Lore of The Deceived
Lore of The Deceived
Lore of The Deceived
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Lore of the
Deceived
Every name is real. Thats the nature of names.
Jerry Spinelli, Stargirl
Book of the Deceived introduces the dark secrets of true
names and the magic of Nomenclature. But it is only a taste of
the wonders that are possible for those willing to explore the
naming of the universe and the power of appellative symbols.
This little supplement seeks to explore such magic further.
DISCERNING
Magic empowered by knowledge of a targets true name
is useless without access to that knowledge. Although there
are powers that aid in such discoveries, they are not required.
Even mortal occultists can attempt such divinations, though
depending on the target, doing so can be catastrophically
unwise. Among the Arisen, it is considered gauche at
best and borderline heretical at worst to explore true
names, as doing so indicates unhealthy interest in the Lost
Guilds dread art. Nonetheless, it is something in which a
considerable number of Scribes have taken a quiet interest.
Figuring out a true name is an instant action using a
dice pool of (Intelligence + Occult). In the moment of
truth, the character either has a revelatory insight into
the targets true name or not. The Storyteller makes this
roll, and a player has no way to know if her characters
calculations and linguistic analysis have been successful
except by testing it through magic that requires the targets
true name to function.
As noted below, there are numerous bonuses and
considerably more penalties that may apply when attempting
true name discernment, so significant advance research and
preparation is required if a character is to have any hope of
success. Unlike many actions, it is not possible to succeed on
a chance roll for this task. The roll is only made to determine
whether the action fails or results in a dramatic failure. In
the case of a dramatic failure, the character has disturbed
Fate with his inept meddling in the patterns of the universe
and suffers a +1 target number increase to some future
action. This curse endures, waiting to strike until it would
present a serious hindrance for an action to fail.
Discerning
MODIFIERS
Associations: The character knows what organization the target belongs to and most strongly feels
loyalty toward (+0). The character knows all of the
organizations to which the target belongs (+1). The
character doesnt know which organizations the target belongs to (-3). Organizations can be as small as
families or as large as nations. These modifiers only
apply to sapient targets.
Prior Success: The character has successfully divined the targets true name previously (+3).
CHANGING NAMES
NEW
SEBA
While Book of the Deceived contains a sampling of seba
(Deceived relics), weve provided a number of additional
examples herein, including some four- and five-dot seba.
New Seba
body remains dead only for as long as it takes for her killer
to let down his guard or 10 minutes (whichever is shorter),
while her soul remains anchored to her flesh. After that
period elapses, she returns to life with half her aggravated
damage remaining. Complete destruction of the body,
whether by fire or consumption by Shuanksen or other
means prevents this resurrection. For mummy bearers,
having this seba preempts the need for one death cycle.
The relic takes care of one death and departs normally,
meaning the revived mummy loses no Sekhem from the
experience and does not experience the harrowing journey
of a death cycle. For non-mummies, it is a miraculous
opportunity to cheat death once, and perhaps more if the
resurrected former bearer can track the seba down again.
If this seba is changed into a keshina, it grows more
powerful. The first time the keshinas bearer is slain by
damage each Descent, the relic restores her to life without
sacrificing itself or imposing its curse. However, it cannot
resurrect her again until recharged by the start of a new
Descent.
Curse: This seba grants resurrection, but those whom
it returns to life come back defiled in spirit and mind
by deaths touch, automatically losing one dot of their
appropriate Morality Trait in the process.
New Seba
Unshade
The ghosts created by Shade Hunters Leash have
the following statistics and powers. Information on
ghosts can be found beginning on page 208 of World
of Darkness. Unshades use these rules except as
indicated.
Attributes: Power 10, Finesse 10, Resistance 10
Willpower: 10
Initiative: 20
Defense: 10
Speed: 30
Size: 6
Corpus: 20
Numina: Flight of Shadows, Impassioned Soul (Seek
and kill its quarry, lacks other Passions), Maddening,
Old Soul (Age 10), Phantom Arsenal, Regeneration,
Spectral Toughness, Terrify, Untethered, Will From
Power
Death Aura: The manifestation modifier within 10
yards of an Unshade raises to +3 (unless higher
already). Mortals feel inexplicable dread and cold
within this area.
Materialization: While manifesting, an Unshade
ceases to exist in Twilight and is fully material (and
therefore automatically visible).
Kepher: Unshades can track their designated quarry
with a modified kepher power that uses their Finesse
as a dice pool. Their quarry begins as Catalogued to
these monsters and they can use proxies normally in
order to find their prey.
HEART OF RE (SEBA )
New Seba
10
Whenever an action the mummy takes would directly result in a beings demise, the mummy pay
petition Fate to avert that death as though the action never took place at all (and thus had no consequences whatsoever). This costs one Willpower
point. Withholding death in this manner grants the
mummy a sudden revelation of the saved targets
true name. This method cannot discern a mummys
true name, as there is no real death to avert.
The Masters Voice, waiting in abeyance until she liquidates this Affinity. This means her personality is that
of her temakh, acting as he would act and regarding
the world around him as he would think about it. She
is an avatar of him, an expression of his will.
WORDS OF WOUNDING
Prerequisite: Ren
The mummy who knows a targets name has great
power to hurt that target, all the more so with deeper
knowledge of that targets name. Whenever a mummy
with this Affinity takes a rolled action to cause damage to
a target whose name he knows, he cancels out up to three
dice of penalties applying to that roll. For instance, when
punching a target with armor 3, his blow strikes as if the
target were unarmored. Secondly, if the mummy knows
the targets true name, and if he spends a Willpower point
before the roll, his roll to cause damage also reduces its
target number by one.
11
NEW UTTERANCE:
UNSPEAKING
WHAT IS KNOWN
Tier 1: Ba (Subtle) ; Tier 2: Ka ; Tier 3: Ren
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by this tier does not stack (only the highest value applies).
Tier 2: The mummys power can unweave the
physicality of a targets being, temporarily suppressing his
material form to render him in a state of amxaibit. This
requires the mummy to be within 10 yards of a target and
be able to perceive him; she must also know his name
in order to sorcerously unspeak it. Roll her (Presence +
Occult + Ka), resisted by the targets (Stamina + Resolve
+ Supernatural Advantage). Success is automatic if the
mummy targets herself or knows the targets true name.
With success, the target dissolves into shadows and enters
a state of Twilight for one hour per success (or until the
mummy reflexively terminates the effect if she targeted
herself). Non-mummies who are brought into Twilight this
way emit a spiritual scent of blood that all Amkhata within
ten miles can perceive, often leading to a feeding frenzy.
Tier 3: This tier is a weapon of dreadful, spiteful
power. It may be unleashed upon any mortal being, or
upon any any supernatural being whose true name the
mummy knows, but the target and mummy must be able
to perceive one another directly (i.e. not via electronic
media, clairvoyant visions, etc.). Unlike most Utterances,
unleashing this tier also costs one Willpower point. Roll
the mummys (Intelligence + Occult + Ren) against the
targets (Resolve + Composure + Ren).
If the mummy succeeds, the unspoken target instantly
dies and is disintegrated utterly, first decaying to dust
before that dust scatters to nothingness upon the cosmic
winds of Sekhem throughout the universe. No remains
endure, forcing Arisen victims to procure new bodies and
risk becoming Shuankhsen. To add insult to annihilation,
memories and records of the deceased are forgotten and
lost as though the target possessed Enigma 5.
Non-mummies who somehow survive having their bodies
annihilated, such as some archmages and chthonic gods,
cannot rebuild physical forms for themselves (or subsidiary
entities of themselves) in the material world by use of any
magic for a thousand years. Magic that would circumvent
the spirit of this ban as decreed by Fate is likewise annulled
by the universe itself and therefore cannot be cheated with
clever technicalities or alternate stratagems. For example,
the span of time of the ban is likewise proof against entry
by the banished entity via time travel from outside that
period. What such cosmic entities may do in revenge for
such banishment even without a physical body is another
matter altogether. Legends among the Deceived speak of
the Ochre-Masked King, a primordial demon who has
plagued the worlds preeminent civilizations once every
thousand years until he can be sent back bodiless once
more to the hellscape from whence he came.
NEW UTTERANCE:
WORD-WARDING
BONDS
Tier 1: Sheut (Reflexive, Subtle) ; Tier 2: Ab
13