Big Book of Nasties: Introduction
This is an old idea of mine, but it is being presented to the public for the first time. This is a collection of antagonists for the World of Darkness rules known as the Storytelling System (circa 2004 if you’re confused which set of rules I’m talking about.) The Big Book of Nasties is open for submissions. Any entries that are not attributed to another author are my own creations, and are part of my own IP. Entries credited to other authors are owned by them.
The Big Book of Nasties is a volume designed for the White Wolf World of Darkness game. It uses the Storytelling System first published in 2004, and is meant to be a collection of antagonists suitable for mortals to face, even when too powerful for most mortals to defeat. In general, there is a cthuloid otherness embedded in the IP for this volume because while WoD games tend to revolve around simple horror created by mortals, or the supernatural creature types players have the option to create. I wanted something different for the theme of this book.
That said, there is only a limited amount of fluff associated with each creature entry. This is because too much explanation ruins some of the effect. I would rather a Storyteller be forced to figure out how these things slot into his story background. Even if the Storyteller never does this, preferring to simply use them as chaotic encounters to spice up the game, I am not giving everything away to players who potentially read through the Book.
The following abilities are common throughout the antagonists for this book, so please refer to this glossary as individual entries will not explain mechanics associated with them.
Anything within the aura’s radius is predisposed to the creature that creates the aura. The intensity of this power is used as a bonus for all interaction tests upon those who are within the radius. Whenever someone attacks the creature without absolute cause (attack on a loved one, personally being attacked) they must make a Resolve roll penalized by the power’s intensity to carry out their attack. This is a simple fail/succeed situation.
Anything this creature touches receives automatic damage of a preset type equal to the intensity of the power. This may include environmental effects as well that occur in a radius from the creature’s position.
Anything within the aura’s radius must make a Composure + Resolve roll penalized by the intensity of the power in order to operate with complete efficiency. Dramatic Failure causes targets to flee the area, failure results in a -2 penalty and success results in a -1 penalty unless the creature entry says otherwise.
The creature is automatically fluent in any spoken language it chooses to converse in.
The creature is an otherworldly thing which causes insanity just from its mere presence if encountered in its natural form. Those who encounter a creature with a Breach rating must succeed at a Composure + Resolve roll penalized by Breach.
Dramatic Failure: The character gains a permanent derangement.
Failure: The character gains a temporary derangement
Success: The character has a -1 to die rolls in the thing’s presence until the end of the scene.
Exceptional Success: The character has total command of the self.
Players should take notes of how often they encounter a particular creature (in different stories) because the Breach rating effectively lowers by 1 for the next encounter. For singular outsider beings of great power, this penalty usually never lowers because they manifest in a multitude of different forms and are overwhelmingly unnatural.
The creature receives no penalties to see in darkness as long as it is not total.
The creature recovers from wounds faster than the 1 bashing per 15 minutes, 1 lethal per two days and 1 aggravated per week. The new healing rate is listed in parentheses as (rounds/minutes/hours) for bashing/lethal/aggravated. If a creature cannot heal a certain type of damage faster a dash (-) is listed in that spot instead. Typically a character will have an Instant, Rapid, Intense, Fast, Moderate or Slow rate of regeneration.
|Instant||all||1 per round||1 per 5 rounds|
|Rapid||25 per round||1 per 6 rounds||1 per minute|
|Intense||5 per round||1 per minute||1 per 7 minutes|
|Fast||5 per round||1 per 7 minutes||1 per 33 minutes|
|Moderate||1 per 5 rounds||1 per 36 minutes||1 per 3 hours|
|Slow||1 per minute||1 per 3 hours||1 per 11 hours|
The creature can disguise itself visually and physically as anything else it desires unless its description says that it only takes on specific forms. It gains no benefits from this disguise, and the die pool’s successes are used as a goal for anyone attempting to see through the disguise. In some cases, it may disallow supernatural skill to apply. To simulate these situations, whenever a supernatural power says to add its level to the die pool when using the power to see through illusions, simply subtract the Visage level as a penalty from the onlooker’s die pool before the roll.