The night has eyes, and not all of them human. Chosen tread carefully in the dark, in the wilderness, for one never knows if around the next bend is a friend
or a foe.
Kinn are humans who are not supernatural in any way. They start with 6/4/3 Attributes, 13/9/5 Abilities, 5 Backgrounds, 1 Aura, 1 Willpower, and 15 Freebie points. It is extremely rare to see a Kinn with any trait above 3. If a Kinn becomes Chosen, she automatically gains 1/1/0 Attributes, 3 Forms, 3 Spheres (probably her Patrons), her Patrons Boon, 1 Faith, a number of permanent Aura equal to her Aspects beginning Aura minus 1, and a number of permanent Willpower equal to her Patrons beginning Willpower minus 1.
Werewolves are pure creatures of Uchu Ascending. The best source for their capabilities is Werewolf Second Edition, with some major exceptions. There are no Tribes (Silver Fang is yet to be born). They call themselves the People. They are all Metis with no deformities nor sterility. There will be no Umbra until the Sundering. They have no Gifts. They do not fight the Wyrm, but Lycanthropy. They fight Lycanthropy for reasons unknown to them. All werewolves have 7 permanent points of Aura (instead of Gnosis). They have no Rage. Willpower ranges from 2 to 5 permanent points. They avoid humans whenever possible.
Vampires are relatively new to the World. The best source for their capabilities is Vampire Second Edition, with some major exceptions. They call themselves Vampires. They, like werewolves, do not separate themselves into Clans yet. Neither to they recognize Generation, as most vampires are on equal power levels to one another (and to Chosen). They have no Aura (so even if they know Chosen Spells, they could not cast them). Willpower tends to start around five permanent points, and can be as high as nine. The older a Vampire is, the stronger she is, and the more Oblivion can be detected from her.
Every story has an end. So too must every live. But, Uchu Hidden keeps her charges warm until they may return to the living form. For every three days spent alive, a soul spends one day in Uchu's arms. Too often it happens that souls have unfinished tasks among the living. And so, they leave their blissful slumber to walk about unfelt and unseen. Kokoro blesses each with an axiom of power to accomplish what they must. All Aura a Ghost possesses is temporary. At the time of death, that Aura raised up to ten points. Any ghost can cast Spirit and perception Spells innately (Willpower roll, Difficulty 7). However, when the Aura is spent, it is gone. To regain spent Aura, it must be freely given to her by one of the living. Most often this takes the form of offerings at the family shrine, or even lighting a candle in memory of her. Taking Aura unwillingly from the living or other ghosts is difficult and hazardous. Doing so is considered a level 4 Spirit Spell and leads the soul down Oblivion's dark path.
The Fae "please-dont-call-us-faeries-thankyou" are having a golden age. Sure there are problems in smaller circles with inbreeding, but who believes the rumors about fae stealing babies? And the very thought of a fae sleeping with a mortal is hideous! Okay, so iron in any form is a big problem, but thats why the Fae stay away from humans. They have Forms and Spheres, and can cast Spells, but they do not have to spend Aura to do so. They call their Spells "cantrips", all of which are rolled at Difficulty 6. Most Cantrips are exclusively fae, and some are very unique.
Dragons are ancient being of immense power. They do have Spheres, but they do not cast Spells. All effects they do are a special form of Raw Magic. When a Dragon wishes to do an effect, it only spends one point of Aura and rolls Form + Sphere (Difficulty 4). Dragons have between 10 and 20 permanent points of Aura, and 10 permanent points of Willpower. They also have at least 5 permanent points of Faith. Health Levels for a Dragon are as follows: Ok, Ok, Ok, Ok, Ok, 1, 1, 1, 3, 3, 3, 5, 5, 5, Incapacitated. Additionally, they gain four dice on all Physical Dice Pools and two dice on all Mental Dice Pools, but they lose two dice on all Social Dice Pools except Intimidation related rolls. Their biting attacks are rolled Dex + Brawl (Difficulty 5) doing Str + 4 damage. Their claw attacks are rolled Dex + Brawl (Difficulty 6), doing Str + 3 damage. They can also strike with a tail lash rolled Dex + Brawl (Difficutly 7) which does Str + 2 damage; if successful, the victim must make an opposed Dex roll (difficulty 6) against the Dragon's damage successes where failure means being knocked to the ground. Yet despite all this power, each Dragon has a fatal weakness, her most closely guarded secret. Even lowly peasant could defeat a Dragon when armed with that knowledge.
Creatures are animals of all types. They do not have Social Attributes to speak of. All Creatures start with 3 Attributes, 5 Abilities, 1 Aura, 1 Willpower, and 10 Freebie points. Just because an Attribute is 0 does not mean that the Creature does not possess it (i.e., an Intelligence of 0 is about an IQ of 60). Following is a list of Creature statistics. These are suggestions only. For animals not on this list, use their closest relative with logical trait changes.
Creature Abilities: Alertness, Athletics, Awareness, Brawl, Dodge, Intimidation, Intuition, Stealth, and Survival.
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Aligator Attribute Modifiers: Strength + 3, Dexterity + 2, Stamina + 2 Perception 1, Intelligence 1, Wits + 1 Attacks: Bite, Jaw Lock Health: Ok, Ok, 1, 1, 2, 2, 5 |
Ape Attribute Modifiers: Strength + 4, Dexterity + 0, Stamina + 2 Perception + 1, Intelligence + 1, Wits + 0 Attacks: Bite, Squeeze Health: Ok, Ok, 1, 1, 2, 2, 5 |
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Bear Attribute Modifiers: Strength + 3, Dexterity + 0, Stamina + 3 Perception + 0, Intelligence 1, Wits 1 Attacks: Claw Rake, Bite, Jaw Lock Health: Ok, Ok, 1, 1, 2, 2, 5, 5 |
Boar Attribute Modifiers: Strength + 2, Dexterity + 0, Stamina + 3 Perception 1, Intelligence 1, Wits + 0 Attacks: Gore Health: Ok, 1, 1, 2, 2, 5 |
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Bobcat Attribute Modifiers: Strength + 2, Dexterity + 2, Stamina + 2 Perception + 2, Intelligence + 0, Wits + 2 Attacks: Bite, Claw Rake Health: Ok, 1, 1, 2, 5 |
Great Cat Attribute Modifiers: Strength + 4, Dexterity + 2, Stamina + 2 Perception + 2, Intelligence + 0, Wits + 2 Attacks: Claw Rake, Bite, Jaw Lock Health: Ok, Ok, 1, 1, 2, 2, 5, 5 |
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Hawk Attribute Modifiers: Strength + 1, Dexterity + 2, Stamina + 2 Perception + 2, Intelligence + 0, Wits + 1 Attacks: Claw Rake, Peck Health: Ok, 1, 1, 2, 5 |
Horse Attribute Modifiers: Strength + 5, Dexterity + 2, Stamina + 2 Perception + 2, Intelligence + 1, Wits + 1 Attacks: Kick Health: Ok, Ok, 1, 1, 2, 2, 5 |
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House Cat Attribute Modifiers: Strength 1, Dexterity + 2, Stamina + 0 Perception + 2, Intelligence + 0, Wits + 2 Attacks: Bite, Claw Rake Health: Ok, 1, 2, 5 |
Rabbit Attribute Modifiers: Strength + 0, Dexterity + 2, Stamina + 0 Perception + 2, Intelligence + 0, Wits + 1 Attacks: Bite, Claw Rake Health: Ok, Ok, 1, 5 |
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Rat Attribute Modifiers: Strength 1, Dexterity + 3, Stamina + 1 Perception + 0, Intelligence + 1, Wits + 1 Attacks: Bite Health: Ok, 1, 3 |
Raven Attribute Modifiers: Strength 1, Dexterity + 2, Stamina + 1 Perception + 0, Intelligence 1, Wits 1 Attacks: Peck Health: Ok, 1, 2, 5 |
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Snake (constrictor) Attribute Modifiers: Strength + 2, Dexterity + 0, Stamina + 2 Perception + 0, Intelligence 1, Wits + 0 Attacks: Bite, Squeeze Health: Ok, 1, 1, 2, 5 |
Snake (poisonous) Attribute Modifiers: Strength 1, Dexterity + 2, Stamina + 0 Perception + 1, Intelligence 1, Wits + 1 Attacks: Bite, Poison Health: Ok, 1, 3 |
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Spider Attribute Modifiers: Strength 1, Dexterity + 1, Stamina + 0 Perception + 0, Intelligence 1, Wits + 1 Attacks: Poison Health: Ok, Squashed |
Squirrel Attribute Modifiers: Strength + 0, Dexterity + 3, Stamina + 0 Perception + 1, Intelligence + 0, Wits + 1 Attacks: Bite, Claw Rake Health: Ok, 1, 3 |
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Stag Attribute Modifiers: Strength + 2, Dexterity + 2, Stamina + 3 Perception + 2, Intelligence + 0, Wits + 0 Attacks: Kick, Gore Health: Ok, 1, 1, 2, 2, 5 |
Weasel Attribute Modifiers: Strength + 0, Dexterity + 2, Stamina + 0 Perception + 0, Intelligence + 1, Wits + 0 Attacks: Bite, Claw Rake Health: Ok, 1, 3 |
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Wolf Attribute Modifiers: Strength + 1, Dexterity + 1, Stamina + 2 Perception + 1, Intelligence 1, Wits + 0 Attacks: Bite, Claw Rake, Jaw Lock, Body Slam Health: Ok, 1, 1, 2, 2, 5 |
Wolverine Attribute Modifiers: Strength + 1, Dexterity + 2, Stamina + 2 Perception + 0, Intelligence 1, Wits 1 Attacks: Bite, Claw Rake, Jaw Lock Health: Ok, 1, 1, 2, 2, 5 |
Okay, so you don't have time to make a monster with a full spread of stats. No problem. Give it a rating from 1 to 20. The monster has a universal Dice Pool equal to that rating for any action or soak. It also has that many Health Levels. If it loses a Health Level, it also loses a die from its universal Dice Pool as a Wound Penalty. If it loses all of its Health Levels, it's dead. Simple.