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SA Rulebook 2E 2013

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SA Rulebook 2E 2013 LARP rules
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Second Edition - 2013
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Page 1: SA Rulebook 2E 2013

Second Edition - 2013

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Credits; Developed by: Chuck Arnett, Marc DeArmand, Trevor Kidd, and David Snider Chief Editor: David Snider Additional Editing: Rebecca Weathersby Early Concept Work: Chuck Arnett, Andrey Stroilov QA Lead: Marc DeArmand Community Manager: Trevor Kidd Manual Layout: Matthew Brown Tag Layout: Taylor Alcock Ritual Layout: Mike Lamphere, James Wade, David Snider Latin Translations: Edite Foreman Best Damn LARP Community All of you guys! Thanks for helping us beat this document into shape.

© 1990-2013 White Wolf Publishing, Inc. All rights reserved Http://www.white-wolf.com This book is not meant to be a challenge to any copyrighted material, and must be treated as such. This book is for personal use only to play Shadow Accord and is not to be sold under any circumstances.

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CONTENTS.

I. Core rules p. 4 General Rules p .5 Game terms and signals p. 7 Character States p. 8 Game items p. 10 Roleplaying Special actions p. 13 Combat and Attack Types p. 20

II. Character Creation p. 25 III. Human p. 34

Sorcerer Trees p.36 Fellowship Trees p. 37 Fomori Trees p. 38 Becoming a... p. 38

IV. Vampire p. 40 Cainite Clans p. 42 Disciplines (Powers) p. 44

V. Shifter p. 47 Tribes, Breeds, and Auspices. p. 48 Wyrm Gifts p. 51

VI. Wraith p. 52 Shadows p. 55 The Legions p. 56 Core Arcanoi p. 57 Dark Arcanoi p. 57

VII. Skills and Merits p. 59 Merits p. 60 Skills p. 62

VIII. Powers p. 65

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General Rules

In this LARP, most interaction between players is not governed by rules. In order for your character to do something, you must do it. To comprehend Latin, you must know the language. To search through someone‟s belt pouch* you must open it and look through the items inside. You move, speak, believe, perceive, feel and sleep as your character sees fit, provided that your character uses knowledge and supplies available in early thirteenth-century England. However, the rules that follow will affect your ability to perform certain actions. Some actions are dangerous or impossible for people to perform, such as drinking another person‟s blood or throwing lightning bolts. These actions will have rules on how to perform them if they are allowed in Shadow Accord. As a side note, please be aware that this document was created by people who make mistakes, and these rules will be used by other people who make mistakes. You might find a bizarre loophole that allows you to do something completely absurd. We would ask that you point this out to the rules team and refrain from using the loophole. You might also run into a situation where a player makes a minor error in a situation where their powers or abilities would otherwise work fine (e.g. transposing two words in a sig call). We would ask that you roll with the punches and do what is best for the story instead of rules lawyering. Above all, be a good sport, and understand that we all have to work together to make this game happen.

CHARACTER RULES

You may play a single player character all weekend unless:

● Your character dies.

● An NPC removes your character from town.

● Your character is marched out of town under guard to be delivered to NPCs.

In either of the last two cases, an ST will determine when your character can be played again. If you are looking for a change of pace, and have played at least two events, try contacting the ST"s to see if they have an NPC role for you. Active Character Rule In order to play a character on the forums, you must have either played them at the last game you attended or have approval from the character guides. Please refer to the roleplay forum rules for more information on playing online. Unofficial Event Rules Roleplay that happens between regular events and outside of the official NWLarpers forum is considered "unofficial". While such roleplay can and does affect the narrative of the world we play in, it is not supported or arbitrated by the staff of Shadow Accord so long as it does not violate rules on metagaming. We recognize that there is a lot of varied roleplay that takes place outside of official spaces, and we want to allow room for that continue. To that end, we have compiled a

short list of guidelines — not enforced but

strongly encouraged — to be a responsible player in our community. If this is your first time reading the rulebook, you may wish to skip this section and come back when you are ready for unofficial play. Unofficial Live Event Guidelines:

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

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good safe place to teach others how to play well with the rest of us.

● Do not introduce characters into unofficial play without talking it over with a character guide. Again, mostly to be respectful to other players at a live event, but also to help you start out with a fully formed character. Also, please only bring characters to a live event that you plan on bringing to a regular official event.

● Do not bring new players to a live event without introducing them to the character guides. Be kind to your friends. Make them aware of the resources at their disposal.

● Don't bring a character to a live event who is an unwanted interloper. It isn't possible to kill anyone through unofficial RP, so if your character is say, openly a servant of the Wyrm, then don't go to Moot. It disrupts other people's game if they have to deal with that sort of character without being able to do permanent harm. If you do bring such a character, be prepared for a hasty exit. You should respect other players' wishes if they choose to run you off.

● Lastly, don't be a time-traveling accountant from the Americas. Please, only play characters that fit in the setting we have created for this game.

Player-made NPCs Players may create Non-Player Characters (NPCs) that are attached to one of their player characters (PCs). These characters must follow the following rules:

● Player made NPCs may have knowledge that would be allowed to the PC they are attached to per that character‟s current faction, lores purchased with freebies, and general real world history.

● Player-created NPCs may gain knowledge through roleplay with the PC they are attached to as well as other characters in the game.

● Player-created NPCs can only interact with one PC owned by the player they are attached to.

● Player created NPCs can‟t be played at Official SA Events (Events and SA Forums) but they can be played in other text-based roleplaying (Email and other unofficial forums).

IN-GAME / OUT-OF-GAME

When acting like your character, you are considered in-game (IG). Everything you say and do will be taken IG if you are within game boundaries, whether you intend it or not. You are expected to stay IG whenever possible, from the moment you complete check-in until the close of game, including any time you must walk to out-of-game areas or to storyteller camp (ST Camp). When you are not acting as your character, you are Out of Game (OOG). To indicate that you are OOG, wear an orange headband, hold a boffer weapon against the top of your head, or cross your fingers and hold them up so players can see. The following are acceptable reasons to be OOG during an event:

● Asking staff a game or rules question after trying to find the answer in the rulebook.

● Asking a player about the effect of an attack on you.

● Your character has been killed.

● Using a power or ritual that allows you to be OOG.

● Reminding a player of proper rules use.

● Injury or illness (please let a member of deco and safety know).

● Tending to a personal issue. There are other acceptable reasons depending on the situation. Out-of-game jokes, comments, or talking about how cool your character is are not acceptable and you will be asked to stop. Designated OOG areas include: Check-In from

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6 to midnight on Friday, the parking lot, off site, ST Camp, and bathrooms. Any belongings left under a bunk or in a container marked with an orange ribbon will also be considered OOG and may not be touched by other players. You are not permitted to store valid IG items this way if you intend to use them with the current character during the current event. In-game boundaries for official Shadow Accord events will be specified by site information on the official website, and by the host of a between-event gathering for unofficial events. If your character exits across a town boundary, you may go OOG to play an NPC or possibly interact with other NPCs offscreen, as per ST policy.

DISGUISING

In our game people cannot use faces alone to discern each other‟s identities* because the majority of people play more than one character. This creates difficulty in discovering that someone is pretending to be someone else. To help compensate for this we require that characters pretending to be someone else also attempt to disguise themselves in some fashion. If you are playing a character that has disguised themselves or is pretending to be someone else, you must substantially obscure your face such that you are unrecognizable. A mask, extensive makeup, or a full-face covering will suffice. If in doubt, please consult with a member of staff.

IN-GAME INFORMATION

Character Knowledge – The sum of all knowledge acquired by a character through his background and in-game interactions. Powers such as Insight can be used to force a character to tell the character-knowledge truth as he knows it. The player of a character forced to tell the truth by such an effect may not lie, mislead, distort the truth, or otherwise avoid answering questions with the complete truth as his character knows it. Characters may only lose character knowledge

through use of IG effects such as Forgetful Mind. You can not decide that your character forgot something that you as a player can remember. If you honestly cannot remember certain information whether in or out of game, then do your best.

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

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

Game Terms and Signals

SIGNATURE (SIG) CALLS

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

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LEXICON

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

HEADBANDS, HAND SIGNALS, ETC. Used to indicate your current status:

● Orange Headband – Out-of-Game (OOG).

● Orange Ribbon – Items in the marked container are OOG.

● White Headband – A white headband is worn to indicate that a character is in the Umbra. Characters in the Realm cannot normally see characters that are in the Umbra.

● Blue Light – In addition to a white headband, characters in the Umbra may carry a blue light. This should be doused or hidden if entering the Realm.

● Black or Silver Full-Face Mask – Mist Form: resistant to damage and status.

● White Unmarked Full-Face Mask – A caul that only a non-cauled wraith can remove.

● Fingers Spread across Face – Invisible and can not be perceived without Cloak Sight.

● Crossed Fingers – Temporarily Out-of-Game, usually to ask a question.

● Two Fingers Placed on Temple – Using telepathic communication.

● Boffer on Head – Out-of-Game.

● Arms Crossed over Chest – Hasty Escape: resistant to damage.

● Hands Spread to Either Side – Using a power that affects everyone within mental range. (10 ft.)

Character States

HEALTH

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

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

TAKING DAMAGE

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

AGGRAVATED DAMAGE

Special or severe damage that takes a long time to heal. Every time a character receives damage from a source that is considered aggravated, his maximum health is reduced by one for the remainder of the event. One maximum health is lost per successful hit, not per point of damage caused. Certain powers, items or actions may be used to heal aggravated damage. Willpower may also be used to heal aggravated damage (see below). Otherwise, maximum health lost to aggravated damage will be restored between events. As an example, if a grubby little Ratkin hits your healthy character with his claw boffer and says “2” your total health would go from 10 out of 10 to 8 out of 10. If we give the grubby little Ratkin a sword that does aggravated damage so he says “2 agg” instead of “2”* your healthy character would still lose 2 health but also one maximum health, putting you at 8 out of 9. You may find it easier to track regular damage during combat and count up aggravated hits when you have a moment to think.

EXPOSURE DAMAGE

Some effects cause damage to a character merely from exposure or contact. The delivery method of the exposure damage will be described by the relevant power or weakness. For example, vampires are weak to sunlight and take exposure damage while standing outside during the day without sufficiently protective garb. (See Vampire section, p. 41) A character only takes exposure damage from an effect or weakness if the type of damage is listed as a source of aggravated damage for her faction or sub-faction. One damage of the appropriate type is dealt for every 10 contiguous seconds that she is subjected to exposure damage. Certain powers or Items may extend this timer. Deco approved fireplace props cause “fire 1” damage every 10 seconds if a character is laid on or next to the prop. Fireplace props with blue fire only cause damage in the Umbra, and do “dark 1” instead of fire.

REGENERATION All characters have a regeneration rate which may allow them to spend energy to regain health. Most humans begin with a regeneration rate of 0, Vampires, Ghouls, and Wraiths 1, and Shifters 2. All sources of regeneration stack. After spending 1 minute meditating, a character may expend as much energy as he wishes to regain health levels (not to exceed his maximum health). For every one point of energy spent on regenerating, a character gains his regeneration rating in health levels. Regeneration will happen automatically after a character has been incapacitated for one minute.

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HEALING AGGRAVATED DAMAGE

After spending 1 minute meditating, any character may spend one willpower to heal one aggravated damage (increasing their maximum health by one) and gain one health level up to their maximum health. Regeneration may be used at the same time as healing aggravated damage, but healing aggravated damage may not be used while a character is incapacitated.

INCAPACITATION

When a character is reduced to zero health he becomes incapacitated. An incapacitated character is permitted 10 seconds upon becoming incapacitated to roleplay critical injuries. During this time the character may speak, groan, or gasp for breath as appropriate, but may not activate powers, make attacks, walk, or yell. After this time, he cannot move or perceive anything happening around him. While incapacitated, a character may not resist any powers, but he is also unable to move or speak if a power such as Obedience would otherwise compel him to do so. Certain powers or rituals may circumvent this limitation and will state if they do so. Mask powers and other effects that do not require a hand signal remain active. Some characters are able to heal themselves while incapacitated (see Regeneration). Becoming incapacitated may also cause you to fall across the gauntlet if you are not native to the side you are currently on. See the Umbra section for more details. If a character at 0 health is not healed within 10 minutes, he will progress to a dying state.

DYING

If you are incapacitated for 10 minutes, or if you are reduced to 0 maximum health, then you are dying. When a character is dying, all active effects on him immediately end and his maximum health

becomes 0 (if it was not there already). A dying character can only be affected by powers that specifically target dying characters, such as Revive, Insight, and Sensory powers. Wraiths follow special rules in this circumstance. See the wraith section (p. 82) for more details. If there are no other characters present, a dying character may opt to immediately become dead.

DEAD

After 10 minutes of dying, a character becomes dead and may not be targeted by any powers or abilities that do not explicitly affect dead characters. When a character is dead, his body eventually rots away. Werewolves and humans may continue to stay IG to represent their character‟s bodies as long as they wish or until it is destroyed. Vampires immediately turn to ash, specters go to Oblivion, and spirits immediately fade to nothing (go OOG). Put on an orange headband and report to the ST's (leaving behind all tagged items, in-game items and shillings that are still on your person) to create a new character or play a non-player character. If you are concerned about environmental damage being done to any of your props when you go OOG, you may remain in the area until there are no characters present and take any remaining props with you to ST Camp. Human characters may be rewritten and played as a wraith at the next event unless otherwise stated in the rules.

Game Items

TAGGED ITEMS

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

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trade for, steal, or otherwise obtain a tagged item, you are expected to return the prop to the owner at the end of the event, but you get to keep the tag. If the owner of the prop agrees to loan it out, you are expected to continue to use that prop when you are bringing the associated tag to an event. If you are not loaned the prop you may add the tag to your own prop between events. Tags without props must remain with the player who owns them and may not be traded or stolen. You may not add or remove tags from props during event unless permitted to do so by a power, skill, or other effect described in the rules. Only an ST, XO, or rules team member may provide exceptions to this.

RITUAL SCROLLS, COINS AND VIALS

Coins and ritual scrolls are provided by the Shadow Accord organization. Vials are small plastic or glass containers with an attached tag. When you buy, trade for, steal or otherwise obtain these items they are now yours. There is no need to follow up with the owner. If these items are in a container, such as a pouch or box, you may also take that container but you are expected to return the container to its owner at the end of the event. Note that placing a tag on a vial prop means that this item can be stolen and not returned to you.

UNTAGGED ITEMS

Any item that is not tagged, including food, but not ritual scrolls or coin. You may not steal these items without first getting OOG permission from the owner. When you buy or trade for these items, however* you don‟t need to return them at the end of the event. They are yours, unless the seller tells you otherwise before you buy or trade for them. If you obtain these items through any other means you must return them to the owner at the end of the event. Certain skills and IG events may allow you to add a tag to an untagged item during game to turn it

into a tagged item. If attempting to do this with a prop that does not belong to you, you must first obtain OOG permission from the prop‟s owner.

MAGICAL ITEMS

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

ATTUNING A MAGICAL ITEM

Once a magic item has been acquired, you may also need to attune it in order to make use of certain powers stored in the item. Attuning a magic item requires meditating with the item for one minute. Once this is done, your maximum energy pool is reduced by the attunement cost of the item (the number after “ATTUNEMENT")* and you must spend an additional 2 energy. You will remain attuned to the item until the end of the event. Your maximum energy pool will stay reduced for as long as you remain attuned to your item. You may choose to have any magical items you brought with you to game attuned at the beginning of event, at which point your maximum energy is decreased by the rating of the magic item, but you do not need to spend the additional 2 energy.

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

TAINTED MAGICAL ITEMS

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

RELIC ITEMS

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

POTIONS AND POISONS

Potions and poisons (generally referred to as potions) are one-use items that can be created with certain skills, powers, or rituals. To use a potion on yourself, simply remove the tag from the container, take the effect stated on the tag, and then destroy the tag. You may also apply a potion to food or drink. To do so, roleplay adding the potion to the target food or drink, and then place the tag from your potion onto the container of the food or drink. The next person to eat or drink from the container must take the tag‟s effect and then destroy the tag. If you have the Sense Item power, you may see and read potion tags, regardless of where they are applied. The following are common potions found in the core rules, but others may be given by NPCs or created with rituals:

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

DESTROYING TAGGED ITEMS

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

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

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mindful of orange ribbons or other OOG signage that designate an area as OOG. The area below a bed is always considered to be OOG. Bear in mind that you are also not permitted to leave IG items in an OOG space unless those items belong to another character or you are actively using the Meld power. When stealing a tagged prop (but not a vial), be sure to remove the tag after event and return the prop to its owner (unless the owner wishes for you to keep using his prop).

Roleplaying Special Actions

BINDING / DETAINING

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

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

Escaping – Remain bound or detained for a minimum of one hour. If you are still imprisoned after one hour* but there are no guards* you „find a loose bar in the jail‟ or „manage to work your bindings loose‟* and escape. This escape rule may also be applied to other situations in which a conscious IG character is somehow trapped by rules-based circumstances (for example, a wraith with no fetters that is trapped behind a closed door).

Masks – If you are forced to put on a mask for any reason you may remove it at any time after 10 minutes have passed.

STAKE IN THE HEART

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

CARRYING A PERSON

In order to move a character that cannot currently move himself (incapacitated, paralyzed, etc.), two people must normally work together; but a single person may move a body if he has at least one level of Augment. To carry a person, grab hold of his hand and act as if you are picking him up. The player must stand up and walk where you move him while holding your shoulder. You cannot attack or defend while carrying a person. Alternatively, you may ask an immobile person if he accepts physical roleplay and then actually physically carry his body, provided you take steps to ensure his safety.

DRAINING

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

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III. Draining IV. After Effect Initiation Count ( PHASE I ) The draining character must touch a target in the same realm with one hand, as close to the torso as possible* without moving his feet* and say* “biting 1* biting 2* biting 3*” if biting (which is visible IG)* or “tapping 1* tapping 2* tapping 3*” if initiating Usury. If the count is not interrupted (see below), then the target is immobilized and unable to speak or perform any action until the draining is ended. A different initiation count* “cutting 1* cutting 2* cutting 3*” is available to use by any character with an edged weapon, but does not immobilize the target. Follow the same rules as above, but hold your edged weapon against the target‟s stomach or neck. An initiation count or a draining count will be interrupted if any of the following happens: the draining character speaks, moves her feet, or performs any other action besides draining; the draining character or her target are struck by an attack (successfully or otherwise); or if physical contact between the draining character and the target is somehow broken (such as by the target moving away during the initiation count). Vampires and Ananasi can bite and then drain. A character with an edged weapon can cut and then either bleed the target or drink from them. A wraith with Usury can tap and then use one of the Usury counts in the draining section below. Information Exchange ( PHASE II ) (You may skip this step if using a weapon to bleed a target.) After the initiation count is complete, the draining character must immediately ask the target if they have any blood effects, such as extra value or taint. See faction sections for more detail. The draining character must likewise inform the target if there are any additional effects inflicted by the drain. Taint can be exchanged during draining, occurs as

soon as the word “tainted” is spoken* and can not be resisted, regardless of whether any health or energy is actually exchanged in Phase III. Draining ( PHASE III ) The draining character then begins to count out health or energy levels that she is giving or taking from the target. A call of “draining 1* draining 2...” means that the target is losing health levels, and the draining character is receiving energy. A vampire target will lose vitae instead of health. A call of “drinking 1* drinking 2...” means that the target is losing vitae levels, and the draining character is receiving energy, but this draining method only works on vampires. Other targets should say “no effect”. IG* the attacker has just tasted the target‟s blood. He may continue to draw more blood with a bleeding count if he wishes. A call of “bleeding 1* bleeding 2...” means that the target is losing health levels with no benefit to the draining character. Every point of damage caused by a bleeding call counts as a separate attack. Vampires say “No Effect”. A character with Usury has several potential options in this phase. He may choose to give pathos by saying “giving pathos 1* giving pathos 2...” He may take pathos by saying “pathos drain 1* pathos drain 2...” He may give health by saying “giving health 1* giving health 2...” And he may take health by saying “health drain 1* health drain 2...” Note that wraiths may only exchange pathos for pathos and health for health. Attempting to give or drain pathos from a target without a pathos pool will result in “No Effect.” Pathos and

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health must be exchanged in separate draining actions. Note that the “health drain” call from Usury will drain health from vampires and not Usury, but any pool points received this way will still count as vitae for the purposes of blood oathing (p. 42). The target of draining should state “empty” when the pool that is being drained reaches zero or “full” if they can no longer gain energy or health as appropriate. The draining phase will end immediately if interrupted by any of the means described under Initiation Count. After Effect ( PHASE IV ) At the end of the draining action in which the target lost health levels, vampires and Ananasi should state “aggravated end drain”. This will cause all non-vampires to lose one maximum health level as though they had taken aggravated damage. This loss of maximum health only occurs once per draining action, not per point drained, and can not be resisted in any way. This damage is considered an attack for the purposes of interrupting other effects. At the end of the draining action wraiths should state “end drain”. This is considered an attack for the purposes of interrupting other effects. Blood oaths also take effect in this phase if applicable (p. 42).

BEING FED FROM

A player touching you saying “Biting”* “Cutting” or “Tapping” is attempting to drain your health or energy. You may interrupt her by breaking contact before she reaches 3, or by attacking her. After a biting or tapping count you will be unable to do or say anything until she releases you, and you will lose 1 health each time the player says draining. For roleplay, biting feels like a pleasurable kiss, and tapping feels like a cold chill. Afterwards, you will

feel fatigued, but do not know a creature just fed from you. Cutting feels just like you would imagine.

AMARANTH

A vampire may attempt to commit amaranth on another vampire during a draining action. To commit amaranth on a target, he must first have an empty vitae pool. Once the target is out of vitae, an amaranth attempt may begin during a draining action by stating “Amaranth 1* Amaranth 2* and Amaranth 3”. This count may be resisted by the target by spending one willpower, at which point the attacking character may repeat the three count. After an amaranth count has started, it may not be willingly stopped. If the count is completed and not resisted, the target immediately goes OOG and is dead (characters killed in this way can not return as a wraith even with the Lost Soul merit). If the target is not a vampire* he should state “no effect.” After the roleplay scene is finished, both the attacker and his victim must report to ST Camp. The player who committed amaranth loses one point of virtue and adds one devour dot. The attacker also gains 1 energy if the devoured vampire was a lower generation. The attacker may take any permitted discipline on the victim‟s character sheet as learned and spend XP to get the first dot next event. The ST handling the change will sign a 3x5 card stating that the attacker was taught the chosen discipline and include the victim‟s name for reference. If the victim‟s generation is lower than the attacker‟s* then his generation also lowers by 1 (see the Player‟s Guide p. 32 for Generation).

DEVOURING

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

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3.” This count may be resisted by the target by spending one willpower, at which point the attacking character may repeat the three count. If the count is completed and not resisted, the target immediately goes OOG and is dead (no harrowing). If the target is not a wraith, he should state “no effect.” The devourer gains one point of angst and may learn one arcanoi from the target‟s character sheet. The ST handling the change will sign a 3x5 card stating that the attacker was taught the chosen arcanoi and include the victim‟s name for reference. The devourer does not gain any points of energy.

GIVING HEALTH

Giving health represents bloodletting to a vampire or Ananasi in the same realm as you. Roleplay cutting your wrist with a small weapon or your teeth* hold it over the target‟s mouth* and say “Giving My Health”* at which point the target may choose to engage in a draining action, starting with the information exchange and then continuing to “draining 1* draining 2...”. The target may do this even while unconscious. An incapacitated vampire or Ananasi fed health this way may choose to reset his incapacitated timer to zero and regenerate after one minute.

GIVING BLOOD

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

from the same vampire in the same event, with at least ten minutes between feedings, will be oathed to that vampire. An incapacitated vampire or ghoul fed vitae this way may choose to reset his incapacitated timer to zero and regenerate after one minute.

OATH

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

● Thralls always see their regent in the best light possible. Any negative characteristics are overlooked, and the best of intentions are always assumed. The thrall has a very deep affection and respect for the regent that may or may not manifest as romantic love.

● Thralls may not use willpower to break or resist any power used by the regent.

● A thrall will never willingly harm their regent. This means the thrall will not attack the regent, and will make every effort to ensure that the regent does not come to harm. If a thrall thinks that staying close to a regent and fawning over them would be dangerous for the regent, they will keep their distance, and so on.

● A thrall will do everything within their power to protect their regent. This includes defending them from attacks, lying for them, and

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volunteering any information they think will help protect their regent.

● If a thrall comes under the effect of a power that forces them to act in a fashion contrary to the oath, the power takes priority over the oath.

● When the oath expires, the former thrall still sees their former regent in a positive light, and assumes that all emotions and actions they performed were of their own free will. It requires a great deal of evidence for a former thrall to see their actions as anything other than their own choice. The change in view from thrall to former thrall is seen as natural, as if the former thrall‟s infatuation with their regent had simply faded.

FRENZY

A frenzy occurs when the monster inside a character becomes so full of rage or fear that it takes control. Vampires and shifters may choose to spend a virtue to enter frenzy when threatened, angry, ashamed, or otherwise stressed. Some effects allow (or force) characters to enter into an attack frenzy even if they are not able to frenzy by normal means. When a character enters an attack frenzy it immediately ends any status or mental effects on him. For the duration of the frenzy, 1 minute in most cases, the character is immune to status and mental attacks (except disquiet). The frenzying character may use passive powers but not activate anything except form powers, such as Powerful Form. He also must attempt to make biting or boffer attacks against the closest target he can perceive. If the frenzying character does not have bite or boffer attacks, he enters a fear frenzy and must attempt to break line of sight from all other characters for the duration of the frenzy. A frenzying character is unable to distinguish friend from foe.

A frenzying character has no recollection of the events that transpire while he is in frenzy. All such events are absent from character knowledge. The Disquiet power will immediately end frenzy and will not permit the target to enter back into frenzy while Disquiet is in effect. The Serenity power ends frenzy but does not prevent the target from reentering frenzy.

TAINT

A tainted character must answer “yes” to Sense Taint and may spend virtue points as if they were willpower (or add angst if a wraith). While tainted, you are encouraged to roleplay your character a bit darker. A tainted character can be affected by the Subjugate power and the Sanctuary power. Taint is caused by a variety of sources described in the rules including any power with the “tainted” Meta call. Characters with virtue of less than 4 (more than 6 angst for wraiths) begin each game tainted. Taint can be removed by a power or ritual that removes taint unless a character is in a state of permanent taint. A character can become permanently tainted a number of ways, including purchasing from a power tree that causes permanent taint or attuning a tainted magical item. Taint spreads like disease. While tainted, you must inform anyone who gives or receives pool points from you that they are also tainted. If you receive energy from a tainted source, including items, you will be tainted by it. Also, if you successfully initiate a biting or tapping action on a target while tainted, the target will become tainted.

UMBRA

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

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● White Headband – A white headband must be worn to indicate that you are in the umbra.

● Blue Light – Wearing a source of blue light is encouraged while in the umbra, but not required. Your light should be no brighter than a glowstick wrapped in several layers of white cloth.

● Communicating – Speak in a whisper or low voice. A character in the Realm who can hear voices without seeing the source OOG can assume that such voices are audible in the realm.

● Noise – Any noise such as footsteps, clothing, or combat in the umbra can be heard faintly in the realm.

● Weapons – Only natural or magical weapons may be used in the Umbra. Ordinary non-magical weapons may not be wielded in combat while in the Umbra and should remain sheathed.

● Armor – Armor and shields may be used as normal.

● Powers – Powers may be used as normal on targets in the same realm unless otherwise specified in the power‟s text.

● Fire – Fire represented with amber lighting in a deco-approved fireplace has no effect in the umbra. Blue fireplace lighting causes “dark 1” damage to targets in the umbra per exposure rules.

● Doors – By default, no character in the umbra may open a door. Some powers or faction abilities may overcome this restriction.

● Objects – Items may not be interacted with unless they are being held by a character in the Umbra or are Relic items. If you drop an object, it falls back into the Realm.

● Drawing – You may not use a writing implement to draw on something in the Realm unless you have the Move Object power. You also may not dig into the ground to draw glyphs or the like. You

may, however, draw with your finger on a fogged window.

● Becoming Incapacitated – A Realmbound character (such as a human, vampire, or shifter) that becomes incapacitated or dying while in the Umbra will drop back into the realm. An Umbrabound character (such as a spirit or wraith) that becomes incapacitated or dying while in the Realm will drop back into the Umbra. This effect will also be caused by the Daze power.

● Resolving Ambiguity – If you encounter a character in a situation where it is unclear which realm someone is in (such as extreme darkness), you may initiate an OOG call and response to clarify the circumstances before proceeding. Call out “Realm” or “Umbra” to designate which side of the gauntlet you are on, and if the other player is not actively hiding, he must respond by stating which realm he is in. You may not attack a character that has made this call without first giving a response.

● Player Conduct – Be aware of those around you and act appropriately. Remember that while in the Umbra, your character does not exist to those in the physical Realm. In game, you can see them* but they can‟t see you. You must move out of their way or go around them, trying not to touch them. If you‟re with players who are trying to sneak or hide, you must do the same while in the Umbra. You are expected to be as quiet as the players you are with. Purposely making noise to attract attention to hiding players is cheating as there are no rewinds in game-play. You are of course free to leave the sneaky players and tattle on their position.

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RITUALS

Rituals are a unique way for characters to harness powerful magic and make changes that are often beyond the realm of simple powers. These changes can be as minor as cleansing taint or as tremendous as the destruction of a town. Rituals require substantially more preparation and casting requirements than regular powers but can have a much greater effect. Rituals are represented by a single sheet of parchment paper with instructions and OOG info on the left side and an IG picture on the right side. There are five types of rituals: Blood Rites (Vampire), Glyph Rites (Shifter), Arcanos Rites (Wraith), Mystical Rites (Sorcerer), and Other (anyone who meets the requirements). In order to take the information on the left-hand side IG you need to have the rituals skill and be of an appropriate faction for the specific ritual (e.g. a wraith cannot read or perform Blood Rites).

READING RITUALS

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

SIGILS

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

CASTING RITUALS

In order to use a ritual, the caster must meet the casting requirements stated on the ritual sheet and perform steps as indicated in the instructions. The caster must have any required components ready, and he must immediately pay any cost that is required. If a target or participant cost is listed, then these characters must also spend any listed cost before the ritual is successful. If the caster becomes incapacitated or unable to move freely while chanting, the ritual fails. During the casting time of a ritual, you will often need to perform obviously ritualistic acts, such as chanting, gesturing, dancing, drawing symbols, or anything else you feel is appropriate for your character. This will typically be described as “ritualistic roleplay” in the instructions. Your roleplay must also make use of any components, phrases, or symbols shown in the ritual text. If the instructions do not specify how the components, phrases, or symbols are to be used, then you are free to use them however you see fit. While casting a ritual, the caster must have his ritual scroll in plain view. If requested, he must offer the ritual scroll to the target and/or participants to read OOG

RITUAL INFORMATION

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

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

WARDS

Some rituals have the ability to create wards that prevent certain characters from passing through a doorway. A ward prevents anyone fitting the posted description from passing through in either direction. Wards must be indicated by a large banner hung from the door frame (or from above another suitable passage) that clearly shows the caster‟s sigil and any symbols provided by the ritual. An active ward will also have the ritual sheet used to cast it attached to the banner. No one may remove a ward or the ritual sheet attached to it without using an appropriate power or ritual. All wards have a long-term cost similar to attunement described in the magic-item section. A ritualist may only have one active ward placed at any given time, and a single doorway can only support one ward. The caster of a ward may dispel it at any time. Otherwise, the ward remains in effect until the caster dies or until the end of event. If the caster of a ward dies during event, his player is responsible for deactivating any ward he has cast before going to ST camp or playing a different character.

Combat and Attack Types

GENERAL COMBAT

When using boffer weapons, spell packets, thrown weapons or a bow and arrow, aim at your opponent‟s torso* arms* or legs* not the head* groin* or hands. You must make a damage call with each strike or give an appropriate sig call. You may only make one attack per second and must pull

back boffers between strikes. A boffer attack will be successful if it legally strikes the target and is not blocked. A boffer attack will be blocked if it hits a shield or any other boffer on the way to striking its target. When a power requires activation by touch, lightly touch your target. Do not grab, grope, poke* punch* or slap the target* and don‟t touch her head or feet. Remember, in-game attacks are used to hurt characters and not players. If anyone experiences pain from a strike or touch, then the aggressor is striking too hard. It is up to the target to determine what is too hard and what is too light. The person who is getting hit needs to know they were struck, but does not need to have welts, bruises, cuts or any other harm. If a person says they are being hit too hard, please err on the side of caution and pull your blows. On the other hand, if a player is physically frail or likely to bruise under abnormal circumstances, he should probably take steps to minimize his exposure to combat.

DAMAGE CALLS

Damage calls contain the following parts

<Meta>, <type>, and <number>. The <type> indicates the kind of damage being dealt for the purposes of determining if it is aggravated

or not. The <number> indicates how much

damage is being done. The <Meta> will alter various parts of the attack. Attacks can have

only one <type> and one <number> but may

have multiple <Meta> modifiers. All weapons

deal one point of <number> damage under normal circumstances.

You must call the appropriate <type> if your

attack has a default <type>, and you must call

a <number> with each swing. Damage

attacks without a <type> are considered to be regular damage. Damage attacks without a

<number> are assumed to cause no damage and do not count as attacks for the purposes of

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ending other effects. All damage calls require a

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

<Type> damage may or may not be considered aggravated damage depending on your faction and any immunities your character may have. If the

<type> of damage stated is not on the list below, or is not considered aggravated damage to your faction or sub-faction, you should consider the attack to be normal damage. Augment Some powers and items will grant you Augment. Each point of Augment increases your base damage with boffers, arrows, or thrown weapons by one point. All sources of Augment stack.

Available <type> of aggravated damage by faction:

Note: Some subfactions will have different vulnerabilities. See your faction section for details.

* - Wraiths using the Appear or Materialize powers will take aggravated damage from fire or blood while in the Realm.

<Meta> Calls

● Breach - Breach affects both the Realm and the Umbra.

● Brutal - Brutal attacks will still cause damage if blocked by a boffer or a shield.

● Disarm – A disarm attack that strikes a target‟s weapon causes him to drop the weapon if he does not resist the attack.

● Tainted - If this attack is not resisted immediately the target will become tainted.

● Unresistable - This attack can not be resisted. Targets that are immune will still state “no effect”.

WEAPONS AND ARMOR

Boffer Attacks Daggers: up to 12 inches of striking surface, 6 inch handle All other one-handed melee weapons: up to 24 inches of striking surface, 32 with handle Two-handed melee weapons: up to 36 inches of striking surface, 48 with handle Polearms: up to 72 inches, handles may vary. Fist Boffers: up to 12 inches of striking surface, 18 with handle. Must be black. Claws: up to 24 inches of striking surface, 32 with handle. Must be black with a white/silver claw mark. Tentacles: up to 36 inches of striking surface, 48 with handle. Must be black with a white/silver tentacle mark. See the wiki for additional information about boffer standards. Any character may use a single melee weapon or a single brawl boffer to swing for 1 damage. No power or effect may increase this damage without appropriate skill in Melee or Brawl. Brawl boffers cannot be used to block. If you are struck on a brawl boffer, you are considered to be hit. Ranged Weapons Max limit 35 lbs with store bought LARP-safe arrows. No homemade arrows will be considered. Bows/crossbows must be checked out by Deco and Safety at each event prior to use in game. Deco and Safety has the final say as to if the bow/crossbow is suited for game.

Human Shifter Wraith* Vampire Fae

Fire Blood Dark Agg

Silver Fire Wolfsbane Agg

Dark Agg

Fire Light Agg

Fire Metal Weapons Agg

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See the wiki for additional information about boffer standards. Any character can throw coreless boffer rocks, sticks, or daggers that cause 1 base damage. They should appear as what they represent (i.e. brown sticks, grey rocks, metallic daggers). They do not require tags. Packets cannot be used to represent thrown weapons. Like all attacks, these may not be thrown more than once per second. When using a bow or crossbows (requires archery skill), shoot one arrow at a time at your target, no faster than once per second. Arrows do not require tags and each causes base 2 damage. Damage packets are used in conjunction with powers and may not be thrown more than once per second. Shields Shields can be no wider than 30" (A quick test being, can you hold your shield out and walk through an open door? As the interior width of a door frame is standard 30") Shields can be no longer then 36" (From knees to shoulder on an average-height person. That said, a shorter person can not use a shield that creates a situation where the head is the only exposed target.) See the wiki for additional information about boffer standards. Anyone can use a shield to block damage attacks per defending (p. 20). Armor Wearing armor allows you to offset damage onto your armor before subtracting from health levels. You must physically represent armor and have a tag to use armor points. Armor must cover most of your torso area. Please check with the deco-and-safety team if you have any questions about your armor covering enough of your torso.

When taking damage, subtract it from armor points first. Damaged armor can be repaired with the Armorsmith skill (p. 63). You may wear two different pieces of armor at the same time but they must be different types of armor (e.g. leather and chain). Armor does not protect against feeding or exposure damage. Aggravated damage that is wholly absorbed by armor points will not subtract from the wearer‟s maximum health. If you find a piece of armor lying around, assume that it has zero armor points and needs to be repaired before you can use it. In other circumstances, you may take the word of the armor‟s current owner for its status. Types of Armor Leather 2 armor points Chain/Transitional 4 armor points Breast Plate 6 armor points

POWERS

Powers represent the supernatural abilities your character has gained. Powers may have a caster, which is the person who has the power listed on her character sheet, and a target who the power is used on. The caster may not be the target of her own power unless explicitly stated in the power text, or unless it is a Self power. In order to activate a power, the caster must pay the listed cost and state the listed signature call if any. Some powers may indicate roleplay requirement (such as staring, meditating, or sniffing) that must be performed before the power can be used. While performing the required roleplay, you are considered interrupted if you speak, move your feet, are struck by an attack (successfully or otherwise), or if the target moves out of range (unless otherwise noted in the power description). Some powers may be learned as corrupted powers. Corrupted powers are considered

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innate for the purposes of advancement. A corrupted power is only usable while the caster is tainted. Dark Arcanoi cost the same as corrupted powers, but they must be used while a wraith‟s shadow is in control instead of while tainted.

EFFECT TYPES

Many of the abilities and powers described throughout this book are marked with one of the following effect types: Damage, Mental, Status, Mask, Passive, Touch, Self, Counted or Condition, as described below. Damage Attack Typically issued by boffers and thrown packets (seen IG as a ball of the <type> of attack) with a number in the signature call. Damage attacks instantly lower health levels at the rate spoken in the signature call* such as “Fire 3”. If a number is not included with the sig call it is assumed to be no damage. You can always call a number less than your maximum, including zero. If a source of damage is considered aggravated, it will also reduce maximum health by 1 per hit if the target loses health levels to the attack. To defend against this kind of attack, dodge out of the way, block with a shield, block the blow with your boffer, or allow your opponent to strike you and use a power/appropriate magical item to resist the blow. You are considered hit if you feel the boffer weapon hit you, it did not contact your boffer or shield during the swing, and you do not use a power to resist. Mental Attack The effect of a mental attack lasts for 10 minutes. These mind-altering attacks are issued with a sig call given within 10 feet of the target. The caster of a mental power must clearly indicate her target in such a way that the target understands the attack is directed at him. A touch may be used to indicate a target, but this touch is considered IG. A target may not willfully ignore an attacker as a way of avoiding her attack.

The sig call for a mental attack is OOG, but may include some words that are spoken IG in the character‟s own voice. The target or any witnesses are not aware that a power has been used. Some mental attacks target a 10-foot circle around the caster, signified by the caster spreading her hands to either side as she

says the sig call with a “mass” <Meta> call. The caster may end an active mental she caused by touching the target and saying

“release <power>” spoken OOG. The target may break a mental power at any time by spending a willpower and saying “resist”. The resist call is OOG. A mental attack with the Conditioning modifier can not be resisted or broken with willpower. If a second mental attack is landed while another is still active, the second attack takes effect, and the first is broken. Status Attack Status attacks are issued by throwing spell packets. The effect of a status attack lasts for 60 seconds. The type of attack is clear to anyone who sees the packet so long as they are familiar with the power. Status effects cause physical maladies (such as paralysis) and typically do not cause damage. To defend against a status attack, dodge out of the way, or allow the contact and use a power/appropriate supernatural item to resist. You are considered hit if you feel the packet hit you and do not use a power to resist. Status packets cannot be blocked by shields or weapons. If a second status attack is landed while another is still active, the second attack takes effect, and the first is ended.

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Sensory These are not attacks. They are used to gain character state information (with some exceptions). They may be used under the same conditions as mental effects. Sensory powers may target a character that is dying but not characters that are dead. Self Powers that only affect the user, or the user and other voluntary targets. You may have as many self powers active at a time as you wish. Passive Passive powers only affect the user and are always considered active. The effect of passive powers cannot normally be removed by other powers. Mask A mask power is any power that requires the donning of a mask prop. The type of mask you must wear is described in the power text or by the tree that grants use of the mask power. Some mask powers, such as Powerful Form, work in concert with other mask powers and apply whenever you activate any other mask power. Only one mask of any kind may be worn at a time. Touch Touch powers are delivered by a single sig call (no counting) and a touch of the hand. The effect length is determined by the power, though many happen instantaneously. Touch powers can be resisted by spending a willpower and saying “resist”. Counted Touch A counted-touch power, such as Exchange Health or vampire biting, is initiated by a three-second count that can be resisted by moving away or attacking the caster to interrupt his count. If a draining count begins after the initiation count, then the target will be immobilized and unable to speak until the draining is complete. The completion of a counted touch is considered an attack for the purposes of interrupting other

powers. A “bleeding” count is considered an attack each time it does damage. Conditions Conditions are long-term effects such as poisons or illnesses that remain until treated or the end of event. A player may decide to have her condition continue from event to event if she likes. A character affected by a condition will need to follow the rules for that condition (usually stated on a tag or ritual) as well as roleplay in the suggested manner.

STACKING POWERS

Mental / Status Attacks Only one status and one mental effect may be active on a single character at the same time. If you are under one effect and you are then struck by another effect of the same type, the first ends, and the new begins. On Yourself You may have as many self powers active at one time as you wish, but only one of each named power (i.e. you may be affected by Cloak and Powerful Form). Passive powers are always active on your character. Only one mask power can be used at a time (unless stated in the power). Previous mask powers end when you switch masks.

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Character Creation

CHARACTER GUIDES

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

FACTION

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

SUB-FACTION

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

Human Vampire Shifter Wraith

Commoner Fomori Ghoul Gifted Kinfolk (Choose a Tribe p. 50) Sorcerer

Pick from Clans (p. 43)

Pick a Tribe, Breed, and Auspice (p. 49)

Pick a Legion (p. 57)

Humans may choose a single merit at no cost. To become a Fomori, Ghoul, Kinfolk, Gifted Kinfolk, or Sorcerer you must purchase the appropriate merit. Restrictions Some sub-factions have restrictions that must be followed. Check the relevant faction section to see the restrictions on a particular sub-faction. Some sub-factions may also have an experience cost that must be paid in order to create a character in that sub-faction. The experience cost is determined by the tier of the restricted sub-faction. You may not pay this cost with freebies. Tier 1 6 xp Tier 2 12 xp Tier 3 18 xp

PASSIONS (WRAITH ONLY)

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

PATRON

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

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Gaian Totems Rat Unicorn Stag Fenris Griffon Grandfather Thunder Owl Falcon Cockroach Raven Bastet Only: King of Cats, Mistress of Cat Kind Ananasi Only: Queen Ananasa Wyrm Totems Black Fungus Green Dragon Hakaken Whippoorwill Demon Totems Requires Demon Lore (Speak to your CG)

ADVANTAGES

List any advantages as per your faction.

WEAKNESS

List any weaknesses as per your sub-faction.

ENERGY TYPE

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

WILLPOWER

All characters begin with one willpower. Willpower is your character‟s mental resolve. No character may ever have more than 10 willpower.

A character‟s current willpower will refresh back to full at sunrise.

VIRTUE

Virtue type is determined by your faction. Virtue represents your moral character. Wraiths begin with 4 angst. Vampires begin with 6 road. Shifters begin with 7 rage. Humans begin with 7 humanity. A wraith who has 10 virtue becomes a specter. He is permanently in catharsis and is permanently tainted. A vampire or shifter who has 0 virtue enters permanent frenzy and is permanently tainted. A human with 0 virtue must shed the trappings of civilization and behave as a beast. A character with 0 virtue has run wild and may not be checked in again.

SKILLS

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

POWER TREES

Powers are magical abilities that your character possesses due to his faction and subfaction. Powers are organized into trees with three levels. Your Innate Trees are determined by your faction and subfaction choices. Sorcery Trees Sorcerers possess powers in the form of Sorcery. You only need to learn a Sorcery tree one time but each level of the tree must be purchased in order. You must purchase level one before you may purchase level two, and you

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must purchase level two before you can purchase level three. Fomori Trees Fomori possess powers in the form of Fomori trees. You only need to learn a Fomori tree one time but each level of the tree must be purchased in order. You must purchase level one before you may purchase level two, and you must purchase level two before you can purchase level three. Purchasing the first level of a power from a learned fomori tree automatically gives you a mutation. Discipline Trees Vampires and ghouls possess powers in the form of disciplines. You only need to learn a discipline one time but each level of the tree must be purchased in order. You must purchase level one before you may purchase level two, and you must purchase level two before you can purchase level three. Gift Trees Shifters and gifted kinfolk possess powers in the form of gifts. You are not required to learn the first gift in a tree before you learn the second, or third. However, you must have no more level two gifts than you have level one, and no more level three gifts than you have level two. Arcanoi Trees Wraiths possess powers in the form of arcanoi. You only need to learn an arcanoi one time but each level of the tree must be purchased in order. You must purchase level one before you may purchase level two, and you must purchase level two before you can purchase level three.

INNATE TREES AND STARTING POWERS

Fomori Fomori pick one fomori tree as their innate tree. They begin with the first power in this tree. Ghoul Ghouls have the following disciplines as innate trees: Celerity, Fortitude, and Potence. They begin with level one Potence.

Gifted Kinfolk Gifted Kinfolk have the Homid breed and their chosen tribe tree as innate powers. They start with one level-one gift from either of these two trees. Sorcerers Sorcerers pick two sorcery trees as their innate powers. They receive one free level-one power from one of their innate trees. Fellowship trees always count as learned, and a sorcerer can not have more than one fellowship tree. Vampire Vampire‟s innate trees are determined by their clan. They receive three innate powers at character creation. Shifter Shifter‟s innate trees are determined by their breed, auspice, and tribe. They receive three innate powers at character creation. Wraith Wraiths choose three arcanoi as innate trees. They receive three innate powers at character creation.

FINISHING TOUCHES

Derangement

Derangements represent a serious mental flaw in your character‟s thought patterns. Characters with a derangement may have difficulty performing ordinary tasks, but when compelled to do so by a power, they will perform as best they can. Derangements do not allow a character to lose or misplace character knowledge. While your character may not normally be able to recall a memory of an event, a power or other ability could compel such a memory from them. You may select derangements from the list below or have character guides approve something additional:

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Amnesia – You have trouble remembering past events.

Aphasia – Unable to speak coherently.

Melancholia – You are extremely depressed and difficult to motivate.

Delusional – You believe in a reality that simply doesn‟t exist.

Masochism – You drive others to cause you pain.

Megalomania – You must seek to control all things.

Multiple Personality Disorder – You have several distinct personalities, only one of which manifests at any given time.

Obsessive Compulsion – You have a specific order that things must be kept in. If it is out of place you will replace it.

Paranoia – You consider everything a threat.

Regression – Your mind has reverted to a childlike state to protect itself from the world.

Schizophrenia – You hear voices and follow their instructions.

Synesthesia – You are in a permanently hallucinatory state.

Deformity

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

Deranged – Select a derangement from the list above.

Fragile – All damage is considered aggravated.

Hemophilia – Your regeneration rate is always 0.

Horns – You must wear horns.

Lame – You may not run.

Mute – You can not speak

No Claws – You may not use claws or purchase the mixed morph merit.

Puny – Your base maximum health is 8 instead of 10.

Restricted Form – You must always wear your crinos mask as a makeup requirement.

Tail – You must wear a tail.

Withered Arm – You may not use one arm to hold any items during game (including packets).

Weak Musculature (Shifter only) – You do not get the Augment 1 bonus from the powerful form power.

Mutations

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

Hideous – You have some very visible and obvious deformity (e.g. a horse head growing next to your own head).

Horns – You must wear horns.

Restricted Form – You must always wear a mask.

Scaly Skin – You must wear makeup that depicts scales on your entire face as a minimum.

Tail – You must wear a tail.

Tentacles – You can not retract your tentacles (requires tentacles power).

FREEBIE POINTS

Once the above steps have been completed a character has a total of 27 freebie points to spend on this character. They may spend points on the following: Cost Trait 1 4 Pence 3 1 Shilling 3 Energy Point 2 Virtue Point 2 Skill Point 6 Willpower

3 +3 per merit Merits 3 Level 1 Innate Power

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

LORE

Any new character may begin play with knowledge obtained from the core WoD Rulebook for his or her faction, as well as any Dark Ages books for his faction and any other books associated with his sub-faction, provided nothing modern is included. All characters may also begin with basic medieval human knowledge, including common folklore and superstition. Purchasing lore allows you to begin play with knowledge outside of the norm. Characters may spend freebie points to start with character knowledge that is outside of their standard faction and sub-faction IG knowledge. Faction Lore grants access to core starting knowledge for an entire faction other than your own (Vampire, Shifter, Wraith, Mage, or Fae). Sub-faction lore allows a character to have starting knowledge available to a specific sub-faction for which she already has the prerequisite faction lore. Additionally, with sub-faction lore, experience points may be spent to purchase that sub-faction‟s specific power trees as learned powers during character creation (provided there are no other restrictions). Faction or sub-faction lore allows you to begin with any appropriate Dark Ages knowledge found in source books. Demon Lore grants knowledge found in “The Devil‟s Own” source book. You may also begin game with a demon for a patron, and, if a vampire, may start with Dark Thaumaturgy trees. STARTING COIN

A new character begins the game with 5 shillings plus any coin purchased with freebie points. Any starting weapons, shields, or armor purchased by Umbrabound characters may be Relic items.

Umbrabound characters may also purchase a generic Relic item for 6 pence. Starting coin may be spent on the following: Mundane Items Cost Weapon 1 shilling Bow or Crossbow 1 shilling Shield 1 shilling, 6 pence Leather Armor 8 pence Chain/Brig Armor 1 shilling Plate Armor 1 shilling, 9 pence Lock 12 pence Key 2 pence Silver Dagger 15 shillings Supernatural Items Cost Healing Potion 5 pence Antidote 4 pence Common Ritual 1 shilling Obolus (Wraith Only) 1 shilling, 6 pence

COMMON RITUALS

Common Mystical Rites Requirements

A Truth for a Truth Rituals 1 and Perception 1

Binding Circle Rituals 2 and Protection 3

Bulwark Against the Spiritlands

Rituals 2 and either Spirit 3 or any fellowship tree at 3

Cat’s Got Your Tongue Rituals 1 and Curse 1

Hone the Blade Rituals 1 and Warrior 1

Know Mind Rituals 1 and Mind 1

Pass Ward Rituals 1

Return to the Flock Rituals 1, Holy Water 2, and either Healer 3, Patterns 3, or Spirit 2

Séance Rituals 1 and either Spirit 1 or Fortune Telling 3

Summon Forest Spirit Rituals 2 and either Spirit 2 or any fellowship tree at 2

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Common Blood Rites Requirements

Bind the Essence of the Soul Rituals 1 and Necromancy 1

Call Down the Hunter’s Moon Rituals 1 and Quietus 1

Deflection of the Wooden Doom

Rituals 1

Eyes of Despondent Revelation Rituals 1 and either Mortis 1 or Rego Vitae 3

Eyes of the Translator Rituals 1 and Quietus 1

Gentle Repose Rituals 1 and Mortis 1

Heart of Darkness Rituals 1 and Serpentis 1

Innocence of a Child’s Heart Rituals 1 and Serpentis 1

Potency of the Blood Rituals 1 and either Rego Vitae 1 or Serpentis 3

Raise the Lelek Rituals 2 and Viscissitude 2

Recur of the Homeland Rituals 1 and Viscissitude 1

Sanguinus Phial Rituals 1

Seth’s Bane Rituals 2 and Rego Vitae 2

Shatter Psyche Rituals 2 and either Necromancy 2 or Mortis 3

Transubstantiation of the Essence

Rituals 2 and Obtenebration 2

Common Arcanos Rites Requirements

Ask Me No Questions* I’ll Tell You No Lies

Rituals 1 and Embody 1

Break Oath Rituals 2 and either Mnemosynis 2 or Castigate 3

Corpus Armor Rituals 2, Moliate 2, and Armorsmith 1

Dream Walk Rituals 2 and Phantasm 2

Fettered Realm Rituals 1 and Lifeweb 1

Forest Meld Rituals 1 and Puppetry 2

Forge Weapon Rituals 1, Inhabit 1, and Blacksmith 1

Hollowing Rituals 1 and Flux 2

Liquid Assets Rituals 1 and Usury 2

Mint Obolus Rituals 1 and Blacksmith 1

Pass Ward Rituals 1 and Argos 1

Poltergeist Rituals 2 and Outrage 2

Purify Psyche Rituals 1 and Castigate 1

Reflections Rituals 1 and Fatalism 1

Song of Better Days Rituals 1 and Keening 2

The Gleaming Rituals 2 and Intimation 3

Ward Against the Living Rituals 3 and Pandemonium 3

Common Other Requirements

Holy Ward Rituals 2 and Holy Water 3

EXPERIENCE POINTS

Players who have earned experience points may spend them at character creation as freebie points. Additionally, they may purchase learned power trees from sub-factions for which they have the corresponding sub-faction lore. They may also purchase other learned power trees as indicated below:

Common Glyph Rites Requirements

Cleansing Rituals 1

Honor the Scar Rituals 1 and Ahroun 1

Rite of Accomplishment Rituals 1 and Galliard 1

Rite of Attunement Rituals 1

Rite of Spirit Brew Rituals 2 and Theurge 2

Rite of the Cup Rituals 1

Stone of Scorn Rituals 1 and Philidox 1

Summon Spirit Rituals 1 and Theurge 1

Voice of the Jackal Rituals 1 and Ragabash 1

Ward Against Spirits Rituals 2 and Theurge 2

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Sorcerers – Without purchasing sub-faction knowledge, may purchase: Any non-fellowship spell trees.

Wraith – Without purchasing sub-faction knowledge, may purchase: Any Arcanoi trees or any Dark Arcanoi trees.

Ghouls and Vampires – Without purchasing sub-faction knowledge, may purchase: Animalism, Auspex, Celerity, Fortitude, Obfuscate, Potence, Presence, and Dominate.

Shifters – Without purchasing sub-faction knowledge, may purchase: Breed and Auspice trees.

GENERATION

A Vampire‟s lowest starting generation is limited by the size of their Vitae pool. Note that this does not indicate age of the vampire, simply generation. Older vampires should also spend XP in areas other than energy pool.

Energy Pool Vampire Generation

50 Vitae 5th Generation

30 Vitae 6th Generation

20 Vitae 7th Generation

15 Vitae 8th Generation

12 Vitae 9th Generation

10 Vitae 10th Generation

RANK

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

CHECK IN

At your first check in, you will be given tags for each of your starting items. The following tags are free:

Wraith – 2 fetter tags

Tzimisce – 2 dirt tags

Sorcerer – 2 foci tags At subsequent check-ins, you will also be able to spend experience to advance your character (see below). Some powers, merits, abilities, and rituals allow you to receive tags, money, or special knowledge during check in. You may only receive these boons for one character, and that must be the character you use to begin play at event.

ADVANCEMENT

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

● Attending an event – 3xp

● Winning an award – 1xp

● Preparing for an event as staff – 5xp

● NPCing at an event – 1xp per NPC (maximum of 3 per event)

● Donations – by donation (See Donations Forum)

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Learned Powers In order to gain a new power you must first be taught the first level of the power tree. Once the first level of a tree has been purchased a teacher is not required to advance. This includes abilities, arcanoi, spells, and disciplines. Shifters and kinfolk must be taught the specific level of a gift tree. (They may learn Ahroun 2 without learning Ahroun 1 but they must still have one level-one gift for each level-two gift and one level-two gift for each level-three gift.) Teaching Each game, your character may only teach one skill and one power per event. Shifters and gifted kinfolk may teach one skill and one innate gift. All other characters may teach any power tree they have mastered by obtaining all three levels of power. You may only have one taught power and one taught skill for each character at any time. If you are taught a new power or skill before spending XP to purchase the first one, the teaching will be lost. Spending Experience Points Cost Trait 1 Changing Road 2 Skill Point 2 Virtue Point 3 Energy Point 6 Willpower

3 +3 per merit Merit 3 Level 1 Innate or Corrupt Power 6 Level 2 Innate or Corrupt Power 6 Tier 1 Restricted Sub-Faction Lore (creation only) 9 Level 3 Innate or Corrupt Power 6 Level 1 Learned Power 9 Level 2 Learned Power 12 Level 3 Learned Power 12 Tier 2 Restricted Sub-Faction Lore (creation only) 18 Tier 3 Restricted Sub-Faction Lore (creation only)

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

SELF NERFING

At Check-In you may choose to remove or decrease character card stats. Nothing is gained by removing any of the following from your character, but you are allowed to do so if you wish:

Permanent willpower

Virtue (may increase instead if a wraith)

Energy pool

Non-corrupt powers

Skills

Merits Additionally you may add any of the following to your character:

Devour count

Derangement

Mutation (fomori only)

Disfigurement You may also choose to enter game with any number of the following stats decreased:

Maximum health (as if struck by agg)

Current health

Energy

Willpower And you may choose to begin game tainted if you were untainted at the end of the previous game.

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Humans

HUMAN RULES

● All humans are Realmbound.

● Human energy type is Vitality unless altered by a merit.

● Human virtue type is Humanity.

● When creating a human character you may chose a single merit at no cost (This is taken before freebie points are spent).

AGGRAVATED DAMAGE

Humans take aggravated damage from damage

calls with a <type> of “Fire”* “Blood”* “Dark”* or “Agg”. See aggravated damage (p. 9) for more details.

HEALING

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

ENERGY

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

HUMANITY

Human virtue is called humanity. A human with 0 virtue must shed the trappings of civilization and behave as a beast. Humanity may be expended in the following ways:

● While tainted Humanity may be spent as Willpower.

TYPES OF HUMANS

Commoner Humans are the basis of every creature in the World of Darkness and the most difficult to play in a world dominated by the supernatural. All factions rely on humans in some way. Vampires drink their blood, werewolves are born from them, and humans are the source of passion energy for

wraiths. Thus they are used as tools and pawns in a never-ending struggle for survival. Amazingly many humans have no idea that monsters live among them as the supernatural strive to maintain the secrecy of their existence so that humans may live their lives in blissful ignorance. Ghoul Ghouls are humans imbued with the blood of a vampire. Many are kept under Blood Oath to ensure loyalty, but some free ghouls have escaped and roam the lands in search of vampire blood to feed their addiction. You may play any kind of ghoul mentioned in Dark Ages Vampire, but you must use the rules presented here for ghouls. A new character with the Ghoul merit may begin play with vampire faction lore at no additional cost. Ghoul Rules

● Ghoul energy type is Vitae.

● Ghoul innate disciplines are Celerity, Fortitude, and Potence.

● Ghouls have regeneration 1.

● Ghouls may not use any powers from gifts or sorceries while they are an active ghoul.

● Ghouls only regain energy from drinking the blood of a vampire.

Becoming a Ghoul Consuming more than a single point of vitae from a vampire in one feeding will cause a human to become a ghoul. Ghoul Maintenance As a ghoul, you must consume 2 vitae from any vampire in a single feeding at each event, or your ghoul merit and disciplines will become dormant. Gifted Kinfolk Only 1 in 10 children born to a were-animal parent actually become a were-animal. The

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

● Kinfolk‟s energy type is Gnosis.

● Kinfolk have a subfaction tribe from the shifter section (p. 50).

● Kinfolk‟s innate gifts are their tribe tree and the Homid tree.

Regaining Gnosis Gifted kinfolk use Gaian nodes to regain gnosis. These are fixed locations with a laminated card saying “Gaian Node” that are visible in the Umbra. A gifted kinfolk may use each node once per cycle of the moon (once per event) by meditating within 10 feet of the node for one minute. After the gifted kinfolk finishes meditating, he gains gnosis equal to the value stated on the node card, not exceeding his maximum energy pool. Sorcerers Sorcerers represent a wide variety of humans wielding a limited amount of supernatural power. They range from hedge mages, druids, and witches to healers, alchemists, and priests. Regardless of the source of their power, sorcerers can prove very helpful allies or minions to any supernatural creature. Sorcerer Rules

● Sorcerer energy type is Essence.

● Sorcerers may pick any two sorceries as innate power trees.

Regaining Essence Sorcerers refill their energy pool automatically at sunrise.

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

Sorcerer Trees

ANIMAL

1 Beast Mind 2 Frenzy 3 Frenzy Control

BODY

1 Withstand, Endure 2 Poison Immunity 3 Resilience

CURSE

1 Forgetful Mind 2 Body Wrack 3 Paralyze

HEALER

1 Healing Touch 2 Serenity 3 Revive

PERCEPTION

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

MIND

1 Confusion 2 Telepathy 3 Obedience

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PATTERNS

1 Shatter 2 Fabricate Armor 3 Disable

PROTECTION

1. Avert 2. Cloak 3. Sanctuary

SPIRIT

1 Resist Gauntlet 2 Cleanse 3 Exorcism

WARRIOR

1 Snarl 2 Might 3 Avoidance

FELLOWSHIP SORCERERS

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

Fellowship Trees

AHL-I-BATIN

1 Insight 2 Visions 3 Hasty Escape

MESSIANIC VOICES

1 Silence 2 Entrancement 3 Ranged 2 <Light>

OLD FAITH

1 Root 2 Venom 3 Toughness

ORDER OF HERMES

1 Disarm 2 Fire 2 3 Daze

SPIRIT TALKERS

1 Hallucination 2 Dreamshape 3 Gauntlet Walk

VALDAERMEN

1 Taunt 2 Clawed Form (Bear Mask) 3 Powerful Form (Bear Mask) Fomori Fomori represent humans who have unwittingly or willingly turn themselves over to the Wyrm. They have offered their bodies as a host to a bane spirit who gives them power to bring the Wyrm‟s wrath to the Realm. Fomori Rules

● Fomori must use health, virtue, or willpower as energy for their fomori powers.

● Pick a single innate Fomori tree.

● Fomori are tainted and cannot be cleansed.

● All Fomori have at least one derangement.

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

Fomori Trees

ENTICER

1. Tentacles 2. Tainted Entrancement 3. Paralyze

FERECTORI

1. Tainted Snarl 2. Terror 3. Gauntlet Walk

GOREHOUND

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

TOAD

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

Becoming a...

SORCERER

● Purchase the Sorcerer merit at check-in or character creation.

● Energy pool becomes Essence.

● Pick two innate trees and choose one to start at level 1.

● You may not purchase this merit if you have the Gifted Kinfolk merit.

GIFTED KINFOLK

● You must have the Kinfolk merit to become a Gifted Kinfolk after character creation.

● Request the Gifted Kinfolk merit at check-in (no cost) or purchase at character creation.

● Energy type becomes Gnosis.

● Pick a tribe (paying any additional cost if you pick a restricted tribe).

● Your tribe tree and the Homid tree become innate trees. Pick a level 1 gift from one of these trees to start with.

● You may not purchase this merit if you have the Sorcery merit.

FOMORI

● Purchase the Fomori merit at character creation or be changed by bane spirits during game.

● Pick an innate tree from the Fomori list. You receive one dot in this tree.

● Energy type does not change, you activate your fomori powers with health, virtue, or willpower instead of energy.

● Being a fomori causes you to be permanently tainted.

● Gain a derangement of your choice if you do not already have one.

GHOUL

● Purchase the Ghoul merit at character creation or be given two points of blood at the same time by a vampire.

● Energy type becomes Vitae.

● Innate trees become Celerity, Fortitude, and Potence. Gain level 1 Potence.

● All gifts and spells become dormant and cannot be used while this merit is in effect.

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VAMPIRE

● Be given one point of blood from a vampire while dying.

● Energy type becomes vitae.

● Clan is the same as the vampire that feeds you the blood. Generation is the sire‟s generation plus one. Innate trees are based on clan.

● The following merits are lost: Sorcerer, Ghoul, and Gifted Kinfolk (replaced by Kinfolk).

● The following abilities are lost: Alchemy, Holy Water

● All spells and gifts are lost.

● Upon awaking as a vampire, you will have 1 health and 1 Vitae, plus 1 additional Vitae for each point fed to you after the first.

SHIFTER

● You must have the kinfolk merit to become a shifter.

● Make the request at check-in to have your name entered in the drawing to shift. One character is selected to shift each game. You may enter a tribe, and auspice on your request but you must have sufficient XP to pay for any restricted tribe.

● Energy type becomes Gnosis.

● Tribe, Breed, and Auspice trees become innate.

● The following merits are lost: Sorcerer, Ghoul, Kinfolk, and Gifted Kinfolk.

● The following abilities are lost: Alchemy, Holy Water

● All spells and disciplines are lost.

WRAITH

● A human or any character with the Lost Soul merit may come back as wraith after dying, but she must wait at least until the next full event after her death.

● A character with the Mortwight merit may come back as a specter immediately upon death.

● All character knowledge is retained with the new wraith character and any skills are also retained. Otherwise follow the rules for wraith character creation, but do not apply the three points of abilities for new characters.

● You do not gain any money, rituals, or tagged items with your new wraith character.

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Vampires

VAMPIRE RULES

● Vampires are Realmbound.

● Vampire energy type is Vitae.

● Vampire virtue type is Road.

AGGRAVATED DAMAGE

Vampires take aggravated damage from damage

calls with a <type> of “Fire” or “Light”. See aggravated damage (p. 9) for more details. Vampires will take one aggravated damage for each 10 seconds they spend in daylight outside of a building. Door thresholds define what is inside and outside of a building. Inside of buildings, even next to windows or doors, are safe. In order to prevent damage from sunlight, a vampire must wear head and hand coverings, a long sleeve shirt, and leg coverings. Acceptable coverings include wide brim hats, hoods, gloves, extra long sleeves, helmets, and gauntlets. Character guides have the final say on acceptable garb.

HEALING

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

ROAD

Road represents the code to which a vampire adheres to keep her beast at bay. New characters begin on the road of Humanity unless Character Guides approve otherwise. Additional roads are listed in the wiki. A character may learn a new road IG from an character with significant experience with that road. Road may be expended in the following ways:

● Immediately enter frenzy.

● After devouring another vampire, one point of road is lost immediately.

● While tainted, road may be spent as willpower.

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

EATING FOOD

All vampires may eat food.

BLOOD OATH

A vampire‟s blood has the ability to form a powerful bond with those who drink it. This bond can be permanently maintained if blood is continually fed to the thrall. After drinking a vampire‟s blood one time* a character will be enamored with the vampire for the remainder of the event. The character will have additional interest in the vampire‟s actions and location. They may even try to have chance meetings or take small actions to please the vampire. After drinking a vampire‟s blood twice in the same event, with at least a 10 minute gap between feedings, a character becomes oathed to the vampire. The thrall must follow all rules of an oath (p. 16). The oath remains active until the thrall plays through an entire event without drinking any of their regent‟s blood. A character may only be blood oathed to one character at a time. Additional attempts to blood oath a character have no effect, but other types of oaths can still be established.

ENERGY

A vampire that is being drained by biting or cutting loses Vitae rather than health. Vampires are not affected by bleeding calls. A vampire who reaches 0 energy loses one virtue and enters a energy frenzy unless he spends a willpower to resist. While in frenzy, the vampire attempts to bite any targets he can find. If the vampire is unable to regain any energy within 1 minute he will fall unconscious until he gains one point of energy.

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If after being unconscious for one hour the vampire has not regained any energy, he will wake up ravenously hungry, but no longer be in a frenzy. A vampire regains energy by draining health from a target. A vampire may bite a target to begin draining health (p. 13). Draining health from targets in different factions has different effects based on faction:

Human – 1 health drained becomes 1 energy

Shifter – 1 health drained becomes 2 energy - Attacker affected by Passion: Anger

Ananasi – 1 health drained becomes 1 energy - Attacker affected by Venom.

Wraith – 1 health drained becomes 1 energy

Fae – 1 health drained becomes 2 energy - Attacker affected by Hallucination: pretty colors.

Vampire – 1 energy drained becomes 1 energy - Attacker is potentially affected by a blood oath as described above.

Spirit – 1 health drained becomes 1 energy.

EMBRACING

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

CREATING GHOULS

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

Cainite Clans

ASSAMITE

Proud and deadly, Assamites live by a foreign code. Originating from the Holy Land, Assamites consider themselves judges and guardians of the night. Restriction: This is a tier 1 restricted character. Additional experience or freebie points must be paid to play this clan.

Weakness: Drinking blood from a vampire afflicts you with a condition that causes you to crave more of the target‟s blood. Disciplines: Celerity, Obfuscate, Quietus

BAALI

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

BRUJAH

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

CAITIFF

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

CAPPADOCIAN

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

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

FOLLOWERS OF SET

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

GANGREL

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

GARGOYLE

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

GIOVANNI BLOODLINE

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

LAMIA BLOODLINE

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

LASOMBRA

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

MALKAVIAN

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

NOSFERATU

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

RAVNOS

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

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

SALUBRI

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

TOREADOR

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

TREMERE

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

TZIMISCE

The fiends of Transylvania, the Tzimisce revel in their inhumanity and rule over a frightened population as dreaded voivodes.

Restriction: This is a tier 1 restricted character. Additional experience or freebie points must be paid to play this clan. Weakness: You must have one of your tagged dirt pouches on your person in order to activate powers from disciplines. You get 1 new dirt tag at each check-in. Disciplines: Animalism, Auspex, Vicissitude

VENTRUE

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

Disciplines (Powers)

ANIMALISM

1 Beast Mind 2 Disquiet, Frenzy 3 Frenzy Control

AUSPEX

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

CELERITY

1. Disarm 2. Avoidance 3. Hasty Escape

CHIMERSTRY

1. Hallucination 2. Monsters 3. Horrid Reality

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DAIMOINON

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

DEIMOS

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

DEMENTATION

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

DOMINATE

1. Forgetful Mind 2. Obedience 3. Conditioning

FORTITUDE

1. Withstand, Endure 2. Resilience 3. Toughness

MORTIS

1. Wither 2. Meld 3. Decay

MYTHERCERIA

This discipline can‟t be taught or gained through amaranth. 1. Confusion 2. Meditate 3. Gauntlet Walk

NECROMANCY

1. Insight 2. Umbra Sight 3. Umbra Drain

OBFUSCATE

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

OBTENEBRATION

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

POTENCE

1. Shatter 2. Might 3. Brutal Strike

PRESENCE

1. Snarl 2. Entrancement 3. Majesty

PROTEAN

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

QUIETUS

1. Silence 2. Venom 3. Daze

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SERPENTIS

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

THAUMATURGY: CREO IGNEM

1. Fire 2 2. Fire Sword 3. Fire 4

THAUMATURGY: REGO AQUAM

1. Silence 2. Fabricate Armor 3. Paralyze

THAUMATURGY: REGO VITAE

1. Sense Generation, Sense Oath, Sense Energy

2. Ranged 2 <Blood>

3. Aggravated 1

VALEREN HEALER

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

VALEREN WARRIOR

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

VICISSITUDE

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

VISCERATIKA

This discipline can‟t be taught or gained through amaranth. 1. Cloak, Clawed Form 2. Avoidance 3. Powerful Form, Tough Form

Dark Thaumaturgy

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

PATH OF THE DEFILER

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

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

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

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

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

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Shifters

SHIFTER RULES

● Shifters are Realmbound.

● Shifter energy type is Gnosis.

● Shifter virtue type is Rage.

● Each shifter has three subfactions: Tribe, Breed, and Auspice.

● Shifters may only teach innate gifts.

AGGRAVATED DAMAGE

Shifters take aggravated damage from damage

calls with a <type> of “Fire”* “Silver”* and “Wolfsbane”. See aggravated damage (p. 9) for more details.

HEALING

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

CRINOS

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

REGAINING GNOSIS

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

STEPPING SIDEWAYS

Shifters are able to move from the Realm to the Umbra and from the Umbra to the Realm at no cost. At a Gaian node, this may be done immediately by touching the node and putting on

or taking off a white headband as appropriate. At any other location, a shifter must first meditate for 60 seconds before putting on or taking off a white headband. A shifter who has 0 gnosis in her energy pool may not step sideways.

RAGE

Rage may be expended in the following ways:

● Immediately enter frenzy.

● Immediately after reaching 0 health levels return to 1 health level. This will cause the shifter to enter frenzy.

● While tainted, rage may be spent as willpower.

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

Breeds

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

HOMID

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

LUPUS

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

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METIS

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

Auspices

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

AHROUN

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

GALLIARD

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

PHILODOX

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

RAGABASH

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

THEURGE

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

Tribes

BLACK FURIES

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

BLACK SPIRAL DANCERS

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

BONE GNAWERS

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

CHILD OF GAIA

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

FENRIR

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

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2. Venom 3. Hero‟s Stand

FIANA

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

RED TALONS

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

SHADOW LORDS

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

SILENT STRIDERS

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

SILVER FANGS

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

WARDERS OF MAN

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

Bastet Tribes

BAGHEERA

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

BUBASTI

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

CEILICAN

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

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SWARA

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

Other Fera Tribes

ANANASI

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

CORAX

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

RATKIN

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

Wyrm Gifts

All of the powers from the following trees are corrupt powers

CORRUPTION

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

CUNNING

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

DEFILING

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

STRENGTH

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

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Wraiths

WRAITH RULES

● Wraiths are Umbrabound.

● Wraith energy type is Pathos.

● Wraith virtue type is Angst.

AGGRAVATED DAMAGE

Wraiths take aggravated damage from damage

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

HEALING

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

ANGST

Angst may be added in the following ways:

● Immediately enter catharsis.

● After devouring another wraith, one point of angst is gained immediately.

● While tainted, the psyche may choose to take a point of angst in lieu of spending a willpower.

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

CATHARSIS

Triggered by voluntarily gaining one angst point, when your pathos reaches zero (resisted by willpower), or if you are successfully hit with the Induce Catharsis power. Catharsis lasts a minimum of 10 minutes, during which your shadow takes control. You must act your shadow archetype and are able to use everything on your character sheet as normal in addition to any effects granted by your thorn. The Disquiet or Serenity

powers will end catharsis, returning control to your psyche. After 10 minutes you may leave catharsis at will.

EATING FOOD

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

FETTER

Fetters are objects, people and rooms that tie wraiths to the mortal world and allow wraiths to affect the Realm. A wraith must touch a fetter in-character during an event before he can use any skill, attribute or arcanos that affects the Realm. Fetters are destroyed only by means explained in the rules. A fetter object must be at least 3 inches in length. A fetter person is either designated at the wraith's character creation or IG with an appropriate power or ritual. She must carry the fetter tag with her character sheet. Wraiths may not be fetters for other wraiths. Fetter rooms are designated with a ritual that contains more information. Additional rules:

● Any conscious character carrying a fetter on her person in the Umbra will suffer exposure damage until the fetter is dropped. (Make sure any receiving character is aware of this fact if she otherwise wouldn‟t be.)

● Carrying your own fetter is difficult, so a wraith may only carry it in his hand. The fetter must remain visible.

● A wraith will gain +1 to her regeneration rate when touching a fetter belonging to her.

● Another character holding a wraith‟s fetter is immune to all attacks from that wraith, unless he is in the same

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realm and using a boffer attack. Say “fetter* no effect”. The fetter must be kept in a visible, prominent position to make use of this.

● A fetter person is considered to be holding the linked wraith‟s fetter for all intents and purposes under the rules, but does not take aggravated damage while in the Umbra for doing so.

● A wraith may choose to “resolve” one of her own fetters at any time she is not in catharsis. Simply remove the tag and destroy it. Speak with character guides if you are unsure of how and why this would be appropriate.

HARROWING

Instead of entering a dying state at 0 max health or after 10 minutes of incapacitation, a wraith will enter a harrowing. If a specter, the wraith will become dying as normal and subsequently be consumed by Oblivion (dead). Otherwise, he will enter an intense personal conflict with his shadow within the Labyrinth, deep in the Tempest. Go out of game and report to ST camp, or go to an OOG area such as the parking lot. The wraith player must remain out of game for a minimum of one hour, and if he does not have any fetters in game, he may not return for the remainder of the event (he may bring in a different character). Upon exiting a harrowing, a wraith immediately gains two angst. If returning in the same event, the wraith player must remain OOG until he can locate one of his fetters. If he can not find a fetter within 30 minutes, then all fetters are assumed to be missing, and he may not return during this event.

REGAINING PATHOS

Wraiths use haunts to regain pathos. These are fixed locations with a laminated card saying “HAUNT” that can only be detected by wraiths. A wraith may use each haunt that matches one of his passions once per day (from sunset to sunset)

by meditating in the vicinity of the haunt (inside the same building or within 10 feet) for one minute. After the wraith finishes meditating, he gains pathos equal to the value stated on the haunt card, not exceeding his maximum pathos pool.

UMBRA SIGHT

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

PORTAL WALK

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

CAUL

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

MASKS

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

THORNS

When a wraith‟s shadow takes control* whether by catharsis or the wraith becoming a

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specter, they gain access to an extra power or effect called a thorn. The thorn is specific to the wraith‟s shadow archetype, and can only be used while the shadow is in control. Read the details of your thorn under the Shadows section carefully to determine how and when you may use it. Bonus pool points gained upon entering catharsis can not exceed your normal maximums. Upon becoming a specter, your thorn will either be permanent or change into some other power or effect. See the section in parentheses after each thorn.

Shadows

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

ABUSER

This shadow represents the battered “inner child” who has come full circle, grown up out of her terrible beginnings to inflict more pain on others. When dominant, this Shadow uses her power to abuse others: mindlessly lashing out, demanding servitude, or methodically inflicting pain and suffering.

Thorn: Gain +4 pathos upon entering catharsis. (Specter: gains Horrid Reality power)

BETRAYER

The betrayer takes perverse pleasure in gaining other people‟s trust and then breaking that trust at the worst possible moment. Maybe he likes the powerful feeling it gives him. Maybe he just thinks it‟s funny. When the shadow is dominant* betray the psyche's friends to their enemies. You neither have nor need friends, and you will betray anyone who thinks he is your ally. Thorn: While in catharsis, you may lie as though it were the truth when giving character knowledge, regardless of any effects you are under.

Does not work on powers that determine character state. (Specter: effect is permanent)

DEVOURER

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

DIRECTOR

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

catharsis. (Specter: +2 permanent willpower)

FREAK

The Freak knows all your secrets and gets a perverse kick out of them. It enjoys making you do what you most loathe. When the Freak is in power, it often tries to shame its host. It will force the host to indulge in many terrible acts. Moreover, the Freak takes almost as much pleasure in dredging up others‟ perversity and exposing it to the world.

Thorn: Gain +4 pathos upon entering catharsis. (Specter: gains Induce Sin and Induce Passion powers)

LUNATIC

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

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

MARTYR

The Martyr wishes only to quit its existence as soon as possible. He may try and drag others down with him, but his main goal is to force you to embrace Oblivion, to complete the process of death. When this Shadow is in power, it will immediately place the host in the most dangerous situation it can. It will also preach to other wraiths about the futility of continued existence and the need to sacrifice oneself for a higher goal. Thorn: You may activate the Hero‟s Stand power for free at the moment you enter catharsis. (Specter: gains Hero‟s Stand power)

MONSTER

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

PARANOID

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

PARENT

Overprotective, loving and caring, this shadow wants you to love only her* and if you don‟t listen, she‟ll make you feel guilty for not listening. She knows your dirty thoughts and vile secrets, but she still loves you (though no one else could ever love such a monster). When in power, this shadow

often seeks to “protect” other wraiths and instill guilt for the things they‟ve done. She will also attempt to destroy any and all relationships the psyche has.

Thorn: Gain +4 pathos upon entering catharsis. (Specter: gains Entrancement power)

RATIONALIST

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

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

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Core Arcanoi

ARGOS

1. Cloak 2. Resilience 3. Hasty Escape

CASTIGATE

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

EMBODY

1. Disembodied 2. Appear 3. Materialize

FATALISM

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

FLUX

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

INHABIT

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

INTIMATION

1. Sense Desire 2. Induce Sin 3. Craving

KEENING

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

LIFEWEB

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

MNEMOSYNIS

1. Forgetful Mind 2. Telepathy 3. Obedience

MOLIATE

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

OUTRAGE

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

PANDEMONIUM

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

PHANTASM

1. Cognizance 2. Dreamshape 3. Daze

PUPPETRY

1. Control Voice 2. Control Body 3. Possession

USURY

1. Pathos Exchange 2. Health Exchange, Expel Corpus 3. Pathos Investment

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Dark Arcanoi

The following powers can only be used by specters or wraiths that are in catharsis. These trees may not be taught or learned by wraiths with less than 10 angst that are not in catharsis. The powers in these trees are purchased at the same XP cost as innate powers.

CONTAMINATE

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

HIVE MIND

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

LARCENY

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

MALEFICENCE

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

TEMPEST WEAVING

1. Cloak 2. Meld

3. Form of Vapor

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Merits

ADEPT

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

AVERTED WEAKNESS

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

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

FOMORI (Human only)

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

GHOUL (Human only)

A human will automatically gain this merit if he is given 2 points of blood from a vampire in the same feeding. You gain Celerity, Fortitude, and Potence as innate trees. You get one level in the Potence tree. Your energy type becomes vitae. Being given blood by a vampire will refill your vitae pool. If you go through an entire event without consuming at least two blood from a vampire in the same feeding, this merit goes

dormant. To reactivate this merit you must consume two points of blood from a vampire in one feeding. While this merit is active, all sorcery trees and gifts go dormant as well. You may start the game with faction lore about vampires at no cost. This merit does not count against your total number of merits when purchasing new ones.

HEALTHY

Your maximum health is increased by one.

HARDY

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

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

INCOME

You have a small income source from a job, small business or benefactor. Most of your earnings go to supplies but you gain 3 pence at check-in each game. This merit may be purchased multiple times.

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

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

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

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

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

MISPLACED HEART < location> (Vampire only)

After your embrace, your heart relocated to another location in your body. Choose one: right arm, left arm, right leg, or left leg. A stake in the heart will not affect you. You are considered staked only if the stake is targeted at the chosen <location>.

MIX MORPH (Shifter only)

You may use claws without putting on a mask.

MOON TIES (Shifter only)

When the moon phase matches your Auspice during an event, you gain Augment 1 for that event.

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

NIMBLE

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

ORACLE

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

PALE AURA

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

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

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total number of merits when purchasing new ones.

STRONG WILL

Mental powers last half of their normal duration on you.

TAINTED SOUL

You are permanently tainted.

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

UMBRAL AFFINITY (Shifter only)

Stepping sideways when not at a Gaian node takes you 30 seconds of meditation instead of 60.

Skills

ACADEMICS

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

ALCHEMY (Requires Sorcery)

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

Price Master Price

Golden Chain 3 pence 2 pence Foxglove 2 pence 1 pence Hemlock 1 pence 0 pence

Belladonna NA 5 pence Love Potion 3 pence 2 pence Spite Potion 3 pence 2 pence

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

ARCHERY

You may use a bow or crossbow.

ARMORSMITH

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

Price Master Price

Leather 5 pence 3 pence Chain/Transitional 7 pence 5 pence Breast Plate N/A 11 pence

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

BLACKSMITH

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

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

Price Master Price

Melee Weapon

7 pence 5 pence

Bow or crossbow

7 pence 5 pence

Shield 10 pence

8 pence

Silver dagger

NA

10 shillings

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

BRAWL

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

ESCAPOLOGY

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

FORTUNE TELLING

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

HERBALISM

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

Price Master Price

Healing Potion (4 health)

3 pence 2 pence

Antidote (removes all conditions)

2 pence 1 pence

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

HOLY WATER (Human only)

1. Create one Holy Water vial each game at the novice price. 2. Create two Holy Water vials each game at the novice price, or one at the master price. 3. Create two Holy Water vials each game, both at the master price. Item Novice

Price Master Price

Holy water

2 pence 1 pence

Holy water may be delivered as a poison. It has no effect on humans, but for non-humans it causes an unresistable Body Wrack effect. You may spend 5 minutes roleplaying with an appropriate prop to attach a tag to that prop while in game. You must have at least two tools of your trade in your possession to do this.

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HYPNOTISM

1 You may use the Hypnotism power 1 time per day. 2 You may use the Hypnotism power 2 times per day. 3 You may use the Hypnotism power 3 times per day.

LOCKSMITHING

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

Price Master Price

Lock 1 shilling

10 pence

Key 2 pence 1 pence You may spend 5 minutes roleplaying with an appropriate prop to attach a tag to that prop while in game. You must have at least two tools of your trade in your possession to do this.

MEDICINE

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

3 You may heal a target up to a total of 6 health levels. To do this, roleplay tending their wounds for 60 seconds while the target does nothing except talk* and then say “Medicine 6”. If the target‟s current health is below 6, it will rise to 6. You may also touch a target and ask “Sense Condition?” and the target answers yes or no per character state.

MELEE

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

RITUALS

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

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Powers

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

APPEAR (Self) Cost: 1 Energy Call: “Realm” Enter the Realm for 10 minutes. You cannot use powers with an energy cost or any power in the Usury tree. You may return to the Umbra for free at any time by stating “Umbra”. You will return to the Umbra if you are struck by the Daze power or if you become incapacitated or dying. While using this power to remain in the Realm, you will take aggravated damage from Fire and Blood effects.

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

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

BALEFIRE (Damage)

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

BEAST MIND (Mental)

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

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

BODY WRACK (Status)

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

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

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BRUTAL STRIKE (Damage <Meta>) Cost: Energy equal to the <number> of the damage attack call.

Call: “Brutal <damage call>” The caster may add the Brutal Meta onto a single damage call made with a boffer weapon. Brutal attacks are considered successful and cause damage even if blocked.

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

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

CLOAK (Self) Cost: 1 energy Call: “Cloak” You may spread your hand out in front of your face to indicate that you are no longer visible. You may not use this power within 10 seconds of having made an attack. This power will end if you speak, interact with any object or person, make an attack, or no longer have a splayed hand in front of your face.

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

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

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

CONDITIONING (Other <Meta>) Cost: 4 energy

Call: “Conditioning <Mental Power Call>” At the end of a conversation with a target lasting at least 60 seconds, you may add the “Conditioning” Meta call onto any mental attack that does not use the “Mass” Meta call. Powers with the conditioning Meta call can‟t be resisted or broken with willpower.

CONFUSION (Mental)

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

CONTROL BODY (Mental) Cost: 1 Energy

Call: “Breach Control Body <command>” The caster may use this power from the Umbra on a target in the Realm. The target must attempt to perform the stated command. You may use the following commands: “Sit”* “Stay”* “Grovel”* “Babble” or “Walk”

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

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

CRAVING (Touch <Condition>) Cost: 1 Energy

Call: “Craving <single word>” After speaking with the target for one minute the caster may activate this power. The word mentioned becomes the target‟s primary desire.

DARK SWORD (Damage <type>) Cost: 1 energy

Call: “Dark <damage number>”

You may add the Dark <type> onto a single damage call. This may only be used with weapons.

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

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

DERANGE (Mental)

Cost: 1 Energy

Call: “Derange <derangement>” While under the effect of this power, the target must roleplay as if he has the stated derangement. The derangement selected must be one that is present on the caster‟s character sheet.

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

DETECT FETTER (Touch) Cost: 1 Energy

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

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

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DISARM (Damage <Meta>) Cost: 1 energy

Call: “Disarm <damage call>” The caster may activate this power to add the “Disarm” Meta call onto a boffer attack. If not resisted, the target must drop any weapon used to block the attack.

DISEMBODIED (Self) Cost: None

Call: “Vocalize <statement>” The caster may use this power to speak across the Gauntlet at any volume. He may also touch a target in the Realm and have her feel it. If necessary* cross your fingers and say “you feel this.”

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

DREAMSHAPE (Touch <condition>) Cost: 1 energy

Call: “Dreamshape <dream> <action> <non-plural

noun>” This power may be used on a target that is incapacitated, asleep, or under the Daze effect to give them a dream. The caster places two fingers to the target‟s temple and describes a short dream. Or if the target is asleep, the caster leaves a 3x5

card with the <dream> <action> <noun> written down. When the target awakes, he immediately carries out the action to the best of his ability as directed in the call. The power ends once the action has been performed one time. The target may attack and defend himself as normal. This power may not be used to cause a target to harm himself. Umbrabound creatures in the umbra may use this power across the Gauntlet by saying “Breach” before the sig call.

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

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

EXORCISM (Mental)

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

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

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

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

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

FETTER CONSUMPTION (Touch) Cost: 1 Energy Call: “Fetter Consumption” Destroy a fetter by spending 1 energy and removing the fetter tag from the target prop, or by touching a target who is a fetter and saying “Fetter Consumption* give me your fetter tag”. The caster should OOG inform the owner of the fetter of its destruction as soon as possible. Tags from destroyed fetters may be exchanged for blank fetter tags at check in.

FETTER CREATION (Touch)

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

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

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

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

FORGETFUL MIND (Touch)

Cost: 1 Energy Call: “Forgetful Mind” The target loses the last 10 minutes of character knowledge and can never recover those memories.

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

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

FRENZY CONTROL (Self)

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

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

HALLUCINATION (Mental) Cost: 1 energy

Call: “Hallucination <description>” The target has a hallucination that fits with the

description in some way. The <description> is limited to three words.

HASTY ESCAPE (Self)

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

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

HEALTH EXCHANGE (Counted Touch) Cost: None Call: “Tapping 1* Tapping 2* Tapping 3” Touch a target in the same realm as you and attempt an initiation count. If successful, you may give health from your health pool* “Giving health 1* giving health 2* etc.”* or you may take health from the target into your health pool,

“Health drain 1* health drain 2* etc.” You may not take health in excess of your maximum health, nor may you give health to a target in excess of the target‟s maximum health. Users of this power do not gain any beneficial conversion ratios when draining from targets such as shifters or fae.

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

HERO’S STAND (Self)

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

HIDDEN TAINT (Passive) Cost: None Call: None A character with this power will answer “No” to any use of Sense Taint power on them. He may also pass through a Ward Against the Wyrm. If he has the Tainted power, he may

choose not to use the <Taint> m\Meta call.

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

HORRID REALITY (Mental) Cost: 1 Energy

Call: “Horrid Reality <description>” The target must roleplay as if she is dying in

the way described. The <description> is

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

HYPNOTISM (Mental)

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

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

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

INDUCE SIN (Mental)

Cost: 1 Energy

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

INSIGHT (Touch) Cost: 1 Energy

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

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

LIGHT SWORD (Damage <type>) Cost: 1 energy

Call: “Light <damage number>”

You may add the Light <type> onto a single damage call. This may only be used with melee weapons.

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

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

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

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

MELD (Self) Cost: 3 Energy Call: “Meld” After spending 1 minute totally still you may activate this power to go out of game for a

minimum of 4 hours. You are expected to sleep in an OOG area while this power is in effect, but you may also play NPCs. To return to game you must go back to the spot you used the power and state “Meld” to come back into game.

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

MIMIC (Touch) Cost: 3 energy

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

MONSTERS (Mental)

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

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

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OBEDIENCE (Mental)

Cost: 1 Energy

Call: “Obedience <action>” or “Obedience <action>

<person, place, or thing>” (action or target spoken IG). The target immediately carries out the action to the best of her ability as directed in the call. The power ends immediately once the action has been performed one time. The target may attack and defend herself as normal, unless prohibited by the command. This power may not be used to cause a target to harm herself. “Obedience: “Jump” will end after the target jumps once. “Obedience: Go to Durham.” Will end after 10 minutes or when the target reaches Durham, whichever happens first. “Obedience: “Kill that guy over there with the blue headscarf” is also valid.

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

PASSION (Mental) Cost: 1 Energy

Call: “Passion <emotion>” or “Passion <emotion>

for <person or object>” The target feels the stated emotion. If a person or object is used, the target feels the emotion towards the stated person or object. Umbrabound creatures in the umbra may use this power across the Gauntlet by saying “Breach” before the sig call.

PATHOS EXCHANGE (Counted Touch) Cost: None Call: “Tapping 1* Tapping 2* Tapping 3” Touch a target in the same realm with you and attempt an initiation count. If successful, you may give pathos* “Giving pathos 1* giving pathos

2* etc.”* or you may take pathos* “Pathos drain 1* pathos drain 2* etc.” Targets that are not wraiths are immune to this power and state “no effect”. You may not take pathos in excess of your maximum pool, nor may you give pathos to a target in excess of the target‟s maximum pool.

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

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

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

POSSESSION (Mental)

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

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

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

RANGED 2 <type> (Damage) Cost: None

Call: “<type> 2” The caster may throw a packet for 2 points of,

type> damage, where <type> is indicated by the specific power.

RANGED 4 <type> (Damage) Cost: 1 energy

Call: “<type> 4” The caster may throw a packet for 4 points of

<type> damage, where <type> is indicated by the specific power.

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

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

REALM GRASP (Self)

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

RELEASE SPIRIT (Touch)

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

REND THE LIFEWEB (Other)

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

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

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

RESIST TAINT (Self)

Cost: 1 Energy Call: “Resist Taint” The caster may use this power any time they would become tainted or poisoned to prevent that effect.

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

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

SANCTUARY (Mental)

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

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

SENSE AMARANTH (Sensory)

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

SECRET ANGST (Self)

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

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

SENSE DEMON (Sensory)

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

SENSE DESIRE (Sensory)

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

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

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

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

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

SENSE FETTER (Sensory)

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

SENSE GENERATION (Sensory)

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

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

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

SENSE MAXIMUM HEALTH (Sensory)

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

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

SENSE OATH (Sensory)

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

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

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SENSE SPIRIT (Sensory)

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

SENSE TAINT (Sensory)

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

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

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

SHATTER (Other)

Cost: 1 Energy Call: “Shatter” This power may be used after the caster roleplays breaking the item for 10 seconds while touching it with both hands. The caster should remove and destroy the tag from the item. This power may also be used to break free from being bound.

Wraiths with Flux may use this power across the gauntlet by adding the “Breach” Meta call.

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

SILVER ARMOR (Passive)

Cost: None Call: None Silver is no longer a source of aggravated damage.

SILVER CLAWS (Damage <type>) Cost: 1 energy

Call: “Silver <damage number>”

You may add the Silver <type> onto a single natural weapon attack.

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

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

SONG OF RAGE (Mental)

Cost: 1 Energy Call: “Song of Rage” After the caster shouts out a war cry, he may activate this power. While under the effects of this power, the target may choose to frenzy

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

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

SUBJUGATE (Mental)

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

TAINT (Passive) Cost: None Call: “Tainted”

You must add the tainted <Meta> call to all attacks.

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

TELEPATHY (Other)

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

anyone with telepathy may hear the conversations of people with two fingers held to their temple.

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

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

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

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

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

TRUE FORM (Mental)

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

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

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

UMBRA STRIKE (Self)

Cost: 1 energy

Call: “Breach <attack call>

While in the Realm, you may make a damage, status, or mental attack on a target in the Umbra by adding the “Breach” Meta call.

VENGEANCE OF SAMIEL (Passive)

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

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

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

WEAPONRY (Other)

Cost: 1 Energy Call: “Weaponry” Spend 10 seconds reshaping a target‟s limbs into claws or tentacles and placing an appropriate

boffer into the target‟s hands. The recipient of this power may use each claw or tentacle boffer until she releases the boffer from her hand. The caster may be the target of this power.

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

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

WOADLING (Touch)

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

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

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


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