338712-TheBookOfLaughingSerpents Volume2 v1.2
338712-TheBookOfLaughingSerpents Volume2 v1.2
338712-TheBookOfLaughingSerpents Volume2 v1.2
Volume 2
Credits
Written and Developed By: James Barton
© 2018 White Wolf Entertainment AB. All rights reserved. Exalted, and Exalted 3rd Edition, Vampire: The Masquerade®,
World of Darkness®, Storytelling System™, and Storytellers Vault™ are trademarks and/or registered trademarks of
White Wolf Entertainment AB. All rights reserved.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction
and intended for entertainment purposes only. Reader discretion is advised.
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The Book
of Laughing Serpents
Volume 2
Table of Contents
Demons of the First Circle
The Bishop Fish (Apallubet) 5
The Hungry Masks (Grimaboju) 8
Demons of the Second Circle
Aigokeros, the Demon Jester 13
“ T
he Dragons marked the sea from the sea, and
sent one to lay drowning in Hell, dripping
with hatred, acid, and impurity. Who is
shocked, then, that such unwholesome things
sprang from it?”
T H E B I S H O P F I S H ( A PA L L U B E T )
5
THE BOOK OF LAUGHING SERPENTS
6
“ B eware actors, princes, and gods alike, for they are accustomed
to wearing a thousand masks and the rest of society wears only
a dozen.” - The Sage of Xol
THE BOOK OF LAUGHING SERPENTS
8
THE HUNGRY MASKS (GRIMABOJU)
Essence: 2; Willpower: 6; Join Battle: 6 dice the Hungry Mask may pull its limbs and tendrils inward,
Personal Motes: 70 leaving rotting images of essence behind. Recognizing that
Health Levels: -0x1/-1x3/-2x2/Incap it has not in fact died requires a Survival+Wits roll, against
Actions: Senses: 8 dice; Intimidate: 6 dice; Stealth: it’s guile.
8 dice; Lore (Demons): 6; Disguise: 6; Social Influen-
ce: 6 dice SOCIAL CHARMS
Appearance 2 (Hideous), Resolve 5, Guile 4 Harmless Mask Intuition (5m; Supplemental; Inde-
finite; Essence 2): The Hungry mask curls up like a hermit
COMBAT crab, and shifts to appear utterly inconsequential. This
supplements the Hungry Mask’s disguise check with double
Attack (Unarmed): 6 dice (Damage 6) 9s—unless investigated closely, it appears to be a slightly
Attack (Grapple): 12 dice (Control 12) garish mask.
Combat Movement: 10 dice
Evasion 4, Parry 2 MISCELLANEOUS CHARMS
Soak/Hardness: 9/0
Scholar’s Bane (8m; Simple; Instant; Essence 2): The
MERITS Grimaboju may only use this charm after successfully
grappling a target and activating Hungry Parasites Grip.
Tiny Creature: Add +2 Evasion against larger foes’ The Grimaboju may roll it’s grapple dice against the
attacks. Larger characters subtract two successes from target’s resolve—it learns one lore specialization for every
Awareness-based roll to notice Hungry Masks. two successes it has over the resolve (A minimum of one).
Alternatively, the Grimaboju may transfer knowledge to a
OFFENSIVE CHARMS grappled victim, drawing from it’s existing pool of topics.
Hungry Parasite Grip (8m; Reflexive; Indefinite; The Grimaboju never stores specializations for more than
Essence 2): This charm allows the Hungry Mask to engage one week.
in it’s most infamous capability. It can only be activated Regardless of use, the effects of this charm are mentally
while the Hungry Mask has control of a grapple. The Hun- shocking for most mortals that encounter them—the mortal
gry Mask rolls its control pool against the opponents—on cannot regain willpower from sleep for a number of weeks
a success, the Mask affixes itself to the target, and gains equal to the Grimaboju’s specializations removed or
access to the target’s skills, health levels, and mote pool gained.
(but not charms). Measure the Wind (5m, Simple, Instant Essence 1):
If the victim is helpless or willing, there is no need for the The Hungry Mask may learn the supernatural nature of any
roll. If the Victim wishes to resist the Hungry Masks actions, creature that wears it.
they must make a Integrity+Wits check against the Hungry Hurry Home (10m, 1wp; Simple; Instant; Essence 1):
Masks Resolve. A success prevents the action—but does The Hungry Mask falls to the ground, rotting away as it
not remove the mask. vanishes back to its summoner.
Corpse Driving Intention (4m; Reflexive; Instant; Materialize (35m 1wp, Simple, Instant, Essence 1):
Essence 2): The Hungry Mask can affix itself to a long de- There is a bit of uncanny laughter and rustling in the
ceased body if need be—although it greatly resents doing ground as the Hungry Mask crawls into view.
so. Any time the Hungry Mask wishes to perform an action
with the dead body, it must make use of this charm.
Rapidly Scuttling Lunge (4m; Supplemental; Instant;
Storyteller Tactics
Essence 1): The Hungry Mask rushes forward and launches The Hungry Masks are not direct combat demons. If an
itself at a potential victim—relying on it’s sudden approach infestation of them has emerged with a large numbers of
and horrible screeching to win the day. The Hungry Mask summons, they can pose a threat, but generally they will
adds 2 bonus die for every rangeband it moved towards be relying on ambush to be a threat. Most likely, any num-
the target before a grapple attempt. If this was done by ber of masks will be lurking in a sorcerer’s lair as a surprise
falling onto the victim, the Hungry Mask takes no fall da- for unwanted guests.
mage on a successful grapple.
DEFENSIVE CHARMS
Scuttling Horror Survival (3m; Reflexive; Instant;
Essence 1): The Hungry Mask’s wooden caprace makes
determining if it’s alive or dead difficult. After a successful
decisive attack that does at least 1 health level of damage,
9
“ O ne must laugh at the tragedies that befall
them--or sorrow may take root in your
soul, and make you old and feeble.”
AIGOKEROS, THE DEMON JESTER
11
THE BOOK OF LAUGHING SERPENTS
Essence: 6; Willpower: 6; Join Battle: 8 Principle of Motion (10m, 1wp; Reflexive; Instant;
dice Essence 2): Aigokeros moves at blinding speed, a mass of
Personal Motes: 110 fur and smashed glass and laughter on the wind. He may
Health Levels: -0x4/-1x4/-2x4/-4x4/Incap flurry any two actions without penalty.
Intimacies: All Misery Is Comedy (Defining Broken Bottles Dripping Holy Elixir (7m; Supple-
Principle); Prisoners,Comedians, Jesters (Major Tie mental; Instant; Eclipse; Essence 3): The Demon Jester’s
Noblesse Oblige); What’s the point of living if your wine is everywhere, if you know where to look. It is in the
not laughing? (Major Principle); Bad Jokes Deserve muck and misery of the world, which he is often drunk on.
Death (Major Principle); Teach the World To Laugh By smashing his weapon, the cracks appear to burst with
(Major Principle) the stuff. Any attack supplemented by this charm forces the
Actions: Performance (Comedy): 10 dice; Com- target to make a (Integrity + Stamina) check or suffer vivid
mand: 7 dice (Comedy Troupe 10 dice); Threaten: hallucinations, inflict a -3 penalty to all perception, attack,
8 dice; Feats of Strength: 12 dice (May perform and defense actions. This extra penalty lasts until the end
5+ feats); Read Intentions: 9 dice; Resist Poison: 8 of Aigokeros’s next turn. Aigokeros’s weapon gains the
dice; Social Influence: 5 dice; Senses 9: dice; Incite improvised tag until the effects of this charm wears off.
Violence: 12 dice; Disguise: 6 dice; Craft (Alchemy): Bacchiala Breath (8m; Simple; Instant; Essence 5):
10 dice Aigokeros inhales deeply, pulling all the vapors of his
Appearance 5 (Hideous), Resolve 4, Guile 4 indulgences and lets out a long breath of the alchemical
reservoir that is his lungs. All enemies in up to short range
COMBAT must make a (Stamina+Resistance) check or suffer the
effects of Mists of the Eventide. Opponents who success-
Attack (Bludgeons of Merriment): 14 dice (17 fully resist still have to contend with the cloud of gas, which
damage, Overwhelming 4, Smashing) grants all within the benefit of Light Cover. The fog persists
Attack (Unarmed): 12 dice (10 damage, Overwhel- for 10 turns or until a sufficient gale pushes it aside.
ming 2) Opponents who are crashed by the poison effect do not
Attack (Grapple): 14 dice (10 control) lose conscious, but rather enter a manic frenzy of violence
Combat Movement: 10 dice at Aigokeros’s direction. An (Integrity+Stamina) roll against
Evasion 3, Parry 4 a difficulty of (5-number of turns since crash) reverses this
Soak/Hardness: 10/4 effect. This roll may be attempted at no penalty every turn.
This charm may be used once per combat, unless reset by
MERITS
crashing three opponents with the fog.
Cult (••): A smattering of cults pay reverence to the
DEFENSIVE CHARMS
laughing prince’s philosophy on life and torment, typically
more fools than one would imagine. That and reverence Laughing Fool’s Cross-Step (+3m, Reflexive, Instant,
within his dark carnival exceed what one expect. Essence 3): Aigokeros may increase his evasion by 1 for
It’s Funny, See?: This murderous comedian takes pride every 3 motes he spends, to a max of +4. If he is defending
in his frightening appearance and terrible wounds. He against an opponent who fell victim to Bacchiala Breath or
ignores wound penalties to Perform Comedy actions, and Opening line, this charm’s cost is reduced to 2m per addi-
his appearance is treated as non-hideous for purposes of tion. If against a crashed opponent, the maximum increases
inciting laughter. to +6.
OFFENSIVE CHARMS SOCIAL CHARMS
Opening Line (8m; Reflexive; Instant; Uniform; Essence Words of Vitriol (5m; Supplemental; Instant; Essen-
5): The demon comedian opens combat with a one liner, to ce 4): You would never think Aigokeros a preacher. His
tell friend from foe. The hecklers will be hurled, the indul- mockery belies a gospel of laughter, however, and it’s one
gers are in less danger. in which he is a skilled preacher. This charm adds double
On his first turn of combat begins, Aigokeros may activate 9s to any attempt to persuade a crowd to violent acts. If the
this charm to attempt to induce laughter in all his opponents crowd has previously been successfully inspired by Aigoke-
and allies. Allies who’s resolve is overcome gain a +1 bo- ros’s performance, the persuade effort gains double 8s.
nus die to all rolls(except decisive damage), while enemies Eyes That Speak (6m; Supplemental; One Scene;
find the laughter distracting rather than invigorating, taking Essence 5): The eyes of Aigokeros often flash green and
a -1 to all rolls(except decisive damage). purple when he goes seeking converts to absurdism. This is
When targeting those who’s resolve wasn’t overcome, not a mere display of delight, but rather a manner of spea-
Aigokeros gains +3 bonus attack and damage die. These king and persuading. This charm negates any penalties
benefits last the entire scene. Aigokeros suffers to communicate non-verbally. It adds 3
12
AIGOKEROS, THE DEMON JESTER
additional die to instill or weaken intimacies during such Materialize (55m, 1wp; Simple; Instant; Essence 1):
an action. The use of this charm is undetectable without a Aigokeros emerges from the ether, usually out of some
Perception+Awareness roll against Difficulty 4. If success- crevice in the ground, bounding out like a great ape.
ful, it reveals that unheard communications have occurred,
but their contents are forever a mystery.
Madness Beckons (10m; Simple; Instant; Essence 6): Storyteller Tactics
Aigokeros is king of madmen, fools, and drunkards. With
The Demon Jester works well as a diabolic mastermind,
a word in the air upon his arrival, everyone within 10 miles
with various means for empowering his cultists and reve-
possess the the addiction flaw or the Madness, Hysteria,
lers. The legitimate supernatural powers of his drink make
or Obsession derangement become aware and drawn
bottles of it valuable to Dionysian cults--a story modeled
towards his presence. This is a persuade action, which
on the Bacchae might be in order for the appearance of
Aigokeros rolls 8 dice for. This persuade action can exploit
this wild man demon, or an artistic renaissance in darker
any of the derangement like intimacies (treat the addiction
tones. Storytellers who want to give him greater combative
flaw as a minor intimacy, major if the character is currently
powers should consider the Laughing Monster martial art
suffering withdrawal penalties). Success compels the peo-
style, which he learns without the Terrestrial Keyword.
ple in question to seek Aigokeros out.
MISCELLANEOUS CHARMS
13
The Basalt City. The ten thousand
hells. The land of demons. Malfeas.
Many secrets lie in the churning
prison of the gods—from its demons,
which hold one hundred and eight
thousand courts; to communities of
mortals, both human and otherwise;
to weapons and arts that are older
than the Scarlet Dynasty. The Exalted
have long meddled in the affairs
of hell, and now the time has come
to detail some of the wonders and
horrors they have found!