Converted by Bryant Waner (bmw34360@cmsu2.cmsu.edu) with the information garnered from Spawn (version 1), Spawn (version 2) and Spawn (version 3)
Choose Nature and Demeanor; any Archetype is acceptable with ST approval
Alternately, the player may choose Legacies out of The Shining Host, choosing both Seelie and Unseelie, making slight modifications for this 'breed' of character. The Seelie archtypes are recommended for Rogue Spawn and the Unseelie for Loyalist Spawn. These will come into effect for the purposes of Flashbacks and Rage
The maximum starting Trait level is 11 but may be raised eventually to 18. Automatic starting negatives for Spawns are Repulsive x2 and Violent. Spawns may never take Appearance based traits.
Choose Place of Re-Creation for the Spawn, where it initially appears in this world
Flashbacks
How much of the Mortal life the Spawn remembers and how much it fuels his Rage; Storyteller determines how often they happen. This is what drives the destructive force in a Spawn.
* | Hazy Images: 1 Rage regained per flashback. Must win or tie a simple test. |
** | Shaper Focus: 2 Rage regained per flashback. Must win or tie 2 simple tests. |
*** | Blurry Images: 3 Rage regained per flashback. Must win or tie three simple tests. |
**** | Saddened Memories: 4 Rage regained per flashback. Must win or tie four simple tests. |
***** | I died yesterday: 5 Rage Regained per flashback. Must win or tie five simple tests. |
Every win or tie regains one lost Rage so if you have level four and you win/tie three but lose the fourth you only get three back.
Mentor
This Background represents the knowledge attainable by someone who knows what you know and can do what you do. It is possible to take two Mentors but highly unlikely
* | Spawn Training Guide: Hi. Your a Spawn. Oh, you have chains? neato! |
** | Kid with a Comic: Wow mister will you sign my issue. |
*** | Occultist: Yes, I have seen your kind before; let me see where are those notes.... |
**** | Fellow HellSpawn: Sup Man, I got some Skills you need to learn. |
***** | Cogliostro/Violator: You want the info Spawn? Do ya? Well there's a little sumthin' you gots to do for me first. |
Note: The above table represents how much the Mentor knows, and is absolutely willing to teach, but that doesn't mean every lesson comes free....
Chain Control
The amount of control the Spawn has over the Chains on his Armor. If no levels of this are taken the chains are lifeless and hang at the sides of the Spawn's belt.
* | What the hell are these?: Chains will automatically attack any threat perceived by the costume to the Spawn. Chains are 3 Meters long. |
** | Oh okay, they are chains: Chains will do the Spawn's Bidding, from attacking to grappling to climbing. |
*** | These are pretty cool: Chains grow to five meters and gain an automatic retest for all challenges. |
**** | Come Get Some: Chains grow heavier and gain spikes protruding from them. The Spawn no longer needs to bid a Trait when he initiates a challenge with the chains. |
***** | Damn: Length is now ten meters. Chains gain additional three traits to bid in a tie. Chains are heavy and do whatever the Spawn wishes. |
Cloak
* | Neat Cape: Adds two traits to bid in a tie on Intimidation Challenges. |
** | Wow where you get that: When the cape is wrapped around Spawn and he is hiding in shadows he gets a free stealth retest. |
*** | Can I get your tailor?: Adds two traits to all damage soaking tests, can act as a shield. |
**** | Who did you kill for that?: No Fall will damage the Spawn as the cloak billows to slow his fall; it is silent enough to get surprise on an aerial attack. |
***** | Um, don't go near him: The cape can now grapple an opponent to ensnare him, holding his arms and legs together at his sides. This is done by bidding a Dexterity trait; does not count as an extra action but can be used for surprise with other abilities. |
Manifestation
The ability to form items out of the Spawn's NecroPlasm. It costs ten times the level to create an item in power points and a mental challenge against seven plus the level must be made.
* | Create simple things like rocks and chunks of metal. |
** | Swords, shields, knives, statues, inanimate sculpted shapes. |
*** | Food and water, plants and flowers. |
**** | Mechanical equipment, guns but not bullets. |
***** | Electronics may be made, bullets, anything at the ST's discretion. |
Channeling
The Spawn may coax its Symbiotic Armor into giving it Power for expenditure if its smart enough
* | Once month the Spawn may gain the power to perform one power of his choosing if he can win or tie a simple test. |
** | Twice a month the Spawn may gain the power to perform one power of his choosing if he can win or tie a simple test each time. |
*** | Three times a month the Spawn may gain the power to perform one power of his choosing if he can win or tie a simple test each time. |
**** | Four times a month the Spawn may gain the power to perform one power of his choosing if he can win or tie a simple test each time. |
***** | Five times a month the Spawn may gain the power to perform one power of his choosing if he can win or tie a simple test each time. |
Recommended Flaws: Nightmares, Boon (to Malebolgia), Assigned Mentor (Modified Haunted; think about the relationship of Violator to Spawn). Get the Picture? Spawn sold his soul to the Devil, giving him lots of flaws, up to seven points to reflect it, and allow the Player to choose five to seven points in appropriate merits.
Spawns do not take Aggravated damage from fire but take double damage from Holy weapons. True Faith is a bad thing to Spawns.
All Spawns have the Equivalent of the Kindred Disciplines, they contain all levels below the ones mentioned: Potence: Might, Fortitude: Resilience, Celerity: Swiftness, Protean: Gleam of the Green(Red) Eye, Auspex: Heightened Senses
Spawns may Take Theme Music at no cost but the player must supply the music and the means to hear it.:)
Basic
The Demon's Mask: The character has effectively the same power as Mask of 1000 Faces. This costs a Mental Trait and Ten Power Points; or one Mental Trait and a Rage. The Spawn may never mask to look as his mortal guise from his former life.
The Demon's Blades: The character has the power to grow 3" long claws from his finger tips that do aggravated damage. Short spikes or blades will also protrude from the character's knees, elbows and knuckles
Intermediate
The Demon's Voice: By engaging in a social challenge (retest: Empathy), the character may discover one secret fact about the loser that nobody would normally know, such as a plot the character might be involved in.
Arcane Might: By expending a Rage point, the character may gain one of the powers of the Demonic ones:
Advanced
The Demon's Form: By spending two Rage, the character will assume the appearance of a demon. He gains six bonus Physical traits in this form. Each Spawn has a form that is unique to that character.
Basic
Flaming Hands: The Spawn may make his hands light on fire causing him to do aggravated damage to any creature he touches. This power will not ignite items or burn nonliving organisms.
Plasma Bolt: By Spending a Rage The Spawn may fire bolts of Green Flame at any target for one turn. This is considered a firearms challenge. It does one aggravated damage and is still not strong enough to light anything on fire.
Intermediate
Pyromaniac: The Spawn may spend one Rage and ignite any flammable material. Also he may engulf anyone he can grab with his hands with flame, causing them to take an aggravated wound and test for a second. If they lose the test they take a second.
Inferno: The Spawn may, at the expenditure of two Rage, create flames from nothing anywhere within the surrounding area. These flames just appear. They can be as small as a spark and as large as a column ten feet wide and forty feet long by ten feet tall. These Flames do One aggravated per turn they are in contact with a person/place/thing. These flames may also come from another source; a spark that lights someone on fire, or any imaginable example.
Advanced
Fires of Hell: The Spawn May Spend a Willpower and then Coax any of the previous powers or any other flames present to grow at an exponential rate. For every one Rage or 25 Power the Spawn may add one aggravated damage to the damage of any other Hellfire power. This will double the size of Inferno for every Rage or 25 power spent and only 100 Power/4 Rage may be spent in this manner.
Effect | Rage Required |
To avoid going Incapacitated | 1 |
Extra action | 1 |
Extra attack | 1 |
Heal Aggravated wound | 3* |
Effect | Points Required |
Healing (non-aggravated) | 1 |
Substituting for Rage* | 5 |
Substituting for Willpower | 10 |
Healing aggravated | 10 |
Teleport | 25** |
Respawn from complete destruction | 1000 |
*Only for powers the Spawn has paid for with Experience points.
**Plus 10 per additional person/equivalent amount of weight. They may only carry or Teleport up to half of their Mental traits in people/weight.
Spawn may mimic any Power they see, any Gift/Arcanoi/Art/Discipline/Sphere by spending the out of power cost in xp in Power points for a one time use. This is also the cost for using levels of its Super Powers it has not bought with Experience points yet. Powers such as Majesty remain until the end of the scene. The ST must have proof the Spawn witnessed the power and knows what happened.
The Spawn can make up any power imaginable and use it; and the Storyteller assigns a Power Point cost to it so that it can be used.
If a Spawn is using modified Faerie Legacies, every other time the Spawn quests, have him enter a Flashback. Every third time he bans, have him test for one where he loses that much Rage instead of gaining it. Remember a Spawn cannot lose more Rage then he has, and cannot go into negative rage.
Alternatively, when the Spawn fulfills one of his Passions he may test and on a win or tie get back one of his Rage.
Abilities: One Experience per ability, with a maximum of five for any ability besides Linguistics.
Influence: New Traits cost three xp per purchase and may not be purchased at character creation.
Backgrounds: Backgrounds cost two points per level.
Powers: Demonos, Hellfire, and the Power chosen by the Spawn go by standard Minds Eye Theatre Rules, 3/6/9, And all others cost out of power cost; 4,7,10.
New Willpower and Rage: 3 xp
Merits/Flaws: Double the cost of the Flaw to buy it off after play has started, and Intense prolonged role-play, You just can't tell Malebolgia to go to hell and hope he will listen the first time. No new merits may be bought after character creation.
If anything was not listed use the Standard Minds Eye Theatre expenditure rules, and common sense if you can't find them there.
Spawns do not and cannot gain derangements in any way shape or form unless given to them by Malebolgia.
Spawns are Immune to Necromancy.
Any Arcanoi that a Spawn mimics that allows wraiths to cross the Shroud, allows the Spawn to cross the Shroud into the Shadowlands. If the power does not let the Spawn see across, he cannot until he acquires the appropriate Arcanoi to do such.
Until a Spawn finds out otherwise, he must do a bunk to activate a Cantrip, using Faerie Arts. This would be really amusing watching a Spawn do the Hokey Pokey so he can use Wayfare. When (IF) the Spawn ever finds out he does not need to use bunks to fuel Arts, he must spend Rage equal to the bunk trait desired to fuel the Art. This is done regardless, but don't let the player know that. Inform them that they have to spend Rage equivalent to the bunk trait, but don't inform them they don't do the bunk. It's fun to watch them dance.
I don't know much about Mage Spheres, and since they have not released Live action stats for Mage. Storytellers should be very careful to allow any Spawn to use these ungodly powers.
Spawns cannot teach their Demonic Disciplines to anyone, especially not the Tremere.