Professional Documents
Culture Documents
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
Ritual Layout: Mike Lamphere, James Wade, David Snider, Josh Dillard, Natalie Corlew, Frank Dominick
All of you guys! Thanks for helping us beat this document into shape.
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Table of Contents
SKILLS........................................................................................ 18
CORE RULES
GENERAL RULES ..........................................................................1 POWER TREES........................................................................... 18
SUB-FACTION ............................................................................16
HUMANS
PASSIONS (WRAITH ONLY) ........................................................17 HUMAN RULES ......................................................................... 22
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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
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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.
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.
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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.
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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.
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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
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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).
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.
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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
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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.
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.
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.
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.
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.
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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.
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
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Character Creation
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.
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.
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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:
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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:
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
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.
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.
Place three dots within your innate trees, following the normal
rules for shifters and buying powers.
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.
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.
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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.
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.
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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.
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.
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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.
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
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.
1 Taint
2 Derange
3 Balefire
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Shifter
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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
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.
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
1 Healing Touch
BAGHEERA
2 Serenity, Purify Werecat - Known world travelers and proud Panthers from
3 Silver Armor Northern Africa and India.
FIANA BUBASTI
Werewolf - Bards and revelers from the British Isles. Werecat - Known for dark ways and ancient Egyptian Lore
35 | P a g e
Original Tribe: You have all the advantages, restrictions,
OTHER FERA TRIBES weaknesses and energy changes of your original tribe
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:
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Wraith
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:
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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.
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.
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
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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
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Merits and Skills
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.
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.
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.
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.
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.
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.
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.
55 | P a g e
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.
56 | P a g e
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.