Dread Powers (1st Edition)

From Codex of Darkness
Name Rank Cost Description Book
Absorb Energy • to ••••• ○○ Regenerate damage and gain temporary Health and Willpower while exposed to a particular energy source HMR 144
Absorb Knowledge Gain a temporary skill specialty by absorbing the knowledge from a source of information BbBB 5
Agonize • to ••••• Causes penalties up to -3 for duration of ability HTV 376
Alter Memory • to ••••• Add, edit, or delete memory NS 169
Balefire • to ••••• ○○○ Deals damage equal to dots to anyone that attacks this NPC HTV 277
Beastly Command • to ••••• ○/○○ Communicate with and command animals NS 170
Beastly Summons • to ••••• Summon animals to the creature's side NS 170
Biomechanical Nightmare • to ••••• Gain a major mechanical modification to form for each dot. HMR 145
Blackout • to ••••• ○○ Create utter darkness in an area HMR 145
Blast • to ••••• Attack with an elemental discharge, distributing Dread Power dots among bonus damage, lingering damage, and ignoring Defense or Armor. HMR 146
Blinding Speed • to ••••• Bonus +1 to Defense, Initative, and Speed scores for each dot Spf 8
Blood of Life • to ••••• Will the movement of your blood for a scene. HMR 146
Clamber • to ••• Climb on all fours across unclimbable surfaces BbBB 5
Cloak of Authority • to ••••• Manifest influence and authority as Social Merits for a day. HMR 146
Confuse • to ••••• Deny 10-Again and cause ones to negate successes HTV 277
Control Emotion • to ••••• Instill, control or cancel out an emotion in another NS 171
Corpse Door ••••• ○○○ Teleport by using a dead body as the gate BD 7
Crushing Blow ••• ○○ Inflict lethal damage for a scene HTV 278
Curse of Failings • to ••••• ○○ Issue a curse of doubt for a matter of weeks. HMR 147
Curse of Words • to ••••• ○○ Issue a curse of distracting voices for a matter of days. HMR 147
Damnation • to ••••• ○○○ Target loses ability to regain Willpower through any avenue other than Vice for one month HTV 278
Dark Gate • to ••••• ○○○○○ Align and attune a portal between two points as an extended action. HMR 147
Dead Flesh • to ••••• When harmed, downgrade a point of non-aggravated damage for each dot. HMR 148
Degradation • to ••••• Erode a touched object's Durability. HMR 148
Dement • to ••••• Cause a mild derangement or upgrade an existing one for days equal to rating HTV 278
Destiny • to ••••• Gain extra "destiny dice" per story, and a nemesis who causes a detriment to the destiny dice pool BbBB 5
Drain • to ••••• Cause damage or sap Willpower equal to dots per turn, recovers Willpower or Health for antagonist HTV 278
Dread Attack • to ••••• (○) Deal one point of lethal per dot on a successful brawl attack HTV 278
Dream Seeing • to ••••• Read a character's subconscious by viewing their dreams. HMR 148
Dream Shaping • to ••••• Requires Dream Seeing. Alter and shape someone's dreams. HMR 148
Dream Walking • to ••••• ○○ Requires Dream Seeing. Physically enter a subject's dreams. HMR 149
Earthquake • to ••••• ○○○○○(○○○○○) Inflict the Earthquake Tilt on an area, whose effects you ignore. HMR 149
Ecstasy • to ••••• Freezes target for the rest of a scene assuming they aren't attacked HTV 278
Elemental Form • to ••••• ○○ Hybridize with a chosen element, halving inappropriate damage and using half Elemental Form as a weapon rating. HMR 149
Embolden the Mob • to ••••• ○○ Uninhibit a group of people and inflict impulsiveness. HMR 150
Enhanced Senses • to ••••• Improve and enhance the senses NS 171
Eye for Desire • to ••••• Intuit a subject's Vice. HMR 150
Flicker and Flash • to ••••• Move instantaneously up to your Speed + Flicker and Flash and take a bonus to Defense. HMR 150
Fluid Lessons • to ••••• Divine about a character and their future using a chosen bodily fluid. HMR 150
Fury • to ••••• ○○ Cause characters to go berserk and attack everyone HTV 279
Giant Size •••• ○/Size Grow up to +5 in Size HTV 279
Ghost in the Machine • to ••••• Manipulate machines and tools at a distance for a scene. HMR 151
Gift of Life • to ••••• Draw water from the earth for a day. HMR 151
Glitch • to ••••• Once a scene, when spending Willpower for a bonus, reroll up to your Glitch dots in dice through serendipitous coincidences. HMR 151
Gremlinize • to ••••• ○/○○○ Cause things to stop working up to a number of turns equal to dots HTV 279
Haunting • to ••••• ○○○○○ Claim a structure or area as an extended action, permitting Dread Power use there to ignore range. HMR 151
Hypnotism • to ••••• Issue a non-violent command HTV 279
Ignorance of the Flesh ••• or ••••• Ignore bashing (and with five dots, lethal) damage; take aggravated damage from relatively common substance BbBB 6
Impress • to ••••• Makes people impressed by the character HTV 280
Inebriate • to ••••• Drug victims by touch. HMR 152
Inhabit • to ••••• Control surroundings (close doors, set off alarms, etc.) where a creature is bound MWO 7
Judgment of Guilt ••••• ○○○ Force a degeneration roll, threatening penalties rather than Morality loss HTV 280
Lord of the Manor • to ••••• ○○○○○ Claim a territory as an extended action, suffusing your senses through it and permitting mastery of the space within. HMR 152
Lurker in Darkness • to ••••• Gain bonuses to stealth and become almost invisible HTV 280
Mist Form ••••• ○○ Transform into an icy mist NS 171
Mixed Blessings • to ••••• ○/dot Gain advantage over a mortal through an offering of a chosen Merit. HMR 153
New Face • to ••••• ○○ Mimic people's faces HTV 280
The Oldest Temptation • to ••••• Tempt someone towards a compulsion to murder, or weaken them from the strain of resistance. HMR 155
The Primal Dirt • to ••••• While planted upon the earth, ignore damage up to dots in this Dread Power except from tool-worked sources. Burrow through earth. HMR 155
Read Aura •• Discern a creature's aura BbBB 6
Reap • to ••••• ○○○○○ Slay multiple victims with a show of killing power. HMR 153
Revelation • to ••••• ○ to ○○○ Reveal your true nature, inflicting awe or fear. HMR 153
Revivify • to ••••• Sacrifice a dot of Stamina to rise from death. HMR 155
Ride Corpse •• Inhabit a corpse as a meat suit HTV 280
Scapegoating • to ••••• Touch a victim to project an innocent aura, casting aspersions upon the victim instead. HMR 156
Sleep • to ••••• Put people to sleep with a contested roll HTV 281
Shadow Harvest Gather Willpower by harvesting in a graveyard HTV 282
Soul Binding ••• or ••••• ○/Willpower Bind a victim to drain their will as monstrous energy. HMR 156
Stealthy Attack •••• The victim does not know that they have been attacked or how much damage they have taken until they collapse or make an Intelligence + Medicine check to diagnose themselves. Spf 8
Strange Form • to ••••• ○○○ Gain extra dots in attributes by changing form HTV 282
Tempest • to ••••• ○○○○○+ Summon forth a furious storm, whose effects you ignore. HMR 154
Tendrils ••• ○○ Summon tendrils to attack people, reduce Defense by -1 HTV 282
Terrify • to ••••• Makes a target flee or spend Willpower to remain, if remaining take penalties equal to dots HTV 282
Titan's Strength • to ••••• Lift objects with Size up to your Size + Titan's Strength. All throwing attacks are aerodynamic. Add dots in this Dread Power as a bonus to feats of strength. HMR 156
Totemic Form • to ••••• Manifest a divine animal feature that grants 8-Again to a chosen Attribute. Characters with Composure less than your Totemic Form must spend Willpower to attack you. HMR 156
Transmutation • to ••••• Transmute inorganic materials. HMR 157
Twist Desires • to ••••• ○/○○○○○ Temporarily warp a character's Vice. HMR 157
Uncanny Reflexes • to ••••• ○○○(○) Apply the rote quality to one Dexterity action for each dot in this Dread Power. HMR 157
Unholy Attribute • to ••••• (○) Gain extra dots in an Attribute HTV 283
Unholy Grace •••• ○/die Move with inhuman grace and dexterity. NS 172

Dominions

Therianthropes use Dominions rather than Dread Powers. Dominions ranked ••• cost Essence, and Dominions ranked •••• or ••••• cost two Essence.

Name Rank Dice Pool Description Book
Clarity Wits + Brawl + Primal Urge +2 to Initiative per success SpSl 165
City Eyes Wits + Composure + Primal Urge Character can see through any window from a single building SpSl 165
Malfunction Presence + Craft + Primal Urge Touched item ceases to function for one turn per success SpSl 165
Terrible Strike Strength + Brawl + Primal Urge Inflict lethal damage for one turn per success SpSl 165
Unnatural Senses Resolve + Computer + Primal Urge For 30 seconds, pinpoint every electronic device within 5 yards per success. SpSl 165
Warning Growl Presence + Intimidation + Primal Urge
vs Resolve + Composure
Inflict a -2 penalty to attack the werewolf for one scene SpSl 165
Commandment •• Presence + Intimidation + Primal Urge vs Resolve + Composure Target must obey a short command SpSl 166
Nightfall •• Wits + Larceny + Primal Urge Lights die in a specified area SpSl 166
Ruin •• Wits + Craft + Primal Urge Item suffers 1 Structure damage per success SpSl 166
Shallow Heart •• Composure + Larceny + Primal Urge
vs Resolve + Composure
Target's Vice changes for one day SpSl 166
Slip Away •• Presence + Larceny + Primal Urge Break free of bonds or grapples SpSl 166
Warrior Ideal •• Wits + Brawl + Primal Urge – Resolve Reduce the target's Defense by Primal Urge, to a minimum of 1 SpSl 166
Command Fire ••• Strength + Survival + Primal Urge Werewolf can force flame to lash out and deal 1 point of damage, to spread faster or diminish SpSl 168
Death Grip ••• Strength + Brawl + Primal Urge In a grapple, double your dice pool when biting and take +6 to overpower. SpSl 168
Gridlock ••• Resolve + Streetwise + Primal Urge
vs Resolve + Composure
Target can't leave his surroundings by vehicle, and his Speed is reduced by your Primal Urge SpSl 168
Primal Fear ••• Presence + Expression + Primal Urge
vs Composure
Target is affected by Lunacy as if you were in Bestial Hybrid form. SpSl 168
Talons of Guilt ••• Presence + Investigation + Primal Urge – Morality Target suffers 1 point of lethal damage per success and gets -1 penalty during his next turn. SpSl 168
Beast Control •••• Wits + Animal Ken + Primal Urge You take control of target animal's mind. SpSl 170
Fracture •••• Strength + Medicine + Primal Urge You deal one extra point of lethal damage per success rolled. SpSl 170
Graveyard Chill •••• Manipulation + Survival + Primal Urge Temperature in surrounding area drops below freezing for one turn per success. SpSl 170
Savage Rending •••• Strength + Brawl + Primal Urge Your claws and teeth deal aggravated damage for one scene. SpSl 170
Shadow Hunter •••• Wits + Stealth + Primal Urge You transform into a two-dimensional shadow for one minute per success. SpSl 170
Discordant Howl ••••• Manipulation + Expression + Primal Urge
vs Resolve
For as long as you concentrate on your howl, all of target's actions are reduced to a chance die. You can't take any non-reflexive action while howling. SpSl 171
Devastation ••••• Intelligence + Streetwise + Primal Urge City block makes two attacks per turn, using your Primal Urge score as dice pool. Everyone in the blocks suffers -1 penalty for actions and their Speed is reduced by two. SpSl 171
Savage Fury ••••• Dexterity + Empathy + Primal Urge For one turn per success, you receive the benefit of Dodge against all attacks and can make attacks with benefit of an all-out attack. SpSl 171
Terrible Might ••••• Strength + Athletics + Primal Urge You gain one point of Strength per success for one turn. SpSl 171
Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Activation Damage B/L/A
Special/Other Activation Cost
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation Example ●(○)
●/item, 1L