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SA Rulebook 2E 2013

SA Rulebook 2E 2013 LARP rules

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William Myers
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0% found this document useful (0 votes)
162 views81 pages

SA Rulebook 2E 2013

SA Rulebook 2E 2013 LARP rules

Uploaded by

William Myers
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Second Edition - 2013

2
Credits;

Developed by:
Chuck Arnett, Marc DeArmand, Trevor Kidd, and David Snider

Chief Editor:
David Snider

Additional Editing:
Rebecca Weathersby

Early Concept Work:
Chuck Arnett, Andrey Stroilov

QA Lead:
Marc DeArmand

Community Manager:
Trevor Kidd

Manual Layout:
Matthew Brown

Tag Layout:
Taylor Alcock

Ritual Layout:
Mike Lamphere, James Wade, David Snider

Latin Translations:
Edite Foreman

Best Damn LARP Community
All of you guys! Thanks for helping us beat this document into shape.

1990-2013 White Wolf Publishing, Inc.

All rights reserved

Http://www.white-wolf.com

This book is not meant to be a challenge to any
copyrighted material, and must be treated as such.
This book is for personal use only to play Shadow
Accord and is not to be sold under any circumstances.


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CONTENTS.
I. Core rules p. 4
General Rules p .5
Game terms and signals p. 7
Character States p. 8
Game items p. 10
Roleplaying Special actions p. 13
Combat and Attack Types p. 20
II. Character Creation p. 25
III. Human p. 34
Sorcerer Trees p.36
Fellowship Trees p. 37
Fomori Trees p. 38
Becoming a... p. 38
IV. Vampire p. 40
Cainite Clans p. 42
Disciplines (Powers) p. 44
V. Shifter p. 47
Tribes, Breeds, and Auspices. p. 48
Wyrm Gifts p. 51
VI. Wraith p. 52
Shadows p. 55
The Legions p. 56
Core Arcanoi p. 57
Dark Arcanoi p. 57
VII. Skills and Merits p. 59
Merits p. 60
Skills p. 62
VIII. Powers p. 65








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5


General Rules
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 someones belt pouch* you must open it
and look through the items inside. You move,
speak, believe, perceive, feel and sleep as your
character sees fit, provided that your character uses
knowledge and supplies available in early
thirteenth-century England.

However, the rules that follow will affect your
ability to perform certain actions. Some actions
are dangerous or impossible for people to perform,
such as drinking another persons blood or
throwing lightning bolts. These actions will have
rules on how to perform them if they are allowed in
Shadow Accord.

As a side note, please be aware that this document
was created by people who make mistakes, and
these rules will be used by 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 refrain from using the loophole. You
might also run into a situation where a player
makes a minor error in a situation where their
powers or abilities would otherwise work fine (e.g.
transposing two words in a sig call). We would
ask that you roll with the punches and do what is
best for the story instead of rules lawyering.
Above all, be a good sport, and understand that we
all have to work together to make this game
happen.


CHARACTER RULES
You may play a single player character all weekend
unless:
Your character dies.
An NPC removes your character from
town.
Your character is marched out of town
under guard to be delivered to NPCs.
In either of the last two cases, an ST will
determine when your character can be played
again.

If you are looking for a change of pace, and
have played at least two events, try
contacting the ST"s to see if they have an
NPC role for you.

Active Character Rule
In order to play a character on the forums, you
must have either played them at the last game
you attended or have approval from the
character guides. Please refer to the roleplay
forum rules for more information on playing
online.

Unofficial Event Rules
Roleplay that happens between regular events
and outside of the official NWLarpers forum is
considered "unofficial". While such roleplay can
and does affect the narrative of the world we
play in, it is not supported or arbitrated by the
staff of Shadow Accord so long as it does not
violate rules on metagaming.

We recognize that there is a lot of varied
roleplay that takes place outside of official
spaces, and we want to allow room for that
continue. To that end, we have compiled a
short list of guidelines not enforced but
strongly encouraged to be a responsible
player in our community. If this is your first
time reading the rulebook, you may wish to
skip this section and come back when you are
ready for unofficial play.

Unofficial Live Event Guidelines:
Be informed about the rules and make
sure any guests you bring are informed
as well. This mainly applies to live
events, but private roleplay can be a


6
good safe place to teach others how to play
well with the rest of us.
Do not introduce characters into unofficial
play without talking it over with a
character guide. Again, mostly to be
respectful to other players at a live event,
but also to help you start out with a fully
formed character. Also, please only bring
characters to a live event that you plan on
bringing to a regular official event.
Do not bring new players to a live event
without introducing them to the character
guides. Be kind to your friends. Make them
aware of the resources at their disposal.
Don't bring a character to a live event who
is an unwanted interloper. It isn't possible
to kill anyone through unofficial RP, so if
your character is say, openly a servant of
the Wyrm, then don't go to Moot. It
disrupts other people's game if they have to
deal with that sort of character without
being able to do permanent harm. If you do
bring such a character, be prepared for a
hasty exit. You should respect other players'
wishes if they choose to run you off.
Lastly, don't be a time-traveling
accountant from the Americas. Please,
only play characters that fit in the setting
we have created for this game.

Player-made NPCs
Players may create Non-Player Characters (NPCs)
that are attached to one of their player characters
(PCs). These characters must follow the following
rules:
Player made NPCs may have knowledge
that would be allowed to the PC they are
attached to per that characters current
faction, lores purchased with freebies, and
general real world history.
Player-created NPCs may gain knowledge
through roleplay with the PC they are
attached to as well as other characters in
the game.
Player-created NPCs can only interact
with one PC owned by the player they
are attached to.
Player created NPCs cant be played at
Official SA Events (Events and SA
Forums) but they can be played in
other text-based roleplaying (Email
and other unofficial forums).

IN-GAME / OUT-OF-GAME
When acting like your character, you are
considered in-game (IG). Everything you say
and do will be taken IG if you are within
game boundaries, whether you intend it or
not. You are expected to stay IG whenever
possible, from the moment you complete check-
in until the close of game, including any time
you must walk to out-of-game areas or to
storyteller camp (ST Camp).

When you are not acting as your character, you
are Out of Game (OOG). To indicate that you
are OOG, wear an orange headband, hold a
boffer weapon against the top of your head, or
cross your fingers and hold them up so players
can see. The following are acceptable reasons to
be OOG during an event:
Asking staff a game or rules question
after trying to find the answer in the
rulebook.
Asking a player about the effect of an
attack on you.
Your character has been killed.
Using a power or ritual that allows
you to be OOG.
Reminding a player of proper rules use.
Injury or illness (please let a member
of deco and safety know).
Tending to a personal issue.
There are other acceptable reasons depending on
the situation. Out-of-game jokes, comments,
or talking about how cool your character is are
not acceptable and you will be asked to stop.
Designated OOG areas include: Check-In from


7
6 to midnight on Friday, the parking lot, off site,
ST Camp, and bathrooms.

Any belongings left under a bunk or in a container
marked with an orange ribbon will also be
considered OOG and may not be touched by other
players. You are not permitted to store valid IG
items this way if you intend to use them with the
current character during the current event.

In-game boundaries for official Shadow Accord
events will be specified by site information on the
official website, and by the host of a between-
event gathering for unofficial events. If your
character exits across a town boundary, you may
go OOG to play an NPC or possibly interact with
other NPCs offscreen, as per ST policy.

DISGUISING
In our game people cannot use faces alone to
discern each others identities* because the majority
of people play more than one character. This
creates difficulty in discovering that someone is
pretending to be someone else. To help compensate
for this we require that characters pretending to be
someone else also attempt to disguise themselves
in some fashion.

If you are playing a character that has disguised
themselves or is pretending to be someone else, you
must substantially obscure your face such that you
are unrecognizable. A mask, extensive makeup, or
a full-face covering will suffice. If in doubt, please
consult with a member of staff.

IN-GAME INFORMATION
Character Knowledge The sum of all knowledge
acquired by a character through his background and
in-game interactions. Powers such as Insight
can be used to force a character to tell the
character-knowledge truth as he knows it. The
player of a character forced to tell the truth by such
an effect may not lie, mislead, distort the truth, or
otherwise avoid answering questions with the
complete truth as his character knows it.
Characters may only lose character knowledge
through use of IG effects such as Forgetful
Mind. You can not decide that your character
forgot something that you as a player can
remember. If you honestly cannot remember
certain information whether in or out of game,
then do your best.

Character State Many sensory powers, such
as Sense Faction or Sense Taint, compel a
player to reveal information about her
character as known in game terms, regardless
of whether the character knows such
information IG. Information appearing on a
players character sheet counts as character-
state information, as do current health,
energy, presence of taint, and other such
metrics.

Out of Game Knowledge Any information
gained or acquired by you as a player from
out-of-game sources cannot be taken in-
game via any character you play, unless
explicitly allowed by the rules.


Game Terms and
Signals
SIGNATURE (SIG) CALLS
These are OOG statements used to inform
other players that you are using an in-game
effect. Sig calls that do not have a visible
component (such as a sword swing or packet
thrown) are not visible IG. Wherever a skill or
power description includes a quoted call, you
must say it loud enough for the target player
to hear it, with proper diction, and in a tone
that sets it apart from normal speech. You
must allow at least one second between sig
calls, if they are targeted at a another
character. It is the duty of the attacker to
ensure he says the complete sig call as
accurately as possible. If the target is unable
to tell what power is being used on her, the
attack is considered invalid.


8

LEXICON
Skill - Specific skills that your character knows,
such as Blacksmith or Fortune Telling.
Attack - A damage, mental, or status power, or
any other effect explicitly designated as an attack.
A damage effect doing 0 damage is not considered
an attack for the purposes of ending other effects.
Boffer - An approved and safe padded weapon.
Caster - The person activating a power.
CG - Character guides
Character - The persona adopted while at game.
DaS - Deco and Safety team.
Effect - Result of any power, skill, attribute,
merit, or other rules-based function.
Flub - A signature call that is unclear or uses an
incorrect delivery method.
Haunt - A confluence of emotional energy from
which wraiths can draw pathos.
IG - In game
Merit - Specific exceptional traits belonging to
characters.
Natural Weapon - A black, non-tagged boffer
weapon representing fists, claws, or tentacles.
No Effect - The response when your character is
immune to a rules-based action.
Node - A Gaian glade or blight from which
shifters can gain gnosis.
OOG - Out of game. Generally indicated with
the color orange.
Packet - A soft bag of birdseed thrown to indicate
the target of certain damage and status attacks.
Player - The person who is acting as a character.
Power - A supernatural ability.
Resist - The response when expending a resource,
such as energy or willpower, to ignore an effect.
Sig Call - The statement made out of game to
indicate an effect is being used.
Attribute - A power, enhancement, or weakness
that you gain as part of a supernatural faction or
sub faction (e.g., Blood Oath)
ST - Storytellers or Storyteller Camp
Target - The subject acted upon by a power. This
must be someone other than the caster of a power
unless stated otherwise in the powers description.

HEADBANDS, HAND SIGNALS,
ETC.
Used to indicate your current status:
Orange Headband Out-of-Game
(OOG).
Orange Ribbon Items in the marked
container are OOG.
White Headband A white headband
is worn to indicate that a character is
in the Umbra. Characters in the
Realm cannot normally see characters
that are in the Umbra.
Blue Light In addition to a white
headband, characters in the Umbra
may carry a blue light. This should be
doused or hidden if entering the Realm.
Black or Silver Full-Face Mask Mist
Form: resistant to damage and
status.
White Unmarked Full-Face Mask A
caul that only a non-cauled wraith
can remove.
Fingers Spread across Face Invisible
and can not be perceived without
Cloak Sight.
Crossed Fingers Temporarily Out-
of-Game, usually to ask a question.
Two Fingers Placed on Temple
Using telepathic communication.
Boffer on Head Out-of-Game.
Arms Crossed over Chest Hasty
Escape: resistant to damage.
Hands Spread to Either Side Using
a power that affects everyone within
mental range. (10 ft.)


Character States
HEALTH
All characters start with 10 maximum health
which may be increased with certain powers
and merits. You have both a current health
level and a maximum health. Your current


9
health can never be higher than your maximum
health. A character who reaches 0 current health
becomes incapacitated. A character with 0
maximum health is dying. Certain powers or
skills can replenish lost health levels and/or
maximum health.

All health levels and maximum health are restored
automatically between events.

TAKING DAMAGE
Damage is caused by a number of sources, such as
boffer attacks, thrown packets, draining, or other
offensive powers. The damage caused will be
indicated with a number in the signature call or at
a rate of one damage per count for counted actions.
Damage attacks instantly lower health levels by
the number spoken unless resisted or absorbed by
armor.

AGGRAVATED DAMAGE
Special or severe damage that takes a long time to
heal. Every time a character receives damage from
a source that is considered aggravated, his
maximum health is reduced by one for the
remainder of the event. One maximum health is
lost per successful hit, not per point of damage
caused.

Certain powers, items or actions may be used to
heal aggravated damage. Willpower may also be
used to heal aggravated damage (see below).
Otherwise, maximum health lost to aggravated
damage will be restored between events.

As an example, if a grubby little Ratkin hits your
healthy character with his claw boffer and says 2
your total health 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
agg instead of 2* your healthy character would
still lose 2 health but also one maximum health,
putting you at 8 out of 9. You may find it easier
to track regular damage during combat and count
up aggravated hits when you have a moment to
think.

EXPOSURE DAMAGE
Some effects cause damage to a character
merely from exposure or contact. The delivery
method of the exposure damage will be
described by the relevant power or weakness.
For example, vampires are weak to sunlight
and take exposure damage while standing
outside during the day without sufficiently
protective garb. (See Vampire section, p. 41)

A character only takes exposure damage from
an effect or weakness if the type of damage is
listed as a source of aggravated damage for her
faction or sub-faction. One damage of the
appropriate type is dealt for every 10
contiguous seconds that she is subjected to
exposure damage. Certain powers or Items
may extend this timer.

Deco approved fireplace props cause fire 1
damage every 10 seconds if a character is laid
on or next to the prop. Fireplace props with
blue fire only cause damage in the Umbra, and
do dark 1 instead of fire.

REGENERATION
All characters have a regeneration rate which
may allow them to spend energy to regain
health. Most humans begin with a
regeneration rate of 0, Vampires, Ghouls, and
Wraiths 1, and Shifters 2. All sources of
regeneration stack.

After spending 1 minute meditating, a
character may expend as much energy as he
wishes to regain health levels (not to exceed his
maximum health). For every one point of
energy spent on regenerating, a character
gains his regeneration rating in health levels.

Regeneration will happen automatically after
a character has been incapacitated for one
minute.




10
HEALING AGGRAVATED DAMAGE
After spending 1 minute meditating, any character
may spend one willpower to heal one aggravated
damage (increasing their maximum health by one)
and gain one health level up to their maximum
health.

Regeneration may be used at the same time as
healing aggravated damage, but healing
aggravated damage may not be used while a
character is incapacitated.

INCAPACITATION
When a character is reduced to zero health he
becomes incapacitated. An incapacitated character
is permitted 10 seconds upon becoming
incapacitated to roleplay critical injuries. During
this time the character may speak, groan, or gasp
for breath as appropriate, but may not activate
powers, make attacks, walk, or yell. After this
time, he cannot move or perceive anything
happening around him.

While incapacitated, a character may not resist
any powers, but he is also unable to move or speak
if a power such as Obedience would otherwise
compel him to do so. Certain powers or rituals
may circumvent this limitation and will state if
they do so. Mask powers and other effects that do
not require a hand signal remain active. Some
characters are able to heal themselves while
incapacitated (see Regeneration).

Becoming incapacitated may also cause you to fall
across the gauntlet if you are not native to the
side you are currently on. See the Umbra section
for more details.

If a character at 0 health is not healed within 10
minutes, he will progress to a dying state.

DYING
If you are incapacitated for 10 minutes, or if you
are reduced to 0 maximum health, then you are
dying. When a character is dying, all active effects
on him immediately end and his maximum health
becomes 0 (if it was not there already). A dying
character can only be affected by powers that
specifically target dying characters, such as
Revive, Insight, and Sensory powers.
Wraiths follow special rules in this
circumstance. See the wraith section (p. 82) for
more details.

If there are no other characters present, a dying
character may opt to immediately become
dead.

DEAD
After 10 minutes of dying, a character becomes
dead and may not be targeted by any powers or
abilities that do not explicitly affect dead
characters.

When a character is dead, his body eventually
rots away. Werewolves and humans may
continue to stay IG to represent their
characters bodies as long as they wish or until
it is destroyed. Vampires immediately turn to
ash, specters go to Oblivion, and spirits
immediately fade to nothing (go OOG). Put
on an orange headband and report to the ST's
(leaving behind all tagged items, in-game
items and shillings that are still on your
person) to create a new character or play a
non-player character. If you are concerned
about environmental damage being done to
any of your props when you go OOG, you may
remain in the area until there are no characters
present and take any remaining props with
you to ST Camp.

Human characters may be rewritten and
played as a wraith at the next event unless
otherwise stated in the rules.

Game Items

TAGGED ITEMS
Any item with an official Shadow Accord item
tag on it is a tagged item. When you buy,


11
trade for, steal, or otherwise obtain a tagged item,
you are expected to return the prop to the owner at
the end of the event, but you get to keep the tag.
If the owner of the prop agrees to loan it out, you
are expected to continue to use that prop when you
are bringing the associated tag to an event. If you
are not loaned the prop you may add the tag to
your own prop between events.

Tags without props must remain with the player
who owns them and may not be traded or stolen.
You may not add or remove tags from props during
event unless permitted to do so by a power, skill,
or other effect described in the rules. Only an ST,
XO, or rules team member may provide exceptions
to this.

RITUAL SCROLLS, COINS AND
VIALS
Coins and ritual scrolls are provided by the
Shadow Accord organization. Vials are small
plastic or glass containers with an attached tag.
When you buy, trade for, steal or otherwise obtain
these items they are now yours. There is no need to
follow up with the owner. If these items are in a
container, such as a pouch or box, you may also
take that container but you are expected to return
the container to its owner at the end of the event.

Note that placing a tag on a vial prop means that
this item can be stolen and not returned to you.

UNTAGGED ITEMS
Any item that is not tagged, including food, but
not ritual scrolls or coin. You may not steal these
items without first getting OOG permission from
the owner. When you buy or trade for these items,
however* you dont need to return them at the end
of the event. They are yours, unless the seller tells
you otherwise before you buy or trade for them. If
you obtain these items through any other means
you must return them to the owner at the end of
the event.

Certain skills and IG events may allow you to add
a tag to an untagged item during game to turn it
into a tagged item. If attempting to do this
with a prop that does not belong to you, you
must first obtain OOG permission from the
props owner.

MAGICAL ITEMS
There are a number of magical items created
and used by different factions. A magical item
will be clearly labeled as such on the item tag.
Magical items grant specific powers to a
person who is bound to them. In order to use
any powers or effects under the
ATTUNEMENT label on the item tag* it
must first be attuned to you. Any other
powers or effects not under ATTUNEMENT
may be used freely and work as described. You
can only attune magic items that are
consistent with your pool type as shown
below.

Talisman - Not attuned
Fetish - Gnosis Pool
Vestige - Vitae Pool
Wonder - Essence Pool
Artifact - Pathos Pool

ATTUNING A MAGICAL ITEM
Once a magic item has been acquired, you may
also need to attune it in order to make use of
certain powers stored in the item. Attuning a
magic item requires meditating with the item
for one minute. Once this is done, your
maximum energy pool is reduced by the
attunement cost of the item (the number after
ATTUNEMENT")* and you must spend an
additional 2 energy. You will remain attuned
to the item until the end of the event. Your
maximum energy pool will stay reduced for as
long as you remain attuned to your item.

You may choose to have any magical items you
brought with you to game attuned at the
beginning of event, at which point your
maximum energy is decreased by the rating of
the magic item, but you do not need to spend
the additional 2 energy.



12
Multiple characters may be attuned to one item at
the same time, but only the character holding it
may use the items power. You may only
voluntarily end your attunement between official
events.

TAINTED MAGICAL ITEMS
If you bring a tainted item into game your
character will begin the game tainted. A character
that attunes to a tainted item will also become
tainted, and as long as the item remains on her
person, she can not be cleansed. If the tainted item
is removed from her and she is cleansed, she will no
longer be attuned to that item. The energy lost
from her maximum energy pool will not return
until the end of event.

RELIC ITEMS
Relic items may be picked up by any character in
the Umbra without using a power.

POTIONS AND POISONS
Potions and poisons (generally referred to as
potions) are one-use items that can be created
with certain skills, powers, or rituals. To use a
potion on yourself, simply remove the tag from the
container, take the effect stated on the tag, and
then destroy the tag.

You may also apply a potion to food or drink. To do
so, roleplay adding the potion to the target food or
drink, and then place the tag from your potion onto
the container of the food or drink. The next person
to eat or drink from the container must take the
tags effect and then destroy the tag.

If you have the Sense Item power, you may see and
read potion tags, regardless of where they are
applied.

The following are common potions found in the
core rules, but others may be given by NPCs or
created with rituals:



Antidote (Self) - You are cured of all
conditions.
Belladonna (Condition) - You cant use
willpower. Roleplay confusion, hallucinations,
dry mouth and slurred speech.
Bottled Pathos (Self) - If you have a pathos
pool, gain 4 pathos.
Foxglove (Condition) - You may not speak in
any way other than an incomprehensible
mumble (but may still make OOG sig calls).
Roleplay dryness and swelling of the mouth as
well as headaches.
Golden Chain (Condition) - Your attacks with
boffers deal -1 damage to a minimum 1. You
also may not run. Roleplay being physically
weak, drowsy, and uncoordinated.
Healing Potion (Self) - Immediately heal 4
health levels.
Hemlock (Condition) - You cant read*
preventing you from using the Academics skill,
reading item tags, or reading rituals. Roleplay
having blurry vision and nausea.
Holy Water (Status) - Non-human characters
are affected by the power Body Wrack and may
not resist.
Love (Condition) - You love the next person
you see per the power Passion.
Spite (Condition) - You hate the next person
you see per the power Passion.
Vitae Poison (Condition) - Every time you
activate a power with an energy cost, you
must spend an additional energy. Roleplay
internal aches and pains.

DESTROYING TAGGED ITEMS
Any tagged item can be destroyed by laying it
in a deco-approved fireplace prop for 10
minutes, after which, you must remove and
destroy the tag. Return the prop to its owner
when convenient. Only fireplace props with
red fire may be used this way.

STEALING ITEMS
Tagged items, IG books or documents, and IG
money may all be stolen during the course of
an event. Stealing must only occur in an IG
area and may only be used on IG items. Be


13
mindful of orange ribbons or other OOG signage
that designate an area as OOG. The area below a
bed is always considered to be OOG. Bear in mind
that you are also not permitted to leave IG items
in an OOG space unless those items belong to
another character or you are actively using the
Meld power.

When stealing a tagged prop (but not a vial), be
sure to remove the tag after event and return the
prop to its owner (unless the owner wishes for you
to keep using his prop).

Roleplaying Special
Actions
BINDING / DETAINING
Binding - Binding prevents a character from
running or using any kind of attack other than
mentals for up to one hour. To bind a target, use
rope or chain wrapped 3 times around his wrists or
wrist cuffs. Bindings must be loose enough to
easily slide off with use of the appropriate
skill/power or an OOG emergency. If another
character holds you by the shoulder or the bindings
while you are bound, then you must move in any
way that he directs.

Detaining Attach a lock to the outside of a door
with a character inside. Locking a character in a
room prevents her from leaving the room.

Escaping Remain bound or detained for a
minimum of one 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
bindings loose* and escape. This escape rule may
also be applied to other situations in which a
conscious IG character is somehow trapped by
rules-based circumstances (for example, a wraith
with no fetters that is trapped behind a closed
door).
Masks If you are forced to put on a mask for any
reason you may remove it at any time after 10
minutes have passed.

STAKE IN THE HEART
Hold a stake prop or blunted wooden stick to a
targets chest in the same realm as you* say
staking* and roleplay hammering with large
slow swinging motions for ten continuous
seconds (initiating this count is an attack).
Do not actually strike the stake prop. The
stake stays with the target until it is
removed. No type of stake penetrates plate
armor, but other armor is completely bypassed.
Once you complete a staking* say staking 10.
If the target is not a vampire, he will
immediately take 10 damage. A staked
vampire will instead be unable to speak, move,
or activate powers for one hour, or until the
stake is removed.


CARRYING A PERSON
In order to move a character that cannot
currently move himself (incapacitated,
paralyzed, etc.), two people must normally
work together; but a single person may move a
body if he has at least one level of Augment.
To carry a person, grab hold of his hand 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 cannot attack
or defend while carrying a person.
Alternatively, you may ask an immobile person
if he accepts physical roleplay and then actually
physically carry his body, provided you take
steps to ensure his safety.

DRAINING
Draining actions come in three forms: biting,
used by vampires and Ananasi; cutting, used
by any character with an edged weapon (edged
or non-edged is an RP distinction); and
tapping, generally used by wraiths with
Usury. All draining actions will adhere to the
following sequence:

I. Initiation Count
II. Information Exchange


14
III. Draining
IV. After Effect

Initiation Count ( PHASE I )
The draining character must touch a target in the
same realm with one hand, as close to the torso as
possible* without moving 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. If the count is not interrupted
(see below), then the target is immobilized and
unable to speak or perform any action until the
draining is ended.

A different initiation count* cutting 1* cutting 2*
cutting 3* is available to use by any character
with an edged weapon, but does not immobilize
the target. Follow the same rules as above, but
hold your edged weapon against the targets
stomach or neck.

An initiation count or a draining count will be
interrupted if any of the following happens: the
draining character speaks, moves her feet, or
performs any other action besides draining; the
draining character or her target are struck by an
attack (successfully or otherwise); or if physical
contact between the draining character and the
target is somehow broken (such as by the target
moving away during the initiation count).

Vampires and Ananasi can bite and then drain. A
character with 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 of the
Usury counts in the draining section below.

Information Exchange ( PHASE II )
(You may skip this step if using a weapon to bleed
a target.)
After the initiation count is complete, the draining
character must immediately ask the target if they
have any blood effects, such as extra value or taint.
See faction sections for more detail. The draining
character must likewise inform the target if there
are any additional effects inflicted by the drain.
Taint can be exchanged during draining, occurs as
soon as the word tainted is spoken* and can
not be resisted, regardless of whether any
health or energy is actually exchanged in Phase
III.




Draining ( PHASE III )
The draining character then begins to count
out health or energy levels that she is giving or
taking from the target.

A call of draining 1* draining 2... means that
the target is losing health levels, and the
draining character is receiving energy. A
vampire target will lose vitae instead of
health.

A call of drinking 1* drinking 2... means that
the target is losing vitae levels, and the
draining character is receiving energy, but this
draining method only works on vampires.
Other targets should say no effect. IG* the
attacker has just tasted the targets blood. He
may continue to draw more blood with a
bleeding count if he wishes.

A call of bleeding 1* bleeding 2... means that
the target is losing health levels with no
benefit to the draining character. Every point
of damage caused by a bleeding call counts as a
separate attack. Vampires say No Effect.

A character with Usury has several potential
options in this phase. He may choose to give
pathos by saying giving pathos 1* giving
pathos 2... He may take pathos by saying
pathos drain 1* pathos drain 2... He may give
health by saying giving health 1* giving
health 2... And he may take health by saying
health drain 1* health drain 2... Note that
wraiths may only exchange pathos for pathos
and health for health. Attempting to give or
drain pathos from a target without a pathos
pool will result in No Effect. Pathos and


15
health must be exchanged in separate draining
actions.

Note that the health drain call from Usury will
drain health from vampires and not Usury, but
any pool points received this way will still count
as vitae for the purposes of blood oathing (p. 42).

The target of draining should state empty when
the pool that is being drained reaches zero or full
if they can no longer gain energy or health as
appropriate.

The draining phase will end immediately if
interrupted by any of the means described under
Initiation Count.

After Effect ( PHASE IV )
At the end of the draining action in which the
target lost health levels, vampires and Ananasi
should state aggravated end drain. This will
cause all non-vampires to lose one maximum
health level as though they had taken aggravated
damage. This loss of maximum health only occurs
once per draining action, not per point drained,
and can not be resisted in any way. This damage
is considered an attack for the purposes of
interrupting other effects.

At the end of the draining action wraiths should
state end drain. This is considered an attack for
the purposes of interrupting other effects.

Blood oaths also take effect in this phase if
applicable (p. 42).

BEING FED FROM
A player touching you saying Biting* Cutting
or Tapping is attempting to drain your health or
energy. You may interrupt her by breaking contact
before she reaches 3, or by attacking her. After a
biting or tapping count you will be unable to do or
say anything until she releases you, and you will
lose 1 health each time the player says draining.

For roleplay, biting feels like a pleasurable kiss, and
tapping feels like a cold chill. Afterwards, you will
feel fatigued, but do not know a creature just
fed from you. Cutting feels just like you would
imagine.

AMARANTH
A vampire may attempt to commit amaranth
on another vampire during a draining action.

To commit amaranth on a target, he must
first have an empty vitae pool. Once the
target is out of vitae, an amaranth attempt
may begin during a draining action by stating
Amaranth 1* Amaranth 2* and Amaranth 3.
This count may be resisted by the target by
spending one willpower, at which point the
attacking character may repeat the three
count. After an amaranth count has started, it
may not be willingly stopped. If the count is
completed and not resisted, the target
immediately goes OOG and is dead (characters
killed in this way can not return as a wraith
even with the Lost Soul merit). If the target
is not a vampire* he should state no effect.

After the roleplay scene is finished, both the
attacker and his victim must report to ST
Camp. The player who committed amaranth
loses one point of virtue and adds one devour
dot. The attacker also gains 1 energy if the
devoured vampire was a lower generation. The
attacker may take any permitted discipline on
the victims character sheet as learned and
spend XP to get the first dot next event. The
ST handling the change will sign a 3x5 card
stating that the attacker was taught the
chosen discipline and include the victims name
for reference. If the victims generation is lower
than the attackers* then his generation also
lowers by 1 (see the Players Guide p. 32 for
Generation).

DEVOURING
A wraith may attempt to devour another
wraith by using Health Exchange. The target
must be at 0 health, at which point the
attacker may begin a tapping count and then
say Devouring 1* Devouring 2* and Devouring


16
3. This count may be resisted by the target by
spending one willpower, at which point the
attacking character may repeat the three count. If
the count is completed and not resisted, the target
immediately goes OOG and is dead (no
harrowing). If the target is not a wraith, he
should state no effect.

The devourer gains one point of angst and may
learn one arcanoi from the targets character sheet.
The ST handling the change will sign a 3x5 card
stating that the attacker was taught the chosen
arcanoi and include the victims name for reference.
The devourer does not gain any points of energy.

GIVING HEALTH
Giving health represents bloodletting to a vampire
or Ananasi in the same realm as you. Roleplay
cutting your wrist with a small weapon or your
teeth* hold it over the targets mouth* and say
Giving My Health* at which point the target
may choose to engage in a draining action,
starting with the information exchange and then
continuing to draining 1* draining 2.... The
target may do this even while unconscious.

An incapacitated vampire or Ananasi fed health
this way may choose to reset his incapacitated
timer to zero and regenerate after one minute.


GIVING BLOOD
Vampires may give blood points as a counted
action, by roleplaying cutting themselves with a
weapon or teeth and then holding their wrist to a
targets mouth and saying Giving my blood 1*
giving my blood 2* etc... A target may refuse this
action at any time by moving her mouth away, if
able to do so. Vitae pools refill 1 for each blood
given (unless otherwise stated in the rules).
Targets without vitae pools will heal 1 health per
point given. Vampires may initiate a blood oath,
create a ghoul, or embrace another character
through this process depending on the
circumstances. See the vampire section for more
details. Any character who receives blood twice
from the same vampire in the same event,
with at least ten minutes between feedings,
will be oathed to that vampire.

An incapacitated vampire or ghoul fed vitae
this way may choose to reset his incapacitated
timer to zero and regenerate after one minute.

OATH
Some characters can force other characters to
have a strong infatuation with them. This
effect is called an oath. A character who
initiates an oath is called the regent, and any
character under the effects of an oath is called a
thrall. See the Vampire section for specifics on
oaths created by vitae. A character under
multiple oaths must do his best to serve each
regent. If a power would cause you to act at
odds to your oath, the power takes precedence
for as long as it is in effect.

All of the following effects apply to a Thrall:
Thralls always see their regent in the
best light possible. Any negative
characteristics are overlooked, and the
best of intentions are always
assumed. The thrall has a very deep
affection and respect for the regent
that may or may not manifest as
romantic love.
Thralls may not use willpower to
break or resist any power used by the
regent.
A thrall will never willingly harm
their regent. This means the thrall
will not attack the regent, and will
make every effort to ensure that the
regent does not come to harm. If a
thrall thinks that staying close to a
regent and fawning over them would
be dangerous for the regent, they will
keep their distance, and so on.
A thrall will do everything within
their power to protect their regent.
This includes defending them from
attacks, lying for them, and


17
volunteering any information they think
will help protect their regent.
If a thrall comes under the effect of a
power that forces them to act in a fashion
contrary to the oath, the power takes
priority over the oath.
When the oath expires, the former thrall
still sees their former regent in a positive
light, and assumes that all emotions and
actions they performed were of their own
free will. It requires a great deal of
evidence for a former thrall to see their
actions as anything other than their own
choice. The change in view from thrall to
former thrall is seen as natural, as if the
former thralls infatuation with their
regent had simply faded.

FRENZY
A frenzy occurs when the monster inside a
character becomes so full of rage or fear that it
takes control. Vampires and shifters may choose to
spend a virtue to enter frenzy when threatened,
angry, ashamed, or otherwise stressed.

Some effects allow (or force) characters to enter
into an attack frenzy even if they are not able to
frenzy by normal means. When a character enters
an attack frenzy it immediately ends any status or
mental effects on him. For the duration of the
frenzy, 1 minute in most cases, the character is
immune to status and mental attacks (except
disquiet).

The frenzying character may use passive powers
but not activate anything except form powers,
such as Powerful Form. He also must attempt to
make biting or boffer attacks against the closest
target he can perceive. If the frenzying character
does not have bite or boffer attacks, he enters a fear
frenzy and must attempt to break line of sight
from all other characters for the duration of the
frenzy. A frenzying character is unable to
distinguish friend from foe.

A frenzying character has no recollection of the
events that transpire while he is in frenzy. All
such events are absent from character
knowledge.

The Disquiet power will immediately end
frenzy and will not permit the target to enter
back into frenzy while Disquiet is in effect. The
Serenity power ends frenzy but does not
prevent the target from reentering frenzy.

TAINT
A tainted character must answer yes to
Sense Taint and may spend virtue points as if
they were willpower (or add angst if a
wraith). While tainted, you are encouraged to
roleplay your character a bit darker. A tainted
character can be affected by the Subjugate
power and the Sanctuary power. Taint is
caused by a variety of sources described in the
rules including any power with the tainted
Meta call. Characters with virtue of less than
4 (more than 6 angst for wraiths) begin each
game tainted.

Taint can be removed by a power or ritual
that removes taint unless a character is in a
state of permanent taint. A character can
become permanently tainted a number of
ways, including purchasing from a power tree
that causes permanent taint or attuning a
tainted magical item.

Taint spreads like disease. While tainted, you
must inform anyone who gives or receives pool
points from you that they are also tainted. If
you receive energy from a tainted source,
including items, you will be tainted by it.
Also, if you successfully initiate a biting or
tapping action on a target while tainted, the
target will become tainted.

UMBRA
The Umbra is a plane of existence to which
characters may travel by various methods
explained elsewhere in this book. Follow these
rules while in the Umbra:


18
White Headband A white headband
must be worn to indicate that you are in
the umbra.
Blue Light Wearing a source of blue
light is encouraged while in the umbra,
but not required. Your light should be no
brighter than a glowstick wrapped in
several layers of white cloth.
Communicating Speak in a whisper or
low voice. A character in the Realm who
can hear voices without seeing the source
OOG can assume that such voices are
audible in the realm.
Noise Any noise such as footsteps,
clothing, or combat in the umbra can be
heard faintly in the realm.
Weapons Only natural or magical
weapons may be used in the Umbra.
Ordinary non-magical weapons may not
be wielded in combat while in the Umbra
and should remain sheathed.
Armor Armor and shields may be used as
normal.
Powers Powers may be used as normal
on targets in the same realm unless
otherwise specified in the powers text.
Fire Fire represented with amber
lighting in a deco-approved fireplace has
no effect in the umbra. Blue fireplace
lighting causes dark 1 damage to targets
in the umbra per exposure rules.
Doors By default, no character in the
umbra may open a door. Some powers or
faction abilities may overcome this
restriction.
Objects Items may not be interacted
with unless they are being held by a
character in the Umbra or are Relic items.
If you drop an object, it falls back into the
Realm.
Drawing You may not use a writing
implement to draw on something in the
Realm unless you have the Move Object
power. You also may not dig into the
ground to draw glyphs or the like. You
may, however, draw with your finger
on a fogged window.
Becoming Incapacitated A
Realmbound character (such as a
human, vampire, or shifter) that
becomes incapacitated or dying while
in the Umbra will drop back into the
realm. An Umbrabound character
(such as a spirit or wraith) that
becomes incapacitated or dying while
in the Realm will drop back into the
Umbra. This effect will also be caused
by the Daze power.
Resolving Ambiguity If you
encounter a character in a situation
where it is unclear which realm
someone is in (such as extreme
darkness), you may initiate an OOG
call and response to clarify the
circumstances before proceeding. Call
out Realm or Umbra to designate
which side of the gauntlet you are on,
and if the other player is not actively
hiding, he must respond by stating
which realm he is in. You may not
attack a character that has made this
call without first giving a response.
Player Conduct Be aware of those
around you and act appropriately.
Remember that while in the Umbra,
your character does not exist to those
in the physical Realm. In game, you
can see them* but they cant see you.
You must move out of their way or go
around them, trying not to touch
them. If youre with players who are
trying to sneak or hide, you must do
the same while in the Umbra. You are
expected to be as quiet as the players
you are with. Purposely making noise
to attract attention to hiding players
is cheating as there are no rewinds in
game-play. You are of course free to
leave the sneaky players and tattle on
their position.



19


RITUALS
Rituals are a unique way for characters to harness
powerful magic and make changes that are often
beyond the realm of simple powers. These changes
can be as minor as cleansing taint or as
tremendous as the destruction of a town. Rituals
require substantially more preparation and casting
requirements than regular powers but can have a
much greater effect.

Rituals are represented by a single sheet of
parchment paper with instructions and OOG info
on the left side and an IG picture on the right side.
There are five types of rituals: Blood Rites
(Vampire), Glyph Rites (Shifter), Arcanos Rites
(Wraith), Mystical Rites (Sorcerer), and Other
(anyone who meets the requirements). In order to
take the information on the left-hand side IG you
need to have the rituals skill and be of an
appropriate faction for the specific ritual (e.g. a
wraith cannot read or perform Blood Rites).

READING RITUALS
If you have at least one dot in the Rituals skill,
you may identify the type of a ritual by looking at
it. If you have the correct faction/energy type for
the ritual you are looking at, you may then read
the title and casting requirements. If you meet all
of the casting requirements, you may read the rest
of the text.

SIGILS
Upon taking one dot in the Rituals skill, a
character acquires a unique sigil that will be used
while casting certain rituals. The sigil must be
something you can easily draw and will be added
to your character sheet. You may not knowingly
copy an existing sigil when you create yours, and
you may not change your sigil once it has been
chosen.
The text of a given ritual will state how to make
use of your sigil if it is required.

CASTING RITUALS
In order to use a ritual, the caster must meet
the casting requirements stated on the ritual
sheet and perform steps as indicated in the
instructions. The caster must have any
required components ready, and he must
immediately pay any cost that is required. If a
target or participant cost is listed, then these
characters must also spend any listed cost
before the ritual is successful. If the caster
becomes incapacitated or unable to move freely
while chanting, the ritual fails.

During the casting time of a ritual, you will
often need to perform obviously ritualistic
acts, such as chanting, gesturing, dancing,
drawing symbols, or anything else you feel is
appropriate for your character. This will
typically be described as ritualistic roleplay in
the instructions. Your roleplay must also make
use of any components, phrases, or symbols
shown in the ritual text. If the instructions
do not specify how the components, phrases, or
symbols are to be used, then you are free to use
them however you see fit.

While casting a ritual, the caster must have
his ritual scroll in plain view. If requested, he
must offer the ritual scroll to the target
and/or participants to read OOG

RITUAL INFORMATION
Name: The IG name of the ritual.
Type: Blood Rites, Glyph Rites, Arcanos Rites,
or Mystical Rites.
Rarity: Common (starting ritual),
Uncommon, or Rare
Casting Requirements: Any prerequisites the
caster must have to cast this ritual.
Summary: A short summary of what the ritual
does.
Cost: The cost (often a pool cost) that must be
paid by the caster, target, or participants.
Components: Any items that must be present
IG or OOG in order for the ritual to be
successfully cast.


20
Instructions: Step by step instructions of how the
ritual must be performed.
Effects: If the ritual is successfully completed, this
is what happens.

WARDS
Some rituals have the ability to create wards that
prevent certain characters from passing through a
doorway. A ward prevents anyone fitting the
posted description from passing through in either
direction. Wards must be indicated by a large
banner hung from the door frame (or from above
another suitable passage) that clearly shows the
casters sigil and any symbols provided by the
ritual. An active ward will also have the ritual
sheet used to cast it attached to the banner.

No one may remove a ward or the ritual sheet
attached to it without using an appropriate
power or ritual.

All wards have a long-term cost similar to
attunement described in the magic-item section.
A ritualist may only have one active ward placed
at any given time, and a single doorway can only
support one ward.

The caster of a ward may dispel it at any time.
Otherwise, the ward remains in effect until the
caster dies or until the end of event. If the caster
of a ward dies during event, his player is
responsible for deactivating any ward he has cast
before going to ST camp or playing a different
character.

Combat and Attack
Types
GENERAL COMBAT
When using boffer weapons, spell packets, thrown
weapons or a bow and arrow, aim at your
opponents torso* arms* or legs* 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 one attack per second and must pull
back boffers between strikes. A boffer attack
will be successful if it legally strikes the target
and is not blocked. A boffer attack will be
blocked if it hits a shield or any other boffer on
the way to striking its target.

When a power requires activation by touch,
lightly touch your target. Do not grab, grope,
poke* punch* or slap the target* and dont touch
her head or feet. Remember, in-game attacks
are used to hurt characters and not players. If
anyone experiences pain from a strike or touch,
then the aggressor is striking too hard. It is
up to the target to determine what is too hard
and what is too light. The person who is
getting hit needs to know 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, please err on the side of
caution and pull your blows. On the other
hand, if a player is physically frail or likely to
bruise under abnormal circumstances, he
should probably take steps to minimize his
exposure to combat.

DAMAGE CALLS
Damage calls contain the following parts
<Meta>, <type>, and <number>. The <type>
indicates the kind of damage being dealt for
the purposes of determining if it is aggravated
or not. The <number> indicates how much
damage is being done. The <Meta> will alter
various parts of the attack. Attacks can have
only one <type> and one <number> but may
have multiple <Meta> modifiers. All weapons
deal one point of <number> damage under
normal circumstances.

You must call the appropriate <type> if your
attack has a default <type>, and you must call
a <number> with each swing. Damage
attacks without a <type> are considered to be
regular damage. Damage attacks without a
<number> are assumed to cause no damage
and do not count as attacks for the purposes of


21
ending other effects. All damage calls require a
<number>. The sig call for damage attacks is
obvious in game to anyone who sees the attack.
Those who hear damage calls can assume they hear
a battle in progress.

<Type> damage may or may not be considered
aggravated damage depending on your faction and
any immunities your character may have. If the
<type> of damage stated is not on the list below,
or is not considered aggravated damage to your
faction or sub-faction, you should consider the
attack to be normal damage.

Augment
Some powers and items will grant you Augment.
Each point of Augment increases your base damage
with boffers, arrows, or thrown weapons by one
point. All sources of Augment stack.

Available <type> of aggravated damage by faction:

Note: Some subfactions will have different
vulnerabilities. See your faction section for
details.
* - Wraiths using the Appear or Materialize
powers will take aggravated damage from fire or
blood while in the Realm.
<Meta> Calls
Breach - Breach affects both the Realm
and the Umbra.
Brutal - Brutal attacks will still cause
damage if blocked by a boffer or a shield.
Disarm A disarm attack that strikes a
targets weapon causes him to drop the
weapon if he does not resist the attack.
Tainted - If this attack is not
resisted immediately the target will
become tainted.
Unresistable - This attack can not be
resisted. Targets that are immune
will still state no effect.

WEAPONS AND ARMOR
Boffer Attacks
Daggers: up to 12 inches of striking surface, 6
inch handle
All other one-handed melee weapons: up to 24
inches of striking surface, 32 with handle
Two-handed melee weapons: up to 36 inches
of striking surface, 48 with handle
Polearms: up to 72 inches, handles may vary.

Fist Boffers: up to 12 inches of striking surface,
18 with handle. Must be black.
Claws: up to 24 inches of striking surface, 32
with handle. Must be black with a
white/silver claw mark.
Tentacles: up to 36 inches of striking surface,
48 with handle. Must be black with a
white/silver tentacle mark.

See the wiki for additional information about
boffer standards.

Any character may use a single melee weapon
or a single brawl boffer to swing for 1 damage.
No power or effect may increase this damage
without appropriate skill in Melee or Brawl.

Brawl boffers cannot be used to block. If you
are struck on a brawl boffer, you are considered
to be hit.

Ranged Weapons
Max limit 35 lbs with store bought LARP-
safe arrows.
No homemade arrows will be considered.
Bows/crossbows must be checked out by Deco
and Safety at each event prior to use in game.
Deco and Safety has the final say as to if the
bow/crossbow is suited for game.

Human Shifter
Wraith*
Vampire Fae
Fire
Blood
Dark
Agg
Silver
Fire
Wolfsba
ne
Agg
Dark
Agg
Fire
Light
Agg
Fire
Metal
Weapons
Agg


22
See the wiki for additional information about
boffer standards.

Any character can throw coreless boffer rocks,
sticks, or daggers that cause 1 base damage. They
should appear as what they represent (i.e. brown
sticks, grey rocks, metallic daggers). They do not
require tags. Packets cannot be used to represent
thrown weapons. Like all attacks, these may not
be thrown more than once per second.

When using a bow or crossbows (requires archery
skill), shoot one arrow at a time at your target, no
faster than once per second. Arrows do not require
tags and each causes base 2 damage.

Damage packets are used in conjunction with
powers and may not be thrown more than once per
second.

Shields
Shields can be no wider than 30" (A quick test
being, can you hold your shield out and walk
through an open door? As the interior width of a
door frame is standard 30")

Shields can be no longer then 36" (From knees to
shoulder on an average-height person. That said, a
shorter person can not use a shield that creates a
situation where the head is the only exposed
target.)

See the wiki for additional information about
boffer standards.

Anyone can use a shield to block damage attacks
per defending (p. 20).

Armor
Wearing armor allows you to offset damage onto
your armor before subtracting from health levels.
You must physically represent armor and have a
tag to use armor points. Armor must cover most
of your torso area. Please check with the deco-
and-safety team if you have any questions about
your armor covering enough of your torso.

When taking damage, subtract it from armor
points first. Damaged armor can be repaired
with the Armorsmith skill (p. 63). You may
wear two different pieces of armor at the same
time but they must be different types of armor
(e.g. leather and chain). Armor does not protect
against feeding or exposure damage.
Aggravated damage that is wholly absorbed
by armor points will not subtract from the
wearers maximum health.

If you find a piece of armor lying around,
assume that it has zero armor points and
needs to be repaired before you can use it. In
other circumstances, you may take the word of
the armors current owner for its status.

Types of Armor
Leather 2 armor points
Chain/Transitional 4 armor points
Breast Plate 6 armor points


POWERS
Powers represent the supernatural abilities
your character has gained. Powers may have a
caster, which is the person who has the power
listed on her character sheet, and a target who
the power is used on. The caster may not be
the target of her own power unless explicitly
stated in the power text, or unless it is a Self
power. In order to activate a power, the
caster must pay the listed cost and state the
listed signature call if any.

Some powers may indicate roleplay
requirement (such as staring, meditating, or
sniffing) that must be performed before the
power can be used. While performing the
required roleplay, you are considered interrupted
if you speak, move your feet, are struck by an
attack (successfully or otherwise), or if the
target moves out of range (unless otherwise
noted in the power description).

Some powers may be learned as corrupted
powers. Corrupted powers are considered


23
innate for the purposes of advancement. A
corrupted power is only usable while the caster is
tainted.

Dark Arcanoi cost the same as corrupted powers,
but they must be used while a wraiths shadow is
in control instead of while tainted.

EFFECT TYPES
Many of the abilities and powers described
throughout this book are marked with one of the
following effect types: Damage, Mental, Status,
Mask, Passive, Touch, Self, Counted or Condition,
as described below.

Damage Attack
Typically issued by boffers and thrown packets
(seen IG as a ball of the <type> of attack) with a
number in the signature call. Damage attacks
instantly lower health levels at the rate spoken in
the signature call* such as Fire 3. If a number is
not included 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 source of
damage is considered aggravated, it will also
reduce maximum health by 1 per hit if the target
loses health levels to the attack.

To defend against this kind of attack, dodge out of
the way, block with a shield, block the blow with
your boffer, or allow your opponent to strike you
and use a power/appropriate magical item to
resist the blow. You are considered hit if you feel
the boffer weapon hit you, it did not contact your
boffer or shield during the swing, and you do not
use a power to resist.

Mental Attack
The effect of a mental attack lasts for 10 minutes.
These mind-altering attacks are issued with a sig
call given within 10 feet of the target. The caster of
a mental power must clearly indicate her target in
such a way that the target understands the attack
is directed at him. A touch may be used to indicate
a target, but this touch is considered IG. A target
may not willfully ignore an attacker as a way of
avoiding her attack.

The sig call for a mental attack is OOG, but
may include some words that are spoken IG in
the characters own voice. The target or any
witnesses are not aware that a power has
been used. Some mental attacks target a 10-
foot circle around the caster, signified by the
caster spreading her hands to either side as she
says the sig call with a mass <Meta> call.
The caster may end an active mental she
caused by touching the target and saying
release <power> spoken OOG. The target
may break a mental power at any time by
spending a willpower and saying resist. The
resist call is OOG.

A mental attack with the Conditioning
modifier can not be resisted or broken with
willpower.

If a second mental attack is landed while
another is still active, the second attack takes
effect, and the first is broken.

Status Attack
Status attacks are issued by throwing spell
packets. The effect of a status attack lasts for
60 seconds. The type of attack is clear to
anyone who sees the packet so long as they are
familiar with the power. Status effects cause
physical maladies (such as paralysis) and
typically do not cause damage.

To defend against a status attack, dodge out
of the way, or allow the contact and use a
power/appropriate supernatural item to
resist. You are considered hit if you feel the
packet hit you and do not use a power to
resist. Status packets cannot be blocked by
shields or weapons.

If a second status attack is landed while
another is still active, the second attack takes
effect, and the first is ended.





24
Sensory
These are not attacks. They are used to gain
character state information (with some
exceptions). They may be used under the same
conditions as mental effects. Sensory powers may
target a character that is dying but not characters
that are dead.

Self
Powers that only affect the user, or the user and
other voluntary targets. You may have as many
self powers active at a time as you wish.

Passive
Passive powers only affect the user and are always
considered active. The effect of passive powers
cannot normally be removed by other powers.

Mask
A mask power is any power that requires the
donning of a mask prop. The type of mask you
must wear is described in the power text or by the
tree that grants use of the mask power. Some
mask powers, such as Powerful Form, work in
concert with other mask powers and apply
whenever you activate any other mask power.
Only one mask of any kind may be worn at a time.

Touch
Touch powers are delivered by a single sig call (no
counting) and a touch of the hand. The effect
length is determined by the power, though many
happen instantaneously. Touch powers can be
resisted by spending a willpower and saying
resist.

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. If a
draining count begins after the initiation count,
then the target will be immobilized and unable to
speak until the draining is complete. The
completion of a counted touch is considered an
attack for the purposes of interrupting other
powers. A bleeding count is considered an
attack each time it does damage.

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 that
condition (usually stated on a tag or ritual) as
well as roleplay in the suggested manner.

STACKING POWERS
Mental / Status Attacks
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 are then
struck by another effect of the same type, the
first ends, and the new begins.

On Yourself
You may have as many self powers active at
one time as you wish, but only one of each
named power (i.e. you may be affected by Cloak
and Powerful Form). Passive powers are
always active on your character. Only one
mask power can be used at a time (unless
stated in the power). Previous mask powers
end when you switch masks.



25









































26


Character Creation
CHARACTER GUIDES
All new characters must be approved by a character
guide (CG) before being played at an event or on
the forums. Character guides help provide new
characters with proper guidance to fit into the
world of Shadow Accord. They often ask a number
of questions intended to help players gain a clearer
picture of who their character is and what they
believe. Character concepts should be discussed
with the CGs before game if possible.

FACTION
Shadow Accord consists of four basic types of
creatures from which players can create a character.
Each group has a significant effect on the basic
attributes that your character possesses and how
they will interact with the world. Information
about the individual factions is found in their
respective sections. You must choose a faction from
the following: Human, Vampire, Shifter, or
Wraith.

SUB-FACTION
Within each faction you must choose one or more
sub-factions. These indicate what, if any,
supernatural powers you have and what their
source is. This choice will have a significant effect
on your role within your faction. Sub-factions are
available according to the following chart:

Human Vampire Shifter Wraith
Commo
ner
Fomori
Ghoul
Gifted
Kinfolk
(Choose
a Tribe
p. 50)
Sorcerer
Pick
from
Clans (p.
43)
Pick a
Tribe,
Breed,
and
Auspice
(p. 49)
Pick a
Legion
(p. 57)
Humans may choose a single merit at no cost.
To become a Fomori, Ghoul, Kinfolk, Gifted
Kinfolk, or Sorcerer you must purchase the
appropriate merit.

Restrictions
Some sub-factions have restrictions that
must be followed. Check the relevant faction
section to see the restrictions on a particular
sub-faction.

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-faction. You may not pay this
cost with freebies.
Tier 1 6 xp
Tier 2 12 xp
Tier 3 18 xp

PASSIONS (WRAITH ONLY)
A wraith must select two passions that
represent the forms of emotion he is capable of
feeding from. A wraith may only regain pathos
from haunts that match one of his passions.
Choose from the following:
Love - friendship, romance, affection, etc.
Hate - spite, jealousy, loathing, disgust, etc.
Pleasure - joy, excitement, comfort, etc.
Pain - suffering, depression, sorrow, guilt, etc.
Anger - fury, revenge, animosity, etc.
Fear - terror, panic, cowardice, anxiety, etc.

PATRON
Patron indicates a powerful connection that
your character has to a specific deity. The
patron is aware of your character and may
come to give advice, strike deals, or make
demands, depending on the quality of your
relationship. Shifters all have the option of
beginning with a Gaian or Wyrm totem as a
patron. Other characters may gain access
through merit or lore choices. You may start
with one of the following (CGs may approve
others):


27

Gaian Totems
Rat
Unicorn
Stag
Fenris
Griffon
Grandfather Thunder
Owl
Falcon
Cockroach
Raven
Bastet Only: King of Cats, Mistress of Cat Kind
Ananasi Only: Queen Ananasa

Wyrm Totems
Black Fungus
Green Dragon
Hakaken
Whippoorwill

Demon Totems
Requires Demon Lore (Speak to your CG)

ADVANTAGES
List any advantages as per your faction.

WEAKNESS
List any weaknesses as per your sub-faction.

ENERGY TYPE
All characters begin with an energy pool of 10. Type
is determined by faction and possibly sub-faction.
Commoner: Vitality
Sorcerer: Essence
Vampire, Ghoul: Vitae
Shifter, Gifted Kinfolk: Gnosis
Wraith: Pathos
Ananasi: Blood


WILLPOWER
All characters begin with one willpower.
Willpower is your characters mental resolve. No
character may ever have more than 10 willpower.
A characters current willpower will refresh
back to full at sunrise.

VIRTUE
Virtue type is determined by your faction.
Virtue represents your moral character.
Wraiths begin with 4 angst.
Vampires begin with 6 road.
Shifters begin with 7 rage.
Humans begin with 7 humanity.

A wraith who has 10 virtue becomes a specter.
He is permanently in catharsis and is
permanently tainted.

A vampire or shifter who has 0 virtue enters
permanent frenzy and is permanently tainted.

A human with 0 virtue must shed the
trappings of civilization and behave as a
beast.

A character with 0 virtue has run wild and
may not be checked in again.

SKILLS
Skills represent mundane or crafting skills
that your character may possess. You begin
with three points to spend on skills. Each level
of a skill costs one point.

POWER TREES
Powers are magical abilities that your
character possesses due to his faction and
subfaction. Powers are organized into trees
with three levels. Your Innate Trees are
determined by your faction and subfaction
choices.

Sorcery Trees
Sorcerers possess powers in the form of
Sorcery. You only need to learn a Sorcery tree
one time but each level of the tree must be
purchased in order. You must purchase level one
before you may purchase level two, and you


28
must purchase level two before you can purchase
level three.

Fomori Trees
Fomori possess powers in the form of Fomori trees.
You only need to learn a Fomori tree one time but
each level of the tree must be purchased in order.
You must purchase level one before you may
purchase level two, and you must purchase level
two before you can purchase level three. Purchasing
the first level of a power from a learned fomori tree
automatically gives you a mutation.

Discipline Trees
Vampires and ghouls possess powers in the form of
disciplines. You only need to learn a discipline one
time but each level of the tree must be purchased in
order. You must purchase level one before you may
purchase level two, and you must purchase level
two before you can purchase level three.

Gift Trees
Shifters and gifted kinfolk possess powers in the
form of gifts. You are not required to learn the first
gift in a tree before you learn the second, or third.
However, you must have no more level two gifts
than you have level one, and no more level three
gifts than you have level two.

Arcanoi Trees
Wraiths possess powers in the form of arcanoi. You
only need to learn an arcanoi one time but each
level of the tree must be purchased in order. You
must purchase level one before you may purchase
level two, and you must purchase level two before
you can purchase level three.

INNATE TREES AND STARTING
POWERS
Fomori
Fomori pick one fomori tree as their innate tree.
They begin with the first power in this tree.

Ghoul
Ghouls have the following disciplines as innate
trees: Celerity, Fortitude, and Potence. They begin
with level one Potence.

Gifted Kinfolk
Gifted Kinfolk have the Homid breed and their
chosen tribe tree as innate powers. They start
with one level-one gift from either of these
two trees.

Sorcerers
Sorcerers pick two sorcery trees as their innate
powers. They receive one free level-one power
from one of their innate trees. Fellowship trees
always count as learned, and a sorcerer can not
have more than one fellowship tree.

Vampire
Vampires innate trees are determined by their
clan. They receive three innate powers at
character creation.

Shifter
Shifters innate trees are determined by their
breed, auspice, and tribe. They receive three
innate powers at character creation.

Wraith
Wraiths choose three arcanoi as innate trees.
They receive three innate powers at character
creation.

FINISHING TOUCHES
Derangement
Derangements represent a serious mental flaw
in your characters thought patterns.
Characters with a derangement may have
difficulty performing ordinary tasks, but when
compelled to do so by a power, they will
perform as best they can. Derangements do
not allow a character to lose or misplace
character knowledge. While your character
may not normally be able to recall a memory of
an event, a power or other ability could compel
such a memory from them.

You may select derangements from the list
below or have character guides approve
something additional:



29
Amnesia You have trouble remembering past
events.
Aphasia Unable to speak coherently.
Melancholia You are extremely depressed and
difficult to motivate.
Delusional You believe in a reality that simply
doesnt exist.
Masochism You drive others to cause you pain.
Megalomania You must seek to control all things.
Multiple Personality Disorder You have several
distinct personalities, only one of which manifests
at any given time.
Obsessive Compulsion You have a specific order
that things must be kept in. If it is out of place
you will replace it.
Paranoia You consider everything a threat.
Regression Your mind has reverted to a childlike
state to protect itself from the world.
Schizophrenia You hear voices and follow their
instructions.
Synesthesia You are in a permanently
hallucinatory state.

Deformity
Metis shifters begin the game with a deformity.
Deformities that add physical disfigurements are
considered makeup requirements. Character guides
may approve additional deformities or select from
the list below if your character begins with a
deformity.

Deranged Select a derangement from the list
above.
Fragile All damage is considered aggravated.
Hemophilia Your regeneration rate is always 0.
Horns You must wear horns.
Lame You may not run.
Mute You can not speak
No Claws You may not use claws or purchase the
mixed morph merit.
Puny Your base maximum health is 8 instead of
10.
Restricted Form You must always wear your
crinos mask as a makeup requirement.
Tail You must wear a tail.
Withered Arm You may not use one arm to
hold any items during game (including
packets).
Weak Musculature (Shifter only) You do not
get the Augment 1 bonus from the powerful
form power.

Mutations
Humans who become fomori will gain
mutations if they gain certain powers or if
they have powers from more than one tree. All
mutations are considered makeup
requirements.

Hideous You have some very visible and
obvious deformity (e.g. a horse head growing
next to your own head).
Horns You must wear horns.
Restricted Form You must always wear a
mask.
Scaly Skin You must wear makeup that
depicts scales on your entire face as a
minimum.
Tail You must wear a tail.
Tentacles You can not retract your tentacles
(requires tentacles power).

FREEBIE POINTS
Once the above steps have been completed a
character has a total of 27 freebie points to
spend on this character. They may spend
points on the following:

Cost Trait
1 4 Pence
3 1 Shilling
3 Energy Point
2 Virtue Point
2 Skill Point
6 Willpower
3 +3 per merit Merits
3 Level 1 Innate Power


30
6 Level 2 Innate Power
9 Level 3 Innate Power
3 Unrestricted Sub-Faction Lore
6 Tier 1 Restricted Sub-Faction Lore
6 Faction Lore
6 Demon Lore
12 Tier 2 Restricted Sub-Faction Lore
18 Tier 3 Restricted Sub-Faction Lore

LORE
Any new character may begin play with knowledge
obtained from the core WoD Rulebook for his or her
faction, as well as any Dark Ages books for his
faction and any other books associated with his
sub-faction, provided nothing modern is included.
All characters may also begin with basic medieval
human knowledge, including common folklore and
superstition. Purchasing lore allows you to begin
play with knowledge outside of the norm.

Characters may spend freebie points to start with
character knowledge that is outside of their
standard faction and sub-faction IG knowledge.
Faction Lore grants access to core starting
knowledge for an entire faction other than your
own (Vampire, Shifter, Wraith, Mage, or Fae).
Sub-faction lore allows a character to have
starting knowledge available to a specific sub-
faction for which she already has the prerequisite
faction lore. Additionally, with sub-faction lore,
experience points may be spent to purchase that
sub-factions specific power trees as learned
powers during character creation (provided there
are no other restrictions).
Faction or sub-faction lore allows you to begin
with any appropriate Dark Ages knowledge found
in source books.
Demon Lore grants knowledge found in The
Devils Own source book. You may also begin
game with a demon for a patron, and, if a
vampire, may start with Dark Thaumaturgy
trees.
STARTING COIN
A new character begins the game with 5 shillings
plus any coin purchased with freebie points. Any
starting weapons, shields, or armor purchased by
Umbrabound characters may be Relic items.
Umbrabound characters may also purchase a
generic Relic item for 6 pence. Starting coin
may be spent on the following:
Mundane Items Cost
Weapon 1 shilling
Bow or Crossbow 1 shilling
Shield 1 shilling, 6 pence
Leather Armor 8 pence
Chain/Brig Armor 1 shilling
Plate Armor 1 shilling, 9 pence
Lock 12 pence
Key 2 pence
Silver Dagger 15 shillings
Supernatural Items Cost
Healing Potion 5 pence
Antidote 4 pence
Common Ritual 1 shilling
Obolus (Wraith Only) 1 shilling, 6 pence
COMMON RITUALS
Common Mystical Rites Requirements
A Truth for a Truth Rituals 1 and Perception 1
Binding Circle Rituals 2 and Protection 3
Bulwark Against the
Spiritlands
Rituals 2 and either Spirit 3
or any fellowship tree at 3
Cats Got Your Tongue Rituals 1 and Curse 1
Hone the Blade Rituals 1 and Warrior 1
Know Mind Rituals 1 and Mind 1
Pass Ward Rituals 1
Return to the Flock Rituals 1, Holy Water 2, and
either Healer 3, Patterns 3, or
Spirit 2
Sance
Rituals 1 and either Spirit 1 or
Fortune Telling 3
Summon Forest Spirit Rituals 2 and either Spirit 2
or any fellowship tree at 2







31
Common Blood Rites Requirements
Bind the Essence of the Soul Rituals 1 and Necromancy 1
Call Down the Hunters Moon Rituals 1 and Quietus 1
Deflection of the Wooden
Doom
Rituals 1
Eyes of Despondent Revelation Rituals 1 and either Mortis 1 or
Rego Vitae 3
Eyes of the Translator Rituals 1 and Quietus 1
Gentle Repose Rituals 1 and Mortis 1
Heart of Darkness Rituals 1 and Serpentis 1
Innocence of a Childs Heart Rituals 1 and Serpentis 1
Potency of the Blood Rituals 1 and either Rego Vitae
1
or Serpentis 3
Raise the Lelek Rituals 2 and Viscissitude 2
Recur of the Homeland Rituals 1 and Viscissitude 1
Sanguinus Phial Rituals 1
Seths Bane Rituals 2 and Rego Vitae 2
Shatter Psyche Rituals 2 and either
Necromancy 2
or Mortis 3
Transubstantiation of the
Essence
Rituals 2 and Obtenebration 2



Common Arcanos Rites Requirements
Ask Me No Questions* Ill Tell
You No Lies
Rituals 1 and Embody 1
Break Oath Rituals 2 and either
Mnemosynis 2
or Castigate 3
Corpus Armor Rituals 2, Moliate 2, and
Armorsmith 1
Dream Walk Rituals 2 and Phantasm 2
Fettered Realm Rituals 1 and Lifeweb 1
Forest Meld Rituals 1 and Puppetry 2
Forge Weapon Rituals 1, Inhabit 1, and
Blacksmith 1
Hollowing Rituals 1 and Flux 2
Liquid Assets Rituals 1 and Usury 2
Mint Obolus Rituals 1 and Blacksmith 1
Pass Ward Rituals 1 and Argos 1
Poltergeist Rituals 2 and Outrage 2
Purify Psyche Rituals 1 and Castigate 1
Reflections Rituals 1 and Fatalism 1
Song of Better Days Rituals 1 and Keening 2
The Gleaming Rituals 2 and Intimation 3
Ward Against the Living Rituals 3 and Pandemonium
3


Common Other Requirements
Holy Ward Rituals 2 and Holy Water 3


EXPERIENCE POINTS
Players who have earned experience points may
spend them at character creation as freebie
points. Additionally, they may purchase
learned power trees from sub-factions for
which they have the corresponding sub-faction
lore. They may also purchase other learned
power trees as indicated below:
Common Glyph Rites Requirements
Cleansing Rituals 1
Honor the Scar Rituals 1 and Ahroun 1
Rite of Accomplishment Rituals 1 and Galliard 1
Rite of Attunement Rituals 1
Rite of Spirit Brew Rituals 2 and Theurge 2
Rite of the Cup Rituals 1
Stone of Scorn Rituals 1 and Philidox 1
Summon Spirit Rituals 1 and Theurge 1
Voice of the Jackal Rituals 1 and Ragabash 1
Ward Against Spirits Rituals 2 and Theurge 2


32
Sorcerers Without purchasing sub-faction
knowledge, may purchase: Any non-fellowship
spell trees.
Wraith Without purchasing sub-faction
knowledge, may purchase: Any Arcanoi trees or any
Dark Arcanoi trees.
Ghouls and Vampires Without purchasing sub-
faction knowledge, may purchase: Animalism,
Auspex, Celerity, Fortitude, Obfuscate, Potence,
Presence, and Dominate.
Shifters Without purchasing sub-faction
knowledge, may purchase: Breed and Auspice trees.

GENERATION
A Vampires lowest starting generation is limited
by the size of their Vitae pool. Note that this does
not indicate age of the vampire, simply
generation. Older vampires should also spend XP
in areas other than energy pool.
Energy Pool Vampire Generation
50 Vitae 5th Generation
30 Vitae 6th Generation
20 Vitae 7th Generation
15 Vitae 8th Generation
12 Vitae 9th Generation
10 Vitae 10th Generation


RANK
Rank represents how far a shifter has proven
themselves in their society. Higher rank characters
are expected to be able to prove their worth IG to
maintain their rank. A shifters maximum
starting rank is equal to the number of level three
gifts he possesses. Characters with less than two
level-three gifts may start as either Cliath or Cub
equivalent.




CHECK IN
At your first check in, you will be given tags
for each of your starting items. The following
tags are free:
Wraith 2 fetter tags
Tzimisce 2 dirt tags
Sorcerer 2 foci tags

At subsequent check-ins, you will also be able
to spend experience to advance your character
(see below). Some powers, merits, abilities,
and rituals allow you to receive tags, money,
or special knowledge during check in. You may
only receive these boons for one character, and
that must be the character you use to begin
play at event.

ADVANCEMENT
Experience Points
Experience Points (XP) are points you spend
on your character to add new abilities, powers
or merits, and to raise energy, willpower or
virtue. Experience points are earned by the
player and may be applied to any of their
characters at check in. There is no limit to the
amount of XP you can save. Each event you
may advance each of your characters a single
step in a skill, gain a single new power,
purchase one new merit, gain an additional
point in willpower, energy, and/or virtue. You
do not need to play a character to advance
them.



Earning Experience
XP is earned for the following:
Attending an event 3xp
Winning an award 1xp
Preparing for an event as staff 5xp
NPCing at an event 1xp per NPC
(maximum of 3 per event)
Donations by donation (See
Donations Forum)



33
Learned Powers
In order to gain a new power you must first be
taught the first level of the power tree. Once the
first level of a tree has been purchased a teacher is
not required to advance. This includes abilities,
arcanoi, spells, and disciplines.

Shifters and kinfolk must be taught the specific
level of a gift tree. (They may learn Ahroun 2
without learning Ahroun 1 but they must still
have one level-one gift for each level-two gift and
one level-two gift for each level-three gift.)

Teaching
Each game, your character may only teach one skill
and one power per event. Shifters and gifted
kinfolk may teach one skill and one innate gift. All
other characters may teach any power tree they
have mastered by obtaining all three levels of
power. You may only have one taught power and
one taught skill for each character at any time. If
you are taught a new power or skill before
spending XP to purchase the first one, the teaching
will be lost.

Spending Experience Points
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)


Redundant Powers
If you already possess all powers granted by a
new level in a given power tree, you may take
that dot for free, provided you meet all other
prerequisites. Taking a dot in this manner
still counts toward your one-power-dot limit
when advancing at Check-In. Corrupted or
dark arcanoi versions of powers do not allow
you to take non-corrupt versions for free, but
non-corrupt versions will allow you to take
corrupt or dark arcanoi versions for free.

SELF NERFING
At Check-In you may choose to remove or
decrease character card stats. Nothing is
gained by removing any of the following from
your character, but you are allowed to do so if
you wish:
Permanent willpower
Virtue (may increase instead if a
wraith)
Energy pool
Non-corrupt powers
Skills
Merits

Additionally you may add any of the following
to your character:
Devour count
Derangement
Mutation (fomori only)
Disfigurement

You may also choose to enter game with any
number of the following stats decreased:
Maximum health (as if struck by agg)
Current health
Energy
Willpower
And you may choose to begin game tainted if
you were untainted at the end of the previous
game.


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35
Humans
HUMAN RULES
All humans are Realmbound.
Human energy type is Vitality unless
altered by a merit.
Human virtue type is Humanity.
When creating a human character you may
chose a single merit at no cost (This is
taken before freebie points are spent).

AGGRAVATED DAMAGE
Humans take aggravated damage from damage
calls with a <type> of Fire* Blood* Dark* or
Agg. See aggravated damage (p. 9) for more
details.

HEALING
Humans are healed by regeneration, magical
healing, and medicine. All humans start with
Regeneration 0.

ENERGY
Humans with an energy type of Vitality or Essence
refill their pool automatically at sunrise.

HUMANITY
Human virtue is called humanity. A human with
0 virtue must shed the trappings of civilization
and behave as a beast.

Humanity may be expended in the following ways:
While tainted Humanity may be spent as
Willpower.

TYPES OF HUMANS
Commoner
Humans are the basis of every creature in the
World of Darkness and the most difficult to play in
a world dominated by the supernatural. All
factions rely on humans in some way. Vampires
drink their blood, werewolves are born from them,
and humans are the source of passion energy for
wraiths. Thus they are used as tools and
pawns in a never-ending struggle for
survival. Amazingly many humans have no
idea that monsters live among them as the
supernatural strive to maintain the secrecy of
their existence so that humans may live their
lives in blissful ignorance.

Ghoul
Ghouls are humans imbued with the blood of a
vampire. Many are kept under Blood Oath to
ensure loyalty, but some free ghouls have
escaped and roam the lands in search of
vampire blood to feed their addiction. You may
play any kind of ghoul mentioned in Dark Ages
Vampire, but you must use the rules presented
here for ghouls. A new character with the
Ghoul merit may begin play with vampire
faction lore at no additional cost.

Ghoul Rules
Ghoul energy type is Vitae.
Ghoul innate disciplines are Celerity,
Fortitude, and Potence.
Ghouls have regeneration 1.
Ghouls may not use any powers from
gifts or sorceries while they are an
active ghoul.
Ghouls only regain energy from
drinking the blood of a vampire.

Becoming a Ghoul
Consuming more than a single point of vitae
from a vampire in one feeding will cause a
human to become a ghoul.

Ghoul Maintenance
As a ghoul, you must consume 2 vitae from
any vampire in a single feeding at each event,
or your ghoul merit and disciplines will become
dormant.

Gifted Kinfolk
Only 1 in 10 children born to a were-animal
parent actually become a were-animal. The


36
rest spend their lives as regular humans. Kinfolk
are valuable to were-animals, though their
treatment varies by tribe, making kinfolk allies or
enemies. Gifted kinfolk represent the chosen few
that are gifted the powers of their shifter brethren
but shall never become shifters themselves. A new
character with the Gifted Kinfolk merit may begin
play with werewolf faction lore at no cost, as well
as sub-faction lore for his tribe.

Gifted Kinfolk Rules
Kinfolks energy type is Gnosis.
Kinfolk have a subfaction tribe from the
shifter section (p. 50).
Kinfolks innate gifts are their tribe tree
and the Homid tree.

Regaining Gnosis
Gifted kinfolk use Gaian nodes to regain gnosis.
These are fixed locations with a laminated card
saying Gaian Node that are visible in the Umbra.
A gifted kinfolk may use each node once per cycle of
the moon (once per event) by meditating within 10
feet of the node for one minute. After the gifted
kinfolk finishes meditating, he gains gnosis equal
to the value stated on the node card, not exceeding
his maximum energy pool.

Sorcerers
Sorcerers represent a wide variety of humans
wielding a limited amount of supernatural power.
They range from hedge mages, druids, and witches
to healers, alchemists, and priests. Regardless of
the source of their power, sorcerers can prove very
helpful allies or minions to any supernatural
creature.

Sorcerer Rules
Sorcerer energy type is Essence.
Sorcerers may pick any two sorceries as
innate power trees.

Regaining Essence
Sorcerers refill their energy pool automatically at
sunrise.


Focus
In order to activate any powers, a sorcerer
must have a prominently displayed focus. If a
sorcerer does not have such a focus, all sorcerer
powers become dormant. A tagged focus prop
can be any item of at least 3 inches in length.
A sorcerer may create one focus at check-in for
3 pence.


Sorcerer Trees
ANIMAL
1 Beast Mind
2 Frenzy
3 Frenzy Control

BODY
1 Withstand, Endure
2 Poison Immunity
3 Resilience

CURSE
1 Forgetful Mind
2 Body Wrack
3 Paralyze

HEALER
1 Healing Touch
2 Serenity
3 Revive

PERCEPTION
1 Sense Item, Sense Energy
2 Read Magic, Sense Spirit
3 Sense Taint, Sense Demon, Sense Confidence

MIND
1 Confusion
2 Telepathy
3 Obedience





37
PATTERNS
1 Shatter
2 Fabricate Armor
3 Disable

PROTECTION
1. Avert
2. Cloak
3. Sanctuary

SPIRIT
1 Resist Gauntlet
2 Cleanse
3 Exorcism

WARRIOR
1 Snarl
2 Might
3 Avoidance

FELLOWSHIP SORCERERS
While some sorcerers come to their powers
naturally, others are trained by mages or those
familiar with their ways. These Fellowship
Sorcerers have gained access to new powers
through dedication and training.
Restricted: Fellowship Sorcerer is a Tier 1
restricted character. Additional experience points
must be paid to play one. You must have the
Sorcerer merit to be a Fellowship Sorcerer. A
sorcerer may only ever have one fellowship tree. If
you already have a fellowship tree, you cannot
learn powers from another fellowship tree.
Benefits: Fellowship Sorcerers pick a single
Fellowship Sorcerer tree as learned from the list
below, and may spend experience in that tree. All
fellowship sorcerers gain Mage Lore.


Fellowship Trees
AHL-I-BATIN
1 Insight
2 Visions
3 Hasty Escape

MESSIANIC VOICES
1 Silence
2 Entrancement
3 Ranged 2 <Light>

OLD FAITH
1 Root
2 Venom
3 Toughness

ORDER OF HERMES
1 Disarm
2 Fire 2
3 Daze

SPIRIT TALKERS
1 Hallucination
2 Dreamshape
3 Gauntlet Walk

VALDAERMEN
1 Taunt
2 Clawed Form (Bear Mask)
3 Powerful Form (Bear Mask)


Fomori
Fomori represent humans who have
unwittingly or willingly turn themselves over
to the Wyrm. They have offered their bodies as
a host to a bane spirit who gives them power
to bring the Wyrms wrath to the Realm.

Fomori Rules
Fomori must use health, virtue, or
willpower as energy for their fomori
powers.
Pick a single innate Fomori tree.
Fomori are tainted and cannot be
cleansed.
All Fomori have at least one
derangement.




38
Mutations
Learning a non-innate tree gives you a visible
mutation.
If you pick the Toad tree you gain an additional
mutation.

Fomori Trees

ENTICER
1. Tentacles
2. Tainted Entrancement
3. Paralyze

FERECTORI
1. Tainted Snarl
2. Terror
3. Gauntlet Walk

GOREHOUND
1. Fast Healing
2. Tainted Body Wrack
3. Might

TOAD
(Immediately gain a mutation)
1. Ranged 2 <acid>
2. Tainted, Venom
3. Form of Vapor


Becoming a...
SORCERER
Purchase the Sorcerer merit at check-in or
character creation.
Energy pool becomes Essence.
Pick two innate trees and choose one to
start at level 1.
You may not purchase this merit if you
have the Gifted Kinfolk merit.



GIFTED KINFOLK
You must have the Kinfolk merit to
become a Gifted Kinfolk after character
creation.
Request the Gifted Kinfolk merit at
check-in (no cost) or purchase at
character creation.
Energy type becomes Gnosis.
Pick a tribe (paying any additional
cost if you pick a restricted tribe).
Your tribe tree and the Homid tree
become innate trees. Pick a level 1 gift
from one of these trees to start with.
You may not purchase this merit if you
have the Sorcery merit.

FOMORI
Purchase the Fomori merit at
character creation or be changed by
bane spirits during game.
Pick an innate tree from the Fomori
list. You receive one dot in this tree.
Energy type does not change, you
activate your fomori powers with
health, virtue, or willpower instead of
energy.
Being a fomori causes you to be
permanently tainted.
Gain a derangement of your choice if
you do not already have one.

GHOUL
Purchase the Ghoul merit at character
creation or be given two points of
blood at the same time by a vampire.
Energy type becomes Vitae.
Innate trees become Celerity,
Fortitude, and Potence. Gain level 1
Potence.
All gifts and spells become dormant
and cannot be used while this merit is
in effect.




39
VAMPIRE
Be given one point of blood from a
vampire while dying.
Energy type becomes vitae.
Clan is the same as the vampire that feeds
you the blood. Generation is the sires
generation plus one. Innate trees are based
on clan.
The following merits are lost: Sorcerer,
Ghoul, and Gifted Kinfolk (replaced by
Kinfolk).
The following abilities are lost: Alchemy,
Holy Water
All spells and gifts are lost.
Upon awaking as a vampire, you will
have 1 health and 1 Vitae, plus 1 additional
Vitae for each point fed to you after the
first.

SHIFTER
You must have the kinfolk merit to become
a shifter.
Make the request at check-in to have your
name entered in the drawing to shift. One
character is selected to shift each game.
You may enter a tribe, and auspice on your
request but you must have sufficient XP to
pay for any restricted tribe.
Energy type becomes Gnosis.
Tribe, Breed, and Auspice trees become
innate.
The following merits are lost: Sorcerer,
Ghoul, Kinfolk, and Gifted Kinfolk.
The following abilities are lost: Alchemy,
Holy Water
All spells and disciplines are lost.

WRAITH
A human or any character with the Lost
Soul merit may come back as wraith after
dying, but she must wait at least until
the next full event after her death.
A character with the Mortwight merit
may come back as a specter
immediately upon death.
All character knowledge is retained
with the new wraith character and
any skills are also retained. Otherwise
follow the rules for wraith character
creation, but do not apply the three
points of abilities for new characters.
You do not gain any money, rituals, or
tagged items with your new wraith
character.


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41
Vampires
VAMPIRE RULES
Vampires are Realmbound.
Vampire energy type is Vitae.
Vampire virtue type is Road.

AGGRAVATED DAMAGE
Vampires take aggravated damage from damage
calls with a <type> of Fire or Light. See
aggravated damage (p. 9) for more details.

Vampires will take one aggravated damage for
each 10 seconds they spend in daylight outside of a
building. Door thresholds define what is inside and
outside of a building. Inside of buildings, even next
to windows or doors, are safe. In order to 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 guides have the final
say on acceptable garb.

HEALING
Vampires are healed by regeneration and magical
healing. All vampires start with Regeneration 1.

ROAD
Road represents the code to which a vampire
adheres to keep her beast at bay. New characters
begin on the road of Humanity unless Character
Guides approve otherwise. Additional roads are
listed in the wiki. A character may learn a new
road IG from an character with significant
experience with that road.
Road may be expended in the following ways:
Immediately enter frenzy.
After devouring another vampire, one
point of road is lost immediately.
While tainted, road may be spent as
willpower.

When a vampires road reaches 0* she will
become permanently tainted and enter into a
frenzy that never ends.

EATING FOOD
All vampires may eat food.

BLOOD OATH
A vampires 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.

After drinking a vampires blood one time* a
character will be enamored with the vampire
for the remainder of the event. The character
will have additional interest in the vampires
actions and location. They may even try to
have chance meetings or take small actions to
please the vampire.

After drinking a vampires 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 (p. 16). The oath remains
active until the thrall plays through an entire
event without drinking any of their regents
blood. A character may only be blood oathed to
one character at a time. Additional attempts
to blood oath a character have no effect, but
other types of oaths can still be established.

ENERGY
A vampire that is being drained by biting or
cutting loses Vitae rather than health.
Vampires are not affected by bleeding calls.

A vampire who reaches 0 energy loses one
virtue and enters a energy frenzy unless he
spends a willpower to resist. While in frenzy,
the vampire attempts to bite any targets he
can find. If the vampire is unable to regain
any energy within 1 minute he will fall
unconscious until he gains one point of energy.


42
If after being unconscious for one hour the vampire
has not regained any energy, he will wake up
ravenously hungry, but no longer be in a frenzy.

A vampire regains energy by draining health from
a target. A vampire may bite a target to begin
draining health (p. 13). Draining health from
targets in different factions has different effects
based on faction:
Human 1 health drained becomes 1 energy
Shifter 1 health drained becomes 2 energy -
Attacker affected by Passion: Anger
Ananasi 1 health drained becomes 1 energy -
Attacker affected by Venom.
Wraith 1 health drained becomes 1 energy
Fae 1 health drained becomes 2 energy - Attacker
affected by Hallucination: pretty colors.
Vampire 1 energy drained becomes 1 energy -
Attacker is potentially affected by a blood oath as
described above.
Spirit 1 health drained becomes 1 energy.

EMBRACING
A human who is dying may be embraced by being
fed a single point of vampire blood. 13th generation
vampires may not embrace. See the becoming a
vampire section (p. 39) for more information.

CREATING GHOULS
A human who drinks more than a single point of
blood at one time immediately becomes a ghoul.
See the becoming a ghoul section (p. 39) for more
information.


Cainite Clans
ASSAMITE
Proud and deadly, Assamites live by a foreign code.
Originating from the Holy Land, Assamites
consider themselves judges and guardians of the
night.
Restriction: This is a tier 1 restricted character.
Additional experience or freebie points must be paid
to play this clan.
Weakness: Drinking blood from a vampire
afflicts you with a condition that causes you
to crave more of the targets blood.
Disciplines: Celerity, Obfuscate, Quietus

BAALI
Demon worshipers who perform deeds of
depravity and horror with no regard for
humanity.
Clan: Baali
Restriction: This is a tier 1 restricted
character. Additional experience or freebie
points must be paid to play this clan.
Weakness: Holy Water additionally causes one
point of aggravated damage when used as a
poison. Aggravated exposure damage is caused
by contact with crosses or while standing in a
church building.
Disciplines: Daimoinon, Presence, Obfuscate

BRUJAH
Made up of crusaders and philosophers, Brujah
is a fiery clan known for zeal and quick
tempers.
Weakness: Must spend two willpower to
resist frenzy.
Disciplines: Celerity, Potence, Presence

CAITIFF
Of unknown origin, Caitiff are looked down
upon as having impure blood and are rarely
welcomed in any court.
Clan: Unknown
Weakness: May not start lower than 8th
generation.
Disciplines: Pick three: Animalism, Auspex,
Celerity, Dominate, Fortitude, Obfuscate,
Presence, Potence

CAPPADOCIAN
Mystics and Scholars, the Cappadocians are
both feared and respected as they remain aloof
of the intrigues of other high clans, choosing
quiet contemplation of the greatest mystery,
death.


43
Weakness: Must wear pale makeup on your entire
face.
Disciplines: Auspex, Fortitude, Mortis

FOLLOWERS OF SET
Believing they are descendants of an ancient god,
the Setites are devious, sinful fanatics.
Weakness: Daylight damage is taken twice as
quickly. If you do not have the Endure power, take
one agg every five seconds, otherwise take one every
30 seconds.
Disciplines: Obfuscate, Presence, Serpentis

GANGREL
Inconsistent and indomitable, the Gangrel reject
the chains of lord and vassal, sire and child,
choosing instead to roam the night free.
Weakness: Each time you lose virtue and enter a
frenzy, add a permanent animal feature as a
makeup requirement.
Disciplines: Animalism, Fortitude, Protean

GARGOYLE
The steadfast and loyal servants of the Tremere.
Restriction: May not buy No Clan Weakness
Merit. You may not choose this clan at character
creation.
Weakness: You may not embrace. You are oathed to
all Tremere. Your skin is made of stone, and you
must have gray face paint or wear a stone mask as
a makeup requirement.
Disciplines: Fortitude, Potence, Visceratika

GIOVANNI BLOODLINE
Concerned with wealth and power, this family of
mages joined the fold of Cappadocians because of
their powers over the dead.
Clan: Cappadocian
Restriction: This is a tier 2 restricted character.
Additional experience or freebie points must be paid
to play this clan.
Weakness: Must wear pale makeup on your entire
face.
Disciplines: Dominate, Necromancy, Potence

LAMIA BLOODLINE
These followers of the Dark Mother are more
physical and sensual than their studious
parent clan, however, they are also great
warriors, and bolster the defenses of the
Cappadocians.
Clan: Cappadocian
Restriction: This is a tier 1 restricted
character. Additional experience or freebie
points must be paid to play this clan.
Weakness: Any target you feed from is
nauseated as per the Venom power once you
finish feeding. This effect cannot be resisted.
When you finish feeding you must say
Unresistable Venom.
Disciplines: Deimos, Fortitude, Potence.

LASOMBRA
The kings of the shadows, they are among the
vampires most skilled manipulators.
Weakness: Each time you see your reflection in
a mirror you must stare at it doing nothing
else for 10 seconds unless attacked.
Disciplines: Dominate, Obtenebration, Potence

MALKAVIAN
Cursed by insight and madness, damned to see
the world as a shattered mosaic.
Weakness: Chose at least 1 derangement at
character creation.
Disciplines: Auspex, Dementation, Obfuscate

NOSFERATU
Transformed into hideous creatures by the
embrace, the Nosferatu remind all vampires of
the evil that lurks within them.
Weakness: You have mottled skin as a makeup
requirement.
Disciplines: Animalism, Obfuscate, Potence

RAVNOS
Refugees of a great war to the east, the
Ravnos carry with them a wily beast that
whispers dark urges.
Weakness: Addicted to one: Lust, Gluttony,
Greed, Sloth, Wrath, Envy, or Pride.


44
Alternatively, you may choose to have an obsession
with a specific type of crime.
Disciplines: Animalism, Chimerstry, Fortitude

SALUBRI
Once revered as healers and teachers, the few left
are constantly on the run and live their nights in
hiding, fearful to trust, desperate, or angry. Some
still pursue Galconda, while others hunt the
Tremere in vengeance.
Weakness - Feeding on an unwilling human
causes 1 damage per health drained. You also must
wear a third eye in the middle of your forehead as a
makeup requirement.
Restricted: This is a tier 2 restricted character.
Additional experience or freebie points must be paid
to play this clan.
Disciplines: Auspex, Fortitude, Choose 1: Valeren
Healing or Valeren Warrior

TOREADOR
Children of art and beauty, the Toreador are muses
and poets.
Weakness: Each time you see something you deem
beautiful, you must stare at it doing nothing else
for 10 seconds unless attacked.
Disciplines: Auspex, Celerity, Presence

TREMERE
Mages who took the powers of vampirism by force.
Their unique powers make them useful in more and
more courts.
Advantage: You may learn any other Thaumaturgy
tree without a teacher if you have Rego Vitae at
level 3.
Weakness: You are always considered one step blood
oathed to the Inner Council of the Tremere. If you
drink of their blood one time you will become blood
oathed. You will behave as though you are one-
step blood oathed to other members of your clan.
Disciplines: Auspex, Dominate, Rego Vitae

TZIMISCE
The fiends of Transylvania, the Tzimisce revel in
their inhumanity and rule over a frightened
population as dreaded voivodes.
Restriction: This is a tier 1 restricted
character. Additional experience or freebie
points must be paid to play this clan.
Weakness: You must have one of your tagged
dirt pouches on your person in order to activate
powers from disciplines. You get 1 new dirt tag
at each check-in.
Disciplines: Animalism, Auspex, Vicissitude

VENTRUE
Leaders, politicians and businessmen, the
Ventrue are slowly rising to challenge
Lasombra dominance of the medieval night.
Weakness: You can only feed from a select
group of people. This could be determined by
gender, hair color, religion, or any other
obvious trait that comprises approximately
half or less of the game population.
Disciplines: Dominate, Fortitude, Presence


Disciplines (Powers)
ANIMALISM
1 Beast Mind
2 Disquiet, Frenzy
3 Frenzy Control

AUSPEX
1 Sense Faction, Sense Item, Sense Emotion,
Sense Energy, Sense Amaranth
2 Telepathy
3 Cloak Sight

CELERITY
1. Disarm
2. Avoidance
3. Hasty Escape

CHIMERSTRY
1. Hallucination
2. Monsters
3. Horrid Reality




45
DAIMOINON
If you have this tree you are permanently tainted.
Those with at least one level in Daimoinon take a
point of aggravated damage when imbibing holy
water. Additionally, they take aggravated exposure
damage from crosses and while standing in a
church building.
1. Sense Desire
2. Hellborn Investiture
3. Balefire

DEIMOS
Those with at least one level of Deimos gain
Plague Bite. Any target you feed from is nauseated
as per the Venom Blood power once you finish
feeding. This effect cannot be resisted. When you
finish feeding you must say Unresistable Venom.
1: Black Ichor
2: Dreamshape
3: Ranged 4 (Bile)

DEMENTATION
When you gain Dementation you must select at
least one derangement as well.
1. Confusion
2. Visions
3. Derange, Passion

DOMINATE
1. Forgetful Mind
2. Obedience
3. Conditioning

FORTITUDE
1. Withstand, Endure
2. Resilience
3. Toughness

MORTIS
1. Wither
2. Meld
3. Decay



MYTHERCERIA
This discipline cant be taught or gained
through amaranth.
1. Confusion
2. Meditate
3. Gauntlet Walk

NECROMANCY
1. Insight
2. Umbra Sight
3. Umbra Drain

OBFUSCATE
1. Cloak
2. Mask of a Thousand Faces
3. Cloak Gathering

OBTENEBRATION
1. Root, Tentacles
2. Terror
3. Form of Vapor

POTENCE
1. Shatter
2. Might
3. Brutal Strike

PRESENCE
1. Snarl
2. Entrancement
3. Majesty

PROTEAN
1. Clawed Form - Wolf Mask
2. Meld, Razor Claws
3. Form of Vapor

QUIETUS
1. Silence
2. Venom
3. Daze





46
SERPENTIS
1. Fast Healing
2. Powerful Form - Snake Mask
3. Paralyze

THAUMATURGY: CREO IGNEM
1. Fire 2
2. Fire Sword
3. Fire 4

THAUMATURGY: REGO AQUAM
1. Silence
2. Fabricate Armor
3. Paralyze

THAUMATURGY: REGO VITAE
1. Sense Generation, Sense Oath, Sense Energy
2. Ranged 2 <Blood>
3. Aggravated 1

VALEREN HEALER
You gain a third eye as a makeup requirement.
Your third eye must be uncovered in order to use
any of the powers granted by this discipline.
1. Healing Touch
2. Serenity
3. Revive

VALEREN WARRIOR
You gain a third eye as a makeup requirement.
Your third eye must be uncovered in order to use
any of the powers granted by this discipline.
1. Sense Health, Sense Maximum Health, Sense
Mental
2. Body Wrack
3. Light Sword, Vengeance of Samiel

VICISSITUDE
1. Weaponry
2. Imitate
3. Tough Form, Powerful Form - Green and black
spiked mask


VISCERATIKA
This discipline cant be taught or gained
through amaranth.
1. Cloak, Clawed Form
2. Avoidance
3. Powerful Form, Tough Form


Dark Thaumaturgy
Purchasing dark thaumaturgy at character
creation requires Demon Lore. The powers in
the following trees are all considered corrupt
powers.

PATH OF THE DEFILER
Buying a power in this tree causes your
character to become permanently tainted.
1. Taint
2. Derange
3. Balefire

REGO DOLOR (Path of Pain)
1. Silence
2. Body Wrack
3. Horrid Reality

REGO MANES (Path of Spirit)
Buying a power in this tree causes your
character to become permanently tainted.
1. Sense Spirit, Sense Demon, Scion of Evil
2. Umbra Sight
3. Subjugate

REGO PESTIS (Path of Pestilence)
1. Wither
2. Venom
3. Brittle Bones

REGO PHOBOS (Path of Fear)
1. Monsters
2. Dreamshape, Terror
3. Leech of Fear




47

















48
Shifters
SHIFTER RULES
Shifters are Realmbound.
Shifter energy type is Gnosis.
Shifter virtue type is Rage.
Each shifter has three subfactions: Tribe,
Breed, and Auspice.
Shifters may only teach innate gifts.

AGGRAVATED DAMAGE
Shifters take aggravated damage from damage
calls with a <type> of Fire* Silver* and
Wolfsbane. See aggravated damage (p. 9) for
more details.

HEALING
Shifters are healed by regeneration, magical
healing, and medicine. All shifters start with
Regeneration 2.

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

REGAINING GNOSIS
Shifters use Gaian nodes to regain Gnosis. These
are fixed locations with a laminated card saying
Gaian Node that are only visible in the Umbra. A
shifter may use each node once per cycle of the moon
(once per event) by meditating within 10 feet of the
node for one minute. After the shifter finishes
meditating, he gains Gnosis equal to the value
stated on the node card, not exceeding his
maximum energy pool.

STEPPING SIDEWAYS
Shifters are able to move from the Realm to the
Umbra and from the Umbra to the Realm at no
cost. At a Gaian node, this may be done
immediately by touching the node and putting on
or taking off a white headband as appropriate.
At any other location, a shifter must first
meditate for 60 seconds before putting on or
taking off a white headband. A shifter who
has 0 gnosis in her energy pool may not step
sideways.

RAGE
Rage may be expended in the following ways:
Immediately enter frenzy.
Immediately after reaching 0 health
levels return to 1 health level. This will
cause the shifter to enter frenzy.
While tainted, rage may be spent as
willpower.

When a shifters rage reaches 0* she will become
permanently tainted and enter into a frenzy
that never ends.


Breeds
Breed represents the form in which a shifter
was born. Homids tend to be more
understanding of the human world while
Lupus tend to have a greater connection to the
Wyld. Metis are born of two Shifter parents
and are frequently shunned and rejected from
society.

HOMID
Born as a human.
1. Avert
2. Avoidance
3. Paralyze

LUPUS
Born as an animal.
1. Snarl
2. Resilience
3. Frenzy Control





49
METIS
Born in crinos of shifter parentage.
Disadvantage: Must choose at least 1
disfigurement.
Restriction: May not be Corax or Ananasi.
1. Wither
2. Telepathy
3. Terror, Passion


Auspices
Auspice is the phase of the moon that a particular
Garou was born under. Fera must also pick an
auspice below. See the Wiki for Fera to Auspice
conversion information.

AHROUN
Full Moon - Warriors
1. Silver Claws
2. Might
3. Brutal Strike

GALLIARD
Gibbous Moon - Bards
Restriction: May not be Ratkin.
1. Taunt
2. Dreamshape
3. Song of Rage

PHILODOX
Half Moon - Judges
1. Sense Faction, Sense Item, Sense Energy
(Gnosis)
2. Meditation
3. Toughness

RAGABASH
No Moon - Tricksters
1. Confusion
2. Disembodied, Realm Grasp
3. Mimic



THEURGE
Crescent Moon - Seers
1. Release Spirit, Sense Spirit
2. Umbra Sight
3. Umbra Strike

Tribes
BLACK FURIES
Werewolf - Fierce warrior-women of the
Mediterranean.
Restriction: Lupus and Homid are female only.
1. Sense Taint
2. Body Wrack
3. Aggravated 1

BLACK SPIRAL DANCERS
Werewolf - Dark and demented servants of the
Wyrm.
Restriction: This is a tier 1 restricted
character. Additional experience or freebie
points must be paid to play this tribe.
Weakness: You must follow a Wyrm totem.
Pick from Whipporwill, Green Dragon,
Hakaken, or Dark Fungus. Additionally you
have a derangement.
Power tree: Pick one tree from Wyrm Gifts.

BONE GNAWERS
Werewolf - Survivors and lurkers in human
refuse.
1. Forgetful Mind
2. Ranged 2 (Stone)
3. Resist Taint

CHILD OF GAIA
Werewolf - The Peacemakers of the Garou.
1. Healing Touch
2. Serenity
3. Silver Armor

FENRIR
Werewolf - The howling warriors of the frozen
North.
1. Razor Claws


50
2. Venom
3. Heros Stand

FIANA
Werewolf - Bards and revelers from the British
Isles.
1. Fast Healing
2. Woadling
3. Form of Vapor

RED TALONS
Werewolf - Feral enemies of the Weaver in all its
forms.
Restriction: Red Talons cant select Homid as their
breed.
Note: Red Talon player characters should be
somewhat tolerant of humans to live in town.
1. Shatter
2. Root, Beast Mind
3. Fire 4

SHADOW LORDS
Werewolf - Scheming and manipulative
politicians and assassins.
1. Disarm
2. Wounding Lies
3. Disable

SILENT STRIDERS
Werewolf - Homeless messengers cast from out of
Egypt.
1. Silence
2. Horrid Reality
3. Gauntlet Walk

SILVER FANGS
Werewolf - The ruling tribe of the Garou.
1. Sense Taint
2. True Form
3. Obedience





WARDERS OF MAN
Werewolf - City-dwellers encouraging human
progress and trade.
1. Pence from Heaven
2. Fabricate Armor
3. Cloak Sight


Bastet Tribes
BAGHEERA
Werecat - Known world travelers and proud
Panthers from Northern Africa and India.
Restriction: This is a tier 3 restricted
character. Additional experience or freebie
points must be paid to play this tribe.
1. Sense Taint
2. Fire Sword
3. Daze

BUBASTI
Werecat - Known for dark ways and ancient
Egyptian Lore
Restriction: This is a tier 3 restricted
character. Additional experience or freebie
points must be paid to play this tribe.
1. Forgetful Mind
2. Entrancement
3. Form of Vapor

CEILICAN
Werecat - Musicians, artists and followers of
the Old Ways with a connection to the Fae.
Restriction: This is a tier 1 restricted
character. Additional experience or freebie
points must be paid to play this tribe.
1: Withstand, Endure
2: Fire Sword
3: Hasty Escape
Aggravated Damage: Silver, Fire, and Iron
(attacks by normal metal weapons)






51
SWARA
Werecat - These solitary cheetahs serve as
messengers for the Bastet.
Restriction: This is a tier 3 restricted character.
Additional experience or freebie points must be paid
to play this tribe.
1. Razor Claws
2. Mask of a Thousand Faces
3. Gauntlet Walk

Other Fera Tribes
ANANASI
Werespiders - Alien insectoids serving their queen,
devoid of emotion.
Advantage: All Ananasi have the Silver Armor
power at no cost. If you are fed upon, inform the
attacker that she is affected by Venom.
Restriction: This is a tier 1 restricted character.
Additional experience must be paid to play this
tribe.
Weakness: Ananasi may not use Gaian nodes for
stepping sideways or regaining energy.
Energy: Ananasi use Gnosis to fuel their powers,
but they refill their pools by draining health in the
same manner as a vampire.
1. Cloak
2. Venom
3. Meld

CORAX
Wereravens - Curious, gossiping collectors of
knowledge and shiny objects.
Advantage: Corax get the Silver Armor power at
no cost.
Restriction: May not be Metis.
Weakness: Gold is considered aggravated damage
to Corax.
1. Insight
2. Fire 2
3. Hasty Escape




RATKIN
Wererat - Protectors of the Wyld while hiding
from those who would do them harm.
Advantage: Ratkin have the Poison Immunity
power at no cost.
Restriction: May not be Galliards
1. Cloak
2. Monsters
3. Hasty Escape

Wyrm Gifts
All of the powers from the following trees are
corrupt powers

CORRUPTION
Buying any power in this tree causes your
character to become permanently tainted.
1. Taint
2. Corrupted Powers
3. Subjugate

CUNNING
1. Smell Fear
2. Cloak Gathering
3. Hidden Taint

DEFILING
1. Sense Taint, Scion of Evil
2. Induce Sin
3. Terror, <Tainted> Frenzy

STRENGTH
Buying any power in this tree causes your
character to become permanently tainted.
1. Hide of the Wyrm
2. Totemic Form, Tough Form
3. Balefire





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53
Wraiths
WRAITH RULES
Wraiths are Umbrabound.
Wraith energy type is Pathos.
Wraith virtue type is Angst.

AGGRAVATED DAMAGE
Wraiths take aggravated damage from damage
calls with a <type> of Agg or Dark (as dealt by
Stygian Steel weapons). See aggravated damage
(p 9) for more details on mechanics.

HEALING
Wraiths are healed by magical healing,
regeneration, and Usury. All wraiths start with
Regeneration 1.

ANGST
Angst may be added in the following ways:
Immediately enter catharsis.
After devouring another wraith, one point
of angst is gained immediately.
While tainted, the psyche may choose to
take a point of angst in lieu of spending a
willpower.
Two angst is gained when harrowing.

A wraith at 10 angst becomes a specter. He will be
permanently tainted and enter a permanent state
of catharsis. A specter can never have his angst
lowered again.

CATHARSIS
Triggered by voluntarily gaining one angst point,
when your pathos reaches zero (resisted by
willpower), or if you are successfully hit with the
Induce Catharsis power. Catharsis lasts a
minimum of 10 minutes, during which your
shadow takes 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 Serenity
powers will end catharsis, returning control to
your psyche. After 10 minutes you may leave
catharsis at will.

EATING FOOD
To allow wraith players to eat, you may pick
up bowls, plates, cups and utensils for eating
without spending energy or requiring any
powers.

FETTER
Fetters are objects, people and rooms that tie
wraiths to the mortal world and allow
wraiths to affect the Realm. A wraith must
touch a fetter in-character during an event
before he can use any skill, attribute or arcanos
that affects the Realm. Fetters are destroyed
only by means explained in the rules. A fetter
object must be at least 3 inches in length.

A fetter person is either designated at the
wraith's character creation or IG with an
appropriate power or ritual. She must carry
the fetter tag with her character sheet.
Wraiths may not be fetters for other wraiths.

Fetter rooms are designated with a ritual that
contains more information.

Additional rules:
Any conscious character carrying a
fetter on her person in the Umbra will
suffer exposure damage until the fetter
is dropped. (Make sure any receiving
character is aware of this fact if she
otherwise wouldnt be.)
Carrying your own fetter is difficult,
so a wraith may only carry it in his
hand. The fetter must remain visible.
A wraith will gain +1 to her
regeneration rate when touching a
fetter belonging to her.
Another character holding a wraiths
fetter is immune to all attacks from
that wraith, unless he is in the same


54
realm and using a boffer attack. Say
fetter* no effect. The fetter must be kept
in a visible, prominent position to make
use of this.
A fetter person is considered to be holding
the linked wraiths fetter for all intents
and purposes under the rules, but does not
take aggravated damage while in the
Umbra for doing so.
A wraith may choose to resolve one of her
own fetters at any time she is not in
catharsis. Simply remove the tag and
destroy it. Speak with character guides if
you are unsure of how and why this would
be appropriate.

HARROWING
Instead of entering a dying state at 0 max health
or after 10 minutes of incapacitation, a wraith
will enter a harrowing. If a specter, the wraith
will become dying as normal and subsequently be
consumed by Oblivion (dead). Otherwise, he will
enter an intense personal conflict with his shadow
within the Labyrinth, deep in the Tempest. Go
out of game and report to ST camp, or go to an
OOG area such as the parking lot.

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 not return for the
remainder of the event (he may bring in a different
character). Upon exiting a harrowing, a wraith
immediately gains two angst.

If returning in the same event, the wraith player
must remain OOG until he can locate one of his
fetters. If he can not find a fetter within 30
minutes, then all fetters are assumed to be
missing, and he may not return during this event.

REGAINING PATHOS
Wraiths use haunts to regain pathos. These are
fixed locations with a laminated card saying
HAUNT that can only be detected by wraiths. A
wraith may use each haunt that matches one of
his passions once per day (from sunset to sunset)
by meditating in the vicinity of the haunt
(inside the same building or within 10 feet) for
one minute. After the wraith finishes
meditating, he gains pathos equal to the value
stated on the haunt card, not exceeding his
maximum pathos pool.

UMBRA SIGHT
All wraiths have Umbra Sight as per the
power. While in the Realm, you may see and
hear characters who are in the Umbra.

PORTAL WALK
While in the umbra, all wraiths who are able
to affect the Realm may open and close doors
at will, regardless of any locks. A wraith who
has not touched one of her fetters in the current
event may not do this.

CAUL
A plasmic sheet that covers a newborn wraith.
The caul prevents a wraith from thinking
clearly, using arcanoi, or attacking. It is
represented by an expressionless white face
mask that can only be removed by a non-
cauled wraith. Those who remove cauls are
called reapers, and the newly un-cauled wraith
an enfant. Reapers are expected to teach
enfants about wraith society, but reapers are
known to enslave enfants as well.

Wearing a caul as a new wraith character is
optional. You must provide your own mask.

MASKS
Many wraiths, no matter who they are or
what organization they belong to, wear
masks. Masks come from 3 sources; a reshaped
caul (cannot be mistaken for power or
shapeshifting masks), a fetish, or an item
made in the Realm. A mask can display guild,
legion, and other information.

THORNS
When a wraiths shadow takes control*
whether by catharsis or the wraith becoming a


55
specter, they gain access to an extra power or effect
called a thorn. The thorn is specific to the wraiths
shadow archetype, and can only be used while the
shadow is in control. Read the details of your
thorn under the Shadows section carefully to
determine how and when you may use it. Bonus
pool points gained upon entering catharsis can not
exceed your normal maximums.

Upon becoming a specter, your thorn will either be
permanent or change into some other power or
effect. See the section in parentheses after each
thorn.

Shadows
A shadow is a sliver of Oblivion that tries to break
the psyche down. You play your shadow when you
enter catharsis or become a specter, and you must
roleplay your chosen shadow archetype (but
remember that every shadow is unique):

ABUSER
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
abuse others: mindlessly lashing out, demanding
servitude, or methodically inflicting pain and
suffering.
Thorn: Gain +4 pathos upon entering catharsis.
(Specter: gains Horrid Reality power)

BETRAYER
The betrayer takes perverse pleasure in gaining
other peoples trust and then breaking that trust
at the worst possible moment. Maybe he likes the
powerful feeling it gives him. Maybe he just
thinks its funny. When the shadow is dominant*
betray the psyche's friends to their enemies. You
neither have nor need friends, and you will betray
anyone who thinks he is your ally.
Thorn: While in catharsis, you may lie as though
it were the truth when giving character
knowledge, regardless of any effects you are under.
Does not work on powers that determine
character state. (Specter: effect is permanent)

DEVOURER
This shadow is the hole inside you, a pit of
raw need dug by neglect and hate. Consume as
much Pathos as possible, from any source,
using any means within the rules to get it. If
you have Usury, you must attempt to absorb
other wraiths whenever possible.
Thorn: While in catharsis, you may continue
draining health after you have reached your
maximum health pool. Additional points
drained do not add to your health pool.
(Specter: effect is permanent)

DIRECTOR
This shadow plays the long game and
attempts to manipulate people like pieces on a
chessboard, ever seeking to fulfil a great plan,
which usually involves a descent into Oblivion
while doing great harm to everyone the psyche
ever loved. While in catharsis, do whatever is
necessary to further your shadows plans.
Thorn: Restore 2 willpower upon entering
catharsis. (Specter: +2 permanent willpower)

FREAK
The Freak knows all your secrets and gets a
perverse kick out of 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 host to indulge in many terrible
acts. Moreover, the Freak takes almost as
much pleasure in dredging up others perversity
and exposing it to the world.
Thorn: Gain +4 pathos upon entering
catharsis. (Specter: gains Induce Sin and
Induce Passion powers)

LUNATIC
This shadow is stark raving mad and totally
unpredictable. When in power it causes as
much chaos as possible. You can be intelligent,
conniving, and you can speak.


56
Thorn: Restore 2 willpower upon entering
catharsis. (Specter: gains Monsters power)

MARTYR
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 to force you to
embrace Oblivion, to complete the process of death.
When this Shadow is in power, it will
immediately place the host in the most dangerous
situation it can. It will also preach to other
wraiths about the futility of continued existence
and the need to sacrifice oneself for a higher goal.
Thorn: You may activate the Heros Stand power
for free at the moment you enter catharsis.
(Specter: gains Heros Stand power)

MONSTER
The monster is a foul and unknowable thing. You
cant begin to understand what it wants* or why.
It is mindlessly destructive, lashing out at
everything around it. While in catharsis, snarl,
growl out obscenities, and use any method within
the rules to attack anyone who comes near you.
Thorn: You may enter an attack frenzy for free
immediately upon entering catharsis. (Specter:
gains Frenzy Control power)

PARANOID
This shadow believes that everyone is out to kill
you. It will play upon your fears and always
ascribe the worst possible motivations to other
peoples actions. When in power he will run in fear
and trust no one. If he feels trapped, he will lash
out like a cornered animal and kill everyone who
threatens him. Its self-defense after all.
Thorn: You may use the Meld power at no cost
while in catharsis. (Specter: gains Meld power)

PARENT
Overprotective, loving and caring, this shadow
wants you to love only her* and if you dont listen,
shell make you feel guilty for not listening. She
knows your dirty thoughts and vile secrets, but she
still loves you (though no one else could ever love
such a monster). When in power, this shadow
often seeks to protect other wraiths and
instill guilt for the things theyve done. She
will also attempt to destroy any and all
relationships the psyche has.
Thorn: Gain +4 pathos upon entering
catharsis. (Specter: gains Entrancement
power)

RATIONALIST
This Shadow is the reasoning, thinking
persons Shadow. She calmly discusses your
situation with you, gently explaining why you
should do what she wants and offering totally
logical reasons for so doing. She never openly
confronts you. Instead, she riddles your mind
with doubts -- doubts that only she can
allay. When in power, this Shadow creates
conditions that prove her various postulates.
She also advises other wraiths* trying to
trick them into logical behavior.
Thorn: You may activate the Conditioning
power once for free immediately upon entering
catharsis. You must still have conversed with
the target for 60 seconds before doing this.
(Specter: gains Conditioning power)

THE LEGIONS
The Iron Legion, The Iron Legion is comprised
of the victims of Age.
The Skeletal Legion, claiming those taken by
Disease ad sickness.
The Grim Legion, claiming the victims of
Violence.
The Penitent Legion, claiming the victims of
Madness.
The Emerald Legion, for victims of
Happenstance.
The Silent Legion for victims of Despair.
The Legion of Paupers, comprised from victims
of Mystery and whoever the Beggar Lord can
get away with.
The Legion of Fate, consisting of those chosen
by Fate.



57
Core Arcanoi
ARGOS
1. Cloak
2. Resilience
3. Hasty Escape

CASTIGATE
1. Sense Shadow, Sense Taint
2. Shadow Coax, Disquiet
3. Sanctuary

EMBODY
1. Disembodied
2. Appear
3. Materialize

FATALISM
1. Sense Faction, Insight
2. Visions
3. Cloak Sight

FLUX
1. Move Object, Sense Item
2. Shatter, Wither
3. Ranged 4 (earth)

INHABIT
1. Sense Item, Withstand
2. Might
3. Dark Sword, Fabricate Armor

INTIMATION
1. Sense Desire
2. Induce Sin
3. Craving

KEENING
1. Sense Emotion
2. Passion
3. Conditioning, Ranged 2 (Sonic)



LIFEWEB
1. Fetter Creation, Sense Fetter
2. Fetter Consumption, Detect Fetter
3. Disable

MNEMOSYNIS
1. Forgetful Mind
2. Telepathy
3. Obedience

MOLIATE
1. Weaponry
2. Imitate
3. Tough Form, Powerful Form

OUTRAGE
1. Stonehand Punch
2. Move Object, Realm Grasp
3. Aggravated 1

PANDEMONIUM
1. Confusion
2. Body Wrack
3. Avoidance, Root

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






58
Dark Arcanoi
The following powers can only be used by specters
or wraiths 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 powers in
these trees are purchased at the same XP cost as
innate powers.

CONTAMINATE
Buying any power in this tree causes your
character to become permanently tainted while her
shadow is in control. She may be cleansed if her
shadow is not in control.
1. Taint, Sense Fetter
2. Rend the Lifeweb
3. Induce Catharsis


HIVE MIND
Buying any power in this tree causes your
character to become permanently tainted while her
shadow is in control. She may be cleansed if her
shadow is not in control.
1. Sense Shadow, Sense Taint
2. Telepathy
3. Subjugate

LARCENY
1. Fast Healing
2. Health Exchange, Expel Corpus
3. Toughness

MALEFICENCE
Buying any power in this tree causes your
character to become permanently tainted while her
shadow is in control. She may be cleansed if her
shadow is not in control.
1. Sense Taint, Scion of Evil
2. Tainted Entrancement
3. Secret Angst, Hidden Taint

TEMPEST WEAVING
1. Cloak
2. Meld
3. Form of Vapor




59


60









Merits

ADEPT
You may make an additional item with each of
your crafting skills at the best price you have
available to you.

AVERTED WEAKNESS
You do not suffer the weakness associated with
your subfaction. Gargoyles, Cappadocians and
Nosferatu cannot have this merit.

DOOMSLAYER, Dark Arcanoi tree
(Wraith only)
You may use the chosen dark arcanoi without being
in catharsis. At 10 angst, your maximum pathos
pool is increased by 2.

FOMORI (Human only)
You have been possessed by a bane spirit. Pick one
innate fomori tree; you receive the first power in
this tree at no cost. Additionally, you gain a
derangement. If you pick the Toad tree you must
also gain a mutation. While this merit is active,
you are permanently tainted. This merit does not
count against your total number of merits when
purchasing new ones.

GHOUL (Human only)
A human will automatically gain this merit if he
is given 2 points of blood from a vampire in the
same feeding. You gain Celerity, Fortitude, and
Potence as innate trees. You get one level in the
Potence tree. Your energy type becomes vitae.
Being given blood by a vampire will refill your
vitae pool. If you go through an entire event
without consuming at least two blood from a
vampire in the same feeding, this merit goes
dormant. To reactivate this merit you must
consume two points of blood from a vampire
in one feeding. While this merit is active, all
sorcery trees and gifts go dormant as well. You
may start the game with faction lore about
vampires at no cost. This merit does not count
against your total number of merits when
purchasing new ones.

HEALTHY
Your maximum health is increased by one.

HARDY
You may resist any one status attack each day
by stating Resist. This resistance refreshes at
sunrise.

HIDDEN AMARANTH (Vampire
only)
You always answer the Sense Amaranth power
with 0.

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 pence at
check-in each game. This merit may be
purchased multiple times.

KINFOLK (Human only)
Select a tribe from the Shifter section as your
sub-faction. You may not purchase gifts and
your energy type does not change. A new
character with this merit may begin play with
shifter faction lore at no additional cost, as
well as sub-faction lore for her tribe. At check-
in, you may switch this merit for Gifted
Kinfolk at no cost or put your name in for the
drawing to become a shifter. This merit does


61
not count against your total number of merits
when purchasing new ones.

KINFOLK, GIFTED (Human only)
This merit represents kinfolk who have been
rewarded with supernatural powers for service to
her tribe. Select a tribe from the shifter section as
your sub-faction. Your energy type becomes
gnosis. Select a level 1 gift from the Homid tree or
your tribe power tree. These are your two innate
trees. You may not purchase the Sorcerer merit. A
new character with this merit may begin play
with shifter faction lore at no additional cost, as
well as sub-faction lore for her tribe. If you
purchase this merit you may not purchase the
Sorcerer merit or ever become a shifter. This merit
does not count against your total number of
merits when purchasing new ones.

LOST SOUL (Shifter or Vampire only)
You have the option to become a wraith at the next
event after you die, even though your faction is
normally prohibited from doing so. You may not
have this merit at the same time as Mortwight.

MEDIUM (any non-Wraith)
You can hear characters in the Umbra speaking. You
cannot see them or target them with effects.

MISPLACED HEART <location>
(Vampire only)
After your embrace, your heart relocated to another
location in 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 staked only if the
stake is targeted at the chosen <location>.

MIX MORPH (Shifter only)
You may use claws without putting on a mask.

MOON TIES (Shifter only)
When the moon phase matches your Auspice during
an event, you gain Augment 1 for that event.

MORTWIGHT (Human, Shifter or
Vampire only)
Upon becoming dead you immediately become a
specter. You need to carry a wraith character
card with a set of starting character stats
that has been approved by check-in. Upon
your death, drop all items with in-game value
on the ground, immediately put on a white
headband, and begin play with your second
character sheet. Your specter persona may only
take dark arcanoi as innates, but you may
spend XP on this persona as normal during
check in. Just keep in mind that your reign of
terror is likely to be a short one. You may not
have this merit at the same time as Lost
Soul. A human with this merit may not later
become a wraith. Skills you purchase on your
living character sheet will be duplicated on
your Mortwight character sheet at no cost.

NIMBLE
You may resist any one damage attack each
day by stating Resist. This resistance
refreshes at sunrise.

ORACLE
Prerequisites: Theurge auspice, Dementation 1,
Fatalism 1, or Fortune Telling 3
You receive one prophecy at check-in; this is
cumulative with the Visions power.

PALE AURA
Your answer to the Sense Faction power is
human. For the purposes of Sense Energy you
are considered to have vitality as your energy
type.

SORCERER (Human only)
Select two power trees from the Sorcery
section as your innate trees. Your energy type
becomes essence. Select a level 1 innate power.
You may pay 3 pence at check-in to create a
focus. You may not purchase the Gifted Kinfolk
merit. This merit does not count against


62
total number of merits when purchasing new ones.

STRONG WILL
Mental powers last half of their normal duration
on you.

TAINTED SOUL
You are permanently tainted.

TASTE OF OBLIVION (Wraith only)
Whenever a character attempts to use Usury to
drain health or pathos from you, say "Taste of
Oblivion! Induce Catharsis!" Unless resisted, that
character then immediately goes into catharsis,
gaining angst as normal, but may then proceed
with draining. Specters are unaffected. This merit
is only active while you are tainted.

UMBRAL AFFINITY (Shifter only)
Stepping sideways when not at a Gaian node
takes you 30 seconds of meditation instead of 60.


Skills

ACADEMICS
You may read and write in English. Other human
languages do not require a skill to read and write
but you must actually be able to read and write in
them.

ALCHEMY (Requires Sorcery)
1. Create one of the following potions each game at
the novice price.
2. Create two of the following potions each game
at the novice price, or one at the master price.
3. Create two of the following potions each game,
both at the master price.

Item Novice
Price
Master Price
Golden Chain 3 pence 2 pence
Foxglove 2 pence 1 pence
Hemlock 1 pence 0 pence
Belladonna NA 5 pence
Love Potion 3 pence 2 pence
Spite Potion 3 pence 2 pence

You may spend 5 minutes roleplaying with an
appropriate prop to attach a tag to that prop
while in game. You must have at least two
tools of your trade in your possession to do
this. See Potions and Poisons (p. 12).

ARCHERY
You may use a bow or crossbow.

ARMORSMITH
1. Create one leather armor each game at the
novice price. You may repair leather by role-
playing with the armor prop and an armor
smithing tool for 60 seconds per point repaired.
2. Create two leather or chain/transitional
armors each game at the novice price, or one at
the master price. You may repair leather or
chain/transitional armor by roleplaying with
the armor prop and an armor smithing tool for
60 seconds per point repaired.
3. Create two of the following armors each
game, both at the master price. You may repair
any armor tags up to 6 points by role-playing
with the armor prop and an armor smithing
tool for 60 seconds per point repaired.

Item Novice
Price
Master
Price
Leather 5 pence 3 pence
Chain/Transitional 7 pence 5 pence
Breast Plate N/A 11 pence

You may spend 5 minutes roleplaying with an
appropriate prop to attach a tag to that prop
while in game. You must have at least two
tools of your trade in your possession to do
this.

BLACKSMITH
1. Create one of the following each game at the
novice price.
2. Create two of the following each game at
the novice price, or one at the master price.


63
3. Create two of the following each game, both at
the master price.

Item Novice
Price
Master
Price
Melee
Weapon
7 pence 5 pence
Bow or
crossbow
7 pence 5 pence
Shield 10
pence
8 pence
Silver
dagger

NA
10 shillings

You may spend 5 minutes roleplaying with an
appropriate prop to attach a tag to that prop
while in game. You must have at least two tools
of your trade in your possession to do this.

BRAWL
All characters may use a single brawl boffer (a 12
black boffer) to make attacks for no more than 1
damage.
1. You are no longer restricted to 1 damage with
your brawl boffers and you may hold two brawl
boffers at once.

ESCAPOLOGY
1. You may escape a room or bindings after 30
minutes even if you are watched.
2. You may escape a room or bindings after 10
minutes even if you are watched.
3. You may escape a room or bindings anytime
after 3 minutes even if you are watched.

FORTUNE TELLING
Roleplay a setting-appropriate fortune-telling
session with the target for 60 seconds and say
Fortune telling unresistable <effect>. The effect
you pick should match the outcome of the fortune-
telling roleplay. The number of times you can use
this skill in a day increases as you gains levels as
well as the different ways you can use it. You do
not have to pay an energy cost to use Fortune
Telling.
1. 1 use of fortune telling skill per day, Passion
2. 2 uses of fortune telling skill per day, Meditate
3. 3 uses of fortune telling skill per day, Despair

HERBALISM
1. Create one of the following potions each
game at the novice price.
2. Create two of the following potions each
game at the novice price, or one at the master
price.
3. Create two of the following potions each
game, both at the master price.

Item Novice
Price
Master
Price
Healing
Potion (4
health)
3 pence 2 pence
Antidote
(removes all
conditions)
2 pence 1 pence

You may spend 5 minutes roleplaying with an
appropriate prop to attach a tag to that prop
while in game. You must have at least two
tools of your trade in your possession to do
this.

HOLY WATER (Human only)
1. Create one Holy Water vial each game at the
novice price.
2. Create two Holy Water vials each game at
the novice price, or one at the master price.
3. Create two Holy Water vials each game,
both at the master price.

Item Novice
Price
Master
Price
Holy
water
2 pence 1 pence

Holy water may be delivered as a poison. It
has no effect on humans, but for non-humans
it causes an unresistable Body Wrack effect.

You may spend 5 minutes roleplaying with an
appropriate prop to attach a tag to that prop
while in game. You must have at least two
tools of your trade in your possession to do
this.



64
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.

LOCKSMITHING
1. Create one lock and one key at the novice price.
2. Create one lock and one key at the master price.
3. Create two locks at novice price or one at the
master price. Create as many keys as you would
like at the master price.

Item Novice
Price
Master
Price
Lock 1
shilling
10 pence
Key 2 pence 1 pence

You may spend 5 minutes roleplaying with an
appropriate prop to attach a tag to that prop
while in game. You must have at least two tools
of your trade in your possession to do this.

MEDICINE
Using this skill requires bandages or other
appropriate tools of the trade.
1 You may heal a target up to a total of 2 health
levels. To do this, roleplay tending their wounds
for 60 seconds while the target does nothing except
talk* and then say Medicine 2. If the targets
current health is below 2, it will rise to 2. You
may also inspect a target for 10 seconds and ask
Sense health? And the target answers with his
current health level per character state.
2 You may heal a target up to a total of 4 health
levels. To do this, roleplay tending their wounds
for 60 seconds while the target does nothing except
talk* and then say Medicine 4. If the targets
current health is below 4, it will rise to 4. You
may also touch a target and ask Sense
Incapacitated? or Sense dying? or Sense dead?
and the target answers yes or no per character
state.
3 You may heal a target up to a total of 6
health levels. To do this, roleplay tending their
wounds for 60 seconds while the target does
nothing except talk* and then say Medicine 6.
If the targets current health is below 6, it
will rise to 6. You may also touch a target
and ask Sense Condition? and the target
answers yes or no per character state.

MELEE
All characters may use a single melee weapon
to make attacks for no more than 1 damage.
1. You are no longer restricted to one damage
with melee weapons, and you may hold melee
weapons in both hands.

RITUALS
1. You may use level 1 rituals that you meet all
other requirements for. Create a sigil and
draw it on your character sheet. (See Sigils, p.
19) You are now familiar with ritualistic
symbols and sigils, and you may identify any
you have memorized. You may also identify
what type (blood/glyph/etc) a ritual is by
looking at it.
2. You may use level 2 rituals that you meet all
other requirements for.
3. You may use level 3 rituals that you meet all
other requirements for.



















65


66
Powers
AGGRAVATED 1 (Damage)
Cost: 1 Energy
Call: Agg 1
The caster may throw a packet for 1 aggravated
damage.

APPEAR (Self)
Cost: 1 Energy
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 the Umbra for free
at any time by stating Umbra. You will return
to the Umbra if you are struck by the Daze power
or if you become incapacitated or dying. While
using this power to remain in the Realm, you will
take aggravated damage from Fire and Blood
effects.

AVERT (Mental)
Cost: 1 Energy
Call: Avert
Caster holds out his hand with his palm facing the
target and says Avert. While the caster has her
hand raised and palm facing the target, the target
may not advance towards the caster unless the
caster is more than 10 feet away from the target.
Only one target may be averted at any time. This
power ends immediately if the caster lowers his
hand.

AVOIDANCE (Self)
Cost: Energy equal to the <number> of the damage
attack call.
Call: Resist
You may resist a single damage attack and any
Meta calls associated with it.



BALEFIRE (Damage)
Cost: 2 Energy
Call: Tainted Agg 4
The caster may make a single packet attack
that deals 4 aggravated damage and taints a
target.

BEAST MIND (Mental)
Cost: 1 Energy
Call: Beast Mind and predator or prey
The target must roleplay as an animal that is
either a predator or prey based on the signature
call used. While under the effect of this mental,
the target may not use language, whether
verbal, written, or telepathic.

BLACK ICHOR (Other)
Cost: None
Call: None
You receive one Vitae Poison tag at each check-
in.

BODY WRACK (Status)
Cost: 1 energy
Call: Body wrack
The target may only move at a slow walk and
must scream out in pain. The target may not
make any attack that is not delivered by a
boffer. Umbrabound creatures in the umbra
may use this power across the Gauntlet by
saying Breach before the sig call.

BRITTLE BONES (Status)
Cost: 5 energy
Call: Brittle Bones
Any damage the target takes is aggravated
damage.






67
BRUTAL STRIKE (Damage <Meta>)
Cost: Energy equal to the <number> of the damage
attack call.
Call: Brutal <damage call>
The caster may add the Brutal Meta onto a single
damage call made with a boffer weapon. Brutal
attacks are considered successful and cause damage
even if blocked.

CLAWED FORM (Mask)
Cost: None
Call: None
You may put on a mask determined by the power
source. Additionally, without paying energy you
may use claw boffers.

CLEANSE (Touch)
Cost: 3 energy
Call: Cleanse Taint
The target is immediately cleansed of taint if he
can be cleansed.

CLOAK (Self)
Cost: 1 energy
Call: Cloak
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. This power will end if you speak,
interact with any object or person, make an
attack, or no longer have a splayed hand in front of
your face.

CLOAK GATHERING (Touch)
Cost: 1 energy
Call: Cloak Gathering
The caster may use the Cloak power. Additionally,
while using the Cloak power, the caster may hide a
target person or item by touching them. The
target becomes cloaked as per the Cloak power.
This power ends immediately if the caster and
target are no longer touching or if the caster is no
longer cloaked.


CLOAK SIGHT (Passive)
Cost: None
Call: Cloak Sight
You may see and attack characters that are
cloaked. The signature call should be made once
before attacking a cloaked target.

COGNIZANCE (Passive)
Cost: None
Call: No Effect
A character with this power is immune to the
Dreamshape and Daze powers.

CONDITIONING (Other <Meta>)
Cost: 4 energy
Call: Conditioning <Mental Power Call>
At the end of a conversation with a target
lasting at least 60 seconds, you may add the
Conditioning Meta call onto any mental
attack that does not use the Mass Meta call.
Powers with the conditioning Meta call cant
be resisted or broken with willpower.

CONFUSION (Mental)
Cost: 1 Energy
Call: Confusion
The target has no memory of personal identity.
The target may still attack and defend
themselves as normal. When the effect ends, all
events that took place while under this power
are removed from the targets character
knowledge. Umbrabound creatures in the
umbra may use this power across the Gauntlet
by saying Breach before the sig call.

CONTROL BODY (Mental)
Cost: 1 Energy
Call: Breach Control Body <command>
The caster may use this power from the Umbra
on a target in the Realm. The target must
attempt to perform the stated command. You
may use the following commands: Sit*
Stay* Grovel* Babble or Walk




68

CONTROL VOICE (Touch)
Cost: 1 Energy
Call: Breach Control Voice
The caster may use this power from the Umbra on
a target in the Realm. For as long as the caster is
touching the target, anything the caster whispers
to the target must be spoken aloud by the target.

CORRUPTED POWERS (Passive)
Cost: None
Call: None
A character with this power may teach any gift or
power tree they know, but it will be learned as a
Corrupted Power.

CRAVING (Touch <Condition>)
Cost: 1 Energy
Call: Craving <single word>
After speaking with the target for one minute the
caster may activate this power. The word
mentioned becomes the targets primary desire.

DARK SWORD (Damage <type>)
Cost: 1 energy
Call: Dark <damage number>
You may add the Dark <type> onto a single
damage call. This may only be used with weapons.

DAZE (Mental)
Cost: 1 Energy
Call: Daze
The target closes his eyes and slumps his head and
may not do anything else. When the mental effect
ends the target doesnt have any memory of what
happened during the time he was under. This
power ends if the target is attacked. While under
the effect of the this power the target may be
targeted by other powers as if he were asleep and
may not use willpower to resist Dreamshape.
Umbrabound creatures in the Umbra may use this
power across the Gauntlet by saying Breach
before the sig call.


DECAY (Damage)
Cost: 1 Energy
Call: Decay* Agg 1
The caster touches a target with her hand.
Every 10 seconds, the caster causes one
aggravated damage to the target. Say Agg
1. Each point of damage counts as a separate
attack. A character who is dying or dead that
suffers damage in this way immediately
becomes dead and turns to ash (goes out of
game). This power ends immediately if the
caster is no longer touching the target or
moves her feet.

DERANGE (Mental)
Cost: 1 Energy
Call: Derange <derangement>
While under the effect of this power, the target
must roleplay as if he has the stated
derangement. The derangement selected must
be one that is present on the casters character
sheet.

DESPAIR (Touch, <Condition>)
Cost: 1 Energy
Call: Despair* do not regain willpower
While under the effect of this condition you do
not regain willpower at sunrise.

DETECT FETTER (Touch)
Cost: 1 Energy
Call: Detect Fetter or Detect Fetter <item>
The target, if a wraith, must OOG describe
one of her fetters and state where she saw it
last. If an <item> is stated, she must respond
with regards to the fetter that best matches
that item.

DISABLE (Status)
Cost: 2 energy
Call: Disable
For the duration of this power, the target may
not expend energy for any reason.



69

DISARM (Damage <Meta>)
Cost: 1 energy
Call: Disarm <damage call>
The caster may activate this power to add the
Disarm Meta call onto a boffer attack. If not
resisted, the target must drop any weapon used to
block the attack.

DISEMBODIED (Self)
Cost: None
Call: Vocalize <statement>
The caster may use this power to speak across the
Gauntlet at any volume. He may also touch a
target in the Realm and have her feel it. If
necessary* cross your fingers and say you feel this.

DISQUIET (Mental)
Cost: 1 energy
Call: Disquiet
This power will immediately end frenzy in the
target, regardless of the immunity to mentals
that is normally granted by frenzy. Additionally,
a target will not be able to frenzy for the duration
of this power.

DREAMSHAPE (Touch <condition>)
Cost: 1 energy
Call: Dreamshape <dream> <action> <non-plural
noun>
This power may be used on a target that is
incapacitated, asleep, or under the Daze effect to
give them a dream. The caster places two fingers
to the targets temple and describes a short dream.
Or if the target is asleep, the caster leaves a 3x5
card with the <dream> <action> <noun> written
down. When the target awakes, he immediately
carries out the action to the best of his ability as
directed in the call. The power ends once the action
has been performed one time. The target may
attack and defend himself as normal. This power
may not be used to cause a target to harm himself.
Umbrabound creatures in the umbra may use this
power across the Gauntlet by saying Breach
before the sig call.

ENDURE (Self)
Cost: Passive
Call: None
You have become more resistant to forces that
would normally burn you. You will only take
damage once per minute from exposure damage
instead of every 10 seconds.

ENTRANCEMENT (Mental)
Cost: 1 Energy
Call: Entrancement
The target is oathed to the caster for the
duration of the power. This power will end if
the caster makes any attacks against the
target. The target of this power may spend
willpower to break from the effect even though
they are under an oath.

EXORCISM (Mental)
Cost: 2 Energy
Call: Mass Exorcism
While in the Realm, the caster may activate
this power to cause all targets in the umbra to
end any possession they currently have active
and move at least ten feet away from the
caster and stay at least that far away. While
under the effects of this power, the target(s)
may not attack the caster.

EXPEL CORPUS (Self)
Cost: None
Call: Expel Corpus
The caster loses one health. This power may
not be used to reduce the casters health below
1. Typically this power is used when preparing
for an absorption.

FABRICATE ARMOR (Other)
Cost: 1 Energy
Call: Fabricate Armor
The caster spends one minute roleplaying
building invisible armor on the target. The
target then receives 4 additional armor points
that do not require a phys-rep. These armor
points are the first to be used when the target


70
is struck for damage. A character may only have
one fabricated suit of armor at any time. If the
power is used again when the armor has taken
damage but has not been destroyed it will only
refill to a maximum of 4 armor. The caster may
target himself with this power.

FAST HEALING (Passive)
Cost: None
Call: None
This power increases the casters Regeneration rate
by 1. If he does not have regeneration from his
faction he will gain Regeneration 1.

FETTER CONSUMPTION (Touch)
Cost: 1 Energy
Call: Fetter Consumption
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 and saying Fetter
Consumption* give me your fetter tag. The caster
should OOG inform the owner of the fetter of its
destruction as soon as possible. Tags from
destroyed fetters may be exchanged for blank fetter
tags at check in.

FETTER CREATION (Touch)
Cost: 1 Energy
Call: Fetter Creation
The caster may turn an item at least 3 inches in
length into a fetter for any wraith (including
himself), by holding the item or holding his hand
over it for 10 seconds* and saying Fetter Creation.
Afterwards, the caster fills out a fetter tag and
attaches it to the item. If making a
Fetter for another wraith, the caster must hold her
hand along with the item. The caster will receive
one blank fetter tag at every check in.

FIRE 2 (Damage)
Cost: 1 Energy
Call: Fire 2
The caster may throw a packet for 2 fire damage.



FIRE 4 (Damage)
Cost: 2 Energy
Call: Fire 4
The caster may throw a packet for 4 fire
damage.

FIRE SWORD (Damage <type>)
Cost: 1 energy
Call: Fire <damage number>
You may add the Fire <type> onto a single
damage call. This may only be used with melee
weapons.

FORGETFUL MIND (Touch)
Cost: 1 Energy
Call: Forgetful Mind
The target loses the last 10 minutes of
character knowledge and can never recover
those memories.

FORM OF VAPOR (Mask)
Cost: None
Call: Form of Vapor
The caster puts on a silver or black full-face
mask. While this power is active, he may
resist damage for 1 energy and is immune to
both status attacks and draining. He may not
make any damage or status attacks, counted
touch actions, or block with boffers. This
power may not be activated within 10 seconds
of making an attack.

FRENZY (Touch)
Cost: 1 Energy
Call: Frenzy
The target enters an attack frenzy without
losing virtue (see attack frenzy page p##).

FRENZY CONTROL (Self)
Cost: 1 energy
Call: No Effect to Frenzy* otherwise none.
A character may activate this power to enter
frenzy without losing virtue. Additionally, she
is always immune to frenzy from other
sources.


71


GAUNTLET WALK (Self)
Cost: 1 Energy
Call: Umbra or Realm states your destination.
The caster may spend 1 energy to immediately
travel from the Realm to the Umbra or the Umbra
to the Realm. This power cannot be used within
ten seconds of making an attack

HALLUCINATION (Mental)
Cost: 1 energy
Call: Hallucination <description>
The target has a hallucination that fits with the
description in some way. The <description> is
limited to three words.

HASTY ESCAPE (Self)
Cost: None
Call: Hasty Escape
The caster crosses his arms over his chest. He
must immediately leave the area as quickly as
possible, traveling at least 30 feet, and may not
return while the power is active. He may not
voluntarily end the power until he has left the area
and may not make any attacks while under the
effects of this power. While this power is active,
the caster may resist damage and status attacks
for 1 energy and is immune to draining.

HEALING TOUCH (Touch)
Cost: 1 energy
Call: Healing 4
The target immediately gains 4 health, not to
exceed his maximum health.

HEALTH EXCHANGE (Counted
Touch)
Cost: None
Call: Tapping 1* Tapping 2* Tapping 3
Touch a target in the same realm as you and
attempt an initiation count. If successful, you
may give health from your health pool* Giving
health 1* giving health 2* etc.* or you may take
health from the target into your health pool,
Health drain 1* health drain 2* etc. You may
not take health in excess of your maximum
health, nor may you give health to a target in
excess of the targets maximum health. Users
of this power do not gain any beneficial
conversion ratios when draining from targets
such as shifters or fae.

HELLBORN INVESTITURE
(Passive)
Cost: None
Call: None
Fire is no longer a source of aggravated
damage.

HEROS STAND (Self)
Cost: None
Call: Heros Stand
The caster plants one foot in place. For 10
minutes, he is immune to damage attacks and
may resist status attacks for 1 energy. Once
the 10 minutes is over, or if the caster lifts his
foot for any reason, he will immediately drop
to 0 health.

HIDDEN TAINT (Passive)
Cost: None
Call: None
A character with this power will answer No
to any use of Sense Taint power on them. He
may also pass through a Ward Against the
Wyrm. If he has the Tainted power, he may
choose not to use the <Taint> m\Meta call.

HIDE OF THE WYRM (Passive)
Cost: None
Call: None
Your maximum health is increased by 2.

HORRID REALITY (Mental)
Cost: 1 Energy
Call: Horrid Reality <description>
The target must roleplay as if she is dying in
the way described. The <description> is


72
limited to three words. For the duration of this
power, the target may not attack.

HYPNOTISM (Mental)
Cost: None
Call: Hypnotism
After spending at least 60 uninterrupted seconds
conversing with a target, you may activate this
power. The target will enter a trance in which she
will do nothing other than truthfully answer all
questions asked by the caster per character
knowledge. This power ends if the caster looks
away from the target, moves out of mental range,
activates any other power, or if the caster or
target is attacked. All events that take place while
under the effects of this power are removed from
character knowledge.

IMITATE (Mask)
Cost: 1 Energy
Call: Imitate
After the caster spends 10 seconds molding the face
of a target, the target must put on or remove any
mask of the casters choosing. The target is free to
remove the mask after 10 minutes. The caster may
be the target of this power. This power may also
be used to add or remove prosthetics and makeup to
a willing target, but may not be used to remove
makeup requirements.

INDUCE CATHARSIS (Touch)
Cost: 1 Energy
Call: Induce Catharsis
If a wraith target fails to resist this power, she is
forced into catharsis. Angst is gained as normal.

INDUCE SIN (Mental)
Cost: 1 Energy
Call: Induce <sin>
The target becomes obsessed with one of the 7
deadly sins and begins to act upon it. Options are:
Envy, Greed, Gluttony, Lust, Pride, Sloth, and
Wrath. Umbrabound creatures in the umbra may
use this power across the Gauntlet by saying
Breach before the sig call.




INSIGHT (Touch)
Cost: 1 Energy
Call: Insight <question>
The caster touches a target that is dying. The
target must answer any questions the caster
asks truthfully per character knowledge. Both
the questions and answers are spoken IG. This
power ends when the target becomes dead or
when the caster is no longer touching the
target. Umbrabound creatures in the umbra
may use this power across the Gauntlet by
saying Breach before the sig call.

LEECH OF FEAR (Passive)
Cost: None
Call: None
Each time you use the Dreamshape power on a
target, your maximum energy is increased by
one for the remainder of the event. This bonus
can only be received once per target per event.

LIGHT SWORD (Damage <type>)
Cost: 1 energy
Call: Light <damage number>
You may add the Light <type> onto a single
damage call. This may only be used with melee
weapons.

MAJESTY (Mental)
Cost: 2 Energy
Call: Mass Majesty
All targets are oathed to the caster for the
duration of the power. This power will end for
an individual target if she witnesses the
caster making a damage or status attack. The
target of this power may spend willpower to
break from the effect even though they are
under an oath.






73


MASK OF A THOUSAND FACES
(Mask)
Cost: None
Call: None
The caster may put on any type of mask they
desire. Additionally as a passive effect, a character
with this power may disregard any makeup
requirements of his sub-faction. A character with
this power may also adopt a new identity without
a full face covering.

MATERIALIZE (Self)
Cost: 1 Willpower
Call: None
The caster touches a fetter belonging to her and
spends 1 willpower to enter the Realm with full
use of her powers for 1 hour. The 1-hour timer will
reset every time the caster touches a fetter
belonging to her, and no additional expenditure of
willpower is necessary. She may return to the
Umbra for free at any time. Wraiths may not use
this power to sleep in the Realm and will return to
the Umbra if they become incapacitated or dying.
While using this power to remain in the Realm,
you will take aggravated damage from damage
calls of Fire and Blood.

MEDITATE (Touch)
Cost: 1 Energy
Call: Meditate
If the target roleplays meditation for 60 seconds
without walking, speaking, attacking or being
attacked, the target may resist the next mental
power used against them (and only the next
mental power used against them) without
spending willpower. If they choose not to resist the
mental, this power is still expended.

MELD (Self)
Cost: 3 Energy
Call: Meld
After spending 1 minute totally still you may
activate this power to go out of game for a
minimum of 4 hours. You are expected to sleep
in an OOG area while this power is in effect,
but you may also play NPCs. To return to
game you must go back to the spot you used
the power and state Meld to come back into
game.

MIGHT (Passive)
Cost: None
Call: None
You gain Augment 1. Different sources of
Augment stack with one another.

MIMIC (Touch)
Cost: 3 energy
Call: Mimic <power>
The caster counts as having the chosen power
on her character sheet for the next 10 minutes,
provided the target has it listed on his
character card as a gift and it is not a corrupt
power. If the target does not have the power
listed on his character sheet as a gift, he states
no effect. Only one power may be mimicked
at a time. If this power is resisted, the caster
believes the target does not have the power
mentioned.

MONSTERS (Mental)
Cost: 1 Energy
Call: say Monsters
The target believes that every character he sees
is a horrible monster out to kill him.

MOVE OBJECT (Other)
Cost: None
Call: None
The caster may touch an object of any size in
the Realm and move it for as long as he
wishes, as long as the object constantly
touches something else in the Realm. The
caster may not use objects to cause damage,
but he can fling them (be safe) or use them to
touch or bump into a person.




74
OBEDIENCE (Mental)
Cost: 1 Energy
Call: Obedience <action> or Obedience <action>
<person, place, or thing> (action or target spoken
IG). The target immediately carries out the
action to the best of her ability as directed in the
call. The power ends immediately once the action
has been performed one time. The target may
attack and defend herself as normal, unless
prohibited by the command. This power may not
be used to cause a target to harm herself.

Obedience: Jump will end after the target jumps
once.
Obedience: Go to Durham. Will end after 10
minutes or when the target reaches Durham,
whichever happens first.
Obedience: Kill that guy over there with the blue
headscarf is also valid.

PARALYZE (Status)
Cost: 1 Energy
Call: Paralyze
The target is held in total paralysis, unable to
speak or do anything else other than use
regeneration. This power ends immediately if the
target is attacked or damaged.

PASSION (Mental)
Cost: 1 Energy
Call: Passion <emotion> or Passion <emotion>
for <person or object>
The target feels the stated emotion. If a person or
object is used, the target feels the emotion towards
the stated person or object. Umbrabound creatures
in the umbra may use this power across the
Gauntlet by saying Breach before the sig call.

PATHOS EXCHANGE (Counted
Touch)
Cost: None
Call: Tapping 1* Tapping 2* Tapping 3
Touch a target in the same realm with you and
attempt an initiation count. If successful, you
may give pathos* Giving pathos 1* giving pathos
2* etc.* or you may take pathos* Pathos drain
1* pathos drain 2* etc. Targets that are not
wraiths are immune to this power and state
no effect. You may not take pathos in excess
of your maximum pool, nor may you give
pathos to a target in excess of the targets
maximum pool.

PATHOS INVESTMENT (Other)
Cost: None
Call: None
You gain two Bottled Pathos tags at check in.

PENCE FROM HEAVEN (Other)
Cost: None
Call: None
You get 3 additional pence at check in.

POISON IMMUNITY (Passive)
Cost: None
Call: No Effect
A character with this power is immune to
poisons as well as the Venom power.

POSSESSION (Mental)
Cost: 2 Energy
Call: Breach Possession
While in the umbra, after roleplaying as if he
is puppeting the target for 10 seconds, the
caster places his hand on the targets shoulder
and may activate this power. The target may
thenceforth only perform actions that the
caster commands of her. The target may not
activate any powers but retains the use of any
passive powers. The caster may direct the
target to use the casters powers by the caster
expending the appropriate cost. While
possessing a target the caster is visible to
those who can see in the Umbra, but the two
players are considered to be one character. Both
players should attempt to maintain hand-to-
shoulder contact. Damage and status attacks
must strike the target not the caster, and
mental effects are taken by the caster. This
power ends if the caster or target becomes


75
incapacitated or if the caster moves out of mental
range of the target.

POWERFUL FORM (Mask)
Cost: None
Call: None
You may put on a mask as described by this
powers source. While wearing any power mask*
you gain Augment 1.

RANGED 2 <type> (Damage)
Cost: None
Call: <type> 2
The caster may throw a packet for 2 points of,
type> damage, where <type> is indicated by the
specific power.

RANGED 4 <type> (Damage)
Cost: 1 energy
Call: <type> 4
The caster may throw a packet for 4 points of
<type> damage, where <type> is indicated by the
specific power.

RAZOR CLAWS (Self)
Cost: 1 Energy
Call: None
Gain Augment 1 for a single swing made with
natural weapons.

READ MAGIC (Passive)
Cost: None
Call: None
A character with this power may read the rules
portion of any ritual scroll or tag and take the
information in game.

REALM GRASP (Self)
Cost: 1 Energy
Call: Breach
The caster may use this power to pick up an object
in the Realm or open an unlocked door while he is
in the Umbra.

RELEASE SPIRIT (Touch)
Cost: None
Call: Release Spirit
After 10 seconds of honoring a spirit, you may
activate this power and the spirit will
immediately become dead and dissipate (go out
of game). The caster then gains 1 willpower,
up to her maximum willpower.

REND THE LIFEWEB (Other)
Cost: 1 Energy
Call: Rend the Lifeweb
The caster attaches a green Tainted Fetter
tag on a fetter prop next to its fetter tag.
Every time the owner of the fetter sees the
green tag, she becomes tainted. This effect is
permanent until the fetter is destroyed. The
caster may not use this power on a character
that is a fetter.

RESILIENCE (Self)
Cost: 2 energy
Call: Resist
This power allows the caster to resist a single
status attack. When this power is activated
the caster takes the effect of Wither (p. 80)
instead.

RESIST GAUNTLET (Self)
Cost: 2 energy
Call: Resist
This power allows the caster to resist a single
attack with the Breach Meta call.

RESIST TAINT (Self)
Cost: 1 Energy
Call: Resist Taint
The caster may use this power any time they
would become tainted or poisoned to prevent
that effect.







76
REVIVE (Touch)
Cost: 1 willpower
Call: Revive
After the caster spends 1 minute meditating while
touching a character, he may activate this power.
A dying target will have her maximum health
returned to 1 and be healed a single health level,
restoring her to a living state. A target that is
not dying will still be healed 1 point of aggravated
damage and gain one health level.

ROOT (Status)
Cost: 1 energy
Call: Root
The targets feet are stuck in place. He is unable to
move either foot. This power ends immediately if
the target takes damage from any source.
Umbrabound creatures in the umbra may use this
power across the Gauntlet by saying Breach
before the sig call.

SANCTUARY (Mental)
Cost: 1 energy
Call: Mass Sanctuary
All tainted targets may not advance towards the
caster unless the caster is more than 10 feet away
from the target. This power has no effect on
targets that are not tainted.

SCION OF EVIL (Passive)
Cost: None
Call: No Effect to Sanctuary
You are immune to the Sanctuary power and you
may spend willpower to break from the Subjugate
power even if permanently tainted.

SENSE AMARANTH (Sensory)
Cost: None
Call: Sense Amaranth
This power may be activated after staring at a
target for 10 seconds. The target must state
OOG the number of times he has devoured. Non-
vampires respond Zero.


SECRET ANGST (Self)
Cost: None
Call: None
Any time the owner of this power is targeted
by an effect that would reveal his angst score,
he is aware of the power use and the identity
of the caster. He may choose to answer with
any angst score between 1 and 10. He may also
pass through a Ward Against Oblivion,
regardless of his angst rating.

SENSE CONFIDENCE (Sensory)
Cost: 1 energy
Call: Sense Confidence
This power may be activated after staring
intently at a target for 10 seconds. The target
must state his current willpower rating.

SENSE DEMON (Sensory)
Cost: None
Call: Sense Demon
This power may be activated after staring
intently at a target for 10 seconds. The target
must state his demon vice out of game.
Targets that are not demons respond No
Effect.

SENSE DESIRE (Sensory)
Cost: None
Call: Sense Desire
This power may be activated after asking any
in-game question and receiving a response
from the target. The target must state OOG
his characters greatest current desire and offer
enough clarification that the caster
understands the desire itself, though not
necessarily the rationale behind it.

SENSE EMOTION (Sensory)
Cost: None
Call: Sense Emotion
This power may be activated after staring at
a target for 10 seconds. The target must state
OOG his characters greatest current
emotional state and offer enough clarification


77
that the caster understands the emotion itself,
though not necessarily the rationale behind it.

SENSE ENERGY (Sensory)
Cost: None
Call: Sense Energy <casters energy type>
This power may be activated after touching a
target for 10 seconds. The target must state OOG
if his energy type matches the mentioned energy
type.

SENSE FACTION (Sensory)
Cost: None
Call: Sense Faction
This power may be activated after staring
intently at a target for 10 seconds. The target
must state OOG her faction.

SENSE FETTER (Sensory)
Cost: None
Call: Sense Fetter
This power may be activated after staring
intently at a target for 10 seconds. Target must
state Yes OOG if she is carrying fetters or if she
is a fetter herself. If the target is a fetter, she must
also state OOG the name of the character she is a
fetter for. Additionally, the caster may always read
fetter item tags and tainted fetter tags. This does
not grant the caster an ability to read any other
kind of item tags.

SENSE GENERATION (Sensory)
Cost: 1 Energy
Call: Sense Generation
This power may be used immediately after
draining a vampire. The target must state his
generation. Targets that are not vampires are
immune to this power and state no effect.

SENSE HEALTH (Sensory)
Cost: None
Call: Sense Health
This power may be activated after staring
intently at a target for 10 seconds. The target
must state OOG her current health levels.

SENSE ITEM (Sensory)
Cost: None
Call: Sense Item
This power may be activated after staring
intently at a target for 10 seconds. The target
must state Yes OOG if he is carrying any
magical items, including fetters. This power
allows you to read any item tag and take the
information IG.

SENSE MAXIMUM HEALTH
(Sensory)
Cost: 1 energy
Call: Sense Maximum Health
This power may be activated after staring
intently at a target for 10 seconds. The target
must state OOG his current maximum health
rating.

SENSE MENTAL (Sensory)
Cost: None
Call: Sense Mental
This power may be activated after staring
intently at a target for 10 seconds. The target
must state OOG if she is currently affected by
a mental power.

SENSE OATH (Sensory)
Cost: None
Call: Sense Oath
This power may be activated after draining
health from a target. The target must state
Yes OOG if she is currently under the effects
of a blood oath.

SENSE SHADOW (Sensory)
Cost: None
Call: Sense Shadow Archetype or Sense
Angst
This power may be activated after touching
the target for 10 seconds. The target must
either state OOG his shadow archetype or his
current angst rating. Targets without a
shadow respond No Effect.


78

SENSE SPIRIT (Sensory)
Cost: None
Call: Sense Spirit
This power may be activated after staring
intently at a target for 10 seconds. The target
must state OOG her spirit power level. Targets
that are not spirits respond No Effect.

SENSE TAINT (Sensory)
Cost: None
Call: Sense Taint
This power may be activated after touching or
sniffing a target for 10 seconds. The target must
answer if she is currently tainted. Additionally,
you may determine whether an item or node is
tainted or not by reading the item tag. This does
not grant you the ability to gain any other IG
knowledge from the item tag.

SERENITY (Touch)
Cost: 1 Energy
Call: Serenity
The target will immediately end all frenzy, status,
mental, and condition effects.

SHADOW COAX (Touch)
Cost: 1 Energy
Call: Shadow Coax
A wraith targeted by this power will be forced to
play his shadow for as long as you continue
touching him. The caster may end this effect by
removing her hand from the target. This power
does not induce catharsis, and this does not
increase a wraiths angst. If used on a specter, the
psyche is brought forth instead.

SHATTER (Other)
Cost: 1 Energy
Call: Shatter
This power may be used after the caster roleplays
breaking the item for 10 seconds while touching it
with both hands. The caster should remove and
destroy the tag from the item. This power may
also be used to break free from being bound.
Wraiths with Flux may use this power across
the gauntlet by adding the Breach Meta call.

SILENCE (Status)
Cost: 1 Energy
Call: Silence
The target may not speak and may only make
soft mumbling sounds.

SILVER ARMOR (Passive)
Cost: None
Call: None
Silver is no longer a source of aggravated
damage.

SILVER CLAWS (Damage <type>)
Cost: 1 energy
Call: Silver <damage number>
You may add the Silver <type> onto a single
natural weapon attack.

SMELL FEAR (Passive)
Cost: None
Call: None
A character with this power will know IG
when the Sense Taint power is used on him.

SNARL (Mental)
Cost: 1 Energy
Call: Snarl
The target must stay where he is and roleplay
deference towards the caster. The target is not
permitted to attack the caster while this
power is in effect. This power ends
immediately if the caster moves out of mental
range of the target or if the target of the
power is attacked. You can only have one
target snarled at a time.

SONG OF RAGE (Mental)
Cost: 1 Energy
Call: Song of Rage
After the caster shouts out a war cry, he may
activate this power. While under the effects of
this power, the target may choose to frenzy


79
without losing virtue. While in frenzy provoked
from this power, the target gains Augment 1.

STONEHAND PUNCH (Damage)
Cost: 1 Energy
Call: Breach 1
The caster may make a single attack with a brawl
boffer for 1 damage with the Breach Meta call.

SUBJUGATE (Mental)
Cost: 1 Energy
Call: Subjugate
A target that is tainted must follow all
commands given by the caster to the best of his
ability. A character that is permanently tainted
may not use willpower to break this effect. Targets
that are not tainted are immune and state no
effect.

TAINT (Passive)
Cost: None
Call: Tainted
You must add the tainted <Meta> call to all
attacks.

TAUNT (Mental)
Cost: 1 Energy
Call: Taunt
After insulting the target, activate this power.
For the duration of the power, the target must
attempt to attack the caster to the best of her
ability, provided she can see where the caster is.
This power ends if the caster falls to the ground.

TELEPATHY (Other)
Cost: None
Call: Telepathy
The caster holds two fingers to his temple and
indicates a target per mental attack rules. If the
target wishes to respond she may hold two fingers
to her temple. The caster and target must speak in
a whisper, but their words can only be heard by
each other. As long as the target remains within
ten feet and both parties have their fingers against
their temples, the power remains in effect. Making
an attack will end this power. Additionally,
anyone with telepathy may hear the
conversations of people with two fingers held
to their temple.

TENTACLES (Self)
Cost: 1 energy
Call: None
You may activate this power to use tentacle
natural weapons.

TERROR (Mental)
Cost: 1 energy
Call: Terror
The target must make all possible attempts to
break line of sight with the caster.

TOTEMIC FORM (Mask)
Cost: None
Call: None
You may put on a mask that represents your
patron. While wearing any power mask you
gain Augment 1.

TOUGH FORM (Mask)
Cost: None
Call: Resist
You may put on a mask determined by this
powers source. While wearing any power mask
you may resist status attacks for 1 energy.

TOUGHNESS (Passive)
Cost: None
Call: None
Your maximum health is increased by 4.

TRUE FORM (Mental)
Cost: 1 Energy
Call: True Form
The target must remove any mask she is
currently wearing that was granted by a
power and cease using the Cloak power. For
the duration of this power, the target may not
wear any mask or use the Cloak power.




80
UMBRA DRAIN (Counted Touch)
Cost: None
Call: Breach* tapping one* tapping two* tapping
three
From the realm you may initiate draining against
a target in the Umbra per your factions rules.

UMBRA SIGHT (Passive)
Cost: None
Call: None
You can perceive characters who are in the Umbra
(white headband) while you are in the Realm. You
must also have Cloak Sight to see a cloaked
character that is in the Umbra.

UMBRA STRIKE (Self)
Cost: 1 energy
Call: Breach <attack call>
While in the Realm, you may make a damage,
status, or mental attack on a target in the Umbra
by adding the Breach Meta call.

VENGEANCE OF SAMIEL (Passive)
Cost: None
Call: None
You gain Augment 1. Different sources of Augment
stack with one another.

VENOM (Status)
Cost: 1 energy
Call: Venom
The target must roleplay being ill and may not
make any attacks.

VISIONS (Other)
Cost: None
Call: None
You receive a prophecy at check-in. This power is
cumulative with the Oracle merit.

WEAPONRY (Other)
Cost: 1 Energy
Call: Weaponry
Spend 10 seconds reshaping a targets limbs into
claws or tentacles and placing an appropriate
boffer into the targets hands. The recipient of
this power may use each claw or tentacle boffer
until she releases the boffer from her hand. The
caster may be the target of this power.

WITHER (Status)
Cost: None
Call: Wither
The target's maximum damage with boffer
attacks is reduced by one. A targets attack
damage cannot be reduced below one with this
power. Umbrabound creatures in the umbra
may use this power across the Gauntlet by
saying Breach before the sig call.

WITHSTAND (Self)
Cost: 1 energy
Call: Withstand
Activate this power to remove the <type> from
a damage attack that strikes the caster, or
from exposure damage. You must be conscious
and able to use self powers to use this power.
This power does not work against aggravated
damage from draining.

WOADLING (Touch)
Cost: 1 Energy
Call: Woadling
The caster must paint a Gaian symbol on the
target. The target may resist the next status
attack that hits her. Each use of this power
requires a new symbol to be drawn.

WOUNDING LIES (Mental)
Cost: 1 Energy
Call: Wounding Lies
Each time the target makes an untruthful
statement per character knowledge, he suffers
one aggravated damage that cannot be
resisted or soaked by armor. The target must
cry out in pain if he takes damage from this
power.





81
ST Powers
Shunt - (Touch)
Cost: 1 energy
Call: Breach Shunt
The target immediately falls from the Realm into
the Umbra or from the Umbra into the Realm. The
caster of this power must be able to provide a
white headband if the target does not have one for
the power to be successful.

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