| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2011/10/08 01:57:03
Subject: The Blood Moon III Discussion Thread...
|
 |
Phanobi
oh,you know. in a basement...cooking ponies into cupcakes....
|
Chowderhead wrote:Is that me? I'm the only shark, so it's probably me. 
yeah! team work! i shoot out his joints,and you guys rip him to shreds! *brofist*
|
Deathshead420 wrote:As your leader, I encourage you, from time to time and always in a respectful manner, to question my logic. If you're unconvinced a particular plan of action I've decided is the wisest, tell me so! But allow me to convince you. And I promise you, right here and now, no subject will ever be taboo … except, of course, the subject that was just under discussion. The price you pay for bringing up either my Chinese or American heritage as a negative is – I collect your f  g head. [Holds up Tanaka's head] Just like this f  r here. Now, if any of you sons of bitches got anything else to say, now's the f  g time! [Pause] I didn't think so. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 01:58:31
Subject: The Blood Moon III Discussion Thread...
|
 |
Dive-Bombin' Fighta-Bomba Pilot
|
lord commissar klimino wrote:Chowderhead wrote:Is that me? I'm the only shark, so it's probably me. 
yeah! team work! i shoot out his joints,and you guys rip him to shreds! *brofist*
guys guys guys...
Funny as your enthusiasm is...why dont you wait until the thread is up to start?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 01:58:41
Subject: The Blood Moon III Discussion Thread...
|
 |
Fixture of Dakka
On a boat, Trying not to die.
|
lord commissar klimino wrote:Chowderhead wrote:Is that me? I'm the only shark, so it's probably me. 
yeah! team work! i shoot out his joints,and you guys rip him to shreds! *brofist*
Who said I was standing over Halo?
*Taps Klimino on the shoulder*
|
Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 02:04:17
Subject: The Blood Moon III Discussion Thread...
|
 |
Phanobi
oh,you know. in a basement...cooking ponies into cupcakes....
|
Chowderhead wrote:lord commissar klimino wrote:Chowderhead wrote:Is that me? I'm the only shark, so it's probably me. 
yeah! team work! i shoot out his joints,and you guys rip him to shreds! *brofist*
Who said I was standing over Halo?
*Taps Klimino on the shoulder*
*turns around and sucks out your guts through my fingers.*
|
Deathshead420 wrote:As your leader, I encourage you, from time to time and always in a respectful manner, to question my logic. If you're unconvinced a particular plan of action I've decided is the wisest, tell me so! But allow me to convince you. And I promise you, right here and now, no subject will ever be taboo … except, of course, the subject that was just under discussion. The price you pay for bringing up either my Chinese or American heritage as a negative is – I collect your f  g head. [Holds up Tanaka's head] Just like this f  r here. Now, if any of you sons of bitches got anything else to say, now's the f  g time! [Pause] I didn't think so. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 02:45:18
Subject: Re:The Blood Moon III Discussion Thread...
|
 |
Lord Commander in a Plush Chair
In your base, ignoring your logic.
|
Do you want a war of shenanigans, I can give you a war of shenanigans. Between Mordo's insane plotting and my just plain insanity you will not survive, hehe...muahaha... MUAHAHAHAHA!
Oh crap I just realized that Pontius and Andy can potentially be on the same side, prepare yourselves for golems and the powers of the warp!
BIC:
Andy sat in the mud puddle, cackling maniacally to himself as he formed little mud men and lined them up as an army. A shadow crept behind him and encompassed Andy's person in dark, "What exactly is it that you're doing there?" the shadow asked.
"Making an army of golems." Andy said as the clay hardened into grey in the floodlights shining down on the two.
"Interesting," Pontius said as he picked up one of the finely sculpted figurines, "does this little golem have a grenade launcher?"
"Yeah, a grenade launcher, good for crowds." Andy said as he continued forming little men.
"But so colorless and lifeless." Pontius said as he used his powers to summon an archaic painting set and painted the mud to look like a real man. Soon the figure began to move using the power of the Crooked World, also known as "imagination" and Pontius smiled to himself. "We could sell these, for twenty dollars we can sell ten of these little men. I see a lot of good that can come to us this way."
"But I'm almost out of mud." Andy said childishly.
"Not to worry Andy, we'll go to England where constant rains produce a constant supply of mud to make these... golems." Pontius clapped Andy on the back.
"But why would people buy little men made of mud?" Andy asked.
"We'll make a game of it, you write the rules and make up armies while I promote it to the world." Pontius said as he walked quickly back into the mansion.
*back to modern times*
"And that's how your old pappy created Games Workshop and every single broken codex ever made." Andy said with a toothy smile.
"Grandpa?" young Michael Jr asked.
"Yes?"
"How come you don't get older looking?"
"Because I play in the mud, don't smoke, eat people, exercise everyday, watch my sugar intake, don't drink, and most importantly drink a lot of red wine."
"Grandpa did you say that you eat people?"
"Er... no, yes, maybe..." Andy stumbled in his words before taking his grandson and stuffing him into a closet, "Its a secret, you can never tell!" he yelled at the door.
"Damnit dad!" Michael said as he entered the house and saw his father holding the closet door shut, "That's the second time this week."
"You know too?" Andy shouted as he grabbed his son and also shoved him into the closet as Wendy walked in.
"God damnit Andy, let Michael out now. Little Michael too." she said sternly.
"But they know my secret, they know that I'm Crooked Matt Ward!" Andy whispered to his wife.
"We already knew that dad!" Michael shouted from behind the door, "We still accept you though."
At that Andy's eyes filled with tears as he fell to his knees, "But I'm an abomination! I terrorize fluff and murder it in front of its fluff kids while doing unmentionable things to fluff's wife! Even though I do that you still love me?"
"Yes dear, we accept you as you are." Wendy said, comforting her husband.
"Thanks, but I must warn you I have to make another rule book." Andy confessed through sobs.
"Its okay Andy, we have the lye ready for the disposal of the fluff's corpse." Wendy held tightly to Andy and rubber her cheek against his, "We've seen what you can do to fluff, and at first it was horrifying, but we've learned to accept it. We support you."
The Bruss family stood up and made a ring as the they put their hands together and began to chant, a final cry of "Gooooo BRUSS!" emphasized by them throwing their hands into the air resonated through the house as Andy went about writing incredibly unbalanced codices.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 02:49:19
Subject: The Blood Moon III Discussion Thread...
|
 |
Stubborn Eternal Guard
|
I fething love you
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 02:50:58
Subject: The Blood Moon III Discussion Thread...
|
 |
Fixture of Dakka
On a boat, Trying not to die.
|
Words cannot express the awesomeness of that RP.
Isn't that why I gave you the Gary Gygax memorial trophy?
|
Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 02:57:21
Subject: Re:The Blood Moon III Discussion Thread...
|
 |
Dive-Bombin' Fighta-Bomba Pilot
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 02:59:12
Subject: Re:The Blood Moon III Discussion Thread...
|
 |
Bane Thrall
|
lol
|
|
This message was edited 1 time. Last update was at 2011/10/08 02:59:57
Chaos is begin to grow
don't click this link...
F.A.T.A.L enough said
IJW wrote:Plus, as has been pointed out, it goes BOOM! and is therefore clearly superior anyway.  (\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.
stolen from CrashCanuck
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 03:15:55
Subject: The Blood Moon III Discussion Thread...
|
 |
Lord Commander in a Plush Chair
In your base, ignoring your logic.
|
Chowderhead wrote:Words cannot express the awesomeness of that RP. Isn't that why I gave you the Gary Gygax memorial trophy? Yes, and it shall forever remain mine. Until I die of course, but by then Halonachos Jr will have learned the skills of shenanigans and sillyposts and will proudly carry on the mantle of "halonachos". Kind of like an Eldar putting on a mask.
|
|
This message was edited 1 time. Last update was at 2011/10/08 03:16:02
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 03:17:54
Subject: The Blood Moon III Discussion Thread...
|
 |
Fixture of Dakka
On a boat, Trying not to die.
|
halonachos wrote:Chowderhead wrote:Words cannot express the awesomeness of that RP.
Isn't that why I gave you the Gary Gygax memorial trophy?
Yes, and it shall forever remain mine. Until I die of course, but by then Halonachos Jr will have learned the skills of shenanigans and sillyposts and will proudly carry on the mantle of "halonachos". Kind of like an Eldar putting on a mask. 
I can't imagine what Little Chowderhead will get...
"When I'm in the earth, my child, you will have my sarcasm. Have fun, you future prick."
|
Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 03:23:19
Subject: The Blood Moon III Discussion Thread...
|
 |
Lord Commander in a Plush Chair
In your base, ignoring your logic.
|
Chowderhead wrote:halonachos wrote:Chowderhead wrote:Words cannot express the awesomeness of that RP. Isn't that why I gave you the Gary Gygax memorial trophy? Yes, and it shall forever remain mine. Until I die of course, but by then Halonachos Jr will have learned the skills of shenanigans and sillyposts and will proudly carry on the mantle of "halonachos". Kind of like an Eldar putting on a mask. 
I can't imagine what Little Chowderhead will get... "When I'm in the earth, my child, you will have my sarcasm. Have fun, you future prick." Your child... he will be a pigeon, no? A very sarcastic pigeon.
|
|
This message was edited 1 time. Last update was at 2011/10/08 03:23:40
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 04:05:40
Subject: Re:The Blood Moon III Discussion Thread...
|
 |
Tzeentch Aspiring Sorcerer Riding a Disc
|
marmaduke wrote:while the lord commisoner gets his gun ready a shadow falls across halonachos a massive humanoids built like a tank, with an oversized mouth stuffed with shark teeth stands ready to rip a certain person apart
Ah, an Opriknikki I see.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 04:54:56
Subject: The Blood Moon III Discussion Thread...
|
 |
Clousseau
http://darkspenthouse.punbb-hosting.com/index.php
|
I noticed that too. I wonder, Does Crooked Matt Ward write good codexes? Wait, opriknikki have oversized mouths? *glances sideways at avatar* oops.
|
|
This message was edited 1 time. Last update was at 2011/10/08 04:58:13
"The young and foolish seek glory and recognition for their deeds, brother, the experienced and old know that recognition and medals are precisely the same worth as ork gak."
-Avarian Pentus--Deathwatch Apothecary |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 05:06:27
Subject: The Blood Moon III Discussion Thread...
|
 |
Phanobi
oh,you know. in a basement...cooking ponies into cupcakes....
|
oh god that made me laugh. you win. i take it back,you deserve to live. i still ate chowderheads guts though. he needs to eat less cheese. it gave me gas...
|
Deathshead420 wrote:As your leader, I encourage you, from time to time and always in a respectful manner, to question my logic. If you're unconvinced a particular plan of action I've decided is the wisest, tell me so! But allow me to convince you. And I promise you, right here and now, no subject will ever be taboo … except, of course, the subject that was just under discussion. The price you pay for bringing up either my Chinese or American heritage as a negative is – I collect your f  g head. [Holds up Tanaka's head] Just like this f  r here. Now, if any of you sons of bitches got anything else to say, now's the f  g time! [Pause] I didn't think so. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 05:09:36
Subject: The Blood Moon III Discussion Thread...
|
 |
Clousseau
http://darkspenthouse.punbb-hosting.com/index.php
|
But, You eat the skin, LCK.
remember? Totenmasken? they suck the flesh from heir enemies and wear it?
|
"The young and foolish seek glory and recognition for their deeds, brother, the experienced and old know that recognition and medals are precisely the same worth as ork gak."
-Avarian Pentus--Deathwatch Apothecary |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 05:13:54
Subject: The Blood Moon III Discussion Thread...
|
 |
Phanobi
oh,you know. in a basement...cooking ponies into cupcakes....
|
ineptus astartes wrote:But, You eat the skin, LCK.
remember? Totenmasken? they suck the flesh from heir enemies and wear it?
i thought they sucked up the guts...and then wore the skin if they wanted too...hold on,ima go re-read it! *marches off to war of the words*
|
Deathshead420 wrote:As your leader, I encourage you, from time to time and always in a respectful manner, to question my logic. If you're unconvinced a particular plan of action I've decided is the wisest, tell me so! But allow me to convince you. And I promise you, right here and now, no subject will ever be taboo … except, of course, the subject that was just under discussion. The price you pay for bringing up either my Chinese or American heritage as a negative is – I collect your f  g head. [Holds up Tanaka's head] Just like this f  r here. Now, if any of you sons of bitches got anything else to say, now's the f  g time! [Pause] I didn't think so. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 05:16:43
Subject: The Blood Moon III Discussion Thread...
|
 |
Phanobi
oh,you know. in a basement...cooking ponies into cupcakes....
|
it says they drink their preys meat,which is more than the skin. so...umm...well,meat is all the organs and such,but is usually the muscle. and muscle is under the skin,so they would still eat more than just the skin....i think.
|
Deathshead420 wrote:As your leader, I encourage you, from time to time and always in a respectful manner, to question my logic. If you're unconvinced a particular plan of action I've decided is the wisest, tell me so! But allow me to convince you. And I promise you, right here and now, no subject will ever be taboo … except, of course, the subject that was just under discussion. The price you pay for bringing up either my Chinese or American heritage as a negative is – I collect your f  g head. [Holds up Tanaka's head] Just like this f  r here. Now, if any of you sons of bitches got anything else to say, now's the f  g time! [Pause] I didn't think so. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 09:39:13
Subject: The Blood Moon III Discussion Thread...
|
 |
Fireknife Shas'el
Banging my head against the wall cos I made a typo while hacking the Matrix
|
Pointless post is pointless...
... just kidding, anybody else gonna start in England?
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 09:40:53
Subject: The Blood Moon III Discussion Thread...
|
 |
Clousseau
http://darkspenthouse.punbb-hosting.com/index.php
|
I dunno. maybe, I was thinking NYC, DC or Las Vegas.
|
"The young and foolish seek glory and recognition for their deeds, brother, the experienced and old know that recognition and medals are precisely the same worth as ork gak."
-Avarian Pentus--Deathwatch Apothecary |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 09:51:53
Subject: Re:The Blood Moon III Discussion Thread...
|
 |
Preacher of the Emperor
|
halonachos wrote:sillyboy wrote:@Nachos
Why Nevada?
Las Vegas, Nevada. Vegas's name is Vegas so she should start in the state that has a city named Las Vegas.
There a dessert there? right?
...Ideas are coming...
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 11:08:40
Subject: The Blood Moon III Discussion Thread...
|
 |
Clousseau
http://darkspenthouse.punbb-hosting.com/index.php
|
Yes there is dessert there. There is a desert there too.
|
|
This message was edited 2 times. Last update was at 2011/10/08 11:49:44
"The young and foolish seek glory and recognition for their deeds, brother, the experienced and old know that recognition and medals are precisely the same worth as ork gak."
-Avarian Pentus--Deathwatch Apothecary |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 13:30:12
Subject: The Blood Moon III Discussion Thread...
|
 |
Primus
within the cult of the Soul Decievers
|
I thinking of a small town in mexico then head north
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 14:43:50
Subject: The Blood Moon III Discussion Thread...
|
 |
Phanobi
oh,you know. in a basement...cooking ponies into cupcakes....
|
somewhere with lots of businesses
Shas'ui T'au Kais wrote:Pointless post is pointless...
... just kidding.
how would my post have been pointless anyways? what part of the body they eat could affect alot. it its juts the skin then id leave alot of meat,which i could give to werewolves. but if its all the organs, and i just wear the skin,then i leave almost nothing and cleanup is a breeze.
|
|
This message was edited 1 time. Last update was at 2011/10/08 14:49:32
Deathshead420 wrote:As your leader, I encourage you, from time to time and always in a respectful manner, to question my logic. If you're unconvinced a particular plan of action I've decided is the wisest, tell me so! But allow me to convince you. And I promise you, right here and now, no subject will ever be taboo … except, of course, the subject that was just under discussion. The price you pay for bringing up either my Chinese or American heritage as a negative is – I collect your f  g head. [Holds up Tanaka's head] Just like this f  r here. Now, if any of you sons of bitches got anything else to say, now's the f  g time! [Pause] I didn't think so. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 14:49:46
Subject: Re:The Blood Moon III Discussion Thread...
|
 |
Bane Thrall
|
... okay i am kinda new to this but we get to CHOOSE where we start?
|
Chaos is begin to grow
don't click this link...
F.A.T.A.L enough said
IJW wrote:Plus, as has been pointed out, it goes BOOM! and is therefore clearly superior anyway.  (\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.
stolen from CrashCanuck
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 14:52:37
Subject: The Blood Moon III Discussion Thread...
|
 |
Bane Thrall
|
lord commissar klimino wrote:somewhere with lots of businesses
Shas'ui T'au Kais wrote:Pointless post is pointless...
... just kidding.
how would my post have been pointless anyways? what part of the body they eat could affect alot. it its juts the skin then id leave alot of meat,which i could give to werewolves. but if its all the organs, and i just wear the skin,then i leave almost nothing and cleanup is a breeze.
clean up is a breeze.... if you rip someone aprt all their blood will definatly come out
and the average human body cointaions around 6 quarts (or 5.6 liters) of blood so yeah..... good luck with the clean up
|
Chaos is begin to grow
don't click this link...
F.A.T.A.L enough said
IJW wrote:Plus, as has been pointed out, it goes BOOM! and is therefore clearly superior anyway.  (\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.
stolen from CrashCanuck
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 15:13:33
Subject: Re:The Blood Moon III Discussion Thread...
|
 |
Dive-Bombin' Fighta-Bomba Pilot
|
marmaduke wrote:... okay i am kinda new to this but we get to CHOOSE where we start?
Pretty much...some of the characters in the last RP started halfway round the world from where the action went down...as long as you get to where the major players are eventually.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 15:15:38
Subject: The Blood Moon III Discussion Thread...
|
 |
Fireknife Shas'el
Banging my head against the wall cos I made a typo while hacking the Matrix
|
lord commissar klimino wrote:somewhere with lots of businesses
Shas'ui T'au Kais wrote:Pointless post is pointless...
... just kidding.
how would my post have been pointless anyways? what part of the body they eat could affect alot. it its juts the skin then id leave alot of meat,which i could give to werewolves. but if its all the organs, and i just wear the skin,then i leave almost nothing and cleanup is a breeze.
I was talking about my own post...
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 15:17:14
Subject: The Blood Moon III Discussion Thread...
|
 |
Clousseau
http://darkspenthouse.punbb-hosting.com/index.php
|
Totenmasken suck the flesh off their enemies with their fingers and can 'were' it for a week before it rots.
|
"The young and foolish seek glory and recognition for their deeds, brother, the experienced and old know that recognition and medals are precisely the same worth as ork gak."
-Avarian Pentus--Deathwatch Apothecary |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/08 16:43:30
Subject: The Blood Moon III Discussion Thread...
|
 |
Humming Great Unclean One of Nurgle
Georgia,just outside Atlanta
|
KINDRED
Strigoi (pronounced: Strig-oy)
WS-7/BS-3/S-6/T-5/W-3/I-6/A-3/SV-3+
SIRE: Unknown, possibly Lillith
COMMON NAMES: Shadows, Kinslayers, Night Terrors
DESCRIPTION: The Strigoi are a race of Vampires nearly as old of Cain himself, having hunted the primitive Humanii for thousands of years. All Strigoi are thin and cadaverous, their skin papery and ethereal, and in some cases, appearing as walking skeletons. They often have long, pointed ears arching out from their hairless skulls. What truly set Strigoi apart from the rest of the Vampyre race is their ability to drain the life force from other Kindred, draining them dry as a typical Vampire would drain one of the Cattle. This trait makes the Strigoi mistrusted by their kin, and there has even been a call for their extermination.
TRAITS: Strigoi PCs have all the traits granted to Vampire characters, with the following exceptions:
Strigoi may gain sustenance from feeding off other Vampire characters, this has the same effect as feeding off of a human or werewolf.
Strigoi may have one major NPC and one minor NPC and may have one base of operations
Opriknikki (pronounced: O-prick-nicky)
WS-6/BS-2/S-8/T-7/W-3/I-5/A-4/SV-3+
SIRE: Ivan the Terrible
COMMON NAMES: Black Riders, Ivans, Ferals
DESCRIPTION: The Opriknikki are terrible to behold, massive humanoids built like tanks, with an oversized mouth stuffed with shark teeth. On average, an Opriknikki stands eight feet tall, and is often clad in black or red robes. Males always sport massive black beards that fall down to their waists. The Opriknikki were once the enforcers of Ivan the Terrible, terrorizing medieval peasants for sick games of sport, dragging them through the streets behind their black steeds. When Ivan was Embraced, he bade his warriors to join him in Undeath. The Opriknikki leapt at the chance to practice their cruel way for eternity, and allowed Ivan to Embrace them in turn. The Opriknikki are notorious for ripping apart their foes with their bare hands, and tearing at them with their teeth. Opriknikki do not feed as other Kindred do, rather, they devour the remains of their prey whole, often leading Hunters to mistake Opriknikki attacks as werewolf attacks.
TRAITS: Opriknikki PCs have all of the traits granted to Vampire characters, with the following exceptions:
Opriknikki may NOT have any NPC followers, but may have base of operations
Opriknikki also suffer from the Frenzy trait, as described in the Werewolf entry
Noble House of Brutii (pronounced: Brute-tea-eye)
WS-6/BS-5/S-6/W-3/I-7/A-3/SV-3+
SIRE: Brutus
COMMON NAMES: Romans, Princes, Betrayers, Et tus
DESCRIPTION: The spawn of Brutus are among the most proud and arrogant of the Kindred, claiming a direct bloodline to Cain, the First. The Brutii (singular and plural forms are the same) surround themselves with the trappings of wealth and nobility, scheming and plotting within great towers and complexes staffed by innumerable thralls and lesser Kindred. Hunters are often wary when on the trail of a Brutii, for these proud Vampires are often two or three steps ahead of them before the hunt even begins. The Brutii avoid direct conflict if they can, preferring to use thralls or Childer to do their dirty work for them. This is not because they are cowardly, but simply because they see physical combat and work as beneath them.
TRAITS: Brutii PCs have all of the traits granted to Vampire characters, with the following exceptions:
Brutii may have up to two mayor NPCs and two minor NPCs and may have two bases of operation
Noble House of Julii (pronounced: Jew-lee-eye)
WS-7/BS-4/S-7/W-3/I-7/A-3/SV-3+
SIRE: Julius Narciso
COMMON NAMES: Highbloods, Crowd Pleasers, Darkblades
DESCRIPTION: The Noble House of Julii is one of the noble houses of Rome that pledged themselves to Cain whilst he walked the earth. For years, the Julii served Cain with complete and utter loyalty, serving as Cain's ordo militant, hunting down his enemies throughout the Old World. When Rome fell, the Julii were forced out into the wilds, fending for themselves among the untamed woods of Europa. Now having reorganized to a degree, the Julii once again serve as enforcers of the will of Cain.
TRAITS: Brutii PCs have all of the traits granted to Vampire characters, with the following exceptions:
Julii characters begin the game with a silvered melee weapon of some sort, often a sword or a spear.
Dhampyre (pronounced: Dahm-pire)
WS-6/BS-3/S-6/T-5/W-3/I-6/A-3/SV-3+
SIRE: Varies
COMMON NAMES: Half-breeds, Thinbloods, Daywalkers
DESCRIPTION: Dhampyres are a tainted combination of Humanii and Vampire blood, creating a creature more akin to one of the Cattle than one of the Kindred. When a Humanii ingests a large amount of Vampire blood, they run the risk of becoming a Dhampyre, a half-breed Vampire that can walk about in the sunlight, going where the other Kindred cannot. Dhampyres are more often then not deliberately created to serve as spies and messengers for their masters, being fed the blood of their Kindred master daily, enslaving them to it's coppery tang, and making the Dhampyre utterly dependent upon it's sire. Dhampyres sport fangs, but they are much less pronounced then those of their Kindred brethren, appearing only slightly pointed.
TRAITS: Dhampyre PCs have all of the traits granted to Vampire characters, with the following exceptions:
Dhampyres are not killed by sunlight
Dhampyres may have up to two major NPCs and one base of operations
Dhampyres do not NEED to feed off of Humanii blood to survive, however, Dhampyres instead require blood from a Vampire each day or begin to starve, as per the Vampire entry.
Noble House of Julii (pronounced: Jew-lee-eye)
WS-7/BS-4/S-7/W-3/I-7/A-3/SV-3+
SIRE: Julius Narciso
COMMON NAMES: Highbloods, Crowd Pleasers, Darkblades
DESCRIPTION: The Noble House of Julii is one of the noble houses of Rome that pledged themselves to Cain whilst he walked the earth. For years, the Julii served Cain with complete and utter loyalty, serving as Cain's ordo militant, hunting down his enemies throughout the Old World. When Rome fell, the Julii were forced out into the wilds, fending for themselves among the untamed woods of Europa. Now having reorganized to a degree, the Julii once again serve as enforcers of the will of Cain.
TRAITS: Julii PCs have all of the traits granted to Vampire characters, with the following exceptions:
Julii characters begin the game with a silvered melee weapon of some sort, often a sword or a spear.
Totenmaske (pronounced: Toe-ten-mask-eh)
WS-7/BS-5/S-6/W-3/I-9/A-3/SV-3+
SIRE: None
COMMON NAMES: Skin Takers, Fleshdrinkers, the Twisted
DESCRIPTION: The horribly disturbing Kindred known as the Totenmasken are former Vampires transformed into hideous creatures by drinking great quantities of Ancient Vitae tainted with Black Magick. A Totenmaske stands on average six feet tall, with pale, gangly limbs that touch the floor. They are whip-thin, with rubbery flesh that is nearly transparent in its paleness. The Totenmasken have no faces, only the vague impressions of eye sockets. They do not feed on blood as the other Kindred do, but on the flesh and terror of their victims. The fingers of a Totenmaske are hollow, little more than sharp tubes that the creatures use to sink into the bodies of their prey. With horrible suction, the Totenmaske literally drinks the creature's meat, sucking it into itself. More horrifically, the Totenmaske can assume the form of those it has 'drunk' from, sounding and appearing as their prey did in life. Most of the Kindred won't have anything to do with the Totenmasken, and some Vampire factions have attempted to exterminate them along with the Strigoi.
TRAITS: Totenmasken PCs have all of the traits granted to Vampire characters, with the following exceptions:
Totenmasken do not require Vitae to survive, but must instead absorb the flesh of a human or Kindred. Once absorbed, the Totenmaske may shapeshift to appear as that creature for a full week before the flesh begins to slough off.
DeCarian (pronounced: Deh-care-e-ens)
WS-6/BS-6/S-6/W-3/I-6/A-3/SV-3+
SIRE: Claud DeCarrie'
COMMON NAMES: Madcaps, Loonies, Crazies
DESCRIPTION: When inmate Claud DeCarrie' escaped the Bastille during the French Revolution, he got more than his freedom. The convicted mass murderer fell victim to one of the roving Kindred packs that stalked France during those dark and tumultuous times, and was Embraced by a reckless young vampire who was intoxicated with her own power. DeCarrie' marveled at his newfound powers, and promptly murdered his sire and whent on a year long murder spree in which he Embraced no fewer than twenty victims. However, DeCarrie's madness was passed down through his gift of Vitae, and his childer bear his lunacy and derangement. Over the years, the DeCarians spread throughout Europe, preying on the homeless and downtrodden. DeCarians remain among their own kind, as interacting with the Humanii is extremely difficult for those whose very blood runs with insanity.
TRAITS: DeCarian PCs have all of the traits granted to Vampire characters, with the following exceptions:
DeCarians are irretrievably insane, and many have multiple personalities. You must roleplay this madness.
Nachzehrer (pronounced: Nock-zer-ur)
WS-8/BS-4/S-7/W-3/I-9/A-3/SV-3+
SIRE: None
COMMON NAMES: Nightcrawlers, Tunnelers, Morlocks
DESCRIPTION: The horrors of the trenches employed during the Great War were innumerable. During the day, men faced rats, bullets, mortar fire, gas attacks, and infection. At night, they faced the Kindred. The Great War provided a wondrous banquet for the race of Vampyre, with thousands upon thousands of displaced citizens and soldiers making easy meals for the hunters of the night. The trenches provided a buffet line of warm flesh and Vitae for the Kindred to enjoy, and none did more so than the Nachzehrer. As the sun set on the battlefield, clawed hands would burst from the soft soil, followed by pale, maggot-white bodies clad in ragged uniforms, which fell upon the men in the trenches with abandon. The mutilated corpses could easily be explained by mortar fire or some other wartime hazard, and the Nachzehrer themselves were careful to be long gone by the time others arrived, burrowing into the earth to await dusk once again. The Nachzehrer now lurk beneath the soil in rural areas, dragging victims to a horrific death beneath the earth, never to be seen again. The Nachzehrer are extremely pale, with pure white eyes and are often hairless.
TRAITS: Nachzehrer PCs have all of the traits granted to Vampire characters, with the following exceptions:
Nachzehrer may tunnel through soft earth and soil, and thus have the Infiltrate special rule.
Dyybuk (pronounced: die-buck)
WS-6/BS-6/S-6/W-3/I-7/A-3/SV-3+
SIRE: None
COMMON NAMES: Mindfeths, Kruegers, Dreameaters
DESCRIPTION: Despite their immortality and resistance to damage, the Kindred may still be slain. This mortality irks them to no end, was not the Embrace supposed to make such fears a thing of the past? By brutal application of violence, a Kindred may enter the Final Sleep, and the end of their supposedly endless existence. A Kindred's spirit joins a vast sea of vampiric souls that twists and whorls in the psychic morass known as Gehenna. Most Kindred lose the ability to retain their personalities and minds, becoming little more than manifestations of
energy that drift about aimlessly. Some, however, keep their minds intact, and become creatures known amongst the Kindred as Dyybuks. A Dyybuk lurks betwixt Gehenna and the mortal plane, in the realm of dreams. A Dyybuk has no physical body, and can only interact with the mortal plane by entering into the dreams of those it wishes to contact. A Dyybuk can alter the dream according to its whims and desires, often taken great pleasure in hunting the dream self of one of the Cattle through a nightmarescape of its own devising. A Dyybuk drains the sanity and psychic energy of its victims, slowly transforming them into broken husks that waste away from starvation as the Dyybuk steals even their most basic survival functions. A Dyybuk is extremely difficult to permanently kill, and an exorcism by a sorcerer employing White Magick is often most effective. Another method may be preformed by the victim themselves, fighting against the Dyybuk in their dreams. This method is extremely dangerous, and should only be attempted if the dreamer knows exactly what their tormentor is. Dyybuks may also possess a victim by overtaking their dream self and 'riding' the body like a grotesque mount. Over time, the host's features begin to subtly warp and change, growing to resemble that of the Dyybuk.
TRAITS: Dyybuk PC's have the following traits:
Dyybuks must spend a night tormenting a victim (any sentient non-Dyybuk, other Kindred will do) by entering their dreams. The victim makes an opposed Ld roll against the Dyybuk, and on a failed roll lose a point from their Toughness score. If a victim is reduced to 0 Toughness in this fashion, they enter a catatonic state, their minds utterly destroyed. A catatonic victim makes no save against a Dyybuk's Meat Puppet ability, and are instantly under its effect.
ONEIROMANCY
Unique to the Dyybuks is a form of Black Magick called Oneiromancy, which allows the Dyybuk to alter the minds of their victims through spells. A Dyybuk counts as a sorcerer for all abilities and attacks that target sorcerers. A Dyybuk can only use Oneiromancy spells against its current victim.
DEVOLUTION: A Dyybuk may cast the Black Magick spell Devolution only to cause madness in a target.
DREAMWARP: On a successful power roll, a Dyybuk may alter a target's dream in any way it chooses (at GM's discretion).
MEAT PUPPET: If the Dyybuk beats its victim (who takes a penalty equal to the number of Toughness points the Dyybuk has drained away) on an opposed Ld test, the Dyybuk forces itself into the body of its victim, able to walk about clad in flesh once again. However, the Dyybuk may be killed in this form provided it fails a Ld test when it looses its last wound in physical form.
A Dyybuk always starts with a single minor NPC who serves as its victim..
KINDRED COVENS (As they stand)
Court of the Crimson King- The Court of the Crimson King is the right hand of Cain, the organization charged with rooting out treason and betrayal among the Kindred themselves. The Court is now more active today than ever, purging the ranks of the undying of malcontents and traitors. Despite Cain's return, there are those that would see the Crimson King deposed, and Judas returned to the throne. These 'Iscariots' are the prime targets of the Court, and woe to any vampire foolish enough to shelter one. The Court is a very tightly-knit group, and membership is restricted to those Kindred who have proven their skill and loyalty time and time again.
Iscariots- Some Kindred would see Judas placed back upon the throne, toppling Cain and restoring his heir to power. After Pontius crucified the Iscariot in the Crooked House, there were whispers among the Kindred that Cain had done so out of fear, that he dare not face the Betrayer, dare not deliver him unto True Death. The next night, a meeting was held within the darkest depths of the Crooked House, and a fell pact was made. Naming themselves the Iscariots, these Kindred seek to depose the rightful ruler of the vampire race and reinstate his benighted heir. Working in the shadows, the Iscariots plot and scheme, waiting for a moment of weakness in which they may strike at the Crimson King.
Nosphoros- Thousands of years ago, the Strigoi learned Black Magick at the feet of their patron Lillith, who in turn, had learned it from Hecate. The Strigoi thusly have a reputation as adepts of the Dark Arts, powerful in their magicks and incantations. Yet, the Strigoi lust for more arcane power, magick beyond the petty blood and black schools they have mastered. A cabal of Strigoi then struck upon an idea: would not the blood of Mages be rich in the very raw mana of Magick itself? Would not partaking in the Vitae of mortal sorcerers increase one's Gnosis? Thus was the Nosphoros born, a Strigoi Coven devoted to unlocking the secrets inherent within magickal blood. The Nosphoros are secretive and keep to themselves, isolating themselves from Kindred society as they delve into their research.
To'cheloi- The To'cheloi are a group of Kindred far removed from the mainstream, more akin to werewolves in their beliefs than other vampires. The To'cheloi honor the Sacred Hunt put forth by Cernunnos, taking great care to stalk and shadow their prey before drinking of their Vitae. The To'cheloi do not believe in the struggle between the Kindred and the lupines, seeing them as brothers in the Great Hunt, and as such attempt to improve relations between the two groups. Due to these beliefs, the To'cheloi are unpopular among the other Kindred and their Covens, and often are forced to eke out a living away from Kindred lairs. The To'cheloi are often regarded as savages by their race, and find few friends among the other Covens.
PROMETHEANS:
Necropolitian
WS-4/BS-4/S-6/T-7/W-3/I-5/A-3/Sv-2+
COMMON NAMES: Patchworks, Burtons, Stitches
DESCRIPTION: Created from multiple corpses, the Necropolitians resemble patchwork parodies of the Humanii. Necropolitians run the gamut from Frankenstein-like hulking monsters to whip-thin, gaunt figures. Like all Prometheans, the Necropolitians are extremely resilient, and are able to survive total dismemberment as long as their nail remains within their dead flesh. The Patchworks are animated by a nail of pure copper driven into their bodies, often in the back of the head.
DEFINING VIRTUE: Charity
DEFINING VICE: Envy
ANIMATING ELEMENT: Copper Nail
TRAITS: A Necropolitian reduced to 0 Wounds continues to function, but any further Wounds cause the Necropolitian to begin to fall apart as their sutures open. At -4 Wounds, a Necropolitian is incapacitated. An incapacitated Necropolitian is helpless, and may not defend themselves, and as such, all close combat attacks automatically hit.
Jontunn
WS-5/BS-4/S-6/T-7/W-3/I-5/A-3/Sv-2+
COMMON NAMES: Icemen, Frostbite, Ice Blood
DESCRIPTION: Jontunn are created from frozen corpses and are brought back by a spark of energy and to keep their life flowing they must draw energy from all around them in order to keep themselves going, rooms feel cold when ever they are around and the surface of their skin in frozen and cracked because of the energy that is being taken form it.
DEFINING VIRTUE: Fortitude
DEFINING VICE: Wrath
ANIMATING ELEMENT: Iron Spike
TRAITS: A Jontunn a put all of his effort to take more Energy from the area, the area is filled with a bitter cold not only because the area is but because he is drawing the energy from others around him. All enemies get a -3 to initiative, even Vampires feel it too as their skin goes dry and starts to freeze.
GHOULS
Domestic Ghoul
WS-6/BS-6/S-4/T-4/W-3/I-5/A-3/SV-3+
The man waiting in line in front of you at the post office, the pretty girl at the counter, could be ghouls, and you would never know it. Ghouls are creatures that eat human carrion to achieve immortality, raiding the graves of the newly buried to feed on the sweat meat inside. Unlike the Kindred, Ghouls can walk about unseen and undetected amongst the Humanii, often leading respectable and honest lives during the day while eating the flesh of the dead at night. Besides their unnaturally long lives, Ghouls are often attractive and appear rather young. The Ghouls and the Kindred have an agreement of sorts, the Kindred drink, the Ghouls eat, and nobody gets hurt.
TRAITS: These stats are for a Ghoul who has fed as normal, a starving Ghoul reduces stats by -1 for everything except wounds and saves until stats have reached -3, at which point a Ghoul loses a wound. Ghouls must eat at least a pound of fresh Human meat each night or begin to starve. A Ghoul who reaches 0 wounds due to starvation becomes a Degenerate Ghoul. Degenerate Ghouls have the following profile:
WS-7/BS-2/S-7/T-3/W-3/I-6/A-3/SV-3+
Degenerate Ghouls are not suitable for player characters, and pass into the control of the GM.
WEREWOLVES
Nrajah (pronounced: N-raw-jaw)
WS-8/BS-3/S-7/T-7/W-3/I-6/A-4/SV-3+
COMMON NAMES: Nomads, Rogues, Outcasts
DESCRIPTION: Among the Werewolves, the Nrajah Clan is unique. They stand as the only Clan to refuse Lycaelon as their Alpha, and were subsequently driven to the outskirts of lupine society. Hated and despised by the rest of the Lycanthropes, the Nrajah Clan keeps a low profile, avoiding contact with others of their kind, as well as the Humanii and the Kindred. For the most part, the Nrajah remain hidden from the view of all others, dwelling in long forgotten woods and bogs. The Clan tends to bring in Lycanthropes that are at odds with the rest of the Clans, sheltering them from the wrath of their kin.
TRAITS: Nrajah PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Nrajah characters may not have a base of operations.
Nrajah characters may have two Major NPCs and one Minor NPC
Nrajah characters do not need to devour human flesh to avoid starvation, animal flesh will do.
GRUBRAH (pronounced: Groo-bra)
WS-9/BS-1/S-8/T-8/W-3/I-6/A-5/SV-3+
COMMON NAMES: Ferals, Longfangs, Madclaws
DESCRIPTION: The Grubrah are monsters beyond words. They gather in small hunting parties by night to raid the countryside, devouring entire villages over the course of several hours. Those of the Grubrah Clan are huge and imposing, often standing head and shoulders over their Humanii prey. Often, the giant monsters bear large scars and necklaces of teeth taken from difficult kills. Their reputation as barbarous savages is well known, and even Opriknikki are hesitant to engage them in combat. Both the Opriknikki and the Grubrah have a healthy respect for one another, earned from centuries of bloody conflict and death.
TRAITS: Grubrah PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Grubrah characters may not have a base of operations.
Grubrah characters may have two Major NPCs and one Minor NPC
Grubrah characters have the Rage Universal Special Rule while in Wolf form
LYCAELON (pronounced: Lie-kay-lon)
WS-8/BS-3/S-7/T-7/W-3/I-6/A-4/SV-3+
COMMON NAMES: Regals, Alphas
DESCRIPTION: First and foremost among the Lycanthropes are those of the Lycaelon Clan, named after the founder of the Race of the Wolf. The Lycaelon take great pride in their heritage and make sure that the 'lesser' Clans show them proper respect in their presence. The Lycaelon are the most social of the Lycanthropes, mingling with the Humanii as easily as Ghouls or some of the Kindred, hiding the Beast away until the proper time. They despise the Nrajah as traitors to their race, and hunt them down with relish, even allying themselves with the Kindred to hunt them down. The Lycaelon are the most patient of their kin, content to take time to ensure that their kills go unnoticed.
TRAITS: Lycaelon PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Lycaelon characters may have two Major NPCs and one Minor NPC and two bases of operations
MGRAL (pronounced: Meh-graal)
WS-7/BS-4/S-7/T-7/W-3/I-6/A-4/SV-3+
COMMON NAMES: Skinwalkers, Those-that-play-with-their-food
DESCRIPTION: The Mgral Clan is the closest to Humanity out of all the other Clans, mixing and mingling with their prey to better understand them. Most Mgral appear in the dredges of society, the homeless, drug attics, gangsters, and others all may be a Mgral in human form. The Mgral act as scouts and spies for the rest of the Clans, watching for signs of Hunter or Kindred activity in the area.
TRAITS: Mgral PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Mgral characters are more likely to identify a Hunter or Vampire on sight, and against such characters receive a +1 to Initiative
RAHL (pronounced: Rawl)
WS-8/BS-3/S-7/T-7/W-3/I-6/A-4/SV-3+
COMMON NAMES: Zealots, Overlords
DESCRIPTION: The Rahl Clan seeks to enslave the Humanii, breeding them as slave stock and as a steady food source. The Rahl see Lycaelon as the God of the Hunt, opposed to Cernunnos, who is revered by the other Clans for his prowess. The Rahl view the Master of the Wild Hunt as a Pretender God, and openly mock him. This has caused Cernunnos to curse the Rahl Clan, giving their prey the upper hand during hunts. The Rahl are always attempting to enslave Mankind, whether through lies and manipulation, or brute force.
TRAITS: Rahl PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Curse of Cernunnos: During combat, all foes gain a +1 to their Initiative with attacks aimed at the Rahl character.
SHUNKAHA ( Pronunced: ShuN-KaHa)
WS-8/BS-3/S-6/T-5/W-3/I-8/A-5/Sv-3+
COMMON NAMES: Swiftclaws, Shadowfangs
DESCRIPTION: The Shunkaha are a unique version of lycans. They have evolved and adapted first to have great stamina and speed. Wide chests support huge lungs and long, flexible arms, legs, and spines allow them to run great distances at fast speeds in order to keep up with and assault cavalry. This build also allows these wolves great feats of litheness and agility, they have naturally quick reflexes and have an affinity for stealth, stalking their prey unseen from the darkness of the night until just the right moment to strike. They are ambush killers, hitting the enemy with many quick strikes whilst he is unaware. They are often employed as infiltrators and even assassins amongst the lycan kind. The Shunkaha originated amongst the horse cultures of the Huns and Mongols where the great Genghis Khan and Atilla led them across the steppes. Later, they were also seen in the Native American populaces of the great plains where they were led by such wolves as Red Cloud, Crazy Horse, and Sitting Bull.
TRAITS: In addition to the regular traits of werewolves the Overclock and Hunter's shadow applies to the Shunkaha...
Overclock: Shunkaha are able to force their cardiovascular and respiratory system to kick into overdrive should the need arrive. If a Shunkaha character loses their last wound they have a chance to escape and live to fight another day, however this massive draw of energy reduces their healing speed for a period of time. When a Shunkaha loses their last wound, on a roll of 1-3 they are able to escape the fight. They cannot heal until they find a safe spot and then have to wait until a different day phase to return to normal healing speed.
Hunter's shadow: The Shunkaha are known for their ability to sneak into the homes of any threat and eliminate it quietly, it is also rumored that for every clan leader there is at least one Shunkaha assassin prepared to eliminate the leader should they threaten the clan. A Shunkaha can attempt to sneak up one their enemy, on a roll of 5 or 6 they deal double the wound for every successful wound for the first round of attacks.
HUNTERS
HUNTER ARCHETYPES
During character creation, a Hunter PC may opt to give his character a special set of skills geared towards the elimination of a certain group of supernatural foes. Once an Archetype is chosen, it cannot be changed or swapped out for another one.
Witch Hunter
Witch Hunters are adept at tracking down and slaying practitioners of the Black Arts, having learned ways to counter their magic and prevent them from casting spells.
TRAITS: Witch Hunter PCs have all of the traits granted to Hunter characters, with the following exceptions:
"Tank" aka Juggernaught
WS-4/BS-5/S-6/T-6/W-4/I-4/A-3/Sv-2+
Hunter decked out with heavy armor. Sacrifices speed and mobility to act as a shield for his fellow hunters. Juggernaught are usually hunters who were gifted with natural brute strength.
Gear: Chamuel Pattern Armor grants them a 2+ save.
Flechette gun for vampire threats, Shotguns with silver laced buckshot for werewolves.
Come at me bro!: The Juggernaught negates one full wound in the combat phase, but at the cost of -2 to their Strength.
"Sniper", Stalker
WS-4/BS-6/S-4/T-4/W-3/I-5/A-2/Sv-4+
Stalkers prefer to deal with their enemies at a distance in order to help prevent them from being injured, killed, or converted.
Gear: High caliber rifle with silver tipped rounds, scope is has night vision capabilities. Low caliber pistol with silver tipped rounds.
Squeeze the Trigger: Allows a reroll for any missed shot that turn, may not fire next turn.
Close quarters, Dervish
WS-6/BS-4/S-4/T-4/W-3/I-6/A-4/Sv-3+
Dervish's are the close quarters experts of the Hunter order, named after the religious practice of the Sufi to whirl around to reach religious ecstasy. They usually wield two blades for a specific supernatural and wear standard armor, although lighter armor is often preferred.
Gear: Ariel or Michael pattern daggers. Ariel daggers are anti-werwolf while Michael pattern daggers are anti-vampire.
Whirligig: The dervish increases the ferocity of their attacks. The dervish gets an additional attack at the cost of -1 to their toughness to represent their lack of attention to defense.
"Medic", Lazarus
WS-5/BS-5/S-4/T-4/W-3/I-5/A-3/Sv-3+
Medics are standard hunters who are responsible for bandaging the wounded and granting mercy to those who become infected. They began to arise after the realization that most hospitals either question the wounds received from fighting the supernatural or weren't capable of dealing with those wounds.
Gear: Raphael pattern medical kit, SMG or pistol with silver tipped rounds. The Raphael pattern kit is a blessed medical kit and allows a reroll against chances of infection.
Soldier, Joans
WS-5/BS-5/S-4/T-4/W-3/I-5/A-3/Sv-3+
Called Joans after the patron saint of soldiers, the basic troops of the hunter order are trained to use all forms of weaponry. They are effectively Jack of All Trades, Master of None.
Gear: May use any sort of weapon and use standard gear, the most ambiguous role available.
Ability: I love the smell of napalm; the Joan is the only hunter class who can rig and disarm explosives.
Sorcerer, Djinn
WS-4/BS-4/S-4/T-4/W-2/I-5/A-2/Sv-3+
These are not full blown sorcerers, but those hunters gifted with psychic abilities.
Gear: Archangel Haniel talisman, prevents supernaturals from interfering with psychic abilities.
Abilities:
Telekinesis; the Djinn can hurl objects or things with their minds.
Ward; the Djinn casts a psychic shield around their fellow hunters, preventing mind control.
Holy Bolt; the Djinn casts a bolt of holy energy towards the supernatural causing massive damage at the cost of having to recharge for a turn.
Soldiers: Joan..
WS-5/BS-5/S-4/T-4/W-3/I-5/A-3/Sv-3+
Called Joans after the patron saint of soldiers, the basic troops of the hunter order are trained to use all forms of weaponry. They are effectively Jack of All Trades, Master of None.
Gear: May use any sort of weapon and use standard gear, the most ambiguous role available.
Ability: I love the smell of napalm; the Joan is the only hunter class who can rig and disarm explosives..
MAGES
Blind Guardian
This group prides itself in the order of magic. They believe magic comes from the balance of the universe. They take magic very seriously believe everything must be thought through meaning they take time with what they do. While they are not prudes, they do frown on magic being used recklessly. They will take a long time refining their abilities and making sure things work, for them better safe than sorry. There training is based around long studying and training. Shaping there skills to the best they can.
A Blind Guardian can add +3 to magic rolls but failure means not being about to cast for the next 3 rounds.
Bonus Spell
Arcane Balance: The mage can make one of his allies attacks not miss for the next 1 turn.
DR 7
Gray Matter
This group is a strange type of mage. They channel magic through chaos and the will of the mind. The Gray Matter also have a very open view of the world to the point where their not just agnostic about god but agnostic about everything, to the point where some believe reality is just a state created by human minds and that it is possible to pierce that reality. While they do pride themselves in their bizarre views they are not stupid or random, most are very calm and distanced, mostly because their training is based around meditation and self actualization oppose to strict studying and training. While that is the safe way of training, more inpatient and young mages will use hallucinogenic drugs to brake through the vale of reality.
Gray Matter mages can add + 3 to their magic rolls but failing the spell will make them loose touch with the world around them and can't do any actions for the next turn and being open to any hits.
Bonus Spell
Distortion: The mages forces their view of reality onto another making them miss a turn
DR 7 but the target gets 5+ save
The Prodigy
The prodigy will harness the power of spirits and daemons bring about their powers. The Prodigy feel magic is a very personal road, it also relies on the connection with other people and other beings. The prodigy will bind themselves with powerful spirits. From Babylonian Demons, Christian Angles to Forest sprites. What ever the bind themselves with they then must live in balance with that being and they can take a huge toll on a person body.
A Prodigy may add +3 to magic rolls but failing will make the mage loose a wound.
Bonus Spell
Spirit Guardian: The mage brings his spirit to protect them self. The mage gets a 2+ armor save for 1 round
DR 7
Mage schools
Mages pick 1
Umbra
Dark Surge- The mage channels all the raw emotion into themselves or an ally. The mage can use this to bump a person’s BS and WS +2 for 1 round.
DR 5
Draw Ectoplasm – The mage draws the ectoplasm from corpses in the area and on a person of his/her choice and can give them +2 SV for a number of round equal to the number of corpses in the area, they must be human corpses but can also be non-mortal.
DR 7
Death Specter – The mage bring a powerful dead spirit into the world. The Specter his created by drawing ectoplasm into the psychical world so I can be harmed by psychical attacks. It will remain in our world for 3 rounds but the mage can try to maintain it for another 3.
WS-6/BS-/S-5/T-4/W-2/I-7/A-2/Sv-4+
DR 9
Army of Darkness – The mage brings all the death energy into one area will the area with dread, ectoplasm will start to drip from the walls and ooze from corpses, while this is going all the spirits in the area are being driven made. This power makes the connection to this world more fragile dropping the enemies to 4+ for 3 rounds
DR 11
Needs one turn of preparation and can only be used once an encounter.
Dark Guardian-The mage creates a powerful beast to fight for them but the mage cannot act while it is active and if the mage is attacked the guardian falls apart.
Dark Gaurdain
WS-7/BS-/S-7/T-7/W-2/I-4/A-2/Sv-2+
DR 12
Needs one turn of preparation and can only be used once an encounter.
Deus
Power of Life – The mage lets a person live one wound after zero, only one person can have this during fight and that person will end up dying after the fight if not immediately treated and even then the wounds can be too sever to help.
DR 5
God’s Hand- The mage waves the future in miner way. The mage can make any target reroll their next failed roll and pick the better result or they can make an enemy reroll their next successful roll and accept the lower result.
DR 5
Astral Projection – The mages send his/her from spirit their body and have it guard another person giving them a 2+ SV. The mage is inactive in this state and can hold this for 4 rounds.
DR 7
Give life- The mage can heal 2 wound any person an event. They can also distribute the wounds how the like so they can heal the wounds individually.
DR 9
Needs one turn of preparation and can only be used once an encounter.
Weaver of Fate- The mage now controls the strands of fate, able to change the immediate past to serve his whims. If successfully cast, the mage can choose to force the opposing side to skip their next turn OR count their (the foe) last turn as having never happened, and as such, all lost Wounds and whatnot are restored.
DR 12
Needs one turn of preparation and can only be used once an encounter.
Arcane
Channel Energy- The mages shoots a bolt of charged energy.
S-6 AP-4
DR 5
Third Eye- The mage sees past the normal veil of the world and sees things more clearly. The mages attack all get a plus 2 to rolls for the next three round.
DR 5
Redirect- The mage can cast a hidden ward over him/her self. The next attack the mage takes will be directed back at the enemy with the same force
DR 7
Emotion Surge- The mage plays with the balance of one’s mind to manipulates there emotional balance. The target can be filled with zeal and fight one giving them +2 strength and toughness or fill an enemy with stupid rage -2 to WS and BS
DR 9
Power Master – The Mage channels a powerful attack that harms all enemies in the area.
S-7 AP-2
DR 12
Needs one turn of preparation and can only be used once an encounter.
Failure.
Two dice are rolled.
Double 1's - Mage takes a wound
Double 6's - Mage's spell backfires. If it is a positive/protection spell, nothing happens just a normal failure.
Anything else - normal failure.
|
|
This message was edited 6 times. Last update was at 2011/10/08 17:37:20
|
|
|
 |
 |
|
|
|