'BREED: the Demons' Legacy
by H. Ryan Clark (based on the comic by Jim Starlin)
To the Mage they are a race of Nephelim from a twisted realm in the void. To the Garou they are Bane-like creatures from the unknowable deep umbra. To others, they are Demons from a hell hertofore unknown but all too real.
But, you can call them: "Daddy".
For millenias they have punched through to our world, decimating any isolated populace unfortunate enough to be targeted. Always their mission was terror, destruction and...rape. Though monsters they be, still the womb of mortal women can carry their blasphemous seed. Usually, these unfortunate women are dragged off to the demon's home-world, (and the horror and madness that awaits) their bodies being the only prize sought. All that will remain of such a community is a ghost-town strewn with piles of skinned and gutted corpses, the walls scrawled with unfathomable symbols written in blood.
However, a woman will sometimes be forgotten and left behind by a careless demon more intent on killing than mating. Your mother was just such a woman. Alive and able to carry you for nine months she was, but eternally changed by her attack as well and most likely mad. Once born, you showed no distinguishing marks inherited from your father. Whether raised by your mother or orphaned by her madness, you grew. Schoolmates avoided you and people felt uneasy in your presence for no apparent reason. Even you did your best to keep a low profile without even realizing why. Only when you were older and the change came upon you did you realize what you and everyone else instinctively knew. You were not human.
Maybe then you denied it ever happened. Or, maybe your barely lucid mother told you how you came to be. Most likely you ran away and hid, instincts now telling you that you're in danger. No matter what you did after the change this part is always the same for us: they found you.
Usually he (it's always a he) is dressed smartly and looks like he shakes hands with Donald Trump on a regular basis. You feel different when he approaches you. A sensation of...familiarity. His demeanor is calm, his voice is soothing and he seems eager to talk to you "over here, away from all those eyes and ears". Now, he begins to relate every thing that's ever happened to you in your life and even fills in a few blanks. After that, he mentions a bunch called "the Fathers" then, points a finger at you and mentions the word "'Breed". By now he has you alone, that's when you meet his friends. Other men whose very presence seems to call to you. If you're quick, you realize that the reason he knows so much is because he is just like you, a product of an unnatural union. And so are his friends.
When the light of understanding finally reaches your eyes is when they show you what it is to be 'Breed. Before you they change, grow and deform into man-like monsters of unconscionable variety. Each man becomes a mad mixture of human, animal and demon.
Most of us are captured by our brethren and taken before our "Fathers". There, we swell the ranks of 'Breed bound to service our hellish progenitors in their mad realm. Captured males are either absorbed into service as warriors or destroyed. Females become breeders for more half demon offspring. At least that's what we hear.
Some of us, the lucky ones, manage to escape that first meeting with our brothers. You are one of those few, otherwise you wouldn't be here. Maybe the other 'Breed underestimated your strength. Maybe you were rescued by another 'Breed who has hidden from the Fathers and was watching over you. By whatever means, you're free and the world has suddenly become darker. Never before have you had to run so far or so hard.
'Breed Appearance: The form a 'breed takes in his true aspect is as chaotic and individual as the 'breed itself. Some 'breed take shapes resembling more a dinosaur than anything human. Others take the form of anthropomorphic animals, a beast's head on a humanoid body. Most of the latter could be mistaken for a member of one of the shapeshifting breeds in Crinos form. Then there are those who change very little at all except to grow in stature and strength with added claws, fangs and a slight skin discoloration. Only one trait is the same for 'breed: no two are exactly alike.
For Players: The appearance of your character's True Aspect is entirely up to you. However, the types of abilities and powers you choose for your character will influence its look as well. Example: You've chosen the powers Behemoth, Third Eye and Six Limbs. If you didn't have a concept before hand you'd now have to acknowledge that your character is, at the very least, a 24 foot tall Tri-clops with four or six arms. My advice is to imagine the character's appearance first, this makes the process of selecting abilities much easier.
'Breed Abilities:
'Breed Toughness: E.C. (Active: 15pts); Only in Aspect Form (-1/4) ... E.C. cost: 12pts
a. 50% Damage Reduction vs. PD, Resistant, Stun Only (-1/2) A: 30/ R: 8.5
a. 50% Damage Reduction vs. ED, Resistant, Stun Only (-1/2) A: 30/ R: 8.5
Total Cost: 29pts
*Growth: 1 Level;(#), 0 END (+1/2) cost: 6pts
*Claws: 1/2 D6 HKA;(#), 0 END (+1/2) cost:12pts
*Bite: 1 pip HKA;(#), 0 END (+1/2) cost: 6pts
*L.S.: Immune to aging, disease, intense heat and cold cost: 9pts
*Power Defense: 6pips; Only vs. Transforms (-1/2) cost: 4pts
*+3 to Dex; +2 to Body; +5 to PD & ED; +1 to Speed; +2" to Running, (#) cost: 30pts
[(#) = Only in Aspect Form (-1/4)]
'Breed Abilities Total: 96pts!
'Breed Aspect Powers: These powers may only be selected at the time of character creation.
Aquatic: +5" Swimming & L.S. Breathe Water (#) .......................................................................... cost:8pts
Bat Ears: Active Sonar (#) ............................................................................................................. cost: 12pts
Hide: +1 rPD/ +1 rED Armor;(#), Con Roll vs. Aggravated Damage (-1/2) [May buy up to ten levels] cost: 2pts/ Level
Lashing Tail: Extra Limb; (#), No Manipulation (-1/2), & +2D6 HA (#), Linked w/ Tail (-1/2) ...cost: 10pts
Razor Fangs: +2 Damage Classes to Bite; (#), 0 END (+1/2).......................................................... cost: 12pts
Razor Fingers: +2 Damage Classes to Claws; (#), 0 END (+1/2) .................................................. cost: 12pts
Big: +2 Growth Levels; 0 END (+1/2), (#) ...................................................................................... cost: 12pts
Behemoth: +5 Growth Levels; 0 END (+1/2), (#) [cannot be combined with Big] ........................cost: 30pts
Six Limbs: Extra Limbs & Ambidexterity; (#) ..................................................................................cost: 6pts
Big ears: +4" Telescopic Hearing; (#) ..............................................................................................cost: 5pts
Bloodhound Scent: Tracking Scent; (#) ........................................................................................... cost: 8pts
Bug Eyes: 360` Sight; (#) ................................................................................................................ cost: 8pts
Chameleon Skin: +3 to Stealth Skill; (#) ......................................................................................... cost: 5pts
Dark Sight: U.V. Vision ................................................................................................................. cost: 5pts
Horns: +2D6 HA; (#), Only with Head-butt or move-through maneuver (-1/4) ..............……........cost: 7pts
Leap: +5" Superleap; (#) ................................................................................................................ cost: 4pts
Long Legs: 4x Non-Combat Running; (#) ....................................................................................... cost: 4pts
Prehensile Feet: Extra Limbs; (#) ................................................................................................... cost: 4pts
Red Eyes: I.R. Vision; (#) ................................................................................................................ cost: 4pts
Regeneration: 1 Body/ Day (-1 1/4) ............................................................................................... cost: 4pts
Wall Crawl: Clinging; (#) ................................................................................................................ cost: 8pts
Wings: 10" Flight; (#), Foulable (-1/2) ............................................................................................ cost: 11pts
[(#) = Only in Aspect Form (-1/4)]
Note: Each power that gives Extra-Limbs must be bought separately. This goes against the normal rules of Extra-Limbs which allows as many limbs as the character likes with only one purchase of the power.
Post Creation Powers:
The 'breed may learn or develop these abilities during her adventures or select them at character creation time.
Soul Sight: Detect Soul/ Spirit, Ranged, Targeting; Linked with normal Sight (-1/2) .....................cost: 19pts
[This power allows the 'breed to SEE any spirit in her vicinity or to detect any creature that has a soul. It can counteract most forms of invisibility including the vampire's Discipline of Obfuscate]
Magic Sense: Detect Magic, As a Sense, Ranged ............................................................................cost: 8pts
[A 'breed with this ability is sensitive to the ethereal vibrations caused by artificial manipulation of Mana.]
Smell Fear: Detect Fear, Ranged; Linked with normal Scent (-1/2) .................................................cost: 5pts
[With experience, most 'breed can quickly recognize the sickly sweet odor of a victim's fear.]
Unseen Presence: Invisibility to Sight, Sound and Scent; vs. Minds not Tech(-1/2), Full Phase(-1/2) cost: 15pts
[Subconsciously they don't want to see you. So, you allow it.]
Mind Speech: Mind Link with any willing subject; Ego Roll (-1/2) .....................................................cost: 10pts
[Though true telepathy may be beyond your grasp, you have learned to "speak" your father's native tongue.]
Shadow Form: Image vs. Sight, -7 to Per; Only to Simulate Invisibility (-1), Self Only (-1/2),Only in shadows/darkness (-1/2) …………………………………………………………………………… cost: 10pts
[Night is the ally of the Fathers and so it is for you. When combined with Unseen Presence the Per modifier acts against others spotting the invisibility fringe.]
Third Eye: Mental Awareness and Mental Defense (Ego/ 5) +5 .........................................................cost: 8pts
[If the third eye has opened it is an unmistakable sign of psychic potential. A trait the Fathers highly covet.]
Demonic Might: +5 to Str; 0 END (+1/2), Does not effect Figured Stats (-1/2), (#) .......................... cost: 9pts
Inhuman Reflexes: +3 to DEX; (#) .................................................................................................…. cost: 7pts
Blasphemous Speed: +1 to Speed; (#) ['Breed may learn up to 4 levels maximum] ........................... cost: 8pts/ Level
Resist Pain: +10 to Con; Only to Offset effects of Stunning (-1), (#) .................................................. cost: 9pts
Endure: +12 to Stun; (#) ....................................................................................................………....... cost: 10pts
Available Talents:
'Breed may choose the following abilities at character creation or develop them with experience:
Ambidexterity, Animal Empathy (from Vampire Conversion), Combat Sense, Danger Sense, Defense Maneuver, Fast Draw, Find Weakness, Immunity, Lightsleep, Resistance, Simulate Death. With GMs permission, a 'breed may also choose Magery (from Vampire Conversion) even after character creation.
Magic Spells: The Magery talent will allow 'breed characters to learn to cast spells. Note that in A World of Darkness setting, true magicians are hard to come by (much less one that will trust a half demon) and thus the prospect of actually learning spells should be more difficult than a player might have considered at first.
Fantasy Hero and Horror Hero have comprehensive lists of available spells for 'Breed. If you don't have a copy of either then remember to build spells with at least -1 worth of limitations (especially Skill Roll (Magic skill), Incantations and Gestures).
Psychic Powers: A 'breed with the power Third Eye may learn psychic powers and abilities (such as those listed in the Ultimate Mentalist, Horror Hero and Hero Almanac #1). The player can decide whether Third Eye is a metaphor for the awakening of her psychic perception or an actual, physical eye that has grown out of her forehead. Psychic powers should be limited to 50 Active points and must have, at least, -1/2 worth of limitations.
Disadvantages: ('Breed's Burden)
*Secret ID: "I am 'Breed"…………………………………………………….-15pts
*Vulnerable to Silver (Un, 2x Body)………………………………………….-10pts
*Distinctive Feature: True Aspect form (easily, reaction)………………………-10pts
*Accidental Change to True Aspect under high-stess situations (Common, 8-)…-10pts
*Distinctive Feature: Otherworldly Aura (effort, notice, limited group)…………..-5pts
*Hunted by servants of the Fathers (More, 8-)………………………………..-15pts.
Racial Disadvantages Total: 65pts!
Character Creation: 'Breed begin with a base of 140pts, 65pts for 'Breed's Burden, and select an additional 50pts of disadvantages. 'Breed are built on 255pts. The general allocation of points should be 100pts for Skills and Attributes, 96pts for 'Breed Abilities with 59pts left to spend on True Aspect powers.
Breed in a World of Darkness:
It is difficult for a "rouge" 'breed to find her place in a world that is mostly ignorant of such creatures as herself. Of the Kindred, only the Tremere are likely to have any knowledge of their existence.....
As for humanity, only a few governmental organizations can speculate as to the truth. Just as the Kindred maintain the Masquerade, so most 'breed instinctively feel the desire to keep a low profile. However, without the benefit of the "Delirium" that Werewolves enjoy, humans can perceive 'breed in their aspect form. This often leads to stories of the Bigfoot or Jersey Devil persuasion in the pages of the Sun tabloid. Naturally the Fathers wish to preserve the disbelief humans have of monsters in their midst. In this they've found unwitting allies among the kindred who like to keep their herd calm. 'Breed that are loyal to the Fathers also do their part to preserve secrecy by either leading kindred media control to suppress a story or outright killing eye-witnesses. All this in an effort to keep "the apes" from realizing that, very soon, an extradimensional force of evil and tyranny is coming to stomp a mudhole through our reality.