| 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. | ||