Supernaturals
Modern fantasy has a lot of stuff in it. The stories modern fantasy draws from even more so. While it would be nice to have absolutely everything ever put to paper in fantasy, doing so in a game would be a fool's errand. For the sake of a coherent and playable world, sacrifices have to be made. So in Spellcraft, there are six main playable supernatural types, each with three subtypes. Each subtype is painted in broad strokes, to allow as many playable concepts as possible. There are also six nonplayable supernatural types, broken down into three subtypes as well. These types are nonplayable for various reasons, usually a lack of agency or ability to interact with the whole game world. They still have a place in the world, so they're included in this chapter.
Supernatural Origins
Supernaturals come from all walks of life. Some are born supernatural, some become supernatural and others have their supernatural nature thrust upon them. There are three major ways of becoming a supernatural creature: endowment, heredity and spontaneous. These have no mechanical benefit or penalty, but they should influence your Aspects. A character who was born to a werewolf tribe is going to have a different hook than a character who became a werewolf through a mauling, for example.
Endowment: It can be lonely being a supernatural creature. They exist on a different level than normal humanity and that can be an intensely alienating experience. Even though the supernatural is known now, not every supernatural community is open and easily found. Isolation is a very large part of some supernaturals existence. Some of them, tiring of or unable to find their own, take matters into their own hands. They find a normal person and bestow upon them a portion of their magical power. This creates a new supernatural creature of the same type as the parent. The process is intense and costs half of the parent's Mana. The new supernatural creature has a Power of 1 and the standard amount of Mana. Vampires and Shifters are the usual suspects for this form of endowment.
Not all endowments are granted by lonely supernaturals. Powerful fae, demons and divinities sometimes take notice of interesting mortals and grant them power via endowment. Savvy summoners enter pacts with these otherworldy beings for these powers. This makes them Gifted by default. Some supernatural scholars surmise that a large part of humanity may already be Gifted in some small way, since it requires a spark of magic for summoning to even work. Fae, Divinities and Demons grant endowments this way.
Heredity: All of the playable supernatural creatures breed true and can breed with humans. This has gone a long way to ingratiating them with normal human society. In Spellcraft, being part supernatural is a lot like being an American who's part Amerindian. This means there are a lot of people who can stumble into the supernatural world because their great-grandfather was a Sidhe or something. Mechanically, the character looks like a human (possibly with a supernatural tell such as pale skin or oddly colored eyes) and chooses a supernatural type from the list. Supernatural blood diluted over generations generally doesn't manifest unless the holder is exposed to large amounts of magical power. Ending up in a bleed or an alternate world is usually enough magic to work. If the blood is stronger (say, from the union of two supernatural creatures or one supernatural creature and a normal human), supernatural traits will manifest during puberty. This is awkward for born vampires, who more often than not end up dying young and staying young.
Some supernaturals are born supernatural and only come into their full powers at puberty. When Gifted get with other supernaturals, there's a fifty/fifty shot the child is a normal, if magically attuned, human. The other half is evenly split between Talents and the other supernatural parent's type. Families of Gifted will train their children in the mystic arts, making them into their type once they have some experience behind them. This is how many Artificers and Invokers are made; the supernatural blood of their parents gives them the ability to make their artifact or summon a patron to make a contract with. All supernaturals can pass down power via heredity.
Spontaneous: Sometimes a person will just become a supernatural creature by exposure to strong magics. It's a lot like comic book gamma radiation, in that it gives a person superpowers instead of cancer. The magic of the other worlds can rub off on a mortal, making them so much more. Time in an alternate world isn't enough to make the transformation, a mortal must find an artifact or perform a ritual of power to become Gifted. Going to an alternate world is not the only way to spontaneously develop as a supernatural; curses (or blessings) from other supernaturals can create spontaneous supernaturals. Those spells usually turn people into Shifters, although Divinities and Demons made in this way are not uncommon. Finally, repeated exposure to alchemically treated vampire blood can turn one into a Vampire.
Gifted: Mortal Plus
The Gifted are mortal (or mostly mortal) magicians and willworkers of all stripes. Unlike charlatans of ages past and present, the Gifted are true supernatural creatures with magic at their command. Becoming a Gifted is the least traumatic path for a normal human to become a supernatural creature, as magic is a neutral force. That by no means makes it easy, as finding a strong enough source of magic takes hard work and dedication for mortals. All Gifted are naturally skilled in Theurgy, the magic of summoning and binding.
Once a mortal becomes a Gifted, magic is indelibly woven into their being. They can generate Mana internally and use it to power their magics. This allows them to perform stunts of supernatural speed, strength and endurance. Regardless of their newfound power, Gifted are still mortal, so they tend not to push their luck. Young Gifted are still very human, but as they get older and exceed normal human lifespans, they become distant and distracted. The absent-minded professor trope applies double to a wizened wizard.
Gifted refer to themselves as human first, Gifted second. Some of them adapt the traits of their new supernatural in-group, but many more keep up appearances in the mortal world. This makes them excellent intermediaries between the mundane and the supernatural; a skill smart Gifted exploit at any opportunity.
Invokers: Deal With Devils
Invokers are mortals who have been granted magical power via a deal with a powerful supernatural creature. The most common deal is a deal with a powerful demon, although they get their names from deals with angels. Deals with the Fae are also common, and many nobles of the Seelie and Unseelie Court have Invokers as cats-paws and intermediaries in the mortal world. Deals with Shifters and Vampires are rare enough to be inconsequential; those supernaturals usually just make a mortal one of their own.
Invokers have a symbiotic bond with the creature they make a deal with. Lesser Invokers are called upon to do favors for their liege or lieges. An Invoker's power is not based off of their liege's, so it is possible for an Invoker to grow more powerful than their liege. Clever Invokers make deals with many lesser beings to have more flexibility in their dealings, for if they are equal to their liege they can make demands of them. The famous King Solomon was an Invoker who grew more powerful than the demons he bound and gained dominion over them.
Invokers are far and away mostly created by endowment, as their power comes from deals with supernatural creatures. Techniques of binding or positions of servitude to the supernatural can be handed down from generation to generation, making heredity the second most common type. Spontaneous Invokers are very rare, only coming about with a chance meeting of a supernatural (usually a spirit or genius locus) and a mortal.
- Invoker Starting Powers
- Inherent College: Theurgy -
- Summon Servitor (Basic Theurgy)
- Commune (Basic Theurgy)
- Basic Powers -
- Binding Circle (Basic Astral)
- Aura Assensing (Basic Clarity)
- Force of Personality (Basic Fascination)
- Charm (Basic Fascination)
-Advanced Powers -
- Spirit Summons (Advanced Theurgy)
- Banishment (Advanced Theurgy)
Artificers: Wielders of Power
Artificers are mortals who, through creation or through discovery, have been empowered by a magical artifact. The artifact gives them enhanced longevity and toughness, making them the most hardy of the Gifted. There's something of a chicken and egg problem with Artificers who create their own artifacts, since one has to have the spark of magic to make an artifact, but the artifact grants Artificers the spark of magic. Supernatural scholars posit that Artificers have enough magical power within them to become Gifted and the making of the artifact unlocks their full potential.
An Artificer's power is mostly contained in their artifact or artifacts. Anything can be made into an artifact, but most Artificers use something portable and easy to protect if they get the chance to decide. There have been cases of Artificers enchanting ships, cars and even castles with their power. Once an Artificer has made their first artifact, their power blossoms. Powerful Artificers make multiple artifacts for a broader suite of powers, but they always revere their first. An Artificer is not depowered if the are not in possession of their artifact, but they do report feeling naked without them. Destroying the prime artifact does depower an Artificer until they can make another artifact.
Artificers are formed in several ways. A technical genius can be struck with the spirit to create an artifact, becoming an Artificer. Artifacts of power can be passed down through families. Less savory ways of gaining the power of an artifact certainly exist; there have been a few thieves that have (whether inadvertently or not) become Artificers after a job. Finally, powerful supernatural creatures often bestow artifacts on their favored as a token of their service.
- Artificer Starting Powers
- Inherent College: Theurgy -
- Hammerspace (Basic Theurgy)
- Commune (Basic Theurgy)
- Basic Powers -
- Unearthly Vigor (Basic Endurance)
- Unearthly Strength (Basic Empowerment)
- Mend (Basic Conjuration)
- Break (Basic Conjuration)
-Advanced Powers -
- Imperial Regalia (Advanced Theurgy)
- Imbue Object (Advanced Conjuration)
Talents: Naturally Gifted
Talents are mortals who naturally develop magical power. Magic is in their blood and flows through their body, allowing them to perform feats of sorcery. Their powers come from no outside source, giving them a freedom that other Gifted lack. Unfortunately, this doesn't make them any less mortal or any more tough. The Talent's lack of supernatural toughness lends itself to the "squishy wizard" stereotype. Talents have a broad variety of magical skills they can bring to bear, so they are not powerless.
A Talent usually develops around puberty, although magical ability can be unlocked at any point. Strong emotions and adrenaline triggers the onset of powers. Given the volatile nature of teenage emotions, Talents manifest in all sorts of fun places. A Talent can also develop if exposed to concentrated amounts of magic all at once. Once a Talent has manifested itself, the use of magic becomes second nature to them. More magical abilities can be learned or developed with training, but a Talent is always more comfortable with their original abilities.
Talents are primarily hereditary. Magic in the blood can go dormant for generations, not being awakened until the right cocktail of emotion and adrenaline is reached. Many Gifted who have children end up having Talents, if they aren't first given the ability to become one of the other Gifted. Spontaneously developed Talents are rarer, as it usually requires a ritual to give a mortal the necessary spark to become Talents. Endowments are almost unheard of with Talents, as most supernatural creatures would rather make Artificers or enter a pact with an Invoker.
- Talent Starting Powers
- Inherent College: Theurgy -
- Hammerspace (Basic Theurgy)
- Commune (Basic Theurgy)
- Basic Powers -
- Aura Assensing (Basic Astral)
- Elemental Creation (Basic Evocation)
- Supernatural Senses (Basic Sensing)
- Veli (Basic Glamour)
-Advanced Powers -
- Telepathy (Advanced Sensing)
- Dimensional Slip (Advanced Astral)
Vampires: Dead and Loving It
Vampires are the kings and queens of the night. The apex predators of the supernatural community (although some Shifters would dispute that claim), vampires feed on the living to fuel their own unlife. Vampire lore is as varied as human beings can be, so figuring out what exactly you're talking about when you talk vampire is important. In Spellcraft, there are three unique flavors of vampire with different tells and different abilities. All three of them drink blood, stalk the night and look good in black. All three of them are also the living dead, so their body temperature is lower than a normal human's. Vampires who haven't fed in a long time are cold to the touch. Vampires also don't have a beating heart anymore, so blood doesn't circulate through their body and they don't bleed. Magic flows through their stagnant blood, and that blood is a very potent magical ingredient. Vampires make more of their kind by injecting their potent blood into a mortal subject and waiting a day; the blood kills the mortal and revives them when the moon rises. Vampires are adept at Conjuration; their nature as both alive and dead gives them power over creation and destruction
Since Spellcraft is an urban fantasy heartbreaker, that means it plays by urban fantasy rules. Since it plays by urban fantasy rules, that means its vampires have things that make them unique. Deal with it. Vampires do not burst into flames when contacted by the sun, because that was a Deus Ex Machina for the movie
Nosferatu and doesn't really work in a game (White Wolf be damned). However, vampires do burn easily in sunlight and don't tan, the melatonin in their skin long since gone dead. Direct sunlight makes them sluggish and listless, so they stick to the nights. A vampire can consume regular food and drink, but they must subsist on blood in order to stay alive. Magic keeps their organs functioning (except for their hearts, oddly enough), so they still function as humans, except with pallid skin and no heartbeat.
Vampires see themselves as monsters, rulers or simple men. Over the course of their unlife, this view of themselves can change. The lore on vampires makes many of them turn to self-loathing or delusions of grandeur. It usually takes decades for a vampire to become comfortable with themselves, although contemporary vampires are more receptive to the transformation. Vampires tend to have an inferiority complex; this either displays itself as submissiveness or extreme dominance, which creates a very hierarchical vampire society. While they can live forever, they are still able to die from violence. Piercing the heart cuts off the magical power fueling the body and cutting off the head stops their brain from sending signals.
Nosferatu: Sons of the Dragon
When someone says vampire, the image in their head is usually that of a Nosferatu. Pallid, proper and regal, the Nosferatu see themselves as the nobility of the supernatural community. Nosferatu have an animal magnetism to them, at once forbidding and alluring. They look the same as they did in life only paler and with sunken eyes. A Nosferatu can look downright ghoulish when angered or starving, but when they're well fed their skin looks almost healthy. A starving Nosferatu is not a pleasant sight, for their hunger drives them quite mad. Nosferatu tend to develop some form of obsessive-compulsive disorder; counting objects, constant washing of hands, picking of dead skin and other little rituals soothes them. Nosferatu have retractable fangs like a serpent.
Modern Nosferatu all claim some lineage to Dracula. Given that Drac was the Genghis Khan of vampirism, there may be some validity to their claims. Regardless if they're right or not, they tend to act like they are of noble blood. Nosferatu tend to turn the rich and powerful, and groom prospective neonates by gaining their trust in the daylight hours. Nosferatu can take the form of a swarm of bats, and are blessed with the ability to communicate with beasts. They are supernaturally strong and resilient, making them devilishly hard to kill. Pouring fresh blood into the mouth of a dead Nosferatu can bring them back to life, meaning even if you kill them they might not stay dead.
Nosferatu, like all vampires, primarily make new members via endowment. The act of giving a mortal their blood is an endowment ritual. It is possible for a Nosferatu to pass on their lineage through mating, and many Nosferatu dhampir exist as the results of a human/Nosferatu tryst. These trysts are strictly male Nosferatu on female human, since Nosferatu pregnancies do not end well. Spontaneous Nosferatu are rare, but possible. If a mortal consumes enough inert Nosferatu blood, they can trigger the transformation themselves.
- Nosferatu Starting Powers
- Inherent College: Conjuration -
- Lifeblood (Basic Conjuration)
- Rejuvenation (Basic Conjuration)
- Basic Powers -
- Unearthly Strength (Basic Empowerment)
- Unearthly Vigor (Basic Endurance)
- Beast Tongue (Basic Fascination)
- Mesmerism (Basic Clout)
-Advanced Powers -
- Swarm Body (Advanced Enchantment)
- Revive (Advanced Endurance)
The Lost: Pretty Little Things
The Lost are every romantic vampire fantasy brought to life. Inhumanly beautiful, incredibly empathetic and infinitely charming, they are the most sought-after vampire type. The Lost take full advantage of their popularity and sensuality to reach the upper echelons of power. Important supernaturals and mortals alike have members of The Lost as consorts and lovers. Lost feed off of blood like all vampires, but intense emotion is addictive and nourishing to them. This power to gain nourishment from emotion makes them less dependent on blood to feed. It also makes them more likely to hang around with or incite those with strong, even mad passions. Their tendency to glean these emotions from carnal knowledge has made them get confused with succubi and incubi, a misconception that annoys actual demons.
The Lost have bat wings which support flight. These wings fold into their skin when not in use, so as not to give the game away. Many elder Lost take great pride in their wings and show them off during supernatural events. Neophyte Lost have their wings burst from their back shortly after they revive. The experience is harrowing at first, but eventually the new Lost learns to accept their new appendages. Lost are excellent with magical and mundane manipulation, on a level akin to the Fae. While they lack the skill with illusions, they can incite emotion with the best of them. The Lost are supernaturally fast and strong, but no more resilient than an average human. They are still as hard to kill as any other vampire, however.
The Lost split endowment and heredity evenly. Many supernaturals and mortals want to be with a Lost; unlike Nosferatu both sexes have functional reproductive systems. Many born Lost don't even realize they're vampires until they get a taste of blood. Lost endowments are common for those that the Lost take an interest in; many a lover has been taken in for a final embrace. Spontaneously becoming a Lost is rare but sought after; becoming a Lost is an improvement over mortal life to some and there is a brisk black market for Lost blood.
- Lost Starting Powers
- Inherent College: Conjuration -
- Lifeblood (Basic Conjuration)
- Rejuvenation (Basic Conjuration)
- Basic Powers -
- Unearthly Strength (Basic Empowerment)
- Alacrity (Basic Swiftness)
- Charm (Basic Fascination)
- Command (Basic Clout)
-Advanced Powers -
- Flight (Advanced Astral)
- Revive (Advanced Endurance)
Jiang-shi: Bound by Magic
Jiang-shi are walking corpses, even for vampire standards. As opposed to the Lost and the Nosferatu, who spread their curse through their blood, Jiang-shi create more of their own with magical talismans. Every Jiang-shi has a talisman that is the source of their power; this makes them a bit of an odd duck amongst vampires. If a Jiang-shi loses this talisman they go mad and start to decay. A Jiang-shi without their talisman is a threat to mortal and supernatural alike, as they will kill and feed on any living thing in a futile bid to keep themselves alive. If they do not feed on blood for a night, they return to corpses and rot away. With a talisman, Jiang-shi can subsist for very long periods without fresh blood. Blood is rich in Mana (and delicious), so many Jiang-shi will partake anyway.
Jiang-shi are the most magically attuned of the three types of vampire, and many of them become mages of renown. The mana coursing through them makes them nigh-invulnerable; this coupled with their natural immortality makes some develop God complexes. Many Jiang-shi are Gifted mages seeking immortality by any means necessary. The ritual for becoming a Jiang-shi is only spoken of in hushed whispers; the savvy and the desperate find it anyway. Becoming a Jiang-shi is seen as ideal for mages due to their hardiness and lack of reliance on a sire. Jiang-shi can also resurrect fresh corpses as Jiang-shi by putting a talisman on them, making them the only vampire type that can raise the dead. Jiang-shi naturally generate mana like Gifted do, as long as they have their talisman on them. Jiang-shi are walking corpses, so they have a rigor mortis stiffness to them. A freshly made Jiang-shi can only move by hopping, unable to move their legs or arms fully. This is where the term "hopping vampire" comes from. This period lasts for a night and a day, after which they can move fluidly.
Jiang-shi are created spontaneously by Gifted mages who want immortality and Jiang-shi who want companionship. The ritual talisman creates a Jiang-shi much like the injection of blood creates other vampires. Jiang-shi can make more of them via blood endowment, but without a talisman their spawn are dangerous and short-lived. Due to this, they prefer to make talisman endowments. Hereditary Jiang-shi are incredibly rare, as it requires magical means for a Jiang-shi to even impregnate a mortal woman. Jiang-shi care not for the pleasures of the flesh, making things more difficult.
- Jiang-shi Starting Powers
- Inherent College: Conjuration -
- Lifeblood (Basic Conjuration)
- Rejuvenation (Basic Conjuration)
- Basic Powers -
- Unearthly Vigor (Basic Endurance)
- Permanence of Stone (Basic Endurance)
- Frighten (Basic Fascination)
- Mask of Flesh (Basic Enchantment)
-Advanced Powers -
- Raise Dead (Advanced Conjuration)
- Revive (Advanced Endurance)
Shifters: Man and Nature
Shifters are supernatural creatures that have the ability to turn into animals. This is a very broad category, covering everything from the monstrous werewolf to the cunning kitsune. A game could be made just dealing with types of Shifters, but Spellcraft doesn't do that. For the sake of classification, Spellcraft splits the myriad types of animal shapshifters into three main types: those cursed to become animals, those who can turn into animals and those who get an anthropomorphic form. In these categories, a character can be almost any animal they wish. It would behoove a player to pick an animal that can actually participate in the adventure.
Shifters are in touch with nature as a general rule, given their connection to it. Being an animal gives a perspective on the world that others lack. Some Shifters end up preferring their animal forms to being human, and certain Shifters are really more animal than human. This can be...problematic in dealing with humans. More cosmopolitan Shifters will help their animalistic bretheren with navigating the human world. Shifters in general are very loyal to their in-group and fiercely protective of their own. The mama bear instinct is incredibly strong in all Shifters and doesn't just apply to children. This makes them highly sough after bodyguards.
Shifters see themselves as having a clearer perspective than other supernaturals. They feel that their emotions are purer and their instincts are sharper. They have a great appreciation for life and live large. Shifters have a bit of enmity towards vampires, seeing as vampires are technically dead. This rarely progresses further than a smug sense of superiority towards the bloodsuckers. Shifters are skilled in Enchantment, the magic of change. Naturally, change is something they know well.
Werewolves: Unleash the Beast
Werewolves are the most well known and the most feared of the Shifter types. The term werewolf is a bit of a misnomer, as a werewolf can take the form of wolves, hyenas, foxes, cats, even ravens. Wolf werewolves are the most common, so they are the naming standard. A werewolf on the war path is a daunting challenge for any supernatural, so they are usually given a wide berth. This is not to say they are ostracized, as werewolves are respected as warriors and generals. It's just unwise to earn the ire of one. They are unique amongst Shifters in that they have two alternate forms: the standard animal form and a humanoid war form. A werewolf in war form is a force of nature, destroying all in its path. Animal form werewolves are also dangerous, as they keep human intelligence and gain battle lust. Werewolves love battle and are excited by the sight of blood; many elder werewolves temper these urges with supreme self-discipline.
Werewolves become supernaturally physically gifted once they change, which makes them all the more dangerous in war form. Many a werewolf prides themselves on their physical prowess and are not ashamed to let people know that fact. Their natural strength and speed, as well as the protectiveness all Shifters share, make them bodyguard
par excellence. As apex beasts themselves, werewolves can speak with all beasts. Some werewolves prefer the company of beast to that of men, and live in the wilderness amongst the animals. Others, wanting to be near both human and animal work at zoos or pet stores.
Werewolves can be made all three ways, with the most common being heredity. Tribes of werewolves will keep things in the proverbial family, raising more of their kind. These werewolves develop their affinity for beasts at birth and usually have their first change at puberty. Werewolf endowment is a brutal affair, as lycanthropy is spread like rabies. A werewolf has to maul a human in order to endow them with lycanthropy. Finally, spontaneous lycanthropy can occur with spirituality attuned animal products, usually pelts, fangs or feathers. The Bearsarks and wolf warriors of legend give proof to spontaneous lycanthropy.
- Werewolf Starting Powers
- Inherent College: Enchantment -
- Beast Form (Basic Enchantment)
- Armored Skin (Basic Enchantment)
- Basic Powers -
- Unearthly Vigor (Basic Endurance)
- Unearthly Strength (Basic Empowerment)
- Beast Tongue (Basic Fascination)
- Alacrity (Basic Swiftness)
-Advanced Powers -
- War Form (Advanced Enchantment)
- Revive (Advanced Endurance)
Henges: People are Animals
Henges are mystical animals that turn into people, or mystical people that turn into animals, depending on who you ask. This ambiguity is one that Henges play up whenever it's useful. Henges retain human speech in animal form, a trait they share with certain magical beasts. This makes some supernatural scholars consider them more magical beast than magical humanoid. As such, Henges are often looked down upon as lesser supernaturals. As long as this makes people underestimate them, Henges are fine with this arrangement. Henges have a great deal of kinship with magical beasts, and are often employed in Avalon to tame and raise such beings.
Henges are adept tricksters and saboteurs, sharing many abilities with the Fae. While their natural magic is Enchantment, they are also adept at illusions and glamors. Some Henges will pass themselves off as Fae for the social status, but they always have a tell. The most common is their shadow betraying their true form, but animalistic physical and verbal tics are also common. Rarer are permanent animal traits, like whiskers or ears and a tail. These traits can be hidden with their natural magic, but many Henges proudly display their dual natures.
Henges are almost strictly hereditary; great houses of various Henges hold great sway in Avalon. Henge/mortal copulation is also a semi-regular occurance, generally producing another Henge. Spontaneous Henge development is rare and usually occurs to animals that spend long periods of time in bleeds. Henge endowment is almost unheard of.
- Henge Starting Powers
- Inherent College: Enchantment -
- Beast Form (Basic Enchantment)
- Mask of Flesh (Basic Enchantment)
- Basic Powers -
- Veil (Basic Glamour)
- Sweet Words (Basic Clout)
- Frighten (Basic Fascination)
- Charm (Basic Fascination)
-Advanced Powers -
- Mad Revelry (Advanced Glamour)
- Shapeshift (Advanced Enchantment)
Arachne: Cursed Children
Arachne are mortals cursed to transform into animals. Named after the weaver who was impudent in the face of Athena, the Arachne are a diverse lot. The curse can come from anywhere, not just a god's ire; witches and warlocks are more likely to make someone an Arachne than a god would these days. Usually, Arachnes are cursed to become innocuous or ill-omened animals like cats and rats, but others are turned into more fearsome creatures.
In becoming an animal, an Arachne finds that they can beckon animals easily. This leads many Arachne to constantly travel with an entourage of beasts. Think
Willard. Arachnes are also good at being looked over, whether they're in animal form or not. This, and their keen senses make them excellent information brokers.
Arachne are primarily made spontaneously, as it
is a curse. Sometimes this curse extends throughout an Arachne's lineage, consigning any children they have to the same fate as they. Endowment is a funny thing with Arachne, as they have the power to turn their curse on others. A spiteful Arachne may very well "endow" as they were endowed upon.
- Arachne Starting Powers
- Inherent College: Enchantment -
- Beast Form (Basic Enchantment)
- Aspect of the Beast (Basic Enchantment)
- Basic Powers -
- Veil (Basic Glamour)
- Enhanced Senses (Basic Clarity)
- Dampen Senses (Basic Clarity)
- Beast Tongue (Basic Fascination)
-Advanced Powers -
- Call the Swarm (Advanced Conjuration)
- Share Vision (Advanced Astral)
Fae: Avalon's Native Sons
Fae are denizens of Avalon, a land of magic and wonder parallel to our own. Naturally, this makes them pretty magical. Fae are based off of the faerie and there are a lot of faeries. Some of these faeries in Spellcraft are actually Shifters (Arachne or Henges most likely). Some of them are spirits instead. For the purposes of this section of the supernatural hit list, these are humanoid creatures shaped by dreams and ideas. Fae act larger than life, more like actors than normal humans. Human world scholars posit that Avalon and the Fae are made of the collective unconscious of humanity. Elder Fae disagree with this hypothesis, claiming that they have existed before humanity dreamt. Seeing as how there aren't any humans around from that time, the truth will probably never be known. Fae are naturally gifted in Glamour, the ability to fool the senses, create illusions and incite emotions.
Fae are usually human sized, although some grow to be very large or very small. Lesser Fae tend to the small side, with some barely larger than insects. The playable Fae are the size of a small child to about eight feet at the maximum. Fae are unaging, but mortal; disease and good old fashioned violence can end them. A Fae's apparent age is more a matter of taste: some Fae are born wizened looking and some are centuries old and look like children. Due to this, experience is weighted more than appearance in the Fae community. In fact, experience is the major currency of respect amongst the Fae; a wise and knowledgeable Fae is always treated with honor and dignity. Fae crave new experiences due to this and will spend decades chasing a passion or honing a talent only to move onto something new. Other long-lived supernaturals find them to be flighty due to this, Fae see themselves as efficient. All Fae experience an urge to explore and experience the worlds called Wanderlust once they reach maturity. Fae communities make this a rite of passage, celebrating the young Fae slaking their Wanderlust. After about a decade, the urge passes and the Fae are accepted in their community as adults.
To Fae, magic is as natural as breathing. They are creatures of magic and use magic in their everyday lives. They see the supernatural community as kindred spirits, and will not hesitate to show off their magical ability to those they know are supernatural. Fae are fascinated by humans; their short, intense lives are deeply alluring. This means Fae and human interaction is one of the highest amongst all supernaturals. Fae fall in love with humans easily and copulate frequently; human-Fae children are so common they have a name, changelings. Fae will ingratiate themselves with creative or interesting mortals in order to experience their presence. If the person is creative or interesting enough, a Fae will spirit them away to Avalon. This leads to a lot of missing peoples cases.
Sidhe: Honor and Glory
Sidhe are Fae who embody good dreams and noble emotions. As such, they see themselves as the nobility of Avalon. Unflappable and positive, hey hold themselves to a chivalrous and honorable standard. The powerful create lavish domains and courts, while the lesser try to prove themselves to the powerful in order to be a part of those courts. Sidhe society is very stratified, but also rather egalitarian. Lower Sidhe will do anything to prove themselves worthy, constantly seeking glory, fame and renown. All Sidhe are hungry for glory and see themselves as the protagonists of their own story. This makes them dedicated, hardworking and earnest; it also makes them arrogant, vain and stubborn. There's nothing worse than listening to a braggart talking about how awesome they are; when a Sidhe is drunk or cocksure that is almost all they do. Older Sidhe are especially prone to going over past glories like a former varsity player reliving high school. One who can put up with the Sidhe's quirks finds a loyal friend and a steadfast ally. One who ends up on the Sidhe's bad side finds a devilishly persistent enemy who sees them as a nemesis to be vanquished. Sidhe are all aesthetically pleasing and age gracefully, if they decide to age at all. They tend towards normal human sizes, the only thing giving them away as other being their pointed ears. Their hair, eye and skin colors are human standard, tending towards fair skin and hair.
Sidhe are skilled with Glamour like all Fae; their focus is on illusions and emotions. The illusion part of their powers are primarily used for artistic expression and leisure, as using them to fool the senses is seen as unsportsmanlike. A notable exception is made for establishing a persona; all Sidhe respect and appreciate cultivating an atmosphere. Sidhe use their emotion manipulation to sweeten interactions with others (especially humans) and to incite pleasure. The aura of a Sidhe is powerful and carries supernatural gravitas; they have this on almost all the time. This aura commands respect. When the aura doesn't work, they can make commands with supernatural weight. They can read minds, so they know exactly what they need to say or do for maximum effect. This rubs many supernaturals the wrong way, and Avalonian Sidhe are honestly confused when other supernaturals try explaining this to them. Sidhe are also supernaturally swift and keen of senses, which they are intensely proud of. Young Sidhe will challenge mortal and supernatural alike to races and other physical tests.
Sidhe are made from heredity more often than not. The Sidhe as a general rule believe in keeping their bloodlines pure, so they mostly make more Sidhe with other Sidhe. Noble bloodlines are even more strict about lineage, only sticking with other noble Sidhe or very impressive lesser Sidhe. Lesser Sidhe are less picky about who they pass on their powers with, forming relationships with Elves, Henges and even Svartalfs. The Sidhe love humans as all Fae do and changelings are also common. Sidhe nobles on excursion to our world tend to leave behind single parents and changeling children. Lesser Sidhe will retire to our world and shack up with humans if they fail at gaining glory in Avalon. Endowment is rare amongst the Sidhe; usually given only to humans that impress them with bravery and valor. Sidhe nobles who take their children to Avalon will sometimes endow them at a young age to make them full Fae. There is only one instance of spontaneous Sidhe development. A man stumbled into a Fairy Ring and ended up in the garden of the Seelie King and Queen. He was pricked by an enchanted rosebush and fell into a deep sleep for a hundred years. When he awoke, he was Sidhe.
- Sidhe Starting Powers
- Inherent College: Glamour -
- Incite Emotion (Basic Glamour)
- Minor Seemings (Basic Glamour)
- Basic Powers -
- Command (Basic Clout)
- Enhanced Senses (Basic Clarity)
- Charm (Basic Fascination)
- Hundred Foot Step (Basic Swiftness)
-Advanced Powers -
- Telepathy (Advanced Clarity)
- Regal Bearing (Advanced Fascination)
Svartalfs: Real Horrorshow
As shadow to the light, the Svartalf is to the Sidhe. Svartalfs embody nightmares and negative emotions. They dwell in darkness, both physical and mental. One would think this would make them terrible to be around, but they handle their natures with style and grace. Svartalfs were driven underground by the Sidhe once upon a time, but only the oldest and most bitter of them hold a grudge. Several of them live topside, though they prefer the underground. Svartalfs took to the underground like a duck to water, creating massive magitech cities that are the envy of Fae society. The Svartalfs, like the Sidhe, value glory and fame. Unlike the Sidhe, they revere subtlety and the unsung hero. Svartalfs would rather direct the story than be the protagonist, so they're less overbearing than their aboveground brethren. Svartalfs don't believe in honor, which
really doesn't sit well with the Sidhe. Sidhe are passionate and driven, but they hide this behind jaded nonchalance. They are just as romantic as Sidhe are, but their romance is more Byron and less Arthur. Sidhe tend towards the tall side for Fae and are forbiddingly beautiful. Their ears are longer than Sidhe and taper off more sharply. They are of swarthy complexion, ranging from cinnamon brown to midnight black. Their hair is very light, tending to whites, blondes, reds and purples. Their eyes are unnatural colors like red, purple and gold.
Svartalfs are naturally skilled in Glamour, as all Fae are. Unlike their Sidhe brethren, they have no qualms about using these abilities to fool the senses. They take great pride in their seemings and see it as the proof of their Fae heritage. Skilled illusionists are the rockstars of Svartalf society, being called upon for both defense and entertainment. Svartalfs cannot naturally incite emotion like Sidhe, but they can hide themselves from sight. They do this by manipulating shadow, a feat all Svartalfs are naturally gifted in. They can see, hear and walk through shadow, as well as give shadows form and mass. They use these powers to defend their cities and generally get around undetected. All Svartalfs quickly adapt to the shadows that cloak their home and learn to manipulate them. This is seen as uncouth by the Sidhe (no one expects their shadow to turn against them), but the Svartalfs don't really care. Svartalfs are also gifted with a frightening presence and supernatural reflexes, making them fearful opponents.
Svartalfs, like Sidhe, pass on supernatural power through heredity. Unlike Sidhe, they don't much care for bloodline purity, preferring more power and a strong lineage by any means necessary. Their living underground puts them in contact with Inferno, so Svartalf/Demon couplings are not uncommon. These cambions often inherit the powers of both parents and are treated with respect in Svartalf culture. Topside Svartalfs will form relationships with pretty much any other supernatural creature as long as they can find some benefit from it. Svartalfs love humans as Sidhe do and make changelings as Sidhe do. Getting with Svartalfs is half the fun of being a member of the faerie faith, for example. Svartalfs bestow endowments rarely, but more often than Sidhe. Unique to the Svartalfs is leaving a pureblooded Svartalf child with human parents and taking a human child in exchange. They endow the human child and raise them in Avalon, then when the pureblood reaches the age of Wanderlust, they take the child back. This way, they have more chances to establish a legacy. There is only one recorded case of spontaneous Svartalf development. A human miner stumbled into an underground bleed to Avalon. He dug and he dug, not realizing that with each minute, a month went past. He never found his way home, but he did find his way to a Svartalf city. By the time he did, he had become one of them.
- Svartalf Starting Powers
- Inherent College: Glamour -
- Veil (Basic Enchantment)
- Minor Seemings (Basic Enchantment)
- Basic Powers -
- Shadow Play (Basic Glamour)
- Shadow Scrying (Basic Clarity)
- Alacrity (Basic Swiftness)
- Frighten (Basic Fascination)
-Advanced Powers -
- Dimensional Slip (Advanced Astral)
- Grasping Darkness (Advanced Glamour)
Elves: Simply Natural
While Sidhe make kingdoms on Avalon and Svartalfs make cities below it, Elves
are Avalon. Elves are Fae that represent the spirits of nature. Spirits have great power and knowledge, but can't interact fully with the world they are a part of. One can feel a rainstorm, but they cannot embrace the rainstorm. Elves are what happen when a rainstorm wants to be embraced. Elves are part spirit; this gives them a deep connection to nature. They commiserate with the spirits and are enriched by them; they give the spirits experiences and the spirits give them knowledge and power. As aspects of nature, Elves prefer to live in nature. If they live in cities or towns, they tend to make small shrines to nature in their homes. Elves are even-keeled and slow to show emotion, blessed with the patience of nature. When they do express emotion, however, it explodes out of them with the fury of the elements. The spirit inside of them gives them a head start on knowledge, making them smart from birth. Young Elves tend to be naive and withdrawn, preferring to interact with spirits instead of others. A mature Elf makes for a fine mediator, as they are exposed to many different perspectives. Elves tend to be short for Fae; lesser Elves may be no bigger than an insect. Elves are gracile, beautiful and lithe. There are exceptions: Elves that grow large and massive are called trolls. Elves have human standard skin colors, leaning towards a sunkissed tan, but some Elves have green, gray or yellow skin. Elves have wild, vivid hair colors and eyes the color of things found in nature. Some Elves grow insect wings and antennae.
Elves are naturally gifted in Glamour, with their specialties being veils and seemings. Elves will use these abilities in tandem to hide from notice and ward off threats to themselves and their natural habitats. An Elf who doesn't want to be found is very, very difficult to be find. Elves are spiritually empowered to control the elements. They are most comfortable with the element they were born amongst or that of their spirit, but an elder Elf will make it their mission to master all elements. Elves can speak to animals and spirits, and can summon both to them when need be.
Elves are unique amongst the Fae in that their most common way of being made is not hereditary. Elves are actually made spontaneously most often, although hereditary Elves are a close second. When a spirit of great power or a great deal of spirits decides to take mortal form, they create an Elf out of the elements and mana. In essence, a spirit is making a body to then place an endowment upon. Elves that have been already created can copulate as any other creature. Spontaneous Elves tend to find other supernaturals to continue their family tree with, usually Sidhe, Henges and other Elves. Elves have love for humans, but not to the same extent as the other Fae, so Elven changelings don't proliferate. A human that earns an Elf's trust will have a loyal partner who will never leave them. Elves in this situation spirit away humans to their habitats in Avalon more often than not. With any newborn Elf, the parent's spirit will split off and enter the child. Elven endowments are rare, as they require both the consent of the spirit and the Elf. A non-supernatural human has to find an Elf in the mortal world and earn their respect, usually by treating their habitat with respect and reverence.
- Elf Starting Powers
- Inherent College: Glamour -
- Veil (Basic Glamour)
- Minor Seemings (Basic Glamour)
- Basic Powers -
- Commune (Basic Theurgy)
- Elemental Creation (Basic Evocation)
- Natural Alchemy (Basic Conjuration)
- Beast Tongue (Basic Fascination)
-Advanced Powers -
- Call the Swarm (Advanced Conjuration)
- Spirit Summons (Advanced Theurgy)
Divinities: A Higher Power
Divinities are the denizens of Paradiso, a land within the clouds of Avalon that happens to look a lot like every positive afterlife smashed into one. Humans who meet Divinities tend to think of them as gods, angels and prophets, thus the name. Atheistic humans and supernaturals instead think of them as an offshoot of the Fae. The Divinities claim to be what humans think of them as, but anything a Divinity can do an equally powerful Fae can, which muddies the waters. They are shaped by belief much as the Fae are shaped by ideas and dreams, lending credence to the idea that they are related. Divinities take humanoid form and always look statuesque. Whatever they wear, it looks like someone blew the costuming budget on them. They never have bad hair days or experience the blemishes of normal people, giving them an air of purity and beauty.
Divinities tend to focus on one particular thing or suite of interconnected ideas, this is called a domain. Divinities are obsessed with their domain almost to the point of mania. A Divinity with the domain of war will always be looking for a fight, while a Divinity with the domain of revelry will always be trying to start a party. This focus on their domain is passed down to any children they may have, which can be a problem when they don't want to follow in their parents' footsteps. Divinities act a lot like Greek gods; humans writ large. They are of great melancholies and mirth and always feel emotions passionately. A Divinity always can tell when someone is talking about them and wants to be talked about as much as possible. Belief is a lot like popularity in that regard, and Divinities are the cool kids in high school. If they aren't, they're that one kid that wants to be popular really badly and will do whatever it takes to get there. In the age of instant celebrity, Divinities are even more focused on getting noticed.
Divinities don't think they're better than normal people, they
know they're better than normal people. Even the Divinities who aren't aware of their nature feel special or different. Normally, this manifests with self-confidence and unshakable conviction, but at times it can become full blown egomania. Some Divinities who hail from Paradiso tend to prefer to be in Paradiso, seeing the other worlds as somewhat beneath them. Others love the various worlds and spend a great deal of time traveling between them. Divinities who hail from Avalon or our world have love for the world they live in, but there's always that yearning for something greater. A Divinity's feelings towards the other supernaturals depends on the specific example: some hate Demons and Vampires, others respect Werewolves and Fae, yet others only care for spirits or mundane humans.
Demigods: The Gods Must Be Crazy
Demigods are a catch-all term for non-servitor beings that have divine power, but are not gods themselves. The term usually applies to the offspring of a god and a mortal, although any former mortal who gains divine power qualifies. Demigods have the domain of their divine parents and tend to resemble them in aspect. A Demigod of death looks like a goth kid, a Demigod of beauty is stunning. From a young age, Demigods are drawn to their parent's domain and surround themselves with it. Some Demigods rebel against their divine nature and try to carve out their own personality, but they are always fighting against their nature. Demigods always believe they have a higher purpose, what that purpose is depends on the person. They are naturally magnetic and tend to attract hangers-on and followers. Oddly enough, Demigods don't often want to be worshiped and are content with just being believed in. Having someone believe in a Demigod is enough belief to sustain them, so they go out of their way to be reliable and fair. Some Demigods do go mad with the power of their birthright and start cults of personality, or just start plain old cults. Demigods look like normal humans, with some tell to reveal their heritage. This can be anything from a birthmark to heterochromia to an inner light.
Demigods, as Divinities, are naturally gifted at Astral magic. They always seem to know where they're going and where they need to be. Demigods have perfect senses of direction and can find places with supernatural skill. Demigods also can suss out the supernatural by reading auras, which makes them useful for finding and detecting supernatural activity. Aside from their Astral magics, Demigods are supernaturally charismatic, able to make people think what they want them to think. They can do this covertly with suggestions or overtly by warping the person's mind. They can also heal from wounds quicker than normal. All Demigods, regardless of their domain are supernaturally strong and fast, as befitting someone greater than human.
Demigod power is generally hereditary. The term
does come from the mating of a human and a god, after all. A Demigod and a human almost always creates a Demigod; a Demigod and another supernatural creature has a 50/50 shot of making a Demigod or the supernatural in question. A Demigod can suppress their nature if they get with a normal human, but the offspring have a higher than normal chance of becoming Talents. God blood can go dormant if diluted enough, but exposure to enough mana can kickstart it again. Endowment is the next most likely way to become a Demigod; the endowment generally requires performing nigh-impossible tasks for the god in question. Spontaneously becoming a Demigod is only talked about in whispers amongst the mortal magical community; if anyone has pulled it off, they're not telling.
- Demigod Starting Powers
- Inherent College: Astral -
- Aura Assensing (Basic Astral)
- Know the Path (Basic Astral)
- Basic Powers -
- Sweet Words (Basic Fascination)
- Hundred Foot Step (Basic Swiftness)
- Unearthly Strength (Basic Empowerment)
- Rejuvenation (Basic Conjuration)
-Advanced Powers -
- Conditioning (Advanced Fascination)
- God Hand (Advanced Empowerment)
Angels: Heavenly Heralds
Angels are servants of the gods, created by the gods. Literally built to serve, they will do whatever their god asks of them. This isn't to say they're mindless slaves; they think and question and have free will, but serving their god is the purpose for their existence. They almost exclusively live in Paradiso, either in the territory their god has carved out or in the between places where the dead gods dwell. Some Angels end up in Avalon or our world, usually due to a summoning gone wrong or as penance for misdeeds. A few even like it there. Angels have a strong connection to their creators and take great comfort in that. Being needed is a heady feeling and Angels are always needed. Angels without a god are like cats without a master: feral and rambling. The Angels of dead gods are pathetic things, pining for glory that will never return. Some gods take pity on them and induct them into their retinue, but this is rare. Angels are generally genial and agreeable sorts and like helping people. Positive emotion gives them a rush, so they try to make as many people feel positive as possible. An Angel's focus is legendary; if tasked with a mission they will stop at nothing to complete it. Angels are all well-toned, beautiful humanoids. They tend to have normal human skin colors, although some have metallic skin. All angels have eyes the color of gems and precious metals Angels are either bald or have long, flowing hair. They are naturally radiant, although they can turn it on and off at will.
Angels are naturally gifted with Astral magic. They can detect the supernatural as well as create warding circles. Angels have a more advanced grasp of Astral magic than other Divinities, and can dispel other magics with their power. Angels are able to fly, either through wings or through magical power; many Angels get around exclusively through flying. Angels do not feel pain or fatigue, nor do they need to eat, sleep or breathe. This allows them to focus completely and unerringly on the tasks their gods give them. Angels can also make commands with the force of their god behind them, or command the attention of a room.
Angels are created spontaneously as a general rule. Gods create them from mana and their own power, much like a spirit creates an Elf. Hereditary Angels happen very rarely, but they do happen. Sometimes an Angel will fall in love with a mortal and create a half-angel. Angels don't get the opportunity to do this often and only do it with the truly devout. Angelic endowment is also rare, primarily happening to ascended Specters.
- Angel Starting Powers
- Inherent College: Astral -
- Aura Assensing (Basic Astral)
- Binding Circle (Basic Astral)
- Basic Powers -
- Permanence of Stone (Basic Endurance)
- Dispel (Basic Astral)
- Command (Basic Clout)
- Charm (Basic Fascination)
-Advanced Powers -
- Flight (Advanced Astral)
- Dauntless (Advanced Endurance)
Awakened: Born Again
Awakened are supernaturals who can access their past lives via reincarnation. Reincarnated mortals are considered Divinities due to the religious significance of having multiple lives. Awakened usually come into their power via great stress, magical exposure, or enlightenment. Awakened are destined to awaken, and naturally have divine magic within them. This makes them akin to Demigods without the god part. Awakened naturally attract ghosts, as their ability to reincarnate inspires jealousy amongst them. Awakened remember a variable amount of past lives: sometimes one, sometimes many, sometimes all. These memories come in fits and spurts, with the memories being more scattershot the more they have. Running into someone from their past lives can forcibly jog the memory of an Awakened, and they run into people from past lives a lot. Past loves and past foes are extremely likely to be encountered and an Awakened's life will tend to play out a greatest hits of their past lives. Those who do not learn from history are doomed to repeat it and until an Awakened not only awakens, but realizes they've awakened, they often do. Awakened can (and often are) found via prophecy and divination. Knowing where an Awakened is going to spawn is of interest to certain supernaturals and groups, who actively search them out. Awakened look like normal humans because they are (physically) normal humans.
Awakened are naturally gifted with Astral magic, as Divinities often are. This manifests itself in aura sensing and the ability to communicate without words. Awakened can find the nature of a person just by looking at them and can understand the history of an object by touch. When asked to explain these powers, Awakened say they can see the souls of things. Awakened have a preternatural sense for danger and are able to see into the future to a limited degree. Awakened can beckon ghosts to them with a thought and communicate with the spirits. They use this ability to gain insight that their previous lives may not grant. Awakened make great mediums, and tend to be sought after by mortal and supernatural alike for their skills. Awakened have supernaturally keen senses, allowing them to see everything in this world and the next.
Awakened are almost solely spontaneous. A mortal person with the right triggers just becomes Awakened. Hereditary Awakened are incredibly rare, as enlightenment isn't something that can be passed on through blood. If two Awakened with shared histories get together, the chance of their child awakening is slightly higher. Awakened endowment doesn't happen per se; an Awakened can provide the necessary influx of mana to get someone else to awaken, but they don't provide the awakening themselves.
- Awakened Starting Powers
- Inherent College: Astral -
- Aura Assensing (Basic Astral)
- Message (Basic Astral)
- Basic Powers -
- Beckon Ghost (Basic Theurgy)
- Gaze Upon The Heart (Basic Clarity)
- Enhanced Senses (Basic Clarity)
- Commune (Basic Theurgy)
-Advanced Powers -
- The Silent Speak (Advanced Clarity)
- Precognition (Advanced Astral)
Demons: Hell Is Other People
Demons are the denizens of Inferno, where every land of the dead and place that could be called a hell reside. Inferno exists deep in the center of Avalon's "earth" and it isn't the nicest of places. Some Demons never see the light of Avalon, much less that of our world. This does not sit well with them and many try to escape. Homesickness (or the agents of a more powerful demon) eventually gets them all and they return back to Inferno. Demons are nothing but not industrious, and try to make the absolute most of Inferno. They have cities, kingdoms and nations in mimicry of our world and Avalon. In these mirror worlds, Demons are top of the food chain, and they boss around the ghosts and zombies that comprise the other denizens of Inferno. They are immortal and don't get sick or old, springing forth fully grown from the depths of Inferno. Demons are very varied, tending to great beauty or great ugliness. They don't take much stock in appearances, preferring to rank each other by personal power. Power is the most important part of Demon society and might makes right. Lesser Demons suffer this as best they can, but long to be outside of Inferno. Unfortunately for them, their way out usually comes as the hands of an Invoker or other supernatural, who then pressgangs them into service. Demons are naturally gifted in Evocation, giving them mastery of elements and time.
Demons are not wicked, hateful creatures that cannot be parlayed with or talked to. Honestly, they're not much different from humans. Demons have trouble with empathy and are all at least mildly sociopathic. They have no problems with lying or misleading people, thinking that if you get suckered it's your own fault. Demons will take any shortcut to success and do any dirty trick to get ahead, but they expect the same of anyone they deal with. Playing dirty pool is how a Demon survives and thrives in Inferno, so they're used to it. They do hold deals sacred and a deal reneged is carte blanche to mess with the dirty dealer. Demons always leave loopholes and outs in their deals so as not to invoke the wrath of their peers if they don't intend to fulfill their end of a bargain. Demon society is a clusterfuck of favors, deals and shifting loyalties amongst the weak and the strong, so every Demon grows up to be mercenary.
Demons are happy with being Demons and wouldn't rather be anything else. They're not happy with living in Inferno and those that can do leave, but that has nothing to do with them. Demons tend to get a bad rap in the supernatural community as either servants or agents provocateur, so they tend to keep to themselves. They see Vampires as kindred spirits of a sort, but (not so) secretly envy the good PR Vampires have. Demons that can tend to hide their nature, more out of a sense of self preservation than shame. Many Demons remember the days when they were kill on sight; naturally, they're still wary. Younger Demons are more likely to reveal and revel in their demonic natures outside of Inferno.
Fiends: Wicked
Fiends are the most common Demon race in Inferno and the most encountered Demon race in other worlds. Fiends are very much like humans only they're kind of dicks. They get upset easily, have monstrous tempers and have generally caustic personalities. They don't mean to be, it's just the nature of being a Demon and living in Inferno. Fiends don't suffer fools gladly and have a low tolerance for foolishness, which make them naturally abrasive. Once one gets past the negative traits, Fiends are actually rather fun to be around. Natural hedonists and pranksters, Fiends love to have fun when they can. Often this fun is at someone else's expense. Fiends love to mess around with humans and often make them the butt of their jokes. They also like abducting humans and bringing them to Inferno because misery loves company. Fiends are human sized as a general rule and have pointed ears like Fae. For some Fiends, the physical differences between them and humans stop there. For others, things get weird. Fiends can grow horns, fangs and a tail. Their skin color ranges from normal human to reds, blues and blacks. More serious differences include reverse jointed, bird or goat legs. Extra fingers and toes are somewhat common, as are forked or unusually long tongues. Some Fiends grow extra pairs of arms.
Fiends are naturally gifted in Evocation, able to control and endure the elements. Most fiends specialize in fire, although there are those who use ice, earth and plants. All Fiends are resistant to fire and cold. Control over time makes Fiends some of the most agile supernaturals, combine this with their ability to slow down time and inability to stay dead and they are a dangerous supernatural to fight. Fiends can climb anything and balance on things that should not be able to support their weight, a skill they picked up navigating Inferno. A Fiend can poison the hearts of men, turning them against friends and sapping their will. Fiends can hyperfocus their senses to filter out distractions, useful in the harsh environments of Inferno.
Fiends spawn unbidden from the depths of Inferno, so spontaneous generation is the most common Fiend generation. Greater Fiends grant endowments on willing humans much like Fae do. Humans that grant Fiends a vacation from Inferno (or bind Fiends into service) are chosen to become Fiends. Relations with humans or other supernaturals are the only way Fiends can generate more of them through heredity. Such half-fiends have varying degrees of angst depending on their non-Fiend parent's culture. For example: human half-fiends are constantly torn between their humanity and their darker nature, while Svartalf cambions don't really care.
- Fiend Starting Powers
- Inherent College: Evocation -
- Elemental Control (Basic Evocation)
- Endure Elements (Basic Evocation)
- Basic Powers -
- Spider Climb (Basic Empowerment)
- Alacrity (Basic Swiftness)
- Dampen Senses (Basic Clarity)
- Curdle Heart (Basic Glamour)
-Advanced Powers -
- Stasis (Advanced Evocation)
- Revive (Advanced Endurance)
The Fallen: Hell's Angels
Whether it is due to earning the ire of their gods, rebellion or simple boredom with the ways of Paradiso, the Fallen are angels who make Inferno their home. The Fallen are warped by the magics of Inferno, making them a creature unlike their original forms. Fallen lose all urges to serve, preferring to rule in hell rather than serve in heaven. This makes them look for power and prestige in Infernal society however they can. Fallen have very loose morals, but a strong code of honor and fair play; they never go back on their word and have ways of ensuring others do the same. This makes them the noblest of demons and invaluable mediators of Inferno. They use this position of trustworthiness to gain favors, the shadow currency of Inferno. Fallen are tall and share their angelic counterparts' beauty, but lose their wings in exchange for horns and a tail. Some Fallen do regrow their wings, but they resemble bat wings more often than not. This leads to some confusion with the Lost, which led to Lost being considered demons in olden times. If they do regain bird wings, the feathers are always pitch black. Fallen can range from very pale to very dark, but otherwise look like humans.
Once an Angel has become a Fallen, they are a true demon. This grants them affinity with Evocation. All Fallen can endure the elements and gain dominion over them, at the expense of their Astral magic. Fallen retain the indomitability and endurance of their angelic brethren. Fallen are supernaturally persuasive, able to charm, frighten and command with fell magic. A Fallen loses their ability to fly (you can't fly with wings you don't have), instead gaining the ability to revive themselves from Inferno-stuff.
Fallen are made when an Angel has a Demon break the connection to their god or gods. This is done via an endowment from the Demon. Most of the time, this is trading one loyalty for another, but demons are more hands-off with their followers than gods tend to be. Fallen that are born do not need to be endowed, but if a Fallen and a Divinity have a child, there's a chance the child will be an Angel instead. This happens even if the Divinity isn't an Angel. Spontaneous Fallen are incredibly rare; it is believed if an Angel spent enough time in Inferno they would become a Fallen, but nobody has been able to confirm this. Demons claim this to be true, and take great pleasure in corrupting Angels. Angels stay away from Inferno for this reason, unless they want to become Fallen.
- Fallen Starting Powers
- Inherent College: Evocation -
- Elemental Control (Basic Evocation)
- Endure Elements (Basic Evocation)
- Basic Powers -
- Resilience of Stone (Basic Endurance)
- Charm (Basic Fascination)
- Command (Basic Clout)
- Frighten (Basic Fascination)
-Advanced Powers -
- Dauntless (Advanced Endurance)
- Revive (Advanced Endurance)
Ifrit: Make A Wish
Borne of smokeless fire and malice, Ifrit are the mystic viziers of Inferno. Ifrit were never human and as such, are the least personable of the demonic types, or any supernaturals for that matter. They see everything in terms of cost and benefit and won't do anything that they see as unfruitful. An Ifrit prizes knowledge and utility over all things, and believe wholeheartedly that knowledge is power. Ifrit will hoard secrets, magical knowledge and blackmail, using them to gain advantages over others. This makes them not well liked, even by other Demons. They definitely serve a purpose, for a price of course. Invokers and other supernaturals try to make deals with Ifrit for their stores of knowledge. This is annoying to Ifrit, but some of them enter symbiotic relationships with those who summoned them. Ifrit are gold, red or black in eye and skin color and completely hairless. A fire burns where hair would grow on their heads. This fire flows like hair would and is shaped like hair is. Some Ifrit have this fire burn on their brow, leaving them bald. This fire never goes out without magical assistance.
Ifrit are naturally skilled at Evocation, as all Demons are. The Ifrit can control the elements and survive the elements, as well as control the weather and summon raw elements from nothing. They do not need to eat, sleep or breathe. They are able to go incorporeal and invisible, making them excellent spies and saboteurs. They know the natures of men and magic, knowledge which they use to get what they want. These powers have gotten them mistaken for spirits; unlike spirits they are able to fully interact with the world.
Ifrit, like Fiends, are born from Inferno spontaneously. Ifrit rarely mate with other supernaturals, but they can be convinced (or compelled) to do so with the right incentive. Trading for knowledge of a mystical or mundane nature is the most effective way to convince an Ifrit to pass on their power through heredity, but this is an outside chance at best. Ifrit are never made through endowment; they're either spontaneously created or born.
- Ifrit Starting Powers
- Inherent College: Evocation -
- Elemental Control (Basic Evocation)
- Endure Elements (Basic Evocation)
- Basic Powers -
- Resilience of Stone (Basic Endurance)
- Gaze Upon The Heart (Basic Clarity)
- Aura Assensing (Basic Astral)
- Veil (Basic Glamour)
-Advanced Powers -
- Ethereal Form (Advanced Enchantment)
- Elemental Rage (Advanced Evocation)
Zombies:
Zombies are the lowest supernatural creature on the totem pole. Undead (and not the sexy kind, like Vampires), they're used as tools by necromancers and seen as a plague by everyone else. Zombies hunger for flesh and enjoy the taste of brains as much as a soulless monster can. This makes them extremely dangerous to any form of life, especially non-magical humans.
Depending on how a Zombie is made, it is either one of the Walking Dead, a Ghoul or a Revenant. Whatever it is, it's usually not playable. Walking Dead are near mindless and Ghouls are consumed by rage. Revenants are the closest to playable, but they do need to eat human flesh and brains, which may not be cool for everyone playing Spellcraft. Zombies are usually built off of human baseline, but there are animal zombies too.
Walking Dead
The Walking Dead are the zombies people from the eighties think of when they think zombie. Slow, plodding and incapable of higher thought, they're used as simple machines and beasts of burden by necromancers. Without a necromancer or other supernatural giving them orders, they shamble around and try to eat the nearest person to them. The Walking Dead naturally (unnaturally?) occur within heavy bleeds to Inferno, as the energies of death invigorate corpses with new life. This leads to armies of zombies if left unchecked, which is never a good scene.
The Walking Dead have no Charisma or Logic score and automatically fail any test needing those stats. Their Agility drops by two (minimum 1), their Willpower drops
to one and their Strength increases by two. The Walking Dead can't run or move much faster than a walk, but they are tireless and can cover great distances because they never tire. The Walking Dead can't make more zombies, but they tend to be animated by Infernal magic that can.
- Walking Dead Starting Powers
- Basic Powers -
- Resilience of Stone (Basic Endurance)
-Advanced Powers -
- Dauntless (Advanced Endurance)
Ghouls
Ghouls are monsters who hunger for human flesh. They are equivalent to the "fast zombie", popular in works such as
28 Days Later and
Resident Evil in both movie and game form. Ghouls are relentless and tireless, but can be wounded and slowed. Individually, they are much more dangerous than the Walking Dead; fortunately they aren't spawned in the same numbers. It is not possible to parley with Ghouls; not because they're unintelligent like the Walking Dead, but because rage and hunger are all they know. It is much harder to control a Ghoul than a Walking Dead due to this fact, but necromancers try anyway.
A Ghoul has their Strength increased by two. They lose their Charisma, but their Willpower does not drop and they keep their Logic score. Ghouls can plan and use tools, but their all-consuming rage prevents them from doing so without strong necromantic command. Ghouls have deadly saliva; if you're lucky it'll just kill you. If you aren't, then the Ghoul was a carrier for the Z-Virus and you'll rise up as a Ghoul yourself. Ghouls are smart enough to fight with tactics, and gain a Combat skill of 2.
If a Ghoul with the Z-Virus is neutralized, the virus goes dormant in any infected. Ghouls are constantly enraged with hunger and will seek out humans or living supernaturals to eat immediately. If they can't find humans, they'll eat undead, including other Ghouls and Walking Dead. A member of the Walking Dead infected with the Z-Virus can spread the Z-Virus, but does not become a Ghoul.
- Ghoul Starting Powers
- Basic Powers -
- Resilience of Stone (Basic Endurance)
- Unearthly Strength (Basic Empowerment)
- Spider Climb (Basic Empowerment)
- Long Kiss Goodnight (Basic Conjuration)
Revenants
A Revenant is special amongst zombies in that, outside of being dead, they're essentially normal people. Normal people with incredibly pale skin and dark rings around their eyes, but normal people nonetheless. Also unique to Revenants is the fact that their zombiedom is
reversible. Revenants are the main character zombies and the closest to playable because they are the same as they were amongst the living (dead). Revenants actually get the full monty of supernatural power, making them an attractive alternative character option.
There are two things that make playing a Revenant difficult: their craving for flesh and their off-putting demeanor. Everyone, human or supernatural, recognizes something's wrong with a Revenant. Mothers will shield their children from them, priests will make the sign of the cross at them and animals will freak out around them. Revenants smell of the grave and rotting meat. They also need to feast on human flesh and have a craving for brains. They can subsist on corpses, but the urge to crack someone's skull open for the morsels inside is always a powerful one. It is due to this that most supernaturals want Revenants either cured or destroyed. Revenants who retain the magic of their life tend to try to flee to the Avalonian underground or Inferno, where they're treated with something approaching respect.
A Revenant has their Strength, Intuition and Willpower raised by two. If a Revenant hasn't eaten human or supernatural flesh at least once in 24 hours, they must make a Hard (TN 20) Willpower check every day or flip out like a Ghoul until they have fed. All Revenants carry the Z-Virus with their Long Kiss Goodnight.
- Revenant Starting Powers
- Inherent Magic: Endurance -
- Resilience of Stone (Basic Endurance)
- Unearthly Vigor (Basic Endurance)
- Basic Powers -
- Spider Climb (Basic Empowerment)
- Unearthly Strength (Basic Empowerment)
- Enhanced Senses (Basic Clarity)
- Long Kiss Goodnight (Basic Conjuration)
-Advanced Powers -
- Dauntless (Advanced Endurance)
- Spirit Summons (Advanced Theurgy)
Magical Beasts:
Magical Beasts are the monsters of myth and legend. Mostly animal with animal intelligence, there are some monsters with humanoid shapes and near-human intelligence. Magical Beasts are sometimes animals turned up to eleven and sometimes things that defy description. They reside almost totally in Avalon, only coming to our world through bleeds and summons.
Chimera
Chimera are beasts that look nothing like Earthly animals. Sometimes this is because they are larger and nastier than Earthly animals, sometimes this is because they resemble Pokemon drawn by a death metal cover artist, sometimes it's because they're chimera in the classical sense and are the fusion of two or more Earthly beasts. Chimera are generally animalistic, although some reach human-like intelligence. They don't attack unless threatened or compelled and many Avalonians attempt to tame the beasts. Examples of Chimera are pegasi and unicorns, as well as the titular goat/snake/lion thing of legend. Dragons are also Chimera and the most well known Chimera with human like intelligence.
Chimera are not and were not human, so they aren't made with human stat arrays. They do have a Power score and can gain more Power with age. Some with the ability to do so even learn magic. Chimera are about as big as a wolf at the absolute smallest, and can grow very large. Once they reach a certain point, they stop being Chimera and start being Kaiju. Provided here are the ranges of stats a Chimera can have.
S: 4-10, A: 2-8 I: 3-6 L: 1-5 W: 5 C: 1
Skills: Athletics 5, Survival 4, Perception 3, Combat 3. They get two other Physical or Social skills of their choice at 2.
- Chimera Starting Powers
- Basic Powers -
- Beast Tongue (Basic Fascination)
- Rejuvenation (Basic Conjuration)
Chimera have a Power of one and can select two Basic and one Advanced Power of their choice. Treat a Chimera with a higher Power as you would a player character Swimming With Sharks for the purposes of adding new Powers.
Kaiju
Sometimes, under the power of Avalon, an animal or Chimera will get very,
very large. When that happens, they are classified as a Kaiju. Kaiju literally means "strange creature", but strange creatures in Spellcraft are Chimera or Goblins. Kaiju in Japanese movie parlance means something that is really, really big, which is what Spellcraft uses. Kaiju are naturally magical, which is how they can get so big without the square cube law coming into effect. Oddly enough, a Kaiju does not have the ability to make themselves larger. They can gain all sorts of other fun abilities (breathing fire is popular), but they cannot increase their size.
Kaiju make excellent boss monsters because they're absolutely fucking massive. Just finding something that can hurt these behemoths is an adventure in and of itself, and all supernaturals within an area will stop what they're doing and throw down if a Kaiju comes a-stompin'.
S: 30 A: 2 I:4 L: 1 W: 6 C: 1
Skills: Animal Ken 3; Athletics 4; Perception 4; Survival 4; Intimidation 4
Goblins
Goblins are the missing link between Magical Beasts and Fae. Humanoid and at or slightly below human intelligence, Goblins are the catch-all term for Avalonians that don't fall into one of the other categories. They vary in size from tiny pixies to great big trolls and tend to live amongst themselves. The Fae welcome them in their cities and towns, but tend to think of themselves as better. Some Goblins are little better than beasts and get exploited by the full bodied Fae.
Provided are some sample Goblins for use:
Pixie:
Pixies are small, luminous nature sprites. Very simpleminded and easily distracted, they congregate around magically powerful natural points. Mages use Pixies to find ley lines and to detect the presence of magic. Pixies have no Power.
S: 1 A: 4-8 I: 2 L: 1 W: 1-5 C: 3-6
Skills: Animal Ken 4, Perception 3, Survival 3, Empathy 3
- Pixie Starting Powers
- Basic Powers -
- Veil (Basic Glamour)
- Aura Assensing (Basic Astral)
- Advanced Powers -
- Flight (Advanced Astral)
Goblin:
Goblins are the standard and name-givers of the goblin class. These creatures have many names and many purposes, but they do share a few things in common. Goblins are all shorter than most Fae, rarely getting over a foot. Goblins are simple and naive, but incredibly skilled in certain aspects, making them idiot savants of a sort. Goblins all have non-standard skin colors, usually green or gray or earthy brown. Goblins are either very hairy or almost hairless; never in the middle of those two extremes. They can all recognize other goblins regardless of appearance and can communicate instinctively with them.
Goblins are used as craftsmen and serfs by the Fae, a fact which some of them resent. A particularly clever Goblin can make something more of themselves via their skills, although they will always be looked down on. This gives some Goblins an inferiority complex and others a Napoleon complex. The latter Goblins find like minded souls and, every so often, attempt to overthrow the Fae's dominion over Avalon. There have been many quashed Goblin rebellions and uprisings in Avalon, but the Goblins have earned themselves basic rights amongst the Fae.
S: 1-4 A 2-7 I: 1-6 L: 1-5 W: 1-4 C: 1-6
Skills: One Technical Skill at 5, One of any skill at 4, Empathy 3, Stealth 3, Larceny 3, Artisan 3
- Goblin Starting Powers
- Basic Powers -
- Seven League Step (Basic Swiftness)
- Alacrity (Basic Swiftness)
- Veil (Basic Glamour)
- Advanced Powers -
- Telepathy (Advanced Clarity)
Goblins usually have a Power of zero, although there are exceptions.
Ogres:
Ogres are the enforcers of the Goblin class. Nasty, brutish, and quite large; an angry Ogre is not to be trifled with. This is all the more dangerous since Ogres are very quick to anger and easy to manipulate. Goblins tend to use Ogres as heavies to get what they want if their own talents prove insufficient. Ogre society exults martial prowess, so all Ogres are skilled fighters. Humans and other supernaturals seek out Ogres to learn from. Even Fae will, though good luck getting them to admit it.
Ogres have muscles that defy human limits and a generally inhuman appearance. Outside of that, they look like anything from giant humans to D&D Orcs to grey skinned oni with horns and tusks. Ogres, like Goblins, can tell members of their race as their own. Ogres are naturally and constantly under the effects of a Giant Size effect which they can never turn off. Ogres tend to have a Power of 1, although there are more powerful ones. Before factoring in Giant Size or any stat gains from a higher Power, an Ogre's stats are:
S: 5-10 A: 1-5 I: 1-5 L: 1-3 W: 3-8 C: 1-3
Skills: Combat 5, Survival 4, Perception 4, Artisan 1
- Ogre Starting Powers
- Inherent Magic: Empowerment and Endurance -
- Unearthly Strength (Basic Empowerment)
- Spider Climb (Basic Empowerment)
- Unearthly Vigor (Basic Endurance)
- Basic Powers -
- Frighten (Basic Fascination)
- Rejuvenation (Basic Conjuration)
- Advanced Powers -
- Revive (Advanced Endurance)
- Giant Size (Advance Empowerment)
- God Hand (Advanced Empowerment)
Ogres have a Power of 1 usually, but more powerful examples do exist.
Ghosts:
Will o' Wisps
Will o' Wisps are the leftover scraps of a soul that's passed on. They have no real physical form, instead appearing as shadows or colored orbs with ghostly smoke rising from them. A Will o' Wisp can barely remember its past life if it's lucky; most float aimlessly, attracted to places of death. Necromantically inclined supernaturals use them as spies, magic detectors and to add ambiance to a lair.
Will o' Wisps try to interact with the real world and fail because they're not corporeal and don't have important things like hands. All Will o' Wisps have a Strength, Logic, Charisma and Willpower of 1, regardless of what they had in life. They also have no Power score. Will o' Wisps cannot turn off their Ethereal Form. They count as physical in Inferno, but that doesn't really matter much.
- Will o' Wisp Starting Powers
- Basic Powers -
- Astral Assensing (Basic Astral)
- Resilience of Stone (Basic Endurance)
- Advanced Powers -
- Ethereal Form (Advanced Enchantment)
Spectres
When a person (usually a supernatural) dies, they may leave behind a Spectre; a full-bodied ghost with all the memories of the past life. A Spectre looks like a translucent version of the person, sometimes with their form changed by their cause of death. All Spectres are specific people and tend to stick around due to unfinished business or a lingering grudge over their death. If a Spectre is able to finish their business or avenge their deaths, they can either choose to fade out and cease existing or continue on as any other supernatural would.
Spectres are found in all worlds, haunting places important to them. Every Spectre has a fetter or fetters: personally significant items. These fetters can be important people, heirloom or treasured objects, or even their own corpse. If a Spectre's fetters are destroyed, the Spectre degrades into a Will o' Wisp before fading out entirely. Spectres who have succeeded at what they were compelled to do can form new fetters based on their new life. Spectres cannot turn off their Ethereal Form and as such, cannot interact with the physical world. The exception to this is in Inferno, where they can interact with things normally.
- Spectre Starting Powers
- Basic Powers -
- Astral Assensing (Basic Astral)
- Resilience of Stone (Basic Endurance)
- Alacrity (Basic Swiftness)
- Beckon Ghost (Basic Theurgy)
- Advanced Powers -
- Ethereal Form (Advanced Enchantment)
- Telekinesis (Advanced Evocation)
Poltergeists
Poltergeists are swarms of mad, rage-filled Will o' Wisps. These Poltergeists sweep over other Will o' Wisps and Spectres, rending them down to nothing but fuel for the fire. Poltergeists remember nothing of their past life and know nothing but to wail and destroy. They are either rooted to specific place or become a roving storm of madness and misery. Either way, some atrocity makes them and finding a way to provide succor to that atrocity quells the spiritual mass.
Poltergeists have a Charisma and Logic of zero and cannot turn off their Ethereal Form power. Larger gatherings of Poltergeists have greater Strength and Willpower.
- Poltergeist Starting Powers
- Basic Powers -
- Astral Assensing (Basic Astral)
- Resilience of Stone (Basic Endurance)
- Alacrity (Basic Swiftness)
- Unearthly Strength (Basic Empowerment)
- Advanced Powers -
- Ethereal Form (Advanced Enchantment)
- Telekinesis (Advanced Evocation)
- God Hand (Advanced Empowerment)
Spirits
Spirits are the mana-infused personifications of various natural and human ideas. Prevalent in Avalon and made in the same way Avalon was made, Spirits are physical concepts. Not every object has a Spirit, but there's a Spirit for every thing. For example, not every blade of grass has a Spirit, but there are nature spirits that exist due to the idea of verdant grass and growth.
Kami
Kami are spirits of the elements. This includes the classical Western elements of fire, water, wind and earth, Wu Xing's wood and metal, the Japanese sun, moon and void, and more video-gamey elements like lightning and ice. Kami of more modern elements exist, like smog, acid rain and radiation, but are looked down upon by more traditional shamans. Basically, if it could be considered a part of the world, it's got a Kami. More esoteric Kami exist, as the nature of man has increased the number of things that are a part of the world. So there are such things as trickster Kami and data Kami.
An individual Kami is much like a Will o' Wisp: a barely sentient ball of glowing energy. Much like Will o' Wisps, these individual Kami can combine like Voltron. Unlike Will o' Wisps, the result of this is a humanoid or animal creature known as an elemental instead of the orgy of ethereal destruction that is a Poltergeist. Elementals are found naturally in Avalon, but must be created in the material world by summoning Kami together. Elementals are not the sharpest tools in the shed, but they can understand and execute complex tasks. Unfortunately, they cannot interact with the material world without help. Kami and elementals are only physical in Avalon and cannot turn their Ethereal Form off.
An individual Kami has a Strength, Logic, Charisma and Willpower of one. An elemental has stats comparable to a baseline human or the animal it takes the form of.
- Kami Starting Powers
- Basic Powers -
- Astral Assensing (Basic Astral)
- Resilience of Stone (Basic Endurance)
- Control Element (Basic Evocation)
- Advanced Powers -
- Ethereal Form (Advanced Enchantment)
Muses
Muses are ideas given form by mana and the will of the collective unconscious. They take the form of translucent, ethereal men and women, usually wearing togas. To actually make a Muse out of a loose collection of ideas, a supernatural has to invoke the specific Muse by naming it. Once that is done, the Muse can be summoned and used by anyone who knows its name. Muses have access to the knowledge of all the worlds, but are focused on the expertise they were created for. As a Muse's creator grows in knowledge, so does the Muse. This makes wizened Muses highly sought after by mages and Ifrit. Muses are used to inspire, teach and advise and any mage of note has at least one on call.
Muses cannot turn their Ethereal Form off, and are not physical in any of the worlds. An idea can be made into something tangible, but is not tangible itself.
Muses have the following stats:
S: 1 A:3 I: 3-8 L: 5-10 W: 3-8 C: 3-8
Skills: Artisan 5 Expression 5 Research 5
- Muse Starting Powers
- Basic Powers -
- Astral Assensing (Basic Astral)
- Resilience of Stone (Basic Endurance)
- Attract (Basic Fascination)
- Suggestion (Basic Clout)
- Advanced Powers -
- Ethereal Form (Advanced Enchantment)
- The Silent Speak (Advanced Clarity)
Archetypes
Archetypes are the grand concepts of the human collective unconscious given form via mana. Created over millenia of stories and ideas coalescing, the Archetypes first existed in the material world as non-interactive concepts. Eventually, they relocated to Avalon, where they were given form and strength. Archetypes are able to reshape the land of Avalon at their whims and hold physical court there, leading scholars to believe that Avalon is in fact the creation of the human collective unconscious. The Archetypes are inscrutable, multifaceted and initially amorphous. In order to understand them better, mages gave them names and classifications based on the Major Arcana of the Tarot. This led to a feedback loop where the Archetype would act more in tune with the specific reading of the Tarot card the more people believed that was how they should act. Because of this, the Tarot classification is the common one for Archetypes.
Would-be mages and archmages alike call upon the power of the Archetypes to grant them boons. For those who have not become full-fledged supernaturals, the Archetypes will deign to grant them a portion of their power through an artifact or through bargaining. Given the powers of the Archetypes and their equivalency to primal human concepts, they have been considered gods or god-forms. The gods of Paradiso have the same suite of powers that Archetypes have as well. Because of this, supernatural scholars posit that the gods of Paradiso are actually Archetypes that have taken on the guise of various human deities. The gods are tight-lipped on this, but it is a fair assumption to make.
For an Archetype, assume all tens for stats, then divvy up ten points as you see fit. For skills, give them any five at seven. An Archetype is physical in Avalon, Inferno and Paradiso, but cannot turn off their Ethereal Form in the material world.
- Archetype Starting Powers
- Basic Powers -
- Astral Assensing (Basic Astral)
- Resilience of Stone (Basic Endurance)
- Charm (Basic Fascination)
- Frighten (Basic Fascination)
- Command (Basic Clout)
- Advanced Powers -
- Ethereal Form (Advanced Enchantment)
- Regal Bearing (Advanced Fascination)
- Unwavering Authority (Advanced Clout)
- Dauntless (Advanced Endurance)
- Imbue Object (Advanced Theurgy)
- Elder Powers -
- Broadcasting (Elder Clout)
- Reshape the World (Elder Glamour)
- Invulnerability (Elder Endurance)
Each Archetype also has one Basic, one Advanced and one Elder Power of your choice. depending on how you characterize the Archetype.
Genius Loci
Genius Loci are similar to Spirits, only instead of being born from physical or humanistic concepts, they are made of human artifice. A Genius Loci is an object first and foremost. They are essentially spirits created with a function and a purpose by mankind, as opposed to Spirits which fill an anthropomorphic role. Genius Loci exist primarily in the material world, although there's nothing stopping them from existing in any of the other worlds.
Tsukumogami
Tsukumogami are object spirits. Object spirits are the personality and consciousness of a mana-infused object. There are two ways to make a Tsukumogami: through magic or spontaneously. Magically created Tsukumogami are made by mages who infuse an object with sufficient mana to give it consciousness. The more venerable an object is, the less mana it takes to do this. A mage can also add a spirit or a ghost to the object to give it a specific personality. Spontaneous Tsukumogami are made when an object soaks up enough mana to become awakened on its own, usually after being in a bleed for a long time. Sometimes spontaneous Tsukumogami are made when a Kami, Will o' Wisp or Spectre possesses an object.
A special kind of Tsukumogami is an animate: an object spirit with a specially crafted humanoid or animal shaped vessel. This includes golems, gargoyles, homunculi and more science fantasy concepts like androids. These Tsukumogami require the implantation of a Kami, a Muse, a Will o' Wisp or a Spectre into the magically treated vessel. Usually made as servitors or companions, these animates are fiercely loyal and have little regard for their own safety.
Tsukumogami cannot turn their Ethereal Form off, but they can interact with the worlds through their object. Animates can interact with the worlds as long as the spirit doesn't get separated from the vessel.
A non-animate Tsukumogami has a Strength of one. Animate Tsukumogami have Strength equivalent to whatever form their vessel is. All Tsukumogami have Artisan 5.
- Tsukumogami Starting Powers
- Basic Powers -
- Mend (Basic Conjuration)
- Break (Basic Conjuration)
- Resilience of Stone (Basic Endurance)
- Advanced Powers -
- Imbue Object (Advanced Theurgy)
- The Silent Speak (Advanced Clarity)
- Ethereal Form (Advanced Enchantment)
Haunts
Sometimes a story gains a life of its own. When this happens, it becomes a Haunt. A distant cousin to both Muses and Spectres, Haunts are personifications of urban legends made by belief and heavy mana infusion. These can look like anything and be anything, as stories take many forms. They have no consciousness to speak of and only mindlessly act out their story over and over. These stories are usually gory or generally unpleasant. Because of this, when a Haunt is found, the quickest solution is to destroy it.
Haunts have a Logic of one. Unlike most Spirits and Genius Loci, a Haunt can turn off their Ethereal Form. This is generally bad news.
- Haunt Starting Powers
- Basic Powers -
- Mend (Basic Conjuration)
- Break (Basic Conjuration)
- Resilience of Stone (Basic Endurance)
- Frighten (Basic Fascination)
- Advanced Powers -
- Dauntless (Advanced Endurance)
- God Hand (Advanced Empowerment)
- Ethereal Form (Advanced Enchantment)
Geniuses
Geniuses are the titular example of the Genius Locus class. Geniuses are personifications of a place. What makes them separate from Kami is that they represent a specific place's history and power, as opposed to being a stand in for a general element. Geniuses are created in venerated places, like shrines or historical buildings, as well as where there are very strong bleeds. They see themselves as the protectors of these places and will stop at nothing to do so. Geniuses are very powerful, but are rooted to the land in which they are known for, known as a domain. Geniuses have control over everything in their domain, including Will o' Wisps, Spectres and Kami. If a Genius' domain is destroyed, the Genius ceases to be.
Geniuses cannot turn their Ethereal Form off. They have an Agility of one and a Power of at least one.
- Genius Starting Powers
- Basic Powers -
- Astral Assensing (Basic Astral)
- Resilience of Stone (Basic Endurance)
- Mend (Basic Conjuration)
- Break (Basic Conjuration)
- Command (Basic Clout)
- Advanced Powers -
- Ethereal Form (Advanced Enchantment)
- Rouse the Inanimate (Advanced Theurgy)
- The Silent Speak (Advanced Clarity)
- Telepathy (Advanced Clarity)
- Elder Powers -
- Reclaim (Elder Evocation)
- Possession (Elder Clout)
- Broadcasting (Elder Clout)