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  • |Thaumaturgy|Vampire|Ghoul| |level = 2
    1 KB (203 words) - 15:50, 13 June 2017
  • |Thaumaturgy|Vampire|Ghoul| |requires = Thaumaturgy, Rituals 4
    2 KB (277 words) - 13:26, 26 May 2017
  • |Vampire|Necromancy|Ghoul| |level = 0
    3 KB (519 words) - 14:10, 2 October 2017
  • |Thaumaturgy|Vampire|Ghoul| |level = 1
    1 KB (212 words) - 14:14, 2 October 2017
  • |Thaumaturgy|Vampire|Ghoul| |level = 2
    1 KB (214 words) - 14:15, 8 December 2017
  • |Thaumaturgy|Vampire|Ghoul| |level = 2
    1 KB (245 words) - 15:25, 25 May 2017
  • |Thaumaturgy|Vampire|Ghoul| |requires = Rituals 3 and either Thaumaturgy OR Sabbat Rite Master
    2 KB (427 words) - 11:54, 25 June 2017
  • |Vampire|Thaumaturgy|Ghoul| |requires=Thaumaturgy, Rituals equal to the level of the fetish you wish to create
    3 KB (461 words) - 19:29, 23 October 2018
  • |Thaumaturgy|Vampire|Ghoul| |level = 5
    2 KB (353 words) - 15:17, 25 May 2017
  • |Vampire|Necromancy|Ghoul| |requires = Necromancy, Rituals equal to level of fetish
    3 KB (524 words) - 13:27, 11 March 2019
  • |Thaumaturgy|Vampire|Ghoul| |requires = Thaumaturgy, Rituals 5, two other Tremere
    5 KB (957 words) - 13:15, 25 October 2017
  • <includeonly>=='''[[Vampire Rules]]'''== Advantages to playing a vampire:
    50 KB (7,348 words) - 14:47, 31 August 2019
  • ...nd the Wyrm. You may see Fera and Werewolves lumped in together in certain rituals as “Shifters” ...Rage (Secondary Energy) based on Auspice: Ragabash 1, Theurge 2, Philodox 3, Galliard 4, Ahroun 5
    37 KB (5,248 words) - 18:59, 3 September 2019
  • ...oday.. You may still see Fera and Werewolves lumped in together in certain rituals as “Shifters” ...our Bastet General. You may only take 1 of each of these types of gift per level at Innate costs.
    49 KB (6,848 words) - 19:22, 3 September 2019
  • * Choose 3 Arts as Innate Arts, no more than one of which may be a Court Art. * Fill in 3 dots of Banality.
    22 KB (3,252 words) - 17:48, 31 August 2019
  • ...ealth, Healing Powers, Regeneration, a Philter of Life (Herbalism), or the level 5 Medicine Skill. The Dying state remains active for 10 minutes or until ca ...aling Touch) that normally heals for 1-2 will heal for 1. If they heal for 3-4, they heal for 2. Basic Medicine (the “Bandage” sig call) does not af
    51 KB (8,835 words) - 19:34, 3 September 2019
  • ...While a number of effects allow you to increase your damage or healing, or level up from their basic amount, of damage or healing, these effects all have a ...the staking. Driving a stake through the heart of something that *isn’t* a Vampire reduces the target to 0 health, forcing it into the Dying state if it was n
    17 KB (2,902 words) - 19:14, 3 September 2019
  • * No access to Rituals, Talens, Talismans, or Fetishes ...no teacher for non-innate costs. Additional Trees require teachers at each level.
    29 KB (4,231 words) - 12:59, 16 September 2019
  • ...d then spent generations breeding the shifting genes out of their kinfolk. 3. The Gurahl and Mokole were also hunted with extreme prejudice. The former ...spirits serve as guides for packs and individual shifters. Spirits at this level are usually classified as Jagglings, and while they are defined by their na
    14 KB (2,420 words) - 11:43, 12 April 2016
  • 648 bytes (81 words) - 10:10, 19 August 2019

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