Supernaturals

Supernatural merits and flaws are packaged deals
for players who would like their character to be some form of super natural
creature. Each super natural type has its own unique merits, and flaws. If your
character is a super natural, they may take no other merits and flaws, but
instead use the provided lists. Below is the list of supernatural types.

## **Vampires**

Vampires are
the dark emissaries of the night who hunger for blood. They are predatory
creatures and acts such. Below are the merits and flaws of vampires.

·
+ 1 to a physical trait

·
+2 charisma

·
One free power  from the list:

Glamour: Charisma + Arcanum +
flirt against targets Mental Defense value/ If Target fails are stunned.

Flight -Triples movement, and
allows the player to avoid an obstacles

command (+2 to all social actions
to make someone do something)

·
Can buy additional vampire powers
at 15 build points each

·
Heal up to stamina in health
levels from a bite victim, the victim suffers that much damage

·
-5 to all actions in direct sun
light

·
Must feed once an event. If do
not feed lose all bonuses, ability to use powers, and suffer a -5 to all
actions

·
Allergies - - 2 penalty to most
actions (GMs disclosure). Garlic, salt, etc.

·
Suffer double damage from blessed
objects (which must be declared at start of the event, or blessed by an actual
priest).

## **Werewolves**

Lycanthropes
are the power house of the super natural world, but do suffer from severe
limitations. They at times are almost like a glass sword.

·
+1 to each physical attribute
when transformed

·
+4 intimidation when
transformed

·
Deal full card draw damage for
unarmed when transformed

·
-2 social actions when not in
transformation (bestial traits or actions)

·
Regenerate half constitution
(pre-transform) damage a turn when transformed

·
When transforming must make a
draw. If a 4 or lower then it is an uncontrolled transformation.

·
GM controls your character in an
uncontrolled transformation

·
Silver deals double damage in any
form

·
+1 awareness in any form

·
+1 athletics in any form

·
Offensive to animals

## **Ghouls**

Ghouls are
the reanimated corpses of the dead that retain some form of intelligence. They
are generally not very popular with those outside the super natural community,
and often not even within.

·
For social interactions other
than intimidation charisma is considered 0

·
+3 intimidation

·
Carrion: Can heal up to twice
stamina in health levels if eating flesh (out of combat)

·
What’s that smell: -3 to stealth

·
Must feed once an event or suffer
a - 5 to all actions

·
+1 to any single physical
ability

·
Double stamina for soak

·
-1 to all actions when in
sunlight

·
Offensive to animals

·
Night-sight

·
Must begin all “m” sounding words
with a moaning sound

## **Lich**

Lich are powerful ghost like creatures that walk the world between the
living and the dead. They are powerful, but suffer from a severe Achilles
heel.

·
Non-corporal:
a player may go completely invisible and untouchable. Meaning they cannot be
touched, nor touch anything. When in this state +5 stealth. May be used three
times an event.

·
Telekinesis:
can move up to intelligence in objects up to might in weight up to ten feet
away from body.

·
+2 to
perception

·
Silver does
double damage

·
Have part of
their original body near them at all times, if that part if damaged health
cannot regenerate that event

·
Can be
sealed or banished by a strong priest or religious type.

·
-2 to all
social interaction other than intimidate

## **Fae**

The Fae are the old trouble making spirits or creatures of old. They
exist to cause trouble dissent and trouble among other creatures. They have no
specific form or style, the only thing they have in common is they come from
elsewhere.

·
+1 charisma,

·
+1 other
attribute

·
Glamour:
Charisma + Arcanum + flirt against targets Mental Defense value

·
+2 to mental
defense

·
Wimsy: Fae
gain and lose interest easily. (+2 social actions/-2 initiative)

·
Select
substance deals double damage (iron, silver, gold, aluminum, copper)

·
Flaw: Honest
to a fault – cannot lie.

·
Compulsion:
Each event they have a compulsion they must complete, given by GM.

·
Completion
of compulsion allows the fae to regain health lost during the event.

·
Otherworldly
Taint

== **Skin**
Changer   **==**
·
3 transforms
a LARP from phylactery list

·
Additional
transformations per event gained by spending build points equal to the twice
the new total number of transformations for each transformation for added.

·
*Example: to go from 3 to 5*
transformations per event would be cost 18 build points (8 for the 4th
plus 10 for the 5th)

·
Initial
Phylactery contains 5 forms

·
May add
forms to a phylactery by spending build points equal to the new total number of
forms for each form added.

·
*Example: to go from 5 to 7*
forms it would cost 13 build points (6 for the 6th form plus 7 for
the 7th form)

·
+1 charisma

·
+2
performance

·
+3 to be
divided as player wishes between Bluff, Stealth, and Larceny

·
Mental
Defense check once in the -3 health levels to maintain form at a difficulty of

·
Flaw: Otherworldly
Taint

·
Flaw:
Mistaken Identity

·
Unable to
transform if phylactery is lost (stuck in last form).

·
Lose all
memories if phylactery is destroyed

·
Object
Attachment: Phylactery