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SKINWALK.MON
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===========================================================================
BBS: Jeleco's RPG BBS
Date: 03-03-93 (00:23) Number: 107
From: ROBERT KELLY Refer#: NONE
To: ALL Recvd: NO
Subj: Vampire: The Skinwalkers Conf: (28) UN: FRP.MI
---------------------------------------------------------------------------
From: rkelly@carina.unm.edu (Robert Kelly)
Newsgroups: rec.games.frp.misc
Organization: University of New Mexico, Albuquerque
The following is my Arch-Nemisis-Creature(tm) that the PCs are dying
against rapidly (two down, ?? to go, I feel soooooo evil)
S K I N W A L K E R S
Shapeshifting, Bodystealing Vampires with Gnosis!
Skinwalkers are Native American vampires located in
southwestern U.S. They operate like normal vampires --
possessing generation, thaumaturgic-like rituals and able to
make strong Wyrm fetishes.
As the Uktena and Wendigo purified the American
contenents, they encountered the Skinwalkers: very clever and
resourceful Wyrm spirits that would move across the plains,
from pueblo to pueblo and slowly, systematically consume all
of the people.
Because of their unque abilities to assume the shapes of
those they kill, the American tribes more often than not
assumed that the Garou and the Skinwalkers were one in the
same-and not without little cause for the Garou continually
prevented tribes and pueblos from getting too large.
Skinwalkers are believed to be completely destroyed: the
truth is that the few which are left have clandestinely merged
into the Camarilla and the Sabbat, assuming high positions
within each group and totally hiding from others.
Creation (Minimum)
Attributes 8/6/4* (mental primary)
Abilities 15/11/7 (knowledges primary)
Backgrounds 8
Disciplines 4
Gnosis 7
Willpower 5
Blood: 15 pt pool
Freebie 21
Disciplines
Skinwalkers must have a Thaumaturgy 2, many are
much, much more campable at Thaumaturgy, equal to the elder
Tremeres -- some are even masquerading elder Tremeres.
Many also possess high levels of Auspex and Obtenebration.
Abilities
Skinwalkers are naturally able to talk to spirits: some
wise shamans and Uktena even believe that they are actually
malevolent spirits inhabiting physical bodies. No one knows
for sure.
Skinwalkers are able to step sideways as Garou and can
learn rituals and gifts as do Garou. In the Umbra, however,
they appear as horrible and malignant creatures, with long
talons and spindly bodies.
For Disciplines, Rituals and Gifts, Skinwalkers can use
either Blood or Gnosis.
Wyrmskins
Wyrmskins are fetishes made from the skins of the
victims the vampire has killed. At any time, a skinwalker can
assume the visage of another person or creature (even if the
creature is an animal). The number of creatures's forms a
wyrmskin can retain is equal to the Skinwalker's Gnosis -- thus
a Skinwalker with Gnosis 4 can memorize four "skins."
When Skinwalkers consume a victim's blood, they can
assume that victim's identity -- aura perception, sense wyrm
and smell will not be able to tell the identities different unless
five successes are rolled. If they kill a victim via blood
drinking, until the next moon rise they will be able venture
into the sunlight, provided that victim wasn't a vampire.
Some extremely capable Skinwalkers can assume other
peoples' forms without killing them. To do so requires five
successes on a Stamina + Subterfuge vs. their Willpower. A
botch means the Skinwalker can never assume that creatures
form.
Limitations
Skinwalkers are thoroughly inhuman and the GM should
not allow players to create Skinwalkers as characters.
Skinwalkers are unlimited at improving their attributes
to any level, and retain their physical attributes except
Appearance. They cannot pump their physical attributes the
way other vampries can, but can use it to heal themselves from
non-aggravated damage. Their natural form is akin to Nosferatu
with an Appearance of zero.
Skinwalkers take aggravated damage from sunlight, fire
and silver.
Once every hundred years a Skinwalkers must return to
their homeland in the Southwest and kill ten creatures,
preferably human, in a ritual to prolong their life. Should they
not do this, every year past one hundred they lose an extra
blood per evening. If they do not do this, they will enter topor.
Sources:
_Ceremony_, Leslie Marmon Silko
_Mad Love and War_, poems of Joy Harjo
Navajo Mythos
Tony Hillerman (GAK)
(B) Bobware: I own all the rights and then some. Feel free to
use as long as you don't publish without my consent. It is
slack-less for you to do so otherwise.
Robert Kelly
rkelly@triton.unm.edu
-----------------------------------------------------------------------------
"Max, that bathing suit you're wearing makes my flesh crawl!
And where did you get sunglasses to fit your bizarrely-spaced
eyeballs?"
Sam and Max, Freelance Police
--- Fred-Uf 1.8k
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