Talk:WoD Gargoyles
Contents
WoD Gargoyles Brainstorm
Links
- [[1]] Gargoyles Wikipedia
- [[2]] Gargoyles (OWoD Bloodline) Wikipedia
- [[3]] Gargoyles TV-Serie Wikipedia
- [[4]] OWoD Fanmod Gargoyle the Vigil
Gargoyles as Servitors
Gargyle
Homunculus
Hankypunk
Yali
Gargoyles as Prometheans
siehe Hauptseite
Gargoyles as seperate Supernatural Class
Template
- 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
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
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.
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 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.
The Clan
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
- 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
Aspects
- Strength of Atlas ()
- Might of Colossus ()
- Guise of Proteus ()
Rites of Rookery
Pacts
Rites of Medusa
Meditations
Riddles
Merits
- Stronghold ()
- Prerequisites: -
- Omphallos ()
- Prerequisites: Stronghold
- Rookery ()
- Prerequisites: Stronghold
Grotesques
- Bestial Face ()
- Benefit:
- Drawback:
- Bestial Limbs ()
- Benefit:
- Drawback:
- Bestial Torso ()
- Benefit:
- Drawback:
- Wings ()
- Benefit:
- Drawback: