Chapter 3: Character Creation
Gargoyles in the World of Darkness
Gargoyles could be a game unto itself. But the purpose of this book is to place them as a supplementary race to nearly any World of Darkness Game.
Yet, when you make a Gargoyle character, you may notice that their affords them a greater affinity with certain games. The most obvious is Werewolf. As you will see in later chapters, Gargoyles and Garou have many common traits. Gargoyles could also fit into a Vampire story, but for very different reasons (explained in later chapters).
Attributes
The attributes of a Gargoyle are much like those of any other race in the World of Darkness. They are determined and used in the same manner. However, you will notice that a Gargoyle has a much higher potential in his Physical attributes, and begins with at least two dots in each of these. They are born warriors, and this reflects that fact.
Abilities
Again, these are determined just as in other games. However, there are a few changes.
Arial Combat
It is assumed that any Gargoyle who possesses wings can glide (not fly). To use this ability in other-than-normal situations, the character needs to make a Dex roll, with a difficulty of 5 or more, depending on the situation.
However, being born warriors, most Gargoyles learn the art of Arial Combat. This allows them to perform extraordinary feats of agility in mid-air.
It also allows them the ability to "hit-and-run" opponents on the ground.
System: Anytime a Gargoyle is fighting while gliding, all attack rolls are Dex+Arial Combat, with a minimum difficulty of 6. If a gargoyle hits an opponent on the ground, the damage is +2, and the difficulty for hitting a Gargoyle in mid-air is increased by +1.
O -You can outmaneuver a 747.
OO -You can avoid buildings.
OOO - "Damn, this kids good!"
OOOO - Move over Red Baron!
OOOOO - Top Gun is child's play.
Artistry
Like many Humans, Gargoyles are emotionally moved by works of art an literature. Many Gargoyles have learned to express their feeling through various means, whether it be poetry, painting, or music.
System: The number of dots a character has in artistry indicates his skill in producing and identifying relative works in his chosen field.
O -Stick figures come easily.
OO -You got a B- in drawing.
OOO -You could draw for Harvey.
OOOO -Marvel would offer you a job.
OOOOO -Fans at cons would ogle over you.
Advantages
Many of the advantages a Gargoyle possesses mirror those of other beings. Check the rules of the game in which the Gargoyle is being introduced for specific advantages available. It is up to the Storyteller which ones can be bought by the Gargoyle character.
Backgrounds
The Backgrounds Allies, Contacts, and Resources function in the same manner for Gargoyles as they do for other White-Wolf beings. However, Gargoyles have another background option.
Clanmates
A clanmate is the closest relation a Gargoyle possesses. As was stated earlier, Gargoyle Clans typically consist of members of the same batch, or from the same Ancestral Home.
As a Background, A Gargoyle can have a Clanmate who is not necessarily of his kin. Humans are often included in Clans, as well as many other beings who have shown themselves to be honorable and worthy. For every dot in clanmates, a Gargoyle can have up to 3 Humans, or 1 supernatural being of his choice (Vampires and Wraiths excluded). It is assumed that a Gargoyle has a Clan of other Gargoyles of his kind, so they do not have to be purchased in this manner (exception: Flaw: Lone Gargoyle).
Practices
Gargoyles have a few, innately magical abilities. These abilities are not learned, rather they are extensions of a Gargoyle's will, and are often done subconsciously. Every Gargoyle can
perform these actions, and start with one dot in each. Extra dots may be purchased at a cost of 2 Freebie points per dot.
Dedication
When a Gargoyle turns to stone during the light of day, his clothes change with him. This is a result of the Dedication Practice. It is a minor
Practice that all Gargoyles possess to a limited extent. At the one-dot level, the Gargoyle can dedicate a set of simple clothing, enough to cover himself. For each dot devoted to the Practice, he can dedicate more types of objects.
O -Normal garments.
OO -Melee Weapons and Armor.
OOO -Simple machines (guns, etc.).
OOOO -Minor Talismans.
OOOOO -High level Talismans.
Might
Might represents a Gargoyles ability to summon a supernatural amount of strength. This is most often used when a Gargoyle tries to lift extremely heavy objects. The more Might a character has, the more weight he can lift. For every dot of Might the character has, he may add a dot to his natural Strength. When Might is used, the character must make a roll with Strength+Might , difficulty 6. The number of successes needed is equal to the character's Might rating.
Note: This is cumulative with Infuriation bonuses.
Heightened Senses
By concentrating for one full round, a Gargoyle can heighten one or more of his senses. To do this, the Gargoyle needs only to spend one Essence pool point. For each dot in Heightened Senses, the character can define a sense he is able to enhance. No matter how many senses the character can do this with, he is normally limited to one at a time. However, by making a Willpower roll, difficulty 7, the character can add an additional sense at that time. This lasts for the entire scene.
Mystic Sight
Mystic sight is the Gargoyle's ability to notice those characteristics in a being which indicate a supernatural origin. This includes penetrating the Masquerade, the Delirium, and the Veil. Like the other Practices, Mystic Sight is a natural ability, and all Gargoyles posses it to some extent (minimum 1 dot). The more dots the character has, the more clear the nature of a supernatural being is to the Gargoyle. To use this make a Perception + Enigmas, Difficulty 7.
O -You notice strange things...
OO -You can sense Vampires.
OOO -You can discern Garou.
OOOO -Seeming Sight
OOOOO -You can sense the proximity of Wraiths.
Affinities
As a device to help them to adapt to an ever-changing human world, Gargoyles develop affinities for certain aspects of life. These are often with certain "human" subjects, like science and technology. However, they can be with more archaic themes, such as magic and nature.
For simplicity's sake, Affinities fall within six basic categories, known as Broad Groups. These are sub-divided into specific abilities, called Foci. Each Gargoyle has one Affinity at the start.
He must then choose a Focus. The bonuses for Affinities are 2 dots for the Focus, and 1 dot for each other ability in the Broad Group.
Example: Gargoyle I chooses the Hi-Technology Broad Group, with a Focus in Computers. He now has a 2-dot bonus in Computers, and a 1-dot bonus to all other Hi-Tech skills.
Broad Group Abilities
Hi-Technology
Computers
Robotics
Machinery
Fuel Engines
Ind. Machines
Science
Hard Sciences
Life Sciences
Nature
Animals
Plants
Spiritual
Umbral Travel
Spiritual Communication
Magic
*Spell Translation
*Talismans
*The Magic Affinity has its own set of rules, discussed in the next chapter.
These lists are not complete, but they give you a guide as to what abilities fall into each category.
As was stated, a Gargoyle normally starts the game with one free Affinity. Other ones can be bought at a cost of 5 Freebie points per Affinity. However, a Gargoyle can choose not to have an Affinity. This allows them an extra 5 Freebie points. It must be noted that if a Gargoyle chooses not to take an Affinity during creation, he may never "develop" one later with experience. The same applies for more Affinities after the creation process is complete.
Eminence
Like a Werewolf's Renown, Eminence affects a Gargoyles place in his clan, and Gargoyle society. It is a combination of his attitudes, past deeds, and his effect on those around him. It is divided into three attributes.
Presence
Presence represents the Gargoyle's ability to command respect, and defines his place within the clan. Most Clan leaders will have at least 5 dots in Presence. Unlike the other Eminence abilities, Presence has no temporary points. The number of points in this attribute is up to the player initially, and may be added to by the storyteller, based on the actions of the character, and the way encounters react to his strength of character.
Honor
Honor works for Gargoyles in the same manner as it does for Werewolves. It is the result of valorous actions performed by the Gargoyle. It is also affected by the way the character carries
out the Gargoyle's hereditary mission to protect humans. If a Gargoyle fails in this, his Honor will be affected accordingly.
Commitment
Commitment represents a Gargoyle's desire to protect humans and other innocents near him. Humans can sense this in Gargoyles they meet. The higher his Commitment rating, the more likely humans will react positively to the Gargoyle. When a Gargoyle meets a human, and he wishes to be friendly, he must make a Charisma check. However, he first makes a Commitment roll, difficulty of 6. The number of successes is the number of extra dice the Gargoyle gets when rolling the Charisma check. It should be noted that the Gargoyle can choose not to make this roll if he has no intention of befriending a specific
human.
Fury
Fury represents a Gargoyle's inner, bestial aggression. In the system of the game, Fury has two uses. Like a Werewolf's Rage, Fury can drive a Gargoyle to perform feats beyond his normal capacity. It can also be used to scare or intimidate those who are a threat to any who are important to the Gargoyle.
By spending a Fury pool point (squares), the Gargoyle can perform an additional action that round. The limit to the number of spendable temporary Fury points per round is one-half of the total Rating (dots) the character has. Fury points can be recovered in one of several ways:
Botch: At the Storyteller's discretion, a character who botches a roll should receive a Fury point to represent the frustration, provided the situation is stressfull. Remember that social situations can be just as stressful as combat, and a botched roll is even more frustrating during some social circumstances.
Confrontation: At the Storyteller's discretion, a character may receive a Fury point after the first turn of a confrontational situation, just before combat really begins in earnest, or in any really tense role-playing situations. This represents the anticipation of danger, the raising of hackles as anger rises to the surface.
Blood of Innocents: If a Gargoyle sees the blood of an innocent spilled, he may gain a Fury point if he doesn't become Infuriated (makes his Willpower roll). If he becomes Infuriated, the Fury point is not gained, but the Gargoyle gains the additional effects of being Infuriated.
Infuriation
When a Gargoyle is angered he may voluntarily become Infuriated, by making a Fury roll, with a difficulty of 6. However, this is often involuntary, depending on the event that angers the
Gargoyle. An Infuriated Gargoyle is an awesome, and often frightening, sight. The eyes glow, the body seems to swell, and a guttural growl emits forth. Most humans would flee in panic, and even a Vampire will hesitate at the sight (+2 Intimidation). When a Gargoyle is Infuriated, his adrenaline gives him a boost of Strength and Stamina (+2 each). He is also able to perform two combat actions in a single round without spending a Fury point. These effects last for the entire combat, or until the Gargoyle can make a Willpower roll to recover.
While Infuriated, a Gargoyle will attack any enemy around him. He will ignore the effects of all damage while Infuriated. However, when he recovers, he will Immediately suffer the effects +1 level. if the Gargoyle is Incapacitated, he will slip into a stone-sleep right then, which lasts until the next sunset, no matter the time of day of the combat.
Essence
Essence is a Gargoyle's inner strength. It is a result of how much a Gargoyle believes in himself, and how much he acts true to his feelings.
This inner energy can be released to affect the world around them. By spending a point from the Essence pool, a character can lower the difficulty number for any roll required by one. Essence points are also spent to activate Talismans. Each Talisman has a requisite amount, much like the Fetishes of Werewolves.
There are a few ways to regain spent Essence:
Essence points are awarded in conjunction with experience at the end of each session. As long as the Storyteller feels that the Character acted along the lines of his Nature and Demeanor, one Essence point is awarded at that time.
The character may perform a "random act of heroism" to gain back Essence. The character may Patrol his city, and the Storyteller makes a secret Essence roll Gargoyle, difficulty 8. The number of successes dictates how many foes the Gargoyle will find committing a violent crime. The nature of the crime is up to the Storyteller, but whatever the case, innocents must be involved. When the Gargoyle defeats them, he gains one point of Essence for each foe defeated.
Willpower
Willpower is a measure of a Gargoyle's self-control and ability to overcome adversity. Like Fury and Essence, there are two types of Willpower. The rating is set in stone and can not be changed except through experience. This number is used when the Gargoyle must make a Willpower check.
The points in the Willpower pool can be spent in order to push the character beyond his normal limits, or to avoid being Infuriated at the wrong time.
Recovering lost Willpower comes only at the end of a story, when the character has the time to rest and collect his resolution. At that point, the character regains all lost Willpower points, up to his Rating number.
Health
A Gargoyle is naturally tough, and more able to withstand injury than other beings. To reflect this, the Gargoyle has an extra Bruised level. This is a natural trait and can never be lost, voluntarily or involuntarily.