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


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             Chapter 8- STORYTELLING
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