By Charles W. Plemons III (nosferatu@premiernet.net)
Produced by the Crypt of Nosferatu: http://www.wku.edu/~charles/
Version 1.0 September 6, 1998
Please visit my web page (http://www.wku.edu/~charles/) for updates of this and other World of Darkness projects.
This may be freely distributed by anyone in any format as long as credit is given to the author but cannot be distributed for profit for any reason. Based on characters created by John Carpenter and Debra Hill and used without permission.
Michael killed many of Laurie's friends but failed to kill her. His psychiatrist, Dr. Loomis, entrapped him in an explosion but was badly wounded in the fire. Michael was hurled into a coma, in which he remained for 10 years; during which time, his sister Laurie died. However, she was survived by her daughter, Jamie.
Michael woke up from his coma on October 31, 1988 and immediately headed for Haddonfield to kill his niece. Once again, he was pursued by Dr. Sam Loomis, but he still managed to kill many more natives of Haddonfield. Aided by Dr. Loomis, Jamie and her family eluded Michael, and he was wounded by shotgun blasts and blown down a well.
Unsurprisingly, Michael did not die in 1988. After his fall into the well, he drifted into a river and was found and cared for by a blind man. During this time, Michael was catatonic, but a year later on Halloween, Michael sat up, killed the blind man, and headed back to Haddonfield.
Intent on murdering his niece, he killed many more people as he carved a path toward her. Unfortunately for Michael, Dr. Loomis suspected his return and was ready for him. This time, Loomis did not attempt to kill Michael but rather capture him. With Jamie as bait, Loomis lured Michael into a steel net, and he was subsequently taken by the police to the station for holding. But an unknown assailant killed the officers and freed Myers, who then disappeared, as did young Jamie.
For six years, Michael Myers and Jamie Lloyd remained missing. On October 30, 1995, Jamie, who had been held with her newborn son by an evil witch cult, escaped. Outraged, the cult sent Michael after her. She was found and slaughtered, but not before she hid her child.
The cult, secretly led by the infamous Dr. Wynn (head of the Smith's Grove sanitarium), recovered the child. Michael returned to the cult, but not as a servant as they believed. He proceeded to kill the entire cult and attempted to kill the child as well, but he was stopped by Dr. Loomis and Tommy Doyle. However, when Loomis returned to finish Michael off, he had once again disappeared.
For the next three years, Michael again remained hidden until he discovered that his sister Laurie Strode had faked her death and now lived in California under the name Keri Tate. Michael went after her and her seventeen-year-old son.
Laurie, without the protection of Dr. Loomis, had to face Michael alone for the first time. She managed to pin Michael beneath a van and decapitated him with a fire axe. Michael Myers is presumed dead.
Because Michael Myers has become a living shell for the dark power of Arawn, his entire family must die before he can rest in peace. He will continue to pursue any relatives until his bloodline has ended. He will not stop, ever.
As terrifying and powerful as this makes Michael, he is not without his limits. He can be wounded and he can be "killed". However, mortal wounds simply cause him to go catatonic until the proper time for him to rise again. On Halloween nights on which a specific constellation appears in the sky, Michael is healed of all infirmaries and revitalized to complete his mission. It is unknown if age will ever affect him.
Arawn has the ability to empower a single human with his essence once per year. This person must then murder his family for the glory of Arawn. He is no longer in control, being subsumed by the mental domination of the Bane. At times, a possessed person has moments when Arawn is not in control; however, these moments are rare and very brief.
Arawn delights in death and terror and enjoys hunting and killing the friends of his prey before going after them directly. While this makes him terrifying, it is also a weakness that has allowed many victims to escape him. Unfortunately for Arawn, once he chooses a host, he remains tied to that host until his mission is complete. This effectively makes his hosts immortal until the death of their entire families.
Arawn always possesses males, but it is not known if this is by choice or necessity. A host does not have to be a child, but the sadistic Arawn prefers children.
A host of Arawn possesses greatly enhanced stamina, being able to withstand tremendous punishment. If too much damage is inflicted, the host will go catatonic until the next appropriate Samhain. At this time, all wounds suffered are healed and the host is at the height of its power. This does not occur on every Halloween, and it can be decades between each possession. There have been times in which the dark Samhain occurred in consecutive years.
It is not known if a host can be permanently killed. Arawn's current host, Michael Myers, was decapitated by his sister in 1998. It is impossible to determine if this released Michael from the curse or if he will rise again upon the next Samhain. If Myers is truly dead, a new family will soon be victim to the bloodlust of the dark Bane.
Pain Tolerance: Arawn's hosts are not much affected by pain. Often, Michael was stabbed or shot and not even slowed by the wounds. Consider a host to have these health levels: Ok, Ok, Ok, -1, -1, -2, Incapacitated.
Physical Enhancement: Arawn grants his host tremendous physical abilities. If his host is a child, its Strength and Stamina are 6. If the host fails to kill its family and grows into a man, he gains the Merit Huge Size and has Strength and Stamina of 8.
Rejuvenation: If wounded, a host is able to shake off damage. Unlike a werewolf, this damage does not heal, it is simply ignored. If a host is hurt, he will "heal" a Health Level per turn. While the damage is still apparent on the body, it does not affect the host in any way, and he effectively "regains" a Health Level. If a host is reduced to Incapacitated, this healing does not continue. The host will instead go catatonic until the next dark Samhain, at which point all wounds are healed. If a host is wounded but not Incapacitated, the wounds truly heal at the same rate as a normal human. It is not known if decapitation will permanently kill a host. It is important to note that a host does not take normal and aggravated damage, all damage is treated the same way.
Example: Michael Myers is stabbed in the chest by his sister. He is badly injured and collapses; however, in a few moments, he sits up apparently unharmed. She pulls his mask off, and wounds he had suffered are still there, but he is unaffected by them. Later that night, Michael is caught in an explosion and badly burned. Rather than die, he goes catatonic. The next dark Samhain doesn't occur for 10 years. At that time, Michael sits up and is in perfect health, although horribly scarred.
Talents, Skills, & Knowledge: A host of Arawn has certain abilities even if the host himself never learned them. These are granted by Arawn. For example, Michael Myers, who spent 15 years in an insane asylum, knows how to drive and knows to cut phone and power lines and the like. No matter who the host is, he has (in addition to whatever he knows himself) these abilities:
The cult remains hidden throughout the world, being involved in many aspects of society. They are doctors, lawyers, and other professionals hiding a dark and bloody secret. This cult sacrifices humans in the name of Arawn, increasing his power, and their own.
The cult is led by Nephandi Verbena and hedge wizards. More than one Tremere has joined the cult as well, but most cultists are normal humans. At least 11 vampires serve the cult along with their ghouls, and a few Black Spiral Dancer packs work for the cult.
A host of Arawn will often aid cult members in their goals; however, if goals conflict, the host will take its wrath out upon the cultists. For example, the coven led by Dr. Wynn was slaughtered by Michael Myers when they tried to prevent him from killing his niece's son.
Changing Breeds: A true Bete cannot be possessed by Arawn; however, a Kinfolk is as easy a target as a normal human. In fact, many a Fianna kinfolk have been possessed and slaughtered their Garou relatives. Arawn must be careful going after Garou as they have the ability to face him in the Umbra.
Mages: An Awakened mage cannot be possessed by Arawn. Mages cannot force him out of a host, however. The only known way to end the curse is the death of all of the host's relatives. A hedge wizard can easily be possessed.
Wraiths: Arawn has created numerous wraiths over the centuries. His hosts cannot affect them any more than a normal human would be able to. Wraiths of his victims could attempt to save other surviving family members.
Changelings: Arawn and the fey have a long history. Changelings can be possessed by the Bane, and he then tries to kill mortal and faerie relatives. He knows enough to use cold iron on his faerie victims.
Mummies: As of yet, Arawn has not encountered any mummies. It would be interesting to see what would happen if Arawn possessed a relative of a mummy. Would Arawn be trapped forever in that host as he could not kill the Undying relative?
Gypsies: The Rom have encountered the bogeyman before. They are not singled out as enemies by Arawn, but a number of them have died at his hands. A gypsy can be possessed.
Fomori: Hosts of Arawn are in many ways similar to the fomori. While not helping or hindering each other, it is possible for their paths to cross. Generally it is fatal to the fomori in question. Fomori cannot be possessed by Arawn, as they are already possessed by other Banes.
Immortals: Arawn has had hosts brought down by Immortals before. He has yet to possess a relative of an Immortal. If an Immortal becomes his target, they can be killed by decapitation. It could take a long time before the host would succeed, but unlike mummies, the task is possible. Immortals cannot become hosts to Arawn.
Talents: Alertness 3, Athletics 3, Intimidation 5, (Physical), Brawl 4 (Strangling)
Skills: Drive 2, Hunting 2, Melee 5 (Knives), Security 3, Stealth 5 (Lurking), Tracking 2
Knowledges: Area Knowledge: Haddonfield 3, Investigation 2, Occult 3
Willpower: 8
Attributes: Strength 3, Dexterity 2, Stamina 3, Charisma 4, Manipulation 4, Appearance 3, Perception 3 Intelligence 5, Wits 4
Talents: Alertness 3, Athletics 2, Intuition 2, Subterfuge 3
Skills: Drive 2, Etiquette 3, Leadership 4, Research 3, Survival 1
Knowledges: Cosmology 3, Culture 2, Enigmas 4, Medicine 4 (Psychology), Occult 5 (Magic)
Spheres: Life 4, Mind 3, Spirit 2, Entropy 2, Time 1, Matter 2, Correspondence 3, Prime 2
Arete: 6
Quintessence: 9
Paradox: 3
Willpower: 7
Charms: Airt Sense, Agony, Armor, Corruption, Possession, Reform