Have you ever met a terrorist, but like, a fun one?
Abilities
Gift
DIVIDE AND CONQUER (••••) - Gift
The Irraka sees no need to attack the prey when they are strong and numerous. Better by far to pull them apart with distractions and lures, then pick them off one by one.
Cost: 1 Essence
Dice Pool: Manipulation + Subterfuge + Cunning versus prey’s Composure + Primal Urge
Action: Contested
The Irraka may use this Facet on a single individual whom he can see and who is part of a group. The Irraka has to supply some sort of distraction of movement or sound as part of the Facet, but it can be incredibly minor and only the chosen target will notice it — at least at first.
Roll Results
Dramatic Failure: The prey becomes fearful, gaining the Spooked Condition and desperately clinging to the company of her fellows.
Failure: The Facet fails.
Success: The prey gains the Lured Condition. She will willingly split up from the group and leave their immediate presence to investigate, despite her better instincts.
Exceptional Success: The Facet also affects a number of other characters in the group equal to the Irraka’s Cunning, applying the Lured Condition to them all and scattering them in pursuit of phantasmal figments.
EVISCERATE (•) - Gift
The Irraka’s first strike is often the last of the fight.
Cost: 1 Essence
Action: Reflexive
The Irraka may activate this Facet as part of a Brawl or Weaponry attack against an unaware or surprised opponent,
turning her attack into a rote action.
FEET OF MIST (CUNNING) - Gift
Sometimes, the hunter becomes the hunted. When an Uratha with this Facet is the quarry, all trace of her passing simply disappears. She might as well not exist.
Cost: 1 Essence
Action: Instant
Duration: 1 hour
For the duration of the Facet, all attempts to track or
locate the Uratha fail. She leaves no tracks, no device can give up her location, and even the Gifts and divinations of the most powerful supernatural hunters falter. When Feet of Mist causes a Clash of Wills against another supernatural power that would track or locate her, the werewolf benefits from the rote quality on her Clash of Wills dice pool. The Facet does not make her invisible, however — she can be perceived normally by anyone who comes across her.
FOG OF WAR (GLORY) - Gift
In the chaos of a battle or a crowded street, it’s easy to miss the intended mark.
Cost: 1 Essence
Dice Pool: Wits + Subterfuge + Glory versus Composure + Primal Urge
Action: Reflexive and Contested
This Facet causes the delivery of something specific to reach the wrong target. It could be a bullet fired from a gun, a text message, a bunch of flowers, or a package. Fog of War only works when there is enough ambient activity and confusion present that the mistake could be a legitimate one — a distraction causing a wrong key press, the confusion of battle resulting in a tragic mistake, the bustle of a sorting office, and so forth. Whoever is delivering the object resists the Facet — the sniper, deliveryman, or the woman who just sent that text to her fellow monster-hunters about seeing a werewolf.
Dramatic Failure: The Uratha gains the Ban Condition. She cannot willingly give any of her possessions to another for the Condition’s duration.
Failure: The Facet fails to work.
Success: If used against a ranged attack, Fog of War causes the attack to switch to another target within a number of yards of the original equal to the Uratha’s Glory Renown. The attacker then rolls his dice pool with appropriate modifiers for the new target’s circumstances. If used on a less lethal form of delivery, the object will be given to the wrong person through an unfortunate happenstance. When the werewolf spends a point of Essence, she may choose the new recipient for the item, as long as it is vaguely probable given the means of delivery. A package might end up in the hands of another tenant in the same block, or possibly in the Uratha’s own hands if she positions herself in the lobby at the right time.
GARBLE (CUNNING) - Gift
Modern technology is supposed to help, not to hinder. The Uratha with this Facet can turn it against its user, a frightening experience for those who rely on humankind’s ingenuity.
Cost: 1 Essence
Dice Pool: Intelligence + Science + Cunning – Composure
Action: Instant
Duration: 1 scene
This Facet can be used against a character whom the Uratha can perceive.
Roll Results
Dramatic Failure: The prey finds all technology becomes remarkably effective, gaining a +1 equipment bonus from any technological item he uses for the rest of the scene.
Failure: The Facet fails.
Success: Technology turns against the victim, to the benefit of the Uratha. An elevator that he gets into lets him off at the floor the werewolf chooses, not the one that he intended. Phone calls seem to get through, but it’s a spirit speaking rather than a real human; it whispers lies and misdirection to him. Emails and text messages carry conspiratorial and cryptic utterances or horrible viruses, not their original content. The prey cannot trust any technological device to do what he wants or tell him the truth.
Exceptional Success: The first time the prey uses a technological device that should give him an equipment bonus, he suffers a dramatic failure.
HONED SENSES (CUNNING) - Gift
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Any detail, no matter how small or subtle, could be the difference between the success of the hunt or its failure.
Cost: None
Duration: PermanentThe Uratha achieves an exceptional success on Perception rolls with three successes instead of five.
IRON SLAVE (WISDOM) - Gift
This Facet forces even snarling beasts of iron and gears to heel and to bear the Uratha’s spirit.
Cost: 1 Essence
Dice Pool: Wits + Crafts + Wisdom
Action: Instant
Duration: 1 scene
This Facet can be used on a single mechanical vehicle or other piece of significant engineering (such as a crane, production line, or similar) that the Uratha can see.
Roll Results
Dramatic Failure: The Uratha gains the Ban Condition. She wishes to venerate machines of the type targeted, and will try to lay offerings to their spirits or paint them with glyphs that honor them.
Failure: The Facet fails.
Success: The Uratha immerses her senses into the machine, and is able to perceive its surroundings. She can allow the machine or vehicle to continue its operation as normal, or can directly take control of it. While riding the machine, she has only the vaguest perception with her own senses and appears to be in a daze or sleeping. Returning to her own senses takes an instant action and ends the Facet. Should the vehicle or machine be destroyed while the Uratha is riding it, she is ejected back into her own body and treats it as a breaking point towards Spirit. If the Uratha dies while she is riding, the fragment of her spirit becomes subsumed into the machine and may create a unique and bizarre Claimed.
Exceptional Success: The Uratha remains fully aware of her own surroundings.
NEEDLE (CUNNING) - Gift
Hunting for deliberately hidden knowledge can be like seeking a needle in a haystack. This Facet ensures that it is so.
Cost: 1 Essence
Dice Pool: Manipulation + Subterfuge + Cunning versus Composure + Primal Urge
Action: Contested
Duration: One month
The Uratha chooses a single piece of information that he is in the presence of a copy of, and the prey from which it will be concealed. It may be a fact, a specific book, a map,
or a timetable for local public transit — anything is fair game.
Roll Results
Dramatic Failure: The Uratha gains the Ban Condition. He must carry a copy of the information that he targeted on him, and must closely examine it or read out a fragment of it each scene.
Failure: The Facet fails.
Success: The prey loses any copy of the hidden information that she has on her person; she drops it without noticing, manages to mislay it, or finds the file on her computer has been corrupted. If the prey seeks the hidden information, spiritual activity and random happenstance conspire against her. All dice pools to reveal or discover the knowledge in question suffer a penalty equal to the Uratha’s Cunning, and research times are doubled. Humans find they can’t quite remember exactly where that house was, or the relevant books in a library are all out of stock at the moment.
Exceptional Success: The penalty inflicted is doubled.
RELENTLESS HUNTER (•••) - Gift
No matter how well the prey believes that they have secured themselves, the Irraka always finds a way.
This Facet can only be activated when the Irraka gains the Siskur-Dah Condition.
Cost: 1 Essence
Action: Instant
Duration: The full duration of Siskur-Dah
For the duration of the Facet’s effects, the Irraka adds her
Cunning Renown to the following dice pools as long as she is taking actions to pursue the Siskur-Dah’s prey.
• Stealth dice pools against the prey.
• Attempts to overcome any obstructions and security the prey may have placed between themselves and danger, such as Larceny rolls to break into a building where they are hiding.
• Dice pools to determine entry points to boltholes where the prey are hiding, alternate paths to reach them, and other means of getting to the prey despite their best efforts.
SHADOW PELT (CUNNING) - Gift
This Facet calls the shadows themselves to mask the hunter’s presence.
Cost: 1 Essence
Action: Instant
Duration: 1 scene
When this Facet is activated, the Uratha may treat a number of Stealth rolls equal to his Cunning Renown as Rote Actions.
SKIN THIEF (CUNNING) - Gift
Although grisly, an Uratha with this Facet can don the skin of a kill as if it were his own natural hide.
Cost: 5 Essence
Action: Instant
The Uratha can only use this Facet while in Hishu form. He must skin a human or predatory animal of roughly the same size as a wolf, enough to wear across his shoulders at least, and then don the skin. Once he has paid the Essence cost of the Facet, the Uratha’s skin warps and ripples before settling into a copy of the deceased’s appearance, bone structure, and muscle. In the case of a human, the Uratha becomes a physically perfect mimic of the prey until such a time as he willingly sheds the stolen skin or shapeshifts, bloodily tearing his way out of the sheath. In the case of an animal, the werewolf’s Urhan form now becomes a copy of the slain predator for one lunar month, although its traits do not otherwise change. If the werewolf spends a Willpower point, his Urhan copies the predator indefinitely, until he chooses to copy another animal with this Facet or decides to return his Urhan to the form of a wolf. Whether the mimicked prey is human or animal, the Uratha’s eyes never change to match the new shape — they remain his own.
SLIP AWAY (••) - Gift
The Irraka may use this Facet to leave no memories of her passing.
Cost: 1 Essence
Action: Instant
Duration: 1 scene
Any character who perceives or interacts with the Irraka while this Facet is active finds it extremely hard to remember her
presence. If the Irraka takes no memorable actions toward the
individual — she was only a face in a crowd, or a dog in the alley,
or the other half of a brief conversation — he simply dismisses any
recollection. If the Irraka was memorable — she started a fight,
asked extremely strange questions, or engaged in an obviously
suspicious activity — or if the witness is prompted to examine
his memories closely, he suffers a penalty to any dice pools to
remember her equal to the Irraka’s Cunning Renown, even if the
witness has an otherwise perfect memory. The witness will not
simply forget that he had a fight while guarding a building, but
he may forget the details of his opponent or recall only a blur.
UNMAKE (GLORY) - Gift
With a snarled command, the Uratha condemns a device to self-destruction.
Cost: 1 Essence
Dice Pool: Wits + Crafts + Glory versus Resolve + Primal Urge (only Contested if item is being used)
Action: Instant, may be Contested
This Facet targets a single item possessing moving parts that the Uratha can perceive. Unmake can affect an object with Size of up to 5 x Glory Renown. If unattended, no resistance roll is made to oppose the Facet’s use.
Roll Results
Dramatic Failure: The Uratha gains the Ban Condition. He feels obsessively compelled to repair and fix damaged objects and devices that come into his hands, regardless of his actual capability to do so.
Failure: The Facet fails.
Success: The targeted object disassembles itself immediately into its separate moving parts. A car collapses into a pile of plates, pistons, and electronics; a moving car becomes a death-trap of hurtling shrapnel. An aimed gun falls into its components, down to ejecting the chambered round.
Exceptional Success: The targeted object cannot be repaired and reassembled for one month; attempts to do so result in a dramatic failure.
Vector
Breach (••) - Vector
Lines exist to be crossed. The Ship of Theseus sails across thresholds not with wild abandon, but with calculated purpose. The discovery of new states of being and new reaches of reality open up the possibilities for future adaptation. The Theseans have learned how to grab a handhold in the fabric of the world so they can haul themselves over its boundaries; they’ve garnered the knack of shoving their fingers into the cracks and hauling those breaches open into yawning gulfs.
There’s a danger in playing trailblazer, of course. The unwary Thesean might end up trapped on the wrong side of a gulf that she can’t step back over easily. A dangerous entity might well lure a pursuer into a trap that is hidden from view by the barrier between worlds. There’s always a path back, but it can be hard to find, and many of the strange membranes of existence into which a Thesean might stride can be decidedly inhospitable. Still, a little risk never held the Ship of Theseus back.
A werewolf sinks her claws into the frayed air that marks where a spirit pushed through the Gauntlet, tearing her own path in its wake. A demon calculates the ludicrous equations that will give it a passcode to pry an Avernian gateway open. A hunter holds a swirling portal of light and fire open through his sheer force of determination.
System: A Thesean can use this vector to use an existing or recent passage into another state of existence, whether an entirely different realm, a particular frequency of Twilight, or even a tear in the fabric of Time. For existing gateways and apertures, such as an Avernian gate or a locus, the Thesean must be in the gateway’s presence and can trigger its opening as if they had any key or prerequisite that may be required, allowing them to pass through it. If the gate would normally then remain open for other characters to pass through, it will fulfill this function.
A Thesean can also use this vector to follow the trail of another character who has transitioned out of reality, such as a ghost shifting into Twilight, a spirit using Gauntlet Breach, or an Awakened teleporting to another location. This must be performed within three turns of the transition, and if successful, the Thesean follows the target into their new state or location.
Breach does not grant the Thesean the senses to detect gateways in the first place; they must identify the location of one through observation, luck, or other supernatural powers.
If the Thesean has entered another layer of reality, Twilight frequency, or other realm, then after 24 hours, they will be able to find their way back to the normal world through a fracture, gate, or verge.
Cost: 1 Willpower
Requirement: An existing gateway, or a character transitioning out of reality within the last three turns.
Dice Pool: Wits + Survival
Action: Instant
Edges
Beasts, Mages: Some of the Sworn are already at ease bestriding the many membranes of existence, familiar with the passages that worm their way between each layer of reality. Characters with this edge can Breach in pursuit of another being within five turns, rather than three.
Changelings, Sin-Eaters, Werewolves: Changelings, Sin-Eaters, and werewolves are intimately familiar with particular domains that abut onto the world, and their instincts are well-honed for dancing across such thresholds. Theseans with this edge can trigger the Breach vector as a reflexive action.
Demons, Hunters: It’s not always about chasing the target through an open door; sometimes it’s better to jam the damn thing shut in the first place. A Thesean with this edge can use it to slow down a transition attempt or opening of a gateway, adding 1 turn to the amount of time the target takes to move into their new state.
Mummies, Prometheans, Vampires: For those firmly anchored in the living — or dead — substance of the world, it’s easy to find a way back. Indeed, the difficulty is in remaining within alien realms so thoroughly at odds with the Thesean’s very being. A character with this edge always finds their way back to the world within one hour.
Deviants: The burning drive of a Deviant’s conviction pushes them after their enemies like an unstoppable loco- motive, something as trivial as the mere barrier between worlds barely slowing them. A character with this edge can repeatedly Breach after a target that continues to transition between states of existence within the same scene without paying any further Willpower costs. For example, the Deviant might enter Twilight in pursuit of a spirit, then chase it across the Gauntlet into the Shadow, then back across the Gauntlet into the real world again, paying only a single Willpower point for the first Breach.
Specializations
Iron Masters: The eminently practical werewolves of the Iron Masters have turned the occult secrets of the Ship of Theseus back toward known shores. Instead of distant and alien lands, they’re finding routes through the seemingly familiar and mundane, breaching the barriers of society as well as those of reality. An Iron Master Thesean can use Breach to follow a target across a social boundary without triggering immediate concern or alarm; the werewolf might pursue the prey into the VIP area of the club without the bouncers taking note or nip through an electronically locked gate in the wake of an employee without anyone raising an eyebrow. Using Breach in this way has the same three-turn time limit as the vector’s normal use, and once through, it’s up to the Thesean to handle any challenges they meet within.
Galateids: On one hand inhumanly beautiful, on the other creatures of nightmare, Galateid Created already exist in two worlds or more. Sometimes created for pleasure and sometimes as killing machines, these Prometheans can shift purpose more easily than most. When using this vector, a Galateid may shift to a new basic Refinement.
Breakdown (•) - Vector
Start by breaking things down into their component parts. It’s a vital step in every endeavor, whether it involves removing obstacles from the vessel’s path or preparing to build up something new. It’s practiced in a thousand different ways, from taking a sledgehammer to a wall, to sowing discord through a community. The Ship doesn’t let rigidity or conformity get in the way of blazing a new trail.
Breaking things down depends on identifying the connections, the weak points, the sinews that keep it bound together. The crew of the Ship of Theseus are skilled at picking those vulnerabilities out and exploiting them. Sometimes, all it takes is finding the right spot and giving it the slightest push to bring the whole set of dominoes crashing down.
The vampire waits outside the factories for the late shifts, handing out rabble-rousing leaflets. The demon widens a rift between business partners with a folder of incriminating photos. The Sin-Eater stirs ghosts into terrorizing the garrison with figments and phantasms, leaving the soldiers on edge and frightened.
System: A Thesean can send an organization into disarray as long as they are in contact with at least one of that organization’s members. If successful, the vector sows discord and confusion in the organization, choking its coordination and triggering infighting. All rolls to direct the organization’s membership or make use of any Allies, Contacts, Resources, Retainer, Staff, or Status Merits relating to that organization suffer a –2 modifier. For the purposes of Breakdown, an organization is limited in scope to being a unified group with a particular focus or purpose; the vector could target the Ministry of Information, but not an entire national government. It could target a particular drug-pushing street gang, but not a whole city-wide alliance of cartels; a particular university is a legitimate target, but the whole Ivy League is not.
It takes a single scene to enact Breakdown against a targeted organization.
Cost: 1 Willpower
Requirement: A Thesean must be in contact with at least one member of the targeted organization’s members within the current scene
Dice Pool: Manipulation + Subterfuge
Action: Instant; takes one scene
Duration: One chapter
Edges
Changelings, Mages, Mummies, Vampires: Generalized chaos is one thing, but finding the perfect moment to put one’s finger on the scales and push hard is quite another. Theseans with this edge can choose to inflict a different effect with the Breakdown vector; instead of a –2 dice modifier, the first roll made automatically results in a dramatic failure, which does not grant Beats. The –2 dice modifier penalty applies to each subsequent roll that the targeted organization makes thereafter for the chapter of the vector’s effect.
Deviants, Prometheans, Werewolves: Some Theseans prefer a more physical approach to taking things apart. A character with this edge also inflicts the Breakdown dice penalty on attempts to fix any of the physical infrastructure of the targeted organization, and on medical attention given to its members.
Beasts, Sin-Eaters: Society has a lot of dead wood that needs to be cleared away for new growth, but it’s not always about tearing things down as quickly as possible. Rattle the cage enough, and the fractures will spread and collapse the organization from the inside. Theseans with this edge also inflict the vector’s dice penalty on any rolls by organization members to resist breaking points or equivalent rolls.
Demons, Hunters: Chaos can serve as excellent cover for the quick and the cunning. There’s plenty of opportunities to seize a victim amid the distractions. A Thesean with this edge also inflicts the Breakdown penalty on Perception and Investigation dice rolls made by organization members.
Specializations
Autourgics: Remade who embrace their altered state are rare, but several exist within the Ship of Theseus. Their willingness to commit to change endears them to the iconoclasts, and in turn, the faction utilizes their commitment to alteration to shift the building blocks of their targeted organizations. Autourgics throw themselves into their task, driving the Breakdown with zeal enough to increase the organization’s penalty to –3 dice.
Network Zero: The Network’s always on the lookout for opportunities to dive in and discover the truth. Sometimes that means a well-timed cyber-attack under cover of a diver- sion, or squeezing a whistle-blower for the juiciest secrets while they’re on their back foot. A Network Thesean reduces the number of starting Doors by one when initiating in a Social maneuver against a member of an organization targeted by the vector.
Improve (Teamwork) (••••) - Vector
Theseans do not survive if they are not able to thrive under intense pressure and hardship. There is no reward for giving up. The reality is that when it comes to the threat of the Contagion, if the Thesean is not able to learn from their mistakes, they will wind up dead. Death is not even final in this world. Many an unfortunate and unlucky Thesean has learned existence only appears to be finite while suffering can be eternal.
Theseans have learned not only how to adapt to their enemy’s methods but also how to adapt themselves. They learn from each other, and over time, the lines between what makes each Thesean different begins to blur as each one takes on features and strengths of their brethren. Rather than leave their weak to die, they uplift them to their level, and the strong only become stronger.
By channeling their energies, the Theseans shed their weakness and become more capable, more skilled, and even more brutal. The agora leaves its mark on each other and grow stronger for it as these marks inspire, rejuvenate, and even grant more power than what the individual Thesean may have had before. Difficult tasks become easier, and barriers in the Thesean’s path break as they shed their frailties and embrace their strengths.
An Uratha encourages their fellow Thesean as he learns how to track with all his senses. The Sin-Eater’s collective past inspires the mummy to shake off the weakness his resurging Memory has saddled him with as his power wanes. The Ventrue feels strengths gained from the assistance of their Ugallu scrum mate.
System: Using this vector allows the group to remove penalties from making untrained Skill rolls for a scene. The wielder must choose one other member of the crew to receive a mark painted onto their flesh in a location of their choosing. So long as this mark remains in place, the Thesean bearing the mark may use a combination of three Attributes or Skills the other Thesean possesses for the duration of the scene as if they were their own. Each use of Improve is singular, so when a Thesean marks a compatriot, this counts as one use of the vector. If one of those same Theseans marks another Thesean, or each other, it counts as a separate use of the power.
Cost: Each Thesean participating in the Improve vector must spend a Willpower Point.
Requirement: The Theseans must choose another member of the Sworn pact to mark with their sigil. These marks burn brightly and disappear once the scene ends. This vector always requires at least two participants.
Dice Pool: The Thesean giving their mark rolls Presence + Occult to create it. Failure means the mark does not take and the attempt must start over.
Action: Instant; takes one minute
Duration: One scene
Note: Some of the edges for this power affect the power user, while others affect the recipient. In the case where the vector user can use an edge, and the recipient can also do so, both benefits apply.
Edges
Mummies, Werewolves: You understand control better than any others, and you find your passions work themselves into your art as you leave your mark on your fellow Thesean. In addition to the normal bonuses, you can allow the marked Thesean to spend a single point of your Willpower should they need to do so.
Beasts, Hunters: Legends inspire you and push you to prove you are even greater than the heroes of the past. By drawing upon the strength of the mark, you are able to make a Stamina + Survival roll each round. Success allows you to temporarily draw one Tilt or Condition affecting the Thesean who marked you onto yourself for a number of turns equal to the number of successes you roll.
Mage, Sin-Eaters: You are able to seal greater power within your mark to better aid the recipient, maybe preserving their life a little longer. This allows the marked character to use their compatriot’s Speed or Defense for the scene.
Demons, Deviants, Prometheans: It could be because you were created with a specific purpose and so you seek to improve the flaws you see in others, or it could be you have had your form shaped by others and now seek to improve upon it yourself. You can take on the Specialties the Thesean you marked possesses, for the duration of the scene.
Changelings, Vampires: You understand the flow of pledges, blood, and life. The mark you bestow upon a comrade can in turn be passed from your target on to a third individual at no additional cost. It must be the target of the first Improve use who in turn transmits the mark to the third recipient, with no roll of Willpower expenditure required. All recipients must be Theseans.
Specializations
The Adamantine Arrow: The greatest gifts are often those sacrificed from the body and health, and mages of the Adamantine Arrow know this well. These Theseans may reduce their Strength, Dexterity, or Stamina to improve their team-mates’ Athletics, Brawl, or Weaponry Skills on a one for one dot basis, with a maximum Skill rating of 5 and a duration equal to the length of this vector. The dots return once the vector ends.
Frankensteins: Continually seeking improvement for your stitched together form gives you insight in how to improve the bodies of others. The effects of Improve apply to both Theseans using this vector, allowing each one to give the other a use of a single Attribute or Skill of the opposite party.
Renewal (•••) - Vector
Take something apart, and you have a responsibility to put it back together again. That’s particularly true of the Thesean’s own body — risking life and limb is part of the deal, and no one expects to get out without a scratch, but the rest of the faction relies on each individual to look after herself. The strength of the whole wanes if one part breaks irreparably.
The Ship’s philosophy isn’t just abstract; Theseans learn how to rebuild themselves as well as the world around them. Such a reconstruction can be literal for those Theseans whose minds crackle with data and whose limbs are wrought from steel; for agents of a fleshier bent, arts of mending and rejuvenation can speed recovery and protect from harm. Learn the right mantras and incantations, be ready to scour away the tainted flesh and let it regrow anew, and even the Contagion’s touch might be excised — for a while.
A vampire stabs a blood pump into their dead flesh, invigorating the Vitae that flows through it. A Promethean threads metallic fibers through her skin that tingle with electrical current. A Sin-Eater pours ectoplasm over his gaping wounds, filling the injuries with phantasmal matter.
System: At the start of each story, a Thesean gains a number of Renewal points equal to their Stamina dots. A Renewal point can be spent reflexively at any time to heal two points of Health damage of any kind, even aggravated, or to heal a temporary physical Tilt or Condition such as Arm Wrack or Poisoned. Removing a Condition does not grant a Beat.
The Thesean can also spend a Renewal point to attempt to fight back the influence of a physical Contagion. Spending the point allows the character to make a Stamina + Resolve roll, with success removing the Contagion-Touched or Infected Conditions, although the roll suffers a penalty equal to the Stage of Infected. If the roll fails, Renewal cannot be used to try to remove the Condition again, and it will have to be cured via other means.
Cost: None
Requirement: When using Renewal, the Thesean must display an alteration or modification they have made to their body to stimulate its restoration
Dice Pool: None; or Stamina to remove a Contagious Condition
Action: Reflexive
Duration: Permanent
Edges
Changelings, Hunters, Mages: A character with this edge can spend a Renewal point to ignore all wound penalties and automatically remain conscious for the duration of the scene regardless of the amount of damage they have taken short of death itself. After the scene ends, all effects of the injuries the character has suffered will rapidly catch up with them.
Mummies, Prometheans, Werewolves, Vampires: Some denizens of the night are beset by supernatural curses and vulnerabilities. The Ship of Theseus treat these weaknesses as a problem that should be confronted and, ideally, overcome. A Thesean with this edge can spend a Renewal point and a Willpower point to suppress their banes for a scene, treating such sources of harm much as a human would rather than with supernaturally aggravated suffering.
Beasts, Sin-Eaters: The concept of mind over matter has a lot more impact when your very soul is bound to an ephemeral presence. There are ways of drawing deep on that bond to reinforce the failings of the flesh. A character with this edge can spent a point of Willpower when using a Renewal point to trigger two effects at the same time rather than one — healing twice as much damage, or damage and a physical Condition, etc.
Demons, Deviants: Don’t just accept a beating that’s incoming. These Theseans were built to adapt and evolve to meet a beating head on in the first place. A character with this edge gains one point of Armor against all attacks for the remainder of any scene in which they spend a Renewal point.
Specializations
Eshmaki: These Begotten are used to isolation and hav- ing to make do with less. They know what it is to hunger and go without. When using this vector, an Eshmaki may increase their Satiety by up to two levels to represent hidden stores of resilience.
Ordo Dracul: Dragons have been at the heart of some of the Ship’s most significant discoveries when it comes to the re-engineering of the self. Access to the shared resources and knowledge of the Theseans has wildly expanded their capabilities for experimentation and discovery. An Ordo Dracul Thesean that that suffers enough damage to cause Final Death can spend any remaining Renewal points to reform, awake, at the end of the scene, with the expended Renewal points healing aggravated damage on a one-for- one basis. The vampire is actually dead in the interim for all practical purposes, but their body, mind, and soul will reform regardless of what is done to the body, even in the face of complete bodily destruction.