The Act of Hubris
Changes to supernatural templates
SPECIAL RULES FOR SUPERNATURAL CREATURES
These rules detail changes to the rules governing supernatural creatures.
Skill Specialties: Skill Specialties don’t apply to the activation rolls of supernatural powers, such as vampiric Disciplines and Devotions or werewolf Gifts and shapeshifting.
VAMPIRE CHARACTER GENERATION
Attributes: 25 additional experience points to spend on any Attributes, but at least one of your clan’s two favored Attributes must be higher than 1:
- Daeva: Dexterity, Manipulation
- Gangrel: Composure, Stamina
- Mekhet: Intelligence, Wits
- Nosferatu: Composure, Strength
- Ventrue: Presence, Resolve
Humanity: Morality becomes Humanity
Blood Potency: Blood Potency is 1 and costs New Rating x 8 to increase
Disciplines: 30 experience points to spend on Disciplines. Clan Disciplines cost New Rating x 5, other Disciplines cost New Rating x 7.
Covenants: At least one dot in Status for one of the five Covenants gives a vampire character the following benefits:
- Carthian Movement: May purchase Allies, Contacts, Herd, and Safe Place at half price
- Circle of the Crone: May purchase Cruac
- Invictus: May purchase Herd, Resources, Retainer, and Staff at half price
- Lancea et Sanctum: May purchase Theban Sorcery
- Ordo Dracul: May purchase Coils of the Dragon
Blood Potency: A vampire can spend as many Vitae points per turn as they have dots of Blood Potency, except at the two highest ratings; a vampire spends 10 Vitae per turn at Blood Potency 9, and 15 Vitae per turn at Blood Potency 10. The higher a vampire’s Blood Potency, the more difficulty that vampire has acting during the day. Specifically, the dicepool assembled for any of a vampire’s daytime actions, whether instant, minor, or reflexive, can’t exceed a value determined by the vampire’s Blood Potency.
This cap applies to the base dicepool assembled from a vampire’s Attributes, Skills, Specialties, and Disciplines. Edges, Difficulties, and the vampire’s actual Blood Potency score (when applicable, such as for rolls made to resist supernatural powers) are applied after the cap, as are dice from Vitae spent on physical augmentation or Willpower spent to enhance an action.
- Blood Potency 1: 9 dice before Edges, Difficulties, or other modifiers
- Blood Potency 2: 8 dice before Edges, Difficulties, or other modifiers
- Blood Potency 3: 7 dice before Edges, Difficulties, or other modifiers
- Blood Potency 4: 6 dice before Edges, Difficulties, or other modifiers
- Blood Potency 5: 5 dice before Edges, Difficulties, or other modifiers
- Blood Potency 6: 4 dice before Edges, Difficulties, or other modifiers
- Blood Potency 7: 3 dice before Edges, Difficulties, or other modifiers
- Blood Potency 8: 2 dice before Edges, Difficulties, or other modifiers
- Blood Potency 9: 1 die before Edges, Difficulties, or other modifiers
- Blood Potency 10: 0 dice (a chance die) before Edges, Difficulties, or other modifiers
Clan Weaknesses: Clan weaknesses never interfere with rolls made to activate Disciplines, Devotions, or other supernatural powers.
- Daeva: Daeva vampires become addicted to mortals. Roll a Daeva’s Composure the first time each night the Daeva drinks the blood of a particular human; on a failure, the Daeva becomes infatuated with the human as though by the Vinculum. Vincula to humans can’t advance past the second stage and degrade by one stage per year.
- Gangrel: Rolls made for the Gangrel to recall information, make sense of mysteries, or otherwise think clearly don’t reroll 10s and lose one success for each 1. This penalty doesn’t apply if a Willpower point has been spent to enhance the roll.
- Mekhet: Mekhet take an extra point of damage whenever they are harmed by fire or sunlight.
- Nosferatu: Rolls made for the Nosferatu to gain acceptance, earn trust, or otherwise engage in nonhostile social interaction don’t reroll 10s and lose one success for each 1. This penalty doesn’t apply if the Nosferatu is one of the Intimacies of the character being influenced.
- Ventrue: Ventrue suffer more acutely from crises of conscience. Whenever a Ventrue with a crisis of conscience would regain Willpower from their Virtue or Vice, rolls the dicepool of their current crisis; the Willpower is only recovered on a success. Success on the roll doesn’t help to resolve the crisis, but the vampire may elect to degenerate and end the crisis rather than lose the Willpower they’re due.
Damage and Healing: Vampires take bashing damage from conventional weapons and small-scale hazards. They take lethal damage from sources of extreme, large-scale trauma such as from truck collisions or building collapses. Supernaturally potent attacks, such as those augmented by the Vigor discipline, also inflict lethal damage on vampires, and fire and sunlight cause aggravated wounds.
A vampire can’t take more than 5 wounds from a single attack, after Defense and other mitigation has been applied.
1 Vitae reflexively heals 2 bashing wounds or 1 lethal wound. 5 Vitae and a full day’s sleep heal one aggravated wound.
Blush of Life: While under the Blush of Life, a vampire can keep down food and drink without any additional Vitae expenditure. When exposed to drugs by some event, such as drinking a glass of wine or swallowing a pill, a Blushing vampire can opt to be affected as a mortal would be. Ending the Blush prematurely requires around five minutes of focus, but doesn’t interfere with other actions.
Diablerie: Successful Diablerie allows a vampire to instantly and automatically regain one lost Willpower dot. Vampires that have gained permanent dots of other traits through Diablerie must devote at least half of their earned experience points to paying those traits’ experience costs.
Fangs, Feeding, and the Kiss: Vampires can reflexively cause their teeth to lengthen into fangs sharp enough to draw blood. When they feed nonviolently, on targets that are relaxed, unaware, or otherwise unresisting, a vampire can draw up to one point of Vitae each turn. In such circumstances, the vampire’s bite has a druglike effect, inducing disorientation and euphoria in mortal creatures that deadens their desire or ability to resist.
Feeding violently is a different matter. A vampire willing to use their fangs can use the Brawl Skill to inflict lethal damage, and can give up the first two net successes on a Brawl attack to instead drain a point of Vitae from the attack’s target.
- Living creatures fed upon by a vampires or who spill blood to feed vampires suffer one resistant lethal wound per point of Vitae a vampire gains or could gain. Medical care can downgrade this damage only with the aid of blood transfusions; generally, a donor suffers as many Resistant wounds as they give enough blood to heal.
- Vampires who are fed upon by other vampires don’t take any damage, but have Vitae stolen directly from their own pools.
- Werewolves lose one point of Essence per point of resistant lethal damage a feeding vampire inflicts, and the vampire gains an additional point of Vitae for each point of Essence the werewolf loses, even if vampire’s Blood Potency is too high to gain nourishment from the werewolf’s blood alone. For each point of additional Vitae so gained, the vampire spends two nights with a -2 Difficulty on rolls to resist frenzy. Werewolf blood is potent enough to rouse a vampire with Blood Potency 1 or 2 from torpor.
- Mages pass their Mage Sight on to vampires who feed from them; a vampire perceives the world as the mage they fed from would for one hour per point of Vitae obtained.
- Other supernatural creatures may have blood that carries special properties or consequences when vampires feed on them.
Frenzy: Frenzied vampires cannot spend Willpower points, but gain bonus dice on actions appropriate to the frenzy as though they were spending Willpower each turn:
- Anger and Hunger Frenzy: +3 dice and rote action on rolls to pursue, seize, or attack targets
- Fear Frenzy: +3 dice and rote action on rolls to cover ground or defend against attack
- Any Frenzy: +3 dice and rote action on rolls to resist supernatural mental influence that would halt the frenzy
Because a frenzied vampire doesn’t have conscious control of their own actions, many forms of supernatural control fail outright; a vampire under the influence of Dominate, Majesty, or the vinculum might want to serve their master, but becomes helpless to do so when they fail to keep their Beast in check.
Resisting frenzy is a minor action taken before any other actions in a turn. Vampires who have staved off a frenzy without quashing the frenzy entirely retain their faculties and can opt to take the rest of their turn as normal, but can only move or take actions in accordance with the frenzy they are resisting – a vampire fighting off frenzy might back away from a brandished flame, loom menacingly at a bleeding human, or lash out at a source of irritation without completely losing control.
Vampires resisting the Predator’s Taint are limited in their range of action as above. Only dramatic failure on a roll for Predator’s Taint results in uncontrolled frenzy, though. Normal failure produces some kind of outburst, but not a long-term loss of self-control.
Attempting to Ride the Wave is an instant action.
Physical Augmentation: A vampire need only spend one point of Vitae to augment a physical action. This grants any dicepool based on a physical bonus dice equal to that vampire’s Blood Potency and the 8-again rule.
Humanity: A vampire’s Morality is renamed to Humanity. It’s still a trait rated 0 to 5, has the same sins listed and each level, and provokes crises of conscience as normal.
Unlike Morality, Humanity can be lost involuntarily. The player of a vampire in crisis tracks how many times they have failed a crisis roll as well as how many times they have succeeded on one. If, after a failed crisis roll, the total number of failed rolls equals or exceeds the crisis’s associated dicepool, the vampire automatically degenerates, losing a dot of Humanity but ending their crisis and regaining rather than losing Willpower. Accumulated failures remain if a sin causes an extant crisis of conscience to be replaced by a new one without being resolved.
Low Humanity obstructs attempts to interact with others. A vampire’s normal social rolls to befriend, persuade, understand, or otherwise build relationships with other characters are limited as follows. Low Humanity doesn’t interfere with attempts to terrify mortals or to bend their minds with Disciplines.
- Humanity 5: +1 die on rolls to relate to the living
- Humanity 4: No change
- Humanity 3: -1 die on rolls to relate to the living
- Humanity 2: -3 dice on rolls to relate to the living; -1 die on rolls to relate to vampires or other monsters
- Humanity 1: -5 dice on rolls to relate to the living; -3 dice on rolls to relate to vampires or other monsters
- Humanity 0: Cannot relate to the living; -5 dice on rolls to relate to vampires or other monsters
Cruac is antithetical to Humanity. Each odd-numbered level of Cruac a vampire learns (1, 3, and 5) reduces their maximum Humanity rating by one.
Sleeping and Waking: Vampires spend one point of Vitae to wake each night. This point is metabolized at sunset and fuels any action the vampire might take until next sunset. Sunrise causes the vampire to enter the daysleep. A successful Resolve + Composure – Blood Potency roll made as a minor action allows a vampire to delay falling asleep for one turn per success, after which time the roll is made again. Five accumulated successes allow a vampire to remain awake until they choose to rest. A vampire doesn’t regain Willpower from rest unless they spend most of the day in slumber.
If something disturbs a sleeping vampire’s body or immediate surroundings, the vampire’s Wits + Auspex is rolled. On success, the vampire becomes aware of the disturbance and can attempt to rouse themselves to action. Their Resolve + Composure – Blood Potency is rolled as above. A vampire that fails to wake can attempt to wake again on future turns if the disturbance continues.
Willpower Dots: Vampires naturally recover lost Willpower dots at a rate of one per month, but with some difficulty. A vampire’s player rolls dice equal to Blood Potency when the vampire would regain a Willpower dot in this way, and the Willpower dot is regained only on a success. Otherwise, the vampire must wait another month. A vampire can’t spend Willpower points to add dice to this roll, although at the Storyteller’s discretion favorable mystical circumstances can provide an Edge.
WEREWOLF CHARACTER GENERATION
Experience Points: Players making werewolf characters receive 26 experience points to spend on Renown at character creation. Whenever a werewolf gains a dot of Renown, both in character creation and in play, that werewolf’s player receives (5 times that Renown trait’s new rating) experience points to spend on Gifts.
Players can spend the experience points they gain from increasing their Renown on Gifts from any list. A werewolf cannot learn a Gift with a higher dot rating than the werewolf’s highest Renown trait. A Gift is purchased at normal cost whether or not the werewolf learning the Gift possesses those that precede it in its Gift List.
Primal Urge and Essence: A werewolf can spend one point of Essence each turn per point of Primal Urge, except at higher levels: they can spend 10 Essence per turn at Primal Urge 9 and 15 Essence per turn at Primal Urge 10.
Humanity and Harmony: A werewolf’s Morality trait is renamed Humanity but works the same way a human’s Morality does. The lower a werewolf’s Humanity, the easier that werewolf is to provoke into Death Rage. Example triggers include:
- Humanity 5: Loved one/packmate slain or badly injured; betrayed by loved one/packmate
- Humanity 4: Betrayed by ally
- Humanity 3: Injured outside of combat by an event that inflicts aggravated damage; loved one/packmate in danger
- Humanity 2: Humiliated or injured
- Humanity 1: Insulted; authority challenged
Intimacies: Every werewolf has an Intimacy to their pack, which applies to every packmate they have and their totem, if any. Humanity + Primal Urge is rolled to regain Willpower spent in defense of that Intimacy, but transgressions against it not only cause Crisis but cause the werewolf to immediately lose points of Essence equal to their Primal Urge.
Tribal Ban: A werewolf who transgresses against their Tribe’s Ban immediately loses Essence points equal to their Primal Urge. This penalty is incurred at most once each scene.
Unlike Morality, Humanity can be lost involuntarily. The player of a werewolf in crisis tracks how many times they have failed a crisis roll as well as how many times they have succeeded on one. If, after a failed crisis roll, the total number of failed rolls equals or exceeds the crisis’s associated dicepool, the werewolf automatically degenerates, losing a dot of Humanity but ending their crisis and regaining rather than losing Willpower. Accumulated failures remain if a sin causes an extant crisis of conscience to be replaced by a new one without being resolved.
Werewolves have a Harmony score that is always equal to the sum of their Humanity and Primal Urge. Harmony is used to cast rituals and draw essence from loci, and generally measures a werewolf’s affinity for the spirit world.
Senses: Even in human form, a werewolf derives the same information from something’s sound or scent that a werewolf in wolf form does, albeit at a much shorter range. Even without an Edge to perception rolls granted by one of their forms, they can hear more frequencies of sound and distinguish a wider range of scents than humans can.
Shapeshifting: Werewolves shapeshift as an minor action with a Stamina + Survival + Primal Urge roll. A werewolf can only attempt to shapeshift for free once in a given turn. Spending a point of Essence allows a werewolf to shapeshift reflexively at any point in the round – a werewolf can use Essence to assume a form they failed to assume as a minor action, to change their shape before or after changing their shape as a minor action, even outside of their own turn.
A werewolf’s alternate forms change that werewolf’s attributes, and also increase a werewolf’s Perception, Size and Speed. These are modifiers to the Edges of certain rolls which can result in final Edges higher than 5. (The reduced Size of Urhan form penalizes an Edge-less roll by one die.) Perception adds to Wits + Composure (or Wits + some appropriate skill) rolls to notice things. Size affects rolls to take up space, resist forced movement, and push through barriers. Speed helps to cover ground and outrun other characters. A form’s bonus or penalty to Size combines with any modifications to Stamina to become an increase or decrease to total Health, which is listed after the form’s other statistics.
The Hishu and Urhan shapes are deceptive by nature. Any attempts by other characters to tell that a werewolf in human or wolf form is, in fact, a werewolf either suffer a -2 Difficulty or are contested by an automatic 2 successes.
Werewolves in inhuman forms – Gauru, Urshul, and Urhan – always use Strength to attack with their natural weaponry, and always use Dexterity to determine their Defense trait, regardless of their other physical attributes. Werewolves in Hishu or Dalu form determine their combat values the same way human characters do.
The Urshul, and Urhan forms are equipped with teeth and claws that allow a werewolf’s Brawl attacks to inflict lethal damage with a +2 Edge. The natural weaponry of the Gauru form is larger and fiercer, inflicting lethal damage with a +5 Edge. The Urshul and Urhan forms add a +1 Edge to a werewolf’s attempts to track quarry by scent.
Werewolves in supernatural forms are resistant to injury; the first three points of lethal damage dealt to a werewolf in Dalu or Urshul by a mundane source are downgraded to bashing, and werewolves in Gauru form suffer only bashing damage from such attacks. Werewolves suffer unmitigated lethal damage from sources of extreme, large-scale trauma such as truck collisions or building collapses. Supernaturally potent or magical attacks can deal lethal or aggravated damage normally, and silver always inflicts aggravated wounds.
A werewolf can’t take more than 5 damage from a single attack, after Defense and other mitigation have been applied.
Rage: While in Gauru form, a werewolf is in a state of Rage. They can’t attempt any but the simplest mental or social actions and requires a successful Resolve + Composure roll to do anything on their turn but attack an enemy, advance on an enemy, or activate some Gift or Fetish that supplements attacking or advancing on an enemy. Failure on this roll causes the werewolf to immediately enter Death Rage.
Any roll made for a werewolf in Gauru form benefits from the 8-again rule, unless it’s to take an action that the Rage disallows or interferes with. A werewolf in Death Rage enjoys the 8-again rule on all rolls, whether they’re attacking or fleeing.
Attacks made using the war form’s Strength Attribute are supernaturally potent; their damage isn’t downgraded by conventional armor, and they deal lethal damage to werewolves in supernatural forms, vampires, and other inhumanly durable targets.
- Dalu (Near-Man): + 1 Strength, + 1 Stamina, – 1 Manipulation, + 1 Size, downgrade 3 lethal, + 1 to cast rituals (+ 2 Health)
- Gauru (Hybrid): + 3 Strength, + 1 Dexterity, + 2 Stamina, + 2 Size, + 3 Perception, Rage, downgrade all lethal, 8-again (+ 4 Health)
- Urshul (Dire Wolf): + 2 Strength, + 2 Dexterity, + 2 Stamina, – 3 Manipulation, + 1 Size, + 3 Speed, + 3 Perception, downgrade 3 lethal (+ 3 Health)
- Urhan (Wolf): + 2 Dexterity, + 1 Stamina, – 1 Size, + 3 Speed, + 4 Perception (+ 0 Health)
A werewolf’s Renown traits give werewolves social standing. Each Renown is an Edge on social rolls to impress or influence other werewolves whose Auspices or Tribes favor that Renown, and with spirits associated with the relevant Auspice or Tribe’s motifs or philosophies.
- Cunning: Irralunim, Irraka and Iron Masters; spirits of architecture, deceit, guile, or technology
- Glory: Cahalunim, Cahalith, and Blood Talons; spirits of art, battle, madness, or fury
- Honor: Elunim, Elodoth, and Storm Lords; spirits of integrity, leadership, reflection, or weather
- Purity: Ralunim, Rahu, and Hunters in Darkness; spirits of faith, natural life, the hunt, or silver
- Wisdom: Ithalunim, Ithaeur, and Bone Shadows; spirits of death, knowledge, memory, or shadows
Listed spirits aren’t exhaustive or exclusive; any given spirit might be subject to one or more Renowns as determined by the Storyteller.
Spirit Interaction: As a werewolf’s Primal Urge score increases, the werewolf becomes increasingly attuned to other spirit creatures:
- Primal Urge 2: The werewolf can apprehend spirits in Twilight with their normal senses. Incorporeal spirits can still attempt to hide or sneak around werewolves, but aren’t imperceptible by default.
- Primal Urge 4: The werewolf can touch and physically interact with spirits in Twilight, and be touched in turn. The werewolf’s spiritual presence bleeds over to their clothing and personal equipment, so a werewolf could shoot an immaterial spirit with a gun or find their clothing shredded by an immaterial spirit’s attack.
- Primal Urge 6: The werewolf can prey on spirits, whether in Twilight or otherwise. When such werewolves slay spirits or the spirit-claimed, they can force their prey to become helpless and insensate rather than discorporating, and then devour them. A werewolf can only suppress one spirit in this way at a time, and must remain in that spirit’s immediate vicinity to keep it quiescent.
The Wolf Must Hunt: A werewolf regains Essence each day that they hunt down and consume the hearts of living creatures. The Essence is regained at the moment the heart of the prey animal is swallowed. If hunting is a werewolf’s only means of sustenance during a day, the werewolf recovers an additional point of Willpower during sleep that night, even if the hunt wasn’t worth any Essence.
A werewolf gains no benefit from simply stumbling upon and eating carrion – to gain spiritual nourishment, they must have overcome and killed their prey themselves or with their pack. As a werewolf gains dots of Primal Urge, they need to hunt down more challenging prey to regain Essence in this way:
- Primal Urge 1 (Regain 1 Essence): Small, harmless creatures: cats, dogs, chickens, raccoons
- Primal Urge 3 (Regain 3 Essence): Medium-sized creatures that aren’t trivial to bring down: deer, wolves, large dogs
- Primal Urge 5 (Regain 5 Essence): Large, dangerous creatures such as big cats, bison, or crocodiles
A werewolf with a Primal Urge score higher than 5 is too powerful to regain spiritual nourishment from natural animals, and must prey on creatures of the Shadow. A werewolf that consumes a spirit gains points of essence equal to that spirit’s Corpus rating in addition to whatever Essence was left in that spirit’s essence pool.
- Primal Urge 6: Spirits or Spirit-Claimed
- Primal Urge 8: Spirits or Spirit-Claimed of at least Rank 3
- Primal Urge 10: Spirits or Spirit-Claimed of at least Rank 5
A werewolf with Primal Urge 5 or below can regain Essence by hunting down and eating a sizable number of creatures from the tier below their own; for instance, a Primal Urge 5 werewolf strapped for tigers or rhinoceri might profit from hunting down and consuming an entire wolf pack or deer herd. Once a werewolf reaches Primal Urge 6, though, they are unable to gain spiritual sustenance from the flesh of any number of mundane creatures. They can, however, still recharge their powers through cannibalism.
Whether a werewolf preys on spirits or natural creatures, they can only gain Essence by hunting once per day. Cannibalism doesn’t count as normal hunting and has no impact on hunting’s timing limitations.
Cannibalism: Eating a fresh human heart grants one point of Essence, and devouring the rest of a human is worth as many points of Essence as the human had points of Health. Werewolf flesh is as supernaturally nourishing as human flesh, and a werewolf’s heart is worth points of Essence equal to one more than that werewolf’s Primal Urge. The only limit on recovering Essence in this way is the supply of victims and the cannibal’s own appetite.
Werewolves don’t regain Essence through cannibalism by simply inflicting lethal damage with bite attacks; it’s only in the aftermath of a killing, when a werewolf is feasting on a slain victim, that Essence is absorbed. Essence restoration through cannibalism doesn’t require any sort of formal hunt or even that the victim be killed by the cannibal, just that the meat be fresh.
Spirit Rank: A werewolf adds their honorary Spirit Rank to rolls made to attack, persuade, or otherwise affect spirits of the Shadow, and uses half their honorary Spirit Rank rounded up as armor against spirits’ attacks.
Willpower Dots: Werewolves naturally recover lost Willpower dots at a rate of one per month, but with some difficulty. A werewolf’s player rolls dice equal to Primal Urge when the werewolf would regain a Willpower dot in this way, and the Willpower dot is regained only on a success. Otherwise, the werewolf must wait another month. A werewolf can’t spend Willpower points to add dice to this roll, although at the Storyteller’s discretion favorable mystical circumstances can provide an Edge.
Ghosts and Spirits: Ephemeral beings use their Power + Finesse dicepool to interact with the world. They use half their Power + Finesse rounded up in place of Defense to avoid damage, and use Resistance + Rank to resist supernatural powers. A spirit has points of Corpus equal to Resistance plus twice its Rank. A spirit has Armor against all sources of damage equal to half its Rank, rounded up.
There is no limit on how many points of Essence a ghost or spirit can spend in a single turn. An ephemeral being can spend points of Essence one for one to increase the value of one of its Power, Finesse, or Resistance for the rest of the scene, but can’t push any trait by more than (2 plus its Rank).
Spirits add their Rank to rolls to attack or otherwise affect other spirits or spirit creatures, including werewolves.
Ghosts and spirits use their Rank to determine if they successfully regenerate lost Willpower dots.