Night Horrors- Camarilla Edition v1.3

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    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

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    (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.