Races

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Dhampyr: Dhampyrs are the offspring of a vampire and a human, and only possible in certain settings. Most either serve their dark fathers or mothers — or hunt them for the travesty they inflicted on them.

SW Rules are:

  • Sense Vampire: Dhampyrs can detect vampires (and other dhampyrs) up to 20 yards distant. If masked by conceal arcana, the dhampyr opposes it with his Notice skill.
  • Unnaturally Strong: The race starts with a d6 in Strength.
  • Weakness (Sunlight): Dhampyrs don’t catch fire like vampires, but they do find it extremely uncomfortable. All physical tasks made in sunlight (or UV lighting) are made at -2.

Fallen: Angels are servants of powerful deities who sometimes help the "primitive" races far below. However, an angel who has lost his wings is now mortal, and is trapped on earth with those he was supposed to protect. They are now fallen. They do retain some of their power though.

SW Rules are:

  • Armor of the Lord: Toughness +1
  • Faith fo the Lord: Spirit d6
  • Weakness (Magic): +4 extra damage from magic effects.

Human: are the standard by which all others are measured. Not because they are the oldest, wisest, or strongest of the races, but because they are the most widespread and varied.

SW Rules are:

  • Bonus Edge: Start play with one free Edge of the character's choice. The character must meet the requirements of the Edge as usual. (per standard SW rules)

Nephilim: Your character has demonic blood — perhaps due to mixed parentage or an infusion of demonic blood. The Nephilim are the offspring of sexual relationships between fallen angels (demons) and daughters of men.

SW Rules are:

  • Immunity to Disease and Poisons
  • Infernal Stamina: +2 on recovery rolls versus Shaken.
  • Weakness (Cold Iron): +4 extra damage from items made of Cold Iron.
  • Weakness (Magic): +4 extra damage from magic effects.

Patchwork Man: Your hero wasn’t born — he was created. Stitched in a laboratory from the parts of others, a patchwork man is much like the monster depicted in Mary Shelley’s Frankenstein.

SW Rules are:

  • Death's Haze: Smarts can never advance beyond a d6.
  • Spark of Life: A Patchwork Man cannot be healed using either the skill or the power. They can only be healed by the application of Arcane Background: Weird Science. In other words, find a Mad Scientist!
  • Undead: The race is Undead. Whatever their origin, such beings have several inherent advantages over creatures of the living:

    • Undead add +2 when attempting to recover from being Shaken.
    • Undead do not suffer additional damage from called shots (unless otherwise specified in their description).
    • Undead do not breathe.
    • Undead do not suffer from disease or poison.
    • Undead cannot heal naturally.
  • Ungainly: Agility requires two points per step to raise during character generation.
  • Unnaturally Strong: The race starts with a d6 in Strength.
  • Unnaturally Tough: The race starts with a d8 in Vigor.
  • Weakness (Electricity): +4 extra damage from the effects of Electricity.

Phantom: Phantoms are ghosts of the dead who can — with some exertion of will — affect the mortal world.

SW Rules are:

  • Affect the Physical  World: Phantoms can affect the physical world by making a Spirit roll for each action. This grants them ability equal to their Agility and Strength as usual.
  • Ethereal: Cannot be harmed by normal attacks; takes normal damage from magic items, weapons, and supernatural powers; may pass through solid objects.
  • Invisible: Phantoms are spirits and cannot be seen by the naked eye unless they want to be.
  • Weakness (Magic): +4 extra damage from magic effects.
  • Weakness (Salt): Phantoms cannot abide salt. They cannot cross a barrier of salt and are Shaken if forced into contact with it.

Werewolf: Player character werewolves can control their transformation — except on the night of the full moon when they rage. Transforming requires an action and a Spirit roll (at -4 if no moon is in the sky or indoors). If Incapacitated, the lycanthrope instantly returns to his mortal form.

SW Rules are:

  • Claws: Str+d6 (only in Werewolf form)
  • Clouded Mind: Werewolves in this state have a hard time thinking clearly and suffer a -1 to all Smarts checks. (Only during Involuntary Transformations.)
  • Infravision: See in the infrared spectrum – meaning they can "see" by detecting heat. Races with Infravision halve penalties (round down) for bad lighting when attacking living targets.
  • Keen Nose: +2 to Notice when using the sense of smell.
  • Leaper: A werewolf doubles the normal jumping distance, and adds +1d6" from a successful Strength roll.
  • Tough Hide: A werewolf has a thick hide increasing Toughness by 1.
  • Weakness (Silver): +4 extra damage from items made from Silver.

Zombie: Once your hero walked among the living. But death called and the flesh passed into the earth. Somehow, some way, he returned. Your character is a walking corpse but he stills retains his will and conscience.

SW Rules are: 

  • Feast of Flesh: Zombies must eat raw meat to survive. Most require about a pound a day. This is treated as the Habit (Major) Hindrance. “Death” causes the zombie to fall into a stupor. It then seeks out any flesh it can find — friend or foe — and gorges itself until sated. At that point it regains its will and all Fatigue is eliminated.
  • Feast of Healing: A Zombie cannot be healed using either the skill or the power. The only way a Zombie can heal its wounds is to consume large amounts of raw meat.
  • Sense Living: Zombies can detect the living up to 20 yards distant. If masked by conceal arcana, the zombie opposes it with his Notice skill.
  • Undead: The race is Undead. Whatever their origin, such beings have several inherent advantages over creatures of the living:

    • Undead add +2 when attempting to recover from being Shaken.
    • Undead do not suffer additional damage from called shots (unless otherwise specified in their description).
    • Undead do not breathe.
    • Undead do not suffer from disease or poison.
    • Undead cannot heal naturally.
  • Weakness (Fire): +4 extra damage from fire effects.

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Races

The Haunted LordMisha