TEXT: Ruin
  A slow death creeps
  towards the oppressor
  SPECIAL ABILITIES
  ALCHEMIC BLOOD: You may infuse your blood with one of the
  following effects and use its power to augment your magic. You may
  unlock additional effects by spending additional advancements.
  Envenom: You may apply the effect of your blood to a weapon for a
  scene.
  A SLOW POISON: If you poison an enemy or mark them
  with your blood, they cannot hide from you. You may
  always sense and track them. Gain +Effect when harming
  your quarry.
  Transfusion: You may reverse the effects of Corrupt,
  temporarily granting your allies potency.
  Cruel End: When your poison kills someone, it does so
  horrifically, terrifying your foes and increasing your
  position.
  Bulwark: Gain +1d to all resistance rolls when leading a
  cohort.
  Old Stone: You can gather information about a place by
  touching shaped stone, mortar, or brickwork.
  DRINK DEEP: Gain an additional essence slot.
  MULTIFACETED: Gain an ability from a different Mask.
  ASSIST a teammate.
  Lead a GROUP ACTION.
  PROTECT a teammate.
  SET UP a teammate.
  TEAMWORK
  MASK XP
  When a Mask Action overlaps with a Background Action, they are
  in coherence. Roll the lower of the two action ratings to gain +Effect.
  When you Corrupt, you use your blood as a weapon.
  When you CRACK, you force a small but critical break.
  When you QUARRY, you strengthen, reinforce, or hunt.
  When you SPOIL, you rot from within or ruin plans.
  Corrupt
  CRACK
  QUARRY
  SPOIL
  MASK
  BLOOD
  Soporiphic
  Ashen
  Caustic
  Flechette
  Naptha
  Narcotic
  Lies
  The eldest, the deceiver,
  the bringer of light
  SPECIAL ABILITIES
  MANY FACES: If you are able to get a single drop of blood from
  someone, you may expend 2 essence to change your face to match
  theirs.
  SIMPLE TRUTHS: Gain +Effect when countering propaganda or exposing
  some commonly accepted lie.
  HONEYED WORDS: When using lies or flattery to influence your enemies,
  gain +1d or +Effect.
  TASTE TRUTHS: If you are able to drink a dram of blood from a person, you
  may gather information about their past, seeing some of their life through
  their eyes.
  UNSEEN, UNHEARD: You may expend Special Armor to cancel any
  consequence that would lead to your discovery.
  TWIST THE LIE: When you catch an enemy in a lie, you immediately harm
  them for 2 Ticks on a relevant clock or with a -1 to their total threat.
  CLOAK OF RUMORS: Spend 2 essence and use the Deceive action to
  whisper a “rumor” in someone’s ear. They will believe that rumor and
  most likely act on it for the next hour.
  DRINK DEEP: Gain an additional essence slot.
  MULTIFACETED: Gain an ability from a different Mask.
  ASSIST a teammate.
  Lead a GROUP ACTION.
  PROTECT a teammate.
  SET UP a teammate.
  TEAMWORK
  At the end of each session, for
  each item below, mark 1 Mask
  XP or 2 Mask XP if that item
  occurred multiple times.
  When the Mask XP clock fills,
  choose a new Special Ability
  or add a new Mask Dot.
  You fulfilled your Pact.
  You defeated a
  Vampire Noble.
  You taught someone else
  something or learned
  something important.
  MASK XP
  When a Mask Action overlaps with a Background Action, they are
  in coherence. Roll the lower of the two action ratings to gain +Effect.
  When you Deceive, you use lies and trickery to coerce others.
  When you Hide, you veil people, intentions, or plots.
  When you Reveal, you discover what was hidden.
  When you Educate, you teach, elucidate, or hold forth a topic.
  DECEIVE
  HIDE
  REVEAL
  EDUCATE
  MASK
  At the end of each session, for
  each item below, mark 1 Mask
  XP or 2 Mask XP if that item
  occurred multiple times.
  When the Mask XP fills,
  choose a new Special Ability
  or add a new Mask Dot.
  You fulfilled your Pact.
  You defeated a
  Vampire Noble.
  You strengthened or
  reinforced an ally.
  SPECIAL
  ARMOR
  Spend at least 1 essence to use a Special Ability.
  Spend 2 essence to gain +1d or +Effect
  Spend essence to gain stress at a 1:1 ratio
  ESSENCE
  SPECIAL
  ARMOR
  Spend at least 1 essence to use a Special Ability.
  Spend 2 essence to gain +1d or +Effect
  Spend essence to gain stress at a 1:1 ratio
  ESSENCE
  
  Terror
  A terryfing visage to
  haunt the vampire
  SPECIAL ABILITIES
  NO LORDS, NO MASTERS: Gain +Effect when either soothing the
  souls of the oppressed or inspiring them to action.
  FEAR YOUR SLAVES: Gain +1d whenever you try to turn servants or
  followers against their master.
  SOW DISCORD: Gain +1d when you take a Set-Up action to terrify an enemy
  force, reducing their scale as combatants flee in terror.
  No Excuses for the Terror: Gain +1d when you Awe a friendly group.
  You may grant them potency on a success.
  SHOCK AND AWE: If you perform a Desperate action, gain +Effect, as all are
  shocked and awed by your sheer audacity.
  Primal Terror: You may spend 2 essence to summon a small cohort of
  ravens, spiders, or rats that you can Command.
  Silenced Fears: You may expend special armor to cancel a consequence
  that increases your heat.
  DRINK DEEP: Gain an additional essence slot.
  MULTIFACETED: Gain an ability from a different Mask.
  ASSIST a teammate.
  Lead a GROUP ACTION.
  PROTECT a teammate.
  SET UP a teammate.
  TEAMWORK
  At the end of each session, for
  each item below, mark 1 Mask
  XP or 2 Mask XP if that item
  occurred multiple times.
  When the Mask XP clock fills,
  choose a new Special Ability
  or add a new Mask Dot.
  You fulfilled your Pact.
  You defeated a
  Vampire Noble.
  You instilled terror into
  the heart of an oppressor
  MASK XP
  When a Mask Action overlaps with a Background Action, they are
  in coherence. Roll the lower of the two action ratings to gain +Effect.
  When you Frighten, you instill fear into others.
  When you Awe, you create a spectacle of wonder.
  When you Disarm, you remove an enemy’s ability to do harm.
  When you Explode, you make things go “boom.”
  FRIGHTEN
  AWE
  DISARM
  EXPLODE
  MASK
  Violence
  No mercy for the vampire.
  Only death.
  SPECIAL ABILITIES
  TAUNT: Gain +1d when taunting an enemy into focusing its
  attention on you.
  THREATEN: +Effect when using boasts, threats, and general shouting to
  intimidate your foes.
  WHOLESALE CARNAGE: +Effect when using Carnage to fight a group
  that is at a larger scale than your own.
  LEAD FROM THE FRONT: Add +2 ticks to any morale clock of a cohort or
  allied group you personally lead.
  FLESHMEND: You may use Special Armor to cancel a consequence of
  physical harm.
  BLOODTAKER: Gain +1 essence whenever you draw blood from a vampire.
  See Red: Spend 2 essence to “see” the blood of everyone at your current
  location, even through walls, until the end of the scene.
  DRINK DEEP: Gain an additional essence slot.
  MULTIFACETED: Gain an ability from a different Mask.
  ASSIST a teammate.
  Lead a GROUP ACTION.
  PROTECT a teammate.
  SET UP a teammate.
  TEAMWORK
  At the end of each session, for
  each item below, mark 1 Mask
  XP or 2 Mask XP if that item
  occurred multiple times.
  When the Mask XP clock fills,
  choose a new Special Ability
  or add a new Mask Dot.
  You fulfilled your Pact.
  You defeated a
  Vampire Noble.
  If you used violence to
  protect a comrade or ally
  MASK XP
  When a Mask Action overlaps with a Background Action, they are
  in coherence. Roll the lower of the two action ratings to gain +Effect.
  When you Slaughter, you use close, personal violence.
  When you sow Carnage, you fight at a distance.
  When you Direct, you command others in the heat of battle.
  When you Cover, you use violence to protect your comrades.
  SLAUGHTER
  CARNAGE
  DIRECT
  COVER
  MASK
  SPECIAL
  ARMOR
  Spend at least 1 essence to use a Special Ability.
  Spend 2 essence to gain +1d or +Effect
  Spend essence to gain stress at a 1:1 ratio
  ESSENCE
  SPECIAL
  ARMOR
  Spend at least 1 essence to use a Special Ability.
  Spend 2 essence to gain +1d or +Effect
  Spend essence to gain stress at a 1:1 ratio
  ESSENCE
  
  Riot
  Speak in the language
  of the unheard
  SPECIAL ABILITIES
  LAUNGAGE OF THE UNHEARD: Gain +Effect when you invoke a known
  cause or common struggle to stir others to action.
  Common Struggle: Gain +1d when gathering information by talking
  with a commoner.
  FRIENDS, COMRADES, COUNTRYMEN: Gain +Effect or +1d when
  addressing a crowd.
  TORCHES AND PITCHFORKS: Any crowds or cohorts you lead gain +Effect.
  FIERY RHETORIC: Whenever you deliver a speech, you may spend 2 essence
  to spontaneously cause something to catch on fire.
  A SINGLE SPARK: Gain +1d or +Effect to any arsons or explosions you
  help engineer.
  Righter of Wrongs: You may invoke some crime, tragedy, or other
  horrible deed committed by the vampires to gain +1d or +Effect.
  DRINK DEEP: Gain an additional essence slot.
  MULTIFACETED: Gain an ability from a different Mask.
  ASSIST a teammate.
  Lead a GROUP ACTION.
  PROTECT a teammate.
  SET UP a teammate.
  TEAMWORK
  At the end of each session, for
  each item below, mark 1 Mask
  XP or 2 Mask XP if that item
  occurred multiple times.
  When the Mask XP clock fills,
  choose a new Special Ability
  or add a new Mask Dot.
  You fulfilled your Pact.
  You defeated a
  Vampire Noble.
  You led others or spoke
  truth to power.
  MASK XP
  When a Mask Action overlaps with a Background Action, they are
  in coherence. Roll the lower of the two action ratings to gain +Effect.
  When you Rouse, you inspire people to take action.
  When you Burn, you set fire.
  When you Inspire, you fill hearts with passion or purpose
  When you Provoke, your enemies do things they shouldn’t.
  ROUSE
  BURN
  Inspire
  PROVOKE
  MASK
  Torment
  The agony of action.
  The pains of freedom.
  SPECIAL ABILITIES
  LURE: Gain +1d when attempting to lure someone away or set up a
  future ambush.
  A Stitch in Time: Gain +1d when repairing something or rigging up a trap.
  TORMENTING LAUGHTER: You may expend 2 essence to make a target hear
  mocking laughter coming at them in all directions.
  EXPERT VIVISECTION: Gain +1d when performing an autopsy to determine
  how someone died or when using blades to rend someone limb from limb.
  Suffer in Silence: You may expend special armor to avoid being
  detected while doing violence.
  Thousand Needles: You bid wounds stitch themselves closed. You may
  use Suture or Tend on a nearby group.
  SHARED Pain: You gain +1d or +Effect when trying to understand the
  pain of others or by invoking shared hardships.
  DRINK DEEP: Gain an additional essence slot.
  MULTIFACETED: Gain an ability from a different Mask.
  ASSIST a teammate.
  Lead a GROUP ACTION.
  PROTECT a teammate.
  SET UP a teammate.
  TEAMWORK
  At the end of each session, for
  each item below, mark 1 Mask
  XP or 2 Mask XP if that item
  occurred multiple times.
  When the Mask XP clock fills,
  choose a new Special Ability
  or add a new Mask Dot.
  You fulfilled your Pact.
  You defeated a
  Vampire Noble.
  You cared for an ally either
  physically, emotionally or
  mentally.
  MASK XP
  When a Mask Action overlaps with a Background Action, they are
  in coherence. Roll the lower of the two action ratings to gain +Effect.
  When you Drain, you draw blood or strength from another.
  When you Suture, you use stitches to repair people or things.
  When you Vivisect, you use quick, precise blade strikes.
  When you Tend, you care for your comrade’s needs.
  DRAIN
  VIVISECT
  SUTURE
  TEND
  MASK
  SPECIAL
  ARMOR
  Spend at least 1 essence to use a Special Ability.
  Spend 2 essence to gain +1d or +Effect
  Spend essence to gain stress at a 1:1 ratio
  ESSENCE
  SPECIAL
  ARMOR
  Spend at least 1 essence to use a Special Ability.
  Spend 2 essence to gain +1d or +Effect
  Spend essence to gain stress at a 1:1 ratio
  ESSENCE
  
  Judgment
  Pass judgment and carry
  out the will of the many.
  SPECIAL ABILITIES
  EXECUTIONER: Gain +Effect or +1d when attacking a target that is
  badly wounded.
  Review the Evidence: Gain +1d when gathering information
  related to a specific target.
  THE PEOPLE’S RAZOR: Gain +Effect when using bladed weapons.
  CAREFUL AIM: Gain +1d when shooting a target from a controlled
  position.
  PRONOUNCE SENTENCE: Your words carry the weight of democratic
  authority. Gain +1d when giving information to others or commanding
  them to action.
  Swift Justice: When there is a question as to who acts first, you do.
  Read the Room: You can always tell when danger is coming your way.
  The GM will warn you of upcoming danger, or provide you with a free
  flashback to prepare for it.
  DRINK DEEP: Gain an additional essence slot.
  MULTIFACETED: Gain an ability from a different Mask.
  ASSIST a teammate.
  Lead a GROUP ACTION.
  PROTECT a teammate.
  SET UP a teammate.
  TEAMWORK
  At the end of each session, for
  each item below, mark 1 Mask
  XP or 2 Mask XP if that item
  occurred multiple times.
  When the Mask XP clock fills,
  choose a new Special Ability
  or add a new Mask Dot.
  You fulfilled your Pact.
  You defeated a
  Vampire Noble.
  You pronounced your
  judgement on a situation
  or character.
  MASK XP
  When a Mask Action overlaps with a Background Action, they are
  in coherence. Roll the lower of the two action ratings to gain +Effect.
  When you Snipe, you shoot at targets from long range.
  When you Scout, you move ahead to gather intelligence.
  When you Read, you read and interpret writing or situations.
  When you Slip, you quietly fade away.
  SNIPE
  SCOUT
  READ
  SLIP
  MASK
  SPECIAL
  ARMOR
  Spend at least 1 essence to use a Special Ability.
  Spend 2 essence to gain +1d or +Effect
  Spend essence to gain stress at a 1:1 ratio
  ESSENCE
  
SOURCE: textdata/thevault/Brinkwood/reference_sheets/character v10 1/half-sheet mask v10 1.pdf