Creatures

 

Here is just a sample. We've used the archetype for this creature for several years and the players still don't know what to make of it.

The Eternals

AGL: varies

DEX: varies

PCN: varies

PER: varies

STA: varies

WPR: varies

EWS: minimum of 110

SR: 2

WB: special

Fear: -30

MV: varies

Type: Independent, Mercenary

Class: C Disciplines: special

  An Eternal is a human who has been given immortality by the power of the Unknown as the result of some horrible act. The Eternal must have committed an offense against the very essence of justice or goodness in the universe. The Eternal is then cursed to walk the world; or occasionally drift between the world and the Unkown, until some grand quest is fulfilled. Unfortunately, that quest is always an impossible set of conditions, or some future occurrence that will never come to pass.

Eternals eventually follow one of two paths. They will either secome to the pressures of the Unkown, or strive to fulfill the impossible quest. They will always be extremely secretive by nature; and are slow to trust anyone. If confronted with their true identity the Eternals will at best weave false rumors and half-truths into the legend of their existence.

An Eternal can not be killed. The conditions of the curse often determine what happens when the Eternal takes damage. Each Eternal possess different attributes, skills, and disciplines (some even utilize the powers of the Art). They usually possess a long list of skills and disciplines depending upon their age. The older Eternals speak multiple languages and who embrace the Unknown usually become masters in many of the powers they possess. However, all Eternals posses the Psychological Flaw drawback at maximum potency. This flaw represents the act that brought about the Eternals curse.

 

There is only one known Eternal on record. Although legends of a Roman soldier who was granted this cursed boon around 33 AD seem to persist.

 

Malaki Duvant

AGL: 78

EWS: 125

DEX: 61

TYPE: I

PCN:73

FEAR: -30

PER: 41

WB: 51

STA: 118

ATT: 4

STR: 87

SR: 3

WPR: 105

MV: SPECIAL

 

Edges & Drawbacks: Evil Sense (3), Obsession (Roll M) destruction of the Unkown, Improved Willpower Recovery, Psychological Flaw (Roll H)

Disciplines:

Confuse T 106, Dreamsend S 91, Influence T 106, Torture S 91, Ignore M 126

Empathy T 85, Shriek T 30, Telepathy M 105

Feat of Strength M 120, Hole T 100

Flight S 82, Slam M 117, White Heat T 97

Quiet T 96, Raise Perception M 116, Blunder T 96

Skills: Ancient Language Latin & Greek M 139, Beast Riding T 94, Botany T 117, Calligraphy T 117, Comparative Religion M 139, Contemporary Language: Spanish M 139, English M 139, French T 119, German T 119, Russian S 104, History M 139, Legend Lore M 139, Martial Arts T 112, Mathematics T 119, Occult Lore T 131, Painting S 82, Rifle T 91, Sword T 92, Thrown Unbalanced Objects S 89, Tracking T 131

Case File 12279 Central Archives: Malaki Duvant

Malaki is a calm brooding man who, by his nocturnal nature, is often mistaken for a vampire. The truth is that part of his curse seems to involve his only being able to walk the mortal realms in the dark. Although sunlight does no apparent damage to him, whenever he comes into contact with natural light he vanishes with the sound of shattering crystal. At the present time Malaki Duvant is considered a benevolent and often helpful ally, although lack of solid information and his apparent formidable power require that he still be classified as unstable.

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