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Abomination

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Abomination (from WTA)

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Abomination (from VTES)

Abomination

Vampire: The Eternal Struggle card depicting an Abomination.

The Abomination is a rare clan composed of werewolves (or rarely another Fera) who have been successfully Embraced by a vampire. They are exceptionally rare: very few Garou survive the Embrace. Some werewolves linger on in agony for a time before death, but most die instantly and painlessly, many werewolves believing they are spared the Wyrm's curse of vampirism through the blessing of Gaia.

A rare few, however, do not die. These Garou become a cross between werewolf and vampire: an "Abomination". It is not known why Gaia allows this to happen, though some stories suggest those whose souls are already corrupted or who have been driven to Harano may be Embraced. Some Garou, hearing these stories, actually seek Kindred out for the Embrace, whether from fear of death or desire for power is unknown.

Abominations are feared by Garou and Kindred alike. They are extremely powerful and most are quickly driven insane, becoming bestial and incapable of acting even remotely human — endangering the Masquerade and the Veil. As a result, vampires and werewolves seek to destroy Abominations as quickly as possible, and most live brief but bloody lives. But there are some cases where an abomination keeps their sanity and those are the most dangerous of all, for if a single abomination learns to use their powers the right way, they could be one of the most powerful entities the earth has ever seen.

Abominations do not lose the ability to shift between forms. They are not able to regenerate, healing only by spending blood points (as with any other vampire). While they still remember the gifts and rites they possessed before their Embrace, they can only affect Wyrm rites, and can only learn new rites from Banes. Abominations cannot increase their Gnosis trait at all. Finally, they cannot spend points from different pools (Rage, Gnosis, or blood) in the same turn. Abominations can learn and use Disciplines as usual for a vampire of their clan or bloodline.

Abominations also suffer from constant depression and psychological erosion. Their dice pools are halved and they must spend a Willpower point to play any scene with a full dice pool. They can never spend a Willpower point to gain an automatic success on an action, and Abominations are never able to increase their Humanity, Virtues, or permanent Willpower with experience points.

Fera Abominations are less common, and generally even more painfully hobbled than Garou Abominations. Bastet Abominations constantly lose Gnosis until it runs dry. Gurahl Abominations are known as Umfalla, or "soul-dead", and are killed on sight by living Gurahl. Corax and Mokole Abominations die, no matter where they are, at the next sunrise; Mokole Abominations also go on a mindless rampage. Nuwisha always die from an Embrace attempt. Ananasi are completely immune, as vampires cannot tolerate the arachnid elements in their blood. Kitsune are said to be blessed by Gaia and greet their prospective sire with a brief, but intense, pillar of flame on the first drop of vitae that is given to their blood-drained form. Ratkin can be embraced, but they rot like ordinary corpses and eventually fall over and stop moving.

Known AbominationsEdit

References Edit

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