Section 4: Powers of the Damned
Undead have special powers which are derived from the state of undeath. These
powers mimic and resemble those of the human Mentalist classes, but are not related in
any way. The source of this power is in dispute. Some believe that this power is
attributed to the collective subconscious view of undead in the human mind, due to
superstitions. Others believe that they were created by a power greater than man.
Whatever the source, these abilities of the damned make them dangerous foes of
mankind. There are two main groups of Powers of the Damned. One is the Dark Arts
and the other is the Dark Faith. Undead creatures, along with Mages and Priests, are all entitled to receive the
special powers of Dark Arts or Dark Faith. These are evil twists to the powers of magic
and religion, respectively. Just as a Mentalist's spheres correspond to one of the five
basic characteristics, so to do the dark spheres.
Dark Arts Characteristic Dark Faith
Fires of Hell Physical Infernal Investment
Wolvesbane Athletic Faith From Below
Tortured Form Mental Flicker of Hellfire
Forsaken Knowledge Intuition Corruption of Sin
Social Dominance Social Seductive Voice
The system for an undead to use a Sphere is basically the same as that for a
Mentalist, with one exception. Undead do not have Ethos, Logos, or Mythos. Instead,
they have a Supernatural Score, which is used instead. This score is the added to the
corresponding Characteristic for that sphere and a D20 is rolled. Mentalists wishing to
use dark spheres will use their Ethos or Mythos.
Idiot Roll: Supernatural Score + D20 + Characteristic > Power Difficulty
Also, Aptitudes do not grant the target a bonus to resist supernatural powers as normal. See the False Belief section to learn more about resistance to supernatural powers.
As with all powers of the damned, undead are given a weakness for each bonus
they receive. As each sphere grants the user power, so too does it curse. When an
undead takes a specific sphere of power, he or she gets the corresponding weakness.
This is detailed under each undead type.
How To Use The Powers of The Damned Section
The list of spells and prayers on the following pages have several parts which
you will need to understand prior to being able to decipher them. First, the difficulty for
each power is listed at the top of the description, under the title. This is the number
used when a creature attempts to perform the power. This was detailed in the previous
section. The range of a power is the maximum distance or area of effect that the caster
may target. If it states "10 feet," then the caster must be within 10 feet of the target to
affect him or her. If the range is "self," then the caster may only target him or herself.
The next point to note is the duration. The duration of a power is how long its effects
will remain in existence. This can be for a limited amount of time or permanent.
Instantaneous powers will take place immediately and do nothing more. Permanent
powers will continue to function until disbelieved or ended by the caster. Finally, all of
the effects and details of each power are explained in the text following the title.
The Power of Dark Arts
There are five main categories of spells in Dark Arts. Each category corresponds to a characteristic and is called a sphere. Every sphere has a certain strength and set of spells which goes along with it. Those who dabble in the Dark Arts have been tainted with the mark of the devil. These are evil powers and those who wish to possess them must travel down the path of corruption. Remember, power always comes with a price.
.
Dark Arts Characteristic
Fires of Hell Physical
Wolvesbane Athletic
Tortured Form Mental
Forsaken Knowledge Intuition
Social Dominance Social
Fires of Hell (Destruction)
I shall see thee in purgatory, but thou whilst beat me there first. That I am assured.
1. Infernal Flames Difficulty 20
Both inanimate and animate objects can be damaged by the caster, but only one opponent may be targeted. The damage for this spell is 1D6. One cubic foot per every 2 levels of Mythos or Supernatural Score is affected by the caster during this spell. For every additional 2 levels of Mythos or 5 levels Supernatural Score, the individual may deal an extra 1D6 points of damage.
Range: Line Of Sight
Duration: Instant
Cause Disease Difficulty 25
Upon touch by the caster, the target of this evil power is inflicted with a horribly
disfiguring, flesh-eating disease. The disease itself is not contagious to others, but it is
very invasive and resistant to treatment. As the disease progresses, it spreads through
the body, resulting in large, disgusting pustules which appear on the skin. These then
burst to yield open flesh wounds, which will turn gangrenous unless treated with
antibiotic. The sores will remain open and smell of a rotten stench. Greenish-yellow
discharge will flow from them to add to the displeasing aroma and appearance. These
wounds take weeks to heal even with treatment. As stated in DarkTown, characters
must resist three times as with any other disease, with a difficulty equal to the
Supernatural Score or Mythos of the caster. The list of damage is given below.
Supernatural Score or
Mythos Base Damage BEA Loss
1-10 1D6 NA
11-20 1D6 + 2 NA
21-30 2D6 1 point
31-40 2D6 + 2 1D3
41-50 3D6 1D6
50+ 3D6 + 2 2D6
Even if the character survives this power, he or she will be afflicted with horrible scars left from the gaping, weeping wounds. This may result in a permanent loss of BEA, as indicated by the table. This disease is symptomatic after one hour of being inflicted and has no affect on undead creatures.
Range: Touch
Duration: Permanent
3. Fire Ball Difficulty 30
The creature who casts this spell can affect all targets who are within the line of sight. Anyone who is in front of the caster, friend and foe alike will take 2D6 damage from fire, plus and additional 1D6 points of damage per 3 Mythos levels or Supernatural Score of the caster. No non-living objects can be directly targeted by the caster of this spell, but this spell will start combustible materials on fire if they are within the vicinity of the blast, such as clothing, paper, and wood. The caster is the only sole individual who will not take damage from this spell (at least from the initial blast) in the radius of affect.
Range: Line Of Sight
Duration: Instant
Wolvesbane (Alter)
Power over the aspects of nature are but one of the many benefits of being immortal.
1. Wolf Claws Difficulty 20
The creature which uses this power can grow claws from its hands and feet at will. These claws will cause an additional 1D6 + 4 points of damage when used by the creature in unarmed combat (either a kick or punch). This power can be ended at the will of the creature, at which time the claws retract.
Range: Self
Duration: Permanent
2. Speed of the Wind Difficulty **
Supernatural creatures can posses speed which is far greater than that of any mere mortal man. This power grants the creature an additional +15 to both Movement and Agility. No roll is necessary for this bonus. Assume that it is in affect at all times.
Range: Self
Duration: Permanent
3. The Animal Within Diffuculty 30
This power grants a supernatural creature the ability to change into either a bat or a wolf. While in this form, the creature may do anything that the animal could normally do, although its Abilities and Health remain unchanged. This power may be ended at the will of the creature or after the duration expires.
Range: Self
Duration: Till the next sunset
Tortured Form(Perceive)
Inside I may be miserable, but outside I am still your worst nightmare.
1. Evil's Changing Ways Difficulty 20
The caster can change his or her body to the form of something else, thereby changing a single attribute score by 1D6. At the time of casting, the individual must declare what score he or she wishes to alter and how. An example would be "I want to have the Endurance of an elephant." The caster of this spell would get to raise his or her Endurance score by 1D6, but at the same time gain a tough, baggy elephant hide. This spell also allows the caster to mimic any human being as long as the he or she possesses a portion of the creature whom they would like to mimic (hair, nails, blood, skin, etc.). At the end of the duration, all spell effects return to normal. Creatures may also use this power to create horribly disfigured, grotesque beings by manipulating the appearance of a person. This can include removing the integument, forcing bones to grow through the skin, shrinking or enlarging limbs, grafting on parts from other bodies, etc.
Range: Self or Touch
Duration: One Hour for an Attribute change or 1 hour per Mythos or Supernatural Score level for all other effects.
2. Sleep of the Grave Difficulty 25
This power enables the supernatural creature to, in effect, become one with the earth. Vampires who possess this are able to rest within the ground, protected from the sun's deadly rays. The hidden creature can then reemerge at will or wait until the end of the duration. Creatures who activate this power may do so only when standing on pure earth, not through wood, stone, asphalt, concrete or any other substance. Also, creatures who are in this state cannot perceive anything which goes on above ground, nor can they be harmed.
Range: Self
Duration: Till next Sunset
3. Demonic Body Difficulty 30
Creatures who are able to perform this devilish ability are transformed into the form of a demon. Upon activation of this power, a minor demon actually possesses the creature and transforms it into an ultimate killing machine. The character is changed into a 9 foot tall, winged demon with clawed hands and feet, bony skin, hundreds of sharp teeth, and glowing red eyes. While in this state of possession, the creature doubles its Physical, Athletic, and Intuition Characteristic scores, and at the same time lowers its Social score to zero. Also, while in this state, the creature is able perform the following skills at the following levels: Running 5, Brawl Defense 10, Brawl Offense 10, and Dodge 5. The creature also gets to automatically use the Dark Faith power of Fly at will. Demonic Body can be ended at the will of the caster, or when the duration expires.
Range: Self
Duration: Till Sunrise
Forsaken Knowledge (Create)
Nothing can remain hidden forever. Eventually I will know every deep, dark
secret that mankind has.
1. Parlor Tricks Difficulty 20
The creature using this power can read the mind of a single target in direct line of sight.
This in depth power allows the employer to know one major goal that the target has for
the future, what he or she is currently trying to accomplish, and one major flaw or
accomplishment that he or she had in the past. The creature will know the major points
and intentions of the target, but not specific details. Creatures who use this power also
know all of the moral priorities of the target, although they do not know the order of
ranking.
Range: Line Of Sight
Duration: Concentration
2. Pact of the Devil Difficulty 25
This power enables a creature to make a pact with the devil, or more appropriately, one
of his revenents. Creatures using this power are able to contact a lesser demon, with
whom they make a deal. Normally, demons deal in souls, but every now and then, they
will accept years of servitude. Demons may grant rewards to lesser creatures if certain
prices are paid to them. These rewards may come in any form, which is up to the Game
Master to decide. One of the most common forms of payment is that of experience
points which may spent accordingly. Normally, a demon will give no more than 1
experience point for each moral priority that a particular soul has. The soul which is
dealt, however, does not necessarily have to be that of the dealer. On the contrary, we
encourage the Game Master to try and have the creature convince mortals to sign the
pacts. In which case, the creature doing the deal will receive all of the reward, and the
signers will receive nothing short of a hot eternal vacation.
Range: Special
Duration: Permanent
3. Evil Always Gets the Last Laugh Difficulty 30
This awesome power allows the creature to duplicate any other Dark Art, Dark Faith,
Technology, Religion, or Magical ability. The affect must have been witnessed by the
creature immediately before (one round before) if the creature is to be able to duplicate
it. For all intents and purposes, treat this duplicate as an exact copy of the spell, prayer,
or technique that was just performed. The creature using this power determines the
target and duration if applicable.
Range: Self
Duration: Instant
Social Dominance (Control)
Begone maggot! You are nothing more than a vagrant, completely undeserving
of my very attention or concern. How nauseating.
1. Undead Finesse Difficulty 20
The charms of the undead are more much extravagant than those of the living.
Creatures with this power are able to easily entice mortals due to their attractive
appearance. When successfully used, the creature employing this power gains 30
points in both the Abilities of Charisma and Beauty. This remains in effect until the end
of the duration.
Range: Self
Duration: 1 hour
2. Charm Difficulty 25
Any creature casting this spell can cause one target to act friendly towards them for the
duration. The target will not think of acting in any way that will harm or endanger the
caster, nor will the target do anything against his or her moral priorities. The target,
however, may break the spell if he or she is threatened by the caster. The target of this
spell will know that some form of mind control was used, but he or she will not know who
or how.
Range: Hearing
Duration: 1 Day
3. Infernal Mastery Difficulty 30
The creature who uses this power can completely control the actions of a single
individual for the duration. The target will be completely subservient to the caster's will.
He or she will break moral priorities, commit suicide, or perform any other act which
would normally be against his or her will. At the end of the duration, the target will know
that some form of mind control was used.
Range: Hearing
Duration: 1 Hour
The Power of Dark Faith
There are five main categories of spells in Dark Faith. Each category
corresponds to a characteristic and is called a sphere. Every sphere has a certain
strength and set of infernal miracles which goes along with it. Those who pact with the
devil have been removed from the domain of God. We no longer dwell in the garden,
now we are in Lucifer's realm. Temptation and sin lie all around us, but there are those
of us who welcome it. For evil has power to offer, and power is a much too marvelous
thing to waste.
Dark Faith Characteristic
Infernal Investment Physical
Faith From Below Athletic
Flicker of Hellfire Mental
Corruption of Sin Intuition
Seductive Voice Social
Infernal Investment (Avatar)
Payback is a bitch.
1. Embodiment of Evil Difficulty 20
The caster calls up the power of the infernal to imbue the target with a fraction of evil.
The caster can cause one of the following to happen ( per casting):
* Strength: An additional 10 points to the character's Strength
* Bless: 1 Success to any action once during the duration. This action cannot be used for another power.
* Armor: The creature receives an additional 5 points added to its current AR for the duration.
Range: Touch or Self
Duration: 1 minute per Supernatural Score or Ethos level
2. Demonic Might Difficulty **
The forces of evil instill an unholy strength in their followers which is far greater than that
of any mere mortal man. Creatures with this power gain 25 points to the Ability of
Strength. No roll is necessary for this affect. Assume that it is in effect at all times. Range: Self
Duration: Permanent
3. Hell Skinned Difficulty 30
This particular infernal power grants near full immunity to all physical attacks. For the
duration, the power enables the caster to have an unholy armor rating of infinite value.
Creatures using Hell Skinned cannot be harmed by fire or sunlight, regardless of any
flaws they might have. In addition, all physical weapons will glance off their skin and
inflict no damage. This includes trying to stake a vampire--it won't work. Other
Mentalist powers will still affect the caster of Hell Skinned. All damage is halved,
however.
Range: Self
Duration: 1 round per level of Ethos or Supernatural Score
Faith From Below (Priest)
Hear me O' Prince of the Earth! Grant me power unimaginable even by the
angels of heaven.
1. Wine to Blood Difficulty 15
The individual using this power is able to convert wine into blood by touch. 1 liter for
every 4 levels of Supernatural Score or Ethos may be converted. This process is
instantaneous, occurring as soon as the creature touches the substance and succeeds
with the power roll. Another variant of this power is Blood to Water, which has a
difficulty increased to 20. This power works similarly, but 1 liter of blood may be diluted
into water for every 5 levels of Ethos or Supernatural Score. When this is done to a
living organism, 2D6 points of damage is inflicted for every liter converted and the
Physical Characteristic is decreased by one. This Characteristic penalty is healed at a
rate of one point per day of complete bed rest. The health damage is healed as normal.
Range: Touch
Duration: Instant
2. Burning Water Difficulty 25
The caster of this miracle can cause water to boil and burst into flames by touch. For
every 4 levels of Ethos or Supernatural Score, the caster may cause 1 liter of water to
reach an extremely high temperature. Water which is exposed to the open atmosphere
will rapidly boil and burst into flames. Water in a closed system will reach increasing
temperature until the steam builds up to a point of explosion. If living systems, which
happen to be 75% or more water, are targeted, they will suffer large amounts of
damage. This damage is equal to 3D6 plus an additional 1D6 for every liter boiled by
the caster. Individuals who are splashed by the boiling liquid will receive 1D6 points of
heat damage as well.
Range: Touch
Duration: Instant
3. Ashes to Ashes Difficulty 30
Death comes to all and those who are dead know this best. As the servants of evil,
undead are able to call upon the most primal force in existence--Death. This power
enables the creature to claim the souls of the living as the essence of life is snuffed out.
All life forms within sight of the creature take 10D6 points of damage. Organisms killed
in this way are reduced to a pile of ash, returned to the earth from whence they came.
Range: Sight
Duration: Instant
Flicker of Hellfire(Whole)
Hellfire anguishes withering ye
He brings it all unto thee
1. Dancing Lights Difficulty 20
Similar to the Mage spell Darkness/Light, this power allows individuals to create a
myriad of colorful lights which all flash within the area of effect. This does a good job at
confusing any characters within the range. Attackers and defenders in combat both
suffer a -5 penalty to the D20 roll while in the area of effect, since the lights play tricks
on everybody's eyes. Characters also have a -5 to all perception rolls while under the
effects of this power, whereas characters who are trying to hide or sneak gain a bonus
of 5. This power may also be used to lighten up or darken a room, depending on the
shades of color chosen by the caster.
Range: 10 foot radius plus an additional 5 feet per 5 Ethos levels or Supernatural
Score.
Duration: 1 round for every Ethos level or Supernatural Score.
2. Fly Difficulty 25
Creatures with this ability are able to fly trough the air for the duration of the power.
While flying, the ability of Movement is increased by three-fold. Individuals using this
power may soar over buildings, fly through windows, or travel anywhere else the
conduits of air will let them go.
Range: Self
Duration: 1 minute per level of Ethos or Supernatural Score
3. Form of Shadow Difficulty 30
Creatures using this power may become incorporeal at will. While in this form, they are
treated as normal incorporeal undead, except that they can be visible as a two-dimensional, black, featureless image. Once employed, this power enables the creature
to darken and melt away into the inky blackness of a nearby shadow. The creature
loses all health and can no longer be harmed by physical weapons for the duration.
Mentalist powers which cause damage will inflict pain to the caster of this power, but
otherwise cause no health loss. While in this state, movement is restricted to flitting
between dark areas where shadows exist only. Otherwise, the character may only cling
to the surface of a darkened object. Individuals using this power may never move into
direct light or sunlight, lest this power be ended immediately. Characters who use this
power in total darkness are invisible.
Range: Self
Duration: 1 hour
Corruption of Sin(Deity)
Fate, after all, is the killer of ages.
1. Bestow Curse of Sin Difficulty 20
By increasing the desire to commit any of the sins of Envy, Gluttony, Greed, Lust, Pride,
Sloth, or Wrath, the creature employing this power is able to switch, delete or add the
moral priorities of one target. These changes last for the duration of the power. If, at
any time, a target is reduced to zero (0) moral priorities, the target becomes lethargic
and will lack any kind of motivation (Sloth). He or she will be able to gain no experience
and will be instilled with an extreme sense of hopelessness. This power may not be
used to affect the number 1 moral priority of a Mentalist character. Range: Line Of Sight
Duration: 1 Hour
2. Pact of the Devil Difficulty 25
This power enables a creature to make a pact with the devil, or more appropriately, one
of his revenants. Creatures using this power are able to contact a lesser demon, with
whom they make a deal. Normally, demons deal in souls, but every now and then, they
will accept years of servitude. Demons may grant rewards to lesser creatures if certain
prices are paid to them. These rewards may come in any form, which is up to the Game
Master to decide. One of the most common forms of payment is that of experience
points which may be spent accordingly. Normally, a demon will give no more than 1
experience point for each moral priority that a particular soul has. The soul which is
dealt, however, does not necessarily have to be that of the dealer. On the contrary, we
encourage the Game Master to try and have the creature convince mortals to sign the
pacts. In which case, the creature doing the deal will receive all of the reward, and the
signers will receive nothing short of a hot eternal vacation.
Range: Special
Duration: Permanent
3. Hands of Entropy Difficulty 30
Individuals who employ this power can alter time itself. At the touch of the caster, a
single target ages a number of years equal the caster's Intuition score. For every 8
points of Intuition rounded down, the following Attributes are permanently lowered by 3:
STR, END, MOV, AGL. This is due to the aging process. In addition, if a character is
reduced to 0 health as a result of this power, he or she instantly dies, being reduced to
withered, skeletal remains and then dust. Characters who are reduced to 0 STR, END,
AGL, or MOV are all considered to be incapacitated and bedridden. This power does
not affect undead nearly as efficiently. Mummies, vampires, and revenents all suffer
only a BEA loss equal to 1D6 for every 5 levels of Ethos or Supernatural Score. All
other undead are not affected at all.
Range: Touch
Duration: Instant
Seductive Voice(Congregation)
Asmodeus was right. Nothing can resist the power of temptation.
1. Pheremone Powers Difficulty 20
Creatures with this power are able to produce a potent chemical which attracts and
renders all mortals susceptible to mind control. Undead using this ability get a bonus of
5 on all social rolls against humans. This power may not be used in conjunction with
other powers.
Range: Self
Duration: 1 hour
2. Infernal Lust Difficulty 25
The powers of evil grant the user the ultimate ability to completely seduce any one
target. The target may be of either sex, regardless of the sex of the creature (or the sex
resembled by the creature). Mortals affected in this way will swoon in the presence of
the creature and feel compelled to do anything for the creature. Those who are affected
by this power gain the Moral Priorities of Intangible Wealth-Pleasure and Friends-with
whom ever the creature may be. These two moral priorities may only be broken upon a
successful Willpower roll. The target must roll a D20 and add his or her ability of POW
and an Ethos, Mythos, or Logos score, if applicable. This total must be greater than the
creature's Supernatural Score added to a D20 roll and its BEA or CHA, whichever is
higher. If the target ever breaks one of these Morals, the spell will immediately end,
although the target may never willingly break one on purpose.
Idiot Roll: D20 + POW + Ethos/Mythos/Logos > D20 + Supernatural Score + BEA or
CHA
While in this state of control, the target will break his or her own Moral Priorities and the
previous priorities of Friends and Intangible Wealth will be replaced by the ones stated
above.
Range: Line of Sight
Duration: 1 hour
3. Touch of Evil Difficulty 30
When touched by the caster, the single target will temporarily gain the moral
priority of Self if he or she does not already have it. For the duration of the power, the
target will not be able to gain any experience points, unless it is by committing a truly
evil, self serving, or demented act. This can be inclusive of a variety of activities,
although the acts should be bad enough that they are deemed inhuman by the Game
Master. One way of rating the merit of a character's actions can be done by using the
following examples:
*The character purposefully thwarts the experience gain of another player
character by sabotage or trickery.
*The character takes the life of an innocent non-player character.
*The character takes the life of a player character.
*The character successfully corrupts the goal(s) of the entire party to a
malevolent purpose.
*The character performs some sick and or demented act during the course of the
adventure, which may be inclusive of, but not limited to: sexual assault, rape, torture of
children, severe mutilation of self or others, bestiality, massive won-ton destruction,
genocide, corruption of souls, serial killing, cannibalism, necrophilia, pedophilia,
necropedophilia, necropyropedophilia, vivisection of human beings or animals,
performing human sacrifices, incest, taking hostages from day care centers, or doing
anything else which would normally be unbecoming of a DarkTown character.
Also, if, after performing your heinous task, the Game Master or any of the
players respond with a "that's just plain wrong" or "now I am gonna kill your character,"
then you have done your job. Moreover, if you can make another player or the Game
Master leave the gaming area or quit the game, you earn double the experience points
for that session (it has only happened to us once). If, on a rare occasion, you can
actually subject any of the players to have nightmares about your character, then you
are eligible for the exemplary award of mental sickness. This entails earning up to three
times the normal experience points for the gaming session, upon a majority vote of
course (again, this has only happened once, but it is definitely worthy of being noted).
Characters who gain experience points while under the influence of this power may be
eligible for general undead flaws at the discretion of the Game Master.
Range: Touch
Duration: Until after the next experience point session.
Dark Arts
Fires of Hell (Destruction)
1. The Ice that Burns Difficulty 20
2. Infernal Flames Difficulty 25
3. Fire Ball Difficulty 30
Wolvesbane (Alter)
1. Wolf Claws Difficulty 20
2. Speed of the Wind Difficulty 25
3. The Animal Within Difficulty 30
Tortured Form(Perceive)
1. Evil's Changing Ways Difficulty 20
2. Sleep of the Grave Difficulty 25
3. Demonic Body Difficulty 30
Forsaken Knowledge (Create)
1. Parlor Tricks Difficulty 20
2. Pact of the Devil Difficulty 25
3. Evil Always Gets the Last Laugh Difficulty 30
Social Dominance (Control)
1. Undead Finesse Difficulty 20
2. Charm Difficulty 25
3. Infernal Mastery Difficulty 30
Dark Faith
Infernal Investment (Avatar)
1. Embodiment of Evil Difficulty 20
2. Demonic Might Difficulty 25
3. Hell Skinned Difficulty 30
Faith From Below (Priest)
1. Wine to Blood Difficulty 15
2. Burning Water Difficulty 25
3. Ashes to Ashes Difficulty 30
Flicker of Hellfire(Whole)
1. Darkness Difficulty 20
2. Dancing Lights Difficulty 25
3. Form of Shadow Difficulty 30
Corruption of Sin(Deity)
1. Bestow Curse Difficulty 20
2. Pact of the Devil Difficulty 25
3. Hands of Entropy Difficulty 30
Seductive Voice(Congregation)
1. Pheremone Powers Difficulty 20
2. Infernal Lust Difficulty 25
3. Touch of Evil Difficulty 30