Katzbalger: Beyond the Norm
Rules for the Super natural
Terms
Astral Existence: A level of existence that is pure energy. This is another dimension that exists in the same space as the prime existence.
Chronic: Types of kin that changed from norms without dying. aka; changed or Diseased.
Dark Existence: The home of dark and the dark extremes. aka; Hell, Oblivion, Set, Hades.
Extremes: The very powerful beings of the light and dark existences. aka; Gods.
Kindred (Kin): The Special ones. The ones who are beyond the norm.
Light Existence: The home of light and the light extremes. A separate dimension. aka; Heaven, Nirvana, Happy Hunting Grounds.
Norm: Any normal human unaware of all that is. aka; the herd.
Prime Existence: The Universe as norms view it. The Real World.
Slaying: The act of killing a kin forever. aka; true death. Often used as has been Slain.
Undead: Types of dead that lived as norms once but after death have become kin. aka; terminal.
Edges: Powers of the Kindred. aka; Gifts.
The Balance: Humanity or Insanity as well as order vs.chaos.
Creating kin
A kin character starts off with the decision of what race to play. Pick one of the following races and type.
Kin Stats
Character statistics are the same as other Katzbalger characters. They get to roll 3d6 for each stat (or roll one of the other ways suggested in the Katzbalger Rule Book). These will be the character\'s \"original\" stats. The rolls are then modified to create the \"current\" stats by the following racial modifiers.
Player Character Kin types
Angels
These are extra-planar beings of light. Some examples are: Guardian angels, Archangels, cherubs, Valkyries and even the fallen. Angels are born from the Light Extreme. Most Angels still call that their home and only come to earth to do their "work," while others have made earth their home now.
Guardian Angel
Stat Modifiers: Str+4, Ref+6, Att+2
Edges:
Major Flaws:
Minor Flaws:
Cherub Angel
Stat Modifiers: Str-2, Dex+4, Ref+4, Att+6
Edges:
Major Flaws:
Minor Flaws:
Fallen Angel
Stat Modifiers: Str+3, Dex+3, Wil+3, Att+3
Edges:
Major Flaws:
Minor Flaws:
Animates
Animates are creatures that were created, by herd or kin. They include: gargoyles, humonculi, golems, and things that have spirits transferred to them.
Flesh Golem
Stat Modifiers: Str+5, Fit+5, Dex+4, Att-2
Edges:
Major Flaws:
Minor Flaws:
Living Statue
Stat Modifiers: Str+6, Fit+6
Edges:
Major Flaws:
Minor Flaws:
Gargoyle
Stat Modifiers: Dex+4, Ref+6, Wil+2
Edges:
Major Flaws:
Minor Flaws:
Daemons
Daemons are descended from out world demons and angels but their world is the Prime Existence. They have severed their ties with the Extreme Existences.
Demons
These are extra-planar beings of darkness. Some examples are: incubi, succubi, imps, erinyes, dakini, asrapas, etc.
Incubus / Succubus
Stat Modifiers: Dex+4, Ref+4, Att+4
Edges:
Major Flaws:
Minor Flaws:
imp
Stat Modifiers: Str+4, Ref+6, Att+2
Edges:
Major Flaws:
Minor Flaws:
Daemon
Stat Modifiers: Str+4, Ref+6, Att+2
Edges:
Major Flaws:
Minor Flaws:
Ghosts
This type of the kindred is the spiritual remains of a person who died either with a great task or quest unfinished, or who died in a very violent way. Ghosts manifest themselves in a myriad of ways, ranging from simple aural or visual antics to full blown poltergeists. The destructiveness of the manifestation is dependent upon the ghost\'s abilities.
Poltergeist
Stat Modifiers: Will+8, Luk +4
Edges: LivingDeath, Corporeality, Physical Durability, invisibily, Speed, Telekenesis, Sign, Sight
Major Flaws: Exorcism, Anchor, buring, Wrought Iron x2
Minor Flaws: Shun Tech, Holy ground, Wounds bleed Vapor, Dimished sense; SRC -wreak Havok, Fear, Cold Spots; Phonom -- smell, Sound
Specter
Stat Modifiers: Will +8, Luck +2
Edges:
Major Flaws:
Minor Flaws:
Wraith
Stat Modifiers: Will +8, Luck +2
Edges:
Major Flaws:
Minor Flaws:
Living dead
The living dead can range from simple zombies to the more complex such as ghouls and mummies.
Revenant
Stat Modifiers: Str+4, Ref+6, Att+2
Edges:
Major Flaws:
Minor Flaws:
Ghoul
Stat Modifiers: Str+7, Ref+3, Fit+6, Att-7
Edges:
Major Flaws:
Minor Flaws:
Nature spirits
These are the spirits found in nature. They can be the Kami of Japanese Shinto, the animal spirits worshipped by Amerind cultures, or the Sidhe (pronounced--shee), the wee folk of the Celts (you know, faeries).
Nymph
Stat Modifiers: Dex+4, Ref+4, Att+4
Edges:
Major Flaws:
Minor Flaws:
Ogre
Stat Modifiers: Str+8, Ref-4, Fit+4, Wil+4, Att-4
Edges:
Major Flaws:
Minor Flaws:
Troll
Stat Modifiers: Str+8, Ref-4, Fit+4, Wil+4, Att-4
Edges:
Major Flaws:
Minor Flaws:
Spell Casters
Spell casters are humans that have learned to harness magical energy from an outside source. This includes Shamen, Priests, Warlocks, Witches, and Wizards. Spell casters who have harnessed enough energy to become immortal are considered kin.
Cleric
Stat Modifiers:
Edges:
Magician
Stat Modifiers:
Edges:
Major Flaws:
Minor Flaws:
Witch / Warlock
Stat Modifiers:
Edges:
Major Flaws:
Minor Flaws:
Vampires
Mythically the most feared of the Kindred, vampires have many diverse origins and powers. All vampires must drink blood to live. Vampires can be split into two groups, Eastern and Western which are Chronic and terminal respectively.
Chronic
Stat Modifiers: Str+4, Dex+2, Ref+4, Att+2
Edges:
Major Flaws:
Minor Flaws:
Terminal
Stat Modifiers: Str+4, Dex+2, Ref+4, Att+2
Edges:
Major Flaws:
Minor Flaws:
Werebeasts
In legend, the most famous of these is the werewolf, however, they are not limited to wolves only and can be of many animal types.
WereWolf - Arkday
Stat Modifiers:
Edges:
Major Flaws:
Minor Flaws:
WereWolf - Rain
Stat Modifiers:
Edges:
Major Flaws:
Minor Flaws:
WereBear
Stat Modifiers:
Edges:
Major Flaws:
Minor Flaws:
Race Modifiers
| Race | Roll | Modifiers |
|---|---|---|
| Angels | d3-1 | Str+3, Dex+3, Wil+3, Att+3 |
| Angels | d3-2 | Str+4, Ref+6, Att+2 |
| Angels | d3-3 | Str-2, Dex+4, Ref+4, Att+6 |
| Animates | 12pts to any stat(s) | |
| Demons | d3-1 | Str+4, Dex+2, Ref+3, Fit+3 |
| Demons | d3-2 | Str+7, Ref+3, Wil+6, Att-7 |
| Demons | d3-3 | Dex+4, Ref+4, Att+4 |
| Ghosts | Wil+8, Luc+2 | |
| Living Dead | d3-1 | Str+4, Dex+2, Ref+6, Fit+4, Att-6 |
| Living Dead | d3-2 | Str+7, Ref+3, Fit+6, Att-7 |
| Living Dead | d3-3 | Dex+4, Ref+4, Fit+4, Wil+4, Att-4 |
| Nature Spirits | d3-1 | Str+8, Ref-4, Fit+4, Wil+4, Att-4 |
| Nature Spirits | d3-2 | Dex+4, Ref+4, Att+4 |
| Nature Spirits | d3-3 | Int+2, Ref+2, Att+2, Luc+4 |
| Weres | none | |
| Vampires | d3-1 | Str+4, Dex+2, Ref+4, Att+2 |
| Vampires | d3-2 | Str+6, Ref+6 |
| Vampires | d3-3 | Str+1, Dex+4, Ref+4, Att+3 |
Advanced Rules: Kin Creation
Edges to Flaws
Edges are the innate powers of the kin. Each character gets a number of edges as well as flaws. All characters roll for their number of edges and this determines how many flaws they get.
| Edges | Major Flaws | Minor Flaws |
|---|---|---|
| 1 | 1 | 2 |
| 2 | 2 | 3 |
| 3 | 2 | 4 |
| 4 | 3 | 5 |
| 5 | 4 | 6 |
| 6 | 4 | 7 |
| 7 | 4 | 9 |
| 8 | 5 | 9 |
| 9 | 5 | 10 |
| 10 | 5 | 12 |
| 11 | 6 | 13 |
| 12 | 6 | 14 |
| 13 | 6 | 15 |
| 14 | 7 | 16 |
| 15 | 7 | 18 |
| 16 | 8 | 19 |
| 17 | 8 | 20 |
| 18 | 9 | 21 |
| 19 | 9 | 23 |
| 20 | 10 | 24 |
Animates, Daemons, and Vampires roll 3d6
Weres roll 3d4
Ghosts, Living Dead and Nature Spirits roll 2d8
Angels and Demons roll 2d10
These flaws and edges are rolled on the following tables.
Starting Characters start with a score of 4 in their edges
Starting Characters get 40xInt in Skill points to choose their skills.
Custom Angels
| Roll | Edge |
|---|---|
| 0 | Immortality (x1) |
| 1 | Animal Empathy (x1/2) |
| 2 | Armor (x2) |
| 3 | Astral Gate (x2) |
| 4 | Astral Observation (x1) |
| 5 | Astral Projection (x2) |
| 6 | Astral Shift (x3) |
| 7 | Aura Detection (x1) |
| 8 | Aural Emanation (x1/2) |
| 9 | Call Armor (x2) |
| 10 | Call Weapon (x2) |
| 11 | Camouflage (x1) |
| 12 | Cold-Cone (x2) |
| 13 | Cold-Emanation (x3) |
| 14 | Cold-Storm (x2) |
| 15 | Cold-Stream (x2) |
| 16 | Command (x2) |
| 17 | Danger Sense (x1) |
| 18 | Domination (x2) |
| 19 | Dream Control (x1) |
| 20 | Durability-Cold (x1) |
| 21 | Durability-Fire (x2) |
| 22 | Durability-Lightning (x1) |
| 23 | Durability-Physical (x3) |
| 24 | Fire-Cone (x2) |
| 25 | Fire-Emanation (x3) |
| 26 | Fire-Storm (x2) |
| 27 | Fire-Stream (x2) |
| 28 | Fly (x1) |
| 29 | Healing (x1) |
| 30 | Hover (xAT) |
| 31 | Human Form (x1) |
| 32 | Incorporeality (x2) |
| 33 | Invisibility/Visibility (x2) |
| 34 | Lightning-Bolt (x2) |
| 35 | Lightning-Emanation (x3) |
| 36 | Lightning-Strike (x2) |
| 37 | Night Sight (x1) |
| 38 | Pain Tolerance (x3) |
| 39 | Persuade (x2) |
| 40 | Polymorphics (x2) |
| 41 | Purge (x1) |
| 42 | Reflex (x2) |
| 43 | Regeneration (x2) |
| 44 | Resist Magic (x1) |
| 45 | Rift (x3) |
| 46 | Sense Acuity (x1/2) |
| 47 | Sense Life (x1) |
| 48 | Sight (x2) |
| 49 | Sign (x1) |
| 50 | Speech (x1) |
| 51 | Strength (x2) |
| 52 | Telekinesis (x2) |
| 53 | Telepathy-Kindred (x1) |
| 54 | Telepathy-Norm (x1) |
| 55 | Teleport (x2) |
| 56 | Touch of Death (x2) |
| 57 | Travel (x2) |
| 58 | Weather Control (x1) |
Major Flaws
| Roll | Name |
|---|---|
| 1 | Anchor (x3) |
| 2 | Burning (x3) |
| 3 | Flint (x3) |
| 4 | Inhuman True Form |
| 5 | Magic (x3) |
| 6 | Powerless in Human Form |
| 7 | Sacrifice (x3) |
| 8 | Silver (x3) |
| 9 | Task |
| 10 | Vulnerable Central Nervous System |
| 11 | Wrought Iron (x3) |
Minor Flaws
| Roll | Name |
|---|---|
| 1 | Agenda (x2) |
| 2 | Animal (x2) |
| 3 | Asexual |
| 4 | Bloom |
| 5 | Cherubic |
| 6 | Compulsions |
| 7 | Coporeality/Incorporeality |
| 8 | Deed (x2) |
| 9 | Dietary Restriction |
| 10 | Disbelief (x) |
| 11 | Dissipate |
| 12 | Entry (x2) |
| 13 | Fire (x2) |
| 14 | Flawed Forms |
| 15 | Flint (x2) |
| 16 | Generic |
| 17 | Goofy Looks |
| 18 | Holy Symbols (x2) |
| 19 | Marked Target (x3) |
| 20 | No Recording (x) |
| 21 | No Reflection (x) |
| 22 | Odor (x2) |
| 23 | Phenomena |
| 24 | Repulsions |
| 25 | Return |
| 26 | Send Nightmares (x) |
| 27 | Servant (x3) |
| 28 | Shadow |
| 29 | Shift |
| 30 | Shun Tech (x3) |
| 31 | Silver (x2) |
| 32 | Skin Cold to Touch |
| 33 | Sounds |
| 34 | Stress Related Changes |
| 35 | Summon/Banish |
| 36 | Undead Victim (x2) |
| 37 | Vow (x2) |
| 38 | Weather (x3) |
| 39 | Wounds |
edges
All edges are practiced like skills and have a score of 1 to 10
Most edge rolls are Easy (10 is success) except where noted
Range
This is the distance the kin can cause the effect of the edge to be centered. Range is usually expressed as a distance in yards.
Duration
Duration is the amount of time an edge will stay in effect. This varies depending upon the edge used and the level at which it is used. The following are the different durations and their descriptions.
Conscious - Simple edges requiring little or no concentration to maintain. These remain in effect, until the kindred is knocked unconscious or goes to sleep. They can be turned \"on and off\" at will. Kindred can maintain as many of these edges as desired.
Concentration 1 (C1) - Requires limited concentration and can also use another Concentration 1 edge at the same time. Maximum concentration time equals Will/2 in hours per day. Using two edges at a time reduces the maximum time by half. The User can move at full speed and can enter melee combat at -1 to all die rolls.
Concentration 2 (C2) - Requires serious mental effort to be used. The user can move at walking speed and do simple physical movements. No other attacks can be made. Maximum time of use is 5x Will in minutes. If the user takes damage they must make a Will roll or lose concentration.
Concentration 3 (C3) - Extreme effort is required. Any attack upon the user that succeeds to hit, forces the user to make a Will roll or lose concentration (note that no damage need be done). If the user actually takes damage the concentration is lost. The normal maximum time of concentration is 5x Will in seconds but the user can attempt to hold the concentration longer by making a Will roll which will allow another five seconds concentration. They can continue making rolls until the Will roll is failed. After a Concentration 3 power is attempted the user is dazed for a time equal to that of the concentration. The user may move at half walking speed.
Specific - Edges with this duration will have the exact information relating to the duration contained in the description.
Instant - Once activation is successful, the edge takes a fraction of a second to complete.
Constant - These edges are always on. They will not stop even into unconsciousness or sleep.
Permanent - The effects of these edges are permanent unless specifically countered through some means.
Bonus
An edge can be easier to use if the kin has a Strong stat that aids the edge. The Bonus Stat adds the Stat modifier to the Edge success roll.
Affected
Target area of effect, or one or more creatures.
Activation
Immediate - An edge with an immediate activation is determined at the beginning of the round. It happens first and any other immediate edges activated in that round happen at the same time regardless of initiative. Edges with an immediate activation go off before initiative is even determined.
Instant - This edge goes into effect in the initiative round of its activation.
1/2 second - The edge can be activated in the initiative round and the edge goes into effect on the 1/2 round of the kin initiating the power.
1 second --The power is activated in the initiative round and goes into effect in the following round on the kin's initiative round.
Resistance roll
Resistance is the chance of throwing off the effect of the edge. The resistance roll is usually a roll against a statistic with an edge success modifier. When a kin succeeds at an edge the victim gets a penalty to the resistance roll equal to the success of the edge roll.
Aged Base
Age based edges do not gain experience for their uses. Instead the points are gained at a rate of 5 points per year.
Power Edges
Certain edges are denoted as Power Edges causing them to be more limited in use than just normal duration. There is a maximum number of uses per day as well as a delay between consecutive uses of any Power Edges. These edges are very taxing on the kin that uses them,
Power Score
All kin with one or more Power Edges has a Power Score, which is used in determining how often and how powerfully they can use their Power Edges.
Power Score = (highest Power Edge score) + (all other Power Edge scores /3)
Power Points
Every level of a Power Edge used by the kin counts against their daily total of Power Points. This is the finite energy they have on a daily basis. After a \"nights\" rest the Power Points return.
Power Points = Power Score x 4
Additional Power Points may be attained with the edge Power Reservoir.
Power Edge Delay
When a Power Edge is used there will be an amount of time elapsed before using another Power Edge. This means younger kin will not be able to shoot off Fire Storms and Lightning Strikes every second.
Power Edge Delay = Edge level used + 10 - Power Score
Note that this varies with the Edge Level desired to cast. It may benefit a ghost to use only a 2nd level Ice Storm even though they have a score of 7 and a Power Score of 9 if he wanted to be able to send another Ice Storm in 3 seconds. [delay = (2) + 10 - (9) = 3].
Edge Descriptions
Alter Perception
Range - 5x score in yd
Duration - C1
Bonus - Att
Affected - Score^2\ ^Herd
Activation - 1 sec
Resistance roll - Will
The victims become duped into believing that something unimportant is going on before their eyes and the true happenings are ignored. Instead of seeing a demon and angel fighting in Times Square, herd will see a strange car crash or other easily forgotten normal event.
Animal Control
Range - 5x score in yd
Duration - Will x score in min
Bonus - Will
Affected - 50(score) in Health
Activation -- C1/ 1sec per command
Resistance roll - none
Animal Control is the ability to command one or more animals. When this edge is received the kin must decide their favored type of animal. They receive minuses to their success roll to affect other kinds of animals.
Exact Species +4
Same Family Normal
Same Phylum -4
The number of animals affected is determined by combined Health.
Example: a vamp with a score of 4 can control 50x4 which equals 200 Health or 8 wolves with 25 health each. This power requires 1 second per simple command to activate. Additional commands are made at +5. Affected animals will not kill themselves directly, but may still flee if wounded or out numbered. A morale roll for the animal can be made at +1/2 the kindred\'s edge score.
A wordless bond can also be created between the kindred and animals. A successful use of this edge means the animal affected will become friendly and be able to communicate only through emotions (fear, anger, love etc.). If the kindred can touch an animal they are empathic with, the communication is much more in-depth (telepathy) and could even share visual images of memories. A kin playing detective can flash an image of an enemy to an animal and the animal may react based on the animals dealings with that same enemy, showing fear or hatred and may even give the kin the rough images of where the animal saw the enemy.
Animal Form
Range - 0
Duration - Conscious
Bonus - none
Affected - self
Activation - C2/ 1d4 sec
Resistance roll -- N/A
This edge is transforming into a specific animal. Animal form must be chosen at rebirth. Only the kindred\'s Int, Will, Health, and Luck are unchanged. All other statistics are that of the Animal Form and may require rolling of these stats at time of rebirth. The animal gets a HTH value equal to the edge score.
Example- On a dreary night, Dog Will Hunt gets gored by a Werewolf causing infection. Dog Will Hunt gains the perk of Animal Form of a wolf. The Strength of a wolf is (d6+10) and Dog Will Hunt rolls a total of 15. Every time he changes into his animal form it is a 15 Str wolf.
Armor
Range - 0
Duration - Constant
Bonus - none
Affected - self
Activation -- N/A
Resistance roll -- N/A
Note: Age Based
Armor is an edge that gives a dense, hard shell or skin to the kin. Damage is reduced from physical attacks. The score in this edge determines how reduced the damage is from one of those attack types. Damage is reduced as follows:
Piercing weapons 2x score in points per hit
Slashing attacks 3x score
Fire/electricity/cold score
Attacks that are supernatural in origin halve the Armor points. In the case of having Physical Durability as well as Armor, apply the Armor modifier to damage first. Armor does not protect against racial susceptibilities.
Astral Gate
Range - Score in yd.
Duration - Concentration 2
Bonus - Will
Affected - Special
Activation -- C3/ 10 sec
Resistance roll - N/A
Note: Power Based
The kin with this edge opens a rift that allows him and others to become astral or return from astral if they enter the gate. The opening of the gate is 2x score in feet across. This type of astral travel is the most dangerous because the body leaves the Prime E.
Astral Observation
Range - Infinite
Duration - Concentration 1
Bonus - Per
Affected - 5x score yd. radius
Activation -- C2/ 1sec
Resistance roll - None
This power allows powerful entities to view the happenings of the Prime E via the Astral E. This edge is used to see what the auras of people and objects are doing, it does not show the user of this power that which doesn\'t have an aura. Anything that is astral can be clearly seen. The user of this power can select a person or object that is known to view, which is the center of the vision and can see what happens up to the affected radius from the center. If the user of this power is just scanning to find an event, object, or person they are unfamiliar with a difficult roll is necessary to succeed. In any event, a failure at this power means another attempt can not be tried for a duration equal to 40-Will in minutes.
Astral Projection
Range - 0
Duration - Special
Bonus - Will
Affected - Self
Activation - 30+ min
Resistance roll -- N/A
Astral projection is a controlled dream while the body sleeps. In the dream the spirit can travel in the Astral E and interact with other astral spirits or entities just like entering the Astral E except that the kin using this edge can flee back to the Prime E instantly when needed. If the spirit is \"killed\" in the astral plane the spirit returns to the prime body and a Fit roll must be made or the body dies. This is the safest way to become astral but on the prime plane the body is in a deep sleep and nothing less than violent shaking or doing physical damage to the body will bring the spirit back to it. Regardless, after an astral projection the user is quite groggy and not ready to do much mentally or physically for several minutes. The Maximum time of projection is Will/ 2 in hours.
Astral Shift (Power)
Range -- 10 yd
Duration - Permanent
Bonus - None
Affected - 200x score2 in lb.
Activation -- C1/ 2 sec
Resistance roll - Will
With this edge entities and objects with auras can be shifted into the Astral E from the Prime E and vice versa. The user can affect him and/or others to be so shifted. A resistance roll is needed only when a creature doesn\'t wish to shift. The weight allowance includes all things to be shifted at one time. A creature with a low score in this power may not be able to affect itself but only others that weigh less. Anything that enters the Prime E will never be put where something else exists, it will be moved to the nearest open space. Like Astral Gate this means the body or object leaves the Prime E.
Aura Detection
Range - 5x score in yd
Duration - Concentration 1
Bonus - Per
Affected - Line of sight
Activation -- C2 per target to be read/ I sec
Resistance roll - None
With this edge the kin can sense auras. With a hard roll they can find those that are hidden from sight. With a moderate roll (+5) one can determine current feelings (such as anger, passion, or fear), or determine the strength (see Auras) of one person per second. The roll must be made for each person so viewed. If an attempt to view a person in more detail is failed the user of the power will have all further attempts fail against the person until at least twelve hours have passed. This power works well with the skill aura reading. The kin can read the strength of ones will with the skill Aura read.
Aural Emanation
Range - 2x score in yd
Duration - Concentration 1
Bonus - None
Affected - Any in area of effect
Activation -- C2/ I sec.
Resistance roll - None
This is the ability to produce sound. These created sounds come from a designated place up to the range away. These can range from the stereotypical rattling chains (easy roll) to imitating a specific person's voice (difficult roll). Understandable speech can be created with a moderate roll.
A kin can also created a deafening blast coming from them. This stunning attack is in a cone shape with the length equal to the range and the width ½ the range. This attack can do a subdual attack that does 2d6 per Lvl of ability. This attack ability is used as Power Based edge with the normal cooldown between uses.
Bestial Form
Range - 0
Duration - Conscious
Bonus - None
Affected - Self
Activation -- C1/ 1d4 sec
Resistance roll -- N/A
Note: Age Based
With this edge a kin can shape shift into a powerful monstrous form with natural weapons. The bestial form does not grant all the characteristics of the animal type that the form represents. I.e.- A were-eagle cannot fly unless the kin has the Fly edge. This edge allows attacks like Body Weaponry at an equal score. If the kin with Bestial Form has Body Weapons also they can increase the damage by 1/2 score in Body Weapons with each hit. Bestial form allows the creature to attack naturally as a ferocious beast using the HTH level equal to the Bestial Form edge or use the kin\'s own skills for HTH level. The form is determined upon character creation.
Were chart
Size Str Dex Ref Fit Move Small Weres +5/16 +7/20 +6/18 +6/18 x2 Were beasts +7/20 +5/18 +5/16 +8/20 x1.5 Giant Weres +9/22 +3/15 +2/12 +10/22 x1
Non-were chart
Size Str Dex Ref Fit Move Small Beasts +2/13 +6/18 +5/18 +2/13 x2 Beasts +4/16 +4/16 +4/16 +4/16 x1.5 Giant Beasts +6/18 +3/15 +2/12 +6/18 x1
The first number is the bonus to the kindred\'s stat and the second number is the minimum for that stat.
For every level above 5, the kin gets an extra 1 point bonus to his/her stats. This bonus must be applied to one or more of the four characteristics. All bonuses and modifiers apply to the kindred\'s original unmodified stats. Because the Fit changes so do the kin\'s hit points. If the kin is injured in bestial form by more hit points than his human form can take, the character is stable at 1 hit point while in normal form until healed.
Note that Weres get sizes 3,4, and 5 while others get sizes 1, 2, and 3. Size 1 represents creatures under 80 lbs. Size 2 creatures are between 80 and 200 lbs. and of non-predator nature. Size 3 are predator creatures similar in weight to size 2.
Size 4 creatures can weigh up to 2000 lbs. and size 5 start at 2000 lbs.
Example: A were-boar named Porky the Pig has Bestial Form at level 8, an elder Were Beast. A were-boar is a size 4 critter so Porky\'s stats go from a: Str 14, Dex12, Ref 16, Fit 8 as a normal to: Str 21 (14+7), Dex 18 (12+5=17: less than minimum), Ref 19 (16+3), Fit 20 (8+8=16: less than minimum). Porky the Pig gets 3 extra points for having a score 8, that is 3 above 5. Porky has added 2 points to his Dex (12+5+2) which comes out to 19 (1 above minimum) and added the other to Str (14+7+1) for a 22 Str.
Body Weapon - Fangs, Claws, Horns, Fists
Range - 0
Duration - Conscious
Bonus - None
Affected - Self
Activation -- C1/ 1 sec
Resistance roll - N/A
A kin with this edge can produce natural weapons like claws or fangs that retract when not in use. The damage is determined on the following table:
1 weapon 2 weapon
Score Dam Pen Class* Dam Pen Class* 1 1 B 1d3+1 B+1 2 1+2 B 1 B 3 2 B-1 1+1 B 4 2+2 B-1 1+3 B-1 5 3 B-2 2 B-1 6 3+2 B-3 2+2 B-2 7 4 C 3 B-2 8 5 C-2 3+3 C 9 6+2 C-3 4+1 C-1 10 7+4 D 5 C-2
A bashing weapon like a fist always has a pen class of A.
Created weapons are governed by the melee combat skill. One weapon refers to horns or fangs. Claws or fists work as two-weapon melee unless the body weapons are only on one appendage. The weapon configuration must be decided at character creation. A character with 2 weapon Body Weapons uses the skill dual weapon to determine number of attacks.
Call Armor
Range - 0
Duration - Conscious
Bonus - None
Affected - self
Activation -- C1/ 1 sec
Resistance roll - N/A
Note: Age Based
Use of this edge instantly encases the kin in a suit of armor. The type and durability of the armor are dependent upon the score in the edge.the kin can chose what the armor looks like in fashion or construction.
Lvl Comon Defence Type Bonus 1 Heavy clothing or padded 2 Leather 3 Ringmail 4 Chainmail 5 Scale Mail 6 Banded 7 Plate Mail 8 Jousting Plate 9 Living Steel 10 Artifact
Call Weapon
Range - 0
Duration - Conscious
Bonus - none
Affected - self
Activation -- C1/ 1 sec
Resistance roll - N/A
Note: Age Based
The being can summon a weapon(s) out of thin air to use in combat. The weapon types are determined at the time of the character creation and subsequent level increases. This weapon can be dropped and even picked up by someone else. The character can make the weapon disappear again with another Call Weapon attempt, but if its not in the characters hands, they receive a -5 to the roll. A critical fail will mean they must actually hold the weapon before they try again.
Ranged Weapon Mele Weapon
Lvl Bonus to hit Dam Pen Class* Range Dam Pen Class* 1 +1 1d3+1 B+1 10 1+2 B 2 +1 1 B 15 2 B 3 +2 1+1 B 20 2+2 B-1 4 +2 1+3 B-1 30 3 B-1 5 +3 2 B-1 40 3+2 B-2 6 +3 2+2 B-2 50 4 B-3 7 +4 3 B-2 60 5 C 8 +5 3+3 C 80 6+2 C-2 9 +6 4+1 C-1 100 7+4 C-3 10 +7 5 C-2 120 8+6 D
Cling
Range - 0
Duration - Concentration 1
Bonus - none
Affected - self
Activation -- C1/ Instant
Resistance roll -- N/A
Cling is the power to get a good grip on seemingly impossible surfaces. With this edge a kin can walk up a wall and even cross a ceiling upside-down. The kin can move at up to half their normal move rate. At any time the character goes from one surface to another such as going from a tree to a brick wall the kin must make another edge roll. Failure means only that they can\'t go immediately to the next surface, as long the tree is still there, they can try again the next round. If the tree was falling and the edge roll was failed the kin would fall. If a kin with this edge is falling and there is a surface within reach they can attempt a difficult Cling roll to stop their fall. The kin still takes falling damage for the distance they fell.
Cold -- Cone, Emanation, Storm, or Stream
Range - Special
Duration - 1 sec
Bonus - none
Affected -Special
Activation -- C2/ Instant
Resistance roll - Ref (1/2 dam.)
Note: Power Based
Emanation - All around the kin becomes deathly cold for the score in ft. Duration is Concentration 1 and damage is ½ d6 per Lvl of emanation per round rounded up
Storm - An area with a 20\' radius becomes a freezing hailstorm. The center can be placed up to 5x score + 5 yd away from the kin.
Stream - A 6\' wide stream shoots from the kin for 5x score yd.
Maximum damage in the area of effect is 2x score d6. The user can choose the number of d6 up to the maximum damage. Even if the kin chooses to do no damage, this edge will make the area of effect cold and can produce visual phenomena, such as swirling snow or hail from a cold storm.
Command
Range - Level in yd
Duration - Score in hours
Bonus - Will
Affected - Creature(s)
Activation -- C1/ 1 sec. or more
Resistance roll - Will
The user can give a command and those that are affected must do as commanded. Users of this power can affect 1 creature plus one for every level above 4th level per command. If the command is simple, such as one or two words, it is done in one second. If the command is longer, an extra second is used for every two extra words needed. The creatures are not affected until the command is completed. The User must be able to communicate to those they wish to affect. When someone is commanded they know exactly what is happening and is driven to finish the task as quickly as possible. They will not kill themselves but could be easily tricked to do so.
Corporeality and Incorporeality
Range - 0
Duration - Conscious
Bonus - Will
Affected - Self
Activation -- C1/ Instant
Resistance roll -- N/A
Ghosts require Corporeality to interact in the physical world. While in an incorporeal state, the subject can pass through objects and is able to use the senses of sight, sound and smell to navigate. Edges can still be used when incorporeal. The kin can \"fly\" their normal movement rate in any direction. Moving through items reduces the kin to 1/2 their movement rate. Only other edges, magic and the kin\'s flaws can affect the kin while incorporeal. While incorporeal the ghost can be seen as a transparent form of the user. At level four, the form can be altered slightly. I.e.-Altering facial features or body shape.
Danger Sense
Range -- N/A
Duration - Conscious
Bonus - Per
Affected - Self
Activation - None
Resistance roll -- N/A
Note: Age Based
The kin can sense an attack one or more seconds before it will happen. When no danger seems to be present but something can either hurt or trap the one with this edge the Director should roll the character\'s Danger Sense roll. If it is successful the character is alarmed to danger. The success number of the roll is equal to the seconds of warning before the attack, which is always at least one if the roll is made. If the character makes their roll by 5 they may be aware of the direction the danger is coming. An effect roll of 10 or higher can even know the exact area of danger so they can get clear. If hey act at the last second they can get a miraculous dodge to avoid the danger. Note this edge is always active and works even with the flaw powerless in human form.
Darkness
Range - 5x score in yd
Duration - Concentration 1/ 10x score in seconds
Bonus - None
Affected - 20 ft. diameter sphere
Activation -- C1/ 1 sec
Resistance roll -- N/A
Demons and their ilk can cause an area to be impenetrable by light. No one can see in or through the area. The kin can create the darkness centered in a fixed location or on an object. After the kin stops concentrating, the darkness remains for a short period of time.
Death Gaze
Range - 3x score in yd
Duration - Concentration 2
Bonus - Will
Affected - Self
Activation -- C2/ 1 sec
Resistance roll -- Reflex
Note: Power Based
This edge causes a victim to suffer 5x score in health per second. The victim must look into the eyes of the kin for this power to function. If the victim is facing the direction of the kin with their eyes open they get a Reflex roll to avoid the gaze. Failure means the victim is transfixed on the kin. Only others can help the victim break the gaze. The type of death is determined at character creation. Examples are: Turning to stone, burning, choking to death, and heart attack.
Domination
Range - 2x score in yd
Duration - Concentration 2
Bonus - Will
Affected - Creature(s)
Activation -- 1 sec
Resistance roll - Will
This edge takes control of another via the mind. The user of this edge must concentrate to make the affected do as the user wills. The movements are actually controlled by the user and they appear jerky and unnatural. To effect more than one creature, the kin gets minuses to succeed equal to the number of creatures the kin attempts to dominate. The number of creatures that can be dominated is 1/2 score. When dominated the target can be commanded to do any physical action, even kill themselves. All physical actions are performed with the victims full strength, and an average Dex and Ref (10). Skill levels such as attacks are an average of the dominating kin's Combat value and their score in Domination. The victim retains their senses and their mental faculties, including edges, while being dominated.
Example- Coffee, the huge animate, attempts to dominate a group of norms waiting for a bus. Since he has a score of 6, Coffee attempts to dominate three of them and gets -3 to his edge roll. He makes it easily (rolling a 16 +6 for the edge score and -3 for the number of targets equaling 19. a success of 9. Each victim gets a resistance roll at --9, and all fail.
Dream Control
Range - 10x score in yd
Duration - Concentration 1
Bonus - Will
Affected - Score in creatures
Activation -- C2/ 10 sec
Resistance roll - Will
The kin with this edge can bend the dreams of those asleep to their will. A successful use of this power can give a detailed dream that will be remembered when the victim wakes. If the dream is violent and depicts the victim being injured, the victim can make an additional resistance roll each time they are hurt, if it succeeds the victim wakes from the nightmare. If the user of the edge depicts the victim\'s death in the dream the victim must make a Fit roll with a +5 bonus or die. In this case the victim would have had to fail at least two resistance rolls and the Fit roll at +5 before they died. If the victim makes the Fit roll they wake in totally petrified (stunned) for at least one minute.
Durability - Fire, Lightning, Cold, or Physical
Range - 0
Duration - Constant
Bonus -- N/A
Affected - Self
Activation -- N/A
Resistance roll -- N/A\ Note: Age Based
Durability is the ability to take little or no damage from certain attack forms for a period of time. There are four types - Fire, Lightning, Cold, or Physical Attacks. Each "day" the character gets additional hit points that equal the score in Durability^2^ x Fit. Damage is reduced from this total first before real damage is done. Damage from a supernatural attack type is taken off the Durability hit points at twice the normal value (2 Durability hit points per point of damage.) Note that this is actually four different edges, and must be taken for each durability. Durability does not protect against racial susceptibilities.
Fear
Range - 5x score in yd
Duration -- C2/ 1 sec
Bonus - None
Affected - Creature(s)
Activation -- C2/ Instant
Resistance roll - Int
When this power is employed, all creatures who can sense the kin (sight, smell, hear, etc.) must make a resistance roll or become irrationally scared. Roll on morale table for effects. The resistance roll is reduced by the fear effect number and the total effect failure is the number of rounds the fear takes hold. All characters affected by fear get a minus to skill and check rolls of the score in Fear while the fear has a hold of them.
Fear Morale Roll 1d6 1-2 Cower Character tries to hide and hunkers down nearby 3-5 Flee Character runs at full speed away 6 Fight Character fights as in a berserk rage
A cowering or fleeing character that is attacked and takes damage can stop and defend themselves, but still receives the minus to skills and checks. If a kin tries to use this ability repeatingly, the the success value drops by -2 each time it is used in the same day on the same person.
Feeding
Range - 0
Duration - Concentration 2
Bonus - Fit
Affected - Creature
Activation -- C2/ 1 sec
Resistance roll - Special
This edge is required for those kindred who have to feed. If the victim is surprised and the edge score succeeds, the kin can take 1 health point from the victim per second. If the victim is not surprised, the kin must subdue the victim by some means like wrestling or another edge such as persuasion to succeed. The victim becomes helpless when the feeding is successful and if the feeding is stopped before the victim is unconscious, he is dazed for an equal number of seconds to the feeding. The kin can slow the rate of feeding to lessen the pain and trauma to the victim. This can lead to an addiction of the victim to the feed.
Fire - Cone, Emanation, or Stream
Range - Special
Duration - 1 sec (except Storm)
Bonus - None
Affected -Special
Activation - Instant
Resistance roll -- (Ref -- Level of Fire) for ½ damage
Note: Power Based
Cone - A cone 15yds long with an end width of 8 yd becomes a blistering hell.
Emanation - All around the kin becomes burning flames for score in feet. Duration is Concentration 1. Damage is ½ d6 per score rounded up.
Stream - A 6\' wide stream shoots from the kin for 5x score + 5 yd.
Maximum damage in the area of effect is 2x score d6. The user can choose the number of d6 up to the maximum damage. Even if the kin chooses to do no damage, this edge will make the area of effect hot and can produce visual phenomena, such as swirling wisps of smoke or flame from a firestorm.
Fire Storm
Range -- 5x score yards
Duration -- 2x score + 1d6 seconds
Bonus - None
Affected -Special
Activation - Instant
Resistance roll -- (Ref -- Level of Fire) for ½ damage
Note: Power Based
Cone - A cone 15yds long with an end width of 8 yd becomes a blistering hell.
Emanation - All around the kin becomes burning flames for score yd. Duration is Concentration 1.
An area with a 20\' radius becomes a firestorm. The center can be placed up to 5x score yd. All creatures in the area of effect suffer 1d6 per score of damage for each round they are in the storm.
Fly
Range - 0
Duration - Concentration 1
Bonus - None
Affected - Self
Activation -- C2/ 1 sec
Resistance roll -- N/A
Allows the user of this edge to soar through the air. Air speed is equal to 3x score2 in feet per sec. The speed in a dive is double and the speed in ascending flight is halved. The amount of extra weight the kin can fly with is equal to 1/4 the kin\'s weight x score.
Gaseous Form
Range - 0
Duration - Concentration 1
Bonus - None
Affected - Self
Activation -- C1/ 1 sec
Resistance roll -- N/A
The kin can turn to an almost invisible cloud of vapor. If someone is using aura detection, a blob can be seen where the user is. The kin in this state is immune to most damaging attacks except fire, cold, and lightning. Any repulsion still affects the user. Movement equals score in feet and is subject to winds and air disturbances.
The senses are very limited in this form. Sight is fuzzy at best and only goes 30 feet. Clear sounds become heavily muffled to the kin.
Giant
Range - 0
Duration - Permanent
Bonus - None
Affected - Self
Activation -- None
Resistance roll -- None
Note: Age Based, Racial Maximum Score
The kin is big, really big. Str, Fit Saves, Hitpoints and Dodge are all modified. Minimum Str does not combine with other Str bonuses. If the kin uses a power to make them selves normal sized or smaller, the bonuses no longer apply.
+-------+-----+-----------+------------+----------------+-------+ | Score | Str | Fit Saves | Hit Points | Dodge Modifier | Sizes | +-------+-----+-----------+------------+----------------+-------+ | 1 | 19 | +4 | +50% | -3 | 10ft | +-------+-----+-----------+------------+----------------+-------+ | 2 | 20 | +5 | +100% | -4 | 12ft | +-------+-----+-----------+------------+----------------+-------+ | 3 | 21 | +6 | +150% | -5 | 14ft | +-------+-----+-----------+------------+----------------+-------+ | 4 | 22 | +7 | +200% | -6 | 17ft | +-------+-----+-----------+------------+----------------+-------+ | 5 | 23 | +8 | +250% | -7 | 20ft | +-------+-----+-----------+------------+----------------+-------+ | 6 | 24 | +9 | +300% | -8 | 24ft | +-------+-----+-----------+------------+----------------+-------+ | 7 | 25 | +10 | +400% | -9 | 30ft | +-------+-----+-----------+------------+----------------+-------+ | 8 | 26 | +11 | +500% | -10 | 40ft | +-------+-----+-----------+------------+----------------+-------+ | 9 | 27 | +12 | +700% | -11 | 60ft | +-------+-----+-----------+------------+----------------+-------+ | 10 | 28 | +13 | +1000% | -12 | 80ft | +-------+-----+-----------+------------+----------------+-------+
Grit
Range - 0
Duration - Permanent
Bonus - None
Affected - Creature
Activation -- none
Resistance roll -- None
Note: Age Based
The kin has reduced damage from non-supernatural piercing weapons like bullets and arrows. The attacks seem to cause damage with bloody wounds but do not effect the kin as much as a living normal creature. Damage is reduced by 2x score per wound. This edge cannot be used in conjunction with Physical Durability.
Goon
Range - 0
Duration - Permanent
Bonus - Int
Affected - Creature
Activation - C2/ 2d6 seconds
Resistance roll - Str
Note: Power Based, Age Based
The kin can turn a weak willed herd into a minion to do the bidding of their new master. The kin can only succeed if the victim's Will is equal or less then the Kin's Goon score +3. A goon gains 1 edge, 1 major flaw, 1 minor flaw. These edges and flaws are chosen from the kin's own Edges/flaws, to be determined at kin creation, and all goons created from this Kin will have the same. Maximum number of goons a kin can have is equal to their score.
Grant
Range - 0
Duration - Permanent
Bonus - None
Affected - Creature
Activation -- C3/ 1 sec
Resistance roll -- None
Note: Power Based, Age Based
This is very powerful and used only by the Extremes. This is the granting of a wish to someone who has finished a task or has something to trade. This edge can create a kin from a norm. The trade must be of equal or greater value such as a soul.
Healing
Range - 0
Duration - Concentration 3
Bonus - Int
Affected - Creature
Activation -- C3/ 1 sec
Resistance roll - None
This power heals hit points equal to the score during every second of use. Healing can be used on oneself or others. Healing can be done on one wound at a time. Every round of healing requires a successful roll. When a healing roll is failed the kin can no longer heal that wound. This power does not work on kin with Living Death.
Host -- Fatal, Temporary
Range - 0
Duration - Constant
Bonus - none
Affected -- Herd or normal animal
Activation -- C2/1d6 seconds
Resistance roll -- Int
The kin uses this edge to merge with a Herd or animal and to use them as a body to do with as they need. Fatal Host kills the target, while Host, Temporary allows the herd to live after the host is broken off.
Hover
Range - 0
Duration - Conscious
Bonus - Will
Affected -Self
Activation -- Instant
Resistance roll -- N/A
Hover is the ability to levitate. The user can ascend or descend at a rate equal to 2x score in feet. If the user is falling they can use this power to slow a fall, but very slowly, reducing the rate of falling by 2x score in feet every second. Additional weight that can be carried is equal to 1/4 the kin\'s weight x score. Also the user can move at walking pace if they are within 6ft of a floor.
Example: Bad Co. is in a gunfight on the rooftop of a 200\' building. Bad Co. gets shot by a shotgun, stunning him for two seconds and knocking him over the edge. In the next second Bad Co. falls 32\' and in the next another 64\' (which is his current speed). Now Bad Co. activates Levitate and tries to reduce his fall with a score of 5. His speed is reduced to 54\' that second and the next to 44\'. At this time Bad Co. has fallen 194\' so the next second he again reduces his velocity to 34\' per second when he smacks into the ground. If the building had been 270\' or taller Bad Co. wouldn\'t have hit the ground.
Human Form
Range - 0
Duration - Conscious
Bonus - Fit
Affected - Self
Activation -- C2/1d4 seconds
Resistance roll -- N/A
Allows the kin to assume human forms. One form in particular (primary human form) is the easiest to do, the looks of this form are to be determined at time of character creation. While in their primary human form the kin need not worry about sleep or loosing consciousness and reverting to true form. The kin can attempt to copy the looks of a specific human. This requires a Per check and then a difficult (target 15) Human form roll. If the Per check fails, the kin can't get it right and knows it. If the Human form check fails the difficult test yet would have succeeded an easy test, the kin believes they have made a good copy yet it has flaws, like the wrong color eyes, or whatever the Director chooses. The skill Act Human aids here. If an attempt to copy someone has failed, it can be attempted again on another day.
Imbue Weapon
Range - 0
Duration - Constant
Bonus - None
Affected -- Held Weapon
Activation - None
Resistance roll -- N/A
Imbue Weapon is the ability to make a weapon magical just by holding it. The higher quality the weapon, the higher bonus to hit and damage the kin can cause it to have.
Score Bonus to hit Bonus to damage Max Weapon LVL 1 none +1 1 2 +1 +1 2 3 +1 +2 3 4 +2 +2 4 5 +2 +3 5 6 +2 +4 6 7 +3 +4 7 8 +3 +5 8 9 +3 +6 9 10 +4 +6 10
Immortality
Range - 0
Duration - Constant
Bonus - None
Affected - Self
Activation - None
Resistance roll -- N/A
Note: Starts at 10, can be healed
This edge always starts with a score of ten when a character is created. The entity with this edge is extremely durable and never ages. The kin can die a number of times that are not The Slaying and come back to life. Either the normal healing rate or Regeneration, if available, is used to determine how soon the kin comes back to life because the damage must still be healed. The Kin is actually dead until they reach 1 health point at which time they are at full abilities except the damage is still being healed. This power keeps the kin at their best age, in the twenties. The kin can die and then resurrect each time reducing the score by one. When the score is reduced to 0 the next time they are killed is the true death.
Immortality doesn\'t take place if the kin suffers the Slaying according to their flaws. The score is increased by 1 for every 10 years of life, but this only gives back lost scores and can never be more than ten.
Immunity to the Norm
Range - 0
Duration - Constant
Bonus - None
Affected - Self
Activation -- None
Resistance roll -- N/A
Note: Age Based
The kin becomes unaffected by mundane attacks.
Score Immunity 1 Punches. Kicks 2 Wood, Earth, Concrete, Falling 3 Soft Metals, normal bullets 4 Bronze, Iron, Plastic Steel 5 Steel 6 Force Blades 7 Lasers 8 Blessed Steel 9 Disrupters 10 All non-Supernatural
No protection is gained from an attack type of a flaw the kin has.
Insubstantial
Range - 0
Duration - Concentration 1
Bonus - None
Affected - Self
Activation -- C2/ 1 second
Resistance roll -- N/A
The user can become totally non-existent, literally disintegrate. If someone is using aura detection, a blob can be seen where the user is. The user can float slowly around using only the sense of \"touch.\" Speed of movement is 1/2score in feet per sec. The user can also flow through cracks or at higher scores even through some materials. Loose dirt can be seeped through. With a score of 5 or more the kin can seep through thin glass or wood (as long as that is not a flaw) at a rate of 1\" per sec. With a score of 7 soft stone can be passed through as well, but hard stone such as marble requires a score of 9. Metal can never be passed. Nothing can affect the kin in this state and the kin. The kin cannot use any other edges while insubstantial.
Invisibility
Range - 0
Duration - Concentration 1
Bonus - None
Affected - Self
Activation -- C2/ 1 sec
Resistance roll -- N/A
This edge is the ability to become totally hidden from sight. When used, this power can hide auras from another if the Invisibility score is greater than the observer\'s score in aura detection. When the kin is Invisible and does an attack the become partially visible for that second. A perception roll is needed to see the kin and attacking the kin for that second is at --2.
Lightning-Bolt, Emanation or Strike
Range - Special
Duration - Special
Bonus - None
Affected - Special
Activation -- C2/ 1 sec
Resistance roll - Ref (1/2 dam.)
Note: Power Based
Emanation - All around the kin dances bolts of electricity for score feet. Duration is Concentration 1. Damage ½ d6 per score.
Strike - A 15\' radius pillar shaped area that can be up to 10x score in height is hit by an intense lightning bolt from the sky. The center can be placed up to 5x score + 5 yd. Must be outdoors.
Bolt - A 4\' wide bolt shoots from the kin for 8x score yd.
Maximum damage in the area of effect is 2x score d6. The user can choose the number of d6 up to the maximum damage. Even if the kin chooses to do no damage, this edge will make the area of effect crackling with electricity and can produce visual phenomena.
Link
Range - 20 yd
Duration - Concentration 1
Bonus - Will
Affected -Self
Activation -- C2/ 2d6 sec
Resistance roll -- N/A
The ability to focus the power of two or more kindred into a single more powerful edge. This edge can be used in two different ways, a pyramid link and a union.
A pyramid link results when there is one entity drawing energy from others to increase the one\'s power. Only the one at the top needs the edge link but all at the base of the pyramid need to have the single edge the top entity wishes to increase.
Each participant adds to the top entity\'s point total of the chosen edge for the duration of the link. The participants must be willing and stay within range and not use the specific edge the Top requires. The maximum creatures the character can link is equal to 2x score in link. While being linked all the participants except the top get -2 to all rolls.
Example: The Rot Queen has her loyal zombies about her as she begins the Link to increase her score in Strength. She has a score of 6 in link and a 5 in Strength (105 points.) Even though she has 20 lackey zombies all with a 4 (40pts each) in Strength she can only link the nearest 12 (2x6) so she gains 480 points to her Strength edge raising her to level 8. Now she\'s ready to go hand to hand. It has been heard off that some groups have been gathered with Sub pyramids while the top links the sub tops of each of the smaller pyramids.
A union link is a more democratic organization of kindred raising edge\'s strengths. Each member of the assembled group must have link and the edge to build in strength. The entire group agrees to the use of this power. This type of link is much more powerful, each member contribute an edge skill equal to their own (the lower of link or the chosen edge.) This edge can go way beyond level 10 or be modified as follows: The area of effect can be doubled per 2 levels subtracted. The range can be doubled at the cost of 1 level. The duration can be doubled at the cost of two levels.
Example: The angels gather to make it rain. There are 60 of them with level 7 in weather control and 6 in link. Their grand total is 60 x6 or a score of 360 in weather control. They wish to increase the area of effect by 200x and multiply the duration by 13 which leaves them a score around 150 (no reason to be critical here.) The sixty angels have just caused it to rain for forty days and forty nights all over the world.
Living Death
Range - 0
Duration - Constant
Bonus - None
Affected - Self
Activation - None
Resistance roll -- N/A
Note: Starts at 10, can be healed
This is the state of the undead. It is a form of resurrection. This edge starts at a score of 10 and is reduced by one when the kin is killed but not slain. When the kin is killed it is just a corpse until the next day when it will reform with one hit point. If the kin is killed and the score reduced to zero, it is a corpse for as long as it takes to \"heal\" the Score back to one (d100+10years). The kin with this edge also receives other perks: resistance to mind affecting edges, psionics, and magic. Resistance to poisons and drugs is also gained. The kin does not need to breath and does not have working, flowing blood. Living Dead are not affected by bleeding critical hits.
Longevity
Range - 0
Duration - Constant
Bonus - None
Affected - Self
Activation -- None
Resistance roll -- N/A
Note: Starts at 10, can be healed
Nature spirits like elves, live a long time. For them, the years after reaching adulthood have very little effect on them physically. Every 20 years (or 2x score) looks like one year to them. When a kin with longevity takes enough damage to die, they actually fall to a death like state where they still are alive but just barely. They can start healing the next day. When this happens the longevity score drops by 1. When Longevity reaches zero they have truly died. If kin is killed by Fatal flawed attacks, longevity cant save them and they truly die as well. Longevity can be healed at the rate of 1 per year.
Magic Use
Range - 0
Duration - Constant
Bonus - None
Affected - Self
Activation -- None
Resistance roll -- N/A
Magic use is something you are born with. Some herd have it and don't even know. With this edge the character can learn and use magic from the schools of magic in the next chapters. The character's magic use Edge must be equal or higher to their magic school skills.
A character with this ability and no skill can have strange things happen at times when they are angry, scared, or even when laughing hysterically. When the Director suggests, the kin can roll a Magic Use edge roll, they can have a strange event happen like a flash of light, a pinch on the skin, something breaks, things levitate and the like. The kin has no control of these events until they learn some magic.
Merge
Range - 0
Duration - Concentration 1
Bonus - None
Affected - Self
Activation - 1 sec
Resistance roll -- N/A
This edge allows a kin to meld with a element or objects of a similar type. A dryad can merge with a tree.
Necropathy
Range - 0
Duration - Concentration 2
Bonus - Int
Affected - Corpse
Activation -- C3/ 5 sec
Resistance roll - None
This is the power to speak to the dead or actually to the departed spirit through their corpse. Subtract 1 from the roll to succeed for every two days that has lapsed after the death.
This can be used to even contact kin when killed even if they are to resurrect but at a moderate chance (+5).
Night Sight
Range - 20x score yd
Duration - Conscious
Bonus -- N/A
Affected - Self
Activation -- C1/ Instant
Resistance roll -- N/A
This is the ability to see clearly even in the darkest of shadows. No roll is needed. If there is no light at all the kin will not be able to see anything, such as the edge Darkness.
Pain Tolerance
Range - 0
Duration - Constant
Bonus -- N/A
Affected - Self
Activation - None
Resistance roll -- N/A
Note: Age Based
A character with this edge is less susceptible to being stunned when injured. The character can subtract one die from the incapacitation roll for every two levels of this edge.
Example: Porky the Pig gets blindsided by a car while jaywalking. After allowing for Durability-Physical he still sustains
55 points of damage (it was a big car). Normally, he would roll 6d6 for his incapacitation roll against his Wil stat of 15. Most norms would fail this roll and be stunned for a number of rounds equal to the number they failed by, however Porky is not a norm and has this edge at a score of 6. Porky gets to subtract 3 dice from the 6d6 roll. Porky rolls 3d6 for a total of 12, under his Wil and is not stunned. He then gets up, gives the driver the finger, and runs off.
Persuade
Range -10 yd
Duration - Score in hours
Bonus - App
Affected - Creature
Activation -- C1/ 1 sec
Resistance roll - Int
Persuasion can influence people to do things the kin wishes. The victim isn\'t aware of any control and actually believes what ever their doing is of their own free will. If eye contact is not made the victim gets a +5 to their resistance roll. A success roll must be made every time the kin wishes to give additional \"ideas\" to the victim and the victim gets a resistance roll each time. Note that if persuaded once but a second attempt fails the first \"ideas\" are still in affect until the duration is expired. If the persuasion Idea is against any upheld morals or ideals of the victim, they receive a +4 to their resistance roll.
Poison - Injected, Ingested, or Contact
Range - 0
Duration - 1 min
Bonus -- N/A
Affected - Attacked
Activation -- C1/ Instant
Resistance roll - Special
This is the ability to create poison and use it in combat. The poison type is equal to the score. This edge is most commonly used with the body weapon edge. An attack must hit and do damage then a resistance roll for the victim is made. If the victim fails he is subject to the poison. The other type of poison edge is actually secreted from the kin and can be Ingested or contact poison. When a character is created they must choose the poison speed (Lightning, Fast, or Slow).
Polymorphics
Range - 0
Duration - Conscious
Bonus - Fit
Affected - Self
Activation -- C1/ 1d4 sec
Resistance roll -- N/A
The kin with this edge can transmute their form into another, changing shape and weight. For each level in Polymorphics the character gains a form type they can assume. The character needs to choose these forms at time of character creation and leveling up. The new form has the same stats as the kin's original stats and no abilities are gained except movement type and rate.
Possession
Range -- 3x score in yds
Duration -- C1\Special
Bonus - None
Affected - Creature
Activation -- C2/ 1 sec
Resistance roll -- Will
A kin using the edge possession leaves their own body, which looks as if they have fainted, and then sends their mind into the victim's body, shoving the Possessed's mind into unconsciousness. Once there they can use all the physical stats of the body with the skills of the possessor and taking into account the concentration 1 as well. The max skill level the body can act with is equal to the Possession score. The kin must be within range to initiate the possession, but the Possessor may increase the range between them with no penalty. If Possession is maintained, every hour of use requires a new Possession roll and resistance roll. Starting at level 4 the kin can learn to use their edges through the possessed body adding a additional edges to be used each level above 4. Possession itself can't be chained in this way.
If the kin's fainted body takes damage the Possession is lost. If the possessed body in brought to zero hit points, the kin must make a Fit roll or suffer 5d10 of damage directly from the kin's hit points.
If any Possession attempt is failed, the kin can't try again on the same victim until another day.
Psyche Control
Range - Score feet
Duration - Special
Bonus - Will
Affected - Creature
Activation -- C3/ 5 sec
Resistance roll - Wil
The kin can bend the mind of another. Control of another\'s psyche requires eye contact. The kin must decide in advance how they wish to twist the victim\'s mind. All manner of things can be changed temporarily or permanently. Moral codes, ethics, beliefs, personal goals, drives, sanity and insanity can all be changed, added or deleted. Psyche control is very powerful and has serious ethical questions attached. Only one attempt to use Psyche Control can be made per day on a victim.
Purge
Range - 0
Duration - Permanent
Bonus - Int
Affected - Creature
Activation -- C3/Special
Resistance roll - None
This power eliminates outside influences on the mind of another. In 1 second Purge can remove these effects, eliminates Command, Persuasion, Fear and Telepathy. 1d4 seconds eliminates Domination, Dream Control, Host, and Link. Purge can remove one effect of Psyche Control per application, needing ten seconds or more to find and correct the changes made. Purge does not affect Possession.
Reanimate Dead
Range - 20 yd
Duration - Special
Bonus - Will
Affected - Corpse(s)
Activation -- C3/ 10 sec
Resistance roll - None
The kin can summon energy into a corpse to animate it. This creates living dead such as Zombies and Skeletons. These creations can either be permanent or temporary, and with varying degrees of power depending on the score and the success roll of the user. This same kin that raised the undead can command these new minions to do his or her will. A kin can never reanimate more than available corpses.
Success
Score 0 1 - 4 5 - 9 10-14 15+ 1 - 3 1 Lvl1 T d3 Lvl1 T 1 Lvl1 P 1 Lvl(d2) P d4 Lvl(d2) P 4 - 6 d4 Lvl1 T d3 Lvl2 T d3 Lvl1 P 1 Lvl2 P d6 Lvl(d2) P 7 - 9 d10 Lvl1 T d6 Lvl2 T d6 Lvl1 P d4 Lvl2 P 1 Lvl3 P 10 2d10 Lvl1 T d10 Lvl2 T d6 Lvl2 P d6 Lvl3 P 1 Lvl4 P
T= Temporary living dead lasts the score in days.
P= Permanent living dead until slain.
The effect number is checked with the score on the above chart. The results are read as quantity/ lvl / Temporary or permanent. The result of d6 Lvl(d2) P means 1d6 zombies or skeletons that are lvl 1d2 each and are permanent. Roll level for each undead raised. A critical failure means 2d6 of the corpses can never be animated by the kin. Lvl1 and 2 can be either zombies or skeletons based on how much flesh is left on the corpses. Lvl 3 are ghouls or skeletal warriors. A lvl4 Permanent Undead is a full kin that has been raised by their master, though they can decide to leave on their own after score in days have passed..
Reflex
Range - 0
Duration - Conscious
Bonus - None
Affected - Self
Activation -- Instant
Resistance roll -- N/A
This edge allows the kin to increase their Reflex stat by the score in this edge. The edge cannot be used for more than 1/2 FIT in hours per day. The bonus applies to the kindred\'s original unmodified Reflex. After the edge is used the kin cannot use the edge again until after a time equal to the duration the edge was used. While Reflex is active the kin receives --5 on Stress Related flaw Will rolls.
Regeneration
Range - 0
Duration - Constant
Bonus -- N/A
Affected - Self
Activation -- N/A
Resistance roll -- N/A
Note: Age Based
This is the innate power to heal the body without any concentration or thought. The amount of damage healed is equal to the score in ten seconds. If the kin goes below 0 health points the rate slows down to score in minutes. If the character dies from damage sustained they will regenerate only if they have a score of eight or higher and then at a rate of score per hour. Only those who will Resurrect, are Living Dead, or are Immortal will come back to life and then only if they were not Slain.
Resist Magic
Range - 0
Duration - Conscious
Bonus - None
Affected - Self
Activation --Instant
Resistance roll -- N/A
Note: Age Based
With a successful edge check the kin can shrug off magic spell affects of equal or lower level spells the kin\'s score in Resist Magic edge.
Resurrect
Range - 0
Duration - Permanent
Bonus -- N/A
Affected - Self
Activation -- N/A
Resistance roll -- N/A
Note: Starts at 10, can be healed
This edge always starts with a score of ten when a character is created. The kin can die and they resurrect each time reducing the score by one. When the score is reduced to 0 the next time they are killed is the true death. Resurrection doesn\'t take place if the kin suffers the Slaying peculiar to their kind (determined by their major flaws.) The score is increased by 1 for every 10 years of life, but this will only give back any lost scores and can never be more than ten. This is why there are brief periods of kin uprisings and then it is quiet for many decades, they are trying to heal the deaths they have suffered before they become active again. Many adventurous kin retire for long periods of time to do this.
Rift
Range - 10 yd
Duration - Concentration 3
Bonus - Will
Affected - Special
Activation -- C3/ 10 sec
Resistance roll -- N/A
Note: Power Based
Creating a rift is one of the most powerful things to happen on the Prime Existence. A rift is an open gate that touches two places from very different locales. The Rift is wild and hard to control unlike true Gates but can be made to open at any time. The destination of the rift\'s other side will rarely be exactly where the entity wishes. To open a rift is a hard task (-10) and if the success number is 10 or more than it is within 10 yd of the destination area. For every success below 10 the rift\'s destination is off by 1/4 mile in a random direction. The rift\'s exit has to be at sea or ground level. The target must be known to the entity. Note: This edge can be used to travel to another planet but only if the entity is familiar with the target.
Sense Acuity - Smell, Sight, Touch, and Hearing
Range - 0
Duration - Constant
Bonus -- N/A
Affected - Self
Activation -- None
Resistance roll -- N/A
Note Age Based
This is a heightened sense that allows much more information to be gained by the kin. When this edge is chosen the kin gets to choose two senses that are amplified. The two senses are handled as if they were each an edge unto themselves. A kin can have this edge twice, giving them all four senses. The kin adds their score in Sense Acuity to Per when Per rolls fall under that sense.
Sight - Can increase the vision ranges to range x score.
Smell -- Increased smell and taste. The kin can use this edge for tracking skill or add their score in Sense acuity -- smell to their tracking skill. A successfully roll can also imprint the smell of someone they can sniff, or someone's clothes they sniff. An imprinted person is easier to track getting a +4. A character is expected to imprint all their friends but can only imprint up to 2x score in targets or enemies. If an imprinted person is in the area, the character gets a Smell roll +4 to notice.
Touch - Exceptional feel and can sense weight variances as well as textures. The Touch edge adds their score to following skills: mechanical entry, and eros.
Hearing - Hearing distance is times score. A character with heightened hearing can operate very well in sightless instances. This character gains Blind Fighting equal to their score in Hearing.
Sense Life
Range - 10x score yd
Duration - Concentration 1
Bonus - Per
Affected - Self
Activation -- 1 sec
Resistance roll -- N/A
With a successful roll, all living creatures within the range will be felt by the kin. This gift is another sense that is independent of light, smell or anything else. The sense can\'t be blocked by obstructions. A general location will be sensed (within 5 feet) but not enough to use direct attacks without blind minuses. With a difficult roll (-10) the kin can discern individual lives by the aura strengths. This is the only way to look for individuals in the area of effect with this power.
Shield
Range -- 2x Score in yd
Duration - Concentration 2
Bonus - Wil
Affected - Special
Activation - 1 sec
Resistance roll - N/A
This edge creates a barrier of protection. It can be a globe, hemisphere or flat wall with a maximum diameter or length of 1 + score in yds. The Shield can be centered anywhere within range which causes it to be unmoving while it is up, or it can be centered on the kin who summoned the shield, moving with them. The barrier blocks up to 1d6 per score in shield per attack. Slow moving objects can move through the shield in one second.
Sight
Range - 10(score in yd)
Duration - Constant
Bonus - Per
Affected - Line of sight
Activation -- None
Resistance roll -- N/A
Note: Age Based
This is the power of true vision and seeing things as they really are. Kin type and true forms of shape changers can be determined by an easy roll. Spotting items with a magical aura is also possible. Astral items, creatures and travelers can be spotted with a moderate roll. At level 8, with a difficult roll, the kin can determine the target\'s true name at a glance. Some herd possess this edge unknowingly. The Sight can cause the user to suffer from a distortion of reality.
Sign
Range - 10yds
Duration - Special
Bonus -- N/A
Affected - Score^2^ in square feet
Activation -- C1/ 1 sec
Resistance roll -- N/A
The kin with this edge can \"mark their territory.\" Sign can manifest in different ways, depending on the level of the edge. Temporary signs last score in days. Temporary Fear, Pain and Death are triggering types that last days just to be used one time. When a triggering symbol is seen and activated the effect disappears in 1d6 seconds. Permanent Signs can only be removed by magic, other kin by this same ability, or the kin that created it.
Level ability effect 1 Permanent Personal mark A unique symbol or effect is created. Each kin with this edge must choose their Personal Mark 2 Sign Of Fear A symbol causes fear like the edge of the same Lvl for all that see it. 3 Permanent Property Mark (Or Victim Mark) The kin can put a mark on anything or anyone and the kin can sense where it is at any given time. 4 Seal Can create a ward blocking some kin 5 Sign of Pain d6 x score subdual damage Will save to negate effect 6 Permanent Fear Fear like the edge of the same Lvl for all that see it. 7 Sign of Death 2d6 x score lethal damage Will save to negate effect 8 Permanent Pain d6 x score subdual damage Will save to negate effect 9 Permanent Seal Can create a ward blocking some kin 10 Permanent Death 2d6 x score lethal damage Will save to negate effect
A kin with sign can attempt to remove another kin's sign. The kin attempting to remove a sign rolls a sign roll subtracting the sign score of the sign creator. A failure means they can't try again for effect number in seconds. Critical failure means the kin can't try again until they have gone up a level.
A kin can have a maximum of 2x score in signs at any one time. Creating a new sign makes one of the olds one vanish when the kin at his maximum number of signs.
Speed
Range - 0
Duration - instant
Bonus - Ref
Affected - Self
Activation -- C2/ Immediate
Resistance roll -- N/A
Speed is the power to move faster than the eye. The speed goes off at the beginning of the round and then the normal actions of the kin go on the kin\'s initiative roll. The movement is nearly instantaneous and without Sense Acuity - Sight can not be followed. The movement distance is 10x score in yards. Speed can only be attempted once every (11 -- score in speed) in seconds.
Strength
Range - 0
Duration -- Conscious/ Special
Bonus - None
Affected - Self
Activation -- Instant
Resistance roll -- N/A
With this edge the kin can temporarily increase their Str by the score in this edge. The Edge cannot be used for more than 1/2 FIT in hours per day. The bonus applies to the kindred\'s original unmodified Str. After the edge is used the kin is tired, weak and cannot use the edge again until after a time equal to the duration the edge was used. During this time the kin receives --5 to Per and Ref.
Swarm
Range - 0
Duration - Conscious
Bonus - None
Affected - Self
Activation -- C1/ 1d2 sec
Resistance roll -- N/A
With this edge the kin can disassemble itself into a swarm of pests. The type of animal is chosen at character creation. The swarm has all the physical stats of the pest except the kin retains Int and Wil. Each pest has a portion of the kin\'s hit points and all the pests must be killed to kill the kin. All flaws still affect the kin. The number of critters the kin turns into is as follows:
Real small (insects) 4x health
Small (bats, toads) 2x health
Medium (cats, rats) health
Telekinesis
Range - score^2\ ^yd
Duration - Concentration 1
Bonus - Will
Affected -- 2 (score3) lb
Activation -- C2/ 1 sec
Resistance roll - Special
The ability to move objects with the mind. Objects must be in line of sight. If an object is being held or a victim moved, a strength resistance roll is granted each second. Velocity of most objects equals 4(score) feet per second. Aerodynamic objects of one pound or less can be hurled for a d4 of damage. The gift score is used as the combat skill to attack using the defender\'s defense just as normal missile combat. Gain 1d4 additional damage at scores of 4, 7, and 10 to a maximum of 4d4 per object. More than one object can be moved at one time with a penalty of one per additional object to the success roll.
Telepathy - All, Family, Kindred, or Norm
Range - Special
Duration - Concentration 1
Bonus - Int
Affected - Creature(s)
Activation -- C2/ 1 sec
Resistance roll - Will
Telepathy is the ability to send thoughts to and receive them from another creature. A resistance roll is used only if the target is not wishing this communication. When using this gift, the success roll is modified by the following table:
Range to target
100+ miles - 10 10 - 100 miles - 6 1 - 10 miles - 3 Target was briefly seen - 10 Slightly known (at least 5 min) - 5 Familiar with 0 Friend +3
Basic Telepathic Abilities: can be used at a range of score yds
Can read surface thoughts with a -5 roll on all targets.
Can look into memories at a -10 roll once a day per target. At least one minute per memory. Range score yds
Can communicate with pictures and feelings with their target type at -5
Target Types
Telepathy, All - This edge can be used to communicate wordlessly on all sentient creatures.
Telepathy, Family -- Full communication can be used with the kin immediate family. These are the parent, siblings and children. No range modifiers matter for Family to talk to another family member. Kin with this edge can communicate to multiple family members simultaneously in one conversation. Farther removed family members most be known (met in person) to communicate with and then at -5.
Telepathy Kindred can work only with the kindred.
Telepathy Norm works only on humans.
Teleport
Range - (score x10)^2^ miles
Duration - Instant
Affected - Self
Activation -- C2/ 1 sec
Resistance roll -- N/A
Note: Power Based
The Kindred with this gift can disintegrate in one location and come into being in a new location an instant later. The amount of additional weight that can be carried is 10x score2 in pounds. If the entity attempts to teleport and critical fails roll on the table below.
2d6 roll effect 2-6 Teleports to an unexpected location 1d100 feet away from their target 7-8 Character finds themselves above the ground 1d100 feet 9-10 Teleports Into furniture or other light items (Roll location and do 3d6 damage) 11 Teleports half into something solid (roll 4 locations and do 3d6 damage each) 12 Character gets buried deep into something solid and is good as dead. Luckily most kin can comeback from this if their friends can find them.
Time Shift
Range - 0
Duration - Special
Bonus - None
Affected -- Self or creature
Activation - Immediate
Resistance roll -- N/A
Note: Power Based
Time shift is the ability to go forward in time and at high levels go back in time.. The user can advance in time a maximum of 5x score in minutes. When the user wishes to activate this power they must decide the duration of the shift. The user vanishes from present time and appears in the same exact place when the designated time has elapsed. If the space becomes occupied while the kin is shifting, they are unable to return until the space is free again.
Touch of Death
Range - 0
Duration - Concentration 1
Bonus - None
Affected - Creature
Activation -- Instant
Resistance roll -- Luck
Note: Power Based
The touch of death drains the life force of a living creature. A successful use will charge a portion of the kin\'s flesh, hands, lips, etc. and any contact causes 2x score in damage each second. The point of power focus is determined at character creation. The kin can use melee combat to attempt the touch. The touch must be unobstructed, until level 5 when clothing can be penetrated. At level 8, the kin can affect a victim in armor. If this edge is used when incorporeal, the attack is made with a minus to success equal to (10-corporeality/incorporeality score).
The victim gets a resistance roll each time he is touched. If the victim is grabbed by the kin, and fails their resistance roll, no further resistance rolls are needed each second until the kin\'s grip is broken.
Note: In melee combat, you can attempt all attacks, any successful attacks cause the damage. Damage is limited to once per second.
Travel
Range - Score x10yds
Duration - Instant
Affected - 2x score radius in yd
Activation - Immediate
Resistance roll -- N/A
The entity disappears at the top of the round and can even continue with an entire round of action on their normal initiative. If the Travel roll fails, they must hesitate the rest of the round. The creature needs to know where they are going and never travels into something. If there is something in the location they wish to travel to they are moved to the nearest open place. The additional weight that can be carried is 10x score in pounds.
The kin reappears in the same orientation as when the travel was initiated.
Travel can be attempted once every (11 -- score in Travel) in seconds.
Weather Control
Range - 0
Duration - Score/2 hours
Bonus - Will
Affected - Score/4 mile radius
Activation -- C2/ 20+ sec
Resistance roll -- N/A
The current temperature, winds, and humidity can be affected. The roll to succeed is always difficult (-10) and can be attempted once an hour. Temp can be adjusted by 5x score in ^0^F. Wind can increase or decrease by 10x score in MPH. Humidity, rainfall, cloud cover and fog are harder to pinpoint.
Wreak Havoc
Range - 2xscore in yd
Duration - Concentration 1
Bonus - None
Affected - Self
Activation -- C1/ 1 sec
Resistance roll -- N/A
The kin with this gift can cause random telekinesis. All items less than a pound fly until they hit something. Items up to 10 pounds jump and fall. Anyone in the area of effect is distracted, disturbing concentration and getting minus the kin's score in Havoc to all actions. Characters in the area affect also need to make a Will roll or be unable to effectively move while in the area of effect (movement rate is divided by the score in Havoc).
Kindred Flaws
What are Flaws?
All kin have the bad with the good. While edges are the good, flaws are the bad. Flaws are inherent in all of the Kindred.
Major Flaws are those that are life threatening drawbacks. Major Flaws include ways to Slay the kin forever.
Minor Flaws are less destructive but no less important. These flaws are what create the character and allow the player to overcome these difficulties.
Many flaws can be multiplied, indicated by (x2), etc. These flaws can be rolled multiple times which makes them stronger flaws.
Major Flaw Descriptions
Anchor (x3)
Ghosts with this flaw have a focus or object that they are connected to via its past life. This anchor must be chosen at time of creation. If the focus is completed or the object destroyed, the kin is slain. The kin cannot affect the anchor directly. The kin must return to their anchor once every few days. With a x2 multiplier the kin must sleep by the anchor daily while a x3 requires constant sight of the anchor.
Burning (x3)
Fire can slay the kin. Fire has to do at least 25% of the kin\'s hit points and the killing damage to slay them. Damage suffered from fire cannot be regenerated, or healed using edges. Durability does not protect the kin. Lasers do fire damage. Multipliers affect damage directly. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Exorcism
The kin can be slain by a successful exorcism.
Feeding (x5)
The kin must feed off living creatures. The type of feeding is dependent upon the kin race. The character must feed the equivalent of 10 hit points a day. Multipliers are applied to the hit points needed to feed.
Feeding Frenzy (x4)
At the sight of fresh blood, or favorite food type, the kin feels the urge to feed. They feel their animalistic nature and their judgement suffers also. The kin can resist the feeding frenzy with a successful Wil roll. The kin gets a -2 to Wil rolls per each additional multiplier. A failure means the kin begins to feed, oblivious to anything happening around him, until the victim is dead or the kin is attacked. If the kin is attacked, he gets another Will roll.
Flint (x3)
A flint weapon can slay the kin. The flint has to do at least 25% of the kin\'s hit points and the killing blow to slay them. Durability does not protect the kin. Multipliers affect damage directly. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Human Feeding Only
The kin must feed off humans. The type of feeding is dependent upon the kin race.
Infection (x3)
Any victim of the living dead or weres has a chance of becoming one of the \"parent\" type of kindred. The chance of infection is 20% per multiplier. A were must do at least half of the hit points of the victim and leave him alive for a chance of infection. Living dead bases for infection are dependent upon the type.
Lunacy (x4)
On the night of the full moon, the kin feels the urge to become a wild animal. They feel their animalistic nature and their judgement suffers also. The kin can resist the lunacy with a successful Wil roll. The kin gets a -2 to Wil rolls per each additional multiplier. A failure means the kin goes berserk, having no recollection of the havoc they cause, until dawn. The kin can make one Wil roll, at full minuses, to recover from the lunacy half way through the night. The multiplier also adds one additional day to the lunacy.
Magic (x3)
A magic weapon or spell can slay the kin. Magic has to do at least 25% of the kin\'s hit points and the killing blow to slay them. Neither durability nor magic resistance will protect the kin. Multipliers affect damage directly. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Paralyzed At Day (x4)
During daylight hours, the kin looks like a stiff, oblivious to anything short of being injured. All characteristics and edges are at 25% of normal. Multipliers mean additional time is lost, 1/2 hour of waking time for each of x2 to x4. Only a maximum of 1 1/2 hours of waking time can be lost. This can manifest as either a later waking time (after sunset) or an early bedtime (before sunrise). The time can be split between sunrise and sunset also and must be determined upon character creation.
Powerless in Human Form
A character with this flaw cannot use edges in human from. They can use only bestial form, animal form or swarm to change out of human form. Once changed, all edges are usable. All flaws still affect the character, regardless of form.
Powerless when Corporeal
A ghost with this flaw cannot use edges while corporeal. Only corporeality/ incorporeality can be used while solid. Once incorporeal, all edges are usable. All flaws still affect the ghost, regardless of state.
Running Water (x3)
Running water can slay the vampire. The water has to do at least 25% of the kin\'s hit points and the killing damage to slay them. Submersion in water does 5 points a round of damage. Minor contact, standing ankle deep or a shower, causes 2 points a round of damage. Durability does not protect the kin. Multipliers affect damage directly. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Sacrifice (x3)
A kin with the flaw Sacrifice must have a ceremony that ends with the destruction of an item or living creature to maintain their power. Multipliers increase the frequency or amount of the sacrifice. If the kin is in a weakened state to to a lcak of a sacrificial ceremony, Regeneration and Healing do not work until the sacrifice is made.
Silver (x3)
A silver weapon can slay the kin. The silver has to do at least 25% of the kin\'s hit points and the killing blow to slay them. Durability does not protect the kin. Multipliers affect damage directly. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Staking (x3)
Being staked can slay the vampire. The staking has to do at least 25% of the kin\'s hit points and the killing blow to slay them. If a successful attack succeeds to stake the kin (see staking rules) they are severely incapacitated and cannot remove the stake. The stake must be of wood of at least 3/4\' diameter for a x1 multiplier. A x2 causes the kin to be vulnerable to thin sticks of wood, 1/4\" thick, while a x3 allows just about any sturdy material to slay the kin.
Sunlight (x5)
Sunlight can slay the kin. Sunlight has to do at least 25% of the kin\'s hit points and the killing damage to slay them. Being In full sunlight does 5 points a round of damage. Minor contact, sunlight peeking through a hole, causes 2 points a round of damage. Durability does not protect the kin. Multipliers affect damage directly. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Task
The kin has a long term of endless task, such as guarding a treasure. If the kin fails in their task, they suffer frome severe Compulsion Failure and will gain another Major Flaw.
Vulnerable Central Nervous System
The kin can be slain by having the brain stem destroyed. Critical or called shots to the neck have to do at least 50% of the kin\'s hit points and the killing blow to slay them.
Wrought Iron (x3)
A Wrought Iron weapon can slay the kin. The wrought iron has to do at least 25% of the kin\'s hit points and the killing blow to slay them. Durability does not protect the kin. Multipliers affect damage directly. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Minor Flaw Descriptions
Compulsions
Agenda (x2)
The kin is forced to promote an agenda supporting a racial, familial, or affilliation's aims.
Asexual
Kindred with this flaw have little or no interest in sexual pursuits.
Change on Moon Cycle (x4)
The kin changes into another form during the night of the full moon. The multiplier also adds one additional day to the period for changing.
Chaos (x3)
The kin has an overwhelming compulsion to create confusion in their environment. They thrive in chaotic situations and will act to make it so.
Crossroads (x3)
The kin must stop and contemplate a course of action at the meeting of roads. This course may even include turning around and going back the way the kin came. Multipliers may mean either some form of task must be completed before the kin can continue their jouney or this compulsion will include smaller intersections in a city.
Deed (x2)
The kin is compelled to comply with any written document, which they sign. Any waver from a contract, knowingly or unknowingly, will cause great pain and even open wounds on the kin.
Earth (x3)
Earth is required for the vampire or living dead to \"sleep\" peacefully. Without earth, the kin is disturbed by dreams and nightmares, unable to sleep the sleep of the dead.
Earth at x1 means the kin must spend 12 hours of each 72 hour period in contact with their earth. The kin must have no less than 1 cubic foot of earth.
A x2 forces the kin to spend 8 hours of each 24 hour day in contact. The kin must have no less than 3 cubic feet of earth.
Having a x3 requires the kin to sleep IN a large quantity of earth 12 hours of each 24 hour day. The kin must have no less than 20 cubic feet of earth.
Failure to sleep with earth is a cumulative -1, per multiplier, for all characteristics, edges and skills for each day until the requirement is reached.
The earth must come from one of the following sources, determined at kin creation. Where the character grew up, where the character died, or where they were buried (if applicable).
Eats Raw Meat (x2)
Weres with this flaw prefer to eat their meat rare. A x2 indicates the were likes meat RAW, preferably freshly killed if available.
Entry (x2)
The kin cannot enter a private dwelling if not invited.
Greed (x2)
The kin is compelled to gain material wealth or other items of greed which could be magic, gems, art, or gold.. Bribes are very an easy way to manipulate a kin with this flaw. Greed x2 will even cause the kin to go well out of his way to get more wealth and will cheat his own friends for it. This case makes it quite a dilemma for a high humanity character.
Guardianship (x2)
The kin must guard an object, animal or person. If the guardian is in danger the kin must protect it.
Hidden (x2)
This compulsion forces the kin to remain as hidden as possible from others while going about its business. Multipliers mean it wants to avoid contact with other kin not of its own race in addition to herd.
Holy Ground (x3)
The kin is compelled to be peaceable on holy ground. Any act of violence on holy ground, knowingly or unknowingly, will cause great pain and even open wounds on the kin.
Horde
The Text....
Libido (x2)
The kindred likes sex and must engage in some form of sexual pusuit.
Marked Target
A mark appears on a norm, which only the character can see. The mark is always the same type and in the same place such as a pentagram on the palm. No matter what actions the character takes, they will end up causing the marked target\'s death. There can only be one marked target at a time and one has never lived more than two months. A successful aura detection by anyone can see the mark.
Prank (x2)
The kidred has a compulsion to either play pranks and prctical jokes on people or feels compelled to tell jokes, usually bad ones.
Ritual
TempText
Servant (x3)
The kin has something like an anchor that others can use to control the kin and become the kin\'s master. A commanded kin must perform one task their master asks. After the completion of the task the anchor is withdrawn from the master. A x2 causes the kin to perform any 3 tasks for the master. Command x3 allows the master to command the kin for an entire year.
Settlement (x2)
The kindred with this flaw wishes to avoid settled areas. The multiplier means the kin does not want to frequent small towns and prefers to be in rural of wolderness areas.
Shun Tech (x3)
The kin shuns technology with a level of sophistication above their mortal life.
Summon/Banish
The kin is susceptible to being called or sent away by magic or edges. The only defence is the kin\'s true name must be known to the summoner.
Trophy
TempText
Vow (x2)
The kin must keep any vows they make.
Goofy Looks
Due to their supernatural nature, the kin often have physical characteristics that are inhuman. A kin can have many goofy looks. Any specific goofy look can only be doubled. A doubled goofy look is highly exaggerated and difficult to conceal.
Phenomena
Things just seem to happen around the kin. A kin can have many phenomena. These phenomena occur randomly within 50 feet of the kin. Each phenomena is selected at time of creation.
Animal Disturbance (x2)
Animals fear the kin. Animals begin to act erratic and attempt to leave the area when they sense a kin within 20 feet. A kin with x2 installs hostility to animals. Hostile animals may attack the kin (25% chance).
Animal Friendship (x2)
Animals like the kin.
Blood Secretion
The kin secretes blood instead of tears or even sweat.
Bloom
Flowers bloom in the near vicinity of the kin.
Chill (x2)
The kin causes an area around them to be slightly cooler, giving people the goose bumps. A x2 causes drafts that can blow out candles as well as dropping the air temp by as much as 20oF.
Death Scene
The natural look of the kin is what they looked like at the time of death. A ghost who was run over by a car could have torn clothing and tire tracks on their chest. The kin can still change into normal clothing when corporeal, but the kin will always turn back to their death scene the next day.
Dietary Restriction
The type of food that can be consumed by the kin is limited. An attempt to consume anything other than their diet causes the kin to be nauseous and unable to keep it down.
The diet is determined by race. Ghouls only eat rotting human corpses. Zombies eat brains. Skeletons cannot eat anything.
Trolls eat live humans and animals.
Diminished Sense (x4)
A sense of the kin\'s is very poor. The senses are sight, hearing, smell and touch. Smell also controls taste. Any perception with the diminished sense is at 25% of the Per. A kin can have up to four diminished senses total. At character creation, roll a d4 on the following chart to determine which sense is diminished.
Roll Sense
1 Sight
2 Hearing
3 Smell
4 Touch
Disbelief (x)
Kindred with this flaw have trouble affecting those who do not believe in them. There is a --2 chance of an edge success failing on a nonbeliever per multiplier.
Dissipate
The body of the kin dissipates at death. The body will refoem the next day at the kin's "home."
Edge Flux on Moon Cycle
The kin\'s edges get modifiers dependent on the moon cycle. For half the moon cycle, from half moon waning to half moon waxing, the kin gets -2 to all edges. With the moon between half and three-quarter the kin gets -1 on all edges. During the three-quarter to full moon the edges are at normal strength. On the night of the full moon, the kin gets +1 to all edges. If an edge\'s score falls below 0 with these modifiers, the edge cannot be used.
Eyes Red After Feeding (x4)
The whites of the eye turn a deep red after successfully using the Feeding Edge. The eyes stay red for a time equal to the points fed on in minutes. This flaw can be multiplied up to x4, increasing the time by the multiplier.
Human Friendship (x2)
People like the kin.
Human Hostility (x2)
There is an aura of hostility that the kin radiates. Norms within 15 feet of the kin have a chance of getting upset and aggressive toward the kin (25% chance). If a norm is not effected immediately yet stays in the area, another roll is made every 15 minutes. Crowleys and kin understand and are not directly effected by this flaw.
Incorporeal at Day (x4)
During daylight hours, the kin cannot become corporeal. Multipliers mean additional time is lost, 1/2 hour of waking time for each of x2 to x4. Only a maximum of 1 1/2 hours of waking time can be lost. This can manifest as either a later waking time (after sunset) or an early bedtime (before sunrise). The time can be split between sunrise and sunset also and must be determined upon character creation.
Leprosy
The kin has flesh that easily falls away. A light hit can send a finger flying through the air. No additional damage is caused. The lost flesh grows back in a day.
Mirrors (x2)
The kin with this flaw has an aversion to mirrors. If the kin is within an area that would give a reflection in a mirror they must make a Wil roll or back away.
Mirrors x2 can cause mirrors to break when the kin sees them (25% chance). The mirror must be within 10 feet for this effect to happen.
No Recording (x2)
The kin does not appear in recordings. Multipliers mean the kin cannot communicate via electronic media.
No Reflection (x2)
The kin has no reflection in mirrors. Multipliers affect other glossy, reflective surfaces.
Odor (x2)
The kin has a breath or body odor that is not human. The type of odor is determined at time of kin creation. Types of odors include: an animal, an herb, rotting meat, or blood. Odor at x2 is quite pungent and can make people nauseous.
Paralyzed By Sunlight
If touched by sunlight, the kin looks like a stiff, oblivious to anything. No actions or edges can be attempted while in contact with sunlight.
Powerless at Day (x4)
During daylight hours, the kin has no edges or bonuses to their characteristics. Flaws still affect them. Multipliers mean additional time of powerlessness, 1/2 hour of time for each of x2 to x4. Only a maximum of 1 1/2 hours of time can be lost. This can manifest as either a later time (after sunset) or an early time (before sunrise). The time can be split between sunrise and sunset also and must be determined upon character creation.
Powerless in Human Form
In human form, the kin has no edges or bonuses to their characteristics. Flaws still affect them.
Return
Once killed, the kin\'s body returns to the home existence of the kin. They must remain there until summoned or brought back by someone other than himself.
Send Nightmares (x2)
While norms are asleep, within 100 yards of the kin, they have disturbing dreams. All norms must make a Wil roll or have the nightmares when they sleep. If the norms make their Wil roll they only have an uncomfortable sleep.
Shift
When the kin uses a form shifting edge (Animal Form, Bestial Form, Gaseous Form, and Swarm) the kin\'s belongings do not shift with them.
Skin Cold to Touch
Kin with this flaw have a room temperature body. Shaking hands with someone with cold hands can get you some funny looks by others.
Skin Hot to Touch
Kin with this flaw have skin that is hotter than a normal humans.
Slime
The kin leaves a slimy residue in the area they occupy.
Undead Victim (x2)
Slain victims of the kin have come back to haunt the kin. Victims of the kin are turned into ghosts or living dead to haunt or hassle their maker, which is their anchor.
Weather (x3)
The kin inadvertently causes changes in the local weather. There is a 20% chance per multiplier each day that the kin will causing the weather to change. The Temperature can dip by 5oF per multiplier. The humidity also increases slightly. If there is a chance of precipitation normally, the kin causes it to precipitate. The area of effect is around 1/4 mile diameter.
Wither (x2)
Plants wither...
Wounds
When damage is sustained, the wound \"bleeds\" something other than blood and look unnatural. The bleeding causes no additional damage to the character or others who come in contact. Another version of this is all wounds upon the character do not bleed.
Any wound that does damage to the character causes blood to pour from the wound. About three to four times as much blood as a norm would bleed. No additional damage is taken.
Repulsions
Bells (x2)
The Nature Spirit is repulsed by the sound of bells and is unable to harm the person ringing them.
Bells x2 causes the kin to take damage of 5 points a second it the herb touches the kin. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Clothes (x2)
The Nature Spirit is unable to harm a person who is wearing their clothes inside out. Whether it is due to the fact they no longer recognize the person who has turned their clothes, or because they are laughing to damn hard has yet to be determined.
Clothes x2 causes the kin to take damage of 5 points a second it the herb touches the kin. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Flint (x2)
The kin with this flaw has an aversion to flint. If the kin is within 5 feet of flint, they must make a Wil roll or back away.
Flint x2 causes the kin to take damage of 5 points a second it the herb touches the kin. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Herb (x2)
The kin with this flaw has an aversion to many plants. This includes: Juniper logs, holly, and rose flowers. If the kin is within 5 feet of any of the above they must make a Wil roll or back away.
Herb x2 causes the kin to take damage of 5 points a second it the herb touches the kin. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Holy Symbol (x2)
The kin with this flaw has an aversion to holy symbols. If the kin is within 5 feet of holy symbols they must make a Wil roll or back away from the holy symbols.
Holy symbols x2 causes the kin to take damage of 5 points a second if the holy symbols touch the kin. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Meteor (x2)
The kin with this flaw has an aversion to unearthly rock. If the kin is within 5 feet of meteor rock they must make a Wil roll or back away.
Meteor x2 causes the kin to take damage of 5 points a second it the meteor touches the kin. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Salt (x2)
If the character is in contact with salt their edges or magic has a 25% chance per multiplier of faltering with each attempt. With x2 the character is unable to cross a line of salt as well as it causes the kin to take damage of 5 points a second it the salt touches the kin. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Silver Repulsion (x2)
The kin with this flaw has an aversion to silver. If the kin is within 5 feet of silver they must make a Wil roll or back away from the silver.
Silver x2 causes the kin to take damage of 5 points a second it the silver touches the kin. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Wood (x4)
Durability does not protect the kin. Multipliers affect damage directly. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Wrought Iron Repulsion (x2)
The kin with this flaw has an aversion to wrought iron. If the kin is within 5 feet of wrought iron they must make a Wil roll or back away from the wrought iron.
Wrought iron x2 causes the kin to take damage of 5 points a second it the wrought iron touches the kin. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Stress Related Changes
During times of stress the kin\'s powers may manifest themselves in uncontrollable ways. The changes are in effect until the kin is able to relax. When the director declares the time to be stressful to a character they get a Will roll to attempt to hold the change back. Multiple stress related changes require a Will roll at minuses. This is -1 for each additional stress related change. A bad failure means all stresses are evident. Numerous stress related changes can be had by a character. All changes are determined at time of creation. Each character race has a stress related change chart.
Chill Stress
A sudden blast of cold will emanate from the kin. This cold can be different from the phenomena Chill, or the same (Director's discretion). If it is the same, it will be a much stronger, concentrated area version of the phenomena.
Dancing
The kin has the uncontrollable urge to boogie. Can be a problem if we have to concentrate on a task or be stealthy.
Exude
During times of stress, the kin will exude some type of visible phenomena directly from its body. The type should be determined at character creation and with some guidance from the following.
Angels- Vapor, Light
Animates (depending on origin)- Oil, Gears, Stitches, Flesh
Daemons- Smoke, Flames, Scales
Demons- Smoke, Ichor,Flames, Ice
Ghosts- Wisps of vapor, Blood
Living Dead- Vapor, Mists, Maggots
Nature Spirits (depending on type)- Faerie Dust, Vapor
Vampires- Mists, Blood
Weres- Blood, Fleas, Fur, Scales, Feathers
The loss of the exuded items causes no damage to the kin. The items will disappear in a few minutes. Multipliers affect the amount of the exuded material.
Eyes Change
The kin's eyes will change. They could turn red like the vampire's flaw or become animalistic. The change should be determined at character creation.
Fear Stress
This stress acts like the edge Fear.
Floor
The ghost loses the ability to maintain position against a solid object. This is something like losing control of corporeality in that the kin may start to sink into the floor, fall through the ceiling, or go into the next room if leaning against the wall.
Fly Stress
The kin will start to fly when this stress is in effect. The problem is the kin is unable to control the flight with any degree of efficiency. Distance and speed are governed as per the edge Fly.
Feeding Frenzy Stress
This stress is similar to the Major Flaw.
Frenzy Stress
The kin goes balistic, berserk, whatever. While in this frezy, the kin will attack anything it perceives to be a threat including inanimate ogjects, cars.
Howl at the Moon Stress
The were has the overpowering urge to howl. Even if it means no longer engagting in combat.
Levitate Stress
The kin will start to levitate when this stress is in effect. The problem is the kin is unable to control the levitation with any degree of efficiency. Distance and speed are governed as per the edge Levitate.
Libido Stress
Kin affected by this stress have the incredible yearning to have sex (or is it a yearning to have incredible sex) right now or at the very least start seducing someone/thing.
Nervous Tick
The kin will develop a noticeable physical twitch. Multipliers mean the tick is severe and can affect ay skills which require coordination to accomplish, including combat skills.
Noises
Sounds emanate from the kindred when affected. An animate may sound like their gears are grinding if applicable to the specific form. Ghosts may have the sounds of chains or screaming. The sound should be determined at creation. Multipliers can mean either additional noises or more volume (Director's discretion).
Odor Stress
A sudden blast of an odor will emanate from the kin. This smell can be a different one from the phenomena Odor, or the same (Director's discretion). If it is the same, it will be a much stronger, fouler, sweeter version of the phenomena.
Paralysis Stress
The kin is frozen if this stress takes affect. With a successful Wil roll at mods, the kin may break free of the paralysis, but will move at half speed for a number of rounds equal to the success of the roll divided by 2.
Prank Stress
You just gotta play a prank on someone when this affects you. If your form of prank is telling jokes, usually bad ones, you must go into your stand up comedy routine on the spot.
Revert
The kin will revert back into its natural form. Ghosts become incorporeal, Daemons & Demons become monstrous, Weres will go back to their human form.
Shatter
A kin under stress may have mirrors and glass shatter in their presence. Multipliers make items shatter in a larger area of effect and with more force, which could cause damage to those in the area.
Sign Stress
The kin will cause a sign to appear when this stress is in effect. The problem is the kin is unable to control the sign with any degree of efficiency. The stress governed as per the edge Sign.
Static
The kin affects a static charge in the area it occupies. This can cause hair to stand on end or mild shocks to those in the area. Multipliers means the effect can adversely affect electronics.
Transformation
The kin transforms into a bestial or animal form.
Weather Stress
The kin causes a sudden change in the weather in the area. Multipliers mean the effects are more severe.
Wreak Havoc Stress
The kin wreaks havoc similar to the edge. The kin has limited, if any, control of the objects being hurled about. Multipliers mean more objects are hurled at greater velocity, possibly causing minor damage to people and items in the area.
Humanity
Humanity is the measure of kindness, sympathy, and gentleness vs. animalistic aggression and insanity. A person with a very high humanity is a model citizen and a very low humanity reflects a menace to society.
Each character has a Humanity that can be adjusted at the end of each session by the Director. If a character is acting differently than their humanity value it should be adjusted at the Director's discretion.
The character can also have a temporary humanity shift that can come from a traumatic moment or a strong taunt from an enemy. This is useful to give a Kin character a little boost for a moment, one way or the other. The Director gets to decide if the situation warrants a humanity shift. Giving into anger can help a kin to use their edges and resists other's better or calming down can help resist flaw rolls. In an event of temporary humanity shift, the character will get a new chance at either the Will Flaw, Edge Success, or Resistance roll. A temporary Humanity shift also causes a boost In The Groove.
Humanity
| Humanity Score | Will mod. for Flaws | Edge success | Resistance | Description |
|---|---|---|---|---|
| 1 | -9 | 0 | -9 | Animalistic |
| 2 | -8 | 0 | -8 | |
| 3 | -7 | 0 | -8 | Serial killer |
| 4 | -6 | 0 | -8 | |
| 5 | -5 | 0 | -7 | |
| 6 | -4 | 0 | -7 | Thug, gangbanger |
| 7 | -3 | 0 | -7 | |
| 8 | -2 | 0 | -6 | Small time criminal |
| 9 | -1 | 0 | -6 | |
| 10-11 | 0 | 0 | -5 | Covert Ops |
| 12 | +1 | 0 | -5 | |
| 13 | +2 | -1 | -4 | |
| 14 | +3 | -1 | -4 | Law enforcement |
| 15 | +4 | -1 | -3 | |
| 16 | +5 | -2 | -3 | Medical Doctor |
| 17 | +6 | -2 | -2 | |
| 18 | +7 | -3 | -1 | Model citizen |
| 19 | +8 | -3 | -1 | |
| 20 | +9 | -4 | 0 |
Modifiers
Will Mod for flaws is the embodiment of humanity, how easily the Kin succumbs to their natural animalistic nature. The more a Kin behaves like a human, they have less of a chance of a stress related flaw giving away their true nature.
On the opposite side of the coin, a kin with a low humanity has a superior chance to succeed at using their inhuman powers. This Edge success modifier is directly applied to the character's edge roll everytime they wish to use an edge. You make think this negatively effects high humanity character, and it does when under stress. The Director can on a case by case basis evoke this other method: It simply means they may need to take additional time to succeed. The extra time would be an extra round (or the time scale using in cast time of the edge) for each minus of the modifier.
The Resistance modifier is for when the Kin character is being affected by another. The kin's edges work best against humans and all simply humans don't receive this bonus. Only very high humanity kin lose this bonus because they have lost their inhuman nature.
Events that will pull a character lower in humanity
Murdering many innocents for fun 1
Killing for feeding without caring about cleanup 3
Feeding Frenzy that kills an innocent 6
Using edges in front of innocents 10
Events that increase humanity
Saving innocent 12
Using edges only away from innocents 14
Not using edges even when you should 18
Taking a hit for innocents 16
On a game session basis come up with an average humanity for the actions of the day and move the character toward the new number by 1 step (or maybe more if there has been a dynamic shift)
Magic
Magic is very different then the kin\'s edges. It is the mystical harnessing of the worlds energies and focusing them to do your will. These are the powers that mere mortals can harness to gain an equal footing to the kindred. Greater wizards can even become immortal through their arcane magics.
Who can use Magic?
Magic is usable by any human who is able to learn the craft. To truly master the arcane crafts one needs a high Will. As far as kin are concerned, magic can only be used at the loss of their own edges. Only kin with the edge Magic Use can use magic with no penalties.
Will
The Seven Spheres of knowledge
Magic is a wide variety of spells that are learned like any other skill. The skills are grouped in spheres of knowledge.
Elemental
Death
Summon
Force
Clergy
Spirit
Ceremonial -- cabala, garnarian, Egyptian, masons
Hybrid Spheres
Techno
Magic Flaws
Emotionless, Megalomania, Scattered, Imprison, exude euphoria, lose power to others, vulnerable to feeding
Magic Score
The magic score
Magic Score = Highest Sphere score + (sum of the additional known spheres' scores/3)
Magic Points
All spells cost points to cast. An attempt that fails, costs 1/2 the normal amount of Magic Points.
Magic Points = Magic Score x 10
Magic Points regenerate at the rate of Fit/3 per hour.
Over Extending
A mage can opt to use more than their allotted Magic Points. Doing so can cause very harmful backlash and even death.
Roll on chart: (d10)
1 nothing
2 Dazed for d4 seconds
3 Take 1 pt of dam per over extended point
4 - 6 Suffer 1d3 points of dam per point
7 - 8 Stunned for d4 and 1d3 dam per point
9 Energy pulse Fitness is reduced by one permanently
10 Energy explosion 2d6 dam per point 15ft Radius
Spells
Elemental
1 Affect, Sense
2 Protect
3 Create
4 Command
5 Attack
6 Minion
7 Barrier
8 Merge
9 Giant Attack
10 Mega Attack
Death
1 Wither
2 Commune with the dead
3 Command the Living Dead
4 Animate the dead
5 Slay
6 Summon Living Dead
7 Barrier of Ruin
Living Death
Ruin
Raze
Summon
Symbol
Contract
Summon Outworlder Minion
Command Outworlder
Pain
Summon Outworlder
Bar Soul
Soul Steal
Chimera
Summon Extreme
Force
ESP
Telekinesis
Illusion
Command
Darts
Empower
Shield
?
?
Fission
Clergy
Bless
Sanctify
Cure
Divine
Heal
Exorcism
Holy Bar
Call Servant
Resurrect
Call Extreme
Spirit
Ceremonial -- cabala, garnarian, Egyptian, masons
# The Campaign
Group Information for the Director
The following information is for the Director only. If you are not directing a Movie, please do not read the following. Don't you hate it when someone spoils the plot of a movie for you?
The following are specific supporting actors and extras for Katzbalger: Beyond the Norm. These are contained in a general overview from the Clans and Families section in an earlier section of the book. There are a number of specific characters among these groups who need to be covered, and more can be fleshed out depending upon your specific needs. If a player wishes to run a character that is a member of a specific group, this section will provide an overview of the Edges, Flaws and general characteristics of that group. There is always room for differences, but remember to keep some balance.
Clans
The clans listed earlier have some interesting characters in the membership.
Overground
This group of clans is very visible, even to the herd, who just don't know they are kin. Overground holds two charity events each year, each raising huge amounts of money. The event draws people from all walks of life, if they can afford it. The clans of Overground are Weres, currently there are thirteen clans in the group.
Clan Heads are referred to by the name of the clan, hence, Samantha White, the head of Clan Aquila, is called Aquila. This is a form of respect among Overground.
Each of the clans has a sphere of influence in its dealings with the Plebeians. These are regulated by the Council, and any business matters are discussed at Overground. These spheres can be legal or illegal businesses, and may change hands occasionally. Clan members may hold positions in companies run by Plebes, or own the companies themselves.
The clans of Overground do not hold total sway in their spheres. Other factions will also operate in these areas. Herd gangs, Mafia and groups with kindred in them will be found working on their own projects and agenda. This will cause some friction, or the groups may ally themselves with others to accomplish certain goals.
The council can reward or punish individual clans through the area of influence they control. This can take different forms, ranging from fines paid to the council, reparations, or even losing turf if applicable to the kind of area the clan holds.
Overground Director's Notes
There have been troubles in Overground in the past 50 years or so. Clan Arkady was in control of the Council, but lost that control due to an internal schism about five decades ago. As the opportunity presented itself, Clan Rain made its move to take over the number 1 spot and was successful. They have held control of the Council of Overground for the entire time since the schism and have put into motion many plots and machinations to remove Arkady from the number 2 spot on the Council. Clan Arkady is the only clan currently that has any chance of displacing Rain, and that is the last thing Rain and his allies in the Council want. While the others may chafe at being weaker than Arkady and Maydenn, they realize their alignment with Rain gives them substantial power, even if it is not overt.
There is some jockeying for position among the clans, but movement up or down is slight and sometimes only depends on the whims of Rain. The balance of power is not so tilted in Rain's direction that he can just run rough shod over the clans. If he pushes too hard, the neutral clans will not back him and he knows this.
Over the years the charities that have benefited from the dual fundraiser events have changed. They tend to be well known organizations and who gets the proceeds depends upon the choice of the clans. Generally, the decision will be made for the next event's benefactors at the current gala. Sometimes the charity will be herd controlled and other times it is not. Clan Gellis' Mutant Rights League has been the beneficiary of the event a few time in the last five years.
Clan Rain
This clan of werewolves can all trace lineage to the Clan Chief. All members are identical in their abilities, any mutants are cast out or killed. Currently the head of Rain is named Thunder. He changed the name of the clan to Rain when he became Clan Chief.
This clan is very anti-human and its activities show this. They are very violent and crave conflict with others. They typically turn the other cheek when one of the clans aligned with them assault one of the non aligned clans, specifically when Clan Reyford goes after members of Clan Tradis. They even go as far as to instigate conflict amongst the Plebe gangs whenever possible. To them, there is nothing worse than a truce.
Clan Rain holds the Judicial system of New York as its sphere of influence. Their control varies, they have some of their members placed in the DA's office, some are attorneys in private Law offices, and aren't above blackmailing and threatening other lawyers and judges.
Clan Rain
This clan is very large in its membership, counting over 250 werewolves. The clan is spread throughout the state of New York and even has some members in New Jersey. The current Clan Chief has been in control for nearly 100 years, and changed the name of the clan to Rain when he came to power.
Clan Chief Rain
His kin name is Thunder, his real name is Jonathan Desiderius and he is about 350 years old, since his infection. He is very powerful physically, but is sometimes prone to erratic and irrational behavior on occasion.
He is currently one of the oldest of all the weres of Overground and an elder kin on the island of Manhattan. Thunder is a ruthless person and will not hesitate to settle an issue with a physical battle. This has helped to keep him in power on the Council, since few, if any, can withstand a head to head conflict with him.
Clan Rain members
Members of Rain will have the following Edges and Flaws. Any who have any mutation or deviation from the norm are either cast out or killed.
Clan Arkady
This clan currently holds the number two spot on the Council. They have a large membership, over 200 werewolves. They can trace lineage to the Clan Chief. The schism of fifty years is still affecting this clan, and the current Chief is still trying to cope with the aftermath.
Clan Chief Arkady
________________, has been Arkady for about 150 years. He currently resides in a penthouse located near Central Park in a building his company owns. The company seems to maintain about 200 million in debt, but keeps running year after year.
Arkady would like to have the number one spot on the council back, but does not have the strength of will to face Rain in single combat and since the schism, lacks the numbers to deal effectively in a Clan War.
Silverback
The number two in Clan Arkady, Silverback is over 300 years old. Operating as Dr. Silver, he is the owner of Silver Consulting, a financial consulting and brokerage house on Wall Street. He is often just called Silver, and is 6' tall and weighs about 250 lbs. He is called Silverback because of his gray hair. Silver is a very learned man and speaks four languages fluently.
Mad Hatter
One of the wackier members of the clan, Mad Hatter is a little out there. He likes to play practical jokes and is sometimes very difficult to understand. He is good in a fight and fairly strong physically. He takes his name from the popular and, yes, wacky character created by Lewis Carroll. He and Foo Fighter are brothers and although the term is used frequently in the clan, they have a deeper bond to each other than many.
Foo Fighter
Foo Fighter and Mad Hatter are contemporaries, having been infected within months of each other. Sometimes they call each other brother, even though they were infected by different members of the clan. Foo is just over 100 years old and has been married to his wife, another clan member, for over fifty years.
Speed Razor
A werewolf with an attitude, Speed Razor is a big player in the clan. She is a mutant, and has some useful skills her brothers and sisters don't. She is very skilled with a gun and rides motorcycles on the underground racing circuit, winning frequently.
She manages to make a fair living racing, but is also the mistress of Arkady and he takes good care of her. Her relationship with Arkady gives her more status with the group, especially since she is not particularly old compared to some of the other members.
Speed Razor has been an Arkady member for about thirty-five years and was in her early twenties when she became infected.
Clan Arkady Members
Clan Maydenn
This Clan does not have a large membership in terms of numbers, but physically is the largest of all the clans overall. They are picky about who joins the clan, which also explains the smaller numbers. Some of their members were professional athletes and there area of influence reflects their overall interest in the athletic world.
Clan Chief Maydenn
Porky the Pig
Needless to say, Porky is a wereboar.
Clan Maydenn Members
Clan Spence
This clan is somewhat like a gang, although more sophisticated. They have visions of becoming a Mafia family in style and are working on 'civilizing' some of their members. They have a number of racketeering and protection scams working on Manhattan, as well as some fronts for laundering their profits. The most notable of these is a dry cleaning chain they own.
This clan is very conscious of lineage, but will allow mutant weres of lineage to stay in the clan if they are useful. They are more likely to drive out a mutant than kill them outright. It sometimes depends on the mood of the Spence.
Clan Chief Spence
The Spence is almost 200 years old and is a native of New York who moved to Manhattan when he became the Chief. He has been in control of the clan for 30 years and is trying to move up in power and prestige. He's broken a few skulls trying to get some of the members to fall into line, they like being thugs and some are resisting his attempts to spruce them up.
Number 2
This is the number two in the clan. He is 80 years old and very intelligent. He is also ambitious and although loyal to the current Spence, he is consolidating his position to move into the Clan Chief when the head is gone.
Rug Doctor
A member of Spence, the Rug Doctor is one of the strongest members of the clan physically. He also has an attitude and a tendency to fly off the handle when taunted. He and Speed Razor of Clan Arkady especially do not get along, but neither has bothered to try a direct physical conflict.
Clan Spence Members
Clan Masai
The reptile world of weres is embodied in this clan. They all trace lineage and as long as a mutant is still reptilian, they are allowed to remain. The clan even has albino and amelisitic members.
They are into drugs, legal and illegal and none of the members use them. Currently, they are using some herd gangs to distribute on Manhattan, but maintain major distribution in other areas of New York and New Jersey.
Clan Chief Masai
The current Chief is a King Cobra, with a bestial form that makes him over 14' long. He is very venomous and can spit. He and his lieutenants are known to frequent the Funhouse, a club of exotic dancers.
Clan Masai Members
Clan Reyford
This clan of cats is of median size in the clans. The have some large members, but not any on a level with Clan Maydenn. They are making their money in the fashion industry, and all members dress impeccably. They also have some models as members, as well as a few famous name designers.
Clan Chief Reyford
This Bengal Tiger is one of the largest members of the whole of Overground. He is almost 300 years old and has held control of the clan since about 1900. He was originally from India, and was educated at some of the best of England's colleges after the colonization.
Clan Reyford Members
Clan Aquila
Clan Aquila is a clan of avian forms. Overall, this clan has some of the oldest weres, but are few in numbers and this limits their power. They also wish to remain neutral in matters of the Council, and avoid conflict whenever possible.
They are well placed in the entertainment industry, mainly in the film industry. Many of the more powerful members of the clan are Executive Producers, Directors, screenwriters and even some actors.
Clan Chief Aquila
Samantha White is the current head of the clan and is a popular Hollywood actress. She is about 150 years old, that is a guess, she avoids answering that question, and has been the Aquila for 80 years. She has been actively acting for the last 10 years and has been in a few blockbuster movies, no Oscars yet, though.
Clan Aquila Members
Clan Talon
This mixed bag of fur has many different mammalian forms of weres in its membership. They can trace lineage, but don't really give a damn. Their motto: The more we let in, the stronger we are. They do have some trouble staying organized, and when the Talon is a strong leader, they are more effective and active in the area of influence. If they have a weak chief, they are fighting amongst themselves and plotting ways to become chief.
This is a big gang off Manhattan, but they are having a hard time getting established on the island. They run guns off the island, but on the island, that niche is controlled by others. They have appealed to Rain for Council backing, but he is inclined to let them prove their strength unassisted. The rest of the pro-human clans are not likely to back them in this request.
Clan Chief Talon
Clan Talon Members
Clan Tradis
This clan is comprised of rodent wereforms. They are small in stature and even though they are not a small clan in terms of numbers they are weak.
They are specialists in gathering information and are aware of most things occurring on the island and the surrounding area. Because of their placement in the news media, they also have a good understanding of what is going on in the world in general.
They are frequently waylaid by Clan Reyford and will avoid some areas of the city unless they are in a group. They have complained of these incidents at Overground, but Rain pays little attention to them. Some of the other clans have agreed to help them, but this is outside of the Council and the help must be subtle. This has helped alleviate some of the problems, after a few random gang members have stopped some Reyford attacks, the cats have seemed to lose some interest in their game.
Clan Chief Tradis
Tradis is a wererat and has been Chief for many years. He is Grooming his son Cecil to take over after him, and this appears to be the only clan that is passing control through family.
Cecil
Cecil is the son of Tradis. Yes, Cecil has mom and she gave birth to him. Tradis is truly his father. He is still young and a bit skittish, but shows some promise. He is already one of the better informants the clan has and is regularly called upon to find information.
Clan Tradis Members
Clan Gellis
Clan Gellis is the home of albinos, although most are mammalian forms, they have had a few avian and reptiles in their group. They are weak because there are not many albinos around. They can trace some lineage, but throw out non-albino offspring.
They are anti-human and are currently supporting the Mutants' Rights Movement. They are using the movement ass a front for some of their illegal activities and also to gain sympathy for any of their members caught breaking the law.
Clan Chief Gellis
Clan Gellis Members
Clan Myst
This clan is mainly comprised of gorillas, with a few members being others kinds of large apes. They have a very small membership, but their members are fairly strong physically. They are all intelligent and even tempered, just don't push them too hard. An angry gorilla is not a nice thing to be around.
They are heavily involved in the computer industry, and have some companies in Silicon Alley near Wall Street.
They are very concerned with staying neutral in council affairs due to their small numbers.
Clan Chief Myst
Clan Myst Members
Clan Krae
This clan is comprised of insectoid forms of weres. They do not have a large number of members and are therefore the weakest clan of the Council. They do have many members with useful powers, and if they can'[t do the job, they will probably know someone who can. They work with Clan Tradis frequently, because there is strength in numbers.
They are very involved in the food service industry on Manhattan and other parts of New York. They are the suppliers of the catering for Overground, including the herd who are eaten.
Clan Chief Krae
The head of this clan is a Praying Mantis.
Slinger
Clan Krae Members
Clan Draconis
No member of Clan Draconis has attended a meeting of Overground in centuries. The rumor is there are no more dragons, but the position of this once great clan is still held out of respect for their power. Not even Rain would dare remove their position.
Clan Chief Draconis
Frajour
League of Pleasant Hills
This group of Angels, Ghosts and Gargoyles didn't like the turn the neighborhood took and decided to do something about it.
A local gang decided to start flexing its muscles and attempted to move into the cemetery. They were desecrating tombs and crypts and using the cemetery as an escape route and place to hide their stolen goods and other things. Their loud parties and drinking were disturbing the cemetery residents, even the dead ones.
The denizens of the cemetery tried some subtle things to let the gang know they were not welcome. Mostly simple ghost tricks. One night, a group of the gang members, including their leader, passed out after drinking too much, at the Johnson family crypt. Beelon, the Johnson gargoyle and some others controlled the dreams of the passed out, the dreams were not pleasant, more like a warning to leave. The passed out finally awoke, very shaken by their dreams. The gang leader had been sleeping underneath Beelon and upon seeing Beelon was consumed by a sudden hostility towards him. The leader climbed up and knocked Beelon off his perch on the crypt, killing him as he shattered when he hit the ground below. The gang laughed about it, nervously, and left.
The nightmares had the desired effect, the gang stayed away, for a few weeks. Eventually, Beelon resurrected and resumed his perch upon the Johnson crypt. The rest of the cemetery residents wanted to exact some kind of revenge on the gang for the attack on Beelon, but were at a loss as to how to accomplish it.
One of the angels, Marinus, said the gang would come back because this place was still valuable to them. He suggested they move the items the gang had hidden so they could not find them. This, Marinus said, would confound them and take away their livelihood. And it was done.
The gang came back.
Unfortunately, the day they came back a young widow was visiting the grave of her husband with their two children, a daughter of 12 and a son of 8. The gang had been searching for their goods and had become angry when they could not find them. As they were leaving, they saw the widow and took their anger out on the small family. They raped the widow and the daughter while the son was forced to watch. Some of the gang left, realizing the leader had gone over the edge and refusing to take part in this atrocity. Three of the gang members stayed, hoping they could stop this horror, or at least get the children spared.
The residents were appalled and felt guilty. Had they caused this by moving the stuff or would it have happened anyway? Unfortunately, they were limited in what they could do. Angels went to the widow and daughter to calm them and take away the pain that was being done to them. Ghosts started talking to the boy to calm him and to place a plan of escape into his mind. Other ghosts worked on the gang members who had stayed to stop this, to get them to move into action to save the family.
Eventually, the leader and his fellow participants became tired of their sport and also the pleading of the three trying to stop them. He executed the mother and daughter. He turned to shoot the boy and a girl from the three dove at him, knocking the gun out of his hand.
The ghosts told the boy to run off into the cemetery and he did. The leader saw him take off and told other gang members to kill him. The two others that stayed to stop them with the girl, ran off after the boy, hoping to block the line of fire of the ones trying to shoot the boy. When the gang hesitated, the leader ordered them to shoot those two also. They did.
The two members were killed and the boy also suffered a mortal wound. Marinus was nearby when the boy was hit and went to him to help. Marinus saw the boy would die without help and also knew this was not his time to die. He used his power of healing on the boy and stabilized him. Another angel worked on the gang member who had been sent to see if the boy was dead and made him perceive it that way.
The leader was so angry with the girl who had thwarted him, he beat her for a while then shot her in the chest and stood there watching her die. As she lay dying, she cursed the leader and told him he would never have control of this graveyard again.
Coldly, he turned his back on the carnage he had perpetrated and left the cemetery. His followers also left, but some of them went in a different direction and never came back. The Police arrived and started the clean-up and investigation.
Marinus stayed with the boy, even going to the hospital with him. He told Beelon to take over, and organize the group to be ready for the gang when they come back. The others were struck by Marinus' behavior, because he rarely left the cemetery. They assumed he was acting upon some instruction he had received.
The boy was in critical condition, yet was so calm, the paramedics were amazed. He wasn't able to say much though and the police couldn't get much information out of him. Marinus was preparing him for their questions, telling the names of those involved and what had happened.
It was unacceptable that five people had died in their cemetery. Beelon and the others decided they had had enough abuse. They vowed to keep their turf safe for those who had reason to be there, and they would not be so timid about enforcing their will. No longer would they be constrained by the rule to stay hidden while in their area, they would use whatever abilities they had to defend their home.
The widow and her daughter were laid to rest next to the husband's grave and the little boy recovered and went to live with his grandparents. They brought him to visit frequently, and he knew who had saved him on that awful day. The grandparents were a little concerned by how distant he would be at the cemetery, but he was talking to his friends and family.
Eventually, the widow and her daughter crossed to the other side, after they were sure the boy was alright. The three who stayed to help remained though, and helped guard the grounds from their former gang mates. Marinus, Beelon and the rest welcomed them, and frequently the girl would go to visit the boy to be his protector as he grew up.
The gang came back for their booty a few months after things had settled down. They got more than they bargained for. The victims had learned to control their corporeality and appeared to them when they neared the spot of the murders. The other denizens used various talents to scare, harass, and harm the gang members. They didn't kill any, but the leader's hair turned gray after the things the residents did to him. The gang never came back into the cemetery, but tried to maintain control of the surrounding neighborhood. The League, as they came to be known, learned they could leave the grounds and continued their harassment outside the graveyard, eventually clearing the gang completely.
Periodically, some smart cookie gangbanger thinks that the neighborhood is easy pickings. They are reminded it isn't and the League keeps the peace, using all means possible.
Court of Eugenie
Families of New York
Here is information to bring more depth to the families discussed earlier.
Saints of Darkness
Zendai Tatsu
The family called Zendai Tatsu is many things to many people. Members of this family are as diverse as their interests. They are attached to mega-corporation Nichikawa, although this information is very hard to find out, and few survive long after gaining this knowledge.
The true power of this family is its involvement in many areas, legal and illegal. IN New York, the 'gang' is involved in slavery to an exclusive clientele. They also pose as art buyers and deal in other affluent activities.
This family is composed of two types of vampires, day and night jobs. This allows them access at all hours of the day or night. Many of Zendai Tatsu are hand picked martial arts masters and many receive training as classic ninja.
All of the above is nothing compared to the true purpose of this vampire family. Zendai Tatsu are the servants of the Tatsu Daimyo, the only TRUE dragon clan to include more than a handful of their kind.
Mr. Dragon
This Zendai member is an elder vampire. He is the head of a special problem solving unit for Nichikawa Corp. His duties include espionage and assassination.
Depending upon the situation, Mr. Dragon may be dressed impeccably in expensive suits
Bain Sidhe Pub
This popular pub is run by the kin. The proprietor, Mickey O'Shea has done a marvelous job with the décor of the pub, and has set aside the upper level for kin only. The group behaves like a family, all his employees come from the United Kingdom. This group is comprised of the Sidhe, Weres and assorted others.
This upscale Irish pub has an interior that is completely different than expected. After getiing your ID check and moving through a narrow entry, patrons are brought ring into a Irish pub on the fens at sunset via hollagraphic walls projecting images, making the pub seem to be an open patio of an old stone building in another place and time. It's a cool trick. The stairs to the second floor are blocked by a couple of large men that only seem to allow a select crowd. Kin only is the rule. Once upstairs the walls depict a slightly darker scene of an open barn with the sun having been down for a bit and a large moon clearly visible. Kin can use their true form here without issue.
Army of Decay
This is a group of Living Dead and Animates under the control of the Rot Queen. The group is off Manhattan, and has a main location with several smaller groups in other places.
For the most part, this family is anti-human, anti-social towards other kindred and very, very low profile.
Covens of New York
Victorian Historical Preservation Society
Few Plebes even suspect this beautiful estate, which has been converted to a museum, is the home of one of the largest covens in New York. The estate is on the northern end of Manhattan and is open to the public six days a week and is also available for tours by appointment.
All members of the coven work in the museum, which also hosts Victorian Balls and an annual Dickens' Christmas Festival. All wear period costume while working, and some wear this style of clothing exclusively. Some people think this group is just eccentric, living in the past.
The head of the museum is named Macy Hopkins, her assistant is Vicky Spellberg.
Long Island Covenstead
This group has its home on Long Island. Although not too large, they deal with some powerful people in the New York area. Apparently, they have taken the idea behind the Victorian Historicals and have set up shop in a large house, although not nearly as grand.
They hold seances and do readings for the herd as a front. The real money is in the coven's ability to produce items and cast spells.
Circle of Fire
This is a group of Fire Mages, some of whom are also skilled at other forms of magic. Their leader is named Sinjin Firehand, a man who is a master of illusory magics.
The circle is not reported to have a large membership, but may be recruiting mages for instruction and ultimately initiation into the group.
Manhattan School of Prestidigitation
This school of magic is run by Bobbie Chesterwood, who is better at divining than prestidigitation. Still, most of his students do learn quite a bit about the arts of magic and usually can competently saw a lady in half without a fatality.
Bobbie is not very well known among the kin for his true abilities, but those kin who do know sometimes refer others to him.
The Dog and Pony Show
This gentleman is located in a large house outside the city of New York. He runs his own 'psychic' business, reading cards and palms for the herd. He actually is a skilled mage who can divine through the souls of the dead. He is patronized by many of the powerful kin in the area, including reported visits by members of Overground.
Plague Bearers
A group of Necromancers, the Plague Bearers have their headquarters off of Manhattan. They are a sizable group, as far as mage groups go, and have some elder and powerful people amongst their membership.
They are not overly active in kindred affairs in New York and are rumored to have plans of some sort in the works in other areas of the country. Most of the members pose as teachers of various types and work at all levels of the educational system.
Gangs
Romanovs
This gang is Russian in origin. They control the Little Moscow area of the city and are reported to be under the control of the Russian Mafia, although the Police have been unable to prove any connection.
Giovanni Family
This Sicilian Mafia family has been in New York for years. It is rumored that the members are not what they appear to be. Some believe they are having members cybernetically enhanced, others think they are kin.
They hold the weapons market on Manhattan and also do quite a bit of money laundering. The Giovanni's do a small amount of drug running and have some gambling and prostitution going as well. These are a minor aspect of their overall business.
Katanas
This Asian gang is growing in strength. While the name implies they are Japanese, they are a mix of all Asian nationalities, and have almost no members of any other ethnicity. They are said to be headquartered in one of the cemeteries of Manhattan, and are dealing drugs, weapons and almost anything they can muscle their way into.
Some rumors are they are under the control of a Yakuza gang from Japan, they want to take over Manhattan and they are taking out contracts on leaders of the other gangs on the island.
Vagabond Trash
A group of mercenaries for hire, Vagabond Trash has recently located to the New York City area. It is not known how much knowledge of the kindred they possess, but have been hired for alien and mutant centered jobs.
132^nd^ St. Homeboys
A Plebe gang, this group is carving a larger area for themselves and becoming more brazen. The Police are having a difficult time cracking this gang apart. They have recently been suspected of crimes at City College and even some at Columbia University.
Babes of Brooklyn
A gang of almost entirely female membership, they have decided they want to move up in the world and are attempting to gain a foothold on Manhattan. They are ruthless and violent, and have thrown some of the male dominated gangs some curveballs when it comes to dealing with them.
The rumor of their development is they were prostitutes who got tired of their pimps and went into business on their own. They gathered together for protection and took out some of the pimps who tried to force them back into the old business arrangement. After a few bloody fatalities, the other pimps decided to leave them alone and find new girls. There are some violent confrontations in disputed turf, but overall the Babes have gotten their niche in Brooklyn firmly placed.
They are looking to gain some credibility with the upper crust gangs on Manhattan and are attempting to negotiate some deals with gangs on the island. The current leader is a bit more sophisticated than the previous Madams and is tired of being considered a two bit whore.
Hunters
There are many types of Hunters in the world. They range from angels to humans attempting to rid the world of monsters.
Buckwheat
A State Trooper by the name of Charles Frasier, Buckwheat is a known kin hunter. He killed quite a few kin early in his career in a single incident, but most of the truth has been suppressed.
This man and his group are very dangerous and heavily armed. They know what they are doing.
Cyborg Containment Unit
CCU is a Special Weapons and Tactical unit devoted to Cyborg cases. They are also called in frequently to deal with situations the regular Police cannot handle and even sometimes the regular SWAT unit. They are also called when there are mutant troubles.
They have been called out for kin related troubles, but it is usually assumed these are mutants.
23^rd^ District Militia
It is an unfortunate turn of events that have reduced this once powerful and glorious militia into one of the most vocal Human Supremacy groups of the times. The militia was formed during the Cargen Wars, and was one of the best groups during the invasion. As militias fell out of vogue after the war, so did its membership. Eventually, only the most rabid of the members remained.
Five years ago, a new leader, Martin Hamilton, came to power. A man of intelligence and strength, he is organizing the group and recruiting new members. They are working towards legislation to restrict alien and mutant rights, and some fear genocide.
This group qualifies for class 3 weapons under the grandfather clause from the Cargen Wars and are rumored to be heavily armed. They have a few compounds across the country, and some believe they are hunting.....
Demolishers of Darkness
A very powerful team of angelic hunters, the Demolishers specialize is demonic eradication. They are at work everywhere, and have been known to assist herd and kin alike in destroying evil.
Hunters of the Light
A group of demons out hunting angels and those that help them. They sometimes run interference and try to distract the Demolishers from important plans to further their agenda.
Due to the nature of demons, this group is not as well organized as the Demolishers and also has to overcome problems with ignoring an adversary's destruction, only to be next on the list and not get help for yourself. :::
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Weapons and equipment
Guns of the 19^th^ Century
Muzzle Loader Percussion Firearms
.58 Springfield Musket
Breech loader Percussion Firearms
.44 Colt Army Pistol Revolver 1860
.36 Remington Navy Pistol Revolver 1861
.32 Smith and Wesson Pocket Pistol 1855
.44 Colt Walker Pistol Revolver
.44 Colt Dragoon Pistol Revolver
Metalic Cartridge Fire Arms
.45 Colt Peacemaker
.41 American Derringer
Sharps
.52 Spencer 1862
Henry
Winchester 66
Winchester 73
Winchester 76
Mauser 1898
M1865 Gatling Gun
Maxim
Guns of the 20^th^ Century
Pistols and Sub Machineguns
American Derringer .38
PPK .32
PPKS .380
Smith & Wessen .38 revolver
Ruger Redhawk .357 mag revolver
Barretta 92 9mm
SIG/Suar 226 9mm
Glock 17
Glock 20 10mm
Glock 22 .40 S&W
Colt 1911 .45
Colt 1911 10mm
Colt 1911 race gun .38 super
SIG 220 .45
Smith & Wessen .44 mag revolver
LAR Grizzly .45 Win Mag
Dessert Eagle .44 Mag
Freedom Arms .454 casul\ \ Sub Machine guns and and Personal Defense weapons
Grease Gun M3
Thompson M1 Machinegun\ M1 Carbine
Sten
Mp40
Uzi
Mini Uzi
Micro Uzi
Mac 10
Mac 11
Mac 12
MP5
MP5/10
FN P90\ HK MP7
Assault Rifles, Battle Rifles,
M16
M4
M14
FN FNC
FN FAL
RPK
AK74
AK47\ Galil AR\ SIG 540\
Rifles and Shotguns
M1
M1 Carbine
M24
SVD
Spas 12
Bennelli 121
Mossberg 500\ Remington 870
Squad Automatic Weapons and Machineguns
M249 Minimi
RPD
\ GPMG Machineguns\ FN MAG M240\ PKM\ \ heavy MG\ M2HB
M134 Minigun
Guns of the 21^st^ Century
HK UMP
Scar 16\ Scar 17
SIG Spear
Guns of the Future
Pistols
07-32 Gyu-vito Polymer Cased
10-45 Gyu-vito magnum Polymer Cased\
Sub Machine guns and and Personal Defense weapons\ 4.77mm Nemesis\ \ \ AR
05-215 Gyu-vito
Weapon Damage Tables
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Conventional Munitions: FMJ HP AP HE DAP DFMJ API DHP SHP SHE SFMJ SAP Class Description .17 Rem. 1+1 1+3 1 1+3 1+3 1 E HPR Sporting 5.45X18mm 1+2 1+3 1+1 2+1 2 1 C Soviet small pistol 5.45X39mm 2 2+2 2 3 2+3 1+2 E Soviet assault rifle .22 LR 1 1+1 1 1+3 1+2 1 C Rimfire round for pistols and rifles .22 WMR 1+2 1+3 1+1 2+1 2 1 C Magnum rimfire .223 Rem. (5.56mm) 2 2+2 1+3 3 2+3 1+2 E AR round for NATO .22-250 2+2 3 2 3+2 3+1 1+3 E HPR sporting .25 Auto 1 1+2 1 2 1+3 1 B Small pistol .257 Wby. Mag 2+3 3+2 2+1 3+2 3+3 2 E HPR sporting 5.7mm FN - - 2+1 - - 1+2 E Advanced PDW 6.5x55mm 2+3 3+1 2+1 3+3 3+2 2 E HPR bolt action and early auto rifle 6.8 SPC 2+3 3+2 2+2 3+3 3+3 2 E Intermediate ACR 7mm Rem. Mag 3+1 3+3 3 4 4 2+3 E HPR sporting .30 carbine 2+2 3 2 4 3+3 2 D U.S. light carbine 7.62X25 2+2 3 2 4 3+3 2 D Soviet light carbine 7.62x39 2+3 3+1 2+1 4+2 4 2 D Soviet assault rifle 7.62x54 3+1 3+3 2+3 4+3 4 2+3 E Soviet MG, BR, and HPR .30-30 Win. 2+3 3+2 2+1 4+2 4 2 E HPR sporting .300 BlackOut 2+3 3+1 2+2 4+3 4 - D Subsonic Sniping Round .308 Win. (7.62mm) 3 3+2 2+3 4+3 4 2+2 E NATO MG and BR also sporting .30-06 3 3+3 2+3 4+3 4 2+2 E U.S. MG and BR also sporting .300 Win. Mag 3+2 4 3 5 4+1 2+3 E HPR sporting .303 British 3 3+2 2+3 4+2 4 2+2 E British MG and BR .32 Auto 1+1 1+2 1 2+3 1+3 1 B Low powered small pistol 8mm Mauser 3 3+2 2+3 5 4 2+3 E Hi powered WW and WW2 Rifle and MG round 8mm-06 3+1 3+3 3 5 4+1 2+3 E Modified Mauser HPR sporting 8mm Rem. Mag 4 4+3 3+2 5+3 5 3 E HPR sporting .338 Win. Mag 4 4+3 3+3 6 5 3 E HPR sporting .375 H&H Mag 4+1 5 4 6+2 5+3 3+2 E HPR sporting .380 ACP 1+3 2 1+2 3 2+1 1 B Small pistol 9mm Luger 2 2+2 1+3 4 2+3 1+1 C Most common pistol round .38 special 1+3 2+1 1+3 4 2+3 1+1 B Very common revolver round .38 super 2+1 2+3 2 4 3 1+1 C Medium pistol .357 Mag 2+2 3 2 4+2 3+1 1+2 C Common medium revolver round .40 S&W 2+2 2+3 2 5 3 1+2 C Medium pistol 10mm Auto 3 3+2 2+2 5 3+3 1+3 C Medium pistol 10mm Mag 3+1 3+3 2+3 5 4+1 1+3 C Large pistol .41 Action Express 2+2 2+3 2 5+1 3 1+2 C Medium pistol .41 Mag 3 3+2 2+2 5 4 1+3 C Large revolver .44 special 2+3 3 2+1 5+2 3+1 1+3 B Medium revolver .44 Rem. Mag 3+1 3+3 3 5+3 4+1 2 C Large revolver .444 Marlin 3+3 4+1 3+1 6 4+2 2+3 D Large lever action carbine .45 Auto 2+2 2+3 2+1 5+2 3 1+2 B U.S. medium pistol .45 Win. Mag 3+2 3+3 3+1 6 4 2 C Large pistol .45 Colt 3 3+2 2+3 5+2 4 2 C Medium revolver .45-60 4 4+2 3+2 7 4+3 3 D Large lever action carbine .45-70 Government 4+1 5 3+3 7+2 5+2 3+2 D Large sporting rifle .454 Casull 3+3 4+1 3+2 6+2 4+3 3 C Large revolver .458 Win. Mag 5 6 4+2 9 7 3+2 E Large sporting rifle .475 Wildey Mag 3+3 4+1 3+2 7 4+3 3 C Large pistol .50 Action Express 3+3 4 3+2 7 4+2 3 C Large pistol 12.5mm BMG 7 7+7 6+3 12 8+8 4 E -4 U.S. .50 cal. HMG 12.7x107 8 8+8 7+3 14 9+9 4+2 E -5 Soviet HMG
Heavy Conventional Munitions: FMJ HP AP HE DAP DFMJ API DHP SHP SHE SFMJ SAP Class Description 20mm 12 12+12 12 18 13+13 7 E -6 23mm 12 12+12 12 20 13+13 7 E -5 25mm 15 15+15 15 22 16+16 10 E -4 30mm 18 18+18 18 25 20+20 12 E -6 30mm Avenger 26 26+26 26 32 30+30 16 E -10
19^th^ Century Munitions: Black Powder Types Ball Slug Class Description
.22 Rim Fire 1 B-2 Small Pistol .35 ? 1+1 B .36 Navy cap/ball 2 2+1 - - - - B Medium revolver .41 Rim Fire 2 B Medium revolver .44 Army cap/ball 2+3 - - - - - B Large revolver .44 converted 2+3 3 .44 Dragoon cap/ball 3 - B .44 Walker cap/ball 4 - C -2 Massive Revolver .44-40 2+3 3+1 C Pistol and Carbine .45 musket 3 3+3 C .45 Colt 2+2 3 C Large revolver or Carbine .45-60 3+2 4 D Large sporting rifle .45-70 Government 3+3 4+1 D Large sporting rifle .45-100 4 4+3 D-1 .45-120 4+2 5 D-2 .50-90 4+3 5+1 D-1 .50-125 5 5+2 D-2 .52 musket 4 4+3 C .60 ? 4+2 5+1 C .70 ? 5 5+3 C
Alien Conventional Munitions: FMJ HP AP HE DAP DFMJ DHP SHP SHE SFMJ SAP Class Description 05-215 Gyu-vito 2 2+3 2 - - 1+3 E Alien assault rifle 07-32 Gyu-vito 2+2 3 2+1 - - 2 C / D Alien medium pistol 07-335 Gyu-vito 4 4+2 3+2 - - 3 E Alien HPR MG 10-45 Gyu-vito 3+1 4 3 - - 2+1 D Alien large pistol 10-45 Gyu-vito 3+1 4 3 - - 2+1 D Alien large pistol
Caseless: FMJ HP AP HE DAP DFMJ DHP SHP SHE SFMJ SAP Class Description 4.55mm Caseless 1+2 2 1+1 2+3 2+1 1 E SMG and PDW 4.7mm HK 1+3 2 1+2 2+2 2+1 1 E First caseless AR 4.77mm Nemesis - 3 1+3 - - 1+2 E Alien SMG 5mm Olin 1+3 2+1 1+2 3 2+2 1 E PDW .223 UCC 2 2+2 1+3 3+1 2+3 1+2 E NATO AR 5.7mm FN Caseless 2+2 2+3 2+2 3 2+3 1+3 E PDW 6mm NATO Short 2 2+1 1+3 3 2+2 1 D NATO med. pistol (9mm rep.) 6mm Rem. 2+3 3+1 2+2 4 3+2 1+3 E U.S. AR 7mm Para 2+1 2+3 2 4 3 1+2 C Medium pistol and SMG 7.4x52 3+3 4+2 3+1 5+2 5 2+1 E Isralaei MG .308 UCC 3 3+2 2+3 4+2 4 2 E BR (.308 Win. replacement) 7.9mm FN 2+3 3+2 2+2 4+3 4+1 2 D Medium pistol and SMG 8.20mm Cargen - - - 5 - 2 D SMG 8.6mm NATO HMG 5 6 4+1 8 6+2 3 E -2 HMG 8.8mm Nemesis - - 6+3 - - - E -3 HMG 8.8mm Nem. Short 3 3+3 2+2 5 4 2 C SMG 9mm Auto Caseless 2 2+2 1+3 4 2+3 1+1 C / D Medium pistol Circa 2020 9.24x12.8 ASX MP 3+2 - - 6 - 2+1 C -3 Large pistol 10mm Auto C 3 3+2 2+2 5 3+3 1+3 C / D Medium pistol Circa 2020 10mm HK HMG 6+3 7+7 6 12 8+8 4+3 E -4 HMG Circa 2020
12.5mm CHMG 7 7+7 6+3 12 8+8 4 E -4 U.S. HMG 20mm ACG 12 12+12 12 18 13+13 9 E -6 Aircraft MG
Gauss: Cap Wt. Gun Wt. Mag Aim Type Rate AP HP STD HE Class 2.10mm Cargen AR 256 12.6 1.2 SAW 14 2 3 2+2 - F 3.64mm Cargen SAW 512 28.1 3.8 MG 22 2+2 4 3+1 - F 03.5-185 Titan SAW 400 23.0 4.0 SAW 16 2 - - - F 03.5-200 Titan "smartgun" 400 30.0 4.0 SAW 16 2 - - - F 4mm Mitsubishi 120 6.0 12.0 Pk. Long Carb. 3rb 2+1 3+2 3 - F +2 4.2mm GE M 446 260 8.6 9.1 Pk. Rifle 3rb 2 3+1 3 - F +3 4.2mm GE RX 114 Sat. 1800 176.0 72.0 Pk. Hvy. PA 8rb 8+8 - - - F -8 04-230 Titan MG 200 42.0 5.0 MG 20 3+2 - - - F 9.24mm ASX "turbine" 1400 24.0 7.6 Pk. MG 48 5 - - 10 F 16.7mm Cargen AC 32 65.0 4.0 Hvy. PA SA 20 - - - F -6 36.9mm Cargen AA 32 360.0 12.0 Hvy. PA SA 46 - - - F -10 62mm GE 10 700.0 10.0 300 SA 34 - - - F -4 76.4 mm Cargen Rail Gun 1024 2200 3276 Pk. 10000 4rb 100 - - - F -16 203x105mm GE Rail Gun 40 4100 160 Pk. 4000 SA 120 - - - F -12
| Shotguns: | Buck Shot* | Bird Shot** | Slug | AP Slug | Sabot Slug |
SAP Slug |
HE Slug |
Flachette** | Chain | Rubber Pack | Flare |
| .410 bore 2 ½†| 3+3 | 3 | 3 | 2+2 | 2+1 | 2 | 6 | - | - | - | 2,1,1 |
| .410 bore 3†| 4 | 3+2 | 3+3 | 2+3 | 2+2 | 2 | 6 | - | - | - | |
| 20 gauge 2 ¾†| 5 | 4 | 4+2 | 3+3 | 3+3 | 2+2 | 8 | - | - | - | 2,1,1,1 |
| 20 gauge 3†| 5+3 | 4+1 | 5 | 4+1 | 4 | 2+3 | 8 | - | - | - | |
| 12 gauge 2 ¾†| 6 | 5+2 | 5+1 | 4+1 | 4 | 3 | 11 | 5 | 5 | 3 | 3,2,1,1 |
| 12 gauge 3†| 6+3 | 5 | 5+3 | 4+2 | 4 | 3+1 | 11 | 5+1 | 5+3 | - | |
| 12 gauge 2 ¾†Mag | 7 | 5+2 | 6 | 4+3 | 4+1 | 3+2 | 12 | 5+2 | 6 | - | |
| 12 gauge 3†Mag | 7+3 | 6 | 6+2 | 5 | 4+2 | 3+3 | 12 | 6 | 6+2 | ||
| 10 guage 3†Mag | 9 | 6+1 | 7 | 5+3 | 5+2 | 4+2 | 16 | 6+1 | - | - | 4,2,1,1,1 |
| 10 gauge 3 ½†Mag | 9+3 | 7+2 | 7+2 | 6 | 6 | 5 | 16 | 6+3 | - | - | |
| 25mm GL | 9 | 7 | - | - | - | - | - | 8 | - | 4,2,1,1,1,1 | |
| 40mm GL | 12 | 8 | - | - | - | - | - | 10 | - | - | 5,2,1,1,1,1,1 |
| 14.5mmC NATO | 6 | - | 5+2 | 4+2 | 4 | 3 | 10 | 5 | - | 3 | 3,2,1,1 |
| 18.5x58mm caseless | 7+3 | 6+2 | 6+2 | 5 | 4+2 | 3+3 | 12 | 6 | 6+2 | 3 | 3,2,1,1,1 |
* Full Damage to 1x Range, ½ Damage to 2x Range, No Damage past 2x Range.
** Full Damage to 1/2x Range, ½ Damage to 1x Range, No Damage past 1x Range.
Maximum Range is 2x Weapon Range. Penetrate as Class B.
Rocket Cannon, Propelled Grenades, and Rockets: Damage Rad. in ft. Pen. Class RC, GL, & Rockets Type Munition Range yds. Direct Shrp. Conc. Shrp. Conc. Shrp. Direct
16.7mm Cargen RC HE 200 30 6 9 30 12 B D -6 RC APHE 200 24 5 6 16 8 B G - 6 RC SMOKE 180 8 - - - 15 - A 25mm GL GL HE 20 / 420 24 6 6 20 10 B D GL HEDP 20 / 420 20 5 5 15 8 B F -3 25mm Nemisis RC HEAT 320 35 6 12 20 15 D F -6 25-400 Gyu-Vito GL HE 15 / 400 30 8 10 30 15 B D GL APHE 15 / 400 24 5 5 15 10 B G -4 30mm East Block GL HE 20 / 320 26 6 6 24 12 B D GL HEAT 20 / 320 22 5 5 15 10 B F -2 32.0mm Cargen RC APFSDS 1200 30 4 - 12 - B G -8 RC APHE 1400 40 10 10 25 18 C G 40mm M86 RPG HEAT 20 / 600 42 6 8 18 10 E E - 10 40mm NATO GL HE 20 / 360 34 6 8 20 15 B D GL HEAT 20 / 360 30 5 5 10 10 B F -2 GL WP 20 / 320 40 6x3D6 2 25 5 B C GL Smoke 0 / 300 6© - - - - - A GL Tetra AA 20 / 200 16D6x4 4 4 8 5 C F -4 41.4mm "felix" RPG Lase AP 50 / 1000 30 & 12 6 8 12 10 B G & F 64mm RPG 18 RPG HEAT 10 / 300 72 6 11 8 10 B G -2 66mm M72A2 LAWS RPG HEAT 30 / 280 70 6 11 8 10 B G -2 67mm Armbrust RPG HE 40 / 400 95 8 14 14 15 B D RPG HEAT 30 / 400 72 5 12 8 12 B G -3 70mm Salvo Rocket Rocket HE 400 120 15 18 25 15 B F 85mm RPG 7 RPG HE 340 100 10 15 16 15 B D RPG HEAT 340 85 6 11 12 10 B G -6 94mm LAW 80 RPG HEAT 40 / 300 90 5 14 10 14 B G -12
Rifle Grenades* Damage Rad. in ft. Pen. Class Wt. Type Munition Range yds. Direct Shrp. Conc. Shrp. Conc. Shrp. Direct 20^th^ Century 1.1 RG HE 20 / 100 30 10 6 30 8 B F - 2 1.5 RG WP 20 / 100 60 8x3D6 4 30 4 B C 2.0 RAW HEAT 20 / 400 60 10 10 45 15 B G -2 2.0 RAW WP 20 / 400 50 6x3D6 4 25 4 B C 21th Century 1.2 RG HEAT 20 / 140 40 6 18 20 10 E G -7 1.2 RAW HEAT 20 / 400 40 6 21 20 12 E G -9 1.2 RG Tetra AA 20 / 140 16D6x4 4 4 8 5 C F -4
* No Sight Options are possible.
Damage Rad. in ft. . Pen
Class Guided Weapons Type Munition Range yds. Direct Shrp. Conc. Shrp. Conc. Shrp. Direct 23.6mm ASX RC LGP HVAP 2000 26 3 - 10 - B G -10 RC LGP APHE 1600 34 6 10 20 15 F G -6 25mm GL GL LGP HEAT 120 / 350 14 4 5 6 5 B F --4 32.0mm Cargen RC LGP HVAP 1800 30 4 - 12 - B G --8 RC LGP APHE 1800 38 10 10 24 15 F G - 6 RC SADARM 200 / 2000 20D6x4 5 5 10 10 B G -2 40mm NATO GL XAPLGP 240 / 600 24 5 6 10 12 B G -2 Copperhead M ATGW Dragon M ATGW 250 / 1000 Hellfire M ATGW Milan M ATGW 25 / 2000 Phoenix M AAGW Side Winder M AAGW Stinger M AAGW TOW 2 M ATGW 75 / 5000 AIM 24 MAGNA M AAGW
Damage Rad. in ft. Pen.
Class Explosives Type Fuse Weight Direct Shrp. Conc. Shrp. Conc. Shrp. Direct M26A2 Frag Grenade Fragmentation Grenade Impact 1.0 30 10 6 30 8 B C M67 Frag Hand Grenade 2 sec .9 40 14 8 45 8 B C Mk A3 Conc. Grenade 2 sec 1.0 40 - 12 - 12 - C WP Grenade White Phosphorus Incendiary 2 sec 1.5 60 8x3d6 4 30 4 B C Flash Grenade Stun and blind 2 Sec .5 15 - 5 - 6 - B Smoke Grenade Blinding 1 Sec 1.0 1 - - - - - A AT Potato Masher Heavy Throwing Grenade Impact 2.4 100 12 24 50 17 D-4 F-2 DG 67 AP Frag Circa 2020 Vari .9 40 10 18 30 10 E G-2 ATG Gyu-vito Alien Circa 2020 Vari .6 45 5 22 20 12 E-2 G-6 Energy Grenade Circa 2020 Vari 1.5 60 - 12 - 15 - G Chemex Grenade Alien Circa 2020 2 sec .5 50 - 10 - 12 - F Photon Grenade Impact 1k To Living - 33 - Torc Grenade AntiMatter Grenade Vari 1.4 Disintegration - 50 - - - - Claymore Shaped Charge Mine Trip/Trigger 3.5 100 20 15 80* 15 B C Anti-Personnel Pressure Mine Trip 4.0 20 10 6 30 8 B C Anti-Tank Pressure Mine Trip 7.0 60 10 8 20 10 D G M17 Honeycomb mine Mine Circa 2020 Trip/Trigger 6.0 200 40 34 100 26 B C M27 Armor Piercing Honeycomb mine Mine Circa 2020 Trip/Trigger
Dynamite: 1 Stick Explosive Fuse .5 20 - 10 - 10 - C 3 Sticks Explosive Fuse 1.5 32 - 16 - 14 - C 10 Sticks Explosive Fuse 5.0 70 - 20 - 22 - C C-4 Plastic Explosive ¼ pound Small Breaching Charge Detonator .25 15 - 6 - 5 - C M112 block Demolishing Charge Detonator 1.25 40 - 14 - 12 - C 4 M112 blocks Med Demolishing Charge Detonator 5.0 100 - 25 - 18 - C M182 (12 M112 Blocks) Heavy Demolishing Charge Detonator 15.0 200 - 50 - 30 - C DetCord Fuse .25 15 - 4 - 4 - C Cargen Demo Pack Alien Demolishing Charge Detonator 16.0 500 - 80 - 26 - C Mater Bomb 6KG 13.2 800 - 100 - 50 - C Mater Bomb 24KG 52.9 1.2k - 200 - 100 - C Mater Bomb 160KG 353 8k - 400 - 250 - C Dirty Matter Bomb 160KG 353 8k - 400+Rad - 1000 - C Trek Bomb 6KG 13.2 12k Vaporized - 12k - 100 - C Trek Bomb 26KG 61.7 20k Vaporized - 20k - 200 - C Negation Bomb 14KG Discharges Stored Energy 30.9 - - - - 100 - - Negation Bomb 112KG Discharges Stored Energy 247 - - - - 300 - - TD-8 Alien Nuke 604 Lots - 5k - 5k - C TD-9 Alien Nuke 1010 More - 6k - 8k - C
*Shrapnel is only effective in a 60 degree cone.
Base Shrapnel Hit Chance and Concussion Damage based on range
Radius Base Shrapnel to hit Concussion multiplier
1x Radius 10 x1
1-2x 15 x1/2
2-3x 20 x1/4
Lasers: Cap. Wt. Gun Wt.Mag Aim Type SA 3rb 6 10 16 24 Beam 6.05x43 Cargen Mauler 12.0 - - S.O. Shot. 20 - - - - - Red Rytan K Blaster 16-04 100 2.6 .50 M. Pistol 5 - - - - - Green Rytan K Blaster 16-10 60 3.8 .50 Lg. Pistol 6 - - - - - Green 19.8mm "felix pistol" 600 4.5 R Short SMG - 5 5 - - - Amber 22.7mm Cargen 192 10.6 1.1 C SAW 6 3 3 2 1 - Red 25.4mm GE AR 120 16.0 3.0 SAW 5 - - - - - Red 25.4mm GE BP 1200 17.2 19.0 Pack Rifle 6 3 3 2 - - Red Rytan K Blaster 24-66 180 11.5 1.6 Rifle 8 - - - - - Green 27.3mm "felix rifle" 800 10.0 R Rifle - 5 - 5 - - Amber 30mm Mitsubishi Zircon 100 18.4 3.2 SAW 6 - - - - - Red ASX "chaingun" Vari 1920 18.0 22.0 Pack MG - - - - - 6 White Rytan K Phaser 50-235 400 22.0 2.4 MG 10 6 - - - - Blue Rytan K A Blaster 50-110 400 25.2 2.4 MG 10 6 - 3+2 - - Green 46.0mm "felix canon" 2500 - - - - 14 - - - - Amber Torjay-tu 72 main weapon 1300 - - - 22 - - - - - Blue 126x46mm "felix gun" 2800 - - - 60 - - - - - Amber Lase Pistol 10 3.0 .50 H M. Pistol 5 - - - - - Varies Lase Rifle 10 6.0 .50x2 H Rifle 6 - - - - - Varies Lase Machine Pistol 120 4.5 1.0 Hx Short SMG 4 4 - 4 - - Varies Plasma Carbine 240 6.6 .50x4 H Long SMG 5 5 - 5 - - Varies Plasma Rifle 1260 21.0 R SAW 6 - 6 - - - Red Matrix Blaster 4 34.0 .50x4 H L.B. Shot. 15,20,25,30 Orange
Disrupters: Cap. Wt. Gun Wt. Mag Aim Type Damage 7Rate Class Note ASX "stubby" 12 1.3 .30 S. Pistol 10 1 ASX "magnum" 12 2.0 .30 M. Pistol 12 1 ASX AR 24 6.4 .80 Long Carb. 12 1 ASX SAW Cont. Fire 6 13.7 1.6 SAW 2x20 CF ASX "midgit" 48 12.5 21.0 Pack 21.0 Pack Rifle 25 ASX cannon 195.0 - 40 1 ASX "hellfire" 195.0 - 32 1 ASX main weapon 628.0 - 50 1 Mark V 5 2.5 .50 H M. Pistol 7 1 Mark VI 20 7.2 1.0 Hx Carb. 7 10 Mark VII 5 8.3 .50x2 H Rifle 8 1 Mark IX 5 11.5 1.0 Hx Sniper 10 1 Mark IX Auto 120 18.5 R MG 10 6
Energy Cells: C = Cargen Cell R = Rechargable H = Hydrogen Cell Hx = Hydrex Cell ::::
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Incapacitation Roll Dam. sustained in one rnd. Will Roll 1 - 10 2D6 11 - 20 3D6 21 - 30 4D6 Etc. Failure: Victim is stunned for rounds equal to #Rolled - Will.
Firing Weapon One Handed Type Semi Auto 3rb Full Auto Pistol - -1 -2 Carbine & SMG -1 -2 -4 Rifle & Shotgun -3 -4 -6 SAW -4 -5 -8 MG, Hv. Rifle & GL -5 -6 -10
Hit Location Table Location Die Roll Damage Mod. Head 1 - 2 x3 Chest 3 - 6 x2 Shoulder 7 - 9 x1 Abdomen 10 - 13 x1 Arm 14 - 16 x.5 Leg 17 - 20 x.5
Range Modifiers *Optional rule Range Category Hit Mod. FA Hits Damage* Range - 2xR -4 ½ 90% 2xR - 3xR -8 ½ 80% 3xR - 4xR -12 1/3 70% 4xR - 6xR -16 ¼ 60% 6xR - 8xR -20 1/5 50% 8xR - 10xR -24 1/6 40%
*
FA Shots Per Round and Shotgun Modifiers 5 -- 9 +1 10 -- 14 +2 15 -- 19 +3 20 -- 29 +4 30 + +5 Buck Shot +2 Bird Shot +3 Flachette +4
Movement Modifiers Target Shooter Speed sideways inline Running in Vehicle 2 - 5 ft./sec. -2 0 -1 -1 6 - 10 ft./sec. -3 -1 -3 -1 11 - 20 ft./sec. -4 -2 -5 -2 21 - 30 ft./sec. -6 -3 -8 -3 31- 60 ft./sec. (21+ mph) -8 -4 -12 -4 61- 90 ft./sec. 42+ mph -12 -6 -16 -6 91+ ft./sec. 63+ mph -16 -8 -20 -8
Gun Size Modifiers Modifier Recoil Gun too big for shooter -2 +1 Auto gun too big for shooter -4 +1.5 Gun way too big for shooter -4 +2 Auto gun way too big for shooter -6 +2 Unfamiliar weapon type -2 +.5
Called Shot Modifiers Diameter Modifier 2 in. -12 6 in. -8 1 ft. -5 2 ft. 0 4 ft. +3 8 ft. +8 15 ft. +15
Location Modifier Eye -16 Head -8 Neck -12 Chest -5 Hand -10 Arm -6 Foot -9 Leg -4 Small Pistol -12 Medium Pistol -9 Large Pistol -7 SMG or Carbine -5 LongGun -4
Multiple Locations Mod. Die Roll Head, Shoulder, Arm -4 D8 1-2, 3-5, 6-8 Head, Chest, Shoulder, Arm -3 D12 1-2, 3-6, 7-9, 10-12 Head, Chest, Shoulder -4 D10 1-2, 3-6, 7-10 Chest, Shoulder, Abdomen -3 D10 1-4, 5-7, 8-10 Abdomen, Leg -3 D8 1-4, 5-8
Position Modifiers to hit in Ranged Combat
+----------------------+----------------------+----------------------+ | Condition | Shooter position | Target Position | +----------------------+----------------------+----------------------+ | Treacherous Ground | -(Combat Lvl Skill - | (Target Dodge -- | | | Level of Treacherous | Level of Treacherous | | Level 1 to 10 | ground) | ground) | +----------------------+----------------------+----------------------+ | At Side | -4 | -1 | +----------------------+----------------------+----------------------+ | At Back | -10 | +1 | +----------------------+----------------------+----------------------+ | Flying | -2 | Moving Target | +----------------------+----------------------+----------------------+ | Falling | -4 | Moving target | +----------------------+----------------------+----------------------+ | Hi ground or above | +1 | -1 | +----------------------+----------------------+----------------------+ | Prone | +1 | -4 | +----------------------+----------------------+----------------------+ | Kneeling | none | -2 | +----------------------+----------------------+----------------------+ | Sitting | none | -3 | +----------------------+----------------------+----------------------+ | Engaged in Melee | -5 for Pistol/ -10 | -2 per attacker | | Combat | for SMG/ -15 with | | | | LongGun | | +----------------------+----------------------+----------------------+ | Under Suppressive | -(Combat Lvl Skill - | (Target Dodge -- | | Fire Level 1 to 10 | Level of Suppressive | Level of Treacherous | | | Fire) | ground) | +----------------------+----------------------+----------------------+ | Multiple Targets in | -1 per target | | | the same round | | | +----------------------+----------------------+----------------------+ | Blind | -4 also O aim time | +1 | | | | | | --- | --- | --- | | | | | | | | |
Position Modifiers to hit in Melee Combat
+-------------------------+-------------------------+-----------------+ | Condition | Attacker position | Target Position | +-------------------------+-------------------------+-----------------+ | Treacherous Ground | -(Combat Lvl Skill - | | | | Level of Treacherous | | | Level 1 to 10 | ground) | | +-------------------------+-------------------------+-----------------+ | At Side | -3 | 2 | +-------------------------+-------------------------+-----------------+ | At Back | -6 | +4 | +-------------------------+-------------------------+-----------------+ | Flying | -2 | -2 | +-------------------------+-------------------------+-----------------+ | Falling | -4 | -4 | +-------------------------+-------------------------+-----------------+ | Hi ground or above | +2 | -1 | +-------------------------+-------------------------+-----------------+ | Prone | -5 | 6 | +-------------------------+-------------------------+-----------------+ | Kneeling | -3 | +2 | +-------------------------+-------------------------+-----------------+ | Sitting | -2 | +2 | +-------------------------+-------------------------+-----------------+ | Multiple Targets in the | -1 per target | | | same round | | | | | | | | --- | --- | --- |
Aim Time Modifiers
Pistol: Range Yds. 0 1 2 4 6 8 Short 5 + .5L 0 +2 +3 - - - Medium 10 + .5L 0 +2 +4 - - - Heavy 15 + .5L -1 +2 +4 +5 - - Custom 17 + L 0 +2 +4 +5 +6 - Heavy Custom 18 + L -1 +1 +3 +4 +5 +6
Carbine &SMG: Range Yds. 0 1 2 4 6 8 Short w/Stock 30 + L -3 0 +2 +4 +5 - w/o Stock 10 + .5L -2 0 +2 - - - Long w/Stock 40 + L -4 -1 +2 +5 +6 - w/o Stock 20 + .5L -2 0 +2 - - -
Rifle: Range Yds. 0 1 2 4 6 8 w/ Stock 50 + L -5 -1 +2 +5 +6 +7 w/o Stock 30 + L -4 -1 +2 - - - Bipod 70 + 1.5L -7 -3 0 +3 +6 +10 Sniper 60 + 2L -6 -2 0 +3 +6 +8 " on Bipod 120 + 3L -10 -4 -1 +3 +7 +13 Heavy Sniper 30 + 3L -13 -6 -2 - - - " on Bipod 200 + 5L -16 -6 -2 +2 +7 +12
Shotgun: Range Yds. 0 1 2 4 6 8 Pistol Sawed-Off 10 + L -2 0 +2 - - - Scatter Gun 10 + L -3 0 +3 +4 - - Pistol Grip 30 + L -3 0 +2 - - - Bullpup 40 + L -3 0 +3 +4 - - Combat W/ Stock 40 + L -4 -1 +3 +4 - - Long Barrel. 50 + 1.5L -6 -2 +3 +4 +5 -
Sight Options*: 0 1 2 4 6 8 Aim Point 0 +1 +2 +2 +2 +2 Scope Low Power 0 +1 +2 +3 +3 +3 " High Power -1 0 +1 +2 +4 +5 Laser Sight +1 +2 +2 +2 +2 +2 Advanced Aiming System -1 +2 +3 +4 +5 +6 Gun Camera 0 +1 +2 +3 +3 +3 Smart Gun +3 +3 +3 +3 +3 +3
* Only one Sight Option bonus at a time.
Machinegun: Range Yds. 0 1 2 4 6 8 SAW 60 + 2L -6 -2 0 +3 - - " on Bipod 100 + 3L -8 -3 +1 +5 +7 - MG 50 + 2L -8 -3 0 +2 - - " on Bipod 120 + 3L -10 -4 0 +4 +6 - " Steady 80 + 3L -6 -1 +1 +2* +3* - HMG on Tripod 200 + 4L -18 -4 -1 +3 +4 - " Steady 75 + 3L -8 -2 0 +2* +3* +4*
* These aim times are only possible with a Gun Camera.
GL, RL, & RC *: Range Yds. 0 1 2 4 6 8 GL 75 + 3L -6 -3 0 +1 +2 +3 Rifle Borne GL 60 + 3L -9 -4 -1 0 +1 - Rifle Borne RC 100 + 4L -9 -4 0 +2 +3 - Tube Type (RPG) 120 + 4L -12 -5 -2 0 +2 +3
Armor Borne: Range Yds. 0 1 2 4 6 8 Main 400 lbs. + 300 + 5L -30 -12 -4 -2 -1 0 Heavy 200 lbs.+ 250 + 5L -18 -5 -2 +1 +3 +5 " 1 Handed 160 + 4L -24 -8 -3 0 +1 - Med. 100 lbs.+ 200 + 5L -12 -4 0 +3 +5 +6 " 1 Handed 100 +4L -16 -5 -1 +1 +3 +4
Moto Turrets: Range Yds. 0 1 2 4 6 8 Main Turret as weapon -10 -4 -2 0 +4 +10 Heavy Turret as weapon -8 -2 -2 +1 +5 +10 Med. Turret as weapon -6 -1 0 +3 +6 Light Turret as weapon -4 0 +3 +6
Attack Critical Success Table:
Roll Result 1-3 Double Damage 4-5 Triple Damage 6-8 Special Effect (Roll 1D20 and see below) 9 Double Damage and Special Effect 10 Triple Damage and Special Effect
Special Effect Table:
Roll Result 1 Target knocked down. * 2 Target knocked down and dazed one rnd. * 3 Target drops weapon. * 4 Target knocked down and drops weapon. * 5 Hand disabled. 1 x dam. 6 Foot disabled. 1 x dam. and move at half. 7 Weapon hit. Check for Break. ½ x dam as arm hit. 8 Elbow hit. Arm disabled and 1 x dam. 9 Knee hit. Leg disabled and 1 x dam. 10 Bleeding. 1pt./rnd. till bandaged. * 11 Bleeding. 2pts./rnd. till bandaged. * 12 Shoulder hit. Arm disabled and 1 x dam. 13 Hip hit. Leg disabled and 1 x dam. 14 Abdomen hit. Both legs disabled 1 x dam. 15 Bleeding. 3pts./rnd. till bandaged. * 16 Chest hit. Internal bleeding for 2D6 rnds. 2pts./rnd. and 2 x dam. Bleeding Stops 1d6 rounds after character rests 17 Neck hit. Bleeding 1pt./rnd. till bandaged. x3 dam as head hit.. 18 Eye disabled. Fit save or permanent loss. x3 dam as head hit. 19 Target rendered unconscious. Roll 1D6 on Hit Location Table. 20 Target killed outright.
* Roll location normally.
Critical Failure in Gun Combat:
Roll Result 1 Jam all auto loaders. 2 Scope becomes loose. No bonuses until fixed. 3 Jam all Auto weapons 4 Jam all pump, lever and auto weapons 5 Auto loader runaway. The character must keep firing till gun is empty. Gun needs to be repaired. 6 Sights are out of alignment, -1 to hit until fixed 7 Lose grip, takes 1 action to recover. 8 Shooter dazed 9 Shooter trips and falls down 1 step 10 Shooter Falls Down 1 step and Dazed 11 Shooter falls Prone 12 Shot hits a close object, Partial blinding from splash back for 1d6 seconds 13 Drop weapon. 14 Misfire. All auto loaders jam. Takes 2 actions to clear. 25% chance bullet is lodged in barrel for all guns (causing barrel rupture in next shot fired) 15-16 Wild shot. Re-roll against all in area (No bonuses). 17-18 Premature firing, shot is fired unexpectedly dazing the shooter for 1 action and Wild Shot 19 Barrel rupture. Take ½ dam. Weapon destroyed. 20 Shoot self in limb. Barrel length must be under 12", Otherwise Wild Shot
Critical Failure in Armed Combat:
Roll Result 1-5 Normal miss. No special effect. 6-7 Attacker dazed one round. (Can still defend) 8-9 Attacker stunned 1 rnd. (No defense possible) 10-11 Attacker falls down. 12-13 Attacker falls down and dazed. 14-15 Attacker falls down and stunned. 16-17 Attacker loses weapon. 18-19 Attacker loses and breaks weapon. 20 Attacker hits self. Roll loc. and take ½ dam.
Critical Failure in Unarmed Combat:
Roll Result 1-5 Normal miss. No special effect. 6-7 Attacker dazed one round. (Can still defend) 8-9 Attacker stunned 1 rnd. (No defense possible) 10-11 Attacker falls down. 12-13 Attacker falls down and dazed. 14-15 Attacker falls down and stunned. 16-17 Attacker injures self. Take ½ dam. 18-19 Attacker disables limb used in attack for 24 hrs. 20 Attacker disables limb and takes 2D10 dam.
Critical Failure for Archery Attacks:
Roll Result 1-5 Normal miss. No special effect. 6-12 Arrow breaks normal miss. 13 String breaks. 14 Bow breaks. 15-19 Wild shot. Reroll against all in area (No bonuses). 20 Arrow breaks wounding bow arm. Take ½ damage.
Critical Failure with a Thrown Weapon:
Roll Result 1-5 Normal miss. No special effect. 6-10 Weapon breaks on impact. 11-15 Weapon is lost and unrecoverable. 16-17 Wild throw. Reroll against all in area (No bonuses). 18-19 Attacker disables throwing arm for 24 hrs. 20 Attacker disables throwing arm and takes 2D10 dam.
:::
::: {}
Alien Armor Circa 21^st^ century:
Armor Type Dodge To hit Wt. A B C D E F G H I J Thresh FLX Combat -1 0 18 17/3 14/3 12/3 11/3 10/3 9/2 5/2 4/2 7/3 9/2 6 ASX Combat 0 +3 24 10/2 13/3 12/3 10/2 8/2 6/2 4/2 0/5 6/2 0/1 3 ASX Force Field 0 0 0 18/10 18/6 18/6 18/6 18/4 18/4 14/1 12/1 20/6 No Pen * Rytan Combat -2 -1 22 15/4 15/4 14/4 13/3 11/3 9/3 7/2 7/2 4/2 3/2 10
Earth Armor Circa 21^st^ century:
Heavy Combat -5 -3 63 15/4 14/4 13/4 12/3 10/3 8/3 6/2 0/2 ½ 0/1 9 Light Combat -3 -2 33 14/4 13/4 12/3 10/3 8/2 6/2 4/2 0/2 ½ 0/1 7 Flak Vest: Hvy. -1 0 10 14/2 16/4 13/4 12/3 10/3 8/2 4/1 0/2 1/1 0/1 7 Lt. 0 0 5 13/2 15/4 9/3 7/3 5/2 2/2 1/1 0/2 0/1 0/1 6 Helmet 0 -1 2 14/2 16/4 13/4 12/3 10/3 8/2 4/1 0/2 1/1 0/1 6 BP Cloth: Hvy. 0 -1 20 6/1 12/3 11/3 7/2 5/2 3/2 ½ 0/2 0/1 0/1 4 Med. 0 0 15 4/1 10/2 9/3 5/2 3/2 ½ 0/2 0/1 0/1 0/1 3 Lt. 0 0 10 3/1 8/2 7/3 3/2 ½ 0/2 0/1 0/1 0/1 0/1 3 Safety Equipment -1 -1 15 16/3 10/2 5/2 1/1 0/1 0/1 0/1 0/1 0/1 0/1 Heavy Leather 0 0 10 5/2 4/1 2/1 0/1 0/1 0/1 0/1 0/1 0/1 0/1
Ancient Armor
Armor Type Dodge To hit Wt. A B C D E F G H I J Thresh Full Plate -4 -6 60 15/2 18/3 14/2 7/2 4/2 2/1 1/1 0/1 1/3 0/1 7 Plate Mail -3 -5 50 14/2 16/3 12/2 4/2 3/1 1/1 0/1 0/2 ½ 0/1 5 Banded Mail -3 -5 60 13/2 15/2 9/2 4/1 2/1 0/1 0/1 0/1 0/1 0/1 4 Chain Mail -4 -6 50 7/2 15/2 6/1 2/1 1/1 0/1 0/1 0/1 0/1 0/1 4 Light Chain mail -2 -4 30 6/1 12/2 3/1 0/1 0/1 0/1 0/1 0/1 0/1 0/1 3 Splint Mail -2 -3 40 8/1 10/2 5/2 2/1 0/1 0/1 0/1 0/1 0/1 0/1 3 Ring Mail -1 -1 25 10/1 11/1 4/1 1/1 0/1 0/1 0/1 0/1 0/1 0/1 3 Studded Leather -1 -1 20 12/1 10/1 4/1 1/1 0/1 0/1 0/1 0/1 0/1 0/1 3 Hard Leather -1 0 15 8/2 7/1 2/1 0/1 0/1 0/1 0/1 0/1 0/1 0/1 3 Soft Leather 0 0 10 5/2 4/1 2/1 0/1 0/1 0/1 0/1 0/1 0/1 0/1 2 Padded 0 -1 10 9/2 2/1 1/1 0/1 0/1 0/1 0/1 0/1 0/1 0/1 2 Conical Helm 0 -1 4 14/3 16/4 12/2 4/2 3/1 1/1 1/1 0/1 1/3 0/1 5 Great Helm -1 -2 12 15/3 18/4 14/2 7/2 4/2 2/1 0/1 0/2 ½ 0/1 7 Durasteel Plate -2 -2 30 Durasteel Chain -3 -2 40
Column Discriptions
A Blugdening, Concusion
B Blades, Shrapnel, Pellets
C Thrusting, Pistol, Shotgun Slugs
D Carbine
E Rifle, Force Blade
F Gauss, Thin Blade
G Partical Acc.
H Disrupter
I Laser
J Vibro
Power Armor Penetration Table
Armor Type Dodge To hit Wt. A B C D E F G H I J Thresh
Larden Nemesis Heavy Nemesis Light Cargen Robust Cargen Standard FLX Heavy FLX Standard Tiara Heavy Tiara Scout Rytan
Land Mate: Main Land Mate: Heavy Land Mate: Light PowerArmor Heavy PowerArmor Medium PowerArmor Light PowerArmor Infiltrator
Armor Type Dodge To hit Wt. A B C D E F G H I J Thresh
Earth Vehicles: Main B Tank Medium Tank Light Tank
Light Armored Vehicle
Armored Aircraft
Light Vehicle (Car)
Medium Mech Light Mech
-- -- :::
Edges
| Category | Name | Notes |
|---|---|---|
| Edge | Adrenalize | nan |
| Edge | Ambidextrous | nan |
| Edge | Animal Control | nan |
| Edge | Animal Empathy | nan |
| Edge | Appendage(s) | nan |
| Edge | Armor | nan |
| Edge | Aura Detection | nan |
| Edge | Bestial Form | nan |
| Edge | Body Weapon | nan |
| Edge | Cling | nan |
| Edge | Cold-Emanation | nan |
| Edge | Cold-Storm | nan |
| Edge | Command | nan |
| Edge | Contaminate | nan |
| Edge | Cryokinesis | nan |
| Edge | Danger Sense | nan |
| Edge | Darkness | nan |
| Edge | Death Gaze | nan |
| Edge | Dexterity | nan |
| Edge | Domination | nan |
| Edge | Dream Control | nan |
| Edge | Durability-Chemical | nan |
| Edge | Durability-Cold | nan |
| Edge | Durability-Fire | nan |
| Edge | Durability-Lightning | nan |
| Edge | Durability-Magic | nan |
| Edge | Durability-Physical | nan |
| Edge | Durability-Radiation | nan |
| Edge | Fear | nan |
| Edge | Feeding | nan |
| Edge | Fire-Emanation | nan |
| Edge | Fire-Storm | nan |
| Edge | Fire-Stream | nan |
| Edge | Fitness | nan |
| Edge | Fly | nan |
| Edge | Hasten | nan |
| Edge | Healing | nan |
| Edge | Invisibility/Visibility | nan |
| Edge | Levitate | nan |
| Edge | Lightning-Emanation | nan |
| Edge | Lightning-Strike | nan |
| Edge | Link | nan |
| Edge | Longevity | nan |
| Edge | Magic Use | nan |
| Edge | Meld | nan |
| Edge | Merge | nan |
| Edge | Night Sight | nan |
| Edge | Pain Tolerance | nan |
| Edge | Persuade | nan |
| Edge | Poison | nan |
| Edge | Polymorphics | nan |
| Edge | Pyrokinesis | nan |
| Edge | Rage | nan |
| Edge | Reflex | nan |
| Edge | Regeneration | nan |
| Edge | Resist Magic | nan |
| Edge | Sense Acuity | nan |
| Edge | Sense Life | nan |
| Edge | Sight | nan |
| Edge | Sign | nan |
| Edge | Strength | nan |
| Edge | Symbiosis | nan |
| Edge | Telekinesis | nan |
| Edge | Telepathy-Norm | nan |
| Edge | Time Shift | nan |
| Edge | Touch of Death | nan |
| Edge | Travel | nan |
| Edge | Weather Control | nan |
| Edge | Will | nan |
Flaws
| Category | Name | Notes |
|---|---|---|
| Compulsions | Agenda | x2 |
| Compulsions | Asexual | nan |
| Compulsions | Chaos | x3 |
| Compulsions | Eats Raw Meat | x2 |
| Compulsions | Feeding | x5 |
| Compulsions | Feeding Frenzy | x4 |
| Compulsions | Guardianship | x2 |
| Compulsions | Hidden | x2 |
| Compulsions | Human Feeding Only | nan |
| Compulsions | Libido | x2 |
| Compulsions | Lunacy | x4 |
| Compulsions | Servant | x3 |
| Compulsions | Settlement | x2 |
| Compulsions | Shun Tech | x3 |
| Compulsions | Task | nan |
| Compulsions | Vendetta | nan |
| Compulsions | Vow | x2 |
| Goofy Looks | Huge | nan |
| Goofy Looks | Skin Problems | nan |
| Goofy Looks | Tiny | x2 |
| Goofy Looks | Ugly | nan |
| Phenomena | Animal Disturbance | x2 |
| Phenomena | Animal Friendship | x2 |
| Phenomena | Dietary Restriction | nan |
| Phenomena | Diminished Sense | x4 |
| Phenomena | Eyes Red After Feeding | x4 |
| Phenomena | Human Hostility | x2 |
| Phenomena | Leprosy | nan |
| Phenomena | Mirrors | nan |
| Phenomena | Odor | x2 |
| Phenomena | Paralyzed by Sunlight | nan |
| Phenomena | Photosensitive | nan |
| Phenomena | Send Nightmares | nan |
| Phenomena | Shift | nan |
| Phenomena | Skin Cold to Touch | nan |
| Phenomena | Skin Hot to Touch | nan |
| Phenomena | Slime | x2 |
| Phenomena | Wounds | nan |
| Phenomena | Repulsions | nan |
| Phenomena | Allergy-Common | nan |
| Phenomena | Allergy-Rare | nan |
| Phenomena | Burning | x3 |
| Phenomena | Sunlight | x5 |
| Phenomena | Stress Related Changes | nan |
| Phenomena | Exude | nan |
| Phenomena | Eyes Change | nan |
| Phenomena | Fear | nan |
| Phenomena | Frenzy | nan |
| Phenomena | Howl at the Moon | nan |
| Phenomena | Libido | nan |
| Phenomena | Nervous Tick | nan |
| Phenomena | Odor | nan |
| Phenomena | Paralysis | nan |
| Phenomena | Revert | nan |
| Phenomena | Shatter | nan |
| Phenomena | Sign | nan |
| Phenomena | Transformation | nan |
| Phenomena | Weather | nan |
| Phenomena | Wreak Havoc | nan |
Katzbalger: Beyond the Norm
Terms
Astral Existence: A level of existence that is pure energy. This is another dimension that exists in the same space as the prime existence.
Chronic: Types of kin that changed from norms without dying. aka; changed or Diseased.
Dark Existence: The home of dark and the dark extremes. aka; Hell, Oblivion, Set, Hades.
Extremes: The very powerful beings of the light and dark existences. aka; Gods.
Kindred (Kin): The Special ones. The ones who are beyond the norm.
Light Existence: The home of light and the light extremes. A separate dimension. aka; Heaven, Nirvana, Happy Hunting Grounds.
Norm: Any normal human unaware of all that is. aka; the herd.
Prime Existence: The Universe as norms view it. The Real World.
Slaying: The act of killing a kin forever. aka; true death. Often used as has been Slain.
Undead: Types of dead that lived as norms once but after death have become kin. aka; terminal.
Edges: Powers of the Kindred. aka; Gifts.
The Balance: Humanity or Insanity as well as order vs.chaos.
Creating kin
A kin character starts off with the decision of what race to play. Pick one of the following races and type.
Kin Stats
Character statistics are the same as other Katzbalger characters. They get to roll 3d6 for each stat (or roll one of the other ways suggested in the Katzbalger Rule Book). These will be the character\'s \"original\" stats. The rolls are then modified to create the \"current\" stats by the following racial modifiers.
Player Character Kin types
Angels
These are extra-planar beings of light. Some examples are: Guardian angels, Archangels, cherubs, Valkyries and even the fallen. Angels are born from the Light Extreme. Most Angels still call that their home and only come to earth to do their "work," while others have made earth their home now.
Guardian Angel
Stat Modifiers: Str+4, Ref+6, Att+2
Edges:
Major Flaws:
Minor Flaws:
Cherub Angel
Stat Modifiers: Str-2, Dex+4, Ref+4, Att+6
Edges:
Major Flaws:
Minor Flaws:
Fallen Angel
Stat Modifiers: Str+3, Dex+3, Wil+3, Att+3
Edges:
Major Flaws:
Minor Flaws:
Animates
Animates are creatures that were created, by herd or kin. They include: gargoyles, humonculi, golems, and things that have spirits transferred to them.
Flesh Golem
Stat Modifiers: Str+5, Fit+5, Dex+4, Att-2
Edges:
Major Flaws:
Minor Flaws:
Living Statue
Stat Modifiers: Str+6, Fit+6
Edges:
Major Flaws:
Minor Flaws:
Gargoyle
Stat Modifiers: Dex+4, Ref+6, Wil+2
Edges:
Major Flaws:
Minor Flaws:
Daemons
Daemons are descended from out world demons and angels but their world is the Prime Existence. They have severed their ties with the Extreme Existences.
Demons
These are extra-planar beings of darkness. Some examples are: incubi, succubi, imps, erinyes, dakini, asrapas, etc.
Incubus / Succubus
Stat Modifiers: Dex+4, Ref+4, Att+4
Edges:
Major Flaws:
Minor Flaws:
imp
Stat Modifiers: Str+4, Ref+6, Att+2
Edges:
Major Flaws:
Minor Flaws:
Daemon
Stat Modifiers: Str+4, Ref+6, Att+2
Edges:
Major Flaws:
Minor Flaws:
Ghosts
This type of the kindred is the spiritual remains of a person who died either with a great task or quest unfinished, or who died in a very violent way. Ghosts manifest themselves in a myriad of ways, ranging from simple aural or visual antics to full blown poltergeists. The destructiveness of the manifestation is dependent upon the ghost\'s abilities.
Poltergeist
Stat Modifiers: Will+8, Luk +4
Edges: LivingDeath, Corporeality, Physical Durability, invisibily, Speed, Telekenesis, Sign, Sight
Major Flaws: Exorcism, Anchor, buring, Wrought Iron x2
Minor Flaws: Shun Tech, Holy ground, Wounds bleed Vapor, Dimished sense; SRC -wreak Havok, Fear, Cold Spots; Phonom -- smell, Sound
Specter
Stat Modifiers: Will +8, Luck +2
Edges:
Major Flaws:
Minor Flaws:
Wraith
Stat Modifiers: Will +8, Luck +2
Edges:
Major Flaws:
Minor Flaws:
Living dead
The living dead can range from simple zombies to the more complex such as ghouls and mummies.
Revenant
Stat Modifiers: Str+4, Ref+6, Att+2
Edges:
Major Flaws:
Minor Flaws:
Ghoul
Stat Modifiers: Str+7, Ref+3, Fit+6, Att-7
Edges:
Major Flaws:
Minor Flaws:
Nature spirits
These are the spirits found in nature. They can be the Kami of Japanese Shinto, the animal spirits worshipped by Amerind cultures, or the Sidhe (pronounced--shee), the wee folk of the Celts (you know, faeries).
Nymph
Stat Modifiers: Dex+4, Ref+4, Att+4
Edges:
Major Flaws:
Minor Flaws:
Ogre
Stat Modifiers: Str+8, Ref-4, Fit+4, Wil+4, Att-4
Edges:
Major Flaws:
Minor Flaws:
Troll
Stat Modifiers: Str+8, Ref-4, Fit+4, Wil+4, Att-4
Edges:
Major Flaws:
Minor Flaws:
Spell Casters
Spell casters are humans that have learned to harness magical energy from an outside source. This includes Shamen, Priests, Warlocks, Witches, and Wizards. Spell casters who have harnessed enough energy to become immortal are considered kin.
Cleric
Stat Modifiers:
Edges:
Magician
Stat Modifiers:
Edges:
Major Flaws:
Minor Flaws:
Witch / Warlock
Stat Modifiers:
Edges:
Major Flaws:
Minor Flaws:
Vampires
Mythically the most feared of the Kindred, vampires have many diverse origins and powers. All vampires must drink blood to live. Vampires can be split into two groups, Eastern and Western which are Chronic and terminal respectively.
Chronic
Stat Modifiers: Str+4, Dex+2, Ref+4, Att+2
Edges:
Major Flaws:
Minor Flaws:
Terminal
Stat Modifiers: Str+4, Dex+2, Ref+4, Att+2
Edges:
Major Flaws:
Minor Flaws:
Werebeasts
In legend, the most famous of these is the werewolf, however, they are not limited to wolves only and can be of many animal types.
WereWolf - Arkday
Stat Modifiers:
Edges:
Major Flaws:
Minor Flaws:
WereWolf - Rain
Stat Modifiers:
Edges:
Major Flaws:
Minor Flaws:
WereBear
Stat Modifiers:
Edges:
Major Flaws:
Minor Flaws:
Race Modifiers
Angels - d3 1 Str+3, Dex+3, Wil+3, Att+3 2 Str+4, Ref+6, Att+2 3 Str-2, Dex+4, Ref+4, Att+6 Animates 12pts to any stat(s) Demons - d3 1 Str+4, Dex+2, Ref+3, Fit+3 2 Str+7, Ref+3, Wil+6, Att-7 3 Dex+4, Ref+4, Att+4 Ghosts Will +8, Luck +2 Living Dead - d3 1 Str+4, Dex+2, Ref+6, Fit+4, Att-6 2 Str+7, Ref+3, Fit+6, Att-7 3 Dex+4, Ref+4, Fit+4, Wil+4, Att-4 Nature Spirits -- d3 1 Str+8, Ref-4, Fit+4, Wil+4, Att-4 2 Dex+4, Ref+4, Att+4 3 Int+2, Ref+2, Att+2, Luck+4 Weres - none Vampires - d3 1 Str+4, Dex+2, Ref+4, Att+2 2 Str+6, Ref+6 3 Str+1, Dex+4, Ref+4, Att+3
Advanced Rules: Kin Creation
Edges
Edges are the innate powers of the kin. Each character gets a number of edges as well as flaws. All characters roll for their number of edges and this determines how many flaws they get.
Edges Major Flaws Minor Flaws 1 1 2 2 2 3 3 2 4 4 3 5 5 4 6 6 4 7 7 4 9 8 5 9 9 5 10 10 5 12 11 6 13 12 6 14 13 6 15 14 7 16 15 7 18 16 8 19 17 8 20 18 9 21 19 9 23 20 10 24
Animates, Daemons, and Vampires roll 3d6
Weres roll 3d4
Ghosts, Living Dead and Nature Spirits roll 2d8
Angels and Demons roll 2d10
These flaws and edges are rolled on the following tables.
Starting Characters start with a score of 4 in their edges
Starting Characters get 40xInt in Skill points to choose their skills. :::
::: {}
Angels
Edges
Immortality (x1)
Animal Empathy (x1/2)
Armor (x2)
Astral Gate (x2)
Astral Observation (x1)
Astral Projection (x2)
Astral Shift (x3)
Aura Detection (x1)
Aural Emanation (x1/2)
Call Armor (x2)
Call Weapon (x2)
Camouflage (x1)
Cold-Cone (x2)
Cold-Emanation (x3)
Cold-Storm (x2)
Cold-Stream (x2)
Command (x2)
Danger Sense (x1)
Domination (x2)
Dream Control (x1)
Durability-Physical (x3)
Durability-Cold (x1)
Durability-Fire (x2)
Durability-Lightning (x1)
Fire-Cone (x2)
Fire-Emanation (x3)
Fire-Storm (x2)
Fire-Stream (x2)
Fly (x1)
Healing (x1)
Hover (x½)
Human Form (x1)
Incorporeality (x2)
Invisibility/Visibility (x2)
Lightning-Bolt (x2)
Lightning-Emanation (x3)
Lightning-Strike (x2)
Night Sight (x1)
Pain Tolerance (x3)
Persuade (x2)
Polymorphics (x2)
Purge (x1)
Reflex (x2)
Regeneration (x2)
Resist Magic (x1)
Rift (x3)
Sense Acuity (x1/2)
Sense Life (x1)
Sign (x1)
Sight (x2)
Speech (x1)
Strength (x2)
Telekinesis (x2)
Telepathy-Kindred (x1)
Telepathy-Norm (x1)
Teleport (x2)
Touch of Death (x2)
Travel (x2)
Weather Control (x1)
Major Flaws
Anchor (x3)
Flint (x3)
Burning (x3)
Inhuman True Form
Magic (x3)
Powerless in Human Form
Sacrifice (x3)
Silver (x3)
Task
Vulnerable Central Nervous System
Wrought Iron (x3)
Minor Flaws
Compulsions
Agenda (x2)
Asexual
Deed (x2)
Entry (x2)
Marked Target (x3)
Servant (x3)
Shun Tech (x3)
Summon/Banish
Vow (x2)
Goofy Looks
Generic
Cherubic
Phenomena
Bloom
Dietary Restriction
Disbelief (x)
Dissipate
Flawed Forms
No Recording (x)
No Reflection (x)
Odor (x2)
Return
Send Nightmares (x)
Shadow
Shift
Skin Cold to Touch
Sounds
Undead Victim (x2)
Weather (x3)
Wounds
Repulsions
Animal (x2)
Fire (x2)
Flint (x2)
Holy Symbols (x2)
Salt (x2)
Silver (x2)
Stress Related Changes
Coporeality/Incorporeality
Glow
Halo
Sounds
Transform
Visibility/Invisibility
Animates
Edges
Immortality (Chronics only)
Resurrect (Terminals only)
Animal Control
Aura Detection
Aural Emanation
Body Weapon
Camouflage
Cold-Cone
Cold-Emanation
Cold-Storm
Cold-Stream
Command
Danger Sense
Domination
Dream Control
Durability-Physical
Durability-Cold
Durability-Fire
Durability-Lightning
Fear
Feeding
Fire-Cone
Fire-Storm
Fire-Stream
Fly
Gaseous Form
Healing
Host
Hover
Invisibility/Visibility
Lightning-Bolt
Lightning-Strike
Night Sight
Poison
Polymorphics
Purge
Reflex
Regeneration
Rift
Sense Acuity
Sense Life
Strength
Telekinesis
Telepathy-Kindred
Time Sense
Time Shift
Weather Control
Wreak Havoc
Major Flaws
Burning (x3)
Electricity (x3)
Flint (x3)
Feeding (x5)
Host Feeding Only
Human Feeding Only
Inhuman True Form
Paralyzed at Day (x4)
Powerless Without Host
Sunlight (x5)
Vulnerable Central Nervous System
Wrought Iron (x3)
Minor Flaws
Compulsions
Marked Target
Ritual (x2)
Servant (x3)
Shun Tech (x3)
Trophy (x2)
Vow (x3)
Goofy Looks
Metallic Parts
Stitches
Stony
Phenomena
Animal Disturbance (x2)
Dietary Restriction
Diminished Sense (x4)
Human Hostility (x2)
No Recording (x2)
No Reflection (x2)
Odor (x2)
Powerless at Day (x4)
Skin Cold to Touch
Weather (x3)
Wounds
Repulsions
Animal (x2)
Electricity (x2)
Flint (x2)
Holy Symbols (x2)
Wrought Iron (x2)
Stress Related Changes
Cause Fear
Sounds
## Demons
Edges
Immortality
Animal Empathy
Animal Form
Armor
Aura Detection
Aural Emanation
Bestial Form
Call Weapon
Camouflage
Cold-Cone
Cold-Emanation
Cold-Storm
Cold-Stream
Danger Sense
Domination
Dream Control
Durability-Physical
Durability-Cold
Durability-Fire
Durability-Lightning
Fire-Cone
Fire-Emanation
Fire-Storm
Fire-Stream
Fly
Giant
Hover
Human Form
Invisibility/Visibility
Lightning-Bolt
Lightning-Emanation
Lightning-Strike
Night Sight
Persuade
Polymorphics
Purge
Reflex
Regeneration
Rift
Sense Acuity
Sense Life
Sign
Sight
Strength
Swarm
Telekinesis
Telepathy-Kindred
Teleport
Touch of death
Travel
Weather Control
Major Flaws
Anchor (x3)
Flint (x3)
Inhuman True Form
Magic (x3)
Powerless in Human Form
Sacrifice (x3)
Silver (x3)
Sunlight (x5)
Task
Vulnerable Central Nervous System
Wrought Iron (x3)
Minor Flaws
Compulsions
Summon/Banish
Agenda (x2)
Deed (x2)
Dietary Restriction
Entry (x2)
Holy Ground (x3)
Libido (x2)
Marked Target
Servant (x3)
Shun Tech (x3)
Goofy Looks
Horns
Tail
Cloven Feet
Jointed Legs
Hirsute
Scales
Phenomena
Animal Disturbance (x2)
Dietary Restriction
Diminished Sense (x4)
Disbelief (x)
Dissipate
Flawed Forms
Human Hostility (x2)
Mirrors (x2)
No Recording (x2)
No Reflection(x2)
Odor (x2)
Powerless at Day (x4)
Return
Send Nightmares (x)
Shadows
Shift
Skin Hot to Touch
Weather (x3)
Wither
Wounds
Repulsions
Flint (x2)
Holy Symbol (x2)
Salt (x2)
Silver (x2)
Wrought Iron (x2)
Stress Related Changes
Cause Fear
Transform
Sounds
Odors
Ghosts
Edges
Living Death
Age Alteration
Animal Control
Animal Empathy
Astral Gate
Aura Detection
Aural Emanation
Body Weapon
Cold-Cone
Cold-Emanation
Cold-Storm
Corporeality/Incorporeality
Danger Sense
Domination
Dream Control
Durability-Cold
Durability-Lightning
Fear
Fly
Heal
Invisibility/Visibility
Levitate
Lightning-Emanation
Lightning-Strike
Link
Night Sight
Persuade
Purge
Regeneration
Sense Acuity
Sense Life
Sign
Telekinesis
Telepathy-Kindred
Telepathy-Norm
Time Sense
Touch of Death
Wreak Havoc
Major Flaws
Exorcism
Anchor (x3)
Burning (x3)
Magic (x3)
Powerless when Corporeal
Task
Wrought Iron (x3)
Minor Flaws
Compulsions
Holy Ground (x3)
Marked Target
Shun Tech (x3)
Goofy Looks
Phenomana
Animal Disturbance (x2)
Chill (x2)
Death Scene
Dietary Restriction
Diminished Sense (x4)
Dissipate
Human Hostility (x2)
Incorporeal at Day
No Recording (x2)
No Reflection (x2)
Odor (x2)
Powerless at Day (x4)
Send Nightmares (x)
Shadows
Skin Cold to Touch
Slime (x)
Sounds
Weather (x3)
Wounds
Repulsions
Fire (x2)
Wrought Iron (x2)
Stress Related Changes
Corporeal/Incorporeal
Sign
Visible/Invisible
Wreak Havoc
Living Dead
Edges
Living Death
Animal Control
Aura Detection
Aural Emanation
Body Weapon
Camouflage
Cold-Stream
Command
Corporeality/Incorporeality
Danger Sense
Dream Control
Durability-Cold
Durability-Fire
Durability-Lightning
Durability-Physical
Fear
Feeding
Fire-Stream
Gaseous Form
Human Form
Imbue Weapon
Lightning-Bolt
Link
Magic Use-Ceremonial
Magic Use-Clerical
Magic Use-Elemental
Magic Use-Force
Magic Use-Necropathy
Magic Use-Spirit
Magic Use-Summon
Necropathy
Night Sight
Poison
Polymorphics
Purge
Reanimate Dead
Reflex
Regeneration
Sense Acuity
Sense Life
Sign
Strength
Telekinesis
Telepathy-Kindred
Time Sense
Touch of Death
Weather Control
Wreak Havoc
Major Flaws
Infection (x3)
Burning (x3)
Feeding (x5)
Inhuman True Form
Magic (x3)
Paralyzed at Day (x4)
Running Water (x3)
Sunlight (x5)
Vulnerable Central Nervous System
Minor Flaws
Compulsions
Marked Target
Servant (x3)
Shun Tech (x3)
Goofy Looks
Rotting Flesh
Protuding Bones
Phenomena
Animal Disturbance (x2)
Chill (x2)
Dietary Restriction
Diminished Sense (x4)
Flawed Forms
Human Hostility (x2)
Leprosy (x)
Mirrors (x2)
No Recording (x2)
No Reflection (x2)
Odor (x2)
Powerless at Day (x4)
Send Nightmares (x2)
Skin Cold to Touch
Undead Victim
Repulsions
Animal (x2)
Fire (x2)
Holy Symbols (x2)
Silver (x2)
Wrought Iron (x2)
Stress Related Changes
Cause Fear
## Nature Spirits
Edges
Longevity
Animal Control
Animal Empathy
Animal Form
Astral Observation
Astral Shift
Aural Emanation
Body Weapon
Camouflage
Cold-Cone
Cold-Storm
Corporeality/incorporeality
Darkness
Death Gaze
Domination
Dream Control
Fear
Feeding
Fly
Giant
Gaseous Form
Grant
Healing
Human Form
Invisibility
Levitate
Lightning-Strike
Link
Magic Use
Merge
Night Sight
Pain Tolerance
Persuade
Poison
Polymorphics
Possession
Psyche Control
Purge
Reflex
Regeneration
Resist Magic
Sense Acuity
Sense Life
Sight
Sign
Speed
Strength
Swarm
Telekinesis
Telepathy-Family
Telepathy-Kindred
Telepathy-Norm
Teleport
Time Sense
Time Shift
Travel
Weather Control
Wreak Havoc
Major Flaws
Anchor (x3)
Burning (x3)
Feeding (x5)
Feeding Frenzy (x4)
Flint (x3)
Human Feeding Only
Inhuman True Form
Lunacy (x4)
Magic (x3)
Paralyzed at Day (x4)
Powerless in Human Form
Silver (x3)
Sunlight (x5)
Vulnerable Central Nervous System
Wrought Iron (x3)
Minor Flaws
Complusions
Asexual
Change on Moon Cycle (x4)
Chaos ****(x3)
Earth (x3)
Eats Raw Meat (x2) ****
Entry (x2)
Greed (x2)
Guardianship (x2) ****
Hidden (x2)
Holy Ground (x3)
Horde
Libido (x2)
Marked Target ****
Prank ****(x2)
Servant (x3)
Settlement ****(x2)
Shun Tech (x3)
Summon/Banish
Vow ****(x2)
Goofy Looks
Tiny ****
Phenomena
Animal Disturbance (x2)
Animal Friendship (x2)
Bloom
Chill ****(x2)
Dietary Restriction
Diminished Sense (x4)
Disbelief (x)
Edge Flux on Moon Cycle ****
Human Hostility (x2)
Mirrors (x2)
No Recording (x2)
No Reflection (x2)
Odor (x2)
Paralyzed by Sunlight
Powerless at Day (x4)
Powerless in Human Form ****
Send Nightmares
Shadows
Shift
Skin Cold to Touch
Skin Hot to Touch
Slime (x)
Sound
Weather (x3)
Wounds
Repulsions
Bells (x2)
Clothes (x2)
Herb (x2)
Holy Symbol (x2)
Salt (x2)
Silver Repulsion (x2)
Wrought Iron Repulsion (x2) ****
Stress Related Changes
## Vampires
Edges
Feeding
Immortality (Chronics only)
Resurrect (Terminals only)
Age Alteration
Animal Control
Animal Empathy
Animal Form
Aura Detection
Bestial Form
Body Weapon
Cling
Danger Sense
Dream Control
Durability-Cold (Terminals only)
Durability-Physical
Fear
Fly
Gaseous Form
Goon
Insubstantial (Special)
Levitate
Night Sight
Persuade
Poison (Special)
Polymorphics (Special)
Psyche Control
Reflex
Regeneration
Sense Acuity-All
Sense Life
Speed
Strength
Swarm
Telekinesis (Special)
Telepathy-Family
Telepathy-Kindred
Telepathy-Norm
Time Sense
Touch of Death (Special)
Weather Control (Special)
Major Flaws
Feeding (x5)
Infection (x3)
Burning (x3)
Feeding Frenzy (x4)
Human Feeding Only
Paralyzed At Day (x4)
Running Water (x3)
Staking (x3)
Sunlight (x5)
Vulnerable Central Nervous System
Minor Flaws
Compulsions
Asexual
Crossroads (x3)
Earth (x3)
Entry ****(x2)
Evil Change
Fashion Victim
Feeding Face
Libido (x2)
Marked Target
Shun Tech (x3)
Goofy Looks
Bald
Extremely pale skin
Hair unchanging
Long canine teeth
Long hands and fingers ****
Long, pointed fingernails
Pointy ears
Skin is translucent
Phenomena
Animal Disturbance (x2)
Blood Secretion
Dietary Restriction
Eyes Red After Feeding (x4)
Human Hostility (x2)
Mirrors (x2)
No Recording (x2)
No Reflection (x2)
Odor (x2)
Paralyzed By Sunlight
Pest Friendship
Powerless at Day (x4)
Shadows
Shift
Sounds
Skin Cold to Touch
Weather (x3)
Wither (x2)
Wounds
Repulsions
Herb (x2)
Holy Symbols (x2)
Running Water (x2)
Wood (x4)
Stress related changes
Attract Pests
Cause Fear
Eyes turn red
Teeth extend
Transformation
## Weres
Edges
Immortality (x1)
Bestial Form (x1,x2,x3)
Animal Form (x1)
Animal Control (x1)
Animal Empathy (x1)
Aura Detection (x1)
Body Weapon (x2)
Cling (Special) (x1)
Danger Sense (x1)
Dream Control (x1)
Durability-Physical (x3)
Fear (x1)
Fly (Special) (x1)
Night Sight (x1)
Pain Tolerance (x3)
Persuasion (x2)
Poison (Special) (x1)
Polymorphics (special) (x2)
Reflex (x2)
Regeneration (x2)
Sense Acuity (x1/2)
Speed (Special) (x1)
Strength (x2)
Swarm (Special) (x2)
Telepathy-Family (x1)
Telepathy-All (special) (x1)
Weather Control (x1)
Major Flaws
Infection (x3)
Burning (x3)
Feeding Frenzy (x4)
Lunacy (x4)
Powerless in Human Form
Powerless at Day
Silver (x3)
Vulnerable Central Nervous System
Minor Flaws
Compulsions
Change on Moon Cycle (x4)
Eats Raw Meat ****(x2)
Hoard
Libido
Marked Target
Scavenger
Shun Tech (x3)
Holy Ground
Goofy Looks
Animal Eyes
Chitonous Skin
Hairy arms
Hairy body
Long arms, short legs ****
Long canine teeth
Long fingernails
Twitchy
Phenomena
Animal Disturbance (x2)
Diminished Sense
Edge Flux on Moon Cycle
Human Hostility (x2)
Odor (x2)
Shift ****
Undead Victim (x2)
Weather
Repulsions
Herb (x2)
Fire (x2)
Silver Repulsion (x2)
Stress Related Changes
Claws Extend
Eyes transform
Fear
Feeding Frenzy
Howl at the Moon
Preening
Scurry
Shed
Teeth extend
Transformation :::
::: {} :::
::: {} :::
::: {}
The Kindred Edge charts
Edges
All edges are practiced like skills and have a score of 1 to 10
Most edge rolls are Easy (10 is success) except where noted
Range
This is the distance the kin can cause the effect of the edge to be centered. Range is usually expressed as a distance in yards.
Duration
Duration is the amount of time an edge will stay in effect. This varies depending upon the edge used and the level at which it is used. The following are the different durations and their descriptions.
Conscious - Simple edges requiring little or no concentration to maintain. These remain in effect, until the kindred is knocked unconscious or goes to sleep. They can be turned \"on and off\" at will. Kindred can maintain as many of these edges as desired.
Concentration 1 (C1) - Requires limited concentration and can also use another Concentration 1 edge at the same time. Maximum concentration time equals Will/2 in hours per day. Using two edges at a time reduces the maximum time by half. The User can move at full speed and can enter melee combat at -1 to all die rolls.
Concentration 2 (C2) - Requires serious mental effort to be used. The user can move at walking speed and do simple physical movements. No other attacks can be made. Maximum time of use is 5x Will in minutes. If the user takes damage they must make a Will roll or lose concentration.
Concentration 3 (C3) - Extreme effort is required. Any attack upon the user that succeeds to hit, forces the user to make a Will roll or lose concentration (note that no damage need be done). If the user actually takes damage the concentration is lost. The normal maximum time of concentration is 5x Will in seconds but the user can attempt to hold the concentration longer by making a Will roll which will allow another five seconds concentration. They can continue making rolls until the Will roll is failed. After a Concentration 3 power is attempted the user is dazed for a time equal to that of the concentration. The user may move at half walking speed.
Specific - Edges with this duration will have the exact information relating to the duration contained in the description.
Instant - Once activation is successful, the edge takes a fraction of a second to complete.
Constant - These edges are always on. They will not stop even into unconsciousness or sleep.
Permanent - The effects of these edges are permanent unless specifically countered through some means.
Bonus
An edge can be easier to use if the kin has a Strong stat that aids the edge. The Bonus Stat adds the Stat modifier to the Edge success roll.
Affected
Target area of effect, or one or more creatures.
Activation
Immediate - An edge with an immediate activation is determined at the beginning of the round. It happens first and any other immediate edges activated in that round happen at the same time regardless of initiative. Edges with an immediate activation go off before initiative is even determined.
Instant - This edge goes into effect in the initiative round of its activation.
1/2 second - The edge can be activated in the initiative round and the edge goes into effect on the 1/2 round of the kin initiating the power.
1 second --The power is activated in the initiative round and goes into effect in the following round on the kin's initiative round.
Resistance roll
Resistance is the chance of throwing off the effect of the edge. The resistance roll is usually a roll against a statistic with an edge success modifier. When a kin succeeds at an edge the victim gets a penalty to the resistance roll equal to the success of the edge roll.
Aged Base
Age based edges do not gain experience for their uses. Instead the points are gained at a rate of 5 points per year.
Power Edges
Certain edges are denoted as Power Edges causing them to be more limited in use than just normal duration. There is a maximum number of uses per day as well as a delay between consecutive uses of any Power Edges. These edges are very taxing on the kin that uses them,
Power Score
All kin with one or more Power Edges has a Power Score, which is used in determining how often and how powerfully they can use their Power Edges.
Power Score = (highest Power Edge score) + (all other Power Edge scores /3)
Power Points
Every level of a Power Edge used by the kin counts against their daily total of Power Points. This is the finite energy they have on a daily basis. After a \"nights\" rest the Power Points return.
Power Points = Power Score x 4
Additional Power Points may be attained with the edge Power Reservoir.
Power Edge Delay
When a Power Edge is used there will be an amount of time elapsed before using another Power Edge. This means younger kin will not be able to shoot off Fire Storms and Lightning Strikes every second.
Power Edge Delay = Edge level used + 10 - Power Score
Note that this varies with the Edge Level desired to cast. It may benefit a ghost to use only a 2nd level Ice Storm even though they have a score of 7 and a Power Score of 9 if he wanted to be able to send another Ice Storm in 3 seconds. [delay = (2) + 10 - (9) = 3].
Edge Descriptions
Alter Perception
Range - 5x score in yd
Duration - C1
Bonus - Att
Affected - Score^2\ ^Herd
Activation - 1 sec
Resistance roll - Will
The victims become duped into believing that something unimportant is going on before their eyes and the true happenings are ignored. Instead of seeing a demon and angel fighting in Times Square, herd will see a strange car crash or other easily forgotten normal event.
Animal Control
Range - 5x score in yd
Duration - Will x score in min
Bonus - Will
Affected - 50(score) in Health
Activation -- C1/ 1sec per command
Resistance roll - none
Animal Control is the ability to command one or more animals. When this edge is received the kin must decide their favored type of animal. They receive minuses to their success roll to affect other kinds of animals.
Exact Species +4
Same Family Normal
Same Phylum -4
The number of animals affected is determined by combined Health.
Example: a vamp with a score of 4 can control 50x4 which equals 200 Health or 8 wolves with 25 health each. This power requires 1 second per simple command to activate. Additional commands are made at +5. Affected animals will not kill themselves directly, but may still flee if wounded or out numbered. A morale roll for the animal can be made at +1/2 the kindred\'s edge score.
A wordless bond can also be created between the kindred and animals. A successful use of this edge means the animal affected will become friendly and be able to communicate only through emotions (fear, anger, love etc.). If the kindred can touch an animal they are empathic with, the communication is much more in-depth (telepathy) and could even share visual images of memories. A kin playing detective can flash an image of an enemy to an animal and the animal may react based on the animals dealings with that same enemy, showing fear or hatred and may even give the kin the rough images of where the animal saw the enemy.
Animal Form
Range - 0
Duration - Conscious
Bonus - none
Affected - self
Activation - C2/ 1d4 sec
Resistance roll -- N/A
This edge is transforming into a specific animal. Animal form must be chosen at rebirth. Only the kindred\'s Int, Will, Health, and Luck are unchanged. All other statistics are that of the Animal Form and may require rolling of these stats at time of rebirth. The animal gets a HTH value equal to the edge score.
Example- On a dreary night, Dog Will Hunt gets gored by a Werewolf causing infection. Dog Will Hunt gains the perk of Animal Form of a wolf. The Strength of a wolf is (d6+10) and Dog Will Hunt rolls a total of 15. Every time he changes into his animal form it is a 15 Str wolf.
Armor
Range - 0
Duration - Constant
Bonus - none
Affected - self
Activation -- N/A
Resistance roll -- N/A
Note: Age Based
Armor is an edge that gives a dense, hard shell or skin to the kin. Damage is reduced from physical attacks. The score in this edge determines how reduced the damage is from one of those attack types. Damage is reduced as follows:
Piercing weapons 2x score in points per hit
Slashing attacks 3x score
Fire/electricity/cold score
Attacks that are supernatural in origin halve the Armor points. In the case of having Physical Durability as well as Armor, apply the Armor modifier to damage first. Armor does not protect against racial susceptibilities.
Astral Gate
Range - Score in yd.
Duration - Concentration 2
Bonus - Will
Affected - Special
Activation -- C3/ 10 sec
Resistance roll - N/A
Note: Power Based
The kin with this edge opens a rift that allows him and others to become astral or return from astral if they enter the gate. The opening of the gate is 2x score in feet across. This type of astral travel is the most dangerous because the body leaves the Prime E.
Astral Observation
Range - Infinite
Duration - Concentration 1
Bonus - Per
Affected - 5x score yd. radius
Activation -- C2/ 1sec
Resistance roll - None
This power allows powerful entities to view the happenings of the Prime E via the Astral E. This edge is used to see what the auras of people and objects are doing, it does not show the user of this power that which doesn\'t have an aura. Anything that is astral can be clearly seen. The user of this power can select a person or object that is known to view, which is the center of the vision and can see what happens up to the affected radius from the center. If the user of this power is just scanning to find an event, object, or person they are unfamiliar with a difficult roll is necessary to succeed. In any event, a failure at this power means another attempt can not be tried for a duration equal to 40-Will in minutes.
Astral Projection
Range - 0
Duration - Special
Bonus - Will
Affected - Self
Activation - 30+ min
Resistance roll -- N/A
Astral projection is a controlled dream while the body sleeps. In the dream the spirit can travel in the Astral E and interact with other astral spirits or entities just like entering the Astral E except that the kin using this edge can flee back to the Prime E instantly when needed. If the spirit is \"killed\" in the astral plane the spirit returns to the prime body and a Fit roll must be made or the body dies. This is the safest way to become astral but on the prime plane the body is in a deep sleep and nothing less than violent shaking or doing physical damage to the body will bring the spirit back to it. Regardless, after an astral projection the user is quite groggy and not ready to do much mentally or physically for several minutes. The Maximum time of projection is Will/ 2 in hours.
Astral Shift (Power)
Range -- 10 yd
Duration - Permanent
Bonus - None
Affected - 200x score2 in lb.
Activation -- C1/ 2 sec
Resistance roll - Will
With this edge entities and objects with auras can be shifted into the Astral E from the Prime E and vice versa. The user can affect him and/or others to be so shifted. A resistance roll is needed only when a creature doesn\'t wish to shift. The weight allowance includes all things to be shifted at one time. A creature with a low score in this power may not be able to affect itself but only others that weigh less. Anything that enters the Prime E will never be put where something else exists, it will be moved to the nearest open space. Like Astral Gate this means the body or object leaves the Prime E.
Aura Detection
Range - 5x score in yd
Duration - Concentration 1
Bonus - Per
Affected - Line of sight
Activation -- C2 per target to be read/ I sec
Resistance roll - None
With this edge the kin can sense auras. With a hard roll they can find those that are hidden from sight. With a moderate roll (+5) one can determine current feelings (such as anger, passion, or fear), or determine the strength (see Auras) of one person per second. The roll must be made for each person so viewed. If an attempt to view a person in more detail is failed the user of the power will have all further attempts fail against the person until at least twelve hours have passed. This power works well with the skill aura reading. The kin can read the strength of ones will with the skill Aura read.
Aural Emanation
Range - 2x score in yd
Duration - Concentration 1
Bonus - None
Affected - Any in area of effect
Activation -- C2/ I sec.
Resistance roll - None
This is the ability to produce sound. These created sounds come from a designated place up to the range away. These can range from the stereotypical rattling chains (easy roll) to imitating a specific person's voice (difficult roll). Understandable speech can be created with a moderate roll.
A kin can also created a deafening blast coming from them. This stunning attack is in a cone shape with the length equal to the range and the width ½ the range. This attack can do a subdual attack that does 2d6 per Lvl of ability. This attack ability is used as Power Based edge with the normal cooldown between uses.
Bestial Form
Range - 0
Duration - Conscious
Bonus - None
Affected - Self
Activation -- C1/ 1d4 sec
Resistance roll -- N/A
Note: Age Based
With this edge a kin can shape shift into a powerful monstrous form with natural weapons. The bestial form does not grant all the characteristics of the animal type that the form represents. I.e.- A were-eagle cannot fly unless the kin has the Fly edge. This edge allows attacks like Body Weaponry at an equal score. If the kin with Bestial Form has Body Weapons also they can increase the damage by 1/2 score in Body Weapons with each hit. Bestial form allows the creature to attack naturally as a ferocious beast using the HTH level equal to the Bestial Form edge or use the kin\'s own skills for HTH level. The form is determined upon character creation.
Were chart
Size Str Dex Ref Fit Move Small Weres +5/16 +7/20 +6/18 +6/18 x2 Were beasts +7/20 +5/18 +5/16 +8/20 x1.5 Giant Weres +9/22 +3/15 +2/12 +10/22 x1
Non-were chart
Size Str Dex Ref Fit Move Small Beasts +2/13 +6/18 +5/18 +2/13 x2 Beasts +4/16 +4/16 +4/16 +4/16 x1.5 Giant Beasts +6/18 +3/15 +2/12 +6/18 x1
The first number is the bonus to the kindred\'s stat and the second number is the minimum for that stat.
For every level above 5, the kin gets an extra 1 point bonus to his/her stats. This bonus must be applied to one or more of the four characteristics. All bonuses and modifiers apply to the kindred\'s original unmodified stats. Because the Fit changes so do the kin\'s hit points. If the kin is injured in bestial form by more hit points than his human form can take, the character is stable at 1 hit point while in normal form until healed.
Note that Weres get sizes 3,4, and 5 while others get sizes 1, 2, and 3. Size 1 represents creatures under 80 lbs. Size 2 creatures are between 80 and 200 lbs. and of non-predator nature. Size 3 are predator creatures similar in weight to size 2.
Size 4 creatures can weigh up to 2000 lbs. and size 5 start at 2000 lbs.
Example: A were-boar named Porky the Pig has Bestial Form at level 8, an elder Were Beast. A were-boar is a size 4 critter so Porky\'s stats go from a: Str 14, Dex12, Ref 16, Fit 8 as a normal to: Str 21 (14+7), Dex 18 (12+5=17: less than minimum), Ref 19 (16+3), Fit 20 (8+8=16: less than minimum). Porky the Pig gets 3 extra points for having a score 8, that is 3 above 5. Porky has added 2 points to his Dex (12+5+2) which comes out to 19 (1 above minimum) and added the other to Str (14+7+1) for a 22 Str.
Body Weapon - Fangs, Claws, Horns, Fists
Range - 0
Duration - Conscious
Bonus - None
Affected - Self
Activation -- C1/ 1 sec
Resistance roll - N/A
A kin with this edge can produce natural weapons like claws or fangs that retract when not in use. The damage is determined on the following table:
1 weapon 2 weapon
Score Dam Pen Class* Dam Pen Class* 1 1 B 1d3+1 B+1 2 1+2 B 1 B 3 2 B-1 1+1 B 4 2+2 B-1 1+3 B-1 5 3 B-2 2 B-1 6 3+2 B-3 2+2 B-2 7 4 C 3 B-2 8 5 C-2 3+3 C 9 6+2 C-3 4+1 C-1 10 7+4 D 5 C-2
A bashing weapon like a fist always has a pen class of A.
Created weapons are governed by the melee combat skill. One weapon refers to horns or fangs. Claws or fists work as two-weapon melee unless the body weapons are only on one appendage. The weapon configuration must be decided at character creation. A character with 2 weapon Body Weapons uses the skill dual weapon to determine number of attacks.
Call Armor
Range - 0
Duration - Conscious
Bonus - None
Affected - self
Activation -- C1/ 1 sec
Resistance roll - N/A
Note: Age Based
Use of this edge instantly encases the kin in a suit of armor. The type and durability of the armor are dependent upon the score in the edge.the kin can chose what the armor looks like in fashion or construction.
Lvl Comon Defence Type Bonus 1 Heavy clothing or padded 2 Leather 3 Ringmail 4 Chainmail 5 Scale Mail 6 Banded 7 Plate Mail 8 Jousting Plate 9 Living Steel 10 Artifact
Call Weapon
Range - 0
Duration - Conscious
Bonus - none
Affected - self
Activation -- C1/ 1 sec
Resistance roll - N/A
Note: Age Based
The being can summon a weapon(s) out of thin air to use in combat. The weapon types are determined at the time of the character creation and subsequent level increases. This weapon can be dropped and even picked up by someone else. The character can make the weapon disappear again with another Call Weapon attempt, but if its not in the characters hands, they receive a -5 to the roll. A critical fail will mean they must actually hold the weapon before they try again.
Ranged Weapon Mele Weapon
Lvl Bonus to hit Dam Pen Class* Range Dam Pen Class* 1 +1 1d3+1 B+1 10 1+2 B 2 +1 1 B 15 2 B 3 +2 1+1 B 20 2+2 B-1 4 +2 1+3 B-1 30 3 B-1 5 +3 2 B-1 40 3+2 B-2 6 +3 2+2 B-2 50 4 B-3 7 +4 3 B-2 60 5 C 8 +5 3+3 C 80 6+2 C-2 9 +6 4+1 C-1 100 7+4 C-3 10 +7 5 C-2 120 8+6 D
Cling
Range - 0
Duration - Concentration 1
Bonus - none
Affected - self
Activation -- C1/ Instant
Resistance roll -- N/A
Cling is the power to get a good grip on seemingly impossible surfaces. With this edge a kin can walk up a wall and even cross a ceiling upside-down. The kin can move at up to half their normal move rate. At any time the character goes from one surface to another such as going from a tree to a brick wall the kin must make another edge roll. Failure means only that they can\'t go immediately to the next surface, as long the tree is still there, they can try again the next round. If the tree was falling and the edge roll was failed the kin would fall. If a kin with this edge is falling and there is a surface within reach they can attempt a difficult Cling roll to stop their fall. The kin still takes falling damage for the distance they fell.
Cold -- Cone, Emanation, Storm, or Stream
Range - Special
Duration - 1 sec
Bonus - none
Affected -Special
Activation -- C2/ Instant
Resistance roll - Ref (1/2 dam.)
Note: Power Based
Emanation - All around the kin becomes deathly cold for the score in ft. Duration is Concentration 1 and damage is ½ d6 per Lvl of emanation per round rounded up
Storm - An area with a 20\' radius becomes a freezing hailstorm. The center can be placed up to 5x score + 5 yd away from the kin.
Stream - A 6\' wide stream shoots from the kin for 5x score yd.
Maximum damage in the area of effect is 2x score d6. The user can choose the number of d6 up to the maximum damage. Even if the kin chooses to do no damage, this edge will make the area of effect cold and can produce visual phenomena, such as swirling snow or hail from a cold storm.
Command
Range - Level in yd
Duration - Score in hours
Bonus - Will
Affected - Creature(s)
Activation -- C1/ 1 sec. or more
Resistance roll - Will
The user can give a command and those that are affected must do as commanded. Users of this power can affect 1 creature plus one for every level above 4th level per command. If the command is simple, such as one or two words, it is done in one second. If the command is longer, an extra second is used for every two extra words needed. The creatures are not affected until the command is completed. The User must be able to communicate to those they wish to affect. When someone is commanded they know exactly what is happening and is driven to finish the task as quickly as possible. They will not kill themselves but could be easily tricked to do so.
Corporeality and Incorporeality
Range - 0
Duration - Conscious
Bonus - Will
Affected - Self
Activation -- C1/ Instant
Resistance roll -- N/A
Ghosts require Corporeality to interact in the physical world. While in an incorporeal state, the subject can pass through objects and is able to use the senses of sight, sound and smell to navigate. Edges can still be used when incorporeal. The kin can \"fly\" their normal movement rate in any direction. Moving through items reduces the kin to 1/2 their movement rate. Only other edges, magic and the kin\'s flaws can affect the kin while incorporeal. While incorporeal the ghost can be seen as a transparent form of the user. At level four, the form can be altered slightly. I.e.-Altering facial features or body shape.
Danger Sense
Range -- N/A
Duration - Conscious
Bonus - Per
Affected - Self
Activation - None
Resistance roll -- N/A
Note: Age Based
The kin can sense an attack one or more seconds before it will happen. When no danger seems to be present but something can either hurt or trap the one with this edge the Director should roll the character\'s Danger Sense roll. If it is successful the character is alarmed to danger. The success number of the roll is equal to the seconds of warning before the attack, which is always at least one if the roll is made. If the character makes their roll by 5 they may be aware of the direction the danger is coming. An effect roll of 10 or higher can even know the exact area of danger so they can get clear. If hey act at the last second they can get a miraculous dodge to avoid the danger. Note this edge is always active and works even with the flaw powerless in human form.
Darkness
Range - 5x score in yd
Duration - Concentration 1/ 10x score in seconds
Bonus - None
Affected - 20 ft. diameter sphere
Activation -- C1/ 1 sec
Resistance roll -- N/A
Demons and their ilk can cause an area to be impenetrable by light. No one can see in or through the area. The kin can create the darkness centered in a fixed location or on an object. After the kin stops concentrating, the darkness remains for a short period of time.
Death Gaze
Range - 3x score in yd
Duration - Concentration 2
Bonus - Will
Affected - Self
Activation -- C2/ 1 sec
Resistance roll -- Reflex
Note: Power Based
This edge causes a victim to suffer 5x score in health per second. The victim must look into the eyes of the kin for this power to function. If the victim is facing the direction of the kin with their eyes open they get a Reflex roll to avoid the gaze. Failure means the victim is transfixed on the kin. Only others can help the victim break the gaze. The type of death is determined at character creation. Examples are: Turning to stone, burning, choking to death, and heart attack.
Domination
Range - 2x score in yd
Duration - Concentration 2
Bonus - Will
Affected - Creature(s)
Activation -- 1 sec
Resistance roll - Will
This edge takes control of another via the mind. The user of this edge must concentrate to make the affected do as the user wills. The movements are actually controlled by the user and they appear jerky and unnatural. To effect more than one creature, the kin gets minuses to succeed equal to the number of creatures the kin attempts to dominate. The number of creatures that can be dominated is 1/2 score. When dominated the target can be commanded to do any physical action, even kill themselves. All physical actions are performed with the victims full strength, and an average Dex and Ref (10). Skill levels such as attacks are an average of the dominating kin's Combat value and their score in Domination. The victim retains their senses and their mental faculties, including edges, while being dominated.
Example- Coffee, the huge animate, attempts to dominate a group of norms waiting for a bus. Since he has a score of 6, Coffee attempts to dominate three of them and gets -3 to his edge roll. He makes it easily (rolling a 16 +6 for the edge score and -3 for the number of targets equaling 19. a success of 9. Each victim gets a resistance roll at --9, and all fail.
Dream Control
Range - 10x score in yd
Duration - Concentration 1
Bonus - Will
Affected - Score in creatures
Activation -- C2/ 10 sec
Resistance roll - Will
The kin with this edge can bend the dreams of those asleep to their will. A successful use of this power can give a detailed dream that will be remembered when the victim wakes. If the dream is violent and depicts the victim being injured, the victim can make an additional resistance roll each time they are hurt, if it succeeds the victim wakes from the nightmare. If the user of the edge depicts the victim\'s death in the dream the victim must make a Fit roll with a +5 bonus or die. In this case the victim would have had to fail at least two resistance rolls and the Fit roll at +5 before they died. If the victim makes the Fit roll they wake in totally petrified (stunned) for at least one minute.
Durability - Fire, Lightning, Cold, or Physical
Range - 0
Duration - Constant
Bonus -- N/A
Affected - Self
Activation -- N/A
Resistance roll -- N/A\ Note: Age Based
Durability is the ability to take little or no damage from certain attack forms for a period of time. There are four types - Fire, Lightning, Cold, or Physical Attacks. Each "day" the character gets additional hit points that equal the score in Durability^2^ x Fit. Damage is reduced from this total first before real damage is done. Damage from a supernatural attack type is taken off the Durability hit points at twice the normal value (2 Durability hit points per point of damage.) Note that this is actually four different edges, and must be taken for each durability. Durability does not protect against racial susceptibilities.
Fear
Range - 5x score in yd
Duration -- C2/ 1 sec
Bonus - None
Affected - Creature(s)
Activation -- C2/ Instant
Resistance roll - Int
When this power is employed, all creatures who can sense the kin (sight, smell, hear, etc.) must make a resistance roll or become irrationally scared. Roll on morale table for effects. The resistance roll is reduced by the fear effect number and the total effect failure is the number of rounds the fear takes hold. All characters affected by fear get a minus to skill and check rolls of the score in Fear while the fear has a hold of them.
Fear Morale Roll 1d6 1-2 Cower Character tries to hide and hunkers down nearby 3-5 Flee Character runs at full speed away 6 Fight Character fights as in a berserk rage
A cowering or fleeing character that is attacked and takes damage can stop and defend themselves, but still receives the minus to skills and checks. If a kin tries to use this ability repeatingly, the the success value drops by -2 each time it is used in the same day on the same person.
Feeding
Range - 0
Duration - Concentration 2
Bonus - Fit
Affected - Creature
Activation -- C2/ 1 sec
Resistance roll - Special
This edge is required for those kindred who have to feed. If the victim is surprised and the edge score succeeds, the kin can take 1 health point from the victim per second. If the victim is not surprised, the kin must subdue the victim by some means like wrestling or another edge such as persuasion to succeed. The victim becomes helpless when the feeding is successful and if the feeding is stopped before the victim is unconscious, he is dazed for an equal number of seconds to the feeding. The kin can slow the rate of feeding to lessen the pain and trauma to the victim. This can lead to an addiction of the victim to the feed.
Fire - Cone, Emanation, or Stream
Range - Special
Duration - 1 sec (except Storm)
Bonus - None
Affected -Special
Activation - Instant
Resistance roll -- (Ref -- Level of Fire) for ½ damage
Note: Power Based
Cone - A cone 15yds long with an end width of 8 yd becomes a blistering hell.
Emanation - All around the kin becomes burning flames for score in feet. Duration is Concentration 1. Damage is ½ d6 per score rounded up.
Stream - A 6\' wide stream shoots from the kin for 5x score + 5 yd.
Maximum damage in the area of effect is 2x score d6. The user can choose the number of d6 up to the maximum damage. Even if the kin chooses to do no damage, this edge will make the area of effect hot and can produce visual phenomena, such as swirling wisps of smoke or flame from a firestorm.
Fire Storm
Range -- 5x score yards
Duration -- 2x score + 1d6 seconds
Bonus - None
Affected -Special
Activation - Instant
Resistance roll -- (Ref -- Level of Fire) for ½ damage
Note: Power Based
Cone - A cone 15yds long with an end width of 8 yd becomes a blistering hell.
Emanation - All around the kin becomes burning flames for score yd. Duration is Concentration 1.
An area with a 20\' radius becomes a firestorm. The center can be placed up to 5x score yd. All creatures in the area of effect suffer 1d6 per score of damage for each round they are in the storm.
Fly
Range - 0
Duration - Concentration 1
Bonus - None
Affected - Self
Activation -- C2/ 1 sec
Resistance roll -- N/A
Allows the user of this edge to soar through the air. Air speed is equal to 3x score2 in feet per sec. The speed in a dive is double and the speed in ascending flight is halved. The amount of extra weight the kin can fly with is equal to 1/4 the kin\'s weight x score.
Gaseous Form
Range - 0
Duration - Concentration 1
Bonus - None
Affected - Self
Activation -- C1/ 1 sec
Resistance roll -- N/A
The kin can turn to an almost invisible cloud of vapor. If someone is using aura detection, a blob can be seen where the user is. The kin in this state is immune to most damaging attacks except fire, cold, and lightning. Any repulsion still affects the user. Movement equals score in feet and is subject to winds and air disturbances.
The senses are very limited in this form. Sight is fuzzy at best and only goes 30 feet. Clear sounds become heavily muffled to the kin.
Giant
Range - 0
Duration - Permanent
Bonus - None
Affected - Self
Activation -- None
Resistance roll -- None
Note: Age Based, Racial Maximum Score
The kin is big, really big. Str, Fit Saves, Hitpoints and Dodge are all modified. Minimum Str does not combine with other Str bonuses. If the kin uses a power to make them selves normal sized or smaller, the bonuses no longer apply.
| Score | Str | Fit Saves | Hit Points | Dodge Modifier | Sizes |
|---|---|---|---|---|---|
| 1 | 19 | 4 | +50% | -3 | 10ft |
| 2 | 20 | 5 | +100% | -4 | 12ft |
| 3 | 21 | 6 | +150% | -5 | 14ft |
| 4 | 22 | 7 | +200% | -6 | 17ft |
| 5 | 23 | 8 | +250% | -7 | 20ft |
| 6 | 24 | 9 | +300% | -8 | 24ft |
| 7 | 25 | 10 | +400% | -9 | 30ft |
| 8 | 26 | 11 | +500% | -10 | 40ft |
| 9 | 27 | 12 | +700% | -11 | 60ft |
| 10 | 28 | 13 | +1000% | -12 | 80ft |
Grit
Range - 0
Duration - Permanent
Bonus - None
Affected - Creature
Activation -- none
Resistance roll -- None
Note: Age Based
The kin has reduced damage from non-supernatural piercing weapons like bullets and arrows. The attacks seem to cause damage with bloody wounds but do not effect the kin as much as a living normal creature. Damage is reduced by 2x score per wound. This edge cannot be used in conjunction with Physical Durability.
Goon
Range - 0
Duration - Permanent
Bonus - Int
Affected - Creature
Activation - C2/ 2d6 seconds
Resistance roll - Str
Note: Power Based, Age Based
The kin can turn a weak willed herd into a minion to do the bidding of their new master. The kin can only succeed if the victim's Will is equal or less then the Kin's Goon score +3. A goon gains 1 edge, 1 major flaw, 1 minor flaw. These edges and flaws are chosen from the kin's own Edges/flaws, to be determined at kin creation, and all goons created from this Kin will have the same. Maximum number of goons a kin can have is equal to their score.
Grant
Range - 0
Duration - Permanent
Bonus - None
Affected - Creature
Activation -- C3/ 1 sec
Resistance roll -- None
Note: Power Based, Age Based
This is very powerful and used only by the Extremes. This is the granting of a wish to someone who has finished a task or has something to trade. This edge can create a kin from a norm. The trade must be of equal or greater value such as a soul.
Healing
Range - 0
Duration - Concentration 3
Bonus - Int
Affected - Creature
Activation -- C3/ 1 sec
Resistance roll - None
This power heals hit points equal to the score during every second of use. Healing can be used on oneself or others. Healing can be done on one wound at a time. Every round of healing requires a successful roll. When a healing roll is failed the kin can no longer heal that wound. This power does not work on kin with Living Death.
Host -- Fatal, Temporary
Range - 0
Duration - Constant
Bonus - none
Affected -- Herd or normal animal
Activation -- C2/1d6 seconds
Resistance roll -- Int
The kin uses this edge to merge with a Herd or animal and to use them as a body to do with as they need. Fatal Host kills the target, while Host, Temporary allows the herd to live after the host is broken off.
Hover
Range - 0
Duration - Conscious
Bonus - Will
Affected -Self
Activation -- Instant
Resistance roll -- N/A
Hover is the ability to levitate. The user can ascend or descend at a rate equal to 2x score in feet. If the user is falling they can use this power to slow a fall, but very slowly, reducing the rate of falling by 2x score in feet every second. Additional weight that can be carried is equal to 1/4 the kin\'s weight x score. Also the user can move at walking pace if they are within 6ft of a floor.
Example: Bad Co. is in a gunfight on the rooftop of a 200\' building. Bad Co. gets shot by a shotgun, stunning him for two seconds and knocking him over the edge. In the next second Bad Co. falls 32\' and in the next another 64\' (which is his current speed). Now Bad Co. activates Levitate and tries to reduce his fall with a score of 5. His speed is reduced to 54\' that second and the next to 44\'. At this time Bad Co. has fallen 194\' so the next second he again reduces his velocity to 34\' per second when he smacks into the ground. If the building had been 270\' or taller Bad Co. wouldn\'t have hit the ground.
Human Form
Range - 0
Duration - Conscious
Bonus - Fit
Affected - Self
Activation -- C2/1d4 seconds
Resistance roll -- N/A
Allows the kin to assume human forms. One form in particular (primary human form) is the easiest to do, the looks of this form are to be determined at time of character creation. While in their primary human form the kin need not worry about sleep or loosing consciousness and reverting to true form. The kin can attempt to copy the looks of a specific human. This requires a Per check and then a difficult (target 15) Human form roll. If the Per check fails, the kin can't get it right and knows it. If the Human form check fails the difficult test yet would have succeeded an easy test, the kin believes they have made a good copy yet it has flaws, like the wrong color eyes, or whatever the Director chooses. The skill Act Human aids here. If an attempt to copy someone has failed, it can be attempted again on another day.
Imbue Weapon
Range - 0
Duration - Constant
Bonus - None
Affected -- Held Weapon
Activation - None
Resistance roll -- N/A
Imbue Weapon is the ability to make a weapon magical just by holding it. The higher quality the weapon, the higher bonus to hit and damage the kin can cause it to have.
Score Bonus to hit Bonus to damage Max Weapon LVL 1 none +1 1 2 +1 +1 2 3 +1 +2 3 4 +2 +2 4 5 +2 +3 5 6 +2 +4 6 7 +3 +4 7 8 +3 +5 8 9 +3 +6 9 10 +4 +6 10
Immortality
Range - 0
Duration - Constant
Bonus - None
Affected - Self
Activation - None
Resistance roll -- N/A
Note: Starts at 10, can be healed
This edge always starts with a score of ten when a character is created. The entity with this edge is extremely durable and never ages. The kin can die a number of times that are not The Slaying and come back to life. Either the normal healing rate or Regeneration, if available, is used to determine how soon the kin comes back to life because the damage must still be healed. The Kin is actually dead until they reach 1 health point at which time they are at full abilities except the damage is still being healed. This power keeps the kin at their best age, in the twenties. The kin can die and then resurrect each time reducing the score by one. When the score is reduced to 0 the next time they are killed is the true death.
Immortality doesn\'t take place if the kin suffers the Slaying according to their flaws. The score is increased by 1 for every 10 years of life, but this only gives back lost scores and can never be more than ten.
Immunity to the Norm
Range - 0
Duration - Constant
Bonus - None
Affected - Self
Activation -- None
Resistance roll -- N/A
Note: Age Based
The kin becomes unaffected by mundane attacks.
Score Immunity 1 Punches. Kicks 2 Wood, Earth, Concrete, Falling 3 Soft Metals, normal bullets 4 Bronze, Iron, Plastic Steel 5 Steel 6 Force Blades 7 Lasers 8 Blessed Steel 9 Disrupters 10 All non-Supernatural
No protection is gained from an attack type of a flaw the kin has.
Insubstantial
Range - 0
Duration - Concentration 1
Bonus - None
Affected - Self
Activation -- C2/ 1 second
Resistance roll -- N/A
The user can become totally non-existent, literally disintegrate. If someone is using aura detection, a blob can be seen where the user is. The user can float slowly around using only the sense of \"touch.\" Speed of movement is 1/2score in feet per sec. The user can also flow through cracks or at higher scores even through some materials. Loose dirt can be seeped through. With a score of 5 or more the kin can seep through thin glass or wood (as long as that is not a flaw) at a rate of 1\" per sec. With a score of 7 soft stone can be passed through as well, but hard stone such as marble requires a score of 9. Metal can never be passed. Nothing can affect the kin in this state and the kin. The kin cannot use any other edges while insubstantial.
Invisibility
Range - 0
Duration - Concentration 1
Bonus - None
Affected - Self
Activation -- C2/ 1 sec
Resistance roll -- N/A
This edge is the ability to become totally hidden from sight. When used, this power can hide auras from another if the Invisibility score is greater than the observer\'s score in aura detection. When the kin is Invisible and does an attack the become partially visible for that second. A perception roll is needed to see the kin and attacking the kin for that second is at --2.
Lightning-Bolt, Emanation or Strike
Range - Special
Duration - Special
Bonus - None
Affected - Special
Activation -- C2/ 1 sec
Resistance roll - Ref (1/2 dam.)
Note: Power Based
Emanation - All around the kin dances bolts of electricity for score feet. Duration is Concentration 1. Damage ½ d6 per score.
Strike - A 15\' radius pillar shaped area that can be up to 10x score in height is hit by an intense lightning bolt from the sky. The center can be placed up to 5x score + 5 yd. Must be outdoors.
Bolt - A 4\' wide bolt shoots from the kin for 8x score yd.
Maximum damage in the area of effect is 2x score d6. The user can choose the number of d6 up to the maximum damage. Even if the kin chooses to do no damage, this edge will make the area of effect crackling with electricity and can produce visual phenomena.
Link
Range - 20 yd
Duration - Concentration 1
Bonus - Will
Affected -Self
Activation -- C2/ 2d6 sec
Resistance roll -- N/A
The ability to focus the power of two or more kindred into a single more powerful edge. This edge can be used in two different ways, a pyramid link and a union.
A pyramid link results when there is one entity drawing energy from others to increase the one\'s power. Only the one at the top needs the edge link but all at the base of the pyramid need to have the single edge the top entity wishes to increase.
Each participant adds to the top entity\'s point total of the chosen edge for the duration of the link. The participants must be willing and stay within range and not use the specific edge the Top requires. The maximum creatures the character can link is equal to 2x score in link. While being linked all the participants except the top get -2 to all rolls.
Example: The Rot Queen has her loyal zombies about her as she begins the Link to increase her score in Strength. She has a score of 6 in link and a 5 in Strength (105 points.) Even though she has 20 lackey zombies all with a 4 (40pts each) in Strength she can only link the nearest 12 (2x6) so she gains 480 points to her Strength edge raising her to level 8. Now she\'s ready to go hand to hand. It has been heard off that some groups have been gathered with Sub pyramids while the top links the sub tops of each of the smaller pyramids.
A union link is a more democratic organization of kindred raising edge\'s strengths. Each member of the assembled group must have link and the edge to build in strength. The entire group agrees to the use of this power. This type of link is much more powerful, each member contribute an edge skill equal to their own (the lower of link or the chosen edge.) This edge can go way beyond level 10 or be modified as follows: The area of effect can be doubled per 2 levels subtracted. The range can be doubled at the cost of 1 level. The duration can be doubled at the cost of two levels.
Example: The angels gather to make it rain. There are 60 of them with level 7 in weather control and 6 in link. Their grand total is 60 x6 or a score of 360 in weather control. They wish to increase the area of effect by 200x and multiply the duration by 13 which leaves them a score around 150 (no reason to be critical here.) The sixty angels have just caused it to rain for forty days and forty nights all over the world.
Living Death
Range - 0
Duration - Constant
Bonus - None
Affected - Self
Activation - None
Resistance roll -- N/A
Note: Starts at 10, can be healed
This is the state of the undead. It is a form of resurrection. This edge starts at a score of 10 and is reduced by one when the kin is killed but not slain. When the kin is killed it is just a corpse until the next day when it will reform with one hit point. If the kin is killed and the score reduced to zero, it is a corpse for as long as it takes to \"heal\" the Score back to one (d100+10years). The kin with this edge also receives other perks: resistance to mind affecting edges, psionics, and magic. Resistance to poisons and drugs is also gained. The kin does not need to breath and does not have working, flowing blood. Living Dead are not affected by bleeding critical hits.
Longevity
Range - 0
Duration - Constant
Bonus - None
Affected - Self
Activation -- None
Resistance roll -- N/A
Note: Starts at 10, can be healed
Nature spirits like elves, live a long time. For them, the years after reaching adulthood have very little effect on them physically. Every 20 years (or 2x score) looks like one year to them. When a kin with longevity takes enough damage to die, they actually fall to a death like state where they still are alive but just barely. They can start healing the next day. When this happens the longevity score drops by 1. When Longevity reaches zero they have truly died. If kin is killed by Fatal flawed attacks, longevity cant save them and they truly die as well. Longevity can be healed at the rate of 1 per year.
Magic Use
Range - 0
Duration - Constant
Bonus - None
Affected - Self
Activation -- None
Resistance roll -- N/A
Magic use is something you are born with. Some herd have it and don't even know. With this edge the character can learn and use magic from the schools of magic in the next chapters. The character's magic use Edge must be equal or higher to their magic school skills.
A character with this ability and no skill can have strange things happen at times when they are angry, scared, or even when laughing hysterically. When the Director suggests, the kin can roll a Magic Use edge roll, they can have a strange event happen like a flash of light, a pinch on the skin, something breaks, things levitate and the like. The kin has no control of these events until they learn some magic.
Merge
Range - 0
Duration - Concentration 1
Bonus - None
Affected - Self
Activation - 1 sec
Resistance roll -- N/A
This edge allows a kin to meld with a element or objects of a similar type. A dryad can merge with a tree.
Necropathy
Range - 0
Duration - Concentration 2
Bonus - Int
Affected - Corpse
Activation -- C3/ 5 sec
Resistance roll - None
This is the power to speak to the dead or actually to the departed spirit through their corpse. Subtract 1 from the roll to succeed for every two days that has lapsed after the death.
This can be used to even contact kin when killed even if they are to resurrect but at a moderate chance (+5).
Night Sight
Range - 20x score yd
Duration - Conscious
Bonus -- N/A
Affected - Self
Activation -- C1/ Instant
Resistance roll -- N/A
This is the ability to see clearly even in the darkest of shadows. No roll is needed. If there is no light at all the kin will not be able to see anything, such as the edge Darkness.
Pain Tolerance
Range - 0
Duration - Constant
Bonus -- N/A
Affected - Self
Activation - None
Resistance roll -- N/A
Note: Age Based
A character with this edge is less susceptible to being stunned when injured. The character can subtract one die from the incapacitation roll for every two levels of this edge.
Example: Porky the Pig gets blindsided by a car while jaywalking. After allowing for Durability-Physical he still sustains
55 points of damage (it was a big car). Normally, he would roll 6d6 for his incapacitation roll against his Wil stat of 15. Most norms would fail this roll and be stunned for a number of rounds equal to the number they failed by, however Porky is not a norm and has this edge at a score of 6. Porky gets to subtract 3 dice from the 6d6 roll. Porky rolls 3d6 for a total of 12, under his Wil and is not stunned. He then gets up, gives the driver the finger, and runs off.
Persuade
Range -10 yd
Duration - Score in hours
Bonus - App
Affected - Creature
Activation -- C1/ 1 sec
Resistance roll - Int
Persuasion can influence people to do things the kin wishes. The victim isn\'t aware of any control and actually believes what ever their doing is of their own free will. If eye contact is not made the victim gets a +5 to their resistance roll. A success roll must be made every time the kin wishes to give additional \"ideas\" to the victim and the victim gets a resistance roll each time. Note that if persuaded once but a second attempt fails the first \"ideas\" are still in affect until the duration is expired. If the persuasion Idea is against any upheld morals or ideals of the victim, they receive a +4 to their resistance roll.
Poison - Injected, Ingested, or Contact
Range - 0
Duration - 1 min
Bonus -- N/A
Affected - Attacked
Activation -- C1/ Instant
Resistance roll - Special
This is the ability to create poison and use it in combat. The poison type is equal to the score. This edge is most commonly used with the body weapon edge. An attack must hit and do damage then a resistance roll for the victim is made. If the victim fails he is subject to the poison. The other type of poison edge is actually secreted from the kin and can be Ingested or contact poison. When a character is created they must choose the poison speed (Lightning, Fast, or Slow).
Polymorphics
Range - 0
Duration - Conscious
Bonus - Fit
Affected - Self
Activation -- C1/ 1d4 sec
Resistance roll -- N/A
The kin with this edge can transmute their form into another, changing shape and weight. For each level in Polymorphics the character gains a form type they can assume. The character needs to choose these forms at time of character creation and leveling up. The new form has the same stats as the kin's original stats and no abilities are gained except movement type and rate.
Possession
Range -- 3x score in yds
Duration -- C1\Special
Bonus - None
Affected - Creature
Activation -- C2/ 1 sec
Resistance roll -- Will
A kin using the edge possession leaves their own body, which looks as if they have fainted, and then sends their mind into the victim's body, shoving the Possessed's mind into unconsciousness. Once there they can use all the physical stats of the body with the skills of the possessor and taking into account the concentration 1 as well. The max skill level the body can act with is equal to the Possession score. The kin must be within range to initiate the possession, but the Possessor may increase the range between them with no penalty. If Possession is maintained, every hour of use requires a new Possession roll and resistance roll. Starting at level 4 the kin can learn to use their edges through the possessed body adding a additional edges to be used each level above 4. Possession itself can't be chained in this way.
If the kin's fainted body takes damage the Possession is lost. If the possessed body in brought to zero hit points, the kin must make a Fit roll or suffer 5d10 of damage directly from the kin's hit points.
If any Possession attempt is failed, the kin can't try again on the same victim until another day.
Psyche Control
Range - Score feet
Duration - Special
Bonus - Will
Affected - Creature
Activation -- C3/ 5 sec
Resistance roll - Wil
The kin can bend the mind of another. Control of another\'s psyche requires eye contact. The kin must decide in advance how they wish to twist the victim\'s mind. All manner of things can be changed temporarily or permanently. Moral codes, ethics, beliefs, personal goals, drives, sanity and insanity can all be changed, added or deleted. Psyche control is very powerful and has serious ethical questions attached. Only one attempt to use Psyche Control can be made per day on a victim.
Purge
Range - 0
Duration - Permanent
Bonus - Int
Affected - Creature
Activation -- C3/Special
Resistance roll - None
This power eliminates outside influences on the mind of another. In 1 second Purge can remove these effects, eliminates Command, Persuasion, Fear and Telepathy. 1d4 seconds eliminates Domination, Dream Control, Host, and Link. Purge can remove one effect of Psyche Control per application, needing ten seconds or more to find and correct the changes made. Purge does not affect Possession.
Reanimate Dead
Range - 20 yd
Duration - Special
Bonus - Will
Affected - Corpse(s)
Activation -- C3/ 10 sec
Resistance roll - None
The kin can summon energy into a corpse to animate it. This creates living dead such as Zombies and Skeletons. These creations can either be permanent or temporary, and with varying degrees of power depending on the score and the success roll of the user. This same kin that raised the undead can command these new minions to do his or her will. A kin can never reanimate more than available corpses.
Success
Score 0 1 - 4 5 - 9 10-14 15+ 1 - 3 1 Lvl1 T d3 Lvl1 T 1 Lvl1 P 1 Lvl(d2) P d4 Lvl(d2) P 4 - 6 d4 Lvl1 T d3 Lvl2 T d3 Lvl1 P 1 Lvl2 P d6 Lvl(d2) P 7 - 9 d10 Lvl1 T d6 Lvl2 T d6 Lvl1 P d4 Lvl2 P 1 Lvl3 P 10 2d10 Lvl1 T d10 Lvl2 T d6 Lvl2 P d6 Lvl3 P 1 Lvl4 P
T= Temporary living dead lasts the score in days.
P= Permanent living dead until slain.
The effect number is checked with the score on the above chart. The results are read as quantity/ lvl / Temporary or permanent. The result of d6 Lvl(d2) P means 1d6 zombies or skeletons that are lvl 1d2 each and are permanent. Roll level for each undead raised. A critical failure means 2d6 of the corpses can never be animated by the kin. Lvl1 and 2 can be either zombies or skeletons based on how much flesh is left on the corpses. Lvl 3 are ghouls or skeletal warriors. A lvl4 Permanent Undead is a full kin that has been raised by their master, though they can decide to leave on their own after score in days have passed..
Reflex
Range - 0
Duration - Conscious
Bonus - None
Affected - Self
Activation -- Instant
Resistance roll -- N/A
This edge allows the kin to increase their Reflex stat by the score in this edge. The edge cannot be used for more than 1/2 FIT in hours per day. The bonus applies to the kindred\'s original unmodified Reflex. After the edge is used the kin cannot use the edge again until after a time equal to the duration the edge was used. While Reflex is active the kin receives --5 on Stress Related flaw Will rolls.
Regeneration
Range - 0
Duration - Constant
Bonus -- N/A
Affected - Self
Activation -- N/A
Resistance roll -- N/A
Note: Age Based
This is the innate power to heal the body without any concentration or thought. The amount of damage healed is equal to the score in ten seconds. If the kin goes below 0 health points the rate slows down to score in minutes. If the character dies from damage sustained they will regenerate only if they have a score of eight or higher and then at a rate of score per hour. Only those who will Resurrect, are Living Dead, or are Immortal will come back to life and then only if they were not Slain.
Resist Magic
Range - 0
Duration - Conscious
Bonus - None
Affected - Self
Activation --Instant
Resistance roll -- N/A
Note: Age Based
With a successful edge check the kin can shrug off magic spell affects of equal or lower level spells the kin\'s score in Resist Magic edge.
Resurrect
Range - 0
Duration - Permanent
Bonus -- N/A
Affected - Self
Activation -- N/A
Resistance roll -- N/A
Note: Starts at 10, can be healed
This edge always starts with a score of ten when a character is created. The kin can die and they resurrect each time reducing the score by one. When the score is reduced to 0 the next time they are killed is the true death. Resurrection doesn\'t take place if the kin suffers the Slaying peculiar to their kind (determined by their major flaws.) The score is increased by 1 for every 10 years of life, but this will only give back any lost scores and can never be more than ten. This is why there are brief periods of kin uprisings and then it is quiet for many decades, they are trying to heal the deaths they have suffered before they become active again. Many adventurous kin retire for long periods of time to do this.
Rift
Range - 10 yd
Duration - Concentration 3
Bonus - Will
Affected - Special
Activation -- C3/ 10 sec
Resistance roll -- N/A
Note: Power Based
Creating a rift is one of the most powerful things to happen on the Prime Existence. A rift is an open gate that touches two places from very different locales. The Rift is wild and hard to control unlike true Gates but can be made to open at any time. The destination of the rift\'s other side will rarely be exactly where the entity wishes. To open a rift is a hard task (-10) and if the success number is 10 or more than it is within 10 yd of the destination area. For every success below 10 the rift\'s destination is off by 1/4 mile in a random direction. The rift\'s exit has to be at sea or ground level. The target must be known to the entity. Note: This edge can be used to travel to another planet but only if the entity is familiar with the target.
Sense Acuity - Smell, Sight, Touch, and Hearing
Range - 0
Duration - Constant
Bonus -- N/A
Affected - Self
Activation -- None
Resistance roll -- N/A
Note Age Based
This is a heightened sense that allows much more information to be gained by the kin. When this edge is chosen the kin gets to choose two senses that are amplified. The two senses are handled as if they were each an edge unto themselves. A kin can have this edge twice, giving them all four senses. The kin adds their score in Sense Acuity to Per when Per rolls fall under that sense.
Sight - Can increase the vision ranges to range x score.
Smell -- Increased smell and taste. The kin can use this edge for tracking skill or add their score in Sense acuity -- smell to their tracking skill. A successfully roll can also imprint the smell of someone they can sniff, or someone's clothes they sniff. An imprinted person is easier to track getting a +4. A character is expected to imprint all their friends but can only imprint up to 2x score in targets or enemies. If an imprinted person is in the area, the character gets a Smell roll +4 to notice.
Touch - Exceptional feel and can sense weight variances as well as textures. The Touch edge adds their score to following skills: mechanical entry, and eros.
Hearing - Hearing distance is times score. A character with heightened hearing can operate very well in sightless instances. This character gains Blind Fighting equal to their score in Hearing.
Sense Life
Range - 10x score yd
Duration - Concentration 1
Bonus - Per
Affected - Self
Activation -- 1 sec
Resistance roll -- N/A
With a successful roll, all living creatures within the range will be felt by the kin. This gift is another sense that is independent of light, smell or anything else. The sense can\'t be blocked by obstructions. A general location will be sensed (within 5 feet) but not enough to use direct attacks without blind minuses. With a difficult roll (-10) the kin can discern individual lives by the aura strengths. This is the only way to look for individuals in the area of effect with this power.
Shield
Range -- 2x Score in yd
Duration - Concentration 2
Bonus - Wil
Affected - Special
Activation - 1 sec
Resistance roll - N/A
This edge creates a barrier of protection. It can be a globe, hemisphere or flat wall with a maximum diameter or length of 1 + score in yds. The Shield can be centered anywhere within range which causes it to be unmoving while it is up, or it can be centered on the kin who summoned the shield, moving with them. The barrier blocks up to 1d6 per score in shield per attack. Slow moving objects can move through the shield in one second.
Sight
Range - 10(score in yd)
Duration - Constant
Bonus - Per
Affected - Line of sight
Activation -- None
Resistance roll -- N/A
Note: Age Based
This is the power of true vision and seeing things as they really are. Kin type and true forms of shape changers can be determined by an easy roll. Spotting items with a magical aura is also possible. Astral items, creatures and travelers can be spotted with a moderate roll. At level 8, with a difficult roll, the kin can determine the target\'s true name at a glance. Some herd possess this edge unknowingly. The Sight can cause the user to suffer from a distortion of reality.
Sign
Range - 10yds
Duration - Special
Bonus -- N/A
Affected - Score^2^ in square feet
Activation -- C1/ 1 sec
Resistance roll -- N/A
The kin with this edge can \"mark their territory.\" Sign can manifest in different ways, depending on the level of the edge. Temporary signs last score in days. Temporary Fear, Pain and Death are triggering types that last days just to be used one time. When a triggering symbol is seen and activated the effect disappears in 1d6 seconds. Permanent Signs can only be removed by magic, other kin by this same ability, or the kin that created it.
Level ability effect 1 Permanent Personal mark A unique symbol or effect is created. Each kin with this edge must choose their Personal Mark 2 Sign Of Fear A symbol causes fear like the edge of the same Lvl for all that see it. 3 Permanent Property Mark (Or Victim Mark) The kin can put a mark on anything or anyone and the kin can sense where it is at any given time. 4 Seal Can create a ward blocking some kin 5 Sign of Pain d6 x score subdual damage Will save to negate effect 6 Permanent Fear Fear like the edge of the same Lvl for all that see it. 7 Sign of Death 2d6 x score lethal damage Will save to negate effect 8 Permanent Pain d6 x score subdual damage Will save to negate effect 9 Permanent Seal Can create a ward blocking some kin 10 Permanent Death 2d6 x score lethal damage Will save to negate effect
A kin with sign can attempt to remove another kin's sign. The kin attempting to remove a sign rolls a sign roll subtracting the sign score of the sign creator. A failure means they can't try again for effect number in seconds. Critical failure means the kin can't try again until they have gone up a level.
A kin can have a maximum of 2x score in signs at any one time. Creating a new sign makes one of the olds one vanish when the kin at his maximum number of signs.
Speed
Range - 0
Duration - instant
Bonus - Ref
Affected - Self
Activation -- C2/ Immediate
Resistance roll -- N/A
Speed is the power to move faster than the eye. The speed goes off at the beginning of the round and then the normal actions of the kin go on the kin\'s initiative roll. The movement is nearly instantaneous and without Sense Acuity - Sight can not be followed. The movement distance is 10x score in yards. Speed can only be attempted once every (11 -- score in speed) in seconds.
Strength
Range - 0
Duration -- Conscious/ Special
Bonus - None
Affected - Self
Activation -- Instant
Resistance roll -- N/A
With this edge the kin can temporarily increase their Str by the score in this edge. The Edge cannot be used for more than 1/2 FIT in hours per day. The bonus applies to the kindred\'s original unmodified Str. After the edge is used the kin is tired, weak and cannot use the edge again until after a time equal to the duration the edge was used. During this time the kin receives --5 to Per and Ref.
Swarm
Range - 0
Duration - Conscious
Bonus - None
Affected - Self
Activation -- C1/ 1d2 sec
Resistance roll -- N/A
With this edge the kin can disassemble itself into a swarm of pests. The type of animal is chosen at character creation. The swarm has all the physical stats of the pest except the kin retains Int and Wil. Each pest has a portion of the kin\'s hit points and all the pests must be killed to kill the kin. All flaws still affect the kin. The number of critters the kin turns into is as follows:
Real small (insects) 4x health
Small (bats, toads) 2x health
Medium (cats, rats) health
Telekinesis
Range - score^2\ ^yd
Duration - Concentration 1
Bonus - Will
Affected -- 2 (score3) lb
Activation -- C2/ 1 sec
Resistance roll - Special
The ability to move objects with the mind. Objects must be in line of sight. If an object is being held or a victim moved, a strength resistance roll is granted each second. Velocity of most objects equals 4(score) feet per second. Aerodynamic objects of one pound or less can be hurled for a d4 of damage. The gift score is used as the combat skill to attack using the defender\'s defense just as normal missile combat. Gain 1d4 additional damage at scores of 4, 7, and 10 to a maximum of 4d4 per object. More than one object can be moved at one time with a penalty of one per additional object to the success roll.
Telepathy - All, Family, Kindred, or Norm
Range - Special
Duration - Concentration 1
Bonus - Int
Affected - Creature(s)
Activation -- C2/ 1 sec
Resistance roll - Will
Telepathy is the ability to send thoughts to and receive them from another creature. A resistance roll is used only if the target is not wishing this communication. When using this gift, the success roll is modified by the following table:
Range to target
100+ miles - 10 10 - 100 miles - 6 1 - 10 miles - 3 Target was briefly seen - 10 Slightly known (at least 5 min) - 5 Familiar with 0 Friend +3
Basic Telepathic Abilities: can be used at a range of score yds
Can read surface thoughts with a -5 roll on all targets.
Can look into memories at a -10 roll once a day per target. At least one minute per memory. Range score yds
Can communicate with pictures and feelings with their target type at -5
Target Types
Telepathy, All - This edge can be used to communicate wordlessly on all sentient creatures.
Telepathy, Family -- Full communication can be used with the kin immediate family. These are the parent, siblings and children. No range modifiers matter for Family to talk to another family member. Kin with this edge can communicate to multiple family members simultaneously in one conversation. Farther removed family members most be known (met in person) to communicate with and then at -5.
Telepathy Kindred can work only with the kindred.
Telepathy Norm works only on humans.
Teleport
Range - (score x10)^2^ miles
Duration - Instant
Affected - Self
Activation -- C2/ 1 sec
Resistance roll -- N/A
Note: Power Based
The Kindred with this gift can disintegrate in one location and come into being in a new location an instant later. The amount of additional weight that can be carried is 10x score2 in pounds. If the entity attempts to teleport and critical fails roll on the table below.
2d6 roll effect 2-6 Teleports to an unexpected location 1d100 feet away from their target 7-8 Character finds themselves above the ground 1d100 feet 9-10 Teleports Into furniture or other light items (Roll location and do 3d6 damage) 11 Teleports half into something solid (roll 4 locations and do 3d6 damage each) 12 Character gets buried deep into something solid and is good as dead. Luckily most kin can comeback from this if their friends can find them.
Time Shift
Range - 0
Duration - Special
Bonus - None
Affected -- Self or creature
Activation - Immediate
Resistance roll -- N/A
Note: Power Based
Time shift is the ability to go forward in time and at high levels go back in time.. The user can advance in time a maximum of 5x score in minutes. When the user wishes to activate this power they must decide the duration of the shift. The user vanishes from present time and appears in the same exact place when the designated time has elapsed. If the space becomes occupied while the kin is shifting, they are unable to return until the space is free again.
Touch of Death
Range - 0
Duration - Concentration 1
Bonus - None
Affected - Creature
Activation -- Instant
Resistance roll -- Luck
Note: Power Based
The touch of death drains the life force of a living creature. A successful use will charge a portion of the kin\'s flesh, hands, lips, etc. and any contact causes 2x score in damage each second. The point of power focus is determined at character creation. The kin can use melee combat to attempt the touch. The touch must be unobstructed, until level 5 when clothing can be penetrated. At level 8, the kin can affect a victim in armor. If this edge is used when incorporeal, the attack is made with a minus to success equal to (10-corporeality/incorporeality score).
The victim gets a resistance roll each time he is touched. If the victim is grabbed by the kin, and fails their resistance roll, no further resistance rolls are needed each second until the kin\'s grip is broken.
Note: In melee combat, you can attempt all attacks, any successful attacks cause the damage. Damage is limited to once per second.
Travel
Range - Score x10yds
Duration - Instant
Affected - 2x score radius in yd
Activation - Immediate
Resistance roll -- N/A
The entity disappears at the top of the round and can even continue with an entire round of action on their normal initiative. If the Travel roll fails, they must hesitate the rest of the round. The creature needs to know where they are going and never travels into something. If there is something in the location they wish to travel to they are moved to the nearest open place. The additional weight that can be carried is 10x score in pounds.
The kin reappears in the same orientation as when the travel was initiated.
Travel can be attempted once every (11 -- score in Travel) in seconds.
Weather Control
Range - 0
Duration - Score/2 hours
Bonus - Will
Affected - Score/4 mile radius
Activation -- C2/ 20+ sec
Resistance roll -- N/A
The current temperature, winds, and humidity can be affected. The roll to succeed is always difficult (-10) and can be attempted once an hour. Temp can be adjusted by 5x score in ^0^F. Wind can increase or decrease by 10x score in MPH. Humidity, rainfall, cloud cover and fog are harder to pinpoint.
Wreak Havoc
Range - 2xscore in yd
Duration - Concentration 1
Bonus - None
Affected - Self
Activation -- C1/ 1 sec
Resistance roll -- N/A
The kin with this gift can cause random telekinesis. All items less than a pound fly until they hit something. Items up to 10 pounds jump and fall. Anyone in the area of effect is distracted, disturbing concentration and getting minus the kin's score in Havoc to all actions. Characters in the area affect also need to make a Will roll or be unable to effectively move while in the area of effect (movement rate is divided by the score in Havoc).
Kindred Flaws
What are Flaws?
All kin have the bad with the good. While edges are the good, flaws are the bad. Flaws are inherent in all of the Kindred.
Major Flaws are those that are life threatening drawbacks. Major Flaws include ways to Slay the kin forever.
Minor Flaws are less destructive but no less important. These flaws are what create the character and allow the player to overcome these difficulties.
Many flaws can be multiplied, indicated by (x2), etc. These flaws can be rolled multiple times which makes them stronger flaws.
Major Flaw Descriptions
Anchor (x3)
Ghosts with this flaw have a focus or object that they are connected to via its past life. This anchor must be chosen at time of creation. If the focus is completed or the object destroyed, the kin is slain. The kin cannot affect the anchor directly. The kin must return to their anchor once every few days. With a x2 multiplier the kin must sleep by the anchor daily while a x3 requires constant sight of the anchor.
Burning (x3)
Fire can slay the kin. Fire has to do at least 25% of the kin\'s hit points and the killing damage to slay them. Damage suffered from fire cannot be regenerated, or healed using edges. Durability does not protect the kin. Lasers do fire damage. Multipliers affect damage directly. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Exorcism
The kin can be slain by a successful exorcism.
Feeding (x5)
The kin must feed off living creatures. The type of feeding is dependent upon the kin race. The character must feed the equivalent of 10 hit points a day. Multipliers are applied to the hit points needed to feed.
Feeding Frenzy (x4)
At the sight of fresh blood, or favorite food type, the kin feels the urge to feed. They feel their animalistic nature and their judgement suffers also. The kin can resist the feeding frenzy with a successful Wil roll. The kin gets a -2 to Wil rolls per each additional multiplier. A failure means the kin begins to feed, oblivious to anything happening around him, until the victim is dead or the kin is attacked. If the kin is attacked, he gets another Will roll.
Flint (x3)
A flint weapon can slay the kin. The flint has to do at least 25% of the kin\'s hit points and the killing blow to slay them. Durability does not protect the kin. Multipliers affect damage directly. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Human Feeding Only
The kin must feed off humans. The type of feeding is dependent upon the kin race.
Infection (x3)
Any victim of the living dead or weres has a chance of becoming one of the \"parent\" type of kindred. The chance of infection is 20% per multiplier. A were must do at least half of the hit points of the victim and leave him alive for a chance of infection. Living dead bases for infection are dependent upon the type.
Lunacy (x4)
On the night of the full moon, the kin feels the urge to become a wild animal. They feel their animalistic nature and their judgement suffers also. The kin can resist the lunacy with a successful Wil roll. The kin gets a -2 to Wil rolls per each additional multiplier. A failure means the kin goes berserk, having no recollection of the havoc they cause, until dawn. The kin can make one Wil roll, at full minuses, to recover from the lunacy half way through the night. The multiplier also adds one additional day to the lunacy.
Magic (x3)
A magic weapon or spell can slay the kin. Magic has to do at least 25% of the kin\'s hit points and the killing blow to slay them. Neither durability nor magic resistance will protect the kin. Multipliers affect damage directly. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Paralyzed At Day (x4)
During daylight hours, the kin looks like a stiff, oblivious to anything short of being injured. All characteristics and edges are at 25% of normal. Multipliers mean additional time is lost, 1/2 hour of waking time for each of x2 to x4. Only a maximum of 1 1/2 hours of waking time can be lost. This can manifest as either a later waking time (after sunset) or an early bedtime (before sunrise). The time can be split between sunrise and sunset also and must be determined upon character creation.
Powerless in Human Form
A character with this flaw cannot use edges in human from. They can use only bestial form, animal form or swarm to change out of human form. Once changed, all edges are usable. All flaws still affect the character, regardless of form.
Powerless when Corporeal
A ghost with this flaw cannot use edges while corporeal. Only corporeality/ incorporeality can be used while solid. Once incorporeal, all edges are usable. All flaws still affect the ghost, regardless of state.
Running Water (x3)
Running water can slay the vampire. The water has to do at least 25% of the kin\'s hit points and the killing damage to slay them. Submersion in water does 5 points a round of damage. Minor contact, standing ankle deep or a shower, causes 2 points a round of damage. Durability does not protect the kin. Multipliers affect damage directly. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Sacrifice (x3)
A kin with the flaw Sacrifice must have a ceremony that ends with the destruction of an item or living creature to maintain their power. Multipliers increase the frequency or amount of the sacrifice. If the kin is in a weakened state to to a lcak of a sacrificial ceremony, Regeneration and Healing do not work until the sacrifice is made.
Silver (x3)
A silver weapon can slay the kin. The silver has to do at least 25% of the kin\'s hit points and the killing blow to slay them. Durability does not protect the kin. Multipliers affect damage directly. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Staking (x3)
Being staked can slay the vampire. The staking has to do at least 25% of the kin\'s hit points and the killing blow to slay them. If a successful attack succeeds to stake the kin (see staking rules) they are severely incapacitated and cannot remove the stake. The stake must be of wood of at least 3/4\' diameter for a x1 multiplier. A x2 causes the kin to be vulnerable to thin sticks of wood, 1/4\" thick, while a x3 allows just about any sturdy material to slay the kin.
Sunlight (x5)
Sunlight can slay the kin. Sunlight has to do at least 25% of the kin\'s hit points and the killing damage to slay them. Being In full sunlight does 5 points a round of damage. Minor contact, sunlight peeking through a hole, causes 2 points a round of damage. Durability does not protect the kin. Multipliers affect damage directly. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Task
The kin has a long term of endless task, such as guarding a treasure. If the kin fails in their task, they suffer frome severe Compulsion Failure and will gain another Major Flaw.
Vulnerable Central Nervous System
The kin can be slain by having the brain stem destroyed. Critical or called shots to the neck have to do at least 50% of the kin\'s hit points and the killing blow to slay them.
Wrought Iron (x3)
A Wrought Iron weapon can slay the kin. The wrought iron has to do at least 25% of the kin\'s hit points and the killing blow to slay them. Durability does not protect the kin. Multipliers affect damage directly. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Minor Flaw Descriptions
Compulsions
Agenda (x2)
The kin is forced to promote an agenda supporting a racial, familial, or affilliation's aims.
Asexual
Kindred with this flaw have little or no interest in sexual pursuits.
Change on Moon Cycle (x4)
The kin changes into another form during the night of the full moon. The multiplier also adds one additional day to the period for changing.
Chaos (x3)
The kin has an overwhelming compulsion to create confusion in their environment. They thrive in chaotic situations and will act to make it so.
Crossroads (x3)
The kin must stop and contemplate a course of action at the meeting of roads. This course may even include turning around and going back the way the kin came. Multipliers may mean either some form of task must be completed before the kin can continue their jouney or this compulsion will include smaller intersections in a city.
Deed (x2)
The kin is compelled to comply with any written document, which they sign. Any waver from a contract, knowingly or unknowingly, will cause great pain and even open wounds on the kin.
Earth (x3)
Earth is required for the vampire or living dead to \"sleep\" peacefully. Without earth, the kin is disturbed by dreams and nightmares, unable to sleep the sleep of the dead.
Earth at x1 means the kin must spend 12 hours of each 72 hour period in contact with their earth. The kin must have no less than 1 cubic foot of earth.
A x2 forces the kin to spend 8 hours of each 24 hour day in contact. The kin must have no less than 3 cubic feet of earth.
Having a x3 requires the kin to sleep IN a large quantity of earth 12 hours of each 24 hour day. The kin must have no less than 20 cubic feet of earth.
Failure to sleep with earth is a cumulative -1, per multiplier, for all characteristics, edges and skills for each day until the requirement is reached.
The earth must come from one of the following sources, determined at kin creation. Where the character grew up, where the character died, or where they were buried (if applicable).
Eats Raw Meat (x2)
Weres with this flaw prefer to eat their meat rare. A x2 indicates the were likes meat RAW, preferably freshly killed if available.
Entry (x2)
The kin cannot enter a private dwelling if not invited.
Greed (x2)
The kin is compelled to gain material wealth or other items of greed which could be magic, gems, art, or gold.. Bribes are very an easy way to manipulate a kin with this flaw. Greed x2 will even cause the kin to go well out of his way to get more wealth and will cheat his own friends for it. This case makes it quite a dilemma for a high humanity character.
Guardianship (x2)
The kin must guard an object, animal or person. If the guardian is in danger the kin must protect it.
Hidden (x2)
This compulsion forces the kin to remain as hidden as possible from others while going about its business. Multipliers mean it wants to avoid contact with other kin not of its own race in addition to herd.
Holy Ground (x3)
The kin is compelled to be peaceable on holy ground. Any act of violence on holy ground, knowingly or unknowingly, will cause great pain and even open wounds on the kin.
Horde
The Text....
Libido (x2)
The kindred likes sex and must engage in some form of sexual pusuit.
Marked Target
A mark appears on a norm, which only the character can see. The mark is always the same type and in the same place such as a pentagram on the palm. No matter what actions the character takes, they will end up causing the marked target\'s death. There can only be one marked target at a time and one has never lived more than two months. A successful aura detection by anyone can see the mark.
Prank (x2)
The kidred has a compulsion to either play pranks and prctical jokes on people or feels compelled to tell jokes, usually bad ones.
Ritual
TempText
Servant (x3)
The kin has something like an anchor that others can use to control the kin and become the kin\'s master. A commanded kin must perform one task their master asks. After the completion of the task the anchor is withdrawn from the master. A x2 causes the kin to perform any 3 tasks for the master. Command x3 allows the master to command the kin for an entire year.
Settlement (x2)
The kindred with this flaw wishes to avoid settled areas. The multiplier means the kin does not want to frequent small towns and prefers to be in rural of wolderness areas.
Shun Tech (x3)
The kin shuns technology with a level of sophistication above their mortal life.
Summon/Banish
The kin is susceptible to being called or sent away by magic or edges. The only defence is the kin\'s true name must be known to the summoner.
Trophy
TempText
Vow (x2)
The kin must keep any vows they make.
Goofy Looks
Due to their supernatural nature, the kin often have physical characteristics that are inhuman. A kin can have many goofy looks. Any specific goofy look can only be doubled. A doubled goofy look is highly exaggerated and difficult to conceal.
Phenomena
Things just seem to happen around the kin. A kin can have many phenomena. These phenomena occur randomly within 50 feet of the kin. Each phenomena is selected at time of creation.
Animal Disturbance (x2)
Animals fear the kin. Animals begin to act erratic and attempt to leave the area when they sense a kin within 20 feet. A kin with x2 installs hostility to animals. Hostile animals may attack the kin (25% chance).
Animal Friendship (x2)
Animals like the kin.
Blood Secretion
The kin secretes blood instead of tears or even sweat.
Bloom
Flowers bloom in the near vicinity of the kin.
Chill (x2)
The kin causes an area around them to be slightly cooler, giving people the goose bumps. A x2 causes drafts that can blow out candles as well as dropping the air temp by as much as 20oF.
Death Scene
The natural look of the kin is what they looked like at the time of death. A ghost who was run over by a car could have torn clothing and tire tracks on their chest. The kin can still change into normal clothing when corporeal, but the kin will always turn back to their death scene the next day.
Dietary Restriction
The type of food that can be consumed by the kin is limited. An attempt to consume anything other than their diet causes the kin to be nauseous and unable to keep it down.
The diet is determined by race. Ghouls only eat rotting human corpses. Zombies eat brains. Skeletons cannot eat anything.
Trolls eat live humans and animals.
Diminished Sense (x4)
A sense of the kin\'s is very poor. The senses are sight, hearing, smell and touch. Smell also controls taste. Any perception with the diminished sense is at 25% of the Per. A kin can have up to four diminished senses total. At character creation, roll a d4 on the following chart to determine which sense is diminished.
Roll Sense
1 Sight
2 Hearing
3 Smell
4 Touch
Disbelief (x)
Kindred with this flaw have trouble affecting those who do not believe in them. There is a --2 chance of an edge success failing on a nonbeliever per multiplier.
Dissipate
The body of the kin dissipates at death. The body will refoem the next day at the kin's "home."
Edge Flux on Moon Cycle
The kin\'s edges get modifiers dependent on the moon cycle. For half the moon cycle, from half moon waning to half moon waxing, the kin gets -2 to all edges. With the moon between half and three-quarter the kin gets -1 on all edges. During the three-quarter to full moon the edges are at normal strength. On the night of the full moon, the kin gets +1 to all edges. If an edge\'s score falls below 0 with these modifiers, the edge cannot be used.
Eyes Red After Feeding (x4)
The whites of the eye turn a deep red after successfully using the Feeding Edge. The eyes stay red for a time equal to the points fed on in minutes. This flaw can be multiplied up to x4, increasing the time by the multiplier.
Human Friendship (x2)
People like the kin.
Human Hostility (x2)
There is an aura of hostility that the kin radiates. Norms within 15 feet of the kin have a chance of getting upset and aggressive toward the kin (25% chance). If a norm is not effected immediately yet stays in the area, another roll is made every 15 minutes. Crowleys and kin understand and are not directly effected by this flaw.
Incorporeal at Day (x4)
During daylight hours, the kin cannot become corporeal. Multipliers mean additional time is lost, 1/2 hour of waking time for each of x2 to x4. Only a maximum of 1 1/2 hours of waking time can be lost. This can manifest as either a later waking time (after sunset) or an early bedtime (before sunrise). The time can be split between sunrise and sunset also and must be determined upon character creation.
Leprosy
The kin has flesh that easily falls away. A light hit can send a finger flying through the air. No additional damage is caused. The lost flesh grows back in a day.
Mirrors (x2)
The kin with this flaw has an aversion to mirrors. If the kin is within an area that would give a reflection in a mirror they must make a Wil roll or back away.
Mirrors x2 can cause mirrors to break when the kin sees them (25% chance). The mirror must be within 10 feet for this effect to happen.
No Recording (x2)
The kin does not appear in recordings. Multipliers mean the kin cannot communicate via electronic media.
No Reflection (x2)
The kin has no reflection in mirrors. Multipliers affect other glossy, reflective surfaces.
Odor (x2)
The kin has a breath or body odor that is not human. The type of odor is determined at time of kin creation. Types of odors include: an animal, an herb, rotting meat, or blood. Odor at x2 is quite pungent and can make people nauseous.
Paralyzed By Sunlight
If touched by sunlight, the kin looks like a stiff, oblivious to anything. No actions or edges can be attempted while in contact with sunlight.
Powerless at Day (x4)
During daylight hours, the kin has no edges or bonuses to their characteristics. Flaws still affect them. Multipliers mean additional time of powerlessness, 1/2 hour of time for each of x2 to x4. Only a maximum of 1 1/2 hours of time can be lost. This can manifest as either a later time (after sunset) or an early time (before sunrise). The time can be split between sunrise and sunset also and must be determined upon character creation.
Powerless in Human Form
In human form, the kin has no edges or bonuses to their characteristics. Flaws still affect them.
Return
Once killed, the kin\'s body returns to the home existence of the kin. They must remain there until summoned or brought back by someone other than himself.
Send Nightmares (x2)
While norms are asleep, within 100 yards of the kin, they have disturbing dreams. All norms must make a Wil roll or have the nightmares when they sleep. If the norms make their Wil roll they only have an uncomfortable sleep.
Shift
When the kin uses a form shifting edge (Animal Form, Bestial Form, Gaseous Form, and Swarm) the kin\'s belongings do not shift with them.
Skin Cold to Touch
Kin with this flaw have a room temperature body. Shaking hands with someone with cold hands can get you some funny looks by others.
Skin Hot to Touch
Kin with this flaw have skin that is hotter than a normal humans.
Slime
The kin leaves a slimy residue in the area they occupy.
Undead Victim (x2)
Slain victims of the kin have come back to haunt the kin. Victims of the kin are turned into ghosts or living dead to haunt or hassle their maker, which is their anchor.
Weather (x3)
The kin inadvertently causes changes in the local weather. There is a 20% chance per multiplier each day that the kin will causing the weather to change. The Temperature can dip by 5oF per multiplier. The humidity also increases slightly. If there is a chance of precipitation normally, the kin causes it to precipitate. The area of effect is around 1/4 mile diameter.
Wither (x2)
Plants wither...
Wounds
When damage is sustained, the wound \"bleeds\" something other than blood and look unnatural. The bleeding causes no additional damage to the character or others who come in contact. Another version of this is all wounds upon the character do not bleed.
Any wound that does damage to the character causes blood to pour from the wound. About three to four times as much blood as a norm would bleed. No additional damage is taken.
Repulsions
Bells (x2)
The Nature Spirit is repulsed by the sound of bells and is unable to harm the person ringing them.
Bells x2 causes the kin to take damage of 5 points a second it the herb touches the kin. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Clothes (x2)
The Nature Spirit is unable to harm a person who is wearing their clothes inside out. Whether it is due to the fact they no longer recognize the person who has turned their clothes, or because they are laughing to damn hard has yet to be determined.
Clothes x2 causes the kin to take damage of 5 points a second it the herb touches the kin. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Flint (x2)
The kin with this flaw has an aversion to flint. If the kin is within 5 feet of flint, they must make a Wil roll or back away.
Flint x2 causes the kin to take damage of 5 points a second it the herb touches the kin. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Herb (x2)
The kin with this flaw has an aversion to many plants. This includes: Juniper logs, holly, and rose flowers. If the kin is within 5 feet of any of the above they must make a Wil roll or back away.
Herb x2 causes the kin to take damage of 5 points a second it the herb touches the kin. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Holy Symbol (x2)
The kin with this flaw has an aversion to holy symbols. If the kin is within 5 feet of holy symbols they must make a Wil roll or back away from the holy symbols.
Holy symbols x2 causes the kin to take damage of 5 points a second if the holy symbols touch the kin. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Meteor (x2)
The kin with this flaw has an aversion to unearthly rock. If the kin is within 5 feet of meteor rock they must make a Wil roll or back away.
Meteor x2 causes the kin to take damage of 5 points a second it the meteor touches the kin. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Salt (x2)
If the character is in contact with salt their edges or magic has a 25% chance per multiplier of faltering with each attempt. With x2 the character is unable to cross a line of salt as well as it causes the kin to take damage of 5 points a second it the salt touches the kin. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Silver Repulsion (x2)
The kin with this flaw has an aversion to silver. If the kin is within 5 feet of silver they must make a Wil roll or back away from the silver.
Silver x2 causes the kin to take damage of 5 points a second it the silver touches the kin. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Wood (x4)
Durability does not protect the kin. Multipliers affect damage directly. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Wrought Iron Repulsion (x2)
The kin with this flaw has an aversion to wrought iron. If the kin is within 5 feet of wrought iron they must make a Wil roll or back away from the wrought iron.
Wrought iron x2 causes the kin to take damage of 5 points a second it the wrought iron touches the kin. The damage sustained from the flaw cannot be healed or regenerated by edges or magic.
Stress Related Changes
During times of stress the kin\'s powers may manifest themselves in uncontrollable ways. The changes are in effect until the kin is able to relax. When the director declares the time to be stressful to a character they get a Will roll to attempt to hold the change back. Multiple stress related changes require a Will roll at minuses. This is -1 for each additional stress related change. A bad failure means all stresses are evident. Numerous stress related changes can be had by a character. All changes are determined at time of creation. Each character race has a stress related change chart.
Chill Stress
A sudden blast of cold will emanate from the kin. This cold can be different from the phenomena Chill, or the same (Director's discretion). If it is the same, it will be a much stronger, concentrated area version of the phenomena.
Dancing
The kin has the uncontrollable urge to boogie. Can be a problem if we have to concentrate on a task or be stealthy.
Exude
During times of stress, the kin will exude some type of visible phenomena directly from its body. The type should be determined at character creation and with some guidance from the following.
Angels- Vapor, Light
Animates (depending on origin)- Oil, Gears, Stitches, Flesh
Daemons- Smoke, Flames, Scales
Demons- Smoke, Ichor,Flames, Ice
Ghosts- Wisps of vapor, Blood
Living Dead- Vapor, Mists, Maggots
Nature Spirits (depending on type)- Faerie Dust, Vapor
Vampires- Mists, Blood
Weres- Blood, Fleas, Fur, Scales, Feathers
The loss of the exuded items causes no damage to the kin. The items will disappear in a few minutes. Multipliers affect the amount of the exuded material.
Eyes Change
The kin's eyes will change. They could turn red like the vampire's flaw or become animalistic. The change should be determined at character creation.
Fear Stress
This stress acts like the edge Fear.
Floor
The ghost loses the ability to maintain position against a solid object. This is something like losing control of corporeality in that the kin may start to sink into the floor, fall through the ceiling, or go into the next room if leaning against the wall.
Fly Stress
The kin will start to fly when this stress is in effect. The problem is the kin is unable to control the flight with any degree of efficiency. Distance and speed are governed as per the edge Fly.
Feeding Frenzy Stress
This stress is similar to the Major Flaw.
Frenzy Stress
The kin goes balistic, berserk, whatever. While in this frezy, the kin will attack anything it perceives to be a threat including inanimate ogjects, cars.
Howl at the Moon Stress
The were has the overpowering urge to howl. Even if it means no longer engagting in combat.
Levitate Stress
The kin will start to levitate when this stress is in effect. The problem is the kin is unable to control the levitation with any degree of efficiency. Distance and speed are governed as per the edge Levitate.
Libido Stress
Kin affected by this stress have the incredible yearning to have sex (or is it a yearning to have incredible sex) right now or at the very least start seducing someone/thing.
Nervous Tick
The kin will develop a noticeable physical twitch. Multipliers mean the tick is severe and can affect ay skills which require coordination to accomplish, including combat skills.
Noises
Sounds emanate from the kindred when affected. An animate may sound like their gears are grinding if applicable to the specific form. Ghosts may have the sounds of chains or screaming. The sound should be determined at creation. Multipliers can mean either additional noises or more volume (Director's discretion).
Odor Stress
A sudden blast of an odor will emanate from the kin. This smell can be a different one from the phenomena Odor, or the same (Director's discretion). If it is the same, it will be a much stronger, fouler, sweeter version of the phenomena.
Paralysis Stress
The kin is frozen if this stress takes affect. With a successful Wil roll at mods, the kin may break free of the paralysis, but will move at half speed for a number of rounds equal to the success of the roll divided by 2.
Prank Stress
You just gotta play a prank on someone when this affects you. If your form of prank is telling jokes, usually bad ones, you must go into your stand up comedy routine on the spot.
Revert
The kin will revert back into its natural form. Ghosts become incorporeal, Daemons & Demons become monstrous, Weres will go back to their human form.
Shatter
A kin under stress may have mirrors and glass shatter in their presence. Multipliers make items shatter in a larger area of effect and with more force, which could cause damage to those in the area.
Sign Stress
The kin will cause a sign to appear when this stress is in effect. The problem is the kin is unable to control the sign with any degree of efficiency. The stress governed as per the edge Sign.
Static
The kin affects a static charge in the area it occupies. This can cause hair to stand on end or mild shocks to those in the area. Multipliers means the effect can adversely affect electronics.
Transformation
The kin transforms into a bestial or animal form.
Weather Stress
The kin causes a sudden change in the weather in the area. Multipliers mean the effects are more severe.
Wreak Havoc Stress
The kin wreaks havoc similar to the edge. The kin has limited, if any, control of the objects being hurled about. Multipliers mean more objects are hurled at greater velocity, possibly causing minor damage to people and items in the area.
Humanity
Humanity is the measure of kindness, sympathy, and gentleness vs. animalistic aggression and insanity. A person with a very high humanity is a model citizen and a very low humanity reflects a menace to society.
Each character has a Humanity that can be adjusted at the end of each session by the Director. If a character is acting differently than their humanity value it should be adjusted at the Director's discretion.
The character can also have a temporary humanity shift that can come from a traumatic moment or a strong taunt from an enemy. This is useful to give a Kin character a little boost for a moment, one way or the other. The Director gets to decide if the situation warrants a humanity shift. Giving into anger can help a kin to use their edges and resists other's better or calming down can help resist flaw rolls. In an event of temporary humanity shift, the character will get a new chance at either the Will Flaw, Edge Success, or Resistance roll. A temporary Humanity shift also causes a boost In The Groove.
Humanity
| Score | Will mod. | Edge success | Resistance | Description |
|---|---|---|---|---|
| 1 | -9 | 0 | -9 | Animalistic |
| 2 | -8 | 0 | -8 | nan |
| 3 | -7 | 0 | -8 | Serial killer |
| 4 | -6 | 0 | -8 | nan |
| 5 | -5 | 0 | -7 | nan |
| 6 | -4 | 0 | -7 | Thug, gangbanger |
| 7 | -3 | 0 | -7 | nan |
| 8 | -2 | 0 | -6 | Small time criminal |
| 9 | -1 | 0 | -6 | nan |
| 10-11 | 0 | 0 | -5 | Covert Opps |
| 12 | 1 | 0 | -5 | nan |
| 13 | 2 | -1 | -4 | nan |
| 14 | 3 | -1 | -4 | Law enforcement |
| 15 | 4 | -1 | -3 | nan |
| 16 | 5 | -2 | -3 | Medical Doctor |
| 17 | 6 | -2 | -2 | nan |
| 18 | 7 | -3 | -1 | Model citizen |
| 19 | 8 | -3 | -1 | nan |
| 20 | 9 | -4 | 0 | nan |
Modifiers
Will Mod for flaws is the embodiment of humanity, how easily the Kin succumbs to their natural animalistic nature. The more a Kin behaves like a human, they have less of a chance of a stress related flaw giving away their true nature.
On the opposite side of the coin, a kin with a low humanity has a superior chance to succeed at using their inhuman powers. This Edge success modifier is directly applied to the character's edge roll everytime they wish to use an edge. You make think this negatively effects high humanity character, and it does when under stress. The Director can on a case by case basis evoke this other method: It simply means they may need to take additional time to succeed. The extra time would be an extra round (or the time scale using in cast time of the edge) for each minus of the modifier.
The Resistance modifier is for when the Kin character is being affected by another. The kin's edges work best against humans and all simply humans don't receive this bonus. Only very high humanity kin lose this bonus because they have lost their inhuman nature.
Events that will pull a character lower in humanity
Murdering many innocents for fun 1
Killing for feeding without caring about cleanup 3
Feeding Frenzy that kills an innocent 6
Using edges in front of innocents 10
Events that increase humanity
Saving innocent 12
Using edges only away from innocents 14
Not using edges even when you should 18
Taking a hit for innocents 16
On a game session basis come up with an average humanity for the actions of the day and move the character toward the new number by 1 step (or maybe more if there has been a dynamic shift)
Magic
Magic is very different then the kin\'s edges. It is the mystical harnessing of the worlds energies and focusing them to do your will. These are the powers that mere mortals can harness to gain an equal footing to the kindred. Greater wizards can even become immortal through their arcane magics.
Who can use Magic?
Magic is usable by any human who is able to learn the craft. To truly master the arcane crafts one needs a high Will. As far as kin are concerned, magic can only be used at the loss of their own edges. Only kin with the edge Magic Use can use magic with no penalties.
Will
The Seven Spheres of knowledge
Magic is a wide variety of spells that are learned like any other skill. The skills are grouped in spheres of knowledge.
Elemental
Death
Summon
Force
Clergy
Spirit
Ceremonial -- cabala, garnarian, Egyptian, masons
Hybrid Spheres
Techno
Magic Flaws
Emotionless, Megalomania, Scattered, Imprison, exude euphoria, lose power to others, vulnerable to feeding
Magic Score
The magic score
Magic Score = Highest Sphere score + (sum of the additional known spheres' scores/3)
Magic Points
All spells cost points to cast. An attempt that fails, costs 1/2 the normal amount of Magic Points.
Magic Points = Magic Score x 10
Magic Points regenerate at the rate of Fit/3 per hour.
Over Extending
A mage can opt to use more than their allotted Magic Points. Doing so can cause very harmful backlash and even death.
Roll on chart: (d10)
1 nothing
2 Dazed for d4 seconds
3 Take 1 pt of dam per over extended point
4 - 6 Suffer 1d3 points of dam per point
7 - 8 Stunned for d4 and 1d3 dam per point
9 Energy pulse Fitness is reduced by one permanently
10 Energy explosion 2d6 dam per point 15ft Radius
Spells
Elemental
1 Affect, Sense
2 Protect
3 Create
4 Command
5 Attack
6 Minion
7 Barrier
8 Merge
9 Giant Attack
10 Mega Attack
Death
1 Wither
2 Commune with the dead
3 Command the Living Dead
4 Animate the dead
5 Slay
6 Summon Living Dead
7 Barrier of Ruin
Living Death
Ruin
Raze
Summon
Symbol
Contract
Summon Outworlder Minion
Command Outworlder
Pain
Summon Outworlder
Bar Soul
Soul Steal
Chimera
Summon Extreme
Force
ESP
Telekinesis
Illusion
Command
Darts
Empower
Shield
?
?
Fission
Clergy
Bless
Sanctify
Cure
Divine
Heal
Exorcism
Holy Bar
Call Servant
Resurrect
Call Extreme
Spirit
Ceremonial -- cabala, garnarian, Egyptian, masons