Showing posts with label sasshammer. Show all posts
Showing posts with label sasshammer. Show all posts

Friday, 13 April 2012

THE WORLD HAS ENDED Changeling , Freak, Golem

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Here's the remaining 3 archetypes for the WORLd has ended. For the sake of completion more than anything. I might run it if I was looking for a game to play at short notice, and I'll more the likely use this archetype to stat up npcs for MORE BETTER HAIR: the secret is you
CHANGELING
Changelings can look like normal humans, but when they use their powers there fey heritage shows.
Weakness to iron. Iron weapons do another 3 points of damage to you and always do atleast 1 wound. You cannot use your powers if you are in contact with iron
+1 cha +1 awareness +2 fortune
Powers 15
dodge 13
violence 12
Speed is normal

Choose 1 hertiage and 3 sorcery portfolios.
Troll blood:
You a big and beefy or twisted and knotted like cord wood. +2 st  +2 con. When you fey nature becomes visable, you turn blue, or grow fangs and claws, or double over.
Urdine /mermaid:;
aquatic, +2 cha, speed is very fast in water.

black annis
iron hard skin and long claws , 3 points armour +3 str, str+3 natural attack

red cap
+2 hit and damage on your first attack, no weakness to iron
Gremlin
+3 ref , you may disable or sabotage a mechanical device you are left alone with. You may  spend fortune to destroy a mechainical device used to attack you before the attack resolves

Nuckavee
can swim at very fast in water, drowning touch: make a successful attack, instead of doing damage, they being to drown, until they can bet your outcome+will with con opposed roll

Lepricorn
+4 fortune. Your fortune score is not reduced by spending fortune points for the purposes of fortune checks


Ogre
+4 str +4 con

Gnome
select one effect from the Sand Sorcery schtick to use as a power,
+1 int

sylph
Can fly at swift. +2 dex. Select one effect from the weather sorcery portfolio to use as power, if you have that portfiolio +3 to your Power when using  that effect

+1 awareness

Hag
+1 con, +1 int, increase Power action trait by 1 when using sorcery schticks

satyr/dyrad/nymph
+3 cha
select one effect from the influence sorcery schtick to use as power  if you have that portfolio +3 to your Power when using  that effect

hobgoblin
+2 str +2 con +1 ref



 Sorcery Portfolios:

Luck :

Pox: A successful Powers opposed roll makes the target lose a fortune point.

Jinx: A successful Powers opposed roll means that next time the target spends a fortune point, the fortune die is negative rather than positive. The target is unaware that this power has been used on them.

What a condwicky dink:
Spent a fortune point to find an object that you really need (but is not like a super rare super thing) in an inlikely place

Sucks to be you:
When someone has a negative die, you may make Powers opposed roll to give them an additional negative die.

Pushing your luck:
You may use 2 points of your Powers score to gain another fortune dice in any check. The Powers action trait is reduced after resolving the roll

Mascoting:
Make a powers roll vs 12, success means you can spend one of your fortune die on someone elses roll.

+ select any from following list
winter
illusions
healing
influence
weather
flux
polymorphism
conjuration
healing
animal
metamagic
Golem:
(includes franksteins, clay , stone, clockwork men, atomic robots)
Str +6 Con +8 ref -2 , dex -2 cha -2 -1 awareness, +2 will
Do not suffer impairment due to wounds, or pain
Immune to poisons and diseases , even super poisons and super diseases
Violence 15
powers 12
dodge 10

Choose 3 powers:
A Brute of brutes
add another +2 to str and con

Unbreaking stride:
reroll any failed will check once

Tainted Power source:
anyone spending a scene in close promixity with you suffers 5 wounds of damage that can only be healed by magic.

elementally linked
Choose a element, double your con to reduce damage from it

Sundering Voice
Shout at unanimate object. It now has a hardness score of zero.


Titanic Force:
Double your strength score for the purposes of lifting or pushing something.

Dread Certainity:
Your fortune is zero. You may not increase it. No one may use fortune points  within 30 metres of you. 

Rockchewer
as werewolf

Devour
as werewolf:

Magic resistant
Resist any magic attack with your highest action trait.


Strength of the earth
your strength is 2 points higher while you are in contact with the land.

Freak:

Horrible mutants, puking masses, gibbering wreck

stats are rolled using instead of 8 d6 assign one die per stat, you instead roll 4d4, and 4d8

violence:13

powers:13

dodge: 13

Select 4 powers

secret friends:

you are infected with friendly parasites. You may consult them for advice, allowing you to reroll a intelligence or awareness check. 

tumour circus  :

Anyone striking you in melee must make a dex check vs the outcome of the attack or take twice that in damage from rupturing a number of acid / poison/ fanged tumours.

foul spew :

As supernatural creature in feng shui

freakish trait +2 to a stat of your choice, you can get this more than once, but cannot spend get it twice on the same stat

bone saw (as body weaponary but +1 more damage)

devour (as  were wolf , but can survive incredibly toxic stuff)

numb

-1 dex , your con is 5 points higher for the purposes of making deathchecks
You do not suffer impairment from pain, but at the start of any scene make a dex check or have accidently suffer 5 wounds from accidents before hand.

acid blast

powers attack, inflicts damage = randomly determined stat at creation +3

Utility slime:

Secrete a weird goo, that hardens into ropes, webs, etc. 

Extra heads:

+1 int  and awareness per extra head. You may get this power choice more than once.

nemtocysts:

shoot out horrible poison spines at someone. Powers attack inflicts 6 damage, and must con check or take additonal wounds = to the amount the failed the check.


balefire:
Powers attack with horrible radiation fire. Does damage = your current wound total -10.


minimes:
In a hour you may grow and birth a smaller version of your self. Take wounds up to your con. The minime has a violence score = to that. Their stats are = to yours-2. They count as an unarmed character. You may have more than one at a time. If you eat them you heal the wounds you suffered birthing them, and gain any memories they had while alive. THey are under your complete contril.

carpet of limbs:
You have like hundreds of tiny limbs. YOur speed is very fast.

Blimp:
You may swell up with inner gases and become lighter than air. You can fart around at normal speed.




RockChewer
as werewolf

assimilate:

Eat a fresh body to heal wounds= its con score

Friday, 6 April 2012

THE WORLD HAS ENDED: wraith archetype

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WRAITH



look like dead  person, either coz they are pale and horrible looking or actually have a chunk of their head missing, or are still smoking or what have you. You are physically there though.  You can heal a number of wounds = to your will power each hour. Regular diseases and poisons do not effect you, but super diseases and super poisons do.



Violence 12
Dodge 15
powers 13
Wraiths have normal speed

You suffer your first point of impairment at 31 and your 2nd at 35.

MAke death checks at 40
if fail death check may reduce choice to reduce stats by an amount = to the amount you failed the check, to go into a insubstial ghost cloud and flee back to you crypt where you can grow a new body.  It costs less to buy your stats back with exp than it usually would, but they still wouldn't come back any other way.
Choose 3 powers:

Insubstantial: you can turn into a translucent version of your self. In this form you cannot be effected by anything physical nor effect anything physical. You can totally walk through  walls and stuff. You cannot heal damage in your insubstantial form. For every minute you spend in this form you take 5 wounds when you reform your physical body.



Inner void:
you body has cracks in and a pure darkness snarling at the light seeps out. Anyone attempting to directly infect your mind takes an attack using your power score, damage is = to their int, and is not reduced by constitution. In addition if you fail a death check your body implodes sucking the light and life of all around you, everyone with 20 metres takes 5 wounds.


Fear:
 You can radiate intense doom to a number of people within sight range = to your intelligence. Those targets must make a will check. Failure means they suffer impairment = the failed outcome on any attacks directed at you. They may make a new will check each round.


Object reading:
 you with a touch sense an objects history , and any charged emotional events that have happened involving it.


Ruin:
You send out a wave of pure malignancy, directed at an objects it twists and breaks them, against the living minor hemtomas burst all over the skin , bones creak and organs quail. Anything that can go wrong does go wrong. It's a Powers attack delivering your will+int damage . In additional the to taking damage the target cannot use any fortune dice on their next action.

Cold blast:
A shrieking wind of utter cold. Resolved as a Powers attack and does int+4 damage. If you get it more than once increase the damage to int+6

Flight:
you can fly like a dirty sheet in the winds of its design. Your speed is swift with your flight, and you can use your powers score to dodge attacks instead of you Dodge score. Purchasing this power choice more than once increase the speed category by one each time .

Poltergeist:
you can lift stuff with your mind! MAke a Powers roll,  the d.v is 0 plus these modifers: is +1 for slow movement +3 for a brisk walk movement, +6 for throwing it fast, +10 for horribly fast. +1 for an object as heavy as an alarm clock, +3 for a object as heavy as a medium dog +6 for +9 for an object as heavy as a table and +12 for an object as heavy as a car. If you are trying to lift something up with that has a Powers score, add that on to the DV as well. Damage is -9 for an object moving at slow speed, -6 for brisk, 0 for fast, +6 for horribly fast. The heavyness of the object is zero for objects lighter than an alarm clock, +1 for an alarm clock, +2 for the weight of a dog, +6 for a table and +12 for a car.
You can use your Powers score to parry incoming missle attacks if you can lift up an adequite barrier and move it at at least fast speed.



Ghost door
Connect to portal together with your spooky magic. Both doors must be with sight of you, or with a successfully int check within intX10 metres. Anyone going through one door winds up coming out the other. Effect lasts until you activate another wraith power or fail a death check.







Shadow strike:
You can strike at someones shadow, hurting them as though you had stabbed their for real flesh. This needs to have shadows present (so nolighting from all angles or pitch darkness) and if it's not obvious where there shadow would be, make a fortune check for it to be near you. You can only do physical attacks with your body through the shadow, and you use your int as a damage modifier instead of str+weapon. If your opponent is unaware of this vector of attack, you use their reflexes as a defensive action trait instead of Violence or Dodge. Once they are wise to it, they can Dodge but at -2 to there Dodge value.

Teleport:
 You can spend like 2 rounds and then you reappear somewhere else. Make an int check. Success means you arrive there. It has to be somewhere you have been before. Failure means you appear somewhere else. Roll a scatter d8 to determine direction and appear 1d4 hexs in that direction

Blink
when you activate this you flit in and out of existence. anytime you are attacked roll a d4 , on 4 you blink out of existence and reappear 1d12 metres from your current place in a random direction. This more than likely means the attack misses. Every 3rd round of using this power you must make a make a fortune check. Failure means you blink somewhere that puts you in line of a random attack or out of reach for your own attack or in the middle of an environmental hazard.

Soul searing gaze:
You attack a senteint being with a gaze attack. They must be vaguely facing you. It wracks them with inner torment, and counts as a Powers attack doing Cha+2 damage. Only a Powers score can be used as defense.

banshee wail:
You can only use this power every 4 rounds. Everyone within earshot must make death check. If there wounds are below 35 (or the number they use to start having death checks) then its a death check vs a negative number, so if they have 0 wounds, they would have to make a con roll againest -35. So you would feel real dumb if you fucked that up. Anyone who fails the deathcheck starts dying as per standard rules

Secrets from BEYOND:Choose one effect from a sorcery port folio to have as a power.

Wednesday, 4 April 2012

THE WORLD HAS ENDED a DaintyCannon hack of world of darkness part1

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF SO brain , I type this up and we can stop thinking about it okay?
DOn't make me come in there.
Okay so I made a comment about running WoD like a dungeon game because I think it is funny to do the exact opposite of what someone has intended with something. I'm actually pretty obvious like that.
Anyway I'm gonna type this up and forget it ever happened.

So this is a campaign setting for Pretty Soldier Sailor Half Brick : My eyes are bleeding too so I see with my Heart



The World Has Ended.

Apocalypse apparently comes from some greek words meaning "lifting the veil". Armageddon was referring to a patch of dirt somewhere.  Ragnarök meant "the fate of the ruling powers" or the twilight of the  gods in a poem somewhere. Which sounds a tad more rock and roll, but a drunk said it better "when the musics over turn out the lights"
Aztecs? MAyans? you want in on this? Oh look they had a serial going on ...


Nahui-Ocelotl (Jaguar Sun) - Inhabitants were giants who were devoured by jaguars.

 The world was destroyed.

Nahui-Ehécatl (Wind Sun) - Inhabitants were transformed into monkeys.

This world was destroyed by hurricanes.

Nahui-Quiahuitl (Rain Sun) - Inhabitants were destroyed by rain of fire.
 Only birds survived

Nahui-Atl (Water Sun) - This world was flooded turning the inhabitants into fish.

A couple escaped but were transformed into dogs.

Nahui-Ollin (Earthquake Sun) - We are the inhabitants of this world. This world will be destroyed by earthquakes (or one large earthquake).

So it's been done before they said.

It wasn't an earthquake. The world just stopped making sense one day. An imprecise thing, an unravelling , the subjective rose up and ate objective reality in one bite.
A bunch of people stopped going to work. The trains did not run on time. People walked out of their lives and did not come back.
There was talk about an unraveling, the unseen danger of recursive stacking of self aware matter, the Probability bomb , or the GhostDance, or just reality got tired, science snapped one day, or the physical laws of cause and effect actually drift like foam on a wave.

And you, in the corners, of the darkness, emerged.
Vampires and Werewolves, doomed ghosts and fey orphans. The stage lights went off the house ones went on , and boy did you guys look stupid standing there to all those empty seats.

Sure the City is still there just like it was you think. Climb the empire state building and see the Eiffel tower  and the Rhodes colossus  . Turn left at central park to get to the Amazon jungle. Its all still there just like in all the photographs. Some people say that it was not like  that and the maps said different back Before the End but no one really knows what a map is. The best guess was it was some kind of trained bird.

Humans are still driving around suburban and working in the mines and chasing carnvirous couches through the AKEA savanna. Chernoybal glows from the bottom of the grand canyon and the glowing russians drink with the bears. You crawl from out from soft places of monster land and raid the human world for meat and treasure. Riches in plastic and glass. The High Court Judge Vampire of The Capitalist lands gives his decrees from his throne of the finest dvd players, the frost giants war with the FatMans elves and Gun Ho commandos trying and stop you looting their room.

 Screed aside,
THe WOrld has ended, has players being citizens of Monsterland, an umbra land that overlaps the HumanLand. Monsters forage into its daylight to seek power and glory amongst it's unfavorable magics, all the better to proof their worth back home.

Basically the world we know now exists as fractured realm, with mythos banal and ancient alike crashing around the remaining humans .

One idea to run it would be as a hex crawl, (see tables below), but upon entering a blank hex, you, the dm, should roll a d6. On a 1 or 2, fill that blank hex in on the map (with whatever you roll). Otherwise leave the hex blank, meaning roll again for content when the p.cs leave and return.
If you wanted to do it as limited run campaign , having the characters be group of people grouped together, all innately sensing they are on the some pilgrimage . The pilgrimage being to the endless serpent who can be seen at the Other end of the world,  curling in the sky, eating the stars one by one. The endless serpent can grant them purpose, oblivion, or incarnate them to some other time where they can make sense.
You could do this by having a giant hex map, leaving everything blank but marking where the Other side of the world was.
Here's some tables to generate hex content:
d10
1 Brutal landscape
2 intense wilderness
3 Ruins
4 Eerie but seemingly empty plains
5 small settlement
6 partially ruined city
7 A scene out of time!
8 Hey! its that place!
9 roll twice
10 roll thrice

brutal landscapes!
1 A vast plain with crusted black masses, that threat to break, dropping you in the boiling caustic substances below. Horrible mists gush up sporadic , causing guilt-wracking hallucinations. Also beware the flamingo of great twisted size and cruelty
2 forest, the trees are burned black, polished to a gloss, and the branches tapering to spikes. Countless armies are impaled here, including their horses and dogs. Atleast half these soldiers and their beasts are undying and struggling to kill everything in reach, especially the soldiers of differing armies
3 A desert of smooth grey river stones. most are size of your head, but some! some are the size of a fine house! beware the winds here, for they can whip up to speeds great enough to send the greatest of boulders tumbling and bouncing like the flimsiest of paper cups! Sometimes these hellwinds only effect the boulders, and also on occausion everything but the boulders.
4 Obsedian mountain range, with goat-baffling trails leading through them. Waterfalls of liquid nitrogen pore in various sizes along here, and caverns lead to mirror mazes where you reflections emerge as hateful alters of your self, and try to murder you in death.
5. A foul grey blog, with mud that threatens to suck you down , like a horse in a really sad scene in a kids movie. Islands here reveal themselves to be asshole turtles that fuck you around with their bullshit, and harpys shit worms on your heads.
6 A frozen lake, the ice clear enough to see angry drowned people beating on the ice's underside. Making eye contact angrys them enough to mold themselves together into a mammoth like form break through the ice and kill you so much. Ice formations like knife sex are scattered around here, near invisible and bastard sharp.

Intense wilderness:
1 Superjungle! like skull island in king kong! bugs are huge! everything fights everything! dinosaur killing centipedes! cracks leading to horrible subterranean realms like this
http://www.youtube.com/watch?feature=fvwp&NR=1&v=DTWYQhTT388
2 WInding canyons with forest growing sideways along the walls. Flash flood threat! every hour roll a d6, on 1 flash flood with all kinds of city detrius pushed along with it.
3. Mangroves with waving sea anemones instead of trees, and squid-gibbons (squibbons) flipping through the trees
4.A snow covered forest, with everburning churchs and wolves than eat distance
5 The bottom of the ocean, but theres no water but the fish don't notice, swimming around and leering at you in the air.
6 a dreary scottish grassy fen, with wickermen and pylons. 1-2 the wicker man (or pylon) is empty 2-4 is full -5-6 is full and on fire

Eerie plains:
1 a lake of frozen blood
2 huge level rubbish dump
3 Icebergs, upright nuclear submarines, radioactive ghosts
4 Supermall devoid of people and ceilings
5 a desert of childrens skulls
6 a vast carpark with human shadows burned on to the concrete

note for human occupied hexes
you can roll on this table to see what mental state they are in:
1 The are acting like nothing is wrong, and will constant deny or rationalize anything that deviants from the pathetically play acting that is their attempts at normality
2 They are acting like nothing is wrong, but that's because it has not been brought sufficiently to their attention yet . When it has roll again on this table
3 They are aware that shit is fucked to shit, but they are making a go of it and managed to scrap out an existence and are hopefully and pragmatic for the future
4. they have become fixated on some batshit explanation and solution to the worlds ending, and are now dangerously fanatically
5 They are completely not dealing with it on any level. A mixture of mania , rage, catatonia , weeping and suicides.
6. Roll twice and then use a percentage die to determine the ratio of the population that is effected by both rolls

A SMALL SETTLEMENT
1 A commune
2 a dig side and base camp for archaeologists/ grave robbers/ scavengers
3 a military outpost
4 a series of farms
5 a trading post
6 shanty town/refugee camp/hobo camp

RUINS OF CITIES
1. A horrid labyrinth of highways, cloverleafs, turnpikes , overpasses and under passes. Stalked by  carnivorous cars , who will eat each other and you
2 Frozen in mid shock wave, so cars are fixed tumbling in the air, people forever as a partial cloud of blood, buildings curved and bowing
3. Molten, twisted and sucked upward, then set like that.
4. Flooded, full of dinosaurs
5 half entombed in a glacier. Yetis
6 Just abandoned, like everyone has vanished 1-2 5 months ago, 3-4 seconds ago 5-6 100 years ago

PARTIALLY OCCUPIED RUINS OF CITIES
the occupants being
1 Full of fighting factions and gangs
2 making absurd and grandiose repairs and plans. Heaps pathetic
3 Doing okay!
4 Giant party! woooo! there is no tommorrow!
5 bunkered in one area and fortified there , paranoid as bro.
6. A little of this a little of than, roll twice

SCENE OUT OF TIME!:
1 cave people burying one their leaders
2 Woodstock is happening!
3 greek market place with philosophers arguing and togas
4 Jousting tournament with knights and merry peasants
5 Egyptians building a pyramid
6 Victorians on bicycle picnic

HERE ITS THAT PLACE!
1: Chernobyl
2: the Eiffel  tower
3: the grand canyon
4: Bluff, New Zealand specifically this place
5: The statue of liberty
6: great wall of china
7: stone henge
8: roll again, but make a horrible mirror world version of the place


The archetypes :

 


Werewolf:
or some other kind of freaky turn into beast form and eat faces , dude.
You choose either wolf or human as your base form. That form you can spend as long as you like as. Make a will check to turn into any other of your forms. Do it in steps, ( but only if time is important) so will check to turn from human to big hairy human, next round will check to turn into halfwolf etc.
Any form other than your base form you can spend a hour per point of willpower before you have to spend  the same amount of time back in your base form.
On a full moon however you can spend as long as you like in any form.

stat mods: human +1 str +1con +1 awareness
big hairy human +2 str +2 con +2 awareness
halfwolf +4str +4con +3 awareness -2 int, cha claw or bite str+3 speed is swift
Dire wolf +3 str +3 con +4 awareness -3 int, cha  speed is swift
Wolf +2 str +2 con +4 awareness -3int -2cha bite str+2 speed is swift

After resolving damage and wounds and any death checks, heal 5 wounds instantly unless from fire, weird juju, silver , acid or other excessive and horrid type.

dodge is 13
violence 15
Powers:12

Choose 3 Powers:
Big Bastard: you are from some kind of barbarian type stock , like celts or vikings or something. Add +1str and con

Scavenger: you are at home in the cites, you can totally track, forage , and hide here like a dirty ghost. Make an awareness check to find pretty much anything you need in the trash.

Furious Exploder: YOu can launch your claws off like bolts from a crossbow, you use your Powers score to attack and it does dex+2 damage

Winters Maw: you are like down with them cannibal winter spirits. If the weather is kind of  crappy , you can make it snow and be awful. Roll a will check, the higher the outcome the more cold you make it.

Spit of The Moon: your claws and teeth become like silver, in the sense that you now do an additional 5 damage to werewolf's that they can't regenerate. You also cannot use you healing abilities when you have activate this power.

Devour: eat something non-moving the same size as you, unless it is hell toxic or dangerous, you suffer no ill effects from doing so. In additional your bit attack now does str+4 damage instead of str+2

True Scent: make an awareness check to smell out the details of a targets day. Also can make awareness  checks to detect lies, but subtract their will power from your awareness score before you make the check.


Bound: With a standing jump you can easily make it on to the roof of a single story building.

Howl of Doom: howl at the start of combat, opposed check of your will ys everyone else's. Anyone ones will check you beat suffers 1 impairment for a number of rounds= to the outcome

RockChewer: ignore 6 points of hardness from an animate object

Red Haze: Unnamed characters go down on an outcome of 3 or more from attacks by you

Bezerk: you may choose to go berserk. Ignore any pain or mental related impairment, add 2 to your damage and subtract 2 from any Action trait used defensively. You must make a successfully will check to before you can do anything other than attack the nearest person. If you succeed in 3 will checks in a row your bezerk ends, and cannot be used again for the scene. You can choose to end your bezerk of your own choose with a will check at -2.

Werebear: you are not a were wolf but a were bear!   This uses 2 of your power choices, use the stat bonuses for werewolf but add a further +2 to str and con

WereJaguar : this cost one power choice, modify the werewolf stat bonuses by -1 to con, but +2 to dec and ref in all your forms. Your jaguarman and
 dire jaguar forms  have Very fast speed

WereSpider: uses one power choice. do not use werewolf attribute modifiers , instead yours are
human, +1 awareness, +1 dex and ref.
Human with various spider bits growing out of it, +1 str +1 awareness +1 dex and ref.
Some hideous giant spider thing with human bits like a drider or whatever +2str/con/ref/awareness +1dex  A spider the size of a dog , as human with extra bits, but +2 awareness
A swarm of spiders: no applicable str score, may only be damaged by effects targeting an area
If you suffer damage in spider swarm to give you impairment, when you return to another form , reduce your mental stats by the amount of the impairment for about a week.
Also poison bite, bitten person must make a con check. If they fail gain wounds = to the amount they failed
Web: you can do rope web things. OR shoot it at people, with your Powers score, does not damage but reduces dex and ref by outcome, lasts until they spent a round reducing it by their str or dex score.
Speed in the giant spider and drider forms is swift

Were rat: uses one power choice , gain scavenger and rock chewer as well, but stats are
human +1 ref +1 awareness
ratman +1 str, con +3 ref, awareness, +2 dex
dire rat :as above
rat:-3 str, con +3 dex, awareness, reflexes
Speed in all forms is swift

Weresaurian: this uses 2 power choices
human: no mod
lizardman:+2str, 4 points of armor
Horrible composite dinosaur situation thats like all the spikes and teeth and horns and shit form
+8 strength, +8 con, -1 ref, -4 dex, 8 points of armour, natural weapons do strength plus +5, lower dodge by 4, increase violence by 2. Attack with Powers score with a fire breath, does 12 damage, can attack up to 3 people standing close to each other with no penalty.
Speed is swift in for Horrible composite dinosaur situation thats like all the spikes and teeth and horns and shit form.



Vampire

violence 13
powers 13
dodge 13
vampires are swift

Direct sunlight does 5 wounds per round of exposure.  Overcast or partial cover means you take 1 wound a round. You may not heal these wound until you have spend 12 hours in torpor.
Torpor is your spooky undead sleep. You can do it any sealed dark chamber, or by burying into the ground. It is a deep deep sleep and you will only awaken if you take significant damage from it, or the time has passed that you have declared you will sleep. You heal all wounds after 6 hours of torpor.

can spend blood to increase stats
you can store blood points up to your twice your dex score, because dex is not getting used enough and fuck you thats why.
Blood can be exchange 2 for 1 point of stat gain if it is to last an act, or 1 for 1 if its is to last an action.
You can spend 1 blood point to heal 5 wounds.
You may regain Blood points by blood sucking . You get blood points from an individual = to there fortune score -2 if drink them dry, otherwise one point.
You can only drink blood if the individual is helpless. You use up one blood point per day. If you reach zero blood points, you have until your willpower in days to get some or you will fall into torpor until blood is spilled near you.


choose 3 powers:
improved blood tank:
you can store 2 point of blood per power choice spent on this. This extra blood is stored in some growth like a foot long nose, a distorted stomach , a hunch or hump, or big twisty sheep horns.

proboscis
You can choke up a half metre bone spike which you can stab into people. It does a str+2 damage and gives you a blood point the first time you successfully attack someone with it.


transformation:
choose bat , wolf or some other spooky animal. You can turn into that when either you want. You speed is very fast in that form. Gain +4 points total to whatever relevant stats you think.


mind control
 If you have eye contact with someone you can make a will or cha opposed check vs the victims will. Outcome of 2 or 3 means they lose this action this round because they are going arghaa get out of my head, 4-5 means they will obey one simple  command of yours that they can easily accomplish (like drop that sword, run away etc) 6-7 means they will obey instructions from you but unwillingly for one round per point of outcome 8-9 means they will obey instructions from you and think it's their idea, for a minute per point of outcome 10+ as previous but the next sunrise
body weapons
You can make you hands into giant talons, or big massive spiked bone spheres, or rib out your ribs and use them as weapons. Pick one, it does str+4 damage
flesh shaping
you can shape someone's flesh like putty. If used in combat its an attack that always does 5 wounds , and you can reduce a physical stat of your choice by 1 for every 4 points of outcome.
(effects last until sunrise/sunset). Against someone willing or helpless you can heal up to 10 wounds, over 3 rounds. Also against someone helpless you can shape there body how you see fit.

wall crawler
you can climb on the ceiling on smoothish walls. Dex check if you are under attack. Perfectly smooth wall /ceilings, no.


skulk
in bad lighting conditions, opponents must make an awareness check to direct attacks at you.
If someone is not looking for you the are not going to find you. If you are actively trying to remain hidden (and not like, trying to smash the guy) the searcher makes a opposed awareness check against yours.

flight
you can fly at normal speed. If you get this again, swift, then very fast, etc.
Dark entries
 you can just show up indoors without explanation for how you got in.
children of the night
 nocturnal creatures are friendly to you. You can communicate with them and with a cha roll, they will do favours for you.

Dark Knowing
Choose one sorcery effect from either mummy or channeling sorcery portfolios


Mummy:
violence 13
dodge 12
powers 15
+1 int , +1 con
mummys speed is normal
Choose 2 powers and 1 sorcery portfolio
Wither
make a powers attack , success does int damage and the fail their next physical stat check (that effect does not stack)
Internal swarm (bees, snakes, scarabs, scorpions)
you  internals full of horrors. You can vomit them forth , as a powers attack, they do con+2 damage, and may boost this damage by 1 for every wound you choose to take
Scour
 summon a horrible sandstorm, it does 12 damage against anyone within 20 metres of you, and takes out unarmed characters on 1-2-3 on d6
Curse
Heartless
Rotting Fist:
 physical attacks by you always do atleast one wound (on fleshy guys anyway), and require a con check or suffer one point of impairment. this can stack.
Vile Humours:
you are full of poison, anyone biting you takes 5 wounds. You may attack a poison spit, it does con+4 damage, use your violence
Gaze of Decay:
powers attack does 7 wounds

Sorcery portfolios
Sun: effects include:
Arise : glow like the sun, acts like daylight for weaknesses, anyone trying to look at you without protection suffers -1 to rolls against you
Eclipse , you make it dark
Shadow play : you can manipulate shadows
Time:
haste, +3 to ref +1dodge last rounds=outcome
slow -3 ref -1 dodge lasts rounds = to outcome
age powers roll against dc 10 , outcome is X 100 years how much an animate object ages
sift: dc 5 , tell what a destroyed object was
reap: powers attack , damage is outcome, randomly assigned to physical stats. Lasts one round per outcome


Counter magic
Fertility (feng shui rule book)
Symmoning ("")
weather ("")