A Character Supplement for World of
Darkness Live Action
(Version 3; April 29, 1998)
Derived in part from "Watcher's Workings" and "Gypsy
Blood Affinities" as developed by VampCat Productions
(With sincerest gratitude and respect to Winston Walker)
Developed by Sean Patrick Fannon for Black Rose Productions
With Assistance from Adam Fivush, Myles Novak, Brian Dickerson, Jerry Perkinson, and Sean
McDaniels
"In a World of Darkness, someone must struggle to bring forth the light "
For a very long time, the World of Darkness has been depicted as a universe given over to Darkness, Corruption, and Evil. The best most hope for is to hold back the Beast in their own soul for a little longer, or to grab what Power and Pleasure they can until they finally succumb to the Malaise, the Rage, and the simple futility of it all. In all of this, the Humans have been treated as minor annoyances or useful pawns at best, and cattle for the feeding at worst.
Until now
At different periods in history, there have been true Heroes who have stood strong against oppression, fought the good fight, and proven the might and the worth of the Human species. In a world where Vampires rule the Cities, Werewolves roam the Lands, and Wraiths and Spirits of all kind dance in the Shadows, is it so very hard to believe that the legends of Solomon, Hercules, Beowulf, Gilgamesh, Diana, Arthur, Merlin, Ali Baba, Helen of Troy, Charlemagne, Robin of the Hood, Hiawatha, and Davy Crockett may be based more in reality that fiction?
As the modern era has trundled onward, these legends become more a matter of childish wishing rather than inspiration. Such is the power that Darkness has manifested in this new, black Age. The Human Spirit is all but drained away.
All but
The Human Spirit. The very Essence of what is Good and Best about Mankind. When it is fully tapped, it can be, well magic!
Many legends, throughout time, speak of how Mankind's Heroes will come again. The world will be facing its Darkest Hour, and Hope will be nearly Lost. There are some few, some tiny, desperate few, who cling to the Dream that their Heroes will come again and deliver them from the Madness and the Death that claims their world. They tenaciously make their stand against the Darkness, giving what little they have to help others, standing up to Bullies and Predators, praying that they will be Delivered from Evil, believing that the time is finally come when their Heroes will emerge again to Fight the Good Fight.
Guess what?
They're right
I. The Making of a Hero
The Heroes have been some time away in the World of Darkness. They are just now beginning to reemerge, carrying within them the Essence that has always enabled them to perform feats of preternatural skill or magical talents. This Essence has come and gone in the World in cycles, responding to the needs, hopes, and dreams of Mankind, and it has chosen those who will best use it to do what Must Be Done. A new cycle has finally manifested, and some people are discovering that they have new Destinies to follow. Others are completely unaware of their new status; they are simply continuing to do what they have always done, only now they seem able to defy more impossible odds every day.
The creation of a Hero character follows a very similar path to that of other WoD PCs, so much written here will be "shortcut" material. You will need one of the other Mind's Eye Theatre manuals (such as Laws of the Night or Laws of the Wild) to get the "full deal" of character creation.
Choose a Destiny
Destinies are very much like Vampire Clans or Werewolf Tribes, Auspices, and Breeds. A Hero's Destiny determines what Talents & Powers they have the most affinity for, and it guides their overall path in being a Hero. A full listing and description of Destinies follows later.
Nature and Demeanor
Like all Characters, a Hero will have a Nature and Demeanor. However, Heroes are, after all, Heroes - they will have heroic Natures only. It is possible for a Hero to have almost any demeanor (after all, many Heroes will use subterfuge and guile to infiltrate their enemies to better bring them down), but the following are the only allowable Natures for a Hero:
Alpha, Architect, Caregiver, Competitor, Confidant, Curmudgeon, Daredevil, Defender, Director, Explorer, Fanatic, Gambler, Jester, Judge, Loner, Martyr, Penitent, Predator (modified; think BatmanŽ), Rebel, Recruiter, Reluctant Hero, Showoff, Survivor, Traditionalist, Visionary
Attributes
Hero characters start with a spread of 7/5/3 - 7 Traits in their Primary Attribute, etc.. The Traits come from the same list they do for all other characters.
There is a chart that establishes the Maximum Traits, Willpower, and Essence ratings for a Hero based on what Rank they are. It is at the end of this section.
Abilities
A new Hero will have some initial training in areas that make sense for their background. They start with 3 Ability traits, chosen from pretty much any list available in other WoD manuals. In addition, Heroes are notorious for having strange but somehow useful information or training, so feel free to invent almost any kind of Ability. Run it by a Storyteller first, of course, but just about anything is possible for a Hero.
Talents & Powers
These are like Vampire Disciplines and Garou Gifts. A Hero starts with 2 Basic Talents or Powers, which may only be chosen from the list associated with their Destiny. A full list of Talents and Powers follows later.
Influences
Unlike other WoD characters, Heroes don't start with a great deal of influence in Society. Either they are on the front lines for some agency (a cop, a roaming archaeologist, a government agent) or they are just out there somewhere (a bounty hunter, a professional thief, some kid in school).
A Hero starts with 1 Influence, chosen from pretty much any list that makes sense.
Essence
This is the spark of Human Spirit that drives the Hero, what makes them special, different, and, well, heroic. Essence is most often used to power a Talent or Power. It can also be used to:
A Hero begins with 5 Essence. Heroes regain Essence at the rate of 1 per 30 minutes of rest (being Out of Game). They can use Meditation to regain it in exactly the same fashion that Garou regain Gnosis.
Note - For all intents and purposes, Essence is equivalent to (but grander than) Humanity
Willpower
Heroes have to have a real strength of Will to do the things they do and get away with it, especially when facing such overwhelming odds. They start with 3 Willpower, and they may use it in exactly the same fashion as Vampires (except, of course, to avoid Frenzy, since Heroes never do that). One Willpower can stave off Death for 15 minutes (such as when the Hero is Dying).
Negative Traits
One thing about Heroes - they are larger than life. Though they often have some quirk or another that we find annoying or less than attractive, they rarely have many such quirks or negative values. As such, a Hero may take only 3 Negative Traits, which can be used as additional Freebie Points (description to follow).
Flaws
Of course, all Heroes have the potential to be Flawed - the most interesting ones are. Obviously, there are many WoD Flaws that are simply inappropriate for a Hero. Common sense should prevail in selecting Flaws, and the Storyteller is the final judge in all things. Feel free to explore Flaws from all Mind's Eye Theatre manuals, as well as such sources as "Project Twilight" and "Hunters Hunted."
A Hero may take no more than 5 points in Flaws, which add to his pool of Freebie Points. To take more requires special Storyteller dispensation.
Merits
There are many, many, many Merits that are of great value to Heroes. Of course, there are quite a few that simply make no sense for a Hero (stay away from Efficient Digestion, for example). In addition to the Merits listed, the following are adapted or clarified from other sources and supercede previous listings:
True Faith - You may not take the True Faith Merit. You must have the Holiness Power, where True Faith is re-defined and clarified.
Immune to Delerium/Mysts/Etc. (0) All Heroes gain this Merit at no cost; their constant exposure to the Supernatural world means that their minds are prepared to accept what others cannot. Additionally, their Destiny is to deal with Supernatural threats, which affords them the needed defenses.
Pure (Poison) Blood (3) - Your Human Spirit is so powerful, it hurts Vampires to drink it. Although they will receive Blood Points as usual, they will also take a Normal Wound per Point they drink.
Iron Will (3) - Heroes may use The Long Night's version of this Merit.
Fist of Light (7) - You are trained to fight supernatural creatures, or else you just know it's your Destiny to do so. As such, you are gifted with the knowledge and talent to bring them greater harm than they are used to from a Human (this could be derived from exalted martial arts techniques, a pure heart, or extraordinary training and knowledge). By expending either an Essence, Willpower, or Mental trait, you can do an Aggravated wound with any Melee or Brawl attack. You must expend the trait before you resolve the challenge; it is expended whether you hit or miss.
Freebie Points/Experience
Whereas Heroes do not start out with as many base Abilities and Advantages as other characters, they have the wonderful advantage of having Freebie Points to spend in customizing and improving their beginning character. In addition to what points may be gained from taking 3 Negative Traits or up to 5 points in Flaws, all Heroes start with 10 Freebie Points. The following chart details how they may spend them. In addition, this is the chart used when a Player wants to spend Experience Points on improving a Hero:
Rank Table
The following table indicates the Ranks and their Maximum values for Heroes. Unlike other Characters in the World of Darkness, the stature and status of a Hero is attained through just surviving the days, months, and years of their Eternal Struggle with the Forces of Darkness. Thus, their Rank is measured in terms of how many Experience Points they have achieved.
The numerical value of a Hero's Rank can act as Bonus Social Traits in certain circumstances, primarily when an opponent has reason to know of the Hero and their exploits. After all, meeting a Living Legend could have a profound affect on even the most jaded creature
| Experience Achieved | Rank and Title |
MAX Traits | MAX Will | MAX Essence |
| 0 - 3 XPs | 0 - Newbie | 9 | 4 | 5 |
| 4 XPs (1 Month) | 1 - Journeyman | 10 | 5 | 6 |
| 12 XPs (3 Months) | 2 - Adept | 11 | 7 | 7 |
| 48 XPs (1 Year) | 3 - Veteran | 12 | 8 | 9 |
| 144 XPs (3 Years) | 4 - Legend | 14 | 10 | 11 |
| 240 XPs (5 Years) | 5 - Myth | 16+ | 12+ | 13+ |
Note - The time given is a rough approximation based on playing once per week, or 4 times a month, and receiving 1 Experience Point per Session. Obviously, Heroes who perform extra well may ascend more quickly, although Legendary Status is not soon coming by any stretch.
II. The Hero's Destiny
As stated, a Hero must choose a Destiny. Actually, in most cases, a Destiny will choose a Hero, but that's more in the metaphorical sense. For our purposes, the Player must select a Destiny that most fits their Concept.
Destinies can be directly related to whatever profession or path of living a character is engaged in, but this is not a necessity. A Destiny represents the Hero's potential, what they are capable of becoming, and what needs they can fulfill in the Great Struggle against Darkness. It is a measure of their Inner Strength and their Affinities, and it can sometimes surprise a person to discover what their Destiny is. For example, a meek and reserved investment banker could one day discover, as a horrible beast is rampaging across the downtown area and endangering a carload of kids, that he has the capacity to be a true Knight, the kind he could only once dream of being.
The following is a list of Hero Destinies. Please note that there is one - Jack-o-Trades - that allows a Player to generally construct their own Destiny, so almost anything is possible.
Note - It would be possible, with some of the Destinies and Powers & Talents available, to construct a real "Anti-Hero," or even a "Villain." Though that is not the primary intent of this material, it is entirely viable if the Storytellers are game for it.
HOLY ONE
Priests. Prophets. Oracles. Nuns. Wise Men. Just really, really Good People. Anyone who is filled with the Inner Light, who knows Peace and promotes Hope, can potentially find themselves on the path of being a Holy Man or Woman. Holy people do not necessarily have to espouse the Christian doctrine. In fact, they could be of any "good" religion. They might not even have a set "religion," per se, preferring to rely on the more vague concepts of "Good" and "Light."
Holy Ones often seek to guide others, especially other Heroes, in the Struggle against Darkness. They bring Healing and Restoration to the fallen, they possess the wisdom and insights of the Spirit World, and they bring agony and frustration to those who are truly Dark and Vile.
Talents & Powers - Holiness, Healing, Spirit Walk
Advantages - Regardless of which Talents or Powers a Holy One possesses, all Dark creatures (anything that is touched by Evil or the Wyrm, for example) are at a disadvantage when dealing with them. They must pass a Mental Static Challenge (against the Holy One's current Essence rating) to even initiate a Challenge against them of any kind. Once a conflict is engaged, however (such as a combat or series of related Challenges), or if the Holy One initiates a Challenge, this restriction is no longer in place. After a scene, however, the restriction is back in place for the creature in question.
Disadvantages - A Holy One is dedicated to ease Suffering, bring Succor to the Weak, and help any person in distress or need. This may even apply where supernatural creatures are concerned, especially if they have a high amount of Humanity or are otherwise generally more Good than Evil. A Holy One will never willingly leave anyone in need or who is suffering, and they will never overlook such things as Torture or Cruelty, even to a true enemy. If a Storyteller catches the Player of a Holy One engaging in such acts, or tolerating them, or otherwise ignoring these strictures, they are encouraged to remove the use of the Holy One's Talents & Powers, as well as their above-described Advantage, until they have properly atoned for their actions.
KNIGHT
There is no more enduring symbol of Nobility, Honor, and Guardianship against Evil than that of the Knight. Never mind that most so-called knights were little more than thieves, bandits, and petty tyrants dressed in finery and armor - the true Knight, the ideal of the Knight, rides through the dreams of every Human Being who seeks rescue or justice.
The Knight whose Cause is Just and whose Heart is Pure is the greatest threat a Creature of Darkness could ever face. Knights combine Strength of Character with the Power of Purpose to achieve whatever goal they might have, and they are especially adept at leading others to victory against even the most impossible odds, or helping innocents endure even the most hopeless of circumstances.
Talents & Powers - Combat Mastery, Holiness, Confidence
Advantages - There is little that can deter a true Knight from their course. As such, they automatically receive the Merit, Iron Will, for free.
Disadvantages - A Knight must remain True, Noble, and Good to retain their gifts. If ever a Storyteller feels that Knight has strayed from their path, the Storyteller is encouraged to remove some or all of a Knights Powers, Talents, and Advantages (much as with Holy Ones). The Knight must endeavor stridently to redeem their soul and their honor to regain their status.
JACK-O-TRADES
The Farm Boy gone to war. The Wandering Explorer. The Good-Hearted Dilettante. The Mysterious Stranger. All these and more represent the kind of Hero who might know something about pretty much everything. This is the kind of Hero who is full of surprises, a being whose very diversity is their greatest strength in their Eternal Struggle for Truth and Justice.
Jack-o-Trades are rarely settled on one goal; they wander the world in search of new quests, new tasks, and (above all) new things to learn. They eat and drink Knowledge like it is Mana from Heaven, and they will do anything (within the limits of their Heroic nature) to earn more Knowledge from those who can teach them. However, they can never stay with any one path of Knowledge for too long. Once they have the gist of something, they become quickly bored with it and move on to other studies and training.
Talents & Powers - Special; Read Advantages and Disadvantages
Advantages - Jack-o-Trades can learn any Basic Talent or Power from any Hero category, all at the cost of 3 points. Their initial two Talents & Powers can be from any list as well. In addition, the Jack-o-Trades automatically starts with the Merit Jack-of-all-Trades for free.
Disadvantages - "Jacks" can also learn any Intermediate Talent or Power; however, they must first master the Basics that come before such Intermediates. Furthermore, they must pay 8 points for any Intermediate they try to learn. "Jacks" can never learn Advanced Talents & Powers.
PSI
There has always been a belief among some that the Mind is capable of a great deal more than Humans have managed to pry from it. From time to time, someone does manage to unlock its mysteries, and they become capable of amazing feats of concentration and mental manipulation. All too often, they are at a loss to understand how best to develop and use their powers; these poor souls often go mad or find themselves locked away in secret government labs.
However, there are a few out there who have mastered their Mind, rather than let it master them. They have embarked on a journey to hone their powers and to prove that Humankind is more than a match for the other Creatures who prey upon it. They are the masters of Psionic powers, they are the Psis, and they are among us.
Talents & Powers - Mind Walk, Masking, Healing (Basic Only), Vision (Basic Only)
Advantages - Like the Knight, the Psi possesses an uncannily powerful will. They begin with the Merit Iron Will for free.
Disadvantages - Psis are, unfortunately for them, just plain creepy; people just know there is something about this person that they don't quite like or understand. In fact, they possess the Negative Social Trait, Creepy, which they can never buy off. In any Social Challenge where they are trying to influence, seduce, or otherwise interact with someone they need to gain cooperation from, they are automatically down 1 Trait, whether Creepy is invoked by their opponent or not. If Creepy is invoked, they are down 2 Traits for that Challenge.
SCOUNDREL
Gamblers. Renegades. Thieves. Despite the fact that we hate criminals, we still love our Scoundrels. Why is that?
There is a very powerful difference between the common thug who viciously beats an old woman and takes her Social Security check and the stylish rogue who steals his way into the Evil Corporation, steals valuable data, and donates many of his profits to charity while turning over the Cure for some Horrid Disease to people who will use it.
Though the Knight may not like it, even Heroes have a need to use Stealth and Guile to fight the Darkness, and the Scoundrel is the greatest ally you can have at a time like that. The term "Heart of Gold" was coined for them, for despite the larceny they are prone to, they always tend to fall on the side of the Angels.
Talents & Powers - Rogue, Fortune, Confidence (Basic only), Combat Mastery (Basic only)
Advantages - Scoundrels are creatures of dynamic fortune, but they tend to have "a little something stashed away" most of the time. Even though they are Heroes, they appreciate the finer things in life and are well aware of the power of "liquid capital" to solve many problems. However, security is not in their lifestyle, and their fortunes can change at the drop of hat. At the beginning of a session, the Scoundrel should perform three Simple Challenges with a Storyteller. For each one that he wins, he has one Finance Trait at his disposal for that session (but not between sessions).
Disadvantages - Scoundrels may be Heroes, but their lifestyles still run afoul of both the Law and other Criminals. As such, they are constantly in danger of some faction or another catching up to them at some point, thus complicating their life. All Scoundrels have the permanent Negative Social Trait, Notorious. In addition, the Storyteller is encouraged to regularly have some Law officer or Underworld figure looking around for the Scoundrel, asking questions or even outright attempting to arrest him.
SHAMAN
The Garou are not the only ones who understand the danger to Gaia. They are not the only ones who do battle with the forces that would destroy Nature and bring harm to Mother Earth. There are a few Humans out there who join in the fight, or else follow their own path towards harmony with Life.
The Shaman is welcome in the Forest, and Nature is their ally. They value all Life and will not kill a Human to save a Tree; however, they will gladly do battle with Human Corporations to save a Wood or a Lake. The Shaman is also one with the Spirit World, and Spirits recognize them as an ally and a way to get their messages across to those who refuse to listen.
Talents & Powers - Nature, Spirit Walk, Vision (Basic only), Healing (Basic only)
Advantages - Shamans are inherently allies with Nature and the Spirit World. Their Aura will always read to any Garou as "Holy Gaia Friend," which will make it easier for them to interact with the Lupines and be accepted by them. They are also possessed with the Merit Medium. Finally, no natural animal will ever attack a Shaman, regardless of what control they may be under.
Disadvantages - Because the Shaman walks such similar paths as that of most Garou, they share the same inherent Enemies. All Wyrm-related Antagonists will recognize the Shaman as an Enemy and will seek to interfere with or even destroy them. Likewise, Evil Spirits will see them for the threat they are. In addition, they are under very similar restrictions to those of Holy Ones and Knights. If ever they stray from their Heroic path, the Storyteller is encouraged to remove some or all of their Talents, Powers, and Advantages until they redeem themselves.
SORCERER
Mysterious, enigmatic, even frightening, the Sorcerer often suffers the slings and arrows of misunderstanding and even outright hatred. They are too often mistaken for their nefarious counterparts, those who practice the Dark Arts and dance with Demons and Shadows for their powers.
Yet, this is not the case for the Sorcerer. As a Hero, they have discovered the Patterns and Threads that lie at the heart of True Magic, and they endeavor to master these methods so that they can use the incredible potential of the mystic arts for the side of Light. More often than not, it is the Sorcerer that stands alone against the greatest of threats from beyond the Veil between our World and the Abyss
Talents & Powers - Pattern Mastery, Vision, Protection
Advantages - Because of their extensive studies and experiences, Sorcerers automatically begin with two bonus Ability Traits - Occult x2. They are also considered to be a "Jack-of-all-Trades" (as per the Merit) in all Lore matters involving Magic or Supernatural Creatures. Sorcerers can purchase the Merit Occult Library for 1 Freebie or Experience point (rather than the normal 2).
Disadvantages - Sorcerers spend a great deal of time dealing with things that would upset other people at best, and perhaps would drive most of them quite mad. This creates an aura around Sorcerers that makes them less easy to be around or relate to. It also means they don't spend a lot of time honing their social skills. Therefore, Sorcerers must choose Social as their Tertiary category. Additionally, Sorcerers are easily spotted by anyone with Aura Perception (or related abilities) as having Mystical Powers, and Spirits can see their enhanced Auras fairly easily (which is why most Sorcerers avidly seek to learn Masking techniques).
WARRIOR
For all the grand powers and special talents of other Heroes, in the end it is the Warrior who stands at the front line and gets the job done. Combining skill, bravery, gall, luck, and sheer stubbornness, the Warrior fights their way through the Darkness, never relenting, never giving up until the Battle is Won and Right is Done.
Of course, the Warrior usually recognizes that there are different ways to wage a battle, and they tend to be one of the more widely-skilled Heroes in a group. They also tend to be able to see the big picture, bringing a pragmatic viewpoint to any plan of attack or operation. Then again, there are plenty of Warriors out there who just draw their Sword and Gun and leap into the fray. Time enough for questions later
Talents & Powers - Combat Mastery, Physical Mastery, Fortune (Basic only), Confidence (Basic only)
Advantages - Warriors have a lot of basic talent and training when it comes to combat. As such, the Warrior Hero begins life with three bonus Ability Traits - Melee, Brawl, and Firearms. The Storyteller should also assume the Warrior has at least two decent weapons and a set of some sort of armor.
Disadvantages - Warriors have no real aptitude for the mystical arts. As such, they cannot develop higher than Basic level in any of the following - Healing, Spirit Walk, Nature, or Mind Walk. They cannot develop any abilities from Vision, Protection, Pattern Mastery, or Masking.
III. Talents & Powers
"Far beyond those of mortal men " These are the special abilities that mark the line between people who are just People and those who are Heroes.
Note - It is highly recommended that the Storytellers not allow non-Heroes to access these abilities without very careful consideration.
COMBAT MASTERY
There is good. Then there is really good. Then there is "un-flipping-real!"
Then there are the people who have these abilities
Basic
LIGHTNING REFLEXES: Identical to the Celerity discipline, Alacrity. It costs 1 Essence to activate.
BATTLE MASTER: Similar to the Potence discipline, Might, this Talent allows the Hero to gain 1 free re-test per Challenge so long as the Challenge is Combat in nature. The lost Trait is still lost, but the goal of the Challenge can still be won by the Hero. This Talent is automatic and costs nothing to use; it is a function of the Hero' natural skill.
Intermediate
QUICKSILVER: Identical to the Celerity discipline, Swiftness. It costs 1 Essence (in place of Blood costs).
BATTLE LORD: In all Combat-related Challenges, the Hero may declare that they have the use of the Bomb, which beats everything except Scissors. This costs nothing to use.
Advanced
DEADLY: The Hero has become so masterful in the art of Combat that any and all successful attacks they launch can automatically do one additional Normal or Aggravated Wound level (their choice). This costs 1 Essence to invoke.
CONFIDENCE
Heroes can often have such a powerful sense of self-worth, assurance, and all-out charisma that they can exude almost preternatural presence. Wars have sometimes been won by the sheer power of one Hero's personality
Basic
RESTORE CONFIDENCE: The Hero can, through the force of his leadership, charm, and other social skills, restore either his own or another's shaken sense of self. This Talent restores all Social or Mental Traits (but not both at once) for either the Hero or a chosen recipient (who must be within speaking distance). This costs 1 Essence per use.
CHARISMA: At certain times, it pays to "turn it on," and the Hero with this Talent can do so in a major way. Invocation of this Talent garners the Hero the bonus Social Traits of Charismatic x2, Magnetic, and Commanding for one full session. These bonuses can exceed the Hero's Rank Maximum. This costs 1 Essence; it cannot be "stacked," meaning once it is in place, it cannot be invoked again until the next session.
Intermediate
INSPIRATION: The Hero can inspire his allies to victory with but a heroic call to battle. At the beginning of a battle, or when a group of characters is about to enter an existing combat (the Storyteller will determine what counts in this case), the Hero can make a brief oration before the first Challenge is issued by he or his allies. If it is a good one (the Players genuinely respond to it, and / or the Storyteller is impressed), all Allies to the Hero gain +2 Bonus traits to all Challenges until the Scene is over. This can only be done once per Combat and costs 1 Essence and 1 (appropriate) Social Trait.
Advanced
UNSHAKABLE: There is almost nothing that can shake the confidence of a Hero who has reached this level of self-assurance. Invoking this Talent allows the Hero to completely ignore any Social or Mental Challenge, magical or not. It costs 1 Essence or 1 Social or 1 Mental Trait per use. Note that this cannot be used against Guns.
FORTUNE
Everyone hates these guys. They get all the breaks, never seem to come out on the bad end of any deal, and get away with taking the most outrageous chances. They weren't just born under a lucky star - they have it in their pocket.
Basic
GOOD FORTUNE: This is, quite simply, the Luck Merit, except that it grants 5 re-tests instead of just 3. It costs nothing to use.
BEGINNER'S LUCK: The Hero will win all ties in truly random events (Storyteller's option) and any game of chance. This also costs nothing to use.
Intermediate
KISS OF LADY LUCK: The Hero can invoke the Merit of Luck for another person for 10 minutes. This costs 1 Essence.
LUCK OF THE IRISH: The Hero can gain a one-shot bonus of 5 Bonus Traits for a single Challenge. They can only do this once per scene. It costs 1 Essence and one of their re-tests from their Good Fortune (so their Luck better not have run out ).
Advanced
CHARMED LIFE: The Hero is preternaturally lucky and able to beat impossible odds. To reflect this, they can claim the Cup, which is only beaten by the Rock. This costs 1 Essence per scene. They must announce they have the Cup for whatever Challenge they wish to have it as an option.
SURVIVING THE IMPOSSIBLE: There is a reason that some people are believed to have Nine Lives. If a Hero with this Talent dies, and there is a chance that their body could disappear or be recovered by allies within One Hour of their death, they may return to the next session, alive. What condition they are in is entirely up to the Storyteller. Furthermore, if their body is destroyed in a public, witnessed fashion, they are truly dead. A Hero must have 1 Essence remaining for this Talent to be possible. Note that this means leaping into certain death, such as off a bridge or into an explosion, may actually save such a character from otherwise impossible odds.
HEALING
The gift of healing is one of the most precious in the world of Heroes, and whoever possesses it should be guarded tenaciously. They have it in their power to mend wounds, combat poison and disease, and even deny Death itself.
Basic
HEALING: The Hero is able to heal 1 Normal Wound per Essence spent.
RESTORATION: The Hero is able to cure any normal (non-supernatural) disease or poison for 1 Essence.
Intermediate
GREATER HEALING: The Hero is able to heal 1 Wound of any type per Essence spent.
GREATER RESTORATION: The Hero is able to cure any Poison or Disease, or remove any Affliction (Storyteller's judgement as to what qualifies) for 2 Essence.
Advanced
RAISE THE DEAD: The most amazing ability any Hero could hope to accomplish, even though it is done at a great sacrifice. If the Hero can reach someone who has been dead for less than 1 hour, they can bring them back. They must win 3 Simple Tests (or spend 1 Willpower for automatic success). If they succeed, both the Hero and the target will be at the Incapacitated level for 1 hour (no Healing will help). They will then be at the Wounded level for 1 hour (again, Healing cannot help), and then they will be at the Bruised level for the rest of the session (or all of the next session, if this is done at the end of a session). This Power costs 3 Essence or 1 Willpower and 2 Essence to invoke.
Note that the recently Embraced can also be saved this way; again, it must be within one hour of the Embrace. The Embraced individual must be willing, or else it will cost the Healer 5 Essence or 2 Willpower and 3 Essence!
HOLINESS
The Inner Light infuses some rare few, and they are the Leaders and the Banner-bearers in the Great Struggle. It is upon them that all Humanity must place their Hope. It is also these same rare few that Darkness most reviles and seeks to destroy.
Note - This Power is meant to replace the Merit True Faith, as well as create more clarified rules for handling Faith and "Good" - related powers. Also note that the Basic Power of TRUE FAITH must be taken before any others are developed. If a non-Hero character is still allowed to take the True Faith Merit, they should generally follow the guidelines listed under the TRUE FAITH Power.
Basic
TRUE FAITH - This is the core ability of Holiness, that which represents the inner strength and power of a Hero's Faith. Faith need not derive from a solely Christian doctrine, but it must come from something outside of the Hero. It could be Buddha, Gaia, or even the simple concept of the Light, but it must be something "greater" than the Hero, greater than anything in the Real World.
A Hero with True Faith will exude this inner power to any creature who is sensitive to such things (including Vampires and Spirits); they will be inherently uncomfortable around such a being and will normally avoid contact with the Hero. If the Hero decides to invoke their Faith to drive away such a creature (using the phrase "In the Name of ____"), they must issue a Social Challenge and expend an Essence. If they win, the creature will flee and avoid them for at least an Hour. If the Hero loses, the creature will still be at a 2 Trait penalty in any challenges with them. However, losing such a Challenge means the Hero will be down an additional Social Trait until they can spend a half-hour praying and meditating on Holy Ground (to help restore their confidence and spiritual center).
A Hero with True Faith can also invoke the powers of a Holy Symbol; a Storyteller must determine what constitutes a Holy Symbol for a given Hero. When using such an item as a weapon, the Hero can cause it to do 1 Aggravated Wound by expending an Essence. This can be done once per attack, and the Essence must be spent before the attack is launched (the Essence is spent whether the Hero hits or not). Obviously, the damage is automatic against an immobilized or Incapacitated creature.
Finally, a Hero with True Faith may gain the benefits of Meditation (without having the Ability) so long as they are on Holy Ground. This included being able to regain Essence at a rate of 1 per 10 minutes.
PURE (POISON) BLOOD: A Hero with this Power is the worst kind of "meal" for a Vampire. This functions as the Merit of the same name.
Intermediate
CALL THE LIGHT: This Power allows the Hero to invoke a ray of pure Light that can be launched against up to three adjacent targets (much like a Machine Gun). This light does 1 Aggravated Wound and is the equivalent of Sunlight in all ways that matter to a Vampire. This power costs 1 Essence to use; a Mental Trait can be burned to retest once.
Advanced
EXALTED FAITH: At this level, the Hero has attained a level of spiritual attunement that is both inspiring (to those of the Light) and terrifying (to those of Darkness). A symbol should be worn by those with Exalted Faith so that all supernatural creatures (and those with mystical sensitivities or senses) will know them for what they are.
Vampires and Evil Creatures generally cannot stand to be near someone with Exalted Faith. They must make a Static Mental Challenge against the Hero's current Essence to remain near the Hero for the duration of a given scene. If they fail this Challenge, the only way around it is to burn a Willpower, possess a very high Humanity (have no Derangements or Beast Traits at all), or possess True Faith (from whatever source). Without these efforts or abilities, such a Creature cannot willingly be within ten steps of the Hero.
By spending an Essence, the Hero can infuse their whole being with "Holy Light," which will not only give light to see by but will turn their very being into a Holy Weapon. A simple touch of their hand will do Aggravated Damage to Kindred, Garou, and any other Supernatural being. This will easily extend to any actual weapon in their hand. This will remain in effect for the duration of a scene (or 10 minutes, if such a measure is needed). This "Holy Light" also has the effect of triggering any Beast Traits or Derangements related to Holy Items.
Additionally, a Hero with Exalted Faith can "Bless" something or someone. By expending a Willpower and an Essence, they can give a Blessing card to someone that will apply to a weapon; this will allow it to do Aggravated damage for one combat. If a person is Blessed, they may "burn" it to invoke True Faith for one scene (or ten minutes).
Finally, someone with Exalted Faith can lead other Heroes in Prayer or similar ritual. If they are on Holy Ground, the group may spend 1 Hour and have all of their Willpower and Essence replenished. This can only be done once per 24 hour period.
MASKING
To survive in the World of Darkness, many Heroes are forced to master means of deception and subterfuge. There are many places a Hero might travel where their very nature would get them killed (or worse) immediately. These powers are invaluable for a Hero who would enter the Beast's domain
Basic
LIFE MASK: Invoking this power allows the Hero to mask their life signs against detection from any use of Heightened Senses. It costs 1 Mental Trait per Hour.
PERIPHERY: Very much like the Nosferatu favorite, Unseen Presence, this Power allows the Hero to remain "unnoticed" by anyone around them. They expend an Essence, allowing them to use the Power for an hour. They cross their arms in front of them in the same fashion that anyone using Unseen Presence. Anyone who can sense Magic, however, will be able to see them with no problem.
Note - Combining Life Mask and Periphery is very effective, making the Hero nearly impossible to detect even with Heightened Senses. However, Aura Perception will see right through this combination.
Intermediate
FAUX MASK: Using this Power, the Hero can pass themselves off as a Garou (one form, such as crinos), Kindred, or any one other thing they want. They must choose a specific, unique form to pass themselves off as when they learn this Power. It costs an additional Experience Point to learn how to appear as another form. They will gain all the necessary traits - smell, aura, lack of life signs, fangs, etc.. They will, in all ways, seem to be what they look like, including against Aura Perception and Scent of the True Form. However, mystical means of truth-telling (such as Telepathy) can still be used to determine if the Hero is telling the truth about what they are. This Power costs 1 Essence per 30 minutes of use.
MASK OF A THOUSAND FACES: This Power is identical to the Obfuscate Discipline of the same name. Combining this with Faux Mask will allow the Hero to look like different Vampires, but it will not let them read as a Garou even if they look like one (unless they spend the necessary Experience Points). This Power costs 1 Essence to activate (after which it will last all session), and it costs 1 Mental Trait to change appearance.
Advanced
GHOSTING: This is true, undetectable invisibility (light is bent around the user in all spectrums). The Hero makes no sound, has no smell, and barely registers in the physical plane (thus making them impossible to detect with seismic sensors). Only if the Hero initiates a Physical Challenge (in this case, firing a Gun counts) will they become visible again. The Player uses the Unseen Presence gesture, as usual, but anyone trying to use Heightened Senses of any kind should be told it simply will not work. Only Aura Perception or similar senses can see someone who is Ghosting (and combining it with Faux Mask creatively can even help with this limitation). Ghosting costs 2 Essence per 30 minutes of use.
MIND WALK
These Powers represent a true mastery of the Mind and its untapped potential. Though being able to go toe-to-toe with a Vampire physically is impressive, there is nothing quite as satisfying as defeating one on the Mental plane
Basic
TELEPATHY: Similar to the Kindred ability, but limited. This allows Telepathic conversation with willing targets only. It will not reveal secrets that the target does not wish to reveal, and it cannot be used to determine if someone is telling the truth. Once established (and this must occur within Line of Sight), the Telepathic Link can remain in place all session. Multiple people can be linked as well, all able to talk to one another (although, without radios or cell phones, simulating this will be an interesting trick of pretending to be one place while actually running to another location to converse ). This costs 1 Essence per person linked. Vampires with Telepathy or Garou with Mindspeak may listen to a Telepathic conversation with a successful Mental Challenge against anyone who is Linked.
MIND BLOCK: The Hero can use this Power to call a retest against any single Mental or Social power (normal Challenges are unaffected). This costs 1 Mental Trait or 1 Essence per use, and it can be used for anyone within Line of Sight of the Hero.
Intermediate
MIND READ: This is an advanced form of Telepathy that allows the Hero to delve into the mind and memories of a target. Never mind asking if someone is telling the truth; this power allow the Hero to go in and find what they need to know. A Storyteller really should be present to insure this Power is used properly. With a successful Mental Challenge and the expenditure of 1 Essence, the Hero can ask any one question and receive a truthful answer from the target (failure results in not being able to try again for the rest of the session). If the question is overly complex and has multiple parts to its answer, the Storyteller should require the expenditure of 1 or more Mental Traits from the Hero as well. Each additional question costs a Mental Trait as well. Once the Hero is done asking questions, another Mental Challenge is done (with modifications for whatever Traits were lost in the process). If the Hero wins, the target has no idea that they have been probed (although someone else with Telepathy will be able to tell). If the target wins, they know they have been probed and by who. This Power must be used within Line of Sight to the target.
Advanced
PARALYZE: With a successful Mental Challenge and 1 Essence spent, the Hero can leave a target paralyzed for 1 Minute per Mental Trait used. This must be done in Line of Sight of a target and costs a Round of Action. A paralyzed target is considered Incapacitated for the duration of that time and can participate in no Physical Challenges. They can, however, still use any Mental or Social abilities they have that do not require speech or movement of any kind (such as Majesty).
NATURE
The pulse of Life is weak in the world, but it is not dead. These Powers represent a Hero's ability to reach out to their animal brethren and embrace their special gifts, as well as their cause.
Note - You will need Laws of the Wild to make use of these Powers.
Basic
BEAST LIFE: This is exactly the same as the Lupus Basic Gift of the same name, except that it costs an Essence instead of Gnosis.
BEAST SPEECH: This is exactly the same as the Galliard Basic Gift of the same name. It costs nothing to use.
Intermediate
FOREST WALK: This Power operates exactly the same as the Advanced Masking Power of Ghosting, with the following exceptions. The Hero must be within a forest or other heavy undergrowth (a cornfield would do, as would a city park). The power only costs 1 Essence per hour in this case.
Advanced
THE THOUSAND FORMS OF GAIA: This is exactly the same as the Black Fury Advanced Gift of the same name. In this case, it costs 1 Essence per form assumed.
PATTERN MASTERY
Possibly the most powerful set of Powers a Hero can master, this is the path to true Magic, the ability to manipulate the Patterns of Life into almost any form. It is also the most dangerous path, and the price of failure is often Death or worse.
Note - Though great effort has gone into ensuring that this set of Powers is balanced, some Storytellers may wish to "ride herd" very carefully on whoever they let use these. Some Storytellers, no doubt, will simply disallow these powers altogether.
Another Note - In all cases, Occult can be used to retest for any failures.
Basic
DISPEL BASIC MAGIC: By engaging a Mental Challenge with the user, the Hero can cause the cessation of an ongoing Magical or Mystical power of the Basic Level. This includes Disciplines, Gifts, Rites, and Talents & Powers (and whatever the Storyteller agrees to otherwise). This should only work against such effects as can be described as magical or mystical in nature, with a primarily external effect; such abilities as Wolf Claws, Celerity, and Fortitude cannot be "dispelled." The STs are the final arbiters of what can and cannot be Dispelled. The Hero can also use this Power as a Defensive action, using it to intercept any such effect being used on them or someone they are near. In either case, they must be able to sense the effect to dispel it. This Power costs one Essence to use and requires a Mental Challenge.
NOVICE WEAVE: A very powerful but dangerous Talent, and the key to the power of the Sorcerer. Alone, this Talent actually does nothing. However, it enables the Hero to spend Freebie or Experience points to learn just about any Basic Discipline, Gift, Rite, Ritual, Talent & Power, or whatever else is in play of the same level. They learn this new power as a Spell, to be cast and treated as such.
Whatever the requirements for the original effect are should be followed (including any Trait or Willpower expenditures, time limits, etc.). Where such "power sources" as Blood, Rage, or Gnosis are called upon, replace them with Essence. In addition, 1 Mental Trait must be spent on top of whatever other costs are incurred. If there is no duration or other limiting factor in place (for example, Unseen Presence or Endurance), treat it as having a duration of 1 hour.
Whenever a Novice Weave spell is cast, the Hero must engage in a Simple Test before anything else is done. If they fail this test, the spell fails. In addition, they are stunned for 1 round (no defense) for losing control of their power; they must spend the next round of Combat doing nothing, and they cannot defend themselves in any meaningful way (they are 3 Traits down on any defensive tests). Additionally, the caster may not use any spells or mystic abilities for 10 minutes. Occult can be used retest against such failure (obviously, a Sorcerer will want to have many levels of Occult).
To learn a Novice Weave Spell costs 3 Points; this is in addition to learning Novice Weave in the first place (for clarity's sake - you need only learn the Novice Weave Talent once; it is not needed for each new spell). The Storyteller is welcome to exclude any powers, gifts, or disciplines they see fit; for example, it is highly recommended that Hero Sorcerers not be permitted to learn abilities from the Disciplines of Necromancy, Quietus, Serpentis, Thanatosis, the Path of Blood (though other Thaumaturgy Paths are quite all right), Thaumaturgical Rituals, Thaumaturgy Antitribu Paths or Rituals, or Vicissitude. In all of these cases, we are talking about very dark and forbidden powers that no self-respecting Hero would touch. There are numerous Garou Gifts that would qualify as well, and the Storyteller is urged to be careful about what is permitted.
Of course, these spells don't just appear in the head of the Hero. They must endeavor to research, study, and learn these spells, and it may often require a lot of time, money, and other effort. The Storyteller is encouraged to become involved in the story and role-playing opportunities this presents such a character.
Intermediate
DISPEL INTERMEDIATE MAGIC: This works much the same as the Basic version, except that it will work on Intermediate powers. It costs 1 Essence to use.
JOURNEYMAN WEAVE: This is in all ways the same as NOVICE WEAVE, except it permits the learning of spells that reflect Intermediate powers, disciplines, gifts, etc..
To cast a Journeyman spell, the Hero must engage in a Mental Static Test against 5 Traits (Occult to retest). Failure results in all of the same penalties as for Novice spells, as well as taking 1 Normal Wound of damage (no defense).
Learning a Journeyman spell costs 6 points, and no Freebie Points may be used (only Experience).
Advanced
DISPEL ADVANCED MAGIC: Again, the same as the previous versions, except powerful enough to handle pretty much any form of mystical or magical ability. With Storyteller approval, this level can even handle magic items (modified according to power and plot needs). It costs 1 Essence and 1 Willpower to use.
MASTER WEAVE: The ultimate expression of the sorcerer's power, this permits almost any Advanced and greater power to be learned as a spell.
To cast a Master spell requires a Mental Static Test against 7 Traits. Failure results in all the same penalties of a failed Journeyman spell, except the Wound taken is Aggravated.
Learning a Master spell costs 9 points of Experience.
PHYSICAL MASTERY
Whether through zen mastery, years of training, or simply being gifted with preternatural physiques, Heroes with these Powers are amazing examples of Physical Perfection. They are also nearly unkillable (at least, in the eyes of most mortals).
Basic
TOUGH: Able to "just keep going," the Hero just doesn't seem to want to drop, no matter how much damage they have taken. This Power gives the Hero an extra Bruised level, letting them take one more Wound Level before they are Wounded. This costs nothing and is always in place.
STRONG: The Hero can summon inner reserves of immense strength and stamina for short periods of time. This is not quite supernatural in nature, but is more than enough to make even a vampire take mild interest and may be enough to, say, tip a compact car over. Invoking this power gives the Hero Brawny x3 and Stalwart x2; these extra Traits can take the Hero above his Rank Maximum. This Power costs 1 Essence per 10 minutes.
Intermediate
IRONSKIN: At this level, the Hero is frighteningly resilient. They gain an extra Healthy level permanently. There is no usage cost for this.
ALTER THE FLOW: Through force of will, the Hero can stop blood flow to any open wound. This works well for handling bleeding, even from a removed limb. It is also useful for denying a Vampire an easy meal. Blood stopped in this way will be held in check for a whole day, after which it will resume bleeding unless medical attention or healing has been attained. This Power costs 1 Essence or 1 Willpower per use (open wound).
Advanced
LAST STAND: The ultimate expression of the Human Spirit denying Death in the face of overwhelming odds, use of this Power allows the Hero to keep fighting until they are truly dead. Similar to the Fortitude Discipline, Endurance, this permits the Hero to spend an Essence or Willpower and fight through an entire scene with no ill effects from any level of Wounding, up to an including Incapacitated. When they reach Dying, however, they have a choice - they may fall as usual (and go through the normal process, including perhaps being saved by allies), or they may spend an additional Essence and Willpower and keep fighting. At this time, they will go through the normal Wound levels (minus any bonuses from Powers or items), suffering all the normal effects. When they are finally brought to Incapacitated this time, they will drop dead on the spot, with no chance of being saved (except from Raise Dead). Even if they win, after the scene/combat is over, they will drop dead anyway, having spent everything they had and 100% more.
PROTECTION
Through the redirection of mystical energies, the Hero can erect fields of force to resist the many and endless attacks they are doomed to face in the Endless Battle.
Basic
REDUCTION: By expending an Essence, all Aggravated Wounds suffered (after defenses) in a Combat Scene will be reduced to Normal Wounds.
SHIELD: Spending an Essence will erect a visible, glowing field of energy around the Hero that will block any 1 Normal Wound of damage. The user can put as many Essence into the Shield as they wish; each Essence will block an additional Normal Wound. Once erected, the Shield will "tone down" to invisible status until it takes damage, at which time it will "flare up" to visible again. Once all the Essence is spent, it will disappear and must be re-invoked (which takes a Combat Action). If the Shield encounters an Aggravated Wound level, it will "fold like a lawn chair," absorbing no damage but still being knocked down.
Intermediate
ADVANCED SHIELD: In all ways the same as Shield, except that it can handle Aggravated Wounds for the same cost.
Advanced
SHIELD WALL: Possessing the same properties as an Advanced Shield, the Shield Wall can be projected to anyone within Line of Sight to protect them instead. It can also be used to block off a portal, such as a normal door or window. It cannot be stacked on top of an Advanced Shield (but it can be placed over someone who has a Shield).
ROGUE
Some people can get away with just about anything. They have mastered the art of skullduggery and thievery to a form that goes beyond art - it enters the realm of mystification.
Basic
SHADOW HIDE: For all intents and purposes, this is a limited form of Unseen Presence that works only in shadows. It costs nothing to use.
FILCH: The Hero is able to walk up to anyone and, so long as they are within touching distance (they are not to actually touch anyone, except perhaps to shake hands), they may issue a Mental Challenge (Streetwise or Subterfuge to retest). If they succeed, the target must give up one Item of their own choosing (the Pickpocket rarely knows exactly what they are getting when they hit a "mark"). The item must be strictly "in game," usually on an Item Card or as some kind of Prop. It can never be a personal item that actually belongs to the Player. Once the Hero has hit a particular "mark," they cannot use this Power on them again for one full hour. If the Hero fails, the target is fully aware of what they have tried to do (they must explain to the target what they did), and Combat will likely ensue. This Talent costs nothing to attempt.
Intermediate
LOCK MASTERY: Any thief can take a crack at a lock or security system, but the Hero with this Talent can move through secured areas almost like a ghost. By simply expending an Essence point or a Mental Trait, they can immediately bypass one lock or locking mechanism. This includes coming up with one computer password as needed. This allows the Hero to step through a locked door as though it were easily opened, or open and take items from a locked container as though they had the key. They can acquire data from a computer (so long as they have some knowledge of how to use a computer) without having to spend extra time on the security coding. For particularly tough or difficult locks or systems, the Storyteller may require some kind of Ability check or Static test, but only in the most extreme cases.
CROWD MERGE: Another variation on the Unseen Presence Discipline. In this case, the Hero can disappear in any group of people that numbers at least 4 (not counting the Hero). The group must be within a few feet of each other and easily considered "together" (Storyteller's call). This costs 1 Essence to initiate and immediately stops once the crowd disperses.
Advanced
SNEAKY BASTARD: Roguish Heroes can be extremely effective in battle, especially when they are working with allies. The Hero with this Talent is skilled at using cunning and deception in Combat. The Hero's first attack in any Combat is always considered a Surprise; the target cannot launch a counter-attack against the Hero on that Round. In addition, for every Ally the Hero has in a Combat, they may add +1 Bonus Traits to all Attacks and Defensive Actions (of a Physical nature only); this represents their ability to use their Allies to get behind opponents and to duck away from attacks while their friends distract their attackers. The maximum bonus they can achieve in this way is +3. This Talent costs nothing to use.
WEASEL AWAY: Some people can get away no matter what the odds. A Hero with this Talent needs only one possible route of escape to invoke it. Even if they are restrained, bound, gagged, and in a sack, they may spend 1 Essence and 1 Mental Trait to escape their bonds. Additionally, they may spend 1 Essence, plus 1 Mental Trait per opponent, to gain a Fair Escape from any area (again, so long as there is a conceivable escape route).
SPIRIT WALK
Mastering the Spirit World is a very useful path for anyone who would do battle with the Dark Forces of the Real World. Allies and information lie in plenty there but so do grave dangers.
Note - A Player wishing to utilize this set of Powers should have Laws of the Wild and be very familiar with the Garou perspective of things
Basic
SEE SPIRITS: Although the Merit Medium allows one to generally sense and even interact with Spirits, this Talent allows the Hero to actually see Spirits and react to them in a more natural (if disturbing for onlookers) fashion. Unless the Spirit is using some special ability to remain hidden, they will be seen by the Hero using this ability. A successful Mental Challenge will reveal what kind of Spirit is being observed, as well as any basic elements of their nature or type. Occult can be used to retest. This Talent costs 1 Essence or 1 Mental Trait to activate for a session. Note that this will also reveal anyone in the Umbra.
SPIRIT EMPATHY: This Talent allows the Hero to sense the overall nature, feelings, and well-being (or lack thereof) of the nearby Spirit World. It requires a Static Mental Test against 1/2 of the Gauntlet rating (round up); failure means the Hero must wait 10 minutes to try again. This Talent costs nothing to use.
Intermediate
ENTER THE UMBRA: Like the Garou, a Hero at this stage can enter the Umbra and interact accordingly. They must make a Static Test, using their current Essence against 1/2 the Gauntlet rating (round up). In all other ways, they must adhere to the same rules and guidelines that Garou do in dealing with the Umbra. In fact, any Player with a Character possessing this Talent should hook up with the Chronicle's Spirit Keeper and make all needed arrangements.
Advanced
BANISH SPIRITS: Though the Hero who follows this path generally wants to get along with the Spirit World, there are plenty of Dark and Evil Spirits that the Hero would like to send away or even destroy. By expending an Essence and succeeding in a Mental Challenge with the Spirit, they can force it away from a place or person for 1 Full Hour. If they expend a Willpower and succeed in a second Mental Challenge, the Spirit can never return to that place or person. A Spirit cannot be actually destroyed unless the Hero enters the Umbra and does combat with them there.
VISION
The Gift of "The Sight" has always been prized by those who believe our world is attached to a greater Realm of Spirits and Magic. Such Vision can also be vital in dealing with the threats others refuse to believe even exist.
Basic
PEER: This Power allows the Hero to read Auras (just like the Auspex Discipline, Aura Perception) and to penetrate the powers of Obfuscate and Obtenebration for 1 minute; this includes any "lesser forms" of the powers, including people who are just hiding. A Static Mental Test (against the Targets Mentals) is required against Auras, but no test is required for the other uses of this Power. It costs 1 Mental Trait or 1 Essence per minute.
SENSE MAGIC: This Power allows the Hero to make a Simple Test to determine if something is, or is being affected by, Magic (or Mystical Powers). This sense will reveal what type is being used (Garou, Thaumaturgy, Sorcery, Spirit Charms, etc.) but it will not reveal details. If the test is failed, it cannot be re-attempted for 1 hour, and only then if the Hero is given reason to believe they failed the first time. The use of this power is free if the Hero's current Essence is at least 4 or greater; otherwise, it costs 1 Essence.
Intermediate
WATCH: A more powerful version of Peer, this one lasts until the Hero turns it off, or for one complete session, whichever comes first. Anything that qualifies as "hidden" can be seen with this power, although the Storyteller may require at least a Simple Test for things that are hidden by truly "greater powers." Note that this sense does not reveal Spirits (unless they are somehow manifested). Neither does it pierce Illusions beyond the realm of Obfuscation. As with Peer, Mental Static Tests are still required to read Auras. This Power costs 2 Essence to activate.
Advanced
TRUE SIGHT: This is the ultimate gift of Vision. By invoking this Power, the Hero can see everything - into the Umbra, the Gauntlet, Spirits, Wraiths, Invisible entities of all kind. All forms of Illusion, Darkness, and Masking are pierced. There is virtually nothing the Hero cannot see clearly (although a Storyteller is welcome to determine what exceptions there may be). This Power lasts through 1 Scene and costs 2 Essence to use.
IV. On Being Human
There are some basic things that need to be discussed when dealing with a Human character, even one as impressive as a Hero.
In case it is not clear elsewhere, Humans normally have 4 Wound Levels -
Bruised - One Extra Trait to be involved in Challenges
Wounded - One Extra Trait to be involved in Challenges. Lose all Ties. If your Opponent has more Traits, they may make one additional test (re-test) against you per Challenge. A Wounded Hero who has been stabbed, shot, or has otherwise taken "killing damage" is bleeding and will move down one level (normally to Incapacitated) after 10 minutes if the bleeding is not stopped. A simple bar fight won't result in this, but a brutal street fight where death is the intent will.
Incapacitated - Unconscious for 10 minutes (a Storyteller may, for Drama's sake, relax this, since Heroes always have moving moments during such times). Unable to move or defend yourself until you heal at least One Health Level, you are at the mercy of other characters and your surroundings. You are barely able to speak and are only vaguely aware of your surroundings (in other words, you are messed up bad; act like it). An Incapacitated Hero who has been stabbed, shot, or has otherwise taken "killing damage" is bleeding and will move down one level (usually to Dying) after 10 minutes if not treated. Again, this should only be the case where death was the intent of the combat; a friendly brawl will not cause this.
Dying - This is your death scene; make the most of it, since you have (at best) 3 minutes. The only thing that can save you now is a Medicine-related Static Challenge vs 15 Traits or some quickly-used magic Healing. Otherwise, you are gone from this mortal coil. If, for some reason, someone provides yet another level of damage while you are in this state, you're just plain dead.
Stopping a Human from bleeding simply requires some use of Medicine or related abilities - 5 minutes and a Static Mental Challenge (vs 3 Traits if Wounded, vs 5 if Incapacitated, vs 15 if Dying). If any of the damage is from Aggravated wounds, add +2 to the Traits for the Static Test).
If a Vampire wants to drink a Hero down, they have 3 Blood Traits to offer (one for Bruised, one for Wounded, and one for Incapacitated). After that, they are just so much empty flesh (unless they are Embraced, which is dealt with below). The exception is any Hero who possesses the Physical Mastery Talents Tough and Ironskin. The extra wound levels offered by those Talents do not provide added Blood Traits, but they do delay the process.
Heroes are meant to follow the Heroic Path. Becoming a Ghoul or Vampire does not fit well into this mold. Any Hero who willingly accepts such a condition immediately loses all of their Heroic Talents & Powers, as well as anything related to their former Destiny.
If a Hero is forced into such a condition, they can try to fight against it to retain at least part of their Status. A Ghouled Hero loses one of their Essence Traits automatically. If a Hero ever loses more than 3 Essence (Humanity) Traits, either temporarily or permanently, they can never again return to their status as a Hero. At best, they will become a normal Human again, should they somehow later return to the Land of the Living.
For every Essence lost by a Hero who is made a Ghoul (including the initial mandatory one), they will lose the use of 2 of their Heroic Talents & Powers. This loss begins with any Advanced, followed by any Intermediate, and finally any Basics they have. Only through the processes described in Liber des Ghouls for regaining Humanity (Essence) can they regain their abilities.
All of this assumes that they drink no more Blood after the initial Ghouling process. If they feed again, either willingly or unwillingly, they lose all of their Heroic abilities. They are no longer on the path of their Destiny and now must follow the rules of being a new Ghoul.
An Embraced Hero is in a much worse state. They will immediately lose 1/2 of their Essence traits (round down), as well as all Advanced and Intermediate Talents & Powers. They can only have as many Basic Talents & Powers as they have remaining Essence.
Thus begins their downward spiral. The only real hope they have is to find someone with the Raise Dead Power within 1 hour of their Embrace. If they cannot manage this, the Storyteller's mercy is all they can appeal to for finding a path back to their Heroic Humanity.
In the meantime, assuming they wish to strive on, they must avoid ever drinking Human or Vampire Blood. They may only sustain themselves on Animal Blood, and they may only ever have 2 Blood Traits at any time (one to account for the cost of waking up each day). If ever they take more than 2 Traits, its over - they are Kindred, and a Hero no more.
They can never endeavor to learn any Vampire Disciplines, or else they lose all hope of regaining their Heroic status. They must struggle on with what Hero abilities they have left, even though they cannot develop any new ones until they somehow rid their soul of this curse. The Storyteller is encouraged to ride herd strongly on this situation - it can be one of the most amazing stories in a Player's live action experience, or it can be horribly cheesed. Reward the former, stamp out the latter with all haste.
Every Frenzy results in the loss of another Essence (and 2 Talents or Powers). Any new Derangements have the same result (the initial one for being embraced by a Malkavian won't count in this case).
No, it's not going to be easy