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First Edition
Advanced Armory Effects Book
Compound Rounds (• to •••••; Renewable) Deal Lethal damage (even against supernatural creatures that normally only take Bashing from bullets) and 9-Again. HMR p56
ICE: Interstices Calculation Expedient (•) Tracks "Interstitial Terrain" within a half-mile radius, that has appeared in the last 24 hours. C&C p82
The Gatekeeper Device (•••) Allows wearer to enter other realms (currently only the Shadow and Underworld) for one point of Willpower. Can only be used once every 12 hours, and causes certain side effects. C&C p82
Tranq Rounds (• to •••••; Renewable; Specify weapon) Deals only 1L maximum, but the target gets -1 on all rolls each time they're hit with these rounds. Slash p160
Etheric Rounds (• to •••••; Renewable; Specify weapon) Can shoot ghosts, spirits or other incorporeal beings. -1 to living targets. HTV p150
Hod Round (•; Renewable) -2 Penalty to shoot with. When shooting Vampires, half of the damage, rounded down, is converted to Lethal damage. Aimed shots to stake a Vampire with these bullets have no additional penalty. NS p135
Witch Buster (•) Trigger any Unseen Sense merit or similar ability HTV p151
Frequency Pulse Emitter (••; Renewable) Grenade that causes all Werewolves within 10 yards must roll a Stamina + Composure at a -3 penalty (-5 if in wolf or near-wolf form) to resist being stunned SpSl p145
Huginn Visor (•• or •••) User receives a -2 penalty to all sight-based Perception rolls. Opponents receive a penalty to any mind control that requires eye contact. NS p136
Etheric Goggles (•• or ••••) Can see in night vision and objects in Twilight. Upgraded version allows trails left behind by incorporeal beings to be visible HTV p151
The Bleeder (••) Uses Dex+Firearms+3. Deals damage in WP or equivalent to things that consumes and stores blood. Extra successes deal Lethal damage. Causes a maximum of a -5 penalty to all other creatures HTV p152
Gleipnir Restraints (••) Must use Restrain action to apply: subject then requires suxx on Strength+Athletics roll equal to twice the adjusted Strength of the subject (including powers) to break free. HMR p32
Equalizer Grenade (•••; Renewable) Damage rating 4. Prevents beings of Size less than successes rolled to change shape. HTV p153
Gungnir Multi-Functional Targeting System (••• or ••••) Can be used in total darkness and identifies corporeal beings. Negates mid-range penalties, halves long range penalties and ignores blind fighting. Refuses to shoot at targets registering at human body temperature. 3 Dot version is attached to a Submachine gun, 4 Dot version is attached to an Assault Rifle. For an additional dot, can see ghosts and spirits HTV p154
Odin Reticle (•••) Requires Huginn Visor (••). +3 to any rolls to detect beings using stealth and evasion based powers NS p136
Screamer Pistol (•••) Mind disrupting pistol that disrupts concentration and prevents spell casting. WF p125
VDSB (•••) When activated by a creature vulnerable to bright light, the target must roll Resolve+Composure to avoid fleeing from the VDSB for turns equal to successes. To all other beings, they are Stunned. HTV p154
Etheric Tracker (••••) Can track beings that can turn incorporeal for up to half a mile HTV p155
Munin Serium (••••;Renewable) Equipped with six doses per syringe. Can erase a target's memory for one hour per dose. HTV p155
Mjolnir Cannon (•••• or •••••) Firearm loaded with 16 shots that inflicts electric damage of either 6 Bashing for 2 shots or 8 Bashing or 4 Lethal for 4 shots. Range: 100/200/400. Upgraded version is vehicle mounted with 50 shots and does either 10 Bashing for 8 shots or 5 Lethal for 16 shots. Range 300/600/1200. Uses Dexterity + Firearms HTV p156
Logehamarr Personal Flamethrower (•••••) Has a Damage 0 Autofire burst with a +3 bonus to the attack roll. Range 10/20/40. Capacity 5. Strength 3. Size 4. Characters without a Heavy Weapons Specialty in Firearms receives -2 to when using this. Creates Damage 2 fire size with a +2 Damage bonus on mortal and supernatural targets. Vampires enter a fear Frenzy when they see these flames NS p136
Urban Response Vehicle (•••••;Special) Vehicle with Stats: Durability 8, Size 16, Structure 24, Acceleration 15, Safe Speed 110 (75 mph), Maximum Speed 176 (120 mph), Handling 1. Also has several add-ons and a .50 Caliber Machine gun 5L (8 again) Range 300 Capacity 50. Can replace machine gun with mounted Mjolner Cannon, mount The Bleeder onto the Cannon of machine gun, and augment the windows to be etheric windows. SpSl p145
Benediction (• to •••••) Cost Roll (+Benediction)
Scutum Sancte Trinitatis Immune to Damage for one turn per success. Does not protect against Aggravated, fire disease, drugs or poison. ○○○ Resolve BD p7
The Apostle's Teachings When regaining WP from Virtue, may instead bestow a number of WP equal to Hunter's max WP to any mortals in line of sight except self. - Composure HTV p157
Armor of St. Martin Gain Armor equal to Benediction Stamina HTV p158
Epipodian Safeguard Add Benediction to any rolls to resist mental influence - HTV p159
Blessed Protection of St. Agrippina Creates an area with Strength rating equal to Benediction to keep out a specified entity or entities. Targets with Presence or Power lower than or equal to the area's Strength cannot enter. Targets with Presence or Power greater than the area's Strength take a penalty to all Power stats equal to Strength Resolve HTV p159
The Boon of Lazarus Revive a target non-supernatural being. Target is returned to full health and gains a major derangement upon revival. Willpower Dot - HTV p160
Fiacre's Staff/Benediction of the Rose Blessed items lose their Improvised Weapon penalty and gain a bonus against Vampires and Undead equal to successes gained on the Benediction up to a maximum of +5 Stamina NS p138
Fortitude of St. George Gain 1 Stamina for one Scene and can be without sleep and food for (Benedictions) days - Composure HTV p160
The Hands of St. Luke Heal target with 1 suxx healing 1 bashing and 2 suxx equal to 1 lethal. Intelligence HTV p160
Las Langue Des Saints The target is compelled to answer a number of questions equal to successes gained over the target Composure vs. Resolve+Subterfuge NS p138
Loyola's Fire A light is cast that creates a Frenzy of fear in Vampires and similar effects to ghosts and undead. Those affected lose 1 Willpower per turn spent in the light Resolve NS p140
Mantle of Orleans Other members of the cell gain +1 Defense, +1 to all combat rolls, +3 Initiative and +3 Speed. ○○ Manipulation NS p141
Peace of St Joseph Target undead subject has penalty to all Physical actions, Initiative and Speed equal to Benedition while within 30' - Presence+Benediction vs Stamina+Potency
Revelationes Coelestes Any Witches in an area of 5 times Benediction start to bleed and receive -2 to all rolls until the end of the scene Resolve WF p125
Sanctification of the Blessed Virgin Create a Blessed item lasting for one Scene. For an additional WP, the blessing is permanent. ○(○) Morality HTV p161
Saint Agathus' Call Draw the attention of attackers with Morality 6 or less Presence Slash p161
St. Collen's Clarity For a scene, all supernatural perception-altering effects fail against you - Wits
The Shepherd's Blessing Masks presence of Hunter as long as the character is not engaged in a non-threatening action. For an additional Willpower, this effect can be expanded to any number of Mortal allies equal to Benediction ○(○) Wits HTV p161
True Sight of St. Abel Allows recipients of the ritual to see Supernatural for what they are and are immune to the Masquerade, Lunacy and Quiescence Curse Intelligence HTV p162
Song of Daniel Animals are calmed, not harming the Hunter and frenzied beings exit their state of madness. Additionally, gain bonus dice equal to successes to Animal Ken or Social rolls with Vampires or other formerly frenzied beings. ○/○○ Charisma - Highest Resolve of affected creatures NS p139
Vade Retro Satana Exorcism with the added help of Benediction - Resolve+Composure HTV p162
Wrathful Sword of St. Michael the Archangel Bless a melee weapon that deals a maximum total Aggravated damage equal to successes rolled to supernatural creatures. ○○ Strength HTV p163
Castigation (• to •••••) Cost Roll
Abaddon’s Call Raise a corpse from the grave. For a permanent Dot of Willpower, the raised corpse remains animated until destroyed ○, 2B/roll (Willpower Dot) Resolve + Medicine NS p142
Abyssal Bondage Force a spell out of control and change its targets if Lethal damage is used. If Aggravated damage is used the spell's effects change and affect everyone in a radius equal to 20yds/Gnosis. ○, 1L or 1A Stamina + Resolve WF p126
Calling Forth the Pit Summon or banish a demon 2L from self or other being Presence + Resolve - Resistance HTV p164
Coils of Iniquity Get a bonus against against people who their vice with the once chosen during the ritual Three drops of blood from someone with the desired vice 10 - Morality + Empathy C&C p69
Familiar Have a Twilight or embodied demon familiar - - HTV p165
Familiar Betrayal Summon a werewolf's pack familiar Presence + Resolve - Resistance SpSl p148
Family Vestment Manifest part of demonic heritage getting one of a number of bonuses ○, and gain a 24 hr. mild derangement after Vestment ends Strength + Stamina C&C p69
Gaze of the Penitent Target suffers a penalty of 10-Target's Morality for turns equal to successes rolled Wits + Empathy vs. Resolve HTV p167
Guilt’s Bloody Trail Sense the distance and direction of a killer Intelligence + Investigation vs. Wits + Subterfuge Slash p161
Gulf of Hades Target a subject within 20': A person suffers from extreme cold (suxx in Lethal damage) or an object shuts down - Presence + Occult HMR p30
Hellfire Deal 1 Lethal or 1 Aggravated fire damage to a target ○(1A) Dexterity + Intelligence - Defense HTV p168
Infernal Visions Gain supernatural insight on a topic or question - Wits+Composure HTV p168
Mandate of Hell Command a demon -(○) Presence + Composure - Resistance HTV p169
The Mark of Lucifuge Brand a being with a mark visible only to members of the Lucifuge, Malleus Maleficarum, and the Cainite Heresy. 1 Willpower for Vampires, 2 Willpower for all other creatures ○ or ○○, 1L - NS p143
Mark of the Beast Take the form of a demon to increase physical attributes, heal by spending willpower, and inspire Lunacy like terror ○○, 2L Resolve + Intimidation SpSl p148
Prima Dictum Vampire suffers a penalty equal to successes gained over the opponent on Physical rolls and receives a -1 penalty to Dread Powers rolls ○○, 1L Resolve + Occult + Castigation vs. Resolve + Potency NS p142
Rebuke Lies Pierce a Demon's Cover or destroy it entirely (or remove false memories for a scene) - or ○ Wits + Investigation vs (Presence + Composure) or Resistance HMR p133
Sense of the Unrighteous Sense nearby sinners or sins - 10 - Morality HTV p170
Shackles of Pandemonium Bind a demon 1L Presence + Intimidation vs. Resistance HTV p170
Tongue of Babel Can speak and understand any spoken, mortal language - - HTV p171
Unholy Aura Gain +3 to Social rolls and 9-again (+6 vs lesser Fae creatures) - Presence + Intimidation vs Composure HMR p55
Unholy Escapologist Escape from any place by disabling locks or bindings Dexterity + Composure CoH16 p6
Crocodile Tears (•) Appear nearly dead HTV p172
Eye of Ra (•) Gain a bonus to Perception equal to Elixir HTV p173
Hound Mark (• or •••) Perceive monsters within 5' (fae only with •, all monsters with •••) HMR p53
Hunting Sight of the Asp (•) See things in the thermal spectrum NS p144
Liar Pills (•) Betray no emotion (and lie convincingly) for a scene HMR p130
Red Resin (•) See monsters with morality 7 or lower CC p55
Breath of Ma'at (••) Reroll a Morality check HTV p173
Elixir of the Fiery Heart (••) Resist fear effects equal to Elixir HTV p174
Gentle Mind (••) Do not increase Disquet from Prometheans on ties, and can spend Willpower to reduce Stage 4 to Stage 3 in others. HMR p29
Justice of Ma'at (••) Bonus to Investigation equal to Elixir and +1 to Degeneration rolls Slash p163
Agora Salve (•••) Add Elixir to Social rolls CC p55
Bennu-Bird Feather (•••) Heal 2B or 1L per success with most severe healed first HTV p174
A Glimpse of After (•••) Ignores wound penalties and only needs to roll for consciousness when rightmost Health is Lethal HTV p174
Mind-Talking Drug (•••) Mentally converse or scan the surface thoughts of another HTV p175
The Tallyman's Eyes (•••) Identify any magic user in sight WF p127
Breath of the Dragon (••••) Hunter breathes out a Toxicity 4 poison at close combat range HTV p175
Amun's Water (••••) Become invisible HTV p176
Incense of the Next World (••••) Astral project into Twilight HTV p176
Blood of the Cobra (•••••) +1 Strength and Dexterity per success rolled and blood becomes poisonous. HTV p178
Mesmeric Vapors (•••••) Breathe out a mind controlling smoke HTV p178
Nehebkau Tears (•••••) Temporarily become a Vampire NS p145
Thoth’s Whisper (•••••) Inhale a ghost for a verity of bonuses, including entering the Underworld CC p55
Ink Roll
Bear Mace Unarmed damage, plus inflicts Stunned Tilt on supernatural creatures. Can only be used (Ink) times per scene (as part of a Brawl attack) HMR p139
Brother Road Ask specific questions about recent history in the area. Can only be used (Ink) times per scene Wits + Investigation HMR p140
Fist of Revelation Unarmed damage, plus inflicts Knocked Down Tilt on demons, removes their Cover for a scene and reveals their Apocalyptic Form Once/Demon/Scene, can't be used at same time as Bear Mace (as part of a Brawl attack) HMR p140
King of the Road Bond a particular motor vehicle so that it will always reappear within a day if destroyed or lost HMR p140
The Lord Provides When using a firearm of a particular bonded model, have infinite ammunition HMR p140
LOVE/HATE Right (LOVE): Gain Informed Condition regarding a person while shaking their hand and general feeling if they are trustworthy. Left (HATE): Brawl attacks are Lethal rather than Bashing Right (LOVE): Wits+Composure HMR p140
Pain Magnet Suffer damage for others nearby (but not if your last health box is filled) HMR p141
Tough as the Last Guy Store a supernatural opponent's rating in Strength, Dexterity, Brawl, Firearms or Weaponry to use in a future scene. HMR p141
Relic Cost Dice Pool
Hex Sign (• to •••••) Affix symbols to a location that provide a variety of effects Resolve + Occult WF p191
One-Eyed Kings (•) Paired coins that allow one to see what is in the vicinity of the other. - - HTV p179
Kirkestede’s Lenses (•) Gain bonuses to research. - - HTV p307
Skeleton Key (•) Unlock a lock that requires a key - HTV p180
Scale of Scylla (••) Become invisible to Vampires ○, 1L worth of blood - NS p146
Blood of Pope Joan (••) Level 1 Blessed item and gives Werewolves -2 against anyone carrying the Relic - - HTV p180
Eye of Hubris (••) Activation on obvious magical power get -2 - - HTV p180
Heart of the Succubus (••) Determine the direction of the nearest Demon - Wits + Academics HMR p129
The Silver Key (••) Open a gate into the Hedge, but only once per location - HMR p52
Icarine Servitor (•••) Living wax servant - - HTV p180
Mask of Terror (•••) Inspire supernatural fear in one person 1L - Slash p163
The Oath Stone (•••) Swear upon the stone in order to gain benefits to hunting Relics and combatting both werewolves and mages 1L - C&C p51
Ohtas (•••) Any Vigil related action is at +1 If benefiting Lenape tribe, then add additional +2. 1 Willpower Resolve + Occult WF p187
Ringsel (•••) Heal at a rate of 1 Willpower for 1 Bashing and 2 Willpower for 1 Lethal or negate a degeneration for 1 Willpower instead. ○+ - HTV p181
Stone Man's Staff (•••) +2 bonus to attack. Travel to any visible point. 1 Willpower - Spearfinger p7
Watchful Keris (•••) 2L knife with +1 Initiative and can make a reflexive roll to avoid being surprised in combat - - HTV p181
Idol of Gevandan (••••) When active, it makes all werewolves be determined to take possession of the idol, even from each other Splash idol with werewolf blood - SpSl p150
Centurion's Gladdius (••••) Normally a 1B melee weapon. If Willpower is spent, the weapon removes any magical properties of a struck object. Alternatively, if 1L is spent, the weapon becomes a 2L weapon. ○ or 1L - WF p127
Heart of Stone (••••) When hooked up to an electrical charge, it becomes an object of obsession - - HTV p181
Ulun'suti the Blazing Diamond Once per story, reroll one task. Three times per story, add +1 to any task. Conjure flame. 1 Willpower Dexterity + Occult Spearfinger p7
Witch-Candle (••••) Summon gargoyles 1L - HTV p183
Prometheus’ Blood When placed in the abdomen of a living person making the person it's placed inside immune to disease, poison, and infection. Once per turn, user can spend 1 Willpower to downgrade all lethal damage to bashing damage - - CoH15 p1
Phylactery of Commius (•••••) Bind a spirit to the Phylactery in order to gain a number of benefits 1 Willpower dot - SpSl p150
Worm Pipe (•••••) Resurrect a corpse 1L, Exhaust Willpower Pool - NS p146
Aegis Talisman (•••••) 3 Armor against physical and magical attack and for 1 Willpower, strike fear into an opponent (○) - HTV p183
Dead Man's Face (•••••) Reanimate the head of a dead person - HTV p184
Doru Talisman (•••••) Acts as a 3L Melee weapon against opponents in a 10 yard radius - HTV p184
Rites du Cheval Cost Source
Skin of the Loa (•) Spirit grants temporary Armor. Dramatic Failure: Def. -2, Succes: Melee armor +2, Exceptional Success: Armor +2.. - SpSl p155
Ephemeral Disguise (•) Spirit hides the caster with an unremarkable visage. (Mod. to Stealth rolls) Dramatic Failure:Glow in red -5, Succes: +3, Exceptional Success: +3 no evidence in security systems or video. - SpSl p155
Elemental Rebuke (••) Attack target with an elemental (fire, water, etc) effect. Resolve + Occult + Les Mystères Status Vs Resolve + Stamina 1L for every success 1 Willpower SpSl p155
Light as a Feather (••) Increase jumping ability, and protection from falling damage. +5 for Jumping rolls, Only 1(B) for falling. - SpSl p156
The Hands of Raphael (•••) Heal sickness, and mend wounds in others. 1 Willpower Damage SpSl p156
Spiritual Guidance (•••) Gain expertise in a field and Rote Action. 1 Willpower SpSl p157
Clinging Leech (••••) Sap health from a target for oneself. Grapple and Wits + Larceny Vs Resolve + Stamina, 1(L) for every success 1 Willpower SpSl p157
Voodo Doll (••••) Use a small doll to affect a target in positive or negative ways. 1 Willpower SpSl p158
Deny the Moon (•••••) Negate the use of Dominions by werewolves. - SpSl p159
Wearing the Baron's Hat (•••••) Gain amazing combat abilities and temporary health. +3 to Defense, +5 To Initiative and +5 health. 1 Willpower SpSl p160
Anger Patch (•) Detect vampires at a cost of -1 to Social rolls against them HTV p185
Voice of the Banshee (• or •••) At the cost of 1WP, make a bashing attack with Stamina+Expression against all creatures with enhanced hearing that also disrupts their concentration. The upgraded version also afflicts those affected with the Depression or Melancholia derangement NS p148
Weapon of Last Resort (• or ••) Gain either Lethal Brawl attacks or a 1L bite attack. Upgraded version receives both HTV p186
Devil's Eye (••) See emotional auras of individuals HTV p186
Ectocrine Gland(••) See and communicate with non-manifested Twilight entities (ghosts and spirits). While active, -2 to "real-world" Perception tests, and hunter is easier to possess by entities. SpSl p151
Lover's Lips (••) Receive 9-Again on Social rolls against characters who ingest the liquid from the implant HTV p187
Berserker Splice(•••) Under stress, gain 2 points to Strength, plus 1 point per every point of Lethal damage taken, and gains Iron Stamina temporarily. SpSl p152
Biliary Tree of the Cynocephali (•••) Any Toxin entering body starts out at -5 Toxicity. +2 to Resist Disease. BbBB p25
Cortical Adaptation (•••) After spending a point of Willpower, the Hunter gets +3 to Investigation and Empathy in regards to Slasher murders and purchase Slasher merits Slash p164
Evil Eye (•••) Replace an eye and suffer the One Eye flaw. Additionally receive -2 to all Social rolls when the eye is exposed. Gain any one of these Dread Powers: Confuse, Fury, Sleep, Hypnotize or Terrify NS p148
Optic Thorn (•••) allows user to see "supernaturally augmented" hunters C&C p62
Personal Defense Swarm (•••) Charge the body with a swarm of tiny creatures that attack based on the Hunter's emotions HTV p187
Quick-Step (•••) +3 Speed, 9-Again on Athletic checks involving running or moving quickly, and retains Defense against Firearms while running HTV p188
Agonizer (••••) Parasitic bug that feeds off of magic WF p128
Cranial Cortex Augmentation (••••) Gain Dream Powers: Dream Seeing (•••), Dream Shaping (•••) and Dream Walking (•••) for 8-Stamina weeks; each re-application of this power has 10% greater chance of failing. HMR p54
Plasmic Caul(••••) see ghosts in Twilight, gain +1 to any roll involved with them, and spend one Willpower for a "secondary" effect. C&C p64
Twitcher (••••) Use higher of Wits or Dexterity for Defense and lower of Wits or Dexterity for surprise attacks HTV p189
Regenerative Nodule (••••) Must also spend a Willpower to activate. Heal Lethal and Bashing damage at the speed of a Werewolf. HTV p189
Vitriol Pump (••••) Add three successes to a roll, up to three times before requiring a week's recharge. HMR p29
Banality Worm (•••••) Add Resolve to resist supernatural effects. -1 on Degeneration rolls HTV p189
Hand of Glory (•••••) Mesmerize and immobilize anyone in line of sight. HTV p190
Interview Cost Roll
(•) Just One More Thing Discover just the right question to ask the suspect 1B Teleinformatics+Subterfuge Slash p166
(••) Polygraph Gain a bonus to all interrogation rolls equal to successes and double the bonus on Empathy and Subterfuge rolls meant to sniff out a lie ○, 1B Teleinformatics+Persuasion vs. Stamina+Resolve Slash p167
(•••) Synchronization Copy the subject's mind ○, 1L Teleinformatics+Empathy-Resolve Slash p167
(••••) The Talon Each success gives the target a -1 on all Mental and Social rolls 1L Teleinformatics+Intimidation-Composure Slash p167
(•••••) Tactical Co-Ordination Link minds with others and all members get bonuses on Skills for each member with a higher rating ○, 1L Teleinformatics+Brawl- # of other agents Slash p168
(•) Psychometry Understand an object 1B Teleinformatics+Crafts Slash p169
(••) Scene Read Normal investigation of a scene at instant speed 1B Teleinformatics+Investigation Slash p169
(•••) Speed Of Thought Add Teleinformatics to Initiative, use higher of Wits or Dexterity for Defense and apply Defense to Firearms for turns equal to successes to a maximum of 5 2L Teleinformatics+Athletics Slash p170
(••••) Postcognition Mentally reconstruct the scene of the crime ○, 1L Teleinformatics+Science Slash p171
(•••••) Hall Of Mirrors See all possible futures and gain insight on the best course of action. 1A Teleinformatics+Occult Slash p172
(•) Network Know the right place to look 1B Teleinformatics+Academics Slash p173
(••) Deep Background Find documents relating to a suspect at 3 successes per document 1B per roll Teleinformatics+Computer Slash p173
(•••) Bookworm Automatically succeed at any Academics or Occult based research action ○, 1L - Slash p174
(••••) Tag Follow a target through cameras. For an additional Willpower, the Hunter can use this ability through animals 1L (○) Teleinformatics+Streetwise Slash p174
(•••••) Omnicompetence Temporarily increase one skill to 5 dots or all skills in a category to 3 dots 1L or 1A Teleinformatics+Larceny Slash p175
Goetic Gospels Cost Roll (+Goetic Gospels)
The Gospel of Agares
(•) Lie of the Heart Ignore spells that affect anyone in a give area Wits WF p130
(••) Crocodile Armor Gain armor against spells or enchanted weapons equal to Goetic Gospels rating Stamina WF p130
(•••) Agares' Goshawk Dispell a spell Manipulation vs. spell die pool WF p130
(••••) Envy's Barb Counter a spell. The Hunter can take any amount of Bashing to receive +2 on the roll for each point of Bashing spent. Optionally, the Hunter can spend a Lethal damage and deal Lethal damage to the spell caster equal to additional successes made on the Goetic Gospel roll ○(1L) Presence WF p131
(•••••) Flagellant's Denial Negate all spells in a 5 yard radius of the Hunter at a level equal to or lower than the amount of Lethal damage taken ○ (spent per activation), 1-5L (spent once for a scene) Resolve WF p131
The Gospel of Amon
(•) Stolen Vice Whenever the target would indulge his or her vice, she receives no Willpower. If 2B is spent, the Hunter receives it instead. ○ (2B) Manipulation vs. Resolve+Gnosis WF p132
(••) Maddening Whispers Inflict a mild derangement on a target. If 1L is spent, inflict a severe derangement instead. ○ (1L) Composure WF p133
(•••) Magpie Mysteries Steal the ability to use spells from a given Mystery from the target and deny the target use. If 1L is spent, the target is denied use of two Mysteries ○ (1L) Dexterity vs. Composure+Gnosis WF p133
(••••) Viscous Cycle Make the target make a degeneration roll equal to the most severe sin they have committed. If they fail, the receive -3 on all rolls and cannot regain WP from their Virtue for the rest of the scene. If 1L is spent, the degeneration roll is made as though it were one level worse. ○ (1L) Presence WF p133
(•••••) Demon King of Nothing All spells the target rolls are Vulgar. If an additional 1L is spent, all spells also receive a -1 Vulgarity modifier ○, 1L (1L) Stamina vs. Resolve +Gnosis WF p134
The Gospel of Beleth
(•) Glutenous Devourer Prevent the target from generating or receiving Source. The target also loses Source equal to successes rolled. If 1L is spent, the target loses 1 Willpower each time they try to generate Source ○ (1L) Wits - Subject's Resolve WF p134
(••) Servitor of Sloth Whenever the target would use a point of Source, they must also spend a point of Willpower. If 1L was spent, the target must also succeed on a Resolve+Composure roll to spend Source. ○ (1L) Intelligence vs. Resolve+Gnosis WF p134
(•••) Poison Baubles The target receives Lethal damage equal to the amount of Source the target is storing up to the Hunter's Goetic Gospels rating. ○, 1L Presence vs. Stamina+Gnosis WF p135
Rites of Denial (• to •••••) Cost (Xt = X thimbles of blood)
Aggravate Weapon now deals Lethal damage and gains a bonus equal to dots in Rites of Denial. The bonus only applies to Vampires, minions of Vampires and unliving creatures. ○, 2t NS p151
Befoul If a Vampire sleeps in the targeted location, they receive 1L per hour slept there and cannot spend Blood for any purpose ○, 4t NS p151
Behold All non-hidden Vampires within sight are revealed for what they are ○, 1t NS p152
Deny Create a barrier that blocks the access of Vampires ○, 2t NS p152
Evade Gain Speed bonus equal to Endowment dots. ○, 1t NS p153
Invoke Create an apotrope that repels Vampires and deals 1 Aggravated damage if it touches them. ○, 3t NS p153
Mark Gain bonus die equal to endowment to stake or decapitate a Vampire ○, 2t NS p153
Obligate Fix a Vampire to the ground. ○, 2t NS p154
Pilfer Know a secret a Vampire doesn't want known ○ ,3t NS p154
Prohibit Another person's blood offer no nourishment to Vampires and when drunk, deals damage to the Vampire equal to the caster's Endowment dots ○, 2t NS p154
Question Give a Vampire a Severe Derangement ○, 5t NS p155
Reflect Powers against the Hunter that would require eye contact get a penalty equal to the Hunter's Endowment dots. ○, 1t NS p156
Unmask Make a Vampire illuminate brightly and appear in all media and mirrors ○, 1t NS p156
Other Compact or Conspiracy
The All-Seeing Eye (• to •••••) Gain access to one private information stream per dot in the Endowment Network Zero C&C p32
Anthropophagy (• to •••••) Devour monsters to spend dots in Anthropophagy to gain dots in their Dread Powers (and suffer Integrity breaking points each time) Faithful of Shulpae HMR p112
Bacchanal (• to •••••) Multiplying the points in this endowment times two, the Hunter is allowed to: purchase dots as a Social bonus towards Ashwood Abbey members only (Max +5); Ensure a guest with the Fame Merit can attend the event (Points spend equal points in the Fame Merit); The hunter gains a Social bonus with a specific group until the end of the story (Max +5); A Social bonus with a specific supernatural group until the end of the story (Max +5); Tactics gain a three dice bonus per points spent for secondary actors. Ashwood Abbey C&C p14
I'm Doing Science (• to •••••) At the beginning of a hunt related scene, roll Intelligence + Investigation + I'm Doing Science, successes can be used to gain bonuses to tracking a monster that left behind evidence, learn one critical fact about the monster, or gain a bonus to their next attack against the monster Null Mysteriis C&C p37
Monster Media (• to •••••) Update a number of devices equal to dots in the Endowment to be able to identify monsters in their true, exposed form Network Zero C&C p33
The Prayer (• to •••••) If you prayed before going to sleep you get Prayer Points equal to your dots in the Endowment that can be spent to recover Willpower, transfer willpower points to others, ignore wound penalties for a turn, or resist mental domination for a turn The Long Nights C&C p19
Rite of Hecate (• to •••••) If you successfully fill the rightmost health box of the target with Lethal damage and complete the ritual, gain Gnosis dots equivalent to the target up to a maximum of you Rite of Hecate rating and gain access to half of the Mysteries they have access to. The Promethean Brotherhood WF p97
Unearthed Secrets (• to •••••) At the beginning of each story, gain a number of secrets about the monsters that will be experienced, this Endowment also acts as an occult version of Contacts. The Loyalists of Thule C&C p26
Your Friends and Neighbors (• to •••••) At the start of each game session, the hunter can gain one of the following benefits, a Safehouse with dots equal to dots in the Endowment, gain a social bonus to one local resident, treat the Endowment as the Allies merit, or add dots in the Endowment as a bonus to a drive roll The Union C&C p44
Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
Combined Notation ●(○)
○, ●/item