Thursday, November 10, 2011

Monte Cook's World of Darkness - M&M 3e Style

Here's my attempt at converting Monty Cook's World of Darkness into Mutants & Masterminds 3rd edition. If I somehow infringed on some copyrights, please post it on the comments section as well as the specific infringement I'm committing.

Monte Cook’s World of Darkness

Awakened • 15 points

The Human Spirit: Luck 3 • 3 points

Sense Nightmare Wave: Senses 1 (Nightmare Wave Awareness - mental) • 1 point

Skill Mastery: Skill Mastery 3 (any three skills) • 3 points

Force of Will: Variable 1 (any Ultimate Effort), Free Action • 7 points

Vampiric Anathema: Feature 1 (takes 2x amount of drinking vampire’s blood to become a thrall & Vitae is ½ as potent to vampires) • 1 point

Demons • 49 points

Malleable Nature: Variable 1 (Enhanced Abilities), Slow - 1-minute ritual, Unreliable - 5/day • 5 points

Shapechanging: Morph 3 - humans, Increased Action – Standard • 9 points

Horrific Form: Affliction 5 (Resisted by Will; dazed, compelled, controlled), Perception Area, Reaction – when someone sees demon’s true form, Limited – fleeing only, Limited – only affects target once/encounter • 15 points

Resistance to Damage: Diehard; Immunity 7 - poison, disease, starvation and thirst, critical hits, suffocation; Feature 1 (does not bleed) • 9 points

Darkvision: Senses 2 - Darkvision • 2 points

Heal Wounds: Self Healing 1, Restorative - injury, magical, Greatly Consumes Anima • 1 point

Quick Recovery: Regeneration 6, only when incapacitated, Consumes Anima • 2 points

Thrall Immunity: Immunity 1 (becoming a vampire’s thrall) • 1 point

Immortal: Immunity 1 (aging) • 1 point

Can only be a Scourge Demon or a Tempter Demon.

Scourge Demon: Perception Affliction 2 (entranced, compelled, controlled) Resisted by Will, Sense-Dependant, Unreliable – 5/day • 2 points

Choose one of the following:

· Enhanced Strength 1 • 2 points

· Enhanced Stamina 1 • 2 points

· Enhanced Agility 1 • 2 points

· Enhanced Dexterity 1 • 2 points

Tempter Demon: Perception Affliction 2 (entranced, compelled, controlled) Resisted by Will, Sense-Dependant, Unreliable – 5/day • 2 points

Choose one of the following:

· Enhanced Presence 2 • 2 points

· Split extra for two Affliction-based cants • 2 points

Cants: Demons have powers called cants. Each cant has its own point cost and demons are not required to have any cants.

Anima: Many of the demons abilities, called cants, are powered by a resource called Anima. Each use of a cant requiring Anima costs 1 Anima, and all Anima-consuming cants are fueled by this same Anima pool. If the demon has no Anima, he cannot use Anima-consuming cants. Anima-consuming cants have the Consumes Anima flat flaw, which costs -1 points per 5 points for an effect to be active for one minute, or -2 points per 5 points for an effect to be active for one round (referred to as Greatly Consumes Anima).

Demons have a maximum Anima of 10 + Stamina. A demon can linger over a human corpse that has been dead for no more than 10 minutes, psychically prodding its energy field to see if it has any Anima; after 10 minutes, the demon makes a d20 roll, and if the result is a 20, the demon recovers

one Anima from the corpse.

A demon automatically regains one Anima once per day if the demon indulges its craving.

Demons can give or trade Anima with each other as standard actions; all they have to do is touch each other for a moment and make the exchange. Some demons can steal Anima from dying mortals (see the Murderous Recharge cant); others learn how to make pacts with mortals to gain Anima in exchange for favors (see the Infernal Pact cant).

Complication – Craving: Cravings are usually common substances the demon must consume or use in large quantities, though some demons crave rarer materials in smaller quantities. Common substances are things readily available for purchase, even in large quantities. Uncommon substances are available only in moderate quantities or from specialized locations. Rare substances are heavily restricted, available only in tiny quantities or available only from a small group of people.

Sample common substances: Alcohol, ham, horse urine,

puppies, antifreeze.

Sample uncommon substances: Expensive wine, human

blood, pedigree bulldogs, 19th-century books, gold, cocaine.

Sample rare substances: Virgin’s blood, uranium, Vitae

(vampire blood), pandas.

A demon that fails to indulge its craving is attack-, defense-, and skill-impaired, starting on the day that passes since the demon last sated its need. If the demon fails to indulge its craving for five days or more, it is attack-, defense-, and skill-disabled. These penalties go away once the demon sates its craving. A demon needs a new sample of the craving every time it indulges; a demon that needs antifreeze can’t simply keep a bathtub of it in its apartment and soak every day — the demon needs new antifreeze every day. The penalties imposed by failing to indulge in a craving can be ignored for one day by spending a hero point.

A demon may indulge its craving regardless of its current physical form. Mr. Antifreeze can soak in antifreeze as a human or in his natural form. The act of serving the need makes the demon immune to the substance’s harmful effects (if any) for that time; a uranium-craving demon doesn’t get radiation burns when feeding his craving, though the demon is as vulnerable to radiation as anyone else at other times.

A craving is always a detriment, though careful management means it can be just an annoyance. If a demon has the Craving complication, it cannot take the Bane complication.

Complication – Bane: A bane may be a substance, a condition or even a word. Some demons cannot stand the touch of salt, or rum or silver. Some cannot cross water, or bear the light of the full moon or see their reflections in mirrors. Some grow nauseous at the sound of the word “yellow,” or weaken at hearing “molecule” or collapse in pain when someone shouts “Belgium.”

Whenever a bane affects a vulnerable demon, he suffers a penalty on attacks, saves, and checks for 10 minutes. The penalty’s severity depends on the bane: a common bane imposes a –1 penalty, uncommon –2 and rare –5. The penalties imposed by a bane can be ignored for one exposure by spending a hero point.

If a demon has the Bane Complication, it cannot also have the Craving Complication.

Complication - Limited Shapechanging: Demons can only shapechange for up to one hour minus five minutes per rank in Demonic Will. The demon must stay in his demon form for the amount of time he has been in other forms.

Complication – Anima: Many of the demon’s powers consume Anima, of which the demon has a limited supply.

Mages • 12 points

Intelligent: Enhanced Intellect 1 • 2 points

Improvised Magic: Variable 1 [magic spells], Free Action, Quirk 1 (must include a minimum of Expertise: Spellcraft Check Required 1 when improvising a spell) • 8 points

Thrall Immunity: Immunity 1 (becoming a vampire’s thrall) • 1 point

Magical Training: Expertise: Spellcraft 2 • 1 point

Rote Spells: Besides Improvised Magic, mages can learn rote spells. The main advantage that rotes have to improvised magic is that they do not have the Check Required flaw that Improvised Magic has.

Gnosis: Mages have special abilities called Gnosis that either modify their magic spells or give them more magical abilities.

Vampires • 61 points

Vampiric Nature: Enhanced Strength 1; Enhanced Presence 2; No Stamina; Feature 1 - does not bleed; Immunity 32 -critical hits, Fortitude effects • 27 points

Vampire Bite: Strength-based Damage 1 • 1 point

Predator’s Taint: Senses 1 - Detect Vampires; Assessment • 2 points

Low-Light Vision: Senses 1 - Low-Light Vision • 1 point

Clan Ability: Choose one of the following (all zero points):

· Daeva: Enhanced Presence 2, Will -2

· Gangrel: Protection 2, Intellect -1

· Mekhet: Enhanced Dexterity 1, Presence -2

· Nosferatu: Enhanced Strength 1, Presence -2

· Ventrue: Enhanced Intellect 1, Awareness -1

The Kiss: Weaken Stamina 1, Progressive, Grab-based Incurable, Insidious, No Resistance Allowed* – no effect if target has Protection 1 or higher, Feature 1 - regain 1 Vitae per Stamina weakened, Limited - only targets with blood, Linked to Affliction 2 (Resisted by Will; entranced, stunned, incapacitated) • 8 points

Blood of Target

Stamina lost per Vitae & additional effects to vampire

Normal human

1 Stamina

Medium or larger animal

2 Stamina

Small animal

½ of medium animal

Tiny animal

¼ of medium animal

Smaller than tiny animal

Cannot give Vitae

Stored blood

8 pints per 1 Vitae

Dead human body

1 Vitae gained, must be within 24 hours of bodily death

Mage

1 Stamina; vampire is attack-, defense-, and skill-impaired for 1 day per Vitae taken

Werewolf

2 Vitae per 1 Stamina; gain Temper Complication for 1 day per Vitae taken, can barely speak (DC 20 Will check to bark out a few words); cannot use Drive, Acrobatics (except for balancing), Sleight of Hand (except for contorting), Intellect-based skills, Deception, Persuasion, any actions requiring concentration, or Defensive Attacks (frequency and duration is at the GM’s discretion)

Awakened

1 Stamina; Vitae gained is half as potent, requiring double the Vitae expenditure except for waking up

Demon

Cannot feed off of demons

Augment Physical Ability: Enhanced Strength 1, Dynamic Alternate Effect 4, Consumes Vitae • 4 points

· {DAE} Enhanced Agility 1, Consumes Vitae

· {DAE} Enhanced Dexterity 1, Consumes Vitae

· {DAE} Enhanced Fighting 1, Consumes Vitae

· {DAE} Protection 2, Consumes Vitae

Blood Addiction: Affliction 4, (Resisted by Will; entranced and Will-impaired, compelled and Will-disabled, controlled and transformed – gain Complication: addiction to vampire’s blood), Limited 2 (target must be willing or incapacitated to drink vampire’s blood), Feature 11 - Will checks are made every month to recover, can create blood bond*, Limited – no effect on demons, mages, or werewolves • 12 points

*Blood Bond: If a target drinks a particular vampire’s blood three times, he becomes that vampire’s thrall, getting the following traits:

· You receive a +5 bonus to Presence-based skill checks vs. your thrall.

· Your thrall suffers a -5 penalty to Will checks to resist your commands

· Your thrall receives a +5 bonus to resist commands to hurt you.

If a PC Awakened or vampire becomes a thrall, these modifiers are lessened to +/-2. If the thrall goes without drinking the vampire’s blood for one year, he is no longer the vampire’s thrall. Heavy abuse and mistreatment can cause the thrall to attack the vampire in a murderous rage, going mad in the process. Demons, werewolves, and mages cannot become thralls. Awakened can become thralls, but must drink the vampire’s blood six times instead of three.

Create Ghoul: Variable 1 (gives 1 Vitae, Immunity 1: aging, and Celerity or Resilience or Vigor discipline), Permanent, Affects Others Only, Limited 2 – target must be willing or incapacitated to drink vampire’s blood, Quirk 2 - requires 1 Vitae + 1 Vitae you want ghoul to have, effect lasts for one month • 2 points

Detect Blood Tie: Senses 2 - Detect Clan, Detect Previously Tasted Blood, Limited - must have previously tasted blood to detect • 1 point

Heal Wounds: Self Healing 1, Restorative - injury, magical, Greatly Consumes Vitae • 1 point

Quick Recovery: Regeneration 6, only when incapacitated, Consumes Vitae • 2 points

Disciplines: Vampires have access to powers called Disciplines. Each discipline has its own point cost, but vampires are not required to start with any disciplines.

Vitae: When a vampire feeds on blood, within seconds it transforms into a supernatural substance called Vitae. Vitae looks, smells and flows like natural blood, but is charged with supernatural power. If Vitae leaves a vampire’s body and is exposed to air, the Vitae reverts to normal blood within a few minutes. (Scientific analysis on reverted Vitae reveals it to be a mixture of blood from many sources, with some of the cells broken down.) Some vampires and mages know how to preserve Vitae outside the body, and even reverted Vitae retains a mystical connection to its vampire.

Vampires use Vitae to maintain their altered existence and to fuel their supernatural powers. When a vampire uses Vitae, it physically affects him in a slight way — he grows paler, his skin tightens or he seems to shrink or wither, looking less alive. Feeding on the blood of others allows a vampire to maintain a normal appearance, though “normal” varies from vampire to vampire.

Spending Vitae, for whatever purpose, does not take an action. Certain Disciplines take a standard action to activate and require the vampire to spend a point of Vitae, but the expenditure of Vitae takes no time in itself and the vampire can do it even on someone else’s turn.

Disciplines (vampire powers) that require Vitae have the Consumes Vitae flat flaw, which costs -1 points per 5 points for an effect to be active for one minute, or -2 points per 5 points for an effect to be active for one round (referred to as Greatly Consumes Vitae).

Vampires have a maximum Vitae pool of 10. This can be increased by acquiring the Blood Potency discipline, which can be taken up to five ranks.

Complication – Deathsleep: Every day at dawn, a vampire feels an urge to rest in a sleep indistinguishable from death. She may spend one Vitae to resist this urge and remain awake through the day. A sleeping vampire can still spend Vitae to heal herself.

To awaken at sundown, a vampire spends one Vitae. A sleeping vampire with no Vitae to spend remains trapped in sleep until someone feeds her or several months pass and she spontaneously awakens, wasted away to nearly nothing

and ravenous with hunger (staggered until at least 1 Vitae is regained). Some vampires believe that more powerful vampires trapped this way take longer to awaken.

Complication - Sunlight Vulnerability: A vampire fully exposed to sunlight is ability-impaired the first round of exposure, ability-disabled the second round of exposure, ability-debilitated the third-round of exposure, dying the fourth round of exposure, and crumbles to dust the fifth round of exposure. Partial exposure takes proportionately longer to impose the above mentioned effects. Certain Disciplines may reduce or increase this damage.

Complication - Undead: Vampires are unliving bodies powered by Vitae. While this state has its advantages, unlike living things, vampires do not heal from rest and time, and they do not benefit from standard medical attention (such as the Treatment skill). To heal, a vampire must spend Vitae (see above).

Complication - Vitae: Though Vitae fuels a vampire’s supernatural powers, Vitae also carries weaknesses. See “Vitae,” above, for more information.

Complication - Counterfeit Life: A vampire’s metabolic nature is different from that of a normal human. A vampire vomits up human food and drink.

A vampire can spend one Vitae to consume normal food and drink without this response, which lasts for one meal; afterward the vampire still regurgitates the food, so she probably wants to get out of sight of normal people.

A vampire has only a semblance of life — vampires are sometimes pallid, with no heartbeat and no need to breathe unless they wish to speak. A vampire can spend one Vitae to give herself the full appearance of a human — a rosy flush in the cheeks no matter how low her current Vitae, a regular heartbeat, a normal breathing rhythm, even the ability to have sex. This effect lasts at most an hour. Note that if your form is normally monstrous (as most Nosferatu are), this ability just means you appear living and monstrous rather than somewhat dead and monstrous.

A vampire can use both of these abilities at the same time, spending one Vitae for each effect (food ingestion and lifelike appearance).

Complication – Wake Up: A vampire is an unnatural fusion of a living person and a dead soul. This combination causes lethargy and fatigue in the body during daylight hours, and most vampires sleep this time away in a state resembling death. Overcoming this supernatural sleep requires the expenditure of one Vitae, regardless of what time the vampire fell asleep or wants to wake. Morning, noon, sundown or midnight, waking always costs one Vitae.

Werewolves • 27 points

Bestial Conditioning: Enhanced Strength 1; Enhanced Stamina 1 • 4 points

Beast Form: Morph 1 (beast wolf form), Activation 2 – Standard, Linked to Enhanced Agility 1, Linked to Enhanced Stamina 1, Linked to Enhanced Perception 2, Linked to Senses 3 (Accurate Olfactory, Low-light Vision), Linked to Languages 1 (Werewolf); Speed 2, Limited – only in Beast Form; Strength-based Damage 1, Alternate Effect 1 • 15 points

{AE} Hybrid Form: Morph 1 (hybrid wolf form), Activation 2 – Standard, Limited (can only remain in hybrid form for a number of rounds equal to his Stamina + ranks in Primal Urge, minimum of 1 round, and cannot return to Hybrid Form for 10 minutes afterwards), Linked to Enhanced Perception 2, Linked to Enhanced Strength 1, Linked to Enhanced Agility 1, Linked to Enhanced Stamina 1, Linked to Senses 1 (Low-light Vision); Strength-based Damage 1

Pack Mentality: Feature 1 - can mark ally as a pack mate as a standard action, up to a maximum of four • 1 point

Hardiness: Immunity 1 - disease • 1 point

Auspice: Choose one of the following (all 2 points):

· Rahu: Enhanced Strength 1

· Cahalith: Enhanced Intellect 1

· Elodoth: Enhanced Presence 2

· Ithaeur: Enhanced Awareness 1

· Irraka: Enhanced Agility 1

Heal Wounds: Self Healing 1, Restorative - injury, magical, Greatly Consumes Essence • 1 point

Quick Recovery: Regeneration 6, only when incapacitated, Consumes Essence • 2 points

Thrall Immunity: Immunity 1 (becoming a vampire’s thrall) • 1 point

Rites: Werewolf powers are called rites. Each rite has its own point cost and many rites cost Essence as well (see below). Werewolves are not required to start with any rites. Your Auspice determines which rites you can learn.

Essence: Werewolves have an innate supernatural power called Essence. Spending Essence, for whatever purpose, does not take an action. Certain rites take a standard action to activate and require the werewolf to spend a point of Essence, but the expenditure of Essence takes no time in itself and the werewolf can do it even on someone else’s turn. Rites that require Essence have the Consumes Essence flat flaw, which costs -1 points per 5 points for an effect to be active for one minute, or -2 points per 5 points for an effect to be active for one round (referred to as Greatly Consumes Essence).

Werewolves start with their maximum amount of Essence (10 + Stamina) and can store up to that amount; if he gains excess Essence, it is wasted.

Werewolves can spend one Essence per round, no matter what effect(s) they want to achieve. A werewolf can take the Primal Urge rite to improve this rate.

The first time a werewolf sees the moon at night, he regains one Essence, or two Essence if its phase matches

his auspice. Eating a freshly killed human’s heart (Awakened,

mages and ghouls count as humans) gives a werewolf one Essence. Some Nightmare Sites with powers relating to the moon or dimensional instability may also provide Essence, though the amount and frequency of this supply is at the GM’s discretion.

Complication – Silver Vulnerability: Werewolves are especially weak to pure silver. Silver weapons increase their damage rank by up to +5 or double the attack’s damage bonus against werewolves, whichever is lower.

Complication – Beast Form: A werewolf in Beast Form is color blind, cannot speak human languages, and cannot use Persuasion or Deception except on other werewolves.

Complication – Hybrid Form: The hybrid form is a being of pure rage; the werewolf can barely manage the clarity to speak (DC 20 Will check to bark out a few words). The werewolf cannot use Presence-, Agility-, Dexterity-, or Intellect-based skills (except for balancing, contorting, Intimidate and Expertise: Ride), any actions that require patience or concentration, and Defensive Attacks.

Every round on his turn, a hybrid-form werewolf must attack or move toward an enemy; if the werewolf can’t see a living foe, he has to strike out at something nearby (a

car, fallen foe, and so on). He can still discern friend from

foe, fallen foes from living ones, and can decide between

multiple available foes. To do anything other than move,

attack, or activate an allowed rite (even to exit hybrid

form), the werewolf must make a DC 20 Will check.

Complication – Essence: Many of the werewolf’s powers require Essence, of which the werewolf has a limited supply.

New Extra - No Resistance Allowed (+2 cost/rank) Targets of an effect with this modifier automatically fail their resistance check, unless the target has an appropriate immunity to said effect. The target must still make a resistance check to see how many degrees of failure they generate (minimum of one). An effect with the No Resistance Allowed extra must have some reasonably common method which completely nullifies any attempts at affecting a target.

Monty Cook’s World of Darkness

Supernatural Abilities

Demon Cants

The cants listed below are built in their weakest possible form. It is possible to strengthen these cants by investing more points into them. Adding new effects, as well as adding new modifiers or removing existing modifiers, requires GM permission on a case-by-case basis as well as justification for the change.

Cants that have the Consumes Anima flaw will be denoted with an asterisk. Cants that have the Greatly Consumes Anima flaw will be denoted with two asterisks. Neither of these flaws can be removed.

Battle Claws*: Strength-based Damage 2; Enhanced Athletics 4, Limited - climbing only, Noticeable • 1 points

Breach Barrier**: Insubstantial 3, Quirk - must spend +1 Anima to pass through metal; Speed -2, Limited – only when Breach Barrier is active • 7 points

Breach Space**: Teleport 1, Accurate, Extended, Will Check Required 3 • 1 point

Confess*: Mind Reading 3, Limited by Language, Quirk 1 -thoughts and memories are spoken by target • 1 point

Conjure Demonic Minion*: Summon Demonic Minion 3, Active, Controlled • 9 points

Demonic Minion

Minion Rank 3

STR

STA

AGI

DEX

FGT

INT

AWA

PRE

2

1

2

2

2

-4

-1

-4

Dodge

Parry

Toughness

Fortitude

Will

5

5

1

4

2

Skills: Perception 5 (+4), Close Combat: Bite 1 (+3)

Advantages: None

Powers: Bite – Strength-Based Damage 2; Demonic Physiology - Immunity 4 (poison, starvation and thirst, suffocation), Immunity 15 (acid damage, cold damage, fire damage) Limited to Half Effect, Protection 4 (Limited to spells and supernatural abilities), Enhanced Fortitude 4 and Will 4 (Limited to spells and supernatural abilities), Senses 2 (Darkvision)

Complications: Minion

Offense: Initiative +2; Bite +3 (DC 19)

Abilities

Defenses

Skills

Advantages

Powers

Total

4

12

3

0

21

40

Corrupting Lash**: Damage 3, Alternate Resistance - Fortitude • 1 point

Corrupting Matrix*: Damage 1, Alternate Resistance – Fortitude, Reach 1, Reaction – when someone is within reach • 4 points

Demonic Will: Feature 1 - +10 maximum Anima/rank • 1 point

Can take Demonic Will a maximum of five times.

Extend Disguise: Feature 1 - extend Shapechanging by +1 time rank; Quirk - costs 1 Anima per hour • 1 point

Flesh Transparency**: Affliction 3 (Resisted by Will; dazed, compelled, controlled), Perception, Limited – fleeing only, Sense-Dependant • 1 point

Flight*: Flight 1 • 1 point

Great Stature*: Continuous Growth 4 • 9 points

Husk Minion*: Summon Zombie Minion 4, Controlled, Limited – requires a corpse • 6 points

Demonic Minion

Minion Rank 4

STR

STA

AGI

DEX

FGT

INT

AWA

PRE

2

-

2

2

2

-4

-1

-4

Dodge

Parry

Toughness

Fortitude

Will

5

5

4/2

-

2

Skills: Perception 5 (+4), Close Combat: Bite 1 (+3)

Advantages: None

Powers: Bite – Strength-Based Damage 2; Zombie Physiology - Immunity 42 (critical hits, Fortitude effects, mental effects), Protection 4 (Limited 2 vs. non-slashing)

Complications: Minion

Offense: Initiative +2; Bite +3 (DC 19)

Abilities

Defenses

Skills

Advantages

Powers

Total

-8

9

3

0

47

51

Imbue Object: Variable 1 (imbues wearer with a combination of enhanced abilities, enhanced skills, Protection, and Senses 2: Darkvision), Continuous, Affects Objects, Quirk 3 (lasts for up to one day, costs 5 Anima) • 5 points

Infernal Pact: Variable 1 (imbues another with a combination of Enhanced Abilities, Enhanced Skills, Features that remove complications, Protection, Senses 2: Darkvision), Continuous, Affects Others Only, Feature 3 (gain 1 Anima for every day the pact is intact & gain 1 Anima if target dies while pact is in effect; can forge a pact on behalf of another demon but it costs the other demon 10 Anima; can perceive the location of your target across any distance), Quirk 3 (costs 5 Anima & and only maintain 1 pact per Presence rank above zero), Limited - willing subjects only, Linked to Weaken Awareness 2, Permanent, No Resistance Allowed • 12 points

Insinuate: Feature 2 - can re-attempt failed Persuasion checks once per minute up to friendly disposition for one minute, only in non-life threatening situations or expectations; failure to Insinuate does not lower disposition • 2 points

Manipulate Attraction: Enhanced Sleight of Hand 2; Enhanced Athletics 4 (swimming only); Second Chance 2 -being grabbed, escaping a grab, Feature 1 – nothing sticks to you, Alternate Effect 1 • 6 points

{AE} Enhanced Strength 1, Limited - gripping only, Movement 1 - wall-crawling

Manipulate Cohesion**: Transform 2 (liquid to solid, mass & volume rank -4), Alternate Effect 2 • 6 points

{AE} Weaken Toughness 4, Affects Objects Only, Linked to Damage 6, Limited – only vs. objects with zero Toughness, Limited - cannot deal more damage than unused Weakened Toughness

{AE} Transform 2 (air to solid, mass & volume rank -4)

Manipulate Earth: Ranged Affliction 1 (Resisted by Dodge; Vision-impaired, Vision-disabled, Vision-unaware), Burst Area, Alternate Effect 3 • 6 points

{AE} Burst Ranged Damage 1

{AE} Ranged Environment 1 (Impede Movement 1)

{AE} Ranged Affliction 1, Burst Area, Limited to Two Degrees (Resisted by Dodge; vulnerable, prone)

Mindbite: Ranged Damage 1, Resisted by Will, Secondary Effect - Ranged Damage 1, Resisted by Will • 4 points

Murderous Recharge: Feature 2 - gain 1 Anima when you kill a human, mage, vampire, or werewolf using Corrupting Lash or Corrupting Matrix • 2 points

Speed Surge: Feature 1 - can spend 2 Anima to negate fatigue when using extra effort for an additional standard action • 1 point

Thrallsight: Remote Sensing 1 (all sense types), Increased Action – Standard, Concentration, Medium - subjects of Infernal Pact; Communication 1 - via subject of Infernal Pact • 5 points

Thrallslave: Perception Affliction 1 (Resisted by Will; entranced, compelled, controlled), Continuous, Cumulative Progressive, Instant Recovery, Subtle 2, Limited – can’t access target’s powers, Limited – can’t access your own powers, Limited - subjects of Infernal Pact, Feedback, Quirk 3 (costs 1 Anima; Awakened, mages, vampires, and werewolves get +5 to resist) • 5 points

Thrallslave is only useful if you have established thralls via Infernal Pact.

Torturous Memory: Mind Reading 1; Morph 2 (memories of subject of Torturous Memory); Affliction 1 (Resisted by Will; entranced, compelled, controlled), Continuous, Sense-Dependent, Perception, Quirk 2 (costs 1 Anima; lasts for up to one hour), Limited – only vs. subject of Torturous Memory, Limited - only when disguised as one of the subject’s memories • 13 points

Mage Gnosis

The gnosis listed below are built in their weakest possible form. It is possible to strengthen these gnosis by investing more points into them. Adding new effects, as well as adding new modifiers or removing existing modifiers, requires GM permission on a case-by-case basis as well as justification for the change.

Bane Casting: Affliction or Damage 2, Limited – only vs. specific type of creature • 1 point

Bolt: Ranged Damage 1, Subtle 2, Alternate Resistance - Fortitude, Side-Effect 2 - take damage, resisted by Will • 3 points

Blood Magic: Weaken Stamina 2, Limited - stopped by Protection that exceeds weapon’s damage, Feature 11 - regain lost Stamina at a rate of 1 per day, Alternate Effect 1, Linked to Variable 1 (powering up spells via blood; 2 points per 1 Stamina weakened), Limited - must use fresh blood, Fades • 18 points

{AE} Weaken Vitae, Limited (stopped by Protection that exceeds weapon’s damage), Permanent, Linked to Variable 1 (powering up spells via Vitae; 4 points per 1 Vitae weakened), Limited - must use fresh Vitae, Fades

Blood Preservation: Permanent Transform (maintain freshness of blood), Quirk - lasts for one hour • 1 point

Curse Magic: Linked Affliction 1 (select one first- and second-degree condition, third-degree condition is “transformed” of your choice), Continuous, Limited - curse ends when target is attacked, Side Effect - curse affects you if you attack cursed target, lasts for one day • +2 points

Familiar: Minion 1; Senses 1 - Mental Communication Link w Familiar; Enhanced Expertise: Spellcraft 4, Limited - familiar must be within 5 feet • 3 points

Familiar

Minion Rank 1

STR

STA

AGI

DEX

FGT

INT

AWA

PRE

-2/-4*

-1

2

2

0

-4

1

-2

Dodge

Parry

Toughness

Fortitude

Will

6*

4*

-1

1

1

Skills: Athletics 10 (+6), Perception 4 (+5), Stealth 12* (+14), Intimidation -4* (-6)

Advantages: None

Powers: Tiny Size*: Permanent Shrinking 8 (+4 Active Defense, +8 Stealth, -4 Intimidation, -2 STR, -1 Speed); Empathic Link: Senses 1 (Mental Communication Link w master); Swift Movement: Speed 1

Complications: Minion, Animal Intelligence, Harmless

Offense: Initiative +3; no attacks

Abilities

Defenses

Skills

Advantages

Powers

Total

-6

2

9

0

10

15

Hold: Affliction 1, (Resisted by Will; hindered and vulnerable, defenseless and immobile), Extra Condition, Limited to Two Degrees, Perception, Subtle 2, Side-Effect 2 - take damage, resisted by Will, Linked to Feature Attack 1 - increases mass rank by 1/rank of Feature • 4 points

Jolt: Damage 2, Subtle 2, Alternate Resistance - Fortitude, Side-Effect 2 - take damage, resisted by Will • 3 points

Lich Transformation: Immunity 32 - critical hits, Fortitude Effects, Side Effect 2 - lose 1 Stamina per day, can only be regained via Devour the Living, Complication - body looks increasingly morbid as you lose more Stamina; Protection 3 • 14 points

Devour the Living: Damage 1, Alternate Resistance - Fortitude, Linked to Healing 1, Alternate Effect 1 (only if you have Lich Transformation) • 3 or 4 points

{AE} Weaken Stamina 1 Linked to Stamina 1, Quirk 1 - Fades at a rate of 1 rank/day

Magical Comportment: Feature 1 - Special Effect

Occultation: Affliction 1 (Resisted by Will; fatigued, exhausted), Perception, Reaction - when targeted with sympathetic magic, Limited to Two Degrees • 5 points

Practiced Quickening: Reduced Action by one step • 1 point/rank of spell

Push: Move Object 1, Perception, Subtle 2, Side-Effect 2- take damage, resisted by Will • 3 points

Rote Crutch: Increase Expertise: Spellcraft Check Required by X points for Improvised Magic and spend X points on your rote spells • 0 points

Talisman Magic: Feature - +5 to Expertise: Spellcraft checks when holding your talisman, Quirk - -5 to Expertise: Spellcraft checks when not holding your talisman • 1 point

Transformative Aspect: Choose one of the following:

· Enchanter: Will 2, Dexterity 1, Feature - +2 to Expertise: Spellcraft checks for Improvised Divination spells, Complication – Fey-like Features • 5 points

· Necromancer: Fortitude 2, Intellect 1, Protection 1, Complication – Corpse-like Features • 5 points

· Shaman: Fortitude 2, Awareness 1, Feature - +2 to Expertise: Spellcraft checks for Enhanced Trait, Healing, and Protection spells cast via Improvised Magic, Complication – Animal-like Features • 5 points

· Theurgist: Will 2, Presence 2, Feature - +2 to Expertise: Spellcraft checks for Enhanced Trait, Healing, and Protection spells cast via Improvised Magic, Complication – Celestial-like Features • 5 points

· Warlock: Dodge 2, Stamina 1, Feature - +2 to Expertise: Spellcraft checks for Damage and Summon spells cast via Improvised Magic, Complication – Infernal-like Features • 5 points

Warding: Sustained Protection 3, Side-Effect 2 - take damage, resisted by Will • 1 point

Vampire Disciplines

The disciplines listed below are built in their weakest possible form. It is possible to strengthen these disciplines by investing more points into them. Adding new effects, as well as adding new modifiers or removing existing modifiers, requires GM permission on a case-by-case basis as well as justification for the change.

Disciplines that have the Consumes Vitae flaw will be denoted with an asterisk. Disciplines that have the Greatly Consumes Vitae flaw will be denoted with two asterisks. Neither of these flaws can be removed.

Aspect of the Predator: Immunity 1 - Assessment, Enhanced Intimidation 2 • 2 points

Aura Perception: Feature 1 - +5 to Assessment checks to when perceiving auras; Senses 4 – Ranged Detect Sentience and Ranged Detect Awakened or Ranged Detect Demons or Ranged Detect Mages or Ranged Detect Vampires or Ranged Detect Werewolves, Concentration • 2 points

Awe: Enhanced Persuasion 2; Affliction 1 (Resisted by Will; entranced), Perception, Reaction – when target sees you, Sense-Dependent, Limited to One Degree, Sense-Dependent • 4 points

Blood Potency: Feature 1 (+10 maximum Vitae/rank, cannot feed off of animal blood) • 1 point

Can take Blood Potency a maximum of five times.

Body of Spirit: Insubstantial 3, Increased Action - Standard, Linked to Protection 2, Limited - only vs. cold and fire, Morph 1 (mist), Quirk 3 - cannot affect, affected by strong winds, Feature - sunlight takes twice as long to harm you, Complication - cannot speak • 15 points

Body of Will*: Immunity 25 (dazed, exhausted, fatigued, staggered, stunned), Sustained • 20 points

Call of the Wild*: Animal Empathy; Summon Animals 1, Active, Variable Type - Broad, Quirk - only available animals are summoned • 4 points

Celerity**: Enhanced Dodge 2, Enhanced Parry 2, Speed 1 • 3 points

Claws of the Wild*: Strength-based Damage 2; Enhanced Athletics 4 (climbing only), Noticeable • 1 points

Gangrel vampires can acquire Claws of the Wild without the Consumes Vitae flaw for 2 points.

Cloak of Night: All-Visual and All-Auditory Concealment 6, Resistible by Will, Limited - stops when you draw attention to yourself • 3 points

Cloak of the Gathering*: All-Visual and All-Auditory Concealment 6, Burst Area, Selective, Resistible by Will, Limited – stops for subject when they attract attention to themselves) • 9 points

Command: Affliction 1 (Resisted by Will; entranced, compelled, controlled), Perception, Concentration, Sense-Dependent, Limited – language-dependent, Quirk - one-word commands only • 1 point

Conditioning: Weaken Will 2, Continuous, Progressive, Perception, Limited – only vs. your mental effects, Quirk 11 -must devote one hour a day for one week, costs 1 Vitae, Complication - target regains 1 Will per week x Will lost, Linked to Enhanced Will 1, Continuous, Progressive, Perception, Limited - not against your mental effects, Complication - target loses 1 Will per week x Will gained • 5 points

Dread: Affliction 1 (Resisted by Will; dazed, compelled, controlled), Reaction – upon entering area of effect, Perception, Burst Area, Concentration, Limited – fleeing only, Quirk - costs 1 Vitae • 6 points

Entrancement: Affliction 1 (Resisted by Will; transformed into a best friend or lover), Continuous, Perception, Limited to One Condition, Quirk 3 - costs 1 Vitae, lasts up to one hour, target gets +5 to resist further Entrancements for one week • 1 point

Eye of the Beast*: Affliction 1 (Resisted by Will; entranced and vulnerable, helpless and immobile, incapacitated), Perception, Extra Condition, Concentration, Instant Recovery • 3 points

The Familiar Stranger*: Morph 2 (target’s expectations), Resistible by Will, Limited - target gets additional Will check if you act contrary to expectations, Feature 1 - first minute costs no Vitae • 3 points

Feral Whispers: Animal Empathy; Comprehend 2 - speak and understand animals, Concentration, Sense-Dependent • 2 points

The Forgetful Mind: Affliction 1 (Resistible by Will; entranced, stunned, transformed [memory altered or erased]), Perception, Sense-Dependent; Senses 1 - Detect Altered Memories • 3 points

Haven of Soil: Insubstantial 2, Continuous, Limited – soil only, Limited - only when going to sleep, Limited - ejected from the soil and the effect ends if awoken, Quirk – counts as Deathsleep Complication • 5 points

Heightened Senses: Enhanced Perception 2; Senses 5 (Darkvision, Ranged Detect Twilight Protection, Extended Sight 1), Sustained; Quirk - -5 to resist effects on your senses while active • 3 points

Instantaneous Transformation: Reduced Action to free for effects that transform you • +1 points/rank for Move Action, +2 points/rank for Standard Action

Iron Façade*: Morph 1 (uninjured version of yourself) • 4 points

Leashing the Beast*: Enhanced Strength 1, Quirk 2 - lasts for one minute and gain Raving Mad Complication (see below), Linked to Protection 1, Linked to Enhanced Will 1 • 1 point

Complication – Raving Mad: cannot use Drive, Acrobatics (except for balancing), Sleight of Hand (except for contorting), Intellect-based skills, Deception, Persuasion, any actions requiring concentration, or Defensive Attacks

Leash the Beast in Others*: Enhanced Strength 1, Perception, Affects Others Only, Increased Action – Standard, Quirk 2 - lasts for one minute and gain Raving Mad Complication (see above), Linked to Protection 1, Perception, Affects Others Only, Increased Action – Standard, Linked to Enhanced Will, Perception, Affects Others Only, Increased Action – Standard 1 • 4 points

Mask of Tranquility: Immunity 2 - Predator’s Taint and Aura Perception

Mesmerize: Affliction 1 (Resistible by Will; entranced, compelled, controlled), Perception, Sense-Dependent, Quirk - target makes another Will check when commanded to do something contrary to his nature • 1 point

Monstrous Countenance: Continuous Affliction 1 (Resistible by Will; dazed, compelled, controlled), Perception Area, Limited - fleeing only • 4 points

Mortal Fear**: Damage 1, Alternate Resistance - Will, Perception Area, Linked to Weaken Stamina 2, Perception Area, Linked to Weaken Awareness 2, Perception Area • 5 points

Obedience: Affliction 1 (Resistible by Will; entranced, compelled, controlled), Perception, Continuous, Sense-Dependent, Limited - animals only, Quirk - lasts until sunrise • 3 points

Possession: Affliction 3 (Resisted by Will; dazed, compelled, controlled), Concentration, Cumulative, Instant Recovery, Subtle 2, Limited – Cannot access target’s thoughts or memories, Limited – Cannot use target’s supernatural abilities, Limited – Humans only, Quirk - costs 1 Vitae/day, Linked to Morph 1 (corpse), Side-Effect 2 - body is incapacitated while Possession is in effect • 5 points

Quicken Sight*: Quickness 6, Limited to One Task – Perception checks • 1 point

Resilience*: Enhanced Advantage - Diehard, Protection 2 • 2 points

Revelation*: Mind Reading 3, Limited by Language, Quirk 1 - thoughts and memories are spoken by target • 1 point

Shatter the Mind**: Affliction 1, Extra Condition (Resisted by Will; dazed and vulnerable, stunned and defenseless, incapacitated and transformed [target gains mental disorder]), Perception, Permanent, Limited – only transformed is permanent and it lasts for 1 week, Sense-Dependent • 2 points

Sovereignty*: Affliction, Perception, Reaction - vs. anyone attempting to harm you physically, socially, or supernaturally (Resisted by Will; entranced, compelled, controlled), Limited – compelled and controlled limited to not being able to act against you • 4 points

The Spirit’s Touch: Senses 2 – Postcognition, Limited – can only see past of person or object touched • 2 points

Subsume the Lesser Spirit: Affliction 3 (Resisted by Will; dazed, compelled, controlled), Concentration, Cumulative, Instant Recovery, Subtle 2, Limited – Cannot access target’s thoughts or memories, Limited – Can only use Animalism disciplines, Limited – Animals only, Quirk - costs 1 Vitae/day, Linked to Morph 1 (corpse), Side-Effect 2 - body is incapacitated while Subsume the Lesser Spirit is in effect • 5 points

Summoning: Mental Communication 4, Limited - only to send messages, Limited - only to summon, Limited – only to people who know you, Cannot be ignored; Affliction 1 (Resisted by Will; entranced, compelled, controlled), Continuous ,Progressive, Perception, Triggered – when using Communication to summon someone who knows you, Quirk 2 – costs 1 Vitae and effect fades at sunrise • 15 points

Touch of Shadow: All-Visual and All-Auditory Concealment 6, Increased Range – Close, Affects Objects Only, Resistible by Will, Limited - stops when you draw attention to yourself, Quirk – lasts one minute • 5 points

Twilight Protection: All-Visual and All-Auditory Concealment 6, Side-Effect 2 - body is incapacitated while Twilight Protection is in effect, Limited – can be seen by children, animals, mentally ill, and other astral forms, Quirk 4 (Cannot affect Insubstantial, your projection is naked and projected possessions do nothing, costs 1 Vitae), Complication – Astral Vulnerability (see below), Linked to Insubstantial 4 (can be harmed if your body is harmed); Flight 1, Limited - only in astral form) • 20 points

Complication – Astral Vulnerability: If you are somehow held from returning to your body against your will, you lose one rank of Presence per day and you spend 1 Vitae per day. Should your Presence be reduced to zero in this manner, you die. Your lost Presence returns to you after you return to your body.

Veridical Tongue*: Nullify 1 (Deception), Perception, Sustained • 3 points

Vigor*: Enhanced Strength 1; Leaping 1 • 2 points

Werewolf Rites

The disciplines listed below are built in their weakest possible form. It is possible to strengthen these rites by investing more points into them. Adding new effects, as well as adding new modifiers or removing existing modifiers, requires GM permission on a case-by-case basis as well as justification for the change.

Rites that have the Consumes Essence flaw will be denoted with an asterisk. Rites that have the Greatly Consumes Essence flaw will be denoted with two asterisks. Neither of these flaws can be removed.

Alien Fury (Rahu only)**: Enhanced Fighting 1, Linked to Enhanced Dodge 1, Linked to Enhanced Ranged Attack 1 • 2 points

Alien Speed*: Enhanced Speed 1; Enhanced Dodge 1 • 1 point

Anybeast: Gain Alternate Effect to your Beast Form. Use the same stats, except change Morph’s wolf form into another animal of your choice that possess equal amount of limbs as your own. Size stays the same. • 1 point

Attunement (Rahu only)*: Affliction 1, Extra Condition, Limited to One Condition (Dodge-impaired and Parry-impaired), Reduced Action – Free, Subtle, Limited – only against your attacks • 1 point

Aura of Truce (Elodoth only): Affliction 1 (Resisted by Will; entranced, stunned, transformed into non-hostile), Continuous, Perception, Sense-Dependent, Quirk 2 (costs 1 Essence, lasts for up to 10 minutes) • 3 points

Between the Weave (Ithaeur only)*: Movement 1 – Dimensional Travel (the Gauntlet), Limited – can only stay there for (5 + Awa) rounds, Limited – only in areas affected by the Intrusion, Quirk 1 (dazed for one round after returning from Gauntlet) • 1 point

Bind or Sunder (Elodoth only)**: Affliction 1 (transformed: stay in hybrid form), Perception, Limited to One Degree, No Resistance Allowed, Limited – only vs. werewolves; Affliction (Resisted by Will; transformed: revert to natural form), Perception, Limited to One Degree • 1 point

Blending: Feature 1 (can use Stealth w/o any concealment and when not observed, moving cancels hiding) • 1 point

Break the Defiant**: Affliction 2 (Resisted by Will; Will-impaired, Will-disabled), Perception, Sense-Dependent • 2 points

Bystander (Irraka only): Morph 2 (Everyman), Limited – must be near bystanders, Quirk 2 (costs 1 Essence, lasts for up to 10 minutes) • 6 points

Call of Glory (Cahalith only)**: Healing 2, Perception Area, Sense-Dependent, Limited – only heals packmates, Feature (double Healing ranks for werewolf packmates) • 1 point

Clarity (Rahu only)*: Senses 1 (Danger Sense), Sustained; Enhanced Uncanny Dodge, Enhanced Improved Initiative 1 • 2 points

Command Fire*: Move Object 1, Perception, Concentration, Limited – fire only, Alternate Effect 1 • 3 points

{AE}**: Ranged Damage 2, Indirect 1 – from flame source, Limited – must have flame within perception range • 1 point

Crashing the Gates (Ithaeur only): Add Increased Mass 2 extra to Between the Weave • +2 points

Crushing Blow*: Strength-based Damage 2 • 1 point

Death Grip (Rahu only): Add Extra Limb 1 – Jaws, Linked to Enhanced Trait 2 (Fast Grab, Improved Hold), Quirk 1 (cannot speak) to Beast Form and Hybrid Form • 2 points

Double Back*: Senses 4 (Visual Counters Mundane Concealment, Visual Detect Disguise), Sustained, Linked to Enhanced Perception 4, Limited – supernatural concealment only • 4 points

Feet of Mist: Feature 1 (-5 penalty to Perception checks of anyone trying to track you) • 1 point

Fog of War*: Affliction 1, Extra Condition 2, Limited to Two Degrees (Resisted by Will; attack-impaired and passive defense-impaired and skill-impaired, attack-disabled and passive defense-disabled and skill-disabled), Concentration • 2 points

Friend in the Dark: Add Sustained Senses 2 (Darkvision) to Beast Form and Hybrid Form • 2 points

Fuel Rage (Elodoth only): Feature 1 (can add your Awareness rank in rounds to your Hybrid Form duration) • 1 point

Ghost Step (Irraka only)*: Insubstantial 4 (affected by supernatural attacks), Side Effect 2 (become attack-disabled, defenseless, and skill-disabled if you’re in Ghost Step longer than your Presence rank in rounds [min. 1 round]), Linked to Immunity 10 (sense-dependent effects), Linked to All-Visual Concealment 4, Limited – Partial, Linked to All-Auditory and All-Olfactory Concealment 4, Quirk 4 (can be seen and heard normally by werewolves using this rite and by some other supernatural creatures, cannot affect Insubstantial); Flight 1, Limited – only when using Ghost Step; Morph 4, Limited – only when using Ghost Step • 37 points

Hone Rage*: Enhanced Strength 2, Limited – only in Hybrid Form, Quirk 1 (trade in one round of Hybrid Form duration per Strength rank), Alternate Effect 1 • 1 point

{AE} Enhanced Agility 2, Limited – only in Hybrid Form, Quirk 1 (trade in one round of Hybrid Form duration per Agility Rank)

Intrusion Cloak (Ithaeur only)*: Enhanced Stealth 2; Feature 1 (-5 to Perception checks to identify you) • 1 point

Invoke the Wind’s Wrath**: Move Object 1, Concentration, Uncontrolled, Feature 1 (first Essence spent keep effect up for two rounds), Linked to Ranged Damage 1, Concentration • 2 points

Iron-Rending**: Add Penetrating 1 and Linked to Weaken Toughness 1 to Strength, Alternate Effect 1 • +1 point

If your Strength with this rite is built with more points than your normal Strength, take your normal Strength as an Alternate Effect. Otherwise, use your Iron-Rending Strength as an Alternate Effect, so that Essence is not spent every time you utilize your Strength.

Killing Frost**: Penetrating Damage 1, Burst Area, Linked to Environment 1 - Intense Cold, Linked to Environment 1 – Impede Movement 1 • 2 points

Lament of the River: Ranged Damage 12, Burst Area 6, Limited – must have available water source, Limited 9 – takes one hour, Quirk 3 (costs 3 Essence), Alternate Effect 1, Linked to Ranged Affliction 12, Limited 9 – takes one hour, Burst Area 6, Limited to Two Degrees (Resisted by Dodge; hindered, prone) • 4 points

{AE} Lament of the River**: Move Object 2, Perception, Limited – only water; Ranged Damage 2, Limited – must have available water source, Linked to Ranged Affliction 2, Limited to Two Degrees (Resisted by Dodge; hindered, prone)

Leach Rage**: Damage Hybrid Form Time 1 (Resisted by Will), Limited – can only be used once/minute on a particular werewolf in hybrid form, Limited – can only be used in hybrid form), Linked to Feature 1 (gain 1 extra round of hybrid form) • 1 point

Legendary Arm**: Enhanced Strength 2, Limited to Lifting; Feature 1 (can have thrown object land lightly for half damage) • 1 point

Loose Tongue: Affliction 3, Perception, Extra Condition, Split 2, Sense-Dependent, Limited to Two Degrees, Limited – does not work in combat, (Resisted by Will; Deception-impaired and Insight-impaired, Deception-disabled and Insight-disabled), Limited 2 - takes five rounds to use • 3 points

Mask of Rage*: Affliction 1 (Resisted by Will; dazed, compelled, controlled), Perception, Action – Free, Limited – fleeing only, Limited – does not affect supernatural beings, Sense-Dependant • 1 point

Mechanical Failure*: Nullify 1 (mechanical/technological), Action – Free, Perception, Limited – Touch range only, Subtle 1 • 5 points

Mighty Bound: Leaping 1 • 1 point

Mortal Savage: Languages 1 (Werewolf); Senses 1 (L0w-light Vision); Speed 1 • 3 points

Nightfall*: Nullify 1 (electronics), Burst Area, Reduced Range – Close, Subtle 2 • 2 points

Pack Awareness (Calahith only): Senses 6 (Packmate Awareness, Packmate Activity Awareness, Packmate Condition Awareness), Perception Check Required 5 • 1 point

You can modify each of the above Awareness modes with Extended, up to rank 3.

Partial Change: Add Precise to Morph effect of Beast Form and Hybrid Form • +1 point

Playing Possum: Morph 1 (corpse), Feature 2 (does not feel pain, does not bleed), Limited – cannot naturally recover while in this form, Limited – movement ends effect, Quirk 1 (costs 1 Essence per 24 hours) • 4 points

Primal Urge: Feature 1 (+10 maximum Essence/rank, -2 penalty to Insight, Investigation [Gather Info], and Persuasion checks involving peaceful relations with humans) • 1 point

Rallying Cry (Calahith only)*: Enhanced Strength 1, Affects Others, Perception Area, Reduced Duration – Instant, Selective, Lingering 1, Linked to Enhanced Agility 1, Affects Others, Perception Area, Reduced Duration – Instant, Selective, Lingering 1, Linked to Enhanced Dexterity 1, Affects Others, Perception Area, Reduced Duration – Instant, Selective, Lingering 1, Linked to Enhanced Fighting 1, Affects Others, Perception Area, Reduced Duration – Instant, Selective, Lingering 1, Linked to Enhanced Fortitude 1, Affects Others, Perception Area, Reduced Duration – Instant, Selective, Lingering 1, Linked to Enhanced Will 1, Affects Others, Perception Area, Reduced Duration – Instant, Selective, Lingering 1 • 17 points

Rage Armor (Rahu only)*: Protection 4, Quirk 1 (no effect vs. silver), Noticeable (eyes glow amber, heat distortion effect) • 1 point

Read Intrusion (Ithaeur only)**: Enhanced Expertise: Intrusion Lore 12, Limited – can only use on one Intrusion-tainted thing or creature per 24 hours • 1 point

Rekindle Rage: Feature 1 (can ignore 10-minute restriction to change into hybrid form for two rounds less than normal at the cost of 1 Essence) • 1 point

Rending the Gauntlet (Ithaeur only): Remove “Limited – only in areas affected by the Intrusion” from Between the Weave • 1 point

Must take Crashing the Gate before taking Rending the Gauntlet.

Resist Pain (Calahith only)*: Immunity 30 (dazed, exhausted, fatigued, staggered, stunned, and unaware), Sustained • 24 points

Running Shadow*: Feature 2 (Can move at your Speed while in Stealth without penalty, Can move over noisy surfaces while in Stealth without penalty) • 1 point

Sand in the Eyes: Affliction 1, Perception, Permanent, (Resisted by Will; memory-impaired, memory-disabled, memory-unaware), Limited – only in regards to you, Limited – only affects the last 10 minutes of memory, Quirk (can only use on a specific target once per 10 minutes) • 2 points

Savage Might**: Enhanced Strength 2 • 2 points

Savage Rending*: Enhanced Strength 2, Limited – Damage only • 1 point

Scent Beneath the Surface (Elodoth only)*: Senses 6 (Perception Detect Lie, Perception Detect Emotional State), Sustained, Activation 2 • 4 points

Sense Weakness (Irraka only): Senses 3 (Perception Detect Mental Complication), Resistible by Will, Limited – can only use on target once/day • 1 point

Silver Jaws*: Feature 1 (claws and teeth become metallic silver), Sustained • 1 point

Skin-Stealing: Morph 3 (living humanoids), Additional Sense (olfactory), Limited – only to form of humans who’s flesh you’ve tasted, Limited – only +10 Deception to disguise yourself, Quirk 2 (costs 1 Essence or 2 for werewolves, when skin is torn off, it lingers for 5 minutes before dissolving) • 10 points

Slip Away (Irraka only)**: Immunity 5 (grab effects), Limited – Mundane restraints only • 1 point

Snarl of Command (Elodoth only)**: Affliction 12, Perception, Limited to Two Degrees (Resisted by Will; vulnerable, compelled), Limited – only to tell the truth, Limited – can only use on target once/day, Reduced Range – Close, Sense-Dependent • 1 point

Speak with Beasts: Comprehend Animals 2, Limited – default attitude is unfriendly • 2 points

Two-World Eyes (Ithaeur only): Senses 4 (Ranged Detect Nightmare Site, Ranged Detect Intrusion-taint), Sustained, Noticeable (one eye turns completely black) • 3 points

Unspoken Communication (Calahith only)*: Mental Communication 1, Limited – packmates only; Mental Communication 1, Affects Others Only, Perception, Limited - packmates only, Limited – can only confer this ability to packmates • 6 points

Vanish**: All-Visual Concealment, Limited – effect ends when you take damage • 2 points

Ward: Affliction 1, Shapeable Area, Triggered 10, Lingering 20 (one month), (dazed, compelled, controlled), Quirk (no effect in an area with more than 10 different types of significant predators), Limited – no effect in an area with a large concentration of humans, Limited – compelled and controlled to not enter territory only, Alternate Effect 1 • 30 points

{AE} Affliction 1, Triggered 10, Lingering 20 (one month), (dazed, compelled, controlled)

Warning Growl*: Affliction 1, Limited to Two Degrees (Resisted by Will; attack-impaired, attack-disabled), Perception • 1 point