||Killers consumed by a mission of vengeance
|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
||Simple, hollow creatures driven to murder by rote.
||Ignore wound penalties. Fall unconscious from lethal damage, not bashing.
|Blinded by Blood
||-3 perception, and lose tied contests to notice victims.
||Sociopaths who hide violent instability under a trustworthy, likeable facade.
||When making first impressions, contest Presence + a Social Skill against Intelligence + Subterfuge to gain every benefit of the doubt from that person.
||When rattled or challenged, roll Composure or lash out and release witnesses from the spell.
||Alienated deviants set apart from humanity.
|Lay of the Land
||Gain a Direction Sense, +3 to navigate familiar ground, and ignore terrain penalties in chases there.
||Alternate Talent. Penalize grapples and touch attempts by -3, and restraint or escape in a grapple by -1.
||-4 to Social rolls not involving Intimidation when exposed.
||Cold psychological puppeteers, interested in the highest stakes.
||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.
||Deadly incarnations of cautionary tales
|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.
||Detached madmen with insight from inhuman levels of thought.
||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.
||-3 penalty to Social actions, except against the disturbed or vulnerable.
||Incommunicative wretches, existing only to kill.
||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.
||Loathsome distortions of humanity, either bestial or miserable.
||Take either a +2L natural weapon or +2 Armor.
||Fail all Social rolls not involving Intimidation. A physical hypersensitivity inspires a Resolve + Composure roll not to flee the stimulus.
||Misanthropic manipulators, deranged but cunning.
||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.
||Monomaniacally obsess over destroying those who resist your charms.