Empowered to Speak (•) Because he does not necessarily have the same connection to
You are recognized as an official mouthpiece for your regnant. the Kindred as her Touchstone, if things go poorly, they may
If he isn’t present, you are empowered to speak on his behalf. go very poorly for your character directly depending on what
You may answer questions to the best of your abilities and even the Beast wants.
make minor decisions on your regnant’s behalf.
Beloved (•)
Effect: When speaking on behalf of your character’s regnant, No matter how it manifests, the Kindred to whom you are a
your character may act as if she had his level of City Status. Touchstone has powerful feelings for you. So powerful that the
Your character is treated as a member of the city when acting Beast lies down to be calm for you. You are a soothing influence
on behalf of her regnant. that may one day save her soul.
Vitae Hound (•) Prerequisite: Ghoul or Human, Touchstone
You are an aficionado of Vitae, and can sense what you need in Effect: A vampire for whom your character is a Touchstone
much the same way your regnant can sense blood. You may act as has a +2 die bonus to resist frenzy when in your presence.
your regnant’s prized hunting companion, or even receive a minor Furthermore, when trying to talk her down from frenzy, your
city position pursuant to this talent if you play your cards right. character treats the Kindred’s Blood Potency as two lower, (to
a minimum of 1.)
Prerequisite: Ghoul
Effect: Your character can use the rules for Kindred Senses, Watch Dog (••)
(p. 90). For the purposes of searching by smell, she adds one For those who ramble, living nomadically with their regnants,
half of her regnant’s Blood Potency, rounded up. staying awake and alert during the long day shifts and parting
most of the night can take supernatural skills. The mutual
Beast Whispers (••) need for survival that runs back and forth through Kindred
You have a unique ability to soothe the Beast and speak to a and ghoul allows this gift to manifest.
vampire normally lost to the Beast during a frenzy.
Prerequisite: Ghoul, Regnant has Auspex
Prerequisite: Ghoul or Human Effect: During the day, your Regnant can give up her ability
Effect: Your character can talk any Kindred down from to use her Auspex Discipline. If she does, you may use it as
frenzy as if he were the Kindred’s Touchstone (see p. 87). though you had it at whatever level she possesses.
300 Vampire: the Requiem
The list below includes a range of common Conditions that success on three successes instead of five. This could apply to
can be applied to characters through events in the story. Disciplines such as Nightmare, or Dominate under the right
circumstances.
ADDICTED (PERSISTENT)
This Condition fades naturally after a number of nights equal
Your character is addicted to something, whether drugs, to the Blood Potency of the vampire who caused it. In the case
gambling or other destructive behaviors. Some addictions are of the predatory aura, this is the vampire who won the conflict.
more dangerous than others, but the nature of addiction is In the case of testing for detachment, this is the vampire’s own
that it slowly takes over your life, impeding functionality. If Blood Potency.
you are addicted, you need to indulge your addiction regularly
to keep it under control. A specific addiction should be chosen After resolving Bestial, your character cannot be subject to
upon taking this Condition; characters can take this Condition this Condition again for a full month.
multiple times for different addictions. Being unable to feed
your addiction can result in the Deprived Condition (see below). Possible Sources: A monstrous predatory aura conflict, facing
a breaking point.
Possible Sources: Alcoholism, substance abuse, Vitae
Addiction. Resolution: Cause damage in someone’s last three Health
boxes.
Resolution: Regain a dot of Integrity, lose another dot of
Integrity, or achieve an exceptional success on a breaking point. Beat: n/a
Beat: Your character chooses to get a fix rather than fulfill BROKEN (PERSISTENT)
an obligation.
Whatever you did or saw, something inside you snapped.
AMNESIA (PERSISTENT) You can barely muster up the will to do your job anymore, and
anything more emotionally intense than a raised voice makes
Your character is missing a portion of her memory. An entire you flinch and back down. Apply a –2 die penalty to all Social
period of her life is just gone. This causes massive difficulties rolls and rolls involving Resolve, and a –5 die penalty to all use
with friends and loved ones. of the Intimidation Skill.
Possible Sources: Physical or psychological trauma, the Possible Sources: Tremendous psychological trauma, the
Dominate Discipline. Nightmare Discipline, some Ghoul Merits.
Resolution: You regain your memory and learn the truth. Resolution: Regain a dot of Integrity, lose another dot of
Depending on the circumstances, this may constitute a breaking Integrity, or achieve an exceptional success on a breaking point.
point at a level determined by the Storyteller.
Beat: You back down from a confrontation or fail a roll due
Beat: Something problematic arises, such as a forgotten arrest to this Condition.
warrant or old enemy.
CHARMED (PERSISTENT)
BESTIAL
You’ve been charmed by a vampire’s supernatural force of
Your character acts on primal, physical impulses. Frightening personality. You don’t want to believe that anything he says is a
things make him run. He meets aggressive threats with violence lie, and you can’t read his true intentions. The vampire adds his
and anger. Take a –2 die penalty to all rolls to resist frenzy or Majesty dots to Manipulation rolls against you, and any Wits +
physical impulse. As well, take a –2 die penalty to Defense Empathy or Subterfuge rolls you make to detect his lies or uncover
due to impulsive action. Any rolls to compel your character his true motives suffer a penalty equal to his Majesty dots. Using
to impulsive, aggressive action or escape achieve exceptional supernatural means to detect his lies become a Clash of Wills.
You want to do things for the vampire, to make him happy.
If he asks, you’ll do favors for him like he was one of your best
Appendix Two: Conditions 301
friends — giving him a place to crash, lending him your car covered in spiders, but just looking at yourself is enough to
keys, or revealing secrets that you really shouldn’t. You don’t clarify matters. Germs, on the other hand.…
feel tricked or ripped off unless you resolve the Condition. It
expires normally (without resolving) after one hour per dot of You can’t truly repress your belief, but spending a point of
the vampire’s Blood Potency. Willpower lets you come up with an explanation (albeit one
that sounds psychotic when you explain it to someone else)
Possible Sources: The Majesty Discipline. as to why your delusion does not apply to a specific situation.
Resolution: The vampire attempts to seriously harm you
or someone close to you, you make a significant financial or Possible Sources: The Nightmare Discipline.
physical sacrifice for him. Resolution: You completely disprove your delusion, or destroy
Beat: You divulge a secret or perform a favor for the vampire. the vampire who is the source of your paranoia.
Beat: You adhere to your paranoid belief despite evidence
COMPETITIVE to the contrary.
Your character must assert dominance and superiority. DEPENDENT (PERSISTENT)
Either she gives it her all, or she falters. Any time she’s in direct
competition with another character, she suffers a –2 die penalty Your character has become obsessed with a mortal. This
on any rolls where she doesn’t spend Willpower. This includes obsession is for both attention and for blood. She suffers all
contested and extended rolls. As well, any rolls to tempt or the effects of a second-stage blood bond (see p. 100) as if she
coerce her into competition achieve exceptional success on were bound to the mortal.
three successes instead of five.
Possible Sources: Daeva clan bane.
This Condition fades naturally after a number of nights equal Resolution: Death of the mortal.
to the Blood Potency of the vampire who caused it. In the case Beat: Your character suffers loss because she avoided
of the predatory aura, this is the vampire who won the conflict. responsibility for her obsession.
In the case of testing for detachment, this is the vampire’s own
Blood Potency. DEPRIVED
After resolving Competitive, your character cannot be subject Your character suffers from an addiction. She is unable to get
to this Condition again for a full month. her fix, however, leaving her irritable, anxious, and unable to
focus. Remove one from her Stamina, Resolve, and Composure
Possible Sources: A challenging predatory aura conflict, dice pools. This does not influence derived traits; it only
facing a breaking point. influences dice pools that use these Attributes.
Resolution: Win or lose a competition where someone Possible Sources: Your character is Addicted but cannot
reaches a breaking point. get a fix.
Beat: n/a Resolution: Your character indulges her addiction.
Beat: n/a
CONFUSED
Your character cannot think straight, either because of some DISTRACTED
mental power or good old-fashioned cranial trauma. You take
a –2 die penalty on all Intelligence and Wits rolls. Constant confusion and distractions buffet your character
from all sides. She cannot take extended actions, and suffers a
Possible Sources: A blow to the head, dramatic failure when –2 die penalty to all rolls involving perception, concentration,
using some Auspex powers. and precision.
Resolution: Take half an hour to focus and clear your mind. This Condition does not grant a Beat when resolved.
Take any amount of lethal damage. Possible Sources: Being in a swarm.
Resolution: Leaving the swarm.
Beat: n/a Beat: n/a
DELUSIONAL (PERSISTENT) DOMINATED
You believe something that isn’t actually true — maybe you A vampire has given your character a specific command that
think that someone is poisoning your food, that a doppelganger she cannot go against. You don’t have a choice whether or not
has replaced your daughter, or that something lives in the
shadows of your apartment. You don’t actually hallucinate
images that reinforce your delusion; you may believe that you’re
302 Vampire: the Requiem
to follow the command — your will is no longer your own. If ENSLAVED (PERSISTENT)
your task has a natural end, such as “Follow that man until he
enters an apartment then call me with the address,” you resolve You’re totally in thrall to the vampire who inflicted this
the Condition once you complete it; otherwise it ends at sunrise. Condition. You can no longer tell when her instructions end
Once you resolve this Condition, you can’t quite remember what and commands issued by Dominate begin. She tells you to do
happened while you were under the vampire’s spell. something and you do it. She tells you what you remember, and
you remember it. This Condition counts as the Mesmerized
Possible Sources: The Dominate Discipline. Condition for the purpose of the Dominate Discipline. She
Resolution: Take more bashing or lethal damage than your doesn’t have to look at you to issue a command as long as you can
Stamina. Experience a breaking point when following the hear her voice. You do not apply your Resolve as a penalty to the
command, and succeed at the related Resolve + Composure vampire’s dice pool for Entombed Command and Possession.
roll. Follow the vampire’s command.
Beat: n/a Possible Sources: The Dominate Discipline.
Resolution: Kill the vampire who controls you. Undo her
DRAINED mental control by supernatural means.
Beat: You’re made to do something that you wouldn’t
Your character has been fed from extensively, and suffers from normally do.
blood loss. He suffers a –2 die penalty to any physical actions,
and rolls to stabilize and survive injuries. As well, after any scene ENTHRALLED (PERSISTENT)
where he exerts himself physically, he must make a Stamina roll
or fall unconscious for an hour or more. The Drained penalty You’re fanatically loyal to a vampire, willing to go to any
does not apply to the Stamina roll, but any wound penalties do length for him. You’ll happily take actions that threaten your
apply. Taking damage, being fed from, or spending Willpower own life — ramming a speeding truck head-on, jumping in
on a physical roll applies as physical exertion for this Condition. front of a gun-wielding psycho, or handing over your spouse
and children for the vampire to play with. The compulsion
Possible Sources: A vampire’s feeding. lasts for one night for each dot of the vampire’s Blood Potency.
Resolution: All lethal damage healed through normal means.
Beat: n/a You need to spend a point of Willpower just to take an
action that goes against your master’s commands. Doing so is
ECSTATIC an immediate breaking point at Humanity 1. If you fail, you
chicken out at the last minute; only if you succeed can you do
Your Beast has been temporarily sated through the use of something that the vampire doesn’t want you to do.
blood sorcery. For as long as the Beast is quiet, the character may
feed as though her Blood Potency were three dots less than her Possible Sources: The Majesty Discipline.
rating (minimum one), and has a +2 die bonus to avoid frenzy. Resolution: You take serious harm (more lethal damage than
your Stamina) when protecting the vampire, or you succeed at
Possible Sources: Exceptional success on a Crúac ritual. a breaking point roll related to the Condition.
Resolution: Feeding, sleeping, or resisting a frenzy. Beat: You put yourself in harm’s way to protect the vampire.
Beat: n/a
FALSE MEMORIES (PERSISTENT)
ENERVATED (PERSISTENT)
The character is in the second stage of soul loss. Her The way you remember things doesn’t match up with how
instinctive efforts to shore up her Willpower by giving into her they happened. You might remember a son who didn’t exist,
urges have failed, her Integrity has gone and her Willpower is your alcoholic father abusing you despite being raised an orphan,
now fading. In addition to the effects of Soulless, she can no or never getting married. You believe your memories to be true
longer regain Willpower through her Virtue, only her Vice. no matter what; even conclusive proof has a hard time getting
Indulging herself brings diminishing returns — whenever she through to you. Being faced with proof that your memory is fake
does so, her permanent Willpower drops by one dot before she is a breaking point for you at a level set by the Storyteller.
regains Willpower points to the new maximum.
Possible Sources: The Dominate Discipline
Possible Sources: Soul loss.
Resolution: Face proof that your memory is false and succeed
Resolution: The character regains her soul. at the breaking point.
Beat: Lose a dot of permanent Willpower. Beat: Your character trusts someone or takes a risky action
based on his faked memories alone.
Appendix Two: Conditions 303
FRIGHTENED HUMBLED
Something’s scared you to the point where you lose rational Your character has felt the touch of the divine and trembled.
thought. Maybe you’ve just looked down at a hundred-story She feels unworthy and wretched. For as long as the Condition
drop, or seen a tarantula the size of your fist crawling up your lasts, she suffers a –2 die penalty to Resolve rolls and may not
leg. Whatever the case, you need to leave right now. Your only regain Willpower from her Requiem.
priority is getting the fuck away from the thing that’s frightened
you — the hell with your stuff, your friends, and your allies. If Possible Sources: Dramatic failure on a Theban Sorcery ritual.
someone tries to stop you from escaping, you’ll fight your way Resolution: The character regains Willpower using her Mask.
past them. You can’t approach the source of your fear or act Beat: n/a
against it — and if the only way out involves going near the
source of your fear, you’ll collapse on the ground in terror. INSPIRED
Supernatural creatures prone to loss of control, including
vampires, must roll to avoid frenzy. This Condition lasts until Your character is deeply inspired. When your character takes
the end of the scene; suppressing its effects for a turn costs a an action pertaining to that inspiration, you may resolve this
point of Willpower. Condition. An exceptional success on that roll requires only
three successes instead of five and you gain a point of Willpower.
Possible Sources: The Nightmare Discipline, coming face to
face with a phobia. Possible Sources: Exceptional success with Crafts or
Expression, the Inspiring Merit, the Auspex Discipline.
Resolution: The character escapes from the source of his fear.
Resolution: You spend inspiration to spur yourself to greater
Beat: n/a success, resolving the Condition as described above.
FUGUE (PERSISTENT) Beat: n/a
Something terrible happened. Rather than deal with it or let INTOXICATED
it break you, your mind shuts it out. You are prone to blackouts
and lost time. Whenever circumstances become too similar to Your character is drunk, drugged, or otherwise dulled to
the situation that led to the character gaining this Condition, the world around her. While she’s probably not hallucinating,
the player rolls Resolve + Composure. If you fail the roll, the her inhibitions and reactions are both lower than they should
Storyteller controls your character for the next scene; your be. Your character suffers a –2 die penalty to all Dexterity and
character, left to his own devices, will seek to avoid the conflict Wits dice pools. Characters using Social maneuvering against
and get away from the area. her face two fewer Doors than usual.
Possible Sources: Psychological trauma, encountering a Possible Sources: Heavy drinking or drug use.
breaking point, some Ghoul Merits. Resolution: You sleep it off, or face a breaking point.
Beat: n/a
Resolution: Regain a dot of Integrity, lose another dot of
Integrity, or achieve an exceptional success on a breaking point. JADED
Beat: You enter a fugue state as described above.
GUILTY Your character has no interest in the ways of the living. He
eschews mortal society and only acts to better himself. Because
Your character is experiencing deep-seated feelings of guilt of this, his Beast takes tighter hold on his actions. Any rolls to
and remorse. This Condition is commonly applied after a resist frenzy suffer his Humanity dots as a cap, and he cannot
successful detachment roll, p. 108. While the character is under spend Willpower to hold back frenzy. He may still ride the wave.
the effects of this Condition, he receives a –2 die penalty to
any Resolve or Composure rolls to defend against Subterfuge, Possible Sources: Detachment failure.
Empathy, or Intimidation rolls. Resolution: Meaningful interaction with a Touchstone.
Beat: n/a
Possible Sources: Encountering a breaking point, some
Ghoul Merits. LANGUID
Resolution: The character confesses his crimes and makes Your character feels the draw of torpor. His actions grow
restitution for whatever he did. sluggish each night that passes, until eventually he falls to the
Beat: n/a
304 Vampire: the Requiem
sleep of ages. Every night that passes with this Condition, levy with her Beast, due to the fire of Longinus’s words. She does
a cumulative –1 die penalty on all actions. As well, rising from not need to use Willpower to ride the wave, and can ride the
daysleep requires a point of Vitae for each dot of Blood Potency. wave on three successes instead of five.
Possible Sources: Losing a Touchstone. Possible Sources: The Anointed Merit.
Resolution: Falling to torpor. Resolution: Falling to frenzy or riding the wave.
Beat: n/a Beat: n/a
LETHARGIC SATED
Your character is drained and lethargic, feeling the weight of sleeplessness. Your character gave her Beast an outlet that stopped it from
With this Condition, your character cannot spend Willpower. As well, for driving her to frenzy. Until she resolves this Condition, she has
every six hours he goes without sleeping, take a cumulative –1 die penalty a +1 die modifier to rolls to resist Frenzy.
to all actions. At every six-hour interval, make a Stamina + Resolve roll
(with the penalty) to resist falling asleep until the sun next sets. Possible Sources: The Animalism Discipline.
Resolution: Frenzy, or resist significant provocation to frenzy
Possible Sources: Fighting daysleep. (a situation with a modifier of –3 or more to resist).
Resolution: Sleeping a full day. Beat: n/a
Beat: n/a
SCARRED
MESMERIZED
Your character was subject to a violent bite from Kindred fangs.
Your character’s will is subordinate to that of a vampire. You’re He’s disturbed, angry, paranoid, and prone to lashing out. With
not obviously hypnotized — you’re a bit quiet and reserved compared this Condition, take a –2 die penalty to any rolls to resist fear,
to normal, but nothing out of the ordinary. When the vampire who such as with the Nightmare Discipline or the Intimidation Skill.
inflicted this Condition gives you a command, you cannot resist. If As well, any creature exhibiting a predatory aura attempting to
it’s something that you wouldn’t normally do, you might look like frighten or intimidate your character receives a +2 die bonus.
you’ve been hypnotized or that you’re sleepwalking, but otherwise
you look and act normally. If you resolve this Condition, gain a Possible Sources: A violent bite from a vampire.
+3 die bonus to resist further attempts to Mesmerize you in the Resolution: Lash out physically, causing three or more levels
same scene; you also can’t quite remember what happened while of lethal damage to someone.
you were under the vampire’s spell. This Condition fades naturally Beat: n/a
after a scene, which does not count as resolving the Condition.
SHAKEN
Possible Sources: The Dominate Discipline.
Resolution: Take any amount of bashing or lethal damage. Something has severely frightened your character. Any time
Experience a breaking point as part of a vampire’s command. your character is taking an action where that fear might hinder
Beat: n/a her, you may opt to fail the roll and resolve this Condition.
OBSESSION (PERSISTENT) Possible Sources: Facing a breaking point, the Auspex
Discipline.
Something’s on your character’s mind and she just can’t shake it. She
gains the 9-again quality on all rolls related to pursuing her obsession. Resolution: The character gives into her fear and fails a roll
On rolls that are unrelated to her obsession, she loses the 10-again as described above.
quality. Obsession can be a temporary quality per Storyteller approval.
Beat: n/a
Possible Sources: The Acute Senses Merit.
Resolution: The character sheds or purges her fixation. SPOOKED
Beat: Character fails to fulfill an obligation due to pursuing
her obligation. Your character has seen something supernatural — not overt
enough to terrify her, but unmistakably otherworldly. How
RAPTURED your character responds to this is up to you, but it captivates
her and dominates her focus.
Your character is filled with the glory of God’s admonishment,
the grace of her damnation. She finds an unsettling harmony Possible Sources: The Unseen Sense Merit, the Wet Dream
Devotion.
Appendix Two: Conditions 305
Resolution: This Condition is resolved when your character’s SUBSERVIENT (PERSISTENT)
fear and fascination causes her to do something that hinders the
group or complicates things (she goes off alone to investigate a A vampire has pressed down on your will, and you find it hard
strange noise, stays up all night researching, runs away instead to resist doing what she wants even when she doesn’t use her
of holding her ground, etc.). supernatural powers of command. She can give you commands
as though you were Mesmerized even when you do not have
Beat: n/a that Condition. You can spend a Willpower point to resist her
commands, but she can just Mesmerize you and order you that
SOULLESS (PERSISTENT) way. She still needs to use Dominate to alter your memory.
This Condition fades naturally after a week unless the vampire
The character is in the first stage of soul loss. Without a soul, she applies it to you again during that time.
can’t attempt abjuration, warding, or binding (see see The World
of Darkness Rulebook or The God-Machine Chronicle). She is Possible Sources: The Dominate Discipline.
also more susceptible to possession — any dice pools to resist being Resolution: Take more lethal damage than you have Stamina
taken over by another entity are at a –2 die penalty. The effects on when following the vampire’s command. Experience a breaking
Integrity and Willpower, though, are more severe. For as long as point when following the command and succeed at the roll.
she has this Condition, she does not regain Willpower through Beat: The vampire makes you do something that you wouldn’t
surrender or rest, and her use of Virtue and Vice is reversed — she normally do.
may regain one Willpower point per scene by fulfilling her Virtue
without having to risk herself, and regains full Willpower once per SWOONING
chapter by fulfilling her Vice in a way that poses a threat to herself.
Regaining Willpower through Vice, though, is now a breaking Your character is attracted to someone and is vulnerable
point with a –5 die penalty unless the character has reached where they are concerned. He may have the proverbial
Integrity 1. For a vampire, it is a breaking point at Humanity 2. “butterflies in his stomach” or just be constantly aware of the
object of his affection. A character may have multiple instances
Possible Sources: Soul loss. of this Condition, reflecting affection for multiple characters.
Resolution: The character regains her soul. He suffers a –2 die penalty to any rolls that would adversely
Beat: The character loses Integrity because she indulged affect the specified character, who also gains +2 die bonus on any
her Vice. Social rolls against him. If the specified character is attempting
Social maneuvering on the Swooning character, the impression
STEADFAST level is considered one higher (maximum of perfect; see p. 174).
Your character is confident and resolved. When you’ve failed Possible Sources: Be on the receiving end of an exceptional
a roll, you may choose to resolve this Condition to instead success of a Persuasion or Subterfuge roll, dramatic failure on
treat the action as if you’d rolled a single success. If the roll is a using the Majesty Discipline, fed on non-violently by a vampire,
chance die, you may choose to resolve this Condition and roll have another character help you fulfill your Vice (if mortal).
a single regular die instead.
Resolution: Your character does something for his love
Possible Sources: Encountering a breaking point interest that puts him in danger, or he opts to fail a roll to resist
Resolution: Your character’s confidence carries him through a Social action by the specified character.
and the worst is avoided; the Condition is resolved as described
above. Beat: n/a
Beat: n/a
TAINTED
STUMBLED
Your character committed diablerie, and now retains traces
Your character has hit a complication while attempting a of her victim’s soul. Once per chapter, the victim can come back
blood sorcery ritual. Each successive roll in the extended action to haunt your character and try to force her destruction. This
is at a –3 die penalty. brief burst penalizes any one dice pool by the victim’s Blood
Potency dots, or adds to a dice pool opposing your character.
This Condition does not grant a Beat when resolved. This takes the form of subtle manifestations, or whispers that
Possible Sources: Dramatic failure on a blood sorcery ritual. urge and distract. Your character may have multiple instances
Resolution: The ritual ends. of this Condition, reflecting different victims.
Beat: n/a
306 Vampire: the Requiem
Possible Sources: Diablerie. THRALL (PERSISTENT)
Resolution: A number of months pass equal to the victim’s
Blood Potency score. Every level of aggravated damage your The character has fully succumbed to the effects of
character takes reduces this time by one month. soullessness. She may not spend Willpower points for any
Beat: n/a reason, may not use her Defense in combat, may not spend
Experiences, and suffers all the effects of the Broken Condition
TASKED (p. 301) as well. The player should only continue playing a
character with this Condition if there’s a chance of regaining
Your character’s clan, covenant, or family tasked her with the soul.
a duty, and the responsibility carries weight. Take the 8-again
quality on all rolls relating to the task. Any rolls not pertaining Possible Sources: Soul loss.
to the task lose the 10-again quality. Resolution: The character regains her soul.
Beat: The character is victimized as a result of her Condition.
Possible Sources: Dynasty Membership Merit.
Resolution: Complete the task; fail the task. WANTON
Beat: n/a
TEMPTED Your character wants, for the sake of wanting. He’s distracted with
temptations of excess and indulgence. Any Composure or Resolve rolls
Your character came close to losing control. Her Beast came to resist temptation suffer a –2 die penalty. As well, the character that
at her, and she refused the call. Now, the Beast remains close brought forth this Condition achieves exceptional success on three
to the surface. She gets a –1 die penalty to any rolls to resist successes instead of five when making any rolls to tempt your character.
frenzy. Until she sheds this Condition, each time she resists This could apply to Majesty rolls as well as mundane social rolls.
frenzy, the penalty increases by one. For example, after three
successful resistances, note this Condition as “Tempted –3” on This Condition fades naturally after a number of nights equal to
your character sheet. the Blood Potency of the vampire who caused it. In the case of the
predatory aura, this is the vampire who won the conflict. In the case
Possible Sources: Successfully resisted frenzy. of testing for detachment, this is the vampire’s own Blood Potency.
Resolution: Kill. Fall to frenzy. Have a meaningful
connection with a Touchstone. After resolving Wanton, your character cannot be subject to
Beat: n/a this Condition again for a full month.
Possible Sources: A seductive predatory aura conflict, facing
a breaking point.
Resolution: Indulge in something that constitutes a breaking
point.
Beat: n/a
Appendix Two: Conditions 307
EPILOGUE
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308 One Year Later
AhqmetrmjmtouonaenhyDyrtoedieneibsesuoptetfecsthenegadoiaihdllaoodalergilu,ingunienzmlparsatasrgaesnswetlea”adtiIi.tgooytItwaoleiSnnolcirke,nowh;tome.abuewepsafWuaplcisoadkhnetonseodeli’lhiIltvIrevtlseeoikae,nrroitgvfwwntgoeemfhttgialmohtbdaetnhhalaotteetdgehnhewaeaArwneindminInnlrtpaig,aecthswIohIneoobwaoaefiniwodwgmhnse;goromaopaeanbtuwsrrwryeukegskhtaoshgtoierinitosnnlelcedsfteidan.holoT.olasoglioJmhwMy,nhfu.tgaaeeoacsobnteyAaiwtedn…mbnrltfeiAeeafrelcoeesdoalsetriadyrchcersaIoenanaeoll.;reetomlwweddSubrewpeuaahgnntinanhyaitetomdgst.tt.eiwt“enIwodo’aSgtsatoafto’nctssiosthlhatleaIisetemndkrkcegua.kkee
kawcscinsaalSrdonlsolhsgeengedseogor.,lwmndew-eaevknseee,tryhgps.soeeeSorttwfhtesherocuiogtbwhnptgajaluirynnnas.tadtehTmidsehteerhtes,oeltoswhbwhneehgaa,peymoernuoosowtuhr.fenee…Sdhwfthefroearoauscullg.iiekbhp.BelsteduB. sutIAtehtniethedmtahswhdeeedereywromrwinikteggihdhesrmsthle;ieuknest’ersht.iwtcinShh.eeherSreehe
And I was haunted.
One Year Later 309
A Perfectionist 87
Penitent 87
Academics Skill 164 Questioner 87
Acolyte. See Circle of the Crone, the. Rebel 87
Actions 170 Scholar 87
Resistance 171 Social Chameleon 87
Advantages 81, 82 Spy 87
Aggravated Wounds. See Damage. Survivor 87
Akhud 29 Visionary 87
Allies Merit 118 Armor 180-181
Alternate Identity Merit 118 Aspirations 79, 82, 274
Anonymity Merit 118 Assault, the 94
Amaranth 60, 61 See also Traditions, the, Third; see also Athens, Greece 239
Diablerie. Athletics Skill 166
Ambition’s Source 208. See also Strix, Dread Powers. Attack. See Combat, Attack.
Anchors 84. See also Mask, Dirge and Touchstone. Attributes 79, 89, 163
Ancilla 70, 74 Mental 163
Animal Ken Skill 167 Physical 163
Animalism 19, 28, 82, 126-128 Selecting 80, 82
Anna Red 212 Social 164
Archetypes 81, 84. See also Mask and Dirge. Strix 201
Authoritarian 84 Tasks 170
Augmented Vitae Draught 157. See also Coils of the Dragon,
Child 85 Scales.
Competitor 85 Auspex 22, 83, 91, 128-130
Conformist 85 Contact 128
Conspirator 85 Versus Obfuscate. See Disciplines, Clash of Wills.
Courtesan 85 Avus 74, 98
Cult Leader 85 Awe 133. See also Majesty.
Deviant 86
Follower 86 B
Guru 86
Idealist 86 Balance, keeping 164
Jester 86 Bane 98, 101, 108
Junkie 86 Clan 103
Martyr 86 Strix 197, 198, 203, 205
Masochist 86 Baron, the 214
Monster 86 Bashing. See Damage.
Nomad 86 Beast, the 72, 74, 91. See also Frenzy.
Nurturer 86
310 Vampire: the Requiem
Atrocious Merit 110 Defending Against 152
Aspects 92 Inventing New Rituals 151
Miracles 151, 153-154
Enticing Merit 112 Modifiers 152
Lashing Out 92, 135 Potency 152
Predatory Aura 91 Rites 151, 152-153
Strix 199 Rolls 151
Beast’s Hackles 128. See also Auspex. Sacrifice 151
Beast’s Hunger 157. See also Coils of the Dragon. Blood Sympathy 72-73, 74, 91, 94, 98
Beast’s Power 157. See also Coils of the Dragon. Close Family Merit 111
Beast’s Rebuke, the 209. See also Strix, Dread Powers.
Beast’s Skin 140. See also Protean. Detecting 99
Beats 79 Discipline Use 99
Blood 276 Bloodline 74, 80, 98
Gaining 83, 103, 193 Blush of Life 90, 98
Beijing, China 243 Brawl Skill 166
Berlin, Germany 247 Breaking Barriers 164
Biting 94, 177. See also Combat. Breath Drinking 201
Black Cat, the 215 Breath Eater 210. See also Strix, Dread Powers.
Blandishment of Sin 153. See also Theban Sorcery, Miracles. Body of Will 142. See also Devotions.
Blood 56 Burlesque Grotesque, the 68
Animal 95
Bloodhound Merit 110 C
Cold 95
Cutthroat Merit 111 Cacophony 68-69, 198
Detecting 91 Cacophony Savvy Merit 110
Distinguished Palate Merit 111 Call to Serve 158. See also Coils of the Dragon.
Drinking 7, 56, 73, 89 Camarilla 27, 39, 42, 50, 74
Sources of 95 Carthian Movement, the 16, 19, 22, 25, 28, 32-34, 74, 80, 82
Tasting 91, 111 Carthian Law 74, 80, 115-116
Blood Blight 153. See also Crúac, Rites.
Blood Bond 36, 73, 74, 95. 99, 298 Carthian Pull Merit 110
Honey Trap Merit 112 I Know a Guy Merit 115
Perversion 100 Night Doctor Surgery Merit 113
Resisting 100 Celerity 15, 22, 83, 130-131
Stages 100 Chain of Command 142. See also Devotions.
Blood Cleansing Ritual 158. See also Coils of the Dragon, Chapter. See Time.
Scales. Character Creation 79-84, 282
Blood Potency 81, 89, 91, 275 Checklist 287
Bloodlines 98 Concept 79, 82, 283
Effects Chart 90 Quick Reference 82-83
Gaining 275 Cheval 152. See also Crúac, Rites.
Increasing 84 Children’s Crusade, the 50
Starting 83 Circle of the Crone, the 16, 19, 22, 25, 28, 35-37, 74, 80, 82
Strix. See Strix, Shadow Potency. Crúac 150
Blood Price 153. See also Crúac, Rites. Mother-Daughter Bond Merit, the 113
Blood Scourge 153. See also Theban Sorcery, Miracles. Circumstance Bonus 170
Blood Sorcery 150 Chronicle. See Time.
Clan 13, 80, 82
Lineage Merit 113
Index 311
Lost Clans, 29 Distracted 302
Overview 13 Dominated 302
Status 113 Drained 303
Clash of Wills. See Disciplines, Clash of Wills. Dying 277
Cloak of Night 138. See also Obfuscate. Ecstatic 303
Cloak the Gathering 142. See also Devotions. Enervated 303
Coils of the Dragon 45, 74, 80, 81, 83, 154 Enslaved 303
Learning 155 Enthralled 303
Mysteries 155 False Memories 303
Mystery of the Ascendant 155-156 Frightened 304
Mystery of the Wyrm 157-158 Fugue 304
Mystery of the Voivode 158-159 Guilty 304
New Coils 154 Humbled 304
Scales 155 Incapacitated 277
Combat 175. See also Biting, Damage, Defense, and Initiative. Inspired 304
Attack 176 Intoxicated 304
Beaten Down 175 Jaded 304
Cover 177 Languid 304
Dodge 176 Lethargic 305
Down and Dirty Combat 176 Maimed 277
Grapple 177 Mesmerized 305
Human Shields 178 Obsession 305
Kindred Dueling Merit 117 Raptured 305
Ranged 177 Sated 305
Specific Targets 178 Scarred 305
Surprise 176 Shaken 305
Surrender 175 Spooked 305
Touching an Opponent 177 Soulless 306
Unarmed 177 Steadfast 306
Command the Lost 212. See also Strix, Dread Powers. Stumbled 306
Composure. See Attributes, Social. Subservient 306
Computer Skill 164 Swooning 306
Conclave 69, 74 Tainted 306
Conditioning 143. See also Devotions. Tasked 307
Conditions 193, 277, 301 Tempted 307
Addicted 301 Thrall 307
As Health 277 Wanton 307
Amnesia 301 Confidant 133. See also Majesty.
Bestial 301 Conquer the Red Fear 156. See also Coils of the Dragon.
Broken 301 Conspiracy of Silence, the. See Invictus, the.
Bruised 277 Contacts Merit 119
Charmed 301 Contagious Genesis 210. See also Strix, Dread Powers.
Competitive 302 Corpus. See Strix, Corpus.
Confused 302 Coterie 74, 79, 275
Delusional 302 Covenant 7, 31, 74, 80, 82
Dependent 302 Broken covenants 50
Deprived 302 Status 113
312 Vampire: the Requiem
Crafts Skill 165 Detachment Roll. See Humanity.
Create Progeny 223. See also Mother. Devotions 142-149
Cross-Contamination 143. See also Devotions. Experience Cost 84, 142
Crúac 36, 74, 80, 81, 83 150 Teaching 142
Altar Merit 109 Dexterity. See Attributes, Physical.
Blood Sympathy 99 Diablerie 61, 74, 89, 101. See also Amaranth.
Learning 150 Revenants 94
Rites 152-153 Strix 205
Cult. See Mystery Cult Initiation Merit. Dice 169
Cult of Personality 143. See also Devotions. Permutations 173
Curse of Babel 153. See also Theban Sorcery, Miracles. Rolling 169, 170
Dirge 80, 84, 97, 273
D Disciplines 74, 125, 278
Daeva 14-16, 19, 22, 24, 28, 74, 80, 82 Clash of Wills 125, 203
Bane 15, 103 Duration 100
Disciplines 15, 16, 82 Initial 81
Favored Attributes 15, 80 Learning 83, 125
Kiss of the Succubus Merit 113 Strix 211
Other Resources 9 Using 125
Versus Other Creatures 125
Damage 90, 181 Disease 183
Aggravated 90, 181 Dodge. See Combat, Dodge.
Arm Wrack 178 Domain 65, 74
Government models 66
Bashing 90, 181 Domitor. See Regnant.
Blinded 178 Dominate 28, 83, 131-133
Consciousness 181 Doom Sense. See Strix, Common Powers.
Fire 103 Dracula 45, 94, 154, 158
Killing Blow 178 Dragons. See Ordo Dracul, the.
Leg Wrack 178 Dramatic Failure 170. See also Dice.
Lethal 90, 181 Draugr 74, 106
Marking 181-182 Dread Presence 135. See also Nightmare.
Resilience 141 Drive Skill 166
Staking 105 Drugs 183. See also Vitae, Addiction.
Stun 178 Overdose 183
Sunlight 102 Solace 73
Torpor 105, 181 Durability. See Objects.
Wound Penalties 182
Damned, the. See Kindred. E
Dance Macabre 74
Dark Places 208. See also Strix, Embodiments. Elder 70, 74
Day-Wake Conditioning 156. See also Coils of the Dragon, Elysium 65, 74
Scales. Embrace, the 74, 89, 93, 201, 284, 289
Daytime 98. See also Sleeping. Empathy Skill 168
Decay 205 Enchantment 143. See also Devotions.
Defense 176 Enfeebling Aura 143. See also Devotions.
Score 81 Entombed Command 132. See also Dominate.
Strix 202 Epidermal Shielding Bath 156. See also Coils of the Dragon,
Deflection of the Wooden Doom 153. See also Crúac, Rites.
Index 313
Scales. Modifiers 104
Equipment 184. See also Resources Merit. Multiple Characters 105
Availability 184
Bonus 170, 184 Resisting 104
Mental Equipment 186-189 Riding the Wave 105, 118
Physical Equipment 189-192
G
Social Equipment 192
Etiquette Merit 120 Gallows Post 50
Exceptional Success 170. See also Dice. Gangrel 15, 17-19, 22, 24, 28, 74, 80, 82
Experience 79, 83
Bonus Chart 82 Bane 19, 103
Costs 83 Disciplines 19, 82
Diablerie 101 Favored Attributes 19, 80
Expression Skill 168 Other Resources 9
Extreme Environments 184 Pack Alpha Merit 114
Eye Contact 131 Swarm Form Merit 114
Gargoyle’s Vigilance 144. See also Devotions.
F Gathering Cry, the. See Strix, Common Powers.
Generational Stories 276
Face in the Crowd 137. See also Obfuscate. Ghouls 59, 74, 100, 290
Face of the Beast 135. See also Nightmare. Animals 298
Failure 170. See also Dice. Creating 297
Fame Merit 120 Disciplines 297
Familiar Stranger, the 138. See also Obfuscate. Families 296
False Fiend 209. See also Strix, Dread Powers. Merits. See Merits, Ghoul Merits.
Fast Talking Merit 120 Retainers 101
Fealty’s Reward 159. See also Coils of the Dragon, Scales. Gift of Lazarus 154. See also Theban Sorcery, Miracles.
Feeding 64, 94, 95. See also Blood. Grand Delusion, the 136. See also Nightmare.
Feeding Grounds Merit 112 Granny 216
Modifiers 96 Grapple. See Combat, Grapple.
Scenes 95, 276 Green Eyes 134. See also Majesty.
Strix 198, 200, 205
Feeding the Crone 153. See also Crúac, Rites. H
Feral Infection 127. See also Animalism.
Feral Whispers 126. See also Animalism. Hantu 217
Final Death 74, 90, 99 Haunt. See Nosferatu.
Finesse Attribute. See Attributes, Strix. Haven 65, 74
Fire. See Damage. Haven Merit 112
Firearms. See Weapons, Ranged. Health 82. See also Damage.
Firearms Skill 166 Healing 91, 182
Firebrands. See Carthian Movement, the. Strix 202
First Estate, the. See Invictus, the. Hearing. See Kindred Senses.
First Impression 164, 174 Herd 74
Flesh Graft Treatment 156. See also Coils of the Dragon, Herd Merit 112
Scales. Hint of Fear 144. See also Devotions.
Foul Grave 144. See also Devotions. Hollow Bones 210. See also Strix, Dread Powers.
Force of Nature 144. See also Devotions. Hototogisu 266
Frenzy 74, 103, 278 Humanity 6, 106
314 Vampire: the Requiem Breaking Point 107, 176
Clan Banes 103
Detachment 87, 97 108 L
Embrace 93
Initial 81 Labyrinth 211. See also Strix, Dread Powers.
Losing 88 Lady of Shivs 218
Scale 106 Lancea et Sanctum, the 16, 19, 22, 25, 28, 41-43, 75, 80, 83
Strix 198 Anointed Merit 109
Touchstone Bonus 87 Lorekeeper Merit 113
Waking 98 Theban Sorcery 150
Hydra’s Vitae, the 152. See also Crúac, Rites. Larceny Skill 166
Lay Open the Mind 130. See also Auspex.
I Leash the Beast 157. See also Coils of the Dragon.
Legion of the Dead 50
Idol 135. See also Majesty. Lethal Wounds. See Damage.
Indomitable 211. See also Strix, Dread Powers. Liar’s Plague 153. See also Theban Sorcery, Miracles.
Initiative 176 Library Merit 121
Celerity 131 Lifting Objects 164
Strix 202 Longinus 42, 60, 75, 94
Integrity 106, 202 Lord of Irons 219
Intelligence. See Attributes, Mental. Lord of the Land 127. See also Animalism.
Intimidation Skill 168 Lords. See Ventrue.
Into the Fold 158. See also Coils of the Dragon. Lost Clans 29-30
Investigation Skill 165 Lost Visage 60
Invictus, the 16, 19, 22, 25, 28, 38-40, 75, 80, 82 Loyalty 134. See also Majesty.
Attaché Merit 110 Lying Mind, the 132. See also Dominate.
Friends in High Places Merit 112
Invested Merit 112 M
Oaths 80, 116-117 Majesty 15, 83
Notary 116 Malediction of Despair 154. See also Theban Sorcery, Mira-
Speaker for the Silent Merit 114 cles.
Malkavia 67, 71
Where the Bodies Are Buried Merit 115 Man, the 75. See also Beast, the.
Iron Edict 131. See also Dominate. Marty Baxton 221
Mask 80, 84, 97, 273
J Masquerade 6. 42, 58, 60, 75. See also Traditions, the, First.
Mass Embrace 159. See also Coils of the Dragon, Scales.
Jiang Shi 253, 255 Materialize 207. See also Strix, Embodiments.
Juggernaut’s Gait 145. See also Devotions. Manipulation. See Attributes, Social.
Julii 29 Medicine Skill 165
Meditation 164
K Mekhet 15, 19, 20-22, 24, 28, 75, 80, 82
Kindred 6, 7, 75, 197 Bane 22, 103
Kindred Disciplines 211. See also Strix, Dread Powers. Disciplines 22, 82
Kindred Sense Endowment 157. See also Coils of the Dragon, Dream Visions Merit 111
Scales. Favored Attributes 22, 80
Kindred Senses 90-91 Other Resources 9
Acute Senses Merit 109 Memorizing 163
Kine 75 Mentor Merit 121
Kiss, the 56, 73, 75
Kogaions 45
Index 315
Merits 81, 82, 109 Ordo Dracul, the 16, 19, 22, 25, 28, 44-46, 75, 80, 82
Carthian Law Merits 115-116 Secret Society Junkie Merit 114
Sworn Merit 114
General Merits 109-115 Oubliette 138. See also Obfuscate.
Ghoul Merits 298-300 Owl. See Strix.
Human Merits 118-124 Owl Eyes. See Strix, Common Powers.
Kindred Fighting Merits 117-118
Losing and Replacing 109 P
Mesmerize 131. See also Dominate.
Miracles. See Blood Sorcery, Miracles. Pangs of Proserpina 152. See also Crúac, Rites.
Modifier. See Dice. Pastor Samuel 227
Montreal, Canada 250 Peace with the Flame 156. See also Coils of the Dragon.
Mortal 75, 288 Perception 163, 204
Fighting the Beast 92 Persuasion Skill 168
Healing 182 Perversion. See Blood Bond.
Humanity 106 Photographer, the 228
Mortal Terror 136. See also Nightmare. Phylactery 212
Mother 222 Pijavica 30
Movement 178. See also Speed. Player Responsibilities 8
Going Prone 178 Poison 184
Jumping 141, 171 Poker Face 164
Parkour Merit 122 Politics Skill 165
Swimming 139 Possess Corpse 204. See also Strix, Embodiments.
Mr. Scratch 224 Possess Kindred 205. See also Strix, Embodiments.
Ms. Gem 225 Possess Living 206. See also Strix, Embodiments.
Mysteries of the Dragon. See Coils of the Dragon. Possess Revenant 205. See also Strix, Embodiments.
Mystery Cult Initiation Merit 121 Possession 133. See also Dominate.
Power Attribute. See Attributes, Strix.
N Predatory Aspect 139. See also Protean.
Predatory Aura 91
Nameless, the 250 Modifiers 92
Neonate 69, 75 Strix 203
Nightmare, 25, 83, 135-137 Presence. See Attributes, Social.
Nosferatu 15, 19, 22, 23-25, 28, 75, 80, 82 Preservation 210. See also Strix, Dread Powers.
Primeval Miasma 140. See also Protean.
Bane 25, 103 Prince 65
Disciplines 25, 82 Protean 19, 83, 90, 139-141
Favored Attributes 25, 80 Claws of the Unholy Merit 110
Other Resources 9
Unsettling Gaze Merit 115 Q
O Quicken Sight 145. See also Devotions.
Oaths. See Invictus, Oaths. R
Obfuscate 22, 25, 83, 137-139
Targeting the Mind 137 Rack, the 75
Versus Auspex. See Disciplines, Clash of Wills. Raise the Familiar 126. See also Animalism.
Objects 182 Raleigh-Durham-Chapel Hill, North Carolina, United States
Occult Skill 165 253
Old Man Marshe 226 Range 177
Order of the Dragon. See Ordo Dracul, the.
316 Vampire: the Requiem
Reason’s Salon 146. See also Devotions. Penalty 164, 170
Regnant 75, 99, 100. See also Blood Bond. Physical 166
Requiem 6, 75 Social 167
Resisting Coercion 163 Specialties 80, 82, 169
Resistance. See Action, Resistance. Starting 164
Resistance Attribute. See Attributes, Strix. Sleeping 91, 98, 164
Resolve. See Attributes, Mental. Smoke and Mirrors 211. See also Strix, Dread Powers.
Resources Merit 123 Social Maneuvering 173
Retainers 123. See also Ghouls. Socialize Skill 168
Attaché Merit 110 Solace. See Drugs.
Revenant 75, 94, 205 Soul Bite 212. See also Strix, Dread Powers.
Resilience 19, 28, 83, 141 Speed 169. See also Movement.
Rigor Mortis 152. See also Crúac, Rites. Celerity 131
Ringmaster, the 229 Score 81, 82
Riot 146. See also Devotions. Strix 202
Rites. See Blood Sorcery, Rites. Spirit’s Touch 129. See also Auspex.
Rites of the Dragon 45 Staking. See Damage.
Roll. See Dice. Stalwart Servant 146. See also Devotions.
Stamina. See Attributes, Physical.
S Status 123
City Status 113
San Francisco, California, United States 257 Clan Status 113
Sanctified, the. See Lancea et Sanctum, the. Covenant Status 113
Sanguinary Invigoration 159. See also Coils of the Dragon, Dynasty Membership Merit 112
Scales. Kindred Status Merit 113
Savage. See Gangrel. Stealth Skill 166
Scene. See Time. Stigmata 154. See also Theban Sorcery, Miracles.
Science Skill 165 Stir the Beast 157. See also Coils of the Dragon.
Screech 211. See also Strix, Dread Powers. Story. See Time.
Second Estate, the. See Lancea et Sanctum, the. Storyteller Responsibilities 8
See the Cracks 208. See also Strix, Dread Powers. Streetwise Skill 168
Serpent. See Daeva. Strength. See Attributes, Physical.
Services 185 Strix 7, 197
Seven, the. See VII. Attributes. See Attributes, Strix.
Shadow. See Mekhet. Aura 198
Shadow Form 204. See also Strix, Embodiments. Banes. See Banes, Strix.
Shadow Infection 212. See also Strix, Dread Powers.
Shadow Jump 208. See also Strix, Embodiments. Common Powers 204
Shadow Potency. See Strix. Corpus 202
Shared Sight 146. See also Devotions. Crúac 150, 211
Shatter the Shroud 146. See also Devotions.
Sheep’s Clothing 210. See also Strix, Dread Powers. Dread Powers 208
Sight. See Kindred Senses. Embodiments 204
Sire 75. See also Embrace, the. Feeding. See Feeding, Strix.
Size. See Objects. Frenzy 203
Skills 80, 82. 164 Hunter 230
Increasing 89 Identifying 198
Killing 198
Mental 164 Possessing Other Supernaturals 206
Index 317
Reproducing 200 Merit 115
Sample Characters 212 Multiple 115
Shadow Potency 200-201 Portraying 280
Stealth Bonus 202 Replacing 87
Theban Sorcery 211 Touch of Shadow 137. See also Obfuscate.
Willpower. See Willpower, Strix. Traditions, the 42, 59-60, 75
Structure. See Objects. First 60
Subsume the Lesser Beast 147. See also Devotions. Second 60
Subterfuge Skill 168
Success 169. See also Dice. Third 61
Sudden Surprise 210. See also Strix, Dread Powers. Traits 163
Summon the Hunt 127. See also Animalism. Transubstantiation 154. See also Theban Sorcery, Miracles.
Summoning 147. See also Devotions. Turn. See Time.
Sunlight 56, 101 Twilight Form 207. See also Strix, Embodiments.
Damage 102 Twilight Projection 130. See also Auspex.
Strix 198
Sun’s Brutal Dreamscape 148. See also Devotions. U
Sun’s Forgotten Kiss 156. See also Coils of the Dragon.
Surgical Heart Removal 158. See also Coils of the Dragon, Uncanny Perception 129. See also Auspex.
Scales. Undead Menses Merit 115
Surmounting the Daysleep 155. See also Coils of the Dragon. Undying Familiar 148. See also Devotions.
Surprise. See Combat, Surprise. Unmarked Grave 139. See also Protean.
Survival Skill 167 Unnatural Affinity Merit 89, 114
Swansea, Wales 261 Unnatural Aspect 140. See also Protean.
Synthesis 206. See also Strix, Embodiments.
V
T
Varney the Vampire 234
Taint of Life. See Strix, Common Powers. Vast Dynasty, the 158. See also Coils of the Dragon.
Talons of Fury 210. See also Strix, Dread Powers. Ventrue 16, 19, 22, 25, 26-28, 75, 80, 82
Taste of Blood. See Blood, Tasting.
Taste of Fealty 158. See also Coils of the Dragon. Bane 28, 103
Teach 232 Disciplines 28, 82
Tenth Choir 51 Favored Attributes 28, 80
Testament of Longinus, the 42 Other Resources 9
Theban Sorcery 43, 75, 80, 81, 83, 150 Vermin Flood 149. See also Devotions.
Learning 150 Vice 169, 202
Miracles 153-154 Vice Manipulation 209. See also Strix, Dread Powers.
Thief of Masques 233 Vigor 15, 25, 83, 141
Thrall 75, 99, 100. See also Blood Bond. Improvised Weapons 142
Time 173, 281 VII 47-49, 75
Tip of the Tongue 208. See also Strix, Dread Powers. Vinculum. See Blood Bond.
Tokyo, Japan 265 Virtue 169
Torpor 56, 75, 89, 90, 99, 105 Vision. See Kindred Senses.
Touch of Deprivation 148. See also Devotions. Vitae 56, 75 89, 90 95, 98. See also Blood.
Touch of the Morrigan 153. See also Crúac, Rites. Addiction 99
Touchstone 81, 87, 278 Fueling Disciplines 125
Frenzy 104 Ghouls 101
Healing 91
Physical bonuses 91
Starting 95
318 Vampire: the Requiem
Strix 200 Bonus Dice 170
Vitae Reliquary 153. See also Theban Sorcery, Miracles. Creating Ghouls 101
Voivode Undisputed 158. See also Coils of the Dragon. Diablerie 101
Increasing Defense 176
W Feeding 95
Losing 175
Waking. See Sleeping. Recovering 84, 88
Waking Nightmare 136. See also Nightmare. Resisting Blood Bonds 100
Warm Face, the 156. See also Coils of the Dragon. Resisting Frenzy 104
Weapons 178 Resisting Healing 91
Autofire 177 Riding the Wave 105
Score 81, 82
Improvised 179 Strix 202
Initiative 176 Touchstones 88
Melee 180 Wish, the 148. See also Devotions.
Ranged 179 Witches. See Circle of the Crone, the.
Reloading 178 Wits. See Attributes, Mental.
Throwing 177 Woods, the 66
Weaponry Skill 167 World of Darkness
Web of Destiny 209. See also Strix, Dread Powers. Definition 8
Weird, the 66 Wraith’s Presence 149. See also Devotions.
Wet Dream 148. See also Devotions.
Willful Vitae 153. See also Crúac, Rites. Z
Willpower 170
Amplifying Predatory Aura 92 Zaibatsu 266
Bolstering 126
Index 319