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Scars

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Second Edition
Scar Keywords Magnitude Description Book
Deviations
Controlled Scars
Concentration Subtle, Mental, Repeatable You may take a beat when distraction or disruption causes an entangled Variation to shut down or misfire. DTR 152
•• Lethal damage, Faltering, and being Stunned or Distracted provoke Scar Resistance. On failure, the entangled Variation deactivates.
••• As Magnitude ••, and choose one:
Tenuous: Successful attacks and hostile powers provoke Scar Resistance.
Unfocused: Activating entangled Variations while suffering a distracting Tilt or Condition requires successful Scar Resistance.
•••• As Magnitude •••, but suffer both complications.
After-Effect + • Directed-Only. Directing entangled Variations for more consecutive turns than your Scar Resistance inflicts a chosen negative Condition.
Self-Doubt + • This Scar's effect shuts down entangled Variations for a full scene.
Single-Minded + • Directed-Only. Failing to direct an active entangled Variation for a turn provokes Scar Resistance.
Cooldown Subtle, Any, Directed-Only, Repeatable You may take a beat when repeated use of an entangled Variation causes it to fail or malfunction. DTR 153
•• Directing entangled Variations on consecutive turns inflicts a cumulative -1 Scar Finesse penalty, which dissipates when you spend a turn without directing.
••• As Magnitude ••, but the penalty starts at (6 - Scar Resistance), and a turn spent without directing an entangled Variation only reduces the penalty by one.
•••• As Magnitude •••, and choose one:
Blackout: Dramatic failure to direct an entangled Variation shuts it down for the scene.
Ponderous: Reducing the penalty by one takes two turns.
••••• As Magnitude ••••, but suffer both complications.
Depletion Subtle, Any, Repeatable You may take a beat to briefly exhaust the use of an entangled Variation. DTR 153
•• Entangled Variations function up to your Scar Resistance in consecutive turns before needing an instant action to replenish.
••• As Magnitude ••, but recharging forfeits Defense, and each successive recharge in a scene takes another consecutive action.
•••• As Magnitude •••, and choose one:
Brief: A single turn of use depletes entangled Variations.
Slow-Charging: Recharging entangled Variations takes (6 - Scar Resistance) hours of intensive focus.
••••• As Magnitude ••••, but suffer both complications.
Hazardous Recharge + • Recharging inflicts lethal damage.
Deterioration Overt, Physical, Repeatable You may take a beat when using an entangled Variation to suffer temporary debility. DTR 153
•• Activating an entangled Variation provokes Scar Resistance. On failure, suffer your choice of Arm Wrack, Blinded, Deafened, or Leg Wrack for the scene.
••• As Magnitude ••, and choose one:
Lingering: The debility lasts for a chapter, becoming a corresponding Persistent Condition.
Painful: Activating an entangled Variation also inflicts bashing damage.
Severe: Suffer a severe version of the debility.
•••• As Magnitude •••, but choose two complications.
••••• As Magnitude •••, but suffer all three complications.
Fluctuating Variation Subtle, Any, Repeatable, Tiered-Only ••• Choose how each entangled Variation behaves at each possible Magnitude. Entangled Variations activate at a Magnitude equal to your activation successes. For each turn an entangled Variation remains active, it shifts one dot of Magnitude; roll Scar Resistance to control which direction it shifts. DTR 154
Perilous Variation Overt, Physical, Repeatable You may take a beat when the pain of activating an entangled Variation hinders you. DTR 154
•• Activating an entangled Variation inflicts bashing damage.
••• Activating an entangled Variation inflicts lethal damage.
•••• Activating an entangled Variation inflicts aggravated damage.
Ongoing + •• Directed only. Directing an entangled Variation also inflicts damage.
Persistent Drawback Subtle, Secondary, Repeatable • to ••••• Choose a Persistent Scar of equal Magnitude. While any entangled Variations are active, suffer the effects of that Scar. DTR 154
Continual + • Always suffer the secondary Scar's effects.
Power Failure Subtle, Any, Repeatable You may take a beat when your entangled Variations weaken or fail because of a chosen circumstance, such as "on holy ground" or "suffering lethal damage." DTR 155
•• The chosen circumstance provokes a Scar Resistance roll each turn to prevent Magnitude loss, and penalizes Scar Finesse to activate them by (6 - Scar Resistance).
••• As Magnitude ••, but failing Scar Resistance instead deactivates that Variation for as long as the circumstance persists.
•••• As Magnitude •••, but the Variation remains deactivated for a scene minimum.
••••• As Magnitude •••, but the Variation remains deactivated for a chapter minimum.
Rare − • The circumstance is very specific or narrow.
Common + • The circumstance is common or easy to encounter.
Preparation Subtle, Any, Repeatable You may take a beat when your entangled Variations take too long to activate. DTR 155
•• Activating an entangled Variation first requires a ritual, input sequence, or other instant action.
••• As Magnitude ••, and choose one:
Elaborate: Priming an entangled Variation sacrifices Defense and takes up to three actions or one hour with low Scar Resistance.
Staged: The activating Scar Finesse roll becomes an extended action with a target of twice Magnitude.
•••• As Magnitude ••, and choose one:
Grueling: As Staged, but each interval sacrifices Defense and takes extra time as per Elaborate priming.
Lengthy: As Elaborate, but entangled Variations cannot be primed during action scenes.
••••• As Magnitude ••••, but suffer both complications.
Recharge + • Directed-Only. After directing an entangled Variation, you must wait (4 - Scar Resistance ÷ 2) turns to direct again.
Tabula Rasa Subtle, Mental You may take a beat to forget something important from the stress of using entangled Variations. DTR 155
•• Remembering what occurred while using entangled Variations provokes Scar Resistance, or penalizes other rolls involving relevant details by -2.
••• Lose all memory of scenes wherein you activated entangled Variations. Given a strong reminder, you may spend Willpower to recover the memory for a scene, and doing so (6 - Scar Resistance) times recovers it permanently.
•••• As Magnitude •••, and choose one:
Permanence: You may not spend Willpower to recover memories.
Rapid: Memory loss sets in immediately after a turn of Variation use.
••••• As Magnitude ••••, but suffer both complications.
Tribulation Subtle, Mental, Repeatable ••• You must spend Willpower to activate entangled Variations. DTR 156
•••• As Magnitude •••, and paying the activation cost takes an instant action.
Draining + •• Directed-Only. You must also spend Willpower to direct the Variation for a turn.
Unstable Variation Subtle, Any, Repeatable You may take a beat to temporarily suffer more from Scars due to using entangled Variations. DTR 156
•• Activating an entangled Variation worsens a Scar by a dot of Magnitude and inflicts a -2 Scar Resistance penalty for the rest of the scene.
••• As Magnitude ••, and activating entangled Variations inflicts minor instability.
•••• As Magnitude •••, but the instability is medium.
••••• As Magnitude •••, but the instability is major.
Involuntary Scars
Involuntary Stimulus Subtle, Any, Repeatable You may take a beat when your entangled Variations act up in a chosen circumstance, such as "under a full moon" or "when enraged." DTR 156
•• Self-activated Variations become Overt, and choose one:
Insistent: The stimulus provokes Scar Resistance, and activates entangled Variations on failure.
Reactive: The stimulus prevents deactivating the Variation until you take an appropriate rolled action to insulate yourself.
••• As Magnitude ••, but suffer both complications.
Rare − • The circumstance is very specific or narrow.
Common + • The circumstance is common or easy to encounter.
Uncontrollable + • You cannot voluntarily activate the entangled Variations.
Unpredictable + • Once per scene, the Storyteller may provoke Scar Resistance. On failure, entangled Variations activate themselves, and the Storyteller cannot provoke this effect again this chapter.
Power Build-Up Subtle, Any, Repeatable You may take a beat when entangled Variations erupt and lash out. DTR 157
•• Entangled Variations become Overt, and choose one:
Insistent: Once per scene, the Storyteller may provoke Scar Resistance. On failure, the Variation activates itself, and the Storyteller cannot provoke this effect again this chapter.
Volcanic: You must roll Scar Resistance to deactivate an entangled Variation before the end of the scene.
••• As Magnitude ••, and choose one:
Compounded: Suffer both Magnitude •• complications.
Uncontrollable: Requires Insistent. You can only activate an entangled Variation once per chapter, and the Storyteller can continue to provoke Scar Resistance after a failed roll.
Destructive: Requires Volcanic. Directed only. The Storyteller may direct an activated entangled Variation you are not currently directing.
•••• Directed only. As Magnitude •••, but suffer all three complications.
Persistent Scars
Addictive Variation Subtle, Mental or Physical, Toggled-Only You may take a beat to suffer from withdrawal or wield power just to stave it off. DTR 158
•• Suffer Addicted (Persistent), becoming Deprived when you go for a chapter without activating an entangled Variation.
••• As Magnitude ••, and choose one:
Disorienting: While entangled Variations are active, suffer Intoxicated or Drugged.
Lingering: Deprived becomes Persistent, resolving by recovering medium instability or spending a story without activating any entangled Variations.
•••• As Magnitude •••, and choose one:
Compounded: Suffer both Magnitude ••• complications.
Severe: Increase the Deprived penalty to -2, and apply it to derived traits.
••••• As Magnitude ••••, but suffer both complications.
Alternate Persona Subtle, Mental or Social, Repeatable You may take a beat to switch personalities. DTR 158
•• Once per scene, the Storyteller may provoke Scar Resistance. On failure, your other personality surfaces for (6 - Scar Resistance) turns, and the Storyteller cannot provoke this effect again this chapter.
••• As Magnitude ••, but you also shift personalities at regular intervals. You may roll Scar Resistance to surface the other personality for (Scar Resistance) turns.
Forgetful Persona − • The alternate persona lacks the primary persona's memories.
Inferior Persona − • The alternate persona cannot activate Variations not entangled with this Scar.
Invoked − • You may choose to shift personalities as an instant action.
Partner − • The personas share general goals, and do not differ in Aspiration.
Perfect Recall − • The primary persona retains full memory of the alternate persona's actions.
Aware Persona + • The alternate persona retains full memory of the primary persona's actions.
Bestial + • The alternate persona lacks higher thought and suffers the Bestial Condition.
Blackouts + • The primary persona lacks the alternate persona's memories.
Cross-Purposes + • The personas have conflicting goals, and the alternate Persona has its own distinct Touchstones.
Superior Persona + • Only the alternate persona can activate Variations entangled with this Scar.
Amnesia Subtle, Mental Suffer Amnesia (Persistent). DTR 159
•• As Magnitude •. Also penalize rolls to remember facts from before your Divergence by -2, and lose one key memory from that time altogether.
••• As Magnitude ••, but increase the penalty to -4, and lose multiple key memories.
•••• As Magnitude •••, but completely lose your memory of several years. You may be Shaken by revelations of the past.
••••• As Magnitude ••••, but lose all memories prior to Divergence. You may Falter from revelations of the past.
Bane Subtle, Physical, Repeatable You may take a beat when you suffer pain from exposure to a certain material or stimulus, like silver or bright light. DTR 160
•• Direct exposure to your bane inflicts a bashing wound each turn, or upgrades damage type if already harmful, and prevents healing.
••• As Magnitude ••, but the bane inflicts lethal wounds, or upgrades damage and adds an additional wound.
•••• As Magnitude •••, but the bane inflicts aggravated wounds, or upgrades and doubles damage.
Rare − • The bane is very specific or rare.
Common + • The bane is common or easy to encounter.
Draining + • Toggled-Only. Each turn of direct exposure reduces the Magnitude of entangled Variations for the scene.
Paralyzing + • Direct exposure inflicts Stunned or Insensate.
Bestial Mind Subtle, Mental You may take a beat when animal instincts inspire ill-advised behavior. DTR 161
•• Suffer Bestial (Persistent).
••• As Magnitude ••, and during combat, roll Scar Resistance to resist your choice of Beaten Down, Insane, Insensate, or Stunned.
•••• As Magnitude •••, and you cannot Build Equipment. Suffer a (6 - Scar Resistance) penalty to Mental Skills.
••••• As Magnitude ••••, and you can only use the simplest of tools.
Conspicuous Appearance Overt, Physical or Social You may take a beat to draw unwelcome attention from particular unnatural features. Conspiracies gain half Magnitude as a surveillance bonus. DTR 161
•• You must contest Wits + Subterfuge vs Wits + Composure to hide your unnatural features. Baseline humans who notice worsen impression and strip 10-Again from Social rolls.
••• As Magnitude ••, but take a -3 penalty to conceal your appearance. Suffer Notoriety (Persistent).
•••• As Magnitude •••, but you cannot hide your unnatural appearance at all. Choose one:
Terrible: Baselines form a hostile impression and reduce non-Intimidation Social rolls to a chance die.
Monstrous: Suffer Hunted (Persistent). Monster hunters pursue you, unrelated to the Web of Pain.
••••• As Magnitude ••••, but suffer both complications.
Dependency Subtle, Physical, Repeatable • to ••••• Suffer one of the below withdrawal symptoms for each dot of Magnitude after the first, staved off for two chapters by a given material treatment or intake. Gathering supply takes effort and a roll at a penalty of (6 - Scar Resistance). You may take a beat to lose access to your supply. DTR 162
Fatigued Suffer Fatigued.
Ill You cannot heal, and suffer a daily bashing wound.
Sluggish Penalize Initiative and Speed by -3 and Physical actions by -2.
Submissive Suffer Broken, or during action scenes, Beaten Down.
Common − • Supply is easily acquired, imposing no penalty.
Rare + • Supply is rare and precious, and acquisition is always contested.
Fragility Subtle, Physical You may take a beat when you are hindered by the pain of your condition. DTR 163
•• Suffer Stunned for a turn the first time in a scene your wound penalty escalates.
••• Suffer Stunned for a turn whenever your wound penalty escalates.
•••• Suffer Immobilized for (6 - Scar Resistance) turns whenever your wound penalty escalates.
••••• As Magnitude ••••, and when a scene begins while you suffer damage, suffer Disabled until you fully recover.
Frozen Heart Subtle, Social You may take a beat to turn away help and close yourself off. DTR 163
•• Raise the unskilled Social penalty to -3, and reduce your maximum rating in Empathy, Expression, and Persuasion by half Magnitude.
••• As Magnitude ••, and begin every chapter Stoic.
•••• As Magnitude •••, but you may not voluntarily fail a roll to resolve Stoic. Choose either Loyalty or Conviction. Whenever you uphold that Anchor's Touchstones, you may recover Willpower or heal instability, not both.
••••• As Magnitude ••••, but the complication applies to both Anchors.
Genetic Disorder Subtle, Physical You may take a beat to suffer a spell of weakness. DTR 163
•• Suffer the moderate Sick Tilt, or outside action scenes, penalize strenuous physical actions by half Magnitude.
••• As Magnitude ••, and fatigue sets in after six sleepless hours.
•••• As Magnitude •••, but suffer the severe Sick Tilt.
••••• As Magnitude ••••, and you must roll Scar Resistance daily, with any appropriate equipment bonuses to resist your condition. On failure, suffer a lethal wound or minor instability.
Glitch Subtle, Mental You may take a beat to fail an action due to momentary confusion. DTR 163
•• After spending Willpower on a roll bonus, you cannot do so again that scene without first suffering a voluntary failure.
••• As Magnitude ••, and spending Willpower on a roll bonus inflicts Distracted, resolved by voluntary failure or healing instability.
•••• As Magnitude •••, but the same complications apply to spending Willpower costs for Variations, Scars, or Adaptations.
••••• As Magnitude ••••, but these complications apply to all Willpower expenditures, and you must recover all Willpower to resolve Distracted.
Hallucinations Subtle, Mental or Social You may take a beat to disrupt a scene by interacting with delusions. DTR 164
•• Once per scene, the Storyteller may provoke Scar Resistance. On failure, you suffer Distracted, and the Storyteller cannot provoke this effect again this chapter.
••• As Magnitude ••, and once per chapter, the Storyteller may introduce a hallucinated entity to the scene. Interventions from others may allow a Scar Resistance roll to dispel the hallucination.
•••• As Magnitude •••, and choose one:
Phantasmagoria: Hallucinations can turn perceived scenes intense and complicated, and cast harmless presences as dangerous or vice-versa.
Stubborn: Only the intervention of Loyalty Touchstones can help dispel hallucinations.
••••• As Magnitude ••••, but suffer both complications.
Hemophilia Subtle, Physical You may take a beat when you suffer from an otherwise light injury. DTR 164
•• When bashing damage escalates your wound penalty, upgrade a bashing wound to lethal.
••• As Magnitude ••, and when non-bashing damage escalates your wound penalty, suffer a lethal wound every minute until you receive medical attention.
•••• As Magnitude •••, and after a scene in which you suffer damage, suffer Disabled
••••• As Magnitude ••••, but all damage provokes the Scar, not just when it escalates wound penalties.
Lying Eyes Subtle, Social You may take a beat to dramatically fail a Social action, seeming untrustworthy or dangerous. DTR 164
•• Suffer Notoriety with strangers and new acquaintances.
••• As Magnitude ••, and worsen impressions from strangers. All Social failures on new meetings are dramatic failures.
•••• As Magnitude •••, but treat everyone except close friends and proven allies as strangers.
••••• As Magnitude ••••, and strangers' impressions remain hostile except under leverage.
Maintenance Subtle, Mental or Physical, Repeatable, Toggled-Only You may take a beat when an entangled Variation misfires and needs brief maintenance. DTR 165
•• Entangled Variations function for a scene before requiring some form of repair or treatment, with each maintenance roll taking (12 - Scar Resistance) minutes. You must roll Scar Resistance to activate a Variation still in need of maintenance, and cannot reattempt this roll after failing.
••• As Magnitude ••, and choose one:
Dependent: Someone else must perform maintenance, though you may assist through teamwork.
Time-Consuming: Maintenance takes hours instead of minutes.
Volatile: Choose an added cost to the Scar Resistance roll above: Willpower, minor instability, or a lethal wound.
•••• As Magnitude •••, but choose two complications.
••••• As Magnitude •••, but suffer all three complications.
Misfortune Subtle, Any You may take a beat to suffer a voluntary failure from a turn of bad luck or circumstance. DTR 165
•• Once per chapter, the Storyteller may introduce an inconvenient misfortune. The misfortune may impose (6 - Scar Resistance) as a dice penalty, or as a bonus to an opposing action.
••• As Magnitude ••, and choose one:
Cursed: Once per chapter, the Storyteller may introduce a severe misfortune or great coincidence. This misfortune may downgrade a roll result from success to failure or failure to dramatic failure.
Frequent: Inconvenient misfortune strikes once per scene.
•••• As Magnitude •••, but suffer both complications.
Association + • The Storyteller may target cohorts or Loyalty Touchstones with your misfortune.
Missing Limb Overt, Physical You may take a beat when deterred by limited use of your limb. DTR 165
•• One of your appendages is damaged or malformed. Choose one:
Hands: Take a -2 penalty to manual dexterity.
Feet: Half Speed. -1 to Defense and to Physical locomotion.
••• You entirely lack one limb or its use. Permanently suffer either moderate Arm or Leg Wrack.
•••• You lack two limbs or their use. Permanently suffer either severe Arm Wrack, severe Leg Wrack, or both moderate Arm and Leg Wrack.
••••• You've lost all four limbs. Permanently suffer both severe Arm and Leg Wrack, as well as Disabled (Persistent).
Murderous Urge Subtle, Mental You may take a beat to inappropriately escalate a confrontation. DTR 166
•• Confrontations outside of cohorts and Loyalty Touchstones provoke Scar Resistance. On failure, escalate hostility to threats, threats to violence, and violence to deadly force for the scene. You may then roll Scar Resistance to deescalate.
••• As Magnitude ••, but you may not deescalate. You must either take a life or be restrained for (6 - Scar Resistance) turns.
•••• As Magnitude •••, but taking a life still requires a Scar Resistance roll to deescalate. On failure, seek another victim.
••••• As Magnitude ••••, but cohorts and Loyalty Touchstones are not excluded. Dramatic failure on Scar Resistance prevents murder from ending the rampage.
Native Environment Subtle, Physical • to ••••• Choose a particular type of environment, such as forests or underwater. You may take a beat to suffer hardships outside your native environment. Above Magnitude •, treat other environments as extreme environments of a level equal to (Magnitude - 1), which may impose appropriate Environmental Tilts. DTR 166
Acclimated − • Within your native environment, ignore native Environmental Tilts and extreme environments up to the level you suffer from foreign environments.
Paranoia Subtle, Mental or Social You may take a beat to undermine yourself with mistrust. DTR 167
•• Disruptions to your routine or expectations of a person's behavior provoke Scar Resistance. On failure, suffer a -2 penalty to perception, Social actions, and using Social Merits.
••• As Magnitude ••, but suffer Spooked on failure, and until the end of the scene, Social and perception rolls secretly contest against false conclusions.
•••• As Magnitude •••, and while Spooked, you cannot create Loyalty Touchstones or restore them from Wavering. Once per scene, the Storyteller may reduce a secret contest to a chance die.
••••• As Magnitude ••••, and you may not convert a Conviction Touchstone into a Loyalty Touchstone without Wavering.
Phobia Subtle, Mental, Repeatable You may take a beat when your particular phobia emerges at an inopportune time. DTR 167
•• You must roll Scar Resistance to voluntarily confront your phobia. While you face your phobia, penalize all actions by (6 - Scar Resistance). Spend Willpower to suppress your fear for a scene.
••• As Magnitude ••, but you may not suppress your fear with Willpower, and Scar Resistance rolls only let you confront your phobia for (Scar Resistance) turns before you must roll again.
•••• Your phobia inflicts Frightened, or when escape is impossible, Insensate. Even when your phobia is a direct threat, you must spend Willpower to resist, and suffer a (6 - Scar Resistance) penalty to do so.
Rare − • The phobia is very specific or uncommon.
Common + • The phobia is prolific or easy to encounter.
Sensory Deprivation Subtle, Physical You may take a beat when dulled or impaired sense. DTR 168
•• Choose one, suffering a -3 penalty on actions that rely on that sense:
Ageusia: You have no sense of taste.
Anosmia: You have no sense of smell.
Hearing: You suffer partial deafness, applying the moderate Deafened Tilt.
••• Choose one:
Combined: Suffer both Ageusia and Anosmia.
Deaf: You suffer total deafness, applying Deaf (Persistent) and the severe Deafened Tilt.
Eyesight: You suffer partial blindness, applying the moderate Blinded Tilt.
•••• Choose either two Magnitude ••• complications, or:
Blind: You suffer total blindness, applying Blind (Persistent) and the severe Blinded Tilt.
••••• Choose either all three Magnitude ••• complications, or one Magnitude ••• complication and Blind.
Silence Subtle, Social You may take a beat when you are unable to express yourself clearly. DTR 168
•• Your power of speech is limited. Reduce your maximum rating in Persuasion, Socialize, and Subterfuge by Magnitude, and suffer a -2 Social penalty when nonverbal cues are unavailable.
••• As Magnitude ••, and you cannot speak verbally.
•••• As Magnitude •••, and you cannot communicate in formally structured language, verbal or otherwise. Communication through body language requires an Expression roll at a -4 penalty.
Sluggish Metabolism Subtle, Physical You may take a beat to suffer from poor constitution and slow recovery. DTR 168
•• Heal half as quickly. Suffer a (6 - Scar Resistance) Stamina penalty to resist toxins.
••• As Magnitude ••, and choose one:
Glacial: Instead heal bashing wounds in two days, lethal wounds weekly, and aggravated wounds monthly.
Incurable: Resist supernatural healing.
Invalid: You require long-term infrastructural treatment or repairs to heal non-bashing damage.
•••• As Magnitude •••, but choose two complications.
••••• As Magnitude •••, but suffer all three complications.
Subliminal Conditioning Subtle, Mental or Social You may take a beat to respond to a certain trigger stimulus with a compulsive response. DTR 169
•• Your compulsion holds sway for (6 - Scar Resistance) turns of defined command or forbiddance. You may stop yourself with a Scar Resistance roll if the compulsion would make you falter.
••• As Magnitude ••, and while under compulsion, you must obey orders issued by the source of the stimulus. Scar Resistance only lasts for a turn before it must be rerolled.
•••• As Magnitude •••, but the compulsion holds sway for a full scene. Every (6 - Scar Resistance) turns, you may roll Scar Resistance to suppress compulsion for your Scar Resistance in turns.
Rare − • The trigger is very detailed or requires specific equipment.
Common + • The trigger is common or easy to encounter.
Complex + • Once per chapter, the Storyteller may cause compulsion through unknown or unexpected trigger.
Suppression Subtle, Any, Repeatable • to ••••• Specify an Attribute. You may take a beat to suffer voluntary failure when exercising the Attribute. Above Magnitude •, that Attribute's actions lose 10-Again, and you may not spend Willpower to boost them. For each Magnitude dot above ••, treat the Attribute as one dot lower for all purposes except Scar Finesse, Scar Power, and Scar Resistance. DTR 170
Thin Skin Subtle, Physical • to ••••• You may take a beat when you cave or buckle under heightened pain. Above Magnitude •, reduce your health by one, two, four, or eight points, according to Magnitude. DTR 170
Painful + • Wound penalties set in one wound sooner, escalating to a maximum -4.
Agonizing + •• Wound penalties set in two wounds sooner, escalating to a maximum -5.
Standard Deviations
Disfiguring Scar Any + • Subtle only. The Scar becomes Overt. DTR 170
Universal + • All Scars and Variations become Overt.
Indelible Mark Involuntary + • to •••• Choose a secondary Persistent Scar at a Magnitude equal to this Deviation. Suffer its effects whenever the primary Scar manifests. DTR 171
Continual + • Permanently suffer the effects of the secondary Scar.
Identifier Any + • Entangled Variations leave behind clear evidence, which reduces the threshold of exceptional success to track or surveil you from five to three. DTR 171
Universal + • All Variations leave this evidence.
Nightmares Any + • Your sleep is restless and disorienting, and does not recover Willpower. DTR 171
Rebellious Variation Any, Directed-Only + • Once per scene, when you fail a roll to direct an entangled Variation, the Storyteller may redirect it. DTR 171
Relentless Variation Persistent, Toggled-Only − • to + • The entangled Variations become Perpetual instead of Toggled, and cannot be deactivated. DTR 171
Short Circuit Involuntary + • to •••• Choose a secondary Controlled Scar at a Magnitude equal to this Deviation. Decide whether the secondary Scar manifests for voluntary, involuntary, or all activations of the entangled Variation. DTR 171
Suppressible Variation Persistent, Perpetual-Only Choose a secondary Controlled Scar at a Magnitude equal to the primary Scar. You may roll Scar Resistance and suffer the secondary Scar to suppress both the Scar and its entangled Variations. DTR 172
Target Restriction Any, Directed-Only + • Entangled Variations can only be directed against a particular class of targets. DTR 172
Narrow + • Valid targets are especially rare or few.
Unruly Variation Persistent, Directed-Only, Perpetual-Only + • Once per scene, the Storyteller may provoke Scar Resistance. On failure, the Storyteller may direct an entangled Variation for a turn. DTR 172
Rebellious + • On failure, the Storyteller may direct the Variation until the end of the scene. You may roll Scar Resistance each turn to regain control early.
Wild Variation Any + • Tiered only. Entangled Variations become Discrete instead of Tiered, preventing use of their full range of effects. DTR 173
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