Book of Shadows.pdf

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The Book of Shadows
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T HE B OOK OF S HADOWS
Copyright © 2003 Philip Reed and Christopher Shy. All Rights Reserved. The Whispering Vault is a trademark of Philip Reed and Christopher Shy.
The Sanguine Seal is a trademark of Alex Gray, used with permission.
The Whispering Vault created by Alex Gray.
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OF S HADOWS
W ELCOME
For gamemasters of The Whispering
Vault who have subjected their players to the
shadows found within the pages of the previ-
ously-released books, this collection of fifteen
new shadows will help in the creation of new
and different Hunts. All manner of sizes and
temperments of shadows exist inside this short
PDF release, each one just waiting for a chance
to get its claws (or mandibles, or teeth, or ten-
tacles) into the Stalkers of your campaign.
This marks Ronin Arts first newly-written
material for The Whispering Vault and we
owe a special thanks to the authors of the work
for their time and creativity. The shadows in
these pages should, eventually, find their way
into the second edition rulebook of The
Whispering Vault. Feedback is encouraged
and appreciated so that once the second edition
is released these shadows can be as terrifying
and enjoyable as those found in the pages of
The Whispering Vault and Dangerous Prey .
W RITTEN BY
Mike DeSanto, Matt Drake,
Frank Scronce
E DITING AND P RODUCTION BY
Philip Reed
C OVER BY
Christopher Shy
I NTERIOR ART BY
Earl Geier, Larry MacDougall,
and Dave Mackay
A LSO A VAILABLE F OR T HE W HISPERING V AULT
The Book of Hunts: This PDF contains six complete and ready-to-run adventures for The
Whispering Vault. It also introduces the Crossroads to the Realm of Essence for the first time, a taste of
what's to come in the world of Vault. The Hunts span the Chronosphere and are sure to challenge even
the most experienced of circles. 95-pages. $7.95.
Mastering the Vault: A short (24 page) guide for gamemasters of The Whispering Vault . Within
this PDF GMs will find advice written by Nigel Findley (author for such popular game lines as D&D,
Vampire, Mage, Earthdawn, GURPS, and Shadowrun ), a timeline of events, a short hunt (also writ-
ten by Findley), and a short piece on Unbidden as player characters. 24-pages. $5.00.
The Vault and Time: This 32-page supplement for gamemasters of The Whispering Vault goes
into detail on the techniques necessary to running Hunts in historical settings. Written by Chad Brinkley,
The Vault and Time includes a detailed timeline (much larger than the timeline found in Mastering the
Vault) and five sample historical eras -- Ancient Rome, Medieval Japan, Colonial America, Victorian
England, and WWII France. 32-pages. $6.00.
T HE B OOK
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Z UKILLIK (C HATTERBUG )
These rare shadows are enchanted by human speech and con-
versation. They lurk in the Rift, listening to humans talk and par-
roting nonsense back at them. Occasionally, they locate a particu-
lar human who seems to respond to their attempts at communica-
tion. This soul is usually either a sensitive who talks back to the
voices in his head or a deranged person who is carrying on a con-
versation with nothing at all. Such a mortal is a great prize to the
Zukilliks, and they will fight for the right to follow them.
Eventually one dominant Shadow will drive away all of the lessers
and talk endlessly and mindlessly to their chosen “friend,” following them everywhere. If that
human suddenly goes silent for a long period of time, however, sheer frustration can cause the
Zukillik to Awaken, entering the Flesh and attempting to resume their “conversation” in person.
Sometimes the victim is already dead. But if they aren’t initially, they generally soon become
so, because an enFleshed Zukillik takes the form of a monstrous insectoid creature larger than a
man. If the victim reacts to it in anything other than a friendly manner, the Zukillik will become
enraged and devour them, then look for another “companion”. Eventually, they inevitably come to
enjoy the agonized screams of the mortals who are both their meal and their entertainment. They
have a selfish and sadistic streak that manifests very strongly when they enter the Flesh.
A Chatterbug likes to talk to its prey before killing and eating it. If someone talks back to it,
the Zukillik will postpone their death for as long as the conversation lasts. It isn’t actually necessary
to speak the same language as the Shadow to keep it occupied; only the most experienced of Zukillik
actually understand more than a smattering of what they are saying. They have no tolerance for
breaks in the conversation, however, so a mortal who wants to postpone their death must reply with
only the briefest of pauses. If their voice gives out, they will be torn limb from limb.
A Zukillik can be Husked in a human guise, but only at the cost of severing two of its four
arms, which reduces its ability to inflict damage in combat. A better Husk involves strapping them
into the carcass of a horse, but an equine Minion is often less useful. Even Bound, Zukillik con-
stantly utter inane chatter about the weather, out-of-date news and similar topics. This can be pre-
vented by tearing out the lower jaw, but that removes yet another of their attacks.
Chatterbugs are quite dangerous in close combat, and cunning enough to fight intelligently.
Their tail is prehensile, and they often use it to dangle from a high location and wait for prey. They
prefer isolated areas and always stalk one victim at a time.
8
Vitality
8
Initiative
15
Defend
15
Perceive
12
Resolve
12
COMBAT: 4 Claws (Attack 12, 3D Damage), 1 Bite (Attack 15, 4D Damage)
SPECIAL ABILITIES: Prehensile tail
VULNERABILITIES: Unless their mouth has been sealed or destroyed, a Bound
Zukillik will constantly repeat snippets of mortal conversation, stringing them together in
a fashion that almost makes sense. A free Shadow is a little cannier and only speaks when
it finds someone to talk to, but still rarely makes sense.
Zukillik have been known to occasionally strike up a “friendship” with a human without
harming them. The “friend” is usually blind and often quite deranged, but that matters lit-
tle to the Shadow, which may become quite protective of them. Unless there are other vic-
tims readily available during the periods when their victim is silent, though, the Zukillik
will probably eventually lose patience at some point and tear them apart. The longest run-
ning “friendship” known was between a Zukillik that stalked a sanitarium and an inmate
who talked endlessly, even in his sleep.
3
Fortitude
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G ANGROST (M ISHMASH )
COMBAT: When in combat, a
Mishmash will use whatever phys-
ical weapons are appropriate to its
form, whether tooth, claw, or tenta-
cle (2 Attacks, Attack 12, 5D dam-
age).
Fortitude
6
Grangrost are created when an Architect Unbidden forcibly awakens
two different shadows and merges them into one form through an
incredibly painful ritual. Gangrost are in constant pain, but the ritual
that binds them into one form also forces them into loyal servitude.
They are more physically powerful than the shadows from which they
were created, but the unending pain of their pathetic existence fractures
their minds and makes them little more than mindlessly obedient min-
ions.
Vitality
9
Initiative
10
Defend
15
Perceive
8
SPECIAL ABILITIES: The
Gangrost unwittingly release a
chaos effect that causes mishaps
and accidents wherever they go.
Attacks that fail against them stand
a high chance of critically failing.
Roll a die – if the result is a ‘1,’ the
GM should pick a Stalker (possibly
even the attacker) and the attack
must be repeated against that char-
acter.
Resolve
11
There are as many Gangrost forms as there are combinations of
shadows, and the only trait which they all share is a hideous shape. Heads may be missing, or in abun-
dance. Tentacles may thrash from open wounds, or weak limbs may support powerful claws. With such a
freakishly bizarre shape, no husk will support a Gangrost. No analog to a mortal form can wrap itself
around or disguise the beast’s true nature. They will be instantly destroyed by the Forbiddance if they ven-
ture outside the Architect’s lair in which they are created.
As minions, the Mishmash are used as muscle and soldiers, obediently fighting until they are destroyed.
They are not intelligent opponents, but make up for their stupidity in strength and power. Stalkers facing
these hideous minions are often taken aback by a Mishmash’s tenacity, as though the creature has a death
wish. Indeed, it is only through death that a Mishmash can find release, and it fights with reckless aban-
don.
As with other minions, destroyed Gangrost become shadows. Sadly, their forms remain merged, unable
to revert to their original forms even after being destroyed. Their pain drives them to seek vengeance
against the Unbidden responsible, hoping for the ultimate release of permanent destruction. Their attacks
are still uncoordinated and tactically stupid, but they are just as stubborn and tenacious as shadows as they
were as minions.
Mishmash shadows will often ally themselves with Stalkers if they believe that the alliance will help them
punish their former minions. Sadly, they are little use as spies or informants, as their pain and insanity dis-
rupts any ability to think clearly. They only wish
to fight against their former master, and will
awaken to fight again if they can be guided into
their creator’s lair.
The insanity and chaos that pervades the mind of
a Gangrost, even in shadow form, permeates any
area in which they reside. Their aura of chaos
influences the Realm of Flesh, causing accidents
and mishaps at an alarming rate. Plates will fall
and crack, pipes will burst, and foundations will
crack. The Gangrost are not aware of their chaot-
ic influence.
Because they are so freakishly hideous, even
compared to other shadows, Gangrost are almost
universally reviled. An interesting effect of this
hatred is that they do not understand mercy or
pity, and if shown so much as a kind word or gen-
tle touch, they will literally fall apart, separating
into their original forms. Of course, in the after-
math of the hideous ritual through which they
were created, the original forms lack the cohesion
to survive, and both halves will be permanently
destroyed.
VULNERABILITIES: Any act of
kindness toward a Gangrost will
destroy it permanently.
4
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