Explain Entries
For many stats, this gives a quick explanation of what it is, how it works, which book's version we use, and whether it has any house rules.
On the mush, commands are:
- +explain View list of entries
- +explain <stat> View specific entry
** Note: Any entry listed here with parenthesis around a word (i.e.: merit, background), that is required to access this same information on game. When you use +explain to see the list on game, the parenthesis disappear due to the code. All the list of entries here should be the correct verbage for how to also access it on game.
List of Entries
Ability Aptitude
1 dot merit, -2 difficulty to one ability. See +rules ability aptitude.
|
Ahku
aka Setite Sorcery
Vampire blood magic, used by Followers of Set. See +rules ahku.
|
Alertness
Primary talent, makes you better at noticing mundane events. To sense supernatural effects, use Awareness instead.
|
Alternate Identity
3 dot merit, lets you pass as a member of another supernatural faction (though they may do more stringent checking if many spies have been caught). See +rules alternate identity.
|
Alternate Identity (Background)
Background, gives supporting paperwork for a second mortal identity. See +rules alternate identity.
|
Ambidextrous
|
An-da-shealladh
House rule: 2-dot merit, grants immunity to the Mists (on par with changelings and kinain) and reduces Banality (on par with Spirit Sight). Staff discretion, requires OOC approval from a PC with Title 3+.
|
Animal Speech (Knowledge)
Secondary knowledge, similar to Linguistics but limited to animal languages. House rule: Provides a total of 1/2/4/8/16 extra languages, similar to how Linguistics was updated from 2nd to Revised.
|
Arcane
Background that makes you harder for others to notice/track. See +rules arcane.
|
Arete
Mage power stat. See +rules arete.
|
Aspect
Shifter's primary role among their race.
Garou, Gurahl, Mokole, Rokea: See +explain Auspice instead. Kitsune: See +explain Path instead. n/a for other shifter races. |
Auspice
Shifter's primary role among their race.
Ajaba, Ananasi, Ratkin: See +explain Aspect instead. Kitsune: See +explain Path instead. n/a for other shifter races. |
Avatar
Mage background affecting your Quintessence supply. See +explain Quintessence.
|
Awareness
Primary talent, gives you a chance to sense supernatural effects. See +rules awareness. To notice mundane events, use Alertness instead.
|
Banality
The lower your Banality, the easier it is for changelings to target you with their magic, for good or ill. Banality 8+ generally drives changelings away. See +rules banality.
|
Bind The Familiar
Level 3 Thaumaturgy ritual.
|
Blood
For vampires, ghouls, and Ananasi, this is a power pool. For others, this is how much blood they could potentially drain out of you. For many more details on the subject, see House Rules - Blood.
|
Cat-like Balance
1-dot merit giving -2 difficulty on balance-related rolls (e.g. Dexterity + Athletics to walk along a narrow ledge).
|
Chantry
Background, allows a group of mages/sorcerers/psychics to acquire group backgrounds more cheaply. See +rules chantry. Technocrats and other PCs use Home Base for same effect.
|
Code Of Honor
2-dot merit. +2 dice on any Willpower or virtue roll to obey or avoid disobeying your code. (This supersedes the older 1-dot merit that gave either +3 dice to you or +2 diff to your opponent.)
|
Confidence
2 dot merit. When someone tries to mislead or intimidate you, your social rolls are -2 difficulty and theirs are +2 difficulty.
|
Conscience
Relevant for vampires/ghouls, demons, and mortals. Used to resist immoral behavior.
Vampires performing an immoral action, see +rules degeneration. Demons pursuing immediate needs at the expense of their ethics are similar: roll Conscience vs 8, fail = gain 1 temporary Torment.
|
Conviction
Relevant for vampires/ghouls on certain Paths of Enlightenment, and demons. Hunters should use Conviction (hunter) instead.
Vampires performing an action that /your/ Path of Enlightenment says is immoral, see +rules degeneration.
|
Courage
Relevant for vampires/ghouls, demons, and mortals. Used to resist fear.
Vampires facing sunlight or fire, see +rules rotschreck. Demons acting out of fear for their safety at the expense of others are similar: roll Courage vs 8, fail = gain 1 temporary Torment.
|
Crack Shot
2 dot merit: Ranged attacks may target a specific location without the usual penalty, or add 1 die to the attack pool if no specific location is targeted.
|
Cult
For mages, this background provides five NPCs per dot, enough for +1 success per dot if you gather the entire cult for a ritual (added to the first Arete roll, assuming it gets at least one success on its own). They do not count as sleeper witnesses.
|
Demeanor
Archetype (+liststats archetypes).
See also +explain Nature.
|
Derangement
First derangement is 3, second is 2 (total 5), third is 1 (total 6)
|
Deranged
|
Discipline Prodigy
-1 difficulty (minimum 4) on all uses of one in-clan discipline.
|
Domitor
For ghouls, this is who your domitor is. May be a PC or NPC. See also +explain Domitor (background) for how high you can raise disciplines.
|
Domitor (Background)
Ghoul background, determines how high you can raise disciplines. "Domitor" specifies who your domitor is (may be a PC or NPC).
|
Drive
Primary skill. See +rules drive.
|
Dross
Changeling background, chimerical equivalent of Resources. See +rules dross.
|
Dual Perception
2-dot merit. Lets you temporarily turn off parts of Spirit Sight so you can concentrate better. See +rules spirit sight for details.
|
Dual Traditions
Your mage has been educated by two traditions. Most likely, he was a Hollow One who studied a bit of this and that, and found a couple things that made sense to him. Or, perhaps, he was Awakened by a teacher of one Tradition, but then studied under a different Master and experienced a second Epiphany through this new knowledge. For purposes of spending experience, the specialty Spheres of both Traditions come with the bonus (cheap) multiplier. Your character is more open-minded about foci as well, and he may use those of either Tradition. (The penalties for unique foci still apply.) If your mage loses his Hermetic showstone, for example, he has to go either about getting another one or rely solely on the props of his other Tradition.
|
Dur-an-ki
Vampire blood magic, used by Assamite sorcerers. See '+rules dur-an-ki.
|
Enochian
Secondary knowledge pertaining to the ancient native language of astral Umbrood and DtF demons.
Levels:
|
Essence
Mage trait. One of the following values: Dynamic, Pattern, Primordial, Questing.
|
Faerie Affinity
|
Faith
For demons, this is a power pool. Spending Faith (DtF 169-172, 248):
|
Fame
General background. A significant number of mortals recognize you, somehow. Can be a mixed blessing. For vampires, Fame makes hunting easier. Read in Dramatic Systems House rule: +rules dailies allows you to handwave an extra blood per night if you have Fame 3+.
|
Fast Draw
|
Force Of Spirit
2-dot merit. May spend Mana to lower the difficulty of a social action.
|
Generation
Vampire background, determines your Generation Rating. See +rules generation.
|
Generation Rating
For vampires, this is 8th to (usually) 13th. Derived from Generation background. See +rules generation. |
Genius
Technocratic term for Avatar. See +explain Avatar.
|
Gift Of Babel
2 dot merit. Doubles the number of extra languages that Linguistics normally provides (+rules linguistics).
|
Gnosis
Power pool for werewolves and other shifters (and some kinfolk / possessed).
|
Good Right-left Hook
1 dot merit. +2 damage dice to Brawl attacks. House rule: Limited to bashing damage.
|
Graceful
2 dot Bastet merit. "You've got a natural flair, even among werecats. Your movements hypnotize and your words charm, harsh though they may be. It's almost impossible for you to look awkward, even when you screw up royally. Most people respect this talent, and even jealous folks have to at least admit you've got style. Reduce the difficulties of all Social rolls by two whenever there's a chance to make a really good impression. This doesn't apply to threats of brute force, although grace may be intimidating in its own way, and may offer a small bonus to <Cunning> or Honor renown."
|
Health
Normal healthy humans have 7 health levels. They're reduced by all types of unsoaked damage, then they regenerate over time.
See Wound Penalties and Healing
|
Herd
You have built a group of mortals from whom you can feed without fear. A herd may take many forms, from circles of kinky clubgoers to actual cults built around you as a god-figure. In addition to providing nourishment, your herd might come in handy for minor tasks, although they are typically not very controllable, closely connected to you or even highly skilled (for more effective pawns, purchase Allies or Retainers). Your Herd rating adds dice to your rolls for hunting; see Dramatic Systems for further details. House rule: +rules dailies allows you to handwave an extra blood per night if you have Herd 3+.
|
Holdings
Changeling background, gives you a freehold with a balefire. See +rules holdings.
|
Home Base
Background, allows a group of PCs to acquire group backgrounds more cheaply. See +rules home base. Mages/sorcerers/psychics use Chantry for same effect.
|
Homogeneity
Possessed power. Spend a Willpower and roll Manipulation + Occult vs (7 for area of effect, or single target's Willpower).
|
House
For demons, this is what type of job they had in Heaven before rebelling, and what kind of powers they can use now. List of Demon Houses
|
Household
Name of a freehold (Holdings 1+) led by a noble ('knight or better' i.e. Title 2+).
|
Huge Size
|
Influence
Background, lets you pull strings in society. See +rules influence & Influence Wiki Page.
|
Information Network
Background limited to Nosferatu, others are limited to using Contacts.
|
Instinct
Relevant for vampires/ghouls on certain Paths of Enlightenment. Instead of resisting impulsive behavior, you're familiar enough with it to maintain a level of control.
Vampires riding the Beast, see +rules vampire frenzy.
|
Instruction
Secondary talent, lets others learn abilities from you more cheaply. See +rules instruction.
|
Iron Will
|
Jack-of-all-trades
3 dot version of the merit, not 5 dot. See +rules jack of all trades.
|
Jamak
Bastet background. Pack or individual. See +rules Jamak.
|
Kinain
4 dot merit, lets you be kinain in addition to something else (e.g. mage). See +rules kinain.
|
Kinfolk
"You are in contact with certain humans or wolves who are descended from Garou without actually being werewolves themselves. While Kinfolk are normal members of their species in most respects, they have the advantage(?) of immunity to the Delirium. They know that you are Garou, and they are willing to help you however they can, although most are not in positions of power (such people are considered Allies). Networks of Kinfolk are a valuable way for werewolves to deal with the human world without risking frenzy or discovery."
|
Kinfolk (Merit)
4 dot merit, lets you be kinfolk in addition to something else (e.g. mage). See +rules kinfolk.
|
Koldunic Sorcery
Vampire blood magic, used by Old Clan Tzimisce. See +rules koldunic sorcery.
|
Lang Enochian
Lang Enochian is the version of Enochian that's documented in public libraries, but has no inherent supernatural significance.
|
Lazy
|
Light Sleeper
Vampires: 2 dot merit.
|
Linguistics
Primary knowledge, lets you speak additional languages. See +rules linguistics and Languages.
|
Lore Wyrm
|
Magic Resistance
|
Mana
Sorcerer background. Determines the size of your Mana Pool (see +explain Mana Pool).
|
Mana Pool
Sorcerer power pool. Maximum size is determined by Mana background (see +explain mana).
|
Mars Rising
|
Medium
2 dot merit, lets you see and hear wraiths. See +rules medium.
|
Motley
Name of a group of changelings that doesn't count as a household (+explain Household).
|
Natural Channel
Garou and other shifters: -1 difficulty to step sideways.
|
Nature
Archetype (+liststats archetypes).
|
Necromancy
Vampire blood magic, mainly used by Giovanni. See +rules necromancy.
|
Nightmare Dice
Changeling game mechanic, an alternative to gaining Banality. See +rules nightmare dice. |
Node
Mage background. Provides Quintessence and Tass, and makes it easier for them to cast effects while nearby. See +rules nodes.
|
Nushi
Kuei-jin background. Wu or individual. See +rules nushi.
|
Occult Library
|
Occult Library (Background)
Background for vampires using blood magic.
References: |
Orisha Bond
Eshu background. See +rules orisha bond.
|
Path
For mortals, this is 'Humanity'. For vampires and ghouls, this is either 'Humanity' or a Path of Enlightenment. "Path Rating" is its current numeric value. See +rules degeneration.
|
Path Rating
This is the current numeric value of your Humanity or Path of Enlightenment. "Path" identifies which one you're on. See +rules degeneration.
|
Paws Of The Newborn Cub
Level 5 Silver Fang gift. Spend a Gnosis and roll Gnosis vs target's Willpower.
|
Perfect Balance
3-dot merit giving -3 difficulty on balance-related rolls (e.g. Dexterity + Athletics to walk along a narrow ledge).
|
Phobia
1 to 3 dot flaw. See +rules phobia.
|
Political Connections
Changeling background. For mortal politics, use Allies/Contacts/Influence/etc. instead.
|
Power Of The Pyramid
|
Precocious
3 dot merit. Pick one of the following and set a +note on yourself:
The XP cost to increase these abilities is half the usual amount (rounded up).
|
Primal Urge
Primary talent. Pertains to the bestial nature of shifters (and normal animals), and their raw animal instincts and gut feelings in their various animal and hybrid forms.
|
Prime Energy
Technocratic term for Quintessence. See +explain Quintessence.
|
Pulse Of The Invisible
Level 3 Garou Theurge gift. (Level 4 for Ratkin Shadow Seers.)
|
Pure Breed
Shifters: Adds to Social or challenge rolls involving other Garou (even Ronin or Black Spiral Dancers). Kinfolk: Increases chance of your children being shifters. See +rules shifter offspring.
|
Quintessence
Mage power pool.
|
Rage
Power pool for werewolves and most other shifters (and some possessed).
|
Resist Pain
Level 1 gift. Through force of will, you ignore the pain of your wounds.
|
Resonance
Mage trait. Pick at least one that matches your Essence (see +explain Essence). If you want more than what fits on +sheet, use a +note instead. Note: We don't enforce canon rules on multiple resonances per PC.
|
Risk Level
Shorthand for pre-emptively consenting to certain levels of IC consequences. See +policy risk. |
Rite Of Blood Kin
CoH uses the Rite of Blood Kin as it is written in Werewolf Player's Guide (2nd ed), page 46, rather than the version found in Children of Gaia Tribebook (Revised), page 73, using the following House-Rules:
|
Rites
Shifter and Kuei-jin background. To take rites during character generation, you need Rites background equal to the sum of their levels.
For Sabbat ritae, see "Rituals (background)" instead.
|
Rituals
Shifter and Kuei-jin primary knowledge. To learn a rite, you need Rituals knowledge greater than or equal to its level.
|
Rituals (Background)
Sabbat priest background. Shifters and Kuei-jin, see +explain Rituals instead.
Auctoritas ritae (GttSabbat 146-157): Binding, Blood Bath, Blood Feast, Creation Rites, Festivo dello Estinto, Fire Dance, Games of Instinct, Monomacy, Palla Grande, Sermons of Caine, Vaulderie (see +help +vauld), War Party, Wild Hunt
|
Sadhana
Vampire blood magic, used by Ravnos priests. See +rules sadhana.
|
Sanctum
Mage background.
May allocate one or more dots to Arcane instead of size.
|
Scent Of The True Form
|
Security
Primary skill. Covers bypassing a security system, making a security system harder to bypass, or figuring out how a security system was bypassed.
|
Self-control
Relevant for vampires/ghouls and mortals. Used to resist impulsive behavior.
|
Sex Appeal
Ananasi: 4 dot merit. When someone is attracted to your gender, your social rolls are -2 difficulty.
|
Sexy
2 dot merit. When someone is attracted to you (not just your gender), your social rolls are -2 difficulty (-3 if you're actively trying to charm them).
|
Shifter Rank
This determines a shifter's social standing and what gifts they can learn. See +rules shifter rank.
|
Sin-eating
For shifters, this is a level 3 mystic rite, limited to Children of Gaia.
|
Smooth (Merit)
1 dot merit. Gives -2 difficulty to Manipulation rolls, but only for the purpose of negating difficulty increases.
|
Speedy Hammer
|
Spirit Command
Numina allowing you to force a spirit to do something.
|
Spirit Manipulation
Thaumaturgy path pertaining to spirits in the Middle Umbra.
|
Spirit Network
Shifter background. Similar to Contacts, but for spirits. To learn about a specific event, spend several hours in the Umbra talking with different spirits (using Spirit Speech gift), then roll Spirit Network vs Gauntlet (no re-rolls). 1 success = vague rundown, 3+ = fairly complete (but still based on the mindset of the spirit, who may ignore things like finances or politics). May also justify whatever random gossip and minor secrets a ST feel like handing to the PC as plot hooks.
|
Spirit Sight (Merit)
4 dot merit, you see and hear chimera and wraiths and Umbral spirits constantly. See +rules spirit sight.
|
Spitfire
|
Status
Background, affects your social standing (mostly among NPCs) in your supernatural faction. See +rules status stats.
|
Status Rating
For Camarilla and Sabbat, this is derived from Acknowledgement, Title (e.g. Primogen / Ductus), Harpy Gossip, and a few other things. See +rules status stats.
|
Strength Of Psyche
2-dot merit. May spend Mana to lower the difficulty of a mental action.
|
Surreal Quality
2 dot (mostly) changeling merit:
|
Tagalong
|
Temp Torment
For demons, this is how badly they're affected by past anguish and suffering.
When temporary Torment reaches 10+, reduce it by 10 and gain 1 permanent Torment.
|
Thaumaturgy
Vampire blood magic, mainly used by Tremere. See +rules thaumaturgy.
|
The Flow Of Ki
3-dot merit. May spend Mana to lower the difficulty of a physical action.
|
Title
Changeling background, gives you a noble title. See +rules title.
|
Torment
For demons, this is how badly they're affected by past anguish and suffering.
|
Totem
Shifter background. Pack or individual. See +rules totem.
|
Tribe
For Garou shifters and kinfolk, this should be one of the following (exactly as shown here, as it's used by code):
|
Trod
Changeling background, connects to part of the Dreaming independently of a freehold. See also +rules trod.
References: |
True Faith
7*N dot merit. See +rules true faith.
|
Umbrood Protocols
Knowledge of the etiquette of the Astral Umbra.
|
Wanga
Vampire blood magic, mainly used by Serpents of the Light (Sabbat bloodline of Followers of Set). See +rules wanga.
|
Willpower
Generic force of will. See +rules willpower.
|