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<tab name="Animalism">
<tab name="The Basics">


==Animalism==
<font color=green>'''Note:'''</font> White Wolf game organization isn't the best, and there are occasions where their rules directly contradict each other, sometimes in the same sentence. We've done our best to fix White Wolf's mistakes.
''V20 Core, pg 127''


The Beast resides within all creatures, from scuttling cockroaches to scabrous rats up through untamed wolves and even powerful Kindred elders. Animalism allows the vampire to amplify his intensely primordial nature. He can not only communicate with animals, but can also force his will upon them, directing such beasts to do as he commands. As the vampire grows in power, he can even control the Beast within mortals and other supernaturals.<br>
=The Basics=
Beasts grow distinctly agitated in the presence of a vampire who lacks this Discipline or the Skill of Animal Ken, often to the point of attacking or running from the vampire. In contrast, vampires possessing Animalism exude a dominant vibe to lower creatures, which attracts them.<br>
There's a lot of stuff here, huh? Don't be intimidated, combat isn't that rough. The order of operations goes like this:
Animalism is commonly found with vampires of the Gangrel and Nosferatu Clans. Manipulation and Charisma are important for the use of Animalism powers; the stronger the vampire’s personality, the more influence he has over animals.
 
<font color=green>'''Initiative:'''</font> The ST will usually kick this off with ''+combat/init/start'', and you can look at the list with ''+combat/init''.<br>
<font color=green>'''Declare your action:'''</font> What you plan to do on your turn, what gift(s) you want to use, and if you'll spend Rage<br>
<font color=green>'''Take your action:'''</font> Spend your Rage or Gnosis (remember, you cant spend both in the same turn!), make your attack roll, allow the ST to try to Dodge, roll your damage if applicable, allow the ST to soak damage<br>
<font color=green>'''Regenerate!'''</font> Once per turn you can roll Stamina vs 8 to regain 1 health!
 
And that's it, things move on to the next person.
 
<div class="mw-customtoggle-codetip" style="cursor:pointer; color:lightgreen">[+/-] Helpful Code Tips</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-codetip">
==Helpful code tips:==
[[File:Greendot-filled.png|10px]] <font color=green>'''Have a quick peek at yourself:'''</font> ''+mysheet combat'' will show you your current combat stats and your current health. Good for checking how hurt you are or what a form's stat bonus is.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Did you spend something?'''</font> ''+lose willpower, +lose rage, +lose gnosis.'' Remember that you have to declare the spend BEFORE you make your roll, especially in the case if Willpower.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Did you gain something?'''</font> ''+gain willpower, +gain rage, +gain gnosis''<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Did you take damage?'''</font> Use ''+hurt/type'' to set damage on yourself. ''+hurt/bashing 1'', ''+hurt/lethal 1'' or ''+hurt/agg 1''. The code is weird, enter your damage 1 point at a time to save yourself some headache.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Did you heal damage?'''</font> ''+heal'' will wash away that damage! Regeneration/healing magic always goes for the worst damage first, so ''+heal/lethal or /bashing 1'' for regeneration, or if someone used Mother's Touch you can ''+heal/agg 1'' to clear up the real nasty wounds.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Soak rolls never have a wound penalty:'''</font> ''+roll/nowound stamina vs <difficulty>'' any time you have to soak damage! Use ''/nowound'' for any roll that shouldn't be affected by your wound penalty.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Don't spam yourself:'''</font> ''+sheet/section me/abilities'' to check if you have Enigmas, or ''+sheet/section me/powers'' to see if you have a gift you want to use next turn. Look at a single section of your sheet to check if you have something, rather than bring up the whole damned thing!<br>
</div>


:<div class="mw-customtoggle-feral" style="cursor:pointer; color:red">[+/-] Feral Whispers</div>
<div class="mw-customtoggle-scenetip" style="cursor:pointer; color:lightgreen">[+/-] Helpful Scene Tips</div>
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<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-scenetip">
'''Helpful scene tips:'''<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Discord:'''</font> Coordinating in voice chat is really helpful, but don't feel pressured to do so. Not everyone likes talking out loud or even sharing their contact deets.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Copy down the Init list:'''</font> Once all the NPCs have been added and it's time to get cracking, type ''+combat/init'' to see the list, and copy it somewhere you can keep track of it in a notepad or in your pack's Discord server. You can edit it to take out the dead guys and keep up with whose turn it is much more easily this way.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Keep side chatter to a minimum:'''</font> It's hard not to joke and banter during a scene, but try to keep most of it to pages or +pack chat in another window, Discord, or something else in order to keep the scene from getting confused, side tracked, or hard for the ST to keep organized.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Be cool, man:'''</font> Try to remember that it's a game, you're here to have fun and make an imaginary person look cool. That imaginary person might fail some times, but use that as an opportunity to change your plan or have a funny story for later. Be open to situational rules changes with the ST in order to get some challenge and story out of the scene you're in, or even suggest something of your own if what you want to do is a little bit crazy.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Communicate:'''</font> If you have questions about something in the scene, ask! Same if you aren't sure how some mechanic works, if you need more clarification before your hair brained scheme takes off, or if said scheme is even possible. It's okay to pause the scene and hash something out, especially if you're new to the game or unfamiliar with combat, and if you're unhappy with how something is going, talk about it.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Stay focused!'''</font> If you're part of a +event or plot scene, try and stay focused so that the scene can move quickly. You signed up for this scene, you volunteered, people are waiting on you to pose or to take your turn in combat. Real Life, health, interruptions, those things happen and it's okay, but please be considerate and save your videogame or web comics or whatever until ''after'' the scene!
</div>


{{reddots|1|4}} <font color=red>'''Feral Whispers'''</font><br>
<font color=green>'''Mistakes?'''</font> Did you notice mistakes in this page? Is there information for your breed's combat abilities that aren't on here? '''''Put in a +request for Mr. Gutsy to get off his lazy butt and fix it!''''' Just make sure you note what's missing and where to find it, if you have that information. Thank you!
''V20 Core, pg 129''


This power is the basis from which all other Animalism abilities grow. The vampire creates an empathic connection with a beast, thereby allowing him to communicate or issue simple commands. The Kindred locks eyes with the animal, transmitting his desires through sheer force of will. Although it isn’t necessary to actually “speak” in chirps, hisses, or barks, some vampires find that doing so helps strengthen the connection with the animal. Eye contact must be maintained the entire time; if it’s broken, the Kindred must re-establish contact to continue communication.
</tab>
<tab name="Combat Steps">


The simpler the creature, the more difficult it becomes to connect with the animal’s Beast. Mammals, predatory birds, and larger reptiles are relatively easy to communicate with. Insects, invertebrates, and most fish are just too simple to connect with.
=Combat=
''Sources:'' W20 Core, pg 288-303


Feral Whispers provides no guarantees that an animal will want to deal with the vampire, nor does it ensure that the animal will pursue any requests the vampire makes of it. Still, it does at least make the creature better disposed toward the Kindred. The manner in which the vampire presents his desires to the animal often depends on the type of creature. A Kindred can often bully smaller beasts into heeding commands, but he’s better off couching orders for large predators as requests.
==Initiative==


If the vampire successfully uses the power, the animal performs the command to the best of its ability and intellect. Only the very brightest creatures understand truly complex directives (orders dealing with conditional situations or requiring abstract logic). Commands that the animal does understand remain deeply implanted, however, and guide its behavior for sometime.
Use '''+help +combat''' for commands to start/view/add/remove from the Initiative list


<font color=red>'''System:'''</font> No roll is necessary to talk with an animal, but the character must establish eye contact (see p. 152) first. Issuing commands requires a Manipulation + Animal Ken roll. The difficulty depends on the creature: Predatory mammals (wolves, cats, vampire bats) are difficulty 6, other mammals and predatory birds (rats, owls) are difficulty 7, and other birds and reptiles (pigeons, snakes) are difficulty 8. This difficulty is reduced by one if the character speaks to the animal in its “native tongue,” and can be adjusted further by circumstances and roleplaying skill (we highly recommend that all communication between characters and animals be roleplayed).
[[File:Greendot-filled.png|10px]] Certain gifts such as Spirit of the Frey give bonuses to Initiative, these should be automatically added by the code, or added by the ST of the scene.<br>
[[File:Greendot-filled.png|10px]] Pack initiative (''W20 Core, pg 267'') If shifters are in a pack and bound together by a single totem, and if all players agree, the pack may share a single initiative roll as well, using the Pack Leader's initiative roll.


The number of successes the player achieves dictates how strongly the character’s command affects the animal. One success is sufficient to have a cat follow an individual and lead the character to the same location, three successes are enough to have a raven spy on a target for weeks, and five successes ensure that a grizzly ferociously guards the entrance to the character’s wilderness haven for some months.
===Declare Actions===
Lowest Initiative declares their action first, moving up to highest Initiative.<br>
Highest Initiative acts first, moving down to lowest.


The character’s Nature plays a large part in how he approaches these conversations. The character might try intimidating, teasing, cajoling, or rationalizing. The player should understand that he does not simply play his character in these situations, but the Beast Within as well.
[[File:Greendot-filled.png|10px]] Rage spends and actions must be declared at the beginning of your turn (Ex: "I'm going to spend 2 Rage to X, then Y, then Z.")<br>
[[File:Greendot-filled.png|10px]] Rage actions will be handled in order after the first "normal" round of actions. Ex: Normal round, Rage round 1, Rage round 2, etc.


Using this power cannot force an animal to do something against its nature, or to force a creature to risk its life. While the aforementioned grizzly would stand guard to the vampire’s haven and even fight for it, it would not do so against obviously superior numbers or something overwhelmingly supernatural. A predatory bird might be convinced to harry a target, but would definitely not hold ground. A docile dog or skittish cat would have no problem with reporting something it had seen, but it wouldn’t enter combat unless given no other option — though it would likely agree to stand and fight and then flee at the first opportunity, if a harsh Kindred demanded it.
===Changing Actions===
''W20 Core, pg 293''<br>
[[File:Greendot-filled.png|10px]] In drastic circumstances Declared Actions can be changed, adding a +1 difficulty to the new Action. (If a grenade is tossed at a character's feet, a packmate is in mortal danger, etc.)


</div>
===Holding Actions===
An action may be held until a place lower in the Initiative, to better coordinate a special maneuver with a packmate, to let someone else get ahead of your character, to foil an opponent's action strategically, etc.


:<div class="mw-customtoggle-beck" style="cursor:pointer; color:red">[+/-] Beckoning</div>
==Spending Points==
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-beck">
Whether it's Willpower, Rage, or Gnosis for gift activation, extra turns, etc., wait until your ST tells you to spend the resource ''on your turn'', for the sake of the scene log having your spends close to your OOC questions and rolls.


{{reddots|2|3}} <font color=red>'''Beckoning'''</font><br>
[[File:Greendot-filled.png|10px]] You can not spend Rage and Gnosis in the same round, except with the Gift: Chaos Mechanics. Spending one means you can not spend the other.<br>
''V20 Core, pg 130''
[[File:Greendot-filled.png|10px]] Willpower for an automatic success on a roll must be declared before the roll is made.<br>
[[File:Greendot-filled.png|10px]] Willpower can not be used for an automatic success on Damage or Soak rolls.


The vampire’s connection to the Beast grows strong enough that he may call out in the voice of a specific type of animal — howling like a wolf, shrilling like a raven, etc. This call mystically summons creatures of the chosen type. Since each type of animal has a different call, Beckoning works for only a single species at a time.
==Using Rage==
''W20 Core, pg 288''<br>
Players can spend up to 1/2 of their Rage pool in a single turn (rounded up) to perform the following feats:


All such animals within earshot are summoned, and some percentage of them will heed the Beckoning if it is successful. While the vampire has no further control over the beasts who answer, the animals who do are favorably disposed toward him and are at least willing to listen to the Kindred’s concerns. (The vampire can then use Feral Whispers on individual animals to command them, which may be at a decreased difficulty at Storyteller discretion.)
[[File:Greendot-filled.png|10px]] <font color=green>'''Take extra Actions:'''</font> Each point of Rage spent gives the character one extra action that turn. Must declare spending Rage for extra actions at the beginning of the turn.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Change forms:'''</font> At any point in a turn, a player can spend one point of Rage to immediate shift to any form without the usual Stamina+Primal Urge roll.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Ignore stunning:'''</font> Spending a point of Rage negates being stunned and the shifter can keep moving and take an Action normally.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Ignore pain:'''</font> The player can ignore the dice penalties of one health level's worth of wounds per one point of Rage spent for one turn.  This does not heal the damage, dice penalties will apply as normal next turn unless more Rage is spent.


<font color=red>'''System:'''</font> The player rolls Charisma + Survival (difficulty 6) to determine the response to the character’s call; consult the table below. Only animals that can hear the cry will respond. If the Storyteller decides no animals of that type are within earshot, the summons goes unanswered.
<font color=green>'''Limitations:'''</font> A player can only take as many extra actions as he has dots in either Dexterity or Wits, whichever is ''lower''. If a player chooses to exceed that limit, she suffers +3 difficulty to all difficulties that turn. If the character is in a Frenzy, his Rage actions are limited only by his Dexterity.


The call can be as specific as the player desires. A character could call for all bats in the area, for only the male bats nearby, or for only the albino bat with the notched ear he saw the other night.
==Splitting Dice Pools==
''W20 Core, pg 266''


{|class="wikitable" style="text-align: center; border:2px ridge red;" width="25%"
Any character can split their die pool to perform multiple actions in a single turn. For each action taken that turn, the player loses one die. Each action taken ''after'' the first one loses another die as well - minus two dice for the second of two actions, minus four dice for the third action out of three, and so on. Example; a frat boy wants to grab a bottle and hit someone with it, and splits his pool in two.<br>
! style="min-width: 100px" | Successes
[[File:Greendot-filled.png|10px]] Grab the bottle: Dex + Athletics<br>
! style="min-width: 200px" | Result
[[File:Greendot-filled.png|10px]] Swing the bottle: Dex + Melee<br>
|-
[[File:Greendot-filled.png|10px]] The Dex + Athletics pool is at -1 for having the extra action of swinging<br>
|1 success
[[File:Greendot-filled.png|10px]] The Dex + Melee pool is at -1 for having the extra action of swinging, and another -1 for being the second action.
|A single animal responds.
|-
|2 successes
|One-quarter of the animals within earshot respond.
|-
|3 successes
|Half of the animals respond.
|-
|4 successes
|Most of the animals respond.
|-
|5 successes
|All of the animals respond.
|-
|}


</div>
</tab>
<tab name="Health and Healing">


:<div class="mw-customtoggle-quell" style="cursor:pointer; color:red">[+/-] Quell the Beast</div>
=Healing Damage=
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-quell">
''W20 Core. pg 255-256''<br>
=Regeneration=
===Bashing and Lethal===
[[File:Greendot-filled.png|10px]] Garou regenerate their worst Bashing or Lethal health level every turn while in a non-breed form.<br>
[[File:Greendot-filled.png|10px]] Homid and Lupus breed Garou can regenerate a health level each day while in their natural breed forms if they are in critical condition.<br>
[[File:Greendot-filled.png|10px]] Metis have full regeneration in all forms.


{{reddots|3|2}} <font color=red>'''Quell the Beast'''</font><br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Kitsune'''</font> do not regenerate, and heal as Humans<br>
''V20 Core, pg 130''
[[File:Greendot-filled.png|10px]] <font color=green>'''Ananasi'''</font> do not regenerate without spending Blood Points. 1 blood point to heal 1 Bashing/Lethal, a full day of rest and 5 blood points to heal 1 Aggravated, otherwise heal as humans.
===Aggravated===
[[File:Greendot-filled.png|10px]] Shifters can soak Aggravated damage, unlike humans.<br>
[[File:Greendot-filled.png|10px]] Shifters can not rapidly regenerate Aggravated damage at the end of a combat turn.<br>
[[File:Greendot-filled.png|10px]] Aggravated damage: Heal 1 point per day as long as the character is in a form that regenerates. <br>
[[File:Greendot-filled.png|10px]] If a shifter reaches Incapacitated from Aggravated damage, they have one chance to channel their Rage to remain active. If the character fails, they die.
----
[[File:Greendot-filled.png|10px]] <font color=green>'''Combat regeneration:'''</font> During each turn a shifter may roll Stamina vs 8 as a reflexive action that does not require Rage or splitting pools. Success allows the shifter to heal Bashing or Lethal normally as listed above. A botch means the shifter cannot regenerate until they've had a chance to rest


As the supreme predators of the natural world, Kindred are highly attuned to the bestial nature that dwells within every mortal heart. A vampire who develops this power may assert his will over a mortal (animal or human) subject, subduing the Beast within her. This quenches all powerful, strong emotions — hope, fury, love, fear — within the target. The Kindred must either touch his subject or stare into her eyes to channel his will effectively.
[[File:Greendot-filled.png|10px]] <font color=green>'''Rage healing:'''</font> Once per scene, a critically injured shifter (reaching Incapacitated through Aggravated damage) may remain active by rolling Rage vs 8. Each success heals 1 level of any kind of damage. No matter how much damage is healed, the character enters a Berserk Frenzy.<br>
[[File:Greendot-filled.png|10px]] A shifter that successfully remains active through Rage healing gains a Battle Scar (''W20 Core, pg 259'')


Mortals who lack the fire of their inner Beasts are quite tractable, reacting to even stressful situations with indifference. Even the most courageous or maddened mortal becomes apathetic and listless, while an especially sensitive individual may suffer from a phobic derangement while under the power’s influence.
</tab>
<tab name="Rage">
=Rage=
''W20 Core, pg 144 & 262''
=The Curse=
Animals, and especially Humans, can sense the predator that lurks under a werewolf's skin.


Different Clans evoke this power in different ways, though the effect itself is identical. Tzimisce call it Cowing the Beast, since they force the mortal’s weaker spirit to shrivel in fear before the Kindred’s own inner Beast. Nosferatu refer to it as Song of Serenity, since they soothe the subject’s Beast into a state of utter complacency, thus allowing them to feed freely. Gangrel know the power as Quell the Beast, and force the mortal spirit into a state of fear or apathy as befits the individual vampire’s nature.
[[File:Greendot-filled.png|10px]] <font color=green>'''Willpower:'''</font> When a human’s Willpower is less than a werewolf’s Rage, that human will avoid contact with the Garou if at all possible. He might cross the street to avoid “that weirdo,” decide to hail a cab rather than sticking around, or even run in fear. Most humans have a Willpower score of between 2 and 4, so the Curse is no laughing matter. Humans aren’t the only creatures affected by the Curse: wolves and other animals avoid the Garou whenever possible.


<font color=red>'''System:'''</font> The player rolls Manipulation + Intimidation if forcing down the Beast through fear, or Manipulation + Empathy if soothing it into complacency. The difficulty of the roll is 7 in either case. This is an extended action requiring as many total successes as the target has Willpower. Failure indicates that the player must start over from the beginning, while a botch indicates that the vampire may not affect that subject’s Beast for the remainder of the scene.
[[File:Greendot-filled.png|10px]] <font color=green>'''Kinfolk:'''</font> The Rage within a werewolf makes even their own Kinfolk uncomfortable, albeit to a lesser degree.


When a mortal’s Beast is cowed or soothed, she can no longer use or regain Willpower. She ceases all struggles, whether mental or physical. She doesn’t even defend herself if assaulted, though the Storyteller may allow a Willpower roll if the mortal believes her life is truly threatened. To recover from this power, the mortal’s player rolls Willpower (difficulty 6) once per day until she accumulates enough successes to equal the vampire’s Willpower. Kindred cannot be affected by this power.
==Using Rage==
Rage points are spent at the beginning of a turn, in the declaration stage. You can spend Rage only in times of stress. A Garou can use Rage in the following ways:


Though a vampire’s Beast cannot be cowed with this ability, the Storyteller may allow characters to use the “soothing” variation of this power to pull a vampire out of frenzy. With three or more successes, the frenzying vampire may roll again to pull herself out of frenzy, using the same difficulty as the stimulus that caused the frenzy originally.
[[File:Greendot-filled.png|10px]] <font color=green>'''Extra Actions:'''</font> A player can spend Rage to give her character extra actions in a single turn. However, a Garou cannot spend more Rage points for actions in a turn than half of her permanent Rage rating. See p. 266.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Changing Forms:'''</font> A Player may spend a Rage point for his character to change instantly to any form he desires, without having to roll Stamina + Primal-Urge. See p. 285.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Recovering from Stun:'''</font> If a character loses more health levels in one turn than his Stamina rating, he is stunned and unable to act in the next turn. By spending a Rage point, the werewolf can ignore the effect and function normally.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Remaining Active:'''</font> If a character falls below the Incapacitated health level, a player can use Rage to keep her character going. Doing so requires a Rage roll (difficulty 8). Each success heals a health level, regardless of the type of wound. A player may attempt this roll only once per scene. If this roll fails, the character doesn’t recover. However, this last-ditch survival effort has its price. Like all Rage rolls, the character is still subject to frenzy. The wound will also remain on the Garou’s body as an appropriate Battle Scar.<br>


</div>
==Gaining and Regaining Rage==
At certain times, a werewolf’s Rage can even go higher than his permanent rating, but only if the situation is sufficiently infuriating.


:<div class="mw-customtoggle-subsu" style="cursor:pointer; color:red">[+/-] Subsume the Spirit</div>
The Rage pool fluctuates from session to session and from turn to turn. Rage replenishes itself in several ways.
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{{reddots|4|1}} <font color=red>'''Subsume the Spirit'''</font><br>
[[File:Greendot-filled.png|10px]] <font color=green>'''The Moon:'''</font> The first time a werewolf sees the moon at night, the Beast inside stirs, and Rage floods back into her. Under a new moon, the character gets one point; under a waning moon, two points; under a half or waxing moon, three points; and under a full moon, four points. If the moon phase corresponds with the character’s auspice, she regains all of her Rage. This phenomenon only occurs when the character first sees the moon each night.<br>
''V20 Core, pg 131''
[[File:Greendot-filled.png|10px]] <font color=green>'''Botch:'''</font> If the Storyteller approves, a werewolf might receive a Rage point after a botched a roll. Rage comes from stressful situations, and seeing the action you were attempting blow up in your face, sometimes literally, can be a very stressful situation.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Humiliation:'''</font> Rage will also come rushing back if anything a Garou does proves particularly humiliating. The Storyteller decides whether a situation is embarrassing enough to warrant a Rage point. Garou tend to be very proud, and they don’t take being laughed at well.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Confrontation:'''</font> Again at the Storyteller’s approval, a character could receive a Rage point at the beginning of a tense situation, in the moments right before combat starts. This gain accounts for the anticipation and hackle-raising that happens just as tempers start to flare.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''New Stories:'''</font> If the ST of your scene is alright with it, you may be able to +gain your Rage (also Gnosis and Willpower) before the scene officially starts. Make sure you ask first, to be polite.


By locking his gaze with that of an animal, the vampire may mentally possess the creature. Some elders believe that since animals don’t have souls but spirits, the vampire can move his own soul into the animal’s body. Many younger vampires think it a matter of transferring one’s consciousness into the animal’s mind. In either case, it’s agreed that the beast’s weaker spirit (or mind) is pushed aside by the Kindred’s own consciousness. The vampire’s body falls into a motionless state akin to torpor while his mind takes control of the animal’s actions, remaining this way until the Kindred’s consciousness returns.
[[File:Greendot-filled.png|10px]] <font color=green>'''Twitcher Ratkin:'''</font> ''(W20 Changing Breeds, pg 185)'' Whenever a Twitcher regains Rage, they also make a roll to gain even more. Roll one die against a difficulty of (10 – the Twitcher’s Rank). Success gains them another point of a Rage — and another roll. They keep rolling until they are at their maximum Rage, or until they fail or botch the roll. There are no negative consequences for failing or botching this roll.


Some haughty Tzimisce eschew this power, considering it debasing to enter the body of a lesser creature. When they do stoop to using it, they possess only predators. Conversely, Gangrel revel in connecting to the natural world in this way. They delight in sampling different animals’ natures.
==Too Much or Too Little Rage==
[[File:Greendot-filled.png|10px]] <font color=green>'''Beast Within:'''</font> Occasionally, a Garou is more a snarling monster than man or beast, and she must pay the price for it. For every point of Rage a character has above her Willpower rating, she loses one die on all social-interaction rolls. People, even other werewolves, can sense the killer hiding just under her skin, and they don’t want to be anywhere near it.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Losing the Wolf:'''</font> If a character has lost or spent all his Rage and Willpower points, he has “lost the wolf,” and he cannot regain Rage. The Garou cannot shift to anything except his breed form until his Rage returns. The character must regain at least one Willpower point before he can recover any Rage.


<font color=red>'''System:'''</font> The player rolls Manipulation + Animal Ken (difficulty 8) as the character looks into the animal’s eyes (see sidebar on p. 152). The number of successes allows the character to employ some mental Disciplines while possessing the animal, as noted below.
</tab>
<tab name="Frenzy">
=Frenzy=
''W20 Core, pg 144 and 261''


{|class="wikitable" style="text-align: center; border:2px ridge red;" width="25%"
{| class="wikitable" style="float: right; padding-left: 10px; border:2px ridge green;"
! style="min-width: 100px" | Successes
! Rank
! style="min-width: 300px" | Result
! style="width: 175px" | Frenzy Bonus
|-
|-
| 1 success
|0
| Cannot use Disciplines
|None
|-
|-
| 2 successes
|1
| Can use Auspex and other sensory powers
|None
|-
|-
| 3 successes
|2
| Can also use Presence and other powers of emotional manipulation
|None
|-
|-
| 4 successes
|3
| Can also use Dementation, Dominate, and other powers of mental manipulation
| +1 diff to Frenzy rolls
|-
|-
| 5 successes
|4
| Can also use Chimerstry, Necromancy, Thaumaturgy, and other mystical powers
| +2 diff to Frenzy rolls
|-
|-
|5
| +2 diff to Frenzy rolls, 5+ successes needed to Frenzy
|}
|}
[[File:Greendot-filled.png|10px]] <font color=green>'''Frenzy:'''</font> Frenzy is the violent outburst, the untamed savagery, the animal instinct for blood and brutality that lurks in the heart of every werewolf. Whenever a player gets four or more successes on a Rage roll, the character enters a frenzy. See Frenzy on p. 261 for more information on the causes and resolutions of frenzies.


This power entwines the character’s consciousness closely with the animal’s spirit, so much so that the character may continue to think and feel like that animal even after breaking the connection. This effect continues until the character spends a total of seven nights or three Willpower points to resist and finally overcome the animal nature. This should be roleplayed, though the character will be affected to a lesser degree if the player chooses to spend Willpower.
[[File:Greendot-filled.png|10px]] <font color=green>'''Any Rage roll:'''</font> Any Rage roll can lead to a frenzy, even if it’s used to activate Gifts. All Rage rolls represent an attempt to awaken the primal beast that drives the Garou. If a Rage roll scores four or more successes, the character frenzies. The player can spend a Willpower point immediately to halt the frenzy, but her character can’t take any further actions that turn.


At the end of any particularly exciting incident during possession, the player rolls Wits + Empathy (difficulty 8) for the character to retain his own mind. Failure indicates that the character’s mind returns to his own body, but still thinks in purely animalistic terms. A botch returns the character to his body, and also sends him into frenzy.
[[File:Greendot-filled.png|10px]] <font color=green>'''Less than 4 Rage:'''</font>  Garou who have permanent Rage ratings lower than four can still frenzy, but only under circumstances that touch on a particular psychological trigger: locking a claustrophobic werewolf in a confined space, or an arachnophobe coming face-to-mandible with one of the Ananasi werespiders. When a werewolf encounters that level of stress, his temporary Rage can exceed his permanent rating. Use the higher of the two ratings for all Rage rolls.


The character may travel as far from his own physical body as he chooses while possessing the animal. The character retains no conscious connection with his vampire body during this time, though. The vampire may also venture out during the day, albeit in the animal’s body. However, the character’s own body must be awake to do so, requiring a successful roll to remain awake (see p. 262). If the character leaves the animal’s body (by choice, if his body falls asleep, or after sustaining significant injury), the vampire’s consciousness returns to his physical form instantaneously.
[[File:Greendot-filled.png|10px]] <font color=green>'''Calm Heart:'''</font> The Merit: Calm Heart adds +2 difficulty to Frenzy rolls. The book text says it adds 2 dice, this is incorrect, 2 extra dice would actually make it easier to frenzy. White Wolf doesn't edit well.


Although the vampire has no conscious link to his body while possessing the animal, he does form a sympathetic bond. Anything the animal feels, the vampire also experiences, from pleasure to pain. In fact, any damage the animal’s body sustains is also applied to the character’s body, though the Kindred body may soak as normal. If the animal dies before the vampire’s soul can flee from the body, the character’s body falls into torpor. Presumably this is in sympathetic response to the massive trauma of death, but some Kindred believe that the vampire’s soul is cast adrift during this time and must find its way back to the body.
==Berserk Frenzy==
The werewolf can only see moving targets — targets she wants to reduce to bloody lumps of mangled meat. A berserk Garou shifts immediately to either Crinos or Hispo form (the player decides which), and attacks something.<br>
Whom she attacks depends on the circumstances. If the Garou’s permanent Rage does not exceed her permanent Gnosis, she will not tear into her packmates — unless she’s in the Thrall of the Wyrm. Anything else is fair game, including other were-creatures who are not members of her pack.<br>
A Garou whose permanent Rage exceeds his permanent Gnosis attacks anything that moves. He can’t distinguish between targets unless his player spends a Willpower point, in which case he can select his victim. If he doesn’t have the Willpower to spare, the Storyteller chooses who he attacks. Werewolves in this state don’t remember what happens to them during frenzy. Many collapse once the frenzy is over.


</div>
==Fox Frenzy==
The werewolf does everything in his
power to escape. He takes his Lupus form and runs. The only time he attacks is when something gets in his way, and only for long enough to get past his opponent. The character runs until he can find a safe hiding place, where he will remain until the frenzy passes.<br>
Whether in berserk or fox frenzy, combat maneuvers and pack tactics require a level of thought and control that a frenzying werewolf does not have. He has three options: bite, claw, or run. He can spend Rage for extra actions, but can’t split dice pools, use Gifts, or step sideways. A frenzied werewolf does not feel pain, and ignores all wound penalties.<br>
A werewolf can only come out of frenzy once the triggering situation is over. Once he’s escaped, the player rolls Willpower (difficulty equaling the Garou’s own Rage) to escape the frenzy. If the roll fails, the player can try again next turn with no increase in difficulty.
{| class="wikitable" style="border:2px ridge green;"
! Breed
! Can they Frenzy?
|-
|Ajaba
|As Garou. Rage rolls are always diff 6.
|-
|Ananasi
|Not naturally capable of Frenzy. Diff to supernaturally induce Frenzy is +2.
|-
|Bastet
|As Garou. Rage rolls are always diff 6.
|-
|Corax
|As Garou. Rage rolls are always diff 6.
|-
|Gurahl
|Normally cant Fox Frenzy. Rage rolls are always diff 8. 5+ successes required for Frenzy.
|-
|Kitsune
|Normally cant Berserk Frenzy. Rage rolls are always diff 6.
|-
|Mokole
|As Garou. Rage rolls are always diff 6, save for Shining Mokole, who's diffs are the same as Garou.
|-
|Nuwisha
|Not naturally capable of Frenzy.
|-
|Ratkin
|As Garou. Rage rolls are always diff 6. Warriors: Rage rolls are always diff 5.
|-
|Rokea
|Normally cant Fox Frenzy. Rage roll diffs are the same as Garou. Only 2 successes needed to enter a Frenzy.
|}


:<div class="mw-customtoggle-draw" style="cursor:pointer; color:red">[+/-] Drawing Out the Beast</div>
==Reasons to roll Rage==
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-draw">
''W20 Core, pg 261''


{{reddots|5}} <font color=red>'''Drawing Out the Beast'''</font><br>
{| class="wikitable" style="float: right; padding-left: 10px; border:2px ridge green;"
''V20 Core, pg 132''
! Moon Phase
 
! Difficulty
At this level of Animalism, the Kindred has a keen understanding of the Beast Within, and is able to release his feral urges upon another mortal or vampire. The recipient of the vampire’s Beast is instantly overcome by frenzy. This is an unnatural frenzy, however, as the victim is channeling the Kindred’s own fury. As such, the vampire’s own behavior, expressions, and even speech patterns are evident in the subject’s savage actions.
|-
 
|New
Gangrel and Tzimisce are especially fond of unleashing their Beasts onto others. Gangrel do so to stir their ghouls into inspired heights of savagery during combat. Tzimisce care less about who receives their Beast than retaining their own composure.
|8
 
<font color=red>'''System:'''</font> The player must announce his preferred target (since it must be someone within sight, Drawing Out the Beast cannot be used if the vampire is alone), then roll Manipulation + Self-Control/Instinct (difficulty 8). Refer to the table below for the results:
 
{|class="wikitable" style="text-align: center; border:2px ridge red;" width="25%"
! style="min-width: 100px" | Successes
! style="min-width: 400px" | Result
|-
|-
|1 success
|Crescent
| The character transfers the Beast, but unleashes it upon a random individual.
|7
|-
|-
|2 successes
|Half
| The character is stunned by the effort and may not act next turn, but transfers the Beast successfully. Alternatively, the character may act normally during the turn, but must spend a Willpower point or suffer a single level of lethal damage.
|6
|-
|-
|3+ successes
|Gibbous
| The character transfers the Beast successfully.
|5
|-
|-
|Full
|4
|}
|}
[[File:Greendot-filled.png|10px]] A shifter in Crinos reduces their Rage roll difficulties by 1 when checking for Frenzy.


If the attempt fails, the character himself immediately enters frenzy. As the character relaxes in expectation of relieving his savage urges, the Beast takes that opportunity to dig deeper. In this case, the frenzy lasts twice as long as normal and is twice as difficult to shrug off; its severity also increases exponentially. Botching this roll is even more catastrophic; the heightened frenzy grows so extreme that not even expending Willpower curbs its duration or effects. The character is a hapless victim to the terrible fury of his Beast, and may well hurl herself into a savage, flesh-rending rampage that leaves the Masquerade (and unfortunate nearby onlookers) in tatters.
Outside the standard instances listed on the Rage tab, your ST may call for Rage rolls in tense situations that stir the beast and threaten the possibility of Frenzy.
 
If the character leaves the target’s presence before the frenzy expends itself, the vampire loses his Beast, perhaps permanently. While no longer vulnerable to frenzy, the character cannot use or regain Willpower and becomes increasingly lethargic. To recover the Beast, he must find the person who now possesses it (who likely isn’t enjoying herself very much) and coax the Beast into its proper vessel. The most effective way to do so is to behave in ways that make the Beast want to return — however, this isn’t a guarantee that it will wish to do so. Alternatively, the character can simply kill the host (thus causing the Beast to return to the vampire immediately).
 
</div>


</tab>
[[File:Greendot-filled.png|10px]] Embarrassment or humiliation (e.g. botching an important roll)<br>
<tab name="Auspex">
[[File:Greendot-filled.png|10px]] Any strong emotion (lust, rage, envy)<br>
[[File:Greendot-filled.png|10px]] Extreme hunger<br>
[[File:Greendot-filled.png|10px]] Confinement<br>
[[File:Greendot-filled.png|10px]] Helplessness<br>
[[File:Greendot-filled.png|10px]] Being taunted by a superior enemy<br>
[[File:Greendot-filled.png|10px]] Large quantities of silver in the area<br>
[[File:Greendot-filled.png|10px]] Being wounded<br>
[[File:Greendot-filled.png|10px]] Seeing a packmate wounded<br>


==Auspex==
==Thrall of the Wyrm==
''V20 Core, pg 134''
''W20 Core, pg 262''


Auspex gives the vampire uncanny sensory abilities. She starts with the capacity to heighten her natural senses significantly, but as she grows in power, she can perceive psychic auras and read the thoughts of another being. Auspex can also pierce through mental illusions such as those created by Obfuscate — see the sidebar “Seeing the Unseen” on p. 142 for more.
When a player rolls six or more successes on a Rage roll, the character enters a berserk frenzy. All the Willpower in the world won’t give her a second’s control. The character is in the Thrall of the Wyrm. In addition to attacking anything that she can see, with the Storyteller picking her targets, the Thrall brings an even more horrific twist.<br>
Each breed of Garou has an affinity to one of the heads of the Triatic Wyrm, and it is that facet that works through them in their worst frenzy.


However, a vampire with Auspex needs to be careful. Her increased sensory sensitivity can cause her to be drawn in by beautiful things or stunned by loud noises or pungent smells. Sudden or dynamic events can disorient an Auspex-using character unless her player makes a Willpower roll to block them out (difficulty of at least 4, although the more potent the source of distraction, the higher the difficulty). Failure overwhelms the character’s senses, making her oblivious to her surroundings for a turn or two. While the Malkavians and Toreador are more prone to these kinds of distractions, the Tremere and Tzimisce aren’t immune.
[[File:Greendot-filled.png|10px]] <font color=green>'''Homid:'''</font> Eater-of-Souls holds humans as its special children. This twisted favor extends to homid-breed Garou. This Wyrm drives its minions to eat humans, wolves, and even other Garou. A werewolf in this Thrall must roll Wits (difficulty 7) whenever she kills or incapacitates an opponent. If the roll is a botch, she must stop for a turn and eat her kill.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Metis:'''</font> The Defiler Wyrm reserves special attention for those Garou who cannot breed themselves. It drives metis Garou to perform unspeakable sexual acts on their fallen opponents, regardless of their respective genders. If a werewolf kills or incapacitates an opponent, his player must roll Wits (difficulty 7). If the roll botches, the werewolf stops for a turn and slakes his unholy lusts on his opponent’s corpse.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Lupus:'''</font> Beast-of-War lays claim to the savage lupus Garou. It forces them to tear into their victims until nothing is left but bloody chunks of meat and bone. The Garou loses all sense of mercy, and exists only to destroy. When a lupus werewolf kills or incapacitates a foe when in the Thrall, her player must roll Wits (difficulty 7). If the roll botches, the werewolf savages his opponent’s corpse until it is torn limb from limb.


Dots in Perception are very useful for using Auspex powers, as more successes help the character gain more sensory information.
[[File:Greendot-filled.png|10px]] <font color=green>'''Fera:'''</font> If the Fera breed is capable of rolling Rage and Frenzying, the above applies to their particular breed as well


<div style="border:2px ridge red;">
</tab>
<font color=red>'''Seeing the Unseen - Sidebar'''</font><br>
<tab name="Delirium">
''V20 Core, pg 142''


Auspex enables Kindred to perceive many things beyond the limits of lesser senses. Among its many uses, Auspex can detect the presence of a supernatural being who is hidden from normal sight (a vampire using Obfuscate, for example, or a ghost) or pierce illusions created by the Discipline of Chimerstry. Note: “Normal sight” includes regular, non-Auspex use of the Awareness skill.
=The Delirium=
''W20 Core, pg 262''
{| class="wikitable" style="float: right; padding-left: 10px; border:2px ridge green;"
! Breed
! Full Delirium
! Reduced Delirium
|-
|Ajaba
|Crinos
|
|-
|Ananasi
|Lilian, Pithus
|
|-
|Bastet
|Chatro
|Crinos
|-
|Corax
|
|Crinos
|-
|Gurahl
|
|Crinos
|-
|Mokole
|Archid
|
|-
|Nuwisha
|
|Manabozho
|-
|Ratkin
|
|Crinos
|-
|Rokea
|Gladius, Chasmus
|Glabrus
|}
[[File:Greendot-filled.png|10px]]<font color=green>'''Kitsune:'''</font> Does not incite The Delirium in any form.<br>
[[File:Greendot-filled.png|10px]]<font color=green>'''Ananasi:'''</font> Crawlerling form does not normally incite Delirium at all, however if the breakdown into Crawlerling form is witnessed, it inflicts full Delirium.


[[File:Reddot-filled.png|10px]] '''Obfuscate:''' When a vampire tries to use her heightened perceptions to notice a Kindred hidden with Obfuscate, she detects the subject’s presence if her Auspex rating is higher than his Obfuscate, and she succeeds at a Perception + Awareness roll (difficulty equals 7 minus the number of dots by which her Auspex exceeds his Obfuscate). Conversely, if the target’s Obfuscate outranks her Auspex, he remains undiscovered. If the two ratings are equal, both characters make a resisted roll of Perception + Awareness (Auspex user) against Manipulation + Subterfuge (Obfuscate user). The difficulty for both rolls is 7, and the character with the most successes wins.
[[File:Greendot-filled.png|10px]] Kinfolk are entirely immune to the Delirium.<br>
[[File:Greendot-filled.png|10px]] The Delirium only affects people that can see the Shifter in person. Photographs, video (live or recorded), or other such evidence won't trigger any fear reaction.<br>
[[File:Greendot-filled.png|10px]] Humans will rationalize evidence away as a Photoshopped image or publicity stunt, unless their Willpower is 8 or higher.<br>
[[File:Greendot-filled.png|10px]] Humans that have delved deep into the Occult (4 dots or higher) might roll Wits + Occult vs 9, with each success increasing the human's effective Willpower by 1 in regards to the chart below.<br>
[[File:Greendot-filled.png|10px]] Humans from cultures that didn't suffer the Impergium to a great degree (such as Native Americans and Aboriginal Australians) might also be granted a bonus at the ST's discretion, only if they've been raised without contact with other cultures.


[[File:Reddot-filled.png|10px]] '''Chimerstry:''' Likewise, vampires with Auspex may seek to penetrate illusions created with Chimerstry. The Auspex-wielder must actively seek to pierce the illusion (i.e., the player must tell the Storyteller that his character is trying to detect an illusion). The Auspex-user and Chimerstry-wielder then compare relative ratings, per Obfuscate, above. The process is otherwise identical to piercing Obfuscate.
{| class="wikitable" style="border:2px ridge green;"
! Willpower
! % of Population
! Will They Forget?
! Effect
|-
|1
|10%
|Yes
|Catatonic Fear: The human faints, or collapses in fear
|-
|2
|20%
|Yes
|Panic: The human bolts, trying to put as much distance between himself and the Garou as possible.
|-
|3
|18%
|Yes
|Disbelief: The human retreats to a corner to avoid the “hallucination” until it passes, but doesn’t collapse in fear.
|-
|4
|15%
|Yes
|Berserk: The human attacks, be it firing a gun (he won’t have enough presence of mind to reload, however), throwing crockery or even leaping at the “monster.”
|-
|5
|13%
|Yes
|Terror: Much like panic, except with rational thought. The human is able to think enough to lock doors behind him or to get in a car and flee.
|-
|6
|10%
|Yes
|Conciliatory: The human will try to plead and bargain with the Garou, doing anything possible so as not to get hurt.
|-
|7
|7%
|No, but will rationalize
|Controlled Fear: Although terrified, he does not panic. The human will flee or fight as appropriate, but remains in control of his actions.
|-
|8
|5%
|No, but will rationalize
|Curiosity: These people are dangerous, because they remember what they saw (more-or-less), and they might well investigate the matter further.
|-
|9
|1.5%
|No
|Bloodlust: This human refuses to take anymore. She is afraid but angry, and she will remember the Garou and probably even try to hunt it down.
|-
|10
|0.5%
|No
|No reaction: The human is not the slightest bit afraid or bothered by the Garou. Even Kinfolk aren’t this stoic, so Garou tend to be very suspicious of such folks.
|}


[[File:Reddot-filled.png|10px]] '''Other Powers:''' Since the powers of beings like magi and wraiths function differently from vampiric Disciplines, a simple comparison of relative ratings isn’t applicable. To keep things simple, both characters make a resisted roll. The vampire rolls Perception + Awareness, while the subject rolls Manipulation + Subterfuge. Again, the difficulty is 7, and the character with the most successes wins.
</tab>
</tabs>


</div>
<tabs>
<tab name="Close Combat">


:<div class="mw-customtoggle-height" style="cursor:pointer; color:red">[+/-] Heightened Senses</div>
=Close Combat Attacks=
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-height">


{{reddots|1|4}} <font color=red>'''Heightened Senses'''</font><br>
[[File:Greendot-filled.png|10px]] On a successful attack, 1 point of damage is always dealt and might be soaked, even if the damage roll gave zero successes.<br>
''V20 Core, pg 134''
[[File:Greendot-filled.png|10px]] <font color=green>'''Corax'''</font> have -1 diff to all Athletics rolls, and +2 difficulty to soak all Bashing.


This power increases the acuity of all of the vampire’s senses, effectively doubling the clarity and range of sight, hearing, and smell. While her senses of taste and touch extend no farther than normal, they likewise become far more distinct; the vampire could taste the hint of liquor in a victim’s blood or feel the give of the board concealing a hollow space in the floor. The Kindred may magnify her senses at will, sustaining this heightened focus for as long as she desires. At the Storyteller’s option, this may make hunting easier.
===Basic Attacks===
''W20 Core, pg 296''<br>
[[File:Greendot-filled.png|10px]] While these are largely listed with Garou form names, these are usable by just about anyone, as long as you have the appropriate appendage available.


Occasionally, this talent provides extrasensory or even precognitive insights. These brief, unfocused glimpses may be odd premonitions, flashes of empathy, or eerie feelings of foreboding. The vampire has no control over these perceptions, but with practice can learn to interpret them with a fair degree of accuracy.
{| class="wikitable" style="border:2px ridge green;"
 
Expanded senses come at a price, however. Bright lights, loud noises and strong smells present a hazard while the vampire uses this power. In addition to the possibility for distraction, an especially sudden or potent stimulus (like the glare of a spotlight or a clap of thunder) can blind or deafen the Kindred for an hour or more.
 
<font color=red>'''System:'''</font> It takes a reflexive action to activate this ability, but no roll or other cost is required. In certain circumstances, dice rolls associated with using the character’s sense (such as Perception + Alertness) decrease in difficulty by a number equal to the character’s Auspex rating when the power is engaged.
 
The Storyteller may also use this power to see if the character perceives a threat. In this case, the Storyteller privately rolls the character’s unmodified Auspex rating, applying whatever difficulty he feels best suits the circumstances. For example, sensing that a pistol is pointed at the back of the character’s head may require a roll of difficulty 5, while the sudden realization that a rival for Primogen is planning her assassination may require a 9. Note that even this “precognition” comes only as a result of interpreting details the Kindred is able to notice. It’s not an all-purpose insight or miraculous revelation.
 
At the character’s discretion, she may selectively heighten one specific sense, rather than leaving them all on. In these cases, the difficulty to perceive stimuli using that sense drops by one, but the difficulty to avoid distraction or temporary bedazzlement increases by one.
 
This power does not let characters see in pitch darkness, as does Eyes of the Beast (p. 199), but it does reduce difficulty penalties to act in such darkness from +2 to +1, and the character may make ranged attacks in pitch darkness if she can hear, smell, or otherwise detect her foe.
 
</div>
 
:<div class="mw-customtoggle-aura" style="cursor:pointer; color:red">[+/-] Aura Perception</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-aura">
 
{{reddots|2|3}} <font color=red>'''Aura Perception'''</font><br>
''V20 Core, pg 135''
 
{| class="wikitable" style="float: right; padding-left: 10px; border:2px ridge red;"
! Condition
! style="width: 175px" | Aura Colors
|-
|-
| Afraid || Orange
! style="width: 100px" | Action !! Pool !! style="width: 20px" | Base Diff !! Base Damage !! Damage Type !! Special
|-
|-
| Aggressive || Purple
|| Kick || Dex + Brawl || 7 || Str + 1 || Bashing || Extreme size difference can make damage Lethal<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro, Crinos
|-
|-
| Angry || Red
|| Punch || Dex + Brawl || 6 || Str || Bashing || Special punches (uppercut, haymaker, etc) may cause extra dmg with a higher diff. Usually Bashing, but nerve strikes, kidney blows, or extreme size difference can make damage Lethal<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro, Crinos
|-
|-
| Bitter || Brown
|| Bite || Dex + Brawl || 5 || Str +1 || Agg || Hispo bite +1 dmg, Glabro bite diff 8 and -1 Lethal dmg <br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Crinos, Hispo, Lupus
|-
|-
| Calm || Light Blue
|| Claw || Dex + Brawl || 6 || Str + 1 || Crinos/Hispo: Agg, Glabro/Lupus: Bashing || [[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Glabro, Crinos, Hispo, Lupus
|-
|-
| Compassionate || Pink
|| Disarm || Dex + Melee || +1 diff || See: Failure || - || Successes exceed opponent's Strength score: Opponent drops their weapon. Failure: Inflicts weapon damage; Botch: Loses own weapon <br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro, Crinos
|-
|-
| Conservative || Lavender
|| Bare-Handed Disarm || Dex + Brawl (-1 dice) || 8 || - || - || Failure: Inflicts weapon damage to hands <br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro, Crinos
|-
|-
| Depressed || Grey
|| Flank Attacks || - || -1 || - || - || May require Rage, move time or another roll at ST's discretion<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> All forms
|-
|-
| Desirous or Lustful || Deep Red
|| Rear Attack || - || -2 || - || - || May require Rage, move time or another roll at ST's discretion<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> All forms
|-
|-
| Distrustful || Light Green
|| Sweep || Dex + Brawl or Melee || 8 || - || - || Knocks Opponent to the ground, can use self or weapon to sweep an opponent's leg. Causes no damage, but target is prone.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> All forms
|-
|-
| Envious || Dark Green
|| Grapple || Contested Str + Brawl || 6 || Str || Bashing || [[File:Greendot-filled.png|10px]] <font color=green>'''Clinch:'''</font> crushing damage applied per turn.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Hold:'''</font> No damage, Target held until freed<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Escape:'''</font> The contested Str + Brawl roll, especially agile chars may use Dex<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Reverse:'''</font> The grapple is turned on the attacker if the contested roll scores 2 more successes than the attacker.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Damage:'''</font> Typically Bashing, can be Lethal or Aggravated if grappled opponent has barbs, spikes, extreme size difference, etc. as appropriate.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro, Crinos
|-
|-
| Excited || Violet
|| Tackle || Dex + Brawl || 7 || Str || Bashing || [[File:Greendot-filled.png|10px]] Req: Min 2 Yard Distance<br>[[File:Greendot-filled.png|10px]] Attacker and Target both make Dexterity+Athletics rolls to keep their feet (diff 6 for the attacker, diff 6 + the attackers successes for the target).<br>
:<font color=green>'''Failure:'''</font> you end up on the ground.<br>
:<font color=green>'''Botch:'''</font> trips and falls (one die of dmg for every yard ran); slams into something else (that damage plus his Str in dmg on himself); or crashes into his target and bounces off (opponent’s Stamina in dmg, but leaving the target unharmed)<br>
[[File:Greendot-filled.png|10px]] Dexterity+Brawl vs 7 to determine damage dice if target fails his Athletics roll.<br>[[File:Greendot-filled.png|10px]] Damage may situationally become lethal at ST discretion.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> All forms
|}
 
</tab>
<tab name="Dirty Fighting">
 
=Dirty Fighting=
''W20 Core, pg 198''<br>
[[File:Greendot-filled.png|10px]] The following maneuvers require Brawl 3 or more.
 
{| class="wikitable" style="border:2px ridge green;"
|-
|-
| Generous || Rose
! style="width: 100px" | Action !! Pool !! style="width: 20px" | Diff !! Damage !! Damage type !! Special
|-
|-
| Happy || Vermilion
|| Blinding || Dex + Subterfuge || 9 || Special || Special || Blinded 1 turn per success, -2 Dice to all pools. 5+ successes destroys eyes, may regen normally if possible. ST discretion if a particularly vicious attack might cause 1 or 2 Lethal damage in addition to blinding.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro, Crinos
|-
|-
| Hateful || Black
|| Body Slam || Dex + Brawl || 6 || Str + 2 || Bashing || Requires a successful Grapple, next turn apply Dex + Brawl vs 6 for damage. Damage may be Lethal or even Aggravated at ST discretion depending on what the target is slammed onto. <br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro, Crinos
|-
|-
| Idealistic || Yellow
|| Curb Stomp || Str + Brawl || 6 || Str + 2 || Lethal || Requires Stunned/Immobilized target - Takes 1 turn to place in position first, next turn apply Str + Brawl vs 6 for damage. May remove opponent's ability to bite until healed.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro, Crinos
|-
|-
| Innocent || White
|| Low Blow || Dex + Brawl || 7 || Str || Bashing || Stunned for one turn per health level lost after soak. Bashing becomes Lethal if done with claws/teeth/blades/etc.; Stamina diff 8 to shrug off the stun at one turn per success. <br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> All forms
|-
|-
| Lovestruck || Blue
|| Pistol Whip || Dex + Melee || 7 || Str + 2 || Lethal || Requires a gun, crowbar, truncheon, candlestick, etc. Target stunned for 1 turn if they fail Stamina vs 8, or 2 turns if they botch. <br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro
|}
 
</tab>
<tab name="Special Maneuvers">
 
=Special Maneuvers=
''W20 Core, pg 299''<br>
[[File:Greendot-filled.png|10px]] While these are largely listed with Garou form names, these are usable by just about anyone, as long as you have the appropriate appendage available.
 
{| class="wikitable" style="border:2px ridge green;"
|-
|-
| Obsessed || Green
! style="width: 100px" | Maneuver !! Pool !! style="width: 20px" | Diff !! Damage !! Damage Type !! Special
|-
|-
| Sad || Silver
|| Evasive Action || Wits + Athletics || 6 || - || - || Works like a dodge, but you cannot abort your previous action to use this tactic. Each success subtracts one success from the attacker's roll. If you score more successes than the attacker, your next attack is at -1 difficulty on that target, assuming you act before them.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> All forms
|-
|-
| Spiritual || Gold
|| Hamstring (Bite/Claw) || Dex + Brawl || 8 || Str + 1 || Aggravated || 2 legged opponent: Dex + Athletics vs 8 to stand again, 1/4 movement speed<br>4 legged opponent: Dex + Athletics vs 7 to remain standing, 1/2 movement speed. <br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Crinos, Hispo, Lupus
|-
|-
| Suspicious || Dark Blue
|| Hamstring (Weapon) || Dex + Melee || 9 || As Weapon || Lethal || Requires a bladed weapon<br>2 legged opponent: Dex + Athletics vs 8 to stand again, 1/4 movement speed<br>4 legged opponent: Dex + Athletics vs 7 to remain standing, 1/2 movement speed. <br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro
|-
|-
| Anxious || Auras appear scrambled like static or white noise
|| Jaw Lock || Dex + Brawl || 6 || Str + 1/Special || Aggravated || Attacker Wins: Rival forced to ground and immobilized. Attacker Loses: Fails to immobilize target, inflicts the usual Bite damage.<br>If opponent doesn't surrender: Contested Strength + Brawl; opponent's diff is attacker's Brawl+4, attacker's diff is opponent's Brawl+2. Opponent fails: Remains pinned and immobilized. Opponent matches successes: Break free but take attacker's successes in damage (may attempt to soak). Opponent scores more successes than attacker: Breaks free, takes no damage.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Crinos, Hispo, Lupus
|-
|-
| Confused || Mottled, shifting colors
|| Leaping Rake (Claw) || Dex + Athletics || 3 || Str + 1 || Aggravated || See Jumping under Physical Feats (W20 Core, pg 271) - If roll succeeds for chosen distance, attack target with Dexterity + Brawl vs 8 for damage, and land outside of enemy's attack reach. Fail: Land within enemy's reach.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Crinos
|-
|-
| Diablerist || Black veins in aura
|| Leaping Rake (Weapon) || Dex+Athletics || 3 || As Weapon || Bashing/Lethal || As above, requires a weapon, Dexterity + Melee vs 8 for damage, and land outside of enemy's attack reach. Fail: Land within enemy's reach.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro
|-
|-
| Daydreaming || Sharp flickering colors
|| Taunt (vs Non-Garou) || Man + Intimidation || Enemy Wits + 4 || - || - || Enemy suffers -1 die to their next action for every 2 successes by the taunter<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Homid, Glabro (All forms if the non-garou target can understand them)
|-
|-
| Frenzied || Rapidly rippling colors
|| Taunt (vs Garou) || Man + Expression || Enemy Wits + 4 || - || - || As Above, if taunter scores at least one success, target makes a Rage roll. If an entire pack is taunting (see Pack Tactics), target frenzy diff is at -1. A target whose dice pool is reduced to nothing cant do anything except dodge.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> All forms
|-
|-
| Psychotic || Hypnotic, swirling colors
|| Wishbone || Dex + Brawl || 6; -1 for each attacker || Str || Special || First turn, to grip the target with the listed roll. Next turn, apply damage by pulling. Damage is Bashing for a slow pull, Lethal if using brute strength, Aggravated if using teeth.<br> If any one garou inflicts more than 3 health levels after soaking, the extremity in question is broken or removed.<br>Soaking: Target must soak each attacker's Strength roll separately.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Glabro, Crinos, Hispo, Lupus<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Can use this tactic solo:'''</font> Ajaba, Bastet, Garou, Gurahl, Mokole, Nuwisha, Rokea
|}
 
</tab>
<tab name="Fera Maneuvers">
 
=Fera Special Maneuvers=
''W20 Changing Breeds, pg 213-216''<br>
[[File:Greendot-filled.png|10px]] These maneuvers require the unique anatomy of a particular breed and can not be performed by everyone, often limiting them to the breed listed.
 
===Ananasi===
{| class="wikitable" style="border:2px ridge green;"
! style="width: 100px" | Maneuver !! Pool !! Diff !! Damage !! Effect
|-
|-
| Vampire || Aura colors are pale
|| Engulf || Dex + Brawl ||6 (5) || Strength; suffocation || The Ananasi breaks over her foe like a wave, dissolving into a million biting spiders. Each turn that the werespider maintains the Engulf, the target cannot breathe and runs the risk of suffocation (see W20, p. 259). If the Ananasi is in a non-Crawlerling form when initiating an Engulf maneuver, the action requires a blood point, but the difficulty is reduced to 5 for the initial attack, thanks to the element of surprise.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Any form<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 1
|-
|-
| Ghoul || Pale blotches in the aura
|| Injection || Dex + Brawl || 7 || Venom only ||  The Ananasi can bite gently into a target, injecting venom without causing aggravated damage from his fangs. This can be used to poison opponents and to drink blood.
|}
===Bastet===
{| class="wikitable" style="border:2px ridge green;"
! style="width: 100px" | Maneuver !! Pool !! Diff !! Damage !! Effect
|-
|-
| Magic Use || Myriad sparkles in aura
|| Barrel Roll || Str + Athletics || 3 + Target's Str, max 9 || Special || The werecat attacks at running speed on all fours, grabs the opponent by the shoulders, and uses her body mass to topple him. Using the momentum of the tumble, she rolls with the opponent, immobilizing him, usually by biting over the muzzle of the prey to suffocate it.<br> The player makes a standard grapple attack to seize the opponent, and then reflexively rolls Strength + Athletics (difficulty 3 + target’s Strength, maximum 9) to wrestle her prey to the ground. The target then suffers suffocation (see W20, p. 259) and immobility until she can break the grapple.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Crinos, Chatro, Feline<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Garou and Nuwisha'''</font> can also perform this maneuver, though at +1 difficulty.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 1
|}
===Corax===
{| class="wikitable" style="border:2px ridge green;"
! style="width: 100px" | Maneuver !! Pool !! Diff !! Damage !! Effect
|-
|-
| Werebeast || Bright, vibrant aura
|| Eye Pluck || Dex + Brawl || 9 || Str +1 || Corax can attempt to pull the eye from a living opponent. If the Corax scores four successes on the attack roll, and at least two health levels of damage go unsoaked, she tears her enemy’s eye out. This raises the damage to aggravated even if the Corax is in raven form. Shapeshifters that don't suffer a Battle Scar from the maneuver can regrow the eye over time.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Crinos or Corvid<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 1 ''(House Rules: Changed from 2 Actions to 1)''
|-
|-
| Ghost || Weak, intermittent aura
|| Wing Swipe || Dex + Brawl || 7 || Str +2 || This maneuver requires the Gift: Razor Feathers. The Corax lashes out with a wing, slashing the target with the cutting edge of his steel-hard feathers. This maneuver is also useful out of combat (for cutting ropes, slashing tires, and so on). Even if a wing swipe misses, the target must make a reflexive Dexterity roll (difficulty 5) or be off-balance (+1 difficulty to all Physical actions) for the next turn.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Crinos<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 1
|}
===Mokole===
{| class="wikitable" style="border:2px ridge green;"
! style="width: 100px" | Maneuver !! Pool !! Diff !! Damage !! Effect
|-
|-
| Faerie || Rainbow highlights in aura
|| Tail Lash || Dex + Brawl || 7 || Str +1 || The Mokolé slashes at an opponent
|}
with her tail. Characters in Suchid form may only use this maneuver if the opponent stands directly behind them. Damage is bashing, unless the Mokolé has a spiked tail.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Rokea'''</font> in Chasmus or Squamus can also perform this maneuver, but only underwater.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Archid or Suchid<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 1
 
Using this power, the vampire can perceive the psychic “auras” that radiate from mortals and supernatural beings alike. These halos comprise a shifting series of colors that take practice to discern with clarity. Even the simplest individual has many shifting hues within his aura; strong emotions predominate, while momentary impressions or deep secrets flash through in streaks and swirls.
 
The colors change in sympathy with the subject’s emotional state, blending into new tones in a constantly dancing pattern. The stronger the emotions involved, the more intense the hues become. A skilled vampire can learn much from her subject by reading the nuances of color and brilliance in the aura’s flow.
 
Aside from perceiving emotional states, vampires use Aura Perception to detect supernatural beings. The colors in Kindred auras, while intense, are quite pale; mage halos often flare and crackle with arcane power; the race of shapeshifters has strikingly bright, almost frantic, auras; ghosts have weak auras that flicker fitfully like a dying flame; and faerie creatures’ radiance is shot through with capricious rainbow hues.
 
<font color=red>'''System:'''</font> After the character stares at the subject for at least a few seconds, the player rolls Perception + Empathy (difficulty 8); each success indicates how much of the subject’s aura the character sees and understands (see the table below). A failure indicates that the play of colors and patterns yields no prevailing impression. A botch indicates a false or erroneous interpretation. The Storyteller may wish to make this roll, thus keeping the player in the dark as to the veracity of the character’s interpretation.
 
{|class="wikitable" style="text-align: center; border:2px ridge red;" width="25%"
! style="min-width: 100px" | Successes
! style="min-width: 300px" | Result
|-
|-
|1 success
|| Head Butt || Dex + Brawl || 7 || Str || This maneuver is a charge forward, head lowered. It works exactly like Body Slam (see W20, p. 298) save that the Mokolé doesn’t suffer damage if in Archid form, and the target isn’t unbalanced unless knocked down.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Rokea'''</font> in Chasmus or Squamus can use a similar underwater ‘ramming’ maneuver., but only underwater.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Archid or Suchid<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 1
| Can distinguish only the shade (pale or bright).
|-
|-
|2 successes
|| Jaw Shear || Dex + Brawl || 6 || Str +2 || This maneuver requires that the Mokolé successfully used a bite attack in the previous turn. Through this attack the Mokolé can snap his head back and forth, tearing the victim to shreds with his powerful jaws. Unless the victim can break the Mokolé’s grip (using an opposed Strength roll), the weresaurian can continue attempting this maneuver each turn.<br>A similar maneuver, Rolling Bite, sees the Mokolé rolling repeatedly with the victim in her mouth.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Rokea'''</font> in Gladius, Chasmus or Squamus can perform this maneuver.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Ajaba'''</font> in Crinos can perform this maneuver.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Archid or Suchid<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 1
| Can distinguish the main color.
|-
|-
|3 successes
|| Swallow Whole || Dex + Brawl || 6 || Str +2 || Only a truly enormous character can perform this action, such as a massive Archid or particularly large Great White Rokea. The prey must be half the character’s size or less, and the attacker must land a bite attack, and then make an opposed Strength roll. If she succeeds, her opponent is swallowed whole. The opponent can continue to take limited actions for (Stamina) rounds before being smothered. If the attacker changes to a smaller form while her victim is alive inside of her, she suffers five levels of lethal damage as her victim erupts through her innards.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Rokea'''</font> in Chasmus can perform this maneuver.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Archid<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 2
| Can recognize the color patterns.
|-
|-
|4 successes
|| Constrict || Dex + Brawl || 6 || Str +2 || The Mokole must be in Archid and cannot move while constricting an opponent in her coils. On each action after having caught the victim, the player reflexively rolls Strength + Brawl against a difficulty of the trapped victim’s (Strength + Brawl –2, maximum 9). Success inflicts the Mokole’s Strength as bashing damage, while failure frees the victim. The Mokole can attack his trapped victim with teeth or claws at –1 difficulty; for others, attacking a constricted victim without harming the Mokole inflicts a +1 difficulty penalty.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Requires'''</font> the "Constricting Coils" characteristic<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Archid<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 1<br>[[File:Greendot-filled.png|10px]] <font color=green>'''House Rule:'''</font> Originally from the Nagah maneuvers (W20 Changing Breeds, pg 214), but it makes sense for Mokole with the correct characteristics.
| Can detect subtle shifts.
|}
===Rokea===
{| class="wikitable" style="border:2px ridge green;"
! style="width: 100px" | Maneuver !! Pool !! Diff !! Damage !! Effect
|-
|-
|5 successes
|| Great Bite || Dex + Brawl || 6 || Str +3 ||  The Rokea takes hold of her opponent by the shoulders, and attempts to bite her victim’s head off. To grab hold of the opponent, the player must perform a standard grapple roll. The bite attack is administered in the same turn.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Mokolé'''</font> may also perform this maneuver in Archid form, if their characteristics make this possible.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable in:'''</font> Gladius<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Actions:'''</font> 2
| Can identify mixtures of color and pattern.
|}
|}


The Aura Colors chart offers some example ideas of common colors and the emotions they reflect that Storytellers can use. Note that it is nearly impossible to determine with certainty if a particular character is lying or not with this power – vampires are inherently deceitful by nature, but even mortals might react with anxiety to questions while still being truthful. It is, however, helpful in determine the target’s emotional state, which might lead the vampire to decide that a particular target is suspicious.
</tab>
 
<tab name="Pack Tactics">
A character may choose to perform a very cursory aura scan of a large area like a nightclub’s dance floor or the audience in a gallery. In this case, the player decides which characteristic of auras she’s looking for, and that’s the only information she’s able to glean if the roll is successful. (At the Storyteller’s discretion, on this general scan roll, more successes on the roll may more quickly yield what the character seeks.) For example, the player may specify, “Who’s the most nervous person in attendance?” or “Are there any vampirically pale auras among the CEO’s entourage?” Thereafter, the player may narrow down her scrutiny of a single individual, with an additional roll as normal.
=Pack Tactics=
 
''W20 Core, pg 300''<br>
The character may focus in on a particular subject’s aura only once per scene with any degree of clarity. Any subsequent attempts that result in failure should be considered botches. It is very easy for the character to imagine seeing what she wants to see when judging someone’s intentions. After 24 hours, the character may try again at no penalty.
[[File:Greendot-filled.png|10px]] Packs bonded by a Pack Totem perform these maneuvers together at no penalty.<br>
[[File:Greendot-filled.png|10px]] Unbonded packs that have only trained together perform these maneuvers at +1 difficulty together.


It is possible, though difficult, to sense the aura of a being who is otherwise invisible to normal sight. Refer to "Seeing the Unseen," W20 Vampire Core, pg 142, for more information.
[[File:Greendot-filled.png|10px]] Other Pack Tactics may include: Wishbone, Flank or Rear attacks, Sweep, as well as less martial tactics such as Long Running, Sensing, and Shadowing in Physical Feats (W20 Core, pg 270), or Hunting, Searching, and Tracking in Mental Feats (W20 Core, pg 282)<br>
[[File:Greendot-filled.png|10px]] Creating and successfully demonstrating a new pack tactic might be worth Glory or Wisdom renown.


</div>
{| class="wikitable" style="border:2px ridge green;"
 
:<div class="mw-customtoggle-sptou" style="cursor:pointer; color:red">[+/-] The Spirit's Touch</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-sptou">
 
{{reddots|3|2}} <font color=red>'''The Spirit's Touch'''</font><br>
''V20 Core, pg 136''
 
When someone handles an object for any length of time, he leaves a psychic impression on the item. A vampire with this level of Auspex can “read” these sensations, learning who handled the object, when he last held it, and what was done with it recently. (For these purposes, a corpse counts as an “object” and can be read accordingly.) These visions are seldom clear and detailed, registering more like a kind of “psychic snapshot.” Still, the Kindred can learn much even from such a glimpse. Although most visions concern the last person to handle the item, a long-time owner leaves a stronger impression than someone who held the object briefly.
 
Gleaning information from the spiritual residue requires the vampire to hold the object and enter a shallow trance. She is only marginally aware of her surroundings while using The Spirit’s Touch, but a loud noise or jarring physical sensation breaks the trance instantly.
 
<font color=red>'''System:'''</font> The player rolls Perception + Empathy. The difficulty is determined by the age of the impressions and the mental and spiritual strength of the person or event that left them. Sensing information from a pistol used for a murder hours ago may require a 4, while learning who owned a bloodstained puppet fashioned a century ago might be a 9.
 
The greater the individual’s emotional connection to the object, the stronger the impression he leaves on it — and the more information the Kindred can glean from it. Events involving strong emotions (a gift-giving, a torture, a long family history) likewise leave stronger impressions than short or casual contact do. Assume that each success offers one piece of information, as per the chart below.
 
{|class="wikitable" style="text-align: center; border:2px ridge red;" width="25%"
! style="min-width: 100px" | Successes
! style="min-width: 300px" | Information
|-
|-
|Botch
! style="width: 100px" | Tactic !! Pool !! Diff !! Packmates Required !! Effect
| The character is overwhelmed by psychic impressions for the next 30 minutes and unable to act.
|-
|-
|Failure
|| Taunt (vs Garou) || Man + Expression || Enemy Wits + 4 || 2+ || Enemy suffers -1 die to their next action for every 2 successes by the taunter(s), if taunter scores at least one success, target makes a Rage roll. target frenzy diff is at -1. A target whose dice pool is reduced to nothing cant do anything except dodge.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> All forms
| No information of value.
|-
|-
|1 success
|| Fur Gnarl || Dex + Brawl || 7 || 2+ || Every 2 successes removes 1 soak from the enemy. Packmates in may attack that spot at +2 difficulty to take advantage of lowered soak. Soak reduced until damage is regenerated or armor reapplied.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Glabro, Crinos, Hispo, Lupus
| Very basic information: the last owner’s gender or hair color, for instance.
|-
|-
|2 successes
|| Harrying || Dex + Athletics || 5 || 4+ || Contested Dex + Athletics vs 5 rolls "hand off" the target to each pack member.<br>Target wins: Attacker can try again at +1 diff for each success target scored over her own. Target maintains diff 5.<br>Attacker wins: +1 diff to target's diff with each successful "hand off" roll, and -1 to all die pools after the first successful exchange. Attacker maintains diff 5. Humans also lose one WP when "handed off" to the next packmate, human-like entities (vamps, changeling, mages, etc.) lose 1 WP per every 2 exchanges.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Hispo, Lupus
| A second piece of basic information.
|-
|-
|3 successes
|| Savage/Dogpile || Special || - || 3+ || First attacker makes a successful Sweep or Tackle maneuver (see above). Next attackers make their rolls with modifiers from Knocked Down, Immobilized, or Stunned (see below) at ST discretion.<br>If target survives, they may try to stand with a successful Strength + Athletics roll, diff is 4 + 1 for each Garou involved in the attack (maximum 10).<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Any form
| More useful information about the last owner, such as age and state of mind the last time he used the item.
|-
|-
|4 successes
|| Circle || Dex + Athletics || 8 || 3+ || This maneuver serves to contain and intimidate opponents. The pack surrounds the target, trapping him within a tight circle. To attempt to break free of the circle, the victim must either enter frenzy or spend a Willpower point. Each character making up the circle performs a Dexterity + Athletics attack, difficulty 8, in response to any such bids for freedom; only a single circle member needs to succeed to keep the target contained within the circle.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Any form<br>''Source: W20 Changing Breeds, pg 216''
| The person’s name.
|-
|-
|5+ successes
|| Slice n' Dice || Dex + Brawl || 6 || 3+ || A favorite of the Ratkin, though employed by other Fera as well. The attackers blitz their target from all directions, overwhelming him with a flurry of slashes to different body parts. This increases the target's difficulty of dodge attempts by 1 per packmate involved (maximum 9). This maneuver requires the target to be surrounded by the pack.<br>[[File:Greendot-filled.png|10px]] <font color=green>'''Usable by:'''</font> Any form with claws<br>''Source: W20 Changing Breeds, pg 216''
| A wealth of information: nearly anything you want to know about the person’s relationship with that object is available.
|}
|}
At the Storyteller’s discretion, some impressions on objects may be so strong — a knife plunged into Caesar’s breast, the tip of the Spear of Destiny, a fang pulled from the maw of Dracula — that any use of this power may be deemed a success.
</div>
:<div class="mw-customtoggle-tele" style="cursor:pointer; color:red">[+/-] Telepathy</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-tele">
{{reddots|4|1}} <font color=red>'''Telepathy'''</font><br>
''V20 Core, pg 137''
The vampire projects a portion of her consciousness into a nearby mortal’s mind, creating a mental link through which she can communicate wordlessly or even read the target’s deepest thoughts. The Kindred “hears” in her own mind the thoughts plucked from a subject as if they were spoken to her.
This is one of the most potent vampiric abilities, since, given time, a Kindred can learn virtually anything from a subject without him ever knowing. The Tremere and Tzimisce in particular find this power especially useful in gleaning secrets from others, or for directing their mortal followers with silent precision.
<font color=red>'''System:'''</font> The player rolls Intelligence + Subterfuge (difficulty of the subject’s current Willpower points). Projecting thoughts into the target’s mind requires one success. The subject recognizes that the thoughts come from somewhere other than his own consciousness, though he cannot discern their actual origin without a successful Perception + Awareness roll (difficulty equal to the vampire’s Manipulation + Subterfuge).
To read minds, one success must be rolled for each item of information plucked or each layer of thought pierced. Deep secrets or buried memories are harder to obtain than surface emotions or unspoken comments, requiring five or more successes to access.
Reading thoughts with Telepathy does not commonly work upon the undead mind. A character may expend a Willpower point to make the effort, making the roll normally afterward. Likewise, it is equally difficult to read the thoughts of other supernatural creatures. However, the character may project her thoughts without expending a Willpower point. These thoughts, however, are still obviously intrusions into the target’s mind, but the character may attempt to disguise her mental “voice” with a roll of Manipulation + Subterfuge (difficulty equals the target’s Perception + Awareness) so the target doesn’t recognize her as the “speaker.”
Storytellers are encouraged to describe thoughts as flowing streams of impressions and images, rather than as a sequence of prose (powers such as Telepathic Communication are of more use for that). Instead of making flat statements like “He’s planning on killing his former lover’s new boyfriend,” say “You see a fleeting series of visions: A couple kissing passionately in a doorway, then the man walking alone at night; you suddenly see your hands, knuckles white, wrapped around a steering wheel, with a figure crossing the street ahead; your heart, mortal now and hammering with panic as you hear the engine rev wildly; and above all, a blazing anger coupled with emotional agony and a panicked fear of loss.” Such descriptions not only add to the story, but they also force the player to interpret for herself what her character gleans. After all, understanding minds — especially highly emotional or deranged minds — is a difficult and often puzzling task.
</div>
:<div class="mw-customtoggle-psypro" style="cursor:pointer; color:red">[+/-] Psychic Projection</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-psypro">
{{reddots|5}} <font color=red>'''Psychic Projection'''</font><br>
''V20 Core, pg 138''
The Kindred with this awesome ability projects her senses out of her physical shell, stepping from her body as an entity of pure thought. The vampire’s astral form is immune to physical damage or fatigue, and can “fly” with blinding speed anywhere across the earth — or even underground — so long as she remains below the moon’s orbit.
The Kindred’s material form lies in a torpid state while her astral self is active, and the vampire isn’t aware of anything that befalls her body until she returns to it. An ephemeral silver cord connects the Kindred’s psyche to her body. If this cord is severed, her consciousness becomes stranded in the astral plane (the realm of ghosts, spirits, and shades). Attempting to return to the vampire’s physical shell is a long and terrifying ordeal, especially since there is no guarantee that she will accomplish the journey successfully. This significant danger keeps many Kindred from leaving their bodies for long, but those who dare can learn much.
<font color=red>'''System:'''</font> Journeying in astral form requires the player to expend a point of Willpower and make a Perception + Awareness roll. Difficulty varies depending on the distance and complexity of the intended trip; 5 is within sight, 7 is nearby or to a familiar location, and 9 reflects a trip far from familiar territory (a first journey from North America to the Far East; trying to shortcut through the earth). The greater the number of successes rolled, the more focused the character’s astral presence is, and the easier it is for her to reach her desired destination.
Failure means the character is unable to separate her consciousness from her body, while a botch can have nasty consequences — flinging her astral form to a random destination on Earth or in the spirit realm, arriving in a place where the sun is active (necessitating a frenzy roll, although the sunlight doesn’t do any damage), or hurtling toward the desired destination so forcefully that the silver cord snaps.
The player may spend a point of Willpower to activate this power, and an additional point of Willpower to gain the success necessary to perform the jaunt. This is an exception to the normal rule where a player may not spend more than a single point of Willpower per turn. Each scene in Psychic Projection requires another point of Willpower and a new roll. Failure indicates that the vampire has lost her way and must retrace the path of her silver cord. A botch at this stage means the cord snaps, stranding the character’s psychic form in the mysterious astral plane.
An astral form may travel at great speeds (the Storyteller can use roughly 1000 miles per hour or 1500 kilometers per hour as a general guide) and carries no clothing or material objects of any kind. Some artifacts are said to exist in the spirit world, and the character can try to use one of these tools if she finds one. The character cannot bring such relics to the physical world when she returns to her body, however.
Interaction with the physical world is impossible while using Psychic Projection. At best, the character may spend a Willpower point to manifest as a ghost-like shape. This apparition lasts one turn before fading away; while she can’t affect anything physically during this time, the character can speak. Despite lacking physical substance, an astral character can use Auspex normally. At the Storyteller’s discretion, such a character may employ some or all Animalism, Dementation, Dominate, Necromancy, Obtenebration, Presence, Thaumaturgy, and similar non-corporeal powers she has, though this typically requires a minimum of three successes on the initial Psychic Projection roll.
If two astral shapes encounter one another, they interact as if they were solid. They may talk, touch, and even fight as if both were in the material world. Since they have no physical bodies, astral characters seeking to interact “physically” substitute Mental and Social Traits for Physical ones (Wits replaces Dexterity, Manipulation supplants Strength, and Intelligence replaces Stamina). Due to the lack of a material form, the only real way to damage another psychic entity is to cut its silver cord. When fighting this way, consider Willpower points to be health levels; when a combatant loses all of her Willpower, the cord is severed.
Although an astrally projected character remains in the reflection of the mortal world, she may venture further into the spirit realms, especially if she becomes lost. Other beings with particular sensitivity to psychic activity, such as ghosts, werewolves, and even some magi, travel the astral plane as well, and can interact with a vampire’s psychic presence normally (although the astrally projected character is not considered a “ghost” for powers such as Necromancy). The observing character notices the astrally projecting vampire with a Perception + Awareness roll (difficulty 8), requiring more successes than the Psychic Projection activation roll. Even those who do notice you won’t be able to identify you; you are merely an immaterial shade hovering in the general area. Storytellers are encouraged to make trips into the spirit world as bizarre, mysterious, and dreamlike as possible. The world beyond is a vivid and fantastic place, where the true nature of things is stronger and often strikingly different from their earthly appearances.
</div>


</tab>
</tab>
<tab name="Celerity>
<tab name="Special Styles">
 
=Special Styles=
==Celerity==
 
<font color=red>'''Celerity'''</font><br>
''V20 Core, pg 142''
 
Not all vampires are slow, meticulous creatures. When needed, some vampires can move fast — really fast. Celerity allows Assamites, Brujah, and Toreadors to move with astonishing swiftness, becoming practically a blur. The Assamites use their speed in conjunction with stealth to strike quickly and viciously from the shadows before they are noticed. Brujah, on the other hand, simply like the edge that the power gives them against overwhelming odds. The Toreador are more inclined to use Celerity to provide an air of unnatural grace to live performances or for an extra push to complete a masterpiece on time, but they can be as quick to draw blood as any assassin or punk when angered.


<font color=red>'''System:'''</font> Each point of Celerity adds one die to every Dexterity-related dice roll. In addition, the player can spend one blood point to take an extra action up to the number of dots he has in Celerity at the beginning of the relevant turn; this expenditure can go beyond her normal Generation maximum. Any dots used for extra actions, however, are no longer available for Dexterity-related rolls during that turn. These additional actions must be physical (e.g., the vampire cannot use a mental Discipline like Dominate multiple times in one turn), and extra actions occur at the end of the turn (the vampire’s regular action still takes place per her initiative roll).
===Klaviskar===
[[File:Greendot-filled.png|10px]]  Requires Melee 4 (Klaive Specialty)<br>
[[File:Greendot-filled.png|10px]]  Rules and Chart TBD


Normally, a character without Celerity must divide their dice if she wants to take multiple actions in a single turn, as per p. 248. A character using Celerity performs his extra actions (including full movement) without penalty, gaining a full dice pool for each separate action. Extra actions gained through Celerity may not in turn be split into multiple actions, however.
===Kalindo===
[[File:Greendot-filled.png|10px]] Rules and Chart TBD


</tab>
</tab>
<tab name="Chimeristry">
<tab name="Ranged Combat">
=Ranged Combat=
''W20 Core, pg 293''


==Chimerstry==
{| class="wikitable" style="border:2px ridge green;"
''V20 Vore, pg 144''
|-
|| Guns || Dex + Firearms
|-
|| Bows || Dex + Archery
|-
|| Thrown || Dex + Athletics
|}


The Ravnos are known as masters of illusion, although the reason why is lost to history. Rumors abound of Ravnos ghûls, rakshasas, and shapeshifters, but whatever its origins, Chimerstry remains a potent and powerful weapon for the Deceivers. The Discipline is, fundamentally, an art of conjuration that converts the vampire’s will into phantoms that confound the senses and technology alike. Even vampires fall under the sway of the Ravnos’ illusory world, unless they have a strong enough grasp of Auspex (see p. 142). The Ravnos often use this power to swindle and seduce their victims into acts that work out badly for the victim (but great for the Ravnos).
===Range===
''W20 Core, pg 294''<br>
[[File:Greendot-filled.png|10px]] Point blank range: Diff 4, 2 yards or less<br>
[[File:Greendot-filled.png|10px]] Medium range: Diff 6, the range listed on your +equip weapon item<br>
[[File:Greendot-filled.png|10px]] Long range: Diff 8, up to twice the listed range. Diff might be higher at ST discretion.


Illusions created by Chimerstry can be seen for what they are by a victim who “proves” the illusion’s falsehood (e.g., a person who walks up to an illusory wall, expresses his disbelief in it, and puts his hand through it effectively banishes the illusion), and explicitly incredible illusions are seen as false immediately (e.g., dragons breathing fire or gravity working in reverse). Sometimes, frequent targets of Chimerstry end up attempting to disbelieve everything around them, leading to derangements (and, quite often, to the amusement of the Ravnos).
===Aiming===
''W20 Core, pg 293''<br>
[[File:Greendot-filled.png|10px]] Requires at least 1 dot in Firearms for guns or Archery for bows<br>
[[File:Greendot-filled.png|10px]] Every Turn spent aiming adds +1 dice to the next attack, a max of character's Perception<br>
[[File:Greendot-filled.png|10px]] Scopes add a further +2 dice<br>
[[File:Greendot-filled.png|10px]] These do stack<br>
[[File:Greendot-filled.png|10px]] Bonuses apply to a single shot, and the character must aim again to get the full bonus and effect


:<div class="mw-customtoggle-ignis" style="cursor:pointer; color:red">[+/-] Ignis Fatuus</div>
===Called Shots===
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-ignis">
''W20 Core, pg 295''<br>
[[File:Greendot-filled.png|10px]] Called Shots are made at +2 difficulty.


{{reddots|1|4}} <font color=red>'''Ignis Fatuus'''</font><br>
===Automatic Gunfire===
''V20 Core, pg 144''
''W20 Core, pg 294''<br>
[[File:Greendot-filled.png|10px]] Uses a minimum of 1/2 a clip of ammo<br>
[[File:Greendot-filled.png|10px]] Automatic gunfire adds +10 Dice to the attack roll at +2 Diff<br>
[[File:Greendot-filled.png|10px]] Can spray an area, evenly distributing successes between targets; If less successes are scored than there are targets, ST decides who has been hit or missed


The vampire may conjure a minor, static mirage that confounds one sense. For instance, he may evoke a sulfurous stench, the appearance of stigmata, or the shatter of broken glass. Note that though tactile illusions can be felt, they have no real substance; an invisible but tactile wall cannot confine anyone, and invisible razor-wire causes no real damage. Similarly, the vampire must know the characteristics of what he’s creating. While it’s easy enough to estimate what a knife wound might look like, falsifying a person’s voice or a photograph of a childhood home requires knowledge of the details.
===3 Round Burst===
''W20 Core, pg 295''<br>
[[File:Greendot-filled.png|10px]] Gain three dice to the attack roll, at +1 difficulty


<font color=red>'''System:'''</font> The player spends a point of Willpower for the vampire to create this illusion. The volume of smells, ambient lighting, smoke clouds, and the like are limited to roughly 20 cubic feet (half a cubic meter) per dot the vampire has in Chimerstry. The illusion lasts until the vampire leaves its vicinity (such as stepping out of the room) or until another person sees through it somehow. The Cainite may also end the illusion at any time with no effort.
===Reloading Firearms===
''W20 Core, pg 295''<br>
[[File:Greendot-filled.png|10px]] Requires a Dexterity + Firearms vs 6 roll under normal circumstances, and takes one full turn. May have to roll anyway if badly hurt, in a moving car, etc. at ST discretion.<br>
[[File:Greendot-filled.png|10px]] Having at least Firearms 1 may negate that roll.<br>
[[File:Greendot-filled.png|10px]] Automatic weapons: Reloading an automatic weapon takes a single action. That gun can still be fired the same round it's reloaded, at -2 dice from the attack pool.<br>
[[File:Greendot-filled.png|10px]] Revolvers: Can be reloaded as above with a speedloader. Without a speedloader, a revolver takes a full turn to reload, and no other actions are possible that turn, not even Rage actions.


</div>
===Bows===
''W20 Core, pg 294''<br>
[[File:Greendot-filled.png|10px]] A character without Archery can try to use a bow, but each roll for her adds a +1 difficulty penalty<br>
[[File:Greendot-filled.png|10px]] Loading an arrow is an Automatic Action<br>
[[File:Greendot-filled.png|10px]] Cross Bows take 2 turns to ready and fire.<br>
[[File:Greendot-filled.png|10px]] On a botched roll, the bowstring snaps and must be replaced before the weapon can be used again: Wits + Archery or Crafts vs 7<br>
[[File:Greendot-filled.png|10px]] Considered nearly silent ranged weapons<br>
[[File:Greendot-filled.png|10px]] Fancy Shots such as a wooden arrow bull's eye in a vampire's heart requires at least 5 successes on the attack and 3 health levels of damage (after soaking) to pierce the heart.


:<div class="mw-customtoggle-fatam" style="cursor:pointer; color:red">[+/-] Fata Morgana</div>
===Thrown Weapons===
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-fatam">
''W20 Core, pg 296''<br>
[[File:Greendot-filled.png|10px]] Thrown weapons use Athletics<br>
[[File:Greendot-filled.png|10px]] Difficulty is usually 6, -1 for especially close targets, +1 or +2 difficulty for distant targets or awkward objects not designed to be thrown.<br>
[[File:Greendot-filled.png|10px]] The range of a thrown object usually depends on the strength of the thrower and on the bulk and aerodynamics qualities of the object. STs should feel free to adjust difficulties and ranges according to circumstances.


{{reddots|2|3}} <font color=red>'''Fata Morgana'''</font><br>
===Cover and Movement===
''V20 Core, pg 144''
''W20 Core, pg 294''<br>
[[File:Greendot-filled.png|10px]] This is Cover verse Firearms<br>
[[File:Greendot-filled.png|10px]] Shooting through a wall: the wall will soak 3 Dice of Damage


The Cainite can now create illusions that appeal to all the senses, though they remain static. For example, the vampire could make a filthy cellar appear as an opulent ballroom, though she could not create a glittering chandelier or a score of graceful dancers. Again, the illusion has no solid presence, though it’s easy enough to fool an enraptured visitor with suggestions of what she might expect. A bucket of brackish water is as cool as chilled champagne, after all.
{| class="wikitable" style="border:2px ridge green;"
|-
! Cover !! Diff to hit target in cover !! Diff to shoot from cover
|-
|| Lying Flat (on Ground) ||+1 || 0
|-
|| Moving Target || +1 || +1
|-
|| Behind Wall || +2 || +1
|-
|| Only Head Exposed || +3 || +2
|}


<font color=red>'''System:'''</font> The player spends a Willpower point and a blood point to create the illusion. These static images remain until dispelled, in much the same way that an Ignis Fatuus illusion does.
</tab>
 
<tab name="Immobilization">
</div>
=Types of Immobilization=
''W20 Core, pg 292''


:<div class="mw-customtoggle-appar" style="cursor:pointer; color:red">[+/-] Apparition</div>
[[File:Greendot-filled.png|10px]] <font color=green>'''Blinding:'''</font> Characters blinded by injury or darkness cannot dodge, block, or parry incoming attacks. All other actions add +2 to their difficulties. At ST discretion, a Shifter can take an action to sense her surroundings to try and reduce the penalty, or use a Gift to compensate for blindness.<br>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-appar">
[[File:Greendot-filled.png|10px]] <font color=green>'''Knockdown:'''</font> A character knocked off their feet must take an Action to scramble back up. If they can not do so, they may be considered to be partially immobilized.<br>
 
[[File:Greendot-filled.png|10px]] <font color=green>'''Immobilization:'''</font> If held down, paralyzed, or otherwise rendered unable to move more than a little bit, any attacks made against them are made at -2 diff. If the target can not move at all, attacks may hit automatically.<br>
{{reddots|3|2}} <font color=red>'''Apparition'''</font><br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Stunning:'''</font> If, after soak, a character takes health level damage that equals or exceeds their Stamina rating, they are stunned until the end of the following turn. Stunned characters cant do anything except stumble around in a daze. Attacks against a stunned character are made at -2 difficulty.
''V20 Core, pg 144''
 
Not really a power unto itself, Apparition allows a vampire to give motion to an illusion created with Ignis Fatuus or Fata Morgana. Thus, the Cainite could create the illusion of a living being, running water, fluttering drapes, or a roaring fire.
 
<font color=red>'''System:'''</font> The creator spends one blood point to make the illusion move in one significant way, or in any number of subtle ways. For example, the vampire could create the illusion of a lurking mugger lurching at her victim, or she could create the illusion of a desolate street, down which a chill wind blows trash while a streetlamp flickers and hums. Taking complicated actions besides maintaining the illusion — that is, anything that would require a dice roll — first requires success on a Willpower roll, resulting in the dissolution of the false construct if the roll fails.
 
Once the creator stops concentrating on the illusion, it can continue in simple, repetitive motions – roughly speaking, anything that can be described in a simple sentence, such as a guard walking back and forth in front of a steel door. After that, the vampire cannot regain control over the illusion – she can either allow it to continue moving as ordered, or let it fade as described under Ignis Fatuus.
 
</div>
 
:<div class="mw-customtoggle-perma" style="cursor:pointer; color:red">[+/-] Permanency</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-perma">
 
{{reddots|4|1}} <font color=red>'''Permanency'''</font><br>
''V20 Core, pg 145''
 
This power, also used in conjunction with Ignis Fatuus or Fata Morgana, allows a mirage to persist even when the vampire cannot see it. In this way, Ravnos often cloak their temporary havens in false trappings of luxury, or ward off trespassers with illusory guard dogs.
 
<font color=red>'''System:'''</font> The vampire need only spend a blood point, and the illusion becomes permanent until dissolved (including “programmed” illusions like those created by Apparition).
 
</div>
 
:<div class="mw-customtoggle-horri" style="cursor:pointer; color:red">[+/-] Horrid Reality</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-horri">
 
{{reddots|5}} <font color=red>'''Horrid Reality'''</font><br>
''V20 Core, pg 145''
 
Rather than create simple illusions, the vampire can now project hallucinations directly into a victim’s mind. The target of these illusions believes completely that the images are real; a hallucinatory fire can burn him, an imaginary noose can strangle him, and an illusory wall can block him. This power affects only one person at a time; though others can see the illusion, it doesn’t impact them in the same way. Other people can try to convince the victim that his terrors are not real, but he won’t believe them. Note that targets with enough dots in Auspex can still attempt to roll for Seeing the Unseen (p. 142).
 
<font color=red>'''System:'''</font> A Horrid Realty illusion costs two Willpower points to set in motion and lasts for an entire scene (though its effects may last longer; see below). If the vampire is trying to injure his victim, his player must roll Manipulation + Subterfuge (difficulty of the victim’s Perception + Self-Control/Instinct). Each success inflicts one health level of lethal damage on the victim that cannot be soaked — the Cainite assaults the victim’s mind and perceptions, not his body. If the player wishes to inflict less damage or change it to bashing, he may announce a maximum amount of damage before rolling the dice. Secondary effects (such as frenzy rolls for illusory fire) may also occur.
 
The victim heals all his damage instantaneously if he can be convinced that the damage he took was illusory, but convincing him may take some doing, such as with at least two successes on a Charisma + Empathy roll (difficulty equal to the Manipulation + Subterfuge of the Cainite using Horrid Reality). The target must be convinced of the attack’s illusory nature within 24 hours of its taking place, or it becomes too well established in his memory, and he will have to heal the damage using blood (if a vampire) or over time (if mortal).
 
This power cannot actually kill its victims (though a target with a heart condition may well die from fright). A victim “killed” by an illusory attack loses consciousness or enters torpor.
 
</div>


</tab>
</tab>
<tab name="Dementation">
<tab name="Damage and Soak">


==Dementation==
=Damage and Health=
''V20 Core, pg 147''


Dementation is the Discipline that allows a vampire to focus and channel madness into the minds of those around him. Though it’s the natural legacy of the Malkavians, practitioners of Dementation need not actually be mad to use the Discipline… but it helps.
==Defense/Dodge==
''W20 Core, pg 289<br>
[[File:Greendot-filled.png|10px]] Full Defense was removed from W20.<br>
[[File:Greendot-filled.png|10px]] The Dodge Ability was removed from W20, dodging uses Athletics in this system.


Disturbingly, Dementation doesn’t actually make their victims mad, but rather it seems to break down the doors to the hidden darkness of the target’s mind, releasing into the open whatever is found there. The Malkavians claim that this is because insanity is the next logical step in mental evolution, a transhumanist advancement of what modern people consider consciousness. Other Kindred scoff that this reasoning is an outright justification for the chaos that Dementation brings. They don’t scoff too loudly, however, lest the Malkavian advance their consciousness next.
{| class="wikitable" style="border:2px ridge green;"
|-
! Maneuver !! Stats !! Difficulty !! Special
|-
|| Dodge || Dex + Athletics || 5 || Firearms are dodged at diff 9/10
|-
|| Block || Dex + Brawl || 5 || Hand to Hand Combat Only
|-
|| Parry || Dex + Melee || 5 || Blocking but with weapons
|}


:<div class="mw-customtoggle-passi" style="cursor:pointer; color:red">[+/-] Passion</div>
[[File:Greendot-filled.png|10px]] <font color=green>'''Difficulty:'''</font> Diff is a sliding scale depending on the distance the character needs to move and the nature of the attack. Ex: Dodging a punch is diff 5, while dodging close-range firearms is diff 9 or 10. Blocking a punch is diff 5, while blocking a katana is diff 8.<br>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-passi">
[[File:Greendot-filled.png|10px]] <font color=green>'''Dodging/Blocking/Parrying:'''</font> Each success from the above rolls reduces the attackers successes by 1. Left over successes move to the Damage step of turn resolution. To completely dodge/block/parry an attack, the defender must score at least as many successes as the attacker.


{{reddots|1|4}} <font color=red>'''Passion'''</font><br>
==Soaking Damage==
''V20 Core, pg 148''
''W20 Core, pg 290''


The vampire stirs his victim’s emotions, either heightening them to a fevered pitch or blunting them until the target is completely desensitized. The Cainite may not choose which emotion is affected; she may only amplify or dull emotions already present in the target. In this way, a vampire can inflame mild irritation into quivering rage or atrophy true love into casual interest.
[[File:Greendot-filled.png|10px]] <font color=green>'''Kinfolk'''</font> can only naturally soak Bashing damage. Only armor can soak Lethal damage.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Corax'''</font> have +2 difficulty to soak Bashing damage in all forms.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Kitsune'''</font> can soak Silver, unsoaked damage is Lethal.


<font color=red>'''System:'''</font> The character talks to her victim, and the vampire’s player rolls Charisma + Empathy (difficulty equals the victim’s Humanity or Path rating). The number of successes determines the duration of the altered state of feeling. Effects of this power might include one- or two-point additions or subtractions to difficulties of frenzy rolls, Virtue rolls, rolls to resist Presence powers, etc.
[[File:Greendot-filled.png|10px]] <font color=green>'''Bashing:'''</font> Blunt force trauma - Fists, clubs, table legs, etc.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Lethal:'''</font> Sharp edged weapons and firearms - spiked clubs, barbed wire, garrotes, chainsaws, etc.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Aggravated:'''</font> Severe injury - Shifter claws/teeth, vampire fangs, toxic waste, some fire and precious metals.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Soak:'''</font> All soak rolls are made as Stamina vs 6, with the following form restrictions:


{|class="wikitable" style="text-align: center; border:2px ridge red;" width="25%"
{| class="wikitable" style="border:2px ridge green;"
! style="min-width: 100px" | Successes
! style="min-width: 100px" | Result
|-
|1 success
| One turn
|-
|-
|2 successes
! Type of Damage !! Can Soak In
| One hour
|-
|-
|3 successes
|| Bashing || All Forms, Shifter or Kin
| One night
|-
|-
|4 successes
|| Lethal || Shifters: All Forms<br>Kin/Humans: Stamina vs 8
| One week
|-
|-
|5 successes
|| Aggravated || Soak in any form ''except'' breed form<br>Can not be soaked by non-Shifters
| One month
|-
|-
|6+ successes
|| Silver/Gold || Soak ''only'' in breed form,  as per regular weapon damage. Can not be soaked in any other form, stings bare skin but does not cause damage in breed form.
| Three months
|}
|}


</div>
===Silver/Gold Weapons===
''W20 Core, pg 256''<br>
'''For more in depth information on Silver and Gold, see the Sources of Damage tab'''


:<div class="mw-customtoggle-haun" style="cursor:pointer; color:red">[+/-] The Haunting</div>
[[File:Greendot-filled.png|10px]] Homids and Beast-born take no special damage from silver/gold while in their breed forms, and the weapon is treated as mundane for the purposes of damage.<br>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-haun">
[[File:Greendot-filled.png|10px]] Shifters in any form other than their breed form cannot soak damage from Silver without a Gift or a Fetish, and the damage taken is Aggravated.<br>
[[File:Greendot-filled.png|10px]] A successful attack always deals one point of damage, even if the attacker rolled no successes for damage.<br>
[[File:Greendot-filled.png|10px]] Metis may not soak silver in any form.


{{reddots|2|3}} <font color=red>'''The Haunting'''</font><br>
{| class="wikitable" style="border:2px ridge green;"
''V20 Core, pg 148''
! Fera Breed
 
! Weak to Silver?
The vampire manipulates the sensory centers of his victim’s brain, flooding the victim’s senses with visions, sounds, scents, or feelings that aren’t really there. The images, regardless of the sense to which they appeal, are only fleeting “glimpses,” barely perceptible to the victim. The vampire using Dementation cannot control what the victim perceives, but may choose which sense is affected.
|-
 
|Ajaba
The “haunting” effects occur mainly when the victim is alone, and mostly at night. They may take the form of the subject’s repressed fears, guilty memories, or anything else that the Storyteller finds dramatically appropriate. The effects are never pleasant or unobtrusive, however. The Storyteller should let her imagination run wild when describing these sensory impressions; the victim may well feel as if she is going mad,  or as if the world is.
|Yes, due to their similarity to Bastet
 
|-
<font color=red>'''System:'''</font> After the vampire speaks to the victim, the player spends a blood point and rolls Manipulation + Subterfuge (difficulty of his victim’s Perception + Self-Control/Instinct). The number of successes determines the length of the sensory “visitations.” The precise effects are up to the Storyteller, though particularly eerie or harrowing apparitions can certainly reduce dice pools for a turn or two after the manifestation.
|Ananasi
 
|No metal allergies (W20 CB, pg 60)
{|class="wikitable" style="text-align: center; border:2px ridge red;" width="25%"
|-
! style="min-width: 100px" | Successes
|Bastet
! style="min-width: 100px" | Result
|Yes - Celican ALSO suffer from "Pure Iron" with the same rules as Silver (W20 CB, pg 78)
|-
|Corax
|Weak vs Gold instead, same rules set as Silver
|-
|-
|1 success
|Gurahl
| One night
|Yes
|-
|-
|2 successes
|Kitsune
| Two nights
|Yes, can soak vs 8, unsoaked damage is Lethal, other affects as per Garou (W20 CB, pg 126)
|-
|-
|3 successes
|Mokole
| One week
|Weak vs both Gold and Silver (W20 CB, pg 142)
|-
|-
|4 successes
|Nuwisha
| One month
|No metal allergies, no Gnosis loss from Silver (W20 CB, pg 169)
|-
|-
|5 successes
|Ratkin
| Three months
|Yes
|-
|-
|6+ successes
|Rokea
| One year
|Yes
|}
|}


</div>
==Armor==
''W20 Core, pg 291''


:<div class="mw-customtoggle-eyec" style="cursor:pointer; color:red">[+/-] Eyes of Chaos</div>
[[File:Greendot-filled.png|10px]] Kinfolk: Only armor can soak lethal damage.<br>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-eyec">
[[File:Greendot-filled.png|10px]] At ST's discretion armor may soak some kinds of Aggravated damage; a flak jacket might blunt the damage of claws or a silver bullet, but could not defend against fire or radiation.
 
{| class="wikitable" style="border:2px ridge green;"
{{reddots|3|2}} <font color=red>'''Eyes of Chaos'''</font><br>
|-
''V20 Core, pg 148''
! Armor Type !! Rating !! Dexterity Penalty
 
|-
This peculiar power allows the vampire to take advantage of the fleeting clarity hidden in insanity. She may scrutinize the “patterns” of a person’s soul, the convolutions of a vampire’s inner nature, or even random events in nature itself. The Kindred with this power can discern the most well-hidden psychoses, or gain insight into a person’s true self. Malkavians with this power often have (or claim to have) knowledge of the moves and countermoves of the great Jyhad, or the patterns of fate.
|| Tough Hide || 1-3 || 0
 
|-
<font color=red>'''System:'''</font> This power allows a vampire to determine a person’s true Nature, among other things. The vampire concentrates for a turn, then her player rolls Perception + Occult. The difficulty depends on the intricacy of the pattern. Discerning the Nature of a stranger would be difficulty 9, a casual acquaintance would be an 8, and an established ally a 6. The vampire could also read the message locked in a coded missive (difficulty 7), or even see the doings of an invisible hand in such events as the pattern of falling leaves (difficulty 6). Almost anything might contain some hidden insight, no matter how trivial or meaningless. The patterns are present in most things, but are often so intricate they can keep a vampire spellbound for hours while she tries to understand their message.
|| Reinforced Clothing || 1 || 0
 
|-
This is a potent power, subject to adjudication. Storytellers, this power is an effective way to introduce plot threads for a chronicle, reveal an overlooked clue, foreshadow important events, or communicate critical information a player seeks. Important to its use, though, is delivering the information properly. Secrets revealed via Eyes of Chaos are never simple facts; they’re tantalizing symbols adrift in a sea of madness. Describe the results of this power in terms of allegory: “The man before you appears as a crude marionette, with garish features painted in bright stage makeup, and strings vanishing up into the night sky.” Avoid stating plainly, “You learn that this ghoul is the minion of a powerful Methuselah.”
|| Biker Jacket || 1 || 1
 
|-
</div>
|| Leather Duster || 2 || 2
 
|-
:<div class="mw-customtoggle-voice" style="cursor:pointer; color:red">[+/-] Voice of Madness</div>
|| Bearskin Coat || 3 || 3
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-voice">
 
{{reddots|4|1}} <font color=red>'''Voice of Madness'''</font><br>
''V20 Core, pg 149''
 
By merely addressing his victims aloud, the Kindred can drive targets into fits of blind rage or fear, forcing them to abandon reason and higher thought. Victims are plagued by hallucinations of their subconscious demons, and try to flee or destroy their hidden shames. Tragedy almost always follows in the wake of this power’s use, though offending Malkavians often claim that they were merely encouraging people to act “according to their natures.” Unfortunately for the vampire concerned, he runs a very real risk of falling prey to his own voice’s power.
 
<font color=red>'''System:'''</font> The player spends a blood point and makes a Manipulation + Empathy roll (difficulty 7). One target is affected per success, although all potential victims must be listening to the vampire’s voice. Affected victims fly immediately into frenzy or a blind fear like Rötschreck. Kindred or other creatures capable of frenzy, such as Lupines, may make a frenzy check or Rötschreck test (Storyteller’s choice as to how they are affected) at +2 difficulty to resist the power. Mortals are automatically affected and don’t remember their actions while berserk. The frenzy or fear lasts for a scene, though vampires and Lupines may test as usual to snap out of it.
 
The vampire using Voice of Madness must also test for frenzy or Rötschreck upon invoking this power, though his difficulty to resist is one lower than normal. If the initial roll to invoke this power is a failure, however, the roll to resist the frenzy is one higher than normal. If the roll to invoke this power is a botch, the frenzy or Rötschreck response is automatic.
 
</div>
 
:<div class="mw-customtoggle-total" style="cursor:pointer; color:red">[+/-] Total Insanity</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-total">
 
{{reddots|5}} <font color=red>'''Total Insanity'''</font><br>
''V20 Core, pg 149''
 
The vampire coaxes the madness from the deepest recesses of her target’s mind, focusing it into an overwhelming wave of insanity. This power has driven countless victims, vampire and mortal alike, to unfortunate ends.
 
<font color=red>'''System:'''</font> The Kindred must gain her target’s undivided attention for at least one full turn to enact this power. The player spends a blood point and rolls Manipulation + Intimidation (difficulty of her victim’s current Willpower points). If the roll is successful, the victim is afflicted with five derangements of the Storyteller’s choice (see p. 290). The number of successes determines the duration.
 
{|class="wikitable" style="text-align: center; border:2px ridge red;" width="25%"
! style="min-width: 100px" | Successes
! style="min-width: 100px" | Result
|-
|-
|1 success
|| Steel Breastplate || 3 || 2
| One turn
|-
|-
|2 successes
|| Kevlar Vest || 3 || 1
| One night
|-
|-
|3 successes
|| Flak Vest || 4 || 2
| One week
|-
|-
|4 successes
|| Riot Suit || 5 || 3
| One month
|-
|-
|5+ successes
|| Trashcan Lid || 2 || (none, but requires Dex+Melee vs 6 to employ)
| One year
|}
|}
On a botch… well, the Storyteller can decide what a vampire inflicts upon herself by attempting to incite the primal hells lurking within the darkest recesses of a victim’s mind.
The victim (or the target of a botch) can spend a number of Willpower points equal to the successes rolled to end the duration prematurely. The Storyteller decides when such Willpower points can be spent (such as after a therapy session or after a friend has managed to prove a particular delusion to be false).
</div>


</tab>
</tab>
<tab name="Dominate">
<tab name="Kinfolk Damage">
 
==Dominate==
''V20 Core, pg 151''
 
Dominate is one of the most dreaded of Disciplines. It is a vampire’s ability to influence another person’s thoughts and actions through her own force of will. Dominate requires that the vampire capture her victim’s gaze (see p. 152); as such, it may be used against only one subject at a time. Further, commands must be issued verbally, although simple orders may be made with signs — for example, a pointed finger and forceful expression to indicate “Go!” However, the subject won’t comply if he can’t understand the vampire, no matter how powerful the Kindred’s will is.
 
Perhaps unsurprisingly, vampires to which Dominate comes naturally tend to be from willful, domineering Clans. The Giovanni, Lasombra, Tremere, and Ventrue all consider an iron will to be a boon, and are ea- ger to impose that iron will on any who would move against them.
 
<div style="border:2px ridge red;">
<font color=red>'''Eye Contact - Sidebar'''</font><br>
''V20 Core, pg 152''
 
Many myths and stories exist about a vampire’s mystical ability to put people under her spell by looking deeply into her victim’s eyes. The persistence of such stories through the ages isn’t surprising, since a number of Kindred Disciplines powers (most notably Dominate) require eye contact in order to work. Other vampires, learning of this requirement, have attempted everything from wearing mirrored sunglasses to gouging out their own eyes in order to prevent an elder from exerting his will upon them.
 
But Kindred are not so easily thwarted.
 
The need for eye contact stems from the aggressor Kindred’s need to see his victim’s soul, and the eyes are the traditionally known as the windows to the soul. While the vampire needs to capture his target’s attention, the target’s eyes need not be present for such a power to work (although the arts of the Tzimisce make this somewhat challenging at times) — they only need to find the soul of his victim laid bare.
 
A target trying to avoid eye contact can make a Willpower roll against a difficulty equal to Dominate user’s Manipulation + Intimidation (or other appropriate combination for other Disciplines or specific situations, at the Storyteller’s discretion). The difficulty may be reduced for mitigating factors: -1 in the case of the target obscuring his eyes slightly (such as closing her eyes or wearing dark sunglasses) up to a -3 for the eyes being completely unseen (such as with a thick blindfold or having her eyes torn out). Ultimately, however, it is up to the Storyteller to decide whether eye contact is established in a particular case.
 
</div>
 
:<div class="mw-customtoggle-comm" style="cursor:pointer; color:red">[+/-] Command</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-comm">
 
{{reddots|1|4}} <font color=red>'''Command'''</font><br>
''V20 Core, pg 152''
 
The vampire locks eyes with the subject and speaks a one-word command, which the subject must be obey instantly. The order must be clear and straightforward: run, agree, fall, yawn, jump, laugh, surrender, stop, scream, follow. If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like “die” is ineffective.
 
The command may be included in a sentence, thereby concealing the power’s use from others. This effort at subtlety still requires the Kindred to make eye contact at the proper moment and stress the key word slightly. An alert bystander — or even the victim — may notice the emphasis. Still, unless she’s conversant with supernatural powers, the individual is likely to attribute the utterance and the subsequent action to bizarre coincidence.
 
<font color=red>'''System:'''</font> The player rolls Manipulation + Intimidation (difficulty equals the target’s current Willpower points). More successes force the subject to act with greater vigor or for a longer duration (continue running for a number of turns, go off on a laughing jag, scream uncontrollably).
 
Remember, too, that being commanded to against one’s Nature confounds the use of this power. Being told to “sleep!” in a dangerous situation or “attack!” in police custody may not have the desired effect, or indeed, any effect at all.
 
</div>
 
:<div class="mw-customtoggle-mesm" style="cursor:pointer; color:red">[+/-] Mesmerize</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-mesm">
 
{{reddots|2|3}} <font color=red>'''Mesmerize'''</font><br>
''V20 Core, pg 152''
 
With this power, a vampire can verbally implant a false thought or hypnotic suggestion in the subject’s subconscious mind. Both Kindred and target must be free from distraction, since Mesmerize requires intense concentration and precise wording to be effective. The vampire may activate the imposed thought immediately or establish a stimulus that will trigger it later. The victim must be able to understand the vampire, though the two need to maintain eye contact only as long as it takes to implant the idea.
 
Mesmerize allows for anything from simple, precise directives (handing over an item) to complex, highly involved ones (taking notes of someone’s habits and relaying that information at an appointed time). It is not useful for planting illusions or false memories (such as seeing a rabbit or believing yourself to be on fire). A subject can have only one suggestion implanted at any time.
 
<font color=red>'''System:'''</font> The player rolls Manipulation + Leadership (difficulty equal to the target’s current Willpower points). The number of successes determines how well the suggestion takes hold in the victim’s subconscious. If the vampire scores one or two successes, the subject cannot be forced to do anything that seems strange to her (she might walk outside, but is unlikely to steal a car). At three or four successes, the command is effective unless following it endangers the subject. At five successes or greater, the vampire can implant nearly any sort of command.
 
No matter how strong the Kindred’s will, his command cannot force the subject to harm herself directly or defy her innate Nature. So, while a vampire who scored five successes could make a 98-pound weakling attack a 300-pound bouncer, he could not make the mortal shoot herself in the head. If a vampire tries to Mesmerize a subject before the target fulfills a previously implanted directive, compare the successes rolled to those gained during the implanting of the first suggestion. Whichever roll had the greater number of successes is the command that now governs in the target’s behavior; the other suggestion is wiped clean. If the successes rolled are equal, the newer command supplants the old one.
 
</div>
 
:<div class="mw-customtoggle-forg" style="cursor:pointer; color:red">[+/-] The Forgetful Mind</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-forg">
 
{{reddots|3|2}} <font color=red>'''The Forgetful Mind'''</font><br>
''V20 Core, pg 153''
 
After capturing the subject’s gaze, the vampire delves into the subject’s memories, stealing or re-creating them at his whim. The Forgetful Mind does not allow for telepathic contact; the Kindred operates much like a hypnotist, asking directed questions and drawing out answers from the subject. The degree of memory alteration depends on what the vampire desires. He may alter the subject’s mind only slightly (quite effective for eliminating memories of the victim meeting or even being fed upon by the vampire) or utterly undo the victim’s memories of her past.


The degree of detail used has a direct bearing on how strongly the new memories take hold, since the victim’s subconscious mind resists the alteration. A simplistic or incomplete false memory (“You went to the movies last night”) crumbles much more quickly than does one with more attention to detail (“You thought about texting your girlfriend while you were in line at the new movie theater, but you knew you’d have to turn your phone off once you got inside. You liked the movie well enough, but the plot seemed weak. You were tired after it ended, so you went home, watched a little late-night television, and went to bed.”).
=Kinfolk/Human Injury=
''W20 Core, pg 256''<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Kinfolk'''</font> can only naturally soak Bashing damage. Only armor can soak Lethal damage.<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Kitsune'''</font> heal as Humans<br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Ananasi'''</font> do not regenerate without spending Blood Points. 1 blood point to heal 1 Bashing/Lethal, a full day of rest and 5 blood points to heal 1 Aggravated, otherwise heal as humans.


Even in its simplest applications, The Forgetful Mind requires tremendous skill and finesse. It’s a relatively simple matter to rifle through a victim’s psyche and rip out the memories of the previous night without knowing what the subject did that evening. Doing so leaves a gap in the victim’s mind, however — a hole that can give rise to further problems down the road. The Kindred may describe new memories, but these recollections seldom have the same degree of realism that the subject’s original thoughts held.
===Bashing Damage===
 
{| class="wikitable" style="float: right; padding-left: 10px; border:2px ridge green;"
As such, this power isn’t always completely effective. The victim may remember being bitten, but believe it to be an animal attack. Greater memories may return in pieces as dreams, or through sensory triggers like a familiar odor or spoken phrase. Even so, months or years may pass before the subject regains enough of her lost memories to make sense of the fragments.
 
A vampire can also sense when a subject’s memories were altered through use of this power, and even restore them, as a hypnotist draws forth suppressed thoughts.
 
<font color=red>'''System:'''</font> The player states what sorts of alteration he wants to perform, then rolls Wits + Subterfuge (difficulty equal to the target’s current Willpower points). Any success pacifies the victim for the amount of time it takes the vampire to perform the verbal alteration, provided the vampire does not act aggressively toward her. The table below indicates the degree of modification possible to the subject’s memory. If the successes rolled don’t allow for the extent of change the character desired, the Storyteller reduces the resulting impact on the victim’s mind.
 
{|class="wikitable" style="text-align: center; border:2px ridge red;" width="25%"
! style="min-width: 100px" | Successes
! style="min-width: 300px" | Result
|-
|-
|1 success
! Health Level !! Recovery Time
|May remove a single memory; lasts one day.
|-
|-
|2 successes
|| Bruised to Wounded || One hour
|May remove, but not alter, memory permanently.
|-
|-
|3 successes
|| Mauled || Three hours
|May make slight changes to memory.
|-
|-
|4 successes
|| Crippled || Six hours
|May alter or remove entire scene from subject’s memory.
|-
|-
|5 successes
|| Incapacitated || 12 hours
|May reconstruct entire periods of subject’s life.
|}
|}
[[File:Greendot-filled.png|10px]] Humans only require medical treatment when Mauled or worse.<br>
[[File:Greendot-filled.png|10px]] Bashing damage past Wounded can have consequences such as degraded vision/hearing from a concussion, excruciating pain from broken ribs or internal bruising, etc. Medical care can negate these effects and is necessary for a human to make a full recovery.


To restore removed memories or sense false ones in a subject, the character’s Dominate rating must be equal to or higher than that of the vampire who made the alteration. In that situation, the player must make a Wits + Empathy roll (difficulty equal to the original vampire’s permanent Willpower rating) and score more successes than his predecessor did. However, the Kindred cannot use The Forgetful Mind to restore his own memories if they were stolen in such a way.
[[File:Greendot-filled.png|10px]] If a mortal reaches Incapacitated from Bashing damage, they fall unconscious but do not die.<br>
[[File:Greendot-filled.png|10px]] Any further damage upgrades their least severe Bashing health level to Lethal (see below). In this way, a human can be beaten to death.


</div>
===Lethal Damage===
 
{| class="wikitable" style="float: right; padding-left: 10px; border:2px ridge green;"
:<div class="mw-customtoggle-cond" style="cursor:pointer; color:red">[+/-] Conditioning</div>
|-
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-cond">
! Health Level !! Recovery Time
 
|-
{{reddots|4|1}} <font color=red>'''Conditioning'''</font><br>
|| Bruised || One day
''V20 Core, pg 154''
|-
 
|| Hurt || Three days
Through sustained manipulation, the vampire can make a subject more pliant to the Kindred’s will. Over time, the victim becomes increasingly susceptible to the vampire’s influence while simultaneously growing more resistant to the corrupting efforts of other Kindred. Gaining complete control over a subject’s mind is no small task, taking weeks or even months to accomplish.
 
Kindred often fill their retainers’ heads with subtle whispers and veiled urges, thereby ensuring these mortals’ loyalty. Yet vampires must pay a high price for the minds they ensnare. Servants Dominated in this way lose much of their passion and individuality. They follow the vampire’s orders quite literally, seldom taking initiative or showing any imagination. In the end, such retainers become like automatons or the walking dead.
 
<font color=red>'''System:'''</font> The player rolls Charisma + Leadership (difficulty equal to the target’s current Willpower points) once per scene. Conditioning is an extended action, for which the Storyteller secretly determines the number of successes required. It typically requires between five and 10 times the subject’s Self-Control/Instinct rating. Targets with more empathic Natures may require a lower number of successes, while those with willful Natures require a higher total. Only through roleplaying may a character discern whether his subject is conditioned successfully.
 
A target may become more tractable even before becoming fully conditioned. Once the vampire accumulates half the required number of successes, the Storyteller may apply a lower difficulty to the vampire’s subsequent uses of Dominate. After being conditioned, the target falls so far under the vampire’s influence that the Kindred need not make eye contact or even be present to retain absolute control. The subject does exactly as she is told (including taking actions that would injure herself), as long as her master can communicate with her verbally. No command roll is necessary unless the subject is totally isolated from the vampire’s presence (in a different room, over the phone). Even if a command roll fails, the target will still likely carry out part of the orders given, simply because her master wishes it.
 
After the subject is fully conditioned, other Kindred find her more difficult to Dominate. Such conditioning raises others’ difficulties by two (to a maximum of 10). It is possible, though difficult, to shake Conditioning. The subject must be separated entirely from the vampire to whom she was in thrall. This period of separation varies depending on the individual, but the Storyteller may set it at six months, less a number of weeks equal to the subject’s permanent Willpower rating (so a person with 5 Willpower must stay away from the vampire for just under five months). The subject regains her personality slowly during this time, though she may still lapse into brief spells of listlessness, despair, or even anger. If the vampire encounters the target before that time passes, a single successful Charisma + Leadership roll (difficulty of the target’s current Willpower points) on the part of the vampire completely reasserts the dominance.
 
If the subject makes it through the time period without intervention by her master, the target regains her former individuality. Even so, the vampire may reestablish conditioning more easily than the first time, since the subject is now predisposed to falling under the Kindred’s mental control. New attempts require half the total number of successes than the last bout of conditioning did (which means the subject reaches the threshold for reduced difficulties sooner, as well).
 
</div>
 
:<div class="mw-customtoggle-posse" style="cursor:pointer; color:red">[+/-] Possession</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-posse">
 
{{reddots|5}} <font color=red>'''Possession'''</font><br>
''V20 Core, pg 155''
 
At this level of Dominate, the force of the Kindred’s psyche is such that it can utterly supplant the mind of a mortal subject. Speaking isn’t required, but the vampire must capture the victim’s gaze. During the psychic struggle, the contestants’ eyes are locked on one another.
 
Once the Kindred overwhelms the subject’s mind, the vampire moves his consciousness into the victim’s body and controls it as easily as he uses his own. The mortal falls into a mental fugue while under possession. She is aware of events only in a distorted, dreamlike fashion. In turn, the vampire’s mind focuses entirely on controlling his mortal subject. His own body lies in a torpid state, defenseless against any actions made toward it.
 
Vampires cannot possess one another in this fashion, as even the weakest Kindred’s mind is strong enough to resist such straightforward mental dominance. Only through a blood bond can one vampire control another to this degree. Supernatural creatures also cannot be possessed in this way, although ghouls that have drunk from the vampire using Possession can.
 
<font color=red>'''System:'''</font> The vampire must completely strip away the target’s Willpower prior to possessing her. The player spends a Willpower point, then rolls Charisma + Intimidation, while the subject rolls his Willpower in a resisted action (difficulty 7 for each). For each success the vampire obtains over the victim’s total, the target loses a point of temporary Willpower. Only if the attacker botches can the subject escape her fate, since this makes the target immune to any further Dominate attempts by that vampire for the rest of the story.
 
Once the target loses all her temporary Willpower, her mind is open. The vampire rolls Manipulation + Intimidation (difficulty 7) to determine how fully he assumes control of the mortal shell. Similar to the Animalism power Subsume the Spirit, multiple successes allow the character to utilize some mental Disciplines, noted on the chart below. (Vampires possessing ghouls can use the physical Disciplines the ghoul possesses, but not the mental ones.)
 
{|class="wikitable" style="text-align: center; border:2px ridge red;" width="25%"
! style="min-width: 100px" | Successes
! style="min-width: 400px" | Result
|-
|-
|1 success
|| Injured || One week
|Cannot use Disciplines
|-
|-
|2 successes
|| Wounded || One month
|Can use Auspex and other sensory powers
|-
|-
|3 successes
|| Mauled || Two months
|Can also use Presence and other powers of emotional manipulation
|-
|-
|4 successes
|| Crippled || Three months
|Can also use Dementation, Dominate, and other powers of mental manipulation
|-
|-
|5 successes
|| Incapacitated || Five months
|Can also use Chimerstry, Necromancy, Thaumaturgy, and other mystical powers
|}
|}
[[File:Greendot-filled.png|10px]] Any Lethal wound worse than Injured requires medical attention before it will heal.<br>
[[File:Greendot-filled.png|10px]] If left untreated, the human suffers another level of Lethal damage each day as the wound re-opens or becomes infected.<br>
[[File:Greendot-filled.png|10px]] Mauled from Lethal damage requires rest and recovery after medical attention.<br>
[[File:Greendot-filled.png|10px]] Crippled or Incapacitated from Lethal damage requires constant medical attention for the time listed below for any healing to take place.<br>
[[File:Greendot-filled.png|10px]] A human who reaches Incapacitated through Lethal damage is at death's door, one more lethal level of any sort and they will die.


The character may travel as far from his body as he is physically able while possessing the mortal. The vampire may also venture out during the day in the mortal form. However, the vampire’s own body must be awake to do so, requiring a successful roll to remain awake (see p. 262). If the vampire leaves the mortal shell (by choice, if his body falls asleep, through supernatural expulsion, after sustaining significant injury, etc.), his consciousness returns to his physical form in an instant.
[[File:Greendot-filled.png|10px]] Healing is handled one level at a time, starting with the most severe.<br>
 
:[[File:Greendot-filled.png|10px]] <font color=green>'''Example:'''</font> A human that has reached Injured from Lethal damage must rest for 1 week to heal the Injured level, then 3 days to heal the Hurt level, and 1 additional day to heal the Bruised level.<br>
Once freed from possession, the mortal regains mental control of herself. This can happen in an instant, or the victim may lie comatose for days while her psyche copes with the violation.
[[File:Greendot-filled.png|10px]] Aggravated damage heals the same as Lethal for humans. The only difference is that Aggravated damage is harder to heal through supernatural means.
 
The vampire experiences everything the mortal body feels during possession, from pleasure to pain. In fact, any damage the victim’s body sustains is also applied to the character’s body (though the Kindred may soak as normal). If the mortal dies before the vampire’s soul can flee from the body, the character’s body falls into torpor. Presumably this is in sympathetic response to the massive trauma of death, though some Kindred believe that the vampire’s soul is cast adrift during this time and must find its way back to the body.
 
The Kindred can remain in the mortal’s body even if his own torpid form is destroyed, though such a pathetic creature is not likely to exist for long. At each sunrise, the vampire must roll Courage (difficulty 8) or be expelled from the body. If forced from the mortal body, the vampire tumbles into the astral plane, his soul permanently lost in the spirit world. A vampire trapped in a mortal body may not be “re-Embraced.” If the Embrace occurs to such a creature, he simply meets Final Death.
 
</div>
 
<div style="border:2px ridge red;">
<font color=red>'''Resisting Dominate - Sidebar'''</font><br>
''V20 Core, pg 158''
 
Most victims cannot stand against the effects of Dominate. Still, there are situations where this Discipline is powerless to sway the subject.
 
[[File:Reddot-filled.png|10px]] '''Mortals:''' Few mortals can hope to resist Dominate, as their strength of will nothing compared to the supernatural magnetism of a vampire. Still, there are extremely rare individuals who, due to strong religious faith, unique psychic talent, or extraordinary mental resolve, can shrug off this Discipline’s effects. Only a foolish vampire ignores the potential threat such human beings represent. (See p. 372 for more information about True Faith, for example.)
 
[[File:Reddot-filled.png|10px]] '''Vampires:''' It is impossible to Dominate another Kindred who is of stronger Blood. The vampire must be of an equal or higher Generation than the target for the powers to be effective. Scholars of the Kindred condition suspect that this is one of the protections Caine put in place to protect himself from the whims of his willful childer. A faction of those who believe this theory also maintain that this implies that Caine himself employed the Discipline of Dominate.
 
[[File:Reddot-filled.png|10px]] '''Nature:''' A character’s Nature can have a distinct impact on how easily Dominate influences her. A vampire might easily control subjects with inherently empathic Natures (Caregiver, Child, Conformist), while those whose Natures denote a great degree of inner strength (Bravo, Director, Rebel) can be more of a challenge. The Storyteller may reduce the required difficulty or number of successes by one or two when the player rolls against those subjects with “weaker” Natures, or raise them by a similar amount for “stronger” Natures. On the other hand, “strong” Natures might be more easiliy influenced to take aggressive actions — for example, coaxing a Rebel to denounce the Prince is likely easier than goading a Conformist to do the same thing. Ultimately, the Storyteller must adjudicate.
 
[[File:Reddot-filled.png|10px]] '''Botches:''' If a Dominate roll botches, the target is rendered immune to future attempts by the same vampire for the rest of the story.
 
</div>


</tab>
</tab>
<tab name="Fortitude">
<tab name="Sources of Injury">


==Fortitude==
=Sources of Injury=
''W20 Core, pg 257''


<font color=Red>'''Fortitude'''</font><br>
{| class="wikitable" style="float: right; padding-left: 10px; border:2px ridge green;"
''V20 Core, pg 158''
|-
! Object !! Gnosis lost
|-
|| Silver Bullets || 1 point per 5 bullets
|-
|| Klaive || 1 point
|-
|| Grand Klaive || 2 points
|-
|}
[[File:Greendot-filled.png|10px]] <font color=green>'''Silver/Gold:'''</font> Not everything called "silver" or "gold" contains enough of the element to actually harm a Shifter weak to those metals. "Sterling silver" (over 90% silver) is certainly pure enough to be spiritually active, "Jewelry Silver" (80% pure) might be enough at ST discretion. Argentite and Horn Silver are compounds and not spiritually pure enough to cause harm, nor are compounds with "silver" in the name, including silver nitrate, silver chloride, or silver iodide. Some items can be plated with silver to cause damage, but the plating is ruined after a couple of blows and the Aggravated damage bonus is lost.<br>
:[[File:Greendot-filled.png|10px]] For every five silver objects a '''PACK''' carries, '''ALL''' its members suffer the following Gnosis penalties, which persist in all forms, including breed forms. In addition, carrying too many silver objects, especially bullets, may cause a loss of Honor or Wisdom for the entire pack.


Although all vampires have an unnatural constitution that make them much sturdier than mortals, Fortitude bestows a resilience that would make an action movie hero envious. Vampires with this Discipline can shrug off agonizing trauma and make the most bone-shattering impact look like a flesh wound. The power even offers protection against the traditional banes of vampires, such as sunlight and fire, and the Gangrel, Ravnos, and Ventrue all find that edge incredibly useful.
----


<font color=red>'''System:'''</font> A character’s rating in Fortitude adds to his Stamina for the purposes of soaking normal damage (bashing and lethal). A character with this Discipline may also use his dots in Fortitude to soak aggravated damage, though Kindred cannot normally soak things like vampire bites, werewolf claws, magical effects, fire, sunlight, or massive physical trauma. See p. 272, for further details on soaking and damage.
[[File:Greendot-filled.png|10px]] <font color=green>'''Disease:'''</font> Diseases inflict a number of health levels of damage to a patient, either Bashing or Lethal depending on the severity of the disease. With rest and care, the disease runs its course and the health levels return.<br>
:[[File:Greendot-filled.png|10px]] Shifters aren't immune to most diseases, but they recover faster. Their healing abilities protect them from relatively minor ailments like the common cold and flu (diseases that normally inflict Bashing damage). Even truly debilitating autoimmune diseases cant inflict lasting harm, though the shifter can still serve as a carrier. For a shifter to notice a disease, it would have to be supernatural in origin, and thus deal Aggravated damage.
----
[[File:Greendot-filled.png|10px]] <font color=green>'''Falling:'''</font> 1 die of Bashing for every 10 feet/3 meters of falling, changed to Lethal if the surface landed on has sharp objects.<br>
:[[File:Greendot-filled.png|10px]] Terminal Velocity: Falls more than 100 feet/30 meters deal 10 dice of Lethal damage. Armor only provides one half its normal protection.
----
[[File:Greendot-filled.png|10px]] <font color=green>'''Fire:'''</font> Damage from fire is always Aggravated and ignores Armor. Shifters can soak fire damage as normal, with a varying difficulty based on the heat of the blaze. Fire deals specific health levels of damage, not damage dice. Fire damage is automatically successful unless soaked - a character takes two health levels of Aggravated damage per turn if trapped in a bonfire, not two dice of damage per turn.<br>
:[[File:Greendot-filled.png|10px]] Appearance: If a character falls to Maimed, they suffer temporary scarring from the flames, and their Appearance is reduced by 1 until they recover to at least Bruised. If the character is reduced to Crippled or Incapacitated by fire, the burns cover the majority of their body, reducing Appearance by 2. Scarring may be permanent if the character is Incapacitated and gains a Battle Scar by remaining active (via Rage Healing).


</tab>
{|
<tab name="Necromancy">
| style="vertical-align: top; width: 10%; padding-right: 25px" |
 
{| class="wikitable" style="border:2px ridge green;"
==Necromancy==
|-
 
! Soak difficulty !! Heat of Fire
Necromancy is both a Discipline and a school of blood magic devoted to the command of the souls of the dead. It’s similar to Thaumaturgy in that it has several “paths” and accompanying “rituals” rather than a strict linear progression of powers. The study of Necromancy is not widespread among the Kindred, and its practitioners — primarily the Giovanni — are shunned and despised for their foul practices (until those practices become useful, of course).
|-
 
|| 3 || Heat of a candle (1st degree burns)
Over the centuries, the various schools of vampiric Necromancy have evolved and diversified from an earlier form of death magic, leaving several distinct paths of necromantic magic available to Cainites. Nearly all modern necromancers learn the Sepulchre Path first before extending their studies to other paths. The primary Necromancy path increases automatically as the character increases her overall Necromancy rating. Other paths must be bought separately, using the experience costs for secondary paths.
|-
 
|| 5 || Heat of a torch (2nd degree burns)
Like Thaumaturgy, Necromancy has also spawned a series of rituals. While not nearly so immediate in effect as the basic powers of Necromancy, Necromantic rituals can have impressive long-term effects. Unsurprisingly, the elements of Necromantic ritual are things like long-buried corpses and hands from the cadavers of hanged men, so obtaining suitable materials can be quite difficult.
 
<font color=red>'''System:'''</font> A Cainite necromancer must learn at least three levels in his primary path before learning his first level in a secondary Necromancy path. He must then master the primary path (all five levels) before acquiring any knowledge of a third path.
 
As with Thaumaturgy, advancement in the primary path costs the normal experience amount, while study of additional Necromantic paths incurs an additional experience-point cost (see p. 124). Because Necromancy is not quite so rigid a study as Thaumaturgy is, the rolls required to use Necromantic powers can vary from path to path and even within individual paths. The commonly-learned Sepulchre Path is presented first, with the remaining paths presented in alphabetical order.
 
Statistics for ghosts may be found in Chapter Nine, V20 Core, pg 385.
 
:<div class="mw-customtoggle-sepul" style="cursor:pointer; color:red">[+/-] The Sepulchre Path</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-sepul">
 
Through the Sepulchre path, the vampire can witness, summon, and command the spirits of the dead. At higher levels, the necromancer can force the ghost to remain in a particular place or object, or even damage wraiths directly. Since many other areas of Necromancy involve dealing with ghosts, this is the most common path for necromancers to start with.
 
<font color=red>'''Note:'''</font> If a Kindred uses a Sepulchre Path power in the presence of something of great importance to the ghost the power affects, the chances for success in the summoning increase dramatically (reduce the difficulty by 2). This might be the bathtub in which the ghost’s mortal body was drowned, the rusted-out wreck of the car where the ghost’s physical body was trapped alive, or something unrelated to the ghost’s demise, such as a favorite book or a child-ghost’s beloved nursery.
 
:::<div class="mw-customtoggle-witne" style="cursor:pointer; color:red">[+/-] Witness of Death</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-witne">
 
{{reddots|1|4}} <font color=red>'''Witness of Death'''</font><br>
''V20 Core, pg 160''
 
Before it is possible to control the dead, one must perceive them. This power allows just that, attuning a vampire’s unliving senses to the presence of the incorporeal.
 
Under its effects, a necromancer sees ghosts as translucent phantoms gliding among the living and hears their whispers and moans. She feels the spectral cold of their touch and smells their musty hint of decay. Yet one cannot mistake the dead for the living, as they lack true substance, and appear dimmer and less real than creatures of flesh and blood. When a vampire uses this power, her eyes flicker with pale blue fire that only the dead can see.
 
Ghosts resent being spied upon, and more powerful shades may use their own powers to inflict their displeasure on the incautious.
 
<font color=red>'''System:'''</font> The player rolls Perception + Awareness (difficulty 5). Success allows the vampire to perceive ghosts as described for the rest of the scene (in the mortal world — seeing ghosts in the land of the dead requires Shroudsight, on p. 163). Failure has no special effect, but a botch means the vampire can see only the dead for the scene; everything else appears as shapeless, dim shadows. While the vampire’s other senses remain attuned to the living, he is all but blind in this state and suffers a +3 difficulty to most vision-based Perception rolls and attacks. Ghosts notice the glowing eyes of a vampire using this power only with a successful Perception + Alertness roll (difficulty 7).
 
</div>
 
:::<div class="mw-customtoggle-summo" style="cursor:pointer; color:red">[+/-] Summon Soul</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-summo">
 
{{reddots|2|3}} <font color=red>'''Summon Soul'''</font><br>
''V20 Core, pg 161''
 
The power of Summon Soul allows a necromancer to call a ghost back from the Underworld, for conversational purposes only. In order to perform this feat (and indeed, most of the feats in this path), the vampire must meet certain conditions:
 
[[File:Reddot-filled.png|10px]] The necromancer must know the name of the wraith in question, though an image of the wraith obtained via Witness of Death (see above), Shroudsight (see p. 163), Auspex, or other supernatural perception will suffice.
 
[[File:Reddot-filled.png|10px]] An object with which the wraith had some contact in life must be in the vicinity, though it need not be something of significant importance to the ghost’s living consciousness. A piece of the ghost’s corpse works well for this purpose (and even provides a -1 difficulty modifier).
 
Certain types of ghosts cannot be summoned with this power. Vampires who achieved Golconda before their Final Deaths, or who were diablerized, are beyond the reach of this summons. Likewise, many ghosts of the dead cannot be called — they are destroyed, unable to return to the mortal plane, or lost in the eternal storm of the Underworld.
 
<font color=red>'''System:'''</font> The player spends one blood point and rolls Manipulation + Occult (difficulty equal to 7 or the ghost’s Willpower, whichever is higher). The vampire must know the name of the ghost and have on hand an object the ghost had contact with in life. Provided that the target has died and become a ghost, success means the shade appears before the necromancer as described above. Not everyone becomes a ghost — it requires a strong will to persevere in the face of death, and souls that have found peace pass on to their eternal rewards. Moreover, it is possible for the dead to suffer spiritual dissolution and destruction after they become ghosts. The Storyteller should consider all these factors when deciding whether a particular ghost exists for a vampire to summon.
 
Vampires know if their summons should have succeeded by a feeling of sudden, terrifying descent as they reach too far into the great Beyond, so this power can be used to determine whether a soul has endured beyond death. While a failure means the vampire wastes blood, a botch calls a spirit other than the one sought — usually a malevolent ghost known as a Spectre (see p. 385). Such a fiend torments the one who summoned it with every wicked power at its disposal.
 
Once a ghost is summoned, it may not deliberately move out of sight of the vampire, though it can take any other actions, including direct attack. The vampire’s player may spend a Willpower point to dismiss the ghost at any time (unless he rolled a botch). Otherwise, at the end of the scene, shadows engulf the spirit once more and return it to its original location.
 
</div>
 
:::<div class="mw-customtoggle-comp" style="cursor:pointer; color:red">[+/-] Compel Soul</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-comp">
 
{{reddots|3|2}} <font color=red>'''Compel Soul'''</font><br>
''V20 Core, pg 161''
 
With this power, a vampire can command a ghost to do his bidding for a while. Compulsion of the soul is a perilous undertaking and, when used improperly, can endanger vampire and wraith alike.
 
<font color=red>'''System:'''</font> The vampire locates and approaches the intended ghost or calls it to his presence with Summon Soul. As with the previous power, he must have the ghost’s name and an object it handled in life. His player then spends one blood point and rolls Manipulation + Occult in a resisted roll against the ghost’s Willpower (difficulty 6 for both rolls).
 
If the vampire wins, the number of net successes determines the degree of control he has over the ghost (as described below). Moreover, the vampire’s control keeps ghosts that have been called with Summon Soul from returning to their original locations at the end of the scene. If the ghost wins, the vampire loses a number of Willpower points equal to the ghost’s net successes. On a tie, the roll becomes an extended contest that continues each turn until one side wins. If the vampire botches at any point, the ghost is immune to any use of the vampire’s Necromancy for the rest of the scene. If the ghost botches, it must obey as if the vampire’s player had rolled five net successes.
 
{|class="wikitable" style="text-align: center; border:2px ridge red;" width="100%"
! Successes
! Result
|-
|-
|1 success
|| 7 || Heat of a Bunsen burner (3rd degree burns)
|The ghost must perform one simple task for the vampire that does not place it in certain danger. It must attend to this task immediately, although it can delay the compulsion and pursue its own business at a cost of one Willpower point per scene. The ghost may not attack the vampire until this task is complete. It is possible to issue the task of answering one question, in which case the ghost must answer truthfully and to the best of its knowledge.
|-
|-
|2 successes
|| 8 || Heat of an electrical fire
|The vampire may issue two orders or ask two questions as outlined for one success. Alternatively, the vampire may demand a simple task with a real possibility of danger, as long as the danger is not certain. The ghost may delay this compulsion with Willpower.
|-
|-
|3 successes
|| 9 || Heat of a chemical fire
|The vampire may issue three orders as outlined for one success. Alternatively, he may demand the ghost fulfill one difficult and dangerous task or a simple assignment that has an extended duration of up to one month. The ghost may delay such orders with Willpower.
|-
|-
|4 successes
|| 10 || Molten metal
|The vampire may issue four orders, as outlined for one success, or assign two tasks, as for two successes. Alternatively, the vampire may command the ghost to perform one complex assignment that puts the ghost at extreme risk, or perform any number of non-threatening tasks as the vampire’s slave for up to one month (or, if the necromancer spends a permanent point of Willpower, for a year and a day). It is possible for ghosts to delay individual tasks, but not put off enslavement.
|-
|-
|5+ successes
|The vampire may issue multiple orders that have a sum complexity or danger of five successes’ worth. Instead, the vampire may order the ghost to perform any one action that it is capable of executing within one month. Such a task can place the ghost in immediate peril of destruction, or even force it to betray and assault loved ones. It is not possible for ghosts to delay a task of this magnitude with Willpower — they must obey.
|}
|}
 
| style="vertical-align: top; width: 10%; padding-right: 25px" |
</div>
{| class="wikitable" style="border:2px ridge green;"
 
:::<div class="mw-customtoggle-haun" style="cursor:pointer; color:red">[+/-] Haunting</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-haun">
 
{{reddots|4|1}} <font color=red>'''Haunting'''</font><br>
''V20 Core, pg 162''
 
Haunting binds a summoned ghost to a particular location or, in extreme cases, an object. The wraith cannot leave the area to which the necromancer binds it without risking destruction.
 
<font color=red>'''System:'''</font> The player spends one blood point while standing at the location for the haunting or touching the intended prison. She then has the ghost brought to her by whatever means she desires, though Summon Soul is quickest and most reliable. Her player then rolls Manipulation + Occult (difficulty is equal to the target’s current Willpower points if resisted, to a minimum of 4; otherwise it is 4). The difficulty rises by one if the vampire wishes to place the ghost in an object. As usual, the difficulty decreases by one if the necromancer has a part of the spirit’s corpse in addition to knowing its name (minimum difficulty 3).
 
Each success binds the ghost within the location or object for one night. This duration extends to one week if the player spends a Willpower point or a year and a day for a dot of permanent Willpower. A wraith attempting to leave the area of a haunting must make an extended Willpower roll (difficulty 9, four cumulative successes necessary in a single scene) or take a level of aggravated damage for each roll. If the wraith runs out of health levels, it is hurled deep into the Underworld to face destruction.
 
</div>
 
:::<div class="mw-customtoggle-torm" style="cursor:pointer; color:red">[+/-] Torment</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-torm">
 
{{reddots|5}} <font color=red>'''Torment'''</font><br>
''V20 Core, pg 162''
 
It is through the use of this power that powerful necromancers convince bound ghosts to behave — or else. Torment allows the vampire to strike a wraith as if he himself were in the lands of the dead, inflicting damage on the wraith’s ectoplasmic form. The vampire remains in the real world, however, so he cannot be struck in return.
 
<font color=red>'''System:'''</font> The player rolls Stamina + Empathy (difficulty equal to the wraith’s current Willpower points), and the vampire reaches out to strike the wraith. Each success inflicts a level of lethal damage on the wraith. Should the wraith lose all health levels, it immediately vanishes into what appears to be a doorway to some hideous nightmare realm. Ghosts “destroyed” thus cannot reappear in or near the real world for a month.
 
</div>
</div>
 
:<div class="mw-customtoggle-ash" style="cursor:pointer; color:red">[+/-] The Ash Path</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-ash">
 
The Ash Path allows necromancers to peer into the lands of the dead, and even affect things there. Of the paths of Necromancy, the Ash Path is the most perilous to learn, because many of the path’s uses increase a necromancer’s vulnerability to wraiths.
 
:::<div class="mw-customtoggle-shrou" style="cursor:pointer; color:red">[+/-] Shroudsight</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-shrou">
 
{{reddots|1|4}} <font color=red>'''Shroudsight'''</font><br>
''V20 Core, pg 163''
 
Shroudsight allows a necromancer to see through the Shroud, the mystical barrier that separates the living world from the Underworld. By using this power, the vampire can spot ghostly buildings and items, the landscape of the so-called Shadowlands, and even wraiths themselves. However, an observant wraith may notice when a vampire suddenly starts staring at him, which can lead to unpleasant consequences.
 
<font color=red>'''System:'''</font> A simple roll of Perception + Awareness (difficulty 7) allows a necromancer to utilize Shroudsight. The effects last for a scene.
 
</div>
 
:::<div class="mw-customtoggle-lifel" style="cursor:pointer; color:red">[+/-] Lifeless Tongues</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-lifel">
 
{{reddots|2|3}} <font color=red>'''Lifeless Tongues'''</font><br>
''V20 Core, pg 163''
 
Where Shroudsight allows a necromancer to see ghosts, Lifeless Tongues allows her to converse with them effortlessly. Once Lifeless Tongues is employed, the vampire can carry on a conversation with the denizens of the ghostly Underworld without spending blood or causing the wraiths to expend any effort.
 
<font color=red>'''System:'''</font> To use Lifeless Tongues requires a roll of Perception + Occult (difficulty 6) and the expenditure of a Willpower point.
 
</div>
 
:::<div class="mw-customtoggle-deadh" style="cursor:pointer; color:red">[+/-] Dead Hand</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-deadh">
 
{{reddots|3|2}} <font color=red>'''Dead Hand'''</font><br>
''V20 Core, pg 163''
 
Similar to the Sepulchre Path power Torment, Dead Hand allows a necromancer to reach across the Shroud and affect a ghostly object as if it were in the real world. Ghosts are solid to necromancers using this power, and can be attacked. Furthermore, the necromancer can pick up ghostly items, scale ghostly architecture (giving real-world bystanders the impression that he’s climbing on air!), and generally exist in two worlds. On the other hand, a necromancer using Dead Hand is quite solid to the residents of the Underworld — and to whatever hostilities they might have.
 
<font color=red>'''System:'''</font> The player spends a point of Willpower and makes a successful Wits + Occult roll (difficulty 7) to activate Dead Hand for one scene. For each additional scene the vampire wishes to remain in contact with the Underworld, he must spend a point of blood.
 
</div>
 
:::<div class="mw-customtoggle-exni" style="cursor:pointer; color:red">[+/-] Ex Nihilo</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-exni">
 
{{reddots|4|1}} <font color=red>'''Ex Nihilo'''</font><br>
''V20 Core, pg 163''
 
Ex Nihilo allows a necromancer to enter the Underworld physically. While in the lands of the dead, the vampire is essentially a particularly solid ghost. He maintains his normal number of health levels, but can be hurt only by things that inflict aggravated damage on ghosts (weapons forged from souls, certain ghostly powers, etc.). A vampire physically in the Underworld can pass through solid objects in the real world (at the cost of one health level) and remain “incorporeal” for a number of turns equal to her Stamina rating. On the other hand, vampires present in the Underworld are subject to all of the Underworld’s perils, including ultimate destruction. A vampire killed in the realm of the dead is gone forever, beyond even the reach of other necromancers.
 
<font color=red>'''System:'''</font> Using Ex Nihilo takes a tremendous toll on the necromancer. To activate this power, the vampire must first draw a doorway with chalk or blood on any available surface. (The vampire may draw doors ahead of time for exactly this purpose.) The player must then expend two points of Willpower and two points of blood before making a Stamina + Occult roll (difficulty 8) as the vampire attempts to open the chalk door physically. If the roll succeeds, the door opens and the vampire steps through into the Underworld.
 
When the vampire wishes to return to the real world, he merely needs to concentrate (and the player spends another Willpower point and rolls Stamina + Occult, difficulty 6). At Storyteller discretion, a vampire who is too deeply immersed in the Underworld may need to journey to a place close to the lands of the living in order to cross over. Vampires who wander too far into the lands of the dead may be trapped there forever.
 
Vampires in the Underworld cannot feed upon ghosts without the use of another power; their only sustenance is the blood they bring with them.
 
</div>
 
:::<div class="mw-customtoggle-shroum" style="cursor:pointer; color:red">[+/-] Shroud Mastery</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-shroum">
 
{{reddots|5}} <font color=red>'''Shroud Mastery'''</font><br>
''V20 Core, pg 164''
 
Shroud Mastery offers the Kindred the ability to manipulate the veil between the worlds of the living and the dead. By doing so, a necromancer can make it easier for bound wraiths in his service to function, or make it nearly impossible for ghosts to contact the material world.
 
<font color=red>'''System:'''</font> To exercise Shroud Mastery, the necromancer expends two points of Willpower, then states whether he is attempting to raise or lower the Shroud. The player then makes a Willpower roll (difficulty 9). Each success on the roll raises or lowers the difficulties of all nearby wraiths’ attempts to cross the Shroud in any way by one, to a maximum of 10 or a minimum of 3. The Shroud reverts to its normal strength at a rate of one point per hour thereafter.
 
</div>
</div>
 
:<div class="mw-customtoggle-bone" style="cursor:pointer; color:red">[+/-] The Bone Path</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-bone">
 
The Bone Path is concerned primarily with corpses and the methods by which dead souls can be restored to the living world — temporarily or otherwise.
 
<div style="border:2px ridge red;">
<font color=red>'''Zombie Statistics - Sidebar'''</font><br>
''V20 Core, pg 164''
 
Corpses animated by a necromancer of the Bone Path have Strength 3, Dexterity 2, Stamina 4, Brawl 2, and always act last in a turn (unless there are mitigating circumstances). They have zero Willpower points to spend, but resist attacks as if they have Willpower ratings of 10. All Mental and Social ratings are zero for a reanimated corpse, and zombies never attempt to dodge. Zombies’ dice pools are not affected by damage, except that caused by fire or the claws and teeth of supernatural creatures. Most zombies have 10 health levels, but they are incapable of healing any damage they suffer. They have no minds or personalities to affect, so they are immune to uses of powers such as Dominate and Presence. Unless otherwise noted, they likewise cannot be usurped from the control of the necromancer invoking them.
 
</div>
 
:::<div class="mw-customtoggle-trem" style="cursor:pointer; color:red">[+/-] Tremens</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-trem">
 
{{reddots|1|4}} <font color=red>'''Tremens'''</font><br>
''V20 Core, pg 164''
 
Tremens allows a necromancer to make the flesh of a corpse shift once. An arm might suddenly flop forward, a cadaver might sit up, or dead eyes might abruptly open. This sort of thing tends to have an impressive impact on people who aren’t expecting a departed relative to roll over in his coffin.
 
<font color=red>'''System:'''</font> To use Tremens, the necromancer spends a single blood point, and the player must succeed on a Dexterity + Occult roll (difficulty 6). The more successes that are achieved, the more complicated an action can be effected in the corpse. One success allows for an instantaneous movement, such as a twitch, while five allow the vampire to set up specific conditions under which the body animates (“The next time someone enters the room, I want the corpse to sit up and open its eyes.”). Under no circumstances can Tremens cause a dead body to attack or cause damage.
 
</div>
 
:::<div class="mw-customtoggle-appb" style="cursor:pointer; color:red">[+/-] Apprentice's Brooms</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-appb">
 
{{reddots|2|3}} <font color=red>'''Apprentice's Brooms'''</font><br>
''V20 Core, pg 164''
 
With Apprentice’s Brooms, the necromancer can make a dead body rise and perform a simple function. For example, the corpse could be set to carrying heavy objects, digging, or just shambling from place to place. The cadavers thus animated do not attack or defend themselves if interfered with, but instead attempt to carry out their given instructions until such time as they’ve been rendered inanimate. Generally it takes dismemberment, flame, or something similar to destroy a corpse animated in this way.
 
<font color=red>'''System:'''</font> A roll of Wits + Occult (difficulty 7) and the expenditure of a point of both blood and Willpower are all that is necessary to animate corpses with Apprentice’s Brooms. The number of corpses animated is equal to the number of successes achieved. The necromancer must then state the task to which he is setting his zombies. The cadavers turn themselves to their work until they finish the job (at which point they collapse) or something (including time) destroys them.
 
Corpses animated in this way have no initiative of their own, and are unable to make value judgments. They respond to very literal instruction. Thus, a zombie could be told “sweep this room every day until all the dust and cobwebs are gone” or “transcribe this manuscript” with an expectation of reasonable results, while a more open-ended command such as “fix this motorcycle” or “research this Necromantic ritual and write down the results” would be doomed to failure.
 
Bodies energized by this power continue to decay, albeit at a much slower rate than normal.
 
</div>
 
:::<div class="mw-customtoggle-shamb" style="cursor:pointer; color:red">[+/-] Shambling Hordes</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-shamb">
 
{{reddots|3|2}} <font color=red>'''Shambling Hordes'''</font><br>
''V20 Core, pg 165''
 
Shambling Hordes creates obvious results: reanimated corpses with the ability to attack, albeit neither very well nor very quickly. Once primed by this power, the corpses wait — for years, if necessary — to fulfill the command given them. The orders might be to protect a certain site or simply to attack immediately, but they will be carried out until every last one of the decomposing monsters is destroyed.
 
<font color=red>'''System:'''</font> The player spends a point of Willpower. The player then must succeed on a Wits + Occult roll (difficulty 8). Each success allows the vampire to raise another corpse from the grave, and costs one blood point. If the player cannot or chooses not to pay the blood point cost of additional zombies past a certain number, the extra successes are simply lost. Each zombie can follow one simple instruction, such as “Stay here and guard this graveyard against any intruders,” or “Kill them!”
 
<font color=red>'''Note:'''</font> Zombies created by Shambling Hordes will wait forever if need be to fulfill their functions. Long after the flesh has rotted off their mystically animated bones, the zombies will wait and wait and wait, still able to perform their duties.
 
</div>
 
:::<div class="mw-customtoggle-souls" style="cursor:pointer; color:red">[+/-] Soul Stealing</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-souls">
 
{{reddots|4|1}} <font color=red>'''Soul Stealing'''</font><br>
''V20 Core, pg 165''
 
This power affects the living, not the dead. It does, however, temporarily turn a living soul into a sort of wraith, as it allows a necromancer to strip a soul from a living body. A mortal exiled from his body by this power becomes a wraith with a single tie to the real world: his now-empty body.
 
<font color=red>'''System:'''</font> The player spends a point of Willpower and then makes a contested Willpower roll against the intended victim (difficulty 6). Successes indicate the number of hours during which the original soul is forced out of its housing. The body itself remains autonomically alive but catatonic.
 
This power can be used to create suitable hosts for Daemonic Possession. It has no effect on Kindred or other supernatural creatures (except ghouls) until such creatures are dead – in the case of vampires, this means Final Death.
 
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:::<div class="mw-customtoggle-daem" style="cursor:pointer; color:red">[+/-] Daemonic Possession</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-daem">
 
{{reddots|5}} <font color=red>'''Daemonic Possession'''</font><br>
''V20 Core, pg 165''
 
Daemonic Possession lets a vampire insert a soul into a freshly dead body. This does not turn the reanimated corpse into anything other than a reanimated corpse, one that will irrevocably decay after a week, but it does give either a wraith or a free-floating soul (say, that of a vampire using Psychic Projection) a temporary home in the physical world.
 
<font color=red>'''System:'''</font> The body in question must be no more than 30 minutes dead, and the new tenant must agree to inhabit it — a ghost or astral form cannot be forced into a new shell. However, most ghosts would gladly seize the opportunity. Should the vampire, for whatever reason, wish to insert a soul into another vampire’s corpse (before it crumbles to ash), the necromancer must achieve five successes on a resisted Willpower roll against the original owner of the body. Otherwise, the interloper is denied entrance.
 
<font color=red>'''Note:'''</font> The soul can use whatever physical abilities (Athletics, Brawl, Potence) his new fleshy home possesses, and whatever mental abilities (Computer, Law, Presence) he already possessed. He cannot use the physical abilities of his old form, or the mental abilities of his new one.
 
</div>
</div>
 
:<div class="mw-customtoggle-ceno" style="cursor:pointer; color:red">[+/-] The Cenotaph Path</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-ceno">
 
Practitioners of the Cenotaph Path are primarily concerned with discovering or forging links between the living world and the Shadowlands. It functions on the principle that a Kindred, already a corpse, is an unnatural bridge between the living and the dead, and the necromancer can use this to find other, similar linkages. The basic rudiments of the Cenotaph Path function easily enough once the Kindred learns to attune himself to these connections. Advanced mastery of the path usually entails some brief ritual to forge artificial connections, either through focusing unsavory passions or commanding this world and the Shadowlands together.
 
:::<div class="mw-customtoggle-touc" style="cursor:pointer; color:red">[+/-] A Touch of Death</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-touc">
 
{{reddots|1|4}} <font color=red>'''A Touch of Death'''</font><br>
''V20 Core, pg 166''
 
Just as a necromancer may exert mastery over the Shadowlands, so too can some ghosts exert themselves in the mortal world. Whereas obvious displays of ghostly power such as bleeding walls or disembodied moans certainly won’t be mistaken, some ghostly abilities exert subtle effects that aren’t easily recognized. A necromancer sensitized to the residue of the dead, though, can feel whether an object has been touched by a ghost or sense the recent passage of a wraith.
 
<font color=red>'''System:'''</font> The necromancer simply touches a person or object that he suspects is a victim of ghostly influence. The player rolls Perception + Awareness (difficulty 6). If successful, the necromancer can determine whether a ghost has exerted any sort of power on the subject, or even crossed nearby, to the duration detailed below.
 
{|class="wikitable" style="text-align: center; border:2px ridge red;" width="25%"
! style="min-width: 100px" | Successes
! style="min-width: 200px" | Result
|-
|-
|1 success
! Health Levels !! Size of Fire
|Last turn; detect use of ghostly powers
|-
|-
|2 successes
|| One || Torch; part of the body is exposed to flame
|Last three turns; detect use of ghostly powers
|-
|-
|3 successes
|| Two || Bonfire; half of the body is exposed to flame
|Last hour; detect ghost’s touch and use of ghostly powers
|-
|-
|4 successes
|| Three || Inferno; all of the body is exposed to flame
|Last day; detect ghost’s touch and use of ghostly powers
|-
|-
|5 successes
|Last week; detect nearby passage of ghost, ghost’s touch, and use of ghostly powers
|}
|}
 
|}
On a failure, the necromancer receives no impressions. A botch reveals a misleading answer (an object may seem tinged with ghostly power when it’s not, or vice versa). Should the necromancer succeed in detection while touching an object or person that a ghost is possessing, he immediately becomes aware that the ghost is still inside. The impression gained in such a case is sufficient to count as an image of the spirit for purposes of the Sepulchre Path’s powers, so the Kindred may be able to (for example) immediately command a ghost to exit a person whom it possesses.
----
 
{| class="wikitable" style="float: right; padding-left: 10px; border:2px ridge green;"
</div>
|-
 
! Stamina !! Time
:::<div class="mw-customtoggle-reve" style="cursor:pointer; color:red">[+/-] Reveal the Catene</div>
|-
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-reve">
|| 1 || 30 seconds
 
|-
{{reddots|2|3}} <font color=red>'''Reveal the Catene'''</font><br>
|| 2 || 1 minute
''V20 Core, pg 166''
|-
 
|| 3 || 2 minutes
Necromantic compulsions function much more effectively when the caster uses an object of significance to the ghost in question. Such fetters tie the dead to the living lands through their remembered importance — a favored recliner for relaxing, a reviled piece of art foisted off by hated relatives, or some object of similarly intense emotion. Many necromancers can detect such catene through the use of rituals (see Ritual of the Unearthed Fetter, p. 181). With this power, though, the necromancer can determine a fetter with just a few moments of handling. The Kindred simply runs his hands over the object and concentrates on it. He quickly receives an impression of the item’s (or person’s) importance to wraiths, if any; should the wraith be one known to the necromancer, he immediately recognizes the object as a fetter to that (or those) ghost(s). Successful identification of a connected ghost is not exclusive; that is, if the vampire determines that the object is important to a given wraith, he can also determine if there are other ghosts tied to the item, though he must use the power again to gain their identities.
|-
 
|| 4 || 4 minutes
Many necromancers use this power on objects already identified with A Touch of Death, in order to determine whether the ghost is trying to attune a given fetter or simply toying with the world of the living.
 
<font color=red>'''System:'''</font> The necromancer holds and examines the object for at least three turns — if it’s an item, this means turning it over in his hands, running his fingers along it, or otherwise giving it a critical eye; with a person, this may require a more… invasive… examination. The player then spends a blood point and rolls Perception + Occult (difficulty 7). If successful, the Kindred determines whether the object holds any significance to any ghost and, with three or more successes, the identity of at least one such ghost (which allows the Kindred to use the Sepulchre Path on that wraith, if desired). If the necromancer already knows any of the ghosts involved, their ties are revealed with their identity — so, if the necromancer already knows a wraith well enough to summon and compel it with other powers, successful identification of a fetter tells whether the object is tied to that ghost, in addition to any other impressions gained.
 
If a botch is scored, the necromancer can never successfully use this power on the item being examined.
 
</div>
 
:::<div class="mw-customtoggle-trea" style="cursor:pointer; color:red">[+/-] Tread Upon the Grave</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-trea">
 
{{reddots|3|2}} <font color=red>'''Tread Upon the Grave'''</font><br>
''V20 Core, pg 167''
 
The extended awareness granted with the Cenotaph Path allows the necromancer to find locations where the Shadowlands and the living world come close. Often, the necromancer experiences a chill or shiver when stepping into an area where the Underworld lies near the living one. With practice, the vampire can tell exactly where such locations are.
 
Experienced necromancers learn that certain locations are susceptible to ghostly influence; these haunted areas often become homes of a sort for ghosts. A knowledgeable vampire can thus discover places where the dead are likely to congregate, the better to snare them with other Necromancy powers.
 
<font color=red>'''System:'''</font> The player simply declares intent to sense the Shroud in an area and makes a Willpower roll (difficulty 8). Success reveals whether the location is highly attuned to the Shadowlands, about average (not particularly close to the world of the dead), or far removed from the realm of death. A failing attempt at using the power has no adverse effect, though it may be attempted only once per scene (so the necromancer must either wait for a time or move to a different area before attempting Tread Upon the Grave once more). A botch stuns the necromancer into inaction for a full turn and costs him a temporary Willpower point, as he is overcome by shivers and a sense of overwhelming despair.
 
With three or more successes, the necromancer can determine whether the Shroud’s strength has been artificially altered in the area.
 
</div>
 
:::<div class="mw-customtoggle-death" style="cursor:pointer; color:red">[+/-] Death Knell</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-death">
 
{{reddots|4|1}} <font color=red>'''Death Knell'''</font><br>
''V20 Core, pg 167''
 
Not all who die go on to become ghosts — many lack the drive to hang on after death or simply have no overwhelming needs that compel them to stick around. Normally, even necromancers have no way to sort those who might become ghosts from the masses who go on to whatever rewards await. Over time, though, a necromancer can become sensitized to the pull that occurs when a soul escapes from a body only to hover in wait, enslaved by its desires. The weight of desperation becomes like a tangible tug, and some necromancers savor this emotion even as they follow the sensation to find the new ghost.
 
Of course, actually discovering the new ghost can be problematic. The Kindred may need some means to see through the Shroud or may have to send other wraiths to look for the new unfortunate, especially if a large accident or massacre leaves too many corpses for the necromancer to easily discern and test names.
 
<font color=red>'''System:'''</font> Whenever someone dies and becomes a ghost within a half-mile or kilometer of the necromancer, she automatically senses the demise (though many choose to ignore this “always-on” power unless actively seeking someone). This power does not automatically pinpoint the location of the new ghost or identify it, but the player may spend one Willpower point and roll Perception + Occult (difficulty 7) for the necromancer to gain a vague sense of the distance and direction to the new wraith. With one success, the Kindred may sense a vague pull in a general direction; with three successes, the necromancer can sense the direction and guess distance to within a quarter-mile or half a kilometer. With five successes, the necromancer immediately senses the location of the new ghost to within one foot or 30 cm. A failure carries no penalty but a botched attempt sends the necromancer scurrying off in the wrong direction.
 
The Storyteller may rule that disturbances in the Underworld, intervening magic, or other similar phenomena cloud this sensation, simply to prevent overburdening a chronicle with constant ghost-hunting and dice rolling.
 
</div>
 
:::<div class="mw-customtoggle-ephe" style="cursor:pointer; color:red">[+/-] Ephemeral Binding</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-ephe">
 
{{reddots|5}} <font color=red>'''Ephemeral Binding'''</font><br>
''V20 Core, pg 168''
 
The most puissant necromancers learn not only to sense the ties between living and dead, but to forge such ties themselves. The master of Ephemeral Binding turns an otherwise mundane object or person into a depository for his own necromantic energy. The undying Curse transforms the subject into a sort of linkage between the living and dead. The necromancer smears his blood on the item in question, which mystically absorbs the vitae and, in doing so, becomes a vessel to anchor a spirit.
 
<font color=red>'''System:'''</font> The necromancer must coat an object with his blood (a full blood point’s worth); if the subject is a person, then that individual must ingest the vitae. The player marks off the blood point, spends a point of Willpower, and rolls Manipulation + Occult (difficulty 8). If successful, the item temporarily becomes a fetter to one wraith. If the Kindred already knows the name of the wraith or has a strong psychic impression, then the object can become a fetter at any range, even to a ghost who normally does not come near the living world (so long as the ghost still exists). Otherwise, the necromancer must be able to see or sense the ghost (with Witness of Death, Shroudsight, or other such means).
 
A fetter artificially created in this fashion functions for all necromantic and ghostly purposes as a normal fetter: It can be detected with other Necromancy powers, the vampire gains a bonus to Necromancy against the wraith attuned to it, and the ghost similarly finds exertion of its powers easier upon the subject (so the vampire might turn an unwitting ghoul into a consort for a wraith familiar with possession…). The ghost can sink into the fetter to heal; conversely, if the fetter is destroyed, the wraith is banished to some inaccessible region of the Underworld, perhaps never to return.
 
A fetter created with Ephemeral Binding lasts for one night per success scored. The expenditure of an additional point of Willpower increases this duration to a week per success, whereas spending a permanent dot of Willpower extends the duration to a year and a day.
 
Botching with this power not only causes failure but also makes the ghost immediately aware of what the necromancer was trying to do. Most ghosts do not take kindly to meddling Kindred trying to make artificial chains for them.
 
</div>
</div>
 
:<div class="mw-customtoggle-corp" style="cursor:pointer; color:red">[+/-] The Corpse in the Monster</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-corp">
 
This path enhances the necromantic understanding of the unliving form and allows the user to fully experience the corpse as a gateway between life and death. The path lets the vampire apply some of a corpse’s traits to a vampire, and she can enhance or reduce these traits at various levels of the power.
 
:::<div class="mw-customtoggle-masq" style="cursor:pointer; color:red">[+/-] Masque of Death</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-masq">
 
{{reddots|1|4}} <font color=red>'''Masque of Death'''</font><br>
''V20 Core, pg 168''
 
The character with this ability can assume a visage of death or inflict that shape on another vampire. The victim’s flesh becomes pallid and thin (if it is not already), and skin pulls tight against bone. This ability can be very useful, as it allows one to hide in plain sight in a tomb or crypt at any time (though the character remains as vulnerable to sunlight and fire as ever). When a necromancer uses this power on another Kin- dred, the victim gains the same corpselike demeanor. In this sense, the ability works as something of a minor curse.
 
<font color=red>'''System:'''</font> The player spends one blood point for the character to gain the form described. Those afflicted with the Masque of Death lose two points of Dexterity and Appearance (minimum of 1 in Dexterity and 0 in Appearance) for the duration of the power. The player also gets two extra dice to his Intimidation dice pool, should he wish to terrify any onlookers. Further, if the character remains perfectly still, observers must roll five successes on a Perception + Medicine roll (difficulty 7) to distinguish the character from a normal corpse. The player doesn’t need to roll anything to have the character stop moving — vampires have no autonomic functions.
 
If the user inflicts Masque of Death on another vampire, he must spend a blood point, touch the target, and then make a Stamina + Medicine roll (difficulty equal to the target’s Stamina + 3). The Masque of Death lasts until the next sunset, unless the character who created the masque wishes to extinguish its effects earlier.
 
</div>
 
:::<div class="mw-customtoggle-cold" style="cursor:pointer; color:red">[+/-] Cold of the Grave</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-cold">
 
{{reddots|2|3}} <font color=red>'''Cold of the Grave'''</font><br>
''V20 Core, pg 169''
 
The dead feel no pain, though most undead do. With this ability, the character can temporarily take on the unfeeling semblance of the dead, in order to protect herself from physical and emotional harm. When assuming the Cold of the Grave, the vampire’s skin becomes unusually cold. When she speaks, her breath mists even in warm air — those with exceptional senses might even see a slight red tinge to the breath.
 
The power brings a sense of lethargy over the character, as a mortal might feel under the influence of a mildly unpleasant disease. It becomes difficult to rouse oneself to action, and very little seems important enough to really worry about. A corpse has no worries, after all.
 
<font color=red>'''System:'''</font> The player spends one Willpower point. For the remainder of the scene, the character takes no wound penalties, and the player gains an additional die to all dice pools that involve resisting emotional manipulation, such as Intimidation or Empathy. However, the player also loses a die from dice pools to emotionally manipulate others. The character is a cold fish to those she interacts with, and they do not respond readily to her. The Cold of the Grave does not protect the character against the depredations of the Beast. She may be emotionally cold on the surface, but if others taunt and anger her sufficiently, she is still subject to frenzy as normal.
 
</div>
 
:::<div class="mw-customtoggle-curse" style="cursor:pointer; color:red">[+/-] Curse of Life</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-curse">
 
{{reddots|3|2}} <font color=red>'''Curse of Life'''</font><br>
''V20 Core, pg 169''
 
The Curse of Life inflicts some of the undesirable traits of the living upon the undead, removing their corpselike nature and creating a false life to remind them of the worst things about being alive. Targets of this power regain only the unpleasant aspects of life, as culled from the memory of the Discipline’s user. This may include mundane hunger and thirst, sweat and other excretions, the need to urinate and defecate, a decrease in sensory acuity, and a particular vulnerability to attacks that the character might normally shrug off.
 
<font color=red'''System:'''</font> The player spends one Willpower and rolls Intelligence + Medicine (difficulty 8) to affect a target within line of sight and no farther than 20 yards or meters from the character. If the roll succeeds, the target suffers the weaknesses of the living without gaining any benefit from that state. He does not become immune to sunlight or holy artifacts, for instance. However, he does become badly distracted by mundane needs, with the net result that his player suffers a +2 difficulty penalty to all rolls. He can ignore these distractions at the cost of one Willpower point per scene. Additionally, the victim cannot use blood to raise his Physical Attributes while this power is in effect, and Willpower cannot eliminate this penalty. The power remains in effect until the next sunset.
 
</div>
 
:::<div class="mw-customtoggle-gift" style="cursor:pointer; color:red">[+/-] Gift of the Corpse</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-gift">
 
{{reddots|4|1}} <font color=red>'''Gift of the Corpse'''</font><br>
''V20 Core, pg 138''
 
This power, one of the most potent on the Corpse in the Monster path, enables a necromancer to ignore most of her race’s inherent weaknesses for a short time. A dead body is not particularly vulnerable to sunlight, holy artifacts, frenzy, or being staked through the heart, after all, and so it is with a vampire using the Gift of the Corpse. As with the Cold of the Grave, above, the character using this power takes on an even more deathlike mien. It lasts for less than a minute, typically, but that time may be enough to enable a character to charge through a burning building without fearing frenzy or instant death.
 
<font color=red>'''System:'''</font> The player spends one Willpower and rolls Stamina + Occult (difficulty 8). For every success, the character can spend one turn in a state in which he is more akin to an animated corpse than a vampire. Holy artifacts and sanctified ground have no effect, and the character is immune to frenzy and Rötschreck. Sunlight does only bashing damage, and then only if bare skin is exposed on a clear day. Being staked through the heart is only as much of a danger as getting stabbed through his dead spleen would be. Fire harms him only as it would a mortal — causing lethal damage instead of aggravated.
 
Should the character end the power’s duration while exposed to any of the aforementioned harmful things, he immediately takes their full effect. If he is staked, he become immobilized; if he is on or near fire, he begins to take the damage a Cainite should take, and he must immediately roll against Rötschreck.
 
</div>
 
:::<div class="mw-customtoggle-lifeg" style="cursor:pointer; color:red">[+/-] Gift of Life</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-lifeg">
 
{{reddots|5}} <font color=red>'''Gift of Life'''</font><br>
''V20 Core, pg 170''
 
With the Gift of Life, the character can experience the best and most positive things about being alive. The overwhelming hunger for blood temporarily abates, allowing the character to consume and enjoy food and drink. She can also enjoy sex as she wishes, and the sun does not burn her. The Gift of Life comes with a dark, terrible cost, however. Its use is almost sure to result in the death of a mortal, as the vampire must expend an enormous quantity of vitae in order to initiate it. The Discipline’s effects last until the midnight after the character uses the power, so it is in her best interests to use it just after midnight.
 
<font color=red>'''System:'''</font> The player spends 12 blood points, burning as much blood as possible each turn until she meets that level. She then rolls Stamina + Occult (difficulty 6) and needs only one success for the power to work. A botch has catastrophic effects. The character might be instantly killed or might inadvertently Embrace her victim, for example. If it takes longer than one turn to spend the necessary blood to enact this ability, it does not take effect until all 12 points have been spent. However, the blood must be spent continuously — the vampire cannot burn five, run off and feed, then burn seven more an hour later. On the other hand, she may feed as she activates the power — in one turn she might burn one blood point while drinking three. Since few Kindred above the Seventh Generation can easily expend such an amount of blood, the most efficient way to activate this power is to have a human nearby who can be sacrificed to power the transformation.
 
After her transformation, the character gains many traits of an ordinary human. She is largely immune to the scorching effects of the sun (Fortitude difficulties to soak damage from direct sunlight are halved, and she takes no damage if she is sufficiently covered), and she can experience and enjoy many of the fine things about human life. She retains a few of her vampiric benefits, however. Fortitude and Auspex abilities remain in place if she has either of those Disciplines, and the Storyteller may allow her to retain other Disciplines as well if he deems them dramatically appropriate. She also retains a vampire’s benefits when it comes to handling bashing damage. However, she is still vulnerable to holy artifacts, human faith, and being staked. Her blood remains vitae, not human blood. Use of this ability — which creates a mockery of human life — may interfere with a character’s Path advancement, at the Storyteller’s discretion.
 
The vampire is no more vulnerable to fire than any other mortal while in this half-alive state, but she still suffers somewhat from the Beast. Frenzy and Rötschreck difficulties are halved (round up). She can remain active during the day without Humanity or Path-based dice pool caps, although she is certainly tired during the day, since that is not her usual time of activity.
 
Her Beast exacts a dangerous retribution when her day of “life” is done. Although its influence is greatly suppressed during this power’s duration, the Beast has its way with the vampire for the next six nights, as all difficulties to resist frenzy increase by three. The wise necromancer hides herself away somewhere during that period, but, depending on morality and temperament, enforced isolation might drive her to frenzy on its own.
 
</div>
</div>
 
:<div class="mw-customtoggle-grav" style="cursor:pointer; color:red">[+/-] The Grave's Decay</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-grav">
 
This path is derived from the observation of the working of time on all things mortal. Stone crumbles and the corpse rots away to nothing, a process of endless fascination to the lost Cainites known as Cappadocians. Indeed, for the undying, the process of decay is a fascinating disease that afflicts everyone and everything save them. Under this path, a practitioner of Necromancy channels that force.
 
:::<div class="mw-customtoggle-husk" style="cursor:pointer; color:red">[+/-] Destroy the Husk</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-husk">
 
{{reddots|1|4}} <font color=red>'''Destroy the Husk'''</font><br>
''V20 Core, pg 171''
 
Cainites who kill their victims, rather than just feeding upon them, frequently find themselves in need of a quick way to dispose of a corpse. While there are many ways to make sure that a corpse is not found — feed it to a pack of hounds or weigh it down and throw it in a river — many of these methods do involve risk to the vampire and are not guaranteed to succeed. Destroy the Husk, by contrast, is foolproof. Use of this power simply turns one human corpse to a pile of about 30 pounds (13 kilograms) of unremarkable dust, roughly the size and shape of that body.
 
<font color=red>'''System:'''</font> The player spends one blood point as the vampire drips her vitae onto the corpse. The player then rolls Intelligence + Medicine (difficulty 6). One success is all that is needed to render the corpse into dust, although the process takes a number of turns equal to five minus the successes.
 
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:::<div class="mw-customtoggle-rigor" style="cursor:pointer; color:red">[+/-] Rigor Mortis</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-rigor">
 
{{reddots|2|3}} <font color=red>'''Rigor Mortis'''</font><br>
''V20 Core, pg 171''
 
One of the first changes that comes over a dead body is rigidity; the corpse becomes stiff as a board, frozen in a single pose. The Cainite who wields Rigor Mortis is able to push a living or undead body to that frozen point using only his will and understanding of the forces of decay. She forces her target to become rigid and unable to move without enormous effort of will, as his very muscles betray him.
 
<font color=red>'''System:'''</font> The player spends a point of Willpower and rolls Intelligence + Medicine (difficulty 7). Each success freezes the target in place for one turn. A failure simply indicates the loss of the Willpower point, while a botch renders the target immune to powers in the Grave’s Decay path for the next 24 hours. The target must be visible and within about 25 yards or meters for this ability to take effect. A frozen target is treated as though he has been staked (see p. 280). With a Willpower roll (difficulty 7) and two successes, the target can break out of the rigor on her turn. Failure causes her a level of bashing damage and means another turn wasted and frozen.
 
</div>
 
:::<div class="mw-customtoggle-with" style="cursor:pointer; color:red">[+/-] Wither</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-with">
 
{{reddots|3|2}} <font color=red>'''Wither'''</font><br>
''V20 Core, pg 171''
 
Reminiscent of some of the powers of Vicissitude, Wither allows a vampire to cripple an opponent’s limb. Whether the foe is living or undead, muscle shrivels away, skin peels, and bone becomes brittle. The target is unable to exert any noteworthy strength in the crippled limb. This injury lasts for far longer than most injuries trouble vampires, and in mortals it simply does not heal.
 
Wither doesn’t have to be used on a limb, although that is its usual purpose. It can also be used simply to affect the target’s face and hair, making him appear far older than his years. It could also be applied to a target’s eye or ear, killing the sense in that organ (and thus requiring two uses to permanently blind or deafen). Wither cannot be used as an “instant-kill” power — necromancers cannot wither internal organs — but it can inflict a wide variety of injuries on a foe.
 
<font color=red>'''System:'''</font> The player spends a Willpower point. The character chooses a limb on the target and then touches that limb. If the target is trying to avoid contact, the invoker’s player rolls Dexterity + Brawl to hit as normal. If the character succeeds in touching the intended limb, the target suffers two aggravated wounds. Unless the target soaks both wounds (such as with Fortitude), the struck limb is crippled and unusable until both of those wounds have healed. Kindred heal the wounds as they would any other aggravated wound (see p. 285).
 
Mortals are incapable of healing aggravated wounds, so they suffer throughout their lives unless they are healed through supernatural means. A withered limb does not degenerate further, even on a mortal. The character may be crippled for life, but the limb won’t become infected or gangrenous.
 
The effects of the withering depend on the affected limb. A crippled arm has a Strength of 0, cannot benefit from Potence, and cannot carry anything heavier than about half a pound (200 grams). A crippled leg prevents the character from moving faster than a stuttering hop or dragging limp. The character suffers the effects of the Lame Flaw (see p. 482). A single withered eye or ear imposes a +1 difficulty to relevant Perception rolls. Losing both eyes or both ears imposes the effects of the Blind or Deaf Flaws (see pp. 484 and 483). A withered tongue imposes the effects of the Mute Flaw (p. 483), while a withered face reduces the target’s Appearance by one for each aggravated wound suffered.
 
</div>
 
:::<div class="mw-customtoggle-corr" style="cursor:pointer; color:red">[+/-] Corrupt the Undead Flesh</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-corr">
 
{{reddots|4|1}} <font color=red>'''Corrupt the Undead Flesh'''</font><br>
''V20 Core, pg 172''
 
Corrupt the Undead Flesh blurs the line between life and undeath, turning an undead creature into something just living enough to carry and suffer from disease. The disease inflicts the target, causing lethargy, dizziness, loss of strength, clumsiness, and the inability to keep blood in his system. This pernicious influence is extremely virulent among mortals. They pick the disease up simply by spending a few hours near the victim. Other vampires have a harder time acquiring the disease. They must consume the victim’s blood to do so, but afterward, they suffer just as much as the original target — including passing the affliction on to others.
 
The disease fades after roughly a week.
 
<font color=red>'''System:'''</font> The player chooses a target within her character’s line of sight and no more than 20 yards or meters away. She rolls Intelligence + Medicine (difficulty 6) and spends a point of Willpower. The victim’s player must roll Stamina (+ Fortitude, if appropriate) against a difficulty equal to the attacker’s Willpower. If the player scores more successes than the victim, he acquires a virulent disease immediately. The disease has the following effects:
 
[[File:Reddot-filled.png|10px]] The victim’s Strength and Wits are halved (round down).<br>
[[File:Reddot-filled.png|10px]] The victim loses one point of Dexterity.<br>
[[File:Reddot-filled.png|10px]] The victim’s player must spend one additional blood point every evening for the vampire to rouse himself to consciousness. Mortals lose one health level per day instead.<br>
[[File:Reddot-filled.png|10px]] The victim’s player must roll Self-Control or Instinct each time the character feeds (difficulty 8). On a failure, the vampire cannot keep the blood he just ingested inside his body, and he vomits it up in great horrifying gouts of gore, losing any benefit the blood might have provided. Humans vomit up food.
 
Every evening at sunset, the victim has a chance to throw off the plague. The victim’s player rolls Stamina, with a difficulty equal to 10 minus the number of sunsets since acquiring the plague. On a successful roll, the character fights the disease to a standstill and begins to recover. He instantly regains his ability to manage blood, and he heals back one lost Attribute point per hour until all have returned.
 
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:::<div class="mw-customtoggle-diss" style="cursor:pointer; color:red">[+/-] Dissolve the Flesh</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-diss">
 
{{reddots|5}} <font color=red>'''Dissolve the Flesh'''</font><br>
''V20 Core, pg 172''
 
This ability brings the Grave’s Decay path full circle, as it causes Destroy the Husk to apply to vampires. Dissolve the Flesh allows a necromancer to attempt to turn vampiric flesh to dust or ash, as though the target had been burned or left out in the sun.
 
<font color=red>'''System:'''</font> The player spends two blood points and a Willpower point as the vampire extracts a quantity of her vitae charged with the power of the grave. If she drips it onto a single Kindred victim anytime within the next few turns (most of the blood must reach the victim, so flinging a few drops is ineffective), it causes whole chunks of the victim’s body to crumble to ash. The player rolls Willpower against a difficulty of the victim’s Stamina + 3. For every success, the target takes one aggravated wound.
 
The undead flesh damaged by this power turns to dust (gone for the time being), and it must be regenerated painstakingly by the victim, should he survive. That dust doubtlessly has mystical properties that various sorcerers might be able to take advantage of. Every wound inflicted by this ability represents the loss of about one-eighth of the target’s weight; the Storyteller chooses where the loss comes from. (It might also be shed from all over, leaving the victim a bit gaunter or missing chunks of flesh.)
 
Regenerating body parts occurs naturally while healing aggravated wounds at the normal rate (see p. 285).
 
</div>
</div>
 
:<div class="mw-customtoggle-four" style="cursor:pointer; color:red">[+/-] Path of the Four Humors</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-four">
 
Philosophically, the four humors represent different qualities, split along two axes: hot and cold, and wet and dry. Blood is hot and wet; phlegm is cold and wet; yellow bile is hot and dry; and black bile is cold and dry. Historically, when a mortal was out of sorts or ill, it was said that his humors were out of balance, and a philosopher or physician would try to heal him by bringing his humors back into balance. Ancient necromancers believed that in their undead forms, all four humors were held in a mystical stasis, and that they could tap into all four of them instead of merely tapping into blood in the form of vitae as other vampires did.
 
This antiquated path was primarily considered the knowledge of the Lamia bloodline, and certainly very few necromancers have learned this path without tutoring from a Lamia. Since the loss of the Lamia, elder necromancers have searched everywhere (both in this world and the next) for clues to its existence.
 
:::<div class="mw-customtoggle-whisp" style="cursor:pointer; color:red">[+/-] Whispers to the Soul</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-whisp">
 
{{reddots|1|4}} <font color=red>'''Whispers to the Soul'''</font><br>
''V20 Core, pg 173''
 
The necromancer with this ability can let slip a little of her own undead bilious humor as she speaks to another being (whether mortal or Kindred). The wicked vapor slips into the target’s ear and whispers nightmares to the target throughout the day and night. The target has a harder time sleeping, and becomes irritable and distracted during his waking hours.
 
<font color=red>'''System:''' The character must whisper the target’s name (as she knows it) into his ear. The victim rolls Willpower (difficulty 8). If the roll fails, the victim suffers from nightmares and hears mad, wicked mutterings while awake, for a number of full days equal to the necromancer’s Manipulation. The victim loses one die from all dice pools while thus afflicted, and at the Storyteller’s discretion, the difficulty to resist Rötschreck may be increased by one at the same time.
 
</div>
 
:::<div class="mw-customtoggle-kiss" style="cursor:pointer; color:red">[+/-] Kiss of the Dark Mother</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-kiss">
 
{{reddots|2|3}} <font color=red>'''Kiss of the Dark Mother'''</font><br>
''V20 Core, pg 173''
 
Kiss of the Dark Mother allows the necromancer who uses it to mix her vitae with black bile, turning it into a noxious poison. The necromancer forces it into her mouth as saliva might once have come; the vitae tastes acrid and bitter, as though it had been scorched. Once the necromancer coats her teeth and lips with it, she can inflict terrible damage with her bite.
 
<font color=rred>'''System:'''</font> The player spends one blood point; activating this power is a reflexive action, but it must be done before making a bite attack. If the bite hits, the aggravated damage inflicted by a single bite is doubled before soak is calculated. This power does not affect the character’s ability to drain blood from the target, nor does it increase the amount of damage done by blood loss. The necromancer’s bite remains potent until this ability is discharged by a successful hit or she spends one turn cleansing the dark blood from her mouth.
 
</div>
 
:::<div class="mw-customtoggle-dark" style="cursor:pointer; color:red">[+/-] Dark Humors</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-dark">
 
{{reddots|3|2}} <font color=red>'''Dark Humors'''</font><br>
''V20 Core, pg 173''
 
The vampire can exude a coat of a particular humor onto her skin, causing all that touch it to experience the most intense form of that humor. After a necromancer has used this power, she generally feels the opposite of the sensation the humor usually conveys: Using blood leaves her depressed and pessimistic; using yellow bile renders her calm and placid; using black bile leaves her optimistic; and using phlegm makes her aroused and angry.
 
<font color=red>'''System:'''</font> The player spends two blood points. The necromancer chooses which humor she wishes to excrete. The humor can simply coat the skin — in which case touching the victim’s skin lets the humor take effect — or it can act as a poison if placed in a beverage (or in vitae). The victim must make a Stamina roll (difficulty 8) to resist the effects of the humor:
 
[[File:Reddot-filled.png|10px]] '''Phlegm:''' Target becomes lethargic; all dice pools are reduced by two for the remainder of the scene.<br>
[[File:Reddot-filled.png|10px]] '''Blood (vitae):''' Target becomes prone to excessive bleeding, and any lethal or aggravated wounds he suffers deal an additional health level of damage on the turn after they originally occur. Vitae altered by Dark Humors will not turn a human into a ghoul if ingested, nor will it initiate a blood bond.<br>
[[File:Reddot-filled.png|10px]] '''Black Bile:''' Target suffers a number of health levels of damage equal to the necromancer’s Stamina. This damage is considered lethal and can be soaked (if the victim is normally capable of soaking such damage), though armor does not protect against it.<br>
[[File:Reddot-filled.png|10px]] '''Yellow Bile:''' Target becomes melancholic and is plagued with visions of death. He cannot spend Willpower for the remainder of the scene, and all Willpower rolls receive a +2 difficulty.
 
</div>
 
:::<div class="mw-customtoggle-clutc" style="cursor:pointer; color:red">[+/-] Clutching the Shroud</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-clutc">
 
{{reddots|4|1}} <font color=red>'''Clutching the Shroud'''</font><br>
''V20 Core, pg 173''
 
Blood, the sanguine humor, was regarded by philosophers as being both hot and wet. Blood from a cold corpse has been transubstantiated into a dead form — a cold incarnation of a hot, wet element. This transformation of the living into death holds great power; the necromancer knows how to infuse her own being with the blood of a cold corpse and transform herself into something not wholly vampiric. Instead, the necromancer edges closer to being an animated corpse in fact as well as name. She grows distant and chill, as though possessed by the spirit of Death itself; she has to work to push her attention into the physical world.
 
<font color=red>'''System:'''</font> The character must drink, and then spend, five blood points from a cold corpse (one dead for 24 hours or more, but generally less than three days). It will generally take at least two turns to consume that blood, and the power is not activated until the character can spend all of it. For example, if the character is Twelfth Generation, Clutching the Shroud takes at least seven turns total to activate (two to consume the blood and five to spend it).
 
After the power is active and for the rest of the scene, the necromancer gains several benefits. First, she receives two additional soak dice, which may be used to soak any sort of damage, even if the character does not possess Fortitude. Second, she gains a mystic sense of how far those in the area are from death — whether they are healthy or infirm, suffer from diseases, or are undead, ghouls, or mortals. Finally, a Manipulation + Occult roll lets her speak with ghosts freely. The difficulty for this roll depends on how attuned to death a locale is; a cemetery would be difficulty 5, while a cozy apartment might be difficulty 7. However, this ability makes the necromancer much more susceptible to the effects of powers used by ghosts, which means that she must act carefully.
 
</div>
 
:::<div class="mw-customtoggle-black" style="cursor:pointer; color:red">[+/-] Black Breath</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-black">
 
{{reddots|5}} <font color=red>'''Black Breath'''</font><br>
''V20 Core, pg 174''
 
A necromancer who has mastered this path can harness the undead black bile that festers at the core of her being; she pulls that melancholy to her lungs and lets it mingle with her outgoing breath. She then exhales the dark mist, letting it engulf those nearby. The necromancer feels curiously lightheaded and optimistic after using this power, as she has forced some of her most depressed nature out into the world; those caught in the black vapors grow despairing and hopeless.
 
<font color=red>'''System:''' The player spends one Willpower and one blood point, and rolls Stamina + Athletics (difficulty 7). Black Breath allows the character to exhale a dark cloud of vapor that is five yards or meters in diameter per success rolled. Those caught in the mists may attempt a Dexterity + Athletics roll to escape it if they have an available action; otherwise, they may be overwhelmed by depression to the point of suicide. Those who can not escape the mists must immediately roll Willpower (difficulty 8 for mortals, 7 for supernatural beings) and achieve more successes than the invoker did. Mortals who fail in this actively attempt to kill themselves on their next turn. They do not attempt such ludicrous suicides as praying for a lightning bolt or holding their breath; they use the most effective means at hand to end their own lives. If prevented from suicide, they attempt it again as soon as an opportunity presents itself. This impulse lasts for the rest of the scene, and the Storyteller may impose flare-ups over the next day or so at his discretion. Those who succeed on the Willpower roll still become enchanted with the prospect of death, whether mortal or Kindred, and lose two dice from all dice pools for the rest of the scene.
 
Kindred who fail the Willpower roll do not attempt suicide; as they are already dead, the malign influences of undead humors do not have as strong an effect on them. Instead, the affected vampire sinks into torpor. The duration of this torpor is based on the vampire’s Humanity or Path rating, just as if lethal wounds had forced him into it.
 
</div>
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:<div class="mw-customtoggle-vitr" style="cursor:pointer; color:red">[+/-] Vitreous Path</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-vitr">
 
The Vitreous Path allows a necromancer to control and influence the energies pertaining to death. This extremely rare path manipulates entropy, a force that even most necromancers are uncomfortable harnessing. A development of the Nagaraja bloodline (p. 406, although they sometimes call the path “Nihilistics”), the Vitreous Path makes a formidable complement to the necromantic craft, and those obsessed with mastery over death and souls — such as the Harbingers of Skulls — would certainly risk much to uncover this path’s secrets.
 
Like most necromancers, Nagaraja generally learn the Sepulchre Path before any others. The Vitreous Path is usually their second focus of study.
 
:::<div class="mw-customtoggle-eyed" style="cursor:pointer; color:red">[+/-] Eyes of the Dead</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-eyed">
 
{{reddots|1|4}} <font color=red>'''Eyes of the Dead'''</font><br>
''V20 Core, pg 174''
 
The necromancer employing the Eyes of the Dead can see with the perceptions of the Restless Dead (called Deathsight). To such a manipulator of ghostly energies, the auras of surrounding beings give off tell-tale hints as to their health and even their ultimate fate; the necromancer can see the energies of death flowing through everyone, just as ghosts can. By looking at the entropic markings on a person’s body, the necromancer can gain rough knowledge of how far that person is from death, how soon that person is likely to die, and even what the cause of her death is likely to be. The information thus gained is not exact by any means, but it gives the necromancer an edge over those she scrutinizes.
 
<font color=red>'''System:'''</font color> The player rolls Perception + Occult, difficulty 6. One success lets a necromancer determine whether someone is injured, diseased, or dying, as well as whether the individual labors under any sort of curse or baleful magic.
 
Further, the vampire can divine the target’s eventual demise, depending on the successes scored. One success means the character can guess how long the target has to live to within a few weeks. Three successes means the character can estimate how long the target has to live and what the probable source of death will be, as the entropic markings show the wounds that will someday exist on that person. Five successes means the character can actually see where and when the event will occur by interpreting the black marks on the target’s soul.
 
This ability lasts for one scene, though the necromancer may choose to end the power early. It can be used to read the fate of only one target at a time. Storytellers should exercise judgment with this power, since the markings of death are typically unavoidable. He may decide to roll the dice himself, so that the player has no way of knowing whether her insight is correct.
 
</div>
 
:::<div class="mw-customtoggle-aurad" style="cursor:pointer; color:red">[+/-] Aura of Decay</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-aurad">
 
{{reddots|2|3}} <font color=red>'''Aura of Decay'''</font><br>
''V20 Core, pg 175''
 
The necromancer can strengthen the feeling of entropy around her to the point where it breaks down nonliving objects and machines. It can gnarl wood, rust metal, crack silicon chips, and erode plastic, glass, and dead organic material. This power has a range of one yard or meter from the necromancer’s body, but all those in the presence of the vampire can feel her corruption as an icy wind.
 
<font color=red>'''System:'''</font> No roll is required, but this power does cost at least one blood point. Objects subjected to this Aura of Decay break down and become useless after being targeted. How the object gives out, as well as the exact mechanism of failure, is up to the Storyteller. Corrosion, metal fatigue, or sheer brittleness are all suitably likely for any given item’s demise, but the in-game effect of using a doomed item is as if the owning character rolled a botch. The speed at which an item breaks down depends on how many blood points are spent.
 
{|class="wikitable" style="text-align: center; border:2px ridge red;" width="25%"
! style="min-width: 100px" | Blood Spent
! style="min-width: 100px" | Time to Breakdown
|-
|-
|One
|| 5 || 8 minutes
|One week
|-
|-
|Two
|| 6 || 12 minutes
|One day
|-
|-
|Three
|| 7 || 20 minutes
|End of scene
|-
|-
|Four
|| 8 || 30 minutes
|Five turns
|-
|-
|Five
|One turn
|}
|}
[[File:Greendot-filled.png|10px]] <font color=green>'''Poison and Drugs:'''</font> Few poisons or drugs have a noticeable effect on Shifters. Shifters that wish to become intoxicated must do so in their breed form, where their regenerative system is less effective, or awaken the spirit of the drug using the Rite of Spirit Awakening, which increases the substance's potency. The following list examples of effects on Shifters either in their breed form or once the substance has been Awakened. it's very difficult for a Shifter to become physically addicted to any substance due to their healing gifts, but it's still possible in extreme circumstances.


Note that since this power requires the expenditure of blood points, a character cannot cause an Aura of Decay while staked.
:[[File:Greendot-filled.png|10px]] <font color=green>'''Alcohol:'''</font> -1 to Dexterity and Intelligence die pools for every two drinks worth of alcohol. Reduce the penalty by 1 for every hour that passes after they stop drinking.


</div>
:[[File:Greendot-filled.png|10px]] <font color=green>'''Cocaine/Meth:'''</font> Immediately gain 1 point of temporary Rage. For the rest of the scene, the character only needs 3 successes on a Rage roll to Frenzy.


:::<div class="mw-customtoggle-soulf" style="cursor:pointer; color:red">[+/-] Soul Feast</div>
:[[File:Greendot-filled.png|10px]] <font color=green>'''Hallucinogens:'''</font> All die pools are reduced by 1 to 3 dice as the character is unable to concentrate. World perception is altered and their reactions will depend on what they believe to be happening. A character that takes hallucinogens before meditating regains Gnosis at 2 points per hour instead of 1. Lasts for (8 minus Stamina) hours.
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-soulf">


{{reddots|3|2}} <font color=red>'''Soul Feast'''</font><br>
:[[File:Greendot-filled.png|10px]] <font color=green>'''Heroin/Morphine/Barbiturates:'''</font> -2 to Dexterity and all Ability pools for (10 minus Stamina) minutes. The character experiences a dreamlike state for (12 minus Stamina) hours, during which time difficulties of Rage rolls are increased by 1.
''V20 Core, pg 175''


Just as the necromancer can release entropic energies from within, she may also pull them into herself as a source of power. Soul Feasting allows the caster to either draw on the ambient death energies around her or to actively feed on a ghost, stealing the wraith’s substance and mystically transforming that energy into sustenance.
:[[File:Greendot-filled.png|10px]] <font color=green>'''Marijuana:'''</font> -1 from Perception based pools and increase the difficulties of all Rage rolls. Effects last for about a half an hour.


<font color=red>'''System:'''</font> The player spends one Willpower point to allow the vampire to feed on the negative energies of the dead. If the character is drawing the energies from the atmosphere, she must be in a place where death has occurred within the hour or in a place where death is common, such as a cemetery, a morgue, or the scene of a recent murder. Generally, the necromancer can draw anywhere from one to four points of entropy from such a location, although the difficulty in using all Necromancy and similar deathly powers within the area increases by an equal amount for a number of nights equal to the points taken. The energies of such an area may only be drained once until the area’s entropy replenishes.
:[[File:Greendot-filled.png|10px]] <font color=green>'''Weak Poison:'''</font> Character takes between 1 and 3 health levels of Lethal damage per scene. Poisons have a maximum amount of damage that they can apply, usually between 5 and 10 levels of damage. If the character doesn't regenerate this damage (due to being in breed form, or being human) subtract 1 from all die pools until the damage is healed. Shifters in a regenerating form burns through the poison's effects in seconds and suffers no ill effects.


In cases when the necromancer feeds on a ghost, the vampire must actually attack the wraith as if feeding normally. Wraiths have up to 10 “blood points” that may be taken from them, and they become less and less substantial as their spirit essence drains away. The character is vulnerable to any attack the ghost might make, even those that do not normally affect the physical world; while feeding, the vampire is essentially in a half-state, existing in both the living lands and the Underworld simultaneously. The wraith so attacked is considered immobilized and cannot run or escape unless it can defeat the vampire in a resisted Willpower roll (difficulty 6 for both sides). This power may also be used in conjunction with Ash Path Necromancy, allowing the vampire to drain power (though not sustenance) from ghosts while traveling in the lands of the dead.
:[[File:Greendot-filled.png|10px]] <font color=green>'''Strong Poison:'''</font> Character takes between 1 and 3 health levels of Lethal damage per scene. Poisons have a maximum amount of damage that they can apply, usually between 5 and 10 levels of damage. A Shifter can regenerate this damage normally, but until the poison has run its course and all the damage has been healed, subtract 1 from all die pools. The only toxins to have a significant effect on Shifters are supernaturally enhanced and thus deal Aggravated damage that may be regenerated.


This soul energy may be used just like blood in every respect except for when the vampire rises for the night. It can activate Disciplines, heal wounds, boost Attributes, etc. Botching this power renders the vampire unable to feed through the Shroud for the rest of the night. However, she remains susceptible to the assaults of ghosts and spirits for several turns (generally, a number of turns equal to the amount of energy that could have been drawn from the area, or one turn if attacking a ghost) as she hovers between worlds, unable to function effectively in either.
''(W20 Changing Breeds, pg 61)''<br>
[[File:Greendot-filled.png|10px]][[File:Greendot-filled.png|10px]] <font color=green>'''Ananasi'''</font> have venom producing glands (and fangs) available in all forms. Their current form affects the potency. <br>
:[[File:Greendot-filled.png|10px]] Pithus delivers full strength venom, while Lilian is somewhat diluted.<br>
Storytellers should determine the amount of damage and any extra effects based on the particular "spider" species, but venom always deals Aggravated damage that can only be healed through medical attention or magical healing. Left unattended, the damage will never heal.


</div>
''(W20 Changing Breeds, pg 182)''<br>
[[File:Greendot-filled.png|10px]][[File:Greendot-filled.png|10px]] <font color=green>'''Ratkin'''</font> blood is poisonous to anyone who drinks it, including Vampires and Ananasi. Anyone drinking Ratkin blood suffers one point of unsoakable Lethal damage for every point of Rage the Ratkin possesses.
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[[File:Greendot-filled.png|10px]] <font color=green>'''Radiation and Toxic Waste:'''</font> Many Wyrm locations on Earth are located on or near irradiated landscapes and toxic waste dumps. Also, some minions of the Wyrm use radiation based attacks. Damage from these sources is resolved the same as damage from Fire, but takes twice as long to heal.
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[[File:Greendot-filled.png|10px]] <font color=green>'''Suffocation and Drowning:'''</font> A character can hold their breath for a maximum amount of time based on their Stamina. Changing forms WHILE immersed in a non-breathable medium does not change this time period; lung capacity may increase, but the amount of air currently in those lungs does not. During strenuous activity like combat, the character can hold their breath for a number of ''turns'' equal to twice their Stamina rating. Willpower spent on holding one's breath adds another 30 seconds of life. Willpower spent during combat or strenuous activity gives another ''turn'' of activity.


:::<div class="mw-customtoggle-breath" style="cursor:pointer; color:red">[+/-] Breath of Thanatos</div>
Once a character has run out of breath, they begin to drown/suffocate and take 1 health level of Lethal damage each turn. This damage cannot be regenerated until the shifter can breathe again. If the character reaches Incapacitated, they revert to their breed form and will die in a number of turns equal to their Stamina.
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-breath">
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[[File:Greendot-filled.png|10px]] <font color=green>'''Temperature Extremes:'''</font> Extreme heat (above 200°F or 100°C) causes damage in much the same way as Fire. At -40 and below, subtract 1 from all Dexterity die pools due to frostbite. For every 10°F (6°C) lower, subtract another die.


{{reddots|4|1}} <font color=red>'''Breath of Thanatos'''</font><br>
</tab>
''V20 Core, pg 176''
<tab name="Battle Scars">


The Breath of Thanatos allows the necromancer to draw out entropic energy and focus it upon an area or person by taking a deep breath and then forcefully exhaling a fog of necromantic energy. This cloud of virulence is completely invisible to anyone without the ability to see the passing of entropy. The energy of this cloud is like a beacon for Spectres, and they are drawn to the entropic force like moths to a flame.
=Battle Scars=
''W20 Core, pg 259''


Once the energy is pulled from the necromancer’s body, she can either disperse it over a large area as a lure for Spectres, or use the mist for more sinister purposes. Channeled into an object or person, the death-mist inflicts the subject with a debilitating, wasting illness. Furthermore, the focused energies are tainted and eerie, and though generally invisible (except to powers such as Aura Perception), they tend to cause people and animals to feel uncomfortable around the victim.  
A human whose fingers are bitten off will need surgery and will lose some function in those fingers (if they didn't lose the fingers entirely). A Shifter can grow the missing tissue and nerve connections back, even regrowing the fingers if they cant be reattached. Some injuries, especially those caused by other Shifters, can cause lasting damage. These wounds occur when a character channels her Rage to remain active in the face of death. A Shifter can also acquire a battle scar as a result of a particularly brutal attack, or from torture. The following is a list of examples and their possible Glory awards.


<font color=red>'''System:'''</font> The player spends one blood point and rolls Willpower (difficulty 8). Only one success is needed to draw out the Breath of Thanatos. If dispersed to summon Spectres, the energies cover roughly one-quarter of a mile (400 meters) in radius, centered around the necromancer. The range increases by an additional one-quarter mile or 400 meters for every additional blood point expended.
<font color=green>'''Glory:'''</font> Gaining any Battle Scar awards Glory, the more visible scars tend to carry larger rewards. Healing a Battle Scar comes with a loss of 1 Glory. Some tribes such as Children of Gaia or Glass Walkers may recognize the Wisdom in healing a Battle Scar.


Spectres summoned with this power will ignore the summoning necromancer for the duration of the power unless provoked, but may well go out of their way to wreak havoc on anyone else in the vicinity. The necromancer can then use other Necromancy powers (such as those in the Sepulchre Path) to manipulate and affect these Spectres. Ghosts so targeted may then interact with the necromancer as normal, although the other Spectres in the area will continue to ignore both the vampire and the targeted ghost. This energy disperses after a scene, after which the Spectres leave to find new prey. Mechanics for Spectres can be found on p. 385.
[[File:Greendot-filled.png|10px]] <font color=green>'''Superficial Scars:'''</font>  Large, ugly masses of scar tissue mar your character’s body and remain hairless in all forms. These scars may reduce a character’s Appearance dice pools by one, depending on the situation. 1 temporary Glory.


If the cloud is directed toward a particular target, the necromancer must either touch the target or direct the stream of entropy using Dexterity + Occult (difficulty 7). A target laden with entropy suffers one (and only one) level of aggravated damage; this generally manifests as sudden illness or decay. The target’s social difficulties while interacting with those unfamiliar with the touch of death — most normal humans, as well as some supernatural creatures — increase by 2. Furthermore, supernatural perceptions indicate the target is tainted with decay, which can be dangerous. This form of taint lasts until sunrise; a victim already plagued by this power cannot be affected again until the previous fog of entropy has dispersed.
[[File:Greendot-filled.png|10px]] <font color=green>'''Deep Scar:'''</font> Much the same as a superficial scar, except that muscles are affected as well, and the scar aches when the humidity changes. 1 temporary Glory.


A botch on the roll to control this power indicates that the vampire has turned the energy upon himself, and suffers all the effects of the vitriolic breath. This inflicts the usual injury and may subject the necromancer to the possibly dangerous attention of provoked Spectres and other creatures from beyond the grave.
[[File:Greendot-filled.png|10px]] <font color=green>'''Improper Bone Setting:'''</font> One of your character’s bones snapped and did not heal properly. If that area of your body receives two or more health levels of damage at once in the future (at the Storyteller’s discretion, depending on the description of the attack), the bone snaps again, causing an additional level of lethal damage. 1 temporary Glory.


</div>
[[File:Greendot-filled.png|10px]] <font color=green>'''Cosmetic Damage:'''</font> A readily visible injury that doesn’t have a significant debilitating effect, such as a missing ear, a hare lip, or an exposed part of the skull. It looks grotesque to humans and impressive to Garou. Reduce Appearance by one dot when dealing with humans, unless you cover or conceal the damage. 2 temporary Glory.
 
[[File:Greendot-filled.png|10px]] <font color=green>'''Broken Jaw:'''</font> Similar to Improper Bone Setting, your jaw was shattered, and it is now out of alignment with your tongue. All difficulties for actions involving talking increase by 2, and the difficulty of bite attacks increases by one. Your character’s speech is slurred and should be roleplayed appropriately. 1 temporary Glory.


:::<div class="mw-customtoggle-nightc" style="cursor:pointer; color:red">[+/-] Night Cry</div>
[[File:Greendot-filled.png|10px]] <font color=green>'''Missing Eye:'''</font> One of your eyes was gouged out and hasn’t grown back. The difficulties on all rolls involving depth perception or weapon firing (including using thrown weapons) increase by three. Any Perception rolls based on sight take a +2 difficulty penalty. 2 temporary Glory.
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-nightc">


{{reddots|5}} <font color=red>'''Night Cry'''</font><br>
[[File:Greendot-filled.png|10px]] <font color=green>'''Gelded:'''</font> Your reproductive system has been damaged. You are incapable of siring or bearing children. Males with this wound are not necessarily impotent, but gelded characters of any gender increase the difficulties of seduction and using Animal Attraction by two. 1 temporary Glory.
''V20 Core, pg 176''


The breath of entropic energy becomes a scream of pure chaos. The necromancer can issue an unearthly cry (heard both in the living world and in the Shadowlands). The howl pours icy oblivion into a target or group of targets — either sweeping away the inherent entropy or collecting that destruction and unleashing it.
[[File:Greendot-filled.png|10px]] <font color=green>'''Collapsed Lung:'''</font> One of your lungs was punctured during battle. You find it difficult to breathe and to exert yourself. You lose one die on any Stamina roll involving exertion and an additional die after five turns of physical activity. In addition, you may hold your breath for only half the listed time (see p. 259). 1 temporary Glory.


<font color=red>'''System:'''</font> The vampire chooses a number of targets within one yard or meter per dot of Necromancy and invokes Night Cry with a terrible scream. The player spends a Willpower point and a blood point for each target beyond the first. (In other words, she spends no blood if only going after one target, or one blood for two targets. Generational blood limits apply, and the vampire may not “pre-spend” blood prior to using Night Cry.)
[[File:Greendot-filled.png|10px]] <font color=green>'''Missing Fingers:'''</font> You have lost at least three fingers on one hand. Dexterity rolls involving that hand suffer a +3 difficulty penalty. Your damage dice pool for claw attacks with that hand is halved (rounding down). 2 temporary Glory.


The player then chooses whether the vampire will aid or harm the targets, and rolls Manipulation + Occult (difficulty 6). If she chooses to aid the target or targets, each success gives each affected target a -2 difficulty modifier to all of his actions for one turn per success. If she instead chooses harm, each success causes an aggravated wound to each target. Targets may be any kind of living creature, including supernatural ones.
[[File:Greendot-filled.png|10px]] <font color=green>'''Maimed Limb:'''</font> One of your limbs has been mauled to the point of uselessness. If you lost a leg, you move at half speed in all forms. If you lost an arm, your Hispo and Lupus speed is reduced to three-quarters. You are not able to use the damaged limb for any purpose. 3 temporary Glory.


No matter the result, the Night Cry is heard on both sides of the Shroud, attracting the attention of anyone nearby. On a botch, the necromancy may summon unruly ghosts or Spectres, similar to Breath of Thanatos (although the ghosts are under no compulsion to ignore the necromancer…).
[[File:Greendot-filled.png|10px]] <font color=green>'''Spinal Damage:'''</font> Your spine was fractured, and you have trouble keeping your balance. Your Dexterity is reduced by one, you subtract two from your initiative rating, and you must spend Willpower on any roll involving balance, precision, or remaining still. 2 temporary Glory.


</div>
[[File:Greendot-filled.png|10px]] <font color=green>'''Brain Damage:'''</font> Severe damage to the head, or perhaps lack of oxygen for a long period of time, has reduced your mental faculties. You lose one dot from one Mental Attribute (Storyteller’s choice). Additionally, you must roll one die and subtract that number of dots from your Gnosis, Willpower or Knowledges (player’s choice of where these points are lost). You are most likely partially amnesiac as well. 2 temporary Glory.
</div>


</tab>
</tab>
</tabs>
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Latest revision as of 18:36, 4 December 2025

Note: White Wolf game organization isn't the best, and there are occasions where their rules directly contradict each other, sometimes in the same sentence. We've done our best to fix White Wolf's mistakes.

The Basics

There's a lot of stuff here, huh? Don't be intimidated, combat isn't that rough. The order of operations goes like this:

Initiative: The ST will usually kick this off with +combat/init/start, and you can look at the list with +combat/init.
Declare your action: What you plan to do on your turn, what gift(s) you want to use, and if you'll spend Rage
Take your action: Spend your Rage or Gnosis (remember, you cant spend both in the same turn!), make your attack roll, allow the ST to try to Dodge, roll your damage if applicable, allow the ST to soak damage
Regenerate! Once per turn you can roll Stamina vs 8 to regain 1 health!

And that's it, things move on to the next person.

[+/-] Helpful Code Tips

Helpful code tips:

Have a quick peek at yourself: +mysheet combat will show you your current combat stats and your current health. Good for checking how hurt you are or what a form's stat bonus is.
Did you spend something? +lose willpower, +lose rage, +lose gnosis. Remember that you have to declare the spend BEFORE you make your roll, especially in the case if Willpower.
Did you gain something? +gain willpower, +gain rage, +gain gnosis
Did you take damage? Use +hurt/type to set damage on yourself. +hurt/bashing 1, +hurt/lethal 1 or +hurt/agg 1. The code is weird, enter your damage 1 point at a time to save yourself some headache.
Did you heal damage? +heal will wash away that damage! Regeneration/healing magic always goes for the worst damage first, so +heal/lethal or /bashing 1 for regeneration, or if someone used Mother's Touch you can +heal/agg 1 to clear up the real nasty wounds.
Soak rolls never have a wound penalty: +roll/nowound stamina vs <difficulty> any time you have to soak damage! Use /nowound for any roll that shouldn't be affected by your wound penalty.
Don't spam yourself: +sheet/section me/abilities to check if you have Enigmas, or +sheet/section me/powers to see if you have a gift you want to use next turn. Look at a single section of your sheet to check if you have something, rather than bring up the whole damned thing!

[+/-] Helpful Scene Tips

Helpful scene tips:
Discord: Coordinating in voice chat is really helpful, but don't feel pressured to do so. Not everyone likes talking out loud or even sharing their contact deets.
Copy down the Init list: Once all the NPCs have been added and it's time to get cracking, type +combat/init to see the list, and copy it somewhere you can keep track of it in a notepad or in your pack's Discord server. You can edit it to take out the dead guys and keep up with whose turn it is much more easily this way.
Keep side chatter to a minimum: It's hard not to joke and banter during a scene, but try to keep most of it to pages or +pack chat in another window, Discord, or something else in order to keep the scene from getting confused, side tracked, or hard for the ST to keep organized.
Be cool, man: Try to remember that it's a game, you're here to have fun and make an imaginary person look cool. That imaginary person might fail some times, but use that as an opportunity to change your plan or have a funny story for later. Be open to situational rules changes with the ST in order to get some challenge and story out of the scene you're in, or even suggest something of your own if what you want to do is a little bit crazy.
Communicate: If you have questions about something in the scene, ask! Same if you aren't sure how some mechanic works, if you need more clarification before your hair brained scheme takes off, or if said scheme is even possible. It's okay to pause the scene and hash something out, especially if you're new to the game or unfamiliar with combat, and if you're unhappy with how something is going, talk about it.
Stay focused! If you're part of a +event or plot scene, try and stay focused so that the scene can move quickly. You signed up for this scene, you volunteered, people are waiting on you to pose or to take your turn in combat. Real Life, health, interruptions, those things happen and it's okay, but please be considerate and save your videogame or web comics or whatever until after the scene!

Mistakes? Did you notice mistakes in this page? Is there information for your breed's combat abilities that aren't on here? Put in a +request for Mr. Gutsy to get off his lazy butt and fix it! Just make sure you note what's missing and where to find it, if you have that information. Thank you!

Combat

Sources: W20 Core, pg 288-303

Initiative

Use +help +combat for commands to start/view/add/remove from the Initiative list

Certain gifts such as Spirit of the Frey give bonuses to Initiative, these should be automatically added by the code, or added by the ST of the scene.
Pack initiative (W20 Core, pg 267) If shifters are in a pack and bound together by a single totem, and if all players agree, the pack may share a single initiative roll as well, using the Pack Leader's initiative roll.

Declare Actions

Lowest Initiative declares their action first, moving up to highest Initiative.
Highest Initiative acts first, moving down to lowest.

Rage spends and actions must be declared at the beginning of your turn (Ex: "I'm going to spend 2 Rage to X, then Y, then Z.")
Rage actions will be handled in order after the first "normal" round of actions. Ex: Normal round, Rage round 1, Rage round 2, etc.

Changing Actions

W20 Core, pg 293
In drastic circumstances Declared Actions can be changed, adding a +1 difficulty to the new Action. (If a grenade is tossed at a character's feet, a packmate is in mortal danger, etc.)

Holding Actions

An action may be held until a place lower in the Initiative, to better coordinate a special maneuver with a packmate, to let someone else get ahead of your character, to foil an opponent's action strategically, etc.

Spending Points

Whether it's Willpower, Rage, or Gnosis for gift activation, extra turns, etc., wait until your ST tells you to spend the resource on your turn, for the sake of the scene log having your spends close to your OOC questions and rolls.

You can not spend Rage and Gnosis in the same round, except with the Gift: Chaos Mechanics. Spending one means you can not spend the other.
Willpower for an automatic success on a roll must be declared before the roll is made.
Willpower can not be used for an automatic success on Damage or Soak rolls.

Using Rage

W20 Core, pg 288
Players can spend up to 1/2 of their Rage pool in a single turn (rounded up) to perform the following feats:

Take extra Actions: Each point of Rage spent gives the character one extra action that turn. Must declare spending Rage for extra actions at the beginning of the turn.
Change forms: At any point in a turn, a player can spend one point of Rage to immediate shift to any form without the usual Stamina+Primal Urge roll.
Ignore stunning: Spending a point of Rage negates being stunned and the shifter can keep moving and take an Action normally.
Ignore pain: The player can ignore the dice penalties of one health level's worth of wounds per one point of Rage spent for one turn. This does not heal the damage, dice penalties will apply as normal next turn unless more Rage is spent.

Limitations: A player can only take as many extra actions as he has dots in either Dexterity or Wits, whichever is lower. If a player chooses to exceed that limit, she suffers +3 difficulty to all difficulties that turn. If the character is in a Frenzy, his Rage actions are limited only by his Dexterity.

Splitting Dice Pools

W20 Core, pg 266

Any character can split their die pool to perform multiple actions in a single turn. For each action taken that turn, the player loses one die. Each action taken after the first one loses another die as well - minus two dice for the second of two actions, minus four dice for the third action out of three, and so on. Example; a frat boy wants to grab a bottle and hit someone with it, and splits his pool in two.
Grab the bottle: Dex + Athletics
Swing the bottle: Dex + Melee
The Dex + Athletics pool is at -1 for having the extra action of swinging
The Dex + Melee pool is at -1 for having the extra action of swinging, and another -1 for being the second action.

Healing Damage

W20 Core. pg 255-256

Regeneration

Bashing and Lethal

Garou regenerate their worst Bashing or Lethal health level every turn while in a non-breed form.
Homid and Lupus breed Garou can regenerate a health level each day while in their natural breed forms if they are in critical condition.
Metis have full regeneration in all forms.

Kitsune do not regenerate, and heal as Humans
Ananasi do not regenerate without spending Blood Points. 1 blood point to heal 1 Bashing/Lethal, a full day of rest and 5 blood points to heal 1 Aggravated, otherwise heal as humans.

Aggravated

Shifters can soak Aggravated damage, unlike humans.
Shifters can not rapidly regenerate Aggravated damage at the end of a combat turn.
Aggravated damage: Heal 1 point per day as long as the character is in a form that regenerates.
If a shifter reaches Incapacitated from Aggravated damage, they have one chance to channel their Rage to remain active. If the character fails, they die.


Combat regeneration: During each turn a shifter may roll Stamina vs 8 as a reflexive action that does not require Rage or splitting pools. Success allows the shifter to heal Bashing or Lethal normally as listed above. A botch means the shifter cannot regenerate until they've had a chance to rest

Rage healing: Once per scene, a critically injured shifter (reaching Incapacitated through Aggravated damage) may remain active by rolling Rage vs 8. Each success heals 1 level of any kind of damage. No matter how much damage is healed, the character enters a Berserk Frenzy.
A shifter that successfully remains active through Rage healing gains a Battle Scar (W20 Core, pg 259)

Rage

W20 Core, pg 144 & 262

The Curse

Animals, and especially Humans, can sense the predator that lurks under a werewolf's skin.

Willpower: When a human’s Willpower is less than a werewolf’s Rage, that human will avoid contact with the Garou if at all possible. He might cross the street to avoid “that weirdo,” decide to hail a cab rather than sticking around, or even run in fear. Most humans have a Willpower score of between 2 and 4, so the Curse is no laughing matter. Humans aren’t the only creatures affected by the Curse: wolves and other animals avoid the Garou whenever possible.

Kinfolk: The Rage within a werewolf makes even their own Kinfolk uncomfortable, albeit to a lesser degree.

Using Rage

Rage points are spent at the beginning of a turn, in the declaration stage. You can spend Rage only in times of stress. A Garou can use Rage in the following ways:

Extra Actions: A player can spend Rage to give her character extra actions in a single turn. However, a Garou cannot spend more Rage points for actions in a turn than half of her permanent Rage rating. See p. 266.
Changing Forms: A Player may spend a Rage point for his character to change instantly to any form he desires, without having to roll Stamina + Primal-Urge. See p. 285.
Recovering from Stun: If a character loses more health levels in one turn than his Stamina rating, he is stunned and unable to act in the next turn. By spending a Rage point, the werewolf can ignore the effect and function normally.
Remaining Active: If a character falls below the Incapacitated health level, a player can use Rage to keep her character going. Doing so requires a Rage roll (difficulty 8). Each success heals a health level, regardless of the type of wound. A player may attempt this roll only once per scene. If this roll fails, the character doesn’t recover. However, this last-ditch survival effort has its price. Like all Rage rolls, the character is still subject to frenzy. The wound will also remain on the Garou’s body as an appropriate Battle Scar.

Gaining and Regaining Rage

At certain times, a werewolf’s Rage can even go higher than his permanent rating, but only if the situation is sufficiently infuriating.

The Rage pool fluctuates from session to session and from turn to turn. Rage replenishes itself in several ways.

The Moon: The first time a werewolf sees the moon at night, the Beast inside stirs, and Rage floods back into her. Under a new moon, the character gets one point; under a waning moon, two points; under a half or waxing moon, three points; and under a full moon, four points. If the moon phase corresponds with the character’s auspice, she regains all of her Rage. This phenomenon only occurs when the character first sees the moon each night.
Botch: If the Storyteller approves, a werewolf might receive a Rage point after a botched a roll. Rage comes from stressful situations, and seeing the action you were attempting blow up in your face, sometimes literally, can be a very stressful situation.
Humiliation: Rage will also come rushing back if anything a Garou does proves particularly humiliating. The Storyteller decides whether a situation is embarrassing enough to warrant a Rage point. Garou tend to be very proud, and they don’t take being laughed at well.
Confrontation: Again at the Storyteller’s approval, a character could receive a Rage point at the beginning of a tense situation, in the moments right before combat starts. This gain accounts for the anticipation and hackle-raising that happens just as tempers start to flare.
New Stories: If the ST of your scene is alright with it, you may be able to +gain your Rage (also Gnosis and Willpower) before the scene officially starts. Make sure you ask first, to be polite.

Twitcher Ratkin: (W20 Changing Breeds, pg 185) Whenever a Twitcher regains Rage, they also make a roll to gain even more. Roll one die against a difficulty of (10 – the Twitcher’s Rank). Success gains them another point of a Rage — and another roll. They keep rolling until they are at their maximum Rage, or until they fail or botch the roll. There are no negative consequences for failing or botching this roll.

Too Much or Too Little Rage

Beast Within: Occasionally, a Garou is more a snarling monster than man or beast, and she must pay the price for it. For every point of Rage a character has above her Willpower rating, she loses one die on all social-interaction rolls. People, even other werewolves, can sense the killer hiding just under her skin, and they don’t want to be anywhere near it.
Losing the Wolf: If a character has lost or spent all his Rage and Willpower points, he has “lost the wolf,” and he cannot regain Rage. The Garou cannot shift to anything except his breed form until his Rage returns. The character must regain at least one Willpower point before he can recover any Rage.

Frenzy

W20 Core, pg 144 and 261

Rank Frenzy Bonus
0 None
1 None
2 None
3 +1 diff to Frenzy rolls
4 +2 diff to Frenzy rolls
5 +2 diff to Frenzy rolls, 5+ successes needed to Frenzy

Frenzy: Frenzy is the violent outburst, the untamed savagery, the animal instinct for blood and brutality that lurks in the heart of every werewolf. Whenever a player gets four or more successes on a Rage roll, the character enters a frenzy. See Frenzy on p. 261 for more information on the causes and resolutions of frenzies.

Any Rage roll: Any Rage roll can lead to a frenzy, even if it’s used to activate Gifts. All Rage rolls represent an attempt to awaken the primal beast that drives the Garou. If a Rage roll scores four or more successes, the character frenzies. The player can spend a Willpower point immediately to halt the frenzy, but her character can’t take any further actions that turn.

Less than 4 Rage: Garou who have permanent Rage ratings lower than four can still frenzy, but only under circumstances that touch on a particular psychological trigger: locking a claustrophobic werewolf in a confined space, or an arachnophobe coming face-to-mandible with one of the Ananasi werespiders. When a werewolf encounters that level of stress, his temporary Rage can exceed his permanent rating. Use the higher of the two ratings for all Rage rolls.

Calm Heart: The Merit: Calm Heart adds +2 difficulty to Frenzy rolls. The book text says it adds 2 dice, this is incorrect, 2 extra dice would actually make it easier to frenzy. White Wolf doesn't edit well.

Berserk Frenzy

The werewolf can only see moving targets — targets she wants to reduce to bloody lumps of mangled meat. A berserk Garou shifts immediately to either Crinos or Hispo form (the player decides which), and attacks something.
Whom she attacks depends on the circumstances. If the Garou’s permanent Rage does not exceed her permanent Gnosis, she will not tear into her packmates — unless she’s in the Thrall of the Wyrm. Anything else is fair game, including other were-creatures who are not members of her pack.
A Garou whose permanent Rage exceeds his permanent Gnosis attacks anything that moves. He can’t distinguish between targets unless his player spends a Willpower point, in which case he can select his victim. If he doesn’t have the Willpower to spare, the Storyteller chooses who he attacks. Werewolves in this state don’t remember what happens to them during frenzy. Many collapse once the frenzy is over.

Fox Frenzy

The werewolf does everything in his power to escape. He takes his Lupus form and runs. The only time he attacks is when something gets in his way, and only for long enough to get past his opponent. The character runs until he can find a safe hiding place, where he will remain until the frenzy passes.
Whether in berserk or fox frenzy, combat maneuvers and pack tactics require a level of thought and control that a frenzying werewolf does not have. He has three options: bite, claw, or run. He can spend Rage for extra actions, but can’t split dice pools, use Gifts, or step sideways. A frenzied werewolf does not feel pain, and ignores all wound penalties.
A werewolf can only come out of frenzy once the triggering situation is over. Once he’s escaped, the player rolls Willpower (difficulty equaling the Garou’s own Rage) to escape the frenzy. If the roll fails, the player can try again next turn with no increase in difficulty.

Breed Can they Frenzy?
Ajaba As Garou. Rage rolls are always diff 6.
Ananasi Not naturally capable of Frenzy. Diff to supernaturally induce Frenzy is +2.
Bastet As Garou. Rage rolls are always diff 6.
Corax As Garou. Rage rolls are always diff 6.
Gurahl Normally cant Fox Frenzy. Rage rolls are always diff 8. 5+ successes required for Frenzy.
Kitsune Normally cant Berserk Frenzy. Rage rolls are always diff 6.
Mokole As Garou. Rage rolls are always diff 6, save for Shining Mokole, who's diffs are the same as Garou.
Nuwisha Not naturally capable of Frenzy.
Ratkin As Garou. Rage rolls are always diff 6. Warriors: Rage rolls are always diff 5.
Rokea Normally cant Fox Frenzy. Rage roll diffs are the same as Garou. Only 2 successes needed to enter a Frenzy.

Reasons to roll Rage

W20 Core, pg 261

Moon Phase Difficulty
New 8
Crescent 7
Half 6
Gibbous 5
Full 4

A shifter in Crinos reduces their Rage roll difficulties by 1 when checking for Frenzy.

Outside the standard instances listed on the Rage tab, your ST may call for Rage rolls in tense situations that stir the beast and threaten the possibility of Frenzy.

Embarrassment or humiliation (e.g. botching an important roll)
Any strong emotion (lust, rage, envy)
Extreme hunger
Confinement
Helplessness
Being taunted by a superior enemy
Large quantities of silver in the area
Being wounded
Seeing a packmate wounded

Thrall of the Wyrm

W20 Core, pg 262

When a player rolls six or more successes on a Rage roll, the character enters a berserk frenzy. All the Willpower in the world won’t give her a second’s control. The character is in the Thrall of the Wyrm. In addition to attacking anything that she can see, with the Storyteller picking her targets, the Thrall brings an even more horrific twist.
Each breed of Garou has an affinity to one of the heads of the Triatic Wyrm, and it is that facet that works through them in their worst frenzy.

Homid: Eater-of-Souls holds humans as its special children. This twisted favor extends to homid-breed Garou. This Wyrm drives its minions to eat humans, wolves, and even other Garou. A werewolf in this Thrall must roll Wits (difficulty 7) whenever she kills or incapacitates an opponent. If the roll is a botch, she must stop for a turn and eat her kill.
Metis: The Defiler Wyrm reserves special attention for those Garou who cannot breed themselves. It drives metis Garou to perform unspeakable sexual acts on their fallen opponents, regardless of their respective genders. If a werewolf kills or incapacitates an opponent, his player must roll Wits (difficulty 7). If the roll botches, the werewolf stops for a turn and slakes his unholy lusts on his opponent’s corpse.
Lupus: Beast-of-War lays claim to the savage lupus Garou. It forces them to tear into their victims until nothing is left but bloody chunks of meat and bone. The Garou loses all sense of mercy, and exists only to destroy. When a lupus werewolf kills or incapacitates a foe when in the Thrall, her player must roll Wits (difficulty 7). If the roll botches, the werewolf savages his opponent’s corpse until it is torn limb from limb.

Fera: If the Fera breed is capable of rolling Rage and Frenzying, the above applies to their particular breed as well

The Delirium

W20 Core, pg 262

Breed Full Delirium Reduced Delirium
Ajaba Crinos
Ananasi Lilian, Pithus
Bastet Chatro Crinos
Corax Crinos
Gurahl Crinos
Mokole Archid
Nuwisha Manabozho
Ratkin Crinos
Rokea Gladius, Chasmus Glabrus

Kitsune: Does not incite The Delirium in any form.
Ananasi: Crawlerling form does not normally incite Delirium at all, however if the breakdown into Crawlerling form is witnessed, it inflicts full Delirium.

Kinfolk are entirely immune to the Delirium.
The Delirium only affects people that can see the Shifter in person. Photographs, video (live or recorded), or other such evidence won't trigger any fear reaction.
Humans will rationalize evidence away as a Photoshopped image or publicity stunt, unless their Willpower is 8 or higher.
Humans that have delved deep into the Occult (4 dots or higher) might roll Wits + Occult vs 9, with each success increasing the human's effective Willpower by 1 in regards to the chart below.
Humans from cultures that didn't suffer the Impergium to a great degree (such as Native Americans and Aboriginal Australians) might also be granted a bonus at the ST's discretion, only if they've been raised without contact with other cultures.

Willpower % of Population Will They Forget? Effect
1 10% Yes Catatonic Fear: The human faints, or collapses in fear
2 20% Yes Panic: The human bolts, trying to put as much distance between himself and the Garou as possible.
3 18% Yes Disbelief: The human retreats to a corner to avoid the “hallucination” until it passes, but doesn’t collapse in fear.
4 15% Yes Berserk: The human attacks, be it firing a gun (he won’t have enough presence of mind to reload, however), throwing crockery or even leaping at the “monster.”
5 13% Yes Terror: Much like panic, except with rational thought. The human is able to think enough to lock doors behind him or to get in a car and flee.
6 10% Yes Conciliatory: The human will try to plead and bargain with the Garou, doing anything possible so as not to get hurt.
7 7% No, but will rationalize Controlled Fear: Although terrified, he does not panic. The human will flee or fight as appropriate, but remains in control of his actions.
8 5% No, but will rationalize Curiosity: These people are dangerous, because they remember what they saw (more-or-less), and they might well investigate the matter further.
9 1.5% No Bloodlust: This human refuses to take anymore. She is afraid but angry, and she will remember the Garou and probably even try to hunt it down.
10 0.5% No No reaction: The human is not the slightest bit afraid or bothered by the Garou. Even Kinfolk aren’t this stoic, so Garou tend to be very suspicious of such folks.

Close Combat Attacks

On a successful attack, 1 point of damage is always dealt and might be soaked, even if the damage roll gave zero successes.
Corax have -1 diff to all Athletics rolls, and +2 difficulty to soak all Bashing.

Basic Attacks

W20 Core, pg 296
While these are largely listed with Garou form names, these are usable by just about anyone, as long as you have the appropriate appendage available.

Action Pool Base Diff Base Damage Damage Type Special
Kick Dex + Brawl 7 Str + 1 Bashing Extreme size difference can make damage Lethal
Usable by: Homid, Glabro, Crinos
Punch Dex + Brawl 6 Str Bashing Special punches (uppercut, haymaker, etc) may cause extra dmg with a higher diff. Usually Bashing, but nerve strikes, kidney blows, or extreme size difference can make damage Lethal
Usable by: Homid, Glabro, Crinos
Bite Dex + Brawl 5 Str +1 Agg Hispo bite +1 dmg, Glabro bite diff 8 and -1 Lethal dmg
Usable by: Crinos, Hispo, Lupus
Claw Dex + Brawl 6 Str + 1 Crinos/Hispo: Agg, Glabro/Lupus: Bashing Usable by: Glabro, Crinos, Hispo, Lupus
Disarm Dex + Melee +1 diff See: Failure - Successes exceed opponent's Strength score: Opponent drops their weapon. Failure: Inflicts weapon damage; Botch: Loses own weapon
Usable by: Homid, Glabro, Crinos
Bare-Handed Disarm Dex + Brawl (-1 dice) 8 - - Failure: Inflicts weapon damage to hands
Usable by: Homid, Glabro, Crinos
Flank Attacks - -1 - - May require Rage, move time or another roll at ST's discretion
Usable by: All forms
Rear Attack - -2 - - May require Rage, move time or another roll at ST's discretion
Usable by: All forms
Sweep Dex + Brawl or Melee 8 - - Knocks Opponent to the ground, can use self or weapon to sweep an opponent's leg. Causes no damage, but target is prone.
Usable by: All forms
Grapple Contested Str + Brawl 6 Str Bashing Clinch: crushing damage applied per turn.
Hold: No damage, Target held until freed
Escape: The contested Str + Brawl roll, especially agile chars may use Dex
Reverse: The grapple is turned on the attacker if the contested roll scores 2 more successes than the attacker.
Damage: Typically Bashing, can be Lethal or Aggravated if grappled opponent has barbs, spikes, extreme size difference, etc. as appropriate.
Usable by: Homid, Glabro, Crinos
Tackle Dex + Brawl 7 Str Bashing Req: Min 2 Yard Distance
Attacker and Target both make Dexterity+Athletics rolls to keep their feet (diff 6 for the attacker, diff 6 + the attackers successes for the target).
Failure: you end up on the ground.
Botch: trips and falls (one die of dmg for every yard ran); slams into something else (that damage plus his Str in dmg on himself); or crashes into his target and bounces off (opponent’s Stamina in dmg, but leaving the target unharmed)

Dexterity+Brawl vs 7 to determine damage dice if target fails his Athletics roll.
Damage may situationally become lethal at ST discretion.
Usable by: All forms

Dirty Fighting

W20 Core, pg 198
The following maneuvers require Brawl 3 or more.

Action Pool Diff Damage Damage type Special
Blinding Dex + Subterfuge 9 Special Special Blinded 1 turn per success, -2 Dice to all pools. 5+ successes destroys eyes, may regen normally if possible. ST discretion if a particularly vicious attack might cause 1 or 2 Lethal damage in addition to blinding.
Usable by: Homid, Glabro, Crinos
Body Slam Dex + Brawl 6 Str + 2 Bashing Requires a successful Grapple, next turn apply Dex + Brawl vs 6 for damage. Damage may be Lethal or even Aggravated at ST discretion depending on what the target is slammed onto.
Usable by: Homid, Glabro, Crinos
Curb Stomp Str + Brawl 6 Str + 2 Lethal Requires Stunned/Immobilized target - Takes 1 turn to place in position first, next turn apply Str + Brawl vs 6 for damage. May remove opponent's ability to bite until healed.
Usable by: Homid, Glabro, Crinos
Low Blow Dex + Brawl 7 Str Bashing Stunned for one turn per health level lost after soak. Bashing becomes Lethal if done with claws/teeth/blades/etc.; Stamina diff 8 to shrug off the stun at one turn per success.
Usable by: All forms
Pistol Whip Dex + Melee 7 Str + 2 Lethal Requires a gun, crowbar, truncheon, candlestick, etc. Target stunned for 1 turn if they fail Stamina vs 8, or 2 turns if they botch.
Usable by: Homid, Glabro

Special Maneuvers

W20 Core, pg 299
While these are largely listed with Garou form names, these are usable by just about anyone, as long as you have the appropriate appendage available.

Maneuver Pool Diff Damage Damage Type Special
Evasive Action Wits + Athletics 6 - - Works like a dodge, but you cannot abort your previous action to use this tactic. Each success subtracts one success from the attacker's roll. If you score more successes than the attacker, your next attack is at -1 difficulty on that target, assuming you act before them.
Usable by: All forms
Hamstring (Bite/Claw) Dex + Brawl 8 Str + 1 Aggravated 2 legged opponent: Dex + Athletics vs 8 to stand again, 1/4 movement speed
4 legged opponent: Dex + Athletics vs 7 to remain standing, 1/2 movement speed.
Usable by: Crinos, Hispo, Lupus
Hamstring (Weapon) Dex + Melee 9 As Weapon Lethal Requires a bladed weapon
2 legged opponent: Dex + Athletics vs 8 to stand again, 1/4 movement speed
4 legged opponent: Dex + Athletics vs 7 to remain standing, 1/2 movement speed.
Usable by: Homid, Glabro
Jaw Lock Dex + Brawl 6 Str + 1/Special Aggravated Attacker Wins: Rival forced to ground and immobilized. Attacker Loses: Fails to immobilize target, inflicts the usual Bite damage.
If opponent doesn't surrender: Contested Strength + Brawl; opponent's diff is attacker's Brawl+4, attacker's diff is opponent's Brawl+2. Opponent fails: Remains pinned and immobilized. Opponent matches successes: Break free but take attacker's successes in damage (may attempt to soak). Opponent scores more successes than attacker: Breaks free, takes no damage.
Usable by: Crinos, Hispo, Lupus
Leaping Rake (Claw) Dex + Athletics 3 Str + 1 Aggravated See Jumping under Physical Feats (W20 Core, pg 271) - If roll succeeds for chosen distance, attack target with Dexterity + Brawl vs 8 for damage, and land outside of enemy's attack reach. Fail: Land within enemy's reach.
Usable by: Crinos
Leaping Rake (Weapon) Dex+Athletics 3 As Weapon Bashing/Lethal As above, requires a weapon, Dexterity + Melee vs 8 for damage, and land outside of enemy's attack reach. Fail: Land within enemy's reach.
Usable by: Homid, Glabro
Taunt (vs Non-Garou) Man + Intimidation Enemy Wits + 4 - - Enemy suffers -1 die to their next action for every 2 successes by the taunter
Usable by: Homid, Glabro (All forms if the non-garou target can understand them)
Taunt (vs Garou) Man + Expression Enemy Wits + 4 - - As Above, if taunter scores at least one success, target makes a Rage roll. If an entire pack is taunting (see Pack Tactics), target frenzy diff is at -1. A target whose dice pool is reduced to nothing cant do anything except dodge.
Usable by: All forms
Wishbone Dex + Brawl 6; -1 for each attacker Str Special First turn, to grip the target with the listed roll. Next turn, apply damage by pulling. Damage is Bashing for a slow pull, Lethal if using brute strength, Aggravated if using teeth.
If any one garou inflicts more than 3 health levels after soaking, the extremity in question is broken or removed.
Soaking: Target must soak each attacker's Strength roll separately.
Usable by: Glabro, Crinos, Hispo, Lupus
Can use this tactic solo: Ajaba, Bastet, Garou, Gurahl, Mokole, Nuwisha, Rokea

Fera Special Maneuvers

W20 Changing Breeds, pg 213-216
These maneuvers require the unique anatomy of a particular breed and can not be performed by everyone, often limiting them to the breed listed.

Ananasi

Maneuver Pool Diff Damage Effect
Engulf Dex + Brawl 6 (5) Strength; suffocation The Ananasi breaks over her foe like a wave, dissolving into a million biting spiders. Each turn that the werespider maintains the Engulf, the target cannot breathe and runs the risk of suffocation (see W20, p. 259). If the Ananasi is in a non-Crawlerling form when initiating an Engulf maneuver, the action requires a blood point, but the difficulty is reduced to 5 for the initial attack, thanks to the element of surprise.
Usable in: Any form
Actions: 1
Injection Dex + Brawl 7 Venom only The Ananasi can bite gently into a target, injecting venom without causing aggravated damage from his fangs. This can be used to poison opponents and to drink blood.

Bastet

Maneuver Pool Diff Damage Effect
Barrel Roll Str + Athletics 3 + Target's Str, max 9 Special The werecat attacks at running speed on all fours, grabs the opponent by the shoulders, and uses her body mass to topple him. Using the momentum of the tumble, she rolls with the opponent, immobilizing him, usually by biting over the muzzle of the prey to suffocate it.
The player makes a standard grapple attack to seize the opponent, and then reflexively rolls Strength + Athletics (difficulty 3 + target’s Strength, maximum 9) to wrestle her prey to the ground. The target then suffers suffocation (see W20, p. 259) and immobility until she can break the grapple.
Usable in: Crinos, Chatro, Feline
Garou and Nuwisha can also perform this maneuver, though at +1 difficulty.
Actions: 1

Corax

Maneuver Pool Diff Damage Effect
Eye Pluck Dex + Brawl 9 Str +1 Corax can attempt to pull the eye from a living opponent. If the Corax scores four successes on the attack roll, and at least two health levels of damage go unsoaked, she tears her enemy’s eye out. This raises the damage to aggravated even if the Corax is in raven form. Shapeshifters that don't suffer a Battle Scar from the maneuver can regrow the eye over time.
Usable in: Crinos or Corvid
Actions: 1 (House Rules: Changed from 2 Actions to 1)
Wing Swipe Dex + Brawl 7 Str +2 This maneuver requires the Gift: Razor Feathers. The Corax lashes out with a wing, slashing the target with the cutting edge of his steel-hard feathers. This maneuver is also useful out of combat (for cutting ropes, slashing tires, and so on). Even if a wing swipe misses, the target must make a reflexive Dexterity roll (difficulty 5) or be off-balance (+1 difficulty to all Physical actions) for the next turn.
Usable in: Crinos
Actions: 1

Mokole

Maneuver Pool Diff Damage Effect
Tail Lash Dex + Brawl 7 Str +1 The Mokolé slashes at an opponent

with her tail. Characters in Suchid form may only use this maneuver if the opponent stands directly behind them. Damage is bashing, unless the Mokolé has a spiked tail.
Rokea in Chasmus or Squamus can also perform this maneuver, but only underwater.
Usable in: Archid or Suchid
Actions: 1

Head Butt Dex + Brawl 7 Str This maneuver is a charge forward, head lowered. It works exactly like Body Slam (see W20, p. 298) save that the Mokolé doesn’t suffer damage if in Archid form, and the target isn’t unbalanced unless knocked down.
Rokea in Chasmus or Squamus can use a similar underwater ‘ramming’ maneuver., but only underwater.
Usable in: Archid or Suchid
Actions: 1
Jaw Shear Dex + Brawl 6 Str +2 This maneuver requires that the Mokolé successfully used a bite attack in the previous turn. Through this attack the Mokolé can snap his head back and forth, tearing the victim to shreds with his powerful jaws. Unless the victim can break the Mokolé’s grip (using an opposed Strength roll), the weresaurian can continue attempting this maneuver each turn.
A similar maneuver, Rolling Bite, sees the Mokolé rolling repeatedly with the victim in her mouth.
Rokea in Gladius, Chasmus or Squamus can perform this maneuver.
Ajaba in Crinos can perform this maneuver.
Usable in: Archid or Suchid
Actions: 1
Swallow Whole Dex + Brawl 6 Str +2 Only a truly enormous character can perform this action, such as a massive Archid or particularly large Great White Rokea. The prey must be half the character’s size or less, and the attacker must land a bite attack, and then make an opposed Strength roll. If she succeeds, her opponent is swallowed whole. The opponent can continue to take limited actions for (Stamina) rounds before being smothered. If the attacker changes to a smaller form while her victim is alive inside of her, she suffers five levels of lethal damage as her victim erupts through her innards.
Rokea in Chasmus can perform this maneuver.
Usable in: Archid
Actions: 2
Constrict Dex + Brawl 6 Str +2 The Mokole must be in Archid and cannot move while constricting an opponent in her coils. On each action after having caught the victim, the player reflexively rolls Strength + Brawl against a difficulty of the trapped victim’s (Strength + Brawl –2, maximum 9). Success inflicts the Mokole’s Strength as bashing damage, while failure frees the victim. The Mokole can attack his trapped victim with teeth or claws at –1 difficulty; for others, attacking a constricted victim without harming the Mokole inflicts a +1 difficulty penalty.
Requires the "Constricting Coils" characteristic
Usable in: Archid
Actions: 1
House Rule: Originally from the Nagah maneuvers (W20 Changing Breeds, pg 214), but it makes sense for Mokole with the correct characteristics.

Rokea

Maneuver Pool Diff Damage Effect
Great Bite Dex + Brawl 6 Str +3 The Rokea takes hold of her opponent by the shoulders, and attempts to bite her victim’s head off. To grab hold of the opponent, the player must perform a standard grapple roll. The bite attack is administered in the same turn.
Mokolé may also perform this maneuver in Archid form, if their characteristics make this possible.
Usable in: Gladius
Actions: 2

Pack Tactics

W20 Core, pg 300
Packs bonded by a Pack Totem perform these maneuvers together at no penalty.
Unbonded packs that have only trained together perform these maneuvers at +1 difficulty together.

Other Pack Tactics may include: Wishbone, Flank or Rear attacks, Sweep, as well as less martial tactics such as Long Running, Sensing, and Shadowing in Physical Feats (W20 Core, pg 270), or Hunting, Searching, and Tracking in Mental Feats (W20 Core, pg 282)
Creating and successfully demonstrating a new pack tactic might be worth Glory or Wisdom renown.

Tactic Pool Diff Packmates Required Effect
Taunt (vs Garou) Man + Expression Enemy Wits + 4 2+ Enemy suffers -1 die to their next action for every 2 successes by the taunter(s), if taunter scores at least one success, target makes a Rage roll. target frenzy diff is at -1. A target whose dice pool is reduced to nothing cant do anything except dodge.
Usable by: All forms
Fur Gnarl Dex + Brawl 7 2+ Every 2 successes removes 1 soak from the enemy. Packmates in may attack that spot at +2 difficulty to take advantage of lowered soak. Soak reduced until damage is regenerated or armor reapplied.
Usable by: Glabro, Crinos, Hispo, Lupus
Harrying Dex + Athletics 5 4+ Contested Dex + Athletics vs 5 rolls "hand off" the target to each pack member.
Target wins: Attacker can try again at +1 diff for each success target scored over her own. Target maintains diff 5.
Attacker wins: +1 diff to target's diff with each successful "hand off" roll, and -1 to all die pools after the first successful exchange. Attacker maintains diff 5. Humans also lose one WP when "handed off" to the next packmate, human-like entities (vamps, changeling, mages, etc.) lose 1 WP per every 2 exchanges.
Usable by: Hispo, Lupus
Savage/Dogpile Special - 3+ First attacker makes a successful Sweep or Tackle maneuver (see above). Next attackers make their rolls with modifiers from Knocked Down, Immobilized, or Stunned (see below) at ST discretion.
If target survives, they may try to stand with a successful Strength + Athletics roll, diff is 4 + 1 for each Garou involved in the attack (maximum 10).
Usable by: Any form
Circle Dex + Athletics 8 3+ This maneuver serves to contain and intimidate opponents. The pack surrounds the target, trapping him within a tight circle. To attempt to break free of the circle, the victim must either enter frenzy or spend a Willpower point. Each character making up the circle performs a Dexterity + Athletics attack, difficulty 8, in response to any such bids for freedom; only a single circle member needs to succeed to keep the target contained within the circle.
Usable by: Any form
Source: W20 Changing Breeds, pg 216
Slice n' Dice Dex + Brawl 6 3+ A favorite of the Ratkin, though employed by other Fera as well. The attackers blitz their target from all directions, overwhelming him with a flurry of slashes to different body parts. This increases the target's difficulty of dodge attempts by 1 per packmate involved (maximum 9). This maneuver requires the target to be surrounded by the pack.
Usable by: Any form with claws
Source: W20 Changing Breeds, pg 216

Special Styles

Klaviskar

Requires Melee 4 (Klaive Specialty)
Rules and Chart TBD

Kalindo

Rules and Chart TBD

Ranged Combat

W20 Core, pg 293

Guns Dex + Firearms
Bows Dex + Archery
Thrown Dex + Athletics

Range

W20 Core, pg 294
Point blank range: Diff 4, 2 yards or less
Medium range: Diff 6, the range listed on your +equip weapon item
Long range: Diff 8, up to twice the listed range. Diff might be higher at ST discretion.

Aiming

W20 Core, pg 293
Requires at least 1 dot in Firearms for guns or Archery for bows
Every Turn spent aiming adds +1 dice to the next attack, a max of character's Perception
Scopes add a further +2 dice
These do stack
Bonuses apply to a single shot, and the character must aim again to get the full bonus and effect

Called Shots

W20 Core, pg 295
Called Shots are made at +2 difficulty.

Automatic Gunfire

W20 Core, pg 294
Uses a minimum of 1/2 a clip of ammo
Automatic gunfire adds +10 Dice to the attack roll at +2 Diff
Can spray an area, evenly distributing successes between targets; If less successes are scored than there are targets, ST decides who has been hit or missed

3 Round Burst

W20 Core, pg 295
Gain three dice to the attack roll, at +1 difficulty

Reloading Firearms

W20 Core, pg 295
Requires a Dexterity + Firearms vs 6 roll under normal circumstances, and takes one full turn. May have to roll anyway if badly hurt, in a moving car, etc. at ST discretion.
Having at least Firearms 1 may negate that roll.
Automatic weapons: Reloading an automatic weapon takes a single action. That gun can still be fired the same round it's reloaded, at -2 dice from the attack pool.
Revolvers: Can be reloaded as above with a speedloader. Without a speedloader, a revolver takes a full turn to reload, and no other actions are possible that turn, not even Rage actions.

Bows

W20 Core, pg 294
A character without Archery can try to use a bow, but each roll for her adds a +1 difficulty penalty
Loading an arrow is an Automatic Action
Cross Bows take 2 turns to ready and fire.
On a botched roll, the bowstring snaps and must be replaced before the weapon can be used again: Wits + Archery or Crafts vs 7
Considered nearly silent ranged weapons
Fancy Shots such as a wooden arrow bull's eye in a vampire's heart requires at least 5 successes on the attack and 3 health levels of damage (after soaking) to pierce the heart.

Thrown Weapons

W20 Core, pg 296
Thrown weapons use Athletics
Difficulty is usually 6, -1 for especially close targets, +1 or +2 difficulty for distant targets or awkward objects not designed to be thrown.
The range of a thrown object usually depends on the strength of the thrower and on the bulk and aerodynamics qualities of the object. STs should feel free to adjust difficulties and ranges according to circumstances.

Cover and Movement

W20 Core, pg 294
This is Cover verse Firearms
Shooting through a wall: the wall will soak 3 Dice of Damage

Cover Diff to hit target in cover Diff to shoot from cover
Lying Flat (on Ground) +1 0
Moving Target +1 +1
Behind Wall +2 +1
Only Head Exposed +3 +2

Types of Immobilization

W20 Core, pg 292

Blinding: Characters blinded by injury or darkness cannot dodge, block, or parry incoming attacks. All other actions add +2 to their difficulties. At ST discretion, a Shifter can take an action to sense her surroundings to try and reduce the penalty, or use a Gift to compensate for blindness.
Knockdown: A character knocked off their feet must take an Action to scramble back up. If they can not do so, they may be considered to be partially immobilized.
Immobilization: If held down, paralyzed, or otherwise rendered unable to move more than a little bit, any attacks made against them are made at -2 diff. If the target can not move at all, attacks may hit automatically.
Stunning: If, after soak, a character takes health level damage that equals or exceeds their Stamina rating, they are stunned until the end of the following turn. Stunned characters cant do anything except stumble around in a daze. Attacks against a stunned character are made at -2 difficulty.

Damage and Health

Defense/Dodge

W20 Core, pg 289
Full Defense was removed from W20.
The Dodge Ability was removed from W20, dodging uses Athletics in this system.

Maneuver Stats Difficulty Special
Dodge Dex + Athletics 5 Firearms are dodged at diff 9/10
Block Dex + Brawl 5 Hand to Hand Combat Only
Parry Dex + Melee 5 Blocking but with weapons

Difficulty: Diff is a sliding scale depending on the distance the character needs to move and the nature of the attack. Ex: Dodging a punch is diff 5, while dodging close-range firearms is diff 9 or 10. Blocking a punch is diff 5, while blocking a katana is diff 8.
Dodging/Blocking/Parrying: Each success from the above rolls reduces the attackers successes by 1. Left over successes move to the Damage step of turn resolution. To completely dodge/block/parry an attack, the defender must score at least as many successes as the attacker.

Soaking Damage

W20 Core, pg 290

Kinfolk can only naturally soak Bashing damage. Only armor can soak Lethal damage.
Corax have +2 difficulty to soak Bashing damage in all forms.
Kitsune can soak Silver, unsoaked damage is Lethal.

Bashing: Blunt force trauma - Fists, clubs, table legs, etc.
Lethal: Sharp edged weapons and firearms - spiked clubs, barbed wire, garrotes, chainsaws, etc.
Aggravated: Severe injury - Shifter claws/teeth, vampire fangs, toxic waste, some fire and precious metals.
Soak: All soak rolls are made as Stamina vs 6, with the following form restrictions:

Type of Damage Can Soak In
Bashing All Forms, Shifter or Kin
Lethal Shifters: All Forms
Kin/Humans: Stamina vs 8
Aggravated Soak in any form except breed form
Can not be soaked by non-Shifters
Silver/Gold Soak only in breed form, as per regular weapon damage. Can not be soaked in any other form, stings bare skin but does not cause damage in breed form.

Silver/Gold Weapons

W20 Core, pg 256
For more in depth information on Silver and Gold, see the Sources of Damage tab

Homids and Beast-born take no special damage from silver/gold while in their breed forms, and the weapon is treated as mundane for the purposes of damage.
Shifters in any form other than their breed form cannot soak damage from Silver without a Gift or a Fetish, and the damage taken is Aggravated.
A successful attack always deals one point of damage, even if the attacker rolled no successes for damage.
Metis may not soak silver in any form.

Fera Breed Weak to Silver?
Ajaba Yes, due to their similarity to Bastet
Ananasi No metal allergies (W20 CB, pg 60)
Bastet Yes - Celican ALSO suffer from "Pure Iron" with the same rules as Silver (W20 CB, pg 78)
Corax Weak vs Gold instead, same rules set as Silver
Gurahl Yes
Kitsune Yes, can soak vs 8, unsoaked damage is Lethal, other affects as per Garou (W20 CB, pg 126)
Mokole Weak vs both Gold and Silver (W20 CB, pg 142)
Nuwisha No metal allergies, no Gnosis loss from Silver (W20 CB, pg 169)
Ratkin Yes
Rokea Yes

Armor

W20 Core, pg 291

Kinfolk: Only armor can soak lethal damage.
At ST's discretion armor may soak some kinds of Aggravated damage; a flak jacket might blunt the damage of claws or a silver bullet, but could not defend against fire or radiation.

Armor Type Rating Dexterity Penalty
Tough Hide 1-3 0
Reinforced Clothing 1 0
Biker Jacket 1 1
Leather Duster 2 2
Bearskin Coat 3 3
Steel Breastplate 3 2
Kevlar Vest 3 1
Flak Vest 4 2
Riot Suit 5 3
Trashcan Lid 2 (none, but requires Dex+Melee vs 6 to employ)

Kinfolk/Human Injury

W20 Core, pg 256
Kinfolk can only naturally soak Bashing damage. Only armor can soak Lethal damage.
Kitsune heal as Humans
Ananasi do not regenerate without spending Blood Points. 1 blood point to heal 1 Bashing/Lethal, a full day of rest and 5 blood points to heal 1 Aggravated, otherwise heal as humans.

Bashing Damage

Health Level Recovery Time
Bruised to Wounded One hour
Mauled Three hours
Crippled Six hours
Incapacitated 12 hours

Humans only require medical treatment when Mauled or worse.
Bashing damage past Wounded can have consequences such as degraded vision/hearing from a concussion, excruciating pain from broken ribs or internal bruising, etc. Medical care can negate these effects and is necessary for a human to make a full recovery.

If a mortal reaches Incapacitated from Bashing damage, they fall unconscious but do not die.
Any further damage upgrades their least severe Bashing health level to Lethal (see below). In this way, a human can be beaten to death.

Lethal Damage

Health Level Recovery Time
Bruised One day
Hurt Three days
Injured One week
Wounded One month
Mauled Two months
Crippled Three months
Incapacitated Five months

Any Lethal wound worse than Injured requires medical attention before it will heal.
If left untreated, the human suffers another level of Lethal damage each day as the wound re-opens or becomes infected.
Mauled from Lethal damage requires rest and recovery after medical attention.
Crippled or Incapacitated from Lethal damage requires constant medical attention for the time listed below for any healing to take place.
A human who reaches Incapacitated through Lethal damage is at death's door, one more lethal level of any sort and they will die.

Healing is handled one level at a time, starting with the most severe.

Example: A human that has reached Injured from Lethal damage must rest for 1 week to heal the Injured level, then 3 days to heal the Hurt level, and 1 additional day to heal the Bruised level.

Aggravated damage heals the same as Lethal for humans. The only difference is that Aggravated damage is harder to heal through supernatural means.

Sources of Injury

W20 Core, pg 257

Object Gnosis lost
Silver Bullets 1 point per 5 bullets
Klaive 1 point
Grand Klaive 2 points

Silver/Gold: Not everything called "silver" or "gold" contains enough of the element to actually harm a Shifter weak to those metals. "Sterling silver" (over 90% silver) is certainly pure enough to be spiritually active, "Jewelry Silver" (80% pure) might be enough at ST discretion. Argentite and Horn Silver are compounds and not spiritually pure enough to cause harm, nor are compounds with "silver" in the name, including silver nitrate, silver chloride, or silver iodide. Some items can be plated with silver to cause damage, but the plating is ruined after a couple of blows and the Aggravated damage bonus is lost.

For every five silver objects a PACK carries, ALL its members suffer the following Gnosis penalties, which persist in all forms, including breed forms. In addition, carrying too many silver objects, especially bullets, may cause a loss of Honor or Wisdom for the entire pack.

Disease: Diseases inflict a number of health levels of damage to a patient, either Bashing or Lethal depending on the severity of the disease. With rest and care, the disease runs its course and the health levels return.

Shifters aren't immune to most diseases, but they recover faster. Their healing abilities protect them from relatively minor ailments like the common cold and flu (diseases that normally inflict Bashing damage). Even truly debilitating autoimmune diseases cant inflict lasting harm, though the shifter can still serve as a carrier. For a shifter to notice a disease, it would have to be supernatural in origin, and thus deal Aggravated damage.

Falling: 1 die of Bashing for every 10 feet/3 meters of falling, changed to Lethal if the surface landed on has sharp objects.

Terminal Velocity: Falls more than 100 feet/30 meters deal 10 dice of Lethal damage. Armor only provides one half its normal protection.

Fire: Damage from fire is always Aggravated and ignores Armor. Shifters can soak fire damage as normal, with a varying difficulty based on the heat of the blaze. Fire deals specific health levels of damage, not damage dice. Fire damage is automatically successful unless soaked - a character takes two health levels of Aggravated damage per turn if trapped in a bonfire, not two dice of damage per turn.

Appearance: If a character falls to Maimed, they suffer temporary scarring from the flames, and their Appearance is reduced by 1 until they recover to at least Bruised. If the character is reduced to Crippled or Incapacitated by fire, the burns cover the majority of their body, reducing Appearance by 2. Scarring may be permanent if the character is Incapacitated and gains a Battle Scar by remaining active (via Rage Healing).
Soak difficulty Heat of Fire
3 Heat of a candle (1st degree burns)
5 Heat of a torch (2nd degree burns)
7 Heat of a Bunsen burner (3rd degree burns)
8 Heat of an electrical fire
9 Heat of a chemical fire
10 Molten metal
Health Levels Size of Fire
One Torch; part of the body is exposed to flame
Two Bonfire; half of the body is exposed to flame
Three Inferno; all of the body is exposed to flame

Stamina Time
1 30 seconds
2 1 minute
3 2 minutes
4 4 minutes
5 8 minutes
6 12 minutes
7 20 minutes
8 30 minutes

Poison and Drugs: Few poisons or drugs have a noticeable effect on Shifters. Shifters that wish to become intoxicated must do so in their breed form, where their regenerative system is less effective, or awaken the spirit of the drug using the Rite of Spirit Awakening, which increases the substance's potency. The following list examples of effects on Shifters either in their breed form or once the substance has been Awakened. it's very difficult for a Shifter to become physically addicted to any substance due to their healing gifts, but it's still possible in extreme circumstances.

Alcohol: -1 to Dexterity and Intelligence die pools for every two drinks worth of alcohol. Reduce the penalty by 1 for every hour that passes after they stop drinking.
Cocaine/Meth: Immediately gain 1 point of temporary Rage. For the rest of the scene, the character only needs 3 successes on a Rage roll to Frenzy.
Hallucinogens: All die pools are reduced by 1 to 3 dice as the character is unable to concentrate. World perception is altered and their reactions will depend on what they believe to be happening. A character that takes hallucinogens before meditating regains Gnosis at 2 points per hour instead of 1. Lasts for (8 minus Stamina) hours.
Heroin/Morphine/Barbiturates: -2 to Dexterity and all Ability pools for (10 minus Stamina) minutes. The character experiences a dreamlike state for (12 minus Stamina) hours, during which time difficulties of Rage rolls are increased by 1.
Marijuana: -1 from Perception based pools and increase the difficulties of all Rage rolls. Effects last for about a half an hour.
Weak Poison: Character takes between 1 and 3 health levels of Lethal damage per scene. Poisons have a maximum amount of damage that they can apply, usually between 5 and 10 levels of damage. If the character doesn't regenerate this damage (due to being in breed form, or being human) subtract 1 from all die pools until the damage is healed. Shifters in a regenerating form burns through the poison's effects in seconds and suffers no ill effects.
Strong Poison: Character takes between 1 and 3 health levels of Lethal damage per scene. Poisons have a maximum amount of damage that they can apply, usually between 5 and 10 levels of damage. A Shifter can regenerate this damage normally, but until the poison has run its course and all the damage has been healed, subtract 1 from all die pools. The only toxins to have a significant effect on Shifters are supernaturally enhanced and thus deal Aggravated damage that may be regenerated.

(W20 Changing Breeds, pg 61)
Ananasi have venom producing glands (and fangs) available in all forms. Their current form affects the potency.

Pithus delivers full strength venom, while Lilian is somewhat diluted.

Storytellers should determine the amount of damage and any extra effects based on the particular "spider" species, but venom always deals Aggravated damage that can only be healed through medical attention or magical healing. Left unattended, the damage will never heal.

(W20 Changing Breeds, pg 182)
Ratkin blood is poisonous to anyone who drinks it, including Vampires and Ananasi. Anyone drinking Ratkin blood suffers one point of unsoakable Lethal damage for every point of Rage the Ratkin possesses.


Radiation and Toxic Waste: Many Wyrm locations on Earth are located on or near irradiated landscapes and toxic waste dumps. Also, some minions of the Wyrm use radiation based attacks. Damage from these sources is resolved the same as damage from Fire, but takes twice as long to heal.


Suffocation and Drowning: A character can hold their breath for a maximum amount of time based on their Stamina. Changing forms WHILE immersed in a non-breathable medium does not change this time period; lung capacity may increase, but the amount of air currently in those lungs does not. During strenuous activity like combat, the character can hold their breath for a number of turns equal to twice their Stamina rating. Willpower spent on holding one's breath adds another 30 seconds of life. Willpower spent during combat or strenuous activity gives another turn of activity.

Once a character has run out of breath, they begin to drown/suffocate and take 1 health level of Lethal damage each turn. This damage cannot be regenerated until the shifter can breathe again. If the character reaches Incapacitated, they revert to their breed form and will die in a number of turns equal to their Stamina.


Temperature Extremes: Extreme heat (above 200°F or 100°C) causes damage in much the same way as Fire. At -40 and below, subtract 1 from all Dexterity die pools due to frostbite. For every 10°F (6°C) lower, subtract another die.

Battle Scars

W20 Core, pg 259

A human whose fingers are bitten off will need surgery and will lose some function in those fingers (if they didn't lose the fingers entirely). A Shifter can grow the missing tissue and nerve connections back, even regrowing the fingers if they cant be reattached. Some injuries, especially those caused by other Shifters, can cause lasting damage. These wounds occur when a character channels her Rage to remain active in the face of death. A Shifter can also acquire a battle scar as a result of a particularly brutal attack, or from torture. The following is a list of examples and their possible Glory awards.

Glory: Gaining any Battle Scar awards Glory, the more visible scars tend to carry larger rewards. Healing a Battle Scar comes with a loss of 1 Glory. Some tribes such as Children of Gaia or Glass Walkers may recognize the Wisdom in healing a Battle Scar.

Superficial Scars: Large, ugly masses of scar tissue mar your character’s body and remain hairless in all forms. These scars may reduce a character’s Appearance dice pools by one, depending on the situation. 1 temporary Glory.

Deep Scar: Much the same as a superficial scar, except that muscles are affected as well, and the scar aches when the humidity changes. 1 temporary Glory.

Improper Bone Setting: One of your character’s bones snapped and did not heal properly. If that area of your body receives two or more health levels of damage at once in the future (at the Storyteller’s discretion, depending on the description of the attack), the bone snaps again, causing an additional level of lethal damage. 1 temporary Glory.

Cosmetic Damage: A readily visible injury that doesn’t have a significant debilitating effect, such as a missing ear, a hare lip, or an exposed part of the skull. It looks grotesque to humans and impressive to Garou. Reduce Appearance by one dot when dealing with humans, unless you cover or conceal the damage. 2 temporary Glory.

Broken Jaw: Similar to Improper Bone Setting, your jaw was shattered, and it is now out of alignment with your tongue. All difficulties for actions involving talking increase by 2, and the difficulty of bite attacks increases by one. Your character’s speech is slurred and should be roleplayed appropriately. 1 temporary Glory.

Missing Eye: One of your eyes was gouged out and hasn’t grown back. The difficulties on all rolls involving depth perception or weapon firing (including using thrown weapons) increase by three. Any Perception rolls based on sight take a +2 difficulty penalty. 2 temporary Glory.

Gelded: Your reproductive system has been damaged. You are incapable of siring or bearing children. Males with this wound are not necessarily impotent, but gelded characters of any gender increase the difficulties of seduction and using Animal Attraction by two. 1 temporary Glory.

Collapsed Lung: One of your lungs was punctured during battle. You find it difficult to breathe and to exert yourself. You lose one die on any Stamina roll involving exertion and an additional die after five turns of physical activity. In addition, you may hold your breath for only half the listed time (see p. 259). 1 temporary Glory.

Missing Fingers: You have lost at least three fingers on one hand. Dexterity rolls involving that hand suffer a +3 difficulty penalty. Your damage dice pool for claw attacks with that hand is halved (rounding down). 2 temporary Glory.

Maimed Limb: One of your limbs has been mauled to the point of uselessness. If you lost a leg, you move at half speed in all forms. If you lost an arm, your Hispo and Lupus speed is reduced to three-quarters. You are not able to use the damaged limb for any purpose. 3 temporary Glory.

Spinal Damage: Your spine was fractured, and you have trouble keeping your balance. Your Dexterity is reduced by one, you subtract two from your initiative rating, and you must spend Willpower on any roll involving balance, precision, or remaining still. 2 temporary Glory.

Brain Damage: Severe damage to the head, or perhaps lack of oxygen for a long period of time, has reduced your mental faculties. You lose one dot from one Mental Attribute (Storyteller’s choice). Additionally, you must roll one die and subtract that number of dots from your Gnosis, Willpower or Knowledges (player’s choice of where these points are lost). You are most likely partially amnesiac as well. 2 temporary Glory.