| |
"I have earned the right,"
"I'm the Demon Knight."
-- Machine Head, Demon Knight
Introduction
Excepting the terrible Crypt Keeper stuff, I was really impressed with
Demon Knight. The idea of someone who is essentially mortal, just with
some bonuses fighting against such terrible odds is a compelling one and
the tone of the film sits very well with the World of Darkness. Demon
Knights make an intriguing addition to a party, especially one with Magi,
Immortals or Hunters already present.
Change History
Cleaned up Demon Knight Character Stats
Cleaned up Collector Character Stats
Clarified and expanded Key Abilities
Expanded History
Added stats for Duffy, Jerralyn, Brayker and Duffy's Collector
History
Movie
"The key was stolen by a thief called Cyrak."
"In the beginning, in the darkness before God created the universe,
something stirred. Something evil with a million different forms, each
intent on one thing, power. They controlled the darkness absolutely,
focusing their power through seven keys, which when aligned in a specific
formation granted them absolute dominion over the void. And then they
began to create.
Each of the forms began experimenting with its consciousness,
transferring it into a myriad of smaller forms and, for the first time,
landscapes and worlds. When God saw this happen, he created the universe,
shattering the plans of the darkness and scattering their keys across the
cosmos. They did not give up.
Six of the keys had been found by the Birth of Christ, the unfortunates
who protected them massacred, their souls two of the first into hell. All
but one of the other keys were well hidden, while the last had found its
way to Jerusalem, and a thief called Cyrak.
Cyrak carried the key for years, unaware of its power but never selling
it. He would joke that it brought him luck and proved God was watching
over him, never knowing the truth, and the destiny that lay ahead of him.
That would change when Christ was crucified.
Cyrak remained at Golgotha long after the crowds had left,long even
after the guards had departed for the barracks. As the sun set, he was
joined by another figure, a ghastly, bestial creature that held a clawed
hand out to him and demanded the key. Terrified, Cyrak reached out to give
the creature the key. A bolt of lightning struck it and he screamed with
pain as the key burned it's imprint into his palm. The creature, enraged,
dived at him and Cyrak backed away, towards the three crosses. As the
creature reached out, some of Christ's blood fell on its hand, burning it
and causing it to back away. Cyrak filled the key with the blood of Christ
and ran from Jerusalem and Israel. The Demon Knights had been born.
Since then, the final key has passed through two sets of hands. Cyrak,
dying of a neck wound, passed the key on to Dickerson, an American soldier.
In 1917, Dickerson, filling the key with his own blood passed it on to a
comrade, Frank Brayker. Brayker carried the key until 1995. Every step
of the way he was dogged by The Collector, the demon that had first faced
Cyrak on Gologtha, almost two thousand years previously.
In 1995, Frank Brayker holed up in Wormwood, New Mexico, in a Motel that
had once been a Church. The Collector laid siege to the building, until
only Brayker, a young boy called Danny and a thief called Jerralyn were
left. Danny, taken over by The Collector, tore Brayker's chest open before
Jerralyn could kill him. Dying, Brayker passed the key onto the young
girl, who destroyed the Collector and headed out into the world, having
refilled the key with Brayker's blood.
Game Version
"That's the official version as it stood three years ago. Just
recently, things have begun to change.
For a start, all seven keys are on Earth, and always have been. In
China, a holy man's blood was caught by a young Samurai, in Australia, an
aborigine caught the blood of the last holy man of his tribe. Across the
world, loners and outcasts were pressed into service to defend the most
important prize of all. None lived.
Cyrak passed the key onto a man called Dickerson, who was himself killed
in 1917, fighting in the Great War. Filling the key with his own blood,
he gave it to a young American soldier, Frank Brayker. The chase went on.
Over the centuries, the garb had changed but the tricks remained the
same. Every Demon Knight had a nemesis, an opponent of equal status but
far more power and with one purpose. Just as the Demon Knight protects the
key, the Collector will do anything to obtain it. They had learned to hide
better since Cyrak's first encounter, and use others to aid them, but they
had not given up. The smiling American soldier that helped Brayker out of
the foxhole, providing covering fire for him to get back to American lines
made him an offer. If Brayker gave him the key, he would live, have a long
and happy life and return to his family. If he didn't, Brayker would die.
To illustrate the point, the soldier tapped an impossibly sharp finger
against Brayker's cheek, drawing blood. Brayker smashed him in the face
with the key and sprinted away, listed as MIA, presumed KIA in the records.
He lived until 1995, when a demon tore his chest open in Wormwood, New
Mexico. His key is the last the forces of good have. When he died he was
83. That night, he gave the key to a young girl called Jerralyn, a thief
from the slums who found new purpose in defending the key and creation
itself for three years. She was instrumental in recovering three of the
other keys from the Demons' lairs and getting me off my arse to help. We'd
gotten three of the keys and sent three new Knights on their way, when
Jerralyn led a small group of Immortals and aware Sleepers into battle in
the Orkney Islands. I was the only one to get out, carrying what was left
of Jerralyn with me. She'd been torn apart, and barely lived long enough
to fill her key, the key handed down from Cyrak, with her blood and pass it
on to me. Since then, I've helped recover the fourth key, seen things I
never knew existed and lost far too many good friends. That's why I'm
writing this down and mailing it to you, you see Nathan. You deserve an
explanation and I might not be able to give it to you tomorrow."
Playing Demon Knight Characters
The Calling
"You got some balls man."
Demon Knights are amongst the unluckiest of the World of Darkness'
denizens. They are painfully mortal, have no special abilities and can
only rely on the blood given to them, and their own resourcefulness, as
protection. They voluntarily shun the other races and keep to
themselves as much as possible. There is a reason for this, known among
the Knights as the Sacrifice.
The Sacrifice
"An American soldier called Dickerson gave the key to me, September 23rd,
1917. Funny how you remember the big dates."
Only one race is eligible to be a Demon Knight. Sleepers. Legend has
it amongst the Knights that the other races are tainted in some way (One
need only look at Spectres or Black Spiral Dancers to realise this) and
that only they are pure enough to carry the keys.
This is partially true. The reality is that the Knights are usually
drawn from the criminal classes, soldiery or outcasts of society. They are
the people with the least to lose, and, conversely, the people who will
fight the hardest. Each Knight has nothing to live for but the key and
becomes obsessive about protecting it, to the point that he will
willingly die before passing the Key on if he knows it's safe (Brayker's
willingness to leave the motel without the key at the start of the film).
In short, the Knights are drawn from the outer reaches of Sleeper society
because these people make the best soldiers.
The few advantages Demon Knights do have all stem from their key, the
knowledge of their predecessors and the tattoo they bear. They are listed
below:
The Legend of The Seven Keys
"Picture this as a view of reality. Everything we know, everything all of
us call home, all of us fight for be it Oblivion, Transcendence, Ascension,
the Umbra whatever, is a minuscule layer floating on top of the darkness.
You see, the darkness, and what's in it, have been there a lot longer than
us. Try and imagine the civilisation, culture, technology that began to
grow over the endless non-time when the darkness was all there was.
Imagine a set of seven artifacts, little more than an idea given form (After
all, there were no doors then, and of course, no keys).
"With these seven ideas, the creatures in the darkness (We call them
Demons because it suits us to do so), began to change their world, to shape
it and make it their own. They began to gain power over the very fabric of
reality itself. And God saw this, and was displeased. He created the
universe and scattered the seven keys across one small, blue world in one
small galaxy. Why here? Because he knew that sooner or later, a race of
mammals would evolve, and discover the keys and what wanted them. And, of
course, what they would do to the Universe once they had them.
"That's it you see. I don't do this because I was called, or because
it's an honour. I do this, we all do, because this entire conflict is
nothing but a Universal streetfight. We've trespassed on the Demons'
territory; we're in the wrong. But we fight anyway, because if we don't,
the Darkness comes back. Just like that."
The Key
"You mean that key's full of the blood of --"
"Some of it. It gets used you see."
Singularly, the artifacts (Shaped by the Universe into keys) wield nothing
like the power they hold together. However, there are several effects
that are common to all keys and which the Demon Knights draw the bulk of
their power from.
Gaming Information
Detect Evil
"Oh he's put something awful in there. Could you just empty that out, please?"
The key will glow when pressed against the skin of something evil. Also,
it will cause two levels of aggravated damage to be done to a demon or a
Vessel when pressed against them or in contact with them. The blood itself
will cause three levels. Neither amount of damage can be soaked.
Vampires with Humanity of 3 or lower will feel great discomfort around
both the key and the Knight and will take two levels of aggravated damage
should they touch the key. The same applies to Black Spiral Dancers,
Spectres, Redcaps, Nephandi, Euthanatos and Technocracy Magi. On all
mortal beings, the key will leave a disfiguring mark which will glow
whenever the marked individual is within 50m of the key, causing a further
level of aggravated damage.
Blood Seals
When a drop of the blood is placed in the centre of an entrance to a
room (This can be an air vent, window, cat flap etc as well as a normal
door) it will create a shield, known as a "Bloodseal", through which demons
or anything evil (Humanity 3 or lower) cannot pass. These seals last six
hours and must then be renewed.
Blood seals will cause eight levels of aggravated damage, which also
cannot be soaked. However, unless the timing is exactly right (Difficulty 8
on WITS), a demon must be pushed into the seal. This requires a STRENGTH
roll of Difficulty 8.
Aging Freeze
From the moment Demon Knights receive the tattoo, their age is frozen.
While they continue to learn and grow as a personality, their physical age
freezes. This is best shown in the film by the fact that Brayker was in
his mid-30s(At least)in World War I and looks exactly the same age in 1995.
In effect, this is identical to the Age Freeze which occurs when an
Immortal receives her Awakening Wound.
The Past
"I'm just an old man who's running out of time."
On receiving the key, the Demon Knight also receives the sum knowledge
of all the Demon Knights who held that key before him. To use Duffy as an
example, he has the total life experience and abilities of Cyrak, Dickerson,
Brayker and Jerralyn before him. The sum total of their experiences with
the Demons and Vessels also allows him to recognise them more easily, even
without the key.
What abilities the Knight gains is entirely dependent on who's had the
key before him. For example, Duffy would gain something like the following
skills from the other Knights.
| Cyrak: | |
Pickpocketing, Manipulation, Psychology, Human Perception, Occult Lore, Ancient Hebrew, Stealth
|
| Dickerson: |
|
Brawl, Dodge, Firearms, Leadership, Awareness
|
| Brayker: |
|
Weapons skills, Drive, Small Unit Tactics, Melee, French, Survival, Subterfuge, Occult, Cosmology
|
| Jerralyn: |
|
Streetwise, Law, Athletics
|
A certain amount of stat increase also occurs. Brayker, on his death,
had WITS and PERCEPTION of 6, simply because of the length of experience
and knowledge he'd absorbed from Cyrak. Conversely, Social attributes
decrease by one for every year spent as a Demon Knight, simply due to the
pressures of the lifestyle. An example of this is how Brayker eats and
behaves when he first arrives. He's acting more like a feral animal than a
human being.
Effect on Stats:
WITS Difficulty 4 without the key to recognise Collectors, Demons or
Vessels.
MENTAL attributes all increase by three, SOCIAL attributes decrease by
one for every year as a Knight. PHYSICAL doesn't change, simply due to the
difference in gender and size of each successive Knight.
Multiple Key Abilities
On the most basic level, the keys are one vast tool kit. When combined,
they form a magical device of such complexity that it can manipulate
creation at every level. Not all the keys need to be present to achieve
this, but all the keys must be present to make the result permanent.
The best example of this is how the keys have been used down the
centuries, with the Demons manipulating history to their own ends. The
hatred felt towards Vietnam vets was a result of five keys being used
together to isolate and alienate a group of society which, it was extremely
likely, the next Demon Knight would be drawn from.
Gaming Terms:
The keys being used together is a very difficult process to run in a game,
simply because of their incredible power. The outline below should act as
a guide for duration, but the change itself should be GM's discretion.
Some examples would include:
Changing reality so the current Demon Knight has committed a terrible
crime, and is hunted across the country.
Changing the laws of physics so, if the Demon Knight is using a weapon
which can actually slow up his Collector, it malfunctions.
Manipulating a Knight's inherent counter-magic so, instead of an attack
killing him, it's redirected towards a loved one or his potential
successor.
Duration Table
| Amount of Keys | Duration
|
| 2 | 1 Day
|
| 3 | 1 Week
|
| 4 | 1 Month
|
| 5 | 1 Year
|
| 6 | 1 Decade
|
| 7
| Permanent
|
The Tattoo
"When your time's up, you'll do what I've just done."
The tattoo was burned onto Cyrak's palm when the bolt of lightning struck
the key in his hand. It consists of seven stars which, when the Knight
first receives the tattoo are arranged in a circle. These then arrange
themselves into a pattern unique to the Knight (Duffy's for example, forms a
pyramid). As the Knight's time decreases, the stars rearrange themselves
into the circle. Once the circle is complete again, the Knight receives
the Call.
The Call
"Just the place I was looking for."
When a Knight's time is finished, he begins to search for a group of
seven people. Once he finds them, the Knight knows that one of them has
the potential to be his successor and will stay with them until he can
assess which one it is. In Brayker's case, he realised Jerralyn was the
one simply because she was the last one left alive.
The Rules
"Seven people, seven keys. It's like tumblers turning in a lock...Hey I
don't make the rules!"
The Call is the one point in a Demon Knight's life when he is
genuinely vulnerable, simply because of how specific he has to be:
The area where the group is must be fairly deserted.
The group he interacts with must not number seven.
Once the tattoo has told him who he must work with, the Knight must help
them and protect them for as long as possible.
Even if the group should number seven, the Knight must stay with them
until the tattoo lets him know which one will be his successor. It's not a
question of the tattoo causing the Knight physical pain if he leaves; he
simply cannot leave. He is obligated to protect these people until he can
pass the key on, and the Collectors have made merciless use of this
obligation in the past. Time and time again, Knights have lived their
entire time with the key, only to be killed just as they hand it on.
The tattoo's powers are only hinted at in the film (Brayker mentions that
the motel was "just the place he was looking for" and that the tattoo will
tell Jerralyn "All she needs to know." As a result, it should be treated
like the intermittent Immortal ability, The Last. It should tell the Demon
Knight small pieces of information specific to him, such as how close the
Collector is to him, a rough idea of his forces etc.
Other Abilities
Endurance
"Cyrak died, a talon caught the artery just here."
Another aspect of the Knights' luck is their natural resilience. Even
physical attacks don't seem to harm them as much as they would others.
Bullet wounds become grazes, or wounds that are treatable instead of fatal
and the Knight develops a natural sense for "The right moment to leave."
Like the anti-magic, this is an unconscious skill and, like the anti-magic,
has a payoff. Knights, when they do wound, wound spectacularly and will
often die from it. This is viewed by many as their "Karma" catching up
with them and this wound often heralds the passing on of their key.
Gaming Terms:
All successful hits against a Demon Knight have the two highest dice
removed once rolled. However, every successful attack is recorded and
periodically (GM's discretion, every six times, every twelve, etc), four
dice are added to the successful hit.
Inherent Anti-Magic
"You'd fight and you were right, but they were just too strong,
That's why I say Hey Man Nice Shot."
The Filters, Hey Man Nice Shot
Demon Knights cannot be tempted or possessed by Collectors, Vessels or
Dummies. Likewise, any coincidental magic practised on them will simply
not work and usually reverse (A Magi attempting to make a Knight lose his
balance will do so himself, that kind of thing). Likewise vulgar magic
will simply redirect itself to the nearest available target(Look how many
demons Brayker killed and never once got hit by the eyebeams). The Demon
Knight is by no means untouchable, they simply have to be physically
attacked. Magical attacks will not work.
Gaming Terms:
All magic rolls (Vampire, Werewolf, Magi, Wraith and Changeling) have
their difficulty increased by 4 when directed against a Demon Knight.
Bad Impressions
"Dad!Dad! There's a man trying to steal your car!"
Demon Knights create the wrong impression. Perhaps it's the fact that
they are outcasts to begin with or the desperate measures they take to
protect their keys, but they are rarely welcome. Sleepers instinctively
shun them, while the Awakened treat them with cautious respect.
In fact, Sleepers will often suspect them of criminal activity and
report them to the local police. This is usually due to some attempted
crime (Brayker stealing the car) or simply because of the way they look and
act. Life is hard on the Knights, and the social niceties most people
expect are quickly eroded. In effect, the Knight's natural luck avoiding
magical attacks is balanced by their continual, mundane bad luck.
Gaming Terms:
No Knight's charisma may rise above 2. If it's above 2 to begin with,
it's eroded by one point for every battle the Knight has until it's down to
2.
The Knight automatically gets Arcane at 3, but the ability works
slightly differently. The emphasis should be placed on bad luck, instead
of the balanced ability it normally is. Knights will be mistaken for
wanted murderers, or be accosted by an old friend at just the wrong moment,
or dragged in to the police station for a line up. In short, the wrong
things will always happen to Knights at the wrong time, and they will
usually happen in threes.
(The one payoff this ability has is the Knight's natural immunity to
Paradox.)
Stat Listings for Demon Knight Characters
Attributes: 8/6/5
Abilities: 15/11/6
Backgrounds: 3
Willpower: 9
Arcane: 2 (See above)
Occult: 3 (As a result of past experience)
| Bruised | -0
|
| Hurt | -0
|
| Injured | -1
|
| Wounded | -1
|
| Mauled | -2
|
| Crippled | -3
|
| Incapacitated | -5
|
| DEAD |
|
Note: All stat and ability changes are cumulative (Example: A Knight with
a WITS of 3 could boost it to 4, 5 or 6).
The Opposition
"I know, I know. Sell your soul, become a demon, look like shit. What's
the payoff?"
There is a specific type of Demon assigned to the Knights. Known as
Collectors, these beings are created with one thing in mind: To gain the
key the Knights carry, and they will do anything at all to achieve this.
A Collector is specially assigned to each Knight, and, like the Knight,
it is given a set time in which to obtain the key. If it fails, it
are demoted or, in extreme cases, simply used as another damned soul. As a
result, the Collectors are relentless in their pursuit of the Knights,
simply because they know what fate awaits them if they aren't.
Collectors are renowned for their genuinely evil sense of humour, and
they take great delight in becoming the ultimate stereotype of the Knight
they're chasing (Brayker's Collector being a cowboy while Jerralyn's looks
like something out of a Blaxploitation movie). However, regardless of what
they look like, there will always be one thing that marks them as a
Collector. Their case. Designed to carry the key, the case will always be
impossibly battered and old looking and the interior, when opened, will be
red velvet. Collectors are nothing if not stylish.
Stats for Collector Characters
Taken from the Net Supplement Daemon copyright 1995 by Frank Torkel and
Joshua Fairfield. The section detailing the Boons Itinerate and Metamorph
is reproduced verbatim from that supplement.
Collectors are a unique form of Diabolos daemon and are in a very
awkward position in the power structure. They are continually belittled
and looked down upon, but have the potential to be impossibly powerful and,
as such, have the grudging respect of many of the ilks. Also, the
Collectors have learned several new tricks over the years, abilities which
even frighten the Ilks.
Boons
Itinerate
The Itinerate Boon, founded by the Diabolos, was the first Boon allowing
the Daemons to travel to other areas, once off-limits to them. This Boon
also allows the Daemon to get around on earth better than usual.
* Double land speed
** Swim at ordinary land speed
*** Enter Shadowlands; enter any Umbral realm
**** Can travel to Hel in two turns; full flight w/ wings
***** Can travel to Hel in one turn; teleportation, 50 foot radius
System: All automatic except for Vim. At level three however, to enter a
hidden or secret Umbral Realm, the Daemon must role Itinerate + Wits,
difficulty seven.
Metamorph
This Boon grants the Daemon the using to alter her appearance, allowing for
better secrecy or manipulation tactics.
* Organic materials may be reproduced; i.e. the eyes
** Skin tones may be altered and changed
*** Flesh may be shaped
**** Bone structure can be altered
***** Can fully alter form, but no mass can be gained or lost
System: All rolls require Metamorph + Body Alteration with a base
difficulty of seven. Lost appendages and limbs may be regrown at level five
with a base difficulty of eight.
New Boons
Dragon's Teeth
A very, very nasty boon, created when a Collector saw an old rerun of
Jason and the Argonauts. Wherever the Collector scatters his blood, a
"Dummy" is born, completely under his control.
* Two every twelve hours
** Four every twelve hours
*** Six ever six hours
**** Eight every six hours
***** Ten every six hours
The Number Seven
"I thought you'd be safe! There were only five of you, until he arrived
with Bob and The Sheriff. They need seven people you see. Seven people,
seven keys, it's like keys, tumbling in a lock."
A Collector has relatively little power under normal circumstances.
They can create Dummies , but these only last twelve hours. However, if
the Demon Knight is amongst a group of seven people, The Collector can
attempt to manipulate them into betraying the Demon Knight. The number
seven, The Collectors like to say, "Opens doors." On one level, they draw
power from it because of the amount of keys originally created. However,
they also seem to draw power from it on a more symbolic level. Brayker's
Collector once mentioned that odd numbers "Leave holes," implying that an
even number of people form some sort of unconscious psychic shield around
each other. Duffy, when he can, is researching this possibility but has
had little time to draw a definite conclusion.
Dummies
"What are those things? Demons?"
"Worse."
Dummies are the simplest, and nastiest of the Collector's weapons. He
simply gathers all the Wraiths of the surrounding area, makes their Shadow
flesh and blood and traps them within its body. This is only temporary,
with the body crumbling at dawn, but while it exists, the Dummy is almost
indestructible. More importantly,the Wraith is so disgusted, by itself and
by its situation, that it will do anything for the Collector as long as
it's returned to the relative peace of the Shadowlands.
Dummies are incapable of speech, and are utterly hideous. Their flesh
is constantly rotting and their pointed, bestial faces are curled back in a
perpetual snarl of agony and fury. They are impossible to kill in any way
other than by shooting or stabbing them in the eyes, whereupon the Wraith
escapes in an explosive burst of energy.
Gaming Terms
Attributes: 12/0/3(12 on Physical, 3 on Mental and 0 on Social. They have no social
attributes at all, but retain the standard one dot in each Mental and
Physical Attribute before points are applied.)
Abilities:
13/0/0 (All points to go on talents such as Alertness, Athletics etc).
Backgrounds:
Not applicable
Willpower 9
Health
| Bruised | -0
|
| Hurt | -0
|
| Injured | -0
|
| Wounded | -0
|
| Mauled | -1
|
| Crippled | -1
|
| Incapacitated |
|
Demon Knights in the World of Darkness
Knight's Viewpoint
Vampires: Trust them only if no one else is left. It's no accident that,
like our foes, they can only move at night. Remember who they're descended
from.
Werewolves: Misguided fools, spending the rest of eternity atoning for
sins which they've already been forgiven for. They will help you, but
again, tread carefully. Some embrace the fate they believe awaits them.
Magi: Don't believe them, don't trust them, don't go near them if you can
help it. The Chorus helped us once but they've been tainted, more than
they could possibly imagine. Of the others, the Trenchcoaters share some
of our knowledge but lack the ability to act on it. The rest? Childish
fools. Avoid them and don't anger them.
Wraiths: Sad, pathetic creatures tied to the world they left by their
unwillingness to break their bonds. They'll either help you or turn on
you, often both. Trust them but watch your back.
Changelings: Beings of such stupendous power should be mature. These
people aren't. Many of them will help you if they feel like it, others are
simply incapable of dealing with the magnitude of our quest. If you accept
their help, be aware that a favour will be expected in return. Such
favours are never easy to pay off.
Immortals: Our closest friends. They understand our desire for isolation
and the problems our lifestyle brings. Also, they are the hardest to kill
for our enemies. Pick your allies well, but make Immortal friends, they
can and will help you.
Mummies: Too much like our enemies for comfort. Their hunger for
knowledge will lead them to our keys and then, we will have to kill them.
Race's Viewpoint
The Camarilla: Fascinating individuals, and more than a little sad.
They're so tied up in their delusions of grandeur that they won't even
enter into a little deal, help for information. Help them only if you can
get them in our debt.
The Sabbat: (Laughter). Boy are you in for a shock on Gehenna!
Werewolves: Honoured warriors of Gaia, they revel in their isolation. To
have a Knight accept help is a great honour, as is to have one acknowledge
you. Protect them, and treat them with the respect they have earned.
Technocracy: Fascinating! They believe so strongly in the power of their
keys that they actually create the beings that follow them! Of course, to
create such an omnipotent adversary is indicative of major league
psychological damage. Clearly the psyche of humanity has been more badly
damaged than we first suspected.
Celestial Chorus: There were, difficulties, some years ago, Knights were
killed in error. Since then, they have shunned us unless absolutely
necessary, and with some justification. We desire reconciliation but,
until then, must aid our brethren from afar.
Other Traditions: What a fascinating key? May I see that?
Wraiths: Brave men and women; help them when you can. They may prove to
be the salvation of us all.
Hierarchy: Be sure to find them when they die. Their souls make exquisite
weaponry.
Changelings: Another little game that humanity plays. Their stakes are
higher than others, but the game remains the same. And it is so much fun
to see them posture and struggle. Excellent toys.
Personalities
Patrick Duffy
| Name: Patrick Duffy |
Nature:
Visionary |
Demeanour: Cynic
|
|
PHYSICAL Strength *** Dexterity ** Stamina ***
| SOCIAL Charisma ** Manipulation *** Appearance
*
| MENTAL Perception **** Intelligence
***** Intelligence *****
|
TALENTS Alertness *** Athletics ** Brawl ***
Dodge *** Expression **** Intuition *** Streetwise ****
Subterfuge **
| SKILLS Drive *** Etiquette *** Firearms ***
Research **** Stealth **** Melee *** Survival **** Technology
***
| KNOWLEDGES Cosmology *** Enigmas ****
Investigation **** Law ** Medicine **** Occult *****
|
BACKGROUNDS Arcane *** Resources ** (Isle of Man
House) (York Flat) Library * (Backdoor into First Fifteen system)
| ADVANTAGES
WILLPOWER *********
|
HEALTH
| Bruised | -0
|
| Hurt | -0
|
| Injured | -1
|
| Wounded | -1
|
| Mauled | -2
|
| Crippled | -3
|
| Incapacitated | -5
|
|
PHYSICAL DESCRIPTION: A tall, bulky man with a perpetual scowl or look of
concern. His dark hair is thinning and cropped very close to his head and
a pair of glasses is perpetually jammed onto his face. He habitually wears
a long, padded green coat, black fingerless gloves and, on occasion a
battered NASA baseball cap (Duffy swears blind this was given to him by the
Commander of the secret Apollo 20 mission). Carries the Key on a handcuff
chained to his right hand (Duffy is presently exploring the possibility of
having the handcuff bonded with his skin).
Jerralyn Baxter
| Name: Jerralyn Baxter |
Nature: Loner |
Demeanour: Survivor
|
PHYSICAL Strength *** Dexterity **** Stamina
***
| SOCIAL Charisma *** Manipulation ** Appearance
***
| MENTAL Perception **** Intelligence **** Wits *****
|
TALENTS
Alertness ****
Athletics ****
Brawl **
Dodge ****
Expression ***
Intuition ****
Streetwise *****
Subterfuge ***
| SKILLS
Drive ***
Etiquette **
Firearms ***
Research **
Stealth *****
Melee ****
Survival *****
Technology **
| KNOWLEDGES
Cosmology **
Enigmas ***
Investigation ***
Law ****
Medicine ***
Occult *****
|
BACKGROUNDS Arcane ****
| ADVANTAGES
WILLPOWER **********
| HEALTH
| Bruised | -0
|
| Hurt | -0
|
| Injured | -1
|
| Wounded | -1
|
| Mauled | -2
|
| Crippled | -3
|
| Incapacitated | -5
|
|
PHYSICAL DESCRIPTION: A slight, athletic black woman in her mid-20s. Her
hair is dyed blonde and cropped very close to her head, usually hidden
beneath a bandana. She is perpetually cautious, evaluating situations and
people before speaking, let alone making an acquaintance. Dresses in work
clothes and perpetually carries a 25 litre; whatever weapons she can steal
a change of clothing. Carries the key on a necklace, hidden beneath
her outer layer of clothing.
Frank Brayker
| Name: Frank Brayker | Nature:
Survivor | Demeanour:
Director
|
PHYSICAL
Strength ****
Dexterity ***
Stamina *****
| SOCIAL
Charisma *
Manipulation *
Appearance **
| MENTAL
Perception *****
Intelligence ****
Wits *****
|
TALENTS
Alertness *****
Athletics ***
Brawl ****
Dodge ***
Expression ***
Intuition ****
Streetwise *****
Subterfuge *
| SKILLS
Drive *****
Etiquette *
Firearms *****
Research *
Stealth *****
Melee *****
Survival *****
Technology **
| KNOWLEDGES
Cosmology ****
Enigmas *****
Investigation ****
Law ****
Medicine ****
Occult *****
|
BACKGROUNDS
Arcane *****
| ADVANTAGES
WILLPOWER
***********
|
HEALTH
| Bruised | -0
|
| Hurt | -0
|
| Injured | -1
|
| Wounded | -1
|
| Mauled | -2
|
| Crippled | -3
|
| Incapacitated | -5
|
|
PHYSICAL DESCRIPTION: Average length brown hair, 6'1 and stocky, Brayker
still has the bearing and physique that his time in the military gave him.
However, anyone looking in his eyes would see a curious mixture of
desperation, terror, fatigue and pride. Brayker has been a Knight for 50
years and it shows. His voice is husky and tired when he speaks and his
social skills, to say the least, leave a lot to be desired. As a result,
Brayker isolates himself from the very people who could help him. However,
those that do manage to break through the veneer find a very lonely, very
tired man who desperately needs help and rest. He perpetually wears combat
fatigues, a leather jacket and a single fingerless glove, covering his
tattoo.
Duffy's Collector
(Created using the DAEMON rules by Frank Torkel and Joshua Fairfield)
| Name: The Collector |
Nature:
Conniver |
Demeanour: Jester
|
| Ilk: Diabolos |
Infernal Ranking: ***
|
PHYSICAL
Strength ******
Dexterity *****
Stamina *******
| SOCIAL
Charisma *******
Manipulation ********
Appearance **
| MENTAL
Perception ******
Intelligence **********
Wits ********
|
TALENTS
Alertness ***
Awareness *****
Expression *****
Intuition *****
Intimidation ****
| SKILLS
Drive ****
Etiquette ***
Firearms ****
Research ****
Stealth ****
| KNOWLEDGES
Cosmology *****
Culture ***
Enigmas ******
Investigation ****
Law ********
Linguistics ********
Medicine ****
Occult *******
|
Backgrounds
Arcane *****
| ADVANTAGES
Boons
Dragon's Teeth *****
Itinerate ****
Metamorph *****
Vim
**********
Willpower
**********
|
Health
| Bruised | -0
|
| Hurt | -0
|
| Injured | -0
|
| Wounded | -0
|
| Mauled | -0
|
| Crippled | -0
|
| Incapacitated | *
|
* Dispelled, takes three turns
to reassemble mortal body.
|
PHYSICAL DESCRIPTION: Duffy's Collector is a tall, barrel-chested Irishman
with curly dark hair to his shoulders, a ruddy complexion and a ready smile
and wit. He dresses in an immaculate suit and carries a briefcase with him
for Duffy's key. The Collector is relentlessly amiable, reasonable and
polite, except when he becomes angered. Periodically, the Collector
becomes a near-psychotic drunkard bellowing that Duffy isn't a true
Irishman and isn't worth the flesh that made him. In these states,
ironically, the Collector is at his least dangerous. When he's rational,
he will do anything to ensure Duffy gives him the key, anything at all.
Legal Stuff
The film Tales from the Crypt Presents: Demon Knight is copyright
Universal Pictures. This supplement is an entirely unofficial use of the
material contained within the film and is not intended as an official or
profit making venture in any way, shape or form. Likewise, these rules take White Wolf Game Roleplaying Games as
their base. Again, use of these rules are unauthorised, and no
infringement is intended. This supplement is not affiliated to either
Universal or White Wolf Games Studios in any way and should not be viewed
as such. This supplement may be freely distributed on the Net but is,
under no circumstances whatsoever, to be sold for profit.
Much of this page was authored by J.A. Stuart.
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