World of Darkness - Mortal
World of Darkness - Mortal
World of Darkness - Mortal
Everyone has had the sense at least once in their lives that things are not right with the
world, that not everything is at it seems. We sometimes feel that sinister truths hide behind a façade
of normality, veiled partially by the rational, orderly “natural laws” taught to us by science. We’re
told that medieval beliefs in monsters and magic were merely primitive superstitions. We’re too
wise for that sort of foolishness these days. Or so we assure ourselves. But at night, when the
shadows grow long and the wind whistles through the trees, we shudder and remember older truths,
the truths of our ancestors, who were right to fear the dark.
For the purposes of this chain you will not become one of the supernatural beings of this world (See
notes for information on the various supernatural factions). You will not awaken as a mage, suffer
your first change as a werewolf, have your soul torn out entirely by the hedge and become a
changeling, be turned into a vampire, or any other such event. Having your soul torn out by the
hedge or being turned into a vampire count as death for this chain. You can enter the hedge safely if
you find an entrance and enter of your own accord, but being snatched away and dragged through
will cause the loss condition.
Now take your +1000 CP and get on your merry way. Good Luck, you might just need it
Locations
All the cities below, and anywhere in the world for that manner could have any kind number of
supernatural goings on, and a inhuman population of any combination of creatures. Some places
have more of one kind than another so your starting location may determine what kind of creature
you first encounter. Ready? Now roll 1d8.
1. Chicago, Illinois
The windy city, the city of broad shoulders, Chicago is a large and tough city. In mortal lives
gang crime is a terror, but in the dark it is a thousand times worse. It is currently under split control
between vampires, werewolves, and mages but that is soon to change. A cataclysm will soon befall
this unseen world with one group coming out on top. I wonder which one it will be?
3. Denver, Colorado
Rocky mountain way, Denver is a city of stone up high in the mountains. Many mortals
come here for vacation to ski and snowboard. Some never make it back. Alongside that Denver is a
city surrounded by rugged wilderness, and is home to strong unspoiled spirits of nature and the
wardens that oversee them: the Garou or werewolves in layman's terms. What would happen to this
fair city should the spirits of nature decide to reclaim what was once theirs?
4. New Orleans, Louisiana
The big easy, New Orleans is a city proud of its supernatural heritage. Museums about
voodoo and vampire tours are regular things here. It is a city with a big appetite, well know for it's
Mardi Gras festival and vibrant party scene. There is a darker hunger that lurks in this city as well,
vampires rule it's night preying on the ignorant masses with incredible ease. Be careful not to get
too swept up in this city, and control your own “appetites”. Don't want to devour yourself do you?
5. Philadelphia, Pennsylvania
The city of brotherly love, Philly is a city steeped in history and blood. The seat of the
American revolution Philadelphia is a city of incredible pride. This city is most notable in this
setting for it's (relatively) large number incredibly organised monster hunters. Which is a good thing
because a place this old, that once held such importance, and saw so much violence; that there must
be some incredibly nasty things out there. Lucky for humanity, it's defenders don't posses
overconfidence to the point of stupidity, right? Right?
6. Miami, Florida
The magic city, Miami is a city of fun, sun, and excitement. Miami is a place where you can
always find a way to enjoy yourself. It has a large Caribbean community and with it an above
average number of Santeria and Voodoo practitioners. It location has also led to a sizeable drug and
flesh trade, and the mortals aren't the only ones getting into the act. Home of the seat of Changeling
power in the US, Miami is always threatened with incursion from the Gentry of Arcadia and anyone
you meet might be a fetch. Do watch your back, but try not to become paranoid?
7. Boston, Massachusetts
The city on a hill, Boston is a city known for its architecture, seafood, and beans for some
reason. It, much like Philadelphia played an important role in American independence, and is
seeped in history. Not all of Boston's history belongs to mortals, however. Mages bear dominance in
the city of champions. Mystic conflicts often spill over into the affairs of mundane men and women,
leaving strife and sorrow in its wake. Will you give in to this play? Or will you attempt to subvert
this fate?
8. Free Choice
See? I told you that you would need luck. You can choose any location listed above or
anywhere else in the world. Even Antarctica. Just don't think going there will make you safe.
Origins
Time to determine your place in this world. You can pay 50cp to determine you own age. Your sex
is the same as your last jump, or you can pay 50cp to change it.
Drop-in
So you decide your place in this world is that you have none? Perhaps this is a wise choice.
You gain no new memories, family, or friends in this place. As well your age carries over from your
last jump. You wake up in an alley of your starting location, confused and slightly sore. Just what
were you doing before your arrival?
Scholar
An intelligent individual, you've made it this far in life by relying on your brains rather than
your brawn. Perhaps your a college graduate, or perhaps you've learned all you have on your own.
You have a nice job where your intellect comes into play, such as an architect, scientist, or teacher.
That changed recently though, you stayed at your office a bit later than usual and by the time you
were ready to go everyone else was gone. Then you heard a noise, not unlike the screeching of a
bat. Your curiosity got the better of you and you went to investigate. What you found in the boiler
room defies comprehension. You were afraid, you were in awe, and more than anything you were
curious. Whatever it was disappeared, but you've begun on it's trail, searching for the truth. Do be
alert though, you know what they say “Curiosity killed the cat”. Age 25+1d8
Bruiser
Not exactly an example of a thinking man, you usually rely on your fists to solve your
problems. You work in a field reliant on your strength, perhaps you're a construction worker, a
minor league boxer, or maybe even a gang member. Regardless, you were walking alone one night
when you saw a shadow in a nearby alley. What happened next is a blur. You were attacked by
something terrible, but all it did was make you angry. You fought it off with your strength, leaving it
broken and bruised. Now you have finally found a real challenge for your strength, a purpose you
feel drawn to. To test your mettle against the creatures of the night, but beware of your own
overconfidence. As they say “Pride cometh before the fall”. Age 18+1d6
Player
Faceman they call you, seductress, shyster, or even loudmouth. You're the kind who relies on
charisma and good looks to get by. Maybe you hustle pool, seduce old men or women, hell you
might even be a small time lawyer or politician. You enjoyed having all eyes on you, but then “he”
came. A rival, someone better at manipulating people, better at grabbing the spotlight. You got
jealous, and so you confronted them one night. Then they revealed the truth before your very eyes.
Your rival was something you had only seen in nightmares. Fear took hold, fight or flight, and you
always leaned towards flight. A few miles later you were in the clear, but still astounded at what had
occurred. Now, new knowledge in hand you had only one choice: to show them up. Play a better
game then they do. Just be careful, you never know who could be listening. Age 16+1d8
Innocent
A mere child, you have faced more hardship than most adults. You lost your parents is a
storm of sharp claws and spraying blood. They say you were traumatized, that you've blocked the
actual events from your own memory. But you know the truth; that your parents were killed by a
monster. You've researched them online, read books upon books on the subject, asked other children
about them. Perhaps your search may yet yield fruit? Do always keep in mind that innocence lost
may never be regained. Age: 5+1d8
Occult Path
Of course, there are paths that a mortal can take to power on their own. In their own way, mortals
who have discovered these secrets are some of the rarest or least known supernatural beings in the
whole world. So, what path will you walk down?
Mundane (Free)
Taking no path is a viable option all it's own. Relying instead on what you can attain without
the aid of the supernatural is for sure a difficult path, but one you can hold your head high knowing
you didn't need to cheat to get where you are.
Psychic (100cp)
Psychic power is a relatively poorly understood phenomenon. What causes some individuals
to attain psychic powers is inconsistent and difficult (or impossible) to recreate. Even the vector by
which psychic phenomenon manifests is a mystery. Some believe psychics are the next stage of
humanity, others the creations of a conspiracy, still others (notably Awakened Mages) believe that
psychics may in fact be nascent will workers. What is known is that there is a phenomenon called
the sheep-goat effect, where nascent psychics with a profound disbelief in the occult cause
interference with the use of psychic powers.
Low Thaumaturge (100cp)
An adherent of the magic of old, a Low Thaumaturge is an individual who understands the
process behind and can utilize traditional magical methods to their fullest for concrete effects but do
not utilize Awakened will working. What causes low magic to work for some and not for others is
another mystery of the world of darkness. Some say it is belief, others an innate power channelled
through rituals. An important thing for all Low Thaumaturge is the form their rituals take: some
utilize complex Christian prayers (like an exorcism), others Voodoo rites, still others utilize alchemy
studying metals and performing pseudo-scientific research.
Purified (500cp)
Immortality is one of those ideas that has led to much strife and terrible deeds across history
both mundane and supernatural. Sometimes in the search for immortality one comes across the
ageless spirits that inhabit the Shadow Realm and every so often one of those who seek immortality
finds or rediscovers the ritual that turns them into one of the purified.
Becoming one of the purified is a complex process and always includes one crucial step —
death. If the person has prepared herself correctly, the power of the ritual transforms her mind and
her body. Once she is dead, her mind successfully makes its way back to her body. When her mind
re-enters her body, she becomes one of the purified. In this state, her mind has been transmuted into
a more rarified and enduring state, as well as being forever tied to the mysterious Shadow Realm.
Even more importantly, her body has become ageless and can be easily re-animated by her mind if
it is ever killed again (You can still die by being drained of essence and then being slain, much
easier if you are already in spirit form after your body dying). See notes for full details and a more
in-depth explanation of the purified, their limitations, and inherent traits.
Skin-Thief (200cp)
Some folk are dissatisfied with their lot in life, for some this is a matter of their physical
appearance such as wanting to be taller or prettier. For some rare few this is a dissatisfaction with
being a human in general. Even fewer are those who truly feel the call of the wild, who tap into
their own primal powers to steal the “skin” of an animal and sup of its blood, gaining the ability to
assume traits or even the form of the animal in question. Of course, these changes aren't innate nor
are they gained from just wearing the animal's hide and drinking its blood. Rituals must be
preformed and the intent must be correct for it all to work. Only then may the Skin-thief assume the
stolen form. Skin-thieves have a minor but noticeable resistance to other supernatural techniques.
They also posses a meagre amount of essence with which to utilize some of their abilities.
Slasher (200cp)
No. You Must be Joking. You Surely wouldn't wish to walk this dark path. Are you certain?
Fine, but beware for the powers here come with a cost. To be a slasher is to be an individual
subsumed by their need to kill. Worse than any ordinary serial killer, a Slasher has skill at killing
unparalleled. Young Slashers, with their minimal power are called Rippers. Once a Slasher passes a
certain threshold they become something more, a Scourge. With supernatural powers fuelled by
their murderous impulses, Scourges are beings only spoken of in urban legends and grindhouse
horror movies. Take the Dark Impulse disadvantage for no additional points.
Perks
Discounted perks are 50%, with the 100cp origin perk free for the respective origin
Origin Perks
Drop-in
A Path in the Gloom – 100cp
It can be hard to stay on your chosen path in this world of sin. You now gain a feeling for
acts, objects, or individuals which may cause corruption (physical, mental, or spiritual), or are
contrary to your chosen moral path. As well you gain a small resistance to such corruption.
Scholar
Professional – 100cp
Well aren't you a smart cookie? You can choose a single field to have the equivalent
knowledge and experience of a masters degree in. You know the ins and outs of the business related
to your field, and know at least one fellow professional. If you want you can in fact have an actual
degree in this subject.
Bruiser
Mr. McMuscles – 100cp
Strength. Its what you lie by, what you die by. You're strong, not inhumanly so, but strong.
Probably able to bench 180lbs. Pretty fit too, you have plenty endurance and can run at a good clip.
Enough to at least run a mile or two at 6 miles per hour. This doesn't mean your attractive, but
you're no 90 pound nerd that gets sand kicked in his face.
Player
Do the Hustle – 100cp
Boy do you talk fast. You know all the tricks to confound, befuddle, and distract with your
words as well as a variety of seduction techniques, pick up artist tricks, and political double talk.
You could easily live somewhat comfortably just relying on your gift of gab. As little side bonus
you have a disarming and charming smile, improving your personal charisma and charm a little bit.
The Honourable Scoundrel – 200cp
Fist thing, you know exactly how to act when interacting with wildly different social groups.
You could fit in easily with a bunch of homeless junkies or fortune 500 CEOs with equal ease. As
well, you know just the right way to talk to talk your way into high society balls or low society
hideouts. Of course this won't work in supernatural social groups. So do watch that.
Innocent
Heart of a Child – 100cp
Wonder, curiosity, creativity. These are all traits associated with the innocence of childhood.
Things we lose as we grow to become more jaded. But you hold these close; not allowing yourself
to grow up like a metaphorical Peter Pan. No matter what happens from now on, you will never
become jaded, or lose the sense of wonder that comes with discovering something new. Your
youthful soul burns inside like an inferno that can never be extinguished.
Resistance- 200cp
Choose one of the supernatural paths available in this jump other than mundane. You have
an inborn or trained resistance to the supernatural perks of that path. While this does not confer
immunity, attacks with them will deal less damage and less direct methods will have a harder time
affecting you. Post-jump this will apply to similar abilities, resistance to a psychic's powers would
translate to other psi-type abilities, etc.
Demonology- 200cp
You have the mixture of innate traits and talent that allow one to summon up beings from the
inferno and create contracts with them. Even with this perk you must still discover or create a
suitable ritual for the summoning, and without this perk it would be impossible even with the
rituals. Once summoned you can contract with the summoned demon for a boost to your personal
traits (intellect, charisma, strength, etc.) or a power based on the sin the demon summoned
embodies. Examples will be listed in the notes. After this jump you can use this ability to interact
with demon's from the local dimension or call back to the World of Darkness Inferno by jumpchan
fiat.
Psychic Perks
You can select two 100cp perks and one 200cp perk for free.
Clairvoyance- 200cp
When most people discuss ESP, they really refer to clairvoyance — the power to perceive
things beyond the normal range of human senses. The default form of clairvoyance permits a seer to
project all of her senses to a distant location, observing what happens there as if she were physically
present. The events witnessed happen contemporaneously. The seer can neither see into the future
nor into the past of the location viewed, unless she also has precognition and/or postcognition.
While this power is in use it is difficult to perceive both the status of your body and anything going
on in the your immediate surroundings.
Dream Travel- 300cp (Requires Astral Projection, Mind Reading, and Though Projection)
Dream Travel is a refinement of Astral Projection, combined with elements of telepathy. A
dream traveller can cause her astral form to enter the mind of a sleeping person and interact with the
sleeper during his dreams. The psychic must first astrally project, and then must then navigate
astrally to the physical location of a sleeping person, although doing so may not require any roll if
the sleeper is physically near the psychic’s body. Once the psychic locates her subject, she can enter
the subject’s dreamscape and communicate with the sleeper as if the two were in the same physical
location. To the dream traveller, the dreamscape is exceptionally realistic, even more so than it is for
the person who is actually having the dream.
Anything encountered by the psychic in the dreamscape is “real” to her and potentially
capable of causing her injury. Normally, this harm occurs only if the psychic enters a nightmare, the
dream of a mortal who is a lucid dreamer able to defend himself against an intruder or if the
traveller encounters someone else intruding in the same mind. If a psychic is caught within
another’s nightmare, the psychic may be subjected to an attack, depending on the nature of the
nightmare and how the psychic responds to it. Any phantom damage inflicted has no lingering
effect once a psychic withdraws to her own body, unless the phantom damage is enough to kill her
in a dream. In that case, the psychic’s physical body dies instantly, usually of a heart attack or
cerebral haemorrhage. The same limitations of astral projection apply.
Dowsing- 100cp
Dowsing allows a psychic to search for hidden objects. Traditionally, dowsing was used to
search for good places to dig wells for fresh water, although it was also used to find gold and oil
with varying degrees of success. The procedure requires a psychic to walk around and concentrate
on the object or substance to be found, while holding either a swinging pendulum or a stick called a
divining rod. If the psychic is successful, the rod or pendulum swings slightly in the direction of
whatever is sought.
Exactly how dowsing works is unclear, even to psychics. Some say it is a form of
clairvoyance, others a form of mediumship (with spirits moving the divining rod in the same way a
ghost might affect a Ouija board). Still others say the practice calls upon the Universal
Unconscious. Generally, dowsing can find things and not individuals although it may be possible to
find a missing person with great effort and a personal belonging of the individual.
Precognitive Dreams
The psychic’s visions come to him in the form of dreams. Thus, he can trigger visions only
after entering a trance state.
Required Foci
The psychic requires some form of divination tool in order to predict the future. Common
types include crystal balls or mirrors. The psychic can attempt to force a vision without a tool but
the chances of it working are one in a million.
Touch Precognition
The psychic can predict the future of other people only while physically touching them. The
psychic can predict a person’s future with some object close to that person if the psychic also has
the Psychometry Merit. Otherwise, attempting to force a vision is nearly impossible. It is equally
near impossible for a psychic to predict their own future.
Uncontrolled Precognition
A psychic whose powers are uncontrolled has precognitive visions only at random, or if
Jumpchan is feeling particularly generous (yeah right).
Channelling- 200cp
Channelling represents a psychic’s capacity to paranormally gain abilities that he does not
normally possess. There are three distinct forms of channelling: Cayce Channelling, whereby the
psychic accesses the Universal Unconscious to gain the knowledge he seeks; Past-Life Channelling,
with which he accesses the talents he possessed in a former life; and Spirit Channelling, with which
a psychic allows a ghost to possess his body and give him access to its wisdom. The three versions
are grouped together because the mechanical effects are the same. The psychic must successfully
enter a trance before he can channel effectively to gain new skills. Skills gained in this manner last
until the psychic attempts another channelling. You must select which form of channelling you
perform when this perk is purchased. If you REALLY want to, you can purchase this multiple times
selecting a different form each time.
Cayce Channelling
With this technique (named for Edgar Cayce), the psychic enters a trance state in which he
can access the Universal Unconscious, the sum total of accumulated human knowledge.
Theoretically, anything that has ever been known can be rediscovered through this power. Few
modern practitioners have psychic powers on par with Edgar Cayce’s and are thus unable to utilize
his techniques to their full extent. Cayce Channelling alone cannot be used to learn personal or
secret details about people and places outside the psychic’s vicinity. Clairvoyance and precognition
are more useful for that purpose; Cayce was also skilled in both of those powers. Finally, while
Cayce Channelling can give a psychic access to potentially any empirical knowledge, Cayce
Channelling cannot convey talents that require kinesthetic training (i.e., Physical Skills). A psychic
might be able to use this power to identify a particular sword as a 15th-century Japanese katana, but
he could not use the power to gain any proficiency in swordsmanship.
A psychic who loses their focus while attempting a Cayce Channelling is trapped in his
trance state for hours as he contemplates the infinite mysteries of the Universal Unconscious. This
will last at least an hour before it subsides.
Past-Life Channelling
The psychic has a preternatural awareness of his own prior incarnations. After entering a
trance state, he can summon forth the collective life experiences of one of his prior selves, merging
it with his own personality. Although each person conceivably has countless past lives, the more
recent they are, the more progressively difficult to channel. Most past lives capable of being
channelled are from primitive eras, thus cannot be used to access abilities that require a modern
education.
A psychic who loses their focus while attempting a Past- Life Channelling is subsumed by
one of their past incarnation's personalities. . He may (or may not) retain the ability to speak his
normal languages, and has no knowledge of any friends, his current situation or, indeed, anything
about modern life, viewing everything through the lens of a Roman centurion, a courtesan from the
era of Louis XIV, a Mississippi plantation owner on the eve of the Civil War or anything else.
Spirit Channelling
A medium uses his powers to commune with the dead to summon a ghost capable of
providing the capabilities that he needs. After entering the necessary trance state, the medium
invites a ghost with useful traits into his body. Spirit Channeling is also used by professional
mediums to allow ghosts to commune directly with bereaved loved ones.
A psychic who loses their focus while attempting to channel a spirit, the ghost summoned
may be instinctively hostile toward the psychic or the effect summons a different and more
malevolent entity than intended.
Biokenisis- 400cp
Biokinesis governs a psychic’s ability to manipulate the biological processes of living
things. The scientific explanation for biokinesis eludes most parapsychologists. The most
commonly accepted explanation relies on Wilhelm Reich’s theories regarding orgone energy, which
are consistent with biokinetics’ claims that they can perceive and manipulate some form of ambient
“life energy.” Biokinesis permits a psychic to manipulate his own personal life force to alter his
body in three ways. First Biokinesis is a prerequisite for a number of other powers that allow a
psychic to manipulate life energy. Second, the power can aid a psychic in attempts to control his
own mind and body. Finally, Biokinesis allows a psychic to make minor alterations to his own
physical body, temporarily affording him the benefit of various mundane physical and mental
abilities (not skills, more like increasing ones height and strength or ability to eat rotten things).
Alterations made to one's body fade after an hour.
Telekenisis- 200cp
The power to move physical objects by mind alone. The psychic can lift objects, assuming
they are light enough for his Telekinesis to handle. He can also throw objects that he is capable of
lifting at a target. At higher levels of powers, a telekinetic can immobilize someone with a
telekinetic grapple or even strike someone with a telekinetic blow. You begin with the ability to lift
and throw an object with the strength of an average person (around 120 pounds of lifting force) and
this will increase with time and training with an upper limit around half a ton, although with infinite
time and an incredibly powerful mind this limit could be transcended.
Communion- 300cp
The thaumaturge is capable of connecting his consciousness to that of another being,
generally a figure of godly intellect and incredible power. The experience is usually deeply personal
and highly religious — one does not communicate directly with one’s divine inspiration without
being changed by the experience. At first allows a character to reach out to the entity he considers
his patron and open the way for the divine presence to communicate directly with him. This contact
is one-way; the thaumaturge is limited to receiving whatever wisdom his patron desires to send
without any ability to communicate in return. Spiritual figures of great power may be omniscient (or
nearly so), and thus cognizant of a follower’s wishes. At the highest levels of this power, it allows
the performer to open the same pathway with the advantage of sending as well as receiving.
Although the patron figure might choose to focus on matters different from what the character asks,
revelations generally consist of warnings against particular courses of action, or of suggestions that
will aid the goals of the thaumaturge.
Try to keep in mind the goals that the thaumaturge’s benefactor might pursue. More
importantly, remember that the patron is a spiritual figure with an intellect far greater than that of
humanity, and that the patron’s answers are likely to stretch the understanding of a thaumaturge to
its limits. The wisdom granted in a single ritual may take years to fully comprehend or for its
intended effects to be realized. Perhaps each communion should be recorded so that its full meaning
may someday be discovered by future generations.
Countermagic- 300cp
One of the first questions that a new practitioner of magic is likely to ask is, “How do I
defend myself against other people who can do magic?” Most paths provide some training in the
arts of protecting oneself against hostile powers. It begins with the idea that first defence is being
able to detect an attack. This ritual extends a mystic’s senses for a single for an hour or so, allowing
her to detect the first thaumaturge ritual used against her during that time, whether the magic is
intended for good or ill. Rites performed through a sympathetic connection are noticed, though the
source may not be. She senses the beginning of the ritual, which may give her time to try to prevent
its completion via other means. The greater version of this mystic art weaves the will into a
defensive barrier against hostile magic. After performing the more powerful version of this ritual
the first thaumaturgical art used against the caster is made much more difficult to cast properly.
Divination- 200cp
The thaumaturge performs ritual readings to divine the future. The character declares a
target — a person, place or thing. He can then attempt to divine the future of that subject. The
information revealed is typically vague and difficult to comprehend until the predicted situation is
imminent. At that point, things suddenly make sense to the thaumaturge and courses of action may
be remarkably clear.
The same target can be divined with this rite only once every 24 hours. Any attempts to read
the same person, place or thing’s future again before 24 hours have passed fails automatically. If the
thaumaturge means a target ill, then the divination counts as hostile magic for purposes of defensive
measures. The thaumaturge must have some connection to the target or the ritual fails. The
thaumaturge cannot choose himself as the target, because the divination allows him to determine the
future only as it relates to his own interaction with a subject.
Dream- 100cp
Your character has a connection to primordial forces, ancient truths that can be seen and
comprehended only through dreams. He gains insight into secrets through reverie and visions,
finding answers to questions he couldn’t normally get by mundane means. Behind the lie of the so-
called real world, dreams reveal the world as it really is — from a certain point of view. Through
effort of will, your character can even channel this insight into action. Activating this ability
requires at least one hour spent in sleep, a trance or in an activity focused exclusively on accessing
an altered state of consciousness.
The meaning of these clues is hidden behind allegory, symbols and archetypes. Dreams
rarely answer questions directly, typically relying on symbolism and images to convey information.
A thaumaturge seeking a specific person’s location wouldn’t see his address, but landmarks nearby
could lead the way: a river, a tower or even the face of a man walking by at dusk. The answer has
the potential to resolve a problem.
Enchantment- 300cp
Enchantment is the magic of controlling and perceiving others’ emotions and desires.
Thaumaturges trained in this type of magic can affect the feelings of people and animals. These
abilities can also be used on living supernatural beings such as ghouls and werewolves. The
emotions of spirits, ghosts, vampires and other dead or otherwise inhuman things are sufficiently
alien that they are immune to the effects of Enchantment.
At first this allows a magician to cause a target to feel a relatively simple emotion. These
feelings are more a suggestion than a mandate, though they are apt to be heeded if they make sense
for the individual and situation. (Causing someone to feel sad when walking into a decrepit old
house is reasonable and likely to be dismissed as a natural reaction, whereas making someone feel
sadistic glee at the funeral of a sibling almost certainly causes the subject to question from whence
the emotion came.) In all cases, the emotions produced are very general and are applied by the
target to the immediate situation. For example, if a subject is made angry while talking to an
employee, the target becomes angry with the employee, but does not suddenly become angry with
someone the target had not been thinking about or talking to. A character can be made to feel angry,
but not angry at a particular person who is not present. Producing murderous rage in someone who
is both naturally aggressive and already quite angry can have dramatic results. If the target speaks
with multiple people, the magician has no way to determine whether the target turns angry with
everyone or with only a specific individual.
With more experience and magical power the same ritual grants the caster the ability to exert
more precise control over a target’s emotions and desires. In addition to being able to fill targets
with rage or to make them sad, this ritual can cause a target to become angry with someone he had
not seen or spoken to in several weeks, or to be in a crowd of people and suddenly fall in love with
a specific person. If this ritual succeeds, the target feels these emotions, but may rapidly dismiss
them if they are completely inappropriate or nonsensical. Someone working for a boss she likes and
respects is likely to feel no more than annoyance or mild anger, but she still becomes angry at him.
Similarly, filling a committed teetotaler with a desire for a drink isn’t likely start him on a lengthy
drinking binge.
One of the major limitations of this ritual is that while a thaumaturge can produce emotions
and desires in a target, she cannot control or even predict how he will respond. Causing the subject
to feel rage at a particular person can result in the target yelling at the person, physically attacking
him or attempting to drown his rage in drink or some similar intense or self-destructive activity. A
single target can be subject to only one of these rituals at a time. Causing a subject to feel a second
emotion immediately negates the impact of the first.
Evocation- 200cp
Evocation is the art of compelling a spirit or ghost to answer a summons. A thaumaturge
with this perk must choose ghosts or spirits as the perks focus, though she may learn both versions
separately. Initially the thaumaturge learns to force an entity to answer her call. Eventually, she can
impose her will directly over the entity and enslave it temporarily. Obviously, most ghosts and
spirits despise such treatment and may seek revenge once their servitude has ended. Some
thaumaturges try to circumvent this danger by demanding only minor services, while others silence
vengeful servants by treating them as expendable resources. Evocation does not grant a mystic the
power to perceive Twilight, and Evocation’s power does not reach into the Shadow Realm; the
target summoned must already exist in Twilight.
Geomancy- 100cp
The art of geomancy (known as feng shui in the East) is the study of harmonizing the
physical environment with the flow of energy. The goal of feng-shui is to create the ideal place to
live or work. Through a combination of architectural design and mystic mathematics, a geomancer
plans a pattern that must be duplicated within the entire structure (in the case of a building) or the
layout of a room or series of connected rooms (in the case of interior design). Implementing this
design increases the time required and the cost of the work involved, but practitioners consider it
well worth the effort. When designing a geomancy effect, the thaumaturge chooses a single
Attribute or Skill to be the focus. Once assigned, the Trait cannot be changed without completely
redesigning the location. Attribute-based designs are more difficult to create than Skill-based ones.
The selected Trait must reflect the building or space’s function. For example, a library might
enhance academic or research skills. If the thaumaturge is successful, she creates a unique design
that benefits those who use the location in the manner for which it was created, provided that the
design is followed perfectly. If the thaumaturge creates her geomancy design successfully, and the
architect or interior designer successfully integrates the design into the physical location, the flow
of energy is modified within the space. Any action that takes place in the space using the designated
Attribute or Skill may gain a bonus.
Once a geomantic design is created and implemented, it remains in effect indefinitely unless
something happens to disrupt or change the flow of energy. Natural disasters may change the
magical landscape more than they appear to affect it physically, requiring geomantic designs to be
realigned. New construction or destruction of buildings or even spaces within a building may
require that a thaumaturge reassess the location for potential updates. Poorly designed geomantic
locations may disrupt those around them, as well. The only limits on the number of designs a
geomancer may create are her time, her capability and the ability of others to come up with the
resources to put her designs into place.
Healing- 300cp
The thaumaturge can use her magic to heal wounds and cure diseases for both humans and
animals. Although healing serious injuries or life-threatening diseases is difficult and potentially
dangerous, magical healing is the only hope of recovery for some. Of course, failing to heal or cure
someone can easily result in a desperate patient turning on the mystic. Thaumaturges cannot use this
ritual to aid any form of undead or inhuman beings such as vampires, spirits or werewolves. This
ritual can be used to heal any living human including the magician himself, as well as individuals
who are possessed, ghouls or werewolf kin. Only one application of this ritual can affect a subject at
one time. The mystic must touch the patient while performing some action appropriate to his
tradition, such as going into a trance, drawing a magic circle and invoking the five elements or
calling on various deities or other powerful beings. If this ritual is performed using a magical
connection to a distant patient, the connection assumes the role of the patient. With time and effort
this can heal most wounds and with exceptional power and effort can even cure incurable illnesses.
Scrying- 200cp
The magician can view a location remotely. She can both see and hear the location normally,
allowing her to overhear conversations or read text on a distant computer screen, all as if she were
physically present. Because the mystic is in a light trance, she can talk softly, write or type while
continuing to view a distant location. She must use a magical connection to perform this ritual and
can see the location only from the point of view of the subject to which her magical connection is
linked. For example, if a mystic is holding a piece of someone’s hair, she can observe events
occurring around that person. If she holds a chip of brick from a wall, she can observe the
surroundings from the exact location where the chip was taken.
The thaumaturge can turn her point of view as if she were turning her head, but she cannot
move the location from which she observes without obtaining another magical connection to a
different subject and performing this ritual again. If, however, a thaumaturge scrys a moving
vehicle, a person who is walking or an object that someone picks up and carries, the thaumaturge’s
point of view moves accordingly. Because the mystic merely observes a distant location, she is
aware of events occurring around her body and her trance ends automatically if she is harmed,
shaken roughly or otherwise disturbed significantly.
Warding- 200cp
Your magician can create a magical barrier around an area to keep out ghosts and spirits.
This barrier can be created as a general ward that keeps out all low-level entities, or as a powerful
barrier designed to protect against a single supernatural being. Both types of wards can be used to
protect an area only against ghosts and spirits. The only way to move a ward is to move the entire
structure it protects. While thaumaturges can ward the exterior of a house or even the interior of a
car or van, they cannot create a portable or wearable ward. An area can be protected by only a
single ward at a time — putting up a new one automatically eliminates any existing one. Each ward
must be tied to some sort of physical marker, such as a fence with symbols painted on it or a line of
chalk drawn on a floor.
If anyone disturbs or makes an opening in this physical marker, or if a drawing is washed
away by rainfall or blown away by the wind, the ward instantly ceases to function. Magicians
cannot create wards that are more than 21 yards on a side; they can protect a small house and most
of its yard, a large house or most of a warehouse but not an entire office building or city block.
When creating a ward against a specific ghost or spirit, a mystic does not need to know the name of
the entity — an obvious designation, such as “the ghost of the young man who was murdered here”
or “the spider-like spirit that has been attempting to possess the inhabitants of this house” is a
sufficiently accurate description. Specific wards protect against only that particular being, though.
They have no affect on any other spirits or ghosts.
Although spirits or ghosts may convince a mortal to remove or damage the physical markers
that keep a ward in place, such entities are completely incapable of affecting these physical markers
directly, even if they could normally move or destroy them. A spirit affected by a ward cannot make
the area into an anchor while the protection is in place. This perk does not undo the connection
between an entity and its anchor if the rite is performed on such an object, however. The spirit or
ghost’s Power is still reduced by the ritual, but the spirit remains in proximity to its anchor.
Command the Rebellious Spirit- 300cp (Requires Influence Beasts and Mortals)
The character can use this ability to control both spirits and ghosts. This requires the Purified
to overpower the will of the spirit or ghost. Each single command used by this power requires
essence to be expended.
Exorcism- 100cp
The character can drive out a spirit or ghost inhabiting a person or object simply by touching
the possessed individual. Exorcism can only be used to protect targets in the mortal world, since
spirits cannot possess beings in Twilight or the Shadow Realm. The Purified must overpower the
offending entity with their Chi. If the purified wins the contest, the spirit or ghost must instantly
depart from the person or object it is possessing. The spirit cannot attempt to possess the same
target again for at least one full day. To use this power, the character must maintain physical contact
with the possessed object or person for at least one whole minute, if this contact is broken, the
exorcism attempt automatically fails.
Skin-Thief Perks
Skin-Thieves receive 600cp to spend in this section only
Talisman- Free (cannot be selected with Bound Totem, Permanent Talisman, or No Talisman)
Most talismans are impermanent, requiring the skinthief to periodically seek out a new
creature of his totem and perform the appropriate ritual again. Usually, the necessary animal is not
particularly difficult to find, and the skinchanger should have the abilities required to hunt and kill
it. A skinthief’s talisman remains useful for one month before he must make another and perform
the ritual to endow it with power and bind it to his soul. He may delay making another talisman for
up to one month, but he begins to emit the smell of death when he is in his animal form, and the
time required to transform is doubled.
A skinthief must have his old talisman in order to instill his new one with the same power.
Otherwise, he must perform the original ritual again and expend a lot of willpower. A skinthief’s
talisman is entirely personal in nature — though the talisman may be stolen, it can never be used by
anyone other than the skinthief who made it. Even another skinthief with the same totem animal and
mystical tradition cannot use it. Still, talisman-skins are stolen, both to rob the skinthief of the
power to change and for the connection they hold to the skinthief — some shamans know how to
use such a tool as a weapon against its owner.
Most talismans supernaturally withstand the rigours of time. Most, in fact, lose the potency
of their magic before they begin to rot, even when the enchantment process does not involve
traditional curing. Still, many talismans derive some measure of their power from the energy
released by the totem animal’s death, and that eventually fades. As such, most skinchangers know
how to create a new talisman to replace an older one whose strength is flagging. Performing that
ritual scatters to the winds any power in the old talisman, and weakens (though does not sever
completely) the connection between the skinthief and the last talisman.
Permanent Talisman- 100cp (cannot be selected with Talisman, Bound Totem, or No Talisman)
The skinchanger’s talisman does not wear out. This prevents him from having to cut a new
skin every time or bind another animal every so often; perhaps he found one of the rare rituals that
can imbue a cured hide or channeled the essence of his totem creature into an object he keeps on his
person. If the talisman is destroyed or otherwise lost forever, it cannot be remade without spending
severe amounts of spiritual resources and performing the relevant ritual again.
No Talisman- 400cp (cannot be selected with Talisman, Permanent Talisman, or Bound Totem)
Binding the skinchanger’s totem animal to her is a method that some thieves learn. This
obviates the need for any physical talisman, such as an animal’s skin or a necklace of teeth, for the
skinthief to change form. The thief must still take the life of her totem animal once, when she takes
her first real step into the supernatural, to bind the creature’s energy to her soul. A skinchanger with
no talisman cannot have her ability to shapeshift stolen from her except by powerful hostile magic.
Tell- +100cp
Some skinchangers have a trait that can betray them, something that is evident in all her
forms. It must be evident enough that those who meet her may, with an intuitive leap, use to identify
her, regardless of form. Such marks, sometimes called tells, usually appear during the first ritual
that makes a human a skinthief. Tells can be anything reasonably subtle: a classic example is the
lock of white hair that appears in both forms or the birthmark that becomes a peculiar colouring on
a coat of fur. Other tells might be a light odour of musk or blood that hovers about the character in
all her forms or flecks of a unique colour in the eyes.
The tell is always an immediate perception. Slightly mystical in nature, it doesn’t leave
lasting impressions. Tells that are scents or light drips of preserving liquid fade quickly once the
skinthief leaves, and cannot be used to aid in tracking her.
Unhealing- +100cp
The spirit bound into the skinthief’s skin or talisman isn’t vibrant, isn’t alive enough to heal
on its own, and when it’s wrapped around the skinthief, he doesn’t heal either. Bruises suffered in
the skinthief’s second shape never fade, and open wounds never close, though they may stop
bleeding if bound. When the skinthief returns to his natural shape, he heals normally, but when he
dons the shape again, the wounds reopen as if they had never healed.
There are two ways to eliminate these wounds. They disappear when the skinthief replaces
his talisman, as the new shape or fresh spirit comes free and clear of those injuries. Alternately, the
skinthief may perform a half-hour ritual and some of their Essence to invest each wound with some
of his vigour, a portion of his life. For each half hour and Essence expenditure, he endows one
wound with the capability to heal. Any wounds so treated heal normally.
Slasher Perks
Slashers may select a single Ripper perk, which they receive for free. Further Ripper perks are
100cp.They can upgrade to the matching Scourge perk (retaining both) for 200cp. All Ripper and
scourge perks come with a frailty, an inbuilt disadvantage which is revoked at the end of the jump.
Purchasing a Scourge perk requires the matching Ripper perk. All Slashers may select a single
200cp or less non-ripper or scourge perk for free.
The following section lists and describes the undertaking, the Slasher's style, before the appropriate
perk and frailty. The first listed is the Ripper level, followed by the Scourge level.
Regular slasher perks begin at Atavism.
Avenger
Everyone commits crimes against their fellow human beings. Sometimes it’s as simple as
cutting someone off in traffic. Sometimes it’s emotional — people cheat on their spouses, steal from
their employees, and lie to their constituents. Sometimes it’s physical. People shove each other out
of the way, get into drunken brawls. We wound people every day, and figure it’s all going to wash
away by the next morning.
Some people, though, don’t forget.
Avengers are slashers driven by the hurts they have received. Usually, an Avenger starts with
something very specific to redress, such as the murder of a loved one. The Avenger finds the people
responsible and slaughters them, sometimes one by one, sometimes in an orgy of carnage. It might
end there — the killer puts away his knives or his guns, never to kill again. This is especially likely
if the offence that drove the character to kill wasn’t permanent. A man’s daughter is raped, and he
finds the four boys responsible, beats them unconscious, ties them up in a van, and burns them. His
daughter never knows of his actions, and the two of them try to put it all behind them. But if the
Avenger cannot move on with his life, if his existence has been so fundamentally altered by the
infractions against him that he is no longer the same person, the call to murder becomes his passion.
He generalizes his need for vengeance, and the circle just keeps growing wider.
Legend
It’s possible to get swept up in one’s own story. The Avenger, unable to make rational
choices regarding his mission, becomes the nightmare that his victims imagine him to be. The
Legend is a deadly foe, because Legends do not die — but on the other hand, a Legend’s fate is not
his own. The slasher has no control over how his story ends, and his free will is tenuous at best.
A Legend, in practical terms, is a slasher about whom stories are told, often within a
community that the slasher has already preyed upon. Legends are the scourge version of Avengers
because Avengers want, on some level, to become Legends. They want their victims to know them,
to appreciate how they’ve suffered, and to feel remorse or terror in the wake of the slasher’s attack.
As mentioned with Avengers, though, the net for victims is always cast too wide. Sooner or later,
the slasher doesn’t discriminate anymore, and at that point, others try to make sense of his killings,
ascribing rules and logic to every knife wound, every flippant statement, and every coincidence.
Strength from the Tales (Legend-Scourge)
The Legend can draw strength from his victims (or other people) acting in accordance with
his myth. This can only be done once per hour. When the Slasher fulfils an aspect of his “myth” he
may concentrate to call upon the tales to restore his willpower, heal, or temporarily enhance his skill
in pursuit of his agenda.
Trapped in the Story: All Legends have a weakness. While this weakness is up to the jumper,
it needs to be fairly stringent. An attack exploiting the weakness might deal more damage. A
banishment, repellent, or abjuration do not allow the slasher to resist.
Brute
All slashers are horrific, but the Brute is unstoppable. All rage and unbridled strength, he
crashes through doors, breaks necks with his bare hands, and is unfailingly deadly with any
instrument he picks up. He is a killing machine; he knows or wants nothing else. And everyone,
everyone is a target.
The Brute might seem simple, even stupid. Maybe he is. Perhaps whatever condition led to
his enhanced physical strength also reduced his ability to reason. It almost certainly reduced his
capacity for moral or empathetic behaviour. It’s hard to get inside the Brute’s head, because there’s
just not much room in there. His motives aren’t oddly justifiable like the Avenger’s or the Freak’s,
or fascinatingly arcane like the Genius’. He doesn’t even have the compelling, cloying madness of
the Charmer. He drives the knife home, watches the light in his victim’s eyes die, and then searches,
slowly, methodically, for the next one.
Unstoppable (Brute-Ripper)
Brutes are hard to kill. When hunting, they enter a kind of trance, in which they do not feel
pain, discomfort, or fear. Brutes do not suffer restrictions due to wounds they take, nor can they be
rendered unconscious through damage.
Blinded by Blood : The hyper-focus on murder that gives Brutes their strength also means
they don’t perceive the world around them very clearly. They have a form of tunnel vision when
pursuing prey, and have increased difficulty finding victims that hide.
Mask
The Brute taken to its bloody, frenzied extreme is the Mask. When all traces of humanity
have gone, and all that remains is the body, the blade, and the urge to kill, the Mask has arrived. The
Mask has no compassion, no fear and no remorse. He — it — does not hesitate to kill in the face of
pleas or entreaties. Some Masks do refuse to kill certain targets (children, people of a particular
race, age or even hair colour), but the Mask makes no show of granting them mercy. Instead, the
Mask simply ignores them.
Masks have little or no ability to use or understand language. The very few that are willing
to take orders or work in a group retain a tenuous grip on receptive language (that is, they can
understand what is said to them), but spoken or written language is far out of their purview.
Language is unique to humanity, and Masks have given up their humanity for superlative ability to
kill.
Disarming (Charmer-Ripper)
When a Charmer meets a new person, they can initiate a social interaction with them. If the
Slasher's social skills are more powerful than the individual's willpower that person refuses to see
anything wrong with the Charmer and makes excuses for him, supports him and might even lie for
him. Common sense and danger sense will not counteract this effect. If someone actually witnesses
the Charmer harming another person (and the Charmer can’t make a case for self-defence or
justifiable homicide), the effect is lost.
Note that Charmers get one chance at this for a given person. First impressions are
everything. This however only causes the target to feel that the Charmer is a phony, not necessarily
dangerous, but the warning bells definitely go off (which probably makes her the Charmer’s first
target).
Thin Veneer: Charmers are held together by staples and a few strands of sinew. They have a
tightly regimented view of the world, and they hate having it shaken. They often believe their own
hype; a Charmer taking the persona of a preacher might really believe that he’s doing God’s work.
All Charmers have a trigger, which the jumper may determine. This might be bringing up a certain
topic, a particular song, being touched in a sexual manner, or just being called by name rather than
by title. When this trigger occurs, or when someone who resists the slasher’s charms calls him out
(“You’re fucking creepy, dude” is enough), it will take all of the Slasher's focus not to lash out. If
they fail to retain control the slasher lashes out — usually verbally, but sometimes physically. At
this point, anyone who fell under the Charmer’s wiles before has a chance to snap out of it.
Psycho
Beneath the polished veneer of the Charmer is the Psycho. The Charmer’s pathological
hatred of the world — of women, of sex, of whatever the Charmer most despises — has become a
full-blown ideology. The Psycho retains the Charmer’s ability to disarm, up to a point, but the mask
is much thinner. The Psycho is obviously crazy, noticeably damaged, and clearly dangerous.
Some Psychos are zealots. Their fervour might be focused on religious faith, and their
murders have become a kind of cleansing activity. Once in a while, racial “purity” or some other
supremacist agenda drives the Psycho. A Psycho might be a Jack the Ripper-style killer,
slaughtering prostitutes out of some mad desire to rid the world of lust. He might target gay men (or
men who just look gay to his demented eyes) in a Biblical rage, or he might kill divorced women
for forsaking their wedding vows. He has a reason for what he does, even if that reason is ludicrous
on its own.
Freak
The Freak is similar to the Brute, but rather than being defined by the strength and tenacity
with which he approaches his grisly work, the Freak’s characteristic trait is deformity. Freaks are
born of humanity, but set apart by physical ugliness. It might be a birth defect stemming from
inbreeding or even prenatal drug use on the mother’s part. It might be the result of an accidental (or
deliberate) fire or splash of acid. It might even be that the Freak is otherworldly, and that his
hideous outward appearance is reflective of some supernatural taint. In either case, Freaks wear
their evil on their skin.
Not all Freaks are self-conscious about the way they look. Some are, of course. They shun
humanity, sticking to dark places and covering themselves with heavy clothes or scarves. They hate
other people for the way that they have been treated, and this hatred ultimately serves as the impetus
to kill. But some Freaks revel in what they are. Some might even be self-made Freaks, made
grotesque not by birth or mishap but by their own knives. And then some Freaks are just as bestial
in mind as in body…but these Freaks are usually well on their way to becoming Mutants (the
scourge version of this Undertaking).
Mutant
The Mutant is an atavism, a creature recognizable as human only by its gait and, perhaps, its
language. Unlike Freaks, who might have acquired their conditions after leading relatively normal
lives, Mutants are almost invariably born with their hideous features. This might be the result of
genetic disorders, inbreeding or toxin exposure, but is much more likely to be the fault of
supernatural interference. A witch curses a pregnant woman, and her child is born with a pig’s snout
and mouthful of fangs. A demon takes on human shape and sires a child — and that child has his
father’s (true) looks. A young werewolf, dosing on experimental drugs from early puberty, becomes
pregnant and the baby has all of the aggression and animalistic features that the mother works so
hard to deny.
Are Mutants truly aggressive, even evil? Or are they simply striking out at a world that hates
them? It’s impossible to say, because every Mutant has at least some negative experience with
“normal” human beings. Sometimes that experience starts at home — like Freaks, Mutants might be
chained in an attic or thrown down a well to keep them from shaming their parents. Sometimes a
Mutant grows up with well-meaning adults (whether they are his biological parents or not), and the
abuse comes from the world outside the home. A Mutant’s first encounter with people who hate or
fear him because of his appearance is a formative experience, and one that often leads to another
such experience: the first kill.
Genius
Ignorance is bliss, they say, and according to one source, whoever increases knowledge also
increases sorrow. Is that, perhaps, why Genius slashers are so angry, why they hate people with
normal intellects so much? Do they feel a twisted sense of jealousy, wishing they could ignore what
their minds tell them?
Geniuses are slashers that kill with their minds. They don’t wield psychic powers (usually),
but they certainly seem like they do. They think several steps ahead of their victims, predicting what
a target will do based on a set of options, how those options are presented, and that target’s
predisposition. Geniuses profile their targets, tailor their methods of abduction and murder to suit
them, and then sit back and watch their victims kill themselves. It’s not uncommon for Geniuses to
kill using traps, rather than to do the deed themselves. Some Geniuses consider killing coarse and
vulgar, some are physically incapable, and some feel that allowing victims the possibility of escape
in some way obviates their moral responsibility in the victims’ deaths.
Profiling (Genius-Ripper)
Geniuses aren’t psychic, but they certainly seem like it. Even on casual observation, a
Genius can predict what a given person will do in a basic way based on appearance, body language
and bearing. If the target is actively trying to conceal his motives or pretend to be something that
he’s not it impedes this ability, but not too much.
Worse, though, if the Genius has the opportunity to talk with a target at length, he can ferret
out mental problems — or create them. With an hours conversation he can either choose to learn
one damning fact about the target (a dark secret, a particular fear or “hot button,” or the location of
something important) or force the target to develop a minor but temporary mental derangement.
Intolerance for Chaos: Not every variable is predictable. Geniuses might understand on
some level that they can’t allow for every freak of chance, but in practice, they get frustrated if they
miss something or if something happens that they couldn’t have predicted. Any failure in utilizing
their intelligence or progress towards killing a new victim causes the Slasher to lose vast amounts of
willpower temporarily.
Maniac
The mind of a Maniac is alien. It functions on a different level than the mind of a normal
person, even that of a supernatural being. The Maniac’s mind is predictive, functioning with both
induction and deduction at frightening speeds. Guessing a Maniac’s next move is almost
impossible. Outsmarting one is unthinkable. Trying to understand one is dangerous, because a
Maniac’s mind is infectious.
Maniacs, like Geniuses, are more likely to trick victims into dying than actually driving the
knife home. The difference, though, is that Maniacs more often work through intermediaries. Most
Maniacs have henchmen, acolytes or assistants ready to do their bidding, but the subtlest (and most
dangerous) slashers have dozens of employees waiting on cue to perform simple actions. One might
open a door at a precise moment, allowing another access to a building where she leaves a small,
insulated bag containing a peanut butter sandwich. A third henchman — with no knowledge of the
other two — picks up the bag and carries it to a break room. A fourth steals a sandwich out of the
intended victim’s lunch, while a fifth replaces it with the sandwich from the planted bag. The victim
takes one bite, and her allergies do the rest. The Maniac reads about the “accidental” death the next
day, and makes another mark on his wall. His henchmen, unable to see the whole picture, remain
unaware of their roles in the murder
Atavism- 100cp
You’re a throwback to a time when men were closer to beasts. Whether your mental state
matches a warped and twisted body, or you look out of a normal face with the eyes of an ancient
predator, you’re not normal. You run on instinct more than intellect, your body moving in response
to signals that your brain never consciously registers, however other people can see that look in
your eyes and know that something’s wrong . This works as a minor danger sense. This ability
cannot be developed and must be bought with points.
Cannibalism- 200cp
Tales of cannibals eating the flesh of their enemies to gain power are at least as old as the
written word, if not significantly older. According to many cultures, the devouring of human flesh is
among the greatest sins imaginable, but also the key to unlocking great mystical power. True
supernatural benefits from cannibalism require specialized mystic knowledge, but even without
witchcraft or hedge sorcery there are rituals that can bestow unusual boons upon those who dare to
break the ultimate taboo. Scholars of the occult hotly debate whether there is some true,
metaphysical benefit to consuming the flesh of one’s fellow human beings or whether the deranged
mind of someone who would perform such a rite merely floods the body with adrenaline, in effect
creating a “mind over matter” effect.
The “cannibal rite” can take any form, from elaborate chants in long-dead tongues found in
ancient scrolls to a simple mockery of the traditional grace said before a meal. Successfully
completing this act empowers the individuals involved with incredible strength and reflexes for a
minimum of an hour.
No Escape- 200cp
The isolated, inescapable killing den is a trope of the slasher story, and it’s a trope that has
more basis in fact than fiction. Many slashers take some isolated space as their lair, fortifying it and
riddling it with trap doors, secret hiding places, and most especially reinforced exits to trap their
victims inside. For some, it’s an apparently ramshackle old house on a deserted lane, the windows
all boarded over and the doors nailed shut. For others it’s a disused factory in the industrial district,
refitted with the latest steel security doors and electronic locks. Whatever form it takes, it serves one
purpose: trammelling some unfortunate quarry into a confined space from which there is no escape
This Perk represents the ability and skill to construct a proper murder-castle. Utilizing this
perk allows a Slasher to construct buildings and architecture with inbuilt and near invisible traps
that serve to maim and prevent escape. Any normal living space can be converted to a deadly death
maze with only a few weeks work. But when an individual with this perk constructs a new structure
with the intention of making it into such a place of murder, this ability truly shines. Such a building
is an impossibly deadly and nearly impossible to escape structure that would confuse even the most
intelligent and crafty individuals. Go ahead and re-create H.H. Holmes's boarding house with this if
you want.
Savings – 50cp
10,000 USD. Maybe you saved it over your long career, or ripped off some rich fool in a
game of poker. Can be purchased multiple times.
Home – 400cp
You own a medium size residence, located in your starting location. Its fully furnished and
utilities have been paid off for a whole year in advance. Yes you own this even if you are in fact
only six years old.
Disadvantages
+1000cp disadvantage limit
Wanderlust- +100cp
A natural born traveller, you find it hard to stay in one place for long. If you do not travel
more than 250 miles in 7 days, actually travelling away from your starting location you become
increasingly anxious and agitated to up until the point where you can hardly function and all you
think about is travelling.
Fearful- +200cp
So you have a little bit of a problem: you are a goddamned coward. You jump at strange
noises or sudden movement. The sight of a real monster might even lead to you to faint. While this
can be mitigated with some perks, you will be a trembling mess for most of your time here.
Nemesis - +300cp
Your arrival here has spawned a terrible creature indeed. It is a wholly new and unique
monster that possesses the exact same capabilities as you and lives with only one purpose: to
destroy you. Lucky for you there is only one of them. It's appearance is similar to your own, but
twisted and terrible in ways that make it look quite monstrous up close. It can be mistaken for a
human at a distance. It does not have your gear, but it appears “clothed” similar to your normal
dress. It's “clothes” are actually a part of it's body. You must kill it before your ten years are up.
End
You have somehow survived ten years in the darkness. What is your next step?
Go Home- Finally, you've made a decision that makes sense. Go ahead, go back home where it's
safe.
Stay- You are madman. I'm afraid to continue speaking with you. Go on, stay, It's you're funeral.
Carry On- Greener pastures, eh? Well I certainly hope it all continues to go well for you.
Notes
Notes on the Purified
As their bodies actively attempt to return to its initial pristine state, the purified are immune
to all diseases, resistant to poison, and possess a minor healing factor.
All purified can automatically see and hear any spirits, ghosts or other beings in Twilight.
Not only can purified see ghosts and spirits in Twilight as easily as they can see ordinary people,
they cannot choose not to see such beings. Also, because of the dual nature of their existence, any
being in Twilight who sees one of the purified automatically knows that the character can see and
hear them. This ability often becomes an exceptionally mixed blessing. Spirits, and even more
commonly, ghosts occasionally approach purified and ask, threaten or beg for aid. As well, all
Purified know the inhuman language of spirits. They can understand and speak to all spirits as
easily as they can understand and speak to someone fluent in their native tongue. The only
limitation on this ability is that purified who speak to spirits while occupying their physical bodies
must speak aloud, if only in a whisper. This speech sounds like complicated gibberish to mortals
who overhear it, at best it sounds like the incoherent ravings of a lunatic. Purified who wish to avoid
attracting attention soon learn to either only speak to spirits when no one else is around or to do so
only in a whisper.
Purified also possess a version of the Unseen Sense perk that allows them to sense the
presence of any phenomena related to spirits or the Shadow Realm, as well as the active use of all
unseen forces. They can sense the use of all supernatural powers, but not the presence of a vampire
or werewolf.
In addition to healing more rapidly than mortals, the purified are also ageless and to a large
degree immortal. Their bodies do not age, and if their body is killed, their mind is automatically
sent into the Shadow Realm. Here, it can collect Essence and then use this Essence to gradually heal
its body. So long as the mind of a purified still exists, its body literally cannot die. Even if his body
is reduced to ash, with sufficient quantities of Essence, the purified can cause the charred fragments
to reform and come back to life. Normally dying would end your chain, but for this jump as long as
your essence in the shadow realm is not destroyed you can come back for the duration of this jump.
After this jump you can restore your body once per jump. This limitation is removed post-spark.
Constructing a new body after the last one is destroyed requires spending extended time in
the shadow to collect essence. Collected essence is expended to “build” a new body. During this
time you are as a spirit, and if you are destroyed in this form you are dead for real.
Like spirits, the purified cannot create Essence, but must obtain it, either by extracting it
from loci or obtaining it from a spirit or another of the purified, either as a gift, or by stealing it
from them. Purified can absorb Essence by going to a loci. However, they cannot do so in the
mortal world. To obtain Essence, the character must leave her body and enter Twilight or the
Shadow Realm.
The amount of Essence that one of the purified can absorb at one time depends upon their
Chi. Purified who have higher Chi can absorb additional Essence.
Purified may also attempt to steal Essence from spirits, ghosts or even each other by
overpowering the will of the target with their Chi. Purified must touch a target to attempt to steal
Essence from it. Stealing all of the Essence from a spirit causes it to become dormant and
unresponsive. Stealing all the Essence from one of the purified makes him exceptionally vulnerable.
Purified can only steal Essence or have Essence stolen from them when they are projecting outside
of their body.
Post-jump spiritual projection abilities, of the purified or others, function by sending the
individual to the closest equivalent. If there is no equivalent, they send you to a generic ethereal
plane. When in these locations the Purified can regain essence as if they were projecting normally.
As far as how Purified Chi relates to other energies called Chi? I'd say it's less like DBZ ki
and more like Bleach Spiritual Pressure or Soul Eater Soul Power. Go on ahead and wank how you
like.
And no, I'm not going to put hard numbers on Chi. We all know how that goes. You figure
out the exact power progression, but please be reasonable. Each purchase adds a lateral amount and
means you don't have to develop it on your own over time. Can you Increases it beyond 5? In terms
of essence contained, probably. As for Spirit Rank? Beyond the fifth purchase improved Chi will
not help on its own. In terms of chi expenditure speed? No. Hard no.
Notes on Skin-Thieves
Skinchangers often have a meager supply of Essence that they can use to fuel some of their
Aspects. They do not need Essence to change shape, and many Aspects do not need Essence —
which is good, because just as skinthieves steal their skins, they must steal their Essence. They have
no auspice moon’s gift of power, and they are almost never strong or savvy enough to capture and
hold a locus. Instead, their stores of Essence come from the life energy of their totem animal,
usually as a part of the ritual that creates their talismans.
Notes on Demonology
An occultist might enter into a pact with a demon for any of the reasons he might summon
one. Some want power, some want a single favour. Most of the time the motive can be traced back
to Vice, and so motive often informs the kind of demon being summoned. An occultist who wants
the power to rend his enemies into flesh chunks is unlikely to summon a demon known for Sloth,
after all.
A demon can be summoned for virtuous reasons, but it does mean that when the pact bargain
happens, the demon needs a little more enticement to perform what the summoner has in mind.
Benefits are divided into two loose categories, traits and services. A demon can theoretically
increase any trait the summoner possesses, though some demons are better than others. Demons can
also grant supernatural powers. Services, on the other hand, allow the Indebted to keep his own
body and mind clear of demonic taint… depending upon the Sacrifice he must make.
A demon grants Benefits in proportion to the Sacrifice made. The demon doesn’t have any
way to grant a larger Benefit than it receives in Sacrifice; it uses the energy of the Sacrifice to
power the Benefit. Of course, a demon can grant a weak Benefit in exchange for a hefty Sacrifice.
In fact, that’s usually the demon’s goal.
Demons can grant Indebted individuals the power to wield Infernal magic. They are,
however, limited to traits that resonate with their controlling Vice. Any demon can grant a human
being powers that are mechanically identical to its Numina, provided the power is something for
which a human being could find a use. For instance, a demon of Wrath grants a person the power to
hurl blackened, stinking fire at his foes (the Blast Numen), but cannot bestow the Materialize
Numen, since the Indebted already has a body. The Numina can provide an easy roadmap to the
kinds of powers demons can grant. Beyond Numina, though, the demon can grant other powers as
well.
Examples
Hunger Pangs (Gluttony): The Indebted who accepts a pact from a demon of Gluttony never feels
sated. Hunger is simply his default state from then on out. With this Benefit, the Indebted can
transfer those feelings of hunger to a victim, and then multiply them many times over.
Voice of the Incubus (Lust): The character’s voice becomes so smooth and seductive that it entices
those who hear it to acts of carnal abandon they normally wouldn’t consider.
Lord of Demons (Pride): The Indebted gains some power over minor demons. He is able to
summon one up at will and force it to do his bidding.
Note, though, that this power does not compel loyalty beyond the duration of the Benefit,
and so a character who mistreats his servants might discover they aren’t immediately banished back
to Hell when their time as his slaves ends.
The Indebted can summon a demon of a given Vice, but makes no other specification
beyond that. An Indebted might call up a demon of Wrath for assistance in a fight, for instance, or a
demon of Envy when trying to discover an opponent’s weakness. This power requires a Deadly
Sacrifice.
Notes on Willpower
Some abilities mention “expending” willpower or mental stress. What this means is that
prolonged or repeated use will put strain on an individuals mind potentially leading to them
snapping, developing a mental illness, or blacking out. This can be combated with meditation, rest,
herbal tonics, or even booze and narcotics.
Psychic abilities evolve with use and exponential expenditures of willpower. A psychic may only
develop new abilities he has a prerequisite ability for. Otherwise new abilities cannot be gained.
Low-Thaumaturgy rites can be learned with time and effort, but require the individual to discover
actual ritual components and techniques via research and hunting for repositories of knowledge.
Purified Siddhi can be learned and developed from training, use, time, and spirit tutelage. As well
the Purified can be taught Numina by spirits and ghosts.
Skin-Thieves cannot develop new aspects, however they can be taught Numina by spirits (but not
ghosts).
Slashers cannot learn new ripper abilities, but pre-existing ones can develop into scourges with
effort and time. Other Slasher abilities, except Atavism, can be learned.
Notes on Items
The forgotten book is a genuine grimoire, and as such can reveal minor truths about the various
supernatural beings of this world as well as minor ritual magics (the kind that are near useless,
lesser than even low thaumaturgy). Translating it will also improve the powers of Thaumaturges and
those with the Demonologist perk.
Vampires, or the Kindred. They drink blood, do blood magic, burn in sunlight, and a stake through
the heart paralyzes them. They manipulate from the shadows and do other typical vampire-y stuff.
Werewolves, or the Garou. Half-Spirit half-man, the Garou were tasked long ago to basically be the
spirit police. Then they murdered big daddy wolf and everything went to hell. There is a civil war
among them between the factions that killed the big wolf daddy and those that opposed it. They can
turn into a part wolf human, a war form (typical werewolf), a dire wolf form, and a wolf form. A
human seeing one transform suffers from “lunacy” which causes panic and short term memory loss.
They do take extra damage from silver.
Mages, or the Awakened. Mostly mortal individuals who “awakened” and can impose their will
upon reality to a point. Of course doing this in front of normal people causes magical backlash
called paradox. Mages are split into basically three camps; the seers who worship old mages who
ascended, the regular mages that are trying to fix reality (maybe?), and the banishers who think that
mages are a blight and murder other mages.
Changelings. Stolen away from their normal lives by the True Fae and replaced with a fake that
believes it is the original, Changelings were dragged through the hedge and made into slaves and
toys. This has changed them into something different. They then escaped back home and are now
trying to live in a world that could have progressed decades from the time they were taken.
Prometheans, or the Created. Artificial lifeforms created by (mostly) mad (mostly) scientists.
These include golems (not actually made of earth or clay), Frankenstein monsters, and the
occasional android. Regardless, they appear mostly human, but inspire dark feelings in those who
encounter them and the poison the earth they walk upon. If they stay in one place too long it
becomes a wasteland. The goal of most Prometheans is to become human. Occasionaly angel-like
beings show up to give them cryptic advice. Don't ask me about that, I don't know.
Sin-Eaters. Humans who died and cut a deal with formerly human death spirits called Geists for a
second chance. They work hard to put ghosts to rest and enjoy their newfound lives. They have
incredibly potent powers called manifestations that put them on par with most mages in terms of
power, and have a unique from of death-based ritual magic.
Innumerable other kinds of supernatural entities exist as well, but are much less numerous than
those listed above.