WoD Gargoyles

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Links[edit]

  • [[1]] Gargoyles Wikipedia
  • [[2]] Gargoyles (OWoD Bloodline) Wikipedia
  • [[3]] Gargoyles TV-Serie Wikipedia
  • [[4]] OWoD Fanmod Gargoyle the Vigil

Gargoyles as Servitors[edit]

Gargyle[edit]

Homunculus[edit]

Hankypunk[edit]

Yali[edit]

Gargoyles as Prometheans[edit]

The Gargoyle Lineage are Prometheans of vampiric progeny. The Circle of the Crone devised certain rituals in ancient times to infuse dead bodies made of clay or stone with an unholy mockery of life. Not unlike the Golems, the first Gargoyles were created as slaves by kindred acolytes to serve them in their sinister work. If other Prmetheans encounter a Gaegoyle they often mistakenly believe him to be a Golem until they learn to spot the subtle differences in humour or derangements, that set them apart of the Tammuz, or the Gargoyle is displaying some form of their unique Transformation Viscera. The demiurges of Gargoyles are either Gargoyles themselves, or almost exclusively Vampires. To create a sentient Gargole the demiurge needs to have knowledge of a special and stronger variant of the "A Child from the Stones" Cruac Ritual, involving the use of certain human body parts in the creation of the body and a burying procedure quite similar to that of the Tammuz Lineage. Also alike their Golem kin the Gargoyles have a phrase bestowed in vampiric Vitae inscribed on their foreheads and cannot speak for some time after their creation. Some rare cases are known, in which a Gargoyle, made purely from inorganic material like with the standard version of the ritual, awakens to full sentience, but these are always Pandoran-like creatures of destruction and madness. Other Prometheans, especily Galateids and Osirians percieve Gargoyles as the lowest scum, beneath true Promtheans, not even created as the progeny of mortal, but rather undead beings that themselves crave and thirst for the Azothic spark of true life. The Tammuz have very split oppinions upon their spernatural cousins. Some believe them to be long lost brothers, others see in them the spoiled brodod of dark creatures and hunt them down, like the Titans fought Gaeas children.

  • Progenitor: Goratrix
  • Other Nicknames: Blood Angels, Gargs
  • Appearance:
  • Disfigurement: Almost always Wings are the first Disfigurement to develop for a Gargoyle. Other common Disfigurements are eyes seeming to be made of multifacetted diamonds, rubies burning with an inner fire of Pyros, or other gemlike changes of the eyes.
  • Humour: Phlegmatic; Gargoyles suffer from Golem Torment; Special Disquiet and Wasteland (Gargoyles dont' spread Disquiet and wasteland like normal Prometheans, due to their vampiric progeny. They trigger both effects like Tammuz Prometheans, but only other Supernaturals are affected by the ramifications of Disquiet. Also Ghosts suffer from the effects of the Gargoyles Disquiet. The Wasteland Effect of Gargoyles never exceeds Stage Three.)
  • Element: The element of Earth gouverns the Gargoyles, just like their closest Promethean kin, the Golems.
  • Bestowment: Unholy Stamina
  • Refinements: The few Gargoyles that gain knowledge of the Promethean ways of the great pilgrimage mostly flock to the Refinement of Ferrum, for they often seek to master ... Some of the remaining seek to master the lore of the Refinement of Mercury, because the remaining residue of Vitae burns within their Azoth, seeking to distilate that traces out of their proto-souls with the heat of Pyros. A select handful remain, that pursue the Refinement of Aurum (like Goliath' Clan in the Disney cartoon series). Gargoyles with the Refinements of Cuprum, or Stannum are almost unheard of. All awakened members of the Lineage, do however share an affinity to the Gargoyles unique Transformation of Viscera, which they may have learned from either their Kindred demiurge, another Gargoyle, or have developed on their own by trial and error.
  • Character Creation:
  • Concepts: Vigilante, Haven guardian, Escaped slave, Urban bogeyman.
  • Quote:

Stereotypes[edit]

  • Frankenstein:
  • Galathea: Look at your own imperfection, marble statue.
  • Osirians:
  • Tammuz: Our closest Promethean kin. The ones that fully understand our own struggle for freedom.
  • Ulgan:
  • Vampires: Our creators and slavemasters, one day or hate will outweigh our gratitude.
  • Werewolves: They are creatures of the Moon, which represents the lure of the Beast, beware.
  • Mages:
  • Mortals:

New Transmutations[edit]

Viscera[edit]

Viscera , the exclusive possession of the Gargoyle Lineage is an extension of the Gargoyles' natural affinity for stone, earth and things made thereof.

  • Skin of the Chameleon When Skin of the Chameleon is in effect, the Gargoyle's skin takes on the color and texture of the surrounding environment. This coloration changes as long as the Gargoyle maintains a walking pace or slower. More rapid movement will make the Gargoyle's appearance blur, negating the camouflaging effect. If the Gargoyle is in flight, his skin becomes a reasonable facsimile of the night sky, though it will not shift to mimic nearby skyscrapers or star patterns. Costs one Pyros.
  • •• Scry the Hearthstone The backbone of the Gargoyles' strength as guardians of havens and chantries, this power allows the user to maintain vigilance over part or all of an enclosed structure. The Gargoyle gains an innate sense of where all beings are located within the structure, even those hidden by Obfuscate or other supernatural concealment. This can be used on anything up to the size of a large castle, including a cave complex, a theatre, a parking garage or a mansion. To determine the Gargoyle's ability to detect Obsfucated characters, compare the relative levels of the Gargoyle's Viscera minus one and the intruder's Obsfuscate. Costs a Willpower point to activate and remains in effect as long as the Gargoyle is within or in contact with the target structure.
  • ••• Bond with the Mountain This allows a Gargoyle to seek shelter within stone (or building materials that are stonelike, such as cement). A faint outline of the Gargoyle's shape can be seen by an sharp-eyed observer. A Gargoyle attacked while Bonded with the Mountain has triple his normal soak against all forms of attack. If he sustains three lethal health levels of damage from a single attack, however, he is forced out of his bond and suffers disorientation. Costs 2 Pyros and the merge takes four turns to complete.
  • •••• Armor of Terra This power, combined with their inherent unnatural resilence, is the source of the Gargoyles' ability to withstand assaults that would tear other Supernaturals to shreds. The Gargoyles' skin is toughened and she gains a higher pain threshold. She also acquires a limited amount of immunity to fire (though is no less terrified of it). This power is automatic and always in effect. Gives one extra soak for all aggravated and lethal attacks and two for all bashing. Reduces all wound penalties by one and halves the damage of any fire based source of injury.
  • ••••• Flow Within the Mountain A Gargoyle is no longer confined to the location in which he Bonded with the Mountain. He may now travel through stone and concrete as if it where no thicker than a dense liquid. Once Bond with the Mountain has been used, the character spends two more blood points to active this power for the duration of the scene. This power can also be used to walk through a stone wall and emerge on the other side without first using Bond with the Mountain. In this case, the player spends one blood point. The Gargoyle may flow through a maximum thickness in feet equal to his successes. If the wall or barrier is thicker, the character is trapped within it until he is chiseled out or uses Flow Within the Mountain to escape.

Gargoyles as Spirit-Claimed[edit]

Gargoyles as seperate Supernatural Class[edit]

Template[edit]

Supernatural Advantage: Natural Armor Trait equal to Sta, Grotesques (6 points)
Power Stat: Might
Power Pool: Essence (harnessed from Geomantic Nexi, Loci, Ley Hallows, etc; called Omphallos by Gargoyles)
Powers: Aspects (4 dots)
Morality Stat: ?

Appearance[edit]

Gargoyles are monsters. That is the simple truth. They are inhuman, fearsome, and often hideous. The concept of a "typical" Gargoyle is completely useless. No two Gargoyles look alike, and the variations in size, color, shape, and features are too wide to record. Some, those most familiar to Western European legends, appear mammalian, bipedal, and winged, with a uniform skin color. At night, they are nearly unstoppable; strong, tough, and able to glide in and out of danger; but in the daylight, they are as helpless as newborn babes, unable to even perceive if they are in peril.

Some features seem more common than others: the wings, generally bat-like (although there are variations); the stature, upwards of nine feet tall; the limbs, well muscled and lean; the horns, the teeth; and finally, the claws, capable of rending even a Werewolf to pieces. Chances are, if you've seen five Gargoyles, you've seen five completely different beings, almost as if they were separate species.

Biology[edit]

Gargoyles are an ancient race that has existed alongside mankind since the beginning of time. It is speculated by some that they were children of an Ancient Godess, by others that they were the product of magical breeding experiments.

Gargoyles are particularly notable for entering a sort of stone hibernation during the day, during which they resemble gothic-style statues. During daylight, they can quickly heal from injury and illness, and are protected from most natural threats. However, this state makes them easy targets for destruction by their enemies and humans who hate them.

The rising of the sun turns Gargoyles into solid stone for the day. At sunset, this transformation is reversed, with the outer layer of stone skin being shed as it cracks with movement. Avoiding the sun's rays does not appear to prevent the transformation.

While usually mammalian in appearance and mating habits, Gargoyles hatch from eggs. Female Gargoyles usually lay one egg at a time, in 20 year cycles. The eggs will then harden dependent on the care and heat received. The eggs hatch after ten years. Eggs that were not hardened properly will most often yield non-sentient Gargoyles.

Hatchlings grow and age at a rate roughly half that of humans; thus, a Gargoyle can be thirty years old, and still in adolescence. Non-sentient Gargoyles grow at an analogous rate: roughly half that of whichever animal they most resemble. The average lifespan of a healthy sentient Gargoyle is 140 years.

The Clan[edit]

The Clan is the extended family of Gargoyles, banded together for security and fellowship. Sometimes, a non-Gargoyle will be welcomed into the Clan. This is very rare, and denotes a tremendous respect, trust, and friendship. Regardless of their origin or species, all Clan members are afforded equal status, and any of them will defend any other of them to the death. Sometimes, a Clan member may be guilty of some transgression against the laws of another group or society. If the Clan feels the laws violated are honorable, it will desire to see the guilty punished. However, they will still defend their companion: Gargoyles must only answer to Gargoyle justice, which can be just as compassionate as that of any other society's, or just as brutal.

Members of the clan are not necessarily related biologically (bloodlines mean little to most gargoyles). Nevertheless, the gargoyles in a clan will consider themselves members of a single extended family, often referring to others of their generation as "Rookery Brothers" or "Rookery Sisters". This reflects the fact that gargoyles are hatched from eggs, which are stored communally in a rookery. As such, parents are never certain which of the hatchlings is their biological offspring. Rather, hatchlings are "children of the entire clan". The non-sentient members of a Clan are no less members, despite their lack of speech and apparent intelligence. They are given duties and affection just as the sentient Clanmembers.

Each clan has different physiological and cultural differences based upon where in the world were they are located and which Cult they adhere to. Despite this, they all share the same attributes: they go into stone sleep during the day, all are fierce and formidable fighters, and they all have a specific area, persons, or concept that they protect.

Cults[edit]

  • Defenders (Symbol: Castle, Shield) - Protectors; Rites of Rookery (some Viscera Powers, Warding, Occultation)
  • Wyvern (Symbol: Horned Head, Trident) - Predators; Pacts (like Pledges or Demonic Pacts)
  • Circle of Medusa (Symbol: Gorgon's Head, Snakes) - Witches; Rites of Medusa (like Cruác Rites or Mage Spells)
  • The Monolith (Symbol: Boas, Djed-Column) - Eremites; Meditations (like Coils of the Dragon or Trasmutations)
  • Sphinx (Symbol: Sphinx, Hieroglyph) - Enigmas; Riddles (special; can catch Spirits or Ghosts, delay Mortals or Supernaturals, etc.)

Powers[edit]

Aspects[edit]

  • Strength of Atlas ()
  • Might of Colossus ()
  • Guise of Proteus ()

Rites of Rookery[edit]

Pacts[edit]

Rites of Medusa[edit]

Meditations[edit]

Riddles[edit]


  • Touch of the Pebble (•)
  • Threshold (•)
  • Cloak of Stone (••)
  • Whispers of the Chamber (••)
  • Haven of Stone (•••)
  • Voices of the Castle (•••)
  • Stoneslip (••••)
  • Daylight Guardian (••••)
  • Crawling Chamber (•••••)

Merits[edit]

  • Stronghold ()
Prerequisites: -
  • Omphallos ()
Prerequisites: Stronghold
  • Rookery ()
Prerequisites: Stronghold
  • Fighting Style: Aerial Combat ()
Prerequisites:

Grotesques[edit]

  • Bestial Face ()
Benefit:
Drawback:
  • Bestial Limbs ()
Benefit:
Drawback:
  • Bestial Torso ()
Benefit:
Drawback:
  • Wings ()
Benefit:
Drawback: