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  • #16
    Nice. Some of the ways of getting rid of Urge seem easier than others. I'd perhaps allow all cambions to spend 1WP to reduce their Urge by one, and then give curs and Amidas more specific routes to getting rid of it. I also think the times for reducing Urge should be streamlined. E.g., 24 hours of rituals, purging, decadence, etc, per point. Specific powerful acts might reduce Urge for good roleplaying as an incentive to act appropriately.


    Writer, publisher, performer
    Mostly he/his, sometimes she/her IRL https://adam-lowe.com

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    • #17
      Originally posted by adambeyoncelowe View Post
      Nice. Some of the ways of getting rid of Urge seem easier than others. I'd perhaps allow all cambions to spend 1WP to reduce their Urge by one, and then give curs and Amidas more specific routes to getting rid of it. I also think the times for reducing Urge should be streamlined. E.g., 24 hours of rituals, purging, decadence, etc, per point. Specific powerful acts might reduce Urge for good roleplaying as an incentive to act appropriately.
      Yeah, I have to admit that the system is a bit convoluted and unequal. To some degree, I thought that making things a little unequal was interesting and that it could be compensated for with other powers or weaknesses. I think about giving all families the ability to reduce Urge with Willpower, but then Urge just functionally becomes Willpower, and I didn't want that. I thought it would be good for the Amidas to have that ability because it represented their struggle to fight off their evil proclivities with force of will.

      I like the idea of reducing Urge with good role playing. One method of reducing Urge that could tie into that is allowing players to reduce their Urge by acting on Dark Desires. So in that case, having Dark Desires acts as a double edged sword, it makes you compelled to do terrible things, but also allows you to get rid of Urge more easily.

      One issue that was concerning me was balancing different methods of Urge elimination. I wanted the methods to be different, but to some degree it is hard to say which is easier and which is harder. For example, Ephrati need a week of solitude per point of Urge eliminated. That seems kind of long, maybe it should be a week to eliminate all Urge. Then again, Sklavi have to eat humans. In real life, it would be way easier to take a few weeks off than it would be to procure human flesh. But in an RPG where violence isn't uncommon, a Sklavi could eliminate all of her Urge after every fight by just eating her fallen enemies. Of course, if bodies are frequently turning up with parts eaten, the cops are going to get pretty concerned.

      If there is a uniform default method, it should probably tend to be harder than the family specific ways.

      I am going to post family specific powers soon and am currently working on Maleficia (which are the family specific powers) and that might give some additional information regarding balance. That and Legacy, which is a trait kind of like Generation which influences individual power but also comes with weaknesses.

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      • #18
        Originally posted by Sergeant Brother View Post
        So I have had this idea kicking around in my head in in my various fluff notes for a few years now. It started when I was thinking of alternative sorts of creatures that might inhabit the World of Darkness. The idea I came up with was Cambion families, in some part inspired by the Revenant families and some other sources (Sawny Bean, True Detective, other bizarre inbred families) but removed from the idea of vampiric masters. Basically, families who are descended from demons and have a variety of different quirks and powers based on this along with their own political dynamics.

        I was wanting to make them relatively dark - ancient inbred families which practice all variety of horrors in their old ancestral mansions, influenced by their demonic heritage as well as by the conservatism and weird upbringing. I think one of my inspirations is the Addams Family, though they would be played straight more than for dark comedy. I wanted there to be a number of families as well, each incorporating different takes on this theme and perhaps having different sorts of demonic powers.

        I've come up with a few ideas so far but I feel like I need to flesh them out a bit more.

        I was wondering if any of the creative folk at OPF could brainstorm a bit and come up with some ideas that I might incorporate?

        I may share some of my development so far, but right now I don't want to because I don't want anything I've done yet to inhibit the suggestions of anybody who has cool ideas.
        This sounds a lot like the fomori family lines in some of the wyrm books. I would start by reading up on those and then researching some local legends from the area you are looking at to build your demon/human hybrid families

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        • #19
          I would also give individuals an opportunity for redemption, either becoming fully human or even converting to the equivalent of an angel's descendant.

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          • #20
            I'm not keen on redemption. Maybe self-sacrifice can redeem their souls, but that'd be it in my game.


            Writer, publisher, performer
            Mostly he/his, sometimes she/her IRL https://adam-lowe.com

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            • #21
              Originally posted by adambeyoncelowe View Post
              Nice. Some of the ways of getting rid of Urge seem easier than others. I'd perhaps allow all cambions to spend 1WP to reduce their Urge by one, and then give curs and Amidas more specific routes to getting rid of it. I also think the times for reducing Urge should be streamlined. E.g., 24 hours of rituals, purging, decadence, etc, per point. Specific powerful acts might reduce Urge for good roleplaying as an incentive to act appropriately.
              So I gave what you said a bit more thought and I came to conclusion that you were right and I decided to put just about all of the cambion families on a day schedule for Urge elimination. A day of prayer, a night long ritual, a day of sexual activity, and so on. With the exception of the Sklavi who need to eat human flesh and the Amidas who use Willpower, both of which are unusual families. I decided that making it take any longer than a day per Urge just made things cumbersome and would just cause unfunny inconvenience in a mixed family group. I will post this new rules soon (maybe an hour or two) along with a bunch of the powers I have been working on.

              Thanks for your input on these rules

              Originally posted by Dezeroth View Post

              This sounds a lot like the fomori family lines in some of the wyrm books. I would start by reading up on those and then researching some local legends from the area you are looking at to build your demon/human hybrid families
              I'm not familiar with the fomori families, is there a place I can read about those?

              Originally posted by Dezeroth View Post
              I would also give individuals an opportunity for redemption, either becoming fully human or even converting to the equivalent of an angel's descendant.
              Originally posted by adambeyoncelowe View Post
              I'm not keen on redemption. Maybe self-sacrifice can redeem their souls, but that'd be it in my game.
              I feel a bit torn about permanent redemption. Cambions are born with demonic blood and raised in a very dark subculture, they aren't like vampires who are born and raised as humans before being transformed int something else. SO in some regard, there isn't anything for them to return to. Though I do like the idea of cambions who seek to act in a more virtuous manner, but I think I see it more as a continuous struggle than something they can ever completely overcome. Though I would be open to some rare cases, rare in the same sense that Golconda or becoming human is rare for vampires. Maybe even more rare.

              I haven't decided on beings with angelic blood yet. It seems like people with angelic ancestry should be quite like a mirror image of those with demon blood, but I'm not sure. I would be open to suggestions about angel blooded people.

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              • #22
                Alright, prepare for a walk of text. This stuff likely needs some balancing...



                Legacy

                All cambions, regardless of Legacy, receive +1 to Dexterity, Strength, and Stamina. Every odd point of Legacy adds +1 to Strength and each even point of Legacy adds +1 to Stamina rolls.

                At 0 Legacy, a cambion is weak blooded, a mix between human and cambion. This cambion takes lethal damage from true faith. At higher levels of Legacy, a cambion takes a number of extra dice of damage from true faith equal to Legacy. This damage is aggravated and cannot be soaked.

                Cambions with a Legacy of 0 can soak lethal and bashing damage with Stamina, but not aggravated damage. Cambions with 1 or more Legacy can soak aggravated damage with Stamina, save for damage caused by True Faith.

                Each point of Legacy gives the cambion another point of Dark Desires.

                A Cambion with a zero Legacy may only gain levels of Maleficia up to level 3.

                The cost of Maleficia is lower for cambions with higher Legacy. The experience or freebie cost of buying a Maleficium is the level times (9-Legacy). This means that a Legacy 4 cambion could buy a level 3 Maleficium for 15 experience while a Legacy 0 cambion would require 27 experience.

                For traits with a maximum of 5, every level of Legacy increases the trait maximum by one. So, for example, a cambion with a legacy of 3 could raise its Intelligence to 8.

                Regeneration: Regeneration is based on Legacy, though certain Families regenerate differently.
                0: Regenerates 1 lethal level damage per day, one bashing level per hours, and heals aggravated damage at the human rate.
                1: Regenerates 1 lethal level of damage per hour, one bashing level per 10 minutes, and heals aggravated damage at the human rate.
                2: Regenerates 1 lethal level of damage per 10 minutes, one bashing level per minute, and heals aggravated damage in half the human time.
                3: Regenerates 1 lethal level of damage per minute, one bashing level per turn, and heals aggravated damage in half the human time.
                4: Regenerates 1 lethal or bashing level of damage per turn, and heals one aggravated level of damage per day.
                5: Regenerates 1 lethal or bashing level of damage per turn, and heals one aggravated level of damage per 12 hours.
                6: Regenerates 2 lethal or bashing levels of damage each turn, and heals 1 aggravated level of damage per 6 hours.

                Legacy causes strange mutations in cambions that can affect their minds or bodies. This could included a deformed bone structure, an unnatural repulsive appearance, inhuman behavior, or even strange ways of thinking. For each level of Legacy that a Cambion has, it receives a +1 difficulty penalty to a single attribute of the player's choice. This can be applied to a single attribute up to three times, though if it is applied to an attribute the third time, this attribute becomes zero and all rolls requiring the use of that attribute automatically fail. So, for example, a cambion with a Legacy of 5 could receive a +3 penalty to Appearance and it's Appearance becomes zero, representing the fact that it is a hideous monster. It could then take a +1 difficulty to Wits rolls because it occasionally hears whispers in its head that distract it and a +1 difficulty to Dexterity rolls represented a twisted spine that hinders a full range of movement.

                The above difficulty modifiers have one exception when it comes to social rolls. The penalties to social rolls become bonuses if that is a social roll to intimidate.

                More to come...

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                • #23
                  Alright, prepare for a walk of text. This stuff likely needs some balancing...

                  Mixed Blood Curs
                  These curs are mixed between two families. They get the special Legacy rules of neither family, though they do get access to the Maleficia of both families.

                  Mixed Blood curs may have a a Legacy of 0-3.

                  Curs lose one point of Urge each day as long as that day is relatively peaceful, relaxing, and uneventful.

                  Sklavi
                  Each point of Legacy gives the Sklavi 1 regeneration die. Each turn roll this number of dice and that is the number of lethal or bashing levels of damage that the Sklavi regenerates. Once an hour, these dice can be rolled to regenerate aggravated damage. This replaces standard Regeneration rates. Sklavi regenerate fire and faith damage at the rate of one health level per day.

                  Sklavi all treat their Legacy as 1 point higher for attribute based difficulty penalties and one point of penalty must be assigned to each social attribute at least once.

                  All Sklavi automatically start with 1 point in the Cannibalism Dark Desire.

                  Sklavi must have a Legacy of at least 3 and it can go up to 5.

                  Sklavi weak blooded curs will have a Legacy of 1, the strongest Legacy of any weak blooded cur. This cur will have have all of the normal traits of a full blooded cambion, including the special powers of Sklavi - such as one regeneration die. They also must have 2 attribute difficulty penalties, but they don’t have to be used on social attributes. Sklavi curs are hunted by the entire family and the Sklavi who spawned one is slain as well.

                  Sklavi eliminate Urge by consuming human flesh. Each adult human has enough flesh to reduce the Sklavi Urge by 5, though (assuming the human is alive and survives) each Urge lost must inflict at least 2 health levels of aggravated damage. Another way to eliminate Urge is to have sex with the Sklavi’s patriarch, which eliminates all of the Sklavi’s Urge.


                  Amidas

                  An Amidas may only have a Legacy of 0, 1, or 2. Starting with a Legacy of 1 costs an Amidas 3 Freebie Points and a Legacy of 2 costs 7.

                  Amidas reduce the difficulty of all Dark Desire rolls by 2. There is no distinction between Amidas curs and an Amidas with a Legacy of 0.

                  Amidas eliminate Urge per spending Willpower. Each point of Willpower spent eliminates 1 point of Urge.


                  Vesian

                  All Vesian regenerate as though their Legacy was one point higher than it actually is.

                  Vesian suffer half the normal penalty for being wounded, round down. So a wounded Vesian would suffer -1, while a crippled Vesian would suffer -2.

                  The difficulty to resist all Dark Desires is increased by 1 for Vesian.

                  One way a Vesian can eliminate Urge through either wild sexual activity or torture. A full 24 hours of either activity will cause it to lose a point of Urge.


                  Ephrati

                  Ephrati receive a Legacy bonus to Dexterity instead of Strength.

                  Ephrati treat their Legacy as 1 point lower for the purposes of True Faith.

                  Ephrati eliminate their Urge through prayer and devotion. They must seclude themselves for one day, during which time they fast and pray. Any major activity breaks the tranquility and forces them to start over. At the end of the 24 hour period, they lose a point of Urge.


                  Mordua

                  In the sunlight, the Mordua suffer a level of aggravated damage every turn for each point of Legacy, this damage can only be soaked with clothing: 1 die for minimal coverage like underwear, 2 dice for sparse covering like shorts and a t-shirt, 3 dice for normal attire, 4 dice for heavy clothing and coat, 5 dice for almost complete coverage with hat and sunglasses, and 6 dice for full body coverage including a mask. They also have +2 to all difficulties in sunlight.

                  Mordua cannot soak fire damage with Stamina.

                  Mordua are immune to cold and can see in absolute darkness.

                  Mordua curs suffer 1 level of lethal damage each turn in sunlight and they have +1 to all difficulties in sunlight. They can see in nearly absolute darkness and are immune to environmental cold and take half damage (which is never worse than bashing) from extreme cold attacks.

                  The Mordua eliminate Urge by allowing themselves to sink into nothingness, which allows for the cleansing of their soul. To do this the Mordua goes to some dark secluded location and meditates until it disappears. The Mordua remains gone until it’s urge is reduced to zero, which takes one full day per point of Urge that it had. An alternative method is to slay a human or other sentient being, doing this causes the Mordua to lose a single point of Urge.


                  Krann

                  Krann do not receive a Legacy bonus to Strength or Stamina beyond the base +1 to all physical attributes.

                  All Krann are completely immune to fear.

                  Krann curs have -2 difficulty to all rolls to resist fear.

                  In order to cleans themselves of Urge, Krann must dream. They enter a state of deep sleep, during which time their minds dream and their souls float about experiences the worst nightmares of humanity. Each full day of such sleep causes the Krann to lose on point of Urge.


                  Ascania

                  Ascania are immune to flame and heat. They can also breath smoke without harm.

                  True Faith count as 1 point higher against the Ascania.

                  Ascania gain reptilian scales from learning Goetia and gain one additional die of soak for each point of Goetia. At level 3 of Goetia or greater, they will not be able to pass for human.

                  Ascania with a Legacy of 0 aren’t immune to heat and fire, but instead suffer only half (round down) bashing damage from it. These Ascania to not develop scales from Goetia. Otherwise, Ascania curs are not mechanically distinguishable from Legacy 0 Ascania.

                  Ascania eliminate Urge by satiating their Dark Desires. Each time an Ascania acts on a Dark Desire, it loses a point of Urge. Furthermore, engaging in a profane ritual, that lasts at least most of a day) that involves some terrible blasphemy or evil act (human sacrifice, raping a virgin, defiling a church, corrupting a child, etc.) eliminates one point of Urge as well.


                  Ivorix

                  Ivorix do not suffer from their attribute difficulty penalties to social rolls with animals.

                  All Ivorix receive -1 difficulty to all Perception rolls per point of Legacy. This benefit only applies within the country or wilderness areas. In an urban environment, this becomes an increase to Perception difficulties instead.

                  Ivorix can eliminate Urge through engaging in rituals. Each night long ritual eliminates one point of Urge. Also, hunting a challenging animal or human prey, killing, and then devouring part of that prey also eliminates 1 Urge.





                  Maleficia

                  Maleficia (singular Maleficium) are the innate supernatural abilities of the cambions, their demonic birthright as it were. Often these powers manifest in youth, though they can also appear over time or with the aid of a tutor. With a few rare exceptions, a cambion can only develop the Maleficia of its own family or general Maleficia.

                  Each Maleficia is treated as an individual power and Cambions can purchase which ever they desire.



                  General Maleficia
                  These Maleficia are available to all cambions regardless of family.

                  Hideous Strength (1+)
                  This Maleficia provides +1 automatic success to all Strength rolls. This Maleficium can be selected a number of times up to the cambion’s Maleficium maximum.

                  Hideous Stamina (1+)
                  This Maleficia provides +1 automatic success to all Stamina rolls. This Maleficium can be selected a number of times up to the cambion’s Maleficium maximum.

                  Ferocity (2, 4)
                  The cambion gains +5 to initiative rolls. This Maleficium may be selected twice.

                  Enhanced Regeneration (2)
                  The cambions regenerates as though it’s Legacy were one higher than it actually is.

                  Demonic Rage (3, 6)
                  By gaining a point of Urge, the cambion may take another full action for a turn. This Maleficium may be purchased twice. Purchasing it a second time allows the cambion to gain a point of Urge to take two additional actions in one turn.

                  Demon’s Claws (4)
                  The cambion can grow supernaturally sharp claws from it’s fingertips. These claws do Strength +1 aggravated damage. Growing these claws cause the cambion to gain 1 Urge and they last for a scene.

                  Purification (4)
                  By gaining a point of Urge, the cambion can transform one level of aggravated damage into a level of lethal damage.

                  Telekinesis (5)
                  The cambion can exert strength at a distance. This Strength is equal to the average of it’s Legacy and Willpower, rounded down.



                  Sklavi Maleficia

                  Malleable Form (1)
                  The Sklavi’s flesh and even bones can bend or stretch. This gives the Sklavi a -2 difficulty on all rolls involving escaping bonds, contorting its body, or slipping into narrow spaces. This power is also useful for garbling or wrestling enemies and reduces the difficulty of such maneuvers by -2 as well.

                  Fluid Flesh (1)
                  The Sklavi’s flesh seems to ignore the laws of physics, it can seem to move it’s limbs without the aid of muscle or bone.Each time the Sklavi takes this Maleficia, it gains +1 Health Level that has no wound penalty. This can be taken a number of times up to the Sklavi’s Legacy.

                  Spider Climb (1)
                  The Sklavi can adhere to a surface like a spider, crawling like an insect at up to its normal walking speed.

                  Passion (1)
                  As the Dementation power.

                  Devil’s Touch (2)
                  The Sklavi has natural weapons that can inflict Strength +2 aggravated damage per attack. This can include sharp fingernails, horns, body spikes, and most likely wicked teeth.

                  Skin of the Chameleon (2)
                  As the Visceratika Discipline power.

                  Gorging (2)
                  The Sklavi can gorge itself on human flesh. In effect, it can eat and eat until it has reduced it’s Urge down to as low as -5. Doing this causes the Sklavi seem to be hugely fat, especially it’s belly, and some may mistake it for being pregnant.

                  The Haunting (2)
                  As the Dementation power.

                  Whisper of Chaos (3)
                  The Sklavi speaks some words, or rather makes sounds that sound strange and inhuman, like gibberish but somehow frighting. After spending a turn doing this, during this turn or the next one if may gain as many points of Urge as it likes with each point gained removing a single success on any other being’s roll of any kind. This can even result in causing the victim to botch if the net successes are reduced to negative. Using this power on another cambion requires double the Urge points gained.

                  Stolen Beauty (3)
                  The Sklavi can temporarily assume a beautiful form. Doing this requires the Sklavi gain of 1 point of Urge per +1 Appearance up to the standard attribute maximum or as high as it wishes to make it’s Appearance. This power lasts for a scene, though it can be extended for additional scenes by gaining 1 Urge per scene, and temporarily eliminates any difficulty penalty the Sklavi suffers to Appearance.

                  Twisting Touch (3)
                  The Sklavi extends its hand and touches a vicim and channels pure chaos into the victim’s body. The victim’s body is then horrible transformed - bones twisting, flesh becoming riddled with tumors, eyes shriveling up, and so on. The Sklavi rolls it’s Willpower with a difficulty of the victim’s Stamina plus 2 plus Legacy for cambion victims. Each success allows the Sklavi to reduce one of the victim’s physical attributes (including Appearance) by 1. These lost attribute points heal or can be healed as though they were aggravated damage, meaning that for a normal human, the change is permanent. If a physical attribute becomes 0, the victim collapses and become too weak to move until the effects are healed. Using this power bestows a point of Urge.

                  Eyes of Chaos (3)
                  As the Dementation power.

                  Gaze of Madness (4)
                  By meeting a victim’s gaze, the Sklavi can cause the victim mind to break ever so slightly. The Sklavi rolls Wits+Legacy with a difficulty of the victim’s Willpower. For each success on this roll, all of the victim’s actions are at +1 difficulty (maximum 10) for the rest of the scene. This could include any variety of things, as the victim’s own mind determines the nature of the insanity - including hearing strange voices, seeing disturbing visions, becoming highly emotional, or so on. If the Sklavi score more successes on this roll than the victim’s Permanent Willpower, then the victim will become incapacitated for the rest of the scene and will gain a permanent derangement. The difficulty to use this power on another Cambion is increased by that cambion’s Legacy.

                  Blood Form (4)
                  As the Vicissitude power.

                  Grasp of Leviathan (4)
                  The Sklavi has some strange additional limb or limbs which it can use to lash out at its enemies. This gives the Sklavi the ability to attack one additional time each turn without penalty as long as it uses a natural attack.

                  Voice of Madness (4)
                  As the Dementation power.

                  Maw of Leviathan (5)
                  The Sklavi, if it initiates a grappling maneuver with her vicim, can bite off and devour chunks of flesh. If this is done, every 2 health levels inflicted (round down) by the bite eliminates Urge for the Sklavi.

                  Stolen Life (5)
                  The Sklavi can imitate the appearance and mannerisms of any human being, as long it has Perdition points that were acquired by devouring that person’s flesh. This power lasts for a single scene per point of Urge gained. When the power ends, the Sklavi cannot imitate that victim against without consuming more of it’s flesh.

                  Total Insanity (5)
                  As the Dementation power.

                  Blood of Acid (5)
                  As the Vicissitude power. This doesn’t doesn’t consume blood points or anything similar.

                  Intuitive Magic (5)
                  The Sklavi can use Goetia rituals without a need for an actual ritual or components. Doing this takes 1 turn per level of the ritual instead of the standard required time.



                  Ascania Maleficia

                  Sense the Sin (1)
                  As Daimoinon level 1, but the difficulty is the victim’s Willpower.

                  Eyes of the Serpent (1)
                  As the Serpentis Discipline power.

                  Awe (1)
                  As the Vampire Presence power though no Blood Point (or Urge) is required.

                  Burn Brighter (1+)
                  This power augments Touch or Lash of Flame below. Each time this power is selected, Touch of Flame and Lash of Flame does an additional die of damage. This can be selected a number of times equal to the cambion’s Legacy.

                  Wings of the Dragon (2)
                  The Ascania can grow scaly wings that allows it to fly at up to double it’s normal running speed. Growing these wings or causing them to retract both give the Ascania a point of Urge.

                  Touch of Flame (2)
                  The Ascania may cause hellfire to erupt from its hand or a hand held item such as a sword. This flame can be used to burn foes or set objects alight. This causes the attack to do aggravated damage instead of its regular damage. For those creatures which can soak aggravated damage, the difficulty to soak this is 8.

                  Black Faith (2)
                  The Ascania has a deep abiding religious faith in Satan which allows it to draw upon greater resolves of Willpower than impious individuals. The Ascania receives an automatic success on all Willpower rolls when acting in a way which it perceives to be of benefit to Satan.

                  Fear of the Void Below (2)
                  As the Daimoinon power.

                  Catharsis (3)
                  The Ascania can fantasize about committing terrible deeds and so regain it’s mental resolve. The Ascania gains one point of Willpower and one point of Urge.

                  Corruption (3)
                  With a brief conversation where the Ascania tried to temp a person (where Sense Sin has already been used, as above) the Ascania can persuade the target to give in to that worst sin. The Ascania rolls Manipulation+Subterfuge with a difficulty of the victim’s Willpower. If the Ascania gets a single success, then the victim will act out on that sin as long as there is no major danger or fear of consequences. If the Ascania gains 3 successes, then the target will succumb to temptation even in the face of danger or knowing that he or she will face consequences. Finally, with 5 or more successes, the Ascania can persuade the target to act on that sin even knowing that dire consequences will result.

                  Aspect of The Dragon (3)
                  The Ascania can transform itself into monstrous form, growing in size and gaining terrible claws and teeth. Making this transformation bestows 1 point of urge. While in this form the Ascania gains +2 Strength, +1 Dexterity, and +2 Stamina. It’s claws and teeth do Strength +2 aggravated damage and it doubled it’s Stamina for the purposes of soaking damage. On the down side, its Appearance becomes zero and it is obviously a monster.

                  Lash of Flame (3)
                  This power augments Touch of Flame above. It allows the Ascania to shoot out the flame as a ranged attack. This attack does two dice of aggravated damage, plus the bonus from Burn Brighter. The Ascania must strike victims with a ranged attack, the roll being Dexterity + Occult, with successes causing additional dice of damage. This attack can use used to damage multiple people by splitting the Dexterity + Occult dice pool.

                  Flaming Aura (4)
                  With a turn of concentration, the Ascania may cause itself to become wreathed in flame. This flame does as much damage as the Ascania’s Touch of Flame does above to any individual that strikes the Ascania with a natural weapon. Grappling with the Ascania inflicts twice as much damage. Using this ability causes the Ascania to gain a point of Urge and lasts up to one scene.

                  Witchcraft (4)
                  The Ascania is a master of black magic and receives 1 automatic success on all Goetia rolls.

                  Entrancement (4)
                  As the Vampire Presence power, though a point of Perdition must be spent instead of Blood.

                  Condemnation (4)
                  As the Daimoinon power.

                  Majesty (5)
                  As the Vampire Presence power.

                  Devil’s Tongue (5)
                  The Ascania can speak and all who hear will listen intently, charmed by sweet voice of the Ascania. This gives the Ascania one automatic success on all social rolls.

                  The Devil’s Own (5)
                  The difficulty to affect the Ascania with any hostile Goetia power is increased by the Ascania’s Legacy, to a maximum of 10.



                  Vesian Maleficia

                  Heightened Senses (1)
                  As the Auspex Discipline power.

                  Command (1)
                  As the Dominate Discipline power.

                  Fanaticism (1)
                  The Vesian’s slaves (see Dominion) are so fanatically dedicated to their master that they receive +1 to Strength and Stamina rolls when fighting for their master and suffer 1 fewer penalties for being injured.

                  Mesmerize (2)
                  As the Dominate Discipline power. Requires Command above.

                  Demon’s Caress (2)
                  If the Vesian wills it, any sensation caused by the touch or a hand held implement of the Vesian causes far more pleasure or pain, or both. When used in combat, any wound inflicted in close combat by the Vesian imposes a -1 penalty to all die rolls until such time as that wound is healed. Vesian have -2 difficult to all attempts to torture victims. When used to enhance pleasure, there is no mechanical effect, but the results are quite impressive to those on the receiving end - there is no greater lover than a Vesian, at least when it seeks to cause pleasure. Vesian themselves are immune to this power, at least the pain going aspect.

                  Razor Nails (2)
                  The Vesian’s fingernails are razor sharp and supernaturally damaging. It’s brawling attacks now do aggravated damage.

                  Mortified Flesh (3)
                  The Vesian ritually scars its flesh and applies special chemical to prevent the wounds from regenerating. After it’s flesh is so marked receives one automatic success on all rolls for one specific attribute. This Maleficium can be taken up to three times, but must apply toe a different attribute each time. Usually, a Vesian will place these scars on areas that are usually covered by clothes.

                  Branding (3)
                  The Vesian can brand (or cut, tattoo, or otherwise mark) a man victim. From that point onwards, the Vesian will be able to sense the general direction and distance the victim is away from the Vesian, the victim’s state of health, and the victim’s general emotional state towards the Vesian. The Vesian can also cause the victim to become away of the Vesian’s intentions as well, though this is more like a vague emotional message. Additionally, the difficult of any supernatural ability that the Vesian uses on the victim is reduced by 1. This brand cannot be removed save by powerful magic. Cambions can heal from this brand as though it was a point of aggravated damage.

                  Enhanced Interrogation (3)
                  The Vesian is a master torturer and no being that can experience anything resembling pain can withstand its attention for long. Each hour of torture allows the Vesian too remove one point of temporary Willpower from the victim. When the victim finally reaches 0 Willpower, it will do anything that the Vesian says, confess to anything, reveal any secret, betray any trust. Anything to get the pain to stop. This victim will be completely truthful and obedient to the perceived intent of the Vesian. This power only works on a bounded captive. Once the victim is released or escapes their obedience may well turn into hatred. Victims of this Maleficium must succeed at a permanent Willpower roll with a difficulty of 8 or gain a permanent derangement.

                  Conditioning (4)
                  As the Dominate Discipline power. Requires Mesmerize above.

                  Summon (4)
                  As the Presence Discipline power.

                  The Agony and the Ecstasy (4)
                  By focusing it’s attention of a single victim, the Vesian can cause that victim to suffer either intense pleasure or pain. The Vesian rolls Wits + Empathy with a difficulty of the victim’s Willpower. Each success causes the victim to become incapacitated with pain or pleasure for a single turn. Even after this duration, the victim must spend a Willpower point to act again and suffers +1 difficulty to all actions for the rest of the scene because of residual effects. For carbon victims, increase the difficulty by the victim’s Legacy.

                  Dance of the Maenad (5)
                  When the Vesian enters into combat, it seems to go into a trance as it enters a state of wild bliss. Enters this state causes the Vesian to gain a point of Urge each turn. Though they reduce the difficulty of all physical rolls by -1 (including soaking, rolling to hit, and damaging) and it also can attack one additional time each turn without penalty.

                  Dominion (5)
                  The Vesian slowly over time come stop dominate a victim’s mind. This requires alternating between pleasuring and inflicting pain on the victim, driving them insane in a sense until they are completely obedient to the Vesian. This requires an opposed and extended permanent Willpower roll, with a roll made for each day of training. Each day also causes the Vesian to gain a point of Urge. When the Vesian finally accumulates more successes than the victim permanent Willpower times 10, the victim is completely broken and will serve the Vesian completely and totally. The victim is obsessed with the Vesian and will obey it in every regard, even betraying their loves ones or taking their own life. From this point on, the victim gains 2 automatic successes on all Willpower rolls while directly serving the Vesian. The Vesian can only have as many slaves like this as its Willpower + Legacy. For it to gain a new slave, it would have to slay an old one.

                  Blood Sigils (5)
                  A more magical version of the Mortified Flesh. this is a magical symbol carved into the Vesian’s flesh which enhances its ability with a single Goetia Path. Carving this symbol requires three days of rival and gives the Vesian 3 Urge. Afterwards, this Path associated with this Sigil no longer requires any expenditures of Willpower nor does its use cause the Vesian to gain any Urge. This power can be selected as may times as the Vesian desires, each time for a new Path.



                  Amidas Maleficia

                  Rediscovered Ancestry (1)
                  The Amidas can now purchase level 1 Maleficia of a single different family. These Maleficia count as being one level higher. This power can be purchased multiple times, once for each cambion family.

                  Suppressed Perdition (1)
                  When an Amidas is in Perdition, it may spend a point of Willpower to temporarily regain it’s composure. After spending the Willpower, the Amidas rolls Willpower with a difficulty of 5 plus it’s highest Dark Desire. For each success, the Amidas regains control of itself for a single turn. Not long, but perhaps long enough to allow some ally or innocent person to escape.

                  Kin Sense (1)
                  The Amidas has a natural ability to sense the nearby presence of other cambions. The Amidas concentrates briefly and rolls Perception +Awareness with a difficulty of the other 8 minus the other cambion’s Legacy. One success is enough to recognize a cambion by sight while 3 successes allows the Amidas to detect the presence and general direction of a cambion within a few dozen yards. 5 successes will allow the Amidas to sense that a cambion has been in this location in the last day and approximately how long ago that happened.

                  Innocence (2)
                  The Amidas is less vulnerable to the effects of True Faith than other cambions are. True Faith counts as 1 point lower against the Amidas, meaning that someone with 1 point of TF cannot affect the Amidas.

                  Obscurity (2)
                  There is nothing noteworthy about the Amidas, people tend to ignore it and let it pass pass. This isn’t to say that the Amidas is invisible or any more silent or stealthy than anybody else, but it is merely perceived as being unimportant and not noteworthy. All attempts to spot the Amidas in a crowd, to notice anything unique about terri features, to remember their qualities, or recognize them is increased by 2. Difficulties to detect or locate the Amidas supernaturally also have the difficulty increased by 2.

                  Rediscovered Ancestry II (2)
                  The Amidas can now purchase level 2 Maleficia of a single different family. These Maleficia count as being one level higher. This power can be purchased multiple times, once for each cambion family. This power can only be purchased for a particular family if the Amidas has Rediscovered Ancestry for that family.

                  Ward (3)
                  The Amidas is highly resistant to the dark magic of other cambions, but also has a reduced ability to use that magic. The difficulty of all attempts to use any Goetia ritual or Path against the Amidas is increased by 3. Likewise, the difficulty for the Amidas to use Goetia is also increased by 3 as well.

                  Capitulation (3)
                  The Amidas stops rejecting it’s demonic nature and so gains the ability to gain power through surrendering to its dark desires. The Amidas can now eliminate a point of Urge by acting on one of it’s Dark Desires.

                  Rediscovered Ancestry III (3)
                  The Amidas can now purchase level 3 Maleficia of a single different family. These Maleficia count as being one level higher. This power can be purchased multiple times, once for each cambion family. This power can only be purchased for a particular family if the Amidas has Rediscovered Ancestry II for that family.

                  Bane Strike (4)
                  The Amidas can focus it’s dark Urges into a physical weapon, or perhaps even it's fists. For the rest of the scene the weapon deals aggravated damage. This will only work for close combat weapons, including fists. If used to empower a ranged weapon, it only works on a single projectile, such as a bullet or arrow.

                  Rediscovered Ancestry IV (4)
                  The Amidas can now purchase level 4 Maleficia of a single different family. These Maleficia count as being one level higher. This power can be purchased multiple times, once for each cambion family. This power can only be purchased for a particular family if the Amidas has Rediscovered Ancestry III for that family.

                  Fortress of Will (5)
                  When ever a hostile supernatural power is successfully used on the Amidas, it can spend 1 point of Willpower to completely ignore the effect. Unfortunately, doing this causes the Amidas to be stunned with the effort for the next turn and to gain a point of Urge as well.

                  Diminish (5)
                  The Amidas can temporarily rob another cambion of it’s ability to use any of it’s supernatural abilities. The player rolls Willpower with difficulty of the target’s Willpower plus Legacy. Each success removes all supernatural powers (regeneration, Maleficia, Goetia, and any other sort of supernatural or magical power) from the target for one turn.




                  Ivorix Maleficia

                  Awe (1)
                  As the Vampire Presence power though no Blood Point (or Urge) is required.

                  Feral Whispers (1)
                  As the Vampire Animalism power.

                  Heightened Senses (1)
                  As the Vampire Animalism power.

                  The Living Hearth (1)
                  The Ivorix can now sense when ever an intruder enters it’s home, that is the building it both owns and dwells in. By intruder this means any person who is not an Ivorix. The Ivorix won’t know the details, only that the sanctity of its home has been violated.

                  Dread Gaze (2)
                  As the Vampire Presence power.

                  Beastly Attack (2)
                  The Ivorix has natural weapons that can inflict Strength +2 aggravated damage per attack. This can include sharp fingernails, horns, body spikes, or sharp teeth.

                  The Beckoning (2)
                  As the Vampire Animalism power.

                  The Living Land (2)
                  As with The Living Hearth above, but the Ivorix can now sense when ever an intruder has entered any land which belongs to him. The Living Hearth is a prerequisite.

                  Species Speech (3)
                  As the Vampire Animalism power.

                  Eyes of the Master (3)
                  The Ivorix closes his eyes and focuses on intruders within its domain, as it can sense from level The Living Land or The Living Hearth. As long as he keeps his eyes closed and concentrates, he will be able to see the intruders and hear what they say as well as knowing exactly where they are within the domain. The Living Land is a prerequisite.

                  Animal Form (3)
                  The Ivorix can assume the form of a single animal. Doing this requires a single turns and bestows a level of Urge. Doing this will raise the Ivorix’s physical attributes, see fear forms for this bonus. This power can be selected multiple times for different animals.

                  Entrancement (3)
                  As the Vampire Presence power.

                  Subsume the Spirit (4)
                  As the Vampire Animalism power.

                  The Vengeful Earth (4)
                  The Ivorix can cause his very domain to rise up and attack intruders. After this power is activated, the domain of the Ivorix lashes out at all intruders within the domain. Tree limbs strike at them, rocks fall, floor boards bend out of place and strike, and so on. This power inflicts a 5 dice of lethal damage against all intruders within the domain. These damage dice can be eliminated by dodging or parrying, though this must be done each turn. This power lasts for as long as the Ivorix maintains complex concentration. Using this ability bestows 3 levels of Urge. Eyes of the Master is a prerequisite.

                  The Relentless Servants (4)
                  The Ivorix may conduct a special month long ritual on a trained or allied animal. At the end of this month, on the night of a full moon, the animal becomes completely and permanently obedient to the Ivorix. It gains +1 Strength and Stamina, is immune to fear and mind control (other than that of the master), as well as suffering 2 fewer dice wound penalties from damage as long as it is in the master’s presence. The animal also gains the ability to soak lethal damage with it’s Stamina.

                  Unbridled Ferocity (4)
                  The Ivorix can enter into a wild frenzy where it receives a +1 bonus to all physical attributes and may attack one additional time each turn without penalty. Unfortunately, if their are no foes available, the Ivorix must attack innocents or even friends unless it can succeed at a Willpower roll with a difficulty of 8. This frenzy will last an entire scene but may be left early if the Ivorix can attain 10 total successes on Willpower rolls to resist attacking random people. Entering this state bestows 2 levels of Urge.

                  The Loyal Abode (5)
                  With a month long ritual culminating on the full moon, the Ivorix creates a permanent bond between itself and its domain. From this time on, the difficulty of all rolls for the Ivorix while he is within his domain are reduced by one and the difficulty of all rolls by intruders is increased by 1. This manifests as a strange feeling of discomfort and forbidding suffered by intruders, as everything becomes slightly more difficult. Mortal intruders must succeed at a Willpower roll with a difficulty of 8 in order overcome this sense of forbidding and to enter the domain.

                  Majesty (5)
                  As the Vampire Presence power.

                  Paralyzing Glance (5)
                  As the Vampire Presence power.



                  Ephrati Maleficia

                  Respectability (1)
                  The Ephrati seems to exude an aura of respectability and honestly. This doesn’t necessarily mean that anybody will like the Ephrati, but they are inclined to believe what the Ephrati says and that it has good intentions. The difficulty rolls for people to detect lies, dishonesty, or bad intentions are increased by 2 with for the Ephrati while the Ephrati’s difficulty to lie or to convince others that they are virtuous and truthful is reduced by 2.

                  Shameless (1)
                  The Ephrati have no sense of shame or guilt and seem to be able to endure more Urge than other cambions. By selecting this power, the Ephrati can increase the number of Urge that an Ephrati needs to enter Perdition by 1, from 10 to 11. This Maleficium may be selected multiple times, up to 5, with each selection increasing the maximum by 1.

                  Ward (1)
                  The Amidas is highly resistant to the dark magic of other cambions, but also has a reduced ability to use that magic. The difficulty of all attempts to use any Goetia ritual or Path against the Amidas is increased by 3. Likewise, the difficulty for the Amidas to use Goetia is also increased by 3 as well.

                  Contradict (1)
                  As the Path of Corruption Thaumaturgy power.

                  Innocence (2)
                  The Amidas is less vulnerable to the effects of True Faith than other cambions are. True Faith counts as 1 point lower against the Ephrati, meaning that someone with 1 point of TF cannot affect the Amidas.

                  Folderol (2)
                  As the Mytherceria Discipline.

                  Blessing (2)
                  The Ephrati has supernaturally good luck, a blessing by God so they believe. So much so that when ever they are taking some action and roll 1’s, those 1’s are ignored and do not subtract from the successes. This means that it is impossible for an Ephrati to botch a roll.

                  White Lie (2)
                  The Ephrati can tell a lie that will be believed. This power will only work if the lie is plausible, isn’t easily contradicted, and doesn’t contradict the world view of victim. If those conditions are met, then the victim will believe the lie for a scene - after which time they victim may continue to believe or may realize that the lie is untrue based on a variety of complex factors. In some cases, the victim will simply believe the lie until some evidence comes to light to contradict the Ephrati. Humans automatically succumb to this power, while tricking a cambion requires a Manipulation + Subterfuge roll with a difficulty of the victim’s Perception + Empathy + Legacy.

                  Holiness (3)
                  The difficulty to use true faith against the Ephrati is 2 higher than normal and additionally, the Ephrati only takes lethal (still can’t be soaked though) damage from True Faith.

                  Greater Ward (3)
                  The Ephrati is now immune to all Goetia save for this powers which affect its physical body directly, such as telekinesis or flames. On the down side, the Ephrati can never learn Goetia or benefit from it.

                  Nudge Fate (3)
                  The Ephrati can give itself good luck on some single activity. his gives the Ephrati one automatic success on a given roll though the Ephrati gains a point of Urge to do this.

                  The Forgetful Mind (3)
                  As the Dominate Discipline power. Using this ability requires that the Ephrati speak to the victim, telling them exactly what information is to be remembered or forgotten.

                  Theurgy (4)
                  This Maleficium allows the Ephrati to use holy magic of God as opposed to witchcraft that other cambions master. This Malefic is to be combined with Ward above and together it negates the +3 difficulty the Ephrati suffers to use Goetia because of Ward. This cannot be combined with Greater Ward however.

                  Emperor’s New Clothes (4)
                  The Ephrati can tell a lie which will be believed so strongly that it will alter the perceptions of the victim. The victim will perceive the Ephrati’s lie to be factual even if direct evidence contradicts it. As the name implies, this power could be used to convince a victim that the emperor is wearing clothes even if he is naked. To do this, the Ephrati rolls Manipulation + Subterfuge with difficulty of the victim’s Willpower, though each point of the victim’s Legacy reduces the number of successes by 1. One success causes the victim to perceive the falsehood for only a single turn. Two successes lasts for a scene. Three successes lasts for a day. Four successes lasts for a month. Five or more successes effects the victim permanently. If the victim should ever suffer some extremely noteworthy effect of the lie (like reaching into a burning fireplace that the Ephrati says has no fire in it) then the victim gets a Willpower roll with a difficulty of 6. If the victim’s successes exceed the Ephrati’s, the effect is broken, otherwise he or she continues to believe the lie. Using this power causes the Ephrati to gain a point of Urge.

                  Command (4)
                  As the Dominate Discipline power.

                  Condemnation (4)
                  As the Daimoinon Discipline power.

                  Chastisement (5)
                  The Ephrati can verbally assault another individual, tearing that person down in every way, insulting their character, their accomplishments, their intellect, and even appearance. No insult is too cruel for this power. The Ephrati gains a point of Urge and rolls Wits + Expression with a difficulty of the victim’s Willpower. Each success causes the victim to lose a point of Temporary Willpower but also eliminates 1 point of Urge for the Ephrati. If the victim loses of of his or her temporary Willpower in this way, they collapse into a sobbing mess for at least the rest of the scene and may well be scarred for life or attempt suicide. This power doesn’t work on cambions with the strange exception of other Ephrati.

                  Repudiation (5)
                  The Ephrati can channel it’s hatred of other cambions, and to its won way of thinking its holiness, into a massive attack against another cambion. The Ephrati rolls Willpower with a difficulty of 8 minus the victim’s Legacy. Each success does one level of unsoakable aggravated damage to the victim. Doing this gives the Ephrati a single point of Urge. This power can be used against other creatures of Supernatural “evil” as well. The difficulty to attack vampires in this way is the vampire’s Humanity score or 4, which ever is higher. the difficulty to attack werewolves is 10 minus the werewolf’s Rage or 4, which ever is higher. This power always has an impressive appearance, sometimes seeming as though lighting strikes the target, other times as though the victim begins to wither and decay, it all depends on the individual EPhrati but it is never subtle.

                  Kismet (5)
                  The Ephrati sets it’s thoughts on a single goal and that goal becomes all important to it, it becomes the Ephrati’s destiny to fulfill that goal and chance itself helps the Ephrati achieve this. Activating this power gives the Ephrati 3 points of Urge and each hour it lasts gives it another point of Urge. During this time, the Ephrati gets to reroll all 10’s regardless of the roll as long as the roll involves some action that is in pursuit of the Ephrati’s goal. This power only ends when the Ephrati achieves the goal, or gains so much Urge that it falls into Perdition. During this time, the Ephrati cannot eliminate Urge in any way.

                  God’s Chosen (5)
                  This is an enhanced version of Blessed above and so Blessed is a prerequisite. From this point on, all 1’s on any role the Ephrati takes become successes.



                  Mordua Maleficia

                  Shadow Play (1)
                  As the Obtenebration Discipline, though it doesn’t cost a Blood Point (or give Urge) to use.

                  Deeper Cold (1+)
                  This power augments Abyssal Flame below. Each time this power is selected, Abyssal Flame does an additional die of damage. This can be selected a number of times equal to the cambion’s Legacy.

                  Cloak of Shadows (1)
                  As the Obfuscate Discipline.

                  Aura of Cold (1)
                  The Modrua can surround itself with an aura of freezing cold. This causes water to freeze, plants to die, and most normal creatures to become very uncomfortable. Any creature without some kind of supernatural resilience suffers a single level of bashing damage every turn while in the presence of the Mordua. Nothing doesn’t seem to help, this cold saps the energy straight from the bodies of these unfortunate humans.

                  Shroud of Night (2)
                  As the Obtenebration Discipline.

                  Dread Gaze (2)
                  As the Presence Discipline.

                  Abyssal Flame (2)
                  The Mordua may cause hellfire to erupt from its hand or a hand held item such as a sword. This flame is as black as night and causes damage from sapping the life and heat from things it touches. This causes the attack to do aggravated damage instead of its regular damage. For those creatures which can soak aggravated damage, the difficulty to soak this is 8.

                  Wall Walking (2)
                  The Mordua can now walk on ceilings or walls as though they were flat surfaces. The Mordua doesn’t have to crawl, it isn’t sticking to the wall but rather manipulating space and gravity. This means it can move with it’s full speed and mobility on any surface.

                  Arms of the Abyss (3)
                  As the Obtenebration Discipline.

                  Leaden Movement (3)
                  As the Temporis Discipline.

                  Lash of the Abyss (3)
                  This power augments Abyssal Flame above. It allows the Mordua to shoot out the abyssal flame as a ranged attack. This attack does two dice of aggravated damage, plus the bonus from Deeper Cold. The Mordua must strike victims with a ranged attack, the roll being Dexterity + Occult, with successes causing additional dice of damage. This attack can use used to damage multiple people by splitting the Dexterity + Occult dice pool.

                  Abyssal Aura (4)
                  With a turn of concentration, the Mordua may cause itself to become wreathed in Abyssal flame. This flame does as much damage as the Mordua’s Abyssal Flame does to any individual that strikes the Mordua with a natural weapon. Grappling with the Mordua inflicts twice as much damage. Using this ability causes the Mordua to gain 1 point of Urge and lasts for up to a scene.

                  Black Metamorphosis (4)
                  As the Obtenebration Discipline.

                  Detachment (4)
                  Mordua work to suppress their own emotions and this gives them some advantage in riding themselves of Urge. Once per day, a Mordua can eliminate one point of Urge by spending a point of Willpower.

                  Shadow Step (4)
                  As the Obtenebration Discipline.

                  Tenebrous Form (5)
                  As the Obtenebration Discipline.

                  Oubliette (5)
                  As the Obtenebration Discipline.

                  Twisted Space (5)
                  While in combat or some other context, the Mordua cause cause space itself to bend around itself or an opponent. Space bends just enough to pull a victim into range as the Mordua strikes or out of range as the victim tries to attack. This power causes the Mordua to gain a point of Urge every turn. While this power is in effect, the Mordua has all Dexterity difficulties decreased by 2 and enemies (within 10 yards or so) have their difficulties increased by 2.


                  Krann Maleficia
                  Using any of these powers on a cambion is much more difficult, costing an extra point of Urge and increasing the difficulty by the victim’s Legacy.

                  Ignis Fatuus (1)
                  As the Chimerstry Discipline.

                  Cloak of Shadows (1)
                  As the Obfuscate Discipline.

                  Aura of Terror (1)
                  Anyone that is near the Krann feels an undesirable sense of dread emanating from the Krann. All of the Krann’s attempts to use intimidation are reduced in difficulty by 2.

                  Strength of Terror (1)
                  When ever the Krann has used some frightening power against a victim, the Krann’s strength relative to that victim is increased by the level of the power used. If, for example, the Krann used Dread Gaze on a victim, the Krann’s Strength would be 2 points higher with regard to overpowering that victim - but not for anything else.

                  Fata Morgana (2)
                  As the Chimerstry Discipline. Requires Ignis Fatuus.

                  Unseen Presence (2)
                  As the Obfuscate Discipline. Requires Cloak of Shadows.

                  Dread Gaze (2)
                  As the Presence Discipline.

                  Dream Vision (2)
                  By contracting the Krann may enter the mind of a sleeper. This will function on anyone that the Krann has met before. The Krann rolls Perception + Awareness of a difficulty of the victim’s Willpower. Success means that the Krann can observe the victim’s dream. The more successes that the Krann gets on this roll, the more it learns about the victim. 1 success means that it merely witnesses a random dream. 3 successes allow it to learn about one of the victim’s fears, insecurities, or psychological issues. 5 successes reveals some deep dark secret about the victim. If the victim is awake when this is attempted, the power automatically fails.

                  Apparition (3)
                  As the Chimerstry Discipline. Requires Fata Morgana.

                  Mask of a Thousand Faces (3)
                  As the Obfuscate Discipline. Requires Unseen Presence.

                  Vanish from the Mind’s Eye (3)
                  As the Obfuscate Discipline. Requires Unseen Presence.

                  Dream Traveller (3)
                  Now by using Dream Vision above, the Krann may now make an appearance in the victim’s dream. This allows the Krann to communicate with the victim, to talk to them or ask them questions, or even attack the victim in their dream. Doing any of this gives the Krann one point of Urge. The Krann can interact with the victim any way it can in the real world and the both have the same powers and attributes. If either the Dreamer or the Krann is slain in the dream, that person awakens screaming and loses 1 point of temporary Willpower. Requires Dream Vision.

                  Permanency (4)
                  As the Chimerstry Discipline. Requires Apparition.

                  Dream Assassin (4)
                  The Krann now has greater power when entering another’s dream, using Dream Traveller above. Double all of the Krann’s attribute’s in the dream world and using any of it’s powers require no expenditure of Willpower nor do they make the Krann gain Urge. Each level of damage that the Krann inflicts on the victim in the dream world causes the victim to lose one point of temporary Willpower in the real world. If the victim loses all temporary Willpower, they wake up screaming and catatonic and will remain so until they can be helped in some way. This requires Dream Traveller. Using this power gives the Krann 2 Urge.

                  Telepathy (4)
                  As the Auspex Discipline.

                  Psychomachia (4)
                  As the Daimoinon power.

                  Horrid Reality (5)
                  As the Chimerstry Discipline. Requires Permanency. This costs 1 Urge instead of 2 Willpower.

                  Cloak of Gathering (5)
                  As the Obfuscate Discipline. Requires Unseen Presence.

                  Dream Master (5)
                  Now the Krann can enter someone’s dream and has godlike power within that dream world. The Krann can do as it pleases both the the dream reality and to the victim. Killing or touring the victim in the dream reality will drain away their temporary Willpower and may well give them permanent derangement or drive them to commit suicide, especially if this power is used over a prolonged period of time. If the Krann is feeling kind, it give give someone pleasant dreams, but most Krann derive more pleasure from touring their victims. This requires Dream Assassin. Using this power gives the Krann 3 Urge.

                  Fatuus Mastery (5)
                  As the Chimerstry Discipline. Requires Apparition.

                  Comment


                  • #24
                    Wow. Very in depth. When I have more time I am going to take a good, long look at this. I do the same thing in my games, except I make them special kinds of Fomori families. Fomori is my go-to explanation anytime I need additional supernatural creatures. In terms of mechanics, I use whatever seems to work - Fomori powers, Werewolf Gifts, Vampire Disciplines, Sorcerer Paths, etc.

                    I've adopted quite a number of these monstrous bloodlines from existing materials/ For example, I use variants of both the "Red Court Vampires" and "White Court Vampires" from the Dresden Files. Also with the Mayfair Witches of Anne Rice, and various forms of ghouls/degenerated humanity from HP Lovecraft. I have others, but only those are creatures who propagate their own bloodlines.

                    I hope I can use some of these ideas to add some new ideas. Thanks for sharing this!

                    Comment


                    • #25
                      What Black Fox said- lots of stuff here, the scope is pretty impressive. I will need some time to digest this.

                      This may have been addressed elsewhere, but how would these demon-folk relate to spiritual evil spirits? I don't want to exactly mess with crossovers involving Fallen, Earthbound, or Banes, precisely, but if demons can cross breed with mortals, could they also possess them? Do the families have immunity to being possessed, or are they especially susceptible? I imagine with some of them it would be hard to tell, as the line between human and fiend blurs... especially as the thing ages. An older Sklavi, Ivorix or Mordua would be quite demonic in its own right.

                      Comment


                      • #26
                        I still need to do a lot more background work. Some details about families, but also the general culture of cambions and how the families interact with each other.

                        Originally posted by Black Fox View Post
                        Wow. Very in depth. When I have more time I am going to take a good, long look at this. I do the same thing in my games, except I make them special kinds of Fomori families. Fomori is my go-to explanation anytime I need additional supernatural creatures. In terms of mechanics, I use whatever seems to work - Fomori powers, Werewolf Gifts, Vampire Disciplines, Sorcerer Paths, etc.

                        I've adopted quite a number of these monstrous bloodlines from existing materials/ For example, I use variants of both the "Red Court Vampires" and "White Court Vampires" from the Dresden Files. Also with the Mayfair Witches of Anne Rice, and various forms of ghouls/degenerated humanity from HP Lovecraft. I have others, but only those are creatures who propagate their own bloodlines.

                        I hope I can use some of these ideas to add some new ideas. Thanks for sharing this!
                        Thank you for the complements. I was looking a bit at Fomori rules for my cambions and took a few inspirations, though I decided to go in a slightly different direction once things. I mostly used vampire Disciplines as powers because I found them more convenient, though I did glance through Gifts as well as Fomori powers for a bit of inspiration. If you have any ideas or suggestions, I would love to hear them.


                        Originally posted by The Laughing Stranger View Post
                        What Black Fox said- lots of stuff here, the scope is pretty impressive. I will need some time to digest this.

                        This may have been addressed elsewhere, but how would these demon-folk relate to spiritual evil spirits? I don't want to exactly mess with crossovers involving Fallen, Earthbound, or Banes, precisely, but if demons can cross breed with mortals, could they also possess them? Do the families have immunity to being possessed, or are they especially susceptible? I imagine with some of them it would be hard to tell, as the line between human and fiend blurs... especially as the thing ages. An older Sklavi, Ivorix or Mordua would be quite demonic in its own right.
                        Thank you too. I'd love to have what ever input, suggestions, or critiques you have to offer.

                        Regarding other demon-like creatures or evil spirits, I wanted the cosmological truth for the cambions to be somewhat mysterious. None of the families know for sure where they came from and the exact nature of their ancestors, though the families certainly have different theories. The Ascania believe that Satan himself is their ancestor and so adopt a somewhat Judeo-Christian world view. The Ivorix don't even accept the angel/demon dichotomy and think that their ancestors were nature and fertility deities of sorts. The Sklavi think that their ancestors were bizarre Cthulhu like beings. The Ephrati believe that they are descended from angels. I want to actual truth to be unknown.

                        So the different families will likely have a different take on various kinds of evil spirits. The ancestors of the cambions are quite powerful legendary beings, they hold a similar place in cambion thought as Antediluvians might or Oracles from Mage. Something like a Bane, then, might be seen as some puny cousin to the ancestors and perhaps potential allies or rivals. I wanted cambions' major enemies to be other cambions, so the families wouldn't necessarily have any sense of loyalty to a being they might see as a distant relative. Fallen and Earthbound might get a bit more respect.

                        As for possession, I think it would be difficult to possess a cambion. With a number of mind affecting powers I outlined above, cambions receive resistance based on their Legacy, on how much demonic blood that they have. So I would say that possession would be difficult, especially for more pure blooded cambions.

                        It is true that for older cambions, and those with higher Legacy, that the line can become rather blurred and that for very old and pure blooded cambions (like the Sklavi patriarchs) that might as well be demons.

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                        • #27
                          This is all pretty impressive. I will say, though, that Legacy seems very, very powerful. Your cambions will be hard as nails and will likely give werewolves a run for their money in combat. I'm not sure how I feel about that. Perhaps they should be more on a par with vampires and definitely no more powerful than the Fallen.

                          In terms of angelic offspring . . . Ironically, I think they'd be identical to the demonic offspring. After all, the nephilim were considered an abomination by God. They're also described as giants, suggesting possible physical deformities. Perhaps the taint of the nephilim comes from the inherent Torment of disobeying God's law, rather than being descended from the Fallen.


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                          • #28
                            Originally posted by adambeyoncelowe View Post
                            This is all pretty impressive. I will say, though, that Legacy seems very, very powerful. Your cambions will be hard as nails and will likely give werewolves a run for their money in combat. I'm not sure how I feel about that. Perhaps they should be more on a par with vampires and definitely no more powerful than the Fallen.

                            In terms of angelic offspring . . . Ironically, I think they'd be identical to the demonic offspring. After all, the nephilim were considered an abomination by God. They're also described as giants, suggesting possible physical deformities. Perhaps the taint of the nephilim comes from the inherent Torment of disobeying God's law, rather than being descended from the Fallen.
                            Yeah, I have some major balance concerns about Legacy. I want Legacy to be quite powerful and for it to determine a lot of important things, good or bad, for cambions. After all, cambions get their power form being descended from demons and so how much demonic ancestry they have should be of major importance. The problem is similar to the one associated with Generation but even worse. If you want those advantages you have to get them to start with because you can never get them later. There are disadvantages, but min-maxing suggests that the disadvantages are worth the problems for the increased magical and physical power. I'm not sure how to balance the rules for Legacy with the thematic elements I want Legacy to represent. I think it needs a bit of work. I am messing around now with some different systems for Legacy that might keep it from being so imbalanced and inviting of min-maxing.

                            As for power levels, I'm not sure myself. Sometimes it is hard to gauge balance. I think that they have the potential to be quite powerful, maybe on par with a werewolf. At least for a combat focused cambion with a high Legacy. For a less combat focused cambion, I would definitely give an edge to the werewolf. I can understand wanting to make them weaker than Fallen, though I have trouble gauging how powerful the Fallen are and I'm not sure how much of the D:tF cosmology I want to mix with this. I might take a page from White Wolf's book and not worry about how they balance with other WoD creatures and focus more on internal balance, which is hard enough.

                            Yeah, regarding nephilim, it is a bit hard for me to imagine loyal angels even having children with mortals. Maybe nephilim is just another word for cambions. At least from the Christian theological perspective, with demons being fallen angels, I'm not sure what mechanical differences there would be between an angel and a demon.

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                            • #29
                              i wanted to perform a bit of Necromancy on this thread so that I can show everything, or those who are interested, my updated work. I created a wiki for my Cambion game. Here is the link https://cambionthelegacy.obsidianportal.com

                              I changed a few things here and there along with incorporating a few things from cambions of legend (Roberts and Sycorax most notably) along with additional fleshing out.

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                              • #30
                                Originally posted by Sergeant Brother View Post

                                So I gave what you said a bit more thought and I came to conclusion that you were right and I decided to put just about all of the cambion families on a day schedule for Urge elimination. A day of prayer, a night long ritual, a day of sexual activity, and so on. With the exception of the Sklavi who need to eat human flesh and the Amidas who use Willpower, both of which are unusual families. I decided that making it take any longer than a day per Urge just made things cumbersome and would just cause unfunny inconvenience in a mixed family group. I will post this new rules soon (maybe an hour or two) along with a bunch of the powers I have been working on.

                                Thanks for your input on these rules

                                I'm not familiar with the fomori families, is there a place I can read about those?



                                I feel a bit torn about permanent redemption. Cambions are born with demonic blood and raised in a very dark subculture, they aren't like vampires who are born and raised as humans before being transformed int something else. SO in some regard, there isn't anything for them to return to. Though I do like the idea of cambions who seek to act in a more virtuous manner, but I think I see it more as a continuous struggle than something they can ever completely overcome. Though I would be open to some rare cases, rare in the same sense that Golconda or becoming human is rare for vampires. Maybe even more rare.

                                I haven't decided on beings with angelic blood yet. It seems like people with angelic ancestry should be quite like a mirror image of those with demon blood, but I'm not sure. I would be open to suggestions about angel blooded people.
                                The Power of the Forum Necro Compels ME

                                its been a long time since the last time I was able to find the information online and I know I'm a few years behind on responding to this. the basics of the formori families were like the movies "Wrong Turn" or "The Hills Have Eyes". Families that have been possessed by banes for generations until the bane spirit and human are no longer individual beings any more and they are more of a melding of the 2. These families also had very little if any interaction with the outside world. The basic idea is that of a family that disappeared into the mountains generations ago, every once in a while someone might come across one of them deep in the forest when hunting but they seem increasingly agitated, aggressive, and violent until superstition and folklore just keeps people away from that part of the forest.

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