Defenders of the night...

Chapter 4: History

The Shroud

The Shroud is a term for a phenomenon that is barely 500 years old. In the middle-ages, when man began to hunt the Gargoyles, many sought to hide from the numerous and resourceful humans. To this end they mostly found places where man was not a threat. However, when they could not hide in the dark recesses, they found a way to hide in the open. Hence, the Shroud.

When humans see a Gargoyle in stone-form, they cannot register that it is anything more than just a statue. This is the result of a haze of disbelief that the Gargoyles project. Only those with open minds, i.e. those with experience in the occult, or those who have met a Gargoyle in Flesh form can see them with an open mind. In this modern age, this accounts for less then 1% of the overall population.

Another exception to this are the members of the other supernatural races. Vampires, Werewolves, Changelings, and Wraiths can recognize a Gargoyle in stone form if they make a successful Perception + Enigmas roll, difficulty 7. This is a one-time attempt, rolled secretly by the Storyteller. If this roll yields no successes, the being can never see the Gargoyle in his stone form for what he truly is.

In Flesh-form, the Gargoyle has no such protection. He is as visible as any other creature of the world. Although to humans, they can bring on a form of the Delirium. If the Gargoyle is Infuriated when he is seen, the human must make a Willpower roll to keep from going catatonic. If the roll is successful, the human will flee in panic, and will tell his friends a fantastic story of a monster. Often this leads to the typical response of "Yeah, right!"

Supernatural beings are impervious to the Shroud in this respect. If the Gargoyle tries to intimidate a supernatural being, they each make opposing rolls. The Gargoyle rolls his Intimidation + Manipulation, difficulty 7, and the opponent rolls his Enigmas + Intelligence, difficulty 7. Whoever has the most successes, wins. The winner has initiative for the first two rounds, and the opponent is -1 to all dice pools for those two rounds.

Values

Values are what the Gargoyle holds to be most important to himself. There are three basic Values, and each character must choose one upon creation. Like Nature and Demeanor, this can be considered a tool to help define the parameters of the character.

However, aside from the purely role-playing aspects, Value also dictates the beginning ratings of Presence, Honor, and Commitment. The Values are Self, Populace, and Territory.

Self

The Self Value means that a Gargoyle is more concerned with self-preservation and advancement, than with anyone else. Though this is very rare in Gargoyle kind, there are those few who shun the protective instinct. These Gargoyles often feel a closer link to Calibus, and resent pity or friendship from humans, whom they see as the root of all of their troubles.

This is not to say that all Gargoyles with the Self Value will feel this way. They may only resent being different, and "slack" in their duties as protectors.

Beginning Ratings:

Presence: 3

Honor: 1

Commitment: 1

Populace

Most Gargoyles have this Value. It means that he is concerned about the welfare of humans, and will risk anything but a clanmate to protect them, including his own life.

Those with this Value have a more positive effect on humans. When the Gargoyle wishes a friendly or neutral response, the human is not required to make a Willpower roll to keep from fleeing. They will be willing to listen to the Gargoyle, if a bit nervously.

Beginning Ratings:

Presence: 1

Honor: 2

Commitment: 2

Protectorate

Those with the Protectorate Value feel that the home is more important than most anything. They will prefer to stay and protect the castle rather than take the fight to the enemy. Although not as rare as Self Value Gargoyles, Protectorates are few and far between. Whether it is a natural mechanism or just a coincidence, there is usually at least one of these in every clan.

Protectorates have an advantage over enemies they face them on the home turf. When defending their "castle", they gain an extra dice to their pool for determining initiative. In addition, the first round of the combat, they gain a free attack, before any initiative is rolled.

Beginning Ratings:

Presence: 2

Honor: 2

Commitment: 1

Castle

No matter the Gargoyle's Value, Nature, or Demeanor, they all have an area they call home. This was traditionally a Castle, and this term is still used to refer to the place they now live and protect. However, the individual definition of the Castle may vary from Gargoyle to Gargoyle.

When a character is created, he must choose a Castle for his character to protect. From then on, he feels personally responsible for those who occupy this place, whether that include only the Gargoyle, or the entire population of a city. The location of the Castle can change as a result of the Gargoyle's exploits.

Magic

When a Gargoyle chooses the Magic Affinity, he gains the ability to cast spells, as well as other magic-based abilities, depending on his focus.

The number of dots a character has in Magic dictates the limits of his ability with spells. Gargoyle magic is a different type of magic than that used by Mages. The types of magic used by these humans is unavailable to Gargoyles, probably due to their naturally magic disposition. However, many ages ago, Gargoyles, with the help of some Hedge Mages, developed a way to harness their Essence and use it to produce spell-like effects. It should be noted that the majority of Gargoyle spells would be considered "vulgar magic" by most Mages.

Gargoyle magic is able to produce any spell-like effect available to mages. However, the chance for a Gargoyle to "translate" a spell is based on the number of dots he has in magic affinity, and what his focus is.

When a Gargoyle tries to learn how to produce a spell effect, he rolls a number of dice equal to his Spell Translation rank. At least one success indicates that the spell was translated. However, the cost for casting is one more than for a mage.

Spells can only be translated if the character has as many dots in Spell-Translation as the spell has.

As well as being able to translate Mage spells, Gargoyle have developed several unique spells that they find most useful. Below is a sample list of some of these spells. The number of dots in each spell is the number of dots the Gargoyle is required to have in Magic Affinity, as well as the number of successes required to cast the spell.

Find the Leach(1 pt): This spell was developed in the Dark Ages, when Gargoyles first began to war with Vampires. It was an effective tool for seeking out the bloodsuckers in their lairs.

System: By expending an Essence point, and performing the incantation, the Gargoyle's vision shifts slightly. As this happens, he is able to see traces of pseudo-umbral material that are produced by Vampires. They will appear to glow red to the caster. Additionally, if the Vampire moves, it leaves a "trail" of glowing red material, which can be followed by the Gargoyle. This spell lasts for one hour for each dot the character has in Essence.

Burning Leach(2 pts.): This spell was also developed in the Dark Ages. It is a highly effective attack on even the most formidable of Vampires. The effect of this spell is a stream of liquidy magic energy, which burns a Vampire as if it were holy water.

System: When the character casts this spell, and spends at least one Essence point, he rolls a number of damage dice equal to the Gargoyles Essence rating. The Vampire is allowed to try to soak the damage with a difficulty of 8. However, regardless of how many levels the Vampire soaks, he will suffer a minimum of 1 health level. This minimum total may be increased by one for every extra 2 Essence point that the Caster spends when casting.

Flight(2 pts) This spell was developed ages ago by a Gargoyle who was born without wings. It allows a Gargoyle to fly by force of will. This spell is commonly infused into minor Talismans to allow non magic-wielding Gargoyles to benefit from it.

System: Once the Gargoyle spends the essence points to cast the spell (or activate the Talisman), he is able to fly. Flight works the same as Gliding, with the exception that Flight requires no updrafts, no skill check to gain altitude, and someone in Flight cannot fall unless they are unconscious. The spell will last as long as the caster can concentrate. Restrictions to weight carried is the same as Gliding.

Animate Stone(3 pts) This spell allows a Gargoyle mage to animate stone statues, and have them follow his orders. The statues will have the same fighting statistics and wound status as the Gargoyle.

System: For every three points of essence the character spends, he can animate one statue. The form of the statue is of little import. However, even if the statue has wings, it will not be able to glide or fly, as it is made up of normal stone.

Stone Mend(4 pts) This spell allows the Gargoyle to reseal broken parts of stone. This is especially useful because it allows the mage to mend the broken limbs of Gargoyles, including himself.

System: By expending four essence points the character can mend one appendage. This is done automatically to all stone forms. Gargoyles must be in stone form, and they will awaken with the limb fully functional.

Summon the Clan(2 pts) Often times a Gargoyle will need to call for the help of his clanmates. With this spell, all members of the caster's clan, whether Gargoyle or not, will here the plea, and know exactly where the caster is located.

System: By expending essence, the clanmates listed on the backgrounds of the character can be summoned as described above

Entrance(3 pts)

Mind Shield(4 pts)

Shapechange(4 pts)

True Understanding(1 pt)

It should be noted that these are not the only spells created by Gargoyles. There are hundreds of possibilities, and players are encouraged to come up with their own. However, the Storyteller, as always, has the final say.

Talismans

Over the ages many objects have been infused with magical energies. They tend to serve one specific purpose, and are usable even by those who have no skill in magic. These objects are collectively known as Talismans.

Most Talismans require a specific incantation, and often a specific set of circumstances to activate them. To activate the Talisman, the character must first learn the proper incantation and any specific circumstances (i.e.: ingredients, etc.), then he must spend the requisite number of Essence Points in order to make the Talisman to work.

Here is a partial list of some legendary Talismans:

The Phoenix Gate

The Eye of Odin

Cauldron of Immortality

The Charm of Daylife

The Iron Staff

Merits and Flaws

As with any other species, Gargoyles are not perfect, or stereotypical. To simulate this, the Storyteller may allow the players to use these optional Merits and Flaws, as well as those included in the game that the Gargoyle is going to be included in.

Psychological

Outcast (1 pt. Flaw): Gargoyles with this flaw don't have the advantage of a Clan to call on for support. This often the result of some heinous crime(s) the character committed in the past.

Mental

Megalomaniac (4 pt. Flaw) Like all intelligent creatures, Gargoyles are subject to such powers as greed and arrogance. A Megalomaniac Gargoyle will see his race as the ultimate in life, often with himself as the best of the best. This causes much hatred of the other races, and disallows the having of allies or contacts. However, a Megalomaniac may have hired henchmen, but their loyalties may be questionable at best.

Awareness

Missing an Eye (2 pt. Flaw) Creatures of battle, Gargoyles may sustain injuries that not even a stone-sleep can heal. One of the most susceptible places is the sensitive eyes.

Supernatural

Supernatural Clanmate (3 pt. Merit) A Gargoyle with this Merit will have a Clanmate who is from one of the other supernatural races. This may be a Werewolf (or other Changing Breed), Changeling, or a Mage. Due to their shared history, Vampires are not allowed. Wraiths tend not to stick around long enough to be considered a Clanmate. The Clanmate may be created by the player or the Storyteller.

Physical

Prehensile Tail (2 pt. Merit) All Gargoyles have tails, however some may have developed a greater degree of dexterity with it. Gargoyles with this Merit gain the benefit of an extra attack per round (consider a punch) to opponents to the rear, and may use it as a surprise attack to the front (+1 dice to hit) in lieu of another attack. An other benefit of Prehensile Tail is that the character can grasp objects, and manipulate small devices like switches.

Huge Wings (3 pt. Merit) A winged Gargoyle is able to lift a weight equal to half his own bodyweight while Gliding. However, a Gargoyle with Huge Wings can carry a weight equal to his own. Additionally, Huge Wings allows a Gargoyle to provide a small amount of lift by flapping. To do this the Gargoyle must make a Strength roll, Difficulty 7. For every success the character can lift himself 10 feet into the air. The Gargoyle can lift himself 5 feet per success if he is carrying anyone weighing more than half his own bodyweight.

No Wings (3 pt. Flaw) Although Gargoyles naturally have wings, it is not unheard of for a hatchling to be born without wings. When this happens, the wingless Gargoyle is often at a disadvantage. Obviously, gliding is not an option, so other modes of transportation must be found.

Stoneblende (3 pt. Merit) When a Gargoyle with this merit turns to stone, his skin takes on the shade and texture of the stone he is perched on. However, this only works on stone surfaces. The Gargoyle will not blend with metal or other, non-stone surfaces.

Human Ties

Hunted (3 pt. Flaw)(See The Werewolf Players Guide).

This list of Merits and Flaws is not complete, it merely presents the few traits that are common to many Gargoyle characters. Any Merits and Flaws from the other World of Darkness games can be adapted to Gargoyles, most with minimal changes. The Storyteller is the final arbiter of any other merits and flaws used.

Chapter 1

Chapter 2

Chapter 3

Chapter 5

Chapter 6