the mummy to a member of another guild by means of an amulet. When a member of the designated guild wears the amulet, the Maa-Kep can rise when the wearer does and gains specific influences over the wearer (which vary, depending on the guild). GotD 95
Flail of Scorn Status ••• Grants bonuses when leading a team. When striking another character with a Brawl- or Weaponry-based attack, can choose to convert lethal damage into bashing, costing the victim a Willpower point. When breaking a bond established through Affable Aid through attack or treachery, the mummy can inflict supernatural despair on the betrayed, draining Willpower. GotD 96
Ever-Pertinent Authority Status •••• Cause witnesses, including other Arisen, to perceive an inanimate object as a badge of authority. By holding an object belonging to another person, the mummy can perceive what Specialties its owner possesses and attempt to steal one of them. If successful, the subject temporarily loses the Specialty and the mummy gains it. GotD 96
Watcher of the Watchmen Status ••••• Spend a Willpower point to temporarily lower Memory for the purposes of degeneration checks only. Any Memory sins committed in aid of the guild are measured against this lower Memory rating. Within a 1-mile radius, all uses of Subterfuge suffer a -1 die penalty except in aid of guild business, but Investigation rolls to discover secrets of non-guild members receive a 9-again bonus. GotD 97
Mesen-Nebu
Divine Flesh Status • Grants bonuses to carousing, interrogation, oration, and appearing to be mortal. Grants a point of armor that stacks with all others and is undetectable. May spend a Willpower to manifest a metallic sheen that grants them an additional 2 armor and further protection against electricity (using this power causes Terror Sybaris). MTC 39
Knowledge Transmutation Status •• Temporarily sacrifice up to 2 dots in Skills, reassigning them to different Skills. The mummy also gains a temporary Specialty in each chosen Skill. GotD 101
Equivalency Principle Status ••• Reflexively assess the Resources value of an object. By touching an object no larger than the mummy's body, transform it into something of equal value. The end result cannot exceed the mummy's size and must be something he is familiar with. GotD 102
Blessed Catalyst Status •••• The mummy can imbue her Sekhem into a solution of pure water and dissolved minerals. Ritually destroying an item by dissolving it in this solution creates a mixture that, when drunk or bathed in, temporarily confers a Merit of the player's choosing equal to the Resources value of the sacrificed item. A Merit endowed in this way can be made permanent through immediate expenditure of experience. GotD 102
Refined Purity of Purpose Status ••••• Gain phantom Resources and replenish it more quickly with Willpower. Take 8-Again to negotiations. Those around you may grow in wealth more easily, through effort or force of will. GotD 102
Sesha-Hebsu
Eyes of Justice Status • Grants bonuses to dealmaking, seeing through forgery/disguise, and crime scene investigation. Can detect relics by sight (not just touch), with special insights to texts. May spend a Willpower to be able to detect Lifeless and murderers by sight. MTC 45
So It Is Written Status •• Enchant scribed text to conceal it from sight without a performed key, clearly convey honest intent, or find your way to its first reader. Roll Wits + Empathy to gauge the sincerity of the author of a written passage. GotD 110
Letters Writ Upon Rivers Status ••• Create, copy and transfer written works by touch. With Willpower, copy written enchantments or issue copies to distant eyes. GotD 110
Ashes for Ink Status •••• Spend Willpower and roll Intelligence + Academics to copy a text lost from history back into the world. GotD 111
Erudite Bastion of Perfection Status ••••• Assess true names with an extended Wits + Occult + Guild Status action across multiple scenes. Grant 9-Again to Academics and guild business within your presence. GotD 111
Su-Menent
Fated Soul Status • Grants bonuses to healing, diagnosing, meditation, and memorizing. Grants immunity to fear. Sekhem is considered one higher when resisting supernatural effects. May spend a Willpower to use defining Pillar rating to resist supernatural effects instead of Sekhem. MTC 49
Flesh-Culled Secrets Status •• Spend Willpower and roll Wits + Occult to converse with skulls in Iremite. Take 8-Again to Investigation rolls pertaining to animal or human remains or materials. GotD 119
Withering Judgment Status ••• Mummify and preserve animal remains by touch, or reverse the process. When striking, spend Willpower to replace any damage with a contested Sekhem + Guild Status roll to temporarily incapacitate a target through mummification. GotD 119
Dark Offerings Deliverance Status •••• Weapons made from animal materials take 8-Again, strike targets in Twilight, and deal aggravated damage to the Lifeless. They may be used to prolong a Descent through human sacrifice, and to gain bonus Mental Skill dice from self-harm. GotD 120
Wisdom from Ruin Status ••••• Treat guild business as a supplemental Vice. Render pupils and apprentices Witnesses. Glimpse phantasmal representations of your past and glean understanding from them. GotD 120
Tef-Aabhi
Model Lifeweb Status • Grants bonuses to making art, repairing items, and puzzle solving. May gain insight on an item by laying hands on it. May spend a Willpower to detect items with a hidden purpose. MTC 55
Guardian Statue Empowerment Status •• Enchant crafted clay effigies with Willpower. A person may wield such an effigy of herself to ward off an attack, shattering the effigy. GotD 129
Paths Trod by 10,000 Feet Status ••• Orient yourself in urban environments so long as the heka is not disrupted by abnormal mass activities. Take 8-Again and +2 to Streetwise rolls pertaining to neighborhoods. Scrutinize crafted objects for a Pillar bonus and 9-Again to damage them. GotD 129
Ripples Upon the River Status •••• +2 Initiative. Add Guild Status as bonus dice to notice hidden dangers. Spend Willpower to gain 8-Again to Social actions against a given character for a scene. GotD 129
Builder's Wisdom Status ••••• Take 8-Again to architectural or urban planning or to understand and order the flow of heka, and grant 9-Again to such actions by others in your presence. Become an expanded focal point for powers shared by up to four other guildmasters. GotD 130
Akhem-Urtu
Face of Endless Lies Status • Spend Willpower to alter your sahu's Size and appearance for a matter of hours. Dec 94
As Whispers in the Night Status •• See in darkness. Fool supernatural assessment of your status as Deceived. Raise the target number for characters unfamiliar with the modern Deceived to notice you. Spend Willpower to serendipitously escape a pursuer whose name you know. Dec 94
Harvesting Named Truths Status •• Reduce target number and ignore one penalty to discern a true name. Spend Willpower when slaying a subject to fully avert the slaying action and reveal the subject's true name. LotD 10
Syllables of the Broken Word Status •• Increase Ren storage by your Guild Status. Take 8-Again to craft art inspired by the temakh. Learn Ren tiers of Utterances separately from other tiers. Dec 94
Chasing the Name Status ••• Sense quarry whose name you know by kepher. Slow the Descent by half when hunting such quarry. Dec 95
Presence in Faith Status ••• Sense your cultists and apostates by kepher. Your cult is guided by your hypothetical will even in your absence. Dec 95
Exquisitely Artful Vengeance Status •••• Take 9-Again to attack targets known by name who have harmed you within the millennium. Risk degeneration for acts of plotted, poetic vengeance as if your Memory threshold were reduced by Guild Status. Dec 95
Word Is the Will Status •••• Recover Willpower by witnessing artistic masterworks and celestial spectacles. Add four to your effective Sekhem to wield magic against targets known by name. Dec 96
So Speaks the Muse Status ••••• Grant 8-Again to artistic endeavors around you, some of which may prove prophetic. Spend Willpower to unleash an Utterance or seba upon a non-mummy target known by name who has witnessed a prophetic work as if by touch. Dec 96
Speaking with the Master's Voice Status ••••• Permanently adopt your temakh's Vice. Fall indefinitely to Memory 0 and relinquish your will to the temakh. Reject magic drawing on your true name. Increase target numbers to influence your feelings. Sense your temakh's other bodies and communicate internally with other Voices of the same Master. LotD 11

Miscellaneous Affinities

Name Prerequisite Description Source
Entombed Glory - By spending a point of Willpower, the Mummy may add their defining Pillar to their effective Sekhem for a scene, provided they are in their tomb. MTC 103
God-King Scepter Cult ••• Lowers the target number for the mummy whenever they are acting on their Cult. MTC 105

Bane Affinities

Name Prerequisite Effect Curse Source
Ammut's Feast [Morality] ≤ 6 Eat a human heart to gain Willpower and reset the Descent. Hear the conscience of the victim, which can cause further morality degeneration. MTC 197
Blood Cartouche [Morality] ≤ 4 The mummy may pass bodily harm to a willing mortal with whom they are intimate. Dramatic failure allows the mortal to give wounds to the mummy. MTC 197
Hateful Bau [Morality] ≤ 3 The mummy dictates a group of people as undesireable, and those who hear her words act on them with extreme prejudice. Gain the Megalomania derangement while active. MTC 197
Shadow Rending [Morality] ≤ 7, Sheut •• Attack a target with shadows. Dramatic failure makes shadows attack the mummy. MTC 196
Wormheart [Morality] ≤ 5 Develop a parasite that feeds on Vice and inflicts aggrevated damage on grappling attacks. The worm is always there and punishes the mummy when they express their Virtue. MTC 197

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

Decrees (1st Edition)
Decree Pillar Favored Attributes Restoring Pillars Book
Lion-Headed Ab Heart Presence or Strength Succeed through instinct or emotional appeal.
Refill Ab with a new and intense emotional experience.
MTC 85
Falcon-Headed Ba Spirit Resolve or Wits Strive against an active, prolonged challenge.
Refill Ba by triumphing at an unnecessary and risky trial.
MTC 87
Bull-Headed Ka Essence Resolve or Stamina Correct a significant misstep or misunderstanding.
Refill Ka by achieving recognition through great works.
MTC 90
Serpent-Headed Ren Name Intelligence or Manipulation Prove or gain control through knowledge.
Refill Ren by mastering a situation in exhaustive detail.
MTC 93
Jackal-Headed Sheut Shadow Composure or Stamina Confront harshness without fear or avoidance.
Refill Sheut by exposing a great deceit on behalf of your Judge.
MTC 95

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


Relics (1st Edition)

Amulets Rating Cost Power Curse Page
The Tefket Stele -- +1 Occult, +1 more for Ancient Egyptian Occult, and fluency in Ancient Egyptian, for 24 hours -2 Streetwise and Socialize for 24 hours (Maa-Kep are immune) MTC p217
The Olympic Frog •• ○ (●, any) +1 Dexterity. Optional: 8-again Dexterity. Lasts 1 Scene. Activation cost (Maa-Kep are immune) MTC p218
The Sundered Seal ••• -- Seals all the locks on an object it touches. Built into a Tomb, it gives +3 Peril (max 5) and the Radiant Endowment (Ka). If the bearer sees someone they believe is a thief, roll a chance die to avoid attacking (Maa-Kep roll 1 die instead). MTC p218
The Amundsley Pebble •••• -- gain Ambidexterous, Brawling Dodge, Fast Reflexes (2), Quick Draw, and Weaponry Dodge, ignoring prereqs. Lasts while held and 12 hours (one Chapter) after Can't benefit from Meditation (mummies can still recharge Pillars); Can't gain Willpower from sleep or indulging Vice. (Maa-Kep may gain Willpower from sleep) MTC p219
The Seal of the Vigilant Scorpion •••• human sacrifice When charged with human sacrifice, it "gains" 1 Relic dot, which may be drained without damaging the relic (but still provokes Descent). Can only be drained of 1 dot, and only after paying the cost Drains 1 Willpower from every mortal within .72 miles, every 5 days. (Maa-Kep may spend any 1 Pillar point to prevent this) GotD p101
The Diamond Chisel of Tausret-Who-Binds-the-Gaze-of-Men ••••• --, --, (○) Resolve + Composure + Tolerance vs Presence + Manipulation. Shallow: read surface thoughts; target must spend 1 Willpower to force a roll. Moderate: roll, no cost; learn Vice, Virtue, Morality rating, values, personality, and derangements; victim loses 1 Willpower. Profound: roll, spend 1 Willpower: learn everything about their mind, and +2 to Social rolls toward them; victim lose 1 Willpower and can't act for the scene; Memory 5+ Sin. Victim and user both suffer mental trauma. Shallow: -1 Resolve and Composure for 24 hours or until 6 meditation successes. Moderate: as above and -1 Intelligence and Presence for 48 hours (or 10 successes). Profound: -1 all Mental and Social attributes indefinitely (or 20 successes). (Maa-Kep are immmune; only their victims suffer) GotD p99
The Jackal's Hunger ••••• (●) Win any even battle. Negate uneven factors, such as: outnumbered 2-1, barely trained troops, positional disadvantage, lack of food or medicine, poor tactical intel. In smaller conflict, everyone gets +1 to all Skill rolls if following your orders. For 1 Pillar (any) give +2 to any such roll (even your own), once per action. Pay 1 Willpower Dot per week, or indulge the Jackal's depraved bloodlust. (Maa-Kep spend 1 Willpower point to resist) MTC p219
The Lapis Chisel of Khyan the Unsurpassed ••••• -- While a target is displaying a talent based on knowledge or training, copy their Skill rating, Specialty, or up to 5 dots in Merits -1 to the Power Attribute of the same category, until the user leaves the target's presence, changes copied talents, or gives away the relic GotD p100
Effigies Rating Cost Power Curse Page
The White Ibis ● Ren Up to 6 may benefit each activation. 1 person pays the cost for the group, but each must roll Intelligence + Occult. Each user gets the highest rating in the same 1 Mental Skill as the highest in the group, and take 9-again to that Skill. Tef-Aabhi gain 8-again. Last 1 Scene. Must recharge 1 hour in starlight After the blessing expires, it costs 1 Willpower to use that Skill again within 24 hours; pay only one. (Tef-Aabhi are immune) MTC p220
Nolan's Lamborghini •• ● Ba Intelligence + Drive/Occult - Resolve + Drive. Control an occupied car for 1 turn; may activate successively without cost until the roll Fails Any hostile ghosts nearby will target the user; child ghosts gain 9-again on attacks. (Tef-Aabhi's enemies don't get 9-again) MTC p221
The Wooden Pharaoh ••• (●/+1 Ab or Ren) Gain Inspiring Merit, and 9-again Intimidation, Persuasion, and Socialize. Toward a superior, may spend up to 4 Pillar points to gain +1/point to a supernatural power or Social roll; Tef-Aabhi gain an extra +1 to this free if user fails an Intimidation, Persuasion, or Socialize roll, suffer -1 to Social resistance for 24 hours. If points were spent, increase the penalty by the number of points. (Tef-Aabhi reduce penalties by 1) MTC p221
The Blasphemous Depiction •••• -- Place a ghost inside a corpse to resurrect it. The creature can't heal Agg, is only knocked out by Lethal, and can't die from starvation, thirst, age, or illness. Other results are up to ST anyone who sees the relic permanently gains Schizophrenia and Irrationality. (Tef-Aabhi only gain Vocalization) MTC p222
The Mirror of Brass Ivy ••••• -- (● Sheut) Can target anyone seen in the reflection with powers as if line of sight. May spend 1 Sheut; Intelligence + Presence vs Resolve + Composure to drain 1 Willpower dot per net success from a reflected target; mummies also get +1 Sekhem per net success, others get Willpower points. After using, neither party can use for a week. the user rolls 1 die: 1 = -1 Memory/Sekhem gains; 2-7 = -1 Memory; 8-9 = roll for degeneration with 2 dice; 10 = no effect. (Tef-Aabhi are not immune) MTC p223
Regium Rating Cost Power Curse Page
Pyropus • to ••••• -- (●/day any) Gold-Bronze-Blood Magic tools. +1/rating to equipment bonus, weapon rating, or general armor. Spend 1 Pillar per day to add rating to Health: marked first; each Agg reduces its permanent rating the first time per Scene the user suffers 1L or Agg, relic deals 1L/turn for [relic dot] turns. (Mesen-Nebu only suffer 1L/day) MTC p224
Minor Djed •• ●/hour any Makes an immobile object solid to Twilight creatures. Moving or hitting relic with supernatural aggravated damage ends the effect warps ghosts near it into inhuman monsters. Roll 2 dice then 1 die after first hour, then day, then week, then month, then every year. If both rolls fail, +1 attribute and an inhuman trait; +1 Numen after every 4 occurrences MTC p224
The Masr Grail ••• -- (●/person any) Removes any toxins poured into it; heals all Bashing when drank from and restores 1 Willpower per Chapter. Share cup with others to develop a sympathetic bond for 1 Pillar per person for 24 hours: sense location and emotional state, target with powers as if line of sight bond goes both ways; last to drink keeps the bond indefinitely (Mesen-Nebu may cut all bonds) MTC p225
Acherusian Wine •••• -- (● any) regain up to 4 points in a single Pillar; loses magic when all are drained. Spend 1 Pillar to gain 4 Skill dots for the Scene Any who drink it carry the magic in their blood, and may be sacrificed to make a new draught; drinkers count as the relic for Kepher and draining MTC p226
The Eye of Wepauwet ••••• ●(+●) any Gain 10 dots in the Retainer Merit, to improve existing Retainers or enslave people with. Presence + Socialize + Sekhem - Resolve + Tolerance to force target to be your Retainer for the scene, assigning any number gained dots to them. Double cost for them to act without regard to safety or morality Unless given violent orders, the Retainers gain Irrationality except resort to violence when triggered (Mesen-Nebu's Retainers won't target them) MTC p227
Texts Rating Cost Power Curse Page
The Guruwari Record Wits + OCcult. Perceive beings in Twilight at one location for the scene all Twilight beings within 100 yards notice the spot (20 yards when used by Sesha-Hebsu) MTC p228
The Scroll of the Forgotten •• -- Wits + Stealth (Sesha-Hebsu get +2) to be forgotten by people after interacting whenever user spends Willpower, suffer severe Fugue for one scene (Sesha-Hebsu are immune) MTC p228
The Liao Sutra ••• ○○ reader rolls Presence + Expression to gain +3 Presence, Manipulation, and Occult for the scene. All listeners suffer -1 Dexterity, Wits, and Intelligence while its being read. Lose a Skill dot; can't be repurchased until a new user suffers the curse. (Sesha-Hebsu gain dots back next Descent) MTC p229
The Book of Sailing the Sea of Stars •••• (○+) Read for 1 hour under starlight to teleport anywhere on Earth - will manifest once starlight is visible there. Roll Intelligence + Occult to bring 1 companion per success; may add more by spending Willpower 1-to-1 Any who see the book suffer -1 Social toward the owner, and must spend 1 Willpower or will try to take it. Owner must roll Resolve + Composure once per week or suffer -1 Social (Sesha-Hebsu are immune) MTC p230
The Lost Brush of the First Scribe ••••• -- (○○ +1L) Read and write in any mortal language. Pay cost to write the True Name of a target Those who pay to activate gain 2 permanent Derangements (Sesha-Hebsu only gain 1) MTC 230
Uter Rating Cost Power Curse Page
The Firewalker's Trumpet ○ (+●) Stamina + Survival to downgrade fire damage one step for 1 turn per success; mummies pay extra cost -2 to Skill checks for 24 hours (Su-Menent only suffer -1) MTC p232
The Keening Box of Karl Von Becker •• Gain 3 dots in Skills for the scene owner ages at twice normal rate; mummies roll for Descent each Chapter they activate it (Su-Menent are immune) MTC p232
The Lion's Jaw ••• -- After dealing 1L to a target, know their location if within 1 mile, +3 tracking if further. After tracking a marked target for a week or more, attacks with relic deal Agg -1 to all rolls per day unless carrying it (ends after 1 week). -2 to Social while carrying. (Su-Menent are immune) MTC p232
The Pale Brood •••• 4L name a target to visit horros upon them. Effects are up to ST, but usually imposes Derangements or Flaws activation cost (Su-Menent are immune) MTC p233
The Heart of Heb-Hemertet ••••• -- Gain Danger Sense, Holistic Awareness, Meditative Mind, and 8-again to Occult Can't buy new Skill dots or Specialties (Su-Menent cannot learn new Specialties) MTC p234
Seba Rating Cost Power Curse Page
Assumptions of Authority -- Mortals innately assume the bearer is an authority; most "fast talking" actions automatically succeed Once per Story, the power fails at a critical moment; and once per Story it will cause a "fast talking" action the bearer didn't intend LotD p5
The Prophet's Kiss -- Presence + Occult - Resolve + Tolerance to inflict the seba's Derangement on a target for 1 week per success. Indefinite with True Name bearer always has the Derangement (Akhem-Urtu are immune) Dec p109
Seeker Oft Sought -- +3 to all kepher rolls to find seba anyone else seeking seba gain +3 to find the bearer's LotD p5
Soul-Defiling Whisper -- the bearer may benefit from the seba's Vice as a second Vice once per Chapter, compels the bearer to act on its Vice with no benefit LotD p5
Subtlety Before Glory -- no limit to learned Affinities may only learn [Memory + Ren] Utterance (Akhem-Urtu are not immune) LotD p5
Thief of Words ○/● any Manipulation + Occult vs Resolve + Composure to steal one of the target's seba, chosen by Fate the bearer is marked as a thief to other seba-seekers, who may try to steal from him in the same way (Akhem-Urtu are not immune) Dec p109
What Once Was Just -- the bearer may benefit from the seba's Temakh Virtue as a second Virtue bearer only gains 1 Willpower for fulfilling their own Virtue LotD p5
All-Tongue's Folly •• -- the bearer can learn any mortal language he's exposed to. All Academics roll have -1 Target Number (except kepher) Once per Scene, a failed Academics roll becomes a Dramatic Failure Dec p109
Annointed of the Unseen Ankh •• sacrifices the relic when killed, return to life and heal 1/2 Agg; mummies do not lose Sekhem or experience death cycle. As a Keshina, this happens once per Descent lose 1 Morality dot when this happens LotD p5
The Coward's Path •• ○○ Once per Chapter, rewrite the last hour with different choices Once per Story, Fate shifts the bearer to another timeline to steal an accomplishment Dec p110
Divinity's Horrid Halo •• (○) Unease Sekhem is calculated as [Memory - Sekhem/Intimidation -3] and lasts for weeks equal to Sekhem or Intimidation. May spend 1 Willpower to inflict Terror in any circumstance Unease would apply, until sunrise. the power is a curse, as it drives the bearer into isolation (Akhem-Urtu are not immune) LotD p6
Feast of Undreamt Wonders •• destroy a great work of art Regain 2 Willpower and 1 Ren whenever the bearer makes a great art, 50% chance it will be interrupted or destroyed within a year LotD p6
Inscrutable Fate Provides •• -- buy new Social Merits with even the flimsiest justification either an existing enemy also benefits from its power, or gain a new enemy LotD p6
Untouched and Broken •• -- detect outright lies innately, and gain +3 to resist supernatural powers (unless they user your name) any degeneration check has +1 Target Number Dec p109
The Burning Crown ••• -- Mummies gain +6 dots to Cult; others gain +5 to the Deceived Cultist Merit with faith placed in Fate Once per Story, a dangerous enemy will find you, seeking the seba Dec p110
By Name Undying ••• Resurrect a recent human corpse into an undead servant while the zombie exists, lose every other Willpower regained LotD p6
By Providence Made Whole ••• -- Speak the True Name of a target to heal all afflictions. Roll 1 die with a Target Number equal to how many times this is activated to do so. On a failed roll, aggravated their conditions such that they die within minutes Dec p110
Cheating the Soul's Decay ••• -- sins that overlap with the Morality list no longer cause degeneration roll for Morality sins as normal, but a mortal loved one loses the dot instead (Akhem-Urtu are not immune) LotD p7
Fate's Right Hand ••• -- Any action which further's Fate's plan reduces its Target Number by 1, as does any roll to create art Once per Chapter, a non-magic action counter to Fate's plan becomes a Dramatic Failure. The mummy can sense this and may choose to abandon the action, but doing so does not count as the curse applying for the session. LotD p7
Unlidding the Inner Eye ••• -- The bearer may see beings in Twilight, and directly perceive magic (as if using the Godsight Affinity). Reflexively activated; lasts until sunrise and can't end early blind to mundane reality while active LotD p7
Glories Most Terrible •••• -- When a non-mummy binds this seba, immediately regain all Willpower dots spent to bind seba; only needs to spend Willpower points in the future. Once per Story, be given a kepher vision to find an unknown seba. Mummies may sacrifice it to gain +4 Sekhem and restore all Pillars Once per Story, a rival seeking seba is granted a vision of the bearer's relics LotD p7
Life Without Meaning •••• -- the bearer is immediately forgotten by any character after their interaction ends. Only a Sadikh/Fasad is immune to forgetting their own master. Characters may roll Wits + Composure -5 to retain their memories. Lose all Social Merits reflecting relationships to others, except Cults. The power does not extend to Kepher rolls to find this seba even once bound; such rolls gain +5 and reduce the Target Number by 2 (Akhem-Urtu are not immune) LotD p7
Sanctuary of Providence •••• Create a hidden Tomb with Geometry 5, Peril 5, Obscure, and Enigmas 5 applied to everyone except the owner. the mummy must spend 1 full night in the tomb each week, or lose 1 Sekhem. (Akhem-Urtu are not immune) LotD p8
Shade Hunter's Leash •••• summon a monstrous ghost to hunt a named victim. Only one may be summoned at a time. while the Unshade exists, the bearer cannot spent Willpower to enhance a dice pool LotD8
Blessed Believer's Army ••••• -- All Cult members gained the Deceived Cultist merit at 5 dots Each day, the bearer loses 1 dot from a Social Merit reflecting a relationship to other characters LotD p9
Heart of Re ••••• must sacrifice it to activate when bound, the bearer must immediately chose to release it with no effect, or sacrifice it to unleash a wave of Sekhem throughout the world, causing all mummies to awaken to a new Descent or restart their current one at Sekhem 10; the Descent schedule and rolls are treated as if their Sekhem is 5 dots lower (minimum of 1) This also affects Shuankhsen and mummies who've achieved Apotheosis LotD p9
One Blessed Life ••••• -- While bound, the bearer becomes mortal - reverting to the prime of life, then aging normally. All seba unbind; Keshina go dormant. When they die, from any cause, the seba is sacrificed to resurrect them with full health, regaining their Template in the same condition as when it was first bound an individual may only ever bind this seba once LotD p10
Uplifted Soul's Grimoire ••••• -- This seba contains 3 Utterances which the bearer may use, and may use Willpower to activate instead of Pillar points. Non-mummies use their Morality equivalent in place of Memory, and are considered to have 1 dot in any Trait they don't possess Once per Story, Fate unleashes one of the Utterance tiers, choosing any targets or effects which can be controlled. This is timed to be either the most inconvenient or cause the most tragedy. For this, the bearer is considered to have Sekhem 10, but it otherwise uses their Traits; they do not have to pay any costs. LotD p10
Vestiges Rating Description Virtue/Vice Curse Page
The Drowned Carburetor a car, loved by its owner enough to fracture his marriage; sent to a lake in an effort to earn it back, but dragged the owner with it. Justice / Greed -- MTC p235
The Tin Crown •• A Christmas crown, a copy of one cherished by the father, hand made for a son, kept in pride and worry until he returns from war. Fortitude / Pride -- MTC p236
The Warped Key ••• A metal key, warped when an abandonned house burnt down, but still able to turn the lock which had trapped the fire's two victims Faith / Wrath -- MTC p236
The Lonely doll •••• A children's doll from the 1920s, kept and maintained by a family for 60 years, then donated to a cancer ward Hope / Envy -- MTC p236
The Head of Akmul-Rei ••••• The seven-foot statue of a head, carved in Irem, claimed to whisper prophecies Faith / Lust -- MTC p237

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