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MCWoD Characters

Chapter two introduces the character types in a role-playing game, detailing their abilities and the mechanics of ability scores and modifiers. It explains how each character type, including Awakened, demons, mages, vampires, and werewolves, possesses unique powers and emotional complexities. Additionally, the chapter outlines the importance of ability scores in determining character capabilities and the impact of encumbrance on gameplay.

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0% found this document useful (0 votes)
6 views28 pages

MCWoD Characters

Chapter two introduces the character types in a role-playing game, detailing their abilities and the mechanics of ability scores and modifiers. It explains how each character type, including Awakened, demons, mages, vampires, and werewolves, possesses unique powers and emotional complexities. Additionally, the chapter outlines the importance of ability scores in determining character capabilities and the impact of encumbrance on gameplay.

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chapter two

“Out of the ravaged, burning land, they come, the men of shadow,” wrote an anonymous graffiti
tagger on the side of a building in Minneapolis after the Intrusion stole away a section of the central
United States. Did he know how right he was when he wrote that? Did he know indeed that the
Iconnu’s Intrusion spawned new beings to walk the world, unlike anything seen before?
The characters are the most important part of the game, offering players the opportunity to play
beings of great power and complex psyche. This chapter describes the basic abilities of all character
types: Awakened, demons, mages, vampires and werewolves.

Ability Scores
Every character and creature has six ability scores that measure how strong, dexterous, hardy,
smart, wise and charismatic that character or creature is. For a normal human, these ability scores
range from 3 to 18, though paranormal creatures sometimes have superhuman ability scores.

Ability Modifiers
Each ability has a modifier based on its score; these modifiers range from –5 on up. Table 2–1:
Ability Modifiers shows the modifier for each score.
The modifier is the number you apply to the die roll when your character tries to do something
related to that ability. You also use the modifier with some numbers that aren’t die rolls. A positive
modifier is called a bonus, and a negative modifier is called a penalty.

Table 2–1:
Ability Modifiers
Score Modifier Score Modifier
1 –5 24–25 +7
2–3 –4 25–26 +8
4–5 –3 27–28 +9
6–7 –2 29–30 +10
8–9 –1 31–32 +11
10–11 +0 33–34 +12
12–13 +1 35–36 +13
14–15 +2 37–38 +14
16–17 +3 39–40 +15
18–19 +4 41–42 +16
20–21 +5 43–44 +17
22–23 +6 etc.

The Abilities
Each ability partially describes your character (“you” in the descriptions below) and affects some
of her actions.

Strength (Str)
Strength measures your muscle and physical power. This ability helps you prevail in combat.
Strength also limits the amount of equipment you can carry.
You apply your Strength modifier to the following:
• Melee attack rolls.
• Damage rolls when using a melee weapon, a thrown weapon or a bow. (Exceptions: Off-hand
attacks receive only one-half your Strength bonus, while two-handed attacks receive one-and-a-half
times your Strength bonus.)
• Climb, Jump and Swim checks. These skills have Strength as their key ability.
• Strength checks (for breaking down doors and the like).
Lifting and Dragging: You can lift as much as your maximum load over your head.
You can lift as much as double your maximum load off the ground, but you can only stagger around
with it. While overloaded in this way, you lose any Dexterity bonus to Defense and can move only
five feet per round (as a full-round action).
53
chapter two: character

Using Strength — Encumbrance


Encumbrance rules determine how much your armor and
equipment slow you down.
In Chapter 6: Equipment, “Armor” tells you how much
your armor slows you, if
you wear armor.
If your character is weak or carrying a lot of gear,
then you need to calculate
encumbrance by weight. Doing so is most important
when you are trying to carry
some heavy object.
If you want to determine whether your gear is heavy
enough to slow you down,
total the weight of all your items, including weapo
ns and gear. Compare this
total to your Strength in Table 2–2: Carrying Capac
ity. Depending on how the
weight compares to your carrying capacity, you may
be carrying a light, medium
or heavy load. As with armor, your load affects your
maximum Dexterity bonus to
Defense, carries a check penalty (which works simil
arly to an armor check pen-
alty), reduces your speed and affects how fast you
can run, as shown on Table
2–3: Carrying Loads. A medium or heavy load count
s as medium or heavy armor
for the purpose of abilities, feats or skills that
armor restricts. Carrying a
light load does not encumber a character.
If you wear armor, use the worse figure (from armor
or from load) for each cat-
egory. Do not stack the penalties.

Table 2–2: Carrying Capacity


Strength Score Light Load Medium Load Heavy Load
1 3 lb. or less 4–6 lb. 7–10 lb.
2 6 lb. or less 7–13 lb. 14–20 lb.
3 10 lb. or less 11–20 lb. 21–30 lb.
4 13 lb. or less 14–26 lb. 27–40 lb.
5 16 lb. or less 17–33 lb. 34–50 lb.
6 20 lb. or less 21–40 lb. 41–60 lb.
7 23 lb. or less 24–46 lb. 47–70 lb.
8 26 lb. or less 27–53 lb. 54–80 lb.
9 30 lb. or less 31–60 lb. 61–90 lb.
10 33 lb. or less 34–66 lb. 67–100 lb.
11 38 lb. or less 39–76 lb. 77–115 lb.
12 43 lb. or less 44–86 lb. 87–130 lb.
13 50 lb. or less 51–100 lb. 101–150 lb.
14 58 lb. or less 59–116 lb. 117–175 lb.
15 66 lb. or less 67–133 lb. 134–200 lb.
16 76 lb. or less 77–153 lb. 154–230 lb.
17 86 lb. or less 87–173 lb. 174–260 lb.
18 100 lb. or less 101–200 lb. 201–300 lb.
19 116 lb. or less 117–233 lb. 234–350 lb.
20 133 lb. or less 134–266 lb. 267–400 lb.
21 153 lb. or less 154–306 lb. 307–460 lb.
22 173 lb. or less 174–346 lb. 347–520 lb.
23 200 lb. or less 201–400 lb. 401–600 lb.
24 233 lb. or less 234–466 lb. 467–700 lb.
25 266 lb. or less 267–533 lb. 534–800 lb.
26 306 lb. or less 307–613 lb. 614–920 lb.
27 346 lb. or less 347–693 lb. 694–1,040 lb.
28 400 lb. or less 401–800 lb. 801–1,200 lb.
29 466 lb. or less 467–933 lb. 934–1,400 lb.
+10 x4 x4 x4

544
wisdom

Table 2–3: Carrying Loads


———Speed———
Load Max Dex Check Penalty (30 ft.) Run
Medium +3 –3 20 ft. x4
Heavy +1 –6 20 ft. x3

You can generally push or drag along the ground as much


as five times your maximum load. Favorable conditions can
Constitution (Con)
double these numbers, and bad circumstances can reduce them Constitution represents your health and stamina. A Con-
to one-half or less. stitution bonus increases a character’s hit points, so the ability
Bigger and Smaller Creatures: The figures in Table 2–2: is important for everyone.
Carrying Capacity are for Medium bipedal creatures. A larger You apply your Constitution modifier to the following:
bipedal creature can carry more weight depending on its Size • Each roll of a Hit Die (though a penalty can never drop
category, as follows: Large x2, Huge x4, Gargantuan x8, Colos- a result below 1 — that is, a character always gains at least one
sal x16. A smaller creature can carry less weight depending on hit point each time she advances in level).
its Size category, as follows: Small x3/4, Tiny x1/2, Diminutive • Fortitude saving throws, for resisting poison and similar
x1/4, Fine x1/8. threats.
Quadrupeds can carry heavier loads than bipeds. For • Concentration checks. Concentration is a skill, important
quadrupeds, multiply the value corresponding to the creature’s to anyone who uses supernatural abilities, that has Constitution
Strength score from Table 2–2: Carrying Capacity by the ap- as its key ability.
propriate modifier, as follows: Fine x1/4, Diminutive x1/2, Tiny If your Constitution score changes enough to alter your
x3/4, Small x1, Medium x1-1/2, Large x3, Huge x6, Gargantuan Constitution modifier, your hit points also increase or decrease
x12, Colossal x24. accordingly.
Tremendous Strength: For Strength scores not shown in
Table 2–2: Carrying Capacity, find the Strength score between Intelligence (Int)
20 and 29 that has the same number in the “ones” digit as the Intelligence determines how well you learn and reason.
creature’s Strength score does and multiply the numbers in that This ability is important for mages because it affects how many
for by four for every 10 points the creature’s strength is above spells they can cast, how hard their spells are to resist and how
the score for that row. powerful their spells can be. It’s also important for any character
who wants to have a wide assortment of skills.
Dexterity (Dex) You apply your Intelligence modifier to the following:
Dexterity measures hand-eye coordination, agility, reflexes • The number of skill points you gain at each level. (But
and balance. A high Dexterity makes you harder to hit, and it’s you always gets at least one skill point per level.)
important for anyone who wants to be a skilled sharpshooter. • Appraise, Computer Use, Craft, Demolitions, Disable
You apply your Dexterity modifier to the following: Device, Forgery, Knowledge, Navigate, Repair, Research, Search
• Ranged attack rolls, including those for attacks made and Spellcraft checks. These skills have Intelligence as their
with firearms. key ability.
• Defense (Def), provided you can react to the attack. An animal has an Intelligence score of 1 or 2. A creature
• Reflex saving throws, for avoiding blasts of fire and other of humanlike intelligence has a score of at least 3.
attacks that you can escape by moving quickly.
• Balance, Drive, Escape Artist, Hide, Move Silently, Open Wisdom (Wis)
Lock, Pilot, Ride, Sleight of Hand, Tumble and Use Rope checks. Wisdom describes your willpower, common sense, percep-
These skills have Dexterity as their key ability. tion and intuition. While Intelligence represents your ability

Armor and Encumbrance for Other Base Speeds


The table below provides reduced speed figures for all base speeds from 20 feet to 100 feet
(in 10-foot increments).

Base Speed Reduced Speed Base Speed Reduced Speed


20 ft. 15 ft. 70 ft. 50 ft.
30 ft. 20 ft. 80 ft. 55 ft.
40 ft. 30 ft. 90 ft. 60 ft.
50 ft. 35 ft. 100 ft. 70 ft.
60 ft. 40 ft.

55
chapter two: character

to analyze information, Wisdom represents being in tune with


and aware of your surroundings. If you want your character to Character Types
have acute senses, put a high score in Wisdom. vs. Character Classes
You apply your Wisdom modifier to the following: Many other roleplaying games have
• Will saving throws (for negating the effects of charm, character classes, which represent a
compulsion and other supernatural abilities). character’s “career” — wizard, bar-
• Heal, Listen, Profession, Sense Motive, Spot and Survival barian, soldier, scientist and so on.
checks. These skills have Wisdom as their key ability. Characters may have multiple classes
over the course of their lifetime:
Charisma (Cha) a young barbarian from a primitive
Charisma measures your force of personality, persuasiveness, tribe may come to the city and learn
personal magnetism, ability to lead and physical attractiveness. to become a wizard; a soldier may end
This ability represents actual strength of personality, not merely her tour of duty and study medicine.
how others perceive you in a social setting. The main difference in this game is
You apply your Charisma modifier to the following: that your character type isn’t what
• Bluff, Diplomacy, Disguise, Gather Information, Handle you do, it is what you are. A vam-
Animal, Intimidate and Perform checks. These skills have pire is a vampire whether he fights
Charisma as their key ability. in the army or works in a civilian
• Checks that represent attempts to influence others. hospital; a mage is a mage whether
she studies archaeology or theol-
Generating ogy. Unlike a character class, you
don’t change types over the course
Ability Scores of your lifetime — vampires don’t
become mages, werewolves don’t be-
Many methods exist for generating ability scores at char-
acter creation. For example, you might roll 4d6 and remove the come demons and so on, any more
lowest number, thereby generating a score between 3 and 18. Do than the barbarian decides to be-
this six times, then place the numbers in whichever abilities you come a gorilla or the soldier de-
like. You end up with six ability scores between 3 and 18. cides to become an infant. Your
type remains the same forever.

Changing
Ability Scores Mage: A human who manipulates magic. Mages specialize in
one Path of magic and often associate with others of that Path.
When an ability score changes, all attributes associated Vampire: A human possessed by a dead spirit. Vampires are
with that score change accordingly. A character does not ret- organized into clans, each providing different special abilities.
roactively get additional skill points for previous levels if she Werewolf: A human possessed by a feral destructive spirit
increases her Intelligence. from another dimension. Each werewolf has a moon-affinity
called an auspice, which provides special abilities.

Character Type
Your character’s type is his true nature: Awakened,
Character Focus
demon, mage, vampire or werewolf. Each type comes with Some people study academic subjects their entire lives. Oth-
its own powers and emotional baggage. However, your ers spend years learning acrobatics and practicing extreme sports.
character is more than just his type, and two characters Still others divide their time between several fields of study. A
of the same type are rarely the same. A vampire may be character’s focus represents her dedication to a field of interest.
a doctor, or a soldier or a drifter. A werewolf might know Four foci exist: Might, Intellect, Spirit and Stealth.
kung fu, or how to pick locks or how to track someone Your focus has two effects: it gives you a bonus to an ability
on a cloudy night. Your character’s type defines him in score relevant to that focus, and it determines which skills are easy
broad strokes, but you get to fill in the details. for you (meaning which skills you can purchase at a low cost).
This game includes five character types. (See Chapter 1: A You choose a focus for your character at 1st level and gain
World in Darkness for more information about them.) the benefits of that focus. At each new level, you can change
Awakened: Special humans with heightened aware- your focus or keep it the same. If you change your focus, you lose
ness who instinctively hold the universe together. They the ability bonus of your old focus and gain the ability bonus
have increased skills and a natural ability to counter and of your new one. Likewise, the skills of your old focus become
survive the supernatural. cross-focus skills for your new level (though you do not lose
Demon: A monstrous shapechanging alien spirit animating the skill points you spent on those skills and their ranks do not
nonliving matter. Subtle and crafty, some are corrupters; others decrease; see Chapter 3: Skills for more information), and you
are brutish and violent. gain new focus skills based on your new focus.
56
type descriptions

Focus Ability Bonus Skills


Might +2 Strength Balance (Dex)
(Dex), Climb (Str)
(Str), Demol
Demolitions (Int), Escape Artist (Dex),
Jump (Str), Navigate (Int), Pilot (Dex), Repair (Int), Swim (Str), Tumble
(Dex), and Use Rope (Dex)
Intellect +2 Intelligence* Appraise (Int), Computer Use (Int), Concentration (Con), Craft (Int),
Drive (Dex), Heal (Wis), Knowledge (Int), Listen (Wis), Pilot (Dex),
Repair (Int), Research (Int), Search (Int), Sense Motive (Wis), Speak
Language (None), Spellcraft (Int) and Spot (Wis)
Spirit +2 Wisdom Bluff (Cha),
(Cha) Diplomacy (Cha),
(Cha) Disguise
Disg (Cha), Gather Information
(Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Listen
(Wis), Navigate (Int), Perform (Cha), Profession (Wis), Ride (Dex),
Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis)
and Survival (Wis)
Stealth +2 Dexterity Balance (Dex), Demolitions (Int), Disable Device (Int), Escape Artist
(Dex), Forgery (Int), Hide (Dex), Move Silently (Dex), Open Lock
(Dex), Sleight of Hand (Dex), Tumble (Dex) and Use Rope (Dex)
* This Intelligence bonus does not grant extra skill points.

Example: Marcus is a first-level vampire, a football player with • Ref Save: The character’s base save bonus on Reflex saving throws.
the dead soul of a 19th-century soldier. His player wants Marcus to The character’s Dexterity modifier also applies. See Chapter 7: Playing the
be a strong “bruiser” character, so the player selects Might as Marcus’s Game, “Saving Throws,” for more information.
focus, increases Marcus’s Strength by +2 and spends skill points on • Will Save: The character’s base save bonus on Will saving
various Might skills. In Marcus’s first few adventures, he keeps getting throws. The character’s Wisdom modifier also applies. See Chapter
spotted by guards, so when he reaches the second level he decides 7: Playing the Game, “Saving Throws,” for more information.
to change his focus to Stealth to learn how to sneak around better. • Special: Level-dependent abilities; each is explained in
Marcus’s player removes the +2 bonus to Strength from the Might the “Type Features” sections that follow the table.
focus and adds the +2 Dexterity bonus from his new focus (he’s spend- Note that except for the Special category, each level’s listing
ing less time working out, and more time learning to be sneaky). He already includes the totals from the previous levels. For example, an
then spends his second-level skill points in Stealth skills. Any points Awakened has a base attack bonus of +3 at the first level, and it is
he spent at the first level on the Might skills stay as they are — just still +3 at the second level, not +6 (+3 and +3); at the third level, the
because Marcus is trying to be stealthy now doesn’t mean he forgets base attack bonus increases to +4, not +10 (+3 and +3 and +4).
his previous training. Hit Die: The type of Hit Die determines the number of hit
points the character gains each level. At the first level, you get four
of these Hit Dice, and one additional Hit Die at each level after level
Type Descriptions 1. Upon gaining each new level, roll this die and add the number
As you review the character types that follow, you may (along with any Constitution modifier) to your hit point total.
want to consult other chapters for details concerning each one’s Skill Points: The number of skill points the character gains
special abilities — a quick glance through Chapter 3: Skills, at each level (including the first). First-level characters also start
Chapter 4: Feats and Abilities, Chapter 5: Magic and Chapter with three ranks in all the skills listed in two themes. For more
7: Playing the Game might be in order. information, and the skill theme groups, see Chapter 3: Skills.
The descriptions of the types below include the following sections. Feats: All characters begin play with two feats.
Type Table: This table details how a character improves while Ability Increase: All characters gain a +1 bonus to a single
gaining experience levels. Type tables include the following: ability score.
• Level: The character’s level in that class. Characters grow Movement: All characters have a movement speed of 30 feet.
more powerful as they gain levels; see Chapter 8: Running the Core Abilities: Special abilities all characters of that type
Game, “Gaining Levels,” for more information. possess.
• Base Attack Bonus: The character’s base attack bonus and Weaknesses: Any special weakness that all characters of
number of attacks. Numbers preceded by a slash indicate additional that type possess, such as a werewolf’s vulnerability to silver.
attacks at a lower base attack bonus. See Chapter 7: Playing the Type Features: This section explains each of the Special
Game, “Combat Sequence,” for more information. column entries in the type table.
• Defense: The character’s class bonus to Defense, which Sample Characters: After the description of each character
represents his ability to instinctively move out of the way of at- type are the statistics for a 1st-level character of that type. You
tacks. A character retains his class bonus to Defense even when can use these statistics if you need a generic (1st-level) creature
flat-footed (though not if he is helpless). See Chapter 7: Playing of that type or if you just want to see what one looks like. These
the Game, “Combat Sequence,” for more information. sample characters are also suitable for use as 1st-level player
• Fort Save: The character’s base save bonus on Fortitude characters. Along with the sample character is a quote from a
saving throws. The character’s Constitution modifier also ap- typical member.
plies. See Chapter 7: Playing the Game, “Saving Throws,” for See Chapter 8: Running the Game, “Antagonists and Sup-
more information. porting Characters,” for more information on stat blocks.

577
The Awakened (also called Willful Ones) are the psychic Hit Die: d8.
anchors that kept the Iconnu from destroying our universe Hit Dice at 1st Level: 4d8 (+4 x Con modifier).
outright. Gifted with an intuition about how the world should Skill Points: 8 + Int modifier.
and does work, most Awakened have no idea what they are. Feats: An Awakened begins play with two feats.
No apparent physical difference separates an Awakened from Ability Increase: You gain a +1 bonus to a single abil-
another human, and an Awakened doesn’t always possess a no- ity score of your choice. If you like, you can choose an ability
ticeable personality difference. Those who get to know a Willful score that already gains a bonus because you’re an Awakened
One usually find a quiet determination, an open sincerity or an (see below).
ambitious and driven nature. Movement: An Awakened has a movement speed of 30 feet.
Of all the character types, the Awakened are the most
enigmatic. They don’t fit into nice categories as the demons, Awakened Core Abilities
vampires or werewolves, and the Awakened don’t learn their
An Awakened gets a +2 bonus to any one ability score (in
abilities from study or from cabals as mages do. An Awakened
addition to the +1 ability increase described above). You choose
learns what he wants to learn, and while he may not be the mas-
the ability score at character creation and cannot change the
ter at any human skill he is usually competent at many. Beyond
ability score thereafter. If you choose Intelligence, you gain ad-
this hyper-competence is the Willful One’s role as a stabilizing
ditional skill points at all levels.
force of the universe. Passively, the Awakened are a shield
Extra Focus: Unlike other characters, an Awakened has
against the Iconnu; actively, the Awakened can use their wills
two character foci rather than one. The Awakened gains the
to shred and negate manifestations of the Iconnu’s power.
focus skills and the ability bonuses for both of his foci. Every
Play an Awakened if you want a character that feels like a
time he raises level, he can change one or both of his foci.
normal human, is a jack-of-all-trades and isn’t blunt or flashy in
Human Spirit: An Awakened gains a Humanity point at
the supernatural things he can do — Awakened may be amazing
first level and every time he gains a level. (See Chapter 7: Play-
humans, but they don’t fly or turn into beasts.

Table 2–4: Awakened


Base
Attack Fort Ref Will
Level Bonus Defense Save Save Save Special
1 +3 +2 +1 +1 +4 Bonus feat
2 +3 +2 +2 +2 +4 Skill Focus
3 +4 +3 +2 +2 +5 Stalwart dedication
4 +5 +3 +3 +3 +5 Bonus feat
5 +6/+1 +4 +3 +3 +6 Defender’s mindset
6 +6/+1 +4 +4 +4 +6 Skill Focus
7 +7/+2 +5 +4 +4 +7 Bonus feat
8 +8/+3 +5 +5 +5 +7 Sense Nightmare Wave
9 +9/+4 +6 +5 +5 +8 Bonus feat
10 +9/+4 +6 +6 +6 +8 Bonus feat
11 +10/+5 +7 +6 +6 +9 Skill Focus
12 +11/+6/+1 +7 +7 +7 +9 Bonus feat
13 +12/+7/+2 +8 +7 +7 +10 Skill mastery
14 +12/+7/+2 +8 +8 +8 +10 Bonus feat
15 +13/+8/+3 +9 +8 +8 +11 Bonus feat
16 +14/+9/+4 +9 +9 +9 +11 Skill Focus
17 +15/+10/+5 +10 +9 +9 +12 Bonus feat
18 +15/+10/+5 +10 +10 +10 +12 Bonus feat
19 +16/+11/+6/+1 +11 +10 +10 +13 Force of will
20 +17/+12/+7/+2 +11 +11 +11 +13 Bonus feat

58
awakened

ing the Game, “Humanity Points,” for more information about


Humanity points.)
Extra Skills: When an Awakened chooses his two skill themes
at the first level, he gains four ranks in each skill rather than three.
His maximum skill rank remains the same, however.

Awakened Weaknesses
An Awakened has no special weaknesses except those pos-
sessed by a typical human.

Awakened Features
Bonus Feat: The Awakened chooses a bonus feat. This
feat is in addition to the feats that a character normally gets
from advancing levels and the two feats every character has
at level 1. The Awakened must still meet any prerequisites for
these bonus feats.
Skill Focus: The Awakened chooses a skill and thereafter
gets +3 bonus on checks with that skill, just as if he had taken
the Skill Focus feat.
Stalwart Dedication: By focusing his mind (a standard ac-
tion) and making a DC 15 Concentration check, an Awakened
can give himself a +1 morale bonus on attacks, saves and checks
for one minute. He can use this ability as often as he likes.
Defender’s Mindset: When an Awakened chooses to
fight defensively (see Chapter 7: Playing the Game, “Combat
Sequence,” Making Attacks), he gains an additional +2 dodge
bonus to Defense and a +2 bonus on all saves. These bonuses
last until the Awakened’s next turn.
Sense Nightmare Wave: An Awakened can sense the
proximity of Nightmare Sites and objects altered by the Night-
mare Wave. He doesn’t need to actively search for them; an
Awakened who passes within 100 feet of such a site or object
can make a DC 20 Search check to sense its presence, which
manifests as an eerie feeling, a prickling on the neck and so on.
He can actively make Search checks at that DC to precisely
locate the feeling’s source.
Skill Mastery: The Awakened becomes so certain in the use
of certain skills that he can use them reliably even under adverse
conditions. Upon gaining this ability, he selects a number of
skills equal to 3 + his Intelligence modifier. When making a skill
check with one of these skills, he may take 10 even if stress and
distractions would normally prevent him from doing so.
Force of Will: The Awakened’s phenomenal will makes
the impossible possible. Once per day he can add +20 on any
d20 roll. He must declare he is using this ability before he makes
the roll.

Typical Awakened
This character represents someone interested in many kinds
of athletics, including unusual ones such as mountain biking,
rock climbing and geocaching. She’s trained in first aid and
CPR, knows her way around a computer and practices martial
arts. Her level 1 ability score increase is in Intelligence, and her
Awakened ability score increase is in Strength.

5599
awakened

Awakened: Init +1, Spd 30 ft.; b hp 30, Def 13, touch 13, just asking questions. It’s about empathy. It’s not enough to just
flat-footed 12; Uncanny Dodge; a Atk/Full Atk +4 melee wonder why you are here, you’ve also got to wonder about why
(1d4+1, unarmed strike) or +4 ranged (1d10, zip gun). we’re all here. It’s not just how things affect you, it’s how they
affect everyone.
Typical Awakened 1: CR 4; Medium humanoid (human);
HD 4d8+12, hp 30; Init +1; Spd 30 ft.; Def 13, touch Anyway. That’s kinda just me, in a nutshell. I never really
13, flat-footed 12; Base Atk +3; Grp +4; Atk/Full Atk +4 did anything important. I suppose I wasted all my time think-
melee (1d4+1, unarmed strike) or +4 ranged (1d10, zip ing. I guess I should have been out there trying harder, I don’t
gun); SV Fort +3, Ref +2, Will +6; Str 12, Dex 13, Con 14, know. I moved from job to job. Never got married, not that I
Int 14, Wis 15, Cha 10. didn’t want to.
Skills (Might, Intellect) and Feats: Balance +5, Appraise +6, Then, the vampires came. Yeah, I know how that sounds,
Climb +5, Computer Use +6, Concentration +6, Drive but it’s the God’s honest truth. Fangs and all. They came looking
+3, Heal +6, Jump +5, Knowledge (occult) +6, Research for me — me, specifically, I guess. This was after the Intrusion
+6, Swim +5; Improved Unarmed Strike, Toughness, Un-
canny DodgeB. event came, and I guess I realize now that’s significant, but at
Humanity Points: 1 the time I never put two and two together, you know what I
mean? I mean, sure, I felt really bad for all the people who were

Wake Up!
killed in the big whateveritwas, but now I realize that it’s all tied
together. It’s all a part of the big “why,” you know? And it’s not
I’ve always thought a lot about things. You know? Like when like I know the answer, but I guess it’s important that I was one
everyone else was busy getting a job and figuring out how to of the people asking the question.
make a lot of money, I wondered about the whole concept of I never would have got away from those vampires on my
money. It’s all an artificial construct, you know? I mean, I’m not own, though. I mean, what do I know about fighting against
a communist, I just think that we go after it at the expense of things like that? I never even really liked horrors movies or
love, happiness, family and things like that, you know? That’s Stephen King or whatever. No, some people saved me. People
just an example. The world’s full of stuff like that. Stuff that so who understood about the vampires, the werewolves, the de-
many people never think about. There’s a bigger picture that mons, the mages . . . and the Awakened. They told me that I
no one sees. It’s that forest for the trees thing. was one of those last ones. An Awakened. I guess it’s a good
My point is, it seems really easy for most people to just go name. It works.
along with the flow. They’re told what to like and what to want, So now I fight vampires, too. And demons, and the rest.
and they go after it. They don’t ever ask, “Why?” They not only Seriously. Wooden stakes, silver bullets and all that. And we’re
never look at all their options, they don’t explore why they’re trying to find other Awakened folks — and trying to wake up
being given options to begin with, who’s giving the options and those who are still asleep, if you get what I mean. It’s not that
why. Most importantly, why. easy, though. It’s not just a matter of telling someone there’s
“Why” is the big thing. Why are we here? Why does the weird stuff going on. I dunno. It’s hard to describe. It’s like you’ve
world work the way it does? Why is any of this happening? got to change the way they look at all of reality or something.
As I got older — which is to say, when I stopped being a Most importantly, we work together, like a team, and I
rebellious teenager — I realized that there was more to this than really feel like I’m making a difference. I’m not just standing
around asking why, I’m sort of figuring it out. Does that make
any sense?

“The math doesn’t lie. The statistics


are right there for anyone to see. No
one matter who you are, or where you
live, someone you know — someone close
to you, that you’ve known all your life
— is a vampire or a werewolf, and you
probably don’t even know.”
—Charles Anderson, IDA agent

60
Demons are alien spirits from another dimension. Unlike vam- Every demon also has a weakness, such as a need to soak
pires and werewolves, demons don’t live in human bodies — demons’ in antifreeze, or suffers pain when a particular word is spoken
life force animates nonliving matter and shapes it into useable forms. and so on; nobody knows if this weakness is some aspect of
This fact means that demons don’t have a filter of humanity from their their alien spirit, a flaw in the process that allows them to walk
host body to make them fear, doubt or even sympathize with humans. on Earth or something else entirely. The more chatty demons
Humans are prey to be hunted, played with, tortured and sucked dry. explain that their bodies are like any other machine — certain
A demon’s spirit is so powerful that it can inhabit simple things interfere with its function or cause damage, such as put-
nonliving matter (such as wood, plastic or earth), reconfigure it ting metal in a microwave, dropping a hair dryer in the bathtub
into a more useful shape and move it around like a thing of flesh or putting sugar in the gas tank.
and blood. The base material’s type doesn’t matter, as once a Demons exist to corrupt and destroy humanity, particularly
demon inhabits the substance it becomes the demon’s body and the Awakened, so that this universe will crumble. Only a few
loses all resemblance to its old self (though a slain demon’s body demons are in the world, especially compared to the numbers of
reverts to this material as its spirit dissipates). A demon’s natural werewolves and vampires, so demons are cautious in their activi-
form is hideous and distorted like a walking nightmare. Demons ties, using their natural gifts to corrupt and deceive humans.
can take more pleasing forms, but only for a limited time. Scourges are a type of demon that prefers violence to ac-
Of course, this freakish form isn’t the demon’s “true” form at complish their ends, though they still use deception to snare
all, as in its native dimension the demon doesn’t have a body, but their prey. Tempters are more subtle, using elaborate mind games
this ugly default shape is the demon’s normal form in our world. and lies to taunt and strangle their enemies and pawns — though
Some scientifically-minded demons claim that they are beings tempters are not above getting their hands bloody.
of pure energy, and coming to this world merely translates this Of all the playable characters in this game, demons may be
energy into something visible that can act on the world, just as the only ones that are truly immortal. Nobody knows how long
a television translates electricity into light and sound.

Table 2–5: Demon


Base
Attack Fort Ref Will
Level Bonus Defense Save Save Save Special
1 +3 +2 +1 +1 +4 Cant, demon ability
2 +3 +2 +2 +2 +4 Cant
3 +4 +3 +2 +2 +5 —
4 +5 +3 +3 +3 +5 Cant
5 +6/+1 +4 +3 +3 +6 Demon ability
6 +6/+1 +4 +4 +4 +6 Cant
7 +7/+2 +5 +4 +4 +7 —
8 +8/+3 +5 +5 +5 +7 Cant
9 +9/+4 +6 +5 +5 +8 —
10 +9/+4 +6 +6 +6 +8 Demon ability
11 +10/+5 +7 +6 +6 +9 —
12 +11/+6/+1 +7 +7 +7 +9 Cant
13 +12/+7/+2 +8 +7 +7 +10 —
14 +12/+7/+2 +8 +8 +8 +10 Cant
15 +13/+8/+3 +9 +8 +8 +11 Demon ability
16 +14/+9/+4 +9 +9 +9 +11 Cant
17 +15/+10/+5 +10 +9 +9 +12 —
18 +15/+10/+5 +10 +10 +10 +12 Cant
19 +16/+11/+6/+1 +11 +10 +10 +13 —
20 +17/+12/+7/+2 +11 +11 +11 +13 Demon ability

61
DEMONS

v
vampires and werewolves can live, but a demon is just a spirit
bborrowing a chunk of nonliving matter and using it like a puppet.
This immortality is another reason demons look down on other
T
ccreatures, and demons tend to call other beings “mortals.”
Play a demon if you want a character who is good at manipu-
llating and deceiving others, who possesses strange powers and a
ccruelly inhuman nature. Demons aren’t nice, and even the ones
who turn against the Iconnu do it for selfish reasons.
w
Hit Die (Scourge): d10.
Hit Dice at 1st Level (Scourge): 4d10 (+4 x Con modifier).
Skill Points (Scourge): 4 + Int modifier.
Hit Die (Tempter): d8.
Hit Dice at 1st Level (Tempter): 4d8 (+4 x Con modifier).
Skill Points (Tempter): 6 + Int modifier.
Feats: A demon begins play with two feats.
Ability Increase: You gain a +1 bonus to a single
aability score of your choice. If you like, you can choose
aan ability score that already gains a bonus because you’re
a demon (see below).
Movement: A demon has a movement speed of 30 feet.

Demon Core Abilities


A demon gets a +2 bonus to any two ability scores, which
you
y choose and can change each day. If you choose Intelligence,
it
i does not affect your skill points.
Horrific Form: A demon is an alien spirit, and when it
takes
t form in our world the spirit naturally reshapes its inanimate
host
h material into the closest Earth-approximation of its energy
self.
s Because the demon is from a distant dimension unlike
ours,
o this “natural form” is invariably hideous to behold. Each
demon’s
d natural form is unique, and those humans who know of
demons’
d existence use these shapes to identify demons. Sample
demonic
d true forms (as described by human witnesses and rare
surveillance
s footage) are “aborted dragon fetus,” “burning skel-
eton
e covered in spiders,” “vagina centipede,” “fanged octopus
thing,”
t “pus blob with bleeding eyes all over” and “flayed skin
filled with maggots.”
If killed, a demon reverts to whatever inert matter its spirit
used
u to create its body. This matter holds the last shape the dead
demon
d had before it was killed. If you kill a demon, its corpse is
a crude statue of glass, earth, wood, plastic or whatever its body
was
w really made of, roughly approximating the demon’s shape
at
a the time of death.
Fear: Any creature clearly seeing a demon’s true form must
make
m a Will save (DC 10 + the demon’s Hit Dice + the demon’s
Charisma
C modifier) or become shaken. If the witness rolls a 1
on
o her save, she instead is frightened and flees for 1d6 rounds.
(See
( Chapter 7: Playing the Game, “Special Abilities,” Fear, for
more
m information on the shaken and frightened conditions.)
Repeat
R exposure inures a witness to this sight. A character gets
a +1 bonus on her saves against this effect for each time she’s
seen
s any demon’s true form.
Demons normally use their shapechanging ability (see below)
to
t take different forms in the presence of other creatures so they
don’t
d cause panic. Panic draws unwanted attention and eventually
people
p with weapons who might actually hurt a demon.
Shapechanging: Demons can change shape, taking on the
appearance
a of any human or humanlike creature (elf, lizard-
62
2
DEMONS

man, “little green man” alien, typical devil with horns and a tail Knowing a demon’s craving is a way to appease the demon;
and so on) of Small or Medium size (or Large size, if combined knowing its bane is a way to control the demon. Because demons
with the Great Stature cant). The change is only cosmetic; cannot hide their reactions to banes, mortals who know about
the demon does not get any special powers of the new form demons sometimes use banes to help positively or negatively
(turning into Dracula doesn’t give the demon the powers of a identify demons they encounter. (“The roses didn’t bother it at
vampire) and retains its own ability scores. The demon can even all; it can’t be Aborted Dragon Fetus.”)
imitate a specific person (as a disguise or deception), though the Craving: Cravings are usually common substances the demon
change is not detailed enough to duplicate fine details such as must consume or use in large quantities, though some demons crave
fingerprints, voice scans and retina scans; this sort of disguise rarer materials in smaller quantities. Common substances are things
gives the demon a +10 bonus on Disguise checks to pretend to readily available for purchase, even in large quantities. Uncommon
be that person. Changing shape is a standard action that does substances are available only in moderate quantities or from special-
not provoke attacks of opportunity. ized locations. Rare substances are heavily restricted, available only
Although shapechanging is easy for a demon, it is taxing. A in tiny quantities or available only from a small group of people.
demon can stay in a form other than its true form for up to one hour, Sample common substances: Alcohol, ham, horse urine,
after which the demon reverts to its true form and must remain that puppies, antifreeze.
way for an hour. Shorter periods of shapechanging require shorter Sample uncommon substances: Expensive wine, human
recovery periods (equal to the time spent in another form or 10 min- blood, pedigree bulldogs, 19th-century books, gold, cocaine.
utes, whichever is greater). The demon can change from one human Sample rare substances: Virgin’s blood, uranium, Vitae
form to another without assuming its true form in between, as long as (vampire blood), pandas.
the total time spent out of its true form is one hour or less. A demon that fails to indulge its craving takes a –1 penalty
For example, the demon Mephistopheles spends 10 minutes on attacks, saves and checks for each day that passes since the
in the shape of an adult man, followed by five minutes as a little demon last sated its need. These penalties go away once the
girl and then 20 minutes as an old woman, all without reverting demon sates its craving. A demon needs a new sample of the
to its true form. As long as Mephistopheles doesn’t take its nor- craving every time it indulges; a demon that needs antifreeze
mal form, the demon can remain transformed in various guises can’t simply keep a bathtub of it in its apartment and soak every
for another 25 minutes before being forced into its natural form day — the demon needs new antifreeze every day.
for an hour. If the demon assumed its normal form in-between A demon may indulge its craving regardless of its current
each of these transformations, the demon would have to spend physical form. Mr. Antifreeze can soak in antifreeze as a human
time in that form between each change (the greater of 10 min- or in his natural form. The act of serving the need makes the
utes or the time spent in human form). demon immune to the substance’s harmful effects (if any) for
Resistance to Damage: A critical hit against a demon merely that time; a uranium-craving demon doesn’t get radiation burns
stuns it rather than dealing Constitution damage. Demons are hard when feeding his craving, though the demon is as vulnerable to
to kill; you can shoot a demon in the head and the creature collapses radiation as anyone else at other times.
— then stands up again moments later, relatively unharmed. Demons A craving is always a detriment, though careful manage-
can be killed, it just takes more work than killing a human. ment means it can be just an annoyance.
Demons do not bleed — they don’t have blood or internal Bane: A bane may be a substance, a condition or even a
organs or anything a “real” body has. A demon that takes enough word. Some demons cannot stand the touch of salt, or rum or
damage to be in a dying state makes checks to recover but never silver. Some cannot cross water, or bear the light of the full moon
loses hit points from failed checks. Even a severely wounded and or see their reflections in mirrors. Some grow nauseous at the
unconscious demon will get up and walk away if left alone. sound of the word “yellow,” or weaken at hearing “molecule” or
Demons do not need to breathe or to eat. They are immune collapse in pain when someone shouts “Belgium.”
to normal poisons and disease. Using a bane against a vulnerable demon gives at a penalty
Darkvision: Demons can see in the dark up to 60 feet. on attacks, saves, and checks for 10 minutes. The penalty’s sever-
Anima: Demons use an alien energy called Anima to fuel their ity depends on the bane: a common bane imposes a –1 penalty,
abilities. See below for more information on Anima and its uses. uncommon –3 and rare –6.
This penalty stacks with itself, but a creature can use a bane
Demon Weaknesses to harm a demon only once per minute. The bane has a visible
effect on the demon (though in human guise the demon may
Every demon has a craving or bane — something the demon
blame its reaction on bad food or something similar).
craves in order to remain healthy, or something to avoid as if
it were deadly poison. A demon with a craving must indulge it
every day or the demon will grow weaker; one with a bane takes
damage whenever confronted with the bane.
Demon Features
A demon has one craving or one bane, not both. A par- Cant: Cants are special abilities available to demons
ticular demon’s craving or bane has no apparent relation to the — traveling through walls, summoning demonic minions, at-
demon’s powers or the base material the demon uses as a body. tacking with strange energy and so on. Every cant works like
(One salt-bane demon decayed into salt when killed, as did a a feat and is described in Chapter 4: Feats and Abilities. Every
salt-craving demon who took long baths in the sea every day.) time “cant” appears on Table 2–5: Demon, a demon of that level
The demon’s craving or bane never changes. can select a new cant.

63
DEMONS

Demon Ability: The demon gains the appropriate ability


from the following table, depending on the demon’s classification
Heal Wounds
(scourge or tempter) and level. DCs, where appropriate, are 10 A demon can use Anima to heal itself. A demon can
+ the demon’s Hit Dice + the demon’s Charisma modifier. spend one Anima to heal 10 hit points or two ability damage
from a single ability. A demon can spend two Anima to heal
Scourge one point of ability drain. A demon can heal itself in this way
1st Level: +2 bonus to Strength; once per day the demon can while unconscious.
change someone’s attitude to helpful for one minute (Will resists).
5th Level: +2 bonus to Dexterity. Ignore Craving or Bane
10th Level: The duration doubles for the demon’s Battle A demon can spend one Anima to override the demon’s
Claws, Corrupting Matrix and Great Stature cants. craving for one day. This effect keeps the craving penalty from
15th Level: +2 bonus to Constitution. accruing that day but does not give the demon one Anima (as
20th Level: The demon gains fast healing 5. the demon would get if it actually indulged its craving).
A demon can spend one Anima to ignore the penalties from one
Tempter exposure to the demon’s bane. This effect doesn’t prevent additional
1st Level: +2 bonus to Charisma; once per day the demon penalties if the bane confronts the demon again. For example, a
can change someone’s attitude to Helpful for one minute (Will demon-hunter douses a salt-bane demon with salt, giving the demon
resists). a –1 penalty on its actions. The demon spends one Anima to ignore
5th Level: +2 bonus to Constitution. this penalty. One minute later, the demon-hunter gets in another
10th Level: When the demon uses the Confess, Insinuate, good shot with the salt and gives the demon another –1 penalty,
Mindbite, Thrallsight or Torturous Memory cants, the demon which the demon actually suffers this time.
can affect two targets instead of one for the same Anima cost.
15th Level: +2 bonus to Charisma. The demon may change
shape as a free action. Regaining Anima
20th Level: When the demon uses Confess, Insinuate, A demon can linger over a human corpse that has been dead
Mindbite, Thrallsight or Torturous Memory, the demon can for no more than 10 minutes, psychically prodding its energy
affect four targets for the normal cost, plus additional targets field to see if it has any Anima; after 10 minutes, the demon
for one Anima each. makes a d20 roll, and if the result is a 20, the demon recovers
one Anima from the corpse.
A demon automatically regains one Anima once per day if
Anima the demon indulges its craving.
Demons can give or trade Anima with each other as stan-
Demons require an alien kind of energy called Anima
to use some of their special abilities. Their home dimension dard actions; all they have to do is touch each other for a moment
is rich in this energy, but Earth is a wasteland; humans are and make the exchange. Some demons can steal Anima from
the only reliable source. Demons store this Anima within dying mortals (see the Murderous Recharge cant); others learn
their life force or soul, which they call their “matrix.” how to make pacts with mortals to gain Anima in exchange for
Anima cannot be captured with mundane devices (such favors (see the Infernal Pact cant).
as batteries) and can’t be channeled into physical objects
(such as a house’s electrical wiring) except under specific
circumstances. Typical Demon
Spending Anima, for whatever purpose, does not take This character represents a persuasive demon that can
an action. Certain cants take a standard action to activate easily kill a normal person when it’s time for the claws to come
and require the demon to spend Anima, but the expenditure out. The demon’s level 1 ability score increase is in Strength,
of Anima takes no time in itself and the demon can do it it gets a +2 bonus to Strength for being a Scourge demon and
even on someone else’s turn. today its demonic ability score increases are in Dexterity and
Maximum Anima: A demon can store Anima equal to Charisma.
10 plus its Constitution modifier; if the demon gains Anima in
Demon: Init +0, Spd 30 ft.; b hp 30, Def 12, touch 12,
excess of this number, the extra Anima is wasted. flat-footed 12; demon traits; a Atk +7 melee (1d8+4,
Starting Anima: Demons start with their maximum amount claw), Full Atk +7 melee (1d8+4, 2 claws); scourge demon
of Anima (10 + Con modifier). traits (attitude change DC 15, fear DC 15); cants (Battle
Anima per Round: Demons can spend one Anima per Claws); 12 max Anima, 1 Anima/round; Improved Sunder,
round, no matter what effect(s) they want to achieve. A demon Power Attack.
can take the Demonic Will cant to improve this rate.
Demons can use Anima for several effects. Typical Demon (Scourge) 1: CR 4; Medium demon; HD
4d10+8, hp 30; Init +0; Spd 30 ft.; Def 12, touch 12, flat-
footed 12; Base Atk +3; Grp +7; Atk +7 melee (1d8+4,
Activate Cants claw), Full Atk +7 melee (1d8+4, 2 claws); SA cants,
Some cants require Anima; others do not. See each cant’s scourge demon traits (attitude change DC 15, fear DC
15); SQ demon traits; SV Fort +3, Ref +1, Will +6; Str 18,
description to see if the cant requires Anima, and how much. Dex 10, Con 14, Int 13, Wis 14, Cha 12.
64
4
DEMONS

“Silly little man, you spent


your life praying to all the
wrong gods.”
—Shax, demon

Skills (Spirit) and Feats: Bluff +5, Diplomacy +5, Gather foibles against you, you pathetic little mewling infants. It’s
Information +4, Listen +5, Intimidate +5, Search +4, Sense so delightfully easy. The right word here, the right look (us-
Motive +6, Spot +6; Improved Sunder, Power Attack. ing the right face) there, and you’ll all do whatever I want
Cants: Battle Claws. you to, dancing like marionettes on strings. Man, woman,
Anima: 12 max; 1/round. old, young — it doesn’t matter. You’ll all kill yourselves,
sometimes quite literally, to please me because I know how
You Asked for It to deceive you. I am deception on two legs. Except no, these
aren’t my actual legs. Let’s just say my actual form is not
Well, hello. How kind. No, no, I’d rather hear about you. something you would like. Frankly, I am quite certain that
Tell me all about yourself. You seem delightfully interesting. it is not something you could even cope with.
Well, all right. But you see, if you truly want me to be hon- Contempt? Oh yes. I live and breathe contempt every mo-
est — truly honest — well, I’m afraid you might not like it. I ment I am here. Does that mean I’m unhappy, though? No. Not
really should start at the beginning. at all, in fact. It just empowers me to see each and every one of
Fine then. I’m . . . not from around here. you to an unhappy end. A screaming, whimpering sobbing end.
Are you certain you want to hear this? Can’t we just go That brings me joy.
somewhere quiet? I’ll buy you a drink and we can — And it’s not enough for you to suffer physical pain. No,
Okay. Well, just remember: you asked for it. physical pain is for amateurs. Even you mortals are fairly skilled
I am from a place you cannot imagine with your tiny mortal in meting it out. I enjoy mental anguish so much better. I would
brain, the limitations of which I can’t even begin to enumerate. rather torture your children than torture you, but even more than
Not some other planet, you fucking imbecile, an entire different that what I would really like is to convince, cajole or corrupt you
existence. Too weird? Too bad. I haven’t even warmed up yet. into torturing your own children. Now that’s entertainment.
I’m here to see all of you die the most horrible deaths of which I do not care how I came to be here. That does not matter.
I can conceive, and good golly gosh you don’t even want me to What matters is that I am here, and I am empowered to do what
begin to describe of what I can conceive, sister. I do best — deceive and corrupt, manipulate and seduce. This
But here’s the best part. My absolute favorite — the world, with its billions of targets, is certain to keep me busy for
very tastiest part. I get to use your own moronic, childish a very long time.

65
Mages are students of mystery, delving into the newly found Shamans: Primal magic based on beast totems.
secret paths of energy in the universe that make miracles happen. Warlocks: Destruction, demons and chaos.
Some mages are self-taught, some are trained by other mages, The mage is possibly the most difficult kind of character to play
but all still reel from the possibilities now that magic really works. because the spell-building system is complex (but versatile).
No matter what their age or professed experience in ancient Play a mage if you want a character who is on the cutting
lore, all mages are still amazed and delighted with the power edge of the next big thing, someone who knows secrets others
at their disposal; they may pretend to be jaded, but deep down can never understand and who has the potential to learn or
they know the world is like Christmas morning. create almost any supernatural power.
No physical difference separates mages from other humans, and Hit Die: d6.
mages don’t have noticeably different personalities — a mage may be Hit Dice at 1st Level: 4d6 (+4 x Con modifier).
lazy or driven, generous or greedy, corrupt or honorable. Some join Skill Points: 4 + Int modifier.
cabals of other mages who share their goals and attitudes; others avoid Feats: A mage begins play with two feats.
others of their kind, disliking politics and back-stabbing. Ability Increase: You gain a +1 bonus to a single ability
All mages choose one path of magic for their main focus. score of your choice. If you like, you can choose an ability score
This path doesn’t prevent a mage from learning other kinds of that already gains a bonus because you’re a mage (see below).
magic; it makes it easier to practice magic within her path. The Movement: A mage has a movement speed of 30 feet.
five types of mages and their specialties are the following:
Enchanters: Fortune and intuition. MAGE CORE ABILITIES
Necromancers: Ghosts, shades and death.
A mage gets a +2 bonus to Intelligence. This bonus grants
Theurgists: Mental and physical strength, possibly from
additional skill points at all levels.
higher beings.

Table 2–6: Mage


Base
Attack Fort Ref Will
Level Bonus Defense Save Save Save Special Components
1 +2 +1 +1 +1 +4 Gnosis 60*
2 +2 +1 +1 +2 +4 Gnosis 75*
3 +3 +2 +2 +2 +5 — 90*
4 +3 +2 +2 +3 +5 Gnosis 105*
5 +4 +2 +2 +3 +6 — 120*
6 +4 +3 +3 +4 +6 Gnosis 135*
7 +5 +3 +3 +4 +7 — 150*
8 +5 +3 +3 +5 +7 Gnosis 165*
9 +6/+1 +4 +4 +5 +8 — 180*
10 +6/+1 +4 +4 +6 +8 Gnosis 195*
11 +7/+2 +4 +4 +6 +9 — 210*
12 +7/+2 +5 +5 +7 +9 Gnosis 225*
13 +8/+3 +5 +5 +7 +10 — 240*
14 +8/+3 +5 +5 +8 +10 Gnosis 255*
15 +9/+4 +6 +6 +8 +11 — 270*
16 +9/+4 +6 +6 +9 +11 Gnosis 285*
17 +10/+5 +6 +6 +9 +12 — 300*
18 +10/+5 +7 +7 +10 +12 Gnosis 315*
19 +11/+6/+1 +7 +7 +10 +13 — 330*
20 +11/+6/+1 +7 +7 +11 +13 Gnosis 345*
* Plus the mage’s level x Intelligence modifier.

66
MAGES

Spells: Spells are mages’ weapons, armor and universal


tools. Mages build spells as a mason builds walls out of bricks:
piece by piece, with units called components. At low levels, a
mage has few components at his disposal, but at higher levels,
he can cast dozens of weak spells or several great spells in the
course of a day. Components are divided into categories such
as Range, Heal and Illusion. For more information on building
and casting spells, see Chapter 5: Magic.
Rotes: A rote is a codified spell; mages have cast it many
times and know how to do so for the best possible effect. A
starting mage knows all the rotes in this book (see Chapter 5:
Magic, “Rote Spells”) and gains a bonus on Spellcraft checks to
cast certain rotes for which his path has affinity.
Spell Affinity: Mages are skilled practitioners of magic;
they can tap their power to enhance their ability to concentrate
or understand magic.
A mage can spend components to modify Concentration
or Spellcraft checks; each component adds a +1 bonus on one
check. Components spent this way do not add to the spell’s ex-
haustion rating. A mage does not need to choose a component
category from which to spend these components. You don’t need
to specify that these are Range or Heal components; just mark
them off from your daily total. These components are used up
whether or not the roll succeeds. Using this ability does not
require an action; it is just a natural part of using the skill, and
you can even use it when it is not your turn.
You must decide whether to spend components, and how
many to spend, before you make the Concentration or Spell-
craft check.
Mental Ability Adjustment: Most mages’ spellcasting
ability stems from research and knowledge of occult principles.
Some however, rely instead on their senses of intuition, casting
spells almost by instinct. (These are sometimes called “intuition
mages.”) Others rely on their force of personality and mental
strength rather than knowledge, mentally forcing or cajoling
magic to do their will. (These are sometimes called “personality
mages.”) At character creation, if you prefer, you can be one of
these types of mages.
If you are an intuition mage, anytime you would normally
use your Intelligence modifier to determine your magical ability,
use your Wisdom modifier. This includes determining compo-
nents per day, Spellcraft checks to cast spells and spell DCs. All
other normal uses of your Wisdom modifier apply (such as to
Spot checks, Will saving throws and so on).
If you are a personality mage, anytime you would normally
use your Intelligence modifier to determine your magical ability,
use your Charisma modifier.
Instead of a +2 bonus to Intelligence at character creation,
you get a +2 bonus to Wisdom or Charisma (as appropriate).

MAGE WEAKNESSES
A mage has no special weaknesses except those possessed
by a typical human.

MAGE FEATURES
Components: Components are the building blocks of spells.
A mage must spend components to build spells; more powerful

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7
MAGES

spells cost more than weak spells. The listed number indicates
how many components per day the mage can use to build spells. FINALLY
The mage also adds her Intelligence modifier multiplied by her I knew it all along. Really, I did. Ever since I was a
level to this value. child, I knew that there was more to life than what we
A mage recovers components by resting or sleeping. Every saw. There were mysteries that most people did not under-
hour of rest or sleep restores 5% of the mage’s maximum number stand. I read every book I could get my hands on, first in
of components. the tiny library we had in my small town, and eventually
Gnosis: A gnosis is a special ability available only to mages. in the larger cities I moved to and at college (which I
Most gnosis affect the component costs for a mage’s spells (mak- never finished, not that it really matters now). I scoured
ing certain kinds of spells easier or cheaper to cast), but some the Internet for information. I was looking for the secrets
grant new abilities. Every gnosis works like a feat and is described behind it all. I was trying to peek behind the veil.
in Chapter 4: Feats and Abilities. Every time “gnosis” appears in Some call it magic, while others specify “magick,” with
Table 2–6: Mage, a mage of that level can select a new gnosis. a “k.” Some call it the occult, supernatural, the true religion,
mysticism, Wicca, vodoun . . . there are a lot of names, and even
more people claiming to have the truth. I tried them all, but it
TYPICAL MAGE never quite clicked. It never came together.
This character represents a bookish antisocial mage who Other people continually told me that it was not real.
is more comfortable dealing with dead bodies and summoned That I was a fool, wasting my time. A weirdo. That is why I
minions than real people. Her level 1 ability score increase is gave up on other people a long time ago. They didn’t under-
in Wisdom, and she gets a +2 bonus to Intelligence for being stand. They couldn’t comprehend the intricacies. But I could,
a mage. if I practiced long enough. Studied hard enough. I knew that
I had it in me.
Mage*: Init +2, Spd 30 ft.; b hp 22, Def 13, touch 13, And then, one day, it happened. I mastered the secrets.
flat-footed 11; Diehard; a Atk/Full Atk +2 melee (1d3
nonlethal, unarmed strike); gnosis (Summoner (zombie)), What I could accomplish was small at first, but it was undeni-
spells (76 components). able. I could do things that no one else could do. I could har-
ness powers to which others were blind. I’m not exactly certain
Typical Mage (Necromancer) 1: CR 4; Medium humanoid what it was that triggered the change. It was almost as if one
(human); HD 4d6+8, hp 22; Init +2; Spd 30 ft.; Def 13, day magic really didn’t work, and then the next day it did. But I
touch 13, flat-footed 11; Base Atk +2; Grp +2; Atk/Full believe that the change was in me. I think that magic was there
Atk +2 melee (1d3 nonlethal, unarmed strike); SA spells; all along. I had always felt it.
SQ ongoing spells; SV Fort +2, Ref +3, Will +6; Str 10,
Dex 14, Con 12, Int 19, Wis 14, Cha 8. My mastery of the gnosis, as I call it, opened up doors of
Skills (Intellect) and Feats: Concentration +5, Knowledge perception. Suddenly, I was aware of others who, like me, could
(occult) +8, Listen +6, Research +6, Spellcraft +6, Search weave the fabric of time and space. They were just there, where
+8, Sense Motive +5, Spot +6; Diehard, Toughness. I had never seen them before. This is what I call the lifting of the
Gnosis: Summoner (zombie). veil. Now I can see the truth.
Components: 76. Now I devote all my time and energy to greater mastery.
* These statistics represent the mage without bonuses Nothing else matters. Job, family, friends — these are meaning-
from spells; she usually has an ongoing armor spell (giving less time wasters. I devote myself fully to my art, as they say,
her a +4 natural bonus to Defense). although my art does not reflect reality, it changes it.

“Your money won’t save you now,


my friend. The days of Mammon
are over. There is a new dark god
in the world.”
—Karl Mira, mage

68
A vampire is a human who has been possessed by the soul Skill Points: 4 + Int modifier.
of a dead person, creating an unliving monster with strange Feats: A vampire begins play with two feats.
powers and a hunger for blood. Ability Increase: You gain a +1 bonus to a single abil-
Normally the dead soul is dominant, but some vampires act ity score of your choice. If you like, you can choose an ability
primarily as their (formerly) living selves or are an amalgam of score that already gains a bonus because you’re a vampire (see
both personalities. Nonetheless, vampires’ supernatural state is below).
creepy at best, and when coupled with the personality changes, Movement: A vampire has a movement speed of 30 feet.
most vampires leave their old lives behind.
Vampires belong to one of five clans, and each clan tends VAMPIRE CORE ABILITIES
to be better at one or more kinds of vampire powers. Regardless
A vampire gets a +2 bonus to Strength, Constitution and
of their clan, all vampires were created by the Iconnu with the
Charisma.
purpose of studying and destroying the Awakened — though
Bite: A vampire has a bite attack. It is a natural weapon and
many vampires ignore their distant and alien creators to pursue
deals 1d4 points of piercing damage plus one and a half times
their own interests.
the vampire’s Strength bonus.
Play a vampire if you want a somewhat-human character
Predator’s Taint: Vampires recognize other vampires. They
with a dark side, remarkable powers and a horrid will to survive.
do not automatically know the other vampire’s clan or abilities,
Vampires are versatile supernatural beings carrying a lot of
but the undead spirits recognize their kindred death and hunger
mythological archetypes.
for the living. A vampire knows if another vampire is weaker
Hit Die: d8.
than herself (two or more levels below), stronger (two or more
Hit Dice at 1st Level: 4d8 (+4 x Con modifier).
levels above) or about at about the same level of power.

Table 2–7: Vampire


Base
Attack Fort Ref Will
Level Bonus Defense Save Save Save Special
1 +3 +3 +4 +4 +4 Discipline
2 +3 +3 +4 +4 +4 Discipline
3 +4 +4 +5 +5 +5 —
4 +5 +5 +5 +5 +5 Discipline
5 +6/+1 +6 +6 +6 +6 —
6 +6/+1 +6 +6 +6 +6 Discipline
7 +7/+2 +7 +7 +7 +7 —
8 +8/+3 +8 +7 +7 +7 Discipline
9 +9/+4 +9 +8 +8 +8 —
10 +9/+4 +9 +8 +8 +8 Discipline
11 +10/+5 +10 +9 +9 +9 —
12 +11/+6/+1 +11 +9 +9 +9 Discipline
13 +12/+7/+2 +12 +10 +10 +10 —
14 +12/+7/+2 +12 +10 +10 +10 Discipline
15 +13/+8/+3 +13 +11 +11 +11 —
16 +14/+9/+4 +14 +11 +11 +11 Discipline
17 +15/+10/+5 +15 +12 +12 +12 —
18 +15/+10/+5 +15 +12 +12 +12 Discipline
19 +16/+11/+6/+1 +16 +13 +13 +13 —
20 +17/+12/+7/+2 +17 +13 +13 +13 Discipline

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VA M P I R E S

Some vampires learn how to hide from this sense. Most vampires
are uneasy around unfamiliar vampires, not sure if the other one is a
rival for food or might reveal his secret vampiric nature. Normally,
this ability works on sight, but in some circumstances a vampire may
detect the scent of another or sense her by touch in the darkness.
Resistance to Damage: A critical hit against a vampire
merely stuns him rather than dealing Constitution damage.
Vampires are hard to kill; you can stab a knife through a
vampire’s heart and the vampire falls over — but he stands up
again moments later, relatively unharmed.
Vampires do not bleed. A vampire who takes enough dam-
age to be in a dying state makes checks to recover but never
loses hit points from failed checks. Even a severely wounded and
unconscious vampire will get up and walk away if left alone.
Vampires do not need to breathe, and they are immune to
normal poisons and disease.
Low-Light Vision: Vampires can see twice as well as a nor-
mal human in conditions of poor light. Thus, if the lighting is
such that one can see only 30 feet, a vampire can see 60 feet.
Clan Ability: A vampire gains a benefit and drawback based
on her clan, as follows:
Daeva: +2 Charisma, –2 penalty on Will saves.
Gangrel: +2 Constitution, –2 Intelligence (which affects
the vampire’s skill points).
Mekhet: +2 Dexterity, –2 Charisma.
Nosferatu: +2 Strength, –2 Charisma.
Ventrue: +2 Intelligence (which affects the vampire’s skill
points), –2 Wisdom.
Vitae: Vampires use the power of blood, Vitae, to fuel their
abilities. See below for more information on Vitae and its uses.

VAMPIRE WEAKNESSES
Deathsleep: Every day at dawn, a vampire feels an urge to
rest in a sleep indistinguishable from death. She may spend one
Vitae to resist this urge and remain awake through the day. A
sleeping vampire can still spend Vitae to heal herself.
To awaken at sundown, a vampire spends one Vitae. A
sleeping vampire with no Vitae to spend remains trapped in sleep
until someone feeds her or several months pass and she sponta-
neously awakens, wasted away to nearly nothing (10 hit points)
and ravenous with hunger. Some vampires believe that more
powerful vampires trapped this way take longer to awaken.
Sunlight Vulnerability: A vampire fully exposed to sunlight
takes four points of Constitution damage on his turn each round
of exposure. Partial exposure does proportionately less damage.
Certain Disciplines may reduce or increase this damage.
Undead: Vampires are unliving bodies powered by Vitae.
While this state has its advantages, unlike living things, vampires
do not heal from rest and time, and they do not benefit from
standard medical attention (such as the Heal skill). To heal, a
vampire must spend Vitae (see below).
Vitae: Though Vitae fuels a vampire’s supernatural powers, Vitae
also carries weaknesses. See “Vitae,” below, for more information.

VAMPIRE FEATURES
Discipline: Disciplines are special abilities available to vam-
pires. Most Disciplines grant abilities such as controlling minds,
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70
VA M P I R E S

growing claws or blending with the night. Some Disciplines are Addicted humans often become obsessed with drinking
not available to all vampires. (See Chapter 4: Feats and Abili- normal blood, though it gives them no benefit and does not
ties for more information.) Some Disciplines, called devotions, slake the thirst. They often grow obsessively dependent on the
combine the powers of two disciplines for a greater effect. Other vampire who supplies their addiction, willing to do anything
Disciplines do not relate to clans or standard Disciplines, such for another fix. Addicted vampires may become so desperate
as being able to store more Vitae. as to wound themselves and lick their own Vitae (this act does
Every Discipline works similar to a feat and is described in not diminish their supply, and it only reinforces the addiction).
Chapter 4: Feats and Abilities. Every time “Discipline” appears Some turn to preying on other vampires.
in Table 2–7: Vampire, a vampire of that level can select a new A creature who makes his Will save resists the temptation
Discipline. and reduces his penalty by 4 (from –16 to –12, for example). If
an addicted creature reduces his penalty to 0 in this way, he is
no longer addicted. Likewise, each month in which the creature
VITAE does not taste Vitae reduces the penalty by 4.
When a vampire feeds on blood, within seconds it trans- Some extremely powerful vampires can gain sustenance
forms into a supernatural substance called Vitae. Vitae looks, only by drinking the blood of other vampires, but they do not
smells and flows like natural blood, but is charged with super- become addicted to it like lesser creatures.
natural power. If Vitae leaves a vampire’s body and is exposed
to air, the Vitae reverts to normal blood within a few minutes. ESTABLISH VINCULUM
(Scientific analysis on reverted Vitae reveals it to be a mixture of Drinking a particular vampire’s blood three times creates
blood from many sources, with some of the cells broken down.) an emotional bond between the drinker and the vampire. This
Some vampires and mages know how to preserve Vitae outside bond, called the Vinculum, which means “blood bond” or “blood
the body, and even reverted Vitae retains a mystical connection oath,” gives the vampire power over the drinker. The vampire
to its vampire. who creates the bond is called the regnant, and the drinker is the
Vampires use Vitae to maintain their altered existence and thrall. The thrall cannot make a save to avoid this bond. Each
to fuel their supernatural powers. When a vampire uses Vitae, drink requires the vampire to spend at least one Vitae.
it physically affects him in a slight way — he grows paler, his The Vinculum is an emotional devotion; it is like love but
skin tightens or he seems to shrink or wither, looking less alive. mechanical and hollow, yet stronger than any bond created with
Feeding on the blood of others allows a vampire to maintain Dominate or Majesty Disciplines — neither sorts of disciplines
a normal appearance, though “normal” varies from vampire to can overpower the regnant’s power over his thrall. Likewise, a
vampire. creature can be thrall to only one vampire at a time; the blood
Spending Vitae, for whatever purpose, does not take an bond prevents any others from forming.
action. Certain Disciplines take a standard action to activate Normally vampires use this bond on humans or animals,
and require the vampire to spend a point of Vitae, but the ex- but vampires can also bond other vampires and some other su-
penditure of Vitae takes no time in itself and the vampire can pernatural creatures. Most vampires refuse to become thralls to
do it even on someone else’s turn. each other, as they fear this kind of slavery, but especially close
Maximum Vitae: A vampire can store Vitae in her body vampires may form a blood bond with each other as a sign of
equal to 10 plus her Constitution modifier; if she gains excess friendship or to prevent others from enthralling them.
Vitae, it is wasted. Commanding your thrall is easy; you gain a +4 bonus on all
Starting Vitae: Vampires start with their maximum amount social skills (such as Diplomacy or Intimidate) to influence or
of Vitae (10 + Con modifier). manipulate your thrall, and the thrall takes a –4 penalty on saves
Vitae per Round: Vampires can spend one Vitae per round, to resist your commands — including those from supernatural
no matter what effect(s) they want to achieve. A vampire can abilities. The thrall gains a +4 bonus on saves to resist commands
take the Blood Potency Discipline to improve this rate. from others if those commands would cause you direct or indirect
Vampires can use Vitae for several effects. (Information on harm (including harm through inaction on the thrall’s part),
blood addiction and Vinculums appears first, as the other Vitae and opponents take a –4 penalty on social skills to encourage
effects rely on it; other effects appear in alphabetical order.) the thrall to perform such actions. If you are thrall to another
creature, your thrall’s behavior extends toward your regnant to
BLOOD ADDICTION a lesser extent (+2 and –2 instead of +4 and –4).
Vitae may look and smell like blood, but Vitae certainly If one year passes from the last time a non-vampire thrall drank
doesn’t taste like blood — stolen life is the ultimate forbidden his regnant’s Vitae, the bond ends. The blood bond probably lasts
fruit, the sweetest taste that any human or vampire has ever longer for vampires, though not enough time has passed since the
experienced. It is also incredibly addictive. Nightmare Wave to test the length. Heavy abuse and mistreatment
Every time a creature drinks a vampire’s blood, the drinker can turn a thrall against his regnant, which usually results in the
must make a Will save (DC 10 + the vampire’s Constitution thrall performing a murderous assault and then going mad.
modifier). If he fails, he is one step closer to blood addiction and Killing a regnant ends his Vinculums immediately.
takes a –4 penalty on future saves against this addiction. When Demons, mages and werewolves cannot become thralls.
the penalty reaches –20, the drinker is addicted and no longer Awakened can become thralls, but they must drink Vitae six
wants to resist the thirst for Vitae. times instead of three.

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VA M P I R E S

ACTIVATE DISCIPLINES the Discipline. Once the ghoul gains this Discipline, he can take
it again as a feat to improve it. If a ghoul has an available feat
Some Disciplines require Vitae; others do not. See each
slot, he can study for one day with a vampire to learn any ghoul
Discipline’s description to see if it requires Vitae, and if so how
Discipline (Celerity, Resilience or Vigor), allowing him to spend
much.
his available feat on that Discipline (and then spend subsequent
feats to improve that Discipline). Since ghouls do not belong to
AUGMENT PHYSICAL ABILITIES clans, they never gain a clan bonus for these Disciplines.
A vampire can use Vitae to temporarily boost her Strength, Ghouls do not age. Just as vampires, ghouls can use their
Dexterity or Constitution. Each point of Vitae grants her a +4 stored Vitae to augment themselves physically, to heal themselves
enhancement bonus to one of these abilities for one minute. This or to activate Disciplines. A ghoul can spend only one Vitae per
use causes no apparent physical change in the vampire’s body, round and can never learn to spend Vitae faster (ghouls cannot
and is therefore handy when she wants to conceal her super- take the Blood Potency Discipline). Unlike vampires, ghouls
natural nature — a vampire with the body of an old woman can digest Vitae. To use it, they tap into stored supernatural power,
boost her Strength to Herculean levels and still appear puny. rather than redirect the actual liquid within themselves.
Unlike most enhancement bonuses, this bonus stacks with As long as any vampire repeats the ghoul ritual (feeding
itself as long as you spend all the Vitae in the same round. Mul- one Vitae and spending one more) every month, the ghoul
tiple uses on the same ability over the course of multiple rounds remains a ghoul, even if he currently has no stored Vitae. If a
have no effect, but if you spend three Vitae in one round, you can month passes since the last ritual, he is no longer a ghoul. His
gain a +12 enhancement bonus to Strength (for example). apparent age catches up to his true age at a rate of one year
Increasing your Constitution increases your hit points; per day beyond the missed ritual. (In theory, a mortal whose
these extra hit points go away when the ability expires, which lifespan has been unnaturally extended with ghouldom would
may cause you to drop to 0 hit points or below (you do not lose rapidly age and die if deprived in this way.) A reverted ghoul
them first like temporary hit points). loses all stored Vitae.
A ghoul can spend two Vitae on his own (one each round
COUNTERFEIT LIFE for two successive rounds) to extend his ghoul state another
month, but the ghoul does not automatically know this. Some
A vampire’s metabolic nature is different from that of a
vampires prefer their ghouls to return to them in order to keep
normal human. A vampire vomits up human food and drink.
their servants on a short leash, while other vampires recognize
A vampire can spend one Vitae to consume normal food and
the need for extended missions away from home.
drink without this response, which lasts for one meal; afterward
Animals can become ghouls, but their intelligence limits their
the vampire still regurgitates the food, so she probably wants to
effectiveness. Animal ghouls can use Vitae only on Disciplines, not
get out of sight of normal people.
to heal themselves or perform other physical augmentations. They
A vampire has only a semblance of life — vampires are
usually never progress beyond the Discipline they gain when they
sometimes pallid, with no heartbeat and no need to breathe
become ghouls, though vampires may be able to teach animals
unless they wish to speak. A vampire can spend one Vitae
others with careful use of Animalism Disciplines. Animal ghouls
to give herself the full appearance of a human — a rosy flush
tend to use their Vitae immediately in combat, spending one Vitae
in the cheeks no matter how low her current Vitae, a regular
in the first round and spending more only if they know a second
heartbeat, a normal breathing rhythm, even the ability to have
Discipline. Because of these limitations, animal ghouls are rare, and
sex. This effect lasts at most an hour. Note that if your form is
vampires who want animal guardians usually create thralls.
normally monstrous (as most Nosferatu are), this ability just
Demons, mages and werewolves cannot become ghouls.
means you appear living and monstrous rather than somewhat
Awakened can become ghouls, but all Vitae costs are doubled for
dead and monstrous.
their creation and maintenance. Awakened must spend double
A vampire can use both of these abilities at the same time,
the normal Vitae to accomplish anything requiring Vitae.
spending one Vitae for each effect (food ingestion and lifelike
appearance).
DETECT BLOOD TIE
CREATE GHOULS A vampire can recognize another vampire’s clan if she
tastes the stranger’s Vitae; the nature of the dead soul flavors the
A vampire can feed a human or animal her Vitae to create
vampire’s supernatural blood. A vampire can always recognize
a servant with limited vampiric powers. This creature is called a
the taste of blood or Vitae she has tasted before, and even rec-
ghoul. The act of creating a ghoul is intentional (it never hap-
ognize the taste of someone who has drank the blood or Vitae
pens by accident). Though a ghoul feeds on Vitae, a ghoul is not
of someone she has tasted. (This ability allows her to recognize
necessarily a thrall, nor are all thralls automatically ghouls.
other thralls of her regnant.)
To create a ghoul, a vampire must deliberately feed the
Recognizing a clan’s or a specific vampire’s Vitae by taste
target one Vitae and expend one additional Vitae to channel
requires a DC 20 Search check. If the Vitae is from your reg-
supernatural energy into her new ghoul. The target immediately
nant or someone who has tasted your regnant’s Vitae, the DC
becomes a ghoul with one Vitae of his own. A vampire can feed
is 15. You automatically detect the taste of your own Vitae,
a ghoul more Vitae, up to half the ghoul’s Constitution score.
whether in another vampire’s Vitae or in a non-vampire who
Upon becoming a ghoul, a creature immediately gains the
has drunk it.
Celerity, Resilience or Vigor Discipline. The vampire chooses
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VA M P I R E S

HEAL WOUNDS much Vitae as a Medium creature of its type; smaller creatures
cannot give vampires Vitae.
Spending Vitae is the only way a vampire can heal wounds
Stored blood has only a fraction of the potency of fresh
on her own; simple rest accomplishes nothing. Spending one
human blood; a vampire must consume eight pints of human
Vitae heals 10 hit points of damage or two points of ability dam-
blood to gain one Vitae.
age from a single ability. Spending two Vitae heals one point
A dead human body can provide a single Vitae, and is
of ability drain. A severely injured vampire may have to feed
available as Vitae only within 24 hours of the host’s death.
several times in order to generate enough Vitae to heal herself.
A vampire may feed on another vampire, directly drain-
A vampire can heal herself in this way while unconscious.
ing Vitae from her target and adding it to her total. However,
feeding this way risks blood addiction and a blood bond.
WAKE UP Mage blood is laced with magic, but is as effective as
A vampire is an unnatural fusion of a living person and a human blood for a vampire’s purposes. However, a vampire
dead soul. This combination causes lethargy and fatigue in the who feeds on mage blood suffers mild hallucinations (–1 on
body during daylight hours, and most vampires sleep this time all attacks, saves and checks) for one day per Vitae taken — a
away in a state resembling death. Overcoming this supernatural side effect of the mage’s supernatural awareness.
sleep requires the expenditure of one Vitae, regardless of what Werewolf blood is more potent than human blood;
time the vampire fell asleep or wants to wake. Morning, noon, a werewolf is worth one Vitae for every one point of the
sundown or midnight, waking always costs one Vitae. werewolf’s Constitution. However, due to werewolves’ savage
alien natures, a vampire who drinks werewolf blood may enter
REGAINING VITAE — FEEDING a frenzied state in combat or when aggravated, similar to a
werewolf. This rage-prone state lasts one day per werewolf
Vampires must feed on blood; otherwise, they cannot
Vitae taken.
rouse themselves from sleep. They may drink stored blood
A vampire in this sort of rage can barely manage the clar-
(such as from a hospital or blood bank), but stored blood
ity to speak (DC 20 Will save to bark out a few words). She
doesn’t taste as good or is as sustaining as hot, fresh blood
cannot use Charisma-, Dexterity- or Intelligence-based skills
from the source. Weaker vampires can sustain themselves on
(except for Balance, Escape Artist, Intimidate and Ride),
animal blood, but it is not as effective as human blood.
the Concentration skill, any abilities that require patience
Feeding on an unwilling target requires the vampire to
or concentration or Disciplines (unless they specify they are
grapple the victim; once the grapple is established, the vam-
useable in a rage). She can use any feat she has except Combat
pire can feed each round as a standard action by making a
Expertise. The frequency and duration of these episodes is at
successful grapple check. Feeding on a live creature is called
the GM’s discretion.
the Kiss, and it is an ecstatic experience for both vampire
Awakened blood is just as potent as human blood, but
and victim. Once the Kiss begins, a non-vampire target
because their nature is counter to that of vampires, Vitae
must make a Will save (DC 10 + the vampire’s Hit Dice +
from an Awakened hinders a vampire’s ability to use Vitae-
the vampire’s Charisma modifier) or succumb to the ecstasy
based abilities. Any Vitae expenditure other than waking
and stop resisting. If the vampire is in combat and feeds on
up requires twice as much Vitae to function. This hampered
his opponent, the victim never needs to make this Will save
state lasts one day per Awakened Vitae taken.
and can resist the vampire’s attack every round — no matter
Vampires cannot feed on demons; their bodies are made
how good the Kiss feels, your mortal enemy won’t sit back
of animated inert matter that is as unsuitable for feeding as a
and let you do it.
pile of earth or a stone. Vampires cannot feed on plants.
Feeding on a willing target (whether a volunteer or one
Vampires have a psychological dependence on fresh
who has succumbed to the Kiss) is a standard action and re-
blood. Even if the vampire is fully sated on animal or pre-
quires no grapple check. Each round of feeding on a human
served blood, feeding on a live person is thrilling. Every time
subject gives a vampire one Vitae.
a vampire feeds on a live human, the vampire must make a
A Medium humanoid creature contains enough blood to
Will save to resist draining that person completely dry (DC
generate one Vitae per two points of Constitution, and each
10 + 1 for every day that has passed since she last tasted fresh
Vitae a vampire takes from the creature deals two points of
human blood). Most vampires try to feed regularly to stave
Constitution damage. Because Constitution damage heals
off this impulse, as a trail of dead bodies draws attention; a
at a rate of one point per day, and a vampire must expend
rare few avoid feeding on humans entirely.
at least one Vitae each night he rises, a vampire cannot rely
on a single humanoid creature for feeding; the creature gets
depleted over several days. Vampires usually rely on more than
one source of blood; otherwise, they leave behind a string of
TYPICAL VAMPIRE
bodies that others can trace to them. This character represents a creepy stalker vampire easily
Medium or larger Animals are worth one Vitae for every capable of breaking into homes or offices to prey on sleepers
four points of Constitution, though each Vitae taken from or isolated employees. He also makes a decent burglar or assas-
them still deals only two points of Constitution damage. sin. His level 1 ability score increase is in Dexterity, he gets a
A Small creature is worth half as much Vitae as a Medium +2 bonus to Strength, Constitution, and Charisma for being
creature of its type. A Tiny creature is worth one-quarter as a vampire and +2 to Strength and –2 to Charisma for being a
Nosferatu.
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VA M P I R E S

“Come to me. You know you must. You


know you long to share in what I
can provide.”
—Stephan Willow, vampire

Vampire: Init +4, Spd 30 ft.; b hp 26, Def 17, touch I’m also a lawyer living in Indianapolis. I’m married and
17, flat-footed 13; vampire traits; a Atk/Full Atk +7 have two children. I like fishing and reading mysteries. Or I
melee (1d4+4, bite) or +7 ranged (1d10, zip gun); guess I did. My life was entirely normal, until some months ago,
sneak attack +1d6; disciplines (Celerity); 12 max Vitae, when the Intrusion happened. “Intrusion.” They certainly got
1 Vitae/round.
that name right. I haven’t seen Cindy or the kids since then. I
Typical Vampire (Nosferatu) 1: CR 4; Medium humanoid couldn’t expose them to this horror — this thing I’ve become.
(vampire); HD 4d8+8, hp 26; Init +4; Spd 30 ft.; Def 17, I’ve been on the move ever since.
touch 17, flat-footed 13; Base Atk +3; Grp +7; Atk/Full I’m — I am both men, you see.
Atk +7 melee (1d4+4, bite) or +7 ranged (1d10, zip gun); And yet I am also neither of them. I am a thing unlike any
SA disciplines; SQ vampire traits; SV Fort +6, Ref +8, Will man who has walked the earth. My strength and my stamina seem
+5; Str 18, Dex 18, Con 15, Int 10, Wis 12, Cha 8.
virtually without measure, and yet I cannot abide even something
Skills (Stealth) and Feats: Demolitions +3, Disable De- as simple as the rays of the sun. As I said, I am a vampire.
vice +3, Forgery +3, Hide +12, Move Silently +12, Open But since I am two men, not one, I am possessed of two
Lock +7, Sleight of Hand +7; Skilled (Hide and Move
Silently), Sneak Attack. hearts as well. One heart bids me to perform the tasks that my
Disciplines: Celerity. new body compels of me. You see, I need the blood of others to
Vitae: 12 max; 1/round. survive. Not air, not food, not even water — just blood. I am well
equipped to stalk and kill my prey, and take from them what I
require. These are deeds to which I am well accustomed, believe
AN UNHAPPY UNION me. And yet, the other heart has no stamina for bloodshed and
death. It causes me pain — literal pain in my soul — to see such
Yes, that is correct. I am a vampire. I have not always been
horrors committed upon the innocent.
so, of course. My life began in Africa in what was then called
Every day, then, is conflict. Every day, I am faced with a struggle
the Belgian Congo. I helped in the liberation of my country
between what I need and what I want. I would do well to reach some
and saw the Republic of the Congo, and eventually the great
kind of accord between my warring hearts, but that is much easier said
nation of Zaire, take shape. I served Lieutenant General Mobutu
than done. I feel that I must look beyond my hunger, and find something
himself. It was my life’s work to contend with the enemies of our
else to focus my energy toward. Something that both of me can agree
nation’s revered leader, and I took great pleasure in that duty,
upon. I need a goal past just simple survival. I need a purpose. I need to
developing great skill and not a little renown.
use the power I have been granted to accomplish something.
But eventually, I died.
But what?

74
Take a half-crazy wild intelligent beast and cram its soul a lot and so on. Play a werewolf if you want
nt a barely human
into a human body — that’s a werewolf. Though the human character with a bad temper, amazing physical al abilities and
spirit of their shared body sometimes tugs on the leash, most a slight mystical side.
werewolves l are simply
i l agents off ddestruction
i iin h
human fform, Hit
Hi Die:
Di d12.
d12
happy to tear this world apart, starting with the soft meaty Hit Dice at 1st Level: 4d12 (+4 x Con modifier).
bits . . . and then they break their human shapes and become Skill Points: 2 + Int modifier.
physical embodiments of rage, claw and hunger. Feats: A werewolf begins play with two feats.
Because all werewolves come from the same dimen- Ability Increase: You gain a +1 bonus to a single ability
sion, they recognize a kinship with each other. Similar score of your choice. If you like, you can choose an ability
to Earth wolves, werewolves have a pack mentality and score that already gains a bonus because you’re a werewolf
prefer their own company to the company of others, es- (see below).
pecially if a clear hierarchy of dominance exists. Every Movement: A werewolf has a movement speed of 30 feet.
werewolf belongs to one of five auspices that reflect his
origin in his home dimension (perhaps a racial distinc-
tion, perhaps regional . . . it’s not clear to Earth-natives, Werewolf
and werewolves don’t care enough to explain it well).
The auspices and their associated characteristics are as Core Abilities
follows: A werewolf gets a +2 bonus to Strength and Constitution.
Rahu: The full moon; the warriors. Shapechanging: A werewolf can channel his alien spirit
Cahalith: The gibbous moon; the visionaries. into his flesh, reshaping meat and bone. A werewolf has two
Elodoth: The half moon; the judges and mediators. nonhuman forms: a completely bestial form and a hybrid
Ithaeur: The crescent moon; the mystics. form that mixes its human and bestial shapes.
Irraka: The new moon; the stalkers. Changing form is a full-round action, though a were-
Werewolves are straightforward: they like to break wolf can change as a free action if he makes a DC 15 Will
things, they turn into monsters, they run in packs, they howl save, or he can spend one Essence to do it without a roll

Table 2–8: Werewolf


Base
Attack Fort Ref Will
Level Bonus Defense Save Save Save Special
1 +4 +2 +4 +1 +1 Rite
2 +5 +2 +4 +2 +1 Rite
3 +6/+1 +3 +5 +2 +2 —
4 +7/+2 +3 +5 +3 +2 Rite
5 +8/+3 +4 +6 +3 +2 —
6 +9/+4 +4 +6 +4 +3 Rite
7 +10/+5 +5 +7 +4 +3 —
8 +11/+6/+1 +5 +7 +5 +3 Rite
9 +12/+7/+2 +6 +8 +5 +4 —
10 +13/+8/+3 +6 +8 +6 +4 Rite
11 +14/+9/+4 +7 +9 +6 +4 —
12 +15/+10/+5 +7 +9 +7 +5 Rite
13 +16/+11/+6/+1 +8 +10 +7 +5 —
14 +17/+12/+7/+2 +8 +10 +8 +5 Rite
15 +18/+13/+8/+3 +9 +11 +8 +6 —
16 +19/+14/+9/+4 +9 +11 +9 +6 Rite
17 +20/+15/+9/+5 +10 +12 +9 +6 —
18 +21/+16/+10/+6 +10 +12 +10 +7 Rite
19 +22/+17/+11/+7 +11 +13 +10 +7 —
20 +23/+18/+12/+8 +11 +13 +11 +7 Rite

75
werewolves

(see below for more information on Essence)


Essence). If the moon’s
phase matches the werewolf ’s auspice, he can change form
as a free action without making a roll or spending Essence.
Returning to human form is always a free action and doesn’t
require a roll or Essence. A werewolf automatically reverts
to human form if he’s knocked unconscious or killed.
Beast Form: The bestial form more closely resembles
the werewolf ’s alien form rather than an Earth wolf or
dog (only an idiot would mistake a beast form werewolf
as a real wolf in anything but dim light). In beast form,
the werewolf ’s Dexterity and Constitution increase by
+2, his speed increases to 40 feet, he gains a bite attack
that deals 1d8 points of damage plus one and a half times
his Strength bonus, gains a +8 bonus on Listen and Spot
checks and gains the scent ability (see Chapter 7: Play-
ing the Game, “Special Abilities,” Scent). While in beast
form, a werewolf cannot speak human languages, but he
can communicate with other werewolves in beast form or
hybrid form. (Even a werewolf ’s human ears cannot make
out werewolf speech.) A werewolf in beast form cannot
use the Diplomacy or Gather Information skills except
on other werewolves. The beast form cannot see color.
While in beast form, a werewolf has low-light vision, and
can see twice as far as a normal human in conditions of
low light.
Hybrid Form: The hybrid form is powerful but unstable,
both physically and mentally. The hybrid form is bipedal
and tall, covered in hair the color of the human form’s,
has opposable thumbs and can speak human languages and
the werewolf language. The hybrid form has a bite attack
as a primary attack that deals 1d6 points of damage (plus
one and a half times the werewolf ’s Strength bonus) and
two claw attacks as secondary attacks that deal 1d6 points
of damage (plus half the werewolf ’s Strength bonus) each.
The hybrid form has good hearing (+4 bonus on Listen
checks) and sight but limited color vision (+4 bonus on
Spot checks except when color vision is important). The
werewolf ’s Strength and Dexterity increase by +4 and
Constitution increases by +2. While in hybrid form, a
werewolf has low-light vision, and can see twice as far as
a normal human in conditions of low light.
The hybrid form is a being of pure rage; the werewolf
can barely manage the clarity to speak (DC 20 Will save to
bark out a few words). The werewolf cannot use Charisma-,
Dexterity- or Intelligence-based skills (except for Balance,
Escape Artist, Intimidate and Ride), the Concentration
skill or any abilities that require patience or concentration
or rites (unless the rite specifies otherwise). He can use
any feat he has except Combat Expertise.
Every round on his turn, a hybrid-form werewolf must
attack or move toward an enemy; if the werewolf can’t see
a living foe, he has to strike out at something nearby (a
car, fallen foe and so on). He can still discern friend from
foe, fallen foes from living ones, and can decide between
multiple available foes. To do anything other than move,
attack or activate an allowed rite (even to exit hybrid
form), the werewolf must make a DC 20 Will save.

76
76
werewolves

A werewolf can remain in hybrid form for a number of


rounds equal to his (current) Constitution bonus (mini- Werewolf f
mum 1) plus 1 round for each Primal Urge rite; when this
time is up, he must change to either beast form or human
form. Once a werewolf leaves hybrid form, he cannot return
Features
to it for at least 10 minutes. Rite: Rites are special abilities available to were-
Pack Mentality: Werewolves feel most comfortable in wolves, such as striking fear into the heart of an enemy,
groups, whether this group is composed of werewolves or other increasing the werewolf ’s speed or attuning the werewolf
powerful creatures. Werewolves have the mystical ability to for battle. Some rites are available only to werewolves of
forge a special bond with up to four other creatures, which a particular auspice.
the werewolf calls his “pack.” Inviting someone into a pack All rites work as feats and are described in Chapter
takes a full-round action and must be done in the presence 4: Feats and Abilities. Every time “rite” appears on Table
of the potential packmate. A werewolf with four packmates 2–8: Werewolf, a werewolf of that level can select a new
who wants to add another must first release one (a free ac- rite.
tion) before inviting a replacement. A creature (werewolf or

Essence
otherwise) can be in only one pack at a time. A packmate is
a trusted kin; forcing a packmate to harm another is nearly
impossible (doing so is like trying to force someone to harm Many of a werewolf ’s supernatural powers rely on
himself). Some werewolves learn supernatural powers (called an innate supernatural power called Essence. Spending
rites) that work only on packmates. Essence, for whatever purpose, does not take an action.
Hardiness: A werewolf ’s alien soul enhances the Certain rites take a standard action to activate and re-
werewolf ’s human metabolism, making it immune to nor- quire the werewolf to spend a point of Essence, but the
mal sickness and disease. The werewolf is still vulnerable expenditure of Essence takes no time in itself and the
to magical diseases and poison. werewolf can do it even on someone else’s turn.
Sprint Healing: A werewolf has sprint healing 5/20 Maximum Essence: A werewolf can store Essence
(see Chapter 7: Playing the Game, “Special Abilities,” equal to 10 plus his Constitution modifier; if he gains
Sprint Healing). This ability works in any form (human, excess Essence, it is wasted.
hybrid or beast). Starting Essence: Werewolves start with their maxi-
Auspice Ability: A werewolf gains a benefit based mum amount of Essence (10 + Con modifier).
on his auspice: Essence per Round: Werewolves can spend one
Rahu: +2 Strength. Essence per round, no matter what effect(s) they want
Cahalith: +2 Intelligence (which affects the werewolf ’s to achieve. A werewolf can take the Primal Urge rite to
skill points). improve this rate.
Elodoth: +2 Charisma. Werewolves can use Essence for several effects.
Ithaeur: +2 Wisdom.
Irraka: +2 Dexterity.
Essence: Werewolves use a mystic, internal energy
Activate Rites
called Essence to fuel their abilities. See below for more Some rites require Essence; others do not. See each rite’s
information on Essence and its uses. description to see if the rite requires Essence, and how much.

Werewolf Weaknesses Heal Wounds


Silver Vulnerability: A werewolf in hybrid or beast Spending one Essence heals the werewolf 10 hit
form is vulnerable to silver — it somehow interferes with points of damage or two points of ability damage from
the manifestation of the werewolf ’s alien spirit. A were- a single ability. (Essence can heal even damage from
wolf takes double damage from silver-based attacks (to a silver weapons.) Spending two Essence heals one point
maximum of five points of extra damage). For example, if of ability drain. A werewolf can heal himself in this way
someone shoots a werewolf with a silver bullet for eight while unconscious.
points of damage, he takes an additional five points of
damage on top of the eight from the bullet. If the bullet Regaining Essence
dealt only three points of damage, the werewolf takes The first time a werewolf sees the moon at night, he
only an extra three points of damage. regains one Essence, or two Essence if its phase matches
This weakness applies only to pure silver — elec- his auspice. Eating a freshly killed human’s heart (Awak-
troplating and silver nitrate are painful but no more ened, mages and ghouls count as humans) gives a werewolf
damaging than their steel equivalents. Simply touching one Essence. Some Nightmare Sites with powers relating
a werewolf with a silver item is not harmful. to the moon or dimensional instability may also provide
A werewolf ’s sprint healing ability cannot heal the Essence, though the amount and frequency of this supply
extra damage from silver attacks. is at the GM’s discretion.

77
7
werewolves

Typical
T Skills (Might) and Feats: Climb +9, Jump+9, Listen +3,
Search +4, Sense Motive +3, Spot +3, Swim +9; Combat
Reflexes, Power Attack.

Werewolf Rites: Crushing Blow.


Essence: 13 max; 1/round.
This character represents a strong, bruiser werewolf who’s
really good at breaking and destroying. Her level 1 ability
score increase is in Dexterity, and she gets a +2 bonus to
Strength for being a werewolf and another +2 to Strength
My Own,
for being a Rahu.
Werewolf: Init +2, Spd 30 ft.; b hp 38, Def 14, touch
Only Master
Blood.
14, flat-footed 12; werewolf traits; a Atk/Full Atk +9
melee (1d6+5, club); Combat Reflexes (+2 attacks); rites The stench of flesh.
(Crushing Blow); 13 max Essence, 1 Essence/round. The taste of flesh.
• Werewolf, Hybrid Form: Init +4, Spd 30 ft.; b It calls to me.
hp 42, Def 16, touch 16, flat-footed 12; Fort +8, Ref +5; Slowly, dispassionately, I stand watching strangers
werewolf traits; a Atk/Full Atk +11 melee (1d6+10, climb aboard a bus. They have no idea who I am. What
bite) and +6 melee (1d6+3, 2 claws); Combat Reflexes I am. Because I look like them.
(+4 attacks); rites (Crushing Blow); 13 max Essence, 1 Until tonight, when I will change.
Essence/round. My true self will emerge, and I will be free of the bonds
• Werewolf, Beast Form: Init +3, Spd 40 ft.; b hp this body places upon me. The limitations of its form, and the
42, Def 15, touch 15, flat-footed 12; Fort +8, Ref +4;
werewolf traits; a Atk/Full Atk +9 melee (1d8+7, bite); weakness of its flesh. Then I will destroy. I will not stop until
Combat Reflexes (+3 attacks); rites (Crushing Blow); 13 everything in this world is torn asunder.
max Essence, 1 Essence/round. I am destruction personified, and this world is a
sumptuous banquet laid before me.
Typical Werewolf (Rahu) 1: CR 4; Medium humanoid But it is not truly so simple. It should be. It should. I am
(werewolf); HD 4d12+12, hp 38; Init +2; Spd 30 ft.; Def not a complicated creature, and I dislike obstacles. I destroy
14, touch 14, flat-footed 12; Base Atk +4; Grp +9; Atk/Full
Atk +9 melee (1d6+5, club); SA rites; SV Fort +7, Ref +3; obstacles. But this impediment is not made of wood, or stone
Str 21, Dex 14, Con 16, Int 12, Wis 10, Cha 8. or steel. It is one of thought and feeling.

78
werewolves

“Oh yeah, that thing about


silver bullets? Turns out —
works real nice.”
Calvin Thomas, werewolf‐hunter
I hate thoughts and feelings. My rage — my lovely, I hate anything that makes me hesitate. That
lovely rage — swallows such things. It devours them. It makes me consider. Hesitation and consideration are
drowns them in its own red beauty. weakness.
But still, it is one I must consider. For when I give in But I will not blindly serve, like a dog. Like the dogs
to my own true self, I put myself deeper in the bonds of — the wolves — that fools in this new life think my true
another. It is like a trap. The more I struggle, the more form resembles. They wish to equate me with an animal,
I am caught. but I am not. I am an engine of destruction. Nothing can
I did not come here on my own. I was sent. Torn put a leash upon me. Nothing.
from my previous existence, I was placed here by forces So I turn the tables upon those that think to command me.
beyond . . . just beyond. To rage and destroy is their will To use me. I will focus myself, as difficult as that is. I will channel
for me. It is their command. my fury toward only those who do serve the ones that the weak
I am no thrall. I take no commands. I slay any who call Iconnu. In that way, I will show that I am greater. Stronger
would try to be my master. But these things that have than the weak, and more free than those who submit.
brought me here, and compel me, they have no hearts to It is pain not to just crush everything I see. Each
feast upon, no throats to tear out, no skulls to split asun- time I deny myself, it is like a stab of silver. But when I
der and no entrails to spill steaming upon the ground. deny myself, I deny them. And when I strike out against
To do as I must, I serve them. To deny them, I deny those that serve, I strike out at them.
my own needs. I shall always be my own master.
My only master.

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