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8/9/2019 Night Horrors- Camarilla Edition v1.3
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Camarilla NightHorrorsCamarillaEdition:2
Approvals Note
Creatures created via thisreference
guidecannot be made to mimic creatures
from other current World of Darkness
products, sanctioned or nonsanctioned.
Night Horrors: Camarilla Edition exists to
generate unique entities for games, not to
allow STs to avoid standard approvals or
venueconstraints.
Premise
This document replaces the old Monster
Manual, and sets out rules for creating
supernaturalentitiesandmonstersthatdonot
necessarily follow the rulesof a singlegiven
venue. Theseareoften thecreaturesofmyth
andlore,ofurbanlegendandfolktale. Their
originsaremyriad,andoftenunique to each
entity.
Note that while this guide is designed to
allowStorytellers
to
feasibly
create
most
any
entity, given the correct Approval levels, it
does not supersede, nor move around,
restrictionsplaceduponagivensupernatural
ability within the Addendum. Nor is this
document designed to allow Storytellers to
createmonsterscovered inalreadypublished
WorldofDarknessmaterial,suchSecondSight,
Immortals, and Skinchangers. Creatures
from thosebooks,or fromanyexistingWoD
materials,are
subject
to
the
approval
levels
placeduponthembytheAddendum,andare
notsubjecttothisdocument.
Night
Horrors:
Camarilla
Editionisdesigned
tocreateuniquecreaturesonly. Thosebeings
already existing in published material
automatically default to said material.
Ghosts, spirits,vampires,psychics, sorcerers,
immortals, skinchangers, and the like are all
covered in their own books. While some
creaturesmay
be
designed
to
mimic
ghosts
or
spirits,theyshoulduse thoserules insteadof
thisdocument.
The terms monsters, entities, creatures,
horrors, and similar terms are used
interchangeablyinthisdocument.
A Brief Note on Intended Use
Custom monsters are intended for use as a plannedelement within a plot, and sparsely so. They should
not be considered something to create on the fly,
and should not be used for random encounters.
Remember that endless hordes of faceless monsters
add little to the horror of the game. Similarly, all of
those nasty things come from somewhere. Although
you may run across fiendish slithering beasts lurking
in the sewers, finding out that a mortal voodoo
practitioner is corrupting normal animals and
unleashing them on an unsuspecting populace is
much more sinister.
There are a great many canon, book-sourced
monsters available to use; please remember to save
creations from this book for something truly special.
Building Nightmares
1:
Inspiration
Everycreature
needs
an
inspiration.
Look
intolocalfolkloreandstories,mythology,etc.
The inspiration should inform what sort of
power level the creature needs, the sorts of
powersitoughttohave,andhowwhatsortof
plotscanbebuiltaroundit.
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2:
Genesis
How did this creature come into existence?
Was itbirthed out of the last thoughts of a
dyingmanashis soulmigrated intohis car?
Isit
the
offspring
of
man
and
beast,
aterrible
fusionofthetwo? Orisitsomethingstranger,
a throwback or evolutionary missing link,
thoughtextinct formillennia? Much like the
inspiration, this should also help inform the
monsters powers, aswell asbuild the story
around it. Abeingbasedoffa local tall tale
mayhavesignificantlydifferentrootsfromits
fictional counterpart, simply wearing its
mythicrolelikeacloakforotheractivities...or
itmay
be
that
creature
wholesale.
These
are
importantthingstoconsider.
3: Motive
Whatdoes itwant? This isoneof thesingle
most important questions. It is allwell and
good foranAlaskan town tobemenacedby
Kigatilik (an Inuit monster famed for its
hatredof shamans),butwhy is itdoing that?
Doesithavespecificvictims? Whydoesitgo
after them in particular? These reasons can
informboth themonstersweakness,and the
actionsitwilltakewithintheplot.
4: Creation
Monster creation comes in four steps, and
functionsmuchlikenormalcharactercreation.
Each horror is assigned a type, which
determinesthe
amount
of
experience
points
thatmaybeused tobuild it,whatPowers it
will have access to, and any specific
permissionsorrestrictionsonitsabilities.
All horrors,before a Type is assigned, have
the following points todivide amongst their
statistics:
Attributes: 22dots (Attributes start at 0,not
allneed
to
be
purchased)
Skills:22dots
Skill Specialties: 03 (ST discretion of the
creaturecanhavespecialties)
Merits: 0 dots,but may be purchased with
Experience
Powers:5dots
While all derived statistics (Speed, Initiative,
Defense, Health, etc.) are found using the
standardmethods
outlined
in
the
Minds
EyeTheatre corebook, theymaybemodifiedby
certain Powers, orby ST fiat. The Size and
base Speed traits (before modifiers are
applied) of a horror are determined by the
Storyteller,uptoamaximumof20.
Forthepurposesofpowersthatmaybebased
on it, all monsters are assumed to have a
Moralityof8. Thisdoesnotfluctuate,unless
theSTwishestoassignanactualmoralitytrait
to them (perhaps to represent a mutated
humanorthelike). EachTypegrantsagiven
level of an Advantage Trait, analogous to
Blood Potency, Gnosis,Wyrd, Primal Urge,
and Psyche. This stat is only used in
situationsdicepools thatwould include this
stat (a power that includes, say, Wyrd +
Stamina), resistance pools, and powers that
act differently depending on a characters
AdvantageTrait.
AnAttribute
rated
at
zero
means
that
the
creature cannot make tests requiring that
Attribute. If this Attribute is required in a
resisted challenge, the challenger
automaticallysucceeds,solongastheygainat
least1successontheirpull. Acreaturewith
noStrengthhasnoabilitytoenforceitspower
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on the physical world, while one with no
Resolvehasnoindependentwillofitsown.
4a:
Determine
Type
Thereare
four
types
of
monsters
available
forStorytelleruse. Thesetypesdonotexistin
anyformofincharacterclassification,butare
insteadusedherefordesignpurposes.
AMinormonsterisonethat,whilecapableof
causingharmandcreatingahorrificstory, is
not a significant threat to a well prepared
group ofmortalswhohavediscoveredwhat
they face. A single well prepared
supernaturalbeing
can
generally
deal
with
onewithonlymoderatechallenge.
Examples:Groetnich,ToxicumMold.
Build:050xp,accesstoBasicPowers
Permissions: No Stats above 5, 1 Essence
perround,effectiveAdvantageTrait(Blood
Potency,Gnosis,etc.)of1.
Approval:Low
AMajorentityisonethatisstillasignificant
threat, even after its secrets have been
uncovered. Defeat/removalof the threatwill
bedifficultanddangerous. They areonpar
with most supernatural beings, and can
provideamoderatethreattoasmallgroup.
Examples: The Living Web, the Thief, Witch
Cats.
Build: 50250xp, access to Basic and
IntermediatePowers
Permissions:No
Stats
above
5(without
Intermediate Power), 3 Essence per round,
effective Advantage Trait (Blood Potency,
Gnosis,etc.)of3.
Approval:Mid
ALegendarybeing isonewhohasaplace in
thefolkloreofagivenpeople,andbecauseof
thisissufficientlydangerousandpowerfulto
pose a major threat to a small group of
supernatural beings. These creatures often
havestrange
weaknesses
and
desires,
and
oftenhavepersonalities andmotivesbeyond
theirobviouspredatorydesires.
Examples:theAswang
Build: 250500xp, access to Basic,
Intermediate,andAdvancedPowers
Permissions: No Stats above 7 (without
Intermediate Power), 5 Essence per round,
effective Advantage Trait (Blood Potency,
Gnosis,etc.)
of
5.
Approval:High
A Deific horror is amajor threat to a large
group of supernaturals. With very few
exceptionstheyarefullysentient,andthough
theirdesiresmaybealien,theirdangerisvery
real. These beings are sometimes confused
with lessergods,andmanyspawn theirown
legendaryandloresurroundingtheiractions.
Examples:ThenamedhorrorsinPredators
Build:500+xp,accesstoallPowers
Permissions:No restrictions on Stats (it is
not necessary tobuy Intermediate Powers
mimicking Promethean Bestowments to
grant this), 10Essence per round, effective
AdvantageTraitof7.
Approval:Top
4b: DetermineWeakness
Every monster must have at least one
weakness. TreatthislikeaSpiritsBan. There
isaplaceitcannotgo,athingitcannotdo,or
something thatcauses itparticularpain. The
bestway todo this is to review theBans of
variousspirits,andtheappliedweaknessesof
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different supernatural beings. As a rule of
thumb, iftheentityisvulnerabletoaspecific
substance,thatsubstancedealsLethaldamage
when in physical contact (if it did not
already),anddealsAggravateddamagewhen
usedas
aweapon,
or
when
in
contact
(if
it
did
Lethalalready).
4c:
Experience
Point
Costs
and
Final
Build
Thechartbelow lists theExperiencecosts for
the purchase of new traits. Monsters may
earnExperienceoverthecourseofastoryjust
like any other NPC. They apply the base
Build XP from their Type rather than the
StorytellersMembership
Class.
Attributes: Newdotsx5
Skills: Newdotsx3
SkillSpecialty: 3
Merits: Newdotsx2
Powers: 2pointsperdot
5: Approvals
Asanoteonapprovals:Allcreaturescreated
usingthisdocumentmustbeenteredintothe
Approvals Database for tracking purposes.
AsidefromthebasicApprovallevelslistedin
eachType,horrorsarestillsubjecttostandard
approval levels foranyotheraspectsof their
sheetsorbackgrounds. Powersthatnormally
requireapprovals forNPCs topossessoruse
still require that same approval level.
Similarly, backgrounds that would require
these approvals, such as being historically
active in aDark Point on theMap, orbeing
the revenant of a nonlocal historical figure,
stillrequire
approvals
of
their
appropriate
levels.
Powers
Attributes aside, what makes a horror
terrifying is its supernatural abilities. For
simplicityssake,thesearedividedintoBasic,
Intermediate,andAdvancedPowers, eachof
which allows for different sorts of abilities.
Powers are given dot ratings, generally
corresponding to the ability they mimic, or
arbitrarilyin
the
cases
of
abilities
innate
to
other supernatural beings. Once again, the
Basic/Intermediate/Advanced distinctions are
artificial,OOCdescriptionsofpowers,andare
not using incharacter as classification
methods. Thephrasecanonicalsupernatural
entity references any being appearing in
approved, published material. Abilities are
still subject to normal approval levels,
however (thus if a supernatural powerwere
notsanctioned
for
its
venue,
it
could
not
be
used for agiven creature; similarly, apower
that requires approval to use results in the
horrorrequiringthatlevelofapproval).
In the case of Powers that mimic Rotes,
Devotions, or any other supernatural ability
thatcombinesmultiple traits,use thehighest
dotlevellisted. Itsisnotrequiredtopurchase
theprerequisite for apower inorder for the
monster to possess it, whether that
prerequisite is based on Attributes, Skills,
Merits, or other traits. The abilities that
monsters have mechanically mimic those
found in other material, but are not
supernaturally identical. Similarly,
supernatural abilities that would counter or
dispelrelatedpowers(aMagesCounterspells
orDispellations, aWerewolfGift thatmight
counteract anotherGiftorRite, etc.)haveno
effectonthoseofahorror,unlesstheirwrite
upsnote
that
they
work
against
all
supernaturalabilities.
Basic
Powers
Basic Powers mimic a specific 1 or 2dot
power of another canonical supernatural
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entity. In thecaseofpowers taken from the
Awakening venue, only specific rotes are
mimicked,not entireArcana. Thismay also
be used to mimic basic splat benefits of
werewolf Auspices, Changeling Seemings
and/orKiths,
and
the
like
at
2dots.
In
the
case of Endowments, this mimics theMerit
level.
Thepowersdicepoolisidenticaltothatofits
original. If a supernatural trait (Discipline,
Arcanum, etc.) is part of the pool, it is
replaced with the creatures effective
Advantage Trait. If the power requires an
expenditureofVitae,Mana,Glamour,etc.,the
creaturebegins
play
with
an
Essence
pool
of
3perBasicPower.
It shouldbe noted thatbecause there is no
limitedonthecombinationofvenueabilities,
Basic Powers can mimic anything from
exceptional senses (Requiem: Auspex 1) and
the ability to chase prey without tiring
(Forsaken:Endurance2), tobeingable todeal
lethal damage with bare hands (Lost:
HunterheartKith)andspeakdirectly intothe
mindofanother(Awakening:VoicefromAfar).
Allpowershave thedurations listed in their
descriptions (some ofwhich are permanent,
some last only a few seconds). Permanent
powersareassumedtooperateatanumberof
successes equal to the highest Attribute or
Skill themonster possesseswhichwouldbe
part of that powers dice pool. Thosewith
temporarydurationsmaybemadepermanent
byincreasing
their
cost
by
one
dot.
Powers
that requirean Instantaction toactivatemay
bemade Reflexiveby increase their costby
onedot.
Any Essence pools gained must have a
mechanismforbeingregenerated. AsaBasic
Power,anEssencepool isregeneratedby the
conversion of the Health levels of another
being or object into Essence. This could
involve drinking blood, eating flesh, or
needing todevour largeamountsofmetal to
fuelits
powers.
Alternatively,
Essence
can
insteadberegeneratedatagivensite,suchas
aLocus,DragonsNest,Hallow,oraspecific
physicallocation(arevenantsowngrave,the
desecrated church where a creature was
summoned,etc.).
IntermediatePowers
There are many options for Intermediate
Powers,covering
the
myriad
aspects
of
supernaturalentities. Theyarepurchasedas
3 to 4dot abilities, as described in their
specifictext.
1) Mimic a specific 3 or 4dot power of
another canonical supernatural entity. This
follows the sameguidelinesasBasicPowers,
save that theEssencepool gained from each
Intermediate Power is 5, not 3. This is the
base level for Spirit Numina (where the
spiritsRank functionsas thenumberofdots
ofthepower).
2) Regeneration at either an accelerated rate
(asperaWerewolf),bythedirectexpenditure
of Essence (as per a Vampire), or through
conversion of a normally harmful stimulus
suchasfireordrowningintoHealth(aspera
Promethean). Thiscountsasa3dotpower.
3)Blanket
benefits
of
another
supernatural
creature (exempting regeneration or
supernatural travel). A vampires ability to
boost Attributes through the expenditure of
Essence; A Werewolfs ability to assume
another form (thisPower is chosen onceper
additional form); A Prometheans immunity
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topainandhealthproblems (disease,poison,
age),etc. Ifthesebenefitsrequireorinvolvea
power pool, a base pool of 5 Essence is
provided. Thiscountsasa4dotpower.
4)Ability
to
travel
into
another
realm
(Shadow, the Underworld, the Hedge, the
Astral,etc.),other thanTwilight,ataspecific
crossingpoint,with theexpenditureofeither
1Willpowerpoint,or1Essence.OR Ability
to enterTwilight asan Instantactionvia the
expenditureofeither1Willpowerpoint,or1
Essence. ORThecreaturepermanentlyexists
inTwilight,butmayaffectthephysicalworld
withthosepowerswhichdonotrequiredirect
physicalcontact.
This
counts
as
a4dot
power.
5) Regeneration of Essence pool based on
general external (moon phase, sleeping in
ones common native element, etc.) or
environmentalstimulus(feedingoffavictims
fear, whenever a nearby clock strikes 12:17,
etc.). OneEssence is regeneratedperdayof
theexternalstimulusiscyclical,orthehorror
may roll twoAttributes in combination and
takethesuccessesasEssenceifthestimulusis
environmental. Thiscountsasa3dotpower.
6)Mimic a Promethean Bestowment (counts
as a 4dotpower). This is specificallynoted
separately as it is the only way for Major
horrors to raise theirAttributesabove5,and
for Legendary creatures to raise their
Attributes above 7. Deificmonsters are not
requiredtotakethispower,astheirAttributes
andSkills
have
no
applied
caps.
AdvancedPowers
AllAdvancedPowersarepurchasedat5dots.
1)Mimics a specific 5dot power of another
canonical supernatural entity. This follows
thesameguidelinesasthosebefore,butgrants
8EssenceperPower.
2)Ability
to
travel
to
another
realm
(Shadow,
TheUnderworld, theHedge, theAstral,etc.),
otherthanTwilight,withtheexpenditureof1
Willpower point, or 1Essence, as an Instant
action, or travel into Twilight as a reflexive
action.
3) Immortality of another supernatural
creature. The ability of a Promethean, Sin
Eater, or Immortal to revive themselves, as
perthe
rules
for
the
appropriate
venue.
Note
that this also covers the Promethean
RevivificationBestowment.
Examples
ElChupacabra(Minor)
The goat sucker is a strange beast from
SouthandCentralAmerica. Ahaemophage,
thechupacabras
primary
prey
is
livestock,
but it may also attack small children or
injured adults if they appear vulnerable.
Tabloidsmayattributevampireattackstothe
feedings of a chupacabra, or chupacabra
sightings tovampires. Part of this isdue to
the creatures camouflage, which makes it
difficulttospot,andtheincrediblespeedwith
whichitmoves.
In
appearance,
the
reptilian
chupacabra
standsatabout4feetinheight,withagaunt,
almoststarved,build. Starvedandsmallasit
may be, the chupacabra is a tough critter.
Armed with claws on its hands and feet,
pronounced fangs, and a dorsal ridge of
spines, the creature poses a threat when
cornered. It has been reported to emit a
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strangehowlingsound,whichcauses itseyes
toglow,inducingnauseainonlookers.
Type:Minor
Attributes: Intelligence 1,Wits 3, Resolve 1,
Strength3,
Dexterity
4,
Stamina
4,
Presence
1,
Manipulation1,Composure3
Skills:Athletics3,Brawl(Teeth)4,Larceny3,
Stealth4,Survival3,AnimalKen (Livestock)
2,Intimidation(FeralHiss)2
Merits:FastReflexes2
Willpower:4
Essence:3/1(feedingonanimalflesh)
Size:4
Health:8
Initiative:9Defense:3
Speed:15(Speedfactor8)
Powers: Hunterheart (Lost Kith Benefit),
Incognito Presence (Awakening Mind 2),
Mighty Bound (Forsaken Strength 2),
Heightened Senses (Requiem Auspex 1),
Moment of Doubt (Awakening Mind 2),
FatherWolfsSpeed(Forsaken FatherWolf2)
Weakness:ElChupacabra is a coward. If it
takesmore than 3 points of damage from a
single attack, it will immediately flee the
combat,movingat itsRunningSpeeduntil it
escapesfromitsattackers.
TotalXP:16(Merits4,Powers12)
Kigatilik(Major)
Ahorrornative toAlaska,Canada,andparts
ofRussia,theKigatilikisanancienthorrorof
the Inuit and the Innu. A shaggybeast that
prowlsthrough
the
tundra,
the
Kigatilik
possesses little intelligence save for itsmost
baseof instincts:To feed. Itspreyof choice
areMages,especiallythoseonthePathofthe
Thyrsus,feastingontheirManaandSupernal
soulsinordertosurvive. Thebeastcanlivein
the ground (in the winds, as some say),
waiting, for years or evendecades at a time
until aMage casts a spellwithin itsvicinity.
Thenthehunt ison,astheKigatilikstalks its
preyacrossthesnow,growingevercloser.
TheKigatilik
is
an
example
of
amonster
createdspecifically tobeanantagonist to the
Awakening venue. Its powerful array of
Countermagic abilities, innate resistance to
Supernal magics, and range of tracking
abilities make it a difficult foe to evade.
Physicallyitstandsaboutaheadhigherthana
normal man, its muscles and flesh hidden
under thick layers of shaggy fur. The
Kigatilikmay at firstbe mistaken for some
formof
yeti
or
sasquatch,
but
is
in
fact
abeast
born ofmagic and the hunger of theArctic
winds. SeetheentryonTheOldManofthe
Mountainforanexampleofamorepowerful
yetitypecreature.
Type:Major
Attributes: Intelligence 1,Wits 4, Resolve 5,
Strength4,Dexterity4,Stamina4,Presence1,
Manipulation1,Composure4
Skills: Investigation (Hunting Mages) 4,
Occult (Supernal Dispellation, Counterspell
Prime,Unfettered)4,Athletics(GivingChase)
5, Brawl (Grappling) 5, Larceny 3, Stealth 3,
Survival 2, Empathy 2, Intimidation 2,
Persuasion2
Merits: Nimbus Sense, Trained Observer 3,
Fighting Style (Grappling 3, Kung Fu 3),
Parkour3
Willpower:9
Essence: 57/3 (External Stimulus: Use of
SupernalMagic,
roll
Resolve+Occult
each
time
aspelliscastaroundtheKigatiliktoregain1
Essence)
Size:6
Health:9
Initiative:8
Defense:4
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Speed:13
Powers: Supernal Dispellation (Awakening
Prime 4), Unfettered (Awakening Fate 4),
Supernal Vision (Awakening Prime 1
[Perpetual]), Aura Perception (Awakening
Mind
1
[Perpetual])
Magic
Shield
(Awakening Prime2[Perpetual,functionsas
per 4 dots]), Heightened Senses (Requiem
Auspex1),FeathersFlight(Requiem Auspex
3),CounterspellPrime(Awakening Prime1),
Siphon Essence (Awakening Prime 4
[functions in reverse, siphons Mana into
Essence]), Universal Language (Awakening
Mind3),ClawsoftheWild(Requiem Protean
3), Gristlegrinder (Lost Kith Benefit), Enter
Twilight(4),
Regeneration
(As
per
aVampire),
General Venue Abilities (Awakening),
GeneralVenueBenefits (Promethean Ability
to senseMages as if theywere Prometheans
[substituteAzoth forGnosis]),Haven ofSoil
(Requiem Protean2)
Weakness: TheKigatilik loses 3 Essence per
day that it goes without encountering
Supernalmagic. IfitlosesallofitsEssence,it
immediately actives itsHaven of Soil power
on the nearest patch of open ground and
sleepsuntilmagicisusednearitagain.
XP: 220(Powers108,Attributes10,Merits42,
Skills60)
TheOldManoftheMountain(Legendary)
Manyculturestellstoriesofmenlivingupin
the highest mountains who are no not like
other men. They make noise that rumbles
down the mountainside and causes
avalanches.They
tear
apart
unattended
pack
animals. The old man will sometimes be
thoughtofashelpful, savingmen trapped in
avalanches,orofferingwisdom to thosewho
questforthemupthetreacherouspaths. Itis
not abeing tobedealtwith lightly,but it is
notoneautomaticallyantagonistictowisdom
seekersortheimperilled.
Therearemanynamesof theseoldmen. In
Afghanistan and Pakistan they are called
barmanou,in
Chinas
Hubei
province
they
are
called yeren, and inTibet they are calledby
theirmostrecognizablename:Yeti.
Type:Legendary
Attributes: Intelligence 3,Wits 3, Resolve 3,
Strength7,Dexterity3,Stamina6,Presence4,
Manipulation1,Composure3
Skills:Academics2,Investigation2,Medicine
(HerbalMountainWisdom)4,Occult (Occult
Wisdom)4,
Athletics
5,
Brawl
5,
Larceny
(Thieving From Travellers) 3, Stealth (In the
Snow) 6, Survival (Mountains) 6,Weaponry
(Improvised) 3, Animal Ken 3, Empathy 3,
Expression (Incomprehensible Singing) 2,
Intimidation(TerribleRoar)5
Merits: Holistic Awareness, Strong Back,
MeditativeMind,FleetofFoot3,FastReflexes
2,StrongLungs
Willpower:6
Essence:34/5(Environmental:Presenceonthe
mountain)
Size:7
Health:13
Initiative:8
Defense:3
Speed:20
Powers: Running Shadow (Forsaken Stealth
3), Unholy Strength (Promethean
Bestowment), General Venue Abilities
(Promethean),ChangeWeather (Awakening
Forces4),
Adverse
Weather
(Awakening
Forces 5),Rain (Requiem Cruac 3), Body of
Spirit (Requiem Protean 5), Incognito
Presence (Awakening Mind 2), Cutting
Scream (Awakening Forces 3), Empowered
Voice (Awakening Forces 3), Hunterheart
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(Lost Kith Benefit), Broadback (Lost Kith
Benefit)
Weakness: The Old Man of the Mountain
reacts badly to heat. He never leaves his
mountain, and all sources of heatbased
damagedeal
an
additional
level
of
Aggravateddamagetohimbecauseofit.
XP:386(Powers74,Attributes110,Skills168,
Merits34)
Rakshasa(Deific)
The Rakshasa is a powerful demonic entity
outofHindumythology. Itsoriginsshrouded
in legend, this being is one of the few
remainingmembers
of
its
race
after
the
terrible battles chronicled in poems such as
Ramayana devastated it. The Rakshasa is a
shapeshifter, its form mutable and ever
shifting. Thecreaturestruedangerliesinits
versatility: it isnot only a powerfulwarrior,
butalsoaskilledmanipulatorand infiltrator.
Itoften sets itselfupas the leaderofagreat
cult or army, disguising itself as a local
warlord or military leader. From there it
throws its forces against a chosen enemy,
though the reasons for itsprecisedecisionas
towhat constitutes an enemy arenotwell
understoodby humans. What theRakshasa
cannotdestroyphysically, itmanipulatesand
coerces. While it has access to only a small
number of powers that directly manipulate
themindsofothers,itisapowerfulillusionist,
capableofastounding levelsofsocial finesse.
Forabeingthatisfunctionallyimmortal,itis
unknownwhatitseventualendgoalsare.
The Rakshasas form is mutable. It can
assumevirtuallyanyshapeitdesires,andcan
hold that shape for a prolonged period of
time. Itcanbeaman,abeast,orevenatable.
It has preferredbattle forms, often growing
additionallimbs,armor,andevenweapons.
The Rakshasa is an example of a long term
Deificlevel threat. Its shapeshifting abilities
allow it to infiltrate the highest echelons of
power,whileitsskillwithcombatmakesitan
exceptionallypotent
physical
threat.
It
has
a
specific goal, or set of goals, and a great
numberofminionswithwhichtocarrythose
goalsout. Ahorrorof theRakshasaspower
level representsamainvillainofa largeplot
kitthatmayrequiretheresourcesofmultiple
domainstoeffectivelysolve.
Type:Deific
Attributes: Intelligence 4,Wits 5, Resolve 4,
Strength7,
Dexterity
6,
Stamina
7,
Presence
6,
Manipulation6,Composure4
Skills:Academics(Hinduism)4,Investigation
3, Occult 4, Politics (Political Strife) 4,
Athletics 4, Brawl 5, Larceny 3, Stealth 5,
Survival 3, Weaponry (Swords, Spears) 6,
Empathy (Emotional Weaknesses) 4,
Expression3,Intimidation4(9),Persuasion5,
Socialize4,Subterfuge(Mimic)6
Merits:FastReflexes(2),FightingStyle(Kung
Fu 5, Spear 4, Grappling 3, Fencing 3),
Inspiring, Shieldbearer, Luxury 4 (the
Rakshasaalwayshasmoneyatitsfingertips...
Willpower:8
Essence:102/10(Conversion:Rakshasaregain
Essencebyeatinghumanflesh)
Size:5
Health:12
Initiative:12
Defense:5
Speed:16
Powers:Greater
Shapechanging
(Awakening
Life 5), Doppelganger (Awakening Life 4),
Mask of the Crone (Requiem Cruac 4),
Heightened Senses (Requiem Auspex 1),
Cloak of Shadows (Requiem Obfuscate 3),
Enter Twilight (4), Mesmerize (Requiem
Dominate 2), Breach the Vault of Memory
8/9/2019 Night Horrors- Camarilla Edition v1.3
11/11
Camarilla NightHorrorsCamarillaEdition:11
(AwakeningMind4),Phantasm(Awakening
Prime 3), Phantasmal Weapon (Awakening
Prime 4), Invisibility to Machines
(Awakening Forces 2 [Perpetual])
Summoning(Requiem Majesty4),Evasionof
Shackles(Lost
Separation
2),
Breaching
Barriers (Lost Separation 3), Elegant
Protection (Lost Separation 4), Remorseless
Strike(Lost SorrowFrozenHeart3),Running
Shadow (Forsaken Stealth 3), Shadowsoul
(Lost Kith Benefit), Universal Language
(Awakening Mind 3 [Perpetual]), Claws of
the Wild (Requiem Protean 3), Organic
Resilience (Awakening Life 2 [Perpetual, as
per Life 5]), Celerity 4 (Requiem Celerity),
General Venue Abilities (Promethean),
GeneralVenueAbilities(Requiem)
Weakness:Whenever
aRakhsasa
sees
suffering,oraholyactthatitcandesecrate,it
must immediately spend 2 points of
Willpowerinordertoavoidindulginginacts
to increasethatsuffering,ordesecrate theact
orsite.