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13/3/2014 WoD - Canon Index - Complete World of Darkness
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Complete World of Darkness
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Merits
Universal
Mental
Architectural
Attunement
(••••) *pre: Wits
••, Academics ••,
Occult •, Occult
Specialty: Sacred
Geometry or
Mystic
Architecture
Chicago
Workings
p36
Perceive mystical resonance in a specific city
Area of
Expertise
(••) *pre: Resolve
••, appropriate
Mental Skill
Specialty
FC p131
GMCRU
p161
increase a Mental Specialty to a +2
Atavism (•) *pre: Dexterity
••• or Wits •••,
Intelligence
•• or below
Slashers
127
Use higher of Wits or Dexterity for Defense
Barrister (••••) *pre:
Politics •••
BotD p91 Can safely gauge how far Old Law limits can be pushed
Combat
Awareness
(••) *pre: Military
training or
combat
background.
DoW
p109
+2 to any situational awareness roll
Common
Sense
(••••) (CO)
(•••)
WoD
p108
GMCRU
p161
gives significant cautions or ideas
Crafter's Sense (•••) *pre: Crafts
•••, Specialty
FC p131 Common Sense related to a chosen Crafts Specialty
Danger Sense (••) WoD
p108
+2 to detect ambush
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GMCRU
p162
Dead
Reckoning
(•) BotD p91 Gains 8-again when navigating in the Underworld; loses 10-again navigating
above ground.
Direction
Sense
(•) GMCRU
p162
inate sense of direction
Eidetic
Memory
(••) (CO)
(••)
WoD
p108
GMCRU
p162
remember with ease, gain +2 to Intelligence + Composure to remember facts
from large swaths of data
Emotional
Detachment
(•) *pre: Resolve
••
Asy p50 Ignores stress penalties equal to resolve
Encyclopedic
Knowledge
(••••) (CO)
(••)
WoD
p109
GMCRU
p162
know obscure facts
choose a topic and can make Intelligence + Wits rolls to gain facts related to it
at any time
EOD (••) *pre: Wits •••
or Dex •••, Crafts
•••, Crafts
Specialty of
Demolitions
Arm
p208
reduce penalty for disarming unfamiliar explosives
Entheogenic
Synesthesia
(•) MT p137 +1 to Perception when using psychoactive drugs
Eye for the
Strange
(••) *pre: Resolve
••, Occult •
GMCRU
p162
can roll Intelligence + Composure to determine if scene has a supernatural
cause
Good Time
Management
(••) *pre:
Academics,
Medicine or
Science ••
Asy p50,
Rel 84
cut time for non-magical Extended rolls by 1/4
Higher Calling (••) *pre: Resolve
•••
TotW
p125
+1 on Resolve rolls to resist coercion
Holistic
Awareness
(•••) WoD
p109
help others heal faster
Hypnotic Voice (••••) *pre:
Persuasion ••• or
Science •••,
Specialty of
Hypnotherapy
SS p66 induce trance state
Hypnosis (•••) *pre
Medicine • or
Occult •
VII p149 Hypnotize subjects
Informative (•• or ••••) *pre:
Wits ••,
Appropriate Skill
••
FC p131 use specified Mental Skill in place of Expression
Interdisciplinary
Specialty
(•) *pre: Two
Appropriate Skills
FC p132 share Specialty between two Skills
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•••, Specialty
(mult)
Language (• to •••) [Errata
changed this to
(•) with
Expression to
sound native]
WoD
p109
+1/dot Language known [Errata changed to buy separate merit per Language]
Lucid Dreamer (•) SS p67 fight off intrusions into dreams
Lucid Dreaming (••) *pre: non-
changeling,
Resolve •••
CtL p195
Make Do (• to •••) *pre:
Wits •••,
Appropriate Skill
•
FC p132 remove -1/dot penalty for shoddy tools
Meditative Mind (•) WoD
p109
no penalties to meditate
Multi-Lingual (• to •••••) Rel p85 2 languages per dot, conversationally
Murder Expert (•••)
*pre:Intelligence
••, Stealth •••
Slasher
127
Strike a Killing Blow (WoD 168) against a single unsuspecting target
Mythologist (•••) *pre: Occult
•• with specialty
in Underworld lore
or similar
BotD 91 Gains some insight into some of the Underworld's enigmas
Psychic
Resistance
(• to •••) SS p67 inhibit mental alteration by Psychics
Rational
Explanation
(••••) *pre:
Resolve ••,
Science or
Academics ••••
FC p133 resist mental breakdown with Science or Academics
Scientist's
Sense
(•••) *pre:
Science •••,
Specialty
FC p133 Common Sense related to Science
Supernatural
Lore
(• to •••••) *mult,
choose focus
each time taken
GotU p15 Know secret inner workings of a supernatural creature's capabilities
Technophile (• or ••) Arn p208 Encyclopedic Knowledge in one topic
Telltale Murder (•• or •••) *pre:
Intelligence ••••,
Medicine ••
Slasher
127
After killing something, roll Intelligence + Medicine. •• version allows to 'taunt'
those who would make Wits + Investigation rolls. ••• version allows to change
the 'meaning' of a murder.
Tolerance for
Biology
(•) *pre: Resolve,
Stamina or
Composure ••
Asy p51 +2 to to keep composed when shown scenes of violence or carnage
Trained
Memory
(•) *pre:
Composure ••,
Investigation •
GotV p46 memorize information perfectly
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Trained
Observer
(• or •••) *pre:
Wits ••• or
Composure •••
DoW p38 ignore penalties or gain Rote quality on Perception rolls
Tunnel Rat (• to •••) Chi p54
Vision (• to •••••) *pre:
Intelligence or
Wits or Resolve
or Composure
••••
FC p133 use successes on Vision+Skill roll to aid an Extended Action
Well-Traveled (•) Rel p85 9-Again on Mental and Social rolls relating to foreign cultures
Whispers (•) Myst
p179
can purchase Dream and use it as Instant Action, at the cost of sanity
Physical
Ambidextrous (•••) (CO) WoD
p110
remove off-hand penalty to attack
Armored
Fighting
(•• or ••••) *pre:
Strength ••• and
Stamina •••
Reload
p84
reduce heavy armor penalties by 1 (••) or 2 (••••)
Athletics
Dodge
(•) *pre: Dexterity
•• and Athletics •
DoW p38 add Athletics rather than doubling Defense on Dodge
Brawling Dodge (•) *pre: Strength
•• and Brawl •
WoD
p110
add Brawl rather than doubling Defense on Dodge
Demolisher (• to ••) *pre:
Strength ••• or
Intelligence •••
BotW
p62
can ignore 1 (•) or 2 (••) points of Durability when attempting to damage objects
Disarm (••) *pre: Dex •••
and Weaponry •
WoD
p110
if damage exceeds Dexterity, disarm
Direction
Sense
(•) WoD
p110
unfailing orientation
Entering Strike (••) *pre:
Dexterity ••,
Brawl •••
Reload
p72
successful, defenseless Brawl strike adds bonus (= damage dealt) to
subsequent grappling attack.
Equipped
Grappling
(••) *pre:
Dexterity •••,
Brawl ••,
Weaponry ••
Reload
p89
add size of blunt weapon (3 or less) to overpowering maneuver dice pool
Fighting
Finesse
(••) *pre: Dex •••
and Weaponry ••
WoD
p110
sub Dexterity for Strength
Firearms
Retention
(•) *pre: Dexterity
••, Wits ••, Brawl
••, Firearms ••
Reload
p89
subtract Brawl dots from attempts to disarm by overpowering
Fast Reflexes (• or ••) *pre
Dexterity •••
(• to •••) *pre
Dexterity ••• or
Wits •••
WoD
p110
GMCRU
p162
+1/dot to Initiative
Fleet of Foot (• to •••) *pre WoD +1/dot to Speed
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Strength •• p112
Fresh Start (•) *pre: Fast
Reflexes ••
WoD
p112
delay action into next round
Giant (••••) (CO) WoD
p112
+1 Size
Ground and
Pound
(••) *pre:
Combination
Blows, Boxing •••
or Aggressive
Striking •••,
Grappling ••
Reload
p98
perform Takedown/Throw, gain +2 to following unarmed strike.
Gunslinger (•••) *pre:
Dexterity ••• and
Firearms •••
WoD
p112
two gun attacks per round
Heavy Hands (•••) *pre:
Strength •••,
Brawl ••
Reload
p98
+1 damage to unarmed strikes
Iron Stamina (• to •••) *pre:
Stamina ••• or
Resolve •••
WoD
p112
eliminate fatigue/injury penalties
Iron Stomach (••) *pre: Stamina
••
WoD
p113
eat even unpalatable cuisine
Natural
Immunity
(•) *pre: Stamina
••
WoD
p113
+2 on Stamina rolls to resist illness
Outdoorsman (••) *pre: Survival
•••
MR p59 negate environmental penalties to Survival
Perfect
Stillness
(•) *pre: Stealth • RoS p94 -2 to all rolls to visually detect character
Quick Draw (•) *pre: Dexterity
•••
WoD
p113
draw and attack in one turn
Quick Healer (••••) *pre:
Stamina ••••
WoD
p113
1/2 healing time
Shield-Bearer (•) WAtP
p89
Only -1 to attack when using a shield instead of -2.
Steady Driver (•) *pre: Drive •• MR p59 use Resolve+Drive rather than Dex
Strong Back (•) *pre:Strength
••
WoD
p113
+1 to lift or carry
Strong Lungs (•••) *pre:
Athletics •••
WoD
p113
+2 on Stamina rolls to hold breath
Student of the
Blade
(•) *pre: Fencing •
or Iaido •
Reload
p66
May use Fighting Style with all size-2 blades.
Stunt Driver (•••) *pre:
Dexterity •••
WoD
p113
drive and carry out another action
Stunt Rider (•••) *pre:
Dexterity •••
RfR p110 ride and carry out another action
The Weapon at (••) *pre: Krav Reload Reflexive Wits + Weaponry roll for Improvised Weapon, instant action to wield,
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Hand Maga •• p79 no penalty for being improvised
Toxin
Resistance
(••) *pre: Stamina
•••
WoD
p113
+2 on Stamina rolls to resist toxins
Weaponry
Dodge
(•) *pre: Strength
•• and Weaponry
•
WoD
p114
add Weaponry rather than doubling Defense on Dodge
Weapons to
Empty Hands
(••) *pre:
Dexterity •••,
Brawl •••,
Weaponry •••,
Two Weapons
•••• or Filipino
Martial Arts ••••
or Knife Fighting
••••
Reload
p66
use Brawl instead of Weaponry for maneuver-related attacks.
Wheelman (••) *pre:
Dexterity ••, Drive
••
MR p59 gain 9-Again on Drive rolls
Social
Allies (• to •••••) (mult) WoD
p114
Groups or organizations that can be called upon for favors, usually through
particular individuals within those groups or organizations.
Each dot represents overall power, resources and influence of that Ally. Allies
are not minions: a favor for a favor is the basis of this merit.
Allies may also be individuals at the GM's discretion.
Animal
Companion
(• to ••••) ChB p95
Anonymity (•• to ••••) *pre:
Resolve ••,
Larceny •• or
Subterfuge ••
BotW
p46
-1/dot to attempts to investigate character
Armory (• to •••••) (SH)
*pre: Resources
•••
Ban p51 own an array of weapons and armor
Barfly (•) WoD
p114
find ways into bars and clubs
Bureaucratic
Navigator
(••) Asy p51 +2 to navigate a bureaucratic system
Contacts (• to •••••) WoD
p115
Individuals that can be called upon for information -- at the GM's discretion, this
can include groups or organizations,
usually through particular individuals within those groups or organization. Each
dot represents overall information-gathering ability,
knowledge, accuracy and reliability of that Contact and any information they
provide. Contacts are not minions: they may or may not
readily supply information sought. Contacts are strictly channels through which
information can be gained and serve no other purpose.
Decorated (• to •••••) DoW p39 military awards for meritorious conduct (substitute military for another
organization at GM's discretion)
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Deep Rapport (• to •••••) BbBB p9 strong beneficial or harmful relationship with another character
Fame (• to •••) WoD
p115
mortal acclaim, +1/dot to Socialize
Fence (• or •••) *pre:
Streetwise •••
Ban p51 always find a way to buy and sell stolen goods
Friend (• to •••••)
{Power, Trust}
RCG p68 Personal friends. Can be called upon for assistance, information and many other
favors.
Power represents the influence and abilities of the friend. Trust represents the
closeness
of the relationship and reliability of the Friend if things go sour or how much
they've got
the back of the character. Friends are not minions but they generally also have
the characters
best interests at heart: they are a fragile mix of Allies, Contacts, Retainer and
Mentor.
Ingratiating
Wanderer
(••) *pre:
Manipulation •••
MR p58 gain bonus to locate authority figures in local power structures
Inspiring (••••) *pre:
Presence ••••
WoD
p115
help others regain Willpower
Luxury (•• or ••••) SotT p52 access to a lifestyle of wealth and luxury
Mentor (• to •••••) (mult) WoD
p115
Authoritative tutor or father figure. 1 dot represents specific knowledge, minimal
resources and little influence in their field; 5 dots represent much hard-won and
hard-learned knowledge, an abundance of resources and that they are a
behemoth in their field. May or may not ultimately have the character's best
interests at heart. Generally, the higher the dot rating, the more influence that
the Mentor has over the character's life, directly or indirectly.
New Identity (•, •• or ••••) CtL p98 have a separate identity
Resources (• to •••••) WoD
p115
Disposable income. 1 dot represents a few hundred GBP; 5 represents millions
reaching billions of GBP.
Retainer (• to •••••) (mult) WoD
p116
Trustworthy agent of the character. May be a personal assistant, personal
bodyguard or even a deputy of the character. Retainers are generally loyal
followers of the character but it is rare that they are an actual friend of the
character -- their loyalty may also be only as strong as they are compensated
by the character. Each dot represents the abilities of the character: 1 dot
represents a weak, unskilled or otherwise lowly agent; 5 dots represents a very
strong, highly skilled or otherwise outstanding agent who may even be
supernatural.
Shadow Cult
Initiation
(• to •••••) (mult) Mehket
121
Membership in a shadow cult, with resultant benefits
Small Unit
Tactics
(•••) *pre:
Manipulation •••
and Persuasion
••• with
Leadership
Specialty
DoW p39 when conducting a tactical maneuver with squad, leader can spend Willpower to
benefit entire group
Staff (• to •••••) *pre:
Resources >=
Ghou
p74
Employees -- may also be volunteers at GM's discretion. Represents general
minions that the character commands
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dots and who ensure the running and managing of day-to-day operations for a
character's businesses or organizations
even when the character or any of their associates are not present or available
to personally oversee the operations.
Staff are not directly at the beck-and-call of the character like a Retainer but are
given general responsibilities
and are tasked instead. Staff are only as loyal as they are compensated.
1 dot represents the minimum manpower required for operations and generally
unskilled and/or inexperienced manpower;
5 dots represent an abundance of manpower and generally highly talented
and/or very experienced manpower
Status (• to •••••) (mult)
*pre: varies
WoD
p116
Reputation, social standing, rank or mixture of all in a group, organization or
some other social order.
1 dot represents some small measure of recognition and/or official membership;
5 dots represents
being held as a paragon within the social order and/or a senior leadership
position within or the
actual leader of the social order.
Striking Looks (•• or ••••) WoD
p117
+1/+2 to influence with looks. Purely aesthetic -- Presence represents force of
personality, magnetism and personal charisma.
2 dots represents above-average looks; 4 dots represents angelic or
supermodel-esque looks.
Sworn Officer (• to •••••) 13P p81
Trip Sitter (•••) *pre:
Composure •••
MT p137 help others resist side effects of drugs
Unobtrusive (•••) *pre: Stealth
••
Ghou
p74
Supernatural
Cursed Item (• to •••••) BoS
p108
Difficult to Ride (••••) *pre:
Composure •••,
Resolve •••
BoS
p108
+2 against being affected by spirits or ghosts
Driver's Charm (• to •••••) MR p56 grant a vehicle bonuses once per day
Pleasing Aura (•••) BoS
p109
Relic Creator (••••) *pre: Occult
••, Crafts ••
Rel p85 make limited-use Relics
Relic (• to •••••) Rel p85 own an empowered Relic
Relic Analyst (•) Rel p86 +1 bonus to determine Relic's uses
Saintly (•••) BoS
p110
Seventh Son of
a Seventh Son
(••••) MT p122 gain bonuses if casting Hoodoo magical tradition spells, once per story, roll
Wits + Comp, success equal bonus dice for any roll except spell casting
Shadow
Contacts
(••• to •••••) BoS
p110
Shadowless
Chambers
(• to •••••) BoS
p110
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Mortal
A Little
Knowledge
(•) Asy p50,
Rel p84
reduce penalties when researching oddities
Beacon of
Life
(•••) *pre: Occult •• (CO) BotD 91 add Occult dots to resistance against Numina and Stygian
Manifestation
Beast Kin (••••) ChB p96 rapport with related Changing Breed, resist Delusion
Doubting
Thomas
(•) SS p65 inhibit Psychic powers
Gatekeeper (••••) (CO) BotD 51 Can spend a willpower point to open an Avernian Gate
Lunatic
Glare
(••) *pre: Wolf-Blooded ••• BotW
p125
can attempt to inflict Lunacy on others
Medium (••• or •••••) *pre: Resolve •• BotD 93 Can see ghosts, like it or no; five dot version adds control,
and synergy with Unseen Sense for ghosts
Proximus (•) *pre: Sleepwalker M:tA
p334
hereditary Sleepwalker family
Regnant (• to •••••) *pre: Ghoul Ghou p71 information, Vitae, resources, or intervention provided by
vampiric master
Sense
Sympathy
(•••) *pre: Ghoul, Empathy ••• Ghou p73 emotional connection to vampiric master similar to Blood
Sympathy
Sexualized (••) *pre: Ghoul Ghou p73 carnal aura that benefits Presence or Manipulation
Sin-Eater (•••) *pre: Resolve •••, Composure ••,
Occult • with Sin-Eaters specialty
Myth p58 restore lost Morality to another
Sleepwalker (••••) M:tA
p334
does not Disbelieve [MT]
Unseen
Sense
(•••) *pre: Wits •• WoD
p109
alerted when particular phenomena present
Watched (• to •••••) *pre: Wolf-Blooded •• BotW
p126
protected by a werewolf or pack
Wolf-
Blooded
(••••) WtF p79 rapport with wolves / dogs, Unseen Sense - Werewolves,
resist Lunacy
Styles
Adamantine Hand
AA p53 *pre: ••••• of Fighting Style Merits (one of which must be at least •••), Status (Adamantine Arrow)
••, Awakened, Arcanum ( one • more than the maneuver), separate Fighting Style for each
Arcanum
• Thunder opponents shielding spells in same Arcanum are at -1 vs hand to hand attacks and spells.
•• Diamond spend WP, improve shielding spell by 1 point vs one attack, and lower it by 1 vs all others, at •••
in Arcanum, raise to +2/-2, and can use with shield other spells
••• Star spend WP, can cast a spell from the Arcanum, and perform a physical action in the same turn,
can not be combined with multiple action abilities
•••• Blood spend WP, and suffer as many Agg damage as Resolve, each point becomes 1 bonus dice for
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spellcasting, can also make damage magic/Mana healing resistant to gain 9-again.
••••• Abyss initiate a grapple, and does not suffer Paradoxes is casting spells from the Arcanum
Aggressive Striking
Reload p65 *pre: Str •••, Sta ••, Brawl ••
• Body Blow If successes on single Brawl attack are greater than target's size, target loses next action
•• Iron Skin Has Armor of 1 against Bashing attacks
••• Combination Blows Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use
defense before or after attack
•••• Haymaker Like Body Blow but opponent makes a Stamina roll. If they fail, they're unconscious. Cannot use
Defense before or after attack
••••• Brutal Blow or Lethal
Strike
Spend WP, to deal Lethal damage with Brawl attacks
Aikido (Throwing)
Reload p71 *pre: Dexterity••, Wits ••, Brawl••
• Ukemi (Recieving) Stand up as a reflexive action
•• Aiki (Harmonious
Energy)
Forgo defense for a chance to recieve no damage and grapple the opponent
••• Shihonage (Four
Directions Throw)
Throwing attack
••••Renzoku-waza
(Combination Techniques)
Perform multiple grapples, aik i or shihonage per turn
••••• Kokyu-ho (Breath
Power)
Throw longer or inflict lethal with shihonage
Archery
Arm p208 *pre: Strength ••, Dexterity ••, Athletics ••
• Draw and Loose Effective +1S for bow use
•• Rapid Nock May reload a bow as a reflexive action
••• Arcing Fire 2x range with bow
•••• Plunging Fire Ignores target concealment
Berserker
Reload p113 *pre: Resolve •••, Stamina •••, another fighting skill or style •; spend WP to enter Berserk
• Strength in the Fury gains up to 3 additional dice for all-out attacks
•• Adrenaline Rush +1 to armor against bashing and lethal attacks
••• Inhuman Alacrity gains 2 dice (cumulative to 4) when using Willpower to mitigate attack
•••• Ignorant in the Face of
Death
can ignore any amount of wound penalties for a turn; sacrifices equivalent Defense. May not
simultaneously use any other ability with Defense penalty.
••••• Bloody-Handed
Bastard
attacks inflict lethal damage; sacrifices Defense for a turn
Boxing
WoD p114 *pre: Strength •••, Stamina ••, Brawl ••
• Body Blow If successes on single Brawl attack are greater than target's size, target looses next action
•• Duck and Weave Use higher of Dexterity or Wits against Brawl attacks instead of Defense
••• Combination Blows Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use
defense before or after attack
•••• Haymaker Like Body Blow but opponent makes a Stamina roll. If they fail, they're unconscious. Cannot use
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Defense before or after attack
••••• Brutal Blow Spend WP, to deal Lethal damage with Brawl attacks
Brute Force
SA p57 *pre: Strength •••, Brawl •••
• Falling Pillar gain 9 again on this attack *costs a willpower and requires both hands free
•• Crush and Bite Str+Brawl rolls during a grapple cause lethal damage to opponent
••• Juggernaut gain +4 dice on all out attacks
•••• Bone Cracker target arms or legs, if successes equals or exceeds targets stamina bones break and does lethal
damage and target looses 1 dot of dex till healed
Drawback: both hands must be free and you lose defense this turn
Chain Weapons
Arm p209 *pre: Strength ••, Dexterity •••, Weaponry •••
• Impenetrable Defense Forgo attack to add +2 to Defense and no multiple opponent penalty until the third opponent
•• Hand Bind forgo next action to bind up opponents hand
••• Outside Choke if attack successful, begin choking opponent unconscious
•••• Whirl and Thrust ignore up to -2 penalties for targeted attacks, but must forgo Defense
Combat Marksmanship
Arm p210 *pre: Strength ••, Dexterity ••, Composure •••, Firearms ••
• Shoot First Add Firearms to initiative
•• Tactical Reload Reload as a reflexive action
••• Double Tap May make short bursts with additional firearms
•••• Bayonet Range Ignores target defence even when within melee range
••••• Rapid Fire One additional shot per dot of composure over 2; -1 penalty per additional shot.
Dirty Fighting
Count Dracula *pre: Strength •••, Brawl •••
• Low Blow If Brawl attack has more successes than target's Composure, target loses next action
•• Shank Can use Brawl instead of Weaponry for small improvised weapons
••• Suck it Up Spend 1 Willpower to ignore wound penalties for a scene
•••• One or a Dozen, It
Don't Matter
Bonus of n-1 to Defense when fighting n opponents. Can spend m Willpower to make
simultaneous brawl attacks on m + 1 opponents.
••••• I Said Stay Down! Target must make Stamina roll against successful Low Blow; if roll fails, victim collapses.
Dream Combat
RoS p90 *pre: Wyrd •••, Empathy •••
• Stunning Blow If successes in a single attack = targets Wyrd, target loses next action
•• Double Team Do an environmental and personal attack at the same time. The second attack has a -1 penalty.
••• Blind Spot Force opponent to use lowest of finesse as defense or resistance as armor
•••• Wyrd Armor Add Wyrd to highest of finesse as defense and resistance as armor
••••• Coup de Grace When opponents willpower is reduced to 0, you may do one final environmental or personal
attack.
Evasive Striking
Reload p65 *pre: Str ••, Dex ••, Sta ••, Brawl ••
• Focused Attack Armor and Called shot penalties are reduced by 1
•• Duck and Weave Use higher of Dexterity or Wits against Brawl attacks
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••• Defensive Attack -2 to Attack for +2 Defense
•••• Whirlwind Strike Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets
cumulative -1. Cannot use Defense before or after this maneuver.
••••• Destroy Defense Successful Brawl attacks on unarmed target reduces target Defense by 1. Cumulative across
successive Brawl attacks to lower of attacker's Wits or Dex.
Fencing
Arm p210 *pre: Dexterity •••, Weaponry •••
• Thrust +1 to attack rolls
•• Feint Make normal attack, no damage but ignores opponent's defence next attack
••• Riposte Spend WP to dodge then attack at -1, ignoring defence
•••• Moulinet Spend WP, successful attack does additional Dexterity damage
Filipino Martial Arts
Arm p211 *pre: Dexterity •••, Weaponry •••
• Lock and Block Can grapple as a defensive maneuver. Can add Defense to grapple.
•• Disarm If attack roll is equal to or greater than stamina, opponent is disarmed and takes half bashing
damage, rounded up.
••• Off-Balancing Attack -2 to attack to give opponent -3 to their next attack
•••• Many-Handed
Defence
Defense does not lower due to multiple opponents
Formation Tactics
RfR p109 *pre: Strength ••, Stamina •••, Weaponry ••
• Testudinem Formate Move at only half speed and cannot attack, but grants a bonus to defense against ranged
weapons for each ally in the formation, to a max of +5
•• Ciringite Frontem Forgo Defense this turn, but can make a special knockback attack with a bonus for each ally in
the formation (max +5)
••• Cuneum Formate Can make penalized attacks, but any counterattack is at a penalty proportional to the number of
allies in the formation (max +5)
•••• Orbem Formate Can form a defensive formation around a person or thing, granting a bonus to defense for each
ally in the formation (max +5)
••••• Contendite Vestra
Sponte
Costs a willpower point to use, but launches an attack that if successful causes an automatic
point of lethal damage for each ally in the formation (max +5).
Frenzied Assault
Slash p128 *pre: Strength •••, Stamina •••, Intimidation ••, Weaponry ••
• Bestial Instinct Substitute Weaponry for Composure for determining Initiative
•• Terrorize Strength+Intimidation versus Resolve+Composure to remove defense
••• Hard to Kill Gain 2 extra Health boxes while in combat, doesn't roll for unconsciousness until Rightmost box
is filled with Lethal
•••• Savage Rending Lose Defense and Reduce called shot penalties on body parts by 2. If dealing 5 or more lethal
damage on a limb, it's severed
••••• Trance of Death Spend 1wp to gain rote-action on attack rolls
Grappling
AA p50, Reload p67 *pre: Strength ••, Dexterity •••, Stamina •••, Brawl ••
• Sprawl subtract higher of Strength+1 or Dexterity+1 from overpower attempts
•• Takedown/Throw instead of grappling, force opponent prone while still standing
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••• Chokehold impose cumulative -1/turn penalty on opponents actions while choking
•••• Submission Hold inflict lethal/bashing when performing overpower
Gladiatoral
RfR p109 *pre: Presence ••, Strength •••, Weaponry •••
• Stunning Attack Makes a loud and powerful attack, if successes exceed the target's composure they lose their
next action.
•• Weapon Slap Make an attack that inflicts no damage, but the target loses their defense against the next
incoming attack.
••• Lethal Accuracy Any attack with lethal weapons gain armor piercing, and the penalty to hit specific targets is
reduced.
•••• Brutal Sacrifice In exchange for a point of willpower, make an attack that leaves a weapon embedded in the
victim's body, inflicting a penalty to all actions, and causing further damage upon removal.
Hedge Duelist
RoS p91 *pre: Wyrd •••
• Quick Count +2 to initiative when beginning a hedge duel
•• Cruel Blow add yours or your opponents empathy (whichever is higher) to your manipulation + Subterfuge
rolls against targets clarity
••• Briar Bite spend a point of glamour to lower your opponents wyrd by 2 when being used to defend against
attacks from the hedge
•••• No Mercy each successive attack inflicts a -1 penalty, additional derangements. Sin against Clarity 7.
••••• Hedge Wrath spend a point of willpower to enhance any attack made by reshaping the hedge if exceptional the
attack does aggravated damage
Iaido (Armed Defensive Striking)
Reload p76 *pre: Strength ••, Dexterity •••, Composure •••, Weaponry •••, Quick Draw
• Tsuki Kage (Draw and
Cut)
Add Weaponry to Initiative in any turn that starts with the weapon sheathed
•• Zanshin (Awareness) +2 to avoid ambush. A total of +4 with Danger Sense
••• Tachi-Sabaki
(Movement of the Sword)
Add Weaponry to defense while making a dodge action (Stacks with Weaponry Dodge)
•••• Kan Ken no Metsuke
(Seeing with Eyes and
Mind)
If the initiative is a tie, the practitioner acts first.
••••• Uke Nagashi (Catch
and Slide Off)
Counter attack while making a dodge action
Alternative Iaido
••••• Muso Ken (No-
though Sword)
Make a reflexive counter-attack when attacked by surpise
Judo
Reload p107 *pre: Dexterity ••, Wits ••, Athletics ••, Brawl ••
• Ukemi (Recieving) Stand up as a reflexive action
•• Naga-waza (Throwing
Techniques)
Can chose to not go prone in a grapple, but inflicts bashing if he does. Also, +1 Equipment bonus
if target wears lots of clothes
••• Sutemi-waza (Sacrifice
Techniques)
Add Athletics instead of +2 when using and All-Out Attack
••••Renzoku-waza
(Combination Techniques)
Perform multiple grapples per turn
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••••• Tokui-waza (Favorite
Techniques)
Add Athletics as automatic successus during specific situations
Improvised Weaponry
MR p57 *pre: Wits •••, Weaponry •
• Always Armed make a reflexive Wits + Weaponry roll to grab a 1L, Size 1, Durability 2 improvised weapon
•• In Harm's Way when using an improvised weapon, treat Structure as Armor to parry incoming Brawl or Weaponry
attacks
••• Breaking Point when using an improvised weapon, exchange Structure for bonus to a single strike
Kendo
Arm p211 *pre: Dexterity •••, Weaponry •••
• Kaburi gain +1 to attack rolls on overhead attacks
•• Kiai Make normal attack, no damage but ignores opponent's defence next attack, must shout loudly
••• Uchiotoshi Waza Spend WP, may parry then attack at -1, ignoring defence
•••• Nidan Waza Spend WP, successful attack does additional Dexterity damage
Krav Maga (Unarmed Defensive Striking)
Reload p79 *pre: Strength ••, Dexterity •••, Wits •••, Brawl •••, Brawling Dodge
• Immediate Defense Add Brawl to initiative when fightning an armed opponent
•• Disarming Defense Disarm and take control of the weapon
••• Impenetrable Defense Spend willpower to add Brawl to defense against a single attack
•••• The First Moment If the initiative is a tie, the practitioner acts first.
••••• Finishing the Fight Counter attack during a dodge action if attacker failed to hit
Kung Fu
WoD p111 *pre: Strength ••, Dexterity ••, Stamina••, Brawl••
• Focused Attack Armor and Called shot penalties are reduced by 1
•• Iron Skin Has Armor of 1 against Bashing attacks
••• Defensive Attack -2 to Attack for +2 Defense
•••• Whirlwind Strike Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets
cumulative -1. Cannot use Defense before or after this maneuver.
••••• Lethal Strike Spend WP, Brawl attacks deal Lethal
Langschwert (Heavy Sword)
Reload p83 *pre: Strength •••, Weaponry •••
• Wards +1 Defense while wielding a Heavy sword
•• Fool's Guard Instead of defense, roll to reduce amount of damage taken
••• Half Sword Take a penalty to add +2 to total damage
•••• Doubling Cut Make two attacks, lose defense
••••• Wrathful Cut Add weaponry instead of +2 when making an All-Out Attack
MAC (Modern Army
Combatives)
DoW p38 *pre: Strength ••, Dexterity ••, Stamina ••, Brawl ••
• Tactician's Sense determine Initiative modifiers of all combatants reflexively
•• Atemi Attack ignore 1 point of Armor per dot in this style when making a Brawl or Weaponry attack
••• Forearm Choke with grapple, choke out opponent on successive turns
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•••• Bullring defense applies fully against all hand-to-hand opponents
••••• Lethal Strike spend 1 Willpower to make Brawl attacks do Lethal damage for a turn
Multi-Limbed Combat
Pandora's Book 50 *pre: three or more arms; Brawl •• or Weaponry ••, Dexterity •••, Athletics •••
• Outnumbered For every limb over two, opponent's defense reduced by one.
•• Manhandle While in a grapple, for each limb over two, can make an overpower maneuver that does not
immobilize
••• Protected Attack Can dodge and attack with one action; does not stack with Bountiful Blows
•••• Bountiful Blows For each limb over two or each weapon wielded, can make an extra attack with a cumulative
penalty.
Muay Thai
Reload p110 *pre: Str •••, Sta ••, Brawl ••
• Cut Kick kick deals 1 less damage, but reduces victim's speed by 1
•• Iron Skin Has Armor of 1 against Bashing attacks
••• Combination Blows Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use
defense before or after attack
•••• Thai Clinch add Dexterity to attack pool for successful grapple + damage Combination Blows
••••• Brutal Blow or Lethal
Strike
Spend WP, Brawl attacks deal Lethal
Police Tactics
13P p81, Tribes p36 *pre: Strength ••, Dexterity ••, Stamina ••, Brawl ••, Weaponry •
• Compliance Hold during Grapple, gain +2 to disarm or overpower
•• Weapon Retention during Grapple, opponent must score more success than your Weaponry to "disarm" or "turn
drawn weapon" against you
••• Speed Cuff during Grapple, may place cuff on one wrist, with exceptional success, both wrists
Qinna (Controls)
Reload p88 *pre: Dexterity •••, Brawl ••
• Standing Control An Overpowering maneuver that forces the opponent to accompany the practitioner
•• Misplacing the Bones Chance of breaking a limb for additional damage and effect
••• Grabbing the muscles Treat the defenders strength as 2 dots lower when making an overpowering maneuver
•••• Sealing the Breath Use pressure points to inflict dice penalties
••••• Disrupting the Veins Inflict lethal in a grapple
Shurikenjutsu (Thrown Dart)
Reload p104 *pre: Dexterity •••, Athletics ••
• Ma-ai (Distance) Double range for throwing weapons
•• Kakushi-Buki (Hidden
Weapons)
No need for an action to draw a prepared throwing weapon
••• Choku Da-Ho (Direct
Hit Method)
Add Strength when attacking with a throwing weapon
•••• Ikki Gokken (Five
Blades in One Breath)
Perform multiple attacks
Sniping
Arm p212 *pre: Dexterity •••, Resolve •••, Firearms •••, Stealth ••
• On Scope Max aiming bonus is Composure+1 for semi-auto and auto rifles, Composure+2 for all other rifles.
Receives +2 Perception when using long rage sights
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•• Battlesight Zero Double attacks from Sights bonus; attacks with this bonus have short range of 5 times Wits
••• Focused Shot When aiming, ignore penalties up to Resolve
•••• Tactical Intervention When aiming, halve close combat and concealment penalties, rounded down
••••• One Shot, One Kill Spend WP to add Damage rating to successes instead of extra die
Sojutsu/Jukendo (Spear/Bayonet)
AA p51, Reload p67 *pre: Strength •••, Dexterity ••, Weaponry •••
• Warding Stance attack first against foes with smaller-Size melee weapons in front
•• Thrust gain 9-Again with spear or bayonet
••• Block and Strike take -2 to attack to receive +2 to Defense
•••• Great Thrust if using All-Out Attack, use dice equal to lower of Strength or Weaponry instead of 2
Spetsnaz Knife Fighting
Arm p213 *pre: Dexterity •••, Weaponry ••
• Anticipate Attack If wielding edged or pointed weapon size 2 or less, substitute Weaponry instead of Composure for
Initiative
•• Advantageous Angle Every other attack, opponent gets -1 defense
••• Vital Attack Knife attacks have Armor Piercing 1 and reduce called shot penalties by 1
•••• Slash and Stab Make two attacks. The second attack gets -1. Defense reduced by 1
Staff Fighting
Arm p213 *pre: Strength •••, Dexterity ••, Weaponry ••
• Trip Roll attack versus opponent's Dexterity+Athletics to knockdown and deal 1 Bashing
•• Temple Strike When making a head shot, if damage exceed target's size, target is unconscious
••• Dangerous Radius Spend WP, attacks all targets within range with -1 equal to opponents within range (max -5).
Allies hit too
Swarm Tactics
Cart p183 *pre: Status (Carthians) •, Brawl or Weaponry ••, Vampire
• Feint Make a Brawl or Weaponry attack that does no damage, but allows an ally to use Unexpected
Strike
•• Unexpected Strike Attack with 9-Again, or 8-Again if the subject has been affected by two or more flanks.
Sword and Shield
Reload p92 *pre: Strength •••, Dexterity ••, Stamina ••, Weaponry ••
• Cloak and Dagger Double Structure of improvised shields
•• Shield Bash Use a shield as a weapon
••• The Shielded Strike +1 Defense, and no penalty for using a weapon and a shield
•••• Shield Charge Shield Bash which results in a Knockdown
••••• Stand Strong No reduced defense against cumulative attacks
Tooth and Claw
Rage p103 *pre: Strength ••, Dexterity •••, Stamina •••, Brawl ••, Werewolf
• Hunter's Eye spend a turn observing your opponent to lower his defense for the remainder of the scene
•• Slip Through attack one turn for no damage to null opponents defense from next attack
••• Pounce if you roll more successes than the targets size it is knocked to the ground under you
•••• Fury make a claw and bite attack in the same turn, bite attack gains +1 Drawback: cannot use
defense the same turn as maneuver
••••• Throat Tear apply +2 bonus for tooth and claw as automatic successes as opposed to dice roll bonus
Drawback: costs 1 willpower
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Two Weapons
WoD p112 *pre: Dexterity •••, Weaponry •••
• Whirling Blades When dodging may negate penalties for multiple attacks
•• Deflect and Thrust +2 Defence but -2 to Attack
••• Focused Attack May attack one target twice. -1 on second attack, lose defense.
•••• Fluid Attack May attack two targets. -1 on second attack, lose defense.
Wolfpack
WAtP p44 *pre: Dexterity •••, Stamina •• and Brawl •••, Werewolf
• Worry
•• Trip/Bowl-Over
••• Slow the Prey
•••• Joint Attack
Driving Styles
High
Performance
MR p56 *pre: Dexterity •••, Resolve •• and Drive ••
• Speed Demon Maximum Speed is now Safe Speed
•• Smuggler's
Turn
Roll Dexterity+Drive+Handling to eliminate opponent's handling in pursuit unless they also have this merit
••• Safe
Passage
Can ignore up to 3 die of hazard penalty
•••• Offensive
Driving
Spend WP at the beginning of pursuit and reduce car's structure by 2 at the end to halve (round up)
opponent's Acceleration and Handling.
Movement Styles
Parkour
StA p74,
Tribes p98
*pre: Dexterity •••, Athletics ••
• Flow When running, you may negate terrain penalties equal to dots in Parkour. Also, may gauge jump distance
reflexively
•• Cat Leap When using Dex+Ath to reduce falling damage (WoD pg 109), gain one success. Add dots to max damage
reduction possible
••• Wall
Run
Use Athletics to climb at 10ft+5ft/dot as Instant Action, at a penalty of -1/10ft after the first 10ft
•••• Expert
Traceur
When making Athletics rolls for running, jumping or climbing, may make a roll using Rote Action at cost of
Defense
•••••
Freeflow
After running for at least a minute or by spending one Willpower, may make any Athletics roll for running,
jumping or climbing as Reflexive, rather than Instant Action
Spelunker
BotD p92 *pre: Dexterity •••, Athletics •••
• Sure
Footed
In enclosed area gain 9-Again to retain balance, ignore penalties to Speed in tight spaces up to Dots
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•• Cave
Sense
Outside of combat can ignore darkness penalties, in combat ignore 1/2 darkness penalties
•••
Squeeze
Through
Can fit through openings as if Size were two lower, can move at full speed in this manner if taking one Lethal
damage
•••• Free
Climb
Roll Wits+Athletics up to Dots times to add successes to Strength+Athletics roll (max +5) to climb any surface
••••• Born
to the Cave
See perfectly if any light is present at all, can climb any surface that doesn't impose a penalty without a roll, if
attached when climbing underground double your defense, take -1 penalty when climbing outdoors
Debate Styles
Reason
RfR p108 *pre: Intelligence •••, Academics •
• Reference Declare use at beginning of turn to add a bonus to Integrity for the turn
•• Dilemma Pose a debate attack that contributes no successes toward the final total, but the opponent does not benefit
from Integrity on their next defense.
••• Kairos Can switch tactics without increasing the debate target number.
••••
Hyperbaton
When defending, can double Integrity and rebutt immediately with a penalized Wits-based reply. Cannot apply
Integrity for the remainder of the turn, and counts as a tactics shift if not already using Deft Argument.
••••• Elocutio Costs a point of Willpower to use, but allows a debate attack against any number of simultaneous opponents,
with a penalty proportional to the number attacked.
Rhetoric
RfR p110 *pre: Presence •••, Expression •
• Ad
Captandum
Grants a bonus to Presence or Manipulation arguments.
•• Ambiguous
Statement
Can substitute Manipulation for Integrity until the next turn
•••
Synonymia
Make a Presence or Manipulation attack at a penalty, but inflict a larger penalty on the victim's next attack.
•••• Apologue After making a Presence or Manipulation attack, can apply full Integrity to all incoming attacks this turn.
••••• Innuendo Costs a willpower point, but may perform a Humiliating Attack without sacrificing Integrity or losing Integrity for
the rest of the debate.
Theology
FotC p99 *pre: Presence ••, Religion ••, Expression •
• Passionate
Apologetic
•• Proof Texts
••• Appeal to
Witnesses
•••• Zeugma
Social Styles
Social Maneuvers
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NHGF p63 pre: Presence •••, Manipulation •••, one Social Skill at ••••
• Sugar Lips,
Honey
Tongue
target suffers -3 to any further Social resistance rolls
•• Stick and
Move
spend WP, gain bonus to all Social rolls equal to half the victims Presence
••• New
Approach
spend WP to force a failed Social contest to be rerolled
•••• Chip
Away
spend WP, force a -1 penalty to a max of -3 on all Social rolls
Location
Secured Location
Bastion (• to •••••) {Size, Amenities,
Battlements} (SH)
SaD p108 Changeling Motley Dream Fortress
Den (•••) Skin p21, ChB p96 Skinthief or Changing Breed
Haunt (• to •••••) {Fluidity, Residue,
Utility} (SH)
GtSE p87 Sin-Eater
Haven (• to •••••) VtR p100 Vampire
Hollow (• to •••••) {Size, Amenities,
Doors, Wards} (SH)
CtL p94 Changeling
Lair (• to •••) (SH) PtC p96 Promethean
Safehouse (• to •••••) {Cache, Secrecy, Size,
Traps}
H:tV p71 Hunter
Sanctum (• to •••••) {Security, Size} (SH) M:tA p86 Mage
Temple (• to •••••) CoC p42 Circle of the Crone
Universal Fixtures
Archive (• to •••••) RoS p87 Every dot is single topic, cuts study
time.
Sanctum Materials (• to •••••) S&S p86 increase strength of structure
Portable (•) Myst p141 change location, personal only
Geomantic Nexus (• to •••••) Size and (• to •••) +1
attribute per dot
Ordo p202 Fung Shui
Guardian Retainer (• to •••••) (mult) S&S p85 armed guard
Library (• to •••••) (SH) M:tA p85 1/dot topics of research
Security (• to •••••) VtR p100, PtC p96, MtA
p86
+1 intiative against break-ins per
dot.
Size (• to •••••) VtR p100, PtC p96, MtA
p86, CtL p95
• - 1-2 rooms
•• - 3-4 rooms
••• - 5-8 rooms
•••• - 9-15 rooms
••••• - Countless rooms
Vampire *pre: Haven
Location (• to •••••) VtR p100 +1 bonus to hunting per dot for
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owner and invitees.
Occultation (• to •••••) *pre: Haven Size ••• or
less
Mehket 119 Penalizes attempts to find the
Haven
Temple Library (• to •••••) *pre: Temple CoC p42
Mage *pre: Sanctum
Alchemical Lab (• to •••••) (SH) TotM p146 resources to produce Gross Matter
Guardian Ghost (•• to •••••) (mult) S&S p85 bound Ghost
Guardian Spirit (•• to •••••) (mult) S&S p86 bound Spirit
Hallow (• to •••••) (SH) M:tA p83 upwelling of Mana
Sanctum Gauntlet (• to ••) S&S p86 +/- 1/dot Gauntlet
Scriptorium (•• to •••••) (SH) Myst p67 reduce cost to learn Rotes
Summoning Circle (• to •••) Summ p185 attuned circle to particular realm
Changeling *pre: Hollow
Amenities (• to •••••) CtL p95 How comfortable the Hollow is.
Doors (• to •••••) CtL p95 Add doors in Hedge and on Earth.
Hob Kin (••) RoS p92 Hobgoblins protect your Hollow.
Ritual Doorway (•••) *pre: Doors ••••• RoS p95 Enter from anywhere on Earth. One
way.
Wards (• to •••••) CtL p95 Ability to hide and fortify Hollow
Workshop (• to •••••) *pre: Size >=
Workshop
RoS p97 Space and tools for various crafts,
1/dot
Mobile Hollow (• to •••••) SaD p92 More dots = further and faster, more
control
Changeling Bastions
*pre: Must belong to a Motley
of 3 or more
with specialty in Oneiromancy
Amenities (• to •••••) SaD p108 How comfortable the Bastion is.
Battlements (• to •••••) SaD p108, CtL p. 198 10 points of damage per •, ranged
attacks allowed
Werewolf Territory
Ambush Site (•) Territories 40
Apartment Building (•) Territories 27
Arcane (+•) Territories 40
Artic - Territories 46
Barren - Territories 37
Big Box Store (•) Territories 27
Catalyst (•) Territories 37
Caverns/Tunnels (•) Territories 19
Cemetary (•) Territories 33
Church (•) Territories 33
Cliff/Ridge (•) Territories 19
Club or Bar (••) Territories 28
Contested (-•) Territories 41
Criminal District (•) Territories 34
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Desert (•) Territories 19
Dry - Territories 46
Empty Building (•) Territories 34
Essence Current/Ley
Line
(+•) Territories 41
Fallow Prairie (•) Territories 21
Factory (•) Territories 29
Factory Farm - Territories 21
Farm (• or ••) Territories 21
Glade (•••) Territories 38
Haunted (+•) Territories 42
High - Territories 46
Highway (•) Territories 34
Houses/Housing (•) Territories 29
Hospital (•••) Territories 35
Landfill or Garbage Dump (••) Territories 22
Locus (• to •••••) Territories 38
Mall/Strip Mall (•) Territories 29
Media Center (+•) Territories 42
Military Base (•••) Territories 35
Mountain (••) Territories 22
Museum/Library (•) Territories 30
Neutral Ground - Territories 43
Notorious - Territories 42
Ocean/Sea/Great Lake (•) Territories 23
Office
Building/Skyscraper
(•) Territories 30
Park (•) Territories 30
Pond/Lake/Lakefront (•) Territories 24
Poor (+•) Territories 44
Pure (-••) Territories 44
Rich (+•) Territories 45
River/Riverside (•) Territories 24
Sanguine (+•) Territories 45
Shoal - Territories 38
Shop or Restaurant (•) Territories 31
Spring (••) Territories 24
Stadium or Arena (•) Territories 31
Stream (•) Territories 25
Swamp/Marsh/Wetland (••) Territories 25
Theater/Opera House (•) Territories 33
Tropical - Territories 46
University or (••) Territories 36
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Postsecondary School
Utilities (•) Territories 36
Verge - Territories 39
Virgin (+••) Territories 45
Wet - Territories 46
Window (•) Territories 39
Woods/Forest (••) Territories 26
Wound - Territories 39
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Equipment
Weapons
Melee Weapons
Damage Size DurabilityCost Description Book Page
Blunt
Brass
Knuckles/ Sap
Gloves
1B 1P 3 • Uses Brawl instead of Weaponry WoD,
Arm
170,
36
Club (Wooden) 2B 2 - WoD 170
Escrima Sticks -1B/1-B 2S 1/2 • Damage varies by type Arm 30
Iron Fan 0B 1S 3 • +1 Defense with Weaponry Dodge Arm 36
Mace (Metal) 3B 2L 3 •• WoD,
Arm
170,
30
Maul 4B 3N 3 •• Two-Handed Arm 30
Morningstar 3L 3N 3 •• Arm 30
Nightstick
(TMFA)
2B 2J 2 • +1 defense Arm 30
Nunchaku 1B 1S 3 • -1 without Dex 3 Arm 31
Quarterstaff 2B 4N 1 • +1 defense, two-handed Arm 32
Sap 1B 1 3 • Knockout (Wod p168) / Stun (Stamina) WoD 170
Shakuhachi
Flute
0B 1S 3 • +1 to some Wits+Expression Arm 30
Sledgehammer 2B 3N 2 • 9-Again Arm 41
Telescopic
Baton
3B 2J 3 • Collapses to size 1S Arm 30
War Hammer 5B/4L 4N 3 •• Armor Piercing 1 (Lethal only), -3 if used to attack in next turn Arm 33
Wooden Club 2B 2J 1 - Arm 30
Knives
Bowie Knife 2L 1J 4 • +1 to some Crafts rolls Arm 24
Combat Knife 1L 1J 3 • Arm 24
Qatar Punch
Dagger
2L 1J 3 •• Uses Brawl instead of Weaponry Arm 24
Keris 2L 2K 3 •• Without specialty, does 1L instead Arm 24
Khukri 2L 2J 3 •• 9-Again on targeted attacks Arm 24
Kitchen Knife 1L L 1 • Improvised Weapon; Max damage 2 HtV 249
Knife 1L 1 • WoD 170
Main Gauche 1L 1S 3 • Defense +1 if used with another weapon Arm 24
Pocket Knife -1L 1P 2 • Fragile 3, +1 to some Crafts rolls Arm 24
Rondel Dagger 1L 1S 3 •• Armor Piercing 1, +2 on surprise attacks Arm 24
Switchblade 0L 1P 3 • Arm 24
Swords
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Bastard Sword 3/4L 3N 3 •• One/Two Handed, Strength 4/3 Arm 27
Curved Sword 3L 3N 3 •• +1 when in a position of height Arm 27
Fencing Sword 1L 2L 3 • Armor Piercing 1 Arm 27
Fish-Spine
Sword
1L 2L 1 - 9-Again Arm 27
Gladius 2L 2S 3 •• Arm 27
Greatsword 4L 3N 3 ••• Two-Handed Arm 27
Halberd 4L 4N 3 ••• +1 defense, min Strength 3, two-handed Arm 32
Katana 3L 2L 4 ••• Increased Durability Arm 27
Longsword 3L 2L 3 •• Arm 27
Machete 2L 2J 3 • Arm 27
Rapier 2L 2L 3 •• Armor Piercing 1 Arm 27
Sword 3L 2 •• Arm 27
Swordcane 2B/L 2L 3 •• While sheathed does bashing Arm 27
Wakizashi 2L 2S 4 ••• Arm 27
Zweihander 4L 4N 3 ••• 9-Again Arm 27
Axes
Axe (Small) 2L 1 • Arm 27
Axe (Large) 3L 3 •• Two-Handed, 9-Again Arm 27
Battle-Axe 3L 3N 3 •• Arm 33
Crash Axe 2L 2L 4 • Arm 33
Fire-Axe 3L 3N 2 • Two-Handed Arm 33
Greataxe 5L 4 ••• Two-Handed, 9-Again Arm 27
Hatchet 1L 1S 2 • Arm 33
Ice Axe 2L 2J 1 • Armor Piercing 1 Arm 33
War Axe 5L 4N 3 ••• Arm 33
Polearms
Bayonet 2L 1S 3 • Does only 1L if unmounted Arm 24
Naginata 3L 4N 2 ••• +1 defense, two-handed Arm 32
Scythe 2L 4N 2 • +1 defense Arm 41
Spear 3L 4N 2 • Two-Handed, Defense +1 against unarmed foes Arm 32
Trident 4L 4N 3 •• +1 defense, two-handed Arm 32
Chain
Chain (Basic) 1B 1S 3 - Sometimes improvised Arm 31
Flail 3B/L 3N 3 •• Lethal if spiked, -1 without Dex 3, ignore shields Arm 30
Kusari Gama 2B/L 2N 3 •• -2 without Fighting Style: Chain Weapons Arm 31
Kyoketso
Shogi
1B/L 3N 2 •• -2 without Fighting Style: Chain Weapons Arm 31
Manriki Gusari 2B 2L 3 • -2 without Fighting Style: Chain Weapons Arm 31
Poi 0B 1S 3 - +1 defense, trip attack, two-handed Arm 31
Improvised
Chainsaw -2L 3N 3 • 8-Again, +1 Defense Arm,
Slash
39,
156
Chainsaw (High -1L 4 •••• 8-Again, +1 Defense Arm 39
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End)
Keys -1L/1B 0 1 • Slash 156
Stake 1L 1S 1 - Arm 27,
Errata
Straight Razor 0L 0 1 • With a killing blow, victim gains one Lethal per minute. If victim
at full Lethal, 2 Agg per minute
Slash 157
Miscellaneous
Bagh-Nakh 1L 1P 3 • Uses Brawl instead of Weaponry Arm
Broken Bottle HtV 249
Catch Pole 0B 3N 2 • Can be used to Grapple opponents with Weaponry instead of
Brawl
Fakir's Horns -1L 3N 3 • +1 Defense, +2 Defense with Weaponry Dodge Arm 36
Nail Gun 0L 2J 3 • Strength+Firearms, if successful 1 automatic Lethal Arm 40
Strangle Wire 2L 1P 2 Grapple, then apply wire (Strength+Weaponry-3, no Defense) Arm,
Reload
36,
58
Stun Gun 0 1P 3 • Dexterity+Weaponry, successes on attack count as penalties
against next roll, target goes unconscious if cumulative penalty
exceeds size
Arm
Whip 1B/0L 2J 1 • Dex+Weapon, -3 To disarm opponent Arm 36
Ranged Weapons
Damage Ranges Clip Strength Size Cost Description Book Page
Revolvers
Revolver, Light 2L 20/40/80 6 2 1 •• WoD 170
Revolver, Heavy 3L 35/70/140 6 3 1 •• WoD 170
.22LR 1L 5/10/20 6 0 1P • Arm 62
.38 Special 2L 20/40/80 6 1 1S •• Arm 62
.357 Magnum 3L 30/60/120 6 2 1S •• Arm 62
.44 Magnum 3L 35/70/140 6 3 2J ••• 9-Again Arm 62
Autoloaders
Pistol, Light 2L 20/40/80 17+1 2 1 ••• WoD 170
Pistol, Heavy 3L 30/60/120 7+1 3 1 ••• WoD 170
Glock 22 2L 20/40/80 10+1 2 1 •• HtV 247
Glock 26 2L 10/20/40 10+1 2 1 •• HtV 247
Holdout 1L 5/10/20 6+1 1 1P • Arm
9mm Luger 2L 20/40/80 15+1 2 1S •• Arm
.40 S&W 2L 25/50/100 12+1 2 1S •• 9-Again Arm
.45 ACP 3L 30/60/120 8+1 2 1S •• Arm
Desert Eagle 4L 50/100/200 7+1 3 1L •••• HtV 247
Rifles
Rifle 5L 200/400/800 5+1 2 3 •• Two-Handed WoD 170
Plinking Rifle 1L 30/60/120 5+1 1 2N • Arm 74
Target Rifle 4L 150/300/600 5+1 2 3 •• Arm 74
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Hunting Rifle 4L 200/400/800 4+1 2 3 ••• 9-Again Arm 74
Sniper Rifle 4L 250/500/1000 10+1 2 3 •••• 9-Again Arm 74
Big-Game Rifle 5L 250/500/1000 3+1 3 3 •••• STR Req is 5 if not properly braced and
causes recoil
Arm 74
Anti-Material
Rifle
5L 300/600/1200 5+1 3 4 ••••• Causes recoil if not properly braced, 8-
Again, Armor Piercing 6
Arm 74
Weatherby Mk.
5
5L 250/500/1000 2+1 3 3 •••• HtV 247
M1 Garand 4L 225/450/900 8+1 3 3 ••• 9-Again HtV 247
KAC SR-25 4 125/250/500 20+1 2 3 •••• 9-Again HtV 247
Submachine
Guns
SMG, Small 2L 25/50/100 30+1 2 1 ••• Autofire WoD 170
SMG, Large 3L 50/100/200 30+1 3 2 ••• Two-Handed, Autofire WoD 170
9mm Luger 2L 30/60/120 32+1 2 (2/3/4) 2L ••• Arm
9mm Luger
(Machine Pistol)
2L 20/40/80 20+1 2 (3/4/5) 1J ••• Arm
.45 ACP 3L 30/60/120 30+1 2 (2/3/4) 2N ••• Arm
Assault Rifles
Assault Rifle 4L 150/300/600 42+1 3 3 ••• Two-Handed, Autofire WoD 170
5.56mm AR 4L 150/300/600 30+1 2 (2/3/4) 3 ••• Arm 75
5.56mm Bullpup
AR
4L 150/300/600 30+1 2 (2/3/4) 2L •••• Arm 75
7.62mm AR 4L 200/400/800 20+1 3 (3/4/5) 3 ••• 9-Again Arm 75
Shotguns
Shotgun 4L 20/40/80 5+1 3 2 •• Two-Handed, 9-again WoD 170
Break-Action 4L 20/40/80 2 3 3 • 9-Again Arm
Lever-Action 4L 20/40/80 2+1 3 3 •• 9-again Arm
Pump-Action 4L 20/40/80 8+1 3 3 •• 9-Again Arm
Semi-Automatic 4L 20/40/80 5+1 3 3 ••• 9-Again Arm
Sawed-Off 4L 15/30/65 5+1 3 2 •• 9-Again HtV 247
Machine Guns
SAW 4L 175/350/700 200 (3/4/5) 3 ••••• Arm
GPMG 4L 250/500/1000 100 (4/4/5) 4 ••••• 9-again Arm
HMG 5L 300/600/1200 50 (3/3/4) 5 ••••• 8-again Arm
Miscellaneous
Atlatl 4L Thrown*5 1 2 3 ••• Arm 91
Ballistic Knife 1L 2/5/10 1 1 1J •• 9-Again Arm 91
BB Gun, pistol 0B 5/10/20 50 1 1S • Cannot deal more than 1B or reduce
target to fewer health than Size
Arm 91
BB Gun, Rifle 0B 10/20/40 300 1 2L • Cannot deal more than 1B or reduce
target to fewer health than Size
Arm 91
Blowgun 0L 1 1 2N • Rolls Dex+Ath, Range equal to 2*
(Size+Stamina+Athletics)
Arm 90
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Bow Strength 1 • Rolls Dex+Ath, Two-Handed, Range equal
to 3*(Strength+Size+Athletics), Strength
penalties are doubled
Arm 90
Bow, Compound Strength+1 •• Two-Handed, Rolls Dex+Ath, Range equal
to 4*(Strength+Size+Athletics)
Arm 90
Crossbow 3L 40/80/160 1 3 3 ••• Two-Handed, slow to reload, Armor
Piercing 2
WoD 170
Crossbow 3L 40/86/160 1 2 3 ••• Two-Handed, can use Athletics or
Firearms, requires 2*min. Str turns to
reload, AP 2
Arm 90
Crossbow, Hand 1L 15/30/60 1 1 2N •• Can use Athletics or Firearms, Requires
2*min. Str turns to reload, AP 1
Arm 90
Dart Gun, Pistol 0 10/20/40 1 1 2L •• Only deals 1L to targets Size 2 or less,
otherwise, no damage
Arm 91
Dart Gun, rifle 1 25/50/100 1 1 3 ••• Only deals 1L to targets Size 2 or less,
otherwise no damage
Arm 91
Flare Gun -1L 20/40/80 1 1 1S • Maximum of 4 damage Arm 91
Sling 2L Thrown*3 1 2 0P Rolls Dex+Ath Arm 90
Sling, Stave 3L Thrown*5 1 2 4 Two-Handed, rolls Dex+Ath Arm 90
Ranged Stun
Gun
-1 1/3/7 1 1 1S •• Deals 1B regardless of successes, until
removed stun gun attacks can still be
made
Arm 93
Slingshot 0B 5/10/20 1 1 1S • Cannot deal more than 1B, Rolls Athletics Arm 93
Spear Gun 3L 15/30/60 1 2 2L •• Two turns to reload, range only applies
underwater
Arm 93
Thrown
Weapons
Dart -1L Aero 1 1P • 10s not re-rolled Arm 89
Hatchet 1L Thrown 2 1J • Can deal Bashing instead Arm 89
Javelin, Combat 3L Aero 2 2N •• Arm 89
Javelin,
Competition
2L Thrown*4 2 2N •• Arm 89
Knife 1L Aero 2 1P • Arm 89
Shuriken -1L Aero 1 1P • 10s not re-rolled Arm 89
Mounted
M158 Launcher -2L+10 125/250/500 7 - Blast Area/Force 3, Knockdown, Armor
Piercing 12
Reload 35
Minigun 5L / 6L 250/500/1000 750 - Autofire, Armor Piercing 6, 9-Again, multi-
barrel does 6L
Reload 35
M134 "Minigun" 4L+2 150/300/600 100 4 5 Can only be fired in long bursts; 8-Again,
fires 50+5 dice
ArmErr 4
Special Ammunition
Arrows Damage Range Amount
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Modifier Modifier
Bodkin Increase
by half
again
12 ••• Armor Piercing 4 Arm 90
Broadhead • Armor Piercing 2 and +1 against no or soft armor,
otherwise -2
Arm 90
BulletsDamage
modifier
Range
modifierAmountCost Description BookPage
Armor Piercing (2L
or less Handgun)
50 •• Armor Piercing 1 Arm 82
Armor Piercing (2L
w/ 9-again or more
Handgun)
50 •• Armor Piercing 2 Arm 82
Armor Piercing (4
or less Rifle)
20 •• Armor Piercing 2 Arm 82
Armor Piercing (4L
w/ 9-again or more
Rifle)
20 •• Armor Piercing 3 Arm 82
Buckshot
(Shotgun)
25 • +1 against 0 Durability or Armor at short range, range
penalties reduced by half, anyone in physical contact w/
target suffers half damage, all targets double durability or
armor
Arm 86
Birdshot (Shotgun) -1 -0/-half/-
half
25 • anyone in physical contact w/ target suffers half damage,
all targets triple Durability or Armor
Arm 86
Cold Iron Normal bullet acts as an Armor Piercing bullet, hollowpoint
acts as a normal bullet
Arm 88
Flamethrower
(Shotgun)
+3 3 • Autofire base damage 0, maximum 4 damage Arm 86
Flare (Shotgun) Becomes
-1
-half/-
half/-half
3 • Maximum 4 damage Arm 87
Frangible (Handgun
or Rifle)
20 •• +1 against 0 Durability or Armor Arm 83
Gold -1 All ranges reduced by three-quarters of normal Arm 88
Hollowpoint
(Handgun or Rifle)
-0/-3/-5 20 • +1 against 0 Durability or Armor, -2 otherwise Arm 83
Riot Control
(Handgun or Rifle)
20 •• Deals Bashing instead of Lethal
Riot Control
(Shotgun)
25 • Deals Bashing instead of Lethal Arm 88
Silver -1 Arm 89
Shotgun Gauge Damage Range Modifier Capacity Modifier Strength Modifier Description BookPage
.410 2L -10/-20/-30 +2 -1 9-Again Arm 77
28 2L -10/-20/-30 +2 -1 9-Again Arm 77
20 3L -5/-10/-15 +1 -1 9-Again Arm 77
16 4L +0/+0/+0 +0 +0 Arm 77
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10 5L +5/+10/+15 -1 +1 Arm 77
Explosives
Type Throwing Mod Blast RadiusDamage Size Cost Description BookPage
Incendiary -1 2 2 1 - Ignites fire WoD 179
Concussion +2 3 4 1 ••• Delivers bashing damage and knockdown WoD 179
Shredding +2 3 4 1 ••• WoD 179
Single Destructive +1 4 4+ 1 ••• WoD 179
High Explosive n/a 20+ 6+ 1-3 •••• Timed explosive WoD 179
Grenades DamageBlast
AreaForce Size Cost Description BookPage
Frag, Standard 2L+3 10 3 1S - Knockdown Arm 104
Frag, Heavy 0L+3 5 3 1J - 9-again, knockdown Arm 104
Frag, Stick 3L+2 10 2 1J - Knockdown Arm 104
Pipe Bomb 0L+2 5 2 2J • Not Aerodynamic Arm 104
Stun 1B+2 5 2 1S •• Knockdown, Stun Arm 104
Thermite -2L+4 5 4 1J - Armor Piercing 8, creates a 4L fire Arm 104
White
Phosphorous
-2L+4 5 4 1J - Armor Piercing 3, creates a 4L fire and provides substantial
concealment
Arm 104
Molotov Cocktail -1L+2 3 2 2L • Not aerodynamic, creates a fire Arm 105
Smoke -1 10 - 1J •• Provides substantial concealment Arm 105
Tear Gas -1 10 - 1J •• Provides substantial concealment, creates tear gas Arm 105
Toxins
Type Application Toxicity Rating Source
Ammonia Inhalation 3 WoD 181
Bleach Ingestion 4 WoD 181
Cyanide Ingestion, Inhalation 7 WoD 181
Drug/Alcohol Abuse Ingestion, Inhalation, Injection 3-7 WoD 181
Salmonella Ingestion 2 WoD 181
Venom Injection, Ingestion 3-8 WoD 181
ArmorArmor
General FirearmsStrength Defense Speed Cost Description Book Page
Bomb Suit 3 6 3 -3 -3 ••••• Once explosion is absorbed, drops to 2/3 Armory 175
Bulletproof Vest 2 3 1 -1 0 ••• Bulletproof Armory 175
Bulletproof Vest
Accessories
1 2 1 0 0 •• Covers a spot not armored by Vest; only
applies against called shots against
Armory 175
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covered area
Chainmail 2 1 3 -2 -2 •• WoD 170
Chainmail (vanity) 1 1 3 -1 -1 •• Armory 176
Flak Jacket 2 3 1 -1 0 •• Bulletproof; updated by Armory to
"Bulletproof Vest"
WoD 170
Flak Jacket
(Armory variant)
1 2 1 -1 0 • Quasi-bulletproof Armory 177
Full Riot Gear 3 4 2 -2 -1 ••• Bulletproof WoD 170
Full Riot Gear+ 3 4 2 -2 -1 •••• Bulletproof; immune to Armor Piercing Armory 177
Kevlar Jacket
(Thin)
1 2 1 0 0 • Bulletproof WoD 170
Leather
(Hardened)
1 0 2 -1 -1 • WoD 170
Leather Armor 1 0 2 -1 0 • Armory 177
Leather Armor
(Hardened)
2 0 2 -1 0 •• Armory 177
Lorica
Segmentata
2 2 3 -2 -2 •••• Armory 177
Plate Armor 3 2 4 -2 -3 •••• Penalties increased if not custom fitted WoD 170
Reinforced
Clothing
1 0 1 0 0 - Reinforced clothing or thick leather jacket WoD 170
Sports Equipment 2 0 2 -1 -1 • Armory 177
Shields
Defense Strength Cost Description Source
Ballistic Armor
Wall
- - •••• Cover (Durability 5, Size 7, Structure 12) Armory
179
Ballistic Shield +2 3 ••• Adds significant penalty to hit with ranged weapons; armor-piercing
ranged weapons penetrate without problem
Armory
178
Improvised
Shield
+1 Variable Variable Destroyed after absorbing (Structure) attacks Armory
179
Medieval Shield +2 3 •• Armory
179
Riot Shield +2 2 •• Add full defense against thrown attacks Armory
179
Riot Shield
(electrified)
+2 2 ••• Add full defense against ranged attacks; stun anyone touched by the
shield
Armory
179
Vehicles
Name DurabilitySize Structure AccelerationSafe
Speed
Top
SpeedHandling Occupants Cost Notes Source
Passenger
Cars
Subcompact 2 8 10 13 (18 mph) 95 (65 147 (100 3 1+3 ● Armory
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Car mph) mph) 135
Cab 4 14 18 14 (19 mph) 103 (70
mph)
176 (120
mph)
2 1+4 ●●● Polycarbinate
partition,
Radio
HtV
251
Compact Car 3 9 12 15 103 (70
mph)
191 (130
mph)
3 - - WoD
147
Compact Car
(Armory)
3 9 12 15 (20 mph) 103 (70
mph)
161 (110
mph)
3 1+3 ● Armory
135
Mid-Size Car 3 12 15 14 110 (75
mph)
183 (125
mph)
2-3 - - WoD
147
Mid-Size Car
(Armory)
3 12 15 19 (26 mph) 110 (75
mph)
169 (115
mph)
2 1+3 ●● Armory
135
Performance
Mid-Size
3 12 15 28 (38 mph) 117 (80
mph)
227 (155
mph)
4 1+3 ●●● Armory
135
Full-Size Car 3 14 17 12 103 (70
mph)
176 (120
mph)
1 WoD
147
Full-Size Car
(Armory)
3 14 17 14 (19 mph) 103 (70
mph)
176 (120
mph)
2 1+4 ●●● Armory
135
Limousine 3 19 22 10 (14 mph) 81 (55
mph)
147 (100
mph)
0 1+11 ●●●● ● to rent for a
single night
Armory
135
Police Car 3 14 17 15 (21 mph) 110 (75
mph)
213 (145
mph)
3 1+3 ●●● Many special
notes
Armory
135
Secure
Sedan
6 12 18 19 (26 mph) 110 (75
mph)
169 (115
mph)
3 1+3 ●●● Many special
notes
HtV
251
Sports Cars
Sports Car 2 10 12 20 161
(110
mph)
235 (160
mph)
4 - - WoD
147
Sports Car
(Armory)
2 10 12 28 (38 mph) 117 (80
mph)
249 (170
mph)
4 1+1 ●●●● Armory
135
Muscle Car 3 12 15 26 (35 mph) 110 (75
mph)
220 (150
mph)
3 1+3 ●● Armory
135
Sport
Compact
3 9 12 27 (37 mph) 117 (80
mph)
213 (145
mph)
4 1+3 ●●● Armory
135
Supercar 2 10 12 37 (50 mph) 132 (90
mph)
301 (205
mph)
5 1+1 ●●●●● Penalty to
offroading
Armory
135
Light Trucks
Light Pickup
Truck
3 14 17 15 (20 mph) 88 (60
mph)
154 (105
mph)
1 1+2 ●● Armory
138
Heavy
Pickup Truck
3 15 18 12 (16 mph) 81 (55
mph)
132 (90
mph)
0 1+2 ●●● Armory
138
Jeep 3 13 16 9 (12 mph) 88 (60
mph)
147 (100
mph)
1 1+3 ●● Armory
138
Off-Road
SUV
3 15 18 12 (17 mph) 96 (55
mph)
154 (105
mph)
0 1+4 ●●● Armory
138
Military
Tactical
4 17 21 7 (10 mph) 81 (55
mph)
117 (80
mph)
0 1+3 N/A Armory
138
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Truck
SUV/Pick Up
Truck
3 15 18 13 103 (70
mph)
169 (115
mph)
0 - - WoD
147
Vans
Cage Van 3 17 20 7 (9 mph) 73 (50
mph)
132 (90
mph)
-1 1+1 ●●● Has Cage HtV
251
Full-Size Van 3 16 19 8 (11 mph) 81 (55
mph)
132 (90
mph)
-1 1+12 ●● Armory
138
Minivan 3 15 18 12 (16 mph) 95 (65
mph)
154 (105
mph)
0 1+7 ●● Armory
138
Delivery Van 3 17 20 7 (9 mph) 73 (50
mph)
132 (90
mph)
-1 1+1 ●●● Armory
138
Recreational
Vehicle
3 18 21 9 (12 mph) 81 (55
mph)
117 (80
mph)
-1 1+6 ●●● With
Resources
●●●● may
serve as
residence
Armory
138
SUVs
Commuter
SUV
3 15 18 15 (20 mph) 95 (65
mph)
147 (100
mph)
0 1+6 ●●● Armory
138
Performance
SUV
3 15 18 24 (33 mph) 110 (75
mph)
242 (165
mph)
3 1+4 ●●●●● Armory
138
SUV
Limousine
3 20 23 10 (13 mph) 81 (55
mph)
132 (90
mph)
-1 1+17 ●●●● ●● to rent for
a single night
Armory
138
Motorcycles
-2 Without
Relevant
Drive Skill
Specialty
Motorcycle 2 7 9 22 132 (90
mph)
235 (160
mph)
4-5 - - WoD
147
Street Bike 2 7 9 20 (27 mph) 88 (60
mph)
183 (125
mph)
5 1+1 ●● Armory
138
Dirt Bike 2 5 7 18 (25 mph) 51 (35
mph)
81 (55
mph)
4 1+1 ● Armory
138
Cruiser 2 7 9 22 (30 mph) 103 (70
mph)
176 (120
mph)
4 1+1 ●● Armory
138
Cruiser w/
Sidecar
2 7 9 17 (23 mph) 77 (53
mph)
132 (90
mph)
2 1+2 ●● Armory
138
Sport Bike 1 6 7 44 (60 mph) 117 (80
mph)
279 (190
mph)
5 1+1 ●●● Armory
138
Sport Bike w/
Sidecar
1 6 7 33 (43 mph) 87 (58
mph)
209 (143
mph)
3 1+2 ●●● Armory
138
Personal
Vehicles
Uses
Athletics
Instead of
Drive
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Street Bike 2 3 5 Strength Strength
+ 5
Strength +
15
3 1 ● Armory
138
Mountain
Bike
3 3 6 Strength Strength
+ 4
Strength +
12
2 1 ● Armory
138
Messenger
Bike
3 3 6 Strength Speed +
5
Speed + 15 3 1 ● Can handle
50 pounds of
extra cargo
HtV
251
Skateboard 2 2 4 Strength Strength
+ 3
Strength +
8
4 1 ● Long rides
are
exhausting
Armory
138
Commercial
Vehicles
-2 Without
Relevant
Drive Skill
Specialty
18 Wheeler
(Rig only; no
trailer)
3 18 21 10 103 (70
mph)
161 (110
mph)
-1 - - WoD
147
Bus 3 21 24 10 88 (60
mph)
147 (100
mph)
-2 - - WoD
147
Medium
Truck
3 20 23 10 (13 mph) 81 (55
mph)
110 (75
mph)
-1 1+2 ●●● Armory
140
Armored
Truck
7 17 24 13 (18 mph) 88 (60
mph)
125 (85
mph)
-1 1+4 ●●●● Has gun
ports
Armory
140
Semi Tractor 3 18 21 9 (12 mph) 102 (70
mph)
139 (95
mph)
-1 1+2 ●●●● Armory
140
Semitrailer 3 21 24 - - - - - ●● Must be
attached to a
semi tractor
Armory
140
Tractor-
Trailer Rig
* 25 * 6 (8 mph) 102 (70
mph)
132 (90
mph)
-3 * * Semi-Tractor
with
Semitrailer
attached
Armory
140
Transit Bus 3 21 24 9 (12 mph) 66 (45
mph)
95 (65
mph)
-2 1+45 ●●● Armory
140
Tour Bus 3 24 27 7 (10 mph) 95 (65
mph)
125 (85
mph)
-2 1+56 ●●●● With
Resources
●●●●● may
serve as
residence
Armory
140
Construction
Vehicles
-3 Without
Relevant
Drive Skill
Specialty
Excavator 4 18 22 2 (3 mph) 4 (3
mph)
7 (5 mph) -5 1 ●●●●● Arm can be
used as a
weapon
Armory
144
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Bulldozer 5 20 25 3 (4 mph) 7 (5
mph)
13 (9 mph) -4 1 ●●●●● Knocks down
subjects hit
by it
Armory
144
Steamroller 5 19 24 2 (3 mph) 6 (4
mph)
12 (8 mph) -4 1 ●●●● Knocks down
subjects hit
by it (ow...)
Armory
144
Forklift 3 9 12 4 (5 mph) 7 (5
mph)
16 (11
mph)
-2 1 ●● Forks can be
used as a
weapon
Armory
144
Armored
Vehicles
-3 Without
Relevant
Drive Skill
Specialty,
Hits on front
armor
doubles
Durability
APC 10 19 29 7 (9 mph) 51 (35
mph)
73 (50
mph)
-2 2+11 N/A Armory
144
IFV 12 18 30 6 (8 mph) 44 (30
mph)
66 (45
mph)
-3 3+6 N/A Armed Armory
144
Main Battle
Tank
26 20 46 4 (6 mph) 44 (30
mph)
88 (60
mph)
-4 4 N/A Heavily
armed
Armory
144
Small Boats
Canoe 1 7 8 Strength Str+Sta Str+Sta+10 0 3 ● Extended
use is
exhausting
Armory
146
Kayak 1 6 7 Strength Str+Sta Str+Sta+10 1 1 ● Extended
use is
exhausting
Armory
146
Personal
Watercraft
2 6 8 22 (30 mph) 44 (40
mph)
88 (60
mph)
4 1+1 ● Armory
146
Inflatable
Boat
1 8 10 9 (12 mph) 22 (15
mph)
44 (30
mph)
2 1+7 ● Armory
146
Motorboats
Fishing Boat 2 9 11 4 (5 mph) 7 (5
mph)
22 (15
mph)
2 1+3 ● Armory
146
Powerboat 3 14 17 7 (10 mph) 37 (25
mph)
66 (45
mph)
3 1+5 ●●● Armory
146
Racing Boat 2 18 20 17 (23 mph) 73 (50
mph)
198 (135
mph)
4 3+2 ●●●● Armory
146
Houseboat 3 23 26 2 (3 mph) 15 (10
mph)
44 (30
mph)
-1 1+7 ●●● With
Resources
●●● may
serve as a
residence
Armory
146
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SailboatsUses
Survival
instead of
Drive
Day Sailer 1 8 9 * * * 0 1+2 ● Armory
146
Yacht 2 20 22 * * * 1 1+5 ●●●● With
Resources
●●●● may
serve as a
residence
Armory
146
Racing Yacht 3 25 28 * * * 2 6+6 ●●●●● With
Resources
●●●●● may
serve as a
residence
Armory
146
Light
Aircraft
Untrained
without
Relevant
Drive Skill
Specialty
Single-
Engine
2 18 20 9 (12 mph) 176
(120
mph)
213 (145
mph)
0 1+3 ●●● Armory
148
Twin-Engine 2 21 23 18 (25 mph) 367
(250
mph)
499 (340
mph)
0 2+14 ●●●● Armory
148
Stunt Plane 3 15 18 15 (21 mph) 205
(140
mph)
265 (180
mph)
2 1+1 ●●● Armory
148
Glider 1 15 16 16 (22 mph) 161
(110
mph)
257 (175
mph)
2 1+1 ●●● Armory
148
Commercial
Aircraft
Untrained
without
Relevant
Drive Skill
Specialty
Business Jet 2 25 27 17 (23 mph) 660
(450
mph)
880 (600
mph)
0 2+10 ●●●●● Armory
148
Airliner 2 35 37 18 (24 mph) 689
(470
mph)
924 (630
mph)
-2 3+180 N/A Armory
148
Light
Transport
2 30 32 7 (9 mph) 257
(175
mph)
337 (230
mph)
-1 2+6 ●●●●● Armory
148
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Heavy
Transport
3 40 43 10 (14 mph) 641
(430
mph)
843 (575
mph)
-3 3+9 N/A Armory
148
Combat
Airplanes
Untrained
without
Relevant
Drive Skill
Specialty
Ground
Attack
Fighter
6 22 28 15 (20 mph) 587
(400
mph)
953 (650
mph)
3 1 N/A Heavily
armed
Armory
151
Air
Superiority
Fighter
3 20 23 51 (70 mph) 1027
(700
mph)
2200 (1500
mph)
5 2 N/A Heavily
armed
Armory
151
Jump Jet 2 19 22 37 (50 mph) 733
(500
mph)
1093 (745
mph)
4 1 N/A Heavily
armed
Armory
151
Jet Trainer 2 20 22 42 (57 mph) 836
(570
mph)
1195 (814
mph)
4 2 ●●●●● Armory
151
Helicopters
Untrained
without
Relevant
Drive Skill
Specialty
Observation 2 17 19 13 (18 mph) 176
(120
mph)
227 (155
mph)
1 2 ●●●● Armory
151
Service 3 20 23 15 (21 mph) 205
(140
mph)
279 (190
mph)
2 2+8 ●●●●● Armory
151
Transport 3 25 28 11 (15 mph) 147
(100
mph)
257 (175
mph)
1 2+2 ●●●●● Armory
151
Attack 6 21 27 19 (26 mph) 257
(175
mph)
330 (225
mph)
3 2 N/A Heavily
armed
Armory
151
Gunship 6 22 28 12 (16 mph) 242
(165
mph)
293 (200
mph)
1 2+7 N/A Heavily
armed
Armory
151
Bell AH-1
Cobra
6 21 27 19 (26 mph) 257
(175
mph)
330 (225
mph)
3 2 - Reload
35
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Flaws
Physical Description Specific ToSource-
_
Bad
Regeneration
Has an injury that did not regenerate properly; has one lower Health and may suffer
other penalties.
Werewolves Rage
p105
Crippled Confined to a wheelchair. Speed is your Strength. Instant to move or -2 on speed and
all actions to move.
WoD
p219
Cumbersome Rather large. No change to size, Stamina cannot go above 3. Must shop in specialty
stores for clothing
RoS
p98
Deformity -2 of social rolls when meeting new people due to disfiguring limbs/scars/blemish WoD
p219
Dwarf Size is 4. XP awarded for notable social problems. WoD
p219
Hard of Hearing -2 from all hearing perception rolls. WoD
p219
Lame Speed factor is 2 due to flaw in legs (artificial, crippled, crutches etc) WoD
p219
Mute Cannot speak. WoD
p219
No Fangs Does not cause enrapturement when feeding, must render unconscious or subdue
victims rather than just bite. Saliva does not heal wounds caused this way.
Vampires Mehk
p118
One Arm Double time to perform manual tasks. Attempts to do task quickly are at -3 WoD
p219
One Eye Ranged attack penalties double. 10-again not re-rolled in driving, 1's subtract. WoD
p219
Poor Sense of
Smell
Suffers a penalty to smell related perception checks. Werewolves Rage
p106
Poor Sight -2 to all sight perception tests. WoD
p219
Silver Allergy Contact with silver causes some aggravated damage to a Forsaken werewolf. Werewolves Rage
p106
Mental
Addiction Addicted to a substance. 3 sessions without indulging means its beaten. Indulgence
here does not count for Gluttony.
WoD
p218
Amnesia Memories from past trauma surface unexpectedly. Sporadically forgets allies and
enemies from past.
WoD
p218
Anthropocentric Uncomfortable in wolf forms, preferring to do everything as a normal human. Werewolves Rage
p105
Behavior Blind Unable to figure peoples moods and emotions (although Empathy rolls can provide).
Cannot detect sarcasm etc.
WoD
p219
Cannibal A preference rather than addiction to human flesh. RoS
p98
Coward Hesitates at dangerous or awkward situations. WoD
p219
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Forgetful Doesn't forget everything, just small details that make things frustrating, such as
names and short term goals.
WoD
p219
Functional
Multiple
Personalities
Multiple Personality Disorder derangement with a twist: The Changeling has two
personalities that don't know the other exists; One sees itself as pure human and
rejects the supernatural, the other as his true form, as a Changeling.
Changelings CtL p44
Headstrong Often brash, and does not think through their actions. Werewolves Rage
p105
Illiterate Might recognize simple words, but has trouble with sentences or books. RoS
p98
Impossible
Standard
Character is held to strict and exacting demands, of which failure has its own
consequences.
- Ventrue
107
Nightmares Dreams with intensity higher than Res become nightmares, keeping the new
Intensity. Alt: Roll Res+Com, failure indicates character does not regain point on
nightly Willpower.
CtL
p193
SpSl
p140
Racist/Sexist Has a strong bias against or for a certain social group to the exclusion of others of
the same type.
WoD
p219
Social
Aloof Shy and distant in social situations. Dislikes being the center of attention. WoD
p219
Disharmony Had strong religious beliefs that conflict with the principles of Harmony. Werewolves Rage
p106
Dishonorably
Discharged
Can not purchase Allies, Contacts or Status related to Military services and gain
effect of the Notoriety Flaw among ex-service members.
DoW
p40
Embarrassing
Secret
A secret in the past. XP awarded for keeping it secret at the expense of allies. (If gets
out may exchange for Notoriety or other appropriate Flaw)
WoD
p219
Expectations Has rigid expectations that do not gel well with reality; suffers a social penalty when
interacting with others outside of that framework.
- Ventrue
107
Fealty The character has a master that makes decisions for her, effectively trading free will
for XP.
DC
p199
Hollywood
Syndrome
Has telltale markings of werewolves as defined by Hollywood Werewolves Rage
p106
Lone Wolf Difficulty interacting with other werewolves. Werewolves Rage
p106
Lost Love Had a strong connection to another early in life (or unlife). When triggered by a certain
stimulus, suffer a -2 penalty on all rolls until one can escape the situation.
Vampires AM p69
Materialist Difficulty interacting with spirits Werewolves Rage
p106
Notoriety Inverse of Fame. If recognized, is met with negative reactions from those that would
know.
WoD
p219
Speech
Impediment
Must be role-played. If forgotten, Storyteller may warn condition is curing. WoD
p219
Untrustworthy -2 to Persuasion, Socialize, or any Manipulation test. RoS
p98
Mystical
Abyss-Marked Stained by the Abyss, -2 modifier when hiding from Abyssal creatures, increases risk Summ
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when summoning Supernal creatures p71
Anachronism Has significant problems handling recent technology. RoS
p98
Bad Bargain Made a bad pact with a Spirit, already gained the benefit, but still has to follow
through on task (medial obligation).
Summ
p183
Bad
Regeneration
Has an injury that did not regenerate properly; has one lower Health and may suffer
other penalties.
Werewolves Rage
p105
Empowered
Bane
For Key-Initiation Only. A relatively rare substance or combination of common
substances does Aggravated when used as a weapon, and has a -2 on Manifestation
rolls when on the Sin-Eater or his opponent.
Sin-Eaters GtSE
p188
Essence
Vessel
Contains the soul of a powerful spirit or neutral residual Essence, which will release
upon the characters death. Receives unwelcome Spirit attention.
BoS
p111
Glamour Addict As per Addiction, except the substance is Glamour or the act of Harvesting. Changelings RoS
p98
Manifest Mien Mien shows through in small ways. It leaves unsettling or lackluster impressions on
people, depending on what is least useful to the character at the time.
Changelings RoS
p98
Sluggish Vitae Forced to spend an additional Vitae to wake each evening. Vampires AM p69
Shadow
Addiction
As per Addiction, but with the added danger that the substance or experience is
located in the Shadow.
BoS
p111
Shadow
Aversion
Anxious when under the effects of anything linked to the Shadow. -1 to all rolls in
extreme situations.
BoS
p111
Soul-Scarred Lingering injury to soul due to contact with some outer creature. Attracts Acamoth,
malevolent ghosts and spirits of negative emotions.
Summ
p183
True Tongue Can lie, but it is glaringly obvious in both blatant lies and lies of omission that the
character is lying.
Changelings RoS
p98
Word of Life Tummuz Only. A word such as the Hebrew Adam or Emet, is inscribed on the
forehead. Provides +1 to Humanity to the maker when creating the Tummuz at Stage
2, and a -1 to effective Azoth for determining a Pandoran. However, should the words
be marred to mean something else, the Tummuz drops into a death-like state until
rectified.
Prometheans SA p41
Weakened
Attribute
For Key-Initiation Only. A chosen attribute does not have 10-Again, and 1's subtract
from successes.
Sin-Eaters GtSE
188
Conflicted Werewolves Blood of
the Wolf
104
Weak Bloodline This flaw, unique to the Ivory Claw tribe of the Pure, subtracts one dot from their
effective Purity for some social purposes.
Werewolves The
Pure
111
Derangements
Derangement Severity Description Specific To Reference
Abyssal
Compulsion
Severe Insistence on investigating Abyssal lore and creatures Mages Summ
p183
Animalistic
Dependency
Mild,
Severe
Mild: Res+Comp if not expecting to hear/see animals. On fail, -1 to
all rolls.
- Ventrue
p107
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Severe: Res+Comp if no animals nearby. On fail, activate Animalism
3. ST penalties for Animalism roll apply to all rolls if Animalism 3
failed.
Anxiety Severe Follows Inferiority Complex; -2 on all rolls and Willpower points
cannot be spent to bolster any rolls for the remainder of the scene.
WoD p98
Aphasia Severe,
Extreme
Follows Vocalization; Unable to speak coherently. Wits+Empathy roll
for listeners to understand. Use sign language or written text to
communicate. Spend 1 Willpower to speak for a scene.
The Blood
108
Avoidance Mild Res+Comp when confronted with situation/person associated with
previous, significant failure or trauma.
WoD p100
Banish the Beast Severe Follows I'm No Animal; As mild, but must spend Willpower point to
assume beast-form as well as roll. May attack anyone who tries to
remind of shapechanger nature.
Changing
Breeds
p104
Beast Fears Mild Phobia of animals. Reflexive Res+Comp to avoid trembling fearfully
around any animals, even self.
Changing
Breeds
p103
Blood Fascination Mild Res+Comp whenever encountering blood. On failure, take a 'souvenir'.
Additionally, Res+Comp if Comp days have gone by without
encountering blood or images thereof. On failure, search for more.
Ghouls Ghouls
p87
Bulimia Severe Follows Fixation; Roll Res+Comp to not feed till full, if you need it or
not. For vampires, must burn the vitae more regularly and -2 to resist
Hunger Frenzy.
VtR p188
Cage Shock Mild Res+Comp when indoors, clothed, or otherwise confined. On failure,
-3 to all Social rolls from annoying behavior.
Changing
Breeds
p103
Cataplexy Severe Follows Insomnia: The day after sleep roll fails, any circumstance
resulting in an intense emotional reaction (e.g. laughter, anger, fear)
requires Stam+Comp roll. On failure, slump to the ground, paralyzed
with weakness but fully conscious for full turn.
Asylum
p49,
Ghouls
p87
Compulsive-
Aggressive
Disorder
Severe Follows Suspicion; Everything is a threat. Only use Intimidation for
Social rolls, -2 to resist anger frenzy.
Nomads
p92
Decadence Mild Res+Comp triggered by 'Great' Social Victory or Humiliating Defeat,
on failure, the character looses all sense of decorum in extreme
excess. ('Unique Temple Derangement')
Intruders
p203
Delusional Mania Mild,
Severe
Mild: When taking lethal/agg, roll Stam+Comp. -3 to roll for bashing,
-2 for lethal, -1 for agg. On fail, can't dodge for scene unless spending
1 Willpower.
Severe: On fail, can't dodge and won't avoid damage unless spending
1 Willpower.
- Ventrue
108
Delusional
Obsession
Severe Follows Irrationality; Willpower spend to resist acting in according to
obsession.
VtR p189
Delusional Witness Severe Overlays hallucination to bring any obvious supernatural phenomenon
with her belief system.
Ban p44
Denial Severe Follows Repression; As mild, but has replaced initial memories with
others. Res+Comp roll if someone tries to correct memory. On
success, become irate and refuse to discuss.
Asylum
p50
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Dependent-
Personality
Disorder
Severe Follows Irrationality; No resolve in rolls to resist Dominate when
Dominator uses it upon them.
Blood-Bound VtR pg
189
Depersonalization Mild No sense of connection to self; can not spend Willpower, -2 to
Willpower checks
Summ
p184
Depravity Severe No sense of social mores, at all. Whenever someone requests that
the character 'behave,' roll Res + Comp -2 to resist doing the
complete opposite. ('Unique Temple Derangement')
Intruders
p203
Diogenes
Syndrome
Severe Follows Inferiority Complex; Ignore personal hygiene and cleanliness.
-3 dice to Social rolls. Spend Willpower to heal instantly or clean self,
but heal reflexively while sleeping.
The Blood
p107
Dissociation Severe Follows Depersonalization; puts body on a sort of "conscious
autopilot", with no emotional depth, can not recover Willpower due to
Virtue or Vice
Summ
p184
Divination
Obsession
Severe Follows Magical Ideation; As Obsessive Compulsion, but specifically
to perform some sort of divination.
Mekhet
p118
Degenerative
Fixation
Mild Res+Comp when encountering mirror or image of self. On failure, be
convinced that signs of encroaching age are visible, must beg regnant
for more Vitae at first opportunity.
Ghouls
p87
Dehumanization Mild Res+Comp roll when inconvenienced or frustrated by other people's
perceived weakness or stupidity. On failure, -2 to all Social rolls
except Intimidation.
BotW
p128
Depression Mild If failed to achieve a goal, a bout of depression occurs.
Resolve+Comp, if fails looses a WP and cannot spend for the
remainder of the scene.
WoD p97
Erythema Mild Force spending blood to appear alive around others, Res+Comp to
resist spending blood this way. -2 to resist roll if company is
unexpected, -1 if around 2 or more others.
The Blood
p108
Feral Antics Severe Follows Neoprimitivism: Res+Comp or behaves like wild animal,
minimal human speech or behavior.
Changing
Breeds
Changing
Breeds
p103
Feral Frenzy Severe Follows Cage Shock; Res+Comp or become completely feral,
abandoning human speech and restraint until he escapes
confinement. May spend Willpower point to bring him out of it.
Changing
Breeds
Changing
Breeds
p103
Fetishism Mild Res+Comp when reminded of fetishized event or object. On failure,
attempt to recreate the situation or come into contact with object in
question.
Asylum
p49,
Ghouls
p86
Filthy Brutes! Mild Hates, teases and torments animals. Res+Comp to resist abusing a
helpless animal.
Changing
Breeds
p104
Fixation Mild Res+Comp to avoid obsessing on a loss or victory. On Failure: Single
Dice to see how many scenes you are fixated on loss or failure. ST
Fiat.
WoD p97
Fugue Severe,
Extreme
'Autopilot' when subjected to specific stressful circumstances or
exposure.
WoD p100
Glossolalia Mild Roll Wits+Comp whenever spending a Willpower point. On fail, speak
in alien tongue for the remainder of the scene.
PtC p185
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Goetic Fracture Severe,
Extreme
Vice becomes personified as a demon. To cast magic, must either
accede to the demon's wishes (satisfying his Vice), or psychically
overpower it with extended Wisdom roll with own Resolve as the
target number.
Ban p44
Grandiose Delusion Mild Regards self as supreme regarding a specific territory, occupation or
subject. Res+Comp whenever someone not in their service attempts
to exert influence in the matter. On failure, first priority becomes
attempting to exclude interloper.
Shadows
of Mexico
p61
Hate of Man Severe Follows One with the Bears: -3 to Social rolls from undisguised
hatred of Man. Spent willpower point to avoid getting violent if
provoked. Remain in Primal form unless absolutely required not to.
Changing
Breeds
p103
Hedge-Calling Severe Follows Wanderlust. Changelings CtL p215
Hemophilic
Compulsion
Severe Follows Blood Fascination; Res+Comp every time Composure
number of days have passed, on failure must draw blood fresh from a
victim.
Ghouls
p87
Hunter King Severe Follows Filthy Beasts!; Serial killer of animals. Will hunt, torture and
murder animals whenever possible.
Changing
Breeds
p104
Hypnagogic
Hallucination
Mild Suffers hallucinations in space between waking and sleeping on
nights that have been stressful. Spent a Willpower point, or suffer -1
penalty to all Mental rolls the next day.
Shadows
of Mexico
p65
Hysteria Severe As Phobia add that she must run from subject of Fear. If touched,
another Res+Comp. If Dramatic Fail, looses consciousness. -3
Penalty if it's in proximity and you see it -5 if you lack visual.
WoD p97
Hysteria Severe Follows Phobia; As above. For Kindred: -1 to all frenzy rolls that
relate to the object of Fear.
Vampires VtR p189
Identity Erasure Severe Follows Degenerative Fixation; Res+Comp when encountering
evidence of mortal life. On failure, must attempt to erase evidence.
This includes a person who knew him.
Ghouls
p87
I’m No Animal Mild Requires Res+Comp roll to force self to change shape, will only do
so under extreme necessity.
Changing
Breeds
p104
Inferiority Complex Mild When a single choice or die roll can determine success or failure of
stressful situation, roll Res+Comp or take -1 penalty to all rolls for
remainder of scene. Cannot spend Willpower on that key roll.
WoD p97
Insomnia Mild When stressed, must roll Res+Comp to sleep restfully. On failure, -2
to all rolls the next day. Each day thereafter is considered 'stressful'
until a full night's or day's rest achieved.
Asylum
p49,
Ghouls
p87
Intermetamorphosis Severe Follows Irrationality; After long torpor, mistakes modern living (or
undead) people for those he knew long ago. Only breaks from the
second person appearing. Can spend Willpower to shake for a scene.
The Blood
p109
Irrational Defiance Severe Follows Irrationality; When given orders by superiors, roll Res+Comp.
On fail, -5 dice to accomplishing orders due to need to defy
superiors.
- Ventrue
p108
Irrationality Mild Res+Comp to keep cool when wellbeing is threatened. On failure,
require Wits+Comp to take any action to diffuse the situation or leave
WoD p99
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the scene. Cannot initiate violence.
Loss of
Compassion
Severe Follows Dehumanization; Ceases to see other human beings as
meaningful. Roll one fewer die when testing for sins committed
against another person.
BotW
p128
Magical Ideation Mild Res+Comp at least once a scene. On failure, must find evidence of
some greater plan or intelligence in the local environment.
Mekhet
p118
Manic-Depression Severe Follows Depression; Two forms - Psychological and Organic
Versions. Dependent on version, on failure of task ST roll Resolve. On
Failure - lapse into depression. Also lapse into depression when less
than 2Vitae are in the system and on Dramatic Failure of any roll.
Chance die to swing into Manic.
VtR p189
Masochism Severe Follows Fetishism; As mild, but must also suffer bashing damage at
least equal to Stamina during the compulsive activity to be satisfied.
Asylum
p49,
Ghouls
p87
Melancholia Severe As Depression, but add -2 Penalty to all Dice Rolls WoD p97
Megalomania Severe As Narcissism add, 1 to all penalties on failure. WoD p97
Megalomania Severe As above. If you ever lose a contest to one that you feels socially
inferior, lose one point of Willpower.
Vampires VtR p190
Memory Obsession Mild,
Severe
Become paranoid about memories being tampered with. On fail to
recall information by memory...
Mild: -2 to all Mental rolls for a scene.
Severe: -2 to all actions until extended Int+Comp 10 successes
reached.
Ventrue
p109
Multiple Personality
Disorder
Severe,
Extreme
Follows Irrationality; Multiple Personalities triggered may have
different skills / Attributes than dominate personality.
WoD p99,
VtR p190
Mystic Personality Severe,
Extreme
Develops alternate personality with diametrically opposed perspective
on the supernatural.
Ban p44
Narcissism Mild Res+Comp to avoid bout of vanity on succeeding on a goal. On
Failure, you disregard all help in favor of the self. -3 on Teamwork
Rolls -1 on Social Rolls
WoD p97
Neoprimitivism Mild Criticize everything about the modern world and people in general.
Objections to attitude require Res+Comp to keep cool and not incite
loud and possibly violent confrontation.
Changing
Breeds
p103
Obsessive
Compulsion
Severe Follows a strict code of behaviors. If forcibly kept from doing them,
may lash out. May override these with a Res+Com - 2 roll.
WoD p98,
The Pure
p78
Obsessive
Compulsion
Severe Follows Fixation; as above. More subject to frenzy roll. Vampires VtR p190
Obsessive
Humanity
Severe Follows Beast Phobia; As Obsessive Compulsion, but specifically
regarding own humanity and appearance thereof.
Changing
Breeds
p104
Occult Fugue Mild Conducts lengthy (and usually benign) magical working as if
sleepwalking, and then promptly forgets about it.
Ban p44
One with the Bears Mild Idealistic, New Age dream of wilderness, overconfidence in own
abilities there. Comp+Survival roll to cope in bad situations.
Changing
Breeds
p103
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Paranoia Severe Suffers from Persecution Complex. Automatically -2 on Social Rolls.
The slightest hint of suspicion triggers a Res+Comp-2 roll on failure
flees or attacks.
WoD p98
Paranoia Severe Follows Suspicion; As above. The slightest hint that another may be
an enemy requires frenzy check; target number determined by
situation.
Vampires VtR p190
Phobia Mild Res+Comp roll to even approach the item of the phobia WoD p97,
VtR p189
Post-Traumatic
Stress Disorder
Severe Res+Comp roll when triggered. On failure, powerful panic attack from
any movement except to hide. -2 on all rolls and Willpower points
cannot be spent to bolster rolls for remainder of scene.
Ancient
Mysteries
p69
Power Fetish
Obsession
Mild Any attempt to use Disciplines or expend vitae without the object
loses three dice.
Vampires VtR p191
Preferential
Obsession
Mild,
Severe
Prefer blood of particular type of people. Businessmen, virgins,
Latinos, etc.
Mild: Only take 2 blood from non-preferred type.
Severe: Only take blood if hunger frenzy, then will spend it on
anything but Disciplines.
- Ventrue
p109
Pyromania Mild Infernal
p102
Pyrophillia Severe Follows Pyromania; Infernal
p102
Repression Mild Has blocked out memory of event that caused derangement. Roll
Res+Comp in similar situation or block out that memory as well.
Asylum
p49
Rote-Action
Repetition
Mild Res+Comp when stress. On failure, absorb self in some
meaningless, trivial task instead of facing the issue. -2 to all
dicepools while stressful situation persists, excepting dicepools
related to rote-action repetition.
Prometheans PtC p184
Sanguinary
Animism
Mild Manifests personalities the Kindred has fed from, if the Kindred kills
his vessel, a Dramatic Failure on a Res+Comp -3 roll makes the
personality a permanent fixture in the Kindred's Mind.
Vampires VtR p191
Schizophrenia Severe,
Extreme
Follows Vocalization; -2 to all Social Rolls. Res+Comp to avoid
attacking / escaping the source of trauma.
WoD p99
Schizophrenia Severe,
Extreme
As above, under triggered conditions take -2 to all Rotschreck rolls. Vampires VtR p192
Spirit Placation Mild Res+Comp whenever a setback is suffered. On failure, must placate
the spirits at the next opportunity.
BotW
p128
Spontaneous
Lunacy
Severe Follows Spirit Placation; Res+Comp whenever sensing a spiritual
presence. On failure, undergo a purely psychological Lunacy with the
usual +2 to Willpower and memory loss.
Werewolves BotW
p128
Submission Severe,
Extreme
Follows Inferiority Compex or Rote-Action Repetition; Res+Comp in
any stressful situation. On failure, the character follows orders issued
by the highest Presence person who issues a direct command.
Cannot spend Willpower, and can only shirk these tasks on a
successful Wits+Resolve-2 roll. In the absence of commands,
Wits+Composure-2 penalty to avoid slumping into a useless heap.
PtC p184
Supernatural
Fascination
Mild Conviction that the supernatural influences ever facet of life.
Res+Comp at least once a scene. On failure, perform some
Asylum
p50
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appropriate action to appease God/have good luck/be safe from harm,
etc.
Suspicion Mild If fail a Res+Comp roll, and if suffered misfortune intentionally - may
suspect everyone's motives. -1 Social Rolls
WoD p98
Synesthesia Mild Roll Wits+Comp when under overwhelming sensory or emotional
input. On failure, -2 to all Presence or Manipulation dice pools.
PtC 185
Tongue of the
Beast
Mild When speaking or writing in nonsense, others who share this
derangement can understand it.
Belial’s
Brood p51
Unbridled
Confidence
Res+Comp, on fail does what comes first to mind, by instinct. -3 to
use skills to plan anything out.
AR p92
Vocalization Mild Res+Comp to avoid audible internal monologue regarding important or
stressful decisions.
WoD p98
Waking Nightmare Severe On trigger, roll Res+Comp. On failure, fall unconscious and become
lost in nightmare vision for remainder of scene.
Ancient
Mysteries
p69
Wanderlust Mild When fatigued or out of Willpower points, roll Res+Comp. On
success, character is flighty and distracted, taking -1 to all Mental
rolls for the scene. On failure, must walk for at least an hour.
Changelings CtL p215
Withdrawl Severe,
Extreme
Follows Irrationality; Become a hermit. Res+Comp to leave haven
each night. -3 to Social rolls except resistance to contested ones.
The Blood
p108
Zealotry Severe Follows Supernatural Fascination; As mild, but proselytizes to
everyone they speak with.
Asylum
p50
Tells
Tell Minor/Major Effect Page
Calling Card minor must leave a personal sign behind on significant achievements HtV p330
major more often, in normal situations
Cannibalism minor must eat flesh of slain victims Slash p220
major roll to resist tell is penalized by number of days without eating
Denial minor deny belief of a single supernatural source HtV p330
major deny belief in all supernatural phenomenon
Hypochondria minor avoids messy scenes, tries to work from a distance HtV p331
major believes that they may be sick, and acts like it
Overkill minor after killing a creature, needs to "make sure" HtV p331
major torches scene, kills creatures allies, eliminates all traces
Sadism minor will physically or emotionally torment their prey HtV p332
major bringing cruelty to the creature is more important than the Vigil
Sexual Deviancies minor -1 to all rolls while hunting until sexual relief HtV p333
major Resolve+Composure to not jump on team members or enemies
Trophies minor removes some small part of the victim to keep Slash p220
major more, and larger
Warnings minor warns the target just before an attack Slash p220
major toys with the target for days
Weapon Fetish minor character must use a particular weapon to kill with Slash P219
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