Families List
The Skinwalker (BCE 10,000 approximately)
The skinwalkers are an ancient breed of vampire, extending back into mists of time deep enough that some wonder if they come from Caine at all... certainly they are strange by kindred standards. They have been known by many names, and have been responsible for many of the myths attributed to other vampires. But the truth is that these abilities have merely been similar to those of the others. What the skinwalker is, can be more terrifying. The Skinwalker of times past spent most of their time wandering the lands of the Americas taking new bodies as they needed. In modern times the Skinwalker can be found among any walk of life though they are very rare.
Nickname: Slicks
Appearance
The skinwalkers can have almost any appearance though
they tend to prefer beautiful, smart people to ugly stupid people.
Character Creation
When creating a Skinwalker one must remember to
first create themselves and then create their body using the mortal rules.
Any points they spend on themselves are considered to be abilities and
attributes that will go with them. All relevant rolls will still
have to take place so don't make a stupid body unless you want to chance
losing intelligence.
Clan Gift
Walking
The skinwalker are reborn with the ability to Walk
into the flesh of others taking their identity, their memories, their very
life essence. Walking is a will roll base difficulty the victim's
current willpower x4. On a failure the skinwalker and the mortal
both take 1/2 d6 damage generalized (no resistance) and are stunned for
several turns.
On a successful roll the skinwalker's body now is
a perfect copy of the victim's body (including DNA and fingerprints).
The victim's soul is absorbed into the skinwalker and infact is what is
used to help the skinwalker remain alive for the rest of the victim's natural
lifespan. The victim's body remains but with no skin or mind left.
The skinwalker gains the body and memories of the
victim. This is a powerful ability, but has some limitations. All talents,
knowledges, and skills are gained in full *while in this body*. The skinwalker
also rolls Will + Magical Diff 8; each degree of success modifies one of
the skinwalker's mental attributes towards that of the victim (so don't
Walk into stupid victims!). Mental attributes include Intelligence, Will,
Sanity, Technical, Magic, Empathy, Perception, Wits, and Willpower,
**OR** each degree of success may give the skinwalker a mental merit or
flaw! (storyteller's choice though merits and flaws should approximately
equal out at the end)
. The character also rolls a skill roll for the victim (Magical
+ Skill) for each skill that the victim has higher than the skinwalker.
The difficulty of the roll is 18 for each degree of success the skinwalker
now has a permanent point in that ability that will travel with him to
new bodies as well. (It is suggested that this occur after
the game for any bodies the character Walked into. For simplicity ignore
all skills that the character already has higher than the victim since
only new skills travel). Example Joe Blow the chosen victim of Jane
the skinwalker has an occult of 4. Therefore, for a permanent skill
Jane rolls d10 + Magical + 4 difficulty 18 and gains 1 degree of success.
Now she adds one point to her occult (as long as she had less than four
in occult).
A skinwalker may take the body of an animal as well
but because of the extreme difference the personality shift tends to be
more confusing and upsetting. Very few skinwalkers would willingly
take an animal as permanent host a second time.
Clan Curses
Of the Body
The skinwalker continues to age normally and must
take the flesh of another to prolong their existance. However, other
than that the skinwalker possesses all the merits of the vampire's body.
A skinwalker's body may be ghouled (by another) or immortal in some other
way (though they must purchase this with the immortality merit from the
merits and flaws section also remember that Quickening immortals cannot
have their lifeforce drained so they are not valid victims).
Skinwalker ghouls continue to age but gain all other
advantages of a ghoul.
Of the Mind
The skinwalker chances the loss of mental attributes
and abilities each time they Walk. They also chance gaining new mental
flaws. For each permanent skill the character has roll 1 die a botch
takes away one point from the skill during the Walk.
Of the Spirit
The skinwalker accumulates lives and experiences
with each life they walk into. A skinwalker's personality tends to
be a rather confusing thing with conflicting aspects from many different
sources at different times. -- with each life they Walk into, another "ghost"
is added to their unconscious memories. This means that skinwalker's personality
tends to alter quite a bit from Walk to Walk. The ghosts can also
take control of the primary body under extreme circumstances.
Example Gifts
The Servant's Walk GF 7 level 5
The Skinwalker can produce a Walk in one of their
chosen servants. The servant must be willing and must have been ghouled
for at least a year. The skinwalker must be touching both the victim
and the ghoul and the ghoul must be touching another. All other rolls are
identical for Walking as above except they use the ghoul's willpower.
The Short Walk GF 7 level 3
The skinwalker can actually temporarily take the
body of another as if Walking (without the possiblity of gaining mental
attributes or skills or losing them or gaining memories of another).
The original body is left behind in its original shape without a mind.
This Walk can last for 1 hour/ degree of success on a Will roll versus
the victim's willpowerx3. The victim of this ability is left
unharmed after this ability is used. All damage done to either body
is done to the character and the character dies unless they get at least
as close as required to Walk normally. This where most of the legends
of skinwalkers taking over the bodies of animals come from.
The Long Walk GF 7 level 2
The skinwalker normally must be within a few feet
(willpower in feet). However, the skinwalker may actually be further
away when Walking. Each time this power is bought add 5 feet to the
distance they can be from their chosen victim. Note the skinwalker
must always be able to see the victim to Walk.
Clan Structure
The skinwalkers have no real clan structure.
There is a respect for elders of the clan primarily because after their
long lives they are likely to be frightening beings who could trounce you.
They have a similar opinion of most obnoxiously powerful beings.
Almost all Skinwalkers are Anarchs within the vampiric society but they
aren't even really connected in that way.
Clan Power
There isn't really enough clan structure to gain
clan power for the Skinwalkers.
Gathering Days
There are no gathering days.
Beastial | Lillanite Vampire | Camarilla Vampire | Sabbat Vampire | Anarch Vampire |
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