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Shadow Accord

2015 Rulebook

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Credits
SA 2.0 Rules Original Development Team: Chuck Arnett, Marc DeArmand, Trevor Kidd, and David Snider

SA 2015 Rules Team: Trevor Kidd (Manager), Natalie Corlew, Josh Dillard, Frank Dominick

Early Concept Work: Chuck Arnett, Andrey Stroilov

Rulebook Layout: Massimo Loi

Logo Design: Ian Finley

Tag Layout: Taylor Alcock

Ritual Layout: Mike Lamphere, James Wade, David Snider, Josh Dillard, Natalie Corlew, Frank Dominick

Latin Translations: Edite Foreman

Best Damn LARP Community

All of you guys! Thanks for helping us beat this document into shape.

© 1990-2013 White Wolf Publishing, Inc.

All rights reserved. This book is not meant to be a challenge to

any copyrighted material, and must be treated as such.

This book is for personal use only to play Shadow Accord

and is not to be sold under any circumstances.

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Table of Contents

SKILLS........................................................................................ 18
CORE RULES
GENERAL RULES ..........................................................................1 POWER TREES........................................................................... 18

CHARACTER RULES......................................................................1 INNATE TREES AND STARTING POWERS................................... 18

UNOFFICIAL EVENT RULES ..........................................................2 FINISHING TOUCHES................................................................. 18

IN-GAME / OUT-OF-GAME ..........................................................2 FREEBIE POINTS ........................................................................ 19

DISGUISING .................................................................................2 LORE ......................................................................................... 19

IN-GAME INFORMATION ............................................................3 STARTING COIN ........................................................................ 20

Game Terms and Signals .............................................................3 COMMON RITUALS................................................................... 20

Character States..........................................................................4 EXPERIENCE POINTS ................................................................. 20

Game Items.................................................................................5 GENERATION ............................................................................ 20

Roleplaying Special Actions ........................................................7 RANK ........................................................................................ 20

Combat and Attack Types .........................................................12 CHECK-IN .................................................................................. 20


ADVANCEMENT ........................................................................ 21
CHARACTER CREATION
CHARACTER GUIDES .................................................................16 Spending Experience Points ..................................................... 21

FACTION ....................................................................................16 SELF NERFING ........................................................................... 21

SUB-FACTION ............................................................................16
HUMANS
PASSIONS (WRAITH ONLY) ........................................................17 HUMAN RULES ......................................................................... 22

PATRON ....................................................................................17 AGGRAVATED DAMAGE ........................................................... 22

ADVANTAGES ............................................................................17 HEALING ................................................................................... 22

WEAKNESS ................................................................................17 ENERGY..................................................................................... 22

ENERGY TYPE ............................................................................17 HUMANITY ............................................................................... 22


WILLPOWER ..............................................................................17 TYPES OF HUMANS ................................................................... 22

VIRTUE ......................................................................................17 Becoming a... ............................................................................ 25

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VAMPIRES WRAITH
VAMPIRE RULES ........................................................................ 27 WRAITH RULES ......................................................................... 37
AGGRAVATED DAMAGE............................................................ 27 AGGRAVATED DAMAGE ........................................................... 37
HEALING ................................................................................... 27 HEALING ................................................................................... 37
ROAD ........................................................................................ 27 ANGST ...................................................................................... 37
EATING FOOD ........................................................................... 27 CATHARSIS ............................................................................... 37
BLOOD OATH ............................................................................ 27 EATING FOOD ........................................................................... 38
ENERGY ..................................................................................... 28 FETTER...................................................................................... 38
EMBRACING .............................................................................. 28 ADDITIONAL RULES .................................................................. 38
CREATING GHOULS ................................................................... 28 HARROWING ............................................................................ 38
Cainite Clans ............................................................................. 28 REGAINING PATHOS ................................................................. 38
Disciplines (Powers) .................................................................. 30 UMBRA SIGHT .......................................................................... 38
Dark Thaumaturgy .................................................................... 32 PORTAL WALK .......................................................................... 38
CAUL ......................................................................................... 38
SHIFTERS
SHIFTER RULES .......................................................................... 33 MASKS ...................................................................................... 39

AGGRAVATED DAMAGE............................................................ 33 THORNS .................................................................................... 39

HEALING ................................................................................... 33 SHADOWS ................................................................................ 39

CRINOS...................................................................................... 33 THE LEGIONS ............................................................................ 40

REGAINING GNOSIS .................................................................. 33 CORE ARCANOI ......................................................................... 40

STEPPING SIDEWAYS ................................................................ 33 DARK ARCANOI......................................................................... 41

DOORS IN THE UMBRA…………………………………………………………..34


MERITS AND SKILLS
RAGE ......................................................................................... 34 Merits ....................................................................................... 42
BREEDS ..................................................................................... 34 Skills ......................................................................................... 44
AUSPICES .................................................................................. 34
POWERS
TRIBES ....................................................................................... 34 Powers ..................................................................................... 46
BASTET TRIBES .......................................................................... 35 ST Powers ................................................................................. 57
OTHER FERA TRIBES .................................................................. 36
WYRM GIFTS ............................................................................. 36

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Core Rules

with the punches and do what is best for the story instead of
GENERAL RULES rules lawyering. Above all, be a good sport, and understand that
we all have to work together to make this game happen.
In this LARP, most interaction between players is not governed
by rules. In order for your character to do something, you must
do it. To comprehend Latin, you must know the language. To
search through someone’s belt pouch, you must open it and look CHARACTER RULES
through the items inside. You move, speak, believe, perceive,
You may play a single player character all weekend unless:
feel and sleep as your character sees fit, provided that your
character uses knowledge and supplies available in early  Your character dies.
thirteenth-century England.  An NPC removes your character from town.
 Your character is marched out of town under guard to be
The rules that follow will affect your ability to perform certain
delivered to NPCs.
actions. Some actions are dangerous or impossible for people to
perform, such as drinking another person’s blood or throwing
In either of the last two cases, an ST will determine when your
lightning bolts. These actions will have rules on how to perform
character can be played again.
them if they are allowed in Shadow Accord.
If you are looking for a change of pace, and have played at least
As a side note, please be aware that this document was created
two events, try contacting the STs to see if they have an NPC role
by people who make mistakes, and these rules will be used by
for you.
other people who make mistakes. You might find a bizarre
loophole that allows you to do something completely absurd.
We would ask that you point this out to the rules team and
ACTIVE CHARACTER RULE
In order to play a character on the forums, you must have either
refrain from using the loophole. You might also run into a
played them at the last game you attended or have approval
situation where a player makes a minor error in a situation
from the character guides. Please refer to the roleplay forum
where their powers or skills would otherwise work fine (e.g.
rules for more information on playing online.
transposing two words in a sig call). We would ask that you roll
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 Player-created NPCs can only interact with one PC owned
UNOFFICIAL EVENT RULES by the player they are attached to.
Roleplay that happens between regular events and outside of  Player created NPCs can’t be played at Official SA Events
the official NWLarpers forum is considered unofficial. While such (Events and SA Forums) but they can be played in other
roleplay can and does affect the narrative of the world we play text-based roleplaying (Email and other unofficial forums).
in, it is not supported or arbitrated by the staff of Shadow Accord
so long as it does not violate rules on metagaming.
IN-GAME / OUT-OF-GAME
We recognize that there is a lot of varied roleplay that takes
place outside of official spaces, and we want to allow room for When acting like your character, you are considered in-game
that continue. To that end, we have compiled a short list of (IG). Everything you say and do will be taken IG if you are within
guidelines — not enforced but strongly encouraged — to be a game boundaries, whether you intend it or not. You are
responsible player in our community. If this is your first time expected to stay IG whenever possible, from the moment you
reading the rulebook, you may wish to skip this section and come complete check-in until the close of game, including any time
back when you are ready for unofficial play. you must walk to out-of-game areas or to storyteller camp (ST
Camp).
UNOFFICIAL LIVE EVENT GUIDELINES: When you are not acting as your character, you are Out of Game
Be informed about the rules and make sure any guests you bring
(OOG). To indicate that you are OOG, wear an orange headband,
are informed as well. This mainly applies to live events, but
hold a boffer weapon against the top of your head, or cross your
private roleplay can be a good safe place to teach others how to
fingers and hold them up so players can see. The following are
play well with the rest of us.
acceptable reasons to be OOG during an event:
Do not introduce characters into unofficial play without talking
 Asking staff a game or rules question after trying to find the
it over with a character guide. Again, mostly to be respectful to
answer in the rulebook.
other players at a live event, but also to help you start out with
 Asking a player about the effect of an attack on you.
a fully formed character. Also, please only bring characters to a
 Your character has been killed.
live event that you plan on bringing to a regular official event.
 Using a power or ritual that allows you to be OOG.
Do not bring new players to a live event without introducing  Reminding a player of proper rules use.
them to the character guides. Be kind to your friends. Make  Injury or illness (please let a member of the Safety Team
them aware of the resources at their disposal. know).
 Tending to a personal issue.
Don't bring a character to a live event who is an unwanted
interloper. It isn't possible to kill anyone through unofficial RP, There are other acceptable reasons depending on the situation.
so if your character is, say, openly a servant of the Wyrm, then Out-of-game jokes, comments, or talking about how cool your
don't go to Moot. It disrupts other people's game if they have to character is are not acceptable and you will be asked to stop.
deal with that sort of character without being able to do Designated OOG areas include: Check-In from 6 to midnight on
permanent harm. If you do bring such a character, be prepared Friday, the parking lot, off site, ST Camp, and bathrooms.
for a hasty exit. You should respect other players' wishes if they
choose to run you off. Any belongings left under a bunk or in a container marked with
an orange ribbon will also be considered OOG and may not be
Lastly, don't be a time-traveling accountant from the Americas. touched by other players. You are not permitted to store valid
Please, only play characters that fit in the setting we have IG items this way if you intend to use them with the current
created for this game. character during the current event.

PLAYER-MADE NPCS In-game boundaries for official Shadow Accord events will be
Players may create Non-Player Characters (NPCs) that are specified by site information on the official website, and by the
attached to one of their player characters (PCs). These host of a between-event gathering for unofficial events. If your
characters must follow the following rules: character exits across a town boundary, you may go OOG to play
an NPC or possibly interact with other NPCs off-screen, as per ST
 Player made NPCs may have knowledge that would be policy.
allowed to the PC they are attached to per that character’s
current faction, lores purchased with freebies, and general
real world history. DISGUISING
 Player-created NPCs may gain knowledge through roleplay
with the PC they are attached to as well as other characters In our game people cannot use faces alone to discern each
in the game. other’s identities, because the majority of people play more than
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one character. This creates difficulty in discovering that someone
LEXICON
is pretending to be someone else. To help compensate for this Skill - Specific skills that your character knows, such as
we require that characters pretending to be someone else also Blacksmith or Fortune Telling.
attempt to disguise themselves in some fashion.
Attack - A damage, mental, or status power, or any other effect
If you are playing a character who has disguised themselves or is explicitly designated as an attack. A damage effect doing 0
pretending to be someone else, you must substantially obscure damage is not considered an attack for the purposes of ending
your face such that you are unrecognizable. A mask, extensive other effects.
makeup, or a full-face covering will suffice. If in doubt, please
consult with a member of staff. Boffer - An approved and safe padded weapon.

Caster - The person activating a power.

IN-GAME INFORMATION CG - Character guides

Character Knowledge – The sum of all knowledge acquired by a Character - The persona adopted while at game.
character through his background and in-game interactions.
Powers such as Insight can be used to force a character to tell Cray – a font of energy that sorcerers and mages can draw from
the character-knowledge truth as he knows it. The player of a Effect - Result of any power, skill, attribute, merit, or other rules-
character forced to tell the truth by such an effect may not lie, based function.
mislead, distort the truth, or otherwise avoid answering
questions with the complete truth as his character knows it. Flub - A signature call that is unclear or uses an incorrect delivery
Characters may only lose character knowledge through use of IG method.
effects such as Forgetful Mind. You cannot decide that your
Haunt - A confluence of emotional energy from which wraiths
character forgot something that you as a player can remember.
can draw pathos.
If you honestly cannot remember certain information whether in
or out of game, then do your best. IG - In game

Character State – Many sensory powers, such as Sense Faction Merit - Specific exceptional traits belonging to characters.
or Detect Taint, compel a player to reveal information about her
character as known in game terms, regardless of whether the Natural Weapon - A black, non-tagged boffer weapon
character knows such information IG. Information appearing on representing fists, claws, or tentacles.
a player’s character sheet counts as character-state information,
No Effect - The response when your character is immune to a
as do current health, energy, presence of taint, and other such
rules-based action. If a character uses a power and the target
metrics.
responds with “No Effect,” the character knows somehow that
Out of Game Knowledge – Any information gained or acquired the power will not work on that target.
by you as a player from out-of-game sources cannot be taken in-
Node - A Gaian glade or blight from which shifters can gain
game via any character you play, unless explicitly allowed by the
gnosis.
rules.
OOG - Out of game. Generally indicated with the color orange.

GAME TERMS AND SIGNALS Packet - A soft bag of birdseed thrown to indicate the target of
certain damage and status attacks.

SIGNATURE (SIG) CALLS Player - The person who is acting as a character.


These are OOG statements used to inform other players that you
are using an in-game effect. Sig calls that do not have a visible Power - A supernatural ability.
component (such as a sword swing or packet thrown) are not
Resist - The response when expending a resource, such as energy
visible IG. Wherever a skill or power description includes a
or willpower, to ignore an effect.
quoted call, you must say it loud enough for the target player to
hear it, with proper diction, and in a tone that sets it apart from Sig Call - The statement made out of game to indicate an effect
normal speech. You must allow at least one second between sig is being used.
calls, if they are targeted at another character. It is the duty of
the attacker to ensure he says the complete sig call as accurately Attribute - A power, enhancement, or weakness that you gain as
as possible. If the target is unable to tell what power is being part of a supernatural faction or sub faction (e.g., Blood Oath)
used on her, the attack is considered invalid.
ST - Storytellers or Storyteller Camp

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Target - The subject acted upon by a power. This must be damage caused will be indicated with a number in the signature
someone other than the caster of a power unless stated call or at a rate of one damage per count for counted actions.
otherwise in the power’s description. Damage attacks instantly lower health by the number spoken
unless resisted or absorbed by armor.
HEADBANDS, HAND SIGNALS, ETC.
Used to indicate your current status: AGGRAVATED DAMAGE
Special or severe damage that takes a long time to heal. Every
Orange Headband – Out-of-Game (OOG).
time a character receives damage from a source that is
Orange Ribbon – Items in the marked container are OOG. considered aggravated, his maximum health is reduced by one
for the remainder of the event. One maximum health is lost per
White Headband – A white headband is worn to indicate that a successful hit, not per point of damage caused.
character is in the Umbra. Characters in the Realm cannot
normally see characters that are in the Umbra. Certain powers, items or actions may be used to heal aggravated
damage. Willpower may also be used to heal aggravated damage
Blue Light – In addition to a white headband, characters in the (see below). Otherwise, maximum health lost to aggravated
Umbra may carry a blue light. This should be doused or hidden damage will be restored between events.
if entering the Realm.
As an example, if a grubby little Ratkin hits your healthy
Black or Silver Full-Face Mask – Mist Form: resistant to damage character with his claw boffer and says “2” your total health
and status. would go from 10 out of 10 to 8 out of 10. If we give the grubby
little Ratkin a sword that does aggravated damage so he says “2
White Unmarked Full-Face Mask – A caul that only a non-cauled
agg” instead of “2”, your healthy character would still lose 2
wraith can remove.
health but also one maximum health, putting you at 8 out of 9.
Fingers Spread across Face – Invisible and cannot be perceived You may find it easier to track regular damage during combat
without Cloak Sight. and count up aggravated hits when you have a moment to think.

Crossed Fingers – Temporarily Out-of-Game, usually to ask a EXPOSURE DAMAGE


question. Some effects cause damage to a character merely from exposure
or contact. The delivery method of the exposure damage will be
Two Fingers Placed on Temple – Using telepathic
described by the relevant power or weakness. For example,
communication.
vampires are weak to sunlight and take exposure damage while
Boffer on Head – Out-of-Game. standing outside during the day without sufficiently protective
garb. (See Vampire section, p. 27)
Arms Crossed over Chest – Hasty Escape: resistant to damage.
A character only takes exposure damage from an effect or
Hands Spread to Either Side – Using a power that affects weakness if the type of damage is listed as a source of
everyone within mental range. (10 ft.) aggravated damage for her faction or sub-faction. One damage
of the appropriate type is dealt for every 10 contiguous seconds
that she is subjected to exposure damage. Certain powers or
CHARACTER STATES Items may extend this timer.

HEALTH Deco approved fireplace props cause “Fire 1” damage every 10


All characters start with 10 maximum health which may be seconds if a character is laid on or next to the prop. Fireplace
increased with certain powers and merits. You have both a props with blue fire only cause damage in the Umbra, and do
current health and a maximum health. Your current health can “Dark 1” instead of fire.
never be higher than your maximum health. A character who
reaches 0 current health becomes incapacitated. A character REGENERATION
with 0 maximum health is dying. Certain powers or skills can All characters have a regeneration rate which may allow them to
replenish lost health and/or maximum health. spend energy to regain health. Most humans begin with a
regeneration rate of 0, Vampires, Ghouls, and Wraiths 1, and
All current health and maximum health are restored Shifters 2. All sources of regeneration stack.
automatically between events.
After spending 1 minute meditating, a character may expend as
TAKING DAMAGE much energy as he wishes to regain health (not to exceed his
Damage is caused by a number of sources, such as boffer attacks, maximum health). For every one point of energy spent on
thrown packets, draining, or other offensive powers. The regenerating, a character gains his regeneration rating in health.

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Regeneration will happen automatically after a character has If there are no other characters present, a dying character may
been incapacitated for one minute. opt to immediately become dead.

HEALING AGGRAVATED DAMAGE DEAD


After spending 1 minute meditating, any character may spend After 10 minutes of dying, a character becomes dead and may
one willpower to heal one aggravated damage (increasing their not be targeted by any powers or skills that do not explicitly
maximum health by one) and gain one health up to their affect dead characters.
maximum health.
When a character is dead, his body eventually rots away.
Regeneration may be used at the same time as healing Werewolves and humans may continue to stay IG to represent
aggravated damage, but healing aggravated damage may not be their character’s bodies as long as they wish or until it is
used while a character is incapacitated. destroyed. Vampires immediately turn to ash, specters go to
Oblivion, and spirits immediately fade to nothing (go OOG). Put
INCAPACITATION on an orange headband and report to the STs (leaving behind all
When a character is reduced to zero health he becomes tagged items, in-game items and shillings that are still on your
incapacitated. An incapacitated character is permitted 10 person) to create a new character or play a non-player character.
seconds upon becoming incapacitated to roleplay critical If you are concerned about environmental damage being done
injuries. During this time the character may speak, groan, or gasp to any of your props when you go OOG, you may remain in the
for breath as appropriate, but may not activate powers, make area until there are no characters present and take any
attacks, walk, or yell. After this time, he cannot move or perceive remaining props with you to ST Camp.
anything happening around him.
Human characters may be rewritten and played as a wraith at
While incapacitated, a character: the next event unless otherwise stated in the rules.

 May not resist any powers


 Is unable to move or speak if a power such as
Obedience would otherwise compel him to do so.
GAME ITEMS
Certain powers or rituals may circumvent this
limitation.
TAGGED ITEMS
Any item with an official Shadow Accord item tag on it is a tagged
 Mask powers and other effects that do not require a
item. Generally speaking, tags explain what an item is or how it
hand signal remain active.
works.
 Some characters are able to heal themselves while
incapacitated (see Regeneration). When you buy, trade for, steal, or otherwise obtain a tagged
 Becoming incapacitated may also cause you to fall item, you are expected to return the prop to the owner at the
across the gauntlet if you are not native to the side you end of the event, but you get to keep the tag. If the owner of
are currently on. See the Umbra section for more the prop agrees to loan it out, you are expected to continue to
details. use that prop when you are bringing the associated tag to an
event. If you are not loaned the prop you may add the tag to your
If a character at 0 health is not healed within 10 minutes, he will
own prop between events.
progress to a dying state.
In-game items stored on your person must be placed
DYING immediately visible or in obvious pouches worn around the belt,
If you are incapacitated for 10 minutes, or if you are reduced to shoulder, back, forearms, or shin areas. IG items may not be
0 maximum health, then you are dying. When a character is stored in other areas on your person.
dying:
Tags without props must remain with the player who owns them
 All active effects on him immediately end. and may not be traded or stolen. You may not add or remove
 His maximum health becomes 0 (if it was not there tags from props during event unless permitted to do so by a
already). power, skill, or other effect described in the rules. Only an ST,
 He can only be affected by powers that specifically XO, or rules team member may provide exceptions to this.
target dying characters, such as Revive, Insight, and
Sensory powers. READING TAGGED ITEMS
A person can read a tag out of game, but they can only have their
Wraiths follow special rules in this circumstance. See the wraith character know that information in game if they meet the
section (p. 37) for more details. requirements to do so. For most items, that means normal
characters can only bring in basic information to the game like

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“that’s a sword” or “that’s definitely some liquid in a bottle but I Magical items grant specific powers to a person who is bound to
don’t know what it does.” them. In order to use any powers or effects under the
“ATTUNEMENT” label on the item tag, it must first be attuned to
Potions, poisons, magic items, rituals and ritual effects are things
you. Any other powers or effects not under “ATTUNEMENT”
players need to read to know their effects, but unless they have
may be used freely and work as described. You can only attune
certain powers or skills, they won’t know that information in
magic items that are consistent with your pool type as shown
character to prepare themselves or share with others. Certain
below.
skills and powers, such as Sense Item, can give you the ability to
bring in that information from those kinds of tagged items. Talisman Not attuned
Fetish Gnosis Pool
If you have a power or skill that grants you the ability to make a Vestige Vitae Pool
certain kind of tag, you can read tags of that kind and know what Wonder Essence Pool
the item does in game by inspecting them for 10 seconds. Artifact Pathos Pool

GENERIC TAGS ATTUNING A MAGICAL ITEM


Once a magic item has been acquired, you may also need to
Generic tags are mundane tags that any player can put on an
attune it in order to make use of certain powers stored in the
item. For example if you have a bowl that you want people to
item. Attuning a magic item requires meditating with the item
be able to steal or use in other ways, you may want to put a
for one minute. Once this is done, your maximum energy pool is
generic tag on it with a simple name of “bowl.” Generic tags
reduced by the attunement cost of the item (the number after
can be picked up at check-in.
“ATTUNEMENT"), and you must spend an additional 2
energy. You will remain attuned to the item until the end of the
RITUAL SCROLLS, COINS AND VIALS
event. Your maximum energy pool will stay reduced for as long
Coins and ritual scrolls are provided by the Shadow Accord
as you remain attuned to your item.
organization. Vials are small plastic or glass containers with an
attached tag. When you buy, trade for, steal or otherwise obtain You may choose to have any magical items you brought with you
these items they are now yours. There is no need to follow up to game attuned at the beginning of event, at which point your
with the owner. If these items are in a container, such as a pouch maximum energy is decreased by the rating of the magic item,
or box, you may also take that container but you are expected to but you do not need to spend the additional 2 energy.
return the container to its owner at the end of the event.
Multiple characters may be attuned to one item at the same
Note that placing a tag on a vial prop means that this item can time, but only the character holding it may use the item’s
be stolen and not returned to you. power. You may only voluntarily end your attunement between
official events.
UNTAGGED ITEMS
Any item that is not tagged, including food, but not ritual scrolls TAINTED MAGICAL ITEMS
or coin. You may not steal these items without first getting OOG If you bring a tainted item into game your character will begin
permission from the owner. When you buy or trade for these the game tainted. A character that attunes to a tainted item will
items, however, you don’t need to return them at the end of the also become tainted, and as long as the item remains on her
event. They are yours, unless the seller tells you otherwise person, she cannot be cleansed. If the tainted item is removed
before you buy or trade for them. If you obtain these items from her and she is cleansed, she will no longer be attuned to
through any other means you must return them to the owner at that item. The energy lost from her maximum energy pool will
the end of the event. not return until the end of event.
Certain skills and IG events may allow you to add a tag to an
untagged item during game to turn it into a tagged item. If
RELIC ITEMS
Relic items may be picked up by any character in the Umbra
attempting to do this with a prop that does not belong to you,
without using a power. Some Relic Items come in sets, such as a
you must first obtain OOG permission from the prop’s owner.
deck of cards. In these cases, as long as the container for the set
is tagged as a relic item and always kept in close proximity to the
MAGICAL ITEMS
other items in the set, all items in the set may be treated as relic
There are a number of magical items created and used by
items.
different factions. A magical item will be clearly labeled as such
on the item tag. The following are considered Magical Items:
Talismans, Artifacts, Vestiges, Fetishes, and Wonders. Fetters
POTIONS AND POISONS
Potions and poisons (generally referred to as potions) are one-
are not considered magical items but are detected by the Sense
use items that can be created with certain skills, powers, or
Item power.
rituals. To use a potion on yourself, simply remove the tag from

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the container, take the effect stated on the tag, and then destroy
STEALING ITEMS
the tag.
Tagged items, IG books or documents, and IG money may all be
You may also apply a potion to food or drink. To do so, roleplay stolen during the course of an event. Stealing must only occur in
adding the potion to the target food or drink, and then place the an IG area and may only be used on IG items. Be mindful of
tag from your potion onto the container of the food or orange ribbons or other OOG signage that designate an area as
drink. The next person to eat or drink from the container must OOG. The area below a bed is always considered to be OOG. Bear
take the tag’s effect and then destroy the tag. in mind that you are also not permitted to leave IG items in an
OOG space unless those items belong to another character or
If you have the Sense Item power, you may see and read potion you are actively using the Meld power.
tags, regardless of where they are applied.
When stealing a tagged prop (but not a vial), be sure to remove
The following are common potions found in the core rules, but the tag after event and return the prop to its owner (unless the
others may be given by NPCs or created with rituals: owner wishes for you to keep using his prop).

Antidote (Self) - You are cured of all conditions.

Belladonna (Condition) - You can’t use willpower. Roleplay ROLEPLAYING SPECIAL ACTIONS
confusion, hallucinations, dry mouth and slurred speech.
BINDING / DETAINING
Bottled Pathos (Self) - If you have a pathos pool, gain 4 pathos.
Binding - Binding prevents a character from running or using any
Foxglove (Condition) - You may not speak in any way other than kind of attack other than mentals for up to one hour. To bind a
an incomprehensible mumble (but may still make OOG sig target, use rope or chain wrapped 3 times around his wrists or
calls). Roleplay dryness and swelling of the mouth as well as wrist cuffs. Bindings must be loose enough to easily slide off with
headaches. use of the appropriate skill/power or an OOG emergency. If
another character holds you by the shoulder or the bindings
Golden Chain (Condition) - Your attacks with boffers deal -1 while you are bound, then you must move in any way that he
damage to a minimum 1. You also may not run. Roleplay being directs.
physically weak, drowsy, and uncoordinated.
Detaining – Attach a lock to the outside of a door with a
Healing Potion (Self) - Immediately heal 4 health. character inside. Locking a character in a room prevents her from
leaving the room.
Hemlock (Condition) - You can’t read, preventing you from using
the Academics skill, reading item tags, or reading rituals. Escaping – Remain bound or detained for a minimum of one
Roleplay having blurry vision and nausea. hour. If you are still imprisoned after one hour, but there are no
guards, you ‘find a loose bar in the jail’ or ‘manage to work your
Holy Water (Status) - Non-human characters are affected by the
bindings loose’, and escape. This escape rule may also be
power Body Wrack and may not resist.
applied to other situations in which a conscious IG character is
Love (Condition) - You love the next person you see per the somehow trapped by rules-based circumstances (for example, a
power Passion. wraith with no fetters that is trapped behind a closed door).

Spite (Condition) - You hate the next person you see per the Masks – If you are forced to put on a mask for any reason you
power Passion. may remove it at any time after 10 minutes have passed.

Vitae Poison (Condition) - Every time you activate a power with STAKE IN THE HEART
an energy cost, you must spend an additional energy. Roleplay Hold a stake prop or blunted wooden stick to a target’s chest in
internal aches and pains. the same realm as you, say “staking”, and roleplay hammering
with large slow swinging motions for ten continuous seconds
DESTROYING TAGGED ITEMS (initiating this count is an attack). Do not actually strike the stake
Any tagged item can be destroyed by laying it in a deco-approved prop. The stake stays with the target until it is removed. No type
fireplace prop for 10 minutes, after which, you must remove and of stake penetrates plate armor, but other armor is completely
destroy the tag. Return the prop to its owner when bypassed. Once you complete a staking, say “staking 10”. If the
convenient. Only fireplace props with red fire may be used this target is not a vampire, he will immediately take 10 damage. A
way. staked vampire will instead be unable to speak, move, or activate
powers for one hour, or until the stake is removed.
If a fetish is destroyed, please alert ST that the spirit inside has
been freed.

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After the initiation count is complete, the draining character
CARRYING A PERSON
In order to move a character that cannot currently move himself must immediately ask the target if they have any blood effects,
(incapacitated, paralyzed, etc.), two people must normally work such as extra value or taint. See faction sections for more detail.
together; but a single person may move a body if he has at least The draining character must likewise inform the target if there
one level of Augment. To carry a person, grab hold of his hand are any additional effects inflicted by the drain. Taint can be
exchanged during draining, occurs as soon as the word “tainted”
and act as if you are picking him up. The player must stand up
and walk where you move him while holding your shoulder. You is spoken, and cannot be resisted, regardless of whether any
health or energy is actually exchanged in Phase III.
cannot attack or defend while carrying a person. Alternatively,
you may ask an immobile person if he accepts physical roleplay
DRAINING (PHASE III)
and then actually physically carry his body, provided you take
The draining character then begins to count out health or energy
steps to ensure his safety.
levels that she is giving or taking from the target.

DRAINING A call of “draining 1, draining 2...” means that the target is losing
Draining actions come in three forms: biting, used by vampires health, and the draining character is receiving energy. A vampire
and Ananasi; cutting, used by any character with an edged target will lose vitae instead of health.
weapon (edged or non-edged is an RP distinction); and tapping,
generally used by wraiths with Usury. All draining actions will A call of “drinking 1, drinking 2...” means that the target is losing
adhere to the following sequence: vitae levels, and the draining character is receiving energy, but
this draining method only works on vampires. Other targets
I. Initiation Count should say “no effect”. IG, the attacker has just tasted the
II. Information Exchange target’s blood. He may continue to draw more blood with a
III. Draining bleeding count if he wishes.
IV. After Effect
A call of “bleeding 1, bleeding 2...” means that the target is losing
INITIATION COUNT (PHASE I) health with no benefit to the draining character. Every point of
The draining character must touch a target in the same realm damage caused by a bleeding call counts as a separate
with one hand, as close to the torso as possible, without moving attack. Vampires say “No Effect”.
his feet, and say, “biting 1, biting 2, biting 3,” if biting (which is
visible IG), or “tapping 1, tapping 2, tapping 3,” if initiating Usury. A character with Usury has several potential options in this
If the count is not interrupted (see below), then the target is phase. He may choose to give pathos by saying “giving pathos 1,
immobilized and unable to speak or perform any action until the giving pathos 2, etc.” He may take pathos by saying “pathos drain
draining is ended. 1, pathos drain 2, etc.” He may give health by saying “giving
health 1, giving health 2, etc.” And he may take health by saying
A different initiation count, “cutting 1, cutting 2, cutting 3,” is “health drain 1, health drain 2, etc.” Note that wraiths may only
available to use by any character with an edged weapon, but exchange pathos for pathos and health for health. Attempting
does not immobilize the target. Follow the same rules as above, to give or drain pathos from a target without a pathos pool will
but hold your edged weapon against the target’s stomach or result in “No Effect.” Pathos and health must be exchanged in
neck. separate draining actions.
An initiation count or a draining count will be interrupted if any Note that the “health drain” call from Usury will drain health
of the following happens: the draining character speaks, moves from vampires and not Usury, but any pool points received this
her feet, or performs any other action besides draining; the way will still count as vitae for the purposes of blood oathing (p
draining character or her target are struck by an attack 9).
(successfully or otherwise); any character uses a power, skill or
ritual on the draining character or the target; or if physical The target of draining should state “empty” when the pool that
contact between the draining character and the target is is being drained reaches zero or “full” if they can no longer gain
somehow broken (such as by the target moving away during the energy or health as appropriate.
initiation count).
The draining phase will end immediately if interrupted by any of
Vampires and Ananasi can bite and then drain. A character with the means described under Initiation Count.
an edged weapon can cut and then either bleed the target or
drink from them. A wraith with Usury can tap and then use one AFTER EFFECT (PHASE IV)
of the Usury counts in the draining section below. At the end of the draining action in which the target lost health,
vampires and Ananasi should state “aggravated end drain”. This
INFORMATION EXCHANGE (PHASE II) will cause all non-vampires to lose one maximum health as
(You may skip this step if using a weapon to bleed a target.) though they had taken aggravated damage. This loss of
maximum health only occurs once per draining action, not per
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point drained, and cannot be resisted in any way. This damage is An incapacitated vampire or ghoul fed vitae this way may choose
considered an attack for the purposes of interrupting other to reset his incapacitated timer to zero and regenerate after one
effects. minute.

At the end of the draining action wraiths should state “end


OATH
drain”. This is considered an attack for the purposes of Some characters can force other characters to have a strong
interrupting other effects.
infatuation with them. This effect is called an oath. A character
Blood oaths also take effect in this phase if applicable (p. 9). who initiates an oath is called the regent, and any character
under the effects of an oath is called a thrall. See the Vampire
BEING FED FROM section for specifics on oaths created by vitae. A character under
A player touching you saying “Biting”, “Cutting” or “Tapping” is multiple oaths must do his best to serve each regent. If a power
attempting to drain your health or energy. You may interrupt her would cause you to act at odds to your oath, the power takes
by breaking contact before she reaches 3, or by attacking her. precedence for as long as it is in effect.
After a biting or tapping count you will be unable to do or say
All of the following effects apply to a Thrall:
anything until she releases you, and you will lose 1 health each
time the player says draining.  Thralls always see their regent in the best light possible. Any
negative characteristics are overlooked, and the best of
For roleplay, being bitten and fed on from a vampire feels
intentions are always assumed. The thrall has a very deep
incredibly pleasurable. Some may liken it to a drug-like euphoria
affection and respect for the regent that may or may not
while others might compare it to an extreme, physical pleasure.
manifest as romantic love.
Afterwards, you may be a bit disoriented, but you will not know
 Thralls may not use willpower to break or resist any power
that you have just been fed from or have any reason to believe
used by the regent.
you have been fed on – only that you feel very, very good.
 A thrall will never willingly harm their regent. This means
Tapping generally goes unnoticed, but may cause the person to the thrall will not attack the regent, and will make every
feel a slight chill. effort to ensure that the regent does not come to harm. If
a thrall thinks that staying close to a regent and fawning
Cutting feels just like you would imagine. over them would be dangerous for the regent, they will
keep their distance, and so on.
GIVING HEALTH  A thrall will do everything within their power to protect
Giving health represents bloodletting to a vampire or Ananasi in their regent. This includes defending them from attacks,
the same realm as you. Roleplay cutting your wrist with a small lying for them, and volunteering any information they think
weapon or your teeth, hold it over the target’s mouth, and say will help protect their regent.
“Giving My Health”, at which point the target may choose to  If a thrall comes under the effect of a power that forces
engage in a draining action, starting with the information them to act in a fashion contrary to the oath, the power
exchange and then continuing to “draining 1, draining 2...”. The takes priority over the oath.
target may do this even while unconscious.
 When the oath expires, the former thrall still sees their
An incapacitated vampire or Ananasi fed health this way may former regent in a positive light, and assumes that all
choose to reset his incapacitated timer to zero and regenerate emotions and actions they performed were of their own
after one minute. free will. It requires a great deal of evidence for a former
thrall to see their actions as anything other than their own
GIVING BLOOD choice. The change in view from thrall to former thrall is
Vampires may give blood points as a counted action, by seen as natural, as if the former thrall’s infatuation with
roleplaying cutting themselves with a weapon or teeth and then their regent had simply faded.
holding their wrist to a target’s mouth and saying “Giving my
blood 1, giving my blood 2, etc...” A target may refuse this action FRENZY
at any time by moving her mouth away, if able to do so. Vitae A frenzy occurs when the monster inside a character becomes so
pools refill 1 for each blood given (unless otherwise stated in the full of rage or fear that it takes control. Vampires and shifters
rules). Targets without vitae pools will heal 1 health per point may choose to spend a virtue to enter frenzy when threatened,
given. Vampires may initiate a blood oath, create a ghoul, or angry, ashamed, or otherwise stressed.
embrace another character through this process depending on Some effects allow (or force) characters to enter into an attack
the circumstances. See the vampire section for more frenzy even if they are not able to frenzy by normal means. When
details. Any character who receives blood twice from the same a character enters an attack frenzy it immediately ends any
vampire in the same event, with at least ten minutes between status or mental effects on him. For the duration of the frenzy, 1
feedings, will be oathed to that vampire.

9|P a g e
minute in most cases, the character is immune to status and Communicating – Speak in a whisper or low voice. A character
mental attacks (except Disquiet). in the Realm who can hear voices without seeing the source OOG
can assume that such voices are audible in the realm.
The frenzying character may use passive powers but may not
activate anything except mask powers, such as Powerful Noise – Any noise such as footsteps, clothing, or combat in the
Form. He also must attempt to make biting or boffer attacks umbra can be heard faintly in the realm.
against the closest target he can perceive. If the frenzying
Weapons – Only natural or magical weapons may be used in the
character does not have bite or boffer attacks, he enters a fear
Umbra. Ordinary non-magical weapons may not be wielded in
frenzy and must attempt to break line of sight from all other
combat while in the Umbra and should remain sheathed.
characters for the duration of the frenzy. A frenzying character
is unable to distinguish friend from foe. Armor – Armor and shields may be used as normal.
A frenzying character has no recollection of the events that Powers – Powers may be used as normal on targets in the same
transpire while he is in frenzy. All such events are absent from realm unless otherwise specified in the power’s text. Powers
character knowledge. require line of perception from the caster to the target. This
means that a target must be visible to the caster in-game.
The Disquiet power will immediately end frenzy and will not
permit the target to enter back into frenzy while Disquiet is in Fire – Fire represented with amber lighting in a deco-approved
effect. The Purify power ends frenzy but does not prevent the fireplace has no effect in the umbra. Blue fireplace lighting
target from reentering frenzy. causes “dark 1” damage to targets in the umbra per exposure
rules.
TAINT
A tainted character must answer “yes” to Detect Taint and may Doors – By default, no character in the umbra may open a
spend virtue points as if they were willpower (or add angst if a door. Some powers or faction abilities may overcome this
wraith). While tainted, you are encouraged to roleplay your restriction.
character a bit darker. A tainted character can be affected by the
Objects – Items may not be interacted with unless they are being
Subjugate power and the Sanctuary power. Taint is caused by a
held by a character in the Umbra or are Relic items. If you drop
variety of sources described in the rules including any power
an object, it falls back into the Realm.
with the “tainted” Meta call. Characters with virtue of less than
4 (more than 6 angst for wraiths) begin each game tainted. Drawing – You may not use a writing implement to draw on
something in the Realm unless you have the Move Object
Taint can be removed by a power or ritual that removes taint
power. You also may not dig into the ground to draw glyphs or
unless a character is in a state of permanent taint. A character
the like. You may, however, draw with your finger on a fogged
can become permanently tainted a number of ways, including
window.
purchasing from a power tree that causes permanent taint or
attuning a tainted magical item. Becoming Incapacitated – A Realmbound character (such as a
human, vampire, or shifter) that becomes incapacitated or dying
Taint spreads like disease. While tainted, you must inform
while in the Umbra will drop back into the realm. An
anyone who gives or receives pool points from you that they are
Umbrabound character (such as a spirit or wraith) that becomes
also tainted. If you receive energy from a tainted source,
incapacitated or dying while in the Realm will drop back into the
including items, you will be tainted by it. Also, if you successfully
Umbra. This effect will also be caused by the Daze power.
initiate a biting or tapping action on a target while tainted, the
target will become tainted. Resolving Ambiguity – If you encounter a character in a situation
where it is unclear which realm someone is in (such as extreme
UMBRA darkness), you may initiate an OOG call and response to clarify
The Umbra is a plane of existence to which characters may travel the circumstances before proceeding. Call out “Realm” or
by various methods explained elsewhere in this book. Follow “Umbra” to designate which side of the gauntlet you are on, and
these rules while in the Umbra: if the other player is not actively hiding, he must respond by
stating which realm he is in. You may not attack a character who
White Headband – A white headband must be worn to indicate
has made this call without first giving a response.
that you are in the umbra.
Player Conduct – Be aware of those around you and act
Blue Light – Wearing a source of blue light is encouraged while
appropriately. Remember that while in the Umbra, your
in the umbra, but not required. Your light should be no brighter
character does not exist to those in the physical Realm. In game,
than a glowstick wrapped in several layers of white cloth.
you can see them, but they can’t see you. You must move out of
their way or go around them, trying not to touch them. If you’re
with players who are trying to sneak or hide, you must do the
10 | P a g e
same while in the Umbra. You are expected to be as quiet as the roleplay” in the instructions. Your roleplay must also make use
players you are with. Purposely making noise to attract attention of any components, phrases, or symbols shown in the ritual
to hiding players is cheating as there are no rewinds in game- text. If the instructions do not specify how the components,
play. You are of course free to leave the sneaky players and tattle phrases, or symbols are to be used, then you are free to use them
on their position. however you see fit.

While casting a ritual, the caster must have his ritual scroll in
RITUALS
plain view. If requested, he must offer the ritual scroll to the
Rituals are a unique way for characters to harness powerful
target and/or participants to read OOG.
magic and make changes that are often beyond the realm of
simple powers. These changes can be as minor as cleansing taint If someone attacks the ritualist, uses a power on them, or
or as tremendous as the destruction of a town. Rituals require interrupts their chanting or other ritualistic roleplay, the ritual is
substantially more preparation and casting requirements than interrupted. Any energy or other costs paid are lost and the
regular powers but can have a much greater effect. character must perform the ritual again, uninterrupted, to
receive the effect.
Rituals are represented by a single sheet of parchment paper
with instructions and OOG info on the left side and an IG picture
RITUAL INFORMATION
on the right side. There are five types of rituals: Blood Rites
Name: The IG name of the ritual.
(Vampire and Ghoul), Glyph Rites (Shifter and Kinfolk), Arcanos
Rites (Wraith), Mystical Rites (Sorcerer and Mages), and Other Type: Blood Rites, Glyph Rites, Arcanos Rites, or Mystical Rites.
(anyone who meets the requirements). In order to take the
information on the left-hand side IG you need to have the rituals Rarity: Common (starting ritual), Uncommon, or Rare
skill and be of an appropriate faction for the specific ritual (e.g. a Casting Requirements: Any prerequisites the caster must have
wraith cannot read or perform Blood Rites). to cast this ritual.

READING RITUALS Summary: A short summary of what the ritual does.


If you have at least one dot in the Rituals skill, you may identify
the type of a ritual by looking at it. If you have the correct Cost: The cost (often a pool cost) that must be paid by the caster,
faction/energy type for the ritual you are looking at, you may target, or participants.
then read the title and casting requirements. If you meet all of
Components: Any items that must be present IG or OOG in order
the casting requirements, you may read the rest of the text.
for the ritual to be successfully cast.

SIGILS Instructions: Step by step instructions of how the ritual must be


Upon taking one dot in the Rituals skill, a character acquires a performed.
unique sigil that will be used while casting certain rituals. The
sigil must be something you can easily draw and will be added to Effects: If the ritual is successfully completed, this is what
your character sheet. You may not knowingly copy an existing happens.
sigil when you create yours, and you may not change your sigil
once it has been chosen. WARDS
Some rituals have the ability to create wards that prevent certain
The text of a given ritual will state how to make use of your sigil characters from passing through a doorway. A ward prevents
if it is required. anyone fitting the posted description from passing through in
either direction. Wards must be indicated by a large banner
CASTING RITUALS hung from the door frame (or from above another suitable
In order to use a ritual, the caster must meet the casting passage) that clearly shows the caster’s sigil and any symbols
requirements stated on the ritual sheet and perform steps as provided by the ritual. An active ward will also have a ward tag
indicated in the instructions. The caster must have any required on both sides of the banner, attached at one of the lower
components ready, and he must immediately pay any cost that corners.
is required. If a target or participant cost is listed, then these
characters must also spend any listed cost before the ritual is No one may remove a ward or the ward tag attached to it
successful. If the caster becomes incapacitated or unable to without using an appropriate power or ritual. You may not
move freely while chanting, the ritual fails. shatter a ward or ward tag.

During the casting time of a ritual, you will often need to perform You can only have your sigil on a ward banner if you participated
obviously ritualistic acts, such as chanting, gesturing, dancing, in casting the ward ritual.
drawing symbols, or anything else you feel is appropriate for
All wards have a long-term cost similar to attunement described
your character. This will typically be described as “ritualistic
in the magic-item section. A ritualist may only have one active

11 | P a g e
ward placed at any given time, and a single doorway can only RP requirements for all powers should be obvious on an out-of-
support one ward. game level. The RP must be performed within range.

The caster of a ward may dispel it at any time. Otherwise, the A target must be aware of an attack OOG and be given a chance
ward remains in effect until the caster dies or until the end of to respond in order for it to affect them. A target that is sleeping
event. If the caster of a ward dies during event, his player is will take effect from an attack they are aware of. Intentionally
responsible for deactivating any ward he has cast before going ignoring attack calls is against the rules. A target that is being
to ST camp or playing a different character. drained needs to be woken up to respond at the Information
Exchange point of draining.
DWELLING TAGS AND BANNERS
Some rituals will allow a player to claim a space as a dwelling. Mass powers only affect the realm that the caster is in unless the
Dwellings tags represent a character making a mystical Breach meta call is used. Mass powers will hit targets that are
connection to a space that they inhabit. Each faction has a cloaked.
different description for what a dwelling tag might represent: a
When a power requires activation by touch, lightly touch your
Domain, a Sanctum, a Den or a Personal Haunt, but all use the
target. Do not grab, grope, poke, punch, or slap the target, and
same tag to represent this connection
don’t touch her head or feet. Remember, in-game attacks are
Before they can be used, dwelling tags must be attached to a used to hurt characters and not players. If anyone experiences
banner that is at least 2 feet by 1.5 feet. On their own, a pain from a strike or touch, then the aggressor is striking too
dwelling tag and banner have no mechanical benefit. However, hard. It is up to the target to determine what is too hard and
various rituals will allow characters to benefit from having a what is too light. The person who is getting hit needs to know
dwelling established. they were struck, but does not need to have welts, bruises, cuts
or any other harm. If a person says they are being hit too hard,
Dwelling banners may only be placed in rooms in which the please err on the side of caution and pull your blows. On the
ritualist has slept, in-game and overnight, within the last 24 other hand, if a player is physically frail or likely to bruise under
hours (Saturday night of the previous event will suffice for Friday abnormal circumstances, he should probably take steps to
evening placement). minimize his exposure to combat.

Dwelling banners may only be put up in "private" spaces, such as


bedrooms, small cabins, tents, etc. Public common rooms may
DAMAGE CALLS
Damage calls contain the following parts <Meta>, <type>, and
not be used for dwelling tags.
<number>. The <type> indicates the kind of damage being dealt
Only one dwelling banner may be hung up in a room at a time for the purposes of determining if it is aggravated or not. The
<number> indicates how much damage is being done. The
Dwelling banners may be moved and their tags destroyed like <Meta> will alter various parts of the attack. Attacks can have
any other tagged item. only one <type> and one <number> but may have multiple
A ritualist may only have one dwelling tag active at a time. <Meta> modifiers. All weapons deal one point of <number>
damage under normal circumstances.
Hanging up a banner with a Dwelling tag can only be done as part
of a ritual which informs you to do so. You must call the appropriate <type> if your attack has a default
<type>, and you must call a <number> with each swing. Damage
attacks without a <type> are considered to be regular

COMBAT AND ATTACK TYPES damage. Damage attacks without a <number> are assumed to
cause no damage and do not count as attacks for the purposes
of ending other effects. All damage calls require a <number>.
GENERAL COMBAT The sig call for damage attacks is obvious in game to anyone who
When using boffer weapons, spell packets, thrown weapons or
sees the attack. Those who hear damage calls can assume they
a bow and arrow, aim at your opponent’s torso, arms, or legs,
hear a battle in progress.
not the head, groin, or hands. You must make a damage call with
each strike or give an appropriate sig call. You may only make <Type> damage may or may not be considered aggravated
one attack per second and must pull back boffers between damage depending on your faction and any immunities your
strikes. A boffer attack will be successful if it legally strikes the character may have. If the <type> of damage stated is not on the
target and is not blocked. A boffer attack will be blocked if it hits list below, or is not considered aggravated damage to your
a shield or any other boffer on the way to striking its target. faction or sub-faction, you should consider the attack to be
normal damage.
Powers require line of perception from the caster to the target.
This means that a target must be visible to the caster IG.

12 | P a g e
See the wiki for additional information about boffer standards.
AUGMENT
Some powers and items will grant you Augment. Each point of Any character may use a single melee weapon or a single brawl
Augment increases your base damage with boffers, arrows, or boffer to swing for 1 damage. No power or effect may increase
thrown weapons by one point. All sources of Augment stack. this damage without appropriate skill in Melee or Brawl.
Available <type> of aggravated damage by faction: Status packets cannot be blocked by shields or weapons.
Humans Fire, Blood, Dark, Agg Brawl boffers cannot be used to block. If you are struck on a
Shifters Silver, Fire, Wolfsbane, Agg
brawl boffer, you are considered to be hit.
Vampires Fire, Light, Agg
Wraiths Dark, Agg
Fae Fire, Metal Weapons, Agg RANGED WEAPONS
Max limit 35lbs with store bought LARP-safe arrows.
Note: Some subfactions will have different vulnerabilities. See
No homemade arrows will be considered. Bows/crossbows must
your faction section for details.
be checked out by the Safety Team at each event prior to use in
* - Wraiths using the Appear or Materialize powers will take game. The Safety Team has the final say as to if the
aggravated damage from fire or blood while in the Realm. bow/crossbow is suited for game.

See the wiki for additional information about boffer standards.


<META> CALLS
Breach - Breach affects both the Realm and the Umbra. Any character can throw coreless boffer rocks, sticks, or daggers
that cause 1 base damage. They should appear as what they
Brutal - Brutal attacks will still cause damage if blocked by a
represent (i.e. brown sticks, grey rocks, metallic daggers). They
boffer or a shield.
do not require tags. Packets cannot be used to represent thrown
Disarm - A disarm attack that strikes a target’s weapon causes weapons. Like all attacks, these may not be thrown more than
him to drop the weapon if he does not resist the attack. once per second.

Mass – Everyone within 10 feet of the casting character is When using a bow or crossbows (requires archery skill), shoot
targeted with the ability. Mass powers only affect the realm that one arrow at a time at your target, no faster than once per
the caster is in unless the Breach meta call is used. Mass powers second. Arrows do not require tags and each causes base 2
will hit targets that are cloaked. damage.

Tainted - If this attack is not resisted immediately the target will Damage packets are used in conjunction with powers and may
become tainted. not be thrown more than once per second.

Unresistable - This attack cannot be resisted. Targets that are SHIELDS


immune will still state “no effect”. Shields can be no wider than 30" (A quick test being, can you
hold your shield out and walk through an open door? As the
WEAPONS AND ARMOR interior width of a door frame is standard 30")

BOFFER ATTACKS Shields can be no longer than 36" (From knees to shoulder on an
Daggers: up to 12 inches of striking surface, 6 inch handle average-height person. That said, a shorter person cannot use a
shield that creates a situation where the head is the only
All other one-handed melee weapons: up to 24 inches of striking
exposed target.)
surface, 32 with handle
Status packets cannot be blocked by shields or weapons.
Two-handed melee weapons: up to 36 inches of striking surface,
48 with handle Armor and shields may be used as normal in the umbra.

Pole arms: up to 72 inches, handles may vary. See the wiki for additional information about boffer standards.

Fist Boffers: up to 12 inches of striking surface, 18 with Anyone can use a shield to block damage attacks.
handle. Must be black.
ARMOR
Claws: up to 24 inches of striking surface, 32 with handle. Must Wearing armor allows you to offset damage onto your armor
be black with a white/silver claw mark. before subtracting from your health. You must physically
represent armor and have a tag to use armor points. Armor must
Tentacles: up to 36 inches of striking surface, 48 with
cover most of your torso area. Please check with the Checkin
handle. Must be black with a white/silver tentacle mark.

13 | P a g e
Team or Rules Team if you have any questions about your armor the signature call, such as “Fire 3”. If a number is not included
covering enough of your torso. with the sig call it is assumed to be no damage. You can always
call a number less than your maximum, including zero. If a
When taking damage, subtract it from armor points first.
source of damage is considered aggravated, it will also reduce
Damaged armor can be repaired with the Armorsmith skill (p.
maximum health by 1 per hit if the target loses health to the
44). You may wear two different pieces of armor at the same attack.
time but they must be different types of armor (e.g. leather and
chain). Armor does not protect against feeding or exposure To defend against this kind of attack, dodge out of the way, block
damage. Aggravated damage that is wholly absorbed by armor with a shield, block the blow with your boffer, or allow your
points will not subtract from the wearer’s maximum health. opponent to strike you and use a power/appropriate magical
item to resist the blow. You are considered hit if you feel the
If you find a piece of armor lying around, assume that it has zero
boffer weapon hit you, it did not contact your boffer or shield
armor points and needs to be repaired before you can use it. In
during the swing, and you do not use a power to resist.
other circumstances, you may take the word of the armor’s
current owner for its status. MENTAL ATTACK
The effect of a mental attack lasts for 10 minutes. These mind-
Armor and shields may be used as normal in the umbra.
altering attacks are issued with a sig call given within 10 feet of
Types of Armor the target. The caster of a mental power must clearly indicate
Leather 2 armor points her target in such a way that the target understands the attack
Chain/Transitional 4 armor points is directed at him. A touch may be used to indicate a target, but
Breast Plate 6 armor points this touch is considered IG. A target may not willfully ignore an
attacker as a way of avoiding her attack.
POWERS
Powers represent the supernatural abilities your character has The sig call for a mental attack is OOG, but may include some
gained. Powers may have a caster, which is the person who has words that are spoken IG in the character’s own voice. The
the power listed on her character sheet, and a target who the target or any witnesses are not aware that a power has been
power is used on. The caster may not be the target of her own used. Some mental attacks target a 10-foot circle around the
power unless explicitly stated in the power text, or unless it is a caster, signified by the caster spreading her hands to either side
Self power. In order to activate a power, the caster must pay the as she says the sig call with a “mass” <Meta> call. The caster may
listed cost and state the listed signature call if any. end an active mental she caused by touching the target and
saying “release <power>” spoken OOG. The target may break a
Some powers may indicate roleplay requirement (such as
mental power at any time by spending a willpower and saying
staring, meditating, or sniffing) that must be performed before
“resist”. The resist call is OOG.
the power can be used. While performing the required roleplay,
you are considered interrupted if you speak, move your feet, are A mental attack with the Conditioning modifier cannot be
struck by an attack (successfully or otherwise), or if the target resisted or broken with willpower.
moves out of range (unless otherwise noted in the power
description). If a second mental attack is landed while another is still active,
the second attack takes effect, and the first is broken.
Some powers may be learned as corrupted powers. Corrupted
powers are considered innate for the purposes of advancement. STATUS ATTACK
A corrupted power is only usable while the caster is tainted. Status attacks are issued by throwing spell packets. The effect
of a status attack lasts for 60 seconds. The type of attack is clear
Dark Arcanoi cost the same as corrupted powers, but they must to anyone who sees the packet so long as they are familiar with
be used while a wraith’s shadow is in control instead of while the power. Status effects cause physical maladies (such as
tainted. paralysis) and typically do not cause damage.

EFFECT TYPES To defend against a status attack, dodge out of the way, or allow
Many of the abilities and powers described throughout this book the contact and use a power/appropriate supernatural item to
are marked with one of the following effect types: Damage, resist. You are considered hit if you feel the packet hit you and
Mental, Status, Mask, Passive, Touch, Self, Counted or Condition, do not use a power to resist. Status packets cannot be blocked
as described below. by shields or weapons.

DAMAGE ATTACK If a second status attack is landed while another is still active, the
Typically issued by boffers and thrown packets (seen IG as a ball second attack takes effect, and the first is ended.
of the <type> of attack) with a number in the signature
call. Damage attacks instantly lower health at the rate spoken in

14 | P a g e
SENSORY that condition (usually stated on a tag or ritual) as well as
These are not attacks. They are used to gain character state roleplay in the suggested manner.
information (with some exceptions). They may be used under
the same conditions as mental effects. Sensory powers may “OTHER” POWERS
Some powers have a type of “other.” These powers generally
target a character that is dying but not characters that are dead.
affect objects or have effects outside of the games normal
Sensory powers may be used across the gauntlet on a target the
caster can perceive without calling breach. bounds. Each of these powers will explain clearly how they
work.totems
SELF
Powers that only affect the user, or the user and other voluntary STACKING POWERS
targets. You may have as many self powers active at a time as
MENTAL / STATUS ATTACKS
you wish. Only one status and one mental effect may be active on a single
character at the same time. If you are under one effect and you
PASSIVE are then struck by another effect of the same type, the first ends,
Passive powers only affect the user and are always considered
and the new begins.
active. The effect of passive powers cannot normally be
removed by other powers.
ON YOURSELF
You may have as many self powers active at one time as you
MASK wish, but only one of each named power (i.e. you may be
A mask power is any power that requires the donning of a mask
affected by Cloak and Powerful Form). Passive powers are
prop. The type of mask you must wear is described in the power
always active on your character. Only one mask power can be
text or by the tree that grants use of the mask power. Some
used at a time (unless stated in the power). Previous mask
mask powers, such as Powerful Form, work in concert with other
powers end when you switch masks.
mask powers and apply whenever you activate any other mask
power. Only one mask of any kind may be worn at a time.
CHARACTER SHEET CHANGES AT GAME
If you undergo a ritual or use of a power that would cause a
TOUCH
Touch powers are delivered by a single sig call (no counting) and change to your character sheet, go to ST camp once the scene
a touch of the hand. The effect length is determined by the is finished to get the sheet updated. This is not necessary for
power, though many happen instantaneously. Touch powers changes in virtue, just changes to faction, subfaction, or other
can be resisted by spending a willpower and saying “resist”. more permanent character feature.

COUNTED TOUCH
A counted-touch power, such as Exchange Health or vampire
biting, is initiated by a three-second count that can be resisted
by moving away or attacking the caster to interrupt his count.
Touch powers on either the initiator or the target will cause an
interruption of a counted touch. If a draining count begins after
the initiation count, then the target will be immobilized and
unable to speak until the draining is complete.

An initial counted touch often doesn’t count as an attack for the


purposes of breaking mentals or similar effects. In the cases of
normal vampire and wraith draining, and ghoul feeding, there is
no attack until after the draining is completed. With the cutting
counted action, there is no attack until the player gets to the
“bleeding” count. Familiarize yourself with any counted touch
you may have so that you can help others through any confusion
while using them.

CONDITIONS
Conditions are long-term effects such as poisons or illnesses that
remain until treated or the end of event. A player may decide to
have her condition continue from event to event if she likes. A
character affected by a condition will need to follow the rules for

15 | P a g e
Character Creation

CHARACTER GUIDES SUB-FACTION


All new characters must be approved by a character guide (CG) Within each faction you must choose one or more sub-factions.
before being played at an event or on the forums. Character These indicate what, if any, supernatural powers you have and
guides help provide new characters with proper guidance to fit what their source is. This choice will have a significant effect on
into the world of Shadow Accord. They often ask a number of your role within your faction. Sub-factions are available
questions intended to help players gain a clearer picture of who according to the following chart:
their character is and what they believe. Character concepts
Humans Commoner
should be discussed with the CGs before game if possible.
Formori
Ghoul
Gifted Kinfolk (choose a Tribe, p. 34)
FACTION Sorcerer
Shifter Choose a Tribe, Breed, and Auspice (p. 34)
Shadow Accord consists of four basic types of creatures from Vampire Choose a Clan (p. 288)
which players can create a character. Each group has a significant Wraith Choose a Legion (p. 40)
effect on the basic attributes that your character possesses and
how they will interact with the world. Information about the Humans may choose a single merit at no cost. To become a
individual factions is found in their respective sections. You must Fomori, Ghoul, Kinfolk, Gifted Kinfolk, or Sorcerer you must
choose a faction from the following: Human, Vampire, Shifter, or purchase the appropriate merit.
Wraith.

16 | P a g e
RESTRICTIONS WYRM TOTEMS
Some sub-factions have restrictions that must be followed.  Black Fungus
Check the relevant faction section to see the restrictions on a  Green Dragon
particular sub-faction.  Hakaken
 Whippoorwill
Some sub-factions may also have an experience cost that must
be paid in order to create a character in that sub-faction. The
experience cost is determined by the tier of the restricted sub-
DEMON TOTEMS
Requires Demon Lore or Dark Thaumaturgy (Speak to your CG)
faction. You may not pay this cost with freebies.

Tier 1 6 XP
Tier 2 12 XP ADVANTAGES
Tier 3 18 XP
List any advantages as per your faction.

PASSIONS (WRAITH ONLY)


A wraith must select two passions that represent the forms of
WEAKNESS
emotion he is capable of feeding from. A wraith may only regain List any weaknesses as per your sub-faction.
pathos from haunts that match one of his passions. Choose from
the following:

Love - friendship, romance, affection, etc.


ENERGY TYPE
All characters begin with an energy pool of 10. Type is
Hate - spite, jealousy, loathing, disgust, etc.
determined by faction and possibly sub-faction according to the
Pleasure - joy, excitement, comfort, etc. following table:

Pain - suffering, depression, sorrow, guilt, etc. Faction Energy Type


Commoner Vitality
Anger - fury, revenge, animosity, etc.
Sorcerer Essence
Fear - terror, panic, cowardice, anxiety, etc. Ghoul/Vampire Vitae
Gifted Kinfolk/Shifter Gnosis

PATRON Wraith Pathos


Ananasi Blood
Patron indicates a powerful connection that your character has
to a specific entity. The patron may give advice, strike deals, or
make demands, depending on your relationship. Shifters may all
begin with a Gaian or Wyrm totem as a patron. Other characters
WILLPOWER
may gain access through merit or lore choices. You may start
All characters begin with one willpower. Willpower is your
with one of the following (CGs may approve others):
character’s mental resolve. No character may ever have more
than 10 willpower. A character’s current willpower will refresh
GAIAN TOTEMS back to full at sunrise.
 Rat
 Unicorn


Stag
Fenris
VIRTUE
 Griffon Virtue type is determined by your faction. Virtue represents your
 Grandfather Thunder moral character.
 Owl
Faction Begins with…
 Falcon
Human 7 Humanity
 Cockroach Shifters 7 Rage
 Pegasus Vampires 6 Road
 Raven Wraiths 4 Angst
 Bastet Only: King of Cats, Mistress of Cat Kind
 Ananasi Only: Queen Ananasa
17 | P a g e
A wraith who has 10 virtue becomes a specter. He is
ARCANOI TREES
permanently in catharsis and is permanently tainted. Wraiths possess powers in the form of arcanoi. You only need to
A vampire or shifter who has 0 virtue enters permanent frenzy learn an arcanoi one time but each level of the tree must be
and is permanently tainted.
purchased in order. You must purchase level one before you may
A human with 0 virtue must shed the trappings of civilization and purchase level two, and you must purchase level two before you
behave as a beast. can purchase level three.

A character with 0 virtue has run wild and may not be checked in
again. INNATE TREES AND STARTING
POWERS
SKILLS
FOMORI
Skills represent mundane or crafting skills that your character Fomori pick one fomori tree as their innate tree. They begin with
may possess. You begin with three points to spend on skills. Each the first power in this tree.
level of a skill costs one point.
GHOUL
Ghouls have the following disciplines as innate trees: Celerity,
POWER TREES Fortitude, and Potence. They begin with level one Potence.

Powers are magical abilities that your character possesses due GIFTED KINFOLK
to his faction and subfaction. Powers are organized into trees Gifted Kinfolk have the Homid breed and their chosen tribe tree
with three levels. Your Innate Trees are determined by your as innate powers. They start with one level-one gift from either
faction and subfaction choices. of these two trees.

SORCERY TREES SORCERERS


Sorcerers possess powers in the form of Sorcery. You only need Sorcerers pick two sorcery trees as their innate powers. They
to learn a Sorcery tree one time but each level of the tree must receive one free level-one power from one of their innate
be purchased in order. You must purchase level one before you trees. Fellowship trees always count as learned, and a sorcerer
may purchase level two, and you must purchase level two before cannot have more than one fellowship tree.
you can purchase level three.
VAMPIRE
FOMORI TREES Vampire’s innate trees are determined by their clan. They
Fomori possess powers in the form of Fomori trees. You only receive three innate powers at character creation.
need to learn a Fomori tree one time but each level of the tree
must be purchased in order. You must purchase level one before SHIFTER
you may purchase level two, and you must purchase level two Shifter’s innate trees are determined by their breed, auspice,
before you can purchase level three. Purchasing the first level of and tribe. They receive three innate powers at character
a power from a learned fomori tree automatically gives you a creation.
mutation.
WRAITH
DISCIPLINE TREES Wraiths choose three arcanoi as innate trees. They receive three
Vampires and ghouls possess powers in the form of disciplines. innate powers at character creation.
You only need to learn a discipline one time but each level of the
tree must be purchased in order. You must purchase level one
before you may purchase level two, and you must purchase level
two before you can purchase level three.
FINISHING TOUCHES
GIFT TREES DERANGEMENT
Derangements represent a serious mental flaw in your
Shifters and gifted kinfolk possess powers in the form of gifts.
character’s thought patterns. Characters with a derangement
You are not required to learn the first gift in a tree before you
may have difficulty performing ordinary tasks, but when
learn the second, or third. However, you must have no more
compelled to do so by a power, they will perform as best they
level two gifts than you have level one, and no more level three
can. Derangements do not allow a character to lose or misplace
gifts than you have level two.
character knowledge. While your character may not normally be

18 | P a g e
able to recall a memory of an event, a power or other ability Hideous You have some very visible and obvious
could compel such a memory from them. deformity (e.g. a horse head growing next
to your own head).
You may select derangements from the list below or have Horns You must wear horns.
character guides approve something additional: Restricted You must always wear a mask.
Form
Amnesia You have trouble remembering past Scaly Skin You must wear makeup that depicts
events. scales on your entire face as a minimum.
Aphasia Unable to speak coherently. Tail You must wear a tail.
Melancholia You are extremely depressed and Tentacles You cannot retract your tentacles
difficult to motivate. (requires tentacles power).
Delusional You believe in a reality that simply
doesn’t exist.
Masochism
Megalomania
You drive others to cause you pain.
You must seek to control all things.
FREEBIE POINTS
Multiple You have several distinct personalities, Once the above steps have been completed a character has a
Personality only one of which manifests at any
total of 27 freebie points to spend on this character. They may
Disorder given time.
Obsessive You have a specific order that things spend points on the following:
Compulsion must be kept in. If it is out of place you
Trait Cost
will replace it.
Paranoia You consider everything a threat. 4 Pence 1
Regression Your mind has reverted to a childlike 1 Shilling 3
state to protect itself from the world. Energy Point 3
Schizophrenia You hear voices and follow their Virtue Point 2
instructions. Skill Point 2
Synesthesia You are in a permanently hallucinatory Willpower 6
state. Merit 3 +3 per merit
Level 1 Innate Power 3
DEFORMITY Level 2 Innate Power 6
Level 3 Innate Power 9
Metis shifters begin the game with a deformity. Deformities that
Unrestricted Sub-Faction Lore 3
add physical disfigurements are considered makeup Tier 1 Restricted Sub-Faction Lore 6
requirements. Character guides may approve additional Faction Lore 6
deformities or select from the list below if your character begins Demon Lore 6
with a deformity. Tier 2 Restricted Sub-Faction Lore 12
Tier 3 Restricted Sub-Faction Lore 18
Deranged Select a derangement from the list
above.
Fragile
Hemophilia
All damage is considered aggravated.
Your regeneration rate is always 0.
LORE
Horns You must wear horns.
Any new character may begin play with knowledge obtained
Lame You may not run.
Mute You cannot speak from the core WoD Rulebook for his or her faction, as well as any
No Claws You may not use claws or purchase the Dark Ages books for his faction and any other books associated
mixed morph merit. with his sub-faction, provided nothing modern is included. All
Puny Your base maximum health is 8 instead characters may also begin with basic medieval human
of 10. knowledge, including common folklore and
Restricted You must always wear your crinos superstition. Purchasing lore allows you to begin play with
Form mask as a makeup requirement.
knowledge outside of the norm.
Tail You must wear a tail.
Withered Arm You may not use one arm to hold any Characters may spend freebie points to start with character
items during game (including packets).
knowledge that is outside of their standard faction and sub-
Weak You do not get the Augment 1 bonus
Musculature from the powerful form power. faction IG knowledge. Faction Lore grants access to core starting
(Shifter only) knowledge for an entire faction other than your own (Vampire,
Shifter, Wraith, Mage, or Fae). Sub-faction lore allows a
MUTATIONS character to have starting knowledge available to a specific sub-
Humans who become fomori will gain mutations if they gain faction for which she already has the prerequisite faction
certain powers or if they have powers from more than one lore. Additionally, with sub-faction lore, experience points may
tree. All mutations are considered makeup requirements. be spent to purchase that sub-faction’s specific power trees as

19 | P a g e
learned powers during character creation (provided there are no Ghouls and Vampires – Without purchasing sub-faction
other restrictions). knowledge, may purchase: Animalism, Auspex, Celerity,
Fortitude, Obfuscate, Potence, Presence, and Dominate.
Faction or sub-faction lore allows you to begin with any
appropriate Dark Ages knowledge found in source books. Shifters – Without purchasing sub-faction knowledge, may
purchase: Breed and Auspice trees.
Demon Lore grants knowledge found in “The Devil’s Due” source
book. You may also begin game with a demon for a patron, and,
if a vampire, may start with Dark Thaumaturgy trees.
GENERATION
A Vampire’s lowest starting generation is limited by the size of
STARTING COIN their Vitae pool. Note that this does not indicate age of the
vampire, simply generation. Older vampires should also spend
A new character begins the game with 5 shillings plus any coin
XP in areas other than energy pool.
purchased with freebie points. Shillings can be broken down into
pence, and there are 12 pence to 1 shilling. Any starting Energy Pool Vampire Generation
weapons, shields, or armor purchased by Umbrabound 50 Vitae 5th Generation
characters may be Relic items. Umbrabound characters may also 30 Vitae 6th Generation
purchase a generic Relic item for 6 pence. Starting coin may be 20 Vitae 7th Generation
15 Vitae 8th Generation
spent on the following:
12 Vitae 9th Generation
10 Vitae 10th Generation
Mundane Items Cost
Weapon 1 shilling
Bow or Crossbow 1 shilling
Shield 1 shilling, 6 pence RANK
Leather Armor 8 pence
Chain/Brig Armor 1 shilling Rank represents how far a shifter has proven themselves in their
Plate Armor 1 shilling, 9 pence society. Higher rank characters are expected to be able to prove
Lock 12 pence their worth IG to maintain their rank. A shifter’s maximum
Key 2 pence
starting rank is equal to the number of level three gifts he
Silver Dagger 15 shillings
possesses. Characters with less than two level-three gifts may
start as either Cliath or Cub equivalent.
Supernatural Items Cost
Healing Potion 5 pence
Antidote
Common Ritual
4 pence
1 shilling
CHECK-IN
Obolus (Wraith Only) 1 shilling, 6 pence At your first check-in, you will be given tags for each of your
starting items. The following tags are free:

COMMON RITUALS Wraith 2 fetter tags


Tzimisce 2 dirt tags
The list of Common Rituals available for purchase at character Sorcerer 2 foci tags
creation can be found in the wiki.
At subsequent check-ins, you will also be able to spend
experience to advance your character (see below). Some
EXPERIENCE POINTS powers, merits, skills, and rituals allow you to receive tags,
money, or special knowledge during check in. You may only
Players who have earned experience points may spend them at receive these boons for one character, and that must be the
character creation as freebie points. Additionally, they may character you use to begin play at event.
purchase learned power trees from sub-factions for which they
have the corresponding sub-faction lore. They may also
purchase other learned power trees as indicated below: ADVANCEMENT
Sorcerers – Without purchasing sub-faction knowledge, may
purchase: Any non-fellowship spell trees.
EXPERIENCE POINTS
Experience Points (XP) are points you spend on your character to
Wraith – Without purchasing sub-faction knowledge, may add new skills, powers or merits, and to raise energy, willpower
purchase: Any Arcanoi trees or any Dark Arcanoi trees. or virtue. Experience points are earned by the player and may be

20 | P a g e
applied to any of their characters at check in. There is no limit to
REDUNDANT POWERS
the amount of XP you can save. Each event you may advance If you already possess all powers granted by a new level in a
each of your characters a single step in a skill, gain a single new given power tree, you may take that dot for free, provided you
power, purchase one new merit, gain an additional point in meet all other prerequisites. Taking a dot in this manner still
willpower, energy, and/or virtue. You do not need to play a counts toward your one-power-dot limit when advancing at
character to advance them.
Check-In. Corrupted or dark arcanoi versions of powers do not
allow you to take non-corrupt versions for free, but non-corrupt
EARNING EXPERIENCE versions will allow you to take corrupt or dark arcanoi versions
XP is earned for the following:
for free.
Attending an event 3xp
Winning an award 1xp
Preparing for an event as staff 6xp SELF NERFING
NPCing at an event 1xp per NPC (maximum of 3
per event) At Check-In you may choose to remove or decrease character
Donations by donation (See Donations card stats. Nothing is gained by removing any of the following
Forum) from your character, but you are allowed to do so if you wish:

LEARNED POWERS  Permanent willpower


In order to gain a new power you must first be taught the first  Virtue (may increase instead if a wraith)
level of the power tree. Once the first level of a tree has been
 Energy pool
purchased a teacher is not required to advance. This includes
 Non-corrupt powers
skills, arcanoi, spells, and disciplines.
 Skills
Shifters and kinfolk must be taught the specific level of a gift tree.  Merits
(They may learn Ahroun 2 without learning Ahroun 1 but they
must still have one level-one gift for each level-two gift and one Additionally you may add any of the following to your character:
level-two gift for each level-three gift.)  Devour count
 Derangement
TEACHING  Mutation (fomori only)
Each game, your character may only teach one skill and one  Disfigurement
power per event. Shifters and gifted kinfolk may teach one skill
You may also choose to enter game with any number of the
and one innate gift. All other characters may teach any power
following stats decreased:
tree they have mastered by obtaining all three levels of power.
You may only have one taught power and one taught skill for  Maximum health (as if struck by agg)
each character at any time. If you are taught a new power or skill  Current health
before spending XP to purchase the first one, the teaching will  Energy
be lost.  Willpower

And you may choose to begin game tainted if you were untainted
SPENDING EXPERIENCE POINTS at the end of the previous game.

Cost Trait
1 Changing Road
2 Skill Point
2 Virtue Point
3 Energy Point
6 Willpower
3 +3 per Merit
merit
3 Level 1 Innate or Corrupt Power
6 Level 2 Innate or Corrupt Power
6 Tier 1 Restricted Sub-Faction Lore (creation only)
9 Level 3 Innate or Corrupt Power
6 Level 1 Learned Power
9 Level 2 Learned Power
12 Level 3 Learned Power
12 Tier 2 Restricted Sub-Faction Lore (creation only)
18 Tier 3 Restricted Sub-Faction Lore (creation only)
21 | P a g e
Human

HUMAN RULES ENERGY


All humans are Realmbound. Humans with an energy type of Vitality or Essence refill their pool
automatically at sunrise.
Human energy type is Vitality unless altered by a merit.

Human virtue type is Humanity.


HUMANITY
When creating a human character you may chose a single merit
at no cost (This is taken before freebie points are spent). Human virtue is called humanity. Human virtue may never fall
below 1.

Humanity may be expended in the following ways:


AGGRAVATED DAMAGE
While tainted Humanity may be spent as Willpower.
Humans take aggravated damage from damage calls with a
<type> of “Fire”, “Blood”, “Dark”, or “Agg”. See aggravated
damage (p. 4) for more details.
TYPES OF HUMANS
HEALING COMMONER
Humans are the basis of every creature in the World of Darkness
Humans are healed by regeneration, magical healing, and and the most difficult to play in a world dominated by the
medicine. All humans start with Regeneration 0. supernatural. All factions rely on humans in some
way. Vampires drink their blood, werewolves are born from
them, and humans are the source of passion energy for wraiths.
Thus they are used as tools and pawns in a never-ending struggle
for survival. Amazingly many humans have no idea that monsters
live among them as the supernatural strive to maintain the
22 | P a g e
secrecy of their existence so that humans may live their lives in REGAINING GNOSIS
blissful ignorance. Gifted kinfolk use Gaian nodes to regain gnosis. These are fixed
locations with a laminated card saying “Gaian Node” that are
GHOUL visible in the Umbra. A gifted kinfolk may use each node once
Ghouls are humans imbued with the blood of a vampire. Many per cycle of the moon (once per event) by meditating within 10
are kept under Blood Oath to ensure loyalty, but some free feet of the node for one minute. After the gifted kinfolk finishes
ghouls have escaped and roam the lands in search of vampire meditating, he gains gnosis equal to the value stated on the node
blood to feed their addiction. You may play any kind of ghoul card, not exceeding his maximum energy pool.
mentioned in Dark Ages Vampire, but you must use the rules
presented here for ghouls. A new character with the Ghoul SORCERERS
merit may begin play with vampire faction lore at no additional Sorcerers represent a wide variety of humans wielding a limited
cost, as well as sub-faction lore for his clan. amount of supernatural power. They range from hedge mages,
druids, and witches to healers, alchemists, and priests.
GHOUL RULES Regardless of the source of their power, sorcerers can prove very
Ghoul energy type is Vitae.
helpful allies or minions to any supernatural creature.
Ghoul innate disciplines are Celerity, Fortitude, and Potence.
SORCERER RULES
Ghouls have regeneration 1. Sorcerer energy type is Essence.

Ghouls may not use any powers from gifts or sorceries while they Sorcerers may pick any two sorceries as innate power trees.
are an active ghoul.
REGAINING ESSENCE
Ghouls only regain energy from drinking the blood of a vampire. Sorcerers refill their energy pool automatically at sunrise.
Sorcerers may also regain energy at Crays. Crays are fixed
Ghouls may use Level 1 Blood Rites assuming they have one dot
locations with a laminated card saying “Cray” that are visible to
in Rituals and meet all other requirements for the ritual.
sorcerers and anyone who can see into the umbra. A sorcerer
may use each node once per per event by meditating within 10
BECOMING A GHOUL
feet of the Cray for one minute. After the sorcerer finishes
Consuming more than a single point of vitae from a vampire in
meditating, he gains essence equal to the value stated on the
one feeding will cause a human to become a ghoul.
Cray card, not exceeding his maximum energy pool.
GHOUL MAINTENANCE
As a ghoul, you must consume 2 vitae from any vampire in a FOCUS
In order to activate any powers, a sorcerer must have a
single feeding at each event, or your ghoul merit and disciplines
prominently displayed focus. If a sorcerer does not have such a
will become dormant.
focus, all sorcerer powers become dormant. A tagged focus
GIFTED KINFOLK prop can be any item of at least 3 inches in length. A sorcerer
Only 1 in 10 children born to a were-animal parent actually may create one focus at check-in for 3 pence.
become a were-animal. The rest spend their lives as “regular”
humans. Kinfolk are valuable to were-animals, though their SORCERER TREES
treatment varies by tribe, making kinfolk allies or ANIMAL
enemies. Gifted kinfolk represent the chosen few that are gifted 1 Beast Mind
the powers of their shifter brethren but shall never become 2 Frenzy, Disquiet
shifters themselves. A new character with the Gifted Kinfolk 3 Frenzy Control
merit may begin play with werewolf faction lore at no cost, as BODY
well as sub-faction lore for his tribe. 1 Withstand, Endure
2 Poison Immunity
GIFTED KINFOLK RULES 3 Resilience
Kinfolk’s energy type is Gnosis. CURSE
1 Forgetful Mind
Kinfolk have a subfaction tribe from the shifter section (p. 34). 2 Body Wrack
3 Paralyze
Kinfolk’s innate gifts are their tribe tree and the Homid tree.
HEALER
Gifted Kinfolk may use Level 1 Glyph Rites assuming they have 1 Healing Touch
one dot in Rituals and meet all other requirements for the ritual. 2 Serenity, Purify
3 Revive

23 | P a g e
PERCEPTION ORDER OF HERMES
1 Sense Item, Sense Essence 1 Disarm
2 Read Magic, Sense Spirit 2 Fire 2
3 Detect Taint, Sense Desire, Sense Confidence 3 Daze
MIND SPIRIT TALKERS
1 Confusion 1 Hallucination
2 Telepathy 2 Dreamshape
3 Obedience 3 Umbra Sight
PATTERNS VALDAERMEN
1 Shatter When you gain the Valdaermen, select a predatory animal mask
2 Fabricate Armor for your mask powers. Once you make this selection, you
3 Disable cannot change it. The most common animal mask for
PROTECTION Valdaermen is a bear mask – other masks should be considered
1 Avert rare or unusual.
2 Cloak
3 Sanctuary 1 Taunt
2 Clawed Form, Powerful Form
SPIRIT
3 Craving
1 Resist Gauntlet
2 Cleanse VENEFICTI
3 Exorcism 1 Sense Demon, Venom
2 Induce Sin
WARRIOR
3 Silver Tongue
1 Snarl
2 Might
3 Avoidance
FOMORI
Fomori represent humans who have unwittingly or willingly turn
FELLOWSHIP SORCERERS themselves over to the Wyrm. They have offered their bodies as
While some sorcerers come to their powers naturally, others are a host to a bane spirit who gives them power to bring the Wyrm’s
trained by mages or those familiar with their ways. These wrath to the Realm.
Fellowship Sorcerers have gained access to new powers through
dedication and training. FOMORI RULES
Fomori must use health, virtue, or willpower as energy for their
Restricted: Fellowship Sorcerer is a Tier 1 restricted fomori powers.
character. Additional experience points must be paid to play
Pick a single innate Fomori tree.
one. You must have the Sorcerer merit to be a Fellowship
Sorcerer. A sorcerer may only ever have one fellowship tree. If Fomori are tainted and cannot be cleansed.
you already have a fellowship tree, you cannot learn powers
from another fellowship tree. All Fomori have at least one derangement.

Benefits: Fellowship Sorcerers pick a single Fellowship Sorcerer MUTATIONS


tree as learned from the list below, and may spend experience Learning a non-innate tree gives you a visible mutation.
in that tree. All fellowship sorcerers gain Mage Lore.
If you pick the Toad tree you gain an additional mutation.
FELLOWSHIP TREES
FOMORI TREES
AHL-I-BATIN
1 Visions ENTICER
2 Mask of a Thousand Faces 1 Tentacles
3 Hasty Escape 2 Tainted Entrancement
3 Paralyze
MESSIANIC VOICES
1 Silence, Sense Demon FERECTORI
2 Ranged 2 <Holy> 1 Tainted Snarl
3 Majesty 2 Terror
3 Gauntlet Walk
OLD FAITH
1 Root GOREHOUND
2 Passion 1 Fast Healing
3 Toughness 2 Tainted Body Wrack
3 Might

24 | P a g e
TOAD Energy type becomes Vitae. You retain the same amount of
(Immediately gain a mutation) energy you had before the change.

1 Ranged 2 <acid> Innate trees become Celerity, Fortitude, and Potence. Gain level
2 Tainted, Venom 1 Potence.
3 Form of Vapor
All gifts and spells become dormant and cannot be used while
this merit is in effect.
BECOMING A...
VAMPIRE
SORCERER You become a vampire by being given one point of blood from a
You become a sorcerer by purchasing the Sorcerer merit at vampire while dying.
check-in or character creation.
All character knowledge is retained.
Energy pool becomes Essence. You retain the same amount of
Your Virtue becomes Road. It remains the same as it was before
energy you had before the change.
the change.
Pick two innate trees and choose one to start at level 1.
Your Road starts out as Road of Humanity.
You may not purchase this merit if you have the Gifted Kinfolk
Energy type becomes vitae. You retain the same amount of
merit.
energy you had before the change.

GIFTED KINFOLK Clan is the same as the vampire that feeds you the blood.
You must have the Kinfolk merit to become a Gifted Kinfolk after Generation is the sire’s generation plus one. Innate Disciplines
character creation. are based on clan.

Request the Gifted Kinfolk merit at check-in (no cost) or All spells and gifts are lost. If you have dots in vampire disciplines
purchase at character creation. as a ghoul, you retain all of those.

Energy type becomes Gnosis. You retain the same amount of If you have less than 3 dots in disciplines, then you gain dots in
energy you had before the change. your innate discipline trees until you have at least three dots in
disciplines.
Pick a tribe (paying any additional cost if you pick a restricted
tribe). The following merits are lost: Sorcerer, Ghoul, and Gifted Kinfolk
(replaced by Kinfolk).
Your tribe tree and the Homid tree become innate trees. Pick a
level 1 gift from one of these trees to start with. The following skills are lost: Alchemy, Holy Water. All other skills
are retained.
You may not purchase this merit if you have the Sorcery merit.
Upon awaking as a vampire, you will have 1 health and 1 Vitae,
FOMORI plus 1 additional Vitae for each point fed to you after the first.
You become a Fomori by purchasing the Fomori merit at
character creation or being changed by bane spirits during game. Even though you have changed, this is not a new character and
you do not get to spend experience as if it were. You may only
Pick an innate tree from the Fomori list. You receive one dot in spend experience in the normal way for advancement at check-
this tree. in for next event.

Energy type does not change, you activate your fomori powers
with health, virtue, or willpower instead of energy.
SHIFTER
You must have the kinfolk merit to become a shifter.
Being a fomori causes you to be permanently tainted.
Make the request at check-in to have your name entered in the
Gain a derangement of your choice if you do not already have drawing to shift. One character is selected to shift each game.
one. You may enter a tribe and auspice on your request but you must
have sufficient XP to pay for any restricted tribe.
GHOUL All character knowledge is retained.
You become a Ghoul by purchasing the Ghoul merit at character
creation or by being given two points of blood at the same time Your Virtue becomes Rage. Set it to 7.
by a vampire.

25 | P a g e
Energy type becomes Gnosis. You retain the same amount of
energy you had before the change.

All spells and disciplines are lost.

Tribe, Breed, and Auspice trees become innate. Your breed


becomes homid and your auspice is based on the moon you
changed under.

Place three dots within your innate trees, following the normal
rules for shifters and buying powers.

The following merits are lost: Sorcerer, Ghoul, Kinfolk.

The following skills are lost: Alchemy, Holy Water. All other skills
are retained.

Even though you have changed, this is not a new character and
you do not get to spend experience as if it were. You may only
spend experience in the normal way for advancement at check-
in for next event.

WRAITH
A human or any character with the Lost Soul merit may come
back as a wraith after dying, but she must wait at least until the
next full event after her death.

A character with the Mortwight merit may come back as a


specter immediately upon death, with the powers, abilities and
stats on her specter character sheet.

All character knowledge is retained with the new wraith


character.

Your Virtue becomes Angst. Set your Angst to 4.

Energy type becomes Pathos.

Energy is set to 10.

All spells, gifts and disciplines are lost.

Choose three arcanoi as innate trees. Place three dots within


those trees.

The following merits are lost: Sorcerer, Ghoul, and Gifted Kinfolk
(replaced by Kinfolk).

The following skills are lost: Alchemy, Holy Water. All other skills
are retained.

Even though you have changed, this is not a new character and
you do not gain money or get to spend experience as if it were.
You may only spend experience in the normal way for
advancement at check-in for next event.

26 | P a g e
Vampire

VAMPIRE RULES
ROAD
Vampires are Realmbound.
Road represents the code to which a vampire adheres to keep
Vampire energy type is Vitae. her beast at bay. New characters begin on the road of Humanity
unless Character Guides approve otherwise. Additional roads are
Vampire virtue type is Road.
listed in the wiki. A character may learn a new road IG from a
character with significant experience with that road.

AGGRAVATED DAMAGE Road may be expended in the following ways:

Vampires take aggravated damage from damage calls with a Immediately enter frenzy.
<type> of “Fire” or “Light”. See aggravated damage (p. 4) for
After committing amaranth on another vampire, one point of
more details.
road is lost immediately.
Vampires will take one aggravated damage for each 10 seconds
While tainted, road may be spent as willpower.
they spend in daylight outside of a building. Door thresholds
define what is inside and outside of a building. Inside of When a vampire’s road reaches 0, she will become permanently
buildings, even next to windows or doors, are safe. In order to tainted and enter into a frenzy that never ends.
prevent damage from sunlight, a vampire must wear head and
hand coverings, a long sleeve shirt, and leg
coverings. Acceptable coverings include wide brim hats, hoods,
gloves, extra long sleeves, helmets, and gauntlets. Character
EATING FOOD
guides have the final say on acceptable garb. All vampires may eat food.

HEALING
BLOOD OATH
Vampires are healed by regeneration and magical healing. All
vampires start with Regeneration 1. A vampire’s blood has the ability to form a powerful bond with
those who drink it. This bond can be permanently maintained if
blood is continually fed to the thrall.

27 | P a g e
After drinking a vampire’s blood one time, a character will be
enamored with the vampire for the remainder of the event. The CREATING GHOULS
character will have additional interest in the vampire’s actions
A human who drinks more than a single point of blood at one
and location. They may even try to have chance meetings or take
time immediately becomes a ghoul. See the becoming a ghoul
small actions to please the vampire.
section (p. 25) for more information.
After drinking a vampire’s blood twice in the same event, with at
least a 10 minute gap between feedings, a character becomes
oathed to the vampire. The thrall must follow all rules of an oath AMARANTH
(p. 9). The oath remains active until the thrall plays through an
A vampire may attempt to commit amaranth on another
entire event without drinking any of their regent’s blood. A
vampire during a draining action.
character may only be blood oathed to one character at a
time. Additional attempts to blood oath a character have no To commit amaranth on a target, he must first have an empty
effect, but other types of oaths can still be established. vitae pool. Once the target is out of vitae, an amaranth attempt
may begin during a draining action by stating “Amaranth 1,
Amaranth 2, Amaranth 3”. This count may be resisted by the
ENERGY target by spending one willpower, at which point the attacking
character may repeat the three count. After an amaranth count
A vampire that is being drained by biting or cutting loses Vitae
has started, it may not be willingly stopped. If the count is
rather than health. Vampires are not affected by bleeding calls.
completed and not resisted, the target immediately goes OOG
A vampire who reaches 0 energy loses one virtue and enters an and is dead (characters killed in this way cannot return as a
energy frenzy unless he spends a willpower to resist. While in wraith even with the Lost Soul merit). If the target is not a
frenzy, the vampire attempts to bite any targets he can find. If vampire, he should state “no effect.”
the vampire is unable to regain any energy within 1 minute he
After the roleplay scene is finished, both the attacker and his
will fall unconscious until he gains one point of energy. If after
victim must report to ST Camp. The player who committed
being unconscious for one hour the vampire has not regained
amaranth loses one point of virtue and adds one devour dot. The
any energy, he will wake up ravenously hungry, but no longer be
attacker also gains 1 energy if the devoured vampire was a lower
in a frenzy.
generation. The attacker may take any permitted discipline on
A vampire regains energy by draining health from a target. A the victim’s character sheet as learned and spend XP to get the
vampire may bite a target to begin draining health (p. first dot next event. The ST handling the change will sign a 3x5
8). Draining health from targets in different factions has card stating that the attacker was taught the chosen discipline
different effects based on faction: and include the victim’s name for reference. If the victim’s
generation is lower than the attacker’s, then his generation also
Human 1 health drained becomes 1 energy lowers by 1 (see the Player’s Guide p 32 for Generation).
Shifter 1 health drained becomes 2 energy -
Attacker affected by Passion: Anger
Ananasi 1 health drained becomes 1 energy -
Attacker affected by Venom. CAINITE CLANS
Wraith 1 health drained becomes 1 energy
Fae 1 health drained becomes 2 energy - ASSAMITE
Attacker affected by Hallucination: pretty Proud and deadly, Assamites live by a foreign code. Originating
colors.
from the Holy Land, Assamites consider themselves judges and
Vampire 1 energy drained becomes 1 energy -
guardians of the night.
Attacker is potentially affected by a blood
oath as described above.
Restriction: This is a tier 1 restricted character. Additional
Spirit 1 health drained becomes 1 energy.
experience or freebie points must be paid to play this clan.

Weakness: Drinking blood from a vampire afflicts you with a


EMBRACING condition that causes you to crave more of the target’s blood.

A human who is dying may be embraced by being fed a single Disciplines: Celerity, Obfuscate, Quietus
point of vampire blood. 13th generation vampires may not
embrace. See the becoming a vampire section (p. 25) for more BAALI
information. Demon worshipers who perform deeds of depravity and horror
with no regard for humanity.

28 | P a g e
Restriction: This is a tier 1 restricted character. Additional most common animal mask for Gangrel is a wolf mask – other
experience or freebie points must be paid to play this clan. masks should be considered rare or unusual.

Weakness: Baalli take aggravated damage from damage calls Disciplines: Animalism, Fortitude, Protean
with a <type> of “Holy.” Holy Water additionally causes one
point of aggravated damage when used as a poison. Aggravated GARGOYLE
exposure damage is caused by contact with crosses or while The steadfast and loyal servants of the Tremere.
standing in a church building.
Restriction: May not buy “No Clan Weakness” Merit. You may
Disciplines: Daimoinon, Presence, Obfuscate not choose this clan at character creation.

Weakness: You may not embrace. You are oathed to all Tremere.
BRUJAH
Your skin is made of stone, and you must have gray face paint or
Made up of crusaders and philosophers, Brujah is a fiery clan
wear a stone mask as a makeup requirement.
known for zeal and quick tempers.
Disciplines: Fortitude, Potence, Visceratika
Weakness: Must spend two willpower to resist frenzy.

Disciplines: Celerity, Potence, Presence GIOVANNI BLOODLINE


Concerned with wealth and power, this family of mages joined
CAITIFF the fold of Cappadocians because of their powers over the dead.
Of unknown origin, Caitiff are looked down upon as having
Clan: Cappadocian
impure blood and are rarely welcomed in any court.

Clan: Unknown Restriction: This is a tier 2 restricted character. Additional


experience or freebie points must be paid to play this clan.
Weakness: May not start lower than 8th generation.
Weakness: Must wear pale makeup on your entire face.
Disciplines: Pick three: Animalism, Auspex, Celerity, Dominate,
Disciplines: Dominate, Necromancy, Potence
Fortitude, Obfuscate, Presence, Potence

CAPPADOCIAN LAMIA BLOODLINE


These followers of the Dark Mother are more physical and
Mystics and Scholars, the Cappadocians are both feared and
sensual than their studious parent clan, however, they are also
respected as they remain aloof of the intrigues of other high
great warriors, and bolster the defenses of the Cappadocians.
clans, choosing quiet contemplation of the greatest mystery,
death. Clan: Cappadocian
Weakness: Must wear pale makeup on your entire face. Restriction: This is a tier 1 restricted character. Additional
experience or freebie points must be paid to play this clan.
Disciplines: Auspex, Fortitude, Mortis
Weakness: Any target you feed from is nauseated as per the
FOLLOWERS OF SET Venom power once you finish feeding. This effect cannot be
Believing they are descendants of an ancient god, the Setites are resisted. When you finish feeding you must say “Unresistable
devious, sinful fanatics. Venom”.
Weakness: Daylight damage is taken twice as quickly. If you do Disciplines: Deimos, Fortitude, Potence.
not have the Endure power, take one agg every five seconds,
otherwise take one every 30 seconds. LASOMBRA
The kings of the shadows, they are among the vampires’ most
Disciplines: Obfuscate, Presence, Serpentis
skilled manipulators.
GANGREL Weakness: Each time you see your reflection in a mirror you
Inconsistent and indomitable, the Gangrel reject the chains of must stare at it doing nothing else for 10 seconds unless
lord and vassal, sire and child, choosing instead to roam the night attacked.
free.
Disciplines: Dominate, Obtenebration, Potence
Weakness: Each time you lose virtue and enter a frenzy, add a
permanent animal feature as a makeup requirement. MALKAVIAN
Cursed by insight and madness, damned to see the world as a
Animal Mask: Select a predatory animal mask for your mask
shattered mosaic.
powers. Once you make this selection, you cannot change it. The
29 | P a g e
Weakness: Chose at least 1 derangement at character creation.
TZIMISCE
Disciplines: Auspex, Dementation, Obfuscate The fiends of Transylvania, the Tzimisce revel in their inhumanity
and rule over a frightened population as dreaded voivodes.
NOSFERATU Restriction: This is a tier 1 restricted character. Additional
Transformed into hideous creatures by the embrace, the
experience or freebie points must be paid to play this clan.
Nosferatu remind all vampires of the evil that lurks within them.
Weakness: You must have one of your tagged dirt pouches on
Weakness: You have mottled skin as a makeup requirement.
your person in order to activate powers from disciplines. You get
Disciplines: Animalism, Obfuscate, Potence 1 new dirt tag at each check-in.

Disciplines: Animalism, Auspex, Vicissitude


RAVNOS
Refugees of a great war to the east, the Ravnos carry with them
VENTRUE
a wily beast that whispers dark urges.
Leaders, politicians and businessmen, the Ventrue are slowly
Weakness: Addicted to one: Lust, Gluttony, Greed, Sloth, Wrath, rising to challenge Lasombra dominance of the medieval night.
Envy, or Pride. Alternatively, you may choose to have an
Weakness: You can only feed from a select group of people. This
obsession with a specific type of crime.
could be determined by gender, hair color, religion, or any other
Disciplines: Animalism, Chimerstry, Fortitude obvious trait that comprises approximately half or less of the
game population.
SALUBRI Disciplines: Dominate, Fortitude, Presence
Once revered as healers and teachers, the few left are constantly
on the run and live their nights in hiding, fearful to trust,
desperate, or angry. Some still pursue Galconda, while others
hunt the Tremere in vengeance.
DISCIPLINES (POWERS)
Weakness - Feeding on an unwilling human causes 1 damage per ANIMALISM
health drained. You also must wear a third eye in the middle of 1 Beast Mind
your forehead as a makeup requirement. 2 Disquiet, Frenzy
3 Frenzy Control
Restricted: This is a tier 2 restricted character. Additional
experience or freebie points must be paid to play this clan. AUSPEX
1 Sense Faction, Sense Item, Sense Emotion, Sense
Disciplines: Auspex, Fortitude, Choose 1: Valeren Healing or Vitae, Sense Amaranth
Valeren Warrior 2 Telepathy
3 Cloak Sight
TOREADOR CELERITY
Children of art and beauty, the Toreador are muses and poets.
1 Disarm
Weakness: Each time you see something you deem beautiful, 2 Avoidance
3 Hasty Escape
you must stare at it doing nothing else for 10 seconds unless
attacked.
CHIMERSTRY
Disciplines: Auspex, Celerity, Presence 1 Hallucination
2 Monsters
3 Horrid Reality
TREMERE
Mages who took the powers of vampirism by force. Their unique DAIMOINON
powers make them useful in more and more courts. If you have this tree you are permanently tainted and take
aggravated damage from damage calls with a <type> of “Holy.”
Advantage: You may learn any other Thaumaturgy tree without
Those with at least one level in Daimoinon take a point of
a teacher if you have Rego Vitae at level 3.
aggravated damage when imbibing holy water. Additionally,
Weakness: You are always considered one step blood oathed to they take aggravated exposure damage from crosses and while
the Inner Council of the Tremere. If you drink of their blood one standing in a church building.
time you will become blood oathed. You will behave as though
1 Sense Desire
you are one-step blood oathed to other members of your clan.
2 Hellborn Investiture
Disciplines: Auspex, Dominate, Rego Vitae 3 Balefire
30 | P a g e
DEIMOS PRESENCE
Those with at least one level of Deimos gain Plague Bite. Any 1 Snarl
target you feed from is nauseated as per the Venom Blood 2 Entrancement
power once you finish feeding. This effect cannot be resisted. 3 Majesty
When you finish feeding you must say “Unresistable Venom”.
PROTEAN
1 Black Ichor 1 Clawed Form - Wolf Mask
2 Dreamshape 2 Meld
3 Ranged 4 (Bile) 3 Aggravated Claws

DEMENTATION QUIETUS
When you gain Dementation you must select at least one 1 Silence
derangement. If you already have a derangement from being 2 Venom
Malkavian, you do not need to gain another one when you gain 3 Daze
this tree.
SERPENTIS
1 Confusion 1 Fast Healing
2 Visions 2 Powerful Form - Snake Mask
3 Derange, Passion 3 Paralyze

DOMINATE THAUMATURGY: CREO IGNEM


1 Forgetful Mind 1 Fire 2
2 Obedience 2 Fire Sword
3 Conditioning 3 Fire 4

FORTITUDE THAUMATURGY: REGO AQUAM


1 Withstand, Endure 1 Silence
2 Resilience 2 Fabricate Armor
3 Toughness 3 Paralyze

MORTIS THAUMATURGY: REGO VITAE


1 Wither 1 Test Generation, Test Oath, Sense Vitae
2 Meld 2 Ranged 2 <Blood>
3 Decay 3 Aggravated 1

MYTHERCERIA VALEREN HEALER


This discipline can’t be taught or gained through amaranth. You gain a third eye as a makeup requirement. Your third eye
must be uncovered in order to use any of the powers granted
1 Confusion by this discipline.
2 Meditate
3 Gauntlet Walk 1 Healing Touch
2 Serenity, Purify
NECROMANCY 3 Revive
1 Insight
2 Umbra Sight VALEREN WARRIOR
3 Umbra Drain You gain a third eye as a makeup requirement. Your third eye
must be uncovered in order to use any of the powers granted
OBFUSCATE by this discipline.
1 Cloak
2 Mask of a Thousand Faces 1 Sense Health, Sense Maximum Health, Sense Mental
3 Cloak Gathering 2 Body Wrack
3 Light Sword, Vengeance of Samiel
OBTENEBRATION
1 Root, Tentacles VICISSITUDE
2 Terror 1 Weaponry
3 Form of Vapor 2 Imitate
3 Tough Form, Powerful Form - Green and black spiked
POTENCE mask
1 Shatter
2 Might VISCERATIKA
3 Brutal Strike This discipline can’t be taught or gained through amaranth.
31 | P a g e
1 Cloak, Clawed Form
2 Avoidance
3 Powerful Form, Tough Form

DARK THAUMATURGY
Purchasing dark thaumaturgy at character creation requires
Demon Lore. The powers in the following trees are all
considered corrupt powers. Dark Thaumaturgy trees become
dormant if the character does not have a demonic patron on
their character sheet.

PATH OF THE DEFILER


Buying a power in this tree causes your character to become
permanently tainted.

1 Taint
2 Derange
3 Balefire

REGO DOLOR (PATH OF PAIN)


1 Silence
2 Body Wrack
3 Horrid Reality

REGO MANES (PATH OF SPIRIT)


Buying a power in this tree causes your character to become
permanently tainted.

1 Sense Spirit, Sense Demon, Scion of Evil


2 Umbra Sight
3 Subjugate

REGO PESTIS (PATH OF PESTILENCE)


1 Wither
2 Venom
3 Brittle Bones

REGO PHOBOS (PATH OF FEAR)


1 Monsters
2 Dreamshape, Terror
3 Leech of Fear

32 | P a g e
Shifter

SHIFTER RULES CRINOS


Shifters are Realmbound. All shifters begin with the Powerful Form power (mask
determined by breed) and may use claws while this power is
Shifter energy type is Gnosis.
active. This power may not be activated if the shifter has 0 Gnosis
Shifter virtue type is Rage. in her energy pool.

Each shifter has three subfactions: Tribe, Breed, and Auspice.

Shifters may only teach innate gifts.


REGAINING GNOSIS
Shifters use Gaian nodes to regain Gnosis. These are fixed
locations with a laminated card saying “Gaian Node” that are
AGGRAVATED DAMAGE only visible in the Umbra. A shifter may use each node once per
cycle of the moon (once per event) by meditating within 10 feet
Shifters take aggravated damage from damage calls with a
of the node for one minute. After the shifter finishes meditating,
<type> of “Fire”, “Silver”, and “Wolfsbane”. See aggravated
he gains Gnosis equal to the value stated on the node card, not
damage (p. 4) for more details.
exceeding his maximum energy pool.

HEALING STEPPING SIDEWAYS


Shifters are healed by regeneration, magical healing, and
Shifters are able to move from the Realm to the Umbra and from
medicine. All shifters start with Regeneration 2.
the Umbra to the Realm at no cost. At a Gaian node, this may be
done immediately by touching the node and putting on or taking
off a white headband as appropriate. At any other location, a
shifter must first meditate for 60 seconds before putting on or

33 | P a g e
taking off a white headband. A shifter who has 0 gnosis in her
energy pool may not step sideways. AUSPICES
Auspice is the phase of the moon that a particular Garou was
born under. Fera must also pick one of the auspices below. See
DOORS IN THE UMBRA the Wiki for Fera Auspice information.

Shifters may open and close unlocked doors while in the umbra.
AHROUN
Full Moon - Warriors

RAGE 1 Silver Claws


2 Might
Rage may be expended in the following ways: 3 Brutal Strike

Immediately enter frenzy. GALLIARD


Gibbous Moon - Bards
Immediately after reaching 0 health, return to 1 health. This will
cause the shifter to enter frenzy. Restriction: May not be Ratkin.

While tainted, rage may be spent as willpower. 1 Taunt


2 Dreamshape
When a shifter’s rage reaches 0, she will become permanently 3 Song of Rage
tainted and enter into a frenzy that never ends.
PHILODOX
Half Moon - Judges
BREEDS 1 Sense Faction, Sense Item, Sense Gnosis
Breed represents the form in which a shifter was born. Homids 2 Meditation
3 Toughness
tend to be more understanding of the human world while Lupus
tend to have a greater connection to the Wyld. Metis are born of RAGABASH
two Shifter parents and are frequently shunned and rejected No Moon - Tricksters
from society.
1 Confusion
HOMID 2 Disembodied, Realm Grasp
Born as a human. 3 Mimic

1 Avert THEURGE
2 Avoidance Crescent Moon - Seers
3 Paralyze
1 Release Spirit, Sense Spirit
LUPUS 2 Umbra Sight
Born as an animal. 3 Umbra Strike

1 Snarl
2
3
Resilience
Frenzy Control
TRIBES
METIS BLACK FURIES
Born in crinos of shifter parentage. Werewolf - Fierce warrior-women of the Mediterranean.

Disadvantage: Must choose at least 1 disfigurement. Restriction: Lupus and Homid are female only.

Restriction: May not be Corax or Ananasi. 1 Detect Taint


2 Body Wrack
1 Wither 3 Aggravated 1
2 Telepathy
3 Terror, Passion BLACK SPIRAL DANCERS
Werewolf - Dark and demented servants of the Wyrm.

Restriction: This is a tier 1 restricted character. Additional


experience or freebie points must be paid to play this tribe.

34 | P a g e
Weakness: You must follow a Wyrm totem. Pick from 1 Detect Taint
Whipporwill, Green Dragon, Hakaken, or Dark Fungus. 2 True Form
Additionally you have a derangement. 3 Obedience

Power tree: Pick one tree from Wyrm Gifts. WARDERS OF MAN
Werewolf - City-dwellers encouraging human progress and
BONE GNAWERS trade.
Werewolf - Survivors and lurkers in human refuse.
1 Pence from Heaven
1 Forgetful Mind 2 Fabricate Armor
2 Ranged 2 (Stone) 3 Cloak Sight
3 Resist Taint

CHILD OF GAIA BASTET TRIBES


Werewolf - The Peacemakers of the Garou.

1 Healing Touch
BAGHEERA
2 Serenity, Purify Werecat - Known world travelers and proud Panthers from
3 Silver Armor Northern Africa and India.

FENRIR Restriction: This is a tier 3 restricted character. Additional


Werewolf - The howling warriors of the frozen North. experience or freebie points must be paid to play this tribe.

1 Razor Claws 1 Detect Taint


2 Venom 2 Fire Sword
3 Hero’s Stand 3 Daze

FIANA BUBASTI
Werewolf - Bards and revelers from the British Isles. Werecat - Known for dark ways and ancient Egyptian Lore

1 Fast Healing Restriction: This is a tier 3 restricted character. Additional


2 Woadling experience or freebie points must be paid to play this tribe.
3 Form of Vapor
1 Forgetful Mind
RED TALONS 2 Entrancement
Werewolf - Feral enemies of the Weaver in all its forms. 3 Form of Vapor

Restriction: Red Talons can’t select Homid as their breed. CEILICAN


Werecat - Musicians, artists and followers of the Old Ways with
Note: Red Talon player characters should be somewhat tolerant a connection to the Fae.
of humans to live in town.
Restriction: This is a tier 1 restricted character. Additional
1 Shatter experience or freebie points must be paid to play this tribe.
2 Root, Beast Mind
3 Fire 4 1 Withstand, Hallucination
2 Fire Sword
SHADOW LORDS 3 Hasty Escape
Werewolf - Scheming and manipulative politicians and assassins.
Aggravated Damage: Silver, Fire, and Iron (attacks by normal
1 Disarm metal weapons)
2 Wounding Lies
3 Disable
SWARA
SILENT STRIDERS Werecat - These solitary cheetahs serve as messengers for the
Werewolf - Homeless messengers cast from out of Egypt. Bastet.

1 Silence Restriction: This is a tier 3 restricted character. Additional


2 Horrid Reality experience or freebie points must be paid to play this tribe.
3 Gauntlet Walk
1 Razor Claws
SILVER FANGS 2 Mask of a Thousand Faces
Werewolf - The ruling tribe of the Garou. 3 Gauntlet Walk

35 | P a g e
Original Tribe: You have all the advantages, restrictions,
OTHER FERA TRIBES weaknesses and energy changes of your original tribe

ANANASI Advantage: You automatically receive Lore <Original Tribe> for


Werespiders - Alien insectoids serving their queen, devoid of free, and as such may purchase your original tribe’s gifts as
emotion. learned gifts at character creation.

Advantage: All Ananasi have the Silver Armor power at no Restriction: All Fallen Fera types have a minimum restriction of
cost. If you are fed upon, inform the attacker that she is affected Tier 1. You must pay the cost of Tier 1 or the original tribe’s
by Venom. restricted cost, whichever is higher.

Restriction: This is a tier 1 restricted character. Additional Weakness: Choose a derangement. You also gain all the
experience must be paid to play this tribe. weaknesses of your original tribe.

Weakness: Ananasi may not use Gaian nodes for stepping Power Tree: Choose one of the Wyrm Gift trees as your tribal
sideways or regaining energy. innate instead of the normal tribe gift tree

Energy: Ananasi use Gnosis to fuel their powers, but they refill Note: Your subfaction tribe changes as per the following –
their pools by draining health in the same manner as a vampire. Ananasi changes to Kumo, Corax changes to Buzzard, Bastest
(all types) changes to Histpah, Ratkin changes to Vermin.
1 Cloak
2 Venom
3 Meld
WYRM GIFTS
CORAX
All of the powers from the following trees are corrupt powers
Wereravens - Curious, gossiping collectors of knowledge and
shiny objects.
CORRUPTION
Advantage: Corax get the Silver Armor power at no cost. Buying any power in this tree causes your character to become
permanently tainted.
Restriction: May not be Metis.
1 Taint
Weakness: Gold is considered aggravated damage to Corax. 2 Corrupted Powers
3 Subjugate
1 Insight
2 Fire 2 CUNNING
3 Hasty Escape
1 Smell Fear
2 Cloak Gathering
RATKIN 3 Hidden Taint
Wererat - Protectors of the Wyld while hiding from those who
would do them harm. DEFILING
1 Detect Taint, Scion of Evil
Advantage: Ratkin have the Poison Immunity power at no cost.
2 Induce Sin
3 Terror, <Tainted> Frenzy
Restriction: May not be Galliards. This is a tier 1 restricted
character. Additional experience or freebie points must be paid
STRENGTH
to play this tribe
Buying any power in this tree causes your character to become
1 Cloak permanently tainted.
2 Monsters
1 Hide of the Wyrm
3 Aggravated 1
2 Totemic Form, Tough Form
3 Balefire

FALLEN FERA
Unlike Black Spiral Dancers which are a true fallen tribe, fallen
Fera are generally individuals that started as a normal, Gaian
member of their tribe but later fell (through various means) to
join the Wyrm’s service. Fallen Fera use the normal rules for
their original Fera tribe, with the following changes:

36 | P a g e
Wraith

After devouring another wraith, one point of angst is gained


WRAITH RULES immediately.
Wraiths are Umbrabound. While tainted, the psyche may choose to take a point of angst in
lieu of spending a willpower.
Wraith energy type is Pathos.
Two angst is gained when harrowing.
Wraith virtue type is Angst.
A wraith at 10 angst becomes a specter. He will be permanently
tainted and enter a permanent state of catharsis. A specter can
AGGRAVATED DAMAGE never have his angst lowered again.

Wraiths take aggravated damage from damage calls with a A wraith may never have less than 1 angst.
<type> of “Agg” or “Dark” (as dealt by Stygian Steel
weapons). See aggravated damage (p 4) for more details on
mechanics. CATHARSIS
Triggered by voluntarily gaining one angst point, when your
HEALING pathos reaches zero (resisted by willpower), or if you are
successfully hit with the Induce Catharsis power. Catharsis lasts
Wraiths are healed by magical healing, regeneration, and a minimum of 10 minutes, during which your shadow takes
Usury. All wraiths start with Regeneration 1. control. You must act your shadow archetype and are able to use
everything on your character sheet as normal in addition to any
effects granted by your thorn. The Disquiet or Purify powers will
ANGST end catharsis, returning control to your psyche. After 10
minutes you may leave catharsis at will.
Angst may be added in the following ways:

Immediately enter catharsis.

37 | P a g e
specter, the wraith will become dying as normal and
EATING FOOD subsequently be consumed by Oblivion (dead). Otherwise, he
will enter an intense personal conflict with his shadow within the
To allow wraith players to eat, you may pick up bowls, plates,
Labyrinth, deep in the Tempest. Go out of game and report to
cups and utensils for eating without spending energy or
ST camp, or go to an OOG area such as the parking lot.
requiring any powers.
The wraith player must remain out of game for a minimum of
one hour, and if he does not have any fetters in game, he may
FETTER not return for the remainder of the event (he may bring in a
different character). Upon exiting a harrowing, a wraith
Fetters are objects, people and rooms that tie wraiths to the
immediately gains two angst.
mortal world and allow wraiths to affect the Realm. A wraith
must touch a fetter in-character during an event before he can If returning in the same event, the wraith player must remain
use any skill, attribute or arcanos that affects the Realm. Fetters OOG until he can locate one of his fetters. If he cannot find a
are destroyed only by means explained in the rules. A fetter fetter within 30 minutes, then all fetters are assumed to be
object must be at least 3 inches in length. missing, and he may not return during this event.

A fetter person is either designated at the wraith's character


creation or IG with an appropriate power or ritual. She must
carry the fetter tag with her character sheet. Wraiths may not
REGAINING PATHOS
be fetters for other wraiths. Wraiths use haunts to regain pathos. These are fixed locations
with a laminated card saying “HAUNT” that can only be detected
Fetter rooms are designated with a ritual that contains more
by wraiths. A wraith may use each haunt that matches one of
information.
his passions once per day (from sunset to sunset) by meditating
in the vicinity of the haunt (inside the same building or within 10

ADDITIONAL RULES feet) for one minute. After the wraith finishes meditating, he
gains pathos equal to the value stated on the haunt card, not
Any conscious character carrying a fetter on her person in the exceeding his maximum pathos pool.
Umbra will suffer exposure damage until the fetter is
dropped. (Make sure any receiving character is aware of this fact
if she otherwise wouldn’t be.) UMBRA SIGHT
Carrying your own fetter is difficult, so a wraith may only carry it All wraiths have Umbra Sight as per the power. While in the
in his hand. The fetter must remain visible. Realm, you may see and hear characters who are in the Umbra.

A wraith will gain +1 to her regeneration rate when touching a


fetter belonging to her.
PORTAL WALK
Another character holding a wraith’s fetter is immune to all
While in the umbra, all wraiths who are able to affect the Realm
attacks from that wraith, unless he is in the same realm and using
may open and close doors at will, regardless of any locks. A
a boffer attack. Say “fetter, no effect”. The fetter must be kept
wraith who has not touched one of her fetters in the current
in a visible, prominent position to make use of this.
event may not do this.
A fetter person is considered to be holding the linked wraith’s
fetter for all intents and purposes under the rules, but does not
take aggravated damage while in the Umbra for doing so. CAUL
A wraith may choose to “resolve” one of her own fetters at any A plasmic sheet that covers a newborn wraith. The caul prevents
time she is not in catharsis. Simply remove the tag and destroy a wraith from thinking clearly, using arcanoi, or attacking. It is
it. Speak with character guides if you are unsure of how and why represented by an expressionless white face mask that can only
this would be appropriate. be removed by a non-cauled wraith. Those who remove cauls are
called reapers, and the newly un-cauled wraith an enfant.
Reapers are expected to teach enfants about wraith society, but
HARROWING reapers are known to enslave enfants as well.

Instead of entering a dying state at 0 max health or after 10 Wearing a caul as a new wraith character is optional. You must
minutes of incapacitation, a wraith will enter a harrowing. If a provide your own mask.

38 | P a g e
abuse others: mindlessly lashing out, demanding servitude, or
MASKS methodically inflicting pain and suffering.

Many wraiths, no matter who they are or what organization they Thorn: Gain +4 pathos upon entering catharsis. (Specter: gains
belong to, wear masks. Masks come from 3 sources; a reshaped Horrid Reality power)
caul (cannot be mistaken for power or shapeshifting masks), a
fetish, or an item made in the Realm. A mask can display guild, BETRAYER
legion, and other information. The betrayer takes perverse pleasure in gaining other people’s
trust and then breaking that trust at the worst possible
moment. Maybe he likes the powerful feeling it gives
DEVOURING him. Maybe he just thinks it’s funny. When the shadow is
dominant, betray the psyche's friends to their enemies. You
A wraith may attempt to devour another wraith by using Health
neither have nor need friends, and you will betray anyone who
Exchange. The target must be at 0 health, at which point the
thinks he is your ally.
attacker may begin a tapping count and then say “Devouring 1,
Devouring 2, Devouring 3.” This count may be resisted by the Thorn: While in catharsis, you may lie as though it were the truth
target by spending one willpower, at which point the attacking when giving character knowledge, regardless of any effects you
character may repeat the three count. If the count is completed are under. Does not work on powers that determine character
and not resisted, the target immediately goes OOG and is dead state. (Specter: effect is permanent)
(no harrowing). If the target is not a wraith, he should state “no
effect.” DEVOURER
This shadow is the hole inside you, a pit of raw need dug by
The devourer gains one point of angst and may learn one arcanoi neglect and hate. Consume as much Pathos as possible, from
from the target’s character sheet. The ST handling the change any source, using any means within the rules to get it. If you
will sign a 3x5 card stating that the attacker was taught the
have Usury, you must attempt to absorb other wraiths whenever
chosen arcanoi and include the victim’s name for reference. The possible.
devourer does not gain any points of energy.
Thorn: While in catharsis, you may continue draining health after
you have reached your maximum health pool. Additional points
THORNS drained do not add to your health pool. (Specter: effect is
permanent)
When a wraith’s shadow takes control, whether by catharsis or
the wraith becoming a specter, they gain access to an extra DIRECTOR
power or effect called a thorn. The thorn is specific to the This shadow plays the long game and attempts to manipulate
wraith’s shadow archetype, and can only be used while the people like pieces on a chessboard, ever seeking to fulfil a great
shadow is in control. Read the details of your thorn under the plan, which usually involves a descent into Oblivion while doing
Shadows section carefully to determine how and when you may great harm to everyone the psyche ever loved. While in
use it. Bonus pool points gained upon entering catharsis cannot catharsis, do whatever is necessary to further your shadow’s
exceed your normal maximums. plans.

Upon becoming a specter, your thorn will either be permanent Thorn: Restore 2 willpower upon entering catharsis. (Specter:
or change into some other power or effect. See the section in +2 permanent willpower)
parentheses after each thorn.
FREAK
The Freak knows all your secrets and gets a perverse kick out of
SHADOWS them. It enjoys making you do what you most loathe. When the
Freak is in power, it often tries to shame its host. It will force the
A shadow is a sliver of Oblivion that tries to break the psyche host to indulge in many terrible acts. Moreover, the Freak takes
down. You play your shadow when you enter catharsis or almost as much pleasure in dredging up others’ perversity and
become a specter, and you must role-play your chosen shadow exposing it to the world.
archetype (but remember that every shadow is unique):
Thorn: Gain +4 pathos upon entering catharsis. (Specter: gains
ABUSER Induce Sin and Induce Passion powers)
This shadow represents the battered “inner child” who has come
full circle, grown up out of her terrible beginnings to inflict more
pain on others. When dominant, this Shadow uses her power to

39 | P a g e
LUNATIC RATIONALIST
This shadow is stark raving mad and totally unpredictable. When This Shadow is the reasoning, thinking person’s Shadow. She
in power it causes as much chaos as possible. You can be calmly discusses your situation with you, gently explaining why
intelligent, conniving, and you can speak. you should do what she wants and offering totally logical reasons
for so doing. She never openly confronts you. Instead, she
Thorn: Restore 2 willpower upon entering catharsis. (Specter:
riddles your mind with doubts -- doubts that only she can
gains Monsters power)
allay. When in power, this Shadow creates conditions that prove
her various postulates. She also “advises” other wraiths, trying
MARTYR to trick them into “logical” behavior.
The Martyr wishes only to quit its existence as soon as possible.
He may try and drag others down with him, but his main goal is Thorn: You may activate the Conditioning power once for free
to force you to embrace Oblivion, to complete the process of immediately upon entering catharsis. You must still have
death. When this Shadow is in power, it will immediately place conversed with the target for 60 seconds before doing
the host in the most dangerous situation it can. It will also preach this. (Specter: gains Conditioning power)
to other wraiths about the futility of continued existence and the
need to sacrifice oneself for a higher goal.

Thorn: You may activate the Hero’s Stand power for free at the
THE LEGIONS
moment you enter catharsis. (Specter: gains Hero’s Stand The Iron Legion: comprised of the victims of Age.
power)
The Skeletal Legion: claiming those taken by Disease ad
MONSTER sickness.
The monster is a foul and unknowable thing. You can’t begin to
The Grim Legion: claiming the victims of Violence.
understand what it wants, or why. It is mindlessly destructive,
lashing out at everything around it. While in catharsis, snarl, The Penitent Legion: claiming the victims of Madness.
growl out obscenities, and use any method within the rules to
attack anyone who comes near you. The Emerald Legion: for victims of Happenstance.

Thorn: You may enter an attack frenzy for free immediately upon The Silent Legion: for victims of Despair.
entering catharsis. (Specter: gains Frenzy Control power)
The Legion of Paupers: comprised from victims of Mystery and
whoever the Beggar Lord can get away with.
PARANOID
This shadow believes that everyone is out to kill you. It will play The Legion of Fate: consisting of those chosen by Fate.
upon your fears and always ascribe the worst possible
motivations to other people’s actions. When in power he will
run in fear and trust no one. If he feels trapped, he will lash out CORE ARCANOI
like a cornered animal and kill everyone who threatens him. It’s
self-defense after all. ARGOS
1 Cloak
Thorn: You may use the Meld power at no cost while in catharsis.
2 Resilience
(Specter: gains Meld power) 3 Hasty Escape

PARENT CASTIGATE
Overprotective, loving and caring, this shadow wants you to love 1 Sense Shadow, Detect Taint
only her, and if you don’t listen, she’ll make you feel guilty for 2 Shadow Coax, Disquiet
not listening. She knows your dirty thoughts and vile secrets, but 3 Sanctuary
she still loves you (though no one else could ever love such a
monster). When in power, this shadow often seeks to “protect”
EMBODY
1 Disembodied
other wraiths and instill guilt for the things they’ve done. She
2 Appear
will also attempt to destroy any and all relationships the psyche 3 Materialize
has.
FATALISM
Thorn: Gain +4 pathos upon entering catharsis. (Specter: gains
1 Sense Faction, Insight
Entrancement power) 2 Visions
3 Cloak Sight

40 | P a g e
FLUX DARK ARCANOI
1 Move Object, Sense Item
2 Shatter, Wither The following powers can only be used by specters or wraiths
3 Ranged 4 (earth) that are in catharsis. These trees may not be taught or learned
by wraiths with less than 10 angst that are not in catharsis. The
INHABIT
powers in these trees are purchased at the same XP cost as
1 Sense Item, Withstand
2 Might innate powers.
3 Dark Sword, Fabricate Armor
CONTAMINATE
INTIMATION Buying any power in this tree causes your character to become
1 Sense Desire permanently tainted while her shadow is in control. She may be
2 Induce Sin cleansed if her shadow is not in control.
3 Craving
1 Taint, Sense Fetter
KEENING 2 Rend the Lifeweb
1 Sense Emotion 3 Induce Catharsis
2 Passion
3 Conditioning, Ranged 2 (Sonic) HIVE MIND
Buying any power in this tree causes your character to become
LIFEWEB permanently tainted while her shadow is in control. She may be
1 Fetter Creation, Sense Fetter cleansed if her shadow is not in control.
2 Fetter Consumption, Detect Fetter
3 Disable 1 Sense Shadow, Detect Taint
2 Telepathy
MNEMOSYNIS 3 Subjugate
1 Forgetful Mind
2 Telepathy LARCENY
3 Obedience 1 Fast Healing
2 Health Exchange, Expel Corpus
MOLIATE 3 Toughness
1 Weaponry
2 Imitate MALEFICENCE
3 Tough Form, Powerful Form Buying any power in this tree causes your character to become
permanently tainted while her shadow is in control. She may be
OUTRAGE cleansed if her shadow is not in control.
1 Stonehand Punch
2 Move Object, Realm Grasp 1 Detect Taint, Scion of Evil
3 Aggravated 1 2 Tainted Entrancement
3 Secret Angst, Hidden Taint
PANDEMONIUM
1 Confusion TEMPEST WEAVING
2 Monsters 1 Cloak
3 Avoidance, Root 2 Meld
3 Form of Vapor
PHANTASM
1 Cognizance
2 Dreamshape
3 Daze

PUPPETRY
1 Control Voice
2 Control Body
3 Possession

USURY
1 Pathos Exchange
2 Health Exchange, Expel Corpus
3 Pathos Investment

41 | P a g e
Merits and Skills

MERITS GHOUL (HUMAN ONLY)


A human will automatically gain this merit if he is given 2 points
of blood from a vampire in the same feeding. You gain Celerity,
ADEPT
Fortitude, and Potence as innate trees. You get one level in the
You may make an additional item with each of your crafting skills
Potence tree. Your energy type becomes vitae. Being given blood
at the best price you have available to you.
by a vampire will refill your vitae pool. If you go through an entire
event without consuming at least two blood from a vampire in
AVERTED WEAKNESS
the same feeding, this merit goes dormant. To reactivate this
May only be purchased by Vampires. You do not suffer the
merit you must consume two points of blood from a vampire in
weakness associated with your subfaction. Gargoyles,
one feeding. While this merit is active, all sorcery trees and gifts
Cappadocians and Nosferatu cannot have this merit.
go dormant as well. You may start the game with faction lore
about vampires at no cost. This merit does not count against
DOOMSLAYER, (WRAITH ONLY)
your total number of merits when purchasing new ones.
Choose a Dark Arcanoi tree. You may use the chosen dark
arcanoi without being in catharsis. At 10 angst, your maximum
pathos pool is increased by 2.
HEALTHY
Your maximum health is increased by one.
FOMORI (HUMAN ONLY)
You have been possessed by a bane spirit. Pick one innate fomori
HARDY
You may resist any one status attack each day by stating “Resist”.
tree; you receive the first power in this tree at no cost.
This resistance refreshes at sunrise.
Additionally, you gain a derangement. If you pick the Toad tree
you must also gain a mutation. While this merit is active, you are
permanently tainted. This merit does not count against your
HIDDEN AMARANTH (VAMPIRE ONLY)
You always answer the Sense Amaranth power with “0”.
total number of merits when purchasing new ones.

INCOME
You have a small income source from a job, small business or
benefactor. Most of your earnings go to supplies but you gain 3
42 | P a g e
pence at check-in each game. This merit may be purchased
MORTWIGHT (HUMAN, SHIFTER OR
multiple times.
VAMPIRE ONLY)
KINFOLK Upon becoming dead you immediately become a specter. You
Select a tribe from the Shifter section as your sub-faction. Picking need to carry a wraith character card with a set of starting
a tribe requires that you pay the XP cost for any restrictions on character stats that has been approved by check-in. Upon your
that tribe. You may not purchase gifts and your energy type does death, drop all items with in-game value on the ground,
not change. A new character with this merit may begin play with immediately put on a white headband, and begin play with your
shifter faction lore at no additional cost, as well as sub-faction second character sheet. Your specter persona may only take
lore for her tribe. At check-in, if you are human, you may switch dark arcanoi as innates, but you may spend XP on this persona
this merit for Gifted Kinfolk at no cost or put your name in for as normal during check in. Just keep in mind that your reign of
the drawing to become a shifter. This merit does not count terror is likely to be a short one. You may not have this merit at
against your total number of merits when purchasing new ones. the same time as Lost Soul. A human with this merit may not
later become a wraith. Skills you purchase on your “living”
KINFOLK, GIFTED (HUMAN ONLY) character sheet will be duplicated on your Mortwight character
This merit represents kinfolk who have been rewarded with sheet at no cost.
supernatural powers for service to her tribe. Select a tribe from
the shifter section as your sub-faction. Picking a tribe requires NIMBLE
that you pay the XP cost for any restrictions on that tribe. Your You may resist any one damage attack each day by stating
energy type becomes gnosis. Select a level 1 gift from the Homid “Resist”. This resistance refreshes at sunrise.
tree or your tribe power tree. These are your two innate trees.
You may not purchase the Sorcerer merit. A new character with ORACLE
this merit may begin play with shifter faction lore at no Prerequisites: Theurge auspice, Dementation 1, Fatalism 1, or
additional cost, as well as sub-faction lore for her tribe. If you Fortune Telling 3
purchase this merit you may not purchase the Sorcerer merit or You receive one prophecy at check-in; this is cumulative with the
ever become a shifter. This merit does not count against your Visions power.
total number of merits when purchasing new ones.
PALE AURA
LOST SOUL (SHIFTER OR VAMPIRE ONLY) Your answer to the Sense Faction power is human. For the
You have the option to become a wraith at the next event after purposes of powers that sense your energy, you are considered
you die, even though your faction is normally prohibited from to have vitality as your energy type. Your subfaction appears as
doing so. You may not have this merit at the same time as Commoner to Sense Subfaction. This merit does not alter your
Mortwight. answer to your faction during the information exchange when
being drained.
MEDIUM (ANY NON-WRAITH)
You can hear characters in the Umbra speaking. You cannot see
SORCERER (HUMAN ONLY)
them or target them with effects. Select two power trees from the Sorcery section as your innate
trees. Your energy type becomes essence. Select a level 1 innate
MISPLACED HEART <LOCATION> power. You may pay 3 pence at check-in to create a focus. You
(VAMPIRE ONLY) may not purchase the Gifted Kinfolk merit. This merit does not
After your embrace, your heart relocated to another location in count against total number of merits when purchasing new ones.
your body. Choose one: right arm, left arm, right leg, or left leg.
A stake in the heart will not affect you. You are considered STRONG WILL
staked only if the stake is targeted at the chosen <location>. Mental powers last half of their normal duration on you.

MIX MORPH (SHIFTER ONLY) TAINTED SOUL


You may use claws without putting on a mask. You are permanently tainted.

MOON TIES (SHIFTER ONLY) TASTE OF OBLIVION (WRAITH ONLY)


When the moon phase matches your Auspice during an event, Whenever a character attempts to use Usury to drain health or
you gain Augment 1 for that event. pathos from you, say "Taste of Oblivion! Induce Catharsis!"
Unless resisted, that character then immediately goes into
catharsis, gaining an angst as normal, but may then proceed with
draining. Specters are unaffected. This merit is only active while
you are tainted.
43 | P a g e
You may spend 5 minutes roleplaying with an appropriate prop
UMBRAL AFFINITY (SHIFTER ONLY)
Stepping sideways when not at a Gaian node takes you 30 to attach a tag to that prop while in game. You must have at least
seconds of meditation instead of 60. two tools of your trade in your possession to do this.

BLACKSMITH
SKILLS 1.
2.
Create one of the following each game at the novice price.
Create two of the following each game at the novice price,
or one at the master price.
ACADEMICS 3. Create two of the following each game, both at the master
You may read and write in English. Other human languages do
price.
not require a skill to read and write but you must actually be able
to read and write in them. Item Novice Price Master Price
Melee Weapon 7 pence 5 pence
ALCHEMY (REQUIRES SORCERY) Bow or crossbow 7 pence 5 pence
1. Create one of the following potions each game at the novice Shield 10 pence 8 pence
Silver dagger - 10 shillings
price.
You may spend 5 minutes roleplaying with an appropriate prop
2. Create two of the following potions each game at the novice
to attach a tag to that prop while in game. You must have at least
price, or one at the master price.
two tools of your trade in your possession to do this.
3. Create two of the following potions each game, both at the
master price.
BRAWL
Item Novice Price Master Price All characters may use a single brawl boffer (a 12” black boffer)
Golden Chain 3 pence 2 pence to make attacks for no more than 1 damage.
Foxglove 2 pence 1 pence
Hemlock 1 pence 0 pence You are no longer restricted to 1 damage with your brawl boffers
Belladonna - 5 pence and you may hold two brawl boffers at once.
Love Potion 3 pence 2 pence
Spite Potion 3 pence 2 pence ESCAPOLOGY
You may spend 5 minutes roleplaying with an appropriate prop 1. You may escape a room or bindings after 30 minutes even
to attach a tag to that prop while in game. You must have at least if you are watched.
two tools of your trade in your possession to do this. See Potions 2. You may escape a room or bindings after 10 minutes even
and Poisons (p6). if you are watched.
3. You may escape a room or bindings anytime after 3 minutes
ARCHERY even if you are watched.
You may use a bow or crossbow.
FORTUNE TELLING
ARMORSMITH Roleplay a setting-appropriate fortune-telling session with the
1. Create one leather armor each game at the novice price. target for 60 seconds and say “Fortune telling unresistable
You may repair leather by role-playing with the armor prop <effect>”. The effect you pick should match the outcome of the
and an armor smithing tool for 60 seconds per point fortune-telling roleplay. The number of times you can use this
repaired. skill in a day increases as you gains levels as well as the different
2. Create two leather or chain/transitional armors each game ways you can use it. You do not have to pay an energy cost to
at the novice price, or one at the master price. You may use Fortune Telling.
repair leather or chain/transitional armor by roleplaying
with the armor prop and an armor smithing tool for 60 1. 1 use of fortune telling skill per day, Passion
seconds per point repaired. 2. 2 uses of fortune telling skill per day, Meditate
3. Create two of the following armors each game, both at the 3. 3 uses of fortune telling skill per day, Despair
master price. You may repair any armor tags up to 6 points
by role-playing with the armor prop and an armor smithing HERBALISM
tool for 60 seconds per point repaired. 1. Create one of the following potions each game at the novice
price.
Item Novice Master Market 2. Create two of the following potions each game at the novice
Price Price Price
price, or one at the master price.
Leather 5 pence 3 pence 8 pence
Chain/Transitional 7 pence 5 pence 1 shilling 3. Create two of the following potions each game, both at the
Breast Plate - 11 pence 1 shilling 9 master price.
pence

44 | P a g e
Item Novice Master Market “Sense health?” And the target answers with his current
Price Price Price health per character state.
Healing Potion (4 health) 3 pence 2 pence 5 pence
Antidote (removes all 2 pence 1 pence 4 pence 2. You may heal a target up to a total of 4 health. To do this,
conditions) roleplay tending their wounds for 60 seconds while the
target does nothing except talk, and then say “Medicine 4”.
You may spend 5 minutes roleplaying with an appropriate prop If the target’s current health is below 4, it will raise to 4. You
to attach a tag to that prop while in game. You must have at least may also touch a target and ask “Sense Incapacitated?” or
two tools of your trade in your possession to do this. “Sense dying?” or “Sense dead?” and the target answers
yes or no per character state.
HOLY WATER (HUMAN ONLY) 3. You may heal a target up to a total of 6 health. To do this,
1. Create one Holy Water vial each game at the novice price. roleplay tending their wounds for 60 seconds while the
2. Create two Holy Water vials each game at the novice price, target does nothing except talk, and then say “Medicine
or one at the master price. 6”. If the target’s current health is below 6, it will raise to
3. Create two Holy Water vials each game, both at the master 6. You may also touch a target and ask “Sense Condition?”
price. and the target answers yes or no per character state.
Item Novice Price Master Price Market Price
Holy water 2 pence 1 pence 4 pence MEDICINE – EXAMPLE OF PLAY
Holy water may be delivered as a poison. It has no effect on Wisdom has two dots in medicine.
humans, but for non-humans it causes an unresistable Body She looks at Jane for 10 seconds and asks, “Sense Health?”
Wrack effect. Jane responds, “Three.”
Wisdom removes a bandage from her pouch and roleplays
You may spend 5 minutes roleplaying with an appropriate prop bandaging Jane for 60 seconds.
to attach a tag to that prop while in game. You must have at least Wisdom says “Medicine Four.”
two tools of your trade in your possession to do this.
After Wisdom’s medicine use, Jane’s health is set to 4. It does
NOT add 4 to his current health.
HYPNOTISM
1. You may use the Hypnotism power 1 time per day.
2. You may use the Hypnotism power 2 times per day.
3. You may use the Hypnotism power 3 times per day. MELEE
All characters may use a single melee weapon to make attacks
LOCKSMITHING for no more than 1 damage.
1. Create one lock and one key at the novice price.
2. Create one lock and one key at the master price. You are no longer restricted to one damage with melee
3. Create two locks at novice price or one at the master price. weapons, and you may hold melee weapons in both hands.
Create as many keys as you would like at the master price.
RITUALS
Item Novice Price Master Price Market Price 1. You may use level 1 rituals that you meet all other
Lock 1 shilling 10 pence 1 shilling 6
requirements for. Create a sigil and draw it on your
pence
character sheet. (see Sigils, p11) You are now familiar with
Key 2 pence 1 pence 3 pence
ritualistic symbols and sigils, and you may identify any you
You may spend 5 minutes roleplaying with an appropriate prop have memorized. You may also identify what type
to attach a tag to that prop while in game. You must have at least (blood/glyph/etc) a ritual is by looking at it.
two tools of your trade in your possession to do this. 2. You may use level 2 rituals that you meet all other
requirements for.
MEDICINE 3. You may use level 3 rituals that you meet all other
Using this skill requires bandages or other appropriate tools of requirements for.
the trade.

1. You may heal a target up to a total of 2 health. To do this,


roleplay tending their wounds for 60 seconds while the
target does nothing except talk, and then say “Medicine
2”. If the target’s current health is below 2, it will raise to
2. You may also inspect a target for 10 seconds and ask

45 | P a g e
Powers

Caster holds out his hand with his palm facing the target and says
POWERS “Avert”. While the caster has her hand raised and palm facing
the target, the target may not advance towards the caster unless
AGGRAVATED 1 (DAMAGE) the caster is more than 10 feet away from the target. Only one
Cost 1 Energy target may be averted at any time. The target may not attack the
Call “Agg 1”
caster of this power. While in the realm you may add the
The caster may throw a packet for 1 aggravated damage.
“Breach” meta call to target a character in the umbra if you have
the Umbra Sight power. This power ends immediately if the
AGGRAVATED CLAWS (SELF) caster lowers his hand.
Cost 1 Energy
Call “Agg”
Add the “Agg” damage call to a single swing made with natural AVOIDANCE (SELF)
weapons. Cost Energy equal to the <number> of the damage attack
call.
Call “Resist”
APPEAR (SELF) You may resist a single damage attack and any Meta calls
Cost 1 Energy associated with it.
Call “Realm”
Enter the Realm for 10 minutes. You cannot use powers with an
energy cost or any power in the Usury tree. You may return to
BALEFIRE (DAMAGE)
Cost 2 Energy
the Umbra for free at any time by stating “Umbra”. You will
Call “Tainted Agg 4”
return to the Umbra if you are struck by the Daze power or if you The caster may make a single packet attack that deals 4
become incapacitated or dying. While using this power to aggravated damage and taints a target.
remain in the Realm, you will take aggravated damage from Fire
and Blood effects. BEAST MIND (MENTAL)
Cost 1 Energy
AVERT (MENTAL) Call “Beast Mind” and “predator” or “prey”
Cost 1 Energy The target must roleplay as an animal that is either a predator or
Call “Avert” prey based on the signature call used. While under the effect of
46 | P a g e
this mental, the target may not use language, whether verbal, The caster may use the Cloak power. Additionally, while using
written, or telepathic. the Cloak power, the caster may hide a target person or item by
touching them. The target becomes cloaked as per the Cloak
BLACK ICHOR (OTHER) power. This power ends immediately if the caster and target are
Cost None no longer touching or if the caster is no longer cloaked.
Call None
You receive one Vitae Poison tag at each check-in. CLOAK SIGHT (PASSIVE)
Cost None
BODY WRACK (STATUS) Call “Cloak Sight”
Cost 1 energy You may see and attack characters that are cloaked. The
Call “Body wrack” signature call should be made once before attacking a cloaked
The target may only move at a slow walk and must scream out target.
in pain. The target may not make any attack that is not delivered
by a boffer. Umbrabound creatures in the umbra may use this COGNIZANCE (PASSIVE)
power across the Gauntlet by saying “Breach” before the sig call. Cost None
Call “No Effect”
BRITTLE BONES (STATUS) A character with this power is immune to the Dreamshape and
Cost 5 energy Daze powers.
Call “Brittle Bones”
Any damage the target takes is aggravated damage. CONDITIONING (OTHER <META>)
Cost 4 energy
BRUTAL STRIKE (DAMAGE <META>) Call “Conditioning <Mental Power Call>”
Cost Energy equal to the <number> of the damage attack At the end of a conversation with a target lasting at least 60
call. seconds, you may add the “Conditioning” Meta call onto any
Call “Brutal <damage call>” mental attack that does not use the “Mass” Meta call. Powers
The caster may add the Brutal Meta onto a single damage call
with the conditioning Meta call can’t be resisted or broken with
made with a boffer weapon. Brutal attacks are considered willpower.
successful and cause damage even if blocked.
CONFUSION (MENTAL)
CLAWED FORM (MASK) Cost 1 Energy
Cost None Call “Confusion”
Call None The target has no memory of personal identity. The target may
You may put on a mask determined by the power source.
still attack and defend themselves as normal. When the effect
Additionally, without paying energy you may use claw boffers.
ends, all events that took place while under this power are
Vampires who are not Gangrel and who obtain this power must
removed from the target’s character knowledge. Umbrabound
use a wolf mask.
creatures in the umbra may use this power across the Gauntlet
by saying “Breach” before the sig call.
CLEANSE (TOUCH)
Cost 3 Energy
Call “Cleanse Taint”
CONTROL BODY (MENTAL)
Cost 1 Energy
The target is immediately cleansed of taint if he can be cleansed.
Call “Breach Control Body <command>”
The caster may use this power from the Umbra on a target in the
CLOAK (SELF) Realm. The target must attempt to perform the stated
Cost 1 energy
command. You may use the following commands: “Sit”, “Stay”,
Call “Cloak”
“Grovel”, “Babble” or “Walk”
You may spread your hand out in front of your face to indicate
that you are no longer visible. You may not use this power within
10 seconds of having made an attack. You may use Telepathy and
CONTROL VOICE (TOUCH)
Cost 1 Energy
sense powers that do not require touch while using this power.
Call “Breach Control Voice”
Beyond those uses, this power will end if you speak, interact with
The caster may use this power from the Umbra on a target in the
any object or person, make an attack, or no longer have a
Realm. For as long as the caster is touching the target, anything
splayed hand in front of your face.
the caster whispers to the target must be spoken aloud by the
target.
CLOAK GATHERING (TOUCH)
Cost 1 energy
Call “Cloak Gathering”
CORRUPTED POWERS (PASSIVE)
Cost None

47 | P a g e
Call None The target, if a wraith, must OOG describe one of her fetters and
A character with this power may teach any gift or power tree state where she saw it last. If an <item> is stated, she must
they know, but it will be learned as a Corrupted Power. respond with regards to the fetter that best matches that item.

CRAVING (TOUCH [CONDITION]) DETECT TAINT (SENSORY)


Cost 1 Energy Cost None
Call “Craving <single word>” Call “Detect Taint”
After speaking with the target for one minute the caster may This power may be activated after touching or sniffing a target
activate this power. The word mentioned becomes the target’s for 10 seconds. The target must answer if she is currently
primary desire. tainted. Additionally, you may determine whether an item or
node is tainted or not by reading the item tag. This does not
DARK SWORD (DAMAGE [TYPE]) grant you the ability to gain any other IG knowledge from the
Cost 1 energy item tag.
Call “Dark <damage number>”
You may add the Dark <type> onto a single damage call. This may DISABLE (STATUS)
only be used with weapons. Cost 2 energy
Call “Disable”
DAZE (MENTAL) For the duration of this power, the target may not expend energy
Cost 1 Energy for any reason.
Call “Daze”
The target closes his eyes and slumps his head and may not do DISARM (DAMAGE <META>)
anything else. When the mental effect ends the target doesn’t Cost 1 energy
have any memory of what happened during the time he was Call “Disarm <damage call>”
under. This power ends if the target is attacked. While under The caster may activate this power to add the “Disarm” Meta call
the effect of the this power the target may be targeted by other onto a boffer attack. If not resisted, the target must drop any
powers as if he were asleep and may not use willpower to resist weapon used to block the attack.
Dreamshape. Umbrabound creatures in the Umbra may use this
power across the Gauntlet by saying “Breach” before the sig call. DISEMBODIED (SELF)
Cost None
DECAY (DAMAGE) Call “Vocalize <statement>”
Cost 1 Energy The caster may use this power to speak across the Gauntlet at
Call “Decay”, “Agg 1” any volume. He may also touch a target in the Realm and have
The caster touches a target with her hand. Every 10 seconds, the her feel it. If necessary, cross your fingers and say “you feel this.”
caster causes one aggravated damage to the target. Say “Agg
1.” Each point of damage counts as a separate attack. A DISQUIET (MENTAL)
character who is dying or dead that suffers damage in this way Cost 1 energy
immediately becomes dead and turns to ash (goes out of game). Call “Disquiet”
This power ends immediately if the caster is no longer touching This power will immediately end frenzy in the target, regardless
the target or moves her feet. of the immunity to mentals that is normally granted by
frenzy. Additionally, a target will not be able to frenzy for the
DERANGE (MENTAL) duration of this power.
Cost 1 Energy
Call “Derange <derangement>” DREAMSHAPE (TOUCH [CONDITION])
While under the effect of this power, the target must roleplay as Cost 1 energy
if he has the stated derangement. The derangement selected Call “Dreamshape <dream> <action> <non-plural
must be one that is present on the caster’s character sheet. noun>”
This power may be used on a target that is incapacitated, asleep,
DESPAIR (TOUCH, [CONDITION]) or under the Daze effect to give them a dream. The caster places
Cost 1 Energy two fingers to the target’s temple and describes a short
Call “Despair, do not regain willpower” dream. Or if the target is asleep, the caster leaves a 3x5 card
While under the effect of this condition you do not regain with the <dream> <action> <noun> written down. When the
willpower at sunrise. target awakes, he immediately carries out the action to the best
of his ability as directed in the call. The power ends once the
DETECT FETTER (TOUCH) action has been performed one time. The target may attack and
Cost 1 Energy defend himself as normal. This power may not be used to cause
Call “Detect Fetter” or “Detect Fetter <item>” a target to harm himself. Umbrabound creatures in the umbra

48 | P a g e
may use this power across the Gauntlet by saying “Breach” Call “Fetter Consumption”
before the sig call. Destroy a fetter by spending 1 energy and removing the fetter
tag from the target prop, or by touching a target who is a fetter
ENDURE (PASSIVE) and saying “Fetter Consumption, give me your fetter tag”. The
Cost None caster should OOG inform the owner of the fetter of its
Call None destruction as soon as possible. Tags from destroyed fetters
You have become more resistant to forces that would normally may be exchanged for blank fetter tags at check in.
burn you. You will only take damage once per minute from
exposure damage instead of every 10 seconds. FETTER CREATION (TOUCH)
Cost 1 Energy
ENTRANCEMENT (MENTAL) Call “Fetter Creation”
Cost 1 Energy The caster may turn an item at least 3 inches in length into a
Call “Entrancement” fetter for any wraith (including himself), by holding the item or
The target is oathed to the caster for the duration of the power. holding his hand over it for 10 seconds, and saying “Fetter
This power will end if the caster makes any attacks against the Creation.” Afterwards, the caster fills out a fetter tag and
target. The target of this power may spend willpower to break attaches it to the item. If making a fetter for another wraith, the
from the effect even though they are under an oath. caster must hold her hand along with the item. The caster will
receive one blank fetter tag at every check in.
EXORCISM (MENTAL)
Cost 2 Energy FIRE 2 (DAMAGE)
Call “Breach Mass Exorcism” Cost 1 Energy
While in the Realm, the caster may activate this power to cause Call “Fire 2”
all targets in the umbra to end any possession they currently The caster may throw a packet for 2 fire damage.
have active and move at least ten feet away from the caster. The
targets may not advance towards the caster unless the caster is FIRE 4 (DAMAGE)
at least 10 feet from the target. While under the effects of this Cost 2 Energy
power, the target(s) may not attack the caster. Call “Fire 4”
The caster may throw a packet for 4 fire damage.
EXPEL CORPUS (SELF)
Cost None FIRE SWORD (DAMAGE [TYPE])
Call “Expel Corpus” Cost 1 energy
The caster loses one health. This power may not be used to Call “Fire <damage number>”
reduce the caster’s health below 1. Typically this power is used You may add the Fire <type> onto a single damage call. This may
when preparing for an absorption. only be used with melee weapons.

FABRICATE ARMOR (OTHER) FORGETFUL MIND (TOUCH)


Cost 1 Energy Cost 1 Energy
Call “Fabricate Armor” Call “Forgetful Mind”
The caster spends one minute roleplaying building invisible The target loses the last 10 minutes of character knowledge and
armor on the target. The target then receives 4 additional armor can never recover those memories.
points that do not require a phys-rep. These armor points are the
first to be used when the target is struck for damage. A character FORM OF VAPOR (MASK)
may only have one fabricated suit of armor at any time. If the Cost None
power is used again when the armor has taken damage but has Call “Form of Vapor”
not been destroyed it will only refill to a maximum of 4 The caster puts on a silver or black full-face mask. While this
armor. The caster may target himself with this power. power is active, he may resist damage for 1 energy, is immune
to both status attacks and draining, and may pass through locked
FAST HEALING (PASSIVE) doors (by immediately opening, entering, and then closing). He
Cost None may not make any damage or status attacks, counted touch
Call None actions, or block with boffers. This power may not be activated
This power increases the caster’s Regeneration rate by 1. If he within 10 seconds of making an attack.
does not have regeneration from his faction he will gain
Regeneration 1. FRENZY (TOUCH)
Cost 1 Energy
FETTER CONSUMPTION (TOUCH) Call “Frenzy”
Cost 1 Energy

49 | P a g e
The target enters an attack frenzy without losing virtue (see Fire is no longer a source of aggravated damage.
attack frenzy page 9).
HERO’S STAND (SELF)
FRENZY CONTROL (SELF) Cost None
Cost 1 energy Call “Hero’s Stand”
Call “No Effect” to Frenzy, otherwise none. The caster plants one foot in place. For 10 minutes, he is immune
A character may activate this power to enter frenzy without to damage attacks and may resist status attacks for 1
losing virtue. Additionally, she is always immune to frenzy from energy. Once the 10 minutes is over, or if the caster lifts his foot
other sources. for any reason, he will immediately drop to 0 health.

GAUNTLET WALK (SELF) HIDDEN TAINT (PASSIVE)


Cost 1 Energy Cost None
Call “Umbra” or “Realm” states your destination. Call None
The caster may spend 1 energy to immediately travel from the A character with this power will answer “No” to any use of
Realm to the Umbra or the Umbra to the Realm. This power Detect Taint power on them. He may also pass through a Ward
cannot be used within ten seconds of making an attack. Against the Wyrm. If he has the Tainted power, he may choose
not to use the <Taint> Meta call.
HALLUCINATION (MENTAL)
Cost 1 energy HIDE OF THE WYRM (PASSIVE)
Call “Hallucination <description>” Cost None
The target has a hallucination that fits with the description in Call None
some way. The <description> is limited to three words. Your maximum health is increased by 2.

HASTY ESCAPE (SELF) HORRID REALITY (MENTAL)


Cost None Cost 1 Energy
Call “Hasty Escape” Call “Horrid Reality <description>”
The caster crosses his arms over his chest. He must immediately The target must roleplay as if she is dying in the way described.
leave the area as quickly as possible, traveling at least 30 feet, The <description> is limited to three words. For the duration of
and may not return while the power is active. He may not this power, the target may not attack.
voluntarily end the power until he has left the area and may not
make any attacks while under the effects of this power. While HYPNOTISM (MENTAL)
this power is active, the caster may resist damage and status Cost None
attacks for 1 energy and is immune to draining. Call “Hypnotism”
After spending at least 60 uninterrupted seconds conversing
HEALING TOUCH (TOUCH) with a target, you may activate this power. The target will enter
Cost 1 energy a trance in which she will do nothing other than truthfully
Call “Healing 4” answer all questions asked by the caster per character
The target immediately gains 4 health, not to exceed his knowledge. This power ends if the caster looks away from the
maximum health. target, moves out of mental range, activates any other power, or
if the caster or target is attacked. All events that take place while
HEALTH EXCHANGE (COUNTED TOUCH) under the effects of this power are removed from character
Cost None knowledge.
Call “Tapping 1, Tapping 2, Tapping 3”
Touch a target in the same realm as you and attempt an initiation IMITATE (MASK)
count. If successful, you may give health from your health pool, Cost 1 Energy
“Giving health 1, giving health 2, etc.”, or you may take health Call “Imitate”
from the target into your health pool, “Health drain 1, health After the caster spends 10 seconds molding the face of a target,
drain 2, etc.” You may not take health in excess of your the target must put on or remove any mask of the caster’s
maximum health, nor may you give health to a target in excess choosing. The target is free to remove the mask after 10
of the target’s maximum health. Users of this power do not gain minutes. The caster may be the target of this power. This power
any beneficial conversion ratios when draining from targets such may also be used to add or remove prosthetics and makeup to a
as shifters or fae. willing target, but may not be used to remove makeup
requirements.
HELLBORN INVESTITURE (PASSIVE)
Cost None INDUCE CATHARSIS (TOUCH)
Call None Cost 1 Energy

50 | P a g e
Call “Induce Catharsis”
If a wraith target fails to resist this power, she is forced into
MATERIALIZE (SELF)
Cost 1 Willpower
catharsis. Angst is gained as normal. Call None
The caster touches a fetter belonging to her and spends 1
INDUCE SIN (MENTAL) willpower to enter the Realm with full use of her powers for 1
Cost 1 Energy hour. The 1-hour timer will reset every time the caster touches
Call “Induce <sin>”
a fetter belonging to her, and no additional expenditure of
The target becomes obsessed with one of the 7 deadly sins and
willpower is necessary. She may return to the Umbra for free at
begins to act upon it. Options are: Envy, Greed, Gluttony, Lust,
any time. Wraiths may not use this power to sleep in the Realm
Pride, Sloth, or Wrath. Umbrabound creatures in the umbra may
and will return to the Umbra if they become incapacitated or
use this power across the Gauntlet by saying “Breach” before the
dying. While using this power to remain in the Realm, you will
sig call.
take aggravated damage from damage calls of Fire and Blood.

INSIGHT (TOUCH) MEDITATE (TOUCH)


Cost 1 Energy
Cost 1 Energy
Call “Insight <question>”
Call “Meditate”
The caster touches a target who is dying. The target must answer
If the target roleplays meditation for 60 seconds without
any questions the caster asks truthfully per character
walking, speaking, attacking or being attacked, the target may
knowledge. Both the questions and answers are spoken IG. This
resist the next mental power used against them (and only the
power ends when the target becomes dead or when the caster
next mental power used against them) without spending
is no longer touching the target. Umbrabound creatures in the
willpower. If they choose not to resist the mental, this power is
umbra may use this power across the Gauntlet by saying
still expended.
“Breach” before the sig call.

LEECH OF FEAR (PASSIVE) MELD (SELF)


Cost 3 Energy
Cost None Call “Meld”
Call None
After spending 1 minute totally still you may activate this power
Each time you use the Dreamshape power on a target, your
to go out of game for a minimum of 4 hours. You are expected
maximum energy is increased by one for the remainder of the
to sleep in an OOG area while this power is in effect, but you may
event. This bonus can only be received once per target per event.
also play NPCs. To return to game you must go back to the spot
you used the power and state “Meld” to come back into game.
LIGHT SWORD (DAMAGE [TYPE])
Cost 1 energy
Call “Light <damage number>”
MIGHT (PASSIVE)
You may add the Light <type> onto a single damage call. This may Cost None
Call None
only be used with melee weapons.
You gain Augment 1. Different sources of Augment stack with
one another.
MAJESTY (MENTAL)
Cost 2 Energy
Call “Mass Majesty”
MIMIC (TOUCH)
All targets are oathed to the caster for the duration of the power. Cost 3 energy
Call “Mimic <power>”
This power will end for an individual target if she witnesses the
The caster counts as having the chosen power on her character
caster making a damage or status attack. The target of this
sheet for the next 10 minutes, provided the target has it listed
power may spend willpower to break from the effect even
on his character card as a gift and it is not a corrupt power. If the
though they are under an oath.
target does not have the power listed on his character sheet as
a gift, he states “no effect.” Only one power may be mimicked at
MASK OF A THOUSAND FACES (MASK) a time. If this power is resisted, the caster believes the target
Cost None
does not have the power mentioned. The caster not use
Call None
The caster may put on any type of mask they desire. Additionally mimicked powers as requirements to cast rituals.
as a passive effect, a character with this power may disregard
any makeup requirements of his sub-faction. A character with MONSTERS (MENTAL)
this power may also adopt a new identity without a full face Cost 1 Energy
Call say “Monsters”
covering.
The target believes that every character he sees is a horrible
monster out to kill him. Umbrabound creatures in the umbra

51 | P a g e
may use this power across the Gauntlet by saying “Breach” pathos in excess of your maximum pool, nor may you give pathos
before the sig call. to a target in excess of the target’s maximum pool.

MOVE OBJECT (OTHER) PATHOS INVESTMENT (OTHER)


Cost None Cost None
Call None Call None
The caster may touch an object of any size in the Realm and You gain two Bottled Pathos tags at check in.
move it for as long as he wishes, as long as the object constantly
touches something else in the Realm. The caster may not PENCE FROM HEAVEN (OTHER)
useobjects to cause damage, but he can fling them (be safe) or Cost None
use them to touch or bump into a person. Call None
You get 3 additional pence at check in.
OBEDIENCE (MENTAL)
Cost 1 Energy POISON IMMUNITY (PASSIVE)
Call “Obedience <action>” or “Obedience <action> Cost None
<person, place, or thing>” (action or target spoken Call “No Effect”
IG). The target immediately carries out the action to A character with this power is immune to poisons as well as the
the best of her ability as directed in the call. The Venom power.
power ends immediately once the action has been
performed one time. The target may attack and POSSESSION (MENTAL)
defend herself as normal, unless prohibited by the
Cost 2 Energy
command. This power may not be used to cause a
Call “Breach Possession”
target to harm herself.
While in the umbra, after roleplaying as if he is puppeting the
target for 10 seconds, the caster places his hand on the target’s
“Obedience: Jump.” Will end after the target jumps once. shoulder and may activate this power. The target may
thenceforth only perform actions that the caster commands of
“Obedience: Go to Durham.” Will end after 10 minutes or when her. The target may not activate any powers but retains the use
the target reaches Durham, whichever happens first. of any passive powers. The caster may direct the target to use
“Obedience: Kill that guy over there with the blue headscarf” is the caster’s powers by the caster expending the appropriate
also valid. cost. While possessing a target the caster is visible to those who
can see in the Umbra, but the two players are considered to be
PARALYZE (STATUS) one character. Both players should attempt to maintain hand-to-
Cost 1 Energy shoulder contact. Damage and status attacks must strike the
Call “Paralyze” target not the caster, and mental effects are taken by the caster.
The target is held in total paralysis, unable to speak or do This power ends if the caster or target becomes incapacitated or
anything else other than use regeneration. This power ends if the caster moves out of mental range of the target.
immediately if the target is attacked or damaged.
POWERFUL FORM (MASK)
PASSION (MENTAL) Cost None
Cost 1 Energy Call None
Call “Passion <emotion>” or “Passion <emotion> for You may put on a mask as described by this power’s source.
<person or object>” While wearing any power mask, you gain Augment 1.
The target feels the stated emotion. If a person or object is used,
the target feels the emotion towards the stated person or PURIFY (TOUCH)
object. Umbrabound creatures in the umbra may use this power Cost 1 Willpower
across the Gauntlet by saying “Breach” before the sig call. Call “Purify”
The target will immediately end frenzy and all conditions.
PATHOS EXCHANGE (COUNTED TOUCH)
Cost None RANGED 2 <TYPE> (DAMAGE)
Call “Tapping 1, Tapping 2, Tapping 3” Cost None
Touch a target in the same realm with you and attempt an Call “<type> 2”
initiation count. If successful, you may give pathos, “Giving The caster may throw a packet for 2 points of <type> damage,
pathos 1, giving pathos 2, etc.”, or you may take pathos, “Pathos where <type> is indicated by the specific power.
drain 1, pathos drain 2, etc.” Targets that are not wraiths are
immune to this power and state “no effect”. You may not take RANGED 4 <TYPE> (DAMAGE)
Cost 1 energy
Call “<type> 4”
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The caster may throw a packet for 4 points of <type> damage,
REVIVE (TOUCH)
where <type> is indicated by the specific power.
Cost 1 willpower
Call “Revive”
RAZOR CLAWS (SELF) After the caster spends 1 minute meditating while touching a
Cost 1 Energy character, he may activate this power. A dying target will have
Call None her maximum health returned to 1 and be healed a single health,
Gain Augment 1 for a single swing made with natural weapons.
restoring her to a living state. A target that is not dying will still
be healed 1 point of aggravated damage and gain one health.
READ MAGIC (PASSIVE)
Cost None
Call None
ROOT (STATUS)
Cost 1 energy
A character with this power may read the rules portion of any
Call “Root”
ritual scroll or tag and take the information in game.
The target’s feet are stuck in place. He is unable to move either
foot. This power ends immediately if the target takes damage
REALM GRASP (SELF) from any source. Umbrabound creatures in the umbra may use
Cost 1 Energy
this power across the Gauntlet by saying “Breach” before the sig
Call “Breach”
call.
The caster may use this power to pick up an object in the Realm
or open an unlocked door while he is in the Umbra.
SANCTUARY (MENTAL)
Cost 1 energy
RELEASE SPIRIT (TOUCH) Call “Mass Sanctuary”
Cost None
All tainted targets may not advance towards the caster unless
Call “Release Spirit”
the caster is more than 10 feet away from the target. The targets
After 10 seconds of honoring a spirit, you may activate this
may not attack the caster of this power. This power has no effect
power and the spirit will immediately become dead and dissipate
on targets that are not tainted.
(go out of game). The caster then gains 1 willpower, up to her
maximum willpower.
SCION OF EVIL (PASSIVE)
Cost None
REND THE LIFEWEB (OTHER) Call “No Effect” to Sanctuary
Cost 1 Energy
You may choose to call “No Effect” to the Sanctuary power and
Call “Rend the Lifeweb”
may spend willpower to break from the Subjugate power even if
The caster attaches a green “Tainted Fetter” tag on a fetter prop
permanently tainted.
next to its fetter tag. Every time the owner of the fetter sees the
green tag, she becomes tainted. This effect is permanent until
the fetter is destroyed. The caster may not use this power on a
SENSE AMARANTH (SENSORY)
Cost None
character who is a fetter.
Call “Sense Amaranth”
This power may be activated after staring at a target for 10
RESILIENCE (SELF) seconds. The target must state OOG the number of times he has
Cost 2 energy
devoured. Non-vampires respond “Zero”.
Call “Resist”
This power allows the caster to resist a single status attack.
When this power is activated the caster takes the effect of
SECRET ANGST (SELF)
Cost None
Wither (p. 56) instead. This power must be used immediately
Call None
upon being hit by a status attack. It cannot be used to break from
Any time the owner of this power is targeted by an effect that
a status attack
would reveal his angst score, he is aware of the power use and
the identity of the caster. He may choose to answer with any
RESIST GAUNTLET (SELF) angst score between 1 and 10. He may also pass through a Ward
Cost 2 energy
Against Oblivion, regardless of his angst rating.
Call “Resist”
This power allows the caster to resist a single attack with the
“Breach” Meta call.
SENSE CONFIDENCE (SENSORY)
Cost 1 energy
Call “Sense Confidence”
RESIST TAINT (SELF) This power may be activated after staring intently at a target for
Cost 1 Energy
10 seconds. The target must state his current willpower rating.
Call “Resist Taint”
The caster may use this power any time they would become
tainted or poisoned to prevent that effect.
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Call “Sense Health”
SENSE DEMON (SENSORY) This power may be activated after staring intently at a target for
Cost None
Call “Sense Demon” 10 seconds. The target must state OOG her current health.
This power may be activated after staring intently at a target for
10 seconds. The target must state his demon vice out of game. SENSE ITEM (SENSORY)
Targets that are not demons respond “No Effect”. Cost None
Call “Sense Item”
This power may be activated after staring intently at a target for
SENSE DESIRE (SENSORY) 10 seconds. The target must state “Yes” OOG if he is carrying any
Cost None
Call “Sense Desire” magical items, including fetters. This power allows you to read
This power may be activated after staring at a target for 10 any item tag and take the information IG.
seconds. The target must state OOG his character’s greatest
current desire and offer enough clarification that the caster SENSE MAXIMUM HEALTH (SENSORY)
understands the desire itself, though not necessarily the Cost 1 energy
Call “Sense Maximum Health”
rationale behind it.
This power may be activated after staring intently at a target for
10 seconds. The target must state OOG his current maximum
SENSE EMOTION (SENSORY) health.
Cost None
Call “Sense Emotion”
This power may be activated after staring at a target for 10 SENSE MENTAL (SENSORY)
seconds. The target must state OOG his character’s greatest Cost None
Call “Sense Mental”
current emotional state and offer enough clarification that the
This power may be activated after staring intently at a target for
caster understands the emotion itself, though not necessarily
10 seconds. The target must state OOG if she is currently
the rationale behind it.
affected by a mental power.

SENSE ESSENCE (SENSORY) SENSE SHADOW (SENSORY)


Cost None
Call “Sense Essence” Cost None
Call “Sense Shadow Archetype” or “Sense Angst”
This power may be activated after staring at a target for 10
This power may be activated after staring at a target for 10
seconds. The target must state OOG if his energy type is essence.
seconds. The target must either state OOG his shadow archetype
or his current angst rating. Targets without a shadow respond
SENSE FACTION (SENSORY) “No Effect”.
Cost None
Call “Sense Faction”
This power may be activated after staring intently at a target for SENSE SPIRIT (SENSORY)
10 seconds. The target must state OOG her faction. Cost None
Call “Sense Spirit”
This power may be activated after staring intently at a target for
SENSE GNOSIS (SENSORY) 10 seconds. The target must state OOG her spirit power level.
Cost None
Call “Sense Gnosis” Targets that are not spirits respond “No Effect”.
This power may be activated after staring at a target for 10
seconds. The target must state OOG if his energy type is gnosis. SENSE VITAE (SENSORY)
Cost None
Call “Sense Vitae”
SENSE FETTER (SENSORY) This power may be activated after staring at a target for 10
Cost None
Call “Sense Fetter” seconds. The target must state OOG if his energy type is vitae.
This power may be activated after staring intently at a target for
10 seconds. Target must state “Yes” OOG if she is carrying fetters SERENITY (TOUCH)
or if she is a fetter herself. If the target is a fetter, she must also Cost 1 Energy
Call “Serenity”
state OOG the name of the character she is a fetter for.
The target will immediately end all status and mental effects.
Additionally, the caster may always read fetter item tags and
tainted fetter tags. This does not grant the caster an ability to
read any other kind of item tags.
SHADOW COAX (TOUCH)
Cost 1 Energy
Call “Shadow Coax”
SENSE HEALTH (SENSORY) A wraith targeted by this power will be forced to play his shadow
Cost None for as long as you continue touching him. The caster may end
54 | P a g e
this effect by removing her hand from the target. This power power is attacked. You can only have one target snarled at a
does not induce catharsis, and this does not increase a wraith’s time.
angst. If used on a specter, the psyche is brought forth instead.
SONG OF RAGE (MENTAL)
SHATTER (OTHER) Cost 1 Energy
Cost 1 Energy Call “Song of Rage”
Call “Shatter” (shouted) After the caster shouts out a war cry, he may activate this power.
This power may be used after the caster roleplays breaking the While under the effects of this power, the target may choose to
item for 10 seconds while touching it with both hands. The frenzy without losing virtue. While in frenzy provoked from this
shatter call must be shouted – you must be loud enough as if you power, the target gains Augment 1.
were in a two story building and you wanted to make sure
anyone else anywhere in the building could hear you. The caster STONEHAND PUNCH (DAMAGE)
should remove and destroy the tag from the item. This power Cost 1 Energy
may also be used to break free from being bound. Wraiths with Call “Breach 1”
Flux may use this power across the gauntlet by adding the The caster may make a single attack with a brawl boffer for 1
“Breach” Meta call. damage with the “Breach” Meta call.

SILENCE (STATUS) SUBJUGATE (MENTAL)


Cost 1 Energy Cost 1 Energy
Call “Silence” Call “Subjugate”
The target may not speak and may only make soft mumbling A target who is tainted must follow all commands given by the
sounds. caster to the best of his ability. A character who is permanently
tainted may not use willpower to break this effect. Targets who
SILVER ARMOR (PASSIVE) are not tainted are immune and state “no effect”.
Cost None
Call None TAINT (PASSIVE)
Silver is no longer a source of aggravated damage. Cost None
Call “Tainted”
SILVER CLAWS (DAMAGE [TYPE]) You must add the tainted <Meta> call to all attacks.
Cost 1 energy
Call “Silver <damage number>” TAUNT (MENTAL)
You may add the Silver <type> onto a single natural weapon Cost 1 Energy
attack. Call “Taunt”
After insulting the target, activate this power. For the duration
SILVER TONGUE (PASSIVE) of the power, the target must attempt to attack the caster to the
Cost None best of her ability, provided she can see where the caster is. This
Call None power ends if the caster falls to the ground.
You may ignore the negative effects of any truth telling power,
item, skill or ritual. You may lie, in character, even if a power, TELEPATHY (OTHER)
item, skill, ritual or other rule would normally prevent you from Cost None
doing so. Call “Telepathy”
The caster holds two fingers to his temple and indicates a target
SMELL FEAR (PASSIVE) per mental attack rules. If the target wishes to respond she may
Cost None hold two fingers to her temple. The caster and target must speak
Call None in a whisper, but their words can only be heard by each other. As
A character with this power will know IG when the Detect Taint long as the target remains within ten feet and both parties have
power is used on him. their fingers against their temples, the power remains in
effect. Making an attack will end this power. Additionally,
SNARL (MENTAL) anyone with telepathy may hear the conversations of people
Cost 1 Energy with two fingers held to their temple.
Call “Snarl”
The target must stay where he is and roleplay deference towards TENTACLES (SELF)
the caster. The target is not permitted to attack the caster while Cost None
this power is in effect. This power ends immediately if the caster Call None
moves out of mental range of the target or if the target of the You may activate this power to use tentacle natural weapons.

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You can perceive characters who are in the Umbra (white
TERROR (MENTAL)
Cost 1 energy headband) while you are in the Realm. You must also have Cloak
Call “Terror” Sight to see a cloaked character who is in the Umbra.
The target must make all possible attempts to break line of sight
with the caster. UMBRA STRIKE (SELF)
Cost 1 energy
TEST OATH (SENSORY) Call “Breach <attack call>
Cost None While in the Realm, you may make a damage, status, or mental
Call “Test Oath” attack on a target in the Umbra by adding the “Breach” Meta call.
This power may be activated after draining health from a target.
The target must state “Yes” OOG if she is currently under the VENGEANCE OF SAMIEL (PASSIVE)
effects of a blood oath. Cost None
Call None
You gain Augment 1. Different sources of Augment stack with
TEST GENERATION (SENSORY)
one another.
Cost 1 Energy
Call “Test Generation”
This power may be used immediately after draining a vampire. VENOM (STATUS)
The target must state his generation. Targets that are not Cost 1 energy
vampires are immune to this power and state “no effect.” Call “Venom”
The target must roleplay being ill and may not make any attacks.
TOTEMIC FORM (MASK)
Cost None VISIONS (OTHER)
Call None Cost None
You may put on a mask that represents your patron. While Call None
wearing any power mask you gain Augment 1. You receive a prophecy at check-in. This power is cumulative
with the Oracle merit.
TOUGH FORM (MASK)
Cost None WEAPONRY (TOUCH)
Call “Resist” Cost 1 Energy
You may put on a mask determined by this power’s source. Call “Weaponry”
Spend 10 seconds reshaping a target’s limbs into claws or
While wearing any power mask you may resist status attacks for
tentacles and placing an appropriate boffer into the target’s
1 energy.
hands. The recipient of this power may use each claw or tentacle
boffer until she releases the boffer from her hand. If claws or
TOUGHNESS (PASSIVE)
Cost None tentacles are being added unwillingly, the target cannot remove
Call None them for 10 minutes. The caster may be the target of this power.
Your maximum health is increased by 4. If being done on yourself, this costs no energy and is immediate.

TRUE FORM (MENTAL) WITHER (STATUS)


Cost 1 Energy Cost None
Call “True Form” Call “Wither”
The target must remove any mask she is currently wearing that The target's maximum damage with boffer attacks is reduced by
was granted by a power and cease using the Cloak power. For one. A target’s attack damage cannot be reduced below one
the duration of this power, the target may not wear any mask or with this power. Umbrabound creatures in the umbra may use
use the Cloak power. this power across the Gauntlet by saying “Breach” before the sig
call.
UMBRA DRAIN (COUNTED TOUCH)
Cost None WITHSTAND (SELF)
Call “Breach, tapping one, tapping two, tapping three” Cost 1 energy
From the realm you may initiate draining against a target in the Call “Withstand”
Umbra per your faction’s rules. Activate this power to remove the <type> from a damage attack
that strikes the caster, or from exposure damage. You must be
UMBRA SIGHT (PASSIVE) conscious and able to use self powers to use this power. This
Cost None power does not work against aggravated damage from draining.
Call None

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WOADLING (TOUCH) RESTORE ESSENCE (TOUCH)
Cost 1 Energy Cost 5 energy
Call “Woadling” Call “Restore Essence”
The caster must paint a Gaian symbol on the target. The target If the target’s energy type is essence, the target’s energy pool is
may resist the next status attack that hits her. Each use of this immediately filled to full.
power requires a new symbol to be drawn.
SENSE PATRON (SENSE)
WOUNDING LIES (MENTAL) Cost None
Cost 1 Energy Call “Sense Patron”
Call “Wounding Lies” This power may be activated after staring at a target for 10
Each time the target makes an untruthful statement per seconds. Target immediately states his Patron OOG.
character knowledge, he suffers one aggravated damage that
cannot be resisted or soaked by armor. The target must cry out SENSE POWER (SENSE)
in pain if he takes damage from this power. Cost 1 energy
Call “Sense Power <Power Name>”
This power may be activated after staring at a target for 10
ST POWERS seconds. The target must state OOG if he has the listed power
on his character sheet. Powers gained through Mimic or
Magical Items are not powers on the character sheet.
ABSOLUTION (TOUCH)
Cost 5 energy
Call “Absolution” SENSE SUBFACTION (SENSE)
The caster may activate this power after placing their hand on Cost None
the targets head and praying for 60 seconds. Demons or Call “Sense Subfaction”
This power may be activated after starting at a target for 10
characters with a demon patron immediately become dying.
seconds. Target immediately states his Subfaction OOG.
Vampires, Wraith, Shifter or Fae immediately drop to 0 health.
If the target is a fomori or possessed these effects end
immediately. The target is also cleansed as per the Cleanse
SHUNT (TOUCH)
Cost 1 energy
power.
Call “Breach Shunt”
The target immediately falls from the Realm into the Umbra or
BREAK ATTUNEMENT (TOUCH) from the Umbra into the Realm. The caster of this power must
Cost 3 energy be able to provide a white headband if the target does not have
Call “Break Attunement”
one for the power to be successful.
The target may not activate any of the items attuned to them
when this power is used for the remainder of the event.
SPIRIT DRAIN (COUNTED TOUCH)
Cost None
GIVE ENERGY (TOUCH) Call “Breach Spirit Drain”
Cost None This power allows the caster to drain spirits’ energy to refill
Call “Give Energy <number>”
your own. Use a tapping count, and then a draining energy
The caster immediately loses the number of energy listed, the
count.
target immediately gains the number of energy listed. This
transfers taint.
STRENGTH (PASSIVE)
Cost None
GOD’S GRACE (TOUCH) Call None
Cost 5 energy You gain augment 1. Multiple sources of augment of a different
Call “God’s Grace”
name all stack.
The target’s maximum health is restored to their starting
maximum health.

GRANT <POWER NAME> (TOUCH)


Cost 1 energy
Call “Grand <Power Name>”
The target may use the given power for the next 10 minutes as
if it was on their character sheet. The target must pay any costs
needed to use the power. This power may not be used to cast
rituals. A target may have multiple powers granted to them at
the same time.
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