Abominations The Hybrids
Abominations The Hybrids
W R IT T E N BY David Gibson
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Introduction 4
Werewolf Rules 6
Hunter Rules 6
Sample Abominations 9
A B O M I N AT I O N S T H E H Y B R I D S
3
Chapter of the Book
Introduction
Some things are simply not supposed to exist.
Things that defy the laws of man and nature.
One such impossibility is the Abomination:
Kindred Garou. Werewolves who have been
cursed with vampiric unlife.
The many Changing Breeds are the
embodiment of life and champions of the
natural world. Vampires are death incarnate,
beings who break the cycle of life and death,
serving only their unnatural hunger. Their
natures are in opposition.
Abominations are also known as the
"Undying Children," "Vrykolakas," "Pale
Ones," and "Luna's Demons." These unfortu-
nate hybrids are hated and feared by Kindred
and Garou alike. The majority live short lives.
Abominations often end their own lives
themselves when they realise what they have
become. Others surrender to rage and hun-
ger, going berserk until they are mercifully
put down by other Kindred or Garou.
Only one in a hundred Garou arise as a
vampire, becoming an Abomination. Ga-
rou are innately allergic to vampire blood
(known as vitae). When they ingest it, they
react violently, immediately vomiting up the
toxic substance. It is hard to convert a lychan
into a ghoul, and Embracing one is even
more of a challenge. Even if a werewolf can
keep down the vampiric blood, their ties to
the spirit world make it challenging for their
body to resurrect as an undead: their spirit
typically departs their body, crossing over to
whatever fate awaits, causing the resurrection
to fail. Others die in torturous agony, as their
body tears itself apart from the inside.
4
A B OSMEIRNVAATNI O
T SN SO FT H
T EH EH Y
BBLO
R IO
DDS
Physiology Psychology
Abominations look like other Garou, except paler Like all vampires, Abominations rise under the
and with prominent fangs in their supernatural emotional sway of their sire. The first steps towards
forms. Like other vampires, they do not need to an unnatural emotional tie known as a “Blood
breathe, eat, or drink. These needs have been sup- Bond.” Vampires trying to create an Abomina-
planted by a singular one: feast on the blood of tion often do so with the intent of creating a living
mortals. In most instances, the Abomination’s bite weapon, working to fully strengthen the Blood
causes ecstasy, so the victim has little knowledge of Bond, leashing the werewolf to their will. Many
what occurred, their memories becoming indis- such Abominations spend their initial nights in
tinct and uncertain. forced servitude, compelled to commit immoral or
The now dead Garou no longer heals naturally, monstrous actions. This enslavement causes a rapid
instead supernaturally knitting its wounds closed decline, leading to increased bestial behaviour,
through the power of its Blood. However, the even after being freed.
Abomination is still vulnerable to silver weaponry Even Abominations that escape being Blood
and also burns in sunlight like other vampires. This Bonded suffer mental and emotional erosion. They
damage heals slowly, a little bit each night. Their are cut off from their larger self and patron spirits,
body is otherwise preserved in the condition it was experiencing intense ennui and uncertainty. A
at the time of their death, reverting to that state crisis of faith beyond that of any mortal human, as
each sunset: hair regrows and new piercings force the spiritual absence is quite literal.
themselves out. Aggravated damage from silver, As a result of this degradation, almost all
sunlight, or fire occasionally leave scars that persist. Abominations succumb to insanity: losing all ves-
Regardless of their generation, the vampiric tiges of what they were and becoming bestial crea-
blood (or vitae) of an Abomination is dead: they tures of hunger, rage, and instinct. In this state, the
cannot turn mortals into vampires, create ghouls, Abomination is a threat to both the Masquerade
or form Blood Bonds. If a vampire drinks from and the Veil, and are hunted by both supernatural
an Abomination, their blood satiates hunger like beings. The careless carnage they leave behind can
regular vitae and not werewolf blood. There is quickly attract the attention of mortal hunters.
no added risk of frenzy and never any emotional
resonance.
Like all vampires, if an Abomination is impaled
through the heart with a wooden stake, they are
immediately paralysed, appearing to be a mundane
corpse. If an Abomination is in their wolf-human
hybrid form when staked, they revert to their hu-
man visage.
5
Making an Abomination
making an
abomination
Upon being Embraced, an Abomination becomes Because werewolves follow a code (the “Litany”)
the same clan as their sire, or develops into a clan- and respect the natural world, feeding on innocent
less Caitiff. Most quickly manifest vampiric pow- mortals effectively violates a chronicle Tenet. They
ers. The former-Garou's connection to Gaia and the gain one or more Stains every time they drink
spirit world immediately begins to fray: they have blood from an unwilling person.
been severed from the wellspring of life. The Abomination no longer heals naturally
The exact rules for making an Abomination from injury, mending itself like other Kindred.
depend on the rule set being used. They remove one or more Superficial Health dam-
age with a Rouse check, and while in their hybrid
war form, they remove one additional point of
Vampire Rules
damage.
6
A B O M I N AT I O N S T H E H Y B R I D S
7
Making an Abomination
8
A B O M I N AT I O N S T H E H Y B R I D S
sample
abominations
This chapter includes a few sample Abominations Body Horror
that can be quickly inserted into a chronicle in This monstrosity transforms and reshapes its body
place of a more complicated antagonist using the into even more terrifying forms, twisting its frame
full rules of a PC. into a hybrid of a wolf and another animal or
It is strongly recommended that Abominations reshaping its flesh into an aberrant creature. Most
be expanded upon beyond these baseline templates. create deadly offensive weapons, such as unnatu-
Abominations are rare creatures and should be rally long claws, jagged spikes from its knuckles, or
unique individuals, with personal motives and calcified blades along its forearms.
backstories.
For ease of use, elements line Clan and Tribe General Difficulty: 3 / 2; or 4 / 2 if transformed
are omitted from these characters, and can be Standard Dice Pools: Physical 3, Mental 3, Social 4
added as needed. These Abominations can also be Secondary Attributes: Health 6, Willpower 7
further customized by adding appropriate Gifts or Exceptional Dice Pools: Brawl 5, Larceny 4, Medi-
Disciplines. cine 5, Stealth 4
Special: Abominations suffer Aggravated damage
from silver weapons, sunlight, and fire. They
recover 1 Superficial Health at the start of each
of their turns.
It has the following supernatural powers:
■ War Form: The Abomination’s Physical dice
pool and Health increase by 3. They grow claws
and fangs that deal +3 damage.
■ Inhuman Mind: The Abomination spends a
point of Willpower to add 4 dice to its Mental
or Social pools when attempting to resist being
coerced, intimidated, or swayed by a supernatu-
ral power.
■ Nocturnal Sight: The Abomination can see in
total darkness, ignoring penalties from a lack of
illumination.
■ Reshape Body: The Abomination reduces its
maximum Health by 1 to either add 2 dice to all
Physical pools or to increase the damage from
its claws or fangs by 2. This lasts for one scene
or until the Abomination uses this power again.
9
Sample Abominations
10
A B O M I N AT I O N S T H E H Y B R I D S
11
Sample Abominations
12
A B O M I N AT I O N S T H E H Y B R I D S
Warwolf
The feral rage of this Abomination roils
beneath the surface, barely contained
and always ready to erupt. They can lose
control without warning, ceasing to dis-
tinguish between friends and enemies. The
inhuman anger of its twin monsters feeds
off each other, growing in intensity with
every slight or insult or injury.
General Difficulty: 3 / 1; or 5 / 1 if trans-
formed
Standard Dice Pools: Physical 4, Mental 2,
Social 3
Secondary Attributes: Health 7, Will-
power 5
Exceptional Dice Pools: Brawl 5, Melee 7,
Persuasion 5, Streetwise 4
Special: Abominations suffer Aggravated
damage from silver weapons, sunlight,
and fire. They recover 1 Superficial
Health at the start of each of their
turns.
It has the following supernatural powers:
■ War Form: The Abomination’s Physi-
cal dice pool and Health increase by 3.
They grow claws and fangs that deal +3
damage.
■ Brutal Strength: The Abomination
spends a point of Willpower to increase
the difficulty to physically oppose it by
2, or add 3 dice to Physical dice pools
for the turn
■ Endless Fury: The Abomination sub-
tracts two dice from pools to resist or
control a frenzy.
■ Intimidating Presence: Attacking
the Abomination requires a Resolve +
Composure test at Difficulty 2.
13
The Worst of Both Worlds
This book contains:
^ A brief discussion on Abomination physiology and
psychology;
^ Guidelines for using Abominations in Vampire,
Hunter, and Werewolf Chronicles;
^ Seven generic Abomination Antagonist stat blocks