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from this sentence: Ghoul Retainers may use one (and only one) of their
specialties to learn a discipline that is in-clan for their domitor. Characters who
have access to vampiric or ghostly retainers may give their underling a discipline
specialty.
Generation background, pages 100-101: Change all references to and can
spend that Blood at a rate ofpoint[s] per round to read and can spend that
Blood at a rate ofpoint[s] per turn. Similarly, change the header of the fourth
column in the Generation Chart to read Blood/Turn.
Retainer background, Retainer Finishing Touches, page 105: Change can
spend 1 Blood per round, to read can spend 1 Blood per turn.
Step Ten: Finishing Touches, page 108: Change Blood per round to Blood
per turn.
While possessing a zombie, you cannot spend Blood points, but can use the
zombies Fortitude and/or Potence.
Necromancy, Ash Path, Ex Nihilo, page 178: Add the following sentence, after the
last paragraph: While in the Shadowlands, you cannot use powers (including
Necromancy powers) on targets in the real world.
Level 4 Necromancy Rituals, Bastone Diabolico, page 184: The line The
Bastone Diabolico deals 2 normal damage should be changed to The Bastone
Diabolico deals 1 normal damage.
Thaumaturgy, Path of Blood, Blood of Potency, page 188: Change the following
text: your Blood pool increases to half again its normal size (rounded up) to
read: your maximum Blood pool increases to half again its normal size (rounded
up).
Thaumaturgy, Path of Blood, Theft of Vitae, page 189: Add the following line to
the end of the powers description: You may use Theft of Vitae on consecutive
turns even if you fail a challenge. This is an exception to the rule that prevents you
from immediately reattempting a Mental challenge on the same target.
Thaumaturgy, Path of Conjuring, Reverse Conjuration, Focus [Perception],
page 190: Modify the first line under Focus [Perception] to read You can use a
simple action to determine if an object within your line of sight is natural or conjured
by Thaumaturgy.
Thaumaturgy, Movement of the Mind, Flight, page 197: Add the following
sentence to the end of the System section: Because Flight is a Mental power, it
cannot be used to move during Celerity rounds.
Level 2 Thaumaturgy Rituals, Machine Blitz, page 205: Change Use your
standard action to Spend 1 point of Blood and use your standard action In
addition, change stops any machine more complex than a rope and pulley to
read stops any machine more complex than a standard firearm.
Level 5 Thaumaturgy Rituals, Blood Contract, page 209: Replace the word
implicitly with the word explicitly.
Elder Dominate, Tyrants Gaze, page 216: Add the following sentences at the end
of the System section: Tyrants Gaze cannot reverse permanent physical
alterations. For example, Tyrants Gaze may be used to rob a target of the ability to
use Heart of Darkness or Fleshcraft, but it cannot undo existing instances of
Fleshcraft or return a removed heart.
Techniques, Animal Swarm, page 225: Replace the entirety of the text in the
System section with:
When you activate Shape of the Beast, you may choose to turn into a swarm of animals
instead of one creature. You transform into slightly smaller versions of the same animal
you would normally become by using Shape of the Beast. If your Shape of the Beast
allows you to turn into a bat, you can turn into several smaller bats using Animal Swarm.
This swarm consists of one animal for each dot of Celerity you possess. Elder powers and
Celerity-based techniques do not increase the number of animals created by Animal
Swarm. Each animal can act independently and can take one simple and one standard
action each turn. While using Animal Swarm, you cannot spend Blood and lose access to
all other powers. Even powers that were activated before using Animal Swarm stop
functioning while in this form. Activating Animal Swarm does not reverse permanent
physical alterations. For example, if your heart is removed it will not reappear when you
activate this power.
Each of your animals has your Mental attribute, Social attribute, focuses and skills. By
default, these animals inflict 1 point of aggravated damage with a successful Brawl attack.
If your character possesses any Potence powers, your animals attacks are armor-piercing
and inflict 2 points of aggravated damage. Each creature has 5 health levels (1 Healthy, 2
Injured, and 2 Incapacitated). Your merits, flaws, and powers do not affect the health levels
of your animal swarm. If your character possesses any Fortitude powers, each of your
animals automatically negates 1 point of normal or aggravated damage each time they
suffer damage. If your animals attempt to retest in combat, each animal must spend
Willpower separately; they use your Willpower pool to do so.
While swarming in your flight form, each animal gains a +1 bonus to Dodge-based
defensive test pools and can fly at your normal movement speed. In flight form, your
Physical attribute is considered 1 when you are attacking.
While in fight form, each of your animals has a Physical attribute equal to half of your own
Physical attribute (round up). Other bonuses from Shape of the Beast do not apply while
using Animal Swarm.
Animals created by Animal Swarm can separate and perform individual tasks, but must
remain within one mile of each other. You can use a standard action to return to your
human form at the location of any animal created by this power. When you revert to human
form, you automatically reabsorb any of your animals that are within your line of sight.
Animals not within your line of sight crumble at the same moment, turning into ash. When
Animal Swarm ends, you take 2 points of aggravated damage for each animal that was
destroyed, 1 point of aggravated damage for each animal that was injured or
incapacitated, and you lose 2 Blood for each animal that was outside of your line of sight
when you reformed. Damage taken from reverting to human form cannot be reduced or
negated, but may not kill your character (although it may result in torpor). If all of the
animals in a swarm are destroyed, the powers user dies.
Animals created by this power are considered to be one entity for the purpose of powers
that modify an individuals behavior. If one animal is Dominated, all of the animals in the
swarm suffer the effects of that power. If one animal cannot break an individuals Majesty,
none of the animals in the swarm can attack that individual.
Techniques, Echo Psychosis, page 227: Add the following line to the end of the
System section: Using Passion or Haunting through Echo Psychosis does not
break your Majesty.
Techniques, Retain the Quick Blood, page 231: Change Blood recouped with
Retain the Quick Blood does not count toward your maximum Blood expenditure
per round to read Blood recouped with Retain the Quick Blood does not count
toward your maximum Blood expenditure per turn.
Rarity Merits, Restricted Clan, page 237: Change the last sentence to read:
would otherwise total more than 6 points of merits.
Brujah Clan Merits, Scourge of Alecto, page 239: Add and does not break your
Majesty to the last line of the merits description.
Cappadocian Clan Merits, Necromantic Insight, page 246: Add the following
sentence to the end of the merits description: Members of the Samedi bloodline
who purchase this merit may select Mortis Path.
Morality Merits, Path of Night, page 257: Modify the sentence you lose
Morality as though youve committed a level 1 sin. to read you gain Beast traits
as though youve committed a level 1 sin.
Chapter Twelve:
Methuselah Generation NPCs, page 503: Change the header of the fourth column
in the chart at the bottom of the page to read Blood per Turn instead of Blood per
Round.
Werewolf NPCs, page 494: Werewolves automatically heal 1 point of normal
damage per turn.
Chapter Thirteen:
Equipment Generation System, Protective Gear, Ballistic, page 519: Alter the
description to read: Ballistic: This type of protective gear applies a +3 bonus to
your defensive test pools when resisting ranged attacks from firearms. Further, it
applies a +1 bonus to your defensive test pools when resisting Brawl, Melee, and
thrown weapon attacks.
Equipment Generation System, Protective Gear, Hardened, page 519:Alter the
description to read: Hardened: This type of protective gear applies a +3 bonus to
your defensive test pools when resisting Brawl, Melee, and thrown weapon
attacks. Further, it applies a +1 bonus to your defensive test pools when resisting
firearms attacks.
Index:
B, Blood, page 538: Change Per Round 101 to read Per Turn 101