Underworld Campaign Antagonists
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Mafia Enforcer
- Attributes Strength 3, Dexterity 3, Stamina (tough) 4, Charisma 2, Manipulation 3, Appearance 2, Perception 3, Intelligence 2, Wits 3
- Abilities Alertness 1, Athletics 2, Brawl 2, Dodge 1, Firearms 3, Intimidation 3, Investigation 2, Law 1, Melee 2, Security 1, Stealth 2, Streetwise 3
- Virtues Conscience 3, Self-Control 3, Courage 4
- Humanity 7
- Willpower 7
- Possible Equipment
- Colt M1991A1 heavy pistol (Dif 6; Dmg 5; ROF 3; Mag 7; Conceal J; Range 35) with 3 magazines (7-round .45ACP)
- Mini-Uzi light SMG (Dif 6; Dmg 4; ROF 3/FA; Mag 30; Conceal J; Range 35) with 3 magazines (30-round 9mmP)
- Baseball Bat (Dif 6; Dmg Str +2; Conceal T)
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Mafia Hitman
- Attributes Strength (powerful) 4, Dexterity (balanced) 4, Stamina (tough) 4, Charisma 2, Manipulation 2, Appearance 2, Perception (attentive) 4, Intelligence 2, Wits 3
- Abilities Alertness (ambushes) 4, Athletics 2, Brawl (boxing) 4, Dodge 3, Drive 2, Firearms (automatic fire) 4, Intimidation 3, Investigation 2, Medicine 1, Melee 3, Occult 1, Stealth 3, Streetwise 2
- Virtues Conscience 3, Self-Control 3, Courage 4
- Humanity 5
- Willpower 5
- Possible Equipment
- Colt M1991A1 heavy pistol (Dif 6; Dmg 5; ROF 3; Mag 7; Conceal J; Range 35) with 3 magazines (7-round .45ACP)
- Heckler & Koch MP-5/10 heavy SMG (Dif 6; Dmg 5; ROF 3/FA; Mag 30; Conceal T; Range 55) with 3 magazines (30-round 10mm)
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Mafia Tough
- Attributes Strength 3, Dexterity 3, Stamina (tough) 4, Charisma 2, Manipulation 3, Appearance 2, Perception 3, Intelligence 2, Wits 3
- Abilities Alertness 2, Athletics 2, Brawl 3, Dodge 2, Firearms 4 (automatic fire), Intimidation 3, Investigation 2, Law 1, Melee 2, Security 1, Stealth 2, Streetwise 3
- Virtues Conscience 3, Self-Control 3, Courage 4
- Humanity 7
- Willpower 7
- Possible Equipment
- Colt M1991A1 heavy pistol (Dif 6; Dmg 5; ROF 3; Mag 7; Conceal J; Range 35) with 3 magazines (7-round .45ACP)
- Remington 870 pump-action shotgun (Dif 6; Dmg 8; ROF 2; Mag 8; Conceal N; Range 20) with 8 rounds (12-gauge slug)
- Colt M16A2 assault rifle (Dif 7; Dmg 7; ROF 3/FA; Mag 20/30; Conceal N; Range 200) with 3 magazines (30-round 5.56 mm), sling
- Baseball Bat (Dif 6; Dmg Str +2; Conceal T)
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Police Officer
- Attributes Strength 3, Dexterity 2, Stamina 3, Charisma 2, Manipulation 3, Appearance 2, Perception 3, Intelligence 3, Wits 3
- Abilities Alertness 3, Athletics 2, Brawl 3, Computer 1, Dodge 3, Drive 3, Firearms 3, Investigation 4, Melee 2, Occult 1, Politics 2, Stealth 2
- Virtues Conscience 3, Self-Control 3, Courage 4
- Humanity 6 to 8
- Willpower 7
- Equipment Badge, handcuffs, handcuff key, mini Maglite
- Glock 17 light pistol (Dif 6; Dmg 4; ROF 4; Mag 17; Conceal J; Range 25) with 3 magazines (17-round 9mmP)
- Remington 870 pump-action shotgun (Dif 6; Dmg 8; ROF 2; Mag 8; Conceal N; Range 20) with 8 rounds (12-gauge slug)
- Nightstick (Dif 6; Dmg Str +2; Conceal T)
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Werewolf, Adolescent
- Attributes (human) Strength 3, Dexterity 3, Stamina 3, Charisma 2, Manipulation 2, Appearance 2, Perception 3, Intelligence 2, Wits 3
- Attributes (crinos) Strength 6, Dexterity 6, Stamina 6, Charisma n/a, Manipulation n/a, Appearance n/a, Perception 3, Intelligence 2, Wits 3
- Abilities Alertness 3, Animal Ken 2, Athletics 2, Brawl 3, Crafts 2, Dodge 2, Firearms 2, Intimidation 3, Investigation 2, Leadership 1, Linguistics 1, Melee 2, Occult 1, Stealth 3, Survival 3
- Equivalent Disciplines Celerity 3, Potence 1, Protean 4
- Humanity 7
- Willpower 5
- Gnosis 4
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Werewolf, Pack Leader
- Attributes (human) Strength 5 (crushing), Dexterity 5 (swift), Stamina 5 (tireless), Charisma 4 (witty), Manipulation 2, Appearance 2, Perception 4 (attentive), Intelligence 2, Wits 4 (ambushes)
- Attributes (crinos) Strength 10 (crushing), Dexterity 10 (swift), Stamina 10 (tireless), Charisma n/a, Manipulation n/a, Appearance n/a, Perception 4 (attentive), Intelligence 2, Wits 4 (ambushes)
- Abilities Alertness (ambushes) 5, Animal Ken (canines) 5, Athletics (jumping) 4, Brawl (claws) 5, Dodge (ducking) 4, Intimidation (physical) 5, Leadership (werewolves) 5, Occult 3, Stealth 5 (silent movement), Survival 4 (tracking)
- Virtues Conscience 3, Self-Control 3, Courage 5
- Equivalent Disciplines Animalism 1, Auspex 1, Celerity 5, Fortitude 5, Potence 5, Presence 2, Protean 4
- Backgrounds Allies 5, Resources 2
- Humanity 6
- Willpower 8
- Gnosis 8
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Werewolf Powers and Weakness
- Lupines can take the forms of humans and wolves, as well as some forms that combine the traits of both. Most terrifying of all is their "wolfman" battle form, a wolf-headed, nine-foot killing machine that inspires a supernatural terror in humans. In this form, all their Physical Attributes are doubled, but they cannot use Social Attributes in connection with creatures other than werewolves and wild beasts (save to intimidate or terrify, of course).
- Werewolves can attack several times each turn, often taking two to six actions in a single turn (as Celerity, save with no blood point restriction). They also fly into frenzy as readily as any Brujah, and in this killing state they suffer no health level penalties for wounds.
- Lupines heal incredibly rapidly, regenerating a health level each turn. Only fire, silver, or the teeth and claws of other supernatural creatures (such as a vampire's fangs) can cause lasting injuries to a werewolf - and a werewolf can even heal these wounds as a normal human can. Worse, werewolves can soak such damage with ease. Consider all damage - bashing, lethal and aggravated - to be soakable with the werewolf's normal Stamina. However, because they are living beings, werewolves do not halve bashing damage applied to them, as the undead do.
- Werewolves fuel their supernatural powers with Gnosis, a measure of their innate spiritual energy. This Gnosis is a "battery" of sorts, like vampires' blood points. They regain Gnosis through long meditation or from bargaining with spirits.
- Lupines are apparently able to travel invisibly through the "spirit world, " sometimes appearing from nowhere to attack their foes.
- Wolfsbane avails nothing against the Lupines; however, silver is indeed their Achilles' heel. Werewolves cannot soak damage from silver weapons, and cannot regenerate such wounds as quickly as they normally could.
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