The Whispering Vault

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    Copyright 1994, 2003 Philip Reed and Christopher Shy. All Rights Reserved.The Whispering Vaultis a trademark of Philip Reed and Christopher Shy.

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    PATCOLEMAN MARKERNST

    EARLGEIER DANIELGELON JEFFLAUBENSTEIN

    ANSONMADDOCKS LARRYMACDOUGALL DAVEMACKAY

    WHISPERINGVAULT- ILLUSTRATORS

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    CREDITWHERECREDITISDUE

    Designed and Written by Mike NystulArt Direction & Layout: Mike Nystul

    Additional Material: Tom Dowd, Aaron Loeb,Geoff McMartin and Bryan NystulEditing: Bryan Nystul, Dawn Nystul

    PLAYTESTERS

    Joe Adlesick, Lee Calmino, Kevin Carroll, Tom Dowd,Jeff Fedderke, Mike Fortner, Bob Gundlach, Rebecca Hall,

    John Hartje, Chris Kubasic, Eileen Malony, David Mende,Thom Miller, Jeff Mills, Stan Nalinowski, Bryan Nystul,Marc Paterno, Lori Ralston, Rich Schaufuss, Brian Shefveland,Shari Smith, Kevin Stein, Doug Tabb, and John Tinio

    SPECIALTHANKS

    For helping me get the book out: Tom Dowd, Mark Ernst,

    Rink Heule of Print Systems, Jim Nelson, Mike Neilsen,Bryan Nystul, and Kevin Stein

    For the moral support that kept me going: Lloyd Blankenship,William Spencer-Hale, Eileen Malony, Bryan Nystul,Rich Schaufuss, Lester Smith and Kevin Stein

    For answering all my stupid questions: John Brewster,Tom Dowd, Todd Fisher, Rett Kipp, Sam Lewis,

    Jill Lucas, Jim Nelson, and Kevin Stein

    For investing more than time: Joe Adlesick, Marc Blumberg,Todd Fisher, Mike Fortner, Rebecca Hall, Sam Lewis,Marie Prechodko, Rich Schaufuss, and Kevin Stein

    D di t d t L ' M

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    VI: THEHUNT 59-76

    VII: CAMPAIGNING 77-88

    VIII: THEUNBIDDEN 89-100

    IX: SHADOWS 101-114

    X: MORTALMAN 115-134

    I: CHARACTERS 13-24

    II: THERULES 25-36

    III: DISCIPLINES 37-44

    IV: SERVITORS 45-52

    V: SKILLS 53-58

    TABLEOFCONTENTS

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    WELCOME

    This book contains everything you need to share a dreamwith me and with one another. It is a strange dream about

    immortal beings who travel through time to mend the fabricof reality and the nightmarish creatures who oppose them.Welcome aboard. I hope you enjoy the ride.

    ANASSUMPTION

    Most of the people who will buy this game are experiencedgamers, so no effort will be made to explain the concept ofroleplaying. Let's assume you know the basics. If you havenever played a roleplaying game before, you are better offlearning from other players than a rulebook anyway.

    ANINVITATION

    Despite the lack of introductory material, the WhisperingVault works quite well as a first game for horror fans whoare new to the hobby. The next time you are gathering a

    group to play the Vault, consider inviting a couple offriends who have never played before.

    GETTINGSTARTED

    All you need to play is this book, a few open-mindedfriends, and a handful of six-sided dice. The Vault can beplayed with as few as two players and as many as six, butit seems to work best with three or four. The Gamemastershould familiarize himself with the rules before trying toplay, but he can fill the rest of you in as you go along.

    DISCLAIMER The Whispering Vault is an original work of fictioncreated for the sole purpose of entertainment. Any further significance

    h f h d d h h ' b l

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    You were once human, a captive spiritclothed in the bonds of physical existence.What set you apart from the botched and

    the bungled was uncommon insight and unbridledcuriosity. For years you struggled to make sense

    of a world that seemed insane by its ownstandards. When you happened upon evidence ofthe Unseen, you knew that you had your first realglimpse of the true nature of the universe. Foryears, you immersed yourself in the forgotten andthe forbidden, formulating theories that made youan outcast among the Unenlightened.

    In time, you learned that eternity is composedof two Realms and the interaction between them.You were born into the Realm of Flesh, but beyondthe Mundane lies an Unseen Realm of Essence thatwould provide the missing key needed to unlockthe secrets of the Ancient Mysteries. Investigationof the Unseen revealed the recurring intrusion ofentities from the other side called the Unbiddenwho seemed driven to perform unspeakable acts.

    When you discovered the menace, you devotedyour life to protecting the innocent fools wholacked the insight to understand the danger.

    For the balance of your mortal life, you didbattle with the Unbidden and their Minions,destroying their physical Vessels and driving theirspirits back across the Rift. In time you realized

    you were not alone in your crusade. Your effortsbrought you to the attention of the Stalkers,entities charged by immortal beings called PrimalPowers with the sacred duty of hunting theUnbidden and casting them into the Vault. Whenthey offered, you readily agreed to continue thefi h f h i Ci l ifi i h i l

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    UNBEARABLETRUTH

    For years, I pursued evidence of what I know I had seen. When the

    bad days came, I wondered if I was trying to prove my findings to

    my colleagues or to myself. The last leg of my journey brought meto an opium den in Singapore where several witnesses swore they

    had seen an evil spirit. Considering the source, it was hard to be

    optimistic, but I had run out of good leads so I decided to give it a

    shot. The nightmare that lurked in the back room of the dismal hospice

    shattered my preconceived notions of the Unseen and inspired a

    crusade for which I would one day forsake my humanity.

    There is more to the world than what we can perceivewith five senses and instincts clouded with preconceptions.Those with the insight to look beyond the comfortable lieswe hide behind and the courage to accept that truth referto one another as the Enlightened.

    The Enlightened share a common worldview and overthe course of centuries they have developed special terms

    to describe what they have discovered. This book is writtenfrom an Enlightened perspective and makes use of theirlexicon to establish a common frame of reference.

    The key to understanding the world of the WhisperingVault is learning the secret truths known only to theEnlightened few. First among these truths, and hardest formost to accept, is that we are not alone.

    According to Enlightened philosophy, our world exists inthe Realm of Flesh, bound by the physical laws necessary forform and substance. There is another plane of existancebeyond our own they call the Realm of Esssence which isunfettered by conventional physics. The Neitherspacebetween the Realms is inhabited by hordes of creatures calledSh d h i i h b h Fl h d E

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    There is a tenuous bond between the Realms that allowscertain individuals to sense what lies beyond the Rift. TheEnlightened call these gifted individuals Sensitives andtheir glimpses of Essence the Unseen. Mankind hasdeveloped complex mythologies and rationalizations toexplain what they have seen but cannot understand.

    For the most part, the Unseen has little effect on the day today lives of mortal men. Shadows are always watching us,but these ephemeral creatures are seldom aggressive enoughto interact with inhabitants of the physical world.

    From time to time, these Shadows are Awakened by someexperience that inspires them to try to force their way into

    our world. Those that manage to cross over assume physicalform and are able take a more active role in our lives. Becauseof their alien outlook, these creatures are often very dangerous.

    Worse than Awakened Shadows are creatures called theUnbidden who come to the Realm of Flesh longing to fulfilltheir inhuman passions. These beings are powerful enoughto awaken Shadows, binding them to physical vessels. BoundShadows are known as Minions, creatures who exist only tohelp their otherworldly masters further their perverse ends.

    Fortunately, mankind is not alone in his struggle. Since thedawn of history there have been tales of strange guardians whowatch over mankind, protecting him from the supernaturalhorrors that prey upon the unwary. These guardians are theStalkers, immortal defenders of the Flesh who Hunt the Unseen.

    The mortals who will one day become Stalkers are Chosen

    for reasons not even the Enlightened understand. Most who areChosen are both Sensitive and Enlightened and have dedicatedtheir lives to fighting the Unseen. When the time is right, theStalkers come for the Chosen one, freeing him of the bonds ofphysical form and forging his humanity into five keys. The Keysof Humanity are the symbols of the Stalker's office and the

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    IMMORTALESSENCE

    Gone was the crude flesh that had weighed down my spirit for so

    long. Free of my mortal burden my mind soared, unleashing faculties

    I had not realized I possessed. Concepts that would once have escapedmy feeble grasp were childs play to my awakened insight. Elated, I

    bathed in the blinding light of truth for the first time and was

    overwhelmed. To a neophyte Stalker, enlightenment is rebirth, and

    I was transfigured in an instant that will last an eternity.

    When a mortal transcends the Flesh, the true nature of theuniverse is revealed to him. Even among the Chosen, there

    are few with the insight to fully comprehend the ancientmysteries, but a typical Stalkers comprehension exceedsthat of the most enlightened mortal philosopher.

    Creation and Armageddon are aspects of a cosmic Cyclethat has always been and will always be. Of the countlessentities who inhabit the Realms of Flesh and Essence, few havethe Persistent Essence required to survive from one Cycle to

    the next. The Enlightened call these beings Primal Powers.In the beginning there is nothing but potential. Alone inthe void, the Powers hunger for the wonders rememberedfrom the previous Cycle. Invariably this desire gives birth tothe Aesthetics, creatures of pure Essence whose imaginationis an act of creation. Through their collective contemplation,the Aesthetic host Dreams the Realm of Flesh.

    Having accepted their unlikely origins the Enlightenedsometimes refer to the Realm of Flesh as the Dream. The visionof the Aesthetics which inspires their contemplation andshapes our world is called the Dreaming, a term which is alsoused to describe the process of creation. The Dreaming is anorganic process that can be twisted by those who have learnedh h h h h h

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    Ironically, it is the Aesthetics that pose the greatest threatto their own creation. Like mortal Senstives, some Aestheticslearn to gaze across the Rift. Unlike mortals, AestheticSensitives are able to see our world more clearly than theirown and are often tempted to neglect their duties to watch us

    play in the savage garden they created for us.It is the role of the Aesthetics to Dream, but in the Flesh they

    see their Vision come to life. If they gaze too long at their creation,they are corrupted and develop a passion for the Flesh. Thesedesires are perverse and interaction forbidden.

    Sometimes an Aesthetic who has grown weak withlonging for what he cannot touch is seduced by what he

    sees. Despite the consequences, he abandons his post andcrosses the Rift to indulge his passions. These renegadesbecome the creatures known as the Unbidden.

    When an Aesthetic abandons his post, his absence createsa flaw in the Dream. The Enlightened call these flaws Enigmas.Enigmas manifest as all manner of supernatural phenonena,and though many are seemingly innocuous, they are woundsin the fabric of reality more dangerous than any mortalweapon. If an Enigma is not Mended, its Corruption willspread, threatening the course of the Dreaming.

    To protect the Flesh from the Unbidden, the Powers grantcertain mortals Immortal Essence to serve as Stalkers. Becauseof their mortal origins, Stalkers can return to the Realm ofFlesh to capture the Unbidden and Mend the Enigma.

    So it was that the Stalkers were born and will be rebornwith every new Cycle until their services are no longerrequired. Until then they are all that stands betweenmankind and the twisted passions of the creators.

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    Your character is a Stalker,immortal guardian of theDream. Though abandonedlong ago, your characters mortalorigins provide a foundation that

    will help you decide how yourcharacter looks, acts, and thinks.

    The following section outlines aseries of questions that will helpyou establish your character'sba ckgrou nd . Wh en yo u ha veanswered all of these questions toyour satisfaction, you are ready togenerate your characters statistics.

    In many ways this is the mostimportant step in the charactercreation process. The rest of therules are tools to help you implementthe decisions you make here.

    The world of the WhisperingV lt i t l i h bit d

    More than human but less than perfect, I am animmortal expression of divine justice, and this is mystory. This document is my first attempt to describewhat has become of me since I shed my mortal husk,and I fear it may be a less than adequete descriptionof my journey. When next I Hunt I will conceal thetext where it may one day be found by someone whowill know what it is and what it means.

    I : CHARACTERS

    and his immortal incarnation. Thisworks best when the Stalker isobviously otherworldly.

    It is important for the players totalk with one another during the

    character creation process. Whenso much of the game depends onhaving a distinctive style it can bedisappointing to have to "share thestage" with someone who createda similar character.

    If your group decides to docharacter creation before you gettogether for the first session

    everyone should create a "stable" ofStalkers with different backgroundsand abilities. You can put together abalanced group from these stables.

    During game play, your conceptwill come into focus, allowing yout fi ti b t

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    Time does not affect creaturesof Essence the same way it affectsthe Flesh so your character couldhave come from any place ortime. Try to choose a period thatyou are familiar with or one thatholds special romance for you.

    It is possible to play charactersfrom the future, but it forces thegamemaster to invent a timelineso it is easiest to play charactersfrom the present or from the past.

    WHENANDWHEREWEREYOUBORN?

    I was a product of the latemiddle ages. For most, itwas a time of a change,but many were helplessagainst the tyranny ofinertia. The forces oftradition mired thedawning Renaissance in

    prejudice and dogma. Atthe time I was indignant,but from what I haveseen, I have come to

    prefer the ignorant

    desperation of the DarkAges to the stark horrorof the modern world.Close your eyes while

    you still can.

    WHOWEREYOUANDHOWDIDYOULIVE?

    Stalkers come from all walks of

    life, but characters with thestrength of conviction to confrontthe Unseen seldom lead mundanelives. While it is possible for yourcharacter to have been a plumberor farmer, he is more likely to havebeen a priest or a war hero.

    Some professions or lifestylesare more likely to encounter the

    Unseen making it more plausiblefor them to become entangled inthe machinations of the Unbidden.Reporters and archaeologists aretwo examples of contemporarybackgrounds that could lead toparanormal investigation

    Befuddled by innocence,

    I misunderstood mycalling and joined the

    good brothers of theOrder of the WhiteRose where I dedicatedmyself to exploring

    mysteries that thechurch would ratheroverlook. It was this

    persistant curiositythat would lead me out

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    Scarborough was farfrom the nearestchurch, so they were

    forced to petition themonestary for help.As I was the only one

    familiar with theRoman Ritual, it wasleft to me to confrontthe abominationlurking in thecobblers barn.The creature took my

    arm and shattered myfaith leaving nothingbut a twisted obsessionthat gradually destroyedmy mortal life.

    It will help you understandyour characters motivations if youknow how he first came intocontact with the Unseen and whatdrove him to devote his life to thepursuit of the Unbidden.

    Take the time to make somenotes about your character's careeras a mortal Hunter. This will giveyou a foundation to work from andmay provide the gamemaster withseeds for follow-up adventures.

    WHYDIDYOUHUNTTHEUNSEEN?

    HOWWEREYOURECRUITED?

    It was your character's devotionthat eventually brought him to the

    attention of the Powers. OnceChosen, he was offered immortalityby a representative of the Circle hewould join. This is the major turningpoint in a Stalker's life. Try to figureout how it happened and how hewas affected by the experience.

    When the strange

    angels came for me thefirst time, I was notready to shed mymortal husk. Ten yearslater Trisha was dead,and I had avenged my

    fallen brothers. Withnothing to look

    forward to but thefading of the light, Icould scarcely refusetheir generous offer

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    When the flesh is stripped

    from the soul of the Chosen, hisspirit is freed to become what italways should have been. Thisspirit form is called the Avatar.

    To determine the Avatarsappearance, try to turn yourcharacter inside out. Figure outwhat he is inside and use it to createa description that is an expression

    of his spirit. Influenced as they areby their origins, Stalkers are often

    WHATDOESYOURAVATARLOOKLIKE?

    By the time I wasChosen, my youth wasbadly tarnished. Iburied my smile withmy mother, and myrakish goatee gaveway to a long greybeard. Never given tovanity, I favored a

    plain brown cassocktied with a rope belt.As a mortal, I may havebeen mundane, but

    from all reports myAvatar is quite striking.The ancient Greeks callme "master night," andthe Apache know me asthe "burning man."Dawnsteel hasdescribed me as a"robed phantom whoseeyes burn withenlightened fire."A bi d b i

    clothed in some variation of the

    trappings of their mortal life.Avatars usually have a generally

    humanoid appearance but areobviously supernatural entities.Remember that Whispering Vaultis a horror game so the chosenform should be unsettling, but itneed not be gruesome.

    Bear in mind that that function

    does not necessarily follow form it takes more than wings to fly.

    Once you have figured out whoand what your character is, try toimagine where he would live. AStalkers Domain is as distinctive ashis Avatar. Unfettered by physicallaws, the Architecture of Essence islimited only by the imagination.

    When you have a concept, tryto take your basic idea one stepfurther, making mountains out ofmolehills. When your descriptionstarts to sound outrageous, you areprobably headed in the rightdirection. There is no place for themundane on the other side.

    Domains are only limited by thecharacter's needs. Most are isolated

    In many ways my

    Domain reflects mymortal existance. At theheart of my realm is atower, infinitely tall andtwisted as the course ofmy life which houses a

    few meager rooms and afabulous library.Each of the books in mycollection is a memoryof what has been or one

    WHATISYOURDOMAINLIKE?

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    CHARACTERCREATION

    AVATARATTRIBUTES

    From the moment the Stalkers

    Essence was liberated from thebonds of Flesh, physical formbecame a transitory consideration.The Avatar Attributes define aspectsof the characters spirit which willdetermine the rest of his abilities.

    To generate the Avatars

    Attributes divide 22 pointsbetween Awareness, Insight,Presence, and Willpower

    There are no restrictions on howthese points may be spent, but it is agood idea to assign Attribute Valuesin the 3 to 7 range. The choices aplayer makes during this initial

    step will determine what kind ofabilities his character will have, soevery point is important.

    Awareness is a characters ability toperceive and interpret physical

    and supernatural stimulus. ThisAttribute also determines thenumber of Disciplines a noviceStalker will receive.

    Insight defines a characters intui-tive understanding of the truenature of things. This Attributealso determines a novice Stalkersinitial Skill Bonuses.

    Presence defines a characters forceof personality which will deter-mine the influence he will haveover others. This Attribute alsodetermines which Servitors areavailable to a novice Stalker.

    Willpower defines a charactersstrength of spirit which manifestsitself as determination and self-

    control. This Attribute alsodetermines how powerful theStalkers Vessel will be.

    How good are you? Most players need a couple ofsessions to get a feel for what the various Attributelevels will do for them. As a guideline, assume that

    mortal characters consider an Attribute Value of 2 or3 unremarkable, a 4 or a 5 exceptional, and a 6 or highersuperhuman. To most Stalkers, an Attribute Value of 2or a 3 is a liability, a 4 or a 5 is reliable, and a 6 or a 7 is anasset. Stalkers who indulge in an Attribute of 8 or betterha e to make concessions that make them er one

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    Conjure: create small objectsDelve: read the minds of mortal charactersDisintegrate: destroy unliving matterDissipate: move through physical obstaclesDominate : mind controlForesight: read the immediate futureFrenzy: make multiple attacks in melee combat

    Morph : change the Vessel's shapeRend : make ranged attacksSavage : cause extra damage in melee combatTerrify: frighten mortal opponentsTranslocate: teleport the VesselWard : protection from physical damage

    DISCIPLINESUMMARY

    CHOOSINGDISCIPLINES

    The Chosen come to the Realmof Essence with enormous potentialthat may only be realized throughthe teachings of the Primal Powers.

    In game terms, this knowledge takesthe form of Disciplines, techniquesthat give the character specialpowers in the Realm of Flesh.

    Newly created charactersbegin play with a numberof Disciplines equal totheir Awareness Attribute

    The Discipline Summary on thispage may be useful duringcharacter creation. Completedescriptions are contained in thesection that starts on page 37.

    If you have been playing awhile, there may be additionalDisciplines available in your

    campaign. Be sure to check with yourgamemaster for an updated list.Buying a Discipline represents a

    rudimentary grasp of the requiredtechniques, but there is a deeper levelof understanding called Mastery. AMaster gains access to additionalpowers and may invent improvisedapplications of his Mastered

    Disciplines called Inspirations.Mastering a Disciplinecounts as a secondDiscipline towards theStalker's limit

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    CHOOSINGSERVITORS

    During the Hunt, Stalkers can callon the powers of the phantoms ofEssence known as Servitors. NovitiateStalkers will only have a few Servitors

    available to them, but as their favorwith the Primal Powers grows, morecreatures will present themselves.

    Beginning characters receivea number of Servitors equalto their Presence Attribute

    The summary on this page may

    be a useful re mi nd er du ri ngcharacter creation. Completedescriptions of the Servitors andtheir powers are contained in thesection that starts on page 45.

    If you have been playing awhile, there may be additionalServitors available in yourcampaign. Be sure to check with your

    gamemaster for an updated list.Manifesting a Servitor s powerin the Realm of Flesh requires theuse of the Evocation Skill and is sotiring that it causes damage to theStalker's Vessel. Stalkers have bettercontrol over the Servitors they haveMastered and do not take damage iftheir Skill use is successful making

    it possible to call on them more often.Mastering a Servitorcounts as a second Servitortowards the Stalker's limit

    The balance of Servitors versus

    EXAMPLE: CHOOSINGDISCIPLINESANDSERVITORS

    Toms Stalker has an Awareness of 7 so he can choose 7 Disciplines.After perusing the list for Disciplines that would be appropriate for

    his character, he chooses Conjure, Dissipate, Dominate, Frenzy and

    Translocate. Instead of buying two more Disciplines, he decides that

    his character has Mastered Dissipation and Translocation. The Stalker

    has a Presence of 3 so Tom can choose 3 Servitors After perusing

    Chronovores: slow mortalsCloudlings: absorb moisture to create rainDevourers: consume unliving matterDreadwyrms: frighten groups of mortalsFerretters: search for an object described by the EvokerFlits: reduce the damage caused by ranged weaponsGlamours: mesmerize weak willed mortalsGlimmergaunts: make physical objects translucentGremlins: impair electrical devices

    Marrowdires: weaken the defenses of ShadowsMartyrs: absorb Vitality loss in the Area of EffectNegators: erase traces of EssenceNightwings: create a patch of darknessRippers: tear the Husks off of MinionsRotlings: cause debilitating weakness in mortalsSlashers: attack everything in the Area of EffectSpinners: weave invisible webs that cling to mortals

    Trackers: find the nearest creature of EssenceVampires: increase damage inflicted on mortalsVoidoids: absorb energy

    SERVITORSUMMARY

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    SCULPTINGTHEVESSEL

    Creatures of Essence require aphysical form to operate in theRealm of Flesh, so the Weaverscreate a Vessel by spinning

    substance over the Avatar. In gameterms, the Vessel is represented bythree Attributes that define thecharacters physical capabilities.

    Dexterity defines the Vesselsagility and is the Attribute usedfor physical Challenges such asAttack and Evade.

    Fortitude defines the Vesselstoughness and is used to resistdamage to the Vessel.

    Strength defines the Vessels sheerphysical power and is thecharacters base damage inunarmed combat.

    A Stalker's Dexterity,Fortitude, and Strengthhave a Base Value of 3

    At the start of each HuntStalkers may increasetheir Physical Attributesby a number of pointsequal to their Willpower

    How strong are you?Strength is often subjected to closerscrutiny than the other Attributes because its effectsare obvious. For purposes of comparison assume thatmost mortals have a Strength of 2 or 3. Individuals with

    exceptional Strength such as Olympic weightlifters havean Attribute Value of 4. A few mortals have achieveda Strength Value of 5, but they are very rare. The Vesselis clearly superior to mortal flesh, imbuing an averageStalker with a Strength of 4 or 5. Any Stalker who hasa Strength Attribute of 6 or better can inflict as muchdamage as a gun with his bare hands and can perform

    incredible feats of physical prowess.

    Toms character has a Willpower of 5 which gives him 5 points

    EXAMPLE: SCULPTINGTHEVESSEL

    Unlike the rest of charactercreation, this step may be repeatedmore than once. Every time theStalker journeys to the Realm ofFlesh, the character can give the

    Weavers different instructions,allowing the player to assignwhatever Attribute values he likes.

    Dexterity determines the out-come of physical actions so it is agood idea to have at least 4 Dice oryour Stalker won't be able to Attackor Defend very well. Combat ori-ented characters usually have a

    Dexterity Attribute of 5 or 6.

    Fortitude determines if an attackis a glancing blow or a mortalwound. Going into combat with theBase Value is risky so it is prudent toimprove it by a point or two.

    Combat oriented characters willneed even higher Values.Strength is only important if

    your character plans to engage inunarmed combat on a regularbasis. In addition, Strength is onlythe Base Damage and may beincreased by certain Disciplines soit is probably the least important

    of the Physical Attributes.

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    CHOOSINGSKILLS

    All Stalkers receive Bonuses incertain Skills that make it easier forthem to perform actions associatedwith those Skills. Assigning the

    Skill Bonuses is a three-step processthat will determine where theStalker's proficiencies lie.

    Step One: Choose threePrimary Skills, and assigna bonus of +4 to each

    When assigning the PrimarySkills, players should choose thethree Skills that are most importantto their character. These will be theSkills that will be used the mostoften so they should have a Bonusthat will make them reliable.

    Step Two : Choose a

    number of SecondarySkills equal to the StalkersInsight, assigning a bonusof +2 to each

    When chosing the SecondarySkills consider assigning Bonusesto a few of the Skills that are

    important to all Stalkers such asBanishment, Binding, Mask,Mending, and Sensitivity.

    Step Three : Divide anadditional pool of points

    These additional points are usedto fine tune the character. They maybe used to improve Primary andSecondary Skill values or to assigna Bonus to a Skill the Stalker did not

    choose during the first two Steps.You will not be able to assign

    Bonuses to all the Skills you wantyour character to have. Bear in mindthat your character has all the Skillson the sheet whether you assigna Bonus to them or not.

    FOCUSSKILLS

    A characters past is mostlyforgotten but what remains is oftenvery important to him. At theplayers option, the character mayhave as many as three Focus Skillswhich reflect the characters past.

    To buy a Focus Skill, all youhave to do is decide what it iscalled, write it on the character

    sheet and assign a Bonus to it. Formore on Focus Skills and what theycan do refer to the Skills chapterwhich begins on page 53.

    Some gamemasters will requirethat each Stalker buy at least 1Focus Skill. This will force theplayers to do some thinking abouttheir background and will give the

    characters more individuality.Some Focus Skills give the character

    a bonus with any Discipline thatrequires a Challenge Roll. TheseSkills bear the same name as theassociated Discipline so a Focus Skill

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    THE FIVE KEYS

    When the Chosen are lifted up,their humanity is forged into fivekeys. The Five Keys are the

    symbols of the Stalker's Office andgive them many powers, not theleast of which is the ability toreturn to the Realm of Flesh.

    Stalkers carry their Keys at alltimes. Even in the Realm of Essencethe Keys are things of the Flesh,material objects which anchor theirimmortal soul to the mortal world.

    Each player will have to decidewhat form his Stalker's Keys take.Most are keys in the traditionalsense of the word, but the Five Keyscan also manifest as a similar objectthat suits the character's idiom.

    A character who was once acatburglar could carry lockpicks, asoldier could wear his Keys as

    dogtags, and a character from anear future could wear five secu-rity cards pinned to his jumpsuit.

    No matter what form they take,the Keys must be prominentlydisplayed. When the Vessel isRevealed, the Keys will blaze withotherworldly energy as the Stalker'sexcess Essence bleeds away.

    DEFININGTHEKEYS

    When a new Stalker is created,the player needs to decide what hisKeys represent. A Stalker's Keys arethe five things that defined hishumanity All the player has to do

    kind. A common combination istwo Virtuous Keys, two FlawedKeys, and a Key Memory.

    Virtuous Keys are personalitytraits characterized as desirable inthe Stalker's native culture. Courage,Generosity, Loyalty, and Patienceare all common examples.

    Flawed Keys are personalitytraits that the character viewed asshortcomings. Anger, Avarice,Cowardice, Lust, Naivete, andPride are all common examples.

    Key Memories are events thatchanged a character's life so pro-foundly that they define him suchas a love affair or the birth of a

    child. The visions of the past offeredby these Keys are often viewed asburdens or distractions that mustbe endured for the greater good.

    Players must incorporate thechosen traits into the Stalker's

    lit i th K

    THEFIFTHKEY For many Stalkers, theVirtue of Compassion is the

    first Key forged and the last to be lost. These Stalkerscall Compassion the Fifth Key and believe that it

    provides a crucial connection to the mortal world. It issuggested that the gamemaster insist that playercharacter Stalkers choose Compassion as one of theirKeys. Stalkers who are allowed to Hunt withoutCompassion are capable of souless violence that canreduce the game to a meaningless bloodbath.

    STOLENKEYS

    The Keys are physical objects thatcan be stolen, but their owner can callthem back at any time. Unfortu-nately, there are several obscurerituals known to a few Enlightenedmortals which can prevent aStalker from calling his Keys.

    If a Stalker does not have hisKeys he cannot spend Karma, useany of his Disciplines, or call on anyof his Servitors. In addition, hecannot use Vitality to performStrenuous Skills such as Banishing,Binding, Mending, or Sensitivity.

    A Stalker cannot take directaction against anyone who holds his

    Keys. He will become apathetic as hisEssence slips away and will witherand die if the Keys are not regainedin two days' time, his Vessel reducedto a fine powder that will grantmortals longevity if consumed withlarge quantities of fresh blood

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    By this point, the player has mademost of the really important deci-sions, but there are still a few detailsthat must be dealt with before theStalker is ready for his first Hunt.

    VITALITY

    Bound by Substance and the FiveKeys, a Stalkers immortal spirit isvulnerable in the Realm of Flesh.Vitality is a measure of a characterslife force. Characters with highVitality scores have a powerful lifeforce and are difficult to kill.

    As a Stalker takes damage anduses abilities that drain his Essence,the characters Vitality will suffer.When the characters Vitality isused up, the Vessel will begin todegenerate, which can lead to theStalkers death.

    Novice Stalkers begineach Hunt with Vitalityequal to twice theirWillpower Attribute

    With experience, a Stalker'sVitality will improve substantially,but the Base Value will be enough

    to get by for a while.

    KARMA

    Karma is a special statistic onlyavailable to player characters whichgives them a pool of points that can

    Novice Stalkers have aninitial pool of 5 Karma

    After every succesful Hunt theStalker will earn additional Karma.For more on using Karma refer topage 26 of the following chapter. Formore about Karma awards, refer tothe Campaigning section whichstarts on page 77.

    NAMESANDNAMING

    This is the hardest part for manyplayers, but it is also very important.A good name will capsulize theStalker's personality, making it easierfor the player to "get into character"and for the gamemaster and theother players to relate to him.

    Stalkers tend to have descriptive

    names such as The Grey Man andShadowjack, but they can alsohave more arcane sounding nameslike Abrax or Calaphon thatare determined by the Powerswhen the Chosen are Reborn.

    A few Stalkers keep their mortalnames or adapt them to suit theirnew life, preferring to be called

    things like Mr. Drake or LovelyAnna. There is a lot of room forexperimentation and nothing isreally out of place so try to findsomething you like the sound of.

    FINISHINGTOUCHES

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    During the Crusades, I had seen more than myshare of bloodshed, but nothing could have preparedme for the carnage my Vessel was capable of. Craftedof uncommon flesh and driven by immortal essence,my chosen form was a powerful expression of mywill. New instincts guided my hands as I tore the

    life from my enemies, effortlessly ripping their frag-ile bodies. There was no passion in it - no fear, noanger, no remorse. I simply did what had to be done.The only thing that bothers me is how easy it was...

    II : THERULES

    Whispering Vault uses a

    simple task resolutionprocess which is sum-marized below. This chapter containsmost of the rules you need to playthe game so try to familiarize your-self with the basic concepts beforeyou play for the first time.

    CHALLENGEROLLS

    Whenever a player characterattempts an action and the outcomeis uncertain, a Challenge Roll ismade to determine the result.

    All Challenges are based on oneof the character's Attributes. Thefirst step in resolving a Challenge

    Challenges are not created

    equal. After all, some tasks areharder than others. To reflect this,the gamemaster must choose theDifficulty that best describes thecharacter's intended action.

    Difficulty Table

    Routine 8 Easy 10

    Average 12

    Hard 15 Very Hard 18

    Sometimes the Difficulty of aChallenge is determined by a fixedvalue such as one of a non player

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    SPENDINGKARMA

    Stalkers have a special statisticcalled Karma, which is a pool of pointsthat may be spent to influence theoutcome of important Challenges.

    Whenever a charactermakes a Challenge Roll,he may spend a point ofKarma to reroll as manyof the dice as he likes

    There will be a temptation toreroll whenever possible, butplayers should try to save their

    character's Karma points for adramatically appropriate moment.

    Karma represents the favor of thePrimal Powers so the gamemastercan refuse to allow Stalkers a rerollif the expenditure seems frivolous.When this happens, the point islost, and there is no effect.

    Modifier Table

    Routine -4 Easy -2 Hard +3 Very Hard +5

    It is important to remember thatplayers only make Challenge Rollsfor actions which have a directeffect on their characters.

    It is up to the gamemaster todecide what the NPCs do withoutrolling dice. This may seem a littlestrange at first, but it allows the

    gamemaster to tell the story hewants without leaving the actionsof his characters to chance.

    To resolve a Challenge,the player rolls a numberof dice equal to the valueof the Attribute chosen bythe gamemaster. The resultis the highest score on asingle die or the highesttotal of matching dice

    If the result equals or exceedsthe Difficulty assigned by thegamemaster, the Challenge issuccessful, and the characterperforms the intended action.

    SKILLBONUSES

    Characters improve theirchances of performing certainactions by acquiring Skills that areadded to the result of AttributeChallenges. The listing for eachSkill ifi hi h A ib

    NPC CHALLENGES

    Normally the GM determinesthe outcome of interaction betweenNPCs, but when the Stalkers areinvolved, he may choose to submit

    to the tyranny of the dice. This isfairly common in combat situationswhere the Stalkers have allies.

    Any action attempted by onenon player character against anothercan be resolved by making a 5 DieChallenge against a Difficultydetermined by the situation andmodified by their relative ability.

    The Difficulty Modifier is thedifference between the relevantattributes. So if a Minion has anAttack Attribute of 14, and itsvictim has a Defend Attribute of 12,the creature has a +2 advantage butif it only had an Attack of 11, the rollwould be made with a -1 penalty.

    EXAMPLE: MAKINGACHALLENGE

    A Stalker is trying to sneak past a night watchman, which calls fora Challenge against the guard's Perception Attribute of 12.Unfortunately, the area is well lit and there is not much cover so thegamemaster decides it is a Hard action, imposing a +3 Modifier fora final Difficulty of 15. Stealth is a Dexterity based skill, and the Stalker

    has a Dexterity Attribute of 6 so he rolls 6 dice, scoring a 1, 3, 4, 5, 4,and 3. The highest single die is the 5, the two 3s combine for a total of 6,and the two 4s have a combined total of 8 so the result is an 8 towhich the Stalker adds a +3 bonus for his Stealth skill for a total of11. This is less than the Difficulty so the attempt fails. It is importantthat the Stalker succeed so the player decides to spend a point of

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    doubt, and combat is no exception.When the Stalkers face obviously

    inferior opponents, dont botherfighting it out. The WhisperingVault is about the primal strugglebetween Flesh and Essence not thefights that happen along the way.

    RUNNINGCOMMENTARY

    There are two ways to run acombat: the players can resolve the

    battle tactically as a game within agame, or they can roleplay thesituation as they would any other.The horror genre is better suited tothe latter. Whenever possible try tolook beyond the rules to the storythey are helping you create.

    When roleplaying combat, alloweach player time to describe his

    character's actions once the dice haveshown him the way. The rules do notdescribe the battle, only its effects.The participants should use theresults as cues to set the tempo fortheir improvisation.

    Conflict is the key to dynamicstorytelling, and combat is one of

    the most direct forms of conflictthere is. Other forms of conflict areju st as impor tant , bu t comb atrequires special attention becauseit can be difficult to adjudicate andcan result in the Stalker's demise.

    Experienced gamers will noticethat this chapter does not containa lot of the rules they are probably

    used to using. There are no hardand fast rules for things like rangemodifiers, recoil and reload times.

    We have chosen to abandon thecumbersome dogma of special caserules in favor of simple axioms thatallow the players more latitude fordramatic interpretation. Some willargue that this approach lacks

    resolution, but we believe that theflexibility it offers will allow theplayers to improvise more detailsthan rules could ever provide.

    The rules are used to adjudicatean action when the outcome is in

    COMBAT

    EXAMPLE: RUNNINGCOMMENTARY

    The gamemaster declares an attack for a sword-wielding Thrallagainst a Stalker whose player makes his Defend roll, avoiding theblow. Instead of an I attack / I dodge exchange the gamemasterdeclares, Your opponent gathers what remains of his courage and

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    CREATIVELICENSE

    The gamemaster should allowthe players to interpret the dice.They should even be allowed thefreedom to dictate specific effects

    caused by their attacks so long asit is used to create a vivid scene.

    From time to time a player willtake this principle too far, describingan effect that obviously contradictsthe judgement of the dice. Whenthis happens, the gamemastershould try to manipulate thesituation so it no longer provides the

    character with an unfair advantage.

    STALKERATTACKS

    Trying to adjudicate the arsenalof strange abilities available to theStalkers can be a bit overwhelminguntil the gamemaster learns to stopworrying about game balance andfocus on genre conventions.

    Fortunately, most Stalkers arelimited to unarmed combat orwhatever weapons are includedwith their Vessel when the Weaversbind Flesh to Essence. Those withthe Morph Discipline may changeform so they have the power tomanifest whatever weapon theydesire. This opens the door for

    some truly gruesome variations.Part of the fun of the setting is

    playing supernatural entities withbizarre powers. After al l, theopportunity to shoot chains out ofyour eyes only comes along so often.

    Combat should be FAST: most fights should be overbefore the victim knows what's happening. Try to recallthe action sequences from your favorite horror movies -more assault than melee. Pacing is critical. If anyoneseems to be losing interest, the gamemaster should wrapit up. There are a couple of ways to do this. Simplest is

    Arbitrary Resolution where the gamemaster decideswhat happens without rolling the dice and describes theoutcome to the players. A little less manipulative isDouble Jeopardy where both sides get a bonus to hit orall damage is doubled (or both). This technique speedsthings up and lets everyone keep playing.

    Combat should be BRUTAL: in many roleplaying games,combat is a give and take exchange of damage in which

    the combatants are slowly worn down until one siderelents. In the Whispering Vault, Vitality is blood andbone. If a mortal loses two or three points of Vitality,they have sustained wounds serious enough to requirehospitalization. Try to envision the relative severity of thewounds when describing an attack. (Never thud when you

    l tt ) O i t t b iti t th f li

    EXAMPLE: CREATIVELICENSE

    A player rolls fairly well, and his Stalker inflicts sufficient damageto cause a flying Minion to lose 2 points of Vitality. Inspired, hedeclares that his attack rips off one of the creature's wings. As this

    is the first wound the Minion has taken, the gamemaster decides that 2points is not enough damage to cause the kind of effect the player ishoping for. The gamemaster could just say no and ask the player to tryagain, but he decides to let the player's description stand. Feigningsympathy he adds that the wingless Minion is enraged and willattack the Stalker in preference to all other targets and with suchviciousness that its attacks will cause an extra die of damage.

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    ROUNDS

    Every combat is broken down ina series of rounds, which are arbi-trary periods of time about twentyseconds long. The actions taken in

    a given round determine its length.Some rounds will be as fast as

    five seconds while others willrepresent a minute or more. If itbecomes important, the length ofa given round is subject to thegamemasters interpretation.

    INITIATIVE

    At the beginning of each rounda Dexterity Challenge is made forevery Stalker involved in the battle.The result of this roll is the character'sInitiative for the round. Non-playercharacters do not roll. Their Initiativeis a fixed value determined by theirInitiative Attribute.

    During the round all characters

    act in Initiative order. (The characterwith the highest Initiative goes

    first, and the character with thelowest Initiative goes last.)

    In the case of a tie, the playercharacter always goes first. If thetie is between non-player charactersthe gamemaster decides who goes

    first. If the tie is between playercharacters, the Stalker with thehighest Insight goes first. If this failsto resolve the tie, both players roll off.

    If it is important to a player thathis Stalker take his action early inthe round, he can always spend apoint of Karma to reroll any or all ofthe Dexterity Challenge. This can get

    expensive but is often worthwhile.When a character surprises his

    opponent he will automatically actfirst regardless of his Initiative score.Surprise is usually the result of asuccessful Stealth Challenge but canalso be caused by confusion or theuse of certain Disciplines.

    It is up to the gamemaster to

    determine when a Surprise situationexists and how long it lasts.

    EXAMPLE: INTIATIVE

    A Circle of three Stalkers is engaged in battle with the Unbiddenand four of his Minions. At the start of the round, the first Stalkerrolls a 12, the second rolls a 15, and the third rolls a 12. TheUnbidden has an Initiative score of 15, and his Minions are all ofthe same type so they all have an Initiative of 8. The highestInitiative this round is a 15, which is a tie between the second Stalkerand the Unbidden. The Stalker is a player character so he goes first,followed by the Unbidden. The next highest Initiative is another

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    ACTIONS

    There are limits to what a char-acter can do in a given round.Rounds break down combat intoindividual Actions, creating a blow-

    by-blow picture of what happens.During the course of around every characterinvolved in combat canmake one SignificantAction and oneInsignificant Action

    An Action is Significant if it

    requires the character's full at-tention. Common examples in-clude making an attack, Evok-ing a Servitor and using mostDisciplines. Any task that takesmore than a Round counts as thecharacter's Significant Action everyRound until the is task complete.

    An Action is Insignificant if it

    does not require the characters fullattention. Examples are IncidentalMovement, dropping something,or talking to another character.

    Incidental Movement allows thecharacter to maneuver about thebattlefield but cannot be used tocover large distances. Disciplinescannot be used to assist Incidental

    Movement so Incidental Transloca-tion is impossible.

    These are only guidelines andthere will be cases that do not fitneatly into this framework. Forexample, defending yourself is not

    As we discussed earlier in thischapter, players make all Challengerolls, even in combat. Players rollfor both attack and defense.

    Normally the gamemaster onlyrolls to determine the damagecaused by successful attacks. Eventhese tasks can be delegated to theplayers if the gamemaster favors a"hands free" approach.

    To resolve an attack the Stalkermakes an Attack Challenge againsthis opponents Defend Attribute. If

    the Challenge is successful, theattack hits, and the player rolls theappropriate damage.

    To defend himself, a Stalker makesa Defend Challenge against hisopponents Attack Attribute. If theChallenge is successful the Stalker hassuccessfully dodged and the attackfails. However, if the Challenge is

    unsuccessful, he has been hit.

    ATTACKINGANDDEFENDING

    Sometimes circumstances willcall for a Modifier to the Attack orDefend roll. If the gamemasterdecides an attack is unusual in

    some way, he should adjust theDifficulty to reflect the situation.

    Stalkers should be able to tryalmost anything. If a player wantshis Stalker to bounce a knife off awall so he can hit someone frombehind, let him try it, but impose ahefty Modifier. Remember, theseare not people; they are supernatural

    entities who should be able to dothings that would be impossiblefor mere mortals like us.

    On the other hand, there is a bigdifference between the impossibleand the ridiculous. Even Stalkershave their limits. If they didn't wewouldn't be able to understandtheir struggle, and they would no

    longer be sympathetic characters.

    EXAMPLE: ATTACKINGANDDEFENDING

    A Stalker is fighting a Minon in the woods. During the first round hewins the Initiative so he Attacks first. His opponent is flying so he isforced to Rend. The target has a Defend Attribute of 12, but it is at long

    range and is partially concealed by some trees. The gamemaster decidesit is a Hard action, which raises the Difficulty of the attack by 3 pointsto 15. The Stalker attacks by making a Dexterity Challenge and addinghis Attack Bonus. He rolls and misses. Now it is time for the Minion tocounter-attack so it swoops down and tears at the Stalker with its razor-sharp beak The creature has an Attack Attribute of 13 but the

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    DAMAGEROLLS

    The effect of a successful attackis determined by a Damage Roll.The Damage Roll is the only roll inthe game that is not resolved as a

    Challenge. When making a DamageRoll the appropriate dice are rolledand totaled to determine the result.

    A Stalkers Base Damagein Melee Combat is equalto his Strength in dice

    Stalkers who have the SavageDiscipline receive 2 extra dice, and

    those who have Mastered it receive3 extra dice. If a Stalker is using theRend Discipline, his Damage isbased on the Willpower Attributeinstead. (A Master adds 2 extra dice.)

    A Mortals Unarmed Damage isonly 1 or 2 Dice, depending on hisstrength and skill. Exceptionalindividuals such as strong men and

    martial arts experts can have asmany as 3 Dice, but they shouldbe rare. For this reason, mortalsare often forced to rely on weapons.

    The damage inflicted by Minionsand Awakened Shadows varieswidely and depends on their attackform. Most have a Base Damagewhich ranges from 3 to 9 Dice, and

    many can make more than oneattack a round with no penalty.The attacks of the Unbidden

    vary as widely as those of theirMinions. In human guise, thepower of the spirit strengthens theV l i b i i dibl St th

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    DIECAPS

    Battling the Unseen is difficultfor creatures of the Flesh. Whenfighting creatures of Essence it isthe intention behind the attack

    more than the attack itself that doesthe damage. This property isreflected in a special DamageModifier called a Die Cap.

    A Die Cap limits theamount of damage thatcan be generated byeach die. Only dice thatscore less than or equalto the Die Cap counttoward the total. Dicethat score higher thanthe Die Cap are ignored

    The Base Die Cap is determinedby the nature of the combatants.Die Caps are only used when oneor more of the combatants is a

    creature of Essence.When a Mortal faces theUnseen or a Minion facesan Unmasked Stalker,his damage rolls have aBase Die Cap of 5-

    A Die Cap of 5- means theaffected character counts any die

    which scores a five or less normally,but any sixes he rolls are ignored.This is only the Base Modifier there are several factors whichcan affect the outcome.

    Demoralized and

    A small party of witch hunters close in on the Stalkers, and one ofthem gets off a lucky shot with his blunderbuss. The witch Hunteris a mortal character fighting the Unseen so he has a Base Die Cap

    of 5-. The hunting party is Driven which raises the Die Cap to 6-,but the use of ranged weapons lowers it to 5-. The gamemaster rolls6 Damage Dice which come up 2, 4, 5, 3, 6, and 4. The 5 and the 6don't count so the shot does 13 Damage (2+4+3+4) instead of the24 it would have done if the weapon had been fired at another mortal.

    EXAMPLE: DIECAPS

    THELAWOFPROXIMITY

    Ranged attacks are not aseffective against the Unseen as hand-to-hand attacks. This is becauseMelee combat is very direct, butshooting someone tends to beimpersonal. This axiom is called theLaw of Proximity.

    Proximity also affects theranged attack forms of creatures of

    Essence. The only time the Law ofProximity is not invoked is when amortal weapon is used against amortal character.

    Reduce the Die Cap ofRanged Attacks made byor against creatures ofEssence by 1

    The Law of Proximity alsoaffects Stalkers, reducing the DieCap of Ranged Attacks made withDisciplines such as Rend.

    The only way for a Stalker to getaround the Law of Proximity is the

    Mortal characters are usually

    Demoralized if they are wounded,if one of their companions is killedor they don't think they can win.

    On the other hand, characterswho are Driven or Inspired aremore focused, making their attacksmore effective against the Unseen.

    The Die Cap of Driven orInspired characters israised by 1 until theirresolve is shaken

    Driven characters have a specialmotivation such as vengeance thatstrengthens their resolve. Mortalsare often Inspired by Enlightendleaders and will lose their Inspira-tion if the leader falls or shows

    some sign of weakness.Mortals are pack animals whose

    bravado increases in direct propor-tion to their numbers. Some Stalkersrefer to this axiom as the Mob Rule.

    When a group of mortals

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    TAKINGDAMAGE

    All characters have a FortitudeAttribute which determines howwell they resist damage. Thosewith high Fortitude Attribute

    values are harder to hurt and kill.To determine howmuch Vitality is lost to agiven attack, divide theDamage Result by thecharacters Fortitudeand round down

    Mortals are frail creatures whose

    Fortitude Attributes seldom exceed4. Most humans have a Fortitude of2 or 3 and are easily crippled or killedby the attacks of the Unseen. Trulyexceptional individuals may havea Fortitude of 4 or even 5, but theyare few and far between.

    Stalkers are much sturdier thanthe mortals they protect, having

    Fortitude Attributes in the 3 to 8range. Those who plan to do a lotof fighting should direct theWeavers to imbue their Vessel witha reasonably high Fortitude (6 orbetter would be advisable).

    The Fortitude Attributes ofAwakened Shadows, Minions, andthe Unbidden vary but tend to

    equal or exceed those of theStalkers. The Unbidden in theirtrue form are extremely tough,having some of the highestFortitude scores in the game.

    The world of the WhisperingV l i i h bi d b

    WOUNDINGSHADOWS

    Shadows are entities who livebetween the Realms of Flesh andEssence, able to manifest in both butinhabiting neither. An AwakenedShadow can manifest in the Realmof Flesh by assuming a physicalh ll l h lk l

    When an AwakenedShadow loses its lastpoint of Vitality, it mustabandon physical form

    Minions are Shadows that havebeen Awakened by the Unbiddenand bound to their service. All ofh l h l A k d

    A Stalker is successfully attacked by a Minion. The Stalker'sFortitude is 6 so for every 6 points of damage he loses 1 point ofVitality. The attack does 24 points of damage so he loses 4 points ofVitality. If the Minion had rolled 28 points of damage, the Stalkerwould still have lost 4 points of Vitality, but if the creature hadrolled 30, he would have lost 5 points.

    EXAMPLE: TAKINGDAMAGE

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    A squad of mercenaries opens fire on a Minion. The creature has aVitality of 15, but their combined attacks cause enough damage tobring its Vitality to 0. The Minion's Flesh is destroyed so it slips

    back to the rift between realms leaving a nasty corpse. Sensitivecharacters can still see the creature, but they can only attack it withweapons of Essence. The Shadow's spirit form is unwounded so ifit is attacked it will have another 15 points of Vitality.

    EXAMPLE: WOUNDINGSHADOWS

    A Stalker is fighting a wounded Priest of Kuln with a Fortitude of 4

    and a current Vitality of 5. The Stalker uses his Rend Discipline toconjure a storm of whirling glass shards that causes sufficient damageto reduce the priest's Vitality by 7 points. His Vitality is reduced to0, and the remaining 2 points are taken from his current Fortitudewhich drops to 2. The hapless priest is unconcious and will probablydie of blood loss unless someone tends his wounds right away.

    EXAMPLE: WOUNDINGMORTALS

    sufficiently Human to invoke theprotection of the Veil. The first timethe creature takes damage theHusk is destroyed, and the Minionis revealed, its true form burstingfree of its human skin in a spec-

    tacularly gruesome fashion.Awakened Shadows recoverfrom damage quickly, regaining apoint of Vitality for every hour ofrest, but Minions lack the power tomend their Vessel unless they havesome special form of regeneration.

    Normally the characters areonly concerned with Awakened

    Shadows so the battle is over whenthe creature's Vessel is destroyed.Formless Shadows can only be

    attacked by creatures of Essence.Fighting immaterial opponents isdifficult, but it is the only way to killthem. Formless Shadows have thesame Attributes as their Awakenedcounterparts, but they do less

    damage and are harder to hurt.Attacks made by oragainst a FormlessShadow receive a -1 DieCap penalty

    Formless Shadows are tenaciouscreatures who can recover a numberof points of Vitality equal to their

    Fortitude for every hour of rest.When a FormlessShadow loses its lastpoint of Vitality, it dies

    WOUNDING MORTALS

    When a Mortal loses hislast point of Vitality, heloses consciousness

    When a mortal runs out ofVitality, additional Vitality issubtracted from the character'sFortitude instead.

    A Mortal character dieswhen he loses his lastpoint of Fortitude

    Mortals who have lost one ormore points of Fortitude willeventually die if their wounds are

    h

    Wounded mortals recover lostVitality slowly. The recovery ratedepends on the characters Fortitudeand the medical technology of thetime. Without medical attentionmortal characters recover a numberof points of Vitality equal to theirFortitude every month.

    Mortal characters who receivemedical attention may recoverevery week, and those who haveaccess to the advanced techniquesavailable in near future settings mayrecover every day. The gamemaster

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    A Stalker whose Dexterityor Strength is reduced to 0cannot move

    A Stalker whose Fortitudeis reduced to 0 is killed

    Wounded Stalkers cannot recoverVitality in the Realm of Flesh unlessthey have the Weave Discipline.

    When next they return to the Realmof Flesh their bodies are rewovenso any damage they sustainedduring the last Hunt is gone.

    The Stalker's Avatar wouldreturn to its Domain when the

    WOUNDINGTHEUNBIDDEN

    Like Stalkers, the Unbidden arecreatures of Essence encased inFlesh, but they are unfettered bythe Keys of Humanity, and their life

    force is far more powerful. Unlessthey are weakened from transitionmost are more than a match for alone Stalker and can usually holdtheir own against an entire Circle.

    The Unbidden steal the bodiesof human Hosts to use as theirVessels. The Flesh is strengthenedby the spirit within, but it is still

    basically human.When the Host loses itslast point of Vitality, theVessel is destroyed, andthe Unbidden is forced tomanifest its true form

    The true form of the Unbiddenis far more dangerous than the

    Host body, but it can be Bound. Ifthe Stalkers seem to have the upperhand and the creature is able toescape, it will try to find a new Hostto inhabit. Until it steals a Vessel, itcannot recover Vitality, it is notprotected by the Veil, and it isvulnerable to the Forbiddance.

    It is up to the gamemaster to

    decide how quickly the Unbiddencan heal the Host Vessel. Thepacing of the adventure is often thedeciding factor. If it is dramaticallyappropriate for the enemy to makea full recovery in a single round,

    Once helpless the Unbidden canbe bound with ease but the Stalkersmust act quickly lest the creaturerecover and escape their justice.While it is possible to destroy theAvatar of the Unbidden, killing therenegade will end its rampage butis tantamount to blasphemy.

    WOUNDINGSTALKERS

    In the Realm of Essence Stalkersare effectively immortal, but whenthey command the Weavers to givethem physical form, they accept themantle of mortality.

    A Stalker Rends an Unbidden opponent for enough damage to causethe loss of 6 points of Vitality. It only had 2 points of Vitality left so theattack destroys the Vessel, forcing the renegade spirit to reveal itself. In

    this form the creature has a Vitality of 20. Rather than risk Binding, itmanages to escape and inhabit a new Host. If the Stalkers catch up,they will have to destroy the new Vessel before they can get at the Avatar.

    EXAMPLE: WOUNDINGTHEUNBIDDEN

    A Stalker with a current Vitality of 3 takes enough damage to reducehis Vitality by 5 points so his current Vitality drops to 0 and he hasto reduce his physical Attributes by 2 points. He decides to lowerhis Strength and Dexterity by a point each. The following round hetakes enough damage to reduce his Vitality by 4. He is out of Vitalityso these points will have to come from his Attributes instead. Wincing,he decides to lower Strength and Dexterity by 2 more points.

    EXAMPLE: WOUNDINGSTALKERS

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    WEAPONS

    The damage inflictedby most mortal charactersdepends on the weaponsthey wield. Because the

    Hunt can take place in anytime or place in mankindshistory, there is an infinitevariety of weapons thatcould be encountered bythe Stalkers. WhisperingVault uses a simple system that canaccommodate every weapon thathas ever been or ever will be.

    To determine the Damage ratingfor a weapon, choose the classificationthat suits it best. These categoriesare rather coarse but bear in mindthat the focus of the game is thecharacters, not the gear they carry.

    The Damage Ratings for thefirearms assume a modern frame ofreference. If the weapon is from a

    more primitive setting subtract 1 or2 dice; if the weapon is from thefuture, add 1 or 2 dice to reflect the"high tech" edge.

    For example, a Blunderbuss is aHeavy Rifle from a primitivesetting which would give it aDamage Rating of 8 Dice, and aSlivergun is a Light Pistol from the

    near future which would give it aDamage Rating of 8 Dice.

    More dangerous weapons arecertainly possible, but 12 Dice is theupper limit of what humans willcarry under most circumstances.

    WEAPONSTABLE

    Melee Weapons

    3D Light Melee Weapon4D Heavy Melee Weapon5D Very Heavy (2 Handed)

    Small Arms

    6D Light Pistols7D Heavy Pistols9D Light Rifles10D Heavy Rifles12D Light Assault Weapon

    Examples: Ancient3D Club4D Broadsword5D Two Handed Battleaxe6D Heavy Crossbow

    Examples: Modern

    3D Nightstick4D Louisville Slugger

    6D .38 Special7D .44 Magnum11D .50 Cal Sniper Rifle

    Examples: Future

    7D Palm Needler8D Gyrojet Pistol14D Manpack Railgun

    Heavy Weapons14 to 16D : Heavy

    (Assault Weapons)17 to 19D : Very Heavy

    (LAW Rocket)22 t 25D D t ti

    MORTALTOOLS

    Creatures of Essence wield

    fearsome power, but there will betimes when they will be tempted touse the tools of the Flesh. Stalkers,Awakened Shadows, Minions, and theUnbidden may use mortal weaponswith the following penalties:

    When a Creature ofEssence uses a mortalweapon, its Die Cap is

    reduced by 1This means that a gun toting

    Minion inflicts normal damagebut has a Die Cap of 4- (-1 forProximity and -1 because the gunis a mortal weapon).

    In addition, most Stalkers willhave forgotten how to fight with

    the tools of the Flesh and will be ata disadvatage when using them.

    Stalkers receive a -2penalty when attackingwith mortal weapons

    Stalkers with appropriate Focus

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    D isciplines provide insightsinto the true nature of theuniverse that allow Stalkersto manipulate the Dream of the

    Aesthetics, altering reality in subtleways. This knowledge gives theplayer characters supernaturalabilities that are often their mostreliable tools against the Unbidden.

    Using a Discipline is surprisinglysimple all it requires is an act ofwill and the application of theImmortal Essence from which the

    spirit is forged. Learning the truthis the hard part - using this knowl-edge is easy. Unless the descriptionstates otherwise using a Disciplineis a Significant Action.

    The descriptions of many of theDi i li i i ll

    players who use their Disciplinesin the spirit of the genre as muchlatitude as they need to create aneffective story.

    STRENUOUSUSE

    Some Disciplines require somuch Essence that they weakenthe Vessel, costing the charactera point of Vitality every time theyare used. These Disciplines areunusually powerful, and the loss ofVitality is intended to discourage

    their casual use. MASTERY

    Buying a Discipline represents arudimentary grasp of the requiredtechniques, but there is a deeper level

    f d di ll d M A

    For ages unknowable, I listened to the mutteredmusings of the Powers, and many wondrous secretswere revealed to me, powerful truth that could

    forge Flesh with Essence, reshaping the veryfabric from which the universe was spun. Whennext I visited the world of my birth, I was able tomold the substance of my Vessel, allowing me toassume a form more appropriate to my purpose.

    III : DISCIPLINES

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    EXAMPLE: INSPIRATIONS

    A Stalker decides to execute a mortal thrall of the Unbidden byusing his Terrify Discipline to scare him to death. While this is

    not one of the Disciplines listed powers, the intended effect is a

    reasonable application so the gamemaster decides to allow it, but he

    imposes a cost of 2 Karma. To resolve the attack, the Stalker makes a

    Normally Stalkers must usetheir Disciplines exactly as they arewritten, but Masters have gained

    greater control over the necessarytechniques. These characters havethe flexibility to invent new uses fortheir Mastered Disciplines. Theimprovised abilities created by aMaster are called Inspirations.

    When adjudicating Inspirations,the gamemaster should determineif the proposed application is a

    reasonable use of the Discipline. Ifthe player's rationalization seems tobe stretching a point or the effectswould be too powerful, thegamemaster should disallow it.

    The gamemaster is not requiredto explain why an Inspirationdidn't work. This policy will helpsome groups avoid rules debates

    that can only detract from the story.If a disgruntled player presses theissue, tell him that the Dream canonly be stretched so far.

    The use of Inspirations alwayscosts Karma. Most of the time thecost is 1 point of Karma per use, but

    the gamemaster can impose a highercost if an Inspiration seems rea-sonable but unusually powerful.

    A lot of Inspirations will involveusing a Discipline as an Attack.When determining the effect, usethe characters Willpower Attributeas the Base Damage.

    Inspirations call for creativity

    and cooperation between theplayer and the gamemaster. Ifadjudicating special case rulesseems to be more trouble than it isworth, the gamemaster can alwaysdisallow Inspirations or raise theKarma cost to discourage their use.

    In a campaign environment, thegamemaster should keep a written

    record of the Inspirations he hasallowed and any rules he impro-vised to implement them so he canmake consistent adjudications.

    INSPIRATIONS SPECIALEFFECTSWhen a Stalker calls upon the

    power of his station to manifestsupernatural abilities, the resultingmiracles are significant events thatmerit special attention.

    The player should describe thevisible effects of his Disciplines tothe rest of the group. Try to thinkof it as a special effects sequencefrom a movie. You don't need todescribe a gunshot (we all knowwhat one sounds like) but thepowers of the Unseen are moreexotic, and it is up to the players tomake them more interesting.

    Stalkers have a theme definedby their Avatar. Whenever possibletheir powers should conform to theinfered limitations of this theme.For example, Chosen hacker willprobably have computer generatedspecial effects, but an immortalwitch hunter will be limited to adark ages motif (hot pokers galore).

    To reinforce the importance ofthese improvised details, thegamemaster can reward trulyhorrif ic descriptions with a"bennie" that gives the Stalker anunexpected edge such as extradamage or a modified Die Cap.

    On the other hand, if a lacklusterdescription makes the supernaturalseem mundane, the gamemastercan reduce the Discipline's effectsaccordingly. This technique shouldonly be used as a wake-up call to

    i i d l It t

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    After they have played a few times and are conversant with all of theexisting Disciplines, players are encouraged to invent Disciplines of theirown. When deciding to allow a new Discipline, the gamemaster should

    ask himself three questions:Is the power already covered by an existing Discipline?

    At first there seems to be a lot of room for expansion, but when youconsider how flexible Disciplines like Rend, Savage, and Morphreally are, you will realize that a lot of proposed Disciplines arevariations of these basic powers. For instance, Fire Breathing is justanother kind of ranged attack so it is covered by the Rend Discipline.New Disciplines should give the Stalkers new powers.

    Does the proposed Discipline reinforce the horror genre?There are a lot of powers that are inappropriate for the setting. Whenevaluating a proposed Discipline try to picture a Stalker using it;Powers that seem better suited to four-color comic book charactersthan the denizens of the Unseen should be rejected outright.

    Is the proposed Discipline too powerful?

    In the Whispering Vault, storytelling is paramount, but game bal-

    ance is still a consideration. If a new Discipline would give a Stalkerpowers that would eclipse those of the rest of his Circle, it couldcause resentment which will interfere with everyones enjoymentof the game. New Disciplines should be no more powerful thanthe basic ones.

    If the proposed Disciplinepasses all three tests, itshould be allowed and

    added to the campaign.New Disciplines shouldbe writ ten up by theplayers who created themand be made available toeveryone.

    CREATINGNEWDISCIPLINES

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    By manipulating the fabric ofthe physical world, the Stalker

    can create small objects out of thin air. Conjurationrequires an Insight Challenge whose Difficultyis based on the sophistication of the desired object. A

    relatively simple object like a crowbar is Easy,the patterns on a dollar bill are Hard, and electronicsand firearms are Very Hard. Conjured objectsare permanent, but a failed Challenge indicatesa flawed construct that will not serve its intendedfunction and will vanish in a matter of rounds.

    A Master may createseveral small objectsat once or a singlelarge object no biggerthan he could carry.Large objects will

    gradually disinte-grate over the courseof an hour and a halfunless the Stalkerspends a point ofVitality to make thempermanent.

    CONJURE

    Stalkers with this Discipline canread minds by reliving their subject's

    experiences. Delving requires physical contactand an Insight Challenge against the subject'sResolve Modified by his instinctive desire toprotect the memory. Mind reading is more artthan science and often yields ambiguous results.

    If the Stalker encounters a traumatic memory,he has to make a Willpower Challenge againsta Difficulty determined by the severity of theexperience or lose 1 or more points of Vitality.

    A Master may speakwith the recentlydead. The Challengeis modified by thecondition of the

    bod y (parti cul arl ythe head). If the rollis failed no furtherattempts may be

    made. The corpseretains most of itsmemories, but it is

    bereft of personality.

    This technique allows

    the Stalker to destroysmall objects with a touch and an act of will. Ifit must be done quickly, Disintegration requiresa Willpower Challenge against a Difficultybased on the mass and durability of the object.Light or fragile objects such as electronics or

    A Master has gainedsufficient control touse this Discipline ata range so long as hecan see his intendedtarget clearly. AMaster may alsoDisintegrate large

    h

    DISINTEGRATE

    DELVE

    All around us was thegruesome evidence ofthe visitation. Makingour way through theshattered remains ofthe creature's victims,we searched for someclue that would leadus to its lair. LovelyAnna was first to hear

    the sobbing of the littlegirl who was the solesurviving witness tothe hideous spectacle.She was in no conditionto answer the Grey

    Man's questions so itfell to me to retrievethe butcher's identity

    from what remained ofher mind. Preparingmyself for her pain, Icovered her eyes with

    the palm of my handand breathed in hermemories. Sensesreeling from initial

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    Some Stalkers can gain an

    instinctive understanding ofthe near future by entering a meditative trance.Foresight is a Strenuous act that costs a point ofVitality and requires an Insight Challenge againsta Difficulty equal to the desired Duration (inminutes). During this time, the Stalker receives a

    A Master is able torecall some of whathe sees during histrance, receivingprecognitive visions.These visions areusually dreamlike,providing cryptic

    FORESIGHT

    If the Stalker mingles thesubstance of his Vessel with

    physical objects that stand in his way, he may passthrough them with ease. A roll is only required ifthe character needs to move quickly, which calls

    for a Willpower Challenge against a Difficultydetermined by the density of the obstacles in hispath. Passing through a modern interior wall isconsidered an Average task. If the Challenge isfailed, the character may not Dissipate thatround, and the Vessel loses a point of Vitality.

    A Master can takeone large object oranother characterwith him when heDissipates, but theextra mass will slow

    his progress to acrawl. Just passingthrough a wall cantake a minute ormore. Moving fasterwhile encumberedis impossible.

    DISSIPATE

    Mortal minds are weak andeasily bent to the Stalkers

    will. A successful Presence Challenge againstthe intended victims Resolve will overcome hisresistance. Most mortals will obey their newmaster without question for as long as their serviceis required, but those who are Driven can shake

    off control in a matter of rounds. In either case,a failed Challenge means the Stalker may notmake any further Domination attempts againstthat character for the remainder of the Hunt.

    A Master may wrestcontrol of a Minion,

    but the Challenge isbased its master' sResolve, and eachattempt is a Strenuouseffort that costs apoint of Vitality.Maintaining control

    of a Minion is verytricky and requires aSignificant Actionevery round.

    DOMINATE

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    Reweaving takes three minutesand requires an Insight Challenge

    whose Difficulty depends on the extent of thedesired transformation. If this roll is failed, theVessel is deformed, and the character loses a pointof Vitality. Stalkers cannot mimic a specific form,but they can come close enough to invoke the Veil

    so they could pass as a wolf or a tiger, but theirVessel would be monstrous. Morphing cannotbestow additional abilities so a Stalker could givehimself wings, but they would not allow him to fly.

    A Master can changeshape in a round andhas gained sufficientcontrol to assumehuman form if he sodesires, but he can-not mimic a speci ficperson. Inspirationsallow the Stalker to

    temporarily manifestabilities related toform such as venom,armor, and flight.

    MORPH

    This Discipline allows the Stalkerto move with inhuman swiftness

    in melee combat. While using Frenzy a charactercan take two attacks a round but his Dexterityand Strength are temporarily reduced by 1 Die

    each. (A Stalker with a Dexterity of 5 and aStrength of 3 would roll 4 Dice to attack, and ifhe hits, he will inflict 2 Dice of Damage.) This isparticularly dangerous in combination with theSavage Discipline; the "Savage Frenzy" is one ofthe most potent attacks available to the Stalkers.

    A Master can moveeven faster, taking asmany as 3 attacks ina single round. Whenmaking 3 attacks, theStalkers Dexterity

    and Strength arereduced by 2 Diceeach. The Stalker canalways choose howmany attacks he willmake and need notuse this Discipline.

    FRENZY

    Stalkers who have learned this

    technique can manifest a rangedattack whose Base Damage is equal to their Will-power and allows them to attack any target theycan see clearly. Bear in mind that the Law ofProximity also applies to the Unseen so the at-tack has a Die Cap of 5. This attack can take any

    A Master adds 2 Diceto his Willpower todetermine his BaseDamage and mayimitate a mundaneattack form that willnot force him to revealhimself. A Stalker

    REND

    Tearing free of thepresent I plungedinto the timestream,

    immersing myself inthe Dream. At first theimmensity of theChronospheredisoriented me, but Iwas able to find thenow that I needed,

    sorting throughpossible futures for away out of thePentarch's trap.Finding my way backwas more difficult.

    By the time I came outof my trance the enemyhad located the Circle,trapping us in thelaboratory. When Iregained conciousness,I knew the way out,and I knew that itwould result in LovelyAnna's death.Without her brave

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    Most Stalkers eventually learn tomanifest a weapon that allows

    them to add 2 Dice to their Strength whendetermining their Base Damage in UnarmedCombat. This Discipline requires a flagrant use of

    power that Unmasks the character, strippingaway the Veil and revealing his Avatar for all tosee. The weapon can take any form fromenhancements of the Vessel such as fangs ortalons to tools such as chains or swords, so longas the chosen weapon suits the Avatar's theme.

    A Master adds 3 Diceto his Strength todetermine his BaseDamage and mayimitate a mundaneattack form. A Stalker

    may wield a knife ora baseball bat, butSensitive characterswill always have achance to recognizethat the attack hassupernatural origins.

    SAVAGE

    Playing on the fears of the weakwilled, the Stalker confronts

    his opponent with unbearable evidence ofthe Unseen. The player should describe thephantasms that assault the victims sanity. Asuccessful Presence Challenge against theintended victims Resolve indicates that they

    are overcome. Most mortals will cower in abjecthorror or flee as fast as they are able but thosewho are Inspired or Driven are made of sternerstuff and will only hesitate for a few rounds.

    A Master can Terrifya group of mortals bymaking a Challengeagainst the targetwith the best Resolveand a modifier equalto the number ofcharacters he is tryingto effect. This attack

    is impossible if thegroup is led by acharacter who isDriven or Inspired.

    TERRIFY

    This Discipline allows

    the Stalker to moveinstantaneously to any point he can see clearly.A roll need only be made if line of sight is obscuredin some way. A Translocation attempt is resolvedas an Awareness Challenge against a Difficultydetermined by visibility. Distance is often a

    A Master can take aanother character ora large object withhim if he spendsthree consecutiverounds preparingfor the effort. Thisalways requires a

    TRANSLOCATE

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    Stalkers use this Discipline toprotect the Vessel from the damage

    caused by mortal weapons. Warding requires aWillpower Challenge against a Difficulty equalto the Damage of the attack the character is

    trying to resist. If successful, the Vessel is protectedand no Vitality is lost, but if the Challenge isfailed, the character loses an additional point ofVitality. Each Warding attempt requires anInsignificant Action so the Discipline can onlyprotect the character from one attack a round.

    A Master does notlose Vitality fromfailing a WardingChallenge and mayresist the attacks ofthe Unseen, making

    the Discipline a potentdefense against theMinions of the enemy.Unfortunately thisDiscipline is uselessagainst the attacksof the Unbidden.

    WARD

    The weakness of the Flesh is aconstant concern to agents of

    Essence. Stalkers who have learned the Weaverscraft may repair damage to their Vessel. Thisprocess requires two minutes of undisturbedconcentration for every point of Vitality he intendsto recover. (All points are regained at the end of thisperiod.) Every time a Stalker uses this Discipline, hisWillpower is reduced by 1 until he can returnto his Domain to recuperate. This loss will alsoweaken one of the Vessel's Attributes by a die.

    A Master can workmore quickly, healing3 points of Vitality aminute. Masters mayalso heal the Vesselsof the other Stalkersin their Circle butthis is much harder,requiring 3 minutes

    per point and willreduce the character'sWillpower and thatof his subject.

    WEAVE

    The "silent scream" is a more

    effective means of communi-cation than the crude organs of the Vessel. Thosewho have learned this Discipline may send brieftelepathic messages to any character they cansee clearly. The bond between Stalkers enablesthem to communicate with the other members

    A Master may initiatetwo-way communi-

    cation with a singlesubject at any range,

    but this requires aPresence Challengeagainst a Difficultydetermined by the

    WHISPER

    When first they spoketo me, I heard them inmy dreams, muttering

    disquieting suggestionsthat aroused a vicioushunger that hadlurked within me forsome time. In time Ilearned to listen,

    fighting back my

    revulsion and my fear.Their voices becamemore familiar to methan the faces I sawevery day. Each had a

    flavor all its own, a

    distinctive bile that Iwas not permitted toforget. The boldest ofmy new friends calledhimself Wireless and

    grated on my nerves,his every word anopen wound that leftme raw but aching formore. All he asked was

    freedom. All I had to

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    Devotion to the Primal

    Powers is rewarded withthe service of entities called

    Servitors who may prove to be theStalkers most valuable allies.Novice Stalkers will only be able tocall upon a few Servitors, but theirexperienced brothers will havemany Servitors at their disposal.

    EVOCATIONBefore a Stalker can command

    one of his Servitors, it must be calledacross the Rift between the Realms.

    Calling a Servitor to theR l f Fl h i

    Unless specified in the Servitors

    description, the creatures do notfully manifest in the Realm of Fleshso they are effectively invisible asthey go about their designated task.Only Sensitive characters will seethe Servitors for what they are.

    The Difficulty is determined bythe conditions under which theEvocation must be performed. If

    the Stalker has as much time as heneeds and there are no distractions,the Challenge is Easy, but conditionsare seldom this ideal.

    For example, trying to Evoke aServitor in a single round amidst

    Surrounded by gunmen on all sides, the Circle wastrapped, and my Vessel was in jeopardy. Recallingthe secret names whispered to me by the Powers, Icalled across the Rift for aid. There was a flash oflight, and suddenly the courtyard was filed with anacrid smoke that caused painful blisters to erupt onthe faces and hands of our assailants. As they brokeranks, fatigue washed over me, driving me to myknees. Weakened as I was, the effort of evocation

    proved to be more dangerous than the weapons of theenemy, but at least the Circle was safe.

    IV : SERVITORS

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    MASTERINGSERVITORS

    When a character first acquiresa Servitor, calling on its power isdifficult. With experience, makingcontact with entities on the otherside of the Rift becomes easier, andthe Servitors answer more readily.

    A Master only has tospend a point of Vitality ifhe fails the Evocation roll

    Eventually the Stalker willgain sufficient Mastery over hisServitors to allow him to call

    upon their powers whenever hefeels he needs them.

    AREAANDDURATION

    One of the advantages of usingServitors is that there is no limitto the area or duration of most oftheir powers other than thatposed by the Forbiddance.

    Most of the time a powers areaof effect will be the Stalker'simmediate area, andit will last aslong as the confrontation for whichthe Servitors were called.

    If the Stalker wants a differentarea or duration, all he needs to dois specify what he requires duringthe Evocation process, but he

    should keep it simple. (Servitorsare not particularly intelligent.)It is up to the gamemaster how

    far he will let the Stalkers gobefore reigning them in with theForbiddanc