Page 217 - World of Darkness
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Vice: Wrath are nearly always malevolent (some say demonic). They use
Initiative: 5 their power to sate physical urges denied them by their in-
Defense: 3 tangible forms, or to inflict suffering on victims.
Description: Skinriders occasionally appear as glow-
Speed: 16 (species factor 10)
ing, insubstantial forms that flow like smoke over or into
Size: 5 the bodies of their victims. Possession victims can show clear
Corpus: 7
signs of being under supernatural control. Their eyes turn
Numina: Ghost Sign (dice pool 6), Magnetic Disrup- gray and milky or their skin takes on an unearthly pallor.
tion (no roll required) and Telekinesis (dice pool 6) Sometimes a ghost is powerful or subtle enough to operate
without revealing itself, unless it is angered or frustrated.
Deceiver Storytelling Hints: Skinriders are almost always evil
Background: A deceiver is a powerful, sentient spirit ca- spirits that force their will onto defenseless mortals to ful-
pable of terrifying (and even injuring) mortals by tricking them fill their desires. They enjoy taunting victims, and choose
with potent illusions. These spirits can be the remnants of an vessels who will suffer the greatest from the consequences
older, more primitive time when human worship lent the be- of forced actions. A vengeful spirit could also attempt to
ings greater power and insight into manipulating mortal thoughts. possess a mortal body if the object of its revenge is nearby.
In rare cases, deceivers are the malevolent souls of powerful Attributes: Power 5, Finesse 4, Resistance 5
mortals bent on revenge for an injustice committed against them. Willpower: 10
Description: Deceivers can assume any appearance they Morality: 3
wish, taking the form of a mortal’s loved one in one mo- Virtue: Justice
ment and appearing as a nightmarish monster the next. They
typically prefer not to reveal themselves at all, relying on Vice: Wrath
indirect illusions that range from the grossly obvious (blood Initiative: 9
running down walls) to the subtle (the victim fails to see Defense: 5
the Out of Order sign as he steps into the elevator shaft). Speed: 19 (species factor 10)
Storytelling Hints: Deceivers are excellent antagonists Size: 5
for a classic ghost story, being able to create any image they Corpus: 10
wish in order to communicate with (or eliminate) their vic- Numina: Animal Control (dice pool 9), Compulsion
tims. Unlike apparitions, deceivers can communicate directly (dice pool 9), Ghost Speech (dice pool 9), Possession
with mortals if they wish, through written messages or freak- (dice pool 9) and Terrify (dice pool 9)
ish illusions (a crosswalk sign flashes from “walk” to “run”),
or simply by speaking through an illusory form. In many
cases these ghosts are malicious entities, delighting in ter- Experience Points
rorizing or harming victims in retaliation for some past wrong.
Others use their power to seek vengeance against specific Characters grow and change over time, getting bet-
enemies. The ghost of a boy murdered by local police might ter at what they do. The more they undergo, the more
visit his own form of justice on those who killed him. Occa- they grow. This phenomenon is represented in the game
sionally these spirits are benevolent entities, using their by experience points, a measure of how quickly a charac-
power to shield the innocent and coming to their aid with ter improves his traits or learns traits in which he didn’t
overt or subtle messages. have competence before. Experience points are very im-
portant over the course of a chronicle. They allow char-
Attributes: Power 4, Finesse 4, Resistance 3
acters to become more capable and trained at what they
Willpower: 7
do, allowing the protagonists to take on greater and more
Morality: 4
difficult challenges.
Virtue: Fortitude
Vice: Envy Awarding Experience Points
Initiative: 7
Defense: 4 The Storyteller is the sole decision-maker on how
Speed: 18 (species factor 10) much experience to award each character at the end of a
chapter or story. He judges awards based on a variety of
Size: 5
Corpus: 8 factors, from how well a character performed to whether
he truly learned anything from his encounters to how well
Numina: Ghost Sign (dice pool 8), Phantasm (dice the player roleplayed his character.
pool 8) and Terrify (dice pool 8)
After a Chapter
Skinrider
At the end of each game session, the Storyteller
Background: Skinriders are rare and very powerful spir- awards between one and five experience points to each
its that can possess the bodies of living people. These spirits character. Every character who took part in the chapter
216
Chapter 8- STORYTELLING

