Changes to specific powers and merits

MERITS AND POWERS FOR SUPERNATURAL CREATURES
These rules detail merits and powers specific to supernatural creatures in the World of Darkness.

VAMPIRE POWERS

Blood Sorcery: Blood magic rituals are cast as extended actions. Unwilling targets contest with Blood Potency + Composure, Resolve, or Stamina. Each net success of the caster is allotted towards the ritual’s completion, and each net success of the defender subtracts from successes allotted to the ritual. The ritual succeeds when the caster accumulates enough net successes, and fails if the caster’s net successes are ever reduced to zero (including on the first set of rolls) or if the caster ever fails one of their rolls outright. Successes in excess of those required can be used to purchase additional ritual factors, usually Potency, whether the ritual being cast is known or improvised.

  • Cruac: Cruac rites always use Manipulation + (highest Theme in use) for improvised rites, or Manipulation + Occult + (highest Theme in use) for learned rites.
  • Theban Sorcery: Theban miracles always use Intelligence + (highest Theme in use) for improvised miracles, or Intelligence + Academics + (highest Theme in use) for learned miracles.

  • Casting Speed: Taking one minute per casting roll adds 1 die to a ritualist’s casting dicepool, while taking one hour per casting roll adds 2 dice to a ritualist’s casting dicepool.

  • Gaining Themes: The first dot of a ritual Discipline (either Cruac or Theban Sorcery) grants one dot in each of that Discipline’s favored themes and one dot in any of the other three themes. Each further dot in a ritual Discipline, including the first dot in a second ritual Discipline, grants (5 times that discipline’s new rating) experience points to spend on Themes. Each new dot of a Theme grants a known ritual of that level within that Theme.

  • Protection: Protection rituals only grant “Armor” by donating ablative shields of Vitae which spends itself to heal damage as that damage is dealt.
  • Transmutation: Transmutation rituals can only grant blessings or enhancements in the same way that Creation rituals can: by temporarily ghouling or embracing the target (only if that target can be ghouled, is already a ghoul, or is already a vampire) and then granting the effects of Disciplines or other powers that the caster possesses.

COILS OF THE DRAGON

  • COIL OF BANES
    1 – The Unclouded Mind: Daytime no longer causes a vampire’s Blood Potency to obstruct mundane mental and social rolls.
    2 – Surmounting the Daysleep: The vampire can remain awake through the day with no special effort and is roused from slumber as easily as any mortal.
    3 – The Sun’s Forgotten Kiss: The vampire takes bashing damage from the sun at twilight and dawn, and from their first turn of direct sunlight exposure of any other kind in a scene.
    4 – Mortal Burns: The vampire takes lethal damage from fire.

  • COIL OF THE BEAST
    1 – Chastise the Beast: Whenever the vampire would enter frenzy, they can spend a Willpower point not to.
    2 – Lure the Beast: The vampire can attempt to Ride the Wave as a minor action, at no Willpower cost, and at no penalty for successive attempts on the same night.
    3 – Assume the Beast: The vampire can attempt to Ride the Wave even when not otherwise in control of their actions, redirecting an extant frenzy or overriding (but not actually ending) the effects of other mind control.
    4 – Profess the Beast: Whenever the vampire spends a Willpower point to add dice to an attempt to hunt, inflict damage, or avoid damage, they immediately regain that Willpower point.

  • COIL OF BLOOD
    1 – Blood Seeps Slowly: Spending Vitae to rise allows a vampire to awaken on a number of consecutive nights equal to their Resolve, rather than for one night only.
    2 – Blood of Beasts: The vampire can sustain themselves on the blood of animals and humans regardless of their Blood Potency.
    3 – Rapacious Blood: The vampire gains an additional point of Vitae for every two points they gain by inflicting damage through feeding.
    4 – Undying Blood: Every second point of Vitae the vampire spends is immediately regained and may be spent again.

  • COIL OF FLESH
    1 – The Face of Man: The vampire can activate the Blush of Life whenever they want, indefinitely, at no cost. While Blushing, they can completely absorb food, drink, drugs, and medicines, feeling their full effects and digesting them completely.
    2 – Inviolate Life: The vampire’s body can expel foreign impurities such as poisons, diseases, and stakes through the heart when reverting each sunset to its original state, but leaves specific modifications in place for as long as the vampire wishes to keep them.
    3 – The Man Recovers: The vampire regenerates naturally, recovering from one point of bashing damage in eight minutes and one point of lethal damage in one day. The vampire’s body can exhibit signs of natural growth, though not age, if the vampire wishes it to: hair lengthens, tattoos fade, and so on.
    4 – Eternal Life: The vampire doesn’t suffer Final Death when their health track is filled with aggravated damage, but enters torpor instead. When their torpor ends, they heal one point of damage and rise as normal, reconstituting themselves from their remains.

  • COIL OF THE SOUL
    1 – Quiet the Mind: Every Crisis of Conscience roll made for the vampire is marked as a success for the purpose of resolving the Crisis, whether or not that roll resulted in a loss of Willpower.
    2 – Rule the Heart: All Humanity rolls the vampire makes to reclaim Willpower while defending an Intimacy are assumed to automatically succeed, even if the vampire’s Humanity is zero.
    3 – Bolster the Soul: The vampire’s Willpower rating increases by the lower of their Composure and Resolve. They regain an extra point of Willpower each day regardless of circumstances.
    4 – Alchemize the Curse: The vampire can spend a point of Vitae to regain a point of Willpower, and can spend a point of Willpower to regain a dot of Willpower.

DISCIPLINE POWERS

  • Auspex:
    Auspex 1, Heightened Senses, can be activated reflexively, but takes a minute or so to fade when deactivated.
    Auspex 2, Aura Perception, is contested by Composure. Each net success reveals the vampire’s choice of one emotion or supernatural quality of the target’s. Studying a target for an uninterrupted minute allows for a second roll and automatically discovers one emotion or quality, and studying a target for a scene automatically unearths a second emotion or quality and allows for a third roll. Vampires watching the aura of someone who makes an initiative roll can use the better of their target’s die result and their own if they roll initiative for the same reason.
    Auspex 4, Telepathy, doesn’t require a Willpower point when used to communicate with a willing supernatural target.

  • Celerity:
    Celerity costs 1 vitae to activate, and can be activated as a reflexive action at any time, even ahead of the user’s turn or right before applying Defense to an incoming attack. It lasts until the end of the round and has three effects:

    Initiative: The vampire’s Initiative increases by their Celerity dots, which can cause them to act earlier than they normally would. If a vampire’s new Initiative rating means they should have already taken their turn, they instead act as soon as whichever turn Celerity was used in is resolved completely.

    Speed: The vampire’s land speed is multiplied by one more than their Celerity rating (doubling with Celerity 1, tripling with Celerity 2, and so on), allowing them to cover great distances in the space of one turn and therefore take actions unavailable to characters without superhuman speed. Here are benchmarks describing the speeds a vampire using Celerity can expect to attain in the space of one turn’s minor action without having to roll and while otherwise acting normally; a vampire using their instant action to do nothing but run at least doubles any of these feats, and as usual can roll skills and attributes to push their limits.

    Celerity 1: Keep pace with an olympic sprinter, cross a four-lane highway
    Celerity 2: Keep pace with a racehorse, run the width of a football field
    Celerity 3: Keep pace with a normal car, get from the door of a cathedral to the altar
    Celerity 4: Keep pace with a freight train, cross a stadium parking lot
    Celerity 5: Keep pace with a bullet train, traverse a city block

    Agility: The vampire’s Defense is increased by their Celerity rating. Automatic damage to which Defense is inapplicable, such as from explosives, flames, or sunlight, is reduced by half the vampire’s Celerity rounded up, so long as some non-hazardous area is within the range of the vampire’s multiplied footspeed. Any rolls made for the vampire to cover ground, flee, chase, or evade damage or other contact gain bonus dice equal to the vampire’s Celerity rating; if contested by other characters, these rolls have guaranteed minimum successes equal to half the vampire’s Celerity rounded up.

  • Majesty:
    Majesty 1, Awe, can be activated reflexively. When it’s active, the vampire’s Majesty rating is added to the dicepools of mundane social rolls roll made to attract, charm or impress anyone the vampire interacts with in person, and such dicepools gain rote action and 9-again. However, anyone present receives the same benefit on rolls to notice, identify, or remember the vampire, whether during the scene or retroactively. Nosferatu vampires don’t gain 9-again, but still enjoy bonus dice and the rote action property. Awe can be deactivated at will, but its effects with characters experiencing it take several minutes to fade unless the vampire breaks contact completely.

  • Nightmare:
    Nightmare 2, Dread has no activation cost. A vampire with Dread active is immune to the effects of Dread.
    Nightmare 5, Mortal Fear has no activation cost when used to deal lethal damage to biological targets. It costs 1 willpower when used to destroy the Willpower points of nonbiological targets.

  • Protean:
    Protean 1, Aspect of the Predator, allows a vampire to cling with their bare skin to any surface that can support their weight. The vampire can crawl across walls and ceilings as quickly and fluidly as they could walk or run, and crouch or hang in place with no conscious effort.
    Protean 2, Haven of Soil, is activated and deactivated as a minor action.
    Protean 3, Claws of the Wild, can be deactivated and reactivated within the same scene it was first paid for at no cost.
    Protean 4, Shape of the Beast, is activated and deactivated as a minor action. Entering a specific animal shape for the first time in a night costs 1 vitae, but is otherwise free.
    Protean 5, Body of Spirit, is activated and deactivated as a minor action. It costs 1 vitae the first time it’s activated in a given night, and is otherwise free to use.

    A vampire might be able to change its shape as a minor action multiple times per turn, but always ends their turn in whatever shape they took their instant action in.

  • Resilience:
    Resilience is activated as a reflexive action, and can even be invoked at the moment damage is applied in order to reduce Aggravated wounds to Lethal or prevent its user’s immediate incapacitation.

  • Vigor:
    Vigor is activated as a reflexive action. When Vigor is active, all of a vampire’s attacks that use the Strength attribute deal lethal damage, piercing mundane armor and the inherent durability of vampires and other supernatural monsters. It multiplies the distance a vampire can jump, so vampires with Vigor active are entitled to attempt superhuman leaps. A vampire can expect to cross the following distances in a single leap as a minor action, and as usual can roll skills and attributes to push their limits.

    Vigor 1: Leap up a flight of stairs or between adjacent rooftops
    Vigor 2: Leap to within reach of a second story window or across several car lengths
    Vigor 3: Leap over an 18-wheeler or across a two-lane street
    Vigor 4: Leap to a third story window or through the length of a train car
    Vigor 5: Leap up to the roof of a three-story building or across a four-lane highway

CRUAC RITUALS

  • Backbite (Creation 1, Transmutation 1): Produce visual illusions in an area, and subject everyone within that area to a penalty to Resolve+Composure rolls made to avoid succumbing to paranoiac urges. Creatures with Frenzy mechanics use those as appropriate. This penalty is equal to the Ritual’s Potency. To cast the Ritual as given, apply the following additions to the target number: +2 Range, +2 Duration, +3 Area.
  • Rigor Mortis (Transmutation 1): Penalize a single vampire’s physical actions for one turn by a number of dice equal to the Ritual’s Potency. To cast the Ritual as printed, apply the following additions to the target number: +1 Range.
  • Drops of Destiny (Divination 1): The Edge conferred by study of the Ritual image to investigation of its contents now equals the Ritual’s Potency, representing the image becoming more complex and detailed.

DEVOTIONS

THE LOATHSOME FOE (Obfuscate ••••, Nightmare •••) – 21xp
Action: Contested; resistance is reflexive
Cost: 1 Vitae
Dicepool: Presence + Empathy + Nightmare vs. the lower of the target’s Resolve or Composure + Blood Potency

Much like The Familiar Stranger (Obfuscate ••••), this devotion allows the vampire to appear to a victim as someone other than herself. Here, though, instead of appearing to be whoever the victim expects to see most, the vampire appears to be whoever the victim fears the most, no matter how unlikely that person’s appearance may be. A man might see a mugger who put him in the hospital six months back, or he might see the father that habitually abused him throughout his childhood.

If the vampire wins the contested roll, she may appear as whoever that target most fears. The vampire doesn’t necessarily know the nature of her mistaken appearance, but might intuit it from the subject’s reaction. This illusion lasts until the vampire chooses to cancel it or until the end of the scene.

Once during the duration of the Devotion the vampire may, as a reflexive action, channel the primal monstrosity of her Beast through the filtered perceptions of the victim. To the eyes of the Devotion’s target alone, the vampire’s appearance distorts in impossible and nightmarish ways, triggering an atavistic response. This affects the victim as if he was subjected to the Eye of the Beast (Nightmare •••) with successes equal to those on this devotion’s activation roll. If the victim fails to resist, they perceive the vampire as a supernaturally terrifying figure for the rest of the Devotion’s duration. Otherwise, the severe distortion fades and the vampire continues to appear as whichever real person the victim fears most.

ORPHANED BLOOD (Coil of Blood 3, Any Other Coil 1) – 12 xp
This devotion is a quasi-Coil, a permanent transformation that must be worked within a state of Chrysalis. A vampire that attains this devotion frees themselves thereby from their own ancestry, enjoying the following benefits:

  • The vampire’s blood cannot be identified by taste, reading as though they belonged to any clan or bloodline whose taste the vampire knows or, by default, no clan at all. The vampire chooses what ‘flavor’ their blood seems to have when that blood is spilled.
  • The vampire becomes selectively immune to blood ties. Effects that disadvantage the vampire by exploiting common lineage (such as the +2 bonus their immediate ancestors or descendants might gain in an attempt to Dominate it) fail unless the vampire wills otherwise. The vampire cannot be perceived through blood sympathy by their close relatives unless they allow themselves to be.
  • The vampire can choose their own place in their family tree for mystic purposes. They can’t generate new blood ties, but can render themselves effectively eldest, youngest, or wholly unrelated in the eyes of otherworldly senses, sorcerous rituals, and other eldritch miscellanea.

ALIEN BLOOD (Orphaned Blood, at least four total Coils) – 15 XP
This devotion is a quasi-Coil, a permanent transformation that must be worked within a state of Chrysalis. Most kindred store their stolen life-force in a slurry of stale plasma and half-decayed red cells, but a vampire with this power has adopted a distinctly different medium. In short, the vampire no longer has blood in their body. The vampire still drinks blood to fuel themselves, but that blood is transmuted into something much stranger as it settles into the vampire’s system. The liquid (probably) that runs through the creature’s veins (probably, if they still have veins) is still a miraculous conduit for vital energy that moves in response to the vampire’s will and physically vanishes as it’s expended, but otherwise doesn’t work like blood does. This means:

  • The vampire’s Vitae cannot be easily stolen or metabolized. It might be physically harvested by means of extensive surgery, but it does not simply come forth even when drawn by vampire fangs. The Life is still there, though in a strange form; by engaging in the protracted psychic struggle normally associated with Diablerie, a kindred assailant can “crack” the vampire’s Vitae and drink until they disengage for more than a turn, subjecting themselves to Vitae addiction and vinculum as normal and potentially enabling themselves to attempt an actual Diablerie. This is inefficient: the first point of stolen Vitae goes completely to waste, disappearing from the victim’s pool without adding itself to the attacker’s.
  • The vampire’s Vitae can’t be attacked through most means. Bloodborn poisons, diseases, and other chemicals don’t affect the vampire; bacteria find nothing they can metabolize and poisons no molecules to properly react with. Supernatural powers that would normally seize control of or destroy a vampire’s physical blood fail to find purchase. Effects that target other elements of the curse remain effective against the vampire, but the Vitae itself is impregnable.

Drawback: A vampire with this power doesn’t have any vampire blood, and vampire blood is useful. It can establish vincula, sustain ghouls, fuel sorcery, or feed allies or elders. In any scene in which they want to produce vampire blood or some workable fascimile, the vampire must spend a point of Vitae to prime themselves, selectively transubstantiating the rest of their internal humors into normal Vitae the same way a vampire with the blush of life produces tears or saliva. It is only in this state that the vampire can spend more vitae to activate the blush of life or to enable themselves to consume food and drink.

INSTANTANEOUS TRANSFORMATION (Celerity ••, Protean ••••) – 21xp
Action: Reflexive
Cost: 1 Vitae plus the cost of activating the chosen power for the first time in a night

This Devotion allows a vampire to shapeshift as a reflexive rather than a minor action, changing forms multiple times within their own turn or even during the turn of another character. If the activation roll fails, the vampire can still opt to shapeshift at their normal speed, either as a minor action in their current turn or the first minor action of their next turn.

Since most Protean powers require 1 vitae to activate for the first time in a night, this Devotion most commonly costs 2 vitae to activate.

BURROWING (Celerity, Resilience, or Vigor ••, Protean ••) – 12xp
Action: Minor
Cost: 1 Vitae

A vampire pays 1 vitae to activate this power while using the Haven of Soil. For the rest of the scene, they can move at about half their normal speed through the substance they’re merged with. Such a vampire is still limited to joining with the surface of their chosen substance – they could enter one side of a a stone wall and step out the other, but not sink hundreds of feet beneath the ground. This movement produces some visible and audible disturbance of material, so Stealth checks might be necessary to travel unnoticed through solid matter. Once the burrowing vampire has passed, the medium burrowed through returns to normal.

While this Devotion is active, the vampire can leave and re-enter the substance they’re burrowing into at no cost, but must activate both Haven of Soil and this Devotion anew to merge with a second, different kind of material. Multiple uses of this Devotion in the same scene can allow a vampire to pass smoothly back and forth between a variety of substances.

INCARNATE THE BEAST (Protean •••, Resilience •, Vigor •) – 15 xp
Action: Minor
Cost: 1 Willpower to activate, 1 vitae per additional night
Dicepool: None

A vampire can use this Devotion any time their Claws of the Wild, Resilience, and Vigor are all active to assume a monstrous form. This has the following effects:

  • The vampire benefits perpetually from their Vigor, Resilience, and Claws of the Wild, as though each power was freshly activated at the beginning of each scene. The vampire’s fangs deal the same damage their claws do.
  • For every three points of Blood Potency the vampire has, the vampire gains one point of Armor, one point of Health, and a +1 increase to their Edge on any rolls to leverage their size.
  • The vampire gains sensory, physical, and locomotive capabilities appropriate to their mutated body, such as flight, tunneling, natural camouflage, or great strength. They have an Edge of 3 on rolls made to bring these traits to bear.
  • The vampire can barely speak intelligibly and has no chance to pass for any kind of natural creature except in terrible visibility or at great distance. They can’t use most forms of equipment.

The specifics of a vampire’s monster form are chosen when this power is acquired and should collectively serve as adaptations to a specific environment or enablers of a specific hunting strategy. The vampire’s player can purchase additional monster forms for 3xp each. These effects apply to any animate shape the vampire occupies, whether human or animal.

This power lasts indefinitely but is taxing to sustain, deactivating at the beginning of each night unless a point of Vitae is spent to fuel it.

BESTIAL SYNTHESIS (Incarnate the Beast, four total Coils from among Beast, Blood, and Flesh) – 15xp
This devotion is a quasi-Coil, a permanent transformation that must be worked within a state of Chrysalis. Upon its successful instantiation, the vampire’s original human form and the monstrous form produced by Incarnate the Beast merge forever into one. Thereafter, the vampire’s true form is a mix of man and monster, a perfected hybrid that enjoys the strengths of both.

The vampire enjoys every benefit of Incarnate the Beast, but can speak as though in human form and can reflexively access the capabilities of every monster form it knows individually or simultaneously. It can freely adapt its natural weapons, using them to deal any type of damage or somehow accessing subtler appendages to use equipment designed for humans. It’s still too huge and strangely-shaped to benefit from armor or, say, fit into most cars, but there’s an eerie harmony in its proportions; none of the social rolls it makes are penalized by its inhuman appearance. None of these advantages are an exercise of numinous, unseen power – the vampire actually sprouts eyes, retracts claws, or reveals feeding appendages as it uses its abilities.

If the vampire uses Protean or other powers to assume a different shape, it can freely suppress or manifest any of the powers of its true form while the new shape lasts. Vigor and Resilience can be accessed invisibly, but claws, size, and natural armor all distort the vampire’s transformed self in obvious ways.

A vampire with this devotion can spend 3xp to purchase its original human form as one of the animal shapes they can assume using Protean.

VAMPIRE MERITS
Everyman (••)
Prerequisite: Obfuscate ••••
A vampire with this Merit can use The Familiar Stranger (Obfuscate ••••) to adopt the image of a type of person the subject expects to see, rather than the specific person the subject most expects. This image is a generic, nonspecific archetype, such as ‘policeman’ or ‘doctor’ or ‘janitor’. As with The Familiar Stranger, the vampire has no say in what type of person they appear as, nor are they aware themselves without external cues. This power does not alter the vampire’s actual appearance; it distorts the perceptions of the subject to create a false impression of the vampire’s identity.

Mind of the Inscrutable Hydra (•••)
Prerequisite: Mind of the Unblinking Serpent
A vampire with this Merit always benefits as though having spent a Willpower point to prevent their mind or emotions from being passively read, as with Aura Perception or a Knowing spell from the Mind Arcanum. As soon as they apply this benefit against powers that actually affect their mind or emotions, they become distracted with the effort, losing 3 dice from all mundane Intelligence rolls until the end of the scene or until they use a Willpower point to enhance such a roll. This penalty returns whenever Mind of the Inscrutable Hydra is used to defend against psychic influences.

Swarm Mind (••)
Prerequisite: Protean ••••
A vampire with this merit can use Shape of the Beast to transform into a swarm of tiny creatures. When a vampire gains this Merit, they choose the kind of creature their swarm form is composed of. A vampire character can gain this Merit multiple times to gain different swarm forms. The vampire has full access to the locomotive and sensory capabilities of the swarm’s constituent creatures, and can will their component parts to move or attack in concert, flowing around or through any physical obstacle that a single member of the swarm could navigate.

The swarm has a radius of the vampire’s Stamina in yards, and can expand or contract to about double or half its default size. The swarm is distracting and visually obstructive unless the vampire is making an effort to remain still, and imposes a -2 Difficulty on appropriate tasks, such as ranged attacks aimed at distant targets or perception rolls to notice activity within or beyond the swarm.

Vampires in swarm form retain most of their traits, although their ability to apply them might change; a mass of spiders isn’t normally very persuasive, but could easily terrify onlookers or search through a room. Swarms generally can’t apply their full Strength ratings against objects due to lack of size and leverage, although a swarm of bats might wing away with hundreds of small objects at once, or a swarm of ants lift and carry large objects slowly across the floor.

The swarm can make a single Brawl attack to simultaneously attack or feed upon any number of characters within the swarm’s radius, each of which must defend separately, but the swarm’s attacks can’t cause more than one point of damage or blood drain per target after Defense. A swarm’s damage is usually bashing or lethal, but may be aggravated if the transformed vampire has activated the Claws of the Wild. Any character attacked by the swarm can strike back for full damage until the swarm’s next turn, but otherwise the swarm can’t take more than one point of damage from any attack that doesn’t affect the majority of the swarm’s area. Swarms that attack other swarms, crowds of people, or other wide-scale targets modeled as single combatants deal and receive damage normally, even when human-shaped characters might not.

Voracious (•• or •••)
Prerequisite: Vampire
A vampire with this Merit can more quickly drain victims of blood. In each successive turn that they feed on a target, they can inflict one more point of damage and gain one more point of vitae than before, to a maximum of their rating in this Merit. If the vampire is feeding as part of an attack, they can’t drain more Vitae than their attack achieved net successes. Draining three Vitae in a single turn leaves a wound so grievous that it cannot be licked closed. Even if a vampire has the means to feed on multiple targets at once, they can only apply this Merit’s benefits to one victim at a time.

Mobile Haven (• to •••••; special)
Legends tell of vampires in dark, twisted citadels on high mountain peaks, complete with labyrinthine catacombs. But as romantic and aesthetic as those tales may be, they betray a critical prejudice: nobody ever needed to worry about the gas mileage of Castle Dracula.
Vampires who are between permanent residences, between cities, or who have committed themselves to a Requiem on the open road have historically been forced to seek whatever ersatz shelter they could, or else to avail themselves of the Discipline of Protean. In modern nights, this is no longer necessary – but the selection, maintenance, and usage of a vehicle that can serve as a haven for one or more Kindred presents its own unique challenges.

All havens are not created equal, and this is just as true when your haven is on wheels. The value of a mobile haven is represented by three factors: Size, Security, and Vehicle.

A mobile haven’s Size rating is a measure of the raw physical space it contains, as well as how efficiently that space is organized for use and distributed around the vehicle. As such, two mobile havens constructed from the same base vehicle can have different Size ratings. Below is an example of what different Size ratings represent:

  • 0: A sedan or station wagon
  • 1: A simple van or van-sized vehicle
  • 2: A modified van; an ice cream truck
  • 3: A modified ice cream truck; a truck and trailer or a travel camper
  • 4: A modified travel camper; a full-sized recreational vehicle
  • 5: A modified recreational vehicle; a tractor-trailer

When a human’s car is stolen or broken into, it’s a threat to their livelihood and property. When a nomadic vampire’s mobile haven is breached, it’s usually a matter of life and death. A mobile haven’s Security rating represents the sum total of a vampire or coterie’s efforts to prevent that from happening. A Security rating of zero represents a vehicle with factory standard locks, possibly an alarm, and little else. It can be purchased from one dot to five, as Mobile Haven Size. Characters may invoke their mobile haven’s Security rating as an Edge to Initiative rolls made by those inside against anyone attempting to gain entrance, and would-be infiltrators must exceed a mobile haven’s Security rating in successes to breach it.

The defining trait of every mobile haven, the one that makes them so prized and precarious, is the fact that it’s mobile. A mobile haven’s Vehicle rating is a holistic representation of all the things that serve and aid its function as a vehicle: speed, handling, fuel efficiency. A Vehicle rating of zero suggests something with only minimal functionality. It’ll get you from Point A to Point B pretty well, in optimal conditions. But unlife on the road rarely allows for optimal conditions.

Each dot in Mobile Haven Vehicle represents one perk. These perks represent modifications, additions, and upgrades to the vehicle that have specific contextual utility. Each perk provides a situational Edge, Difficulty, or Difficulty reduction in situations where that perk comes into play. The magnitude of these perks is equal to the mobile haven’s accumulated Vehicle rating. The more perks the vehicle has, the better they all work. A high rating in Mobile Haven Vehicle can turn even a modest vehicle into a unique and effective symphony of machinery – in situations when those upgrades can be brought into play.

Example Mobile Haven Vehicle perks: daysleep-penetrating alarms (confers Edge to rolls to awaken), improved handling and steering (mitigates Difficulties imposed by winding or uneven terrain), camouflage (imposes Difficulty to rolls to locate the vehicle or identify it for what it is).

Every vehicle suitable to be a mobile haven will have its own inherent benefits and drawbacks. These are: the base Edge the vehicle confers to Drive rolls as an equipment bonus, which is not alterable by this merit; the base rating the vehicle possesses in all three traits of the Mobile Haven Merit, which do not cost experience points to purchase; the maximum rating the vehicle can possess in all three traits of the Mobile Haven Merit, which cannot be exceeded.

Each aspect of the Mobile Haven Merit has an upper limit of 5 dots, to a maximum of 15 dots total (assuming a vehicle that will support a full spread of upgrades, modifications, and inherent advantages – such a vehicle would be rare to find, expensive to acquire, and fiendishly difficult to put together). The Mobile Haven Merit can be shared by members of a nomad coterie – each character purchases a Mobile Haven Merit individually, and then the dots are pooled amongst the coterie and applied to the ratings of the base vehicle.

WEREWOLF POWERS

GIFTS
Father Wolf
Father Wolf 2, Father Wolf’s Speed, doubles the werewolf’s ground speed and adds 2 to the werewolf’s Defense against attacks made by enemies that aren’t close by. As well, automatic damage dealt from that range, whether mundane or supernatural, is reduced by one.

Full Moon
Full Moon 2, Attunement, activates after a werewolf spends a Willpower point to enhance an attack on an opponent. All the werewolf’s attacks against that target enjoy the rote action rule until the werewolf attacks another target or the scene ends.

Full Moon 3, Death Grip, is activated reflexively for 1 Essence. It adds 4 dice to the werewolf’s next attack roll against a target that the werewolf successfully attacked on the previous turn.

Insight
Insight 2, Scent of Taint, allows a werewolf to tell by scent whether something is “unnatural” by Uratha standards – not a human, natural animal, spirit, or werewolf – or affected by unnatural powers. The werewolf can recognize the scents of creatures they know, and on a Wits + Occult + Purity roll both memorize a particular scent and tell whether it’s of a similar character to one they’ve smelled before. On an exceptional success, the werewolf can glean something of the nature of a scent otherwise foreign to them. The first such roll is free, but further attempts to analyze an encountered scent cost one Willpower point each.

Stalking
Stalking 1, Night Sight, can be used reflexively to see clearly through darkness, but causes the werewolf’s eyes to catch and reflect light in any scene the Gift is used.
Stalking 3, Scent the Supernatural, has no cost the first time it’s used each scene. It doesn’t detect werewolves

Strength
Strength 1, Crushing Blow, is activated reflexivlely for 1 Willpower point. For the rest of the scene, the werewolf can choose to deal lethal damage with their Strength-based attacks, even with normally nonlethal weapons or against supernaturally durable targets.

Strength 3, Iron Rending, is activated reflexively for 1 Essence and requires no roll. For one turn, the werewolf ignores mundane armor and durability, shredding inert material as though it had the consistency of balsa wood.

Technology
Technology 1, Left-Handed Spanner, costs 1 Willpower and requires no roll to activate. It disables a touched machine no larger than the werewolf for the werewolf’s Purity in turns. It’s usually used as a minor action, but takes an instant action when used to attack the equipment of another character.

Changes to specific powers and merits

The Act of Hubris VoxPVoxD