TEXT: every
  when
  Supernatural
  Creatures
  Darkness
  
  Incoming Transmissions: a set of expansions for the Everywhen
  roleplaying game, each building on the basic rule set with extra
  player templates, optional rules, NPCs and terrifying creatures.
  Darkness: Supernatural Creatures explores the shadowy beings
  inhabiting traditional folklore and iconic literature. Seven new
  templates are provided for players to use to build their
  characters: Vampires, Werewolves, Demons, Ghosts, Revenants,
  The Revived and The Constructed, plus stats for rabble, tough and
  rival-level NPCs for each creature type. All templates can be used
  at the start from character creation and some can be acquired
  during play if appropriate circumstances occur.
  So, you’re a supernatural creature now. Will you step forward
  into the light, or remain… in the darkness?
  
   
  Phil Garrad 
  Jeshields 
  Branko Jovanovic 
  Glynn Seal 
  Phil Garrad 
  Nick Riggs 
  Brian “Steamboat” Wille, Ed Kearns  
  and Marcus “Chaosmeister” Burggraf  
   
  Everywhen © Filigree Forge 
  Darkness: Supernatural Creatures Version 1.0 
  Associated downloads are available from  
  everywhenrpg.wikidot.com 
  
   
   
   
   
   
  Demonic boons .................................... 5 
  Demonic flaws ..................................... 5 
   
  Advancement: demonic boons ............... 6 
   
  Demon Underling (rabble-level) ............. 8 
  Minor Demon (tough-level) ................... 8 
  Lesser Demon (rival-level) .................... 8 
  Greater Demon (rival-level) .................. 8 
   
   
   
  Ghostly boons .................................... 10 
  Ghostly flaws...................................... 10 
   
  Advancement: ghostly boons................ 11 
   
  Poltergeist (tough-level) ...................... 12 
  Wraith (rival-level) .............................. 12 
   
   
   
  Monstrous boons ................................ 13 
  Monstrous flaws .................................. 14 
   
   
  Constructed Henchman (tough-level) .... 14 
  The Monster (rival-level) ...................... 14 
  NPC monstrous boons ......................... 14 
   
   
   
  Revenant boons .................................. 15 
  Revenant flaws ................................... 15 
   
   
  Revenant (rival-level) .......................... 16 
  NPC revenant boons ............................ 16 
   
   
   
  Revived boons .................................... 18 
  Revived flaws ..................................... 18 
   
   
  Revived (tough-level) .......................... 19 
  Revived (rival-level) ............................ 19 
  NPC revived boons .............................. 19 
   
   
  Vampiric Sustenance ........................... 20 
  Submit to the Beast ............................ 20 
   
  Vampire Thralls .................................. 21 
  Minor Vampires................................... 21 
  Lesser Vampires ................................. 21 
  Greater Vampires ................................ 22 
   
  Vampiric boons ................................... 22 
  Vampiric flaws .................................... 23 
   
  Dhampyric flaws ................................. 23 
  Feeding ............................................. 24 
   
   
  Vampire Thrall (rabble-level) ................ 25 
  Minor Vampire (tough-level) ................. 25 
  Lesser Vampire (rival-level).................. 25 
  Greater Vampire (rival-level) ................ 25 
   
   
   
  Werecreature boons ............................ 26 
  Werecreature flaws ............................. 26 
   
  Alpha Werecreature ............................. 27 
   
  Werewolf (rival-level) .......................... 28 
  Wererat (rival-level) ............................ 28 
  Alpha Werewolf (rival-level) ................. 29 
  Alpha Wererat (rival-level) ................... 29 
  NPC werecreature boons ...................... 29 
   
   
  
   
  This Everywhen supplement provides a 
  number of supernatural templates for 
  players to use on their characters. All 
  templates can be used at the start from 
  character creation and some can be 
  acquired during play if appropriate 
  circumstances occur. 
  The creatures are not explicitly defined as 
  they may vary from setting to setting. 
  However their name should indicate the type 
  of creature they are, with their boons and 
  flaws augmenting this information. 
  Generally (unless noted otherwise) all the 
  supernatural creatures have a net zero sum 
  of boons and flaws, so shouldn’t give an 
  unfair advantage over normal characters. 
  Throughout the text the term human is 
  used. This term is used to describe the 
  normal sentient race(s) in the setting being 
  used. Should your setting have a different 
  sentient race or a number of sentient races 
  (i.e. elves, dwarves, etc.) then assume that 
  the term human encompasses all these 
  races. 
  This supplement assumes that the 
  Everywhen Fear rules and resolve are being 
  used. It is up to the GM what other rules are 
  included, including Powers. Just because 
  some creatures might have specific Powers 
  (i.e. the telekinesis of the Ghost) that 
  doesn’t mean that Psionics is generally 
  available. As always, your GM has final say 
  on what is allowed and what is not. 
  The following rules give mechanics for 
  player character and NPC supernatural 
  creatures. Note that the NPC versions are 
  built according to the Everywhen entity 
  creation rules rather than these player 
  character creation rules. 
  Also, the ability values for the NPCs are for 
  typical versions of them – feel free to adjust 
  as necessary, referring to NPC creation in 
  the core book. 
  The term mundane is used in this 
  supplement to describe normal, non-
  supernatural, non-magic, non-psionic, etc. 
  The supernatural boons and flaws listed 
  under each creature may have the same 
  name for a number of creatures, however 
  there may be slight differences, so check 
  that you use the correct ones. 
   
   
  
   
  Demons are beings of spirit and exist 
  bodiless in inhuman realms (“hell”). 
  However if operating in the mortal world, 
  and to fully interact with it, they typically 
  possess humans by choice.  
  Demons come as rabble-, tough- and rival-
  level characters. Even if creating a player 
  character demon they will start as rabble-
  level, but will be assumed to have already 
  possessed a rival-level human. 
  Demons do not have lifeblood, but all types 
  of demon do have resolve. A rabble-level 
  demon’s has a resolve of 3 (normally rabble 
  don’t have resolve, but demons are an 
  exception), a tough-level demon’s is 5 + 
  mind, and a rival-level demon’s is 10 + 
  mind. 
  A demon is immortal and cannot die (apart 
  from GM plot devices!). It can however be 
  sent back to its hellish realm (whereupon a 
  player character demon would revert to a 
  normal human NPC). If the host dies due to 
  damage exceeding its lifeblood, then the 
  demon will wish to vacate the body.  
  A demon has no strength (and therefore no 
  lifeblood) and starting (rabble-level) demons 
  have zero in all other attributes and combat 
  abilities and has no careers. When a demon 
  possesses a human, it will use abilities as 
  follows: 
  Attributes 
  • It will always use its own mind, as it 
  has smothered the mind of the host 
  • It will use the strength and agility of the 
  host (but the scale of these might be 
  increased) 
  • It can use either its own or its host’s 
  appeal 
  Combat Abilities 
  • It will use its own initiative 
  • For the rest of the combat abilities, it 
  can use either its own or the host’s 
  Careers 
  • It can use either its own careers (once 
  known) or its host’s 
  In its normal form, the demon is non-
  corporeal and may be identified by 
  onlookers as an opaque grey smoke cloud. 
  Whilst in its natural form, it has all the 
  following demonic (supernatural) boons and 
  flaws: 
  • Non-Corporeal (demon) 
  • Flight 
  • Formless 
  • Demonic Possession 
  • Demonic Vulnerability (exorcism) 
  • Demonic Vulnerability (holy water) 
  • Demonic Vulnerability (holy ground) 
  • Demonic Vulnerability (holy faith) 
  • Demonic Vulnerability (salt) 
  • Demonic Vulnerability (iron) 
  Whilst a demon still has all its vulnerabilities 
  in its natural form, it is hard to locate and/or 
  follow, due to its non-corporeal form. A 
  demon’s best defence when encountered by 
  
   
  those who recognise it for what it is (in its 
  natural state), is to flee until it can find a 
  new unsuspecting host. 
  When possessing a human, the demon has 
  all the following demonic boons and flaws (it 
  can gain more demonic boons through 
  advancement): 
  • Demonic Unnatural Ability (strength) 
  • Demonic Unliving 
  • Demonic Vulnerability (exorcism) 
  • Demonic Vulnerability (holy water) 
  • Demonic Vulnerability (holy ground) 
  • Demonic Vulnerability (holy faith) 
  • Demonic Vulnerability (salt) 
  • Demonic Vulnerability (iron) 
  Demonic boons 
  Demonic Unnatural Ability (strength) – 
  The demon can impart supernatural strength 
  to the host, increasing its strength to scale 
  2. 
  Demonic Possession – A demon is able to 
  possess a human by coming into contact 
  with and winning an opposed mind roll with 
  the prospective host. Characters with boons 
  that affect resolve (in a positive way) can 
  roll with a bonus die. Characters with ranks 
  in Priest can add their Priest rank to the roll.  
  The possession takes one round, and it then 
  takes a further round for the demon to fully 
  integrate itself with the host, during which 
  time it can’t directly control the host.  
  During the possession, the host is still 
  present (although unable to act), but will 
  take resolve damage (determined by the 
  GM) based on the length of the possession. 
  Flight –In its natural form, the demon can 
  fly at the same speed a human can run. 
  Non-Corporeal (demon) – When in its 
  natural form, the demon has no physical 
  body, and cannot be attacked by mundane 
  means. 
  Formless – When in its natural form, the 
  demon is not restricted by shape and can 
  get into or out of any (mundane) restricting 
  or confining spaces. 
  Demonic Unliving – While possessed, the 
  host requires no food, water, or sleep. 
  Demonic flaws 
  Demonic Vulnerability (salt) – A demon 
  cannot cross a line of salt. Salt in contact 
  with the skin of a demon’s host causes that 
  skin to blister and burn. Whilst the damage 
  to the host is minor, the pain caused is felt 
  by the demon and causes 1d3 fatigue 
  resolve damage per combat round. 
  Demonic Vulnerability (iron) – Iron 
  touched against the skin of a demon’s host 
  causes that skin to blister and burn. Whilst 
  the damage to the host is minor, the pain 
  caused is felt by the demon and causes 1d3 
  fatigue resolve damage per combat round. 
  Demonic Vulnerability (exorcism) – An 
  exorcism is one of the few ways to send a 
  demon back to hell, fortunately for the 
  demon, he doesn’t have to hang around for 
  its completion. When an exorcism is 
  conducted on the host, the demon can flee 
  before it’s finished unless somehow 
  restrained within the host.  
  Should the exorcism rite be successfully 
  carried out to its conclusion, the demon will 
  be caused to forcibly vacate the body and 
  head straight to hell (and become an NPC).  
  If the demon manages to flee before the 
  conclusion of the rite, the demon in its 
  natural form will be subject to disorientation 
  
   
  (taking a penalty die on any roll) for a 
  number of rounds (one for a normal 
  success, two for a Mighty Success and three 
  for a Legendary Success).  
  The state of the body left behind will depend 
  on how long the demon had been possessing 
  it and what torments had been conducted on 
  it. 
  Demonic Vulnerability (holy water) – 
  The host takes d6L lifeblood damage from 
  contact with holy water. 
  Demonic Vulnerability (holy ground) – 
  The host cannot enter holy ground without 
  taking d6L lifeblood damage per round (this 
  flaw can be bought off). 
  Demonic Vulnerability (holy symbol) – 
  If a demon is confronted by a symbol of 
  faith held aloft by a character with ranks in 
  Priest, it takes fatigue resolve damage equal 
  to d3 + the bearer’s Priest rank. Note that 
  the symbol does not have to be related to 
  the vampire’s belief system to be effective. 
  Demons advance using the core Everywhen 
  rules, with the following exceptions: 
  • They cannot advance strength. 
  • They can additionally choose from the 
  Advancement: demonic boons given 
  below. 
  Advancement: demonic boons 
  Increased Unnatural Ability (strength) 
  – The demon can impart supernatural 
  strength to the host, increasing the scale of 
  its strength. This boon can be taken multiple 
  times. 
  Demonic Telekinesis – The demon can 
  manipulate the physical world, treat as the 
  regular Telekinesis boon. It has an effective 
  Psionic career rank of 1 and has Psionic 
  Points equal to mind + Psionic rank + 10. 
  Demonic Psionic Control – Can only be 
  taken once Demonic Telekinesis has been 
  taken. Increase Psionic career rank by one. 
  Can be taken a number of times. 
  Demonic Fear – The demon possesses the 
  ability to cause instant fear amongst 
  onlookers. The onlooker must make an 
  immediate roll, with the fear level of the 
  demon as a negative modifier – failure 
  causes the onlooker to take 1d6 normal 
  resolve damage. This power can be taken 
  multiple times to increase the fear level 
  (starting from 1). 
  Sorcery – The demon can cast spells and 
  has 10 AP + mind and an Arcanist career 
  rank of 2. 
  Demonic Regeneration – The demon can 
  regenerate a point of lifeblood damage to its 
  host every round and can also remove the 
  effects suffered from a Precision Strike (see 
  p.25 in the core Everywhen rules) in two 
  rounds. 
  Demonic Unnatural Metabolism – The 
  host’s metabolism is enhanced by the 
  demon, lifeblood is increased in scale by 1. 
  Note that rabble-level demons with this 
  power will therefore also suffer reduced 
  effects from the Rabble Slayer effect (p.25 
  Everywhen) as the rabble-slaying damage 
  will be scaled down. 
  
   
   
  
   
  The following NPCs are all demons 
  possessing a human host. If the demon 
  vacates its host, it reverts to the boons and 
  flaws in its natural form (see above). 
  Demon Underling (rabble-level) 
   
  Attributes 
  Strength 
  0(2) 
  Agility 
  1 
  Mind 
  0 
  Appeal 
  1 
  Combat 
  Initiative 0 
  Melee 
  1 
  Ranged 
  0 
  Defence 
  1 
  Careers 
  (Any) 
  1 pt. 
  Lifeblood 
  3(2) 
  Resolve 
  3  
  Attack 
  d3 (2)  
  Protection none 
  Boons 
  Demonic Unliving, Human Form 
  Flaws 
  Demonic Vulnerability (exorcism, holy water, 
  holy ground, holy faith, salt, iron) 
   
  Minor Demon (tough-level) 
   
  Attributes 
  Strength 
  0(2) 
  Agility 
  2 
  Mind 
  0 
  Appeal 
  0 
  Combat 
  Initiative 2 
  Melee 
  0 
  Ranged 
  0 
  Defence 
  0 
  Careers 
  (Any) 
  2 pts. 
  Lifeblood 
  5(2) 
  Resolve 
  5 
  Attack 
  d6L (2)  
  Protection none 
  Boons 
  Demonic Unliving, Human Form 
  Flaws 
  Demonic Vulnerability (exorcism, holy water, 
  holy ground, holy faith, salt, iron) 
   
  Lesser Demon (rival-level) 
   
  Attributes 
  Strength 
  1(3) 
  Agility 
  2 
  Mind 
  1 
  Appeal 
  0 
  Combat 
  Initiative 2 
  Melee 
  0 
  Ranged 
  0 
  Defence 
  2 
  Careers 
  (Any) 
  2 pts. 
  Psionic 1 
  Lifeblood 
  11(2) 
  Resolve 
  11 
  Psionic Points 12 
  Hero Points 5 
  Attack 
  d6+1 (2)  
  Protection none 
  Boons 
  Demonic Unliving, Human Form, Demonic 
  Telekinesis, Demonic Fear, Demonic 
  Regeneration 
  Flaws 
  Demonic Vulnerability (exorcism, holy water, 
  holy ground, holy faith, salt, iron) 
   
  Greater Demon (rival-level) 
   
  Attributes 
  Strength 
  1(3) 
  Agility 
  2 
  Mind 
  1(2) 
  Appeal 
  0 
  Combat 
  Initiative 2 
  Melee 
  0 
  Ranged 
  0 
  Defence 
  2 
  Careers 
  (Any) 
  2 pts. 
  Psionic 2 
  Lifeblood 
  11(2) 
  Resolve 
  11  
  Psionic Pts.  13(2) 
  Hero Points 5 
  Attack 
  d6+1 (2)  
  Protection none 
  Boons 
  Demonic Unliving, Human Form, Demonic 
  Telekinesis, Demonic Fear, Demonic 
  Regeneration, Demonic Psionic Control 
  Flaws 
  Demonic Vulnerability (exorcism, holy water, 
  holy ground, holy faith, salt, iron) 
   
   
  
   
  When a character dies in violent 
  circumstances or with important unfinished 
  business, they might not travel to the 
  afterlife, but instead remain in the 
  mortal world as a ghost, anchored to 
  a particular meaningful location, 
  object, person, or its own mortal 
  remains, as determined by the GM.  
  When a character becomes a 
  ghost, they no longer possess 
  strength or have any lifeblood. If 
  the GM allows a player to start a 
  campaign as a ghost, it’s 
  suggested that to avoid any 
  metagaming (or accusations of 
  it), they only have 3 points to 
  distribute between attributes 
  (agility, mind and appeal), with 
  normal minimum and maximum 
  limitations applying. 
  When a ghost takes damage to 
  its resolve critical track (or a 
  rabble or tough ghost takes 
  damage in excess of its resolve) 
  the ghost immediately dissipates 
  and returns to the object(s) / 
  location that is tying it to the 
  mortal world. It will remain non-
  corporal until its resolve has 
  returned to normal (and is 
  replenished in full at midnight).  
  
   
  Unlike other supernatural creatures, a ghost 
  does not start with a zero sum of 
  supernatural boons and flaws, but instead 
  starts with more flaws than boons. However, 
  as the ghost gains in power (advances 
  though XP), it takes more supernatural 
  boons, suffers a loss in humanity, but gains 
  no more supernatural flaws. 
  As well as having the option to take the Fear 
  supernatural boon, the ghost can also cause 
  fear through its actions (see the Non-
  Corporeal (ghost) supernatural boon below). 
  The Ghostly Fear supernatural boon (see 
  below) works whenever the ghost wishes to 
  use it as an action, whereas fear caused by 
  the ongoing actions of the ghost takes time.  
  The GM should generally call for a fear roll 
  through the ongoing actions of the ghost, 
  once per hour of active “ghostly actions”. 
  Ghostly boons 
  The ghost start with the following ghostly 
  (supernatural) boons: 
  Non-Corporeal (ghost) – The ghost has 
  no physical body, cannot usually be harmed 
  through normal physical means (but see 
  flaws below), and is not constrained by 
  physical walls / structures in the material 
  world. Unless it acquires the Materialise 
  boon, at best it can be seen by onlookers as 
  a shimmer / slight opaque interference. The 
  ghost can cause small disturbances in the 
  material world, like slight breezes causing 
  candles to flicker or extinguish, a local rise 
  of fall in temperature, or writing in 
  condensation on glass / mirrors.  
  When attacking a non-corporeal ghost, a 
  penalty die is taken on the attack roll due to 
  the difficulty in locating the ghost. 
  Controlled Electromagnetic Interference 
  – As an action the ghost can interfere with 
  the operation of a specific type of electrical / 
  electronic item of equipment in its 
  immediate area, e.g. all mobile phones, 
  radios, televisions, etc. 
  One boon from the Advancement: ghostly 
  boons list (see page 11). 
  Ghostly flaws 
  The ghost starts with the following 
  supernatural flaws: 
  Ghostly Vulnerability (salt) – A ghost 
  cannot cross a line of salt. If salt is thrown 
  at a ghost and hits (via a successful ranged 
  attack), the ghost takes 1d6L damage to its 
  resolve. Salt may also be packed into 
  homemade shotgun shells – these would do 
  1d6H damage to the ghost’s resolve on a 
  successful hit. 
  Ghostly Vulnerability (iron) – An iron 
  object swung through a ghost (via a 
  successful melee attack) causes 1d6L 
  damage to its resolve. 
  Ghostly Vulnerability (mortal remains) 
  – If an appropriate ritual (as determined by 
  the GM) is conducted at the location or on 
  the objects (usually its bones) that are tying 
  the ghost to the mortal world, the ghost is 
  permanently put to rest. 
  Ghostly Vulnerability (holy ground) – A 
  ghost cannot enter holy ground, if it does it 
  immediately passes on to the afterlife, 
  leaving the mortal world behind forever. 
  Uncontrolled Electromagnetic 
  Interference – Electrical / electronic items 
  of equipment will operate sporadically or fail 
  altogether, possibly indicating the ghost’s 
  presence. 
  Obsession (ghost) – The ghost is 
  obsessed with the situation that caused it to 
  become a ghost. 
  
   
  Once a player character has turned into a 
  ghost, it no longer advances like a regular 
  character and cannot spend XP on improving 
  abilities (attributes, combat abilities or 
  careers). Instead it can only buy 
  advancement boons from the list below. 
  Each time a ghost acquires a new ghostly 
  boon, it loses 1 from any of its careers 
  (down to a minimum of 0) as it moves 
  further away from its original humanity. 
  Should a player character ghost reach a 
  point where all careers are zero, the ghost 
  no longer retains any vestige of humanity 
  and becomes an NPC. 
  Advancement: ghostly boons 
  Manifest – The ghost can appear in the 
  form it had before its death, and can choose 
  whether this includes the wounds that led to 
  its death or not. Whilst manifesting itself, 
  the ghost still has no substance and cannot 
  physically interact with objects, as it is a 
  semi-translucent image of its former self. 
  Whilst manifest, the ghost can communicate 
  normally with those around it, albeit in a 
  faint whisper. Coupled with telekinesis (see 
  below), the ghost can indirectly interact with 
  objects in the material world. 
  Ghostly Telekinesis – The ghost can 
  manipulate the physical world (treat as the 
  regular Telekinesis boon), and has an 
  effective Psionic career rank of 1 (this does 
  not count towards its humanity and cannot 
  be lost through advancement) and has 
  Psionic Points equal to mind + Psionic career 
  + 10 (if taken in addition to Ghostly 
  Telepathy, Psionic career rank and Psionic 
  Points remain unchanged).  
  Ghostly Telepathy – The ghost can touch 
  the minds of others (treat as the regular 
  Telepathy boon) and has an effective Psionic 
  career rank of 1 (this does not count 
  towards its humanity and cannot be lost 
  through advancement) and has Psionic 
  Points equal to mind + Psionic career + 10 
  (if taken in addition to Ghostly Telekinesis, 
  Psionic career rank and Psionic Points 
  remain unchanged) 
  Ghostly Psionic Control – Can only be 
  taken once Ghostly Telekinesis or Telepathy 
  has been taken. Increase Psionic career rank 
  by one. Can be taken multiple times. 
  Teleport – The ghost can teleport between 
  locations it knows, including rapidly 
  teleporting around a room. If the ghost has 
  materialised, it can blink in and out of 
  existence, deciding how far it moves each 
  time it reappears. When rapidly teleporting 
  within a room, but staying within range of 
  an opponent, an attack on the ghost suffers 
  a penalty die, which stacks with the penalty 
  die for being incorporeal (if applicable). 
  Ghostly Fear  
  – The ghost possesses the ability to cause 
  instant fear amongst onlookers. The 
  onlooker must make an immediate roll, with 
  the fear level of the ghost as a negative 
  modifier – failure causes the onlooker to 
  take 1d6 normal resolve damage. This 
  power can be taken multiple times to 
  increase the fear level (starting from 1). 
  Ghostly Possession (prerequisite: three 
  other advancement ghostly boons) – 
  The ghost is able to possess a human host. 
  The ghost must succeed an opposed mind 
  roll with the potential host, or the host can 
  agree to the possession. When ghosts 
  possess a character, they have access to all 
  the character’s memories and can choose to 
  use either the host’s combat abilities or 
  careers or their own. The ghost will always 
  use the host’s strength, agility and appeal, 
  and its own mind. 
  
   
  Poltergeist (tough-level) 
   
  Attributes 
  Strength 
  - 
  Agility 
  1 
  Mind 
  1 
  Appeal 
  0 
  Combat 
  Initiative 0 
  Melee 
  0 
  Ranged 
  0 
  Defence 
  2 
  Careers 
  (Any) 
  2 pts. 
  Lifeblood 
  - 
  Resolve 
  6 
  Attack 
   
  none  
  Protection none 
  Boons 
  Non-Corporeal (ghost), Controlled 
  Electromagnetic Interference, Ghostly 
  Telekinesis, Ghostly Psionic Control, 
  Ghostly Fear 
  Flaws 
  Ghostly Vulnerability (iron, mortal remains, 
  salt), Uncontrolled Electromagnetic 
  Interference 
   
  Wraith (rival-level) 
   
  Attributes 
  Strength 
  - 
  Agility 
  0 
  Mind 
  2 
  Appeal 
  1 
  Combat 
  Initiative 1 
  Melee 
  1 
  Ranged 
  1 
  Defence 
  1 
  Careers 
  (Any) 
  2 pts. 
  Lifeblood 
  - 
  Resolve 
  12  
  Hero Points 5 
  Attack 
   
  none  
  Protection none 
  Boons 
  Non-Corporeal (ghost), Controlled 
  Electromagnetic Interference, Ghostly 
  Telekinesis, Ghostly Psionic Control, 
  Ghostly Fear(2), Manifest 
  Flaws 
  Ghostly Vulnerability (iron, mortal remains, 
  salt), Uncontrolled Electromagnetic 
  Interference 
   
   
  
   
  The Monster is created in the laboratory of a 
  mad professor, stitched together from the 
  body parts of the recently dead, and 
  charged into life in the midst of a violent 
  electrical storm. 
  The Monster’s body parts were selected for 
  strength, as experiments indicated that the 
  revivication does not easily enhance the 
  suppleness and dexterity of dead body 
  parts. Whilst the brain was selected for a 
  specific career, its memories are hazy at 
  best. 
  Once brought to life, the Monster has all the 
  requirements and desires of a normal 
  human body. GMs should consider whether 
  in their setting a Monster is actually a living 
  creature or constitutes some form of undead 
  being. 
  The Monster is no less intelligent due to its 
  second hand brain and despite its outward 
  appearance is capable of thoughtful and 
  eloquent expression. The GM should use this 
  to his advantage, portraying a rival-level 
  Monster as clumsy and stupid, when in fact 
  they might be articulate and scheming. 
  The Monster follows normal rules for both 
  lifeblood and resolve. 
  When creating a player character Monster, 
  follow the normal creation rules, noting the 
  Borrowed Brain flaw below. The character 
  also gains all the monstrous (supernatural) 
  boons and flaws listed below. 
  Monstrous boons 
  Monstrous Unnatural Ability (strength) 
  – A Monster’s body parts have been selected 
  for brute force, making its strength scale 3. 
  
   
  Monstrous Unnatural Metabolism – The 
  Monster’s metabolism works differently to 
  normal creatures, so its lifeblood is scale 2.  
  Monstrous Hide – The preservation 
  process has left the Monster’s skin tough 
  and leathery. This provides defence against 
  physical attacks, i.e. protection at d6–2. 
  Hard as Nails – The Monster feels no pain 
  and is extremely tough. Add +3 lifeblood to 
  its total. 
  Monstrous flaws 
  Monstrous Vulnerability (electricity) – 
  Brought to painful life through the violent 
  power of lightning, it can just as easily 
  return it to death. The Monster fears 
  thunderstorms and arcing electricity (the GM 
  may assign a penalty die on rolls when 
  applicable). Electrical damage is scale 2. 
  Uncoordinated – The stitched-together 
  nervous system of the Monster makes it 
  clumsy and uncoordinated. It takes a 
  penalty die when picking locks, firing a 
  ranged weapon, or other fine manipulation. 
  Patchwork – The Monster’s body parts are 
  mismatched with prominent scarring by the 
  joins. It takes a penalty die in situations 
  where its looks are important. 
  Temper – Frustrations at the Monster’s 
  physical and mental differences to others 
  causes it to easily lose its temper, taking a 
  penalty die to rolls when trying to be calm. 
  Borrowed Brain – The Monster’s brain 
  belonged to another, with only partial 
  memories, so it only has two points to 
  distribute amongst its four careers (two at 1 
  and two at 0). 
  The Monster advances as per normal 
  characters. 
  Constructed Henchman (tough-level) 
   
  Attributes 
  Strength 
  2(2) 
  Agility 
  0 
  Mind 
  0 
  Appeal 
  0 
  Combat 
  Initiative 0 
  Melee 
  2 
  Ranged 
  0 
  Defence 
  0 
  Careers 
  Worker 1 
  Lifeblood 
  7(2) 
  Resolve 
  5  
  Attack 
  d6L+2 (2)  
  Protection none 
  Boons 
  - 
  Flaws 
  Monstrous Vulnerability (electricity) 
  The Monster (rival-level) 
   
  Attributes 
  Strength 2(3) 
  Agility 
  0 
  Mind 
  1 
  Appeal 
  1 
  Combat 
  Initiative 1 
  Melee 
  2 
  Ranged 
  0 
  Defence 
  1 
  Careers 
  (Any) 
  1 pt. 
  Lifeblood 15(2) 
  Resolve 
  10  
  Hero Pts. 5 
  Attack 
  d6+2 (3)  
  Protection d6–2 
  Boons 
  Monstrous Hide, Hard as Nails, Monstrous 
  Human Form 
  Flaws 
  Monstrous Vulnerability (electricity), 
  Uncoordinated, Patchwork, Temper 
   
  NPC monstrous boons 
  Monstrous Human Form – The Monster 
  can appear as a normal human if time is 
  taken to cover up prominent scarring. 
  
   
  A revenant is similar to a ghost, in that it 
  has died in violent circumstances. The 
  difference is that its desire for vengeance is 
  so great, it allows the ghost to possess and 
  resurrect its original body, with the sole 
  purpose of wreaking revenge on its killer. 
  Due to its limited (expected) lifespan, a 
  revenant player character does not make a 
  very good starting character. However it can 
  be an interesting solution for a player whose 
  character has been killed by one of the 
  campaign’s rivals. 
  The revenant can only heal (both lifeblood 
  and resolve) when it rests in its grave. For 
  every 24 hours it goes without resting, it 
  takes 1 lasting lifeblood and resolve 
  damage. When resting in its grave for a full 
  period of daylight, it heals 1d6H lasting 
  damage to both its lifeblood and resolve.  
  The revenant does not fall unconscious when 
  it takes damage on its lifeblood critical track 
  and is still able to function. However, due to 
  the excessive damage taken to its body, all 
  physical actions incur a penalty die. Should 
  the revenant take maximum damage to its 
  lifeblood critical track, it is too damaged to 
  function and the most it can do is drag itself 
  along the ground. Any further physical 
  damage received is taken on its resolve 
  tracks (which function normally).  
  If at any time the revenant takes damage on 
  its resolve critical track, it has lost the will to 
  continue its mission of vengeance. The body 
  falls to the ground and the ghost continues 
  on to the afterlife, its revenge unfulfilled. 
   
  A revenant player character receives all the 
  following supernatural boons and flaws: 
  Revenant boons 
  Revenant Unnatural Ability (strength) – 
  The revenant’s inner rage fuels its physique, 
  and its strength ability is scale 2. 
  Revenant Unnatural Metabolism – The 
  revenant’s metabolism works differently to 
  normal creatures, so its lifeblood scale is 
  increased by 1.  
  Rending Talons – The power that animates 
  the revenant also transforms its nails into 
  bitingly cold rending talons. Its unarmed 
  melee damage is increased in scale by 1. 
  Revenant Fear – The revenant possesses 
  the ability to cause instant fear amongst 
  onlookers. The onlooker must make an 
  immediate roll, with the fear level of the 
  revenant as a negative modifier – failure 
  causes the onlooker to take 1d/6 normal 
  resolve damage.  
  Revenant Unliving – The revenant 
  requires no food, water, or sleep. 
  Revenant flaws 
  Revenant Vulnerability (grave) – If the 
  revenant’s grave is found and filled in or 
  destroyed, the revenant cannot heal and will 
  slowly and ultimately rot to (true) death. 
  Obsession (vengeance) – The revenant 
  desires only one thing, vengeance on its 
  killer. Any action that is not related to this 
  suffers a penalty die. 
  
   
  Revenant Vulnerability (day) – The 
  heavy presence of the sun overhead saps 
  the physical and mental capabilities of the 
  revenant. It takes a penalty die to all actions 
  during daylight hours. 
  Revenant Vulnerability (salt) – A 
  revenant cannot cross a line of salt. If salt is 
  thrown at a revenant and hits (via a 
  successful ranged attack), the revenant 
  takes 1d6L resolve damage. Salt may also 
  be packed into homemade shotgun shells – 
  these would do 1d6H (2) damage to the 
  revenant’s lifeblood on a successful hit. 
  Decaying Flesh – The revenant is dead and 
  looks and smells as such. It takes a penalty 
  die in all social encounters, and either 
  provides a bonus die to be detected or takes 
  a penalty die to be stealthy due to its smell. 
  It’s unlikely that a revenant will be around 
  long enough to take advantage of spending 
  XP. However if it does, it follows the normal 
  advancement rules, with the exception that 
  it cannot advance careers. 
  Revenant (rival-level) 
   
  Attributes 
  Strength 1(2) 
  Agility 
  0 
  Mind 
  2 
  Appeal 
  1 
  Combat 
  Initiative 1 
  Melee 
  2 
  Ranged 
  0 
  Defence 
  1 
  Careers 
  (Any) 
  2 pts. 
  Lifeblood 11(2) 
  Resolve 10  
  Hero Pts 5 
  Attack 
  d6+1 (3)  
  Protection none 
  Boons 
  Rending Talons, Revenant Fear (2), 
  Revenant Unliving, Revenant Human Form 
  Flaws 
  Decaying Flesh, Obsession (vengeance), 
  Revenant Vulnerability (day, grave, salt) 
   
  NPC revenant boons 
  (Where different to or in addition to above) 
  Revenant Human Form – The revenant 
  appears as human (noting its supernatural 
  flaws) and will have a career at rank 2. 
   
   
   
  
   
  When a character is about to die due to 
  physical violence (that is, the lifeblood 
  critical track is full) a demonic shade might 
  be attracted to the dying body. The level of 
  the shade is reflected in the level of the 
  character that is about to die – that is, a 
  rabble would attract a shade critter, a tough 
  a minor shade and a rival a lesser shade.  
  The shade has no interest in those dying or 
  becoming comatose from mental trauma 
  (resolve critical track full) as the soul whose 
  health the shade relies on, would be 
  seriously damaged. The immaterial shade 
  can enter the material world through the 
  body at the point the body dies, but while 
  the soul is still alive. It needs the soul alive 
  to provide both sustenance and health – in 
  effect, the shade becomes a symbiotic 
  parasite until it gains full control of the host. 
  Whilst the shade needs to fully dominate the 
  human soul before it becomes truly in 
  control, it is in no rush, as it realises that it’s 
  only a matter of time before it beats the 
  host’s soul into submission and takes full 
  control of the body. Also during this time of 
  riding the host, it takes satisfaction in the 
  mischief it causes while the character’s soul 
  is still (mostly) in control of its body. Once it 
  is in control, it truly becomes a Revived.  
  Whilst the Revived host is possessed, the 
  shade provides it with an unholy energy, 
  helping to heal it should it become 
  damaged. The only wound it can’t heal is the 
  wound that originally took the host to death. 
  This wound will continue to fester and weep, 
  so should likely be covered up if it wants to 
  avoid undue attention.  
  If psionics are used in the setting, the 
  psychic will realise that something is amiss 
  the first time it tries to use any power on a 
  Revived. The shade will assist the Revived in 
  resisting the roll, however if the Revived 
  actively encourages the psychic, the demon 
  will take the opportunity to take Shade 
  Control. 
  The Revived are unaffected by holy water, 
  consecrated ground and holy symbols. 
  
   
  A Revived has normal lifeblood and resolve, 
  but see Shade Healing below. 
  Whilst the shade aids its host in physical 
  healing and keeping the body alive, the 
  health of the Revived’s mind (resolve) is left 
  alone by the demon. In fact any reduction in 
  the character’s resolve is an invitation to the 
  shade to attempt to take control (see the 
  flaw Shade Control below)! 
  A Revived can be created as a starting 
  character (and follows normal character 
  generation or can be created when a 
  character is about to die. Either way it takes 
  Revived (supernatural) boons and flaws as 
  detailed below. 
  Revived boons 
  All Revived have the following boon: 
  Shade Healing – The Revived cannot truly 
  die unless its head is destroyed / detached 
  from its body, as the shade will always be 
  able to heal it. The Revived also feels no 
  pain.  
  The Revived can remain active even with 
  damage on its critical lifeblood track, but 
  takes a penalty die on all actions, as control 
  and coordination of the body stretches the 
  shade to its limits.  
  Once the lifeblood critical track is full, the 
  Revived is damaged beyond being able to 
  function, but is still “alive” unless its head is 
  detached/destroyed.  
  To fuel the repair of the host’s body, the 
  shade needs meat. For each pound / half 
  kilo of meat eaten, the Revived heals 1 point 
  of lifeblood. The meat can be fresh or 
  carrion – the shade doesn’t care. 
  The Revived can choose two of the following 
  boons: 
  Revived Enhanced Weaponry – The 
  shade either gives the Revived some natural 
  weaponry, such as claws, or increased skill 
  at using normal weapons. Increase the scale 
  of either the melee or ranged attack by 1. 
  Revived Fear – The shade gives the 
  Revived the ability to cause instant fear 
  amongst onlookers. The onlooker must 
  make an immediate roll, with the fear level 
  of the Revived as a negative modifier – 
  failure causes the onlooker to take 1d6 
  normal resolve damage.  
  Revived Armour – The shade causes the 
  Revived to have bony plates, spines, thick 
  hide, or other defences that provide 
  protection against physical attacks. 
  Protection is d6–2. 
  Revived Unnatural Ability – Any ability 
  can be taken at scale 2. See Scale on page 
  31 of Everywhen to see which abilities this 
  can be used on. 
  Revived flaws 
  All Revived have the following flaws: 
  Festering Wound – The wound (that would 
  have killed the Revived if the shade hadn’t 
  intervened) festers and weeps and will not 
  heal. The sight of this wound causes disgust 
  from onlookers, and even when covered, its 
  coverings must be regularly changed or they 
  will become soiled and stinking. Take a step 
  to the left on the social interaction track 
  (stacks with Deathly Pallor for two steps), 
  unless the player can convince the GM that 
  effort has been made to clean and cover the 
  wound and the flaw can be ignored. 
  Deathly Pallor – The Revived is dead and 
  its appearance reflects that! Whilst the 
  shade can keep the body functioning the 
  finer details of appearance and odour are 
  not at the top of its priorities.  
  
   
  Take a step to the left on the social 
  interaction track (stacks with Festering 
  Wound for two steps). Make-up and scent 
  can hide this affliction, but time needs to be 
  taken every day to conduct the cover-up 
  and the character must hope he doesn’t get 
  caught in a downpour! 
  Shade Control – Every now and then the 
  shade will flex its mental muscles and 
  attempt to take control of the host. It may 
  do this to cause mischief and mayhem (from 
  which it takes satisfaction), or to test its 
  control over the host.  
  When the time is ripe, the GM will ask for 
  the Revived to make a control roll (mind + 
  highest career (reflecting the Revived’s 
  grounding in reality). If the roll is failed then 
  the GM can describe the scene as if the 
  character had just taken a Calamitous 
  Failure, however no hero point is gained!  
  If the Revived has any resolve damage (of 
  whatever type), the Revived takes half the 
  damage as a negative modifier to this roll. 
  This roll can be automatically passed if the 
  revived spends a Hero Point.  
  If the shade attempts to take control while 
  the Revived has resolve damage on its 
  critical track and the Revived fails the 
  control roll, the shade has taken full control 
  and the revived is now an NPC. 
  The Revived follow normal advancement 
  rules. They cannot take any additional 
  revived supernatural boons. 
  Revived (tough-level) 
   
  Attributes 
  Strength 1 
  Agility 
  1(2) 
  Mind 
  0 
  Appeal 
  2 
  Combat 
  Initiative 1 
  Melee 
  1 
  Ranged 
  0 
  Defence 
  0(2) 
  Careers 
  (Any) 
  2 pts. 
  Lifeblood 6 
  Resolve 
  5 
  Attack 
  (claws)  
   
  d6L+1 (2)  
  Protection none 
  Boons 
  Revived Enhanced Weaponry (claws), 
  Revived Human Form 
  Flaws 
  Deathly Pallor, Festering Wound 
  Revived (rival-level) 
   
  Attributes 
  Strength 0(2) 
  Agility 
  1 
  Mind 
  2 
  Appeal 
  1 
  Combat 
  Initiative 2 
  Melee 
  1 
  Ranged 
  0 
  Defence 
  1 
  Careers 
  (Any) 
  2 pts. 
  Lifeblood 10 
  Resolve 
  12  
  Hero Pts. 5 
  Attack 
  d6 (2)  
  Protection none 
  Boons 
  Revived Fear, Revived Human Form, Shade 
  Healing 
  Flaws 
  Deathly Pallor, Festering Wound 
  NPC revived boons 
  (Where different to or in addition to above) 
  Revived Human Form – The Revived 
  appears as human (noting its supernatural 
  flaws) and will have a career at rank 2. 
  
   
  When inflicted with vampirism, the vampire 
  feels an overwhelming desire to feed on the 
  blood (and life essence) of living humans 
  and no longer desires normal food. Normal 
  food will no longer provide the nourishment 
  that it once did, and for the vampire to 
  realise its full potential, it must feed on the 
  blood (and life essence) of a living human 
  (see Vampiric Sustenance below).  
  If the vampire forgoes feeding (abstinence), 
  then the following applies: 
  • It no longer receives the benefit of 
  Vampiric Unnatural Metabolism 
  • Due to weakness, it takes a penalty die 
  on all rolls 
  • The smell or sight of blood causes the 
  vampire to roll to see if it Submits to 
  the Beast 
  The penalty die due to weakness can be 
  nullified if the vampire instead 
  • Feeds on the blood of a medium sized 
  animal (and taking it to death through 
  the process), or 
  • Feeds on a litre of human blood, taken 
  from a blood bank (or similar), or 
  • Eats at least 5 kg of raw meat 
  The above must be conducted daily whilst 
  the vampire is in abstinence for the 
  weakness penalty die not to apply. 
   
  Vampiric Sustenance  
  If a vampire submits to the desire to feed 
  off a human, each round of feeding causes 
  the victim 1d6L normal lifeblood and 1d6L 
  normal resolve damage. (Remember that 
  rabble take resolve damage as lifeblood 
  damage.) Each point of damage taken (up 
  to its maximum lifeblood and/or resolve) by 
  a victim equals one point of vampiric 
  sustenance. 
  Each point of sustenance is the number of 
  days that the vampire can go without 
  further feeding. During the feeding, should 
  the vampire kill the victim (by taking 
  lifeblood to zero) or render him mentally 
  incapacitated (by taking resolve to zero), 
  the number of sustenance points gained 
  during the feeding is doubled. 
  Example: A vampire feeds on a rabble with 
  2 lifeblood (no resolve for rabble), for a 
  round. It gets a 1 on the lifeblood damage 
  roll and a 4 on the resolve damage roll. This 
  counts as 5 damage to the rabble’s lifeblood. 
  The rabble needs only 2 damage to be 
  killed, therefore the vampire gains 2 
  sustenance doubled to 4, as it killed the 
  rabble. 
  If the victim were a tough, with 6 lifeblood 
  and 5 resolve, after one round of feeding the 
  tough would still be alive with 1 damage to 
  lifeblood and 4 damage to resolve, and the 
  vampire would have gained 5 sustenance. If 
  the vampire were to feed for another round, 
  he would likely kill the tough (taking resolve 
  to zero) and obtain double the sustenance 
  from that victim. 
  Submit to the Beast 
  If a vampire is in abstinence and is in the 
  presence of fresh blood, it must make a 
  mind roll (no career added) to remain in 
  control. If the vampire fails the roll, it 
  Submits to the Beast and must immediately 
  feed on a nearby human.  
  
   
  A Vampire Thrall makes this roll with a 
  penalty die, a Minor Vampire makes a 
  normal roll, a Lesser Vampire gains a bonus 
  die and a Greater Vampire gains two bonus 
  dice. 
  Vampire Thralls 
  If a character is fed on by a Lesser or 
  Greater Vampire, and the vampire chooses 
  to pass on its vampiric essence (and the 
  victim manages to survive the experience!), 
  the character is inflicted with vampirism, the 
  character becomes a Vampire Thrall and 
  gains the following supernatural boons and 
  flaws: 
  • Submit to the Beast I 
  • Vampiric Unnatural Metabolism 
  • Vampiric Vulnerability – Sunlight 
  • Vampire Sire 
  The vampire that passed on its essence is 
  known as the sire of the newly created 
  thrall. 
  Minor Vampires 
  A Vampire Thrall can advance to a Minor 
  Vampire in one of two ways: 
  • Being fed on by its sire a second time 
  with the sire passing on more of its 
  vampiric essence. 
  • Feeding on a vampire of a higher level 
  than itself (Minor, Lesser or Greater 
  Vampire) and taking them to death 
  through feeding. 
  If a player character becomes a Lesser 
  Vampire, they gain the following boons and 
  flaws (in addition to those previously 
  gained): 
  • Submit to the Beast II (instead of 
  Submit to the Beast I) 
  • Vampiric Unnatural Ability (strength) 
  • Vampiric Unnatural Ability (agility) 
  • Vampiric vulnerability – Sunlight 
  • Vampiric vulnerability – Garlic 
  • Vampiric vulnerability – Holy Faith 
  Lesser Vampires 
  A Minor Vampire can advance to a Lesser 
  Vampire in one of two ways: 
  • Being feed on by its sire a third time 
  with the sire passing on more of its 
  vampiric essence 
  • Feeding on a vampire of a higher level 
  than itself (Lesser or Greater Vampire) 
  and taking them to death through 
  feeding 
  Player characters becoming Minor Vampires 
  gain the following boons and flaws: 
  • Offspring 
  • Unsettling 
  
   
  Greater Vampires 
  A Lesser Vampire can advance to a Greater 
  Vampire by feeding on a Greater Vampire 
  and taking them to death through feeding. 
  If a player character becomes a Greater 
  Vampire, they gain the following 
  supernatural boons and flaws: 
  • Vampiric Unnatural Ability (agility) 
  (stacks with previous) 
  • Vampiric Regeneration 
  • Seductive 
  • Vampiric Fear 
  Vampiric boons 
  Vampiric Fear – The vampire possesses 
  the ability to cause instant fear amongst 
  onlookers (including Lesser Vampires and 
  below). The onlooker must make an 
  immediate roll with the fear level of the 
  vampire (1) as a negative modifier – failure 
  causes the onlooker to take d6 normal 
  resolve damage. Whilst listed as a boon, it 
  can be very disadvantageous for a player 
  character vampire to have this boon 
  Vampiric Human Form – The vampire can 
  take the shape of a human, but if injured or 
  provoked to fight, will normally morph back 
  into its original form – dark red eyes, fangs, 
  deathly pale skin. 
  Offspring – A Lesser or Greater Vampire 
  can produce up to 1d6 Vampire Thralls 
  every week. The vampire must feed by 
  taking its victim to near death and then 
  make a conscious effort to pass on some of 
  its vampiric essence to produce a Thrall. If 
  the vampire feeds on the Thrall a second 
  time, passing on more of its vampiric 
  essence, the Thrall advances to become a 
  Minor Vampire. Extra effort is required to 
  produce a Minor Vampire, and the Lesser or 
  Greater Vampire must rest for a month 
  before he can create any more offspring. 
  Should a Greater Vampire feed on a Minor 
  Vampire for a third time, again making a 
  conscious effort to pass on a greater part of 
  its vampiric essence, the Minor Vampire 
  advances to a Lesser Vampire. This process 
  is very taxing on the Greater Vampire and it 
  cannot create any more offspring for six 
  months.  
  Vampiric Regeneration – The vampire can 
  regenerate a point of lifeblood damage 
  every round, and can also remove the 
  effects suffered from a Precision Strike (see 
  p.25 in the core rules) in two rounds. 
  Seductive – The vampire has scale 2 
  appeal and can immediately make d6+6 
  rabble (humans or vampires) or 1d3+1 
  toughs (humans or vampires) obey its 
  orders to the letter. It can also attempt to 
  seduce heroes or rivals (who must make a 
  mind-based roll (against the scale 2 appeal) 
  or become pliant to the vampire’s requests). 
  Characters can pay a Hero Point to briefly 
  overcome this influence for one combat 
  round. 
  Submit to the Beast I – When the vampire 
  submits to its hidden nature, its eyes turn 
  bloodshot and its nails extend into hard 
  claws. Unarmed combat damage is 1d3 + 
  strength.  
  Submit to the Beast II – When the 
  vampire submits to its hidden nature, its 
  eyes turn red and its nails extend into hard 
  razor sharp claws. Unarmed combat damage 
  is 1d6L (2) + strength. 
  
   
  Vampiric Unnatural Ability – The listed 
  ability is taken at scale 2. See Scale on page 
  31 of the core Everywhen rules to see how 
  the listed ability effect other abilities. 
  Vampiric Unnatural Metabolism – The 
  vampire’s metabolism works differently to 
  that of normal creatures. Lifeblood is scale 
  2. 
  Vampiric flaws 
  Vampire Sire – A Lesser Vampire sire that 
  passed on its vampiric essence gains the 
  Seductive boon over the new vampire (this 
  is applicable to NPC Vampire Thralls as well, 
  but isn’t listed as they are GM controlled). A 
  Greater Vampire (whether the sire of the 
  grand sire) causes the new vampire to roll 
  mind checks to resist seduction with a 
  penalty die. 
  Vampiric Vulnerability (sunlight) – 
  Whilst in sunlight (or UV light), the vampire 
  takes d6 normal lifeblood damage per turn. 
  Vampiric Vulnerability (garlic) – If 
  injected (by a weapon or hypodermic) or 
  ingested, treat as a scale 1 poison, difficulty 
  Tough (–2) resisted by strength. If the 
  vampire fails the roll, it immediately takes 
  d6 damage (scale 1) to lifeblood. No 
  reoccurring effects occur, as the vampire’s 
  metabolism quickly neutralises the poison. 
  Vampiric Vulnerability (holy faith) –  
  • Holy symbol – if a vampire is confronted 
  by a symbol of faith held aloft by a hero 
  with ranks in Priest, it takes resolve 
  fatigue damage equal to d3 + the 
  bearer’s Priest rank. 
  • Holy ground – The vampire takes d6 
  lifeblood damage per round it stays on 
  holy ground. 
  • Holy water – The vampire takes d6 
  lifeblood damage from contact with holy 
  water. 
  A dhampyr is the result of the union of a 
  vampire male and a human female. By 
  breeding with a human, the vampire has 
  assured its offspring of not being afflicted by 
  the typical vulnerabilities of a vampire. 
  However, the number of the vampire 
  supernatural boons the offspring gains 
  depends on its upbringing and relationship 
  with its parents (it will have chosen one over 
  the other). 
  For each of the following vampire 
  supernatural boons the character takes (up 
  to four), he or she must take one dhampyric 
  supernatural flaw: 
  • Unnatural ability (strength) 
  • Unnatural ability (agility) (can be taken 
  twice) 
  • Vampiric Unnatural metabolism 
  • Vampiric Regeneration 
  • Vampiric Fear 
  • Seductive 
  Dhampyric flaws 
  Dhampyr  Vulnerability (sunlight) – The 
  dhampyr is uncomfortable in the light of day 
  and takes a penalty die on actions 
  conducted outside in all but the most 
  overcast of days, unless heavily clothed and 
  wearing hats large enough to cover the face 
  (which is likely to raise suspicion). 
  Bounty (vampire or human faction) – As 
  a dhampyr, you have chosen sides, either 
  vampire or human, and in the process a 
  bounty has been placed on your head by the 
  other faction.  
  
   
  Roll a d6 whenever you enter a new 
  populated location: city, port, etc. On a 1, 
  bounty hunters will spot you and make your 
  life unpleasant. 
  Enemy (vampire or human faction) – As 
  a dhampyr you have chosen sides, either 
  vampire or human, and in the process you 
  have made an enemy of a rival-level NPC 
  (Social Interaction level of ‘enemy’) from the 
  other faction.  
  Hatred of vampires (or humans) – As a 
  dhampyr, you have chosen sides, either 
  vampire or human. When faced with the 
  other faction in combat, you must assume 
  an aggressive combat stance (+2 melee 
  attack, –2 defence) (Everywhen p.39). In 
  social interactions with the other faction, 
  shift one step to the left on the Social 
  Interaction track. 
  Feeding 
  A dhampyr does not need to feed on human 
  blood and can survive through normal food 
  consumption.  
  However, should a dhampyr decide to 
  feed on human blood, then it gains a 
  temporary vampiric supernatural 
  boon (always the same one) for a 
  number of days equal to the 
  sustenance gained from the 
  feeding. 
  Vampire clans tend to be matriarchal or 
  patriarchal organisations, with the head of 
  the clan being centuries old. A vampire has 
  the protection of its clan and any 
  attack on it is considered an 
  attack on the clan head. Therefore the 
  relationships between clans tends 
  to be an uneasy truce or all-out war. 
  Clanless vampires are considered vermin 
  and are fair game by all. 
   
  
   
  Vampire Thrall (rabble-level) 
  Vampire Thralls are the expendable masses 
  of the vampire clans. They are treated as 
  rabble-level NPCs but are much more 
  resilient due to their scale 2 lifeblood. 
  Attributes 
  Strength 1 
  Agility 
  1 
  Mind 
  0 
  Appeal 
  0 
  Combat 
  Initiative 0 
  Melee 
  0 
  Ranged 
  0 
  Defence 
  1 
  Careers 
  (Any) 
  1 or 2 pts. 
  Lifeblood 3(2) 
  Attack 
  (claws) d3 
  Protection (thick hide) 
   
  d6–2 (2) 
  Boons 
  Vampiric Human Form 
  Flaws 
  Vampiric Vulnerability (sunlight) 
   
  Minor Vampire (tough-level) 
  Minor Vampires are the foot soldiers of the 
  vampire clans. They are treated as tough-
  level NPCs.  
  Attributes 
  Strength 1(2) 
  Agility 
  1(2) 
  Mind 
  0 
  Appeal 
  0 
  Combat 
  Initiative 0 
  Melee 
  1 
  Ranged 
  0 
  Defence 
  1(2) 
  Careers 
  (Any) 
  2 pts. 
  Lifeblood 6(2) 
  Resolve 
  5 
  Attack 
  (claws)  
   
  d6L+1 (2) 
  Protection none 
  Boons 
  Vampiric Human Form 
  Flaws 
  Vampiric Vulnerability (garlic, holy faith, 
  sunlight) 
   
  Lesser Vampire (rival-level) 
  Lesser Vampires are the lieutenants of the 
  vampire clans, responsible for the running of 
  the clan and directly reporting to the clan 
  head. They are treated as rival-level NPCs.  
  Attributes 
  Strength 1(2) 
  Agility 
  1(2) 
  Mind 
  0 
  Appeal 
  2 
  Combat 
  Initiative 1 
  Melee 
  2 
  Ranged 
  –1 
  Defence 
  2(2) 
  Careers 
  (Any) 
  2 pts. 
  Lifeblood 11(2) 
  Resolve 10  
  Hero Pts. 5 
  Attack 
  (claws)  
   
  d6+1 (2)  
  Protection none 
  Boons 
  Vampiric Human Form, Offspring 
  Flaws 
  Vampiric Vulnerability (garlic, holy faith, 
  sunlight) 
   
  Greater Vampire (rival-level) 
  Greater Vampires are the heads of the 
  vampire clans. They are treated as rival-
  level NPCs. 
  Attributes 
  Strength 1(2) 
  Agility 
  1(3) 
  Mind 
  0 
  Appeal 
  2(2) 
  Combat 
  Initiative 1 
  Melee 
  2 
  Ranged 
  –1 
  Defence 
  2(3) 
  Careers 
  (Any) 
  2 pts. 
  Lifeblood 11(2) 
  Resolve 10  
  Hero Pts. 5 
  Attack 
  (claws)  
   
  d6H+1 (2)  
  Protection none 
  Boons 
  Vampiric Fear, Vampiric Human Form, 
  Offspring, Vampiric Regeneration, Seductive 
  Flaws 
  Vampiric Vulnerability (garlic, holy faith, 
  sunlight) 
   
   
   
  
   
  Werecreatures (typified in folklore by the 
  werewolf) are beings afflicted by the 
  disease/curse of lycanthropy, which causes 
  the uncontrolled transformation into a 
  bestial form on the night of a full moon. In 
  this Everywhen supplement, lycanthropy is 
  expanded to include any creature that the 
  GM agrees to. 
  When a character is bitten by a 
  werecreature and manages to survive the 
  encounter (whether by chance of design), at 
  the next full moon they will transform into a 
  werecreature of the same type.  
  The first time they transform, on the night 
  of the next full moon, they will not be able 
  to roll to resist, unless they have knowledge 
  of the oncoming transformation. Once 
  transformed, the werecreature will gain all 
  its supernatural boons and flaws as detailed 
  below. 
  Whenever the werecreature transforms back 
  to its human form, it loses all supernatural 
  boons except Werecreature Regeneration 
  and Werecreature Unnatural Metabolism. 
  However, all its supernatural flaws will 
  always be in effect. 
  A werecreature has normal lifeblood and 
  resolve. 
  All the following supernatural boons and 
  flaws are taken by the werecreature. 
  Werecreature boons 
  Controlled Transformation – The 
  werecreature can change at will (1 combat 
  round) if he makes a Tough (–2) mind roll 
  (no career), otherwise the change takes 
  1d3+1 rounds. While the werecreature is 
  changing, it can take no other actions or use 
  its defence rating.  
  When transformed, the werecreature has 
  fangs and claws that do d6 normal lifeblood 
  damage + strength (scale equal to the scale 
  of the werecreature’s strength). 
  Werecreature Unnatural Ability 
  (attribute) – When a werecreature 
  transforms, one of its attributes increases to 
  scale 2. This will depend on the animal the 
  werecreature has as its bestial form. For 
  wolves this attribute will be ferocious 
  strength, for rats their cunning mind, etc. 
  Werecreature Regeneration – The 
  werecreature can regenerate a point of 
  lifeblood damage every round, and can 
  remove the effects suffered from a Precision 
  Strike (p.25 in Everywhen rules) in two 
  rounds. 
  Werecreature Unnatural Metabolism – 
  The werecreature's metabolism works 
  differently to normal creatures, lifeblood is 
  scale 2. 
  Werecreature flaws 
  Uncontrolled Transformation – If the 
  werecreature desires to transform, it can 
  (see Controlled Transformation), but at 
  certain times during the lunar cycle, the 
  werecreature may inadvertently transform 
  at midnight. 
  
   
  For the five-day period around a full moon, 
  the werecreature is liable to transform, so to 
  remain in human form it must successfully 
  pass a moderate mind roll (no career): 
  • Two days before and after, resistance to 
  transform is rolled with a bonus die.  
  • One day before and after, resistance to 
  transform is a normal roll. 
  • On the actual day of the full moon, 
  resistance to transform is rolled with a 
  penalty die.  
  Each time a werecreature transforms (and 
  feasts) during the full moon period, it can if 
  it wishes add a bonus dice (cumulative) to 
  resist subsequent transformations during 
  that period.  
  When a werecreature transforms during the 
  full moon period, it must feast on a 
  medium-sized animal, unless physically 
  restrained from doing so. Should a 
  werecreature go without feasting during a 
  full moon period, it becomes weakened 
  (take a penalty die on all rolls) until it does 
  feast.  
  When transformed, the werecreature has 
  fangs and claws that do d6 normal damage 
  + strength (scale equal to the scale of the 
  werecreature’s strength). 
  Werecreature Vulnerability (silver) – 
  Weapons or ammunition made from silver 
  are stepped up a scale. 
  Werecreature Vulnerability (wolfsbane, 
  rat poison, etc.) – If injected (by a weapon 
  or hypodermic) or ingested, treat as a scale 
  1 poison, difficulty Tough (–2) resisted by 
  strength. If the werecreature fails the roll, it 
  immediately takes d6 damage (scale 1) to 
  lifeblood. Whether the werecreature passes 
  or fails the roll, it suffers a penalty die on all 
  rolls for 8 hours whilst it suffers from the 
  effects of the poison. 
  Unsettling – When in human form, 
  onlookers subconsciously recognise the 
  beast in you, and animals fully realise the 
  predator that you are. Take a penalty die in 
  social situations, or when dealing with 
  animals. 
  A werecreature advances normally. 
  However, there is also the opportunity to 
  become an Alpha Werecreature (see below) 
  Alpha Werecreature 
  A werecreature can transcend to an alpha 
  werecreature by feasting on five human 
  hearts over the course of five (not 
  necessarily consecutive) full moons. On 
  eating the last heart, the werecreature gains 
  the following alpha werecreature 
  supernatural boons (the GM might decide 
  that the alpha werecreature supernatural 
  flaw is gained at any point during the 
  ascendance to alpha werecreature, but is 
  definitely gained after the five hearts have 
  been eaten). 
  Alpha Werecreature boons 
  Unnatural Ability (attribute) – When the 
  werecreature transforms into an alpha, one 
  of its attributes increases to scale 2. This is 
  generally a different attribute but can be the 
  same with the GMs permission. The actual 
  attribute selected will be appropriate to the 
  base animal form for the werecreature. For 
  both wolves and rats, it will likely be agility. 
  Werecreature Enhanced Weaponry – 
  The werecreature possesses savage claws 
  and tearing teeth. Its melee damage when 
  transformed is increased in scale by 1. 
  
   
  Alpha Werecreature flaws 
  Bounty – During your ascension to alpha 
  status, you have aroused the interest of a 
  group of Hunters of the Supernatural, who 
  are now on your trail. Roll a d6 whenever 
  you enter a new populated location: city, 
  port, etc. On a 1, the Hunters will spot you 
  and make your life unpleasant. 
  Enemy – There is only room for one alpha 
  in this town! Either a rival alpha or an alpha-
  to-be has his sights on you and is 
  determined to take you down by whatever 
  means. You have made an enemy of a 
  werecreature or alpha werecreature (social 
  interaction level of ‘enemy’). 
  Werewolf (rival-level) 
   
  Attributes 
  Strength 2(2) 
  Agility 
  2 
  Mind 
  0 
  Appeal 
  0 
  Combat 
  Initiative 0 
  Melee 
  3 
  Ranged 
  –1 
  Defence 
  1 
  Careers 
  (Any) 
  2 pts. 
  Lifeblood 12(2) 
  Resolve 10  
  Hero Pts. 5 
  Attack 
  wereform  
   
  (claws) d6+2 (2) 
  Protection none 
  Boons 
  Werecreature Human Form, Werecreature 
  Regeneration 
  Flaws 
  Werecreature Vulnerability (silver, wolfsbane) 
   
  Wererat (rival-level) 
   
  Attributes 
  Strength 0 
  Agility 
  2 
  Mind 
  2(2) 
  Appeal 
  0 
  Combat 
  Initiative 2 
  Melee 
  0 
  Ranged 
  –1 
  Defence 
  2 
  Careers 
  (Any) 
  2 pts. 
  Lifeblood 10(2) 
  Resolve 12  
  Hero Pts. 5 
  Attack 
  wereform  
   
  (claws) d6 (2) 
  Protection none 
  Boons 
  Werecreature Human Form, Werecreature 
  Regeneration 
  Flaws 
  Werecreature Vulnerability (silver, rat poison) 
   
  
   
  Alpha Werewolf (rival-level) 
   
  Attributes 
  Strength 2(2) 
  Agility 
  2(2) 
  Mind 
  0 
  Appeal 
  0 
  Combat 
  Initiative 0 
  Melee 
  3 
  Ranged 
  –1 
  Defence 
  1(2) 
  Careers 
  (Any) 
  2 pts. 
  Lifeblood 12(2) 
  Resolve 10  
  Hero Pts. 5 
  Attack 
  wereform  
   
  (claws) d6+2(3) 
  Protection (thick hide) 
   
  d6–2 (2) 
  Boons 
  Werecreature Armour, Werecreature 
  Enhanced Weaponry (claws), Werecreature 
  Regeneration, Werecreature Werecreature 
  Human Form 
  Flaws 
  Werecreature Vulnerability  
  (silver, wolfsbane) 
   
  Alpha Wererat (rival-level) 
   
  Attributes 
  Strength 0 
  Agility 
  2(2) 
  Mind 
  2(2) 
  Appeal 
  0 
  Combat 
  Initiative 2 
  Melee 
  0 
  Ranged 
  –1 
  Defence 
  2(2) 
  Careers 
  (Any) 
  2 pts. 
  Lifeblood 10 
  Resolve 12  
  Hero Pts. 5 
  Attack 
  wereform 
    
  (claws) d6 (2) 
  Protection (thick hide) 
   
  d6–2 (2) 
  Boons 
  Werecreature Armour, Werecreature 
  Enhanced Weaponry (claws), Werecreature 
  Regeneration, Werecreature Human Form 
  Flaws 
  Werecreature Vulnerability  
  (silver, rat poison) 
   
  NPC werecreature boons 
  (Where different to or in addition to  
  above.) 
  Werecreature Armour – The alpha 
  werecreature’s thick hide provides 
  protection of d6–2 (2) against physical 
  attacks. 
  Werecreature Human Form – The 
  werecreature is normally human and has a 
  career at rank 2. In human form they have 
  the same abilities, but all at scale 1 and no 
  supernatural boons. During a full moon, the 
  werewolf changes every night (taking 1 
  combat round) unless she makes a Tough 
  (– 2) mind roll to resist the change. The 
  werewolf can change at will (1 combat 
  round) if she makes a Tough (–2) mind roll, 
  otherwise the change takes 1d3+1 rounds. 
  While the werewolf is changing, it can take 
  no other actions or use its defence rating. 
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Everywhen/Darkness Supernatural Creatures (v1.0).pdf