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Abominations The Hybrids

The document discusses the concept of Abominations, hybrids of werewolves and vampires in the World of Darkness universe, detailing their physiology, psychology, and the rules governing their existence. Abominations are characterized by their unnatural hunger for blood, loss of connection to their spiritual roots, and a tendency towards insanity due to their cursed state. The document also includes gameplay mechanics for creating and utilizing Abominations within various role-playing scenarios, along with sample characters and their abilities.

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100% found this document useful (1 vote)
974 views15 pages

Abominations The Hybrids

The document discusses the concept of Abominations, hybrids of werewolves and vampires in the World of Darkness universe, detailing their physiology, psychology, and the rules governing their existence. Abominations are characterized by their unnatural hunger for blood, loss of connection to their spiritual roots, and a tendency towards insanity due to their cursed state. The document also includes gameplay mechanics for creating and utilizing Abominations within various role-playing scenarios, along with sample characters and their abilities.

Uploaded by

adam.brown0719
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TERRIFYING UNDEAD MONSTERS

FOR THE ENTIRE WORLD OF DARKNESS


Abominations
The Hybrids
LEGAL AND CREDITS

W R IT T E N BY David Gibson

COV ER A RT: Public Domain


GR A PH IC DESIGN A N D L AYOU T: David Gibson

I N T ER IOR A RT A N D I L LUST R AT ION: Public Domain

World of Darkness, Vampire: The Masquerade, Vampire: The Dark Ages, Victorian Age: Vampire, Werewolf: The Apocalypse, Werewolf: The Wild
West, Mage: The Ascension, Mage: The Sorcerers Crusade, Wraith: The Oblivion, Wraith: The Great War, Changeling: The Dreaming, Hunter: The
Reckoning, Demon: The Fallen, Mummy: The Resurrection, Orpheus, Exalted, Chronicles of Darkness, Vampire:The Requiem, Werewolf: The Forsaken,
Mage: The Awakening, Changeling: The Lost, Hunter: The Vigil, Geist: The Sin Eaters, Demon: The Descent, Mummy: The Curse, Beast: The Primordial,
Promethean: The Created, Storyteller System™, Storytelling System™, and Storytellers Vault™ and their respective logos, icons and symbols are trade-
marks or registered trademarks of Paradox Interactive AB. All rights reserved.

This work contains material that is copyright of Paradox Interactive AB. Such material is used with permission under the Community Content Agree-
ment for the Storytellers Vault.

PROPERTY® Copyright© 2024 Paradox Interactive AB (publ). All rights reserved.


TABLE OF CONTENTS

Introduction 4

Physiology & Psychology 5


Making an Abomination 6
Vampire Rules 6

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.

A newly Embraced Lycanthrope develops the nor-


mal Bane and Compulsions of their clan. They gain
three dots from clan Disciplines (2 from one Dis-
Werewolf Rules
cipline and 1 from another). Their claws and teeth A Garou turned into a vampire continues to pos-
deal +3 non-halved Superficial Health damage. sess the Gifts they knew in life, but can no longer
Lycans gain Hunger and use Huger dice. perform or participate in Rites. (Abominations
Shapeshifting between their human appearance or who have given themselves over to the Wyrm can
the form of a wolf or wolf-human hybrid is a Rouse perform Rites with other followers of the Wyrm
check. or involving Banes.) They are also no longer able to
In addition to Disciplines, the Lycan has su- increase their Renown, regardless of what deeds
pernatural “Gifts” granted by allied spirits. These they perform. In fact, actions taken while feeding
function as appropriate Disciplines, reflavoured and hunting, often cause chagrin in one or more
as necessary. When the Lychan fails a Rouse check types of Renown.
to use one of these Gifts their Hunger does not in- The Abomination also learns three new Gifts,
crease but they instead take a point of Superficial which come from their undead Blood rather than
Willpower damage. spirits and should be appropriately reflavoured.
When the Abomination reaches 0 Willpower These Gifts can be gained even if the Abomina-
they “lose the wolf” and cannot change forms or tion do not have the appropriate Auspice or Tribe.
use any of their Gifts. Vampiric Gifts can be used in any form—even
homid. When an Abomination fails a Rage check
to use a vampiric Gift, they take one Superficial
Willpower damage rather than their Rage decreas-
ing.

6
A B O M I N AT I O N S T H E H Y B R I D S

An Abomination is cursed with a supernatural


hunger for blood, what the leeches call “the Beast.” Hunter Rules
This means the Rage of an Abomination is tied to Abominations are a terrifying threat for Garou
blood and hunger. When they awaken each dusk, and Kindred. For mortal hunters they are truly
they gain a point of Rage, as their unnatural hun- deadly foes, and each should be unique targets of
ger grows during their death-like daysleep. They a hunt. The antagonists provided at the end of this
also gain a point of Rage the first time in a scene document can serve as a foundation, being custom-
they smell freshly spilt blood. Drinking the blood ised as necessary as determined by their backstory
of a creature lowers their Rage by one point for and personal motivations.
every turn spent drinking. However, while at Rage For Hunter Chronicles, the extra damage dealt
5, an Abomination needs to test against frenzy by an Abominations’ claws and teeth is equal to
whenever they see or smell fresh blood. the Danger and not a static +3. This is Aggravated
Because they are filled with bestial cravings Health damage to mortal. (Armour is recommend-
and a spiritual void, Abominations can no longer ed when fighting an Abomination.) The Difficulty
remove boxes of Harano or Hauglosk: their mental to resist an Abomination’s powers is also equal to
state invariably degenerates over time as they lose the current Danger.
their connection to humanity. Feeding from an Mortals that witness an Abomination trans-
unwilling mortal counts as violating a chronicle form into their hybrid war form are subject to an
Tenet, leading to a Hauglosk test. Being reminded effect known A “Delirium,” which causes panic so
of what they have lost and their unnatural exist- intense the mind blocks out the incident. A pre-
ence can also prompt a Harano test. pared hunter that witnesses a transformation must
The Abomination no longer heals naturally and roll their Resolve + Composure against a Difficulty
cannot remove Superficial Health damage from the equal to the Danger. On a failure, their instinct for
tracker at the start of a session or use Medicine to self preservation takes over and they must flee for
convert Aggravated Health damage to Superficial. a number of turns equal to the margin of failure. A
They can only heal by Regenerating, which can hunter can delay this retreat for a turn by spending
now be done in any form and not just in super- a point of Willpower.
natural forms.

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

Daystalker ■ Brew Elixir: The Abomination mixes their


A garou turned into an abomination by a thin- magical blood with mundane fluids to cre-
blood vampire is a paradoxically fearsome creature, ate a magical potion that only holds power
keeping its strengths of both while losing many of for them. Making a potion takes a scene and
its weaknesses. These do not have the sane innate requires spending a point of Willpower and
powers of other vampires and must use alchemy taking 1 point of Superficial Health damage.
unlock activate their blood. The Abomination can carry three at one time.
The supernatural Blood (or vitae) of thin-blood Individuals can only be under the effects of
vampires is weak: these high generation undead one potion at a time, and consuming a sec-
are barely more than human, with some even able ond causes the first to end. The Abomination
to have children or walk in sunlight. While their chooses the elixir it makes from the following:
Blood’s power to overcome a garou’s natural regen- ■ Burning Blood: The imbiber’s blood grows
eration is reduced, so is its innate toxicity, making uncomfortably warm for one scene. If
a garou less likely to outright reject the Blood. purposely spilt, the blood smoulders and
might ignite highly flammable materials,
General Difficulty: 3 / 1; or 4 / 2 if transformed
like gasoline fumes. Anyone who damag-
Standard Dice Pools: Physical 3, Mental 3, Social 3
es the Abomination using Brawl or Melee
Secondary Attributes: Health 6, Willpower 6
takes 1 Superficial Health damage.
Exceptional Dice Pools: Firearms 5, Investigation
■ Restorative Blood: A mortal imbiber im-
4, Occult 4, Streetwise 5, Subterfuge 4
mediately removes 3 points of Superficial
Special: Abominations suffer Aggravated damage
Health damage. When a vampire drinks
from silver weapons and fire. They recover 1
directly from the imbiber, they mend
Superficial Health at the start of each of their
1 Superficial Health damage each turn
turns
spent feeding.
It has the following supernatural powers: ■ Oil of Crinos: The Abomination rubs the
■ War Form: The Abomination’s Physical dice elixir over a part of their body—such as
pool and Health increase by 3. They grow claws an arm, their legs, or a hand—transform-
and fangs that deal +3 damage. ing it into their war form for a scene.
■ Daystalking: The Abomination does not take ■ Argent Antixoin: Silver and silvered weap-
any damage from sunlight. During the daytime, ons no longer deal Aggravated damage
their Physical dice pool is halved (rounded up). for the remainder of the scene.
■ Essence of Janus: For the rest of the scene,
the imbiber adds 3 dice to Social pools,
but only when they are actively lying.

10
A B O M I N AT I O N S T H E H Y B R I D S

Mindrender Spirit Taker


Able to inflict damage upon both mind and body, The Garou are spirits made flesh—they walk in
these monsters are no less dangerous while in hu- both the mortal world and the parallel realm of
man form, lacking fang and claw. Mercifully, their spiritual entities. The transition to undeath severs
ability to employ mental powers in their hybrid this connection, making it challenging to conduct
forms is limited, as clearly vocalising is a challenge the rituals necessary to cross over into the spirit
with inhuman vocal chords. world. But spirit workers can still manipulate those
General Difficulty: 3 / 2; or 4 / 2 if transformed forces, with such powers even becoming augment-
Standard Dice Pools: Physical 3, Mental 3, Social 4 ed by their undeath and necromantic influence
Secondary Attributes: Health 6, Willpower 7 over souls.
Exceptional Dice Pools: Awareness 5, Finance 4, General Difficulty: 3 / 2; or 4 / 2 if transformed
Insight 5, Intimidate 5, Leadership 6, Politics 4 Standard Dice Pools: Physical 3, Mental 4, Social 4
Special: Abominations suffer Aggravated damage Secondary Attributes: Health 6, Willpower 8
from silver weapons, sunlight, and fire. They Exceptional Dice Pools: Academics 5, Melee 4,
recover 1 Superficial Health at the start of each Intimidate 5, Investigation 5, Occult 6
of their turns. Special: Abominations suffer Aggravated damage
It has the following supernatural powers: from silver weapons, sunlight, and fire. They
recover 1 Superficial Health at the start of each
■ War Form: The Abomination’s Physical dice
of their turns.
pool and Health increase by 3. They grow claws
and fangs that deal +3 damage. It has the following supernatural powers:
■ Distract: False sensory input and floods the ■ War Form: The Abomination’s Physical dice
target’s mind. They take a two dice penalty to pool and Health increase by 3. They grow claws
their next action. and fangs that deal +3 damage.
■ Issue Edict: The Abomination spends a Will- ■ Compel Lingering Spirit: This power allows
power and utters a single-sentence command to the Abomination to converse with a recently
a listener. The subject must make a Difficulty 3 deceased spirit. The person must have died since
Intelligence + Resolve test to avoid immediately the last sunrise and the Abomination either
obeying the command as literally as possi- needs access to the remains or to be at the site
ble. The commanded creature automatically of death. The Abomination makes a Difficulty
succeeds at resisting if told to do something 1 Occult roll, forcing the spirit must truthfully
obviously harmful or physically impossible. This answer a number of questions equal to the
power expires at the end of the scene. margin.
■ Sap Will: The Abomination spends a Will- ■ Rend Soul: The Abomination spends one
power and makes a Mental roll against a target’s Willpower, and their next successful Brawl or
Composure + Intelligence. On a win, each point Melee attack also deals 1 Aggravated Willpower
of the margin causes one point of Superficial damage.
Willpower damage. ■ Spirit Passage: The Abomination violently
forces themselves into the spirit world, or
Umbra. They must succeed on a Difficulty 3
Occult task and spend a point of Willpower to
force their body through the barrier between
worlds. They must also spend one Willpower at
the start of each scene in the spirit world, or be
ejected back into the mortal world. When this
power ends they either return to where they
entered the spirit world or the counterpart to
their current location (if one exists).

11
Sample Abominations

Swift Fang Unseen Horror


A creature of grace and speed, the Abomination Often twisted and deformed, these Abominations
can move with blinding speed. It moves so fast, it match the name with patchy fur atop pale, diseased
seems to vanish and reappear, giving the appear- flesh. Their features are asymmetrical and unpleas-
ance of teleporting between locations. These beasts ant in all of their forms, as if suffering a debilitat-
are often exceptionally charming and charismatic, ing malady. Their fangs are pronounced and visible
being as quick with their words as with feet and in all even when not shapechanged. In Crinos form,
fang. they often manifest bony spikes and jagged protru-
General Difficulty: 3 / 2; or 4 / 2 if transformed sions across their body. While horrifying to look
Standard Dice Pools: Physical 4, Mental 3, Social 4 at, they are even more terrifying for their ability to
Secondary Attributes: Health 7, Willpower 7 vanish completely from sight
Exceptional Dice Pools: Athletics 6, Awareness 4, General Difficulty: 4 / 2; or 6 / 2 if transformed
Drive 5, Firearms 5, Subterfuge 5 Standard Dice Pools: Physical 3, Mental 4, Social 1
Special: Abominations suffer Aggravated damage Secondary Attributes: Health 6, Willpower 5
from silver weapons, sunlight, and fire. They Exceptional Dice Pools: Animal Ken 6, Brawl 6,
recover 1 Superficial Health at the start of each Intimidate 5, Stealth 8, Survival 6
of their turns. Special: Abominations suffer Aggravated damage
It has the following supernatural powers: from silver weapons, sunlight, and fire. They
recover 1 Superficial Health at the start of each
■ War Form: The Abomination’s Physical dice
of their turns.
pool and Health increase by 3. They grow claws
and fangs that deal +3 damage. It has the following supernatural powers:
■ Predatory Charm: The Abomination can ■ War Form: The Abomination’s Physical dice
spend a point if Willpower to add 3 dice to its pool and Health increase by 3. They grow claws
Persuasion and Subterfuge dice pools for the and fangs that deal +3 damage.
rest of the scene. ■ Beast Speech: By spending a Willpower, the
■ Rapid Traversal: The Abomination moves so Abomination can understand and commu-
rapidly, it seems to teleports to a space it can nicate with animals, as if they had a shared
see within fifty metres. Activating this ability language, limited by the animal’s intelligence
requires a point of Willpower and lasts for the and perception of the world. This lasts for one
entire scene, but the monster cannot use this scene.
fast movement two turns in a row. ■ Invisibility: While unobserved, the Abomina-
■ Unearthly Speed: The Abomination spends a tion can spend a point of Willpower to become
point of Willpower to either increase its diffi- invisible. Detecting them while they are invis-
culty against physical attacks by 2 or add 3 dice ible is a Difficulty 4 test. When it attacks or
to Physical dice pools. This power lasts until the draws attention to itself, the effect ends.
end of the turn ■ Resistance: Once per scene, when the Abomi-
nation takes Health damage it can roll its Physi-
cal dice pool and reduce the damage by the
number of successes (prior to any damage being
halved, and the damage cannot be reduced
below one).

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

Mature Advisory: contains graphic and written content of a


mature nature, including violence, sexual themes, and strong
language. Reader discretion is advised.

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