Skin walkers

Skin Walkers are a specialized breed of mockery.

Overview

Before their possession, they were shamans and mystics among the local peoples. Their anger at their mistreatment opened them up to Bane possession, and they began to haunt the nights outside both native and newcomer settlements.

The Skin Walkers’ main purpose is to make more like them, using their Wyrm-Fetishes to infect new victims with possessing Banes. Their victims suffer lapses in memory, becoming more and more frequent, covering up murderous fugue states.

Attritubes

  • Physical: Strength 2, Dexterity 2, Stamina 2
  • Social: Charisma 2, Manipulation 2, Appearance 2
  • Mental: Perception 4, Intelligence 3, Wits 4
  • Talents: Intimidation 3, Subterfuge 2
  • Skills: Animal Ken 4, Firearms 4, Stealth 3, Survival 4
  • Knowledges: Enigmas 3, Investigation 3, Linguistics, Medicine 2, Occult 4
  • Backgrounds: Resources 1
  • Powers: Corruption (as the Bane Charm), Eyes of the Wyrm, Stone Seed*
  • Willpower 7

Appearance

The Skin Walkers resemble Native Americans of unearthly pallor, with very dark eyes that flash a deep red in dim light or darkness. Their sweat is oily, and their hands and mouths are usually stained with blood. They have wicked smiles, and never speak.

  • Stone Seed: This fomori power allows a Skin Walker to bind a possessing Bane into a small stone and deliver it at range, usually by means of a blowgun. The mockery must successfully hit his victim with a Firearms + Dexterity roll (difficulty 6) and spend a Willpower point. The victim doesn’t feel anything more painful than a mosquito bite, and might not even realize she’s been attacked. The stone dissolves, and the Bane within (usually a Debaucher; see above) may immediately make a Gnosis roll to begin possession.

References

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