By Ryan Panders Lance (panderz@hotmail.com)
"Win what? Why the whole fuckin' War, that's what! Y'see this Malebogia's realm, your master and mine, and up there, that's God's domain. We don't exactly get along, see, God and Malebogia, they hate each other, and so we have the War. And let me tell you something, don't you ever, ever expect mercy from an Angel.
"The battleground is Earth, the source of the most prized currency in the multiverse, the source of human souls. Who ends up with those souls is what it's all about, and you, my Hell-bound friend, I bet you know this first hand by now. I don't know what you wanted in return for your soul; I know you're going back to Earth. Welcome to officer's training, and when you come back I'll be calling you 'sir'."
Spawn and Malebogia are the creation of Todd McFarlane, and are copyrighted by him (I think). This is not a challenge to that, and it is only intended to provide interested readers with a few minutes enjoyment and an outlet for my writing. Same goes for White Wolf, with respects to copyrights and all that stuff.
Malebogia, the leader of Hell's forces, appears to have the upper hand, due mostly to a dangerous stratagem. He saw the power of the Hell-Spawn and commissioned the making of more, expending massive amounts of time and Power to do so. The Spawn were chosen from the wraiths that inhabit Hell based upon the evil within them and the talents they have, which is to say, chosen for the capacity of destruction they possess. They were sent to the Earth in droves and most came back, having been defeated by the Angels (or themselves) or having expended all their Power.
But some remain, most still fighting for their dark master, but others, others have doubt. These are the rogues, ones with enough Power, moral character and inner strength to cast off Malebogia's grip. Even as it infuriates him, Malebogia is not overly concerned; after all as soon as they have squandered their Power, they will return to his loving arms in Hell. Of course this doesn't prevent him from sending minions out to crush them and expedite the rebel's return, nor does it mean that the Angels will ignore the wayward Spawn.
Heaven, for whatever reason, does not play quite the same game. Maybe they are inherently good after all, just like the Bible says, but then again maybe they've learned from Malebogia's mistakes.
Malebogia is in fact one of the most powerful of the Malfeans, perhaps the oldest one and certainly the most active. From his own realm carved from the Labyrinth, he manipulates and plots, preparing for the day when Oblivion swallows the Earth. The Spawn are his greatest weapons; they have almost free reign to spread destruction and disorder . The method of synthesizing a wraith's plasm to a substance known as psychoplasm, and thereby making it possible to exist in the Skinlands was the result of Malebogia's genius.
As far as the Angels and the Divinity, they originate from a Shard Realm in the Deep Umbra that remains unknown to all but the most enlightened individuals. They know of Malebogia's evil intent to destroy the world and thus add it to his own realm and have opposed him since he was 'born' in during the Shattering. Though they have no one leader as strong as Malebogia, an average Angel is more than a match for all but the most determined Spawn. In essence, they are the defenders of the Earth, or more particularly, human civilization, as their legend states that the greatest of them, now gone missing, was responsible for humanity's start. Out of respect for this and a profound sense of duty do they fight on, even without their leader.
This is what makes the Spawn tick; it is what fuels and sustains him. Malebogia grants each new Spawn a battery of 9999 points of Power, which may seem like a lot, but most tend to spend it like there's no tomorrow. It can be used to perform Sorcery and it is the only thing keeping the Spawn alive; once it is gone, it's back to Hell to become one of the brass. Of course there are ways of getting around this, but not even Al knows the way.
Physical Characteristics and Appearance of the Spawn
Spawn have 10 health levels, as they are basically just wraiths who can move about in the Skinlands. Once all health levels are gone, Power must be spent to re-animate the Psychoplasm. It's a hefty price at 1000 points of Power, but it's a small price to pay to avoid going home to Hell. Pain does not slow the Hell-Spawn. He can feel the impact of bullets and so forth, and while it is an unpleasant experience, it will not cause any modifiers to dice pools as it would on a mortal. Only aggravated damage will cause this to happen.
Aggravated Damage: vampire claws and fangs, werewolf claws and fangs, prime fueled magicks, Angelic Hunter weapons
Healing is a simple matter; Hell-Spawn regain one health level per turn. One Power must be spent to heal one wound level. 5 Power is required to heal an aggravated wound. If the Spawn is engaged in strenuous activity, like combat, a stamina roll must be made to heal. This roll cannot be botched; if the role is failed, the Power expended is wasted.
One thing that most newly made Hell-Spawn are horrified to learn upon their return to Earth is that their appearance is drastically altered from when last they saw themselves. Whether exposure to infernal flames causes this of if it is a jest of Malebogia's, the effect is the same: The Spawn's body is repulsive. Half decayed and half charbroiled, the appearance of all Spawn is therefore 0 and may never be raised. Shapeshifting (a Sorcerous ability) can change this temporarily, but for some unknown reason it is never possible to resume the Spawn's visage from when he was alive. The only other change noticeable on the surface is the eyes, the green, glowing eyes.
The other thing that most Spawn never even realize is that they are no longer in their old body. The newly-made Spawn is composed of psychoplasm, which is (described earlier) wraith plasm modified to exist in the Skinlands. It reacts to human thoughts and emotions, thus the new Spawn's body is a close approximation of his old. Malebogia always takes a personal hand in the Spawn's transformation, making sure they are appropriately scarred and, at least in their costumes, pleasing to look upon. This means a Spawn's new body has an incredible muscle tone and almost no body fat what so-ever. And to answer a rather delicate question before it is asked, yes, female Spawn still have breasts. As for the subject of genitalia . . . it is a simple matter, they have none.
Degeneration
Spawn, like vampires, are effectively immortal and suffer from the threat of Degeneration. While the Spawn have no Beast to plague their thoughts, and they have no real Shadow like wraiths (although they will certainly acquire one when they return to Hell) the threat is very real. Spawn therefore have virtues like Kindred do and have a rating in Humanity. If A Spawn's Humanity ever falls to zero, he has become a mindless engine of destruction and will most likely expend all his remaining Power in an orgy of chaos. Once this happens, the player loses control of the Spawn just like in Vampire.
So what serves to corrupt the Spawn? For one thing the pain of returning to life and seeing everything and everyone changed or gone can be enough to send the Spawn along the spiral descent of self-destruction. Malebogia never lets his creations return to Earth right away; the process of bonding a neural parasite to him and converting his plasm takes time after all, and he would prefer that all his Spawn go mad with evil anyway. The constant urge to abuse his power and see himself as superior to mankind is just what Malebogia wants.
The costume, while not quite sentient, is still a thing of Hell and will cooperate with Malebogia towards this end. It will often broadcast its thoughts, simplistic and brutal, to its wearer, urging the Spawn to cut loose and enjoy his new Power. The suit does not want to actually harm the Spawn, but existence on Earth is nothing compared to the comforts of Hell.
Spawn receive the 7/5/3 split to spend on attributes just like any other supernatural being in the World of Darkness. Abilities are likewise the same:13/9/5. Combat skills and talents are often in abundance as Malebogia does not often choose pacifists to be his Spawn.
Virtues are important to the Hell-Spawn. They receive 7 points to spend on Conscience, Self-Control and Courage. Humanity and Willpower are determined as usual.
New Spawn get 5 points to spend on Gifts and start their new unlives on Earth with one Spell.
And last but not least, the player gets to spend 15 freebie points to use as desired.
Attributes | 5 |
Humanity | 1 |
Abilities | 2 |
Gifts | 5 |
Willpower | 2 |
Spells | 10 |
Virtues | 1 |
Note that Spawn have no Backgrounds.
The parasite is composed of psychoplasm, just like the Hell-Spawn; it too has its own battery of Power. This Power can be 'borrowed' and used by the clever Spawn, although the parasite will never run out of Power, the amount siphoned off is extremely limited and does take time. This is usually a problem when a timely Psychoplasmic Blast is needed. All of this is made possible by the bonding process; both Spawn and parasite are connected at the unfortunate wearer's central nervous system. This allows for the two to operate in perfect harmony.
Might
Most Spawn were already strong in life, but upon returning, many find their strength greatly enhanced. This is primarily a function of the costume bonding with the Spawn's own Psychoplasm, increasing the density and lending it's own strength to the Spawn.
System: Each level taken in Might adds one dot to strength. For all intents and purposes it works just like Potence.
Resilience
The costume is, first and foremost, armour. It is far superior to any mundane armour, as it is lighter and tougher, and flashy as Hell.
System: Each level in Resilience adds one to Stamina. This is different from Fortitude in that it applies to any roll where Stamina is involved, not just damage soaking. Even if no levels are taken in character creation, all Hell-Spawn's costumes confer immunity to mundane and infernal flames. Because Malebogia loves you.
Weaponry
Aside from the cape, the thing that tends to grab the most attention about the Spawn's costume is the chains. Though individuals vary, most versions of the suit have one that connects just above the groin to a decorative skull plate and circles around the Spawn's waist. The chain often serves as the costume's primary mode of expression, rattling like some ghost from a Dickens tale, or lashing out in violence, crushing and maiming. Once the Spawn bonds enough with the costume, the aggression can be controlled, but until then . . . .
* | The costume attacks on its own, roll 3 dice to hit and wound. |
** | The Spawn now has control of whether the chain attacks. Additionally, it can now be used for non-violent actions like climbing or binding. |
*** | Attacks can now be made at range of 5 meters, as the chain has grown longer. |
**** | Damage is now 5 dice, and to hit too. The chain has grown heavier, and perhaps the links are spiked in some places. |
***** | The range is now 10 meters. |
System: The costume will attack any perceived threat until level two is obtained. The chain attack is considered an extra action and does not halve dice pools, whether it attacks on its own or the Spawn wills it to. At level zero, the chain has not grown enough to be of use for combat or anything else, but various spikes around the costume do strength +2 damage in hand to hand combat. The spikes can always be used, but the damage is not aggravated, nor is the damage from the chain at any level.
Hell's Cloak
All Spawn are instantly recognized for what they are by those who know what to look for by the great, scarlet, voluminous cloaks that adorn their shoulders. It is light and somewhat rough in texture; if the Spawn were subject to the effects of cold, it wouldn't be too useful. The cloak often flaps when no wind is present and shrouds the Hell-Spawn in shadows.
* | Due to shadowing effects (like Obteneration level one), the Spawn is made to look more sinister and threatening. Therefore intimidation roles are -2 difficulty. |
** | The Spawn can hide in darkness or shadows by willing his cape to cover him. This works exactly like Obfuscate Unseen Presence, but for the requirements. |
*** | At this level the cloak will actively seek to protect the Spawn, making soak rolls easier, -2 difficulty. |
**** | The cloak has grown to such an extent that the Spawn may fall from any distance and take no damage, as the cloak spreads out and works almost like a parachute. |
***** | Flight is attained at this level. The cloak will act as wings to thrust the Spawn away from the Earth's surface and fly like a bat through the night. Maximum flight speed is equal to two times the Spawn's own movement on the ground. |
Manifestation
By extending his mind and focusing on the molecules surrounding him and their interaction with the costume's psychoplasmic field, the Spawn can create objects with a poof of green hellfire. Objects created are limited in sophistication by the level of mastery the Spawn has in Manifestation.
* | Simple things like rocks or chunks metal can be created. |
** | Swords or statues could be made. |
*** | Food or water or even 1989 Strawberry Ripple. |
**** | Mechanical stuff can be made now, guns and so forth (but no ammunition). |
***** | Electronics can now be summoned from the air. |
System: Roll Manipulation + Manifestation; each success counts as one level of Manifestation. So if a Spawn with Manipulation 4 and Manifestation 1 rolled 3 successes, he could create food or water. This cannot be done with no levels in Manifestation, however, and a maximum of 100 lbs of material can be made at one time.
Channel
The parasite contains its own battery of Power, as mentioned earlier, and it can be accessed with some difficulty. Power gained in this way must be spent immediately, or it dissipates back into the costume.
System: Roll Wits + Channel (difficulty 8) to determine how much Power is gained. This can only be done once per month per level of Channel. Therefore, a Spawn with Channel 2 could borrow Power from his costume twice a month.
The Spells that follow are just but a few of the many tricks a Spawn could do. These were all observed in the comic book at one time or another. Storytellers should feel free to come up with their own Spells and characters should be encouraged to invent their own.
Psychoplasmic Blast
One Power per die of damage.
A blast of raw hell-brewed fire. Perhaps the bluntest tool in a Hell-Spawn's bag of tricks, this Spell is none the less one of the more impressive ones.
System: It has a range of 10 meters per Power spent, and inflicts one die of aggravated damage per Power. A maximum of 10 Power may be spent; anything over this amount disrupts the Spawn's own Psychoplasm, inflicting one die of non-aggravated damage per Power spent over 10.
Teleportation
10 Power + 10 per additional "passenger"
The Spawn's Psychoplasm folds in on itself and spirits him away to any place he can remember and picture accurately in his mind. It is possible to take others with the use of this Spell.
System: The Spawn and his "passengers," if he has any, can be taken instantly to any place he can picture accurately in his mind. The experience is uncomfortable; a stamina roll is required to avoid nausea for one turn.
Fist of Hell-Fire
One Power per Scene
A bit of summoned hellfire wreaths the Spawn's fist with greenish Psychoplasm. The unnatural flames burn in silence, and this Spell is often used to intimidate others rather than to actually hit somebody.
System: Hand damage is now aggravated. Intimidation rolls are -2 difficulty. This will not trigger the Rotschreck in vampires.
Shapeshift
5 Power per Scene
The Spawn's Psychoplasm breaks down and reforms into a new desired form. This makes it possible to change appearance and look like something besides some goon from a comic book or death warmed over. It is perhaps a cruel joke of Malebogia's that it is impossible to assume the visage the Spawn had in life with this Spell. The Spell can also be used to look like somebody else.
System: The spawn assumes a new form; kindred with Auspex two could penetrate the disguise.
New Gift | 3 |
New Spell | 10 |
Gift Rating | Current x 4 |
All other improvements are bought at the cost table found in Vampire the Masquerade
The enemy. Destroy them. Don't rest until they're all back where they belong and off of our planet.
Irritating. I don't like Malebogia anymore than they do and they still hunt me.
"Fools. Duped by power, it is a mercy to relieve them of their so-called lives."
Malebogia
My lord and master, you have given me life and I give you my eternal servitude.
Bastard. Lord of lies, I'll die again before I bow to you.
"Tools."
Vampires
Possible allies, but not worth the effort at the moment.
Who cares? As long as they leave me alone, we'll be fine, if not . . . violence will become necessary.
"Neat costumes . . . ."
Garou
They hate us...destroy them.
Violent, but they serve a kinder power than Heaven or Hell.
"Wyrm-Spawn."
Mages
The Nephandi are fine allies, all others though . . . .
I met one once, Houdini, believe it or not. I could have learned much from him.
"Fascinating, perhaps they play an important roll in the Ascension?"
Changelings
. . . the fuck?
Ditto.
"No fun whatsoever."
Wraiths
Kill them, kill them all. What? Oh, them. Don't know much about them, don't care either.
I believe we were once as they . . . ."
"So now we know what awaits us in Oblivion."
Enforcer Demon
Attributes: 10/8/6 (physical halved in human form)
Abilities: 20/16/14
Willpower: 5
Virtues: None
Humanity: None
5 Spells in addition to several Arcanos
10 health levels
500-1000 Power (most don't stay on Earth for long)
Most enforcers are monsters but live within a mortal shell for most of their time on Earth. This can be broken only for a few scenes to go out and play. Demons are otherwise just like Spawn; their plasm has been converted to pyschoplasm, and they heal just like them.
Hunter-Angel
Attributes: 9 physical when materialized Abilities: 14/11/7
Willpower: 10
Rage: 8
Gnosis: 8
Power: 100
8-12 Charms
Angels that travel to Earth do so for one reason: to Hunt the Spawn. They are the most dangerous of their breed, and particularly to Hell-Spawn, as hunting them down and making trophies of their 'carapaces' as they call them are central to their existence. They are actually Spirits, as described in Mage or Werewolf.
The Angel always takes the infamous Disrupter-Lance with her when she goes to battle. This weapon will send Spawn back to Hell when reduced to 0 health levels. The weapon inflicts Str+3 aggravated damage.
Note that an Angel's Power is not the Spawn's Power and the two are not interchangeable.