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[2E fan] Scion Bestiary

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  • wyrdhamster
    started a topic [2E fan] Scion Bestiary

    [2E fan] Scion Bestiary

    Want to stat particular beast from mythology? Want to create something new? We will help you. 😎 Topic for stating new beasts and adversaries for Scion games.

    Here are my on the start…

    Ghouls
    By Arabic folklore, ghouls are demonic, shapechanging creatures. By European interpretations, they are dead eating scavengers, often undead themselves. Both variants are below.

    Ghoul ( undead )

    Once human, those beings now feeds on the dead flesh – the fresher the better. They live underground, often nearby graves. Their skin became pale, their limbs are sickly thin – but surprisingly strong. Their fingernails changed into short claws that even secrete a paralyzing toxin. They like to sneak to their unsuspecting victims.
    Archetype: Professional
    Qualities: Natural Weapon ( Claws ), Shroud ( +2 Complications to attack when sneaking ), Subterranean Movement, Toxic ( Claws ), Unnatural Hunger ( Dead flesh, eating regenerate 1 Health per turn of consumption ), Vulnerability ( Fire )
    Flairs: Long Arm ( literal 😉 )
    Drive: To get human corpses to eat
    Weakness: Fire
    Primary Pool (7): Sneaking, Grappling, Unarmed Combat
    Secondary Pool (5): Subterfuge ( like imitating others voices )
    Desperation Pool: 3
    Health: 3
    Defense: 2
    Initiative: 5
    Attacks:
    Venomous claws - Enhancement 2, Natural, Range: Close, Toxin – Poisoned ( Paralyze ) Condition, when target hit. Beside Inflict Damage, character cannot move without Stamina roll with Difficulty 2.

    Ghoul ( demon )

    Arabic ghoul is a desert-dwelling, shapeshifting demon that can assume the guise of an animal, especially a hyena. It lures unwary people into the desert wastes or abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, and eats the dead, then taking the form of the person most recently eaten.
    Archetype: Monster
    Qualities: Unnatural Hunger ( Dead or young children )
    Flairs: Shapeshifting ( Hyena ), Thousands Faces ( Most recently eaten corpse )
    Drive: Prey on dead or young children
    Primary Pool (11): Subterfuge (imitating others ), Grappling, Unarmed Combat
    Secondary Pool (9): Athletics, Survival
    Desperation Pool: 5
    Health: 5
    Defense: 4
    Initiative: 9
    Attacks:
    Claws - Enhancement 2, Natural, Range: Close

  • wyrdhamster
    replied
    Manticore ( Origin to Hero Tier )





    Manticore ( Origin to Hero Tier )
    Archetype: Monster
    Quality: Armor Piercing (Jaws, Sting ). Flight, Natural Weapon ( Claws, Jaws, Sting ), Unnatural Hunger ( Human Flesh ), Toxic ( Sting )
    Flairs: Seeing Red, Here I Come ( Flight Charge )
    Drive: To eat human flesh.
    Primary Pool (11): Flight, Close Combat
    Secondary Pool (9): Sting Shooting, Jaws Grappling
    Desperation Pool: 5
    Health: 6
    Defense: 4
    Initiative: 9
    Attacks:
    Claws - Enhancement 2, Natural, Range: Close
    Jaws - Enhancement 2, Natural, Piercing, Grapple, Range: Close
    Poison Sting - Enhancement 1, Natural, Piercing, Toxic, Range: Short
    Last edited by wyrdhamster; 01-24-2021, 11:17 PM.

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  • wyrdhamster
    replied
    Jotnar - Ice Giants of Aesir

    There are ancient enemies of Aesir – Ice Giants of Jötunheim. Those being, old as World itself, are equal to all various powers of Gods – from lowers Denizens, up to the Titans itself. Here are stats for all of them. In Hero book, at page 296 we have stats for adult, most typical Jotnar. In Titanomachy book are Titans level Jotnar, since page 15.
    ( You could stat them as Trolls for an Origin challenge, Jotnar for Heroes, a form of Goliath for Demigods, on up to a Titan. )

    Jotnar, Young Inflitrator ( Origin )
    Jotnar are rising in size and power with age. Young Giants – up to 50 years old – are indistinguishable from normal humans. Only their pale blue skin and cold touch reveals their origin. Many are passing as humans with magic in modern World, to fulfil their mission. They are used mostly as lackeys and infiltrators for their much older family, to be nuisances for the Aesir and especially their Scions.





    Archetype: Villian
    Quality: Heavily Armored, Cross-Training, Sure Footed, Institutional Disbelief, Imperfect Disguise ( Cold, hates heat ), Vulnerability ( Fire )
    Flairs: Seeing Red
    Drive: Fullfill commands from Jötunheim.
    Weakness: Fire – Jotnar are cold in touch and they do not like warm surroundings. They often live in unheated apartments or basements. However, only Fire is their proper anathema.
    Primary Pool (9): Infiltration, Lying
    Secondary Pool (7): Close Combat, Stealing, Survival
    Desperation Pool: 5
    Health: 5
    Defense: 5
    Initiative: 7
    Extras: Get Out of Jail Free (As long as the Villain dies offscreen or in questionable circumstances, she can later reveal herself to have miraculously survived. This costs 1 Tension. Cooldown: One arc)
    Attacks:
    Knife, Giants – Enhancement +2, Concealable, Lethal, Melee, Thrown

    Jotnar, Young Berserker ( Origin )
    Still in the size of only slightly larger than typical human, those Jotnar reminiscence the Giants from myths, as wild, terrifying warriors. Contrary to Infiltrators, they use their magic to be direct threat and martial prowess. They are to other of their kind, like Norse Berserkers were to the normal Viking – wild, powerful force of destruction.




    Archetype: Monster
    Quality: Super Soldier, Sure-Footed, Stand Tall, Vulnerability (Fire)
    Flairs: Seeing Red, Making Space, Here I Come
    Drive: Destroy the enemies of Jötunheim.
    Weakness: Fire – Jotnar are cold in touch and they do not like warm surroundings. Fire is their proper anathema.
    Primary Pool (9): Close Combat ( +1e as Super Soldier ), Feats of Strength
    Secondary Pool (7): Endurance, Temperature Tolerance (cold), Tracking
    Desperation Pool: 5
    Health: 6
    Defense: 4
    Initiative: 7
    Attacks:
    Weapons, Giants ( Clubs, Spears, Axes, etc. ) – Enhancement +2, Lethal, Melee, Range: Close ( Most of them )
    Last edited by wyrdhamster; 01-24-2021, 11:14 PM.

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