In those days people will seek death but will not find it; they will long to die, but death will elude them.
Abilities
Gift
BREATH OF AIR (CUNNING) - Gift
With this Facet, the Uratha is mistress of the air. The winds howl and dance at her call.
Cost: Varies
The Uratha gains Influence (Air) equal to her dots in Cunning. She can use this Influence in the same way as a spirit. Her dice pool for Influence (Air) rolls is equal to her Wits + Athletics + Cunning.
CATASTROPHE (GLORY) - Gift
The Uratha can call down cataclysmic levels of elemental destruction.
Cost: 5 Essence per level of Influence being used.
Dice Pool: Presence + Survival + Glory
Action: Extended (15 successes; each roll represents 1 hour)
This Facet is used in conjunction with the Influence granted by another Elemental Facet, augmenting the Influence on a drastic scale. An Uratha who possesses this facet is also unaffected by the Catastrophe-augmented Influences of other Uratha. She can stride down burning streets unharmed or face down the wielder of a howling gale almost untouched by the winds.
Roll Results
Dramatic Failure: The Uratha suffers the Essence Over- load Condition.
Failure: No successes are acquired, and the Uratha gains the Stumbled Condition.
Success: Successes are gained. If the target number of successes is hit, the Influence is unleashed on a massive scale, affecting an area of a radius in miles equal to twice the Uratha’s Glory Renown. Even minor manifestations of elemental power can be catastrophic on this scale, from floods to out-of-control blazes.
Exceptional Success: The Uratha is infused with raw elemental power. She can use any of her Elemental Facets’ Influences at no cost in Essence for the next day, although further uses of Catastrophe still cost Essence as normal.
COW THE PREY (GLORY) - Gift
Everyone trembles when werewolves hunt. The prey knows the Uratha with this Facet is an implacable foe who cannot be stopped.
Cost: 1 Essence
Action: Reflexive
The Uratha spends 1 Essence when activating her hunter’s aspect. The associated Condition becomes Persistent; the prey gains a Beat when she turns a successful roll against the werewolf into a dramatic failure.
DREAM HUNTER (•••) - Gift
It doesn’t matter that the prey hides behind thick walls. It doesn’t matter how many guards and traps they have set between themselves and their hunters. When they sleep, when they dream, it is then that the Cahalith comes for them.
This Facet can only be activated when the Cahalith gains the Siskur-Dah Condition.
Cost: 1 Essence
Dice Pool: Manipulation + Empathy + Glory versus Composure + Primal Urge (when invading the prey’s dreams)
Action: Contested
Duration: The full duration of Siskur-Dah
Upon activating this Facet when a hunt begins, the
Cahalith becomes attuned to the waking state of her prey. Should her prey fall into deep, dreaming sleep, the Cahalith immediately becomes aware. She may attempt to fall asleep naturally, meditate herself to sleep, or spend 1 Essence to immediately slumber. She then tracks down the prey’s mind in the moonlit dreamscape that her dream-self prowls.
Roll Results
Dramatic Failure: The Cahalith loses herself in strange, alien dreams of sky and moon, gaining the Exhausted Condition when she wakes.
Failure: The Cahalith fails to track down the dreams of the prey, and awakens. She may not try again until the prey has woken and then returned to sleep once more.
Success: The Cahalith follows the dream-spoor of her prey into his subconscious. The prey experiences this as a terrifying wolf that flits through his dreams, and he will remember this when he awakens. The Cahalith may choose one of the following effects:
• Dreams become predatory nightmares, forcing the prey awake. He regains no Willpower from resting, and gains the Exhausted Condition.
• The Cahalith maintains a distant but unnerving presence that plants the seeds of fear, inflicting the Paranoid Condition on the prey when he awakens.
• The prey’s dreams are shaped with Essence, rendering him an inviting target for spirits. He gains the Open Condition.
• The Cahalith hunts through the dream for fragmentary thought-beasts and figments, discovering one of the following about the prey: roughly where the prey is in the physical world, his Blood and Bone (or Vice and Virtue or other equivalent traits), any steps he is taking to try to protect himself from the hunt, an impression of his immediate surroundings.
Exceptional Success: The Cahalith awakens refreshed and reinvigorated, regaining one spent Willpower point.
FEARLESS HUNTER (GLORY) - Gift
The Uratha is the big, bad wolf, the fiercest of predators. She cannot afford to falter in the face of her prey, no matter how terrifying, and must lead by example.
Cost: 1 Essence
Action: Instant
Duration: 1 scene
For the duration of the Facet, the Uratha adds her Glory Renown to all dice polls contesting mind-influencing powers
and fear, as well as to her Composure and Resolve when resisting such effects. If she succeeds at contesting such a roll,
any other packmates who can see her and who are subject
to the same effect automatically withstand the effect as well.
GAZE OF THE MOON (GLORY) - Gift
An Uratha with this Facet can draw the Moon’s bright madness into his gaze, eyes flickering pure silver for a moment.
Cost: 1 Essence
Action: Instant
When using this Facet, the Uratha targets a single human who can clearly see his eyes. The prey is subjected to the full effects of Lunacy as if the Uratha was in Gauru form, and the Uratha may choose which of the three Conditions is inflicted by the Lunacy.
LUNATIC INSPIRATION (CUNNING) - Gift
With a touch and a whisper of encouragement, the Uratha can serve as a maddening muse.
Cost: 1 Essence
Dice Pool: Manipulation + Empathy + Cunning versus Composure
Action: Instant
Duration: Until the next full moon
This Facet allows the Uratha to infect a human or Wolf-Blooded she touches with Moon-granted inspiration.
Roll Results
Dramatic Failure: The Uratha suffers the Ban Condition. She must mark herself with paint, color or dye in startling patterns, and must seek to alter the patterns she bears each scene.
Failure: The Facet fails.
Success: After the prey next sleeps, he gains both the Inspired and Madness Conditions (see pp. 308-309). He is assailed each night with mad dreams that spur him to new heights of creativity and revelation, refreshing the Inspired Condition each day for the Facet’s duration. The prey is driven to create a work of art of some sort by the culmination of the Facet, one that reflects his dream-visions. If he succeeds in doing so, then the Madness Condition is resolved by completing the work.
The resulting work of art may, possibly, contain a message, clue, or hint from Luna or the Lunar umia to those who know what to look for.
Exceptional Success: The inspired human gains the Swooning Condition towards the Uratha.
MOLDYWARP (CUNNING) - Gift
Turning the power of the Shaping Gift inwards, the Uratha molds herself into a strange burrowing hybrid.
Cost: 1 Essence
Action: Instant
Duration: 1 scene
This Facet can only be used while in Dalu. The Uratha’s hands transform into broad, powerful claws that can tunnel
through solid materials at a steady pace. She easily tears aside
earth, rock, and concrete. The Uratha gains a tunneling Speed
equal to her Strength + Cunning Renown.
QUICKSILVER FLESH (WISDOM) - Gift
The Uratha’s flesh flows like mercury at her urging, blurring the boundaries between the shapes that she can take.
Cost: 1 Essence
Action: Instant
Duration: 1 scene
The Uratha can change a portion of her current form to match that of another, selecting a single benefit from the list below each time she uses this Facet. Each benefit indicates which forms it is available with.
• Honed Senses — +3 to Perception checks (Hishu)
• Grasping Hands — Paws change to hands that can grip and manipulate (Urshul, Urhan)
• Loping Stride — +2 Speed (Hishu, Dalu, Gauru)
• Razor Talons — Claws that deal 1L (Hishu, Dalu, Urhan)
• Maw of Man — Can speak human languages clearly, loses any bite attack (Urshul, Urhan)
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Other changes are also possible, based on agreement between the player and Storyteller. Changes while in Urhan or Hishu that are obviously unnatural cause the werewolf to inflict Lunacy as if he were in Dalu form.
SHIELD-BREAKER (GLORY) - Gift
Under the hammering strike of the Uratha, shields shatter and armor buckles.
Cost: 1 Essence
Action: Reflexive
The Uratha may activate this Facet when she strikes a foe with a Brawl or Weaponry attack, granting the attack an armor piercing rating equal to her Glory Renown.
THIS STORY IS TRUE (GLORY) - Gift
Tales of the past can teach important lessons in the present. It doesn’t matter if the story is factually true, as long as the symbolic meaning is true enough.
Cost: 2 Essence
Dice Pool: Presence + Academics + Glory
Action: Instant
Duration: 1 hour per success
When the Uratha uses this Facet, she relates a story that
has an important meaning or lesson pertaining to a current problem or challenge. She may grant the story’s lesson to herself or to one packmate who hears her words.
Roll Results
Dramatic Failure: The Uratha suffers the Ban Condition. She feels compelled to speak entirely in stories and verse, answering even the simplest of questions with poetry, meandering tales, or rhyme.
Failure: The Facet fails.
Success: The Facet grants a number of dots equal to successes rolled in a single skill that the target has two or fewer dots in. This Story Is True cannot raise a skill above five dots. The Uratha may not use this Facet on more than one target at a time; attempting to do so immediately removes the previously bestowed skill dots.
THOUSAND-THROAT HOWL (••••) - Gift
The Cahalith throws back her head and howls. A thou- sand voices cry out with her, throwing prey into confusion and disarray.
Cost: 2 Essence
Dice Pool: Presence + Intimidate + Glory versus Resolve + Primal Urge
Action: Contested
Roll Results
Dramatic Failure: The Cahalith’s discordant howl chokes and she feels the weight of failure, gaining the Demoralized Condition.
Failure: The Cahalith’s howl has no effect.
Success: Any prey who hear the howl and who fail to roll as many successes as the Cahalith are struck by the Demoralized Condition.
Exceptional Success: All prey suffering the Demoralized Condition also lose one Willpower point.
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.
VOICE OF GLORY (••) - Gift
The voice of the Cahalith is powerful, reassuring, and inspiring. She holds audiences in thrall to her words, both her allies and hapless prey who don’t understand the threat she poses.
Cost: 1 Essence
Action: Instant
Duration: 1 scene
The Cahalith adds her Glory Renown to all her dice pools for Expression and Persuasion. If using this Gift when
meeting someone for the first time, the Cahalith automatically
improves her first impression (p. 164) by one step. If she is
attempting to inspire or incite violence and aggression, increase
her impression by another step.
WAR HOWL (•) - Gift
The Cahalith howls her defiance and spurs her pack to greater heights of violence and fury.
Cost: 1 Essence
Dice Pool: Presence + Expression + Glory
Action: Instant
Duration: 1 turn per success
Dramatic Failure: A single enemy who can hear the howl regains 1 spent Willpower point.
Failure: The Cahalith’s howl fails to inspire her pack. Success: All members of the Cahalith’s pack within earshot
gain +1L rating on their Brawl and Weaponry attacks for the duration of the Facet. This bonus damage is always lethal, even if the attack deals bashing damage.
Exceptional Success: The Cahalith gains the Inspired Condition.
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.
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.