Undertaking |
Description |
Book
|
Rippers
|
Avenger |
Killers consumed by a mission of vengeance |
Slash 94
|
Working the Room |
Ignore Defense penalties from each attack in a round
|
Nothing but the Mission |
Must roll Resolve + Composure to divert from an opportunity to pursue a mark
|
Brute |
Simple, hollow creatures driven to murder by rote. |
Slash 100
|
Unstoppable |
Ignore wound penalties. Fall unconscious from lethal damage, not bashing.
|
Blinded by Blood |
-3 perception, and lose tied contests to notice victims.
|
Charmer |
Sociopaths who hide violent instability under a trustworthy, likeable facade. |
Slash 106
|
Disarming |
When making first impressions, contest Presence + a Social Skill against Intelligence + Subterfuge to gain every benefit of the doubt from that person.
|
Thin Veneer |
When rattled or challenged, roll Composure or lash out and release witnesses from the spell.
|
Freak |
Alienated deviants set apart from humanity. |
Slash 112
|
Lay of the Land |
Gain a Direction Sense, +3 to navigate familiar ground, and ignore terrain penalties in chases there.
|
Revulsion |
Alternate Talent. Penalize grapples and touch attempts by -3, and restraint or escape in a grapple by -1.
|
Deformity |
-4 to Social rolls not involving Intimidation when exposed.
|
|
|
Genius |
Cold psychological puppeteers, interested in the highest stakes. |
Slash 118
|
Profiling |
Contest Intelligence + Empathy against Manipulation + Subterfuge to predict a person's actions from surface observations. Roll Intelligence + Manipulation - Resolve as an extended action to draw out secrets or derangements through dialogue.
|
Intolerance for Chaos |
Lose two Willpower on failed rolls of Intelligence or your Undertaking Skills.
|
Scourges
|
Legend |
Avenger |
Deadly incarnations of cautionary tales |
Slash 97
|
Strength from the Tales |
Once per scene when the tale plays out, roll a chosen Power Attribute + Occult for Willpower, healing, or bonuses.
|
Trapped in the Story |
The tale imposes a behavioral restriction, or an aggravated bane, or another incapacitating vulnerability.
|
Maniac |
Genius |
Detached madmen with insight from inhuman levels of thought. |
Slash 121
|
Compelling Madness |
Contest Intelligence + Resolve against Morality to briefly study a person inside and out, gaining 8-Again against them and becoming able to strip 10-Again through Willpower and interaction. Inflict the Code through extended interaction.
|
Obvious Lunatic |
-3 penalty to Social actions, except against the disturbed or vulnerable.
|
Mask |
Brute |
Incommunicative wretches, existing only to kill. |
Slash 103
|
Killing Machine |
Don't need to sleep or eat. Suffer only one point of damage from each attack.
|
No Mind but for Murder |
Incapable of communication beyond basic body language. Illiterate, and must roll Intelligence + Composure to understand speech.
|
Mutant |
Freak |
Loathsome distortions of humanity, either bestial or miserable. |
Slash 115
|
Natural Weaponry |
Take either a +2L natural weapon or +2 Armor.
|
Sensitivity |
Fail all Social rolls not involving Intimidation. A physical hypersensitivity inspires a Resolve + Composure roll not to flee the stimulus.
|
Psycho |
Charmer |
Misanthropic manipulators, deranged but cunning. |
Slash 109
|
Deadly Distraction |
When alone with a person, use a moment's conversation and contest Presence + Persuasion against Wits + Composure to lower their guard long enough to achieve an aim or score a killing blow.
|
Obsessive |
Monomaniacally obsess over destroying those who resist your charms.
|