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Hunchback: The Lurching

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Contents

[edit] INTRODUCTION:

Image:chaneyhunchback2.jpg

Right off the bat, let’s get one thing settled. This is NOT a game about persons with any type of congenital birth defect or malformation. It should not be interpreted as being, in any way, related to opinions or prejudices concerning such persons. Nor should it be seen as a representation of such persons. The cultural origins of the ideas represented in this game were directly spawned by Lon Chaney Sr.’s portrayal of Quasimodo in the film “Hunchback of Notre Dame”. That movie was such a success and made such an indelible mark on popular culture that the idea of the “hunchback” as a kind of monster became set in the public consciousness. That idea mutated and evolved as more characters of the type were presented in various films over the next few decades. Quasimodo was probably the first of the Universal Monsters. The character of Fritz from “Frankenstein” continued the archetype. (Fritz in the original stage version of the character was not a hunchback at all, but rather a bumbling country peasant.)

In the publicity for later films, Universal numbered hunchback characters as being among the “monsters” featured in their movies. Daniel from “House of Frankenstein” and Nina in “House of Dracula” were labeled as “Hunchback” monsters on posters and in trailers for those movies. Daniel, despite being a somewhat sympathetic character, certainly qualified as having “monstrous” traits. He kills more people in that film than Dracula, The Wolf Man, and the Frankenstein Monster- COMBINED!

Nina, on the other hand, is a wholly sympathetic and benign character.

Image:HouseDracula3.jpg

The character of Ygor, brilliantly portrayed by Bela Lugosi in “Son of Frankenstein” and “Ghost of Frankenstein”, was not a hunchback at all, despite the fact that his name came to be associated with the archetype of the hunchbacked assistant of the Mad Doctor in popular culture ever since. Ygor actually only had a crooked neck, the result of an unsuccessful hanging prior to the opening of the movie.

Each game in the WoD centers on a theme. They are cautionary tales. V:TR involves sexual appetites and addictions, the ways in which they dehumanize people and can create monsters. W:TF deals with the concepts of territoriality and rage. (For an example of the ways in which these can create monsters, go to any forum and post something critical about a particular game, philosophy, politician, etc. Almost immediately, someone will leap in to ferociously defend their chosen "territory".) M:TAw warns about the dangers of hubris and intellectual pride, the dangers inherent in trying to impose our own desires on the world at large.

For "Hunchback", the underlying theme is that self-pity and alienation can create "Monsters" as surely as any other human failing. Misery feeds upon itself and, allowed to grow unchecked, can distort the individual into something warped, something unrecognizable, something malevolent. A Monster.

"Hunchback: The Lurching" is about co-dependency, self pity, despite, anger and alienation.


--Kurt McCoy (AKA: SheliakBob)

[edit] "Just Me and Thee." Hunchback Overview

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[edit] The Curse & Origins of the Miserable

The supernatural creatures known as "Hunchbacks" all suffer from the effects of a malevolent spirit affliction called "The Curse". The Curse is whatever unknown supernatural agent that caused an otherwise normal human being to warp and twist into something no longer quite human. Something that is cursed for its entire life to suffer untold misery and rejection. Whatever this supernatural agent actuallly is, wherever it comes from, all Hunchbacks know intuitively that it is malign and that it is both the origin of their suffering and fed by misery. Hunchbacks are primarily solitary creatures. They are the rejected and ignored supernaturals of the World of Darkness. Only rarely will more than one be found in any given location. But they have managed, over the centuries that their kind has existed, to develop a sort of underground culture of their own. Among themselves, they refer to their kind as "The Miserable". Their scant records and legends, almost entirely passed down through oral tradition, are filled with conflicting explanations of The Curse and differing opinions concerning its origins.

  • Corrupted Vitae: Some of the legends suggest that The Curse originated from the efforts of the Kindred to breed Ghoul Families to serve them. The actual creation of a Ghoul Family is very difficult and success is unlikely in any single effort. Yet, there are many such servitor families scattered about the globe. They are found wherever the Kindred exist in numbers. This legend lays the blame for The Curse on one or more of the failed attempts to create a Ghoul lineage. The vampiric vitae in the veins of Ghouls trying to procreate does not always produce viable offspring. Some are born warped and malformed, corrupted by the poisonous undead blood they were born with. Not all of these "failures" perished. Some did survive and managed to pass on their corrupted genes. A thin trickle of Kindred vitae flows down the line of their descendents and, on scattered occasions, enough of it pools in one offspring to trigger a kind of supernatural "allergic reaction". Not quite Ghouls but not normal living human beings either, the Hunchbacks are born partly dead. Either at birth or later in life, the thin pool of vitae in their veins becomes active and produces The Warping which shapes their destiny as one of The Miserable. Some scholars of The Miserable's origins even go so far as to speculate that The Warping is proof that their long distant Kindred domitors most probably were of the Gangrel Clan. The Warping is an effect of diluted vampiric vitae attempting to activate the Protean Discipline, with disasterous resulsts.
  • Wolf-Blooded Mongrels: Another set of legends suggests that the progenitors of The Miserable were Wolf-Blooded relatives of the Uratha. The faint touch of The Shadow upon those who share the Uratha bloodlines sometimes flares into life as one of the Wolf-Blooded undergoes the First Change and is transformed into a Werewolf. Sometimes, however, the First Change does not go quite right. Instead of producing a functional shapeshifter, the spirit touch is corrupted or distorted and only a Warping occurs instead. The Warped Wolf-Blooded become Hunchbacks, twisted and distorted by their supernatural lineage, but forever unable to claim their heritage among the Tribes of the Moon. Or among the Pure, for that matter. Not knowing the type of taint they carry, some of these beings bred with humans or with each other and The Curse was spawned. Over the ages it grows as more and more bloodlines are contaminated with mongrelized Wolf-Blood. Scholars among The Miserable point to the bestial shapes of the Feraleur as proof of a shared heritage with the Uratha. That the Uratha sometimes tolerate Feraleur Hunchbacks within their territories and sometimes even allow them to serve the Pack in some menial capacities is also cited as "clear evidence" that the Werewolves know of their kinship with The Miserable, even if they won't admit it openly.
  • Spirit-Touched: Mystics among the Oublieur suspect that The Curse is a result of interaction between human beings and Spirits from The Shadow. Humans who are Urged or Ridden or Claimed at the time of insemination or gestation pass some of the spirit essence within them on to their unfortunate offspring. They point to the similarity in how the Hunchbacks thrive on Misery and the way in which a "Misery Spirit" would gather Essence while within a Claimed body. Some speculate that The Miserable are just a subgroup of The Claimed in which the Spirit Rider has lost conscious control of the body and is forced into an uneasy dormancy.
  • Cursed by Mages: There are many stories, told in hushed whispers, of Hunchback ancestors who incurred the wrath of Mages during the dark days of the Medieval Witch Hunts. Witches and Warlocks have been said to curse those who betrayed them to the flames and the potency of those curses have been passed down to the unfortunate descendents. The Evil Eye, cast by a vengeful Adept with enough experience with Life magics could easily cause The Warping. There are those who insist that ancestors of The Miserable were in fact Mages themselves. They brought The Curse upon themselves by delving into ancient ruins or forbidden books, or by looking too deeply into The Abyss--so deeply that some Thing looked back through them, bringing The Curse into the material world.
  • Scions of Prometheus: The Miserable often find themselves working alongside Prometheans attempting the Great Work. From this close association, several rumors of Hunchback origins have spread. The most common is that the Miserable are the result of Prometheans breeding either with each other or with mortals. The first is unheard of and the latter is rare and no such union has been observed to have produced a Hunchback child. But that does not mean that such unions haven't been successful at some point in the dim past. Savants suggest that concentrated Pyros from an unnatural parent trapped inside mortal flesh inherited from the other parent creates the Hump. Alternately, the Hump could be the result of Flux contaminating a Promethean's offspring--Nature itself rebelling at this desecration of its most sacred act. The similarities between the effects of the Prometheans' "Disquiet" and the social stigmas suffered by the Miserable are enough to argue for some sort of commonality between the two types of Supernatural. The exact nature of that commonality is still very much in question, however.
  • Something...Else: The World of Darkness is filled with many strange and powerful evils that do not readily fit into recognizable categories of the Supernatural. The most fearful legends of The Miserable suggest that they carry the mark of something darker, more evil, than any Vampire, Werewolf, Mage or Spirit-Claimed. Something utterly inhuman and Unknown that reaches through the twisted flesh of the Hunchbacks to pour its poisonous presence into an unsuspecting world. Many of The Miserable claim that they can feel such a presence, a cold malignancy, pressing through them in dark moments of fury or despair. Some say that It whispers to them in their sleep, telling them terrible secrets that they would share with others, if only their tongues could shape the words. There is a particularly unsettling account of a mad Hunchback of the Rue de Savanteurs who swore that he had proof of such a presence inside of him. What the onlookers saw when that sad creature cut himself open with surgical tools drove several of them mad and shocked the others into silence. Conveniently, there is no way to investigate these claims since the only witnesses refuse to speak about what they actually saw.

[edit] The Warping

Often the effects of The Curse are visible at birth for a Hunchback whose lineage carries its taint. These are the least fortunate of The Miserable since they never know the warmth of a normal life. The cold malevolence of The Hump colors every moment of their childhood. Many are cast out and shunned by their own parents. They often grow up in orphanages or a string of foster homes, each more abusive than the last. Something about the unsettling nature of the Hunchback, something deeper and more sinister than the visible deformities, causes those around them to react with revulsion and dread at their presence. It is said that Hunchback infants never cry. They watch the world with inhumanly calm eyes, waiting until they have absorbed the full measure of their misery before wailing. As children, The Miserable are often uncontrollable furies. Those who have felt The Warping at birth are virtually indestructible compared to other children. They careen about with little heed to danger or injury. They can shrug off a beating that would hospitalize a normal child, and giggle through the whole thing. Few parents or guardians are mentally or morally equipped to deal with such hellions.

Sometimes a child who is destined to bear The Curse is born normal, in all respects. The supernatural contamination lurks inside, hidden in the blood, until some later time, usually during the adolescent to young adult years. Something, usually an emotional or physical trauma, triggers The Warping. The unfortunate Hunchback to be becomes wracked by incredible pain as his bones twist and reknit inside his skin. Features became puffy and distorted, and the signature hump, a solid mass of bone and flesh, grows in. Once The Warping is over, no one would be able to recognize the sufferer. Everyone previously important in his life immediately reacts to him with repugnance and horror. Cast out, perhaps wanted for his own "murder" or disappearance, the newly transformed Hunchback flees into the night, in search of others of his kind, and for some guiding force to give meaning to his life.

[edit] The Hump

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The most obvious aspect of the Hunchback's existence is the "Hump" itself. This Hump has nothing at all in common with the condition of Kyphosis which afflicts many normal human beings. Kyphosis involves a curvature of the spine that gives sufferers a "hunchbacked" or "roundback" appearance. It is often treatable with surgery.

The Hump is more like a supernaturally malignant teratoma. Though a Hunchback's bones are often twisted and warped in odd ways, the Hump is more than just a spinal distortion. It is a solid mass of bone and muscle tissue, packed with nerve clusters and rich in blood vessels. The Hump often weighs more than twenty pounds, though physical discomfort is the least of the miseries associated with it. The Miserable claim, almost universally, that they can feel an active "presence" of some kind within the Hump. Cold liquid stirs within it, pulsing with a beat of its own.

Sometimes a Hunchback can feel a cold "something" reaching through them from the Hump, clutching their heart or lungs in and icey grasp. Some claim that they can sense a sort of whispering coming from it or that it sends them messages in their dreams. Usually such messages are mocking or threatening, or insidiously suggestive.

The Hump is the defining characteristic of The Miserable. It is the physical manifestation of The Curse and as such is the arbiter of every Hunchback's fate. The Hump cannot be removed or reduced by surgery. Any damage at all to The Hump is Aggravated Damage to the Hunchback. On of the few reliable ways to kill one of The Miserable is to drive a weapon into the Hump, or to keep hacking at it until the Hunchback dies. Angry Masters seem to zero in on The Hump with uncanny accuracy, despite knowing nothing of the true nature of the Hunchback's condition. Beatings or whippings will just automatically concentrate on The Hump, causing unspeakable agony to the Hunchback and leaving bruises, welts or wounds that cannot be healed in any way save through slow natural processes. As a Hunchback grows more powerful, having endured much Misery but also having learned new ways to use that Misery for her own purposes, the malevolent power of The Hump increases. The potency of its evil becomes ever more plain. It may even grow larger, sprout hair, or seem to writhe with glee as its sufferer sinks deeper into Misery.

Very old and very powerful Hunchbacks are known to exist. These creatures, possibly centuries old, have become barely more than just vast coarse-haired Humps with withered little arms and legs attached. Their heads are often half-swallowed by the tumorous substance of The Hump, with only their grief-lined faces visible, staring out of puffy flesh. While having little natural mobility, these awful Ancients are nearly bottomless wells of Misery. Their Misery has grown so great that it leaks out to infect those around them, seeping into the souls of otherwise normal human beings. The Ancients are walking Jinxs, or rather waddling ones, whose very presence can spell death and suffering to a whole town. Disasters and plagues follow in their wakes. Freak accidents and horrible Resonance distortions surround them. To those with Spirit Sight, the air around them seems to shimmer with whole schools of Misery Spirits and Pain Spirits swimming invisibly about them. They are living fetters of Misery.

That is the "glorious" fate a Hunchback can aspire to, if she lives long enough and suffers enough.

[edit] Lurches and The Lurching

The Lurching is the Hunchback's version of “Predator’s Taint”. They can feel the presence of another of their kind. This manifests in a sudden lurching toward the other, an involuntary movement and personal attraction. They are so starved for companionship and for others who share their experience and outlooks that they will try to make common cause when possible. It is a grave offense, a violation of the Lurching, to harm or kill another Hunchback. Any such offense marks the offender for life with dark blemishes visible to all other Hunchbacks. The impulse to cling to one another's company is very, very strong among The Miserable. The only way they can experience normal social interaction is with others of their own kind.

Peer groups are very important to The Miserable. Groups of like-minded or common-caused Hunchbacks are called “Lurches”, because they all move in the same direction. These are the equivalents of Coteries, Packs and Covens.

Most Hunchbacks have been solitary creatures through history, but now something has changed and they are appearing in greater numbers and concentrations. Enough of them gather in some places to form Lurches and even have multiple such groupings in the same city. But that is very rare. The most common condition of a Hunchback is still a solitary creature tied to a Master and suffering a Tragic Love, without others of his kind for support or comfort.

[edit] The Need for a Master

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The Miserable are driven to seek out Masters to obey. The origin of this drive is fiercely debated. Those who believe in the Ghoul-vitae origins of Hunchbacks say that this overwhelming desire to obey and serve a Master is attributable to the enslaving effects of vitae-addiction. Ghouls are created to serve. Ghoul families are actually bred as servants or minions. If The Curse originates from vitae-corrupted DNA, it stands to reason that those who suffer it would also suffer the slavish devotion of Ghoul to Regnant. In the case of Hunchbacks, they have no way to know that what they crave is vitae and those who can provide it. They seek out any strong Master they can find and offer service in hopes of stilling the craving inside them, without knowing that only Kindred Masters could give them peace.

Those who argue that the Hunchbacks result from Wolf-Blooded who suffer a disasterous First Change tend to believe that the need to submit to a Master is a reflection of the natural dominance heirarchies of any Pack. The Hunchbacks instinctively know that they are the least of their kind, the "Omegas" of any Uratha pack that would have them. By seeking out and offering service to a Master, they are trying to find an Alpha who will protect them.

Various arguments are put forth by the proponents of a Mage bound origin of The Miserable. Some say that the need for a Master was built into The Curse by whoever cast the spell that caused it. The Curse was not intended to just punish enemies, but had powerful Mind threads woven into it that would cause those enemies to come crawling to the caster(s) as servants or slaves. Another argument is that The Curse is a relatively new type of Branding caused by Paradox backlash. Those who have been twisted and shaped by that Branding have also felt the touch of The Abyss. They are somehow tied to Abyssal Masters who they cannot reach. So, they seek out other Masters to fill the need carved into their souls by The Abyss. A small radical group of scholars has declared that the origin of Hunchbacks can be traced back to mythic Atlantis itself. Criminals who violated the laws of that fabled Awakened City were not incarcerated in buildings. Rather they had to wear the marks of judment upon their own flesh. These scholars claim to possess an ancient text that describes such punishment. The text supposedly details that the flesh of transgressors or subverters of Atlantean law were afflicted with horrible physical alterations. The deformaties of the criminals served both to punish them and to clearly mark them as lawbreakers to all citizens who saw them. The length of time that they had to suffer in these twisted shapes was determined by the severity of their crimes. Eventually all would serve their time in penance and be restored to healthy, whole bodies once more. When Atlantis fell, such criminals could no longer achieve release from their sentences. Their cursed bloodlines have continued down to this time. According to these radicals, the Hunchbacks seek to serve some Master because they instinctively know that the only peace they can find comes from those above them, those qualified to judge them. Another speculation offered by these sages is that somehow there is a link between the Hunchbacks either the Heirarchs or the Oracles, or maybe both.

Whatever the origins of their need, Hunchbacks do crave protection, guidance and purpose from the Masters they seek out. Without a Master, the Hunchback must face social rejection and persecution alone. There is no one to turn to for respite from the scorn they find among normal humans. Only by service can they expunge the stain of their Curse and gain approval. Only by service can they acquire a goal, a purpose important enough to make enduring The Curse bearable. Without Masters, most Hunchbacks quickly deteriorate and become insane.

[edit] The Search for Love

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Every human being or near human creature needs Love. The feeling of being cherished, protected and nurtured is part of the growth process for any normal person. As adults we seek out mates, companions, and confidants. They do more than simply complete us, more than make life a little more bearable. They provide our lives with meaning, with purpose. Our very natures as social creatures drives us to seek approval and affection. None of this is necessarily true for The Miserable. The Curse that inhabits their warped bodies works ACTIVELY to separate them from any hope of warmth or companionship. The more desperately they crave affection, the more vile the rejection they are likely to find. The Curse isn't just a physical malady. It is a spiritual taint that distorts everything about the Hunchback who suffers from it. Simple, normal emotions are twisted, magnified, turned grotesque by the lens of The Curse. A well-intentioned smile may seem a bestial leer, or a sinister smirk to the normal human who witnesses it. The more desperately the Hunchback tries to express her desire for companionship, or simple acceptance, the more vile and oiley and perverse her expressions and actions will seem to the target of her affections. Additionally, The Curse actually intensifies the feelings of loneliness and rejection any Hunchback feels when they fail to please the objects of their affections. The Misery produces by such failures is purer, more potent, than any normal Misery the Hunchback may suffer. Love cuts like a knife. Then it twists in the flesh. Then The Curse pours lemon juice on the wound! Such is the doomed nature of Love for The Miserable

Systems: When dealing with a Tragic Love, any Misery generated is doubled. If the Hunchback manages to achieve an Exceptional Success through a Social interaction with their Tragic Love, they can gain 4 Willpower. (This is in addition to any Willpower gained by catering to their Virtues or Vices.) A Botch in such an attempt will NOT generate any Misery at all, but will cause the Hunchback to suffer from the Depression Derangement (-1 to all die pools) until such time as at least a single success can be gained in another Social action attempt.

Tragic Loves may make the lives of The Miserable seem almost bearable, sometimes, or a hell in flesh--more often. Without a Tragic Love, though, the Hunchback has no means to reach their own inner humanity, or to benefit from their own strengths. A Hunchback character without a Tragic Love cannot gain Willpower though any Virtue. The Tragic Love is the focus of the Hunchback's emotional life, and the personification of everything the Hunchback believes to be good and kind. Or at least tolerant. A Hunchback without a Tragic Love can always gain Willpower through Vice as normal. The Curse encourages its victims to debase themselves and give in to their own inner demons.

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[edit] Misery, Twists and The Curse

The most twisted thing about the Hunchback's existence is the fact that while they suffer from rejection and hostility, such feelings actually feed the supernatural force inside them.

A Hunchback who tries to befriend a child, smiling grotesquely and offering a flower perhaps, experiences the pain of rejection when the she screams in horror and runs for the nearest parent. But that pain adds another point to the supernatural "charge" building up inside the Hump, which is itself a Presence in the Hunchback's life. A cold, throbbing, malign weight forever crouched on his shoulders. something almost alive with hatred and malevolence.

That resevoir of pain, distilled Misery, stored within The Hump can be used by Hunchbacks. They can tap into that charge for energy that allows them to Warp reality around them. They can will strange changes in their own bodies or effect the thoughts and emotions of those around them. They can defy the laws of nature in unsettling ways. These powers, a a whole, are called "Twists", since the Hunchback can feel her power to twist reality, to roll it in her fingers like putrid dough and force it into shapes of her choosing.

The Curse that is the origin of the Hunchback's conditon, regardless of exact nature at birth, works to fulfill itself in everyday life. Misery builds up like a well of cold energy inside the hump and can be tapped into to fuel supernatural abilities. The Miserable literally have to seek out deliberate rejection, horror and punishment in order to acquire the energy that fuels their powers. That's why they always have a Tragic Love. Along with the human need for affection, such a relationship is an endless source of Misery. Every Hunchback is forced, by their own nature, to become an emotional masochist. Forever trying to be accepted, seeking love and the approval of a master, but always finding bitterness, rejection, and belittlement.

(It's a Curse! Not a kewl power.)

[edit] Marques

The distinctive forms that The Curse inflicts on its victims have come to be called "Marques" by The Miserable. While the individual distortions and deformities a Hunchback may manifest are very distinctive, there are five larger "types" of the affliction. Savanteurs debate the possibility that these differing manifestations of The Curse might suggest that there was more than one origin of the supernatural malady. Most Hunchbacks don't care where their afflictions came from. They are more concerned with trying to endure them. The names by which the Marques and the Twists used by Hunchbacks are called originate in various languages, sometimes garbled or combined in strange ways. The Miserable have been mostly illiterate over the ages and only oral traditions, distorted and mutated by journeys and addled memories, link them to their historical predecessors. Some of the Ancients are still around, vast and bloated, curled into impossible shapes or crushed under the vast mound of the Hump. These old ones are the root source of most of the Hunchbacks' traditions. Their history is preserved in the babbling of creatures long driven mad by the immensity of their Misery. Though the Marques are passed down through bloodlines or through the Rites of Warping, those who carry them rarely come together to form common interests separate of those shared by others. There just aren't enough of them in any given area to make forming seperate power bases or institutions viable. Most Hunchbacks are solitary creatures. The Lurch is the largest social unit of The Miserable, and that may be made up of members carrying any of the Marques. Still, there are very distinct physical similarities between Hunchbacks bearing the same Marques and they often share similar experiences. That is enough to keep the concept of the Five Marques constant among Hunchbacks across the world.


[edit] Carabeau

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The Carabeau (car-Ah-BOW) are a line of Hunchbacks whose Marque twists and distorts their bodies, but leaves their faces unblemished, even enhanced. The beauty of their features just makes the ugliness of their bodies harder to take, and they are very sensitive to rejection by those whom they trust. A Carabeau Hunchback gains the "Attractive" Merit for free--a mocking gift from The Curse. Carabeau can designate Presence number of Mortals with whom they live or work as intimates. The Hunchback can use her Social Attributes without penalty, with these designated persons only. At least once per scene in which the Carabeau interacts with a designated intimate, a Composure roll must be made. Any successes on this roll means that the person interacting with the Hunchback reacts normally to her presence and treats her normally, as a co-worker, friend or confidant. The Hunchback can make a Manipulation roll or a Manipulation-based skill roll. Any successes on this roll add that number of dice to the intimate's Composure roll.

If the Composure roll is a success, the Hunchback gains one Willpower point, her confidence bolstered by being treated as a colleague, or just a normal human being.

If the Composure roll is a failure, then that person is caught cringing away from the Hunchback, staring at the Hump, stammering after a verbal faux paus, or simply looking at the Hunchback with pity instead of treating her normally. Such a failure costs the Hunchback 2pts of Willpower, as her confidence around her dear friend/co-worker, etc. is shaken by the slip.

If the Composure roll is a Dramatic Failure, the designated intimate is suddenly overwhelmed with disgust and revulsion. Their composure to this time has been a painful act that they can no longer maintain. They spew out the suppressed disgust in a venomous outburst, or cruelly crush the delusions of equality or romance that the Hunchback might be entertaining. With a Dramatic Failure, the designated intimate no longer can be interacted with normally. The Hunchback suffers the normal Social Attribute penalties with that person henceforth. (No "Nine Again" and "1's" subtract from Successes.) In addition, the Hunchback will have a -1 modifier to all Skill rolls and Mental or Social Attribute rolls rolls while in the presence of the former intimate. Regardless of how the Composure roll turns out, the Hunchback does not reap Misery for any failures on the dice roll.

Carabeau gain a +1 Intelligence bonus and another point that can be added to either Presence or Manipulation.

The signature Twist of the Carabeau is: Masque

In Their Own Words:

Vivette Beaumains (Carabeau hand and face model) "Sure, I understand that I can't do the same jobs as the other models at the agency. I'm never going to be a Supermodel. But all the public will ever see of me is my hands and my face. They'll believe that I'm beautiful, and that's all I need. I just love my photographer, Raoul! He's very, very talented and he always knows just how to shoot me so that only my beauty comes through. He sees me with the eyes of love and so he sees only beauty where others would gawk at my twisted body. I just know it! I trust my manager Ricardo completely. He's strict and pushes hard, but he's always known how to market my talent and he's managing my money so I don't have to worry about it. Sometimes he asks me to...do things for him. Special things. But that's because he knows he can trust me the way I trust him. Completely."

Smilin' Jackie-B (Carabeau radio personality) "HEY! HEY! HEY! TOP o' the morning to you! Are you ready SMIIIIILE, Pittsburgh? I bet you are! Whoa, now! Don't waste your sunshine smilin' at ME! I can't see you, Sillybones! It's RAY-DEE-OH! Remember? Smile at that guy in the car next to you! Give that perky young thing at the counter a big ol' teethy happy-mouth! But don't blame me if she slaps ya'! Gotta take yer own chances, my Man!"

  • shuts off mike*

"This job is the SHIT! I sit here in a little aluminium sided box ontop of a skyscraper and yackety-yack at a fuzz-covered microphone for six hours a day. I pull in a 5.7 share with practically no overhead.Everybody in Pittsburgh knows my name, but NO ONE knows about my "affliction". People love me, baby! They love me, and they don't even know that I'm...y'know. All they hear is the voice and they can love the voice. They might never be able to love ME. But they can love the Voice. And Man, that's got to be good enough for me. It's got to be enough to keep me going! Right? 'Cause Lord knows, I ain't got nothing else. Nothing else at all."

Ulysses Stanley "USD" Dawson (Wealthy Investment Broker) "Right now, standing here, I am currently worth 34.5 million dollars. USD. I may be bent up worse than any goddamn pretzel, but I've still got my brains and I can still read a stock report. God Bless Internet Trading!! I live in a penthouse. I drive a Porsche. Well, I have my driver Alfredo do the driving. Hard to reach the pedals with these curled up legs. But the Porsche is mine! With a phone call I can make or break any businessman in the city. With two calls, I could make him jump out a window. With three calls, I'd be with his wife when he did it! YEAH, Baby! That's POWER! POW-WAH! 'Course, it is lonely at the top. I...don't have time for much partying. I'm always working on my next big acquisition. My portfolio is my true love.Yeah. Sure, I miss the Romance and all that. But I can afford the best escort services and call girls in the business, so it's not like I'm SUFFERIN' or nothing. The only human beings I'd say I love would be Trudy, my secretary and Alfredo my driver. They're the ones who keep me going when it gets...difficult. The only Boss I have is the SecureNet Investments Network, LTD. The Company made me everything I am. I would do anything to protect the Company. ANYTHING. You wouldn't believe the things I've already done, to get to where I am now. Would NOT believe!"

[edit] Feraleur

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The beast/wild splat. These Hunchbacks seek the wilderness and friends among the animals. They have bonuses to stealth and survival rolls in the wilds or woods, but suffer penalties when they have to come into towns. They can talk to animals and possess powers similar to Animalism. Each one has at least one beast-like feature--fangs, feline eyes, hairy to furry bodies, claws, hooved feet etc. With each failed Morality based Derangement they acquire another until they are no longer recognizable as anything human. Wild Man. The character avoids civilization as much as possible and is only content when in a natural setting. (Can include a park or garden.) Most prefer complete wilderness or deep woods. Feraleur suffer a -1 Penalty to all dice pools while not within a "wilderness" area. They are unaccustomed to civilization and are easily frightened or startled while on unfamiliar territory. Feraleur gain a +2 Bonus to Dice Pools Athletics and Survival in the wild, and they may use their Social Attributes without penalty when interacting with wild animals.

Feraleur characters get one bonus dot in Stamina and a second bonus dot that can be added to either Dexterity or Wits.

The signature Twist of the Feraleur is: Betemismo

In Their Own Words:

Hairtoad (Swamp Monster) "grrrrr! Stay back! Stay back, Skinny-Skin! This be's Hairtoad's swamp! These be's Hairtoad's trees! Those be the hides of Hairtoad's friends you 'ave in that baggie-bag-bag of yours! All limp and floppity. Left da' meat on de ground for de bugs and crawlies, didnja? Capon, I think you be crawlin' out of da' mud tonight wi'out yer skinny-skin! Ugly, naked monkey-monks! Always comin' in here and killin' Hairtoad's friends! WHY? What we evah do unto yousies and yours? Now you gets to pay! Pay da' price of de' Swamp! I gots me a pot of oil a-burnin' back yonder already. I do loves the taste of Man-rinds! HAARRRRRAAAARRRRRR!"

Crouches in the Dark (Shaggy Skunk Ape) "Eyes in the night! That's what I be. Peepin' and watchin' and stalkin' behind the hikey campers. Sees everything, I do! From under branch and bough, behind stump and stone, I watch. I WATCH! I tell the Great Wolves what I see, too. The Man-walking Beasts! I am their friend! I dance with their tribes! I gnaw on the bones they leaves behind. They snarl but never bite. I am friends with the Purest Ones and the Ones that Fosake. I hear the whispers of their masters, the Toe-Tims. Someday, I will talk to the Toe-Tims myself, and maybe, they will tell me why I am the way that I am! Or, maybe, they eats me. Either way, I know more than before, eh?"

Bennie Snack "The Rat Man" (Subterranean Urban Savage) "Chee! Chee! Chee! Funny scrunchy face you make! Chee-chee! You surprised that ol' Bennie, he eats the rats, aren't you? You done heard that crazy, bent-up ol' Benny lives with the rats. Runs with the rats. Looks and smells like the rats. Worships the rats. That what you heard? Chee. Well, what else do you see down here to eat, scrunchy-face? Shit and worms? *spits* I eat the rats 'cause they're here. And they're clean. They taste yummy-yummy too! Little bit like Chuahuahua, but not as spicy. Yah. Bennie, he live down here with the rats! Sleeps in piles of 'em to keep warm. Eats 'em when I needs to. Someday, I think, they all get 'gether and eat ol' Bennie. Then we be equals, no? Chee-chee-chee!"

[edit] Malvisagi

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Pronounced "Mal-veh-SAJ-ee"

The "monster" splat. They are the most hideous of the hideous. Their horrid faces and twisted bodies don't inspire just revulsion and disgust, they cause normals to strike out blindly--reacting with violence with even one failure on their Composure roll. That makes the Malvisagi lurkers in the dark, dwellers in sewers, catacomb roamers and hermits in the empty places of the earth. Skulker. Hides in sewers, deep basements, subway tunnels, etc. Truly monstrous visage that inspires extreme horror in those who see it. (Nightmare like ability) Stealth abilities and can always find secret ways into buildings. Horrible stenches capable of disabling/stunning opponents. Complete night vision, enhanced senses for navigating underground. Eyes very light sensitive, suffers penalties when confronted with bright lights.

Malvisagi characters can see and operate normally in complete darkness. They suffer a -1 Penalty for actions taken in low light but illuminated situations, -2 for actions in brightly lit areas, and -3 for actions in open sunlight.

They can navigate through cramped and winding sewers, tunnels, crawlspaces or other underground spaces at regular movement rate. (Standard Base Movement halved, as with all Hunchbacks.)

The Malvisagi are adept at finding secret ways into buildings, especially older buildings. On a successful Intelligence roll, a Malvisagi will be able to find a sewer opening, drain, or utility access space that allows entrance to any building in an urban center. (Small towns and rural locations do not have the intricate underground networks that the Malvisagi depend on.)

The faces of the Malvisage are truly hideous. They might have a face entirely full of boils or cancerous growths with eyes peering out of sunken sockets. They might have deviated septums or wildly misplaced features. Hairy growths are common, as are seeping pustules. The result of this hideousness is that whenever a Malvisagi is spotted above ground, human observers must make a Composure roll to avoid being overcome with fear. On a totally failed roll, the observer will run screaming or faint. On a Dramatic Failure, they will lash out violently and call for assistance. Malvisagi only get 1 die for Social Attribute dice pools when interacting with normals while in plain sight. By lurking, speaking from the dark or deep shadows, they can use Social Attributes as normal--with the -1 Penalty all Hunchbacks have for such rolls.

Malvisagi get one bonus point in Dexterity. A second bonus point can be added to either Wits or Stamina.

All Malvisagi characters must take a Physical Defect Flaw, in addition to The Hump and the usual Hunchback traits. (Missing or useless limbs, missing or impaired senses, dwarfism or giantism, albino, etc.)

The signature Twist of the Malvisagi is: Vilainize

In Their Own Words

Squick (Gooey, boil-faced slime-midget) *in a deep well-inflected Baritone voice* "What I enjoy most is the dichotomies of expectation vs. reality. The look of bafflement turning to horror on their faces when they realize that the educated, precise, mannered voice they are hearing comes from THIS oozing corkscrew of a body. Most of them can't even scream, right away. Their jaws do this odd silent quivering thing for awhile and they blink about a thousand times before they can choke out the scream they were looking for. Cracks me up every single time!"

Dr. Grue (Occultist and graverobber)"I work for FRANKENSTEIN! *geeh-heee-heeee-hee* Really! Well. Not the original Frankenstein. Not the one you see in the movies. No. But my Master, he calls himself "Diogenes", says that he is a direct lineal descendent of that original monster. *haawwwk--spit* Excuse me. Anyway, this stitchjob tells me that he's planning to make another one like him, y'see? Some sort of Great Work that he needs to become a real human boy. Or something like that. Only thing I cares about is that he treats me like a friend and is always saying that he couldn't do this Great Job of his without my help! *ghe-heeee-heee-hee-geeh* So's I go's out and digs up graves for him and cuts up bodies so he can use only the best parts. He frowns when they are still kickin' and beggin' when I cuts into them. But we both know, there's nothing like FRESH for quality parts! *geeeeeeeeh-heeeeeee--hahhk* Nothing like FRESH!"

Garjean (Subway Ogre) "Gaaaaah! Go 'WAY! Bright light! Eyes on fire! Gaaaaaaaaah!" *snuffle* "Bad light. Light bad. Bright light bad. Bad, Bad Bright. Love eyes full of cold, cool darkness! Now. GO 'WAY!!"

[edit] Oublieur

Pronounced "OO-blee-OR"

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The mystic/occult splat. These Hunchbacks are sensitive to the presence of other Supernaturals. They are the wizards' apprentices, the necromancers' bodysnatchers, speakers to ghosts and seers of spirits

All Oublieur characters get a bonus point in Resolve. They get a second bonus point that can be added to Intelligence or Manipulation.

Oublieur are generally, but not universally, pale with large eyes and clammy skin. They have soft, snickering voices and rarely talk above a hoarse whisper.


They have a unique affinity for the Supernatural. Supernatural creatures and entities will not perceive an Oublieur as hostile or a threat. Most will simply ignore them, as long as they stay out of the way. An Oublieur character can buy any Supernatural Companion or equivalent Merit at half normal cost (round up). They can specify a Supernatural as an Ally, Contact, Mentor or Patron (Master, of course) when buying Backgrounds.

The signature Twist of the Oublieur is: Fantasmira

[edit] Punchello

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The most "social" of the Marques are the Punchello. Theirs is the oldest oral history among the Miserable. They may have been the first to gather into Lurches and travel with their own kind. Once, as court jesters and fools, they sat at the right hand of Lords and Kings. They spoke the cruel truths no one else dared say, hidden behind the mocking grin, the snickering laugh. There are tales that once the Vampires of the Invictus declared war on the Punchello. Hunted them into obscurity as punishment for their daring one "jest too many. Even into the Modern Nights, the Invictus shun these Hunchbacks above all others, refusing to take them as servants. Often refusing to let them live in the same domains. The Punchello are the only ones of the Miserable who walk freely among mortals. By cunning and deceit, by flattery, by adding make-up to their already grotesque features, the Punchello convince mortals that they are nothing more than performers. They travel with circuses and carnivals and in small groups of their own. They are the scary "clowns" in dark vans who haunt schoolyards. With pale to bleached white skin and blood red lips, these are the clowns, acrobats, performers etc. They can use their Social Attributes without penalty, but only under very precise circumstances. Normals tolerate them because they see them as amusements first and monsters second.

Punchello gain 1 bonus pt to Presence and one point that can be added either to Intelligence or Dexterity.

The signature Twist of the Punchello is: Regale

In Their Own Words:

Mr. Timm (Children's Show Clown) "Oh, I just a-DORE working with children! So sweet, so innocent! I love the way they giggle and shout. Sometimes, though, they start screaming and screaming and screaming and you just have to shake them until they shut up and never do it again. I love them with all my heart! Especially li'l Baby BeeBee! Oh isn't she just a livin' doll? Her mother is just a beastly brute of a bitch though! One of these days I'm going to have to take her away from that harridan, and give her Ice Cream-Candy Days for the rest of her life! Won't that be nice?

E-Gadd (Co-host of "Chiller Horror Midnight Movies") "Funny, isn't it? Every Saturday night we show movies about vampires and werewolves, ghosts and the Frankenstein Monster. We make jokes and we show drawings of the monsters sent in by our fans. But I'm the only one on the show that knows that monsters really, really DO exist. I've met all of the above, including the Frankenstein Monster, I'll have you know! Hell, on the show we have a "Mad Doctor", a "Grave Robber", a sultry "Vampiress"--and me. E-Gadd. The crazy Hunchback servant. Joke is, I'm the only one who really IS what we appear to be. I'm the only real monster on the show! I've got the others fooled into thinking that I'm just "eccentric" and like to do my own make-up. They never ever see me "out of character", which they think shows my devotion to my "craft". Pompous fools! Except for Countess Coagula! She is a sweeeet babe! I keep my eyes out for a chance to help her become an real vampire. I think she'd like that..."

Skeltina Danse (Mime and Interpretive Dancer) *speaking Sign-Language through an interpreter* "The Grotesque and the Beautiful! Isn't it a wonder that I embody both? These long, long legs, this slim tight belly, these big soft breasts...oh yes. I see you looking at them. Go right ahead! It's okay. I like attention. That's why I'm a performer! So, there are all these beautiful parts, but right there, at the top, like some kind of bunched up pillow, is the Hump! It pushes my head down and pulls my arms up so they can only hang down at an angle. It is soooo heavy that I cannot walk without tottering. I am so top-heavy I can barely walk at all, unless I run and dance. You can stop looking at them now. *big too-wide slice of a smile on blood red lips* I do my little dances and totter about, trying to get out of imaginary boxes, and the people don't quite know what to think about what they are seeing. Eventually, I'll wear out my welcome and have to move on to another park or corner. That's okay too. They hate me because they know I'm a MIME! Everybody hates Mimes! They don't know anything about how...Miserable I am!" *twirls unsteadily*

[edit] Sanctuaires

Sanctuaires define where a Hunchback turns for hope and protection. A Hunchback's Santuaire determines the type of Master he will seek out. In truth, the names of Santuaires have been assigned by Savanteurs who study The Miserable. Your average Hunchback will not call himself a "Concordian" or a "Mabuse". Most have no idea what the Sanctuaires are, let alone what they are properly called. Despite this lack of generally agreed upon terminology, once a Hunchback has chosen a Sanctuaire, albeit unconsciously in most cases, he will never leave it to seek out another. The Sanctuaire sought out by a Hunchback is a deeply ingrained part of his personality, something that is woven into his very identity. This obsessiveness is probably caused by The Curse in some manner. Hunchbacks will only believe in one hope, one road to normalcy, one source of protection from the evils of their world. They will never abandon it, never give up seeking it out, following their own roadmap to salvation, until the day they die. And some times, not even then.


[edit] Concordian

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The Concordians believe that no single person could ever overcome their revulsion enough to accept a Hunchback, but that larger impersonal organizations or institutions might be able to accept them. They seek to lose themselves inside a communal institution of some sort. Their masters are the churches, orphanages, hospitals, monasteries, asylums in which they have sought refuge. As long as they are inside their "patron" haven, they are virtually unbeatable. Outside, they quickly wither and weaken, become overwhelmed by the crowds of individuals around them. They are agoraphobics in many cases, marginally functional in others. Concordians may use their Master Bonus for actions that are crucial to the safety and functioning of their Sanctuary. Evil landlord about to foreclose on the orphanage, its resident Hunchback can act to neutralize the threat, either by acquiring the necessary funds or by liquidating the person initiating the threat. Concordians suffer a -1 Penalty to all actions attempted outside their chosen haven. This penalty increases by 1 for every additional day that they are absent from their refuge. But, they gain a +2 bonus to all dice pools as long as they are inside their institutional sanctuaries.

The signature Twist of the Concordians is Institutionale.


[edit] Mabuse

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The Mabuse turn to Science and Medicine for hope of a cure. They are the assistants to Mad Doctors and Mad Scientists. They seek out crazed surgeons, hunt down those scientists shunned by their peers. The Mabuse are mostly rationalists, believing that modern science and medicine is surely more than a match for the misery of The Curse. They tend to feel a sense of identification with the shunned Madmen they seek out. The Mad Doctors and Mad Scientists of the world are as shunned, as rejected, as mocked as they are. The first thing a Mabuse will do when she has found such a Master is say, with all earnestness and sincerity, "I believe you! You're absolutely right! Those fools just couldn't understand your genius!" or anything else to validate the ego of their new Master. Those Masters buy it hook line and sinker, almost every time. They need the support and validation of their Hunchback servants almost as much as the Hunchbacks need them. The Mabuse generally have technical knowledge related to their master's area of expertise (represented by at least a 2 in the appropriate Skills). Mental Attributes are almost always Primary.

The signature Twist of the Mabuse is: Alchemie

[edit] Mondelora

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They believe that the only way to hold on to humanity, to seek out love and compassion, is to involve themselves as deeply as possible with the mortal world around them. For masters they turn to people who are important to them or to society. Parents, the rich, managers, agents, wherever they can find a niche for themselves. They have become adept at manipulating those around them for their benefit

The signature Twist of the Mondelora is: Pathetique

[edit] Outrevie

They turn to the Supernatural for hope. Knowing that they are not just "malformed" but actually supernatural themselves, they seek out masters who are also supernatural in the hopes of finding companionship and a place they can fit in.

The signature Twist of the Outrevie is: Surnaturelisme

[edit] Savagine

They are beast masters, leaders of packs of wolves, friends of bears and puma. They speak with totem spirits and are sometimes befriended, or at least tolerated by the Uratha

The signature Twist of the Savagine is: Wildeweise

[edit] Abandonnai

They have given up all hope of acceptance, all need for a "Master" to direct & protect them. They reap fear instead of disgust, revel in violence and destruction. Some live quieter lives of solitude, hidden away in ruins or abandoned buildings.

The signature Twist of the Abandonnai is: Puissance

[edit] Twists

Twists are the supernatural powers that Hunchbacks can use by focussing their Misery and Willpower. They are the equivalent of Disciplines, Gifts, Arcanum etc. Hunchbacks receive 1 dot in the signature Twist of their Marque, one dot in the signature Twist of their Sanctuaire, and two dots that can be spent on any Twist, except those developed by the Rues. (Only members initiated into a specific Rue can learn or use the Twists unique to the Rue.) These two additional dots can be used to add one or more additional Twists to the character's repetoire, or they can be used to increase levels of existing Twists.

[edit] Alchemie

(*)"Gas Mask"--By spending 1 Misery, the user becomes immune to any gaseous chemicals, including poisons and tear gas. This Twist requires that the user's face be covered with some sort of "protective gear", which can be anything from a handkerchief wrapped/held over the nose and mouth to a plastic or rubber Halloween mask to a genuine vintage gas mask, even if it doesn't have the necessary filters in place. In addition to the main use of this Twist, a Hunchback can also spend 1 Misery to add dots in this Twist to a Stamina Roll to resist ingested or injected poisons.

(**)"Pharmacist's Fingers"--Requires access to chemicals and laboratory equipment, though both may be rudimentary (in a pinch a well-stocked janitor's closet with a couple of borrowed test tubes and a Bunsen Burner will do). The user can mix chemicals to produce either Soperific or Poisonous compounds. These can be made into liquid, powder or paste forms. User spends 1 Misery to roll Intelligence + Alchemie. Number of successes resulting is used for the dice pool of the chemical produced. Use this dice pool to determine damage. One Health Level per success of poison. Bashing damage if drug is intended to cause unconsciousness. Lethal if it is intended to do permanent damage. Damage rolls for the chemical continue 1 per turn, until no successes are rolled at all. No normal, non-supernatural, antidote can be created for the compounds produced by this Twist. Additionally, the user of the Twist can spend Willpower on each or any of the damage rolls to produce automatic successes. Such expenditure must be announced before the roll is made. In effect, the "drug" produced is more a manifestation of the intentions of the User than any product of Chemistry. A wide variety of effects can be specified when the drug is created. Hallucinogens will incapacitate through Bashing damage, but the victim is rendered insensate by nightmarish visions instead of simply growing sleepy. Other effects might include--Love potions, the target feels Love (or any other specified emotion) for the user, if Bashing damage goes to unconsciousness.


(***)"Jekyll's Mask"--Requires access to chemicals and laboratory equipment. User can spend Misery and Willpower to concoct a potion/formula which will make facial appearance temporarily normal. No Twists can be used, no Misery spent while effect is in place or it will immediately dissipate. Reversion can be caused by any stressful situation which causes a failed Composure roll or anything that produces Misery.


(****)"Kiss of the Borgia"--The user creates a potent supernatural chemical, as in "Pharmacist's Fingers", but this time injests it herself. By spending 1 Misery and 1 Willpower, the substance becomes dormant in the user's body. The user can release the drug at will, either through a kiss, by skin to skin contact, through blood or saliva ("the Cobra Spit"). This drug is supernatural in origin and does Aggravated damage to Supernaturals effected by it. Determine damage in the same way as with "Pharmacist's Fingers", only the effects are more potent. It does 2 Health Levels of Bashing per success if soporific, 1 Lethal or Aggravated if intended as poison. Other, more elaborate effects may include emotional controls, as above, or hallucinatory visions that can be triggered by a smell or sound. Or the target can be transformed into a bestial or deformed state that lasts until the drug dice pool fails to score a success. ("The Hyde Trip")


(*****)"Mad Gasser"--By using this Twist, a Hunchback can breathe in an effectively limitless quantity of gaseous compounds (anesthesia is a favorite, but tear gas or flammable Natural Gas or even more exotic formulas can be used). He can then breathe it back out, hours later if necessary. The most common use of this Twist is to breathe an anesthesia or other gaseous drug through a keyhole, or under a door, or possibly through a small gap in the window. Everyone inside the room must make a Stamina roll or immediately experience the full effect of the gas. If the initial roll is resisted, then a dice pool is rolled for the drug as per other Alchemie powers. This Twist can be used to deliver poisons that do Lethal damage, but no Aggravated damage can be done to Supernaturals by this means.

[edit] Armadura

(*)"Unnatural Vigor"--The user can spend 1 Misery to acquire three additional Health Levels. These bonus levels last for 1 scene. Bashing damage taken to these levels disappears when the extra levels are lost. Lethal damage turns into Bashing damage and is moved down to normal Levels. Aggravated damage is not effected by this Twist and will transfer to normal Health Levels once the Twist's effect dissipates. This Twist can also be used to add dots in Armadura to any Stamina roll instead of adding bonus Health Levels.

(**)"Thick-Skinned'--Dots in Armadura can be used as Armor for one scene, cost is 1 Misery.

(***)"Shockproof"--User can spend 1 Misery to become immune to electrical shocks or concussive stunning of any kind. All action modifiers caused by Bashing damage taken can be ignored for an additional 1 Willpower. Falls only do Bashing damage.

(****)"Rhino-Hide"--User becomes immune to all poisons. With 1 Willpower all action modifiers from Lethal wounds can be ignored. Falls from any height do no damage. Vehicle collisions also cause no damage. Character only takes Bashing damage from exposure to fire or extreme heat. Cost: 1 Misery.

(*****)"Unbreakable"--As above, but all Lethal damage (from weapons etc.) becomes Bashing damage for the duration of the Twist. Costs 1 Misery per turn. Aggravated damage is uneffected.

[edit] Betemismo

(*)"Brighteyes"--The user of this Twist acquires the enhanced senses of wild animals by spending 1 Misery. Dots in Betemismo are added to any dice pool for tracking or perception. The user automatically acquires full nightvision and the ability to determine identities solely by scent. The effects last for one scene and cause visible changes in the user (such as enlarged or cat-like eyes, long pointed ears, a animal-like muzzle/snout etc).

(**)"Cry of the Wild"--The user can emit an animal-like howl or roar that causes any normal Mortals in earshot to make a Composure roll. Failure means that they retreat as fast as possible from the area, or barricade themselves inside any available shelter if retreat is not practical. Animals can either be automatically spooked by the sound, or drawn toward it, by the user's choice.

(***)"Running Wild"--The user spends 1 Misery and acquires the ability to lope or run on all fours. Movement penalties are removed and base movement is doubled. The user can add Betemismo dots to any dice pool for running, climbing, or leaping while the Twist is active. Footing is automatically sound over broken terrain or other natural surfaces. But, a Dexterity roll must be made for every turn of movement over artificial surfaces such as floors or roads. Once activated, this Twist can be maintained by spending 1 Willpower per hour for extended chases.

(****) "With Tooth & Claw"--The User can manifest animal-like fangs or claws by spending 1 Misery point. These natural weapons do Lethal damage, but do not cause Aggravated damage to Supernaturals. Once manifested, they last for 1 scene.

(*****)"The Fearful Symmetry"--The user's Misery allows him to transform into a bestial creature of fearsome aspect. All Physical attributes are at +2 while the Twist is in effect. The Hunchback bulks up and is covered with shaggy hair or fur. Claws and fangs grow in and his eyes become fierce and feral. The ultimate shape adopted with this power resembles a hunchbacked bear with a horrifying face (and not the Gauru form of the Uratha). While in this form, the user's fangs and claws will do Aggravated damage to other Supernaturals. The Beast-Shape can be maintained with by rolling dice equal in number to Hump rating. The Twist's effects vanish upon the first failed roll (though they last for at least one turn). Cost: 1 Misery and 1 Willpower to activate.



[edit] Fantasmira

(*) "Tingler"--User can sense the presence of any other Supernatural entity or being by spending Misery and concentrating. Mental roll to narrow down where the direction to the target(s).

(**) "Ghostsight"--Can see immaterial or invisible Supernaturals, entities, ghosts, spirits, Vampires or Werewolves using powers etc. Misery cost 2. Sight reveals ghostly white outline but not details or colors.

(***) "Creeping Flesh"--once presence of a Supernatural is detected, user can spend 1 Misery to identify the type or creature or being present, as long as it is a type that has been previously encountered. Each type of Supernatural causes a specific variety of tingling, skin-prickling sensation.

(****) "Crawling Eye"--Allows user to see Auras of all beings in sight or detect enchanted or spiritbound objects. Each Supernatural leaves a trail of coruscating light-prickles, much like eyes squeezed tightly shut phosphors. Once such a trail is discovered, the user of this Twist can close her own eyes and by making a successful Tracking roll, mind's eye will track down trail toward current location of target. Costs 1 Misery per turn to use.

(*****) "Urgemarks"--The goals, intentions, wants, needs, desires, fears, etc are visible as Port-Wine birthmark-like stains on the target's face. Flickers in auras are detectable as well. Mental roll to decipher the information visible.

[edit] Gambolismo

(*) "Scrabble"--Dots in this Twist can be added to any climb or acrobatics roll. Add dots in Twist to base to determine movement. Cost: 1 Misery

(**) "Clamber"--Allows user to climb any vertical or near vertical surface that has ANY handholds without making a roll. Sheer surfaces can be scaled with a normal Climb or Acrobatics roll.

(***) "Caper"--Dots are added to all Dex dice pools for movement (jumping, climbing, balance, acrobatics etc.) Double normal movement rate and jumping distances. Allows wild gyrations and well, caperings on sloped or unstable surfaces at no penalty.

(****) "Spider Crawl"--1 Misery and 1 Willpower to crawl across vertical surface, up walls, across ceilings etc. without any sort of roll. Willpower only needed to activate power, but Misery has to be spent for every turn of use.

(***) "Springheels Jack"--With Misery expenditure (1 point per 10' distance to be covered), user can leap upwards or outwards tremendous distances. Over houses, across streets from rooftops etc. Can also be used to negate damage from falling if activated before jumping down.

[edit] Institutionale

(*)"You Are Here": The character automatically knows her location while in her home institution. She knows the way to every exit, room, etc in the building. No roll is needed. For 1 Misery this power can be used in any institutional building, even one the character has never been in before.

(**)"Home Field Advantage": The character gains a +2 dice bonus to all dice pools while inside his home institution. For 1 Misery the character can invoke this power while inside another institution of the same type as his Sanctuaire (any hospital, or any church, or school etc. as long as it is the same type of institution as the character's home haven.) For 2 Misery a character can add 1 to his own dice pools and 1 to those of his fellow Lurchmates. The bonus lasts for 1 scene. Bonuses cannot be stacked for multiple characters possessing and attempting to use this Twist simultaneously. Only one bonus can be applied.

(***)"The Walls Have Ears": The character is automatically aware of everything said or being done within her home building/institution. A simple Perception roll is needed to detect particular conversations or persons. For 1 Misery, this power can be used in another similar institutional building.

(****)"Out of the Woodwork": For 1 Misery the character can locate and open "secret passages" or "hidden doors" within his home institution (whether or not such passages were originally constructed within the building.) These allow egress from any room and unobserved movement between any two locations inside the same building. Any character trying to pursue the user of this Twist makes an opposed Intelligence roll vs the Hunchback's Int + Institutionale. If the pursuer is successful, he may spend 1 Willpower to locate and use the same hidden doors and passages.

(*****)"The Shuttered Room":The Hunchback has found or created a secret room that does not appear on any maps or plans for the building and which cannot be found by any non-Supernatural means. Inside the character's home insitution, this room is as large as an average bedroom. It is a comfortable lair with access to utilities most often from jury-rigged taps of wires or pipes inside the walls. This room is always in the same location relative to other rooms within the institution. For 1 Misery a character can find a temporary bolthole--a crawlspace, utility closet, steam tunnel, etc--which cannot be found by non-Supernatural means.A refuge found by using this power is only large enough to hide in. It is too cramped or uncomfortable to be used in any long-term manner. This refuge can only be located as long as the Hunchback is using it. Once exited it cannot be relocated without spending another point of Misery to find it once again. The character may choose to spend 1 Willpower per day to make the refuge permanent. For 2 Misery, a Hunchback using this power can discover such a bolthole while inside an institutional building of the same type as his own haven. Such out-of-haven boltholes can still be made permanent by spending the 1 Willpower cost. No full-sized room can be created or found using this power outside of the character's home haven.

[edit] Masque

(*)"Trustworthy Face"--User can show face only through window or door, spend Willpower to convince target on other side to trust face and open door, window, get into car, etc.

(**)"Face in the Crowd"--A Hunchback using this Twist can effectively disappear into a crowd of people. Ideally, the user of the Twist should be wearing some sort of uniform or distinctive clothing that the bulk of the crowd is also wearing (labcoats or scrubs in a hospital, school colors at a game, etc. By spending 1 Misery, the user effectively vanishes. No amount of searching through the crowd will uncover him. Others in the crowd will not notice or react to the Hunchback as long as he does not act aggressively toward them. The user of the Twist can watch any pursuers from within the crowd with no fear of being noticed. He is effectively invisible. The effect is broken if the user leaves the crowd in any direction or if the crowd dissipates on its own.

(***)"The Upright Man"--By spending 1 Misery, the Hunchback can temporarily assume a totally upright posture. The Hump does not disappear, but loosens its grip on the spine enough to permit the character to stand straight. This Twist does not remove any obvious facial deformities. It costs 1 Willpower per turn to maintain this. Movement is not halved while this power is in effect, however, any vigorous action taken while this power is in effect requires a Composure roll to keep the effect in place.

(****) "Just Like You"--Costs 1 Misery to activate. Allows the user to duplicate the appearance of another person, including being able to stand and walk as that person. All deformities are hidden from view, though a keen observer (Opposed roll) can detect subtle flaws in the appearance. It takes 1 Willpower per turn to maintain this disguise. Anyone viewing the user when the effect collapses will have to make an immediate Composure roll, with the attendent opportunity for the Hunchback to reap Misery.

(*****) "Mr. Smithers!"--When confronted with authorities, allows Hunchback to shed Hump and monstrous features, which slough off as mere mask & padding. The user appears to any Mortal viewer as a perfectly normal man/woman who was wearing a disguise. Supernaturals using Normal appearance last for 1 day (no Twists or Supernatural powers are at all possible during that time). After 1 Day, start rolling Hump dice pool. On first success (1 roll/day), the Hunchback reverts to monstrous appearance. Activating this power flushes out the entire Misery pool of the Hunchback. Misery has to be replaced upon effect's collapse. (First dose comes from User's own Composure roll upon reversion. Each FAILURE produces 2 Misery points as the agonizing return to hideousness wracks user's body and sanity.)

[edit] Pathetique

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(*) "Cringe"--by cringing down and spending Misery the user can prevent one opponent from striking or taking hostile action for 1 turn.

(**) "Cower"--As above but effects all potentially hostile persons in immediate vicinity.

(***) "Grovel"--As Cringe but not only stops attacks for 1 turn but causes Target to abandon all hostile actions in disgust or pity. Effect is broken if Hunchback makes any overtly hostile actions toward the target. For dedicated opponents, Dots in this Twist category + Hump vs. target's resistance stat. Blood Potency, Primal Urge, etc. is added to resistance for Supernaturals.

(****) "Toady"--Stops hostile action by one target but will also change Hostile character to non-hostile or even friendly status. The user fawns and flatters the target while spending Misery points. Additional Willpower expenditure will make the effect permanent unless resisted. All effects last until further cause of possible hostility occurs. Always an opposed roll. Dots in Twist+Hump vs. target's resistance +BP,PU, etc. for Supernaturals.

(*****) "Wretched Creature"--Used against a crowd or group of targets. Success will turn all of them non-hostile and/or encourage them to depart vicinity. Effect lasts until further possible cause is given. Especially useful for halting and dispersing angry mobs bent on vigilante justice.

[edit] Puissance

(*)"Club-Hand"--For 1 Misery, the user's hands turn hard, calloused and leathery. Bone projects to just under the surface. In hand to hand combat, use Brawling skill for rolls, but damage is inflicted as per use of a club. Blows with these fists cause Lethal damage. Misery has to be spent every turn to maintain the effect.

(**)"Fingers of Iron"--User's fingers and hands acquire immense gripping strength. Grip on inanimate objects cannot be broken, short of sawing through fingers or wrists. When used on a living target, the target can make a contested STR roll to try to break the grip, but the gripping Hunchback can add dice equal to dots in Puissance Twist to dice pool. Non-Supernatural targets with STR lower than the Puissance level of the user simply cannot escape the grip. No roll is needed.

(***)"Gorilla Press"--User can grab an opponent (successful HTH roll required) and lift them off the ground. User expends 1 Misery to activate and + 1 Willpower per round to maintain hold. Opponent grabbed and lifted off the ground cannot escape. No contested roll is possible. Without leverage, the held target can do nothing but writhe and flail helplessly. Supernatural powers that change the shape of the user can break the hold. Powers that cause damage to an enemy through contact still function. The Hunchback would take damage normally from such attacks, but the hold would not be broken unless the user of this Twist relented.

(****)"The Huggy"--Allows user to grab and hold an opponent, lifting them off the ground and pressed against chest. Target is rendered incapable of escape as with "Gorilla Press", however, in addition to holding the target helpless--this Twist allows the Hunchback to squeeze opponent in a bear hug. STR+ Puissance roll minus target's STA (+ Resilience or any other Supernatural means of increasing resistance to injury). Successes equal damage done. Costs 1 Misery to activate and 1 Misery + 1 Willpower to maintain each turn.

(*****)"Brutalize"--Costs 1 Misery per turn to activate and maintain. Allows Hunchback to do Aggravated damage with fists or The Huggy. Puissance level is added to all STR related dice pools.

[edit] Regale

(*) "Stage Presence"--By spending 1 Misery, a Hunchback can use her Social Attributes without penalty, as long as observers believe that the user is engaged in some form of entertainment presentation. (street miming, joke telling, actual stage performance, puppet shows, wandering "character" actor at amusement park, that sort of thing). By spending an additional 1 Willpower, the Hunchback can direct the use of this power at one specific target and retain the bonus for the next interaction with that target, even if "out of character" or away from performance.

(**) "The Voice"--The user is able to deliver vocal renditions that profoundly move the audience. The Twist negates penalties to Social Attributes and adds +2 to any Dice Pool for performance related rolls. The Hunchback using this Twist may move her audience toward any one emotional response, and with an Opposed Manipulation + Expression vs Composure roll, any given member of the audience can be edged toward a specific response in the near future.

(***)"Borsch Belter"--User targets a specific member of the audience and then heckles and verbally abuses him. Opposed Presence + Expression + Regale vs Composure roll. If target loses the contest, he suffers a penalty equal to the difference with the winning roll. This penalty is applied to all actions and Dice Pools for 1 scene. (the target is frothing with rage, trembling so much that he cannot hold a gun or weapon steady, or is so emotionally devastated by the humiliation that he can do little but hide his face and try to slink out of the audience.)

(****) "Tears of the Clown"--By acting out a tragic tableau, or singing a sad lament, (Pre+Performance roll), and spending a point of Misery, the Hunchback can cause an entire roomful of people to become saddened and sympathic toward the user. This power can be used on an entire audience, in which case it lasts for as many turns as the Successes generated by the dice pool. In this case, the audience is swayed by the sadness of the Hunchback and any person trying to attack the user will be treated as a heartless, vile criminal. Just vocally criticizing or mocking, or threatening the Hunchback using this power will draw boos and hisses form the affected audience. If the power is focussed on one particular target person, that person will feel the effects for a number of days equal to the successes generated. The Hunchback will benefit from a +1 to Social Actions with that one person, provided that the Actions can be tied in some way to sympathy, compassion or sorrow. Each time such a bonus is used, the target gets a Resolve+Composure roll. The first time that roll fails, the power's effects dissipate. The target's sympathy has been overwhelmed by the sheer ugliness or manipulative smarminess of the user. The user of the Twist does not gain any Misery from this failed roll.

(*****) "Encore"--The greatest of the Regale abilities, this allows the Hunchback to perform in front of an audience (Pre+Performance) and use the Successes generated at some later time. These Successes can be held for a number of days equal to the character's Hump rating. These Successes, however, cannot be used with another public performance. They must be used in individual or small group interactions instead.

[edit] Surnaturelisme

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(*)"Needful Things"--The Hunchback knows, instinctively, what her Supernatural companions or Masters crave. Blood for the Vampire, Essence for the Werewolf and the Mage, or Spirit. Moreover, the Hunchback can, with a simple Perception roll (Wits + Composure) determine where the nearest source of what the Supernatural needs can be found.

(**)"Faithful Vessel"--This power allows the Hunchback to take into himself anything that his Supernatural Master or Companion needs, and transport it to them without damaging or diminishing the potency of the Needful Thing. The Hunchback can drink blood and regurgitate Blood Points back for the Vampire. Essence is eaten, eather through flesh or by breathing it in from a Loci and regurgitated for the Werewolf, Mage or Spirit (Ridden or simply Manifested). There is no way to get around the disgusting regurgitation factor. The Supernatural must feed from the lips of the Hunchback as he coughs up the Needful Thing. Very few can bear to lower themselves to such a disgusting act except in extreme need. Taking in the Needful Thing requires a Resolve + Composure -the Hunchback's Hump roll. At least one success is required to take in the Vitae or Essence. Failures and Botch's produce Misery for the Hunchback.

(***)"Shortcut"--The Hunchback is able to Step Sideways through the Gauntlet and travel through the Spirit World. Resolve+Composure+Hump modified by the regional Gauntlet level is required to travel into the Spirit World. Physical obstructions can be ignored or passed through using this Twist, but Magickal Wards or other Supernatural powers can block passage. Cost: 1 Misery

(****)"Echo of the Master"--By this level, the Hunchback has become so attuned to the nature of the Supernaturals around her, that she can manifest one of the powers granted by the Supernatural's Disciplines, Gifts, Spheres or Numina. Activation rolls and usage rolls are as written for the power being mimicked. Cost in Blood Points or Essence are met by spending equivalent amounts of Misery. The Hunchback's Hump rating equals the highest level of a power that can be mimicked. (A Hunchback with a Hump of 3 could mimick up to the third dot in any Disicpline, or up to a third level Gift, Rite or Rote.) When mimicking a Mage's spells, the Hunchback does not need to actually have any of the required Spheres. Rather, the user's Hump rating substitutes for the level of Spheres required for the power.

(*****)"Becoming"--The pinnacle of Surnaturelisme allows the Hunchback to actually BECOME a Supernatural of the type she has been serving. The Hunchback spends Misery equal to the Blood Potency, Primal Urge, or Avatar (?) of their Supernatural Master and physically becomes a similar Supernatural with 1 pt. of Blood Potency, Primal Urge etc. The user of this power uses Blood Points, Essence etc., all of which have to be acquired through the methods normally used by such Supernaturals to power Disciplines or effects. The Hunchback acquires all the needs, weaknesses and advantages of the Supernatural type being mimicked. Any Supernatural test or scrutiny of the Hunchback using this power will reveal only that they appear to be of the type (right down to Clan & Bloodline, Tribe & Lodge, etc) of the Master. There is a terrible price to pay for even this limited sort of freedom. The Hunchback must spend 1 Willpower plus 1 Misery plus 1 BP, Essence etc. every night to maintain the guise. A roll of Resolve + Composure must be made to hold the shape. When the power does fail and the Hunchback reverts to her original status, use of this power will cost another dose of Willpower points equal to the number of nights spent as a different kind of Supernatural (reflecting the horror and grief of falling back under the sway of The Curse after a brief time of freedom.).

[edit] Vilainize

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(*)"The Ugly Face"--The Hunchback reveals his nightmarish visage and spends 1 Misery point. Viewers are forced to check Composure minus the user's Hump Rating or cringe away in fear. The Hunchback does not reap Misery from failed Composure checks. The sudden shock of horror will stun a character for one turn and give the Hunchback automatic Initiative on the next turn.

(**)"Stenche"--The Hunchback is able to produce or carry an odor so vile that others must make a physical check to keep from retching and a Composure check to avoid immediately moving away from the user. If either fail, the target(s) will not be able to take any actions during the current turn and will be Stunned the next turn as well. Cost: 2 Misery

(***)"Creeper"--With subtle lurkings and shadowplay, the Hunchback can cause all persons inside a target area (normally an Old Dark House or similar building. Larger buildings cannot be effected in their entirety, but a given wing or floor could be effected) experience growing sensations of dread. Any sudden appearance or noise causes a Fear check/Composure roll. Failed rolls can result in allies attacking each other, wasteful expenditure of ammunition, disrupted Discipline/Gift/Spell effects etc. Cost: 1 Misery for every person to be effected in target area. And 1 Willpower per turn to maintain.

(****)"Ugly Stick"--Requires a wooden cudgel of some kind. Target must be struck with the club in combat. Any wound level of damage causes the Target's face to appear hideously deformed. The duration of the deformation equals the time it would take to heal the type of wounds suffered (Bashing or Lethal). Use of Disciplines or other Supernatural abilities will speed recovery of features.

(*****)"Ugly as Sin"--Causes anyone in a target area around the user, not exceeding 10 feet per dot in this category of Twist, to manifest malformed or monstrous features that reflect their "Inner Evil". (Number or severity of distorted features determined by 10 minus target's current Morality.) Cost: 1 Misery per person in effected area. Duration equals the severity as determined above in turns.

[edit] Wildeweise

(*)"Wild Man"--The Hunchback is as comfortable in the wilderness as any animal. He does not suffer from exposure and can find comfortable shelter or sufficient food for one day either with a Wits+Survival roll (only one Success needed) or by simply spending a point of Willpower.

(**)"Doolittling"--By spending a point of Misery, the Hunchback can communicate with any wild creature or animal within earshot. The character cannot give commands, but can ask questions, as long as they are very simple ones.

(***)"Among the Beasts"--Wild animals accept the Hunchback as a normal and non-threatening part of their environment. They will not attack or flee from the user unless provocative action is taken. This power can be used to make a Social roll (skills and attributes involved depending on situation) to calm domestic animals, even police or guard dogs. This power only costs 1 pt. of Misery to activate if the character has never encountered the animals in this specific area before. If he is in his normal territory, it can be assumed that all of the local wildlife have already become innured to his presence among them. Predators will share their prey as if the character were one of the pack or flock or other relevent grouping.

(****)"Leader of the Pack"--The Hunchback can take over a group of animals, be they wolves, dogs, deer or other beasts, and act as their leader. Animals will obey simple directions from the user of this power. One point of Misery must be spent only if the user is commanding the animals under his power to attack or confront opponents that they would normally flee. (IE: Just about any human or Supernatural)

(*****)"King of the Jungle"--The Hunchback has become the undisputed ruler of a particular patch of wilderness. He automatically knows if any outsider enters the territory or harms any creature therein. Animals will greet him with affection and obey him with unwavering loyalty. Thorns and vines will not impede his passage. Trees will shelter and hide him from pursuers (Stealth roll automatically successful unless Supernatural powers are being used to search.) The character need not roll or be concerned about survival or food in his claimed territory.

[edit] Systems

[edit] Character Generation

The initial step in creating a Hunchback character is the same as in all NWOD games. Generate a basic human character using the World of Darkness core book's rules. The Huncback Template: Chose Marque. Add Attribute bonuses and one dot in the Signature Twist for that Marque.

Carabeau: +1 Intelligence & +1 to either Presence or Manipulation. Signature Twist is Masque.

Feraleur: +1 Stamina & +1 to either Dexterity or Wits. Signature Twist is Betemismo.

Malvisagi: +1 Dexterity & +1 to either Wits or Stamina. Signature Twist is Vilainize.

Oublieur: +1 Resolve & +1 to either Intelligence or Manipulation. Signature Twist is Fantasmira.

Punchello: +1 to Presence & +1 to either Intelligence or Dexterity. Signature Twist is Regale.

Choose a Sanctuaire and add one dot in the Signature Twist for that Sanctuaire.

Concordian: Institutionale

Mabuse: Alchemie

Mondelora: Pathetique

Outrevie: Surnaturelisme

Savagine: Wildeweise

Abandonnai: Puissance

Add two more dots in any Twist, either increasing the two already acquired or in any other Twist excluding only those that are associated with specific Rues. Only members of that Rue can acquire those Twists.

Backgrounds: At least one dot must be spent in both Master and Tragic Love. (Exception: Abandonnai do not, can not, have any dots in Master.)

The cost to increase Hump is the same as increasing Blood Potency in V:TR or Harmony in W:TF etc.

A minimum of two dots in Hump is required to join any of the Rues. Most Rues can be joined later in the character's development.(Exception: The Rue de Infante must be selected at character generation. At the Story Teller's option, a player may accept a "negative" experience point score to pay for increased Hump in order to play a Rue de Infante character. If so, no Experience Points can be spent for anything else until the negative "debt" is paid off.)

Starting Misery is 10 minus Composure.

Starting Humanity is 7.

Editable Character sheet, designed by Mr. Gone! [1]

[edit] Misery & Hump

Hunchbacks need Misery to power their Twists. Misery is more than simple grief or suffering. It is the inescapable sense that one cannot be a part of society, that no matter what good things you do, no matter how hard you try, ultimately normal humans will only see The Hump and The Curse. The Miserable are damned while living.

Whenever a Hunchback goes out among Mortals, there are countless opportunities for collecting Misery. Just passing through a crowd without being disguised beneath bundles of clothing will cause onlookers to gasp and point and shy away. Such reactions hurt, but they don't normally produce Misery.

When a Hunchback tries to interact with a normal Mortal, the Mortal must make a Composure roll. If the roll is a success, the Mortal can contain their revulsion and fear enough to carry out the interaction with strained good grace. But even in most of these cases, the fact that the Mortal is straining can be detected. They won't make eye contact. They develop little facial ticks. They sweat. They stammer over their words. Their faces contort with a barely contained expression of horror. Such things are easily detectable by Hunchbacks.

If the Mortal fails their Composure roll completely, they will shrink away from the Hunchback and try to get as far away as possible. If the roll is a Dramatic Failure, they will become hostile and attack, striking out even if there was nothing threatening about the attempted interaction.


Every die from a Composure roll that is not a success, adds 1 Misery to the Hunchback's Misery Pool.

A Hunchback may safely absorb as much Misery as they have in their Hump rating. Misery in excess of that will force the Hunchback to make either a Composure roll or a Resolve roll (Hunchback's choice). Failure will result in a temporary Depression Dementation. This lasts until the Hunchback can gain Willpower through some form of service or by acting upon his Virtues or Vices. (only the first such penalty takes effect. A Hunchback who is already Depressed doesn't become more depressed with consecutive failures. It's an either or condition.)

If the Hunchback suffers a Dramatic Failure, he will go into a Murder Frenzy, attacking and attempting to kill the cause of his humiliation and pain.

EXAMPLE: A Hunchback with a Hump rating of "1" tries to speak with a passer-by on the street. The perfectly normal Mortal makes a Composure Roll with 2 dice (Composure of "2"). This can result in a maximum of 2 points of Misery if the roll is a complete failure. The Hunchback can only absorb 1 Misery at a time, so he will have to make a Resolve or Composure roll to deal with the sudden shriek and cries of "Dear God in Heaven! What is THAT!". If that roll fails, the Hunchback becomes Depressed. If that roll is a Dramatic Failure, the passer-by is in for a Murder Frenzy beatdown.

While in Metagame contexts, the character is attempting social encounters specifically to add points to his Misery Pool so that he can use some cool Twists in the upcoming conflict scene, the In Character motivation would be more along the lines of the Hunchback being anxious about upcoming conflicts and trying, pathetically, to make friends in the meantime. Hunchbacks have a doomed love of Humanity and feel starved for affection, or even just simple acceptance. That they are endlessly battered by rejection and Misery no more stops their efforts than the unseemly taste of blood will stop a Vampire from feeding.

In their hearts, every Hunchback is an optimist, forever believing in the possibility of love and affection from others.

In reality, The Curse has made them into emotional Masochists who seek out and crave their own humiliation and grief.

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[edit] The Master

The Master of a Hunchback is a Patron/Mentor Background rated from 1-5. The rating of a Master can indicate how powerful and influential that person is in the area, or it can indicate the degree of affection and approval the Master shows to his Hunchback Minion.

A Master rated at one dot could be an ordinary citizen with little clout socially who is working on a Weird Science project in his garage. Or, it could be taken to indicate that the power-mad Vampire Prince whom the Hunchback serves cares little for his minion and will barely lift a finger to help him if something goes wrong. This allows two or more Hunchbacks to serve the same Master, but all have different ratings in the Master background. Mast