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  1. Abilities

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.