Professional Documents
Culture Documents
The Sacrifice
Legal Stuf
The film Tales from the Crypt Presents: Demon Knight is copyright
Universal Pictures. This supplement is an entirely unofficial use of the
material contained within the film and is not intended as an official or profit
making venture in any way, shape or form. Likewise, these rules take the
White Wolf Game Systems Roleplaying game, Mage: The Ascension as their
base. Again, use of these rules are unauthorised, and no infringement is
intended. This supplement is not affiliated to either Universal or White Wolf
Games Studios in any way and should not be viewed as such. This
supplement may be freely distributed on the Net but is, under no
circumstances whatsoever, to be sold for profit.
Introduction
Excepting the terrible Crypt Keeper stuf, I was really impressed with
Demon Knight. The idea of someone who is essentially mortal, just with some
bonuses fighting against such terrible odds is a compelling one and the tone
of the film sits very well with the World of Darkness. Demon Knights make an
intriguing addition to a party, especially one with Magi, Immortals or Hunters
already present. I had fun writing this and I hope you have fun using it. Let
me know how you get on.
Change History
History
Movie
"In the beginning, in the darkness before God created the universe,
something stirred. Something evil with a million diferent forms, each intent
on one thing, power. They controlled the darkness absolutely, focusing their
power through seven keys, which when aligned in a specific formation
granted them absolute dominion over the void. And then they began to
create.
Six of the keys had been found by the Birth of Christ, the unfortunates who
protected them massacred, their souls two of the first into hell. All but one of
the other keys were well hidden, while the last had found its way to
Jerusalem, and a thief called Cyrak.
Cyrak carried the key for years, unaware of its power but never selling it.
He would joke that it brought him luck and proved God was watching over
him, never knowing the truth, and the destiny that lay ahead of him. That
would change when Christ was crucified.
Cyrak remained at Golgotha long after the crowds had left,long even after
the guards had departed for the barracks. As the sun set, he was joined by
another figure, a ghastly, bestial creature that held a clawed hand out to him
and demanded the key. Terrified, Cyrak reached out to give the creature the
key. A bolt of lightning struck it and he screamed with pain as the key burned
it's imprint into his palm. The creature, enraged, dived at him and Cyrak
backed away, towards the three crosses. As the creature reached out, some
of Christ's blood fell on its hand, burning it and causing it to back away. Cyrak
filled the key with the blood of Christ and ran from Jerusalem and Israel. The
Demon Knights had been born.
Since then, the final key has passed through two sets of hands. Cyrak,
dying of a neck wound, passed the key on to Dickerson, an American soldier.
In 1917, Dickerson, filling the key with his own blood passed it on to a
comrade, Frank Brayker. Brayker carried the key until 1995. Every step of the
way he was dogged by The Collector, the demon that had first faced Cyrak on
Gologtha, almost two thousand years previously.
Game Version
"That's the official version as it stood three years ago. Just recently, things
have begun to change.
For a start, all seven keys are on Earth, and always have been. In China, a
holy man's blood was caught by a young Samurai, in Australia, an aborigine
caught the blood of the last holy man of his tribe. Across the world, loners
and outcasts were pressed into service to defend the most important prize of
all. None lived.
Cyrak passed the key onto a man called Dickerson, who was himself killed
in 1917, fighting in the Great War. Filling the key with his own blood, he gave
it to a young American soldier, Frank Brayker. The chase went on.
Over the centuries, the garb had changed but the tricks remained the
same. Every Demon Knight had a nemesis, an opponent of equal status but
far more power and with one purpose. Just as the Demon Knight protects the
key, the Collector will do anything to obtain it. They had learned to hide
better since Cyrak's first encounter, and use others to aid them, but they had
not given up. The smiling American soldier that helped Brayker out of the
foxhole, providing covering fire for him to get back to American lines made
him an ofer. If Brayker gave him the key, he would live, have a long and
happy life and return to his family. If he didn't, Brayker would die. To illustrate
the point, the soldier tapped an impossibly sharp finger against Brayker's
cheek, drawing blood. Brayker smashed him in the face with the key and
sprinted away, listed as MIA, presumed KIA in the records.
He lived until 1995, when a demon tore his chest open in Wormwood, New
Mexico. His key is the last the forces of good have. When he died he was 83.
That night, he gave the key to a young girl called Jerralyn, a thief from the
slums who found new purpose in defending the key and creation itself for
three years. She was instrumental in recovering three of the other keys from
the Demons' lairs and getting me of my arse to help. We'd gotten three of
the keys and sent three new Knights on their way, when Jerralyn led a small
group of Immortals and aware Sleepers into battle in the Orkney Islands. I
was the only one to get out, carrying what was left of Jerralyn with me. She'd
been torn apart, and barely lived long enough to fill her key, the key handed
down from Cyrak, with her blood and pass it on to me. Since then, I've helped
recover the fourth key, seen things I never knew existed and lost far too
many good friends. That's why I'm writing this down and mailing it to you,
you see Nathan. You deserve an explanation and I might not be able to give it
to you tomorrow."
Patrick Dufy
The Calling
The Sacrifice
"An American soldier called Dickerson gave the key to me, September
23rd, 1917. Funny how you remember the big dates."
-- Brayker
This is partially true. The reality is that the Knights are usually drawn from
the criminal classes, soldiery or outcasts of society. They are the people with
the least to lose, and, conversely, the people who will fight the hardest. Each
Knight has nothing to live for but the key and becomes obsessive about
protecting it, to the point that he will willingly die before passing the Key on if
he knows it's safe (Brayker's willingness to leave the motel without the key at
the start of the film). In short, the Knights are drawn from the outer reaches
of Sleeper society because these people make the best soldiers.
The few advantages Demon Knights do have all stem from their key, the
knowledge of their predecessors and the tattoo they bear. They are listed
below:
seven artifacts, little more than an idea given form (After all, there were no
doors then, and of course, no keys).
"With these seven ideas, the creatures in the darkness (We call them
Demons because it suits us to do so), began to change their world, to shape it
and make it their own. They began to gain power over the very fabric of
reality itself. And God saw this, and was displeased. He created the universe
and scattered the seven keys across one small, blue world in one small
galaxy. Why here? Because he knew that sooner or later, a race of mammals
would evolve, and discover the keys and what wanted them. And, of course,
what they would do to the Universe once they had them.
"That's it you see. I don't do this because I was called, or because it's an
honour. I do this, we all do, because this entire conflict is nothing but a
Universal streetfight. We've trespassed on the Demons' territory; we're in the
wrong. But we fight anyway, because if we don't, the Darkness comes back.
Just like that."
Patrick Dufy
The Key
Singularly, the artifacts (Shaped by the Universe into keys) wield nothing
like the power they hold together. However, there are several efects that are
common to all keys and which the Demon Knights draw the bulk of their
power from.
Gaming Information
Detect Evil
"Oh he's put something awful in there. Could you just empty that out,
please?"
-- The Collector
The key will glow when pressed against the skin of something evil. Also, it
will cause two levels of aggravated damage to be done to a demon or a
Vessel when pressed against them or in contact with them. The blood itself
will cause three levels. Neither amount of damage can be soaked.
Blood Seals
Blood seals will cause eight levels of aggravated damage, which also
cannot be soaked. However, unless the timing is exactly right (Difficulty 8 on
WITS), a demon must be pushed into the seal. This requires a STRENGTH roll
of Difficulty 8.
Aging Freeze
From the moment Demon Knights receive the tattoo, their age is frozen.
While they continue to learn and grow as a personality, their physical age
freezes. This is best shown in the film by the fact that Brayker was in his mid30s(At least)in World War I and looks exactly the same age in 1995. In efect,
this is identical to the Age Freeze which occurs when an Immortal receives
her Awakening Wound.
The Past
On receiving the key, the Demon Knight also receives the sum knowledge
of all the Demon Knights who held that key before him. To use Dufy as an
example, he has the total life experience and abilities of Cyrak, Dickerson,
Brayker and Jerralyn before him. The sum total of their experiences with the
Demons and Vessels also allows him to recognise them more easily, even
without the key.
What abilities the Knight gains is entirely dependent on who's had the key
before him. For example, Dufy would gain something like the following skills
from the other Knights.
Cyrak:
Pickpocketing, Manipulation, Psychology, Human Perception,
Occult Lore, Ancient Hebrew, Stealth
Dickerson:
Brayker: Weapons skills, Drive, Small Unit Tactics, Melee, French, Survival,
Subterfuge, Occult, Cosmology
Jerralyn:
A certain amount of stat increase also occurs. Brayker, on his death, had
WITS and PERCEPTION of 6, simply because of the length of experience and
knowledge he'd absorbed from Cyrak. Conversely, Social attributes decrease
by one for every year spent as a Demon Knight, simply due to the pressures
of the lifestyle. An example of this is how Brayker eats and behaves when he
first arrives. He's acting more like a feral animal than a human being.
On the most basic level, the keys are one vast tool kit. When combined,
they form a magical device of such complexity that it can manipulate
creation at every level. Not all the keys need to be present to achieve this,
but all the keys must be present to make the result permanent.
The best example of this is how the keys have been used down the
centuries, with the Demons manipulating history to their own ends. The
hatred felt towards Vietnam vets was a result of five keys being used
Gaming Terms: The keys being used together is a very difficult process to
run in a game, simply because of their incredible power. The outline below
should act as a guide for duration, but the change itself should be GM's
discretion. Some examples would include:
Changing the laws of physics so, if the Demon Knight is using a weapon
which can actually slow up his Collector, it malfunctions.
1 Day
1 Week
1 Month
1 Year
1 Decade
Permanent
Duration
The Tattoo
-- Brayker
The tattoo was burned onto Cyrak's palm when the bolt of lightning struck
the key in his hand. It consists of seven stars which, when the Knight first
receives the tattoo are arranged in a circle. These then arrange themselves
into a pattern unique to the Knight (Dufy's for example, forms a pyramid). As
the Knight's time decreases, the stars rearrange themselves into the circle.
Once the circle is complete again, the Knight receives the Call.
The Call
The Rules
"Seven people, seven keys. It's like tumblers turning in a lock...Hey I don't
make the rules!"
-- Brayker
The Call is the one point in a Demon Knight's life when he is genuinely
vulnerable, simply because of how specific he has to be:
Once the tattoo has told him who he must work with, the Knight must help
them and protect them for as long as possible.
Even if the group should number seven, the Knight must stay with them
until the tattoo lets him know which one will be his successor. It's not a
question of the tattoo causing the Knight physical pain if he leaves; he simply
cannot leave. He is obligated to protect these people until he can pass the
key on, and the Collectors have made merciless use of this obligation in the
past. Time and time again, Knights have lived their entire time with the key,
only to be killed just as they hand it on.
The tattoo's powers are only hinted at in the film (Brayker mentions that
the motel was "just the place he was looking for" and that the tattoo will tell
Jerralyn "All she needs to know." As a result, it should be treated like the
intermittent Immortal ability, The Last. It should tell the Demon Knight small
pieces of information specific to him, such as how close the Collector is to
him, a rough idea of his forces etc.
Other Abilities
Endurance
Another aspect of the Knights' luck is their natural resilience. Even physical
attacks don't seem to harm them as much as they would others. Bullet
wounds become grazes, or wounds that are treatable instead of fatal and the
Knight develops a natural sense for "The right moment to leave." Like the
anti-magic, this is an unconscious skill and, like the anti-magic, has a payof.
Knights, when they do wound, wound spectacularly and will often die from it.
This is viewed by many as their "Karma" catching up with them and this
wound often heralds the passing on of their key. Gaming Terms: All successful
hits against a Demon Knight have the two highest dice removed once rolled.
However, every successful attack is recorded and periodically (GM's
discretion, every six times, every twelve, etc), four dice are added to the
successful hit.
Inherent Anti-Magic
"You'd fight and you were right, but they were just too strong,
That's why I say Hey Man Nice Shot."
The Filters, Hey Man Nice Shot
Gaming Terms: All magic rolls (Vampire, Werewolf, Magi, Wraith and
Changeling) have their difficulty increased by 4 when directed against a
Demon Knight.
Bad Impressions
Demon Knights create the wrong impression. Perhaps it's the fact that they
are outcasts to begin with or the desperate measures they take to protect
their keys, but they are rarely welcome. Sleepers instinctively shun them,
while the Awakened treat them with cautious respect.
In fact, Sleepers will often suspect them of criminal activity and report
them to the local police. This is usually due to some attempted crime
(Brayker stealing the car) or simply because of the way they look and act.
Life is hard on the Knights, and the social niceties most people expect are
quickly eroded. In efect, the Knight's natural luck avoiding magical attacks is
balanced by their continual, mundane bad luck.
The Knight automatically gets Arcane at 3, but the ability works slightly
diferently. The emphasis should be placed on bad luck, instead of the
balanced ability it normally is. Knights will be mistaken for wanted murderers,
or be accosted by an old friend at just the wrong moment, or dragged in to
the police station for a line up. In short, the wrong things will always happen
to Knights at the wrong time, and they will usually happen in threes. (The one
payof this ability has is the Knight's natural immunity to Paradox.)
Attributes: 8/6/5
Abilities: 15/11/6
Backgrounds: 3
Willpower: 9
Arcane: 2 (See above)
Occult: 3 (As a result of past experience)
Bruised
-0
Hurt
-0
Injured
-1
Wounded -1
Mauled
-2
Crippled
-3
Incapacitated
-5
DEAD
Note: All stat and ability changes are cumulative (Example: A Knight with a
WITS of 3 could boost it to 4, 5 or 6).
The Opposition
"I know, I know. Sell your soul, become a demon, look like shit. What's the
payof?"
-- The Collector
Collectors are renowned for their genuinely evil sense of humour, and they
take great delight in becoming the ultimate stereotype of the Knight they're
chasing (Brayker's Collector being a cowboy while Jerralyn's looks like
something out of a Blaxploitation movie). However, regardless of what they
look like, there will always be one thing that marks them as a Collector. Their
case. Designed to carry the key, the case will always be impossibly battered
and old looking and the interior, when opened, will be red velvet. Collectors
are nothing if not stylish.
Taken from the Net Supplement Daemon copyright 1995 by Frank Torkel
and Joshua Fairfield. The section detailing the Boons Itinerate and Metamorph
is reproduced verbatim from that supplement.
Boons
Itinerate
The Itinerate Boon, founded by the Diabolos, was the first Boon allowing
the Daemons to travel to other areas, once of-limits to them. This Boon also
allows the Daemon to get around on earth better than usual.
System: All automatic except for Vim. At level three however, to enter a
hidden or secret Umbral Realm, the Daemon must role Itinerate + Wits,
difficulty seven.
Metamorph
This Boon grants the Daemon the using to alter her appearance, allowing
for better secrecy or manipulation tactics.
***** Can fully alter form, but no mass can be gained or lost
System: All rolls require Metamorph + Body Alteration with a base difficulty
of seven. Lost appendages and limbs may be regrown at level five with a
base difficulty of eight.
New Boons
Dragon's Teeth
A very, very nasty boon, created when a Collector saw an old rerun of
Jason and the Argonauts. Wherever the Collector scatters his blood, a
"Dummy" is born, completely under his control.
"I thought you'd be safe! There were only five of you, until he arrived with
Bob and The Sherif. They need seven people you see. Seven people, seven
keys, it's like keys, tumbling in a lock."
-- Brayker
Dummies
its situation, that it will do anything for the Collector as long as it's returned
to the relative peace of the Shadowlands.
Dummies are incapable of speech, and are utterly hideous. Their flesh is
constantly rotting and their pointed, bestial faces are curled back in a
perpetual snarl of agony and fury. They are impossible to kill in any way other
than by shooting or stabbing them in the eyes, whereupon the Wraith
escapes in an explosive burst of energy.
Gaming Terms
HealthBruised
Hurt
-0
Injured
-0
-0
Wounded -0
Mauled
-1
Crippled
-1
Incapacitated
Knight's Viewpoint
Vampires: Trust them only if no one else is left. It's no accident that, like
our foes, they can only move at night. Remember who they're descended
from.
Werewolves: Misguided fools, spending the rest of eternity atoning for sins
which they've already been forgiven for. They will help you, but again, tread
carefully. Some embrace the fate they believe awaits them.
Magi: Don't believe them, don't trust them, don't go near them if you can
help it. The Chorus helped us once but they've been tainted, more than they
could possibly imagine. Of the others, the Trenchcoaters share some of our
knowledge but lack the ability to act on it. The rest? Childish fools. Avoid
them and don't anger them.
Wraiths: Sad, pathetic creatures tied to the world they left by their
unwillingness to break their bonds. They'll either help you or turn on you,
often both. Trust them but watch your back.
Immortals: Our closest friends. They understand our desire for isolation
and the problems our lifestyle brings. Also, they are the hardest to kill for our
enemies. Pick your allies well, but make Immortal friends, they can and will
help you.
Mummies: Too much like our enemies for comfort. Their hunger for
knowledge will lead them to our keys and then, we will have to kill them.
Race's Viewpoint
The Camarilla: Fascinating individuals, and more than a little sad. They're
so tied up in their delusions of grandeur that they won't even enter into a
little deal, help for information. Help them only if you can get them in our
debt.
Celestial Chorus: There were, difficulties, some years ago, Knights were
killed in error. Since then, they have shunned us unless absolutely necessary,
and with some justification. We desire reconciliation but, until then, must aid
our brethren from afar.
Wraiths: Brave men and women; help them when you can. They may prove
to be the salvation of us all.
Hierarchy: Be sure to find them when they die. Their souls make exquisite
weaponry.
Changelings: Another little game that humanity plays. Their stakes are
higher than others, but the game remains the same. And it is so much fun to
see them posture and struggle. Excellent toys.
Personalities
Patrick Dufy
Nature: Visionary
Demeanour: Cynic
TALENTS
Alertness ***
Athletics **
Brawl ***
Dodge ***
Expression ****
Intuition ***
Streetwise ****
Subterfuge **
SKILLS
Drive ***
Etiquette ***
Firearms ***
Research ****
Stealth ****
Melee ***
Survival ****
Technology ***
KNOWLEDGES
Cosmology ***
Enigmas ****
Investigation ****
Law **
Medicine ****
Occult *****
BACKGROUNDS
Arcane ***
Resources **
(Isle of Man House)
(York Flat)
Library *
(Backdoor into First Fifteen system)
ADVANTAGES
WILLPOWER
*********
HEALTHBruised -0
Hurt
-0
Injured
-1
Wounded -1
Mauled
-2
Crippled
-3
Incapacitated
-5
Jerralyn Baxter
Demeanour: Survivor
Drive ***
Etiquette **
Firearms ***
Research **
Stealth *****
Melee ****
Survival *****
Technology **
KNOWLEDGES
Cosmology **
Enigmas ***
Investigation ***
Law ****
Medicine ***
Occult *****
BACKGROUNDS
Arcane ****
ADVANTAGES
WILLPOWER
**********
HEALTHBruised -0
Hurt
-0
Injured
-1
Wounded -1
Mauled
-2
Crippled
-3
Incapacitated
-5
Frank Brayker
Nature: Survivor
Demeanour: Director
TALENTS
Alertness *****
Athletics ***
Brawl ****
Dodge ***
Expression ***
Intuition ****
Streetwise *****
Subterfuge *
SKILLS Drive *****
Etiquette *
Firearms *****
Research *
Stealth *****
Melee *****
Survival *****
Technology **
KNOWLEDGES Cosmology ****
Enigmas *****
Investigation ****
Law ****
Medicine ****
Occult *****
BACKGROUNDS
Arcane *****
ADVANTAGES
WILLPOWER
***********
HEALTHBruised -0
Hurt
-0
Injured
-1
Wounded -1
Mauled
-2
Crippled
-3
Incapacitated
-5
Dufy's Collector
(Created using the DAEMON rules by Frank Torkel and Joshua Fairfield)
PHYSICAL
Strength ******
Dexterity *****
Stamina *******
SOCIAL
Charisma *******
Manipulation ********
Appearance **
MENTAL
Perception ******
Intelligence **********
Wits ********
TALENTS
Alertness ***
Awareness *****
Expression *****
Intuition *****
Intimidation ****
SKILLS
Drive ****
Etiquette ***
Firearms ****
Research ****
Stealth ****
Nature: Conniver
Demeanour: Jester
KNOWLEDGES
Cosmology *****
Culture ***
Enigmas ******
Investigation ****
Law ********
Linguistics ********
Medicine ****
Occult *******
Backgrounds
Arcane *****
ADVANTAGES
Boons
Vim
**********
Willpower
**********
HealthBruised
Hurt
-0
Injured
-0
-0
Wounded -0
Mauled
-0
Crippled
-0
Incapacitated