Classification: Union // Open

Bestiary

458 records

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Name ▲ Kind Line Source
A Corrupt CourtshipFomorWerewolfBotW
AbliphetFomorWerewolfBotW
Adolescent WerewolfNPCVampireV20
Aelida, Lady of FeathersNPCMageGaM
Aido-Hwedo, the Great Python and Rainbow SerpentNPCMageGaM
AigamuxaNPCMageGaM
Air ElementalNPCMageM20
Air ElementalSpiritWerewolfW20
al-Ghadib, the Mad WarriorNPCMageGaM
AlligatorNPCMageM20
Alligator or CrocodileGhoulVampireGaR
Amaterasu Omikami, Empress of the SunNPCMageGaM
Amira the Storyteller (Amira al-Kadhaab)NPCMageGaM
An Hour AgoSpiritWerewolfUVS
Anansi the Spider, Keeper of TalesNPCMageGaM
Ancient Forest-Heart (Grand Natura)NPCMageM20
Animal HierarchiesNPCVampireHH2
Animal PsiNPCVampireHH2
Animal SpiritsSpiritWerewolfW20
AnonymousSpiritWerewolfUVS
Anuk IteNPCMageGaM
Ape or GorillaGhoulVampireGaR
Arcanum ScholarNPCVampireV20
ArchonsNPCVampireDNRL
Artificial PeopleNPCMageGaM
AssistantNPCMageGaM
Atlas UnitsNPCMageGaM
Atomic SpiritSpiritWerewolfW20
Awakened HacktivistNPCMageM20
Background Costs and TraitsSpiritWerewolfW20
BackupNPCMageGaM
Balefire SharksFomorWerewolfBotW
Bane CharmsSpiritWerewolfW20
Baron Samedi, the Cemetery LordNPCMageGaM
BatsGhoulVampireGaR
BearGhoulVampireGaR
BearSpiritWerewolfW20
Beat CopNPCMageM20
BelebenSpiritWerewolfUVS
Beloved (Dynamic Avatar)NPCMageGaM
Big CatsGhoulVampireGaR
Big Owl, the Screaming NightNPCMageGaM
Bioenhanced Field AgentNPCMageGaM
BioweaponSpiritWerewolfUVS
Bird, Large (Eagle, Swan, Vulture, etc.)NPCMageM20
Bird, Small (Finch, Sparrow, Pigeon, etc.)NPCMageM20
Bird, Substantial (Hawk, Raven, Owl, etc.)NPCMageM20
BirdsGhoulVampireGaR
Bitter RagesSpiritWerewolfW20
Black SnakesNPCMageGaM
Black SuitNPCMageM20
Blood CurrencySpiritWerewolfUVS
Blood ImpConstructVampireRotB
Blood PoolsGhoulVampireGaR
BloodbatsFomorWerewolfBotW
BloodwormsFomorWerewolfBotW
BoarSpiritWerewolfW20
Bob SchnoblinNPCVampireHH2
BobcatNPCVampireV20
Bondye, the Most HighNPCMageGaM
Bookstore ProprietorGhoulVampireGaR
Bot-NetSpiritWerewolfUVS
Brand LoyaltySpiritWerewolfUVS
CatNPCMageGaM
Cat, Domestic-SizeNPCMageM20
Cause Insanity (Samsa Only)FomorWerewolfBotW
CelestinesSpiritWerewolfUVS
Chaos MonitorSpiritWerewolfW20
Chicken-Spirit or Egg-SpiritSpiritWerewolfUVS
ChimeraSpiritWerewolfW20
ChimerlingsSpiritWerewolfW20
ChiminageSpiritWerewolfUVS
ChimpanzeeNPCMageM20
ChirurgeonSpiritWerewolfUVS
Choosing PowersGhoulVampireGaR
Christ, the Good ShepherdNPCMageGaM
Chulorviah ElderFomorWerewolfBotW
City MascotSpiritWerewolfUVS
City TreeSpiritWerewolfUVS
City-HeartNPCMageM20
CleanersNPCMageGaM
ClonesConstructVampireRotB
CockroachNPCMageGaM
CockroachSpiritWerewolfW20
Common CharmsSpiritWerewolfW20
Common “Steelskin” CyborgNPCMageM20
ConsciousnessSpiritWerewolfUVS
Constrictor SnakeNPCVampireV20
Consumer EntertainmentSpiritWerewolfUVS
Cost: NoneNPCVampireHH2
CoyoteNPCMageM20
CoyoteSpiritWerewolfW20
Creating a Bitter-GrinFomorWerewolfBotW
Creating BanesSpiritWerewolfW20
CREATING BREAKERSFomorWerewolfBotW
CREATING BUZZARDSFomorWerewolfBotW
Creating Fallen RatkinFomorWerewolfBotW
Creating HistpahFomorWerewolfBotW
Creating MneticsFomorWerewolfBotW
Creating XibalanFomorWerewolfBotW
CreepypastaSpiritWerewolfUVS
Criminal Enforcer/BossNPCVampireV20
Crimson PestilentFomorWerewolfBotW
CrowNPCMageM20
CrowdfundingSpiritWerewolfUVS
Crush (Dynamic Avatar)NPCMageGaM
CuckooSpiritWerewolfW20
CultistsNPCMageGaM
Cultural AppropriationSpiritWerewolfUVS
CuriosiSpiritWerewolfW20
DataphyteNPCMageGaM
Dealing with the TriatSpiritWerewolfUVS
Deleterious EffectsFomorWerewolfBotW
Delhi Chapter HouseNPCVampireHH2
Digital GameSpiritWerewolfUVS
Dog, Large (German Shepherd, Great Dane, etc.)NPCMageM20
Dog, Medium (Beagle, Border Collie, etc.)NPCMageM20
Dog, Small (Chihuahua, Pug, etc.)NPCMageM20
Downtown TrainSpiritWerewolfUVS
DrattosiSpiritWerewolfW20
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Classification: Union // Open Ref mage/creature/npc/owl-walkers

Owl Walkers

NPC · Mage

Mage

People who’ve been possessed by Owl Shards manifest a primordial sense of fear. Although they’re not consciously “spirit-talkers” in the usual sense of that term, the essence of Big Owl and his brood have infested their damaged souls with uncanny powers. Those powers — similar to the horrifying talents of Wyrm-ravaged fomori from Werewolf: The Apocalypse, but without their roots in spiritual corruption — channel terror down subtle yet inhuman paths. Guided by their fears, these people live out walking nightmares. And when confronted with something that reminds them of those fears, they often like to share.

In game terms, “owl walkers” are normal human beings with one to three of the Special Advantage Traits found in this book’s Chapter Five. The Advantages in question won’t be obviously inhuman (sharp claws and teeth, for instance, not wings or fiery breath), and they’re inevitably tied to the fears that drive that person most. A person who’s scared of pain will manifest a few points of Armor; one who diverts attacks by appearing cute and helpless could gain the Advantage: Aww! A guy terrified of darkness could gain Nightsight, and the girl who dreads being seen might learn to Blend. Most owl walkers also gain a dot or two in their Physical Traits, making them stronger, faster, or tougher than they might appear. Mages possessed by Owl Shards retain their usual abilities, with a Special Advantage or two thrown in for good measure in addition to the one or two dots in Physical Traits.

Folks who can see auras and spiritual presence discern a rolling blackness in a vaguely owl shape. That blackness seems to flap its wings when the walker manifests her powers. The Resonance around such people is much richer than the usual energy associated with human beings, and it radiates an implacable sense of fright. Possession by an Owl Shard adds five points of Quintessence to their usual human energies, giving them 15 Quintessence instead of the usual 10. (See Mage 20, p. 507.) That energy, however, remains Fearsome and Temperamental (as detailed The Book of Secrets, p. 133-138), so a mage who wants to employ those energies is asking for a harrowing ride that most likely won’t go well. Such possession can be purged by a mage who knows how (see Exorcism in How Do You DO That? pp. 125-126), assuming the would-be exorcist can beat the Owl Shard and drive it from its human host.

As far as normal perceptions are concerned, owl walkers seem like everyday people with an especially haggard air about them. A few behave militantly in the face of the things they fear, but most shy away from contact unless forced toward interactions. In situations that bring their terrors to the fore, however, even the most mild-manned owl walkers explode into violence. Whether or not they use their uncanny powers (most will), they’ll hit fight-or-flight mode until they escape or defeat that threat. In most cases, they’ll have no idea why they’re so afraid, and the terrifying powers they draw upon just make things even worse. Eventually, most owl walkers disappear into addictions, get themselves killed, or wind up on the streets, in jail or on the run thanks to bursts of violence they can’t understand, curb, or cure.

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