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Created Qualities
Here are some of the qualities I've created/adapted for use with the cinematic Unisystem.
Dohleren
(8-point Quality)
The Dohleren are an ancient, peaceful race of Demons who long ago learned a deep appreciation for many other forms of life. They have also acquired a great deal of arcane and scientific knowledge over the centuries, and will not hesitate to use their abilities to help other races, even at the cost of their own lives. Some of the races they have assisted in times past include the Brachen, and also Humans.
The Dohleren are physically hardy, but not exceptional in that area. It is the mental attributes that truly shine, and there the Dohleren, as a race, have few equals. They are exceedingly intelligent, highly perceptive, and display an almost unshakable resolve. They also possess the ability to influence the emotions of other beings, a talent they commonly use when attempting to negotiate a peaceful solution to a potentially violent situation. The Dohleren have also developed the ability to alter their physical appearance, which they typically use to disguise themselves as the races they come to assist.
One of the chief reasons for this is that they often help less-developed races, and do not wish to stand out. The other reason for such a tactic, however, is that the Dohleren form is horrifying to many races. In their true guise, these peaceful Demons look like humanoids stripped of their skin, showing only the underlying muscle tissue and a network of blood vessels. Their heads are covered in coarse, black hair, and their eyes are shiny, coal-black orbs. The Dohleren actually have skin, however it is completely transparent, which accounts for their frightening appearance.
This minor shape-shifting ability is tiring, however, and the typical Dohleren cannot maintain the form for more than 12-14 hours before fatigue forces him to revert to his true appearance. Also, if a Dohleren has over-exerted himself to a great degree, he may revert uncontrollably. This is yet another reason why the Dohleren prefer to fight only when all other options have been exhausted.
As dedicated as they are to the cause of peace, they are not wholly pacifistic. They realize that they live in a dangerous multiverse filled with a vast multitude of malevolent entities. Thus, they are prepared to fight when needed, especially when other races are endangered. To that end, they have acquired a fair share of enemies along with their allies. Most notable among their enemies are the dreaded swarms of the insectile demons known as the Inferbyce.
Despite this, the Dohleren are well equipped to fight for the rights and lives of others, and are excellent interdimensional troubleshooters. They typically eschew the use of weapons, as they prefer to use their own natural abilities whenever they can. However, should that prove insufficient, they will use weapons where appropriate.
Here's the point breakdown for the Dohleren Quality:
Attributes: (8)
- +1 to any physical attribute. +3 to intelligence, +2 to Perception and to Willpower
Qualities: (8)
- 2 levels of Hard to Kill
- 1 Level of Regeneration
- 3 Levels of Emotional Influence
- Natural Toughness (2)
- Nerves of Steel (3)
- Dual Shape
Skills: (4)
- +5 to spread between any of the following: Influence, Knowledge, Languages, Occultism or Science.
Drawbacks: (-15)
- Attractiveness - 4 (In Demon Form)
- Adversary (The Inferbyce Collective) 5
- Obligation (Dohleren Federation) 3
- Secret (3)
Note:
Dohleren are perfectly suitable as cast members. Those wishing to play as a Dohleren must be willing to adhere to the mindset of this race of peacekeepers. For Dohleren, fighting is typically the last resort, unless they are faced with soulless, evil abominations like Vampires. In cases like that, the Dohleren won't hesitate to do battle.
Also, remember that your character has a potentially hazardous secret, his true Demonic visage. You can eventually resolve this with your cast-mates, but even if the entire cast finds out who you really are, the world at large will still be clueless. There will still be occasions where your character will likely have to explain why, for example, they have to leave a party early.
Dohleren are also hungry for knowledge, and some are quite obsessive about it. So if a player is looking to purchase some additional drawbacks, an obsessive need to investigate new intellectual puzzles would be a good start.
Draugr
(10-point Quality)
The Dead are often restless, and under extreme circumstances they sometimes remain in the land of the living. Reasons for such restlessness are many, but common causes are the desire for revenge, closure, or a vow that has gone unfulfilled. In most cases, these restless souls haunt the living world as ghosts: discorporate, often frightening, and usually physically powerless. However, there are the rare occasions where the restless spirit will reanimate its decayed corpse. This creature is called a Draugr.
A Draugr is a bloated, undead corpse, usually horrid in appearance. They are typically blue-black in color, with peeling skin, covered in the soil of their vacated grave. They smell strongly of decay. A Draugr isn't inherently evil, but they will do almost anything to resolve the issue that keeps them animated. A Draugr is often confused for a Zombie, but Zombies are typically soulless, operating on only the most primitive of instincts.
They typically haunt a specific locale, and often mechanically repeat actions they took in life. Sometimes, however, they will actively seek vengeance. They are supernaturally powerful, and typically wrestle their foes, crushing them to death with their inhuman strength, but some are capable of wielding weapons. Their frightening appearance and awful stench typically drive people away at their approach.
Already dead, a Draugr cannot be killed in the usual sense. They must be dismembered or burned to ashes. However, if a Draugr resolves its reason for it's haunting, it will pass from the land of the living of its own accord. Also, there are some spells that can be used to force a Draugr to move on, and return to the realm of the dead.
Here's the point breakdown for the Draugr Quality:
Attributes: (5)
- +4 to Strength, +3 to Constitution -2 to Intelligence
Qualities: (11)
- 3 levels of Hard to Kill
- Natural Toughness (2)
- Nerves of Steel (3)
- Resistance (Pain) 3
Drawbacks: (-6)
- Obsession (Seeking to resolve a specific issue) (2)
- Attractiveness -5
Note:
A Draugr does not make a suitable cast member. However, a slain cast member can come back as a Draugr to resolve an unfinished issue.
Draugr Vampire
(12-point Quality)
We all know how Vampires reproduce, that's Vampire 101, chapter 1 stuff. However, there are times when the siring fails to go quite as planned. Sometimes the result of a partially botched siring results in a rare Vampire variant that shares the characteristics of a Draugr. These are truly wretched, terrible creatures.
The causes for this condition are not truly understood. However, what is known is that in contrast to a true Draugr, the Vampiric variant is a soulless creature, like other Vampires. However, the demonic spirit now inhabiting the corpse somehow becomes fixated on some unresolved issue from the victim's life, usually one of a violent nature.
Like a true Draugr, the body of this type also begins to decay, becoming bloated, black skinned, and horrid in appearance, with the added bonus of Vampiric features. Unlike true Draugr, however, the decay eventually ceases, and the creature can also regenerate most injuries. Like other Vampires, Draugr are vulnerable to Holy items, stakes, and sunlight.
The newly risen Draugr-Vamp will obsessively seek to resolve its issue, and woe betide any who stand in its way. Should it resolve this issue, the Draugr loses all sense of purpose and becomes even more dangerous, little more than a raging, unpredictable beast that even other Vampires abhor. This condition persists until the creature is killed, or unless something comes along capable of giving it a sense of purpose once again.
Here's the point breakdown for the Draugr Vampire Quality:
Attributes: (7)
- +4 to Strength, +1 to Dexterity, +3 to Constitution, -1 to Intelligence
Qualities: (14)
- 3 levels of Hard to Kill
- Natural Toughness (2)
- Nerves of Steel (3)
- Resistance (Pain) 3
- 1 Level of Regeneration
- Acute Senses (Smell and Hearing) (2)
Skills: (2)
- +2 to Kung Fu
Drawbacks: (-9)
- Mental Problems (Cruelty) 3
- Obsession (Seeking to resolve a specific issue) (3)
- Attractiveness -5
Misc:
- 1/5 Damage from Bullets
Note:
Draugr Vampires cannot be humane. These are obsessive, brutal creatures with no regard for human lives. They are thus completely unsuitable cast members, unless your cast is completely composed of evil creatures.
Haemovore
(12-point Quality)
Ace: "That noise you were making, like singing, only it wasn't."
The Doctor: "Ah, just a little something to frighten off Haemovores."
Ace: "I thought vampires were scared of crucifixes."
The Doctor: "Oh no, its not the crucifix, its the faith of the person carrying it. Creates a psychic barrier just like I did."
~ Doctor WHO - The Curse of Fenric ~
Origin:
Science City X, now the city known as Kovalensk, was once the Soviets' very own Area 51; A place of deep mystery that produced tales of alien beings and strange craft flying through the skies. In truth, however, the scientists there were researching something much stranger, and something much worse.
There, within the perceived safety of the underground labs, the researchers studied psychic powers, hoping to find ways to grant people a host of mental abilities, like telepathy, and precognition. In the gleaming operating rooms they vivisected captured Demon specimens, hoping to crack the secrets of their innate abilities.
Eventually their efforts produced a number of unintentional side effects, the worst of which was the birth of a brand-new Hellmouth. The thinned dimensional walls gave birth to a host of horrors that eventually slaughtered everyone in residence. The Soviets quickly covered the whole thing up, and built the modern city of Kovalensk in place of the old, Cold-War research community.
However, the Hellmouth remains. And some of the things the scientists created in their experiments still roam the area.
Among these hybrid horrors is an unusual type of Vampire. A type that was not birthed in the standard way, but instead through a serum synthesized from the blood of true vampires and other demon types. The scientists had hoped to isolate the factors that gave Vampires and other Demons their superhuman abilities, and then reproduce the desired traits in their test-subjects. Remarkably, the researchers succeeded in part, but the results were not what they had expected.
The plan had been to grant the test subjects superhuman strength and resistance to injury, and the ability to synthesize blood for nourishment, and yet filter out the vulnerabilities to the sun and holy objects, and also the severe antisocial impulses. Had the experiments worked as originally conceived, the result would eventually have been a soldier with superhuman abilities who could then feast upon the blood of fallen enemy troops and keep going. However, that's not quite what resulted.
What they got instead was a pale parody of the human form, with hypnotic eyes and thick, sharp claws; A creature that lived on blood as planned, but prone to mutating into an increasingly inhuman, semi-amphibious creature.
Thus, the Haemovores were born.
Info:
Haemovores are a strange Hybrid of Vampire, Demon, and Human, originally created via scientific research. They possess many of the abilities of the traditional Vampire, fewer of the vulnerabilities, and some extra abilities as well.
Haemovores possess superhuman strength, dexterity, and durability. While not as strong or as fast as normal Vampires, they are even more resistant to injury. They can heal from their injuries just as fast as other Vampires, possess acute hearing and smell, razor-sharp claws, and are able to quickly mesmerize their prey. Haemovores, like other Vampires, are also immune to the debilitating effects of age.
Like Vampires, Haemovores cannot reproduce sexually, and after a while their sex organs atrophy. They pass on their traits via fluid exchange, albeit in a fashion a bit different from Vampires. If a Haemovore lingers too long upon a meal, the victim will eventually transform into one of these creatures. People who are attacked by multiple Haemovores are at a greater risk for this fluid exchange, and this is how most new Haemovores are produced. If they should drain their prey unto death, that person will indeed die, and will not rise. Haemovores are not corpses like traditional Vampires.
Unlike Vampires, Haemovores do not take injury from the light of the sun, although they do typically shun it. Garlic has no effect on them, nor does holy water or consecrated ground. Staking them has little effect. They can, however, be killed by beheading or dismemberment, and they are also vulnerable to the most potent chemical agents.
Haemovores can be repelled by the latent mental powers of normal human beings with strong, positive belief systems. These powers are often focused through holy items like the cross, but are not dependent upon such objects. It is the faith that matters, not the totem. The drawback to this approach, however, is that it takes complete concentration to repel the creatures in this way. There is no room for distraction or doubt.
While Haemovores do subsist upon human blood, they are not soulless monsters like normal Vampires. They possess the same values as they did in life, and many of those afflicted with the curse remain humane after their transformation. They do not need much blood to survive, although they do have a strong thirst for it, and can lose control while feeding.
The true tragedy of the Haemovore curse, however, is the physical transformation that soon takes hold of the afflicted. At first the person looks deathly pale, and their nails grow into claws. However, as time passes, their features distort and become almost amphibian-like. Their skin takes on a blue-green hue, and later starts to thicken unevenly. Their fingers become gnarled, their eyes sink deep into their orbits, and their mouths turn down in the corners, widen, and eventually sprout small, sucker-like projections around the lips. Eventually, they become a sad parody of the human form on the outside, yet still largely human on the inside. To them it becomes a sort of living death.
Because of these changes, Haemovores shun the daylight, even though it causes them no harm. They are deeply ashamed of their changing appearance, and will do everything they can to hide their features from normal human beings. Eventually, they are forced to abandon those they care about because of their affliction. At this point, they will seek solace in the company of others like themselves, and it is this loneliness that often leads to them turning other persons into Haemovores.
Currently, there is no known cure for the Haemovore mutation. However, there are rumors of a strange, otherworldly scientist traveling around in an old, blue telephone booth who may be working on the problem.
The point breakdown for the Haemovore Quality:
Attributes: (6)
- +2 to Strength, +1 to Dexterity, +3 to Constitution.
Qualities: (8)
- 2 levels of Hard to Kill
- 1 Level of Regeneration
- 1 Level of Hypnosis
- 1 Level of Natural Weapon (claws)
- Acute Senses (Smell and Hearing) (2)
Drawbacks: (-4)
- Attractiveness (-1, eventually sliding down the scale all the way to -9)
- Humorless (1)
- Emotional Problems (Fear of Persecution) (2)
Note:
Haemovores get increasingly ugly as time passes. Thus, for each level of Age, add 3 to the negative attractiveness total. This tops out at 9. Conversely, you can go ahead and add more levels to that drawback at character creation if you wish your Haemovore to be truly hideous from the start.
My thanks to the TV series Doctor WHO (Specifically the serial, "The Curse of Fenric") for the inspiration for this quality. Also, credit needs to go to Eden for cooking up the Russian city of Kovalensk as well.
Luchador
(4-point Quality)
When most people hear the word "Luchador", they simply think of a masked, Mexican wrestler who typically possesses a high degree of acrobatic skill.
The above is indeed true most of the time. However, there is often much more to it than that.
For many who follow the way of Lucha Libre, it is more than just a flashy style of combat. For these true believers it is a way of life. They do more than merely fight as Wrestlers in the squared circle, and take up the cause of justice outside of the ring. Their masks become a symbol of their philosophy, and the Luchador will never willingly remove it in front of another person.
These special Luchadors have learned that the old tales are true, and that there are truly vicious things that lurk in the shadows, stalking the weak and the helpless. Things like Vampires, Werewolves, Demons; horrors that must be fought. As a warrior of the people, the Luchador takes up the mantle of Champion, and vows to fight these evil creatures, even at the cost of his own life.
Eventually, these warriors come to embody the philosophies of honor, integrity, courage, and heart.
Attributes: (3)
- +1 to all three physical attributes
Qualities: (4)
- Fast Reaction Time 2
- Hard to Kill 2 (Human Maximum)
Skills: (3)
- +2 to Acrobatics
- +1 to Kung Fu
Drawbacks: (-6)
- Secret (A Luchadore never removes his mask) 2
- Honor 2
- Reckless 2, or Showoff 2
Note:
Other great qualities for a Luchador to possess are Nerves of Steel, Natural Toughness, and Resistance to Pain. The sports skill is also a natural. Luchadors rarely fight with weapons, and will do so only when it is absolutely necessary to destroy an evil menace.
Luchador Campeón
Luchador Champion
(9-point Quality)
This formidable warrior has studied the true philosophy of Lucha Libre, and is on his way towards becoming a great, legendary champion of the people. Because of his deep connection with the people, he can draw strength from their belief in him for a limited amount of time.
Attributes: (3)
- +1 to all three physical attributes
Qualities: (9)
- Fast Reaction Time 2
- Hard to Kill 2 (Human Maximum)
- Power of the People (Supernatural Ability) 1
Skills: (4)
- +2 to Acrobatics
- +2 to Kung Fu
Drawbacks: (-7)
- Secret (A Luchadore never removes his mask) 2
- Honor 3
- Reckless 2, or Showoff 2
Note:
Power of the People is a Supernatural Ability that allows the character to draw upon the faith of those around him. For this power to work, there must be more than 5 human witnesses to the battle at hand, OR the allies of the character in question.
If the character makes a successful Willpower+Influence roll (+ or – any modifiers as determined by the director), the power is activated, and doing this will take one full round allowing for no other actions except defensive ones. Once active, raise all three of the character's physical attributes a number equal to the level of the Power of the People quality. Also, while under the influence of this ability, the character is resistant to pain and fear.
This boost in attributes lasts 6 rounds, after which the character's stats return to their normal levels. Because of the nature of this ability, Power of the People is expensive, and costs 5 points to purchase the first level.
Also, the Luchador Champion gets an additional level of Kung Fu, and of Honor increasing the level of that Drawback to 3.
Neo-Watcher
(10-point Quality)
Stodgy, Old-Fashioned, Stolid, Dry, Stubborn, Overbearing, Secretive, Untrustworthy, Stiff.
All of the above terms, and many more, have been used to describe your typical Watcher. And in many ways these adjectives and adverbs have long been spot-on accurate. The Watchers were knowledgeable to be sure, and the power and influence this organization had at its command was undeniable. In one form or another, the Council of Watchers had been fighting evil since before recorded history, and had indeed done much good over the years.
However, they had become mired in old ways of thinking, old ways of doing. They gradually became mired in bureaucracy, and were highly resistant to any change. There was a way of doing things, they'd been doing it that way for centuries, and they believed very strongly that it should continue to be done that way. The Watchers watched, the Slayers fought at the command of their Watcher, and the mentor was to keep emotions out of the relationship, despite the essentially parental role they assumed over their charges.
The Slayer was a renewable resource to the council. Valuable, but notindispensable because another girl would take her place when she finally met her end.
However, in recent years, many Watchers started to question the ways in which they fought the evils they encountered. They were effective, sure, but only to a point. With evil forces growing in numbers and in strength, shouldn't more be done? The status quo, they thought, needed to change. But these forward-thinkers were few in number, and they kept much of their mindset a secret, waiting for a chance to make needed changes.
And change things did.
It all started with the Slayer called Buffy Summers, and her Watcher, Rupert Giles. Buffy was different from the start. She was strong-willed, independent, and emotional. But she was also highly capable, and Giles sensed this immediately. He realized that the traditional ways of instructing a Slayer would be useless with Buffy. So instead of making demands, he made suggestions and requests. He was firm when needed, but understanding as well. He was also willing to not only train his Slayer, but help her in the field when the need arose. Under his teaching Buffy blossomed. She was a little rough around the edges in terms of technique and book-knowledge, but Giles helped hone her raw abilities to deadly effectiveness, and also cultivated her remarkable instincts and intuition.
However, Giles also did something he wasn't supposed to do. Something the Council claimed made him ineffective as a Watcher. Giles developed a strong, fatherly love for his charge.
This is what ultimately got him fired by the Council, and a new Watcher assigned to Buffy. However, Buffy still looked to Giles for knowledge and advice, a move which completely undermined the effectiveness of her new Watcher, Wesley Wyndam-Pryce, whose effectiveness was questionable regardless.
Years later, Buffy realized that the Council was almost totally ineffective without the power of the Slayer. And so she strong-armed the Council into hiring Giles back as her Watcher, with retroactive pay! She also turned the balance of power on its ear even further by telling the Council that they worked for her, and not the other way around. The head of the Council, Quentin Travers, had little choice but to accept Buffy's terms, knowing full well the truth of her epiphany. It seemed as if those who wished to see the Watchers change their ways were vindicated in their mindset, and that the time for sweeping alterations was drawing close at last.
Those alterations came, with a horrible, swift finality.
Just over a year later, the entity known as the First Evil declared War upon the Slayer line, and its guiding arm, the Watchers Council. Its Harbingers slew Watchers and their Slayer potentials the world over, and the survivors fled to Buffy's side for protection and training. Eventually, the entire Council itself was obliterated by a bomb planted at its London HQ by a man named Caleb, who acted as the First's powerful right-arm. In mere months, the First Evil had destroyed what had taken centuries to build.
However, the First wasn't as thorough as it thought. Buffy, Giles, and their allies found an ancient weapon created for the Slayers by an ancient sect called the Guardians. With this scythe-like weapon, Buffy was able to slay Caleb, and then sensing that it was capable of far more, Buffy suggested that its power could be used to turn every one of the potentials into Slayers. Buffy's best friend Willow, a powerful Wicca, was able to tap into the essence of the scythe and do exactly that. Now Buffy had an army, and this army went on to the First, its Harbingers, and its army of ancient Turok-Han Vampires. And after a few days of rest, the group took on the monumental task of rebuilding the Watchers Council.
Giles took charge of the handful of active Watchers that had escaped the efforts of the First, and made some rather sweeping changes. With so many Slayers now active world-wide, the work ahead was vital, and the resources of the new Council were stretched terribly thin. Several of Buffy's friends and companions quickly trained to become Watchers themselves, most notably her friend Xander. There were also dozens of Watcher trainees who had survived the purge almost unscathed, and they soon found themselves training harder than ever before.
Meanwhile, Robin Wood and the Slayer called Faith headed up the North American branch of the Council in the city of Cleveland. There, they started an academy to train the Slayers the Council tracked down, a move which proved to be both wise and effective. Everyone was doing their part, and the new Council began to grow in strength.
The first class of new Watchers has now graduated and started to take their assignments, knowing the work they now do is more important than ever before.
Info:
You are one of the vanguards of a new breed of Watcher for the 21st century. You are highly trained and capable, and not only there to train the Slayer, but also to fight by her side whenever necessary. You have been trained to be both strong and flexible, and have also been taught the value of newer means of getting access to information, alongside the more traditional methods.
Say goodbye to the Watcher as a stodgy librarian-type (no insult meant to Giles), and say hello to something a bit more suave, a bit more sexy, and hopefully, a bit more effective.
Here's the point breakdown for the Neo-Watcher Quality:
Attributes: (4)
- +1 to any two physical attributes. +1 to any two mental attributes.
Qualities: (2)
- 1 Level of Occult Library
- 1 Level of Contacts
Skills: (5)
- +2 to Getting Medieval
- +2 to Occultism
- +1 to Kung Fu
- +1 to Doctor
Drawbacks: (-2)
Obligation (Your Slayer, the Watchers Council) 2
Note:
Feel free to vary the personality of your Watcher as you would any character creation. There are no requirements for dry,rarefied humor and compulsive tut-tutting any longer, but feel free to revert to that if someone is fond of some of the old ways of doing things. My concept of the Neo-Watcher is a pinch more James Bond, and a dash of Doctor WHO. Minus the ejection seats and Police Boxes of course.
Penanggalan
(7 or 13-point Quality)
A rare and horrifying Vampire variant, the Penanggalan can disguise itself as a normal human woman during the day, able to walk in the sunlight and immune to the effects of holy items. At night, however, the creature assumes its true form: a floating, Vampiric head with glowing red eyes that drags a slimy "tail" in its wake, a tail composed of the creature's entrails.
In this Vampiric form the creature is both dangerous and terrible to behold. Its bite attack is as potent as that of any other vampire, and its prehensile tail is capable of striking, grappling, and constricting with superhuman strength. They prefer to feed on human women, especially pregnant ones, but will feed on males if no suitable female prey is found. They hypnotize their foes before feeding, and prefer to feed on the victim slowly, draining their blood over 3 successive nights. They can, however, completely drain their victim as quickly as any other Vampire; they simply prefer to savor their meal. A Penanggalan reproduces by draining its victim to the point of death, and then regurgitating a small portion of their meal back into the mouth of their victim. Male Victims, however, cannot be turned in this fashion, and any attempt to do so will end with their death.
In its human form, the Penanggalan's vampiric abilities (and weaknesses) are not present, possibly because its strength is focused into the operation of the remains of its human body. For whatever reason, in this form, they are as vulnerable as any other human being to injury. For that reason, many Penanggala will learn some martial skill. In this form they do not eat or sleep, and they are immune to the ravages of age, and they display no vulnerability to holy objects or sunlight. Special limitations on the Penanggalan are the fact that the creature is always female, and that it is incapable of physical love, and rather inept at flirtation. For this reason, the creature harbors a deep hatred of human women, especially pregnant ones. They aren't terribly fond of female Vampires of the more common variety either.
In either form they do heal at the rate of one life point per constitution level per hour, save for fire damage which heals at the slower rate of one life point per constitution level per day.
Any person who witnesses the Penanggalan's head separating from its body must immediately pass a fear check, or risk fainting dead away from shock.
In game terms, you treat this transformation as a type of dual-shape. Its physical stats return to its human level, retaining only the immortality and regeneration, and losing the vulnerabilities to garlic, holy items, and sunlight.
Here's the point breakdown for the Penanggalan Quality:
Attributes: (7)
- +2 to Strength, +2 to Dexterity, +2 to Constitution, +1 to Will
Qualities: (9)
- 2 levels of Hard to Kill
- 1 Level of Regeneration
- 1 Level of "Body Awareness"
- 1 Level of Hypnosis
- Acute Senses (Smell and Hearing) (2)
Skills: (2)
- +2 to Kung Fu
Drawbacks: (-9)
- Mental Problems (Cruelty) 2
- Mental Problems (Hatred for Human Females) 1
- Covetous (Wants Physical Love) 2
- Attractiveness -4 (In true form only)
Note:
As with other Vampires, a "humane" Penanggalan is possible, but highly unlikely. You must come up with a special reason why this creature, repulsive in its true form and resentful of mortal women, is humane in nature. This version of the quality costs 13 points, as you are buying off the Mental Problem drawbacks. The Covetous and Attractiveness drawbacks remain however.
The Properties of the Penanggalan in detail:
Special Qualities:
- The ability to detach its head
- Horrifying Appearance
- Prehensile "Tail"
- Body Awareness (can sense when intruders have found its body)
- Immune to Holy Items and Sunlight in "Human" form
- Immortal
Attacks:
- Hypnosis
- Powerful Bite
- Blood Drain
- Tail-Strike
- Tail-Grapple
Vulnerabilities:
- In Human form, they take damage as normal
- In their true state, the head can be harmed but heals rapidly
- If the body is found, staked, and burned, the creature dies
- If the head is struck by sunlight, it falls to the ground, powerless, and dies a slow death
Drawbacks:
- Unable to engage in sexual contact
- Pathological hatred of mortal women
Limitations:
- Always Female
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