Vampire: the Requiem (Complete)

From Codex of Darkness


Disciplines, Core (2nd Edition)
Name Rank Cost Prerequisites Book/Description Dice Pool
Animalism Second Edition Corebook 126
Feral Whispers (•) - Speak with and command animals. Manipulation + Animal Ken + Animalism
Raise the Familiar (••) Turn dead animal into a loyal proto-vampire -
Summon the Hunt (•••) ●● Call animals to a location or target with spilled blood. Presence + Animal Ken + Animalism
Feral Infection (••••) ●● Drives animals, humans and vampires into a frenzy. Presence + Intimidation + Animalism
Lord of the Land (•••••) ●●●○ to ●●●●●●●●●○ Mark territory as own, intruders take penalties. -
Auspex Second Edition Corebook 128
Beast's Hackles (•) - to● Answer questions about weaknesses and danger. Wits + Empathy + Auspex
Uncanny Perception (••) - to ● Answer questions about the targeted characters secrets Intelligence + Empathy + Auspex
Spirits Touch (•••) - Answer questions about the targeted objects secrets Wits + Occult + Auspex
Lay Open the Mind (••••) Telepathy and mind-reading. Invoke conditions. Intelligence + Socialize + Auspex vs. Resolve + Blood Potency
Twilight Projection (•••••) ●● Project own senses into twilight Intelligence + Occult + Auspex
Celerity Second Edition Corebook 130
Celerity (•) to (•••••) (●) Persistent improved defense or dodge. Activate for supernatural speed benefits.
Dominate Second Edition Corebook 131
Mesmerize (•) - Imposes "Mesmerized" Condition. Control with short commands. Intelligence + Expression + Dominate vs. Resolve + Blood Potency
Iron Edict (••) (●) Mesmerized Imposes "Dominated" condition. Give long, detailed commands. -
Entombed Command (•••) - Mesmerized Establish triggers for other dominate powers. Intelligence + Subterfuge + Dominate - victim's Resolve
The Lying Mind (••••) ●● Mesmerized Imposes "Amnesia" or "False Memories" condition. -
Possession (•••••) ●○ Mesmerized Control victims body. Intelligence + Intimidation + Dominate - victim's Resolve
Majesty Second Edition Corebook 133
Awe (•) - Become center of attention. Subjects become "Awed". -
Confidant (••) - Awed Imposes "Charmed" condition. Presence + Empathy + Majesty vs. Resolve + Blood Potency
Green Eyes (•••) Charmed or Enthralled Shift emotions by spending Vitae. Subjects will perform requests. -
Loyalty (••••) ●● Charmed Imposes "Enthralled" condition. Manipulation + Empathy + Majesty vs. Resolve + Blood Potency
Idol (•••••) (●●○) Awed Enhances Awe's effect (free) or immediately (at cost). Cannot be harmed. -
Nightmare Second Edition Corebook 135
Dread Presence (•) - Conjure brief illusions. Improves intimidation. Prevents foes spending willpower.
Face of the Beast (••) Imposes "Frightened" condition. Causes fleeing. Presence + Empathy + Nightmare vs. Composure + Blood Potency
Grand Delusion (•••) ●● Imposes "Delusional" condition. Manipulation + Empathy + Nightmare vs. Composure + Blood Potency
Waking Nightmare (••••) Create and control hallucinations. Presence + Empathy + Nightmare vs. highest Composure + Blood Potency in group
Mortal Terror (•••••) ●○ Frightened or Delusional Imposes "Broken" condition. Do lethal damage with fear. Presence + Intimidation + Nightmare – victim’s Composure
Obfuscate Second Edition Corebook 137
Face in the Crowd (•) - Blend into surroundings, visible but unnoticeable. Hides predatory aura.
Touch of Shadow (••) Cast Face in the Crowd on object or person. Wits + Larceny + Obfuscate
Cloak of the Night (•••) Become invisible.
The Familiar Stranger (••••) ●● Disguise self or other as a desired person.
Oubliette (•••••) ●●●○ to ●●●●●●●●●○ Designate an area. May use obfuscate at a distance on anything in the area at discount.
Protean Second Edition Corebook 139
Unmarked Grave (•) Varies Merge with soil
Predatory Aspect (••) Take on animal traits.
Beasts Skin (•••) ●● Transform into predatory animal.
Unnatural Aspect (••••) Take on a horrific trait
Primeval Miasma (•••••) ●●● Transform into smoke
Resilience Second Edition Corebook 141
Resilience (•) to (•••••) (●) Downgrade damage and increase stamina. Improves armor and defenses.
Vigor Second Edition Corebook 141
Vigor (•) to (•••••) (●) Improve strength.


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

Devotions (2nd Edition)
Devotion Prerequisites XP Cost Dice Pool Description Book
Aerial Cocoon Protean • 1 None Use Unmarked Grave between walls of concrete or metal, turning it into a protective cocoon. GttN 133
Annals of Death Auspex •••• 1 Intelligence + Occult + Auspex Answer questions about death in a location. Can foresee deaths. TY 72
Bend Space Auspex ••, Celerity •••• 4 ●●(○) None Teleport anywhere you can see directly. With willpower, anywhere you have visited or seen before. GTTN 134
Best Served Cold Vigor ••• 1 ●● Stamina + Athletics + Vigor Until the end of the chapter or the person who harmed you is defeated, +3 to attack them. Can only have one target at a time. GTTN 135
Between the Walls Protean •••, Resilience • 2 None Fit into spaces down to size 2, moving at your normal speed. Add Protean to ambush rolls. GTTN 134
Blood Scenting Auspex ••• 1 Wits + Composure + Auspex Identify the target's clan, blood potency and disciplines. GTTN 136
Blood Scenting Auspex •• 1 Wits + Composure + Auspex Crown Games Identify if the target's blood is divine. GTTN 133
Body of Will Resilience •••, Vigor • 2 Stamina + Survival + Resilience Ignore wound penalties, free Vigor effects. VTR 2e 142
Bones of the Mountain Protean ••••, Resilience •••, Vigor ••• 5 ●●● Stamina + Survival + Protean Become living stone for a turn, adding Protean to Resilience, dealing lethal unarmed, and activating Resilience and Vigor for free. TY 73
Celebrity Majesty •• 2 ●●● Presence + Empathy + Majesty
vs Resolve + Tolerance
Have a fan talk about you, giving you a temporary dot of Allies, Fame, Herd, Retainer, Staff or Status. TY 73
Chain of Command Dominate •••, Vigor • 2 ●● Intelligence + Persuasion + Dominate
vs Resolve + Tolerance
Dominate effects activate later. VTR 2e 142
Cloak the Gathering Obfuscate ••••• 2 None Make a group disappear. VTR 2e 142
Conditioning Dominate •••• 2 Wits + Subterfuge + Dominate
vs Resolve + Tolerance
Suppress the target's will, commanding them even without Dominate active. VTR 2e 143
Consumption Dominate ••••• 4 ●○ Intelligence + Intimidation + Dominate
vs Resolve
Possess victim over any distance with just your voice. TY 74
Cross-Contamination Majesty •, Nightmare • 1 Presence + Empathy + lower Discipline Spread an unsettling fascination that commands attention and lowers social defenses. VTR 2e 143
Crush of Years Nightmare ••••, Majesty ••• 3 ●●●●○ Presence + Expression + Nightmare
vs Composure + Tolerance
Press the weight of existing for centuries upon the target.. TY 74
Cult of Personality Majesty ••••, Vigor ••• 4 ●●●●● ●●●●● Presence + Socialize + Majesty Enthrall a crowd in a mass display of Majesty. VTR 2e 143
Cybernetic Mimic Protean ••, Vigor •• 2 ● to ●●● None Ascendancy Spend a scene studying a cybernetic individual. Afterwards copy its abilities by paying Vitae based on the level of enhancements. GTTN 134
Dead Man's Reprieve Obfuscate • 1 Manipulation + Occult + Obfuscate Brews a precious reagent into a ritual bath which cloaks the presence of bathers. TY 128
Distant Control Dominate ••••, Vigor •• 3 ●● None As long as you know of the target's location, you can issue commands or make social rolls by speaking into their mind for a scene. GTTN 135
Enchantment Majesty ••••, Obfuscate •• 2 Manipulation + Empathy + Majesty
vs Composure + Tolerance
Enthrall the target with another subject instead of yourself. VTR 2e 143
Enfeebling Aura Majesty •, Resilience • 3 Presence + Intimidation + Majesty
vs Composure + Tolerance
Temporarily sacrifice Majesty dots to suppress a target's dots of Celerity, Resilience or Vigor. VTR 2e 143
Flesh Form Protean ••, Resilience • 1 ●●●/day None Consume the body of a human to imitate their look and voice, aging at a rate of a decade a week. NH:SB 97
Flush Out Dominate •, Nightmare ••• 2 ●● Presence + Subterfuge + Nightmare
vs highest Composure + Tolerance
Target gains Frightened and flees their hiding space to a location you want. GTTN 136
Foul Grave Protean •, Nightmare • 1 None Exert the Predatory Aura while in your Unmarked Grave. VTR 2e 144
Force of Nature Protean ••••, Resilience ••••, Vigor •• 5 ●●●●● ●●● None Make use of Beast's Skin and Protean Aspects freely. Shift Physical Attributes. VTR 2e 144
Gargoyle's Vigilance Resilience ••, Auspex • 1 ●(○) None Remain static within your Haven to monitor it with Auspex, taking bonuses to defend from intruders. With Willpower, monitor while asleep. VTR 2e 144
Gargoyle's Vigilance Protean •••••, Resilience ••, Auspex • 4 ●(○) None As above, but you may become a stone statue, immune to fire and sunlight. VTR 2e 144
Ghost Skin Auspex ••••• 2 None Perceive and interact with ghosts while using Twilight Projection NH-SB 85
Hint of Fear Celerity ••, Nightmare •• 2 None Use Face of the Beast reflexively. VTR 2e 145
Juggernaut's Gait Resilience •••••, Vigor •• 4 ●●●●● None Negate all damage for a turn. VTR 2e 145
Kin Maker Dominate •••••, Protean ••• 4 ●●●●● ●●●●● ○ None Used by the Pijavica to infect vampires with a gestating childe. TY 120
Legion Animalism •••••, Auspex ••• 4 ●(●) Composure + Animal Ken + Animalism Use the senses of all animals of a certain type within (Blood Potency) miles, can spend extra vitae to focus on the senses of individual animals of this. TY 74
Malignant Smog Protean ••••• 3 ●● None Enhance the effect of Primeval Miasma, transforming the vampire from a cloud of hungry smoke to a cloud of toxic gas that inflicts tilts. TY 75
Memetic menace Majesty ••, Nightmare •• 2 ●● Presense + Expression + Nightmare or Majesty vs. Resolve + Blood Potency When caught on camera, shift the image of you to cause the Swooning or Frightening condition. GTTN 134
Nightmare Journey Auspex ••••• 3 ●○ None Astrally project into the Primordial Dream, and feed from dream forms there. DE2 143
Not So Special Obfuscate ••, Vigor ••• 2 ●+ Resolve + Occult + Vigor vs. Blood Potency + Stamina Suppress another vampires Clan-specific Disciplines. NH-SB 105
Null Space Animalism ••••• or Obfuscate •••••, Vitiate ••• 4 See Description None Pay half again the Vitae(rounded up) spent on Lord Of The Land or Oubliette, gain the ability to use Vitiate without touch. NH-SB 89
Pass Into Yesteryear Obfuscate •••, Nightmare • 2 ●●○ None Cause those under Vinculum towards you to be forgotten by others. TY 76
Pierce The Veil Auspex • 1 - to ○ None Use Auspex to perceive ghosts, and with Willpower affect them with other Disciplines. NH-SB 85
Preternatural Instinct Auspex ••••, Celerity • 2 None Be alerted to danger before it happens and pick up traces of intent from your opponents mind. TY 76
Quicken Sight Auspex •, Celerity • 1 None See the world in bullet time. VTR 2e 145
Reason's Salon Animalism ••••, Resilience •• 3 ●●●●● None Dampen the Predatory Aura and frenzy rolls in an area. VTR 2e 146
Riot Majesty •••••, Animalism •••• 5 ●●●●● ●●●●● Presence + Animal Ken + Majesty Spread the aspects of the Beast everywhere for half a mile. VTR 2e 146
Seance Auspex •••, Vigor •• 2 Resolve + Occult + Auspex vs. Resistance + Rank Force a ghost to Materialize by there Anchor. NH-SB 85
Shared Sight Auspex ••••, Dominate • 2 ●● Intelligence + Empathy + Auspex Lend your Auspex to another. VTR 2e 146
Shatter the Shroud Auspex ••, Vigor • 2 ●● None Shut down Obfuscate with a Clash of Wills. VTR 2e 146
Spontaneous Ignition Celerity •••••, Resilience • 4 ●●●●● ● Dexterity + Athletics + Celerity - Stamina Set fire to a touched target TY 76
Stalwart Servant Dominate •••, Resilience • 2 None Lend your Resilience through your Vitae. VTR 2e 146
Subsume the Lesser Beast Animalism ••••, Dominate •• 3 Manipulation + Animal Ken + Animalism
- Resolve
Take control of an animal's body VTR 2e 147
Summoning Dominate or Majesty •••• 2 Manipulation + Persuasion + Discipline
vs Composure + Tolerance
Force subject to come to you. VTR 2e 147
Sun's Brutal Dreamscape Nightmare •••••, Resilience •• 4 Manipulation + Empathy + Nightmare
vs Composure + Tolerance
Victim takes sunlight damage for you. VTR 2e 148
Touch of Deprivation Obfuscate ••••, Dominate •• 3 Intelligence + Medicine + Auspex
vs Resolve + Tolerance
Removes a sense with a touch VTR 2e 148
Unbridled Force Vigor •••••, Dominate •• 4 ●●●●● None Perform feats of raw strength at a distance. TY 76
Undying Familiar Animalism ••, Resilience •• 1 ●● None Animal ghoul rises from death as an undead familiar. VTR 2e 148
Vermin Flood Animalism •••, Celerity ••, Vigor •• 4 ●●●●● ●●●●● Presence + Animal Ken + Animalism Massive swarms of vermin deal lethal damage en masse. VTR 2e 149
Vile Blood Protean •••, Resilience •• 2 Stamina + Medicine + Protean Damages the vampire feeding on you by 1L instead of Vitae they would gain. Attacks inflict the Poisoned tilt during combat after taking any damage. GTTN 136
Water Hibernation Protean • 1 - None Used like Unmarked Grave, except fully submerged in water. NH:SB 97
Wet Dream Majesty ••, Nightmare •• 2 Manipulation + Empathy + Majesty
vs Composure + Tolerance
Inflict ambiguous dreams that eerily fascinate and entice. VTR 2e 148
Whip-Sharp Tongue Majesty •, Celerity •• 1 ●● Lingua Bellum At the end of the turn, activate this devotion to make a maneauver not used this turn. GTTN 137
The Wish Majesty ••••, Celerity ••, Vigor •• 2 ●●●●● Manipulation + Persuasion + Majesty Gift vampiric strength and power to a subject for three days, then enthrall them to serve you. VTR 2e 148
Wrack the Mind Dominate ••••, Majesty ••• 3 Manipulation + Intimidation + Dominate vs. Resolve + Blood Potency Inflict the Agonized condition. GTTN 135
Wraith's Presence Obfuscate •••, Nightmare • 2 Wits + Subterfuge + Obfuscate Conceal a subject's presence and conjure an illusion of them elsewhere. VTR 2e 149
Carthian Devotions
.22 Solid Protean ••, Resilience • 1 None Increase the downgrading power of Resilience. Post/Pastebin
Aegis of Defiance Dominate •••, Resilience •• 2 Resolve + Intimidation + Dominate Shrug off mind-altering effects by forcing yourself to act contrary. Post/Pastebin
Aura of Cursive Seduction Majesty •••, Vigor •• 2 Presence + Subterfuge + Majesty Inflict Enthralled and Quelled Conditions when someone lashes out at you. Post/Pastebin
BFFs Majesty ••, Dominate •• 2 Manipulation + Empathy + Majesty
vs Composure + Tolerance
Offer a facade of a long-term friendship and meaningful acquaintance. Post/Pastebin
Call Me Maybe Majesty ••, Resilience • 1 Manipulation + Socialize + Majesty Make temporary Herd that lasts for some time. Post/Pastebin
Hekireki Celerity •, Vigor • 2 None Lets you spend blood on multiple turns before unleashing the benefiting attack. Post/Pastebin
Holdout Protean •, Resilience • 1 ●/Size None Meld objects within yourself. Post/Pastebin
If You Can't Duck It •••• divided among Celerity, Resilience and Vigor 2 ●○ None Bless an object with some of your own physical power. Post/Pastebin
Manic Depression Majesty ••, Nightmare •• 2 Manipulation + Empathy + Nightmare
vs Composure + Tolerance
Force a victim into a rapidly shifting state of mental extremes. Post/Pastebin
Natural Born Killer Celerity •••, Auspex •• 3 None Let you intuitively senses opponents and answers with powerful gunfire. Post/Pastebin
Preserved Blood Resilience •••, Protean • 2 ●● to ●●●●● ● Stamina + Occult + Protean Store your Vitae for latter use. Post/Pastebin
Psycho Mantle Nightmare ••, Resilience • 2 None Retaliate with a terrifying Predatory Aura. Post/Pastebin
Punching and Fucking Majesty ••, Vigor • 2 ○(●●) None Exert Majesty through an unarmed attack. Post/Pastebin
Sudden Strength Celerity ••, Vigor •• 2 None If Celerity is activated, let you add your Celerity to your Strength. Post/Pastebin
Rapidity Celerity • to ••••• 1-3 None Modify another Devotion, letting you activate it reflexively. Post/Pastebin
Rock Is Dead Vigor ••, Majesty • 1 None Improve your Awe, dulling other powerful presences. Post/Pastebin
Slow and Steady Resilience • to ••••• 1-3 None Modify a Devotion or Discipline power, slowing its activation to convert the dice pool's Attribute from dice to successes. Post/Pastebin
Straight Up Fucking Murderer Celerity ••, Resilience •• 2 None Use a maneuver that would normally sacrifice your Defense without doing so. Post/Pastebin
Talking Circles Celerity •••, Majesty • 2 None Speed up a conversation and shut down an opponent before he speaks. Post/Pastebin
The Gun Show Vigor •••, Majesty • 2 ●○ None Improve your next use of Majesty after performing a feat of strength. Post/Pastebin
Tune In, Tune Out Auspex ••, Obfuscate •• 2 None Turn off all senses but one to hyperextend the remaining sense. Post/Pastebin
Under My Skin Protean •••, Majesty •• 2 Manipulation + Empathy + Protean Take the appearance of someone who is under your Majesty. Post/Pastebin
Under My Skin Protean ••••, Majesty ••• 3 Manipulation + Empathy + Protean As above, but your subject may instead take your appearance. Post/Pastebin
Violent Coercion Majesty ••, Vigor • 1 Presence + Intimidation + Majesty
vs Composure + Tolerance
Hang the threat of violence over a subject to coerce them into a task. Post/Pastebin
Invictus Devotions
Colossus Vigor •••••, Resilience •••• 5 ●●●●● ● Stamina + Athletics + Resilience Massively increase the power of your strikes. Post/Pastebin
In Vitae Veritas Majesty •••••, Dominate or Nightmare •••• 5 ●●●●● ●●●●● None Send ripples of your Disciplines through Kindred lineages. Post/Pastebin
Kissing Cousins Majesty ••, Vigor •• 2 Manipulation + Occult + Majesty
vs Composure + Tolerance
Makes two vampires become like relatives. Post/Pastebin
Knight Commander Majesty ••, Vigor •• 2 Presence + Brawl or Weaponry + Majesty Inspire the charmed to utter greatness. Post/Pastebin
Strength of Empire Dominate ••••, Majesty •••, Vigor or Resilience •• 4 Intelligence + Occult + Dominate
- Resolve
Temporarily steal dots of Celerity, Resilience or Vigor from a thrall to your Vinculum. Post/Pastebin
Nereid Devotions
Sea Witch's Gift Protean •• 1 None Regain your legs for an hour, while ignoring your Bane. NH:SB 139
Siren's Sweet Visage Obfuscate ••••, Majesty • 2 Presence + Empathy + Majesty - Composure Conceal your abnormalities and inflict a penalty equal to successes on rolls to resist your persuasion or intimidation rolls. NH:SB 140


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

Disciplines, All (2nd Edition)
==Disciplines, Core (2nd Edition)==
Name Rank Cost Prerequisites Book/Description Dice Pool
Animalism Second Edition Corebook 126
Feral Whispers (•) - Speak with and command animals. Manipulation + Animal Ken + Animalism
Raise the Familiar (••) Turn dead animal into a loyal proto-vampire -
Summon the Hunt (•••) ●● Call animals to a location or target with spilled blood. Presence + Animal Ken + Animalism
Feral Infection (••••) ●● Drives animals, humans and vampires into a frenzy. Presence + Intimidation + Animalism
Lord of the Land (•••••) ●●●○ to ●●●●●●●●●○ Mark territory as own, intruders take penalties. -
Auspex Second Edition Corebook 128
Beast's Hackles (•) - to● Answer questions about weaknesses and danger. Wits + Empathy + Auspex
Uncanny Perception (••) - to ● Answer questions about the targeted characters secrets Intelligence + Empathy + Auspex
Spirits Touch (•••) - Answer questions about the targeted objects secrets Wits + Occult + Auspex
Lay Open the Mind (••••) Telepathy and mind-reading. Invoke conditions. Intelligence + Socialize + Auspex vs. Resolve + Blood Potency
Twilight Projection (•••••) ●● Project own senses into twilight Intelligence + Occult + Auspex
Celerity Second Edition Corebook 130
Celerity (•) to (•••••) (●) Persistent improved defense or dodge. Activate for supernatural speed benefits.
Dominate Second Edition Corebook 131
Mesmerize (•) - Imposes "Mesmerized" Condition. Control with short commands. Intelligence + Expression + Dominate vs. Resolve + Blood Potency
Iron Edict (••) (●) Mesmerized Imposes "Dominated" condition. Give long, detailed commands. -
Entombed Command (•••) - Mesmerized Establish triggers for other dominate powers. Intelligence + Subterfuge + Dominate - victim's Resolve
The Lying Mind (••••) ●● Mesmerized Imposes "Amnesia" or "False Memories" condition. -
Possession (•••••) ●○ Mesmerized Control victims body. Intelligence + Intimidation + Dominate - victim's Resolve
Majesty Second Edition Corebook 133
Awe (•) - Become center of attention. Subjects become "Awed". -
Confidant (••) - Awed Imposes "Charmed" condition. Presence + Empathy + Majesty vs. Resolve + Blood Potency
Green Eyes (•••) Charmed or Enthralled Shift emotions by spending Vitae. Subjects will perform requests. -
Loyalty (••••) ●● Charmed Imposes "Enthralled" condition. Manipulation + Empathy + Majesty vs. Resolve + Blood Potency
Idol (•••••) (●●○) Awed Enhances Awe's effect (free) or immediately (at cost). Cannot be harmed. -
Nightmare Second Edition Corebook 135
Dread Presence (•) - Conjure brief illusions. Improves intimidation. Prevents foes spending willpower.
Face of the Beast (••) Imposes "Frightened" condition. Causes fleeing. Presence + Empathy + Nightmare vs. Composure + Blood Potency
Grand Delusion (•••) ●● Imposes "Delusional" condition. Manipulation + Empathy + Nightmare vs. Composure + Blood Potency
Waking Nightmare (••••) Create and control hallucinations. Presence + Empathy + Nightmare vs. highest Composure + Blood Potency in group
Mortal Terror (•••••) ●○ Frightened or Delusional Imposes "Broken" condition. Do lethal damage with fear. Presence + Intimidation + Nightmare – victim’s Composure
Obfuscate Second Edition Corebook 137
Face in the Crowd (•) - Blend into surroundings, visible but unnoticeable. Hides predatory aura.
Touch of Shadow (••) Cast Face in the Crowd on object or person. Wits + Larceny + Obfuscate
Cloak of the Night (•••) Become invisible.
The Familiar Stranger (••••) ●● Disguise self or other as a desired person.
Oubliette (•••••) ●●●○ to ●●●●●●●●●○ Designate an area. May use obfuscate at a distance on anything in the area at discount.
Protean Second Edition Corebook 139
Unmarked Grave (•) Varies Merge with soil
Predatory Aspect (••) Take on animal traits.
Beasts Skin (•••) ●● Transform into predatory animal.
Unnatural Aspect (••••) Take on a horrific trait
Primeval Miasma (•••••) ●●● Transform into smoke
Resilience Second Edition Corebook 141
Resilience (•) to (•••••) (●) Downgrade damage and increase stamina. Improves armor and defenses.
Vigor Second Edition Corebook 141
Vigor (•) to (•••••) (●) Improve strength.


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

Disciplines, Coils of the Dragon (2nd Edition)

Name Rating Description Book
Coils of the Dragon
Mystery of the Ascendant
Surmounting the Daysleep Ignore the call of daysleep when the Blush of Life is active. VTR 2e 155
The Warm Face •• The Blush of Life lasts a full day. VTR 2e 156
Conquer the Red Fear ••• Fire and sunlight don't provoke frenzy. VTR 2e 156
Peace with the Flame •••• Take lethal damage from fire when the Blush of Life is active. Resilience reduces this damage to bashing. VTR 2e 156
Sun's Forgotten Kiss ••••• Feed the Blush of Life with Vitae to pass under sunlight as if your Blood Potency were reduced. VTR 2e 156
Mystery of the Quintessence
Forever Mine Claim a domain you've been a presence in for a hundred years. Sense Kindred feeding or killing in your domain without permission. You may lash out at them remotely with the Predatory Aura. TY 81
Home Turf •• Residents of your domain must spend Willpower to resist your feeding. TY 81
Smother ••• Suppress the natural ignition of fires in your domain. +1 to resist or contest supernatural flames there, and spend three Vitae to exert a Clash of Wills to extinguish them. TY 82
In the Motherland's Arms •••• Apply half your Blood Potency as a supernatural Safe Place and Haven effect when sleeping within your domain. In a Haven, add +1 each to the effective Merit ratings. TY 82
Fingers on a Dead Pulse ••••• Spend Vitae to intuit a domain resident's Vice and ignominious Conditions. Experience blood sympathy visions tied to your domain as a whole. TY 82
Mystery of the Voivode
Taste of Fealty Your blood becomes the focus of an addiction twice as powerful as normal. VTR 2e 158
Into the Fold •• Form blood sympathy through the Vinculum. VTR 2e 158
Call to Serve ••• Share more Vitae to advance the Vinculum multiple steps at once. VTR 2e 158
Voivode Undisputed •••• Deny blood sympathy bonuses to target you with Disciplines, and add them to contest bonding and your thralls' Predatory Auras. VTR 2e 158
The Vast Dynasty ••••• The Embrace risks but no longer guarantees detachment. VTR 2e 158
Mystery of the Wyrm
Stir the Beast Spend Willpower to enter a directed frenzy. VTR 2e 157
Beast's Hunger •• During frenzy, use Kindred Senses and the Predatory Aura as if your Blood Potency were increased by your dots in this Coil. VTR 2e 157
Leash the Beast ••• Ride the wave without spending Willpower, with a bonus from dots in this Coil. VTR 2e 157
Beast's Power •••• Lock an oncoming frenzy to last until its goal is complete to add Blood Potency to your Defense, Health, and Speed during the frenzy. VTR 2e 157
Eternal Frenzy ••••• During frenzy, don't fall torpid from damage. When you end a scene in a frenzy, choose whether to extend it into the next. VTR 2e 157
Mystery of Zirnitra
Opening the Third Eye Each dot in this Coil unlocks access to a mortal Supernatural Merit, which must be fed with Vitae and risk dramatic failure. SotC 200
Unleash the Mind •• Willpower costs for Supernatural Merits don't count for your per-turn Willpower use. SotC 200
Embolden Potential ••• Supernatural Merits cost fewer experiences and no Vitae, and may be enhanced with Physical Intensity. SotC 200
The Dragon's Breath •••• Supernatural Merits no longer court dramatic failure, and Willpower can be spent for extra bonus dice. SotC 200
Ascendancy ••••• Suffer aggravated damage to grant the rote quality to a Supernatural Merit. Supernatural Merits no longer need to be unlocked by Coil dots. SotC 200
Mystery of Ziva
Denying the Bane Banes aside from fire and sunlight treat your Humanity as increased by dots in this Coil. SotC 201
Buttress the Soul •• Spend Vitae for a bonus against detachment. SotC 201
Enliven the Anima ••• Spend Willpower to take Raptured instead of a detachment Condition. SotC 201
Embracing the Banes •••• Callous your Humanity with up to your Willpower in banes. SotC 201
Shedding the Beast's Skin ••••• Spend Willpower to shed your vampiric skin, temporarily becoming a living mortal. SotC 201
Scales of the Dragon
Mystery of the Ascendant
Day-Wake Conditioning Use directed insomnia to invert a subject vampire's circadian rhythm. VTR 2e 156
Flesh Graft Treatment •••• Soak skin grafts in human blood to enhance a subject's ability to heal through Vitae. VTR 2e 156
Epidermal Shielding Bath ••••• Submerge a subject vampire in an alchemical bath of blood and reagants to shield them from sunlight as if they possessed higher Humanity. VTR 2e 156
Mystery of the Quintessence
Cold of the Grave ••• Mix a tithe of local Kindred's Vitae with your own and a slurry of ground corpses to share Smother with resident Kindred. TY 82
Codependency ••••• Bury ghouls alive across your domain, anointed with Vitae, to attune the domain to your Aspirations subconsciously and share Fingers on a Dead Pulse with resident Kindred. TY 82
Mystery of the Voivode
Blood Cleansing Ritual Wash a subject of the blood bond with blood and viscera. VTR 2e 158
Sanguinary Invigoration •• Inject a living vessel with an alchemical solution of your blood to permit vampires to feed from the vessel as if at lower Blood Potency. VTR 2e 159
Fealty's Reward ••• Ritually drain and feed a thrall to transform them into a proprietary ghoul for a year. VTR 2e 159
Mass Embrace ••••• Exsanguinate a roomful of people and mix their blood with your own to raise all of them as hungry vampires. VTR 2e 159
Mystery of the Wyrm
Kindred Sense Endowment •• Apply a compound of blood and bone to a mortal subject, imbuing them with temporary Kindred Senses. VTR 2e 157
Augmented Vitae Draught •••• Draw your Vitae out into sterilized equipment to store Physical Intensity in it for mortal drinkers. VTR 2e 157
Surgical Heart Removal ••••• Bypass a vampire subject's circulatory system. The heartless vampire cannot feed, but is immune to staking and may regenerate so long as their heart is intact. VTR 2e 158
Mystery of Zirnitra
Psychic Lobotomy Surgically damage a subject's brain. They lose any Supernatural Merits, but add your dots in the Coil of Zirnitra to resist mental probing or influence. SotC 200
Grafting Unholy Flesh •••• Graft a supernatural being's body part onto a vampire or ghoul subject to steal the use of one of the being's powers. SotC 200
Mystery of Ziva
Bleed the Sin •• Maintain a subject drained of blood to offer them a discount on a dot of an Integrity trait. SotC 201
Siphon the Soul ••• Nearly diablerize a vampire subject to consume a dot of the subject's Humanity. SotC 202
Other Scales
Spirit Tether Any coil •• Additionally requires Resolve ••••. The ingest or inject yourself with a mix of Vitae and hallucinogens, then repeatedly lull yourself into a near-torpor state. Gain the ability to astral project(as Auspex) and the ability to use specific other scales built on this one. NH-SB 101
Psychic Leech See Description Requires Spirit Tether and Empathy •••. Attune yourself to the Vitae of others by anointing several locations or individuals, then visit every anointed location or individual while under Spirit Tether. Can spend Willpower to drain Vitae from others while under Spirit Tether. NH-SB 101
Beseech The Sleeping See Description Requires Spirit Tether and Expression ••. Sleep through an entire night, then spend the entire day under the Blush of Life. The next time you use Spirit Tether, you can learn the recent memories of sleeping mortals. NH-SB 101
Command The Mind See Description Requires Psychic Leech, Manipulation •••, and Dominate •. While under Spirit Tether, use Psychic Leech to "Embrace" your own body, spending a permanent Willpower dot. Gain the ability to spend Vitae to drain Willpower while not under Spirit Tether. NH-SB 101
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

Disciplines, Theban Sorcery (2nd Edition)

Miracle TN Opposition Sacrament Description Book
Apple of Eden 5 ●, apple Infuse a fruit with Vitae. A human who eats the fruit suffers a breaking point, but distributes bonus dots between Intelligence and Wits and can safely perceive supernatural beings on sight for a matter of days. SotC 194
Blandishment of Sin 5 vs. Resolve + Tolerance Victim's written name Upgrades the next strike of bashing damage against the victim before sunrise to lethal. VTR 2e 153
Blood Scourge 6 Before sunrise, conjure a 2L whip of Vitae for a scene. VTR 2e 153
Marian Apparition 5 vs. Humanity Cloth stained by menstrual blood Bless the cloth. When torn, the cloth induces shame through a sacred vision, causing Kindred to risk detachment more easily for a scene. SotC 194
Revelatory Shroud 5 Shroud Display the face of the last person to touch an object or area. SotC 194
Vitae Reliquary 5 Small object Infuse an object with Vitae for a month, which can be extracted as if feeding. VTR 2e 153
••
Apparition of the Host 6 vs. Resolve + Tolerance Holly switch Bless the switch for a month. When snapped, the switch terrorizes a victim with angelic phantasms, which can be displayed or hidden from other witnesses. SotC 194
Bloody Icon 6 Statue of a saint Detach from Humanity in a religious reverie wherein the statue weeps Vitae, then crumbles. SotC 195
Curse of Babel 6 - Resolve Tongue Prevent a victim from communicating until sunrise VTR 2e 153
Liar's Plague 5 vs. Resolve + Tolerance Carapace Subject a victim for one scene to a curse of beetles if they lie VTR 2e 153
The Walls of Jericho 6 Horn Mark a horn with the name of a Kindred subject. For a week, blow the horn and roll Presence + Academics + Theban Sorcery to damage inanimate surfaces between you and the subject. SotC 195
•••
Aaron's Rod 8 Rod Bless the rod. When cast, it becomes a serpent which either obeys its wielder or instructions you gave during the blessing. SotC 195
Baptism of Damnation 6 vs Resolve + Tolerance Silver baptismal font Conceives a healthy dhampir child to a participating vampire and mortal. HD 14
Blessing the Legion 6+ Armor Bless the armor with either your Vitae or the subject's. The subject wearing the armor may heal with its Vitae without counting towards per-turn maximums. SotC 195
The Guiding Star 8 Star chart, gold coins Bless the coins. A person carrying a coin may navigate by the stars to an exclusive place of refuge and blood bounty for a matter of nights. SotC 196
Malediction of Despair 13 vs. Resolve + Tolerance Lock of victim's hair Name an action to curse. The victim's next attempt within the month takes a -5 penalty. VTR 2e 154
Miracle of the Dead Sun 6 Silver jewelry Bless the jewelry. When destroyed at the cost of a user's Humanity, the domain is shrouded in rainy night for ten minutes per remaining Humanity dot. SotC 196
Pledge to the Worthless One 8 A contented mortal Swear your soul to Belial for eternity. Choose a deadly sin. Active sinners nourish for twice the Vitae, but those innocent of the sin nourish for half. Always take bonuses as if mid-frenzy. Acquire a familiar, manifest the devil's mark, and lose the benefits of Touchstones. SotC 196
The Rite of Ascending Blood 7 Baptismal font filled with Vitae Harrowing mortification rebirths a revenant as the Kindred childe of a participating sire. Her Humanity returns to 7, her Disciplines are refunded, and she may instantly spend the experiences on appropriate purchases, including clan Disciplines and Blood Potency. HD 78
••••
Blandishment of Sin 8 vs. Resolve + Tolerance Victim's written name Upgrades the next strike of lethal damage against the victim before sunrise to aggravated. VTR 2e 153
Curse of Isolation 15 vs Resolve + Tolerance Edged weapon Elder miracle. Strip a vampire of their bond to a present Touchstone, stealing the Touchstone for your own use. Thou 79
Gift of Lazarus 8 Communion wafer Raise a fresh corpse as a dead servant for a month. VTR 2e 154
Great Prophecy 8 Saint's body part Issue a prophecy to a group of people, foretelling the thrust of their fate within the month, and how it can be averted. SotC 196
Stigmata 5 - Stamina Crucifix Curse a victim to temporarily bleed from stigmatic wounds, causing lethal damage or sapping Vitae. VTR 2e 154
Trials of Job 10 - Resolve Ox or ram horn Curse a victim to suffering, failure, abandonment, and sickness for a night per Potency. DE2 339
•••••
Apocalypse 10+ Ancient text Exposes signs of supernatural beings' true nature for a week, disrupting obfuscatory and illusory powers. SotC 197
The Judgment Fast 15 Rotten feast Curse the domain for a month. Vampires there only sustain up to their Humanity in Vitae. SotC 197
Orison of Voices 8 Rosary Elder miracle. For three nights, hear speech that invokes your name. Thou 79
Sins of the Ancestors 6 Quantity of victim's blood Elder miracle. For each Potency, ask the Storyteller a simple question about a member of the victim's blood lineage. Thou 79
Transubstantiation 8 vs. Stamina + Tolerance Drop of gold Transmute one substance or being into another until sunrise. VTR 2e 154
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

Disciplines, Crúac (2nd Edition)

Rite Target Opposition Description Source
Ban of the Spiteful Bastard 6 - Composure Revenants only. Curse your sire to rise without Vitae for your Potency in nights. HD 78
Mantle of Amorous Fire 5 Dance to exhaustion. Add Crúac as a Presence bonus for the night. SotC 184
Pangs of Proserpina 6 vs Composure + Tolerance A victim up to a mile away suffers feelings of intense hunger, provoking frenzy in Kindred. VTR 2e 152
Pool of Forbidden Truths 5 The caster gains the Primeval Truths Condition and experiences a vision. Roll Wits + Investigation + Crúac to interpret. SotC 184
Rigor Mortis 5 - Composure A vampiric victim within a mile stiffens and suffers a -3 Physical penalty. VTR 2e 152
••
Cheval 5 - Composure Borrow a touched subject's sight and hearing for the rest of the night. VTR 2e 152
Mantle of the Beast’s Breath 5 Dance to exhaustion. Gain the Raptured Condition and add Crúac as a bonus to ride the wave for the night. SotC 184
Hydra's Vitae 5 Transform blood in your system into a poison causing lethal damage, yielding no Vitae when drank. VTR 2e 152
Shed the Virulent Bowels 6 vs Stamina + Tolerance Use a lock of hair or sympathetic link to hang a curse over a living victim for a month. Trigger the curse to cause enough lethal damage to fill the victim's Health. SotC 185
•••
Curse of Aphrodite’s Favor 6 vs Composure + Tolerance Concoct enough potion for three drops to feed a victim over three nights, inflicting a Vinculum to another chosen subject. SotC 185
Curse of the Beloved Toy 6 Slay a victim and trap their soul in a keepsake of theirs, rendering it a cursed item which expends the sorcerous Vitae to plague owners with dramatic failures. SotC 185
Deflection of Wooden Doom 6 Caster becomes immune to staking for one night. VTR 2e 153
Donning the Beast’s Flesh 7 Flay a beast and craft its skin into a garment. Spend Vitae while wearing the skin to approximate the beast's form. SotC 184
Mantle of the Glorious Dervish 5 Dance to exhaustion. Until sunrise, the caster gains a point of armor against all attacks, cannot be ambushed or surprised, and deals an extra point of damage when striking. SotC 185
Touch of the Morrigan 6 Prepare a deadly touch to inflict Potency in lethal damage within the night. VTR 2e 153
••••
Blood Blight 8 vs Stamina + Tolerance Inflict Potency in lethal damage or Vitae loss by scouring blood, often provoking frenzy. VTR 2e 153
Blood Price 8 vs Composure + Tolerance Steal up to Potency in ingested Vitae from a present vampire or ghoul victim for the night. VTR 2e 153
Bounty of the Storm 10 Consume a precious item to prepare a storm that awaits a crowd to strike, dealing your Crúac in bashing damage to the victim and slaying a third of the rest, leaving behind massive wealth. Risk detachment at Humanity 2. SotC 185
Feeding the Crone 10 Deal aggravated damage with your bite, but ingest no Vitae, until sunrise. End early by spending Vitae. VTR 2e 153
Gorgon’s Gaze 7 Roll Presence + Occult + Crúac – Stamina against the first person to see your eyes, petrifying a fifth of their body per success. Petrified Kindred may heal petrifications as severe damage. SotC 185
Manananggal's Working 8 Elder rite. Dismember yourself, willfully animating the severed body parts independently for the night. Thou 78
Mantle of the Predator Goddess 8 Dance to exhaustion. Add Crúac as a feeding bonus and as bonus Herd dots. Any character fed from gains the Raptured Condition. SotC 186
Quicken the Withered Womb 8 Guarantee fertile conception when coupling for the night. HD 14
Willful Vitae 7 Prevent the onset of blood addiction or the Vinculum for the night. VTR 2e 153
•••••
Birthing the God 15 Gather body parts to violently birth an undead flesh-eating god with Size a fifth of the Vitae used, Blood Potency a third of the Vitae, and one Skill rating inherited from each celebrant. Spend used Vitae to assign the god dots of Attributes and Disciplines. SotC 186
Denying Hades 8 Disgorge Vitae and suffer a point of aggravated damage to trap a deceased spirit in its days-old body, hung between life and death. SotC 186
Gwydion's Curse 10 Elder rite. Animate plants and trees for a yard per Potency for the night, which roll your Blood Potency to attack and can spend the rite's Vitae to heal themselves. Thou 78
Mantle of the Crone 10 Dance to exhaustion. For the night, inflict Primeval Truths with your visage, and aggravated damage with your touch. Spend Willpower to transmute objects into animals temporarily. SotC 186
Scapegoat 12 - Resolve Elder rite. Feed the ritual Vitae to a mortal vessel. For one night, the mortal suffers any breaking points or inured banes, not you. Thou 78

Disciplines, Bloodline (2nd Edition)

Bloodline Disciplines

Name Rank Cost Dice Pool Description
DEC 112 Cachexy (Morbus)
Diagnose Intelligence + Medicine + Cachexy Sense carriers of disease.
Contaminate •• None Render a space a contagion vector for a given disease.
Inflame ••• Wits + Survival + Cachexy - Stamina Inflict penalties by exacerbating a disease's symptoms.
Plague-Bearer •••• ●/turn Intelligence + Medicine + Cachexy Quickly infect nearby victims with a given disease.
Accelerate Disease ••••• Wits + Survival + Cachexy - Stamina Inflict lethal damage by worsening even a mild sickness.
DE2 119 Crochan (Bron)
Swift Flows the Blood Intelligence + Medicine + Crochan Spend up to your successes in additional Vitae this turn on healing.
Blooding the Hunter •• Wits + Survival + Crochan Sample your quarry's blood to apply successes as a bonus for the night to track and pursue them.
Sealing the Covenant ••• ○, ●/oathmate None Mix blood to swear a shared oath of loyalty, taking a symbol or focus as an added Touchstone.
Blood of My Blood •••• ●+ (○) None Touch blood to a subject to spend Vitae to heal them immediately.
Conquering the Challenge of the Axe ••••• ●●○ None Swear not to be moved, and suffer no damage for the scene so long as you take no aggressive action.
NH-SB 23 Dead Signal (Jharana)
Analyze Signal Wits + Composure + Dead Signal Diagnose Radio Sickness and stigmata.
Minor Repairs •• ●+ Wits + Medicine + Dead Signal Heal a subject's non-Persistent Condition or bashing damage per Vitae.
Receive Transmission ••• Intelligence + Occult + Dead Signal Shoulder another vampire's Radio Sickness for a night.
Configure Receiver •••• ●●/dot, ○ Intelligence + Medicine + Dead Signal Anoint a subject with blood to enhance their Skills for a night.
Broadcast ••••• Manipulation + Persuasion + Dead Signal Issue a friendly summons to beings touched by the God-Machine.

Bloodline Devotions

Devotion Prerequisites XP Cost Description
Onyx Path blog Obtenebration (Khaibit Devotions)
Udjat (●) You can see in total darkness and can't be blinded by injury or supernatural imposition. Spend Vitae to perceive beings in Twilight for one scene, during which you can't be possessed by strix.
Ba Obfuscate •• 2 ●●● Grasp a shadow large enough to contain you and don it, becoming darkness yourself. You're treated as a being in Twilight, able to touch (and be touched by) anything else in Twilight. Half your Speed and, whenever you're hurt, take an extra two lethal damage in this state. The Ba offers no protection against fire or sunlight.
Iteru Celerity •• 2 Slip reflexively into a shadow and back out of any contiguous shadow. Once per scene, using the Iteru can grant the rote quality to a Dodge.
Pseshkf Vigor •• 2 ●+ Coat an object in frozen darkness. Add Blood Potency to its Durability and Vitae spent to its Structure. Coated weapons add one to their weapon rating against physical targets, and apply a weapon rating equal to your Blood Potency to the noncorporeal. You can wield a coated object at a distance through the Tyet, even while immaterial through the Ba.
Tyet Vigor •• 2 ●+ Expel darkness out for your Blood Potency times Vitae spent, in yards. You can shape the cloud of shadow, including preexisting shadows within the space of the cloud.
NH-SB 32 Nosoi Devotions
Infectious Bite Contest Manipulation + Medicine + Protean vs Stamina + Supernatural Tolerance to infect a mortal with your blood sickness.
Plague Doctor's Mask Obfuscate •• 1 Use Touch of Shadow to mask the symptoms of a blood sickness.
Tiny Guardian Protean ••• 1 ●/bug Requires Swarm Form. Bud off intelligent, loyal insect servants.
NH-SB 44 Scions of the First City Devotions
City Attunement Touch hands with the surface of your city to see through its eyes. This is required to use other Scion Devotions in a particular city.
Incriminating Evidence Auspex ••• 1 (●) Roll Wits + Empathy + Auspex to search your city for clues of wrongdoing by a touched subject. Use for free once each scene.
Our Mother's Mind Auspex ••••• 3 ●● Walk barefoot through your city and contest Intelligence + Occult + Auspex vs Resolve + Tolerance to seek and impede quarry.
NH-SB 27 Siphon (Lidérc Devotions)
The Give-and-Take Celerity or Vigor ••• 1 ●● Gift a feeding vessel with two dots of your Physical Disciplines for a night, but steal any Willpower they recover from Vice.
The Look Majesty •• 1 Use exceptional success to provoke emotion to psychically drain Vitae from a victim's will.
The One That Got Away Obfuscate •••• 2 By feeding on a sleeping victim, conflate yourself with their ideal, inflicting yourself as a temporary Vice.
The Pledge Majesty •• 1 Pledge yourself to a consenting vessel. They gain your Majesty in fawning Social Merits, and you recover Willpower from rousing their passion, but cannot target anyone else with Siphon.
NH-SB 49 Vardyvle Devotions
Shapeshifting Protean ••, Obfuscate • 1 ●/feature Copy features from the appearance of a vessel for a night.

Bloodline Sorcery

Rite Rank Target Opposition Penumbrae Crúac Book
Sanguine Augur 6 Dream cryptic revelations about the last vessel you fed from. Spend Vitae to broaden or clarify the vision. NH-SB 40
Wisdom of the Blood ••• 6 Read prophecies about a subject in the dreams of a torpid vampire. NH-SB 40
Clotho's Skein ••••• 9 vs Resolve + Tolerance Dreamwalk the threads connecting Kindred through the daysleep to implant a suggestion in a vampire's sleep. NH-SB 40

Bloodline Merits

Merit Rating Maneuver Description
NH-SB 15 Icelus Merits
Psychognosis Psychognosis requires Medicine (Psychology). Each Psychognosis technique costs Willpower, has its own Discipline requirement, and must draw on the stolen dreams of a hypnotic sleeper.
Hypnotic Precognition Requires Dominate ••. Using Mesmerize or Iron Edict also draws insight as per Dream Visions.
•• Diagnostic Dreaming Requires Auspex ••. Upgrade Beast's Hackles successes to exceptional, and spend Vitae to ask additional questions with Uncanny Perception.
••• Waking Prescience Requires Auspex •••. The Spirit's Touch succeeds automatically, and you may spend Willpower to ask additional questions.
•••• Morphean Blackmail Requires Dominate ••••. Spend an extra Vitae on Dominate to half any resistance or contest.
••••• Shared Minds Requires Auspex ••••. Spend an extra Vitae on Lay Open the Mind to share a subject's senses.
Onyx Path blog Kerberos Merits
The Three Heads of Kerberos This is actually three Style Merits which can be purchased separately, one for each aspect of the Beast: monstrous, competitive, and seductive.
Honing When you lash out with this aspect of the Predatory Aura, add your dots in this Merit as bonus dice.
•• Internalizing You can voluntarily take on the aspect's corresponding Condition (Bestial, Competitive or Wanton).
••• Cowing When you lash out with this Merit's aspect, you can substitute a form of the Subservient Condition that applies to commands in line with the aspect.
•••• Striking When your actions touch a victim, you can spend Willpower to reflexively lash out with this Merit's aspect.
••••• The Fires of Hell When you lash out with this Merit's aspect, you can target a number of victims up to your Blood Potency. This is compatible with Striking, but the vector action must touch upon each victim.
NH-SB 33 Parliamentarian Merits
Denouncement •••• Spend Willpower on an accusatory harangue as a contested Social action to inflict an isolating scandal on a victim.
Recruitment Tactics ••• Once per story, apply Blood Potency as bonus successes to sway others through arguments, but suffer Competitive or Obsession.

Bloodline Gifts

Bloodline Gift Description Book
Icelus Dream Visions As the Mekhet Merit. NH-SB 15
Kerberos Hounds of Hell When you inflict the Predatory Aura, increase the dice bonus to pursue your aspect of the Beast to your Blood Potency. Onyx Path blog
Neglatu Agah Easily create and sustain a brood of revenants. Onyx Path blog
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

Disciplines, Other (2nd Edition)

Name Rank Cost Dice Pool Description Book
Chary
This revenant-oriented Discipline is unavailable to full Kindred, though an older variant, Bereschligost, was once available.
Daily Bread ●● None Consume vitae-soaked bread over a day's course to rise with one Vitae the next night. HD 76
Eating Flies •• None Gain additional Vitae when feeding from animals. HD 76
Predator as Prey ••• None Drink Kindred vitae without risking addiction. Retain half the Kindred vitae, up to your Chary, when you next rise. HD 77
Less Damned Tonight •••• None Predator as Prey retains vitae unhalved, and can drink Kindred vitae from ghouls without killing them. HD 77
Freethinker's Trick ••••• ●●○ Composure + Subterfuge + Chary Resist the onset of the Vinculum. HD 77
Praestantia
Persistent • to ••••• None Add dots in Praestantia to Initiative, and as bonus dice to Dexterity dice pools. TY 29
Active • to ••••• ●(●) None Apply Praestantia as a weapon bonus to all Dexterity attacks in a turn, and/or reflexively divert from a failed violent action into a different violent action. TY 29
Vitiate
Persistent • to ••••• None Close contact or touch inflicts Vitiate as a penalty to a person's next Physical action. NH-SB 89
Active • to ••••• ●+ None Strip Initiative or inflict temporary Arm Wrack, Blinded, Deafened, Mute, or Leg Wrack with a touch. NH-SB 89

Blood Sorcery

Formula Rank Target Opposition Kimiya Book
Spider's Hijra 6 Weave a web of Vitae which physically penalizes others by half your Blood Potency for a night. DE2 143
Sayih's Khol •• 5 Empower a subject to remain unharmed by underwater conditions for a night. DE2 143
Al-Ajsad ••• 6 Give undead life to a homunculus servant. DE2 143
Ebony Horse •••• 8 Animate an object up to Size 7 as a flying vehicle for a night. DE2 144
Curse of the Monkey Prince ••••• 10 vs Stamina + Tolerance Declare a personal transgression, cursing the subject to suffer a painful animal transformation for a night if they so transgress. DE2 144
Sacrilege Rank Target Opposition Therion Book
Demon's Tongue 5 Take 8-Again to Subterfuge, and Clash of Wills against supernatural powers to discern or force the truth for the night. DE2 345
The Morning Star 5 Add Therion as a bonus to the Predatory Aura for the night, taking on a dark angelic aspect. DE2 345
Curse the Faithful •• 6 vs Resolve + Tolerance Replace a mortal witness's Virtue with an additional Vice of your choice, and render their Vice compulsive. DE2 345
Avatar of Apollyon ••• 8 For up to a scene, hunt a given type of angel or demon as their bane, denying them the ability to strike back from Twilight. DE2 345
Profanity •••• 10 For one night, sense sacred places of power and intuit associations with divine prey. Desecrate a sacred place to penalize non-vampiric powers by -5, grant 8-Again to Chorists' powers, and influence mortal behavior there for one chapter. DE2 345
Apotheosis ••••• 10 Become a vampiric angel for up to a scene, wielding the Influences and Numina of consumed divinities. DE2 346
Nine Choirs Bend the Knee ••••• 10 Forcibly Materialize angels and demons for 30 meters around for a scene. Your divine prey must spend Willpower to disobey you. DE2 346
Manifestation Rank Target Opposition Triadic Evolution Book
Animal Magnetism 5 Add Triadic Evolution as a bonus to mundane Expression, Persuasion, and Socialize for an hour. NH-SB 60
Don't Look It in the Eye 5 Add Triadic Evolution as a bonus to mundane Animal Ken, Intimidation, and Streetwise for an hour. NH-SB 60
Camouflage •• 6 Turn invisible while motionless for an hour. NH-SB 60
Cover Your Tracks •• 5 Leave no scent for a few nights. NH-SB 60
Merely a Flesh Wound •• 6 Ignore wound penalties for a few scenes. NH-SB 60
Sprint •• 6 Add Triadic Evolution as a bonus to Speed and Athletics out of combat for an hour. NH-SB 60
Acidic Blood ••• 7 Drinking from you restores no Vitae and inflicts lethal damage until sunrise. NH-SB 60
Fight or Flight ••• 7 Immunity to ambush for an hour. NH-SB 60
Perfect Ambush ••• 7 Add Triadic Evolution as a bonus to establish surprise for an hour. NH-SB 60
Trophy ••• 7 Preserve a body part from a destroyed vampire for years. NH-SB 60
Instinctual Conversation •••• 8 vs Composure + Tolerance Telepathically communicate with anyone with a Bestial Condition. NH-SB 61
Riding the Man •••• 8 Add Triadic Evolution as a bonus to one Intelligence or Wits roll. NH-SB 61
Survive •••• 8 As long as you don't act offensively, add Triadic Evolution as a bonus to Defense for a few scenes. NH-SB 61
Enter the Zone ••••• 10 Gain the benefits of frenzy for up to an hour. NH-SB 61
Hounds to the Hunters ••••• 10 vs Composure + Tolerance Track a scent trail left within five nights, ignoring all supernatural concealment. NH-SB 61
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



Power Stat (2nd Edition)

Major Templates

Acclimation

Possessed by: Deviants

Acclimation is rated from 0 to 5. Its rating is directly added to dice pools, Supernatural Tolerance, and Stability.

Azoth

Possessed by: Prometheans

Azoth Trait Cap Pyros Azothic Radiance Wasteland Creation
Pool /Turn Rate Size
1 5 10 1 Building Six months Room
2 5 11 2 City block Six months Room
3 5 12 3 Several blocks Month Small home
4 5 13 4 Neighborhood Month Small home
5 5 15 5 Quadrant/borough Month Building
6 6 20 6 Half a city Week Building
7 7 30 7 City Week City block
8 8 40 8 City Day Neighborhood
9 9 50 9 City Day City
10 10 100 10 City Day Region

Blood Potency

Possessed by: Vampires, ghouls

Blood Potency Trait Cap Vitae Feeding Requirement Sunlight Damage
Pool /Turn
0 5 Stamina 1 Animals None
1 5 10 1 Animals Every ten minutes
2 5 11 2 Animals Every ten minutes
3 5 12 3 Humans Every minute
4 5 13 4 Humans Once a turn
5 5 15 5 Humans Once a turn
6 6 20 6 Kindred Twice a turn
7 7 25 7 Kindred Twice a turn
8 8 30 8 Kindred Thrice a turn
9 9 50 10 Kindred Thrice a turn
10 10 75 15 Kindred Five times a turn

Gnosis

Possessed by: Mages

Gnosis Trait Cap Mana Ritual Interval Yantras Paradox Combined Spells Obsessions Arcana Limits
Pool /Turn Best Others
1 5 10 1 Three hours 2 1 1 1 3 2
2 5 11 2 Three hours 2 1 1 1 3 3
3 5 12 3 Hour 3 2 2 2 4 3
4 5 13 4 Hour 3 2 2 2 4 4
5 5 15 5 Half hour 4 3 2 2 5 4
6 6 20 6 Half hour 4 3 3 3 5 5
7 7 25 7 Ten minutes 5 4 3 3 5 5
8 8 30 8 Ten minutes 5 4 3 3 5 5
9 9 50 10 One minute 6 5 4 4 5 5
10 10 75 15 One minute 6 5 4 4 5 5

Lair

Possessed by: Beasts, Insatiable

Lair Trait Cap Chambers Lair Traits Extended Lifespan
Total /Scene
1 5 3 2 1 None
2 5 3 3 1 None
3 5 4 3 2 None
4 5 4 4 3 None
5 5 5 4 3 None
6 6 5 5 4 +50 years
7 7 6 5 4 +100 years
8 8 6 6 5 +150 years
9 9 7 6 5 +200 years
10 10 7 7 6 +250 years

Primal Urge

Possessed by: Werewolves

Primal Urge Trait Cap Essence Regeneration Hard Rage Feeding Limit Hunt Interval Lunacy Penalty Tracking Bonus
Pool /Turn
1 5 10 1 1B 10 minutes None Three months 0 0
2 5 11 2 1B 10 minutes Meat Three months 0 0
3 5 12 3 1B 15 minutes Meat One month 0 0
4 5 13 4 2B 20 minutes Raw meat One month -2 +1
5 5 15 5 2B 30 minutes Raw meat Three weeks -2 +1
6 6 20 6 3B 1 hour Carnivores Three weeks -2 +2
7 7 25 7 3B 2 hours Carnivores One week -2 +2
8 8 30 8 4B 3 hours Essence One week -3 +3
9 9 50 10 5B 6 hours Essence Three days -4 +3
10 10 75 15 6B 12 hours Essence Three days -5 +4

Primum

Possessed by: Demons

Primum Trait Cap Aether Max Covers Primum Glitches Demonic Form Evolution
Pool /Turn
1 5 10 1 1 0 Starting form
2 5 11 2 2 0
3 5 12 3 3 0 New Modification
4 5 13 4 4 0
5 5 14 5 5 0
6 6 15 6 5 1 New Technology
7 7 20 7 5 1
8 8 30 8 6 2
9 9 50 10 6 2
10 10 100 15 7 3 New Process

Sekhem

Possessed by: Mummies, immortals

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

Synergy

Possessed by: Bound

Synergy Trait Cap Plasm Touchstones Liminal Aura Relationship
Pool /Turn
1 5 10 1 1 Coercive
2 5 11 2 1 Anchor Positional
3 5 12 3 2 Anchor Positional
4 5 13 4 2 Anchor Positional
5 5 15 5 2 Anchor Sympathetic
6 6 20 6 3 Open Sympathetic
7 7 30 7 3 Open Sympathetic
8 8 40 8 3 Open Empathetic
9 9 50 9 3 Controlled Empathetic
10 10 100 10 3 Controlled Empathetic

Wyrd

Possessed by: Changelings, fae-touched

Wyrd Trait Cap Glamour Goblin Fruit Disease/Fatigue Frailty Accumulation
Pool /Turn
0 5 10 1 0 -0
1 5 10 1 3 -1
2 5 11 2 7 -1 New minor
3 5 12 3 7 -2
4 5 13 4 13 -2 New minor
5 5 15 5 13 -2
6 6 20 6 13 -3 New major
7 7 25 7 29 -3
8 8 30 8 29 -3 New minor
9 9 50 10 101 -3
10 10 75 15 -4 New major

Other Templates

Hollow

Possessed by: Tremere

Hollow Obsessions Mana Sustenance Other Traits
Pool /Turn Sleeper Awakened
1 1 10 1 6 months 1 year Soul Sight, Soul Breath, Burn Soul, Devour the Years
2 2 11 2 5 months 10 months Secret of the Soul Jar
3 2 11 3 4 months 9 months Lesser Soul Grasp, House Attainment
4 3 12 4 3 months 8 months Subtle Ruling Arcanum
5 3 12 5 2 months 6 months Hollow Vessel
6 4 16 6 1 month 5 months Subtle Ruling Arcanum, House Attainment
7 4 20 7 2 weeks 4 months Greater Soul Grasp
8 5 24 8 1 week 3 months Subtle Ruling Arcanum
9 5 40 9 3 days 2 months Grasp the Enemy, House Attainment
10 6 60 10 1 day 1 month Subtle Ruling Arcanum


Magnitude

Possessed by: Alchemists

Magnitude Trait Cap Pyros Distillations
Pool /Turn +Weekly
1 5 5 1 1 3
2 5 6 1 2 6
3 5 7 1 2 9
4 5 8 1 3 12
5 5 9 2 3 15

Rank

Possessed by: Ephemeral entities, supernal entities, Pangaeans

Rank Trait Limits Attribute dots Maximum Essence/Mana Numina (if any)
1 5 5-8 10 1-3
2 7 9-14 15 3-5
3 9 15-25 20 5-7
4 12 26-35 25 7-9
5 15 36-45 50 9-11

Rapacity

Possessed by: Ghost eaters

Rapacity Trait Cap Plasm Dread Powers
Pool /Turn Stolen
1 5 10 1 10 4
2 5 12 2 70 8
3 5 14 3 400 12
4 5 17 4 1,000 16
5 5 20 5 10,000 20



Morality (2nd Edition)

Clarity

Changelings

A changeling's Clarity suffers attacks from disorienting experiences which threaten her ownership over her own perceptions and the stability of her central truths. Severe Clarity attacks can accumulate damage quickly, but the support of a Touchstone can heal that damage more readily than the breaking points of many other Integrity traits. (CTL 2e 107)

Dice Sample breaking points
1 Acquaintance rejects your experiences, Glamour exhaustion, having promises broken, a day without human contact
2 Respected authority rejects your experiences, psychotropic drugs, breaking promises, significant disorientation, a week without human contact
3 Trusted confidant rejects your experiences, losing a Touchstone, having formal oaths broken, disorienting supernatural influence, two weeks without human contact
4 Thorough "disproof" of your experiences, homicide, breaking formal oaths, recapitulation of the Durance, a month without human contact
5 Systematic psychological torture, premeditated murder, modifying behavior by Glamour, direct confrontation with the True Fae, a year without human contact

Cover

Demons

Demons can sustain multiple Cover ratings at once, depending on their Primum. A Cover rating, rather than representing mental or spiritual welfare, is a psychic projection of identity, associated with a human body the demon adopts. Demons use the thoroughness and consistency of their human identities to deflect notice by the God-Machine, and risk its degredation through spectacular shows of power or gross breaking of the identity's "character."

A demon's Cover mends and grows slowly over time as they live that identity's life. Demons in need of quicker gains can steal the Cover of a forming angel with reconnaissance and support, but most depend on pacts with human beings, promising them occult benefits in exchange for scraps of their life to take as their own, ranging from shallow work relationships, to dear lifelong friendships, to the human's very existence itself.

Harmony

Werewolves

Harmony shifts when breaking points occur in one of two directions. Breaking towards flesh causes the trait to increase, towards spirit to decrease. Harmony's ideal rating is 5, with drawbacks incurred as the character drifts towards the spiritual extreme of 0 or the fleshly extreme of 10. (WTF 2e 96, 104)

Harmony Penalty Breaking Point Harmony Penalty Breaking Point
Breaking Points Towards Flesh Breaking Points Towards Spirit
Any Defile a locus Any Kill a human or wolf
Any Reject the Sacred Hunt Any Stay in the Shadow Realm for a week
Any Stay out of the Shadow Realm for a week Any -2 Hunt humans or wolves for food
Any Use a silver weapon against a werewolf Any -2 Kill a packmate
Any -3 Stay out of the Shadow Realm for a month Any -3 Eat human or wolf flesh for Essence
Any -2 Violate the Oath of the Moon Any -3 Stay in the Shadow Realm for a month
< 4 Allow a spirit safe passage into the physical world > 7 Inflict Lunacy on a loved one
< 4 Eat processed food > 7 Lead the Sacred Hunt
< 4 Mate with a human > 7 Spend more than two days away from your pack
< 4 Stay out of the Shadow Realm for a day > 7 Stay in the Shadow Realm for a day
Harmony Death Rage Shapeshifting Reaching Bans
Trigger Soft Rage Action Free Essence
10 Passive 3 seconds Change Instant Cannot enter Shadow
9 Common 10 seconds Change Instant Leave without locus
8 Common 30 seconds Change Instant Reflexive Leave without locus
7 Narrow 1 minute Change Instant Reflexive Reach normally
6 Narrow 5 minutes Change Reflexive Reach normally
5 15 minutes Change Reflexive Reach normally
4 Narrow 5 minutes Change Reflexive Reach normally One
3 Narrow 1 minute Resist change Instant Reflexive Enter without locus One
2 Common 30 seconds Resist change Instant Reflexive Enter without locus Two
1 Common 10 seconds Resist change Instant Enter without locus Three
0 Passive 3 seconds Resist change Instant Cannot leave Shadow Four

Humanity

Vampires

Breaking points are experiences that inculcate increasing levels of detachment from the perspective of the living. Risking detachment feeds the vampire's Bestial, Competitive or Wanton instincts, while dramatic failure causes the vampire to become Jaded.

A vampire can inure herself to a particular type of breaking point, removing its risk of detachment at the cost of developing a bane. A vampire can only develop three banes this way (or two for Clan Mekhet), and suffers a die penalty on future detachment rolls for each bane inured. (VTR 2e 107)

Humanity Social Sun Torpor Dice Sample breaking points
10 +2 1L One night 5 A night without human contact, lies for the Masquerade, spending multiple Vitae in a night
9 +2 1L One night 5 Witness a meal, superhuman prowess, feeding without consent, supernatural urging, an hour in the sun
8 1L Two nights 4 Ghoul, be shunned by the living, ride the wave, force behavior with Disciplines, a day in the sun
7 1L Two nights 4 A week without human contact, grave injury, violence over blood
6 -1 2L One week 3 Torpor, feeding from children, being in the obituaries, immense physical trauma
5 -1 3L One month 3 Second week without human contact, Blood Potency rises to 3, death in the family, swearing to a covenant
4 -2 1A One year 2 Learn Cruac, impassioned violence, a year in torpor, a century of unlife, accidental killing
3 -3 2A Five years 2 A month without human contact, Blood Potency rises to 6, death of a spouse or child, impassioned killing
2 -5 3A Ten years 1 A year without human contact, fifth century of unlife, causing revenants, the rise of new cultures, premeditated murder
1 Chance 4A Fifty years 0 A decade without human contact, killing a Touchstone, heinous or mass murder
0 Chance 5A One century You are lost to the Beast.

Integrity

Mortals, Hunters

Breaking points occur when the character violates his personal moral code or acceptable societal bounds, witnesses something traumatic or terrifying, or is the victim of a supernatural assault or shock. The severity of the situation and the character's current Integrity apply situational modifiers to a roll, and a Condition is incurred. Common breaking points leave a character Guilty, Shaken or Spooked, while dramatic failure can cause the character to suffer Broken, Fugue or Madness. At lower levels of Integrity, a Hunter lives with the Persistent Vigilant or Merciless Condition as they become more absorbed in their Vigil.

Memory

Mummies

Mummies must fight to rebuild their sense of will and identity, clearing up their memory through the weight of ages. Affirming their soul and unearthing the truth of their past earns the Reminisce Beats necessary to build their Memory, while self-denial and submission of will provokes breaking points, and the Rite of Return weighs down their Memory with each new Descent into living history. (MTC 2e 161)

Dice Sample breaking points
5 Concealing your identity, obedience to Judges to preserve Sekhem, suppressing the will of your decree
3 Destroying evidence of your Iremite past, obstructing another mummy's search for Memory, destroying a vessel without witnessing its memory
1 Abandoning a meret to serve the Judges, deliberately shortening the Descent, destroying personal keepsakes of your mortal life
Memory Resurrection Self Identity Past Recall
Immortal Lives Mortal Life
10 Three hours Full Complete Complete
9 Two hours Full Post-Rite of Return Complete
8 Two hours Full Post-Rite of Return General Iremite knowledge
7 Half hour Broad Post-Rite of Return Basic Iremite knowledge
6 15 minutes Broad Two previous Descents Guild experience
5 10 minutes Broad Previous Descent Moment of death
4 Three minutes Basic Previous Descent Loved ones
3 Instant Basic Sketch of previous Descent Iremite language
2 Instant Basic Scattered fragments Iremite language
1 Instant Simple will None Iremite language
0 Instant Automaton None None

Pilgrimage

Prometheans

Prometheans' Morality trait in Second Edition begins at one dot and measures their progress towards grasping the New Dawn. Steps forward on the Pilgrimage only occur on the resolution of milestones to mortality, while steps backward can occur through obviating milestones, causing death intentionally or en masse through supernatural means, or stepping off the Pilgrimage onto the Refinement of Flux.

Satiety

Beasts

Beasts treat their Satiety not like a condition of wellbeing but a resource that ebbs and flows. Beasts under Lair 4 lose a point a week, while Lair 4+ Beasts lose a point every few days, depending on their rating. Beyond that, many of their abilities require or significantly benefit from the expenditure of Satiety, and different levels of Satiety equip them better for different situations. The extremes of Satiety come with dangerous drawbacks, while a rating in the middle opens their vulnerability to adversarial Heroes, meaning the ideal conditions for Satiety lie between the middle and either extreme, either high-ish or low-ish.

Satiety is regained through acts that sate the Beast's Hunger. The amount of Satiety gained is proportional to the extremity, harm or spectacle of the feeding. (BTP 320)

Satiety Condition Effects
10 Slumbering The Beast's Horror retreats from wakefulness, leaving the Beast unable to access its power, becoming as vulnerable as an ordinary human. The Beast can't spend Satiety and doesn't lose it over time, but can end the Horror's slumber through an extreme shock.
9 Gorged The Beast loses Supernatural Tolerance against mental or emotional abilities, but can open Primordial Pathways to a particular Lair Chamber with ease.
8
7
6 Sated The Beast is neither well fed nor desperate enough to deflect a Hero's Anathema.
5
4
3 Starving The Beast's Primordial Pathways do not open as easily, but she adds her Lair to her Power rating while merged with her Horror.
2
1
0 Ravenous The Beast does not naturally heal lethal damage, and suffers a point of it each day she remains Ravenous. She can't use Nightmares, and can't regain Willpower except through actions that would normally grant Satiety. She can't raise her Satiety except through a feat that would normally reap a dramatic gain.

Stability

Deviants

The Broken degrade over time, the Scars of their transformation aggravated by rebellious Variations and by withdrawing from the obsessions by which they gird their sense of self. Pursuing those obsessions can reverse this gradual breakdown. Deviants who grow too unstable never survive the day, and often, neither do anyone around them.

Synergy

Bound

The changing empathy and relationship between Bound and geist is a measure of both the integrity of these joined souls and a measure of their power. Only when the two grow in understanding of each other can they use the powers of death to their greatest effect.

Wisdom

Mages

A mage's Wisdom is the spiritual quality that contains his Supernal power from overrunning itself, and is threatened by acts of hubris. The loss of Wisdom is accompanied by Megalomaniacal or Rampant impulses.

When a spell courts hubris, a mage can inure himself to that spell. Casting that spell no longer threatens hubris, but it gains a permanent two dice of Paradox risk. A mage can inure himself to up to his Gnosis in spells. (MTA 2e 88)

Wisdom Tier Long-Term Nimbus Dice Sample acts of hubris
10 Enlightened Strong connections 5 Petty spellcasting, affecting innocents by your works
9
8
7 Understanding Medium connections 3 Obvious magical displays before Sleepers, spiritual self-mutilation, releasing severe Paradoxes, overwriting or binding the will of a sapient being, calculated murder or maiming
6
5
4
3 Falling Weak connections 1 Deals with the Abyss, destroying Awakened souls, allowing a summoned Supernal being to be dissolved by the Fallen World, impulsive or unanticipated murder
2
1
0 Enraptured Contagious beyond sympathy Your power has blown out all self-control and perspective.

Merits, Universal (2nd Edition)

Mental Merits

Merit Rating Prerequisites Description Book
Advanced Library • to ••••• Library •••, ≤ Safe Place Your library is vast enough to contain useful, direct information about supernatural topics. Choose a topic per Advanced Library dot. Every story, once per topic, you can take the Informed Condition when you consult your library about that topic. MTA 2e 105
Area of Expertise Resolve •• Raise one Specialty's die bonus to +2. CofD 44
Common Sense ••• Once per chapter, roll Wits + Composure as an instant action to ask the Storyteller a question about risks and choices. CofD 44
Danger Sense •• +2 bonus to detect an ambush. CofD 44
Direction Sense Keep perfect track of your relative location and direction, and ignore penalties to navigate or find your way. CofD 44
Eidetic Memory •• Ignore rolls for recall or memory. +2 bonus to recall minute facts buried in other information. CofD 44
Encyclopedic Knowledge •• Roll Intelligence + Wits to recall useful trivia relating to a particular field or pursuit. CofD 44
Eye for the Strange •• Resolve ••, Occult • Roll Intelligence + Composure to identify evidence of supernatural involvement. CofD 44
Fast Reflexes • to ••• Wits or Dexterity ••• Add Fast Reflexes dots to Initiative. CofD 44
Good Time Management Academics or Science •• Make extended action rolls in half the necessary time. CofD 44
Holistic Awareness Roll Wits + Survival to substitute woodland scavengings for equipment when treating patients with Medicine, unless the patient suffers non-bashing wound penalties. CofD 44
Human Prey •• Your nerves react instinctively to danger. When violence erupts, you may suffer Insane to boost Strength, suffer Beaten Down but gain 8-Again to flee, or suffer Stunned but recover Willpower. DTR 97
Hypervigilance You're overly cautious of hidden dangers. Take 8-Again to perceive traps or ambushes, but on exceptional success, suffer Spooked. DTR 97
Indomitable •• Resolve ••• +2 to a contesting dice pool or resistance trait applied against supernatural mental influence. CofD 45
Interdisciplinary Specialty Any Skill ••• Choose a Specialty in the corresponding Skill. Apply the Specialty's bonus die to relevant rolls of any Skill, except unskilled rolls. CofD 45
Investigative Aide Any Skill ••• When you roll the selected Skill to uncover clues, achieve exceptional success with only three successes. Add a bonus element to any clues uncovered with this Skill. CofD 45
Investigative Prodigy • to ••••• Wits •••, Investigation ••• When you roll to uncover clues, you uncover a clue per success, capped by your dots in Investigative Prodigy. Clues from extra successes never have more than one element each. CofD 45
Language You can speak, read and write in a chosen language. CofD 45
Library • to ••• You have a cache of information relating to a particular Skill. Add your dots in Library to relevant extended rolls. CofD 46
Lucid Dreamer •• Resolve ••• You may roll Resolve + Composure while asleep to dream lucidly, and may wake up at will. CTL 2e 123
Meditative Mind •, ••, or •••• Ignore environmental and wound penalties on meditation rolls. With two dots, meditation grants +3 to Resolve + Composure rolls for the remainder of the day. With four dots, meditation rolls only need to accumulate one success. CofD 46
Multilingual You can speak conversationally in two chosen languages. Roll Intelligence + Academics for reading comprehension. CofD 46
Object Fetishism • to ••••• You obsess over a given possession relating to a chosen Specialty. Recover Willpower each session from your obsession, and spending Willpower to roll that Specialty exaggerates both failure and success. HL 42
Patient Add +2 to your maximum number of allowed rolls on extended actions. CofD 46
Renowned Artisan ••• Crafts ••• with specialty You've been taught the ways of an ancient Iremite guild. Once per chapter, you may reroll a relevant Crafts action. MTC 2e 113
Scarred Integrity ≤ 5 Suffer a Persistent Condition which prevents you from recovering Integrity, but inures you from a particular breaking point. HL 43
Tolerance for Biology Resolve ••• Ignore Resistance rolls from witnessing biological grotesquerie. CofD 46
Trained Observer • or ••• Wits or Composure ••• Take 9-Again, or 8-Again with three dots, on Perception rolls. CofD 46
Vice-Ridden •• Vice Take a second Vice. CofD 46
Virtuous •• Virtue Take a second Virtue. CofD 46

Physical Merits

Merit Rating Prerequisites Description Book
Ambidextrous ••• Ignore offhand penalties. Character creation only. CofD 47
Automotive Genius Crafts •••, Drive •, Science • Raise maximum modifications to a vehicle to thrice Crafts rating, plus number of relevant Crafts Specialties. CofD 47
Covert Operative Wits •••, Dexterity •••, Stealth •• When launching an ambush, deny 10-Again to notice it, and take +3 Initiative on the first turn. HL 53
Crack Driver •• or ••• Drive ••• When not taking any non-Drive actions, add your Composure as a bonus to Drive rolls, and penalize attempts to disable your vehicle by your Composure. With three dots, you can take a reflexive Drive action once per turn. CofD 47
Demolisher • to ••• Strength or Intelligence ••• When breaking objects, ignore a point of Durability per dot of Demolisher. CofD 47
Double Jointed •• Dexterity ••• Dislodge joints at will. Escape from mundane bondage automatically. When grappled and not acting aggressively, penalize your attacker's overpowering rolls by your Dexterity. CofD 47
Fleet of Foot • to ••• Athletics •• Add dots in Fleet of Foot to your Speed, and penalize pursuit rolls in a foot chase by your Fleet of Foot dots. CofD 47
Freediving Athletics •• Add Athletics to Stamina when holding a deep breath, and succeed exceptionally on three successes to fight the gasp reflex. DTR 99
Giant ••• +1 Size. Character creation only. CofD 47
Greyhound Athletics •••, Wits •••, Stamina ••• Succeed exceptionally on three successes in a chase action. CofD 48
Hardy • to ••• Stamina ••• Add Hardy dots as a bonus to rolls against disease, poison, deprivation, suffocation and unconsciousness. CofD 47
Iron Skin • to •• Brawl ••, Stamina ••• Add general Armor equal to your dots in this Merit against bashing attacks. You can spend a point of Willpower to downgrade lethal damage to bashing equal to your dots in this merit. BTP 117
Iron Stamina • to ••• Stamina or Resolve ••• Ignore penalties from fatigue or wounds up to your rating in Iron Stamina. CofD 48
Punch Drunk •• Willpower •••••• Spend Willpower to preserve your last Health point, upgrading preexisting damage instead. HL 43
Quick Draw Wits ••• Whenever your Defense is available, you can draw a weapon that falls under a chosen Weaponry or Firearms Specialty as a reflexive action. CofD 49
Relentless Athletics ••, Stamina ••• Add 2 to the successes needed against you in a chase. CofD 49
Roadkill ••• Aggressive Driving •• When you try to run someone over, Knock Down even if you miss, and double your velocity bonus. HL 55
Seizing the Edge •• Wits •••, Composure ••• You get the Edge in the first turn of a chase, and if your opponent fails a roll as if being ambushed, you can calculate your target successes without their Speed or Initiative. CofD 49
Sleight of Hand •• Larceny ••• You can take a Larceny instant action reflexively once per turn, and victims of your Larceny can't notice your attempts if they aren't specifically looking for them. CofD 49
Small-Framed •• -1 Size. Take a +2 bonus to hide, go unnoticed, or otherwise benefit from your size. Character creation only. CofD 49
Survivalist Survival •••, Iron Stamina ••• You can resist Extreme Cold and Extreme Heat for hours equal to your Stamina. HL 43

Social Merits

Merit Rating Prerequisites Description Book
Air of Menace •• Intimidation •• You wear a history of violence on your sleeve. +2 to menace others, and less rough characters must spend Willpower to pick a fight, but social maneuvering is harder. HL 41
Allies • to ••••• You have influence and goodwill with a chosen group proportional to your dots in this Merit. Each session, you can call on your Allies for favors of a value rated 1 to 5 by the Storyteller, up to your rating in the Merit. Favors in excess require a roll of Manipulation + Persuasion + Allies. CofD 49
Alternate Identity • to ••• You've laid groundwork establishing a false identity: an informal history with one dot, a veneer of documentation with two, or an airtight paper trail with three. +1 to Subterfuge rolls to maintain the false identity, or +2 with three dots. CofD 50
Anonymity • to ••••• No Fame Penalize attempts to find you by paper trail or living evidence by a die per Anonymity dot. CofD 50
Barfly •• Socialize •• You can get in anywhere socially. Penalize attempts to recognize you as out of place by your Socialize dots. CofD 50
Beneath Notice ••• You appear as a servant and do not need to roll stealth around those who see you as of lower standing. Gain +3 to eavesdrop on those same people. GTTN 123
Closed Book • to ••••• Manipulation •••, Resolve ••• Add dots in this Merit to your number of Doors, and as a die bonus to contest Social assessment actions. CofD 50
Cohesive Unit • to ••• Presence ••• Confer +2 to teamwork. With two dots, confer bonus dice each scene. With three dots, confer rerolls. HL 42
Contacts • to ••••• Choose a group or field for each dot of Contacts. You can roll Manipulation + (relevant Social Skill) to gather information or dirt from acquaintances in any of these groups or fields. CofD 50
Defender • to ••• Gain bonus Willpower to spend on protecting loved ones, but losing them causes a crisis of grief or retribution. HL 42
Den of Vice •• Have a location that reflects your vice that allows you to recover all your willpower once per chapter. Anytime you use your vice to regain willpower normally, roll Stamina + Composure, gaining the Addicted condition on a failure. GTTN 124
Empath •• Empathy •• Contest Wits + Empathy against Manipulation + Subterfuge for insight into a character's mental state, which can open Doors or ease breaking points. HL 42
Fame • to ••• No Anonymity You're known for something, locally or selectively with one dot, broadly in an area with two dots, or universally with three. Add Fame dots as a die bonus to Social rolls targeting those impressed by your reputation, and to rolls by other characters to find or identify you. CofD 50
Fixer •• Contacts ••, Wits ••• Obtain services as if they were one Availability dot lower. CofD 51
Friends in Low Places •-••••• An alternate version of Status, focused on the dregs of society. GTTN 124
Hobbyist Clique •• Any Skill •• So long as you keep up with your fellow hobbyists, their support provides 9-Again to roll your hobby Skill, and a +2 die bonus to extended actions using that Skill. CofD 51
Inspiring ••• Presence ••• Roll Presence + Expression to confer the Inspired Condition. CofD 51
Iron Will •• Resolve •••• When you spend Willpower to contest or resist Social influence, substitute your Resolve rating for the usual Willpower bonus. If the roll is contested, take 8-Again. CofD 51
Mentor • to ••••• You have a guide who expects something from you proportional to his or her influence, as measured by your dots in Mentor. Choose three traits out of the list of Skills plus the Resources Merit. Once per session, your Mentor can provide aid that falls within one of these traits, achieving automatic success. CofD 51
Mobster You become entangled in with organized crime. Gain access to areas controlled by the criminal organization the controls or favors you. You become a target for rivals. GTTN 124
Moonlighting •• Once per story, gain 2 dots in Resources from your (probably illegal) side hustle. GTTN 124
Peacemaker •• to ••• Wits •••, Empathy ••• You can spend Willpower to attempt to negotiate a nonviolent end to hostilities through Social Maneuvering. With three dots, you can attempt to talk down even supernatural rages. HL 42
Pusher Persuasion •• When you use soft leverage, improve your impression as if you'd also satisfied the mark's Vice. CofD 53
Resources • to ••••• You have disposable income proportional to your dots in this Merit. Once per session, you can securely procure an item or service with an Availability that doesn't exceed your Resources rating, including any reasonable number of items or services whose Availability is exceeded by your Resources by two dots. You can acquire an item or service with an Availability one point above your Resources rating at the cost of reducing your effective Resources by a dot for a month. CofD 53
Retainer • to ••••• You have a mook. Your underling's dice pool is twice their Retainer rating for actions within their purview, or equal to their Retainer rating for actions outside it. CofD 53
Safe Place • to ••••• You've secured a place from intrusion. While there, add the Safe Place rating to your Initiative. Penalize rolls to break in by Safe Place. If you have Crafts dots, you can trap it, forcing intruders to roll Dexterity + Larceny - Safe Place to avoid lethal damage up to the Safe Place's rating. Multiple characters can contribute dots to a Safe Place and share the full resulting rating. CofD 54
Small Unit Tactics •• Presence ••• Once per scene when you coordinate allies, you can spend Willpower as an instant action to confer the die bonus to a number of allies up to your Presence rating. CofD 54
Spin Doctor Manipulation •••, Subterfuge •• Using Tainted Clues inflicts an additional -1 penalty instead of consuming any successes. CofD 54
Staff • to ••••• You have employees corresponding to one Skill per dot of Staff. They can achieve a single automatic success at relevant actions using one of those Skills. CofD 54
Status • to ••••• You have influence as part of a chosen group. You can draw on their facilities and resources, block the use of a relevant Social Merit lower than your Status rating once per session, and apply Status as a die bonus to Social rolls drawing on your influence. CofD 54
Striking Looks • to •• Your appearance is noteworthy and memorable. Add Striking Looks as a die bonus to Social rolls that benefit from your appearance, and to rolls by other characters to notice or remember you. CofD 54
Support Network • to ••••• Appropriate Social Merit Choose a Social Merit to represent supportive ties. You can spend Willpower to turn to those ties to weather a breaking point, using this Merit as bonus dice. HL 43
Sympathetic •• When you engage in Social Maneuvering, you can accept a Condition such as Leveraged or Swooning to immediately open two Doors. CofD 55
Table Turner Composure •••, Manipulation •••, Wits ••• When targeted by Social Maneuvering, you can spend Willpower to preemptively respond with a Social action of your own. CofD 55
Takes One to Know One Vice When you investigate an incident that resonates with your Vice, instead of suffering the normal -2 penalty, your roll gains +2 dice and 9-Again. Succeeding on the roll satisfies your Vice. CofD 55
Taste Crafts •• Choose a Specialty in Crafts or Expression. You can roll Wits + (Skill in question) to draw information about the nature of a work that falls within the chosen Specialty. CofD 55
True Friend ••• You have an unbreakable bond of friendship with a chosen character. Rolls to influence your friend to your detriment suffer a -5 penalty. Once per story, you can recover one Willpower through a meaningful interaction with your friend. CofD 56
Tutelage ••• As either the student or teacher, meet your counterpart for a lesson once per story. The student gains 1 experience to be used towards purchasing the topic of the lesson, in exchange for a favor the teacher calls in. The Teacher gains a 1 experience reduction to the next purchase, in exchange for some kind of social trouble the student brings upon them. GTTN 127
Untouchable Manipulation •••, Subterfuge •• You're a smooth criminal. Rolls to investigate your deeds must achieve an exceptional success or else turn up Incomplete Clues. CofD 56

Supernatural Merits

Merit Rating Prerequisites Description Book
Esoteric Armory • to ••••• You've collected enough esoterica to supply the banes of ephemeral entities with a Rank up to your rating in this Merit. CofD 139
Relic • to ••••• You possess an incorruptible item sorcerously crafted with the world's life force, with unique cursed powers. MTC 2e 113
Sandglass •• Your soul can instinctively roll Wits + Composure to sense ripples in the waters of time like the Arisen, spending Willpower instead of Pillars and Willpower dots instead of Sekhem. MTC 2e 114
Vestige • to ••••• You possess vessels for the world's life force which can be called upon for cursed strength. MTC 2e 116

Fighting Merits

Merit Rating Prerequisites Description Book
Armed Restraint •• Staff Fighting ••• Use a hooking pole when grappling to instantly Hold and penalize your opponent by its weapon rating. HL 53
Body as Weapon •• Stamina •••, Brawl •• Unarmed strikes add one point of bashing damage on a successful hit. HL 41
Boot Party •• Brawl •• Attack a prone target at -3 to deal lethal damage unarmed. HL 53
Cheap Shot •• Street Fighting •••, Subterfuge •• During a fight, you can reflexively contest Dexterity + Subterfuge against Wits + Composure to deny an opponent Defense next turn through dirty tricks and distractions. CofD 61
Choke Hold •• Brawl •• After a successful Hold, add the Choke grapple maneuver: accumulates successes across multiple turns to knock unconscious for a few minutes. CofD 61
Clinch Strike Brawl •• Use the Damage maneuver instantly in a grapple. HL 53
Defensive Combat Brawl • or Weaponry • You can substitute the chosen Skill for Athletics when calculating your Defense, as long as you're currently equipped to make attacks with that Skill. CofD 61
Fighting Finesse •• Dexterity ••• You can substitute Dexterity for Strength when making rolls with a chosen Brawl or Weaponry Specialty. CofD 61
Ground and Pound ••• Brawl •• Take the rote quality to strike a prone target with Brawl, falling prone yourself. HL 54
Ground Fighter ••• Wits •••, Dexterity •••, Brawl •• Deny close combat bonuses from being prone, and gain the Stand Up grapple maneuver. HL 54
Gunslinger •, •••, or ••••• Wits •••, Firearms •••, Firearms(Revolvers) specialty At one dot, can perform short bursts with revolvers. At three dots, can make a medium burst with revolvers, but doesn't gain an attack bonus. At five dots, with offhand revolver, medium burst can hit targets not close together, for an additional -2 penalty. DE2 377
Headbutt Brawl •• Gain the Headbutt grapple maneuver: inflict Stunned. HL 54
Iron Chin •• or •••• Resolve •••, Stamina ••• Don't suffer Beaten Down from bashing damage. With four dots, never suffer Beaten Down. HL 54
Iron Skin •• or •••• Martial Arts or Street Fighting ••, Stamina ••• Confers half your Iron Skin dots in points of general Armor against bashing attacks. When hurt, you can spend Willpower to reduce half your Iron Skin dots in lethal damage to bashing. CofD 63
Killer Instinct • to ••• Composure •••, Wits •••, Medicine • You can take an instant action to size up a target's most vulnerable parts, which also counts as an aiming action. When attacking the target afterward, each dot of this Merit can ignore 1/1 Armor, ignore a point of Defense, or convert a point of bashing to lethal damage. BTP 117
Loaded for Bear • to •• Athletics •, Survival • Gain extra reloads on weapons, including single shot weapons. HL 143
Phalanx Fighter •• Weapon and Shield ••, Spear and Bayonet • Wield a spear with a shield, substituting it in Weapon and Shield maneuvers. HL 54
Retain Weapon •• Wits ••, Brawl •• Reduce successes on a Control Weapon or Disarm maneuver against you by your Brawl. HL 54
Shiv • or •• Street Fighting ••, Weaponry • You can conceal a 0L brawling weapon with one dot, or 1L with two, on your person. Penalize rolls to detect it by your Weaponry. CofD 64
Subduing Strikes Weaponry •• You can pull blows with a weapon to deal bashing damage without spending Willpower. DE 247
Transfer Maneuver • to ••• Intelligence ••, Wits •••, Brawl ••, Weaponry •• Cross-apply a Brawling maneuver to a Weaponry Style, or vice-versa. HL 54
Trigger Discipline Wits ••, Firearms •• Increase a firearm's effective capacity, or allow an additional long burst at high capacity. HL 143
Trunk Squeeze •• Brawl •• Gain the Trunk Squeeze grapple maneuver: deal bashing damage and cumulatively penalize the opponent's contesting rolls. HL 54
Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Activation Damage B/L/A
Special/Other Activation Cost
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation Example ●(○)
●/item, 1L


Merits, Styles (2nd Edition)

Mental Styles

Style Prerequisites Rating Maneuver Description Book
Professional Training Networking Contacts •• relating to profession. CofD 46
•• Continuing Education Choose two Asset Skills relating to profession. Take 9-Again to roll Asset Skills.
••• Breadth of Knowledge Choose a third Asset Skill. Distribute two new Specialties among your Asset Skills.
•••• On the Job Training Raise one Asset Skill by one dot. Take a beat when you buy dots in Asset Skills.
••••• The Routine Spend one Willpower to apply the rote quality to an Asset Skill roll.
Unintended Applications Wits •••, Crafts or Science •• Improvised... Weapon? +2 to Intimidation rolls when you brandish something you claim is a deadly device. DSG 95
•• Achilles Fuse You can pinpoint the weak point in a given structure.
••• Creative Discount Jury-rig an asset up to two dots higher than your Resources in Availability, for an hour's work per Size.
•••• Gremlin You can disable a device without leaving evidence. With equipment, you can disable complicated devices from a distance.
••••• Jury-Rig Spend Willpower and roll Wits + Crafts or Science to make anything whose Availability doesn't exceed your successes, right away for objects under Size 6, or in a scene's work otherwise.

Physical Styles

Style Prerequisites Rating Maneuver Description Book
Aggressive Driving Resolve •••, Drive •••, Fast Reflexes ••• Powerslide Take a hard turn for bonus successes in a contested pursuit by rolling Dexterity + Drive + Handling and taking a point of Structure damage. HL 55
•• Bump and Run Roll Dexterity + Drive + Handling - Defense to brush a car's bumper and cause a loss of traction.
••• J-turn Once a scene, when caught up to in a car chase, spend Willpower and roll Dexterity + Drive + Handling - 2 to swerve and restart the chase in the opposite direction.
•••• Swoop and Squat When you accumulate a lead greater than your pursuer's Wits in successes, you may brake and force the pursuer to roll Resolve + Composure + Handling to brake in time to avoid a crash.
Drone Control Intelligence •••, Computer •••, Drive •• Remote Immersion Take 9-Again to perception actions using your remote device. HL 56
•• Interface Spend a point of Willpower to perform an additional non-combat action through your device this turn.
••• Overclock Inflict a point of Structure damage for a +2 bonus to your device's physical actions this turn.
Falconry Wits •••, Animal Ken •••, Bonded Condition These maneuvers reflexively issue commands for a trained raptor to carry out. You may spend Willpower to enhance the raptor's rolls. HL 48
Predator's Vigil Your raptor's presence inflicts Shaken on animals its Size or smaller, and lesser predators flee.
•• Flyby Your bird contests Presence + Intimidation vs Resolve + Composure to inflict a -3 action penalty.
••• Retrieve Item Command your bird to bring you an object. Your bird can make the equivalent of an all-out attack to exceptionally Disarm an opponent.
•••• Rake the Eyes Your bird attacks at -1 to blind a target.
K-9 Wits •••, Animal Ken •••, Bonded Condition These maneuvers issue commands to a trained dog Size 3 or larger. HL 49
Detection Under direction, your dog takes the rote quality to track a chosen type of scent with Wits + Survival.
•• Targeted Bite Command your dog to make called shots in combat, reducing the shot penalty by -2.
••• Tactical Positioning When you fight one opponent in tandem, choose roles each turn for you and your dog. One takes +1 Defense, the other +2 to attack. Ignore penalties for firing into melee around your dog.
•••• Takedown Bite Command your dog to initiate a biting grapple, immediately Holding or Dropping Prone.
Parkour Dexterity •••, Athletics •• Flow Subtract Parkour dots from target successes to pursue or evade in a foot chase. Reduce environmental Athletics penalties by Parkour rating. CofD 48
•• Cat Leap Add one automatic success when rolling Dexterity + Athletics to land from a fall uninjured, and add Parkour to the maximum damage that can be mitigated.
••• Wall Run Your initial climb height, with a running start, increases by five times your Athletics in feet.
•••• Expert Traceur Spend one Willpower and sacrifice Defense to make an Athletics roll to run, jump or climb with the rote quality.
••••• Freeflow After meditating, you can take an Athletics action reflexively once per turn, and Willpower spent on a foot chase confers successes rather than dice.
Stunt Driver Dexterity •••, Drive •••, Wits ••• Defensive Driving Penalize attempts to hit your vehicle in motion by your Drive dots. CofD 49
•• Speed Demon When you roll to accelerate, each success accelerates by 10 instead of 5.
••• Drift You can turn at high speeds safely without a roll.
•••• Clipping Reduce damage to your vehicle when ramming by your Wits.

Social Styles

Style Prerequisites Rating Maneuver Description Book
Etiquette Composure •••, Socialize •• Bless His Heart You can use Socialize to calculate Doors. VTR 2e 120
•• Losing Your Religion You can take +2 dice and 8-Again to lash out socially, in exchange for worsening your social impression.
••• In High Cotton Add one relevant Fame or Status Merit to your pool to contest a social interaction.
•••• Half-Cocked When your impression in Social Maneuvering is good or better, ignore Resolve and Composure on your first roll against the subject.
••••• Grace Under Fire When you offer an alternative after your Doors have been opened, the opposing player suggests three Conditions, of which you choose one.
Fast-Talking Manipulation •••, Subterfuge •• Always Be Closing Ignore one dot of a mark's Resolve or Composure when contested or resisted. CofD 50
•• Jargon Cross-apply one Specialty from another Skill to a given Social roll.
••• Devil's Advocacy Once per scene, reroll a Subterfuge failure.
•••• Salting When you open a Door through conversation, you can spend Willpower to open another.
••••• The Nigerian Scam Roll Manipulation + Subterfuge to capitalize on a present mark satisfying their Vice by opening a Door.
Mystery Cult Initiation You joined a cult. Decide your cult's guiding purpose, source of power, and cultic doctrine. Example cults are listed here. Also mirrored as Mystery Cult Influence (••• to •••••), with the same benefits but without the responsibilities of an ordinary cult member. CofD 51
Recruit A Specialty or one-dot Merit.
•• Devotee A one-dot Merit.
••• Organizer A Skill dot or two-dot Merit, often supernatural.
•••• Leader A three-dot Merit, often supernatural.
••••• Mastermind A three-dot Merit, or a major advantage beyond game mechanics.
Scorpion Cult Initiation You joined a cult in thrall to the Deathless of ancient Irem. MTC 2e 114
Initiate Gain a specialty in Academics (Iremite Religion) or Politics (Bureaucracy).
•• Cultist Receive Language (Iremic) and immunity to Sybaris.
••• Priest Distribute two free dots among Allies, Contacts, Resources, and Retainers.
•••• Godservant Receive the Witness Merit.
••••• Hierophant Harness relics of your master's guild without suffering their curse.

Supernatural Styles

Fighting Styles

Style Prerequisites Rating Maneuver Description Book
Armed Defense Dexterity •••, Weaponry ••, Defensive Combat (Weaponry) Cover the Angles When Dodging, reduce the Defense penalty from multiple attackers by 1. CofD 60
•• Weak Spot Disarm your opponent when you beat their attack by your Defense.
••• Aggressive Defense Spend a point of Willpower to inflict lethal damage when you beat an attack by Dodging. Incompatible with Weak Spot and Press the Advantage.
•••• Iron Guard Exchange points from your weapon rating for bonus Defense.
••••• Press the Advantage Once per turn, when you beat an attack by Dodging, spend Willpower to retaliate with an unarmed attack at -2.
Avoidance Manipulation •••, Athletics ••, Stealth •• Insignificance Roll Manipulation + Stealth - Composure to seem too helpless to bother attacking. HL 46
•• Coattails When you Dodge and go prone behind an ally, they may intercept attacks against you.
••• Whack-a-Mole Contest one attack each turn with Manipulation + Persuasion + Avoidance to confound the attack and inflict Arm Wrack.
•••• Play Dead When you suffer lethal damage, contest Manipulation + Subterfuge vs Wits + Composure to seem dead.
Berserker Strength •••, Iron Stamina ••• The Red Mist Spend Willpower to rouse the Insane Tilt. HL 46
•• War Cry Contest Strength + Intimidation vs Resolve + Composure as an instant action to penalize non-Dodge actions.
••• Manic Brutality Unarmed all-out attacks take +1 to call shots. Armed all-out attacks can substitute Durability as a weapon rating at the cost of damaging the weapon.
Bowmanship Dexterity •••, Firearms ••, Trained Observer • Bowmanship attacks use bows and roll Dexterity + Firearms. HL 47
Arcing Fire Double range.
•• Bullseye You may reduce your weapon rating for +1 and 8-Again on a called shot.
••• Out of Nowhere When you make an unnoticed ambush shot, roll Dexterity + Stealth to force a Wits + Composure roll, penalized by successes, to avoid being Shaken.
•••• Death from Above Fire over unroofed cover to ignore a point of concealment for every 10 yards of added arc distance.
Boxing Strength ••, Dexterity ••, Stamina ••, Brawl ••, Athletics •• These maneuvers must be made with brawling attacks. HL 47
Head Protection +1 Defense against brawling, and -1 to strike your head.
•• Defensive Jab Deal piercing bashing damage when your Defense or Dodging beats a close-combat attack.
••• Knockout Artist Stun an opponent as if they had -1 Size, or with a called head shot, -2 Size.
•••• Combination Successful strikes add Dexterity as bonus dice.
••••• Out for the Count Stunning attacks stun for their damage in turns, and the opponent must spend Willpower to stay conscious.
Brute Force Strength •••, Brawl ••, Size 5+ These maneuvers must be made with bare hands or fist weapons. PTC 2e 112
Falling Pillar Take 8-Again to an all-out attack. If it causes the target's Stamina in damage, inflict Knocked Down.
•• Crush and Bite Add the Crush and Bite grapple maneuver: inflict lethal damage equal to successes, and if the target can bleed, an additional point the next turn.
••• Juggernaut A ten-feet running start allows unarmed attacks to Knock Down.
•••• Bone Cracker Make a called shot with an all-out attack. If it causes the target's Stamina in damage, add a point of lethal damage and Arm or Leg Wrack. Incompatible with Falling Pillar.
••••• Colossus When you make an all-out attack, take 1/2 Armor and immunity to Knocked Down, and penalize attempts to grapple or move you by your Strength.
Chain Weapons Strength •••, Dexterity •••, Athletics ••, Weaponry •• These maneuvers use chains at least a yard long. HL 48
Imposing Defense Sacrifice Defense to inflict weapon rating +1 in bashing damage when struck in close combat.
•• Bring Down the House Attack an overhanging object, penalized by its Size, to deal its Structure in bashing damage to targets below.
Close Quarters Combat Wits •••, Athletics ••, Brawl ••• Firing Lines You can respond to a ranged attack by seeking cover up to twice your Speed away. CofD 61
•• Hard Surfaces You can smash a Damage grappling maneuver into a hard surface, dealing lethal damage and ending the grapple.
••• Armored Coffin When you grapple an opponent wearing armor, add their general armor as bonus dice to your roll, and ignore armor when you use the grapple to Damage. Incompatible with Hard Surfaces.
•••• Prep Work Take the rote quality to Stealth rolls to launch close combat ambushes.
••••• Turnabout When you roll to disarm, treat a failure as a success, a success as an exceptional success, and an exceptional success as is plus your opponent takes two bashing damage.
Combat Archery Strength •••, Athletics ••, Quick Draw (Bow) Combat Archery attacks use bows and roll Dexterity + Athletics. HL 48
Rapid Nock Ignore bow Initiative penalties. String arrows reflexively.
•• Reflex Aiming Ignore penalties for firing into close combat.
••• Parthian Shot When you Dodge, inflict threshold successes as attack damage against the first close attack you beat each turn.
•••• Rain of Arrows Make medium autofire attacks at triple range penalties.
••••• Trick Shot Simultaneously perform a Combat Archery attack and an Athletics action, both at -2.
Disabling Tactics Strength •••, Weaponry •• Breaking the Breach -2 to penalties to target arms, hands or legs. DE 247
•• Cast Like Sand When you deal damage with your weapon, spend Willpower to inflict Knocked Down.
••• Strike the Rising Dog When an opponent tries to rise from prone, spend Willpower to make a reflexive Weaponry attack on them. A successful strike prevents rising.
Firefight Composure •••, Dexterity •••, Athletics ••, Firearms •• Shoot First Drawing a gun adds Firearms as an Initiative bonus. CofD 61
•• Suppressive Fire You can lay Covering Fire with a semi-automatic weapon. When you lay Covering Fire, apply your Defense against Firearms attacks, and deny Aim bonuses.
••• Secondary Target You can attack a target with objects bounced by a shot, dealing bashing damage with no weapon rating applied, but ignoring cover.
Grappling Stamina •••, Strength ••, Athletics ••, Brawl •• Sprawl Deny a grappling opponent the ability to Drop Prone or Take Cover. CofD 62, HL 49
Standing Throw Gain the Knock Down grapple maneuver.
•• Small Joint Manipulation Take -2 to dislocate fingers as a maneuver, inflicting half bashing damage and debilitating pain.
•• Takedown Instead of starting a grapple, you can roll to knock an opponent prone, optionally dealing bashing damage with successes.
••• Ippon When you Takedown and follow the opponent prone, stun as if your damage were doubled.
••• Joint Lock Add the Joint Lock maneuver to grappling options: adds 1L to overpowering maneuver effects, does bashing damage next turn, and can set up Restrain.
•••• Dynamic Guard When you grapple while prone, penalize your grappling opponent by your Dexterity.
•••• Lock Flow Take +2 to grappling rolls to set up a Joint Lock.
••••• Tap or Snap The turn after a Joint Lock, you may, as a grapple maneuver, force your opponent to choose either surrender or a broken limb and lethal damage.
••••• Positional Dominance Grappling maneuvers deal half their successes in bonus bashing damage.
Gunslinger Wits •••, Firearms •••, Firearms (Revolvers) Perform trick shots with rapid firing DE2 p377
Short burst with revolver as if automatic
••• Medium burst with revolver only takes three rounds of ammo, no attack bonus but still has penalty for multiple targets
••••• If using two revolvers can multiple in short range, at additional -2 penalty
Heavy Weapons Stamina •••, Strength •••, Athletics ••, Weaponry •• These maneuvers require a two-handed weapon. CofD 62
Sure Strike Sacrifice three dice to add a point to weapon rating.
•• Threat Range Deal a point of lethal damage and a temporary Defense penalty to opponents who enter range when you aren't moving or Dodging.
••• Bring the Pain Sacrifice Defense to make an attack that also inflicts a temporary dice penalty equal to its damage.
•••• Warding Stance Spend Willpower reflexively to apply your weapon rating as close combat Armor.
••••• Rending Spend Willpower to make an attack that deals an additional point of aggravated damage.
Improvised Weaponry Wits •••, Weaponry • Always Armed Reflexively roll Wits + Weaponry to draw a simple improvised weapon that doesn't suffer the improvisational penalty. CofD 62
•• In Harm's Way Once per turn, apply an Always Armed weapon's Structure as close combat Armor, potentially damaging the weapon.
••• Breaking Point When you make an all-out attack with an Always Armed weapon, sacrifice its Structure to temporarily increase its weapon rating.
Kino Mutai Dexterity ••, Resolve •••, Brawl •• Trained Bite Inflict +2 damage with the Damage grapple maneuver when biting, or +1 with inhuman bites. HL 50
•• Ripping Gain the Ripping grapple maneuver: inflict a point of bashing damage and incapacitating pain.
••• Trained Gouge Gain the Gouge grapple maneuver: blind the opponent while held.
•••• Continuous Bite Inflict lethal damage with the Damage grapple maneuver when biting.
Light Weapons Wits ••• or Fighting Finesse, Dexterity •••, Athletics ••, Weaponry •• These maneuvers require a one-handed weapon with a damage rating less than 3. CofD 63
Rapidity Sacrifice your weapon rating to add Weaponry as an Initiative bonus.
•• Thrust Sacrifice points of Defense for bonus attack dice.
••• Feint Make a feinting attack. Instead of dealing damage, its successes apply to an attack next turn as a damage bonus, and successes plus weapon rating apply as a Defense reduction.
•••• Flurry Inflict a point of lethal damage per turn to opponents in range when your Defense is available.
••••• Vital Shot Sacrifice your Defense to make an attack that deals an additional point of aggravated damage.
Marksmanship Composure •••, Resolve •••, Firearms •• These maneuvers require an Aim action and sacrifice your Defense. CofD 63
Through the Crosshairs Raise your maximum Aim bonus to Composure + Firearms.
•• Precision Shot Exchange points of weapon rating for points of penalty reduction for a called shot.
••• A Shot Rings Out Ignore penalties to strike a surrounded target. Missed shots never hit unintended targets.
•••• Ghost Penalize rolls to notice your vantage point or investigate for evidence of it by your Firearms.
Martial Arts Resolve •••, Dexterity •••, Athletics ••, Brawl •• These maneuvers must be made with Brawl attacks. CofD 63, HL 50
Focused Attack Reduce called shot penalties by one die, and ignore one point of Armor.
Leg Kick Sacrifice a point of Defense to inflict Leg Wrack with a brawling attack.
•• Cutting Elbow Make a called shot at -2 to blind an opponent by drawing blood.
•• Defensive Strike Exchange up to two attack pool dice for points of Defense.
••• Trapping You may withdraw successes from a successful attack to hold them in reserve for next turn's attack.
••• Whirlwind Strike Inflict one point of bashing damage per turn, or two by spending Willpower, to opponents in range when your Defense is available.
•••• The Hand As Weapon Inflict lethal damage unarmed.
•••• Inch Force Reflexively respond to one grapple attempt each turn with a Brawl attack contesting the opponent's Strength. Success breaks free and damages normally.
••••• High Momentum Strike Prepare a counter stance as an instant action. When an opponent first fails to strike you in close combat within the stance, roll a counterattack. Success Knocks Down and deals normal damage plus Brawl damage dice.
••••• The Touch of Death Unarmed strikes gain a 2L weapon rating.
Mounted Combat Dexterity •••, Athletics ••, Animal Ken ••• Steady Saddle +3 to stay mounted during combat. HL 51
•• Fixed Charge Sacrifice Defense to combine a charge with an all-out attack.
••• Skirmishing Take a -2 attack penalty for +2 Defense and to attack halfway through your mount's movement.
•••• Rearing Beast Roll Wits + Animal Ken as teamwork to enhance your mount's attack.
Police Tactics Brawl ••, Weaponry • Compliance Hold +2 to Disarm or Immobilize in a grapple. CofD 64
•• Weapon Retention Attempts to disarm you or turn your weapon against you must beat your Weaponry rating in successes.
••• Speed Cuff You can Restrain an immobilized opponent reflexively.
Powered Projectile Dexterity •••, Athletics ••, Firearms •• These maneuvers are made with premodern projectile launchers, such as crossbows and slings. HL 51
Quick Reload Reload your weapon one turn quicker, down to a reflexive action.
•• Intercept Shot When you Aim, you may make called shots against sailing projectiles to deflect their course.
••• Penetration Sacrifice Defense to make an attack with +2 armor piercing.
•••• Skewer Reduce called shot penalties by two dice, and resulting Tilts persist while the projectile is enlodged.
Relentless Assault Strength •••, Stamina •••, Brawl •• Drop of a Hat On the first turn only, if you make an all-out attack, add +3 to Initiative. BTP 118, WTF 2e 109
•• Eye of the Tiger Focus on one opponent. You can apply your Defense against that opponent's attacks when you all-out attack.
••• Dig Deep You can exchange one attack pool die for a point of weapon damage.
•••• Grin and Bear It Add 1/1 Armor when you make an all-out attack.
••••• The Warpath When you fill someone's last health box with lethal or aggravated damage, you can spend Willpower to make another close combat attack. Werewolves with this Merit replace the Willpower cost with Hard Rage.
Spear and Bayonet Strength •••, Dexterity ••, Weaponry •• Firm Footing All-out attacks and charges into your braced weapon inflict your weapon damage, which can exhaust Armor against a subsequent attack. HL 51
•• Keep at Bay Spend Willpower to threaten an opponent with a shorter weapon. They must retreat or dodge, or else lose Defense for a turn.
••• Strike and Develop Sacrifice Defense to twist an inflicted wound, causing a turn of lethal damage from bleeding for each attack success.
Staff Fighting Strength ••, Dexterity •••, Weaponry •• Short Grip You may exchange your staff's Defense bonus for a bonus attack die. HL 51
•• Thwack Weapon Contest Strength + Weaponry vs Strength + Athletics to disarm an opponent.
••• Vaulting Defense Spend Willpower to add your Melee dots as a Defense bonus against a single attack in a turn.
•••• Tornado Strike Spin your weapon as an effective medium autofire burst against three targets in range.
Street Fighting Stamina •••, Composure •••, Brawl ••, Streetwise •• These maneuvers must be made with Brawl attacks. CofD 65
Duck and Weave Take a one die penalty this turn to calculate Defense with the higher, not lower, of Dexterity and Wits.
•• Knocking the Wind Out Unarmed attacks inflict a temporary -1 penalty.
••• Kick 'Em While They're Down Inflict two bashing damage to opponents within range who attempt to rise from prone. Inflict Knocked Down when your attack successes exceed the target's Stamina.
•••• One-Two Punch Spend Willpower to inflict two extra bashing damage when you hit.
••••• Last-Ditch Effort When you're suffering wound penalties and about to be attacked or overpowered, spend Willpower and sacrifice Defense to interrupt with a preemptive attack.
Strength Performance Strength •••, Stamina ••, Athletics •• Strength Performance ••• may justify shedding Small-Framed or gaining Giant mid-play. HL 52
Strength Tricks Take +1 to nonviolent feats of strength, +2 when using Expression or Intimidation.
•• Lifting Receive the rote quality on Strength + Stamina feats and combat actions to demolish structures.
••• Push/Pull Double your effective Strength to shift objects across a plane, or quintuple it with wheels or other friction reductions.
•••• Stronger Than You Successful Strength rolls add an additional free success.
Systema Dexterity •••, Wits ••, Athletics ••• Rolling Ignore penalties to attack from prone, and roll Dexterity to mitigate bashing damage from impacts. HL 52
•• Balance Contest attempts to bring you prone with two free successes.
••• Combat Posture Knock Down when you roll a victim's Strength in successes to strike them in melee, or add a point of damage if already Knocking Down.
Thrown Weapons Dexterity •••, Athletics ••, Quick Draw (Thrown) These maneuvers throw Size 0-1 edged weapons. HL 52
Practiced Toss Add Athletics as an Initiative bonus while wielding these thrown weapons.
•• Impalement Arts Sacrifice Defense to inflict the Impaled Tilt on a called shot.
Two Weapon Fighting Wits •••, Weaponry •••, Fighting Finesse These maneuvers use complementary weapons up to Size 2, and do not compensate for offhand penalties. HL 53
Balanced Grip Don't sum Initiative penalties so long as the off-hand weapon's penalty isn't greater than the main hand weapon's.
•• Protective Striking Add your off-hand weapon rating, minimum +1, to your Defense against the first attack in a turn.
••• Dual Swipe All-out attacks with both weapons ignore a point of Defense and add the off-hand weapon rating, minimum +1. Incompatible with Double Strike.
•••• Double Strike Spend Willpower to strike two targets simultaneously, one with each weapon. Apply the higher Defense, plus one, to both attacks.
Unarmed Defense Dexterity •••, Brawl ••, Defensive Combat (Brawl) Like a Book Add half your Brawl as a Defense bonus when not Dodging. CofD 65
•• Studied Style Focus on one opponent. Their attacks don't reduce your Defense. Once you've beaten one of their attacks with your Defense, they no longer reroll tens against you.
••• Redirect Once per turn, when you beat an attack by Dodging, you can force the attacker to reroll the attack against another opponent in range.
•••• Joint Strike Spend Willpower and roll Strength + Brawl instead of Defense against an attack. If you win the contest, inflict bashing damage and Arm or Leg Wrack.
••••• Like the Breeze Declare this maneuver at the beginning of a turn when you Dodge. You can Knock Down assailants when you beat their attack.
Weapon and Shield Strength •••, Stamina •••, Weaponry •• These maneuvers use a one-handed weapon from behind a carried shield. HL 53
Shield Bash Add your shield's Size as bonus dice when dodging. Dodge successes in excess of your opponent's inflict bashing damage.
•• Boar's Snout You can make all-out attacks without sacrificing the bonus Defense from your shield, adding +1 Defense to any allies also using this maneuver.
••• Pin Weapon Disarm assailants on missed melee attacks.
•••• Tortoise Shell Treat your shield as protective cover with Durability equal to its Size, +1 for each adjacent shielded ally.
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



Anchors (2nd Edition)

Virtue and Vice

Most human characters' sense of selfhood and drive are reinforced by a Virtue and a Vice, or with certain Merits even multiples. 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.

Held by: Mortals, mages, hunters, demons, and various lesser templates and ephemeral entities.

Sample Virtues: Competitive, Generous, Just, Loyal (CofD 27), Ambitious, Courageous, Honest, Hopeful, Loving, Patient, Trustworthy (MTA 2e 212)

Sample Vices: Ambitious, Arrogant, Competitive, Greedy (CofD 28), Addictive, Corrupt, Cruel, Deceitful, Dogmatic, Hasty, Hateful, Pessimistic (MTA 2e 212)

Touchstones

Some people transformed by the supernatural need grounding to remain connected to the things that gird their soul, or what's become of it. They attach to people, places, objects or ideas with personal importance, and these Touchstones provide the perspective to ground their inhuman center. Bonding or expressing their relationship refreshes a point of Willpower, while dramatic lengths taken to preserve a Touchstone restore all lost Willpower.

Touchstones can be lost through a lack of content, severed relationships, the predations of time, or the simple, classic method of murder, leaving a monster unhinged until they form another meaningful connection to take the place of the lost.

Held by: Vampires, werewolves, changelings, bound, hunters, mummies, and deviants

Vampire: Mask and Dirge

To stave off psychic fatigue, vampires construct pretenses, find roles for themselves, and develop facades. They present a Mask to the world, a false place as a relatable member of society, and shape their own Dirge, a place for themselves among monsters and corpses.

Both Mask and Dirge can refresh either a small quantity of Willpower for little incident, or all lost reserves through extreme resorts, by acting to preserve the Mask or play out the Dirge.

Held by: Vampires

Sample Masks and Dirges: Authoritarian, Child, Competitor, Conformist, Conspirator, Courtesan, Cult Leader, Deviant, Follower, Guru, Idealist, Jester, Junkie, Martyr, Masochist, Monster, Nomad, Nurturer, Perfectionist, Penitent, Questioner, Rebel, Scholar, Social Chameleon, Spy, Survivor, Visionary (VTR 2e 84), Collector, Meddler, Provocateur (TY 17)

Sample Humanity Touchstones: Ex, Former Partner, Friend with Benefits, Gravesite, High School Sweetheart, House of Birth, Intrepid Detective, Murderer, One That Got Away, Orphan, Spouse, Terminal Parent, Therapist, Victim's Lover, Witness (VTR 2e 88), Congregation, Family Car, Fire Crew, Gun Collection, Local Kids, Neighboring Family, Old Haven, Pets, Soup Kitchen, Sports Team, Support Group, Team Rings, The Office, Youth Gang (GTTN 69)

Werewolf: Blood and Bone

Werewolves refresh themselves through their internal dichotomy, between the wolf and the man, the instinctive predator and the rational actor, the feeling of living and the meaning to their life. The Blood keeps the body moving, and the Bone gives it direction. The Bone finds, and the Blood claims.

Both Blood and Bone can refresh either a small amount of Willpower through a small stress or setback, or full reserves through calamity or great costs spent.

Held by: Werewolves

Sample Bloods: Alpha, Challenger, Destroyer, Fox, Monster, Soldier (WTF 2e 86), Berserker (DE 163)

Sample Bones: Community Organizer, Cub, Guru, Hedonist, Lone Wolf, Wallflower (WTF 2e 86)

Sample Flesh Touchstones: Abuser, Ex, Old Gang, Parents, Religion, Sponsor (WTF 2e 87)

Sample Spirit Touchstones: Ambitious Totem, Buddy Spirit, Future Self, Locus, Lune, Prey, Wilds (WTF 2e 87)

Promethean: Elpis and Torment

As the Pilgrimage touches the psychology of the Created, they each push forward through what wonder or yearning fixes their thoughts on the New Dawn, and what half-formed flaw holds them back from grasping it.

Both Elpis and Torment can refresh either a single point or full complement of Willpower. Unlike many Anchors, the Elpis isn't stoked by actions, but experiences. Merely witnessing one of the living recall the Promethean's Elpis restores a point, while having that feeling vibrantly roused oneself refills it all. The Torment Anchor is expressed through the extremity of actions and consequences, but can also risk Torment, the Promethean fit of uncontrollable humours.

Held by: Prometheans

Sample Elpides: Courage, Drive, Empathy, Fear, Fury, Inspiration, Joy, Love, Sorrow, Pain (PTC 2e 106)

Sample Torments: Alienated, Awkward, Dejected, Logical, Merciless, Methodical, Obsessed, Paranoid, Passionate, Naive (PTC 2e 107)

Changeling: Needle and Thread

The identity of a changeling, escaped from Arcadia, is more slippery than that of the mortal human she once was. She finds refuge in the familiar to gird her resolve: familiar actions, roles, labels and rituals to wind herself around, and that shapeless inner color of drive, feeling and association, without which all would be empty. Her good old Needle. Her most plentiful Thread.

Both Needle and Thread can refresh either a point of Willpower, through simple exertion and reinforcement, or the full supply, by putting one's heart on the line.

Held by: Changelings, fetches, and hedge ghosts

Sample Needles: Bon Vivant, Commander, Composer, Counselor, Daredevil, Dynamo, Protector, Provider, Scholar, Storyteller, Teacher, Traditionalist, Visionary (CTL 2e 95)

Sample Threads: Acceptance, Anger, Family, Friendship, Hate, Honor, Joy, Love, Memory, Revenge (CTL 2e 97)

Sample Clarity Touchstones: Best Friend, Family, Fetch, Fling, Lost Love, Occultist, Private Investigator, Therapist, True Love, Your New Home, Your Old Home (CTL 2e 98)

Geist: Root and Bloom

The Bound are dead, and still they live. Their ghostly heart is moved by honoring the death at the Root of their condition as much as by the second life that is the Bloom that rose from their grave soil. Their Root pulls them to face the communities of the dead and remember the Sin-Eaters number among them. Their Bloom asks them to treasure their return to the living world and those who could have lost them.

Both Root and Bloom can refresh either a point of Willpower when either life or death must overshadow the other, or fully restore Willpower when they impel serious risks and passions.

Held by: Bound

Sample Roots and Blooms: Advocate, Antihero, Casual, Cowl, Enabler, Gardener, Pollyanna, Saved, Servant, Surrogate (GTS 2e 82)

Sample Synergy Touchstones: 9 to 5, Albatross, First Friend, House Keys, Inherited Anchor, Murder Weapon, New Neighbor, Our Song, Replacement Love, Roadside Memorial (GTS 2e 84)

Mummy: Balance and Burden

The Arisen trudge endlessly across the expanse of time. Their identity sometimes falls away from their clutches. As they persist, their character shows in how they weather the ages: the Burden, their greatest weight of pain and weakness, and the Balance, the value that justifies the strength to carry that weight.

Both Balance and Burden can refresh a point of Willpower in a moment's affirmation, or restore all Willpower in a triumph of Balance or a steep fall into Burden.

Held by: Mummies and shuankhsen

Sample Balances: Courageous, Devoted, Diligent, Faithful, Generous, Introspective, Just, Noble, Peaceful, Resilient, Righteous, Trustworthy, Truthful (MTC 2e 102)

Sample Burdens: Accusing, Careless, Chaotic, Cruel, Dominant, Forgetful, Fragile, Hysterical, Isolated, Rageful, Resentful, Selfish, Stagnant (MTC 2e 104), Avenger, Destroyer, Zealot (MTC 2e 236)

Sample Memory Touchstones: Budding Historian, Confidante, Court Justice, Doubting Lawrence, Dutiful Clerk, Epitome of Life, Firebrand Cultist, Mirror of the Ages, Shadow of an Old Flame (MTC 2e 163)

Beast: Life and Legend

Beasts split their selfhood into two strengths: the human and the inhuman. Their Life speaks to who they know and care about. It's common sense, modesty and compromise. Their Legend speaks to what they feel gestating deep within, leaking out from within their dreams. It's power, pride, and an abject lack of apology.

Both Life and Legend can refresh either a single point or full supply of Willpower, based on the scale of act and risk involved when cleaving to it.

Held by: Beasts and heroes

Sample Lives: Parental, Shy, Cautious, Loyal, Honest, Selfless (BTP 86)

Sample Legends: Judgmental, Relentless, Unexpected, Seductive, Vicious, Watchful (BTP 86)

Deviant: Loyalty and Conviction

The Broken have lost the ability to define their own independence to the spiritual damage of their Divergence. They can only hang their identity and spiritual endurance on their strongest relationships. They cling to certain friends and loved ones with fierce Loyalty, and pursue hateful vendettas with a Conviction that can only be satisfied by suffering and death.

Renegades refresh a point of Willpower when their pursuit of a Conviction Touchstone progresses, and recover all Willpower when they stand dramatically by a Loyalty Touchstone. Devoted reverse this.

Held by: Deviants

Sample Loyalty Touchstones: Childhood Friend, Co-Worker, Ex-Lover, Frenemy, Mentee, Partner in Crime, Research Assistant, Roommate (DTR 84)

Sample Conviction Touchstones: Company Man, Cultist, Operating Theater, Progenitor, Recruiter, Thief (DTR 85)
Merits, Locations (2nd Edition)
A large dot (●) in the second column denotes a Merit that can be shared by multiple characters, while a hollow dot (○) denotes a Merit that 'must' be shared by multiple characters.

Merit Rating Prerequisites Description Book
Safe Place • to ••••• You've secured a place from intrusion. Apply your Safe Place rating as an Initiative bonus while there, and a penalty to break in. With Crafts you can install traps, forcing intruders to roll Dexterity + Larceny - Safe Place to avoid up to your Safe Place in lethal damage. CofD 54
Hiding Place ••• Cannot be shared You have a place that is always secure. If found out, gain a new one at the start of the next chapter. GTTN 124
Vampire Merits
Burrow • to ••••• Safe Place Replaces Haven. You share a hideout with other revenants. Add Burrow as bonus dice to stir from daysleep and stay awake in the daytime. In combat, intruders and unfamiliar guests are Distracted for one turn per dot of Burrow. HD 80
Haven • to ••••• Safe Place You've sunproofed your residence and made it a home. Add Haven as bonus dice to stir from daysleep and stay awake in the daytime, and to use Kindred Senses within your home. VTR 2e 112
Mandragora Garden • to ••••• Crúac •, Crone Status, ≤ Safe Place Your Safe Place grows ghouled plants, which you must feed Vitae equal to your Merit dots each month, but which produce twice that quantity in Vitae's worth of sap and nectar. Their magical sympathy empowers Crúac cast there and receives it from afar, but can rile the Beast when attacked. SotC 181
Nest Guardian • to ••••• Ordo Status You are the custodian of a Wyrm's Nest, host to a supernatural phenomenon proportional to dots in this Merit. You may purchase additional features separately, listed below. SotC 197
Temple of Damnation • to ••••• Lancea Status, ≤ Safe Place You've secured and consecrated a gathering place to a particular Sanctified virtue. Apply dots in this Merit as a bonus to actions in service of that virtue while within the temple, or after attending rites there. SotC 194
Werewolf Merits
Dedicated Locus • to ••••• Safe Place You've personally attuned a locus to your pack. The locus has a rating equal to this Merit, and provides the pack the ability to spend a point of Essence above their per-turn cap, a number of times per day equal to this Merit. WTF 2e 106
Lodge Stronghold •• or •••• Lodge As a five-dot Safe Place. With four dots, it boasts lines of supernatural defenses or spirit wards. Pack 81
Residential Area • to ••••• Your pack has integrated into an inhabited territory. Every session, by canvassing for help, you can redistribute your dots in this Merit among effective dots of Allies, Contacts and Retainers. WTF 2e 107
Mage Merits
Demesne ••• Sanctum Your Sanctum has been prepared as a Demesne, providing a +2 Yantra bonus to appropriate spells, and shielding them from the risk of Paradoxes so long as they're not exposed to Sleepers. MTA 2e 104, 242
Hallow • to ••••• You've secured a geomantic wellspring of Mana. You can draw out up to your dots in this Merit in points of Mana each day, and the Hallow can store up to three times as many unharvested points as some form of tass. MTA 2e 101
Sanctum • to ••••• Safe Place Your secure place is secreted away well enough to insulate your sorcery. Increase your spell control when casting there by your dots in this Merit. You can maintain spells cast beyond your normal spell control this way after leaving the Sanctum. MTA 2e 104
Promethean Merits
Hovel • to ••••• Safe Place You've crafted a space to acclimate it to your Azoth. Time spent in your Hovel doesn't contribute to Wastelands. You can store a dot of Azoth per dot in this Merit in an item aligned with your element in the Hovel, leaving you with reduced Azoth until you retrieve it from the item. PTC 2e 115
Changeling Merits
Calming Eidolons • to ••• Shared Bastion Reduces Composure dice penalty of Subtle Shifts enacted by the Bastion's owners. Hedge 118
Hollow • to ••••• You've secured a residence within the Hedge, impregnable to outsiders with lesser Wyrd. While in your Hollow, penalize attempts to investigate, track or pursue you by dots in this Merit. Dots of Hollow are also distributed among features listed below. CTL 2e 116
Motley Awareness • or ••• Shared Bastion At one dot, gain +1 to social roles with other motley members. At three dots, gain an instinctive knowledge of other motley members' moods and the ability to send messages, but use the highest clarity perception penalty of the group. Hedge 119
Somnambulation ••• to •••• Shared Bastion Can use an Eidolon to keep your body from being neglected while you sleep, or slightly more complex tasks with the four-dot version. Require significantly more sleep. Hedge 119
Shared Bastion • to ••••• You or your motley have established a permanent location within dreams, impregnable to outsiders with lesser Wyrd. This merit requires group effort to maintain. While in your Bastion, penalize attempts to investigate, track or pursue you or to manipulate your mind, future, or destiny by dots in this merit. Hedge 115
Stable Trod • to ••••• You've secured a local trod of equal rating. A number of Hollows along the trod up to dots in Stable Trod share an extra one-dot Hollow feature. You may roll Stable Trod as a dice pool once a story to farm extra Glamour goblin fruit from it. CTL 2e 119
Workshop • to ••••• Hollow Your Hollow contains space and equipment for an appropriate Crafts Specialty for each dot in this Merit. Apply Workshop as bonus dice to relevant Crafts rolls. CTL 2e 120
Hunter Merits
Safe Place • to ••••• Resources • A secure site for the hunter that provides a bonus to initiative and a number of features (see below) equal to its dots. A hunter cannot be surprised while in their Safe Place. HTV 2e 94
Sin-Eater Merits
Cenote • to ••••• Safe Place You tend a ghostly place where Plasm accumulates, at your Merit rating in points per chapter. GTS 2e 85
Mummy Merits
Tomb •+ You have drawn Sekhem to a personal sanctum, where you can meditate to replenish Pillars. Dots of Tomb are distributed among features listed below, always starting with a dot of Geometry. MTC 2e 108
Demon Merits
Bolthole • to ••••• You have a tiny extradimensional realm where time doesn't progress. It's warded against angels, and rolls to find the access point are penalized by its Merit rating. Dots of Bolthole are also distributed among features listed below. DTD 120
Beast Merits
Connected Lair •• Characters with the appropriate devices can access internet, tele-phone, television, or radio communications. Any attempt to trace these signals from the outside world will lead to contradictory or nonsensical results. BPG 100
Trap Room •• When opening a Primordial Pathway into or out of the mundane world your character may choose to spend a point of Satiety in addition to the normal cost of 1 Willpower. If she does so, the duration of the pathway is extended. It stays open until sunrise or sunset on a normal success, or any time up to a week on an exceptional success BPG 101
Vast Lair • to ••• Uninvited guests require at least 10 minutes per dot in this Merit to traverse a Chamber or Burrow. Further, each dot in this Merit adds five required successes and five minutes to the time increment of any extended action to collapse a Chamber BPG 101
Well-Stocked Lair • to ••••• ≤ Lair Each dot in this Merit allows the character to select two dots worth of Merits that represent the material goods and inhabit-ants available in her Lair. Material goods removed from the Lair deteriorate into dust, insects, water, or some other useless substance within a few days. Alternately, one dot of this Merit can be used to make one or more Chambers of a character’s Lair comfortable and livable. BPG 101

Wyrm's Nest Features

Feature Rating Prerequisites Description Book
Chapterhouse • to ••••• Ordo Status ••• Vampires in the Nest add dots in this Merit as a bonus to resist violence, and as a penalty to lash out with the Predatory Aura. SotC 199
Crucible ••• Occult •••• Vampires may advance study of the Mysteries of the Dragon in the Nest at an experience discount. SotC 199
Feng Shui • to ••••• Academics ••, Occult ••• Choose a Skill. Vampires in the Nest may add dots in this Merit as bonus dice when rolling that Skill. SotC 199
Perilous Nest • to ••••• Occult ••• You've harnessed a hazard native to the Nest to attack certain unwelcome types. It uses a dice pool equal to twice your dots in this Merit. SotC 199

Hollow Features

Feature Rating Prerequisites Description Book
Easy Access ••• The Hollow has no fixed entrance, and is instead entered (and later exited) through any unlocked door with Glamour and a small ritual. CTL 2e 117
Escape Route • or •• The Hollow has a secondary exit into the material realm, which with two dots may be accessed from anywhere in the Hollow. CTL 2e 116
Hidden Entry •• Penalize rolls to find the Hollow's entrance by -2. When all characters sharing the Hollow are within, the entrance disappears. CTL 2e 117
Hob Alarm Hob Kin Each story, take one Goblin Debt to preserve a domestic guard of friendly hobs. Ambush in the Hollow does not strip Defense and applies Hollow as bonus dice to actions in the first turn of combat. CTL 2e 116
Home Turf ••• Apply Hollow as a bonus to Initiative and Defense against intruders. CTL 2e 117
Luxury Goods Once a session, roll Hollow as a dice pool and distribute successes among amenities by Availability or Hedgespun items by rating. CTL 2e 116
Phantom Phone Booth A magical fixture can make outgoing calls to publically listed numbers outside the Hedge. CTL 2e 116
Route Zero A one-dot trod passes through the Hollow. It may link allied Hollows, or once a day, may be traversed with a Hedge navigation roll to recover Willpower. CTL 2e 116
Shadow Garden A plot of soil infinitely replenishes copies of goblin fruit without their magical properties, which only temporarily stave off hunger. CTL 2e 116
Size Matters • or •• The Hollow is large enough to sustain up to six residents, or with two dots, the size of a small town. CTL 2e 116

Shared Bastion Features

Feature Rating Prerequisites Description Book
Buttressed Dreaming Penalize Clash of Wills to force open Bastion by merit rating. Hedge 115
Fixed Doorway ••• Hollow Door in the Motley's hollow functions as a Gate of Horn leading to and from the Shared Bastion. Hedge 118
Guardian Eidolon Spend Willpower to activate the guardian for the scene, gaining immunity to surprise and adding dots in the merit on the first round of an action scene. Hedge 118
Illusory Armory •• Once per chapter, spend glamour to summon an unimportant prop with rating equal to twice glamour spent (max +5). Spend willpower to summon additional props. Hedge 118
Permanent Armory Maintain mundane "real" items in shared bastion, or magic items by spending Willpower each chapter. Hedge 118
Raised Defenses Whenever any motley mate is in the Shared Bastion, all members double the bonuses against the attacks or circumstances normally granted by the merit. Hedge 118
Subtle Speech •• Phantom Eidolons of Motley Members can receive messages, but Changelings with clarity damage might suffer further damage as their sense of reality is befuddled. Hedge 118

Hunter Safe Place Features

Feature Description Book
Anathema The Safe Place is warded against monsters with a specific power, prompting a Wits + Resolve - Safe Place roll on any attempt to break through, becoming Immobilized or Stunned on failure. HTV 2e 94
Arsenal Rolls to clean, fix, or improvise equipment gain +2. HTV 2e 94
Concealed Attempts to find the Safe Place through any means are penalised by -2. HTV 2e 94
Escape Hatch The hunter(s) may roll Dexterity + Athletics or Survival to reach the secret exit without suffering any damage from the environment. HTV 2e 94
Infirmary Medicine rolls here are improved by +2 for any invested hunter with dots in the skill, and the space may substitute for a hospital for the purposes of injury and recovery. HTV 2e 95
Home Security System The Safe Place is outfitted with a defense system, penalising attempts to break in by Safe Place dots. HTV 2e 95

Tomb Features

Feature Rating Description Book
Geometry • to ••••• Apply this rating as a bonus to meditate upon your Pillars. MTC 2e 206
Perils •+ Your tomb resists intruders with traps totalling this rating, and an equal number of curses from released vessels. MTC 2e 206
Provisions •+ Your tomb is furnished with equipment or infrastructure totalling this rating. MTC 2e 206

Bolthole Features

Feature Rating Description Book
Arsenal • to ••••• Once per session, your bolthole can supply one weapon with a rating equal to your Arsenal dots, two weapons with a rating one less than your Arsenal dots, and any number of weapons with a rating less than that. DTD 120
Cover-Linked •• Choose one Cover identity. The bolthole only exists while you are in that Cover's form. Anything in the bolthole not provided by these features is lost forever when the bolthole stops existing. DTD 120
Easy Access ••• You can reassign the bolthole's entrance by touching a door and spending Aether. Characters still exit the bolthole the way they came in. DTD 121
No Twilight Ephemeral beings that enter the bolthole manifest physically. DTD 120
Self-Destruct You can implode your bolthole. Anyone inside takes lethal damage equal to your dots in Bolthole and has one turn to leave before the exit to reality is lost. DTD 120
Trap Door •• The entrance from the physical realm into the bolthole only exists when you're outside it, although those capable can still enter from Twilight. DTD 121
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

Clans (2nd Edition)
Clan Nickname Disciplines Bonus Trait Weakness Book
Daeva Serpents Celerity, Majesty, Vigor Dexterity or Manipulation Feeding again on a previous vessel rolls Humanity to avoid compulsive dependence. VTR 2e 15, 103
Gangrel Savages Animalism, Protean, Resilience Composure or Stamina Cap rolls to resist frenzy by your Humanity. VTR 2e 19, 103
Mekhet Shadows Auspex, Celerity, Obfuscate Intelligence or Wits Choose a permanent bane. Banes treat Humanity as one dot lower. VTR 2e 22, 103
Nosferatu Haunts Nightmare, Obfuscate, Vigor Composure or Strength Social penalties with non-Touchstone humans treat Humanity as one dot lower, and such rolls, when failed, become dramatic failures. VTR 2e 24, 103
Ventrue Lords Animalism, Dominate, Resilience Presence or Resolve Touchstones proceed down from Humanity 7, not 6. VTR 2e 28, 103
Uncommon and Lost Clans
Akhud Ahranites Celerity, Praestantia, Obfuscate Strength or Wits Half of (10-Humanity) as penalty to actions that harm fellow Akhud and others with blood ties/Vincula. TY 28
Amari Winter Kings Obfuscate, Protean, Resilience Manipulation or Stamina (10 - Humanity) penalty to resist frenzy due to fire and sunlight. NH:SB 77
Bekaak Prophets Animalism, Obfuscate, Vitiate Composure or Presence Base rolls to lie to mortals of higher Integrity are capped by Humanity unless character spends Willpower. NH:SB 86
Dukhan Incubi Auspex, Obfuscate, Protean Stamina or Wits Grow Languid after (Humanity) nights without dwelling within the Dream. DE2 141
Hypatians Blights Animalism, Nightmare, Resilience Resolve or Stamina Humans become increasingly distrustful after failed (Humanity - Composure) rolls. NH:SB 90
Jiang Shi Phantoms Animalism, Celerity, Obfuscate Dexterity or Intelligence Can't inflict Conditions through the Kiss. VTR 2e 255
Julii Dominate, Resilience, Vigor Composure or Presence Supernatural resistance against Strix and ephemera is capped by Humanity. TY 30
Mekhet (Hollow) Shadows Auspex, Celerity, Obfuscate Intelligence or Wits Haunted by your own resentful ghost. TY 29
Mikhaili Winter Kings Animalism, Bereschligost, Resilience Manipulation or Stamina Fall torpid each summer. Embrace produces revenants. HD 53
Nhang Water Serpents Celerity, Protean, Resilience Stamina or Wits Bodies become brittle on dry land if not enough Vitae in system. NH:SB 94
Pijavica Animalism, Protean, Resilience Stamina or Wits Physical Attributes wither with Blood Potency above 7, and Mental and Social Attributes wither below 4. TY 30
Twice-Cursed Stalkers Celerity, Obfuscate, Vigor Dexterity and Strength Gain both Daeva and Nosferatu banes. NH:SB 102

Bloodlines (2nd Edition)
Bloodline Description Disciplines Gifts Bane Source
Neglatu Uplifted revenants with an affinity for their former kind. As uplifted clan Agah Cannot use the blood bond Onyx Path blog
Parliamentarians Tedious, browbeating Carthians who religiously adhere to the party line. Animalism, Auspex, Celerity, Majesty Bloodline Merits Cap Social dice pools by Humanity when conventional order is broken NH-SB 33
Penumbrae Acolyte psychonauts who read visions in the skein of the Blood. Auspex, Celerity, Crúac, Vigor Crúac Rites Dots of Crúac deepen states of torpor NH-SB 37
Scions of the First City Urban mystics who see through the eyes of their city. Animalism, Auspex, Obfuscate, Resilience Bloodline Devotions Cap all dice pools by Humanity outside your city NH-SB 41
Daeva Bloodlines
Jharana Obsessive technomystics chosen from those touched by the God-Machine. Auspex, Dead Signal, Celerity, Vigor Bloodline Discipline Risk Persistent Obsession from the Wanton Curse NH-SB 20
Lidérc Passionate lovers who drink from the ardor they incite. Celerity, Majesty, Obfuscate, Vigor Siphon Devotions The Wanton Curse also disrupts Touchstones NH-SB 24
Vilseduire Narcissistic rebels who revel in glamorous transgression Majesty, Nightmare, Obfuscate, Resilience None Only one Touchstone, and risk detachment at lower Humanity NH-SB 50
Gangrel Bloodlines
Kerberos Self-reinventing social predators who excel at projecting the Beast. Animalism, Majesty, Protean, Resilience Hounds of Hell Lose 10-again to oppose characters without the Predatory Aura Onyx Path blog
Nosoi Plague farmers who cultivate blood-borne disease in the herd. Dominate, Obfuscate, Protean, Resilience Bloodline Devotions Imbibed Vitae untainted by your disease is capped nightly by Humanity NH-SB 29
Mekhet Bloodlines
Ankou Killers who keep the living separate from the dead for the greater good. Auspex, Celerity, Obfuscate, Vigor None Must roll Humanity to recover Willpower from Mask NH-SB 12
Icelus Manipulators disguised as hypnotherapists plumbing the collective unconscious. Auspex, Dominate, Obfuscate, Resilience Psychognosis Merit Detachment inflicts a Mesmerized state NH-SB 15
Khaibit An ancient line of soldiers who fight darkness by embracing it. Auspex, Celerity, Obfuscate, Vigor Obtenebration Devotions Temporarily blinded by any light bright enough to inhibit normal vision Onyx Path blog
Morbus Outcast plague angels who feed on diseased vessels. Auspex, Celerity, Cachexy, Obfuscate Bloodline Discipline Can't feed on the living free of disease DEC 94
Nosferatu Bloodlines
Vilseduire Narcissistic rebels who revel in glamorous transgression Majesty, Nightmare, Obfuscate, Resilience None Only one Touchstone, and risk detachment at lower Humanity NH-SB 50
Ventrue Bloodlines
Bron Knights errant and bravos who live by blood, quest, and oath. Animalism, Crochan, Dominate, Resilience Bloodline Discipline Touchstones are vulnerable to detaching and changing by the whims of fate DE2 117
Icelus Manipulators disguised as hypnotherapists plumbing the collective unconscious. Auspex, Dominate, Obfuscate, Resilience Psychognosis Merit Detachment inflicts a Mesmerized state NH-SB 15
Vardyvle Jealous dreamers who yearn for what they are not and lose themselves in others' lives. Dominate, Obfuscate, Protean, Resilience Shapeshifting Devotion Feeding from those living your dreams risks False Memories NH-SB 45


Merits, Vampire (2nd Edition)

Merit Rating Prerequisites Description Book
Acute Senses Add Blood Potency as a bonus to use senses or identify sensory details. Exceptional successes can temporarily inflict Obsession. VTR 2e 109
Adaptive Feeding ••• Animal blood can sustain you up to Blood Potency 5. Above that, each willpower spent allows for two vitae rather than one. GTTN 123
Atrocious Not Cutthroat or Enticing Take 8-Again to evoke the monstrous Beast, but lose 10-Again to evoke or resist the seductive or competitive Beast. VTR 2e 110
Beloved •• You have a deep bond with a living Touchstone. Add +1 to resist detachment after spending an hour with your Touchstone. TY 83
Bloodhound •• Wits ••• Smelling blood is as good as tasting it for your Kindred Senses. VTR 2e 110
Call the Beast •••• Humanity < 5 Wield Animalism powers against revenants, contested by their Resolve + Vitae. TY 83
Casual User •• No Carthian Status Confers the benefits of having one dot of Carthian Status as regard social bonuses and the effects of others' Carthian Law usage. Once a story, call upon a small favor. SotC 178
Chorister •• No Crone Status Confers the benefits of having one dot of Crone Status as regard social bonuses and Merit access. May learn one dot of the Crúac Discipline and additional rites. Once a story, call upon a small favor. If the character joins The Circle of the Crone the begin with Covenant Status: •• SotC 181
Claws of the Unholy Protean •••• When you use Unnatural Aspect claws in frenzy, their weapon rating becomes +0A. VTR 2e 110
Close Family Blood sympathy manifests as if blood ties were one step closer, with a +1 bonus and 8-Again, but you can't spend Willpower for bonus dice in a scene where you've felt it. VTR 2e 111
Cutthroat Not Atrocious or Enticing Take 8-Again to evoke the competitive Beast, but lose 10-Again to evoke or resist the monstrous or seductive Beast. VTR 2e 111
Distinguished Palate All Taste of Blood successes are exceptional, but you lose the first Vitae ingested in a scene from any vessel without a chosen trait you consider a delicacy. VTR 2e 111
Dream Visions Mekhet Once a night, when meeting a new person or visiting a new place, roll Blood Potency to have had prophetic dreams that answer a question about the subject. VTR 2e 111
Enticing Not Atrocious or Cutthroat Take 8-Again to evoke the seductive Beast, but lose 10-Again to evoke or resist the monstrous or competitive Beast. VTR 2e 112
Feeding Grounds • to ••••• You hold known influence over territory. While there, add dots in this Merit as a bonus to hunt, and to clash with the Predatory Aura. VTR 2e 112
Ghoul Retainers • to ••••• As retainer, except they have dots in the regnant's disciplines equal to half the dots in this merit, rounded up. VTR 2e 101
Group Touchstone •+ The dots in the merit must equal the number of members in the coterie Gain a communal touchstone at the next level of humanity. A number of benefits are gained and shared by the coterie. GTTN 69
Heart of Stone •• Feeding Grounds Limit your need for and benefit from Touchstones by attaching yourself to a longstanding edifice or organization. TY 83
Herd • to ••••• You have marks willing to offer up twice your dots in this Merit in Vitae weekly, without a roll. VTR 2e 112
Honey Trap Not a revenant A vampire who tastes your blood regains Willpower, and also takes a beat if it advances the Vinculum. VTR 2e 112
Independent Study •• No Ordo Status Confers the benefits of having one dot of Ordo Status as regards social bonuses. Once per story, call upon a small favor. SotC 197
Kindred Status • to ••••• As the general Status Merit, divided into City, Clan, and Covenant Status. If you hold Status in multiple covenants, your total dots of Covenant Status can't exceed five. VTR 2e 113
Kiss of the Succubus Daeva When you inflict Swooning by feeding on a mortal vessel, also inflict Addicted. VTR 2e 113
Laity •• No Sanctified Status Confers the benefits of having one dot of Lancea Status as regards social bonuses. Once per story, call upon a small favor. SotC 193
Lineage Clan Status Once per session, you can borrow one dot of your sire's Allies, Contacts, Mentor, Resources, or Status. VTR 2e 113
Lingering Dreams •• Dream Visions Subjects share your prophetic dreams about them, inflicting Swooning. DE2 142
Major Domo ••• You operate an Elysium or other Kindred gathering point. Persuasion, Intimidation and Socialize take +2 against Kindred so long as your hospitality is secure. TY 83
Married by Blood You have a strong mutual relationship with a Kindred Touchstone. Pool your Haven and Retainer Merits together, but share each other's Kindred Status loss. TY 83
One Foot in the Door •• No Invictus Status Confers the benefits of having one dot of Invictus Status as regards social bonuses. Once per story, call upon a small favor. SotC 187
Pack Alpha Gangrel Decide how you ritually mark a vampire or ghoul as part of your pack. Pack members take 8-Again to teamwork support rolls. When questioned by your pack and you don't cow them, lose Willpower. Exile from the pack is violent and lasting. VTR 2e 114
Receptive Mind • to ••••• Blood Potency ••••• •, Auspex •••• When you Lay Open the Mind, add an extra target for each dot in this Merit. TY 84
Revenant Impostor Manipulation •••, Subterfuge •• May replace Alternate Identity. You can masquerade as a revenant. HD 80
Savior of the Lost ••• Replace the Humanity cost to uplift a revenant you did not sire with a detachment roll. On success, spend a Willpower dot instead. TY 84
Special Treat ••• You keep a ghoul with addictive blood, who costs extra Vitae to maintain each month. TY 84
Swarm Form •• Protean ••• You can become a swarm of Size 0 or 1 creatures when you take the Beast's Skin. Expand over a space up to (5 × Blood Potency) yards in diameter. Your attacks roll Strength + Brawl, ignore Defense, and deal lethal damage, while attacks against you that don't encompass wide swaths can only deal a point of damage at most. VTR 2e 114
Touchstone • to ••••• You have an extra Touchstone for each dot in this Merit. Each Touchstone attaches to the next level of Humanity down after the last. VTR 2e 115
Unassuming Guise •• Apply a +3 bonus to present as an unassuming or human. GTTN 124
Undead Menses •• Female You produce unnatural menstrual blood that, once per night when applied, can grant 8-Again to a Crúac ritual or reduce Resistance against a Discipline by up to your Blood Potency. VTR 2e 115
Unnatural Affinity • to ••••• Choose another type of supernatural creature for each dot in this Merit. You can feed on their Vitae as if they were Kindred. VTR 2e 114
Unsettling Gaze Nosferatu When you roll an exceptional success to infect a victim with Integrity or Humanity greater than yours with the monstrous Beast, your victim experiences a breaking point. If your Humanity is greater than 2, so do you. VTR 2e 115
Wicked Jaws •• When feeding violently, your bite is a 2L attack, or +1L if other bonuses already apply. GTTN 127

Style Merits

Style Prerequisites Rating Maneuver Description Book
Blood Chymistry Resources ••, Safe Place •, Alchemy specialty in Science Each concotion requires one vitae and an Intelligence + Science - the dot rating of the procedure. NH:SB 93
Cinnabar Heal Lethal then bashing equal to the vitae's Blood Potency.
•• Colostrum Grant 8 again to two physical skill for hours equal to the vitae's Blood Potency.
••• Ens Primum Grants the ability to use Physical Intensity for a single mental or social attribute for a number of nights equal to the vitae's Blood Potency.
•••• Ens Veneris Increase Blood Potency by one for a number of nights equal to the vitae's Blood Potency.
••••• Terra Figulina By spending a willpower and taking an aggravated damage, spawn a minion for the rest of the night. This can be done for a number of weeks equal to the vitae's Blood Potency.
Cacophony Savvy City Status Gettin' Up You can read the Cacophony with Intelligence + Streetwise. Within a vampire's Feeding Grounds, add their (not your) dots in that Merit as bonus dice. VTR 2e 110
•• Backpacker You quickly learn who's who and where they hunt, even newcomers to the city.
••• Wearing a Hat Once per session, roll Wits + Politics to ask a question about current events in the Requiem. Rolls to use that knowledge achieve exceptional success on a threshold of three, not five.
Courtoisie Composure •••, Socialize ••, Weaponry ••, Invictus Status These maneuvers must be used with hand-to-hand weapons. SotC 187
Establish the Duel Choose an attacker. So long as you don't attack anyone else, add Weaponry as a Defense bonus against outside parties, and deal a point of lethal damage when an outside party enters range.
•• Value of the Spoken Word By goading mid-combat, you may substitute a Social Skill for Athletics or Weaponry, or a Social Attribute for the corresponding Physical Attribute.
••• Demanding Attention Once you Establish the Duel, if your opponent tries to disengage or attack someone else, you can deal your Socialize dots in lethal damage and leave him Knocked Down.
Crusade Theban Sorcery •• or Sorcerous Eunuch, Resolve •••, Occult ••, Weaponry •• These maneuvers must be used with hand-to-hand weapons. SotC 192
Shield Against Sorcery While your Defense is fully available, penalize the use of sorcery around you by your Crusade dots.
•• Silence Make called shots to the throat at no penalty to mute someone.
••• A Hammer Against Witches Spend Willpower to attack a spellcasting opponent at -2. Success aborts spellcasting and applies the ritual's rating as an additional weapon rating.
Dynasty Membership Clan Status New Kid Once per session, you can substitute your dynasty's Clan Status for your own on a Social roll. VTR 2e 112
•• Exemplar When you wield the reputation of your dynasty in Social Maneuvering, ignore one Door.
••• Patriarch/Matriarch Once per session, you can charge a dynasty member with a daunting labor.
Kindred Dueling Composure •••, Weaponry •• These maneuvers require an edged weapon and are mutually exclusive. VTR 2e 117
Hamstring You can use a called shot to deny a vampire's limb the benefits of Physical Intensity.
•• Taunt Exchange up to your Weaponry in attack dice to provoke, on hit, a frenzy roll penalized by your exchanged dice.
••• Carving Deal lethal damage to the Kindred body.
•••• Pincushion You can lodge your weapon into the victim on a hit, preventing the wound from healing with Vitae use. You can withdraw it reflexively, but others must roll Strength + Stamina - damage caused as an instant action.
••••• Spray Sacrifice your Defense to make an attack that can exchange points of damage inflicted for points of Vitae damaged.
Mobilize Outrage Willpower •••••, Brawl ••, Carthian Status Strike to Preempt Sacrifice your Defense and your second turn to add your Willpower as bonus dice to attack on your first turn. SotC 178
•• Unbreakable Add your full Willpower value when spending a point to contest or resist social or mental coercion in a combat situation.
••• Dying on Your Feet During combat only, ignore wound penalties and do not fall to torpor from injury.
Riding the Wave Composure •••, Resolve ••• These maneuvers must be used when riding the wave. VTR 2e 118
Ravage Bite attacks take a 1L weapon rating.
•• Primal Strength Double your Strength bonus from frenzy when lifting, jumping, or destroying objects.
••• In the Zone When you spend Willpower to ride the wave, you also apply the normal +3 action bonus.
•••• Unyielding After a scene where you rode the wave, recover any Willpower spent to do so.
••••• Animal Grace You can spend Willpower for both bonus dice on an attack and a bonus to your Defense, not just one or the other.
Rites of the Impaled Resolve •••, Stamina •••, Weaponry ••, Sworn Passion Through Pain Invert wound penalties. SotC 197
•• Beyond the Pale Don't fall torpid from lethal damage until you also suffer aggravated damage equal to Resolve.
••• Action and Reaction When struck before using an instant action that round, spend Willpower to retaliate with a close combat attack. Instead of rolling the attack, use the successes of the attack that struck you.
Temple Guardian Athletics ••, Brawl ••, Weaponry ••, Crone Status Athena's Armor When you spend a turn not attacking, ignore the first point of damage from each attack that hits you. SotC 182
•• Enyo's Defense When your Defense is available and an ally within the range of your Speed is attacked, you can reflexively move to force the attacker to target you instead.
••• Eris's Glory Each turn you suffer lethal or aggravated damage, grant the Inspired Condition to an ally. Crúac rolls by others in your presence add your wound penalties as bonus dice.

Coterie Merits

Merit Rating Prerequisites Description Book
Common Enmity • to ••• Each member must have at least a dot The highest dots of this merit in the coterie determines the power of the enemy. Once per scene, you can apply your dots in this merit to any roll meant to harm or inconvenience the target. GTTN 127
Goal •• to ••••• Multiple characters much contribute The more dots in the merit, the longer and more complicated the communal goal. Everyone who invested in this merit loses the merit but gains experience equal to total dots contributed to the merit upon completion. Once per chapter you may regain willpower or add total dots in this merit as a bonus, so long as you are doing so towards the goal. Once per chapter, doing a teamwork action in service to the goal gives everyone participating a beat. GTTN 127
History •• to ••••• Multiple characters much contribute Once per chapter you may add its cumulative dots to a teamwork roll with another member sharing this merit. Add the cumulative dots to all blood sympathy rolls, even without blood relations. Once per chapter, apply the cumulative dots to any discipline or devotion targeting a consenting character with the merit. Double the penalty for resisting blood bonds with members sharing this merit. GTTN 128

Elder Merits

Merit Rating Prerequisites Description Book
Around the Block •• Any Skill ••••• • Ignore untrained Skill penalties. TY 83
Civilization Stalker ••• Intelligence or Manipulation ••• Politics, Socialize and Streetwise take 9-Again when calling on your experience. TY 83
Dynasty Progenitor •• Dynasty Membership ••• You originated this dynasty. Double blood sympathy bonuses to wield Disciplines and Devotions on dynasts. TY 85
Mentor in Immortality • to ••••• You've taken a protegé for each dot in this Merit. Once per story, you may call a favor from each student. TY 83
Practiced Puppeteer •• Any Discipline ••••• Take 9-Again when you wield the chosen Discipline's powers against a character without a Supernatural Tolerance of at least your Blood Potency - 3. TY 84
Prima Donna • to ••••• No Covenant Status Each story, once per dot of this Merit, spend Willpower to ignore soft leverage, shut down a Social Condition, exert your Status at one dot higher, or take 8-Again on a Social roll against the covenants. TY 84
Spectral Communion •••• Hollow Mekhet Once a story, anoint a mirror with three Vitae and contest Resolve + Composure + Auspex vs Power + Resistance to either trap your Ka or let it out with you in Twilight. TY 85
Undeniable Aura ••• Atrocious, Cutthroat or Enticing Your very presence contests your Predatory Aura vs Resolve + Tolerance to reduce your exceptional Social threshold against the subject from five to three. TY 85

Revenant Merits

Merit Rating Prerequisites Description Book
Blood Farm • to ••••• Resources • to ••• Replaces Herd. You raise animals you may drain for thrice your Blood Farm dots in Vitae weekly, but large Blood Farms may attract attention. HD 80
Chains for Hungry Fenrir •• Revenant, Resolve ••• Half your hunger penalties to resist frenzy. HD 80
Clan Impostor Manipulation •••, Subterfuge •• May replace Alternate Identity. You can masquerade as full Kindred of a given clan. HD 80
Fertile Vitae ••• Revenant You may Embrace revenant childer. HD 81
Kindred Status As for full Kindred. Clan Status requires Clan Impostor. HD 80
VTR 2e 113
Revenant Status As the general Status Merit, and provides Chary tutelage. HD 81
Sanctioned Tracker •• Revenant Replaces City Status ••. You maintain respect while on a mission to destroy a criminal for the local Kindred. HD 81
Sire Sense Revenant Sense your sire's location. +2 to navigate and employ Blood Sympathy to pursue her. HD 81
Twilight Walker • or ••• Revenant, Humanity 7 For fifteen minutes at dawn's start and dusk's end, take bashing damage from sunlight. With three dots, take no sunlight damage during that period, and bashing damage for fifteen minutes more. HD 81

Covenant Merits

Carthian Merits

Merit Rating Prerequisites Description Book
Alley Cat • to ••• Athletics ••, Stealth ••, Streetwise •• Reduces the threshold for exceptional success when rolling to prowl city streets. SotC 177
Army of One • to ••••• ≤ Covenant Status Roll Presence + Politics + Covenant Status to summon Carthian backup, up to one per dot in this Merit each story. SotC 177
Carthian Pull Every month, you can leverage favors to access your Carthian Status in dots of Allies, Contacts, Haven or Herd. VTR 2e 110
Court Jester •• Politics ••, City Status •• Reputation as a pundit punishes attempts at official censure by stripping a dot of City Status from the official. SotC 178
Devotion Experimenter •• Science ••, Covenant Status •• Reroll nines when using Devotions, and learn or teach them at an experience discount. SotC 178
Fucking Thief Subterfuge ••• Steal flawed knowledge of a single one-dot advantage restricted to another covenant. SotC 178
I Know a Guy Once per story, your non-temporary dots of Allies can do double duty as dots of Retainer. VTR 2e 115
Jack-Booted Thug •• Intimidation •••, Covenant Status ••, City Status Spend Willpower and roll Presence + Intimidation + City Status to shut people down through projected menace. SotC 178
Night Doctor Surgery ••• Covenant Status •• Roll Intelligence + Medicine to treat a vampire medically for an hour, reducing lethal damage to bashing. VTR 2e 113
Sell Out ••• Politics •••, Covenant Status ••••, City Status •••• Legalistic title manipulation grants you the full benefits of one dot of Status in each of the city's covenants. Decide arbitrarily at any given time whether Carthian Law counts you as a Carthian. SotC 179
Smooth Criminal •• Politics •, Streetwise ••, Subterfuge •• Once per story, roll Manipulation + Subterfuge to end discussion of allegations against you or a fellow Carthian. SotC 179
Toss That Shit Right Back Dexterity •••, Athletics •• When you dodge a thrown attack, you can catch the object and immediately throw it back. SotC 179
Carthian Law
Breaking the Chains Break one Vinculum by accepting a single-step blood bond to a number of fellow Carthians. Actions to betray the old Vinculum act as a supplementary Dirge. SotC 179
Cease Fire ••••• Covenant Status ••••• Temporarily disrupt the powers of the Blood through a majority vote of local Carthians. Throughout the domain, Disciplines and Devotions cost Willpower to function and risk aggravated damage when in use. The Carthian invoking this law may specify a condition for ending the Cease Fire. It also ends if she herself uses a power of the Blood, leaves the domain or is destroyed. SotC 180
Coda Against Sorcery • to ••••• Declare a personal censure of sorcery in general, a particular blood sorcery, or a particular sorcerous ritual. Apply this Merit as resistance against the censured sorcery. SotC 180
Empower Judiciary ••• Covenant Status ••• Invest dots of Willpower and of Blood Potency to empower a legal arbiter for the domain. The arbiter may make binding public interpretations of the domain's law, on pain of stripping of Kindred Status or of aggravated damage in its absence, and retains this authority until destroyed or until domain rulership changes hands. SotC 180
Establish Precedent •• Covenant Status •••• Invest a dot of Willpower to extend the enforcement of an edict from an individual case to the whole domain for a year and a day. Intentional violation of the edict is punished by a specified marking brand and accompanying bane for a month. SotC 180
Lex Terrae •• Covenant Status ••, Feeding Grounds So long as your Feeding Ground has been clearly declared, vampires who feed there without your permission wake the next night and vomit the Vitae out as useless, and are visibly marked for a week. VTR 2e 116
Mandate from the Masses ••••• Covenant Status ••••• When you preside over a majority vote of local Carthians to condemn an enemy of the people, you can voluntarily lose access to a dot of Willpower to strip the enemy of Blood Potency proportional to the Carthian vote. Lost dots return when the enemy goes into exile or either you or the enemy are destroyed. VTR 2e 116
Plausible Deniability •••• Covenant Status ••• Supernatural means can't prove your guilt of crimes against domain or Tradition, diablerie doesn't stain your aura, and you penalize nonmagical efforts to perceive your guilt by your Carthian Status. You can't use your Kindred Status against anyone who ascertains your guilt anyway. VTR 2e 116
Right of Return •• Covenant Status ••, City Status You're authorized to participate in multiple covenants. Your total maximum of Covenant Status dots ignores your dots of Carthian Status, and you improve your Social Maneuvering impression with your other affiliated covenants, but lose 10-Again to conceal suspicious behavior from them. VTR 2e 116
Stare Decisis •• Elder, Covenant Status ••• When you speak on matters of breach of law or Tradition, others must spend Willpower to oppose you. Recover Willpower when you sway the authority to rule in your favor. TY 85
Strength of Resolution When a supernatural power is used to compel you to violate the law of the domain, add your Carthian Status dots as dice to contest it. VTR 2e 116
Weaponize Dissent •• Covenant Status •• Irreversibly invokes insurgency for a year and a day, even after the invoking Carthian is destroyed. During insurgency, characters attacking vampires in the presence of the Carthian or his bodily remains apply their target's City Status as an additional weapon bonus, even if it is from a foreign domain. SotC 181

Circle of the Crone Merits

Merit Rating Prerequisites Description Book
Altar 3+ attuned You've contributed to attuning a blood altar. In the presence of the altar, contributors can apply teamwork to Crúac rituals, even if they don't know Crúac, at the cost of slowing the ritual. VTR 2e 109
The Mother-Daughter Bond Apply the benefits of the True Friend Merit to any Acolyte Mentor. VTR 2e 113
Mother-Goddess' Altar Blood Potency ••••• •, Altar, Covenant Status ••••• Lead Crúac rituals at an Altar at full speed. TY 84
Viral Mythology ••• Presence •••, Expression •••, Crúac • When you make a show of divine glory, roll Presence + Expression, contested by Wits + Composure, to inflict a contagious Condition of awe and splendor. Allies and Herd Merits spread to double their yield. SotC 182
What You've Done For Her Lately Crúac •• Once a story, you can use the casting of a Crúac rite to boost your effective Covenant Status for the scene. SotC 182
Crúac Styles
Opening the Void • to ••••• Crúac • Your Crúac rites call forth bestial shadow-servants of Size, Retainer value, and longevity proportional to the rite. By spending Willpower when casting, you can attempt to consign a living being to the outer darkness, prompting an extended roll with a Willpower cost for the resisting subject. SotC 184
Primal Creation • to ••••• Crúac • Your rites cause plant overgrowth proportional to the rite, and evoke fertility. By spending Willpower when casting, you can cause life proportional to the rite to mutate and bud off duplicates. SotC 183
Unbridled Chaos • to ••••• Crúac • Your rites provoke unpredictable swelling, mutation and deformation of the environment, proportional to the rite. By spending Willpower when casting, you can cause inclement weather, whose Tilt effects you may ignore. SotC 183

Invictus Merits

Merit Rating Prerequisites Description Book
Attaché Your Retainers each gain access to your Invictus Status in dots distributed among Contacts, Resources and Safe Place. VTR 2e 110
Crowdsourcing • to ••• Contacts, Resources ••• Spend Willpower and roll Manipulation + Academics to coordinate the temporary exchange of Social Merit dots from one Invictus member to another, which may then temporarily exceed their normal maximum by your dots in this Merit. SotC 187
Friends in High Places Every month, you can open up to your Invictus Status in Doors belonging to people held under the local Invictus thumb. VTR 2e 112
Information Network Covenant Status ••, Contacts Use your Contacts as Skill Specialties. SotC 187
Invested Distribute your dots in Invictus Status among free dots of Herd, Mentor, Resources and Retainer, provided by the covenant. VTR 2e 112
Moderator • to ••••• Computer •••, Covenant Status ••, Contacts Administrator access to Invictus networks can be used dot-for-dot as temporary Allies, Contacts, or Library, once per story. SotC 187
Noblesse Oblige ••• City Status ••• Use your station in the domain as a Touchstone. SotC 188
Notary ••• Covenant Status ••• You're empowered by the Invictus to preside over Invictus Oaths. Invictus Status can't be used in Social rolls against you, and once a month, you can call upon one dot of Allies, Contacts, Herd, Mentor or Resources from the covenant. VTR 2e 116
Prestigious Sire Mentor •••• Draw on your bond with your sire to use your sire's vampiric Status dots instead of your own in a Social action, risking this Merit's loss on failure. SotC 188
Social Engineering •••• Manipulation •••, Wits •••, Investigation ••, Subterfuge •• Spend Willpower and roll Manipulation + Investigation to dig up dirt, weaknesses, advantages or openings against a victim. SotC 188
Speaker for the Silent ••• Dynasty Membership You've learned to voluntarily channel the will of a torpid elder. You can cut off an open channel with a point of Willpower. VTR 2e 114
Tech-Savvy • to ••• Computer ••, Crafts ••, Science •, Resources Retrieve access to devices up to Availability two higher than dots in this Merit, which grant 9-Again and distribute your Tech-Savvy dots among equipment bonus, Structure, and Durability. SotC 188
Travel Agent • to ••••• Covenant Status ••, Contacts When you travel to another domain, name a receiving host, apply half your dots in this Merit as temporary Allies or Contacts in the new domain, and reduce attempts to intercept you between domains by successes equal to this Merit. SotC 188
Where the Bodies Are Buried •• Covenant Status •• Once per story for every dot in this Merit, your notes on dirty work can turn up dirt on a vampire whose associations you know. VTR 2e 115
Invictus Oaths
Oath of Abstinence ••••• Covenant Status So long as you imbibe no Vitae, you need spend none to wake nightly. SotC 189
Oath of Action •••• Swear a labor for your liege. For the duration of the Oath, you may access one of your liege's Disciplines (including bloodline gifts), while your liege's Blood Potency increases by one. The Oath concludes when the labor is complete or a month passes, and respectively the liege or the vassal suffers aggravated damage equal to the Discipline dots offered. You can only be party to one Oath of Action at a time. VTR 2e 117
Oath of Dynasty ••• Any Covenant Status •••, Dynasty Membership ••• You share a closer link to fellow sworn dynasts. You may borrow their Social Merits once a session, communicate with torpid dynasts by rolling Presence + Empathy, or rouse them by rolling an exceptional success with your Blood Potency. These rolls suffer a -5 penalty, reduced by one for each dot after the fifth of your Blood Potency (to communicate) or their Humanity (to rouse). TY 85
Oath of Fealty Covenant Status You can draw up to your Invictus Status in Vitae from your liege each week, without feeding from her. Your liege can tell when you lie to her. You can only swear an Oath of Fealty to one liege at a time. VTR 2e 117
Oath of the Handshake Deal One must be Invictus Both parties purchase this Merit, swear a service or forbearance, and offer a Social Merit as collateral. Violating the oath awards the other party your collateral for an agreed duration. SotC 189
Oath of the Hard Motherfucker •• No Invictus Status The vassal must kill a Carthian or oathbreaker in exchange for her first dot of Invictus Status, 9-Again on two Skills, and a dot each of Allies, Contacts, and Resources, all stripped if the oath is broken. SotC 189
Oath of Matrimony ••••• One must be Invictus Both parties purchase this Merit, swear vows, assume blood sympathy, and become subject to a full mutual Vinculum. Their Social Merits, Blood Potency, and Discipline ratings increase to catch up to the spouse's. Broken vows strip Blood Potency. SotC 190
Oath of the Model Prisoner ••• A prisoner of the Invictus swears as vassal not to attempt escape or sabotage, on pain of occult branding, in exchange for protection from torture and execution. SotC 190
Oath of Office ••• City or Covenant Status ••• The vassal swears to the duties of an office in vampire society, and may treat it as a supplemental Mask trait, but faces detachment for violation. SotC 191
Oath of Penance ••• For the duration of the Oath, every tenth point of Vitae you ingest is mystically transmitted to your liege as Kindred Vitae, and you are denied the benefits of any other Invictus Oath. Your liege cannot use Disciplines against you. VTR 2e 117
Oath of the Refugee •• Covenant Status The signatory accepts exile from a domain and gains protection from pursuit by agents of the domain. SotC 191
Oath of the Righteous Kill ••• Empathy •••, Covenant Status ••• The signatory can act as a confessor, assuming premeditated risks of detachment from fellow covenant members. SotC 191
Oath of the Safe Word •• Covenant Status Both parties purchase this Merit and share the use of Willpower and one Social Merit with the other party. Either party may end the oath to briefly paralyze the other party. SotC 191
Oath of Serfdom •• Receive a feudal territory from your liege. While there, or when defending your liege, you gain a free dot of Celerity, Resilience or Vigor. You intuit when another predatory aura crosses into your land and from where. Your liege adds your dots in Feeding Ground as bonus dice against you, and ignores any blood bond you may impose. VTR 2e 117
Oath of the True Knight •••• Covenant Status •• The vassal swears a role of impartial defender of the covenant. She becomes unable to drink Kindred Vitae, and her Invictus Status protects her from mental Disciplines and attacks from Kindred and ghouls. SotC 191

Lancea et Sanctum Merits

Merit Rating Prerequisites Description Book
Anointed •• You're ordained. Once per session, you can roll Presence + Expression to preach the Raptured Condition. VTR 2e 109
Faith Militant •• You may draw upon your Herd for Resources. DE2 109
Flock • to ••••• ≤ Herd You inspire your Herd. They serve as a source of Willpower. Dots in this Merit apply as additional Herd dots. SotC 193
Lorekeeper Your lorehouse attracts occultists. Distribute your dots in the Library Merit among bonus dots in Retainer and Herd. VTR 2e 113
Sanctuary • to ••••• Covenant Status ••, City Status ••, Safe Place You have authority to shelter one Kindred criminal per dot in this Merit in your Safe Place, who act as Retainers so long as you feed them. SotC 193
Sorcerous Eunuch Resolve ••• You've had the essence of sorcery scoured from you over an arduous month. Penalize sorcerous effects with your Resolve. You can't learn blood sorcery. SotC 193
Stigmata • to ••••• < (Humanity + 3) Each week, or at will by spending Willpower, you bleed Vitae equal to your dots in this Merit, which when ingested inspires spiritually and does not cause addiction or bonding. The experience bolsters Theban Sorcery and Willpower. SotC 193

Ordo Dracul Merits

Merit Rating Prerequisites Description Book
Secret Society Junkie Dots in Status or Mystery Cult Initiation representing human secret societies also count as dots of Herd. VTR 2e 114
Sworn Swear yourself to frequent duties either to the silencers of the Axe, learned of the Dying Light, or leaders of the Mysteries. Distribute your dots in Ordo Status among bonus dots of Mentor and Retainer. VTR 2e 114
Twilight Judge ••• Covenant Status •••• You're empowered to make binding judgments for the covenant within a domain. Treat the special treatment of your office as equivalent to a five-dot Mentor. SotC 198

Other Covenant Merits

Merit Rating Prerequisites Description Book
al-Amin
Shahrayad's Tale • to ••••• Once per chapter, spin tales to threaten listeners up to your Merit rating with both vitae and story addiction. Each tale improves your impression on an addicted listener. DE2 142
Circles of Mor
Parliament's Apostle Humanity < 6 Your circle worships a strix who will serve as a Mentor in exchange for tithes of blood. DE2 110
Fir'awn
Ifrit's Might ••• Blood Potency ••••• • Master one Crúac rite for each dot of Blood Potency after the fifth. Mastered rites reduce their exceptional success threshold from five to three. DE2 142
Gallows Post
Envoy • to ••••• Rolls to intercept you between cities must exceed your Envoy rating in successes. When you arrive in a domain, specify your receiving party and a gift or rumor that serves as expendable Social equipment concerning them. Once per story, apply half your Envoy dots as effective Allies or Contacts. DE 266
Legion of the Green
Contracts of Night and Day Occult ••, Notary You may preside over an Invictus Oath with a changeling vassal, who must drink from his liege. Blood sympathy forms, and the changeling can target his liege with Contracts as a universal loophole. DE2 109
Weihan Cynn
Contract with the Uncanny • to ••••• Choose a supernatural faction or force; you may purchase this Merit multiple times for multiple contracts. You can call upon ancient bargains to request favors proportional in risk or effort to your dots in this Merit, in exchange for offering an equivalent favor. You can call on greater favors than your dots would allow by owing disproportionate labors in return. DE 271

Lingua Bellum Merits

Merit Rating Prerequisites Description Book
Beating the Drum ••• Once per chapter, before starting a social encounter, you can gain the Danse Macabre or The Edge condition. Roll for frenzy at the end of the social encounter when used. GTTN 126
Blood Station • to ••• Crown Games The quality of a vampires mortal blood affects them among the All Night Society. Add dots in this merit to Ego rolls. GTTN 123
Dragon's Fire • to ••••• Ordo Dracul Gain a number of maneuvers equal to dots in this merit: Browbeat, Channel the Beast, Consumed by Horror, Give Chase, Inexplicable Dread. GTTN 132
Flawless Timing •• Once per chapter, set your timing to one above the highest. GTTN 127
Hecate's Tongue • to ••••• Circle of the Crone Gain a number of maneuvers equal to dots in this merit: Apply Pressure, Cheap Shot, Dramatic Revelation, Keep 'Em Guessing, Switch it Up. GTTN 129
Howling Support •• If a member of your coterie is engaged in Lingua Bellum, you may choose to count as a small indifferent audience alone. GTTN 128
Money Talks Wealth Immeasurable Leverage your economic might. Once per scene, add dots in Wealth Immeasurable to any maneuver roll. GTTN 125
Sound and Fury • to ••••• Carthian Movement Gain a number of maneuvers equal to dots in this merit: Alternative Facts, Breakdown, Gish Gallup, Know Your Audience, Loudest Wins. GTTN 128
The Superior Beast Add your Blood Potency to a maneuver once per scene. Roll for frenzy at the end of the social encounter when used. GTTN 123
Verbum Dei • to ••••• Lancea et Sanctum Gain a number of maneuvers equal to dots in this merit: For Your Own Good, Glad You Thought of It, Guilt Trip, Inspiring Speech, Leading Questions. GTTN 131
Verbum Imperii • to ••••• Invictus Gain a number of maneuvers equal to dots in this merit: Acknowledge the Master, Demand Respect, Form Over Function, Impeccable Logic, Veiled Threat. GTTN 130
Work the Crowd •• Presence •• Once per exchange, roll Presence + Socialize, using the successes to increase the intensity of the audience. GTTN 127
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


Covenants (2nd Edition)

Common Covenants

Covenant Nickname Description Advantage Book
Carthian Movement Firebrands The Revolution applies mortal solutions to immortal problems with modern and experimental government. Carthian Law VTR 2e 32
Circle of the Crone Acolytes The Mother's Army venerates female divinity, painful change, and the old ways remixed for the modern world. Crúac VTR 2e 35
Invictus Establishment The Conspiracy of Silence safeguards the Masquerade with hierarchy and tradition. Invictus Oaths VTR 2e 38
Lancea et Sanctum Sanctified The Church Eternal preaches a dark faith; they are both wolves and shepherds. Theban Sorcery VTR 2e 41
Ordo Dracul Defiant The Order of the Dragon struggles to transcend the Curses through eldritch alchemies and rites. Mysteries of the Dragon VTR 2e 44
Belial's Brood Claimed Spontaneous clutches of ur-predators run riot, embracing monstrocity. Triadic Evolution NH-SB 56
VII Them The bogeymen of the All Night Society. Unknown yet feared by all the other covenants. Unknown VTR 2e 47

Contemporary Covenants

Covenant Description Advantage Book
Esoteric Order of the Golden Star An opportunistic cult of personality disguised as a tradition of blood sorcery. None NH-SB 65
Athens, Greece
17N Liberals trying to rebuild Greece, even if that means burning it all down and starting anew. Unspecified VTR 2e 241
Alecto Traditionalists who look inward to classical Greece and yearn for benevolent tyranny. Unspecified VTR 2e 241
Kataraménon Apollonian cultists who have blended their pagan traditions with Greek Orthodox Christianity. Unspecified VTR 2e 241
Ypochréosi Iron-fisted pragmatic modernists who keep the domain stable through festivals, bribes, and skulduggery. Unspecified VTR 2e 241
Beijing, China
Bureau of Childer A bureaucracy empowered to keep track of childer and police the Embrace. Unspecified VTR 2e 244
Bureau of Silence An anonymous council which takes responsibility for the Masquerade and embeds itself into mortal politics. Unspecified VTR 2e 244
Dragon’s Path Students of the Mysteries who take power from the Beast by denying its hunger. Unspecified VTR 2e 244
Way of the Dragon Students of the Mysteries who align their will with the Beast. Unspecified VTR 2e 244
Berlin, Germany
Revolutionary Council Effectively Carthians by another name, inheriting the legacy of East Berlin's only Kindred state covenant. Unspecified VTR 2e 248
Watchful Eyes A fanatical network of cells tasked by the markgraf to eliminate an unseen threat to Berlin's Kindred. Unspecified VTR 2e 248
Tokyo, Japan
Hototogisu Mortal intruders to the politics of the zaibatsu covenants, who exert influence over Kindred politics while honing occult means to defeat vampiric power. Mystery Cult Initiation VTR 2e 266
Maeda Group The muscle of the zaibatsu, legbreakers and assassins forced by changing times to shift investments from agriculture and retail into organized crime. Mind of Infinite Immutability VTR 2e 267
Takahashi Family A technocratic zaibatsu organized in a pyramid structure, entangled with industry and the Hototogisu. Free Retainers, Herd, and Haven VTR 2e 268
Ume House A spiritualist zaibatsu covenant that makes practical inroads into other concerns by selling the use of its ancient Kigan sorcery. Kigan VTR 2e 268

Historical Covenants

Covenant Description Advantage Book
Camarilla The earliest Kindred state to rule over vast territories, with jurisdiction over the dead of the Roman republic and later empire. Unspecified VTR 2e 74
Children’s Crusade Kindred tradition from the 12th to the 18th Century organized vampires Embraced as children into this covenant, until its secrets were discovered and it was destroyed. Unspecified VTR 2e 50
Gallows Post Part messenger service, part gang of highwayman, they maintained safe passage between cities for the dead of late medieval Europe. Hangman's Code VTR 2e 50
DE 266
DEC 92
Legion of the Dead Between the fall of the Camarilla and the High Medieval, the Kindred's professional armies devolved into this rowdy legion for hire, rich with cursed relics and spoils of war. Unspecified VTR 2e 50
Tenth Choir Blasphemers who drink the blood of angels and flaunt the Blood as the power to murder God. Therion VTR 2e 51
DE2 352
Abbasid Caliphate 832 CE
Ahl al-Mumit Wrathful and righteous soldiers that hunt those who revel in their monstrocity. Theban Sorcery DE2 139
al-Amin Record keepers and traditionalists who teach the Kindred's place under the law. Shahrayad's Tale DE2 139
Fir'awn Apostates and pagans who seek wisdom in old and strange ways. Crúac DE2 140
Jaliniyya Students of occult sciences who pursue practical applications of blood alchemy. Kimiya DE2 140
Britannia 400-500 CE
Circles of Mor Cells of vicious eldritch predators practicing rites of power and cruelty. Crúac DE2 110
Legion of the Green Feudal knights errant who fought against and alongside fae courts. Invictus Oaths DE2 108
Weihan Cynn An ancient and archaic British covenant of Woods-Witches who forged deals with other creatures of the night. Contracts with the Uncanny DE 270


Disciplines, Crúac (2nd Edition)

Rite Target Opposition Description Source
Ban of the Spiteful Bastard 6 - Composure Revenants only. Curse your sire to rise without Vitae for your Potency in nights. HD 78
Mantle of Amorous Fire 5 Dance to exhaustion. Add Crúac as a Presence bonus for the night. SotC 184
Pangs of Proserpina 6 vs Composure + Tolerance A victim up to a mile away suffers feelings of intense hunger, provoking frenzy in Kindred. VTR 2e 152
Pool of Forbidden Truths 5 The caster gains the Primeval Truths Condition and experiences a vision. Roll Wits + Investigation + Crúac to interpret. SotC 184
Rigor Mortis 5 - Composure A vampiric victim within a mile stiffens and suffers a -3 Physical penalty. VTR 2e 152
••
Cheval 5 - Composure Borrow a touched subject's sight and hearing for the rest of the night. VTR 2e 152
Mantle of the Beast’s Breath 5 Dance to exhaustion. Gain the Raptured Condition and add Crúac as a bonus to ride the wave for the night. SotC 184
Hydra's Vitae 5 Transform blood in your system into a poison causing lethal damage, yielding no Vitae when drank. VTR 2e 152
Shed the Virulent Bowels 6 vs Stamina + Tolerance Use a lock of hair or sympathetic link to hang a curse over a living victim for a month. Trigger the curse to cause enough lethal damage to fill the victim's Health. SotC 185
•••
Curse of Aphrodite’s Favor 6 vs Composure + Tolerance Concoct enough potion for three drops to feed a victim over three nights, inflicting a Vinculum to another chosen subject. SotC 185
Curse of the Beloved Toy 6 Slay a victim and trap their soul in a keepsake of theirs, rendering it a cursed item which expends the sorcerous Vitae to plague owners with dramatic failures. SotC 185
Deflection of Wooden Doom 6 Caster becomes immune to staking for one night. VTR 2e 153
Donning the Beast’s Flesh 7 Flay a beast and craft its skin into a garment. Spend Vitae while wearing the skin to approximate the beast's form. SotC 184
Mantle of the Glorious Dervish 5 Dance to exhaustion. Until sunrise, the caster gains a point of armor against all attacks, cannot be ambushed or surprised, and deals an extra point of damage when striking. SotC 185
Touch of the Morrigan 6 Prepare a deadly touch to inflict Potency in lethal damage within the night. VTR 2e 153
••••
Blood Blight 8 vs Stamina + Tolerance Inflict Potency in lethal damage or Vitae loss by scouring blood, often provoking frenzy. VTR 2e 153
Blood Price 8 vs Composure + Tolerance Steal up to Potency in ingested Vitae from a present vampire or ghoul victim for the night. VTR 2e 153
Bounty of the Storm 10 Consume a precious item to prepare a storm that awaits a crowd to strike, dealing your Crúac in bashing damage to the victim and slaying a third of the rest, leaving behind massive wealth. Risk detachment at Humanity 2. SotC 185
Feeding the Crone 10 Deal aggravated damage with your bite, but ingest no Vitae, until sunrise. End early by spending Vitae. VTR 2e 153
Gorgon’s Gaze 7 Roll Presence + Occult + Crúac – Stamina against the first person to see your eyes, petrifying a fifth of their body per success. Petrified Kindred may heal petrifications as severe damage. SotC 185
Manananggal's Working 8 Elder rite. Dismember yourself, willfully animating the severed body parts independently for the night. Thou 78
Mantle of the Predator Goddess 8 Dance to exhaustion. Add Crúac as a feeding bonus and as bonus Herd dots. Any character fed from gains the Raptured Condition. SotC 186
Quicken the Withered Womb 8 Guarantee fertile conception when coupling for the night. HD 14
Willful Vitae 7 Prevent the onset of blood addiction or the Vinculum for the night. VTR 2e 153
•••••
Birthing the God 15 Gather body parts to violently birth an undead flesh-eating god with Size a fifth of the Vitae used, Blood Potency a third of the Vitae, and one Skill rating inherited from each celebrant. Spend used Vitae to assign the god dots of Attributes and Disciplines. SotC 186
Denying Hades 8 Disgorge Vitae and suffer a point of aggravated damage to trap a deceased spirit in its days-old body, hung between life and death. SotC 186
Gwydion's Curse 10 Elder rite. Animate plants and trees for a yard per Potency for the night, which roll your Blood Potency to attack and can spend the rite's Vitae to heal themselves. Thou 78
Mantle of the Crone 10 Dance to exhaustion. For the night, inflict Primeval Truths with your visage, and aggravated damage with your touch. Spend Willpower to transmute objects into animals temporarily. SotC 186
Scapegoat 12 - Resolve Elder rite. Feed the ritual Vitae to a mortal vessel. For one night, the mortal suffers any breaking points or inured banes, not you. Thou 78

Conditions (2nd Edition)

A solid dot (●) in the second column denotes a Persistent Condition, while an empty dot (○) denotes a Condition which is not always Persistent, but can be under certain circumstances.

Natural Conditions

Mental Conditions
Addicted Your character is addicted to something, such as a substance or destructive behavior. MTA 2e 314
Addled Your memories are jumbled and confused. GTS 2e 299
Agoraphobic You avoid open spaces and crowds. PTC 2e 306
Amnesia You've lost a large swath of memory. CofD 288
Apprehensive Your character is convinced something bad is about to happen to them. MTC 2e 347
Avarice Your lust for wealth and/or power is insatiable. MTC 2e 347
Broken Your will is broken and you back down from everything. CofD 288
Captivated You're heavily preoccupied with something and can't split your attention. DTD 211
Competitive You are driven to assert your dominance and superiority. VTR 2e 302
Confused You can't think straight. VTR 2e 302
Cowed Someone has weakened you through a display of dominance. WTF 2e 307
Delusional Paranoid delusions dominate your behavior. VTR 2e 302
Demoralized Failure dampens your fighting initiative. WTF 2e 307
Deprived You're weakened by an unfed addiction. CofD 288
Detached You've run with occult circles for so long you've forgotten how to interact with humans. HD 123
Disoriented You've lost equilibrium and need an opportunity to recenter. DTD 211
Dissociation Surreality plagues you with doubts of your own experiences. CTL 2e 336
Distracted You're buffeted from all sides, splitting your attention terribly. VTR 2e 302
Doubtful You've lost confidence in all but your most secure actions. HMR 147
Emboldened An uninhibited atmosphere makes you impulsive and prone to temptation. HMR 150
Faith Your trust in the next world can be exploited by angelic forces. DSG 81
First Trimester You experience flulike symptoms and vivid dreams that are signs of early pregnancy. HtH 41
Second Trimester You feel more creative, but worry as something grows within you. HtH 42
Third Trimester Your body and brain prepare for giving birth, enhancing perception but causing distraction. HtH 42
Fixated You are intently focused on a single thought or command. HL 150
Frightened You're terrified and moved to panic and flee. VTR 2e 304
Fugue You've shied away from trauma by shutting out the experience. CofD 289
Guilty Feelings of remorse leave you emotionally vulnerable. CofD 289
Informed You're well equipped to tackle a given subject. CofD 289
Inspired The spirit moves you to confident action. CofD 289
Lost You've lost your sense of place and need to reorient. CofD 289
Lost Tracker Frustrations on a hunt leave your tracking skills sloppy and halfhearted. WTF 2e 308
Madness Unnatural horror has shattered your ability to process life. CofD 289
Oblivious You are absent-minded, not paying attention to things going on around you. HL 150
Obsession Something controls your attention and distracts from all else. CofD 290
Paranoid Supernatural fear diminishes your ability to trust and depend on others. WTF 2e 309
Reckless You are incapable of considering the consequences of your actions. CTL 2e 344
Scarred You have been left psychologically scarred after being violently bitten by a vampire. VTR 2e 305
Shaken You're shocked or deeply rattled, unsteadying your hand. CofD 290
Sleepwalking Sleep and wakefulness blur, and you suffer from lost time and poor recollection. CTL 2e 344
Spooked Otherworldly wonder moves you unwisely. CofD 291
Steadfast Your resolve to act is steeled and ready. CofD 291
Stoic Distance and emotional guard ease lies, but inhibit perspective and passion. CTL 2e 345
Strained You've held back the shock of witnessing supernal sorcery, but the pressure remains. MTA 2e 318
Swooned You're charmed or bedazzled by a particular person. CofD 291
Violent Violence is second nature to you, causing you to lash out at others. HTV 2e 300
Wanton You are easily given to bouts of excessive indulgence. VTR 2e 307
Withdrawn Doubt and insecurity drive you inward, sapping the will to action. CTL 2e 346
Physical Conditions
Agonized You suffer extreme pain and are unable to think clearly. GttN 135
Arm Disability At least one arm is either chronically or permanently nonfunctional. HL 57
Blind You've lost or can't exercise your sense of sight. CofD 288
Chronic Agony You're vulnerable to incapacitating pain spells. HL 57
Chronic Sickness Sickness or poison lingers in you, aggravated by stress. HL 57
Deaf Your hearing is severely impaired. HL 58
Disabled You can't effectively walk on your own power. CofD 288
Drained You're weak and woozy from blood loss. VTR 2e 303
Easy Prey You've left a strong trail for a hunter to follow and exploit. WTF 2e 307
Energized A chemically induced rush. HD 123
Exhausted You're run ragged on the edge of unconsciousness. WTF 2e 307
Fatigued You've pushed yourself too far, and your fatigue hangs over you constantly. PTC 2e 309
Fragile You're using equipment not sturdy enough to endure continued use. CofD 102
Intoxicated Your discretion is dulled by altered consciousness. VTR 2e 304
Invisible Predator You've skulked on the hunt, leaving nary a trace of your approach. WTF 2e 308
Leg Disability At least one leg is either chronically or permanently nonfunctional. HL 58
Lethargic Fatigue tires you so heavily you cannot muster Willpower. CTL 2e 342
Mute You cannot speak or use your voice. CofD 290
Numb Detachment from the world dulls the feeling in your body. CTL 2e 343
Sickly Disease is making its way through your system. DSG 105
Stumbled A complication has arisen to interrupt an ongoing project. WTF 2e 311
Untraceable You've thoroughly covered any trail a hunter might use to find you. WTF 2e 311
Volatile You're using unstable equipment prone to backfiring. CofD 102
Social Conditions
Bonded You've established trust with a particular animal. CofD 288
Connected You've made inroads with a particular group of people. CofD 288
Embarrassing Secret There are skeletons in your closet to exploit. CofD 289
Flagged Something has alerted the location's security, and they're on your trail. MTC 2e 353
Hunted Dangerous enemies have your trail. CTL 2e 342
Leveraged A particular character is holding something over your head to compel you. CofD 289
Notoriety Odious blame follows you, whether true or not. CofD 290
Reluctant Aggressor You don't really want to hurt your victim, but you're going to do it anyway. HL 150
Surveilled Someone or something is keeping tabs on you. HL 150
Tasked Your duty-bound allies have issued you a serious task you must carry out. VTR 2e 307
Vendetta You will stop at nothing to punish those who wronged you. HTV 2e 300
Watched Someone is stalking you, suspicious of an unnatural secret you hide. PTC 2e 312

Supernatural Conditions

General Supernatural Conditions
Accursed Knowledge You have acquired forbidden knowledge, trading sanity for power. MTC 2e 346
Dissonant Tuning Your soul resonates with the Lie, amplifying its effects on Supernal phenomena. NH-NA 163
Dormant Sovereign The Mummy watching over your cult has difficulty awakening due to challenges faced in Duat. MTC 350
Emanation The oppressive presence of one of the Judges of Duat, centered upon a focal vessel. MTC 2e 352
Enervated You are in the second stage of soul loss, further diminishing your will. VTR 2e 303
Family Ties You've united your power in concert with a Primordial Beast. BTP 322
Goblin Queen Your fractured goblin nature has stranded you in the Hedge and attracted followers. CTL 2e 339
Going Westward Your nature as an immortal has buckled, and the debility of age encroaches. MTC 2e 354
Hedge Denizen Dealings with goblins have made you a goblin yourself, with limited ability to leave the Hedge. CTL 2e 340
Identity Crisis Your identity and memories have become intertwined with those of others, leaving you unsure of who you really are. MTC 2e 354
Monstrous Servant You have managed to gain control of a Geryo for a period. NH-SM 201
Ominous Your presence is marked by phantasms and ill omens. MTC 2e 357
The Sibyl's Tongue Supernatural revelations can only be shared in High Speech, or by spending Willpower, through riddles or allegory. DE 78
Soul Shocked Your sense of self is healing after experiencing death outside the body. MTA 2e 318
Soulless Your soul has been stripped from you, gradually sapping your will. CofD 290
Thrall You have succumbed to the effects of soullessness, a mere shell of who you once were. MTA 2e 318
Unintended Medium A lingering ghost or spirit is able to subject you to harrowing visions. DEC 273
Shows of Power
These Conditions are usually imposed by supernatural powers.
Abruption Your supernatural prowess is severely hobbled by a dominant outside force. BTP 321
Awestruck You are cowed by the visage of the figure before you, forcing you to grovel. WTF 2e 306
Berserk Supernatural influence drives you to unthinking violence. WTF 2e 306
Bestial Supernatural urges provoke animalistic fight-or-flight instincts. VTR 2e 301
Blood Siblings Your fate has been bound by obligation to aid another, regardless of your will. HD 43
Charmed You're temporarily bewitched by vampiric Majesty. VTR 2e 301
Charmed You benefit from a blessing of luck and turns of fortune. MTA 2e 315
Coerced You've been coerced by a Devotion to do a task or suffer damage. Post/Pastebin
Crown You have become a vessel to focus the will and power of one of the Judges of Duat. MTC 2e 348
Cursed A supernatural curse dooms your efforts in a given field. BTP 322
Dead Dreamer Prophetic and terrifying dreams guide you towards a specific task. MTC 2e 349
Despondent Dire Wolf's aura causes you to lose hope and fight with minimal effort. NH-SM 200
Dominated A vampire has temporarily stolen your will with a given command. VTR 2e 302
Enslaved A vampire has your will helplessly in her thrall. VTR 2e 303
Ensorcelled You've fallen in thrall to a supernatural being. HMR 153
Enthralled A vampire has bewitched you with a fanatical devotion to him. VTR 2e 303
Euphoric Rabid Wolf's aura maddens you into fighting only for the werewolf's sport. NH-SM 200
False Memories Supernatural forces have overwritten your memories of an event. VTR 2e 303
Frantic Rabid Wolf's aura panics you into using your energy meaninglessly. NH-SM 200
Ghost-Marked Supernatural power has transformed your body with a mark of death. GTS 2e 300
Impassioned Shade Infusion of a mission which preserves an ephemeral entity in Twilight. MTC 2e 354
Instinctive Dire Wolf's aura reduces your thought to its basest instincts. NH-SM 200
Isolated The Elodoth aura has drawn you out, away from allies. WTF 2e 308
Lured Hunting magic draws you to blindly wander into a likely trap. WTF 2e 309
Manic Supernatural power has made you focused and obsessive to the point of over-exertion. Post/Pastebin
Melancholic Supernatural power has made you melancholic. You struggle to do even minor tasks. Post/Pastebin
Mesmerized You're temporarily vulnerable to a vampire's commands. VTR 2e 305
Moon Taint A werewolf's bite brings the change upon you against your will. WTF 2e 309
Mystified The Ithaeur aura shies you away from the opposite side of the Gauntlet. WTF 2e 309
Ravaged Fae predations have scarred your heart and mind, leaving you a ghost of your former self. CTL 2e 344
Relentless Your instincts drive you inexorably in the direction of your quarry. MTC 2e 357
Resigned The Cahalith aura goads you into facing death recklessly. WTF 2e 310
Shadow Paranoia Supernatural fear builds into a violent, irrational panic. WTF 2e 310
Subservient A vampire is temporarily pressing down on your will to resist. VTR 2e 306
Surrounded Silver Wolf's aura deludes others into conspiracy against you. NH-SM 201
Swaggering The Rahu aura lulls you into overlooking the need for preparation or aid. WTF 2e 311
Unaware The Irraka aura reduces your attention to the world around you. WTF 2e 311
Vocalization You've been cursed with harrowing sounds and voices. HMR 147
Wracked Silver Wolf's aura afflicts you with unceasing pain. NH-SM 202

Vampire: the Requiem

Kindred Conditions
Dependent You're obsessed with a vessel you've fed from, as if suffering a second-stage Vinculum. VTR 2e 302
Ecstatic Blood sorcery has pleased the Beast's appetites. VTR 2e 303
Humbled Your will as a monster shrinks from divine judgment. VTR 2e 304
Jaded Your detachment from the concerns of Humanity baits out the Beast. VTR 2e 304
Languid The loss of worldly Touchstones has you feeling the weight of ages and the call of torpor. VTR 2e 304
Oathbreaker You suffer censure from the Invictus for breaking a blood oath. SotC 189
Primeval Truths Occult revelations disquiet you until you face them down. SotC 184
Raptured Religious fervor makes riding the wave easier. VTR 2e 305
Sated The Beast is appeased enough to make frenzy less threatening. VTR 2e 305
Tainted A soul consumed through diablerie still struggles from within you. VTR 2e 306
Tempted Resisting a frenzy has tested your will to resist the next. VTR 2e 307
Elder Conditions
Anchored Heart You are deeply invested in a particular mortal. TY 135
Beast's Bargain You feed at any available safe opportunity, placating your inner Beast. TY 135
Beloved Enemy You have a nemesis whom you can't bring yourself to kill. TY 135
Children of the Blood A revenant of your creation haunt your steps. TY 135
Crushed The incredible weight of centuries bears down upon you. TY 135
Curated You possess a communal ghoul as part of a bargain. TY 136
Forgotten Your solitude has estranged you from those you know, who now find it difficult and require much effort to remember or even recognize you. TY 136
Immutable Heart You are fully invested in a particular mortal institute or way of life. TY 136
Imprisoned Echo Your Ka is temporarily trapped within a mirror. TY 136
Leveraged Your ghoul is a dedicated servant, but knows your deepest secrets, and leverages this fact to demand certain favors and concessions. TY 136
Living Legend You are immortalized in a popular piece of vampire "fiction", to the consternation of your fellow Kindred. TY 136
Lost Lineage You hail from a clan or bloodline that has long since been lost to the ages. TY 137
Quiet Echo Your Ka is calmed, able to walk outside its usual confined without drawing attention. TY 137
Synchronized You have drunk too deeply from your victim, taking their injuries and conditions upon yourself. TY 137
Vitae's Resoluteness Your addiction to vitae lessens the effect of Languid, so long as your addiction is fed. TY 137
Weak Vitae Your vitae has thinned to the point you can no longer create a new vampire; any attempts only produces a revenant. TY 137
Danse Macabre Conditions
Audience There are eavesdroppers and witnesses to your exchange. GttN 119
Crowd Darling You have charmed the audience to your side. GttN 120
Danse Macabre You are being observed by the upper echelons of vampire society. GttN 119
Disgraced You have fallen from grace, and face existence as a pariah. GttN 120
Exposed Your actions have compromised others within your circle, diminishing your influence. GttN 120
Repressed You have suffered defeat at the hands of a rival. GttN 120
Rising Star You are the crowd favorite, the audience rallying to your side. GttN 120
Subdued A rival has further demonstrated their mastery over you. GttN 120
The Edge You have demonstrated superiority over one of your contemporaries, and are riding the high. GttN 120
Dhampir Conditions
Alienated Nosferatu blood affliction, manifest as a Vice of self-persecuting isolation. HD 44
Domineering Ventrue blood affliction, manifest as a Vice of control and superiority. HD 44
Feral Gangrel blood affliction, manifest as a Vice of violent abuse. HD 43
Malcontent Daeva blood affliction, manifest as a Vice of lashing out. HD 43
Voyeuristic Mekhet blood affliction, manifest as a Vice of lurid fascination. HD 43
Ghoul Conditions
Hunger You feel a violent, desperate need for Vitae. HD 123
Inbred Ghoul family lineage emerges as a glaring affliction without Vitae. HD 123
Recovery You suffer the pain and weakness that comes from weaning yourself off vitae. HD 123

Werewolf: the Forsaken

Uratha Conditions
Ban You are compelled to obey one of the taboos of the Shadow. WTF 2e 306
Essence Overload The imbalance of your bodily Essence has tied its loss to injury. WTF 2e 307
Shadowlashed Errors on a Rite have invited the disdain of the spirit world. WTF 2e 310
Siskur-Dah You are empowered by the Sacred Hunt to bring a chosen prey low. WTF 2e 310
Symbolic Focus The power of a Rite still flows through you, enhancing spirit displays. WTF 2e 311
Lunacy Conditions
Atavism The Lunacy stirs you into unreasoning violence. WTF 2e 306
Delusion The Lunacy drives you into unthinking retreat. WTF 2e 307
Enraptured An abnormal response to Lunacy stirs you to worship. NH-SM 200
Reception The Lunacy leaves you unwittingly open to the spirit world. WTF 2e 310
Renown Conditions
Cunning Your Cunning waxes in a display that invites response. WTF 2e 307
Glorious Your Glory waxes in a display that invites response. WTF 2e 308
Honorable Your Honor waxes in a display that invites response. WTF 2e 308
Pure Your Purity waxes in a display that invites response. WTF 2e 309
Wise Your Wisdom waxes in a display that invites response. WTF 2e 311

Mage: the Awakening

Awakened Conditions
Defeated A rival has won magical advantage over you in the Duel Arcane. MTA 2e 315
Degenerate Mana You can no longer regenerate mana without performing an Act of Hubris. NH-NA 163
Humbled Someone stands to you as a valuable reminder of the power of humanity. MTA 2e 316
Mage Hunter You are obsessed with hunting and destroying magic in all its forms. NH-NA 164
Megalomaniacal You are blinded by hubris. MTA 2e 317
Mystery Commands You receive the arcane will of the Exarchs. MTA 2e 317
Rampant Your spellcasting is ruled by a cavalier, reckless attitude. MTA 2e 317
Supernal Harrowing Your soul has been contaminated by a Harrowed Banisher. NH-NA 164
Tainted Aspiration One or more of your Aspirations have been tainted by an Abyssal curse. NH-NA 164
Triumphant You carry your victory in the Dual Arcane with you in Awakened society. MTA 2e 319
Paradox Conditions
Abyssal Backlash A Paradox casts a shadow over you, threatening to break through on the next spell that gives it an opening. MTA 2e 117
Abyssal Debilitation You are hampered as a result of exposing your soul to the Abyss. NH-NA 163
Abyssal Imago A Paradox intrudes upon the spells you envision, compelling dangerous Reach. MTA 2e 117
Abyssal Nimbus A Paradox has leaked across your Nimbus and invites Abyssal manifestations. MTA 2e 116
Monster A Paradox has mutated an animal into a miserable, fearsome nemesis. DE 81
Unclean A Paradox has turned your magical tools and methods against you. DE 81

Promethean: the Created

Created Conditions
Branded Throng Your bond with your throng allows Pyros to flow, and its balance dampens the destructive aspect of your Azoth. PTC 2e 306
Disconnected Frustration in your Pilgrimage causes you to shrink from human interaction. PTC 2e 308
Tormented Pain and suffering have severely imbalanced your alchemical humours. PTC 2e 312
Disquiet Conditions
Disquieted A Promethean's presence increasingly distracts and overwhelms you over progressive stages. PTC 2e 308
Murderous Pandoran Disquiet taints your instincts with predatory violence. PTC 2e 311
Stricken Pandoran Disquiet infects you with horror and fright. PTC 2e 312
Terrified Pandoran Disquiet whips you into panicked retreat. PTC 2e 312
Refinement Conditions
Analyst The Refinement of Impurity. Exploiting a Vice when Social Maneuvering is twice as effective. PTC 2e 65
Destructive The Refinement of Flux. Spend Pyros to ignore Durability or Armor equal to your Azoth. PTC 2e 251
Enraged The Refinement of Torment. Recover Pyros from your Torment Anchor. PTC 2e 56
Intense The Refinement of Ephemerality. Spend Pyros to open a Door at the cost of Disquiet. PTC 2e 71
Introspective The Refinement of Source. Suffer bashing damage to squeeze out a point of Pyros as an instant action. PTC 2e 53
Masked The Refinement of Mortality. Spend Pyros to delay the onset of Disquiet. PTC 2e 44
Patient The Refinement of Self. Spend Pyros to raise your Azoth in Doors. PTC 2e 47
Resourceful The Refinement of Pyros. Spend Pyros to increase a tool's equipment bonus temporarily. PTC 2e 68
Sensitive The Refinement of Mystery. Spend Pyros to identify the supernatural. PTC 2e 62
Tenacious The Refinement of Corpus. Spend Pyros to increase the number of rolls you can commit to an extended action. PTC 2e 50
Tuned In The Refinement of Aid. Spend Pyros to sense the way to your throngmates. PTC 2e 59
Transmutation Complications
Alienated The charge of Deception has distanced you from your fellow Prometheans. PTC 2e 306
Atavistic The charge of Metamorphosis has overwhelmed your composure. PTC 2e 306
Burnout The charge of Vulcanus has painfully overstoked your inner fire. PTC 2e 307
Callous The charge of Mesmerism has sapped your empathy. PTC 2e 307
Degaussed The charge of Electrification disrupts local electromagnetics. PTC 2e 307
Ephemeral Anchor The charge of Spiritus invites ephemeral activity around you. PTC 2e 309
Flawed Vessel The charge of Alchemicus interferes with your ability to channel Pyros. PTC 2e 309
Fragile The charge of Contamination has weakened your body. PTC 2e 309
Greedy Brand The charge of Benefice draws out and wastes throngmates' Pyros. PTC 2e 310
Hyperextended The charge of Vitality overtaxes your body's abilities. PTC 2e 310
Irritable The charge of Disquietism saps your self-control. PTC 2e 310
Kinesthesia The charge of Corporeum interferes with abstract thought. PTC 2e 310
Reckless The charge of Luciferus renders you uncautious and impulsive. PTC 2e 311
Regressive The charge of Saturninus dulls your grip on human motives and behavior. PTC 2e 311
Synesthesia The charge of Sensorium overwhelms your ability to distinguish sensory input. PTC 2e 312

Changeling: the Lost

Lost Conditions
Behind Your Eyes Your clarity disintegration allows Hedge ghosts, Hobgoblins, or the Gentry to use your senses. Kith 140
Comatose You've lost all Clarity and subconsciously retreated into an unending dream. CTL 2e 334
Cursed A changeling has cursed you, which only resolves when the changeling fails to maintain certain conditions. Kith 140
Deep Kenning Your enhanced Clarity offers you insight into nearby magic, fading if Clarity drops to 0. Kith 140
Dream Assailant Your reckless dreamweaving has roused the dream's violent rebellion. CTL 2e 336
Dream Infiltrator Your meddling dreamweaving has raised the suspicion of the dream and its eidolons. CTL 2e 337
Dream Intruder Your extensive dreamweaving sets the dream and its eidolons ill at ease. CTL 2e 338
Egomaniac Your loss of Clarity leads to egotistical behavior and altered anchors. Kith 141
Enchanted Obligation You have enchanted bargain with a mortal, similar to Obliged but includes additional effects. Kith 141
Glamour Addicted Your body withers and consumes itself if not regularly sated with enough Glamour. CTL 2e 339
Hexed You suffer from a changeling's minor curse, resolved through a specified action. Kith 141
Icon Shard You broke a vow, infusing your Icon with malicious intent, tormenting you. Kith 141
Indebted You owe a debt to a fae being, repayable through accepting damage or a detrimental conditions dealt to them. Kith 142
Kithseeker Undertaking trials in the Hedge to seek a kith that matches your soul’s calling. Kith 142
Oathbreaker You've broken an oath, inviting distrust and separating yourself from sealings. CTL 2e 343
Obliged A bargain of service with a mortal human protects you from the Wild Hunt and can hide you from Wyrd-bound pursuers. CTL 2e 343
Fae-Touched Conditions
Hedge Addiction The Hedge calls to you and tempts you. CTL 2e 340
Arcadian Dreams You're harrowed with visions of your promise-bound and their suffering, and can trace them through the Hedge. CTL 2e 333

Geist: the Sin-Eaters

Bound Conditions
Bonding Your relationship with your geist benefits from weathering a crisis point. GTS 2e 299
Dead Your body lies dead, unleashing your geist. GTS 2e 299
Defiant You've broken the Old Laws, and their keeper knows it. GTS 2e 299
Echoes Your geist's Remembrance Traits jumble in your mind. GTS 2e 299
Ferry Bound You may navigate passengers across the Underworld's rivers so long as you collect the proper price. GTS 2e 299
Flatlining Your Synergy has been broken, and your geist rebels. GTS 2e 300
Fragmented Dead waters have washed away your definition and identity. Mem 27
Indebted Neglecting a Touchstone has uncentered you spiritually. GTS 2e 300
Lawbreaker A Dominion spites and curses you for breaking the Old Laws. GTS 2e 300
Memento Collector Other Sin-Eaters are impressed! GTS 2e 301
Memory Bleed Your identity begins to blur with that of your non-personal Memories. GTS 2e 301
Regalia A krewe has bestowed you with a special crown blessing. GTS 2e 301
Theophany The confidence and celebration of a krewe that has changed the world. GTS 2e 301
Unleashed The geist materializes, temporarily unmoored from its Bound. GTS 2e 301
Wavering You have offended your geist and it demands recompense before it will cooperate. GTS 2e 301
Weakened Bond Unleashing your geist has temporarily displaced your power. GTS 2e 302
Haunt Conditions
Actor You have been bound to participate in a ghostly recapitulation of events. GTS 2e 306
Boneyard The Bound's consciousness haunts the location, seeping awareness into every corner and object. GTS 2e 306
Caul You've invited your geist into your flesh to transform your shape. GTS 2e 306
Curse A Sin-Eater haunts you with cursed fortune. GTS 2e 307
Dirge The song of the Bound moves you and impels you. GTS 2e 307
Marionette You are strung by the Plasm of a manipulative Bound. GTS 2e 307
Maw You've become an uncontrollable nexus for the Underworld's endless hunger. Mem 24
Memoria Memories of death and the dead play out in visions. GTS 2e 307
Oracle You have left your body to seek answers as a spectral traveller. GTS 2e 308
Rage You wield ghostly malice to smite your foes. GTS 2e 308
Servant An engine of Plasm controls your body. GTS 2e 308
Shroud Your body interweaves with your geist, ghostly and gauzy. GTS 2e 309
Tomb You have molded memories of something lost into a perfect replica. GTS 2e 309
Void You have opened the wake of a black and hungry nothingness. Mem 24
Void Storm The Underworld's hunger reaches through you to sap energy from the world. Mem 24
Well Your self and memories flow like the dead rivers. Mem 26

Hunter: the Vigil

Hunter Conditions
Merciless The hunt is now the focal point of your life, and have difficulty focusing on anything else. HTV 2e 298
Vigilant The hunt is your entire life, and you're ready to do whatever it takes to stop the monsters lurking in the shadows. HTV 2e 300

Mummy: the Curse

Arisen Conditions
Disembodied You walk as a ghost through Twilight. MTC 2e 350
Disinterred Your tomb has been ransacked or ruined. MTC 2e 350
Forgotten Skill Buried expertise waits to be unearthed from within your memory. MTC 2e 353
Memory Bleed You have fused into the soul of another, and your identities blur together. MTC 2e 356
Cult Conditions
Effortless Effort Your cult produces greater results in its efforts. MTC 2e 352
Far-Reaching Your cult has made successful inroads with important figures. MTC 2e 353
Haphazard Cultists Your cult is disorganized, reducing their effectiveness. MTC 2e 354
Heresy Your cult has been infiltrated by a contradictory, potentially blasphemous belief. MTC 2e 354
Iron Grasp Your grip on your cult is absolute. MTC 2e 355
Isolated Your cult is insular, even going so far as to reject outside assistance. MTC 2e 355
Mismanaged Your cult's effectiveness is stymied by ineffective elements within it. MTC 2e 357
Shaken Faith The cult's resolve is shaken, questioning its leadership or doctrines. MTC 2e 359
Zealous Your cult is more dedicated to its mission than most, operating more effectively. MTC 2e 361
Sybaris Conditions
Unease Sybaris Stage one. Dread unsettles you without a supernatural power to turn to. MTC 2e 359
Terror Sybaris Stage two. Contact with a mummy seizes you with fear. MTC 2e 360
Desecration Sybaris Stage three. Unholy terror invites the will of Duat. MTC 2e 360
Rewards and Punishments of Duat
Accelerated Descent Duat pulls more eagerly at your Sekhem. MTC 2e 346
Auspicious Descent Your Sekhem weathers the Descent longer. MTC 2e 347
Blessed Minions Your cultists are inspired by your accomplishments. MTC 2e 347
Damaged Pillar You cannot draw power from one of the Pillars of your soul. MTC 2e 349
Devouring Urge Ammut the Devourer speaks to you, and only sacrifice will buy her silence. MTC 2e 350
Driven Your surety in your ambition is a great well of strength. MTC 2e 351
Echoes of Descent Your clarity and Memory lift up the power of your soul. MTC 2e 351
Geometric Alignment Sekhem's flow preserves your tomb from disruption. MTC 2e 354
Graceful Descent Your overflowing Sekham staves off your Descent. MTC 2e 354
Luminous Pillars Your soul shines strong and resists depletion. MTC 2e 355
Megalomaniacal Your failures in the trials of Duat have left you with cold, single-minded focus. MTC 2e 356
Precipitous Descent The Descent wears down your Sekhem more quickly. MTC 2e 357
Repression Your failures in the trials of Duat have hollowed out portions of your knowledge. MTC 2e 358
Timeless Conditions
Alternative Current Time around you is taking a divergent current. MTC 2e 346
Déjà Vu You stand where different currents of possiblity converge on a single event. MTC 2e 349
Eddy You wade through sluggish waters which can be outpaced. MTC 2e 352
Mirage You recognize patterns in the tides which echo past and future events. MTC 2e 356
Rip You can take precise stock from your position amid rapid timeflows. MTC 2e 358
Whirlpool Caught in a swirl of recurring events, you can grab hold of causal fixtures. MTC 2e 360

Demon: the Descent

Unchained Conditions
Aetheric Bleed Exertion in demonic form has you releasing accumulated Aether. DTD 209
Betrayed Someone you trusted has sided with the God-Machine against you. DTD 119
Blackballed The heat you've drawn makes you a liability for nearby demons. DTD 120
Blown One of your Covers is useless, and the God-Machine is now actively targeting it. DTD 119
Burn-Coded You have been infected with malware, compromising your Cover. DSG 105
Demonic Disconnect You've failed to maintain human empathy while in your demonic form. DTD 209
Demonic Rage Pain and frustration suffered in demonic form provoke frenzied violence. DTD 210
Flagged The agents of the God-Machine have their attentions directed your way. DTD 120
Hunted Your actions have alerted the God-Machine to your presence. DTD 119
Implanted You have a weird gadget implanted in your body and this is not normal. FoH 155
Impostor You've let the lies of Legend pile up. DTD 119
Memory Hole Errors in god-hacking have disrupted your access to a particular Skill. FoH 80
Of the Machine The demon has god-hacked to disguise her fallen nature within a project. FoH 78
Overclocked You've stored more Aether than your body can normally process at once, and must soon vent the excess. FoH 81
Phantom Pain Your focus is disrupted by the gnawing feeling of a missing demonic form ability. FoH 160
Plugged In You've jacked an angel's Cover, and the God-Machine is watching you as if you were that angel. DTD 118
Surveilled Agents of the God-Machine are compiling intelligence to identify you. DTD 120
Agenda Conditions
Angel Empathy The Integrator Agenda. Resolve to understand and exploit the angelic mindset. DTD 95
An Eye for Disorder The Saboteur Agenda. Resolve to intuit the best course of action to upend a system into chaos. DTD 97
I Know Someone The Tempter Agenda. Resolve to make the right connections to fit in anywhere. DTD 99
Prepared for Anything The Inquisitor Agenda. Resolve to make an instant logical connection or breakthrough. DTD 93
Uncalled You are not a member of any Agenda. DTD 78
Demon-Blooded Conditions
Activated The God-Machine has broken your Cipher. You have four Key Embeds and three Interlocks, but once per session, the God-Machine may act through you. HtH 35
Catalogued The God-Machine is probing your Cipher. You have two Key Embeds and an Interlock, but the God-Machine is watching your status. HtH 35
Examined The God-Machine has accessed your Cipher. You have three Key Embeds and two Interlocks, but you're scrutinized enough to pose demons a risk of compromise through you. HtH 35
Noted The God-Machine is looking for your Cipher. You have one Key Embed. HtH 35

Beast: the Primordial

Begotten Conditions
Gorged Your Satiety is comfortably sated. You inflict Nightmares easily, but are not resistant to supernatural compulsion. BTP 320
Ravenous Your hunger consumes you, both mentally and physically, until you find sustenance. BTP 320
Sated Your Satiety sits in an uncomfortable middle, and you are vulnerable to Anathema. BTP 320
Slumbering You've feasted too much, and your Horror sleeps to digest, denying you its power. BTP 321
Starving Your Satiety is low, making you sharp and ready to feed. Your Atavisms wax in power, but your Lair is hazy and distant. BTP 321

Deviant: the Renegades

Remade Conditions
End Stage Terminal instability renders Variations at maximum Magnitude uncontrollably potent, and by the end of the chapter, will destroy you, body and soul. DTR 322

Tilts (2nd Edition)

Personal Tilts

Name Description Book
Natural Tilts
Arm Wrack Your arm has been incapacitated by pain or injury. CofD 280
Beaten Down Your will or capacity to keep fighting has been exhausted. CofD 280
Bleeding You're weakening from bleeding out. HL 143
Blind Your vision has been impaired or stripped. CofD 281
Burning You're on fire. You quickly amass lethal damage because fire bad. PTC 2e 314
Deafened Your hearing has been impaired or stripped. CofD 281
Drugged You're suffering the numbing mental and physical effects of a narcotic. CoFD 281
Immobilized You're restrained or held in place, incapacitating you and leaving you open. CofD 284
Insane A panic attack or severe psychotic break provokes extreme, irrational behavior. CofD 285
Insensate You've been overwhelmed and psychically incapacitated, leaving you open. CofD 285
Knocked Down You've been swept to the ground, disrupting your action and forcing you prone. CofD 285
Leg Wrack Your leg has been severely weakened or incapacitated by pain or injury. CofD 285
Pierced Armor Your armor has been damaged or ruptured. HL 143
Pinned Your flesh or clothes have been pinned to an object, holding you in place. HL 143
Poisoned You're being harmed by a fast-acting toxin. CofD 286
Sick You're impaired and weakened by disease. CofD 286
Stunned You're dazed and briefly incapacitated. CofD 286
Supernatural Tilts
Flesh Too Solid You're so immersed in dream that you take physical instead of dream damage. CTL 2e 329
Nimbus You're subject to a mage's unique Immediate Nimbus, imposing a resonance that applies dice modifiers to certain Attributes or dice tricks to certain Skills. MTA 2e 89

Environmental Tilts

Natural Tilts
Avalanche Tumbling hazards buffet you along and quickly inflict lethal damage. BTP 327
Blazing Light Eye-searing brightness impairs vision. DTR 314
Blizzard Thick snowfall impairs vision and movement. CofD 281
Crowded Bodies press in on all sides,missed attack have a chance to hit others people. HTV 291
Crowded:Traffic Like above more but in public, with folk with Phones. HTV 291
Detritus Sharp and Jagged Ground, move slow or fall over and get cut up by the Ground. HTV 291
Earthquake Brief physical havoc quickly inflicts lethal damage, or bashing on a successful Stamina + Athletics roll. CofD 282
Extreme Cold Frostbite conditions disrupt natural healing and gradually accrue action penalties and lethal damage. CofD 282
Extreme Heat Sweltering, dry conditions disrupt natural healing and gradually accrue action penalties and lethal damage. CofD 282
Drowning You're submerged and quickly accrue bashing damage from suffocation. BTP 328
Filth Stratified filth covers the ground, gain the sick Tilt if Wounded. HTV 2e 292
Flooded High water levels disrupt movement or submerge those present. CofD 282
Heavy Rain Severe storm weather impairs vision and hearing. CofD 283
Heavy Winds Hurricane winds impair hearing and movement, and threaten bashing damage from debris. CofD 283
Ice Slick footing strips traction and endangers movement. CofD 284
Inferno Shit's on fire. You might choke if you don't burn up first. HTV 293,DTD 386
Moving Terrain The Ground is moving and shaking, making it hard to stand or act. often used for Vehicles. HTV 294
Poor Light Darkness impairs vision. MTA 2e 323
Riot Unpredictable violence erupts, and jostling and trampling poses a risk of bashing damage. DE 576
Swarm A horde of small but hostile creatures inflicts bashing damage each turn, and resists attacks that don't saturate an area. Special variants of this Tilt include swarms of thoughtful scorpions (DE 236) and obsidian mosquitoes (DE 239). DTD 179
Tight Space Hard to properly fight, good luck using anything larger than a shotgun. HTV 295
Unstable Terrain The Ground Could give away at any moment, dont put too much pressure on it, or you might have quite the drop. HTV 295
Urban Collapse The building is coming down, and characters may fall, be struck, or be crushed and trapped. DE 573
Viscous Passage through the area is difficult, requiring successful rolls to make progress through it. DTR 320
Supernatural Tilts
Boneyard A Sin-Eater haunts this place, bringing it to life and aware. GTS 2e 305
Lair You're exposed to the particular ruling conditions of a primordial Beast's Lair. BTP 100
Lightning A supernaturally conjured storm which seeks victims. NH-SM 97
Omen Unnatural plague weather sears flesh or boils blood. NH-SM 97
Shattered Time Time is injured here, causing causal stutters and random modifiers to appropriate derived traits. History may mutate, and futures may split. DE 46
Zombies! There are too many zombies to wade through. Lose your Speed Factor bonus. Each turn in the horde not running at full tilt provokes an attack from the horde. CofD 150


Disciplines, Coils of the Dragon (2nd Edition)

Name Rating Description Book
Coils of the Dragon
Mystery of the Ascendant
Surmounting the Daysleep Ignore the call of daysleep when the Blush of Life is active. VTR 2e 155
The Warm Face •• The Blush of Life lasts a full day. VTR 2e 156
Conquer the Red Fear ••• Fire and sunlight don't provoke frenzy. VTR 2e 156
Peace with the Flame •••• Take lethal damage from fire when the Blush of Life is active. Resilience reduces this damage to bashing. VTR 2e 156
Sun's Forgotten Kiss ••••• Feed the Blush of Life with Vitae to pass under sunlight as if your Blood Potency were reduced. VTR 2e 156
Mystery of the Quintessence
Forever Mine Claim a domain you've been a presence in for a hundred years. Sense Kindred feeding or killing in your domain without permission. You may lash out at them remotely with the Predatory Aura. TY 81
Home Turf •• Residents of your domain must spend Willpower to resist your feeding. TY 81
Smother ••• Suppress the natural ignition of fires in your domain. +1 to resist or contest supernatural flames there, and spend three Vitae to exert a Clash of Wills to extinguish them. TY 82
In the Motherland's Arms •••• Apply half your Blood Potency as a supernatural Safe Place and Haven effect when sleeping within your domain. In a Haven, add +1 each to the effective Merit ratings. TY 82
Fingers on a Dead Pulse ••••• Spend Vitae to intuit a domain resident's Vice and ignominious Conditions. Experience blood sympathy visions tied to your domain as a whole. TY 82
Mystery of the Voivode
Taste of Fealty Your blood becomes the focus of an addiction twice as powerful as normal. VTR 2e 158
Into the Fold •• Form blood sympathy through the Vinculum. VTR 2e 158
Call to Serve ••• Share more Vitae to advance the Vinculum multiple steps at once. VTR 2e 158
Voivode Undisputed •••• Deny blood sympathy bonuses to target you with Disciplines, and add them to contest bonding and your thralls' Predatory Auras. VTR 2e 158
The Vast Dynasty ••••• The Embrace risks but no longer guarantees detachment. VTR 2e 158
Mystery of the Wyrm
Stir the Beast Spend Willpower to enter a directed frenzy. VTR 2e 157
Beast's Hunger •• During frenzy, use Kindred Senses and the Predatory Aura as if your Blood Potency were increased by your dots in this Coil. VTR 2e 157
Leash the Beast ••• Ride the wave without spending Willpower, with a bonus from dots in this Coil. VTR 2e 157
Beast's Power •••• Lock an oncoming frenzy to last until its goal is complete to add Blood Potency to your Defense, Health, and Speed during the frenzy. VTR 2e 157
Eternal Frenzy ••••• During frenzy, don't fall torpid from damage. When you end a scene in a frenzy, choose whether to extend it into the next. VTR 2e 157
Mystery of Zirnitra
Opening the Third Eye Each dot in this Coil unlocks access to a mortal Supernatural Merit, which must be fed with Vitae and risk dramatic failure. SotC 200
Unleash the Mind •• Willpower costs for Supernatural Merits don't count for your per-turn Willpower use. SotC 200
Embolden Potential ••• Supernatural Merits cost fewer experiences and no Vitae, and may be enhanced with Physical Intensity. SotC 200
The Dragon's Breath •••• Supernatural Merits no longer court dramatic failure, and Willpower can be spent for extra bonus dice. SotC 200
Ascendancy ••••• Suffer aggravated damage to grant the rote quality to a Supernatural Merit. Supernatural Merits no longer need to be unlocked by Coil dots. SotC 200
Mystery of Ziva
Denying the Bane Banes aside from fire and sunlight treat your Humanity as increased by dots in this Coil. SotC 201
Buttress the Soul •• Spend Vitae for a bonus against detachment. SotC 201
Enliven the Anima ••• Spend Willpower to take Raptured instead of a detachment Condition. SotC 201
Embracing the Banes •••• Callous your Humanity with up to your Willpower in banes. SotC 201
Shedding the Beast's Skin ••••• Spend Willpower to shed your vampiric skin, temporarily becoming a living mortal. SotC 201
Scales of the Dragon
Mystery of the Ascendant
Day-Wake Conditioning Use directed insomnia to invert a subject vampire's circadian rhythm. VTR 2e 156
Flesh Graft Treatment •••• Soak skin grafts in human blood to enhance a subject's ability to heal through Vitae. VTR 2e 156
Epidermal Shielding Bath ••••• Submerge a subject vampire in an alchemical bath of blood and reagants to shield them from sunlight as if they possessed higher Humanity. VTR 2e 156
Mystery of the Quintessence
Cold of the Grave ••• Mix a tithe of local Kindred's Vitae with your own and a slurry of ground corpses to share Smother with resident Kindred. TY 82
Codependency ••••• Bury ghouls alive across your domain, anointed with Vitae, to attune the domain to your Aspirations subconsciously and share Fingers on a Dead Pulse with resident Kindred. TY 82
Mystery of the Voivode
Blood Cleansing Ritual Wash a subject of the blood bond with blood and viscera. VTR 2e 158
Sanguinary Invigoration •• Inject a living vessel with an alchemical solution of your blood to permit vampires to feed from the vessel as if at lower Blood Potency. VTR 2e 159
Fealty's Reward ••• Ritually drain and feed a thrall to transform them into a proprietary ghoul for a year. VTR 2e 159
Mass Embrace ••••• Exsanguinate a roomful of people and mix their blood with your own to raise all of them as hungry vampires. VTR 2e 159
Mystery of the Wyrm
Kindred Sense Endowment •• Apply a compound of blood and bone to a mortal subject, imbuing them with temporary Kindred Senses. VTR 2e 157
Augmented Vitae Draught •••• Draw your Vitae out into sterilized equipment to store Physical Intensity in it for mortal drinkers. VTR 2e 157
Surgical Heart Removal ••••• Bypass a vampire subject's circulatory system. The heartless vampire cannot feed, but is immune to staking and may regenerate so long as their heart is intact. VTR 2e 158
Mystery of Zirnitra
Psychic Lobotomy Surgically damage a subject's brain. They lose any Supernatural Merits, but add your dots in the Coil of Zirnitra to resist mental probing or influence. SotC 200
Grafting Unholy Flesh •••• Graft a supernatural being's body part onto a vampire or ghoul subject to steal the use of one of the being's powers. SotC 200
Mystery of Ziva
Bleed the Sin •• Maintain a subject drained of blood to offer them a discount on a dot of an Integrity trait. SotC 201
Siphon the Soul ••• Nearly diablerize a vampire subject to consume a dot of the subject's Humanity. SotC 202
Other Scales
Spirit Tether Any coil •• Additionally requires Resolve ••••. The ingest or inject yourself with a mix of Vitae and hallucinogens, then repeatedly lull yourself into a near-torpor state. Gain the ability to astral project(as Auspex) and the ability to use specific other scales built on this one. NH-SB 101
Psychic Leech See Description Requires Spirit Tether and Empathy •••. Attune yourself to the Vitae of others by anointing several locations or individuals, then visit every anointed location or individual while under Spirit Tether. Can spend Willpower to drain Vitae from others while under Spirit Tether. NH-SB 101
Beseech The Sleeping See Description Requires Spirit Tether and Expression ••. Sleep through an entire night, then spend the entire day under the Blush of Life. The next time you use Spirit Tether, you can learn the recent memories of sleeping mortals. NH-SB 101
Command The Mind See Description Requires Psychic Leech, Manipulation •••, and Dominate •. While under Spirit Tether, use Psychic Leech to "Embrace" your own body, spending a permanent Willpower dot. Gain the ability to spend Vitae to drain Willpower while not under Spirit Tether. NH-SB 101
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

Disciplines, Bloodline (2nd Edition)

Bloodline Disciplines

Name Rank Cost Dice Pool Description
DEC 112 Cachexy (Morbus)
Diagnose Intelligence + Medicine + Cachexy Sense carriers of disease.
Contaminate •• None Render a space a contagion vector for a given disease.
Inflame ••• Wits + Survival + Cachexy - Stamina Inflict penalties by exacerbating a disease's symptoms.
Plague-Bearer •••• ●/turn Intelligence + Medicine + Cachexy Quickly infect nearby victims with a given disease.
Accelerate Disease ••••• Wits + Survival + Cachexy - Stamina Inflict lethal damage by worsening even a mild sickness.
DE2 119 Crochan (Bron)
Swift Flows the Blood Intelligence + Medicine + Crochan Spend up to your successes in additional Vitae this turn on healing.
Blooding the Hunter •• Wits + Survival + Crochan Sample your quarry's blood to apply successes as a bonus for the night to track and pursue them.
Sealing the Covenant ••• ○, ●/oathmate None Mix blood to swear a shared oath of loyalty, taking a symbol or focus as an added Touchstone.
Blood of My Blood •••• ●+ (○) None Touch blood to a subject to spend Vitae to heal them immediately.
Conquering the Challenge of the Axe ••••• ●●○ None Swear not to be moved, and suffer no damage for the scene so long as you take no aggressive action.
NH-SB 23 Dead Signal (Jharana)
Analyze Signal Wits + Composure + Dead Signal Diagnose Radio Sickness and stigmata.
Minor Repairs •• ●+ Wits + Medicine + Dead Signal Heal a subject's non-Persistent Condition or bashing damage per Vitae.
Receive Transmission ••• Intelligence + Occult + Dead Signal Shoulder another vampire's Radio Sickness for a night.
Configure Receiver •••• ●●/dot, ○ Intelligence + Medicine + Dead Signal Anoint a subject with blood to enhance their Skills for a night.
Broadcast ••••• Manipulation + Persuasion + Dead Signal Issue a friendly summons to beings touched by the God-Machine.

Bloodline Devotions

Devotion Prerequisites XP Cost Description
Onyx Path blog Obtenebration (Khaibit Devotions)
Udjat (●) You can see in total darkness and can't be blinded by injury or supernatural imposition. Spend Vitae to perceive beings in Twilight for one scene, during which you can't be possessed by strix.
Ba Obfuscate •• 2 ●●● Grasp a shadow large enough to contain you and don it, becoming darkness yourself. You're treated as a being in Twilight, able to touch (and be touched by) anything else in Twilight. Half your Speed and, whenever you're hurt, take an extra two lethal damage in this state. The Ba offers no protection against fire or sunlight.
Iteru Celerity •• 2 Slip reflexively into a shadow and back out of any contiguous shadow. Once per scene, using the Iteru can grant the rote quality to a Dodge.
Pseshkf Vigor •• 2 ●+ Coat an object in frozen darkness. Add Blood Potency to its Durability and Vitae spent to its Structure. Coated weapons add one to their weapon rating against physical targets, and apply a weapon rating equal to your Blood Potency to the noncorporeal. You can wield a coated object at a distance through the Tyet, even while immaterial through the Ba.
Tyet Vigor •• 2 ●+ Expel darkness out for your Blood Potency times Vitae spent, in yards. You can shape the cloud of shadow, including preexisting shadows within the space of the cloud.
NH-SB 32 Nosoi Devotions
Infectious Bite Contest Manipulation + Medicine + Protean vs Stamina + Supernatural Tolerance to infect a mortal with your blood sickness.
Plague Doctor's Mask Obfuscate •• 1 Use Touch of Shadow to mask the symptoms of a blood sickness.
Tiny Guardian Protean ••• 1 ●/bug Requires Swarm Form. Bud off intelligent, loyal insect servants.
NH-SB 44 Scions of the First City Devotions
City Attunement Touch hands with the surface of your city to see through its eyes. This is required to use other Scion Devotions in a particular city.
Incriminating Evidence Auspex ••• 1 (●) Roll Wits + Empathy + Auspex to search your city for clues of wrongdoing by a touched subject. Use for free once each scene.
Our Mother's Mind Auspex ••••• 3 ●● Walk barefoot through your city and contest Intelligence + Occult + Auspex vs Resolve + Tolerance to seek and impede quarry.
NH-SB 27 Siphon (Lidérc Devotions)
The Give-and-Take Celerity or Vigor ••• 1 ●● Gift a feeding vessel with two dots of your Physical Disciplines for a night, but steal any Willpower they recover from Vice.
The Look Majesty •• 1 Use exceptional success to provoke emotion to psychically drain Vitae from a victim's will.
The One That Got Away Obfuscate •••• 2 By feeding on a sleeping victim, conflate yourself with their ideal, inflicting yourself as a temporary Vice.
The Pledge Majesty •• 1 Pledge yourself to a consenting vessel. They gain your Majesty in fawning Social Merits, and you recover Willpower from rousing their passion, but cannot target anyone else with Siphon.
NH-SB 49 Vardyvle Devotions
Shapeshifting Protean ••, Obfuscate • 1 ●/feature Copy features from the appearance of a vessel for a night.

Bloodline Sorcery

Rite Rank Target Opposition Penumbrae Crúac Book
Sanguine Augur 6 Dream cryptic revelations about the last vessel you fed from. Spend Vitae to broaden or clarify the vision. NH-SB 40
Wisdom of the Blood ••• 6 Read prophecies about a subject in the dreams of a torpid vampire. NH-SB 40
Clotho's Skein ••••• 9 vs Resolve + Tolerance Dreamwalk the threads connecting Kindred through the daysleep to implant a suggestion in a vampire's sleep. NH-SB 40

Bloodline Merits

Merit Rating Maneuver Description
NH-SB 15 Icelus Merits
Psychognosis Psychognosis requires Medicine (Psychology). Each Psychognosis technique costs Willpower, has its own Discipline requirement, and must draw on the stolen dreams of a hypnotic sleeper.
Hypnotic Precognition Requires Dominate ••. Using Mesmerize or Iron Edict also draws insight as per Dream Visions.
•• Diagnostic Dreaming Requires Auspex ••. Upgrade Beast's Hackles successes to exceptional, and spend Vitae to ask additional questions with Uncanny Perception.
••• Waking Prescience Requires Auspex •••. The Spirit's Touch succeeds automatically, and you may spend Willpower to ask additional questions.
•••• Morphean Blackmail Requires Dominate ••••. Spend an extra Vitae on Dominate to half any resistance or contest.
••••• Shared Minds Requires Auspex ••••. Spend an extra Vitae on Lay Open the Mind to share a subject's senses.
Onyx Path blog Kerberos Merits
The Three Heads of Kerberos This is actually three Style Merits which can be purchased separately, one for each aspect of the Beast: monstrous, competitive, and seductive.
Honing When you lash out with this aspect of the Predatory Aura, add your dots in this Merit as bonus dice.
•• Internalizing You can voluntarily take on the aspect's corresponding Condition (Bestial, Competitive or Wanton).
••• Cowing When you lash out with this Merit's aspect, you can substitute a form of the Subservient Condition that applies to commands in line with the aspect.
•••• Striking When your actions touch a victim, you can spend Willpower to reflexively lash out with this Merit's aspect.
••••• The Fires of Hell When you lash out with this Merit's aspect, you can target a number of victims up to your Blood Potency. This is compatible with Striking, but the vector action must touch upon each victim.
NH-SB 33 Parliamentarian Merits
Denouncement •••• Spend Willpower on an accusatory harangue as a contested Social action to inflict an isolating scandal on a victim.
Recruitment Tactics ••• Once per story, apply Blood Potency as bonus successes to sway others through arguments, but suffer Competitive or Obsession.

Bloodline Gifts

Bloodline Gift Description Book
Icelus Dream Visions As the Mekhet Merit. NH-SB 15
Kerberos Hounds of Hell When you inflict the Predatory Aura, increase the dice bonus to pursue your aspect of the Beast to your Blood Potency. Onyx Path blog
Neglatu Agah Easily create and sustain a brood of revenants. Onyx Path blog
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


Disciplines, Theban Sorcery (2nd Edition)

Miracle TN Opposition Sacrament Description Book
Apple of Eden 5 ●, apple Infuse a fruit with Vitae. A human who eats the fruit suffers a breaking point, but distributes bonus dots between Intelligence and Wits and can safely perceive supernatural beings on sight for a matter of days. SotC 194
Blandishment of Sin 5 vs. Resolve + Tolerance Victim's written name Upgrades the next strike of bashing damage against the victim before sunrise to lethal. VTR 2e 153
Blood Scourge 6 Before sunrise, conjure a 2L whip of Vitae for a scene. VTR 2e 153
Marian Apparition 5 vs. Humanity Cloth stained by menstrual blood Bless the cloth. When torn, the cloth induces shame through a sacred vision, causing Kindred to risk detachment more easily for a scene. SotC 194
Revelatory Shroud 5 Shroud Display the face of the last person to touch an object or area. SotC 194
Vitae Reliquary 5 Small object Infuse an object with Vitae for a month, which can be extracted as if feeding. VTR 2e 153
••
Apparition of the Host 6 vs. Resolve + Tolerance Holly switch Bless the switch for a month. When snapped, the switch terrorizes a victim with angelic phantasms, which can be displayed or hidden from other witnesses. SotC 194
Bloody Icon 6 Statue of a saint Detach from Humanity in a religious reverie wherein the statue weeps Vitae, then crumbles. SotC 195
Curse of Babel 6 - Resolve Tongue Prevent a victim from communicating until sunrise VTR 2e 153
Liar's Plague 5 vs. Resolve + Tolerance Carapace Subject a victim for one scene to a curse of beetles if they lie VTR 2e 153
The Walls of Jericho 6 Horn Mark a horn with the name of a Kindred subject. For a week, blow the horn and roll Presence + Academics + Theban Sorcery to damage inanimate surfaces between you and the subject. SotC 195
•••
Aaron's Rod 8 Rod Bless the rod. When cast, it becomes a serpent which either obeys its wielder or instructions you gave during the blessing. SotC 195
Baptism of Damnation 6 vs Resolve + Tolerance Silver baptismal font Conceives a healthy dhampir child to a participating vampire and mortal. HD 14
Blessing the Legion 6+ Armor Bless the armor with either your Vitae or the subject's. The subject wearing the armor may heal with its Vitae without counting towards per-turn maximums. SotC 195
The Guiding Star 8 Star chart, gold coins Bless the coins. A person carrying a coin may navigate by the stars to an exclusive place of refuge and blood bounty for a matter of nights. SotC 196
Malediction of Despair 13 vs. Resolve + Tolerance Lock of victim's hair Name an action to curse. The victim's next attempt within the month takes a -5 penalty. VTR 2e 154
Miracle of the Dead Sun 6 Silver jewelry Bless the jewelry. When destroyed at the cost of a user's Humanity, the domain is shrouded in rainy night for ten minutes per remaining Humanity dot. SotC 196
Pledge to the Worthless One 8 A contented mortal Swear your soul to Belial for eternity. Choose a deadly sin. Active sinners nourish for twice the Vitae, but those innocent of the sin nourish for half. Always take bonuses as if mid-frenzy. Acquire a familiar, manifest the devil's mark, and lose the benefits of Touchstones. SotC 196
The Rite of Ascending Blood 7 Baptismal font filled with Vitae Harrowing mortification rebirths a revenant as the Kindred childe of a participating sire. Her Humanity returns to 7, her Disciplines are refunded, and she may instantly spend the experiences on appropriate purchases, including clan Disciplines and Blood Potency. HD 78
••••
Blandishment of Sin 8 vs. Resolve + Tolerance Victim's written name Upgrades the next strike of lethal damage against the victim before sunrise to aggravated. VTR 2e 153
Curse of Isolation 15 vs Resolve + Tolerance Edged weapon Elder miracle. Strip a vampire of their bond to a present Touchstone, stealing the Touchstone for your own use. Thou 79
Gift of Lazarus 8 Communion wafer Raise a fresh corpse as a dead servant for a month. VTR 2e 154
Great Prophecy 8 Saint's body part Issue a prophecy to a group of people, foretelling the thrust of their fate within the month, and how it can be averted. SotC 196
Stigmata 5 - Stamina Crucifix Curse a victim to temporarily bleed from stigmatic wounds, causing lethal damage or sapping Vitae. VTR 2e 154
Trials of Job 10 - Resolve Ox or ram horn Curse a victim to suffering, failure, abandonment, and sickness for a night per Potency. DE2 339
•••••
Apocalypse 10+ Ancient text Exposes signs of supernatural beings' true nature for a week, disrupting obfuscatory and illusory powers. SotC 197
The Judgment Fast 15 Rotten feast Curse the domain for a month. Vampires there only sustain up to their Humanity in Vitae. SotC 197
Orison of Voices 8 Rosary Elder miracle. For three nights, hear speech that invokes your name. Thou 79
Sins of the Ancestors 6 Quantity of victim's blood Elder miracle. For each Potency, ask the Storyteller a simple question about a member of the victim's blood lineage. Thou 79
Transubstantiation 8 vs. Stamina + Tolerance Drop of gold Transmute one substance or being into another until sunrise. VTR 2e 154
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

Disciplines, Other (2nd Edition)
Name Rank Cost Dice Pool Description Book
Chary
This revenant-oriented Discipline is unavailable to full Kindred, though an older variant, Bereschligost, was once available.
Daily Bread ●● None Consume vitae-soaked bread over a day's course to rise with one Vitae the next night. HD 76
Eating Flies •• None Gain additional Vitae when feeding from animals. HD 76
Predator as Prey ••• None Drink Kindred vitae without risking addiction. Retain half the Kindred vitae, up to your Chary, when you next rise. HD 77
Less Damned Tonight •••• None Predator as Prey retains vitae unhalved, and can drink Kindred vitae from ghouls without killing them. HD 77
Freethinker's Trick ••••• ●●○ Composure + Subterfuge + Chary Resist the onset of the Vinculum. HD 77
Praestantia
Persistent • to ••••• None Add dots in Praestantia to Initiative, and as bonus dice to Dexterity dice pools. TY 29
Active • to ••••• ●(●) None Apply Praestantia as a weapon bonus to all Dexterity attacks in a turn, and/or reflexively divert from a failed violent action into a different violent action. TY 29
Vitiate
Persistent • to ••••• None Close contact or touch inflicts Vitiate as a penalty to a person's next Physical action. NH-SB 89
Active • to ••••• ●+ None Strip Initiative or inflict temporary Arm Wrack, Blinded, Deafened, Mute, or Leg Wrack with a touch. NH-SB 89

Blood Sorcery

Formula Rank Target Opposition Kimiya Book
Spider's Hijra 6 Weave a web of Vitae which physically penalizes others by half your Blood Potency for a night. DE2 143
Sayih's Khol •• 5 Empower a subject to remain unharmed by underwater conditions for a night. DE2 143
Al-Ajsad ••• 6 Give undead life to a homunculus servant. DE2 143
Ebony Horse •••• 8 Animate an object up to Size 7 as a flying vehicle for a night. DE2 144
Curse of the Monkey Prince ••••• 10 vs Stamina + Tolerance Declare a personal transgression, cursing the subject to suffer a painful animal transformation for a night if they so transgress. DE2 144
Sacrilege Rank Target Opposition Therion Book
Demon's Tongue 5 Take 8-Again to Subterfuge, and Clash of Wills against supernatural powers to discern or force the truth for the night. DE2 345
The Morning Star 5 Add Therion as a bonus to the Predatory Aura for the night, taking on a dark angelic aspect. DE2 345
Curse the Faithful •• 6 vs Resolve + Tolerance Replace a mortal witness's Virtue with an additional Vice of your choice, and render their Vice compulsive. DE2 345
Avatar of Apollyon ••• 8 For up to a scene, hunt a given type of angel or demon as their bane, denying them the ability to strike back from Twilight. DE2 345
Profanity •••• 10 For one night, sense sacred places of power and intuit associations with divine prey. Desecrate a sacred place to penalize non-vampiric powers by -5, grant 8-Again to Chorists' powers, and influence mortal behavior there for one chapter. DE2 345
Apotheosis ••••• 10 Become a vampiric angel for up to a scene, wielding the Influences and Numina of consumed divinities. DE2 346
Nine Choirs Bend the Knee ••••• 10 Forcibly Materialize angels and demons for 30 meters around for a scene. Your divine prey must spend Willpower to disobey you. DE2 346
Manifestation Rank Target Opposition Triadic Evolution Book
Animal Magnetism 5 Add Triadic Evolution as a bonus to mundane Expression, Persuasion, and Socialize for an hour. NH-SB 60
Don't Look It in the Eye 5 Add Triadic Evolution as a bonus to mundane Animal Ken, Intimidation, and Streetwise for an hour. NH-SB 60
Camouflage •• 6 Turn invisible while motionless for an hour. NH-SB 60
Cover Your Tracks •• 5 Leave no scent for a few nights. NH-SB 60
Merely a Flesh Wound •• 6 Ignore wound penalties for a few scenes. NH-SB 60
Sprint •• 6 Add Triadic Evolution as a bonus to Speed and Athletics out of combat for an hour. NH-SB 60
Acidic Blood ••• 7 Drinking from you restores no Vitae and inflicts lethal damage until sunrise. NH-SB 60
Fight or Flight ••• 7 Immunity to ambush for an hour. NH-SB 60
Perfect Ambush ••• 7 Add Triadic Evolution as a bonus to establish surprise for an hour. NH-SB 60
Trophy ••• 7 Preserve a body part from a destroyed vampire for years. NH-SB 60
Instinctual Conversation •••• 8 vs Composure + Tolerance Telepathically communicate with anyone with a Bestial Condition. NH-SB 61
Riding the Man •••• 8 Add Triadic Evolution as a bonus to one Intelligence or Wits roll. NH-SB 61
Survive •••• 8 As long as you don't act offensively, add Triadic Evolution as a bonus to Defense for a few scenes. NH-SB 61
Enter the Zone ••••• 10 Gain the benefits of frenzy for up to an hour. NH-SB 61
Hounds to the Hunters ••••• 10 vs Composure + Tolerance Track a scent trail left within five nights, ignoring all supernatural concealment. NH-SB 61
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


NPCs, Beings (2nd Edition)

Ephemeral Entities

Ghostly Twilight
Ghosts Self-aware impressions left behind by the death and loss, anchored from the pull of the Underworld. CofD 122
Amkhata Ravening aberrations formed from raw Sekhem unbound from any vessel. MTC 2e 219
Fiends The endless demons of Duat, who exist only to cause pain and to be pained. MTC 2e 321
Shades Shadows cast by dead lives, progressing to the unlit land of Duat. MTC 2e 231
Spiritual Twilight
Spirits Symbiotic totems born from the resonance of the world, native to the Shadow Realm. CofD 122
Idigam Bizarre, ever-changing monsters of the Shadow Realm, with unique infectious powers. WTF 2e 216
Astral Twilight
Goetia Thoughtforms native to the Astral Realms. MTA 2e 252
Unfettered Horrors of the Primordial Dream, divorced from the link to corporeal Beasts. BTP 235
Angelic Twilight
Angels Servitors and subsidiaries of the God-Machine, consumed with cosmic tasks and commands. CofD 122
Exiles Failed and abandoned angels with impossible orders, who develop quirks and dysfunctions. DSG 63

Material Creatures

Being Description Book
Claimed Fusions of spirits and possessed vessels, merged in mind and body. WTF 2e 207
Cryptids Animals supernaturally mutated by exposure to Aether. DTD 228
Geryo Many-headed ur-predators which predate the Uratha and carry a shapeshifting contagion. NH-SM 153
Horrors Miscellaneous monsters and hidden dangers in the Chronicles of Darkness. CofD 140
Hosts Shattered fragments of ancient Shadow gods, including the spider-host Azlu and rat-host Beshilu. WTF 2e 202
Manticores Animals transformed in the same manner as the Remade, who instinctively wield similar Variations. DTR 65
Pandorans Hungry, parasitic monsters stirred to unlife by the radiance of the Divine Fire. PTC 2e 239

Otherworldly Beings

Being Description Book
Hedge Ghosts Insubstantial remembrances of feeling and character traits, tied to the Hedge. CTL 2e 245
Hobgoblins Cunning opportunists and strange dream-folk born of the Hedge. CTL 2e 252
Huntsmen Arcadian aborigines emptied of their hearts and inhabited by the True Fae to invade the material world. CTL 2e 264
Qashmallim Pyretic intelligences composed of Divine Fire, motivated by missions of catalysis and inspiration. PTC 2e 271
Pangaeans Ancient gods of the Border Marches, transcending flesh and spirit. DE 58
Strix Unliving shadows who steal bodies to sate their spite and visceral urges. VTR 2e 200
Supernal Entities Entities hidden in the Supernal World and summoned into the Fallen World. MTA 2e 252
True Fae Covetous alien gods who manifest as discrete Titles. CTL 2e 269

Supernal Entities

Being Realm Manifest Recondite Description Book
Angels Aether Seraphim Cherubim Elemental symbols of power and wisdom, ruling Forces and Prime. MTA 2e 97, 252
Beasts Primal Wild Atavisms Totems Primal symbols of instinct and intuition, ruling Life and Spirit. MTA 2e 97, 252
Demons Pandemonium Imps Wraiths Harrowing symbols of correspondence and insight, ruling Space and Mind. MTA 2e 97, 252
Fae Arcadia Anachronisms Moirae Esoteric symbols of fate and fortune, ruling Time and Fate. MTA 2e 97, 252
Shades Stygia Apeirons Specters Meditative symbols of theory and memory, ruling Matter and Death. MTA 2e 96, 252
Being Description Book
Ananke Living works of imperial magic embodying the ordainment of a particular outcome in the timeline. SoS 116
Ochemata Extruded aspects and avatars of Archmasters and Ascended beings. SoS 115


Twists and Malisons (2nd Edition)

Twists of Fate

Themes

Daeva Gangrel Mekhet Nosferatu Ventrue
Attention Adaptation Identity Grotesquerie Birthright
Desire Release Paranoia Solitude Control
Submission Subsistence Secrets Terror Victory

Twists

Twist Dots Description Book
Clan Twists
Me, Me, Me Daeva Themes only. Spend Willpower to redirect a Social action or supernatural power to yourself. HD 35
Flexibility Gangrel Themes only. Spend Willpower to attain impossible contortions for a scene. Apply your highest Gangrel Theme as Armor against bashing attacks, but lethal attacks against you gain 9-Again. HD 35
Inside Job Mekhet Themes only. Fake a relationship with a mortal human and fool any mortals until out of sight, or until you fail Manipulation + (highest Mekhet Theme) vs Wits + Empathy against a suspicious witness. HD 36
Kneejerk Reaction Nosferatu Themes only. When suffering Physical Tilts from injury or lethal damage sufficient to cause wound penalties, spend Willpower to inflict grotesque awe on a witness, causing a Tilt. HD 36
Entitlement Ventrue Themes only. Add your highest Ventrue Theme as a Social bonus to exploit your prestige, suffering Leveraged at the end of the scene to retain your respected status. HD 37
General Twists
Bestial Echo Exert the Predatory Aura with an aspect corresponding to your relevant Theme, applying that Theme as Blood Potency. HD 37
Blood's Call Sense dhampir descended from a Theme's clan, and force a Clash of Wills to sense concealed vampires of that clan. HD 38
Dissent You intuit the use of powers against you that relate to your Themes, and apply your Themes as Supernatural Tolerance against them. HD 37
Draught of Secrets Drink the blood of vampires of your Theme's clan to intuit their specific clan, Humanity, Attributes of a given category, or an Anchor, Aspiration, or active Condition. HD 38
Foreboding Spend Willpower to anticipate cursed fortune under one of your Themes. For each Theme dot, you may render one failure dramatic. HD 37
Karma Once per scene, recover Willpower from a setback relevant to your Themes. HD 37
Defiance •• Spend Willpower to force a Clash of Wills to disrupt a Discipline, Devotion, or Twist's thrall over you and your Theme. HD 38
Draught of Power •• Drink the blood of vampires of your Theme's clan to gain a temporary bonus dot associated with that Theme for the scene. HD 38
Fate's Call •• Sense the influence of Disciplines, Devotions, and Twists over your Themes. HD 38
Fortuity •• Each chapter, apply 8-Again to a roll resonant with one of your Themes, once for each dot in the Theme. HD 38
Portent •• When you sleep, you may spend recovered Willpower to dream of portents of your Theme. During that chapter, one time when you roll three successes or more under the Theme's purview, you may force exceptional success. HD 38
Sibyl's Curse •• Intuit breaking points associated with your Themes. You may spend Willpower to know the result and to inflict Guilty by accusing another character of shared responsibility. HD 38
Doom's Behest ••• Meditate and spend Willpower to deliver a prophecy of a given Theme. Witnesses become Obsessed with the prophecy until it drives them to breaking points. HD 39
Doubling Down ••• When a character resolves a mundane Condition focused on you, you may spend Willpower and contest Manipulation + Theme vs Resolve + Composure + Tolerance to reimpose and escalate their reaction to extremes. HD 39
Heir's Draught ••• Drink the blood of a vampire of your Theme's clan to increase its effective rating by a dot for one scene. HD 39
Insurgence ••• Spend Willpower to force a Clash of Wills to disrupt any supernatural power's thrall over you and your Theme. HD 39
Intuition's Call ••• Sense all supernatural influence over your Themes, and whether they are of vampiric origin. HD 38
Perdition ••• When you open the last door of a supernatural being prone to states of frenzy, you may spend Willpower to force a roll against that frenzy, penalized by a relevant Theme. HD 39

Malisons

Malison Cost Action Dice Pool Description Book
Blood Oath 2L Instant Presence + Resolve
vs Composure + Tolerance
Touch wounds with a person to bind to them in blood sympathy for a story. They may spend Willpower from your supply. HD 40
Haruspicy 1L Five minutes Intelligence + Stamina Read about a subject's doom in entrails. HD 40
Katabasis 2L Hour Intelligence + Resolve
vs Composure + Tolerance
Drink a draught of a subject's blood to undergo a reverie in which you may confront a supernatural Condition. HD 41
Nemesis 1L Instant Presence + Resolve
vs Composure + Tolerance
Declare a fated rivalry for a scene. When acting against you, your rival may not spend Willpower, but reduces the threshold for exceptional success to three instead of five. HD 41
Pallor of Death 2L Five minutes Intelligence + Composure Eulogize yourself to assume undead physiology for a scene. HD 41
Shadow Play 2L Minute Intelligence + Composure Release your shadow into the world to act on your behalf while you remain conscious. HD 42
Wrack and Ruin 1L Instant Strength + Stamina Curse an object or fixture up to Size 15 to crumble by your touch, applying Willpower as a weapon rating and ignoring Durability. HD 42
Unmasking 1L Instant Presence + Resolve
vs Composure + Tolerance
Decry someone who has supernaturally afflicted you, unveiling a clear sign of their nature. HD 42
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