Morathi's Darkest Sin wrote:Okies I'm going mad, can't find the page we put the Vamp rules on, it wasn't in the other thread was it?
KINDRED
Strigoi (pronounced: Strig-oy)
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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)
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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)
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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)
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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)
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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.
GHOULS
Domestic Ghoul
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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:
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Degenerate Ghouls are not suitable for player characters, and pass into the control of the
GM.
WEREWOLVES
Nrajah (pronounced: N-
raw-jaw)
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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)
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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)
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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)
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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)
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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.
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:
"Blessed Weapon": The Witch Hunter carries some form of "Holy Weapon" (melee) which has been concecrated against practitioners of " The Black Arts",these blessed weapons always wound on a roll of 2+
" Talisman of Binding": The Witch Hunter has in his possesion some form of Talisman which weakens the powers of any Black Magik user,A Black Magik user facing a Witch Hunter may not cast a spell during the first turn of combat.
" Talisman of Protection": The Witch Hunter also wears a Talisman protecting him/her from any Black Magik spells,a Witch Hunter
PC may re-roll any failed saves against Black Magik attacks.
" Thou Shalt not suffer the Witch to Live":..A Witch Hunter is fanatical in their Holy Mission,once a Witch Hunter engages in combat with a Black Magik user the Witch Hunter
PC may not retreat from combat.
Witch Hunter
PCs will also have anomosity towards a Hunter Djinn,seeing them as " Dabblers in the forbidden arts".
"Tank" aka Juggernaught
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Sv-2+
Hunter decked out with heavy armor. Sacrfices speed and mobility to act as a shield for his fellow hunters. Juggernaughts 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
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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
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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
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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
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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.
Sorceror, Djinn
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Sv-3+
These are not full blown sorcerors, 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 causig massive damage at the cost of having to recharge for a turn.
A partial list of Black Magic spells...
Temporal Flux-A character with the ability to use Black Magik surrounds themselves with an Unholy Aura which warps reality,granting the user the ability to attack with supernatural precision.
This power is used at the start of any player events,if sucessfully cast it enables the caster to re-roll all rolls to hit and to wound.
Master's Lure-Ensnared by the Black magicians powers...those affected by this spell find themselves in thrall to his will.
This power is used during any payer event,if successful it grants the Black Magik user the ability to enthrall (for one combat phase) one opposing
PC or
NPC,who must pass a
LD test to resist the effects.
Revelation of Flesh-The Black Magik user unleashes a writhing ball of Demonic power which tears it's targets flesh from it's bones.
This power may be used in any player event,if successful it counts as a shooting weapon for the black magik user (using his/her
BS) and has the following stats..
S-8/
AP-1
Breath of the Pit-The Black Magic user unleashes a typhoon of Noxious energy covering it's opponent..
May be used in any player event shooting phase.
The Black Magik user must pass a magik test,if successful,this spell acts as a template weapon,any characters hit suffer one wound on a
D6 roll of 4+ with no save allowed.
Putrefy-Offering Praise to it's foul God's,the Black Magic user spews forth a disgusting miasma upon it's foes.
Used during any phase of a player event,if successful,the Magik user hit's all enemy targets with a
ST-3 hit,saves apply.
- Devolution- The Black Magik use unleashes a flash of swirling energy wich envelopes the target
PC or
NPC,resulting in unspeakable mutations and madness.
This spell may be used once during Player combat,the Black Magik user selects a target
PC/
NPC and a magik test is taken...if successful a
D6 is rolled...if the result is higher than the target
PC/
NPC's toughness the
PC/
NPC suffers a mutation/madness chosen by the magik user..(more on this later).
Entropic Lash -The Magik User blast at his foes with an evil lightning...
Used during any Player event,if magik test is successful Magik user selects target
PC/
Npc..and the following attack counts as a shooting attack with the following profile..
ST-4/
Ap-3/
AS-3..
All saving rolls apply.
BLOOD MAGICK SPELLS
EXSANGUINATE
The Sorcerer forces the blood within the target's veins to burst forth in a horrifying display as blood streams from every available orifice. To use this spell, the Sorcerer must succeed on a magick shooting attack. Exsanguinate has the following profile:
Range: 24"/Assault 1/
AP-3/S-7
CRIMSON MIST
In an hour long ritual involving the 'death' of the caster, the Sorcerer becomes a roiling cloud of Vitae, able to possess the bodies and minds of creatures. Vampires can travel in the daylight in this form, but find a host within an hour or suffer the normal effects for being caught in the sun. A creature in the thrall of a Sorcerer is under his total control, performing any action regardless of the danger to their own person. If the host is killed, the Sorcerer is forced back into his mortal form and suffers 1 Wound from psychic backlash.