Actions

Blood Tells

Pick one of these Blood Tells when you activate the bloodline.

Anger Issues: Choose one specific Kuruth (basically Frenzy for werewolves) trigger. Consider it a provocation to Frenzy. When you are confronted with this single Kuruth trigger, you are unable to resist the Frenzy that comes, though you may ride the wave as normal.
Boon: While Frenzied in this manner you enter Dalu form, gaining the trait alterations and teeth and claws, but nothing else. Dead Wolves must unlock remaining features with their bloodline devotions.

Bite: No matter who you are or how else you look, you have a big rock jaw and menacing teeth, so people tend to assume the worst of your intentions. You take -3 dice to any attempt to inspire trust in or allay suspicion of you.
Boon: You may attempt to bite in combat without first establishing a grapple no matter what form you are in, and your bite does an extra dot of Lethal damage.

Bitten: The jagged, unnatural werewolf bite you bore in life never healed, even in undeath. The wound slowly leaks Vitae in negligible amounts, providing a +3 to all rolls to track you by scent. This also means that any vampire can detect the scent of your Vitae within the range described in p. 91 of Vampire the Requiem. This Vitae generates Vinculi and addiction as normal in anyone that ingests it, save for the Dead Wolf themselves, who may also ingest it.
Boon: Anyone who ingests this Vitae grants the character knowledge of and where to find the body of the nearest and most recent vampire attack. If no deaths occurred in the past week, it instead grants knowledge of the nearest and most recent living victim of a vampire.

Devil Inside: Thanks to a combination of bodily features such as sinister birthmarks, unibrows, ashen skin, and sharp cheekbones, you look classically evil. Everyone, even some adults, called you things like ‘Damien’ or ‘Cruella’ as a child. You were basically normal, though it is hard to deny that the treatment may have rubbed off on you.
Boon: You are not basically normal. You assume the Dalu form when presented with religious imagery of any kind, gaining the trait alterations and teeth and claws, but nothing else. Dead Wolves must unlock the remaining features with their bloodline devotions. Religious imagery that triggers transformation may be as prosaic as a religious pamphlet or as full of terrible meaning as the symbols of the Circle of the Crone or Lancea et Sanctum.

Evil Eye: One of your eyes is noticeably different from the other in an obvious, unsettling way. Occluding the eye from view is possible, though inconvenient at best. You tend to know who around you is more superstitious than most, as they tend to wear protective talismans around you.
Boon: Since your death, the curse your eye bestows now bears traces of vampiric taint. When directly viewing a target, pick a specific action and roll Manipulation + Occult + Blood Potency, resisted by Resolve + Power Stat. The next time the target performs that action, it automatically dramatic fails. Further, the target is now contaminated by Vitae as if they fed upon or tasted it, though it does not create Vinculi. This means that they have a chance to rise as revenants after death. If the target dies as at least a partial result of the curse, they rise immediately as a revenant. Storyteller discretion applies. Each subsequent use of Evil Eye on the same victim suffers a cumulative -1 penalty, up to a maximum of -5.

Exciting: For some reason you still sweat when you perform strenuous activities, though you do not tire as the living. Unfortunately when you sweat, your skin produces a sheen of bloody ichor. The ichor thus expressed quickly coagulates into scabby flakes that get on everything you own and are a pain to clean, though it does not have a strong smell even when heated.
Boon: Vitae waits just beneath your pores, ready to reach out and spread through the medium of blood sweat. When you perform a strenuous physical activity with someone else such as sexual contact or contact sports, your touch passes on a taste of Vitae through the skin. This results in a full-body version of the usual Vitae euphoria that almost no other Kindred may offer, as well as the usual Vinculum and test for vitae addiction.

Familiar: When you were Embraced your familiar left you, thinking you dead. It was right. Now your very presence seems to stir dead animals to life around you. When you spend long enough in one place, any dead animals nearby you gain a glimmer of unlife and begin to seek you, heeding your spiritual call for a familiar. Roadkill and similarly-mangled animal bodies might turn their heads to limply watch you pass by. More complete animal cadavers may go so far as to unlatch doors to lurch to your side, wanting nothing more than to rest their rotting heads on your lap in grim contentment.
Boon: You always possess one animal familiar as if you had used Animalism 2, Raise the Familiar to raise it. You pay no Vitae to raise it, and may maintain it normally using Vitae. When it crumbles apart another will replace it, though you may not always get the same type of animal.

Fuck Ugly: You poor thing. Lycanthropy picked you up by the ankle when you were a baby and raked you through the branches of the Ugly Tree. There’s something uncomfortably cross-species about your appearance, whether it’s the backward, lupine hunch to your shoulders, the extreme body hair, the creepy, thin-lipped grin you wear when you’re uncomfortably warm or just the animal reek of you. Maybe it’s all that and other attributes you’re too ashamed to even discuss. Whatever it is, you’re a dead thing now, and you need blood to stay alive. You just wish you could do it like the movies, where the victim thinks you’re pretty first. Because of your unfortunate appearance you cannot inflict the Kiss on a mortal, because even if they do not resist, they will never truly consent.
Boon: You are far past empathy now. You have weaponized your appearance because you have to eat, too. When you successfully Lash Out with your Beast at a mortal, you may inflict the Shadow Paranoia Condition instead of the usual Bestial, Competitive, or Wanton Conditions. This terrorizes the victim until they can find a place of shelter, but makes sneaking up on the prey easier, and helpfully gaslights them afterwards with false visions of you lurking nearby until they can find a place of shelter.

Horse, Host-Ache, Liar’s Skin: As described in p. 301-302 Werewolf the Forsaken

Marker: In life, you had a smell that was uniquely your own. It wasn’t bad, but it was unmistakably your smell. Wherever you left your scent people hesitated to tread, understanding somehow that it was yours. Now that you are dead, your mark carries through your Vitae alone. In true vampiric form, you no longer claim places, but living creatures.
Boon: Anyone who feeds from or tastes the blood of someone you have given Vitae must make a Resolve + Composure roll as a reflexive action. Success makes them aware that the vessel ‘belongs’ to the Dead Wolf. Failure inflicts the Demoralized Condition. If the Dead Wolf fails to contest the ‘violation’ of the marked one within a month, any Vitae disappears from their system and their Vinculum decreases by one level to a minimum of zero.

Moon Marked: You were born with the mark of the moon upon you, a birthmark denoting one phase of the moon. When the moon phase matched your birthmark, you could call down Luna’s curse upon your enemies. Now your body is dead, and the spirit fled with the advent of the Beast. Now only the Beast remains to wield the Mark.
Boon: Pick a Hunter’s Aspect. When the moon matches the phase depicted by your mark and is displayed to the open night sky, successfully Lashing Out against someone allows you to apply your Hunter’s Aspect Condition to them instead of Bestial, Competitive or Wanton.

Shape Shifted: As the Tell in p. 303 WTF, but only the Teeth and Claws and Trait modifications apply.

Spirit Double: When you were stressed, your spirit used to flee your body while asleep and take on a human form, obeying your worst impulses in order to satisfy some primal need of yours. Now that you’re dead you have the Beast Within, but now it knows how to leave your body and do unspeakable things in a form just solid enough to do its dark will. The Beast is unconcerned with detachment, especially considering just how detached it is like this. You often awaken from your Daysleep well-refreshed, but tales of your daylight exploits may bring about inconvenient lines of questioning…
Boon: When you enter Daysleep with less than half of your temporary Willpower remaining, your Beast detaches from your torpid form and begins roaming, disembodied. It is essentially you, but driven wholly by your Requiem. The disembodied Beast’s eyes are always yellow. It seeks to fulfill its Requiem until its WP is full. The disembodied Beast may interact with the world as normal, essentially imitating you in its libidinal quest. If the Beast takes any damage it discorporates, sending it back to the Dead Wolf’s torpid body. When you would regain one Willpower from fulfilling your Requiem as the disembodied Beast, regain two instead.