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ASHRINGA

Werehorses for White Wolf’s Werewolf: the Apocalypse 

By Laura M. Henson © 2005

Chapter Nine
APPENDIX: A DEATH VALLEY BESTIARY

There were plants and birds and rocks and things


There was sand and hills and rings
- America, “Horse with No Name”.

In this bestiary will be listed the most common large animals in


Death Valley, animals that can be friends or foes. Three species that are
now extinct in Death Valley, the grizzly bear, jaguar, and wolf will be
listed as well. These species will be included because they would make
fierce antagonists and the Government is currently planning to
reintroduce native species that have been exterminated to the national
parks. In addition statistics will be given for those spirits most likely to be
encountered in the area. These statistics will not include those already
given in the Antagonists chapter but will include many native faerie races
and monsters.

Animals
“Wildlife includes several raptors, such as the golden eagle and the prairie falcon, as well as bighorn
sheep.”
- California Wilderness Areas Volume 2: The Deserts by National Geographic.

All animals, no matter their species, will have the following traits: Mental 1, Social 1, Survival
(foraging hunting, and tracking) 4, a Gnosis score equal to Willpower and a Rage score (used to make extra
actions only, animals do not frenzy) equal to the Brawl score and they can also split their dice pool to do
extra attacks per turn. Thanks to The Bygone Bestiary by White Wolf games for some of the statistics given
below. Changes can be made to these statistics to create monsters simply by changing their size,
appearance, and making their attacks do aggravated damage. When changing a creature’s size add or
subtract the Attribute modifier given below to the creature’s Strength, Stamina and Health level rolls and
remember to change the Difficulty modifier to reflect the new size. The difficulty modifier is added or
subtracted to all rolls to detect the creature or to strike the creature.

Size Example Attribute Modifier Difficulty Modifier


Fine insects -4 +3
Diminutive rat -3 +2
Tiny cat -2 +1
Small dog -1 0
Medium man sized 0 0
Large horse 0 0
Huge rhino +1 -1
Giant elephant +2 -2
Colossal whale +3 -3

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For example, a mountain lion mutated to the size of a rhinoceros by radioactive waste would add
+1 to strength, stamina, and life points but would be easer to see coming and would make a larger target.

Bats
The bats of Death Valley are all small, harmless insect eaters. The only real danger from them is
having them swarm about you in a precarious situation, thus distracting you, or from being bitten by the
rare rabid animal. The most interesting desert species are the Mexican free tailed bats that inhabit some
local caves in the thousands and the pallid bat which eats mainly scorpions and thus is immune to their
venom.

Attributes: Strength 1 Dexterity 4 Stamina 1


Abilities: Alertness 3, Athletics 4, Brawl 1, Dodge 3
Willpower: 1
Health Level: Ok,-1,-2,-5, Incapacitated.
Armor Rating: 0
Attacks: Bite for 1 die.
Size: Diminutive (+2)
Move: 1, fly 10
Powers: Darksight, Resist Toxin (pallid bat only), Scent of Sight, Tree Climber.

Bear (Black/Grizzly)
There are two bears native to Death Valley: the common black bear and the extinct grizzly bear.
Both are omnivorous beasts with bad tempers that may try to attack anyone who seems wounded or who
gets between a female and her cubs. Black bears average six feet tall on their hind legs and can weigh up to
300 pounds. Grizzlies can be up to 8 feet tall and can weigh half a ton!

Attributes: Strength 5/6 Dexterity 2 Stamina 5/6


Abilities: Alertness 3, Brawl 3, Intimidation 2, Stealth 1
Willpower: 4
Health Level: Ok (x 3), -1 (x 3), -3, -5, Incapacitated.
Armor Rating: 1
Attacks: Bite for strength, Claw for strength +2.
Size: Medium/Large (0)
Move: 5/20
Powers: Heightened senses (smell), Hibernation, Resist Pain.

Bird (Crows and other small avians)


Both the common crow and the raven are found in Death Valley. These statistics may also be used
for jays, mockingbirds, woodpeckers, roadrunners and large aggressive songbirds.

Attributes: Strength 2 Dexterity 3 Stamina 2


Abilities: Alertness 3, Athletics 2, Brawl 1, Dodge 2
Willpower: 3
Health Level: Ok,-1 (x2),-2,-5, Dead.
Armor Rating: 0
Attacks: Peck for 1 die, Claw for 2 dice.
Size: Diminutive (+2)
Move: 1, fly 20
Powers: Balance, Mimic, Speed of the Impala (roadrunner only) Tree Climber.

2
Bird (ducks and other waterfowl)
The statistics for waterfowl may be used for ducks, geese, swans and herons. Many are fairly large
birds (the common Great Blue heron can be 3 feet tall) with nasty bites and bony spurs on the wings that
can break a man’s leg with one blow. Luckily these birds are harmless unless cornered or their young are
endangered. These birds are migratory and usually enter the park during the winter months.

Attributes: Strength 1 (duck/goose)/2 (swan/heron) Dexterity 2 Stamina 3


Abilities: Alertness 3, Athletics 2, Brawl 1
Willpower: 2
Health Level: Duck or Goose: Ok,-1, -5, Incapacitated.
Swan or Heron: Ok, -1 (x2), -2 (x2),-5, Incapacitated.
Armor Rating: 0
Attacks: Peck for strength, Wing buffet strength + 1 dice.
Size: Tiny or Small (+1/0)
Move: 2 fly 20
Powers: Camouflage, Sneak Attack.

Bird: Owl
The owls of Death Valley range from the tiny elf owl to the eagle sized Great horned owl. They
are nocturnal birds of prey with feathers that make no sound when the wings flap.

Attributes: Strength 2 Dexterity 3 Stamina 2


Abilities: Alertness 4, Brawl 1, Dodge 2.
Willpower: 3
Health Level: Ok,-1(x2),-5, Incapacitated.
Armor Rating: 0
Attacks: Bite for strength 1 die, claw for 2 dice.
Size: Tiny to small (+1/0)
Move: 1/ 2, fly 20
Powers: Darksight, Heightened Senses (hearing), Silent Stalking (only when in the air).

Bird: Raptor Small/Large


Raptors include falcons, hawks, vultures, and eagles. Wingspans in raptors range from 12 inches
in the Sparrow hawk to 8 feet in the Golden eagle. All have spectacular vision, wicked beaks and razor
sharp talons.

Attributes: Strength 2 (3 in eagles) Dexterity 3 Stamina 2 Perception 5


Abilities: Alertness 3, Athletics 2, Brawl 1, Dodge 2, Intimidation 2 (3 in eagles)
Willpower: 3
Health Level: Ok,-1 (x2),-2,-5, Incapacitated.
Armor Rating: 0
Attacks: Bite for strength -1 die, claw for strength +1 dice.
Size: Small (0)
Move: 1/ 2 fly 25
Powers: Eyes of the Raptor, Heightened Senses (smell, vultures only).

Bobcat
The only small cat in Death Valley is a small desert lynx called the bobcat. This American wildcat
is up to three feet long and can weigh up to 25 pounds. It will attack animals many times its own size but is
wary of man.

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Attributes: Strength 1 Dexterity 3 Stamina 3
Abilities: Alertness 3, Athletics 2 (climbing +1), Brawl 2, Dodge 3,
Intimidation 2, Stealth 4
Willpower: 3
Health Level: Ok,-1,-2,-5, Incapacitated.
Armor Rating: 0
Attacks: Bite or Claw for 1 die. If both forepaws hit in the same turn
then the hind claws may rake for 2 dice.
Size: Small (0)
Move: 5/20
Powers: Cat Feet, Darksight, Heightened senses (hearing), Tree Climber.

Coyote
The coyote is a wild dog similar to a jackal. It is larger than a fox but smaller than a wolf and is
the most common wolf-like animal in America.

Attributes: Strength 2 Dexterity 2 Stamina 2


Abilities: Alertness 2, Athletics 2, Brawl 2, Dodge 2, Stealth 2
Willpower: 3
Health Level: Ok,-1,-2,-3,-5, Incapacitated.
Armor Rating: 0
Attacks: Bite for strength +1 die, claw for strength.
Size: Small (0)
Move: 7/28
Powers: Darksight, Heightened Senses (smell), Trip.

Deer (Doe/Buck)
The only deer native to Death Valley is the desert mule deer. One of the largest deer, a mule deer
buck can have up to 22 tines on its antlers and weigh over 300 pounds. As in most deer only the males have
antlers.

Attributes: Strength 2/3 Dexterity 3 Stamina 2/3


Abilities: Alertness 2, Brawl 2, Dodge 2, Empathy 2, Stealth 2
Willpower: 3
Health Level: Ok (x2),-1 (x2),-2,-5, Incapacitated.
Armor Rating: 0
Attacks: Hooves for Strength +1, Antlers (buck only) 5 dice.
Size: Medium (0)
Move: 7/30
Powers: Darksight, Camouflage (fawn only), Heightened Senses (hearing), Leap of the Kangaroo.

Fox (Kit/Gray)
There are two species of fox native to Death Valley, the kit fox and the gray fox. The kit fox is one
of the smallest foxes in the world and inhabits arid deserts. The gray fox in contrast is a forest dweller that
often climbs trees, boulders, and even telephone poles.

Attributes: Strength 1 Dexterity 3 Stamina 2


Abilities: Alertness 2, Athletics 2, Brawl 2, Dodge 4, Stealth 3
Willpower: 3
Health Level: Ok,-1,-2,-5, Incapacitated.
Armor Rating: 0

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Attacks: Bite for strength +1 die.
Size: Tiny (+1)
Move: 7/25
Powers: Camouflage (Kit fox only), Darksight, Heightened Senses (hearing), Scent of Running
Water, Tree Climber (Gray fox only).

Frogs, Toads, and Lizards


There are several harmless reptile and amphibian species in Death Valley. They are included here
because some fool may attempt to eat a poisonous toad or to make mutant monsters for antagonists.

Attributes: Strength 1 Dexterity 2 Stamina 1


Abilities: Alertness 2, Athletics 1, Dodge 3, Stealth 3
Willpower: 2
Health Level: Ok,-1, Incapacitated.
Armor Rating: 0
Attacks: Bite for strength.
Size: Diminutive (+2)
Move: 7/28
Powers: Darksight, Leap of the Kangaroo (Frog only), Water Breathing (Amphibians only),
Scales (+1 to armor, lizards only), Venom (Toad only: Respiratory Poison at Difficulty 4).

Jaguar
The jaguar is the largest of all American cats. This leopard like animal weighs up to 300 pounds
and was once believed to have been exterminated from the United States until a few animals were
photographed in the Arizona desert. While not now located in Death Valley it is possible that the cat will
eventually occupy the area.

Attributes: Strength 3 Dexterity 4 Stamina 2


Perception 2
Abilities: Athletics 4, Brawl 4, Dodge 2, Intimidation 2, Stealth 2
Willpower: 5
Health Level: Ok (x2),-1 (x3),-2 (x2),-5, Incapacitated.
Armor Rating: 0
Attacks: Bite for strength +2 die, claw for strength +2.
Size: Large (0)
Move: 10/30
Powers: Balance, Cat Feet, Darksight, Heightened Senses
(hearing).

Horse/Burro
Here is something every Ashringa needs, the average statistics for his animal kinfolk.

Attributes: Strength 5/4 Dexterity 2 Stamina 4


Abilities: Alertness 2, Athletics 3, Brawl 1, Dodge 1.
Willpower: 3
Health Level: Ok (x4),-1,-3 (x2),-5 (x2), Incapacitated.
Armor Rating: 0
Attacks: Hooves for strength +1 die bite for strength -2.
Size: Large (0)
Move: 10/35
Powers: Darksight, Heightened Senses (hearing), Speed of
Thought.

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Puma
The puma (also known as a cougar, panther or mountain lion) is the second largest cat in the
Americas at 8 feet long and 200 pounds in weight. In appearance it resembles a small maneless lion and it
is found from desert heat to arctic snows.

Attributes: Strength 2 Dexterity 4 Stamina 2


Abilities: Alertness 3, Athletics 4, Brawl 3, Dodge 1, Intimidation 2, Stealth 3
Willpower: 5
Health Level: Ok,-1,-2,-3,-5, Incapacitated.
Armor Rating: 0
Attacks: Bite for strength +1 die, claw for strength +2.
Size: Medium (0)
Move: 10/30
Powers: Balance, Cat Feet, Darksight, Heightened Senses (hearing), Trip.

Sheep
The only wild sheep in Death Valley is the desert bighorn. The ram is a large sheep and can be up
to 6 feet long, 3 feet tall and weigh as much as 225 pounds.

Attributes: Strength 2 Dexterity 2 Stamina 3


Abilities: Alertness 2, Athletics 3, Brawl 2
Willpower: 3
Health Level: Ok (x2),-1 (x2),-5, Incapacitated.
Armor Rating: 0
Attacks: Horns for strength +2.
Size: Medium (0)
Move: 8/15
Powers: Balance, Heightened Senses (smell).

Small Mammal
Small mammals include all the smaller animals that do not fit into any of the other categories. This
group contains opossums, moles, shrews, raccoons, ringtails, weasels, skunks, badgers, ground and tree
squirrels, gophers, voles, lagomorphs, porcupines and rats and mice.

Attributes: Strength 1 Dexterity 3 Stamina 1


Abilities: Alertness 3, Athletics 3, Brawl 1, Dodge 2, Stealth 1
Willpower: 2
Health Level: Ok,-1, -3,-5, Incapacitated.
Armor Rating: 0
Attacks: Bite for strength.
Size: Tiny (+1)
Move: 5/20 Fly 25 (flying squirrel only).
Powers: Balance (squirrels only), Burrow, Darksight, Camouflage, Gift
of the Porcupine (porcupine only), Gnaw (rodents and lagomorphs only),
Heightened Senses (usually smell but hearing in rabbits and touch in raccoons),
Leap of the Kangaroo (rabbits and hares only), Odious Aroma (skunks only),
Resist Pain (badger only) Sneak Attack (weasels only), Wood land Stride.

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Snake
Several serpents inhabit Death Valley including the rosy boa and two rattlesnakes. Most
(including the boa) are only a few feet long but the Western Diamondback can be over 7 feet in length. The
only other poisonous snake is the sidewinder whose deadly venom is only mollified due to its small size.

Attributes: Strength 1-2 Dexterity 3 Stamina 1-2


Abilities: Alertness 3, Athletics 3, Brawl 1.
Willpower: 2
Health Level: Ok,-1, Incapacitated (most snakes)
Ok,-1, -2,-3, Incapacitated (Diamondbacks)
Armor Rating: 1
Attacks: Bite for strength, constrict for strength +2.
Size: Small-Medium (0)
Move: 2/5 (small) or 5/10 (diamondback).
Powers: Darksight, Heightened Senses (smell), Paralyzing
Stare.
Poisonous vipers have a muscle poison at the following difficulties to resist:
Western Diamondback 8
Sidewinder 6

Wolf
The wolf is currently extinct in the southern U.S.A. but it is being planed to reintroduce the
species to many of the national parks in California including Death Valley.

Attributes: Strength 3 Dexterity 2 Stamina 3


Abilities: Alertness 2, Athletics 1, Brawl 3, Dodge 1, Stealth 2
Willpower: 3
Health Level: Ok,-1 (x2),-3,-5, Incapacitated.
Armor Rating: 0
Attacks: Bite for strength +1 die, claw for strength.
Size: Medium (0)
Move: 7/28
Powers: Darksight, Heightened Senses (smell), Trip.

SPIRITS
In the land of the pigmies there was a strange sight, from mountain to mountain a bowstring was
stretched and a line of dust rose where they danced
-Traditional Shoshone Indian chant.

All the spirits given below are from the myths of the American
Indians of the Southwestern deserts. They are all typical adult
individuals of their kind and physical statistics may vary with age or
even the whim of the spirit. These spirits rarely materialize in this day
and age and when they are reported the witnesses are usually labeled
kooks by the media.

Dragon (Couatl)
The couatl is the Amphiptere of America. The couatl appears
as a winged, poisonous, serpent covered with brilliant green body
feathers and with bird-like wings and a feathered crest in a rainbow of

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hues. These majestic dragons are the sacred spirits of rain who bring life giving moisture to the parched
desert sands. This role means that they were worshiped much like the dragons of China throughout the
southwest, indeed Quetzalcoatl, the Aztec God of Life, was depicted as one of these dragons.

Willpower: 9 Rage: 5 Gnosis: 7 Power: 40 Size: Huge (-1)


Charms: Airt Sense, Armor, Healing (touch), Materialize (Power Cost 33, Strength 4, Dexterity 7, Stamina
4, Charisma 3, Manipulation 4, Appearance 3, Perception 5, Intelligence 3, Wits 2, Alertness 2, Athletics 3,
Brawl 2, Dodge 2, Intimidation 3, Linguistics 1, Survival 2, Armor Rating 3, Health levels [ok (x4) ,-1
(x3), -3 (x2), -5, Incapacitated] Bite for 6 dice of aggravated damage), Open Moon Bridge, Shapeshift,
Venom (as the Garou Gift).

Dragon (Piasa)
The Piasa is the guivre of America. It appears as a huge scaly
jaguar with the claws of a bear, the antlers of a deer, the face of a man,
and the tail of a fish. The wings are those of a bat but they are covered
in feathers like a bird. Piasas vary from helpful guardians of the umbra
to vicious man eaters in Indian mythology and thus are much like the
dragons of European myth.

Willpower: 8 Rage: 5 Gnosis: 10 Power: 50 Size: Giant (-2)


Charms: Airt Sense, Armor, Blast Flame (Breath) or Frozen Breath, Healing (lick), Materialize (Power
Cost 33, Strength 5, Dexterity 6, Stamina 3, Charisma 4, Manipulation 6, Appearance 4, Perception 5,
Intelligence 9, Wits 6, Alertness 4, Athletics 2, Brawl 2, Enigmas 4, Intimidation 4, Linguistics 1, Stealth 2,
Survival 3, Health levels [ok (x3) ,-1 (x3), -3 (x2), -5, Incapacitated] Bite for 7 dice and claw for 6 dice of
aggravated damage), Open Moon Bridge, Paralyzing Stare (as the Garou Gift), Shapeshift.

Dragon (Wakinyan)
The Wakinyan is the American Wyvern. Like its British cousin it
resembles a serpent with a crocodilian head, two legs and bat’s wings. Unlike its
cousin, however this spirit lacks armored scales and a poisonous sting. Instead
the wakinyan is covered in smooth silvery white metallic skin and can breathe
bolts of lightning. These gigantic dragons were believed to have warred with the
horned serpents sometime in the past and still feel anger towards Unktena’s
brood. Today reports of these creatures are usually dismissed as UFO reports
even by the terrified airplane pilots who are occasionally chased out of the
desert by one of these spirits. After all which are your superiors more likely to
believe, that you were attacked by a UFO or by a 90 foot long flying crocodile?

Willpower: 10 Rage: 9 Gnosis: 7 Power: 60 Size: Colossal (-3)


Charms: Airt Sense, Armor, Control Electrical Systems, Materialize (Power Cost 44, Strength 9, Dexterity
9, Stamina 6, Charisma 3 Manipulation 2, Appearance 5, Perception 3, Intelligence 2, Wits 4, Alertness 2,
Athletics 5, Brawl 5, Intimidation 5, Survival 3, Health levels [ok (x5) ,-1 (x5), -3 (x3), -5 (x3),
Incapacitated] Bite for 12 dice and claw for 10 dice of aggravated damage), Open Moon Bridge, Paralyzing
Stare (as the Garou Gift).

Dzoo-no-qua
The Dzoo-no-qua are troll like earth spirits made of living stone. They are
ponderous 12 foot giants that carry whole uprooted tree trunks as clubs. Unseelie Dzoo-no-
qua are man eating horrors responsible for the disappearance of many hikers and campers in
the badlands. Seelie members of this troll tribe in contrast may move heavy objects or
otherwise help others but will remain hidden if at all possible.

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Willpower: 9 Rage: 9 Gnosis: 7 Power: 40 Size: Large (-1)
Charms: Airt Sense, Armor, Avalanche (as the Garou Gift), Materialize (Power Cost 27, Strength 7,
Dexterity 2, Stamina 6, Social 2, Mental 2, Brawl 2, Intimidation 4, Survival 2, Health levels [ok (x3) ,-1
(x3), -3 (x3), -5, Incapacitated] Bite for 9 dice and claw for 8 dice of aggravated damage), Regenerate (1
level per turn but takes aggravated damage from fire).

Eye Killer
The eye killer is a vile cockatrice like monster with the head and legs of an
owl, the wings of a bat and the tail of a serpent. This cat sized beast differs from its
relative in having two huge eyes that shoot beams of electricity at its victims instead
of a gaze that turns its victim to stone. An eye killer’s gaze can merely shock a
victim or cause fatal burns depending upon the intensity of the beams.

Willpower: 7 Rage: 7 Gnosis: 7 Power: 30 Size: Tiny (+1)


Charms: Armor, Lightning Bolts, Materialize (Power Cost 20, Strength 3, Dexterity 2, Stamina 3, Social
1, Mental 2, Brawl 4, Dodge 4, Expression 2, Intimidation 3, Stealth 3, Survival 4, Health levels [ok ,-1, -
2,-3,-5, Incapacitated] Bite for 4 dice and claw for 5 dice of aggravated damage), Tracking.

Hohoq
Hohoqs (pronounced “Hoh-hoks”) are banes that from a distance appear to be winged
men. Up close they more closely resemble a cross between a pterodactyl and an owl
with dark brown to gray leathery skin, blazing red eyes in a gorilla like face and a
toothed beak. Legend says that they are the spirits of witches wronged by a faithless
husband. Like UFOS these creatures can cause automobiles to stall and often appear as
omens of disaster.

Willpower: 6 Rage: 7 Gnosis: 5 Power: 20 Size: Medium (0)


Charms: Airt Sense, Materialize (Power Cost 12, Strength 2, Dexterity 4, Stamina 2, Social 3, Mental 2,
Brawl 3, Dodge 3, Health levels [ok (x2) ,-1,-1 (x2), -2 (x2), -5, Incapacitated] Claws for 4 dice aggravated
damage, Paralyzing Stare (as the Garou Gift), Short Out.

Kai-nu-suvs
The Kai-nu-suvs are the elves of Death Valley. These
spirits take the form of small men with skin as pale as
sunset clouds and hair as white as snow. Some say their
king wears a crown of antlers. The Kai-nu-suvs ride
bighorn sheep and use coyotes to herd the valley’s deer. In the old days any Indian who killed a deer or
bighorn was supposed to leave some of the meat to the elves in payment. Those Indians who failed to leave
the Kai-nu-suvs their tribute would be elf-shot for stealing from the faerie herds. These elves are associated
with the spirit Wee-sa-kee-jac (corrupted to “Whisky Jack” by Europeans) the local name for the trickster
god Coyote.

Willpower: 5 Rage: 3 Gnosis: 8 Power: 40 Size: Small to Medium (0)


Charms: Airt Sense, Control Electrical Systems, Disorient, Eyes of the Cat, Gift of the Spriggan (as the
Fianna gift), Materialize (Power Cost 27, Strength 2, Dexterity 3, Stamina 2, Social 5, Mental 3, Alertness
3, Animal Ken 2, Brawl 2, Dodge 2, Expression 3, Firearms 3, Healing 2, Melee 2, Performance 3, Repair
2, Stealth 2, Occult 4, Survival 4, Health levels [ok (x2) ,-1 (x2), -2 (x2),-5, Incapacitated] Elfin Bow (Treat
as a crossbow doing 4 dice of aggravated damage) or Sword or spear for Strength 4 dice aggravated
damage., Phantasm (as the Fianna gift), Shapeshift, Woodland Stride.

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Ohdowa
The ohdowa are small reptilian humanoids similar to the
kobolds of Europe. Ohdowas are possessed of huge eyes and ears,
are covered with rusty red to black scales, and have long tails. The
Indians believe that the ohdowa were the prototypes of humanity,
discarded by the Creator long ago because of their extreme ugliness.
In shame these small goblins fled underground. There they mine for
the metals used by the other faerie races of the desert.

Willpower: 4 Rage: 3 Gnosis: 4 Power: 30


Size: Small (0)
Charms: Airt Sense, Burrow, Eyes of the Cat, Materialize (Power Cost 20, Strength 2, Dexterity 2,
Stamina 3, Social 3, Mental 5, Alertness 2, Brawl 2, Dodge 2, Melee 3, Repair 4, Stealth 3, Occult 1,
Survival 3, Health levels [ok (x2) ,-1,-1 (x2), -2 (x2), -5, Incapacitated] Club or spear for Strength 4 dice
aggravated damage, Reshape Object (as the Fianna gift).

Pa-o-has
Pa-o-has are water spirits resembling mermaids that inhabit the valley’s rivers
and lakes. These spirits can often be seen swimming around or sitting on the shore
while combing their hair. They are famed for using their singing to lure unwary men
and children close enough to drown them.

Willpower: 6 Rage: 5 Gnosis: 8 Power: 30 Size: Medium (0)


Charms: Eyes of the Cat, Materialize (Power Cost 17, Strength 3, Dexterity 2, Stamina 2, Social 5, Mental
3, Alertness 2, Brawl 2, Expression 3, Healing 2, Performance 5, Occult 2, Survival 2, Health levels [ok
(x2) ,-1,-1 (x2), -2 (x2), -5, Incapacitated], Spirit of the Fish (as the Uktena Gift), Song of the Siren (as the
Galliard gift).

Thunderbird
The thunderbird of the American southwest is an immense
eagle-like condor with a 30 foot wingspan. It is sometimes confused
with the much larger Wakinyan from a distance but it has feathers and
cannot breathe lightning, though its wings can flap with the sound of
thunder and create windstorms and tornados.

Willpower: 8 Rage: 8 Gnosis: 4 Power: 60 Size: Huge (-1)


Charms: Airt Sense, Clap of Thunder (as the Shadow Lord gift), Create Wind, Eyes of the Raptor,
Healing, Materialize (Power Cost 43, Strength 10, Dexterity 4, Stamina 9, Social 3, Mental 5, Alertness 5,
Brawl 5, Dodge 4, Intimidation 5, Occult 4, Survival 5, Health levels [ok (x3) ,-1 (x2), -2 (x2), -5 (x2),
Incapacitated-ed], Claw for 12 dice and bite for 10 dice aggravated damage).

U-nu-pits
U-nu-pits are banes, spirits of serpents and disease. Theses demons live
in the craggy mountains where they seek to cause illness and injury by tripping
(or pushing) people off of cliffs, causing landslides, and placing snakes in their
beds. Like many banes they can also posses others. A possessed victim may
have the demon driven out by having the exorcist cut the victim with an obsidian
knife and rubbing the wound with ash and live coals while a circle of chanters
surround the Ritemaster.

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Willpower: 7 Rage: 8 Gnosis: 7 Power: 30 Size: Medium (0)
Charms: Airt Sense, Blighted Touch, Possession, Materialize (Power Cost 18, Strength 3, Dexterity 2,
Stamina 3, Social 3, Mental 5, Brawl 2, Dodge 2, Melee 2, Stealth 3, Health levels [ok (x2) ,-1 (x2), -2
(x2), -5, Incapacitated] spear for Strength 4 dice aggravated damage), Perfect Poison (5 power to activate,
otherwise as the Ratkin gift).

Yan-tups
Yan-tups are water spirits similar to naiads and nixies. A nymph of
lakes, rivers, and springs Yan-tups are skilled in music and dancing, and are
supposed to have healing powers. Like all water nymphs they often seduce
men and attempt to carry them off to their underwater realms. In Death
Valley’s salt pools however it was believed that these Nymphs were truly
evil and became corrupted as their lakes dried up and became encrusted
with arsenic laded Epsom salts. These evil spirits sit by the salt pools
singing of their loss and waiting to poison some unwary man with a kiss.
Willpower: 6 Rage: 5 Gnosis: 7 Power: 20 Size: Medium (0)
Charms: Airt Sense, Kiss of Death (the kiss of the nymph causes the victim to in poisoned water: the cost
is 2 points per damage caused), Materialize (Power Cost 10, Strength 2, Dexterity 3, Stamina 3, Social 5,
Mental 3, Athletics 4, Brawl 1, Performance 5, Subterfuge 2, Health levels [ok (x2) ,-1 (x2), -2 (x2), -5,
Incapacitated] Claw for 2 dice aggravated damage, Seductive Song (cost 5 power: the victim will fall
madly in love with the nymph), Spirit of the Fish.

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