Dead, I am the dog, hound of hell you cry. Devil on your back, I can never die.
Table 1: Horror Level
|Lv.||HP||Awareness & Social Def.||Skill Bonus||Unspecified Attribute Mod||Track Circles|
The following are the character features of a Horror.
Hit Points: The base Hit Points of a Horror are fixed, based on their level. However a Horror may gain more Hit Points from Knacks, Tracks, Archetypes, or other sources.
Awareness: The Awareness Score of a Horror is fixed based on their level, however a Horror may gain a bonus to Awareness from knacks, tracks, archetypes or other sources.
Horrors do not have Initiative, and instead use Awareness for anything that would require initiative. Anything that would increase Initiative instead increases Awareness.
Social Defenses: The Social Defenses of a Horror are fixed based on their level, however a Horror may gain more Social Defenses from knacks, tracks, archetypes or other sources.
Skill Bonus: Horrors gain 4 trained skills of their choosing, these skills increase according to the Horror’s Skill bonus, do not add a Horror’s Attribute bonus to Skill Checks.
Unspecified Attribute Modifier (UAM): This score is used in place of any Attribute Modifier, KOM, or KDM that a Track or Feat might call for. Any effect or ability that a Horror uses that would normally require an attribute modifier, such as a Charisma Modifier or a character’s Key Defensive Modifier, uses this Effective Attribute Modifier instead. This is not added to the Horror’s HP, Awareness Score, Social Defenses, Skill Bonuses, Offensive Attack Modifier, Defensive Attack Modifier, Offensive Ability Modifier, or Defensive Ability Modifier.
Track Circles: Horrors typically have access to three tracks, gaining 2 circle increases to allocate at each level. No track may have a circle of level higher than the Horror’s Level + 1. Each type of Horror or Operative calls these Tracks by a different tittles.
Vampires, in specific, call these Tracks “Disciplines” and can gain additional Circles and access to more Tracks through an act known as Diablarie.
Offensive Knack: A Horror gains one Offense Knack form the list below. A Horror can use its Offense Knack once per encounter as a free or immediate action. This Knack can be reused after the Reload Combat Maneuver is used specifying this Offensive Knack. Offense Knacks generally affect a single opponents within [Close] range, except where noted otherwise. Their effects expire at the end of an [Encounter] or when stated.
Offensive Knacks can be changed with some work, such as purchasing a new weapon, altering a current invention, or studying a new fighting style.Offensive Knacks usually require a Successful Attack roll in order to hit.
Defensive Knack: A Horror gains one Defensive Knack form the list below. Defensive Knack are generally passive. If a Defensive Knack is active, it can be used once per encounter as a free or immediate action. This Knack can be reused after the Reload Combat Maneuver is used specifying this Defensive Knack. Defensive Knacks can be changed with some work, such as purchasing armor of some sort, altering a current invention, or studying a new fighting style.
Archetype: Horrors gain an Archetype that sculpts their existence. Each supernatural creature has a specific Archetype (such as Vampire, Vargouille, Werewolf, or Mage).
Combat Modifiers: By default, a Horror has a +0 modifier to their all of their Combat Modifiers. These are generally increased by Feats, Knacks, Tracks, and Archetypes. Occasionally there are also circumstantial bonuses to these modifiers and some consumables also can temporarily increase them.
Feats: Horrors gain two feats, which they can re-pick every level. Horrors are considered to have any ranged or melee weapon they might need, so weapon feats just work with their normal attacks.
(Note: The Horror’s level is multiplied by 3 to determine their appropriate Feats.)
Items: Horrors do not normally get items, and are considered to have all of the mundane gear that would be reasonable for them to posses. Many items that may be made available to characters are treated as a New Knack of sorts. Horrors do gain consumables as normal.
(Note: The Horror’s level is multiplied by 3 to determine their appropriate consumables.)
Character Level: Any effect or ability that requires Character Level as part of its calculation uses the Horror’s Level times 3. This includes calculating access to consumables, as well as fulfilling feat requirements.
Attacks: Horrors make a single attack at their [Close] range automatically at any point during the round. This does not need to be made during their turn. They may use their Standard Action for a Combat Maneuvers, offering them a second attack.
Damage: When in combat Horrors deal 1d6 + (6x Horror Level) damage per hit. Most Horrors deal this damage as [Aggravated Damage], but Vampires explicitly do not, unless they gain the [Aggravated Damage] from another source.