Sunteți pe pagina 1din 91

The Supernatural Compendium Book # 1 Table Of Contents: Special Thanks: Characters:

Table Of Contents:

This is a book derived from some old baddies & some TV heroes based on some of the things that go bump in the night, lets take a look on the inside & see if you recognize any of em.

Your General aka Fan of your site aka TheFingerling Or you can call me Louis. Im sorry my camera Sux :)

Special Thanks:
To all of the fans of the Marvel RPG, The Marvel Alumni, & the rest of the froum ClassicMarvelForever.com! & special thanks to Major Tom & Skycutter. Ok what this book is and what it is not, It is soley for the use of the Marvel RPG that is no longer being produced, It is not for sale in anyway, its purpose is to add to your RPG campaign & have fun, If you stray away from having fun & Try an sell the book I will come over to your house and throw you a beating (Just Kidding: Relax I will only throw you a beating if you don't invite me to play with you :)

Characters:
Angel Anna Ash Williams Azazel Bobby Singer Buffy Castiel Cordelia Crowley Dean Winchester Dracula Faith Frankenstein Freddy Kruger Gretchen (NPC) Jason Vorhees Jennifer John Winchester Leane (NPC) Lolita (NPC) Michael Myers Mummy OZ Ruby Ruiza (NPC) Rupert Giles Sam Winchester Selene Slayers Solomon Kane Spike Vampirella Vampires Watchers Council Werewolf Wesly Wyndham Price Willow Rosenberg Xander

Angel / Angelus
STATISTICS: F IN(40) A RM(30) S EX(25) E IN(40) R TY(6) I IN(40) P IN(40) Health: 135 Str: 25 Karma: 86 Resources: 6 Popularity: 6 Height: 61 Weight: 200 Eyes: Hazel Hair: Black Real Name: Angelus /Angel / Liam Occupation: Vampire Legal Status: single Identity: Public Place of Birth: Planet Earth Marital Status: Single Known Relatives: Darla (Sire), Drusilla (Daughter),
Spike (Grandson) Base of Operations: A large mansion in Sunnydale.

Group Affiliation: None KNOWN POWERS:


Stealth: Gd. Regeneration: Rm. -Fangs: Rm material for Ex(20) damage. Blood Drinking: If he succeeds in grappling an opponent Angelus may spend the next round feeding from them. If he wins that round his opponent takes damage from his fangs, and he regains as much health as his opponent loses. If he succeeds in killing an opponent by blood drinking, he may opt to 'turn' them; they will awaken the following sunset as a Vampire (As in this list). Invulnerabilities: Am Resistance to Toxins, completely unaffected by radiation and disease. He can be killed only by heat attacks, stabbing through the heart with a wooden object, or by decapitation. Enhanced Senses: Gd Sense of smell, Gd Night Vision. Talents Martial Arts A, B, D and Wrestling: With over two hundred years of violence and some intensive training under a neutral entity known as Whistler, Angelus has picked up numerous combat skills. He may Stun or Slam an opponent regardless of relative Strength and Endurance, and may ignore body armour in an opponent he has studied for two rounds. He has a +1CS to his Fighting in Slugfest combat, and a +2CS to his Strength for grappling. Occult Lore: Angelus is a vampire, and he's seen a lot of weird @!#$ in his unlife. Moreover, he has a small but extremely high-value collection of immensely rare volumes on the occult, all of which he knows backwards. He may add +1CS to his Reason when dealing with matters of the occult. Artist

Angel / Angelus
Edged Weapons: His weapon of choice is a sword, but Angelus is proficient with most edged weaponry, and gains a +1CS to his Fighting when using blades in combat. Multilingual: Angelus has travelled the world, and speaks several languages, including Korean and Irish Gaelic. Limitations Vulnerabilities: Direct sunlight causes Rm heat damage to vampires. All other heat-based attacks affect them at +1CS. The presence of a crucifix has a chance of repelling them (Psyche FEAT required against Gd intensity). Contact with a crucifix causes Ex heat damage (taking the bonus into consideration). Holy Water counts as acid against them, doing Ex heat damage. Vampires have no reflection, and cannot enter private homes uninvited. Blood Lust: The sight of blood can send vampires into an insane rage. For every round in which someone within the same area bleeds - from edged or shooting damage they must make a Psyche FEAT with intensity equal to the amount of blood-drawing damage inflicted (if several individuals are damaged, the intensity is the highest damage done to any one individual) or become subject to the blood lust. While subject to the lust their reason is reduced to Fb and they can do nothing but attempt to grapple and bite nearby human beings. They retain enough threat perception to choose exactly which of those nearby they attack. To escape the bloodlust the vampire must make another Psyche FEAT, again against the highest blood shedding damage of the turn, at the end of a turn in which he has successfully fed. When there are no living targets in the area the vampire automatically leaves the bloodlust. Vampirism: A vampire can go up to three days without feeding without it affecting him physically. However, for every day without feeding the vampire has his Psyche reduced by -1CS - so after three days he is at -3CS. After three days the vampire continues to lose Psyche ranks, and also loses Endurance at the same rank. When he reaches SH-0 Endurance he becomes immobile and insensible, and can only recover if blood is poured into his mouth. After this he gains Fb Endurance, and can continue recovering at the usual rate. Obsessive: Angelus' great weakness is his obsessive and sadistic nature. He will not kill Buffy until he feels he has broken her will.

Anna
STATISTICS: F GD(10) A RM(30) S RM(30) E IN(40) R GD(10) I RM(30) P RM(30) Health: 110 Str: 30 / Angellic Karma: 70 Resources: 4 / 30 in Heaven Popularity: 0 -/+10 in the supernatural Height: 57 Weight: 115 Eyes: Green Hair: Brown Real Name: Anna Milton Occupation: removed her grace and was reborn human on Earth / Angel Legal Status: single Identity: Secret Place of Birth: Planet Earth / Heaven Marital Status: Unknown Known Relatives: Unknown Base of Operations: Supernatural Group Affiliation: Supernatural / Sam / Dean KNOWN POWERS: When she was restored to angel form Time Travel (AM) Anna is able to teleport herself, and in some cases groups of people, through time and space. She can cover great distances Teleport (IN) herself and humans to any location on Earth Presence:(RM) Anna can easily overpower humans; it took four people to restrain her even when she lacked her grace. Listen: (EX) Anna could hear angels in Heaven conversing in Enochian. Telekinesis: (EX ability & range) Anna can move objects with her mind. Characteristics: Anna is an angel who, dissatisfied and frustrated with her mission, chose to relinquish her grace. She fell to Earth and was born as a human. Even when she lacked her angelic grace, Anna still maintained some of her angelic powers, including degrees of superhuman strength and telekinesis. In one instance, it took five people to restrain her, and she used her mind powers against a demon who was about to attack her. When she retrieved her grace, Anna regained her angelic powers and abilities, but since she chose to fall she remained a hunted outcast. History: Anna Milton is an angel of Heaven who chose to relinquish her grace to be reborn human on Earth. Before the creation of humans, she was Castiel and Uriel's superior and she also managed their garrison. While on Earth as a human, Anna could hear angels in Heaven conversing in Enochian. Her angelic presence can shatter lights. She has demonstrated the ability to bend time. Anna and her vessel were later destroyed by Michael.

STATISTICS: F RM(30) A EX(20) S GD(10) E RM(30) R GD(10) I EX(20) P IN(40) Health: 90 Str: 12 (can lift 450lbs Army of Darkness RPG) Karma: 70 Resources: 4 superstore S-Mart, housewares department Popularity: 0 Height: 61 Weight: 185 Eyes: Blue Hair: Black with grey on the sides Real Name: Ash Williams Occupation: In and out time/ warrior Legal Status: Feared Identity: Public Place of Birth: Dearborn, Michigan Marital Status: Single Known Relatives: Cheryl Williams (sister, deceased) Base of Operations: post-apocalyptic future Group Affiliation: None KNOWN POWERS: Technically he has no powers but is considered to have an Iron Will: RM he has taken beatings & damage normal humans just cannot endure Equipment and abilities: Ash is known for two main weapons: his "boomstick", a sawed off double-barreled 12 gauge Remington shotgun (although this weapon has changed several times), and the more noticeable chainsaw, which was adapted to replace his right hand, amputated in Evil Dead II after being possessed by a Kandarian spirit. Bruce Campbell has stated Ash is pretty much incompetent at everything except fighting the Evil Dead. He knows some degree of hand-to-hand combat techniques, and prowess with a variety of weapons in various situations. His main strength seems to be his ingenuity: he has from the second film on been shown creating such things ranging from his chainsaw bracket and shotgun harness, gunpowder from mainly referencing its elemental makeup in a chemistry book, a fully functional prosthetic hand from a metal gauntlet, and the short-lived "Deathcoaster". The Deathcoaster is seen in the latter parts of Army of Darkness, made from the remains of his car and powered by a steam engine. The main feature of it is a massive rotating blade on the front of it, akin to an angled upright lawnmower blade. The Deathcoaster was destroyed during the film's final battle. At the end of the film he takes what is left of it with him, though it hasn't been seen or used in any later material. The Deathcoaster was not referred to as such in the film; the name appears in scripts and publicity material.

Ash Williams

Weapons: Boomstick (Sawed off Double-Barreled 12 gauge Remington shotgun): Remarkable (30) Damage; Rate of Fire: 1-2 Shot a round; Range: 1 area. Chainsaw (Attaches by a Bracket to Amputated Right-Hand): 15 points of Edged Damage; Excellent (20) Material Strength chainsaw blade. Prosthetic Right-Hand (Metal Gauntlet): +1CS to strength for Excellent (20) Blunt Damage; Material Strength: Remarkable (30). Limitation: Amputated Right-Hand Talents: Weapons Specialist (Boomstick/Chainsaw) Guns Marksman Weapons Tinkering Weapons Engineering Martial Arts A,B Resist Domination

Ash Williams
Personality: Ash is in his early 20s and usually lives a "normal" life. He is employed at the superstore, S-Mart(where he works in the housewares department), and has a girlfriend, Linda. Ash's personality and state of mind change drastically throughout the franchise. In The Evil Dead and the beginning of Evil Dead II, he is something of a laid back everyman who is more cowardly and inexperienced, but by middle of Evil Dead II and into Army of Darkness, he has grown into a much braver person, and becomes the voice of encouragement and confidence in Arthur's castle. It is at this point that Ash becomes known for his one-liners, and his personality takes on a more cynical, embittered tone. Ash's experiences with the Necronomicon have also made him incredibly neurotic, irritable and perhaps even insane. It can be debated that a few of the happenings of the storyline were merely Ash's hallucinations (for example, Ash's reflection in Evil Dead II) and not the Evil at all. Ash Williams Quotes "Groovy!" "Hail to the king, baby." ? "Shop smart, shop S-Mart." ? "Who wants some? Who's next?" ? "All right, you primitive screwheads, listen up! You see this? This... is my BOOMSTICK! It's a 12 gauge double barreled Remington, S-mart's top of the line... you can find this in the sporting goods department... that's right, this sweet baby was made in Grand Rapids, Michigan, retails for about $109.95, got a walnut stock, cobalt blue steel, and a hair trigger. Shop smart, shop...S-mart. YOU GOT THAT?!" ? (aiming shotgun) "Swallow this." ? "Yo, she-bitch. Let's go!" ? "Come get some." ? (after shooting Evil Ash in the face) "Good... bad... I'm the guy with the gun." ? "Yeah, baby. Sing...for the King." ? "Gimme some sugar, baby." (prior to a kiss) ? "Awh, now that's just what we call 'pillow-talk', baby." ? "Buckle up bonehead, 'cause you're going for a ride." ? (after decapitating "Sparky") What's that? You can't believe you just got your ass kicked by a one handed nutjob? What? Oh you think I'm your daddy? ? (After his girlfriend's possessed and severed head taunts him) "You're goin' down!" ? "Lady, I'm afraid I'm going to have to ask you to leave the store." (after a deadite appears in S-Mart) ? (After deadite asks him who he is.) "Name's Ash." *cocks gun* "Housewares." ? "You want a piece of me?! YOU WANT A PIECE OF ME?!" ? "First you wanna kill me, now you wanna kiss me. Blow." ? (After being attacked by a decoy Necronomicon in the Graveyard) "Ooh..oooh...I'll get back to you!" ? "Let's go carve ourselves a witch." (starts his chainsaw) ? "You bastards! You...dirty bastards! Give me back my hand! GIVE ME BACK MY HAAAAANNND!"

Azazel
STATISTICS: F RM(30) A GD(10) S RM(30) E IN(40) R GD(10) I RM(30) P AM(50) Health: 110 Str: 34 Karma: 90 Resources: 10 / 100 in Hell Popularity: 0 -30 in the supernatural Height: 6 Weight: 185 Eyes: Has yellow eyes (iris and pupil) Hair: Grey/Brown Real Name: Azazel Occupation: King of Hell during Lucifer's imprisonment Legal Status: single Identity: Secret Place of Birth: Planet Earth Marital Status: Unknown Known Relatives: Unknown Base of Operations: Supernatural Group Affiliation: Hell Domain KNOWN POWERS: History: Pheromones: (Death GD), the geographical area has cattle deaths upon his arrival. Weather Manipulation (EX) electrical storms and temperature fluctuations. Poltergeist Aura (RM) His presence makes clocks stop, and electrical devices go haywire. Azazel: (Has demonstrated that he is) Is impervious to Holy Water Has yellow eyes (iris and pupil). Possesses human hosts (AM), but can exist in a disembodied form also, and has the ability to possess a reaper.(AM) Can create and manipulate fire. (IN) Is telekinetic (IN), and has pinned humans to the walls and the ground using this power. He has the power to cause internal bleeding and grievous wounds with his mind. (IN) Can enter a human's subconscious; he is able to enter (AM) Sam's mind and he shows Sam what really happened to his mother.(AM) Displays superhuman-strength. Has the authority to make deals. Impervious to the salt barrier. Is vulnerable to the Colt. Azazel is a Yellow-Eyed Demon, and is the only one seen to date. He constructed and formed a Group called Special Children to which Sam Winchester unknowingly contributed to. On the night Azazel visited Sam's nursery, he killed Mary Winchester when she discovered him, and set fire to the Winchester home. These actions caused John Winchester to pursue Azazel for the rest of his life, and Sam and Dean's lives were forever altered. Azazel may have been King of Hell during Lucifer's imprisonment, although it was never confirmed in Canon itself. However, Casey did describe him as a tyrant who held the demons all together.[1] Azazel holds a significant amount of authority over other demons, allowing him to command them as he sees necessary. Azazel is a servant of Lucifer. On at least one occasion, Azazel has called Lucifer as his "daddy", a reference to Lucifer's role in creating demons. The only weapon described as having the power to kill Azazel is The Colt.

Azazel
Special Notes: The Demon's Children Two black-eyed demons have been referred to as Azazel's children: Meg, who appears in Seasons One, Two, and Five, and Tom, who appears in Season One. They assist him in keeping track of Sam, and in trying to acquire the Colt from John Winchester. Meg refers to Azazel as "Father" when communicating using the Goblet of blood. Azazel affirms the connection, calling Meg his daughter and Tom his "boy". They leave traces of Sulfur behind. They are impervious to hallowed ground ("that may work in the minor league, but not with me" Meg, Salvation), but not to Holy Water. They can be exorcised; Meg is exorcised twice. Both Meg and Tom are restricted by the salt barrier. Azazel in Mythology The name Azazel first appears in the Hebrew Bible (Leviticus 16:8) its meaning can mean "God strengthens", but also "impudent to God". In the Book of Enoch, Azazel was described as one of the leaders of the Grigori, fallen angels who married and had children with human women. In Modern Hebrew, '"lekh l'Azazel" ( ) is the equivalent of the English curse "go to Hell".'[18] He is said to be the principal standard-bearer of the infernal armies, and ranks quite high in the ranks of Hell's Hierarchy.

Bobby Singer
STATISTICS: F EX(20) A GD(10) S GD(10) E EX(20) R GD(10) I EX(20) P EX(20) Health: 60 Karma: 50 Resources: 6 Popularity: 4/-30 (Supernatural Society) Real Name: Bobby Singer Occupation: Hunter Identity: Publicly known Legal Status: With no criminal record Other Known Aliases: He makes it up as he travels & helps out the boys Place of Birth: Unrevealed Marital Status: Married, Karen Singer Known Relatives: Base of Operations: Singer Salvage Yard Past Group Affiliations: Present Group Affiliation: Known Powers: None BACKGROUND: Bobby is revealed to be a an old friend of the Winchester family. Sam and Dean Winchester seek his help when their father John is kidnapped by demons. From his extensive collection of supernatural-related literature and resources. Though Bobby is "fairly content, at least on the surface, to be alone in the world", he slowly comes to be a surrogate father for Sam and Dean. On this relationship, Beaver feels that "Bobby's concerned about them both, with Dean's sense of self, but there's a sort of undercurrent of worry about Sam. Sam seems to have more of the heart of darkness about him than Dean does... I just sense that there's this ongoing watchful eye that Bobby's got on Sam." Although he loves each of them "like a son", Bobby is willing to allow the brothers to put themselves in harm's way if it is absolutely necessary. For example, when Dean wants to detoxify Sam from his addiction to demon blood in "When the Levee Breaks", Bobby instead points out that Sam giving in to his demonic abilities could help him to prevent Lucifer's return, even though the amount of blood required to kill Lilith would "change [him] forever". "Bobby is old enough that he's fairly clear-headed about what the priorities ought to be. Bobby's position is, more or less, 'if you have a family member with a drinking problem and you want to stage an intervention, you might not want to do it in New Orleans during Hurricane Katrina.'"

Special Notes: There are fundamental differences between him and John, and as much as the boys clearly love their father in some ways they're more comfortable with Bobby. But everybody has parent baggage, and sometimes your favorite uncle is a more fun parent figure than your real parents. I've (Bobby) always felt that it's a cross between a father figure and an uncle...

Bobby Singer
Talents: Martial Arts B, Guns, Occult lore, Resist Domination, Blunt & Sharp objects & Driving, can read different incantations Bobby helps with the hunt for demons, spirits and other supernatural creatures . Equipment: Bobby has various Guns, Knifes, & Melee weapons in the back of his vehicle & Salvage Yard such as Lockpicks: +1CS to picking locks Throwing blades. 2 area range, Typical damage First Aid Kit: Standard first Aid kit Flashlights: Typical light 2 area range Machine guns Shotguns & Handguns with APSalt rounds bullets which do Incredible damage (Excellent for the handguns)to the supernatural and reduce body armor by -2CS Typical to Excellent damage to regular folks.

Buffy The Vampire Slayer


STATISTICS: F IN(40) A IN(40) S EX(20) E RM(30) R GD(10) I EX(20) P IN(40) Health: 130 Str: 20 Karma: 70 Resources: 4 Popularity: 40 in the supernatural community,
20 in Sunnydale, 0 in the mundane world.

Height: 52 Weight: 115 Eyes: Blue Hair: Blond Real Name: Buffy Summers Occupation: Slayer Legal Status: single Identity: Public Place of Birth: Planet Earth Marital Status: Single Known Relatives: Joyce Summers (Mother) Dawn Summers (Sister) Base of Operations: Sunnydale Group Affiliation: Scooby Gang KNOWN POWERS:
Resistance to Disease: Incredible. Healing & Recovery: Remarkable. Vampire Detection: Typical. Buffy has never used this power much. Damage Resistance: Blunt damage is reduced by -2CS. All other damage is reduced by -1CS. Resistance to Magic: Excellent. Enhanced Senses: Buffy's hearing functions at Excellent rank. Incarnation Awareness: Incredible ability to 'dream' the lives and battles of past Slayers. Hyper-Running: Good. Talents: Edged Weapons - Favors stakes and axes, but is crudely effective with almost anything. Leadership - Although it depends on her psychological state. Leaping and Tumbling - Buffy remains fairly acrobatic. Martial Arts A, C, E - Basic jujitsu and Aikido, and brawling experience. Resist Domination - Trained by Giles. Thrown Objects - Excellent coordination, even blindfolded. Buffy used to also have the Student talent, but she's managed to lose that over the course of the series in exchange for her other skills. Personality: Buffy has a tendency to regard her calling as a misfortune, to be worked around, survived and tolerated. That said, when the world is in danger, she will not hesitate to defend it by almost any means available. She will sacrifice her life for the greater good, but not her family. Buffy used to claim to have a strong code against killing people; this never really stood the test of application, and she's deliberately caused the deaths of at least four human beings, as well as being actively involved in at least eleven other kills. Buffy also has absolute self-confidence; whatever she does, she assumes is the morally correct course of action.

Buffy The Vampire Slayer


Weapons and equipment: Slayers typically use weapons to fight vampires and other demons. Simple wooden stakes(Material strength damage or +1cs strength), crucifixes, and holy water are commonly used due to their effectiveness against vampires. Swords(EX to IN material,+or- to material strength or strength edged damage), axes(EX to IN material,+or- to material strength or strength edged damage), and knives are the most common implements used for dispatching demons, though other melee weapons (generally of medieval European design +1cs to the material strength) are also used. Ranged weaponry is usually confined to crossbows(GD to RM damage). On occasion, more sophisticated weaponry is used; Buffy Summers has used a military-issue rocket launcher to defeat a particularly tough demon. The Slayer Melaka Fray uses weaponry native to her time period, such as rayguns (EX to IN material & damage), as well as traditional Slayer weapons. Buffy has a personal dislike for firearms, and has made it a rule that no Slayer in her group uses them. On the other hand, the rogue Slayer Simone Doffler and her criminal gang are enamoured of guns. Scythe: Natural Weapons Specialist Ability: The Scythe is a weapon resembling a metal lochaber axe with a wooden stake and a flanged mace head built into the handle. (RM material in the wood stake area, UN in the metal area blade, IN damage to the supernatural & also -2cs for both normal body armor & supernatural body armor) Due to its design, the Scythe can be used as an axe, sword or spear, depending on the fighting style of its wielder. The Scythe exhibits some mystical properties. A Slayer who picks it up recognizes it as a source of power, and has an instinctive sense of ownership of the weapon. When Buffy showed the Scythe to Faith, she said that she "felt like it belongs to me," but immediately surrenders it to Buffy, saying that it was hers because she was a Slayer first. When Buffy discovers the weapon, she tracks its lineage to a mysterious woman who explains its origin. Centuries ago, a group of women known as The Guardians forged the Scythe for the Slayer. The Guardians kept the weapon a secret from the Shadow Men, and later the Watchers. The Scythe was used to kill the last pure demon on Earth in what would later become Sunnydale, CA. It was lost after that, until discovered by Buffy embedded in stone. Willow Rosenberg is soon after able to harness the Scythe's mystical essence and activate every Potential Slayer in the world.

Castiel
STATISTICS: F RM(30) A IN(40) S RM(30) E AM(50) R GD(10) I AM(50) P AM(50) Health: 150 Str: 34 / Angellic Karma: 110 Resources: 10 / 100 in Heaven Popularity: 0 -/+30 in the supernatural Height: 510 Weight: 175 Eyes: Brown Hair: Brown Real Name: Castiel Occupation: Warrior for Heaven Legal Status: single Identity: Secret Place of Birth: Planet Earth / Heaven Marital Status: Unknown Known Relatives: Unknown Base of Operations: Supernatural Group Affiliation: Supernatural / Sam / Dean KNOWN POWERS: Castiel Time Travel (MN) Castiel is able to teleport himself, and in some cases groups of people, through time and space. He can cover great distances in a matter of seconds, as shown in 6.06 You Can't Handle The Truth when he believes Gabriel's Horn of Truth has been discovered, and searches an entire city in moments. Teleport (AM) himself and humans to any location on Earth unless the location is protected with Enochian sigils. Disintegration: (AM) Turn a human, such as Sam Winchester, into dust with one word Presence:(AM) Overpower other angels in his Garrison. He also can outmatch multiple demons at once Speak: (AM) or communicate with his managers in Heaven while he's on Earth in a Vessel, as he demonstrated when he sought out revelations from his superiors. Telepathy: (AM) Use telepathy to communicate with humans while asleep Telekinesis & Pyrokinesis (IN ability & range) Cas can move objects with a gesture, and even ignite them as demonstrated when he burns Crowley's bones. Characteristics: Looking on Castiel's true form will burn out a human's eyes, as Pamela Barnes found when she tried to summon him in a sence. Castiel states his angelic shape is as big as the Chrysler Building in New York, which is 1047 feet (319 m) in height. Castiel's true voice (Sonic Screem AM), like the true voices of other angels, is piercing to the human ear. He can use Electronic

Castiel
Voice Phenomenon (AM ability and range) to speak to people when he is outside his vessel. He communicates with his vessel, Jimmy Novak, through the electronics in his home, and appears to use an analogous method to communicate with Dean and Sam in Heaven. Castiel can also speak to his vessel unaided (No feat required) ; he converses with Jimmy to obtain his consent to serve as a vessel. The angel possesses vast occult knowledge (AM ability), ranging from lore, to spells cast in Enochian, to the structure and defenses of Hell. His knowledge of human customs and behavior is somewhat lacking. Castiel is also proficient with an Angel Sword, generally outmatching his angelic opponents while using it. Castiel's initial rank in The Host of Heaven is unknown. Uriel appears to be junior to him, until he is promoted when Castiel's superiors become concerned about Cas's empathy for Dean. In the past Anna Milton, in her angelic state, was his superior in their Angel Garrison. Zachariah was also his superior. However, Castiel seems to have been higher in rank than the henchmen that often accompanied Zachariah. He states in 5.02 Good God Y'All that he has been cut off from Heaven after helping Dean escape from Zachariah in 4.22 Lucifer Rising. This means that he lost some of his abilities, and he does not have the power to heal Bobby. Talents: Swordsmanship, (Edged & Blunt Weapons) Occult Lore, Spell Casting, Angelic Protocol

Cordelia Chase
STATISTICS: F GD(10) A EX(20) S TY(6) E EX(20) R TY(6) I GD(10) P EX(20) Health: 56 Str: 5 Karma: 36 Resources: 6 Popularity: 6 Height: 58 Weight: 125 Eyes: Green Hair: Black Real Name: Cordelia Chase Occupation: Secretary for Angel Investigations Legal Status: single Identity: Secret Place of Birth: Planet Earth Marital Status: Single Known Relatives: Mother & Father Base of Operations: Sunnydale Group Affiliation: Scooby Gang KNOWN POWERS: Visions: Cordelia receives uncontrolled visions from the Powers that Be, telling her where Angel needs to be in order to, as it were, help the hopeless. These are actually slightly prophetic, and count as Remarkable Clairvoyance, Clairaudience and Precognition, all uncontrolled. -Levitation: During her visions, Cordelia levitates several feet above the floor. Empathy: Incredible ability to detect negative emotions within one area. -Projective Empathy: Cordelia can also detect the emotional states of the subjects of her visions. Light Emission: Cordelia can glow with Incredible intensity light. This light is lethal to certain somewhat gelatinous demonic denizens of the Quor-Toth dimension, inflicting Incredible (40) Energy damage to them. -Aura Cleansing: Much as I hate the term, this is probably the best description. Cordelia can effectively clear negative and demonic influences from an individual's psyche with Remarkable ability. Limitations The visions cause intense pain, which will incapacitate Cordelia for 1-10 rounds in the immediate aftermath.

Talents: First Aid - Basic skills, but always the choice to bandage any injuries. Leaping and Tumbling - Former Cheerleader. Performer - Can't sing. Can't act. Can cheer, but has no team or way on to one. Largely inactive. Skill - Swords - The focus of Angel's training. Trivia - Remarkable knowledge of fashion.

Cordelia Chase
Personality: Tact is just not saying true stuff. I'll pass. Cordelia Chase often came across as stupid. In fact, she was simply very, very blunt, and not afraid to state the obvious. She often came across as mercantile. This was actually a fair assessment; Cordelia liked the comfort and security that money brought, and it should be added that she never put profit ahead of human life. She often came across as cruel and, yes, she could be cruel. It was fun. Cordelia was smart, snarky, sexy, and very amusing. After Vocah's attack, she was also absolutely committed to helping the hopeless, as she liked to put it. Before, she was slightly more concerned with running Angel Investigations at a profit; it's kind of ironic that they only became a success after she gave up on this. Cordelia recently returned, briefly, to the show, to tell Angel, in no uncertain terms, what he was doing wrong. For the rest of the last season, we've had to make do with Fred, Eve, and latterly Illyria. Who apparently is well worth the effort.

Crowley
STATISTICS: F RM(30) A GD(10) S RM(30) E IN(40) R GD(10) I RM(30) P AM(50) Health: 110 Str: 30 Karma: 90 Resources: 10 / 100 in Hell Popularity: 0 -30 in the supernatural Height: 58 Weight: 170 Eyes: Brown Hair: Brown Real Name: Crowley; originally Fergus Roderick McLeod Occupation: King of Hell during Lucifer's re-imprisonment Legal Status: Married Identity: Secret Place of Birth: Planet Earth Marital Status: Unknown / Wife Known Relatives: Son Garvin Base of Operations: Supernatural Group Affiliation: Hell Domain / Former crossroads Demon KNOWN POWERS: Crowley: (Has demonstrated that he is) He claims to have taken on a "nest" of demons and came out with barely a scratch on him.5.20 The Devil You Know Like Lucifer, he appears to be immune to the effects of the Colt, as demonstrated when Bobby shots him with it and he was able to sustain himself5.20 The Devil You Know. Although it could be argued that Bobby merely fired a "warning shot" and didn't inflict a fatal wound at Crowley since he shot him in the arm. Azazel, who was shot in the legs while possessing John Winchester, was also able to sustain himself. Telekinesis: RM Is impervious to Holy Water Possesses human hosts (AM), but can exist in a disembodied form also, and has the ability to possess a reaper.(AM) Sam's mind and he shows Sam what really happened to his mother.(AM) Displays superhuman-strength. Has the authority to make deals. Impervious to the salt barrier. Is vulnerable to the Colt. Wish fulfillment: As King of the Crossroads Demons, and by definition a Crossroads Demon himself, Crowley is able to fulfill any wish given a contract for the selling of a soul, "to get the magic going". He describes himself as being "in sales".5.10 Abandon All Hope Life & Habits: Crowley was a demon who claimed to be King of Hell, in search of Purgatory, and resurrector of Sam and Samuel Campbell.6.07 Family Matters He was formerly King of the Crossroads5.21 Two Minutes To Midnight and Lilith's right hand man5.09 The Real Ghostbusters. His meatsuit belonged to a "moderately successful" New York literary agent.5.20 The Devil You Know In life, he was a 17th century Scottish tailor who sold his soul for a longer Pee,Pee ("three additional inches" to be precise). He was killed when Castiel burned his bones.6.10 Caged Heat Crowley was born Fergus Roderick McLeod in 1661 Scotland. He was a "two-bit" tailor who sold his soul for an extra three inches below the waist. He had a son named Gavin who, after Crowley and his human wife died, set sail for America and died in a shipwreck. Gavin and his father have a strong mutual dislike for each other. The dislike is so strong that Gavin - when his spirit is summoned to get information on Crowley betrays Crowley's burial spot, leaving him vulnerable to exorcism by salting and burning his remains. Crowley was in possession of his remains after returning Bobby Singer's soul until Castiel recovered them, sealing his fate. Becky Rosen speculated that Crowley may have been Lilith's lover, but he has no problem kissing men. He seals a deal with a male banker with a kiss and teases him about his homophobia.5.10 Abandon All Hope He also seals

Crowley
his deal with Bobby with a kiss, and later shows off a picture of the moment that he took covertly on his iPhone. Although it has been standard practice for Crossroads Demons to seal deals with a kiss, Crowley seems to find no end of amusement in teasing other men. In order to set Brady up as a traitor with the other demons, Crowley uses the line that he and Brady are "lovers in league against Satan".5.20 The Devil You Know In 6.07 Family Matters, he makes a joke about knowing Samuel, "but not in the biblical sense." These incidents may suggest that Crowley is queer, but it's possible that he is just a demon with a wicked sense of humour. Talents: Occult lore, Demonology, Tailor

Dean Winchester
STATISTICS: F RM(30) A EX(20) S GD(10) E EX(20) R GD(10) I EX(20) P EX(20) Health: 80 Karma: 50 Resources: 6 Popularity: 4/-30 (Supernatural Society) Real Name: Dean Winchester Occupation: Hunter Identity: Publicly known Legal Status: With criminal record Other Known Aliases: He makes it up as he travels Place of Birth: Lawrence, Kansas Marital Status: Spouse(s)Lisa Braeden (ex-Girlfriend) Known Relatives: Sam Winchester (younger brother) John Winchester (father, deceased) Mary Winchester (mother, deceased) Samuel Campbell (Grandfather) Deanna Campbell (grandmother, deceased) Adam Milligan (paternal half-brother) Base of Operations: Mobil Past Group Affiliations: Present Group Affiliation: Known Powers: none Background: Dean comes from a long line of hunters dating back to at least the early 17th century where his ancestors were hacking the heads of vampires on the Mayflower. Dean was born January 24, 1979 to John and Mary Winchester. He is the couple's older child, and has two siblings, Sam, who is four years younger, and Adam, the illegitimate son of John Winchester and a woman he saved. This half brother is discovered in the fourth season in the episode "Jump the Shark". Dean was named after his maternal grandmother Deanna Campbell, while his brother was named after his maternal grandfather, Samuel Campbell. Dean drives a black four-door hardtop 1967 Chevy Impala (given to him by his father), and is a fan of classic rock music and heavy metal. He says his favorite song is a tie between Led Zeppelin's "Ramble On" and "Traveling Riverside Blues."Until recently, Dean always wore a metal amulet, on a long black cloth band necklace. In "A Very Supernatural Christmas," the necklace is revealed to have been a gift from Sam on Christmas Day, 1991. The amulet was originally meant for John and obtained from Bobby Singer, but after

their father failed to come home for Christmas (as always), Sam gave it to Dean instead, saying "Dad lied to me; I want you to have it," because Dean had tried to give him a good Christmas. In Season 5, it was revealed that theamulet can detect God's presence; Castiel borrows it from Dean to track God on Earth. After finding out in "Dark Side of the Moon" that God refuses to help in the fight against Lucifer, Castiel returns it to Dean, who drops it into a trash can. In addition to the amulet, up until the fifth season episode "Changing Channels," Dean always wore a silver ring on his right ring finger. He sports a MTMSpecial Ops Watch (The Black Patriot Model) and wears it in the fourth season with a Velcro band. He also has a small black tattoo on the upper left side of his chest; it is a protective plated pentagram with rays of the sun surrounding it. The symbol is said to ward off demonic possession. Dean appears to be a fan of Jack Nicholson, and possibly watches Oprah. He tends to make light of some of his and Sam's adventures, and is known to use crude humor and make sexual innuendos. Despite being in excellent physical shape, Dean is known to have very bad eating habits. He is often shown enjoying greasy, fattening, or otherwise unhealthy food, especially

Dean Winchester
cheeseburgers; this is in stark contrast to Sam, who often favors a healthier diet and usually expresses either amazement or disgust at the food Dean eats. Dean is terrified of flying, and claims that it is the reason why he drives everywhere. Despite his working knowledge of the afterlife, Dean is skeptical towards believing in the "good aspects of religion," while he may believe in demons he claims angels don't exist as he only believes in what he can see. However he becomes more open minded after meeting Castiel. Dean values his family and their safety more than anything else, even going so far as to kill the human host of a demon in order to save Sam's life, as well as selling his own soul to save Sam's life Additional Notes: IronWill: RM(30) Dean has been in the family business for a while now so in game terms, when Dean takes damage treat all of his save vs. as if he has RM(30) endurance. Black tattoo on the upper left side of his chest; it is a protective plated pentagram with rays of the sun surrounding it. The symbol is said to ward off demonic possession & Render him Invisible (On rib cage placed there by cas) for supernatural location. Am(50) ability Talents: Martial Arts B, Guns, Occult lore, Resist Domination, Blunt & Sharp objects & Driving Mechanic Dean Winchester hunts demons, spirits and other supernatural creatures with his younger brother Sam. Equipment: Sam & Dean has various Guns, Knifes, & Melee weapons in the back of their Impala such as Lockpicks: +1CS to picking locks Throwing blades. 2 area range, Typical damage First Aid Kit: Standard first Aid kit Flashlights: Typical light 2 area range Machine guns Shotguns & Handguns with APSalt rounds bullets which do Incredible damage (Excellent for the handguns)to the supernatural and reduce body armor by -2CS Typical to Excellent damage to regular folks. Chevy Impala: Control Speed Excellent Excellent Body Good

Dean Winchester
Equipment: (Personal) Dean's weapon of choice is a stainless and custom engraved .45 caliber Colt MK IV Series 80 1911 pistol with ivory grips, EX material GD damage (see regular equipment for rounds used) which John is also seen using in a flashback. Dean also uses a Baikal sawedoff, double barrel, break action shotgun when he needs extra firepower. RM material EX damage (see regular equipment for rounds used) He has also been seen with a H&K G3SG/1 rifle RM material EX damage RM range (see regular equipment for rounds used) in "Simon Said". Other small arms used by Dean include a Taurus PT99, a Beretta 92FS, a Smith and Wesson 5906 9x19mm pistol, a Remington 870 12 gauge shotgun and an Ithaca 37 12 gauge shotgun. Dean is shown to possess a large machete EX material EX edged in "Dead Man's Blood", and has used a knife in several episodes. Dean has also wielded a Desert Eagle loaded with wrought iron bullets in the episode "Something Wicked" and tasers which he and Sam used in the start of "Faith", when he electrocuted himself. Dean, along with Sam, John and others, has wielded "The Colt", a specially crafted Colt-Patterson model 1836 revolver made by Samuel Colt himself which, RM material EX regular damage with Colt's special bullets, can kill anything in creation. (Can deal supernatural damage of UN & on a kill result the target the ammo reduces all types body armor to zero and there is no save vs (if the shot hits on a kill, it kills on a kill) However, Lucifer mentions that he is one of five things that the Colt can not kill, it is unknown if the four other entities Lucifer was referring to were God and the three other Archangels (Michael, Gabriel and Raphael) or the Four Horsemen.

DRACULA
STATISTICS: F IN(40) A AM(50) S RM(30) E UN(100) R EX(20) I AM(50) P AM(50) Health: 220 Str: 30 Karma: 120 Resources: 40 Popularity: -15 Height: 65 Weight: 225 Eyes: Red Hair: White Real Name: DRACULA Occupation: Former prince of Transylvania and Wallachia, Lord of the Vampires Legal Status: Legally dead Identity: The general populace of Earth believes that Dracula died in the 15th century and that stories of his survival are fictional Place of Birth: Schassburg, Transylvania (now Sighisoara, Romania). Marital Status: Legally married three times; although Dracula has kept a number of vampire brides over his career, Known Relatives: Inapplicable Base of Operations: Castle Dracula, Transylvania Group Affiliation: Lord of Vampires KNOWN POWERS: Average Vampire abilities But Dracs is a bit Higher: Immortality: Vampires are considered to be Immortal. Vampires cannot die by conventional means, only restrained (see Limitations). Animal Transformation: A vampire may change it's shape into either a bat or wolf with Incredible ability. Animal Communication: The vampire possesses Amazing ability to communicate telepathically with any animal larger than an insect. Hypnotism: AM Vampires can mesmerize others, or even control their minds outright. Vampires can manipulate others' emotions, becoming dream lovers or terrifying nightmares. This ability is ranked AM and requires eye contact. Heightened Senses: The vampire's senses are superhuman. All 5 senses are heightened to Incredible levels. Telepathy: IN The vampire may attempt to read a victim's mind. The vampire must be able to see the person to be scrutinized. The vampire makes a Psyche FEAT roll vs the target. Success allows the vampire to read the victim's thoughts. Astral Projection: A vampire may project it's spirit into the Astral plane with Amazing ability travelling invisible and intangible. Hyper Speed: GD Vampires are natually quicker than when they were alive enabling them to move and attack at superhuman speeds. This is considered Good Hyper speed. Blending: The vampire may step into the shadows and thereby shroud itself from sight with Monstrous ability. Invisibility-Psychic: The vampire possesses IN rank ability to psionically cause others not to see it forcing others will simply ignore it. Emotion Control: IN Fear. A vampire hissing and baring fangs, may instill an unnatural terror in a target. Unless a successful Psyche FEAT is made vs AM ability, the target must turn and flee.

DRACULA
Night Vision: IN Vampire may see in "natural" darkness without difficulty. Claws: The vampire may sprout claws inflicting strength +1CS damage. Regeneration: Vampires recover from damage quickly. Consider a vampire to popssess EX regeneration. Bite: A vampire bite does RM damage per round by draining the blood from a victim. If the target has been drained of blood to Shift-O health then re-infused with vampiric blood from the "sire" vampire the target will return to life as a Vampire. Blood: Vampire Blood has a high level of toxicity. Should Vampiric blood come into direct contact with a living being, it will inflict Poor acidic damage (burn) for 1 round. If it enters the blood stream of a non-vampire Feeble damage for 1-10 rounds. In greater quantities the blood could also have an effect of turning the target into a vampire. (Endurance FEAT to avoid). Note: If the Endurance FEAT failed follow your normal rules for possible vampiric conversion. *Resistances: Dracula ignores most physical attacks but not stuns and slams. *A man-sized bat capable of flying at 4 areas/round, with claw and biting attacks for Excellent damage. *Summoning and Controlling: Dracula is able to command the meaner animals (bats and wolves), thunderstorms, lesser vampires and humans at Unearthly rank. Vampire Bite: Draculas bite inflicts EX damage each turn. If the victim is not slain, he or she remains weak (-1CS on all FEATs) until a weekly Endurance FEAT is made, and subject to Draculas telepathic commands. Vampiric Limitations: A number of attack forms and weaknesses inflict damage to a vampire: *Blood Dependency: Deprivation of blood results in weakness (-1CS on all stats every two days) and an overwhelming desire for blood. Upon seeing blood, a vampire failing a Psyche FEAT roll automatically attacks *Direct Sunlight: The rays of the sun or attacks which duplicate solar radiation cause Amazing damage to vampires. If reduced to 0 Health, a vampire turns to powder *Religious Objects *Mirrors: A vampire must make a Psyche FEAT roll to avoid smashing a mirror *Houses: Vampires are bond from entering a dwelling unless freely invited *Silver: silver weaponry can inflict normal damage on a vampire *Wood: a wood stake or blade produces an automatic Kill against a vampire on a red result *Permanent Destruction: Three methods of slaying a vampire are known to kill it forever: exposure to sunlight, piercing the vampires heart, beheading, burning, and then scattering the ashes; or using the Montesi Formula. Talents: Dracula is a trained swordsman and has Martial Arts A and B. He possesses both the Occult Lore and Mystic Background talents.

Faith
STATISTICS: F IN(40) A IN(40) S EX(20) E RM(30) R GD(10) I EX(20) P IN(40) Health: 130 Str: 20 Karma: 70 Resources: 4 Popularity: 30 in the supernatural community, -10 in Sunnydale, 0 in the mundane world. Height: 56 Weight: 125 Eyes: Hazel Hair: Brown Real Name: Faith Lehane Occupation: Slayer Legal Status: single Identity: Public Place of Birth: Planet Earth Marital Status: Single Known Relatives: Her Parents Base of Operations: Sunnydale / Mobile Group Affiliation: Scooby Gang, Watchers' Council, Wolfram & Hart, Mayor Wilkins KNOWN POWERS: Resistance to Disease: Incredible. Healing & Recovery: Remarkable. Vampire Detection: Typical. Damage Resistance: Blunt damage is reduced by -2CS. All other damage is reduced by -1CS. Resistance to Magic: Excellent. Enhanced Senses: Faith's hearing functions at Excellent rank. Incarnation Awareness: Incredible ability to 'dream' the lives and battles of past Slayers. Hyper-Running: Good. Talents: Edged Weapons - Favors stakes and axes, but is crudely effective with almost anything. Leadership - Although it depends on her psychological state. Leaping and Tumbling - Faith remains fairly acrobatic. Martial Arts A, C, E - Basic jujitsu and Aikido, and brawling experience. Resist Domination - Damaged background. Thrown Objects - Excellent coordination, even blindfolded.

Personality: Faith is a Slayer: a girl endowed with supernatural abilities and destined to battle evil creatures such as vampires and demons. Created as a foil to the protagonist, Buffy Summers, she is a Slayer who comes from a damaged background and often makes the wrong decision. Initially an ally to the main characters, events take a toll on Faith's sanity and she slips into a villainous role. Later storylines show her feeling remorse for her past crimes, and with Angel's help she eventually rejoins the side of good in the hopes of achieving redemption. Also has a very aggressive nature, very aggressive in combat and despite the slayer tradition she will use any weapon the she gets her hands on.

Faith
Weapons and equipment: Slayers typically use weapons to fight vampires and other demons. Simple wooden stakes(Material strength damage or +1cs strength), crucifixes, and holy water are commonly used due to their effectiveness against vampires. Swords(EX to IN material,+or- to material strength or strength edged damage), axes(EX to IN material,+or- to material strength or strength edged damage), and knives are the most common implements used for dispatching demons, though other melee weapons (generally of medieval European design +1cs to the material strength) are also used. Ranged weaponry is usually confined to crossbows(GD to RM damage). On occasion, more sophisticated weaponry is used. Notes: This is a difficult time for Faith. Already damaged goods when she arrived in Sunnydale, her problems were compounded by her ambiguous and confusing relationship with Buffy, her apparent alienation by the Scooby Gang, and the way Gwendolyn Post (Mrs) apparently effortless manipulated her. The accidental killing of Alan Finch simply pushed her over the edge. She found a sanctuary in the Mayor. He may be an evil, demonic sorcerer bent on destroying the town, but he accepts her completely, cares for her as a daughter without demanding anything in return, serves her as a father figure, and encourages her in the violence in which she revels. Things balance out. Quote: (Faith) "I know im not exactly on the cover of Sanity Fair but I had it rough. Under different circumstances, that could be me..... NNNNAAAAA who am I kidden B"

FRANKENSTEIN
STATISTICS: F RM(30) A GD(10) S IN(40) E AM(50) R PR(4) I TY(6) P GD(10) Health: 130 Str: 40 Karma: 20 Resources: 2 Popularity: -15 Height: 8 Weight: 350 Eyes: Brown Hair: Black / Brown Real Name: FRANKENSTEIN / Big Frank / Adam Occupation: none Legal Status: none / Feared Identity: Public Place of Birth: Ingolstadt, Bavaria, now in West Germany Marital Status: Single Known Relatives: Inapplicable Base of Operations: Mobile, Current whereabouts unknown Group Affiliation: None KNOWN POWERS: Body Armor: Good resistance to Physical and Energy attacks. Due to his unusual physical resilience, all physical combat effects against the Monster are reduced by one color & damage -1cs, making him immune to Red results Growth: The Monster is over 8 tall, giving him Feeble Growth, which gives him +1CS to be hit, but also giving him a +1CS to any blunt damage he delivers Rapid Healing: EX Recovery: IN The Monster can heal from wounds at a much faster rate than normal humans. He can regain his Endurance rank in health points once every hour instead of only once per day. Suspended Animation: RM Whenever the Monster is subjected to cold of at least Remarkable intensity, he enters a state of suspended animation, taking no damage from the cold. An Endurance FEAT is required to avoid this Reanimation: The Frankenstein Monster is constructed of many different corpses, sewn together and brought back to animate life with an electric charge. This charge is delivered through the bolts on his neck. Should the Monster die, he can be reanimated with an electric charge of at least Amazing intensity. A Monstrous charge will temporarily raise his Strength from IN(40) to AM(45) for 1-10 rounds. Limitation: The Frankenstein Monster has an irrational fear of fire, and must make a yellowintensity Psyche FEAT to avoid running from the sight of it. Reduced Aging: AM Like Nick Furys Infinity Formula

FREDDY KRUEGER
STATISTICS: F GD(10) A EX(20) S GD(10) E IN(40) R GD(10) I EX(20) P AM(50) Health: 80 Str: 10 Karma: 80 Resources: 2 / 50 Popularity: -40 Height: 510 / Varies Weight: 175 / Varies Eyes: Red / Varies Hair: none Real Name: FREDDY KRUEGER Occupation: Child murderer, Demonic Entity Legal Status: United States Citizen with a Criminal Record, judged clinically insane, presumed dead Identity: Feared Place of Birth: Planet Earth Hathaway House Mental Hospital Marital Status: Single Known Relatives: Amanda Krueger (mother, deceased), unnamed psychopathic inmate (father, presumably deceased) Base of Operations: Usually gravitates to Elm Street where he exists in his victims dreams Group Affiliation: None KNOWN POWERS: Dream Mastery: MN Freddy exists in his victims dreams, where he manifests up to Amazing level Reality Manipulation powers. His power is actually a product of his victims own Psyche; his Strength is directly proportionate to how much his victims believe in him. In an environment where no one believes in his existence, he is powerless. To attack a victim, they must first have at least heard his name, at which point he can begin to stalk them in their sleep. During this period, Kruegers Psyche is considered 1CS of his victims, but after initiating a series of recurring Nightmares, Kruegers Psyche begins to grow; after each dreaming episode, he may make a Psyche FEAT to either attack the victim, or to raise his own Psyche. If his initial attack is successful, he may kill his victim and his Psyche his immediately boosted up to Monstrous and he may attack a new victim at this same level; if the FEAT fails he must wait for another dream. Freddy Kruegers powers do have some limitations. If his victim is awakened while in physical contact with him, Krueger is brought out of the dream into the real world where his Reality Manipulation powers drop to Typical. While outside his dream dimension, he may also be physically killed, although as soon as someone dreams about him he may be reincarnated once again, albeit at his lowest power levels. Krueger may only be permanently destroyed by psychic damage.

FREDDY KRUEGER
Energy Vampire: Fear: AM Feeds on the fear generated by his presence, the fears of those victims whose fears he is able to expose, and the fear that he instills in others by his actions, and any fear emanating from anyone. He can divert this energy to any of his physical statistics. Limitation: once the individual overcomes their fear he can no longer feed on that victims fear unless they develop a new fear. Spirit Storage: AM Freddy Krugger is able to store the spirits (souls) of his victims so that he may continue to feed of the fear that they generate. Thus giving him power. Any soul caught is subjected to all their fears and more. Here Freddy can read and see every fear and know everything about the captured individual. He can store up to his rank number of Spirits x 10. Power Nullification: MN Freddy Krugger can nullify a Characters Powers whether they are Mechanical or part of that character. This power nullification reduces characters Physical Stats to a Minimum of Good in addition to canceling out their powers. Limitation: Duration is for 4 rounds or until distracted. The power must then be used again and can only be used on one character at a time.

Leather Glove reinforced steel steel plates & knifes with 4inch blades

FREDDY KRUEGER
(NOTE: if a victim makes a successful Psyche FEAT against Freddys Psyche score of Amazing, Freddy is cast out of their dreams, and loses all power over that person. He may attack that person again, but must start from scratch at 2CS for all FEATS directed against that person). Equipment: Weapons Specialist: Finger Knives: Freddy Krueger has fashioned for himself a glove with four bladed fingers that inflict Good (10) edged damage. EX material

History: February 1942, the son of one hundred maniacs. His mother, a nun named Amanda Krueger, was accidentally locked up in the Westin Hills Psychiatric Hospital, and was subsequently raped thousands of times by the residents. A year later, she gave birth to Freddy. She gave him up for adoption. During his child years, he suffered from major emotional problems, from getting kicked out of school to actually killing a hamster in front of his classmates. He lived with no mother and a father figure who repeatedly beat Fred, sometimes into unconsciousness. With these horrible home conditions, and already sociopathic tendencies, it was only a matter of time before he went completely off the deep end. On March 3, 1969, his father went upstairs to beat him. But Fred had enough. In a maddening rage, he murdered his father with a pocketknife that he had used before for self-mutilation. He escaped the town without blame, and moved on. For the next couple of years, he had numerous odd jobs, but spent most of his paycheck on alcohol. Most of the time he would just come home from work in a drunken stupor, but sometimes he'd do something else, such as rape and murder a prostitute or two. He usually escaped the town a day or two after that. In 1971, he married Loretta Maggie. Finally, in 1974, they moved to the small Ohio town, Springwood. He got a job working in an old abandoned boiler room in a generator plant, and it was there that he found his true calling. First, he created and developed a peculiar contraption. It was a glove, but unlike an ordinary glove, it had four five-inch straight razors at the end of them. He now tested it out. Not on adults, but on young schoolchildren. From 1975-1977, he murdered twenty-four people. He murdered his wife, and the rest were children, including siblings of Nancy Thompson, Glen Lantz, Tina Grey, and Rod Lane. But, in 1977, he was arrested by Lieutenant Donald Thompson. At the trial, the case was dismissed. That night, Fred was getting ready to pack his things and move on when a mob of furious parents came over to Freddy's boiler room. They splashed kerosene all over Fred and the boiler room, and turned the place into an inferno. When the fire cleared, Donald Thompson took the burnt corpse and locked it in a car in an old abandoned junkyard. He even welded the door shut. The legacy of Fred was over. Or was it? In 1984, he reappeared in the dreams of the mob's children. Nancy Thompson, Glen Lantz, Rod Lane, and Tina Grey were the first ones targeted. He murdered three of them and Nancy's mother, but Nancy defeated Krueger. Five years later, Jesse Walsh moved into the house where Nancy lived. Freddy then attempted to take over Jesse's body and stay in the real world, but is defeated by Jesse's girlfriend Lisa. A year later, Freddy went on a continuous killing spree for three straight years, murdering the bulk of his victims, along with Nancy Thompson, her father, and Kristin Parker. Only three people survived through it- Alice Johnson, her son, and her best friend. Nine years later, in the year 2001, he came back, this time stalking his daughter Maggie and a group of troubled teens. However, his daughter kills him once and for all as she blows him to bits. Freddy was finally dead.

Gretchen
STATISTICS: F GD(10) A RM(30) S EX(20) E RM(30) R EX(20) I EX(20) P IN(40) Health: 90 Str: 20 Karma: 80 Resources: 10 Popularity: 10 Height: 59 Weight: 150 Eyes: Green Hair: Violet Reddish Real Name: Gretchen Villanova Occupation: Vampire Legal Status: single Identity: Secret Place of Birth: Planet Earth Marital Status: Single Known Relatives: Family Base of Operations: A crypt in Sunnydale, California Group Affiliation: Self KNOWN POWERS: Vampire Regeneration: EX. -Fangs: Rm material for Gd damage. Blood Drinking: If she succeeds in grappling an opponent Gretchen may spend the next round feeding from them. If she wins that round his opponent takes damage from her fangs, and she regains as much health as her opponent loses. If she succeeds in killing an opponent by blood drinking, she may opt to 'turn' them; they will awaken the following sunset as a Vampire (As in this list). Invulnerabilities: RM Resistance to Toxins, completely unaffected by radiation and disease. She can be killed only by heat attacks, stabbing through the heart with a wooden object, or by decapitation. Enhanced Senses: Gd Sense of smell, Ex Night Vision. Equipment: Stolen slayer weapons

Talents Martial Arts A, B and E: she may Stun or Slam opponents regardless of comparative Strength and Endurance and gains a +1 to her Initiative in hand-to-hand combat. In Slugfest combat she has a +1CS to her Fighting. Intimidation: Gretchen is Hardcore and Violent, and she knows it. She's also scary beyond measure when she wants to be. She has a +1CS to all Intimidation attempts. Leadership: Gretchen is intelligent and well organized, if rather impatient. Any group led by her may add +50 points to their karma pool every session.

Gretchen
Street Smarts: She has +1CS to all FEATs involving survival at street level. Crime: Violence is Gretchen 's first love, but generalised crime and destruction comes a narrow second. She has a +1CS to all attempts at basic criminal acts. Occult Lore: She hides it well, but Gretchen is well read and well travelled. She's seen a lot, and by dint of her experience may add a +1CS to her Reason when considering matters of the occult. Magicks: As mentioned above, Gretchen was once a Magic preformer.
Occult Lore, Mythological Lore

Vampirism: A vampire can go up to three days without feeding without it affecting him physically. However, for every day without feeding the vampire has his Psyche reduced by -1CS - so after three days he is at -3CS. After three days the vampire continues to lose Psyche ranks, and also loses Endurance at the same rank. When she reaches SH-0 Endurance he becomes immobile and insensible, and can only recover if blood is poured into her mouth. After this she gains Fb Endurance, and can continue recovering at the usual rate.
Magic: Personal Alteration-Appearance: Amazing. she change her own appearance as well as the appearance of those in the same area. Astral Projection: Remarkable Levitation: Remarkable Shield-Individual: Remarkable Telepathy: Remarkable All other Personal spells she may use are of an Remarkable power rank. Universal Conjure: Remarkable Eldritch Beams/Bolts: Remarkable Mesmerism: Remarkable Teleportation: Remarkable All other Universal spells she may use are of an Remarkable power rank. Dimensional Dimensional Aperture: Remarkable All other Dimensional spells she may use are of an Remarkable power rank. Miscellaneous Spells Spell of Silence: Remarkable. All other Miscellaneous spells he may use are of an Remarkable power rank.

Limitations Vulnerabilities: Direct sunlight causes Rm heat damage to vampires. All other heat-based attacks affect them at +1CS. The presence of a crucifix has a chance of repelling them (Psyche FEAT required against Gd intensity). Contact with a crucifix causes Ex heat damage (taking the bonus into consideration). Holy Water counts as acid against them, doing Ex heat damage. Vampires have no reflection, and cannot enter private homes uninvited. Blood Lust: The sight of blood can send vampires into an insane rage. For every round in which someone within the same area bleeds - from edged or shooting damage they must make a Psyche FEAT with intensity equal to the amount of blood-drawing damage inflicted (if several individuals are damaged, the intensity is the highest damage done to any one individual) or become subject to the blood lust. While subject to the lust their reason is reduced to Fb and they can do nothing but attempt to grapple and bite nearby human beings. They retain enough threat perception to choose exactly which of those nearby they attack. To escape the bloodlust the vampire must make another Psyche FEAT, again against the highest blood shedding damage of the turn, at the end of a turn in which he has successfully fed. When there are no living targets in the area the vampire automatically leaves the bloodlust.

JASON VOORHEES
STATISTICS: F EX(20) A GD(10) S RM(30) E IN(40) R PR(4) I TY(6) P RM(30) Health: 100 Str: 30 Karma: 40 Resources: 2 Popularity: -30 Height: 66 Weight: 245 Eyes: Unrevealed Hair: Brown (what he has left) Real Name: Jason Voorheess Occupation: Psychotic mass murderer Legal Status: Feared Identity: Public / Crystal Lake Place of Birth: Planet Earth / Crystal Lake Marital Status: Single Known Relatives: Pamela Voorhees (mother, deceased), Nancy Voorhees (sister, deceased) Base of Operations: Crystal Lake Group Affiliation: None KNOWN POWERS: Curse of Crystal Lake: The exact nature of Jasons curse isnt clear, with some believing it the result of demon possession, with others contending its a curse upon Crystal Lake itself. It is also possible that different super-natural sources have animated Jason at different times. Regardless, his abilities remain fairly consistent manifesting in the following powers: *Immortality: Jasons Endurance is considered Monstrous for resisting killing attacks. (It would take something like a beheading to kill him outright). And even if the first roll fails, he is allowed a second roll 1 to 10 turns later. Stuns and Slams affect him normally. Physical Attacks: are at a -1cs for damage Iron Will: IN *Regeneration: Jason has RM Regenerative abilities, and although, given enough time, he could theoretically regenerate entirely, he usually goes on a killing rampage as soon as he is simply ambulatory, so he is often encountered as little more than an animated but still moldering corpse. Equipment: Hockey Mask: Provides Good protection against attacks targeting the face. Machete: Jasons weapon of choice is a long machete made of Good material that does Excellent Edged damage. He is considered a Weapons Specialist with the machete and receives a +2CS to Hit. Jason also employs a menagerie of other, sharp edged tools, anything from knives, to pitchforks, to axes. He receives a +1CS to hit with any of these. Weakness: Fear of water

JASON VOORHEES
Jason Voorhees: Is a vicious mass murderer, he has a presence in all the films, even when he is not the killer. With his trademark ice hockey goalie mask and machete, he is arguably among the most recognizable villains from any slasher film. Throughout the Friday the 13th series, Jason has never spoken aside from occasional mumbles and groans, and a few words in the ninth film of the series when he possessed another man's body. At birth, Jason was deformed, possibly inflicted with a condition known as hydrocephalus. Some fans believe that Jason was also born mentally disabled, though in-film details tend to indicate otherwise -- a mentally disabled child would not have been allowed into a summer camp in the 1950s, for example. Interestingly, the novelizations of the films, especially that of Part II, describe the young Jason as quiet and distant but otherwise normal, and make no mention of retardation. At other points in the novels through the series, Jason's thought processes, as described from his perspective, seem to be of normal intelligence.

Jennifer / Jennifers Body


STATISTICS: F RM(30) A EX(20) S RM(30) E IN(40) R TY(6) I RM(30) P RM(30) Health: 120 Str: 30 Karma: 66 Resources: 6 / 40 in Hell Popularity: 0 -30 in the supernatural Height: 58 Weight: 115 Eyes: Brown / Yellow Hair: Brown Real Name: Jennifer Check Occupation: Failed sacrifice form Hell Legal Status: single Identity: Secret Place of Birth: Planet Earth / Hell Marital Status: Unknown Known Relatives: Unknown Base of Operations: Small Town Group Affiliation: Own motives KNOWN POWERS: Mid Level - hierarchy demon: Succubus Mind control EX - Demons can influence and control the actions of human beings. Superhuman strength and enhanced endurance - *Iron Will & Rapid Healing*: RM While hosting a demonic entity, a human's body can withstand fatal injuries and wounds, *It is revealed then that Jennifer knew she needed human flesh and blood to survive Because she was not a virgin in the sacrifice. * Jennifer's mouth while the character is in demonic form. Fox explained that the jaw unhinges sort of like a snake's so that Jennifer can "fully envelop" her victims. Unlike a snake, the character has long, sharp teeth RM bite -2cs victims' body armor in order to tear the flesh from her victims' bodies as she eats them. The host can lift and move extremely heavy objects. Seeing (IN)(See invisible) - Like Angels, Demons can perceive entities that are invisible to human beings like Reapers. Revival (RM consent or ritual) Can resurrect or heal people, but only if a deal or a sacrifice is made RM: Resistance to extreme temperatures Even while in Hell in their true forms, they can heal the wounds of their victims that they're abusing see above rapid healing.

Synopsis / History: When a gorgeous cheerleader is possessed by a demon (Via sacrifice She wasnt a virgin ooopppss shocker HUH?) and starts feeding off the boys in a small Minnesota farming town, her "plain Jane" best friend must kill her, then escape from a correctional facility to go after the Satan-worshipping rock band responsible for the horrible transformation. Talents: Cheerleader, Student

John Winchester
STATISTICS: F RM(30) A EX(20) S GD(10) E EX(20) R GD(10) I RM(30) P EX(20) Health: 80 Karma: 60 Resources: 6 Popularity: 4/-30 (Supernatural Society) Real Name: John Winchester Occupation: Hunter / Former mechanic Former Marine Identity: Publicly known Legal Status: With criminal record Other Known Aliases: He makes it up as he travels Place of Birth: Unrevealed Marital Status: Married, Mary Winchester Known Relatives: Dean Winchester (son) Sam Winchester (son) Samuel Campbell (Father in law) Deanna Campbell (mother in law) Adam Milligan (paternal half-son) Base of Operations: Mobile Past Group Affiliations: Present Group Affiliation: Known Powers: None Born in 1954most likely in IndianaJohn Winchester left high school to join the Marine Corps, eventually attaining the rank of corporal. Serving in Vietnam, he received many medals. After leaving the service, he got a job as a mechanic, and fell in love with Mary Campbell, whom he would later marry. Following the mysterious death of his wife years later, John Winchester investigated the incident and learned of the existence of the supernatural. His desire to find and kill the being that took Mary's life led him to become a hunter of supernatural creatures. He took his sons, Sam and Dean, with him during his travels, but often left them alone in motels for long periods of time during his hunts, leaving Dean with instructions to "shoot first and ask questions later" while watching over Sam, who at first was unaware of his exploits. As revealed in the fourth season episode "Jump the Shark", John slept with a nurse named Kate Milligan, whom he met after being brought into a hospital with wounds after killing a ghoul; he unknowingly fathered his third son, Adam, with her. John made occasional visits, doing normal father-son things with him that he did not do with Dean and Sam. Wanting to keep Adam from the supernatural world, he hid the truth from him, and never revealed to him the existence of Sam and Dean, nor vice-versa. Meanwhile, John trained Sam and Dean to become hunters. However, Sam later leaves this life to start anew in college, leading to a fallout between John and his son.

Twenty-two years after Mary's death, John disappears while on a hunt, causing Sam and Dean to reunite to find him, though they are unsuccessful. After Azazel, the demon that killed their mother, ends up killing Sam's girlfriend, Sam returns to the life of a hunter to find and kill it. John later tracks his sons in Kansas while they are investigating a poltergeist, but does not reveal his presence while staying with the psychic Missouri Moseley, claiming that he first needs to know the truth.[8] However, he finally makes his presence known to them when he visits the brothers in Chicago, Illinois. Meg, a woman possessed by a demon, reveals that Azazel is after John. After escaping Meg's trap, the brothers split up from their father to keep him from the demons. John later meets back up with his sons when his old mentor, vampire hunter Daniel Elkins, is murdered. It turns out that the vampires that killed him also stole the Colt, a mystical gun that can kill anything. The Winchesters succeed in getting the gun back and decide to go after the demon Azazel together

John Winchester
Meg soon begins killing the Winchesters' friends, and threatens to kill more unless they deliver the Colt. John tries to give her a fake gun, and is captured. The brothers end up rescuing him, but he becomes possessed by Azazel and attacks. However, John manages to resist, allowing Sam to get the Colt and shoot him in the leg, temporarily subduing the demon. John begs Sam to kill him so that Azazel will die, too, but Sam cannot bring himself to do it. To John's dismay, Azazel then escapes. As the Winchesters later flee the scene in Dean's Impala, a man possessed by a demon hits them with a semi-truck. After the crash, Sam and John awake in hospital with only minor injuries. However, a dying Dean is in a coma. John secretly summons Azazel, and seems to know what the demon wants from Sam and other kids like him. He then makes a deal to save Dean, giving up his life, soul, and the Colt. John then talks with Dean, telling him to take care of Sam. He then whispers something in Dean's ear, later revealed to be orders for Dean to kill Sam should he be unable to stop him from becoming evil. John then leaves Dean and returns to his hospital room, where he gives the Colt to someone. Sam later finds his father unconscious on the floor, and doctors are unable to save him. The fourth season episode "On the Head of a Pin" reveals that the demon Alastair tortured John in Hell for over a century, hoping to have him break the first seal to release Lucifer. However, John never gave in, preferring to be tortured himself than do it to another person John was a "tormented soul", motivated by an "equal combination of revenge and protecting his sons". Following the death of their mother, Sam and Dean became secondary to John's quest of killing the demon responsible, although John felt that this aspect changed once he began spending more time with them again. Though he believed that John was not the world's best dad and "definitely made a lot of mistakes", John noted that "he did things, even when they were wrong, for the good of his sons". John regrets making Sam and Dean into hunters, and kept his third son Adam in the dark about the supernatural world in an attempt to protect him. Although he loves his first two sons, he tried to be more of a father to Adam by taking him to baseball games and visiting for birthdays in order to have some sort of normalcy in his life, as his relationship with Sam and Dean had changed forever after Mary's death. Because he was often away on hunts, many aspects of John were shrouded in mystery to his sons. At one point, the brothers comment that they keep learning things about their father after his death that they never knew when he was alive.

Talents: Martial Arts B, Guns, Occult lore, Resist Domination, Blunt & Sharp objects & Driving, can read different incantations John Winchester hunts demons, spirits and other supernatural creatures . Equipment: John has various Guns, Knifes, & Melee weapons in the back of his vehicle such as Lockpicks: +1CS to picking locks Throwing blades. 2 area range, Typical damage First Aid Kit: Standard first Aid kit Flashlights: Typical light 2 area range Machine guns Shotguns & Handguns with APSalt rounds bullets which do Incredible damage (Excellent for the handguns)to the supernatural and reduce body armor by -2CS Typical to Excellent damage to regular folks.

Leane
STATISTICS: F EX(20) A RM(30) S EX(20) E RM(30) R GD(10) I EX(20) P EX(20) Health: 100 Str: 20 Karma: 46 Resources: 10 Popularity: 10 Height: 57 Weight: 118 Eyes: Green Hair: Brown/Blond Real Name: Leane Mitchell Occupation: Vampire Legal Status: single Identity: Secret Place of Birth: Planet Earth Marital Status: Single Known Relatives: Family Base of Operations: A crypt in Sunnydale, California Group Affiliation: Self KNOWN POWERS: Vampire
Regeneration: EX. -Fangs: Rm material for Gd damage. Blood Drinking: If she succeeds in grappling an opponent Leane may spend the next round feeding from them. If she wins that round his opponent takes damage from her fangs, and she regains as much health as her opponent loses. If she succeeds in killing an opponent by blood drinking, he may opt to 'turn' them; they will awaken the following sunset as a Vampire (As in this list). Invulnerabilities: RM Resistance to Toxins, completely unaffected by radiation and disease. She can be killed only by heat attacks, stabbing through the heart with a wooden object, or by decapitation. Enhanced Senses: Gd Sense of smell, Ex Night Vision. Equipment: Stolen slayer weapons

Talents Martial Arts A, B and E: she may Stun or Slam opponents regardless of comparative Strength and Endurance and gains a +1 to her Initiative in hand-to-hand combat. In Slugfest combat she has a +1CS to her Fighting. Intimidation: Leane is Hardcore and Violent, when she donst get her way. She's also scary when she wants to be. She has a +1CS to all Intimidation attempts. Leadership: Leane is intelligent and well organized, if rather impatient. Any group led by her may add +50 points to their karma pool every session.

Leane
Street Smarts: She has +1CS to all FEATs involving survival at street level. Crime: Violence is Leane's first love, but generalised crime and destruction comes a narrow second. She has a +1CS to all attempts at basic criminal acts. Occult Lore: She hides it well, but Leane is well read and well travelled. She's seen a lot, and by dint of her experience may add a +1CS to her Reason when considering matters of the occult. Student: Leane Limitations Vulnerabilities: Direct sunlight causes Rm heat damage to vampires. All other heat-based attacks affect them at +1CS. The presence of a crucifix has a chance of repelling them (Psyche FEAT required against Gd intensity). Contact with a crucifix causes Ex heat damage (taking the bonus into consideration). Holy Water counts as acid against them, doing Ex heat damage. Vampires have no reflection, and cannot enter private homes uninvited. Blood Lust: The sight of blood can send vampires into an insane rage. For every round in which someone within the same area bleeds - from edged or shooting damage they must make a Psyche FEAT with intensity equal to the amount of blood-drawing damage inflicted (if several individuals are damaged, the intensity is the highest damage done to any one individual) or become subject to the blood lust. While subject to the lust their reason is reduced to Fb and they can do nothing but attempt to grapple and bite nearby human beings. They retain enough threat perception to choose exactly which of those nearby they attack. To escape the bloodlust the vampire must make another Psyche FEAT, again against the highest blood shedding damage of the turn, at the end of a turn in which he has successfully fed. When there are no living targets in the area the vampire automatically leaves the bloodlust. Vampirism: A vampire can go up to three days without feeding without it affecting him physically. However, for every day without feeding the vampire has his Psyche reduced by -1CS - so after three days he is at -3CS. After three days the vampire continues to lose Psyche ranks, and also loses Endurance at the same rank. When she reaches SH-0 Endurance he becomes immobile and insensible, and can only recover if blood is poured into her mouth. After this she gains Fb Endurance, and can continue recovering at the usual rate.

Lolita
STATISTICS: F EX(20) A RM(30) S EX(20) E RM(30) R TY(6) I EX(20) P EX(20) Health: 100 Str: 20 Karma: 46 Resources: 10 Popularity: 10 Height: 59 Weight: 120 Eyes: Green Hair: Brown Real Name: Lolita Hart Occupation: Vampire Legal Status: single Identity: Secret Place of Birth: Planet Earth Marital Status: Single Known Relatives: Family Base of Operations: A crypt in Sunnydale, California Group Affiliation: Self KNOWN POWERS: Vampire
Regeneration: EX. -Fangs: Rm material for Gd damage. Blood Drinking: If she succeeds in grappling an opponent Lolita may spend the next round feeding from them. If she wins that round his opponent takes damage from her fangs, and she regains as much health as her opponent loses. If she succeeds in killing an opponent by blood drinking, he may opt to 'turn' them; they will awaken the following sunset as a Vampire (As in this list). Invulnerabilities: RM Resistance to Toxins, completely unaffected by radiation and disease. She can be killed only by heat attacks, stabbing through the heart with a wooden object, or by decapitation. Enhanced Senses: Gd Sense of smell, Ex Night Vision. Equipment: Stolen slayer weapons

Talents Martial Arts A, B and E: she may Stun or Slam opponents regardless of comparative Strength and Endurance and gains a +1 to her Initiative in hand-to-hand combat. In Slugfest combat she has a +1CS to her Fighting. Seduction: Lolita is cool and sexy, and she knows it. She's also scary beyond measure when she wants to be. She has a +1CS to all Seduction attempts. Leadership: Lolita is intelligent and well organized, if rather impatient. Any group led by her may add +50 points to their karma pool every session.

Lolita
Street Smarts: She has +1CS to all FEATs involving survival at street level. Crime: Violence is Lolita's first love, but generalised crime and destruction comes a narrow second. She has a +1CS to all attempts at basic criminal acts. Occult Lore: She hides it well, but Lolita is well read and well travelled. She's seen a lot, and by dint of her experience may add a +1CS to her Reason when considering matters of the occult. English Literature: Performer: As mentioned above, Lolita is a Model / Erotic Dancer. Limitations Vulnerabilities: Direct sunlight causes Rm heat damage to vampires. All other heat-based attacks affect them at +1CS. The presence of a crucifix has a chance of repelling them (Psyche FEAT required against Gd intensity). Contact with a crucifix causes Ex heat damage (taking the bonus into consideration). Holy Water counts as acid against them, doing Ex heat damage. Vampires have no reflection, and cannot enter private homes uninvited. Blood Lust: The sight of blood can send vampires into an insane rage. For every round in which someone within the same area bleeds - from edged or shooting damage they must make a Psyche FEAT with intensity equal to the amount of blood-drawing damage inflicted (if several individuals are damaged, the intensity is the highest damage done to any one individual) or become subject to the blood lust. While subject to the lust their reason is reduced to Fb and they can do nothing but attempt to grapple and bite nearby human beings. They retain enough threat perception to choose exactly which of those nearby they attack. To escape the bloodlust the vampire must make another Psyche FEAT, again against the highest blood shedding damage of the turn, at the end of a turn in which he has successfully fed. When there are no living targets in the area the vampire automatically leaves the bloodlust. Vampirism: A vampire can go up to three days without feeding without it affecting her physically. However, for every day without feeding the vampire has her Psyche reduced by -1CS - so after three days she is at -3CS. After three days the vampire continues to lose Psyche ranks, and also loses Endurance at the same rank. When she reaches SH-0 Endurance she becomes immobile and insensible, and can only recover if blood is poured into her mouth. After this she gains Fb Endurance, and can continue recovering at the usual rate.

MICHAEL MYERS
STATISTICS: F EX(20) A EX(20) S EX(20) E RM(30) R TY(6) I EX(20) P IN(40) Health: 90 Str: 20 Karma: 66 Resources: 2 Popularity: -30 Height: 65 Weight: 230 Eyes: Blue Hair: Brown Real Name: Michael Audrey Myers Occupation: Fugitive, mental patient Legal Status: Feared Identity: Public Place of Birth: Haddonfield, Illinois Marital Status: Single Known Relatives: Edith and John Myers (parents, deceased), Judith Myers and Laurie Strode (sisters, deceased) Base of Operations: Usually gravitates to Haddonfield. Former inmate of Smiths Grove Warren County Sanitarium Group Affiliation: None KNOWN POWERS: *Psychopathology: IN In theory Michael has no superhuman powers, with all of his abilities deriving from the depths of his madness. There are, however, those that believe his powers to be supernatural, based on an ancient Celtic pagan ritual. In either case, Michael manifests the following abilities: *Immortality: Michaels Endurance is considered Monstrous for resisting killing attacks. (It would take something like a beheading to kill him outright). And even if the first roll fails, he is allowed a second roll 1 to 10 turns later. Stuns and Slams affect him normally *Strength Boost: Up to +1CS to hit and damage for 10 to 20 turns *Stealth: Excellent *Problem-Solving: When dealing with problems related to survival or pursuing his own psychotic needs, Michael may substitute his Psyche for his Reason *Self-induced Coma: With a red Psyche FEAT, Michael can enter a semi-comatose state for years at a time. His body does not atrophy, even after years of immobility, and he may come out of his coma at any time with another red Psyche FEAT *Physical Attacks: are at a -1cs for damage *Iron Will: EX *Recovery: RM Equipment: Michael is usually happy to use anything that cuts the skin as a weapon, but his weapon of choice has traditionally been a large butcher knife which does Good Edged damage Talents: Michael can be considered to have Martial Arts D, Edged Weapons

Mummy
STATISTICS: Average Stats: F EX(20) / Varies A PR(4) / Varies S RM(30) / Varies E IN(40) / Varies R PR(4) / Varies I GD(10) / Varies P EX(20) / Varies Health: 94 Str: 30 Karma: Varies Resources: 2 / Varies Popularity: 0 -30 in the supernatural Height: Varies Weight: Varies Eyes: Varies Hair: Varies Real Name: Varies Occupation: Varies Legal Status: Varies Identity: Secret Place of Birth: Planet Earth Marital Status: Varies Known Relatives: Varies Base of Operations: Supernatural / Varies Group Affiliation: Varies KNOWN POWERS: Body Resistance: Mummies possesses Remarkable body armor. Un-dead physical resistance -2cs from attackers damage. Self Sustenance: Mummies does not need to eat, drink, breath, or sleep. In addition he no longer ages but can be killed. Life Empowerment: By making a successful grappling attack the mummy can attempt to life/power drain the victim and add there life/power (stats & abilities) to its personal character: Amazing ability (Green feat +2cs &, 2 rounds, Yellow Feat +4cs, 4 rounds, Red Feat +6cs, 6 rounds, * or until the victim is completely dead & consumed to old bones) * A Yellow to red result will also restore it original appearance. All stats & powers cannot go above Amazing unless the Mummy was like a historical God (Then you better watch out:) Limitation: Fear of Fire all fire attacks are at a +2cs to the creature (also the mummy has a -2cs to attack the person with the fire) Continuous Feeding: it must continue to feed or appearance, drained stats & abilities will drop at a -1cs per day until replenished to whatever last attained or will drop to average stats seen above. History: A mummy is a corpse whose skin and organs have been preserved by either intentional or incidental exposure to chemicals, extreme coldness (ice mummies), very low humidity, or lack of air when bodies are submerged in bogs. Presently, the oldest discovered (naturally) mummified human corpse was a decapitated head dated as 6,000 years old and was found in 1936. The most famous Egyptian mummies are those of Seti I and Rameses II (13th century BC), though the earliest known Egyptian mummy, nicknamed 'Ginger' for its hair color, dates back to approximately 3300 BC. Mummies of humans and other animals have been found throughout the world, both as a result of natural preservation through unusual conditions, and as cultural artifacts to preserve the dead. There are more than 1000 mummies in dry Xinjiang China. Over one million animal mummies have been found in Egypt, many of which are cats. There are so called mummies of mythical beings.

OZ Daniel Osborne
STATISTICS: F GD(10) A GD(10) S TY(6) E EX(20) R EX(20) I RM(30) P RM(30) Health: 46 Str: 5 Karma: 80 Resources: 6 Popularity: 6 Height: 53 Weight: 145 Eyes: Hazel Hair: Black / Blonde / Red Real Name: OZ Daniel Osborne Occupation: Performer - Guitarist Legal Status: single Identity: Secret Place of Birth: Planet Earth Marital Status: Single Known Relatives: Mother & Father Base of Operations: Sunnydale Group Affiliation: Scooby Gang KNOWN POWERS: Limitations: Talents: Werewolf: Oz remains a werewolf, and must carry certain amulets and perform certain rituals to control himself. If these are no longer available, he will revert to his wolf form, and probably lose control. Further, when subjected to extreme emotional distress, he must make a Red Psyche FEAT to avoid transforming into the wolf. Powers: Enhanced Senses: Even in human form, Oz's sense of smell functions at Incredible rank, enabling him to detect the presence and emotional state of someone he knows at a distance of several hundred yards, while inside a moving vehicle. Regeneration: Although it has never been displayed on show, simply because he hasn't been injured since What's My Line, it is probable that Oz, as a werewolf, cannot be killed except by a weapon made of silver, or by another werewolf. This may be pushing it, but I'd give him Excellent Regeneration and Recovery from all damage not inflicted by silver, or by another werewolf. Computers - Apparently, highly talented in this regard, although he tends not to use it. Meditation - Learned in order to control his wolf. Multilingual - Oz is a smart guy, and he's travelled pretty much clear around the world. He's probably picked up the basics of numerous languages along the way. Occult Lore - An expert on Werewolves in particular. Performer - Guitarist. Repair/Tinkering - Took that van around the world, through Europe and across to Tibet. And kept it working all the way back to Sunnydale, California. Resist Domination - Used primarily to resist his wolf, but would presumably also apply to other effects. Trivia - Expert on classic rock music, as well as Werewolves. Oz could also, debatably, have the Electronics talent, based on his being called in to fix up the sound system for a frat party in Season Four, and Martial Arts D.

OZ Daniel Osborne
The Wolf Fighting: Remarkable (30) Agility: Remarkable (30) Strength: Remarkable (30) Endurance: Incredible (40) Reason: Poor (04) Intuition: Amazing (50) Psyche: Excellent (20) Health: 130 Karma: 74 Resources: Shift-0 Popularity: -20 on sight. Everyone is scared of Werewolves. Powers Regeneration: Oz has Amazing Regeneration and Recovery for all damage not inflicted by silver. Natural Weaponry: Remarkable material Teeth and Claws for Remarkable (30) Edged damage. Plague Carrier: A bite from Oz, even in human form, will infect the victim with the Werewolf curse. Oz is always rather careful not to bite anybody. Enhanced Senses: Oz has an Amazing sense of smell and Remarkable hearing. However, he sees only in black and white Limitations None. It seems that, other than being able to kill them, silver has no negative effects on Werewolves in this universe. Talents None. Personality Oz is absolutely self-contained and definitively cool. He's also laconic in the extreme. There are really only two things that can upset Oz's equilibrium; his need to control his wolf, and his love for Willow. As a wolf, Oz becomes rather feral, driven by his own most savage impulses. That said, he retains a certain level of self-identity. It's even possible that Oz has by now managed to control his wolf form.

Ruby
STATISTICS: F EX(20) A EX(20) S RM(30) E RM(30) R GD(10) I RM(30) P RM(30) Health: 100 Str: 30 Karma: 70 Resources: 10 / 30 in Hell Popularity: 0 -30 in the supernatural Height: 56 Weight: 115 Eyes: Green / Black Hair: Blonde / Brown Real Name: Ruby Occupation: Demon form Hell Legal Status: single Identity: Secret Place of Birth: Planet Earth Marital Status: Unknown Known Relatives: Unknown Base of Operations: Supernatural Group Affiliation: Hell Domain/own motives KNOWN POWERS: Lower-hierarchy demon: History: Mind control RM - Demons can influence and control the actions of human beings. Telepathy EX and Telekinesis EX - Demons can read minds. They also can influence an object's movement with their mind. Superhuman strength and enhanced endurance - Iron Will & Rapid Healing: RM While hosting a demonic entity, a human's body can withstand fatal injuries and wounds, and the host can lift and move extremely heavy objects. Seeing (IN) Reapers (See invisible) - Like Angels, Demons can perceive entities that are invisible to human beings like Reapers. Revival (RM consent) Can resurrect or heal people, but only if a deal is made RM: Resistance to extreme temperatures 5.02 Good God Y'All They seem to be more powerful than Alphas; a group of demons captured the Alpha Vampire on Crowley's orders Even while in Hell in their true forms, they can heal the wounds of their victims that they're abusing see above rapid healing. Ruby is a Black eyed demon who possesses similar characteristics and traits as other demons. A long time ago, specifically around the plague in 1350, Ruby was a Witch who sold her soul to Tammi and was reborn a demon after being profusely abused and tortured in Hell. She owns a knife that can destroy demons. Following soon after Azazel's death, she proves instrumental in releasing Lucifer from his Cage by manipulating Sam Winchester. She initially presents herself as an ally to the Winchesters, helping them fight demons and witches, fixing the Colt and particularly by intimating to Sam that she can help break the deal Dean made with the Crossroads Demon with his life. She later reveals to Dean that she can't save him, but claims to want to help prepare Sam to fight the demons after Dean is dead, claiming she remembers what it is to be human and wants to fight on the side humanity. As Dean's deal is due and they try to kill Lilith, she sends Ruby back to Hell. While Dean is in Hell, Ruby returns to Sam. Distraught with grief, he refuses to speak to her while she is possessing someone. She finds a woman in a hospital and possesses her as she is declared dead. At Sam's lowest point she seduces him. Writer Sera Gamble: I referenced Monster's Ball right in the script. We were asking ourselves, "Where's the lowest place Sam can go in a state of despair?" That's why calling it a love scene strikes me as hilarious. It's kind of like self-mutilating and calling it getting dressed for the prom.

Ruby
History Continued: Ruby convinces Sam that she can help him develop his powers so he can kill Lilith and avenge Dean's death. She get's him to practice with his powers, and also gets him drinking her blood in order to enhance his powers. After Dean's return, Sam keeps his relationship with Ruby a secret - continuing to drink her blood and develop his powers so he can kill Lilith, who is breaking The 66 Seals that are keeping Lucifer captive. Driven by a desire to prove himself capable to both Dean and himself, Sam fails to realize Ruby is using him, and rejects Dean's advice not to trust her. Talents: Occult lore, Resist Domination, Edged Weapons, Demonology Equipment: Orange 1970 Mach-1 Mustang Its blade is inscribed with symbols. This weapon is capable of destroying demons RM material +1cs to edged of the users Strength for damage, renders supernatural protection & body armor to 0 (if your a demon of course:) If a kill result is made on the demon target, the demon is killed no save vs (dead demon:) although Alastair is immune to its killing power but the weapon can cause him great pain. It also has no effect on Angels4.01 Lazarus Rising The maker and designer of this weapon are unknown.

Ruiza
STATISTICS: F EX(20) A RM(30) S EX(20) E RM(30) R TY(6) I EX(20) P EX(20) Health: 100 Str: 20 Karma: 46 Resources: 10 Popularity: 10 Height: 57 Weight: 118 Eyes: Green Hair: Brown/Blond Real Name: Ruiza Dawn Occupation: Vampire Legal Status: single Identity: Secret Place of Birth: Planet Earth Marital Status: Single Known Relatives: Family Base of Operations: A crypt in Sunnydale, California Group Affiliation: Self KNOWN POWERS: Vampire
Regeneration: EX. -Fangs: Rm material for Gd damage. Blood Drinking: If she succeeds in grappling an opponent Ruiza may spend the next round feeding from them. If she wins that round his opponent takes damage from her fangs, and she regains as much health as her opponent loses. If she succeeds in killing an opponent by blood drinking, he may opt to 'turn' them; they will awaken the following sunset as a Vampire (As in this list). Invulnerabilities: RM Resistance to Toxins, completely unaffected by radiation and disease. She can be killed only by heat attacks, stabbing through the heart with a wooden object, or by decapitation. Enhanced Senses: Gd Sense of smell, Ex Night Vision. Equipment: Stolen slayer weapons

Talents Martial Arts A, B and E: she may Stun or Slam opponents regardless of comparative Strength and Endurance and gains a +1 to her Initiative in hand-to-hand combat. In Slugfest combat she has a +1CS to her Fighting. Intimidation: Ruiza is Hardcore and Violent, and she knows it. She's also scary beyond measure when she wants to be. She has a +1CS to all Intimidation attempts. Leadership: Ruiza is intelligent and well organized, if rather impatient. Any group led by her may add +50 points to their karma pool every session.

Ruiza
Street Smarts: She has +1CS to all FEATs involving survival at street level. Crime: Violence is Ruiza's first love, but generalised crime and destruction comes a narrow second. She has a +1CS to all attempts at basic criminal acts. Occult Lore: She hides it well, but Ruiza is well read and well travelled. She's seen a lot, and by dint of her experience may add a +1CS to her Reason when considering matters of the occult. Performer: As mentioned above, Ruiza was once a Guitar / Singer. Limitations Vulnerabilities: Direct sunlight causes Rm heat damage to vampires. All other heat-based attacks affect them at +1CS. The presence of a crucifix has a chance of repelling them (Psyche FEAT required against Gd intensity). Contact with a crucifix causes Ex heat damage (taking the bonus into consideration). Holy Water counts as acid against them, doing Ex heat damage. Vampires have no reflection, and cannot enter private homes uninvited. Blood Lust: The sight of blood can send vampires into an insane rage. For every round in which someone within the same area bleeds - from edged or shooting damage they must make a Psyche FEAT with intensity equal to the amount of blood-drawing damage inflicted (if several individuals are damaged, the intensity is the highest damage done to any one individual) or become subject to the blood lust. While subject to the lust their reason is reduced to Fb and they can do nothing but attempt to grapple and bite nearby human beings. They retain enough threat perception to choose exactly which of those nearby they attack. To escape the bloodlust the vampire must make another Psyche FEAT, again against the highest blood shedding damage of the turn, at the end of a turn in which he has successfully fed. When there are no living targets in the area the vampire automatically leaves the bloodlust. Vampirism: A vampire can go up to three days without feeding without it affecting her physically. However, for every day without feeding the vampire has his Psyche reduced by -1CS - so after three days she is at -3CS. After three days the vampire continues to lose Psyche ranks, and also loses Endurance at the same rank. When she reaches SH-0 Endurance she becomes immobile and insensible, and can only recover if blood is poured into her mouth. After this she gains Fb Endurance, and can continue recovering at the usual rate.

Rupert Giles, Ripper


STATISTICS: F EX(20) A GD(10) S TY(6) E EX(20) R EX(20) I EX(20) P IN(40) Health: 56 Str: 6 Karma: 70 Resources: 30 Popularity: 6/-10/10 Supernatural Height: 6,2 Weight: 190 Eyes: Brown Hair: Brown Real Name: Rupert Giles, Ripper Occupation: Watcher Legal Status: Single Identity: Public Place of Birth: England Marital Status: Single Known Relatives: His parents Base of Operations: Sunnydale Group Affiliation: Scooby Gang KNOWN POWERS: Talents Crime - A skill of his youth, but Giles still knows how to hotwire a car or pick a lock. Crossbows - He's used them before, and used them well. Edged Weapons - Favours the sword, with which he has an additional +1CS. History and Lore - With a focus on Slayers, Watchers and Vampires. Linguistics - A Watcher talent, allowing him to decode ancient or demonic languages on a Reason FEAT. Martial Arts A, C and D - Jujitsu, Aikido, and serious focus. Able to take out vampires one-on-one. Multilingual - Once stated that he could only read five languages. Under the circumstances, he probably meant five basic alphabets. Mystic Background - Former Warlock, raised a Watcher. Occult Lore - His specialization. Gains an additional +1CS when dealing with demons, vampires, and Slayers. Performer - Acoustic Guitar and singing. Resist Domination - Getting in his head is not easy. Skill - Quarterstaff - He favours sharp weapons, but he claims to have years of training in this particular blunt option.

Paired Weapons - Able to use two guns at once without penalty. Quick Draw - +2 to Initiative when using firearms. Because he's that good.
Personality Giles has a strong sense of duty. He will sacrifice both his life and his principles in defence of what he believes in. He also has very strong protective /paternal urges towards Buffy. Giles has learned to accept grief as his due for the mistakes of the past. He will never deny capability for wrongdoing.

Rupert Giles, Ripper


Powers: Magic: Long since given up, but Giles was once a student of Chaos magic. He still has his old talents, and when he does use magic, it's starting with a basic rank of Remarkable. -Empowered: At one point Giles was imbued with the power of an entire Coven. This enabled him to wield magical energies at Monstrous rank. His extensive knowledge enabled him to cast spells as a Master of Order magic. Among the spells he displayed were Teleportation, Eldritch Bolt, Bands and Domination.

Sam Winchester
STATISTICS: F EX(20) A EX(20) S GD(10) E RM(30) R EX(20) I EX(20) P IN(40) Health: 80 Karma: 80 Resources: 6 Popularity: 4/-30 (Supernatural Society) Real Name: Sam Winchester Occupation: Hunter / Former Law Student Identity: Publicly known Legal Status: With criminal record Other Known Aliases: He makes it up as he travels Place of Birth: Unrevealed Marital Status: Single Jessica Moore (Deceased) Madison Owens (Deceased) Ruby (Deceased) Known Relatives: Dean Winchester (older brother) John Winchester (father, deceased) Mary Winchester (mother, deceased) Samuel Campbell (Grandfather) Deanna Campbell (grandmother, deceased) Adam Milligan (paternal half-brother) Base of Operations: Mobile Past Group Affiliations: Present Group Affiliation: Known Powers: Telekinesis: Typical Precognition: Good Exorcism: Incredible * When this is done he removes the Demon so the host does not have to be killed Demon Blood lust: Must make a Psi feat to resist the temptation to drink the demon blood (save vs excellent) when and if the blood of a demon is ingested all powers rise: (drinking 1 to 3 gallons of demon blood he can kill demons just by closing his eyes). 1 Gallon Green feat +2cs 2 Gallons Yellow feat +4cs 3 Gallons Red feat +6cs Background: Sam was born on May 2, 1983 to John and Mary Winchester in Lawrence, Kansas. He is the couple's second child, four years younger than his older brother Dean. He is named after his maternal grandfather, Samuel Campbell. When Sam was only six months old on November 2, 1983, his mother Mary was killed in his nursery by the demon Azazel, whom his mother walked in on while he was standing by Sam's crib, doing something mysterious to him. Infant Sam is saved from the ensuing fire when his father takes him out of his crib and gives him to a four year old Dean, who then carries him outside while their father unsuccessfully tries to rescue their mother. Sam and Dean spent their childhood moving from town to town every few weeks while their father hunted supernatural beings and their mother's killer. Until the age 8, Sam believed that his mother had died in a car accident and his father was a traveling salesman, until Dean revealed to him the existence of the paranormal. Sam apparently started hunting alongside his brother and father around the age of twelve, however he began wanting a normal life without monsters and later in his life a teacher of his encouraged him to carve his own life instead of following the "family business" after reading Sam's story about him and his family killing a werewolf. Time passed and after a heated argument with his father, Sam eventually went to Stanford University thus leaving his family and their hunting crusade behind him.

Sam Winchester
Talents: Martial Arts B, Guns, Occult lore, Resist Domination, Blunt & Sharp objects & Driving Law, can read and recall Latin incantations Sam Winchester hunts demons, spirits and other supernatural creatures with his older brother Dean. Equipment: Sam & Dean has various Guns, Knifes, & Melee weapons in the back of their Impala such as Lockpicks: +1CS to picking locks Throwing blades. 2 area range, Typical damage First Aid Kit: Standard first Aid kit Flashlights: Typical light 2 area range Machine guns Shotguns & Handguns with APSalt rounds bullets which do Incredible damage (Excellent for the handguns)to the supernatural and reduce body armor by -2CS Typical to Excellent damage to regular folks. Equipment: (personal) Sam uses a stainless steel Taurus PT-92 9mm pistol EX material GD range & Damage look up to see rounds used (similar to the Beretta M92 on which Taurus based this gun) with mother-ofpearl grips, and uses a pistol grip 4-shelled 12 gauge Ithaca Pump shotgun loaded with rock salt. He owns what appears to be a Dell Precision M65 laptop, which he uses to gather information for hunts. The first time he uses the laptop is in the second episode "Wendigo" where he plays a video message. The laptop may not belong to him, as his possessions were destroyed in a fire in the previous episode "Pilot". In that same episode, his brother Dean references using computer software which may indicate he is the actual owner of the laptop. Sam also appears to own a Verizon-branded Motorola Q which has on at least one occasion been used to visually track unseen ghosts. (As seen in "Hollywood Babylon.")

Sam Winchester
Additional Notes: Sam and Dean have matching tattoos depicting a pentagram that protects them from demonic possession. (On rib cage placed there by cas) for supernatural location.(AM) Sam is immune to both Andy Gallagher and his twin brother Ansem Weems (Webber) mind controling powers. Sam is immune to the demonic virus that was spreading in the town through blood-to-blood contact. Lilith turns her power on Sam after killing Dean (in the same manner she used in "Jus in Bello") Sam shields himself with his arm, and after the light dies down, he is shown to be completely unharmed, and apparently immune to Lilith's power. He is also able to withstand Samhain. Sam proves immune to Alistair's telekinesis. Lilith herself says that Sam is immune to her power. (MN immunity) Sam has a sixth sense that allows him to detect impressions or a sense of supernatural presence. Sam describes this as a "vibe" (RM) No Soul: When Sam came back from hell his soul was left behind which left him completely emotionless. He has said himself that he doesn't feel anything anymore, with no remorse. The new Sam will do anything to kill monsters, even let his own brother be turned into a vampire. Sam claims that it has a few benefits like he has become a better hunter, he doesn't need to sleep or really eat anymore, Recovery (IN) he has a higher pain tolerance Iron Will (RM) and was able to lie to the goddess Veritas, PSI Screen (IN) even though she can make all other people, even Dean, tell the truth. This soulless version of Sam has also been proved to be quite dangerous, with his lack of emotion or empathy for others makes him something of a sociopath. He doesn't seem to care about those he works with, or even his brother Dean, as he just uses those close to him to achieve his own ends. This comes to a head by the middle of season six, when Death restores Sam's soul.

Selene
STATISTICS: F RM(30) A RM(30) S EX(25) E RM(30) R GD(10) I RM(30) P RM(30) Health: 115 Str: 25 Karma: 70 Resources: 10 Popularity: 30 in vampiric circles /-20 in vampiric circles Height: 510 Weight: 140 Eyes: Blue/Green Hair: Black Real Name: Selene Occupation: Death Dealer Legal Status: single Identity: Secret Place of Birth: Planet Earth Marital Status: Single Known Relatives: Mother & Father Base of Operations: Underworld Evolution Group Affiliation: Mobile KNOWN POWERS: True Immortal: After Drinking from Alexander Corvinus's blood, Selene gained greater powers and abilities than any vampire and/or potential hybrid of the Corvinus strain. Selene's powers, while initially vampiric, have granted her greater attributes such as: - The ability to survive in sunlight. - Increased healing and recovery (EX (20) Regeneration and EX (20) Recovery) - The ability to ignore damage such as shotgun blasts or broken bones (RM (30) Iron Will) - The ability to leap great distances (Rm (30) leaping), or land without disturbing the earth and/or suffering damage. - Bursts of Hyper Speed at GD (10) ability. - The ability to increase her strength +1cs (RM) as necessary for short periods of time. Combat Sense: Selene's hundreds of years of experience have honed her abilities to allow her to react to danger at GD (10) ability. Contacts: Remnants within Vampiric Society: Some of the vampiric society can still be called by Selene as necessary. Michael Corvinus: Selene's main contact and lover. . Limitations: Loyal: Selene is incredibly loyal to those around her, even if it blinds her to certain truths, such as the deaths of her parents. Wanted: Selene is currently being hunted by those loyal to the vampiric order for her role in the death of the elder known as Viktor. Talents: Guns Dual Weapons* Knowledge: Vampire Society Detective/Espionage Sharp Weapons Acrobatics Martial Arts A, B, C Tumbling Multi-Lingual Knowledge: Lycan History Leadership Knowledge: Death Dealer protocols Thrown Weapons

Slayers
STATISTICS: Starting Value F PR(4) / EX(20) A TY(6) / EX(20) S FE(2) / GD(10) E TY(6) / EX(20) R TY(6) I TY(6) / EX(20) P TY(6) Health: 18 / 70 Str: 20 Karma: 18 / 32 Resources: 2 Popularity: 10 supernatural Height: Depends on the Slayer Weight: Depends on the Slayer Eyes: Depends on the Slayer Hair: Depends on the Slayer Real Name: Depends on the Slayer Occupation: Depends on the Slayer Legal Status: Depends on the Slayer Identity: Public / Secret Place of Birth: Depends on the Slayer Marital Status: Depends on the Slayer Known Relatives: Depends on the Slayer Base of Operations: Depends on the Slayer Group Affiliation: Depends on the Slayer KNOWN POWERS / History: A Slayer, in the fictional Buffyverse established by Buffy and Angel, is a young female bestowed with mystical powers that originate from the essence of a pure-demon, which gives her enhanced to superhuman senses, strength, agility, resilience and speed in the fight against forces of darkness. She occasionally receives prophetic dreams in the few hours that she sleeps. The Prophecy of the Slayer states, "Into every generation a Slayer is born: one girl in all the world, a chosen one. She alone will wield the strength and skill to fight the vampires, demons, and the forces of darkness; to stop the spread of their evil and the swell of their numbers. She is the Slayer." While they are commonly referred to as "Vampire Slayers", even by Watchers and vampires themselves, the Slayer may operate as a defender against any and all supernatural threats. The First Slayer In ancient Africa, a group of tribal elders known as the Shadow Men used powerful magic to infuse a captive girl with the heart, soul and spirit of a demon.[1] This process granted the girl great strength, agility, and endurance: she became the First Slayer, called to fight the vampires and other demons that populate the earth. The Shadow Men's descendants went on to form the Watchers' Council, an organization dedicated to finding, training, and supporting Slayers The Slayer line Due to the violent nature of the life of a Slayer, their average lifespan is quite short after being called. Consequently, the Shadow Men's spell also created a large number of Potential Slayers - normal girls around the world who may one day be called. When a Slayer dies, one of the Potentials - seemingly chosen at random - gains the powers and abilities of a Slayer. The Watcher's Council tries to identify and train these "Potentials" before they are called, locating some as babies, but are not always able to do so, with some girls only being found after they have been activated as the Slayer. This process continues through the generations until 1997, when one Slayer - Buffy Summers - is killed in battle (by drowning) only to be revived via CPR.[3] Buffy retains her Slayer powers, but her clinical death is enough for the next Slayer to be called. For the next year there are two Slayers in the world: first Kendra, who was called on Buffy's death, and then Faith, who was called when Kendra was killed by Drusilla. Regardless, Buffy is still referred to as the Slayer. Buffy's second death[4] did not result in another slayer being called because of Faith - a new slayer would not be called until her death; however, Buffy's second resurrection for some reason caused an imbalance in the Slayer line. Following her first death, Mayor Wilkins says that he doesn't want Buffy killed, because that will cause a new Slayer to be called, and, when she is discussing why she has been revived a second time with Giles, Buffy states, "It was my time, Giles. Someone would've taken my place". Following her second death, Buffy herself, addressing a group of Potential Slayers, says: "My death could make you the next Slayer." However, the shooting script for the final episode on the show originally included a much longer speech by Buffy to the potential Slayers, including the line "It's true none of you has the power

Slayers
Faith and I have. I think both of us would have to die for a new Slayer to be called, and we can't even be sure that girl is in this room. That's the rule. So here's the part where you make a choice." The mystical "rules" governing the Calling of Slayers change again in 2003, when Buffy discovers a Scythe forged for the Slayer to wield. Willow Rosenberg uses magic to tap into the Scythe's essence at Buffy's request, and performs a spell that calls every living Potential Slayer at once, thus ending the legacy of "one girl in all the world". After taking the time to find and count them, Buffy states that there are at least 1800 Slayers in the world, 500 of which are working with the Scooby Gang. Potentials now awaken as Slayers when they reach suitable maturation; for instance, the Slayer Soledad was awakened on her sixteenth birthday. At some point in the 21st century, a Slayer faces an army of demons. As a result of this battle, all demons and magicks are banished from Earth's dimension. At this point, the Slayer line becomes dormant - while Potential Slayers still exist, none are called for two hundred years. In the far future, demons eventually find a way to return to Earth's dimension, and the next Slayer is finally called - a girl named Melaka Fray. The continuity of the Slayer line is still unclear since Melaka had a twin brother who was given the dreams and visions typically possessed by the Slayer, while Melaka received the physical attributes (strength, reflexes, stamina, accelerated healing). On top of that, Melaka's brother has died and become a vampire. Slayers: General Facts / Abilities 1. Are possessed of superhuman strength, stamina, coordination and reflexes, as well as an instinctive facility for both armed and unarmed hand-to-hand combat. 2. Are highly resistant to damage; it takes superhuman strength just to bruise one of them, and impacts that would be lethal to a human merely stun them. 3. Have a low-level intrinsic resistance to magic and mind control. 4. Heal fast, but not instantly. They recover from injury fast; they do not regenerate destroyed tissue. Assuming they're all there, they can recover from almost any degree of injury, given time. 5. Have unusually powerful immune systems, protecting them from all but the most virulent diseases. 6. Have apparently no particular resistance to drugs, toxins or alcohol. 7. Have - slightly - enhanced senses, at least of hearing and night vision. 8. Are sometimes subject to prophetic dreams. Interestingly, Faith, established as promiscuous, has never mentioned such dreams. On the same theme, Buffy's last clearly truly prophetic dream, as opposed to a mere manifestation of the subconscious, was just before she lost her virginity. Whedon has an established theme of Sex Is Bad; this may be a subtle continuation thereof. 9. Are inevitably female, and appear to normally be called between the ages of about fourteen and sixteen. Buffy was fifteen when called; Faith and Kendra seem to have been of a similar age. Kennedy, at eighteen, was the oldest of the potentials in Season

Slayers
Seven. The Kiddie League player was the youngest, by a significant margin. 10. Calling seems to be largely random, with no higher intelligence guiding the choice. There are no checks to keep Slayers under control. 11. Slayer powers are demonic in nature, a retcon They would almost certainly be injured by the Soul-Sword. 12. Slayer powers are not hereditary; indeed, it is probable, though not certain, that active Slayers are infertile 13. Although the evidence is that Slayers appear normal to mundane medical examination, Faith, at least, had an abnormal blood type. This can be assumed to be a Slayer attribute. 14. Can sense the presence of vampires, at a distance; this ability needs to be honed. 15. Slayer powers, at least of strength, increase with time, and seem to decrease with anorexia. Typical New Slayer This assumes that the Slayer started as a teenaged girl with the standard human FASERIP attributes (4/6/2/6/6/6/6) Fighting: Excellent (+3CS, to an initial maximum of Remarkable) Agility: Excellent (+2CS, to an initial maximum of Amazing) Strength: Excellent (+3CS, to an initial maximum of Remarkable. Note that many teenage girls will start with Feeble Strength) Endurance: Excellent (+2CS to start, an initial maximum of Incredible) Reason: Typical Intuition: Typical Psyche: Typical Most Slayers will almost certainly rapidly increase their Fighting and Agility through training. A Slayer starts off with a popularity of 10 in the supernatural community. Note that Slayers trained by Watchers will start off with both Fighting and Endurance one rank higher. Powers Resistance to Disease: Remarkable. Recovery: Excellent. Vampire Detection: Starts at Typical, and again tends to be rapidly developed. Damage Resistance: Blunt damage is reduced by -2CS. All other damage is reduced by -1CS. Resistance to Magic: Typical. This can be increased by exposure. Enhanced Senses: Slayer hearing functions at around Good rank. Incarnation Awareness: Incredible ability to 'dream' the lives and battles of past Slayers. Hyper-Running: Typical. Talents Traditionally raised Slayers will start off with Occult Lore, and at least one Martial Arts or Weapon talent. Weapons and equipment: Slayers typically use weapons to fight vampires and other demons. Simple wooden stakes, crucifixes, EX material +1cs to strength for edged attacks and holy water are commonly used due to their effectiveness against vampires. Swords, axes, and knives EX to RM material +1cs to strength for edged attacks are the most common implements used for dispatching demons, though other melee weapons (generally of medieval European design) are also used. Ranged EX material range & damage weaponry is usually confined to crossbows. On occasion, more sophisticated weaponry is used; Buffy Summers has used a military-issue rocket launcher to defeat a particularly tough demon.[40] The Slayer Melaka Fray uses weaponry native to her time period, such as rayguns, as well as traditional Slayer weapons. Buffy has a personal dislike for firearms, and has made it a rule that no Slayer in her group uses them. On the other hand, the rogue Slayer Simone Doffler and her criminal gang are enamoured of guns.

Solomon Kane
STATISTICS: F IN(40) A EX(20) S GD(10) E EX(20) R GD(10) I RM(30) P IN(40) Health: 90 Str: 10 Karma: 80 Resources: 6 Popularity: 0 -30 in the supernatural Height: 6 Weight: 200 Eyes: Hazel Hair: Brown Real Name: Solomon Kane Occupation: Legal Status: single Identity: Secret Place of Birth: Planet Earth Marital Status: Unknown Known Relatives: Unknown Base of Operations: Group Affiliation: KNOWN POWERS: Pseudo-abilities: Iron Will:(AM) Once Kane's purpose is set, nothing will stop him. As such, Kane has AM (50) Iron Will. Kane's will has never been successfully broken in any of the stories, and he has ignored pain and damage that a man younger and in better health might be brought down with. Kane's will is nearly absolute when on the pursuit of justice, chasing a murderer of a friend's daughter over three continents and into unknown lands for justice, alone. Faith: (AM) Kane's faith is unshakable, and can affect the occult. Again, Kane has been able to damage with his normal weapons creatures that normally would not be damaged (Such as killing a werewolf with his sword, & strangling a ghost to 'death', etc.) As such, mystical creatures do not have their normal defenses against Kane. Equipment: Leather Duster: EX material GD body armor vs physical & edged, Flintlock pistols: EX material EX damage & range, Cutlass: RM material EX edged, Rapier: RM material EX damage The Staff of Solomon A gift from long-time friend and companion N'Longa, Kane utilizes a carved wooden staff/club carved with ancient images and ending with a carved cat's head. The Staff of Solomon gives Kane the following abilities: MN material - Exorcism: IN (40) rank - Does Rm (30) mystical damage blunt - Can slay standard vampires with a successful Yellow attack roll, as the staff is sharpened at one end and seems to be so for that purpose. - Allows Kane to communicate with N'longa. The Staff of Solomon is considered to have 30 popularity, as it is an artifact (possibly from one account being the Staff of Moses and/or an Atlantean artifact). What is known is the Staff has been used to vanquish evil over the eras, and possibly can only be used by those dedicated to that cause. Contacts: N'longa, a long-time friend and sorcerer who has helped Kane in the past and presented him with the Staff of Solomon, a mystical artifact that Kane has used in many adventures.

Solomon Kane

History: Solomon Kane is a 16th century anti-hero created by Robert E. Howard (creator of Conan the Barbarian). When Solomon Kane (James Purefoy of Rome) meets the Devils Reaper, he postpones his fate by renouncing violence a vow that is soon tested by the forces of evil. As Kane once again straps on his weapons, he embarks on an epic journey of redemption.

Talents: Occult Lore Marksman* Faith* Sharp Weapons Blunt Weapons Resist: Domination Knowledge: Elizabethan Era Knowledge: Known World Sailor Military Multi-Lingual

Spike/William
STATISTICS: F IN(40) A RM(30) S EX(25) E IN(40) R TY(6) I RM(30) P IN(40) Health: 135 Str: 25 Karma: 76 Resources: 10 Popularity: 4 Height: 510 Weight: 180 Eyes: Green Hair: White blond Real Name: William / Spike Occupation: Vampire Legal Status: single Identity: Public Place of Birth: Planet Earth Marital Status: Single Known Relatives: Drusilla (Sire), Angel (Grandsire),
Darla (Great-Grandsire) Base of Operations: A crypt in Sunnydale, California

Group Affiliation: Self / Scooby Gang KNOWN POWERS: Vampire


Regeneration: Rm. -Fangs: Rm material for Gd damage. Blood Drinking: If he succeeds in grappling an opponent Spike may spend the next round feeding from them. If he wins that round his opponent takes damage from his fangs, and he regains as much health as his opponent loses. If he succeeds in killing an opponent by blood drinking, he may opt to 'turn' them; they will awaken the following sunset as a Vampire (As in this list). Invulnerabilities: Am Resistance to Toxins, completely unaffected by radiation and disease. He can be killed only by heat attacks, stabbing through the heart with a wooden object, or by decapitation. Enhanced Senses: Gd Sense of smell, Ex Night Vision. Equipment Black Leather Duster: Pr protection from Physical attacks, Ex protection from heat (including sunlight). This garment is trademarked, and Spike will almost never go into combat without it. Talents Martial Arts A, B and E: Spike is one of the world's most experienced and enthusiastic brawlers. He has killed two Slayers in single combat, learning various useful skills in preparation, and fights demons that consider themselves far above any vampire for fun. He may Stun or Slam opponents regardless of comparative Strength and Endurance and gains a +1 to his Initiative in hand-to-hand combat. In Slugfest combat he has a +1CS to his Fighting. Intimidation: Spike is cool and sexy, and he knows it. He's also scary beyond measure when he wants to be. He has a +1CS to all Intimidation attempts. Leadership: Spike is intelligent and well organized, if rather impatient. Any group led by him may add +50 points to their karma pool every session.

Spike/William
Street Smarts: Of all Ancient, Master vampires, Spike is the most street-smart and tough. He has +1CS to all FEATs involving survival at street level. Crime: Violence is Spike's first love, but generalised crime and destruction comes a narrow second. He has a +1CS to all attempts at basic criminal acts. Occult Lore: He hides it well, but Spike is well read and well travelled. He's seen a lot, and by dint of his experience may add a +1CS to his Reason when considering matters of the occult. English Literature: Once upon a time, Spike was a poet named William, and he retains an extensive knowledge of English Literature, with an emphasis on the Romantic Poets. Performer: As mentioned above, Spike was once a poet. However, he was also a bloody awful poet. He does sing fairly well, and he has the selfconfidence necessary to use this for profit. Unfortunately, he's a vampire. Anne Rice posturing aside, it just wouldn't fit with his image. Limitations Vulnerabilities: Direct sunlight causes Rm heat damage to vampires. All other heat-based attacks affect them at +1CS. The presence of a crucifix has a chance of repelling them (Psyche FEAT required against Gd intensity). Contact with a crucifix causes Ex heat damage (taking the bonus into consideration). Holy Water counts as acid against them, doing Ex heat damage. Vampires have no reflection, and cannot enter private homes uninvited. Blood Lust: Spike ceased to suffer this when he regained his Soul. The sight of blood can send vampires into an insane rage. For every round in which someone within the same area bleeds - from edged or shooting damage they must make a Psyche FEAT with intensity equal to the amount of blood-drawing damage inflicted (if several individuals are damaged, the intensity is the highest damage done to any one individual) or become subject to the blood lust. While subject to the lust their reason is reduced to Fb and they can do nothing but attempt to grapple and bite nearby human beings. They retain enough threat perception to choose exactly which of those nearby they attack. To escape the bloodlust the vampire must make another Psyche FEAT, again against the highest blood shedding damage of the turn, at the end of a turn in which he has successfully fed. When there are no living targets in the area the vampire automatically leaves the bloodlust. Vampirism: A vampire can go up to three days without feeding without it affecting him physically. However, for every day without feeding the vampire has his Psyche reduced by -1CS - so after three days he is at -3CS. After three days the vampire continues to lose Psyche ranks, and also loses Endurance at the same rank. When he reaches SH-0 Endurance he becomes immobile and insensible, and can only recover if blood is poured into his mouth. After this he gains Fb Endurance, and can continue recovering at the usual rate. Chair: For most of the second half of Season Two, as a result of having a burning pipe organ dropped on him by Buffy, Spike was severely crippled and confined to a wheelchair. His Fighting was reduced to Gd, his Agility to Fb and his Health to 77. Inhibitor Chip: Whenever he attempted to wilfully cause harm to a living being (Demons don't count) Spike had to make a Red Psyche FEAT or the pain it generated incapacitated him for 1-10 rounds immediately after his attack hit. The Chip may be ineffective against mutants; that's the kind of organization the Initiative was, after all.

Vampirella
STATISTICS: F RM(30) A RM(30) S RM(30) E IN(40) R GD(10) I IN(40) P RM(30) Health: 130 Str: 25 Karma: 80 Resources: 20 Popularity: 15 Height: 510 Weight: 140 Eyes: Hazel Hair: Black Real Name: Vampirella Occupation: Performer / Modelling / Hero Legal Status: single Identity: Secret Place of Birth: Planet Earth Marital Status: Single Known Relatives: Mother & Father Base of Operations: Harris publication Group Affiliation: Mobile KNOWN POWERS: Pseudo Vampire: Vampi displays many of the powers of a traditional vampire with none of their weaknesses. Vampi is capable of: - Flight: Rm (30) airspeed - Natural Weaponry: Fangs: Gd (10) damage - Natural Weaponry: Claws: Ex (20) edged damage - Hyper Senses: Rm (30), including Thermal Vision at Ex (20) - Hyper Speed: Gd (10) - Regeneration: Vampi can heal from extraordinary damage with blood, at Rm (30) ability - Recovery: Vampi recovers endurance ranks with Rm (30) ability. - Animal Transformation: Bat: Vampi can transform into a normal bat with Ex (20) ability - Hypnotic Control: By making eye contact, Vampi can mesmerise individuals with Rm (30) ability. -Longevity: Vampi doesn't age per say, but is not truly immortal. As such, Vampi's aging is slowed to an almost crawl. While hundreds of years old, Vampi looks no older than in her early twenties. Blood ampules: Worn as a armguard, Vampi stores a limited supply of blood on her person using Drakulon technology which constantly feeds her needs.

Limitations: - Bloodlust: In the past, Vampi has entered into Bloodlust if denied blood for an extended period of time. - Enemies: From the bloody queen of hearts to Dracula himself, Vampi has numerous enemies. Talents: Pilot Astrogation Martial Arts A, C Acrobatics Performance: Modelling Occult Lore Swords Resist: Domination* Contacts: Adam Van Helsing Pendragon Pantha

STATISTICS: Starting Stats: F GD(10) A EX(20) S EX(20) E RM(30) R TY(6) I GD(10) P EX(20) Health: 80 Str: 20 Karma: 36 Resources: Not Applicable / Depends Popularity: -6 / -30 Height: Varies Weight: Varies Eyes: Varies Hair: Varies Real Name: Varies Occupation: Varies Legal Status: Feared Identity: Public / Secret Place of Birth: Varies Marital Status: Varies Known Relatives: Varies Base of Operations: Varies Group Affiliation: Varies KNOWN POWERS: Immortality: Vampires are considered to be Immortal. Vampires cannot die by conventional means, only restrained (see Limitations). Animal Transformation: A vampire may change it's shape into either a bat or wolf with Excellent ability. Animal Communication: The vampire possesses Remarkable ability to communicate telepathically with any animal larger than an insect. Hypnotism: Vampires can mesmerize others, or even control their minds outright. Vampires can manipulate others' emotions, becoming dream lovers or terrifying nightmares. This ability is ranked Excellent and requires eye contact. Heightened Senses: The vampire's senses are superhuman. All 5 senses are heightened to Remarkable levels. Telepathy: The vampire may attempt to read a victim's mind. The vampire must be able to see the person to be scrutinized. The vampire makes a Psyche FEAT roll vs the target. Success allows the vampire to read the victim's thoughts. Astral Projection: A vampire may project it's spirit into the Astral plane with Incredible ability travelling invisible and intangible. Hyper Speed: Vampires are natually quicker than when they were alive enabling them to move and attack at superhuman speeds. This is considered Typical Hyper speed. Blending: The vampire may step into the shadows and and thereby shroud itself from sight with Amazing ability. Invisibility-Psychic: The vampirepossesses Excellent rank ability to psionically cause others not to see it forcing others will simply ignore it. Emotion Control: Fear. A vampire hissing and baring fangs, may instill an unnatural terror in a target. Unless a successful Psyche FEAT is made vs Remarkable ability, the target must turn and flee. Night Vision: Vampire may see in "natural" darkness without difficulty. Claws: The vampire may sprout claws inflicting strength +1CS damage. Regeneration: Vampires recover from damage quickly. Consider a vampire to popssess Typical regeneration. Bite: A vampire bite does Good damage per round by draining the blood from a victim. If the target has been drained of blood to Shift-O health then re-infused with vampiric blood from the "parent" vampire the target will return to life as a Vampire. Blood: Vampire Blood has a high level of toxicity. Should Vampiric blood come into direct contact with a living being, it will inflict Feeble acidic damage (burn) for 1 round. If it enters the blood stream of a non-vampire Feeble damage for 1-10 rounds. In greater quantities the blood could also have an effect of turning the target into a vampire. (Endurance FEAT to avoid). Note: If the Endurance FEAT failed follow your normal rules for possible vampiric conversion.

Limitations: Vampires must drink the blood of others to survive. Driving a stake through the heart of a Vampire will not kill it however it will place the vampire in a state of Suspended Animation Exposure to Direct Sunlight causes a vampire Remarkable damage. Reduction to zero health in this manner will reduce a vampire to dust. Holy symbols and Garlic will repel a vampire from the area until the item is removed. Vulnerabilities: Direct sunlight causes Rm heat damage to vampires. All other heat-based attacks affect them at +1CS. The presence of a crucifix has a chance of repelling them (Psyche FEAT required against Gd intensity). Contact with a crucifix causes Ex heat damage (taking the bonus into consideration). Holy Water counts as acid against them, doing Ex heat damage. Vampires have no reflection, and cannot enter private homes uninvited. *If they do they will begin to hemorrhage and bleed from all orifices until dead.* Blood Lust: The sight of blood can send vampires into an insane rage. For every round in which someone within the same area bleeds - from edged or shooting damage - they must make a Psyche FEAT with intensity equal to the amount of blooddrawing damage inflicted (if several individuals are damaged, the intensity is the highest damage done to any one individual) or become subject to the blood lust. While subject to the lust their reason is reduced to Fb and they can do nothing but attempt to grapple and bite nearby human beings. They retain enough threat perception to choose exactly which of those nearby they attack. To escape the bloodlust the vampire must make another Psyche FEAT, again against the highest blood shedding damage of the turn, at the end of a turn in which he has successfully fed. When there are no living targets in the area the vampire automatically leaves the bloodlust. Vampirism: A vampire can go up to three days without feeding without it affecting him physically. However, for every day without feeding the vampire has his Psyche reduced by -1CS - so after three days he is at -3CS. After three days the vampire continues to lose Psyche ranks, and also loses Endurance at the same rank. When he reaches SH-0 Endurance he becomes immobile and insensible, and can only recover if blood is poured into his mouth. After this he gains Fb Endurance, and can continue recovering at the usual rate. Dealing with the Transformation The details above are standard for Generic Vampires. If you have a "Super Powered" vampiric conversion, the target will retain any original powers and gain the abilities listed above. Fighting and Intuition remain unchanged Strength and Endurance gain +1CS to a maximum of Amazing. Agility and Psyche recieve +1CS to a maximum of Remarkable * Higher ranked abilities retain their original level.

Aging Vampires grow more powerful with age. This is not biological aging, of course. A vampire appears to be the same age it was at the moment of death. The longer a vampire persists in a state of undeath, however, the stronger its connection with the Negative Energy Plane grows and the more powerful it becomes. This phenomenon poses a great problem to vampire hunters, for there may be nothing about a vampire's appearance to suggest how old, and therefore how powerful, it really is. Vampires are divided into six age categories. Each category has a title, though these titles are more for the convenience of sages than for practicality. Vampires themselves do not recognize age-based titles. In fact, the more clever vampires are careful to conceal their age from others. Title Age (Years) Fledgling: Mature: Old: Ancient: Eminent: Patriarch: 0-99 100-199 200-299 300-499 500-999 1000+

Fledgling vampires have no increased powers or abilities. Use the Vampire template from the Front Cover Template, with no changes. For older vampires, the following table shows the modifications made to the Vampire template as the vampire ages. The changes are not cumulative. Vampire Aging Modifiers Ability Score Modifiers Title: Str Mature: +1cs Old: Ancient: +1cs Eminent: +2cs Patriarch: +3cs Hyper Regen- All Agil Int Psi Speed eration Powers +1cs +1cs +1cs +1cs +1cs +1cs +1cs +1cs +1cs +1cs +2cs +2cs +2cs +2cs +2cs +2cs +3cs +3cs +3cs +3cs +3cs +3cs

Ability Score & Powers Modifiers: The modifications made to each of the base character's ability & powers scores. (First Page) Hyper Speed: This bonus also applies when the vampire is shape-shifted.

Covenant: Choose a covenant in which your character claims mem-bership. There are five covenants from which to select. If you wish to choose no covenant, record "unbound," "un-aligned" or "independent" on your character sheet. The Carthians seek to reconcile Kindred society with mod-ern governmental structures and social systems. The Circle of the Crone venerates a variety of female figures as an amalgamated creator of vampires, the Mother of all Monsters. The Invictus is the aristocracy of the night. The Lancea Sanctum seeks to influence Kindred society with the strictures of Longinus, who is believe to have been turned into one of the Damned by the very blood of Christ. The Ordo Dracul commands rituals and mystical knowledge that allows the Kindred to transcend their vampiric states. Clan: Choose a clan to which your character belongs. There are five clans from which to select. Daeva: Emotional, sensual and desirable. Gangrel: Primal, hardy and savage. Mekhet: Quick, discreet and wise. Nosferatu: Stealthy, strong and terrifying. Ventrue: Regal, commanding and aristocratic. Clan Favored Attributes: Daeva: Gangrel: Mekhet: Nosferatu: Ventrue: +1cs to Agility +1cs to Endurance +1cs to Intelligence +1cs to Strength +1cs to Psyche

How old are you? When were you born? How old were you when you were Embraced? How long have you existed as a vampire? How old do you look to others? Are you more or less mature than you seem? What was unique about your childhood? What do you remember about your early years? What forged your basic motivations and attitudes? Where did you go to school? Were you a good student? Who were your immediate family members? What is your clearest childhood memory? Did you go to high school. College? Did you have a hometown, or did your family move often? Did you run away from home? Did you play sports? Did any of your childhood friendships last until adulthood?

What kind of person were you? Were you a kind and gentle person or an arrogant bastard? Were you popular or a social outcast? Did you have a family? How did you earn a living? Did you have any real friends, or just acquaintances? What kept you going from day to day? Will anyone miss you? What was your first brush with the supernatural? When did you first realize you were being stalked? Had you dabbled in the occult at all before your Embrace? When did you first meet a vampire? Were you afraid? Disbelieving? Curious? Angry? How did the Embrace change you? How did your sire catch you? Was the Embrace painful? Did you get perverse pleasure from it? Did the Hunger tear at you? Were you frightened? Did it somehow feel right? Are you grateful to your sire? Do you want to kill her for what she did to you? Who was your sire, and how did she treat you? What do you know of your sire? Was she seductive, forceful, abusive, cryptic or open? Why do you think she chose you? Did you even know your sire? How long did you stay with your sire? Did she teach you anything at all? How long was it until your sire released you? Where did you stay? Where did you go? Did you meet any other vampires during that time? Did your sire Embrace another? Do you judge other vampires by your opinion of your sire? Were you presented to Kindred society? Did the Prince welcome you? Was he reluctant to accept you? Did prominent Kindred need to be bribed or threatened before accepting you? Did your sire have permission to create you? Are you on the run from Kindred authorities? What do you suppose your domain's preeminent Kindred think about you? How did you meet the others in your coterie? Were you brought together by chance or design? Are you all of one covenant or clan? Are you united in purpose, working toward the same goal? How long have you been together? Did you know any of the others before your Embrace? Do your sires cooperate, or are they rivals? Do any of you share the same sire? What holds your coterie together when the situation is at its worst? Where is your haven? Where do you sleep during the day? Do you have any permanent home, or do you migrate from place to place? Do you stay in or near the place you inhabited in your mortal life? Do you hide in an abandoned building? Is your haven above or below ground? Do you have anyone to protect you during the day?

Do you retain any connections to your mortal life? Have you been presumed dead? Do you still watch over old friends and relatives from afar? Do you pretend to still be alive? Have you abandoned your mortal existence entirely? What are your habitual feeding grounds? Do you frequent a particular place to feed? Do you consider this territory yours alone, or do others use it? Do you compete with others to feed? What is your preferred prey? Will you risk hunger to find this type of prey? Do you ever kill when you feed? Do you have a specific herd? Do you seduce your prey? Kidnap them? Intimidate or beat them? Do they come to you? What motivates you? Are you bent on revenge? Do you long for your mortal life, or to again look upon the sun? Do you have ambitions within Kindred society? Do you wish to Embrace any culture? Are you involved with inter-covenant conflict? If you could have any one thing in the world, what would it be? A Final Note: Those without motivation are likely not to have survived the Embrace at all, or to struggle for survival in subsequent nights. Although a vampire's values often differ greatly from those of a human, stemming from his experience with death and rebirth, he must still have something worth existing for, or he would likely watch the next sunrise and be done with it. Give thought to where your character has been and where he's headed. Is there some overarching, ultimate goal or possibly several small ones? While Vampires is a Modern Gothic Storytelling game, these beings do not sit around each night lamenting their sad existence and wishing it would all just end. Once you have an idea of what it is that your character wants to achieve, you have come one step closer to making him a complete, realistic personality.

Daeva
What a sily thing to say, my love. Of course you can't live without me.
Other Kindred envy their beauty and grace, their ability to incite passion in mortals, the ease with which they glide through the masses and that envy is almost as potent a draught to the Daeva as blood itself. These Kindred are consummate predators, and they would seem to be the perfect vampires. Alas, most are too dead inside to enjoy it. Called Succubi by other clans, the Daeva are experts at making their prey come to them, practically offering themselves not merely as food but as playthings. No self-respecting Daeva resorts to attacking transients in alleyways. Rather, these are the Kindred who accompany a smitten young mortal back to her place, leaving her languid and sexually spent by morning (if she's fortunate) or an exsanguinated husk (if she's not). Seducers and sensualists, the Daeva could practically charm the unease off a Nosferatu. When the fancy strikes them, they play politics like a finely tuned instrument. Even allies and coconspirators who know they cannot trust a Succubus find themselves lulled into doing just that, caught up in the Daeva's personal magnetism. Daeva become Harpies more than Kindred of any other clan, and they wield that power mercilessly. A sting-ing rebuke from a Daeva Harpy can shred a vampire's reputation faster than a denunciation by the Prince himself. Most Succubi are overtly sensual beings, drawn by beauty and blood in equal measure, but it's an artificial passion. Their ability to feel true attachment to other people atrophies over years of manipulating the love of mortals and the respect of their fellow Kindred, until the Daeva can no longer under-stand those emotions as anything other than tools to be ex-ploited and motions to imitate. For all their apparent fervor, most Succubi are as dead spiritually as they are physically. They claim to understand desire, but all they truly know is need, and it is this deadening of emotions that causes so many jaded Daeva to become depraved in their efforts to feel again. Daeva move through the circles of society in which their lustful natures best serve them, whether among high society or low culture. Drawn to beauty and congregations of mortals, they often frequent theaters, galleries, trendy clubs, whiskey dives, drug dens, brothels and everything in between. Personal preferences aside, the Succubi are found through all strata of society. Their seductive natures allow these vampires to find willing vessels no matter where they go, and this ability has enabled them to thrive, to become arguably one of the most numerous clans. No single social class has room for them all, so newcomers and losers of political and social games often find themselves dwelling among the poor and unwashed or at least the middle classes, which, since their blood is as red as any other, means basically the same thing to most Succubi. Few Kindred are as des-perate as a Daeva trying to claw his way into his own niche. Wise Kindred know better than to take advantage of a Daeva in such a position, for fear he'll one night achieve the position and privilege he seeks. The Succubi never for-get a slight. Nickname: Succubi (male Daeva are sometimes called Incubi, but the clan itself is referred to by the more common female sobriquet) Covenant: The majority of these Kindred are found within the Invictus. They are well suited to the political game, and here they can surround themselves with lessers, becoming ever more jaded and inhuman as they grow older. Most Daeva are too self-centered to feel the religious calling of the Lancea Sanctum, but those few exceptions who are able to channel their sensual drive into matters of faith often obtain positions of prominence, making the clan seem more numerous in the Lancea Sanctum than it re-ally is. Few Daeva bother with the Carthians. Why fight for an egalitarian society when the current system fa-vors the Daeva? The Ordo Dracul covenant is home to a small number of devoted Daeva, and it would have more if the rigors of the covenant's policies didn't make being a hedonist among its ranks less than rewarding. The Circle of the Crone has few Daeva for much the same reasons as the Lancea Sanctum, and those who do join often do so more out of a debased and jaded sense of rebellion against societal mores than any real belief in the Pagans' teachings. A surprising number of Succubi fall in among the unaligned, convinced, in their own self-perceived superiority, that they have no need for the laws and restrictions of society. Background: With a growing number of exceptions, Daeva are Embraced from the ranks of society's elite. Succubus sires look for some combination of charm, culture, seductiveness, desire to achieve, passion and physical beauty. Many Daeva Embrace mortals to whom they have become attached, but this attachment almost invariably proves false, a mixture of lust and simple hunger. Few relationships are as euphoric as those between a Daeva and a newly Embraced childe, and few grow cold as swiftly.

Gangrel
Go tell this Prince of yours that this is my domain if you've got the guts.
While vampires give mortals a reason to be afraid of the dark, there exist things that give even vampires reason to fear creatures like the Gangrel, the predators among the predators, the most savage of beasts. Perhaps the only clan whose mere mention almost always elicits a chilled shudder or a reverent nod, the Gangrel are, in many ways, the "noble savages" of the vampiric race. Upon their Embrace (and sometimes before), the Gangrel seek to sever their ties with everything pertaining to their mortal lives. Many prefer the counsel of animals and other beasts, and some eschew contact with the mortal world entirely. While many retain and even value their humanity, they do so within the bounds and context of their newfound existence, and not as an attempt to hold onto what's been lost, for no other option is practical to a clan whose very soul is so intimately intertwined with its Beast. While others delude themselves about what the Embrace "truly means," the Gangrel know what they've become, so they strive to make peace with it. On the whole, they spend more time in com-munion with their bestial side than other vampires do, and though such activity more than accounts for their nickname and reputation, few would disagree that the Gangrel truly ben-efit from their introspection. Their special bond with the Beast seems to give many Gangrel a unique insight into the Kindred condition, and some of the wisest vampires to be found in all the world hail from this clan. Whereas other Kindred try to become scholars or philosophers, collecting endless data and positing on the theoretical, the Gangrel are its yogis and medicine men, its bodhisattvas and whirling dervishes. The un-equivocal and irreplaceable benefit of first-hand experi-ence flows through them, sup-planting the theoretical with the practical, and making the Gangrel widely respected among those who recognize the primeval nature of the Kindred soul. This insight makes the clan invaluable, but also makes it dangerous, and some would just as soon si-lence the Gangrel as hear their frank wisdom. Nickname: Savages Covenant: Many Gangrel are largely unconcerned with matters of Kindred politics, but that's not to say they don't have their own views. Perhaps surprisingly, a significant percentage of the clan is active in the Circle of the Crone, which provides spiritually minded Gangrel with a ready-made forum for their rituals and beliefs, and a great many of the Circle's leaders hail from the clan's ranks. Some of the more proactive Gangrel find the Carthian mindset ap-pealing, and a number of highly motivated Savages have taken up the cause in recent years. A few Gangrel fall in with the Lancea Sanctum and Invictus, due to the nature of each covenant's beliefs. Those who are active in the latter group usually work for important elders or are el-ders themselves, while the few Gangrel of the Lancea Sanctum are among the most frightening and relentless Kindred anyone would ever (not) want to meet. Likewise, the Ordo Dracul sees few Gangrel, though some who join do so not to learn the blood magic of the covenant but to pursue mysteries of their origin without the hauteur of the Lancea Sanctum. A great many Gangrel also find their place among the independent and un-aligned Kindred, whose lack of structure and love of freedom are attractive to Savages who prefer that elders of other clans keep their politics to themselves. Appearance: The archetypal Savage is rarely concerned with his appearance, though most recognize the need to both blend in and put potential prey at ease. As a rule, Gangrel prefer func- tion over form, and are rarely caught clad in anything that re- stricts movement to any great degree. Due to their clan weakness, they must always be wary of just how bestial they appear to others, and some especially old (or angry) Gangrel typically learn some amount of Obfuscate to avoid potentially disastrous situations. Havens: One of the clan's greatest strengths is its deft maneuverability, a good portion of which stems from its Discipline of Protean, which allows the Gangrel to take rest in any natural soil. Sleep-ing in the ground does, of course, have its drawbacks, and even the most feral of Savages comes to appreciate having an actual place to hang his hat after a while. A number of the more urbane (or at least urban) Gangrel therefore elect to take traditional havens, though their restless spirits and mistrust of other Kindred tends to keep them moving. Background: Potential Gangrel can come from nearly any former life, but few Savages would choose a mortal who did not possess a strong survival instinct. Beyond this, most are quite particular

about those they sire. Gangrel loathe personal weakness and those who are soft of body or mind (especially given their weakness), particularly those with a paper-thin or disconnected sense of being. Clan members most admire those whose greatest strengths are the strengths of the self self-awareness, self-confidence and self-reliance. While it is not unheard of for a Gangrel to Embrace someone who lacks these qualities (usually as a cruel test to see whether the Embrace will sufficiently toughen the person up), most Gangrel hold to their standards, as not doing so is often more effort than it's worth.

MEkHET
SuRE, I cAN fiND THAT ouT foR you, BuT you BETTER MAkE iT woRTH My wHiLE. I'M suRE HE'D LovE To kNow you wERE AskiNG ABouT HiM....
Vampires have always been creatures of the night by design, but none more so than the dwellers in darkness who compose Clan Mekhet. Darkness is the hallmark of this lineage, and its members surround themselves with it like a corpse wears a shroud. The hallmarks of the clan are stealth and wisdom, so it is entirely fitting that they are associated with darkness the better to hide them and the source of the knowledge they exhume. Clan Mekhet comprises one of the most cosmopolitan memberships among the great families of the Kindred. Although they compose a clan born of darkness, these Shadows, as they are known, interpret that darkness in many ways. Some of the clan's members are masters of the night, using their gifts and undead powers to make a place for themselves within the aristocracy of the Damned. Others are literal skulkers in the shadows, ready to plant a stake in a rival's heart or steal the wealth from a rival's haven. Still others are poets or paint-ers, heirs to darkness of a more personal nature. Yet more Mekhet are diviners of secrets, questing after information itself forgotten and thus relegated to the darkness of memory. Clan Mekhet runs the gamut from filth-streaked murderers to enlightened philosopher-Princes and everything in between. While the clan certainly has coarse members, the Mekhet are, by and large, marked by a certain degree of finesse with whatever aspect of tenebrous unlife they choose to pursue. A Mekhet bodyguard, for example, is unlikely to be a brawl-ing brute, but more likely to know an ornate fighting style. A Mekhet infiltrator is gracious or invisible, not a sloppy vandal. A sage or scholar might have such supernatural acumen that his abilities are downright oracular instead of merely archival. Mekhet Kindred very much consider them-selves paragons of the vampiric state, so whatever they do, they devote them-selves to it and refine their capacity almost to the point of second nature. Nickname: Shadows Covenant: A great many Mekhet fall in with the Carthians or the Lancea Sanctum, both of which have strong traditions of politics and secrecy to which the Shadows can lend their talents. The same can be said of the Circle of the Crone, which typically draws Mekhet by virtue of its underlying message of redemp-tion and meaning in the unlives of the Damned. Less philosophical and more viscerally impassioned Shadows are often drawn to the ranks of the unaligned, whose ideology of freedom (or anonym-ity... ) is an easy fit for the wild at heart. This is not to say that the clan is weak within the Invictus, though. Invictus Shadows are simply quieter about their covenant affiliation than their boastful brothers, or are at least more reserved about the rea-sons for their affiliation, which typically coincide with those of the Carthians or Lancea Sanctum. More than a few Mekhet find themselves among the Ordo Dracul, as the study of its esoteric principles often coincides with artifact-finding expe-ditions or secrets to be gleaned from other Dragons. Appearance: Of all the clans, the Mekhet are perhaps the least uniform in the way they appear to others. Some play the clan archetype to the hilt, dressing in black clothing and adopt-ing styles that allow them to blend into the scenery. Others choose from popular mortal styles and fashions, attempting to blend in with the crowd by evading individual notice. This practice is particularly common among Mekhet who associate with one particular subculture, thereby becoming an iconic, though rarely outstanding, example of that group's tastes. Havens: Of all the clans, the Mekhet are typically the most polarized by their pref-erences and proximity to the mortal world. Some Mekhet prefer to keep close to where the action is. In large cities, where their numbers are strong, many take flats in the downtown core, or at least within short distance of various urban hot spots or the Rack. Older or more with-drawn Shadows are often preoccupied with security, and many elect to dwell in large homes on the outskirts of populated areas. Such Kindred often keep dogs and other servitors, made strong by the cursed Vitae of their masters. A few paranoid Shadows even take havens underground, where they cohabitate (or compete) with Nosferatu for shelter from the sun.

Background: Prospective Mekhet can come from just about any walk of mortal life. The only common thread linking potential candidates is an affinity for the night itself or some metaphorical darkness, such as a pained soul or a thirst for knowledge. Many Mekhet are tutored heavily by their sires postEmbrace, in order that they understand the nature of the clan and its duties. A Mekhet sire who leaves a new childe to the misinformation of other Kindred is a rarity indeed. Some prefer to let their progeny discover the Kindred world on their own, but not even these sires stray so far that they can't watch a protgs' progress.

Nosferatu
Wow, you haven't flinched for almost two minutes. I must get prettier when you want something.
Not all curses are created equal, and even the Damned have outcasts. These are the Nosferatu, the most overtly disturbing of the undead. Only sometimes able to pass as human, the Haunts are horribly warped by the Embrace, either physically or... otherwise. They dwell in shadows that other vampires would not dare. Even other undead fear the Nosferatu, for their unsettling seemings are constant reminders that those Kindred who look mortal are not. They grudgingly respect the Nosferatu as well. These blighted creatures have incredible powers of stealth, terrifying strength, and they embody the monstrous destructive force that every one of the Damned can muster if pushed too far. If they had their druthers, most other clans would prefer never to associate with the Nosferatu at all, yet the Haunts' inarguable talents and brute force make them too dangerous to ignore. So other Kindred offer them a tense hospitality, hide their unease behind wary diplomacies and pray that the Nosferatu leave as soon as possible. Many Nosferatu conceal their loneliness and resentment behind masks of indifference. They scoff in turn at those who recoil from them, belittling pretty vampires with soires and silly political games, all the while seething at their exclusion. This isolation has fostered strong familial bonds among the Nosferatu. To those outside their ranks, they put on a unified front, creating the impression of a single extended network. The truth, of course, is that Nosferatu squabble and compete with one another as much as members of any other clan but when faced with an outside threat, they close ranks. The Nosferatu's inability to blend in with society forces them to dwell apart, often congregating in places others shun. Some find sanctuary in the sewers, using influence with mortal government and construc- tion, as well as their own substantial strength, to ex- pand simple maintenance tunnels and sluiceways into vast underground warrens. Others lurk in cemeteries, sharing aboveground crypts with sedentary occupants. Still others prefer abandoned homes, often giving rise to neighborhood urban legends of haunted houses, or exist in the basements or boiler rooms of modern office buildings. Tradition holds that any Nosferatu is welcome in any warren until she provides her brethren reason to expel her. The Haunts might not all get along, but they recognize their common bond not that they have any choice, since it fol- lows their aspect like a miasma. Feared by and therefore ostracized from society, many Nosferatu become as alien as their demeanor. Others choose the opposite path, becoming surprisingly cultured, well mannered and well spoken to compensate for their unnerving seeming. The latter are the Haunts most frequently found playing politics with other Kindred. The Nosferatu are also known as purveyors of information. Not only do their supernatural powers make them foes to be reckoned with, but many elder Nosferatu are keepers of ancient lore, rivaling anything preserved by the Ventrue or Mekhet. Sophisticated Haunts trade knowledge the way other Kindred trade favors, and if a Nosferatu doesn't know some- thing, he can probably scare someone who does into telling him. It is this trade in terror, more than anything else, that makes the Nosferatu too valuable and too dangerous to ignore. After all, one never knows what the horrid Haunts tell one's enemies, or how many of them wait in ambush. Nickname: Haunts Covenant: The Nosferatu are everywhere. The Invictus nervously welcomes them as enforcers, informants and soldiers. Those Nosferatu who obtain power in the First Es-tate tend to extremes; becoming relatively benevolent rulers, remembering what it was like to be down trodden, or attempting to make up for the anguish they suffered by heaping it upon others. Haunts who seek to understand why God has done this to them, and those penitents who feel that they must atone for whatever sins drew the curse upon them, find so-lace in the ranks of the Lancea Sanctum. Haunts often find a place among the Ordo Dracul, where

their disturbing bearing has little immediate effect on their achievements in the covenant (and might even aid them, as it discour-ages casual social calls). The Carthians appeal to those who are concerned with constructing a society in which everyone, no matter how unsettling, has a voice. Those Nosferatu who truly suffer beneath the weight of their curse often find the redemptive teachings of the Circle of the Crone far too tempting to resist. Even the unbound attract those who accept their terrifying nature and who want to tear down the system that quakes at their passing or those who just want to get away. Appearance: No two Nosferatu have exactly the same air, though troubling characteristics often follow patterns within "families." Discolored leathery skin, gaping maws, rubbery skin, misshapen heads, odors like grave earth, bulging eyes, queasy stares and personal habits, gnarled hands, ineffable feelings of dread, sagging flesh all these and more are the hallmarks of the clan. Not every Haunt is physically deformed. Indeed, many are not, instead discomfiting those who look upon them with indescribable unease. The darkness and filth in which many Nosferatu dwell make their foul miens (and fouler odors) even worse. Background: Nosferatu normally choose progeny from among society's castoffs, such as the homeless, the mentally ill and criminals. Many Nosferatu Embrace out of spite, using the curse to punish vanity, cruelty or other such "sins." Assuming a sire wants a child to survive which isn't always the case Haunts tend to choose self-reliant individuals who might actually be able to manage their new condition. Few Nosferatu Embrace out of love or affection, though even this is not unheard of. Rare but heartbreaking are the tales of a Nosferatu determined to "gift" his love with the Requiem, only to find himself the object of his beloved's loathing when she learns what's been done to her.

Ventrue
Let me be clear. You wil accept m ofer now or later. You wil like it much less later.
y

The Ventrue offer a very simple boast: They win. They always win. Other Kindred often despise the Lords, but they seldom dispute the clan's boast. All too often, a Kindred works and schemes to win some prize, only to find that a Ventrue owned it all along. The officers who lead a city's Kindred almost always include several highly placed Ventrue. The Lords acknowledge no defeats, only setbacks. The clan shares a ruthless will to power and the power to enforce its will. Their favored Disciplines account for some of their success. The Ventrue learn to command the thoughts of other beings almost by instinct. Their mastery of lesser animals harks back to nights of domains in which the Lord was a master of beasts as well as men. Although they do not especially cultivate the arts of combat, they often prove remarkably hard to kill. Ventrue regard their supernatural gifts, however, as merely a tool to begin the acquisition of real power the power of money, property, corporate stock, political contacts, rank in Kindred society and large numbers of mortals, at every level of society, beg-ging to lick their boots and fulfill their commands. The Ventrue take the feudal nature of Kindred society very seriously. Every sire tells her child that some people rule, and some are ruled. As Lords, they should strive to place them-selves among the rulers. Most Ventrue neonates already be-lieved this before their Embrace. Throughout the clan's history, the Ventrue have sought power in whatever forms mortals offered. Kindred historians say that in ancient Rome the clan Embraced senators and patricians. In the Middle Ages, they brought knights and churchmen into the fold. As commerce became an avenue to power, they cultivated mer-chant princes, bankers and magnates. When states grew more bureaucratic, the Lords Embraced high-ranking civil servants. The rise of organized crime brought mob bosses and drug kingpins into the clan. At the start of the 21st cen-tury, Ventrue elders ponder the merits of Embracing sci-entists, engineers and com-

puter wizards. No matter where in society the power lies, the Ventrue vow to exploit it be-fore other Kindred even know it exists. Nickname: Lords Covenant: Many Kindred see the Ventrue as almost synonymous with the Invictus. In- deed, Ventrue tend to rise to leadership posi- tions within that covenant. Almost as many find a place in the Ordo Dracul, acquiring immediate power of a different stripe, which the Lords ultimately turn toward the same ends. They also rise to leadership among the Sanctified, however, and some Ventrue find the power they crave within the Carthians, the Circle of the Crone or even amid the ranks of the unbound. Some Ventrue neonates hardly bother to hide their intent to use a gang of unaligned Kin- dred as a stepping-stone to power within another covenant. Appearance: Ventrue often adopt a conservative, low- key appearance that expresses high status without being flashy. Young Lords sometimes favor a "preppy" look, the timeless suitand-tie uniform of business, or (for female Lords) elegant gowns or business skirt-suits, with unobtru- sive jewelry. Ventrue elders might keep the styles of long ago, at least in their own havens, and in public they still tend to look decades out of date. Even rebellious young Ventrue wear their metal-studded jackets like a uniform, asserting their dominance. A Lord surrounds himself with other trappings of wealth and status, too, from the big, fancy car in the garage to the wine cellar full of vintages he will never again have the opportunity to enjoy. Havens: If a Ventrue did not possess great wealth before the Embrace, she often becomes rich afterward. Ventrue select their havens to reflect their wealth and power. Many Lords dwell in mansions or actual walled es-tates. Few would settle for anything less than a classic townhouse or penthouse apartment (with secure cur-tains, of course). Clan tradition holds that any Ventrue may claim sanctuary from the sun at any other Lord's haven and

not be refused, but few Lords ever invoke this right. Not only do proud Lords hate to beg another Kindred's aid, a supplicant henceforth owes a debt of honor to the Ventrue who provided refuge. Great shame would befall any Lord who denied a clanmate or who could not provide a comfortable rest, however, so a prudent Ventrue makes sure his haven can accom-modate a Kindred guest or two. Background: The Ventrue most often seek childer among the ranks of professionals or the cream of high society. Some Lords prefer childer from "old money" families or political dynasties, as the closest the modern world comes to feudal nobility. Other Lords prefer self-made leaders such as millionaire entrepreneurs, politicians, military officers or even crime bosses. As new professions and new forms of power arise, the Ventrue bring them into the clan. The rise of the computer industry, for instance, has prompted a wave of tech-sector childer.

The Other Vampiric Sects Independents (Most Common) Camarilla Born in the wake of the great inquisition, fearing the great power the masses of the Kine displayed when driven by faith. The Camarilla is a strict and rigid organization enforcing a policy of non disclosure. Led by a shadowy conclave of old and powerful but anonymous Kindred known only as the inner council, who are represented by seven powerful vampires known as the Justicar, appointed for a period of thirteen years. The Camarilla sees all Kindred as being part of its organization, and in truth most Kindred are. The Camarilla's dominion encompasses most of the old world, northwestern Africa, and great tracts of north America as well as a small enclave in eastern Asia. The Australian kindred also officially pay allegiance to the Camarilla but in reality they are completely autonomous. The territories that fall under the dominion of the Camarilla are ruled by a powerful vampire who bears the title of Prince. The Prince presides over all the Kindred in his locale, and is the final arbiter in all kindred affairs there. Sabbat The Sabbat's precise origins are unclear, but are likely the result of either a popular death-cult among Cainites in the Dark Ages, or a sect formed by vampires who were dissatsified with the results of the Convention of Thorns, which broke the back of the Anarch Revolt. Either way, the Sabbat is a collection of fierce, fanatical vampires who believe that the Kindred need not hide behind the Masquerade. Instead, the Sabbat delights in proving their superiority over mortals, often in graphic and violent ways. This has garnered them the emnity of the Camarilla, and they are widely regarded as bloodthirsty maniacs by those outside the sect. The Sabbat is sometimes referred to as the "Sword of Caine", especially by those who adopt the religious mandate imposed by Sabbat elders. Anarchs Anarchs exist on the fringes of Camarilla society, often literally. They occupy the areas of the city where the Toreador and Ventrue never visit - the slums, industrial zones, rundown suburbia. Though they enjoy the benefits of the Masquerade, they are regarded by the Camarilla as the bratty younger sibling who needs to be protected for the reputation of the family as a whole. The Inconnu No-one outside the sect really knows what the Inconnu do, and usually not even who they are. There are two major rumors concerning the Inconnu: the first is that they are some sort of world-wide vampiric Illumanti organization, seeking to control the activities of vampires all over the world, playing to the stereotypes of elders manipulating their childer. The second is that they are collectively in pursuit of the legendary state of Golconda, which is supposed to be some sort of transcendant state where a vampire may keep all of their strengths but none of their weaknesses. Either way, Inconnu vampires are fairly rare, usually old, and definitely mistrusted. Vampires are, by nature, solitary and jealous creatures. Some band together out of mutual greed, protection, or simply to bring down an elder too powerful for them individually. Those vampires who do not choose this path, however, roam the wilds and pace the cities of the Final Nights alone, either because they refuse to kowtow to the vampiric powers-that-be, because they are afraid of what they will become if they keep the company of other vampires, or simply because they prefer solitude.

Watchers' Council
STATISTICS: F GD(10) A GD(10) S TY(6) E EX(20) R GD(10) I GD(10) P GD(10) Health: 46 Str: Depends on the Watcher Karma: 30 Resources: Depends on the Watcher / AM within the council Popularity: 0 / or cover job 2 / 4 / 6 Height: Depends on the Watcher Weight: Depends on the Watcher Eyes: Depends on the Watcher Hair: Depends on the Watcher Real Name: Average Watcher Occupation: Find, train, and support The Vampire Slayer Legal Status: Depends on the Watcher Identity: Mostly secret / Public Place of Birth: London, England Marital Status: Depends on the Watcher Known Relatives: Depends on the Watcher Base of Operations: London, England / Sunnydale / other Group Affiliation: Council KNOWN POWERS: Mostly none / Depends on the Watcher Powers and abilities A standard Watcher has at least some proficiency in the use of magic with certain individuals being more powerful than others. One episode in Angel reveals that numerous members of the board of directors are alchemists. They are students of demonology and as such have a wide knowledge of various incarnations of evil, but their expertise is usually the vampire. They are also highly educated and can speak a wide variety of languages, both human and demonic in nature. Watchers are typically well versed in hand-to-hand combat techniques, though they generally confine themselves to training Slayers or supporting them in battle, as their relative strength limits their effectiveness in directly engaging vampires. Description Watchers are devoted to tracking and combating malevolent supernatural entities (particularly vampires), primarily by locating individuals with the talents required to fight such beings and win. More specifically, Watchers are assigned to Slayers, girls that are part of a succession of mystically powered individuals who are destined to face said foes. Upon a Slayer's demise, the next Slayer is called into duty and is assigned a Watcher. The Watchers' Council trains new Watchers in a private school of some kind. In "Never Kill a Boy on a First Date", Giles implies that Watchers are, to a certain extent, "called" or assigned to become Watchers before going to university. This idea is supported by Watcher families such as the Giles and Wyndam-Pryces. Notable Watchers include Rupert Giles and Wesley Wyndam-Pryce. Giles was Buffy's official Watcher in the beginning of the series. After being fired by the Council for having "a father's love" for the Slayer, he remained her unofficial Watcher for most of the story's remainder. After being fired, Giles was replaced by Wesley Wyndam-Pryce who became Buffy and Faith's Watcher for a short period of time; Wyndam-Pryce was eventually fired by the Council after Faith turned rogue and Buffy "quit". Rupert Giles was reinstated as Buffy's official Watcher in the season 5 episode Checkpoint, and he remains so until the events at the end of Season 5.

Watchers' Council
Shadow Men: In ancient times, a group known as the Shadow Men used magic to infuse a captive girl with the essence of a demon, thereby creating the First Slayer, whom they use to fight demonic forces. The descendants of the Shadow Men go on to form the Watchers' Council. In 2003, Slayer Buffy Anne Summers uses a strange mystical device to meet with the Shadow Men about the threat she faces from the First Evil. She learns how the Slayers were created and is shown a vision which reveals the First's massive army of Turok-Han Vampires in the Hellmouth. They attempt to repeat history by infusing an unwilling Buffy with the same demonic essence that they used on the First Slayer to increase her power; however, Buffy refused, as she had come to seek only knowledge, not power, especially if that power meant that she would lose her humanity. The Shadow Men first appeared in Fray issue #3, and were later shown onscreen in the episode "Get It Done". headquarters is destroyed by agents of The First, specifically Caleb "At long last. All this time. All the work I've done for you... Blowing up the Council". The Council leadership is killed, and the Council is not able to offer assistance in the struggle against The First. In the aftermath of the battle with the army of The First and the destruction of the Sunnydale Hellmouth, the Watchers' Council begins the process of rebuilding. The work to be done is considerable, especially in light of the creation of hundreds of active Slayers around the world. The structure of this new Council is unknown, but it appears that Rupert Giles is its new head and is training Andrew Wells as a Watcher. Only three members of the Watchers' Council have been shown to have survived the First's attacks: Rupert Giles; an acquaintance to him named Robson who survived a Bringer attack; and Roger Wyndham-Pryce. His son, Wesley, and Rutherford Sirk were ex-members of the Council and thus not targeted by the First Evil. In the canonical comic Buffy the Vampire Slayer Season Eight, Giles informs Faith that he is, for all intents and purposes, the Watcher's Council. Andrew, Xander Harris, and Robin Wood are functioning as Watchers (though Xander dislikes that term and insists that others do not call him as such), assisting in the training and supervision of the new Slayers in separate squads around the world (Rome, Scotland, and Cleveland respectively). Their duties have expanded to monitoring Slayers as well; Giles offers Faith Lehane a new identity in exchange for her undertaking the mission to kill Genevieve Savidge, a sociopathic Slayer. Later, the two form a "Slayer social worker" program in order to try and prevent more Slayers from going rogue. According to the comic Fray, a Slayer in the 21st century banishes all demons and magicks from the world. When evil returns, a new Slayer Melaka Fray is called. The Watchers' Council in this era apparently retains the resources to locate Slayers. Melaka Fray is approached by her assigned Watcher, but rather than assist or train her, he immolates himself in front of her. Melaka is instead trained by a demon who says that the remaining Council consists of fanatics and fools. Methods The Watchers' Council has been known to use ethically questionable methods to accomplish its goals. The Council employs a trio of operatives known as the Special Operations Team.[8] This team is responsible for some of the more unsavory aspects of the Council's work, such as interrogations, smuggling, and, if necessary, assassinations. When Faith Lehane stakes and kills a human, the Special Ops Team was dispatched to retrieve the rogue Slayer, circumventing local and international authorities.[9] The Council is also known for placing its principles and perceived goals ahead of the well-being of the Slayer. A test known as the Cruciamentum involves suppressing the Slayer's natural abilities with a drug

The Watchers' Council of Britain is an organization dedicated to finding, training, and supervising Slayers. Over the years, however, the Council had become increasingly arrogant and egocentrical, believing themselves to be the supreme authority while the Slayers were just their tools. The Council eventually bases its headquarters in London, England. It tries to locate potential Slayers and then send Watchers to inform and train them. It is not always successful in doing so, and therefore some Slayers are fully trained when they are called, while others know nothing of the heritage or purpose of their power. Each potential Slayer is assigned her own Watcher a Council employee who is responsible for training the Slayer in combat techniques as well as researching demons, vampires, and magicks. Watchers also maintain diaries chronicling the lives of the Slayers under their charge. In late 2002, the Council learns that The First is systematically eliminating potential Slayers around the world in an effort to end the Slayer line. Unfortunately, before this information can be acted on, the Council

Watchers' Council
and pitting her against a particularly dangerous vampire on the Slayer's eighteenth birthday in order to test the Slayer's intelligence and practical capabilities. When one particular Watcher, Rupert Giles, defies the rules of the test and interferes in the Cruciamentum of his Slayer Buffy Summers he is dismissed from his position immediately. In 2001, representatives of the Council visit Sunnydale, California to deliver vital information on the seemingly unstoppable Glory to the Slayer, Buffy Summers. However, the Council refuses to turn over the information until an extensive review of Buffy's abilities is completed. This assessment includes a review of Buffy's combat skills, as well as interviews with many of her closest friends. Eventually, the Slayer turns the tables on the Watchers, declaring that they need her to validate their existence more than she needs their help. She defends the frequent assistance of her friends (Slayers typically operate alone) and demands that Rupert Giles be reinstated as her Watcher, with retroactive pay to the time of his dismissal. The Council agrees to this, changing the nature of the Council/Slayer relationship until the Council's destruction two years later. When the Scoobies rebuilt the Council proceeding the war with the First, they did so under better circumstances. Thus, the new Council is far more moral and ethical, in contrast to the moral ambiguity of the original. Guardians The Guardians are an organization of long-lived women who developed parallel to the Shadow Men and Watchers. They forge a weapon, the Scythe, for the Slayer to use. They are apparently mistrustful of the Shadow Men and Watchers who followed, as they keep this weapon, along with their very existence, a secret. They allow the Watchers to observe and manage the Slayer for centuries, but all the while the Guardians are watching the Watchers. They remain in hiding until Buffy Summers discovers the Scythe and tracks its origin to an Egyptian-style tomb, where the last Guardian waits. Immediately after explaining herself to Buffy, the Guardian is killed by Caleb, putting an end to the organization. Note: Some Slayers have had more than one Watcher in the course of their careers. Talents For the standard Watcher: Crime Crossbows Edged Weapons History and Lore - With a focus on Slayers, Watchers and Vampires. Linguistics - A Watcher talent, allowing him to decode ancient or demonic languages on a Reason FEAT. Martial Arts A, C and D - Jujitsu, Aikido, and serious focus. Multilingual. Mystic Background Occult Lore - There specialization. Gains an additional +1CS when dealing with demons, vampires, and Slayers. Resist Domination

Paired Weapons - Able to use two guns at once without penalty. Quick Draw - +2 to Initiative when using firearms. For the standard Shadow man:
Occult Lore Mythological Lore Multilingual. Mystic Background Resist Domination Combat Casting +1cs for casting in action

For the standard Guardians:


Weapon Making (Forging weapons +2cs to INT score History and Lore - With a focus on Slayers, Watchers and Vampires. Mystic Background Occult Lore

Watchers' Council
Watcher Slayer(s) First appearance (as a Watcher) Giles, Rupert Buffy Summers "Welcome to the Hellmouth" Wyndam-Pryce, Wesley Faith Lehane "Bad Girls" Merrick Buffy Summers Buffy the Vampire Slayer (non-canon), "Becoming, Part One" Zabuto, Roger "Sam" Crowley, Bernard Travers, Quentin Post, Gwendolyn* Kendra Young Mentioned in "What's My Line, Part One" Nikki Wood Unknown Faith Lehane "Home" Appears as a robot in "Lineage" Mentioned in "First Date" "Helpless" "Revelations"

Sirk, Rutherford Unknown Wells, Andrew Many

Wyndam-Pryce, Roger Unknown "Damage"

* Watcher fraudulently "assigned" herself to Faith after being expelled from Council. The following have featured with no significant details known about them. Not all of these are true Watchers, some of them are merely operatives on payroll. Blair Hobson LydiaWrote a Thesis on William the Bloody Nigel Phillip Robson Faith's first Watcher Giles' father Giles' paternal grandmother (named Edna in a Tales of the Vampires comic by Joss Whedon) Collins, Weatherby and SmithThe Council Special Ops Team Faith's nurse Wesley's thugs

Werewolf
STATISTICS: Average Stats: F RM(30) / Varies A RM(30) / Varies S RM(30) / Varies E RM(30) / Varies R FE(2) / Varies I RM(30) / MN(75) P IN(40) / AM(50) Health: 120 Str: 30 Karma: Varies Resources: 2 / Varies Popularity: 0 -30 in the supernatural Height: Varies Weight: Varies Eyes: Varies / Red Hair: Varies Real Name: Varies Occupation: Varies Legal Status: Varies Identity: Secret Place of Birth: Planet Earth Marital Status: Varies Known Relatives: Varies Base of Operations: Supernatural / Varies Group Affiliation: Varies KNOWN POWERS: Lycanthropy: A victim of Lycanthropy transforms into a Werewolf during the three nights of the Full Moon. All of the powers listed below derive from this transformation. Some Werewolves may transform at other times as well, even retaining their normal intelligence. On nights of the Full Moon however, the transformation is spontaneous with the rise of the moon and their mental stats are as listed above. Claws: A Werewolf has razor-sharp claws and teeth which inflict Remarkable Edged damage. (Penetrates Supernatural Body Armor) Night Vision: Sees in the dark with Amazing ability Enhanced Senses: Amazing rank senses of smell and hearing. Hyper Speed: Good To Remarkable They can jump up to two stories straight up or across Invulnerability: Amazing resistance to all forms of physical damage except that caused by silver weapons. If injured, a Werewolf cannot have his Endurance reduced below Feeble except by Silver Weapons Regeneration and Recovery: RM from all damage not inflicted by silver, or by another werewolf. Plague Carrier: A bite from a werewolf, even in human form, will infect the victim with the Werewolf curse. Silver Vulnerability: Each hit by a Silver Weapon requires a Werewolf to make an Endurance FEAT roll. A Red or Yellow result is treated as a Kill *Physical Attacks: are at a -1cs for damage *Iron Will: EX *Stealth: Excellent

Wesley Wyndham-Price
STATISTICS: F EX(20) A GD(10) S TY(6) E EX(20) R EX(20) I EX(20) P RM(30) Health: 56 Str: 5 Karma: 70 Resources: 20 Wolfram and Hart. Popularity: 6/-10/10 Supernatural Height: 6,11/2 Weight: 185 Eyes: Brown Hair: Black Real Name: Wesley Wyndham-Price Occupation: Watcher Legal Status: Single Identity: Public Place of Birth: England Marital Status: Single Known Relatives: His parents Base of Operations: Sunnydale / Wolfram
and Hart.

Group Affiliation: Scooby Gang KNOWN POWERS:


Talents Edged Weapons - Likes knives, good with a sword. Firearms - A particular, and well-developed, expertise. Wesley has +2CS when using guns, in addition to his Marksman skills. Forensics - Specialising in the demonic. Linguistics - As with Giles, the Watcher talent, enabling him to decode ancient and demonic languages and texts. Marksman - Naturally brilliant shot with guns, darts and thrown syringes. Martial Arts A and B - Watcher training, competent brawler, able to beat the crap out of most normal humans. Multilingual - Mostly ancient and demonic languages. Occult Lore - Wesley really knows his stuff, and keeps updated. Background gives an extra +1CS when dealing with demons, vampires and Slayers. Paired Weapons - Able to use two guns at once without penalty. Quick Draw - +2 to Initiative when using firearms. Because he's that good. Personality The best theory I've yet encountered is that Wesley is a high-functioning sociopath who is aware of his own insanities and, until recently, deliberately controlled them out of a firm belief in his heroes - initially the Watcher's Council, later Angel. Part of this theory is that Wesley is not actually a misogynist; this was simply an expression of his psychosis designed to intimidate. Wesley's every action is shaded by his immense intelligence. He is ruthless, calculating, and utterly lethal; if you're alive, it's because he doesn't want you dead. However, at bottom, Wesley is fundamentally good - just to a quite insane degree.

Wesley Wyndham-Price
He would shoot his own father to save a friend, although it should be born in mind that he has never had a good relationship with the man, and would probably cold-bloodedly slaughter his friends to protect the world. Characters like Buffy and Angel do what they believe to be right; Wesley will do what he believes to be necessary.

Willow Rosenberg
STATISTICS: F PR(4) A TY(6) S PR(4) E TY(6) R RM(30) I GD(10) P AM(50) Health: 20 Str: 3 Karma: 90 Resources: 6 Popularity: 4 -10/10 Supernatural Height: 57 Weight: 110 Eyes: Green Hair: Red Real Name: Willow Rosenberg Occupation: Legal Status: single Identity: Public Place of Birth: Planet Earth Marital Status: Single Known Relatives: Mother Base of Operations: Sunnydale Group Affiliation: Scooby Gang KNOWN POWERS:
Magic: Until recently, Willow cast spells at Excellent to Incredible rank. However, in the light of recent events she should be reckoned a Master of Eclectic Magic and effective Sorcerer Supreme of her home dimension. Possessed of immense power, she normally casts spells at Amazing rank; she is, quite simply, a being of near-godlike power. She wields Personal, Universal and Dimensional energies fairly effortlessly. She has absorbed the entire contents of a rather large number of books of magic, and can therefore be assumed to know all spells. Notable established uses of her powers include: Flight: Amazing. -Damage Absorption: Amazing. -Healing: Monstrous. -Healing - Others: Monstrous. -Matter Control: Monstrous - Used for removing inconvenient walls, opening great big pits, and ripping off people's skin.
-Elemental Control: Monstrous. Typical uses include creating fireballs and sending them out to hunt down her enemies. -Plant Control: Amazing. -Lifeform Creation: Monstrous - Create mindless creatures of earth, stone and wood that have FASE stats of 20/05/30/20 and 75 Health. -Telepathy: Amazing ability to communicate mind-to-mind. -Mind Control: Monstrous. -Mind Wipe: Amazing. -Eldritch Bolts: Monstrous. -Shield - Great: Amazing. -Environmental Awareness: Unearthly. Fully powered up, Willow is in tune with the entire planet, and counts as having Amazing Intuition. -Ability Enhancement: While this spell is active, so is Willow's Damage Absorption. Willow can raise her FASE stats up to:

Willow Rosenberg
Fighting: Remarkable (30) Agility: Remarkable (30) Strength: Incredible (40) Endurance: Remarkable (30) -Telekinesis: Monstrous. Early used to cast knives at Glory, back before she achieved her full power boost. -Tracking: Monstrous. -Magical Vampirism: Amazing. Used to boost her own abilities, by stealing power from others. Willow has stolen a lot of power in total. -Astral Projection: Amazing. -Entreaty: Isis. Further effects include the ability to reverse the effects of Psionic Vampirism, on both parties involved, and the ability to use the Scythe as a channel to unlock the potential ability within every potential Slayer on the planet. When fully powered up, Willow's eyes and hair turn either black or white, depending on whether she regards herself as good or evil. Talents Chemistry - Willow is a Generic Fictional Genius, so she knows everything. But one of the few specific focuses she has shown is on the examination and analysis of chemical components, such as of spells, invisible objects, and the Doublemeat Medley. Computers - A Kitty Pryde rip-off in conception, Willow was a computer expert before she ever looked at a spell book. Cooking - Especially baking. Occult Lore - Willow knows everything that was contained within Giles' forbidden spell books. Presumably, this includes more than just the actual spells. Personality Willow is intensely dogmatic, and vicariously selfrighteous. She believes that whatever Buffy does must be morally correct, and that therefore anyone who takes an opposing view is intrinsically evil. She's very narrow-minded in her approach to her enemies, and absurdly forgiving of her friends. She also has a tendency to deny responsibility for her own failings. Set against that, she's loyal, and doesn't lie well or willingly. Also, she makes a cute romantic lead, if you can stand the cloying sentiment. Thank whatever deity is appropriate for a Witch and a Werewolf for Oz and Tara.

Xander Harris
STATISTICS: F EX(20) A GD(10) S TY(6) E EX(20) R TY(6) I GD(10) P EX(20) Health: 56 Str: 6 Karma: 36 Resources: 6 Popularity: 6 Height: 510 Weight: 176 Eyes: Hazel Hair: Black Real Name: Xander Lavelle Harris Occupation: construction worker Legal Status: single Identity: Public Place of Birth: Planet Earth Marital Status: Single Known Relatives: Mother & Father Base of Operations: Sunnydale Group Affiliation: Scooby Gang KNOWN POWERS: Limitations One Eye: Xander is missing one eye. He can therefore be blindsided from the relevant side, although I currently can't remember which one. Additionally, the resultant lack of depth perception means he is at -1CS to all Targeting FEATs. Talents Construction - More than just a carpenter; he seems to have a serious involvement in the technical side. This talent includes basic knowledge of structural engineering, construction techniques, proper use of power tools, and how to pilot cranes with great big wrecking balls. Firearms - Not something he uses very often, but presumably still retained. Martial Arts A and B - Acquired military training, put to practical use long-term. Military - Obtained due to Ethan Rayne's spell on Hallowe'en of 1997

Personality Xander is a geek, largely unashamedly, and also one of the most fiercely loyal characters there is, at least to his friends. He will do whatever he can to help and protect them. Unfortunately, this often isn't much, and this fact does not make him happy. Xander is currently labouring under a serious burden of guilt, over his rejection of Anya and over her death. Oh yes. Xander loathes all vampires, including Angel.

S-ar putea să vă placă și