46
13/3/2014 WoD - Canon Index - Complete World of Darkness http://wodindex.wikispaces.com/Complete+World+of+Darkness 1/46 You are not a member of this wiki. Join now (http://wodindex.wikispaces.com/space/join) Dismiss Complete World of Darkness (/Complete+World+of+Darkness) Merits Universal Mental Architectural Attunement (••••) *pre: Wits ••, Academics ••, Occult •, Occult Specialty: Sacred Geometry or Mystic Architecture Chicago Workings p36 Perceive mystical resonance in a specific city Area of Expertise (••) *pre: Resolve ••, appropriate Mental Skill Specialty FC p131 GMCRU p161 increase a Mental Specialty to a +2 Atavism (•) *pre: Dexterity ••• or Wits •••, Intelligence •• or below Slashers 127 Use higher of Wits or Dexterity for Defense Barrister (••••) *pre: Politics ••• BotD p91 Can safely gauge how far Old Law limits can be pushed Combat Awareness (••) *pre: Military training or combat background. DoW p109 +2 to any situational awareness roll Common Sense (••••) (CO) (•••) WoD p108 GMCRU p161 gives significant cautions or ideas Crafter's Sense (•••) *pre: Crafts •••, Specialty FC p131 Common Sense related to a chosen Crafts Specialty Danger Sense (••) WoD p108 +2 to detect ambush World+of+Darkness?goto=http%3A%2F%2Fwodindex.wikispaces.com%2FComplete%2BWorld%2Bof%2BDarkness) ete+World+of+Darkness) 4 (/page/history/Complete+World+of+Darkness) rld+of+Darkness)

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You are not a member of this wiki. Join now (http://wodindex.wikispaces.com/space/join) Dismiss

Complete World of Darkness

(/Complete+World+of+Darkness)

Merits

Universal

Mental

Architectural

Attunement

(••••) *pre: Wits

••, Academics ••,

Occult •, Occult

Specialty: Sacred

Geometry or

Mystic

Architecture

Chicago

Workings

p36

Perceive mystical resonance in a specific city

Area of

Expertise

(••) *pre: Resolve

••, appropriate

Mental Skill

Specialty

FC p131

GMCRU

p161

increase a Mental Specialty to a +2

Atavism (•) *pre: Dexterity

••• or Wits •••,

Intelligence

•• or below

Slashers

127

Use higher of Wits or Dexterity for Defense

Barrister (••••) *pre:

Politics •••

BotD p91 Can safely gauge how far Old Law limits can be pushed

Combat

Awareness

(••) *pre: Military

training or

combat

background.

DoW

p109

+2 to any situational awareness roll

Common

Sense

(••••) (CO)

(•••)

WoD

p108

GMCRU

p161

gives significant cautions or ideas

Crafter's Sense (•••) *pre: Crafts

•••, Specialty

FC p131 Common Sense related to a chosen Crafts Specialty

Danger Sense (••) WoD

p108

+2 to detect ambush

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GMCRU

p162

Dead

Reckoning

(•) BotD p91 Gains 8-again when navigating in the Underworld; loses 10-again navigating

above ground.

Direction

Sense

(•) GMCRU

p162

inate sense of direction

Eidetic

Memory

(••) (CO)

(••)

WoD

p108

GMCRU

p162

remember with ease, gain +2 to Intelligence + Composure to remember facts

from large swaths of data

Emotional

Detachment

(•) *pre: Resolve

••

Asy p50 Ignores stress penalties equal to resolve

Encyclopedic

Knowledge

(••••) (CO)

(••)

WoD

p109

GMCRU

p162

know obscure facts

choose a topic and can make Intelligence + Wits rolls to gain facts related to it

at any time

EOD (••) *pre: Wits •••

or Dex •••, Crafts

•••, Crafts

Specialty of

Demolitions

Arm

p208

reduce penalty for disarming unfamiliar explosives

Entheogenic

Synesthesia

(•) MT p137 +1 to Perception when using psychoactive drugs

Eye for the

Strange

(••) *pre: Resolve

••, Occult •

GMCRU

p162

can roll Intelligence + Composure to determine if scene has a supernatural

cause

Good Time

Management

(••) *pre:

Academics,

Medicine or

Science ••

Asy p50,

Rel 84

cut time for non-magical Extended rolls by 1/4

Higher Calling (••) *pre: Resolve

•••

TotW

p125

+1 on Resolve rolls to resist coercion

Holistic

Awareness

(•••) WoD

p109

help others heal faster

Hypnotic Voice (••••) *pre:

Persuasion ••• or

Science •••,

Specialty of

Hypnotherapy

SS p66 induce trance state

Hypnosis (•••) *pre

Medicine • or

Occult •

VII p149 Hypnotize subjects

Informative (•• or ••••) *pre:

Wits ••,

Appropriate Skill

••

FC p131 use specified Mental Skill in place of Expression

Interdisciplinary

Specialty

(•) *pre: Two

Appropriate Skills

FC p132 share Specialty between two Skills

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•••, Specialty

(mult)

Language (• to •••) [Errata

changed this to

(•) with

Expression to

sound native]

WoD

p109

+1/dot Language known [Errata changed to buy separate merit per Language]

Lucid Dreamer (•) SS p67 fight off intrusions into dreams

Lucid Dreaming (••) *pre: non-

changeling,

Resolve •••

CtL p195

Make Do (• to •••) *pre:

Wits •••,

Appropriate Skill

FC p132 remove -1/dot penalty for shoddy tools

Meditative Mind (•) WoD

p109

no penalties to meditate

Multi-Lingual (• to •••••) Rel p85 2 languages per dot, conversationally

Murder Expert (•••)

*pre:Intelligence

••, Stealth •••

Slasher

127

Strike a Killing Blow (WoD 168) against a single unsuspecting target

Mythologist (•••) *pre: Occult

•• with specialty

in Underworld lore

or similar

BotD 91 Gains some insight into some of the Underworld's enigmas

Psychic

Resistance

(• to •••) SS p67 inhibit mental alteration by Psychics

Rational

Explanation

(••••) *pre:

Resolve ••,

Science or

Academics ••••

FC p133 resist mental breakdown with Science or Academics

Scientist's

Sense

(•••) *pre:

Science •••,

Specialty

FC p133 Common Sense related to Science

Supernatural

Lore

(• to •••••) *mult,

choose focus

each time taken

GotU p15 Know secret inner workings of a supernatural creature's capabilities

Technophile (• or ••) Arn p208 Encyclopedic Knowledge in one topic

Telltale Murder (•• or •••) *pre:

Intelligence ••••,

Medicine ••

Slasher

127

After killing something, roll Intelligence + Medicine. •• version allows to 'taunt'

those who would make Wits + Investigation rolls. ••• version allows to change

the 'meaning' of a murder.

Tolerance for

Biology

(•) *pre: Resolve,

Stamina or

Composure ••

Asy p51 +2 to to keep composed when shown scenes of violence or carnage

Trained

Memory

(•) *pre:

Composure ••,

Investigation •

GotV p46 memorize information perfectly

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Trained

Observer

(• or •••) *pre:

Wits ••• or

Composure •••

DoW p38 ignore penalties or gain Rote quality on Perception rolls

Tunnel Rat (• to •••) Chi p54

Vision (• to •••••) *pre:

Intelligence or

Wits or Resolve

or Composure

••••

FC p133 use successes on Vision+Skill roll to aid an Extended Action

Well-Traveled (•) Rel p85 9-Again on Mental and Social rolls relating to foreign cultures

Whispers (•) Myst

p179

can purchase Dream and use it as Instant Action, at the cost of sanity

Physical

Ambidextrous (•••) (CO) WoD

p110

remove off-hand penalty to attack

Armored

Fighting

(•• or ••••) *pre:

Strength ••• and

Stamina •••

Reload

p84

reduce heavy armor penalties by 1 (••) or 2 (••••)

Athletics

Dodge

(•) *pre: Dexterity

•• and Athletics •

DoW p38 add Athletics rather than doubling Defense on Dodge

Brawling Dodge (•) *pre: Strength

•• and Brawl •

WoD

p110

add Brawl rather than doubling Defense on Dodge

Demolisher (• to ••) *pre:

Strength ••• or

Intelligence •••

BotW

p62

can ignore 1 (•) or 2 (••) points of Durability when attempting to damage objects

Disarm (••) *pre: Dex •••

and Weaponry •

WoD

p110

if damage exceeds Dexterity, disarm

Direction

Sense

(•) WoD

p110

unfailing orientation

Entering Strike (••) *pre:

Dexterity ••,

Brawl •••

Reload

p72

successful, defenseless Brawl strike adds bonus (= damage dealt) to

subsequent grappling attack.

Equipped

Grappling

(••) *pre:

Dexterity •••,

Brawl ••,

Weaponry ••

Reload

p89

add size of blunt weapon (3 or less) to overpowering maneuver dice pool

Fighting

Finesse

(••) *pre: Dex •••

and Weaponry ••

WoD

p110

sub Dexterity for Strength

Firearms

Retention

(•) *pre: Dexterity

••, Wits ••, Brawl

••, Firearms ••

Reload

p89

subtract Brawl dots from attempts to disarm by overpowering

Fast Reflexes (• or ••) *pre

Dexterity •••

(• to •••) *pre

Dexterity ••• or

Wits •••

WoD

p110

GMCRU

p162

+1/dot to Initiative

Fleet of Foot (• to •••) *pre WoD +1/dot to Speed

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Strength •• p112

Fresh Start (•) *pre: Fast

Reflexes ••

WoD

p112

delay action into next round

Giant (••••) (CO) WoD

p112

+1 Size

Ground and

Pound

(••) *pre:

Combination

Blows, Boxing •••

or Aggressive

Striking •••,

Grappling ••

Reload

p98

perform Takedown/Throw, gain +2 to following unarmed strike.

Gunslinger (•••) *pre:

Dexterity ••• and

Firearms •••

WoD

p112

two gun attacks per round

Heavy Hands (•••) *pre:

Strength •••,

Brawl ••

Reload

p98

+1 damage to unarmed strikes

Iron Stamina (• to •••) *pre:

Stamina ••• or

Resolve •••

WoD

p112

eliminate fatigue/injury penalties

Iron Stomach (••) *pre: Stamina

••

WoD

p113

eat even unpalatable cuisine

Natural

Immunity

(•) *pre: Stamina

••

WoD

p113

+2 on Stamina rolls to resist illness

Outdoorsman (••) *pre: Survival

•••

MR p59 negate environmental penalties to Survival

Perfect

Stillness

(•) *pre: Stealth • RoS p94 -2 to all rolls to visually detect character

Quick Draw (•) *pre: Dexterity

•••

WoD

p113

draw and attack in one turn

Quick Healer (••••) *pre:

Stamina ••••

WoD

p113

1/2 healing time

Shield-Bearer (•) WAtP

p89

Only -1 to attack when using a shield instead of -2.

Steady Driver (•) *pre: Drive •• MR p59 use Resolve+Drive rather than Dex

Strong Back (•) *pre:Strength

••

WoD

p113

+1 to lift or carry

Strong Lungs (•••) *pre:

Athletics •••

WoD

p113

+2 on Stamina rolls to hold breath

Student of the

Blade

(•) *pre: Fencing •

or Iaido •

Reload

p66

May use Fighting Style with all size-2 blades.

Stunt Driver (•••) *pre:

Dexterity •••

WoD

p113

drive and carry out another action

Stunt Rider (•••) *pre:

Dexterity •••

RfR p110 ride and carry out another action

The Weapon at (••) *pre: Krav Reload Reflexive Wits + Weaponry roll for Improvised Weapon, instant action to wield,

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Hand Maga •• p79 no penalty for being improvised

Toxin

Resistance

(••) *pre: Stamina

•••

WoD

p113

+2 on Stamina rolls to resist toxins

Weaponry

Dodge

(•) *pre: Strength

•• and Weaponry

WoD

p114

add Weaponry rather than doubling Defense on Dodge

Weapons to

Empty Hands

(••) *pre:

Dexterity •••,

Brawl •••,

Weaponry •••,

Two Weapons

•••• or Filipino

Martial Arts ••••

or Knife Fighting

••••

Reload

p66

use Brawl instead of Weaponry for maneuver-related attacks.

Wheelman (••) *pre:

Dexterity ••, Drive

••

MR p59 gain 9-Again on Drive rolls

Social

Allies (• to •••••) (mult) WoD

p114

Groups or organizations that can be called upon for favors, usually through

particular individuals within those groups or organizations.

Each dot represents overall power, resources and influence of that Ally. Allies

are not minions: a favor for a favor is the basis of this merit.

Allies may also be individuals at the GM's discretion.

Animal

Companion

(• to ••••) ChB p95

Anonymity (•• to ••••) *pre:

Resolve ••,

Larceny •• or

Subterfuge ••

BotW

p46

-1/dot to attempts to investigate character

Armory (• to •••••) (SH)

*pre: Resources

•••

Ban p51 own an array of weapons and armor

Barfly (•) WoD

p114

find ways into bars and clubs

Bureaucratic

Navigator

(••) Asy p51 +2 to navigate a bureaucratic system

Contacts (• to •••••) WoD

p115

Individuals that can be called upon for information -- at the GM's discretion, this

can include groups or organizations,

usually through particular individuals within those groups or organization. Each

dot represents overall information-gathering ability,

knowledge, accuracy and reliability of that Contact and any information they

provide. Contacts are not minions: they may or may not

readily supply information sought. Contacts are strictly channels through which

information can be gained and serve no other purpose.

Decorated (• to •••••) DoW p39 military awards for meritorious conduct (substitute military for another

organization at GM's discretion)

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Deep Rapport (• to •••••) BbBB p9 strong beneficial or harmful relationship with another character

Fame (• to •••) WoD

p115

mortal acclaim, +1/dot to Socialize

Fence (• or •••) *pre:

Streetwise •••

Ban p51 always find a way to buy and sell stolen goods

Friend (• to •••••)

{Power, Trust}

RCG p68 Personal friends. Can be called upon for assistance, information and many other

favors.

Power represents the influence and abilities of the friend. Trust represents the

closeness

of the relationship and reliability of the Friend if things go sour or how much

they've got

the back of the character. Friends are not minions but they generally also have

the characters

best interests at heart: they are a fragile mix of Allies, Contacts, Retainer and

Mentor.

Ingratiating

Wanderer

(••) *pre:

Manipulation •••

MR p58 gain bonus to locate authority figures in local power structures

Inspiring (••••) *pre:

Presence ••••

WoD

p115

help others regain Willpower

Luxury (•• or ••••) SotT p52 access to a lifestyle of wealth and luxury

Mentor (• to •••••) (mult) WoD

p115

Authoritative tutor or father figure. 1 dot represents specific knowledge, minimal

resources and little influence in their field; 5 dots represent much hard-won and

hard-learned knowledge, an abundance of resources and that they are a

behemoth in their field. May or may not ultimately have the character's best

interests at heart. Generally, the higher the dot rating, the more influence that

the Mentor has over the character's life, directly or indirectly.

New Identity (•, •• or ••••) CtL p98 have a separate identity

Resources (• to •••••) WoD

p115

Disposable income. 1 dot represents a few hundred GBP; 5 represents millions

reaching billions of GBP.

Retainer (• to •••••) (mult) WoD

p116

Trustworthy agent of the character. May be a personal assistant, personal

bodyguard or even a deputy of the character. Retainers are generally loyal

followers of the character but it is rare that they are an actual friend of the

character -- their loyalty may also be only as strong as they are compensated

by the character. Each dot represents the abilities of the character: 1 dot

represents a weak, unskilled or otherwise lowly agent; 5 dots represents a very

strong, highly skilled or otherwise outstanding agent who may even be

supernatural.

Shadow Cult

Initiation

(• to •••••) (mult) Mehket

121

Membership in a shadow cult, with resultant benefits

Small Unit

Tactics

(•••) *pre:

Manipulation •••

and Persuasion

••• with

Leadership

Specialty

DoW p39 when conducting a tactical maneuver with squad, leader can spend Willpower to

benefit entire group

Staff (• to •••••) *pre:

Resources >=

Ghou

p74

Employees -- may also be volunteers at GM's discretion. Represents general

minions that the character commands

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dots and who ensure the running and managing of day-to-day operations for a

character's businesses or organizations

even when the character or any of their associates are not present or available

to personally oversee the operations.

Staff are not directly at the beck-and-call of the character like a Retainer but are

given general responsibilities

and are tasked instead. Staff are only as loyal as they are compensated.

1 dot represents the minimum manpower required for operations and generally

unskilled and/or inexperienced manpower;

5 dots represent an abundance of manpower and generally highly talented

and/or very experienced manpower

Status (• to •••••) (mult)

*pre: varies

WoD

p116

Reputation, social standing, rank or mixture of all in a group, organization or

some other social order.

1 dot represents some small measure of recognition and/or official membership;

5 dots represents

being held as a paragon within the social order and/or a senior leadership

position within or the

actual leader of the social order.

Striking Looks (•• or ••••) WoD

p117

+1/+2 to influence with looks. Purely aesthetic -- Presence represents force of

personality, magnetism and personal charisma.

2 dots represents above-average looks; 4 dots represents angelic or

supermodel-esque looks.

Sworn Officer (• to •••••) 13P p81

Trip Sitter (•••) *pre:

Composure •••

MT p137 help others resist side effects of drugs

Unobtrusive (•••) *pre: Stealth

••

Ghou

p74

Supernatural

Cursed Item (• to •••••) BoS

p108

Difficult to Ride (••••) *pre:

Composure •••,

Resolve •••

BoS

p108

+2 against being affected by spirits or ghosts

Driver's Charm (• to •••••) MR p56 grant a vehicle bonuses once per day

Pleasing Aura (•••) BoS

p109

Relic Creator (••••) *pre: Occult

••, Crafts ••

Rel p85 make limited-use Relics

Relic (• to •••••) Rel p85 own an empowered Relic

Relic Analyst (•) Rel p86 +1 bonus to determine Relic's uses

Saintly (•••) BoS

p110

Seventh Son of

a Seventh Son

(••••) MT p122 gain bonuses if casting Hoodoo magical tradition spells, once per story, roll

Wits + Comp, success equal bonus dice for any roll except spell casting

Shadow

Contacts

(••• to •••••) BoS

p110

Shadowless

Chambers

(• to •••••) BoS

p110

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Mortal

A Little

Knowledge

(•) Asy p50,

Rel p84

reduce penalties when researching oddities

Beacon of

Life

(•••) *pre: Occult •• (CO) BotD 91 add Occult dots to resistance against Numina and Stygian

Manifestation

Beast Kin (••••) ChB p96 rapport with related Changing Breed, resist Delusion

Doubting

Thomas

(•) SS p65 inhibit Psychic powers

Gatekeeper (••••) (CO) BotD 51 Can spend a willpower point to open an Avernian Gate

Lunatic

Glare

(••) *pre: Wolf-Blooded ••• BotW

p125

can attempt to inflict Lunacy on others

Medium (••• or •••••) *pre: Resolve •• BotD 93 Can see ghosts, like it or no; five dot version adds control,

and synergy with Unseen Sense for ghosts

Proximus (•) *pre: Sleepwalker M:tA

p334

hereditary Sleepwalker family

Regnant (• to •••••) *pre: Ghoul Ghou p71 information, Vitae, resources, or intervention provided by

vampiric master

Sense

Sympathy

(•••) *pre: Ghoul, Empathy ••• Ghou p73 emotional connection to vampiric master similar to Blood

Sympathy

Sexualized (••) *pre: Ghoul Ghou p73 carnal aura that benefits Presence or Manipulation

Sin-Eater (•••) *pre: Resolve •••, Composure ••,

Occult • with Sin-Eaters specialty

Myth p58 restore lost Morality to another

Sleepwalker (••••) M:tA

p334

does not Disbelieve [MT]

Unseen

Sense

(•••) *pre: Wits •• WoD

p109

alerted when particular phenomena present

Watched (• to •••••) *pre: Wolf-Blooded •• BotW

p126

protected by a werewolf or pack

Wolf-

Blooded

(••••) WtF p79 rapport with wolves / dogs, Unseen Sense - Werewolves,

resist Lunacy

Styles

Adamantine Hand

AA p53 *pre: ••••• of Fighting Style Merits (one of which must be at least •••), Status (Adamantine Arrow)

••, Awakened, Arcanum ( one • more than the maneuver), separate Fighting Style for each

Arcanum

• Thunder opponents shielding spells in same Arcanum are at -1 vs hand to hand attacks and spells.

•• Diamond spend WP, improve shielding spell by 1 point vs one attack, and lower it by 1 vs all others, at •••

in Arcanum, raise to +2/-2, and can use with shield other spells

••• Star spend WP, can cast a spell from the Arcanum, and perform a physical action in the same turn,

can not be combined with multiple action abilities

•••• Blood spend WP, and suffer as many Agg damage as Resolve, each point becomes 1 bonus dice for

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spellcasting, can also make damage magic/Mana healing resistant to gain 9-again.

••••• Abyss initiate a grapple, and does not suffer Paradoxes is casting spells from the Arcanum

Aggressive Striking

Reload p65 *pre: Str •••, Sta ••, Brawl ••

• Body Blow If successes on single Brawl attack are greater than target's size, target loses next action

•• Iron Skin Has Armor of 1 against Bashing attacks

••• Combination Blows Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use

defense before or after attack

•••• Haymaker Like Body Blow but opponent makes a Stamina roll. If they fail, they're unconscious. Cannot use

Defense before or after attack

••••• Brutal Blow or Lethal

Strike

Spend WP, to deal Lethal damage with Brawl attacks

Aikido (Throwing)

Reload p71 *pre: Dexterity••, Wits ••, Brawl••

• Ukemi (Recieving) Stand up as a reflexive action

•• Aiki (Harmonious

Energy)

Forgo defense for a chance to recieve no damage and grapple the opponent

••• Shihonage (Four

Directions Throw)

Throwing attack

••••Renzoku-waza

(Combination Techniques)

Perform multiple grapples, aik i or shihonage per turn

••••• Kokyu-ho (Breath

Power)

Throw longer or inflict lethal with shihonage

Archery

Arm p208 *pre: Strength ••, Dexterity ••, Athletics ••

• Draw and Loose Effective +1S for bow use

•• Rapid Nock May reload a bow as a reflexive action

••• Arcing Fire 2x range with bow

•••• Plunging Fire Ignores target concealment

Berserker

Reload p113 *pre: Resolve •••, Stamina •••, another fighting skill or style •; spend WP to enter Berserk

• Strength in the Fury gains up to 3 additional dice for all-out attacks

•• Adrenaline Rush +1 to armor against bashing and lethal attacks

••• Inhuman Alacrity gains 2 dice (cumulative to 4) when using Willpower to mitigate attack

•••• Ignorant in the Face of

Death

can ignore any amount of wound penalties for a turn; sacrifices equivalent Defense. May not

simultaneously use any other ability with Defense penalty.

••••• Bloody-Handed

Bastard

attacks inflict lethal damage; sacrifices Defense for a turn

Boxing

WoD p114 *pre: Strength •••, Stamina ••, Brawl ••

• Body Blow If successes on single Brawl attack are greater than target's size, target looses next action

•• Duck and Weave Use higher of Dexterity or Wits against Brawl attacks instead of Defense

••• Combination Blows Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use

defense before or after attack

•••• Haymaker Like Body Blow but opponent makes a Stamina roll. If they fail, they're unconscious. Cannot use

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Defense before or after attack

••••• Brutal Blow Spend WP, to deal Lethal damage with Brawl attacks

Brute Force

SA p57 *pre: Strength •••, Brawl •••

• Falling Pillar gain 9 again on this attack *costs a willpower and requires both hands free

•• Crush and Bite Str+Brawl rolls during a grapple cause lethal damage to opponent

••• Juggernaut gain +4 dice on all out attacks

•••• Bone Cracker target arms or legs, if successes equals or exceeds targets stamina bones break and does lethal

damage and target looses 1 dot of dex till healed

Drawback: both hands must be free and you lose defense this turn

Chain Weapons

Arm p209 *pre: Strength ••, Dexterity •••, Weaponry •••

• Impenetrable Defense Forgo attack to add +2 to Defense and no multiple opponent penalty until the third opponent

•• Hand Bind forgo next action to bind up opponents hand

••• Outside Choke if attack successful, begin choking opponent unconscious

•••• Whirl and Thrust ignore up to -2 penalties for targeted attacks, but must forgo Defense

Combat Marksmanship

Arm p210 *pre: Strength ••, Dexterity ••, Composure •••, Firearms ••

• Shoot First Add Firearms to initiative

•• Tactical Reload Reload as a reflexive action

••• Double Tap May make short bursts with additional firearms

•••• Bayonet Range Ignores target defence even when within melee range

••••• Rapid Fire One additional shot per dot of composure over 2; -1 penalty per additional shot.

Dirty Fighting

Count Dracula *pre: Strength •••, Brawl •••

• Low Blow If Brawl attack has more successes than target's Composure, target loses next action

•• Shank Can use Brawl instead of Weaponry for small improvised weapons

••• Suck it Up Spend 1 Willpower to ignore wound penalties for a scene

•••• One or a Dozen, It

Don't Matter

Bonus of n-1 to Defense when fighting n opponents. Can spend m Willpower to make

simultaneous brawl attacks on m + 1 opponents.

••••• I Said Stay Down! Target must make Stamina roll against successful Low Blow; if roll fails, victim collapses.

Dream Combat

RoS p90 *pre: Wyrd •••, Empathy •••

• Stunning Blow If successes in a single attack = targets Wyrd, target loses next action

•• Double Team Do an environmental and personal attack at the same time. The second attack has a -1 penalty.

••• Blind Spot Force opponent to use lowest of finesse as defense or resistance as armor

•••• Wyrd Armor Add Wyrd to highest of finesse as defense and resistance as armor

••••• Coup de Grace When opponents willpower is reduced to 0, you may do one final environmental or personal

attack.

Evasive Striking

Reload p65 *pre: Str ••, Dex ••, Sta ••, Brawl ••

• Focused Attack Armor and Called shot penalties are reduced by 1

•• Duck and Weave Use higher of Dexterity or Wits against Brawl attacks

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••• Defensive Attack -2 to Attack for +2 Defense

•••• Whirlwind Strike Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets

cumulative -1. Cannot use Defense before or after this maneuver.

••••• Destroy Defense Successful Brawl attacks on unarmed target reduces target Defense by 1. Cumulative across

successive Brawl attacks to lower of attacker's Wits or Dex.

Fencing

Arm p210 *pre: Dexterity •••, Weaponry •••

• Thrust +1 to attack rolls

•• Feint Make normal attack, no damage but ignores opponent's defence next attack

••• Riposte Spend WP to dodge then attack at -1, ignoring defence

•••• Moulinet Spend WP, successful attack does additional Dexterity damage

Filipino Martial Arts

Arm p211 *pre: Dexterity •••, Weaponry •••

• Lock and Block Can grapple as a defensive maneuver. Can add Defense to grapple.

•• Disarm If attack roll is equal to or greater than stamina, opponent is disarmed and takes half bashing

damage, rounded up.

••• Off-Balancing Attack -2 to attack to give opponent -3 to their next attack

•••• Many-Handed

Defence

Defense does not lower due to multiple opponents

Formation Tactics

RfR p109 *pre: Strength ••, Stamina •••, Weaponry ••

• Testudinem Formate Move at only half speed and cannot attack, but grants a bonus to defense against ranged

weapons for each ally in the formation, to a max of +5

•• Ciringite Frontem Forgo Defense this turn, but can make a special knockback attack with a bonus for each ally in

the formation (max +5)

••• Cuneum Formate Can make penalized attacks, but any counterattack is at a penalty proportional to the number of

allies in the formation (max +5)

•••• Orbem Formate Can form a defensive formation around a person or thing, granting a bonus to defense for each

ally in the formation (max +5)

••••• Contendite Vestra

Sponte

Costs a willpower point to use, but launches an attack that if successful causes an automatic

point of lethal damage for each ally in the formation (max +5).

Frenzied Assault

Slash p128 *pre: Strength •••, Stamina •••, Intimidation ••, Weaponry ••

• Bestial Instinct Substitute Weaponry for Composure for determining Initiative

•• Terrorize Strength+Intimidation versus Resolve+Composure to remove defense

••• Hard to Kill Gain 2 extra Health boxes while in combat, doesn't roll for unconsciousness until Rightmost box

is filled with Lethal

•••• Savage Rending Lose Defense and Reduce called shot penalties on body parts by 2. If dealing 5 or more lethal

damage on a limb, it's severed

••••• Trance of Death Spend 1wp to gain rote-action on attack rolls

Grappling

AA p50, Reload p67 *pre: Strength ••, Dexterity •••, Stamina •••, Brawl ••

• Sprawl subtract higher of Strength+1 or Dexterity+1 from overpower attempts

•• Takedown/Throw instead of grappling, force opponent prone while still standing

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••• Chokehold impose cumulative -1/turn penalty on opponents actions while choking

•••• Submission Hold inflict lethal/bashing when performing overpower

Gladiatoral

RfR p109 *pre: Presence ••, Strength •••, Weaponry •••

• Stunning Attack Makes a loud and powerful attack, if successes exceed the target's composure they lose their

next action.

•• Weapon Slap Make an attack that inflicts no damage, but the target loses their defense against the next

incoming attack.

••• Lethal Accuracy Any attack with lethal weapons gain armor piercing, and the penalty to hit specific targets is

reduced.

•••• Brutal Sacrifice In exchange for a point of willpower, make an attack that leaves a weapon embedded in the

victim's body, inflicting a penalty to all actions, and causing further damage upon removal.

Hedge Duelist

RoS p91 *pre: Wyrd •••

• Quick Count +2 to initiative when beginning a hedge duel

•• Cruel Blow add yours or your opponents empathy (whichever is higher) to your manipulation + Subterfuge

rolls against targets clarity

••• Briar Bite spend a point of glamour to lower your opponents wyrd by 2 when being used to defend against

attacks from the hedge

•••• No Mercy each successive attack inflicts a -1 penalty, additional derangements. Sin against Clarity 7.

••••• Hedge Wrath spend a point of willpower to enhance any attack made by reshaping the hedge if exceptional the

attack does aggravated damage

Iaido (Armed Defensive Striking)

Reload p76 *pre: Strength ••, Dexterity •••, Composure •••, Weaponry •••, Quick Draw

• Tsuki Kage (Draw and

Cut)

Add Weaponry to Initiative in any turn that starts with the weapon sheathed

•• Zanshin (Awareness) +2 to avoid ambush. A total of +4 with Danger Sense

••• Tachi-Sabaki

(Movement of the Sword)

Add Weaponry to defense while making a dodge action (Stacks with Weaponry Dodge)

•••• Kan Ken no Metsuke

(Seeing with Eyes and

Mind)

If the initiative is a tie, the practitioner acts first.

••••• Uke Nagashi (Catch

and Slide Off)

Counter attack while making a dodge action

Alternative Iaido

••••• Muso Ken (No-

though Sword)

Make a reflexive counter-attack when attacked by surpise

Judo

Reload p107 *pre: Dexterity ••, Wits ••, Athletics ••, Brawl ••

• Ukemi (Recieving) Stand up as a reflexive action

•• Naga-waza (Throwing

Techniques)

Can chose to not go prone in a grapple, but inflicts bashing if he does. Also, +1 Equipment bonus

if target wears lots of clothes

••• Sutemi-waza (Sacrifice

Techniques)

Add Athletics instead of +2 when using and All-Out Attack

••••Renzoku-waza

(Combination Techniques)

Perform multiple grapples per turn

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••••• Tokui-waza (Favorite

Techniques)

Add Athletics as automatic successus during specific situations

Improvised Weaponry

MR p57 *pre: Wits •••, Weaponry •

• Always Armed make a reflexive Wits + Weaponry roll to grab a 1L, Size 1, Durability 2 improvised weapon

•• In Harm's Way when using an improvised weapon, treat Structure as Armor to parry incoming Brawl or Weaponry

attacks

••• Breaking Point when using an improvised weapon, exchange Structure for bonus to a single strike

Kendo

Arm p211 *pre: Dexterity •••, Weaponry •••

• Kaburi gain +1 to attack rolls on overhead attacks

•• Kiai Make normal attack, no damage but ignores opponent's defence next attack, must shout loudly

••• Uchiotoshi Waza Spend WP, may parry then attack at -1, ignoring defence

•••• Nidan Waza Spend WP, successful attack does additional Dexterity damage

Krav Maga (Unarmed Defensive Striking)

Reload p79 *pre: Strength ••, Dexterity •••, Wits •••, Brawl •••, Brawling Dodge

• Immediate Defense Add Brawl to initiative when fightning an armed opponent

•• Disarming Defense Disarm and take control of the weapon

••• Impenetrable Defense Spend willpower to add Brawl to defense against a single attack

•••• The First Moment If the initiative is a tie, the practitioner acts first.

••••• Finishing the Fight Counter attack during a dodge action if attacker failed to hit

Kung Fu

WoD p111 *pre: Strength ••, Dexterity ••, Stamina••, Brawl••

• Focused Attack Armor and Called shot penalties are reduced by 1

•• Iron Skin Has Armor of 1 against Bashing attacks

••• Defensive Attack -2 to Attack for +2 Defense

•••• Whirlwind Strike Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets

cumulative -1. Cannot use Defense before or after this maneuver.

••••• Lethal Strike Spend WP, Brawl attacks deal Lethal

Langschwert (Heavy Sword)

Reload p83 *pre: Strength •••, Weaponry •••

• Wards +1 Defense while wielding a Heavy sword

•• Fool's Guard Instead of defense, roll to reduce amount of damage taken

••• Half Sword Take a penalty to add +2 to total damage

•••• Doubling Cut Make two attacks, lose defense

••••• Wrathful Cut Add weaponry instead of +2 when making an All-Out Attack

MAC (Modern Army

Combatives)

DoW p38 *pre: Strength ••, Dexterity ••, Stamina ••, Brawl ••

• Tactician's Sense determine Initiative modifiers of all combatants reflexively

•• Atemi Attack ignore 1 point of Armor per dot in this style when making a Brawl or Weaponry attack

••• Forearm Choke with grapple, choke out opponent on successive turns

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•••• Bullring defense applies fully against all hand-to-hand opponents

••••• Lethal Strike spend 1 Willpower to make Brawl attacks do Lethal damage for a turn

Multi-Limbed Combat

Pandora's Book 50 *pre: three or more arms; Brawl •• or Weaponry ••, Dexterity •••, Athletics •••

• Outnumbered For every limb over two, opponent's defense reduced by one.

•• Manhandle While in a grapple, for each limb over two, can make an overpower maneuver that does not

immobilize

••• Protected Attack Can dodge and attack with one action; does not stack with Bountiful Blows

•••• Bountiful Blows For each limb over two or each weapon wielded, can make an extra attack with a cumulative

penalty.

Muay Thai

Reload p110 *pre: Str •••, Sta ••, Brawl ••

• Cut Kick kick deals 1 less damage, but reduces victim's speed by 1

•• Iron Skin Has Armor of 1 against Bashing attacks

••• Combination Blows Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use

defense before or after attack

•••• Thai Clinch add Dexterity to attack pool for successful grapple + damage Combination Blows

••••• Brutal Blow or Lethal

Strike

Spend WP, Brawl attacks deal Lethal

Police Tactics

13P p81, Tribes p36 *pre: Strength ••, Dexterity ••, Stamina ••, Brawl ••, Weaponry •

• Compliance Hold during Grapple, gain +2 to disarm or overpower

•• Weapon Retention during Grapple, opponent must score more success than your Weaponry to "disarm" or "turn

drawn weapon" against you

••• Speed Cuff during Grapple, may place cuff on one wrist, with exceptional success, both wrists

Qinna (Controls)

Reload p88 *pre: Dexterity •••, Brawl ••

• Standing Control An Overpowering maneuver that forces the opponent to accompany the practitioner

•• Misplacing the Bones Chance of breaking a limb for additional damage and effect

••• Grabbing the muscles Treat the defenders strength as 2 dots lower when making an overpowering maneuver

•••• Sealing the Breath Use pressure points to inflict dice penalties

••••• Disrupting the Veins Inflict lethal in a grapple

Shurikenjutsu (Thrown Dart)

Reload p104 *pre: Dexterity •••, Athletics ••

• Ma-ai (Distance) Double range for throwing weapons

•• Kakushi-Buki (Hidden

Weapons)

No need for an action to draw a prepared throwing weapon

••• Choku Da-Ho (Direct

Hit Method)

Add Strength when attacking with a throwing weapon

•••• Ikki Gokken (Five

Blades in One Breath)

Perform multiple attacks

Sniping

Arm p212 *pre: Dexterity •••, Resolve •••, Firearms •••, Stealth ••

• On Scope Max aiming bonus is Composure+1 for semi-auto and auto rifles, Composure+2 for all other rifles.

Receives +2 Perception when using long rage sights

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•• Battlesight Zero Double attacks from Sights bonus; attacks with this bonus have short range of 5 times Wits

••• Focused Shot When aiming, ignore penalties up to Resolve

•••• Tactical Intervention When aiming, halve close combat and concealment penalties, rounded down

••••• One Shot, One Kill Spend WP to add Damage rating to successes instead of extra die

Sojutsu/Jukendo (Spear/Bayonet)

AA p51, Reload p67 *pre: Strength •••, Dexterity ••, Weaponry •••

• Warding Stance attack first against foes with smaller-Size melee weapons in front

•• Thrust gain 9-Again with spear or bayonet

••• Block and Strike take -2 to attack to receive +2 to Defense

•••• Great Thrust if using All-Out Attack, use dice equal to lower of Strength or Weaponry instead of 2

Spetsnaz Knife Fighting

Arm p213 *pre: Dexterity •••, Weaponry ••

• Anticipate Attack If wielding edged or pointed weapon size 2 or less, substitute Weaponry instead of Composure for

Initiative

•• Advantageous Angle Every other attack, opponent gets -1 defense

••• Vital Attack Knife attacks have Armor Piercing 1 and reduce called shot penalties by 1

•••• Slash and Stab Make two attacks. The second attack gets -1. Defense reduced by 1

Staff Fighting

Arm p213 *pre: Strength •••, Dexterity ••, Weaponry ••

• Trip Roll attack versus opponent's Dexterity+Athletics to knockdown and deal 1 Bashing

•• Temple Strike When making a head shot, if damage exceed target's size, target is unconscious

••• Dangerous Radius Spend WP, attacks all targets within range with -1 equal to opponents within range (max -5).

Allies hit too

Swarm Tactics

Cart p183 *pre: Status (Carthians) •, Brawl or Weaponry ••, Vampire

• Feint Make a Brawl or Weaponry attack that does no damage, but allows an ally to use Unexpected

Strike

•• Unexpected Strike Attack with 9-Again, or 8-Again if the subject has been affected by two or more flanks.

Sword and Shield

Reload p92 *pre: Strength •••, Dexterity ••, Stamina ••, Weaponry ••

• Cloak and Dagger Double Structure of improvised shields

•• Shield Bash Use a shield as a weapon

••• The Shielded Strike +1 Defense, and no penalty for using a weapon and a shield

•••• Shield Charge Shield Bash which results in a Knockdown

••••• Stand Strong No reduced defense against cumulative attacks

Tooth and Claw

Rage p103 *pre: Strength ••, Dexterity •••, Stamina •••, Brawl ••, Werewolf

• Hunter's Eye spend a turn observing your opponent to lower his defense for the remainder of the scene

•• Slip Through attack one turn for no damage to null opponents defense from next attack

••• Pounce if you roll more successes than the targets size it is knocked to the ground under you

•••• Fury make a claw and bite attack in the same turn, bite attack gains +1 Drawback: cannot use

defense the same turn as maneuver

••••• Throat Tear apply +2 bonus for tooth and claw as automatic successes as opposed to dice roll bonus

Drawback: costs 1 willpower

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Two Weapons

WoD p112 *pre: Dexterity •••, Weaponry •••

• Whirling Blades When dodging may negate penalties for multiple attacks

•• Deflect and Thrust +2 Defence but -2 to Attack

••• Focused Attack May attack one target twice. -1 on second attack, lose defense.

•••• Fluid Attack May attack two targets. -1 on second attack, lose defense.

Wolfpack

WAtP p44 *pre: Dexterity •••, Stamina •• and Brawl •••, Werewolf

• Worry

•• Trip/Bowl-Over

••• Slow the Prey

•••• Joint Attack

Driving Styles

High

Performance

MR p56 *pre: Dexterity •••, Resolve •• and Drive ••

• Speed Demon Maximum Speed is now Safe Speed

•• Smuggler's

Turn

Roll Dexterity+Drive+Handling to eliminate opponent's handling in pursuit unless they also have this merit

••• Safe

Passage

Can ignore up to 3 die of hazard penalty

•••• Offensive

Driving

Spend WP at the beginning of pursuit and reduce car's structure by 2 at the end to halve (round up)

opponent's Acceleration and Handling.

Movement Styles

Parkour

StA p74,

Tribes p98

*pre: Dexterity •••, Athletics ••

• Flow When running, you may negate terrain penalties equal to dots in Parkour. Also, may gauge jump distance

reflexively

•• Cat Leap When using Dex+Ath to reduce falling damage (WoD pg 109), gain one success. Add dots to max damage

reduction possible

••• Wall

Run

Use Athletics to climb at 10ft+5ft/dot as Instant Action, at a penalty of -1/10ft after the first 10ft

•••• Expert

Traceur

When making Athletics rolls for running, jumping or climbing, may make a roll using Rote Action at cost of

Defense

•••••

Freeflow

After running for at least a minute or by spending one Willpower, may make any Athletics roll for running,

jumping or climbing as Reflexive, rather than Instant Action

Spelunker

BotD p92 *pre: Dexterity •••, Athletics •••

• Sure

Footed

In enclosed area gain 9-Again to retain balance, ignore penalties to Speed in tight spaces up to Dots

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•• Cave

Sense

Outside of combat can ignore darkness penalties, in combat ignore 1/2 darkness penalties

•••

Squeeze

Through

Can fit through openings as if Size were two lower, can move at full speed in this manner if taking one Lethal

damage

•••• Free

Climb

Roll Wits+Athletics up to Dots times to add successes to Strength+Athletics roll (max +5) to climb any surface

••••• Born

to the Cave

See perfectly if any light is present at all, can climb any surface that doesn't impose a penalty without a roll, if

attached when climbing underground double your defense, take -1 penalty when climbing outdoors

Debate Styles

Reason

RfR p108 *pre: Intelligence •••, Academics •

• Reference Declare use at beginning of turn to add a bonus to Integrity for the turn

•• Dilemma Pose a debate attack that contributes no successes toward the final total, but the opponent does not benefit

from Integrity on their next defense.

••• Kairos Can switch tactics without increasing the debate target number.

••••

Hyperbaton

When defending, can double Integrity and rebutt immediately with a penalized Wits-based reply. Cannot apply

Integrity for the remainder of the turn, and counts as a tactics shift if not already using Deft Argument.

••••• Elocutio Costs a point of Willpower to use, but allows a debate attack against any number of simultaneous opponents,

with a penalty proportional to the number attacked.

Rhetoric

RfR p110 *pre: Presence •••, Expression •

• Ad

Captandum

Grants a bonus to Presence or Manipulation arguments.

•• Ambiguous

Statement

Can substitute Manipulation for Integrity until the next turn

•••

Synonymia

Make a Presence or Manipulation attack at a penalty, but inflict a larger penalty on the victim's next attack.

•••• Apologue After making a Presence or Manipulation attack, can apply full Integrity to all incoming attacks this turn.

••••• Innuendo Costs a willpower point, but may perform a Humiliating Attack without sacrificing Integrity or losing Integrity for

the rest of the debate.

Theology

FotC p99 *pre: Presence ••, Religion ••, Expression •

• Passionate

Apologetic

•• Proof Texts

••• Appeal to

Witnesses

•••• Zeugma

Social Styles

Social Maneuvers

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NHGF p63 pre: Presence •••, Manipulation •••, one Social Skill at ••••

• Sugar Lips,

Honey

Tongue

target suffers -3 to any further Social resistance rolls

•• Stick and

Move

spend WP, gain bonus to all Social rolls equal to half the victims Presence

••• New

Approach

spend WP to force a failed Social contest to be rerolled

•••• Chip

Away

spend WP, force a -1 penalty to a max of -3 on all Social rolls

Location

Secured Location

Bastion (• to •••••) {Size, Amenities,

Battlements} (SH)

SaD p108 Changeling Motley Dream Fortress

Den (•••) Skin p21, ChB p96 Skinthief or Changing Breed

Haunt (• to •••••) {Fluidity, Residue,

Utility} (SH)

GtSE p87 Sin-Eater

Haven (• to •••••) VtR p100 Vampire

Hollow (• to •••••) {Size, Amenities,

Doors, Wards} (SH)

CtL p94 Changeling

Lair (• to •••) (SH) PtC p96 Promethean

Safehouse (• to •••••) {Cache, Secrecy, Size,

Traps}

H:tV p71 Hunter

Sanctum (• to •••••) {Security, Size} (SH) M:tA p86 Mage

Temple (• to •••••) CoC p42 Circle of the Crone

Universal Fixtures

Archive (• to •••••) RoS p87 Every dot is single topic, cuts study

time.

Sanctum Materials (• to •••••) S&S p86 increase strength of structure

Portable (•) Myst p141 change location, personal only

Geomantic Nexus (• to •••••) Size and (• to •••) +1

attribute per dot

Ordo p202 Fung Shui

Guardian Retainer (• to •••••) (mult) S&S p85 armed guard

Library (• to •••••) (SH) M:tA p85 1/dot topics of research

Security (• to •••••) VtR p100, PtC p96, MtA

p86

+1 intiative against break-ins per

dot.

Size (• to •••••) VtR p100, PtC p96, MtA

p86, CtL p95

• - 1-2 rooms

•• - 3-4 rooms

••• - 5-8 rooms

•••• - 9-15 rooms

••••• - Countless rooms

Vampire *pre: Haven

Location (• to •••••) VtR p100 +1 bonus to hunting per dot for

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owner and invitees.

Occultation (• to •••••) *pre: Haven Size ••• or

less

Mehket 119 Penalizes attempts to find the

Haven

Temple Library (• to •••••) *pre: Temple CoC p42

Mage *pre: Sanctum

Alchemical Lab (• to •••••) (SH) TotM p146 resources to produce Gross Matter

Guardian Ghost (•• to •••••) (mult) S&S p85 bound Ghost

Guardian Spirit (•• to •••••) (mult) S&S p86 bound Spirit

Hallow (• to •••••) (SH) M:tA p83 upwelling of Mana

Sanctum Gauntlet (• to ••) S&S p86 +/- 1/dot Gauntlet

Scriptorium (•• to •••••) (SH) Myst p67 reduce cost to learn Rotes

Summoning Circle (• to •••) Summ p185 attuned circle to particular realm

Changeling *pre: Hollow

Amenities (• to •••••) CtL p95 How comfortable the Hollow is.

Doors (• to •••••) CtL p95 Add doors in Hedge and on Earth.

Hob Kin (••) RoS p92 Hobgoblins protect your Hollow.

Ritual Doorway (•••) *pre: Doors ••••• RoS p95 Enter from anywhere on Earth. One

way.

Wards (• to •••••) CtL p95 Ability to hide and fortify Hollow

Workshop (• to •••••) *pre: Size >=

Workshop

RoS p97 Space and tools for various crafts,

1/dot

Mobile Hollow (• to •••••) SaD p92 More dots = further and faster, more

control

Changeling Bastions

*pre: Must belong to a Motley

of 3 or more

with specialty in Oneiromancy

Amenities (• to •••••) SaD p108 How comfortable the Bastion is.

Battlements (• to •••••) SaD p108, CtL p. 198 10 points of damage per •, ranged

attacks allowed

Werewolf Territory

Ambush Site (•) Territories 40

Apartment Building (•) Territories 27

Arcane (+•) Territories 40

Artic - Territories 46

Barren - Territories 37

Big Box Store (•) Territories 27

Catalyst (•) Territories 37

Caverns/Tunnels (•) Territories 19

Cemetary (•) Territories 33

Church (•) Territories 33

Cliff/Ridge (•) Territories 19

Club or Bar (••) Territories 28

Contested (-•) Territories 41

Criminal District (•) Territories 34

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Desert (•) Territories 19

Dry - Territories 46

Empty Building (•) Territories 34

Essence Current/Ley

Line

(+•) Territories 41

Fallow Prairie (•) Territories 21

Factory (•) Territories 29

Factory Farm - Territories 21

Farm (• or ••) Territories 21

Glade (•••) Territories 38

Haunted (+•) Territories 42

High - Territories 46

Highway (•) Territories 34

Houses/Housing (•) Territories 29

Hospital (•••) Territories 35

Landfill or Garbage Dump (••) Territories 22

Locus (• to •••••) Territories 38

Mall/Strip Mall (•) Territories 29

Media Center (+•) Territories 42

Military Base (•••) Territories 35

Mountain (••) Territories 22

Museum/Library (•) Territories 30

Neutral Ground - Territories 43

Notorious - Territories 42

Ocean/Sea/Great Lake (•) Territories 23

Office

Building/Skyscraper

(•) Territories 30

Park (•) Territories 30

Pond/Lake/Lakefront (•) Territories 24

Poor (+•) Territories 44

Pure (-••) Territories 44

Rich (+•) Territories 45

River/Riverside (•) Territories 24

Sanguine (+•) Territories 45

Shoal - Territories 38

Shop or Restaurant (•) Territories 31

Spring (••) Territories 24

Stadium or Arena (•) Territories 31

Stream (•) Territories 25

Swamp/Marsh/Wetland (••) Territories 25

Theater/Opera House (•) Territories 33

Tropical - Territories 46

University or (••) Territories 36

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Postsecondary School

Utilities (•) Territories 36

Verge - Territories 39

Virgin (+••) Territories 45

Wet - Territories 46

Window (•) Territories 39

Woods/Forest (••) Territories 26

Wound - Territories 39

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Equipment

Weapons

Melee Weapons

Damage Size DurabilityCost Description Book Page

Blunt

Brass

Knuckles/ Sap

Gloves

1B 1P 3 • Uses Brawl instead of Weaponry WoD,

Arm

170,

36

Club (Wooden) 2B 2 - WoD 170

Escrima Sticks -1B/1-B 2S 1/2 • Damage varies by type Arm 30

Iron Fan 0B 1S 3 • +1 Defense with Weaponry Dodge Arm 36

Mace (Metal) 3B 2L 3 •• WoD,

Arm

170,

30

Maul 4B 3N 3 •• Two-Handed Arm 30

Morningstar 3L 3N 3 •• Arm 30

Nightstick

(TMFA)

2B 2J 2 • +1 defense Arm 30

Nunchaku 1B 1S 3 • -1 without Dex 3 Arm 31

Quarterstaff 2B 4N 1 • +1 defense, two-handed Arm 32

Sap 1B 1 3 • Knockout (Wod p168) / Stun (Stamina) WoD 170

Shakuhachi

Flute

0B 1S 3 • +1 to some Wits+Expression Arm 30

Sledgehammer 2B 3N 2 • 9-Again Arm 41

Telescopic

Baton

3B 2J 3 • Collapses to size 1S Arm 30

War Hammer 5B/4L 4N 3 •• Armor Piercing 1 (Lethal only), -3 if used to attack in next turn Arm 33

Wooden Club 2B 2J 1 - Arm 30

Knives

Bowie Knife 2L 1J 4 • +1 to some Crafts rolls Arm 24

Combat Knife 1L 1J 3 • Arm 24

Qatar Punch

Dagger

2L 1J 3 •• Uses Brawl instead of Weaponry Arm 24

Keris 2L 2K 3 •• Without specialty, does 1L instead Arm 24

Khukri 2L 2J 3 •• 9-Again on targeted attacks Arm 24

Kitchen Knife 1L L 1 • Improvised Weapon; Max damage 2 HtV 249

Knife 1L 1 • WoD 170

Main Gauche 1L 1S 3 • Defense +1 if used with another weapon Arm 24

Pocket Knife -1L 1P 2 • Fragile 3, +1 to some Crafts rolls Arm 24

Rondel Dagger 1L 1S 3 •• Armor Piercing 1, +2 on surprise attacks Arm 24

Switchblade 0L 1P 3 • Arm 24

Swords

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Bastard Sword 3/4L 3N 3 •• One/Two Handed, Strength 4/3 Arm 27

Curved Sword 3L 3N 3 •• +1 when in a position of height Arm 27

Fencing Sword 1L 2L 3 • Armor Piercing 1 Arm 27

Fish-Spine

Sword

1L 2L 1 - 9-Again Arm 27

Gladius 2L 2S 3 •• Arm 27

Greatsword 4L 3N 3 ••• Two-Handed Arm 27

Halberd 4L 4N 3 ••• +1 defense, min Strength 3, two-handed Arm 32

Katana 3L 2L 4 ••• Increased Durability Arm 27

Longsword 3L 2L 3 •• Arm 27

Machete 2L 2J 3 • Arm 27

Rapier 2L 2L 3 •• Armor Piercing 1 Arm 27

Sword 3L 2 •• Arm 27

Swordcane 2B/L 2L 3 •• While sheathed does bashing Arm 27

Wakizashi 2L 2S 4 ••• Arm 27

Zweihander 4L 4N 3 ••• 9-Again Arm 27

Axes

Axe (Small) 2L 1 • Arm 27

Axe (Large) 3L 3 •• Two-Handed, 9-Again Arm 27

Battle-Axe 3L 3N 3 •• Arm 33

Crash Axe 2L 2L 4 • Arm 33

Fire-Axe 3L 3N 2 • Two-Handed Arm 33

Greataxe 5L 4 ••• Two-Handed, 9-Again Arm 27

Hatchet 1L 1S 2 • Arm 33

Ice Axe 2L 2J 1 • Armor Piercing 1 Arm 33

War Axe 5L 4N 3 ••• Arm 33

Polearms

Bayonet 2L 1S 3 • Does only 1L if unmounted Arm 24

Naginata 3L 4N 2 ••• +1 defense, two-handed Arm 32

Scythe 2L 4N 2 • +1 defense Arm 41

Spear 3L 4N 2 • Two-Handed, Defense +1 against unarmed foes Arm 32

Trident 4L 4N 3 •• +1 defense, two-handed Arm 32

Chain

Chain (Basic) 1B 1S 3 - Sometimes improvised Arm 31

Flail 3B/L 3N 3 •• Lethal if spiked, -1 without Dex 3, ignore shields Arm 30

Kusari Gama 2B/L 2N 3 •• -2 without Fighting Style: Chain Weapons Arm 31

Kyoketso

Shogi

1B/L 3N 2 •• -2 without Fighting Style: Chain Weapons Arm 31

Manriki Gusari 2B 2L 3 • -2 without Fighting Style: Chain Weapons Arm 31

Poi 0B 1S 3 - +1 defense, trip attack, two-handed Arm 31

Improvised

Chainsaw -2L 3N 3 • 8-Again, +1 Defense Arm,

Slash

39,

156

Chainsaw (High -1L 4 •••• 8-Again, +1 Defense Arm 39

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End)

Keys -1L/1B 0 1 • Slash 156

Stake 1L 1S 1 - Arm 27,

Errata

Straight Razor 0L 0 1 • With a killing blow, victim gains one Lethal per minute. If victim

at full Lethal, 2 Agg per minute

Slash 157

Miscellaneous

Bagh-Nakh 1L 1P 3 • Uses Brawl instead of Weaponry Arm

Broken Bottle HtV 249

Catch Pole 0B 3N 2 • Can be used to Grapple opponents with Weaponry instead of

Brawl

Fakir's Horns -1L 3N 3 • +1 Defense, +2 Defense with Weaponry Dodge Arm 36

Nail Gun 0L 2J 3 • Strength+Firearms, if successful 1 automatic Lethal Arm 40

Strangle Wire 2L 1P 2 Grapple, then apply wire (Strength+Weaponry-3, no Defense) Arm,

Reload

36,

58

Stun Gun 0 1P 3 • Dexterity+Weaponry, successes on attack count as penalties

against next roll, target goes unconscious if cumulative penalty

exceeds size

Arm

Whip 1B/0L 2J 1 • Dex+Weapon, -3 To disarm opponent Arm 36

Ranged Weapons

Damage Ranges Clip Strength Size Cost Description Book Page

Revolvers

Revolver, Light 2L 20/40/80 6 2 1 •• WoD 170

Revolver, Heavy 3L 35/70/140 6 3 1 •• WoD 170

.22LR 1L 5/10/20 6 0 1P • Arm 62

.38 Special 2L 20/40/80 6 1 1S •• Arm 62

.357 Magnum 3L 30/60/120 6 2 1S •• Arm 62

.44 Magnum 3L 35/70/140 6 3 2J ••• 9-Again Arm 62

Autoloaders

Pistol, Light 2L 20/40/80 17+1 2 1 ••• WoD 170

Pistol, Heavy 3L 30/60/120 7+1 3 1 ••• WoD 170

Glock 22 2L 20/40/80 10+1 2 1 •• HtV 247

Glock 26 2L 10/20/40 10+1 2 1 •• HtV 247

Holdout 1L 5/10/20 6+1 1 1P • Arm

9mm Luger 2L 20/40/80 15+1 2 1S •• Arm

.40 S&W 2L 25/50/100 12+1 2 1S •• 9-Again Arm

.45 ACP 3L 30/60/120 8+1 2 1S •• Arm

Desert Eagle 4L 50/100/200 7+1 3 1L •••• HtV 247

Rifles

Rifle 5L 200/400/800 5+1 2 3 •• Two-Handed WoD 170

Plinking Rifle 1L 30/60/120 5+1 1 2N • Arm 74

Target Rifle 4L 150/300/600 5+1 2 3 •• Arm 74

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Hunting Rifle 4L 200/400/800 4+1 2 3 ••• 9-Again Arm 74

Sniper Rifle 4L 250/500/1000 10+1 2 3 •••• 9-Again Arm 74

Big-Game Rifle 5L 250/500/1000 3+1 3 3 •••• STR Req is 5 if not properly braced and

causes recoil

Arm 74

Anti-Material

Rifle

5L 300/600/1200 5+1 3 4 ••••• Causes recoil if not properly braced, 8-

Again, Armor Piercing 6

Arm 74

Weatherby Mk.

5

5L 250/500/1000 2+1 3 3 •••• HtV 247

M1 Garand 4L 225/450/900 8+1 3 3 ••• 9-Again HtV 247

KAC SR-25 4 125/250/500 20+1 2 3 •••• 9-Again HtV 247

Submachine

Guns

SMG, Small 2L 25/50/100 30+1 2 1 ••• Autofire WoD 170

SMG, Large 3L 50/100/200 30+1 3 2 ••• Two-Handed, Autofire WoD 170

9mm Luger 2L 30/60/120 32+1 2 (2/3/4) 2L ••• Arm

9mm Luger

(Machine Pistol)

2L 20/40/80 20+1 2 (3/4/5) 1J ••• Arm

.45 ACP 3L 30/60/120 30+1 2 (2/3/4) 2N ••• Arm

Assault Rifles

Assault Rifle 4L 150/300/600 42+1 3 3 ••• Two-Handed, Autofire WoD 170

5.56mm AR 4L 150/300/600 30+1 2 (2/3/4) 3 ••• Arm 75

5.56mm Bullpup

AR

4L 150/300/600 30+1 2 (2/3/4) 2L •••• Arm 75

7.62mm AR 4L 200/400/800 20+1 3 (3/4/5) 3 ••• 9-Again Arm 75

Shotguns

Shotgun 4L 20/40/80 5+1 3 2 •• Two-Handed, 9-again WoD 170

Break-Action 4L 20/40/80 2 3 3 • 9-Again Arm

Lever-Action 4L 20/40/80 2+1 3 3 •• 9-again Arm

Pump-Action 4L 20/40/80 8+1 3 3 •• 9-Again Arm

Semi-Automatic 4L 20/40/80 5+1 3 3 ••• 9-Again Arm

Sawed-Off 4L 15/30/65 5+1 3 2 •• 9-Again HtV 247

Machine Guns

SAW 4L 175/350/700 200 (3/4/5) 3 ••••• Arm

GPMG 4L 250/500/1000 100 (4/4/5) 4 ••••• 9-again Arm

HMG 5L 300/600/1200 50 (3/3/4) 5 ••••• 8-again Arm

Miscellaneous

Atlatl 4L Thrown*5 1 2 3 ••• Arm 91

Ballistic Knife 1L 2/5/10 1 1 1J •• 9-Again Arm 91

BB Gun, pistol 0B 5/10/20 50 1 1S • Cannot deal more than 1B or reduce

target to fewer health than Size

Arm 91

BB Gun, Rifle 0B 10/20/40 300 1 2L • Cannot deal more than 1B or reduce

target to fewer health than Size

Arm 91

Blowgun 0L 1 1 2N • Rolls Dex+Ath, Range equal to 2*

(Size+Stamina+Athletics)

Arm 90

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Bow Strength 1 • Rolls Dex+Ath, Two-Handed, Range equal

to 3*(Strength+Size+Athletics), Strength

penalties are doubled

Arm 90

Bow, Compound Strength+1 •• Two-Handed, Rolls Dex+Ath, Range equal

to 4*(Strength+Size+Athletics)

Arm 90

Crossbow 3L 40/80/160 1 3 3 ••• Two-Handed, slow to reload, Armor

Piercing 2

WoD 170

Crossbow 3L 40/86/160 1 2 3 ••• Two-Handed, can use Athletics or

Firearms, requires 2*min. Str turns to

reload, AP 2

Arm 90

Crossbow, Hand 1L 15/30/60 1 1 2N •• Can use Athletics or Firearms, Requires

2*min. Str turns to reload, AP 1

Arm 90

Dart Gun, Pistol 0 10/20/40 1 1 2L •• Only deals 1L to targets Size 2 or less,

otherwise, no damage

Arm 91

Dart Gun, rifle 1 25/50/100 1 1 3 ••• Only deals 1L to targets Size 2 or less,

otherwise no damage

Arm 91

Flare Gun -1L 20/40/80 1 1 1S • Maximum of 4 damage Arm 91

Sling 2L Thrown*3 1 2 0P Rolls Dex+Ath Arm 90

Sling, Stave 3L Thrown*5 1 2 4 Two-Handed, rolls Dex+Ath Arm 90

Ranged Stun

Gun

-1 1/3/7 1 1 1S •• Deals 1B regardless of successes, until

removed stun gun attacks can still be

made

Arm 93

Slingshot 0B 5/10/20 1 1 1S • Cannot deal more than 1B, Rolls Athletics Arm 93

Spear Gun 3L 15/30/60 1 2 2L •• Two turns to reload, range only applies

underwater

Arm 93

Thrown

Weapons

Dart -1L Aero 1 1P • 10s not re-rolled Arm 89

Hatchet 1L Thrown 2 1J • Can deal Bashing instead Arm 89

Javelin, Combat 3L Aero 2 2N •• Arm 89

Javelin,

Competition

2L Thrown*4 2 2N •• Arm 89

Knife 1L Aero 2 1P • Arm 89

Shuriken -1L Aero 1 1P • 10s not re-rolled Arm 89

Mounted

M158 Launcher -2L+10 125/250/500 7 - Blast Area/Force 3, Knockdown, Armor

Piercing 12

Reload 35

Minigun 5L / 6L 250/500/1000 750 - Autofire, Armor Piercing 6, 9-Again, multi-

barrel does 6L

Reload 35

M134 "Minigun" 4L+2 150/300/600 100 4 5 Can only be fired in long bursts; 8-Again,

fires 50+5 dice

ArmErr 4

Special Ammunition

Arrows Damage Range Amount

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Modifier Modifier

Bodkin Increase

by half

again

12 ••• Armor Piercing 4 Arm 90

Broadhead • Armor Piercing 2 and +1 against no or soft armor,

otherwise -2

Arm 90

BulletsDamage

modifier

Range

modifierAmountCost Description BookPage

Armor Piercing (2L

or less Handgun)

50 •• Armor Piercing 1 Arm 82

Armor Piercing (2L

w/ 9-again or more

Handgun)

50 •• Armor Piercing 2 Arm 82

Armor Piercing (4

or less Rifle)

20 •• Armor Piercing 2 Arm 82

Armor Piercing (4L

w/ 9-again or more

Rifle)

20 •• Armor Piercing 3 Arm 82

Buckshot

(Shotgun)

25 • +1 against 0 Durability or Armor at short range, range

penalties reduced by half, anyone in physical contact w/

target suffers half damage, all targets double durability or

armor

Arm 86

Birdshot (Shotgun) -1 -0/-half/-

half

25 • anyone in physical contact w/ target suffers half damage,

all targets triple Durability or Armor

Arm 86

Cold Iron Normal bullet acts as an Armor Piercing bullet, hollowpoint

acts as a normal bullet

Arm 88

Flamethrower

(Shotgun)

+3 3 • Autofire base damage 0, maximum 4 damage Arm 86

Flare (Shotgun) Becomes

-1

-half/-

half/-half

3 • Maximum 4 damage Arm 87

Frangible (Handgun

or Rifle)

20 •• +1 against 0 Durability or Armor Arm 83

Gold -1 All ranges reduced by three-quarters of normal Arm 88

Hollowpoint

(Handgun or Rifle)

-0/-3/-5 20 • +1 against 0 Durability or Armor, -2 otherwise Arm 83

Riot Control

(Handgun or Rifle)

20 •• Deals Bashing instead of Lethal

Riot Control

(Shotgun)

25 • Deals Bashing instead of Lethal Arm 88

Silver -1 Arm 89

Shotgun Gauge Damage Range Modifier Capacity Modifier Strength Modifier Description BookPage

.410 2L -10/-20/-30 +2 -1 9-Again Arm 77

28 2L -10/-20/-30 +2 -1 9-Again Arm 77

20 3L -5/-10/-15 +1 -1 9-Again Arm 77

16 4L +0/+0/+0 +0 +0 Arm 77

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10 5L +5/+10/+15 -1 +1 Arm 77

Explosives

Type Throwing Mod Blast RadiusDamage Size Cost Description BookPage

Incendiary -1 2 2 1 - Ignites fire WoD 179

Concussion +2 3 4 1 ••• Delivers bashing damage and knockdown WoD 179

Shredding +2 3 4 1 ••• WoD 179

Single Destructive +1 4 4+ 1 ••• WoD 179

High Explosive n/a 20+ 6+ 1-3 •••• Timed explosive WoD 179

Grenades DamageBlast

AreaForce Size Cost Description BookPage

Frag, Standard 2L+3 10 3 1S - Knockdown Arm 104

Frag, Heavy 0L+3 5 3 1J - 9-again, knockdown Arm 104

Frag, Stick 3L+2 10 2 1J - Knockdown Arm 104

Pipe Bomb 0L+2 5 2 2J • Not Aerodynamic Arm 104

Stun 1B+2 5 2 1S •• Knockdown, Stun Arm 104

Thermite -2L+4 5 4 1J - Armor Piercing 8, creates a 4L fire Arm 104

White

Phosphorous

-2L+4 5 4 1J - Armor Piercing 3, creates a 4L fire and provides substantial

concealment

Arm 104

Molotov Cocktail -1L+2 3 2 2L • Not aerodynamic, creates a fire Arm 105

Smoke -1 10 - 1J •• Provides substantial concealment Arm 105

Tear Gas -1 10 - 1J •• Provides substantial concealment, creates tear gas Arm 105

Toxins

Type Application Toxicity Rating Source

Ammonia Inhalation 3 WoD 181

Bleach Ingestion 4 WoD 181

Cyanide Ingestion, Inhalation 7 WoD 181

Drug/Alcohol Abuse Ingestion, Inhalation, Injection 3-7 WoD 181

Salmonella Ingestion 2 WoD 181

Venom Injection, Ingestion 3-8 WoD 181

ArmorArmor

General FirearmsStrength Defense Speed Cost Description Book Page

Bomb Suit 3 6 3 -3 -3 ••••• Once explosion is absorbed, drops to 2/3 Armory 175

Bulletproof Vest 2 3 1 -1 0 ••• Bulletproof Armory 175

Bulletproof Vest

Accessories

1 2 1 0 0 •• Covers a spot not armored by Vest; only

applies against called shots against

Armory 175

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covered area

Chainmail 2 1 3 -2 -2 •• WoD 170

Chainmail (vanity) 1 1 3 -1 -1 •• Armory 176

Flak Jacket 2 3 1 -1 0 •• Bulletproof; updated by Armory to

"Bulletproof Vest"

WoD 170

Flak Jacket

(Armory variant)

1 2 1 -1 0 • Quasi-bulletproof Armory 177

Full Riot Gear 3 4 2 -2 -1 ••• Bulletproof WoD 170

Full Riot Gear+ 3 4 2 -2 -1 •••• Bulletproof; immune to Armor Piercing Armory 177

Kevlar Jacket

(Thin)

1 2 1 0 0 • Bulletproof WoD 170

Leather

(Hardened)

1 0 2 -1 -1 • WoD 170

Leather Armor 1 0 2 -1 0 • Armory 177

Leather Armor

(Hardened)

2 0 2 -1 0 •• Armory 177

Lorica

Segmentata

2 2 3 -2 -2 •••• Armory 177

Plate Armor 3 2 4 -2 -3 •••• Penalties increased if not custom fitted WoD 170

Reinforced

Clothing

1 0 1 0 0 - Reinforced clothing or thick leather jacket WoD 170

Sports Equipment 2 0 2 -1 -1 • Armory 177

Shields

Defense Strength Cost Description Source

Ballistic Armor

Wall

- - •••• Cover (Durability 5, Size 7, Structure 12) Armory

179

Ballistic Shield +2 3 ••• Adds significant penalty to hit with ranged weapons; armor-piercing

ranged weapons penetrate without problem

Armory

178

Improvised

Shield

+1 Variable Variable Destroyed after absorbing (Structure) attacks Armory

179

Medieval Shield +2 3 •• Armory

179

Riot Shield +2 2 •• Add full defense against thrown attacks Armory

179

Riot Shield

(electrified)

+2 2 ••• Add full defense against ranged attacks; stun anyone touched by the

shield

Armory

179

Vehicles

Name DurabilitySize Structure AccelerationSafe

Speed

Top

SpeedHandling Occupants Cost Notes Source

Passenger

Cars

Subcompact 2 8 10 13 (18 mph) 95 (65 147 (100 3 1+3 ● Armory

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Car mph) mph) 135

Cab 4 14 18 14 (19 mph) 103 (70

mph)

176 (120

mph)

2 1+4 ●●● Polycarbinate

partition,

Radio

HtV

251

Compact Car 3 9 12 15 103 (70

mph)

191 (130

mph)

3 - - WoD

147

Compact Car

(Armory)

3 9 12 15 (20 mph) 103 (70

mph)

161 (110

mph)

3 1+3 ● Armory

135

Mid-Size Car 3 12 15 14 110 (75

mph)

183 (125

mph)

2-3 - - WoD

147

Mid-Size Car

(Armory)

3 12 15 19 (26 mph) 110 (75

mph)

169 (115

mph)

2 1+3 ●● Armory

135

Performance

Mid-Size

3 12 15 28 (38 mph) 117 (80

mph)

227 (155

mph)

4 1+3 ●●● Armory

135

Full-Size Car 3 14 17 12 103 (70

mph)

176 (120

mph)

1 WoD

147

Full-Size Car

(Armory)

3 14 17 14 (19 mph) 103 (70

mph)

176 (120

mph)

2 1+4 ●●● Armory

135

Limousine 3 19 22 10 (14 mph) 81 (55

mph)

147 (100

mph)

0 1+11 ●●●● ● to rent for a

single night

Armory

135

Police Car 3 14 17 15 (21 mph) 110 (75

mph)

213 (145

mph)

3 1+3 ●●● Many special

notes

Armory

135

Secure

Sedan

6 12 18 19 (26 mph) 110 (75

mph)

169 (115

mph)

3 1+3 ●●● Many special

notes

HtV

251

Sports Cars

Sports Car 2 10 12 20 161

(110

mph)

235 (160

mph)

4 - - WoD

147

Sports Car

(Armory)

2 10 12 28 (38 mph) 117 (80

mph)

249 (170

mph)

4 1+1 ●●●● Armory

135

Muscle Car 3 12 15 26 (35 mph) 110 (75

mph)

220 (150

mph)

3 1+3 ●● Armory

135

Sport

Compact

3 9 12 27 (37 mph) 117 (80

mph)

213 (145

mph)

4 1+3 ●●● Armory

135

Supercar 2 10 12 37 (50 mph) 132 (90

mph)

301 (205

mph)

5 1+1 ●●●●● Penalty to

offroading

Armory

135

Light Trucks

Light Pickup

Truck

3 14 17 15 (20 mph) 88 (60

mph)

154 (105

mph)

1 1+2 ●● Armory

138

Heavy

Pickup Truck

3 15 18 12 (16 mph) 81 (55

mph)

132 (90

mph)

0 1+2 ●●● Armory

138

Jeep 3 13 16 9 (12 mph) 88 (60

mph)

147 (100

mph)

1 1+3 ●● Armory

138

Off-Road

SUV

3 15 18 12 (17 mph) 96 (55

mph)

154 (105

mph)

0 1+4 ●●● Armory

138

Military

Tactical

4 17 21 7 (10 mph) 81 (55

mph)

117 (80

mph)

0 1+3 N/A Armory

138

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Truck

SUV/Pick Up

Truck

3 15 18 13 103 (70

mph)

169 (115

mph)

0 - - WoD

147

Vans

Cage Van 3 17 20 7 (9 mph) 73 (50

mph)

132 (90

mph)

-1 1+1 ●●● Has Cage HtV

251

Full-Size Van 3 16 19 8 (11 mph) 81 (55

mph)

132 (90

mph)

-1 1+12 ●● Armory

138

Minivan 3 15 18 12 (16 mph) 95 (65

mph)

154 (105

mph)

0 1+7 ●● Armory

138

Delivery Van 3 17 20 7 (9 mph) 73 (50

mph)

132 (90

mph)

-1 1+1 ●●● Armory

138

Recreational

Vehicle

3 18 21 9 (12 mph) 81 (55

mph)

117 (80

mph)

-1 1+6 ●●● With

Resources

●●●● may

serve as

residence

Armory

138

SUVs

Commuter

SUV

3 15 18 15 (20 mph) 95 (65

mph)

147 (100

mph)

0 1+6 ●●● Armory

138

Performance

SUV

3 15 18 24 (33 mph) 110 (75

mph)

242 (165

mph)

3 1+4 ●●●●● Armory

138

SUV

Limousine

3 20 23 10 (13 mph) 81 (55

mph)

132 (90

mph)

-1 1+17 ●●●● ●● to rent for

a single night

Armory

138

Motorcycles

-2 Without

Relevant

Drive Skill

Specialty

Motorcycle 2 7 9 22 132 (90

mph)

235 (160

mph)

4-5 - - WoD

147

Street Bike 2 7 9 20 (27 mph) 88 (60

mph)

183 (125

mph)

5 1+1 ●● Armory

138

Dirt Bike 2 5 7 18 (25 mph) 51 (35

mph)

81 (55

mph)

4 1+1 ● Armory

138

Cruiser 2 7 9 22 (30 mph) 103 (70

mph)

176 (120

mph)

4 1+1 ●● Armory

138

Cruiser w/

Sidecar

2 7 9 17 (23 mph) 77 (53

mph)

132 (90

mph)

2 1+2 ●● Armory

138

Sport Bike 1 6 7 44 (60 mph) 117 (80

mph)

279 (190

mph)

5 1+1 ●●● Armory

138

Sport Bike w/

Sidecar

1 6 7 33 (43 mph) 87 (58

mph)

209 (143

mph)

3 1+2 ●●● Armory

138

Personal

Vehicles

Uses

Athletics

Instead of

Drive

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Street Bike 2 3 5 Strength Strength

+ 5

Strength +

15

3 1 ● Armory

138

Mountain

Bike

3 3 6 Strength Strength

+ 4

Strength +

12

2 1 ● Armory

138

Messenger

Bike

3 3 6 Strength Speed +

5

Speed + 15 3 1 ● Can handle

50 pounds of

extra cargo

HtV

251

Skateboard 2 2 4 Strength Strength

+ 3

Strength +

8

4 1 ● Long rides

are

exhausting

Armory

138

Commercial

Vehicles

-2 Without

Relevant

Drive Skill

Specialty

18 Wheeler

(Rig only; no

trailer)

3 18 21 10 103 (70

mph)

161 (110

mph)

-1 - - WoD

147

Bus 3 21 24 10 88 (60

mph)

147 (100

mph)

-2 - - WoD

147

Medium

Truck

3 20 23 10 (13 mph) 81 (55

mph)

110 (75

mph)

-1 1+2 ●●● Armory

140

Armored

Truck

7 17 24 13 (18 mph) 88 (60

mph)

125 (85

mph)

-1 1+4 ●●●● Has gun

ports

Armory

140

Semi Tractor 3 18 21 9 (12 mph) 102 (70

mph)

139 (95

mph)

-1 1+2 ●●●● Armory

140

Semitrailer 3 21 24 - - - - - ●● Must be

attached to a

semi tractor

Armory

140

Tractor-

Trailer Rig

* 25 * 6 (8 mph) 102 (70

mph)

132 (90

mph)

-3 * * Semi-Tractor

with

Semitrailer

attached

Armory

140

Transit Bus 3 21 24 9 (12 mph) 66 (45

mph)

95 (65

mph)

-2 1+45 ●●● Armory

140

Tour Bus 3 24 27 7 (10 mph) 95 (65

mph)

125 (85

mph)

-2 1+56 ●●●● With

Resources

●●●●● may

serve as

residence

Armory

140

Construction

Vehicles

-3 Without

Relevant

Drive Skill

Specialty

Excavator 4 18 22 2 (3 mph) 4 (3

mph)

7 (5 mph) -5 1 ●●●●● Arm can be

used as a

weapon

Armory

144

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Bulldozer 5 20 25 3 (4 mph) 7 (5

mph)

13 (9 mph) -4 1 ●●●●● Knocks down

subjects hit

by it

Armory

144

Steamroller 5 19 24 2 (3 mph) 6 (4

mph)

12 (8 mph) -4 1 ●●●● Knocks down

subjects hit

by it (ow...)

Armory

144

Forklift 3 9 12 4 (5 mph) 7 (5

mph)

16 (11

mph)

-2 1 ●● Forks can be

used as a

weapon

Armory

144

Armored

Vehicles

-3 Without

Relevant

Drive Skill

Specialty,

Hits on front

armor

doubles

Durability

APC 10 19 29 7 (9 mph) 51 (35

mph)

73 (50

mph)

-2 2+11 N/A Armory

144

IFV 12 18 30 6 (8 mph) 44 (30

mph)

66 (45

mph)

-3 3+6 N/A Armed Armory

144

Main Battle

Tank

26 20 46 4 (6 mph) 44 (30

mph)

88 (60

mph)

-4 4 N/A Heavily

armed

Armory

144

Small Boats

Canoe 1 7 8 Strength Str+Sta Str+Sta+10 0 3 ● Extended

use is

exhausting

Armory

146

Kayak 1 6 7 Strength Str+Sta Str+Sta+10 1 1 ● Extended

use is

exhausting

Armory

146

Personal

Watercraft

2 6 8 22 (30 mph) 44 (40

mph)

88 (60

mph)

4 1+1 ● Armory

146

Inflatable

Boat

1 8 10 9 (12 mph) 22 (15

mph)

44 (30

mph)

2 1+7 ● Armory

146

Motorboats

Fishing Boat 2 9 11 4 (5 mph) 7 (5

mph)

22 (15

mph)

2 1+3 ● Armory

146

Powerboat 3 14 17 7 (10 mph) 37 (25

mph)

66 (45

mph)

3 1+5 ●●● Armory

146

Racing Boat 2 18 20 17 (23 mph) 73 (50

mph)

198 (135

mph)

4 3+2 ●●●● Armory

146

Houseboat 3 23 26 2 (3 mph) 15 (10

mph)

44 (30

mph)

-1 1+7 ●●● With

Resources

●●● may

serve as a

residence

Armory

146

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SailboatsUses

Survival

instead of

Drive

Day Sailer 1 8 9 * * * 0 1+2 ● Armory

146

Yacht 2 20 22 * * * 1 1+5 ●●●● With

Resources

●●●● may

serve as a

residence

Armory

146

Racing Yacht 3 25 28 * * * 2 6+6 ●●●●● With

Resources

●●●●● may

serve as a

residence

Armory

146

Light

Aircraft

Untrained

without

Relevant

Drive Skill

Specialty

Single-

Engine

2 18 20 9 (12 mph) 176

(120

mph)

213 (145

mph)

0 1+3 ●●● Armory

148

Twin-Engine 2 21 23 18 (25 mph) 367

(250

mph)

499 (340

mph)

0 2+14 ●●●● Armory

148

Stunt Plane 3 15 18 15 (21 mph) 205

(140

mph)

265 (180

mph)

2 1+1 ●●● Armory

148

Glider 1 15 16 16 (22 mph) 161

(110

mph)

257 (175

mph)

2 1+1 ●●● Armory

148

Commercial

Aircraft

Untrained

without

Relevant

Drive Skill

Specialty

Business Jet 2 25 27 17 (23 mph) 660

(450

mph)

880 (600

mph)

0 2+10 ●●●●● Armory

148

Airliner 2 35 37 18 (24 mph) 689

(470

mph)

924 (630

mph)

-2 3+180 N/A Armory

148

Light

Transport

2 30 32 7 (9 mph) 257

(175

mph)

337 (230

mph)

-1 2+6 ●●●●● Armory

148

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Heavy

Transport

3 40 43 10 (14 mph) 641

(430

mph)

843 (575

mph)

-3 3+9 N/A Armory

148

Combat

Airplanes

Untrained

without

Relevant

Drive Skill

Specialty

Ground

Attack

Fighter

6 22 28 15 (20 mph) 587

(400

mph)

953 (650

mph)

3 1 N/A Heavily

armed

Armory

151

Air

Superiority

Fighter

3 20 23 51 (70 mph) 1027

(700

mph)

2200 (1500

mph)

5 2 N/A Heavily

armed

Armory

151

Jump Jet 2 19 22 37 (50 mph) 733

(500

mph)

1093 (745

mph)

4 1 N/A Heavily

armed

Armory

151

Jet Trainer 2 20 22 42 (57 mph) 836

(570

mph)

1195 (814

mph)

4 2 ●●●●● Armory

151

Helicopters

Untrained

without

Relevant

Drive Skill

Specialty

Observation 2 17 19 13 (18 mph) 176

(120

mph)

227 (155

mph)

1 2 ●●●● Armory

151

Service 3 20 23 15 (21 mph) 205

(140

mph)

279 (190

mph)

2 2+8 ●●●●● Armory

151

Transport 3 25 28 11 (15 mph) 147

(100

mph)

257 (175

mph)

1 2+2 ●●●●● Armory

151

Attack 6 21 27 19 (26 mph) 257

(175

mph)

330 (225

mph)

3 2 N/A Heavily

armed

Armory

151

Gunship 6 22 28 12 (16 mph) 242

(165

mph)

293 (200

mph)

1 2+7 N/A Heavily

armed

Armory

151

Bell AH-1

Cobra

6 21 27 19 (26 mph) 257

(175

mph)

330 (225

mph)

3 2 - Reload

35

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Flaws

Physical Description Specific ToSource-

_

Bad

Regeneration

Has an injury that did not regenerate properly; has one lower Health and may suffer

other penalties.

Werewolves Rage

p105

Crippled Confined to a wheelchair. Speed is your Strength. Instant to move or -2 on speed and

all actions to move.

WoD

p219

Cumbersome Rather large. No change to size, Stamina cannot go above 3. Must shop in specialty

stores for clothing

RoS

p98

Deformity -2 of social rolls when meeting new people due to disfiguring limbs/scars/blemish WoD

p219

Dwarf Size is 4. XP awarded for notable social problems. WoD

p219

Hard of Hearing -2 from all hearing perception rolls. WoD

p219

Lame Speed factor is 2 due to flaw in legs (artificial, crippled, crutches etc) WoD

p219

Mute Cannot speak. WoD

p219

No Fangs Does not cause enrapturement when feeding, must render unconscious or subdue

victims rather than just bite. Saliva does not heal wounds caused this way.

Vampires Mehk

p118

One Arm Double time to perform manual tasks. Attempts to do task quickly are at -3 WoD

p219

One Eye Ranged attack penalties double. 10-again not re-rolled in driving, 1's subtract. WoD

p219

Poor Sense of

Smell

Suffers a penalty to smell related perception checks. Werewolves Rage

p106

Poor Sight -2 to all sight perception tests. WoD

p219

Silver Allergy Contact with silver causes some aggravated damage to a Forsaken werewolf. Werewolves Rage

p106

Mental

Addiction Addicted to a substance. 3 sessions without indulging means its beaten. Indulgence

here does not count for Gluttony.

WoD

p218

Amnesia Memories from past trauma surface unexpectedly. Sporadically forgets allies and

enemies from past.

WoD

p218

Anthropocentric Uncomfortable in wolf forms, preferring to do everything as a normal human. Werewolves Rage

p105

Behavior Blind Unable to figure peoples moods and emotions (although Empathy rolls can provide).

Cannot detect sarcasm etc.

WoD

p219

Cannibal A preference rather than addiction to human flesh. RoS

p98

Coward Hesitates at dangerous or awkward situations. WoD

p219

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Forgetful Doesn't forget everything, just small details that make things frustrating, such as

names and short term goals.

WoD

p219

Functional

Multiple

Personalities

Multiple Personality Disorder derangement with a twist: The Changeling has two

personalities that don't know the other exists; One sees itself as pure human and

rejects the supernatural, the other as his true form, as a Changeling.

Changelings CtL p44

Headstrong Often brash, and does not think through their actions. Werewolves Rage

p105

Illiterate Might recognize simple words, but has trouble with sentences or books. RoS

p98

Impossible

Standard

Character is held to strict and exacting demands, of which failure has its own

consequences.

- Ventrue

107

Nightmares Dreams with intensity higher than Res become nightmares, keeping the new

Intensity. Alt: Roll Res+Com, failure indicates character does not regain point on

nightly Willpower.

CtL

p193

SpSl

p140

Racist/Sexist Has a strong bias against or for a certain social group to the exclusion of others of

the same type.

WoD

p219

Social

Aloof Shy and distant in social situations. Dislikes being the center of attention. WoD

p219

Disharmony Had strong religious beliefs that conflict with the principles of Harmony. Werewolves Rage

p106

Dishonorably

Discharged

Can not purchase Allies, Contacts or Status related to Military services and gain

effect of the Notoriety Flaw among ex-service members.

DoW

p40

Embarrassing

Secret

A secret in the past. XP awarded for keeping it secret at the expense of allies. (If gets

out may exchange for Notoriety or other appropriate Flaw)

WoD

p219

Expectations Has rigid expectations that do not gel well with reality; suffers a social penalty when

interacting with others outside of that framework.

- Ventrue

107

Fealty The character has a master that makes decisions for her, effectively trading free will

for XP.

DC

p199

Hollywood

Syndrome

Has telltale markings of werewolves as defined by Hollywood Werewolves Rage

p106

Lone Wolf Difficulty interacting with other werewolves. Werewolves Rage

p106

Lost Love Had a strong connection to another early in life (or unlife). When triggered by a certain

stimulus, suffer a -2 penalty on all rolls until one can escape the situation.

Vampires AM p69

Materialist Difficulty interacting with spirits Werewolves Rage

p106

Notoriety Inverse of Fame. If recognized, is met with negative reactions from those that would

know.

WoD

p219

Speech

Impediment

Must be role-played. If forgotten, Storyteller may warn condition is curing. WoD

p219

Untrustworthy -2 to Persuasion, Socialize, or any Manipulation test. RoS

p98

Mystical

Abyss-Marked Stained by the Abyss, -2 modifier when hiding from Abyssal creatures, increases risk Summ

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when summoning Supernal creatures p71

Anachronism Has significant problems handling recent technology. RoS

p98

Bad Bargain Made a bad pact with a Spirit, already gained the benefit, but still has to follow

through on task (medial obligation).

Summ

p183

Bad

Regeneration

Has an injury that did not regenerate properly; has one lower Health and may suffer

other penalties.

Werewolves Rage

p105

Empowered

Bane

For Key-Initiation Only. A relatively rare substance or combination of common

substances does Aggravated when used as a weapon, and has a -2 on Manifestation

rolls when on the Sin-Eater or his opponent.

Sin-Eaters GtSE

p188

Essence

Vessel

Contains the soul of a powerful spirit or neutral residual Essence, which will release

upon the characters death. Receives unwelcome Spirit attention.

BoS

p111

Glamour Addict As per Addiction, except the substance is Glamour or the act of Harvesting. Changelings RoS

p98

Manifest Mien Mien shows through in small ways. It leaves unsettling or lackluster impressions on

people, depending on what is least useful to the character at the time.

Changelings RoS

p98

Sluggish Vitae Forced to spend an additional Vitae to wake each evening. Vampires AM p69

Shadow

Addiction

As per Addiction, but with the added danger that the substance or experience is

located in the Shadow.

BoS

p111

Shadow

Aversion

Anxious when under the effects of anything linked to the Shadow. -1 to all rolls in

extreme situations.

BoS

p111

Soul-Scarred Lingering injury to soul due to contact with some outer creature. Attracts Acamoth,

malevolent ghosts and spirits of negative emotions.

Summ

p183

True Tongue Can lie, but it is glaringly obvious in both blatant lies and lies of omission that the

character is lying.

Changelings RoS

p98

Word of Life Tummuz Only. A word such as the Hebrew Adam or Emet, is inscribed on the

forehead. Provides +1 to Humanity to the maker when creating the Tummuz at Stage

2, and a -1 to effective Azoth for determining a Pandoran. However, should the words

be marred to mean something else, the Tummuz drops into a death-like state until

rectified.

Prometheans SA p41

Weakened

Attribute

For Key-Initiation Only. A chosen attribute does not have 10-Again, and 1's subtract

from successes.

Sin-Eaters GtSE

188

Conflicted Werewolves Blood of

the Wolf

104

Weak Bloodline This flaw, unique to the Ivory Claw tribe of the Pure, subtracts one dot from their

effective Purity for some social purposes.

Werewolves The

Pure

111

Derangements

Derangement Severity Description Specific To Reference

Abyssal

Compulsion

Severe Insistence on investigating Abyssal lore and creatures Mages Summ

p183

Animalistic

Dependency

Mild,

Severe

Mild: Res+Comp if not expecting to hear/see animals. On fail, -1 to

all rolls.

- Ventrue

p107

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Severe: Res+Comp if no animals nearby. On fail, activate Animalism

3. ST penalties for Animalism roll apply to all rolls if Animalism 3

failed.

Anxiety Severe Follows Inferiority Complex; -2 on all rolls and Willpower points

cannot be spent to bolster any rolls for the remainder of the scene.

WoD p98

Aphasia Severe,

Extreme

Follows Vocalization; Unable to speak coherently. Wits+Empathy roll

for listeners to understand. Use sign language or written text to

communicate. Spend 1 Willpower to speak for a scene.

The Blood

108

Avoidance Mild Res+Comp when confronted with situation/person associated with

previous, significant failure or trauma.

WoD p100

Banish the Beast Severe Follows I'm No Animal; As mild, but must spend Willpower point to

assume beast-form as well as roll. May attack anyone who tries to

remind of shapechanger nature.

Changing

Breeds

p104

Beast Fears Mild Phobia of animals. Reflexive Res+Comp to avoid trembling fearfully

around any animals, even self.

Changing

Breeds

p103

Blood Fascination Mild Res+Comp whenever encountering blood. On failure, take a 'souvenir'.

Additionally, Res+Comp if Comp days have gone by without

encountering blood or images thereof. On failure, search for more.

Ghouls Ghouls

p87

Bulimia Severe Follows Fixation; Roll Res+Comp to not feed till full, if you need it or

not. For vampires, must burn the vitae more regularly and -2 to resist

Hunger Frenzy.

VtR p188

Cage Shock Mild Res+Comp when indoors, clothed, or otherwise confined. On failure,

-3 to all Social rolls from annoying behavior.

Changing

Breeds

p103

Cataplexy Severe Follows Insomnia: The day after sleep roll fails, any circumstance

resulting in an intense emotional reaction (e.g. laughter, anger, fear)

requires Stam+Comp roll. On failure, slump to the ground, paralyzed

with weakness but fully conscious for full turn.

Asylum

p49,

Ghouls

p87

Compulsive-

Aggressive

Disorder

Severe Follows Suspicion; Everything is a threat. Only use Intimidation for

Social rolls, -2 to resist anger frenzy.

Nomads

p92

Decadence Mild Res+Comp triggered by 'Great' Social Victory or Humiliating Defeat,

on failure, the character looses all sense of decorum in extreme

excess. ('Unique Temple Derangement')

Intruders

p203

Delusional Mania Mild,

Severe

Mild: When taking lethal/agg, roll Stam+Comp. -3 to roll for bashing,

-2 for lethal, -1 for agg. On fail, can't dodge for scene unless spending

1 Willpower.

Severe: On fail, can't dodge and won't avoid damage unless spending

1 Willpower.

- Ventrue

108

Delusional

Obsession

Severe Follows Irrationality; Willpower spend to resist acting in according to

obsession.

VtR p189

Delusional Witness Severe Overlays hallucination to bring any obvious supernatural phenomenon

with her belief system.

Ban p44

Denial Severe Follows Repression; As mild, but has replaced initial memories with

others. Res+Comp roll if someone tries to correct memory. On

success, become irate and refuse to discuss.

Asylum

p50

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Dependent-

Personality

Disorder

Severe Follows Irrationality; No resolve in rolls to resist Dominate when

Dominator uses it upon them.

Blood-Bound VtR pg

189

Depersonalization Mild No sense of connection to self; can not spend Willpower, -2 to

Willpower checks

Summ

p184

Depravity Severe No sense of social mores, at all. Whenever someone requests that

the character 'behave,' roll Res + Comp -2 to resist doing the

complete opposite. ('Unique Temple Derangement')

Intruders

p203

Diogenes

Syndrome

Severe Follows Inferiority Complex; Ignore personal hygiene and cleanliness.

-3 dice to Social rolls. Spend Willpower to heal instantly or clean self,

but heal reflexively while sleeping.

The Blood

p107

Dissociation Severe Follows Depersonalization; puts body on a sort of "conscious

autopilot", with no emotional depth, can not recover Willpower due to

Virtue or Vice

Summ

p184

Divination

Obsession

Severe Follows Magical Ideation; As Obsessive Compulsion, but specifically

to perform some sort of divination.

Mekhet

p118

Degenerative

Fixation

Mild Res+Comp when encountering mirror or image of self. On failure, be

convinced that signs of encroaching age are visible, must beg regnant

for more Vitae at first opportunity.

Ghouls

p87

Dehumanization Mild Res+Comp roll when inconvenienced or frustrated by other people's

perceived weakness or stupidity. On failure, -2 to all Social rolls

except Intimidation.

BotW

p128

Depression Mild If failed to achieve a goal, a bout of depression occurs.

Resolve+Comp, if fails looses a WP and cannot spend for the

remainder of the scene.

WoD p97

Erythema Mild Force spending blood to appear alive around others, Res+Comp to

resist spending blood this way. -2 to resist roll if company is

unexpected, -1 if around 2 or more others.

The Blood

p108

Feral Antics Severe Follows Neoprimitivism: Res+Comp or behaves like wild animal,

minimal human speech or behavior.

Changing

Breeds

Changing

Breeds

p103

Feral Frenzy Severe Follows Cage Shock; Res+Comp or become completely feral,

abandoning human speech and restraint until he escapes

confinement. May spend Willpower point to bring him out of it.

Changing

Breeds

Changing

Breeds

p103

Fetishism Mild Res+Comp when reminded of fetishized event or object. On failure,

attempt to recreate the situation or come into contact with object in

question.

Asylum

p49,

Ghouls

p86

Filthy Brutes! Mild Hates, teases and torments animals. Res+Comp to resist abusing a

helpless animal.

Changing

Breeds

p104

Fixation Mild Res+Comp to avoid obsessing on a loss or victory. On Failure: Single

Dice to see how many scenes you are fixated on loss or failure. ST

Fiat.

WoD p97

Fugue Severe,

Extreme

'Autopilot' when subjected to specific stressful circumstances or

exposure.

WoD p100

Glossolalia Mild Roll Wits+Comp whenever spending a Willpower point. On fail, speak

in alien tongue for the remainder of the scene.

PtC p185

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Goetic Fracture Severe,

Extreme

Vice becomes personified as a demon. To cast magic, must either

accede to the demon's wishes (satisfying his Vice), or psychically

overpower it with extended Wisdom roll with own Resolve as the

target number.

Ban p44

Grandiose Delusion Mild Regards self as supreme regarding a specific territory, occupation or

subject. Res+Comp whenever someone not in their service attempts

to exert influence in the matter. On failure, first priority becomes

attempting to exclude interloper.

Shadows

of Mexico

p61

Hate of Man Severe Follows One with the Bears: -3 to Social rolls from undisguised

hatred of Man. Spent willpower point to avoid getting violent if

provoked. Remain in Primal form unless absolutely required not to.

Changing

Breeds

p103

Hedge-Calling Severe Follows Wanderlust. Changelings CtL p215

Hemophilic

Compulsion

Severe Follows Blood Fascination; Res+Comp every time Composure

number of days have passed, on failure must draw blood fresh from a

victim.

Ghouls

p87

Hunter King Severe Follows Filthy Beasts!; Serial killer of animals. Will hunt, torture and

murder animals whenever possible.

Changing

Breeds

p104

Hypnagogic

Hallucination

Mild Suffers hallucinations in space between waking and sleeping on

nights that have been stressful. Spent a Willpower point, or suffer -1

penalty to all Mental rolls the next day.

Shadows

of Mexico

p65

Hysteria Severe As Phobia add that she must run from subject of Fear. If touched,

another Res+Comp. If Dramatic Fail, looses consciousness. -3

Penalty if it's in proximity and you see it -5 if you lack visual.

WoD p97

Hysteria Severe Follows Phobia; As above. For Kindred: -1 to all frenzy rolls that

relate to the object of Fear.

Vampires VtR p189

Identity Erasure Severe Follows Degenerative Fixation; Res+Comp when encountering

evidence of mortal life. On failure, must attempt to erase evidence.

This includes a person who knew him.

Ghouls

p87

I’m No Animal Mild Requires Res+Comp roll to force self to change shape, will only do

so under extreme necessity.

Changing

Breeds

p104

Inferiority Complex Mild When a single choice or die roll can determine success or failure of

stressful situation, roll Res+Comp or take -1 penalty to all rolls for

remainder of scene. Cannot spend Willpower on that key roll.

WoD p97

Insomnia Mild When stressed, must roll Res+Comp to sleep restfully. On failure, -2

to all rolls the next day. Each day thereafter is considered 'stressful'

until a full night's or day's rest achieved.

Asylum

p49,

Ghouls

p87

Intermetamorphosis Severe Follows Irrationality; After long torpor, mistakes modern living (or

undead) people for those he knew long ago. Only breaks from the

second person appearing. Can spend Willpower to shake for a scene.

The Blood

p109

Irrational Defiance Severe Follows Irrationality; When given orders by superiors, roll Res+Comp.

On fail, -5 dice to accomplishing orders due to need to defy

superiors.

- Ventrue

p108

Irrationality Mild Res+Comp to keep cool when wellbeing is threatened. On failure,

require Wits+Comp to take any action to diffuse the situation or leave

WoD p99

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the scene. Cannot initiate violence.

Loss of

Compassion

Severe Follows Dehumanization; Ceases to see other human beings as

meaningful. Roll one fewer die when testing for sins committed

against another person.

BotW

p128

Magical Ideation Mild Res+Comp at least once a scene. On failure, must find evidence of

some greater plan or intelligence in the local environment.

Mekhet

p118

Manic-Depression Severe Follows Depression; Two forms - Psychological and Organic

Versions. Dependent on version, on failure of task ST roll Resolve. On

Failure - lapse into depression. Also lapse into depression when less

than 2Vitae are in the system and on Dramatic Failure of any roll.

Chance die to swing into Manic.

VtR p189

Masochism Severe Follows Fetishism; As mild, but must also suffer bashing damage at

least equal to Stamina during the compulsive activity to be satisfied.

Asylum

p49,

Ghouls

p87

Melancholia Severe As Depression, but add -2 Penalty to all Dice Rolls WoD p97

Megalomania Severe As Narcissism add, 1 to all penalties on failure. WoD p97

Megalomania Severe As above. If you ever lose a contest to one that you feels socially

inferior, lose one point of Willpower.

Vampires VtR p190

Memory Obsession Mild,

Severe

Become paranoid about memories being tampered with. On fail to

recall information by memory...

Mild: -2 to all Mental rolls for a scene.

Severe: -2 to all actions until extended Int+Comp 10 successes

reached.

Ventrue

p109

Multiple Personality

Disorder

Severe,

Extreme

Follows Irrationality; Multiple Personalities triggered may have

different skills / Attributes than dominate personality.

WoD p99,

VtR p190

Mystic Personality Severe,

Extreme

Develops alternate personality with diametrically opposed perspective

on the supernatural.

Ban p44

Narcissism Mild Res+Comp to avoid bout of vanity on succeeding on a goal. On

Failure, you disregard all help in favor of the self. -3 on Teamwork

Rolls -1 on Social Rolls

WoD p97

Neoprimitivism Mild Criticize everything about the modern world and people in general.

Objections to attitude require Res+Comp to keep cool and not incite

loud and possibly violent confrontation.

Changing

Breeds

p103

Obsessive

Compulsion

Severe Follows a strict code of behaviors. If forcibly kept from doing them,

may lash out. May override these with a Res+Com - 2 roll.

WoD p98,

The Pure

p78

Obsessive

Compulsion

Severe Follows Fixation; as above. More subject to frenzy roll. Vampires VtR p190

Obsessive

Humanity

Severe Follows Beast Phobia; As Obsessive Compulsion, but specifically

regarding own humanity and appearance thereof.

Changing

Breeds

p104

Occult Fugue Mild Conducts lengthy (and usually benign) magical working as if

sleepwalking, and then promptly forgets about it.

Ban p44

One with the Bears Mild Idealistic, New Age dream of wilderness, overconfidence in own

abilities there. Comp+Survival roll to cope in bad situations.

Changing

Breeds

p103

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Paranoia Severe Suffers from Persecution Complex. Automatically -2 on Social Rolls.

The slightest hint of suspicion triggers a Res+Comp-2 roll on failure

flees or attacks.

WoD p98

Paranoia Severe Follows Suspicion; As above. The slightest hint that another may be

an enemy requires frenzy check; target number determined by

situation.

Vampires VtR p190

Phobia Mild Res+Comp roll to even approach the item of the phobia WoD p97,

VtR p189

Post-Traumatic

Stress Disorder

Severe Res+Comp roll when triggered. On failure, powerful panic attack from

any movement except to hide. -2 on all rolls and Willpower points

cannot be spent to bolster rolls for remainder of scene.

Ancient

Mysteries

p69

Power Fetish

Obsession

Mild Any attempt to use Disciplines or expend vitae without the object

loses three dice.

Vampires VtR p191

Preferential

Obsession

Mild,

Severe

Prefer blood of particular type of people. Businessmen, virgins,

Latinos, etc.

Mild: Only take 2 blood from non-preferred type.

Severe: Only take blood if hunger frenzy, then will spend it on

anything but Disciplines.

- Ventrue

p109

Pyromania Mild Infernal

p102

Pyrophillia Severe Follows Pyromania; Infernal

p102

Repression Mild Has blocked out memory of event that caused derangement. Roll

Res+Comp in similar situation or block out that memory as well.

Asylum

p49

Rote-Action

Repetition

Mild Res+Comp when stress. On failure, absorb self in some

meaningless, trivial task instead of facing the issue. -2 to all

dicepools while stressful situation persists, excepting dicepools

related to rote-action repetition.

Prometheans PtC p184

Sanguinary

Animism

Mild Manifests personalities the Kindred has fed from, if the Kindred kills

his vessel, a Dramatic Failure on a Res+Comp -3 roll makes the

personality a permanent fixture in the Kindred's Mind.

Vampires VtR p191

Schizophrenia Severe,

Extreme

Follows Vocalization; -2 to all Social Rolls. Res+Comp to avoid

attacking / escaping the source of trauma.

WoD p99

Schizophrenia Severe,

Extreme

As above, under triggered conditions take -2 to all Rotschreck rolls. Vampires VtR p192

Spirit Placation Mild Res+Comp whenever a setback is suffered. On failure, must placate

the spirits at the next opportunity.

BotW

p128

Spontaneous

Lunacy

Severe Follows Spirit Placation; Res+Comp whenever sensing a spiritual

presence. On failure, undergo a purely psychological Lunacy with the

usual +2 to Willpower and memory loss.

Werewolves BotW

p128

Submission Severe,

Extreme

Follows Inferiority Compex or Rote-Action Repetition; Res+Comp in

any stressful situation. On failure, the character follows orders issued

by the highest Presence person who issues a direct command.

Cannot spend Willpower, and can only shirk these tasks on a

successful Wits+Resolve-2 roll. In the absence of commands,

Wits+Composure-2 penalty to avoid slumping into a useless heap.

PtC p184

Supernatural

Fascination

Mild Conviction that the supernatural influences ever facet of life.

Res+Comp at least once a scene. On failure, perform some

Asylum

p50

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appropriate action to appease God/have good luck/be safe from harm,

etc.

Suspicion Mild If fail a Res+Comp roll, and if suffered misfortune intentionally - may

suspect everyone's motives. -1 Social Rolls

WoD p98

Synesthesia Mild Roll Wits+Comp when under overwhelming sensory or emotional

input. On failure, -2 to all Presence or Manipulation dice pools.

PtC 185

Tongue of the

Beast

Mild When speaking or writing in nonsense, others who share this

derangement can understand it.

Belial’s

Brood p51

Unbridled

Confidence

Res+Comp, on fail does what comes first to mind, by instinct. -3 to

use skills to plan anything out.

AR p92

Vocalization Mild Res+Comp to avoid audible internal monologue regarding important or

stressful decisions.

WoD p98

Waking Nightmare Severe On trigger, roll Res+Comp. On failure, fall unconscious and become

lost in nightmare vision for remainder of scene.

Ancient

Mysteries

p69

Wanderlust Mild When fatigued or out of Willpower points, roll Res+Comp. On

success, character is flighty and distracted, taking -1 to all Mental

rolls for the scene. On failure, must walk for at least an hour.

Changelings CtL p215

Withdrawl Severe,

Extreme

Follows Irrationality; Become a hermit. Res+Comp to leave haven

each night. -3 to Social rolls except resistance to contested ones.

The Blood

p108

Zealotry Severe Follows Supernatural Fascination; As mild, but proselytizes to

everyone they speak with.

Asylum

p50

Tells

Tell Minor/Major Effect Page

Calling Card minor must leave a personal sign behind on significant achievements HtV p330

major more often, in normal situations

Cannibalism minor must eat flesh of slain victims Slash p220

major roll to resist tell is penalized by number of days without eating

Denial minor deny belief of a single supernatural source HtV p330

major deny belief in all supernatural phenomenon

Hypochondria minor avoids messy scenes, tries to work from a distance HtV p331

major believes that they may be sick, and acts like it

Overkill minor after killing a creature, needs to "make sure" HtV p331

major torches scene, kills creatures allies, eliminates all traces

Sadism minor will physically or emotionally torment their prey HtV p332

major bringing cruelty to the creature is more important than the Vigil

Sexual Deviancies minor -1 to all rolls while hunting until sexual relief HtV p333

major Resolve+Composure to not jump on team members or enemies

Trophies minor removes some small part of the victim to keep Slash p220

major more, and larger

Warnings minor warns the target just before an attack Slash p220

major toys with the target for days

Weapon Fetish minor character must use a particular weapon to kill with Slash P219

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