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The Shaded Veil (Impresa)
Supernatural elements for Impresa Express.
Contributor: Precis IntermediaCreated: Feb 27, 2007Modified: Mar 17, 2008System: Impresa

The rules and ideas presented here are for use as a framework for your horror or occult-based settings. New special abilities, gimmicks, and skills have been included to enhance Impresa Express or other Impresa-based games. This material is not covered under the Impresa Express Open Collaborative License.The Shaded Veil is an imperfect barrier that separates the Astral Realm from our world. Parts of the Veil thicken and thin during specific times of the year. When the Veil is thin, horrors from the other side visit us; ghosts are more common and creatures such as vampires and werewolves become stronger. This change in the Veil is referred to as shading.The Astral World
Entering the Astral Realm is like stepping into an abyss. It lacks physicality and is home to billions of creatures and spirits capable of interacting with one another. Our world is clearly visible, yet incorporeal to the Astral inhabitants. We sometimes unknowingly enter the Astral Realm while sleeping, exposing ourselves to the nightmares of the other side. This also leaves us vulnerable to possession and ghostly influences. Spirits wait for times of shading to interact with us physically. These occurrences are typically classified as hauntings or poltergeist activity.The Setting
Characters may portray a wide variety of characters including ghost hunters, detectives, psychics, exorcists, or even paranormal investigators. This book acts an addendum to the Impresa Express rules and includes new abilities, gimmicks, skills, and horrors from both the Astral Realm and our own world. The director is free to determine the exact nature of the setting and whether or not player characters are permitted to use special abilities. An interesting twist would be to set up a game where all or some of the players portray the monsters.Times of Shading
Samhain (or more commonly All Hallow’s Eve) occurs on October 31 and marks the period of maximum thinning. More spirits visit our world during this day than any other. Channeling ability is also more common during this period because the thinning of the Veil allows more magical energy to permeate our world.
•  the difficulty of all tasks involving the channeling ability during Samhain is reduced by two (-2diff)
•  the difficulty of all tasks involving the manifestation ability during Samhain is reduced by two (-2diff)
Yule occurs for twelve days beginning on December 20 and marks the Veil’s recovery from its past shadings. It is a period of reflection for most channeling practitioners. ESP ability is heightened during this period due to the thinning.
•  the difficulty of all tasks involving the channeling ability during Yule is increased by one (+1diff)
•  the difficulty of all tasks involving the ESP ability during Yule is reduced by one (-1diff)
•  the difficulty of all tasks involving the manifestation ability during Yule is reduced by one (-1diff)
Imbolc occurs around February 1 and is a period of rebirth for both worlds. It is during this time that the Veil acts as an umbilical cord, connecting both worlds so that order is restored.
•  the difficulty of all tasks involving the manifestation ability during Imbolc is reduced by one (-1diff)
Ostara marks the return of nature’s power over our world. It occurs on the first day of spring and lasts for approximately three days. It is during this period that we are more susceptible to entering the Astral Realm while dreaming and are often assaulted by nightmares. This period is also associated with an increase in werewolf activity.
•  the difficulty of all tasks involving the ESP ability during Ostara is reduced by one (-1diff)
•  the difficulty of all tasks involving the manifestation ability during Ostara is increased by one (+1diff)

Beltane occurs for two days beginning on April 30. It marks a rise in vampire activity. This is usually credited to the increase in nightly activity brought on by nice weather.
•  the difficulty of all tasks involving the channeling ability during Beltane is increased by one (+1diff)
•  the difficulty of all tasks involving the manifestation ability during Beltane is increased by one (+1diff)
Midsummer occurs for an entire month beginning on June 15. It is during this period that the Veil is thickest.
•  all vulnerabilities from herbs inflict one additional grade of fatigue or injury when exposed during Midsummer
•  the difficulty of all tasks involving the channeling ability during Midsummer is increased by one (+1diff)
•  the difficulty of all tasks involving the manifestation ability during Midsummer is increased by one (+1diff)
•  the difficulty of all tasks involving the ESP ability during Midsummer is increased by one (+1diff)
Umhvar begins on September 21 and continues until Samhain. It marks the beginning of an increase in thinning which ends after Samhain.
•  the difficulty of all tasks involving the channeling ability during Umhvar is reduced by one (-1diff)
•  the difficulty of all tasks involving the manifestation ability during Umhvar is reduced by one (-1diff)

Locations of Shading
Holy Grounds include churches, synagogues, and other places of divine worship. They thicken the Veil and disrupt manifestations from the Astral Realm.
•  the difficulty of all tasks involving the manifestation ability while on holy ground is increased by two (+2diff)
Burial Grounds include cemeteries, tombs, and other burial places. They thin the Veil and strengthen manifestations from the Astral Realm.
•  the difficulty of all tasks involving the manifestation ability while on burial ground is decreased by one (-1diff)
Nature’s Grounds include forests, lakes, and other dense areas in nature. They strengthen the manifestation ability of spectres.
•  the difficulty of all tasks involving the manifestation ability for a spectre while on nature’s grounds is reduced by one (-1diff)

New Abilities

Channeling
Channeling is the ability to gather pure energy from one’s surroundings, convert it to a usable form of magical energy, and focus it into an effect (or spell) directed at the same type of source. Channeling must be defined by a single form of energy. A character must possess a separate ability for each distinct type of energy with which he can use. No channeling-based skills can be attempted unskilled.
•  Air allows characters to focus energies from all gaseous materials, including oxygen, methane, and propane.
•  Earth allows characters to focus energies from all solid minerals substances, such as rock, dirt, and raw gems.
•  Fire allows characters to focus energies from all ocurrences of flames, heat, or light.
•  Beast allows characters to focus energies from living animals or their derivatives, such as parchment and leather.
•  Man allows characters to focus energies from living human beings.
•  Plasma allows characters to focus energies from electrical sources, such as power lines, computers, and wall sockets.
•  Water allows characters to focus energies from all liquid materials, such as the sea, alcohol, or soda.
•  Wood allows characters to focus energies from all living vegetation or their derivatives, such as trees, shrubs, weeds, and paper.
ESP
ESP, or extra sensory perception, acts an extension to awareness by increasing a character’s sense of intuition. ESP can be used in different manners. It is up to the director to determine its exact use—add dice to all awareness tasks, use it in place of awareness, or use it exclusively with ESP-based skills.Endowment
Endowment indicates that the character has been granted supernatural powers from an entity existing in another realm. Endowments are typically granted in exchange for favors and if a character does not live up to his end of the bargain, this special ability may be taken away or the entity may punish him. Endowment is used to supplement other abilities—choose an endowed ability and add a number of dice equal to the endowment rating to tasks related to the chosen ability. Faith
Faith represents pure devotion to the character’s diety. In return for his devotion, the character radiates divine energies which can be harnessed to create miracles. This ability cannot be used by anyone with the channeling ability. Manifestation
Manifestation is a spirit’s ability to manifest in our world. This ability may only be used by Astral inhabitants and allows them to use manifestation-based skills. It also allows them to use fitness-based skills while in a corporeal state (manifested or in possession of a mortal or corpse). Necromancy
Necromancy is the ability to command the spirits of the Astral Realm. It is used to perform necromancy-based skills, none of which may be attempted unskilled.New Skills

chanelling-based skills
Conjuring is the art of illusion. It allows a character to create an insubstantial image that has no physical properties other than appearance. The illusion must be fashioned after an appropriate magical energy. For example, an air-based illusion can appear as a tornado or a water-based one may appear as rain or a puddle. The director should assign a difficulty for the task based on the size of the illusion. A fixed rule on difficulty is not included here so that directors can alter the power of the characters to fit the setting.Countermagic is the art of draining magical energy from any arcane task in order to counter its effect(s). In essence, this skill is used to contest any channeling or faith-based task.Summoning is the art of conjuring physical objects or creatures. The summoned target must be fashioned after an appropriate magical energy. For example, a beast-based summoning can create a mouse or a plasma-based one can create a bolt of lightning. A fixed rule on difficulty is not included here so that directors can alter the power of the characters to fit the setting. Countermagic can be used to dispel summoned items or creatures.Warding allows a character to create a protective circle around himself, or a circle engraved or inscribed on the ground. The difficulty should be affected by the desired size of the circle, but a fixed rule is not included here so that directors can alter the power of the characters to fit the setting. A success indicates that all damage applied to anyone within the perimeter of the circle from a source outside of it is reduced by the number of steps achieved when creating the circle.esp-based skills
Astral Projection allows a character to remove his consciousness (or soul) from his body while in a dream-state. The soul then manifests midway between our world and the Astral Realm. This renders the soul incapable of interacting physically with either world (including communication with both mortals and astral inhabitants), but it can move throughout either, seeing whatever is present. The character’s soul must return to his body within a specific time frame or his consciousness will manifest completely in the Astral Realm and he becomes trapped forever.
 Skill Rating  Maximum Duration 
 2-3  10 minutes 
 4  30 minutes 
 5  45 minutes 
 6  1 hour 
 7  2 hours 
 8  no limit 
Clairaudience allows a character to communicate with Astral inhabitants in the character’s immediate vicinity. He can hear them as if they were speaking to him. They can also understand the character when he speaks.Clairvoyance allows a character to see through the Veil and view Astral inhabitants in the character’s immediate vicinity.Mesmerism can be used to put another person within eye contact into a hypnotic trance. The target character may then be given instructions, which he must perform. The difficulty of this task is determined by the complexity of the instructions—simple one-word commands are routine, while longer, complex orders are challenging.Telekinesis is the power to move objects with the mind. The difficulty is up to the director, but he should base it on the range to target and its size.Telepathy allows a character to communicate his thoughts to another person or animal without speaking. Reading one’s thoughts is a bit harder and increases the difficulty by +1diff or +2diff. The director should choose a difficulty based on the range.faith-based skills
Exorcism is the casting out of spirits from possessed mortal bodies. A creature may contest an exorcism task with a manifestation-based composure task. Once exorcised, the spirit may not return to the same body. Divine Archway allows a character to bless a door or other portal, preventing creatures from passing through it.Healing Touch allows a character to restore a number of grades of injury or fatigue equal to one (1) plus an additional one (1) for every three (3) steps achieved on the task roll.Mana allows a character to pray for food. When successful, a nutritious food source similar in taste to coriander falls from the heavens in the immediate area. It dissolves if not collected within two hours on a hot and sunny day.Truth allows a character to sense if the words coming out of another person’s mouth are true.Ward allows a character to create an area around a holy symbol (which the character must hold) that protects all those touching him. A success indicates that all attacks made against anyone within the perimeter of the circle by creatures receive an increase in difficulty by two (+2diff). Creatures receive 1inj if they touch any of the affected characters.manifestation-based skills
Gremlins allows a creature to cause all machinery or electronics in his immediate vicinity to jam or malfunction.Lure allows a creature to entice a character into approaching it. This will most likely be a trap and lead to the character’s demise. This may be contested by a reasoning-based composure task.Nightmares allows a creature to enter a character’s dreams and create a set of images or nightmares. This inflicts the character with a -1D penalty on all reasoning and awareness-based composure tasks until he receives a full night’s sleep without nightmares.Paralyze allows a creature to cause a target character to freeze in his tracks. The character may not move on his own (no walking, crawling, swimming, etc.) for a number of turns equal to the number of steps achieved on the roll. This may be contested by a reasoning-based composure task.Possession may only be used by spirits and allows them to inhabit the body of a living animal or human. The spirits can assume control of the body at will. This may be contested by a reasoning-based composure task.Putrefy allows a creature to cause food, plants, and insects to die and decay. A terrible stench often results.Silence allows a creature to control the speech centers of the human brain. The target character may not speak for a number of turns equal to the number of steps achieved on the roll. This may be contested by a reasoning-based composure task.Terrorize allows a creature to manifest an incorporeal appearance that strikes fear into one’s very soul. Characters who witness the manifestation must make a fitness-based composure task or run away in terror. necromancy-based skills
Animate allows a character to bind a nearby spirit into a human or animal corpse for the purposes of control. The spirit must obey the character’s commands and, in turn, animate the corpse’s lifeless body. A creature may contest this with a manifestation-based composure task. Banish allows a character to force any Astral inhabitant (except for entities) to flee the immediate area or leave the body of a possessed mortal or corpse. The Astral being may not attempt to return for at least a day. A creature may contest this with a manifestation-based composure task.Name allows a character to call any Astral inhabitant (except for entities) by speaking its name. A creature may contest this with a manifestation-based composure task.reasoning-based skills
Parapsychology is the methodical study and organization of the paranormal and other occurrences that are inexplicable by science. This skill can also be used to identify supernatural creatures and their properties.Photography is the art of taking and developing photographs. The character is familiar with the complete photographic process, including the use of chemicals, papers, and lenses.New Gimmicks

Haunt indicates that an Astral inhabitant is tied to a particular piece of land, structure, or individual and may not leave unless banished.
Immortality indicates that the character does not age and will live forever unless killed by a violent act.
Invulnerability indicates that the character is supernatural in origin and does not receive normal damage unless exposed to a vulnerability. Treat this gimmick as if the character has an armor rating of five (5) against injury and seven (7) against fatigue.
Longevity indicates that the character has ceased aging due to a secret formula, fountain of youth, or vampire bite that must be reintroduced once per week.
Lycanthropy Bloodline indicates that the character transforms into a wolf during a new moon and a werewolf during a full moon.
Lycanthropy Curse indicates that the character transforms into a werewolf during a full moon. The curse is passed on to anyone unfortunate enough to be bitten by the character in werewolf form.
Manifest indicates that the creature can assume a physical form for short periods of time and is capable of interacting with our world. Once manifested, the creature can substitute the manifestation ability for tasks requiring the fitness ability. The type of manifestation and duration is determined by the number of steps achieved from a manifestation-based composure task.
 Steps  Manifestation  Duration 
 1  wailing & creeking sounds  15 minutes 
 2  shimmering lights  30 minutes 
 3  incorporeal animal or human form  2 hours 
 4  corporeal animal form  8 hours 
 5  corporeal human form  24 hours 
 6  corporeal object form  72 hours 
Mist indicates that the Astral inhabitant causes a fog or heavy mist to appear whenever it uses a manifestation-based skill.
Natural Armor indicates that the character has some sort of tough hide, scales, or other defensive covering that increases his armor rating by a number of points determined by the director or as noted with a particular creature.
Natural Weapon indicates that the character has some sort of natural weapon(s) that can be used to damage an opponent (claws, fangs, etc.). This damage may be determined by the director or as noted with a particular creature.
Non-Reflective indicates that the character casts no reflection or shadow.
Physical Endowment indicates that the character has been given a limited supply of supernatural physical ability. The exact amount is left up to the director (1-6 points), but for each point used, the character may add 1D to a fitness-based task. These points may not be restored unless granted a new supply of power by whatever or whomever has granted it in the first place—typically a vampire.
Regeneration indicates that the character heals at an accelerated pace; injury is restored by one grade per day and fatigue is restored by one grade per hour.
Shivers indicates that the Astral inhabitant causes the air in his immediate vicinity to decrease in temperature.
Transformation indicates that the character can change form at will. The type of change and duration is determined by the number of steps achieved from a fitness-based composure task. The character can return to his original form without making another roll.
 Steps  Transformation  Duration 
 1  facial appearance only  15 minutes 
 2  human appearance only  30 minutes 
 3  wolf or similar-sized animal  1 hours 
 4  bat or similar-sized animal  2 hours 
 5  mist  4 hours 
 6  object  8 hours 

Wind indicates that the Astral inhabitant causes sudden breezes to emanate from his location whenever he uses a manifestation-based skill.

Relics
Relics are magically enhanced objects that affect the abilities of those who wield them. Apart from these enhancements, relics are just like mundane objects and can be destroyed or stolen as such. Of course, relics are also rare and should only be used sparingly by the director.The Ring of Akheton This relic dates back to the time of the Pharaohs. It gives the wearer the ability to add 1D to his reaction roll. It was originally intended to give Akheton, a despised Pharaoh, additional time to get away from his many assassins.
The Skull of Hritt Anyone who holds this skull in the palm of his hand receives +1D when attempting necromancy-based tasks.
The First Bible This is one of the first complete bible manuscripts. It is hand written and has survived over a thousand years. A character receives +1D when attempting any faith-based task while reading this book.
The Ivory Queen This is a queen chess piece made out of ivory. It was endowed with the magical ability to increase one’s intelligence. When kissed, it adds 1D to a reasoning-based task. This effect only occurs four times. After that, it becomes just another chess piece.
Zutya’s Crystal Ball This relic was created by the powerful gypsy medium, Zutya. It was in her family for five generations until it mysteriously disappeared. A character receives +2D when attempting any ESP-based task while gazing into it.
Four-Leaf Clover Four-leaf clovers are rare, but provide four extra luck points to any character who picks one. Once the points are used, the clover wilts and becomes useless.
Lucky Quarter Anyone who flips this quarter receives three points of luck that can be used with any task that could result in earning money.
Thor’s Hammer Thor’s giant hammer inflicts +2inj of damage, but it requires the character to have a fitness ability of 4 or greater.
Lord Percy’s Cross A character who wields this one-foot-tall crucifix receives +2D when using the exorcism skill.
The Holy Grail This is the cup that Jesus Christ used during the last supper. It gives a character the longevity gimmick, provided that he drinks wine from it once per week. Anyone holding the grail also receives the invulnerability gimmick until he relinquishes it.
Vampyr Wine This is the bottled and preserved blood of a typical vampire. When ingested, the character receives a physical endowment of six points.
Sister’s Cauldron This is a witch’s cauldron that provides a character with +1D when attempting channeling-based skills.
Character Templates
Different sets of special abilities, gimmicks, and skills are listed below as recommendations for players when creating custom characters in a horror/occult setting.
OCCULT SHOP OWNER
Special Abilities: channeling (choose one form of energy)
Skills: legends, literacy, warding, countermagic

VAMPIRE HUNTER
Gimmicks: fugitive
Skills: investigation, legends, athletics, melee, brawling, streetwise

PARANORMAL INVESTIGATOR
Gimmicks: prestige (as paranormal investigator)
Skills: investigation, legends, electrical, parasychology, photography

NECROMANCER
Special Abilities: necromancy
Gimmicks: connections (followers)
Skills: legends, medicine, animate, banish, name

PSYCHIC
Special Abilities: ESP
Gimmicks: prestige (as psychic), connections (media, police)
Skills: legends, parapsychology, performance, {clairvoyance, clairaudience, or astral projection}

EXORCIST
Special Abilities: faith
Gimmicks: connections (Vatican), multilingual (native language and Latin)
Skills: literacy, theology, psychology, exorcism, ward

CULT MINION
Gimmicks: connections (cult)
Skills: legends, subterfuge, literacy, theology, criminal

ROGUE ARCHAEOLOGIST
Special Abilities: one relic
Gimmicks: fugitive, wealth
Skills: firearms, streetwise, legends, archaeology

WITCH
Special Abilities: channeling (choose one form of energy)
Skills: conjuring, summoning, legends, crafts

HOMELESS PROPHET
Special Abilities: faith
Skills: survival, streetwise, literacy, theology, {ward or exorcism}

POLICE DETECTIVE
Gimmicks: connections (cops), authority
Skills: firearms, athletics, brawling, criminal, investigation

MAD SCIENTIST
Gimmicks: longevity
Skills: medicine, chemistry, criminal, legends

ENLIGHTENED MAGICIAN
Special Abilities: ESP
Gimmicks: prestige (as magician)
Skills: mesmerism, telekinesis, telepathy, subterfuge, performance, criminal

ENDOWED ARTIST
Special Abilities: endowment (4 points for creativity-based skills)
Gimmicks: connections (art galleries), prestige (artist)
Skills: crafts, design, literacy

Entities
Entities are often mistaken for gods, and are the dominant Astral powers. There are seven recognized entities, but it is unclear if they are single beings or a mass of influential factions. Entities commonly endow mortals with supernatural ability in exchange for worship and subservience. They are also referred to as totems or archetypes, and do not manifest into our world except to make covenants with worshippers.Ghosts
Ghosts are the disembodied souls of the dead. It is believed that the soul departs the body for the Astral Realm shortly after death and is eventually reborn into a new, suitable host. For one reason or another, it is possible for souls to become trapped in the Astral Realm, in which case, they never find a new mortal body and roam the incorporeal plains for all eternity.Mortals occasionally use seances to contact the dead, but the dead always attempt contact since they exist in a state of limbo. Most are benign, although their activity can certainly cause panic and nightmares. Ghosts are not particularly powerful and have limited manifestation ability. There comes a time when a mortal soul can withstand only so much pain and suffering. When it reaches its limit, the ghost becomes a poltergeist and the soul has only one purpose—to terrorize the living. Poltergeists use any means available to them and can be quite effective.
ANCESTRAL GHOST
Special Abilities: manifestation 1-2
Gimmicks: haunt (family members), shivers, manifest

MURDER VICTIM
Special Abilities: manifestation 2-3
Gimmicks: haunt (murder scene), shivers, manifest
Skills: nightmares, gremlins

WAR CASUALTY
Special Abilities: manifestation 3-4
Gimmicks: haunt (battlegrounds), shivers, manifest, mist
Skills: nightmares, gremlins

POLTERGEIST
Special Abilities: manifestation 3-4
Gimmicks: haunt (house), shivers, manifest, wind
Skills: terrorize, putrefy

Spectres
Spectres are less powerful entities that enigmatically manifest near patches of undisturbed areas of nature. They roam swamps, lakes, forests, and the like. These nature spirits can be childishly playful or violently protective of their grounds. Legends suggest that they might be related to the Oni (a type of entity) and were stripped of power. They can manifest in various forms, including nymphs, hags, and wailing banshees.
BANSHEE
Special Abilities: manifestation 3-4
Gimmicks: haunt (rustic villages), wind, manifest
Skills: terrorize, silence, putrefy

HAG
Special Abilities: manifestation 4-5
Gimmicks: haunt (abandoned cottage in the woods), manifest
Skills: terrorize, gremlins

WOOD NYMPH
Special Abilities: manifestation 3-4
Gimmicks: haunt (tree), manifest

SIREN
Special Abilities: manifestation 4-5
Gimmicks: haunt (the sea), manifest
Skills: lure, silence

Spirits
The Astral Realm is home to the spirits, the servants of the entities. These spirits are sometimes granted power in order to manifest in our world and carry out their entities’ wishes. Other times, their jealousy of mortal freedoms motivates them to manifest in our world and attempt to live as we do. Many are capable of possessing human bodies or corpses. Spirits possessing living bodies are called dybbukim, while those in corpses are zombies. Although, it is rare, spirits have been known to animate stone and earthen structures, such as gargoyles and golems.
GARGOYLE
Special Abilities: fitness 4-6, awareness 0-1, manifestation 5-6
Gimmicks: tolerance to pain, invulnerability
Skills: paralyze, possession

GOLEM
Special Abilities: fitness 2-4, awareness 0-1, manifestation 1-2
Gimmicks: tolerance to pain, vulnerability (water)

DYBBUK
Special Abilities: manifestation (variable)
Gimmicks: tolerance to pain
Skills: possession

Cults
Many groups of worship exist in our world to serve astral inhabitants. They are often contacted by one entity and carry out its wishes in exchange for power. Often, cults are violent and distance themselves from humanity.Vampires
Vampires have been hunting mortals for thousands of years. No one is sure of their origins, but vampires are believed to be the result of cross-breading between the ancient gods (or Astral entities) and mortals. One legend describes how early vampires were given the choice between mortal life and an eternal one. When they chose the latter, the gods grew worried that the vampires’ population would become too powerful. In order to prevent a conflict, they gave the vampires the thirst for human blood with the belief that humans would hunt them and keep their populations small. Instead, the vampires learned to hunt mortals and prospered as a society. By the middle ages, the hunted had become the hunters; man crusaded against evil and destroyed all vampire settlements, turning them into a society of outcasts and creatures of the night. Vampires are anarchistic by nature. They play by their own rules and take whatever they desire. Many remain isolated from human society, while others prefer to hunt mortals in their own backyards.Vampires are supernatural, undead creatures. This means that they walk and talk, but fail to register as human beings (no heartbeat or pulse). Their only method of reproduction is by draining a victim completely of blood. If the body is not disposed of properly (stake through heart, decapitation, or cremation) it rises from its eternal slumber as a vampire. There are four methods for killing a vampire: driving a wooden steak through its heart, chopping off its head, setting it on fire, or allowing sunlight to ignite its body into flames. It is possible for a vampire to become incapacitated, but its wounds soon heal and it becomes a threat once again unless one of the methods described above is employed. Vampires have large fangs which, despite modern fiction, cannot be retracted. They are used to drain blood from their victims in order to survive. This must be done once per week. Failure to do so will not kill a vampire, but its regenerative powers cease to work until fresh blood is found.Vampires sleep during the day, using abandoned buildings, crypts, caves, or whatever shelter is available. Sunlight is the vampire’s most serious threat and they never willingly expose themselves to it.Vampires usually employ ghouls to protect them and perform chores during the day. The vampire makes a mortal drink some of his own blood, giving the ghoul supernatural physical ability. Ghouls receive a number of physical endowment points equal to the vampire’s fitness rating. These points disappear after one week and can only be regained by ingesting more of the vampire’s blood.Abilities, gimmicks, and convictions vary depending on the vampire’s age.
YOUNG VAMPIRE
Gimmicks: invulnerability, immortality, vulnerability (sunlight, fire, symbols of faith), night vision, natural weapon (fangs; 1inj), non-reflective, regeneration
Skills: variable; as per characters

TYPICAL VAMPIRE
Special Abilities: ESP (variable)
Gimmicks: invulnerability, immortality, tolerance to pain, vulnerability (sunlight, fire, symbols of faith), night vision, natural weapon (fangs; 1inj), non-reflective, regeneration, transformation
Skills: variable; as per characters

ELDER VAMPIRE
Special Abilities: ESP (variable)
Gimmicks: invulnerability, immortality, tolerance to pain, vulnerability (sunlight, fire), night vision, natural weapon (fangs; 1inj), non-reflective, regeneration, transformation
Skills: mesmerism, others variable; as per characters

GHOUL
Gimmicks: longevity, physical endowment
Skills: variable; as per characters

Werewolves
Lycanthropy is both a curse and a bloodline. The curse has been traced back to a band of gypsies who traveled Europe during the middle ages. After being driven off a patch of land, they put a curse on a man, condemning him to a life of uncontrollable savagery.On the first full moon after the incident, the man transformed into a horrifying creature; that of half-man and half-wolf. His instincts took over, and he mauled his entire family. He awoke a few days later in an isolated area with no memory of the past days’ events. Upon arriving back at his village, he learned of his family’s fate as well as his own.Over the course of several months, the cursed man decimated half of the village’s population. He was finally killed by a hunting party, but not before biting several others. The ravaging continued into the next month by those who were bitten, and the curse of the werewolf began to spread throughout Europe and Asia.The origins of the bloodline are unknown, but those born into it do not carry the curse. The curse seems to originate from the bloodline, but there is no evidence to prove this. The bloodline, as the name suggest, is a purely hereditary condition and cannot be transmitted by any means other than reproduction. Members of the bloodline undergo painful transformations into wolves during the new moon and werewolves during the full moon.All werewolves act on instinct and are extremely ferocious. Their sharp fangs and long claws make them a formidable opponent. Only cursed werewolves are vulnerable to silver (presumably to give them a weakness the gypsies could exploit should they become threatened). The bloodlines are capable of regeneration, making them even more dangerous.
CURSED WEREWOLF (IN WEREWOLF FORM)
Special Abilities: fitness 5-6, reasoning 1
Gimmicks: vulnerability (silver), night vision, natural weapon (fangs; 2inj, claws; 3inj), natural armor (4fat), lycanthropy curse
Skills: brawling, athletics

TRUE WEREWOLF (IN WEREWOLF FORM)
Special Abilities: fitness 5-6, reasoning 1
Gimmicks: night vision, natural weapon (fangs; 2inj, claws; 3inj), regeneration, natural armor (4fat), lycanthropy bloodlin
Skills: brawling, athletics

Zombies
Spirits can animate both animal and human corpses, and do not feel pain or possess values, moral or otherwise. They are commonly controlled by necromancers. Severed body parts can still function as long as the spirit is in control of the body proper. Banishing the spirit, decapitation, or a bullet in the head are the only ways to ensure that a zombie stays down.
GRAVEYARD ZOMBIE
Special Abilities: fitness 0-1, awareness 1, manifestation 3-5
Gimmicks: tolerance to pain, vulnerability (salt)
Skills: putrefy

FALLEN COMRADE
Special Abilities: awareness 1, manifestation 3-5
Gimmicks: tolerance to pain
Skills: possession

MUMMY
Special Abilities: fitness 1, awareness 0, manifestation 1-3
Gimmicks: tolerance to pain, natural armor (3fat/inj), vulnerability (salt)
Skills: nightmares, gremlins

SKELETON
Special Abilities: fitness 1, awareness 1, manifestation 3-5
Gimmicks: tolerance to pain, invulnerability

HELL HOUND
Special Abilities: fitness 4-5, awareness 1, manifestation 2-3
Gimmicks: tolerance to pain, invulnerability, natural weapon (fangs 3inj, claws 2inj)
Skills: brawling, athletics

Wild Animals
From snakes to bears to wolves, wild animals are always a threat to any adventurer.
BAT
Special Abilities: fitness 1, awareness 4
Gimmicks: natural weapon (fangs; 1inj)
Skills: brawling, athletics

CROCODILE/ALLIGATOR
Special Abilities: fitness 3, awareness 2
Gimmicks: natural weapon (teeth; 4inj, claws; 2inj, tail; +4fat), flying
Skills: brawling, athletics

GIANT RAT
Special Abilities: fitness 5, awareness 3
Gimmicks: natural weapon (fangs; 4inj, claws; 4inj), natural armor (4fat/inj)
Skills: brawling, athletics

GIANT SPIDER
Special Abilities: fitness 5, awareness 2
Gimmicks: natural weapon (fangs; 3inj), natural armor (2fat/inj)
Skills: brawling

GIANT SNAKE
Special Abilities: fitness 5, awareness 1
Gimmicks: natural weapon (fangs; 4inj, constriction; 4fat), natural armor (3fat/inj)
Skills: brawling, athletics

RAT
Special Abilities: fitness 1, awareness 2
Gimmicks: natural weapon (teeth; 1inj)
Skills: brawling, athletics

SWARM OF BEES
Special Abilities: fitness 0, awareness 1
Gimmicks: natural weapon (sting; 4inj)

WOLF
Special Abilities: fitness 3, awareness 3
Gimmicks: natural weapon (fangs; 3inj, claws; 2inj)
Skills: brawling, athletics

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