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  • As a prelude to when I have my actual book, here's another fluff conversion from a superhero game:

    The Grue Unity

    Quote: [Pitable solid, all alone. How foolish of you to think your chaotic wreck of a society is superior to us, the children of perfect Unity.]

    Earth has more horrors born in its universe than monsters. In the not-to-distant reaches of space (at least going by their method of FTL) a strange, hostile species looks upon the planet with cold and greedy eyes. They have no name for themselves, as they have no mouth. But their ancient rivals, the Lor, gave them one after an ancient demon of the dark, and they quite like it. To their many enslaved client planets, they are the All-Formed Ones, but to everyone else, they are the Grue Unity.

    The first thing to understand about the Grue is that they are shapeshifters-while they have a true form, a red-skinned humanoid with cold, white eyes that resemble cataracts, it is ultimately just a convinience, a resting state that the Grue return to when not actively trying at deception; every Grue, from the lowliest drone to the mighty Meta-Mind himself (while Grue do not have genders, they recognize most human societies view males as superior-a ridiculous concept when the primary difference between biological sexes is simply who bares young, but the Grue default to male pronouns for convinience), is a biokinetic and telepath whose flesh is fluid clay at a moment's thought, a necessity on their chaotic shifting honeworld and its panoply of clever, psychic predators. Even the all-but-mindless drones are instinctive masters of disguise, while intelligent, ensouled metamorphs are all that and living, ever-shifting weapons near impossible to corner due to their mastery of shape. They know this, and for that all other sentient life is inferior, for they cannot adapt and evolve like the Grue can. They cannot know things that the Grue do from the moment they are born.

    The second is, due to an accident of biology and telepathy, the Grue Unity got its name from a group mind; the primeval Grue learned that, by melding their bodies and brains into one, they could fuse into a mind capable of serving as king and network hub for the telepathic race. It was from these hubs that the first Grue civilizations were born, and how they conquered their home-and each other, in a devastating war that imprinted upon the last Joined, and through him th surviviors and all the others who came after, a simple truth; that which cannot be controlled, cannot be trusted. For this, all other sentient life is feared. They are so strange to the Omnifarious, the collective subconscious of the Grue, and that which is strange is, by definition, not controlled. "Foriegn" and "evil' have the same word in the Grue written language.

    The third is that they are adaptable; if a carbon-based being is capable of breathing it, of eating it, of drinking it, then the Grue can; give them a day or so, they can adjust their metabolism and biochemistry to it. For this, they explore-the stars have never been particularly far away for them, and they wish to expand like most life does, to grow and incorporate more territory into their empire.

    So, then, how would you think they feel when they find that so much of the prime estate to colonize is already owned by beings they fear and look down upon?

    They feel the need to control those beings, of course. For this, they conquer.

    (Will crunch when I have pdf and am off phone).
    Last edited by Leliel; 09-08-2017, 01:42 PM.


    Comment


    • Grue Drone:



      Quote: [All. Hail. Meta-Mind.]

      Background: Grue are not born with souls, under normal circumstances. As a testament to the deadliness and occult nature of their home, the vast majority are spawned (congealed, really) from "gestation reservoirs" (it's extremely offensive to call them pits), free of higher consciousness, being little more intelligence than extremely tame and cunning chimpanzees. The evolutionary strategy on the homeworld was that drones are decoys for the actually sentient Grue, serving as a way to feed predators psychic junk food until they were full or starved to death. Today, the drones are an easy source of cheap labor and muscle for their metamorph elders, and while they cannot shapeshift out of humanoid form, they don't need mastery of shapeshifting to utilize opposable thumbs or know how to aim a gun. And being able to imitate, say, a janitor makes them easy enough to smuggle in or serve as security.

      Description: In their true forms, Grue drones resemble all other Grue; androgynous, red-skinned, mouthless humanoids with eyes that, while they have comparable structures to sclera, are so pale they appear solid white until closer inspection. Drones can be distinguished from their metamorph superiors by their voices (for lack of of a better term, but it affects them when speaking in a disguise as well), which are halting and monotone; like parrots, drones do not have full communicative cognizance, and while they can pick up the basic context of words, they don't really understand them well and can't carry a conversation. In areas the Grue walk openly, their masters dress them in colorful uniforms meant to impress, with the Grue Unity symbol (the dim sun of their homeworld surrounded by five stars) displayed prominently.

      Storytelling Hints: Metamorphs are not instinctively inclined to view drones as something worthy of care-their literal biological function is as cannon fodder. As a result, they are little more than muscle for the rest of the species. At most, their larval states are viewed as interesting pets if unusually intelligent, and most of those are the ones nearing Cultivation (ie, maturation into a metamorph). That being said, they're very disciplined and effective muscle, and their cunning, while animalistic, is quite capable of understanding the concept of ambushes, cover, and luring your opponent into a false sense of security (especially since drones are not instinctively attached to their own lives too much, if it protects the "nest" of the area they guard, metamorphs, or what the Omnifarious tells them is the Unity's plans). Their real weakness, as the Ban implies, is a lack of personal direction; without the Omnifarious to direct them, drones default to primal, instinctive behavior, usually to run away in confusion and panic and hide until the group mind is restablished.

      Best At: Ambushes, Disguises that don't require speaking, Feral melee onslaught, Shooting (Five Dice)

      Worst At: Pretending to be sentient, Understanding non-Grue language, Acting on own initiative (Chance Die)

      All Others: 2

      Dread Powers: Chameleon Horror, Drain, Mortal Mask

      Ban: Drones need the Omnifarious in order to function, and they panic when it is not present. If someone blocks the group mind in an area, all drones promptly lose the ability to take Mental actions,or communicate telepathically, even with other Grue (as they cannot hear the emotional emphasis in the "words", and so have no ability to contextualize said "words"), and take a -2 penalty to all contested actions, including combat. This, understandably, wreaks hell on any plans.


      Comment


      • The Voice In The Phone

        Best At: 10 (Knowing What You Want, Bringing Out The Very Worst In You, Terrible And Subtle Murders)
        Worst At: 2 (Holding A Normal Conversation)
        Aspiration: Get Rid Of People You Hate
        Willpower/Scene: 6
        Initiative: 10
        Durability: 5
        Size: 1
        Structure: 6
        Dread Powers: Eye Spy, Immortal, Influence (Hate 1), Know Soul, Miracle (Murder Only), Numen (Implant Mission, Sign)


        "Fate is a cruel jester with a finely developed sense of irony." - Sir Night as portrayed by Leliel, The Horror Recognition Guide

        Comment


        • Originally posted by GibberingEloquence View Post
          The Voice In The Phone

          Best At: 10 (Knowing What You Want, Bringing Out The Very Worst In You, Terrible And Subtle Murders)
          Worst At: 2 (Holding A Normal Conversation)
          Aspiration: Get Rid Of People You Hate
          Willpower/Scene: 6
          Initiative: 10
          Durability: 5
          Size: 1
          Structure: 6
          Dread Powers: Eye Spy, Immortal, Influence (Hate 1), Know Soul, Miracle (Murder Only), Numen (Implant Mission, Sign)

          You had me at Best At: "Bring Out The Very Worst In You" but then you go on to make the disembodied voice Immortal and have Miracle (Murder Only)? Slow impressed clap for you, and +1 Internet.


          “Youth ages, immaturity is outgrown, ignorance can be educated, and drunkenness sobered, but stupid lasts forever.” ~ Aristophanes
          "Virescit Vulnere Virtus" ~ Stewart Clan Motto

          Comment


          • Its been a while, so here are a few new Horrors

            The Dimensional Shambler
            The enigmatic creatures known to occult scholars as “Dimensional Shamblers” are creatures that can seemingly shift between varies planes of existence with relative ease. Their behavior is strange; they have been observed stealing items or abducting individuals and then vanishing with the items or persons taken. The reasoning for this behavior, and the ultimate fate of that which was taken is unknown. It is theorized that the creatures have a previously undiscovered “native” dimension, but there has been no proof of this thus far. The beings are insect-like, with leathery, carapaced hide and elongated forelimbs that give it an apish bearing. Its dull, black eyes convey little emotion and have never spoken or otherwise communicated during any documented encounter.

            Virtue: Curiosity; Vice: Enigmatic
            Aspiration: To Explore and Collect

            Mental Attributes: Intelligence 3, Wits 4, Resolve 3
            Physical Attributes: Strength 6, Dexterity 4, Stamina 4
            Social Attributes: Presence 3, Manipulation 2, Composure 4
            Skills: Athletics 2, Brawl 3(Grapple), Intimidate 3, Larceny 2, Occult (Dimensions) 2, Science 2, Stealth 3 (Ambush), Survival 3 (Navigation)
            Merits: Area of Expertise (Grappling), Indomitable, Iron Skin 1 (Advanced), Style: Grappling 2, Trained Observer

            Potency: 3
            Willpower: 10
            Size: 6
            Initiative: 8
            Armor: 1
            Defense: 6
            Speed: 14 (Species 4)
            Health: 10

            Weapons/Attacks
            Talons [+0L melee; 9 dice]
            Dread Powers: Dimensional Travel, Madness & Terror, Surprise Entrance

            Dimension Travel: This Dread Power is unique to the Dimensional Shambler, and allows them to move from one realm of existence to another with ease. By spending 3 Willpower, the creature can move into a roughly analogous location in a different realm of existence (such as the Hedge, the Primordial Dream, the Shadow, the Underworld, etc.) It takes the Shambler a full round to complete the transition. By spending an additional 1 Willpower, the Shambler can carry items or Grappled opponents with it when it travels (such items or individual can be no larger than Size 6).


            Invaders from Beyond
            “Invaders from Beyond” are creatures intent on taking over the Earth and have begun a campaign of infiltration in preparation for a full-scale invasion. The exact aims of the beings are unknown, and theories ranging from a desire to exploits Earth’s resources to using humanity to jump-start their own stagnant evolution have been put forward. In their natural forms, they are thin gray-skinned beings, with dark eyes, enlarged craniums, and somewhat skeletal faces. They use their advanced technology to masquerade as humans and have infiltrated nearly every strata of human society to prepare the way for global conquest.

            Virtue: Cautious; Vice: Entitled
            Aspiration: Subjugate Humanity

            Mental Attributes: Intelligence 4, Wits 4, Resolve 4
            Physical Attributes: Strength 3, Dexterity 4, Stamina 3
            Social Attributes: Presence 2, Manipulation 4, Composure 4
            Skills: Academics 2, Athletics 1, Computer 3(Hacking), Crafts 2(Technology), Drive 2, Firearms 3(Blaster), Medicine 2, Science 3, Subterfuge 2 (Disguise)
            Merits: Alternate Identity 2, Area of Expertise (Disguise, Technology), Indomitable, Untouchable
            Potency: 3
            Willpower: 11
            Size: 5
            Initiative: 8
            Defense: 5
            Speed: 12
            Health: 8

            Weapons/Attacks
            Unarmed [+0B melee; 3 dice]
            Energy Blaster [+2L ranged; Initiative -2, AP 2, 8 dice]
            Dread Powers: Pierce Mind, Regenerate, Skin-Taker


            Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
            The Horror Lab - A collection of Beasts, Monsters and less definable things.
            Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
            Twilight Menagerie - A collection of Ephemeral Entities

            Comment


            • Granted, I'm not particularly knowledgeable about BtP, but wouldn't the Primordial Dream lack any ties to geographical locations in the material?


              Bloodline: The Stygians
              Ordo Dracul Mysteries: Mystery of Smoke, Revised Mystery of Živa
              Mage The Awakening: Spell Quick Reference (single page and landscape for computer screens)

              Comment


              • What would be a good Dread Power to simulate mechanical beings? I was thinking of doing a robotic swarm (like Mousers from TMNT) as a Horde.


                Malkydel: "And the Machine dictated; let there be adequate illumination."
                Yossarian: "And lo, it was optimal."

                Comment


                • Originally posted by Tessie View Post
                  Granted, I'm not particularly knowledgeable about BtP, but wouldn't the Primordial Dream lack any ties to geographical locations in the material?
                  Whenever a Mortal loses Integrity in an encounter with the supernatural, the event creates a Chamber within the Primordial Dream that reflects its immediate surroundings. The full extent of Dream geography has not been published yet, but we know that at least this overlap exists.


                  Find my Homebrew Fangs of Mara 2ed update Here

                  Comment


                  • Re: Primordial Pathways

                    In addition to what Teatime mentioned, a Hero has access to a Gift called "Open Gate" that allows it to intrude into Beasts Lair. While I might need to revise the language, the general idea is that if there is a Realm presented in the Chronicles of Darkness that can be physically accessed, then the Shambler can get there.

                    Re: Dread Powers from Mechanical Creatures

                    The following is a selection of powers that work well with Horrors that have a Technological Theme. Most are from the core book, but those marked with an asterisk are from Werewolf the Forsaken 2nd Edition.


                    *Armored Hide [Armor Plating]
                    Chameleon Horror [light bending technology]
                    Discorporate [Modular design with many independent units]
                    Eye Spy [Surveillance Drones and Security Override systems]
                    Gremlin [Remote Control and Direct EMP weapons]
                    Immortal [Backup Programs and chassis]
                    *Interface [Link up with Computers and other Devices]
                    *Juggernaut [sledgehammer fists and reinforced frame]
                    *Monstrous Resilience [mechanical creatures do not feel pain or discomfort]
                    Natural Weapons [Implements to crush, stab and slice]
                    Numen - Blast [Ranged Weapon Systems]
                    Prodigeous Leap [Hydraulic Legs or Rocket Boosters]
                    Regenerate [Automated Repair system]
                    Reality Stutter [Teleportation]
                    Snare [Non-lethal Containment Weapons]
                    *Swift [Mechanical Precision and Speed]
                    Unbreakable [Mechanical durability]


                    Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                    The Horror Lab - A collection of Beasts, Monsters and less definable things.
                    Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                    Twilight Menagerie - A collection of Ephemeral Entities

                    Comment


                    • Eyeling
                      It appears to be a pale blue human eye that is crawling around on its blood red optical nerve like it was a set of tentacles tucked away in a corner on a shelf above you out of normal line of sight. It notices you noticing it and it shimmers as it disappears...
                      Image:
                      Stats:

                      Best At: 5 (Devouring Supernal Magic by being a witness that causes a Paradox/Dissonance, Seeing through the Eyeling Hivemind, Being Unseen)
                      Worst At: Chance Die (Communicating, Overpowering others, Inflicting Damage Directly)
                      Aspiration: See secrets, Devouring Supernal Magic by being a witness that causes a Paradox/Dissonance
                      Willpower/Scene: 2
                      Initiative: 10
                      Durability: 5
                      Size: 1
                      Structure: 6
                      Dread Powers: Eye Spy (Can see what other Eyelings can See) , Miracle [by shoving a captured eye into your own empty eye socket you gain the ability to sometimes see through Eyeling's eye Granting the Merit Contact: Eyelings, and a level of semi-telepathic connection to the Eyeling in your head giving you the Merit Retainer 4: The Eyeling in your Head <Three Retainer Skills: Investigate, Occult, and the third skill is it counts as a Sleeper Witness for a Paradox/Dissonance purposes for any spell that is in its line of vision> at the cost of permanently losing a Personal Aspiration], Chameleon Horror

                      Please note this is an Abyssal Creature, for where that matters.

                      (Counts as an aware Sleeper Witness for a Paradox/Dissonance for any spell that is in its line of vision)


                      “Youth ages, immaturity is outgrown, ignorance can be educated, and drunkenness sobered, but stupid lasts forever.” ~ Aristophanes
                      "Virescit Vulnere Virtus" ~ Stewart Clan Motto

                      Comment


                      • What if you don't want to use all the splat books but want to have werewolves, vampires, wizards/witches, and/or fae in your setting, with greatly simplified rules?

                        Feel free to try these generic monsters!

                        Werewolf

                        This hulking nine-foot tall wolf headed wolf-man has thick fur, rippling muscles, and rending talons when in its natural form but can appear as it did while it was still human. It is thought the transformation is caused when a suitable human is exposed to supernatural predation and survives after being maimed on a night of a full moon. It seems to be a bit of a localized spiritual immune response to a supernatural ecology out of balance as restoring balance to the supernatural ecology and protecting its territory become its driving goals.
                        Horror Type: Lone Terror
                        Best Dice Pool: 10, Tracking, Brutally killing, Chasing
                        Worst Dice Pool: 2 Remaining calm, Empathizing with non-predators, Resisting primal instincts
                        All Other Pools: 5
                        Aspirations: Kill those trespassing on Territory, Hunt those disrupting the local supernatural ecology
                        Dread Powers: Madness and Terror (Via Howl), Hunter's Senses ('Trespassers'), Home Ground (Territory), Regenerate, Unbreakable, Natural Weapons (Fang/Claw), Numen-Mortal Mask (Being Human isn't their true form, and while disguised as humans each has at least one classic lycanthropy Tells, though it vairies by individual)
                        Bane: Silver
                        Willpower/Scene: 6


                        Vampire Lord
                        The mature stage of undead vampirism, where they are capable of creating others of their own kind, this happens after having been a Vampire Minion under another Vampire Lord, being released and then maturing as an Independant Vampire. Vampire Lords are no Longer able to feed directly from mortals and must feed from other vampires or superaturals, and thus normally feed by proxy through their Vampire Minions.
                        Horror Type: Lone Terror
                        Best Dice Pool: 10 Seducing others into their control, Crushing enemies, Executing subtle mechination
                        Worst Dice Pool: 2 Acting in the day, acting while confronted with Banes
                        All Other Pools: 5
                        Aspiration: Maintain masquerade concealing vampire existence from humanity, Entrench personal influence in the mortal world, Drain supernatural beings
                        Dread Powers: Numen-Drain(Sucking through skin), Soul Thief (Having Drained all Willpower), Immortal (Resurrection Clause: Blood spilt on their ashes), Discorporate, Hypnotic Gaze, Mist form, Unbreakable
                        Bane: Sunlight, Fire
                        Willpower/Scene: 6


                        Independent Vampire
                        This is a former Vampire Minion that has been released by their Vampire Lord, but has not yet matured into a Vampire Lord themselves yet.
                        Horror Type: Horde
                        Best Dice Pool: 7 Enacting their preferred feeding method, Executing subtle mechination
                        Worst Dice Pool: 1 Acting in the day, acting while confronted with Banes
                        All Other Pools: 3
                        Aspirations: Maintain masquerade concealing vampire existence from humanity, Entrench personal influence in the mortal world, Drain mortals
                        Dread Powers: Numen-Drain(Sucking through skin), Soul Thief (Having Drained all Willpower), Immortal (Resurrection Clause: Blood spilt on their ashes), Hypnotic Gaze, Unbreakable
                        Bane: Sunlight, Fire
                        Willpower/Scene: 3


                        Vampire Minion
                        Those Soulless killed by Vampire Lords and fed the Vampire Lords blood are made into its minions, loyal and eager slaves to its will and appetites. Should the Vampire Lord release them, a very rare act, they may after a century mature into a Vampire Lord themselves.
                        Horror Type: Minion
                        Best Dice Pool: 5 Enacting their preferred feeding method, Obeying commands of a Vampire Lord
                        Worst Dice Pool: Chance Acting in the day, acting while confronted with Banes, Actively disobeying a Vampire Lord
                        All Other Pools: 2
                        Aspirations: Receive praise from Vampire Lord, Drain mortals
                        Dread Powers: Numen-Drain(Sucking through skin), Soul Thief (Having Drained all Willpower), Immortal (Resurrection Clause: A Vampire Lord's blood spilt on their ashes)
                        Bane: Sunlight, Fire
                        Willpower/Scene: 2


                        Wizard/Witch
                        Those whom uncovered mystical secret so great as to warrant the title of wizard or witch are still human, though often their great power corrupts them towards dark self serving ends.
                        Horror Type: Lone Terror
                        Best Dice Pool: 10 Knowing obscure knowledge, Methodical ritualistic use of magic that takes a scene per power to use
                        Worst Dice Pool: 2 Physical combat, Improvisational use of dread powers in as little as a turn
                        All Other Pools: 5
                        Aspirations: Study supernatural secrets, Wield power over the mortal world
                        Dread Powers: Eye Spy (Via Scying prop), Gremlin, Miracle, Surprise Entrance, Numen-Implant Mission, Numen-Omen Trance
                        Willpower/Scene: 6


                        Fetch
                        The replacement of a human being by a denizen of Faerie is called a Fetch. This appear via Surprise Entrance into a scene where the replaced person was exacted after a non-faerie enters the land of Faerie.
                        Horror Type: Minion
                        Best Dice Pool: 5 Impersonating the replaced person for aquaintances, Cause emotional distress to those that care about person replaced
                        Worst Dice Pool: Chance Fooling those that truely love the replaced person
                        All Other Pools: 2
                        Aspirations: Impersonate the person they are replacing, Ensure the populace at large does realize the person it is impersonating has been replaced
                        Dread Powers: Numen-Mortal Mask (Is a sickly copy of the person replaced; The Tell is that it must answer ancient riddles when certain strange actions are taken in front of them, as according to certain folk lore), Madness and Terror (through revealing its true form or crying/wailing/bawling [This second one only affect people whom were intimate with the person it is replacing] ), Surprise Entrance (Any scene where the person it is replacing is expected in)
                        Willpower/Scene: 2
                        "Intimate" applies to deep bonds, Mentors would apply, sometimes fellow PC if appropriate, some types of Retainers, and NPC who was a True Friend


                        Unseelie Host
                        These faerie fly through the night sky as dark silhouettes, snatching those they can for the land of Faerie, sometimes leaving a Fetch, other times not.
                        Horror Type: Horde
                        Best Dice Pool: 7 Chase people outside at night, Snaring people with Shadows, Scaring people
                        Worst Dice Pool: 1 Acts of kindness, Anything when exposed to cold Iron or bright lights
                        All Other Pools: 3
                        Aspirations: Capture travelers at night, Fly through the night sky, Inspire fear
                        Dread Powers: Mist Form (A dark shadow flying through the air), Snare (Shadowy grasp projected over them), Hunter Senses (Lone Travelers at night), Immortal (Ressurection Clause: The rising of the New Moon), Maze (On those Ensnared, actually pulls them within the Unseelie Host, and finding an exit leads creepy sinister unseelie portions of Faerie realms)
                        Bane: Cold Iron
                        Willpower/Scene: 3


                        Faerie Lord/Ladies
                        Faerie Lords come in two distinct flavors, neither of which have human sensibilities, Seelie and Unseelie. Faerie Lords or Ladies are the royalty in the land of Faerie and have dominion over lesser fae beings. Beings from Faerie are capricious and see humans as play-things or food, which which is worse being dependent on exactly what "play-thing" means to the particular faerie. When Faerie Lords or Ladies abduct those from the mortal realm they always bid a Fetch to take their place.
                        Horror Type: Lone Terror
                        Best Dice Pool: 10 Being inhumanly perfect, Being inhumanly cruel, Executing convoluted mechination
                        Worst Dice Pool: 2 True empathy for others, Anything while touching Cold Iron
                        All Other Pools: 5
                        Dread Powers: Immortal (Ressurection Clause: Either the Spring Equinox or Summer Solstice for Seelie, or Autumn Equinox or Winter Solstice for Unseelie), Miracle (Must be made as a Bargain with a Mortal), Numen-Awe, Numen-Hallucination (They call it Glamour), Numen-Mortal Mask (Tell is their shadow/reflection shows their true form), Home Ground (Land of Faerie), Maze (actually pulls them within the Unseelie Host, and finding an exit leads either unseelie or seelie portions of Faerie realms, depending on the type of Faerie Lord/Lady)
                        Bane: Cold Iron
                        Willpower/Scene: 6
                        Last edited by Pale_Crusader; 12-31-2017, 04:58 PM.


                        “Youth ages, immaturity is outgrown, ignorance can be educated, and drunkenness sobered, but stupid lasts forever.” ~ Aristophanes
                        "Virescit Vulnere Virtus" ~ Stewart Clan Motto

                        Comment


                        • A few new ideas that popped into my head

                          Cultist of the Deep
                          Certain individuals given to the worship of unnameable things begin to manifest physiological and mental aberrations ranging from the subtly off-putting to the inhumanly grotesque. These Cultist often congregate insular communities, where their practices can go unnoticed by the population at large for generations. At best, their lineages will eventual die out, rendered sterile and impotent over time. At worst, they can infect entire bloodlines with curious traits, and vile habits.

                          Virtue: Loyalty; Vice: Fanaticism
                          Aspiration: To venerate blasphemous Entities

                          Mental Attributes: Intelligence 2, Wits 3, Resolve 4
                          Physical Attributes: Strength 4, Dexterity 3, Stamina 3
                          Social Attributes: Presence 3, Manipulation 2, Composure 2
                          Skills: Athletics 1(Swim), Brawl 2(Grapple),Intimidate 2, Investigation 1, Larceny 2, Occult 2(Cult Rituals), Subterfuge 2, Streetwise 1(Isolated Community),Weaponry 2
                          Merits: Hardy 2, Mystery Cult Initiation 2, Striking Looks 1 (Weird)

                          Potency: 2
                          Willpower: 8
                          Size: 5
                          Initiative: 5
                          Armor: 1
                          Defense: 4
                          Speed: 12
                          Health: 8

                          Weapons/Attacks
                          Unarmed [+0B melee; 6 dice]
                          Club [+1L melee;-1 Initiative; 6 dice]
                          Dread Powers: Armored Hide, Home Ground (Isolated Village), Jump Scare

                          High Priestess of the Apocalypse
                          She remembers a time where she cut the hearts from virgins tied to stone alters, and wrote odes to the Gods in their blood. In her time she has led cults of utopian idealists as often she has led as sinister cabals rife with depravity. They all end the same way; blood, fire, torment, death. Then she begins again.
                          The High Priestess of the Apocalypse has worn many names of the centuries, and builds cults gathering the lost and the gullible. She has been granted immortality for her service, and wields powers gathered over the course of countless lifetimes. All of this is done to perpetuate her immortality and to feed souls to the dark pantheons she venerates. One day, her Gods will rise and drown the world in a tide of blood. But until that blessed day, she will do what she must to advance their agenda.

                          Virtue: Ambition; Vice: Misanthropy
                          Aspiration: To bring about the End of Days
                          Mental Attributes: Intelligence 5, Wits 5, Resolve 5
                          Physical Attributes: Strength 6, Dexterity 5, Stamina 4
                          Social Attributes: Presence 6, Manipulation 6, Composure 5
                          Skills: Academics 4, Athletics 2, Brawl 3, Intimidate 3, Occult 6 (Apocalypse), Persuasion 5(Indoctrination), Socialize 4(Cults), Subterfuge 5, Weaponry 3
                          Merits: Mystery Cult Initiation 5, Sacrificial Offering 5, Staff 3(Cult Members)
                          Potency: 6
                          Willpower: 16
                          Size: 5
                          Initiative: 10
                          Defense: 7
                          Speed: 12
                          Health: 9
                          Weapons/Attacks
                          Unarmed [+0B melee; 9 dice]
                          Knife [+0L melee;-1 Initiative; 9 dice]
                          Dread Powers: Madness& Terror, Immortal, Regeneration 1, Soul Thief
                          Last edited by Reighnhell; 03-18-2018, 01:09 AM.


                          Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                          The Horror Lab - A collection of Beasts, Monsters and less definable things.
                          Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                          Twilight Menagerie - A collection of Ephemeral Entities

                          Comment


                          • I don't know if you've already mined this for ideas, but here are a few. Some seem almost ideal for Cryptids.


                            Malkydel: "And the Machine dictated; let there be adequate illumination."
                            Yossarian: "And lo, it was optimal."

                            Comment


                            • Re: Fearsome Critters

                              Nice! An entire section of folklore I was previously unfamiliar with! I will absorb it and see what it inspires.

                              And here is a new horror!

                              Project Einherjar
                              “Project Einherjar” was an off-the-books program conducted government agencies researching next-generation augmentations and enhancements to create soldiers for the battlefields of the future. The test subjects were high-performing and elite soldiers, critically injured in the line of duty. Declared “killed in action”, these soldiers were mentally and physically transformed with electronic and mechanical cybernetics, granting them strength, speed and endurance far beyond human limits. Their minds were altered to have little little cognizance beyond the current mission, and to remember nothing of their prior lives. The first several sorties of these augmented warriors proved promising, but increasing behavioral instability made the augmented soldiers violently unpredictable. The project was canceled and the soldiers were slated be be destroyed when the transport carrying the eight remaining subjects in cryogenic stasis disappeared. Those responsible for the expensive and deeply illegal program are actively searching for the missing subjects.

                              Virtue: Obedient; Vice: Erratic
                              Aspiration: Complete the Mission
                              Mental Attributes: Intelligence 3, Wits 5, Resolve 5
                              Physical Attributes: Strength 7, Dexterity 5, Stamina 6
                              Social Attributes: Presence 3, Manipulation 1, Composure 4
                              Skills: Athletics 3(Run), Brawl 4, Crafts 2(Demolitions), Drive 2, Firearms 4(Assault Rifle), Intimidate 3, Stealth 3, Survival 3(Tracking), Weaponry 2 (Knife)
                              Merits: Indomitable, Iron Stamina 3, Professional Training 4 (Soldier; Athletics, Firearms, Survival), Style: Firefight 2, Trained Observer

                              Potency: 4
                              Willpower: 13
                              Size: 5
                              Initiative: 9
                              Armor: 3/4
                              Defense: 8
                              Speed: 20
                              Health: 11
                              Ban: Gains the Insane Tilt when one of their three rightmost Health boxes has damage marked

                              Weapons/Attacks
                              Unarmed [+0L melee; 11 dice]
                              Assault Rifle [+3L ranged, -3 Initiative; 10 dice]
                              Combat Knife [+1L melee, -1 Initiative; 10 dice]
                              Dread Powers*: Alternate Composition* (Cyborg), Monstrous Resilience, Prodigious Leap

                              Alternate Composition: As the Cryptid Adaptation [Demon: the Descent, pg. 230]. The subjects of Project Einherjar have had their limbs, spine, lower torso and most of their internal organs replaced with mechanical parts. In addition, their skeletons and remaining musculature have been reinforced and significant surgical modifications have been made to their brain and eyes. The overall changes grant Armor 3/ 4 and they are considered to always have access to the Gas Mask, Night Vision Goggles, and Smartphone equipment.

                              *Exchanged 1 Dread power for 3 dots of Merits.


                              Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
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                              Twilight Menagerie - A collection of Ephemeral Entities

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                              • Interesting if Project Einherjar is connected too Task Force VALKYRIE...


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