This page contains some of the monsters that Players may encounter when visiting Dominions of Darkness Sim Cities, but it is not the extent of supernatural and undead beings that may be used during roleplay. Each being below has full stats, as well as any supernatural abilities, strengths and weaknesses. Storytellers may use these as they appear, or may alter their stats to fit the situation.
More creatures will become available in the future and this list will always be a work in progress.
CELESTINES & AVATARS
The Celestines are celestial spirits in the mythology of the Fera. Within the celestial hierarchy, they are just under Gaia and the Triat. Their power is equal to the ancient gods. They rule from the Shard Realms and are often worshiped by both the Garou and humans - although their relation to God and the Elohim, if any, is unknown.
A Celestine’s true form is unimaginable. They are both sentient and highly intelligent. Communication and communion between Celestines and lesser beings are only possible through avatars. These avatars are aspects of themselves in guises lesser beings can understand. To create one, the Celestine merely wills itself to appear in a limited form; each Celestine is capable of maintaining multiple avatars at once, also know as a Brood. Each avatar contains a mere shard of the Celestine’s true power, although it still makes them among the most powerful beings in the spirit world. Helios and Luna are literally the sun and moon and if slain those heavenly bodies would cease to be. Apart from this pair, however, there are other different Celestines; some are avatars of a member of the Triat, while others are ancient spirits that humanity used to worship as gods, giving rise to many ancient beliefs such as Greek mythology.
Celestine Avatar/Brood
- Health Points: 200
- Initiative: +20
- Attack: +10 Physical Attack
- One action per turn
- DIF: unmodified 70
- Physical Defense: +20
- Physical Attack: +20
- Mental Defense: +10
- Damage:
- Normal: 20 HP points of damage
- When hurling ball lightning projectiles (1 turn cool down), 30 HP damage.
- Resist: Athletics/Reflexes
- Special Abilities & Limitations:
- Movement: Fast (Celerity 1-8)
- Defense:
- Strength: Avatars of Celestines are radiant beings that make it difficult to look at them directly. They are also capable of flight. Anyone attempting to attack a Celestine does so at a -10 Physical Attack.
- Immune to:
- Mental Attacks
- All elemental attacks, and are immune to the effects and damage of water, fire, wind or the forces of earth.
- Weaknesses:
- Silver: Silver weapons do double damage.
- Gold: Celestine Avatars are enamored by any items made of gold. If attackers are wearing any items made of Gold, the Celestine will focus their attacks and attentions on that person in an attempt to take the gold as a prize. If there are gold items in the vicinity, the Celestine will cease attacking or defending to pick up the gold.
WAR AVATAR OF FENRIS
Fenrir was a great and powerful Dire Wolf in Norse mythology. Also known as the Fenris Wolf, the tales say that Fenrir was a gigantic wolf born of the trickster-god Loki and his giantess wife, Angrboda. He also became the founder of the Get of Fenris werewolves, fathering many litters of lupine Garou.
In times of great need, and if a Garou is powerful enough to call him forth, Fenris visits the Earth in the guise of a powerful War Avatar with near god-like powers, to defend Gaia and his progeny. This Avatar usually appears as a giant 10-ft-tall armored warrior.
War Avatar
- Health Points: 200
- Initiative: +20
- Attack: +10 Physical Attack
- One action per turn
- DIF: unmodified 70
- Physical Defense: +20
- Physical Attack: +20
- Mental Defense: +20
- Attacks:
- Stomp or kick:
- DIF: 60 unmodified
- Damage: 20 HP
- Resist: Athletics/Reflexes
- Bastard Sword:
- DIF: 60 unmodified
- Damage: 20 HP
- Resist: Physical Defense
- NOTE: The Bastard Sword is 8 feet long. Any foes within an 8ft arch of the War Avatar will also be hit.
- Special Abilities & Limitations:
- Gifts:
- Spontaneous Heal: When the War Avatar is reduced to 25% or less of it's Health Points, it will either: (this is automatic and passive, taking no action or turn. Storyteller rolls: 1-50 = #1; 51-100 = #2.)
- 1) Spontaneously heal to 50% of it's normal Health Points, or
- 2) Fully heal its summoner and refill the summoner's Gnosis Points. This can only be done once per scene.
- Fenris' Great Wrath: This special Gift allows the War Avatar to hit a single opponent, but deliver identical damage to all opponents within a 20 meter radius at the exact same time IF that single opponent fails to defend. This Gift has a three-turn cooldown.
- Movement: Normal movement
- Defense:
- Armor: The War Avatar does not suffer any damage, unless the blow delivers 10 or more points of damage. Anything less is deflected by the War Avatar's armor.
- Immune to:
- Weaknesses:
- Silver: Silver weapons do double damage.
- Mental Attacks: War Avatars suffer a -10 Mental Defense
- Price of Summoning:
- Once the battle is over, the summoner must sacrifice one of his/her/their limbs in payment, which the War-Avatar will consume. This is typically the summoner's left hand, but it could also be any hand, foot, arm or leg.
AVATAR OF THE GREAT WENDIGO
The Great Wendigo, also known as the North Wind, is the totem of the Wendigo Garou tribe. Wendigo devours the hearts of its foes and gains strength for them. It burns with rage. It lashes out at its foes with ice storms of its frozen breath.
Wendigo is a totem of War. It asks its children to always aid Native peoples. The Wendigo tribe takes its name from this Wyld spirit. When Great Wendigo makes his avatar appear, he often takes the form of a massive dire wolf. His snow-white fur glows with a vivid bluish aura so pure it seems nearly ultraviolet.
Wendigo's eyes glitter like burning shards of ice, his fangs dripping like icicles from a powerful, thick muzzle. Where his paws would be, there is only flame - freezing, blue-black flame that scorches the ground where he treads, searing with bitter cold.
Great Wendigo has a well-known taste for blood, and can run at electrifying speeds, hunting down his prey with arrow-like precision and leaving only freezing wind in his wake. The Avatar of Great Wendigo does not always show himself in his entirety, sometimes making himself known only by a trace of blue fire, or black paw-marks burnt into impenetrable ice. He sometimes manifests to signal his favor, even when he is not specifically summoned, when a rite or gift calls upon his greatness.
Wendigo Avatar Stats:
- Health Points: 300
- Initiative: +10
- Attack: +20 Physical Attack
- One action per turn
- DIF: unmodified 70
- Physical Defense: +20
- Physical Attack: Unmodified
- Mental Defense: -10
- Mental Attack: -10
- Attacks: 2 Attacks/Actions per Turn
- Razor Claw Attack:
- DIF: 60 unmodified
- Damage: 15 HP
- Resist: Physical Defense
- Bite Attack: (every other turn)
- DIF: 80 unmodified
- Damage: 25 HP
- Resist: Physical Defense
- Wendigo Curse:
Player Characters who were successfully bitten (and who rolled a Botch to Defend -- a natural 1-10) have a 25% chance of temporarily transforming into a Wendigo for the duration of the scene. NPCs permanently transform into a Wendigo. Target victims immediately make a roll to determine if they transform, rolling an unmodified number from 1-25. Rolling 26 or over escapes the curse for that bite. - Becoming Wendigo: New Wendigo writhe in pain as they transform for two full turns, at the end of which they become Wendigo, with exactly half the stats of the Great Wendigo. New Wendigo cannot yet turn others to Wendigo with bite attacks until they make their first kill and consume a portion of the victims dead body.
- New Wendigo will fight to the death, unable to retreat from a fight until victorious. Player Character Wendigo who are defeated immediately transform back to their natural forms and are unconscious until the end of the scene. They remember everything as if they are watching themselves from above and are in no way in control of the atrocities they commit. Many revived Wendigo have find they have an unnatural desire to consume human flesh and blood.
- Special Abilities & Limitations:
- Gifts:
- Frozen Breath: Area of Effect
Once ever third turn, the Great Wendigo can exhale a great blast of frost.- DIF: 70
- MOD: +20 Physical Attack
- Resist: Athletics/Reflexes, Physical Defense
- 10m distance
- Tracking: When provided a scent, the Wendigo will flawlessly track its target by the straightest available path.
- Movement: Exceptionally Fast, easily matching the fastest Vampire
- Immune to:
- Poisons, cold, fear and frenzy.
- Weaknesses:
- Silver: Silver weapons do double damage.
- Mental Attacks: The Great Wendigo suffers a -10 to Mental Defense Rolls.
ELEMENTALS
While an ancient Elemental is exceptionally rare and deadly (such as the one pictured above), only relatively young Elementals are susceptible to forcibly being summoned or conjured to the mortal realm. Though still extremely dangerous, they are much weaker than their ancient parents in both power and size. Most juvenile Elementals (under a thousand years of age) are approximately 10-20 feet tall, depending on their element. Each type of Elemental has its own specific strengths and weaknesses. Elementals seen by mortals do not break the Masquerade and are perceived as what they truly are, the destructive forces of Nature.
EARTH ELEMENTAL:
Earth Elementals appear as animated statues of rock with a vaguely human form. They are extremely powerful, yet slow witted creatures that attack by digging their hands into the Earth, scooping up boulders and dirt, and hurling them at their adversaries. Earth Elementals can also cause brief, localized Earthquakes that are strong enough to collapse small to medium-sized buildings, crack foundations and weaken infrastructure.
- Health Points: 200
- Initiative: -20
- Attack:
- One attack every other turn
- DIF: unmodified 70
- Physical Defense: +30 (but can only defend every other attack.)
- Physical Attack: +20
- Mental Defense: -10
- Damage:
- Normal: 20 HP points of damage
- When hurling car-sized boulders: double damage, but at a non-modified Physical attack.
- +10 Physical Attack
- Special Abilities & Limitations:
- Movement: Slow moving
- Burrow: Earth Elementals can create 10ft x 10ft tunnels underground, simply by digging into the dirt and walking through it. They can easily dig deep into the Earth and create these tunnels at a slow walking pace (approximately 20ft per turn).
- Defense:
- Weakness: They can only defend every other attack. For example, if they are attacked by four enemies, the Earth Elemental can only roll to defend two of those attacks.
- Strength: Earth Elementals can disappear into the raw Earth and dirt (not stone or cement). Enemies have a -30 Mod to attack an Earth Elemental that has used this tactic in an attempt
- Immune to:
- Weaknesses:
- Water: attacks using water do double damage.
- Mental Attacks: All mental attacks . Also, Earth Elementals are incapable of differentiating between reality, and illusion. If they see it, they believe it.
AIR ELEMENTAL
Air Elementals take any one of several different forms, depending on their demeanor. Happy Air Elementals appear as gentle breezes that enjoy pushing around soft white clouds, or playfully keeping a paper airplane or plastic bag afloat on its shoulders for hours on end. They have exceptional dexterity and, when motivated, can lift an object as delicate as an egg and set it gently on the ground a mile away, or throw a car across a parking lot with immense force.
When angered, they appear as dark swirling tornadoes with hauntingly human qualities. Within the whirling clouds of flying debris, eyes may appear or even a swiping arm. Air Elementals can easily be differentiated from normal tornadoes by the appearance of leg-like appendages that make the tornado appear to be walking. This phenomenon is called the Dead Man Walking and is the hallmark of an angered and ancient Air Elemental.
- Health Points: 200
- Initiative: +10
- Attack:
- Two attacks per turn
- DIF: unmodified 70
- Physical Defense: +10
- Physical Attack: +10
- Mental Defense: -10
- Damage:
- Normal: 20 HP points of damage
- Hurling Car-sized objects: double damage, but at an unmodified roll of 80 DIF
- Fly: Pick up a man-sized subject (up to 250 lbs) and drop him for 10HP of damage.
- Special Abilities & Limitations:
- Movement: Fast moving. An Air Elemental can travel a mile in about 30 seconds.
- Fly: Air Elementals can lift a man into the air about 20 feet and either drop him for 10HP of damage, or set him down on the ground or on top of a building with no injury.
- Defense:
- Ranged Attacks: Spears, arrows, and bullets do no damage.
- Immune to:
- Poison
- Fire
- Illusions - Air Elementals cannot be deceived by illusions and can identify an illusion on sight.
- Weaknesses:
- Water: using water cut an Air Elemental's damage by half and reduces it's following attack to one, instead of two attacks that turn. If another attack using water is successful against the Air elemental, it's attacks are cut to one attack every other turn, and diminishes it's damage when attacking to 5HP. It also has lost enough energy that it can no longer pick up objects.
FIRE ELEMENTAL
Fire Elementals are extremely intelligent with a fiery temper that befits their physical shape. They are also the only elemental capable of human speech. Appearing as a giant 15-foot pillar of dense flames, these fierce elementals can strike fear into the hearts of mortal and supernatural beings alike. When summoned, Fire Elementals can answer or ask questions and hold conversations.
Unlike other Elementals, a Fire Elemental can pull back on it's heat and flames, taking the form of a muscular god-like man or beautiful goddess with fiery hair. When in this form, they let of very little heat and one can stand in their presence without catching fire or suffering damage. However they can also turn up their heat and flames, catching trees, houses and other flammable items on fire simply by walking by them within 20 feet. Vampires must roll vs. Frenzy or run in blind fear from a Fire Elemental.
- Health Points: 200
- Initiative: +30
- Attack:
- Two attacks per turn
- DIF: unmodified 70
- Physical Defense:+20
- If a Fire Elemental successfully defends against an attack, the Attacker suffers an automatic 2HP of burn damage.
- Physical Attack: +20
- Mental Defense: +5
- Damage:
- Striking with Flame Sword: 15 HP points of damage
- Heat: Melting objects or causing them to burst into flames on touch. Anything particularly flammable on an attacking enemy fighting a Fire Elemental will automatically burst into flame. This includes items of wood and clothing, cans of gasoline, oils, etc.
- Radiant Heat: Any living creature suffers 2HP of heat every turn they are within 10 feet of a Fire Elemental during battle.
- Special Abilities & Limitations:
- Movement: Normal walking speed, but may move slower if there are many less flammable objects within it's path and it takes longer to consume them.
- Defense:
- Ranged Attacks: Spears, arrows, and bullets do no damage.
- Wind Attacks: All fire damage done by a Fire Elemental attacked by Wind or air is doubled for their next turn.
- Immune to:
- Poison
- Fire
- Illusions - Air Elementals cannot be deceived by illusions and can identify an illusion on sight.
- Weaknesses:
- Water: Fire Elementals have a natural fear of water. When attacked with water, they suffer double damage. If forced to attack a Water Elemental, or any other Water-type creature or body of water, they lose all bonus modifiers. An example of this would be a Fire Elemental having to destroy a dam or water tower.
WATER ELEMENTAL
Water Elementals are a fluid amorphous supernatural translucent creature that can instantly take whatever form it desires, at any given time. They are naturally tranquil creatures and slow to anger. While unable to communicate verbally, they can let their emotions known. When summoned, they appear as a raging torrential spiral of crashing waves. Once tamed, they can be the most amiable of servants, slipping into bodies of water to become undetectable.
NOTE: If summoned on land, they can maintain their mass and shapes for 24 hours. If summoned on a body of water, they can remain with their summoner for 48 hours. They are the only Elemental capable and willing to extend their service.
- Health Points: 200
- Initiative: +20
- Attack:
- Two attacks every turn
- DIF: unmodified 70
- Physical Defense: +20
- Physical Attack: +20
- Mental Defense: -15
- Damage:
- Normal: 20 HP points of damage to a single opponent in a direct powerful water hit.
- Radial Wave Slap: 10 HP Impact damage, mass attack that knocks all enemies within a 10ft radius off their feet and prone.
- Deluge: 10 HP of damage, mass attack that knocks all enemies with in a 20ft straight line in any chosen direction off their feet and prone.
- Drown: 10 HP of Damage per turn until the Target either escapes or becomes unconscious (zero HP). The Water Elemental can engulf one person in a bubble of water. The Target may attempt to escape each turn (roll vs. the Water Elemental's attack, mod Physical Defense.) During this time, the Water Elemental will only be able to attack once per round since Drowning someone is a continual attack. If the Water Elemental has two people it is attempting to drown, it will no longer be able to attack OR defend.
- Special Abilities & Limitations:
- Movement: Fast moving. A Water Elemental can outrun the fastest human. Even a Vampire must have at least 3points in Celerity to outrun it. They are even twice this speed if within a lake, pond, sea or ocean.
- Float: Water Elementals can prevent any living or non living object from sinking by floating it safely on its surface. They can also take any object that has sank to the bottom and make it rise to the surface. Young Water Elementals can lift objects as heavy as a semi truck, while ancient Water Elementals could easily lift the Titanic.
- Rust: Water Elementals can rust ferrous weapons and other iron-based objects at an accelerated rate. Weapons, such as swords or guns, and other objects (such as buttons, fasteners, etc.) will lose integrity and become unusable or fail after 5 successful water attacks. Stainless Steel will fail after 10 successful attacks. This does not affect metals such as silver, gold, lead, or any other metal that does not include iron as an alloy.
- Defense:
- Ranged Attacks: Spears, arrows, and bullets do no damage.
- Shield: Water Elementals can turn into a nearly impenetrable wall of 2-foot thick solid ice. While in this form, all defense mods are doubled, however the Water Elemental cannot attack or move. It takes two full turns for the Water Elemental to again return it it's fluid form. On it's third turn, it goes back to its normal mods and can attack or move if desired.
- Immune to:
- Fire: Fire does no damage at all, simply creating vaporous steam which is reabsorbed by the Water Elemental once it cools.
- Illusions: Water Elementals cannot be deceived by illusions and can identify an illusion on sight.
- Weaknesses:
- Air: Water Elementals have a love/hate relationship with the powers of wind and air. In the oceans and any body of water for that matter, Air and Wind make the ripples in water's surfaces and accelerate its movement. However, attacks using air or wind can greatly influence a Water Elemental, preventing it from attacking or moving on its next turn. A Water Elemental lose all modifiers on its next turn following an attack using Air or Wind.
- Poison: Water Elementals are the only type of Elemental that is susceptible to poisons and poison attacks, which do double damage.
- Explosions: Explosives such as grenades, dynamite, etc. can weaken a Water Elemental, causing it to lose cohesiveness. A Water Elemental that fails to defend such an attack will not be able to attack on its next turn, and will suffer a 0 modifier on all its rolls for it's following turn after that.
MINOR ELEMENTALS
Minor elementals are very much like their larger cousins in all ways, but much younger, less experienced and less powerful in most ways by half. They have all the same abilities, strengths and weaknesses but because of their youth and smaller size, they are not nearly as powerful. However, don't let this fool you into thinking they are not as crafty or deadly as full Elementals. They are still many centuries old and where they lack in brute force strength, they more than make up for in cleverness and ingenuity.
- Nearly all stats for a Minor Elemental is halved, including Mods and Damage.
- All Strengths and Weaknesses are exactly the same as they are for the standard Elemental.
- All Attack types remain the same. This includes any stats related to speed; these remain the same. If an Elemental has two attacks per round, the Minor Elemental also has two attacks per round.
FAERIES & SUPERNATURAL CREATURES
CHU-MONG SNOW GOBLIN
A Chu-Mong is a small horned creature no more than 3 to 4 feet tall with ape-like features. Though short and stocky in stature, they can weigh anywhere between 150 and 200+ lbs. This weight is made up of a thick insulative layer of fat covering a surprising amount of sheer muscle mass. With disproportionately large and harry three-toed feet, the Chu-Mong has a wobbly gate, walking in a duck-like fashion.
Chu-Mong have no necks and their heads sit directly on their shoulders, requiring them to turn their whole upper torsos to look at something. Their bodies are covered in fine white hair that helps them blend into their wintery environments. Snow Goblins have leathery bluish skin, stringy white beards hanging from their shallow chins, long talon-like claws and a lower-jaw needled with yellow fangs.
A bite from a Snow Demon is not only poisonous, but their slender teeth break off into the bite wound and burrow toward the victim's main arteries and major organs. If that isn't horrifying enough, their saliva carries a dangerous and necrotic bacteria that if left untreated within 24-48 hours leads to a painful death.
These diminutive yet fierce creatures are incapable of human speech, though they can easily communicate with others of their kind with grunts, whistles, clicks and a low whimper-like sound. While they can understand human speech, their comprehension is very basic.
It is believed the first Chu-Mong originated in Antarctica, however they can be found in subterranean caverns of both the North and South Poles, as well as the high mountains of the Himalayas. They are of a very ancient race and inhabit most snowy and cold places around the world. In areas such as Siberia which has a relatively warm summer, they burrow into permafrost caverns until the snows return. Because of their diverse locations, they are known by many names:
- Chu-Mong (Himalayas and parts of Southern Asia)
- Snow Goblins or Snow Demons (Antarctica and Alaska)
- Sugar Demons (North and South Poles)
- Muki (Andes)
- Labynkyr D'yavol (Siberia)
Snow Goblins have eyes specifically adapted to both glaring sun and extremely low light levels. Their pupils can contract to near pinholes, making them immune to snow blindness and can expand to fill their entire eye socket, giving them near perfect night vision. If a bright light is shined at them, their eyes reflect a bright red glow. This gives them a very demonic appearance as well as the nick name of Snow Demons. However, Snow Goblins are not demons and have an instinctive hatred of such beings. The reason for this is that Demons are the only creatures that are immune to the Chu-Mong's poisonous blood and are actively hunted by them as a succulent food source.
An interesting bit of trivia regarding this species is the Chu-Mong suffer from a form of color blindness. Living in constant conditions of bright light and near darkness has led to an evolutional inability to see most colors, with the exception of blue. Naturally, they are immune to the cold and their blood has properties similar to anti-freeze. Chu-Mong blood is poisonous to most all creatures, especially vampires.
- Health Points: 100
- Initiative: +20 in snow, -10 in non snow or warm conditions
- Attack:
- One attack/action per turn in temperatures above freezing.
- Three attacks/actions per turn when fighting in snowy and/or freezing conditions.
- DIF: unmodified 40
- Physical Defense: +10
- Mental Defense: -10, but Immune to illusions.
- Attacks & Damage:
- Ice Halberd: 15 HP (two-handed melee)
- Axes: 10 HP (single action, two attacks with an ax in each hand, melee or thrown)
- Special Abilities & Limitations:
- Movement: Fast moving, three-times the speed of a human in snow or ice. Or the same speed as a human in warmer conditions without snow, ice or freezing temperatures.
- Intelligent: Chu-Mong have relatively low intelligence. While problem solving is certainly not one of their strengths, they have a wicked sense of humor and an instinctual ability to take down prey much larger and faster than themselves when working in small groups of Chu-Mong.
- Defense:
- Snow Camouflage: Chu-Mong are extremely difficult to see in the snow, giving anyone attempting to find one a -30 to Investigation or Alertness.
- Immune to:
- Poisons and Cold
- Illusions: Due to their unusual eyes, Chu-Mong cannot be deceived by illusions. While they can see them and may be temporarily startled by them for a turn, they quickly see past any illusions.
- Poisonous Blood.
Snow Goblins have a pinkish-blue color blood that immediately melts snow or ice upon contact. It is also highly poisonous, making Chu-Mong off the menu for any natural or supernatural creature with the exception of Demons. - Demons savor the taste of Chu-Mong blood, giving them a +20 to Strength/Physical Attack rolls, and a 50% chance to frenzy.
- Chu-Mong blood has a very sweet scent that smells and tastes like freshly baked sugar cookies, which is where their Sugar Demon nickname originates.
- Vampires who drink the blood of a Chu-Mong suffer 20 HP of damage each turn for 3 Turns and begin to vomit a dark black bile, which also leaks from their eyes and nose for the duration of the scene. Only a Rapha's Amethyst Healing Crystal can cure Chu-Mong poison.
- Any natural creature who tastes the blood of a Chu-Mong will also spontaneously vomit for the duration of the scene, suffering 10 HP of damage each turn for the next three turns. Only a Rapha's Amethyst Healing Crystal can cure Chu-Mong poison.
- Weaknesses:
- Fire and Heat: Chu-Mong have an instinctual fear of fire due to their blood being somewhat flammable. If exposed to temperatures of 450 Degrees or higher, or flames for more than 2 Turns, a Chu-Mong will catch fire and has a 50% chance of exploding.
- When faced with open flames, a Chu-Mong has a 50% chance (DIF: 50+)to Fox Frenzy.
- Language: Due to their inability to make human-like sounds, they are incapable of speaking except in grunts and a primitive type of sign-language. While they can understand human language, their limited intelligence gives them a comprehension level of a toddler.
Fianna ( Faerie Kin)
Boggans
Clurichauns
Pooka
Redcaps
Satyrs
Nymphs
Dragon
Pegasus
Unicorn
UNDEAD SERVANTS
Undead Servants are the tools and playthings of necromancers. Brought back to a putrid shadow of an existence, these denizens of Hell's living death serve their Masters in all ways.
Where undead are brought back to some semblance of life by a Necromancer, the Player will roll and act for their creations. Fallen Player-Characters cannot be turned into undead servants by Necromancers. These must be NPCs (aka non-player characters.) Any undead escaping the Necromancer's command will be played by an Admin, Storyteller or Mod.
ZOMBIES
The Zombie is a rotting, smelly flesh puppet created from a corpse that can’t think critically or move faster than a stumbling walk. Most humans can easily outrun a Zombie. While extremely slow moving, they never tire, they never stop, and they never quit. While a Zombie does not need to have all its limbs to be resurrected by a Necromancer, it does need to have its head intact and connected to its torso.
Zombies continue to decompose and any human stuck in a room with one will need to roll vs. vomiting from the smell. They are surprisingly strong and unquestioningly loyal. Any previously-living creature, in addition to humans, can be resurrected as a Zombie. While this includes supernatural creatures, any supernatural abilities the husk had in life are no longer viable in the Zombie.
Zombies created from any creature with natural physical attacks such as claws or teeth (lion, bear, wolf, etc.) do the amount of damage they would have done in life, plus 2HP of damage due to the Zombies' incredible strength. Though Zombies cannot use weapons, they can use rudimentary tools to perform mundane tasks, such as brooms, mops, and similar items requiring simplistic motions and less-than-accurate motor skills. Zombies crumble to dust if their health points reach zero, or if they are decapitated.
- Health Points: 40
- Attack:
- One attack every other turn
- DIF: unmodified 70
- Defense: +10
- Damage: 8 points of damage
- +10 Physical Attack
- Special Abilities & Limitations:
- Movement: Very slow moving.
- Initiative: Zombies always act last.
- Attack: Can only attack every other turn
- Bludgeon with fists:
- DIF: 50 (unmodified)
- Damage: 5 HP
- Bite:
- 5 HP
- Poison: 2 HP additional damage per turn for 4 turns
- Defense: They can only defend every other attack. For example, if they are attacked by four enemies, the Zombie can only roll to defend two of those attacks.
- Weapons: Cannot use weapons beyond picking up a stick or club (no matter who they were when they were living). Zombies can only ever attack with teeth, nails/claws and bludgeon with their own arms, legs or even their head.
- Immune to:
- Poison
- Mental Attacks or Influences
- Weaknesses:
- Rotting: Zombies continue to rot and any damage to them cannot be healed. However, they can be "repaired" to some degree with glues, staples or even Bondo. This includes stitching limbs back on.
- Fire: does double damage. Or killed instantly with Turned to Ash ability used by a Necromancer
- Decapitation: Attacker's must attack with an edged weapon, Difficulty is +10 their normal number to hit. A successful decapitation immediately kills a Zombie and it cannot be resurrected.
- NOTE: Any successful hit by an attacker with an edged weapon that is at least 20 points higher than their required roll to hit is considered a Decapitation.
SKELETONS
Skeletons are simply the animated bones of what was once a living creature. That is all it has in common with the being it used to be and retains no abilities or memories. While not as strong as Zombies, have several notable advantages. They are quicker and attack/defend normally and can move at a normal human walk or run. While the musty scent of the grave does cling to them if they are fresh, they do not wreak of rotting flesh.
Due to their lack of flesh, they are not as physically strong as Zombies, but they are much sturdier and more resilient. In addition to fighting hand to hand, Skeletons can also use most types of weapons if they are equipped with such by the Necromancer. These weapons include edged melee weapons and guns.
- Health Points: 60
- Attack:
- Normal attacks
- DIF: unmodified 60 for unarmed fighting, DIF unmodified 70 for all other weapon types.
- Defense: +10 (Physical Defense)
- Damage: 5 points of damage for hand to hand. Normal damage for whatever weapon they are using.
- Special Abilities & Limitations:
- Movement: Normal movement speeds for walking and running.
- Initiative: +5
- Attack: Normal Attacks
- Weapons: Skeletons can use most types of normal weapons, in addition to hand to hand. While they can use edged weapons and guns, they do not have the dexterity required to use bows, spears or other types of ranged or thrown weapons.
- Immune to:
- Poison
- Mental Attacks or Influences
- Weaknesses:
- Damage: Any damage to a Skeleton cannot be healed. However, limbs can be repaired or replace using wire.
- Fire: A Skeleton can be killed with fire, and can be destroyed instantly with the Turned to Ash ability used by a Necromancer.
- Decapitation:
- Decapitation instantly kills a Skeleton. Attacker's must attack with an edged weapon. A successful decapitation immediately renders a Skeleton to a pile of unconnected bones. Skeletons destroyed in this way cannot be reanimated.
- Any successful hit by an attacker with an edged weapon that is at least 20 points higher than their required roll to hit is considered a Decapitation.
CORRUPT LICHE
A Corrupt Liche is a diabolical undead humanoid creature. They cannot be the zombified remains of non-sentient creatures or beasts. A Corrupt Liche, while semi-autonomous for the most part, is a begrudging though relatively loyal servant. It knows that the Necromancer can snuff out it's miserable life at will and therefore understands the benefits of remaining in its Master's good graces.
Corrupt Liches are smart, strong, cunning and adept at fighting with any type of weapon. While they make much better servants than their hulking Zombie brothers and are incapable of outright disobeying a command given to them by their creator (unless they roll a Botch), they tend to be greedy, have their own desires/motives, and may attempt to free themselves of the Necromancer's control if given the opportunity.
These repulsive creatures have the same physical attributes and skills as they did in life. While created from Zombies, their level of decomposition is instantly halted and they no longer rot. Suffice it to say, Necromancers prefer to use recently deceased bodies to turn into Corrupt Liche's.
A Corrupt Liche is capable of the normal reasoning and thought it once had in life. It also regains the memories of its formal life, though this knowledge and memories are full of holes like a brick of Swiss cheese. (For supernatural creatures turned into Corrupt Liches, see an Admin for what special skills or abilities it retains.)
Once animated, a Corrupt Liche does not require any blood or sustenance from it's master. Corrupt Liches' who have escaped their Master's control can live independently on their own skulking about sewers, swamps or graveyard, subsisting on the decaying food and the flesh of the dead.
- Health Points: 90
- Attack:
- Normal attacks
- DIF: unmodified 60 for unarmed fighting, DIF unmodified 70 for all other weapon types.
- Defense: +10 (Physical Defense)
- Damage: 5 points of damage for hand to hand. Normal damage for whatever weapon they are using.
- Special Abilities & Limitations:
- Movement: Normal movement speeds for walking and running.
- Strength: +10 to any rolls involving strength.
- Initiative: +5
- Willpower: +5
- Attack: Normal Attacks
- Weapons: A Corrupt Liche can use any type of weapon, in addition to hand to hand, mele weapons or guns. This includes the use of bows, spears or other types of ranged or thrown weapons.
- Immune to:
- Poison
- Mental Attacks or Influences
- Weaknesses:
- Gold: They love gold of any kind and often spend time in graveyards sniffing it out to add to their horde. If a Corrupt Liche catches the scent of gold, they will dig up corpses or rob the dead on a battlefield to steal jewelry and pry out gold teeth, which they string together as gory necklaces to wear wear.
- Fire: While fire does normal damage, a Corrupt Liche can be killed instantly with the Turned to Ash ability used by a Necromancer, though this must be done by touch.
- Decapitation: Attacker's must attack with an edged weapon. A successful decapitation immediately kills a Corrupt Liche. This destroys the body, which cannot be reanimated as a zombie or a skeleton.
- Any successful hit by an attacker with an edged weapon that is at least 20 points higher than the attacker's required roll to hit is considered a Decapitation.
- Betray Loyalty: When a Player makes any type of roll for their Corrupt Liche, there is a chance the Corrupt Liche will betray its Necromancer Master. This occurs when the Player rolls a Botch (natural 1-10) for the Corrupt Liche's attack, defense, willpower or any other rolled action.
When a Botch is rolled, the Corrupt Liche will take the very next opportunity to run away and escape to the sewers, graveyards, abandoned dwellings, swamps or forests. Often this creature will cause problems that can threaten the Masquerade if left without a Master. (If a Corrupt Liche betrays its Master's loyalty, it becomes an NPC controlled by an Admin, Mod or Storyteller.)
The Necromancer can attempt to recapture the creature, but must successfully use Dominate 3 - The Forgetful Mind to wipe the betrayal from the Corrupt Liche's mind to bring it back under his control. However, if during it's escape it comes across another Necromancer or more powerful Vampire, it will seek protection with this Vampire and become that Kindred's underling. It will show its new Master fealty by telling him/her/them absolutely everything they know or learned about its old master, including intimate secrets, weakness and abilities.
ABOMINO
An Abomino is a three-headed conglomerate of random body parts and flesh that merge together into a single terrifying undead creature. Horrific to behold, they are the result of a failed attempt to turn a Zombie into a Corrupt Liche.
When a Player rolls a Botch (natural 1-10) during this process, an Abomino is created. Instead of rising as a Corrupt Liche, the Zombie assimilates any random body and fleshy parts available and attaches them to it's own body, including those currently attached to nearby corpses, skeletons or other Zombies. If none are currently available, it will continue it's search until it reaches a mass of about 400-500lbs.
Appearance
Abomino are large three-headed monsters around 8-10 feet in size and often have multiple limbs with serrated suckers and three upper torsos fused into one. Surprisingly fast, they move with twice the speed of a human, are strong and difficult to kill. While they cannot use weapons, they spew forth a putrid and sticky stream of bloody mucus that both poisons victims upon contact with the skin and damages them with acid.
Tragically, these creatures are highly intelligent, self aware and incurably insane. As much as they abhor themselves and their undead lives, they cling to it as much as any creature who fears death. They hate and despise their Necromancer master for creating them, as much as they hate and despise themselves and their vile existence. However, their loyalty is absolute and they are are compelled to obey without question. They require no substance from their Masters, but survive on the blood of dead animals and the fluids that seep from fresh corpses.
- Health Points: 130
- Initiative: +10
- Permanent Buffs:
- +10 Mental Defense
- +15 Physical Defense
- Attacks:
- Dred Gaze (Same as Presence 2)
- Base Roll: Unmodified 50
- Damage: 15
- Resist: Mental Defense
- Spew Acidic Poisonous Fluid
- DIF: unmodified 50
- Damage: 15 HP
- Range: 3 meters/10 feet
- Poison also decreases the Physical Attack of those infected by -10 for the duration of the scene or until cured, whichever comes first.
- Every time a Target is hit with a stream of poisonous fluid, they receive an additional 15 HP of damage and their physical attack decreases another -5.
- Roll & Crush
- DIF: unmodified 70
- Damage: 25 HP
- DEF: Athletics/Reflexes, Physical Def
- Range: All targets within 10 feet of the Abomino
- Special Abilities & Limitations:
- Movement: Twice the normal speed of humans.
- Attack:
- Poisonous Stream: They shoot a poisonous sticky fluid that also slowly burns through flesh and clothing. It also corrodes common metals weakening them, with the exception of silver, gold, platinum and titanium.
- Roll: An Abomino will attempt to roll over and crush an opponent who is fighting it and standing within 10 feet of of it.
- Weapons: Abomino creatures cannot use weapons of any kind.
- Immune to:
- Poison
- Fire - Their bodies are covered with a thick mucus that acts as a fire retardant.
- Weaknesses:
- They can be killed instantly with the Turned to Ash ability used by a Necromancer, though this must be done by touch.
- Decapitation: Attacker's must attack with an edged weapon, and they must decapitate each of the three heads. A successful decapitation of the final head immediately kills them.
- Any successful hit by an attacker with an edged weapon that is at least 20 points higher than their required roll to hit is considered a Decapitation.
NIGHT LICHE
These frightening beasts resemble powerful horned war horses, but it doesn't take a great deal of observation to realize this creature is not an actual horse. Night Liches are terrifying undead beasts that feed on the flesh of the living, whether wild game, domesticated animals that have crossed their paths, or the unfortunate human or Garou. While they have no issue with attacking vampires, they refuse the eat the flesh of the dead ... or the undead.
While the origin of the Night Liche has never truly been established, it is said they are a creature of dual ancestry. Twisted into the visage of a horned horse with spikes of bone running down it's neck and back by a student of Tzimisce, Night Liches are believed to be the origins of Nightmares and bred by an isolated pack of Tzimisce New Bloods deep within the Carpathian Mountains.
During the dark ages, great herds of these steads ran through the shadowed forests of Eastern Europe. As living creatures, they were tamed only by the Tzimisce that created them, riding them into battle in territory wars with the Giovanni. The entire pack of the Tzimisce were destroyed, their names forgotten in the dirt where they where their bones were left to turn to dust in the Sun. But their steads were too enticing for the Giovanni to ignore. These intimidating beasts that were transformed in life by the Tzimisce, were again transformed in death by the the Giovanni.
Whether or not this tale is legitimate, no one has been brave enough to pursue the subject and there are still unanswered questions about their true natures. While most appear as undead with dead white eyes and their flesh and bones showing beneath ragged hides, there is a rumor they have the blood of demons within them. This might explain why they appear to be capable of breeding and their desire to eat living flesh.
A Night Liche can be a fierce foe, able to strike in nearly any direction with deadly precision with crippling blows. Forward or rear strikes with their front and back legs or horns deliver powerful blows of their sharp hooves. Victims of these attacks risk bone-shattering injuries and ruptured internal organs. But equally dangerous are their fierce teeth and powerful jaws that can rend flesh from bones and limbs from bodies.
- Health Points: 120
- Attacks:
- One attack per round
- Front and Back Kicks
- Bite
- Horns (head butt)
- Trample (running)
- DIF: unmodified 60 for unarmed fighting, DIF unmodified 70 for all other weapon types.
- Defense: +10 (Physical Defense)
- Damage: 5 points of damage for hand to hand. Normal damage for whatever weapon they are using.
- Special Abilities & Limitations:
- Movement: Fast, running to speeds of up to 60 mph.
- Strength: +20 to any rolls involving strength.
- Initiative: +5
- Attack: Normal Attacks
- Weapons: A Corrupt Liche can use any type of weapon, in addition to hand to hand, mele weapons or guns. This includes the use of bows, spears or other types of ranged or thrown weapons.
- Immune to:
- Poison
- Mental Attacks or Influences
- Weaknesses:
- Scent of Living Flesh: These undead steads can scent living flesh up to a mile away. They will always attempt to seek out this scent and go to great lengths to reach it. This they will do to the distraction of all else.
- Fire: While fire does normal damage, a Night Liche can be killed instantly with the Turned to Ash ability used by a Necromancer, though this must be done by touch.
- Decapitation: Attacker's must attack with an edged weapon. A successful decapitation immediately kills a Night Liche. This destroys the body, which cannot be reanimated as a zombie or a skeleton.
- Any successful hit by an attacker with an edged weapon that is at least 20 points higher than the attacker's required roll to hit is considered a Decapitation.
- Betray Loyalty: If a Night Liche has been created by or mastered by a Necromancer, there is a chance it will betray its master's loyalty if the roll is a Botch (rolling a natural 1-10). If this happens, the Night Liche will instantly attack its master and attempt to consume his/her/their flesh.
GHOSTS
SPIRITS
Spirits are ethereal entities of varying natures that reside in the Umbra. While most originate in the Umbra, others are the deceased spirits of ancestral Garou or other beings who were once of the Physical World. Spirits are not Ghosts or Wraiths, but beings of light, dark, or somewhere in between. They can be of the Wyld, the Weaver, of Gaian origins, or be of truly ancient and powerful origins.
Some spirits are capable of materializing in the Physical World and can cross into the material world for a time. Other spirits can cross over permanently by binding themselves to a mortal (or rarely an animal, object, or place) via the Possession. The resulting mortal-spirit hybrid becomes one of four known types of Possessed: Formori, which serve the destructive and corrupt Wyrm; drones, which serve the stifling, static Weaver; gorgons, which serve the chaotic and generative Wyld; and the rare kami, which serve Gaia, the spirit of the Earth itself.
TREE SPIRITS
Tree Spirits are guardians of the forest in the service of Gaia. Their guardianship is in keeping the forest healthy and balanced by providing shade, spreading seeds for new growth, and ensuring the land is fertile. While their responsibilities to Gaia are quite different from those of the Garou who must fight to protect the Mother from the ravages of the Wyrm, their goals are ultimately the same.In times of need when the Goals of the Tree Spirits are the same as those they encounter, they can break their roots from the forest's floor and stand to fight along their allies. While strong as the hardest wood, they are relatively slow moving though extremely powerful. Once their tasks are completed and the Forest is again safe, they return to the ground from which they grew and resume their duties as trees in Gaia's service.
- Health Points: 150
- Initiative: -10
- Attack:
- One attack every two turns
- DIF: unmodified 50
- Physical Defense: +20
- Physical Attack: +10
- Mental Defense: Immune to all forms of mental attack and illusions.
- Attacks & Damage:
- Limb Swipe:20 HP of damage to all opponents in a 10x10 meter area. Plus, those who fail to defend are knocked off their feet and land in a prone position, dazed for one full turn. On their second turn they may take one action to stand.
- *Root Stomp: 40 HP Impact damage, single attack that targets one enemy with a powerful stomp of a giant root, much like a human would step on a cockroach. If the Target fails to defend, the Target suffers the HP damage, plus is rendered unconscious for two turns.
- Branch Whip: 10 HP of damage, mass attack that hits all enemies within a 20ft radius around the Tree Spirit. This attack is like being hit by a thick whip, leaving bloody gashes. Anyone who Botches their roll to defend (rolling a natural 1-10) will also be knocked off their feet.
- Special Abilities & Limitations:
- Movement: Slow moving, equaling 1/2 speed of a human.
- Float: Water Elementals can prevent any living or non living object from sinking by floating it safely on its surface. They can also take any object that has sank to the bottom and make it rise to the surface. Young Water Elementals can lift objects as heavy as a semi truck, while ancient Water Elementals could easily lift the Titanic.
- Defense:
- Ranged Attacks: Spears, arrows, and bullets do no damage.
- Immune to:
- Air & Wind Attacks: The Tree Spirits simply bend and are not impeded.
- Illusions: Tree Spirits cannot be deceived by illusions and will ignore them.
- Weaknesses:
- Fire: Tree Spirits are very susceptible to fire, taking double damage.
- *Poison: Tree Spirits are susceptible to poisons delivered through the air or through water. Poison will weaken them, robbing them of the strength required to use their most powerful attack of Root Stomp an antidote is given and they are cured.
- Explosions: Explosives such as grenades, dynamite, can do double damage.
- Edged Weapons: Axes do double damage, while swords do normal damage. A Tree Spirit that is cut from its root system will die.
MINOR SPIRITS
Minor Spirits spend much of their time playing in the spirit world and finding ways to entertain themselves. They are entities that were never human. While some of them are the spirits of animals, many have only ever been spirit beings. When called into the physical world, they are more than eager to do so if simply for something different to do.
These playful and usually helpful spirits typically appear as amorphous entities of mist and shadow in the physical world, but can take the forms of small animals such as dogs, cats, ferrets, ravens or white rats. Though fairly intelligent, they will follow instructions quite literally, making it a challenge if given tasks that are nebulous, unclear, or multi-faceted. While they are very good at direct commands (deliver this message, find this person and report back to me, go to this address and turn off all the lights, etc.,) they become bored if given too much to do and will seek to extricate themselves from the situation as quickly as possible. They have also been know to play pranks on those who are dismissive of them or disrespectful in any way.While they will follow instructions that are clear and precise, they will seek to interpret unclear instructions in more creative ways
- Health Points: 20
- Attack:
- Defense: +30 Physical Defense
- Damage: None
- +10 Physical Attack
- Special Abilities & Limitations:
- Movement: fast moving
- Initiative: +20
- Attack:
- Minor curses that manifest as a breakout of oozing zits, swollen tongues, black eyes, literally giving a target two left feet or two left hands, clinging putrid smells that emanate from the target, or giving the target loud flatulence. They are creative little guys. These usually only last for a few turns to the duration of the scene, depending on the severity of the offense.
- Defense: Very difficult to hit, and will vanish to return to the spirit world if threatened or attacked.
- Immune to:
- Physical Attacks
- They cannot be hurt or injured by normal physical weapons, but they can be injured by magical, supernatural, or fetish weapons.
- Weaknesses:
- Mental Attacks
- Magical, supernatural, or fetish weapons
- Prone to Boredom
WAR SPIRITS
These wrathful spirits rejoice in battle, bloodshed and the abject decimation of their enemies. Unable to return to the physical world of their own volition, yet too consumed by their bloodlust to ascend to the next plain of existence, they wander the restlessly in the spirit world seeking to quicken their ethereal blood once more with the death of their foes.
Most of these spirits are of very ancient origins, and their weapons are flaming swords that deliver cleaving and fire damage. When summoned, they appear on the field with a blaze of fiery sparks, much like those seen spraying from a blacksmith's hammer when hitting molten hot iron.In appearance, War Spirits are bloody and terrifying specters that have a faint translucency though they look much like they did on the day of their death on some ancient and mostly forgotten battlefield. They can be of any gender, race or breed and will fight willingly and joyfully for those with the power to bring them back to the physical world, if even for the duration of a single battle.
- Health Points: 70
- Physical Defense: +20
- Special Abilities & Limitations:
- Movement: fast moving, 2x the speed of the fastest humans
- Initiative: +20
- Normal Attack:
- Flaming Swords
- DIF: 60 (unmodified)
- Damage: 15 HP (10 cleaving dmg + 5 Fire dmg.)
- NOTE: This is a spectral fire and while it does cause burn damage, it does not set physical beings or items on fire and does not cause a Vampire of XP Level 10 or higher to Rötschreck. Vampires XP Level 9 and lower will need to roll for Fox Frenzy.
- Special Attack:
- Spectral Rage
Once per scene, a War Spirit can unhinge its jaw and let out a terrifying roar that reverberates with the bloodcurdling force of rotting death and unsung valor. This black wave rolls across the battlefield with the restless despair of millennia to shake the knees and the resolve of all who hear it.- No roll required.
- Resist: Willpower, Primal Urge
- Damage: -10 Physical Defense
- Duration: 1 Turn
- Immune to:
- Weaknesses:
- Physical Attacks
- Magical, supernatural, or fetish weapons
- Emotional Attacks (any attacks that enrage or play with their emotions will cause them to single out the attacker and focus only on that single foe. Once that single foe is defeated, the War Spirit returns to the spirit realm, even if there are still foes left on the field to fight.
WYLD SPIRITS (aka Wyldlings)
These beneficial spirits have a playful nature and can manifest in any number of different mist-like forms of their choosing. Little is actually known of them aside from what they typically display in the physical world. For the most part, they are friends and protectors of the Garou and seek to aid them in their quests and to protect them. When called upon, they can easily cross over into the Physical World
Wyld Spirits are not capable of any kind of traditional physical attack and cannot use weapons. However, they can deliver some minor damage using a natural attack called Mind Blast. Even though this is a Mental Attack and can be defended against with Mental Defense, it does inflict 2 HP of actual physical damage.
NOTE: While death is extremely rare from these attacks, a fatal brain aneurysm can occur if a defending target Botches their Mental Defense roll. When this happens, the Target must roll again. A second Botched roll (rolling a natural 1-10) results in immediate death. (See Death and Murder in Dominions of Darkness.)
- Health Points: 25
- Attacks:
- One attack per round
- Mind Blast - Mental Attack
- DIF: unmodified 60
- Resist: Willpower
- Defense:
- +10 (Physical Defense)
- -10 Mental Defense
- Damage: 2 HP of Damage for Mind Blast.
- Special Abilities & Strengths:
- Abilities: Wyldlings have the power to bestow special bonuses on those they favor:
- Increase Physical Attacks to 2 per round
- Increase Damage inflicted on foes from Physical Attacks
- Add Rage Points
- Destroy all Weaver-tools in the area
- Heal those they favor, and their allies.
- Movement: Fast, reaching speeds of up to 160 mph.
- Strengths:
- +20 to any rolls involving Physical Defense, Mental Defense, and speed or Athletics/Reflexes.
- Immune to most physical attacks (except Solid Silver Weapons.)
- Initiative: +20
- Attack: Mind Blast
- Immune to:
- Standard Physical Attacks
- Damage from the elements or Elementals
- Weaknesses:
- Silver: Weapons made of solid silver are the only physical weapons that can harm a Wyldling, delivering half the normal damage they would do to a physical being.
- The Physical World: Wyldlings have very limited abilities in the Physical World. They cannot pick up items in the Physical World, nor can they use standard weapons.
- Mental Attacks: Wyldlings are susceptible to Mental Attacks.
ELDER WYLD SPIRITS (aka Elder Wyldlings)
Much like standard Wyldlings, Elders are much more ancient spirits. Some of these have been around since the beginning of time. These beneficial spirits are dual gendered, shifting from male to female and back again depending on their whims and how they wish to appear, sometimes displaying aspects of both sexes if they cannot make up their minds.
Their playful nature allows them to manifest in human form, their skin radiating a rather luminescent glow. Much like standard Wyldlings, they appear as beautiful maidens, muscular god-like men, or lithe androgenous deities.
Less is know of the Elder Wyldlings than of the standard kind. However, they share a fondness for the Garou and seek to aid them in their quests and to protect them. When called upon, they can easily cross over into the Physical Realm, and many are eager to experience the material world.
Elder Wyld Spirits are capable of delivering both Physical and Mental Attacks. They can use weapons, but these must be provided to them or can be picked up from foes or allies who have fallen on the field of battle. Elder Wyldlings cannot bring any weapons with them to the Physical World.
In addition to doing standard damage with physical weapons provided to them, they can also deliver some moderate damage using a natural attack called Mind Blast. Even though this is a Mental Attack and can be defended against with Mental Defense, it does inflict 5 HP of actual physical damage.
NOTE: While death is extremely rare from these attacks, a fatal brain aneurysm can occur if a defending Target Botches their Mental Defense roll. When this happens, the Target must roll again. A second Botched roll (rolling a natural 1-10) results in immediate death. (See Death and Murder in Dominions of Darkness.)
- Health Points: 50
- Attacks:
- Two attacks per round: 1 Mental Attack, and 1 Physical Attack
- Mind Blast - Mental Attack
- DIF: unmodified 60
- Resist: Willpower
- Defense:
- +5 (Physical Defense)
- -5 Mental Defense
- Damage: Normal Physical Damage for whatever weapon they are using.
- Special Abilities & Strengths:
- Abilities: Elder Wyldlings have the power to bestow special bonuses on those they favor:
- Increase Physical Attacks to 2 per round
- Increase Damage inflicted on foes from Physical Attacks
- Add Rage Points
- Add Energy/Gnosis Points
- Destroy all Weaver-tools in the area.
- Heal those they favor, and their allies.
- Elder Wyldlings are both physical and spiritual while on the Physical Plain. They can only cross over to the physical world by invitation of those who summon them.
- Movement: Fast, reaching speeds of up to 160 mph.
- Strengths:
- +5 Mod to any rolls involving Physical Defense, and speed or Athletics/Reflexes.
- +10 Mod to Mental Defense
- Wyldlings can pick up items in the Physical World, use standard melee weapons they are given or find, and can deliver physical damage.
- Initiative: +20
- Attack: Mind Blast
- Immune to:
- Standard Physical Attacks
- Damage from the elements or Elementals
- Weaknesses:
- Silver: Weapons made of solid silver do double damage to Elder Wyldlings
- Mental Attacks: Elder Wyldlings are susceptible to Mental Attacks.
- The Physical World: Elder Wyldlings rarely cross over to the physical world and are easily led astray by the multitude of physical sensations that present themselves. Eating sweets, drinking alcohol, breathing in sweet scents, touching soft textures, and unbridled lustful sex are eagerly enjoyed if given the chance before returning to the Umbra. Though Elder Wyldlings cannot become pregnant, their mortal partners do run that risk.
WOLF SPIRITS
Wolf Spirits are residents of the Umbra and are the spirts of Wolf Kinfolk, Lupus Wolves, and those Garou who have passed on, but who lived much of their mortal lives in wolf form. Oddly enough, some of these spirits may be those of Gangral Vampires who refused to live as Vampires and instead embraced the form and life of wolves. These Vampire Wolves, and their Spirits are known as Chupacabra due to their habit of draining their prey of blood.
When called to the physical world, Spirit Wolves regain a measure of their previous physical forms by feeding off the Energy of the person who summoned them, at a rate of 1 Energy Point per turn. This gives them a a physical manifestation, as well as a reddish-electric glow in their eyes, fangs and claws. Because of this, they can both inflict and suffer physical Damage. When their Health Points reach 0, they syphon 5 HP from their summoner and return to the Umbra.
A summoner may return one or all Spirit Wolves to the Umbra at any time at a cost of 1 Energy Point per Spirit Wolf, as long as the Spirit Wolf still has 1 HP of health remaining.
- Health Points: 50
- Energy Points: Spirit Wolves use 1 Energy Point, per turn, syphoned from the person who summoned them.
- Initiative: +10
- Attack:
- Two attacks per turn
- DIF: unmodified 50
- Physical Defense: +10
- Mental Defense: Immune to illusions.
- Attacks & Damage:
- Fangs: 10 HP (once per turn)
- Claws: 5 HP (once per turn)
- Special Abilities & Limitations:
- Movement: Fast moving, three-times the speed of a human.
- Intelligent: Wolf Spirits and spirit Chupacabra are highly intelligent, can understand human speech, coordinate attacks, and follow verbal directions.
- Defense:
- Immune to:
- Poisons and Fire
- Illusions: Wolf Spirits cannot be deceived by illusions and will ignore them.
- Weaknesses:
- Energy Drain: Wolf Spirits can only remain on the physical plane as a semi-physical entity if the person who summoned them has Energy Points they can syphon.
- Physical Damage: Summoned Spirit Wolves on the physical plane (not in the spirit world) take damage as they would if they were alive.
- Necromancy: Due to their dual existence (being both physical and spirit), summoned Spirit Wolves can be influenced by Necromancy, but at a +10 Willpower.
- Necromancers using the Level 3 ability Undead Servant, can infect and steal the spirit of a Spirit Wolf, placing it under his/her/their control simply by allowing their blood to come into contact with the Spirit Wolf. This can be done by allowing a Spirit Wolf to attack and wound the Necromancer, by throwing or sprinkling the Necromancer's blood on the Spirit Wolf, or by attacking a Spirit Wolf with the vampiric bite of the Necromancer. Whatever the method, the Necromancer's blood must come into physical contact with that of the Spirit Wolf.
- A Necromancer can infect up to three Spirit Wolves with his/her/their blood before using Undead Servant on them and stealing their spirits
- Each Spirit Wolf can attempt to resist, at a +10 Willpower
- Once under the absolute control of a Necromancer, the stolen Spirit Wolves only recognize the authority of that Necromancer. But even worse, all Spirit Wolves who have fallen under the control of a Necromancer continue to syphon the required Energy Points from the person who originally summoned them, even though the summoner no longer has any control over the stolen Spirit Wolves.
COYOTE SPIRITS
Coyote (4HP +10 Att/Def +15 Initiative, Attacks do no damage, but erode away the target's ability to attack and defend by -5 Att/Def for every successful hit Coyote makes. Coyote attacks manifest in benign markings on the target's face. (Think of someone passed out drunk and his friends play several games of tic tac toe on his forehead with a marker, then give him a Groucho Marx mustache and eyebrows.)
TRICKSTER SPIRITS
CHIMERA
STRANGELINGS
NATURAL ANIMALS
Natural animals are those creatures who are native to Earth and are not of supernatural origins. These include all mammals, reptiles, fish, insects and any other indigenous creature of the planet. With the exclusion of Zoos, Circuses or other particular instances, natural animals should only be used in the environments in which they traditionally inhabit.
IRISH WOLFHOUNDS
The Irish Wolfhound is a breed of large hunting dog that can weigh between 90-120 lbs./41-55 kg. Standing on it's hind legs, it can look an average-sized man in the eye. These massive animals hunt by sight more than scent and is one of the largest of all breeds. it is very fast and capable of running down prey. Its size and strength make it ideal for taking down large prey as a pack and quickly dispatching it. Historically, they are ideal for hunting wolves, deer, elk, boar, and in greater packs, even bear.
- HP: 50
- +15 Physical Attack
- +5 Physical Defense
- +15 Initiative
- Attack:
- Bite
- Damage: 5 HP
- Base Roll: 60
- Special Attack: Takedown
- Base Roll: 70
- Damage: 5 HP per attacking Wolfhound
- Resist: Physical Defense, Athletics/reflexes
- If there are two or more wolfhounds attacking a single Foe, then the wolfhounds may use their combined turns to initiate a "Takedown."
- The Player must designate which wolfhounds are involved in the Takedown. The more Wolfhounds involved, the better the chances of success and the higher the amount of damage that can be inflicted.
- All designated hounds attack simultaneously,
- Each hound sacrifices its next turns and any ability to defend against the next subsequent attack.
- Wolfhounds retain their lineup in the original Initiative roll for the battle, but skip that next turn to attack in the Takedown.
- Each designated wolfhound makes a roll for success, but only one hound needs to successfully roll (and the Target must fail to resist) to initiate the Takedown. If the Target successfully resists, the next wolfhound attacks, and so on.
- The Takedown maneuver ends if all hounds fail.
- If the Target fails to resist, the Target takes 5 HP of bite damage for every wolfhound involved in the Takedown.
- The Target is now prone and his/her/their Physical Attack and Physical Defense Mods are halved until they regain their footing.
- Upon the Target's next turn, the Target must use one action to get to their feet.