Merit’s Compendium
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Table of Contents

Introduction The World Of Darkness Merits Vampire The Requiem Merits Werewolf The Forsaken Merits Mage The Awakening Merits Promethean The Created Merits Changeling The Lost Merits Hunter The Vigil Merits Geist The Sin-Eaters Merits

03 04 127 169 185 222 233 264 275

Introduction
This list was compiled to help the players in the creation process of their characters. The idea was to make a lot easier to choose Merits, putting them in just one book. However, you’re going to need the World of Darkness core book, and all the others templates books to make sense of the descriptions below. It’s really important to buy these books, so they will keep releasing them for our entertainment. So, White Wolf staff, don’t sue us, we are satisfied customers trying to help other players. This is the second version of the list and we will keep updating with new merits as soon as they are released. This project was started by a group of players in an internet WoD group, we want to keep releasing merits on future versions of this ebook. I hope you enjoy the list. The autor

Acknowledgements
First the White-Wolf’s staff for writing the games, second the people who compiled this list (Leonardo, Paulo, Mateus, Aécio and myself) and the others from the WoD Group. In a personal perspective I would like to thank all the players and storyteller’s who helped me to love these games (André, Bandit, Berzins, Bu, Diana, Duda, Flávio, Igor, Jano, Judson, Pantera, Pedro, Ricardo), with a special thanks to Diana and Leonardo who helped me in these list with his thoughts, works and opinions. Last update: 08/18/10 – Signs Of The Moon – Added

The World Of Darkness Merits Mental Merits
Book: Asylum, p. 50; Reliquary, p. 84 Prerequisite: Mortal (non-supernatural) Effect: Your character has either had a brush with the supernatural or been in a field that has regular casual contact with the supernatural (such as medicine or law enforcement) to know that something else is out there. While he doesn’t know anything specific (i.e., this Merit doesn’t give any bonus to Occult rolls or offer any frame of reference), your character doesn’t suffer negative penalties when trying to identify or diagnosis conditions for which there is no easy medical antecedent. For instance, a doctor with this Merit sees a patient in the ER with long, vicious bite marks. The doctor knows that no animal short of a bear could have made those wounds, and he knows that there are no bears native to the area. Normally, this would negatively affect his treatment — he might waste valuable time trying to shoehorn the evidence into his own experience. With this Merit, though, he takes it as read that something made these bites and treats them, or, a scholar with this Merit finds an anachronism in a text supposedly from the 17th century. Rather than immediately dismissing the text as a fraud, the character digs deeper and discovers other references to future events, along with the author’s descriptions of his horrible visions of things to come. This Merit also offers a +1 bonus to any roll made to recognize a strange or otherworldly situation. If the character ever becomes a supernatural being, including a ghoul or a Sleepwalker, he loses this Merit.

A Little Knowledge (•)

Book: The Free Council, p. 131 Prerequisite: Resolve •• and a Specialty in the appropriate Mental Skill Effect: Your character is uncommonly focused on a particular area of expertise. By purchasing this Merit, your character essentially doubles his Specialty in a particular Mental Skill, so that he gains a +2 dice bonus from that Specialty rather than the usual +1. This Merit can only be applied to one of the character’s existing Specialties. This Merit can only be purchased once per character. Drawback: A character with this Merit cannot have any other Specialties in the same Skill as Area of Expertise. Thus, if this Merit is purchased for the Automobiles Specialty of Craft, the character can never have any other Specialties in that same Skill.

Area of Expertise (••)

Book: Dogs Of War, p. 109 Prerequisite: Military training or combat back ground. Effect: Your character understands how to survive on a battlefield as a result of either intense military training or personal experience. This includes knowledge of how to use terrain to your advantage and a general state of mental alertness sustainable even under heavy enemy fire. As a result of this aptitude, your character gains a +2 dice bonus to any situational awareness roll.

Combat Awareness (••)

Book: The World Of Darkness Core, p. 108 Effect: Your character is exceptionally grounded and pragmatic, and can usually be depended upon to make sound, straightforward decisions after a few moments’ thought. The Storyteller can make a reflexive Wits + Composure roll once per chapter for your character if he is about to embark on a disastrous course of action, or if you find yourself at a point in the story where you are completely stumped for ideas. If the roll succeeds, the Storyteller may point out the risks of a particular course, or suggest possible actions that your character can take that might get events back on track. Note: While you are free to ask the Storyteller for a Common Sense roll when you’re out of ideas, he is under no obligation to comply. It an aid, not a crutch. Available at character creation only.

Common sense (••••)

Book: The Free Council, p. 131 Prerequisite: Craft ••• and a Specialty Effect: Your character has an intuitive sense of her craft, born of experience. Good decision-making is habitual for her when it comes to her work. This Merit grants all the benefits of the Common Sense Merit (see the World of Darkness Rulebook, p. 108) but only regarding actions dealing with the character’s Craft Specialty. The dice pool for the reflexive action to check the character’s “common sense” is Wits + Crafts (instead of Composure). At the Storyteller’s discretion, this “gut check” roll can be used to gauge the target number of successes on an extended action using the subject Specialty, in addition to all the normal uses of the Common Sense Merit. If a character has both this Merit and the Common Sense Merit, each may be used once per chapter.

Crafter’s Sense (•••)

Book: The World Of Darkness Core, p. 108 Effect: You gain a +2 modifier on reflexive Wits + Composure rolls for your character to detect an impending ambush. This kind of roll is typically made prior to the first turn of a surprise attack. Your character has a well-developed survival instinct that warns him of impending danger. Perhaps he’s adept at reading subtle clues in his environment orhe possesses an uncanny “sixth sense” when it comes to avoiding trouble.

Danger Sense (••)

Book: Book Of Spirits, p. 108 Prerequisite: Composure and Resolve ••• Effect: Your character is remarkably resistant to being Urged, Ridden or Possessed by spirits or ghosts. The character adds two dice to all contested rolls against spirits’ attempts to affect her in that way (or with other forms of mental control), or adds two to her Resistance traits (if subtracted from a spirit’s roll). Whether this is because of a hardening experience in her past or some hereditary predisposition depends on the story. Drawback: Many spirits are angered by strong resistance and eager to get revenge. Others just want to eliminate such people so they never spawn more. Either way, your character becomes a target once her resistance becomes clear.

Difficult to Ride (••••)

Book: Midnight Roads, p. 56 Effect: Some drivers have good luck charms for their vehicles. A hula girl on the dashboard, a Saint Christopher medal on one’s keychain, a pair of beloved fuzzy dice, a cup holder full of the knucklebones of a vanquished enemy. Sometimes, such items are just icons of luck that doesn’t really manifest. Other times, the driver imparts a tiny portion of his own soul and will into the artifact, and it genuinely grants him some measure of luck when driving. For every dot purchased, the charm can increase by +1 the following statistics of a chosen vehicle: Durability, Structure, Acceleration, Handling. Drawback: The driver’s charm works for only a single scene once per day, and requires one Willpower point from the driver to become active. Also, the charm is “attuned” only to one vehicle. If that vehicle wrecks, the charm (if it survived) can be re-attuned to a new vehicle, but doing so costs the driver a dot of Willpower. (Remember that recouping a dot of lost or spent Willpower costs eight experience points.)

Driver’s Charm (• to •••••)

Book: Book Of Spirits, p. 108 Prerequisite: Wits ••• Effect: Your character knows how to relax and let a spirit or ghost possess her. She forgoes any contesting roll or Resistance trait, and the possession takes place as long as the spirit rolls a single success. Possessing spirits gain full, penalty-free control over the character’s faculties immediately, without any muss or fuss. She remains aware of what is going on during the possession and has a couple of extra options. She may allow the spirit to continue controlling her body for longer than a scene, if she likes. Or, if displeased as the possession progresses, she may try to eject the spirit. She and the spirit make the normal contested roll they would normally have made during the original possession. Success on the spirit’s part allows it to remain for the rest of the scene, and ties must be rerolled the next turn. The character may only try this once per scene.

Easy Ride (••)

cool . he may recall a “factoid” that he’s heard at some point that may shed light on matters. where her senses blur together (she can “taste” music. She is familiar with all kinds of techniques used in bomb making. "Hey. Eidetic Memory (••) Book: Asylum." Encyclopedic Knowledge (••••) Book: Magical Traditions. 50 Prerequisite: Resolve •• Effect: Your character can distance himself from the pain. p. 137 Effect: While under the effects of a psychoactive drug. she not only experiences no dice penalties to her Perception rolls. p. If the roll is successful. grief and suffering of his fellow human beings long enough to help them. perhaps. You do not normally need to make a roll for your character to remember an obscure fact or past experience. “Wait! Wait! I saw something like this in a movie once!” The Storyteller might make Intelligence + Wits rolls on your behalf when a dramatic failure is possible. 208 (errata correction) Prerequisite: Wits ••• or Dexterity •••.Drawback: As a well-trod soul. as above) a possession. She also earns a reputation as “easy” among local spirits. witnessed or seen on TV. there is a +2 modifier on any Intelligence + Composure or other Skill based roll (say. or “hear” colors). Failure: Your character wracks his brain but comes up empty. Success: Your character remembers a detail or fact that sheds some light on the situation. 108 Effect: Your character has a near-photographic memory. They make these in Mexico for the Day of the Dead. Demolitions Specialty in Crafts Effect: Your character is well versed in handling all types of explosives. 109 Effect: Your character is a veritable font of useful (and sometimes useless) information on a wide variety of topics. You can make an Intelligence + Wits roll any time your character is confronted with a situation or phenomenon outside his normal realm of experience. It's an offering for a loved one who's died. being able to recall vast amounts of observed detail with astonishing accuracy. Your character has either been soaking up trivia all his life or he hasn’t. Dramatic Failure: Your character ”remembers” something about the situation that is completely inaccurate. unless he is under stress (such as in combat). Chances are he can come up with an anecdote pertaining to any situation based on something he’s read. Academics. For instance. Available at character creation only. the character suffers a –2 dice penalty to any contesting rolls or Resistance traits applied to prevent (or end. And they say you can't learn anything on TV. the EMT might normally suffer a –2 penalty from sheer emotional pressure. he would take no penalty at all. While on the drug. Entheogenic Synesthesia (•) Book: Armory. Book: The World Of Darkness Core. She has also been trained in explosive ordnance disposal (EOD) and is comfortable disarming EOD (••) . Emotional Detachment (•) Book: The World Of Darkness Core. if an EMT is trying to perform an emergency tracheostomy while in a moving car with a werewolf on the roof.a little candy skull. p.” Exceptional Success: Your character recalls a number of useful details that provide extensive insight. p. to remember a fact) for memory recall. Crafts •••. even if she’s not likely to go willingly. the character experiences synesthesia. p. If he had this Merit and his Resolve were 2 or higher. but also gains +1 to any Perception rolls. but it also means that he doesn’t second-guess himself when performing delicate surgery. “You said there was an almond odor? Seems to me I read somewhere that’s a sign of cyanide poisoning. who may seek her out when they need a quick body for something. This might make him seem somewhat aloof. from creating her own explosives to identifying and arming manufactured ones. This grants her an added level of awareness. Available at character creation only. Under stress. as her perceptions are bolstered by more than one sense. The character ignores penalties stemming from stress equal to his Resolve rating.

improvised facilities (-1) Holistic Awareness (•••) Book: Book Of Spirits. 114). provided that she’s not relying on anyone else who might slow her down. p. 132). Characters using Teamwork (see p. So. Good Time Management applies only to mundane actions. Failure: The treatment has no effect and normal healing times apply to any bashing wounds or to a single lethal wound. 134 of the World of Darkness Rulebook) cannot benefit from this Merit. for healing times. p. if he has suffered a lethal wound and a successful roll is made. 109 Effect: Your character is skilled in the arts of whole body healing. the Storyteller may even remove this Merit. Exceptional Success: The patient responds remarkably well to treatment. He does. and ones suffered to bashing or lethal damage but not aggravated) with a collection of natural remedies rather than resorting to a doctor or hospital. She can make effective use of her time. or characters relying on machines (such as lab equipment). all wounds are healed in mere minutes (about eight each). 175. your character can make a successive attempt to try again that day (see p. The worst of a patient’s injuries must be treated first. Your character cannot try to heal the patient again for his current injuries. This only affects Resolve rolls. suffer an additional point of bashing damage. Good Time Management (••) Book: Tome Of The Watchtowers. It’s automatically assumed to succeed. Book: Asylum. Suggested Equipment: Holistic medicines (+1). If the roll is successful. and then it can possess him for a scene with a contested Hollow Soul (••) . It does not apply to magical rituals of any kind. healing. In that case. two lethal wounds can be healed in two days. Higher Calling (••) Book: The World Of Darkness Core. those must be allowed to heal naturally before another effort can be made. Dramatic Failure: Your character misdiagnoses or mistreats the problem.touch manuals (+1). If the Storyteller allows. p. Success: Your character’s treatment is rewarding and the patient’s healing time that day is halved. Thus. if the character is translating a text and each roll would normally require one hour. Each roll in an extended action has the time requirement reduced by one quarter. If still no successes are gained to heal a single lethal wound or one or more bashing wounds.unfamiliar devices. The resultis that he is able to treat sickness and some injuries (those not requiring surgery. if no successes are rolled to heal one of a patient’s lethal wounds. p. 109 Prerequisites: Easy Ride Effect: Your character can be possessed even by spirits that cannot normally use the Possession Numen. If the patient has suffered nothing but bashing damage. and does not affect coercion that doesn’t involve the character’s Higher Calling. 84 Prerequisite: Academics. All the spirit needs to do is fetter to the character. that wound must heal naturally over two days before your character can try to heal another lethal wound. You can skip tomorrow’s roll altogether. p. See Chapter 7. however. 50. For instance. not Willpower or other Traits. body-purifying foods and liquids (+1) Possible Penalties: Lack of remedies (-1 to -4). a character with this Merit only requires 45 minutes for each roll. noisy environment (-1). the patient’s healing times that day are halved. making it worse. the wound heals that day rather than in two days. imminent danger (-3). Drawbacks: If your character ever acts in a way contrary to his calling or abandons his dedication to it. gaining +1 die for Resolve rolls to resist coercion that runs counter to his calling. Make an Intelligence + Medicine roll once per day when your character spends an hour treating a patient. Medicine or Science •• Effect: Years of working with demanding corporations have served your character well. 125 Prerequisite: Resolve ••• Effect: Your character is especially devoted to a particular cause or purpose. p. The patient does not heal more quickly (he maintains normal healing times). Reliquary. Your character does not suffer the –2 penalty for disarming an explosive she did not build (see p. promoting health and recovery by keeping a person’s entire physiology balanced and strong. though it does apply to researching such rituals.

Your character can use the dots in one of his Mental Skills. Hypnotizing a Subject Dice Pool: Manipulation + Occult or Medicine + equipment (hypnotist) . This Merit is not limited to vampires or mages.subject’s Resolve (if target resists) Action: Extended The hypnotist requires a number of successes equal to twice the target’s Willpower. p.Shadown In The Dark. p. 132 Prerequisites: ••• in two Skills and a Specialty Effect: Your character makes sense of the world through interdisciplinary thought. As long as the trance persists. audio visual stimulation (+1 to +3). Book: Mekhet . This Merit lets a character duplicate her Specialty in one Skill with another Skill. language barrier (-3). You must specify the Mental Skill to which this Merit applies when you purchase it. Exceptional Success: The hypnotist makes speedy headway towards hypnotizing the subject. Many hypnotists use equipment such as pendulums. up to a maximum of the dots in this Merit. but get him talking about his work and he becomes downright erudite. it can be bought by any character. 120. Your character’s performance may be dry or routine. write papers or otherwise inform an audience. The subject cannot be hypnotized again for a number of days equal to his Resolve. 115 Prerequisite: Medicine • or Occult • Effect: A character with this Merit can hypnotize others (or herself) using the Occult or Medicine Skills. The character must choose which of the two Skills the Merit is tied to. Roll Results Dramatic Failure: The hypnotist fails even to calm the subject down. Failure: The hypnotist fails to induce trance in the time allowed. You can purchase this Merit multiple times. and write the Merit down on the character sheet as either Hypnosis (Medicine) or Hypnosis (Occult). p. A hypnotist can hypnotize himself. Interdisciplinary Specialty (•) . Each roll represents one minute of work. any rolls the hypnotist’s player makes to influence the subject (eg. pocket watches. simple machines that project revolving spiral patterns and the like. Informative (•• or ••••) Book: The Free Council. in place of Expression to lecture. Possible Penalties: Unfamiliar with subject (-2). She sees metaphorical connections between different fields of study and. A subject placed in a trance becomes easily manipulated and likely to respond positively to questioning or suggestion. The character can only use the chosen Skill to perform hypnosis. the target falls into a trance and becomes malleable to suggestion. through those connections. The character can serve as a mouthpiece for spirits too weak to normally interact with the material world on a meaningful level. Or a Craft Specialty in Motorcycles could be duplicated under Drive to reflect a character’s honed experience. achieves greater comfort and success more easily in both. The character must have three dots in both Skills used by this Merit.Power + Finesse versus Resolve + Composure roll. If the player wants the character to be able to use either Skills. Mage Chronicler's Guide. Success: The hypnotist makes progress. Equipment: Pendulum or pocketwatch on chain (+1). or gains no successes towards hypnotizing the subject. or makes a basic error in the process. If the hypnotist succeeds. but also gets sought out by more powerful spirits who would prefer to abuse the character’s ability. For example. but it will at least be clear and absorbing. distractions nearby (-2). or gathers enough successes to place the subject in a trance. white and featureless room (+1). 131 Prerequisites: Wits •• and •• in the appropriate Skill Effect: Your character may not be much of a writer or public speaker. p. he has to buy the Merit twice. a Medicine Specialty in Anatomy could be duplicated under Weaponry to describe a character’s deadly precision. to induce the subject to impart information or to implant a posthypnotic suggestion which will make the subject behave in a certain way after the trance has ended) gain a bonus equal to the hypnotist’s dots in Manipulation. once for each Skill. selecting a different Mental Skill each time. Hypnosis (•••) Book: The Free Council.

Book: The World Of Darkness Core. Reduce all penalties stemming from poor or inappropriate tools by the number of dots you have in this Merit. Individual Storytellers must decide what Skills are suitable to be paired through this Merit based on the background and nature of the character involved. Drawback: Possession of this Merit makes the character a threat to some (endangering their supplies of Essence) and a resource to others (potentially doubling their daily Essence acquisition).g. 109 Effect: Your character can effortlessly enter a meditative state when she chooses. and each point requires one minute of meditative effort. 120). p. 109 (Errata Version) Effect: Your character knows an additional language besides his own. p. he may bend this Essence to that use immediately (but still cannot store it). write and speak with fluency. one that he can read. assign it to a particular Skill (e. others may try to eliminate him or use him as a tool. for example) will seem appropriate in some cases and inappropriate in others. she can change a tire. p. This requires a Morality roll that the character can only attempt once per day. 109 Prerequisites: Mortal (non-supernatural) Effect: Your character can draw Essence from a locus. however. You must specify which language your character is familiar with when purchasing this Merit. With poor tools or the wrong tools. Each success allows the character to draw out one point of Essence. and can remain in it for as long as she wishes. Reading the language requires an Intelligence Multi-Lingual (• to •••••) . Note that the character cannot speak effortlessly in these languages. The character still has no ability to store that Essence within himself or use it for any means. If the character isn’t careful with his ability. There is no limit to the number of languages that a character may learn. an ability normally reserved for spirits. but you can scrape by with poor substitutes using this Merit. Some combinations (Anatomy as a Specialty for Weaponry. see p. politics and certainly occult matters) imposes a penalty of –1 to –3 dice. Make Do: Crafts). Not even wound penalties apply to your character’s efforts to focus. p.Note: Because the Storyteller judges access to any Merit on a case-by-case basis. but he can channel it to objects or creatures that can (such as spirits or the Cup of Life fetish. the application of this Merit is left deliberately vague — it essentially saves a player an experience point in exchange for adding cohesion to her Specialties. 51 Meditative Mind (•) Book: Reliquary. You still must need and have some kind of tools to attempt the action (you can’t patch a tire or perform a tracheotomy with your bare hands). If the character somehow has the ability to use Essence. p. the Storyteller might call for an Intelligence + Expression draw. In addition to the character’s native language. and talking about anything esoteric (including humor. though each language must be purchased as a separate Merit. Note that this Merit does not add dice to your pool. When you purchase this Merit. repair a roof or perform an emergency tracheotomy. Locus-Drinker (•••) Book: The Free Council. This Merit can be purchased multiple times to apply to multiple Skills. Make Do (• to •••) Book: The World Of Darkness Core. 85 Effect: The character either has knack for languages or grew up in a culture that teaches several different tongues. werewolves and some mages. the player may choose two languages for every dot in this Merit that the character speaks conversationally. See the Meditation Attribute task in Chapter 2. this Merit negates penalties. p. contested by a reflexive Intelligence + Academics draw by anyone who is suspicious. Communicating quickly or over the telephone requires an Intelligence + Wits roll. All environmental penalties imposed to Wits + Composure draws to meditate are ignored. If he wishes to convince others that he is a native speaker. 132 Prerequisites: Wits ••• and • in the appropriate Skill Effect: Your character has some experience working under sub-optimal conditions.. Language (•) Book: Book Of Spirits.

the character may gain an edge from the reliability of reason. For the next several turns before the Essence dissipates. and writing something coherent in the language requires a roll of Wits + Academics or Intelligence (again. but it’s true. study or immersion. This Merit can only be purchased once for any character. This Merit. or the “First Tongue” by others) perfectly. The character with this Merit can express very simple ideas (one to three-word phrases) without any roll. Scientist’s Sense (•••) Book: Book Of Spirits. the character has some measure of influence over them. No one has ever been able to explain why to the character’s satisfaction. 110 Prerequisites: Mortal (non-supernatural) Effect: Your character releases spirit energy — Essence — into the world when her blood spills. this Merit increases the +2 dice bonus to +3 for a •••• Skill or +4 for a ••••• Skill. Residual Spirit Energy (••) Book: The Free Council. and all it takes is a splash of blood. respectively). 133 Prerequisite: Science ••• and a Specialty Effect: Your character has an intuitive sense of her scientific discipline. p. 90 Effect: No human can speak the language of the spirits (called “Babel” by some. any spirit nearby may take an action to consume the Essence. And spirits can sense it.+ Academics or Wits roll (depending on how the character learned the language. born of experience. unless the player rolls an exceptional success. When required to make a Resolve + Composure roll to resist fear. A human’s mouth and tongue are literally incapable of capturing the nuances of this otherworldly language. panic or some other mental breakdown in the face of the supernatural. This roll may suffer negative dice modifiers (maximum of –5 dice) if the Spirit Tongue (•••) . 133 Prerequisites: Resolve •• and Science or Academics •••• Effect: Your character relies on rational thought. Some might try to slaughter her all at once when they really. Each point of lethal damage the character suffers frees one point of Essence into the air. Book: The Free Council. p. each may be used once per chapter. p. If a character has both this Merit and the Common Sense Merit. in addition to all the normal uses of the Common Sense Merit. however. Others notice her as a resource of their enemies and might decide to make a surgical strike against them (but at her). If the Willpower point is spent to increase Resolve or Composure for the purpose of subtracting from an aggressor’s dice pool. The player can spend one experience point for the character to become fluent in one of languages covered by this Merit. as long as the injury actually causes blood loss. this “gut check” roll can be used to gauge the target number of successes on an extended action using the subject Specialty. When spending a Willpower point to augment such a Resolve + Composure roll. This Merit grants all the benefits of the Common Sense Merit (see the World of Darkness Rulebook. In short. Rational Explanation (••••) Book: Book Of Spirits. p. Because Essence is such a valuable resource to spirits. 108) but only regarding actions dealing with the character’s Science Specialty. Even if these rolls succeed. the character’s utterances or writings obviously come from a non-native. reason and his education to make sense of a frightening and irrational world. in which case the character manages to sound like a native-born speaker of the language for a few moments. at least allows a human to make a go at it. the character may substitute his Science or Academics dots for the +3 dice bonus he would typically gain. Specialties do not alter these effects. The dice pool for the reflexive action to check the character’s “common sense” is Wits + Science (instead of Composure). At the Storyteller’s discretion. Good decisionmaking is habitual for her when it comes to her work. More complex communication requires a Manipulation + Expression roll. It must be linked to one Skill — either Science or Academics — when it is purchased and cannot be changed thereafter. really need the Essence. Drawback: While most spirits would rather preserve a renewable source of Essence. She can bribe them for information or favors. study or immersion). p. the character becomes a target or potential possession to those spirits who don’t want to barter with her. not all are so careful.

. 109. With one point in this Merit. This Merit confers no actual bonuses or abilities when the character attempts to use an item that falls within his field of study. its focus is relatively narrow: Edged Weapons. during peaceful times. If you’re present at the end of the experience. the character always makes Resolve + Drive rolls instead of using Dexterity. Melee Weapons. Trained Observer (• or •••) Book: Magical Traditions. (You should write a brief note about this on the character sheet. Unlike Encyclopedic Knowledge. Steady Driver (•) Book: Armory. p. p. history and trivia of any specific item he encounters. this Merit is available after character creation. During this turn (in which she cannot engage in combat or other stressful situations). With the one-dot version. your character is fully versed in the performance. the character uses a special technique to commit what she has learned to memory. the Merit’s focus may be broader: for example. he can recite the likely metallic composition of an ancient sword. 20th-Century Military Equipment.) After that. effective driving is about achieving calmness. chosen upon purchase of this Merit. 38 Prerequisites: Wits ••• or Composure ••• Effect: A Trained Observer can spot the smallest anomaly. Consumer Vehicles. and you can ask the Storyteller to fill in details that you might have forgotten. the TO ignores penalties of up to -3 on Perception rolls. spirits would have a difficult time comprehending the idea much less the language involved). Drawback: Just as for any other character. this Merit functions as the Encyclopedic Knowledge Merit (see p. Perhaps it’s a soothing voice or calming presence. a user can ignore up to two dice of penalties while undergoing her trip. the top speed of a sports car or the explosive yield of a nuclear warhead. 137 Prerequisite: Composure ••• Effect: Your character has some skill when it comes to guiding others through intense psychoactive head trips. 208 Effect: Through professional experience or a hobbyist’s fanaticism. p. The three dot version gives Perception rolls the Rote Action quality (see “Rote Actions”. you must make an Intelligence + Composure roll for the character to remember any additional details about a subject during stressful situations (such as combat). With two points. A character who possesses this Merit does just that: when driving. Trained Memory (•) Book: Dogs Of War. In addition to identifying an item. p. In your presence. your enhanced memory is a matter of training and organized thinking. No detail escapes his notice. not off-thecuff recall. whether or not it’s a high-traffic scenario (see above. With regard to items that fall within the chosen focus only. though the character’s actions and interests over an extended period of time should justify the purchase. Technophile (• to ••) Book: Guardians Of The Veil. Vehicles. 20thCentury French Military Equipment and so forth. 46 Prerequisite: Composure ••. p. 134). “Hightraffic Driving”). Firearms. Book: Midnight Roads. your character is exceptionally knowledgeable with regard to one specific type of equipment. Investigation • Effect: Your character can remember the events of a single scene or a day’s worth of study perfectly as long as she has a turn to concentrate. Handguns. 59 Prerequisites: Drive •• Effects: Sometimes. the ballistic characteristics of an enemy’s sidearm.e. You gain no bonus to this roll. With a successful roll. p. the World of Darkness Rulebook). you no longer need to make dice rolls to remember details about that event or piece of knowledge. as Trip Sitter (•••) . the World of Darkness Rulebook. about driving with your head more than your hands.circumstances are tense or if the ideas communicated are based solely in human experience (i. and when. or maybe you’ve just been through enough entheogenic experiences to know what effects are going to hit the user.

and can keep its nature secret if desired. Essentially. however. Willpower points spent to activate this Merit don’t grant any of the usual effects of Willpower points. 133 Prerequisites: Intelligence. He is capable of visualizing his wants with great clarity and knows how to use that vision to guide his work. she has some instinctual understandings and can often sense when spiritual events are going on around her. The Storyteller has final say on whether a given trait can be replaced. your character can reflexively rely on his vision to “assist himself” on any extended action he performs. Effect: Your character has a sixth sense about spirits and the strange phenomena that surround them and their world. The character’s vision helps him accomplish his goals. By spending a Willpower point. the user gains +3 dice to the Resolve + Composure roll made to resist Hallucinogen Persisting Perception Disorder. Regardless of the manner. this Merit gives a skilled character a chance to gain more than the usual +3 dice when he spends Willpower. goose bumps race along his arms. The character rolls Vision + an appropriate Skill. Your character may substitute his dots in Vision for either an Attribute or a Skill when rolling to assist another character on an extended action.well. Unseen Sense (•••) Book: Book Of Spirits. Vision may be no substitute for Strength when lifting a boulder. Over time and with a little trial and error. The specific type of supernatural phenomenon to which your character is sensitive must be determined when this Merit is purchased. leaving you to figure it out during play. they simply allow the character to use the Merit. Book: The Free Council. to govern or to achieve some other aim is up to him.” p. mundane characters can possess this Merit. Wits •• Effect: Your character has a “sixth sense” when it comes to the supernatural. and in fact he might not know at first what causes this reaction. inventions or performances with unusual clarity. Regardless of how much the character knows about the occult or the Shadow Realm (she may know absolutely nothing). 134 of the World of Darkness Rulebook). he might be able to qualify what his body tries to tell him. Unseen Sense (Spirits) (• to ••••) . This Merit does not enable a character to spend more than one Willpower point per turn. It can be something as vague as a creepy feeling when in the presence of ghosts. A character with four or five dots in this Merit has a uniquely vivid vision of whole worlds. p. Perhaps his hair stands on end. sculpting a statue or speaking in front of an audience (see “Teamwork. Though a character may be said to have gained this Merit through supernatural means. Vision (• to •••••) Book: The World Of Darkness Core. How the character reacts varies from one to the next. his body reacts to the presence of unseen forces. Wits •• This is an optional Merit. expanded from the World of Darkness Rulebook to focus on spirits and spiritual phenomena. It might be a response to a specific type of supernatural phenomenon such as ghosts or vampires. Whether he uses his vision to paint. 111 Prerequisites: Mortal (non-supernatural). The hairs on her neck may stand up. The Storyteller has final say on the exact nature and trigger of your character’s sixth sense. A character’s vision for the future may be the result of some supernatural experience or may simply the product of a profound imagination. or something as specific as a sudden chill when a vampire is nearby. The character reacts when phenomena of the included sort are present. p. Resolve or Composure •••• Effect: Your character has vision. or it might be a general sense that something isn’t right. A character with two or three dots in this Merit has vision on a smaller scale — he sees his sculptures. or a shiver runs up his spine. The pivotal moment of becoming or being changed into a being with supernatural capabilities eliminates it. 109 Prerequisite: Mortal (non-supernatural). whether it’s drawing the plans for a building. Wits. He can’t see or hear anything. a chill may run down her spine or anything appropriate. Only mortal. p. and each success is added as bonus dice to the next roll on the extended action. Vision is not in itself a supernatural power. Each dot in this Merit adds a category of phenomenon to those that the character can sense.

not otherwise. ••• The character may sense when a spirit in Twilight passes within 20 feet of her. With an extended Wits + Composure roll. p. Book: Reliquary. feeling the emotional weight of the area around her. and each roll represents one turn. the character may be able to feel what sort of resonance the area has. •• The character may sense when spiritual Numina or Aspects are used in her vicinity (within 20 feet). Unseen Sense (Spirits) has a drawback. the character might remember that it’s rude to show one’s bare head in a given country. She may roll a reflexive Wits + Composure roll to determine the rough direction the spirit is moving and whether it is hurrying. she may roll a reflexive Wits + Composure roll at a penalty of the offending spirit’s Finesse rating to get a rough idea of the Numen’s effect. each time he accesses Dream in this accelerated manner further erodes his sanity. traveled extensively enough to know such customs. The number of required successes is equal to 10 minus the locus’s rating. allowing tendrils of underlying primordial truths to reach into his psyche. Even on a success. and may attempt to gain insights through that Merit as an instant action while conscious rather than requiring the usual hour of meditation or sleep. 82) even if he is not a mage. Whispers (•) .• The character may sense verges and loci. requiring a character with a Wisdom (or Morality) higher than five dots to make a degeneration roll. to pick out which creature is ridden. roll its Finesse as a contested roll. She may roll a reflexive Wits + Composure roll. contested reflexively by the spirit’s Finesse. When a Numen or Aspect targets her. p. He can purchase the Dream Merit (see Mage: The Awakened. but only in that characters who act on their subtle impulses can attract unwanted attention from spirits who don’t like to be noticed. Only exceptional successes are at all clear. her knowledge is very vague. •••• The character may sense when spirits riding humans or animals pass within 20 feet of her. The character receives the 9-again benefit on any Social roll involving dealing with a foreign culture. as the name suggests. 85 Effect: The character has either made a study of customs and practices in cultures other than his own or. This kicks in when the acting spirit or the Numen’s target is in that range. However. This knowledge is purely practical. 179 Your character’s mind has ripped open. or Mental roll for remembering the practices and mores of such a culture. If the spirit is attempting stealth. Well-Traveled (•) Book: The Mysterium. but not why. p.

If they fail.Physical Merits Book: The World Of Darkness Core. Styles that require careful precision such as Evasive Striking or Light Sword are not appropriate. World of Darkness Rulebook). page 156) you can add his Athletics Skill dots to his Defense instead of doubling his Defense. Your character can move up to his Speed and perform an Athletics Dodge maneuver in a turn. p. p. as are the Two-Weapon (usually axes). They’re also found in Japanese koryu and modern military combatives. 176. but only one can be used per turn. Characters who fight in a berserk haze often purchase Iron Stamina to represent their ability to ignore pain. which have the usual effect on their physiology (see p. against thrown-weapon attacks. p. 38 Prerequisites: Dexterity •• and Athletics • Effect: Whenever your character performs a dodge (see “Dodge”. Berserker (• to •••••) . a character cannot benefit from Strength in the Fury when using a Fighting Style maneuver that otherwise costs the character her Defense). Armored Fighting (•• or ••••) Book: Dogs Of War. Working oneself into this fury requires an intense exercise of will. Every two dots in this Merit (at •• or ••••) reduce her Brawl. the World of Darkness Rulebook. and must make a reflexive Resolve + Composure roll to avoid assaulting allies during any turn in which those allies present a more tempting target than an enemy. 113 Prerequisites: Resolve •••. Athletics Dodge (•) Book: Armory Reload. she may use any of the maneuvers listed below. p. Athletics Dodge applies against incoming Brawl-and Weaponry-based attacks. Melee Defense and Speed penalties for heavy armor by 1. Shield. Stamina •••. Defensive styles are explicitly incompatible with the aggressiveness required of berserkers. Characters who are already prone to a form of supernatural rage (such as vampires and werewolves) must roll Resolve + Composure during every turn in which they take advantage of this style. A character can possess this Merit and also the Brawling Dodge and Weaponry Dodge Merits. Available at character creation only. 110 Effect: Your character does not suffer the -2 penalty for using his off-hand in combat or to perform other actions. she is rendered unconscious. A character in a berserker haze occasionally has difficulty telling friend from foe. Knife. They know how to move and conserve energy in heavy chain mail or even full plate. sometimes aided through the use of drugs. Kuruth. Dots purchased in this Merit provide access to special combat maneuvers. Berserk characters work themselves into a violent rage. He essentially draws on his knowledge of how his body moves to parry and evade attacks rather than rely on his raw ability alone.) and lose the benefits of being berserk. 84 Prerequisites: Strength •••. and against firearms attacks made within close-combat range. Once the character has entered the berserkergang. and Supplemented Skill or Style • Effect: The character supplements his chosen style or Skill with his own maddened fury. The character remains in a berserk state until she either spends a second Willpower to calm herself. costing the character one Willpower point and an instant action. The Brawl and Weaponry Skills are equally appropriate for use with this style. or the combat comes to an end. they fall into their maddened state (frenzy. These skills aren’t exclusive to European martial artists. Stick and Staff Fighting Styles. Ambidextrous (•••) Book: Armory Reload. Your character knows how to fight in heavy armor. Each maneuver is a prerequisite for the next. so long as the drawbacks or necessary expenditures do not contradict (for example. etc. Stamina ••• Effect: Langschwert groups that emphasize historical techniques learn to fight in full armor. These benefits can be combined with one another or with an associated Fighting Style Merit during the same turn.

pushing her to greater feats even when others would fall in pain. representing those whose combat training is wholly theatrical. World of Darkness Rulebook). but only one can be used per turn. Control. Brawling Dodge (•) Book: Armory Reload. Knives. Supplemented Skill or Style • Effect: The character supplements her chosen style or Skill with a carefully-trained showmanship. she suffers a –2 to her Defense trait). Her behavior is so violent that she inflicts lasting damage on her foes.and Weaponry-based attacks. If she has already applied her full Defense against an incoming attack during the turn. bites at ears. but many also train to showcase their own skills during martial arts demos or non-combative martial arts competitions. all the time. if she so chooses. however. though Athletics. Combat artists often learn their skills in professions that are not traditionally associated with violence. A character can possess both the Brawling Dodge and Weaponry Dodge Merits. 117 Prerequisites: Dexterity •••. Your character can move up to his Speed and perform a Brawling Dodge maneuver in a turn. Stamina ••. the style cannot be used effectively in combat. The character gains an additional 2 dice (for a total of four dice) when using Willpower to avoid suffering an attack. against thrown-weapon attacks. Throwing and Two-Weapon. p. The berserker gains an additional die (for a total of three) when taking allout attacks (page 157. and the fourth tier of the Merit cannot be purchased. 156). and against Firearms attacks made within close-combat range. The combination of Combat Art with the Flexible Weapons Fighting Style can be stunning in martial arts competitions. but may not utilize any other maneuver or supernatural ability that necessitates the loss of Defense (such as an all-out attack). as well. Krav Maga’s popularity in entertainment demands stunt persons capable of convincingly performing the vicious style. As such. Composure ••. and tears at genitals. as well. it can give the advanced fighter an edge. Book: The World Of Darkness Core. Fast Reflexes.Strength in the Fury (•): A berserker goes all-out. Light Sword. for example. If she has already applied her Defense against an incoming attack during the turn. Ignorant in the Face of Death (••••): The berserker’s rage overrides her physical limitations. In a mad. The character may still use Willpower to enhance her attack or Defense. Fighting Styles typically supplemented by Combat Art include Aggressive and Evasive Striking. p. Adrenaline Rush (••): The berserker ignores pain and her foes’ attacks only drive her madness. this supplemental style may be purchased for the Expression Skill. Disarm. making her far more difficult to hit. she may not use this maneuver. If used to supplement Expression. Drawback: The character sacrifices her Defense during a turn in which she uses this maneuver. by ignoring two dice of wound penalties. The Expression and Weaponry Skills are equally appropriate for use with this style. He essentially draws on his training in blocking and evading attacks rather than relying on his raw ability alone. such as Krav Maga. and her body rewards her heedless actions with increased power and speed. These maneuvers represent those who value style over substance. Bloody-Handed Bastard (•••••): The berserker gouges at eyes. Fighting Finesse. pushing her to brutally defeat them. Inhuman Alacrity (•••): A berserker’s opponents are shocked and frightened by the speed and ferocity that manifests in her actions. her blades or fists flashing through the air as she steps lightly upon the balls of her feet. Trick shooters and show marksmen often possess Gunslinger. Drawback: The character sacrifices part of her Defense in any turn during which she ignores wound penalties on a one-for-one basis (for example. the character can ignore some or all wound penalties for a turn. Combat Art is rarely combined with the teaching of those schools that teachings are overwhelmingly pragmatic. violently fit. Exceptions do exist. The character gains a point of armor against bashing and lethal attacks as she casually shrugs off weak attacks. you can choose to add his Brawl Skill dots to his Defense instead of doubling his Defense. Quick Draw and Student of the Blade are all popular Merits for those whose primary combat training is primarily for show. p. Brawling Dodge applies against incoming Brawl. Her movements are graceful yet expedient. While this might provide little benefit to a brawling novice. Particularly Combat Art (• to ••••) . Brawl and Firearms versions are widely learned. regardless of weapon. namely the theatre and film. Those combat artists who reside in Hollywood often possess the Stunt Driver Merit. she may not use this maneuver. Sniping and even Archery find occasional crossover with this style. while Combat Marksmanship. 110 Prerequisite: Strength •• and Brawl • Effect: Whenever your character performs a dodge (see “Dodge”. The character’s attacks inflict lethal damage.

traditional schools may frown upon Combat Art. Characters who enter the scene after the flourish is performed are not affected by it. Firearms or Weaponry • Effect: Your character either has training in how to handle himself in a fight. A weapon lands a number of yards away from the opponent equal to your successes rolled. 139) for rules on doing that. Function Follows Form (••••): The character has learned how to marry life and art. Drawback: The flourishing character’s bonus is penalized by others who know her supplemented Skill or Fighting Style. Flourish (•): The character performs an example of her style in order to threaten rather than entertain (though audiences often experience a thrill when witnessing such a feat) as an instant action. If you get a number of successes equal to or greater than the opponent’s Dexterity.. Disarming is a different activity than specifically attacking or breaking weapons or items carried by opponents. Dancing for Mars (•••): The character gains a bonus equal to her rating in her supplemented Skill or Fighting Style to Expression rolls when utilizing her combat prowess as a performance piece (those using Combat Art to supplement Expression may double their Expression rating). this can completely cancel the bonus granted by the maneuver and even remove dice from the base Intimidation pool. secure a job teaching martial arts. This bonus lasts until the end of the scene or the character suffers a successful attack from an opponent (whichever comes first). and her extensive training allows her to utilize the grace she exemplifies on the stage or gym mat to out-maneuver her enemies on the mean streets of the World of Darkness. The bonus does not. Drawback: This maneuver can only be used with another individual who is working to fake the fight (and typically functions as a teamwork action). Combatant (••) Book: The World Of Darkness Core. as they might see through the emptiness of her action. p. compare your successes to the opponent’s Dexterity. face north. See “Equipment” (p. as bonus dice to her attack roll and as a bonus to her Defense (which is not doubled in the case of a Dodge maneuver). A master sees through such petty posturing and thinks less of the student as a result. or even intimidate one’s enemies. These hacks are: Freezing Under Fire. For each dot the target of the character’s intimidation possesses in the same Skill or Fighting Style as that being supplemented. He can enter unfamiliar territory and always retrace his steps back to his starting point. 110 Prerequisite: Dexterity ••• and Weaponry •• Effect: Your character has refined his Weaponry Skill to the extent that he can use a weapon to disarm opponents in close combat. This may be used to win competitions. p. Against sufficiently skilled opponents. The character gains one half of her rating in the supplemented Skill or Fighting Style. you can choose to have your character disarm him instead of doing damage. She gains a bonus to Intimidation rolls equal to her rating in the supplemented Skill or Fighting Style. p. A number of combat hacks involving the effects of pain and stress do not apply to this character. Staged Combat (••): The character has trained to make perfectly safe and choreographed combat seem exceedingly real.e. however. The character gains a bonus to Expression or Subterfuge rolls to falsify combat equal to her rating in the supplemented Skill or Fighting Style. or has been in enough crisis situations that he doesn’t lose his head when people start getting hurt. Lethal Stun and Unable to Attack. Dots purchased in this Merit provide access to special combat maneuvers. 181 Prerequisite: Resolve ••. ever apply to attacks made with the Skill. as well. Disarm (••) . Drawback: The character must spend one Willpower point during any turn in which she benefits from this maneuver. Direction Sense (•) Book: The World Of Darkness Core. face south) without references. and use of this maneuver usually constitutes an extended action. Book: Armory Reload. When making a normal attack. and can orient himself to any of the compass points (i. Brawl. Each maneuver is a prerequisite for the next. though many perform careful rituals and katas that can be considered powerful performance in its own right. 110 Effect: Your character has an innate sense of direction that instinctively allows him to remain oriented. subtract one die from the flourishing character’s roll. rounded up.

p. he can perform a number of distracting and disrupting techniques to hamper the other car. it’s a great way to escape a pursuing vehicle. but the character can ignore up to three dice of penalty caused by bad or unsafe conditions. He’s able to zip past wreckage and control his car even when in a fishtailing hydroplane. and as it’s turning. 69–71. The character is very comfortable with driving fast. by the end of it. Safe Passage (•••): Driving through strange or unsafe conditions — icy road. the vehicle the character was driving assumes an automatic loss of two Structure from the highly offensive driving. 56 Prerequisites: Dexterity •••. Speed Demon (•): For this character. Equipped Grappling (••) Book: The World Of Darkness Core. the car turns around. making it easy for you to take him down. Entering Strike (••) Book: Armory Reload. Dots purchases in this Merit allow access to special driving maneuvers. The quarry might drive over the median. Drawback: The character must expend a Willpower point at the beginning of vehicle pursuit to achieve this effect. he puts it into gear and keeps driving — except now. 72 Prerequisite: Dexterity ••. In doing so. say. Each maneuver is a prerequisite for the next. this is essentially a radical U-turn used at high speed: the driver puts the car into a controlled skid. Moreover. debris-littered highway. Maybe he’s a stuntman for film and TV or the wheelman in a heist gang. Smuggler’s Turn (••): Also known as a J-Turn. any pursuing vehicles lose the Handling bonus when trying to follow. The opponent’s Acceleration and Handling scores are halved (round up) as he is distracted. unless the pursuing driver also possesses this Merit. in the other direction. p. Whether the character is the pursuer or the pursued. a vehicle’s Maximum Speed is now the same as the vehicle’s Safe Speed. Weaponry •• Effect: Your character knows how to use a blunt weapon to enhance her holds and locks. p. She presses the weapon against joints and muscle groups. The effect is the same for whether the character is the pursuer or the pursued: the tricky driving hampers an opponent’s driving. Resolve ••. gridlocked highway — invokes penalties for most drivers. It only works with weapons that have a maximum Size of 3. the World of Darkness Rulebook).Book: Midnight Roads. or forces compliance with a few short blows. If you inflict damage with a Brawl-based strike. p. Maybe he’s a cop or a federal agent. the World of Darkness Rulebook). The character must succeed on a Dexterity + Drive + Handling roll to make this turn. Fast Reflexes (• or ••) . Driving Style: High Performance Driving (• to ••••) Book: Armory Reload. add the weapon’s Size to her Strength + Brawl pool whenever she attempts overpowering maneuvers. Used by bootleggers during Prohibition. it’s good to drive in a way that distracts and disrupts the other driver. Doing so still requires a Dexterity + Drive + Handling roll.143. Drawback: Your Defense does not apply during the turn in which you attempt an entering strike. Drawbacks: This benefit doesn’t apply to initial attempts to establish a grapple. if it works. Offensive Driving (••••): When locked in vehicle pursuit (see pp. if you know the Aikido Fighting Style) attempt. This must be your next attack. The pursuer can perform maneuvers such as bumping the back end of the fleeing car or distracting the fleeing driver by weaving in and out of traffic behind him (even disappearing momentarily behind. Drive •• Effect: Your character is trained in advanced driving techniques. Your character cannot possess “Smuggler’s Turn” until he has “Speed Demon. 89 Prerequisite: Dexterity •••. Brawl ••• Effect: Your character knows how to strike an opponent to upset his balance. an 18-wheeler) inan effort to draw the driver’s attention away from what he should be paying attention to: the road. you gain a dice bonus equal to the damage you inflicted to a subsequent grappling hold (or shihonage. 110 Prerequisites: Dexterity ••• Effect: +1 Initiative per dot Your character’s mix of sharp reflexes and steady nerves helps him get the drop on adversaries.” Maneuvers and effects are described below. but not this character. and thus does not suffer penalties for driving in excess of a vehicle’s Safe Speed (see p. clip trashcans with his bumper to knock them over or even careen through a busy intersection. If she has a blunt weapon in hand. Brawl ••.

Weaponry or close-range Firearms attacks. p. Kokyu-ho (“Breath Power.Book: The World Of Darkness Core. Once per turn. Shihonage (“Four Directions Throw. Each maneuver is a prerequisite for the next. This Merit may be purchased multiple times to gain agility with more weapons. Each extra action is rolled at a cumulative –1 modifier. Note that this Willpower expenditure does not add three dice to the attack. your character can’t have “Rapid Nock” until she has “Draw and Loose. Treat a shihonage throw like a standard Brawl strike attack. So. three at Dexterity 4 (at a 0. like all other projectiles. Drawback: This maneuver constitutes your character’s action for the turn. and is considered to have one point of armor against bashing damage caused by falls – but not other sources. She knows how to blend with the force of an attack and amplify it to send her enemy sprawling. wind and other factors to arc shots much farther than they would travel if fired directly. or inflict lethal damage with it. Wits •• and Brawl •• Effect: Your character is a skilled practitioner of aikido. Double the Ranges of any bow your character uses. a lowtech hunter or a medieval history enthusiast. travel in ballistic arcs. Renzoku-waza (“Combination Techniques. but they are beyond the specific purview of this Merit).” ••••): The character can attempt multiple grappling or shihonage attacks per turn. All of the following maneuvers work only with bows. With that one weapon (a rapier or katana. 110 Prerequisite: Dexterity ••• and Weaponry •• Effect: Your character prefers to fight with a chosen weapon in a manner that favors agility over power. He may make one additional grapple or shihonage for each point of Dexterity that he has above 2. Ukemi (“Receiving. or he can defend with multiple throws using the Aiki maneuver. Dexterity ••.” •••): The character can throw an opponent quickly and forcefully. or another martial art that emphasizes throwing the opponent. Aiki (“Harmonious Energy.” •): Your character knows how to fall properly and get up quickly. Your character’s bow attacks suffer no penalties for target Fighting Style: Archery (• to ••••) . Dots purchased in this Merit allow access to special combat maneuvers. Fighting Finesse (••) Book: Armory Reload. • to •••••) Book: Armory. –2 and –3 to each dice roll. Drawback: Spend one Willpower point per attack. (Some aspects of traditional aikido involve a weapon. if the result exceeds the opponent’s damage roll the character suffers no damage and immediately applies a grappling hold or (once he attains the third maneuver) shihonage.” The maneuvers and their effects are described below. Thus. –1 then –2 modifier to dice rolls) and four at Dexterity 5 (at 0. one for each purchase. She gains +1 Strength for the purposes of a bow’s minimum Strength. except that it also knocks the opponent prone up to as many feet away as your Size + Brawl successes in any direction the character prefers. Drawback: If the character’s first action is anything but a grapple or shihonage attempt he cannot use this benefit. he can attempt two grapples or shihonage at Dexterity 3 (with the second at a – 1 modifier). 71 Prerequisites: Dexterity ••. Dots purchased in this Merit provide access to special combat maneuvers. in turn). She may be a competitive archer. If he forgoes his standard Defense.” •••••): Your character’s throws are so strong that he can either throw someone double the usual distance with his shihonage. p. 208 Prerequisites: Strength ••. for example). –1. she may “reload” a bow as a reflexive action. roll Dexterity + Brawl. Draw and Loose (•): Your character’s arm muscles are well-toned for the demanding task of repeatedly drawing a heavy bow. Rapid Nock (••): Your character can maintain a withering rate of fire. p. Fighting Style: Aikido (Throwing. Damage and Range. Aikido maneuvers are based on the Brawl Skill and work in conjunction with unarmed combat. He may employ this maneuver against Brawl.” ••): Your character is skilled enough to defend with a throw by avoiding the attack and seizing his opponent’s balance. you may substitute your character’s Dexterity for Strength when making attack rolls. He may stand up from a prone position (but not both) once per turn as a reflexive action. Athletics •• Effect: Your character has devoted years of practice to the bow. Arcing Fire (•••): Arrows. Your character is a master of estimating range. Each maneuver is a prerequisite for the next. Plunging Fire (••••): Your character can eschew direct attacks in favor of launching arrows high into the air to plummet straight down on hapless victims. without getting tangled up in a clinch.

He can make two Brawl attacks against the same target in a single action. he cannot perform the maneuver in the turn. If he uses Defense against attacks that occur earlier in the Initiative roster. Hand Bind (••): This defensive maneuver is made against an incoming attack (Brawl or Weaponry-based). He is too busy bobbing and weaving out of the way of attacks. (Note that a character using chained weapons who possesses no Dots in this Merit suffers an automatic –2 to all attack rolls. The second attack suffers a -1 penalty. Your character’s training is likely to have been formalized.g. use his normal Defense against both. Dots purchased in this Merit allow access to special combat maneuvers. most of which are based on the Brawl Skill. Fighting Style: Chain Weapons (• to ••••) . he is conscious but he still loses his next action due to the Body Blow (see above). Chain weapons are notoriously unpredictable unless mastered — a poorly skilled fighter is as likely to tangle or cut himself as he is to harm an opponent.) Dots purchased with this Merit allow access to unique combat maneuvers with chain weapons. So. but a character in a fetal curl on a van’s floorboards receives normal protection. regardless of Initiative. Book: The World Of Darkness Core. a target hiding behind a log with her foot sticking out applies no penalty. Each maneuver is a prerequisite for the subsequent maneuver. and to duck and weave away from opponents’ attacks.and Weaponry-based attacks is focused on your character in the same turn. before he can perform this maneuver. your character cannot have “Hand Bind” until he has “Impenetrable Defense. 110 Prerequisites: Strength •••. 209 Prerequisites: Strength ••. able to injure or kill opponents. For example. p. Drawback: Spend one Willpower point per attack. Drawback: Your character may use this maneuver only outdoors or in enclosed spaces large enough to provide for several hundred feet of vertical flight (e. able to deliver swift. Stamina •• and Brawl•• Effect: Your character is trained in the art of boxing. so long as the target lacks overhead protection and your character can see any part of the target by which to gauge her location. he cannot perform the maneuver in the turn. So. He is too busy bobbing and weaving out of the way of attacks. If successes inflicted in a single Brawl attack equal or exceed a target’s Size.” These maneuvers and their effects are described below. Use the higher of your character’s Dexterity or Wits to determine his Defense when dealing with Brawl-based attacks only (not against Weaponry attacks). A single Brawl attack that equals or exceeds the target’s Size in damage might knock him unconscious. He might have participated in the sport in high school or college. and instead whirl the chain in the direction of her opponent (or opponents). Your character also takes no penalty for defending against multiple opponents until she faces three attacks. p. During the entire turn.concealment behind solid objects. Or he might have taken some classes at the local health club as a form of exercise. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. your character wraps the attacking limb with the chain. All maneuvers are based upon the Weaponry Skill. football stadiums). A Stamina roll is made for the victim. Fighting Style: Boxing (• to •••••) Book: Armory. you may add +2 to your character’s Defense to deflect incoming blows. Note that this Willpower expenditure does not add three dice to the attack. your character can’t have “Duck and Weave” until he has “Body Blow. Duck and Weave (••): Your character is trained to instinctively duck and evade an opponent’s blows. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. Haymaker (••••): Your character can deliver powerful. When a foe attacks with a weapon or with his body. Dexterity •••. Combination Blows (•••): Your character’s training and experience allow him to devastate opponents with a flurry of rapid blows. Weaponry ••• Effect: Your character is trained in the difficult art of fighting with chain weapons. he is unconscious for a number of turns equal to the damage done. Body Blow (•): Your character can deliver powerful blows that leave opponents reeling and gasping for air. If he uses Defense against attacks that occur earlier in the Initiative roster. If a combination of Brawl. The first and second attacks made against her cause no negative modifiers to her Defense.” The maneuvers and their effects are described below. Impenetrable Defense (•): Your character may choose not to attack in a given turn. powerful punches. If it fails. Each maneuver is a prerequisite for the next.. Brutal Blow (•••••): Your character’s accuracy and power are such that his fists are lethal weapons. or made a go of it professionally. If it succeeds. accurate blows capable of knocking an opponent unconscious with a single punch. the victim loses his next action. before he can perform this maneuver. A brutal blow inflicts lethal instead of bashing damage. having learned the skill at a martial arts dojo or perhaps in stage combat for the theater.

the limb is bound with the chain. most of which are based on the Firearms Skill. his attack is still diminished by whatever successes you rolled on the Hand Bind roll. If she uses Defense against attacks that occur earlier in the Initiative roster. your character may not use this maneuver with bolt-action or break-action firearms. pump action or semi-automatic firearm. The foe’s Defense is not subtracted from this roll. The victim may attempt to free himself on his next action with a Strength + Brawl roll. 155. If your character is successful on the grapple. Drawback: Your character negates her Defense for the rest of the turn. you can ignore up to –2 of penalties associated with directed attacks. the World of Darkness Rulebook). to the hand –2 and to the eye –3. Roll Strength + Weaponry. p. starting at the beginning of the second turn of combat. For every turn that the choke hold is not broken. Book: 13th Precint. Once per turn. thus halting blood flow to his brain. she may make one extra Firearms attack for each point by which her Composure exceeds 2. Outside Choke (•••): Your character attempts to wrap the chain around her opponent’s neck. Each maneuver is a prerequisite for the next. This maneuver is not to cause damage or kill the opponent — this maneuver is to render him unconscious by pressing the chain against the arteries of his neck. Bayonet Range (••••):Your character can maintain accuracy and control even when facing an opponent at arm’s length. she cannot use Rapid Fire this turn. In addition. Rapid Fire (•••••): Your character’s concentration is such that she can unleash a hail of bullets. your character may make short burst attacks as if her gun were capable of autofire. When your character has accumulated a number of uninterrupted turns equal to the victim’s Stamina. Fighting Style: Combat Marksmanship (• to •••••) Fighting Style: Fencing (• to ••••) Book: Armory. your character can’t have Tactical Reload until she has Shoot First. attacks the head would be at –1. Armory. and performing this action means your character cannot make an attack this turn. If your character has applied her Defense against any incoming attack before her turn. The target’s Defense does not apply to fire arm attacks your character makes within closecombat range (see p. Each attack not directed against her initial target suffers an additional –1 penalty. and can make focused attacks with any part of the weapon. and the opponent can attempt to escape this next turn with a Strength + Brawl roll. she may not perform this maneuver. he falls unconscious. though she may simply be a self-defense advocate or a dedicated hobbyist with uncommon self-possession. In a single action. she can perform a total of two attacks at Composure 3 (the second of which is at –1). Dexterity ••. So. On a targeted attack. causes a single point of bashing damage to the victim. Composure••• and Firearms •• Effect: Your character is not only proficient with firearms. 80. the victim suffers an additional –1 on all rolls to resist. this bonus is added retroactively. Whenever she begins a combat situation with a firearm already in her hand. If your character is successful. Double Tap (•••): When using a lever-action. p. she may reload a firearm that feeds from a detachable magazine or use a speedloader to reload a revolver. All attacks made with this maneuver must be single shots. which is reduced by your character’s Strength +1. as a reflexive action. Tactical Reload (••): Your character’s muscle memory enables her to reload without conscious thought. p. Weaponry ••• . By whirling the chain a few times. but his successes on the attack roll are. 113) and draws a firearm during the first turn of combat. The maneuvers and their effects are described below. This maneuver. Thus. Shoot First (•): Your character’s trained reflexes give her a split-second edge in a gunfight. she gains a bonus to her Initiative roll equal to her Firearms Skill. Whirl and Thrust (••••): Your character at this level is highly adept at using chains. She must declare the targets of all attacks before rolling the first one. In other words. 210 Prerequisites: Strength ••. If she also has the Quick Draw Merit for firearms (see the World of Darkness Rulebook. three attacks at Composure 4 (the third of which is at –2) and four at Composure 5 (the fourth of which is at –3). She most likely has experience in law enforcement or the military. This maneuver must be done on the attacker’s Initiative turn. Dots purchased in this Merit allow access to special combat maneuvers. she can build momentum on a single attack. attacks to an opponent’s torso or limbs are done at no penalty. which can be made with startling accuracy. p. before she can perform this maneuver. when complete. but has trained extensively to maintain her accuracy during the stress of combat. 210 Prerequisites: Dexterity •••.grappling it with a Strength + Weaponry attack. This combat maneuver is ineffective against characters who need not breathe. Drawback: Your character cannot use her Defense against any attack in the same turn in which she intends to use this maneuver. Each extra attack is made at a cumulative –1 modifier. If the foe achieved more successes on his attack. she can begin to choke the victim on the following turn.

the character must spend a Willpower point before he makes her initial attack roll. he can then make a sudden and quick attack. plunging the blade toward an opponent.. p. your character captures an opponent’s attacking arm in his own and gains a grapple over her (for grappling rules. A fencer’s stance (one leg anchoring your character’s position and the other leg lunging him forward) gives this attack extra force. potentially forcing the enemy to drop her weapon. bashing. Most escrima techniques use weapons and are meant predominantly for self-defense. as well. it does not strike the foe or do any damage. Weaponry ••• Effect: Your character is trained in the art of Filipino fighting.) Thrust (•): The thrust is a simple yet powerful attack. If the initial attack roll fails. Disarm (••): This allows your character to capture an incoming attack and bring his own weapon down upon a foe’s forearm. he does so with a +1 bonus. (Note that this is different than the Disarm Merit. he may then rotate his wrist and perform a quick spiral cut with the tip of the weapon. He likely learned this skill at a fencing academy. Dots purchased with this Merit allow access to unique combat maneuvers using fencing weapons. However. 211 Prerequisites: Dexterity •••. fencing sword. So. Moulinet (••••): If your character makes a successful hit on an adversary with his sword. he may still utilize this maneuver. Riposte (•••): A Riposte requires an attack to be made against your character. When your character makes a thrust attack. see p. At this stage he learns the “empty hand” techniques of escrima. All maneuvers are based upon the Weaponry Skill. Fighting Style: Filipino Martial Arts (• to ••••) . This weapon is potentially one escrima stick (or a pair). 157. which is performed at a –1 penalty. Note that to perform these maneuvers. if you choose to add his Defense to this attack. He may have learned this from an instructor or a family member. she cannot apply her Defense against them. You may add your character’s Defense to the Strength + Weaponry roll.) To enact this maneuver. Drawback: To perform this maneuver. make a normal attack roll (Dexterity + Weaponry). Fencing is meant to be performed with specific swords. your character cannot have “Feint” until he has “Thrust. Compare the successes on this roll against the opponent’s Stamina. your character uses an adversary’s momentum against her. This attack does cause damage to the opponent. So. the cut does lethal damage to the opponent equal to your character’s Dexterity. as he is technically making a defensive maneuver. Any other type of sword incurs a –1 penalty against any of the maneuvers listed below. If he has already applied his Defense. All maneuvers are based upon the Weaponry Skill. Lock and Block (•): With this move. Feint (••): Your character knows how to make a fake attack intended to throw off an opponent. Make a “normal” attack roll (Strength + Weaponry). however. your character cannot have “Disarm” until he has “Lock and Block. doubled). Drawback: If your opponent suffers any further attacks on a turn where she has used Riposte. the Willpower point is wasted and the Moulinet may not be added. Each maneuver is a prerequisite for the subsequent maneuver. (For more information on swords as melee weapons. He steps out of the way of the attack using his Dodge (i. and this roll is penalized by the opponent’s Defense. If the character wields two weapons. However.” These maneuvers and their effects are described below. he can then choose to use any of the maneuvers without weapons. but he does not get to add his Defense to the roll. Take the successes gained on the attack roll and halve them (round up). he still assumes the –2 penalty for off-hand attacks. If your character achieves even a single success. Dots purchased with this Merit allow access to unique combat maneuvers with blunt weapons. Each maneuver is a prerequisite for the subsequent maneuver. If the successes are equal to or exceed her Stamina score. which is often called escrima or kali. a character must have at least one blunt weapon in hand. Once the character reaches the fourth and final level of this style. and may not apply her Defense against the next attack she suffers (which may be from your character the following turn or may be from some other source beforehand). Book: Armory. her Defense. The maneuvers below can be used without penalty provided your character is using one of the following swords: curved sword. the opponent is momentarily confused and off-balance. the opponent’s Defense does not further penalize the attack roll.e. see Chapter One.Effect: Your character is trained in the art of fencing. World of Darkness Rulebook). This attack is fake. rapier or sword cane. par usual. The opponent takes this damage. While his opponent is open. she drops the weapon. If you succeed on a Strength + Weaponry roll. you may not apply his Defense against any incoming attacks that turn. The Willpower does not grant him the additional +3 to attack.” These maneuvers and their effects are described below. and is familiar with the sport in more than a passing capacity. but it can be any blunt object shorter than two feet in length. This additional cut requires no additional roll.

either in life or undeath. Whoever (or whatever) is in the center of this formation gains a +1 Defense bonus for each soldier in the formation. If successful. learning to work in efficient. For every three soldiers in this formation. to this Strength + Weaponry roll. she may benefit from the position of her fellow soldiers. You may add +1 for each soldier in the formation. the Willpower is wasted. Book: Requiem For Rome. Drawback: To participate in this formation. to a maximum of +5. Weaponry •• (Used in the Roman era) Effect: Your character has completed extensive drill training. Each maneuver is a prerequisite for the next. your character holds her ground and forces a knockback check (see the World of Darkness Rulebook) on any opponent who attacks her that turn. All of the maneuvers are effective only with a shield and melee weapon. They are not diminished at all by attacks made after the first. If she applies her Defense. The maneuvers and their effects are described below. the attack does full damage and the opponent’s next attack is made at a –3 penalty. pushing them directly into another’s blade (or otherwise maximizing the benefit of her attack).Off-Balancing Attack (•••): With this attack. for each soldier in the formation. There is little in Necropolis more intimidating than the sight of four or five Kindred legionnaires moving quickly into a coordinated and powerful display of arms. The attack is made at a –2 penalty. and the Contendite Vestra Sponte bonus does not apply to her attack (although her participation may still be counted toward the bonus of another soldier’s attack in the formation). a member of the Legio Mortuum or a mercenary veteran. Testudinem Formate (•): Your character is trained in assuming the legendary “tortoise” formation. If successful. Dots purchased in this Merit allow access to special combat maneuvers. Contendite Vestra Sponte (•••••): Your character can take part in a shockingly powerful assault. Weaponry ••• . she breaks formation and cannot benefit from its bonus or contribute to the bonusof any other soldier in the formation. If a character in this formation scores a successful hit with her melee weapon on an adversary. and they can only move at half their Speed rating. you may apply your character’s full Defense (or Dodge) to all attacks against him in a single turn. defensive formation that protects any object or individual in the center. If the attack roll fails. Drawback: You may not add the character’s Defense to any incoming attack this turn. applied against ranged and melee attacks. creating a nearly impenetrable wall. This attack is made at a –2 penalty. Drawback: The individual protected may not participate in combat. hitting a foe’s temple or the bridge of her nose or using a stick’s momentum to push her into an awkward position. He may be a career soldier. This capitalization requires no additional roll. your character can’t have Ciringite Frontem until she has Testudinem Formate. The Legio Mortuum makes frequent use of Formation Tactics. to a maximum of +5. to a maximum of 5. unleashing a wave of attacks in concert with her well-trained compatriots. 109 Prerequisites: Strength •••. Presence ••. All soldiers in the formation raise and overlap their shields. p. the benefit of the Orbem Formate is lost. Drawback: Characters taking part in the Testudinem Formate cannot attack while they benefit from (or contribute to) this Defense bonus. one adult (or adult-sized object) may benefit from the bonus applied. Orbem Formate (••••): Your character is trained in assuming a circular. The Willpower does not grant her the additional +3 to the attack. So. 109 Prerequisites: Strength ••. deadly harmony with compatriot soldiers. to a maximum of +5. Fighting Style: Formation Tactics (• to •••••) Fighting Style: Gladiatorial (• to ••••) Book: Requiem For Rome. Ciringite Frontem (••): Your character knows how to work together with other soldiers to hold a position and better withstand an oncoming attack. p. The quick assault knocks enemies off balance and forces aggressive attackers to go on the defensive. This attack can take any form: thrusting a baton into a solar plexus. Many-Handed Defense (••••): Escrima practiti ways often unparalleled in other weapon-style systems. If you succeed on a Strength + Weaponry roll. the adversary takes one additional level of lethal damage for each soldier in the formation. Stamina •••. If he attempts to attack the opponent. Cuneum Formate (•••): Your character can participate in a fast-moving wedge formation designed to break and scatter enemy lines. each soldier involved must spend a Willpower point before she makes her initial attack roll. your character uses his weapon to set a foe off-balance. In this case. to a maximum of –5 for the remainder of the turn. Only one maneuver can be performed in a given turn. the attack does full damage to one opponent and that opponent’s melee attacks against the soldiers in this formation are made at a –1 penalty for each soldier in the formation. She gains +1 Defense against ranged weapons above and beyond her armor bonus. applying its benefits to devastating effect.

Lethal Accuracy (•••): Your character has an innate understanding of the various types of armor and their weak spots. if he takes an opponent down this way.” p. Attacks made with any lethal weapon have Armor Piercing 1 and penalties to hit specific targets or body parts (see “Specified Targets. The maneuvers and their effects are described below. If your character scores more successes than his opponent’s Size in an immobilization attempt. 157 and 164). Note that your character must scream or howl while making this attack — it cannot be performed silently. howling attack of such viciousness that her opponent is knocked off balance. If the number of successes inflicted in the single Weaponry attack roll exceed the victim’s Composure rating. seasoned by years of experience in street-level combat or battle in the gladiatorial arena. Dexterity •••. If the attack roll is successful. your character may attempt a Dexterity + Brawl attack to do so on a subsequent turn. the victim suffers a –2 penalty on all actions due to pain and physical interference. Stunning Attack (•): Your character can make a sudden. Your character can continue choking an unconscious victim. The choke inflicts a cumulative –1 die penalty to the opponent’s actions for each turn the choke is maintained. Subtract the higher of Strength +1 or Dexterity +1 from dice pools to overpower him in a grapple.” Chokehold (•••): Your character can efficiently choke enemies by cutting off blood flow to their brains. The character’s first Strength + Brawl success inflicts a point of lethal damage. Dots purchased in this Merit allow access to special combat maneuvers. Stamina ••• and Brawl •• Effect: Your character has trained in a form of submission grappling. 67 Prerequisites: Strength ••. p. The victim falls unconscious if he endures a choking attack for a number of consecutive turns equal to his Stamina. In lieu of securing a grappling hold. Brutal Sacrifice (••••): Your character can intensify a lethal attack by staging it so that her weapon is embedded in the victim’s body and ensuring that the weapon’s removal will inflict more damage. your character must expend a point of Willpower before the attack roll is made. pp. no damage is inflicted on the victim. it inflicts additional lethal damage equal to the weapon’s damage rating. old-school catchascatch-can wrestling (Olympic-style wrestlers learn the first two maneuvers) or Brazilian jiu-jitsu. You must declare a Stunning Attack as your action before the attack roll ismade. your character can immediately render the opponent prone (see the World of Darkness Rulebook. but subsequent attacks from the grip. This additional damage requires no roll. 165 of the World of Darkness Rulebook) are reduced by two. 50. Weapon Slap (••): Your character unleashes a powerful blow designed not to injure the opponent but to push his weapon or shield out of the way and create an opening that can be exploited. but he does not apply his Defense (including the benefit added by a shield) to the next incoming attack (which may be from your character in the following turn. or from some other source beforehand). your character leaves her weapon in the victim’s body. If the weapon is removed. cruel tricks and flashy. Mixed martial arts fighters take a crouching (but still standing) position fromand deliver vicious beatings with their hands — a technique called “ground and pound. Book: Adamantine Arrow. the Willpower point is wasted and the Brutal Sacrifice may not be added. the victim can’t attempt any physical action — including breaking free — without suffering a point of lethal damage. If the roll is a success. If he overpowers an opponent in a grapple. the victim loses his next action. Drawbacks: To perform this maneuver. This inflicts lethal damage equal to the attacker’s Strength + Brawl successes every turn. Fighting Style: Grappling (• to ••••) . crowd-pleasing tactics to maximum effect. So. If the weapon is not removed. such as judo. Armory Reload. your character can always choose to inflict one point of lethal damage whenever he damages an opponent with an overpowering roll. This doesn’t apply to the initial hold. subsequent successes inflict bashing damage. If the initial attack roll fails. She knows how to use crude weaponry. p.Effect: Your character is a hardened warrior. your character loses the use of the weapon until it is removed from the victim and returned to her. If the victim does not remove the weapon himself. Each maneuver is a prerequisite for the next. You must declare a Brutal Sacrifice as your action before the attack roll is made. Takedown/Throw (••): Your character knows how to rapidly close with your enemy and take him to the ground. He uses leverage and positioning to out-grapple opponents. This penalty lasts from the moment of immobilization to end of the next turn. Chokeholds don’t work on opponents who don’t need to breathe. Furthermore. All of the maneuvers are based on the Weaponry Skill. Only one maneuver can be performed in a given turn. In addition. Submission Hold (••••): Opponents caught in your joint locks can’t escape without injuring themselves. Sprawl (•): Your character knows how to “sprawl” and sink his weight to avoid being overpowered in a rapple. he can choose whether or not to go prone with the target. he can start the choke. your character can’t have Weapon Slap until she has Stunning Attack. The Willpower does not grant an additional +3 on the roll. Furthermore.

. Dots purchased in this Merit provide access to special combat maneuvers. Defense penalties for being attacked multiple times during a single turn are not affected by this maneuver in any way. If two characters possess this maneuver. each resolving their action as if the other had not yet acted. his Defense is not doubled). the character may act on his initiative as usual. he adds his rating in the Weaponry Skill to his Initiative modifier. Such characters are paragons of self-awareness. Drawback: The character must commit to an attack against an opponent during the first turn of combat to gain the advantage of this maneuver. This can result in two characters killing each other in the same heated moment. the character’s Defense applies as normal to further attacks made against him during the turn (i. Students of this style may purchase the following specialized maneuver instead of Kan Ken No Metsuke. In a single swift motion.” ••••): The character draws.e. Weaponry •••. It constitutes the character’s action for the turn. turns. The character relies as much on the quality of his sword as he does his own speed of thought and motion. they act at the same time. though he may not utilize Weaponry Dodge or Tachi-Sabaki against attacks. but possesses a strong focus on being attacked from 77 behind. . as speed of thought and awareness of one’s surroundings are valued by adherents of the style. A character may benefit from this Merit while utilizing the Weaponry Dodge Merit (though not the Brawling Dodge Merit). Iaido maneuvers are based on the Weaponry Skill and are used with a curved sword. Tachi-Sabaki (“Movement of the Sword. most commonly the katana. Dexterity •••. and attacks his opponent. and thrusts his blade at a potential enemy in a single motion. their initiative ratings are resolved as normal). Practitioners of iaido often cultivate the Wits Attribute. Kan Ken No Metsuke (“Seeing with Eyes and Mind. If the character’s initiative roll results in a tie with another character involved in combat. The character makes an immediate reflexive attack against the opponent at a one die penalty. If the character begins combat with his weapon sheathed. Drawback: The character spends one Willpower point per turn using this maneuver. the character automatically acts before his opponents and allies. The character gains a bonus of two dice to all rolls to avoid an impending ambush. parries his enemy’s blow.” •••••): The character’s ability to move defensively and counter an attack with one of his own has been perfected. Composure •••. the character draws his blade. though if used before initiative is rolled. that he may never be taken by surprise. If the Storyteller utilizes the optional initiative rule from page 151 of the World of Darkness Rulebook. Zanshin (“Awareness. If the character’s weapon is sheathed. this bonus applies on any turn in which the character’s weapon begins the turn sheathed. The character adds his weapon bonus (the weapon’s damage rating) to his Dodge value when taking a fully defensive action. This Merit duplicates the effect of the Danger Sense Merit. Enshin Ryu teaches jujutsu and suemonogiri (the practice of cutting). However. and a character with both Merits gains a total +4 on rolls to avoid being surprised. A character with this Merit may make a reflexive counter-attack when successfully attacked at point-blank range by an opponent by surprise. focusing her awareness of her surroundings and her ability to respond to a threat to the razor’s edge. above. Initiative Modifiers are not compared and initiative is never determined by a roll-off (though if multiple characters aside from the iaido practitioner rolled the same initiative. 76 Prerequisites: Strength ••. better still to be constantly vigilant. Quick Draw Effect: Your character has studied the art of iaido. Muso-Ken (“No-thought Sword.” ••): While honing the speed of one’s reactions can save one’s life. • to •••••) Additional Systems Honmon Enshin Ryu’s Iai Kenpo A modern school of iaido. The character’s Weaponry Dodge (if he possesses it) and Tachi-Sabaki maneuver apply against the opponent’s attack (and only against this opponent).” ••••): The character’s speed gives him a small but potentially important edge over other combatants. She has learned to draw a blade at a moment’s notice. the character can choose any opponent who is making an attack against him to perform a counter attack against. Drawback: The character only benefits from this Merit when taking a full Dodge action. The character strives to remain ever aware of his surroundings.Submission holds don’t work on creatures that don’t have bones. After making his counter-attack. Uke Nagashi (“Catch and Slide Off. Fighting Style: Iaido (Defensive Striking. Each maneuver is a prerequisite for the next. he can declare a Dodge action at any point during a turn. Drawback: This maneuver requires the user to expend a Willpower point. Tsuki Kage (“Draw and Cut. Book: Armory Reload.” •••): The character has mastered defensive kata designed to intercept incoming attacks and deflect them with the blade of the weapon. and has internalized kata focused on swiping the blade across her opponent’s vitals. p.” •): The character sharpens his already capable ability to quickly enter combat. His Defense is doubled as usual. assuming she has not yet acted.

the mechanics stay the same. but any damage inflicted upon her also inflicts an equal amount of damage to the improvised weapon. • to •••••) . jagged rock outdoors. the character may instead grab a Size 2. Riposte (•••): becomes Uchiotoshi Waza. best rule of the nomadic life. Dots purchased in this Merit provide access to special combat maneuvers. a parked car or some other heavy object. On her character’s initiative in any given turn. wakizashi and curved swords — using them with any other swords incurs a –1 penalty. but the +1 modifier remains. at the beginning of a turn. the player may make a reflexive Wits + Weaponry roll to have the character pick up an object suitable for use as a weapon in any save the most barren environment. but can be adapted for Japanese kendo fairly easily. 57 Prerequisites: Wits 3. p. wanderers find themselves in bad circumstances with nothing even remotely resembling a respectable weapon at hand. and the weapon still takes the damage even if the attack is unsuccessful (perhaps striking a brick wall. Fighting Style: Improvised Weaponry(• to •••) Book: Armory. Always Armed (•): The character has an instinct for grabbing something dangerous in almost any situation and maximizing its lethality once in hand. the swords used are different. It involves shouting loudly while making a distracting maneuver. Thus. and the Merit works in the exact manner. In Harm’s Way (••): By interposing her weapon (no matter how small or inappropriate for parrying it might be) in the path of an oncoming Brawl or Weaponry attack. Characters invariably pick up this brutal. all the mechanics are the same. On an exceptional success. down to a minimum of zero.) If the weapon is reduced to zero Structure. While the techniques (called waza) are slightly different. though with different terms. or “killing the sword. However. Fighting Style: Krav Maga (Defensive Striking. Perhaps the first. Again. though the target is still damaged as normal if successfully struck. Each maneuver is a prerequisite for the next. certain improvisational fighting strategies have become time-honored traditions for people who get knocked on their asses and have to reach for the nearest solid object to avoid a serious beating. Fighting Style: Kendo . two lethal improvised weapon with a Durability of 2. however. Weaponry 1 During the course of their journeys upon the Road. While wielding an improvised weapon acquired with the first technique of this Fighting Style. allowing one completed attack and a second quick cut with the sword. sloppy style of combat at the school of hard knocks. your character makes an overhead attack. the character learns to increase her chances of walking away from a given attack unscathed. Note that.Book: Midnight Roads. Dexterity •••. broken edge in a dive bar. the character may. is to make do with what you’ve got. this object is treated as a Size 1. unlike most other Fighting Style Merits. Feint (••): becomes Kiai. 211 The above Merit is for European-style fencing. (The player is encouraged to work with the Storyteller to determine an appropriate item — a large. Breaking Point (•••): One sure way to win a fight is to hit the other guy so hard that he doesn’t get back up. even if that means losing a weapon in the process. provided that her surroundings allow for it. The player must declare the use of this option before the attack is made. instead of thrusting. the weapon is automatically destroyed after the attack is resolved.” The character may not step out of the way but instead parries the attack before her own counter-attack. Improvised Weaponry isn’t formally taught. p. her player may exchange points of the weapon’s Structure. allowing her to parry an attack made on a higher Initiative than her own and then go on the offensive with her improvised weapon. Moulinet (••••): becomes Nidan Waza. p.Japanese Fencing (• to ••••) Book: Armory Reload. Krav Maga maneuvers are based on the Brawl Skill unless otherwise noted and are used unarmed. When the character uses the all-out-attack option in a fight while wielding an improvised weapon acquired with the first technique of this Fighting Style. provided that it didn’t sustain enough damage to destroy it. or worse. one lethal weapon with a Durability of 2. or a heavy glass ashtray with one sharp. Brawling Dodge Effect: Your character practices Krav Maga. Thrust (•): becomes Kaburi. A character can perform kendo waza with katana. for added equipment bonus for the duration of a single strike. treat the Structure of her weapon as armor. for example. and has become competent in an unarmed variant of Defensive Striking. Brawl •••. 79 Prerequisites: Strength ••. Wits •••. bypassing its Durability.) Regardless of what it is. Note that the character may use this technique in conjunction with the previous one.

three attacks at Dexterity 4 (the third of which is at -2). She gains a bonus equal to her Initiative equal to her Brawl Skill when fighting armed opponents. 111 Prerequisites: Strength ••. but knows when to lash out at an enemy to bring him crashing to the ground. Disarming Defense (••): The character twists her torso out of danger while grabbing her opponent’s wrist and pulling him forward. following in the footsteps of family or friends. Focused Attack (•): Physical conditioning and accuracy allow your character to deliver blows at vulnerable spots on targets. p. Even when a specific part of an opponent is not targeted. Fighting Style: Kung Fu (• to •••••) Fighting Style: Langschwert (Heavy Sword. Penalties to hit specific targets are reduced by one. Lethal Strike (•••••): By focusing his might and concentration. they act at the same time. Finishing the Fight (•••••): The character moves defensively. 165. Drawback: The character must expend a Willpower point to perform this maneuver. When using this maneuver. reflexive counterattack against an opponent whose attack fails to overcome her Dodge trait. Rather than knocking the weapon away. This maneuver is reflexive. armor penalties to your character’s Brawl attacks are reduced by one. he cannot perform the maneuver this turn. their initiative ratings are resolved as normal). the character automatically acts before his opponents and allies. Impenetrable Defense (•••): The character knows that offense and defense are one in the same. the character takes the weapon from her opponent. Note that this Willpower expenditure does not add three dice to the attack. • to •••••) Book: Armory Reload. The character may add his rating in his Brawl Skill to his Defense or Dodge against a single incoming attack. acting more by instinct than thought. and four at Dexterity 5 (the fourth of which is at -3). Whirlwind Strike (••••): Your character can unleash a storm of blows against an opponent. He has an effective armor trait of 1 against bashing attacks only. most of which are based on the Brawl Skill. Thus. He is too busy bobbing and weaving out of the way of attacks. Each extra attack is made at a cumulative -1 modifier. This acts as the Disarm Merit save that it utilizes the Brawl Skill. the character loses her Defense for the remainder of the turn. and a character may use it and perform an instant action (such as attacking) so long as she did not use the Dodge action.” p. A strike inflicts lethal instead of bashing damage. and may use it the following turn. This can result in two characters killing each other in the same heated moment. If two characters possess this maneuver. Defensive Attack (•••): Your character has mastered the ability to fight defensively.” The maneuvers and their effects are listed below. If he uses Defense against attacks that occur earlier in the Initiative roster. he can perform a total of two attacks at Dexterity 3 (the second of which is at -1). your character can’t have “Iron Skin” until he has “Focused Attack. He can move no more than his Speed while performing a Defense Attack maneuver in a turn. All attacks must be on the same target. allowing him to withstand repeated hits with minimal effect. each resolving their action as if the other had not yet acted. 83 Prerequisites: Strength ••• and Weaponry ••• . Book: The World Of Darkness Core. Stamina •• and Brawl •• Effect: Your character is trained in one of the many forms of Kung Fu. your character can kill or maim an opponent with a well-placed strike. Dots purchased in this Merit allow access to special combat maneuvers. if she possesses it). conditioning his mind and body for the purposes of focus and self-defense. After making her counter-attack. Drawback: This maneuver costs the character one Willpower point to enact. Initiative Modifiers are not compared and initiative is never determined by a roll-off (though if multiple characters aside from the Krav Maga practitioner rolled the same initiative. p. The First Moment (••••): The character has trained her reaction time to a tenth of a second. but any attack he makes suffers a -2 penalty. before he can perform this maneuver. Dexterity ••. He may have begun his training at an early age. Iron Skin (••): Your character has hardened his body to physical blows. She may abort that action to make an immediate.Immediate Defense (•): The character has learned to act quickly to neutralize a threat and make a fast escape. your character gains +2 to his Defense for the turn. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If the character’s initiative roll results in a tie with another character involved in combat. The character declares and benefits from a Dodge action (including Brawling Dodge. or he may have joined a school as an adult for the purposes of exercise or protection. using her own torso for leverage as she tears his weapon from his hand. Each maneuver is a prerequisite for the next. So. See “Specified Targets. The bonus from this maneuver combines with that from Brawling Dodge. Drawback: Spend one Willpower point per attack. He can make a number of extra Brawl attacks for each point of Dexterity that he has above 2 in a single action.

Dexterity ••. so the character loses its Defense bonus. The hostile may attempt to free himself on his next action with Strength + Brawl. The Forearm Choke is useless against creatures that do not need to breathe. Drawback: Because the lethal attack takes place in that turn. Each success reduces the attack’s damage by 1. The trained fighter knows where to strike for maximum effect. p. Book: Dogs Of War. but when the opponent strikes. The character must successfully achieve a Grapple attack (see “Grapple”. His Defense is applied in full to each and every simultaneous hand-to-hand attack in a single turn. This maneuver is designed to render the foe unconscious. Wards (•): Your character knows how to use his weapon to deflect and threaten away attacks. p. the difference is inflicted upon the attacker as damage from the character’s weapon Drawback: The character cannot employ his Defense in any turn where he uses the Fool’s Guard. Fighting Style: MAC (• to •••••) . rather than bashing. Instead of offering a normal Defense. It also reduces the character’s Weaponry-based dice pool by one. he can make a Reflexive Wits + Composure perception roll and gauge the Initiative modes of all combatants before a fight starts. or another martial art that specializes in using a long two-handed sword or stick. The foe may resist each turn at a cumulative –1 dice pool penalty. Drawback: The weapon’s reduced range nullifies the Wards maneuver. A successful Brawl strike delivered in a turn in which he spends Willpower delivers lethal. roll Strength + Weaponry + 1 die against the opponent’s attack.Effect: Your character is skilled in the German twohanded long sword style. and if the characters successes exceed the attacker’s. When he makes an All-Out Attack (see the World of Darkness Rulebook. the character may ignore up to 1 point of the enemy’s Armor protection per dot in this Fighting Style. If his attack succeeds. •••• Bullring: The character is trained in fighting off multiple opponents simultaneously. damage. the World of Darkness Rulebook. Stamina •• and Brawl •• Effect: The character is trained in Modern Army Combatives. the character cannot spend Willpower to boost his attack dice pool. capable of overwhelming his enemy’s defenses. Add 1 to his Defense when he wields a weapon compatible with this Fighting Style. Half Sword (•••): Your character grabs the midpoint of his weapon to rain more powerful thrusts and blows at a shorter range. for example. Langschwert maneuvers are based on the Weaponry Skill and work in conjunction with a Size 3 or 4 blade or staff. Dots purchased in this Merit provide access to special combat maneuvers. Each maneuver is a prerequisite for the next. 38 Prerequisites: Strength ••. 157). the hostile is rendered unconscious. •• Atemi Attack: The human body has a variety of pressure points. When striking with a Brawl or Weaponry attack. add 2 to the weapon’s damage (do not add this as the weapon’s equipment bonus. Doubling Cut (••••): Your character strikes the enemy with two quick cuts. ••••• Lethal Strike: The soldier’s hands become deadly weapons when the character spends a Willpower point. ••• Forearm Choke: The character applies pressure to an enemy’s carotid artery in an attempt to knock him out. Fool’s Guard (••): Your character knows how to hold his weapon low to seemingly invite attack. • Tactician’s Sense: The character gauges the body language of combatants in his proximity. This is an instant action. Each dot of this Fighting Style is the prerequisite for the next higher dot. but after rolling). one cannot purchase “Atemi Attack” until one has purchased “Tactician’s Sense”. the modern military style of hand-to-hand combat that blends a number of fighting styles such as Muay Thai to provide a soldier with an all-round means of unarmed self-defense and defense with short weapons (Brawl and Weaponry Skills). The character may apply the choke hold from the following turn. and sustains a single point of bashing damage. 157). almost as if he was using the blade as a small spear. Drawback: Your character cannot employ his Defense or the Fool’s Guard in the same turn as he uses this maneuver. any of which can cause an opponent great pain. p. add his Weaponry dots instead of the normal +2 bonus. Wrathful Cut (•••••): Your character steps in with a powerful blow. he can quickly raise it to counter. Drawback: Your character cannot employ his Defense or the Fool’s Guard in the same turn as he uses this maneuver. He can make two Weaponry attacks against an opponent in the same turn. In game terms. When your character has sustained the choke hold for a number of turns equal to the hostile’s Stamina. his dice pool penalized by the character’s Strength + 1.

p. you gain a +2 bonus to your Strength + Brawl roll if you attempt to immobilize or disarm him. Each maneuver is a prerequisite for the next. called Standing Control. 88 Prerequisites: Dexterity ••• and Brawl •• Effect: Your character is skilled in a Chinese martial arts style that emphasizes qinna. 81. or during future attempts to damage an opponent from the same hold. Fighting Style: Muay Thai (• to •••••) Book: 13th Precint. 119 Muay Thai. This benefit does not apply if your character has already established a hold. • to •••••) . Targets who do not feel pain. Cut Kick (•): Your character knows how to deliver powerful round kicks to her opponent’s legs. uses the same systems for ••. With success. Qinna maneuvers are based on the Brawl Skill and work in conjunction with unarmed combat. but their Speed only recovers at the end of the combat scene. If you roll as many successes as the opponent’s Size. Of the commonly played supernatural beings. you cuff both wrists. down to a minimum of one. and cannot automatically dump his enemy over a cliff or into a fire or other dangerous environment without performing a separate attack. but inflicts no Health damage). The fracture (or tissue separation) inflicts a point of lethal damage Fighting Style: Qinna (Controls. (For example. 110 of the World of Darkness Rulebook). Dots purchased in this Merit allow access to special combat maneuvers. If she overpowers her opponent she may force him to accompany him wherever he goes. he falls prone because he’s been swept by a kick or can’t use his legs out of sheer pain. 36 Prerequisites: Strength ••. If you are establishing a grappling hold as the first part of using the Combination Blows maneuver to inflict damage as the second move. Drawback: The character can only move himself and his opponent half as far as his Speed would normally allow. Thai Clinch (••••): Your character grabs an enemy around the head and pulls him into a vicious elbow or knee strike. each kick reduces the opponent’s Speed by one. Stamina••. Compliance Hold (•): When trying to overpower an opponent you have grappled (see the World of Darkness Rulebook. an attack that scores one success would still be a successful cut kick. p. If his player inflicts more damage in an overpowering maneuver than the victim’s Size. p. you may choose “cuff” as an overpowering maneuver.Book: Ancient Bloodlines. However. he breaks a limb unless the defender opts to immediately fall prone. add your Dexterity to your dice pool to attack. but she can always abandon her current hold and try a new grapple to use the Thai Clinch. With exceptional success. The maneuvers and their effects are listed below. Weapon Retention (••): An opponent who has grappled you must score successes equal to your Weaponry score on his Strength + Brawl roll to choose a “disarm” or “turn a drawn weapon” maneuver against you. possess the need to breathe or have skeletons will not be affected by certain maneuvers. or another martial art that specializes in standing joint locks. 157–159). Tribes Of The Moon. counted after rolling to see if the attack succeeds. ••• and •••• as the Boxing Fighting Style (p. Brawl •• and Weaponry • Effect: Your character has picked up some of the mixed bag of subdue and compliance tricks that cops learn in the academy and on the street. this renders vampires immune to the effects of Sealing the Breath or Disrupting the Veins. holds and chokes. The character cannot have moved earlier in the turn. [Can you use the target as cover?] Misplacing the Bones (••): The character’s holds can snap bones and tear connective tissue. rather than after it. your character can’t have Weapon Retention until he has Compliance Hold. you get the cuffs on one of your opponent’s wrists. So. to gain this bonus. Standing Control (•): Your character gains an additional overpowering maneuver. p. Speed Cuff (•••): If you have a pair of handcuffs or equivalent restraints drawn while grappling. If he doesn’t have law enforcement experience himself. Dots purchased in this Merit provide access to special combat maneuvers. You must choose your maneuver before making your roll. Drawback: The usual –1 penalty for Combination Blows applies to the first grappling attempt. Dexterity ••. The • and ••••• maneuvers are described below. Qinna maneuvers are designed to exploit weaknesses in the human anatomy. pp. Each maneuver is a prerequisite for the next. Opponents can get back up whenever they have the chance. When you choose this option your character inflicts one less point of damage than usual. he’s most likely learned these maneuvers from someone who has. Fighting Style: Police Tactics (• to •••) Book: Armory Reload. as a Fighting Style Merit. not to the following attack.

however. and Stealth •• Effect: A sniper is the antithesis of a gunfighter. and were mostly used by samurai who trained in one of the dozens of koryu that taught their use. patient and serene rather than swift and ruthless.” ••): The character knows how to rapidly retrieve a throwing weapon from a sleeve.instead of the standard bashing damage. through life-long experience or intensive military training. If it’s a leg. When he damages a victim with an overpower maneuver you can choose to inflict lethal damage. –1 then –2 modifier to dice rolls) and four time at Dexterity 5 (at 0.” •): Your character learns to properly gauge a target’s distance and modify her technique to match it. Disrupting the Veins (•••••): Your character’s grappling maneuvers expertly attack anatomical weaknesses. provided she either holds them in one hand or can draw them instantly using Kakushi Buki. reduce the defender’s Defense by 1 and note that he’s dropped anything held in it. Firearms •••. Thus. most shuriken were actually spikes (bo shuriken). but vanishes afterwards. Despite the “ninja throwing star” stereotype. three times at Dexterity 4 (at a 0. Fighting Style: Shurikenjutsu (Thrown Blade And Dart. p. the defender cannot walk upright. Dedicated interest in the art is growing. Drawback: Unless the character opts for a specified target (see World of Darkness. and when he uses any other maneuver he can choose to inflict a point of lethal damage in addition to other effects. or any Size 2 weapon as if she had 2 dots less (Size 3 or greater weapons are not compatible with the Merit). Sealing the Breath (••••): Your character can use chokeholds and strikes to pressure points around the lungs to interfere with a target’s breathing. Book: Armory Reload. Resolve •••. Fighting Style: Sniping (• to •••••) . Add her Strength dots to the dice pool for throwing the weapon. If he succeeds with a Brawl-based strike or damaging overpower rolled at a voluntary –1 die penalty. Drawback: Spend a point of Willpower per attack. She may make a one additional throw for each point of Dexterity that she has above 2. Choku Da-Ho (“Direct Hit Method. not stars (hira shuriken or shaken). Treat the defender as if her Strength was two dots lower for the purpose of resisting overpower maneuvers. This does not add three dice to your roll. Each maneuver is a prerequisite for the next. Ikki Gokken (“Five Blades in One Breath. –2 and –3 to each dice roll. there are a few small schools. medium and long range throwing ranges. Your character may use Fighting Style: Shurikenjutsu with any edged weapon that’s been designed for throwing. Ma-ai (“Distance. the defender’s player (or Storyteller) chooses which limb’s been damaged.” ••••): Your character can throw multiple weapons in rapid succession during a single turn. Each extra action is rolled at a cumulative –1 modifier. p. that do teach it exclusively. She never needs to use an action to draw a throwing weapon from a prepared spot. Drawback: The character is considered a still target and may not employ her Defense during the turn in which she uses this maneuver. If the limb is an arm. Double her short. This is the core Fighting Style for thrown edged weapons. It does not recover until the victim heals that damage. Drop the idea that they would have been thought of as “dishonorable” weapons – it’s false. Dots purchased in this Merit provide access to special combat maneuvers. he inflicts a –1 die penalty to the opponent’s actions in addition to inflicting standard damage. She may not use this maneuver in conjunction with Ikki Gokken. Grabbing the Muscles (•••): Your character’s grappling holds twist muscles out of place or puts the defender in a position where she can’t use strength to force her way out of the attack. The advantages of this Merit apply to the character’s attempts to throw a qualified weapon. Your character. new and old. • to ••••) Book: Armory. –1. 165). Prerequisites: Dexterity ••• Athletics •• Effect: Your character knows how to throw edged weapons with particular skill.” •••): Your character can throw using the power of her entire body. and renders the limb useless. She may also use it with any other Size 1 object as if she had one dot less in this Merit. is patient and skilled enough to spend hours staring through a rifle scope before taking one perfect shot that decides the fate of a hostage or a nation. not use it in close range combat. Drawback: The character is considered a still target and may not employ her Defense during the turn in which she uses this maneuver. We’ve included them under the TSKSR because traditional shurikenjutsu is almost never taught outside of a larger curriculum. She may not use this maneuver in conjunction with Choku-Do-Ho. holster or other prepared spot on her body. Kakushi Buki (“Hidden Weapons. This penalty is cumulative throughout the combat scene. 212 Prerequisites: Dexterity •••. 104 The Tenshin Shoden Katori Shinto Ryu’s curriculum includes shurikenjutsu. she can throw twice at Dexterity 3 (with the second at a –1 modifier). p. in turn).

Drawback: If the attack inflicts at least as much lethal damage as the opponent’s Size. she receives a +2 bonus to all perception rolls (see the World of Darkness Rulebook. Battlesight Zero (••): Once your character is familiar with the capabilities of a rifle. Thus. Whenever your character sights in a rifle (see “Sighting Tools. Unlike similar maneuvers (such as Two-Weapon Fighting’s Deflect and Thrust maneuver). do not add the rifle’s Damage rating to the attack dice pool (though “9 again” or “8 again” still applies if it would normally). most of which are based on the Firearms Skill. 213–214). 164). your character gains +2 to his Defense for the turn.” The maneuvers and their effects are described below. Tactical Intervention (••••): Split-second timing and nerves of steel enable your character to take advantage of the smallest opportunities for accurate shot placement. Sojutsu (often incorrectly called yarijutsu) is the Japanese form of the style. your character can’t have “Battlesight Zero” until she has “On Scope. When using this maneuver. When making an aimed shot. One Kill (•••••): When your character picks up her rifle. In addition. Trained fighters learn to keep the tip of the weapon pointed forward. ignoring sleep deprivation. she doubles the number of attacks that receive the bonus from this process. but automatically inflicts a point of lethal damage. has gone without sleep for 36 hours (–2) and has ingested strong hallucinogens (–3). Drawback: Spend one Willpower per attack. rounding down. p. putting his entire body behind a powerful thrust. When making an aimed shot. All of the following maneuvers work only with rifles (including assault rifles). the character can move freely while using the technique. Dislodging the weapon requires an additional Strength + Weaponry roll. temperature extremes and even life-threatening injuries in the name of putting lead on target. her aimed shots suffer only a –3 penalty instead of the –7 that affects all her other dice pools. has two points of Health remaining (–2). she may ignore an amount of penalties for wounds. pp. Thus. the weapon’s short range is increased by five yards times her Wits. For example. Book: Adamantine Arrow. this maneuver lets a practitioner attack first whenever an opponent using a smaller-Size melee weapon attacks from the front. medium range by twice this amount and long range by three times this amount. Warding Stance (•): The basic advantage of a spear or fixed bayonet is its length. Thrust (••): The character knows how to deliver precise.g. 51 Prerequisite: Strength •••. powerful thrusting blows. when using a scope or other long-range optic device (e. if the attack succeeds. 45). p. 157). Focused Shot (•••): Your character can lurk motionless in ambush for days. disease. the character lodges the weapon deep in his target’s body. These skills also apply to using a rifle with a fixed bayonet (called jukendo in Japan). Dexterity •• and Weaponry ••• Effect: Your character knows how to use a spear in close combat. Great Thrust (••••): The character lunges forward. p. she can wring unparalleled performance from it. It’s just that simple.Dots purchased in this Merit allow access to special combat maneuvers.” p. add the rifle’s Damage rating as extra successes. binoculars). he adds a number of dice equal to his lower of his Strength or Weaponry Skill instead of the standard two dice. So. fatigue. bolt-action and lever-action rifles. if your character has Resolve 4. If he employs an All Out Attack (see the World of Darkness Rulebook. but any attack he makes suffers a –2 penalty. pain. whenever she makes an attack with a rifle that receives this bonus. Instead. If the spear or fixed bayonet already has this quality. people fall down. he gains no further benefit. Each maneuver is a prerequisite for the next. Fighting Style: Sojutsu/Jukendo (Spear/Bayonet Combat) (• to ••••) . p. The maximum bonus she may receive from aiming (see the World of Darkness Rulebook. Martial artists often learn this fighting style alongside Fighting Style: Staff Fighting (see World of Darkness: Armory. characters might learn this fighting style in a modern military force or a martial arts school. On Scope (•): Your character has an intuitive understanding of long-range ballistics and has spent countless hours straining to pick out tiny details through a telescopic sight. 162) is increased to her Composure +1 for semi automatic and automatic rifles and her Composure +2 for break-action. When making an aimed shot. all penalties for shooting into close combat and for concealment are halved. Block and Strike (•••): Your character can deflect incoming attacks with the haft or stock of his weapon and swiftly strike back. constantly threatening incoming attackers. A character using this fighting style must use his weapon with both hands to take advantage of its maneuvers. environmental conditions and similar factors equal to her Resolve. One Shot. Note that this Willpower expenditure does not add three dice to the attack. drugs. His spear or bayonet gains the 9 again quality. In addition..

p. she may not use the maneuver. Attempts to strike another combatant with the character’s shield still suffer a –1 penalty. which means. she no longer suffers a penalty for using a weapon while benefiting from her shield. raises her shield. Shield Bash (••): Your character has learned how to use the shield defensively and offensively. The character makes a shield bash attack (see above) at a –2. among other things. p. she may not use the maneuver. if he rolls fewer successes than the shield-user. Stamina ••. 168). Attacks made against the character from other directions suffer a penalty equal to Defense only.Book: Armory Reload. Cloak and Dagger (•): Your character’s extensive training with shields allows her to utilize improvised shields more effectively. At Storyteller’s discretion. She may rest the blade across the top or side of a rectangular shield. 92 Prerequisites: Strength •••. even if their companions do. attacks from that direction do not decrease her Defense against later attacks in the round. Those who suffer no damage do not check for knockdown. This training is now standard among many Fighting Style: Spetsnaz Knife Fighting (• to ••••) . and the damage rolled is distributed evenly among those hit. Drawback: Using this maneuver requires an incredible exercise of will. front. and stands as a human wall against an onslaught of attacks. p. provided that they are standing close enough together. 213 Prerequisites: Dexterity •••. Weaponry •• Effect: Your character has trained extensively with a weapon in her primary hand and a shield in her offhand. she loses her Defense. Dots purchased in this Merit provide access to special combat maneuvers. This penalty can be further decreased by the maneuver The Shielded Strike below. but gain a Weapon bonus equal to the shield’s Defense rating. or Stand Strong maneuvers. Fighting Style: Sword And Shield (Shields. Weaponry •• Effect: Your character is trained to fight effectively with a knife. Shield Charge. and crashes into the enemy line. she may not use the maneuver. The attack inflicts bashing damage. 164). Drawback: A character using a shield to knock an enemy back is not using it for defense. pushing the weapon forward as if playing billiards. and her shield adds +1 to its Defense rating against the target of the attack. If she has already used her Defense against an incoming attack from another opponent during the turn. a direction is approximately one third of the circumference of a circle drawn about the character (typically claiming defense against attacks from the left. this maneuver may be used against multiple opponents. She loses her Defense against attacks made by any opponent save the one she is attacking. Each maneuver is a prerequisite for the next. redirecting it towards incoming threats while overcoming some of the clumsiness involved in making attacks from behind a shield’s protective cover. p. but if even a single success is scored on the attack. Stand Strong (•••••): The character digs in her feet. Drawback: The character’s concentration on coordinating her shield and weapon leaves her open to attacks from the flanks and rear. An opponent who suffers the effects of this attack makes a reflexive Dexterity + Athletics roll. the character may send her enemy flying. he suffers knockdown (see the World of Darkness Rulebook. This maneuver is named for the practice of using one’s cloak to buffet incoming attacks away. or right is sufficient). Dexterity ••. Damage remains bashing. If she has already used her Defense against an incoming attack from another opponent during the turn. Sword and Shield maneuvers are based on the Weaponry Skill and function only when a character possesses a shield. no more than three characters can assault the character from a direction that she can’t fully defend against through this maneuver. She has learned to utilize the shield’s strengths. Shield Charge (••••): The character charges forward. If she has already used the full Defense rating against an incoming attack during the turn. when the character uses this maneuver to make an attack. A character must spend one Willpower point to gain the benefits of this Merit for one turn. Additionally. The Shielded Strike (•••): The character’s use of her shield integrates seamlessly with that of her weapon. which suffers penalties from multiple attacks as usual. A character with this maneuver doubles the effective Structure of an improvised shield (usually an improvised shield can only deflect a number of attacks equal to its structure before being destroyed) and suffers a –2 penalty to attack rather than the standard –3. • to •••••) Book: Armory. For the purpose of this maneuver. This particular form of martial knife training is based upon original Spetsnaz Russian Forces training. She benefits from her full Dodge trait and shield defense bonus against attacks made from a single direction (Weaponry Dodge can be applied). Each additional opponent targeted levies an additional –1 to the attack roll. A character does not benefit from a shield’s Defense rating on a turn in which she uses this maneuver. shield lowered before her. Perhaps she has developed a careful rhythm in which she lowers the shield for the bare instant necessary to deliver a fatal attack. Either way. but improvised shields cannot be used to perform the Shield Bash. Note that while a single enemy might be able to move around the character’s defenses. Drawback: Use of this maneuver necessitates a charge action (World of Darkness Rulebook.

the target falls unconscious for a number of turns equal to the damage done. Advantageous Angle (••): Your knife-wielder knows how to make a feinted attack from the side or rear in a way that grants him advantage. This is likely something she has learned from a martial practitioner. 213 Prerequisites: Strength •••. Weaponry •• Effect: Your character has learned to wield a quarterstaff. hopefully sending him to the ground. The first attack is made as normal. Maneuvers involve a lot of quick. Any allies within the three-yard radius are hit along with enemies. however. The first attack is a slash. While normally such attacks confer no bonuses. it does bashing. bo staff or jo staff effectively in combat. scythes or other objects at least five feet in length) with this maneuvers. the character is aware how to deceive an opponent into mounting a Defense against an attack that isn’t coming — and then stage an attack from a different angle. but the damage is now lethal instead of bashing.” These maneuvers and their effects are described below. Your character cannot have “Temple Strike” until she has “Trip. Slash and Stab (••••): Your character’s deftness with a knife allows him to make two attacks against one target in a single action. your character may substitute his Weaponry score for his Composure when determining his Initiative modifier. This roll receives a dice penalty equal to the number of opponents hit with this strike (to a maximum of –5 dice). In such cases. Drawback: This attack cannot distinguish between friend or foe. At this level. the maneuvers are not limited to these weapons. Trip (•): Your character can use her polearm to trip a single opponent. Remember as well that utilizing a polearm in combat grants the wielder a +1 Defense. Temple Strike (••): Your character brings her staff against the side of her adversary’s head. and penalties to hit specific targets or body parts (see “Specified Targets. If the opponent falls. Dots purchased with this Merit allow access to unique combat maneuvers with polearms. as usual. and all attack rolls are made with the appropriate improvised weapon penalties in place. This is only during combat situations in which your character is using an edged or pointed weapon of Size 2 or under. Attacks made with a knife have Armor Piercing 1. The foe’s Defense is at –1 during such an attack. This style is sometimes called bojutsu. Note that while a quarter-. Drawback: This maneuver can only be made every other turn. but using other polearms with an item that isn’t one of the aforementioned three staff types requires an additional point of Weaponry (Weaponry •••). It involves holding a single-edged knife in a downward (or “reverse”) grip. Your character cannot have “Advantageous Angle” until he has “Anticipate Attack. Make a normal attack roll for the character (Strength + Weaponry + weapon bonuses). The character’s attack is penalized by the foe’s Defense. Vital Attack (•••): Your character knows how to target his attacks to vital organs and other vulnerabilities. the fall to the ground incurs a single point of bashing damage to the opponent. the weapon causes lethal damage. His Defense is counted as being one less against the next attack. your character can swing her weapon in a wide arc. Each maneuver is a prerequisite for the subsequent maneuver. the second a thrusting stab. Successes achieved on this roll are done as damage to all within the three-yard radius.165 of the World of Darkness Rulebook) are reduced by one. 168. Drawback: This quick maneuver leaves the character somewhat more vulnerable against the next attack coming toward him. but if the damage meets or exceeds the target’s Size. Book: Armory.. as it is meant to be performed with a blunt staff. A character can use any polearm for these maneuvers. A character can also utilize improvised polearms (including post-hole diggers.of the world’s Special Forces.e. If the weapon is a normal blunt polearm (i. Fighting Style: Staff Fighting (• to •••) . The damage can be performed with a bladed weapon such as the naginata. If bladed. bo or jo staff are the norm for this fighting style. Dots purchased with this Merit allow access to unique combat maneuvers with a knife. Dexterity ••. assume Knockdown rules (per p. It is a contested roll pitting the character’s normal attack roll against the opponent’s Dexterity + Athletics. but the second suffers a –1 penalty. the Weaponry ••• is still required. In this case. All maneuvers are based upon the Weaponry Skill. however. All maneuvers are based on the Weaponry Skill. To do this requires a level of anticipation and strategy even before a combat begins. Dangerous Radius (•••): With this technique. The normal –3 penalty to hit the head still applies.” p. The effect is the same. Each maneuver is a prerequisite for the subsequent maneuver. p. a staff). hitting anyone within three yards.” These maneuvers and their effects are described below. fluid movements complemented by a mixture of slashing and stabbing toward vital areas. the World of Darkness Rulebook). The technique cannot be pulled to exclude friends from the damage. This damage is usually bashing. Anticipate Attack (•): Those trained in Special Forces knife fighting know to move fast before incoming attacks and in response to them.

allowing him to attack and dodge or make two attacks in the same turn. Your character still suffers the -2 offhand penalty when attacking with a weapon in his secondary hand (unless you have also purchased the Ambidextrous Merit). 151) resulted in a 9. The Brawling Dodge Merit (see p. 138) or use a similar tactic learned from a Fighting Style. If he uses Defense against attacks that occur earlier in the Initiative roster. The targets cannot be a distance apart in excess of your character’s Speed trait. see p. even if it means going first when he went last before. Firearms Retention (•) Book: The World Of Darkness Core. 112 Prerequisites: Strength ••• Effect: +1 Speed per dot Regardless of your character’s physical build. He is too busy bobbing and weaving out of the way of attacks. if your Initiative roll (see p. When using this maneuver. p. 112 Prerequisites: Fast Reflexes • Effect: Your character dedicates an action to altering his standing in the Initiative order in the following turn and for all subsequent turns. p. He can move no more than his Speed while performing a Deflect and Thrust maneuver in a turn. before he can perform this maneuver. The second attack suffers a -1 penalty. all of which are based on the Weaponry Skill. before he can perform this maneuver. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. choosing to insert himself at a new point in the roster. If he uses Defense against attacks that occur earlier in the Initiative roster. 156) is not penalized by multiple attacks staged against him in a turn until the number of attacks exceeds his Weaponry dots. Basically. If an opponent attempts to disarm her with an overpower maneuver. So. if your character (with 2 Defense and 3 Weaponry) dodges attacks in a turn. Wits ••. 89 Prerequisite: Dexterity ••. the fifth suffers a -2 penalty. your character can forfeit an action in turn one to get a fresh start and then act before that rival at 13 in turn two and afterward. he cannot perform the maneuver this turn. Fleet of Foot (• to •••) Book: The World Of Darkness Core. the first three incoming attacks suffer his full Dodge trait as a penalty (-4). Fluid Attack (••••): Your character can make a single attack on two different targets in one turn. even while it’s holstered. The second attack suffers a -1 penalty. he must subtract your character’s Brawl dots from his dice pool. Each maneuver is a prerequisite for the next. p. an attempt to target her holster with a grab (see the World of Darkness rulebook. Whirling Blades (•): Your character’s Dodge trait (Defense doubled. and so on. Fresh Start (•) . He is too busy bobbing and weaving out of the way of attacks. Fighting Style: Two Weapons (• to •••••) Book: Armory Reload. but a rival whom your character wanted to waylay got a 12. he cannot perform the maneuver this turn. For example. but any attack he makes suffers a -2 penalty.Book: The World Of Darkness Core. This benefit also applies to attempts to steal the weapon from your character’s holster. at which point each attack thereafter reduces his Dodge by -1. p. your character gains +2 to his Defense for the turn. So. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. Brawl ••. Dots purchased in this Merit allow access to special combat maneuvers. your character can’t have “Deflect and Thrust” until he has “Whirling Blades. p. The fourth suffers a -3 penalty. Deflect and Thrust (••): Your character can avoid attacks and strike back in the same motion. he can run quickly when he chooses to. 112 Prerequisites: Dexterity ••• and Weaponry ••• Effect: Your character has trained to fight with a weapon in both hands.” The maneuvers and their effects are detailed below. 110) cannot replace normal Dodge (Defense doubled) when this maneuver is performed. Drawback: This benefit doesn’t apply against attempts to take a weapon by stealth. your character’s weapons move so quickly all about him that opponents in close combat have trouble reaching or assaulting him. Focused Attack (•••): Your character can attack a single target twice in one turn. Firearms •• Effect: Your character knows how to keep a hold of his gun when someone tries to take it.

tough knuckles and enough raw aggression to punch harder than most people. 113 Prerequisites: Stamina ••• or Resolve ••• Effect: Each dot eliminates a negative modifier (on a one-for-one basis) when resisting the effects of fatigue or injury. those penalties are reduced to -2. Gunslinger (•••) Book: Armory Reload. Brawl •• Effect: Your character has a strong upper body. but the amount of concentration required negates his Defense for the turn. pp. He is too busy bobbing and weaving out of the way of attacks. Drawback: Your character needs to shop in big-and tall clothing stores or gets clothes custom tailored. p. if all of your character’s Health boxes are filled (which normally imposes a -3 penalty to his actions) and he has Iron Stamina •. Instead. Perhaps he trained himself to go without sleep for days at a time in order to get through college. he sleeps like the dead. Your character can push his body well past the limits of physical endurance when he has to. 112 Effect: Your character is seven or more feet tall and over 250 pounds. Drawback: When your character does finally rest. This even applies when she’s wearing knuckledusters or other blunt fist loads. Your character still suffers the –2 offhand penalty for shooting with his secondary hand (unless he also possesses the Ambidextrous Merit. Book: The World Of Darkness Core. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this Merit on two separate targets in the same turn. regardless of the situation. This Merit cannot be used to gain positive modifiers for actions. 98 Prerequisites: Combination Blows Fighting Style Maneuver (Boxing or Aggressive Striking •••). If she succeeds with the first maneuver. grappling attacks or sharp weapons (including blades or spiked fist loads) – just standard unarmed strikes. Heavy Hands (•••) Book: The World Of Darkness Core. p. before he can perform this maneuver. The second attack is also at a -1 penalty. He is +1 Size (and thus +1 Health). For example: A character with Iron Stamina •• is able to ignore up to a -2 modifier brought on by fatigue.Drawback: A character must take an action to change his Initiative ranking in subsequent turns. 98 Prerequisite: Strength •••. p. The Merit also counteracts the effects of wound penalties. her dice pool doesn’t suffer the usual –1 penalty for the second attack in the Combination Blows series. Iron Stamina (• to •••) . your character is extremely difficult to wake until he’s slept for a minimum of 12 hours. See “Fatigue”. The Merit can be used with pistols only. but he can shoot both pistols as a single action during a turn. p. above). Your character may shoot at two different targets if he wishes. p. Her strikes inflict +1 damage. So. He can do nothing else in that action except move up to his Speed. Takedown/Throw Fighting Style Maneuver (Grappling ••) Effect: Your character may use Combination Blows (World of Darkness core. or a lifetime of sports has taught your character how to play through the pain no matter how bad it gets. p. 110–111) to perform Takedown/Throw Maneuver followed by an unarmed strike. 112 Prerequisites: Dexterity ••• and Firearms ••• Effect: Your character’s capability and experience with firearms is such that he can accurately fire two pistols at the same time. Available at character creation only. depending on the airline. only to cancel out negative ones. If he uses Defense against attacks that occur earlier in the Initiative roster. 179. Giant (••••) Book: Armory Reload. Drawback: The benefit does not apply to biting. he cannot perform the maneuver this turn. Ground and Pound (••) Book: The World Of Darkness Core. He might also be required to purchase two seats for air travel. pressing on in the face of mounting exhaustion or pain. the character gains a +2 bonus to strike her prone opponent. After staying awake for an extended period.

Your character can probably count on one hand the number of times he’s been seriously ill. Milk two weeks past its expiration date? No problem. Though the technique comes from well-disciplined training. p. Add three to Stamina to resist deprivation (see p. Though the sport has begun to catch on. Add two dice to appropriate Survival rolls. rolls and other athletic movements to navigate. sprinting through the terrain and using a variety of climbing techniques. 65).and with no ill effects. His immune system is exceptionally effective at resisting infections. which is also called “free running” or “urban running. Greasy bacon and runny eggs on a raging hangover? No problem. your character may negate hazardous terrain penalties equal to his Rating in the Parkour Merit. seamless flow of movement from one obstacle to the next. then the character instead receives a +1 modifier to her dice pool. Dots purchased in this Merit allow access to special athletic maneuvers.” is to move as quickly as possible through an environment with a variety of obstacles. the clubs tend to be quite informal. 67) is a reflexive action.Book: The World Of Darkness Core. 113 Prerequisites: Stamina •• Effect: Your character gains a +2 modifier on Stamina rolls to resist infection. leaps. with hardly any pause in speed or movement. Watching an expert traceur (one of the terms for someone who practices parkour) at work is awe-inspiring. The green meat in the fridge? No problem. 74. When using running or using the Foot Chase rules (see the World of Darkness Rulebook. Parkour demands a level of athleticism from its practitioners that few other sports do. If a Survival roll is not penalized. Each maneuver is a prerequisite for the next. and has quickly spread to other parts of the world. your character can’t have “Cat Leap” until he has “Flow. Through intensive training to drive home certain actions when confronted with certain obstacles.” The maneuvers and their effects are described below. and some of these clubs are receiving corporate sponsorship. the goal is a flawless. most of which are based on the Athletics Skill. 59 Prerequisites: Survival 3 The character is a natural at making her way in the wilderness. 98 Prerequisites: Dexterity •••. p. like something out of an action film. Traceurs gather in clubs. and she has a knack for surviving situations that would prove deadly to most. So. The purpose of parkour. imbedding a certain body of movements and techniques into the parkour’s instinctive reactions. Additionally. Tribes Of The Moon. p. under almost any conditions. 175). sickness and disease. p. and she knows the signs and subtle tells of the outdoors as though they were her native tongue. Athletics •• The sport of parkour began in France. with members gathering in a given place on a given day of the week to work on their techniques. the traceur can depend on his instincts. He could be dropped in the middle of the forest and could live off bugs and roots as long as necessary in order to survive . Iron Stomach (••) Book: The World Of Darkness Core. She can find food and shelter where others see only the possibility of hunger and exposure to the harshness of the elements. Natural Immunity (•) Book: Midnight Roads. Characters with this Merit may ignore up to three points of penalties from environmental sources applied to any roll involving the Survival Skill. the roll to gauge a jump distance (see the World of Darkness Rulebook. Parkour (• to •••••) . p. viruses and bacteria. where purest instinct and reaction drives the movement. Flow (•): Your character has some basic training in the techniques of parkour. 113 Prerequisites: Stamina •• Effect: Your character can eat almost anything. p. This “flow” is the goal of traceurs — it is the highest achievement of a practitioner of parkour to achieve a Zen-like state of lack of thought. rather than his thoughts — which are vulnerable to fears and doubts — when moving through the urban environment. allowing him to act instinctively to obstacles and jumps. Outdoorsman (••) Book: Strange Alchemies. p. Skilled traceurs speak of sometimes being aware that they’ve accomplished a tremendously difficult feat heartbeats after they’ve accomplished it.

Thus. 113 Prerequisites: Athletics ••• Effect: Your character is practiced at holding his breath for long periods of time. 49. Quick Draw (•) Book: The World Of Darkness Core. allowing him to bounce back quickly from injuries that would leave most people bedridden for months. p. 64). jumping and climbing as being a Rote Action (see the World of Darkness Rulebook. his movements flowing. 134). so extensively in this athletic discipline that its maneuvers are normal and instinctive for him. Wall Run (•••): Your character has mastered the quick wall-run and leaping climb techniques of parkour. One point of lethal damage is healed in one day. Your character may designate any Athletics roll that involves running. 113 Prerequisites: Stamina •••• Effect: Your character’s healing abilities are remarkable. causing him to lose his Defense for that turn. add two to Stamina when referencing the Holding Breath chart on p. Your character may designate any Athletics roll that involves running. Additionally. your character gains one automatic success. he is less able to react to events that don’t have to do with navigating the environment. rather than an instant action. capable of staying underwater without aid for longer than most people believe is possible. Your character recovers from injuries in half the time that others do. p. if your character’s Stamina is 2. add one per dot in this Merit to the threshold of damage that can be removed through this roll. 134). She can lift and carry much more weight than her build and body type suggests. jumping and climbing as being a Rote Action (see the World of Darkness Rulebook. the traceur with three dots in this Merit may actually use six successes (assuming the player accumulates that many. He might be a pearl diver or escape artist. p. 113 Prerequisites: Dexterity ••• Effect: Your character can draw a pistol and fire or pull a melee weapon and attack without penalty as a single action in a turn. A separate Quick Draw Merit must be acquired for use with firearms and melee weapons. If a weapon is hidden on your character’s person (under a coat or in a purse).Cat Leap (••): Your character has mastered some of the twisting leaps. graceful and quick when he enters “the zone. jumping or climbing as a reflexive action. it can be drawn and used in the same turn without the normal loss of Defense. when doing so. 113 Prerequisites: Strength •• Effect: Your character gains a +1 modifier to actions involving lifting or carrying heavy weights. One point of aggravated damage is healed in four days. When using a Dexterity + Athletics roll to mitigate damage from falling (see the World of Darkness Rulebook.” He can perform any Athletics action that involves running. Strong Back (•) Book: The World Of Darkness Core. though every full 10 feet beyond the first imposes a –1 die penalty. p. One point of bashing damage is healed in eight minutes. p. your character is capable of scaling heights of 10 feet + 5 feet per dot in Athletics as an instant action (rather than the normal 10 feet). any use of this ability before that minute mark requires the expenditure of one point of Willpower. when doing so. he can hold his breath for four minutes before you need to make a roll. Quick Healer (••••) Book: The World Of Darkness Core. Expert Traceur (••••): Your character has trained so extensively in this athletic discipline that its maneuvers are normal and instinctive for him. However. However. landing rolls and wall taps used by traceurs. Strong Lungs(•••) . Book: The World Of Darkness Core. For example. When using Athletics to climb (see the World of Darkness Rulebook. Freeflow (•••••): Your character has achieved the freeflow that is the holy grail of traceurs everywhere — he acts without thinking. if the Storyteller decrees that only three successes may be garnered to reduce falling damage. he is less able to react to events that don’t have to do with navigating the environment. 179). p. Doing so requires that the character has been running for at least a full minute previously. causing him to lose his Defense for that turn. p. p. including his automatic success). When determining how long your character can hold his breath. however.

Ride rolls may still be necessary for dangerous maneuvers or situations. whether it be a bottle of gin. He’s probably never had a case of food poisoning. fire a bow. punch another passenger) in the same turn. Tolerance for Biology (•) Book: The World Of Darkness Core. p.g. or when exposed to horrific smells. p. much less a hangover. Stunt Driver(•••) Book: Requiem For Rome. mentors train their pupils to quickly recognize and obtain the most useful improvised implement of destruction in her immediate surroundings. A character with this Merit may roll Wits + Weaponry as a reflexive action to ascertain what nearby object is both useful and available for use as a deadly weapon. blackened wounds and feel nothing except a bit of curiosity. 141. Exposed to purposefully harsh conditions. It’s very difficult for him to become intoxicated. poisons and toxins. 79 Prerequisite: Fighting Style: Krav Maga (Defensive Striking) •• Effect: Krav Maga teaches its adherents that efficacy trumps style in every case. 51 Prerequisite: Resolve. On a dramatic success. He never feels nauseated due to unpleasant things he sees in a medical setting.. Also. whether from alcohol. Drawbacks: Your character’s body can’t tell the difference between recreational toxins and intentional ones. Some people hear another person throwing up and get queasy. Toxin Resistance (••) . The results can be brutal. On a success. Drive rolls may still be necessary for dangerous maneuvers or situations. Student Of The Blade (•) Book: The World Of Darkness Core. fire a gun. Your character can watch medicinal maggots being massaged into open. painkillers and anesthetics are only half as effective as normal. 66 Prerequisite: Fighting Style: Fencing (Aggressive Light Sword) or Iaido (Defensive Light Sword) • Effect: Your character trains with a wide variety of light swords and sticks. The Weapon at Hand (••) Book: Asylum. Storytellers are encouraged to be creative with this Merit.g. allowing her to flow from one method to the next. a pool cue or even a stapler. She never suffers a penalty for being unfamiliar with a weapon outside her original Fighting Style. p. p. the Storyteller relates to her the nearest and most efficacious improvised weapon. p. His body is capable of withstanding high levels of chemicals without suffering any ill effects. Stunt Rider (•••) Book: Armory Reload. grab a running victim) in the same turn. 113 Prerequisites: Dexterity ••• Effects: Your character can drive a vehicle and perform an unrelated action (e. Stamina or Composure •• Effect: Some people see blood and pass out.Book: Armory Reload. and receives a +2 bonus to any roll to keep composed when offered scenes of violence or carnage. “ p. 113 Prerequisites: Stamina ••• Effect: Your character gains a +2 modifier to Stamina rolls to resist the effects of drugs. the character finds a weapon so perfect that it does not suffer the usual –1 penalty for being improvised. See “Vehicles. p.. nicotine or other drugs. Rarely does a character find herself in a situation in which absolutely nothing can be used as a weapon. 110 Prerequisites: Dexterity ••• Effects: Your character can ride a horse and perform an unrelated action (e. which she may then take up as an instant action (or as a reflexive action if she possesses the appropriate Quick Draw Merit).

Weaponry •••. Fighting Style Merit •••• (and see below) Effect: Your character trains in a martial art that teaches common principles for weapons and unarmed combat.Book: The World Of Darkness Core. A character can possess both the Brawling Dodge and Weaponry Dodge Merits. Filipino Martial Arts (Stick Fighting) or Spetsnaz (and other forms of) Knife Fighting. While this might provide little benefit to a fencing novice.and Weaponry-based attacks. p. 156).). 59 Prerequisites: Dexterity 2. Wheelman (••) . Weaponry Dodge applies against incoming Brawl. Of the styles discussed in this book. He essentially draws on his training in parrying and evading attacks rather than relying on his raw ability alone. Her skills transfer from one to the other. 66 Prerequisite: Dexterity •••. Likewise. but only one can be used per turn. Your character can move up to his Speed and perform a Weaponry Dodge maneuver in a turn. 114 Prerequisites: Strenght ••• and Weaponry • Effect: Whenever your character performs a dodge (see “Dodge. p. Weaponry Dodge (•) Book: Armory Reload. and inflicts damage as an unarmed combatant. You must purchase this maneuver separately for each Fighting Style. p. Characters with this Merit receive the benefit of the 9-again rule with respect to all rolls involving the Drive Skill. This gives her the ability to use certain armed Fighting Styles without a weapon.” p. Drive 2 Some people were born to sit behind the wheel of a car (truck. etc. there are those for whom steering a motorcycle is as natural as moving their own limbs by will alone. and against Firearms attacks made within close-combat range. van. Your character uses Brawl instead of Weaponry for all maneuver-related attacks and dice pools. it can give the advanced fighter an edge. Brawl •••. Weapons to Empty Hands (••) Book: Midnight Roads. against thrown-weapon attacks. you can choose to add his Weaponry Skill dots to his Defense instead of doubling his Defense. Such individuals often take to the nomad lifestyle with the eagerness of a natural wanderer. she may use Two Weapons.

and asking for something that could get them jailed or killed is -5. such as allowing a civilian access to the police evidence locker. Frequent favors asked of the same group also imposes a penalty as group members grow tired of being called upon. each acquired separately at character creation or during play. each trait with its own dots. waiting for your character to ask for help. 20 One particular animal species never seems to mind your character’s presence and reacts with remarkable favor when he tries to interact with them. Special: Skinchangers who take this Merit for their totem animal treat the one-dot version as the two-dot version and the two-dot version as three dots. Penalties might also apply based on the importance or danger of the request. but asking him to pass along word of a drug buy does. however. Asking a criminal to slow down the bureaucratic process at City Hall makes no sense. with a bonus equal to your character’s Allies dots. Each dot in this Merit adds a +1 modifier to all Social rolls made to influence or understand the chosen species of animal. such as a stock being sabotaged on Wall Street or the answers to an exam being shared by a university professor. you need to purchase this Merit multiple times. He could simply know a variety of people among city reporters and he can call upon them in general from time to time. Animal Affinity (• to •••) Book: Banishers. Or he has done a group a favor and its members still owe him. 114 Effect: Allies are people who are willing to help your character from time to time. Asking someone to do something already in the bounds of their role imposes no modifier. They may be associates. Each acquisition of this Merit is dedicated to one type of ally. City Hall. explain why your character has influence in a particular body. or a strike resolution being wrapped up early among union leaders. criminals. Thus. 51 Prerequisites: Resources ••• Effect: Your character can draw upon an array of weapons and armor. They have their own lives and needs. such as processing some paperwork more quickly than usual. the ability to call in favors for arms or ownership of a firearms or martial arts supply store. Calling for favors makes your character indebted to his friends. society or circle. banks. whether in an organization. the Storyteller could call for a Manipulation + Persuasion roll. They cannot purchase the three-dot version of this Merit. Examples include the police. Similarly. while asking them to do something that could get them suspended imposes a -3 penalty. university faculty and hospital staff. You should. such as a building permit “going missing” at City Hall. p. Armory (• to •••••) . your character might have Allies (Police) ••. Allies (• to •••••) Book: Skinchangers. or how many longshoremen turn up when your character needs a show of force (one per success rolled). such as being spared a parking ticket if alliance is among police. Three dots garner considerable favors. The Storyteller can use such debts as inspiration for future stories. Allies doesn’t have to be defined in terms of specific individuals over whom your character has sway. or wolves accept him as one of the pack. p. p. or could be significant or dangerous and outside what’s allowed or even legal. or being allowed to see an article before it goes to press if alliance is among reporters. unions. The kinds of requests made of people in an organization typically have to relate to their sphere of influence. a roll of Manipulation + Persuasion + Allies dots could determine how many police answer your character’s call for help. Cats are always friendly. One dot might mean he can ask for minor favors. An alliance is a two-way relationship. This Merit could represent a large gun collection. Maybe he worked there himself at one time and still has friends in the organization. friends of convenience or people who owe your character a favor. In order to have alliances in more than one venue. Allies (Criminals) ••• and Allies (City Hall) •. Drawback: Allies are not automatons.Social Merits Book: The World Of Darkness Core. The Storyteller has final say over what is an acceptable request and what is not. Characters may purchase this Merit multiple times to affect multiple species. Five dots allow for dangerous and even overtly criminal favors. Favors might be minor and within the bounds of a person’s job or role. Each dot that your character has indicates how deep his influence runs in that group. If there’s any doubt. and they are sure to call such favors in when they need help.

Each dot provides five “points” of weapons and armor. Exceptional Success: The contact is able to provide a wealth of information to your character. which rules he absolutely must follow and which ones he can ignore because no one pays attention. confidential (-3). The base pool cost for a weapon is equal to its Damage rating. or simply makes an honest mistake. Penalties might apply if the information sought is little known (-1 to -3). Contacts can include individuals whom you or the Storyteller defines. One Armory point adds an additional load or magazine. You may use weapons and armor equal to your pool total at any given time. Your total represents arms in good enough repair to actually use. Suggested Equipment: Gift (+1). Perhaps he’s holding out for money or favors. You may change weapon selections freely as long as the choices could plausibly fit under the general descriptor. Those actions are the purview of other Merits such as Allies and Retainer. Drawback: Unlike arms and armor purchased with standard Resources. Gaining information from contacts requires a successful Manipulation + Persuasion or Socialize roll.When you select this Merit. If the authorities discover your Armory. Your character isn’t going to get a permit for a heavy assault rifle if such weapons are illegal in his city. If he has Contacts •••. there are more parts and arms than the pool would allow — the equivalent of the classic briefcase or rack full of guns.5). Success: The contact is able to provide some information that’s helpful to your character. and in fact. his dots might be assigned to computer hackers. manipulate or work within a bureaucratic system. providing answers to questions that aren’t even asked. p. illegally modified or improperly registered weapons. large bribe (+2). a government agency or a corporation. couriers and big business. There isn’t a velvet rope made that can keep him out of a restaurant or club. 114 Effect: Contacts provide your character information in a particular area of awareness. depending on the relationship between your character and the people in question. or if sharing it could get people in trouble or harmed (-3 to . The maximum Damage or Defense rating possible for any Armory equipment is equal to the Merit’s dots +1. 51 Effect: Bureaucracy has a pattern. Each dot in this Merit represents one arena or circle in which your character has a web of connections and from which he may draw information. an outstanding favor (+1 to +3) Contacts (• to •••••) . Armor has a pool cost equal to its Defense bonus. and the Storyteller is perfectly justified in saying that a particular contact simply doesn’t know something. Firearms come with a full load or magazine. Bureaucratic Navigator (••) Book: The World Of Darkness Core. Contacts aren’t all-knowing. Contacts is strictly information-gathering. 114 Effect: No matter what town or city your character is in. p. Within any given bureaucratic system. respectively. he can find his way into the best nightspots with a few quick words and a timely bribe. You receive a +2 bonus to all Social and Mental rolls made to navigate. You don’t need to account for every single knife and gun. and your character has learned to recognize it.” This will guide your use of the Merit. you might incur a fine or imprisonment. give it a descriptor such as “dojo weapons” or “hunting club. but more likely they comprise an array of people from whom your character can draw information with a phone call. p. small bribe (+1). Barfly (• to •••) Book: Asylum. Note that this Merit doesn’t accomplish the impossible. it’s possible to purchase this Merit collectively. no matter how much he flirts with the ladies at the country courthouse. dividing its benefits among the entire group. Similar to the Sanctum or Library Merits. It includes a selection of stolen. Dramatic Failure: The contact doesn’t tell your character the full extent of what he knows. Book: The World Of Darkness Core. or provides misleading information. he has learned whom to talk to get results. be it a hospital. Add 1 to the cost of any weapon or piece of armor if it’s illegal or highly restricted. The pool of dots provides a vaguely defined assortment of available arms. Add 1 to the cost if the weapon is a firearm. Armory gear is gray market at best. Contacts do not come perform services for your character or rush to his aid. Failure: The contact doesn’t have the information your character needs. email or faceto-face query. Success doesn’t guarantee exactly the information for which your character looks.

p. Should the character commit sins rated 5 or lower on the Morality chart. earning him the Notoriety Flaw (see “Character Flaws”. For the Archer family. and any person trying to discern the actual meaning of a conversation or written communication suffers a two dice penalty unless they know the same cultural language. For those poor souls lost in the server of death. On the other hand. and should those sins become public knowledge. it’s merely a derivative of their cultural Shelta language. possibly as a performer. The three-dot. information confidential (-1 to -3). 217). four-dot and five-dot Merits indicate an exceptional award: the Silver Star for the three-dot Merit. pictures and long conversations. politician or other sort of public personality. but her clients might not be as clever. a two-dot Merit. a terrible warning. even in times before standardized letter writing. it’s a series of complicated metaphors often hidden in the text of school work or poetry. Each dot adds a +1 modifier to your character’s Socialize (or Persuasion. Fame (• to •••) Book: Banishers. where applicable) rolls among those who are impressed by his celebrity status. frequent and recent requests (-1 to -2). and the Medal of Honor for the five-dot Merit. Servicemen and servicewomen who have received lethal injuries as a result of combat during a military action are automatically awarded the Purple Heart. and the media watches him carefully. body thieves take this specialized Language Merit to reflect this form of communication that can only be understood by members of their society. Drawback: The more famous your character is. fine art or assault weapons require the three-dot version of the Merit. To reflect this. the Merit might reflect a deviant form of binary that once cracked. An exceptional success indicates that one or more people are loyal fans who approach him for autographs. Characters gain a bonus on all Social rolls relating to one’s Allies. the more easily he is recognized by the public. The one-dot version of this Merit applies to typical stolen goods: items that would require Resources •• or less to purchase. This Merit muddles the thieves’ language with secrecy. 39 Effect: Your character has received an award for meritorious conduct of some sort. information obscure (-3). Drawback: This Merit rides on the world’s perception of the character’s honor and Morality. More expensive or exotic goods such as sports cars. the Merit may be revoked. Those who have earned the Medal of Honor are entitled to a salute regardless of rank or whether they are now civilians. For the Club. the World of Darkness Rulebook. p. No dice roll is required. 115 Effect: Your character has a measure of recognition in today’s media-saturated society. athlete. body thieves sought ways to communicate with one another even over distance. The character must be seen to retain honor and dignity in his actions. p. Book: Immortals. He’s frequently identified and can often get star treatment. Decorated (• to •••••) Book: The World Of Darkness Core. 51 Prerequisite: Streetwise ••• Effect: No matter your character’s location. Fence (• to •••) . 82 Effect: Communication was not always as simple as signing into e-mail and clicking ‘send. p.com. The Storyteller should apply the same +1 modifier per dot to a general Wits + Composure roll to see if he is recognized by anyone on the street. since their practices could carry them almost anywhere. regardless of whether the character is currently serving or not. it’s difficult for your character to go places without being recognized. Cultural Language (•) Book: Dogs Of War.Possible Penalties: Lack of bribe (-1). the Distinguished Service Medal or Distinguished Service Cross for the four-dot Merit. she can almost always find a way to buy and sell stolen goods within the local criminal community or online. information scarce (-2). p. Contacts or Status in the military. could allow her to communicate with the outside world and with it. She avoids common law enforcement tactics designed to catch fences.’ In time before e-mail.

Some individuals.Book: Requiem Chronicler’s Guide. or if the characters look different. renewing their courage and determination in the face of adversity. A mentor is likely to give up in disgust on a pupil who constantly asks for aid. sometimes it’s necessary to have individual allies who are more potent by themselves. 115 Effect: This Merit gives your character a friend and teacher who provides her with advice and guidance. disguise themselves or have simply been forgotten by the time they return. The character may ruin the good graces she’s established through her subsequent actions. one dot is significantly less powerful than the character. allowing the Storyteller to use him to help guide your character through tough situations. Friend (• to •••••) Book: Midnight Roads. Forsaken. etc. A mentor may also use his influence or abilities to help your character out. Make a Presence + Persuasion roll. p. provided that such exists. The number of dots purchased in this Merit determines the relative power. Likewise. as a little insight into the local power structure — not to mention the chance to earn a bit of favor — can go a long way. and may not use it on the same subjects more than once a day. Note that this Merit’s effects may come into play again in the same city if the localpower structure undergoes a significant shake-up while the nomads are away. making contact with the powers-that-be usually proves to be a notion as difficult to follow through with as it is wise. however. The character receives a +2 bonus to all rolls made to track down a local authority figure of her supernatural “type” (Kindred. Mentors may also ask for something in return for their assistance. years of experience and significant influence in your character’s field of interest. p. p. Two dots indicate a mentor with a wide range of capability and experience in your character’s field of interest. Power represents the friend’s level of skill and influence. Such people are prized by many of those who take to the road. Similar to Haven. but all have a knack for getting a foot in the door. Trust is an indicator of the depth of the friendship. The Retainer Merit can represent these potent allies if they are subordinate to the character. Lost. The character may not use this Merit on himself. three dots is about the same level of power and five dots means a friend who is significantly more powerful. this new Friend Merit is intended to represent allied peers. Inspiring (••••) Book: The World Of Darkness Core. Four dots indicate a Mentor (• to •••••) . A mentor usually offers advice. your character can exhort those around him to redouble their efforts in the face of great stress or danger. One dot indicates a mentor with one or more specialized Skills and a small amount of experience in your character’s field of interest. which can lead your character into some interesting situations. 58 Prerequisites: Manipulation 3 Upon first rolling into town. knowledge and experience of your character’s teacher. but the initial reaction that she receives is likely to be a good one. there are multiple aspects of this Merit: allocate dots purchased to Power and Trust. While this is a valuable Trait for a Prince to have. indeed. Certain of these individuals are like charming snake oil salesmen. Three dots indicate a mentor possessing a broad range of Skills.). 68 Effect: The Allies Merit from World of Darkness Rulebook represents influence in groups. Mentor can represent individual allies to whom the vampire owes favors or allegiance. Ingratiating Wanderer (••) Book: The World Of Darkness Core. any individuals who actively assist your character and who are within earshot regain one spent Willpower point (not to exceed their Willpower dots). individuals who have independent power and are neither beholden to the character with this Merit nor owed any allegiance by her. this bonus applies to all mundane social rolls made to establish a positive first impression with said authority figure. Once per game session. although the Storyteller determines exactly how. If the roll succeeds. Your character’s mentor acts on her behalf. although he probably wants to see his charge do things for herself. p. 115 Prerequisite: Presence •••• Effect: Your character is able to rally others in times of great distress. Further. dots in Trust are added as bonus dice to any roll to convince the friend represented by this Merit to do something for the character. possess an almost uncanny sense for the best places to look for the people in charge and how best to approach them. However. while others are just approachable and assertive.

Intimidation benefits most directly from this Merit.000 a month and $500. The number of dots indicates your character’s general level of wealth. Drawback: This isn’t something that a character can just turn on or off.000. the spirits don’t mean the character ill. That doesn’t mean he has a blank check with which to buy everything he sees. 20. actually frightening poetry or appearing to be a “dangerous” rock star). p. Skinchangers who emulate carnivorous or impressive animals commonly take this Merit.000 a month and as much as $5. parents) that is sufficient to cover their basic needs: food. One dot suggests low disposable income: $500 a month and approximately $1. Predator’s Bearing (••) Book: The World Of Darkness Core. Persuasion (fear can make for an exciting seduction) and Socialize (the cool kid who gathers the crowd can be disturbingly scary at times) are all viable Skills. And creepy people receive more scrutiny. centuries) of experience. Changing Breeds. Special: Creatures that are already top predators in their regions (such as lions on the savannah) are unafraid of other predators. He might be able to afford one or two items with a cost equal to his Resources dots in a single month. for whatever reason. The Storyteller has final say on what’s too much or what’s too often. spirits like his presence.000 worth of assets. Pleasing Aura (•••) Book: Skinchangers. shelter and transportation. 115 Effect: This Merit measures your character’s material resources. Many other Social rolls suffer a penalty because of the character’s nerve-wracking habits. All characters are assumed to have a job or a source of income (trust fund. such as vampires or werewolves. watching the character out of the corner of an eye. Two dots suggest moderate disposable income: $1. A human feels a base fear in his reptilian brain that catches his breath or causes hairs to stand up on the back of his head. The Storyteller can assign cost dots to other items during play based on what’s here. p. The bad news is that spirits tend to flock around the character.000 worth of assets. Five dots suggest significant wealth: $50. The character might have an emotional resonance that is universally enjoyable for denizens of the Shadow Realm. The bonus from Predator’s Bearing can apply to animals. They represent available cash at any given moment. A five-dot patron watches over your character and influences her life in ways both obvious and subtle. Five dots indicate a mentor with towering influence and power in your character’s field of interest. This is because. People are often reluctant to deal with someone who frightens them (not everybody’s turned on by the thrill of dangerous partners). The good news is that.000 worth of assets. The character gains a +1 bonus to Persuasion and Socialize rolls to affect spirits. This includes supernaturally-enhanced predators. 109 Effect: Strange things happen around your character. This Merit adds +1 die to any Social roll that would benefit from such unease. and likely has an agenda in which your character is pivotal. p. Dots in this Merit represent disposable income . If your character has the same or more dots in Resources.mentor who not only possesses a broad range of Skills and decades (or in some cases. Any Social action that such a demeanor would make more difficult suffers a –1 penalty.wealth and assets that can be liquidated for more money in case of emergency. but some forms of Expression (reciting black. Three dots suggest significant disposable income: $2000 a month and maybe $10. Animals stand stock still. p. The character’s efforts to sing a sweet song or act the waif must first overcome her natural “hungry” tendencies. which they can ill afford when trying to lie. he is also a preeminent figure with major influence in your character’s field of interest. Items with lower costs can be acquired more often. Equipment.000 worth of assets. weapons and items throughout these rules are assigned costs in dots. The only means by which your character’s Resource dots might decrease is if story events conspire Resources (• to •••••) . if appropriate. both possessions and wealth. as a general rule. Four dots suggest substantial disposable income: $10. ready to run should she step close. Resources can be used to determine if your character can reasonably afford a purchase or expenditure. 97 Effect: Something about your character reminds people and animals of the predators that hunt them. he can afford the item on his disposable income.000 a month and approximately $5000 worth of assets. or maybe they just like your style. Book: Book Of Spirits. Character with this Merit cannot apply it against such creatures. making him one of those people who is always in the “right place at the right time” with respect to otherworldly events. Unless they get territorial or jealous. Your character’s Resources dots aren’t spent and don’t go away.

background and character sheet of his own. Saintly (•••) Book: Signs Of The Moon. Five dots indicate an extraordinary follower. With coy looks. One dot suggests a child. He might owe his life to your character (or to your character’s predecessors). and four in many others) or he may be capable of supernatural feats. indentured servant or fanatical follower on whom she can rely. and they don’t like her. the artist is able to soften a target to suggestion. she has a little influence on them. pp. Dots spent in the trait indicate the training. Unless your character has direct control over a retainer’s mind. Drawback: If your retainer is ever hurt he may be incapable of service while recovering. Or your character might have a supernatural hold over this poor person. He might not risk his own life unduly or perform a task that violates his own morals. A retainer who possesses his own will and who is forced to perform a duty that offends his sensibilities or defies his morals may abandon your character. A dedicated street kid might hang on your character’s every word and get her information or contacts without being asked. She gains a +1 to Intimidate rolls against spirits. p. Regardless of the circumstances. The servant is completely mundane and has no particular training above the human norm (he has two dots in all of his Attributes and Skills). and whether they can be salvaged. p. The performer can subtract her rating in this Merit from a subject’s Wits + Composure roll to resist seduction attempts (see the World Of Darkness Rulebook. Persuasion and Socialize rolls against spirits. A given spirit may be unwilling to involve itself with her at all. A retainer can be called upon to perform many duties without fail. which could cause complications. Drawback: Some spirits are not unwilling to harm her. 144 Prerequisites: Dexterity •••. aide. A mighty spirit might have blessed or cursed her when she was young. A bodyguard might be willing to hurt other people on a mere command. or graceful hypnotic movements in dance. 213–124). Points spent to acquire a retainer who is killed or driven off are lost. Four dots represent a valued and irreplaceable assistant (someone with a handful of traits with four dots each). 116 Effects: Your character has an assistant. He may be paid exorbitant amounts of money that buy his unwavering loyalty. an automaton or a madman with limited capabilities and freedom of thought. Seductive Grace (• to •••) . Each acquisition of this Merit grants your character one follower. You need to establish how this trusty companion was acquired. p. she has a level of notoriety. unless subjected to repeated abuse or an utterly intolerable assignment (as decided by the Storyteller based on the assistant’s personality). Your character might blackmail this person or threaten his family with harm if services are not rendered. Three dots represent a capable employee with a range of training at his disposal (three or four of his traits have three dots). Perhaps your character’s fortune is wiped out. 84) when she uses her talents to directly allure and distract onlookers. and to attempts to abjure or exorcise them from places or human hosts (see the World of Darkness Rulebook. Retainer (• to •••••) Book: Book Of Spirits. this person can’t be made to perform any task. p. Retainer is different from Allies in that no roll is ever made to get results from an aide. He is exceptional in many ways (five dots in a couple traits.against them. Either way. She might make spirits uncomfortable because of her extraordinary faith (per the Merit’s name) or maybe she has a less earthly reason for disturbing them. meaningful words dripping with intent. Book: The World Of Darkness Core. or declared her off-limits to others for inscrutable reasons. They may also be unwilling to harm her or disrupt her life. If he is killed. he’s lost forever unless supernatural in origin. Expression •• The character has mastered the nuances of seduction through their expressive craft. and may even see it as a challenge — after all. temporarily or permanently. he loses his job or his company is subjected to a hostile takeover. He performs the task requested. The Storyteller usually plays your character’s retainer. 110 Effect: Spirit’s do not like your character’s presence. capability or flexibility of the aide. The Storyteller therefore influences how your character’s dots might decrease. however. She suffers a –1 die penalty to all Expression. Two dots indicate an ordinary person over whom your character has sway. this person is constantly loyal and follows almost any order without question. You or the Storyteller should detail your retainer with an identity.

the leader may spend 1 Willpower and roll Manipulation + Persuasion reflexively to issue a command to his unit. Shadow Contacts (••• to •••••) Book: Book Of Spirits. In game terms. spirits rarely go there and rarely think to go there. but may well not. Drawback: This Merit is fragile. Whatever the cause. The character must be in charge of the unit in question for it to benefi t from his tactical leadership.Book: Book Of Spirits. The Storyteller (who likely knows just who or what the Shadow Contact is) may simply decide. the stranger and more disturbing the price. Drawback: If the character receives an answer from the Shadow Contact. her rating in the Merit drops by one dot. the contact refuses to speak with her any longer. For each answer the Shadow Contact provides. the entity may demand all the hair shaved from three young girls. Clever characters may be able to delay the entity for some time. This price often has some tangential relation to the nature of the question. p. On the other hand. p. She must purchase the Merit anew from zero dots. This will often involve meeting the reneged upon deal. word begins to spread. If the character asks whether and why her creepy neighbor is stealing locks of her hair. she must pay the price or make the contact reluctant to speak with her. p. The character only pays the price if the Shadow Contact has the answer. Drawback: The Willpower bonus only applies in a situation in which the leader and his men are already well trained. in a way similar to the worst streets in a mortal city. including the leader. or the presence of a spirit alters the resonance that once kept them away. If the rating drops below three dots. the leadership bonus does not apply unless it is applied to a defensive dice pool. p. or he may roll the character’s rating in the Merit to determine either way. all members of the team. Shadowless Chambers (• to •••••) Book: Dogs Of War. 110 Effect: Your character knows a place where she can ask questions and get information. the manhole that a murderer used to dispose of bodies or nearly anything else — and can occasionally go there to get answers. it asks a price. which represents finding a new mysterious font of information — no easy task. When conducting a tactical maneuver such as a flanking attack. Each such event reduces the Merit’s rating by one. The location may have a bad reputation in the spirit world. 21. using tactics familiar to all men in the unit. including the leader. Frivolous questions are discouraged by incommensurately outrageous demands. in any turn. Each time the character fails to give the Shadow Contact its dues. or the resonance infects the spirit — such events serve as excellent reason to increase this Merit with experience points. The more urgent or esoteric the question. a dank cave in a national park. when something bad does happen to the spirit there — the character manages to discorporate it. Note that the Merit degrades only if the Shadow Contact decides that her payment is officially past due. 97 . When a spirit does manage to find the character in the marked location. The character may hide there with reasonable surety that denizens of the Shadow Realm will not find him. Asking whether she should change her hairstyle. She may purchase greater trust with proper roleplaying and experience points. Small Unit Tactics (•••) Socially Small (••) Book: Skinchangers. the voice may request a Barbie doll hanged in a noose made from a young girl’s hair. The Willpower bonus of +3. aka Urban Warfare) situation. She does not know what entity she asks. applies to all the men in the unit in that turn. Maybe the location has no reflection in the Shadow Realm or has a peculiar resonance that confounds spirits. must have gained 1 experience point at some prior stage whilst under the guidance of the leader. p. If a situation arises for which there is no SOP (Standard Operating Procedure). 110 Effect: Your character owns or can take refuge in a location that spirits have trouble finding. covering fire or when in a CQB (Close Quarters battle) or FIBUA (Fighting In Built Up Areas. or +2 to a defensive dice pool. She has reasonably free access to this place — which may be the urinal in a cathedral. Each dot in this Merit applies a –1 die penalty on spirits’ attempts to track the character to that location or reason out where he might be hiding. Changing Breeds. The location’s reputation diminishes. 39 Prerequisites: Manipulation ••• and Persuasion ••• with a Leadership Specialty Effect: The character is familiar with the tactical application of force by a small unit: no unit larger than a platoon. with interest. Any individual member may also stack their own Willpower expenditure and bonus on top of the leadership bonus conferred by the leader.

you need to purchase this Merit multiple times.Whether natural or carefully cultivated. credentials. The character gets chosen last for kickball. Examples include police. He might have an official position or title. the character gains +1 die bonus to use the Empathy Skill on spirits and to use the Subterfuge Skill to detect their lies. Perhaps one whispered to his mother as she was pregnant or sang him to sleep (and nightmares) as an infant. The four-dot version of the Merit does not grant the above. Intimidation and Socialize rolls.” Mechanically. everyone else successfully shouts over him. at the Storyteller’s discretion. The character may attempt to assemble a rough idea of what a spirit is saying in that tongue with a Wits + Empathy roll at a –3 dice penalty. This amounts to a –1 penalty to the Wits + Composure rolls to notice this character as a detail. unions. he usually weighs in as “unthreatening. just understanding their words. Status represents the privileges and liberties that your character is authorized to take within the confines and definitions of his group. criminals. each trait with its own dots. authority or respect within an organization. whether in an organization. He’s not necessarily forgettable. that version of the Merit makes it possible for the character to piece together and infer meaning from the glossolalia that spirits speak naturally when not forced to communicate with humans. Socially. Even when they do look at him. No one really takes his threats seriously. The aforementioned character might be a dirty police sergeant who has paid his dues in civil elections and gained some recognition among city officials. You would need to explain how he reconciles all this authority in the setting. In order to have authority in more than one venue. Drawback: Even when the character wants to be noticed. People and creatures who get nervous around others feel a little less so when it’s just him. and only available at character creation. people with this Merit register as someone whom people don’t need to pay attention to. a university faculty and hospital staff. as well as any other actions the Storyteller deems appropriate. p. banks. Waiting with others to get customer service’s attention. Shopkeepers who are strict about loiterers consider him a non-issue. Status (Criminals) ••• and Status (City Hall) •. This is by no means a conscious process of translation. Or he could be a lowly member of the group whom everyone likes or who has won some acclaim and is allowed more standing than he is officially entitled. the character always understands exactly what the spirit meant to say. This is the two-dot version of the Merit. even when he means them. Even prey animals react a little less to his presence. or might simply be revered and honored within the group and therefore accorded a degree of authority. Today. Other characters must purchase it at four dots. Skinchangers who emulate small or prey animals commonly take this Merit. if they even notice him in the first place. society or circle. an army corporal or a nurse at a hospital. group. Spirit Ear (•• to ••••) Book: The World Of Darkness Core. For characters who possess the two-dot version of Spirit Ear. On a mechanical level. People are as apt to remember him as they are anyone else. each acquired separately at character creation or during play. Each acquisition of this Merit is dedicated to one type of authority. p. Thus. City Hall. Some other Skills may also benefit from this Merit. the character gains a +1 modifier to Subterfuge and Stealth rolls. 116 Prerequisites: Varies (see below) Effects: Your character has standing. even though their alien minds speak human tongues only poorly. The character also ignores penalties based on poor understanding of the spirit’s words. a police sergeant or lieutenant. Book: Book Of Spirits. since people are paying less attention to him. Instead. 111 Prerequisites: Wits ••• or Composure ••• Effect: Your character has a knack for understanding spirits. he’s ignorable or of negligible importance. A cop with Status 1 can enter the suspect lockup and interrogation rooms. your character might have Status (Police) ••. Increasing dots reflect increasing clout. and the character has no means of more effectively communicating to spirits. Other penalties may apply. This applies a –1 penalty to Expression. company or social body. the four-dot version costs only three dots. and thus his lies and his attempts to go unnoticed. he’s still overlookable or unimportant. but the police don’t pick him up while looking for the usual suspects. while a cop with Status 4 can enter the evidence locker without supervision or get involved in a crime scene investigation without specifically being called in. Your character might be a company vice president. Status (• to •••••) . There are times when being small could benefit a player in Politics or someone using Streetwise. your character is easy to overlook. especially if the speech is hard to hear or the spirit is deliberately being vague or opaque. More generally.

perks and privileges of standing in them are listed below. The favor is asked outside official channels. a police detective who gets a lower-ranking officer to investigate a case may do so with Status. Going above and beyond — to ask for favors rather than give orders or to requisition an official request — enters the realm of the Allies Merit. Diplomat: Your character is a registered diplomat for a sovereign country. your character’s looks are angelic. Drawback: The more attractive your character is. High ranking members (•••+) have access to other clubs around the country. Prerequisite: Academics Skill Specialty: Law (private investigator). and call in urban-assault teams. Your character is also likely to receive a great degree of unwanted attention in social situations. crime and accident scenes. including corporate credit cards. is permitted to carry a firearm at all times and has access to a wide range of local databases. Drawback: Your character’s standing in a given organization is dependent on the fulfillment of his duties and on abiding by the regulations required of members. heads turn and conversations stop when she enters a room. Depending on the company. whichever Skill is appropriate to the request. a police detective who asks another officer to overlook some evidence or to delay an investigation does so with Allies. If he is an active-duty soldier he receives free room and board and medical care. and easily recognize her in a lineup. Prerequisites: Politics •• and Persuasion ••. coordinate with neighboring county or state police. and hiring and firing powers. Military: An enlisted soldier has a monthly stipend. Exceeding the confines of authority or proper channels transcends the limits of the Status Merit. access medical records and gain access to restricted areas such as crime and accident scenes. persuade. High-ranking soldiers (•••+) are officers who can command units. Prerequisite: Academics Skill Specialty: Religion. Striking Looks (•• or ••••) . A surgeon might have one patient seen or operated on before another. For two dots. Efforts to get things done through official channels still call for Manipulation + Intimidation. access to his country’s embassy and immunity from foreign criminal prosecution. circumstances and your character’s standing within the organization.The phrase “within the confines and definitions of his Group” is emphasized above because Status operates exclusively through official channels. Rotary Club: A basic member in good standing has access to the local meeting hall and a network of members who can provide club-related information or perform club-related duties. p. Penalties might apply if your character browbeats someone (-1). Witnesses to any criminal acts are much more likely to remember your character’s appearance. Corporate Executive: A low-level corporate executive has access to much of the company’s resources. High-ranking officers (•••+) can initiate investigations. gaining access to people and places such as accused criminals. Science Skill Specialty: Demolitions (building contractor). Book: The World Of Darkness Core. hospital patients. Subordinates or co-workers might resent their assignments. expense accounts. He can write prescriptions. If he works in a foreign country he has free lodging. and restricted areas in religious institutions. or he could be a building contractor and be authorized to own and use explosives for professional applications. Executives (•••+) have larger salaries. is permitted to possess military-grade firearms and has access to restricted sources of information and equipment. Bonus dice equal your character’s Status dots. Meanwhile. your character gets a +1 modifier to all Presence or Manipulation rolls when she attempts to use her looks to entertain. because that’s within the official confines of his authority. That request is conducted through proper channels. Licensed Professional: Your character is licensed in a recognized profession that affords him privileges unavailable to most civilians. Some sample organizations and the basic benefits. and have sway over connected civic groups and political figures. not to mention social perks and access to connected political figures and/or celebrities. For four dots. A basic member can also benefit from the organization’s emergency fund in times of need. 117 Effect: Your character is exceptionally attractive by modern standards. Medical: Your character is licensed to practice medicine. City Police: A patrol officer has legal powers of search. Persuasion or Socialize rolls. So. the Merit doesn’t automatically get results. While Status might allow your character to give orders to underlings. Clerical Standing: Your character is a licensed minister. requisition military equipment and perhaps even initiate foreign insurgencies. uses threats (-2). Prerequisite: Medicine ••. dislike your character or have personal agendas that interfere with your character’s needs. distract or deceive others. cell phones and computer equipment. seizure and arrest. vehicles. she gets a +2 modifier. skirts the limits of his authority (-2) or exceeds his authority (-3 to -5). He might be a private investigator and authorized to carry a concealed weapon and to have access to restricted databases and government files. he can also access sources of information and influence not available to the general public. the harder it is for her to avoid notice in public.

abandoned freight tunnels. Two dots indicate a major city (such as Midway) or a densely populated county. 60). not a sworn officer. for example). 54. Sworn Officer (• to ••••) Book: Chicago.. This Merit differs from Status (see the World of Darkness Rulebook. He’s safe so long as he stays on the biggest and busiest passageways. She is empowered within her jurisdiction to make arrests. Three dots indicate a statewide agency. She can tell her location in the tunnels by one or two subtle landmarks and knows the fastest routes Tunnel Rat (• to •••) . This Merit indicates how well the character knows this interconnecting suite of tunnels. in addition to the effects described below. p. not the least of whom is Max Maurey.g.g. Support Network (••) Book: 13th Precint. This support network offers sympathy that most could not. deep tunnels. This Merit allows the character to spend a Willpower point to gain the usual three-dice bonus on the roll to resist gaining a derangement. One dot indicates a small to mid-sized town or a rural county. she also can expect professional courtesy (see p. 82 Prerequisite: Status •+ in the group Effect: With this Merit. 34 Homeless or investigative vampires who have spent all or most of their Requiems in Chicago (The Lost City) may have gained some knowledge of the vast and complicated system of connected el tunnels. and the group may call her in to perform other perverse acts in kind. p. •• The character has a solid. or he may stick to primary and secondary tunnels. See p. The civilian director of the Midway Forensic Science Center may be an MPD employee with Status (MPD) ••••. Getting from one place to another strictly through the tunnels may take up to twice as long as it would on the surface. the Storyteller is strongly encouraged to provide this Merit free. 81 Prerequisite: The character must meet the basic requirements to be an officer in the department she selects. Note: For a police-centered story in which most or all of the characters are officers. but imperfect. view confidential information. such as body disposal. She may legally carry a concealed deadly weapon anywhere in the United States not prohibited by federal law. from –3 to –2). Characters may add their dots in this Merit to Survival dice pools made within the Undercity. p. p. Penalties to dice pools for navigation and survival in the Undercity are reduced by two (e. p. use department equipment and resources. subject to local customs and policies. Four dots indicate a federal agency with national jurisdiction. However. if the action causing the roll is acceptable to the members of the group. 54. 36 for the minimum requirements for an MPD officer. Effects: You character is a sworn law enforcement officer. • The character has ventured into the tunnels once or twice. She has personally explored dozens of tunnels down to the smallest service conduit and probably spends most of her active time down in the Undercity. Penalties to dice pools for navigation and survival in the Undercity are reduced by one (e. Invite Only. an individual player who wants to play a cop character in a non-police-focused chronicle must still purchase this Merit. the character has access to a number of likeminded individuals who share in a particular depraved act. Characters may add their dots in this Merit to Survival dice pools made within The Lost City. In such a case. understanding of Chicago’s (The Lost City) tunnels.. ••• The character knows the Undercity in an up-close and personal way. in addition to the effects described below. Traveling from one place to another through the Undercity is no more time-consuming than surface travel. being a cop is an intrinsic part of the story and players should not be charged points for playing characters that fit the game’s concept. request assistance from other agencies and use force during the course of her duties. When in another agency’s jurisdiction.Book: Immortals. This Merit was originally printed in World of Darkness: Chicago. The number of dots purchased in this Merit determines the extent of the jurisdiction of the agency for which your character works. He may specialize in one kind of tunnel (el tunnels or freight tunnels. This can lead a character to an even quicker path to moral degradation. with all the rights and duties thereof. even when off duty. while Sworn Officer indicates that the character actually is a duly empowered law enforcement officer. 116) in that Status represents a character’s standing within an organization. Drawback: The group expects the character to act as support for other members. It should be noted that any Kindred who starts bringing unwanted visitors into the Undercity makes enemies of his fellow tunneld wellers in no time. from –3 to –1). sewers and commuter train tunnels that riddle the land beneath the city. but he’s still a civilian. p.

Penalties to dice pools for navigation and survival in the Undercity are reduced by three (e.to get anywhere.g. from –3 to 0). A character with this level of knowledge need never fear getting lost in the Undercity and cuts travel time by 25% when traveling between any two points in Chicago (The Lost City) via the tunnels. ..

This requires the character to grapple the mage (see p. If the character with this Merit is a mage. Whenever a mage suffers a Paradox within view of the character with this Merit (that is. as is any other spell designed to gain information about or otherwise analyze the character (including Scrying). a character can and does find that her Resonance with the Abyss increases the more contact she has with Awakened magic. the character doesn’t absorb the Paradox within his own body). For example. the character can pinpoint a direction. If this roll fails. that is. the character can try to force a Manifestation. in a standard World of Darkness’s character or game. though. the next mage to do so. or a cold shudder down her spine or the sounds of wailing and screaming as if from a great distance.Special Template’s Merits The merits on these list couldn’t fill. any damage from containing a Paradox upgrades to the next category (bashing becomes lethal. but characters with this Merit resonate strongly with the Abyss. has a Paradox base dice pool of two. each level of the Merit is a prerequisite for the next. if your character’s Alternate Identity (•. no matter who it is. Whenever a mage casts a vulgar spell within 100 feet of the character. Eyes of the Abyss (•): The character can automatically sense Paradoxes and even potential Paradoxes. All purified are assumed to have a single legal identity and need pay no Merit dots for this privilege. If the player makes a reflexive Wits + Composure roll. The character might perceive this information as a scent of saltwater and smoke. your character has almost certainly begun to have to use various minor forms of disguise to change his appearance so that it better matches his legal age. A character can’t have Skin of the Abyss without first purchasing Eyes of the Abyss. regardless of whether a Paradox occurred). Any Unveiling or Knowing spell cast directly on the character is considered vulgar in aspect. Also. and neither are any allied mages in the area. Drawback: So much exposure to the Abyss is dangerous for the character’s sanity. Having a second identity allows purified to have an identity that matches his apparent age and it also allows him to easily vanish if any legal questions arise surrounding his activities. Dots in this Merit allow access to various effects based on the Abyss’s growing intrusion into the character’s soul. if the purified has lived in a single legal identity for more than two decades. The player rolls Resolve + Presence + Gnosis in a contested action against the mage’s Resolve + Stamina + Gnosis (resistance is reflexive). Abyssal Resonance (• to •••••) Book: Immortals. 39 Effect: All Sleepers have a shard of the Abyss within them. she senses it. A character with this Merit. Book: Banishers. she is not immune to the effect. However. no matter what type was indicated by the Paradox roll. if one member of the cabal casts a vulgar spell (Paradox base dice pool of one). The damage remains resistant. This Merit is progressive. the Paradox becomes a Manifestation. The mage’s player rolls Resolve + Stamina + Gnosis – (the number of vulgar spells the mage has cast during that scene. In addition. but any mage around her certainly feels its effects. 110 Note: Purified Effect: As beings that live for centuries and can die and later return to life. Beacon of the Abyss (•••): Merely being in the presence of this character invites Paradox. In game terms. •• or ••••) . objects grow cold to the touch. All mages within a 50-foot radius of the character increase their Paradox pools whenever any mage casts a vulgar spell. purified regularly require new legal identities. Skin of the Abyss (••): The Abyss protects the character from attempts to identify or analyze him. mages with this Merit always have nimbuses that relate to or call to mind the Abyss ó shadows darken. No roll is required. The character has little or no control over this Merit. Abyssal Warden (•••••): The character unconsciously understands and can manipulate the gateways between the Fallen World and the Abyss. 157 of the World of Darkness Rulebook) and the player to spend a Willpower point. Using this power requires the expenditure of a Willpower point. p. p. unless with Storyteller's permission. she must check for a new derangement as if she had just failed a degeneration roll (dice pool is Morality or Wisdom). normally. etc. Every time the character increases the rating of this Merit. If the mage fails to equal or exceed the character’s successes. Claws of the Abyss (••••): Containing a Paradox within one’s own body is often a wise decision ó better a few points of bashing damage than an hour’s worth of insanity or the chaos of an Anomaly. can worsen the damage thus inflicted. lethal becomes aggravated). The Abyss does not discriminate. this roll allows the character to identify him. If she is in the presence of the mage who cast the spell.

paper trails and bureaucratic scrutiny make acquiring a new identity far more difficult than it was in the past. At four dots. but only one can be active for every version of this Merit that the character possesses. but any kind of trained scrutiny such as from a police officer or bureaucrat immediately identifies this identity as a fake. Therefore. Drawback: Although one-dot Alternate Identities require no maintenance. and still worse for your very clever enemies. Characters can also pay criminal organizations to maintain alternate identities. competent and time-consuming search by trained professionals to uncover any hint that the purified isn’t exactly who he claims to be. This Merit may be purchased multiple times at multiple ratings. the amulet is typically given to an unknowing target. requiring only a few hours of work every month. keeping a four-dot identity believable requires at least several hours of work every week. If used in this fashion. you claim your successes on this roll as a bonus of your own and neutralize any they would have earned. Any number can be created. he can use this alternate identity if there is no way for him to explain his perceived death. If anyone tries to use Anticipation on you. pays no taxes and has no phone number. If the Merit has a variable effect. In the case of certain Merits such as Resources or Status. Alternate Identity (••) creates an identity that will pass most forms of relatively cursory professional inspection. This bonus cannot raise the character’s Attribute above 5. Paying Experience Points to upgrade an identity represents the effort needed to build it back up. this bonus increases to +2. alternate identities never fall lower than one dot. including both the cost and the possibility of blackmail. the amulet can only enhance a single emotion. However. many people soon realize both of these identities belong to the same individual. very good at using their best-guesses against them. However. However. since a character may not easily be able to access or maintain them if that identity is compromised. 118 Effect: You are almost impossible to Anticipate. corresponding to the bonus it gives to the wearer. The number of dots spent on this Merit determines how convincing and in-depth the documentation surrounding this new life actually is. but not much else – a character can go shopping and get around in most daily situations. 83 Note: Body Thief Effect: Each purchase of this Merit allows for the maintenance of one amulet at a time. The character may only instill in an amulet Merits that she knows. it might also be worth noting to which identity these Merits are tied. each time representing a different identity. your character must take time and spend money to maintain any two or four-dot Alternate Identities. both of the more thorough versions do. At two dots. if all of this data exactly matches your character’s primary legal identity. except that it affects the target for as long as he wears Amulet (•• or •••) . The vast majority must look for help. If someone checks on a legal identity. Failure to perform this upkeep on an identity causes it to be reduced to the next lowest level. However. it provides a +1 bonus to any single Attribute chosen by the caster at the time of creation. Book: Mirrors. p. but doing so causes its own problems. Alternate Identity (••••) represents an identity that is essentially as real as any identity can be – it takes a truly dedicated. Similarly. Also. if your character is arrested and the police begin a formal investigation his identity will quickly unravel. like Emotional Urging. and if you’re successful. The instilled Merit works normally. The amount of maintenance needed to keep a two-dot identity looking legitimate is fairly minimal. either from older and more experienced purified or from some mortal or supernatural source who is skilled in the various complex and highly illegal methods of acquiring such documents. they will immediately become suspicious if the person has no legal address or magazine subscriptions. Alternate Identity (•) represents an identity that passes casual inspection. an identity may also be upgraded later with the appropriate in-game explanation and experience expenditure. at least as far as his documentation is concerned. Few characters have the skills to create a new identity for themselves. you may counter it with an opposed roll (the dice pool would be the most appropriate based on their roll). The character can sacrifice one point of the amulet’s bonus during the amulet’s creation to instill the amulet with one Body Thief Merit like Morality Sap or Emotional Urging. p. A police officer that pulls your character over will not automatically pick up anything unusual if she runs the character’s license plates or calls up his name in a database. which must be determined when the amulet is created. but cannot stand up to a sustained investigation. Anticipation: Unpredictable (•••) Book: Immortals. Having the identity make frequent trips to remote locations and similar inventive dodges can reduce the frequency of this maintenance.body dies in such a way that others notice his death. modern background checks. The Merit comes in two levels. who is the victim of this Merit for as long as he wears or touches the amulet.

your body moving in response to signals that your brain never consciously registers. you’re not normal. The creator can also perform a short ritual where he makes an Intelligence + Occult roll and spends one point of Willpower. extended. If successful. While the Kerberoi who enforce them know when someone breaks the law. Three dots provide the character with a beast similar to a dog. Failure: The creator fails to instill any power into the amulet. though it may also be an animal that is oddly-colored (an albino. Two dots represent an animal with similar traits to a cat. Each roll represents one hour of work. Whether your mental state matches a warped and twisted body. Note that this potentially increases the duration of any Body Thief Merit indefinitely. One dot is usually equivalent to something small (such as a raven). (Traits for these three animals can be found on p. World of Darkness Rulebook. but she gains +3 dice on this roll. Drawback: Other people can see that look in your eyes and know that something’s wrong. If an amulet contains both a Body Thief Merit and an Attribute bonus.the amulet. However. Once you know all of the Old Laws that apply in a particular Dominion. 127 Prerequisite: Dexterity ••• or Wits •••.the number of Old Laws (max -5) Action: Instant Barrister (••••) . and you’re a natural at comprehending legal systems. it’s quite often a black animal. Book: Inferno. p. you’ve got a decent sense for just when you can push the very edges. 203. making for a faster creation. p. the effect ends immediately upon the wearer’s removal of the item. or you look out of a normal face with the eyes of an ancient predator. You run on instinct more than intellect. you know precisely when it’s best to get the hell out of Dodge. The total number of successes required depends on the level of the amulet. this Merit will need to be re-purchased). Intelligence •• or below. Dice Pool: Intelligence + Politics . The character can also sacrifice one point of the bonus to craft an amulet that allows a body thief using mystic exchange to remain in her current body even after the end of that ritual’s duration. you can work out ways to push the edges. If you raise your Intelligence above •• then you no longer benefit from this Merit. 125 Prerequisites: Possessed Effect: The Possessed is tended to by an animal guardian. Better. Two-dot amulets require only 10 successes and fourdot amulets require 20. Available at character creation only. The character may still at times need to succeed on a Manipulation + Animal Ken roll to communicate her wishes (which are not purely empathic). Roll Results Dramatic Failure: The object being used as the amulet is rendered useless and the caster loses one point of temporary Willpower. obeying the letter of the law but not the spirit without drawing undue attention. you use the higher of your Dexterity and Wits to determine your Defense. Duration: Permanent until destroyed.) Animal Familiar (• to •••) Book: Slashers. Creating an amulet also requires an Intelligence + Crafts roll to create or modify a suitable object. Atavism (•) Book: Book Of The Dead. Characters who use this amulet instantly switch back to their original body one turn after the amulet is removed. The number of dots purchased in this Merit indicate the general strength of the attendant hellfamiliar. p. Exceptional Success: Additional successes are their own benefit. Success: The caster gains progress towards the amulet’s creation. A character can only benefit from a single amulet for each Merit or Attribute. You suffer a -2 modifier on non-confrontational Social rolls. Dice Pool: Intelligence + Occult. for instance. 91 Prerequisite: Politics ••• Effect: The Lower Mysteries thrive on the Old Laws. or a creature whose feathers or fur shows patterns that are not common or ever found in nature). The animal is profoundly loyal. and will protect the Possessed at the cost of its own life (though if that happens. Like an animal. regardless of how far away it is. he can instantly cancel the effect of the amulet. Effects: You’re a throwback to a time when men were closer to beasts. both of these affect the wearer. You can only do this once in each Dead Dominion.

See “Cursed Items. Exceptional Success: Your character has a sudden flash of insight. you can’t get around spilling blood on entering a Dominion that requires it. When you kill a person in a fashion that Damnable Certainty (••••) . Failure: The Old Laws are cast in stone. 112. Available at character creation only. 154 Prerequisite: Dampyr Effect: You are like the Balkan Dampyr whose exploits fed much of the old mythology. Occult •• Effect: Your character has a powerful attachment to living her life for as long as she can. 91 Prerequisite: Mortal (non-supernatural). the Dominion’s Kerberos knows precisely where he is. Though the character may use the item from time to time for an advantage. for a total Chi of three. The pivotal moment of becoming — or being changed into — a supernatural creature eliminates it. Purified characters can purchase this Merit no more than twice. When you kill. and enough esoteric knowledge to instinctively ward off malevolent influences. To the eyes of the dead she shines like a beacon. Only mortal. 111 Note: Purified Effect: Your character gains an additional dot of Chi. Cursed Item (• to •••••) Book: Slashers. p. p. Though you appear normal. See Effects of Chi (p. Book: Book Of The Dead.Roll Results Dramatic Failure: Your character thinks he’s found a loophole. That passion burns within you. easily allowing you to fit through gaps as small as a human fist. and your character can’t think his way around them. you are whole again. Hunter: The Vigil p. more experienced and powerful purified have more dots in Chi. rather than one. The first time he takes an action that isn’t clearly allowed by the Old Laws. you’re able to bend and contort your body in grotesque ways. All purified begin play with one dot of Chi. the fire of certainty scours all doubt from your soul. and have 2 points of durability against such attacks. Available at character creation only. Chi (•••) Book: Book Of Spirits. Drawback: Your flexible bones don’t protect your organs as well as normal human bones. 99) for more information about how this Merit affects your character. You can take one action that would normally contravene the spirit but not the letter of the Old Laws without the Kerberos knowing. 108 Effect: Your character possesses an item of power but questionable providence. You can pick two actions. but unless the Law is very specific you don’t need to spill your own blood. and possess flexible bones. p. Your character adds her Occult dots to her resistance roll against any Numina. Chi can only be increased using experience points. burning with a light so bright that some ghosts have a harder time affecting him.” p. During character generation. as she subconsciously wards herself against the power of the Underworld. each additional dot of Chi costs the character three Merit dots. that advantage always comes at a price. However. p. for example. 127 Prerequisite: At least one altered tenet of Morality (see The Code. Success: Your character knows how and when to push his luck. though doing so requires several minutes (tighter squeezes taking longer to negotiate). Boneless (••) Book: Immortals. 325) Effect: You know that what you’re doing is right. but he’s wrong. Your character can only purchase additional dots of Chi as a Merit during character creation. During play. mundane characters can possess this Merit. Beacon Of Life (•••) Book: Wicked Dead. p. You are also extremely resilient to Bashing damage. and Lethal attacks against you benefit from the 9-Again rule. for examples of what a character may possess with this Merit. This extends to Manifestations unlocked by the Stygian Key.

Declaration: Shocking Revelation (•••••) . and the honorable commit suicide in shame. p. 119 Effect: You have a catalog of secrets and scandals in your head. 91 Effect: Something about the Underworld resonates with the character’s way of thinking. If someone is well-known or famous. You do not suffer penalties when your Declarations stretch probability so long as they come with sufficiently strange details the Storyteller can use to complicate and embellish future drama. so long as the facts you declare are those you could reasonably know by word of mouth. Dead Reckoning (•) Book: Book Of The Dead. chances are you’ll know something about them. forever cut off from the living world. Your character gains the 8-again quality on all rolls to navigate the Underworld (see “Navigating Dark Passages. undertakers. must be the truth. macabre.” p. Declaration: Holmesian Deduction (•••) Book: Mirrors. you regain a point of Willpower. you the third. When the roll is made. and Indian mahar corpse handlers — or she feels a natural aptitude for life below ground. Your Other characters who can perceive ghosts will know that something’s odd about your character from all the attention she’s getting. Drawback: The more your character is touched by death. 119 Effect: You can make Declarations to devastating effect that can make those of a nervous disposition collapse. 119 Effect: “When you have eliminated the impossible. tainting her geist along with it. p. 93 Prerequisite: Sin-Eater Effect: Something has stained your character’s soul. however improbable. your character connects with ghosts on a level that few others will ever manage. Maybe he’s more at home around the dead than the living — common among pathologists. The four-dot version indicates that ghosts sometimes have a hard time remembering that you’re not already dead. p. You get to say the first thing the Declaration will make the target do. and the victim’s reactions determined. In the caverns and tunnels of the Underworld. You can use this ability once per session. your character gains a +2 modifier. your Revelation has the effect of Intimate Sway in addition to its effects as a Declaration. 99 of this book). the more ghosts will treat her as one of their own. and unlikely. Whenever you roll Survival to navigate above ground. the deranged suffer a psychotic episode. you’ve got a damn fine sense of direction. and are always hearing more. Book: Book Of The Dead. the Storyteller the second. believing a physical body no barrier to communing with a kindred spirit. whatever remains. wherever they may be. Maybe something about your character’s death caused the stain. the successes are referenced against this ladder of extremis.” You have a knack for uncovering (via the Declaration mechanics) the bizarre. However she gained the mark. p. Purchasing an extra dot in the Merit allows you to apply the modifier against all ghosts. With the two-dot version of this Merit.is not a violation of your altered Morality. Declaration: Ear For Gossip (•) Book: Mirrors. You can add a target’s Status or Fame Merits to your rolls to make Declarations about them. Drawback: You have to remain moral in order to know right from wrong. Ghosts actively seek her out. Your Morality must be equal to or higher than the level of the altered sin. Death-Touched (•• or ••••) Book: Mirrors. and so on until you are both satisfied. p. This Merit normally only affects dealings with ghosts in the Underworld. Perhaps her geist has always born the inky stain of death upon its corpus. do not re-roll 10s. Drawback: Navigating without a roof over your head is just that little bit less reliable. without the uncaring stars hanging over his head. In effect. your character gets a +1 modifier to all Presence or Manipulation rolls when dealing with ghosts in a non-confrontational manner.

it’s more devoted to the demon than to the human host. p. Demon Familiar Twilight (••••) Book: Immortals. confident that no one’s watching. the character can access it in near-absolute secrecy and squirrel away her little trinkets without fear of detection.Book: Skinchangers. This Merit represents a place that your character knows about where no one else ever goes. Activating this ability requires at least one hour spent in sleep. The Storyteller then rolls the character’s Wits + Composure in secret. 125 Prerequisites: Possessed Effect: The Possessed character has an embodied familiar with a physical body—a small imp. choose to immediately spend 10 experience points as a reflexive action to preserve the demon as a Twilight Familiar (see below). Stats for the Twilight Familiar can be found in the sidebar below. Demon Familiar Imp (•••••) Book: Inferno. especially for an urban skinchanger. upon the destruction of his embodied familiar. Dream (• to •••••) . meditation or an activity exclusively focused on accessing an altered state of consciousness. that person suffers a –2 penalty to all relevant rolls. or the ancient and abandoned Allied Products factory down the street. poetic reverie or even an imagined journey to a fictional dreamscape. there’s still the chance that someone will be in the wrong place at the wrong time and see him change. This might be through the collective unconscious. instead). Stats for the Imp Familiar can be found in the sidebar below. p. (Its master can also see and speak with the familiar freely. like the Animal Familiar above. p. but their ephemeral bodies are otherwise invisible and intangible to the physical world.” Twilight Familiars can temporarily manifest like ghosts (see Manifestations. in animal or human form. p. It might be the shack Old Man Grezny used for moonshine back during Prohibition. If an Imp Familiar is slain. 111 Note: Purified Effect: Your character’s ties to the Shadow Realm also gives her a connection to ancient truths that can be seen and comprehended only in dreams. finding answers to questions she couldn’t normally get by mundane means. Through effort of will. A Twilight Familiar must manifest or use Numina to affect anything in the physical world—except for its master. it latches onto its master and feeds off his memories. 21. and in the city it’s near impossible to find real privacy. your character can channel this insight into action. A skinchanger can also shapechange there and head out to experience her animal side. In game terms. or threatened). is profoundly devoted to its Possessed master (really. The imp. 126 Prerequisites: Possessed Effect: A Twilight Familiar is a spiritual entity with no proper physical body of its own.) A Twilight Familiar often leaves behind a subtle sign of its presence. Den (•••) Book: Inferno. your character can use her Dream ability to gain a supernatural insight concerning a question or topic. Sometimes. Changing Breeds. a Possessed character’s player may. A Twilight Familiar is also known as a “fetch. Whatever this hidden place is. 96 Indulging one’s need to change form and spend time as an animal can be… difficult. A Twilight Familiar. When someone tries to track her back to her den. even when it is not manifested. A successful roll results in one or more clues per dot of Dream. Unless your character lives in the middle of nowhere and all by himself. It will throw itself into harm’s way only if the character demands it. often represents its Possessed master’s Vice: a Gluttonous character may have something that resembles a bloated. She gains flashes of insight through reverie and visions. or the lights may flicker in the room when the entity is present. tumor-besieged bullfrog. while a Lustful character may instead be served by a lithe succubus or priapic incubus. though imps are allowed to favor the mortal soul. even if he cannot see or hear into Twilight. though. when manifested. A whiff of sulfur might waft from its location. The Animal Familiar does so without question or command. however. 210 in The World of Darkness Rulebook). drinking deep of the hunter’s soul to sustain itself in ethereal form. Once per game session. p. its Infernal spirit usually discorporates and returns to whatever Hell from whence it came. but imps can be a bit cowardly—an Imp Familiar needs to be urged into combat (or cajoled. p. whom it can touch at will. universal mind.

symbols and archetypes. It’s a tool for the Storyteller to help drive events of the story. the Shadow Realm and the Underworld. However. For the remainder of the night. Failure: The power fails. p. Essence Reservoirs can be made in any form. The thief cannot create emotions that are not already being felt by the target. If this indulgence would result in lethal or aggravated damage. Success: The caster achieves more successes than the target. the victim must reflexively spend one Willpower point and succeed in a Resolve + Composure roll to avoid indulgence. Purified cannot create Essence Reservoirs. p. A one-dot Essence reservoir can hold up to three points of Essence and must be at least as large as a small wrist watch or a large coin like a quarter. Each time the victim resists temptation. Dreams rarely answer questions directly. typically relying on symbolism and images to convey information. it reappears with him. Time. The answer has the potential to resolve the problem. their unending life. Of course. as long as he is touching this item when he returns to his body. A body thief can’t simply focus his attention and force a strange woman to be instantly in love with him. conversation. the item vanishes from the physical world and remains with him in the realm to which he travels. a Club member hoping to push her quarry to give up on life entirely can’t just wish for it and have her quarry leap from a window. and with it. Exceptional Success: As above. target fulfilled Vice within last week (+1 per. however. a thief could talk his target into the faintest flutter of a crush and then use this Merit to build that flutter into a rushing heartbeat. With practice and time. Rather. The amount of Essence your character can put in or remove from this item every turn is limited by both how much Essence he can spend per turn and how much Essence the device can hold. 111 Note: Purified Effect: Your character has some talisman or other item that can hold additional points of Essence. Essence reservoirs also exist in Twilight.The meaning of these clues is hidden behind allegory. A two-dot Essence Reservoir can hold up to six points of Essence and must be at least as large as a large pocket watch or a cell phone. Similarly. the thief can push on the mild feelings of fear or passion and feed them. becoming a driving force in the subject’s mind. the subject need not spend the Willpower point and can avoid indulgence with the successful roll. If one of the purified is seeking a specific person’s location wouldn’t see his address. up to a maximum bonus of +5. depending on relative importance) Possible Modifiers: Target fulfilled Virtue within last week (–3). up to +3) Roll Results Dramatic Failure: The power backfires. In a blink of an eye or possibly a wink. a tower or even the face of a man walking by at dusk. a good thief is able to manipulate the feelings of others around them. 83 Note: Body Thief Effect: Every thief needs a con to keep their lifestyle going. Emotional Urging (••••) Book: Immortals. but he can take those light feelings lurking and turn them to full blown wild fires. strengthen and empower them. she’d have to wait until he was already feeling morose over a lousy test grade before using Emotional Urging to amplify the suffering to dangerous levels. Book: Immortals. but they can bargain with spirits or some powerful mages who know the secret of their creation. she gains a cumulative +1 bonus to her next roll to resist indulgence. Also. The caster must be able to either speak to or touch the target or have a sympathetic connection in order to manipulate the target’s emotions. The character must touch this item to put Essence into it or retrieve Essence from it. If the character is touching this item when he sends his mind into one of these realms. but landmarks nearby could lead the way: a river. or just sheer forces of personality are all tools to manipulate the feelings of others. The target is immune to this effect for one day. over a romantic dinner with quiet music and dim lights. If an opportunity to indulge in the emotion presents itself. Essence Reservoir (• or ••) . this manipulation is not total. Dice Pool: Manipulation + Persuasion versus Composure Duration: One day Suggested Equipment: An item of emotional significance to the victim (+1 to +5. the caster suffers the full effects of a normal success. including being a working cell phone or watch. the target’s most powerful emotion at the time of casting amplifies dramatically. the victim must spend Willpower to avoid harm in their indulgence. Regardless of their size.

275-276 in Werewolf: The Forsaken. Wolf-blood characters cannot begin play with a fetish rated higher than ••. it falls into Slumber but it is not transferred back into the Shadow Realm as long as the purifiedfamiliar bond still exists. Book of Spirits. the player of the purified must spend some of his character’s experience points on the familiar. It also does not lose Essence for every hour it spends in the physical world or Twilight.” p. or Book of Spirits. Familiar (•••) Book: Blood Of The Wolf. your character can use his familiar as a magical connection that is sufficiently close that there are no penalties to her Siddhi roll. Some examples of fetishes that are applicable and useful to wolf-bloods can be found on p. or travel there themselves if their Numina allow it. supernatural effects that damage or manipulate the familiar through an emotional attack don’t damage or manipulate the purified to which it is bonded. p. any rating Effects: This Merit allows the character to begin play with a talen or a fetish. Stamina •••. and the rules for creating such fetishes (for werewolves) and using them (for uragarum) can be found on the previous page. whom it can touch at will. but their ephemeral bodies are otherwise invisible and intangible to the physical world. just as the purified can always see the familiar. p. 317322 in Mage: The Awakening. 135-137. Fetish (• to •••) Fighting Style: Frenzied Assault (• to •••••) Book: Slashers. pp. p. see p. with extra dots as listed below. Like other spirits. A familiar must manifest or use Numina to affect anything in the physical world — except for its bonded purified. One dot of this Merit indicates that the wolf-blood owns two copies of the same talen. Also. and a maximum Essence of 10. pp. two dots translates to a level-one fetish and three dots means the character owns a level-two fetish. 135). 112 Note: Purified Effect: Your character has a magical bond with an immaterial and invisible spirit from the Shadow Realm that aids him and which normally dwells in Twilight These familiars can temporarily manifest like ghosts (see “Manifestations. as well as pp. they can accompany their masters into the Shadow Realm. The Storyteller designs the spirit’s traits. 125 Prerequisites: Wolf-Blooded. Although familiars normally exist in the Twilight Realm. It must follow all the other rules concerning Essence. or pp. although there is no limit to how far a familiar can travel from the purified it is linked to. 210 in the World of Darkness Rulebook). 319-320 in Mage: The Awakening. including spending one Essence per day. 210-212 in the World of Darkness Rulebook. Finesse and Resistance) Willpower: Equal to Power + Resistance Essence: 10 (10 max) Initiative: Equal to Finesse + Resistance Defense: Equal to highest of Power and Finesse Speed: Equal to Power + Finesse + “species factor” (same as its earthly counterpart) Size: 5 or less (same as its earthly counterpart) Corpus: Equal to Resistance + Size Influence: 2 dots (choose one) Numina: Choose one Ban: The fetch has one Ban. with a limit of 5 on all traits. or Book of Spirits. If it is reduced to zero Essence. 273-282 in Werewolf: The Forsaken. chosen by the Storyteller pp. pp. Familiar Traits A familiar is considered to be the lowest rank of spirit (a “squire” or “lesser gaffling”. pp. The character to which the familiar is bonded is considered to be its anchor to the material world. Weaponry •• . p. however. 128 Prerequisites: Strength •••. 130-149 in Book of Spirits. Improvement: To improve a familiar. 278-279 in Werewolf: The Forsaken. 135. However. Each familiar begins play with at least one dot in each Attribute. pp. The purified and her familiar have an empathic connection. however. including additional Spirit Numen. it can gain Essence by being in proximity to something that it reflects (p. For rules concerning spirits traits. 127. Intimidation ••. 320-321 in Mage: The Awakening. each can automatically feel the emotions of the other. Familiar Traits Attributes: 3/3/2 (allocate dots in any order among Power.Book: Immortals.

or the Embrace loses this Merit. spend one Willpower point to turn the roll into a rote action (see the World of Darkness Rulebook. Book: Book Of The Dead. If your character uses a rote action in combat she cannot apply her Defense to incoming attacks on the same turn (see the “Combat by “Rote” sidebar on p. If you target an arm or leg and do five or more points of lethal damage. 134). making up for her lack of finesse with savage fury and dismembering opponents with each swing. Despite her almost animal intelligence. Available at character creation only. rending flesh from bone — and limbs from bodies — in an orgy of death. as does a character taken by the True Fae. Effect: The character can open Avernian Gates. your character can use her very presence to scare her targets into submission. Your character can’t have “Terrorize” until she has “Bestial Instincts. most of which are based on the Weaponry Skill. p. The gateway remains open for a number of minutes equal to the character’s Morality. and the bigger the better — though some spree killers prefer to use a more concealable tool. If your attack is a dramatic failure. All that is required is that she touches the gate.Effect: Your character knows how to use her weapon to great effect. She’s a natural killer. with a focus on ghosts or other death-related phenomena (see p.” The maneuvers and their effects. Savage Rending (••••): Your character swings wildly with her weapon. This willpower expenditure does not add three dice to the attack. part of a scene where he takes specific actions in order of Initiative — he gains an extra two points of Health and doesn’t have to roll for unconsciousness until his rightmost Health box is filled with lethal damage. Sin-Eaters cannot possess this Merit. Trance of Death (•••••): Your character is so far removed from normal humanity that the dangerous and chaotic whirl of combat means very little to him. Drawback: Spend 1 Willpower per attack. you may make a contested Strength + Intimidation roll. A gatekeeper that experiences the Awakening. See “Temporary Health Dots” on page 137 of the World of Darkness Rulebook for more information. Gatekeeper (••••) Hands Of A Killer (•) Book: Slashers. she would need the Unseen Sense Merit. are described below. Terrorize (••): Whether she grins manically whilst drenched in other people’s blood or refuses to speak from behind a gore-spattered hockey mask. like a soldier who has seen too much. finding solace in knowing that he could die at any second. Everyone who has seen you inflict at least two levels of lethal damage resists with their Resolve + Composure. 129 Prerequisite: Dexterity •••. for that. your character must have a close combat weapon capable of dealing lethal damage in her hand. Weaponry •• . She doesn’t think when fighting. 165). 109 of the World of Darkness Rulebook). Whatever it is. the weapon lodges in your foe. Every character who fails the contested roll loses their Defense until after your character’s next action. though of course they can already open Avernian Gates. instinct drives her to kill with a passion that only a few people will ever really understand. When attacking. To perform these maneuvers. 69 of Hunter: The Vigil. and the player expends a point of Willpower. Drawback: The bonus Health vanishes at the end of the combat — when the action fades to a point that Initiative is no longer necessary. Drawback: If word of the character’s talents gets out. Hard to Kill (•••): Your character doesn’t feel pain when he could be inflicting it. p. Bestial Instincts (•): Your character sees weakness as an opening. Maybe he tunes it all out. This Merit doesn’t enable the character to detect Avernian Gates. Each character witnessing the attack must succeed at a reflexive Resolve + Composure roll or suffer a -2 modifier on their next action. Dots purchased in this Merit allow access to special combat maneuvers which must be bought sequentially. Reduce all penalties for targeting specific body parts by two (see “Specified Targets. Instead of attacking. hiding it like a tiger hides its claws. and strikes before her prey has a chance to defend herself. the First Change. lashing around her in an orgy of blood and death. p. nobody can question his effectiveness. Maybe he actually enjoys it. Hunter: The Vigil characters can have this Merit at the Storyteller’s discretion. Whenever he is engaged in combat — specifically. wrenching it from your character’s hands. the blow severs the limb.” World of Darkness Rulebook. Drawback: Your character cannot use her Defense on the same turn she intends to use this maneuver. she realizes the benefit of having a weapon. she can expect various supernatural factions to want her enslaved or dead in very short order. 51 Prerequisite: Mortal. p. Your character may substitute her Weaponry score for her Composure when determining her Initiative modifier.

92). subtly shaping them according to his wishes. they don’t interest him enough to become especially proficient in them. which is of course an easy thing to say but not a rational thing to count on in the real world. Luck Drain ultimately comes down to robbing a victim of success on an action and taking those successes for themselves. 112 Note: Purified Effect: The character has claimed a minor locus (see p. Few purified are powerful enough to claim anything larger than a two-dot locus. Lucid dreamers cannot use any of the special actions associated with dream riding (such as Scour the Integrity. For all intents and purposes. During situations in which information pertaining to your character’s last employer is a factor. Available at character creation only. To the body thief who has developed the ability to drain the luck of others. Instead. He is also capable of engaging in oneiromachy. One dot provides your character with a one-dot locus. Drawback: The character can never take a specialty relating to the use of a melee weapon. p. and any who try must deal with powerful and hungry spirits. The character ignores the standard -1 penalty for improvised weapons. dealing with these kinds of forces can be dangerous. p. the object to which the locus is attached must be inanimate and can never be smaller than a large steamer trunk or some other object of at least Size 5. The addition of one dot to the cost allows this locus to be mobile. their changes are limited to simple environmental changes. Inherited Ghoul (••) Book: Immortals. While the character is capable of using actual. However. most arrange to have it nearby. having their dwelling or place of work very near or even inside the area of influence of the locus. or dream-combat. your character is considered to have the ability to dream ride. Analyze the Dream and the like). Loci do not combine. but only in his own dreams. you should apply a +2 modifier on an Intelligence + Composure roll to see if she can recall anything useful. designed weapons. with oneiropomps who enter his dreams. p. attempting to use this power more than three times a day results in a backlash that reduces Luck Drain (••••) . like a damage maximum or a propensity to break in combat. 71 Prerequisite: Ghoul Your character used to be a ghoul in service to another regnant. p. moving a onedot mobile locus into the area of a three-dot locus does not temporarily create a four-dot locus. Resolve ••• or higher Effect: Your character has the ability to control his own dreams. 195 Prerequisites: Non-changeling. relying on the good luck that flows naturally to any one person in any given frame of time isn’t always enough. Locus (• to •••) Book: Changeling: The Lost Core. This is handy because the risk inherent in stealing the bodies and lives of others grows exponentially with every passing year. 109) to keep out spirits. granting lucid dreamers unprecedented control over their own dreams even if they can’t perform quite the same feats that true oneiromancers can. this ability does not work in conjunction with other body thief Merits or with any rolls to steal or borrow someone else’s body. However. the roll of a dice isn’t up to chance like it is with the rest of the world. Lucid Dreaming (••) Book: Immortals. This doesn’t negate other limitations inherent to certain objects.Effects: Your character has a talent for using mundane objects to inflict pain. Or is it? In the case of the body thief. either. almost anything with the right heft or edge is an effective killing tool. the changes a lucid dreamer makes to his dreams have no chance of disrupting the dream. two dots provide your character with a two-dot locus. in his hands. Book: Ghouls. spirits and the purified can still draw Essence from both loci separately. and was passed down to her current master (probably when the last one went into torpor or suffered the Final Death). In addition. Unfortunately. Many purified put the locus in a ward (see p. 84 Note: Body Thief Effect: We make our own luck. Also. The intimate relationship she shared with her previous regnant left her with information that could be valuable to others. Owning a locus allows one of the purified to regain Essence easily. ranged weapon or firearm.

Mechanical Memento (•••) Medium (••• or •••••) Book: Book Of The Dead. Failure: The power fails. a mechanical memento is a power source extraordinaire. but the wolf-blood can use the Lunatic Glare on others in the same scene without spending a Willpower point. Anything a character can jury-rig the memento up to can be completely powered by the memento alone. Dice Pool: Wits + Subterfuge versus Resolve Duration: One day or until the effects are suffered and enjoyed Roll Results Dramatic Failure: The power fails and the caster cannot use this power for one full day. Most of the time. and is simply defending himself or trying to pick a fight for whatever reason. and can inflict the Lunacy on others. Successfully hooking a mechanical memento up to a machine first requires an Intelligence + Science roll to figure out the best way to approach the problem. the caster’s next roll subtracts one success. wide-eyed. the caster instead makes a dramatic failure. a person that the wolf-blood is trying to intimidate screams in terror or backs away. Exceptional Success: As above. The only limitations on what can be powered by a mechanical memento are those decided upon by the Storyteller. The caster’s next roll gains one success. if the roll fails. leaving the uragarum wondering what he did to induce such fear. Doing so. Book: Blood Of The Wolf. Energy provided by the memento is unlimited. the memento will continue to provide energy. except the caster’s next roll gains three successes. provided that they witnessed the effects of the Lunacy on the first victim. only the fear. Use of this Merit requires the uragarum to glare at his target. Roll Results Dramatic Failure: The target immediately attacks the wolf-blood. Success: The target suffers the Lunacy. Drawbacks: The wolf-blood does not actually control when this Merit activates. Actually attaching the memento requires a Dexterity + Crafts roll with a -5 penalty. Failure: The target is not intimidated and not affected by the Lunacy. Resolve •• . The player spends a Willpower point and rolls Presence + Intimidation (receiving no bonus dice for the Willpower point). To reiterate that point: only the mechanical memento is required to power any machine to which it is attached. the wolf-blood has no idea what he is doing. and runs the risk of backfiring terribly — humans are not the fearsome predators that werewolves are. The caster must be able to either see the target or have a sympathetic connection to steal the target’s luck. The exact dimensions and appearance of a mechanical memento are left for the Storyteller to determine. is draining. this Merit disappears. but with a +5 to his effective Willpower. making eye contact and exhibiting some sort of threatening behavior (baring one’s teeth is enough). A success becomes a failure while a failure becomes a dramatic failure. This can turn success to failure. Lunatic Glare (••) Book: Book Of The Dead. Targets affected by this Merit do not suffer any memory impairment. however. 125 Prerequisites: Wolf-Blooded ••• or more Effects: Your character inherited a small measure of the Predator’s Menace. Success: The next roll the victim makes loses a number of successes equal to the caster’s initial successes. In addition.the success category by one. Sometimes. Also. however. meaning. p. Exceptional Success: As above. p. The penalty is reduced by one for every success gained on the initial Intelligence + Science roll. no matter what sort of fuel it originally required. Any others uses of this Merit in the same scene require another Willpower point from the uragarum. Others in the area might well join in. instinctively seeing the character as dangerous. If the wolf-blood ever becomes a werewolf. 157 Ripped directly from the frame of a ghost-machine. p. The player can decide that the wolf-blood might be angry or defensive enough to initiate the Merit — but so can the Storyteller. theoretically. as long as the machine it is hooked up to continues to function. but should bear some relation to the ghost-machine from which it originated. 93 Prerequisite: Mortal (non-supernatural). even humans related to werewolves. perceiving him to be a monster and a threat.

and “tune out” all others. she can’t contact the dead. She doesn’t count as a mortal for the purposes of penalizing a ghost’s attempt to manifest (see Manifestations on p. Failure: Despite focusing. There needs to be some kind of physical connection between victim and thief to make this power work. A character with the three-dot version of this Merit is an unwilling medium. Book: Immortals. She doesn’t count as a mortal for the purposes of penalizing a ghost’s attempt to manifest. She’s also closer to the Underworld. A medium who undergoes a near-death experience — or who actually dies but is brought back — has a better than average chance of returning with a geist bound to her soul. There’s something distinctly wrong with how you come across. 109) it counts as a two-dot Merit. she can turn her sight into a blessing.Effects: A medium is a character who can see and hear ghosts. any thief can make use of this power as it assists in lowering the victim’s resistance to proposals of increasingly vile deeds. p. and can negate the manifestation penalties of a number of people up to her Resolve by reflexively spending a point of Willpower. mediums treat their ability as a curse. Someone who might scoff at petty theft could be talked into anything. The subject is immune to the power for one year. Your character might not even realize that someone else is a ghost. They gain a +1 modifier to any Numina that they use against her. Possible Modifiers: Victim is a relative (+2. or until she chooses to end her vision. and any ghost she can see is aware that she can see him. even murder if this power is used sufficiently often. Although it is most useful to Magically Talented body thieves. she can see ghosts in Twilight. Action: Instant Dice Pool: Resolve + Occult Roll Results Dramatic Failure: Your character can see ghosts all right. beyond the additional successes. Precisely what counts as stress is up to the Storyteller. only dealing with the ghost of her choice. until he does something supernatural. p. whether you miss common social cues or deliberately Morbid Fascination (••) . he may need to steal strands of his victim’s hair to sap away her morality. Exceptional Success: Your character can pick out a specific ghost from all those around. She can’t stop seeing them.) caster has high Humanity (–1 for each dot over five) Roll Results Dramatic Failure: The power fails. mundane characters can possess this Merit. More often. the victim loses one dot of Humanity. 210 of the World of Darkness Rulebook for more information). she can see the dead clearly — and may have a hard time telling them apart from the living. In the case of the House of Avalon. if she purchases the Unseen Sense Merit with regards to ghosts (World of Darkness Rulebook p. and can until the end of the scene. 84 Note: Body Thief Effect: Traditionally. or having to spend a point of Willpower to hold off a negative condition both certainly count. In other cases. Dice Pool: Wits + Manipulation versus Resolve + Composure (extended and contested) Duration: Permanent. but taking an action that’s reduced to a chance die. The five-dot version of this Merit offers more control over your character’s ability. She can see ghosts in Twilight for the remainder of the scene. Morality Sap (••••) Book: Slashers. 129 Effect: People find themselves wanting to talk to your character even despite themselves. As opposed to characters who possess a sixth sense in the presence of the unquiet dead. The pivotal moment of becoming — or being changed into — a being with supernatural powers eliminates it. Success: Once the total number of successes exceeds twice the subject’s Willpower. Exceptional Success: No additional effect. Her connection to the Underworld is so strong that few geists can resist the chance. they create an amulet that is given to their would-be victim through which they cast their spells. Only mortal. Each roll represents one week of effort. this fell power is a curse inflicted on a victim through some sympathetic connection. When she’s under stress. Failure: Add no successes to the total. Note: Consider the use of this power a sin against Morality 2. If she keeps her wits about her. like a wild Mentally Talented body thief. Success: Your character can see and hear the dead until the end of the scene.

When any magician or supernatural being attempts to use their power to learn anything about your character. Murder Expert (•••) Book: Book Of The Dead. your penalties come back in full force. depending on how famous or notorious your character became). You’re a connoisseur of death. Since most mortals find it hard to gather information about the character. even to the degree of having several prominent or wellknown friends. but it might offer a Social bonus on dealing with a Ferryman or a Kerberos. 172). Whenever someone makes a roll to gather information about your character. p. you instead strike a killing blow (World of Darkness Rulebook. 157 . This includes any penalties that you gain for changes in your Code (see “External Costs. he cannot maintain his Occultation. Even so. some of the purified can effectively slip through the cracks of mortal society. p. skilled at bringing other people to their ends. This cannot help with navigation. This Merit is especially helpful for purified who are several centuries old and wish to conceal this fact. Occultation (• to •••) Potency (• to •••••) Book: Night Stalkers. Book: Slashers. we might get some assistance navigating from Xolotl”). Records concerning them tend to get lost. or a Physical roll to help a character survive off the mythic “bounties” available in the Great Below. and soon they can’t leave you alone. Likewise. your Occultation dots are subtracted from the researcher’s dice pool. if your target doesn’t detect your attack (and would normally not apply Defense).” Hunter: The Vigil p. 168). but it doesn’t matter. the details your character can recall from mythology can sometimes come in very handy. Mortals have trouble keeping track of their identities and activities. This Merit also makes it harder for supernatural beings to research information about the character through mundane sources. 127 Prerequisite: Intelligence ••. p. and the authorities are challenged to investigate their activities. and she’s been to more than one site that inspired myths of the lands beyond death. 329). 112 Note: Purified Prerequisite: No Fame Merit dots Effect: Because of their connection to the Shadow World. 91 Prerequisite: Occult •• with a specialty in “Underworld Lore” or similar Effect: Your character has studied the mythology of death in all manner of cultures. While the Underworld takes impressions from the death-myths found in several cultures. it’s not truly a product of any. If we’re lucky. You ignore all penalties for your otherwise disturbing mannerisms when talking one-on-one with someone. Your character is also protected from all supernatural effects designed to spy upon or learn anything about her. offering a +3 bonus to dice rolls made to decipher the enigmas of the Underworld (“That looks like a doorway into Mictlan. Mythologist (•••) Book: Immortals. subtract a number of dice equal to your character’s dots in this Merit. he loses his Occultation until the public at large forgets him (which could take many years. they won’t gather many details about him. Stealth ••• Effect: You may not be any good in a fight. Drawback: You must name your target on the turn before you attack — you can’t choose to slaughter whoever is slowest that turn. a Mental bonus on solving a riddle or a mystery related to the Underworld (such as the riddles put forth as a means to enter the Athenaeum on p. The character must constantly cultivate this Merit. Their fear begets fascination. Drawback: If at any point you fail a Social Skill roll when talking to that person. Drawback: If your character ever becomes well known to the public (such as getting caught on camera and being shown on television night after night).” but when you give someone your full attention they just don’t care. You understand the language of murder in a way that few others do. You may give off a weird air because you see no problem in killing the “unclean. if he maintains a public persona at all among mortals. It does not affect his standing among any supernatural beings he knows. p. She knows the tales and the legends. working to remain away from the attention of mortal society. p. Occulted purified mostly live on the fringes of mundane reality and the edges of mortal society.cultivate a predatory air. When you attempt a surprise attack in combat.

Proximi are valued by some mages because they are believed to have a greater chance of Awakening than common Sleepers. your character enjoys the benefit of a special relationship with her regnant. Drawback: While the Lure is suppressed. Maximum Attributes is the maximum unenhanced levels in a vampire’s Attributes. Proximus (•) Book: Wicked Dead. whereas others pursue more sedentary unlives and develop Potency more slowly. World of Darkness Rulebook. an inheritance that seems destined to breed true. which goes beyond the simple master-servant boundary. for instance. p. Your character can Regnant (• to •••••) . Only mortal. like most characters—but higher Potency increases this. He might have come from a long line of Awakened mages. The age ranges overlap. or encountered a spirit or other supernatural entity that enchanted him such that his progeny have a tinge of magic about them. This also calculates how many Willpower points the vampire may spend per turn. Spend 1 Willpower to suppress the Lure for 1 scene. the vampire can store five points above her normal Willpower total. as the vampire grows in power. As Potency increases. Some might spend many nights feeding. but they are sometimes resented as hindrances and fifth wheels. Reel It In (•) Prerequisite: Ghoul Book: Ghouls. This is cumulative with any bonus from enhancing Resistance Attributes. which remains as a computation of Resolve + Composure. p. Vampires of low Potency (• and ••) may only spend one point of Willpower per turn.Effect: Every vampire. you can temporarily suppress the effects of your Lure. possesses this Merit. Potency and Age are not always married: a young vampire sired by a truly puissant elder may possess higherthan-normal Potency for his years in death. However. meat or dreams. (The bonus equates to the dots held in the Potency Merit. 95 and 133. vampires’ Attributes can even rise above the human limit of five dots. One of his ancestors might have been permanently enchanted with Life magic. The pivotal moment of becoming or being changed into a being with supernatural capabilities eliminates it. whether she feeds from blood. see p. fleeing hunters and testing the physical limits of their dead tissues. Vampires can also use their Potency dots to resist the effects of other vampires’ and other creatures’ Dread Powers. Potency dots also add bonus dice to contested rolls to resist any Dread Power or Endowment intended to influence a vampire’s mind or emotions. mundane characters can possess this Merit. Potency 1 2 3 4 5 Age 0-75 25-125 100-250 200-500 400-500 Max Willpower/per Turn 10/1 13/1 15/2 30/4 50/10 Max Attributes 5 5 6 8 10 Book: Mage: The Awakening Core. 71 While many ghouls are little more than unquestioning slaves. because some vampires are more active than others.) Age is how long the vampire has been dead. The Potency Merit lets vampires store Willpower above their expected Willpower score. Note that this different from the vampire’s base Willpower score. A vampire with Potency 3 can have an Attribute go up to 6. she is able to transubstantiate the blood of her victims into the will that animates her undead form and fuels her Dread Powers. not the vampire’s age was when she was turned. A vampire of Potency • with a Resolve •• and Composure ••• still has five dots of Willpower. 154 Prerequisite: Dampyr Effect: Unlike most Dampyr. preventing it from attracting unwanted vampire admirers. and even certain Endowments such as certain Benedictions or Castigations. fighting rivals. Maximum Willpower/per Turn is the vampire’s total potential pool of Willpower. 334 Prerequisite: Sleepwalker Effects: Your character has a magical heritage. p. because a vampire at that Potency can store up to 10 total Willpower points. The Merit represents how old or how powerful the vampire is—elder immortals have fed so long on the lives of the innocent that the blood in their bodies is like red sap. you can’t use your advantages.

resources and equipment. It could be a parent. Regnant Favor reflects the master’s willingness to provide her ghoul access to Vitae. A ghoul with three dots in Regnant Favor could requisition a heavy pistol from his regnant. Regnants who are represented by having no dots allocated to this category don’t necessarily dislike their ghouls. The character can be human or supernatural. Intimidation and Socialize rolls when in conflict with a local ghoul or Kindred. so they can be different for several characters in service to the same master. There are a variety of beneficial relationships with regnants. Relationship (• to •••••) . the more significant the relationship. Once per scene. equipment or even to personally intervene on her behalf. provided that you can give a plausible rationale as to why the relationship should aid you. while one represented by just a couple could be an acknowledged member of a powerful covenant. This relationship is a source of strength and aid. Regnant Trust is a measure of the extraordinary quality of the relationship your character enjoys with her regnant. One ghoul might enjoy service to a generous master who isn’t significantly influential. Note that Regnant Power need not be a simple reflection of title or position.rails teenage son may be appallingly conflicted. Regnants without any dots allocated to this category are typically tight-fisted with their resources (and Vitae) and not likely to give any gifts without some real convincing.rely on her regnant to provide information. while another is sheltered by her regnant’s status without receiving any special attention from him. Players who choose this Merit must also choose how to allocate these three factors when spending points. The relationship doesn’t have to be a positive one: that ex-wife who you’ve got to see every week because she’s got custody of the kids is still important to you. while one with five dots could take one of his regnant’s sports cars from the vast warehouse-like garage. They can also change in time as the various characters demonstrate their worth. the first dot might go toward Regnant Power with two more going toward Regnant Favor. 212 Effect: The character has a reciprocal relationship with a Storyteller character. It could be a lover or an ex-lover. Regnant Favor could be used in place of Resources to determine whether a ghoul can afford to secure equipment. they just fail to see any reason to be friendly with them. at least a bit easier. Book: Mirrors. Her compatriots (and regnant’s compatriots) know who she serves. The favor and trust aspects of the Merit reflect personal relationships. If it is plausible. favor and trust. It doesn’t necessarily reflect an emotional bond between the regnant and ghoul as much as it does a measure of generosity. a sibling. they should all spend the same amount on Regnant Power. but he’s still central in your world. Regnants whose ghouls have no dots allocated thus are local bottom-feeders. Each one of these characteristics has a limit of five dots. For instance. while an unaligned vampire without ties to the local vampire community might be so old and dangerous as to be feared by all. and the fifth dot costs two dots to purchase. Some ghouls are simply well liked by their regnants and are more likely to be afforded some breathing room with respect to their performance. The advantages of this Merit are split into three factors — power. Conversations with your character’s regnant might be genuine interpersonal dialogue rather than the simple dispensation of orders. The Kindred knows that his trusted ghoul will perform whatever job has been set before her. and probably won’t be eager to impede her. the Storyteller must accommodate the rationale. in which he has at least some emotional investment — the more dots. Each dot of Regnant Favor could reflect an additional hit of Vitae (one at a time) that a ghoul may request from her regnant per month without risking his wrath. A Priscus regnant might actually earn very little respect from the local Kindred. just that she isn’t necessarily made to feel like a lowly. especially if the news of such interference reaches her regnant’s ears. An especially trusting regnant might even gift his ghoul with tidbits of forbidden information. servile nonentity. Each purchase of the Merit counts for a relationship with one specific Storyteller character. A regnant represented by several dots in Power might hold a significant position in the city (such as a respected Primogen. Priscus or Prince). even if love turned horribly sour long ago. and only one dice pool. and you might even find him turning to your character for true companionship. Each dot of Regnant Trust confers a +1 die bonus on Persuasion rolls in dealings between your character and her regnant. which might prove infinitely more valuable than a gun or a car. extra Vitae. Each dot of Regnant Power confers a +1 die bonus on Persuasion. p. while not simple. Alternatively. Your feelings for your going-right-off the. you may add your dots in the Relationship Merit to one. Note that ghoul characters may not share the Regnant Merit. a child. however. A ghoul with a powerful regnant finds that her dealings with local Kindred and their ghouls are. so he’s willing to let some minor early setback slide. This doesn’t suggest that the ghoul is anything remotely like an equal to her regnant. If several players wish to have their ghoul characters serve the same Regnant.

and you say “my five-year-old daughter calls down the stairs and says ‘Daddy.” And you take the dice for your relationship with your daughter. giving every character the chance to get those lovely extra “relationship” dice. this is simple: when you’re trying to convince your ex-wife that you need to see the kids a day early because you’re going to be out of town (and no. and if the Storyteller hasn’t already decided that your character’s archenemy did send the zombies. office conflict. isn’t it? You get a pile of free dice for bringing friends and enemies into the story. add your relationship dice to your Manipulation + Persuasion roll. Ritual Crypt (•) . you declare: “But each zombie carries an amulet around his neck. You might decide that the object of the relationship is doing something to help your character (or hinder your character): you’re trying to talk a vampire you know out of coming into your house. wouldn’t that mean that the players end up dictating much of what happens in the story. it can make for some fabulous evenings of play. the slab. Finally. you can’t tell her you’re off risking your life). the better to reflect how their personal relationships have shifted. the amount of work a Storyteller does to keep the story going should become more and more minimal. You’re desperately fighting a horde of zombies. a dot in the Merit is thrown into jeopardy for the next session). the Merit is lost. this crypt consists of a bed. The Relationship Merit is also there to show how even a tiny mechanical change can fundamentally alter the way you play the game. Your character can only cause her corpse to reappear there. relationships need to be kept alive. slab or other surface large enough to hold your character’s body inside a room with doors and windows that close. she must spend five points of Essence to cause her body to vanish from its current location and appear within the ritual crypt. But you can make it even more extreme: consider: • Allowing characters an extra seven Merit dots at character creation set apart solely for Relationships. Absolutely. This location could be anything from a deeply buried stone crypt to an ordinary bedroom. exactly like the one (my arch-enemy) wears! He sent them! He must have learned how to make them!” And you take the dice. Book: Immortals. face-to-face contact. or bed where your character’s body reappears and all of the walls and doors of this room are marked with special sigils. as they force you to bring in their relationships again and again? The answer to that question is: yes. Be creative with your rationale for getting the dice. If any of these markings are disturbed. • Allowing players to shift around the Relationship dots they have at the end of a story. possessing this Merit only means that your character has taken the time and effort to create one. he has to re-jig the story to cover that. Regardless of the crypt’s appearance or location.. Drawback: Relationships are reciprocal and complicated. You can even get the bonus relationship dice while using supernatural powers (if you have any). whatever — or risk losing dots in the Merit. But. The Storyteller character with whom you have the relationship gets the same bonus on dice pools when it’s relevant to you. the ritual crypt does not function and the character’s body remains where it was. (Though perhaps they can only move one dot from the Merit at a time?) It’s not for everyone. she cannot cause her still-living body to magically appear at this location. If the players get into it enough. The relationship might be at stake in some way: you’d get the bonus while trying to convince the head teacher at your deadbeat teenage son’s school not to expel him for truancy and the stuff they found in his locker. That’s the whole idea. But if you’re cool with everyone taking responsibility for driving the story and you’re willing to wing it. who’s that?’ and I decide that I mustn’t let her see him.. if the subject of a character’s Relationship Merit dies. You actually need to have some contact with the character with whom you’ve got the relationship — phone. Also. All purified automatically know how to create a ritual crypt. it costs five points of Essence to move her body to the ritual crypt. Also. You might even take the bonus for a person with whom you have an adversarial relationship turning up. even if the character’s corpse is fully intact. The Storyteller can decide what constitutes a reasonable interval for lack of contact (perhaps if the character doesn’t engage in the relationship once per game session. I hear you say. because doing so involves destroying the body at its present location and then restoring her body to the crypt. What it does is take some of the responsibility for driving the story away from the Storyteller and put it firmly in the hands of the other players. Power in Relationships That’s an extremely powerful Merit. 113 Note: Purified Effect: Your character has a ritually prepared location where her body can be made to reappear if it dies. but only in a circumstance when the player can justify the bonus. At minimum. running arguments. p. Sometimes.It can reward any dice pool at all. Even if the character’s corpse is largely intact.

In such games. Of course.) Secret (• to •••••) Book: Mirrors. p. Regardless. 119 Effect: You are extremely good at organizing others during Setups — you can include as many characters or allied Storyteller characters as you wish in a Setup with only a basic success on the check required. p. (You’ll also find information on secrets earlier in this book (Mirrors). Book: Wicked Dead. if the secret ever goes public. These merits cannot be intrinsic things (like Quick Draw or Striking Looks). allowing a high threshold of secrets is a quick and dirty way to allow characters to be movers and shakers without also making them combat monsters. this means that it may not be available when they need it. When taking this Merit. like most Social Merits. and are best suited to games with a heavy emphasis on intrigue and politics. Scourge (•••••) Book: Mirrors. affecting any vampire that encounters you as if your Lure and doom were perfectly attuned to her blood. 119 Effect: You are always three steps ahead of everyone else. and it is designed to represent secrets with somewhat higher stakes. 119 Effect: You are adept at using Social Skills during Setup scenes. Setup: Coordinator (••• or ••••) Book: Mirrors. and lets you have an additional roll per Setup flashback. but for all vampires you are a whirlwind of endings. p. 154 Prerequisite: Dampyr Effect: Your half-Damned nature is flexible and potent. this allows the Storyteller to set the maximum value of Secrets in his game. like shadowy patronage or an illicit background. to purchase this Merit again. the crypt does not function and the character cannot cause her corpse to reappear there. The benefit of this Merit is that it allows the character to take two free dots of Merits for each dot of secrets. the ghoul now has an intangible undercurrent of sexual power and experience that those Sexualized (••) . and they all gain a bonus to their dice rolls during that scene equal to your successes on the Setup roll. Secrets above •• are very powerful. and are a master of organizing perfect Setups. Purified usually attempt to keep their ritual crypt secret from everyone and rarely visit it to avoid someone watching them finding it. The four-dot version allows that. Setup: Mastermind (•••••) Book: Ghouls. leading your obsessive admirers into conflict with one another. p. Add three dice to a Social roll made during a Setup scene. So long as the character’s secret remains hidden. rather they must be Merits that could potentially be lost. 73 Prerequisite: Ghoul Maybe it’s something brought on by the Vitae. You can include as many of your allies as you wish in a Setup. Doing so is a standard part of any attack upon one of the purified. on p.Drawback: If any of the sigils on the crypt are erased or damaged. Creating a new ritual crypt requires one day of special preparations and the expenditure of another two Experience Points. they are immediately lost. p. p. None of your other traits or advantages change. Destroying a character’s ritual crypt is quite easy for anyone who can gain access to it. It’s appropriate to the sort of secret that includes benefits that last only as long as the secret stays hidden. It can be taken in conjunction with the Flaw of the same name. these Merits remain. 210 Effect: Secret is a unique Merit in that its value is set by the Storyteller and it costs nothing. or perhaps it’s the perverse function she serves for her regnant. the player describes the secret. Practically speaking. fixing future advantage by being charming and persuasive. and this power is almost more of a curse—your life will be an unstoppable pageant of tragedy and revenge. Setup: Faceman (•) Book: Mirrors. and the Storyteller assigns its value. 132.

334 Prerequisite: Mortal (non-supernatural) Effects: Your character is not completely asleep. seduce or distract others. Harrow and Wild Sense. the Quiescence does not affect him fully. Size: 20 (35 for a larger Shadow Sanctum) Corpus: Equal to Resistance + Size Influence: 2 dots (choose one) Numina: All spirit sanctums possess the Innocuous Numina and one additional Numina* Ban: The intelligent sanctum has one Ban. It now has a penalty of –5 to all roll to locate it and is also highly defensible.exposed to her cannot help but notice. running water. a heady mien of sexuality can have a profoundly troublesome impact. chosen by the Storyteller. mundane characters can possess this Merit. Finesse and Resistance. What’s more. especially if those feelings seem inappropriate. which your character can accomplish in one turn. The sanctum is relatively comfortable. it could be a well-fortified building. A one-dot Shadow Sanctum is a relatively small and spartan space. some facilities for entertainment and various similar comforts. Common Numina for Sanctums are Blast. it bears no relation whatsoever to the character’s physical appearance. a deep cavern. this spirit is immobile and can never move under its own power. Book: Immortals. see the familiar Merit for further information * Shadow Sanctum Spirits cannot possess any Numina that allows it move or to travel to or affect the mortal world in any fashion. Having this Merit grants a +1 modifier on all Presence or Manipulation rolls when the character is attempting to intimidate. • The sanctum becomes a spirit that is intelligent and loyal to your character. Shadow Sanctum (• to ••••) Book: Mage: The Awakening Core. All shadow sanctums are by their nature difficult for enemies to locate. It can be as large as a large house or small mansion and contain light heat. like a room in a cave or a small hut. He can witness improbable or vulgar magic without increasing the chances of a Paradox. This Sanctum can be enhanced in three different ways that each increase the cost of the Merit by one additional dot. p.) This drawback doesn’t change the bonus your character can apply to dealings with them. if your character is very young. Sleepwalker (••••) . This carnal aura can be a potent tool in taking advantage of weakwilled or lustful individuals. or something far stranger like a living hollow tree the size of a small apartment complex that is also an intelligent spirit who is your character’s loyal friend and ally. This spirit cannot move. A Shadow Sanctum with all three advantages costs four dots. 113 Note: Purified Effect: Your character has a stronghold in the Shadow Realm where he can retreat from foes and regain his strength. and he is not susceptible to Disbelief. a well-stocked larder. p. The enhancements are: • The sanctum is both larger and more comfortable. When locked up. its walls have a Durability of 10. The pivotal moment of becoming or being changed into a being with supernatural capabilities eliminates it. Only mortal. very old or contrary to the subject’s gender preference. The exact nature of this sanctum is up to you. • The sanctum is far more formidable. (For instance. but is both small and devoid of amenities. Sanctum Spirit Attributes: 10 dots total (allocate dots in any order among Power. with a minimum of two dots and a maximum of five dots on any Attribute) Willpower: Equal to Power + Resistance Essence: 15 (15 max) Initiative: Equal to Finesse + Resistance Defense: Equal to highest of Power and Finesse Speed: 0. Drawback: Some mortals might find themselves disturbed by the feelings your character’s presence stirs in them. with the basic Shadow Sanctum providing anyone attempting to locate it with a –3 penalty to all rolls to do so. but it could change the way those characters react when considering their actions later.

the ghoul might suddenly realize that the master is not only awake but afraid and angry. If it isn’t nailed down and the thief has a good enough replacement. and with a little leaning on the wall. Only mystical scrutiny can pierce the temporary illusion. Dice Pool: Wits + Subterfuge. each level of Size difference between the two (–2) Roll Results Dramatic Failure: The power fails. He also knows exactly where she is. and all possible witnesses feel something weird. the Storyteller may ask the player of the ghoul to roll the character’s Wits + Occult. while a few rare ones seem to do so almost immediately. The regnant feels no such connection to the ghoul. At the end of the scene. she can walk out the door with her prize with no one the wiser. Empathy ••• A good servant responds unerringly to her master’s emotional state. Ghoul characters with this Merit sometimes experience vague moments of recognition of intense emotions just as their regnants are feeling them (even if the two of them are in separate rooms or divided by trackless miles). fading slowly. Source Sympathy doesn’t confer any Discipline bonuses when targeting your character’s regnant. as if they all were possessed of the Unseen Sense Merit for the turn. one object appears to be the other and vice versa. Failure: No effect. and the awareness remains for a scene. Exceptional Success: The ghoul knows exactly what his regnant is feeling. To body thieves who have manifested this talent the difference between what you see and what you don’t see is just a matter of practice. his surviving legacy ghouls might start to key in on his hunger and confusion and be drawn to where their once-master has reemerged. Success: The ghoul has a strong general impression of his regnant’s experience and has a general notion of the direction and distance to her. a ghoul enjoys an emotional connection with their regnant similar to the blood sympathy felt by vampires (Vampire: The Requiem. If successful. grabbing the one that appears to be hers and make off with the stranger’s things. p. A young artist walks into a museum with a sketch pad under his arm. the two items switch appearances. Some ghouls develop this ability over decades of service. and if the power activates successfully. He does not. For example. this ability has a myriad of uses. The items remain as they were. a clever thief puts his briefcase down on the ground between herself and another passenger on the train. With use of this power. The number of successes reflects the amount of useful information the character learns. and his appears to be hers. appearances suggest the two items switched places. but being able to lift a laptop with a room full of people certain that the thief wasn’t you can go a long way to setting up a new life in a new body. A yardstick disguised as a rifle can’t fire and is easy to break. Note that unlike the Kindred’s blood sympathy. The thief in question need only put her hands on a pair of inanimate objects. He only understands the effect it has upon her. Just as with the blood sympathy of Kindred. If the regnant is ambushed in her haven while the ghoul is out running a daytime errand. he switches his pad with a oneof-a-kind oil painting under his arm and he walks out without a single witness. For the remainder of the scene. her briefcase appears to belong to the man next to her. p. Stealing a wallet is small time. Any mundane scrutiny will suggest that an item is the other. Sleight of Hand (••••) Book: Ghouls. Failure: Nothing happens. the ghoul does not literally share the experience with his regnant. The only limitation is that objects gain no additional functions and are no more durable than they were before. however. then it’s just a matter of knocking them both over. Source Sympathy (•••) . 84 Note: Body Thief Effect: The world is rarely what it seems. 73 Prerequisite: Ghoul. This effect goes only one way. and it doesn’t take several stolen lifetimes to see that. With this Merit. the objects revert. minus the highest Resolve of all witnesses Duration: One scene Possible Modifiers: Items are similar in appearance (+2). Success: The caster simultaneously touches two objects. Beyond the specific needs of thieves like the Archer Family to have personal items of their targets. Roll Results Dramatic Failure: Players cannot dramatically fail a roll for Source Sympathy. witnesses expect a trick (–2).Book: Immortals. feel the selfsame mortal terror or outrage that the master is concurrently experiencing. Exceptional Success: The items remain switched for one full day. If a long-dormant Kindred is just arising from a period of torpor. p. 163).

” The maneuvers and their effects are detailed below. but can come in handy as a backup to a flashlight. and thus is a lot less likely to fall. An aristocratic household. Resources (varies) Your character has official command over a staff of employees. When moving through tight spaces. she can ignore all penalties due to darkness if she has a moment to gather her senses. She adds the number of successes on this roll as a bonus to her Strength + Athletics rolls (maximum +5) to climb the surface. 74 Prerequisite: Ghoul. allowing him to act on instinct in enclosed spaces. Action: Instant Dice Pool: Wits + Athletics Roll Results Dramatic Failure: Your character thinks a hand-hold is stable right until it crumbles under her hand. while a social predator might have publicists. he has to roll as normal. and can climb rough cavern walls and narrow chimneys at his normal Speed without having to make a roll. Dots purchased in this Merit allow access to special athletic maneuvers. landscaping and guard detail to her own employees without requiring special effort beyond a simple dispensation of orders. She can’t go faster than most people. She gains no benefit from any level of this Merit when she’s not underground. Her next Strength + Athletics roll to climb the surface is reduced to a chance die. p. If he’s attacked when climbing underground. She can make one climbing roll per dot in the Spelunking Merit before she loses this benefit. most of which are based on the Athletics Skill. 92 Prerequisite: Dexterity ••• and Athletics ••• Effect: Your character has spent a lot of time caving. Squeeze Through (•••): Your character can fit through very small openings without losing speed. it’s just as applicable to cavers who haven’t encountered the supernatural world in any way. In addition. Each maneuver is a prerequisite for the next. So. you could assign the dots to chauffeurs. investigators and lawyers on the payroll. Spelunker (• to •••••) Book: Ghouls. valets and cooks. Failure: Your character can’t pick out any useful details of the rock in front of her. In combat. Her next Strength + Athletics roll covers 15 feet rather than 10. his unpredictable movement doubles his Defense. your character can’t have “Free Climb” until he has “Squeeze Through. rolls to retain balance in an enclosed area gain the 9-again quality. a skill-set that comes in damn handy in the twisting tunnels and tight caverns of the Underworld. For example. gardeners and security guards. might employ a number of maids. Exceptional Success: Your character identifies a faster route than is immediately apparent. The number of dots in this Merit reflects the relative size and complexity of the force at your character’s disposal. Your character could then assign tasks involving driving guests. Sure Footed (•): Your character has spent enough time underground to get a feel for caves. if your ghoul has Staff •••. pot-holing. Staff (• to •••••) . Cave Sense (••): Your character’s been underground long enough that she can supplement her sight with the feel of air currents and pressure. Born to the Cave (•••••): Your character is so adapted to moving around in cramped spaces that people wonder if he wasn’t born underground. He can see perfectly normally if there’s even the slightest glimmer of light. your character cannot move faster than half his Speed unless he takes a point of lethal damage. and suffers a -1 penalty to Athletics rolls to climb in the open air. These people are mundane mortals. for example. Free Climb (••••): Assuming your character has even basic equipment. Success: Your character identifies a number of useful hand-holds and alternate routes. Drawback: Your character isn’t best suited to life above ground. He can squeeze through openings as though his Size were two lower than it actually is. You can assign a category to each dot. but she can pick out natural handholds if she takes a moment. but they’re also professionally trained and capable of taking on a host of roles. and otherwise twisting his body through tight places. your character can ignore penalties to his Speed due to hazardous terrain up to his rating in the Spelunking Merit. Halve any penalties for acting in darkness. This doesn’t replace normal sight. Drawback: When scurrying through narrow tunnels. p. If the character operates with some source of light underground. she doesn’t have that time but she’s still at an advantage. without walls on either side and a roof far above. she can climb up almost any surface. If the surface is taxing enough that an Athletics roll to climb it would normally suffer a penalty. reflecting the separate tasks that can be delegated at any given time. Note that though this Merit is of a lot of use in the Underworld.Book: Book Of The Dead.

It’s also possible to have the ghoul’s regnant be the one whose Resources dots support the service staff. The caster finds her perceptions heightened. rapidly striking up warm and sometimes intimate conversations with people you’ve only just met. the caster must use her traits to utilize the stolen sense.The number of dots your character can have in this Merit is limited by the number of people your household can afford to employ. Among all kinds of thieves. p. the body thief is able to reach out to a victim and rob them of sight. In fact. Book: Immortals. p. who’ve been warned against you. even the most intangible of things can be stolen. 118 Effect: You form rapport with strangers and acquaintances with astonishing speed. but the ghoul character is his butler or housekeeper in an Edwardian manor-house-style division of labor. You may not have more dots in Staff than you have in Resources. Exceptional Success: As above. Before the roll. And while the ghoul might be the one giving the orders and maintaining the staff’s affairs. the Kindred is the true master of the house. 118 Effect: Even people whose trust you’ve abused. 85 Note: Body Thief Effect: With the right skill or ability. When making any roll pertaining to that sense. Sway: Magnificent Bastard (•••) Book: Mirrors. p. it is extremely difficult to Sway you. 118 Effect: You have an insight into human nature (either studies or intuitive) that is so profound you can use Intimate Sway with anyone — strangers. The caster must know that the victim has the Merit before the roll is attempted. The caster must be able to either clearly see the target or have a sympathetic connection to him in order to steal a sense. Sway: Once Burned (••) . or who catch you in the most compromising situations just can’t. p. the knowledge won’t help them at all. in the case of knowledgeable thieves. until betrayal (or your base suspicious nature) got in the way. If the sense is supernatural in nature. cellmates. Success: The caster achieves more successes than the victim does. Even if your target knows you’re a no-good lying sack of shit. Sway: Cut To The Heart (•••••) Book: Mirrors. taxi drivers. the master’s wishes are the rule of the night. Steal Sense (•••) Book: Mirrors. except the stolen sense lasts a whole day. Among the Magically Talented. Now. Failure: The power fails. taking the best of the two results. You double your Composure or Resolve when resisting Sway. In such a situation. Sway: It’s Like I’ve Known You My Whole Life (••••) Book: Mirrors. p. The victim loses the sense for the scene. Dice Pool: Wits + Empathy versus Resolve Duration: One scene Possible Modifiers: The sense is not one possessed by the caster (–2). hearing. for some reason. You suffer no circumstantial penalties for your Swaying actions. robbing a victim of their senses is a common practice since the benefits for the thief are as strong as the hindrances to the victim. With this Merit. the caster can substitute the victim’s traits for her own and may roll all rolls with that sense twice. the caster must select one targeted sense to steal from the victim. The time it takes to move a relationship from Casual Sway to Intimate Sway is halved (see table on p. even senses that are neither obvious nor mundane are fair game. taste or any basic sense. Nobody is safe from your uncanny manipulation of mind. whereas the Mentally Talented are considerably less flamboyant. the sense is supernatural in nature (– 3) Roll Results Dramatic Failure: The power fails. bring themselves to condemn you for it. Sensory overload causes the caster a –2 penalty on all perceptionrelated rolls for the remainder of the scene. rituals that involve using puppets or dolls are common. 106). 118 Effect: You used to trust people. This power can steal a person’s Unseen Sense Merit for a scene.

you know how to disguise a murder as a suicide. the Storyteller may decide on a single statement that investigators will pick up. and they gain +1 to any Contest of Wills rolls made against the demon within their bodies. Gain +2 bonus on all Casual Sway attempts. or believe your lie. No. for instance. Telltale Murder (•• or •••) Book: Inferno. p. few know. even when it might serve your character in the long term. Sway: Trustworthy Face (•) Book: Slashers. All demons know it. of God. Others say it’s more a conceptual metalanguage. without any particular rational reason for them doing so. a tongue that is as much meaning as it is sound.Drawback: Trust is impossible. and can move their mouths to speak it. 126 Prerequisites: Possessed Effect: Demons have their own tongue. as their own supernatural skills are not exempt from this theft. Witnessing the power in use and an Intelligence + Occult roll will suffice. known colloquially as the Dragon’s Tongue. With this unique ability. Each success allows you to make one brief statement: “The murder symbolizes Pride. magical or otherwise. or some other kind of murderous theatrics.” for example. p. Note that use of this Merit isn’t supernatural: the character isn’t psychically willing a message into the corpse or the murder scene. or use the means by which your victims die to taunt your attackers. p. Roll Intelligence + Medicine before the character ends a victim’s life. those Possessed who purchase this Merit at 1 dot find that their minds do understand it. Book: Mirrors. Medicine •• With the two-dot version of this Merit. If you have Willpower. The Dragon’s Tongue (• or ••) Book: Immortals. so don’t give them the chance. A thief does not need to be intimately familiar with what it is the supernatural in question is capable of. including Theft of the Sublime (•••••) . 85 Note: Body Thief Effect: To the other denizens of the World of Darkness. and of Adam and Eve. this is possibly the most dreaded and dangerous power body thieves possess next to or possibly including their ability to swap bodies.” or “The victim is not innocent. you must spend it to resist Sway. Those Possessed who purchase this at 2 dots find that they can communicate with all demons (within and without) all the more completely: they gain +1 to Social rolls with demons outside their bodies. Manifestation of this ability among a society of thieves who recognize it for what it is tends to carry with it a certain amount of esteem as many consider it the pinnacle of their craft. once the demon has taken possession it cannot always parse its understanding of the Dragon’s Tongue through the host’s plainly human mind. If you don’t make use of this Merit when you strike a killing blow. carving a scarlet letter (“A”) in a dead adulterer’s chest. p. However. and can never willingly go along with it in order to gain the bonus experience. You can use this capability to taunt the officers investigating your crimes. If they stopped to think about it they might reconsider. this necessitates work on the part of the slasher: arranging a series of bodies in some grisly display out of Milton’s Paradise Lost. the thief is able to rob a supernatural being of the very talents that make them inherently what they are. it takes merely an estimate of what they should be able to do to draw out the gift. 127 Prerequisite: Intelligence ••••. but the Possessed do not automatically have access to it: it seems that. Drawback: Once you start leaving messages. for some. Those aware of the power still fear those with it. some suggest it is a remnant language cobbled together from the Babel-speak of angels. it’s very hard to stop. The three-dot version of this Merit enhances understanding of murder. 118 Effect: You just have one of those faces people tend to trust. while for others it is a mad susurration of sibilant noises? Frankly. What are the origins of this strange language? Why is it for some a series of hisses and clicks. Anyone studying the body must gain more successes on an Intelligence + Medicine roll than you rolled when using this Merit. You can stage a killing so that it sends a message that isn’t true: “This death was a suicide. or to foil their attempts to build a profile.” An investigator will pick up on these statements with one success on a Wits + Investigation roll.

He could engage in such mnemonic techniques as the “memory palace. Unmask (••••) Book: Ghouls. at the Storyteller’s discretion this Merit may allow the theft of an inherent ability. performing a mundane desk job or any other such routine. contemplation. This Merit also grants a +1 to the ghoul victim’s Resolve for purposes of resisting The Forgetful Mind (Dominate •••). Unobtrusive (•••) Book: Immortals. For the remainder of the scene. what’s one more club kid? Unobtrusiveness (••) . such as a werewolf’s regeneration. but this Merit reflects a feature of a ghoul’s service that is truly unusual and useful. Granted.” a character must engage in silent. doing their deeds in broad daylight with an audience. Book: Wicked Dead. The caster must be able to either clearly see the target or have a sympathetic connection to her in order to steal a supernatural power.the unique specifics of their own body swapping powers. so that even the most discerning subjects (sometimes even those with Auspex) tend to ignore her. washing a car. For the body thief. monotonous drudgery.) the caster must pay this cost in Willpower.” Exceptional Success: As above. The recipient benefits from the same perception and protection you enjoy for the remainder of the scene. This power is simply the ability to be utterly uninteresting and avoid notice. Stealth •• Your ghoul character performs her daily duty with such apparent single-minded purpose that she seems to fade into the periphery of Kindred perception. retaining information without consciously noticing it. not even as much as the ability to create a fake invisibility by forcing others to ignore you. If there is a question as to what this power can or cannot work on. blending and becoming a part of the background. the victim loses access to the power and the caster gains access to it. Kindred rarely notice each other’s ghoul servants anyway. and spending a point of Willpower. the victim is aware of the caster’s intentions and identity. the caster has never seen the power before (–2) Roll Results Dramatic Failure: The power fails. In studying a subject or a location. but that’s another matter entirely. Success: The caster chooses one supernatural power possessed by the victim. She makes an excellent spy. Your character has trained herself to notice details without appearing to pay them any heed at the time. If the power requires an activation cost (Vitae. et cetera. but the power is stolen for one full day. they would simply think nothing ill of their presence. Failure: The power fails. Mana. 74 Prerequisite: Ghoul. staying hidden and acting with subtlety can be the difference between escaping to the next lifetime and death or perhaps imprisonment as a lunatic. This is not any form of invisibility. Essence. p.) To retrieve the information he’s “stored. the default answer should be “no. Examples include powers that necessitate a dead body to function. gardening. sometimes ritualistic. who notices the extra busboy rushing from table to table to keep things clean. In a crowded restaurant. At the Storyteller’s discretion. (Such tasks include driving.” he could undergo hypnosis. or he could simply meditate. storing them for retrieval from memory later. victims in the area will still be able to see the thief. The thief who develops this ability has learned to excel in going unnoticed. 86 Note: Body Thief Effect: Few thieves get far in their careers as the center of attention. Some do. some powers may not be available to a body thief. p. Even on a successful roll. the character gains a +2 die bonus to escape notice as long as she’s engaged in some practical task at the same time. p. 154 Prerequisite: Dampyr Effect: You may share your ability to pierce vampiric veils and undo vampiric influence by touching a target. and who would take notice of said busboy leaning over the table to take something from it? In a club full of club kids bumping into each other in a throng. clearing a table. Dice Pool: Intelligence + Occult versus Resolve + Supernatural Advantage Duration: One scene Possible Modifiers: The caster is familiar with the power targeted (+2). As well.

Success: If successful. Examples of appropriate Skills to enhance with Specialties by way of this Merit include: Cop: Computer. Investigation. Drive. The caster is unaware of the failure. Example: Continuing with the example above. Investigation. Investigation. any Physical Skill except Survival. and Investigation and so the character begins play with a Specialty in each of those Skills. Be creative and design Flaws that say something about the character.In essence. clothing that doesn’t fit environment (–2) Possible Modifiers: Active pursuit (–2). Computers. and can attempt again. Drawback: Time on the job frequently comes with some disadvantages and the longer you spend on the same job. Crafts. since Stew took three dots in the Veteran Merit. Failure: The power fails. possibly Medicine by field. It takes the stuff of life from the target and gives it to the thief. Professional Thief: Computer. Though this is every bit as supernatural ability as the others listed in this section. the caster also enjoys a +2 benefit to any action where visibility may be a complication. and Investigation (Crime Scene). Drive. Stew figures his character has in-depth knowledge of Drive. a crowd (+1). Soldier: Academics. Stew decides that his cop’s time on the job has made him cynical about human behavior. the character gains one Specialty in a Skill that relates to her field. Athletics. Buying this Merit at three dots or above means beginning play with one Flaw. this is not so different from donning a good disguise and acting unobtrusive. White Collar Laborer: Any Mental Skill except Crafts and Occult. p. For each dot spent on this Merit. A construction worker might lose hearing after being around loud equipment day after day. 218) either. Don’t feel bound by the Flaws presented in the World of Darkness Rulebook (p. as such a Storyteller should take that into account. Book: Mirrors. 86 Note: Body Thief Effect: This ability is the most primitive and primordial manifestation of the body thief’s talent. p. any Social Skill (including Animal Ken for K-9 units) except Socialize. any Social Skill except Streetwise. Athletics. 20 Character creation only Effect: A veteran character is one with at least five years of experience in a specific field. the more problems are likely to come up. Example: Stew decides he wants to make a beat cop with several years experience on the job. which makes him hard to deal with at times and imposes a –2 penalty to Socialize rolls. any Physical Skill except Larceny. but they’ve had more real-world experience than is typical of your average starting character. any Social Skill except Streetwise. Professor: Any Mental Skill except Occult. Select Flaws that seem in-character and use them as possible future plot points and roleplaying opportunities. Likely choices for Narrow Choice Specialties include Drive (Police Cruiser). These characters haven’t yet experienced enough of the oddities of the World of Darkness to truly recognize everything isn’t as it seems. this power’s successes subtract from any rolls to locate the caster. which allows him to select three Skills to enhance with a Specialty. a cop is likely to make some enemies during the course of his duties. Stacking Specialties (above) is recommended in coordination with this Merit. Vitality Drain (•••) . Medicine. any Social Skill except Animal Ken. reflecting the parasitic relationship between thieves and their victims. he must select one Flaw. bright lights (–1). Dice Pool: Resolve + Stealth Duration: One scene Suggested Equipment: Inconspicuous clothing (+1). Street Thug: Crafts. any Social Skill except Animal Ken and Streetwise. Crafts. Drive. Crafts. The caster is aware that she has failed. Firearms (Pistol). Exceptional Success: In addition to the increased successes. Blue Collar Laborer: Computer. Firearms. such as pickpocketing. any Social Skill except Animal Ken and Streetwise. Athletics. any Physical Skill except Survival. Veteran (• to •••••) Book: Immortals. any Physical Skill except Survival. Caster has Striking Looks (–1 or –2) Roll Results Dramatic Failure: The power fails. He invests three dots into the Veteran Merit. any Social Skill except Animal Ken and Empathy. or an accountant might take to slugging back the booze to drown out the numbers dancing in his head.

and a specialty in the specific weapon Effects: Some slashers take great comfort in one weapon. she becomes listless and devoid of all will or volition until she regains at least one point of Willpower. The caster must be able to either touch the target or have a sympathetic connection with him to steal his Willpower. A thief could just as easily strap a victim down to a chair. a charming or charismatic thief can convince her target that being subjected to this assault is part of a higher calling or maybe simply an act of love. 87 Note: Body Thief Effect: There is nothing to which a thief will not stoop when it comes to survival. no eye contact (–2) Roll Results Dramatic Failure: The power fails and the caster loses a point of Willpower and cannot use this power for one full day. When using one specific weapon — a custom glove with razors in the fingertips. this technique is rarely pleasant for the victim and it is common for other more mundane torture to accompany its practice. (A Wits + Medicine roll allows an observer of the power to notice something amiss. making them pliable and weak in the face of any other attacks the thief might later inflict. Failure: The power fails. This can exceed the limit a thief can benefit from by one. For each success in excess of the victim’s. he will take it with him. Success: The caster achieves more successes than the target. there is no one social group that prefers it. p. and once one has tasted immortality. the victim of this power grows noticeably ill or weak while the thief in question grows empowered. This is not a subtle power. the victim loses one Willpower point. although many hesitate to use it as it tends to manifest in such a flashy and over-the-top-manner that it risks exposing the thief to unwanted attention from the common people and monster hunters alike. and the caster gains two. Book: Slashers. A victim can only be victim to this power once at a given time. Dice Pool: Intelligence + Presence versus Resolve + Composure Duration: Instant Possible Modifiers: Target believes she is willing (+2). he gains a derangement that remains until he is reunited with his weapon. Dice Pool: Intelligence + Medicine versus Stamina Duration: One day Possible Modifiers: Victim is sleeping (+2) Roll Results Dramatic Failure: The power fails and the caster takes one lethal wound. like in the case of the Seekers of Knowledge. If this power is instilled in an amulet. wounds might exacerbate or deepen on the victims face before closing up on the thief’s face a moment after. In some cases. a thief has mastered the ability to drain away the very will of their target. even with the limitations presented to the body thief. 129 Prerequisite: Weaponry •. Not all practices of Willpower Drain are as seemingly benevolent. Willpower Drain (••••) . Success: Reduce the victim’s Health trait by one dot for the next day. Drawback: The slasher cannot voluntarily get rid of his weapon. If circumstances outside his control separate him from his weapon. Failure: The power fails. The caster gains one dot of Health for the next day. not to exceed his maximum. p. Even if the cops are after him and it’s dripping with the blood of a dead cheerleader. The caster must be able to either touch the target or have a sympathetic connection to steal the target’s vitality. With this power. but the caster also gains one Willpower point. or a perfectly-balanced sniper rifle — the slasher’s roll gains the 8-Again quality.) In the cases of thief and victim who are already injured. Exceptional Success: As above. this Drain is part of an act of devoted surrender to a greater cause. the reliance on one specific weapon is this slasher’s defining trait. If the target is reduced to zero Willpower with this ability. Whether a woman gains power from her dead husband’s straight-razor or a Legend possesses a fire ax that he believes speaks to him. the wearer also cannot regain any Willpower for as long as she wears the amulet. The caster can only benefit from a number of extra Health dots equal to her unmodified Stamina at one time. Weaponry Monomaniac (••) Book: Immortals. and indeed. pull a chair up across from her and start barraging her with this assault.In the case of Vitality Draining. little seems unreasonable on the quest for unending life. except the victim loses two dots of Health. Exceptional Success: As above.

Drawback: Werewolf blood is not a blessing. While she can’t communicate with wolves and dogs fully (lacking the ability to pick up on cues based on scent). if your character becomes supernatural in some other fashion. she has been exposed to the existence of werewolves through stories. The Wolf-Blooded Merit is available only at character creation. any rolls made to resist incurring a derangement suffer a –1 penalty. She is also marked as the weak link in related werewolves’ lives. Enemies of those Uratha might target your character to send them a message. A character is either wolf-blooded or he isn’t. See “Wolf-Blooded and Spirits” (p. undergoing the Embrace or Awakening. Wolves’ Rapport (••): The character possesses an instinctive understanding of canine body language and other cues. Your character can’t suddenly prove in the midst of play to have a strong strain of werewolf blood all along. Lunacy Mitigation (•••): The character is slightly resistant to the Lunacy. though nothing on the level of the Uratha. In the first case. She might be a member of a wolfblooded line such as the Pickerings or might be the only wolf-blood in her immediate family. the Wolf-Blooded Merit is lost. 126 Note: This version of Wolf-Blooded is optional. Wolf-Blooded (••••) Book: Blood Of The Wolf. This Merit cannot increase in rating with experience points and cannot be purchased after character creation. Your character is exposed to creatures and phenomena that she can’t comprehend. p. A Wolf-Blooded character’s effective Willpower is treated as two higher than normal for purposes of resisting Lunacy. This power functions exactly like the Unseen Sense Merit described on p. Those details are up to the player and the Storyteller. In either case. she probably lives as an ordinary person. she can usually guess at a wolf’s or dog’s mood and general temperament. The effects of this Merit are cumulative: a character with Wolf-Blooded ••••• receives all of the benefits listed below. meant primarily for chronicles in which multiple players portray uragarum characters and for Storyteller characters that don’t need to be quite as “blessed” as most wolf-bloods. half-glimpsed sights or full disclosure by her kin. Effects: Your character has a blood relationship with a werewolf. your character automatically has the Unseen Sense Merit (World of Darkness Rulebook. In the second case. p. Spirits and Uratha might even keep tabs on her. The character gains a free Specialty in Animal Ken (Wolves/Dogs). To some extent. and the blood of the werewolf runs particularly strong in her. such as becoming a ghoul. the Merit is lost. That free Merit must be focused on werewolf and spirit activity. awaiting a First Change that might never even occur. Your character gets a free “Wolf” Specialty if she possesses the Animal Ken Skill. This is not an ability to communicate with wolves — a flair for relating to wolves is simply in her blood. and what benefits (and drawbacks) the character receives.) This Merit simply charts a character’s semi-mystical. Relatively frequent exposure to such scenes eventually wears down one’s ability to remain on an even keel. 110)for more on uragarum perception of spirits. Lesser Regeneration (•••••): The truly blessed wolfbloods can heal damage much more quickly than their fellow mortals. Your character might be fully aware of her heritage or completely ignorant of it. When horrifying or truly bizarre events occur. 79 Effect: Your character has blood relations with a lineage of werewolves. In addition. This power functions exactly like the Quick Healer Wolf-Blooded (•• to ••••) . and is able to read lupine body language and growls far better than other people can. If your character later undergoes the First Change. (Merits like Watched and Allies on p. p. This penalty doesn’t apply to degeneration rolls when sins are committed.) Unseen Sense (••••): The character can sense werewolves and spirits. Dots in this Merit purchase special traits and effects similar to a werewolf’s natural abilities. 114 of the World of Darkness Rulebook are better indicators of that. nor does it measure a character’s relationship with her Uratha family. semigenetic connection to the Uratha. Strange things have probably occurred around her all her life. 125 of this chapter for information on how the Lunacy affects the wolf-blooded. the tenuous connection of werewolf blood is easily disrupted. she’s not as subject to Lunacy as ordinary people are. This Merit can also apply to a werewolf character who has yet to undergo the First Change. Furthermore. She might not even know the truth of what she is. but to rolls such as Resolve + Composure to remain sane before a gruesome spectacle. 109) by virtue of her strong werewolf blood. Your character has a faint rapport with wolves. If the Storyteller does not wish to make use of this Merit. but still suffers strange encounters that tell her that she doesn’t quite fit among the masses. she is under no obligation to do so. (Also see p. 109 of the World of Darkness Rulebook. this rapport extends to dogs as well. though dogs’ blood is generally very far removed from the ancestral wolf nature to which she is connected.Book: Werewolf The Forsaken Core. Treat the character’s Willpower as if it were 2 points higher when determining the effects of the Lunacy. This Merit does not measure how much the character knows.

as stated on p. 113 of the World of Darkness Rulebook). 127 for an optional system on this matter. humiliated or angered the player must roll Resolve + Composure. If more than one wolf-blood is in the area. This outburst might be nothing more than a shouted word or a raised hand.Blooded •••••. a spirit of rank 2 or higher can use the Reaching Numen in the wolf-blood’s presence. (Note that aggravated damage benefits only from the Quick Healer Merit. respectively. the player receives a –1 penalty to the Resolve + Composure roll. a point of lethal damage in 12 hours and a point of aggravated damage in four days. 80 of Werewolf: The Forsaken.) Drawbacks: Aside from the unfortunate circumstance of being related to monsters with hair-trigger tempers and ruthless. Uragarum create slight weak spots in the Gauntlet. the penalty is –2. At Wolf-Blooded •••••. inhuman enemies. even if the spirit doesn’t actually know that Numen. At WolfBlooded ••••.Merit (p. and the barrage of spirit activity only worsens matters. except that Lesser Regeneration grants no bonus to healing aggravated damage. At WolfBlooded ••. with one exception. wolf-bloods suffer a much lessened form of the Rage that grips their werewolf relatives. See the sidebar on p. Finally. If this roll fails. the spirit can cross the Gauntlet as though the wolf-blood were a level-one locus. Attractiveness to spirits is the second major disadvantage. At Wolf-Blooded •••. spirits can take advantage of the highest rating represented. this bonus rises to +2. A character with both this level of Wolf-Blooded and the Quick Healer heals a point of bashing damage in four minutes. the uragarum’s mind can only handle the strangeness of the World of Darkness for so long before the mind begins to crack. the character lashes out. this roll receives a –1 and –2 penalty. . spirits gain a +1 bonus on any attempt to affect the physical world in the wolf-blood’s presence but must have Numina that allow them to do so. At Wolf-Blooded •••• and •••••. spirits cannot cross the Gauntlet without using a Numen (though they 127 can use Reaching as described for Wolf-Blooded ••••). Unless an uragarum with Wolf-Blooded ••••• is present. First. allowing spirits to exert their influence more easily in the wolf-blooded’s presences. when the character is severely frustrated. At WolfBlooded ••• or higher. Any time a wolf-blooded character might receive a derangement due to mental stress or any use of a supernatural or spiritual power. but multiple failed rolls within a given scene should carry increasingly intense responses. If the character has Wolf. the Wolf-Blooded Merit carries three intrinsic disadvantages.

Psychic Merits
Psychic powers are roughly divided into four distinct categories for our purposes: ESP, mediumism, psychokinesis and telepathy. This division is mainly organizational, and nothing prevents a character from having Merits in different categories, provided the Storyteller approves. All psychic powers are described mechanically as psychic Merits. Some have multiple dot scores, with higher ratings representing greater potency. Others simply modify related powers, giving a psychic new ways in which use existing abilities. Many of the Merits listed also have prerequisites, typically other more common powers within the same category. Generally, the Merits in this chapter should be available at character creation only, and cannot be purchased during play with experience. And yet, Storytellers may choose to allow players to later purchase additional psychic Merits at normal costs to represent a character branching out into other areas of mental development. Or Storytellers may permit players of psychics and even ordinary people to purchase psychic Merits in response to miraculous or tragic in-character events, such as exposure to weird chemicals or supernatural phenomena awakening latent capabilities. Regardless, players should never purchase psychic Merits without Storyteller approval.

ESP Merits
Book: Second Sight, p. 36 Prerequisites: Clairvoyance. A clairvoyant who has the “Uncontrolled Clairvoyance” option cannot learn to project astrally. Effect: Astral Projection allows a clairvoyant to completely free his consciousness from his physical form and travel mentally to distant locations while leaving his body behind. The psychic must first enter a trance state (see “Entering a Trance,” p. 35). Then, the player makes a reflexive Stamina + Composure roll to determine how long the character can remain away from his body. Once separated, the psychic can instantly travel to any location he is capable of perceiving with a normal Clairvoyance roll (Wits + Composure; see p. 37). Once at a desired location, a psychic can move around freely but is generally intangible and invisible. He can, however, be perceived through any appropriate psychic means (such as Aura Reading •••••). Other astral projectors or other beings existing in Twilight — an ephemeral state in the material world, such as a ghost’s — can perceive him normally. Returning to his body requires an instant action and a successful Wits + Composure roll, or the clairvoyant can return to his body reflexively with an exceptional success. If the psychic’s physical body is tampered with while he is “gone,” the he may sense the intrusion with a successful Intelligence + Composure roll. The psychic always feels actual pain inflicted on his physical body and may react accordingly. However, an astral projector’s physical body may be subjected to a killing blow if the body is left unprotected (see the World of Darkness Rulebook, p. 168). If a psychic using Astral Projection uses the optional form of Clairvoyance that grants only one sense, he is able to use only that one sense while projected. A projector who has only clairaudience is at a severe disadvantage, as he arrives at a location and is functionally blind. Characters whose Clairvoyance grants only vision are slightly less handicapped, but are still effectively deaf. While astrally projecting, a psychic is free to use any other ESP or telepathic Merit he possesses. Thus, a “deaf” projector with Mind Reading can attempt to “ride the senses” of someone nearby, while one with Animal Empathy could do the same to a nearby animal. Cost: 1 Willpower to project. None to navigate. Dice Pool: Stamina + Composure (to determine the duration of the projection). Wits + Composure (to navigate astrally to the desired location) Action: Extended to enter the trance state. Instant to release the astral form and navigate to the desired location. Roll Results Dramatic Failure: The psychic is rendered unable to use his Astral Projection power until he has rested for at least eight hours. A dramatic failure on a navigation roll means he is lost and has traveled to some unintended and possibly dangerous location.

Astral Projection (•••)

Failure: The psychic fails to project, but can try again. A failure on the navigation roll means that the ESPer has missed his destination, but is close enough to try again. Success: The psychic can maintain his astral form for up to 10 minutes per success. A success on the navigation roll means that he finds the location he was seeking. Exceptional Success: The psychic maintains his astral form for the duration of his trance. An exceptional success on a navigation roll gives the psychic a +2 bonus on all Perception rolls while at the desired location, as well as a +1 bonus on any other psychic powers used astrally.

Book: Second Sight, p. 37 Effect: When most people discuss ESP, they really refer to clairvoyance — the power to perceive things beyond the normal range of human senses. The default form of clairvoyance permits a seer to project all of her senses to a distant location, observing what happens there as if she were physically present. The events witnessed happen contemporaneously. The seer can neither see into the future nor into the past of the location viewed, unless she also has precognition and/or postcognition. A person who possesses this Merit is often referred to as a clairvoyant. While this power is in use, a player is at a –2 penalty to all Perception rolls pertaining to both the status of her character’s body and anything going on in the character’s immediate surroundings. Cost: 1 Willpower Dice Pool: Wits + Composure Action: Instant Roll Results Dramatic Failure: The character receives erroneous or misleading information. Failure: The character is unable to project her senses. Success: The character can perceive events at the location she wishes to observe for up to one scene. Exceptional Success: The character can “move around,” changing the vantage point of her vision at will. She can even “pause” and “rewind” as needed, although she cannot see what happened before her vision began (see “Postcognition,” below). Suggested Modifiers Modifier +2 +1 +1

Clairvoyance (•••)

0 –1 –2

Situation The intended vision is of a person or place with which the clairvoyant has a strong emotional attachment, such as with a loved one or home. The intended vision is of a person or place with which the clairvoyant has some emotional attachment, such as with a friend or workplace. The clairvoyant holds some object or is in the presence of someone with a strong emotional attachment to the subject of the desired vision, or is in a location strongly resonant with the desired vision (such as the last place a missing person was seen). The clairvoyant attempts to perceive someone she knows personally and whose location is currently known. The clairvoyant either does not know the person whom she attempts to scry or she has no idea of the location she attempts to scry. If both situations apply, the penalty is –2. The person or location that’s the subject of the intended vision is not currently resonant with strong emotion. That is, it is hard to scry a location if nothing interesting is happening there at the moment, and it is hard to scry a person if he is simply asleep or watching TV as opposed to running for his life. This penalty may also apply if the intended subject of this vision is dead, although that may depend on the situation and the Storyteller.

Option [Crystal Gazer]: The clairvoyant can perceive only the target location while focusing on some type of special surface such as a mirror or crystal. Option [Eyes of Another]: The psychic can view a scene only through the eyes of someone witnessing that scene. Thus, the clairvoyant cannot scry a location if no one is present there. The clairvoyant can get a +1 bonus if she can simply choose any person to view through, or she can get a +2 dice bonus if she is limited to only seeing through they eyes of a certain class of individuals. For example, the title character in The Eyes of Laura Mars had the power to observe murders taking place, but only through the eyes of the murderer and

only in an uncontrolled manner. A character with those options gains +4 bonus on all Clairvoyance rolls — +2 for the Eyes of Another option and +2 for the Uncontrolled option (see below). Option [One Sense Only]: The clairvoyant can perceive the target location with only one of his senses, most commonly vision or hearing (i.e., clairaudience). Option [Trance Only]: The psychic can use his clairvoyant powers only while in a trance state (see p. 35). While the psychic is using his powers, he suffers the –5 penalty for Perception rolls inflflicted by trances, instead of the normal –2 penalty. A psychic with this option gains a +2 dice bonus to activate this power. Option [Uncontrolled]: A psychic whose powers are uncontrolled has visions only at times of the Storyteller’s choosing, although the psychic should generally have at least one vision per session. A common form of Uncontrolled Clairvoyance causes the ESPer to perceive only visions of nearby individuals who are in danger. Another form might be combined with the Eyes of Another option (see above) to cause the ESPer to involuntarily see “through the eyes” of another person, perhaps a serial killer who stalks prey. The psychic can attempt to force a vision, but doing so reduces the player to a chance die. The psychic’s player spends a Willpower point only on Clairvoyance rolls if a vision is forced.

Book: Second Sight, p. 38 Prerequisites: Clairvoyance, Cayce Channeling or Spirit Channeling A limited form of divination, dowsing is a technique that lets a psychic to search for hidden objects. Traditionally, dowsing was used to search for good places to dig wells for fresh water, although it was also used to find gold and oil with varying degrees of success. The procedure requires a psychic to walk around and concentrate on the object or substance to be found, while holding either a swinging pendulum or a stick called a divining rod. If the psychic is successful, the rod or pendulum swings slightly in the direction of whatever is sought. Exactly how dowsing works is unclear, even to psychics. Some say it is a form of clairvoyance, others a form of mediumship (with spirits moving the divining rod in the same way a ghost might affect a Ouija board). Still others say the practice calls upon the Universal Unconscious. Generally, dowsing can find things and not individuals, although the Storyteller might permit a psychic to perform feats such as find a missing person with a divining rod if the performer has some personal possession belonging to the subject. Cost: 1 Willpower Dice Pool: Wits + Occult Action: Extended. The number of successes required is determined by the Storyteller based on how well hidden or distant the substance is. A hidden safe might require three successes, while a fresh water source in the Sahara might require 20 or more. Each roll represents 30 minutes of dowsing. Roll Results Dramatic Failure: The psychic is led on a wildgoose chase far from his desired goal. He also loses all accumulated successes. Failure: The current dowsing attempt is unsuccessful, but more rolls may be made. Success: When the player has accumulated the number of successes required, the attempt succeeds. Exceptional Success: The psychic might also gain insight into some other prize hidden nearby.

Dowsing (•)

Book: Second Sight, p. 38 Prerequisites: Astral Projection, Mind Reading (either version) and Thought Projection (either version) Effect: Dream Travel is a refinement of Astral Projection, combined with elements of telepathy. A dream traveler can cause her astral form to enter the mind of a sleeping person and interact with the sleeper during his dreams. The psychic must first astrally project using the normal rules for that Merit. She must then navigate astrally to the physical location of a sleeping person, although doing so may not require any roll if the sleeper is physically near the psychic’s body. Once the psychic locates her subject, she can enter the subject’s dreamscape and communicate with the sleeper as if the two were in the same physical location. To the dream traveler, the dreamscape is exceptionally realistic, even more so than it is for the person who is actually having the dream. Anything encountered by the psychic in the dreamscape is “real” to her and potentially capable of causing her injury. Normally, this harm occurs only if the psychic enters a nightmare, the dream of a mortal who is a lucid dreamer able to defend himself against an intruder or if the traveler encounters someone else intruding in the same mind. If a psychic is caught within another’s nightmare, the psychic may be subjected to an attack, depending on the nature of the nightmare and how the psychic responds to it. If the dreamer possesses the Lucid Dreamer Merit (p. 67), he may be able to initiate dream attacks at the expense of one Willpower point per attack.

Dream Travel (• to •••••)

(Anyone with Dream Travel can initiate attacks in her own dreams without the expenditure of a Willpower point.) Regardless of the form the dream attack takes, all attacks are represented by a Wits + Resolve + Dream Travel pool, from which the target’s Composure is subtracted. Even if the attack is the result of an ordinary person’s nightmare, the nightmare itself may attack the intruding psychic using the dreamer’s Wits + Resolve pool. Each success inflicts one point of “phantom damage” to the target. Any phantom damage inflicted has no lingering effect once a psychic withdraws to her own body, unless the phantom damage is enough to kill her in a dream. In that case, the psychic’s physical body dies instantly, usually of a heart attack or cerebral hemorrhage. Attacks initiated by lucid dreamers or by other dream travelers customarily inflict bashing damage. A psychic with Dream Travel •••• or higher can inflict lethal damage. No form of dream attack can inflict aggravated damage. While a psychic uses this Merit, she is subject to all the limitations of Astral Projection, including limited awareness of her body’s surroundings and vulnerability to a killing blow. The length of time a psychic can remain free of her body is determined by your initial Astral Projection roll. A dream traveler can remain within her subject’s subconscious only while a dream takes place, however. Generally, REM cycles last between five and 45 minutes, so any attempt to enter and manipulate a dream does not usually last beyond a scene. If a dreamer wakes or dies, any dream travelers present are expelled back to their bodies. A psychic can make minor cosmetic changes to the dreamscape with an instant Wits + Resolve roll. At the Storyteller’s discretion, particularly vivid, evocative or just plain cool descriptions of how a psychic manipulates a dreamscape may translate into bonus dice. Cost: 1 Willpower to project into another’s dream. None to initiate dream attacks. Characters with the Lucid Dreamer Merit can initiate attacks by spending one Willpower point, but only in their own dreams. Dice Pool: Wits + Resolve to enter a sleeping person’s dream and to manipulate it. Prior to an entry effort, a psychic must successfully use Astral Projection in order to leave her body and travel to the target’s location; Astral Projection typically requires a character to enter a trance first. Action: Instant Roll Results Dramatic Failure: The psychic fails to enter the sleeper’s mind and cannot try again until the sleeper’s next REM cycle. In dream combat, the psychic inflicts one point of phantom damage on herself. Failure: The psychic simply fails to enter the sleeper’s mind, or no damage is inflicted. Success: The psychic successfully enters the sleeper’s mind. Each success in dream combat inflicts a point of damage. Exceptional Success: The psychic enters the sleeper’s mind and gains a +1 bonus die to all other rolls for the duration of her stay.

Book: Second Sight, p. 40 Prerequisites: Precognition for the • version. None for the ••• version. Effect: Your psychic has the ability to see into the past. If the roll to activate this power is successful, you are allowed to ask a variable number of questions about a past event based on your successes. The effort suffers a dice penalty based on temporal proximity, and the Storyteller should always roll for the player who uses Postcognition, since the player may be able to deduce when something might have occurred by noting the penalty applied, even if the roll is unsuccessful. Each success on the roll allows the player to ask one question about the past event viewed. Dice Modifier 0 -1 -2 -3 -4 -5 Proximity Within a day Within a week Within a month Within a year Within 5 years Within 10 years*

Postcognition (• or •••••)

* Each additional 10-year increment intensifies the dicepenalty by –1. The effort faces additional penalties if the character lacks any sort of sympathetic connection to the scene he wishes to view. If the psychic is present at the location where the past event took place, he suffers no penalty. If he is in the presence of a person who was present at the past event, the player suffers a –2 penalty. If the psychic is in possession of an object that was present at the scene of the past event, he suffers a –4 penalty. At the Storyteller’s discretion, these penalties might be reduced, depending on the situation. For

example, if a psychic attempts to view a violent murder by handling the murder weapon, he might suffer only a –2 penalty, while touching the actual murderer could eliminate any penalty. Example: Detective Halloran, who secretly uses his Postcognition abilities to help him solve crimes, examines a bloody knife used in a brutal homicide. The Storyteller rolls Halloran’s Wits + Occult, applying a –1 penalty (due to the fact that the murder took place more than a day but less than a week ago) and a –2 penalty (for not actually being at the crime scene, but simply holding the murder weapon). The roll yields three successes, and Halloran gets a brief glimpse of the murder itself. His player can ask three questions about the vision. Triggering the vision costs the player one Willpower point. Psychics with this Merit commonly possess the Precognition Merit, too. If the psychic does have the Precognition Merit, the cost of Postcognition is only one Merit dot. If the psychic acquires the three-dot version of this power, he does not need Precognition as a prerequisite. Cost: 1 Willpower Dice Pool: Wits + Occult Action: Instant Roll Results Dramatic Failure: The seer has a wildly false or misleading vision. Since the Storyteller makes the roll on the player’s behalf, allow the player to ask an arbitrary number of questions, say one to three, and invent erroneous or misleading information about the scene observed. Failure: Failure indicates that the seer fails to produce a vision. Success: The character has a postcognitive vision. The player may ask one question about the vision per success. No more than one successful vision about a specific scene may be had every 24 hours. Exceptional Success: Additional successes are their own reward. The Storyteller may point out significant details about which the player does not think to ask.

Book: Second Sight, p. 40 Effect: Precognition represents the power to predict the future. This power is perhaps the most difficult to incorporate into games, and the Storyteller should proceed cautiously. Precognition is also difficult for characters to use properly. While precognitive visions might give a psychic a clear vision of a future event, the future changes constantly based on people’s actions. Thus, when a psychic receives a completely “accurate” vision of the future, time remains in flux, and a seer can never be entirely sure whether his actions in response to the vision will prevent the it from coming to pass or ensure that it will do so. Even with an exceptional success, a character’s vision can still be distorted, blurry or possibly even wrapped in symbolism, particularly in the case of dream precognition or precognition though a focus. Characters must generally use the Occult Skill to interpret what they perceive. Psychics who possess the Precognition Merit are sometimes called “precogs.” Those who require foci such as cards or tea leaves are sometimes referred to as “seers” or (often disparagingly) “fortune-tellers.” A precog can never predict the immediate future (i.e., what will happen next within the current scene). That is more the purview of the Danger Sense Merit (see the World of Darkness Rulebook, p. 108). A roll to see the future suffers a penalty based on temporal proximity, and the Storyteller should always roll for a character who uses Precognition, since the player may be able to deduce when something might occur from noting the penalty applied, even if the roll is unsuccessful. Each success on the roll allows the player to ask one question about the future event. Dice Modifier 0 -1 -2 -3 -4 -5 Proximity Within a day Within a week Within a month Within a year Within 5 years Within 10 years

Precognition (••••)

* Each additional 10-year increment intensifies the dice penalty by –1. Example: Madame Zora tells the fortune of a young girl who wants to know when she’ll be married, and to whom. The Storyteller knows the girl will most likely get married in about three years, so a –4 penalty is applied to Zora’s dice pool, which is rolled by the Storyteller. Zora gets two successes, and Zora’s player can ask up to two questions about the girl’s wedding. Triggering the vision costs Zora one Willpower point. Cost: 1 Willpower Dice Pool: Wits + Occult Action: Instant

Roll Results Dramatic Failure: The seer has a wildly false or misleading vision. Since the Storyteller makes the roll on the player’s behalf, allow him to ask an arbitrary number of questions, say one to three, and invent erroneous or misleading information about the scene observed. Failure: Failure indicates that the precog fails to produce a vision. Success: The character has a precognitive vision. The player may ask one question about the vision per success. No more than one successful vision about a specific scene may be had every 24 hours. Exceptional Success: Additional successes are their own reward. The Storyteller may point out significant details about which the player does not think to ask. Option [Precognitive Dreams]: The psychic’s visions come to him in the form of dreams. Thus, he can trigger visions only after entering a trance state (see p. 35). Option [Required Foci]: The psychic requires some form of divination tool in order to predict the future. Common types of divinatory tools are listed in the “Tools of the Fortune-Teller” sidebar. The psychic can attempt to force a vision without using such tools, but doing so reduces the effort to a chance die. Option [Touch Precognition]: The psychic can predict the future of other people only while physically touching them. The psychic can predict a person’s future with some object close to that person if the seer also has the Psychometry Merit. Otherwise, the psychic can only try to force a vision, which reduces the effort to a chance die. All attempts by a psychic to predict his own future are reduced to a chance die. Option [Uncontrolled Precognition]: A psychic whose powers are uncontrolled has precognitive visions only at times of the Storyteller’s choosing, although the psychic should generally have at least one vision per session.

Book: Second Sight, p. 41 Effect: Psychometry is a subset of clairvoyance that deals with perceiving the history of physical objects. Also known as “object reading,” psychometry permits a psychic to handle an object for several seconds and then undergo a brief vision of important moments in the object’s history. Exactly what the most important moments are is a matter for Storyteller discretion, but, as a general rule, the stronger the emotions connected with the item, the more clearly the psychometrist can see events connected to those feelings. Negative emotions tend to resonate more than positive ones, so the fact that a little girl loved her teddy bear will usually be overshadowed by fact that she was holding it as she watched her mother’s murder. Psychometry is generally tied to objects, not places, and an object must generally be small enough to fit in both hands. For every point of Size an object has over three, the psychic suffers a –1 penalty in addition to the penalties listed below. With the four-dot version of this Merit, location and size limitations do not apply. The psychometrist can perceive the history of any object he can touch, or he can simply walk into a location and “see” the most emotionally charged moments in the recent history of the place. Cost: 1 Willpower Dice Pool: Wits + Composure Action: Instant Roll Results Dramatic Failure: The psychic gets a “mixed message” or a very believable but entirely false impression. The Storyteller should always make chance-die rolls on behalf of players whose characters use this power. Failure: Failure indicates that no impressions come through. Success: Success yields a sense of the most emotionally charged event or person connected with the object read, as well as a reliable vision or sense of the memory in question. Only one successful reading of an object is allowed every 24 hours in order to see more events. Exceptional Success: An exceptional success provides a comprehensive or extended chronological understanding of an object and its past, such as an entire slideshow of images. Suggested Modifiers Modifier Situation +1 The character has drawn a psychic impression from the object before. Recent and intense (a murder weapon used a few hours ago) — -1 Recent but mild, or old and intense (a dusty family heirloom in a chest) -2 Emotionally shallow or long forgotten (a leisure suit found at a secondhand clothing store) -3 Disconnected or spiritually muted (a set of keys found several weeks ago) -3 Object read during a fight or other stressful circumstance

Psychometry (••• or ••••)

Mediumist Merits
Book: Second Sight, p. 42 Effect: Automatic Writing permits a medium to access a source of paranormal knowledge through indirect means. Individual mediums disagree on whether they commune with spirits or the Universal Unconscious, or if they simply use clairvoyance. In any case, the mechanical effects are the same. The psychic must first enter a trance state (see p. 35). As she does so, she also randomly draws on paper, usually in a spiral pattern. As her trance takes hold, her writings become less random, and she draws pictures symbolic of whatever questions she seeks to answer. She continues to draw until the trance ends (usually an entire scene unless someone interrupts her), by which time she is typically surrounded by crudely scribbled drawings that may direct her to whatever she wants to find. The precise source of this knowledge is left to the Storyteller’s discretion, but if a psychic possesses the Channeling or Clairvoyance Merits, they may grant a +2 bonus on automatic writing attempts. Cost: None Dice Pool: Composure + Craft Action: Instant; although the psychic must first enter a trance state Roll Results Dramatic Failure: The psychic’s drawings contain false or misleading information. The Storyteller should make any chance-die rolls for the player. Failure: The automatic drawing attempt is unsuccessful. Success: The psychic’s drawings contain vital clues to whatever mystery she seeks to solve. Exceptional Success: The drawings are particularly clear, giving a +1 modifier to any subsequent Investigation rolls pertaining to the drawings’ subject matter. Suggested Equipment: Any item that has a strong connection to the subject about which the psychic seeks information (+1 to +3, depending on the strength of the connection).

Automatic Writing (••)

Book: Second Sight, p. 43 Prerequisites: Ghost-Calling for Spirit Channeling. None for Cayce Channeling or Past-Life Channeling. Effect: Channeling represents a psychic’s capacity to paranormally gain abilities that he does not normally possess. There are three distinct forms of channeling: Cayce Channeling, whereby the psychic accesses the Universal Unconscious to gain the knowledge he seeks; Past-Life Channeling, with which he accesses the talents he possessed in a former life; and Spirit Channeling, with which a psychic allows a ghost to possess his body and give him access to its wisdom. The three versions are grouped together because the mechanical effects are the same. The psychic must successfully enter a trance before he can channel effectively to gain new Traits (see “Entering a Trance,” p. 35). Skills gained last until the psychic next sleeps or until he attempts to channel again. Cayce Channeling: With this technique (named for Edgar Cayce), the psychic enters a trance state in which he can access the Universal Unconscious, the sum total of accumulated human knowledge. Theoretically, anything that has ever been known can be rediscovered through this power. Few modern practitioners have psychic powers on par with Edgar Cayce’s and are thus unable to utilize his techniques to their full extent. Cayce Channeling alone cannot be used to learn personal or secret details about people and places outside the psychic’s vicinity. Clairvoyance and precognition are more useful for that purpose; Cayce was also skilled in both of those powers. Finally, while Cayce Channeling can give a psychic access to potentially any empirical knowledge, Cayce Channeling cannot convey talents that require kinesthetic training (i.e., Physical Skills). A psychic might be able to use this power to identify a particular sword as a 15thcentury Japanese katana, but he could not use the power to gain any proficiency in swordsmanship. The Skill dots acquired through this power take the place of any dots a character already possesses. Thus, if a player wishes to raise his character’s Skill above what it currently is, he must roll more successes than the character’s current Skill dots. Cost: 1 Willpower Dice Pool: Intelligence + Occult Action: Instant; although the psychic must first enter a trance Roll Results Dramatic Failure: The psychic is trapped in his trance state for hours as he contemplates the infinite mysteries of the Universal Unconscious. Waking requires a number of successes on an extended Intelligence

Channeling (•••)

The number of successes must exceed the character’s current Skill dots. in order for him to gain any benefit from the power. Alternatively. Exceptional Success: In addition to the normal benefit of extra successes. 212). Spirit Channeling is also used by professional mediums to allow ghosts to commune directly with bereaved loved ones. so this Merit cannot be used to access abilities that require a modern education. Mechanically speaking. a courtesan from the era of Louis XIV. After entering the necessary trance state. a Mississippi plantation owner on the eve of the Civil War or anything else of which the Storyteller can think. Although each person conceivably has countless past lives. Success: Each success is converted into one dot of a single Mental or Social Skill selected by the player.+ Resolve roll equal to the psychic’s combined Stamina + Composure. viewing everything through the lens of a Roman centurion. with each roll taking one hour. any more can be assigned to another single Mental or Social Skill of the character’s choosing. his current situation or. the medium invites a ghost with useful traits into his body. If the successes exceed five. p. He may (or may not) retain the ability to speak his normal languages. Exceptional Success: In addition to the normal benefit of extra successes. any more can be assigned to another single Physical or Mental Skill of the character’s choosing. anything about modern life. although the true significance of this nugget might not be immediately clear. the more recent they are. The new rating lasts until the psychic next sleeps or until he next uses this power. The psychic may perceive and communicate with any ghost she encounters. merging it with his own personality. These new memories are lost when the power’s effect ends. The new rating lasts until the psychic next sleeps or until he next uses this power. if any. The hostile spirit can automatically succeed on a roll to possess the psychic (see the World of Darkness Rulebook. although the psychic must first enter a trance Roll Results Dramatic Failure: The psychic assumes a personality from a previous life. 44 Effect: Your medium can see dead people. The new rating lasts until the psychic next sleeps or until he next uses this power. if any. he can summon forth the collective life experiences of one of his prior selves. the psychic can access the personal memories of the ghost who shares the psychic’s body. The number of successes must exceed the character’s current Skill dots. Past-Life Channeling: The psychic has a preternatural awareness of his own prior incarnations. if any. any more may be assigned to another single Physical or Social Skill of the character’s choosing. and has no knowledge of any friends. The weakness of Spirit Channeling is that ghosts generally lack the capacity to interact normally with the living. the psychic receives one bit of useful knowledge that he randomly comes across in the infinite Universal Unconscious. He manifests a new Storytellerassigned personality and background for the duration of the scene. Failure: The effort is unsuccessful. The power affords no ability to contact spirits Death Sight (••••) . the psychic can access the personal memories of the past life sharing his body. the more progressively difficult to channel. indeed. p. Success: Each success is converted into one dot of a single Physical or Mental Skill selected by the player. the psychic is unable to access this Merit again until 24 hours pass. Failure: The medium was unsuccessful. After entering a trance state. Spirit Channeling: A medium uses his powers to commune with the dead to summon a ghost capable of providing the capabilities that he needs. Book: Second Sight. including a new Virtue and Vice. If the successes exceed five. If the successes exceed five. The number of successes must exceed the character’s current Skill dots. Cost: 1 Willpower Dice Pool: Resolve + Occult Action: Instant. The power allows only perception of and communication with ghosts in Twilight — ghosts tied to the material world and not to any otherworldly spirit world. Success: Each success is converted into one dot of a single Physical or Social Skill selected by the player. Spirit Channeling can never be used to gain dots in Social Skills. Exceptional Success: In addition to the normal benefit of extra successes. in order for him to gain any benefit from the power. Cost: 1 Willpower Dice Pool: Composure + Occult Action: Instant. Most past lives capable of being channeled are from primitive eras. Failure: The past-life regression was unsuccessful. Past-Life Channeling cannot be used to gain Mental Skills. in order for him to gain any benefit from the power. although the psychic must first enter a trance Roll Results Dramatic Failure: The ghost summoned is instinctively hostile toward the psychic or the effect summons a different and more malevolent entity than intended.

A medium cannot control a ghost in any meaningful way. Most ghosts instinctively realize when a mortal can perceive them. she may suffer horrific visions of some hellish underworld. Mediums who possess this Merit and Astral Projection (p. Ghost-Calling (•••) . Irrationality or Avoidance. such rolls gain a +3 bonus. This Merit does not permit the psychic to aid ghosts in manifesting in the physical world (which requires the Ghost-Calling Merit). A medium may place himself in grave danger if he does not know with what sort of ghost he deals. p. Book: Second Sight. When a medium forms a psychic connection with a ghost. a ghost returns instantly to wherever it was prior to the summoning. Presence + Occult versus an unwilling ghost’s Resistance to forcefully summon one to the medium’s vicinity. he can also help the entity to “cross over.” aiding it in manifesting in the physical world or in using other ghostly powers that affect the material realm. 65. a successful Wits + Occult roll must be made versus the ghost’s Power in a contested action. If the ghost is unwilling to come to the medium. Ghost-Calling can only summon ghosts. Such ghosts remain intangible to her. and it can instantly come to his vicinity from wherever it may be. however. a medium is considered an anchor for all purposes. Dice Pool: Wits + Composure Action: Reflexive Roll Results Dramatic Failure: The medium is unable to use this Merit for the rest of the scene. Exceptional Success: The medium may gain a +2 bonus on all rolls made in dealing with ghosts during the scene. Thus. unless the ghost consents to the severing. he can summon them to his presence and even assist them in crossing over to the physical world. the medium is considered to be a temporary anchor for the ghost. Option [Permanent Death Sight]: The medium’s ability to see the dead is always active. Severing the psychic connection does not harm the ghost in any way. When a medium no longer serves as an anchor. the medium can potentially contact the ghost wherever it roams. Roll Wits + Occult for your character to make spiritual contact with an existing ghost. the ghost can manifest in the psychic’s vicinity without need for a roll. and psychics who possess this power are often inundated by requests from desperate beings seeking help to resolve their earthly affairs. Cost: 1 Willpower Dice Pool: Wits + Occult versus an unwilling ghost’s Resistance to become a temporary anchor to a ghost (resistance is reflexive). The stress of constantly being surrounded by spectral beings inflicts a mild derangement. While a connection is in force. inflicting a –2 penalty on all actions for the remainder of the scene. 45 Effect: Your medium is capable of more than merely perceiving the dead. but with this option. The player must still roll Wits + Composure in order to communicate with ghosts. Failure: The attempt to activate Death Sight is unsuccessful. Not all deceased persons continue to exist as ghosts.) Cost: None to sense the presence of ghosts. other supernatural beings existing in Twilight are not affected. One Willpower to initiate communication with them. a Willpower point need not be spent for the ghost to travel to its new anchor. A sufficiently talented medium can call out to an existing ghost and draw it to his location. Once the connection is formed. he receives a +2 bonus on all Ghost-Calling rolls. (See “Ghost Ally. If the medium attempts to sever the connection early. Whether the ghost comes willingly or not. If he does have that Merit. A character who possesses the Ghost Ally Merit can acquire a limited version of Death Sight capable of letting her see and communicate with his ally by increasing the normal cost of the Ghost Ally Merit.from the Shadow Realm that have entered the material world and that exist in Twilight. If a ghost is still in existence. the medium continues to serve as the ghost’s anchor for the duration of the scene. Action: Contested Roll Results Dramatic Failure: A psychic connection is forged with some entity other than the one the medium sought. Phobia. and few ghosts persist more than a few decades after their demise. The medium may be unable to sever the connection or may even become a permanent anchor to a hostile ghost. 36) have the option of physically interacting with ghosts and other beings in Twilight with the expenditure of a Willpower point. Alternately. such as Depression. A character with this Merit cannot automatically detect ghosts unless he also has the Death Sight Merit. he can attempt to compel its attendance with a successful Presence + Occult roll versus the ghost’s Resistance in a contested action.” p. Success: Your character can perceive and communicate with any ghost in her vicinity for the remainder of the scene. By doing so.

64). The attempt to contact or summon is unsuccessful. During a séance.” on p. Per 50 years that the ghost has been dead. the ghost is compelled to come to the medium’s vicinity. a ghost’s loved ones are considered to be believers unless they categorically reject the possibility of life after death. The medium possesses another anchor of the ghost to be summoned. In order to utilize this power. The medium gains a +2 bonus on all rolls made in dealing with the ghost during the scene. she must be assisted by one or more people. On a summoning roll. The medium is considered an anchor for the remainder of the scene unless the effect is ended early. Success: On a contact roll. the player gets five or more successes. . +1 +1 +3 -1 Option [Spiritualist Medium]: The medium can interact with the dead only in the context of a séance. The medium has summoned this particular ghost before. The medium gains a die bonus equal to the total number of believers in the séance up to a maximum of +5. Dice Modifiers +1 per extra person (max +3) Situation The medium attempts to summon a ghost during a séance in which he is assisted by believers (see “Believers. Exceptional Success: On a contact roll. The medium has some object or person (other than an anchor) important to the ghost during its life. more than rolled for the ghost. more successes are rolled for the medium than for the ghost.Failure: You fail to get more successes than the ghost.

108. This Merit lasts for a number of turns equal to the psychic’s Biokinesis rating. Iron Stamina (One to three successes): See the World of Darkness Rulebook. 113. Hysterical Strength (Variable successes): The psychic can trigger a massive surge of adrenaline. while five or so might be required to overcome the effects of LSD or a rattlesnake bite. First. 112. A Merit gained through Biokinesis lasts for the duration of a scene unless stated otherwise. p. the psychic can gain only a single Merit with a roll. including some from the World of Darkness Rulebook and others listed here. Improved Awareness (One to three successes): For each success spent. Biokinesis allows a psychic to make minor alterations to his own physical body. Every turn in which the psychic actually uses his augmented Strength (for example. It also has no affect on psychological addictions. Each Merit gained this way has a “success cost” equivalent to the Merit’s normal rating. Fast Reflexes (One or two successes): See the World of Darkness Rulebook. Second. Note that if a poison or toxin is especially fast acting — having a lethal effect within turns or minutes rather than hours or days — this capability may be of no use against it. and he is at a –1 penalty on all Composure-based rolls to resist provocation to anger while the power is in effect. poisons or drug effects by temporarily heightening the effectiveness of his immune system. Biokinesis (• to •••••) . but a biokinetic’s successes can be spent on multiple Merits with an exceptional success. The increase in adrenaline also makes the psychic extremely excitable. he suffers one point of bashing damage. Generally. The number of successes required is determined by the severity of the disease. drugs and poisons. p. while cancer. the psychic must meet any prerequisites for that trait. p. and the psychic must have Biokinesis dots equal to [the success cost of the Merit +1]. 110. Normally. This Merit lasts for one scene. This Merit lasts for one scene. This Merit lasts for one scene. This Merit lasts for one scene. the power can aid a psychic in attempts to control his own mind and body. temporarily boosting his own Strength. 112. During this period. should have complete bed rest. AIDS and other persistent or deadly diseases might require as many as 30 successes to send into remission. drug or poison from which the psychic seeks to recover.” Biokinesis permits a psychic to manipulate his own personal life force to alter his body in three ways. Fresh Start (One success): See the World of Darkness Rulebook. with each roll reflecting one hour recovering from a drug or poison or one day spent recuperating from an illness. This Merit lasts for one scene. a single success might be required to overcome the effects of alcohol or minor food poisoning. Improved Immune System (Four successes): While this Merit is active. This power can affect only mundane diseases. This power also does not affect any supernatural diseases or poisons. the psychic increases his Strength by one dot to a maximum of 5. Biokinesis is a prerequisite for a number of other powers that allow a psychic to manipulate life energy. This Merit lasts for one scene. This Merit lasts for one scene. p. Each dot in Biokinesis is added as a bonus die to all attempts to either meditate (see the World of Darkness Rulebook. The player must make an extended Intelligence + Composure roll with each roll representing a number of minutes equal to the success cost of the desired Trait. and. although it can cure the physiological effect of an addiction. 113. p. 51) or to enter a trance state (see p. Iron Stomach (Two successes): See the World of Darkness Rulebook. The player must make an extended Stamina + Resolve roll. ideally. the psychic can attempt to cure himself of diseases.Psychokinetic Merits Book: Second Sight. 46 Effect: Biokinesis governs a psychic’s ability to manipulate the biological processes of living things. which are consistent with biokinetics’ claims that they can perceive and manipulate some form of ambient “life energy. The Merits that can be acquired through this power include the following: Eidetic Memory (Two successes): See the World of Darkness Rulebook. In order to be able to use a Merit. p. to lift something heavy or to strike a powerful blow). Fleet of Foot (One to three successes): See the World of Darkness Rulebook. p. 35). temporarily affording him the benefit of certain Physical or Mental Merits. For every success spent to purchase Hysterical Strength. The most commonly accepted explanation relies on Wilhelm Reich’s theories regarding orgone energy. Doing so is very taxing and potentially life threatening. the character can take no action more strenuous than walking. Similarly. p. Finally. the psychic gains a +1 bonus on all Perception rolls. common colds require three to five. It cannot aid the psychic in curing himself of a blood bond. The scientific explanation for biokinesis eludes most parapsychologists.

with successes rolled lowering the temperature according to this chart. an attempt to freeze a human-sized target suffers a –5 penalty. This Merit lasts for one scene. treat Cryokinesis as a ranged attack. Medium range is twice that distance and imposes a –2 penalty on an attack dice pool. Toxin Resistance (Two successes): See the World of Darkness Rulebook. The Size of the area to be affected is subtracted from the cryokinetic’s dice pool. the victim suffers nothing more than discomfort until her internal body temperature is . He cannot attempt to use his Biokinesis powers for the remainder of the scene. Strong Back (One success): See the World of Darkness Rulebook. Long range is up to twice medium range and imposes a –4 penalty on an attack dice pool. 113. provided the psychic meets any prerequisites and his Biokinesis dots equal or exceed the desired Merit’s success cost. Exceptional Success: Accumulated successes can be used to acquire multiple Merits temporarily. Strong Lungs (Three successes): See the World of Darkness Rulebook. p. The player must spend one Willpower point to activate. Book: Second Sight. or utterly fails to manifest any biokinetic benefits. p. This Merit lasts for one scene. Merit Dots • •• ••• •••• ••••• Temperature Ranges 2 degrees per success 5 degrees per success 10 degrees per success 15 degrees per success 25 degrees per success Cryokinesis (• to •••••) When used to attack a moving target. Wound penalties are reduced by one. all for the duration of the scene. p. Short range for a cryokinetic attack is equal to a psychic’s Intelligence + Wits + Cryokinesis dots in yards. When Cryokinesis is used against a human. and the temperature shift bypasses armor unless the protection has some type of thermal aspect or the protection is a supernatural armor capable of protecting against cold. a cryokinetic can reduce ambient temperature to low levels. However. well above absolute zero. with successes allocated for dots as the player chooses. but may keep trying. so living targets suffer a drop in body temperature commensurate with successes rolled. he can do one of three things: (1) maintain the reduced temperature as long as he concentrates. Cryokinesis affects the temperature of everything within the affected area. 113. 113. since the character can potentially lower the temperature over an area big enough to encompass even someone behind full cover. and the character gains a +1 bonus on rolls to stay conscious after all Health boxes have been filled with bashing damage. This Merit lasts for one day per dot of Biokinesis or until the psychic uses his Biokinesis again. The attack also ignores cover. Pain Resistance (Three successes): The psychic becomes extraordinarily resistant to the physical side effects of pain and injury. 113.Natural Immunity (One success): See the World of Darkness Rulebook. whichever comes first. p. although that patient lost all four limbs as a result. physically touching the object to be affected confers a +2 bonus on the roll. Once a psychic has successfully lowered the temperature in a given location. Success: Accumulated successes can be used to temporarily acquire a single desired Merit. Cryokinesis is potentially deadly to living beings. This Merit lasts for one day per point of Biokinesis or until the psychic uses his Biokinesis again. 47 Prerequisites: A character’s dots in this Merit cannot be higher than the lesser of her Resolve or Stamina. This Merit lasts for one day per dot of Biokinesis or until the psychic uses his Biokinesis again. with time and a prodigious amount of Willpower. Cost: 1 Willpower Dice Pool: Intelligence + Composure Action: Extended Roll Results Dramatic Failure: The psychic suffers one point of bashing damage due to painful psychic feedback. whichever comes first. p. Thus. Thus. The effectiveness of the cryokinetic’s power is based on her Merit dots. Failure: The psychic fails to accumulate any successes for now. The record for the lowest body temperature in a human is approximately 60 degrees Fahrenheit. p. Effect: Cryokinesis permits a psychic to decrease ambient temperature. Defense does not apply. (2) release his concentration and let temperature equalize normally or (3) use his Cryokinesis powers again to lower the temperature even further. and then roll Intelligence + Composure. whichever comes first. Quick Healer (Four successes): See the World of Darkness Rulebook. 113. although the absolute lowest temperature that any cryokinetic can achieve is about –400 degrees. plus one.

the victim suffers a –1 penalty to Dexterity. Cost: 1 Willpower per roll to affect temperature. 168). Cryokinetics also have an improved resistance to environmental temperature extremes. p. The cryokinetic can resist low temperatures without a roll. Dice Pool: Intelligence + Composure (– Size of area to be affected) to reduce the ambient temperature. Unless she can thaw herself out (through the use of blood or Disciplines). Failure: The psychic fails to affect ambient temperature. Also. the power gives the psychic a bonus to any dice pools pertaining to the cultivation of plant life (most commonly Intelligence + Crafts) equal to the number of dots he has in the Biokinesis Merit. plus an additional temperature range equal to plus or minus [Merit dots x20] degrees. Exceptional Success: Additional successes are their own reward. causing freakish “cold spots. the victim is immobilized due to the onset of hypothermia. If the roll is unsuccessful. 60. Additionally. Thus. A dramatic failure means that this wild activity might flare up at random intervals over the next several days whenever the psychic becomes agitated. In the case of extreme temperature changes in excess of a 400-degree difference from the surrounding area. she may well remain paralyzed when the sun comes up the next morning. Once a psychic ceases to focus her attention on a specific location. For every additional five degrees of reduction. a –1 penalty to Initiative and potentially Defense. None to resist temperature. Strength and Wits (and consequently. Book: Second Sight. this Attribute penalty intensifies by an additional –1.reduced by 10 degrees. If this lethal damage crosses over into aggravated damage. and living creatures are killed almost instantly unless protected somehow. trees snap and splinter spontaneously as heavy ice accumulates on their branches. Option [Emotional Cryokinesis]: Whenever the cryokinetic is in the grip of strong emotion. If the temperature shift is less than 400 degrees. There is no roll associated with this power. the victim suffers frostbite and may lose Attribute dots or gain Flaws to represent the loss of fingers or even limbs. A psychic with this power is automatically immune to natural temperature extremes ranging from zero to 100 degrees. almost any amount of water within an area is flash frozen. Resolve + Composure must be rolled with a penalty equal to the level of the emotion as described by the Emotional Response table on p. but pipes can burst from frozen water. At temperatures of 50 degrees below zero. At that point. and machines that depend on lubricants may seize up if ambient temperature drops below freezing. Vampires and the undead are almost completely immune to low temperatures. A cryokinetic is automatically immune to the temperature-based attacks of other cryokinetics whose Merit dots do not exceed her own. Most physical objects suffer no direct damage from low temperatures. These random phenomena do not require the expenditure of a Willpower point. and a –2 penalty to Speed). if a victim’s body temperature is reduced by 20 degrees or more. inflicting two dice of bashing damage on everyone within a radius equal to the Size of the area initially affected x5. Ice accumulates on streets and bridges. If any of a victim’s Dexterity. Strength or Wits is reduced to zero. the growth rate of plants under the psychic’s care is multiplied by [1 + the psychic’s Biokinesis Merit dots]. The explosion also causes knockdown (see the World of Darkness Rulebook. 49 Prerequisites: Biokinesis ••• (to heal oneself) or Biokinesis ••••• (to heal another) . Instead.” Such uncontrolled power may have catastrophic effects for powerful cryokinetics. the cryokinetic’s powers function uncontrollably. a plant empath with Biokinesis ••• can cause plants to grow at four times their normal rate. p. Action: Instant Roll Results Dramatic Failure: The psychic fails to affect the ambient temperature and suffers one point of bashing damage as his own internal body temperature goes haywire. 49 Prerequisites: Biokinesis •+ Effect: Plant Empathy makes a psychic a natural “green thumb.” giving him almost supernatural talent at cultivating plants. raising or lowering the ambient temperature in random ways. temperatures equalize normally. At 100 degrees below zero. p. making travel hazardous. the affected area returns to normal temperature at a rate of 10 degrees per minute. a vampire’s body might well freeze solid. “equalize normally” may mean an explosive reaction. she takes one point of lethal damage per turn spent subjected to the cryokinetic attack. Plant Empathy (•) Psychic Healing (••• or •••••) Book: Second Sight. but at temperatures of –100 or lower. Success: Each success lowers the ambient temperature as described above.

Any attempt to cure or heal someone whom the psychic considers to be immoral or who clearly does not share the psychic’s faith suffers a –2 penalty. the psychic suffers one point of “phantom” bashing damage for every point of bashing damage the patient currently has. On the positive side. Cost: 1 Willpower Dice Pool: Stamina + Resolve (versus Composure + Supernatural Advantage if the subject resists healing) Action: Instant (willing) or contested (unwilling) Roll Results Dramatic Failure: The psychic suffers one point of lethal damage due to painful feedback. Each point of aggravated damage to be healed inflicts one point of lethal damage on the psychic. the subject of the attempt might take additional damage or simply develop a strong antipathy toward the healer. Although healing someone fully with Psychic Healing may require multiple applications of this power. 46). poison or drugs. a patient heals all injuries in 1/2 the normal time or 1/4 the normal time if he has the Quick Healer Merit. a healer with this option gains a +2 bonus on all healing attempts. the healer cannot use her power without entering a trance state while meditating on a crystal or using some other type of New Age trapping. A psychic with the threedot version of this Merit gains the benefits of having an Improved Immune System (see p. either the character or the subject gains the benefits of an Improved Immunity System for [the psychic’s Biokinesis dots x 12] hours. The healer can also use her gifts to facilitate recovery from disease. Also. Biokinesis ••••• for the five-dot version. which heals at the normal rate. she suffers an additional penalty equal to [7 – new Morality] on her healing attempts. Psychic Vampirism (••• or •••••) Book: Second Sight. 49 Prerequisites: Biokinesis •••• for the four-dot version. This power is cumulative with the Quick Healer Merit. Alternately. Option [Empathic Healing]: The psychic cannot cure the effects of poison. Healers with this option gain a +2 bonus on all healing attempts. a faith healer whose Morality is reduced to 5 suffers a –2 penalty on all healing rolls. if the psychic fails to maintain a Morality of 7 or higher. a psychic can now heal herself and others. When the power is activated.By building on the psychic’s underlying facility with Biokinesis. Regardless. Phantom bashing damage heals at a rate of one point per turn. This power does not heal or cure supernatural diseases. so a character with both heals all injuries in 1/4 the normal time. Thus. which heals at the normal rate. instead of from the psychic. The three-dot version of this Merit allows the character to accelerate her own healing. Using either version of this power requires a player to roll Stamina + Resolve. drug addictions or other otherworldly effects. Option [Faith Healer]: The psychic’s healing powers are irrevocably tied to her religious faith and she considers her healing powers to be a gift from God. Success: The subject’s healing rate is doubled for [the psychic’s Biokinesis rating x 12] hours. and she gets a +1 bonus on all healing rolls for each point by which her Morality exceeds 7. however. Repeated applications of this power might be necessary to recover from serious diseases. This damage is inflicted on the healer every time he initiates a healing attempt on anyone other than himself. and his Biokinesis is considered to be one dot higher for purposes of determining the duration of the improved healing rate. Thus. With the five-dot version. . A point of Willpower must be spent for a psychic to activate either version of this power. even one application is considered providing medical attention and thus prevents a dying patient from expiring while the Merit’s effects last. The duration is [the psychic’s Biokinesis dots x 12] hours per application. Failure: The psychic fails to heal the subject. p. Exceptional Success: The psychic’s Biokinesis is treated as if one dot higher for purposes of determining the duration of the healing. If Psychic Healing is used to cure poison. Whether such paraphernalia is actually necessary or merely a crutch cannot truly be determined. but one application is usually enough to cure someone subjected to drugs or poison. although he can still cure them within himself. cutting all times in half. Psychics who adhere to New Age religions typically believe that the actual healing power comes from whatever focus is used. Each point of lethal damage the patient has inflicts one point of bashing damage on the psychic. the subject can resist with Composure + Supernatural Advantage as a reflexive action in a contested roll. With the five-dot version. When healing another of physical injuries. Option [New Age Healing]: The psychic must channel her biokinetic energy through some type of focusing mechanism. the psychic feels the pain suffered by his patient. the healer can extend this power to others. drugs or illness. If a character attempts to heal someone who resists or who rejects the existence of psychic phenomena. drugs or illness on others. Using this power on another requires the healer to touch the patient. the healer gains a +1 bonus. most commonly a crystal or perhaps herbal remedies or even magnets. When the healer attempts to cures someone who does share her faith. which unbelievers are unworthy to experience. she confers the benefits of an Improved Immune System to another.

” the World of Darkness Rulebook. such as a chemical fire or moltenmetal. There are two versions of this Merit. About a one-foot radius or a Size 1 object. A pyrokinetic can also extinguish an existing flame (whether or not she started it). A torch. About a three-inch radius.) A character with Pyrokinesis must overcome three difficulties in starting a fire: the size of the fire to be set. A fire triggered by this power continues to burn until its fuel has been exhausted or until the fire is put out normally. p. as a fire may quickly spread to encompass a bigger area than where it was ignited. fireworks) Dice Modifier 0 -1 Dice Modifier 0 -1 -2 -3 -4 Psyrokinesis (•••••) . Cost: None Action: Instant Roll Results Dramatic Failure: The psychic fails to steal any Willpower points and actually loses one Willpower point instead. Psychics with this power are usually referred to as pyrokinetics. 50 Effect: Pyrokinesis represents the ability to cause objects to spontaneously combust. The modifiers applied to an attack roll for each of these criteria are listed below.The inverse of Psychic Healing. hydrogen. Roughly the size of a man. kerosene) An easily flammable solid (match heads. Once a fire is set. Both versions of this power automatically fail when used against mages. About a six-inch radius (+1 lethal damage). The psychic cannot gain more Willpower points than he has permanent Willpower dots. A small campfire. Psychic Vampirism allows a psychic to take life as well as restore it. 157. werewolves or vampires. but stopping a fire may be more difficult than starting one. 180. With the five-dot version. Dice Modifier +2 +1 0 Fuel* A flammable gas (butane. Storytellers should be cautious that players of characters with the five dot version do not rely on it to regain Willpower to the exclusion of their own Morality. this power triggers a chemical reaction that causes a given material to burn. Book: Second Sight. Dice Pool: Wits + Resolve (— the target’s Resolve). Torch heat suffi cient to cause a second degree burn (+1 lethal damage). About an eight-foot radius or a Size 10 object (+2 lethal damage). draining orgone energy from victims to replenish one’s own Willpower. About a two-foot radius or a Size 2 object. The psychic vampire must also successfully touch a victim. Exceptional Success: Additional successes are their own reward. Instead. Intensity* Candle heat sufficient to cause a first degree burn. it follows all normal rules for fire damage. (See the World of Darkness Rulebook. both of which require physical contact with the victim. A large campfire. wax. -5 A bonfire. the psychic regains one point of Willpower for every two points of Willpower stolen. p.) The four-dot version allows a psychic to drain a target of temporary Willpower points. The Willpower is lost. (See “Touching an Opponent. -2 Bunsen burner heat sufficient to cause a third degree burn (+2 lethal damage). * Thermokinesis is required to create temperatures hotter than a Bunsen burner. Success: The psychic drains the victim of one temporary Willpower per success. Size* A candle wick or match. About a four-foot radius or a Size 5 object. the desired heat level of the fl ame and the relative fl ammability of the material to be ignited. p. Pyrokinesis does not directly produce heat. Failure: The psychic’s attempt fails. * A pyrokinetic cannot create a fire larger than a bonfire with a single application of this power. Pyrokinesis is separate and distinct from Thermokinesis (see below). the latter of which permits a psychokinetic to actually manipulate ambient temperature. pure oxygen) A flammable liquid (gasoline. oily rags.

Failure: The psychic is not protected from the fl ames. 52 Prerequisites: Pyrokinesis Effect: Your pyrokinetic is highly resistant if not completely immune to fire. the attempt is treated as a ranged attack.Dry and lightweight flammable materials (paper. Action: Instant to start a fire. with each roll taking one turn’s action. Success: Each success provides one dot of armor with the two-dot version. 65) is present when the four-dot version of this Trait is invoked. -1 Book: Second Sight. If the roll is unsuccessful. If any Doubting Thomas (see p. Pyrokinetic Immunity (•• or ••••) . A pyrokinetic attempting to snuff a flame might make it larger instead. Cost: 1 Willpower Dice Pool: Stamina + Resolve for the two-dot version. cardboard. With the four-dot version. Cost: 1 Willpower Dice Pool: Wits + Resolve to start a fire. Putting out an existing fire requires an extended Stamina + Resolve roll with the number of successes required equal to the Size of the blaze +1. Success: The pyrokinetic ignites his target. although clothes and possessions are not protected. with each success providing one point of armor that protects against only fire damage. Failure: The attempt to start or extinguish a fire is unsuccessful. but the pyrokinetic suffers a –2 penalty when attempting to ignite a moving target. The roll to start a fire involves Wits + Resolve. total immunity is conferred despite the presence of a Doubting Thomas. with each roll representing one turn. nearby flammable objects. but she can try again in the next turn as a subsequent attempt. Once a fire is set. vampires -3 Wet wood or clothing. the Storyteller may direct the player to roll Resolve + Composure with a dice penalty equal to the intensity of the emotion as described by the Emotional Response table on p. No protection is provided against supernaturally induced fires or flames. The effects of either version last for one scene. human flesh * Igniting anything more flame resistant than this requires Thermokinesis. fire retardant cloth. 60. Alternately. A pyrokinetic with this option gains a +2 bonus on all deliberate uses of this power. hair -4 Plastic. When the pyrokinetic seeks to ignite a person or some other target capable of movement. Such wild phenomena do not require the expenditure of a Willpower point. Exceptional Success: Additional successes are their own reward. Stamina + Resolve to snuff one out. most clothing. the pyrokinetic’s powers function randomly. With the two-dot version. you need only spend one Willpower point to render your character totally immune to fire damage. the psychic might produce a flame of the desired intensity but not where he wants it to combust. Defense does not apply. the pyrokinetic accumulates a number of successes equal to the Size of the fire +1. and fire damage is increased by one. igniting small. Roll Results Dramatic Failure: The psychic suffers one point of lethal damage due to painful psychic feedback. Option [Emotional Pyrokinesis]: Whenever a pyrokinetic is in the grip of strong emotion. Short range for a pyrokinetic attack is equal to a psychic’s Intelligence + Wits + Pyrokinesis dots in yards. cotton) -2 Wood. Long range is up to twice medium range and imposes a –4 penalty on an attack dice pool. a successful Stamina + Resolve roll subject to normal penalties is required for unilateral protection to activate. This damage pool (minus the benefits of any heat-resistant armor) is inflicted every turn on anyone set ablaze until the fire is put out. it can be put out normally or extinguished instantly with another application of Pyrokinesis. The damage inflicted with a successful pyrokinetic attack is equal to one point of lethal damage for each success. make a reflexive Stamina + Resolve roll when your character is exposed to mundane fire. Medium range is twice that distance and imposes a –2 penalty on an attack dice pool. p. dry leaves. None for the four-dot version. unless a Doubting Thomas is present. Action: Reflexive Roll Results Dramatic Failure: The psychic is not protected from the flames. Extended to snuff out a fire. With the four-dot version. If attempting to snuff out a flame. A dramatic failure means that this pyrokinetic activity might flare up at random intervals over the next several days whenever the pyrokinetic is agitated.

Short range for this action equals your character’s Dexterity + Composure in yards. using this power to “sculpt” the flames according to her desire. with Wits + Crafts rolled to make the attack. By pointing toward an existing flame and gesturing in the direction of a gas main.Exceptional Success: With the two-dot version. a psychic might cause a jet of fl ame to spread across the ground in a straight line. p. Book: Second Sight. Success: The pyrokinetic manipulates the fire to his desires. p. If a pyrokinetic attempts to direct a flame toward a target capable of movement. Effect: The power to move physical objects by mind alone. with medium range double that distance (and at a –2 penalty) and long range double medium range(and at a –4 penalty). Each dot gives a character one dot of Strength that can be applied to move any physical object within the telekinetic’s direct line of sight. If the telekinetic’s dots exceed the Strength required to lift the object. If his Merit dots Telekinesis (• to •••••) . additional successes are their own reward. If the pyrokinetic’s concentration is broken. so the target’s Defense applies. Failure: The attempt to shape the fire is unsuccessful. The player must first spend a Willpower point to activate the power. determining the direction in which it spreads and perhaps even shaping it into simple forms. any Doubting Thomases present are treated as ordinary people for the duration of the scene and do not inflict any further dice penalties on the psychic during that time. the psychic might send the flames to a different location than intended. The intended manipulation is something wholly unnatural to fire. pursuant to the lifting/moving objects chart in the World of Darkness Rulebook. the target is set ablaze and continues to take lethal damage per turn until the fire is extinguished. He can also throw objects that he is capable of lifting at a target. Dice Modifiers Modifi er +1 0 -1 -3 Pyrokinetic Shaping (•••••) Situation The pyrokinetic created the flames with his Pyrokinesis Merit. When attempting to lift something. assuming they are light enough for his Telekinesis to handle. as a fire must still have a fuel source and must generally spread along a surface of some kind. and they are now manipulated The flames being manipulated are natural fire. Alternately. 47. Dice Pool: Wits + Crafts to shape flames. Within those limitations. she loses control of the flames. At high dots. the flames inflict one point of lethal damage per success. a telekinetic can immobilize someone with a telekinetic grapple or even strike someone with a telekinetic blow. he can move it freely. Cost: 1 Willpower to activate this power for a scene or until all nearby fires have been extinguished. consult the chart and compare the psychic’s Telekinesis dots to the item. The flames being manipulated were created by another pyrokinetic. the attack is treated as a normal ranged attack. Shaping a fire requires concentration. 52 Prerequisites: A telekinetic can possess but cannot use more dots in this Merit at one time than he has Resolve. it is still slow enough to be evaded. such as shaping it into a face or into the form of an animal. as if there were a trail of gasoline to burn. 52 Prerequisites: Pyrokinesis and Pyrokinetic Immunity •••• Effect: A pyrokinetic can manipulate how an existing fire (whether natural or created by psychic powers) grows. the psychic can manipulate a fire as she wishes. Although the fire moves quickly. Action: Instant Roll Results Dramatic Failure: The psychic suffers one point of lethal damage due to painful psychic feedback. whichever comes first. Book: Second Sight. If used as an attack. The psychic can lift objects. Wits + Crafts (— target’s Defense) to attack with a flame. With the fourdot version. so a pyrokinetic loses her Defense and can take no action other than movement up to Speed per turn. An additional Willpower point must be spent and a new activation roll made to regain control. Each success on an attack roll inflicts one point of lethal damage. Exceptional Success: In addition to damage inflicted. p. The pyrokinetic cannot truly shoot fireballs. Lifting an Object The simplest use of Telekinesis is to lift objects.

Success: Telekinesis dots increase by one per success. roll Resolve + Composure reflexively. Hitting a target requires you to roll Wits + Resolve. If the object is too big. provided that the psychic’s Telekinesis Merit dots are sufficient to do so. possibly hurting himself or others. If the telekinetic seeks to lift something even bigger. The Damage of the object thrown (usually the lesser of its Size or Durability) is added to the dice pool. a number of successes must be rolled for the victim in excess of those rolled for the telekinetic when the hold was achieved. with the telekinetic’s Merit dots subtracted from the victim’s dice pool. An object can be lifted and thrown as part of the same instant action. but he must still be able to see the object directly. but he is automatically immobilized. 150 of the World of Darkness Rulebook.equal the Strength required. In order to escape. Aerodynamic objects can be thrown double those distances. Failure: The telekinesis attempt is unsuccessful. A non-aerodynamic object (such as a clay pot or tire) can be thrown a distance in yards equal to Wits + Resolve + total Telekinesis dots. although 1 Willpower is required to lift the object Dice Pool: Wits + Resolve + Damage bonus of thrown object (– target’s Defense) Action: Instant Roll Results Dramatic Failure: The character loses control of the item. Telekinesis is both physically and mentally taxing. Exceptional Success: The telekinetic increases his Merit dots by five or more and gains a +1 bonus on any attempt to manipulate the item. with each success adding to the telekinetic’s Merit dots for the action. A character can hurl an object up to twice long range. Action: Reflexive Roll Results Dramatic Failure: The item is dropped and/or the telekinetic suffers one point of bashing damage due to psychic feedback from the effort. and no other actions are allowed except moving up to Speed in that time. minus the target’s Strength. he must either drop the object or another Willpower point must be spent to retain control. Medium range is double that. The player rolls Stamina + Resolve. Grappling a Target (Telekinesis •••+) Seizing a human-sized or larger target and attempting to hold him steady requires at least three Telekinesis dots. a character with 4 Wits. Cost: 1 Willpower + 1 additional Willpower after every [lesser of Stamina or Resolve] turns Dice Pool: No roll is required to lift an object. such as throwing it. 3 Resolve and an unmodified 2 Telekinesis can throw a tire with 2 Size a short distance of 7 yards. the target is not only grappled. a character can hold up an object for a number of turns equal to the lesser of his Stamina or Resolve. although one Willpower must be spent to initially activate the power Action: Instant Dice Pool: Stamina + Resolve (– the target’s Strength) Roll Results . Suggested Equipment: See the Damage ratings of possible thrown objects on p. a Resolve + Composure roll is required. So. he can slide the object across the floor at about a yard per turn. After that. provided the character’s total Telekinesis dots exceed those required to lift the item. but is automatically reduced to a chance die. This distance is considered short range. A telekinetic can lift objects smaller than Size 1. inflicting one point of damage per success. If the roll is successful. such powers suffer no penalty due to immobilization. Cost: None. Strength + Resolve is rolled in an instant action. he loses his telekinetic grip and drops it. Success: The telekinetic hits his target. Throwing an Object If the telekinetic wishes to hurl an object at a target. but an object whose Size exceeds the psychic’s modified Telekinesis dots cannot be thrown no matter how aerodynamic it is. he must first lift it. If it is large or heavy (Size 4+). and the target’s Defense applies. Cost: None. If the target has any psychic or supernatural powers that can be brought to bear against the telekinetic. Exceptional Success: The telekinetic hits his target with great accuracy and force. Also. minus the object’s Size. and long range is twice medium range. As usual. the telekinetic can continue to manipulate the object for a number of turns equal to the greater of his Stamina or Resolve before needing to set the object down or spend another Willpower. Smaller objects land wildly off the mark. –2 for medium range and –4 for long range. an additional Willpower point must be spent after every [lesser of Stamina or Resolve] turns in order to keep a target immobilized. a medium range of 14 yards and a long range of 28 yards. A victim can try to break free each turn as a contested action. A victim of this effect is allowed no Defense against attacks from others. Failure: The telekinetic attack misses its target.

The telekinetic can keep the target immobilized for a number of turns equal to the lesser of his Stamina or Resolve. he gains +1 on all deliberate uses of telekinesis. Success: The telekinetic successfully grapples the target. Effect: Thermokinesis permits a psychic to increase ambient temperature. Treat the blow as a ranged attack to which Defense does not apply. with each success increasing the temperature according to the chart below. The blow inflicts bashing damage. or only earth. –2 for medium range and –4 for long range. and armor protects the target as normal. . Hitting a target requires you to roll Wits + Resolve. Success: The telekinetic strikes his target with a blast of pure kinetic force. A character can strike up to twice long range. only living material. treat the power as a ranged attack. only “soft” objects such as cloth or cardboard and nothing harder. Exceptional Success: In addition to bashing damage inflicted. The player must first spend one point of Willpower to activate the power and then roll Intelligence + Resolve. and the telekinetic suffers one point of bashing damage due to psychic feedback from the failed effort. The attack also ignores cover. Merit Rating Temperature Ranges Merit Dots • •• ••• •••• ••••• Temperature Ranges 2 degrees per success 5 degrees per success 10 degrees per success 15 degrees per success 25 degrees per success Thermokinesis (• to •••••) When Thermokinesis is used to attack a moving target. the telekinetic might inadvertently hit someone or something other than his intended target. p. Alternately. If the roll is unsuccessful. Telekinetic Blow (Telekinesis •••••) A psychic with five dots of Telekinesis can strike a target with a blast of pure kinetic force. At the Storyteller’s discretion. Short range equals Wits + Resolve + Telekinesis dots in yards. Option [Limited Telekinesis]: The telekinetic can manipulate only certain types of objects. Defense does not apply. Medium range is double that. Failure: The telekinesis attack is unsuccessful. inflicting one point of bashing damage per success. the target must also roll to avoid knockdown (see the World of Darkness Rulebook. Option [Emotional Telekinesis]: Whenever the telekinetic is in the grip of strong emotion. Resolve + Composure is rolled with a dice penalty equal to the level of the emotion as described by the Emotional Response table on p. but the player is automatically reduced to a chance die. 53 Prerequisites: A character’s dots in this Merit cannot exceed the lesser of her Resolve or Stamina. and long range is double medium range. Spending Willpower extends the period in which a victim may be held. and the temperature shift bypasses armor unless it has some type of thermal protection aspect or is a supernatural armor capable of protecting against heat. the Storyteller might permit the dice bonus accompanying the option to be +1. Failure: The telekinesis attempt is unsuccessful. Cost: 1 Willpower per attack Dice Pool: Wits + Resolve Action: Instant Roll Results Dramatic Failure: The attack is unsuccessful and the telekinetic suffers one point of bashing damage due to psychic feedback from the failed effort. If a telekinetic has this option. such limitations might include objects of Size 3 or less. Such “poltergeist activity” does not require the expenditure of a Willpower point. 168). A dramatic failure means this activity might flare up at random intervals over the next several days. unless the subject escapes earlier. The effectiveness of the thermokinetic’s power is based on her dots in this Merit. since the character can potentially lower temperatures over an area big enough to encompass even someone behind full cover. flinging small objects around the room in what onlookers might mistakenly ascribe to the actions of a poltergeist.Dramatic Failure: The grappling attempt is unsuccessful. pinning her or lifting her off the ground. Book: Second Sight. the telekinetic’s powers function randomly. +2 or even +3. p. Exceptional Success: The telekinetic can restrain his target for a number of turns equal to the greater of his Stamina or Resolve. Depending on just how limited this telekinesis is. 60.

all living things suffer one point of aggravated damage per turn. Action: Instant Roll Results Dramatic Failure: The psychic fails to affect ambient temperature and suffers one point of bashing damage as his own internal body temperature goes haywire. A thermokinetic is immune to high-temperature attacks unless the attacker’s Thermokinesis dots exceed his own. the thermokinetic’s powers function uncontrollably. A psychic with this power is automatically immune to natural temperature extremes ranging from zero to 100 degrees. Exceptional Success: Additional successes are their own reward. the affected area returns to normal temperature at a rate of 10 degrees per minute. “equalize normally” may mean an explosive reaction. Cost: 1 Willpower per roll to affect temperature. In the case of extreme temperature changes in excess of a 400-degree difference from the surrounding area. If the temperature shift is less than 400 degrees. Dice Pool: Intelligence + Resolve (– Size of the area to be affected) to increase temperature. Once a psychic ceases to focus her attention on a specific location. 60. although the absolute highest temperature that any thermokinetic can achieve is roughly 2000 degrees Fahrenheit. Thus. p. Success: Each success raises the ambient temperature as described above. Normal human body temperature is 98. the site’s temperature equalizes normally. Medium range is twice that distance. If a victim’s body temperature is increased by 15 degrees or more. Short range is equal to a psychic’s Intelligence + Wits + Thermokinesis dots in yards. Thermokinesis is especially deadly against humans. Once the psychic has successfully raised the temperature in a given location. Thus. With powerful Thermokinesis. a victim suffers a –1 penalty to Dexterity. a +2 bonus to the roll is gained. Failure: The psychic fails to affect the ambient temperature. inflicting aggravated damage as normal. Thermokinetics also have an improved resistance to environmental temperature extremes. as a normal mortal caught within the area of effect is physically heated up as if caught in a giant microwave. Strength and Wits (and consequently. Resolve + Composure is rolled with a dice penalty equal to the level of the emotion as described by the Emotional Response table on p. inflicting two dice of bashing damage on everyone within a radius equal to the Size of the area initially affected x5 in yards. . raising ambient temperature in random ways. and wood catches fire and lead begins to melt at around 600 degrees. possibly causing small fires. A dramatic failure means this activity flares up at wild intervals over the next several days whenever the psychic becomes agitated. The explosion also causes knockdown (see the World of Darkness Rulebook. None to resist temperature. Long range is twice medium range. if the psychic can touch the object to be heated. Option [Emotional Thermokinesis]: Whenever the thermokinetic is in the grip of strong emotion. a –1 penalty to Initiative and possibly Defense. catastrophic effects may occur. a thermokinetic can raise ambient temperature to incredibly high levels. and a –2 penalty to Speed) for every five degrees of temperature increase for the duration of the thermokinetic effect. so living targets caught in the hot spot suffer an increase in body temperature commensurate with successes rolled. Strength or Wits is reduced to zero by a thermokinetic attack. an undead creature’s clothing ignites somewhere between 350 and 500 degrees. When Thermokinesis is used. an attempt to heat a human-sized target suffers a –5 penalty.Thermokinesis affects the temperature of everything within the affected area. with time and a prodigious amount of Willpower. The Size of the area affected is subtracted from the cryokinetic’s pool. If the roll is unsuccessful. No roll to resist temperature extremes. (2) release his concentration and let the temperature equalize normally or (3) use his Thermokinesis powers again to raise the temperature even further. he suffers a point of lethal damage per turn spent subjected to the thermokinetic attack. If any of the victim’s Dexterity. At temperatures of 200+. These random phenomena do not require the expenditure of a Willpower point. Most paper and cloth combusts at just over 400 degrees. in most cases. Surprisingly. and inflicts a –2 penalty on the psychic’s dice pool. 168). plus an additional temperature range equal to plus or minus [Merit dots x20] degrees. the victim is immobilized due to heat prostration.6 degrees Fahrenheit. he can do one of three things: (1) maintain the increased temperature as long as he concentrates. vampires and other undead creatures are immune to ambient temperatures below 1500 degrees. and inflicts a –4 penalty on the psychic’s dice pool. However. However.

cats or rats. although the power usually inflicts a dice penalty on a roll. such as “Go fetch Timmy! He’s in town at the movie theater. p. The animal is a single insect. Also. The psychic’s own body is completely inert and helpless while this power is in effect. since the average observer cannot readily distinguish between a psychic with the innate ability to communicate with non-sentient creatures and an ordinary “horse whisperer” who is simply “good with animals. The two-dot version allows a psychic to affect a single species of animal such as dogs.” With Manipulation. Book: Second Sight. Although true communication is not yet possible. One point of Willpower must be spent to control multiple animals simultaneously. in the third row!” Dice Modifiers Modifier Situation Modifier +1 0 -1 -3 -5 Animal Empathy (•• or ••••) Situation The psychic has previously used this power successfully on the same animal(s). Action: Instant or contested Dice Pool: Wits + Animal Ken to communicate. The animal is a common fish or a group of up to three mammals. Success: The psychic can intuitively understand the animal’s mood and thought processes. and trained guard dogs let an intruder walk right by. and she cannot perceive anything about her body’s surroundings unless the possessed animal is nearby. Further attempts to use Animal Empathy against the animal fail automatically for the remainder of the scene. one Willpower point must be spent to instantly seize control of the animal. a school/swarm of up to 25 fi sh or vermin or a group of up to 10 larger mammals. the psychic can intuit crude impressions such as “I’m hungry. 55 Effect: Although Animal Empathy is sometimes considered a rare gift. The four-dot version allows possession of any type of animal. The animal is a swarm of insects with a hive mentality. totally controlling its body and perceiving through all of its senses. If the character’s body is damaged. albeit one which can affect only animals. Manipulation + Animal Ken (versus animal’s Resolve rolled reflexively) to control.” “Fetch” or “Tear him apart!” Animals that were previously hostile become docile. she Animal Possession (••••) . The four-dot version permits a psychic to affect any type of animal. he is limited to possessing the type of animal with which he is attuned. Failure: The character fails to infl uence the animal in any way.” “I want to play” or “That man beats me. making it immediately hostile. Cost: None if the psychic has time to interact with the animal and achieve some kind of rapport. almost to the point of sharing its senses. though. Effect: Animal Possession builds on the power of Animal Empathy to actually allow a psychic to possess a particular animal. a psychic attempting to control large numbers of animals at one time must give the same instructions to all of them. If the psychic has only the two-dot version of Animal Empathy. this Merit combines a wide number of psychic effects. Exceptional Success: The psychic can freely communicate with the animal. or a collective group of up to 100 small creatures or up to 25 larger mammals.Telepathic Merits Book: Second Sight. the psychic can command the animal to follow simple instructions such as “Heel. 56 Prerequisites: Animal Empathy •• or ••••. and cannot send different animals off on individual missions without a separate roll for each of them. including Mind Reading. p.” Regardless. The animal is a mammal or bird. Either version can allow a psychic to affect multiple animals at once. some parapsychologists speculate that it is more common than it appears. Roll Results Dramatic Failure: The character triggers psychic feedback in the animal. If the psychic has never seen the animal before or it is currently hostile. The psychic can also give relatively complex instructions and expect them to be obeyed. Thought Projection and Emotion Control under a single power. No version of this power can affect truly sentient animals or other beings that have transformed into animals. There is also a separate Merit called Animal Rapport that creates a permanent psychic link with a single animal.

but can be extended at the cost of one Willpower point per scene. Resolve or Composure is rolled reflexively for the animal. Animals larger than Size 5 confer a penalty on the roll. The character must be within line of sight to communicate . The animal is a mammal or bird. If the character’s physical body is killed while possessing an animal. Failure: The character fails to possess the animal. her mind dies as well. Dice Modifiers Modifier +1 — -1 -2 -4 Situation The psychic has previously used the Animal Possession power on the animal to be possessed. Cost: 1 Willpower Dice Pool: Presence + Animal Ken versus animal’s Resolve. the psychic’s mind is immediately sent back to her body. The animal with which the character has a bond is a normal example of its species. 57 Prerequisites: Animal Ken ••+ Effect: This Merit acts as a version of Animal Empathy. The character can communicate with the creature. based on the chart below. The character has an innate mental bond with a single animal. Under no circumstances can the time of possession last beyond a number of hours equal to the lesser of the psychic’s Stamina or Resolve. it is capable of turning. Further attempts to use Animal Possession against the animal fail automatically for the remainder of the scene. but the expenditure of one Willpower point allows the character to communicate non-verbally with his pet. you must win a contested roll against the animal. does not normally commit suicide on its master’s behalf. The cost of this Merit is determined by the Size of the animal. at the Storyteller’s discretion. p. although she may be subject to a killing blow (see the World of Darkness Rulebook.knows it and can reflexively end the possession after taking any damage. Exceptional Success: The psychic can maintain the possession for up to the lesser of his Stamina or Resolve in hours without paying any additional Willpower. Possession lasts for one scene. The animal is a fish. understanding its barks or hisses as speech and allowing the animal to comprehend the character’s normal language. The psychic can never possess more than one animal at a time. 168) in the duration of the possession. making it immediately hostile. Per point of the animal’s Size in excess of 5. although he can end the possession at any time. while generally loyal. vampires or werewolves who have simply assumed the forms of animals. The psychic cannot use any other psychic powers while possessing the animal. The psychic also cannot possess an animal smaller than a mouse. totally controlling its body and replacing its Mental (but not Social) Attributes with his own. Simpler creatures such as insects cannot be possessed. but a side effect of the rapport permanently increases the animal’s Intelligence by one. including mages. If he wishes it to do something that the animal might consider dangerous. If the animal is killed during the possession. This power requires the animal to be possessed to have at least the intelligence of a small rodent or fish. p. which. This power cannot be used against sentient creatures. The character must speak to the animal to communicate with it. Merit Dots 3 4 5 Size of Animal Size 3 or smaller Size 4 to Size 5 Size 6 to Size 10 Animal Rapport (Variable) No roll is ever required for verbal communication. If the character seriously mistreats his pet. The animal’s Physical Traits prevail. Success: The psychic projects his own consciousness into the animal. resistance is reflexive Action: Contested Roll Results Dramatic Failure: The character triggers psychic feedback in the animal. but the character does not have the capacity to control the creature outright. Book: Second Sight. while Manipulation or Presence + an appropriate Skill is rolled for the character. The animal is a reptile or sophisticated aquatic life form such as a dolphin or shark.

werewolves by their vibrant intensity and mages by sparkling lights that appear in the patterns. Both versions of this Merit require the expenditure of one Willpower point and an Intelligence + Empathy roll. experience spent or dots assigned to this Merit may be lost or reassigned at the Storyteller’s discretion. allowing her to observe the target for possible deception or even to predict an imminent attack. Applied toward reading the mood of potential combatants. Success: The character can determine the target’s general mood and nature. The character may even forge a bond with another such amazing animal. the Storyteller should always roll for the player when the possibility of a dramatic failure applies. Aura Reading. but also has elements of mind reading. If the psychic wins the roll. the character gains an additional +2 dice on all Social rolls made against the target for the remainder of the scene due to his being so in tune with her personality. provided the telepathic is actively reading the aura of a target at the time that person initiates an attack. the animal likely travels as quickly as it can to its master’s location. The two-dot version automatically fails against supernatural beings. and with experience interpret its constantly changing hues to gain insights into a subject. does not carry with it the same level of sophistication.freely with the animal. assuming one can be found. Thus. A failure on an attempt at Aura Reading means that the psychic is unable to discern an aura at all. Regardless of the type of supernatural subject. 58 Prerequisites: Thought Projection •••• Mental Blast (•••••) . According to telepaths who have this Merit. Once a psychic successfully reads a target’s aura. a talented psychic can deduce a target’s general emotional state and perform such feats as determining whether the person is lying. possibly picking up details about a supernatural being’s nature or whether a particular target is lying. but if the animal can hear the character even at great distance (such as Timmy yelling from down a well a half-mile away). vampires are recognized by their extremely pale auras. Exceptional Success: The character gains all the benefits of a normal success. Cost: 1 Willpower Dice Pool: Intelligence + Empathy versus target’s Composure + Supernatural Advantage (resistance is reflexive) Action: Reflexive (though a subject may have to be studied in advance of making a roll) Roll Results Dramatic Failure: The character gleans utterly misleading and wholly inaccurate information. a knowledgeable telepath may use this power to recognize supernatural entities. the psychic can continue to view it so long as she maintains concentration. The Storyteller may wish to make any chance-die rolls for a player. Aura Reading allows a psychic to perceive this otherwise invisible halo. p. The five-dot version can be used against supernatural beings. this power grants its user a bonus to Initiative equal to the number of successes rolled in activating the effect. p. however. To a trained telepath. A psychic who has had opportunity to perceive the auras of vampires might know that a mage is “not right” and also knows that she is not a vampire. and a target may be suspicious of someone staring intently at her if a reflexive Wits + Composure (or possibly Wits + Occult) roll for her succeeds. With the five-dot version. Animal Possession (•• or •••••) Book: Second Sight. as are astral projectors. and a psychic cannot communicate with them without use of other powers. Book: Second Sight. all living things (and some “unliving” things) are surrounded by a nimbus of energy that is perceptible by psychic means or by Kirlian photography. Vampires and mages have access to a similar power known as Aura Perception. he recognizes the lie. but only faintly. as Aura Reading represents a form of psychic perception. but he would not specifically realize that she is a mage unless he also had some familiarity with the auras of willworkers. while a dramatic failure means she receives false or misleading information. A telepath who successfully reads the aura of someone in the act of lying may recognize that the subject speaks falsely by rolling Intelligence + Empathy + [the successes gained on the initial Aura Reading roll] versus the subject’s Composure + Subterfuge in a contested action. The two-dot version requires the psychic to scrutinize the target for a number of turns equal to the target’s Composure prior to the roll. but otherwise functions as the two-dot version. to keep the true results secret. Dematerialized ghosts and spirits are also visible with this power. And yet. If the animal is ever lost or killed. resistance is reflexive. contested by a target’s Composure + Supernatural Advantage. Failure: The character can distinguish no information at all. In addition. a telepath must have some familiarity with a sort of being to identify it. 57 Effect: Aura Reading blurs the distinction between telepathy and ESP.

Unless the character also has Thought Projection or some similar advantage. Mind Control is effective only against ordinary people and Mind Control (•••••) . If the psychic wishes. the player rolling again every turn so long as the attacker can maintain concentration. it inflicts either a temporary or permanent derangement. 59 Prerequisites: The psychic must deliver his instructions verbally unless he is capable of projecting his thoughts. another Willpower must be spent to initiate a new Mental Blast. but in some cases the power quite literally causes a victim’s head to explode. Once this power is initiated. Combined with Thought Projection. If the psychic has specialized training as refl ected by Science ••• or higher with a Specialty in Psychology or some similar field. with the precise form of ailment is determined by the Storyteller. The psychic uses Thought Projection with such force and intensity that it overwhelms the victim’s brain. If he has both Thought Projection and Clairvoyance. Instead. Generally. the target can be subjected to a permanent mild derangement that can be removed through only roleplaying. p. Fatalities inflicted with Mental Blast generally appear to be strokes or similar maladies. Cost: 1 Willpower on the first turn of a Mental Blast. Also. Commands that force a subject to violate deeply held beliefs.) Book: Second Sight. One of the most insidious manifestations of psychic power. or to harm loved ones impose a penalty to the roll made for the psychic. Derangements gained through use of this power cannot be removed by raising one’s Morality trait. the psychic can make anyone a puppet. he must verbally tell his subject what he wants her to do. Cost: 1 Willpower Dice Pool: Presence + Empathy versus the subject’s Resolve + Supernatural Advantage. p. While concentrating on the target. Dice Pool: Presence + Intimidation – subject’s Stamina Action: Instant Roll Results Dramatic Failure: The character suffers one point of bashing damage from psychic feedback and is unable to use the power for the remainder of the scene. the target must roll her Stamina to avoid knockout (see the World of Darkness Rulebook. Exceptional Success: The character gets at least five successes and exceeds those of the target. Exceptional Success: Additional successes are their own reward. Success: The character gets more successes than the target. Each success achieved on the attack inflicts one point of bashing damage on the target in the form of a blistering migraine. Mind Control permits a telepath to project his mind to overcome a subject’s will and render the subject open to suggestion. with a successful roll permitting a telepath to tailor the derangement to his desire. the psychic loses his Defense and can take no action other than maintaining the assault and moving up to Speed in a turn. silently seizing a victim’s will from across a room and making her his slave. Intelligence + Science may be rolled instead for characters with specialized training in psychology or something similar. Mind Breaker (•••••) Book: Second Sight. A sustained attack may have lethal results. who suffers one mild derangement for the remainder of the scene. he can command the mind of someone from across a city like a modern-day Svengali. The psychic can continue to inflict damage as long as he can maintain concentration on his target. Success: The character inflicts damage as noted above. Alternatively. the user simply inflicts madness.Effect: An extremely rare and dangerous power. 168. Mental Blast allows a telepath to damage the mind of another being by force of will. 58 Prerequisites: Thought Projection •••• Effect: Mind Breaker does not inflict any damage on a victim. the Storyteller may permit her to deliberately tailor the victim’s madness. Failure: The character fails to inflict madness on his target. effectively making this power a form of paranormal hypnosis. the derangement inflicted may be severe instead of mild. p. the psychic can maintain the assault. If the psychic’s concentration is broken. potentially causing a stroke or cerebral hemorrhage. Failure: The character fails to inflict any damage. Action: Contested Roll Results Dramatic Failure: The character suffers one Storyteller-chosen derangement for the remainder of the scene. to act against Virtues.

The threedot version permits a telepath to read the surface thoughts of an ordinary person. requires concentration while instructions are conveyed Roll Results Dramatic Failure: The character triggers psychic feedback in the target. How long this effort takes depends on the complexity of the instructions. The command forces the subject to harm a loved one or to act against a Virtue. The command is clearly suicidal. p. vampires and werewolves). making her instinctively withdraw or distrust him. Cost: 1 Willpower Dice Pool: Manipulation + Persuasion versus subject’s Resolve (resistance is reflexive) Action: Contested. The five-dot version permits the telepath to probe the buried thoughts of even supernatural beings. The psychic must concentrate fully on his subject while conveying his instructions. Dice +1 -1 -2 -4 -5 Modifiers The psychic has successfully used Mind Control on the subject within the last week. suffering all the normal penalties for concentration. unless the telepath achieves an exceptional success. Failure: The character fails to read the target’s mind. and the player is allowed to ask one question about them per success. 117) apply to Mind Control attempts. the player can ask questions about any topic. Surface scans are limited to what a subject currently thinks about. ghouls. 66) gain a +2 bonus on all uses of this power. If the psychic is capable of deep scans. There is no time limit on how long the command can take to be executed. However. Exceptional Success: The player gets five or more successes and they exceed those of the target. although a telepath can attempt to manipulate a subject into thinking about something in particular with a successful Manipulation + Subterfuge roll (contested by Wits + Subterfuge if the subject is aware of the telepath’s capabilities). I killed her. p. The command forces the subject to kill a loved one or perform an action that might cause her to lose Morality. wolf-blooded and similar beings may be affected. provided that the order can be fulfilled within one scene. Failure: The target ignores the character’s command.other psychics. although they may gain bonus dice to resist in some circumstances (such as when a ghoul is mentally controlled to betray his undead master). The benefits of the Striking Looks Merit (see the World of Darkness Rulebook. Once the command is issued. The target is also rendered immune to further Mind Control attempts by the psychic for the next day. vampires or werewolves. the psychic does not need to continue concentrating. The four-dot version permits the telepath to probe the mind of an ordinary person for buried information or even subconscious thoughts. or to perceive the surface thoughts of beings who are the subject of a supernatural template. such as mages. This last version also allows a telepath to perform “light scans” of multiple minds at once to discover who among several thinks something in particular (such as identifying which of several murder suspects thinks. making him instinctively withdraw or distrust her. The command forces the subject to act against a loved one or to violate deeply held personal beliefs. although the telepath cannot yet perceive information that a subject does not currently think about. A Mind Control attempt automatically fails against anyone who is the subject of a supernatural template (such as mages. and psychics with the Hypnotic Voice Merit (see p. Success: The target obeys the character’s command. 60 Effect: Mind Reading is the essential telepathic power.) Cost: 1 Willpower Dice Pool: Intelligence + Empathy versus the subject’s Composure + Supernatural Advantage (resistance is reflexive) Action: Contested Roll Results Dramatic Failure: The character triggers psychic feedback in his target. the ability to read the thoughts of others. Success: The character can perceive the target’s thoughts. including Mind Reading (••• to •••••) . and may last for several turns. The target can also automatically resist any use of Telepathic Merits by the psychic for the next day. Book: Second Sight. The telepath’s command must be something that can be completed within the scene or the attempt fails.

A Resolve + Composure roll for the subject must succeed to avoid acting on the emotion in minor ways (snide comments toward someone he dislikes. p. The target seeks out opportunities to act on the emotion in obvious ways. Also. Book: Second Sight. flirting with the person for whom he now feels sexual attraction) every time he has an opportunity to do so. Any attempt to manipulate a subject’s emotional state is penalized by the intensity of the emotion to be created or suppressed. as the telepath moves from merely perceiving the emotional aura of a target to actively manipulating it and thereby affecting the subject’s mood. such as causing a man to hate his beloved wife. the Storyteller may rule that the telepath discovers some useful tidbit of information in the subject’s mind for which he wasn’t even searching. Thus. obsessive stalking). +1 The subject willingly consents to a telepathic probe.” affecting her mood. the dice pool suffers a –4 penalty. or for the duration of an entire scene if the empath achieves an exceptional success. -1 Noticeable signs of the emotional state. 60 Prerequisites: Aura Reading and Thought Projection (either version) Effect: Psychic Empathy builds on the underlying power of Aura Reading. moving from no discernable signs (0) of love to unambiguous (–3) signs of love). acting in a subservient manner toward a person he now loves). Thus. except that the target must get at least as many successes on the Resolve + Composure as the empath does on the Psychic Empathy roll to avoid acting out on the emotion in a very obvious way (picking a fight with a person he now hates. suicidal depression.e. Often. Exceptional Success: Extra successes are their own reward. -2 Obvious signs of the emotional state. a character must first successfully use Aura Reading on a target. In order to use Psychic Empathy. Or if an empath wants to totally suppress an enemy’s overwhelming (–4) hatred of her in order to allow for peaceful interaction. Emotional Response 0 No discernable signs of the emotional state.. -4 Overwhelming signs of the emotional state. plus the new one. Emotions produced with the four-dot version of this power last while the empath concentrates. -3 Unambiguous signs of the emotional state. the dice pool suffers a –3 penalty. The intensity of any particular emotional state is determined by the chart below. or at the Storyteller’s discretion has some other supernatural or psychic power that conveys telepathic abilities. the penalty is the total associated with the previous emotion. he can psychically “adjust the colors. +1 The psychic touches the subject. converting a subject’s unambiguous (–3) love for his wife into unambiguous (–3) hate inflicts a total –6 penalty. the dice pool Psychic Empathy (•••• or •••••) . In such cases. at the Storyteller’s discretion. The four-dot version is only capable of short-term manipulations. and any attempt to conceal his state is automatically reduced to a chance die. A Willpower point must be spent for the subject to even attempt a Resolve + Composure roll to contest the emotional compulsion. +2 The subject willingly consents to a telepathic probe and also has this Merit. The five-dot version automatically lasts for at least a scene. has some other supernatural or psychic power that conveys telepathic abilities. and applies for a day with an exceptional success. Dice Modifiers Modifier Situation +1 The psychic has successfully used Mind Reading on the subject within the last week.questions about a subject’s buried memories or even subconscious thoughts of which the subject is not even aware. while the five-dot version can hardwire a victim to feel a particular emotional response for extended periods. As with the previous entry. Once the character can clearly see the target’s aura. With either version. and he must still get as many successes as the empath does on the activation roll. an empath seeks to produce an emotion that is the opposite of one a target currently feels. The emotional state approaches or even exceeds the level of a derangement (homicidal rage. if an empath wanted to make a total stranger fall in love with her (i. -1 The subject actively resists the telepathic probe and also has this Merit. or when she wants a suicidal person to suddenly feel happy about his life. or.

but the maximum number of people who can easily be affected at the same time equals the psychic’s Intelligence + Manipulation. a telepath causes the subject to see something that isn’t there. Cost: 1 Willpower per use. If this roll fails. Normally. contested by the subject’s Resolve + Composure. the effect lasts for a day. an illusion is static and cannot interact with beings. the effect persists for a scene without concentration. The default use of this power assumes that only one sense is affected. With the five-dot version. p. happiness or sadness. the empath’s power is not totally under his control.” the World of Darkness Rulebook. Anyone who fails to get as many or more successes than the empath instantly experiences the same emotion as the character. Option [Limited Empath]: The empath’s powers are limited in some way. love. Deliberate uses of this power functions as normal. Failure: The character fails to influence the target’s emotions. Action: Contested Roll Results Dramatic Failure: The character triggers psychic feedback in the target. An empath who can affect only women might gain a +1 bonus. Likewise. onlookers see through the illusion. the empath has a +2 bonus. Any emotion can be affected by this power. Option [Touch Only]: With this option. Thus. so a clairvoyant remotely viewing the scene is not deceived. The illusions created can affect any normal senses that the illusionist possesses. and its parameters are limited mainly by the Storyteller’s discretion and a player’s innovation. such as in the type of person affected. p. 61 Prerequisites: Mind Control and Thought Projection (either version) Effect: This power represents a refinement of the Mind Control Merit. although clairvoyance can substitute for direct observation. the player must roll Wits + Persuasion as an instant action. the type of emotion manipulated or the type of person or object that can be made the subject of an altered emotional connection. Cameras and videotapes are never affected by a psychic illusion. above. Option [Uncontrolled]: With this option. Dice Pool: The psychic must first successfully use Aura Reading on the subject (see “Aura Reading” on p. If the illusionist wishes his visions to interact with someone who is deceived by them (such as having a “phantom police officer” direct observers away from a crime scene). The illusionist cannot create an image capable of deceiving psychic powers. Instead of giving hypnotic commands to the target. Such follow-up rolls are only required when the Psychic Illusions (•••••) . The roll to alter emotions is Manipulation + Empathy versus Resolve + Composure (resistance is reflexive). Each additional person imposes a –1 penalty to the activation roll. Presence + Empathy is rolled. Success: The subject’s emotions change according to the empath’s desires.for affecting emotions is Manipulation + Empathy. The player’s Manipulation + Persuasion roll is resisted by the Composure + Supernatural Advantage of any observers (roll the highest pool for a mob of onlookers) in a contested action. a reflexive Resolve + Composure roll must be made. 157. except that with this option. such as a deaf character creating an illusion that includes an auditory element. even if they had been previously fooled. See “Touching an Opponent. but the four-dot version automatically fails against such beings. Book: Second Sight. Whenever he experiences a profound emotion. or to misapprehend some element of his surroundings. plus a bonus equal to the emotion’s rating. possessiveness (for an object or a person) and compassion. the more people who are present. If the roll is unsuccessful. The subject is also immune to the psychic’s Psychic Empathy for the rest of the scene. Exceptional Success: The emotional change lasts for a longer period of time. with a penalty based on the emotion as determined by the response table. with everyone in his vicinity making a contested Resolve + Composure roll. the empath can affect another’s emotional state only while physically touching the target. With the four-dot version. The dice bonus is determined by how specific and limited the empath’s powers are. (although concentration is all that’s required after contact is made). The five-dot version is capable of affecting a being with a supernatural template. Only one successful attempt can be made to alter a subject’s emotions per scene. Uncontrolled uses of Psychic Empathy do not require use of Aura Reading or the expenditure of a Willpower point. One Willpower must also be spent to activate the character’s Aura Reading powers prior to manipulating a subject’s emotions. and each additional sense affected imposes a –1 penalty to the roll. The telepath must be able to see the person to be affected. sexual libido. A few of the more commonly affected emotions include anger. making him instinctively withdraw or distrust her. while one whose sole power is to trigger intense misogyny in other men might gain a +3 bonus. the greater the likelihood that some or all are able to see through the deception. Theoretically. 57). a psychic cannot create an illusion of something he cannot perceive. the illusionist can fool any number of people with a particular illusion.

If a mob is affected. Exceptional Success: The psychic no longer needs to concentrate to maintain invisibility and can take other actions (although any interaction with her environment may end the effect). any attack with an illusionary weapon fails. If anyone in a group points the character out. all onlookers can see her. although both may feel perfectly solid to the casual touch. Also. So. such as writing a ticket. Psychic Invisibility (•••••) Book: Second Sight. Exceptional Success: The illusions created are highly realistic. The psychic no longer needs to maintain concentration. An illusory wall does not prevent someone from passing through it if she leans against it. If she performs no actions. So. The contact must be within line of sight unless the psychic has a Telepathic Rapport with the other party (see below). the illusionist is unable to use this power again for the remainder of the scene. Success: Any affected targets perceive whatever sensory effect the psychic desires. Action: Contested. Book: Second Sight. Failure: The psychic fails to create any illusion at all. the invisibility ends automatically for observers. or if the psychic wishes to have the police officer interact in some new and different way. it is never solid. This power fails automatically if the other party does not wish to communicate. the character must maintain concentration for the duration of the illusion. although it “feels” solid to a deceived observer if the illusionist incorporates tactile sensations into the creation. p. although a Wits + Persuasion roll must still be made to cause the illusion to move or react in any way. Cost: 1 Willpower to allow communication for the rest of the scene Telepathic Communication (••••) . Cost: 1 Willpower. making every potential observer in the vicinity instinctively withdraw or distrust her. p. even if both sides remain within sight of each other. or he makes any particularly loud sound. meaning that he can take no action other than moving Speed per turn. Regardless of how convincing an illusion is. Failure: The psychic fails to hide her appearance. He loses his Defense and can take no actions other than moving up to Speed in a turn. 63 Prerequisites: Thought Projection •••• Having mastered both Mind Reading and Thought Projection. the character must maintain concentration for the duration of the power’s use. The psychic cannot disappear from view if he has already been seen. cameras are not affected by this power and anyone sufficiently perceptive can see through the deception. but any witnesses he encounters after the power is activated are typically unable to see him unless he does something to call attention to himself. Also. The psychic cannot perceive any thoughts other than those a subject wishes to send. an illusionary item cannot be used as a weapon. An illusory chair is not capable of supporting an observer’s weight. make one roll for the group using the highest dice pool of its members. the telepath can now initiate two-way telepathic communication with another person. Success: The psychic activates her psychic invisibility power. Psychic Invisibility represents a psychic’s ability to “cloud men’s minds” so that onlookers cannot perceive him. Action: Contested to activate. If the psychic affects any physical object while a potential observer is looking. the effect lasts for the remainder of the scene. 62 Prerequisites: Mind Control and Thought Projection (either version) As the name suggests. Cost: 1 Willpower Dice Pool: Intelligence + Stealth versus an observer’s Resolve + Supernatural Advantage (resistance is reflexive). instant to manipulate Roll Results Dramatic Failure: The character triggers psychic feedback. even if the other party is willing. a reroll is required only if the observer actively tries to engage the police office somehow (whether through communication or an attack). Dice Pool: Manipulation + Persuasion versus the target’s Composure + Supernatural Advantage to create illusions (resistance is reflexive). and he loses his Defense. if the interactive police officer fools an observer. Each use of the Merit lasts no longer than one scene. Also. unless the psychic also uses Mind Reading. even though any onlookers are able to see her. The character is not truly invisible. Wits + Persuasion to manipulate existing illusions.illusion must be made to interact with an observer in a fairly direct manner. no matter how strongly she believes in it. and requires concentration Roll Results Dramatic Failure: The psychic is convinced that she is invisible and acts accordingly.

the dot spent is lost. and he can freely hear whatever thought messages the other party wishes to send back. the telepath has an intuitive idea of where the other party is. the telepath can activate the rapport without a roll. For example. Exceptional Success: The character gains a +2 bonus on any subsequent use of a telepathic Merit in regard to the other party for the remainder of the scene. If the other party to a rapport dies. This Merit allows a character to forge a new rapport whenever she wishes. p. The other party may never sever the rapport once it’s formed. Only the character who possesses this Merit can freely initiate telepathic communication. the telepath may be able to sense the emotion at any distance with a reflexive Wits + Empathy roll. even if the subject is unable to communicate such information directly. Book: Second Sight. This Merit can be taken multiple times to refl ect having more than one rapport. Telepathic Rapport (•••) Book: Second Sight. 64 Prerequisites: Mind Reading ••••• Effect: The telepath can move beyond simple mind reading to actually projecting his thoughts into the mind of another. but the telepath must successfully use Mind Reading and Thought Projection on the other party and spend a permanent Willpower dot. Exceptional Success: The telepath gains limited insight into exactly what situation the other party faces. the telepath knows he is afraid of a pack of guard dogs that pursues him. without possessing the prerequisite Merits or indeed any other psychic Merits. such as a parent or twin sibling. A telepath cannot usually transmit thoughts beyond his line of sight. the character might transmit his thoughts to a different party than he intends. Once the link is achieved. allowing the character to form a psychic link with the subject from anywhere in the world with the expenditure of a Willpower dot. the telepath realizes he has just been stabbed. This roll should be made by the Storyteller. p. assuming he is even someone capable of doing so. a character can develop a single Telepathic Rapport as a two-dot Merit at character creation. if anyone with whom a telepath has a rapport experiences intense emotion. Also. Also.Dice Pool: Presence + Empathy Action: Instant Roll Results Dramatic Failure: The character triggers psychic feedback in the subject. but the telepath may voluntarily end it. At the Storyteller’s discretion. Also. Failure: The telepath fails to sense the other party’s emotional state. He can freely send thoughts to the other party. it can be turned on and off at will. such as being in great danger. or even send thoughts that he did not intend. making her instinctively withdraw or distrust him. This rapport must be with some other person close to the character. Even with the three-dot version. however. The character is not able to create any new rapports unless she acquires the full. up to a maximum number at one time equal to the psychic’s Intelligence. 63 Prerequisite: Telepathic Communication The telepath can establish a permanent telepathic connection with the mind of another person. Success: The telepath intuitively knows that the other party is experiencing pain. or with someone the psychic doesn’t know closely. fear or some other intense emotion. he can communicate with individuals outside his line of sight at a penalty determined by his degree of psychic connection to a target. A telepathic rapport cannot be forged with an unwilling target. and a significant number of other Merits are required as prerequisites. Failure: The character fails to initiate communication. With the four-dot version. still losing the Willpower dot spent. and represents a paranormal bond not dependent on the character’s facility with telepathy. Success: The character successfully initiates psychic communication with his target. If the subject experiences pain. but can try again. three-dot Telepathic Rapport Merit and all its prerequisites. Cost: 1 Willpower point per scene to activate communication with a single subject Dice Pool: None to activate. a telepathcan communicate with Though Projection (••• or ••••) . Wits + Empathy (rolled by the Storyteller) to know when the other party is in danger or undergoes intense emotion. Regaining Willpower dots lost from broken rapports costs eight experience points each. instead of simply knowing that the other experiences fear. Any telepath who meets the prerequisites can forge a new rapport. and the other party must develop this Merit himself in order to initiate a link on his own. as once the rapport is purchased. Action: Reflexive Roll Results Dramatic Failure: The telepath grossly misinterprets the emotions experienced by the other party.

No connection is necessary. 60). which normally requires the expenditure of a second Willpower point in a subsequent turn. he must also activate his Mind Reading Merit (p. the first connection must be broken. making her instinctively withdraw or distrust him. but can try again. Also. Exceptional Success: The gains a +2 bonus on any subsequent use of a telepathic Merit against the other party for the remainder of the scene. Intimate. the character might transmit his thoughts to a different party than he intended. Cost: 1 Willpower to allow thought transmission to a single subject for the rest of the scene. The new connection costs another Willpower point. yet another Willpower must be spent. This is the weakest level of connection that allows long-range telepathic communication. The target is a longtime friend or close family member. Acquainted. The target is a friend or co-worker about whom a great deal is known. If thoughts are to be sent to someone else in that time. Dice Pool: Presence + Empathy [versus Resolve + Supernatural Advantage if the subject is unwilling (resistance is reflexive)] Action: Instant if the subject is willing. . or even send thoughts that he did not intend to send. He can continue to send thoughts for the rest of the scene. The telepath has met the target several times. Failure: The character fails to transmit his thoughts. resisted is he’s unwilling Roll Results Dramatic Failure: The character triggers psychic feedback in the subject. If the first connection is to be re-established.someone in a distant location if he is able to perceive the subject through clairvoyance. If the psychic also wishes to read the thoughts of the person to whom he sends. Success: The character successfully transmits his thoughts to his target. Known. Dice Modifier — -1 -3 -5 Psychic Connection The target of the telepathic communication is within line of sight.

but a Doubting Thomas confronted by phenomena purported to be psychic is likely compelled to confront the performer and try to debunk her claims. the results never cause a Believer to withdraw or develop an aversion to the psychic. Common derangements for Doubting Thomases include Fixation. p. Precisely how this ailment manifests is determined by you. or by clear evidence of psychic phenomena. literally jamming a psychic’s ability to function at all. but the character can have no other Merits that confer psychic powers. Whenever the character is confronted by another person claiming to have psychic powers. A person gifted with Anti-Psi (who can never be an active psychic) has the power to greatly inhibit psychic powers by her mere presence. but an Anti-Psi goes even further. but a Doubting Thomas is almost pathological on the subject. This Merit has no effect on the paranormal abilities of supernatural creatures. Any attempt to use obvious psychic powers in the Doubting Thomas’ presence automatically suffers a –2 penalty. except that the Believers’ strong belief in psychic phenomena allows them to aid the character in using his powers. a +2 bonus is gained. Drawback: A Doubting Thomas also suffers from a mild derangement triggered by assertions of psychic phenomena. p. Believers (• to •••••) Book: Second Sight. this bonus is limited to a +3. if Believers ••• is possessed and only two such people are actually present. Some Merit options can allow the bonus gained from Believers to go as high as +5. The character’s latent abilities are channeled into negating any actual psychic powers in his vicinity in order to help preserve his belief that the possibility is not real. he gains a +1 bonus to a power’s roll for each dot in this Merit. Drawback: Any character with this Merit also suffers from a severe derangement triggered by the presence of overt psychic phenomena. p. Suspicion and Irrationality (see the World of Darkness Rulebook. p. When a psychic is assisted by Believers. Paranoia and Anxiety (see the World of Darkness Rulebook. but the character can have no other Merits that confer psychic powers. 97–99). Effect: A Doubting Thomas is a mortal who strongly and emphatically rejects the existence of psychic phenomena. as he constantly watches the psychic for the slightest hint of fraud. Possible derangements include Hysteria. but the character is likely obsessed with debunking the psychic’s claims and exposing him publicly as a fraud. only +3 is gained. Normally. the existence of which has only recently been theorized by parapsychologists. Believers are essentially the same as Retainers (see the World of Darkness Rulebook. 65 Prerequisites: None. Almost anyone can simply doubt the existence of such possibilities. Effect: Anti-Psi is a rare ability. p. Doubting Thomas (•) Ghost Ally (••• to •••••) Book: Second Sight. pp. 116). pp. 65 . as the character himself has a latent potential for psychic powers that he cannot use due to a persistent mental block. Any psychic in the presence of an Anti-Psi is automatically reduced to a chance die on any attempts to use psychic powers. So. 64 Prerequisites: Any Psychic Merit Effect: Believers are typically Storyteller characters who serve as assistants to a psychic character and who unconditionally believe in the psychic’s powers. Any individual who strongly disbelieves in psychic phenomena can impose a –1 or –2 penalty on a psychic’s abilities (see Doubting Thomas. Anti-Psi (•••••) Book: Second Sight. If seven Believers are present and only three dots are possessed when using another Merit. Exactly how this derangement plays out is for you to decide. A person with this Merit likely has no idea that she has any special abilities. Megalomania. assuming that at least the same number of such people are present. 64 Prerequisites: None. If multiple Thomases are in a psychic’s presence. below).Other New Merits Book: Second Sight. 97–98). and simply ascribes any failure of psychics to perform in her presence as proof of the fraudulent nature of such phenomena. If a psychic suffers a dramatic failure while using a power. the Anti-Psi manifests an intense hostility toward the object of the offense. the penalties they impose are cumulative.

the bond between ghost and character is made so strong that the character can see and hear the ghost when it is present. he realizes what the hypnotist is attempting and any further attempts to hypnotize the subject fail automatically. If the subject and hypnotist ever get the same number of successes in a roll. The hypnotist must accumulate successes equal to the target’s Resolve x5. Finally. the character cannot perceive the ghost unless it manifests or otherwise makes its presence known. anyone else who saw what happened) fail automatically. divided among Power. If the subject is willing. possibly contested by Composure + Supernatural Advantage Action: Extended (subject willing) or extended and contested (subject unwilling). If the subject was unwilling. a Ghost Ally has a set number of bonus points used to flesh out the restless-dead character. Finesse and Resistance. Hypnotic Voice (••••) . 66 Prerequisites: Persuasion ••• or Science ••• (with a Specialty in Hypnotherapy or a related field) Effect: Although not truly a psychic power. Manipulation + Persuasion or Science (depending on which Skill is used as the prerequisite for the Merit) is rolled. These Attributes are used to determine the rest of the ghost’s Advantages according to the rules outlined on p. Book: Second Sight. she automatically knows that the hypnotist was attempting to hypnotize her and may react accordingly. If the subject ever gets more successes in a single roll. soothing voice. The hypnotist must have a target’s undivided attention. A light trance lasts for a scene before the subject comes out of it. p. three When a psychic is assisted by Believers. he gains a +1 bonus points per additional anchor and six points per additional Numen. and the hypnotist can wake the subject whenever she desires. While in a hypnotic trance. Roll Results Dramatic Failure: The hypnotist fails to entrance his subject and loses any accumulated successes. A Ghost Ally is built as follows. or that is obviously dangerous or suicidal. Without such a bond. Any subsequent attempts to hypnotize the subject (or indeed.Effect: Unlike the Allies Merit available in the World of Darkness Rulebook. but doesn’t realize what the hypnotist attempts either. even without any psychic abilities. he has seven dots in Attributes. First. These bonus points can be spent as follows: six points per additional Attribute dot. Cost: None Dice Pool: Manipulation + Persuasion or Science (Hypnotherapy Specialty). and the five-dot version offers 18. The hypnotist can induce an entranced subject to give up any non-intimate information or to perform almost any nonhazardous action with a successful Manipulation + Persuasion roll. the trance ends immediately. 208 of the World of Darkness Rulebook. The character can hypnotize anyone given the opportunity. With this Merit at three dots. the subject is successfully placed into a light trance. while the four-dot Merit offers 12 bonus points. but no Skills. he can resist with Composure + Supernatural Advantage in contested rolls. The Ghost Ally has both a Virtue and a Vice. and the hypnotist must accumulate [subject’s Resolve x5] successes. the victim begins to enter a trance despite himself and suffers a –1 penalty on all subsequent contested rolls. or who intently watches television while paying the hypnotist no mind. Success: The character gets the required number of successes and the subject is placed in a light trance. and is highly suggestible. the subject does not begin to enter a trance. Also. with each roll representing 10 seconds of speech. If the subject is unwilling. The Ghost Ally has one Numen. a Ghost Ally has six bonus points. a subject can be given suggestions or forced to confront repressed memories. which represents infl uence in a particular field or area. a character with this Merit is capable of hypnotizing others into trance states. Once the player accumulates enough successes. If the hypnotist attempts to get the subject to do something that violates her Morality or her Virtue. The trance ends automatically if someone makes a loud noise or even physically shakes the subject. for six points. The Ghost Ally has a maximum Essence pool of 10 that is used to fuel Numina. so the performer can proceed. a Ghost Ally represents a specific being — a ghost who is able and willing to aid the character in her endeavors. The subject is not able to initiate any hostile actions until he wakes up. but it is much easier if the subject is willing. possibly memories stolen by vampiric Disciplines or repressed due to Lunacy triggered by werewolves. chosen from those listed in the World of Darkness Rulebook. the roll is extended but not contested. She cannot hypnotize someone carrying on a conversation with someone else. Whether through training in psychology or simply through having a deep. Hypnotic Voice is certainly capable of eerie effects. If the hypnotist’s successes on a roll are ever five or more and exceed the subject’s in that period. Failure: The character gathers no successes at this time. or Disbelief invoked by vulgar magic. with each roll representing 10 seconds of induction. Inducing a Light Trance In order to begin the process of hypnotizing a subject. The Ally also has a single anchor that must be the character with whom the being is connected. resistance is reflexive.

that memory cannot be restored by the hypnotist in this effort. Memory Recovery Once a subject has been put into a deep trance. Another attempt may be made after 24 hours. most commonly during a stage-hypnotist show. The player’s dice pool also suffers a penalty according to the nature of the memories recovered. she can persuade him to perform almost any non-dangerous action. While the subject is in a deep trance. resisted by the subject’s Resolve + Supernatural Advantage. Success: The subject is placed in a deep trance.Exceptional Success: The character gathers five or more successes than required. and accumulate [the subject’s Resolve x5] in successes. Failure: The character fails to induce the subject to enter a deep trance. Dice Modifiers +2 +1 Situation The subject is intoxicated. or that are obviously dangerous or suicidal. A deep trance lasts for a scene. The subject is able to recall the lost memories while under a trance. with each roll representing 30 minutes of hypnotherapy Roll Results Dramatic Failure: The hypnotist’s attempts to dredge up the lost memories traumatizes the subject. While such a deep trance lasts. who instantly awakens. Deepening the Trance Once a subject is put into a light trance. Success: The character gets the required number of successes. The character gains a +2 bonus on any Social rolls against the subject for the remainder of the trance. The hypnotist must achieve an exceptional success (gather five or more successes than needed in the time allowed or under the circumstances) for the subject to be able to recall the repressed memories after waking from the trance. The hypnotist must phrase such commands in a manner calculated to work around the subject’s beliefs. the hypnotist can attempt to help him to recover repressed or stolen memories. The character gains a +5 bonus on all Social rolls against the subject for the rest of the trance. drugged or otherwise mentally impaired. the hypnotist can attempt to get him to perform actions that violate his Morality or Virtue. inflicting a mild derangement on him. the hypnotist gains a +2 bonus on all Social rolls against the subject (+5 with an exceptional success). most commonly during a stage-hypnotist show. Commands calculated to overcome Morality or Virtue or that place a subject in grave danger suffer a penalty in a Social roll based on how well the hypnotist works around the subject’s inhibitions. drugged or otherwise mentally impaired. Cost: None Dice Pool: Manipulation + Persuasion – subject’s Composure Action: Instant. The character gains a +2 bonus on any Social rolls against the target for the remainder of the trance. Cost: None Dice Pool: Manipulation + Persuasion versus the subject’s Resolve + Supernatural Advantage (resistance is reflexive) Action: Extended and contested. . Failure: The character gathers no successes at this time. A conservative preacher might rebel at being ordered to strip down in front of strangers. The player must roll Manipulation + Persuasion. although doing so might be highly traumatic for the subject depending on the experiences’ nature. however. The player must roll Manipulation + Persuasion (– the subject’s Composure). but does not recall them while awake. all as part of an extended and contested action. the character can attempt to hypnotize him further. such inhibitions can be overcome. Other attempts can be made if time permits. and she can give post-hypnotic suggestions that can affect the subject’s perceptions or even beliefs (such as the stereotypical depiction of the hypnotist making a subject bark like a dog). The subject is under peer pressure to submit to hypnosis. Dice Modifiers +2 +1 Situation The subject is intoxicated. The subject is under peer pressure to submit to hypnosis. after which the subject goes into a normal sleep and stays out for hours unless awoken by mundane means. If more successes are ever achieved for the subject in any contested roll. Exceptional Success: The subject is placed into an exceptionally deep trance. although the roll can be made only after at least five minutes of induction Roll Results Dramatic Failure: The hypnotist fails to entrance the subject. but if persuaded that he was a male dancer.

This resistance might take the form of performing math problems mentally. The Dreamer can defend himself against attacks by psychics who have the Dream Travel Merit. The subject recalls the lost memories after awakening. The character’s Psychic Resistance dots are also added to his Resolve or Composure when rolling to contest any psychic powers that affect his mind. Psychic Resistance (• to •••) . although he remains vulnerable to supernaturally or psychically induced ones. With even one dot. the character can tell if a psychic attempts to use a telepathic or other mind-affecting psychic power on him with a successful Wits + Composure roll (made reflexively by the Storyteller). Unless a Lucid Dreamer has the power of Dream Travel. such as vampiric Disciplines or effects created with the Mind Arcana. Mind Reading and Psychic Empathy. One Willpower point must be spent per attack. Traumatic but mundane events such as childhood circumstances or a sexual assault. Lucid Dreamer (•) Book: Second Sight. 38. p. has an innate resistance to invasive telepathic powers such as Mind Breaker. werewolves or mages. either through extensive training or natural ability. “Unintentional” supernatural infl uences that have affected the subject’s memories. It represents the capacity to realize that one is dreaming and that such dreams cannot truly cause harm. Neither powers directed against his body (such as Psychic Vampirism or Telekinetic Grapples) nor psychic powers that affect the mind but that do not allow a contested roll (such as Mental Blast or Psychic Invisibility) are affected by this Merit. The benefits of this Merit do not apply to mind-controlling effects used by vampires. he can initiate these attacks only within his own dreams. When a Lucid Dreamer is psychically attacked within one of his own dreams. his Composure is considered to be +2 for purposes of determining whether a dream attack can harm him. Your character is rarely troubled by any but the most terrifying of mundane nightmares.Exceptional Success: Five or more successes than required are accumulated. Second. and each attack is resolved according to the rules for Dream Travel described on p. Mind Control. 67 Effect: The Lucid Dreamer Merit is common among both ordinary people and psychics. 67 Effect: Your character. quoting nursery rhymes or even praying fervently. p. such as Disbelief triggered by the actions of a mage or Lunacy triggered by a werewolf. a Lucid Dreamer can initiate attacks against intruders of his dreams. Dice Modifier — -2 -4 -5 Lost Memories Non-traumatic events that have simply been forgotten. Book: Second Sight. “Deliberate” supernatural effects intended to alter the subject’s memories.

based on the formula presented under the Relic Merit. The target number of successes is equal to five times the relic’s rating. such as a Hand of Glory or the Writ of Safe Haven (see p. No other effect. To create a relic. for instance). This might require the character to procure components or ingredients.” The item must be ritually cleansed and reenchanted. but in fact contains a deep and abiding power. Doing so is a time-consuming and sometimes expensive or dangerous process. 113-116) Example: Matt. If the number of rolls surpasses the character’s Resolve + Occult pool before the target is reached. decides to put some Merit points into a relic. purchased it or just found it by sheer luck. If any preparation is required (carving a statue or writing a poem. Success: The character makes progress toward the goal. as far as the creator can tell. Crafts 2 Effect: The character can create limited-use mystical items. Matt decides he doesn’t want to deal with anyone stealing the ring and using it on him. The character might have inherited the object. How the character came to own the object is up to the player. Every roll takes one hour of work. Matt chooses Hypnotic Suggestion and Reward Temptation — the ring Relic (• to •••••) . the relic is complete and functions as described in Chapter Two. the Merit dots are lost. determined as follows: Condition Cost in Merit Dots Powers +1 per Power dot Durability +1 per dot Equipment Bonus +1 per dot (maximum of +5 above what such an item would normally confer) Bonded (the item only works for this +1 character) Cost -1 per dot of Cost (see p. and not even the most talented and prolific craftsman can churn out such objects quickly. The player makes an extended Resolve + Occult roll. stolen it. 85 Prerequisites: Occult 2. Note that this Merit only represents an object that a character begins play with. Right off the bat. This list was compiled form the Reliquary book. Once the object is ready. and a ring doesn’t normally confer an equipment bonus anyway. Book: Reliquary. 116-117) Curses/Drawbacks -2 per Curse (see p. so he doesn’t spend points in those areas. He decides against raising its Durability. He has visions of a ring that looks plain. below. p. 79-81). If a character possessing such a Merit loses the object to which it refers (where applicable). prayer. Relics have a variable point cost. dancing or whatever activity is appropriate to the ritual. the character performs a ritual appropriate to her style of magic and the type of enchantment she is trying to lay upon the object. Failure: The character accumulates no successes. you don’t need to pay the experience points for it. The ring is Bonded to his character (1 dot). Roll Results Dramatic Failure: The object has taken on the appropriate magical properties. the magic doesn’t “take. which becomes activated when the object’s magic would normally take effect. chanting. Relic Creator (••••) Book: Reliquary. 87-113 for a full list of Relic Powers). p. the character must first have suitable materials. Exceptional Success: Significant progress is made toward the goal. For Powers (see p. If she reaches the target number of successes. in creating a new character for Chuck’s chronicle. 113-116). if your character finds a relic during a story. but in fact the object has become tainted by faulty enchantment. 85 Effect: The character owns a mystical object or relic. It takes on a curse (see p. the player makes the appropriate rolls to make the vessel ready for magic (typically Dexterity + Crafts or Manipulation + Expression).Relic Merits The Merits below all tie in with mystical objects and relics somehow. The player may only make a number of rolls equal to the character’s Resolve + Occult dice pool.

This understanding is by no means complete. All that remains is for Matt to figure out where he got the ring. which both Matt and Chuck feel is fair. but it saps his physical well-being. The ring has the Leech curse. and its Power still costs the specified Willpower to activate. detect curses and any other roll that involves figuring out practical (not historical) uses for a mystical object (see p. sometimes with a bit of blood. p. Yes. Fortunately. there are ways to lower the cost. the builder can subtract the appropriate 1dot Cost value for a Temporal Cost. Matt decides that this Health loss manifests as a wracking cough.) Book: Reliquary. Note: The reduction in price for taking Costs is only applicable if these costs are taken in conjunction with the specified cost of the chosen Power(s). what it looks like and how he discovered its powers. If the relic only works at night. This drops the total cost to 3 Merit dots. These are both twodot Powers.allows the wielder greater benefit from indulging his Vice and great opportunity to do so. sapping the character’s Health away every time he uses it. which raises the total to five. not as a replacement for the costs listed. what their capabilities are. Relic Analyst (•) . 86 Effect: The character has an instinctive understanding of how relics work. 113). If the relic only works at night. Matt decides that the ring is Cursed (see p. nor does it grant prescience about curses or other pitfalls of the relic. This Merit grants a +1 to any attempts to figure out an item’s “trigger” condition or activation. all details that he will work into his character’s prelude. 132 of Chapter 4 for a sample scenario). using it can grant the character untold amounts of pleasure and mental fortitude. a little more than Matt was hoping to spend. it does not lower the relic’s overall cost. and how to make use of them. and the builder takes this limitation in place of its Willpower cost.

She won’t have free access to Man’s world. and regard him with the ultimate affection. (Note: If the First Change finally overtakes this character. and might never arrive. naturally. Doolittle. Chances are. Lassie may be a great dog. you can add more Merits to his original traits. Does their bond predate the First Change? If so. Your feral might adore his companion. Even so. Powerful animals are often exotic. Animal Companion (• to ••••) Book: Changing Breeds. sees fur or feathers too thick for normal explanations. the animal realm is harsh by human standards and the feral one even more so. how did the normal animal bond with the shape changing beast? Whatever their tale might be. Beast-Kin (••••) . all points regarding her are lost. that shapeshifter in her clan might abuse. even the wealthy ones. Sometimes. eat a garden or throw feces at the cops if that’s what seems natural. To purchase the Merit. and while he’s no Dr. unless that bond is severed by death or abuse. Drawback: That world is no gentle playground. he’s very good with animals. and almost all human societies regulate private “ownership” of tigers. too. this character exists on the cusp of a world that may or may not take him in completely. Similar to the Retainer Merit. the more capable the companion. Despite the New Age fascination with “spirit totems” and such. The higher the trait. surrounded by hopeful relatives. or raise the ones he already has to higher levels. he knows more about that world than most. the companion stands out in any setting — a tiger. he shares a deep affinity with it. that affinity returns his affection. tending the gator that just happens to be his sister. three points could buy a common-looking but brilliant companion such as Lassie or Trigger. Meanwhile. this companion is smart. neglect or despise the “weakling” among them. Kin to the feral folk. bear. and if so. He understands how far back the curtain of “reality” can be drawn. useful and independent. and sees at least a glimpse of the parties behind it. are notoriously hard on their members. powerful animal remains a high-maintenance friend. Animal Companion reflects a single beast who loyally follows your character. although the breed of his associated beast might terrify him. a two-dot Merit might reflect a loyal (if finicky) cat. this person lives in the shadow of their world. (If this “Merit” is killed off. The upside? This character is immune to the Delusion and the primal terror associated with werewolves. Still. It’s possible she’s an old pet or new partner who’s not spooked by the beast-blood’s changing skin. Perhaps he serves one of the Regencies. but a smart. bears and so forth. Most places have laws against horses in public.) Drawback: Unlike the Retainer Merit. and all it takes is one bad day to turn Mommy or Big Brother into the lion at the door. and remains limited by manual dexterity. 95 Effect: A feral’s affinity for Nature runs deep. Enemies of the shapeshifter or her clan often target the kin when they want to make their presence known. but she still can’t drive to the bank and cash a check. this friend retains her bestial habits and needs. an Animal Companion is just that: an animal. they often understand him. The details. A rat in a cage or a dog in the yard isn’t a Merit — she’s a pet. and will probably follow her instincts if prey happens to be nearby. A one-dot beast could be a smart rat or clever bird. and they stand out on a city street. dolphin or chimpanzee whose physical and mental capacity would be impressive even if she weren’t devoted to her apparent “master.Changing Breeds Merits The next list of merits is only for Ferals. too. p. how old is the animal now. The dots in this Merit reflect the animal’s power. Book: Changing Breeds. Loyal as she might be. Feral clans. 95 Effect: Not everyone affiliated with the changing breeds actually transforms. The beast may spook other animals. p. you must decide the back story between your feral and his friend. and how did their affinity survive her “master’s” new life? Is this a new companion. He hears odd stirrings in the back bedroom. He can understand animals through body language and vocal cues. but she doesn’t have to be. As your shapechanger grows “into his skin” so to speak. For now. mental perspective and social rules. depend on her species — a devoted cat or loyal snake won’t show devotion the way a dog might. at the top of the scale.” Unless the Animal Companion is driven off by poor treatment or otherwise killed. the Merit gets “traded” for the feral supernatural template). she remains a loyal element in the character’s life. She will do whatever she can to assist him. Or languishes in a backwater swamp. This creature could be your breed-kin. she might trash an office. the Animal Companion is yours for life. intellect and often size. too. This Merit reflects a character whose First Change has not yet arrived.

Three dots allow for a much larger group of small beasts (30 or more). too. Tarzan? What can you feed them? What have they not destroyed yet in your home? A Pack is a horde of wild animals. Pack gives your character some bestial company. maybe Grandma or weird Uncle Martin. In any case. 96 Effect: See that flock of ravens following the chick next door? The yard full of dogs down the street? That person might be a real animal lover . bats or small birds. that company is a bit more numerous and bit less loyal. For one dot. Someone in recent memory was a shapechanger. 97 Effect: The Changing Gift runs in this character’s family. A Pack (which could actually be a herd. In this case. Through devotion to their shapechanging friend. . Drawback: Where do you keep those animals. two or three really impressive ones (tigers. These beasts aren’t as devoted as a single Animal Companion. flock. True Breed (••) . a hawk and a ferret. 10 larger ones. p. but their numbers make up for that reduced loyalty. They’re probably members of the feral’s species. . If they don’t get that — or worse yet. a large Pack is chaos . the Pack might include a few different animals — say a wolf. falcons. but might be something else instead if there’s a good explanation for their presence. Animals in a pack need to hunt. Drawback: This knowledge makes certain things easier (there’ll probably be a support network for First Changes) but not necessarily (that “network” might involve a prayer group that tries to “beat the devil” out of a shapechanger). At this level. the feral gets a regular menagerie — 40 or more small animals. and a feral who considers herself Lord or Lady of the Beasts soon winds up with an empty kingdom. sharks. destructive and very often dangerous. falcons. though. Whether the connection is an open secret or a hated mystery depends on the player’s vision and his Storyteller’s whims. The dots in this trait measure the number and relative power of the Pack. oxen) or three powerful ones of different species. these beasts avoid eating one another. owls. monkeys. or she could be a feral with a “pack” of associated kin. run free and generally be themselves. we suggest that the player and Storyteller collaborate on the backstory for a character with this Merit. Unless your feral lives in the wilderness. not a collection of tame pets. if they’re treated badly or sent off on suicide missions — these creatures abandon their so-called master. Their presence in human settlements is disruptive. it makes its presence known. p. Affection is not blind loyalty. small dogs. Dad or Mom might have been feral. and even there. pride or what-have-you) includes a number of animals that remain close to your shapechanger. That doesn’t mean they won’t eat anything else. Odds are good that the werebeast’s kid or grandkid will be feral. the character has two or three small beasts — a handful of rats. Two dots reflect 10 or 12 smaller animals or a couple of larger ones — cats. five powerful ones. about a half-dozen larger animals or two or three strong. competent ones — wolves. Pack (• to •••••) Book: Changing Breeds. For four dots.Book: Changing Breeds. and at least a few folks (in or outside the family) know about it. . cheetahs. . Similar to the Animal Companion Merit.

p. These personality quirks or remarkable talents are purchased during character creation or with experience points as you play through your character’s journeys. Ego Boost (••) Book: The World Of Darkness Innocents. Eidetic Memory (••) Language (•) Book: The World Of Darkness Innocents. Once per scene. You may ask the Storyteller for this hint when you feel you’re completely out of ideas. 34). 100 Effect: You are blessed with sound judgment and natural prudence. 101 . You receive a +2 bonus on the refl exive Wits + Composure rolls made to detect the presence of an ambush (see p. p. p. you do not need to roll to recall a fact. or the group is at a loss for ideas or clues. but praise that shows someone has really noticed what they do well. You can remember almost anything you have witnessed or read. p. This Merit can be used only once per Skill per scene. he receives a one-time +1 modifier on his next roll of that Skill in the same scene. Merits are different. Mental Merits Book: The World Of Darkness Innocents. or just the hair standing up on the back of your neck. 101 Effect: Your photographic memory is almost perfect. individual qualities that make your character different from all the other kids. for instance. they are special. to remember a chemistry fact) roll made to pull something from your memory. you can generally suss out the proper course of action — or at least a sensible one. the Storyteller may point out a fact or clue you’ve missed. license plate or face. you receive a +2 modifier to any Intelligence + Composure or Intelligence + Skill (Study. Given a moment to think. when your character is about to do something very dangerous or stupid. after all. When your character receives an honest compliment on his talent in a Skill in which he has at least two dots. Available at character creation only. 101 Effect: You have an uncanny knack for knowing when you’re about to get jumped. or delineate the risks of your plan in very clear terms. Available at character creation only. whether it’s a constant awareness of your surroundings. Under stress. Common Sense (••••) Book: The World Of Darkness Innocents. p. but he is under no obligation to provide it — he may know you’ll need your Common Sense even more just around the corner. 101 Effect: Kids thrive on well-deserved praise — not the forced kind that tells them that every child is a special snowflake. This roll is typically made prior to the first turn of a surprise attack.Merits List Every character has the same basic Attributes and access to all the same Skills. Under normal circumstances. Danger Sence (••) Book: The World Of Darkness Innocents.

Book: The World Of Darkness Innocents. but usually shallow. Even if these rolls succeed. the character’s utterances or writings obviously come from a non-native. Maybe you’ve lived in a foreign country. 101 Effect: Your character grew up in a culture that teaches several different tongues. Available at character creation only. Make an Intelligence + Wits roll for your character any time she is confronted with a situation or phenomenon outside her normal experience. this Merit is forfeited. p. If the roll succeeds. 47). 101 Effect: Your hours spent digging for obscure and weird facts on the Internet were not wasted. Mental Prodigy (•) Book: The World Of Darkness Innocents. Study would most likely be linked to Intelligence (your character is naturally gifted). The character speaks these languages conversationally. Multilingual (• to •••••) Book: The World Of Darkness Innocents. the item provides an equipment bonus (see p. fields of knowledge from which you can pull when the need for those little nuggets of information arises.Effect: Your character is fluent in another language in addition to her native tongue. The Storyteller has the final word on the chosen Prodigy and its prerequisite. simply due to the familiarity. For example. unless the player rolls an exceptional success. Reading the language requires an Intelligence + Study or Wits roll (depending on how the character learned the language. Note that the character cannot speak effortlessly in these languages. p. Trivia Hound (••••) . and writing something coherent in the language requires a roll of Wits + Study or Intelligence (again. Combat rolls can benefit from this Merit. The item provides a +2 bonus to applicable rolls within its intended function (a harmonica provides the bonus to Expression rolls to play it. Your character has access to the levels of that Skill beyond the cap imposed on child characters (see p. respectively). or with experience points at a later date. she remembers some bit of trivia that may be relevant to the situation. but the Storyteller and the player should consider why the child has spent that much time fighting. 101 Prerequisite: Any Mental Attribute at •••• Effect: Your character is a natural prodigy. study or immersion). 101 Effect: Your character owns a useful item that he has practiced with for many a long hour. as described in the Language Merit. In addition to the character’s native language. while a laptop computer provides the bonus to Computer rolls) and a +1 bonus to rolls a bit outside or related to the usual purview (using the harmonica to wedge open a door or using the laptop for a Study roll to get homework done on time). study or immersion. p. in which case the character manages to sound like a native-born speaker of the language for a few moments. Prized Possession (•) Book: The World Of Darkness Innocents. Each language is purchased as a separate Merit. 132) beyond what such an item would usually provide. Drawback: If the item is broken or lost. Select one Skill from the Mental category. The player can spend one experience point for the character to become fluent in one of the languages covered by this Merit. and talking about anything more complicated than simple pleasantries or asking straightforward questions imposes a penalty of -1 to -3 dice. the player may choose two languages for every dot in this Merit. You have very wide. Communicating quickly or over the telephone requires an Intelligence + Wits roll. an unlikely master of a Skill or an area of study at a remarkably young age. Roll Results Dramatic Failure: The information you dredge out of your brain could not be more wrong — you’ve been reading too many comic books! (The Storyteller should make the Intelligence + Wits roll for you in secret if a dramatic failure is possible. above. have family who speak another language. You must still pay for all points in the Skill during character creation. is that band playing ‘Stars and Stripes Forever’? That means something bad’s happened at the circus! Let’s go see!”.) Failure: Your character draws a complete blank on this topic. The Skill should be related to the exceptional Mental Attribute. Success: Your character remembers a piece of useful information: “Hey. or you really paid attention in French class. p. but it could also be attributable to Resolve (your character studies with remarkable focus). As such. or maybe she has a prodigy-like gift for languages.

anyway. Should your character become somehow a supernatural creature herself.” as an excuse. p. (But be careful — parents and teachers usually don’t accept “He started the fight. Fighting Style: Karate for Kids (• to •••) . Each maneuver is a prerequisite for the next. and have some old lady’s head on it. mortal human characters. east. Available at character creation only. With some experience and some experimentation. for you to discover during play. Available at character creation only. not in the abandoned quarry where kids aren’t supposed to play. 102 Effect: Your character is equally capable with both hands: she can swing a bat righty or lefty. This Merit is only available to normal. Wits •• Effect: By the pricking of your thumbs. your character can always retrace his steps back the way he came. 102 Prerequisite: Mortal (non-supernatural). The Storyteller has the final word on both the target of your sensitivity and the cue it gives you. It isn’t anything you can see or hear. 102 Effect: Your character never gets lost — not in the most confusing shopping mall. You have a sixth sense that alerts you to the presence of the supernatural. When all that fails. her students may have a punch or kick to throw into the mix.” The maneuvers and their effects are described below. he may keep under wraps the details of how this Merit will work for your character. 102 Prerequisite: Dexterity ••• or Wits ••• Effect: Your character is the first off the starting line for a race. something wicked this way comes. and at least spend a little time off the sofa and away from the TV. maybe a little self-defense. stalking werewolf) to which your character is sensitive must be specified when this Merit is purchased. Even in unfamiliar territory. Your character can’t have “Cautious Engagement” until he has “Evade. at first. p. Direction Sense (•) Book: The World Of Darkness Innocents. Unseen Sense (••) Physical Merits Book: The World Of Darkness Innocents. this Merit is eliminated. but your body reacts in some consistent way to the paranormal. west) without reference to a compass or the sun.) Fast Reflexes (• or ••) Book: The World Of Darkness Innocents. Brawl •• Effect: Many kids take karate classes at small dojos in strip malls and tiny urban studios. p. 103 Prerequisites: Dexterity ••. your body’s reaction as a signal. Your character’s Initiative is increased by +1 per dot of Fast Reflexes. Stamina ••. lurking vampire. If you or the Storyteller prefers. south. but I hit him first. Ambidextrous (•••) Book: The World Of Darkness Innocents. You may not even understand. make sure her pupils learn to avoid confrontations when possible. the best in the neighborhood at stealing bases. He can also orient himself to cardinal directions (north. or the first to throw a punch when a fight starts.” Book: The World Of Darkness Innocents. p. A good karate teacher will. p. and to run away when the opportunity arises. She does not ever suffer the -2 penalty for using her off-hand in a fight or on any other die roll. you may be able to figure out just what sets off your unearthly radar — but those will be dangerous experiments! The specific type of supernatural effect or presence (ghostly haunting.Exceptional Success: Your character has a wealth of information on the topic hidden away in her mind: “An 1840 stamp from Britain? That’s the year postage stamps were invented! It should be small and black. Parents enroll them hoping their children will learn discipline. in addition. Dots purchased in this Merit allow access to special combat maneuvers. and even write legibly with her off-hand.

Vulnerable Target Strike (•••): While there isn’t a whole lot of chance to practice this at full speed in class. from the ground. For the three-dot version. instead repositioning himself for an advantage in the second and subsequent turns. a character with a Defense of 3 would have a total Defense of 8 against a single attacker when Dodging. groin. the opponent has a result of 13. Your character can choose not to take a swipe in the first turn. but keep a very healthy respect for your single opponent’s blows. Brawl •• Effect: This isn’t really fighting. Each maneuver is a prerequisite for the next. scratch and even bite in a rolling pile of aggression. 144. Take Down (••): A successful grapple attack immediately renders both your character and his opponent prone. no matter how satisfied they were with their previous results. especially when they gang up. Book: The World Of Darkness Innocents. She gains +1 Speed per dot of this Merit. or jab an eye. When your character is facing a single opponent. your character may join the grapple with a Strength + Brawl roll (the opponent’s Defense does not apply). throat. even if they were happily at the top of the order. 103 Prerequisites: Strength ••. Use the higher of your character’s Dexterity or Wits to determine his Defense against Brawl-based attacks only (not against Weaponry attacks).Evade (•): The first rule is to not get hit. Adults may wax nostalgic about their own playground dustups. Strength + Brawl rolls made to damage an opponent your character has immobilized have a +1 modifier. Cheap Shot (•): Your character isn’t afraid to hit below the belt. 142 for more on the Dodge system. knee. your character has an Initiative result of 8 in a playground dustup. or executing a dance move he saw in a music video) that everything around stops for the briefest second. with everyone involved rolling again. Fighting Style: Playground Dogpile (• to •••) Fleet of Foot: (• to •••) Book: The World Of Darkness Innocents. Kids being kids while they try to pound each other’s faces into the asphalt. p. Dots purchased in this Merit allow access to special combat maneuvers. Stamina ••. Add a +2 modifier to his Defense when he uses a Dodge action (after doubling his Defense for the Dodge).” The maneuvers and their effects are described below. or place himself immediately after a friendly character — or any other time that he thinks will be advantageous. he may only move up to his Speed in any turn he uses this Merit. Pile On (•••): Your character throws his body into the middle of a fight already in progress. 104 Prerequisite: Fast Reflexes • or •• Effect: Your character is unpredictable in stressful situations — which isn’t always a bad thing! With the first dot of this Merit. changing his place in the Initiative order from 8 to 14. p. pull hair. Drawback: Changing the Initiative order is the character’s entire action for the turn. If another opponent joins the attack. It’s just kids being kids. See Grappling. or pull an ear. nose. he can dodge and weave pretty well. remember that everyone involved in the situation must re-roll their Initiative result. p. For example. your character can use an action to change his place in the Initiative order for the rest of the combat. 104 Prerequisite: Strength •• Effect: Your character is the one to beat in a flat-out footrace. this bonus is lost. The fight continues as normal. your character knows sensitive spots to attack — eyes. Extra successes beyond the first to establish a hold are immediately applied as bashing damage. but kids can and do hurt each other. If an opponent is immobilized in a grapple. your character performs such a startling maneuver (knocking over a noisy tray of silverware. ears. one of the points of damage he inflicts is lethal instead of bashing. With three dots in this Merit (which has a prerequisite of Fast Reflexes ••). For example. Fresh Start (• or •••) Giant (•••) Book: The World Of Darkness Innocents. Cautious Engagement (••): You attack. 104 . If another opponent joins the attack. this bonus is lost. p. The Initiative order is then reset from scratch. He can choose to take his actions first in the turn. The prerequisite for this level of this Merit is Fast Reflexes •. squashing the unfortunate combatant at the bottom of the pile. Your character can’t have “Take Down” until he has “Cheap Shot. If your character’s attack succeeds. See p. Book: The World Of Darkness Innocents. p.

bacterial. Quick Draw (• or ••) . You must still pay for all points in the Skill during character creation. 105 Prerequisite: Dexterity ••• Effect: He always knows exactly where all his stuff is — or maybe it’s the result of endless hours spent playing pirate or mystic space knight. p. Iron Stomach (•) Book: The World Of Darkness Innocents. or even a concealed weapon from his person. she never comes down with whatever bug is going around. Select one Skill from the Physical category. sticky fingers). 104 Prerequisite: Stamina •• Effect: Your character is willing and able to eat almost anything. she continues to receive the +2 modifier on all rolls to fight off or survive the course of the disease. Your character receives a +2 modifier on Stamina rolls to resist diseases and infections: parasitic. viral. Larceny would most likely be linked to Dexterity (your character has fast. 47). you don’t get as much of a bonus as most kids (see p. can ride all the rides at amusement parks. Available at character creation only. In this case. Also. 155). if the item in question is a weapon). for all intents and purposes. Natural Immunity (•) Book: The World Of Darkness Innocents. 142). 104 Prerequisite: Stamina ••• or Resolve ••• Effect: Your character can take a big hit and still keep her focus. p. She is. 153 for more on stuns. 104 Prerequisite: Stamina •• Effect: Whether your character stays out in the cold rain without galoshes or a rain slicker. p. This also adds one die to any attempt to pass as an adult (see Disguise. p. an unlikely master of a Skill or technique at a remarkably young age. Most kids observe a five-second rule when food hits the floor. but it could also be attributable to Strength (your character has mastered the “breaking” part of breaking and entering). the +2 modifier does not apply. the player may still make a Resolve roll to avoid the stun. The Skill should be related to the exceptional Physical Attribute.Effect: Your character towers over other children. Hard Head (••) Book: The World Of Darkness Innocents. She receives a +2 modifier to all Resolve rolls to avoid being stunned. when Dodging. This can lead to awkward social situations. 65). She gains +1 Size (to the adult size of 5). though. If she would normally not be allowed a roll (because the attack inflicted more points of damage than her Stamina). Drawbacks: People have a tendency to treat your character like an adult. Even if your character becomes infected. Finally. The end result is the same: your character can draw an item from somewhere on his person and use it in the same turn (even attack with it. This also grants her +1 Health. For example. She may have never once been seriously ill (in her admittedly short life). And none of this makes him sick. See p. 104 Prerequisite: Any Physical Attribute at •••• Effect: Your character is a natural prodigy. p. Physical Prodigy (•) Book: The World Of Darkness Innocents. or candy stuck to the floor. the same size as an adult. Your character’s willingness to try new foods or to eat whatever a questionable cook puts in front of him can also be a surprising social grace. fungal — you name it. when she’s not. amoebic. She wears adult clothing. The Storyteller has the final word on the chosen Prodigy and its prerequisite. p. your character thinks nothing of eating pizza left out on the counter for days. 74). or shares a bus seat with a kid with the flu. Your character has access to the levels of that Skill beyond the cap imposed on child characters (p. Your character does not lose his Defense for pulling an item from a pocket or bag worn. and a +3 modifier on Stamina rolls made to resist deprivation (see p. she no longer fits on or in a whole lot of fun kid stuff. and can survive a deploying airbag. Your character gets a +2 modifier on food-oriented Survival rolls (see p. or with experience points at a later date. Book: The World Of Darkness Innocents.

p. For example. he could ignore the entire -2 penalty.” Your character plugs onward even as his body begins to suffer real harm. On the plus side. there are times when being treated like a younger kid comes in handy — when it’s time to take out the trash or wheedle treats. Each dot in this Merit eliminates a negative modifier (on a one-for-one basis) caused by injury or fatigue (see Chapter Six. a character with one dot in this Merit and a -2 penalty from injuries can ignore one point of that penalty. running until there are tears in his eyes and his leg muscles start to scream — none of this is a problem for your character. for a -1 modifier. to push on through pain or exhaustion.This Merit must be bought separately for tools (• used with all items like flashlights. 105 Effect: Your character is very small for his age. and he has an easier time hiding when the need arises (see the Stealth Skill in Chapter Three). Tough (• to ••) . Finally. and one point of aggravated damage heals in five days.” for instance. he can fit in some very small spaces. melee weapons (••) or guns (••). Drawbacks: Your character is at -1 Size (Size 3). p. He also receives a +1 modifier on all Stamina + Athletics rolls — these are activities like running or biking over long distances. With two dots. Quick Healer (••••) Book: The World Of Darkness Innocents. your character receives a -3 modifier to any attempt to pass as an adult. 65). this also means -1 Health. or he might just be waiting longingly for a growth spurt to kick in. and she goes back to playing like it was no big deal. 105 Prerequisite: Stamina ••• Effect: Your character bounces back from injury with a speed that makes doctors shake their heads. and to most other Stealth rolls. Your character receives a +1 modifier to actions involving lifting or carrying weight. Tiny (•) Book: The World Of Darkness Innocents. Also. All healing times for your character are halved: one point of bashing damage heals in eight minutes. The character receives a +1 modifier to any attempt to hide (see p. Also. 142). Your character’s Stamina is considered to be two points higher on the “Holding Breath” chart (see Chapter 2. 159)). p. Applying Damage (p. He may look (or actually be) underfed or in poor health. Finally. Strong Lungs (••) Book: The World Of Darkness Innocents. diving deep. wounds close. 105 Prerequisite: Stamina ••• or Resolve ••• Effect: Your character possesses a rare attribute among children: the ability to persevere. p. cameras. cell phones or keys). Strong Back (•) Book: The World Of Darkness Innocents. Maybe she works around the farm. when Dodging (see p. 105 Prerequisite: Athletics ••• Effect: Swimming. “Stamina”) when determining how long he can stay underwater. 150) and Fatigue (p. Coaches and scoutmasters love him. School counselors and social workers may want to sit him down to find out what dreadful experiences might have hardened such a young child to pain. Bones mend. one point of lethal damage heals in two days. for instance. such as Socialize rolls to convince an adult of the character’s innocence. Book: The World Of Darkness Innocents. this character gets more of a bonus than bigger kids. p. The Storyteller is encouraged to apply a positive modifier to any other situation where being a little smaller than average might pay off. there are times when being treated like a younger kid is a pain — when getting permission to stay up late or go somewhere “dangerous. 105 Prerequisite: Strength •• Effect: Your character is used to lifting and carrying heavy loads. or helps stock shelves at the family store. Most children will be tempted to cry uncle when they hit “uncomfortable” or “tired. The character can also walk across thin branches and other surfaces that won’t support much weight.

teachers. toxins or poisons. p. The adults probably Allies (• to •••) . Your character can also call on Allies for immediate aid.” or as roundabout as “My character has been picked up by the police a lot. The Storyteller needs to evaluate each request for help with the following criteria in mind: is it simple or complicated? Easy or difficult? Legal or questionable? Can it be traced? Some factors will matter more or less. a small amount of pull with local lawyers is not out of the question. It can be as simple as “My character is in the Drama Club. through a parent or other relative. or get a safe. A child can even justify having Allies among a crowd most children do not normally have access to. to a -5 for an almost deal-breaking concern). The favors and requests made to Allies should fall within their spheres of influence. She receives a +2 modifier to Stamina rolls made to resist the effects of drugs. members of a club or sports team. how many Drama Club members come by to help your character hang up LOST DOG signs. Penalties may apply to the roll based on the gravity of the favor (from -3 for a serious concern about the request. favors are barter. your character might have Allies (Drama Club) • and Allies •• (Children and Youth Services). Adult Allies could include police or social workers. In this case. although you and your Storyteller together can detail members of the group. Each group of Allies must be purchased as a separate Merit with its own dots: for example. they might not be so demanding. both acquired separately at character creation or with experience points during play. At one dot. If your character’s uncle is a highly respected attorney. Also. Each dot in this Merit indicates the depth of your character’s involvement in or influence on that group. successes on the Manipulation + Socialize + Allies roll determine how many members of the group show up to help. or even a street gang. he will be almost impossible to wake up — even if the house is on fire. And while a very involved teacher may be willing to help with situations outside school. p. clergy. It is important. If your Allies are adults. your character can ask for small favors. but plenty about sticking out her neck. she doesn’t have the authority or resources of the police. With three dots. he must sleep for a minimum of 12 hours. Drawback: Your character crashes hard when he finally stops moving. 105 Prerequisite: Stamina ••• Effect: Your character suffers few ill effects from being stung by a bee — or from trying that weird cigarette the “cool kid” offered. Obviously. warm lift home in a police cruiser (no cuffs). When he finally falls asleep after fighting off the effects of fatigue. for example. Toxin Resistance (•) Social Merits Book: The World Of Darkness Innocents. or just a verbal warning from police for being caught out after curfew. the Storyteller can ask for a Manipulation + Socialize roll with a modifier equal to your dots in the appropriate Allies group. depending on the Allies in question — a criminal might have no compunctions about breaking the law.This Merit can only be used to remove penalties from your character’s actions. however. Favors at two dots are a little more involved. It never provides a positive bonus to a roll. while a local minister might be willing to spend a great deal of time on an issue that is completely legally and morally on the level. when he wants them. but they can tell he’s basically a good kid.” or police sit an unmarked car in front of your character’s house to watch for suspicious individuals. asking a policeman to fix a grade isn’t likely to have the desired effect. like an extra credit assignment from a teacher to boost a shabby grade. Penalties may also apply if your character asks for help too often and wears out his welcome with the group. Book: The World Of Darkness Innocents. You do not need to designate individual members of a group as specifically being the Allies referred to in the Merit. but then the relationship is different. to explain the connections between your character and the group as a whole. Child Allies could be school friends. your character can get pretty substantial favors: the teacher fudges your character’s grade upward because he knows “you know the material. or even a local criminal enterprise. like the teacher and police examples made above. a favor granted to your character may be a bargaining chip when your ally comes to ask for help in return. Before that 12-hour period is up. and they won’t always be right where your character wants them. In an unclear situation. 105 Effect: Allies are people — other kids or even adults — who will help your character out from time to time.” Drawback: Allies are characters in their own stories — they have their own lives to live. your character can arrange tutoring sessions with a teacher to help his grade.

he gains a +1 modifier. listen in on conversations. a fistful of fl owers. a new computer (for schoolwork. Truly outlandish or dangerous requests — say. Your parents or guardians may be so stinking rich that they don’t notice the money spent on your kid stuff. 107 Effect: Contacts provide your character with information — the word on the street or the gossip in the schoolyard. a shiny. for an allterrain vehicle. an outstanding favor (+1 to +3) Possible Penalties: Rude behavior (-1). A child may take this Merit to represent a parent’s or guardian’s information sources. Deep Pockets (••) . or something just as helpful. teachers’ lounge gossip and the scuttlebutt at the firehouse. Even success on the roll doesn’t guarantee that your character’s Contacts have the desired information. to which the child can gain access by listening in on phone conversations. frequent or repeated requests (-1 to -2).won’t take as much for granted as other kids would. make a Manipulation + Subterfuge or Socialize roll (when purchasing this Merit. it is a large group of acquaintances your character knows just barely well enough to pose a question to. and then stick with it). depending on your character’s relationship with her parents or guardians. or its nature. The expense of the item. (The Storyteller may instead allow a Manipulation + Subterfuge roll or even a Dexterity or Wits + Stealth roll to ask leading questions. sadly. they might well decline or call the character’s parents. once per chapter. Exceptional Success: Your character’s contact is a font of information. Contacts (• to •••) Book: The World Of Darkness Innocents. Not all kids get them. Your character can gain a bonus on a roll by planting the seed of a desire with the parent (wistful mentions of the desired item. sharing items of interest your character wouldn’t have even thought to inquire about.) Penalties on the roll apply if the information is little known (-1 to -3). even a $100 gift card to a nearby store are reasonable. or the pellet gun is used to shoot the neighbor’s dog). tricked-out bike — things all kids would love to have. for example. and if the favor is liable to land them in trouble or make them look suspicious (and. or gives completely false information (either unknowingly or on purpose). but more often. reading papers he shouldn’t. your character may make an outlandish request of the parent or guardian who holds the purse strings. Roll Results Dramatic Failure: Your character’s informant holds back an important piece of information. you must choose to use Subterfuge or Socialize. or search a briefcase. Book: The World Of Darkness Innocents. or permanently. or can of soda (+1 to +2). or a pellet gun might raise eyebrows a bit (for a -1 to -3 penalty). Success: One of your character’s contacts provides the sought-for information. Contacts only applies to gathering information — favors and other help are the purview of other Merits. p. an adult slipping off with a child can look suspicious). may impose a penalty on the roll. or carefully asking questions about how a day was at work. Drawback: What is given can be taken away. Success means your character gets the desired item. like a desired trading card. If your character does not take proper care of her toys (the ATV is wrecked. or a real gun — might garner a penalty up to -5. but forgoing any Deep Pockets roll for a while. For each chapter in which the player sacrifices his use of the Deep Pockets Merit. 108 Effect: The latest style in shoes. However the “financial managers” work it out. of course). a newly released video game. requests and incur no penalty. Getting information requires a successful Manipulation + Socialize roll when asking around. a swimming pool. up to a maximum +5. or if sharing it could get someone in trouble or hurt (-3 to -5). Contacts can include specific individuals who like to dish with your character. Suggested Equipment: An appropriate gift. Failure: Your character’s queries turn up no information. A video game. To get them to accede. or at least expected. An expensive bike. or they may have some other combination of monetary resources and parenting permissiveness. Contacts ••• can cover goings-on at local bars. a metal detector. they can’t share it — but they would if they could! The information known by any single contact or set of Contacts is always at the Storyteller’s discretion. If they don’t have the information. but you do. p. a set of two-way radios. Each dot in this Merit represents one area of information. In addition. she may find that she no longer gets what she wants — she loses access to this Merit temporarily. confidential (-3). or pictures cut from magazines stuck to the fridge). your character always has the stylish duds and required toys to keep up appearances in the neighborhood.

who may even carry a gun and wear body armor. applies the other three dice from her Guardian Angel as a penalty to the Storyteller’s roll. The difference between a stay-at-home mom who is a Guardian and one who isn’t is that the former expects her child to not be safe. This fame may be of a positive nature. Obviously. so Alice is still hidden — but she’s used up her Angel’s influence for the chapter. with a few exceptions for nationally known actors or songstresses. The most neutral sort of fame is the product of having famous parents. a local Little League pitcher. Guardian (• or •••) Book: The World Of Darkness Innocents. not liking the size of the dice pool she’s seeing. a typical nanny or tutor isn’t trained to physically protect a child. and/or to cause trouble. The result is the number of bonus dice that can be used on any roll during that chapter. Each die can be used only once. will languish with at most one or two dots of this Merit. The Storyteller picks up some dice to roll Wits + Composure for the stalker. the player rolls Resolve + Composure. 108 Effect: The cult of celebrity embraces even children. instead. but without a doubt. p. only appearing and helping the character indirectly. p. Note: parents and other relatives may qualify for this Merit. During the session. an accompanied child is much safer than one wandering around alone. expect that their children not be in danger every day. or a supernatural creature of some kind — perhaps even a vampire. Drawback: Your character’s actions are limited by what the Guardian will allow. The roll fails. Perhaps your character was plucked from the smoking ruins of a cult compound on live cable TV. Famous people are often stalked. The Angel should still be invisible much of the time. Fame means recognition. but it also means that the Angel can die. or testified in a high-profile kidnapping trial. Salacious negative attention is also quite effective in the fame game. especially if the Guardian has tactical training (or your character has a reputation for escapes and escapades). Fame (• to •••) Book: The World Of Darkness Innocents. on shopping trips and picnic outings. her player rolls Resolve + Composure and gets three successes. if your character is a child star. This custodian accompanies your character everywhere — to and from school. Before the session starts. measured in web site hits and column inches devoted to your character. keeping her safe from harm — or so it seems. Your character may just be lucky. sentient creature. p. everywhere but around the house. someone trained in close personal protection. werewolf or mage. or a hero who saved his family from a burning house. She therefore has six bonus dice for this chapter. You have two options for the Guardian Angel Merit. The second option is that the character just seems to get all the breaks. give it traits and fully defined capabilities. au pair or tutor. When a bad situation could go either way. The “Guardian Angel” here is metaphorical. But at least if your character disappears. Making the Guardian Angel into a character this way means that what it can and can’t do is very well defined. Example: Alice has the Guardian Angel Merit. The Appendix to this book gives some basic information on such creatures. and her player applies three of the bonus dice.Book: The World Of Darkness Innocents. a man who turns out to be something other than he appears. The creature might be ghost or spirit (see p. Most parents. Multiply the successes by two. Each dot of Fame adds +1 modifier to Social rolls among those impressed by such things. but it won’t be easy. be applied to characters acting in direct opposition to the protected character as penalties. rightly or wrongly. both by folks wanting to take their pictures and people of decidedly less wholesome intention. and have the Storyteller control it during the game. somebody knows he’s missing. She gets into and out of serious scrapes without any real harm. A one-dot Guardian may be a nanny. A three-dot Guardian is a bodyguard. She hides from the teacher. The dice can. even to check out the mummies in the museum. You might decide to specify what exactly the presence is that protects your character. Guardian Angel (••••) Inspiring (•••) Book: The World Of Darkness Innocents. and Alice’s player. Before every chapter. Most child characters. it always tips just right. Alice winds up running away from one of her teachers. It is possible to ditch the Guardian to have a little fun. 199). p. rather than being an actual. 108 Effect: A strange presence watches over your character. 109 Prerequisite: Presence ••• . 108 Effect: Someone is personally responsible for your character’s physical safety on a day-to-day basis. Drawback: Fame does bring out the crazies.

a pet given just the basics of food Pet (• or •••) . though they provide much-needed guidance to the kids who rely on them. Even if her speech is loaded with references to comic book characters and popular movies. a snake. One dot represents a Mentor with one or more specialized Skills in an area of interest shared with your character. The earning of extra privileges (like joining the starting lineup. Odd Jobs (•) Book: The World Of Darkness Innocents. or practically any kind of animal that can be given a cute name. For a lucky child. possible mentor figures abound: a parent. No matter what grades are on the report card. Three dots represents a Mentor with an even broader reach. but they can still be found. A mentor can use her own assets. like shoveling snow or digging up bait worms. a horse. other jobs exist. a religious figure. or to nudge one that has stalled. like keeping up with piano practice. works as a motivational speaker and still finds the time to throw the ball around in the backyard. a sports coach. a five-dot Mentor is a leading figure in his area of expertise and has vast influence in that area and many others. raking leaves. schoolteachers and other neighborhood types are not likely to be five-dot Mentors. or not being grounded anymore) is another matter entirely. and has some pull with local sports fundraisers). a mentor may report to the police a stranger habitually lurking outside her charge’s house. if your character doesn’t take the time to do his job. and a voice of experience and wisdom. no matter what lies ahead. 110 Effect: Mowing lawns. or some that may lead to great adventures). a teacher. 110 Effect: Your character keeps a pet of some kind: a dog. potential mentors may not be so thick on the ground. and some life experience to go with it (for example. Your character cannot use this Merit on herself. Mentors are not necessarily selfless and endlessly patient. grandparent or other family member. 109 Effect: A Mentor provides your character with support and advice. A mentor always acts in what she perceives to be her protégé’s best interest. This means that in some situations. going to her for help may not have the results the child wants. A pet can be a very important part of a child’s life. all children listening — and who intend to help out or go along with a proposed course of action — regain one spent Willpower point (not to exceed their Willpower dots). This money is his to spend however he likes. who are also related to their child protégés. he reaps the benefits. For instance. p. knowledge and experience of your character’s Mentor.Effect: Your character can rally other children to action. Mentor (• to •••••) Book: The World Of Darkness Innocents. a hamster. Once per chapter. and keeps his fingers in a whole handful of high-profile dugouts). babysitting — these are time-honored jobs for kids looking for a little bit of pocket money. it nonetheless raises the spirits of her intended audience and bolsters their courage. p. He’s always got $10 to $20 in his pocket to spend. how many such high and mighty types have time to deal with a child? Your character’s Mentor may have tasks that she requires be completed (some boring. p. influence or abilities to help your character. For a child from a more disadvantaged background. In some areas. a coach who played for a minor league team. Both the mentor’s perception and actions are determined by the Storyteller. a baseball coach who played some college ball back in the day). The most powerful mentors are likely to be individuals who wield power on a national or international level (or on a level that transcends such boundaries). owns a car dealership. and has donated generously to political and charitable fundraisers). or how shabby the family’s clothes are. After all. depending on the mentor. (Your character’s coach is an active baseball star or successful coach who runs a charitable foundation. but she will also insist that her protégé learn something along the way. either — a surly. The Storyteller may also employ advice given by a mentor to guide your character into a new storyline. you may make a Presence + Socialize roll for your character. Four dots adds major influence to your character’s Mentor (Coach scouts for major league teams on the side. Whatever your character’s choice of jobs. lazy or unwilling pupil might find himself without an instructor. when the child really wanted help figuring out just what that lurking stranger is. a cat. The number of dots purchased in this Merit determines the influence. And finally. or even someone from a mentoring organization. but it is highly unlikely that she will demand quid pro quo for her assistance. If the roll succeeds. without asking anyone for permission. Two dots represents a Mentor with a wide range of Skills and abilities and significant experience in that area of interest (here. Book: The World Of Darkness Innocents. like being a bookie’s runner or a gang’s lookout. owns a car dealership.) Baseball coaches. years of experience and accrued influence (our coach has now led his young teams to state championships. he won’t have any money. There are even jobs of dubious legality. a social worker. Of course.

Drawbacks: Here begins the parental lecture: having a pet is a big responsibility. to Manipulation (your character can make animals do what he wants). There is. 47). even while it remains childlike. Your character receives a +1 modifier to Presence or Manipulation rolls made while taking advantage of his looks — this won’t work over the phone. and shown attention and love. somewhat interchangeable. she knows there is always someone who will love her and listen to her.” or simply acquiesce to his demands with amusement. Book: The World Of Darkness Innocents. An abused or mistreated pet provides no benefits — an animal pushed far enough may even attack its owner. can eventually rise to the three-dot level. The loss of a one-dot Pet may grieve a child. 111 . 111 Effect: Your character’s appearance is breathtaking. You cannot simply vanish into a crowd. A dog can be a one-or three-dot Pet — a one-dot dog will turn tail and run when danger appears. Animal Ken could be linked to Presence (animals like your character a lot). guinea pigs. but such pets are. Striking Looks (••) Team Player (••) Book: The World Of Darkness Innocents. even in the face of terrible danger or a terrifying creature. and if such a pet dies. he may attract the attention of predators — of the humankind or even worse. The Skill should be related to the exceptional Social Attribute. for instance. Your character’s pet will remain with her through thick and thin. Social Prodigy (•) Book: The World Of Darkness Innocents. groomed. the benefits of the lost one-dot Pet can be provided by its replacement. they get lost. The loss of a three-dot Pet is another matter. They grow old. fears and dreams and troubles all go safely into a pet’s ear. a different bond between a character and a pet at this level of investment. Spending 15 minutes playing with or caring for a pet gives your character a +1 modifier on her next degeneration roll. Select one Skill from the Social category. no matter what has happened. Available at character creation only. p. The Storyteller has the final word on the chosen Prodigy and its prerequisite. or they may die tragic deaths before their time. Also. she may go back to her pet for solace (and refresh her +1 modifier) without having to sleep first. All Animal Ken rolls for training the pet. Drawback: Your character’s face is always remembered. fish and their ilk are lousy protectors and should be relegated to the lower rank. 82). replace her lost friend with another animal companion that will provide the benefits of a one-dot Pet. It is a sad fact of life that pets die. A three-dot Pet provides the same love and affection as a one-dot Pet. Adults have been known to mutter things like “Watch out when that one grows up. the pet will run for help. The pet is fiercely loyal. A fish dies. using the normal method. Your character has access to the levels of that Skill beyond the cap imposed on child characters (see p. and a few weeks later its owner loves it as much as its predecessor. At the Storyteller’s discretion. an unlikely master of a social grace or an area of art at a remarkably young age. whichever comes first. p. the player must make a trigger roll for the character (see p. This bond between child and pet is unique. or to Composure (your character’s unfl appable calm reassures animals). is replaced. whereas a three-dot dog will interpose itself between danger and child. and therefore the same bonus on degeneration rolls. this pet (if it is of an appropriate species). understanding its body language or communicating a need to it are made with a +2 modifier. 111 Prerequisite: Any Social Attribute at •••• Effect: Your character is a natural prodigy. p. taken on walks (or have its litter box or cage or tank cleaned). The type or size of pet does not matter when determining how many points this Merit will cost. The child may. or with experience points at a later date. however. A pet must be fed. but these two commands do not count against the animal’s known tricks. If rescue is possible. For example. blessedly.and care will always provide companionship and love. You must still pay for all points in the Skill during character creation. A kid can tell things to a pet that she would never dare tell a person. When your character has made a degeneration roll. in time. If there is nowhere left to run. After a month of story time. Your character can teach her pet tricks with Animal Ken. the pet will gladly die protecting your character. A three-dot Pet learns the “guard” and “heel” commands for free — your character must still train the pet. or until the character sleeps. This bonus lasts until a degeneration roll is made. even a trusted parent or friend — hopes. Admittedly. This judgment-free friendship is the sole contribution of a one-dot Pet.

If more than one character in the group successfully uses this Merit in the same scene. +3 for three. She also knows how to encourage others to cooperate. when to pitch in and get the work done.). when to lead.Effect: Your character knows how to work in a group with other children — when to delegate. If the roll succeeds. Once per chapter. every child character gains a +1 modifier on all teamwork rolls made for the scene. the bonuses are cumulative (+2 for two characters. This applies to both primary and secondary actors. keeping even a motley group of kids organized and effective for at least a short while. . 127. More information on teamwork can be found on p. etc. you may make a Presence + Empathy roll for your character.

The altar offers no bonuses to rolls. personal effects and idols. 101 Prerequisite: Vampire only Effect: Something is off-kilter in your undead state. p. but the precise identity of the scorned varies from city to city. Only certain bloodlines and clans in the city qualify as “ill bred” for the purposes of this Merit. and the vampire surely believes that the altar is necessary to fuel her belief and her powers. A ritual such as The Hydra’s Vitae (see p. Your character may be able to admit (or fake) a degree of ignorance without losing face. to be sure.Immortal Sinners. your character can get away with rudeness that would not be tolerated from a more civil monster. . p. It isn’t considered crass or shameful for your character to be seen in the presence of prostitutes or common hoods. It is a vehicle for her faith. The number of bonus dice is equal to the Merit’s rating (• or ••). You have the Deformity Flaw as described on p. member of Circle of the Crone. as well as a place to spill the blood and even dispose of it — a bronze sink or well may grant her a place to empty her Vitae. imposing a penalty equal to the rating on such rolls. crass. but that altar does not grant her any kind of mechanical bonuses. 143 of Vampire: The Requiem) require the target of the sorcery to be in sight. or otherwise ignoble to Ventrue tastes (and the customs they promote throughout Kindred society). Over time. Having an altar present in one’s haven and possessing the Altar Merit are not necessarily the same thing. 105 Prerequisite: Cannot have dots in Good Breeding. the Merit points do not grant any bonus at all. Armor of Scars (• to •••••) Book: Night Horrors . This altar likely contains instruments that allow her to spill her blood. Drawback: The scars that protect you also make you hideous and gross. your body grows thick lumpy scars. 40 Prerequisite: Vampire. dirty. 209 of the World of Darkness core book. Vampire: The Requiem). p. The physical stasis that marks the Kindred is grossly deficient in you. As scum. but that negativity is subjective – this trait is still a Merit. is ideal for casting at an altar. The points taken in this Merit grant the vampire one or two bonus dice to all Crúac activation rolls made using the altar. but the penalty is equal to your rating in Armor of Scars. The scars also reduce your sense of touch. as could a series of ritual cruets to contain the spilled blood. If the target cannot be dragged before the altar. Bad Breeding (• to •••) Book: Ventrue . Effect: Your character is part of a bloodline or family line regarded as brutish. Serious injury like burns over wide areas of your body transforms whole sections of flesh into calloused cracked scar tissue. p. 143.Lords Over The Damned. pedestrian. however.Altar (• or ••) Merits List Book: Circle Of The Crone. An Acolyte can possess an altar that helps her perform Crúac rituals specifically. after all. This Merit represents your character’s ability to use traditional preconceptions of his social worth to his own advantage. This peculiar counterpart to the Good Breeding Merit carries with it a distinct negative connotation to those Lords who concern themselves with ancestry and parentage. The Storyteller has final say on what clans or bloodlines make a character eligible for this Merit in the local city. Each dot in Armor of Scars grants 1 point of Armor that works equally well against all forms of attack. Note that some Crúac rituals (such as Cheval. An Acolyte can have an altar with various reagents. When you’re injured and heal. rather than return to your eternal state. this dense tissue has formed across enough of your body to act as armor. on the other hand.

he will quickly grow frustrated and cut the cord. Oh. no.Immortal Sinners. Later. that this is a Social Merit – a white-trash reputation doesn’t actually grant your character any special knowledge or training with cars or guns. 113 The Bleak Annals are a library… of sorts. Even then. The bonus from this Merit is useful only against characters who care about lineage. except that. At 3 dots. in some form. don’t count on them being arranged by alphabet or by the Dewey Decimal System—instead. It’s also a precarious one.) Drawback: When you choose to make use of the Bad Breeding bonus in a given scene. and breeding among the Damned. the Annals might be something totally bizarre: walls made of shrunken heads that speak secrets if offered prayer. If a Carthian ends up bothering the Bugman too much. (For example. Sure. assuming it is capable for research to uncover such a thing. it is limited by the overriding importance of Status. even incredibly dangerous shit. 64 Once you’re in. A character with more dots of Status than you have in this Merit is not subject to your Bad Breeding bonus. they’re probably piled into teetering stacks or are scattered not in one room but throughout the breadth and depth of the entire damn Necropolis. the hook-up is fairly basic. the reputation of your character. though.” At 5 dots. using the Bugman for government records. reputation. p. Maybe it’s too-tall walls whose thousand niches are filled with clay pots and in these clay pots lurk curls of papyrus. his sire. after all. this allows the character access to any piece of information covered by any Mental Skill. Remember. just because it seemed “what I know you’re into. . the Bugman may surprise the character with an odd book or packet of information. Learning something from the Bugman might have disastrous consequences. or his bloodline influences the Kindred or ghoul he is trying to affect. your character is taking advantage of stereotypes and preconceptions. The Bugman could send a . the Prince doesn’t find your character’s lowly behavior intimidating – everyone is lowly compared to him.because. or a breeding room of rats whose squeaks and chitters could be translated into knowledge and wisdom for those who care to take the task. not your character’s breeding. this Merit grants a bonus to Social dice pools when. remember that he’s not infallible. or a fifteenth-century textbook written in Persian about how to deal with a stranger from the wrong side of the sky. you’re in. and that trust can be revoked at any time. especially if the information is flawed or inherently dangerous. it could be books. The Bugman trusts his contacts not to misuse the information. his clan. Drawback: While it seems as if the Bugman can get anything for a character. at the Storyteller’s discretion. Bugman Network Membership (••• or •••••) Book: Night Horrors .PDF of a relatively obscure text or send the character a package of xeroxed pamphlets he thought might be interesting. The Bugman knows you’re real and the Bugman knows you’re worth knowing. It’s hard to tell what he’ll come up with. it’s an answer to the character’s question. p. You may choose to invoke a bonus up to the number of dots your character has in this Merit. This is a coveted position. He’s also not as discreet as he thinks he is. although not mad. The character can email the Bugman up to three times a month and get an answer to something obscure. The Bugman knows you. Kindred of great rank are likely to care about their authority. In fact. bad or dangerous to know.The Beast That Haunts The Blood. never a normal library. depending on how aggressively your character takes advantage of other’s preconceptions. Worse. The bonus to Intimidation you drew from your reputation as an ill-tempered Savage might penalize a Persuasion roll later. sometimes even without asking. for instance. the Bugman can find just about anything for the character. In mechanical terms. While your character (through your clever play) may be able to balance a reputation from Bad Breeding with the respect he’s due through Covenant Status. He could provide a handbook written by Anoushka Tepes (written in mirror writing and copied in Greek) on how to learn the Coil of Banes. how would a Kindred of such poor breeding know anything about the Bishop’s plans for the city? In game terms. but if they are. Bleak Annals (• to •••••) Book: Nosferatu . depending on how other characters in the scene regard yours. Those same preconceptions can work against him. the Storyteller may penalize a dice pool by imposing a modifier equal to the bonus you invoked earlier. could be very dangerous. The answers aren’t always simple.

••••• Friends Abroad: Your character is one of the rare Kindred with reliable. your character hears everything. in the margins of newspaper clippings. but have to pierce the veil of confusion when trying to decipher the system of organization. 116 Effect: People talk.Story Use: Some Annals detail only the exploits of their clan keepers. the Damned who knows how to translate the strange system and find the information necessary. Once per topic. choose one Mental Skill Specialty. He can gain access to specific gossip and other messages being spread around the city. For others… well. The Storyteller may allow non-Mental Skill Specialties to apply when appropriate. For each success. any Nosferatu with dots contributing toward the Necropolis can use the Bleak Annals and make a Research roll (pp. If the Storyteller feels that less information exists than the number of successes rolled. it grants a +3 bonus to all appropriate Occult rolls. and knows where to get more. For older vampires. the Nosferatu bath house is a truly glorious affair: tarnished brass tubs sunken into stone floors. A childe of the information age. brokering the deals of the Damned that the vampires of the world above don’t know one whit about. He recognizes useful information. System: For each dot in the Annals. but they don’t block it completely. but can ask specific questions of other information junkies. the tubs and water made hot by a floor heated through with steam or stoked with smoldering coals. You should agree with the Storyteller in advance who your character’s sources are. The Annals always have one Nosferatu who serves as a master archivist. or who have access to the same herds. For younger generations. although your character may assume he simply hasn’t found anything yet. Where other people see outbreaks of Masquerade breaches or scatterings of pamphlets. but suffer a -3 to the roll and must gain 10 total successes. •••• Talk About Town: Your character knows where underground magazines and pamphlets get dropped. your character learns one fact or finds one document about the subject in the Kindred community at the level he has access to. Or a coterie comes to beseech the aid of a fat-bellied Nosferatu smuggler. as well as how to decode them. deliberately or otherwise. when purchasing dots in the Annals. your character sees what’s really going on. He might recognize the graffiti of the surrounding coteries. p. one Haunt sells his herd to another. these are likely to be mailboxes or phone numbers. such as debates on how the Embrace works. Those who do not contribute dots toward the Necropolis can still use the Annals. p. The tradition and taboo surrounding the Masquerade may obscure communication between Kindred. 55-56. Success on this roll allows the character to utilize the bonus from the Skill Specialty as if it were his own for the rest of the night. personal contacts outside his nearby domains. around the region.Kiss Of The Succubus. as with the Contacts Merit.The Beast That Haunts The Blood. and subjects of general Kindred interest. They must still succeed on the extended Research roll. but these may only be purchased once. At any time. Cacophony information sources are divided into the following levels of accessibility. For example. and if this Occult Skill Specialty applies three times. or on takeout menus. Your character can access the knowledge of Kindred who keep domains near his. World of Darkness Rulebook). in one Necropolis the bathhouse is a grimy series of pits filled with rancid blood whose skin (like that which forms on old tomato soup) is pierced by the vigilant stirring of blind ghoul sycophants. This is an ideal role for a player’s character. Your character not only has access to the general “noise” coming out of the world’s Kindred population. 115 For some. or know their hand signals. Story Use: The Caldaria are the social centers of the Necropolis: even those who choose not to partake in the baths still come to feel the warmth and peer through the gauzy steam. she should inform you. the Annals might be particularly focused on demonology. they might be Internet acquaintances or communities. ••• Word on the Street: Your character can read the signals used by neighboring vampires. He has the ability to reconstruct current events in the Kindred world from the mess of tiny messages vampires send. Here. Note that. Cacophony Listener (••• to •••••) Book: Daeva . and so do monsters. for example. Each level includes the lower ones. you may make a Wits + Investigation or Socialize roll. the same Skill Specialty can be purchased up to three times. Others offer a ragtag collection of whatever strange information its Nosferatu “archivists” could scribble down on Post-It notes. Or the whole of the Necropolis gathers . Caldarium (•••• or •••••) Book: Nosferatu .

a Nosferatu Elysium: one shall not bring violence here. this bonus increases to +2. The Caldaria are the one location in the Necropolis that strangers may be allowed to visit. p. in a way. or she may have picked this up through experience. 184 Prerequisites: Vampire. she gains a +1 bonus on Social rolls with members of the group. She may have learned this academically as part of a dryly rational attempt to prepare herself for contact with street vampires. Cant Fluency (•) Book: Damnation City. The systems for this Merit are included with the mechanics for Carthian Law and can be found on p. However she learned it. Once she has decrypted at least three of a group’s marks. Carthian Pull can never exceed a character’s Covenant Status (Carthians). 174. or the Haunts will fill the baths with that one’s boiling blood and bubbling juices. the Caldarium provides a place of social power for the Nosferatu: all Haunts within the Caldarium gain +1 to rolls involving Expression. Your character gains a +2 bonus on the extended action to make sense of foreign and coded glyphs. and a dark serenity stays with the Haunt even after he leaves the bathhouse. For the rest of the night. and declarations of territory intended for someone else. Kindred marks. This usually indicates that the character has dwelled in the city for a long time and thus has an intuitive and experienced understanding of the tenets that the city’s Kindred have passed. You must select a category of marks when purchasing this Merit. and other secret society glyphs. 172). Socialize or Subterfuge. At three dots. This Merit can be taken multiple times to reflect fluency in multiple marks. Status (Carthians) •. With time.just to shoot the shit. she is now fluent both in reading and creating a style of underground graffiti. Categories include Clan Marks (covering the marks of all Kindred clans in a single Merit). Covenant Marks (each covenant covered by a separate Merit). . Carthian Lawyer (••) Book: Carthians. but sometimes they are simply people who latch onto Carthian Law easily (which has some interesting implications. p. depending on what explanation for the Law your troupe uses). as well as how those tenets have changed over the years. then the Caldarium often lurks at the fringes of the Necropolis. System: At one dot. This enables her to read warning signs. Persuasion. p. The Caldaria is. Cant Savvy (••) Book: Damnation City. Academics • Effect: This Merit is applicable only in cities where Carthian Law has taken effect (see p. She can read marks left behind in the style and leave marks for those fluent in it. or any other category unique to your chronicle’s city (such as a bloodline’s marks). Carthian Pull (• to •••••) Book: Carthians. he gains a +2 bonus against any kind of frenzy. If the Haunts allow such a thing. The character has learned to instinctively manipulate the Law to best suit her. a distance away from anything the residents consider important. and in addition all present gain the Meditative Mind Merit. she can decrypt the symbols and numerology of gang tags. Sometimes such characters were lawyers or scholars in life. 200 Prerequisite: Intelligence •• and Investigation • or Occult • or Streetwise • Effect: Your character is adept at puzzling out the meanings of occulted graffiti with which she has no fluency . coded directions. the bonus increases to +3. p. 181 Prerequisite: Vampire. At five dots. 200 Prerequisite: Politics • or Occult • or Streetwise • Effect: Your character is fluent in one kind of Kindred marks.

and the “Fighting Blind” rules (p. A character with Carthian Pull ••• could. but are not the best at separating the truths from the fictions. hungry. a rusted porthole leads to the temple. Chapter Library (• to •••••) Book: Night Horrors . Some Nosferatu carve out their own Catacombs. . say. may still have to succeed on the roll. its effective level drops by the amount used for one month. have a great deal of space between the rooms. In story terms. The particulars of any given Chapter Library tend to vary greatly from those of any other library. p. they are a tortuous knot of abandoned mine tunnels or even an endless series of gutted bomb shelters whose matte gray appearances are damnably similar that over time it becomes impossible to orient oneself in the never-ending sameness. Catacombs (• to •••••) Book: Nosferatu . Pull goes hand in hand with Covenant Status. Some even decorate their catacombs with a funhouse flare. Because Roger has some pull among his fellow Carthians. Those who seek to traverse the grim underground and find the Necropolis have a great deal of trouble navigating the labyrinthine structure. thirsty. Story Use: The Nosferatu use the Catacombs for protection. Carthian Pull measures how much a character has gotten done. how much she’s perceived as doing for the covenant and how much the covenant gestalt feels she deserves. however.The Beast That Haunts The Blood. once per month. mad. Example: Roger has Carthian Pull •••. Carthian Pull can be used to augment a Merit the character already possesses (for example. use it to raise his Resources by two one night and then. or concealed speakers that emit unnerving cacophonous notes. Others. allowing him to act as if he had Haven ••• for the night. This represents a fellow Carthian offering a favor or someone otherwise connected somehow to the Movement offering temporary aid to the character. blasting or hacking away at the rock to forge twisting burrows and narrow bolt-holes. driven to fits of hysteria. though Merits increased in this fashion can’t go above 5. a Carthian or Carthian sympathizer offers Roger a place to stay. he can call in a favor. 166. Standard Perception rolls are hampered by a standard -3 penalty. a character with Carthian Pull can apply it to one of the following Merits: Contacts. Those who do not have dots in the Necropolis Merit suffer a penalty to this roll equal to the owners’ total dots in Catacombs. a few weeks later. World of Darkness Rulebook) may apply at Storyteller discretion. act as if he had Contacts •••). substituting his Carthian Pull for Haven.Effect: Carthian Pull allows a character to use a network of associates to accomplish tasks that are beyond his normal means. with strobe lights. as the media and subjects of research tend to be extremely personal. The Catacombs are almost unremittingly dark. Status is an index of respect and esteem. Once per game month. keeping a great deal of esoteric information at their fingertips. inasmuch that someone who is useful but despised is going to have as hard a time getting help as someone who is esteemed but hapless. Even the Haunts may find themselves periodically lost in the dark and distorted heart of their own Necropolis. System: Navigating the tunnels necessitates an extended Wits + Investigation roll. blind. someone with Contacts •• and Carthian Pull • can. They wail as they feel along the walls. Those who do possess any dots in the Merit. nevermapped and choked with the foul miasma of trapped methane. In one Necropolis. floors that move. rooms of warped mirrors. The player may also choose to parcel out the benefits. Herd or Resources. he gets to reap. The effects of Carthian Pull do not last more than one night. In another. He’s got a fine haven. Those who dare to find the Necropolis often end up wandering the dark tunnels and twisting chambers. 115 Some Necropoli are little more than a series of connected rooms: a rotting set of pocket doors opens to reveal the library. improve his Haven by one for a night. p. though. Because he has sowed some effort by working for the Movement. Pull is not quite the same as Status. with ten successes required. a true labyrinth. 43 Prerequisite: Covenant Status (Ordo Dracul) (equal to Merit dots). and so forth.Immortal Sinners. the Catacombs are a series of long-forgotten and ill-conceived sewer tunnels. and in some. this space is a precarious tangle. thus providing a potent buffer against the Haunts’ secrets. Whenever Carthian Pull is used. Haven (Size) 1 The Dragons hoard information like few other creatures in the World of Darkness. Haven. but he’s on the wrong side of town and needs to lay low and heal after having his ass kicked in an ambush. These are the Catacombs. Each roll is equivalent to one hour’s worth of wandering.

200 Prerequisite: Presence •• and Politics •• or Streetwise ••• Effect: Your character knows who is connected to whom in the feudal hierarchy. the system works fine. an alchemist with a weak understanding of the Liberal Arts might substitute Occult or Science when using Chapter Library (Alchemy) to research his chosen field. 181 Prerequisite: Covenant Status (Carthians) •. or risk reducing the rating of this Merit by one dot. but at the end of the night. Some example conditions: -1: Your character has recently asked for a lot of favors. characters utilizing this Merit may substitute any appropriate Mental Skill for Academics when making a Research roll. Computer •• Effect: This is most commonly a website or blog where members discuss coding problems. particularly if one has called on them in the recent past. p. or having been publicly convicted of a serious crime. He knows the relationships between Kindred. you’ve got somebody to turn to — or at least somebody to be the wall. -2: Your character’s family may be close. except perhaps in passing. Online is where the vampires go to find out whom to meet with. Coder Clique (•) Book: Carthians. Drawback: Familial connections go both ways. While most the members of the group are Carthians. but they have reason to completely ostracize him. Connections (• to •••••) Book: Damnation City. •• Middle Distance: Grandsire or first cousin. Your character’s family line is particularly widespread or in close contact in your local area. characters with this Merit may reroll 9s as well as 10s. member of same bloodline. For example. or at least Kindred. they don’t discuss matters vampiric or Movement issues. The family member isn’t anymore likely to put his life on the line. He knows names and faces. but he is willing to take a few risks to help your character out. it’ll be family that comes for your body. The number of dots a character possesses in Close Family determines the distance at which this bonus applies: • Immediate Family: Sire or broodmate. ••• Distant Kin: Second cousin. p. or (if they’re especially delicate) through arranged face-to-face meetings. however. 117 Prerequisite: Must be a vampire. Private questions are commonly handled via encrypted mail. Doesn’t matter if they’re a mechanically distinct bloodline or a group of cousins who just keep in touch: when your back’s against the wall. Once per session. Close Family (• to •••) Book: Daeva . When making rolls with the Computer Skill. Furthermore. p. Especially if he sees something in it for him. At her discretion. Research rolls made in regard to this subject take the usual amount of time but gain an equipment bonus equal to the rating in the Merit. similar coder chat. Generally. you may add a +3 bonus on a Manipulation + Persuasion or Manipulation + Empathy roll involving a member of your character’s family. . family means Blood. Effect: To the Daeva. A character with this Merit may expect to be asked to assist members of his Blood as well. such as suspicion that he murdered a member of the family. He’s met others face to face throughout the social network. until a mortal in the group accidentally finds out what his email pals really are — usually because one of the Kindred assumed that everyone involved was Damned. The information that can be gleaned by digging through the character’s personal library is left to the Storyteller’s discretion.For each dot in this Merit. software issues and other. Even the best-stocked library doesn’t hold the answer to every question.Kiss Of The Succubus. the player chooses a subject of interest. the Storyteller may apply penalties to a Close Family roll. Family doesn’t always mean getting along or not screwing each other. or otherwise slightly annoyed members of his family.

182 Prerequisite: Covenant Status (Carthians) •. In most cases. but some crucibles may require the character to participate in ritual combat. Convenant Status • (Ordo Dracul). At the Storyteller’s discretion.The Beast That Haunts The Blood. With more dots. however. For more on Wyrm’s Nests and crucibles. Dark Temple (••) Book: Nosferatu . Not all Dragons are sensitive to the effects of a crucible. With this Merit. Often. Each branch of the feudal hierarchy is a connection. both mortal and Kindred. to walk a particular path through the Wyrm’s Nest. When making rolls with the Politics Skill. the covenant’s Masters of the Coils are able to train Kindred to appreciate the subtle effects that crucibles have on the blood and body of a vampire. is a Wyrm’s Nest with a spiritual atmosphere that facilitates the personal awareness and philosophical growth necessary to learn new tiers of the Coils of the Dragon. even though the kind of passion that leads to reckless opining can keep such a circle fueled and running. this room hás become consecrated—why or when such a consecration happened is hard to say. This Merit interacts with the schema described later in this chapter. especially since someone kicked out for indiscretion is likely to be pissed and to have the political ammo to do something about it. Other crucible effects are possible at unique crucibles. a character has a good starting sketch of the city’s feudal schema. Politics •• Effect: This is a group that gets together to discuss current events. see p. with just one dot in this Merit (a poor value by itself). Connections with Kindred above the level of Regency (such as the Prince and. These conversations become more and more frank as the members gain trust and confidence in one another. a crucible reduces the cost of purchasing a new tier in a particular Coil of the Dragon by three experience points. Fortunately. characters who have this Merit may reroll 9s as well as 10s. your character might have a rapport with his personal feudal lord (up one step from your character) and another of the lord’s vassals (down one step from the lord). Somehow. Splinter of the Monastery of Yellowjackets) makes this room his sarcophagus. this requires meditation. Crucible Ritual (•••) Book: Ordo Dracul.” Others say the they feel the influence of a crucible “in the curse. at the Storyteller’s discretion. 202 Prerequisite: Vampire. 115 Perhaps it’s a small alter ringed with rat skulls. Resolve •• and one or more tiers of Coils Effect: A crucible. in the jargon of the Ordo Dracul. Or. Could be that some decrepit Nosferatu Saint (Saint Cheslin of the Boneyard.” and over time all that bad blood dripping down left an indelible stain (both physical and spiritual) on the room. For example. . Current Events Circle (•) Book: Carthians. Maybe the Dark Temple lies beneath an open sewer grate that opens up in what they call “Murder Alley.” A character with this Merit is able to make use of the effects tied to a crucible. the character can develop a reasonably accurate picture of the city’s politics. Some Dragons describe the sensation of being affected by a crucible’s energy as “being washed” or “floating back and forth on a river. All crucibles require some action on the part of the character to “tune in” to the energy of the site.Each dot in this Merit represents knowledge of and rapport with two connections between your character and others in the feudal hierarchy. Blabbermouths imperil a group like this. perhaps it’s just that this is where the Nosferatu choose to worship. as the Storyteller sees fit. p. and their grim energy has pooled here like so much sewage. p. in some cities. or a golden urn in which the ashes of an ancient Haunt linger. the Primogen) may be worth two connections as well. The local Haunts may or may not remember. It’s always a careful balance to maintain. to sketch or paint the area or to slumber in its soil. two connections can be used to forge a connection between the character and another Kindred of the same feudal rank or to recognize a private (invisible) connection between a Kindred of the same feudal rank and any other. 40. Or perhaps it’s a bloody pulpit surrounded by rock walls made white with chalk crosses. p.

Example: Referring to the previous example of Maxwell’s Merits. On occasion. Social Merits affected by this Merit include Allies. Contacts 2. Resources and Retainer. 65 Note: If your chronicle does not incorporate the system of Merit Degeneration. this mixed group of mortals is charged with supporting the Kindred’s wealth. mad god or goddess. he also has the Devoted Merit at two dots. The presence of the Dark Temple is also an indicator of the presence of one or several Nosferatu “holy men. Members not only learn facts about a variety of topics. This Merit allows a vampire to retain a number of Social Merits in the event that he enters torpor for nearly any length of time. and Resources 3). and other loose ends unattended. The Storyteller may allow characters to actively attempt to “reconsecrate” the Dark Temple to their own faith. bound by tradition and respect for elders. 66 . to whom it provides its benefits must be decided at the time of the points purchased. a casualty of culture. and maintaining a presence in institutions in lieu of the slumbering Kindred.” whether a synod of withered Bishops or a Cybele cult leader who consecrated the temple by castrating himself on the altar. When making rolls with the Persuasion Skill. The Devoted can be organized in a number of different ways. p. the player may assign two automatic successes to a single at-risk Merit. descendants. but more often are oriented to more general philosophy. some of the groups a vampire holds an interest in simply vanish. An old world crime family. watches over the family secret and keeps a web of influence ready for the dark ancestor’s return. In many cases. p. He chooses Contacts and Resources. be it the many monstrous faces of the wretched Crone or the one shining face of the cruel Lord of the Lancea Sanctum. However the player describes the vampire’s Devoted. Contacts. Devoted (• to •••••) Book: Ancient Mysteries. relationships. characters who have this Merit may reroll 9s as well as 10s. but also learn persuasive techniques that work on any topic. Here they gather to perform rituals in service to some old. then burning the wound forever shut with the hissing flame of an oil-soaked torch. Of the three Merits at risk (Allies 4. An occult society places magical significance on the torpid vampire. The consecration provides two benefits: usage of either Theban Sorcery or Cruac in this Dark Temple gain +1 to those rituals. have some sort of structured (or unstructured) discussion. The player must roll for the Allies Merit as usual. especially political philosophy. shaping and evolving the secret society around their vigil. The topics sometimes concern distinctly vampiric matters. assigning two automatic successes to those two merits’ dice pools before rolling. Gathering a host of Devoted followers. he may choose two of them. keeping records on the surrounding populace. pick a topic for the next time and then leave. knowing that this dark family duty will one day be rewarded. or even worshippers helps to shore up a vampire’s influence that he worked for before entering torpor. those with Status in the appropriate covenant gain +2 Social dice when speaking to those without such Status while in the Dark Temple. Also. System: The Dark Temple can only be consecrated for the Lancea Sanctum or the Circle of the Crone. Effect: When Kindred enter torpor. depending on whether the temple is sacred to the Crone or the Dark Father. they often leave a number of assets. For each dot the character possesses in the Devoted Merit. p. 182 Prerequisite: Covenant Status (Carthians) •. Debate Club (•) Book: Carthians. it is the spiritual center of the city of Haunts. influence and prestige do not adjust well to the loss of their comforting control over mortal society. Persuasion •• Effect: Kindred who like to argue get together. cults.Story Use: If a Necropolis has a Dark Temple. Kindred who are used to power. this Merit does not have any mechanical effect. A preferred ghoul and his family watch over the vampire. technology or conflict. mortal individuals and institutions simply forget about the vampire. ensuring the retention of the entire Contacts Merit and only needing a single success on the roll for Resources in order to retain all of the dots in that Merit. Distant Sympathy (••) Book: Ancient Mysteries. found on page 51 in this book.

for that. for guidelines on creating and altering domains. Dots in Domain Location cannot be “cashed in” for dots in Herd. or simple resident by demanding she nest in some secluded part of the territory. the Domain can have a +1. p. Most of these “under. but no Attribute’s modifier can exceed the dots in this Merit. it defines the maximum modifiers. Feeding Ground represents a body of mortals suitable for hunting regardless (or even in spite of) the general atmosphere and landscape of the area. Doll Face (•) Book: Mekhet . without need for a mirror or a servant to do the work for her. 118 Effect: No matter how badly the character got messed up last night. with Domain Quality: Interactive •• the Domain could have Access –2. she is still limited to the normal distance limitations. it costs a Willpower point for a vampire with this Merit to make a permanent change to her appearance. Thus. 203. Domain Quality: Reactive (• to •••••) . Information. whether resident or trespasser. with two dots in this Merit. 200 Prerequisite: Fealty Flaw Effect: Your character is lord over a domain granted to him by an overlord.” p. positive or negative. the Domain can have in its Interactive Attributes (see p. The lord of a domain with a good Location has to protect it. p. Their uncanny grooming makes them too perfect. Like the Haven Merit. but rather given to you by the Storyteller to reflect a domain already in existence in the game world. Each dot of Domain Location grants a +1 bonus to hunting rolls for any character in the domain. +2 or –2 ratings in Access. and Prestige. 251). –1. The following Domain Merits are each purchased or defined separately. An Attribute does not have to be rated to the maximum possible modifier.Prerequisite: Blood Potency 6 Effect: The normal limits of distance do not apply to the vampire with this Merit when determining what she is able to sense through Blood Sympathy (Vampire: The Requiem. See “Designing Domains.Merits” closely resemble their counterparts from the Haven Merit (see Vampire: The Requiem. In many cases. This Merit is not identical to the Feeding Ground Merit. The vampire instinctively knows this to be the case. Her hair and make-up are exactly as they were the night before. This Merit also defines the maximum number of dots in Haven Location a resident Kindred can have here. Information +1 and Prestige +2. the Domain Merit actually encompasses several other related Merits. In practical terms. 100-102).Shadown In The Dark. vassal. Her skin is as clean as it was the night she was Embraced. p. This Merit is its own drawback. Domain Quality: Interactive (• to •••••) Effect: The Domain Quality Merit describes the Domain’s influence over actions in the area and the nature of its populace. too artificial. Your character. The Storyteller must oversee alterations to this Merit. This Merit does not allow a vampire to “transmit” across vast distances. a vampire with this Merit has extended this range to virtually any place in the world. Vampires with this Merit whose Humanity scores fall low enough to severely impact their interaction with mortal humans begin to look like dolls or mannequins. Domain Location (• to •••••) Effect: This Merit generally measures how easy it is for a vampire to hunt within the Domain. or roughly 50 miles. may impose a lower maximum on a tenant. Just as normal. An Interactive Attribute can have a positive or negative modifier up to the number of dots in this Merit. You may be able to gradually increase certain values of these Merits with experience points. So. Better feeding grounds attract trespassers who often bring trouble with them. While a vampire is normally limited to the metropolitan area. but changing the character of a neighborhood doesn’t simply happen and certainly does not happen because your character solved a mystery last week. your character’s ratings in this Merit won’t be variable. p. when she awakens from her daily slumber she is always groomed immaculately. 163). as the lord of the Domain. Domain (• to •••••) Book: Damnation City.

Domain Security reduces the need for dots in Haven Security. Strictly speaking. (But don’t discount the ability of a domain to contain hidden networks of rooms in defunct office buildings or even abandoned subway stations serving as palatial havens. The Storyteller rolls that particular dice pool to determine if a random act of crime or violence emerges from the background to spice up the chapter. Rather. but the fact is that lordly fiat is all the justification they need. It’s his right to decide how much of his land another Kindred receives. More land. more space for Kindred trespassers to slip in or even lair unnoticed.) In some cities a single dot of Domain Size might represent three or four blocks of turf while in others it could be nine or ten streets wide. The domain’s rating in Haven Security (modified by District Attributes) can be rolled. Stealth. An Attribute does not have to be rated to the maximum possible modifier. count for about half a dot of Domain Size as an abstract measurement. Your character can purchase a Tenant or Vassal Merit once for each dot of Domain Size. doesn’t necessarily limit the number of dots that local havens can have in Haven Size. Thus. modified by Safety. the Domain can have in its Reactive Attributes (see p. It depends on the size of the city and the Prince’s standards for the number of domains her city should have. but it’s not essential. In practical terms. (The Prince doesn’t count his dominion by Domain Size as his Domain trumps everyone else’s — it’s the whole damn city. Some lords cite the Masquerade when forcing their tenants into smaller havens. A larger Domain means more land to patrol and defend. a lord may impose a ruling on the security measures of local havens — declaring blaring alarms off limits or demanding Kindred have barred windows — but it is not his feudal right to do so. Information –3 and Prestige –1. and more room for troubles to emerge. however. and Subterfuge. Neither does it dictate a limit on Haven Security dots in the domain. that’s covered by the Security dots of individual buildings like havens. Domain Size (• to •••••) Effect: Domain Size measures the amount of physical ground your Domain covers. Streetwise. it defines the maximum modifiers. It’s a relative measure of the domain compared to the city and its Districts. the lord of the land always has the right to limit the size of local havens. A success indicates a couple of muggers or a car thief. Domain Size isn’t a precise measure of blocks or miles. A Reactive Attribute can have a positive or negative modifier up to the number of dots in this Merit. The Storyteller could assume that an average neighborhood in the city is prowled by muggers and thieves with an average dice pool of 7 plus or minus Stability modifiers. though. with each success reducing the response time by one minute from a base starting time of ten minutes. positive or negative. So. An exceptional success could indicate an armed robbery. 251). In general.Effect: The Domain Quality Merit describes the Domain’s influence over actions in the area and the nature of its populace. A nest with five dots in Haven Size may be worth a whole dot of Domain Size in a small city or crowded District where a mansion sized lair would be almost impossible to maintain under the Masquerade. but the Storyteller should adjust that measurement relative to the size of the domain. This penalty does not apply to the actual physical acts of breaking and entering. Dots in Domain Security. The Masquerade is always a looming factor in determining what kinds of havens are suitable for the Domain Size. The space within a Kindred’s haven is his own. The Storyteller has the right to set a limit in order to reflect the nature of the domain’s neighborhood. each dot of Domain Size should correspond roughly to the lord’s station in the feudal hierarchy — the lowliest domains are Domain Size • while all but the most modest or tokenappointed Regents are Domain Size •••••. either as the result of police oversight or the proximity of Hounds or a surplus of gated condos and iron grilled storefronts. drive-by shooting. Each dot of Domain Security imposes a –1 die penalty on rolls to locate or hire characters specializing in Skills like Larceny. with Domain Quality: Reactive ••• the Domain could have Safety +2. are rolled to contest the random crime roll. That is where every vampire is a lord. the Domain can have a +1. –1. to determine the response time of local police. Regardless of limits imposed by the domain. The guiding rule of Domain Size is its relationship to the Tenant and Vassal Merits. Awareness and Stability. therefore. Resident Kindred who keep havens in the domain. or open shootout in the street.) This Merit. +2 or –2 ratings in Safety. More is not always better. Domain Security interacts with the local District’s Attributes (and thus the Domain Quality Merits) but doesn’t override them. . but no Attribute’s modifier can exceed the dots in this Merit. generally also means greater Status and prestige among other Kindred in the feudal hierarchy. Domain Security modifies the likelihood of thieves and muggers in the domain. with two dots in this Merit. Domain Security (• to •••••) Domain Security reflects the general safety of the area. but have no formal claim to land under the lord.

They can discuss practical things (“How do I keep his wife from finding out?”) and more emotional issues (“I keep getting romantically involved with my — you know — the people I feed on. Vincent Moon and Elisabeta all dreamed of Frances before they met her. time spent hunting in one feeding ground precludes time spent hunting in another. because he won’t ever get the chance to ask about the other). p. make a note of it. 119 Effect: More than any other clan. for example.Dream Visions (•••) Book: Mekhet . 12 of +2 value. during some later night. For example. Exclusive hunting grounds grant a dice pool bonus to hunting attempts made therein. they dream of places they haven’t been to and people they haven’t yet met. Each increasing bonus in hunting dice pools should be proportionally rare and at a rarity determined by the Storyteller to represent the scarcity or bounty of easy Vitae in the domain. If Kindred were in a support group before they died. That bonus should range from +1 to +3. the player can make a roll of Blood Potency. Empathy •• Effect: The Carthians borrow freely and widely from mortal organizations. If it’s a success.” The roll can only be made once regarding any individual. and 36 of +1 value. if the character meets two vampires for the first time. Encounter Group (•) Book: Carthians. but overtaxing the local vessels is a quick way to scare people off and thus reduce the bonus. One organization from which some borrow is Alcoholics Anonymous. If such occurs more than the value of the bonus in that single month. Note: Though this Merit is not restricted to Mekhet characters. say). 182 Prerequisite: Covenant Status (Carthians) •. Others were Embraced after the advent of widespread group therapy. Even with a large or rich hunting ground (•••• or •••••. nonjudgmental and supportive environment. your character does not have any feudal rank without the City Status Merit or any real authority without the Domain Merit. When making rolls with the Empathy Skill. (Kindred may continue to hunt there. which must be phrased so that it can be answered truthfully with “Yes. they find themselves going to those places or meeting those people (Nitokris. and the roll can only be attempted once a scene (meaning that. p. awful dreams of death and transformation and blood. but one side effect of an encounter group is that it can help you learn the signs of real emotional trauma. which is making your character at least a crofter in the feudal hierarchy. Each time in one month that more than a single character takes advantage of the bonus in a specific hunting ground on a single night. 202 Prerequisite: Fealty Flaw (for •••• or ••••• only) Effect: Your character has been granted one of a limited number of exclusive hunting grounds in the city. characters who have this Merit may reroll 9s as well as 10s. as well as the tells of incomplete honesty. With this Merit.) Multiple Kindred may share the benefit of a plentiful hunting ground. And sometimes. p. Feeding Ground (• to •••••) Book: Damnation City. it is found among the Shadows more often than any other clan. The first time (and only the first time) he meets another person or visits a place.” or “Maybe.” “No. These values are not cumulative. your character can make use of his dream-visions. there may be four hunting grounds of +3 value in the domain.Shadown In The Dark. the player may choose to “cash in” a hunting ground in order to cultivate a number of Herd Merit points equal to the original bonus. for example). This effectively reduces the bonus of that hunting ground to +0 permanently. gory. the bonus is negated completely until the Storyteller deems otherwise. the player must choose which of them to ask the question about. As an option. they almost certainly feel some inclination to get in one after. Encounter groups for Kindred are scheduled opportunities for vampires to discuss personal matters in what’s supposed to be a safe. This hunting ground is like a private patch of land to farm. . Sometimes. the player can ask one (and only one) question about the person or place. but they simply don’t gain the benefit of the bonus anymore. the Mekhet dream.”) The advice varies widely in terms of actual value. between bizarre.

173 of The World of Darkness Rulebook). this immediately fills the character’s Health track with Lethal damage (meaning that the character is bleeding out). the Larvae would have a much harder time of it. A maximum of three Larvae can enact this maneuver at once. The man’s Stamina is 2. except that the Larvae use the teamwork rules (found on p. The Storyteller makes the Larva’s attack roll as usual. Not all Larvae are equally talented in battle. 134 of that book). Example: A pack of four Larvae attack a hapless mortal walking home one night. even if they knew them. once the vampire activated Resilience. Three of them (each with Swarm ••) grapple him. Of course. but cannot enact other Swarm maneuvers. ••• Set-Up: One Larva moves in and absorbs a blow from a victim. Dots purchased (or granted) in this Merit allow access to special combat maneuvers. shoulder or knee and removes the attached limb. If. his effective Stamina increases to 3. rather than write out traits for a large group of them. and a convenient victim was nearby. •••• Eyes Everywhere: Since Larvae have an intuitive sense of each other’s positions and current situation. therefore). The Storyteller rolls 3 successes on the first turn and 2 on the second. 155 of The World of Darkness Rulebook). when using Larvae in a battle. This fills his Health track with Lethal damage and he immediately begins to bleed out (as described on p. several unaffiliated Larvae wound up in the same place at the same time. By chewing through the target’s flesh at joints. ••••• Sever Limbs: Once a pack of Larvae has grappled a target using Dogpile. •• Dogpile: The Larvae attack a single target simultaneously. another member of the pack can attack the target and gain a +2 to the attack roll. If the Larva manages to accumulate these successes before the target breaks free. which minions have access to the Swarm and at what rating. As the blow lands. Only one Larva can take advantage of this maneuver in a turn. his Health rating is 7 and he has no wounds going into the fight. taking no action for the turn. The Storyteller needs to decide. even if the successes on the attack roll(s) were not sufficient to do this. but the vampire won’t bleed to death. they are extremely difficult to overwhelm. but it’s also enough to separate the man from his arm. The primary actor subtracts the target’s full Defense rating from the roll. Only the Larva making the chewing attack needs to have Fighting Style: Swarm •••••. Use the grappling system found on p. Each dot is a prerequisite for the next one. the minions would be just as likely to attack each other as the vessel. the creature chews through the target’s elbow. the Larvae can sever a target’s arm or leg in a matter of seconds. For one thing. waiting for an unspoken signal before moving in. This is an extended action. The grappling Larva can bite the target on the next turn. p. during which the target must remain immobilized in the grapple. The target’s Defense does not apply.Fighting Style: Swarm (• to •••••) Book: Wicked Dead. To a vampire. If the target attacks the “sacrificial” Larva. 157 of The World of Darkness Rulebook. so a Larva can’t have Set-Up until he has Dogpile. The attack roll comes from a Larva not involved in the Dogpile (and whose Strength doesn’t contribute to the penalty for breaking free. 106 Any vampire that fights the Larvae and survives can pass along this piece of wisdom to his fellows—“Do not let them surround you. They certainly would not use any of the maneuvers listed here. but if the roll succeeds. for some reason. the Larvae will surely drain his blood in the next few seconds. To a living target. This means that to break free. • Synchronicity: The Larvae anticipate one another’s moves. The first Larva sacrifices his Defense. the loss of the limb is obviously terrifying and inconvenient. the grappled character’s player must roll Strength + Brawl – the highest Strength rating of the grappling Larvae + 1 for each additional Larva. meaning the . the next Larva attacks. This indicates 5 levels of Lethal damage. grappling him and holding him down. If the hapless wanderer had been a vampire with Resilience 1. taking advantage of his packmate’s sacrifice. That means that Larva needs 4 successes to chew through his arm. It might be simpler to assume that all members of a pack have the same rating. This Fighting Style simulates the way in which a pack of Larvae takes down its prey. but more than makes up for it in animal cunning. and so not all of them have access to all levels of the Fighting Style. The Larva must accumulate a number of successes equal to the (target’s Stamina x 2) + Resilience (if any). while the fourth (with Swarm •••••) chews through his arm.” A pack of Larvae doesn’t have much in the way of intelligence. using the character with the highest Initiative modifier. ferocity and tenacity. All Larvae in a given combat scene with this level of Swarm do not suffer from the Defense penalty due to multiple attacks in the same turn (see p. Note that only a true pack of Larvae uses the Swarm. He merely suffers the Lethal damage indicated by the Larva’s attacks. All Larvae involved in a given maneuver have to have the requisite dots in this Merit to enact it. killing him. of course. the character is grappled by all of the participating Larvae. it can hold the target immobile allowing devastating attacks from other members of the swarm. The Storyteller makes one initiative roll for the Larvae. All members of the pack act on this initiative. except for Sever Limbs (see below).

In addition. perhaps. behaviors and acts of will necessary to invoke a ritual’s power. it does no damage. 42). where the freaks lie in wait… System: The Garbage Pit provides a handful of unconnected benefits. she must learn how to learn. This Merit grants no bonus on dice pool for mystic extrapolation. it’s more likely that the Larva will put the vampire into torpor than take off his arm. So. even if the weapon you’re using typically allows only 10 Again. Garbage Pits come in many shapes: a big broad room that stinks of motor oil. 202 Prerequisite: Vampire. this Merit grants the character a +2 bonus on Wits-based dice pools to investigate or locate nearby fontal nests. you can take 8 Again as well. Dots purchased in this Merit allow access to special combat maneuvers. At that point. If the roll succeeds. your character can’t have “Unexpected Strike” until he has “Feint. Brawl or Weaponry •• Effect: Your character has been trained to fight cooperatively. pilfered goods from victims. see what you can find. Unexpected Strike (••): If you attack someone who has successfully been fooled by a Feint. p. the floor practically lined with raw tetanus. in a sense. Fighting Style: Swarm Tactics (• to ••) Book: Carthians. it’s the trash from the world above. Is the Necropolis compromised with enemies traversing and stalking the halls? Lead them to an ambush in the Garbage Pit. and so forth. 209). Looking for a present for your true love (a ghoul chained to a pipe on the other side of the underground kingdom)? Dig around. Convenant Status • (Ordo Dracul). however. you can take 9 Again with your attack. Font Ritual (••) Book: Ordo Dracul. a pile of metal parts strewn across several chambers. The opponent is vulnerable until the end of the turn. Garbage seems to ceaselessly wind its way downward. Need to hide a couple of corpses? The Garbage Pit is glad to swallow them up. Swarm Tactics offer Carthians distinct advantages against battle-Disciplined Kindred or other foes. 183 Prerequisite: Vampire.” The maneuvers and their effects are detailed below. Each maneuver is a prerequisite for the next.The Beast That Haunts The Blood. but anyone else who attacks that opponent can use Unexpected Strike if he knows how. Learning rituals is demanding — it requires the Dragon to develop a sort of psychic muscle memory for the words. broken masks. or a collection of bins which gives the appearance of some kind of organization and neatness but is truly just a bunch of bins filled with refuse and debris. Originally developed by anarchist demonstrators to overwhelm armed and protected (but outnumbered) police. But before the Dragon can “train her blood” to perform a ritual. or simply. If you attack someone who has been fooled by two Feints. All can be used with either Brawl or Weaponry. Welcome to the Garbage Pit (which like many of the chambers listed here may have its own name in the Necropolis: The Shit Pit. 116 Trash has to go somewhere. p. a Nosferatu’s player can make an extended Wits + Investigation roll to look for a . mold. Feint (•): You may declare that you’re making a Feint.Larva needs 7 successes to sever the limb (Stamina 3 x 2 = 6 + Resilience 1 = 7). as a member of a tactical unit instead of just a lone brawler. In some cases. and then roll a normal Brawl or Weaponry attack against a single opponent. p. as if seeking interment and decay. A character with this Merit can purchase and perform fontal rituals (described on p. she must be trained in the ways of blood attunement and ritual memorization. Academics • and Occult •• Effect: To make use of the spiritual powers contained in the Wyrm’s Nests called wellheads or fontal nests. curry. The first is that when aiming to use Crafts to jury-rig a device. Before a vampire can learn those abstruse rituals. The Ditch). Story Use: The Garbage Pit finds many uses among the Necropolis Haunts. a Dragon must know an arcane ritual capable of harnessing and channeling that power into a medium suitable for vampires: blood. but does aid in dousing (see p. Other trash comes from the Nosferatu themselves: old blood-stained clothing. Garbage Pit (••) Book: Nosferatu . Covenant Status (Carthians) •.

While the Order’s version of geomancy borrows heavily from traditional feng shui and the European study of ley lines. 9-15 rooms ••••• A sprawling estate or several floors of a tall building. . the Nosferatu are home amongst the trash. • A small apartment. Disrupting a positive arrangement isn’t too hard: change enough elements and the balance is ruined. a suite or a shop. Geomantic Nexus is actually two interconnected Merits. and each roll is an hour of digging deep into the debris and waste. If a space goes untended for one month. time is a factor. your character can even add a geomantic effect to a shared haven or to someone else’s haven. deftly leaping to an oil drum and ducking behind na old Vaudeville sign—all in perfect silence). Note that one aligned site can’t exist inside a larger one. she just needs regular access to it. this maintenance time won’t be important. Geomantic Nexus (• to ••••• and • to •••. it’s not necessary to purchase this Merit again unless you want to adjust the geomantic state of a whole new space. their long spans of study (and their undead patience) have taken it in some unique directions. The mystic alignment of the whole space must be correct. Your character doesn’t have to own the space or be in charge of it. a given space can be aligned with only one Attribute. a church or a large home. Special) Book: Ordo Dracul. Characters with this Merit have a carefully maintained space that enhances good fortune on actions performed within it. Example: Victor already has three dots in the Haven Size Merit when he buys his third dot in the Occult Skill and becomes eligible to purchase the Geomantic Nexus Merit. To restore the bonus. and chooses to align his nexus with Wits — Victor doesn’t want to be surprised in his sleep. any Nosferatu with points invested in the Necropolis gains a +2 to Stealth rolls performed within the Garbage Pit (imagine as him dancing across a floating pig carcass. but it can be replaced by purchasing this Merit again. Second. This Merit presumes that your character has regular access to the space in question and is able to perform regular geomantic maintenance on it. tearing out the grove of Spanish moss-draped cypress trees on the estate — all these things can disrupt positive geomancy. but in no event is it possible to mess up a good vibe and have the Dragon who maintains it fail to notice. for example. and gain +1 Initiative here. Occult ••• and Wits •• Effect: Many Dragons within the Order are fascinated with geomancy — the magic of locations and spatial arrangements. Victor chooses to buy two dots in Geomantic Nexus for his haven. p. Geomantic Nexus Size defines the size of the nexus (from • to •••••). Generally speaking. while a ceremonial chamber might be altered to provide a +1 bonus on dice pools based on Presence. Trashing a room. 5-8 rooms •••• A mansion. Rather than creating his geomantic nexus somewhere outside his haven. Either a whole space is successfully maintained. a warehouse or a medium-sized office building. It’s not possible to have a +1 bonus to Manipulation dice pools in the bedroom and a +3 bonus to Presence dice pools everywhere else in the house. your character must dedicate sufficient hours to maintenance for the month. If your character already has a space defined with the Haven Merit. 1-2 rooms •• A large apartment or small home. using the same scale as the Haven Merit (reprinted here for your convenience). A good rule of thumb is that a space requires about one hour of mystic adjustment and careful alignment every month for every room that grants the bonus. Therefore. In many cases. Convenant Status • (Ordo Dracul). for example. This Merit works somewhat like the Haven Merit. A space can only be affected by one instance of the Geomantic Nexus Potency Merit.” Thus. It’s up to the Storyteller’s judgment when enough damage has been done. a library might be arranged to grant a +2 bonus on Intelligence dice pools. For instance. 202 Prerequisite: Vampire. 16+ rooms Each dot purchased in Geomantic Nexus Potency adds a +1 bonus to dice pools based on a single Attribute. but in some stories. Two hours of work on a mansion that normally requires 10 hours of geomantic upkeep aren’t sufficient to maintain the bonus in two rooms. The time requirements of geomantic maintenance depend on the size of the space and the size of the bonus. Geomantic Nexus Potency defines the potency of the nexus (from • to •••). repainting a house. or there is no bonus. These bonuses only apply to actions taken inside the space. its geomantic effects are suspended.“missing part. Victor’s player spends only the experience points necessary to buy Geomantic Nexus Potency ••. or it’s not. she can apply the Geomantic Nexus Potency Merit directly to that space without “buying it again. Third. 3-4 rooms ••• A small warehouse. The Attribute a space affects cannot be changed.” Five successes are necessary. a roll isn’t even required as long as destruction is occurring. and can even be combined with it. This “fortune” takes the form of a dice pool bonus on rolls involving a specific trait.

this Merit doesn’t help a vampire find a ghost’s anchor (though nothing stops her from touching everything in a given haunted area trying to find it). or flee to the Underworld for good. p. that this is a Social Merit – a white-collar reputation doesn’t actually grant your character any special knowledge of politics or finance.) Drawback: When you choose to make use of the Good Breeding bonus in a given scene. (For example. 106 Prerequisite: Cannot have dots in Bad Breeding. a vampire with this Merit that discovers an anchor or brings one to her Haven has a potentially unlimited supply of Vitae. The bonus to Socialize you gained from your reputation as a . Ghosts can sense when their anchors are being violated thus. the Priscus doesn’t find your character’s parentage impressive if you can’t back it up with actual authority. his sire. this Merit grants a bonus to Social dice pools when. it is limited by the overriding importance of Status. dutiful or otherwise noble according to Ventrue tastes (and the customs they promote throughout Kindred society). Drawback: Of course. and are free to defend them as they see fit. Also. refined. or his bloodline influences the Kindred or ghoul he is trying to affect. Kindred of great rank are likely to care more about their authority than your character’s breeding. the player may at any point after that (provided the character is still in the Underworld) expend the experience points necessary to purchase this Merit (12 points). the reputation of your character. Thereafter. and breeding among the Damned. She can only gain Vitae from Essences. Good Breeding (• to •••) Book: Ventrue . You may choose to invoke a bonus up to the number of dots your character has in this Merit. This Merit requires that the character has learned to feed from ghosts in the Underworld as described above. Even then.Ghost Eater (•••) Book: Book Of The Dead. though. depending on how aggressively your character takes advantage of other’s preconceptions. A character with more dots of Status than you have in this Merit is not subject to your Good Breeding bonus. While she doesn’t retain the ability simply to walk up to a ghost and feed from it. Later. Vampires to whom this happens usually either amass a collection of anchors. his clan. or explain away his secrecy as discretion. Onlookers see the vampire’s eyes glow a faint blue color. It isn’t considered rude for your character to miss appointments or excuse himself from difficult situations. 54 Prerequisite: Vampire Effect: The character can draw sustenance from ghosts even outside of the Underworld. just as if the vampire was feeding on blood. Only certain bloodlines and clans in the city qualify as “well bred” for the purposes of this Merit. present his opinion as something more valuable than it is. Those same preconceptions can work against him. everything comes with a price. This counterpart to the Bad Breeding Merit carries with it a distinct connotation of poise and excellence to those Lords who concern themselves with ancestry and parentage. she loses the ability to take nourishment from blood. at the Storyteller’s discretion. she can claim Vitae from ghosts under certain circumstances. reputation. The Storyteller has final say on what clans or bloodlines make a character eligible for this Merit in the local city. classy. If the Kindred consumes Essence for a number of months equal to her Humanity. your character is taking advantage of preconceptions. and no mortals have to die. depending on how other characters in the scene regard yours. the character can touch a ghost’s anchor and steal Essence from the ghost. one point per turn. But since ghosts regain Essence by remaining near their anchors. In game terms. p. This Merit represents your character’s ability to use traditional preconceptions of his social standing to his own advantage. Remember. This makes ghost-eating a risky form of feeding. your character might be able to pass off an exposed lie as a polite gesture. As a creature of fashion and taste. the Storyteller may penalize a dice pool by imposing a modifier equal to the bonus you invoked earlier. While your character (through your clever play) may be able to use Good Breeding to distract from his lack of useful Covenant Status. and feeds on blood less than once a week on average.Lords Over The Damned. but who is esteemed varies from city to city. A vampire that feeds exclusively on Essence gradually loses the ability to feed on anything else. Effect: Your character is part of a bloodline or family line regarded as admirable. and the anchor shudders slightly under her touch. When the character learns to feed in the Underworld. The bonus from this Merit is useful only when dealing with characters who care about lineage. but that connotation is subjective – Kindred expect a certain decorum from a well-bred vampire.

Legends tell of vampires in dark. Haven Location and Haven Size do not prevent rival vampires from attempting to find and steal choice havens. as long as it is undisturbed between dawn and dusk. 5-8 rooms. Players who choose this Merit must also choose how to allocate these three factors when spending points. whether manifesting or communicating without Numina. The Nosferatu gains no control over the ghost. the Nosferatu gains a number of dice equal to the dots purchased in this Merit. • A small apartment or underground chamber. social workers). but the reality is far less grandiose. A haven with many dots in this category might be close to several nightclubs or bars that do considerable nighttime business. or attempting to use Numina such as Clairvoyance. Haven (• to •••••. but the ghost finds it has a much easier time communicating with the Nosferatu than with others. Great time and effort is spent finding suitable havens. In truth. two points may be spent on Haven Location. thus making it difficult for others to gain entrance.The Beast That Haunts The Blood. or large enclosure •••• A abandoned mansion or network of subway tunnels. The ghost gains nothing to rolls made in attempt to harm the Nosferatu (though insulting or threatening communications still gain the bonus). countless rooms or chambers Of course. a haven can be as simple as a sewer or an abandoned warehouse or a crate in a forgotten storage closet. complete with labyrinthine catacombs. A warehouse might have plenty of space and proximity to a significant amount of prey. An abandoned subway car in a longforgotten tunnel has space and adequate security. with minimal if any storage capacity— the aforementioned crate in the forgotten storage closet. Ghost Sign or Ghost Speech. while one with few dots might simply be close to a bus or train station that brings travelers on a regular basis. Haunted Hand (• to •••••) Book: Nosferatu . exorcise it. but it might not be secure against unwanted visitors. however. Players of characters who wish to ensure privacy and safety may choose to spend points on Haven Security. For instance. size and security. a player allows for accoutrements and personal effects. church or large home. Havens with no dots in Haven Security can be found by . protected from the sun during the deadly daylight hours. Note.prestigious social accessory might penalize a Subterfuge roll later on. 109 Effect: When a ghost endeavors to communicate with the Nosferatu or manifest near the character. situated near a meeting place for large numbers of humans.The Beast That Haunts The Blood. criminal organizations. Haunted Channel (• to •••••) Book: Nosferatu . Larger havens can be anything from mansions to mountain hideaways to vast subterranean catacombs. This bonus doesn’t apply when attempting to affect a ghost’s anchor. All havens are not created equal. and their value is represented by three factors — location. Special) Book: Vampire: The Requiem Core. 1-2 rooms •• A large apartment or small family home. or use a blessed item against it). twisted citadels on high mountain peaks. 3-4 rooms ••• A warehouse. or a cramped apartment. but it might be so far out of the way that finding prey is difficult. Haven Size is important to characters who need a place to safely store their possessions and valuables. p. 109 Effect: Whenever the Nosferatu makes a roll against a ghost (be it a roll to communicate with it. the ghost gains a number of dice equal to the dots purchased in this Merit. when you try to claim you weren’t at that party. A good Haven Location makes it easier for a vampire to feed. abjure it. equivalent of 9-15 rooms or chambers ••••• A sprawling estate or vast network of tunnels. Havens without any dots in Location are sufficiently secluded so as to not provide any bonus. with a third spent on Haven Security. Each dot of Haven Location grants a +1 die bonus on hunting checks for the character who controls it and any whom she allows in. By spending points to increase a haven’s size. nor do they prevent intrusion by mortals (police. 100 Effect: A haven is a place where a vampire sleeps. p. that havens of considerable size are not necessarily easy to maintain. A haven with no dots in Haven Size is just large enough for its owner and perhaps a single companion. p.

The haven might not be tended as fastidiously. each dot of Haven Security offers a +1 bonus on Initiative for those inside against anyone attempting to gain entrance (good sight lines. Those remaining two dots represent a haven entirely separate from what she and her partners have established together. they all lose one dot from what they originally contributed. Haven Size and Haven Security may not rise above 5 (to a maximum of 15 points spent on this Merit). . Each dot of Haven Security subtracts one die from efforts to intrude into the haven by anyone a character doesn’t specifically allow in. To record a shared Haven Merit on your character sheet. Maybe a portion of the haven falls into disuse or even collapses. Haven Location. Group members might perform actions that cast themselves (and the group) in a bad light. Characters can also leave a shared haven. under a carpet) or simply difficult to penetrate (behind a vault door). In order to record his original contribution. If any group member does something to diminish the haven. as this allows greater flexibility should a character ever decide to withdraw from the community arrangement. The chain is only as strong as its weakest link. If all members agree to part ways. two or more characters simply have to be willing to pool their dots for greater capability. characters cannot pool more than five points to be devoted to. So. Perhaps no one else picks up the character’s attention to Haven Security. Also. He gets one less than he originally contributed. He contributes two dots to the relationship. If they wish to devote extra points to the Merit. The Storyteller decides what reduced dots mean in the story when a character leaves a shared haven. The result looks like this: MERITS Heaven* (2) •••• Heaven ••• Retainer •• In this example. but he gets only one dot back for his own purposes. if a character breaks a relationship with his coterie. This increased difficulty may be because the entrance is so difficult to locate (behind a bookcase. they simply do not gain the mechanical benefits of those who have spent Merit points improving the quality of their homes. A rift might form between close Kindred. ending relationships. he doesn’t get all his dots back for his own purposes. humble havens. Characters whose players spend no points at all on Haven might have their own small. three characters share a haven and expend a group total of five dots. and the group has a total of four dots that are made available to each member. When a character leaves a shared-Haven relationship. the dots he contributed are removed from the pool. In any event. such as Location or Security. write it in parentheses along with the Merit’s name. or perhaps they share the haven of a sire or Prince. If the individual still survives. A shared rating in the Haven Merit cannot rise higher than five dots in any of the three aspects of the trait. That is. The lost dot represents the cost or bad image that comes from the breakup. Whatever the case. For example. and offer little protection once they have been breached. The Storyteller dictates when character actions or events in a story compromise shared Haven dots. which he maintains by himself. its dots decrease for all group members. A character need not devote all of her Haven dots to the shared Haven Merit. Shared Haven dots can be lost. put an asterisk next to the name of the Haven Merit and fill in the total dots that your character has access to thanks to his partnership. video surveillance). separate from her partners. A character might meet Final Death. his two Haven dots are lost by the group. causing a drop in the Haven Location value. of course. the character has Retainer rated •• that is also his own Merit. the character shares a Haven Merit dedicated to the coterie’s communal shelter.those intent enough to look. or perhaps their mutual reliance on an individual or trust could bring them together to share what they have in common. a plausible explanation must be determined. To share this Merit. Each aspect of the Haven Merit has a limit of 5. That’s the weakness of sharing dots in this Merit. Any leftover dots that a character has (or is unwilling to share) signify what she has to draw upon as an individual. they must allocate those dots to a different aspect of the Merit. Special: It’s possible for the Haven Merit to be shared among characters in a close-knit group. They might simply be devoted to one another and willing to pool what they have. Coterie members or associates might be abused or mistreated. Haven Size. In other words. leaving that to drop. And. say. It is not important to note which aspect of the Haven Merit on which those points are spent. causing an effective drop in Haven Size. One character chooses to use two other dots on a private haven for herself. A Kindred might maintain a separate haven of her own outside the communal one represented by the shared trait. The character also has his own private Haven Merit rated •••. Or one could be kicked out of the haven by the others. Money might be spent or lost.

p. This levelof the Merit confers a +1 bonus to Social dice pools involving members of the same House. . but if it comes to rolling Wits + Composure to notice it. the more difficult it is to hide: a character with Haven Size of more than three dots cannot take advantage of this Merit. These mortals provide nourishment without the difficulties of the hunt. A haven belonging to a vampire with this Merit simply becomes very difficult to find: characters who have never been to the haven who try to find a way to access it suffer a dice pool penalty equal to the character’s dots in the Merit. The Shadows are particularly good at this: consider the boarded-up house that everyone walks past. possibly being groomed for eventual participation.Shadown In The Dark. Trusted (•): Your character. nor do they possess great skill in any one area. House Membership (• or •••) Book: The Invictus. Each level of this Merit represents a different relationship to the character’s House. Location and Security. Typically. or the basement room that everyone forgets. or the attic that Frances used to inhabit. Herd (• to •••••) Book: Vampire: The Requiem Core. but no-one ever looks at. your character enjoys an increased resistance to the powers of Dominate and/or Animalism when those powers are used against him by other vampires. Some degree of her power has been passed on to you through the Blood – not genetically or through training. 102 Some vampires tire of the hunt and seek to develop a small group of mortals upon whom they can feed without fear. your character is a participant in the House. p. characters who don’t know it is there at all don’t normally notice it. they suffer the same penalty. Inherited Resistance (•• or ••••) Book: Ventrue . (For effective agents. but he does not have access to the House’s full assets and is not yet honored or protected by a successor.) Each dot of Herd adds one die to feeding rolls (p. 106 Prerequisite: Dominate • or Animalism •. You are simply predisposed to have a greater resistance to certain powers of the Blood. p. the other members of the House and is a prerequisite for all other Dynastic Merits. For all purposes of House law. similar to Status. similar to Status. 119 Prerequisite: Haven Size ••• or less Effect: Some Vampires become so linked to the places they inhabit that they somehow imbue these places with something of their own being. This Merit reflects his commitment to. 187 Prerequisite: Vampire or ghoul Effect: This Merit measures your character’s involvement in a cyclical House. p. 100) which works alongside Haven Size. is trusted by the members of the dynasty. Successor (•••): As above. 164). Ventrue only Effect: Your character is the childe of a Ventrue sire with unusually potent blood or a phenomenally strong will. from a brothel of prostitutes to a blood cult worshipping a vampiric god. herds are not very controllable or closely connected to the vampires who use them. The larger a haven. Your character can purchase some other Dynastic Merits and enjoy minor benefits of membership. Such a herd may take many forms. whether Kindred or ghoul. and influence with. but through a kind of mystical reverberation. except your character is a full (though perhaps not equal) participant in the dynasty. This level of the Merit confers a +3 bonus to Social dice pools involving members of the same House. In game terms. with the trapdoor that no one ever looked at. This is an extension of the Haven Merit (Vampire: The Requiem. the Allies or Retainers Merit is more suitable.Lords Over The Damned. p.Haven (Occultation) (• to •••••) Book: Mekhet .

and failure to perform those duties can cause dots in this Merit to fall. or those who lost loved ones to vampires. The cost of this Merit is variable. Only Kindred can take the Merit at three or more dots. A Kindred Medium can freely see and converse with such spirits but can only sense the general presence of all others. Effect: Your character has received initiation into one of the Shadow Cults. p.Savage And Macabre. 113 Effect: Your character’s Beast is willful. Ghouls can take up to two dots. (In this way. you gain the +2 bonus regardless of the clan of the opposing vampire. But the Beast will not be shackled so easily. for they are ostensibly for use on a human mind. or even those who once were vampires.) Drawback: Unfortunately. some posit the Beast as kind of a parasite in and of itself: it works on the behalf of the host to keep itself safe. gaining +2 on resistance rolls made to thwart their effects. once learned) don’t go away once granted. even without a wraith’s direct presence. but your character gains no special benefit against powers of Animalism or any Discipline used by non-Ventrue. Other benefits come from Initiation into a Shadow Cult. The most curious thing about this Merit is that the sensitivity it involves seems focused on wraiths who have some connection to the Kindred—either those who were killed by vampires. p. On the first occasion the character meets another member of the cult. no matter what clan your opponent calls family. unknowable.With two dots in this Merit. Wits •• Effect: A vampire with this Merit sees dead people. Kindred Medium (•• or ••••) Book: New Orleans: City of Dammed. with two dots in this Merit and one dot in Dominate. With four dots in this Merit and one dot each in Dominate and Animalism. In game terms. Certain mind-control powers have a hard time reconciling this. depending on when the player purchases it. although benefits gained from initiations (such as access to the cult’s proprietary Disciplines. but can never gain more than one dot in Initiation in any other cult. 93 Prerequisite: Vampire. If he purchases it right after his character becomes a vampire. you gain a +2 bonus to resist or contest all powers of Dominate used against your character by other Ventrue. all the time. the Beast being what it is. In many Gangrel possessing this Merit. . and may detect the age and relative intensity of those impressions with a successful Wits + Occult + Auspex roll (variable difficulty). this is less of a conscious thing. you gain a +2 bonus to resist or contest any power of Dominate or Animalism used against your character by another Ventrue vampire. certainly inhuman. you gain a +2 bonus to resist or contest all powers of Dominate and Animalism. Inhuman Resistance (•••) Book: Gangrel . the Gangrel suffers -2 to any rolls made to resist the effects of Animalism powers (Leashing the Beast in particular) or other powers that specifically interact with the Beast. the cost is halved. Thus. Initiation (• to •••••) Book: Ancient Bloodlines. 27 Prerequisite: Mortals can only take one dot in this Merit. Drawback: Initiation into a Shadow Cult carries with it duties. this means that your character has a canny resistance to the powers of Dominate and Majesty. equal to his dots in this Merit. A Kindred Medium is especially sensitive to the passage of his favored spirits and to the impressions they leave in either places or on objects. He can detect when wraiths are nearby and can even converse with them—but only some of them. With four dots in this Merit. if your character has dots in the same Discipline as that power. he gains a bonus to Social rolls for the duration of the scene. A character with more than one dot of Initiation into any Shadow Cult can become initiated into others. p. depending on the cult and the number of dots the character has gained in his Initiation. and more something that the Beast stirs to work against. the cost is double that number. If purchased later on in the game with experience.

if the character encounters the Labyrinth Guardians. All have become part of the shadow ecology. though it often is. but not until the next story begins. All do lethal damage when attacking. and so they accept each other. the bonds that tie the Jiang Shi to the living are bonds of jealousy and longing. She cannot. However. wayward. and attack. or something altogether more subtle and preternatural. emotions these beasts do not feel toward one another. eyes flashing in the pitch black. Story Use: These animal guardians of the labyrinth aren’t pets. or some strange combination). The Nosferatu don’t control them. the beastly guardians reflect the Nosferatu contingent in some way: should the preponderance of Haunts in the Necropoli be like the Galloi bloodline (thin. beautiful in a sickly way). avian or insect guardians: these beasts are lost. characters with this Merit may reroll 9s as well as 10s. For swarm information. biting and kicking. coy. blind stallion called “Blackjack. a variable-Size swarm. they will be replaced by some other manner of creature that will crawl into the shadows. The Jiang Shi can travel to her as an instant action. In many ways. Should the Guardians be killed. Those who possess dots in the Necropolis Merit get a bit of a break. vicious and starving. but by a carpet of shuddering bats. he does.Lab Section (•) Book: Carthians. they’ll attack with all their grotesque fury. hungry. Labyrinth Guardians (•••) Book: Nosferatu . That skittering sound might be a flood of rats. Living Anchor (•••) Book: Wicked Dead. be another Jiang Shi. as their most common meeting places are morgues after closing time. Kindred discuss. Generally. the sound of a hundred spiders weaving a thousand silken strands. but few dare find out. bony and sick. p. see below sidebar. The Necropolis is home to bestial. It can get as bizarre as the Nosferatu themselves: one Necropolis is said to be home to a mad. a vampire intruder. The beastly guardians recognize their own by sight. 182 Prerequisite: Covenant Status (Carthians) •. but the two have a kind of symbiotic relationship. Some even say that ol’ Blackjack has eyes of fire. too—dogs. The Living Anchor acts in all ways as an anchor for the character. may eventually come to serve as that creature’s anchor). they will. scent. Sometimes. Jiang Shi often threaten and coerce their Living Anchors to travel to locations of the cursed creature’s choosing. ribs showing through leprous flesh. debate. which they will sup upon and perhaps even share. but can travel from her only a distance in miles equal to his Resolve. three dogs. As a result. Medicine •• Effect: These groups tend to be very small and secretive. dissect and speculate. Few believe it. p. or even just another animal) that doesn’t belong (i. they even experiment. however. then the guardians are mongrels. whinnying and snorting like some diabolical nightmare. When making rolls with the Medicine Skill. or a ravenous. for example.” The stallion gallops about. This person is likely a mortal friend or relative. six ravens. they keep up-to-date on mortal medicine in order to extrapolate applications to Kindred physiology. she must give to them a point of Vitae.The Beast That Haunts The Blood. 60 Prerequisite: Jiang Shi Effect: Your character possesses a strong metaphysical bond to another individual. Maybe a pack of mangy hounds stalking the endless Catacombs.e. . shit-eating horde of cockroaches stampeding through unused pipes and conduits. p. not exactly. 116 Perhaps the vaulted arch ceiling is darkened not just by shadows. The bond need not be one forged while the Jiang Shi remained alive (someone who prays each day at a temple haunted by a Jiang Shi. When the creatures encounter an enemy (be it a human sewer worker. If the Haunts are gutter-fed mongrels. then the guardians might manifest as a colony of feral cats (perhaps even patchy Egyptian Blues or some other rare breed). doesn’t have points in the Necropolis Merit). but may be a supernatural entity. System: Purchasing Labyrinth Guardians buys the Necropolis a number of creatures that total up to 12 points of Size (which could be six cats. having gone more than a little mad in the tenebrous chambers.

she can use them to double-check her own perceptions for evidence of external tampering. hopefully. destroyed the foul abomination. power. this power helps your character determine when Obfuscate has been used (or is being used) or when Dominate has been applied to suppress or alter her memories. Lordly Palette (• to •••) Book: Ventrue . Mind of the Devouring Worm (•••) Book: Ordo Dracul. 204 Prerequisite: Vampire. she’s allowed an Intelligence + . Convenant Status • (Ordo Dracul) Intelligence •••. this Merit is available to Kindred of any clan. One legend persists in Japan regarding a Jiang Shi (kyonshi) that killed his Living Anchor’s cousin. but the character must somehow arrange to be in the individual’s presence for an hour to cement the bond. With both its anchors in one place. This time requirement is waived for living family and close acquaintances from life. Mind of the Devouring Worm functions just like Eidetic Memory. Furthermore.Drawback: The bond with the Living Anchor must be established. Intelligence ••• Effect: Through rigorous training — everything from mnemonic tricks and psychological concepts like “memory palaces” to ruthless conditioning in which Auspex or Dominate are used to torment the student whenever her mind wanders from the desired concentration — your character gains a phenomenal memory. p. Mind of the Devouring Worm.Lords Over The Damned. You also gain this bonus on perception rolls that would otherwise involve scent or taste if your character is able to taste blood from the area. p. Effect: Once your character has developed incredible memory skills with Mind of the Devouring Worm. with a –2 penalty (or greater). A vampire machinist may be able to use a Wits + Crafts dice pool to detect the presence of industrial toxins in a subject’s blood. characters with two or more dots in this Merit may make a Wits + Medicine + Lordly Palette roll. add your dots in this Merit to the dice pool. p. The character swishes the sample about like wine and then. spits it out. By using Mind of the Unblinking Serpent. The Living Anchor hunted down the Jiang Shi’s grave and. depending upon how remote that location is). The Jiang Shi must keep the Living Anchor convinced that helping him is in her best interest. In game terms. except that it can only be purchased after character creation. When your character attempts to discern parentage. At the Storyteller’s discretion. either through training or raw talent. A Living Anchor who has been pushed too far can become a deadly and devoted enemy to the Jiang Shi. to detect known toxins or diseases in sampled blood. Despite its name. requiring at least an uninterrupted hour of contact each week for four weeks before the Jiang Shi may purchase this Merit. as the Storyteller sees fit. or other details about a subject by tasting its blood. she essentially compares “mental snapshots” from her memories — even of the recent past — to look for recollections that don’t quite “line up. Mind of the Unblinking Serpent (••) Book: Ordo Dracul. Other unusual perception rolls may also be possible through this Merit on a case-by-case basis. 106 Prerequisite: Kindred only Effect: Your character possesses a keen palette for blood. however – this Merit reflects only a knack for discerning things present in blood. 204 Prerequisite: Vampire. it had nowhere to run. Convenant Status • (Ordo Dracul). though actually killing her severs his connection to her (which may leave a Jiang Shi stranded at his grave. Disjointed or distorted memories are of particular concern. Not just anything can be sampled and analyzed through the lordly palette. with the help of a priest. and the Ventrue reputation for well-honed palettes.” This mental exercise is also useful for picking out small discrepancies within remembered events. He may do so through bribery or threats. the Living Anchor may not be particularly inclined to assist a self-damned creature of the night. She is able to discern details about kine and Kindred through nuances in the taste of their Vitae. When the character consciously decides to scrutinize her memories with Mind of the Devouring Worm.

circular interior monologues. the still-bloody claw hammer that ended the ghost’s mortal life. assume the Dark Temple’s benefits cannot be accessed by any of the nest-member Haunts. the Dark Temple in which he held Midnight Mass might fall into disrepair. This something serves as an anchor for the ghost. recite ancient Javanese vocabulary or make use of disturbingly elaborate dismemberment visualizations. Until the Bishop’s dots in the Necropolis Merit can be bought back.The Beast That Haunts The Blood. Necropolis dots can be lost. That’s all. it may be reasonable to restrict access to one of the rooms until the lost point or points can be bought back (thus. While it’s possible that only one Nosferatu in the city contributes these points. If she succeeds — and a Discipline was used to edit her memories or alter her perceptions — she notices that something is not quite right. often rehearsed to be misleading or confusing. One Nosferatu may possess the points which contributes toward the Necropolis’ many chambers and sites. Every point purchased in this communal Merit go toward the procurement of the various chambers and sites as listed below. preferring instead to eschew the freak-show and try to carve out a niche amongst the “upper crust” of Damned society. and may even provoke a reaction in the would-be mind reader. 204 Prerequisite: Vampire. repeating a mantra (something simple like “Fuck you. but it can be enough to spark an investigation or inspire new efforts to protect her invaded privacy. the Storyteller and players should work together to decide what that means for the communal Necropolis. however. it’s easy enough to lower a three-dot chamber to a two-dot chamber and accept the resultant vulnerability. Some have elaborate. assume that only that character grants or restricts access to the Necropolis.Composure roll. It does not penetrate or dispel the illusions of either Discipline. Your character enjoys bonuses when opposing or resisting supernatural mental influences (such as Dominate) as though she had spent a Willpower point to add three dice to her dice pool or raise her resistance trait by two. On the other hand. she suffers a –2 penalty on all dice pools using her Intelligence. but in all likelihood these are still open to those allowed entrance. 117 Somewhere in the heart of the Necropolis is something that a ghost considers very important: a Polaroid of loved ones thrown decades before. but it’s very rare that the local Haunts are willing to share the glories and shadows of their Necropoli with any outside their clan. p. In some cases.The Beast That Haunts The Blood. They may end the relationship held with their other subterranean dwellers. As long as your character is benefiting from this Merit’s bonus. p. Alternately. p. the Merit is meant to be shared by some or all of the city’s Haunts. Mind of the Unblinking Serpent Effect: Your character’s mental restraint is now so formidable that she can foil attempts to read her mind by splitting her consciousness in two and directing the telepathic force into a closed loop of thought. This Merit can apply to any Kindred. Drawback: This mental advantage can be brought into play with a reflexive action and “kept on” indefinitely. Mind of the Inscrutable Hydra (••) Book: Ordo Dracul. you can’t read my mind”) ad infinitum can also work. In any such instance where Necropolis dots are lost. it might be easy: if one of the chambers is of variable dots (• to •••••). . Necropolis Specter (• to •••••) Book: Nosferatu . or even a set of blueprints outlining the architectural design of the original Necropolis tunnels (blueprints designed once designed by the ghost himself). if a powerful Nosferatu Bishop lost his head. reclaimed) by another Nosferatu character. Nosferatu characters may betray the nest. For example. 113 Effect: Buying points in the Necropolis Merit allows a Nosferatu character to contribute to the communal catacomb “kingdom” of the local Haunts. Special) Book: Nosferatu . Convenant Status • (Ordo Dracul) Intelligence •••. Alternately. They may fall out of favor. Necropolis (• to •••••. one of the Haunts may meet Final Death or be forced into exile by an angry Prince. If all the dots in the Necropolis are purchased by a single Nosferatu. Others repeat memorized statistics. The nature of the thought-loop varies from Dragon to Dragon. and so the ghost lurks within the Necropolis.

216 of the World of Darkness Rulebook.Much like with the aforementioned Labyrinth Guardians. It should be noted that many forms of anesthesia don’t work on Kindred. The player of the character performing the surgery makes an extended Intelligence + Medicine roll. M for surgery. two successes on that final roll can be spent to turn one point of aggravated damage into two points of lethal damage. Had he failed his roll. . This turns one of her points of aggravated damage into two points of lethal damage. too. Due to the extreme difficulty of the techniques. Once those successes are amassed. such as severe burns. She goes to see Dr. p. both points of her aggravated damage would turn into four points of lethal damage. The Storyteller. The doctor needs to achieve a number of successes equal to the number of Health points of damage the patient has suffered (from whatever kind of damage). 210-212 of the World of Darkness Rulebook. Night Doctor Surgery can make the job easier. writing a diary entry and then smoking a cigarette. System: Assume that the Necropolis Specter has stats roughly equivalent to the “Deceiver” ghost found on p. and therefore more efficient. He rolls again. 120 Prerequisite: no Fame Merit dots Effect: Some vampires — especially the Shadows — become so adept at disappearing into the dark that something of the dark attaches itself to them. but which at least keeps the patient still) to Dominate to simply strapping the patient down and stuffing a gag in his mouth. Although a vampiric body can’t repair itself without the use of Vitae. Occultation (• to •••) Book: Mekhet . or may even know tales of decadence. Each success on that final roll turns one point of lethal damage into one point of bashing damage. In extreme cases.Shadown In The Dark. perversity or horror that would thrill even the most cynical Nosferatu. and this time gets two successes. The whisper of water running down the wall contains his whispers. He’s a character unto himself. so after two hours of surgery he’s ready to really attack the problem and start reconstructing her mangled limbs. skin grafts from other parts of the body are employed. this can be a problem. Various solutions have been used. the damage would remain. and should come up with a story to explain the ghost’s presence and determine the ghost’s anchor. Story Use: This specter isn’t entirely mindless. Not every Necropolis Specter needs to be a vocal character—one could just as easily be a furious poltergeist rattling rusted grates and venting searing pipe steam in the faces of unwitting intruders. The foul wind that sometimes kicks up might carry breath of the wraith. or running from some unseen presence). p. Alternately. 33). Example: Monica has suffered two points of aggravated damage on her arms. Those that do generally require the patient to use the Blush of Life effect to deliberately absorb them. he can be pulled from those chained actions and may at times actually communicate in some fashion with the Necropolis Haunts. stitching together tissue. tools give no bonus. The player then makes one final roll. The specter is in the walls. If he’d gotten four successes. Since Kindred who are willing to undergo surgery are often short of Vitae. The ghost is as much a part of the Necropolis as the Haunts who built or claimed it. and he needs two successes to stabilize her. Medicine ••• Effect: The Night Doctors have developed surgical techniques that speed Kindred healing. chooses an appropriate Virtue and Vice for the ghost. This ghost may know secrets about the Necropolis. but is otherwise unharmed. and while he may perhaps become trapped in many mad reiterations of a single action (crying for a drowned child. reconnecting blood vessels and realigning nerves possible. Performing an operation with this Merit requires access to a fully modern operating room and cutting-edge tools. the Necropolis Specter is something of a key fixture in the subterranean chambers or caverns. again representing an hour of surgery. all of which is necessary to ease the effort of the Vitae. Night Doctor Surgery (•••) Book: Carthians. the patient has been stabilized. 183 Prerequisite: Vampire. however. After a while. Each point purchased in this Merit earns the ghost one Numen from the list found on pp. They simply make resetting broken bones. with each roll representing an hour of surgery. Membership in a Night Doctor clique (see p. He does it on his first two rolls. from staking (which has the drawback of inflicting more damage. and they become surpassingly difficult to notice. His Intelligence + Medicine pool is five dice. Covenant Status (Carthians) •••.

This opens up Animalism to the Gangrel. where sallow trees produce sick fruit and climbing vines conspire to blot out the light from the moon and stars. 113 Prerequisite: Blood Potency ••.an occulted vampire becomes so forgettable that it becomes hard even to remember even if the vampire was male or female. Old vampires with Occultation (such as Doe) even begin to forget who they themselves were.Savage And Macabre. Of course. Note that this Merit only applies to the first four levels of Animalism: Leashing the Beast (•••••) has no plant-specific effects. allowing her to use the Discipline on plants as well as animals. to use Obedience. a character with Occultation who has dots in the Majesty Discipline always suffers a dice pool penalty equal to her dots in the Occultation Merit: Majesty is about being noticed. she loses her dots in Occultation. due to the perversion of the Discipline. with the very soil around it. the Gangrel can demand that a plant grow elements outside of its own nature: a blood-red maple tree may bloom roses. or hair or eye color. All Animalism rolls suffer -1 dice when used on actual animals. p. other times woefully complex. Likewise. inscrutable ways – sometimes simple. foliage does grow at thrice its normal “growth rate” until its task is complete. Given the commands thusly. . though. The Gangrel cannot move faster than the plant normally does (which may be not at all or at such a glacial rate that it’s not worth considering). but no other Disciplines. but will have no luck discerning elements of time from flora. Some such Damned cultivate gardens much like any mortal: while a vampire’s touch is chill and unnatural. Of Rose and Thorn (••••) Book: Gangrel . the character gains a bonus on uses of Obfuscate equal to her dots in the Occultation Merit. and he does not need to attempt to remain awake at this time. Animalism •• Effect: Some Gangrel maintain “Savage Gardens. that is the nature of the next level of this power. He can demand that it bloom. He can stir a vine to climb a wall. the vampire must expend a point of Willpower or be otherwise trapped. Note that a plant cannot do things that are outside its purview. Furthermore. Subsume the Lesser Spirit (••••): The vampire may psychically enter a single plant’s “body” and possess it. a Gangrel must possess Animalism •••. Drawback: If the character ever somehow gets dots in the Fame Merit. it does not blacken roots or wilt flowers (usually). aim to take a more personal touch with their projects. More importantly. He can force it to produce nectar. The first four dots of Animalism work accordingly when used on plants: Feral Whispers (•): The Savage is able to speak to a plant. or the branches of a tree to grow together so that visibility is limited to nearly nothing.” ill-manicured plots of land (whether in the city or far from its lights) where blood-red roses grow with biting thorns. A vampire using Auspex •• to read the aura of a character with this Merit aura suffers a dice pool penalty equal to the character’s dots in Occultation. Eye contact is obviously not required for this ability to take effect. uses of Auspex ••• on items last touched by the character suffer the same penalty. Obedience (••): The Savage can command a plant to grow in a certain way. Plants “think” in alien. slippery moss to spread across a stone path. Drawback: Possessing this Merit makes it harder for the Savage to use Animalism as it was naturally (or perhaps unnaturally) intended. a thick hanging vine may be infused with medicinal or hallucinogenic properties to humans (or to Damned who drink the blood of those humans). this is not a perfect one-to-one ratio: the powers work a bit differently on foliage and flowers than they do wolf and hawk. Once again. and somewhat quickly. The other rules of this power as per with animals apply. Call of the Wild (•••): With this. let alone details like dress. They grow so bound to such cultivations that they begin to feel a connection with the garden. This is no easy conversation. the grass beneath one’s feet may manifest thorns. a supernatural tendency towards Occultation flies in the face of that. Sunlight does not harm the vampire while in this state (though it can harm his empty body). thus. the Gangrel must possess Animalism at a rating of one more dot than the power she wishes to use with plants. To exit this state. Some. growing such elements occurs at a growth rate of thrice its expected speed. Further. where love-lies-bleeding hangs from a rotten crosshatch of wood. He can use Animalism while within the plant. A Savage might be able to learn who was in her garden or what the plant hungers for.

the character gains a number of bonus dice to that roll equal to the dots spent in this Merit. at least when compared against the entire backdrop of a vampire’s eternal Requiem. The result is that when attempting to remember any event or element of that year. or some other Requiem-changing event). coteries form and fade all the time. Drawback: Being Pack Blooded is a disavowal – whether conscious or not – of one’s own human compass. He may look back over that year in his mind and recall moments with alarming ease. these written accounts can vary from engraved tablets to hand-written journals to blogs on the Internet. known as “packs. others spend a mere decade in torpor before forgetting which city they were Embraced in. some have turned to the practice of keeping written accounts of their unlives. The reason for this may be unclear to the character. p. it’s as if the Blood within one Savage shifts subtly to be like the Blood of another in his pack. World of Darkness Rulebook.” p. +1 Defense and +1 Speed when working together in combat (they must be within 50 yards of one another). No. or it may be that something happened during that year to focus the character’s mind (performed diablerie. to the character’s attempt to resist indoctrination upon awakening.) The player can also add this Merit. and these benefits only apply to those who possess the dots of this Merit in that coterie.) To reiterate. Because of this nigh-inevitable strain of the Requiem. 66 Prerequisite: Blood Potency 4 Effect: The character has one year in his Requiem that he remembers with perfect clarity. This doesn’t mean they share Vitae. The vampires within a given coterie might work against each other as much as they work for one another. Embraced another. (In other words. They are ultimately fleeting. a sharpened stake and a whispered insult from the back. Moreover. Degeneration rolls made whilst in the company of other Pack Blooded members of the coterie are made at -1 dice. Remnant of Clarity (• to •••) Book: Ancient Mysteries. being a part of a coterie is without true bond. A handshake and a kind word in the front. Silly as it seems. Those with this Merit gain +1 Initiative. A player can purchase this Merit a number of times for her character. it’s how mortal females living together for long periods of time often develop the same menstrual periods: the Blood is given over to a certain animal rhythm for those who care to give into it. with each instance representing one year.Pack Blooded (••) Book: Gangrel . Not so with some Gangrel coteries. p. p. in the form of bonus dice.Savage And Macabre. but also how organized the vampire keeps those records. awoke from torpor. swapping the red stuff in some sort of circular Vinculum. Outside combat. The others are outside the harmony of this feral resonance. . if not all) possess this Merit. this only works with vampires in the same coterie or “pack. Others need no such ritualized behavior. Requiem Diary (• to •••••) Book: Ancient Mysteries. Only those who possess this Merit within a given coterie gain the benefits. Effect: For most Damned. (See “Memorizing and Remembering. It gets in the Blood. recognizing other kin and giving into the unspoken bonds immediately. 44. Some Gangrel certainly do. those with the Pack Blooded Merit gain +3 to all Empathy rolls made on one another.” How a pack is formed is different from place to place. if a pack has four Savages and only two of them possess the Pack Blooded Merit. 43). only those two gain the benefits for one another. This Merit represents not only how complete a written record is.” A pack formed between Gangrel is something that goes beyond a social relationship. 66 Effect: While some Kindred claim to have spent a century or more in torpor and remember their earliest nights clearly. 114 Prerequisite: Must belong to a coterie where other members of the coterie (some. Depending on the time period from whence a vampire came and the culture’s technology. if the brainwasher is attempting to alter beliefs or memories relevant to that year (see p. Those years needn’t be consecutive. Some Gangrel institute elaborate rituals of scarification or ceremonial hunts to “bond” the Damned together.

of course. the Sepulchers are of roughly equivalent Size. or a burnished mirror whose glass has been replaced with a crazed painting of the character). usually big enough to sleep in and to have a few personal things. Successful research provides an amount of inspiration and insight. The Sepulchers are generally gathered together in a cluster in one part of the Necropolis. imposing a -1 penalty. While not huge. aren’t clustered together at all. the Necropoli are truly communal.Savage And Macabre. In most cases. though. Effect: Something in one species of animal resonates with the Gangrel: that wild spark in a hound’s eye. leads to the sleeping chambers. The Savage gains +2 to all Animal Ken or Animalism rolls involving animals of that species. Researching the status of his own covenant at the time and place of his Embrace is only slightly obscure in relation to his diary. Consider the general layout of the Necropolis and determine where the Sepulchers could fit. perhaps even one or two pieces of furniture (an old rickety set of drawer in which one keeps her many porcelain dolls. Savage Kenning (•••) Book: Gangrel . The Storyteller may always reserve the right to insert additional places and time periods if it suits the story. bringing those events of the past back to his mind. he gains bonuses to certain types of rolls upon awakening from torpor. 117 The bigger the commune of Nosferatu gathering in the Necropolis. though. a connection based off the Savage’s innate nature. The player rolls Intelligence + Academics. a +1 could still be applied. the player should write a background for his character. The character cannot possess several versions of this Merit applying to different species. The Damned are simply not dynamic enough of creatures to dig that deep and change something so utterly fundamental. See p. a Kindred’s Requiem Diary Merit is helpful for gaining an edge when dealing with one’s past. and are scattered throughout the whole of the Necropolis.The Beast That Haunts The Blood. surrounded by tapestries stolen . a +2 bonus could be applied to the roll. Depending on the nature of the information sought. the Storyteller should also assign bonuses to certain rolls. and he won’t sleep in the havens represented by the Sepulchers. instead keeping some grand chamber of horror and divinity away from the chattel. The player can choose. 43 and 44. p.Totally assimilating decades or centuries of accounts and memories could involve prodigious study. the alien distance of a fat and hungry fly. Should a mere reference to a related group of people or time period be written in the player’s notes. and important individuals that impacted his unlife. Available at character creation only. to describe the journal in very general terms. as the vampire would not necessarily remember he wrote such information into his journal. rock walls riddled with boltholes. Sepulchers (• to •••••) Book: Nosferatu . The Sepulchers are the havens of the Haunts who call the Necropolis home. 114 Prerequisites: Animalism • or Animal Ken •. Story Use: A Nosferatu’s Sepulcher is his haven: or at least one haven. penalties may apply to the roll. but many do. Upon taking this Merit. In some cases a Necropolis may have an “emperor” or “Senex” of sorts. major events that he witnessed. It can only be purchased once and cannot change: whatever it is that forms the link between animal and Savage is something that is deep and primal. the mad curiosity in a cat’s swishing tail. Based upon details and information provided by the player. p. Individually. When presented with an issue that the Storyteller and player agree could be related to the vampire’s earlier years. If the player has specifically mentioned a person or event that the vampire needs to research. it does give the Haunt a chance to customize his space a bit: does he sleep on the bare floor. the bigger the need for Sepulchers. imposing a -3 penalty. and the Storyteller shouldn’t penalize the player for not writing a novel. Some. especially detailing where the vampire resided. However. For each dot in the Merit. Uncovering details of the specifics behind an individual rival and his weaknesses could be a bit tougher to find. with the space offered by the Sepulchers divided equally among the Haunts. If the character has any rating in this Merit. if the Requiem Diary is going to be any use at all. Not every Haunt needs to slumber in these places. Perhaps a halfcollapsed mine tunnel. However. the vampire gains the 9-again quality on a single Mental or Social dice pool directly related to the subject of the research. must be of Clan Gangrel. Perhaps a busted-up bomb shelter’s many Spartan rooms have been claimed by the many Haunts. he may consult his Requiem Diary. the Storyteller needs to know what span of time it covers and what sorts of things the character put in it.

Shadow Cult Initiation (• to •••••) Book: Mekhet . a haven. and the dots that go toward it are his and his alone to access. provided the final Site and its rating in dots are approved by the Storyteller. you gain a bonus to Social rolls for the duration of the scene. A character with more than one dot of Initiation into any Shadow Cult can become initiated into others. Purchase this Merit multiple times to represent multiple Sites or Sites that grant bonuses to multiple Skills. Maybe the Nosferatu gains dice toward Science because his Sepulcher is more a lab than bedroom: beakers and burners. but here Size doesn’t matter (assume all Sepulchers are about the size of small apartments. 121 Prerequisite: Mortals can only take one dot in this Merit. a periodic table written in blood on the wall. p. specimens bound to a workbench with medical tubing. Thus a Site worth Medicine •••• might represent access to a private medical practice’s surgical suite or access to an underground surgeon. On the first occasion you meet another member of the cult. Could a Nosferatu gain Brawl dice? Sure. System: The Sepulchers are purchased a bit differently from other elements of the Necropolis. a character must purchase his own Sepulcher. therefore. and failure to perform those duties can cause dots in this Merit to fall. The Sepulcher might be where he keeps his Resources. waits in a rusted gun-safe. Dozens of sample Sites can be found in Chapter Five.Shadown In The Dark. Effect: Your character has received initiation into one of the Shadow Cults of the Mekhet (for example. depending on the cult and the number of dots the character has gained in his or her Initiation. Drawback: Initiation into a Shadow Cult carries with it duties. say. but can never gain more than one dot in any other cult. each iron pipe hanging low in the darkness… all of which allows him to move with an unerring grace while within the confines of his tomb. squeak. Ghouls can take up to two dots. A Site might not comply with this Merit as neatly as. Interacting with that individual from that point on is based solely on your own abilities. So what do dots in Sepulcher go toward? Pick a Skill upon the purchase of a Sepulcher. Site (• to •••••) Book: Damnation City. Maybe he knows every crooked floorboard. p. intruders suffer a -1 penalty to discover and intrude upon the tombs (to a maximum of -5). Only Kindred can take the Merit at three or more dots. The bonus granted by this Merit represents a selection of equipment kept at the site (something more substantial than just a few tools — a complete garage. equal to your dots in this Merit. either. In this case. or the way the walls echo every peep. one to two rooms). The Storyteller must approve the Skill chosen. This Skill gains a bonus equal to dots purchased when the character is present in the haven itself. It’s a bit like Haven. beneath which waits a suitcase full of guns and knives? Has he managed to bore a hole all the way down from the above world and secure a shitty modem connection for his crusty old laptop? The Sepulcher might be religious. the Followers of Seth or the Moirai). recognizing that banks are too public for a guy who smells of the slaughterhouse: his money.from a wicked sire? Does he sleep on a cot. Specific Sites can be designed by the Storyteller or the player with additional bonuses or penalties. Location doesn’t figure in. . every cubbyhole of loose mortar (dust that can be thrown into an adversary’s face). And Security isn’t something the character really controls: Security is largely communal. representing his own “private” space within the community. You must define the Site and the relevant Skill when this Merit is purchased. so assume that for every five Sepulchers in the Necropolis. but nearly any choice can work with a proper explanation. because they’re all a part of the Necropolis. A Site grants bonus dice equal to the Merit’s rating to the dice pools of one Skill when used on the premises. Other benefits come from Initiation into a Shadow Cult. moan). Perhaps the Nosferatu gains Empathy dice because he has set up the room to scrutinize those who gain entry (the way a shaft of light is angled to illumine a face. not a toolbox) or a supporting character found at the Site who can provide service and expertise. although benefits gained from initiations (such as access to the cults’ proprietary Disciplines) don’t go away once learned or otherwise paid for. 202 Effect: Your character has a degree of access to a useful building in the city or a degree of influence over a mortal who can provide access to such a place. with the Nosferatu using it to offer worship to some old god or accept worship as if he himself is of twisted divinity. the Moulding Room.

city government. This Merit is based on long periods of interaction with and observation of the herd. opposed by the Wits + Composure or other appropriate roll used to look for him.Kiss Of The Succubus. for Socialize rolls in dealing with the members of a group who adhere to a specific sort of identity: hanging out at the cop bar. and clever players might have unique applications as well. In such an instance. equal to his rating in this Merit. under which new types can be created. At the Storyteller’s option. 188 Prerequisite: Vampire. . sway or reputation among the Kindred. the character with this Merit may make a Manipulation + Socialize roll. In fact. Examples include bosses of powerful gangs. p. Primogen. Additionally. as with a potent elder who abstains from city responsibilities but whose territory is respected by all other local Kindred. Regents. The effects of this Merit can only be felt by a character with a Torpor Connection to a vampire that is currently torpid. religious communities). you receive this same modifier for any Persuasion or Subterfuge rolls made to convince the members of that group that you’re one of them. certain individuals rise to the top of the social or feudal strata. Status (• to •••••. Status is designed as a sort of “umbrella” Merit. how they act. Kindred who have considerable influence in specialized areas (prominent businessmen. 115 Prerequisites: May not possess the Fame Merit ••+. blending into groups of others to remain unseen by those searching for the character. or even just those who are powerful in their own right but largely apolitical. 102 While certain Merits detailed in the World of Darkness Rulebook focus on recognition in mortal society.Social Chameleon (• to •••) Book: Daeva . and most especially what they want. certain Status concerns itself with the social orders of the night and represents recognition among other vampires. exemplary because of their efforts in the name of the domain as a whole. Effect: Your character is one of those people who just belongs. All he truly needs is awareness of exactly the kind of people he’s surrounded by: how they dress. Special) Book: Vampire: The Requiem Core. Princes. Regardless of clan and covenant. Status is divided into three areas — City. He can walk into a party not caring that he doesn’t know the guests and doesn’t know the host. He knows how to stand out. Clan and Covenant. but who nonetheless have significant esteem. or just chilling with the local underworld scum at an illegal gambling den. not having any dots in a Skill appropriate to the group (Computer when trying to blend in with programmers. p. This Merit can also be used as social camouflage. p. Torpor Connection ••• Effect: The connection between members of a House may become so strong that verbal communication is the least of the benefits they enjoy. the link between House members is so strong that torpid Kindred can passively project their feelings or wishes onto others of their House. the character briefly connects with his torpid fellow and becomes aware of his instinctual. understanding how to belong is based on knowing the differences that make mortals many herds instead of just one. By spending one Willpower and making a successful Wits + Empathy roll.among the society mavens at the most exclusive club in town.) City Status represents a vested responsibility and according acknowledgement in the affairs of a domain. This ability would certainly be invoked if something happened to catastrophically impact the House’s holdings or if the waking participant wanted to take another talented Kindred into the House. emotional reactions to things knowingly perceived by the character. Speaker for the Eclipsedn (• or •••••) Book: The Invictus. At times. health care and hospitals. Players must choose one of these three areas for each Merit point spent. Additionally. Your character gains a bonus. or Streetwise among criminals) inflicts a –3 dice penalty to Socialize rolls associated with this Merit. (Enterprising Storytellers may come up with additional types of Status. The range of this ability is five miles per dot purchased. City Status represents those Kindred who aren’t part of the prevailing social structure. and he knows how to blend in. Harpies and other “officers” of a given domain fit this description.

subsequently enjoying far more status with. but they are also visible targets for their enemies. See p. such as with regard to the Ventrue. 91-92 for the complete list of which covenants grant which benefits. A Lancea Sanctum Priest. in particular. a covenant is concerned with what its members have done to benefit its cause and combat its rivals. The various covenants are not bound by any supernatural means or governed by clan lineage. It is not enough to be powerful or exemplary of clan ideals. •• The majority of the clan/covenant in the city recognizes the character’s face and can recall her exploits. ••• The character’s deeds are known to all in the local covenant. according her more esteem among her peers than the Priest who rides solely on the weight of her title. a character must have at least one dot of Covenant Status (Lancea Sanctum) in order to learn Theban Sorcery. Covenant Status adds to dice pools for interactions with members of the same . Master of Elysium or “muchdeserved reputation” •••• Regent. those around whom others rally. but he may not learn additional dots of those traits (or additional dots at that particular price break. even while they open doors that would otherwise remain closed. but such a favored childe is expected to make a name for herself. A Mekhet in command of a massive spy network might have status within his clan. the notion of esteem is more general in this context. the Gangrel speak of brooding hulks who confidently brave the Lupine-infested wilds alone. Covenant Status is not so specifically tied to certain titles. and her name is known in cities around the country. many members of other covenants recognize her face. a noted ethicist of the covenant. A character must have at least a single dot of Covenant Status in order to gain the benefits of any special abilities of that covenant. Those who diverge from the expected behavior of the clan in remarkable ways gain renown (or notoriety). • The character is known to a select subset of the clan/covenant — a spy network. While individual clan titles might arise. Status works like a “social tool” in that it adds to dice pools for social interactions between members of the sub-group in question. less concerned with clan ideals and more with covenant actions. or did his accumulated City Status result in his claiming praxis? In other cases. however. Harpies. philosophies and accomplishments. but the lowliest of his spies might risk her unlife to gather a specific piece of information that helps oust the Invictus Prince. They find a commonality of goals and ideologies. A neonate might enjoy prestige by association under the purview of her sire. This kind of recognition is short lived. say. however. Vampires who truly embody the ideals of their clan and who establish themselves in positions of power and influence (often as Prisci) gain the respect of others in their clan. being perceived as models for success. but some speculate that that’s because their own Status falls under the definition of City Status. he does not lose any of those traits for which he paid experience points. ••••• The character’s name and face are synonymous with her clan/covenant. High levels of Status make it almost impossible to pass unnoticed. perhaps. Herald or “cornerstone of Kindred society” ••••• Prince or “true paragon” Clan Status is concerned with lineage and the Blood. In other words. It is more a notion of an individual’s accomplishments. achievement and responsibility. the Ordo Dracul than her master. These Kindred instigate or mediate conflict with other covenants. Resources and Retainer Merits. City Status obviously reflects accomplishment. While the Daeva tell tales of particularly vicious Harpies of distant cities. perhaps founding bloodlines that become known to vampire society as a whole. If a character leaves a covenant after learning some of its secrets. Clan Status is not so rigidly defined as City Status. Seneschal. Mentor. • Hound or “rising star” •• Sheriff or “accomplished individual” ••• Harpy. but that ethicist might have written numerous treatises on the state of undeath and the soul. as well. has a greater title than. Those who enjoy the most might be able to use it to their advantage. as with the Invictus and the Carthians). otherwise they would not have been chosen by so great a sire. make much of these distinctions. Covenant Status represents rank. Status can serve as a mixed blessing. Many assume that childer who were Embraced by powerful and influential members of the clan have already shown some special quality or excellence. •••• Word of the character’s exploits has traveled far. Those Kindred who enjoy the greatest covenant-based esteem are often the core members of their factions in a given city. Like Clan Status. as with a political activist who has many mortal supporters — but those supporters obviously didn’t join his cause because they knew he was a vampire. a Kindred’s standing often reflects the prestige her sire has gained and passed along. City Status is very much a chicken-and-egg situation — does Prince Maxwell have City Status 5 because he’s Prince. say. her exploits are taught to new members of the clan/covenant. Or a character must have at least one dot of Covenant Status (Invictus) to take advantage of the experience-point break on the Herd. generally looking to further certain idealistic goals and establish themselves or other members in positions of influence in the local hierarchy.In some cases. That is. Primogen. even in other nearby cities. for example. At the outset of a chronicle. instead.

might take two dots worth of Covenant Status (Carthians) and a single dot of Covenant Status (Lancea Sanctum). Academics •• Effect: Often taking the form of a book club based around scientific or cultural texts. however. the swarm regains its independence. characters with this Merit may reroll 9s as well as 10s. may be ignored by those who are among the unbound. but the Priscus is already occupied with an envoy from Clan Daeva. p. but that circumstance is best handled at the Storyteller’s discretion). Clan Status and Covenant Status. (An exception to this might occur if a character is truly some sort of deep-cover agent or other mole. a character with Status in only one Covenant is not beholden to the three-dot limit. the Study Group pursues knowledge aimlessly. Clan Status enhances interactions with members of the same Clan. have more than one form of it. allowing her to seize control of a swarm. Such is also the reason that cumulative Covenant Status is limited to three dots. a Nosferatu never gains Clan Status (Gangrel) no matter how much aid he provides the Savages. a Prince’s City Status is not added to a dice pool for use of his Dread Gaze power.covenant. the swarm is under the vampire’s control until she is physically separated from the swarm for a period of one hour per dot of Blood Potency. Swarm Master (••••) Book: Wicked Dead. 108 Prerequisites: Kindred. not in the form of Clan Status. A character with dots in Covenant Status through multiple factions does indeed gain access to those covenants’ special benefits. Covenant Status is unique in that a character may. Status does not add to dice pools predicated on supernatural powers. Covenants expect certain contributions of their members. the Larva’s (or the pack leader’s. he might see that Status vanish in a single night in which he’s called upon to account for his treacheries. fighting a more powerful vampire without the rest of the pack. They may actually have a variety of Status — it is not unheard of for a character to have City Status. though clever characters can turn it to their advantage. Blood Potency •••. the player may roll Presence + Resolve + Blood Potency in a contested roll vs. another Mekhet. The Larvae follow the Kindred’s commands to the best of their abilities. however. he sticks out like a sore thumb if he turns up among another covenant’s members. While in control of a swarm. but has yet to determine where his true loyalties lie. attempt to find her. if applicable) Resolve + Composure. A double-agent. A character may have Clan Status only as a member of his own clan. A character may even have a single dot of Covenant Status in three different covenants — perhaps he’s somewhat accomplished in each. and if other Kindred find out that the vampire in question plays multiple sides against the middle. During the separation. Study Group (•) Book: Carthians. A character may never have more than three dots total in Covenant Status among multiple covenants. or. By the time a character gains a certain degree of Status in a single covenant. though the vampire can attempt to assume control again. Humanity no greater than 5 Effect: The vampire’s Beast resonates with the Larvae. Example: Loki wants access to the Mekhet Priscus. City Status. for example. His aid of the Gangrel may certainly earn him esteem. Loki has Manipulation 2. If the vampire wins. . Whenever the character is in close enough proximity to a Larva to trigger the Predator’s Taint. When making rolls with the Academics Skill. Persuasion 3 and Clan Status (Mekhet) 2. At the end of that time. based more on what’s interesting than what’s useful at the minute. Dealing with Status can be a mire of responsibility. For instance. if no orders were given. representing the character’s true allegiance to the Carthians as well as the fact that he’s in on the ground floor of the Lancea Sanctum so that he can feed information back to his Carthian fellows. p. creating a pool of seven dice for the task. on occasion. where a character is often beneath the notice of most other members of his covenants. He instead finds himself dealing with one of her aides. and City Status affects those who are recognized residents of the given domain. In order to force the swarm to undertake especially dangerous actions (entering a burning building. Loki. Naturally. This occurs almost exclusively at low levels. the Larvae will follow the vampire’s last orders. the vampire can issue verbal commands to the swarm. His player adds Clan Status to a Manipulation + Persuasion dice pool. a Mekhet himself. but such concern is better handled on a case-by-case basis by the Storyteller. 181 Prerequisite: Covenant Status (Carthians) •. tries to convince the aide that he has important business to discuss with the Priscus. For example.

A swarm can generally inflict one die of bashing damage to anyone within its radius per turn. Another vampire can attempt steal the pack away from the master. the character must use the dice pool of the vampire whose power he is tapping. These derangements are found in the World of Darkness Rulebook. To invoke the psycho-sanguine connection. the vampire has no choice but to return to his original form (at which point he must check for a fear frenzy. The Larvae follow the vampire around. Armor is effective against a swarm only if it covers one’s full body. 179-180). Each point of aggravated damage inflicted by a flame or other applicable attack halves the swarm’s Size. the vampire’s player must roll Presence + Intimidation. the Kindred may develop a truly remarkable ability to channel one another’s personalities — and powers of the blood. A vampire can choose to drink blood in this form. pp. pp. The Protean swarm form exists in a radius or yards equal to the Gangrel’s own Size (usually Size 5). Speaker for the Eclipsed • Effect: As the boundaries between the psyches of Kindred in a House blur. If the character already suffers from the mild version. To use the Discipline of a torpid partner. This penalty is reduced by one for each dot the invoker has in this Merit. clubs. yes. or some other creature of Size 2 or smaller. with a –5 penalty imposed by the murky conduit of the blood. Only a single Discipline power may be invoked in this way before the connection must be invoked again. Condensing is also representative of a visual horror: rats piling into a teetering tower of yellow teeth and tails flickering. the Gangrel suffers from the Irrationality derangement and must make Resolve + Composure checks accordingly to resist giving into that lunacy. but one Larva running off after a vessel can ruin the whole enterprise. In addition. The swarm cannot be attacked with fists. whether using this Merit or another method. the character may take a number of actions using that Skill equal to his dots in this Merit. 114 Prerequisites: Protean •••• Effect: By purchasing this Merit. but incurs a –5 penalty on the attempt to do it. 99-100. horsefly. the character then simply forms a dice pool using his own Attribute paired with the Skill and Specialty (if any) of his torpid partner. Once the swarm is reduced to a two-yard radius. targets are distracted by the swarm. Vampire: The Requiem. Tap the Torpid Mind (• or •••••) Book: The Invictus. bees stinging. To use a torpid member’s Skill. House Membership •••. Only area-affect attacks such as a torch affect it.).Savage And Macabre. This Merit must be repurchased for each different type of animal. but they can only take blood in nips and licks. For eight hours after changing to a swarm form. the Savage using Shape of the Beast (Protean ••••) can become a swarm of small animals instead of a single larger creature. Dominate. it inflicts one additional die of damage per turn (representing a larger concentration of rats biting. Notice that this may allow a character to temporarily access a Skill with more than six dots. but it can allow a vampire to pull a trick or two out of his hat that his enemies would never have anticipated. Drawback: Fragmenting the body is not a sane action. 188 Prerequisites: Vampire. Nightmare . This very rare benefit of the House connection takes a great deal out of the Kindred who uses this Merit.etc. apply a –3 to the roll. For the rest of the scene. the character must spend one Vitae and one Willpower point as an instant action while within range of the torpid member (as determined by his dots in the Speaker for the Absent Merit). he suffers the severe malady (Multiple Personality) instead. suffering -2 dice on rolls involving perception or requiring concentration while they are within the radius. If the command involves facing fire or sunlight. raven. Drawback: The swarm doesn’t feel safe away from the master. and so forth). thus doing lethal damage. Swarm Mind (••) Book: Gangrel . Clever masters find ways to compensate. p. The purchase of this Merit allows for only one type of animal: rat. Only the Disciplines of Animalism. Every time the swarm condenses to cover one yard less of its full area. even if they’re not specifically attacked. A character with this Merit can gain brief access to one Skill or non-physical Discipline possessed by his House’s slumbering member. or a column of spiders toppling toward a victim. but even then it provides only half its rating. but can only drink a single point per two turns – many mouths make quick work. Majesty. A swarm can inflict even more damage by condensing. p. swords or guns. which can make maintaining the Masquerade difficult.

her contributed points are removed — perhaps she takes her books with her. Size and Security. In the event of being disturbed while in torpor. Prometheans. Tenacious Consciousness (••) Book: Ancient Mysteries. Temple (• to •••••. (This Merit may. Hallucinations are not uncommon. The same rules apply. The player may purchase this Merit up to four times. Effect: An Acolyte temple is similar to a vampire’s haven. The vampire can still drink Vitae from other Damned. In addition. but each instance of this Merit allows the character to add one more supernatural source of blood to the menu. and 10). This Trait allows the cult to maintain a library devoted to the subjects dearest to the cult. All three are bought separately. vases. or any other horror of the night that the Storyteller rules appropriate. Your character clings to the waking world with a desperate hold. characters can share this Merit. the blood of other supernatural creatures is not always kind to a Kindred’s system or mind. the coterie enjoys a +1 equipment bonus to any Intelligence + Occult rolls made for research purposes. . This Merit can offer a somewhat “extended menu” for vampires of that age and Blood Potency by allowing a Kindred character to consume another type of blood in addition to Vitae. the character may buy it again at 8. p. which allows her to get her fix from both the undead and from the shapechanging Lupines. She may possess Taste of the Strange (Werewolves).and Obfuscate can be used in this way. demons. This may not lead to a cumulative bonus larger than +5. The Storyteller is encouraged to come up with unique effects from consuming blood from other monsters. Other sources may include mages. Taste of The Strange (•) Book: Ancient Mysteries. For every dot purchased in the Library facet. yes. changelings. 42 Prerequisite: Vampire. 176).) Similar to the Haven Merit. 67 Prerequisite: Resolve ••• Effect: Some vampires do not sleep quite as deeply as others. Vampire: The Requiem). if this is somewhere that the cultists reside as well. Depending on the contributing vampire’s Resources. If not. Special: Similar to Haven. then each must be bought separately. 67 Prerequisite: Blood Potency 7 Effect: Those Damned who have survived long Requiems often grow to a troubling point: the Beast can only be satisfied by consuming Vitae stolen from the bodies of other vampires. a temple’s archives may contain relics. member of Circle of the Crone. The Discipline power’s cost in Vitae or Willpower must be paid separately from the cost for invoking this Merit. You gain a +2 bonus for your character to awaken from torpor or daytime slumber due to external threats. your character must still have been in such a state for at least the base time indicated by his Humanity (Vampire: the Requiem. The Library Trait does not necessarily represent books. old scrolls or other artifacts that don’t necessarily contain literal texts but rather inspiring or enlightening artistic or historical details. p. damages vases or relics on her way out or the gods visit some seemingly coincidental catastrophe on the collection. Special) Book: Circle Of The Crone. p. but only once at each stage of Blood Potency starting at Blood Potency 7 (so. p. 100–101. and provide the exact same functions and mechanics listed under the Haven Merit (see pp. replace the Haven Merit. If a character leaves the cult or suffers Final Death. That said. players have the option of purchasing a fourth element to this Merit: Temple Library. a Circle temple is represented by three component Traits: Location. in fact. Drawback: Getting blood from such creatures is by no means easy. 9.

p. Thus. but the Storyteller can veto your terms if no local Kindred will agree to them. If the Storyteller gets a success. 182 Prerequisite: Covenant Status (Carthians) •. If the Storyteller agrees. Every time your character collects his corvée. the tenant in involved in some kind of trouble. performances and troupes are small. temporary access to a piece of equipment worth +1 to +3 in bonuses. You can purchase this Merit multiple times to reflect different tenants in residence. There aren’t many. Expression •• Effect: No director likes a pale. the Storyteller needs to regulate the frequency with which you can use this Merit in order to prevent it from outclassing other Merits. of course. p. When making rolls with the Streetwise Skill. such as attracting unwanted mortal attention or causing damage to the Domain or a Site that temporarily reduces its value by one point. This trouble may not be the tenant’s fault. When making rolls with the Expression Skill. 202 Prerequisite: Domain Size • per Merit. Providing. but you cannot purchase this Merit more times than you have dots in Domain Size. Because tenants do not have the same kind of authority or responsibility over the land. but it’s challenging. the Storyteller may roll a dice pool equal to 7 – the dots for that Tenant Merit. but rather more frequent use of Resources •). each dot in this Merit entitles your character to five Vitae per month. a group that meets for a weekly poker night in another or just some guys who know the right bar for playing pool and hearing gossip.Tenant (• to •••••) Book: Damnation City. The specific benefit of the Tenant Merit must be decided when the Merit is purchased. Tomb (• to ••••) Book: Ancient Mysteries. characters who have this Merit may reroll 9s as well as 10s. Streetwise •• Effect: A group of this nature might be a formalized gang in one city. p. Theater Society (•) Book: Carthians. This Merit essentially comes with a linked Flaw. or one night’s use of a Retainer worth the same value as this Merit. You define the specific terms of service your character demands from his tenants. Fealty Flaw Effect: Your character has one or more Kindred tenants in his Domain. Characters with The Right Bar Merit hear the word on the street. 182 Prerequisite: Covenant Status (Carthians) •. but because they’re right on the street there with it. particularly if she can’t make matinee performances. An undead actor going on with the show even after her Requiem begins isn’t impossible. however. the Merit can be renegotiated with the tenant later. that they haven’t found bitter rivals there. Like the Resources Merit. characters who have this Merit may reroll 9s as well as 10s. In general. More commonly. not because they seek it out. The Right Bar (•) Book: Carthians. but it is the tenant’s presence that makes it responsibility of the lord (your character) to deal with it. however. dead-eyed Desdemona. many of them turn to other vampires. Each dot in this Merit entitles your character to call in the corvée roughly every month. 67 Prerequisite: Haven • . This vampire makes her haven in your domain in exchange for providing your character with a corvée. they cannot be expected to defend the domain or solve problems on site unless the lord calls in the corvée. Those who want to perform in mortal plays can find few better allies than a Kindred theater society. Drawback: Tenants can cause trouble. p. Some domains have complete societies of Kindred theaters performing Kindred-penned plays that touch on Kindred themes for exclusive Kindred audiences. which is one expenditure equal to about Resources • (multiple dots do not equate to a higher Resources value.

Anything less than an exceptional success merely invokes the benefits described above. the character must feed two Vitae of vampire blood to the torpid subject and attempt a Presence + Empathy roll. Presence ••. but the security modifiers are forfeit. This dice pool suffers a –5 penalty due to the fog of torpor. so added security was necessary. The basement is small. Two-sided torpor connections do not have to be balanced. This Merit may be purchased multiple times to gain a connection with other Kindred. Without this Merit. He has also dug a tunnel into the nearby sewer system and found a disused room with thick concrete walls — his Tomb. but once a Tomb has been discovered. one per purchase. extensive security measures with multiple tunnel system leading to various locations. witnesses to the consultation go unheard by the subject. While both provide some measure of security. If the result is an exceptional success. Security 2) and Tomb 2 has taken over the basement of an apartment building. it’s compromised. the more dots in the Torpor Connection. For example. Only the voice of a character with this Merit can penetrate the dead ears of a torpid vampire. including primary haven In order for an intruder to access a Tomb. anyone trying to get in suffers a -6 to all attempts (Haven Security 2 + [Tomb 2 x 2]). For a shared connection. your character may consult with his trusted. this consultation is awkward and imprecise.Effect: Tomb is to Haven as a vault is to a padlock. facts and other bits of information. With it. If it becomes necessary to gauge this connection mechanically. To do so. slumbering kin to gain advice. a Tomb is nearly impregnable. but the connection is one-sided. once it’s breached. like drowned-out shouts through a waterfall of blood. comfortably furnished. the questioning character should make a Presence + Empathy roll. some furnishings and a tunnel leading to primary haven ••• 3 rooms. Tombs in ancient Egypt and Babylon were built beneath havens as a matter of survival. Throughout history. furnished. earthen. From there. p. he must first gain entrance to the vampire’s Haven (and cope with any Haven Security measures that the vampire has in place). The player can add half the Tomb rating to the Haven’s Size (rounding up). • 1 room. the torpid vampire can choose to awaken or remain in his dead sleep. House Membership • Effect: The connection between the vampires of a dynastic House allows torpid members to perceive the trusted and familiar voice of fellow House Kindred. A character who purchases this Merit is presumed to have a torpor connection with another vampire. Torpid Kindred are not truly aware of the vague communication they participate in through this connection — the words they hear are swallowed by the shadows of cursed sleep — but they may respond by “talking in their sleep” all the same. Tombs might have multiple escape routes. Gravediggers. Anyone who breaches his Haven suffers a -4 modifier to find and gain entrance to the Tomb. but serviceable. the clearer the messages whispered by the torpid vampire. This doubles the Tomb rating for purposes of figuring this modifier. This dice pool gains a +2 bonus if the character and his subject share a blood bond. a vampire with Haven (Size 1. with a crawlspace leading to primary haven •• 2 rooms. miners and archeologists bent on raiding sacred resting places could not be allowed access to a Kindred’s greatest secrets. . Drawback: No matter how secure the Tomb. 187 Prerequisite: Vampire. but straightforward questions may be heard and answered without an action. the Damned have needed a place where they could sleep without fear of discovery. it’s breached. Torpor Conection (• or •••••) Book: The Invictus. both vampires must purchase this Merit. if the vampire decides to go into torpor in this Tomb. Generally speaking. even through the rush of frightening visions and memories that come with torpor. but each dot the character has in his Torpor Connection reduces the penalty by one. In many cases. at the Storyteller’s discretion. speaking to a torpid vampire has little reliable effect. In addition. a vampire can seal the Tomb from the inside. security measures in place with multiple tunnels leading to the primary haven •••• 4+ rooms. and the undead inhabitant has taken measures to hide his presence and keep intruders out. A character with this Merit also has a chance to rouse a partner in involuntary torpor without donating Vitae of the correct potency. any rolls to find or gain ingress to the Tomb suffer a negative modifier equal to the vampire’s rating in Haven Security + the vampire’s rating in the Tomb Merit. Each success on this roll allows the character to receive the answer to one question asked of his torpid ally. In the example above.

The Beast That Haunts The Blood. Drawback: While active during the day. The target gets a chance to detect surprise. a clandestine “trapdoor” opens up somewhere that is heavily populated or trafficked. Or. the pull is too deep. vegetation. At sunrise. though also somewhere that the trap is easily concealed: the dark corner of a nightclub. A Trapdoor can be found only by those looking for it: it necessitates a Wits + Investigation roll. arguably because men seek to repress (or simply not . This only applies when the Nosferatu is at least 30 feet below the surface of the world above and runs no chance of seeing the sun. One way or another. Worse. or live in gutted water-towers or in some teetering Victorian at the edge of the city. The blood is seen as threatening. and web. It represents a woman at the height of her power: she is fertile and capable of the creation of life. Story Use: The trapdoor works for those Nosferatu who want food: wriggle your way down the tunnel and wait for passersby full of sweet blood. to the tides. his skin eases. with the Kiss sealing the deal and the mortal going slack as the Haunt hungrily feeds in the dark of the tunnel.Trapdoor (• to •••) Book: Nosferatu . a Haunt character possessing this Merit is especially harmed by sunlight. a bit tough. a sidewalk grate down a dark but oft-traveled alleyway. disappear once more into the darkness). Vampire: The Requiem). his skin grows a bit waxy. symbolized by the seemingly supernatural ability to bleed without being weakened or dying. particularly those that are male-dominated. A Necropolis can be home to several Trapdoors. and this roll gains a bonus equivalent to the dots purchased in Trapdoor. a vent in the back of a busy dock warehouse. 115 Effect: A woman’s menstruation has in some primal societies or traditions been tied to the lunar cycles. it can also work for those who wish to gain entrance to the Necropolis: any who discover the way in might be able to muscle aside the hidden door and enter the dark tangle of the Nosferatu kingdom. However. an underground strata where sunlight never comes. In addition. p. 170-171. Of course. and even those that do rarely make it a permanent home. When prey walks over this “trapdoor. They still have apartments. Sewer tunnels that open up to the street still could have faint shafts of sunlight poking through: but the tunnels beneath the tunnels likely have never seen that kind of light. then tops it with a spongy mix of soil. meaning this Merit can be purchased several times. The Trapdoor in the Necropolis works similarly for the Nosferatu. the Nosferatu still expends a single Vitae as if waking for the first time that night: his muscles unclench. and over time they become accustomed to this place of forever night. 117 The trapdoor spider constructs a burrow. It’s also a grave taboo in many cultures. 109 Effect: Certainly not every Nosferatu lurks and lingers beneath the ground. The Nosferatu suffers +1 Health point per turn when exposed to any of the sun’s rays (see “Sunlight. and he must find a place to slumber or go deeper to remain conscious. The Nosferatu can still feel when the sun rises. Successes gained on the Grapple roll can translate directly into points of Vitae gained. It is indicated as shameful. Undead Menses (•••) Book: Gangrel .” dinner is served. not every Trapdoor is literally a trapdoor: some even drop down from ceilings.The Beast That Haunts The Blood. p. Of course. it might be somewhere not commonly traveled.” pp. some do live and lurk in the subterranean darkness for weeks on end.Savage And Macabre. doing so presents its own dangers for the intruder… System: Using the Trapdoor for feeding purposes necessitates that the character succeed on a Grapple roll. but somewhere that the Nosferatu can sometimes lead prey: think of a Nosferatu who answers a classified ad and asks the person to show up and bring the merchandise to a spot just in front of a hidden trapdoor. If the character is in an area where the sun touches or has touched even in a tiny way. True Worm (•••) Book: Nosferatu . Those so accustomed needn’t actually slumber when the sun rises. and this roll is penalized by a number of dice equal to the dots purchased in Trapdoor. p. but suffers -3 dice to the Wits + Composure roll. though. grab a purse. the Nosferatu is at half his normal Speed (round up). But it can work also for Nosferatu thieves (dart out. to magic as a sacrifice of blood. A Haunt may even have her own Trapdoor that other Nosferatu don’t know about. however: his muscles tighten.

One or two dots suggests something akin to the power level of an apparition. it acts as a mild hallucinogen (-1 to all relevant dice pools) in addition to providing the other effects intrinsic to Vitae. but keep in mind this is a two-way street. Finally.The Beast That Haunts The Blood. bound to the immortal vampire. (All such spectral types can be found on pp. that is frightening. It is possible. World of Darkness Rulebook. regardless of the suggested trait levels.” Gaining the blood (i. or perhaps the specter is grief-struck and lonely and gloms onto the Haunt because it senses a kind of “kinship in death. If all the dots disappear. and may have to work to get his messages or commands heard (or felt). that person may continue in this world. And it has. Perhaps the character somehow convinces the ghost that he is someone other than he truly is. that the ghost has no actual connection to the character. If fed to a mortal being. p. no less. Drawback: Ghosts are persistent and somewhat invasive. though certainly they cannot affect the world as a human retainer would. It is blood that an infant does not feed upon.” This Merit works similarly to the Retainer Merit (p. If the Nosferatu claimed the person as a victim accidentally. One Haunt might wear a sacred animal mask (bearing the vicious countenance of a bat or enraged dog). A good rough guideline for Storytellers is that for every three commands the Nosferatu gives the ghost. This loss of a dot might represent the ghost literally losing power. Unyielding Mask (••• or ••••) Book: Nosferatu . even on the face of a male . though. the vampire’s player may roll Wits + Survival to sense the mark and its nature. 109 Effect: The Nosferatu is ghost-touched. Each acquisition of this Merit grants the character one spectral follower that claims him as anchor. Some Gangrel use their undead menses to write messages in this way (symbols or short words) to their brethren. It may have an ancient enemy it seeks to dispatch or may want something far simpler. but instead flows whenever the vampire wills it: by expending a point of Vitae. like to have the character visit its grave and put a certain type of flower upon it. the ghost will give one in return. it is blood that leaves the body and does not create life. assume that the Merit loses a dot.The Beast That Haunts The Blood.admit to) a woman’s power. The ghost will perform tasks as the Nosferatu bids. the Nosferatu gains no bonuses to communicate with the spirit. Dots can be regained through story and the appropriate experience points. It does not come once a month as it does with humans. she takes one point of aggravated damage per point of Vitae menses expelled beyond the first. or it might instead indicate that the ghost is unwilling to devote the breadth of its abilities for the Nosferatu’s needs. 214-216. has a number of Numina equal to the dots purchased in this Merit: no more. Why is this? It’s most likely because the ghost is tied somehow to the Nosferatu. as if something has been damaged. Three dots are likely equivalent to the dice pools (though not necessarily the demeanor) of a poltergeist.e. while five dots is closer to the level of a skinrider. Four dots suggests something on par with a deceiver. Marking an area with the blood gives off a heady aroma long after the blood dries or is washed away (for a number of weeks equal to the marking vampire’s Resolve score). however. Drawback: The vampire can only access this undead menses once per day for “free. while another might wear something that evokes eerie beauty (perhaps feminine beauty. If a Gangrel vampire or a vampire possessing any dots in Auspex comes across that mark during this time. the ghost will demand that the Nosferatu do its bidding. it grants the Savage a +1 bonus to the roll to empower the ritual. 110 Effect: Many Nosferatu wear masks—literally. Gas masks. World of Darkness Rulebook). in spite of) their unliving state. Porcelain masks. The ghost may have once been a member of the Nosferatu’s own family. p. The blood expelled in such a way has a few different functions: if used in the blood magic of Crùac. For some.) The ghost. thick. perhaps even a wife or a child that “lives on” as a specter. Some Savages still bleed like this regardless of (or more appropriately. the ghosts do as the Nosferatu bids. Unliving Anchor (• to •••••) Book: Nosferatu . more than a single point of Vitae expelled) more than once per day is possible. fettered to the Haunt. From time to time. The blood that flows is black. If the Nosferatu fails to perform such a task. assume that the ghost is either gone forever. Plague masks. a musky elixir. For the most part. 116. but the vampire feels her insides twist up and cinch. In addition. literally acting as a specter’s anchor in this world. or is now hostile toward the character. she may expunge this undead menses from her body. the blood itself acts as a potent marker for other Savages or those with Auspex. Dots spent in the trait indicate the strength and ability of the ghost at hand.

Leather bondage mask? Sure. At four dots. which is fine for many Nosferatu). your dots in this Merit serve as a penalty to your character’s Social dice pools to influence other Kindred within the domain. 68 Prerequisite: Blood Potency 3. At three dots. Giving into one’s Virtue is now . earning the Nosferatu a +2 to the rolls to resist or a -2 to the foe if no such resistance roll is expected. A Mexican luchadore mask topped with a knot of real hair. For the most part. A mask allows the Haunt to be someone different. Some are shrinking violets and try to hide from the world behind masks. p. permanently. Undead at least 100 years Effect: The character regains Willpower through her Vice the way other characters regain it through Virtue — by fulfilling her Vice truly and profoundly. A plaster death mask of an American president? Could be. The Haunts recognize that they’re… bizarre if not necessarily in appearance then in the vampire’s aura. for instance. while a beautiful and delicate dramaturgical mask might grant a +1 to Expression in the right circumstances. it’s a mask that’s literally affixed to the face. Elder or historical vampire characters sometimes find that the Beast’s whims have overwhelmed the needs and values of their human side. Majesty. Or the Nosferatu used his own Vitae as a coagulant glue. Something new.) Vice Over Virtue (••) Book: Ancient Mysteries. p. though — now. Intimidation and Expression are viable. they just like the anonymity.” In this case. stolen from some victim somewhere? Absolutely. Humanity no greater than 5. given that a freakish ceramic countenance can do a lot to accentuate the terror such a creature causes. Bashing damage does not affect the Unyielding Mask. bonding it to his pallid flesh. the character may once per session regain all spent Willpower points. Drawback: The Unyielding Mask can be targeted and destroyed. but the mask does heal one point of damage when the Haunt awakens for the first time in the evening (and expends the single Vitae to do so). it can also interfere with one’s use of Assets who reside within your character’s domain. A normal mask worn by a Nosferatu might offer a minor (+1) equipment bonus: the frozen screeching rictus of a monkey mask might offer +1 to Intimidation. it confers a single aggravated level of damage to the Nosferatu. but lethal and aggravated do. Drawback: A vassal’s authority over his territory can come into conflict with the lord’s authority over his. Why would they wear such masks? Different reasons for different Damned. Your character cannot have more Vassals and Tenants in any combination than he has dots in the Domain Size Merit. That’s all well and good. selfish urges are truly paramount. halved (round down). the Unyielding Mask allows the Nosferatu to gain a persistent +1 to a Social Skill of the player’s choice. Subterfuge might gain a bonus from a snake-like mask (serpent’s tongue and all that). and this Merit ultimately represents that time in a vampire’s Requiem when her more callous. Assume that any mask has a Durability of 3 and has a number of Health equal to the Nosferatu’s own. Some… well. but so is any Skill. What does require the purchase of a Merit is what’s called an “Unyielding Mask. As above. But it doesn’t require Merit dots. and a mask may help to conceal more overt deformities (though it can also heighten the sense of strangeness.Nosferatu). Perhaps even inhuman. If the Mask is destroyed. Fealty Flaw Effect: This Merit functions essentially the same as the Tenant Merit but with a separate drawback. wild way. 203 Prerequisite: Domain Size • per Merit. Or the skin has been peeled back and stitched or stapled to the fabric. It’s important to note that the mask gains its power not simply from being a frightening or beautiful mask. It goes the other way. but because it literally bonds with the Nosferatu’s eerie aura and his disturbed flesh. she can regain a single point of Willpower at a time by briefly fulfilling her Virtue. Nightmare). The Nosferatu cannot heal the mask directly. while Animal Ken might gain its bonus from being soothing or frightening in some primal. Others use masks to frighten enemies. When the Storyteller deems your character’s vassal is exerting his authority over the territory more loudly than your character or plotting to gain more power from (or over) him. (If this Merit is being used in a Primacy chronicle. Perhaps it’s bolted to the face. Vassal (• to •••••) Book: Damnation City. Unyielding Mask protects against any Discipline that attempts to mentally or socially coerce the Nosferatu (Dominate.

Many mortals behave just as the Daeva do. the Daeva must actively corrupt or tempt the mortal in order to receive Willpower. as if he had succumbed to his Vice. A vampire with this Merit may only regain Willpower this way once per night. The Vice of the mortal does not matter. The rules which govern the mortal regaining Willpower from their own indulgence apply to the vampire as well: the Vice must be indulged fully. . For purposes of determining torpor duration. At •••••. and at some risk to the character. Drawback: This isn’t a mechanical drawback so much as a caution to players taking this Merit for their characters: a character who favors Vice over Virtue is more likely to give into the eventual blood-slick slippery slope of Humanity loss. The vampire regains no Willpower if she has received Willpower from another source during the same scene. The Daeva must watch the act more or less to completion. Some vampires sample more than others. She can be a participant in the act. p. or any number of other specific traits. at •••. She doesn’t have to watch an accountant fudge every row of a ledger.little more than paying lip service to it. House Membership ••• Effect: All members of a House must purchase this Merit for it to be effective. p. When your character has the opportunity to feed from his preferred victim. the Daeva may watch someone else act out the vampire’s Vice. Voyeur (••• to •••••) Book: Daeva . and regain 1 Willpower. for example. all of them are considered to have Humanity 7 for the purposes of determining the length of a voluntary or involuntary torpor. If the highest Humanity of the participants drops while one member is torpid. Effect: Passion shackles more than the Damned. 68 Prerequisite: Blood Potency 3+ Effect: Kindred have the opportunity to sample tastes of blood from cultures and people from all over the world. 5 and 7. all vampires of the House are considered to share the Humanity rating of the Kindred with the highest Humanity. Vitae Connoisseur (•) Book: Ancient Mysteries. Simply watching two mortals have sex won’t give a vampire any Willpower back. Virtue’s Twin (•••) Book: The Invictus. and the mortal himself who is at risk. it must be the mortal himself who is moved to temptation. p. 117 Prerequisite: Must be a Daeva. 188 Prerequisite: Vampire. the vampire need merely observe the act from beginning to end. On the other hand. and develop a taste for favorite “flavors” in the blood.Kiss Of The Succubus. the length of that torpor must be recalculated using the new highest Humanity in the House. Possible examples of your character’s favored Vitae include specific ethnic origins. If. in fact. Once per game session. he regains a spent point of Willpower. Your character has evolved such an affinity for a particular rarefaction of mortal blood. people who are terrified. performing virtuous actions more because they suit one’s needs rather than because they are the “right” thing to do. or when he finally comes to claim his ill-gotten gains. watching a man have sex with his sister-in-law while his brother is downstairs cleaning the guns certainly qualifies. that is the Kindred’s rough remaining time to spend in torpor. without any supernatural calling in their blood. the vampires of the Tremalions have Humanity ratings of 4. but she needs to be there when he perpetrates his initial fraud. Determine the torpid vampire’s new torpor duration and subtract the time already spent in torpor. attractive young men. However.

The player gains a +1 to Social rolls where the character’s zeal would be helpful. in a fight. In addition. either the character’s dice pool to resist such compulsions gets a +3 bonus or the character’s Resistance Trait is temporarily increased by 2. Drawback: Zeal is often mistaken for (or equated with) fanaticism. He’s experienced something in his unlife that allows him great faith in something — a god. 68 Prerequisite: Resolve ••• Effect: Your character believes. one public and one personal. the player could apply this bonus to whip up church support for the character’s cause. this Merit could lead to either admiration or contempt. If the character is a fervent Christian. magic or any other means) are automatically modified as though the character had spent a Willpower point. His zeal is obvious to anyone he encounters. For instance. That is. p. House Membership ••• Effect: This Merit reflects the degree to which identities begin to merge when Kindred become part of a cyclical dynasty. if the player fails a Social roll (other than an Intimidation roll) using this Merit. The personal effect is that your character can substitute his Resolve rating for a lesser Attribute score once per chapter. Likewise. the character gains these bonuses when a member of his House attempts to betray. for example. . In a debate. Depending upon the group that your character is attempting to influence. for instance. all further attempts to deal with the same targets suffer a -3 modifier. or a goal. The public effect is that your character can influence those around him. Telling him to kill a member of his House is equivalent to telling him to commit suicide. and this can work for or against him. Disciplines. mislead or lie to him. This Merit provides two effects. the character might substitute his Resolve rating for his Strength in order to strike down an unbeliever. 188 Prerequisite: Vampire.Will of the Dynasty (•••) Book: The Invictus. Telling (or forcing) the Kindred to do anything that would harm or betray a member of his House is tantamount to asking him to perform that same action against himself. which instantly turns off some people. Zeal (••) Book: Ancient Mysteries. All rolls to compel the Kindred to take an action that threatens or endangers his House allies (through Skills. even in the face of opposing logic. he might substitute his Resolve for his Manipulation to doggedly cling to his points. The player applies a -1 penalty when dealing with people who do not share the character’s convictions. as the vampire appears over zealous. a cause. p.

108 Prerequisites: Intelligence •••. His wording is precisely chosen to remind the audience of accepted truths. both of which actually damage her side of the debate. Any time he makes a successful Intelligence. the Willpower is wasted. Drawback: To perform an Elocutio attack. Successes achieved on this roll are applied to the cumulative totals for defeating all of the targeted opponents. So. Each maneuver is a prerequisite for the next. weakening reply. and then suddenly answering with a quick. However. This roll receives a dice penalty equal to the number of opponents attacked with this argument (to a maximum of –5 dice). Merits List Debate Style: Reason (• to •••••) Book: Requiem For Rome.The following list was meant to be used with the Requiem for Rome Book. The Willpower does not grant an additional +3 bonus to the roll. Kairos (•••): Your character has an advanced sense of “Kairos. Reference (•): Your character is so skilled at carefully tying his statements to known or assumed truths that everything he says is just that much more difficult to attack. Only one maneuver can be performed in a given turn. if the character was not already making use of the Deft Argument tactic. either in life or undeath. he cannot apply his Integrity against them. and make an Intelligence. you must expend a point of your character’s Willpower before you make the initial attack roll. You must declare that the attack is a Dilemma. most of the physical merits were put in the general World of Darkness section. This reply is made at a –1 penalty. Academics • Effect: Your character has extensive practice and training in formal logical thought. and even to open herself to an unexpected. She may be a philosopher. Hyperbaton (••••): Your character is capable of laying carefully constructed verbal traps designed to make an opponent look foolish. At the beginning of any turn. Your character can only use Reference if his argument that turn is based on Intelligence or Wits.or Witsbased argument.” or the “opportune moment. However. military tactician or scholar. The maneuvers and their effects are described below. even if the statement itself is not necessarily accurate. the roll does not contribute progress toward the target number for victory. Elocutio (•••••): The character is so well trained and so familiar with the rules of reason and logic that he is able to make arguments that attack multiple opponents’ positions with a single statement.or Wits-based roll as normal. p. and is well experienced in taking advantage of that flow to keep the audience on side. and add a +1 to his Integrity for the turn. Expression • . Dots purchased in this Merit allow access to special debate maneuvers. Wits-based reply that comprises a surprise attack. the debater will have to use Kairos again. then Hyperbaton is a change of tactic and will invoke the +5 modifier on his target numbers. If he wants to change tactic again without penalty. you may declare that the character is using Reference. your character may make a Defensive Argument in response (doubling his Integrity). the debater’s tactics are considered switched from then on. If the roll is a success.or Wits-based attack roll for the character. When the opponent makes an attacking argument. Drawback: If your character is the target of any further arguments this turn. but the opponent is momentarily occupied in attempting to unravel the dilemma and may not apply her Integrity to the next argument leveled against her (which may be from your character in the following turn or from some other source beforehand).” He knows exactly how debate flows. Make a normal Intelligence. Debate Style: Rhetoric (• to •••••) Book: Requiem For Rome. p. even when making use of unconventional tactics. Dilemma (••): Your character knows how to word an argument so that the opponent is forced to make a choice between two statements. 110 Prerequisites: Presence •••. it does not subtract the opponent’s Integrity as normal. he may declare it is a “Kairos” statement and follow it up by switching tactics without suffering the normal +5 penalty to his target numbers. Once Kairos is used. your character can’t have Dilemma until she has Reference. If the attack fails. In addition.

Citizens of the Roman Empire and the Camarilla will be star-struck by the association with his lineage. If the attack fails. The maneuvers and their effects are described below. The Willpower does not grant an additional +3 bonus to the roll. the bonus he would normally enjoy becomes a penalty until he is cleared of suspicion. diplomat or someone who just takes pleasure in arguing politics at the local tavern. He may be a politician. So long as your character provides the dependent with muchneeded gifts. Only one maneuver can be performed in a given turn. that dependent will never be able to escape the obligation. Ambiguous Statement (••): Your character knows how to craft loaded statements that make it difficult for an opponent to deny while maintaining an appealing stance. Drawback: Your character is expected to behave with nobility and grace. your character is part of one of the most revered or powerful lines in Roman history. Synonymia (•••): Your character knows how to strengthen a statement with a formal trick that involves stringing a series of synonyms together in rhythmic speech. Each maneuver is a prerequisite for the next. He gets a +1 modifier to all Presence or Manipulation rolls when dealing with a legal citizen of the Roman Empire or a member of the Camarilla in good standing — so long as that individual knows the vampire’s heritage. official endorsement allowing entry to a Wing of the Camarilla or other direct. Because of the favors he has done for them in the past (generous material gifts. He gets a +2 modifier on the relevant rolls. She can enthrall an audience with her entertaining delivery (so long as the argument is based on Presence or Manipulation). underscoring the point and making sure that everyone in the audience understands it clearly. No matter how many opponents level arguments against her. Some of the terms inserted into the Synonymia may not actually be exactly identical in meaning to the original statement. She may perform a Humiliating Attack (gaining the +3 bonus) on a Presence or Manipulation argument roll without sacrificing her Integrity for the turn or losing Integrity for the rest of the debate. getting the point across and impressing them all at the same time. your character may substitute her Manipulation for her Integrity until her next turn. Noble Heritage (•• or ••••) Book: Requiem For Rome. you must expend a point of your character’s Willpower before you make the initial attack roll. So. your character is part of a well-known and respected line. If the argument is successful. For four dots. and are forced to do your charact’s bidding in an attempt to work off the debt. for instance. Ad Captandum (•): Your character is skilled at creating simple. This “sound bite” delivery makes it that much easier to influence any audience. she gains a +1 bonus to any Presence. or attacking an unassailable subject (such as the gods). Her subtlety is such that she can conceal a direct personal attack in an apparently innocent statement. Drawback: To perform an Innuendo attack. Patron (• to •••••) Book: Requiem For Rome. and one or more less powerful vampires are beholden to him. embodying the qualities of his line. The opponent is essentially tricked into associating his position with something indefensible: arguing against the audience’s virtues. the Willpower is wasted. you may apply her full Integrity to all arguments in a single turn. philosopher. 111 Effect: Your character is a legal descendant of an influential Roman family. When making an Ambiguous Statement. and may be more easily influenced or cowed because of it. placing her among legendary speakers and politicians. beneficial expressions of political support). The argument (which must be based on Presence or Manipulation) is made at a –2 penalty. If he is caught participating in criminal or otherwise disgraceful activity. swaying the opinion of the audience without damaging her own position. For two dots. the next argument leveled against the speaker is made at a –3 penalty. p. your character can’t have Ambiguous Statement until he has Ad Captandum. Apologue (••••): Your character is a skilled and clever raconteur. p. the lesser Kindred are considered the character’s dependent. Innuendo (•••••): Your character has achieved unparalleled skill in rhetoric.Effect: Your character has extensive practice and training in formal techniques of public speaking and debate. broadening its meaning and making it more difficult to attack. . 111 Prerequisites: Status: Camarilla or Status: Wing ••• Your character is engaged in the practice of Kindred clientela. short statements with surprisingly effective emotional impact. in those cases. When your character makes use of Ad Captandum training. Dots purchased in this Merit allow access to special debate maneuvers. either in life or undeath. he is likely to be judged more harshly than others.or Manipulation-based argument.

but not gain the experience cost break for Merits thatthe Senex provides. and she may abandon your character if the Storyteller feels that the dependent’s duty is done. Calling for aid without dispensing more favors allows a dependent to pay off her debt. • The character is officially considered but is known to only a few members. Three dots represents a history of favors that would justify timeconsuming or difficult requests. and five dots represents gifts or favors that arguably saved the dependent from Final Death. and may be added to dice pools for social interactions between Kindred of the Camarilla. waiting for your character to call for help. p. background and character sheet of her own. 112 The whole of the Camarilla is gathered together in four “Wings. Frequent favors asked of the same dependent also imposes a penalty as the dependent grows tired of being called upon. whichever Wing a vampire holds highest Status in determines which special abilities she can benefit from. or embodiment of that Wing’s ideals. If there’s any doubt. Four dots represents favors that change the course of a vampire’s Requiem for the better. Status: Camarilla (• to •••••) Book: Requiem For Rome. Mechanically. p. •• The majority of the Wing in the city recognizes the character’s face and can recall his exploits. in some cases a second or third choice can surpass the first. the Storyteller could call for a Manipulation + Persuasion roll. new Embrace •• accomplished citizen or minor noble ••• feared/greatly respected citizen or accomplished noble •••• cornerstone of Camarilla society ••••• true embodiment of the ideals and accomplishments of Kindred Rome Status: Wing (• to •••••) Book: Requiem For Rome. 112 In the society of Roman Kindred. your character will have to continue to do the occasional favor for the dependent as well. Wing Status works exactly as Covenant Status in Vampire: The Requiem. the single governing organization of the Camarilla reigns over all affiliations and sects: to be a vampire citizen of Rome. The Storyteller usually plays your dependent. A patronage is a two-way relationship. for example. without distinction for the particulars of political affiliation. Penalties might be applied based on the importance or danger of the request.” each of which plays an important role in the operation of Roman Kindred society. one must pay tribute and service to its leadership. while asking her to do something that could cause her to lose Status imposes a –3 penalty. Drawback: Dependents are not automatons. his exploits are taught to new members of the Wing. ••• The character’s deeds are known to all in the local Wing. • citizen. who can be called upon to perform duties or provide information at any time. Two dots indicates a foundation of assistance and gifts that have accumulated into a serious debt.Each acquisition of this Merit grants your character one dependent. A vampire with Wing Status: Cult of Augurs 3 and Wing Status: Senex 1 may learnand perform the rituals of the Veneficia. . Dots spent in this Merit indicate the severity of the debt owed by the dependent to your character. Wing Status represents a character’s reputation with respect to accomplishments on behalf of the members of a Wing of the Camarilla. Camarilla Status works as a border-less version of City Status in Vampire: The Requiem. •••• Word of the character’s exploits has traveled far. In general. One dot suggests a series of small favors that must be repaid in kind. and his name is known to Kindred throughout the Roman territories. Mechanically. Camarilla Status represents a character’s reputation throughout the Camarilla as a whole. necessitating great effort to repay. You or the Storyteller should detail your dependent with an identity. To prevent this eventuality. and asking for something that could result in exile or Final Death is –5. Since the dependent is working to pay off a debt of favor. This dependent must be younger and less powerful than your character — she should almost always be a single-Status neonate. with a bonus equal to your character’s rating in the Patron Merit. Some members elsewhere in the Roman lands may recognize his name or face and may have heard of him. Asking a vampire to do something already within the bounds of her role imposes no modifier. Every Camarilla vampire is assigned a Primary Wing: usually. ••••• The character’s name and face are synonymous with his Wing of the Camarilla. the one she is inducted into after Embrace — although. as well as providing a system of classification for its citizens. allowing your character to demand massive repayment. the Storyteller determines how much your character can expect of her dependent. Wing Status may be added to dice pools for social interactions between members of the Wing in question. Dependents have their own Requiems and desires.

Crafts (using older materials). she can let it out. Bonus dice last for the remainder of the scene.Merits List Altar Stone (• to •••••) Book: The War Against The Pure. the Essence begins bleeding off the altar. Your character lowers the penalty from her Primal Urge . p. Ancestral Vessel (• to •••••) Book: Lodges . Through a combination of pheromones and body language. the character sacrifices a living creature upon it. though. only one creature can be sacrificed to the altar per week. Example: Jon’s character runs afoul of an odd spirit.The Faithful. 105 Effect: Your character is a focal point for everyone in the room. Upon the creature’s death. (Note that killing animals upon the altar doesn’t count as “torturing prey” unless the character actively torments the animal. she has an edge of danger that’s hard to resist.Forsaken Player's Guide. Spend one Essence and roll a number of dice equal to your character’s Ancestral Vessel dots. A character can attempt to boost a Skill he does not possess. A character with this Merit may attempt to channel the knowledge of an ancestor-spirit as a reflexive action.) Drawback: The altar suffers Essence bleed. no other attempts can be made in that chapter. however. while it could be with Medicine. or the altar will hold no Essence. but lacking a good frame of reference for the knowledge he suddenly gains. or other shapechangers is a Harmony violation. The altar stone produces no Essence of its own. however. whereas without the help from the ancestors he would be rolling only a chance die. but because the character has no dots in Occult. that Jon has 1 die remaining the pool. This means. Ancestral knowledge isn’t likely to be useful with the Drive or Computer Skills. Her primal. p. Jon decides to use his character’s Ancestral Vessel Merit to channel some of the ancestors’ knowledge on spirits. The character. That Skill may change with each application of the Merit. This stone acts as a vessel for Essence. may draw Essence from the stone once per day by rolling Harmony. Successes gained equal Essence points taken. (Spirits can claim this Essence only after it bleeds off — many therefore gather around it in the hopes of feasting. Animal Magnetism (•••) Book: The Rage . then on the fourth day the altar begins to bleed. After a number of days equal to the points spent in this Merit. The accumulated knowledge of departed Uratha. Each success allows you to add one die to the dice pool of a specific Skill. allows a character with this Merit to accentuate his own experience with theirs. Moreover. Intimidation. and manages one success. and when she wants to. depleting it by three per day. 183 Effect: The character is in control of an altar stone. Several characters can contribute to an Altar Stone’s Merit points. powerful nature hides just under the surface. To give it Essence. the altar gains a number of Essence equal to the creature’s normal Health score (sacrificing a dog would yield between four and seven points of Essence depending on the Size and therefore Health of the animal). 104 Prerequisites: Lodge of Voices Effect: The Lodge of Voices possesses secret rites allowing them to tap into the wisdom of the AncestorShadow. Killing humans. animal representatives of the shapechanger. If the effort fails. p. His dice pool for the roll is now 4. the unskilled penalty still applies (–3 for a Mental Skill). Ancestral Vessel can be invoked only once per game session. This Merit does not allow a character to channel a specific ancestor. the unskilled penalty still applies. the altar must be “reawakened” with a Willpower point. The altar can only hold a number of Essence equal to the altar’s Merit points times two. or any other member of his race. The Storyteller has final say on what Skill may be augmented. The Storyteller tells Jon to roll his character’s Intelligence (3) plus Occult (0) to identify it. when an altar stone goes dry either from taking Essence or bleeding Essence.) Also. Brawl or even Firearms (especially with bows). whether it succeeds or fails. for example. If the Altar Stone Merit has •••.

it only takes five days to heal one point. Be Zoar (••) Book: The War Against The Pure. 183 Effect: Some animals cough up a calcified ball of hair or fiber.Forsaken Player's Guide. and the character may choose one effect to accompany his talisman: • The character gains +1 on any resistance rolls when opposing supernatural powers that would affect his mind (such as the Forsaken Gift. Irraka slip that little bit more silently when the new moon is out. If the character’s moon isn’t above the horizon after sundown. You suffer a –1 modifier to rolls made to deal with people who aren’t attracted to your gender.by two when making a Presence or Manipulation roll to distract or seduce someone who would normally be attracted to her gender. credit cards and so on.e. p. Instead of taking a week (seven days) to heal one point of aggravated. People who are attracted to you will keep flirting or trying to strike up conversations when you’re alone. . • The character heals wounds lost to aggravated damage a little faster. de-listing phone numbers. seeking to actively destroy data gathered by others and so on. Three types of bezoars exist. poison and sickness. not having credit cards. and your character can see where her moon would be in the sky (clouds don’t affect this Merit. Some Uratha even go so far as to disconnect themselves from many of society’s conveniences in an attempt to shut out its prying camera eye. Each dot subtracts one from Investigation rolls made to discover information about the character. because many organizations are not going to allow persons who cannot prove their identities to join their ranks. Prerequisites: Resolve •• and Larceny •• or Subterfuge •• Effect: Your character manages to stay off the radar of most government and financial databases via an assortment of methods. having no permanent address (other than possibly a PO box) and so on. she must be able to see the sky directly above her. likely after consuming a hearty kill) or another shapechanger. Drawbacks: A character with Anonymity may not purchase Fame. At two dots.. he should have trouble spending Resources more than once a month since it is assumed that he does not have ready access to electronic banking. Some poisons or toxins don’t allow a character to roll to resist. Many Uratha become increasingly worried about Big Brother always looking over their shoulders and prying into their business. • The character gains +3 dice when making a Stamina + Resolve roll to resist poisons and toxins. he is afforded a chance to resist reflexively (though in such cases. but if the character possesses this type of bezoar. he threw it up at one point. Furthermore. but buildings do. This Skill must be rated •• or higher. p. 46 It is becoming harder and harder to be anonymous in today’s world as our personal information swells government and business databases. stealing others’ identities. not having a driver’s license. 103 Prerequisite: One auspice Affinity Skill at •• Effect: Whenever your character can see her auspice moon — or at least where it should be in the sky — she is filled with confidence in the role that Luna has given her. Loose Tongue). Auspice Blessing (•) Book: The Rage . Anonymity (•• to ••••) Book: Blood Of The Wolf. and ancient civilizations all the way through the Middle Ages considered such biological detritus to be an excellent talisman against evil. he does not gain the +3 bonus. You gain a +1 equipment bonus to one Auspice Skill when your auspice moon is in the sky. and everyone who isn’t attracted to you will likely resent you. not having a phone. the chance to resist is reward enough). and Elodoth argue that bit more eloquently when bathed in the light of the half-moon. Available at character creation only. although the character can manage to regain the effects by having his criminal record erased one way or another. Anonymity may also influence the types of Status allowed by a Storyteller. for instance). This Merit reflects the special abilities and knowledge it takes to do so. Drawback: The effects of this Merit only work when the sun is down. It is possible to lose the effects of the Anonymity Merit if the character is arrested. The bezoar kept by the character may be from the character (i. At higher levels. Drawback: Being the center of attention is not always a good thing. he must employ some illegal methods to keep himself secret: creating false identities. it is assumed that the character uses nearly every legal means at his disposal: dealing in cash. p.

). shared Totem Merit at 10 or more dots Effect: In the course of her work. your character can make a reflexive Intelligence + Occult roll once per scene to determine the resonance of a given area. Those blessed with this sort of universal adroitness often get flustered when they genuinely screw up. your character has more insight than most into the Shadow. if a character with this Merit dramatically fails a Mental Skill roll. 79 Effect: Your character possesses a fetish. failure offers nothing. This Merit can only be learned by a werewolf with a defined territory. Something inside her picks up on spiritual resonance without her consciously noticing. 205). On a successful Wits + Streetwise (for urban environments) or Wits + Survival (for wilderness environments) roll. p. and if you attack a foe at range. 29 Effect: Some people just happen to be pretty decent at most anything they attempt. this Merit is only available at character creation. see p. Normally. You could put four dots into Fetish by assigning your character a Spirit Drum (one dot) and a Mask of Life (three dots). etc. in general terms (a few minutes.Forsaken Player's Guide. but your . Far-Runner’s Intuition (•••) Book: Signs Of The Moon. The fetish has a level equal to the dots in this Merit. p. she can make a similar reflexive roll to pick up on the resonance of a source of Essence that she has found. p. about three days. Demolisher (• to ••) Book: Blood Of The Wolf. success gives the main resonance of an area and an exceptional success shows the subtle layers of resonance before her. must be Irraka.Beginner’s Luck (••) Book: Signs Of The Moon. though with the four-dot version of this Merit she may try again if the first roll is a failure (see “Successive Attempts. a tool or weapon empowered by a spirit bound within. Eyrie (•••) Book: Territories. You may purchase multiple fetishes during character creation as long as the total dots in this Merit do not exceed five. When attempting to damage an object. At the two-dot level. p. p. 132). your character begins play with a fetish that is already attuned to her. an Irraka is more likely to have to run apart from her pack than a werewolf of any other auspice. You receive +2 dice to all Perception pools while within your own territory. Dramatic failure indicates misleading information. Streetwise •• and Survival ••. 30 Prerequisites: Uratha. he loses a point of Willpower. Some New Moons eventually develop an uncanny sense that enables them to home in on those with whom they share a pack totem. minor fetishes. the Irraka knows which way she must run to find a given packmate and. received it from another werewolf. At the four-dot level. An Irraka with this Merit only suffers from a one-die penalty (rather than the normal three) when her player attempts a roll for a Mental Skill in which the character has no dots. Fetish (• to •••••) Book: Werewolf: The Forsaken Core. helping them to discern the precise direction and rough distance between themselves and those to whom they are bound. 47 Effect: You know the best lookout points and lines of sight within your pack’s territory. Perhaps she inherited it from a relative.62 Prerequisites: Strength ••• or Intelligence ••• Effect: The character has an innate feel for the weak points in objects. 103 Effect: Whether through hours of study or an innate knack. you receive +1 die to your pool to do so. crafted it herself as part of her initiation or took it from a fallen ally during the prelude. One dot of Fetish is equal to three talens (small.” the World of Darkness Rulebook. Only one roll of either kind can be made per scene. he ignores one point of the object’s durability gained via reinforcement per dot in this Merit. several hours. Ephemeral Reckoning (•• or ••••) Book: The Rage . Whatever the reason. though a Storyteller may waive this requirement for a character just undergoing her First Change (particularly if she is chosen of the New Moon). p. p. how far away from her he is. which may be multiple copies of the same talen.

suffers a –2 dice penalty on her attack if it’s against the character. the player receives a +2 modifier to attack the opponent on the character’s next action. and the foe still loses a Willpower point. the character gains bonuses against grapple attacks. Each dot is a prerequisite for the next. using the pent-up anger to unleash brutal. If the attack misses. The character must change to Gauru form reflexively and then make an attack as usual. moonlight generated by a Lune or by a packmate using the Moonlight Gift). the opponent does not apply his Defense to this attack. squirms and thrashes violently about to escape. The character must change to a smaller form reflexively before his opponent rolls to attack. Exceptional success on this intimidation attempt doubles that attack penalty. He directs it against a single foe. savage attacks. Primal Urge ••• Effect: This fighting style isn’t a trained style. In this case. She gains +1 Defense against all incoming grapple attempts. but cannot be purchased by experience points. your character cannot possess Predatory Defense before he has Beast’s Blunder. While werewolves aren’t quite so omniscient. Dots purchased in this Merit allow characters access to specific combat maneuvers. As long as moonlight touches the werewolf (whether from the actual moon. Sample fetishes are provided in Chapter Three (pp. howl and hiss. Savage Ambush (••): The character bursts into Gauru form. If this roll fails. but Gauru form has a considerable reach. Success on this roll indicates that this foe loses one Willpower point. So. The Merit’s maneuvers and their effects are described below. and then positions himself so as to take greatest advantage of his now off-balance foe. including Firearms. so a character can’t have Savage Ambush until he has Shapeshift Dodge. member of Lodge of the Fury Choir This Fighting Style is the result of observation of Lunes and how they fight. While the character may be wearing human flesh. The character can still apply his Defense against incoming attacks if performing this maneuver. Beast’s Bluster (••): Beasts fight with more than just claw swipes or crushing jaws. seen in the way two bull elk face one another. which is why the opponent so rarely anticipates the attack. Beast’s Bluster can only be used against a foe once during a scene (though it may be applied against multiple foes in a given scene). 156 of the World of Darkness Rulebook). Wits •••. Dots purchased in this Merit allowed for special combat maneuvers. or in the way that dogs circle one another before a fight. she can choose to replace her Strength with her Dexterity in any roll attempted to get herself free. Fighting Style: Fury Choir (• to •••) Book: Signs Of The Moon. It takes best advantage of the werewolf’s ability to shapeshift reflexively. even human. Shapeshift Dodge (•): The character changes form quickly to dodge an attack. Shapechanger characters do not learn it so much as stoke the predator’s fury within. She wriggles. Of course. 183 Prerequisites: Strength •••. the animal within always lurks close to the skin. usually to Urhan form. They bark. Moonlight’s Revelation (•••): It’s impossible to surprise a Ralunim. if held in a grapple. he applies his full Defense against all incoming attacks. Moreover. The opponent’s player rolls Wits + Composure (Danger Sense applies. just as if the character had Dodged (see p. Each maneuver is a prerequisite for the subsequent maneuver. Fighting Style: Savage Fury (• to •••••) Book: The War Against The Pure. Hairs stand on end and his very stance indicates feral supremacy. and in the next turn. The character’s Defense in the smaller form is doubled and he can take no further action that turn.character could not begin play with a four-dot klaive and a Fireflash (two dots). the members of the Lodge of the Fury Choir have learned to “feel” moonlight. . They do what they must to escape behind held or leashed. Further fetishes can be acquired through roleplay as the chronicle progresses. The werewolf must be within reach of the opponent. but the opponent also takes a penalty equal to the werewolf’s Composure). since a Rahu can shapeshift reflexively on the full moon. Note that this “style” works in all forms. This “move” allows a character to forgo an attack for a single turn and make a Presence + Intimidation roll as he postures and asserts his dominance through sound and movement. Drawback: Performing this move costs a Willpower point. gutting his opponent before the victim knows what is happening. 204-209). They radiate authority in their body language. Caged Fear (•): Wild animals don’t like to be caged. p. p. this Fighting Style becomes much deadlier during this time. 174 Prerequisites: Werewolf. meaning that a werewolf using it is going to burn through Essence quickly. All Maneuvers are based on the Brawl Skill.

a skull-crushing clamp-down of jaws or mandibles. uncontrollable animal side dangerously close to the surface. and makes a reflexive Strength + Subterfuge roll to appear frail or damaged. Close-combat attack rolls against a fallen opponent receive a +2 bonus. Moreover. and can only be used once per game session. 103 Prerequisites: Strength ••. Drawback: The shapeshifter puts the whole of his bestial spirit into this attack and forgoes his Defense for that turn. Do not apply the +2 bonus for size of teeth and jaw to the attack roll (other bonuses apply normally). a frenzy of bloodthirsty destruction — a rain of fists. It does not modify the way a character applies any Dodge. the animal within becomes too hungry to ignore. Moreover. This only applies to persistent Defense used against incoming attacks. The way he moves is almost intuitive. he gains +2 Defense against incoming attacks from that foe. Your opponent’s Defense is counted as one lower for the duration of the scene if you spend at least one turn observing him. but strong!”) against his opponent’s misstep. The roll to resist Rage is made at –3 dice. She is too busy ducking out of the way of incoming attacks. the Storyteller may allow the foe to make a reflexive Wits + Empathy roll to contest the baiting and determine the true nature of the character’s feigned weakness. your opponent is distracted as he works out where you will attack from next. Make a normal attack roll. apply the modifier as automatic successes for the purposes of damage. as if every hair on his body senses incoming attacks. Fury (••••): Your character knows how to go all-out. instinct has spurred her to practice hunting and killing prey. the character can add his Primal Urge core to the attack roll.” The maneuvers and their effects. confusing him by attacking from many angles at once. The bite attack receives a +1 bonus. During the turn in which the character baits a single foe.Predatory Defense (•••): For the remainder of the scene. but if you roll even one success. Drawback: Your character’s Defense suffers a –2 penalty on the turn you make this attack. Getting up counts as an action (see “Going Prone. If she uses Defense against attacks that occur earlier in the Initiative roster. Drawback: Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack. This attack does not strike the foe or do any damage. which normally indicate the easiest prey in a group. Stamina ••• and Brawl •• Effect: Your character has spent a long time in her Urshul and Urhan forms. Slip Through (••): Your character is used to darting around an attacker. These maneuvers can only be used by a werewolf in Urshul or Urhan form. With this attack. the character gains a Defense bonus equal to half his Primal Urge score (round up). Drawback: Opening oneself to this tactic costs a Willpower point. 157 of the World of Darkness Rulebook. She can make both a claw attack and a bite attack against the same opponent in the same turn. Dexterity •••.Forsaken Player's Guide. expecting her to rely on natural strength and speed the same as in Gauru form. This attack is ruthless. most of which are based on the Brawl Skill. This ability requires bringing the dark. if the roll is successful. Instead. striking with both claws and teeth at the most vulnerable spots on an opponent’s body. the character gains a +3 bonus to attack as he uses the element of surprise (“He’s not weak. If you roll more successes than your opponent’s Size. Hunter’s Eye (•): Your character’s eyes are naturally drawn to signs of weakness. Rather than training. p.” the World of Darkness Rulebook. Fighting Style: Tooth and Claw (• to •••••) Book: The Rage . The following turn. Your character can’t have “Slip Through” until she has “Hunter’s Eye. bearing him to the ground with her full weight. provided the baiting was successful and the opponent attacked. Make a normal attack roll. Because this tactic doesn’t supernaturally convince a foe to attack. Furious Assault (•••••): The character makes an all-out attack per p. 164). Drawback: Your character cannot use her Defense on the same turn she intends to use this maneuver. a rending whirlwind of claws. becoming acquainted with the body and senses available in her inhuman forms. are described below. Very few people expect a werewolf to be fully adept with the flexibility offered by her lupine shapes. he falls to the ground under you. A character declares that he’s baiting at the beginning of a turn. penalized by the opponent’s Defense. Your character bucks that trend. Throat Tear (•••••): Your character’s jaws are powerful enough to tear a creature’s throat out with a single bite. before she can perform this maneuver. Pounce (•••): Your character leaps at her opponent. Your opponent does not apply his Defense against the next attack he suffers. Baiting (••••): Some animals know how to bait one another — they stand a certain way to indicate weakness or give off pheromones indicating false fear. Dots purchased in this Merit allow access to special combat maneuvers that must be bought sequentially. p. he does so with a –2 dice penalty. however. if at any point during the scene the character must roll for Rage. Instead of gaining the normal +2 for the all-out attack. he must roll immediately — whether the attack is a success or failure — to resist whatever Rage plagues his people. she cannot perform the maneuver in the turn. . Drawback: Baiting costs one Willpower. having tested all her body’s forms to their limit.

Fighting Style: Wolf pack (• to ••••)
Book: The War Against The Pure, p. 44 Prerequisites: Primal Urge •, Dexterity •••, Stamina •• and Brawl ••• Effect: Your character has learned the art of fighting as a wolf in a pack, with an emphasis in wearing down the prey, tripping and setting up your packmates to deliver decisive strikes. The Uratha developed this style of fighting Uratha long ago. It is based upon the principles of pack fighting and surges in popularity at times when packs must take on mightier foes. (The reclamation of the Rocky Mountain region saw some packs practicing this fighting style.) Not surprisingly, this fighting style grows more potent based on the number of packmembers who practice it. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have Bite the Hand until he has Slow the Prey. The maneuvers and their effects are described below, most of which are based on the Brawl Skill. Fighting Style: Wolfpack can be used in Urshul and Urhan forms. Untrained Uratha can attempt some of these maneuvers at the Storyteller’s option, but only when in Urhan or Urshul forms, and they suffer a –2 dice penalty to all dice pools. Worry (•): Wolves are experts at distracting foes. This combat maneuver may take the form of feints, extremely loud yelps or false retreats to allow one’s packmates to maneuver into better positions for attack. This counts as an attack action. The effect of Worrying is that a single Uratha counts as two opponents when figuring a target’s Defense. For example, a magath with a Defense of 4 is being attacked by two Uratha. One Worries the target. When calculating the monster’s Defense for the second attacker, the Storyteller applies a – 2 dice penalty instead of –1. Experienced Uratha (those with this Merit) can often see through this ruse and may reflexively make a Primal Urge roll. Each success cancels the extra benefits of Worrying for a single attacker, on a one-to-one basis. Note: It does not change the base modifier for fighting multiple foes, just the advantage of Worrying. Trip/Bowl-Over (••): The object of these maneuvers is to knock over the opponent. A Trip is trying to destabilize the opponent by either pushing or pulling him and must be executed as an overpowering grappling maneuver (see the World of Darkness Rulebook, pp. 157–158) — meaning the aggressor must already have achieved a hold. In this case, a Trip is a contested Strength (or Dexterity, if higher) + Brawl roll. If the attacker wins, he renders his opponent prone without going prone himself and is considered to have broken the hold. A tie means that both contestants fall and become prone; when the target wins, he escapes the hold. A Bowl-Over is trying to use the attacker’s mass and momentum to knock the target off balance. An Uratha executes a Bowl-Over by moving up to twice the character’s speed, and at some time passing beside the target, clipping its legs. This maneuver is a full action and requires a Strength + Brawl roll; the difference between the attacker’s and the target’s Sizes becomes a bonus or penalty to the roll. For each point by which the attacker is larger or smaller, add or subtract one die. Four-footed animals add two dice to resist Trip or Bowl-Over maneuvers. Should the maneuver succeed, remember that an attacker gets a +2 dice bonus to hit a prone target in close combat. Slow the Prey (•••): The werewolf targets an opponent’s legs rather than his vitals — especially the juicy hamstrings. She suffers a –2 dice penalty to her attack roll, but every point of damage done also lowers the opponent’s speed by 1. Prey suffering these effects may spend a Willpower point to ignore the movement penalty for a round. Hindrance from Slow the Prey disappears once the damage done by this maneuver heals. Joint Attack (••••): Your character can take advantage of the distraction and effort inherent in fending off someone else’s attack to slip through the target’s defenses. By delaying his initiative to one when an ally is making an attack (regardless of who actually acts first based on compared Dexterity + Composure and rolloffs), your character can make a Joint Attack. Each ally attacking the same target on the same initiative reduces the combined penalty the character suffers from Defense and Armor by one. Only a character with Joint Attack gains this benefit, but an entire pack of werewolves all with Joint Attack can all benefit from mobbing a single target. Drawback: At least one werewolf with Joint Attack must spend one Willpower point so that all characters with the Merit may benefit from the tactic. Note that this Willpower expenditure does not add three dice to the attack.

Flayed Lune (••••)
Book: Blasphemies, p. 136 Prerequisite: Bale Hound Effect: The character has either been granted use of an Iduth-Su, or has created one of the Flayed Ones himself. These unfortunate beings were once Lunes, but after being exposed to the obscene Rite of Dead Light they have become barely sentient creatures, completely subservient to the Bale Hounds. The Moon-Skin is visible in the Hisil as what appears to be a few shreds of silver light, flickering and rippling over and over in the vague outline of the Lune it once was.

These wretched beings are hidden by the Bale Hounds, often in deeply infected Wounds, and sustained by the Asah Gadar nearby in exchange for bestowing Gifts upon the Maeljin’s werewolf servants. Any MoonSkin is capable of granting Mother Luna Gifts, Eclipse Gifts, Tainted Moon Gifts and any Gift associated with the auspice choir that the Lune once belonged to, as long as the Bale Hound has the required number of experience points necessary to purchase the Gift he wishes to learn. The character must still be of the appropriate auspice to learn Auspice Gifts; a Bale Hound who was drawn from the ranks of the Pure cannot learn Auspice Gifts at all. Disadvantage: The Iduth-Su are in a constant state of critical injury, kept extent only by the Essence that the Bale Hounds feed them. The Iduth-Su are unable to hold Essence, and thus cannot spend the daily point of Essence to sustain themselves. To maintain a Moon-Skin, a Bale Hound must feed it a point of Essence per night at moonrise. If even one moonrise slips by without this expenditure, the Lune dies (probably with great relief) and dissipates. In areas where more than one Bale Hound is present, the Asah Gadar usually share a Moon-Skin and take turns feeding the poor creature the Essence it requires. This involves shedding one Health point’s worth of the donating Hound’s own blood over the being’s flickering, ebbing form and spending an Essence point, which is transferred to the Iduth-Su during the process. If a Bale Hound is alone in the area and seeks to maintain this Merit, she must ideally learn of some way to siphon a great deal of Essence in the local region, either through loci or learning a way to drain Essence from Wounds. Also, the Iduth-Su are extremely difficult to create and maintain, and the Bale Hounds don’t take kindly to members who allow the Iduth-Su to die through carelessness, or those Hounds who create Iduth-Su in great numbers and risk drawing Mother Moon’s watchful attention. An Asah Gadar who behaves in either manner can expect serious reprisals from his fellow Hounds.

Heal Like Stone (••)
Book: Blood Of The Wolf, p. 22 Prerequisite: Werewolve Effect: Your werewolf is skilled at subduing his regenerative ability. He might fall into a meditative trance or just have a particular aptitude for grinning and bearing it. When determining how long your character can resist (or control) his regeneration, add two to Resolve when referencing the Resisting Regeneration chart. For example, if your werewolf’s Resolve is 1, he can stop himself from regenerating for four minutes before you need to make a roll. Only werewolves may take this Merit.

Howl Code (•)
Book: Lodges - The Splintered, p. 40 Prerequisite: Membership in the Lodge of the Black Woods Effect: Your character has learned a number of special vocalizations and code-sounds intended to imbue a howl with a hidden meaning. These sounds are notable to any werewolf who hears them, but are an artificial construct devoid of emotional emphasis. The howl code for “An elder summons you” will only sound urgent if the werewolf howling personally injects a note of urgency into the howl. Using howl code, you may imbed relatively simple concepts into a howl. “Danger from the north,” “a hunt is called,” “the roads are unsafe,” “all is well,” “the Pure are near” and “danger from the Shadow” are all sufficiently simple; “a rogue car-spirit is causing trouble on the highway” is not. This Merit could theoretically be taken by a non-werewolf character who has been inducted into a social lodge such as the Lodge of the Black Woods. In such a case, the Merit would allow the character to understand the encoded meanings in a fellow lodge member’s howl, but the character would not be able to howl his own coded messages unless he is able to mimic a wolf’s howl accurately (such as a mage shapeshifting into wolf form).

Legend (• to •••••)
Book: The War Against The Pure, p. 69 Legends abound among the Forsaken, especially about what the world was like before the spirits went mad. They say that, then, the People could bind spirits into their tools. These fetishes were objects of utility and power, and helped keep the world a safe and right place. Likewise, the People could hunt down spirits and force boons out of them, increasing the werewolves’ powers and enabling them to better protect the world. For any given purchase of the Merit: Legend, the character remembers one particular tale with crystal clarity. It resonates with him somehow, and he longs for the age when it was true. The player chooses one fetish or Gift of equal value (three-dot legend for a three-dot fetish or Gift) that inspired his character, though it’s still just a legend. Once per story, when the character’s remembered fetish or Gift would have come in

handy (but, of course, is now gone), the character feels a flash of inspiration. Learning innovation to overcome her difficulties, she finds a way to do whatever she would have used the fetish to do. Mechanically, the character gains one bonus die per dot of the lost fetish or Gift (and correspondingly, the legend) in an attempt to do something similar to the lost power. A werewolf lamenting the loss of a flash fire might decide to kick sand into her enemy’s face instead for a similar result; that attempt gains a one-die bonus because it was a one-dot fetish. One who listened, bright-eyed, to stories of creating water from nothing might gain a one-die bonus to the Survival roll for finding water in an unexpected place. That said, fetishes do still exist. They are just rare and hard to control. Not every player will want to give up the fetish for mundane inspiration. For any permanent fetish, there remains the possibility that the bound spirit was unable to escape. Make sure that any player who wants to keep a fetish is aware that using one properly will be very, very difficult, and that using one without an exceptional success on the activation roll will be dangerous. That said, having and using a misbehaving fetish can be an interesting source of plot advancement. Besides attracting spiritual freedom fighters, misbehaving fetishes rarely work the way they are supposed to. A fetish compass designed to locate the nearest locus might instead point toward the nearest encampment of Beshilu or duguthim, sending the pack into fight after fight instead of toward the Gauntlet, as the pack desires. A fetish fork that makes lies undetectable could force the werewolf to speak truth, creating awkward situations and furthering the story.

Local (••)
Book: Territories, p. 47 Effect: You are so comfortable within your pack’s territory that you blend right in with local humans. They accept you as one of their own. You receive +1 die on all Social rolls when dealing with humans in your territory. Humans in your territory unconsciously suspect that there’s something strange about you, but know that you are one of them — humans in your territory receive +1 to their effective Willpower to resist Lunacy that you cause. If you are seen alone in Urshul form in your territory, for instance, the Willpower 5 observer reacts as though he had Willpower 6. If you and your three packmates (who lack this Merit) all shapeshift within sight, the same guy would respond to you all with his base Willpower 5. This Merit can only be learned by a werewolf with a defined territory.

Mercy Of Luna (•••)
Book: Signs Of The Moon, p. 30 Prerequisites: Uratha, must be Irraka Effect: New Moons are often expected to interact with the herd for the good of the pack, though the feral power of a werewolf’s Primal Urge, seething just below the surface, can make dealings with humans — even the wolf-blooded — difficult, at best. Some Irraka, however, are gifted with a facility for temporarily clouding their more bestial natures, enabling them to assuage the fear that normal people quite rightly feel toward the Forsaken. By spending a point of Willpower as an instant action, the Irraka may reduce his Social Attribute/Skill penalty for Primal Urge (see Werewolf: The Forsaken, p. 76) by one die per dot of Cunning Renown, to a minimum of a zero-die penalty, for the remainder of the current scene.

Metabolic Control (••)
Book: The Rage - Forsaken Player's Guide, p. 105 Prerequisite: Stamina ••• Effect: Your character has more control over his body than most werewolves. This allows him to stop his body from regenerating, at least for long enough to set a wound. In addition, this Merit allows the werewolf to slow down other aspects of his physique. When normal people are out of breath, werewolves normally aren’t. When normal people are shocked by injury, werewolves normally aren’t. This Merit allows your character to appear no better than a normal human, slipping under the radar of anything that would hunt him. Camouflaging himself in this way takes a Stamina + Survival roll, with a success indicating that your character has suppressed his metabolism for one scene, or one day for an exceptional success. Drawback: Preventing regeneration in a particularly stressful situation may require spending a Willpower point, at the Storyteller’s discretion.

Moon-Centered (••)
Book: The Rage - Forsaken Player's Guide, p. 103 Effect: No matter your character’s auspice, the sight of the full moon fills him with a powerful rage that yearns to be unleashed. Mother Luna’s face fully revealed spurs him to release the rage within in the only way

he knows. On nights of the full moon, your character adds one to his Stamina + Primal Urge when determining the number of turns spent in Gauru form only. This counts as the natural duration for the purposes of Gifts and other effects that alter the duration. Drawback: Your character is on edge in the light of the full moon until he can release the rage within. All Composure rolls suffer a –1 penalty during the full moon until he can take Gauru form. Changing forms just once is enough to offset this penalty for the duration of the phase (usually three nights).

Naturally Deceptive (•••)
Book: Signs Of The Moon, p. 30 Prerequisites: Uratha, must be Irraka, Cunning •••• Effect: For some New Moons, lying, cheating, and stealing are as easy as breathing. When spending a point of Willpower on one of her three auspice specialty Skills (Larceny, Stealth, or Subterfuge), the Irraka adds dice equal to her dots in the Cunning Renown, rather than the customary three dice.

Nimble Defender (••••)
Book: Territories, p. 47 Effect: You know the best spots from which to defend yourself in your pack’s territory. When in your pack’s territory, you receive +1 to your Defense score. In addition, you receive +1 die to Athletics rolls to move around within your territory (to keep your footing, climb or keep your balance, for instance — you know that Old Man Ratcliffe’s roof is slippery, but your foes do not). This Merit can only be learned by a werewolf with a defined territory.

Old Blood (• to •••)
Book: The War Against The Pure, p. 184 Effect: Something about your character gives off a wild resonance, as if his blood were old and his roots were deep. This aura grants him a kind of de facto clout over other shapechangers both of his kind and of other races. Each dot possessed adds a +1 modifier to your character’s Persuasion or Intimidation rolls when dealing with any other shapeshifter creature. The aura he gives off is palpable, even if others don’t consciously recognize it. Drawback: Each dot possessed also confers a –1 die penalty to any Socialize roll when dealing with other shapechangers. Socializing requires a kind of comfort level, and other beast-men find such intimate social situations uneasy when your character is included. His old blood announces that he’s a top predator, not an amiable chap.

Pack Affinity (• or •••)
Book: The Rage - Forsaken Player's Guide, p. 156 Effect: Either because packmembers have spent so long in each other’s company or through a powerful totem bond, packmembers have a better understanding of one another. They will find themselves finishing each other’s sentences, or all sharing the minor aches and pains of one member. Some packs even share a form of primitive communication, through a combination of these shared feelings and body language. For one point, each packmate who possesses this Merit gains an unconscious awareness of the others’ general states of mind. All Social rolls among packmates have a +1 bonus as long as one of them possesses this Merit. For three points, each packmate who possesses this Merit can communicate with others who also possess this Merit without using words. A combination of body language and the general low-level empathy between packmates allows them to send simple messages of up to three words maximum without anyone else being able to eavesdrop. These messages are normally of the form of “Danger,” “They hurt Jack” and so on. Drawback: Characters with the three-dot form of this Merit suffer the highest wound penalty of all of their packmates, whether they themselves are injured or not. There’s a price to pay for such close ties.

Pack Tactics (varies)
Book: The Rage - Forsaken Player's Guide, p. 156 Effect: The packmates have trained together, learning how best to use their combined skills to strike at powerful opponents or groups that threaten to overwhelm them, to dominate others before a fight begins or to get their way without ever being seen. This training has paid off, and the packmates have a number of options that are unavailable to other groups when they work together.

The pack can pick one pack tactic for each point put into this Merit. This Merit is shared by all members of the pack; all members of the pack can use the tactics whether they put points into this Merit or not. The pack cannot select pack tactics that require more werewolves than are part of the pack. The prerequisites of each tactic must be met by one member of the pack who possesses this Merit (hence, a tactic with prerequisites of Manipulation ••• and Intimidation ••• would require one packmate to have both traits).

Path Finder’s Blessing (••••)
Book: Signs Of The Moon, p. 30 Prerequisites: Uratha, must be Irraka Effect: Irraka are frequently tasked with finding loci, troublesome spirits, and other phenomena native to the Shadow Realm. Some are particularly blessed by Luna in this respect, rolling four bonus dice for Pathfinder’s Sense (see Werewolf: The Forsaken, p. 83), rather than the normal two. Such a Stalker feels somewhat more at home in Shadow than in the material world and her player rolls one fewer die on all rolls for the character to cross through the Gauntlet when departing the Shadow. As with Beginner’s Luck, above, this Merit is usually available for character creation only, though a Storyteller may allow it to be purchased later, particularly in the case of a character that Changes over the course of a chronicle.

Predator’s Gaze (••)
Book: The Rage - Forsaken Player's Guide, p. 105 Prerequisites: Presence •• and Intimidation •• Effect: Your character has a tendency to look at people as if they were prey animals. Her body language is domineering, and in conversation, her eyes focus on the throat or another weak spot. People want to get out of her presence, and while that can be annoying, it can also be very useful for getting things done quickly. Your character gets a +1 bonus to all Presence or Manipulation rolls when convincing people to leave her alone or get things done quickly. A shopkeeper will serve her first, just to get her out of the store, and a street gang will suddenly decide that mugging her might not be the best plan they ever had. Drawback: Looking on people as prey doesn’t help with making friends and influencing people. People look askance at anyone who hangs around with you voluntarily, and you’ll likely be the first name in people’s heads whenever they hear of a violent crime in the area. After all, you sure look and act the type.

Prey Charm (•••)
Book: The War Against The Pure, p. 185 Effect: Your character keeps around a talisman made from some part of a prey animal (likely the kind of prey hunted by the shapechanger’s own animal). It might be a rabbit’s foot, a coyote ear, a desiccated fish skeleton or even a bunch of dead wasps in a jar. It’s always worn as some kind of jewelry, often around the neck or dangling from a bracelet (though it’s possible it could serve as something unconventional such as a keychain). Once per game session, the charm provides its “luck” for a character at a moment of the player’s choosing. The player may re-roll a failed roll, and gain +3 dice to the re-roll.

Prophet’s Voice (•••)
Book: Lodges - The Faithful, p. 79 Prerequisites: Lodge of Prophecy, Uratha or wolf-blooded, Resolve •• Some people seem tuned in to the myriad possibilities that the future offers, and can predict with eerie accuracy what a given person’s destiny might entail. Humans have developed hundreds of different methods of seeing the future, but most agree — some people have the gift, others do not. Your character has the gift. You might decide that your character has a focus for her prophecy or that it comes through dreams, hallucinations, momentary flashes of insight or even automatic writing. Whatever the case, once per story you may activate this Merit. Spend a Willpower point and the Storyteller rolls your character’s Resolve + Occult. (Thus, you can never be sure whether or not the information you receive is helpful, harmful or merely interesting.) Rolls Results Dramatic Failure: The character completely misreads the omens and predicts a future that is not only dead wrong, but damaging to the querent if he follows her advice. If he survives, he might well return to seek revenge. Failure: Your character sees nothing. Whether she admits her failure to the querent is her business.

Even so. enable a werewolf to prophesize. or maybe they have a series of traps that add an extra measure of brutal security or maybe they simply have a powerfully wild tract of land that provides a bounty of good hunting. she must simply sleep for a full eight hours inside somewhere inside the domain. Protectorate (Varies. You may roll Intelligence + Occult for a hint as to the meaning of the symbols. Those who have been exiled — or dwell within the alliance borders with a haze of distrust hanging over their heads — may not receive the bonuses afforded. you should have a strong measure of control when helping decide where all the Protectorate points go. Perhaps they have on-site facilities that help contribute bonuses to various rolls. If your character sees the subject of her vision being struck by lightning. Essence purchased with these points counts toward points any protectorate member can put in her own pool once per story. The vision is relevant. totems and spirits. although the player has control over when to use it. The character (and the player) has no way to know. but it will be heavily veiled in symbolism. a werewolf might be welcomed one moment and brutally attacked the next. with input and advice from the Storyteller. Spirits such as this typically have no concept of past or present. your level of contribution can be matched to the needs of the story. if you’re just joining a protectorate. and so you decide how it gets spent. and. Dots placed in this Merit can be spent by characters on changing or improving a given protectorate. since the Storyteller has already been working on the theme and function of a given domain. (Of course. Unless otherwise noted. This Merit is shared by all members of a protectorate. but members of the Lodge of Prophecy can develop this gift on their own. the insight these spirits can provide into the arcane patterns of time and symbolism can. then a bonus to Drive rolls in the protectorate doesn’t make sense. that may mean that the subject is due for a run of extremely bad luck or for a burst of inspiration. Exceptional Success: Your character sees the future in stunning clarity. To gain these points in her Essence pool. p. a strong loci or simply mundane bonuses such as medical facilities or Internet access. nor does she have any control over what facet of the subject’s life the vision covers. but only those who contribute Merit points toward the domain upkeep can have access to the benefits provided (unless the Storyteller decides otherwise). then that’s your choice. A given protectorate cannot offer more than five Essence to a single werewolf per story. (If there are no roads in the domain and none can be built. See below for how one can spend these points. given practice. It may be just a general recharge accessible from the aggregate werewolves. you should still decide how their points are spent.Success: The character sees a vision involving the subject. Below are the ways in which you can spend your characters’ Protectorate points. does it?) Essence: Three Protectorate points per point of Essence. If you decide that some of the points go toward a small cache of books. she can draw one point one night. don’t expect to decide where all the points go. Prophet’s Voice can usually only be purchased at character creation. 174 Effect: Those werewolves committed to a protectorate find that by belonging to one. Special) Book: Forsaken Player's Guide. she must have room in her Essence pool. ensuring that they make sense given a protectorate’s particular parameters. but usually very brief. Only those who exist as a part of the protectorate in good standing gain the advantage of this Merit. and cannot go above the maximum Essence dictated by Primal Urge. Spending Protectorate Points Points taken in the Protectorate Merit all go toward a total pool of points that can be spent on forming the domain to the werewolves’ advantage. the Storyteller needs to be the one to approve such purchases. his successors and his murderers all at once. . success on this roll means the Storyteller should clarify or help you to figure out the meaning of the vision. On the other hand. Ultimately. A vision might take years to come to pass. Prophet’s Voice is an extremely fickle blessing. and two the next night. should that be the case. or become relevant within minutes. You’re the ones contributing some level of function to the fold. However. It might come from a powerful fetish. searching out conceptual spirits of time and foresight. This can mean anything from grounds and space sanctified for rituals. locus or rite. A character needn’t take all of her accessible free Essence at once — if three points are available. the character only knows that sometimes what she sees comes to pass. they are afforded certain advantages that those outside of the alliance cannot necessarily access. As such.) The exact origin of this “free” Essence is up to the characters. characters cannot purchase above a cumulative bonus of +5 dice on any of the expenditures. As players. The Storyteller should give you the details of this vision. and thus can add a +1 bonus to the protectorate werewolves’ Academics roll. meaning that they see Uratha as the children of Father Wolf. The process of doing so requires extended trips into the Hisil. If you’re seminal in the founding of the protectorate.

However. Attempts to find and break into such areas are made at –1 die per bonus purchased. . Bonuses applied can be the result of having a spiritually consecrated “ritual space. A Drive bonus might be the result of good roads or a map detailing various shortcuts and hazards. The city might have a great hospital (+1 to Medicine) but awful roads (–1 to Drive).” or perhaps by garnering the good will of local spirits. and also help to forge various small trails through the domain so that the werewolves can move more quickly when hunting prey. has its pluses and minuses. Security Bonuses: Two Protectorate points per die. This bonus cannot be purchased above a +3 modifier. they only apply to werewolves casting rituals within the protectorate’s boundaries. hissing furnaces and scraps of murky iron. Example: The Leeds Point Devils. So. this bonus is available to a werewolf only when she’s inside the protectorate. a member of the Motor City Meatheads. being the home of a powerful locus and a number of unusual fetishes.Example: The Gutthrush pack brings with it a potent totem. he builds a kind of ritual space for the ritemasters of the clutch — since they’re mostly Iron Masters. fetish stockpile. Packs may be able to sense when foliage is disturbed. etc. Example: The protectorate has made security its number one priority. Ritual Bonuses: Three Protectorate points per die. The bonus acts as a negative modifier against those seeking to intrude upon the protectorate’s sacred places (loci. or be more likely to find footprints or identify odd smells in the dirt (or upon the concrete. but at some point during the story any member of the clutch can draw upon that single point to help replenish lost power. Location bonuses go toward establishing a protectorate suitable for the needs of the congregated Forsaken. a steel door or even a homemade labyrinth. A library might lend a bonus to Academics. The desert might be a hunter’s playground (+1 hunting/tracking bonuses) but hostile spirits occasionally make trouble (–1 to ritual rolls). video surveillance or simply an intimate knowledge of the lay of the land. muddling smells (by cleaning up garbage and chemicals). 178–180. garnering them a +4 Initiative bonus against intruders. They add a +1 bonus to all Medicine rolls in the domain because they help build a small cache of first-aid kits and various stolen pharmaceuticals. Protectorate Flaws No domain is flawless. whether 10 crowded city blocks or 10 square miles of abandoned desert. no Social Skills can be modified in this way. As for all bonuses gained. that might be enough to garner a +1 to Stealth rolls. who shares a little dollop of Essence with the rest of the protectorate. Every tract of protected land. The packmembers help get rid of odd. The pack also helps train the various packs on how to use the domain to their advantage when fighting — how to duck behind the thick trees. garnering the territory an additional +2 bonus on all hunting and tracking rolls (see pp. create looping trails that go nowhere and hide a number of their fetishes in various steel lockboxes buried at strategic locations. the Praying Buzzard. Also. Bonuses may also come from a simple innate familiarity of the domain: if the werewolves learn where every creaky step or path of brittle twigs awaits. Therein. if more urban). Skill Bonuses: Three Protectorate points per die. Blackblood’s pack spends three points to give the domain a +1 rite-casting bonus. The various packs contribute eight total points toward this goal. Bonuses purchased in this manner help ritemasters perform the rituals sacred and important to the Forsaken. the packmembers contribute nine Protectorate points and spend them on Skill bonuses (a total of +3). Location Bonuses: Two Protectorate points per die. It’s only one point of Essence. The jungle domain is already untamed. and also causing a –4 penalty on intruder rolls to find and uncover alliance resources. he makes a “garden” of car parts. Werewolf: The Forsaken). They spend four Protectorate points. This could be the result of good sight lines. ritual casters can be removed from the rest of the domain and find a kind of peace.). Unless the Storyteller allows otherwise. Skill bonuses are reflected by various resources that help contribute to specific tasks. The security might be as the result of a concealed cave entrance. a small pack of Hunters in Darkness. This helps them add a +2 bonus to Brawl rolls in the given domain. Together. A Computer bonus might indicate that a pack pipes in a T1 line so that the protectorate has fast and unfettered access to the Net. wants to throw a little love toward the protectorate. Example: The pack helps to change the protectorate a little bit in both the Shadow and in the physical world. how to step lightly among the jagged rocks. Example: Blackblood Jack. The bonus goes toward hunting and tracking rolls only. just joined the Pine Barrens Protectorate and wants to do the pack’s part. No physical facility or amendment to a protectorate can help forge new Social skills or advantages. but the packs endeavor to make it even meaner: they dig out and then conceal pit-traps. sleeping werewolves. Bonuses bought in the protectorate’s security go toward any character’s Initiative when acting in a fight against anybody who isn’t a member of the protectorate. Investigation or Occult rolls. This bonus can not be purchased above a +3 modifier. any attempts to find or gain entrance to the protectorate’s sacred spaces (or the entire protectorate if the domain is way away from civilization) are hampered by this bonus. how to lead an opponent into an uneven fighting ground. whereas a small lab might help with Medicine or Science-based tasks.

social: placate pissed-off natives with gifts and prayer. or is taken by enemies or simply bought by enterprising mortals (to whom the Forsaken cannot reveal their nature). Assume a –1 modifier to all Social rolls when dealing with one another until the domain can be expanded. a later Flaw shouldn’t obviate that purchased bonus. muddling the senses with a blur of motion and city-stink. The medical supplies are gone. For instance. Act of Upkeep: No territory can exist without work put into it — whether this means harvesting fruit for food. and the guns aren’t yet in place. Bad Location: The area isn’t suited to hunting/ tracking. Crowded: The packs exist together in a domain that’s too small. Perhaps the spirits require constant supplication. If players spend points to add a +1 Medicine bonus. neither bonus is applicable. Also. Characters may have earned the ire of angry local spirits. for every 10 full points put toward the protectorate by its Forsaken. Maybe it snows all the time. Perhaps the domain is simply a crowded metropolitan area. if a character or pack contributing three Protectorate points originally had those points dedicated to a cache of medical supplies (+1 to Medicine rolls). New bonuses (i. Too many packs in uncomfortable proximity leads to hot tempers. and the penalty becomes meaningless. Perhaps the environment simply becomes overly distracting (the sounds from a nearby factory are too loud. If that does happen. Flaws needn’t trouble all the alliance werewolves all the time. thus negating the penalty. points spent) can help mitigate pre-existing Flaws. every domain requires some level of maintenance. characters with a protectorate in the middle of desolate tundra should not be allowed to choose the aforementioned Computer penalties — there are no computers there. while players may be allowed to select appropriate Flaws. They do not carry over. the characters should not be allowed to invoke meaningless or nonsensical iterations. without the approval of players. and so it requires three weeks. During those three weeks. the penalty toward Computer rolls may begin to stack cumulatively. they should be at least given the option to move their bonus to another Skill (explaining it accordingly). Hampered Skill: Assume a –1 penalty toward one Mental or Physical Skill. Other Rules The following rules may also apply to a pack and its relationship to the protectorate: • Protectorate Merit points can be purchased with experience points. The result is that. but if the pack doesn’t. Perhaps the pack took the medical supplies. or deliver a monetary stipend to the local wolf-blooded family who owns most of the land upon which the protectorate rests.Assume then that. take one Flaw from the list below. If so desired. (If a computer network continues to age and degrade system by system. however. Assume that each point costs three experience points. Point is. but doing so requires both time and cost. Or. This takes time equal to one week per point shifted. All three Flaws can be put toward the Hampered Skill. which then goes toward that cost. (The added point also contributes to the “one Flaw per 10 points” equation. it’s three Protectorate points. completing the shift costs one more additional Protectorate point — characters may already have one “free” unfettered point hanging around. Also. If the upkeep is neglected for more than a few days. every pack gets some kind of important job at least once a week. if a pack creates a sacred space (and makes friends with a few of those angry ephemera). For example. hunting for meat or simply keeping out the humans.e. as noted above. if hostile spirits cause the aforementioned –1 to ritual rolls. maybe they can add a +1 bonus. Perhaps territory gets lost to another pack or protectorate. Perhaps a fire destroys a local library (–1 Academics). when the protectorate lands shrink. but should be meaningful given the function and use of the domain. the Uratha are forced closer together. it causes a –1 penalty to hunting/tracking rolls. or maybe the pack’s constant teaching and upkeep on the protectorate lands simply withers . chemical odors from a nearby town drift over the protectorate or the domain becomes a sudden refuge for biting gnats). In this case. the pack takes any contributed points with it. It shouldn’t go the other way. or maybe characters caused so much trouble at the hospital that they and their “friends” aren’t allowed back in (–1 Medicine). Failing to accomplish the job in due time creates a kind of agitated tumult within the protectorate Uratha. any rules benefits of the protectorate are temporarily halved in effect. with upkeep. three Flaws are the result. the pack may find that less useful than expected and would prefer instead to devote the points to a communal gun locker (+1 to Firearm rolls). This can be the result of various unfortunate effects. the same Skill can be affected.) • If a pack leaves the protectorate. Maybe the area sees a sudden surge in population growth. Note that Flaws can be cumulative. Whatever the case. • Characters contributing points to a specific function can change the function of those points.) Flaws apply only when a character is within the protectorate itself. requiring every pack to perform some kind of concerted effort to keep the domain in its current condition. Troubled Rituals: Rites are harder to cast. it must purchase a point for three experience points. Maybe someone needs to sweep the locus for spirits leeching Essence. This Flaw goes above that. covering up potential tracks and scents. If 30 total points are spent by the alliance packs on a given protectorate. For instance. ritemasters suffer a –1 penalty when performing rites. Upkeep may be more physical: digging out a location from heavy snow or cleaning sand from machines such as trucks and generators..

150 Prerequisite: Rituals ••• Effect: Sometimes a ritual is impractical — crowded urban centers can make it difficult to hunt openly. Shield-Bearer (•) Book: The War Against The Pure. fastest routes through your pack’s territory. you can quickly rig up a good hiding place that gives an additional +2 dice to Stealth pools and one point of cover. protectorates that see a high “turnover” rate begin to suffer unnecessarily as the packs potentially leave some measure of harm in their wake. other werewolves or other supernatural creatures that live within your pack’s territory. An Ivory Claw with this Merit has many noteworthy ancestors and a clear claim to their lineage. p. Staunch Defender (•••) Book: Territories. 111 Prerequisite: Ivory Claw Power within the Ivory Claws passes hereditarily.) Scout (••) Book: Territories. When in your pack’s territory and fighting an invader to that territory. Synergistics allows the ritualist to alter the materials and components needed for a ritual without changing the underlying rite. This Merit can only be learned by a werewolf with a defined territory.in the pack’s absence. 48 Effect: You are especially fierce when defending your pack’s territory. Strong Bloodline provides one point of conditional Purity Renown. p. Flaws earned from those contributed points. for the following purposes: • Determination of leadership within the Ivory Claws tribe • Admission into Ivory Claws lodges • Adding Purity to Social dice pools when dealing with fellow Ivory Claws Synergistics (••) Book: Tribes Of The Moon. if you have one turn to prepare. p. Secret Paths (••) Book: Territories. Your ferocity in defending your territory gives you –1 die to resist Kuruth while doing so. you can declare to the Storyteller that you know a shortcut that lets you bypass the obstacle without slowing you at all. however. Strong Bloodline (•) Book: The Pure. This Merit does no good against any humans. for instance. p. a symbolic hunt takes the place of a real one. You receive +2 dice to Stealth pools while in your pack’s territory. he suffers only a –1 die penalty to attacks instead of the usual –2. p. A burned-out circuit board takes the place of a skull. Moreover. 47 Effect: You know the best. When using a shield. rather than purely by Renown or challenges. Some Iron Masters use this ritual to wrap their spirit magics in the trappings of a human . receive a bonus die to all attack pools made with claws and teeth. Short Cuts (•) Book: Territories. so long as you are not interfered with and don’t attack. p. even if they involve going across rooftops or through basements. 48 Effect: You are exceptionally talented at scoping out an enemy’s territory. Once per session. if your path is blocked by an obstacle within your own territory. You receive +1 die to Perception and Stealth dice pools in a rival werewolf’s territory. 89 Effect: Your character has trained in the art of fighting with weapon and shield. or spirits that belong there (or that you have summoned there). but no reward. This Merit is not cumulative with the effects of Ambidextrous. (In this way. remain. p. This Merit can only be learned by a werewolf with a defined territory. This Merit can only be learned by a werewolf with a defined territory. striking accurately without giving up the protection of the shield. 47 Effect: You know better than anyone else how to move around your own territory unobserved.

They know how to apply each other’s strengths in general. increasing its power in a number of ways. . By spending a point of Willpower. it is of equal utility in urban settings. naturally territorial creatures. To help deal with these obstacles. wielding the powers of the spirits through the prayers of a Christian or the divinations of a Shinto priest. 30 Prerequisites: Resolve ••• Effect: Many Irraka act as the eyes and ears of their packs in tense situations. always knows how and where to find food in his “territory” and can evade unwanted attention there for an almost unlimited length of time. rather than in specific trained situations. 79 Effect: Werewolves lead a uniquely dangerous existence. never loses his sense of direction. A park ranger whose park was ravaged by a wildfire might have the Merit reduced or lost. Many packs take this practice to the next level. the player may ignore a penalty of any size for a perception roll. A pack’s relationship with its totem is something like a compact between wartime allies. 108) Drawback: Once she’s changed a rite. pp. Synergy (••) Book: The Rage . on a Wits + Composure roll for perception. you get a +1 die bonus to your roll. Drawback: If your character is involved in a standard teamwork roll (not including pack tactics) without any other members of his pack. hear. each member who contributes Merit points to Totem reaps the benefits. Totem (Varies. If your character is involved in a standard teamwork roll (not including pack tactics) with other members of his pack. In the latter case. The totem looks after the pack. binding a spirit to their pack to serve as a patron — their pack totem. Trained Senses (••) Book: Signs Of The Moon. Uratha forge pacts with various spirits for mutual aid and assistance. a werewolf suffers all normal penalties for attempting to use the normal form of the rite. and otherwise sense. He adds a +2 to all Survival rolls made while in the chosen region. He has a detailed map in his head. p. Territorial Familiarity (• to •••) Book: Blood Of The Wolf. Special) Book: Werewolf: The Forsaken Core. 186195. p. The player of a character with this Merit ignores up to two dice of penalties. and the pack works to aid and honor the totem in a relationship as old as the world itself. This Merit is shared by all members of the pack. They are closely tied to the spirit world and must frequently face dangers that human beings cannot conceive. to the point where they are more effective working together than with other people. A teenager who returns from his scholarship at college to learn that the tenements where he grew up have been replaced by a strip mall would lose his Merit. Werewolves. The character reduces the penalties for altering the form of a rite by 3 (see Lore of the Forsaken. and the totem becomes stronger. p. as the character grits his teeth and focuses in on only what he absolutely needs to see. Full systems for creating a pack totem are found in Chapter Three. you suffer a –1 penalty. Though this Merit is included in a chapter on life in the wilderness. from any source. One dot in this Merit means your character’s territory is the size of one or two city blocks. p. and everyone involved has this Merit. purchase the three-dot version of Territorial Familiarity at a reduced cost of two dots. the Merit might return as the forest recovered. Some develop particularly discerning senses. the quality of Territorial Familiarity can be reduced (if possessed at three dots) or lost altogether (in either case). A bum who has been sleeping on the same street corner for years or a youth who knows exactly which yards to cut through near his house might have a one-dot version. a cop who’s been on the same beat for 20 years or an architect who designed every last piece of a sprawling mall over the last 10 years might have the Merit at three dots. Dots placed in this Merit are spent on the pack totem.Forsaken Player's Guide. Three dots (or two for werewolves) expands the radius to several square miles. When the region denoted by this Merit is altered significantly. 156 Effect: Your character has spent a lot of time working with his packmates.religion. 99 Effect: Your character has spent a great deal of time in a specific area and has a preternatural familiarity with the area. p. able to filter out distractions and concentrate on only the details of significance.

Also. This is usually because the character is a direct relation. Two dots indicates that the protector takes his responsibility seriously. Woe unto anyone who crosses the wolf-blood with this level of Watched. A three-dot Watcher visits the wolf-blood once a week or so. but it’s certainly better than nothing. This level of devotion usually indicates a parent-child relationship. The members of the lodge look in on the character at least once a week. If the wolf-blood ever becomes a werewolf. This level indicates either a pack of young or mostly disinterested werewolves or a single but experienced or dedicated Uratha. 106). and looks in on the wolf-blood at least twice a month. Drawbacks: The major advantage of this Merit is also its biggest drawback — the character is periodically in close proximity to werewolves.Vicious Attacker (•••) Book: Territories. weak. should the werewolf die prematurely. fangs glistening. stupid. one dot could indicate that the character’s protector is young. this is better protection against an ongoing threat than an enemy who simply appears one night. this Merit does apply. it might even take the form of a Running Rabbit talen. This Merit does not provide you with any benefit against humans or supernatural entities that live in your opponent’s territory. p. you get no benefit from this Merit. if a werewolf’s spouse attacks you because you are fighting his wife. Watched (• to •••••) Book: Blood Of The Wolf. the wolf-blood enjoys the dedicated protection of a pack or a seasoned and loyal warrior. this Merit disappears. The degree to which the uragarum is protected depends on the number of points spent on this Merit. and she probably has some sort of spiritual protection in her home (whether she knows about it or not). Finally. In any case. but sometimes Uratha ask their packmates to watch over their children or siblings. The wolf-blood probably has a way to contact the werewolf. the character has a sort of feral guardian angel. For four dots. The werewolf might even give the uragarum a method of contacting him should anything urgent arise (but Uratha take an extremely dim view of “crying wolf” and wasting the protector’s time often results in a lowering of this Merit’s rating or in the Merit disappearing altogether). but one bad day can lead to an unfortunate incidence of Death Rage. 48 Effect: You have no respect for other werewolves’ territory and see their territorial claims as a challenge to your own dominance. Traditionally. When invading another werewolf’s territory. for five dots the uragarum enjoys the protection of the Lodge of the Shepherd (p. . unless they specifically take up arms to help those werewolves. 126 Prerequisites: Wolf-Blooded (any rating) Effects: The character is important to a werewolf or a pack of werewolves. although the Storyteller may choose to allow the player to retain and reassign one or more of the Merit dots spent to a new Merit such as Allies or Contacts (representing the same werewolves). p. elderly or is in some other way sub-par. and the wolf-blooded always come out the losers in such instances. One dot means that the werewolf or pack isn’t local or is busy with other concerns. The Uratha might mean well. and if the Uratha is sufficiently talented. or that he simply doesn’t care about the wolfblood all that much.) This Merit provides you no benefit if you are fighting another werewolf in neutral ground or in territory he does not claim as his own. enemies of the Watcher might follow him right to the wolf-blood’s door (although a werewolf willing to put in the effort to watch over a human is usually conscientious enough to avoid such mishaps). Again. Unless the character knows about her protectors (at the player’s and Storyteller’s discretion). and only checks in on the character once a month or so. (If the local police attack you because you appear to be a shotgun-toting maniac. normally more frequently. you receive +1 die to attacks made with claws and teeth against that werewolf or his allies. she has no protection from immediate threats unless the werewolf happens to be in the area when something unfortunate occurs. the Merit dots spent are lost. Alternately.

Banishers with this Merit perceive it as either a blessing or a curse (or sometimes both) for it not only gives them insights into the workings of their targets but also reminds them of a past they fervently wish to either ignore or destroy. see “Producing Gross Matter. 154 Prerequisite: Thyrsus Path Just as Odin had Hugin and Munin and Sleipnir. furnaces and cauldrons produced to medieval specifications may sit in a climate-controlled environment. A computerized database may track your inventory of herbs. The character may receive simply a feeling (“I feel as if I’ve walked down this street before when it . 146 Prerequisite: Sanctum Your character maintains a laboratory suitable for both the spiritual experiments and the production of gross materials arising from the occult practice of alchemy. something that happened during the Victorian era (19th century) or later (20th century). p. This Merit may reflect reincarnation or memories of the fallen grafting themselves onto a new body. metals and pharmaceutical ingredients. sorting through jar after jar jumbled together on cobwebbed. some Thyrsus mages are able to have multiple familiars. few have direct remembrances of actual experiences just before. this Merit is most common among Banishers who experience some measure of memetic transmission. Mages with this Merit sometimes gain insights into their craft or into some aspect of the relationships among the orders. The mage’s player must buy them all separately with experience points. Alchemical Lab (• to •••••) Book: Tome Of The Mysteries. i.e. during or just after the Fall. a mage could theoretically surround herself with a veritable brood of familiars in this way. must be purchased with bonus Merit dots at character creation Effect: Some mages have stronger connections to the past than others. Your dots in this Merit serve as an equipment bonus when creating gross matter. Ancient Echoes (• to •••••) Book: Banishers.. monitored by thermostats and carefully vented to the outdoors according to modern industrial safety practices. automated machinery straight from the factory fl oor of Merck or Schering-Plough. The lab is equipped with a mix of ancient and contemporary equipment. Mages with this Merit. Déjà vu (•): The character experiences a sudden sense of having done or witnessed something in a past life up to 200 years ago. dusty shelves. Your lab may recall the dank basement of a Renaissance castle but is just as likely to resemble a whirring bank of antiseptic. however. Additional dots also increase the chances that you’ll have all necessary ingredients on hand when you set out on a new project.” below. The mage may continue to buy additional familiars after character creation. but there’s no limit to the number of familiars a mage with this Merit may acquire.MerItS LISt Additional Familiars (••) Book: Tome Of The Watchtowers. Forges. the range of substances that retain and then deliver other spell effects. or you might simply find what you need by memory. can capture snatches of memories of life in Atlantis or other events of their past history in the Fallen World. p. For details. 40 Prerequisites: Awakened (Banisher or Storyteller’s permission). While many mages may eventually be able to track their ancestry back to survivors of the Fall of Atlantis. p. Though many familiars would slow the mage’s growth in other areas.

(“I’ve seen the signs before in this very house — a plague house!”) Mages can sometimes experience premonitions based on past events at this level of the Merit. Mages with this level of the Merit sometimes receive insights into the ways of old Atlantis.” (“I followed a man into this library and through this hallway once before — long ago. no other Guardian can use this Merit on the secret society the character has attempted to cheat.”) Memory’s Thin Walls (••): The character’s memory or seeming memory extends back as far as 400 years (the 17th century). In the modern day. however. Once play begins. These symbols still have power today. (“The earth shook here once before. Guardians of the Veil Status • Effect: Your character knows how the Guardians of the Veil implanted certain symbols and tokens of authority throughout history.”) or (“I remember the stars were in the same position in the sky when a man darted across my path fleeing something indescribable and unspeakable — much like that!”) Memory’s Open Door (•••): The character can remember something (or something similar) having occurred as far back as the 13th century. Characters with this Merit pay 1 less Experience point to learn rotes from The Ancient Lands Pentalogy grimoire-manuscripts. Both mages and Banishers sometimes experience this level with hallucinatory-like intensity or as a waking nightmare. any mage who underwent an Ancient Lands Awakening who fulfills his Virtue by helping Sleepers using his magic also gains a point of Mana in addition to recovering all his Willpower. Banishers usually find clues for a possible starting point to track down a specific artifact or the key to locating an “old soul” in the modern world. though this is certainly not an instance of time travel. the memories are far more symbolic than literal. and even then I hunted down those who sought to reinfect the purity of the Supernal with the taint of the Fallen World. Ancient Lands Awakening (••••) Book: Grimoire Of Grimoires. which makes it a frustrating affair to attempt to visualize Atlantis as it was. You do gain 3 additional dots of beginning rotes. because all who are Awakened by these books seem to possess the same generosity and desire to help others that characterize both Lenore and the protagonist Soter. Additionally. Its members either now consider the old signs to be unreliable or have abandoned them before your character tried to use them. p. p. a vast number of organizations that do not necessarily even have an ongoing Guardian infl uence still use signs and tokens designed by Guardian Cultors. so the Guardian can use them to claim authority in secret societies that use such symbols. This Merit can be taken only at character creation.”) Stepping Backward (••••): The character’s memory can extend as far back as the beginning of the Common Era (1st century) and the amount of detail remembered may seem to place the character back in time. (“I remember watching fascinated as a child while some of my uncles shoved heavy crates of tea into the waters of the harbor.”) or a more profound “memory. The more recent the memory. There was a locked door and then the restricted books section. each success adds one die to social dice pools used to interact with any secret society that uses Guardian symbols. 58 Prerequisite: Occult •••. 23 Prerequisites: Charity or Hope Virtue. Effect: Your character underwent an Awakening spurred on by one of the grimoiremanuscripts of The Ancient Lands Pentalogy. Storytellers are encouraged to arrange for other manuscripts to coincidentally come into the hands of characters with this Merit every time such characters increase their Gnosis by 1 dot.”) Echoes of Fallen Atlantis (•••••): At the highest level of this Merit. the more vivid its details are to the mage. All your beginning rotes must be chosen from the grimoire-manuscript that triggered that Awakening. and I feel it growing restless again. Generally speaking. Ancient Signs (•••) Book: Guardians Of The Veil. . (“I was known as Eudoricus.was cobblestones instead of asphalt. Finally. Drawback: If the deception is discovered or the Wits + Occult roll fails. the grimoire-manuscripts often find their way to those who have experienced Ancient Lands Awakenings. Make a Wits + Occult roll. the destiny of the books will arrange for them to come into the hands of those who were Awakened by one of them when they gain an additional dot of Gnosis. the character seems to remember aspects of Atlantis itself. This aids the character’s attempts to convince the society that she is a member or pretend to hold higher status than she currently possesses.

) The wielder can also use the Artifact’s Mana to power his own spells. Base Cost: 2 + highest Arcanum dots +1 dot per additional power Artifacts have the following properties: Legendry: Every single Artifact is unique and legendary. use the highest Arcanum dot-rating simulated. It is equal to its wielder’s Gnosis + the highest Arcanum dot rating used to determine the Artifact’s Merit dots. a carpet that flies when the proper words are spoken. If one or more of the Artifact’s powers is persistent. 224. When a trigger is activated. Unbreakable: All Artifacts have a Durability that’s two points higher than normal for their materials and manufacture. but the power cannot be turned on or off with a switch or command word. the Artifact’s spellcasting dice pool is rolled. . p. A persistent power is always active. The drawback of this legendry is that others might lust for the Artifact and seek to take it from the mage. Paradox: Artifact powers can invoke Paradoxes just like the spells they mimic. A user can draw points from the Artifact to fuel its powers rather than spending his own. or cloaks of invisibility. the mage may use the same trigger to use the power again. they might grant the mage audience. although it applies only when the Artifact is of interest to the person its wielder tries to influence. This can act at times like one dot in a sort of Status Merit (see pp. It would be rated at five Merit dots (2+ 3rd-dot Arcanum = 5). plus one dot per additional power. but even these sometimes appear in others’ dreams or prophecies. He does not need to use the Prime Arcanum to acquire them. and they can sometimes be mistaken for imbued items. Function: Persistent or contingent. so the total cost would be six Merit dots. (See the “Channel Mana” spell. but he does need to be in contact (physical or sympathetic) with the Artifact. add one dot to its total cost. Artifacts cannot be created by mages — their manufacture lies beyond the power of anyone in the Fallen World. not the bearer. This mimics the Life 3 “Transform Self” spell. depending on the Artifact’s legendry. gestures and so on. although a mage can spend his own Mana to restore the points more quickly. A trigger is an instant action and can be defined as anything performed within the proximity of the item: verbal commands. It might be a sword that becomes supernaturally sharp when it tastes blood. Sleepers and most other supernatural creatures lack the necessary sympathetic connection to the Supernal World. based on the highest rated power (as described above). or use Prime magic to transfer them from a Hallow or some other source. mirrors that reflect the Shadow Realm version of whatever room they’re in. Awakened use only: Only mages can use Artifacts. though. The effect’s Duration depends on the default Duration of the spell it mimics. These include talismans of protection against spirits. they are restored at a rate of one point per Merit dot per day. even if its origin or use is obscure and largely forgotten in modern times. Once this period expires. or even a gun made of bones that fires enervating Death energy with each pull of the trigger. such as a master with whom an audience is requested. All Artifacts hold up to 10 Mana points + 1 per spell (so an Artifact with three powers holds up to 13 Mana). if others desire to see it. If it has more than one power or simulates a conjunctional spell. 88-89). Example: The Cave Lord’s Talisman is an Artifact in the form of a medallion that allows its wearer to grow bear claws upon activation (a contingent power). An Artifact’s powers mimic those of magical spells. A known Artifact can bring its wielder a degree of renown — either good or bad. An Artifact’s base Merit dot cost is equal to 2 dots plus the dot-rating of the Arcanum power it mimics. This pool is self-replenishing. A contingent power needs to be activated for each use. hiding any portion of the wearer covered. p. p. 187. The power does not have to be cast by the user to take effect. that the fifth dot costs two dots. The user must use or wear the Artifact to benefit from the power. usually transitory (one turn) or prolonged (one hour/scene). Use the descriptions for the spell mimicked to determine any possible cost. Mana: Some powers require Mana. Some rare Artifacts are new enough to be unknown to most mages.Artifact (••• or Higher) Book: Mage: The Awakening Core . he simply needs to hold the Artifact or wear it. Remember. and vulgar effects that are witnessed by Sleepers invoke Disbelief (see p. The Status lies with the Artifact. as if he were drawing on his own Mana reserves (he is still limited by his Gnosis for the amount he can spend per turn). 274). meaning that it has a historical or mythical significance that can be researched. 80 Effect: Your mage has an item that originated in a Supernal Realm or that has been directly touched by Supernal power.

the player loses the Merit and the points he spent to gain it.Acquiring an Artifact once play begins does not cost Merit dots. Astral Adept (•••) Book: Magical Traditions. High Speech Effect: Your character has acquired an indepth understanding of Atlantean hesychia. You must use these dots to purchase at least two different Merits from this list.Encounters With The Abyss. 57 Prerequisite: Magical Tradition (Taoist). Special: It’s possible for members of a close-knit group (typically. Reaching the Anima Mundi. but not limited to. You may stack these Merit dots with the same dots from standard versions of each Merit. stolen or destroyed. would require three exceptional successes in the course of the extended Meditation roll. Those closest to the central bloodline of the family. characters must gain them through roleplaying actions. for example. intruders of any sort. intense stomach cramps and the like. In addition. A character with this Merit still cannot enter Astral Space outside a Demesne or Hallow Blood of the Oath of Ruin (••) Book: Intruders . The Library must occupy the same building as the Scriptorium. For each stage of Astral Space entered. he gains a +1 bonus to all rolls involving Physical Skills made while in the presence of Abyssal phenomena. p. or Sleepwalker plus Taoist Skill package (see “Becoming a Taoist. 131 The integration of the Abyssal substance of the Oath of Ruin into the minds. but such patronage has also resulted in its own curious boons. This Merit allows the character to sense the presence of Abyssal phenomena (including. Each Composure + Wits roll made as part of the extended meditation action to enter Astral Space takes only 15 minutes for your character. While any mage can learn and perform basic meditative rituals. for each dot below 5 the Hallow is rated. you can recover only half of their value as you lose the efficiency of combining resources. a Mysterium caucus) to share this Merit. Athenaeum materials and facilities also require space to be properly organized: at least one dot of Sanctum Size per two dots of Athenaeum (not component Merits). master hesychians can travel to Astral Space with greater ease. whose metaphysical pollution runs thickest. Library and Scriptorium. everything save other “pure-blooded” Harpers) out to a distance of 100 feet or so. Paradox. your character can try to enter Astral Space from Hallows rated less than 5. Members each contribute one or more dots and are considered to have common access to the Athenaeum. Scelesti. This sense typically manifests in some unpleasant way: nosebleeds. Sanctum •+ Effect: You can convert each dot in this Merit to two dots in the following Merits: Laboratory. add four successes to the meditation roll’s target number. but the derived Merits cannot rise higher than five dots (though there may be some ancient or secret exceptions to this rule). 51) Effects: An expert at astral projection can meditate her way past the Astral Threshold without the need for a Demesne.66 Prerequisites: Mysterium Status •. instead of the usual 30 minutes. Athenaeum (• to •••••. bodies and souls of the Harpers has left them twisted and scarred. Hallow or Mana.” p. Atlantean Hesychia (•) Book: Secrets Of The Ruined Temple. occasionally manifest certain preternatural capabilities. p. 111 Prerequisite: Awakened. the mystic’s player must roll an exceptional success. Drawback: The materials that compose each Merit must occupy the same basic location. burning hives. p. Special) Book: The Mysterium. Regardless of the pain or discomfort inherent in the character’s perception. therefore. p. however. If an Artifact is ever lost. . If you move component Merits purchased with Athenaeum dots to different locations.

the character can draw. but must still fulfill the perquisites. Apply a -2 to the character’s casting attempt if she chooses to go through with it. the character gains a +2 to all attempts at divination. Depending on what the card is. Alternately. opening a more potent channel for the energies of improvised spells. Occult Specialty — Tarot. or simply tremble and turn pale. cuts and contusions. must be purchased with bonus Merit dots at character creation Effect: The mage can expose her body to the raw power of the Supernal Realms. it can help her cast the spell or warn her against it. 41 Prerequisites: Awakened (Banisher or Storyteller’s permission). the character suffers a failure or a dramatic failure. she can suffer resistant lethal damage to enhance improvised extended spells. as well as a Physical Flaw or else one of the following Social Flaws: Deformity or Speech Impediment. p. but she needs a way to find a particular card quickly in a crisis situation if this is to help. if the draw indicates something truly disastrous. First. for explanations of the various Flaws) Body-Ravaging Magic (•••) Book: Banishers. ••• Instinctive Draw: The character can now use the Interpretative Draw ability as a reflexive action. the Storyteller and the player must interpret the card in relation to the spell being cast and the situation at hand. including spells that attempt to see the future or uses of the Dream Merit. whether or not the spell was vulgar in aspect. If the character has the High Speech Merit and chooses to spend the next turn chanting. If the mage chooses to cast it. She must suffer these injuries for each dice roll — not once for the entire casting. This has two effects. the character must take a permanent derangement. Drawing and interpreting the card is an instant action. If you choose to use a random draw from a deck. Apply a +2 to the character’s attempt. if she uses a Tarot deck in the attempt. Each dot is a prerequisite for the next dot. The dice pool. A mage can become a cartomancer without training by another mage. In the myriad possibilities of the Tarot lies true magical power and a way to make Awakened magic fit a bit more seamlessly into the Fallen World. Roll Results Dramatic Failure: The spell is the wrong choice for the situation. She can also dedicate individual cards as Arcana tools. If she willingly suffers up to as many points of resistant bashing damage as the lower of her Resolve or Composure. but it might work.” If the card is something extremely favorable. this Merit can’t add dice to rote versions of a spell. • Divinatory Eye: This level of the Merit represents basic familiarity with the Tarot with respect to Awakened magic. cast at the time of the injury. improvised spell. interpret. Exceptional Success: The spell is exactly appropriate for the circumstance. the player rolls a chance dice. Body-Ravaging Magic manifests differently for every Banisher. apply the bonus as described below under “Success. Second. meaning that the character casts the spell on the following turn. Classic stigmata and spiral burns over the chakras have been reported. Alternatively. meaning that she can draw. The player receives a 9-again bonus on the casting roll. A dramatic failure on this roll is treated as a Havoc Paradox.In exchange for this dubious gift. . p. Some suffer spontaneous burns. the Storyteller may deem it an exceptional success. Once again. Wits ••• Effects: A cartomancer is never without a Tarot deck. should you choose to use that system. she can only suffer as much resistant lethal damage (and add as many dice) as the lower of her Resolve and Composure. Success: The spell is a good choice given the situation. Others cough or cry blood. 13 Prerequisites: Awakened. The system for this can either be a dice roll or a literal random draw from a Tarot deck. If the card indicates that the casting is favorable. Cartomancer (• to •••) Book: Keys To The Supernal Tarot. •• Interpretative Draw: Before casting a spell. she can add dice equal to the damage she suffered to the pool of one instant. is Wits + Occult. So your character cannot have the “Interpretive Draw” ability unless she first has the “Divinatory Eye” ability. this bonus stacks with the High Speech bonus for a total of +4. and cast in the same turn. Failure: The spell isn’t the best choice. The Cartomancer Merit is progressive. But by the same token. 218. p. Drawback: Injuries and limitations aside. (See the World of Darkness Rulebook. interpret. the character can dedicate a Tarot deck as a magical tool. the character draws one card from her Tarot deck.

The mage with this Merit. 81 Prerequisite: Awakened Effect: Your character’s thread stands out in the skein of fate. faerie kin. and similar to dream clues. p. Countermagic Stance (• to •••) Book: Mage Chronicler's Guide. 114 When a planetary god gives a Stargazer a new name. but at least hostile henads may give the mage a chance to talk. at least in an ontological sense. or to attempts to persuade or negotiate with the spirits using mundane Skills. and has access to knowledge. but also partakes of the Supernal Realm that is the daimon’s birthplace. Comparable to other Paths’ guardian angel. If she actually knew “Telekinetic Strike” she could even nullify a spell that inflicted five points of damage. to compel them or banish them. she can strip all four points (factors) from the spell. The new name acts as a password to enter that court: the mage still must obey all the court’s rules. Mages of any Path can purchase this Merit.and then chant in High Speech. p. is cloaked in allegory and metaphor. This Merit is effectively one dot higher when it’s either connected to the mage’s Ruling Arcanum or the incoming spell is a rote the mage knows. It may be cut short through tragedy or catastrophe. This is a reflexive action. A Celestial Name is pure privilege. one dot in the applicable Arcanum Effect: A countermagic stance weakens spells that use a particular Arcanum. The Hermetic also gains a +1 bonus to all dice pools for interacting with spirits of that court. the daimon shares an intimate personal link with the bearer of this Merit. Celestial Name (• to •••••••) Book: Legacies: The Ancient. Like any true hero. a mage could parlay a Celestial Name into actual Status in the planetary court. 66 Effect: “Daimon” is the original Greek word from which the modern English “demon” is derived. while the point of Celestial Names is to collect them from all seven planetary courts. she has the ability to weave it into a sound pattern of her choosing. whether magically or socially. however does not need to spend an hour in sleep or trance to receive a clue from his daimon. except that success provides only one clue. power animal or ancestral protector. A mage’s daimon is far older than the mage. This Merit acts similar to the Dream Merit (p. For example. Although the mage does not have to cast the spell if the draw isn’t favorable. p. Each dot reduces one spell factor rank of the mage’s choice from any spell of that Arcanum that targets him. she finds success a little more . it confers a minor. power and successful negotiations with highranking spirits. Given time. p. 177 Prerequisites: Awakened. This clue comes from the daimon. even if the draw is a reflexive action. if an Obrimos knows Forces Countermagic Stance ••• and an enemy casts a “Telekinetic Strike” at her that inflicts four points of bashing damage. Status in multiple spirit courts also tends to cause conflicts of interest. honorary rank in the spirit court of that planet. Destiny (• to •••••) Book: Mage: The Awakening Core. thus gaining the High Speech Merit along with the bonus from this Merit (if any) on the following turn. He merely spends one turn in meditative concentration. The Greeks regarded the daimon as an intermediary between the gods and man. but until then. Purchase this Merit separately for each Arcanum. wisdom and modes of thought or being that are beyond mortal ken. the mage gains the bonus to summon this class of henads. For instance. she can only make one draw per spell. distinct from the free-roaming malevolent spirit of Mesopotamia. and the Storyteller rolls his Wits + Composure in secret. The ThriceGreat does not gain the bonus for outright attacks on the spirit (including use of the third Attainment). with the same results as described for the Dream Merit. so Thrice-Great are cautious about pursuing this route. This would confer greater authority over lower-ranking spirits but also mean obligations toward higher-ranking spirits. and this Merit helps her achieve them. 82 in Mage: The Awakening). She is fated for great triumphs. These benefits stack. Daimon (•••) Book: Tome Of The Watchtowers.

and that Dreamlands are the echoes of the Dreamborn’s own fitful dreams. she also has a fatal flaw — no matter how strong her Pattern might be. trance or an activity exclusively focused on accessing an altered state of consciousness. The character can interpret it any way he wants. For example. it has one weakness others can use to tear it apart. For each chapter in a story. The results are: Dramatic failure: A nightmare. This bane can be summed up in one sentence. This applies only to dice pools for directly dealing with the bane or for resisting its attacks. you can add it to any one dice pool. Some Dreamspeakers say that the Dreamborn came to rest in such places. You can use them all on one dice roll. a character with 2 dots of Destiny has four dice in his destiny pool.easily than mere mortals. There is one type of person or situation that can bring her down. or to spellcasting rolls. Success: One or more clues (one per Dream dot). Behind the lie of the so-called real world. Activating this ability requires at least one hour spent in sleep. if the character’s bane mentions wolves. This might be through the collective unconscious. Dreamland (• to •••••) Book: Legacies: The Ancient. “Wolves will devour your soul. but it should never mention a specific time or place. Failure: Meaningless images. the character’s dice pools are penalized by one die per Destiny dot he possesses. ancient truths that can be seen and comprehended only in dreams. Dream (• to •••••) Book: Mage: The Awakening Core. Whenever the bane comes into play. The Storyteller must either declare or approve this bane during the course of the game. dreams reveal the world as it really is… from a certain point of view. generally describing what her downfall will be. Physical or Social rolls. your character can use his Dream ability to gain a supernatural insight concerning a question or topic. The bonus can apply to Mental.” depending on how the Storyteller interprets the bane). anytime he encounters a “wolf” (whether that’s an actual werewolf or a “wolf in sheep’s clothing. but it probably leads to more trouble than solutions. Once per game session. he might apply six dice to a single Intimidation roll. Each one . finding answers to questions he couldn’t normally get by mundane means. although they must be interpreted. Dreams rarely answer questions directly. The answer has the potential to resolve the problem. while another may be warned. It’s a tool for the Storyteller to help drive events of the story. The information conveyed is hidden behind allegory. spells or even Social rolls to intimidate or persuade the character. poetic reverie or even an imagined journey to a fictional dreamscape. Dreamspeaker Legacy Effect: The mage may freely visit one or more locations in the Dreamtime. p. For instance. typically relying on symbolism and imagery to convey information. dice pools are penalized. or split them up between different dice rolls. 21 Prerequisite: Awakened. p. The Storyteller then rolls the character’s Wits + Composure in secret. 82 Effect: Your character has a connection to primordial forces in the world. they’re gone until the next chapter or game session. In true heroic fashion. a player whose character has Destiny 3 (giving him six dice) might choose to add two dice to a Brawl roll and then four to an Occult roll. Through effort of will. you have a pool of “destiny dice” equal to twice the number of dots your character has in this Merit. A mage seeking a specific person’s location wouldn’t see his address. symbols and archetypes. universal mind. or that they merely arose after millennia of rites and initiations in the sacred place. but landmarks nearby could lead the way: a river. For instance. Dreamspeakers can know multiple Dreamlands. he can even channel this insight into action. These Astral locations arise from the psychic resonance associated with a place. Exceptional success: One or more clues (one per Dream dot). a tower or even the face of a man walking by at dusk. once you use them. The next game session. Either way. Each time you use one of these destiny dice. Drawback: Your character’s blessing has a price: her bane. and a suggestion about their interpretation provided by the Storyteller. He gains insight into secrets through reverie and visions.” The reference may be literal or figurative. For example. Others say that ancestors won these places from the Dreamborn at the dawn of time. You can even use these dice on a Skill for which your character has no training (although she still suffers the penalties for untrained Skill use). a hero may have been told to “Beware the Queen of Hearts” (perhaps a reference to the woman who will seduce and destroy him).

Enhanced items have the following features: Function: Persistent only. the enhanced item causes Disbelief when Sleepers witness its use. the player loses the Merit and the points he spent to gain it.represents one Merit dot. stolen or destroyed. This Merit is intended to represent a character who has been using magic for a decent length of time without much in the way of formal magical education. the character gains a +1 die bonus to improvised spellcasting.e. although they might invoke Disbelief in Sleepers if their properties are clearly impossible.” below. such as to make steel transparent or flexible. p. See “Imbued Item. .. No Paradox: Enhanced items’ properties do not invoke Paradoxes. or to give it some special property. but Zeno carries a special katana. Each Dreamland’s physical location also has one essential feature that. for example). either for increased Durability. Size or an equipment bonus. The cost depends on the enhanced item’s properties. Enhanced Item (• to •••••) Book: Mage: The Awakening Core. 194-204). p. Each Dreamland contains one dot of the Library background (see Mage: The Awakening. Structure. Drawbacks: Dreamlands are at least 20 miles apart from one another. Banishers who prefer to burn books rather than read them are also likely candidates for this Merit. This usually doesn’t represent Astral books and scrolls. This could be the result of an absence of formal magical training or representative of a mage who prefers to shape spells on the fly. Only improvised spells gain the benefit of bonus dice. Extemporaneous Affinity (•. This lore can often reveal histories — both mundane and supernatural — of the region that are otherwise unrecorded in any book or living memory. pp. see “Imbued Item. cuts off access to the Dreamland until the problem is repaired. It costs him 3 Merit dots. Simply add the cost of all enhancements and imbuements together to determine the item’s total Merit cost. Example: A katana normally has a +3 equipment bonus. Acquiring an enhanced item once play begins does not cost Merit dots. and at five dots.•••• or •••••) Book: Banishers. if destroyed or changed (by construction or landscaping. If the item is ever lost. 85–86). 82 Effects: Your mage has an object whose properties have been supernaturally altered. It sports a +2 enchanted equipment bonus (for a total bonus of +5 dice) and a +2 Durability (for a total of Durability 6). Any special properties that would require the use of other Arcana (such as Forces to make a sword that glows) must be achieved by imbuing the item instead. The user simply needs to hold the item or wear it. the character gains a +3 dice bonus. A persistent power is always active (i. of indefinite Duration). Enhanced items are made with the Matter Arcanum (see pp. A character does not require this Merit to reach a Dreamland. Property Increased Durability Increased Structure Increased Size Increased equipment bonus Special property Merit Dot Cost 1 dot per +2 Durability 1 dot per +2 Structure 1 dot per +2 Size 1 dot per +1 dice modifier* 1 dot per Arcanum dot needed to achieve the property * If the enhanced equipment bonus is more than double the item’s normal equipment bonus. but he cannot access its wisdom without first purchasing this Merit. but visions of wise ancestors and Dreamborn who are willing to share their knowledge. At one dot in the Merit. the character gains a +2 dice bonus. An item can be both enhanced and imbued. at three dots.” below. characters must gain such items through roleplaying actions. 41 Prerequisite: Awakened Effect: The mage has developed the ability to cast improvised spells of greater potency than is usual.

chosen by the Storyteller Most mages with a fetch have a respectable command of Spirit Arcanum. one that is either in Twilight (that is.” pp. An embodied familiar is bought for four dots. see “The Spiritual Hierarchy.Familiar (••• or ••••) Book: Mage: The Awakening Core.” p. 210 in the World of Darkness Rulebook). 82 Prerequisite: Awakened Effect: Your character has a magical bond with a spirit that aids him. it is a spirit originating in the Shadow Realm. a familiar is considered to be a rank 1 spirit (a “squire”. or travel there themselves if their Numina allow it. Twilight familiars exist on the material side of the Gauntlet. Finesse and Resistance) Willpower: Equal to Power + Resistance Essence: 10 (10 max) Initiative: Equal to Finesse + Resistance Defense: Equal to highest of Power and Finesse Speed: Equal to Power + Finesse + “species factor” (same as its earthly counterpart) Size: 5 or less (same as its earthly counterpart) Corpus: Equal to Resistance + Size Influence: 2 dots (choose one) Numina: Choose one Ban: The fetch has one Ban. but their ephemeral bodies are otherwise invisible and intangible to the physical world. although they can accompany their masters across into the Shadow. 317). 317. Familiar Traits Whether immaterial or embodied. A Twilight familiar is bought for three dots.” Twilight familiars can temporarily manifest like ghosts (see “Manifestations. It takes the form of an earthly creature.” p.322. See “Spirits. It is possible to have a fetch without knowledge of Spirit magic — or even knowing what the fetch really is — but such a relationship may torment the mage more than it helps him. When a fetch manifests. bats are actually references to embodied familiars. for rules concerning spirit traits. immaterial and invisible) or embodied. also known as a “fetch. Many of the legendary stories of sorcerers with cunning animals companions — cats. rats. Embodied familiars inhabit a physical body in the material world. whom it can touch at will (its mage can also see and speak with the familiar even when he is not using a spell that allows him to see Twilight). use the following modifiers: Location Wilderness Demesne Hallow Place associated with the spirit’s Influence Ley line nexus Handmade structure (wooden bridge. p. shed) Parking lot Modern commercial building Modern industrial building Modern laboratory Embodied Familiar Traits Attributes: 5/4/3 Modifier +3 +3 +2 +2 +1 +1 -1 -1 -2 -3 . A Twilight familiar must manifest or use Numina to affect anything in the physical world — except for its bonded mage. since its spells are useful for influencing the familiar. Twilight familiars have no bodies: they are spirits existing in an ephemeral state of existence called Twilight. The Storyteller designs the spirit’s traits. Each familiar begins play with at least one dot in each Attribute. Twilight Familiar Traits Attributes: 3/3/2 (allocate dots in any order among Power. with extra dots as listed below.

Like other spirits. you must purchase each maneuver in order. including spending one Essence per day. p. Arcanum • (see below). She can improve or degrade the shield against different attacks or opponents on each turn. to each style. in order to benefit from this maneuver. Drawback: The character must make physical contact with a hand or held weapon. a character with Adamantine Hand: Forces ••• and Adamantine Hand: Life • can progress to Adamantine Hand: Forces •••• or Adamantine Hand: Life •• — not •••. Thunder (•): Your character can sense the weak points in Shielding Practice spells without even using magic. it can gain Essence by being in proximity to something that it reflects.) All familiars have a Sensory sympathetic connection to their bonded mage. but it is not transferred back into the Shadow Realm as long as the mage-familiar bond still exists. (Magical effects that damage or manipulate the familiar through an emotional attack don’t damage or manipulate the master. Fighting Style: Adamantine Hand (• to •••••) Book: Adamantine Arrow. but suffers a one-point reduction in shield strength against all other attacks in that turn. above and beyond rote mudras. or its mage can spend Mana points to give it Essence. cryptic name for each technique. This rule applies. . You must purchase this Fighting Style separately for each Arcanum (so there is the Death Hand. Diamond (••): Your character can alter her Shielding spells if they belong to the Fighting Style’s Arcanum. Your character must have one more dot in the associated Arcanum than the dots of the maneuver you wish him to learn. with no sympathetic penalty. reduce the spell’s effect by one point against the character’s spells. unless it does something to draw attention to itself. although it might be a rather strange body. meaning that a mage’s scrying spells can use the familiar’s senses in place of a scrying window. It must follow all the other rules concerning Essence. however. Embodied familiars live in the material world in a physical body. it falls into slumber (see “Essence. and she knows how to physically slip through them. Her psychic senses intuitively seek out flaws in these defenses. Just as other Fighting styles. a mage’s player must spend some of his character’s experience points on the familiar.” p. A familiar’s bonded mage is considered to be its anchor to the material world. Anyone but its bonded mage suffers a –2 penalty on perception rolls to notice the familiar. and choose one more Ban: The fetch has one Ban. Even more useful. chosen by the Storyteller. For example. Awakened. All embodied familiars have the Innocuous Numen (see pp. He can also spend his own Mana points to give his familiar Essence. The names below are often used in old texts. no matter how distant the familiar is from the mage. 319). the black cat or cunning rat of sorcerous legend. She dodges away from weak points in her shield and concentrates its strength in a reduced area. 321-322). but every school has a unique. If an opponent employs a Shielding spell using the Fighting Style’s Arcanum. the mage can spend his familiar’s Essence points as Mana points. 53 Prerequisites: Five dots of Fighting Style Merits (at least one of which must have ••• ranks). each can automatically feel the emotions of the other. She can increase the strength of her shield by one point against one oncoming attack per turn. Adamantine Arrow Status •• Effect: Your character has learned to manipulate magical energies with physical techniques. This makes familiars superlative spies. Improvement: To improve a familiar. the Hand of Space and so on). They are often clever and loyal animals. although there is no limit to how far a familiar can travel from its mage. however. If it is reduced to zero Essence. It is very good at not being noticed by others. even when casting a spell. The master and familiar have an empathic connection. separately. It does not lose Essence for every hour it spends in the physical world or Twilight. Brawl strikes or Weaponry attacks.Skills: 9/6/3 Willpower: Equal to Resolve + Composure Essence: 10 (10 max) Initiative: Equal to Dexterity + Composure Defense: Equal to lowest of Dexterity and Wits Speed: Strength + Dexterity + “species factor” (based on its animal type) Size: 5 or less (based on its animal type) Health: Equal to Stamina + Size Influence: 2 dots (choose one) Numina: Innocuous (see below).

154 Prerequisite: Thyrsus Path Effect: There’s something bestial and untamed about the mage. . What this means is that the character can make an extended-action Intelligence + Occult roll to figure out what steps need to be taken in the area to affect its ley energies.). it will have the opposite effect than that desired (ley flow will weaken rather than get stronger. 99 Prerequisite: Occult Skill Specialty in Geomancy Effect: The character has a sense for the ley line energies in the local landscape. interior design. Drawback: This maneuver costs one point of Willpower per turn. the character’s player adds three extra dice to the dice pool being rolled. Feral Mien (•••) Book: Tome Of The Watchtowers. She can also choose to make the damage resistant to magical and Mana-based healing to give the spellcasting roll the 9-again quality. without tempting of the Abyss. Whatever the specifics. a line will be repelled rather than attracted. dowsing rods (+1) and even satellite imagery (+2). Your character may not combine this maneuver with other abilities that grant multiple actions. and can apply certain principles to its particular conditions to alter the ley lines’ shape and/or flow through construction. or in certain mannerisms she possesses. p. She can choose to suffer as many points of aggravated damage as her Resolve. In combat. Geomancer (•) Book: Sanctum And Sigil. Each point of damage coverts into a bonus die on her spellcasting for that turn. Her voice may have a lot of growl or purr in it. Success: The character has a blueprint for how to alter the shape and/or flow of ley lines in the area. If his project is implemented. Blood (••••): Your character can sacrifice her own life force to enhance a spell from the Fighting Style’s Arcanum. Possible tool modifiers include classic geomancy manuals (+1 or +2. Drawback: Using this maneuver costs one point of Willpower per scene. p. architecture. Abyss (•••••): Your character hones the bond between her soul and body to such an extent that she can channel Supernal energies physically. Dramatic Failure: The character completely misunderstands the meaning and portent of certain features of the area. Drawback: This maneuver costs one point of Willpower per use. whether by scent or some other awareness. a city block might require 20 or more successes. but only if she’s adjacent to the individual or group she’s protecting. A single room might require only five successes. Friend of Beasts (• or ••) Book: Tome Of The Watchtowers. When rolling Animal Ken. She has a pronounced animalist tendency in the way she moves. and they accept him as one of their own. Many mages with this Merit also have the Friend of Beasts Merit . etc. A mage taking the single dot version of this Merit is unable to hide his bestial nature around others and loses two dice from all Socialize rolls. depending on quality). as though she’s been living with a pack of wolves or swimming with sharks. p. Star (•••): Your character may cast a spell from the Fighting Style’s Arcanum and perform a physical action in the same turn. She does not suffer Paradoxes when she casts spells using the Fighting Style’s Arcanum if she channels them through physical contact. she must successfully initiate a grapple to use this maneuver on a moving target. The spellcasting roll suffers a –1 die penalty. 154 Prerequisite: Thyrsus Path The mage has less of the human world about him and sees the world more as an animal thanks to the mage’s journey to the Primal Wild. or the way she moves might be lithe like a cat or subtly predatory on an unconscious level. landscaping and pretty much any activity that goes on in the place. The time per roll is one day. the player gains three additional dice on all Intimidation and Seduction rolls. Failure: The character fails to grasp how any activity might alter the area’s ley line landscape. while the entire house might need 10 successes. She can apply this benefit to advanced spells that protect others. Animals sense this. The target number depends on the size of the area. during which the character studies the area and contemplates how geomantic principles might apply.If your character learns the third rank of the Fighting Style’s Arcanum. she can change the adjustment to +2/–2 if she wishes.

On the other hand. this means getting permits for construction. such as uncovering possible nodes or revealing the logic behind the initial network of ley lines. it mainly involves the Storyteller feeding the geomancer clues that might lead him to the proper spot. during which the character studies the area and contemplates how geomantic principles might apply. it’s impossible to learn another by any method short of relearning the rote entirely. Exceptional Success: The character’s knowledge is so precise that other effects are possible. The Storyteller must decide whether or not a Hallow is really possible at such a place or if it’s just a dead end — or a trap that the geomancer’s rivals. following the same clues. In other words. The mage can substitute the gesture inherent to a given rote for any of those selected. He can study a region to extrapolate the potential location of Hallows. In addition. Gesture Lore (• to •••••) Book: Tome Of The Mysteries. 51 Prerequisite: Occult Skill Specialty in Geomancy Effect: The character has a sense for the ley line energies in the local landscape. mudra. This is a useful skill because each type of gesture has its own inherent limitations. Not every mage can afford this kind of endeavor. cutting in half the amount of work required. the geomancer can attempt to find undiscovered or dormant Hallows based on where he thinks they might occur. altering a line requires construction that involves raising or lowering the ground level. darshana. Dramatic Failure: The character completely misunderstands the meaning and portent of certain features of the area. Choose one type of gesture (from asana. Occult 3 Effect: Mages are usually forced to use the gestures that are “coded” into a particular rote. Altering the flow requires more subtle affects involving placement of objects in the area and even the look and feel (color and imagery) of buildings and objects. some mages might be adept at translating one set of gestures into another. a mage can substitute one other gesture type for that mandated by a rote that she learns. for example. and how far back the character wants to trace the geomantic changes. Dexterity 3. etc. These mages can see how an asana might replace the mudras or nata they originally learned. p. Failure: The character fails to grasp how the area’s ley landscape has altered. Most of them try to manipulate private builders or City Hall into doing it for them. dowsing rods (+1) and even satellite imagery (+2). exploring unstable caves. The target number depends on the size of the area. Possible tool modifiers include classic geomancy manuals (+1 or +2. Geomancer (•) Book: Secrets Of The Ruined Temple. For example. the mage can pass on the rotes she knows using one of the alternate gesture forms she has studied instead of the form she learned it in. Other uses of geomancy can be found in Sanctum And Sigil. depending on quality). the investigators find themselves in some dire predicament (clinging to cliffs. nata and pranayama) for each dot purchased. The character can make an extended action Intelligence + Occult roll to figure out what has affected the ley energies. There are no set rules for this. and the local net of ley lines may have undergone dozens or even hundreds of changes. The time per roll is one day. or placing and/or removing structures. In such cases. Use the following Merit to simulate this ability. Success: The character has a timeline for how the shape and/or fl ow of ley lines in the area have changed. and can apply certain principles to determine how the ley lines’ path. if she had two dots in this Merit). If exploration proceeds along these lines. intensity and resonance are affected by construction.Exceptional Success: The character’s blueprint is so efficient it can save the project time and money.). and then investigate the locations he pinpoints to see if he was right. Once willworkers learn one version. have set to spring upon him. trespassing upon military bases. hiring architects and workers and buying materials. Mages using mudras must devote at least one hand to them instead of carrying an object. p. Atlantean-era sites lie in the distant past. For each dot in this Merit. . 94 Prerequisites: Awakened. interior design. landscaping and pretty much any activity that has occurred in the place. architecture. Generally. a mage who knows a version of “Numinous Shield” that requires mudras could cast a version that uses asanas (or pranayama as well. given particular conditions in an area. In addition to planning mundane projects for the alteration of ley lines. 20 or more successes might be required to map the effects of time — even considering that powerful mystic sites tend to bend the local energies and attract ley lines through all the changes.

In addition. Ghost Familiar (•••) Book: Summoners. (Note. though they can attempt to manifest (The World of Darkness. Occult 3 Effect: For each dot in this Merit. Likewise. successful casting of the Goetic Manifestation spell Effect: Your character has a bond with a spirit drawn. p. and benefits from them. Glyph Lore (• to ••••) Book: Tome Of The Mysteries. Drawback: This is only effective for rotes the mage knows. Furthermore. rather than one spirit Numen. 210–2). the ghost remains within the material realm. no matter how many types of High Speech she knows. like an ordinary . The act of bonding with a ghost in this way frees the restless shade from reliance upon its anchors: it may still travel to them. and only for personal castings of these rotes. however. the ghost familiar constitutes a Sensory sympathetic tie for its bound mage. rather than those for normal fetches. ghost familiars may not be embodied. a mage automatically comprehends one type of High Speech glyph from any culture. however. p. Ghostly familiars exist on the material side of the Gauntlet. the bound shade may speak with the willworker and hear her words. in part. • As above. though the ghost familiar can only gain Essence from its bonded willworker or through proximity to a place resonant with death. the ghost no longer needs its Morality trait to function normally. a mage can only pass on one of them while teaching a given rote. Even if all of its anchors are destroyed. pp. • A ghost familiar has two ghost Numina (The World of Darkness. but can travel with their masters into Shadow. rather than descending to the Underworld. the mage to whom it is bound. 97 Prerequisites: High Speech Merit. a ghost familiar may touch. and any derangements associated with degeneration.Drawback: This is only effective for rotes the mage knows. from within the part of himself driven by wickedness and iniquity. ghost familiars attempting to manifest do so according to the rules that govern ghosts. Illuminated. 39 Prerequisite: Awakened Effect: The willworker has a magical bond with a ghost within the immaterial state of Twilight. and the familiar bond bestows a modicum of self-awareness upon even the dimmest residual shade. as normal. and be touched by. enough to interact on the same level as a more conventional familiar. No matter the selected form’s cultural origin. p. a mage can only pass on one of them while recording a given rote. Goetic Familiar (•••• or •••••) Book: Grimoire Of Grimoires. Awakened. as normal. Intelligence 3. as normal (The World of Darkness. are lost when the familiar bond takes hold. Even while insubstantial. Unlike a normal familiar. Furthermore. if they possess the appropriate Numina. Palimpsest and Vulgar. 96 Prerequisite: Awakened. the ghost may now range as far from its master as a normal familiar might. specifically. p. that the ghost familiar’s Morality score. The categories are: Classical (normally only selected by mages who do not hail from Western Diamond orders). Ghost familiars are built as fetches. no matter how many gesture sets she knows. the mage’s player doesn’t need to roll dice to comprehend it. 209–10). The empathic connection conveyed by a normal familiar bond exists between a mage and her ghost familiar. from within his own consciousness.) • A ghost familiar has no Influence or Ban. but it no longer needs them. Further. the mage can use runes to extend duration and inscribe the rotes she knows using any form she has selected for this Merit instead of the form she learned it in. Likewise. This familiar. Such ghosts regain a bit of personality (through proximity to the Supernally-fortified souls of the mage to whom they are bound). or go there themselves. without the need for any other magics. A ghost familiar spends and receives Essence in the same manner as a fetch. with the following exceptions: • A ghost familiar retains its Virtue and Vice. pp. and only for personal castings of these rotes. 210). and the willworker can spend the shade’s Essence as points of Mana.

making it an embodied goetic familiar). Guardian Ghost (•• to •••••) Book: Sanctum And Sigil. as well). While subject to the limitations of its form (a scaled and tusked mastiff. cannot use a pen to write. Wise goeticists are advised to keep these entities well out of the sight of Sleepers (and. etc. Small deviations tend to be archetypically “demonic” in nature: red (or otherwise abnormally-colored) eyes. Note that. Because some part of the character’s baser nature is drawn out of him and incarnated in an external form. goetic familiars may be improved with Experience points (subject to the normal limitations and trait caps of rank 1 spirits. a threat to the Veil. as a creation of Vice. Drawback: If the mage uses this Merit’s benefit. an embodied goetic familiar may take on a wholly human shape or one only subtly different from human. 72 Prerequisites: Acanthus Path. which is never to pass up any opportunity to guide the mage (and anyone else it can) toward indulging in the willworker’s particular Vice. for instance). unless otherwise noted): Trait Attribute Skill Skill specialty Numen Experience Point Cost New dots x8 (fetch) or x5 (embodied familiar. if they don’t wish to be branded as Scelesti. may exist in either Twilight (for 4 Merit dots.” “Forge Doom” and “Great Curse” spells. and the caster may build her demon in any way she likes (Attributes. the demonic familiar is created using the base familiar creation rules given on p. the mage benefits from a +2 modifier to all rolls to shrug off mundane or supernatural manipulation through appeals to his Vice. The same as normal familiars. Add +2 dice to their spellcasting pools when they cast the “The Evil Eye. etc. Storytellers should invent others to reflect the unique experience of studying at a particular academy. Numina. such as Health or Speed. she takes a bit of the target’s doom onto herself. The mage can voluntarily forego this benefit and avoid its associated drawback. even if the spell was covert and appeared plausible. Graduate of Otranto (•••) Book: The Mysterium. capped at 5) 3 (embodied familiars only) 25 (up to 4 Numina for fetches or 5 for embodied familiars) Note that changes to a spirit’s Attributes may alter other characteristics. too-sharp canine teeth. unlike other familiars of its type. which is automatically set to correspond to the character’s Vice.). regardless of type.” “Monkey’s Paw. and its Ban. even an embodied goetic familiar may take on a genuinely demonic appearance. Special: This Merit is an example of the type of Merits available to students of academy Athenaea. probably out of the sight of other willworkers. Similarly. a hellhound. save for the entity’s Influence.familiar. The mage gains an extra Paradox die. A familiar marked with these characteristics is (at any time other than Halloween or a costume party. 85 . then the +2 bonus to contesting the effect instead becomes a -2 penalty to the aggressor’s dice pool to use said power against the character. reddish or slightly metallic skin tone. 83 of Mage: The Awakening. A mage who already has a familiar (Twilight or embodied) may still acquire a goetic familiar of either sort. p. p. below. such as that of a twisted little imp. making it a goetic fetch) or in the physical plane (for 5 Merit dots. No self-proclaimed scholar of the Key knows why this is. Goetic familiars may not have their Influences increased. If a power used to attack the character through his Vice is resisted rather than contested. At the Storyteller’s discretion. unless disguised through other means. Except as noted below. nubs of horns upon the brow. this applies to other curses as long as they use the Fate Arcanum. and adjust those traits accordingly. but may only ever have one goetic familiar. Skills. anyway). though certainly intimidating. but speculation is that the small quantity of human spiritual essence within the familiar grants it the ability to incarnate in a human shape. Mysterium Status •. the faint smell of brimstone or burning incense. capped at 5) New dots x3 (embodied familiars only. or another such clearly unnatural shape (to a maximum Size of 5). a goetic familiar in the shape of a human or a demon does not enjoy any especial benefits on account of its shape beyond those normally possessed by an embodied familiar. naturally. lest the Guardians of the Veil come calling. graduate of the Scuola di Otranto Effect: Graduates of Otranto understand doom.

” p. A Twilight ghost has been anchored to an object or room within the material sanctum and commanded to guard the entire sanctum against intruders. the ghost will treat all others as hostile unless commanded by its master to exempt a person from its ire.Prerequisite: Sanctum Effect: A wise mage fears what he doesn’t see as much as what he does see. anyone who has contributed Merit dots toward the sanctum’s Size or Security). 86 Prerequisite: Sanctum Effect: A Twilight spirit has been fettered to an object or room within the material sanctum and commanded to guard the entire sanctum against intruders. While an empty corridor in a sanctum may look like an easy opportunity for a quick raid. Drawback: Ghosts can be controlled by other mages using the Death Arcanum. the spirit will treat all others as hostile unless commanded by its master to exempt a person from its ire. 116 of the World of Darkness Rulebook).) The guardians can be sentries. Guardian Spirit (•• to •••••) Book: Sanctum And Sigil. (See “Exorcisms.e. The masters do not need to be able to converse with the spirit (it can understand their commands). 214. The dot rating of this Merit represents the power of the spirit. Dots •• ••• •••• Rank 1 2 3 Dots Attribute 5 10 15 Max Essence 10 15 20 Numina 1 2 3 . all dots in this Merit are lost.) If that happens. Dots •• ••• •••• ••••• Attribute Dots 5 10 15 30 Max Essence 10 15 20 25 Numina 1 2 3 4 The player or Storyteller creates the ghost.. hiding in Twilight. p. Finesse and Resistance traits. it’s entirely possible that spiritual forces are guarding it. Guardian Retainer (• to •••••) Book: Sanctum And Sigil. giving the guardians a chance to simply break and run if the action gets too heavy. anyone who has contributed Merit dots toward the purchase of this Merit). They can also be driven out by an exorcism. black suits or watch men — whatever role is needed to defend the sanctum. soldiers. in the World of Darkness Rulebook. not perform errands like other Retainers. (One dot might provide a good lookout but does not represent a worthy fighter. you can fit two guardians per room. anyone who has contributed Merit dots toward the purchase of this Merit). distributing its Attribute dots among its Power. in that it gives the mage a Sleepwalker servant. undercover agents. (They can command it to do so. The masters do not need to be able to converse with the ghost (it can understand their commands). unless the ghost uses a Numen like Ghost Sign or manifests. and choosing its Numina. unless it uses a Numen to materialize. The spirit will only heed the commands of its masters (i. which even a Sleeper can perform. 85 Prerequisite: Sanctum Effect: This Merit is exactly like the Sleepwalker Retainer Merit (see p.e. p.e. Any more than that and morale might be less than desired. They take their orders from anyone who is a legitimate owner of the sanctum (i. this is the price for their willingness to die defending the sanctum. The ghost will only heed the commands of its masters (i. Generally. but this one is trained mainly for combat.. but they can’t see it or hear it without using the Spirit 1 “Spirit Tongue” spell. Drawbacks: Guardian Retainers will only defend the sanctum. Usually a minimum of two dots is needed to make a guardian of any value.) The dot rating of this Merit represents the power of the ghost. A sanctum’s Size describes how many bodies can be comfortably sequestered inside the sanctum.. but they can’t see it or hear it without using the Death 1 “Speak with the Dead” spell.

The spirit’s masters must provide the spirit with one Essence point per day (using Prime to convert Mana. p. especially where the stars are visible at night. Cabals that do this usually work out a schedule by which each member can access the Hallow’s Mana. Guise of Death (•••••) Book: Summoners. with each contributing to its power. all dots in this Merit are lost. A soul stone withers and decays each time it is used to negate the cost of human sacrifice. A Hallow’s Mana shares the place’s quality of resonance. A mage can transfer the power from his Hallow to replenish his own Mana points by performing an oblation (see p. distributing its Attribute dots among its Power. such as when casting an improvisational spell that inflicts aggravated damage. Resonance quality in opposition to a spell’s effects — calm resonance for an attack spell. Nonetheless. They work to maintain proper resonance quality. If this Mana is not harvested. hills or at the tops of skyscrapers. 83 Prerequisite: Sanctum Effect: A Hallow is a nexus of magical energy. or it’s imbued into stones or other objects. Resistance and Influence traits. Mana seems to flow readily there. Hallows tend to be situated in high places. including soaking the soul stone. 184 Prerequisites: Gnosis 5. See “Tass. Special: Characters who share a sanctum can also share Hallow dots. most mages find the idea of human sacrifice repellant and work to discover alternatives. Essentially. and choosing its Numina. violent resonance for a healing spell — might levy anywhere from –1 to –2 penalties on spellcasting rolls. The blood is drizzled all around the ritual area. Your character has one within his sanctum’s premises. It can still be commanded. A Hallow generates a number of points of Mana equal to its dots each day. mages do not let their Hallows become polluted with foreign or impure auras. have found that by coating a soul stone with a liberal quantity of their own blood can generate the same sort of power that results from sacrificing a human. but it will seek to be freed from its bondage. The magical power generated by sacrificing a human. p. but it costs only one within the Hallow’s vicinity. The player or Storyteller also chooses its Ban. sunrise and midnight are the most common. they occur most often on mountaintops. acts like a beacon to a summoner’s call. Such locations are vital to mages. dark glens and hollows covered by a canopy of trees or steep peaks can still host such energy. For this reason. mages need not spend that one point even when it’s required. the spirit will slowly lose Essence each day until falling into slumber and forced across the Gauntlet. giving birth to the legend of mages in their towers. If the spirit cannot harvest properly aspected Essence at the sanctum. Finesse. Drawback: Spirits can be controlled by other mages using the Spirit Arcanum. 78-79. This suffuse power cannot be siphoned into something else using Prime magic or into the mage’s personal store of Mana. Use of another mage’s soul stone to replace ritual human sacrifice is an act of hubris for mages of Wisdom four or higher (roll three dice). such as for improvisational spellcasting. this requires the character to inflict five points of lethal damage on himself to produce the quantity of blood required to negate the cost of human sacrifice. but must spend any points in excess that are still required. Special) Book: Mage: The Awakening Core. cultivating it into tass that can be stored and used later. Additionally. If that happens. or taking it from another source) or else the spirit will become surly. Hallow (• to •••••. combined with the ritual itself.••••• 4 30 25 4 The player or Storyteller creates the spirit. Each use decreases the Structure of the soul stone by one and the damage caused may not be repaired in any manner (magical or mundane). it congeals into tass. Each Hallow is tied to a particular time of day when this replenishment can take place — sundown. . a Hallow’s close vicinity (five yards per dot rating) is always suffused with power.” pp. This power obviates the need to spend one point of Mana for any mage within the vicinity. Mages that are strong of Art and willing to mutilate themselves rather than commit murder. Some mages forbid others from harvesting free Mana. In practice. Thankfully. Stamina 4 Effect: An unfortunate number of summoning rituals call for human sacrifice. The sanctum’s security determines how well it is guarded from access by uninvited mages. This example would normally cost two points. although that isn’t always the case. 77) or using a Prime 3 spell. usually in the form of spring water or growing plants. a place that generates Mana each day.

84 Prerequisite: Awakened Effect: Your character knows the rudiments of the Atlantean High Speech. 153 Prerequisite: Thyrsus Path One of the perils of taking on another shape is the risk of becoming so lost in the new shape that the mage forgets her true identity. This Merit grants the mage an unerring knowledge of who she is that goes right down to the core of her being. Sleepers’ minds cannot process it. Drawback: This Merit works only in one direction. See the description of the Sanctum Merit for details on how to allocate dots. living or not. You must wait and rest for at least 2 hours before trying again. perhaps free of some dangers that would otherwise be expected. but even then it might sound like a tape played too slow with the bass turned way up. While this Merit confers pinpoint accuracy. p. High Speech (•) Book: Mage: The Awakening Core. 125 Prerequisite: Echo Walker. Shared Hallows should be marked with an asterisk (*) on your character sheet. but you know a reliable path home. he learns this Merit at no cost. p. across the universe or across the Gauntlet. Having come home using this Merit. Image of Perfection (•••) Book: Legacies: The Ancient. Failure: Something blocks the attempt. whether the magic that made her assume the new shape is her own or a spell cast on her by another. Only when it is dealt with (fought. or even silence (the speaker’s mouth moves but no sound comes out). he must purchase this Merit using his initial Merit dots or with experience points (assuming there is someone who can teach it to him). her daimon and her constant guide. Homeward Bound (•••) Book: Grimoire Of Grimoires. The dangers along the road are not removed. Dramatic Failure: The path you sense is misleading. but the mage always knows who she is and how to get back to her native form. If they suffer a falling out.ensuring that none takes too much.” p. 119). If he is not a member of an order. Identity Anchor (••) Book: Tome Of The Watchtowers. overcome or avoided) may you attempt again to locate the way home. or with an opportunity for an interesting gain along the way. 117). taking you directly into the way of some hazard. Once per session the character may use this Merit. Those who are banned lose whatever dots they contributed.” p. p. Exceptional Success: The path you sense is particularly choice. The number of successes in a Wits + Survival roll determines the general safety of the path home. whether the character is across town. it does not guarantee safety from dangers encountered along the way. an image of her own soul merged with the glory and might of the Ones Before. and your sense of direction won’t help you avoid them. that is immediately threatening. He can utilize it in spellcasting for a burst of power (see “Words of Power. They might hear an Atlantean phrase as a series of nonsense words. High Speech can be spoken and comprehended only by the Awakened. Particularly willful Sleepers might catch bits of it. Success: You know which direction to go. The flesh may take this form and that form. Death 2 Effect: The Echo Walker has developed a goal for herself. This image is her muse. though it may not always be necessary to do so. one or more might be banned from access to the Hallow. p. If your mage begins play as a member of an order. beckoning her on through any moments of doubt or uncertainty. your character may not use this ability to backtrack and return whence he came. as well as to extend a spell’s Duration using runes (see “Atlantean Runes. 104 Effects: You have an unerring sense of how to get “home” from any place on earth or in any other dimension. She becomes unable to consider that any action taken in pursuit .

p. It is equal to its wielder’s Gnosis + the Arcanum dots used for the power. A trigger should be an appropriate instant action. His own inability to accept the magic undermines the magic. A persistent power is always active. he simply needs to hold or wear the item. 84 Effect: Your mage has a magical item with one or more powers. See “Enhanced Item. When the trigger is activated. Once the points have been used up. If its power is persistent. magical body armor or goggles that let the wearer peer into the Shadow Realm. 274). than at least functional. Sleepers: Even a Sleeper can use an imbued item. of course. This serves to make Echo Walkers very dangerous.” What it boils down to. pp. A contingent power needs to be activated for each use. and is usually transitory (one turn) or prolonged (one hour/scene). however. the item must either have its own Mana pool or the mage must supply the points himself. usually with some variation on the “greater good” or the “ends justifying the means. Some imbued items have their own Mana pools. is that the mage’s lust for power outweighs her morality.of this goal is immoral or harmful. The user must use or wear the imbued item to benefit from the power.. no matter how others might be affected. the player can spend a Willpower point to change the dice pool to avoid gaining a derangement to the character’s Resolve + Composure rather than her new Wisdom rating.) Items that produce vulgar effects before the eyes of a Sleeper witnesses will also invoke Disbelief (see p. The mage squeezes the gun’s trigger or utters the staff’s magic word and calls forth its magic. Its user can draw points from the imbued item to fuel its powers rather than spending his own. of indefinite Duration). command word or the like.. Example: A ring that allows a mage to turn himself invisible on a contingent basis would cost four dots (1 + a 3-dot Forces spell). (If the item is created during play with the Prime 3 “Imbue Item” spell. 225-226. while a sword with a persistent power that allows it to cut through iron would be rated at five dots (1 + a 3-dot Matter spell + 1 dot for indefinite Duration). the mage must spend his own Mana to restore the imbued item’s points. but the power cannot be turned on or off with a switch. if not exactly sane. . The Prime Arcanum was used to imbue a spell into the object so that its wielder has that power at his disposal (see pp. If one or more of the imbued item’s powers is persistent (i. These include amulets of luck. An imbued item’s base Merit dot cost is equal to one dot plus the dot rating of its Arcanum power. This costs an additional Merit dot and the item holds up to 10 Mana points + 1 per spell (i.” above. This doesn’t prevent the mage from losing Wisdom.e. Since Sleepers do not have Gnosis. or use Prime magic to transfer them from a Hallow or some other source.e. use the highest Arcanum dot rating involved. add one dot to its total cost. he need only hold or wear it. Simply add the cost of all imbuements and enhancements together to determine the item’s total cost. Base Cost: 1 dot + highest Arcanum dots + 1 dot per additional power. it cannot be added to the dice pool. If it has more than one power or uses a conjunctional spell. After gaining this Merit. 225-226). An item can be both imbued and enhanced. If it’s contingent. The power does not have to be cast by the user to take effect. Function: Persistent or contingent. the Paradox dice pool is based on the Gnosis of the imbued item’s creator. Such Echo Walkers often have constructed reasons or excuses as to why this is the case. 224) to place the item’s points somewhere else. The dice pool is equal to half the item’s Merit dots (round down). Imbued items have the following properties. the imbued item’s spellcasting dice pool is rolled. Paradox: Imbued items’ vulgar powers can invoke Paradoxes. This pool is not self-replenishing. Imbued Item (•• or Higher) Book: Mage: The Awakening Core. gestures and so on. based on the highest rated power (as described above). Needless to say. Mana: If a contingent power requires Mana. the mage may use the same trigger to use the power again. he need only perform the proper trigger. Duration depends on the default Duration of the spell mimicked by the effect. The character’s Image of Perfection keeps her focused and. but does help in avoiding the insanity that comes with Wisdom loss. Sleepers must rely on an item’s own Mana pool to fuel its powers. even when wielded by Sleepers. an imbued item with two spells can hold up to 12 Mana). whenever the Echo Walker loses a dot of Wisdom due to an act of Hubris. plus one dot per additional power. an imbued item’s points can be used only to activate its powers. The spellcasting dice pool rolled is equal to the highest Arcanum dot rating used to determine the Imbued Item’s Merit dots. unless the mage uses the “Channel Mana” spell (see p. Unlike an Artifact. however. anything performed within the proximity of the item: verbal commands. as they become true sociopaths given enough time. Once this period expires.

The process is relatively simple: the Embodied rote’s Imago is created in the Awakened will first. he can Embody that rote in action. the action is carried out in the physical world. dealing with less exotic specialties. even though they take place simultaneously. there is some measure of delay. he then rolls his Arcanum dice for the spell (Life. The library also offers insight into supernatural and occult topics that mortals cannot comprehend. knowledge of at least five rotes Effect: The mage who has studied the occult Law of Embodiment understands the deep secrets of the point of manifestation. range penalties. it appears as though the mage spends one turn focusing. Ordinary people have libraries as well. First.Acquiring an imbued item once play begins does not cost Merit dots. If the mundane roll fails. his action having both physical and magical purpose. where the Supernal macrocosm connects with the Fallen microcosm and true magic happens. p. When dealing with instant actions. If he has Library 3. Each dot in this Merit represents one field of study or area of knowledge in which your character has a wealth of tomes. keywords or cross-referenced page numbers — they’re as arcane as the mages who use them. the mage loses his place in the Initiative roster. cryptozoology and Greek mythology. it can prove worthwhile for certain spells — especially those that require the caster to touch the target (so long as the rote Skill used is Athletics. in the case of the “Life Force Assault” rote). infl icting both punching damage and casting the spell “Life Force Assault. Brawl or Weaponry). an Adamantine Arrow might focus his will and then lash out with an eagle-claw fist at his opponent. These magicians are very skilled with rotes. in the case of “Life Force Assault”). the mage must adapt a rote he knows to this purpose. respectively. allegories to magical philosophy. If it is successful. Many occult tomes refer to magical insights that only mages understand. but since a mundane action is accomplished at the same time. this library includes reference works that can help the mage understand the realm surrounding him. The successes from the two rolls do not mix — the mundane action is resolved separately from the spellcasting action. ciphers and diagrams that make little sense to Sleepers. A target’s defense is considered separately for both rolls. to outsiders. First. characters must gain these items through roleplaying actions. after everybody else has taken an action. visual art or stranger media. his dots might be assigned to demons.) In such an instant. of course. Even if he cannot normally create the rote. encrypted computer files. (In game terms. any modifiers for cover or concealment. In both fields of knowledge — mundane research and occult lore — this collection relates to one or more fields of specialization. Law of Embodiment (•••••) Book: Tome Of The Mysteries. he can adjust any rote that he learns by spending one experience point per rote. or even inscrutable incunabula that can be deciphered only by willworkers with certain Arcana. and from which he may draw information. etc. An Embodied casting might not be as effective as a normal casting if the caster’s mundane dice pool isn’t very good. the spellcasting roll is affected by any defense the target is normally allowed (a contested roll. or subtracting a Resistance Attribute from the casting dice pool). which can help with both natural and supernatural research. sacred scrolls. and then with only a slight pause. the character loses the Merit and the points he spent to gain it. Whether it’s in the form of musty occult tomes. the spellcasting portion of the action cannot be performed (the Arcanum dice are not rolled). He now acts last in the turn. the mundane dice roll is affected by any condition that would normally affect such an action — the target’s Defense against melee attacks. Aging magical tomes don’t typically use indices. p. Second. Once he has done this. however. .” The mage rolls the rote’s Attribute + Skill dice pool (Dexterity + Athletics. stolen or destroyed. If an item is ever lost. Topics can include arcane lore that most people don’t know about or that has been forgotten since antiquity. and then acts.77 Prerequisite: Gnosis 3. 85 Prerequisite: Sanctum Effect: Your character maintains within his sanctum a personal collection of useful information. The study of the supernatural is different from ordinary research. Library (• to •••••. Special) Book: Mage: The Awakening Core. computer files or scrolls. and capable of performing mundane and magical actions nearly simultaneously.

p. for example). 55-56 of the World of Darkness rulebook. with each contributing to its areas of knowledge. Lu (• to •••••) Book: Magical Traditions. 30 minutes are spent per roll researching his topic. Libraries aren’t all-knowing. These characters each receive the full benefits of the library. a Taoist writes the proper talisman for that spirit at an hour whose eight defining numbers (a pair for the hour. count the mage’s understanding of the Life Arcanum as two higher than it actually is. each spirit in a lu performs only one feat. and they don’t always provide one definitive answer to a question. The Storyteller is perfectly justified in saying that a particular library simply doesn’t reveal something. if one spirit can be invoked for multiple functions) is actually quite modest — no lu exceeds the 24 magical feats offered by the register of Chang Dao-Ling. To invoke the spirits in a lu. month and year) harmonize with the spirit’s nature and function. allowing outcasts to take their areas of knowledge with them. a Taoist can obtain only minor services. and he need not worry about the strain of repeated casting under circumstances where recasting a spell might be difficult. See the description of the Sanctum Merit for details on how to allocate dots. • •• ••• •••• ••••• One spirit. so long as all parties agree. Only at five dots of lu can a Taoist direct rank 3 spirits to perform feats of considerable power. Long Shifting (•••) Book: Tome Of The Watchtowers. A lu might be seen as a sort of collective Familiar — both in the sense of powers spread among a collection of spirits. Typical feats for the spirits of a lu include luck. Shared libraries should be marked with an asterisk (*) on your character sheet. a Taoist can invoke spirits of rank 2 and obtain somewhat greater services. since multiple authors may have different points of view on the same subject. For purposes of determining how long the mage can remain in a magically assumed form. For three to four dots of lu. A library is located in a sanctum and is protected by that sanctum’s security. and his magic lasts longer than other mages who lack his mastery of shapeshifting. protection from various hazards or curing disease. and may invite others to use the facility. 54 Prerequisites: Taoist Skill package (see “Becoming a Taoist. as described on pp. At one or two dots of lu.” p. from spirits of rank 1. pp. Taoist Status •. is a sign that a school lost Awakened leadership long ago. The size of a school’s register of spirits may vary. Mentor ••• Effects: A character with this Merit can call upon a roster of minor spirits. A very large lu. unless an agreement is worked out to split the library. Unlike Familiars. except that a mage spends only 10 minutes per roll when researching from his library. p. never had it in the first place. and in the sense that all the Taoists of a particular school might call upon the same lu. Any mage may allow another mage the privilege of consulting his library. p. A mage with this Merit can worry less about awkwardly timed transformations back to human form (while the mage is flying as an eagle. This explicitly gives the mage access to Advanced Prolongation (see Mage: The Awakening. for one magical service Three services Six services Twelve services Twenty-four services The Storyteller decides what services a Taoist can obtainfrom a lu. but unless this consultant has put points toward the Merit. It may happen that mages suffer a falling out. day. 120) for all spells that shift his own flesh. and only when specifically invoked through the proper ritual. however. See the “Sanctum” Merit. in which case one or more might be asked to forfeit their library privileges by the others. Success doesn’t guarantee exactly the information for which she looks. Special: Characters who share a sanctum can also share Library dots. 154 Prerequisite: Thyrsus Path The mage is particularly comfortable in the animal forms he assumes.Gaining information from a library is a research task. Those who are banned lose whatever dots they contributed. 51). The number of spirits in a lu (or the number of applications. . 86-87. or just pads out the register with multiple names for the same spirits to sound more impressive.

She can have guests. component points can be expended in a number of ways. Seers acquire this through blackmail. Effect: Your character lives like a millionaire or better. It doesn’t represent flexible resources but the ability to live a privileged lifestyle without spending money. her social ties and backers provide these creature comforts. Base Components Base components are the building blocks of a powerful improvised spell. keeping him from learning this Merit. rubs shoulders with celebrities and can count on a staff of assistants willing to cater to her every legal whim — and a few illegal ones (recreational drugs and prostitutes. She might experience significant (and perhaps impairing) effects from a drug. This compensates for their lack of formal magical training. to see whether the Taoist correctly draws the talisman and performs the associated ritual. rough and tumble tips from other indie mages. It doesn’t need to be particularly good for a one-point bonus. Effect: The mage can perform special actions to add power to an improvised spell. Luxury (•• or ••••) Book: Seers Of The Throne. the player spends one point of Arcane Experience to empower the spell with a three-point component. Prerequisites: Awakened. The •• version of this Merit provides the luxuries someone with US$5 million in assets (or Resources 5) could enjoy without breaking the bank. At three points. 52 Many Seers of the Throne possess this Merit. The character has jets and helicopters at her constant disposal. There’s a Porsche waiting for her at the airport. When a character invokes his register of spirits. and she can always get past the bodyguards at a nightclub. or cast while suspended from hooks piercing her skin. Magical Components (• to •••••) Book: Mage Chronicler's Guide. She wears fine clothes. painting. of course. The whole process takes an hour. Once he completes the talisman. measured in component points. not a member of any order. In a Punk genre chronicle. but a two-point bonus requires exceptional success (5 or more) on the applicable Attribute + Skill roll. sculpture. for example). membership in such a formal tradition sets a mage in his ways. Seer Ministry or equivalent faction (Storyteller’s discretion as to what qualifies). Accordingly. the ecstatic experience is mild enough that it won’t seriously inconvenience the mage. it’s enough to inflict a mild disadvantage. This Merit cannot be used to acquire weaponry or illegal items. This is represented by the Magical Components Merit. poem — any original work (though it can be a remix or cutup of somebody else’s art). She doesn’t pay for any of it through cash transactions. At one point. 45 In a Punk genre game. but learning to use them requires some tutelage — usually. song. At two points. such as a momentary –2 penalty to mundane dice pools. complete the spell at the moment of orgasm. Art (1 to 2 points): The mage creates a work of art that acts as a physical extension of the spell’s imago. regardless of her actual Resources. The Storyteller should consider allowing additional components besides the ones described here. She always flies first class or in a chartered plane. the Taoist may burn it. They are for her personal use. his player rolls Dexterity + Academics + Spirit – the target spirit’s Rank. Arcane Experience (3 points): The mage draws on his experience with the supernatural for inspiration instead of investing it through study and contemplation. favor trading and investments in businesses and other organizations that cater to the elite. The mage’s total Merit dots govern the maximum strength she can gather from a single component or the combined effect of multiple components. p. bury it or otherwise treat it like any other talisman. This can be a drawing.The Taoist also burns an offering of incense and makes particular mudras while he imagines elementallycharged qi flowing from the proper part of his body into the talisman. The •••• version of the Merit provides the kind of lifestyle that alternately fascinates and disgusts the rest of the world. p. drives expensive cars and can always get a spot at exclusive restaurants and resorts. Ecstasy (1 to 3 points): The mage undergoes an intense mind-altering experience. This Merit may or may not disappear after formal tutelage in a traditional magical society — the final decision is left to the group and Storyteller. Mages gather these at or near the moment of casting. but can’t support them for an extended period of time. If she tries to resell or earn money using this Merit she finds that she either can’t move her borrowed assets. Instead. or is punished with the loss of this Merit. the ecstatic experience makes it difficult to . Drawback: Your character’s luxuries ultimately belong to somebody else. indie mages create components: symbols and occult techniques they can use to enhance their spells. Once gathered.

Any successive tradition rotes cast upon him will count normally — until the first spell expires.perform any action other than spellcasting. Repetition: If any of the spell’s components are reused in roughly the same form as before during the same chapter. on a one-for-one basis. subtract one point. • Tradition rotes cannot be cast as a combined casting with non-tradition rotes. the first one’s free. When casting a magical tradition rote. 129). Again. Occult 2. they don’t cause as much mystical interference as other spells or rotes. Arcane Inspiration: The mage can spend four component points to cast as if he possessed one dot in an Arcanum he doesn’t possess — one dot higher than usual. Commitment: If the spell supports the mage’s stated ideology or other creed. p. Factor Bonuses: If the spell succeeds. p. Component Modifiers Once the mage has gathered magical components. Suggestions are provided in the descriptions of the magical traditions in chapters one through four. 23 Prerequisite: Awakened. Performance (1 to 3 points): At one point. • Environment: Some rotes require that the spell be cast at a particular time (midnight) and/or in a particular type of place (cemetery). Whereas Sleepers cannot evoke magical results from these rotes (although they might erroneously believe the spells do work in some unseen fashion). This Merit may be purchased only once per dot of Gnosis. • Conditional Duration: Tradition rotes benefit from the Fate 2 “Conditional Duration” modifier (see Mage: The Awakening. Naturally. . It imposes a –4 penalty to mundane dice pools or an equivalent drawback. although only the group leader must know the rote. If the spell violates the creed. it applies to a different magical tradition. • Spell Tolerance Mitigation: Tradition rotes seem more tightly woven into the fabric of the Fallen World. Academics or Occult Skill Specialty representing the tradition Effects: Your character has studied a particular Sleeper occult tradition. • All those participating in a group casting ritual must know the relevant Magical Tradition Merit (in addition to the usual Arcana requirements). or one dot in an Arcanum he doesn’t know at all. The first tradition rote cast upon someone does not count toward that person’s Spell Tolerance. p. and so. The drawbacks of culture-bound magic are as follows: • Foci: The mage must use a culturally appropriate focus to cast the tradition rote. modify the total in his pool according to the following guidelines. Component Effects Players spend gathered components on the benefits below during the applicable stage in the spellcasting process. Each time this Merit is purchased. the Storyteller is encouraged to add additional benefits where appropriate. the rest levy a cost as normal. Passion: If the spell would satisfy the character’s Virtue or Vice. Even if the casting mage does not know Fate 2. these benefits do not come without a price. and then the next active tradition rote in line inherits its Spell Tolerance mitigation effect. Magical Tradition (••) Book: Magical Traditions. Mitigate Combinations: Two component points nullifies the –2 penalty for combining an additional spell (Mage: The Awakening. At three points. the mage can spend components to add additional spell factors after the fact. This cannot be used on the mage’s inferior Arcana. mages with this Merit can divine the Supernal echoes reverberating in the tradition’s myths and symbols. and can glean special magical benefit from working within that tradition. the mage actually weaves the spell’s Imago into a performance. or slaps together prefab artistic elements for display. he can incorporate a conditional duration into the tradition rote casting. while this Merit represents a special kind of knowledge available only to the Awakened that allows a mage to learn the rote spells of that tradition. add one to the total component points. Knowledge of a tradition itself is represented by the Academics or Occult Skill Specialty. however. add one to the total component points. the mage gains the following benefits: • Sleeper Acceptance: When the Storyteller is checking for a Paradox for a vulgar spellcasting. and so gain special magical benefit from them. At two points. the mage dresses in a way that ritually invokes the spell’s power. this performance must involve multiple participants or an audience of uninvolved bystanders. So. even if these were not originally entrenched in the spell’s Imago. its body of beliefs and spellcraft. he does not add the +2 dice bonus for Sleeper witnesses. reduce the total components gathered by one point for each reused component. 150).

The Masque’s benefit and its drawback dice modifiers do not apply to magical or other supernatural tasks. the effects are undeniable. performed at the moment of transfer. 153 Prerequisite: Thyrsus Path Prerequisite: Spirit ••• Due to the mage’s deep understanding of the Spirit Arcanum. In general. You may purchase this Merit multiple times. Guardians of the Veil Status • Effect: Your character has trained to master a particular Greater Masque. You must work together with the Storyteller to determine what this object is. 131 Prerequisites: Awakened and Familiar ••• Effect: Your character has an object with an unusual spiritual quality that facilitates his familiar’s manifestation in the material world. Each dot in this Merit grants your character’s fetch a +1 die bonus on manifestation rolls within about 10 to 15 yards.” Whatever the cosmological truth is. pp. Just as other forms of Pattern Scouring. must be purchased with bonus Merit dots at character creation Effect: The mage can transfer Mana to other Awakened characters through physical contact. 41 Prerequisite: Awakened (Banisher or Storyteller’s permission). p. Any tie a mage with this Merit performs an exorcism. these kind of “spiritual receivers” are also known as Twilight buoys. any of with are suitable substitute names for this Merit as well. your character is so immersed in the Masque that she also acquires the Masque’s Drawback. When the character has the token of that Masque. This Merit also grants the mage three additional dice to resist being possessed himself. during which the mage can do no more than move her Speed. Masque (•) Book: Guardians Of The Veil. Master Exorcist (••) Book: Tome Of The Watchtowers. Manifestation Machine (• to •••) Book: The Free Council.” while others suggest these objects actually reach into Twilight and serve as “hand-holds.69 Prerequisite: Manipulation •••. the mage has an innate understanding of the techniques spirits use to invade material bodies. Furthermore. Drawback: Whenever you are capable of using this Merit’s benefits. fetch channels and myriad other names. Some mages describe this quality as being like an antenna that receives the familiar’s spiritual “signal. spirit flags. See the Masque Drawback entry for each Greater Masque. Myrmidon Oath Tongue (••) Book: Seers Of The Throne. but only if that Mana comes from Pattern Scouring (see Mage: The Awakening. p. Outside of the Free Council. assume a Manifestation Machine object has Durability and Size equal to its dots and Structure equal to twice its dots. p. this requires a full turn. 218 Prerequisite: Awakened only . p. allowing him to more easily break those bonds. p. The object has a Size equal to its Merits dots or larger. she is entitled to the bonus the Masque grants (see the “Trained Benefit” entry for each Masque). Each purchase represents training in a different Greater Masque or a different identity within the same Greater Masque (with each one favoring different Skills). 77–78). you gain a +2 dice bonus to disguise attempts associated with the Masque’s identity. Even if the Manifestation Machine is a stella the size of a car (or is actually a car) it cannot be worth more than three dots for the purposes of this Merit. his player adds three additional dice to the pool.Mana Self Sacrifice (•) Book: Banishers. when she wears or uses the Masque’s token while using the Masque identity as a disguise.

In another. however. She makes the vow more important than herself. To others. or senses the nimbus of a mage who satisfied a Vice in the area up to a day ago. the Banisher sees a rapid succession of bloodied faces: victims of the mage’s Wrath. The Myrmidon Oath-Tongue is a special codelanguage learned by Praetorian Mages that incorporates elements of the High Speech and the First Tongue of Spirits. 110) is especially attuned to other Awakened souls. He suffers a –2 penalty to Physical. 63 Prerequisites: Awakened. and is the reason the Praetorians trust the secretive Proximi more than they even trust one another. In one case. p. Mystery Initiation (• to •••••) Book: The Mysterium. Make a Wits + Empathy roll and use the guidelines below to determine the results. Some Arrows discover inner peace in service. Suggested Modifiers: Target has a Wisdom score of 5 or less (+1 for every dot lower than 6) Drawback: Making contact with another mage’s soul is a disturbing experience if one is unprepared. down to her most trivial or powerful personal desires. within the same time limit. Each initiation comes with a Mystery Revelation. a character with Nimbus Sense is struck with a sudden. satisfying her Lust. Her oaths influence all of her thoughts and actions. witnessing her nimbus causes nausea and disorientation. some mechanical benefit that reflects the enlightenment that comes to those magi who deeply understand and connect with the Mystery communicated through the initiatory rites. When a mage loses control of her nimbus after satisfying a Vice. To some. distorted vision of the mage satisfying her Vice in other contexts — especially when she used magic to do so. but otherwise. however. He can also sense if a mage’s nimbus flared in response to satisfying a Vice in an area. especially if the incident involved magic. Effect: All mages of the Mysterium go through the stages of initiation in the Atlantean Mystery that is the secret core of the order. p. or about a particularly dramatic incident that occurred a month or more ago.The oath the first Myrmidons took to the General applies to their entire dynasty. unless the order is impossible to accomplish. undergoing the initiations into the Mystery unlocks some new understanding. . it is simply an acknowledgement of the respect they are accorded. but most battle with their vows. He automatically senses another mage’s nimbus whether it’s uncloaked or not. Nimbus Sense (••) Book: Banishers. These visions are based on real events. Not all of them truly internalize the process. p. Banishers with this Merit can easily pick mages out in a crowd. A Myrmidon must obey all orders given in the Oath-Tongue. He can even sense the presence of a mage’s nimbus in places where she satisfied her Vice in the past. Mental and Social dice pools the first time he senses an unfamiliar nimbus. and an acceptance of further responsibility in the order. 102 Prerequisite: Mysterium Status of at least equal the rating in this Merit. Occultation and spells designed to conceal the mage’s nimbus or Resonance automatically defeat this ability. it constantly functions within the character’s line of sight. 42 Prerequisite: Awakened (Banisher or Storyteller’s permission) Effect: The mage’s supernatural “sixth sense” (see Mage: The Awakening. Dramatic Failure: The character ascribes the wrong Vice to the target or believes that she did things that never really happened. Success: The character knows the target’s Vice and how she might have satisfied it within the last day. the shadows flicker to suggest the mage’s silhouette. unless she takes the time (a turn of concentration) to brace herself for the experience. Exceptional Success: The character knows how his target satisfied her Vice within the past week. Failure: A montage of confusing images yields no solid insights. but might play out in an abstract or symbolic fashion. p. A character with Nimbus Sense can spend a turn sifting through these impressions for useful details. If the character doesn’t anticipate meeting another mage. Oathbound (• to •••••) Book: Adamantine Arrow. long after she’s left the area. even to the point of his own death. Adamantine Arrow Member Effect: Your character can make a vow so powerful that it has supernatural consequences.

and dissolves at no penalty to the mage. The mage looks weak and sick. This effect even extends into the mundane world. Occultation protects your character from spells that attempt to directly affect him at sympathetic range. rejection or violation. Drawbacks: If the character binds an oath during the chronicle. for example. this Merit can also affect other supernatural abilities to find the creator of a magical effect. Bound oaths are public matters. . if he maintains a public persona at all among Sleepers. This also makes it harder for mages to research information about the mage through mundane sources. The Arrow has 24 hours after taking the oath to tell others about it. a vampire using Spirit’s Touch to analyze the results of a magical spell should have difficulty finding the occulted mage who cast it. even to the degree of having many Sleeper friends. Since most Sleepers find it hard to gather information about the mage. they won’t know many details about him.” pp. See “Resonance. but doesn’t have to. If the Arrow doesn’t meet these conditions. practicing ascetic discipline and the studying the order’s secret philosophical texts. The Arrow immediately loses a point of Willpower and suffers a point of resistant lethal damage. For example. Oaths have an effect based on their binding strength alone. Her liege dies. but must include such conditions when they publicly declare their oaths. Instead. The mage must constantly cultivate this Merit. and she loses it. Mages with this Merit “hide their light under a bushel. A new character can fill her capacity at no cost. Drawback: If your character ever becomes well known to the public (such as getting caught on camera and being shown on television night after night). or she completes a quest. working to remain away from the attention of Sleeper society. This happens every 24 hours until the mage has lost Willpower points and suffered lethal damage equal to the oath’s binding point total +1. the mage is assumed to have bound these oaths before play began. Arrows can also specify that an oath end after a preset time (such as a year and a day) or event. When a sorcerer attempts to read the aura of one of your character’s spells. Each dot in the Merit provides the capacity to retain (or “bind”) one point’s worth of oaths. See “Sympathetic Spells. subtract a number of dice equal to your character’s dots in this Merit. Calculate the cost of the oath by adding its binding strength to the listed additional costs. and the authorities are challenged to investigate his activities. Arrows lose bound oaths in one of three ways:completion. no Fame Merit dots Effect: A mage’s spells come with a mystical stamp of his personality — his aura. In the latter case. Violating an oath is also a tremendous dishonor. ● Completing the oath occurs whenever the oath’s conditions can no longer apply. The Arrow cannot ask or imply that witnesses should keep the oath a secret. he loses his Occultation until the public at large forgets him (which could take many years. 277-289. The order lives and dies on its word. Records regarding an arcane mage tend to get lost. Order mages do make secret vows from time to time. Sleepers have trouble keeping track of their identities and activities. as though they are an anomaly or aberration. The Arrow finalizes the rejection by spending a Willpower point and informing others that she’s rejected her oath. Whenever someone makes a roll to gather information about your character. p. If a mage makes that meaningless. the oath doesn’t bind to her soul. The Arrow can fill some or all of her capacity with one especially intense oath or a number of minor ones. The oath is no longer relevant. 114-116. Occulted mages tend to live on the fringes of mundane reality. depending on how famous or notorious the mage became). Occultation (• to •••) Book: Mage: The Awakening Core. Likewise. but it isn’t easy. This requires 16 hours of uninterrupted contemplation and one point of Mana per binding point of the oath. uninterrupted study and meditation.” Their resonance is so subtle that only expert or extended scrutiny can root it out. It does not affect his standing in Awakened society. she endangers her comrades. ● The mage can reject the oath.This Merit does not represent a specific oath. doing so requires one point of Mana (regardless of the oath’s point total) and 16 hours of secluded. your Occultation dots are subtracted from the researcher’s dice pool. making a mage incognito to Sleeper society. Arrows train to increase this by meditating. but they aren’t covered by this Merit. as long as their point values don’t exceed her total Oathbound Merit dots.” pp. he cannot maintain his Occultation. do not count additional costs. His Occultation dots are subtracted from the caster’s dice pool. This same penalty applies to any roll to analyze the aura of your character’s magic. ● Violating a bound oath can have devastating effects. this Merit measures the mage’s psychic capacity for keeping oaths. subtract a number of dice equal to the mage’s Occultation dots from the activation roll for that supernatural ability. In addition. At the Storyteller’s discretion. When this trait applies. 86 Prerequisite: Awakened.

At 10 dots of Gnosis. until she attains her sixth dot of Gnosis. The player rolls an extended test of Wits + Crafts or Larceny with modifiers based on how defensible and hidden the location they have chosen is. p. a mage benefits from the 9-again rule with respect to all rolls — whether magical or mundane. 184 Prerequisite: Gnosis 3 Effect: Through a combination of extended study and practical experience. time and effort. the Portable Sanctum Merit cannot be combined with the Sanctum Gauntlet Merit. some mages learn certain tricks for dealing with particular types of otherworldly entities. A character may only have one instance of this Merit. and he seems perpetually distracted — because he is. she may purchase a third instance of Otherworldly Lore. Otherworldly Lore (••••) Book: Summoners. this Merit cannot be dismissed for the rest of the scene. but once invoked. Spirit • The mage has trouble staying focused on this side of the Gauntlet. This otherworldly awareness can be used in any scene.Otherwordly Eyes (••) Book: Tome Of The Watchtowers.) . he may choose to sacrifice a few hours’ travel for the extra security a portable sanctum may offer. whereupon she may purchase the Merit a second time. staying for days or weeks at a time. While not precisely a spell. Portable (•) Book: The Mysterium. The creation of a portable sanctum requires a knack for knowing how to combine mundane materials and supernatural sympathies to create a whole that is stronger and more secure than any of the elements would be separately. When purchasing this Merit. Likewise. p. the creation of a portable sanctum does require a great deal of concentration. Guardian Retainer* or Guardian Spirit*. A mage with this Merit gains two extra dice for all rolls to sense events in the Realm Invisible. Gulmoth. to a maximum of the Sanctum Merit’s normal ratings. social.). Security. This is a common Merit (some might say affl iction) for those mages of the Dreamspeaker Legacy. entities from a given Supernal Realm. combatrelated. are those most likely to use a portable sanctum. Guardian Ghost*. representing a resolute dedication to dealing with a given “species” of entity. but at the cost of attending to the material world around them. etc. A mage who is “on the run” and pausing only to catch a few hours sleep is unlikely to spend the time or energy required to create a portable sanctum in the cheap motel he is planning on leaving at dawn. Shamans with this Merit have an easier time focusing on events on the other side of the Gauntlet. with a standard wooden room serving as the “standard” (with no modifier). While portable sanctums require effort to create and are limited in some fashions. Those who frequently travel from one location to another. 141 Archaeomancers. Reclaimants and other mages who travel extensively have learned to adapt their ability to set up a sanctum to a form that can be erected and taken down as needed to suit their nomadic ways. or whatever — made upon or against a being of that type. they give traveling mages a measure of safety that they might otherwise find sorely lacking. (Note that those traits marked with an asterisk must be completely “purchased” through set-up in order to take advantage of them. Otherworldly Lore must be assigned to a certain type of ephemeral being (ghosts. but at the cost of two dice from all perception dice pools pertaining to anything in the material realm. goetic demons. although if the situation is dire enough. When dealing with creatures of the specific type encompassed by her Otherworldly Lore Merit. A simple tent might offer a –3 modifier. and successes are used to “buy” the sanctum’s traits as the area is set up. The creation of a portable sanctum is reflected in game mechanics by an extended roll. starting with Portability and Size and then moving into any applicable Sanctum Traits the mage’s player wishes. His attention wanders. The Portable Merit can be combined with the following other Sanctum Merits: Size. giving her a modicum of sanctuary and privacy from prying eyes. An archaeologist who is out on a dig for several months may erect a portable sanctum to protect the Artifacts he hopes to discover. Shadow Realm spirits. Underworld creatures. Because of this Merit’s transitory nature. investigative. 154 Prerequisite: Thyrsus Path. a diplomat sent to parlay with a foreign Consilium may set up a portable sanctum in his hotel suite. while an abandoned military bunker might give a +3. Each roll is one hour. p.

and cannot be bought as a shared sanctum. If the character purchases the Unseen Sense Merit. p. If the Storyteller judges that the player is just using this Merit as an excuse to have his character kill wantonly. a mage who has a Sanctum of 8 (Portable 1. the mage has unpacked the small trunk of motion sensors. then the Storyteller might rule that a degeneration check is necessary. and then placing a third point into Security. The Portable Sanctum loses one dot in one of its traits per success on that roll. the Shaman’s familiar is more powerful than most beginning familiars. and purchasing the Striking Looks •••• provides the same benefits that the Striking Looks •• Merit provides to most characters. 154 Prerequisite: Thyrsus Path Owing to the mage’s (or perhaps his mentor’s) facility with the Spirit Arcanum. which are placed into Security). A character with this Merit does not need to make degeneration rolls for simple killing. the mage’s player roll two successes. Potent Familiar (••) Book: Tome Of The Watchtowers. Guardian Spirit 2) receives word that he’s offended a local vampire. placing the three successes he rolls into bringing the Guardian Spirit trait into play. likewise. Portable sanctums are personal. Ractain Strain (•••) Book: Intruders . On his first roll. Then. This may be just the advantage a mage needs to survive the difficult early days after his Awakening. In addition. This Merit may be purchased multiple times. the mage must raise his familiar’s stats by spending experience points accrued during play. setting up his sanctum in a brick pump house near the sight of the archaeological dig he’s been working on. If the sanctum is being used by more than one person. but may only be purchased at character creation. Space 1. so that even if the character is not a mage she is sensitive to all supernatural phenomena. and a mage who makes a habit of killing will have other consequences to worry about. The mage begins work in the afternoon.Because of the impermanent nature of portable sanctums. add one dice per person to this roll. The character is also likely to be nearsighted (and so may have the . Purchasing the Striking Looks •• Merit cancels this penalty. p. however. filling locks with grit to make them harder to pick. p. These characters gain a –1 die penalty to all Presence and Manipulation rolls involving attempts to use their looks to entertain. especially in self-defense. For every dot of Portable Sanctum in use. by the end of the first hour. 154 Prerequisite: Thyrsus Path A wolf does not degenerate when it kills its prey. if she tortures the subject before killing him or if she kills for morally questionable reasons. Predator’s Innocence (•••) Book: Tome Of The Watchtowers.Encounters With The Abyss. buying them separately as if spending points on both a shared sanctum and a personal one. 166 Your character is a member of the Ractain Strain of Memory. allocating them to Portability and Size. bearers are unusual-looking to the point that most people consider them slightly unattractive. or perhaps some especially difficult vision quest the mage completed in the Realms Invisible. p. This Merit provides the mage with 15 extra “experience points” that he can use only to upgrade his familiar. his player rolls again. A Mage may possess a portable sanctum and a permanent one. After that. with an hour until sunset. 110). he decides to place the sanctum’s interior into the configurations that will draw the guardian spirit bound to it. and generally gotten a feel for the place and figured out what he needs to do to secure it. For example. the mage begins setting up his precautions. distract or deceive others. The next hour (with the player rolling two more successes. Meditative Mind and Direction Sense Merits. she gains the benefits of the version of this trait possessed by all mages (see Mage: The Awakening. If the mage shows particular malice. the Storyteller is free to take this Merit away. the Storyteller should roll that many dice each day. checked the angles on the room’s entrances and windows. they can be difficult to maintain. Note that just because the mage’s Wisdom doesn’t suffer doesn’t make killing right or acceptable by society’s standards. persuade. placing small mirrors in perfect locations to help spot those trying to sneak up and burning the specialized incenses that make the sanctum harder to find with magic. the Thyrsus mage doesn’t suffer when she makes a clean and natural killing. Security 4.

relationships need to be kept alive. Example: A cabal wishes to join together into a group ritual casting of Space 2 “Scrying. there are no werewolves or wolf-blooded among this population. The Storyteller character with which you have the relationship gets the same bonus on dice pools when it’s relevant to you. the more significant the relationship. and complicated. you may add your dots in the Relationship Merit to one dice pool. p. Because werewolves notice the difference in smell between bearers of the Ractain Strain and other humans. the mage leading the ritual need not know how to cast the entirety of the spell. the mages have all learned this Merit at three dots. Ritual Synergy (••• or •••••) Book: Tome Of The Mysteries. a form of group ritual that allows those involved to contribute individual parts of a magical working to form a greater whole than any of them can manage alone. With Ritual Synergy •••••. but each participant’s dice pool is equal to his own Gnosis. With Ritual Synergy •••. but those participants who also possess this Merit do not need to know how to cast the spell themselves. Your feelings for your going-right-off-the-rails teenage son may be appallingly conflicted. The leader rolls his normal dice pool. All participants roll their relevant dice pools (using the Arcanum they are contributing) and spend a point of Mana. Once per scene. provided that you can give a plausible rationale as to why the relationship should aid you. other participants with this Merit can contribute their personal Arcanum knowledge to conjunctional or combined spells. add your relationship dice to your Manipulation + Persuasion roll. but again only in a circumstance when the player can justify the bonus. Relationship (• to •••••) Book: Mage Chronicler's Guide.” However. Also. The relationship doesn’t have to be a positive one: that ex-wife who you’ve got to see every week because she’s got custody of the kids is still important to you. He knows Fate 4 but not Space 2. You actually need to have some contact with the character with whom you’ve got the relationship — phone. but one of the participants knows only Death 1. Players are encouraged to be creative with their rationales for getting the dice. p. Luckily. each of the participants of a group ritual must have the ability to cast the spell on his own. You can get the bonus relationship dice while using magic. mages and ghouls as easily as anyone else.74 Prerequisite: Gnosis 3 (for •••) or Gnosis 5 (for •••••) Effect: Some mages learn the techniques of ritual synergy. including the leader. Example: Adept Solis wishes to cast a conjunctional Fate 4 + Space 2 “Gift of Fortune” spell (see p. but they can become vampires. It could be a parent. This relationship is a source of strength and aid. Each relationship requires a separate purchase of this Merit. if the subject of a character’s Relationship Merit dies. the Merit is lost. in which he has at least some emotional investment — the more dots. only one member of the cabal knows Space 2. The relationship might be at stake in some way: you’d get the bonus while trying to convince the headteacher of your deadbeat teenage son’s school not to expel him for truancy and the stuff they found in his locker. Sometimes. a sibling. (The spell might require Death 3. you can’t tell her you’re off risking your life). whatever — or risk losing dots in the Merit. even though they do not themselves know how to cast the spell. 219). Normally. see the World of Darkness Rulebook. Drawback: Relationships are reciprocal. this is simple: when you’re trying to convince your ex-wife that you need to see the kids a day early because you’re going to be out of town (and no. . 157 in Mage: The Awakening). even if love turned horribly sour long ago.) Each of the participants. but he’s still central in your world. a child. must also spend a point of Mana at the beginning of the ritual. He teams with a fellow mage who does know Space 2. allowing the mage with the requisite Arcanum lore to act as the group leader while the others assist. The Storyteller can decide what constitutes a reasonable interval for lack of contact. the mage leading the ritual must have the ability to cast the spell. face-to-face contact.Poor Sight Flaw. p. so each can contribute his personal Arcanum knowledge to the whole of the casting. he can still add his Death dot to the dice pool. It could be a lover or an ex-lover. 129 Effect: The character has a reciprocal relationship with a Storyteller character. They each know the Ritual Synergy Merit at five dots. Finally. Any mages who know the primary Arcanum used in the spell can add their dots to this dice pool. mages with this Merit can break those rules.

Each aspect of the Sanctum Merit has a limit of 5. equivalent of 9-15 rooms or chambers ••••• A sprawling estate or vast network of tunnels. p. • A small apartment or underground chamber. they might forge a unique path. Each dot of Security subtracts one die from efforts to intrude into the place by anyone a character doesn’t specifically allow in. This Specialty adds a die to the pool for rotes that use the listed Skill. 177 Prerequisites: Awakened. A hidden cave has adequate security. a place where he can practice his Art away from the eyes of Sleepers and spies. member of an order Effect: This Merit represents exceptional training in a single rote. or large enclosure •••• An abandoned mansion or network of subway tunnels. 5-8 rooms. with a third spent on Sanctum Security. Special) Book: Mage: The Awakening Core. that sanctums of considerable size are not necessarily easy to maintain. and offer little protection once they have been breached. Sanctum Size is important to characters who need a place to safely store their possessions and valuables. If they leave order training early. Players who choose this Merit must also choose how to allocate these two factors when spending dots. This increased difficulty may be because the entrance is so difficult to locate (behind a bookcase. the character gets the rote benefit on a rote. Legends tell of wizard’s towers. In other words. Some order apprentices might have only one. a player allows for accoutrements and personal effects. In any event. the mage gains the rote benefit (re-roll failed dice) while casting it. an old estate or even a nondescript suburban tract house. but it might not be secure against unwanted visitors. p. Great time and effort is spent finding suitable sanctums. A sanctum with no dots in Size is just large enough for its owner and perhaps a single companion. video surveillance). humble chambers. with minimal if any storage capacity — a cramped apartment. they simply do not gain the mechanical benefits of those who have assigned Merit dots to improve the quality of their homes. but the reality is usually more prosaic: a penthouse apartment. 1-2 rooms •• A large apartment or small family home. read the listing for Rote Action under “Systems Permutations” on pp. picking up their own rote skills. however. under a carpet) or simply difficult to penetrate (behind a vault door). two dots may be spent on Sanctum Size.) Rote Specialty (• to •••) Book: Banishers. and their value is represented by two factors — size and security.or two-dot Rote Specialties. By spending an additional point of Mana on the spell. 3-4 rooms ••• A warehouse. Sanctum (• to •••••. each dot of Security offers a +1 bonus on Initiative for those inside against anyone attempting to gain entrance (good sight lines. (Yes. or perhaps they share the space of a master or order. but it might be dark and cramped. p. 42 Prerequisites: Awakened.Rote Mastery (••) Book: Mage Chronicler's Guide. 134–135 of the World of Darkness Rulebook. Players wishing to ensure privacy and safety may choose to spend dots on Sanctum Security. Sanctum Size and Sanctum Security may not rise above 5 (to a maximum of 10 points dots on this Merit. By spending points to increase a sanctum’s Size. A warehouse might have sufficient space. Also. If this is confusing. . thus making it difficult for others to gain entrance. Characters for whom no points are spent on Sanctum at all might have their own small. church or large home. Larger sanctums can be anything from mansions to mountain hideaways to vast subterranean catacombs. countless rooms or chambers Of course. All sanctums are not created equal. Purchase this Merit separately for each rote. not a full member of any order Effect: Each dot in this Merit confers one Skill-based Rote Specialty. For instance. Note. criminal organizations. Sanctum Size does not prevent intrusion by Sleepers (police. Drawback: Fully initiated members of an order effectively possess the maximum number of dots in this Merit and can’t take it again. 86 Effect: A sanctum is a mage’s stronghold. Sanctums with no dots in Sanctum Security can be found by those intent enough to look. total). social workers). witch’s huts and sorcerer’s caves.

two or more characters simply have to be willing to pool their dots for greater capability. If any group member does something to diminish the sanctum. The Storyteller dictates when character actions or events in a story compromise shared Sanctum dots. When a character leaves a sharedsanctum relationship. Characters can also leave a shared sanctum. Sanctum Gauntlet (• or ••) Book: Sanctum And Sigil. Those remaining two dots represent a sanctum entirely separate from what she and her partners have established together. A mage might maintain a separate sanctum outside the communal one represented by the shared trait. if a character breaks a relationship with his cabal. the dots he contributed are removed from the pool. They might simply be devoted to one another and willing to pool what they have. Any leftover dots that a character has (or is unwilling to share) signify what she has to draw upon as an individual. they all lose one dot from what they originally contributed. his two Sanctum dots are lost by the group. He contributes two dots to the relationship. Cabal members or associates might be abused or mistreated. 86 Prerequisite: Sanctum Effect: A sanctum is more than brick and mortar. It is not important to note on which aspect of the Sanctum Merit those points are spent. If the individual still survives. The chain is only as strong as its weakest link. enabling creatures unseen to lurk in spaces outside the world we know. For example. So. A character need not devote all of her Sanctum dots to the shared Sanctum Merit. leaving that score to drop. A character might be killed or lost in the Shadow Realm. Whatever the case. a plausible explanation must be determined. The Strength of a sanctum in the midst of a modern downtown is probably 5. flesh and blood. That’s the weakness of sharing dots in this Merit. the character shares a Sanctum Merit dedicated to the cabal’s communal shelter. One character chooses to use two other dots on a private sanctum. ending relationships. And. A shared rating in the Sanctum Merit cannot rise higher than five dots in any of the two aspects of the trait. the Shadow Realm is of little consequence to mages unconcerned with shamanic magic. A sanctum out in the wilderness might be Strength . Or one could be kicked out of the sanctum by the others. which he maintains by himself. Money might be spent or lost. The Shadow Realm surrounds it. The character also has his own private Sanctum Merit rated 3. Group members might perform actions that cast themselves (or the group) in a bad light. which is also his own Merit. causing an effective drop in Sanctum Size. The Strength of the Gauntlet in a sanctum depends on just where the sanctum is located. put an asterisk next to the name of the Sanctum Merit and fill in the total dots that your character has access to thanks to his partnership. its dots decrease for all group members. he doesn’t get all his dots back for his own purposes. If they wish to devote extra dots to the Merit. Perhaps no one else picks up the character’s attention to Sanctum Security. A rift might form between close friends. He gets one less than he originally contributed. the character has Retainer rated 2. The Storyteller decides what reduced dots means in the story when a character leaves a shared sanctum. p. characters cannot pool more than five dots to be devoted to. of course.Special: It’s possible for the Sanctum Merit to be shared among characters in a close-knit group. they must allocate those dots to Security. If all members agree to part ways. Sanctum Size. In order to record his original contribution. To share this Merit. Shared Sanctum dots can be lost. write it in parentheses along with the Merit’s name. and the group has a total of four dots that are made available to each member. The lost dot represents the cost or bad image that comes from the breakup. Unless these spirits have the strength to Materialize across the Gauntlet inside the sanctum or the ability to peer at its inhabitants. That is. this allows greater flexibility should a character ever decide to withdraw from the community arrangement. Maybe a portion of the sanctum falls into disuse or even collapses. three characters share a sanctum and expend a group total of five dots. separate from her partners. or perhaps their mutual reliance on an individual or trust could bring them together to share what they have in common. say. but he gets only one dot back for his own purposes. The result looks like this: MERITS Sanctum* (2) ••• Sanctum •• Retainer ••• In this example. To record a shared Sanctum Merit on your character sheet.

These aspects govern the types of rote study that a given scriptorium can cover. such as increasing the thickness of interior walls (Security dots determine the thickness of the outer walls). This mandates Academics dots equal to the highest Arcanum rank in the rote she wishes to research. Special) Book: The Mysterium. Rotes that aren’t covered by the Scriptorium’s Subjects or Depth require the usual experience cost. The costs per dot are listed with the various features. p. These are Scriptorium Subjects and Scriptorium Depth. Mages who study applicable rotes in a scriptorium pay half the usual experience cost: only one point per dot of the highest Arcanum. described in “Elements of a Sanctum. 67 The Scriptorium’s name comes from the workspaces of monasteries and ancient scribe houses. several characters can combine dots to share a Scriptorium. useful workspace and esoteric features such as mystic diagrams and geomantic layouts said to improve concentration. 83-84. Each Scriptorium Depth dot represents the maximum rote rank in any Scriptorium Subject. The Mysterium uses this term to designate a facility where mages distill general magical knowledge into formal rotes. some legendary Athenaea might hold exceptions to this rule. Similar to the Sanctum Merit. Divide Merit dots between each aspect. with a minimum of one dot in each one. Each dot in Scriptorium Subjects encompasses one of the 10 Arcanum. Special: Similar to other collective Merits. This limitation doesn’t apply to the mage’s starting Merit dots because these might represent a gift from another mage with different abilities. . This Strength can be modified up or down by buying Merit dots. p. the student pays the normal price for the rote. 86 Prerequisite: Sanctum Effect: Materials dots are used to enhance various sanctum features.” p. The Storyteller determines the beginning Gauntlet Strength based on the sanctum’s location. Again. Drawback: A scriptorium isn’t for the uneducated. An Awakened scholar needs academic training in order to make efficient use of the scriptorium’s resources. above. A Verge cannot be created around the sanctum with this Merit. she must find workers. A mage who invests experience in a scriptorium cannot add Subject Arcana that he does not know and can’t raise its depth higher than his highest Arcanum rank. This may not raise the Scriptorium’s Subjects or Depth to more than five dots. Sanctum Materials (Varies) Book: Sanctum And Sigil. Scriptorium (•• to •••••. Prerequisite: Sanctum • Effect: Mages who compile rotes at a scriptorium can learn them more efficiently than elsewhere. Gauntlet Strength* –2 –1 +1 +2 Merit Dot Cost 2 dots 1 dot 1 dot 2 dots * Minimum Strength of 1.2. Without these research skills. Scriptorium has two aspects. someone to shop for the additional materials and so on. adding doors and windows and even strengthening these structures. If this is not conveniently handled during downtime. Scriptoria contain thaumatology texts. The Storyteller determines the time it takes to make these additional improvements. A mage who wants to increase the Materials involved in her sanctum must (as part of the story) spend time and effort on the additional construction.

each word is so laden with meaning that only a prodigious feat by a master linguist could completely translate a phrase or text. p. Each success reduces the entity’s Defense by one for any attacks made or directed by . using Skald Cant to deal with spirits can offer a +1 dice bonus when applying Social Skills to spirits. representing natural good luck. when used in conjunction with hoodoo magic (and the Magical Tradition Merit). yet they continue to do so. p. when calm. like combat. The language also serves as an effective memory aid. 185 Prerequisites: Awakened. Prime or Spirit. if necessary. divining or locating. p. including rotes that use those Skills. his affinity for magic really shines and he pulls ahead of his Atlantean peers. either due to some traumatic event or through a natural occurrence. Expression 2 Effect: Your character knows the secret language of the Skalds. The mage treats his magical defense as being one dot stronger than it would be otherwise. a mage that has learned how to effectively combine magic and brute physical force. during which time the character learns a large amount of summoning lore. Brawl 4 or Weaponry 4 Effect: Mages know the risks involved when they decide to conjure up entities from other planes of existence. however. After that. 122 Effect: Your character was born on the verge of Awakening and has a natural affinity for magic. trying to remember details then requires an Intelligence + Composure roll.Seventh Son/Daughter of a Seventh Son/Daughter (••••) Book: Magical Traditions. • +1 to the dice pool for any rolls involving scrying. associating himself with an order and fulfilling a role appropriate to his Path. By spending a turn to concentrate. allowing him to identify weaknesses in the things he will fight. Additionally. At the Storyteller’s discretion. provides the following benefits for the caster: • +1 dot to any protection spell against attacks using Mind. A slayer receives intensive training on how to combat otherworldly menaces and their negligent masters if necessary. Each time a summoner botches a casting or allows an entity into the material realm as part of a pact. He seems to live a charmed life. This Merit. the Consilium may take to training slayers specifically to deal with the threat. the character can roll Wits + Composure and gain an effect similar to the Time 1 “Perfect Timing” spell (see Mage. the Consilium is. • Once per story. Training a slayer takes upwards of a year. In cities where the problem of summoned creatures gone amuck is a frequent occurrence. The real benefits of his birth order. Slayer (•••) Book: Summoners. the character may recall those events perfectly without any dice roll. Composure 2. Though an eavesdropper who tries to piece the language together might be able to decipher some of a conversation held in the Skald cant. he can use it to communicate privately with other Skalds and prove his membership in the Legacy. Occult 4. since his status as seventh son of a seventh son is known to everyone in the community. if the character spends one turn observing the entity he can attempt to determine where the thing came from and how best to fight it by rolling Intelligence + Occult. When confronted with an alien threat. the Skald can perfectly remember the events of a single scene or the information (usually a song or epic) that he spends up to a day memorizing. This Merit gives no aid during stressful situations. 86 Prerequisite: Skald. Here. just as normal. nearby cabals are up to the task and if not. someone has to clean up the mess. Skald Cant (•) Book: Legacies: The Ancient. come when he embraces the Appalachian hoodoo tradition as his method of working magic. He may even join the community of Pentacle mages. or at least to friends of the family. p. this language is somewhat pleasing to spirits. 258). Usually. whether because of its rhythm or its origins. and the player may ask the Storyteller to fill in details he might have forgotten. He may Awaken in the normal course of events. Every slayer is already an accomplished combatant in his own right before the training begins.

those who call the local caucuses and around whom others rally. (Enterprising Storytellers may come up with additional types of Status. a character must have at least one dot of Order Status in order to learn . He is aware of the existence of magic. Heralds. Your character can openly practice magic in his presence without fear of betraying the Mysteries. Hierarch or Councilor Order Status represents rank.) Consilium Status represents a vested responsibility and according acknowledgement in the affairs of the Consilium of the region. Herald •••• “Example to the Wise”. In general. It is concerned with the order’s goals and accomplishments. It is not enough to be powerful or exemplary of the order’s ideals. except that the mage’s retainer is a Sleepwalker. 154 Prerequisite: Thyrsus Path As masters of spirit lore and ambassadors to the spirit courts. A character must earn his way into the title or esteem of his fellow mages. These mages instigate or mediate conflict with other orders or cabals. certain Status concerns itself with the social orders of the Awakened and represents recognition among other mages. Those mages who enjoy the greatest order-based recognition are often the core members of their order in a given region. A character must have at least a single dot of Order Status in order to gain the benefits of any special abilities of that society. the character remembers exactly what kinds of weapons are best used to combat the entity. Status is divided into two areas — Consilium and Order. Provost ••••• “Benefactor of the Awakened”. Consilium or in the area as a whole. it can also be a result of careful politicking and gossip. but the Merit can also apply to mages who are popular but who eschew politics. Every two points of this Merit negates one –1 modifier from the Spiritual Hierarchy table (see Mage: The Awakening. Certain individuals rise to the top of the social strata. Status is designed as a sort of “umbrella” Merit under which new types can be created. Consilium Status is most often based on accomplishment. this Merit negates up to three dice worth of penalties. 88 Effect: Your character has a single Sleepwalker who has been magically initiated into the secrets of the order. This Merit works the same as the “Retainer” Merit (p. Their opinion holds sway even if they don’t involve themselves in a particular Consiliar function. Sleepwalker Retainer (• to •••••) Book: Mage: The Awakening Core. • “Rising star”. The group is concerned with what its members have done to benefit its cause and combat its rivals. For details on Sleepwalkers. 116 in the World of Darkness Rulebook). Sentinel ••• “Much deserved reputation”. p. and clever players might have unique applications as well. With five dots. the mage has standing in the spirit courts far beyond what most mortals can aspire to. p. mages of other cabals recognize a mage’s Consilium status and give him respect (although they do not necessarily heed him or reveal secrets). In other words. Leigeman (or –woman) •• “Accomplished individual”. Spirit Status (••. Whether the mage is the beneficiary of some old pact he or a mentor made or due to some item he possesses. Players must choose one of these two areas for each Merit dot spent. p. •••• or •••••) Book: Tome of the Watchtowers. generally looking to further certain idealistic goals and to establish themselves or other members in positions of influence in the Consilium hierarchy of their region.the character. p. see p. Shamans often have additional clout they can bring to bear when performing magic that controls spirits. 317) when casting magic that affects spirits. Hierarchs. 88 While certain Merits detailed in the World of Darkness Rulebook focus on recognition in mortal society. Sentinels and other “officers” fit this description. Status (• to •••••) Book: Mage: The Awakening Core. exemplary because of their efforts in the name of their cabal. as well. As such. and your character has recruited him as an assistant. achievement and responsibility in a magical order. 334. With an exceptional success. While this often involves being recognized for worthy deeds.

••••• The character’s name and face are synonymous with her order. (An exception to this might occur if the character is truly some sort of deep-cover agent or other mole. but they are also visible targets for their enemies. but she may not learn additional abilities without finding a new teacher. ••• The character’s deeds are known to all in the order. Order Status is not so specifically tied to certain titles.” The language comes fluently to you for as long as you remain within the society. (He can feed information back to his Ladder fellows. Many members of other orders recognize her face. Those who enjoy the most renown might be able to use it to their advantage. It is more a notion of an individual’s accomplishments. and her name is known in cities around the country. where a character is often beneath the notice of most other members of his group. In addition. If a character leaves an order after learning some of its secrets. Naturally. representing his true allegiance to the Silver Ladder and the fact that he’s in on the ground floor of the Adamantine Arrow. mannerisms and demeanor of those around you. A character may. on occasion. High Status dots make it almost impossible to pass unnoticed. Orders expect certain things of their members. may be ignored by enemies of the Consilium.the rotes of her order. This provides distinct advantages when trying to hide from someone by blending in with the local culture or when visiting a place where the “natives” are hostile to outsiders. for example. but you use it reflexively when it would be expected. and Consilium Status affects those who are recognized residents of the given region. Status works like a “social tool” in that it adds to dice pools for Social interactions between members of the sub-groups given. have more than one form of Order Status. The Merit also confers some instinctive mimicry of clothing. the ability to understand a language fades as soon as you leave an area where that language is spoken by the majority of people. That is. he sticks out like a sore thumb if he turns up among another order’s members.) Stranger No More (•••••) Book: Grimoire Of Grimoires. This occurs almost exclusively at low levels. (A character’s beginning six dots worth of rotes are an exception. though clever characters can turn it to their advantage. even in nearby regions. Consilium Status. she does not lose any of those abilities for which experience points were spent. • The character is known to a select subset of the order — a spy network. only for mundane social actions. he might see that Status vanish in a single day when he’s called upon to account for his treacheries. however. Such is also the reason that cumulative Order Status is limited to three dots. They may actually have a variety of Status. her exploits are taught to new members of the order. This Merit also grants no retention of language. It is not uncommon for someone to have Consilium Status and Order Status. •• The majority of the order in the region recognizes the character’s face and can recall her exploits. might have two dots worth of Order Status (Silver Ladder) and a single dot of Order Status (Adamantine Arrow). They were presumably taught by the order to win the mage’s loyalty). Dealing with Status can be a mire of responsibility for characters. 104 Effects: No society or civilization is too strange for you. but has yet to determine where his true loyalties lie. A double agent. . but they can open doors that would otherwise remain blocked. within a matter of minutes you can adjust to your surroundings so that you cannot be distinguished from a “native. such as rotes or Rote Specialties. and if other mages find out that the character plays multiple sides against the middle. however. though your facility with the language is only average. Status does not add to die rolls predicated upon magic. in an environment where the majority of people are illiterate. p. this Merit provides no literacy. By the time a character gains a certain degree of Status in a single order. but that circumstance is best handled at the Storyteller’s discretion. you may not understand the reasoning behind a particular local gesture or be able to explain it to a friend. perhaps.) A character may even have a single dot of Order Status in three different orders — perhaps he’s somewhat accomplished in each. A character with dots of Order Status in multiple orders does indeed gain access to those groups’ special benefits. A character may never have more than three dots total in Order Status among multiple orders. however. Order Status adds to dice pools for interactions with members of the same order. a character with Status in only one order is not beholden to the three-dot limit. some orders punish those who violate their oaths and spread their secrets. Status can serve as a mixed blessing. •••• Word of the character’s exploits has traveled far.

whether internal or external. willworkers have used bounded spaces to set their summonings apart from the outside world. though a mage may have more than one summoning circle (up to two at Gnosis 3. the Abyss. p. In order to do so. forge pacts. however. etc. three at Gnosis 6. The spirit becomes imprisoned in this new form (and within the Fallen World). 186 Prerequisite: Gnosis 5 Effect: The primary reason for which mages craft soul stones is the creation of a Demesne. a willworker adds one die to all rolls to summon entities from the realm to which the summoning circle is attuned. The mage need not be the one to summon the spirit. regardless of how useful it might be to have a Paradox-free chamber or two in which to cast some of their most powerful magics. a soul stone attuned to his Watchtower. one may only be constructed within a mage’s sanctum. When spending Willpower on a summoning spell attuned to entities from his character’s favored realm. but this Merit (and the structure that it represents) is personal in nature and may not be shared within a cabal. Summoning Circle (• to •••) Book: Summoners. if developed. Awakened scholars refer to this gift (or curse. all of the willworker’s Social Skill rolls receive two bonus dice as a result of this special bond. but it must correspond to his Path for him to use this Merit to coalesce the entity into a soul stone. A mage tied to a Supernal Realm in this manner must select his Path Realm. When dealing with entities from his favored realm. In part. Because of the sometimes delicate work necessary to properly maintain a summoning circle. p.Summoner’s Soul (•••) Book: Summoners. the mage has an instinct for the rules that govern other realities. once set. as a Fallen World extension of that world for the purposes of turning vulgar spells into covert ones. the player of a mage with a Summoner’s Soul receives five bonus dice. with each corresponding to its own distinct world. A summoning circle must be attuned to a given realm (a particular Supernal Realm. they do this for safety’s sake. the Underworld. or the like. while one with a three-dot summoning circle (the Abyss) adds three dice to any roll to call an Acamoth or Gulmoth. this inborn connection is probably what drew such a willworker to his particular Watchtower in the first place. many of these ritual spaces have become enhanced with their own uncanny character. a mage with a onedot summoning circle (Arcadia) adds one die to a summoning spell intended to call down an Arcadian spirit. a space attuned to a willworker’s Path Realm and which functions. and four at Gnosis 9). if you like) as a Summoner’s Soul. Over time. p. A player should choose the realm to which her character is linked when selecting this Merit. Supernal Anchor (•••••) Book: Summoners. not to any dice rolls necessary to control them. acting as . One answer to this conundrum is to be found in the process of creating a Supernal Anchor. the mage must defeat the entity in combat (reducing it to zero Corpus or otherwise beating it to the point of helplessness). Some mages. But this may only be selected at character creation or with Storyteller approval. 186 Prerequisite: Awakened Effect: A minority of mages Awaken with a quiescent connection to other realms. effectively. or four bonus dice with respect to summoning spells that call upon other realms.). A summoning circle can be part of a shared sanctum. while still being more naturally adept with summoning magic in general than most mages. effectively. Every mage with a Summoner’s Soul is mystically inclined towards one realm over the others. this choice cannot be changed. Shadow. but also to cultivate within themselves a sense of the gravity of the act. shows itself as an inherent talent for summoning magics. In other words. 185 Prerequisites: Sanctum (Size) • or more Effect: Throughout the ages. aren’t content to divide their spirits in this manner. A mage with this Merit can use a Supernal spirit appropriate to his Path to create what is. Note that the bonus dice only apply to attempts to summon the appropriate otherworldly beings. which. sliding partway out of this world and partway into others. whereupon he can reflexively reshape the being into a corporeal fragment of the world in which his Watchtower stands. to separate this powerful form of magic from distractions. On a level far below conscious thought. For each dot of a single instance of this Merit.

Forcibly subjecting an unwilling Supernal spirit to the familiar bond (and many of them are. just to experience the feel of the Supernal Realms once more.” and “Self-Purging” as taught by the Gogyo. A Supernal Companion spends most of its time in Twilight but can manifest at its master’s side by spending a point of Essence (this ability is separate from the single Numen allowed to familiars at creation). Some Banishers go further with their repudiation of magic than others. In addition to the experience points cost of this Merit. 42 Prerequisite: Awakened (Banisher or Storyteller’s permission). indeed. as it is not actually a piece of his own soul. 68). she can drain up to two Essence from the Supernal Companion for an equal amount of Mana once each day. requiring a mage with Wisdom 1 or greater to roll against degeneration (two dice). Supernal Resistance (•• to •••) Book: Banishers. At one dot. In addition to the other benefits gained by a mage for owning a familiar. unwilling to be confined to the material realm). must be purchased with bonus Merit dots at character creation Effect: Nearly all Banishers go through life wishing they had never Awakened. impatient to move on to bigger and better things when she is sure her magic works properly. knows the rotes “Cleanse the Body. save that he cannot be held in thrall by losing the stone. Supernal Companions are created using the guidelines shown in Mage: The Awakening on p. Their new lives bring them misery. More often than not.a soul stone belonging to the mage for all intents and purposes. Their continual denial of their abilities transcends mere psychology to become an unconscious resistance to all magic. however.” “Self-Healing. They have woven the aura of the Fallen World around themselves so tightly that they are better able to deny the effects of magic used against them. p. Binding a Supernal entity requires the mage to spend one dot of Willpower and to reveal her real name to the creature. 156) with a Potency equal to his Composure. 83 for Twilight familiars. . Tetsujin Undo Hyoho (••••) Book: Grimoire Of Grimoires. Supernal Companion (•••••) Book: Summoners. Tendogakure Hyoho (•••) Book: Grimoire Of Grimoires. At three dots. this is not considered to be Awakened magic. p. which indicates time spent in study learning exactly how to bind a Supernal creature to her. Note that the process of binding a Supernal entity to oneself in such a manner permits the being to survive indefinitely away from its realm of origin. p. studied the Gogyo Hiden Bujutsu Effect: The mage’s destiny is shielded from others as if he is constantly affected by the “Occlude Destiny” spell (Mage. the Merit increased the bonus to +2 bonus dice. this Merit gives the character +1 bonus die to add to her pool for resisting magical effects. 71 Prerequisite: Awakened.” “Body Control. p. p. in case something goes wrong. is an act of hubris. and they must constantly guard against the temptation to use magic. Other mages find themselves enamored of the creatures that they summon and decide to use such entities as familiars. Much like a Legacy Attainment. 186 Prerequisite: Awakened Effect: Smart mages that decide to pursue Supernal summoning magic start by calling up something small that can easily be dealt with. 69 Prerequisites: Awakened. requiring any mage with a Wisdom of 3 or greater to roll two dice to resist degeneration. the mage must complete the Supernal summoning ritual to call her new familiar (see p. Crafting a Supernal Anchor is a dire act of hubris. This conceals and shields his mundane destiny as well as any Destiny Merit he might possess. the mage sends these minor entities home after a cursory examination.

ensuring that their thralls will almost certainly never complete the requirements for freedom. whenever a Void-Scourged mage comes within 10 yards per dot of Gnosis of an Abyssal entity. p. Drawbacks: The mage can never again benefit from “Organic Resilience” or other Life spells that bestow armor. the more potent the favors he can provide. even a mage not of his order or the Consilium. 277). It is not a magical effect. On a success. making that willworker his thrall. This Merit costs two dots at character creation and four if purchased later. your character can demand up to three favors before he must return the stone. mistreated thralls must rely on their own cunning to turn the master-thrall relationship. Perhaps her initial journey to a Supernal Watchtower was beset by terrible spirits. the Storyteller reflexively rolls Wits + Composure for her. If he does not free his thrall after the three favors are completed. . although if they are particularly difficult or dangerous the thrall can petition the Consilium for redress. Void-Scourged (•• or ••••) Book: Summoners. his internal energies run “hot. he almost surely manipulates events to enact his vengeance for him. One day he will be free of his obligation. 187 Prerequisite: Awakened Effect: The Abyss insinuates itself into the lives of the Awakened in many different ways. The Storyteller works with the player to determine who the thrall is. or maybe she had one too many close calls with Acamoth and their servants in the years since. Such theft can be done only once per day. The thrall can take his case to the Consilium. and is considered one favor toward the three allowed. Thrall (•••) Book: Mage: The Awakening Core. he can be punished freely by any other mage. with bonus dice equal to the spirit’s Rank. p. if your character’s favors benefit the thrall and don’t violate his dignity. or determine its nature or power without the use of other abilities. Furthermore. If the mage doesn’t have any Mana on hand his body automatically scours itself of a point of Stamina. freeing the thrall. but some mages learn to harness the power of the marks that the Void leaves seared into their souls. your character is expected to return the soul stone to the rightful owner. After the three favors are completed. Void-Scourged willworkers receive a two-dice bonus to all rolls to summon or socially interact with Acamoth and Gulmoth (whether to negotiate a deal or to intimidate such a being into complying with the mage’s wishes). More often. but the more dangerous it is to anger him. By custom. and although by custom he cannot seek direct revenge or demand a duel. though she cannot pinpoint its location. the character is aware of the presence of an Abyssal being. but seldom as obvious as with those with the Void-Scourged Merit. The more powerful or politically connected the thrall. Some mages set daunting favors. 89 Effect: Your mage physically controls another’s soul stone (see p. he might gain a grudging respect. Roll Gnosis + Presence – the soul stone creator’s Resolve and take one Mana per success.” except that it adds armor based upon the lower of the character’s Strength or Stamina. Doing so is considered bad form.Benefits: The mage constantly benefits from the equivalent of the rote “Organic Resilience. Possession of a soul stone gives your mage an Intimate sympathetic connection to its owner and allows him to tap the owner’s Mana without casting a Prime spell. Conversely. it doesn’t count toward the mage’s spell tolerance or as a spell for the purposes of stacking magical effects with the exception of Life Shielding spells. but most officers hesitate to intervene unless the thrall’s master endangers their interests or challenges their authority through his flaunting of custom. Furthermore.” His body consumes a point of Mana every sunrise. These favors can be as weak or as daunting as he desires.

for instance. A Stradivarius violin may call to the Promethean. granting the picks +4 Durability. be that person Promethean or mortal. but with the flare of Azoth. apply only to the character.) This ends once the object is found. this Merit grants some resistance to this punishment. When the spark of Azoth blazed within. The lock picks would normally add +2 dice to appropriate Larceny rolls. the picks improve dramatically. and imbue an object in the room with unique properties. Drawback: The Azothic Object is supernaturally tied to the Promethean character who takes this Merit. in which a Promethean awakens “on the slab. p. . 55 Effect: The generative act would. The Merit’s cost depends on the Azothic Object’s unique properties: Propnnnerty Increased Durability Increased Structure Increased equipment bonus 9 again Merit Cost 1 dot per +2 Durability 1 dot per +2 Structure 1 dot per +1 die modifier* 5 dots *The Azothic Object’s equipment bonus cannot be more than double the item’s normal equipment bonus. (A dramatic failure incurs a –2 penalty. could hurt the Promethean. too. then it counts as food. Example: Vox Vulgus’ creator broke into the sewers beneath Philadelphia to give her perfect body life. and for 12 hours upon waking. If the object is ever destroyed. it sings and keens with eerie beauty. If another tries to use it. a handful of sand or a broken bottle. Glass shards or jagged metal. Equipment bonuses. whatever it may be. With this Merit. her player must make a Resolve + Composure roll every time she sleeps. She also spends two dots on Durability. from filet mignon to a car-crushed raccoon. granting the lock picks an additional +2 bonus (for a total of a +4 equipment bonus). like a sun-flare or an arc of electricity. the object’s bonus not only does not apply. 55 Effect: A Promethean’s “Superlative Constitution” already guarantees that she can eat nearly any kind of organic matter. Still. At the moment the object is destroyed. any damage sustained from eating non-organic material is limited to one point of bashing damage. a flicker of his Azoth waits within that item. if the Promethean can get it into his mouth and down his throat. That initial blaze of Radiance within can lash out. The player spends two of the four points on the equipment bonus. Azothic Object (• to •••••) Book: Strange Alchemies. This moment. Failure on that roll means she suffers nightmares about the object. The Storyteller may also deem that an object’s composition does damage to the mouth and throat. but the user suffers a –2 penalty.” can have residual effect upon the monster’s immediate surroundings. and when he wields it. the Promethean can eat most inorganic matter. is attuned to the Promethean. if any. the Divine Flare lashed out and touched the creator’s set of lock picks. the character suffers lethal damage equal to the dots spent originally in this Merit. This object. At character creation. A crude and rusted straightrazor may suddenly gleam with a newly-sharpened edge.Merits List Acid Stomach (•) Book: Strange Alchemies. Whether the “food” is a roll of quarters. thus making them inordinately resilient to damage. Vox’s player gives her four dots in this Merit. have one effect: the flare of Azoth within a once-dead body. the character’s Azoth flares up within her and burns her from the inside. A brittle antique bottle that once held a draught of bitter vinegar and antimony may suddenly become nearly unbreakable. p. Drawback: This Merit doesn’t give any bonuses to chewing. upon initial examination. If the character loses the object. The object has to be small enough to fit in her mouth and for peristalsis to carry the item down her throat. suffers a –1 penalty on all rolls. too.

Embodied companions cost four dots. A dog becomes yellow-toothed. The Storyteller and the Promethean’s player should work together to design the spirit’s Traits. with extra dots as listed below. Twilight Companion Traits Attributes: 3/3/2 (allocate dots in any order among Power. the Promethean can understand anything the companion says to him in this form. pp. p. The spirit can embody itself in any animal up to the size of a large dog. It’s like a (hideous and sometimes unwelcome) imaginary friend for the Promethean. These can be picked from the following Ghost Numina: Ghost Sign. A Twilight spirit can manifest like a ghost (see “Manifestations. The companion being is either in Twilight. Like calls to like. it sits invisibly on its master’s shoulder and whispers obscenities. 211). the creature takes on a distinctly unhealthy look. When a companion manifests. A companion begins play with at least one dot in each Attribute. It costs three dots to buy a Twilight spirit as a companion. The kind of spirit that would follow something as grotesque as a Promethean is not always the kind of spirit that a Promethean would have following him. even in the form of an animal or bird. p.Companion (••• or ••••) Book: Strange Alchemies. A companion in Twilight has no body. the companion’s talk just sounds like animal noises. p. A crow’s feathers become matted and stinking. a small imp that does its master’s bidding. A rat grows to enormous size and develops an evil glint in its eye. lies and unpleasant truths into his ear. but as the spirit body. Magnetic Disruption. but only the Promethean whom the spirit follows can see it or talk to it. the Promethean has a bond with a spirit that aids him and supports him. allowing Disquiet to build up and the Wasteland to spread. See Promethean: The Created. mangy and fleabitten. At rest. Many are revolting or demonic in appearance and behavior. 210). A cat gains scars and weals in its fur. An embodied companion possesses the body of an animal or bird in the material world.” the World of Darkness Rulebook. whether it is immaterial or embodied. Whatever the animal is. Phantasm or Telekinesis (see the World of Darkness Rulebook. To everyone else. The companion. but cannot be commanded to leave. Embodied Companion Traits Attributes: 4/4/3 Skills: 8/5/3 Willpower: Equal to Resolve + Composure Essence: 10 (10 max) Initiative: Equal to Dexterity + Composure Defense: Equal to highest of Dexterity and Wits Speed: Strength + Dexterity + “species factor” (based on its animal type) Size: 4 or less (based on its animal type) Health: Equal to Stamina + Size . 55 Prerequisite: Ephemeral Flesh Bestowment Effect: Whether he wants it or not. invisible and immaterial. A companion is a Rank 1 spirit (see Promethean: The Created. or it is embodied. 255–256 for the rules that govern spirit Traits. use the following modifiers: Location Its master’s lair Wasteland In front of people suffering from Disquiet Modifier +2 +1 for each level of the Wasteland effect +1 for each level of Disquiet Although the companion obeys its master without hesitation. if left to its own devices. Finesse and Resistance) Willpower: Equal to Power + Resistance Essence: 10 (10 max) Initiative: Equal to Finesse + Resistance Defense: Equal to highest of Power and Finesse Speed: Equal to Power + Finesse + “species factor” (usually 5) Size: 3 or less Corpus: Equal to Resistance + Size Influences: 2 dots (choose one) Numina: Choose one Numen. p. the companion finds its powers are easier to use if Disquiet or Flux have affected the area around the Promethean. The spirit doesn’t suffer from Disquiet. 255). tries to convince its master to stay in one place and interact with humans. The animal an embodied companion possesses is ordinary. The ectoplasmic humour within the Promethean attracts the spirit. Ghost Speech. The Promethean can always see the spirit.

••• for satellite-based communication). Improvement: A Promethean’s player can improve his companion’s Traits by spending some of his character’s experience points on the companion. Roll Power + Finesse. Heavy Revolver or Pistol. The companion gets one Essence for every success. the only changes it permits are those that make the Unfleshed more human. the companion falls into slumber. GPS (••) or high-powered radio (•••. for a cost of one dot more. and a +1/dot thereafter. • Headware Communications: This Device grants the Unfleshed to use some form of mechanical communications naturally. •••• for satellite-based communication). these weapons may use some kind of special effect (such as Knockout. the ectoplasmic humour within its master) is its anchor in the material world. A Twilight companion vanishes. • Internal Projectile Weapon: The Unfleshed has a built-in firearm. working much more quickly than a normal computer user might. and a spirit that reflects violence gains a single point by being close to a place where violence regularly happens. The Strength requirements for using such weapons are reduced by one. and needs to feed on Essence to survive. Device (•• to •••••) Book: Saturnine Nights. the Promethean can spend his companion’s Essence points as Pyros. Assault Rifle (•••••). These generally mimic normal weapons (compare with those on p. This is a useful catch-all category to reflect anything from built-in communications devices to the ability to interface with computers to integral weaponry. The weapon inflicts the rating of the Device in bashing damage. or a boxing ring or the house of a man who beats his wife). A companion can travel as far as it wants away from its master.Influence: 2 dots (choose one) Numina: Choose one of the same Ghost Numina available to Twilight companions. wallcrawling systems and so on should be purchased as Bestowments and Transmutations. The companion loses one Essence per day. This Merit may only be purchased at character creation — once the Divine Fire has taken hold. or the rating of the Device –1 in lethal damage. assuming there is a computer available during that research. This Merit should be purchased for each such device. 59 Prerequisite: Unfleshed Effect: The Device Merit covers any number of built-in devices and capabilities that one of the Unfleshed may possess. and grants a +1 to Computer rolls at ••. Each point of Pyros the Promethean spends gives the companion one Essence. the companion can draw Essence from an appropriate source. It used the same traits as a normal firearm. p. This reduces the time on Computer based rolls by half. p. the design of the firearm is such that it can store 100 rounds. Large SMG. Rifle or Shotgun (••••). These devices should simply be normal equipment installed in the Unfleshed — truly advanced technologies such as lasers. The weapon’s damage depends on the rating of the Device. It costs the same number of experience points to raise a companion’s Traits as it does a Promethean’s. as though it were using Pyros. it causes the Unfleshed’s disfigurements to be revealed. On the other hand. 170 of the World of Darkness Rulebook). it knows when its master needs it. Finesse and Resistance are Attributes. • Concealed Weapon: The design of the Unfleshed includes a concealed blade or raised striking surface that can be deployed for purposes of violence or utility. This also grants its bonus to making Research rolls (see the World of Darkness Rulebook. such as a street in a particularly bad neighborhood. For a +1 to the cost of the weapon. Power. When the Unfleshed deploys or uses this Device. The type of weapon depends on the rating of the Device: Light Revolver or Pistol (••). • Computer Interface: This device grants the ability to interface with a computer. including the necessity for ammunition. At the Storyteller’s option. absorbed into the Promethean’s ectoplasmic humour until the Promethean awakens it by spending a point of Pyros. This roll is modified by the same modifiers that affect manifestations. using his companion’s Essence to draw the Divine Fire back down through his humours. or 9 again) if they are based on a weapon that possesses that trait. If the companion loses all of its Essence. the Pyros cannot hide the Unfleshed’s true nature. channeling the Divine Fire through his ectoplasmic humour. otherwise the weapon stores its normal complement of ammo. Small SMG (•••). although its master (or rather. and cost (new dots x 5) experience points to raise. . The Unfleshed always possesses a port that can allow it to eject spent shells and load new ones. No matter how far away the companion wanders. Once a day. 55). Some examples include cell phone (••. A Promethean can also spend Pyros to give the companion Essence. When the Unfleshed draws on its technological heritage in this fashion. The companion gains one Essence per day from being close to something it reflects (so a spirit born of trees gains a single point every day it stays near trees.

The Storyteller knows that this Promethean is the key to the milestone. 190. Meeting a dead idol (or a dead serial killer) can be a creepy experience. she really was a dead celebrity. The Created can interpret it any way he wants. especially if the character is lagging behind on his Pilgrimage. Fighting Style: Brute Force (• to ••••) Book: Strange Alchemies. with a +1 bonus per dot thereafter. places or things that are somehow important to one of the character’s milestones. Each Device applies to the use of a different Skill. The Promethean might see a rare. Although a Promethean with a familiar face might find it easier to scare people. and grants a +1 equipment bonus at ••. (See “Summa Perfectionis: The Pilgrimage” on p. Exceptional Success: One or more clues (one per Elpis dot). Still. The Storyteller then rolls the character’s Wits + Composure in secret.• Tools: This grants the Unfleshed the ability to use a Skill that requires tools. and a suggestion about their interpretation provided by the Storyteller. Famous Face (• to •••) Book: Strange Alchemies. Reminded of a famous (or infamous) figure. Activating this ability requires at least one hour spent in sleep. didn’t she look like that supermodel chick who killed herself a couple months ago?” Drawback: Elvis is dead. they feel an involuntary shiver. and decide that yes. The supermarket tabloids lap up Elvis sightings. although most people will rationalize the meeting: “Man. especially since a Promethean who has no idea who his body once belonged to acts as if there’s nothing weird. medieval book behind glass. urging them toward Mortality. not the book. trying to steal the book. With this Merit. and use the monster’s pent-up rage to unleash brutal. stories about Elvis turning up in supermarkets and out-of the ways diners have circulated for years. But will the character realize this? Elpis is not a means of gaining an exact roadmap to Mortality. and a report could have an out-of-the-way area crawling with hack journalists. but all Created possess . This so-called style is particularly common among Frankenstein and Tammuz Prometheans. as determined by the Storyteller. basic electronics toolkit (Computer) or a built-in med kit (Medicine). Promethean philosophers equate it with a guiding force. the Promethean can tap into this guiding force and gain clues through dreams and visions that might aid his Pilgrimage. The Promethean gains a +1 die pool bonus on Persuasion and Intimidation rolls when dealing with people who knew who the dead person was. 56 Effect: The Promethean’s body (or at least the face) used to belong to someone well-known. No one used Elvis’ body to make a Promethean (the same goes for Kurt Cobain. the character can use his Elpis ability to gain a supernatural insight concerning a question or topic relevant to his Pilgrimage. drawing the Promethean down the proper paths to the New Dawn. Marion Monroe and Princess Di). Examples include a set of lock picks (Larceny). powerful attacks. a sort of teleological principle calling from the future. the book merely led the character to this encounter. He travels there and breaks into the museum at night. p. though. all it needs is for someone not to be sensible and rational when he meets the Promethean. The results are: Dramatic Failure: A nightmare. the final force released from Pandora’s Box. to get him through his Pilgrimage. only to be confronted by a Promethean who makes his lair there. Success: One or more clues (one per Elpis dot) that might help him to achieve a Pilgrimage milestone. but it probably leads to more trouble than solutions. It’s a tool for the Storyteller to help drive events of the story. p. 57 Prerequisites: Strength •••. Prometheans are often ignorant of the nuances of human culture. After some research. Elpis (• to •••••) Book: Promethean: The Created Core. although they must be interpreted. he learns it is in a museum in Chicago. This aspect of the Divine Fire that calls out to Prometheans. a trance or another activity that focuses exclusively on accessing an altered state of consciousness. 95 Effect: The Promethean relies on Hope. The information is usually conveyed in brief visions of people. and don’t often take into account who owned the bodies they use to create their progeny. Brawl ••• Effect: This fighting style isn’t a trained style. Once per game session.) The exact role the subjects of these visions will play remains unclear. p. is called Elpis. Promethean characters do not learn it so much as embrace the monster within. Failure: Meaningless images.

Bone Cracker (••••): The character grabs a foe’s limb with both hands. he always possesses it as a dormant but persistent fury. Fighting Style: Multi-Limbed Combat (• to ••••) Book: Pandora’s Book. So.” The Merit’s maneuvers and their effects are described below. Each maneuver is a prerequisite for the next. While in a grapple. Athletics ••• Effect: While not all of the Centimani are adept at combat. Protected Attack (•••): One benefit of extra limbs is the increased ability to avoid leaving oneself vulnerable even when pressing an attack strongly. Tentacles may be used to grapple or for non-immobilizing overpower maneuvers with the exception of draw weapon. He barrels forward. This is an “all-out attack” per p. over the centuries. Dots purchased in this Merit allow characters access to specific combat maneuvers. developed their own fighting form that uses multiple limbs to full advantage.e. however. not bashing. Prerequisites: More than two prehensile limbs. negating the possible benefits of their plentiful limbs. most which are based on either the Brawl or Weaponry Skill. All Maneuvers are based on the Brawl Skill. the attack misses). Crush and Bite (••): This maneuver is used only during a successfully maintained grapple. your character cannot possess “Crush and Bite” before he has “Falling Pillar. Defending against three or more limbs is simply outside of the realm of experience of most foes. any Strength + Brawl rolls made in an effort to do damage to the subdued opponent inflicts lethal damage. The damage is still lethal. for each limb or tentacle above two. smashing his head into his opponent and throwing the rest of his weight into the attack. Falling Pillar (•): With this move. This is an instant action. are listed below. Drawback: The Promethean puts everything into the attack. Brawl •• or Weaponry ••. both hands must be free for the attack to be successful. While not all Centimani learn this fighting style.” and may instead choke. combat-minded Centimani have. p. Drawback: Spend one Willpower point to activate this attack. Dots purchased in this Merit allow access to special combat maneuvers. All bonuses given are in addition to the bonuses granted by the Transmutations “Hundred Hands” or “Tentacles. allowing the well-trained Centimanus to cut through an opponent’s defenses by attacking from unexpected angles. Manhandle (••): By virtue of having more than a normal quantity of grappling extremities. limbs are limited in definition to those that end in hands.) Juggernaut (•••): The character uses his entire body as a weapon. Speed. the attacker loses his Defense for the remainder of the turn. the Promethean holds both hands together in a single fist. A broken bone also forces the target to lose a dot of Dexterity until those lethal levels heal.. The attack. and characters with Protected Attack have perfected the . made with a Strength + Brawl roll. If the attack does damage equal to or exceeding the target’s Stamina. Drawback: Both hands must be free for this attack to succeed. gains the 9 again bonus. (The character needn’t truly “crush and bite. and possibly Defense. This point does not confer three additional dice to the attack. and is made at –2 dice (due to targeting an arm or leg). 157 of the World of Darkness Rulebook). the character’s ability to take other actions while wrestling is drastically increased. To counteract this tendency. A character may also teach herself this ability. If the character succeeds on a grapple with his opponent.” The maneuvers and their effects.Torment. Lowered Dexterity also takes away from the target’s Initiative modifier. enough emphasis has been put on turning their unique physical qualities to martial use for a specialized fighting form to have developed. If the player fails this roll (i. although it is much more difficult and time consuming to do so. For the purposes of this Merit. Weapons disarmed by tentacles are considered to be dropped. For every limb or tentacle over two. The character foregoes his Defense. it is frequently taught when one of the Hundred Handed meets up with another of like mind and build. the character may make an overpower maneuver that does not immobilize the target. twisting as if wringing water from a dish rag. Each maneuver is a prerequisite for the subsequent maneuver. and drops both arms upon his victim — the motion is like a stone pillar crashing down. the opponent’s Defense is reduced by one. head-butt or even smother. Also. she must check for the character to resist Torment. attack with drawn weapon or turn a drawn weapon (see p. Also. the bone breaks and the damage becomes lethal. for individuals untrained in hand-to-hand-to-hand combat extra limbs can prove as much a distraction as an advantage. This is a targeted attack. but gains a +4 bonus to the roll as opposed to the normal +2 bonus. Dexterity •••. Normal all-out attack rules apply.” Outnumbered (•): Most combatants are unaccustomed to encountering opponents with more than two possible avenues of attack. So. 50 While possessing more than two arms would certainly seem to have obvious benefits in battle. a character can’t have “Manhandle” until he has “Outnumbered. Even when Torment isn’t affecting the Promethean at a specific moment. Tentacles only apply if specifically designated. Untrained individuals tend to focus on one offense or defense at a time. 157 of the World of Darkness Rulebook.

58 Effect: The brain housed in the Promethean’s body is above average.ability to deliver an attack without leaving themselves defenseless. Lair (• to •••. Drawback: The character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. but the Created usually choose places far from the madding crowd of mortals. 58 Effect: During certain moments. It can be anywhere. . This maneuver does not give Centimani the ability to wield a shotgun or two-handed sword single-handedly or to attack more than once per turn with any weapon. Since most lairs are . If he uses Defense against attacks that occur earlier in the Initiative roster. It may have come from a particularly smart person. a character with this Merit can ignore the –3 unskilled penalty associated with a lack of Mental Skills. p. Intimidation rolls are made with the 9 again rule in place. thus characters with three prehensile limbs may make two attacks (the second of which is at –1). Thus. Fresh Corpse (••) Book: Strange Alchemies. the character with this Merit can ignore the –1 unskilled penalty associated with a lack of Physical Skills. as well as on the roll for derangement afterwards. Available at character creation only. he can make an additional attack per turn upon a single target. Drawback: The 10 again rule does not apply to Persuasion rolls. While perhaps not precisely skilled. he’s ugly anyway. others can glimpse your character’s true grotesqueness. The flesh used to give your character life is in some way hideous. that unsightly countenance ensures the potency of your character’s threats. The transfer of Azoth to the vessel happened within an hour after all parts perished. This bonus does not apply to any other degeneration rolls. Special) Book: Promethean: The Created Core. he cannot perform the maneuver this turn. 49 Prerequisites: Composure ••• Effect: While Centimani are immune to the debilitating effects of learning and using Pandoran Transmutations. Therefore. Incorruptible (••••) Book: Pandora’s Book. but the fact is . the character is capable of a level of mental ability that other Prometheans may not be able to achieve. p. Permanent Pandoran Transmutations that result in an automatic loss of Humanity are unaffected by this Merit. He may be deformed. . or may instead be affected positively by a strange physical anomaly (a tumor. individuals with the Incorruptible Merit are more resistant to the dehumanizing taint of Flux than others. Bountiful Blows (••••): The character’s limbs rain attacks down upon his foes. and neither are former Centimani. Incorruptible grants a +2 on the degeneration roll to resist the loss of Humanity due to learning or using Pandoran Transmutations. their lairs are nondescript and contain multiple means of escape. Galateids may not take this Merit. This Merit allows the character to Dodge and attack in the same turn. Prometheans on other Refinements are not. only those related to using Pandoran Transmutations. Drawback: A single attack while not dropping one’s guard is complicated enough — multiple attacks are impossible. 96 Effect: A lair is a place a Promethean can retreat to where he can hide or defend himself from others. before he can perform this maneuver. Available at character creation only. If they do choose to live close to mortals. or perhaps a uniquely damaged corpus callosum). disfigured or outright awful-looking. For every prehensile limb above two. While perhaps not precisely skilled. In the case of characters wielding weapons that require more than one hand. While the power of Flux is strong. p. five may make four (the fourth of which is at –3) and so on. Each extra attack is made at a cumulative –1 modifier. Good Brain (•••) Book: Strange Alchemies. p. should the degeneration roll fail. Hideous Anyway (••) Book: Strange Alchemies. the body is capable of a level of physicality that other Prometheans may not be able to achieve. characters with four may make three attacks (the third of which is at –2). maximum additional attacks are limited to one per weapon wielded. Protected Attack cannot be stacked with Bountiful Blows. p.58 Effect: The cadaver(s) used in the generative act were particularly fresh. He is considered to have used his extra limbs to aid in his Defense.

however. leaving that score to drop. although it loses one of its dots due to lack of maintenance. They might be devoted to one another and willing to pool what they have. Characters for whom no points are spent on Lair at all might have some small. Lair Size and Lair Security may not rise above 3 (to a maximum of six dots on this Merit. Each dot of Lair Security subtracts two dice from efforts to intrude into the place by anyone a character doesn’t specifically allow in. A warehouse might have sufficient space. criminals or social workers). If any group member does something to diminish the lair. a player allows for accoutrements and personal effects. The Storyteller decides what a reduction in dots means in the story when a character leaves a shared lair. each dot of Security offers a +1 bonus on Initiative for those inside against anyone attempting to gain entrance (good sight lines. A shared rating in the Lair Merit cannot rise higher than three dots in either of the two aspects of the trait. When the Promethean abandons his lair. separate from her partners. small family home. video surveillance). Perhaps no one else picks up the character’s attention to Lair Security. When a character leaves a shared-lair relationship. causing an effective drop in Lair Size. Any leftover dots that a character has (or is unwilling to share) signify what she has to draw upon as an individual. A lair with no dots in Size is just large enough for its owner and perhaps a single companion. For example. The lost dot represents the cost or bad image that comes from the breakup. of course. Lair Size. If the individual still survives. until the Promethean can put some effort into restoring it. Players who choose this Merit must also choose how to allocate these two factors when spending dots. A Promethean might maintain a separate lair outside the communal one represented by the shared trait. If a character breaks a relationship with his throng.only temporary. under a carpet) or simply difficult to penetrate (behind a vault door). the Storyteller might decide that the lair is still operable. they simply do not gain the mechanical benefits of those who have assigned Merit dots to improve the quality of their temporary homes. thus making it difficult for others to gain entrance. two dots may be spent on Lair Size. In other words. In any event. If he later returns to the area. ending relationships. That is. meant to serve for only a few months before the Promethean resumes his Pilgrimage. he doesn’t get all his dots back for his own purposes. This increased difficulty might arise because the entrance is so difficult to locate (behind a bookcase. but it might be dark and cramped. characters cannot pool more than three dots to be devoted to. 3–4 rooms •• An abandoned warehouse. Larger lairs can be anything from mansions to mountain hideaways to vast subterranean catacombs. A rift might form between close friends. Lair Size does not prevent intrusion by mortals (such as police officers. Group members might perform actions that cast themselves (or the group) in a bad light. A lair’s value is represented by two factors — size and security. Special: It’s possible for the Lair Merit to be shared among characters in a close-knit group. If all members agree to part ways. they must allocate those dots to Security. with minimal storage capacity — a cramped apartment. The chain is only as strong as its weakest link. mansion or network of subway tunnels. its dots decrease for all group members. Lairs with no dots in Lair Security can be found by anyone intent enough to look. say. the group loses both of the Lair dots he contributed. For instance. Lairs of considerable size are not necessarily easy to maintain. One character . Each aspect of the Lair Merit has a limit of three dots. By spending points to increase a lair’s size. they all lose one dot from what they originally contributed. humble chamber or favorite spot under a bridge. Maybe a portion of the lair falls into disuse or even collapses. Characters can also leave a shared lair. Shared Lair dots can be lost. That’s the weakness of sharing dots in this Merit. but it might not be secure against unwanted visitors. two or more characters simply have to be willing to pool their dots for greater capability. they cost relatively few dots to acquire. If they wish to devote extra dots to the Merit. the dots he contributed are removed from the pool. Throng members or associates might be abused or mistreated. He gets one less than he originally contributed. Lair Size is important to characters who need a place to safely store their possessions and valuables. All lairs are not created equal. Players who want to ensure privacy and safety may spend dots on Lair Security. (NB: The dot ratings for Lair differ from similar Merits from other World of Darkness games. A hidden cave has adequate security. three characters share a lair and expend a group total of five dots.) • A large apartment. a plausible explanation must be determined. countless rooms or chambers Of course. To share this Merit. with a third spent on Lair Security. A character need not devote all of her Lair dots to the shared Lair Merit. and they offer little protection once they have been breached. church. but he gets only one dot back for his own purposes. total). for instance. though. Whatever the case. equivalent of 9–15 rooms or chambers ••• A sprawling estate or vast network of tunnels. Or one could be kicked out of the lair by the others. A character might be killed or decide to go to the wastes. or perhaps their mutual reliance on an individual or trust could bring them together to share what they have in common. or large underground chamber. The Storyteller dictates when character actions or events in a story compromise shared Lair dots. he loses the dots. Also.

you gain a point of Willpower. Pilgrim (•••••) Book: Strange Alchemies. Repute (• to •••) Book: Promethean: The Created Core. The result looks like this: MERITS Lair* (2) •••• Lair ••• Allies ••• In this example. put an asterisk next to the name of the Lair Merit and fill in the total dots that your character has access to thanks to his partnership. World of Darkness Rulebook).58 Prerequisites: Elpis ••. Humanity 6 Effect: The character has a kind of destiny. Those remaining two dots represent a lair entirely separate from what she and her partners have established together. and many of these stories concerns the exploits of others of their kind. which he maintains by himself. A Promethean with this Merit has had some of his exploits told to others. Drawback: The character must maintain a Humanity 6 or above to keep this Merit. possessed of a nearly missionary fervor to tell the stories of the Seer. Once someone recognizes him.. you regain all your Willpower. 114. The result is that. These legends don’t even have to be true. He contributes two dots to the relationship. They are also quite focused on learning more about the Seer — though this focus is most often on the Cycle associated with their Refinement. must have experienced (but not necessarily yet completed) the Revelation Those Prometheans who have experienced part of the Seer’s Pilgrimage are often its most ardent adherents. p. Should one of the Prometheans you tell this or any Seer legend to experience the Revelation. the Merit is lost and can only be regained when the character’s Humanity becomes 6 again. Finally. This feeling may exist within from the moment he is created. A character may not possess both the Pilgrim and Shepherd Merits at the same time. if you succeed in gaining inspiration at a Shrine. as if they were bought through the Allies Merit (p. Effect: When you gain the opportunity to tell the story that has had such an effect on your Pilgrimage. in the way that it stirs his humours within the crucible of his dead body. whenever the character completes a milestone. the Promethean can add +1 per Reputedot to any Socialize roll made to influence or befriend those who know his legend. the character shares a Lair Merit dedicated to the throng’s communal shelter. Pilgrim (••) Book: Magnum Opus. This allows greater flexibility should a character ever decide to withdraw from the community arrangement. To record a shared Lair Merit on your character sheet. It is not important to note on which aspect of the Lair Merit those points are spent.e. p. . the character has Allies in the police department rated 2. He can also use those who recognize him as temporary allies. He can feel it in his Azoth. The character also has his own private Lair Merit rated 3. which is also his own Merit. 97 Effect: Prometheans hear many stories from other Prometheans on the road.chooses to use two other dots on a private lair. p. he gains one more Vitriol for the act than normal. and the group has a total of four dots that are made available to each member. their players roll Intelligence + the Promethean’s Repute dots to see if they recognize him. They are worth one dot each — capable of rendering minor favors — and can be used this way only once per person (i. one minor favor per person). If his Humanity drops below that. 53 Prerequisite: Promethean. And. you gain one more Vitriol than normal from the experience. but they are popular enough to be told and retold to Prometheans on their Pilgrimages around the country or even the world. or may dawn slowly over time like a slowly stoked flame. In order to record his original contribution. The Divine Fire within seems to drive him more purposefully than it does others. unless the Promethean spends experience points to codify his relationship with them into the Allies Merit. write that amount in parentheses along with the Merit’s name. When other Prometheans encounter the reputed Promethean.

doesn’t heal naturally. Each time he uses one of these memory dice. there is no effect. like an Egyptian tomb ornament. One Pyros heals one point of aggravated damage. Each dot represents one distinct Skill the residual memory retains from the body’s former life (chosen when the player chooses this Merit). made of clay or of some kind of ceramic.” a small. or split them up between different dice rolls.With one dot in this Merit. and with three dots. Firearms and Streetwise. For example. The next game session. even if it doesn’t understand what it has heard. able to enter an enemy’s home through small cracks. It takes the form of a little unformed man. If he succeeds. but its master can heal any wounds the Shabti has taken using Pyros. (The body’s former inhabitant knew nothing of Transmutations. if the player feels the body’s former inhabitant knew those Skills to a decent degree. While sharing the creature’s perceptions. a character with two dots of Residual Memory has four dice in his memory pool. based on the legends told about him. A Frankenstein’s hand might sometimes seem to have a will of its own. Some Prometheans experience faint memories of their bodies’ former inhabitants. Residual Memory (• to •••••) Book: Promethean: The Created Core. With two dots. A player whose character has Residual Memory 3 might choose to devote it to Academics. channeled through his conceptual journey to the land of the dead. bear small objects or use weapons. A Shabti. For each chapter in a story. if its master wishes.) Drawback: Whenever the character has spent all of his available memory dice for a chapter. the derangement becomes active for the scene. p. and strangling him in his sleep. fairly intelligent creature that follows his commands and guards him when he rests. being made of inanimate material. but not to Transmutation rolls. For instance. and can repeat perfectly things it has heard said. the Promethean might be recognizable on sight. The Shabti has been animated with the same Azoth that created the Promethean. p. and can. No matter how far away the Shabti is from its master. If he refuses too many of these requests. the character with Residual Memory 3 (giving him six dice) might choose to add two dice to an Academics roll and then four to a Streetwise roll. The Shabti can say a few words. The player could even devote his Residual Memory to Skills for which he has no training (although the character still suffers the penalty for untrained Skill use). the character has a pool of “memory dice” equal to twice the number he has in this Merit. The player chooses one mild derangement when he purchases this Merit. The Promethean can spend one Pyros to be able to see through the Shabti’s eyes for a scene. stored in the flesh. 97 Prerequisite: Promethean Effect: The Azoth does not always wash clean every remnant of dross in the body it sparks to life. he might apply all six dice to a single Firearms roll. he can add it to any one dice pool related to the Skills his residual memories retain. This is usually due to his obvious ability to accomplish the task requested. might seek to enlist his aid. The Shabti has an empathic link with its master. providing the Promethean with abilities he himself might not have but which he won’t remember after having used them. once they’ve been used. 58 Prerequisite: Revivification Bestowment Effect: The Promethean — most likely an Osiran — owns a “Shabti. . Either way. Drawback: Prometheans who recognize the renowned character and from whom he has asked a favor. he might lose Repute dots as word gets around of his selfishness. it knows what the Promethean is feeling. If he fails. The bonus can apply to mundane use of these Skills. maybe a foot tall. It might be the color of blue faience. the player rolls the Promethean’s Humanity. It has grasping hands. or brightly painted. A less scrupulous Promethean could use his Shabti as an assassin. but they might come to realize who he is once they’ve spent more than a few turns with him. the Promethean is mildly famous among his own kind. The memories of the body’s former self are asserted. They won’t recognize him on sight (based on his description in the legends). they’re gone until the next chapter or game session. An Ulgan might remember events that occurred to his body before it was rent by spirits and used to spark artificial life. He can use these memory dice all in one dice roll. his renown positively colors the Measure. but is aware of what’s going on around him and can choose to abandon looking through the Shabti’s eyes. the character can’t perform any other action. he might also remember one of the former inhabitant’s derangements. the initial opinion other Created make of him. Shabti (•••) Book: Strange Alchemies. On the turn following the use of the final memory die. or two points of lethal o