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  • Hey Reighnhell ! Guess what time it is? That is right, it's Slasher O' Clock! I deliberately avoided giving this one a ton of nuance because I think that approach doesn't really fit his Undertaking. What do you think?

    The Road Titan

    There is no grandiose motivation or twisted philosophy behind the murders of the creature once known simply as Robbie. He grew up without family or friends, his closest thing to a home being a junkyard. From a young age he learned to make a living as a repairman, but he could never become anything more because he just barely kept his homicidal impulses in check. When the junkyard stopped bringing in customers and they tried taking it away from him, he snapped and started killing intruders. Try as he might to find any solutions besides murder, his hatred only got worse with time. His transformation into a Scourge occurred on the night when an orphan much like him tried to steal his monster truck on a dare. Instead of feeling a connection with this child and offering mercy, Robbie ran him down with the truck. Ever since then, he hasn't uttered nor understood a single word.

    Undertaking: Mask
    Virtue: Clever
    Vice: Competitive
    Aspiration: Collect parts of bodies and vehicles

    Mental Attributes: Intelligence 3, Wits 4, Resolve 5
    Physical Attributes: Strength 6, Dexterity 4, Stamina 5
    Social Attributes: Presence 5, Manipulation 1, Composure 5

    Skills: Crafts (Repairs) 3, Investigation 2, Athletics 3, Brawl (Brute Force) 4, Drive (Monster Truck) 5, Stealth 2, Weaponry 3, Intimidation (Appearing Out Of Nowhere) 5, Streetwise (Secret Routes) 4, Subterfuge (Play Dead) 3

    Merits: Investigative Aide 1 (Streetwise), Seizing The Edge 2, Crack Driver 3, Stunt Driver 4, Iron Will 2, Safe Place 1 (Junkyard), Brute Force 5

    Potency: 4
    Willpower: 14
    Size: 5
    Initiative: 9
    Defense: 7
    Speed: 15
    Health: 10
    Weapons/Attacks
    Unarmed [+0L Melee, 11 Dice]
    Vehicular Manslaughter [Good Luck]
    Talent: Killing Machine
    Frailty: No Mind But For Murder
    Dread Powers: Jump Scare, Maze, Regenerate 1, Unbreakable

    Killing Machine: The Mask is a nigh-unstoppable engine of violence and destruction. He has the Unbreakable Dread Power. However, this only applies to damage from direct attacks. Indirect methods, such as traps and environmental hazards, will bypass this Talent.

    No Mind But For Murder: The Mask is absolutely single-minded in the pursuit of his victims and cannot be reasoned with, as all language is just background noise to him. The Mask cannot use Social Maneuvering unrelated to non-verbal Intimidation, nor can he be affected by such. Supernatural means of coercion that rely on language also fail outright. Furthermore, all Perception rolls to notice any peripheral threats suffer a -3 penalty, with Failures being downgraded to Dramatic Failures.
    Last edited by GibberingEloquence; 05-08-2019, 06:57 PM.


    Let Him Speak.

    Comment


    • Re: Road Titan

      Is it Slasher O'Clock already?

      I like this one. In an age of villains and monsters with sympathetic back stories and complicated motives, there is something refreshing about a pure, uncomplicated fiend. But it does feel like he is missing something...

      Iron Dog ●●●
      “Iron Dog” is a monster truck born in a junkyard and cobbled together from the rusted hulks of dozens of other vehicles. The cab and bed sit high upon rugged, oversize tires and an imposing cow catcher covers the grill like a maniacs mask. Its rack of gleaming headlights emit a blinding glare and it is reinforced with a roll cage and armored plates, allowing it to survive an unreal amount of punishment. Its exhaust pipes spew black smoke and its engine roars with demonic fury. The overall nightmarish appearance of the vehicle grants its equipment bonus to rolls involving frightening or intimidating its drivers victims.


      Dice Modifier: -2 Size: 16 Durability: 5 Speed: 80 Equipment Bonus: +2, Tags: High Acceleration Availability: 3

      Powers
      To use the following abilities, the possessor must spend 3 points of Willpower to gain the Bonded Relic condition.
      Blood Beneath the Wheels: The vehicle is restored by bloodshed and slaughter. Whenever the vehicle deals collision damage to a living target, its driver may spend a point of Willpower. Doing so restores a point of structure to Iron Dog for every two points of lethal damage inflicted.
      Reinforced: Modifications to Iron Dog’s frame make it resistant to damage taken during a collision. This grants Iron dog’s equipment bonus to Drive rolls made to avoid taking Structure damage from a collision.

      Drawback
      Car Crazy: Drivers bonded to Iron Dog become obsessive about the trucks maintenance, gaining the Deprived Condition if they do not spend at least an hour each day repairing or tinkering with the vehicle.
      Road Rage: Driver’s bonded to Iron Dog only have the flimsiest grip upon reason and self control. If the driver fails a Composure roll while behind the wheel of Iron Dog, they gain the Insane Tilt until the end of the Scene.



      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


      • Originally posted by Reighnhell View Post
        Re: Road Titan

        Is it Slasher O'Clock already?

        I like this one. In an age of villains and monsters with sympathetic back stories and complicated motives, there is something refreshing about a pure, uncomplicated fiend. But it does feel like he is missing something...

        Iron Dog ●●●
        “Iron Dog” is a monster truck born in a junkyard and cobbled together from the rusted hulks of dozens of other vehicles. The cab and bed sit high upon rugged, oversize tires and an imposing cow catcher covers the grill like a maniacs mask. Its rack of gleaming headlights emit a blinding glare and it is reinforced with a roll cage and armored plates, allowing it to survive an unreal amount of punishment. Its exhaust pipes spew black smoke and its engine roars with demonic fury. The overall nightmarish appearance of the vehicle grants its equipment bonus to rolls involving frightening or intimidating its drivers victims.


        Dice Modifier: -2 Size: 16 Durability: 5 Speed: 80 Equipment Bonus: +2, Tags: High Acceleration Availability: 3

        Powers
        To use the following abilities, the possessor must spend 3 points of Willpower to gain the Bonded Relic condition.
        Blood Beneath the Wheels: The vehicle is restored by bloodshed and slaughter. Whenever the vehicle deals collision damage to a living target, its driver may spend a point of Willpower. Doing so restores a point of structure to Iron Dog for every two points of lethal damage inflicted.
        Reinforced: Modifications to Iron Dog’s frame make it resistant to damage taken during a collision. This grants Iron dog’s equipment bonus to Drive rolls made to avoid taking Structure damage from a collision.

        Drawback
        Car Crazy: Drivers bonded to Iron Dog become obsessive about the trucks maintenance, gaining the Deprived Condition if they do not spend at least an hour each day repairing or tinkering with the vehicle.
        Road Rage: Driver’s bonded to Iron Dog only have the flimsiest grip upon reason and self control. If the driver fails a Composure roll while behind the wheel of Iron Dog, they gain the Insane Tilt until the end of the Scene.
        I like it but it's more a Relic then an antagonist. If it was the way it was due to an intelligent spirit or otherwise had some will of it's own it would fit the thread better.

        Edit: Ah it's for the guy above. Okay. Never mind.
        Last edited by Margul; 05-15-2019, 07:38 AM.

        Comment


        • Reighnhell I felt like doing a Dark Souls-esque Horror (or Enigma, rather), and took inspiration from some of your own Horrors (e.g. Cain, Glorious Knight From Nowhere and Clockwork). But I am having difficulty writing a satisfying flavor text. Maybe you could help me out with that?

          Tormented Ash Knight, Reinhold Stein

          Quote: "I don't want to do this. But I made an oath to honor the ashes that cover my armor. I am very sorry."

          Virtue: Honorable
          Vice: World-Weary
          Aspiration: Acquire Enough Souls To Finally Rest And Meet His Ancestors

          Mental Attributes: Intelligence 2, Wits 4, Resolve 6
          Physical Attributes: Strength 7, Dexterity 5, Stamina 7
          Social Attributes: Presence 6, Manipulation 3, Composure 6

          Skills: Academics (Tactics And Strategy) 2, Investigation 3, Occult (Ghosts) 5, Athletics 3, Stealth (Darkness) 2, Survival (Underworld) 4, Weaponry (Great Sword) 5, Intimidation 4, Subterfuge (Multiple Choice Past) 3

          Merits: Common Sense 3, Investigative Aide 1 (Occult), Greyhound 1, Quick Draw 1 (Great Sword), Iron Will 2, Untouchable 1, Defensive Combat 1 (Weaponry), Heavy Weapons 4

          Potency: 6
          Willpower: 18
          Size: 5
          Initiative: 11
          Defense: 9
          Speed: 17
          Health: 12
          Armor: 4/2 (Ash-Covered Plate, Applies Against Supernatural Attacks)
          Weapons/Attacks
          Unarmed [+0L Melee; 6 dice]
          Great Sword [+4L Melee; 13 dice, Supernatural Damage]
          Blast (Flaying Ashes) [+0L to +3L Ranged, 60 meters, Presence + Occult, Supernatural Damage]

          Dread Powers: Gatecrash (Underworld), Immortal, Madness And Terror, Numen (Blast), Soul Thief

          Notes: To use Soul Thief, someone must willingly ask that Reinhold offer one safe journey in and out of the Underworld. Upon the completion of said journey, he may claim the requester's soul.
          Last edited by GibberingEloquence; 04-03-2020, 11:44 PM.


          Let Him Speak.

          Comment


          • Put this in a supplement so I can buy it

            Comment


            • Re: The Tormented Ash Knight

              The first thing I do when I come up with my flavor text is to create a history or background for the character, even if the actual writing only alludes to portions of this backstory. With the details you have in his stats, I see a questing Knight that served under Charlemagne in the late 700's. Under orders of the Church, he and his band of warriors rode into a village rumored to be rife with heresy and degeneracy. What they found was horror. A Chthonic thing trapped on the wrong side of the shroud, tainting the laws of Life and Death wherever treads. Nothing can heal. Nothing can die. Not men, not animals, not even the insects or plants, no matter how gravely ill or severely wounded. Only a great sacrifice was able to destroy the monster, and only putting the entire township to the torch was able to cleanse the blight. Sir Stein emerged from the wreckage; cursed,haunted, his armor and flesh coated in the ashes of his comrades and the denizens of the village.

              Re:Supplement

              One of these days I want to collect my various homebrew projects into something I can put of Storytellers vault. But that involves buying pricey publishing programs and teaching myself how to use them! If I ever put something competent together I will let you good folks know.


              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've been following this thread for a while, always getting some nice ideas for horrors and story hooks.

                In my chronicle (which is set on Philadelphia) I made a Slasher using Reighnhell suggested changes.

                Here it is:

                The Tooth Fairy
                Tyson Riley, a prolific dentist, was always known for his quiet and recluse nature during his college years. Few people knew that he had a abusive father who used to beat his mother daily for stupid reasons. Tyson grew seeing violence and conflict hid from under his mother’s bed, and at some occasions he saw a bloody tooth fall out from her mouth. With a strange fascination, he started to collect teeth, becoming obsessed with it and deciding to become a dentist. He eventually started to work at Mount Sinai Hospital at Philadelphia, handing almost his entire salary to his father. When the hospital closed at 1998, he went unemployed and stop contributing at home, which triggered a fight between his parents and a violent beating. Tyson’s mother was admitted to the ICU in serious condition and his father fled. After seeing his mother bedridden, severely injured and in a coma, Tyson hunted his father and confronted him, killing him in the fight. Infuriated, he removed his father’s teeth, making a well-crafted denture. When his mother woke up, he presented her with the denture and told what he had done with his father, smiling before the justice he had delivered. However, his mother had a mental breakdown and a heart attack, dying at the hospital before she could tell someone about Tyson’s confession. Blamed for his mother’s death, Tyson was acquitted by the court. His dad was reported missing and the body never found, but his family, still believing that Tyson had something to do with this, persecuted and punished him violently, leaving him for die wounded and with several teeth missing. He then started to talk and see his late mother. He was saved by a beggar, who was not intimidated by his disfigured face. Without parents or a home, Tyson starved and faced a new life on the fringes of society, going mad over the time and realizing that he needed to help his mother to have a beautiful smile again. He then invaded the abandoned Mount Sinai Hospital building and made a new home there, finding dentist’s tools and bringing his victims there for a long dental surgery,
                Tyson is a tall man with a crooked spine, and moves with agile and precise movements. His hands still keep the skills learned at college, although his broken bones never healed properly, resulting in some deformities. His face is a grotesque mask of scars, with a milky white eye and bloody dry lips. When open, his mouth reveals three yellow decayed teeth. He usually makes improvised dentures from his victim’s teeth or tries to implant them into his own mouth with anesthetics and screws. His chambers at abandoned Mount Sinai Hospital’s building is full of sharp traps. His recent murders were reported by the papers as the “Tooth Fairy Killings” due to the absence of teeth of victims and signals of torture.

                Undertaking: Freak; Virtue: Just; Vice: Merciless
                Aspiration: Craft the perfect denture for mama
                Conditions: Madness [Persistent]
                Mental Attributes: Intelligence 2, Wits 3, Resolve 2
                Physical Attributes: Strength 3, Dexterity 4, Stamina 2
                Social Attributes: Presence 3, Manipulation 2, Composure 1
                Skills: Athletics 2, Brawl 3, Crafts 4 (Improvised Traps), Intimidation 4 (Scare), Medicine 4 (Dentistry), Survival 3, Stealth 3 (Mislead), Streetwise 3 (Homeless), Weaponry 3 (Scalpels)
                Merits: Anonymity 2, Danger Sense (”Mother” Warnings), Direction Sense, Safe Place 2 (Mount Sinai Hospital abandoned building), Striking Looks 2 (Repulsive), Weaponry Monomaniac 2 (Scalpel),
                Potency: 2
                Willpower: 3
                Size: 5
                Initiative: 7
                Armor: 0
                Defense: 5
                Speed: 12
                Health: 7
                Weapons/Attacks
                Unarmed [+0B melee, 6 dice]
                Scalpel [+0L melee;-1 Initiative; 8 dice; 8-again]
                Talent: Lay of the Land; Frailty: Deformity (disfigured body and face)
                Dread Powers: Home Grounds (Surgery Room), Surprise Entrance
                Ban: The Tooth Fairy can only use Dread Powers within Mount Sinai Hospital abandoned building

                Lay of the Land: When Freaks find a place to call home, they learn it quickly and completely. Freaks all receive the Direction Sense Merit at no cost, and rolls made to orient, retrace steps, track others or hide in areas in which the Freak has spent at least a month receive a +3 modifier. Also, a Freak involved in a foot chase in his own turf takes no penalty for terrain, no matter how uneven or slick.

                Deformity: All Freaks are hideous to the eye. No matter what the source of their ugliness, birth or accident, normal people cannot help but stare at them. Many mock them, or shun them thinking that their disgusting visage is contagious (and maybe it is). Apply a –2 penalty on all Social rolls if the other parties involved can clearly perceive the Freak’s Deformity, and treat any Presence and Manipulation failures as dramatic failures. This penalty does not apply to Intimidation attempts, of course.


                His Home Ground Dread Power refers to he abandoned surgery room he uses at the abandoned hospital, while the Surprise Entrance is related to his knowledge about the rooms, corridors and passages at the hospital. On the other hand, Danger Sense can be used for roleplay as his schizophrenia rationalized as warnings and advices from his mother. The Madness Condition is there to impose some drawbacks during the roleplay in moments when he talks to his mother or is dominated by the fear of having his work interrupted or destroyed.

                As a brazilian, english is not my mother language, so forgive any grammar errors.
                What do you guys think? Thanks in advance!
                Last edited by nathanritzel; 08-12-2019, 09:48 AM.

                Comment


                • Okay, here's a blast from the past, conversion one of the first indie title that really inspired me beyond Dungeons and Dragons. Pure fluff right now, as I have other things to work on, but:

                  Taenia Spiritus:

                  Somewhere between aliens, nightmares, and ravenous ants, the Taenia Spiritus are a mysterious species of goetic parasites that have been waging a secret, and largely incidental, war against humanity's emotional stability since probably the dawn of sentience. In fact, at this point, the oneriomancers aware of them honestly don't feel comfortable calling them aliens any more; like viruses, being harassed by hungry Taenia may have actually assisted humanity's evolution by provoking the development of strategies to deal with the mental stress they cause. Also like viruses, that doesn't mean they're any more likable. They can't help it; in biological terms, the nutrient they evolved to feed on is negative emotion, in particular frustration, regret, and despair. What makes them obscure, however, is the environment in which they feed - recurring dreams.

                  At their core, Taenia are best described as eusocial ephemeral entities that manifest as colonies of enormous insects made of shadows in their true form within the dreams of those they infest. Taenia only assume this form if something very wrong has occurred and the colony's queen is in full panic mode, dispensing with subtlety to eliminate a mortal threat. Most of the time, they appear in the form of alien elements to a dream that causes the host distress, all as part of their stressful lifecycle. How they get there in the first place is obscure - the dominant theory is that larval queens normally exist within a parallel universe or deep within the Astral, scanning for humans or other forms of sentient life (they aren't picky) that have recently experienced an event that shakes their sense of self (in game terms are suffering from an Integrity Condition or equivalent, whether they passed the breaking point or not). It is known that a potential host who encounters an active host ends up with their own colony about 85% of the time, though patient zeroes where the queen seems to have come from nowhere apparent are possible, especially in potential hosts who already suffer conditions like clinical depression or PTSD. The Taeniid cease to be especially enigmatic once a colony is established, however; the presence of the queen and her offspring focus the triggering event into a dream that, while it may have variation, ultimately revolves around whatever event left the host vulnerable to infestation, and turns the host's REM sleep into a feedback loop where it becomes impossible for them to internally resolve their trauma. This usually does not work, at least not for long; the Taenia have been around for a while, and the modern human psyche subconsciously recognizes an infection, eidolons developing to evict the colony and even reshaping the dream to make the symbolic defeat of the trauma literal death or exile of a hostile enemy figure - which the unwilling queen is drawn on to play. Often, the dreamer doesn't even notice there was a recurring dream. Like any infection, though, the immune system can be compromised, usually because the triggering event was that traumatic or because of other stressors that occupy the mental landscape, allowing the Taenia to continue the dream according to their script and reaping a fine harvest - all while the dreamer, unable to move on, slips further and further into a very bad mental place, unaware of the infestation chewing at his mental supports. External therapy helps, but sometimes, the infestation grows too entrenched, too overwhelming to make any progress - and sometimes, the host can't actually pay or look for any help in the waking world, forcing more supernatural help to confront the depression bugs directly.

                  During the day, they are dormant, quietly tending to their eggs in the deep subconscious of the host where fears dwell, but the moment the host sleeps, the Taenia spring into action; the queen quickly sculpts a hive based on dream symbolism the dreamer associates with "anxiety." This can be something like "heights", creating a ludicrously tall skyscraper with many holes in its floors and strong wings, the egg chamber at the top. Sometimes the Taenia pull in something ridiculous, like a rock musician feeling threatened by gangster rap as a genre, resulting in a large recording studio covered in bling, the star's studio being the lair of the queen and her eggs resting within golden records. The hive creates host bodies to match, the acrophobe finding her dreaming self harassed by cloudy air elementals that regularly toss her in the air, the hip-hop-adverse musician finds his studio is taunted by flashy men with boomboxes that drop disorienting beats. Either way, the goal is the same; an infested dream invariably has a denouement, a moment where the dreamer confronts the triggering event and overcomes it in some way, and the Taenia wish to delay that as long as possible, or even derail it and leave the dreamer swimming in delicious failure. How they do so depends on what stage of lifecycle the Taenia are in:

                  Larvae: While most Taenia hatch as drones while the host is awake, the queen invariably wills at least some of her brood to burst forth prematurely during the dream as skittering grubs; they can't survive long in this state, dissolving into dream-stuff as soon as the dream ends, but that's not their purpose; rather, the semi-formed nature of a Taenia larva gives them the capacity to fuse with eidolons, creating new entities whose entire purpose is to be the velvet glove of the colony's lifecycle. The Taeniid eidolons develop traits that suggest the overall theme of the hive (the agoraphobic eidolons become freakishly tall and grow feathers, the rapping hive has its eidolons develop gold teeth and bandannas), and like cells hijacked by viruses, start manipulating the environment to make the denouement as difficult as possible; if the dreamer wants to prevent a house from flooding, the larvae steal his sandbags and open up windows to the rain, if he wants to rob a bank they close holes in security and take over police officers to behave - well, competently, instead of what the host wants. Ironically, they're something of a weak link in the Taenia lifecycle; the blending actually creates a short-lived independent ego from either the host or the colony's hive instincts, something they are fully aware of and want to continue; the goal of a Taeniid eidolon is to delay, as while a successful denouement or the dream ending means their Essence will be reabsorbed to preserve the colony and their death, the dreamer actually giving up provokes the queen to shove the bounty of Essence into the larvae, which either kills them or provokes molting into the largely individuality-free drones depending on how healthy they were. Tricking the larvae into opening up ways for completing the denouement is a valid and encouraged method of attacking a Taenia hive directly, but if they figure it out they'll try to render the goal impossible; all things considered the larva would rather be drones than dead, and an outright failure event regularly results in the colony doubling in size overnight. Ultimately, the larvae are still eusocial beings, and the survival of the hive is more important than their own luxury of selfhood.

                  Drones: These are actually the workers in a Taeniid colony, not the fertile males; "drone" is a reference to their robotic "personalities", functionally being little more than extensions of the colony's overall goal. Whatever communication they are capable of is more like an extremely intelligent parrot manipulating the existing symbols of their current form rather than actual communicative cognizance. They are not stupid, however; like actual insects, drones actually have their own minds, and while the queen can telepathically give them orders, the communication is strictly one-way; on their own, drones are actually quite perceptive and clever, serving as the cunning iron fist of the colony. There's far fewer of them than there is active larvae in the dream itself, most of the drones remaining behind in the subconscious to tend to the eggs and find pockets of negative emotions for the queen (hence why the larva get away with delays rather than disruption), but the ones who patrol the existing dream are perceptive and clever; they normally only show themselves when subtlety would be worth less than a reward (as direct appearances would possibly result in the dreamer becoming aware of the influence, and focusing the mind's immune system on the colony), but they are excellent guards against hostile immune eidolons and would-be oneriomantic therapists. If the queen decides that she needs the exponential growth in the wake of a failed dream, it is the drones who break the goal of the denouement.

                  Queen: Perhaps the only truly sentient member of the colony, the queen is both general and mother of the hive - and like most insect queens, she isn't actually that directly involved in a colony's operations, mostly focusing on laying a new batch of eggs she generates from the meal of negative emotions in her dream. Unlike most insects, the queen is generally a long-term thinker; while she will always err on the side of more members for the colony, she seems instinctively aware that too much stress too fast results in the death of the host faster; less opportunity for her to make new queens and continue the species overall. Thus, the Taeniid queen lets her larvae have their fun when confident, keeping an eye out for external threats to the colony or the mind preparing to strike at her; ironically the presence of oneriomancers risks worsening the infestation as the queen panics and rampages across the host's subconscious to generate as many drones as possible. She is also aware that her death is the end of the colony, and so she mostly remains off to the side, but should her colony find an untenable situation, the queen is also a capable dream-shaper in her own right. She doesn't like to, as it wastes Essence that could be spent on new eggs, but here is where the survival strategy of sentience shows itself; the queen is more than capable of making cost-benefit analysis, and very astute ones at that. Underestimating any Taenia is a losing proposition, but underestimating the queen is worthy of a Darwin Award.
                  Last edited by Leliel; 08-11-2019, 11:33 AM.


                  Comment


                  • Reighnhell How would you design a generic instance of a Noble from Princess: The Hopeful using the Horror Rules? Here is my attempt, with the caveat that I am only superficially familiar with the fansplat.

                    Generic Princess/Prince

                    Virtue: Compassionate/Courageous
                    Vice: Naive
                    Aspirations: Spread hope, fight monsters, find opportunities to do regular teenager stuff

                    Mental Attributes: Intelligence 2, Wits 6, Resolve 8
                    Physical Attributes: Strength 2, Dexterity 8, Stamina 4
                    Social Attributes: Presence 4, Manipulation 2, Composure 4

                    Skills: Academics 1, Occult (Astral) 3, Investigation (People In Trouble) 2, Athletics 3, Weaponry (Sword) 2, Empathy (Suffering) 5, Expression (Inspiration) 3, Socialize (Making Friends) 4, Subterfuge (Hiding Secrets) 2

                    Merits: Allies (Students And Teachers 3), Investigative Aide 1 (Empathy), Virtuous 2, Empath 2, Inspiring 3, Iron Will 2, Peacemaker 3, Striking Looks 2 (Cute), Sympathetic 2, Fighting Finesse 2 (Sword)

                    Willpower: 17
                    Defense: 9
                    Initiative: 12
                    Speed: 15
                    Health: 9 (Size 5)
                    Potency: 5

                    Weapons/Attacks
                    Blast Numen (Radiant Light) [+0L To +3L, Dexterity + Occult, Maximum Range Of 40 Meters]
                    Ravage Numen (Rose-Hilt Rapier) [+0L To +3L, Dexterity + Weaponry + Sword Specialty]

                    Dread Powers: Gatecrash (Astral), Influence (Hope 1), Know Soul, Numen (Armored, Awful Presence [Beaten Down], Blast, Occult Sight, Ravage), Regenerate 2

                    Notes: Five dots of Skills were exchanged for an additional Dread Power. The Noble has additional Merits to reflect their investment into their human identity. The only Dread Powers that the Noble can use while disguised are Gatecrash, Influence (Hope 1), Know Soul, Occult Sight and Regenerate 2. They must assume their true form to use the other Dread Powers, which requires them to spend an Instant Action. This transformation is very flashy and an obvious giveaway to the Noble's true nature for those in the know. To compensate, the other Dread Powers are "free" and do not count toward Potency. They can return to their human form reflexively. While inside the Astral, the Noble assumes their true form by default and does not need to spend Willpower on Armored, Blast, Ravage or Regenerate.
                    Last edited by GibberingEloquence; 04-04-2020, 09:55 AM.


                    Let Him Speak.

                    Comment


                    • Re: Princess: the Hope

                      This looks like a solid build,but I have to admit that I don't know much about Princess (I don't get that into fan supplements). From what I understand, it's the Magical Girl trope viewed through a Chronicle of Darkness lens. As such, the Enigma (we really can't call them Horrors) should fill its role admirably.

                      PS: Since I am Sheltering at Home, I will see if I can conjure some fresh horrors. It has been a while!


                      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


                      • Reighnhell I wrote some stats for a new Horror, and while I have some vague flavor text for it in mind, I can't seem to think of a good name. Perhaps the stats are evocative enough by themselves to give you any ideas in that regard?

                        Virtue: Majestic
                        Vice: Competitive/Cruel
                        Aspirations: Find the one person she can truly fall in love with

                        Mental Attributes: Intelligence 4, Wits 6, Resolve 8
                        Physical Attributes: Strength 2, Dexterity 6, Stamina 4
                        Social Attributes: Presence 6, Manipulation 1, Composure 10

                        Skills: Investigation (Lovers) 2, Occult 4, Athletics 2, Ride (Stunts) 3, Survival (Tracking) 4, Stealth (Stalking) 2, Weaponry (Scimitar) 3, Expression (Gestures And Body Language) 3, Intimidation (Absolute Silence) 5, Subterfuge (Hiding Emotions) 2

                        Merits: Investigative Aide (Survival) 1, Vice-Ridden 2, Crack Rider 3, Allies (Wintry Hobgoblins 3), Iron Will 2, Fighting Finesse 2, Light Weapons 5

                        Willpower: 24
                        Defense: 8
                        Initiative: 16
                        Speed: 13 On Foot, 23 On Horseback
                        Health: 9 (Size 5)
                        Potency: 6

                        Ban: Cannot harm whoever renounces, abandons or betrays their significant other and becomes her lover instead. Rejecting or otherwise leaving her negates this protection.
                        Bane: A romantic gift given to someone whose significant other died from the cold in order to save them

                        Weapons/Attacks
                        Ice Scimitar [+2L, Melee, 10 Dice]
                        Psychokinesis (Ice) [+2L, Dexterity + Occult - Defense]

                        Dread Powers: Gatecrash (Hedge), Immortal, Know Soul, Madness And Terror, Numen (Sign), Psychic Potential x 2 (Psychokinesis [Ice] 5, Advanced 5, Epic 2), Regenerate 1

                        Additional Traits: Condition (Mute), Equipment (Pale Horse), Price Of Power x 2
                        Last edited by GibberingEloquence; 04-15-2020, 06:48 AM.


                        Let Him Speak.

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                        • Lilith Lily

                          Mental Attributes: Intelligence 2, Wits 3, Resolve 9
                          Physical Attributes: Strength 0, Dexterity 0, Stamina 9
                          Social Attributes: Presence 9, Manipulation 9, Composure 3
                          Mental Skills: Academics, Computer, Crafts, Investigation, Medicine, Occult, Politics, Science
                          Physical Skills: Athletics, Brawl, Drive, Firearms, Larceny, Stealth 6, Survival 9, Weaponry
                          Social Skills: Animal Ken, Empathy 5, Expression 6, Intimidation, Persuasion 9, Socialize, Streetwise, Subterfuge
                          Merits:
                          Cultists 5
                          Fighting Merits:
                          Supernatural Merits:
                          Potency: 5
                          Willpower: 10
                          Virtue: Growth
                          Vice: Evolution
                          Aspirations:
                          Spread and Survive
                          Create Children
                          Protect the seeds
                          Initiative: 3
                          Defense: 0
                          Speed: 0
                          Size: 1
                          Weakness:
                          Fire: Fire can easily destroy the flower and it's seeds
                          Salt: The flower can't grow past salt lines and actively avoids salt
                          Health: 10
                          Weapons/Attacks:
                          Melee Weapons:
                          Type Dmg Range Dice Pool
                          Dread Powers:
                          Birth of Monsters: Once the Lilith Lily to protect itself once it has taken root beings creating monsters from any nearby resources. By spending 1 willpower the creature can roll Potency + Resolve Extended test equal to x2 Potency of the monster it wishes to create. Each roll equals 1 hour. Each horror created is unknowingly loyal to the Lilith Lily protecting it. Once the Lilith Lily is killed the monster is free to do as it wishes but once the monster is killed they carry a seed of the Lilith Lilly and where it's body dies plants another seed. It can only do this from living or dead matter. If the being its changing is alive they must consume some part of plant or breath in its toxin. If the being near the flower fails its toxin roll it will become sick as the change happens.

                          Influence (Horrors) 5: Much like a spirit or ghost, this Horror has Influence over a certain phenomenon. Using Influence costs Willpower instead of Essence and, unless the activation is directly opposed by a character, doesn’t require a roll. For contested or resisted actions, decide on an Attribute + Skill dice pool that fits with the monster’s nature.

                          Hypnotic Scent (Hypnotic Gaze): The creature’s scent can charm and beguile. When a target’s smells the users scent, the user can spend 1 Willpower and roll Presence + Persuasion contested by the target’s Composure. If successful, the creature counts as having a perfect impression against the target for Social maneuvers until the end of the scene.

                          Toxic 2: The creature has a poisonous or diseased bite, or perhaps its very presence is pestilential. The one-dot version
                          of this Dread Power inflicts the moderate version of either the Poisoned or Sick Tilts; the two-dot version inflicts the
                          grave version of the Tilt. This can either happen automatically when the creature inflicts damage, or it can spend 1
                          Willpower and roll an appropriate dice pool contested by the victim’s Stamina, depending on the nature of the Horror.

                          Madness and Terror: The monster’s Scent (or perhaps its voice, touch, or toxic blood) induces madness and terror in its victims. By expending 1 Willpower and making a roll of an appropriate dice pool contested by the victim’s Composure, the Horror may inflict one of the following Conditions on the victim: Guilty, Shaken, or Spooked. For 3 Willpower it may instead inflict the Broken, Fugue, or Madness Conditions.

                          Numen (Implant Mission): This Numen grants a mortal a vision of a task the entity wishes him to accomplish, and a magical determination to see it through. The entity pays 2 Essence and rolls Power + Finesse. On a success, the subject receives a short vision of whatever the entity wishes him to do, and is under the Obsessed Condition regarding carrying that mission out.

                          Maze: The creature can turn a structure into something out of an M. C. Escher painting, creating an insane maze. By spending 3 Willpower and touching the building, it turns the interior chambers into a tangled mess of corridors and rooms that lead back on themselves; this effect lasts for an hour. Anyone other than the creature who attempts to move through the building must succeed at a Wits + Composure check minus the creature’s Resolve each time they attempt to leave the area or progress through it to somewhere specific; if they fail they are unable to progress and simply get more lost.

                          Growth: As the flower grows it can control a larger and larger area. The area the flower can control and use to create monsters is Potency = Meter. Every Day it can spend 1 point of willpower to multiple its area of control by potency and Number of powers. The number of lower spawn it can make per day is equal to potency

                          Seeds of darkness: Each day the Lilith Lilly will spawn seeds = to potency. These seeds are light enough to be carried on the wind.

                          Miracle: The monster is capable of performing miraculous feats at the request of humans. Miracles include, but aren’t necessarily limited to:
                          • Removing (or applying) any Condition or Tilt (or
                          similar affliction not modeled by these mechanics).
                          • Granting any Merit, Skill, or Attribute at 5 dots.
                          • Causing someone to die.
                          • Fulfilling an Aspiration of the victim.
                          The Horror cannot do any of these things unless explicitly asked to by a living human being. Some Horrors can grant virtually any wish imaginable, others might only be able to grant one very specific request. Sometimes it’s not the monster itself that grants the wish, but a part of its body; demon blood might cure all sickness, while the bile that seeps from the bandages of the One-Eyed King ensures that you’ll never be poor again. Most Horrors can only grant one to three wishes to a given person, and wishing for more wishes is, of course, verboten. Finally, all magic of this sort comes with a price. When the Horror grants a victim’s wish, one of the victim’s Aspirations is destroyed utterly. The character will never be able to fulfill it or replace it with another Aspiration. It will always corrupt these wishes in some way. For example if wishing it would bring someone back from the dead it will but as a horror.

                          RP Advice: The Lilith flower when first planted will seek to create a guardian for itself. It will trick people into coming close enough to become infected with its toxic spores but some have even tricked living beings into eating parts of the plant. The plant as once it infects someone even if they survive can speak to them. It will tell them secrets it's learned over its life span. Even going so far as to make deals with these being that survive to spread its seed

                          Bio: The Lilith Lilly Aka Crypto Lilium. It is said these flowered spawned from the blood of Lilith when she was first cast out of the garden of Eden. It is unknown if this is true but this flower is an apocalypse waiting to happen. When planted its root being to spread over a large area at a rate roughly 5 Meters Per day this is only counting for one flower. Each day it spawns 5 seed that and spread itself over an area as far as the wind can carry and those seeds will do the same. We've seen when they land near each other they begin to accelerate each other growth. If this was not enough the flower seeks out any type of matter it can get to. While it prefers humans, be them alive or dead it has been known to use animals to create horrible monsters that make a home near the area's these flowers grow. The worst case we've seen was in Bikini Atoll. The flower appears to have been planted by a cult years ago and the flower spread over the whole island creating untold abominations from the people who lived on the island. We granted the use of nuclear weapons to destroy the flower and its spawn. Currently we have 5 of its seeds locked in vault ***** they are currently studied for experimentation due to flowers' ability to mutate cells. Cultists captured before the bombing says the flower speaks them but so far we've seen no proof of this. From reports on the ground,it appears the flower can even warp the landscape to protect itself from those seeking to do it harm suggesting it has some form of intelligence.

                          Video Footage Blast at Biki Atoll

                          GM Note: Being this flower does not need a lot of merits I will spend leftover on Dread Powers

                          Last edited by Basic; 05-21-2020, 05:48 AM.

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                          • I saw an amazing movie called Appartment 212 and the creature of that feature inspired these stats:

                            Jedak

                            Originally posted by Jedak Nursery Rhyme
                            Woe are they who shall not rest.
                            Woe to those in Jedak's nest.
                            Beware the sleep for when you wake
                            lost what flesh it came to take.
                            The thing that eats and never dies,
                            you'll only catch it by the eyes.
                            'Til you're death it will not cease,
                            take my Jedak, give me peace.
                            This diminutive horror appears as an adorable pewter pixie figurine siting at relaxed rest perched atop an inlaid pewter jewelry box. In pewter form they are quite adorable perched lounging in a disarming posture with it eyes closed. Often it will hold its hand out in a position where it can be used to hold a flower stem, or some other endearing pose, which individual Jedak keep exceptionally consistent.

                            Jedak in pewter form

                            Due to its Ban only after the target of the Jedak Nest has discerned the Jedak's monstrous nature can it freely animate and to enact violent assaults instead of slowly murdering the victim by nightly bites as its victim slumbers.

                            Those mortals whom know of these horrible little terrors believe them to be a small devil or demon which uses a sprite-like statuette form as a disguise to lure the unsuspecting to bring it and its box into their home. The origin of this monster is a mystery to the modern occult communities.


                            Virtue: Sadistic Vice: Pragmatic
                            Aspirations: Clandestinely use Drain Dread Power on person whom last took the Jedak Nest, Torment and kill the person whom last took the Jedak Nest
                            Mental Attributes: Intelligence 1, Wits 3, Resolve 8
                            Physical Attributes: Strength 1, Dexterity 8, Stamina 3
                            Social Attributes: Presence 3, Manipulation 1, Composure 5
                            Skills: Athletics 5, Larceny 8, Stealth 8, Subterfuge 8 (Feigning harmlessness)
                            Merits: Acute Sense 1 (VtR 2e page 109)Fighting Finesse (Bite) 1, Patient 1, Greyhound 1, Seize the Edge 2, Striking Look 2 (Cute in Pewter Form, Horrific otherwise), Sympathetic 1, Table Turner 1
                            Potency: 5
                            Willpower: 18
                            Size: 1
                            Initiative: 13
                            Defense: 3
                            Speed: 16 (7 Species) on ground or across surfaces or 22 (species factor 13) flying
                            Health: 4
                            Bane: None
                            Bans:
                            1. Unable to move or act while someone is looking into its eyes (reflections count, recordings don't)
                            2. Unable to animate and leave pewter figurine form while current target of the Jedak Nest is awake and has not yet discerned the Jedak's monstrous nature.
                            3. Involuntarily and Reflexively use Flitter Flight to top of the Jedak Nest and assume Pewter form if the Jedak about to be observed while current target of the Jedak Nest is awake and has not yet discerned the Jedak's monstrous nature.
                            4. Unable to bite or attack anyone except current target of the Jedak Nest unless it is active while the Jedak Nest target is awake and the attack is needed to continue its attempt to mentally torment and murder the target of the Jedak Nest.
                            5. Only able to take a single bite from the current target of the Jedak Nest, and no other injuries until that target discerns the Jedak's monstrous nature.
                            Tags: Undead, Fae, Vampire, Hob
                            Weapons/Attacks
                            Sleeping Bite, See Exhausting Vampirism Death Power, 1 resistant bashing
                            Attacking after current target of the Jedak Nest has discerned the Jedak's monstrous nature, 8 Dice, 1 resistant bashing representing bite and remainder in normal bashing

                            EXHAUSTING VAMPIRISM
                            The Jedak marble-sized inflamed toothy bite inflicts a single resistant bashing* which does not heal while a target of a Jedak Nest and steals Willpower or Vitae (chosen at time from a material being with s it inflicts resistant bashing. Even as the bashing damage heals and Willpower is recovered, the red inflamed bite marks remain as does the subject's increasing pallor until the Jedak Nest has been taken by its next target. After a number of bites from the Jedak its victim Stamina gain the Drained condition (VtR 2e Page 302) and Exhausted condition (WtF 2e Page 307) which can not be resolved until the victim is no longer being the target of the Jedak Nest. Especially note the falling unconscious after exersion caused by the Drained condition does allow the Jedak to feed but no sleep or unconscious state counts as "rest". A Jedak's bite will only ever inflict a single resistant unhealing bashing damage in itself (Along with Willpower or Vitae loss), but high attack rolls for additional damage may reflect victims being knocked over, cut by broken glass, falling over balconies, careening down stairs, landing into furniture or stumbling into door knobs. Only the bite damage is resistant and fails to heal until the Jedak Nest has a new target.

                            * Disclaimer: Resistant damage of any type may not be healed via supernatural means, including healing spells, Vitae expenditure, and supernatural Regeneration. Note at all healing until the Jedak Nest has a new target is an extra part of the Jedak Nest's curse.

                            FLITTERING FLIGHT
                            A Jedak only flies if its true nature becomes known to its prey or its prey is asleep and reaching its prey unseen requires to flit unseen past potential observers and obstacles. A Jedak's flight is so impossibly quick it sets reality stuttering and convulsing, allowing the Jedak to flicker from place to place. By reflexively spending 1 Willpower when it moves, the Jedak can locate itself to any location that could be reached via rapid flight that it can see up to its in meters away, seeming to observers to just spasm in and out of sight as blurry streaks as it goes, appearing between the frames of even the highest speed camera as such blurry steaks. Doing so adds +2 to its Defense for the turn. If the Jedak's prey awakens while having not yet discerned the Jedak's monstrous nature this dread power activates involuntarily and without the limitations regarding what the Jedak can see or could reach via rapid flying to instantly reappear on the Jedak Nest in its pewter figurine form.

                            SURPRISE ENTRANCE
                            No matter how secure a Jedak's victims think they are, by spending 1 Willpower Jedak may suddenly appear in the scene which contains its intended victim by being able to break through barriers or containers unexpectedly or forge through paths via overlooked routes available due to its small size. Any character witnessing this entrance must succeed on a reflexive Resolve + Composure roll or gain the Shaken Condition, but also a chance to look into its eyes to trigger its ban with a contested target's Wits + Composure vs the Jedak's Dexterity + Stealth +3.
                            If the characters have actively taken appropriate measures to keep the Jedak out (such as locking it behind a particularly sturdy barrier, magical wards, or pinned it within a running garbage disposal with a metal baseball bat) it will take Jedak one full turn to break through, giving the characters time to react. If not, Jedak’s just there as a reflexive action and can take one more action before anyone can react and there is no chance to catch it via its Ban.

                            UNBREAKABLE
                            Although a Jedak at first appearance may seem a laughable threat compared to many horrors which prowl the darkness, it is near indestructible due being either being in the form of enchanted pewter or undead flesh saturated with the might of a curse of eternal magnitude. Any attack that does not score an exceptional success inflicts only a single point of bashing damage. Exceptional successes inflict damage as normal. Any damaging attack empowered with magic that renders the Jedak's Undying Dread Power unable to bring it back the next scene bypass this power.

                            UNDYING
                            A Jedak isn’t bound by mortal laws of life and death. By this Dread Power it's not indestructible, per se, but if it's killed by anything which isn't its Bane, (Only magics which force the Jedak to suffer as if it had a Bane qualify, as it has no Bane innately) it just comes back in a later scene like nothing happened; This includes examples such as but not limited to being able to travel down pipes after being ground up through a garbage disposal, being microwaved for a long time, being crushed to a fine paste, extensively impaled in-place (supposedly), incinerated completely, or even disintegrated. Even if a Bane is supernaturally added to a Jedak and it’s destroyed with that Bane, the Jedak is never really gone — the vampire whose blood thirst created the Jedak simply needs to spill a point of their own Vitae into any unsealed container, speak the Jedak Poem and place the container in an unobserved location and the Jedak will reform and then use Flittering Flight to return to its nest and assume its pewter figurine form. Alternately if a spiteful mortal wishes to resurrect the Jedak so its nest can be taken by someone they want vengeance upon, there is a ritual for that too. Finally if the Jedak Nest Jewelry Box is destroyed while the Jedak is banished by a Bane, there is a ritual which can reform the Nest and resurrect the Jedak. All of those are ways for a slain Jedak to appear in a later story.

                            WALL CLIMB
                            A Jedak can walk up walls or even cling to the ceiling, and can move its full Speed while doing so.


                            Someone Seeking to Wield a Jedak as a Curse Resurrection Clause
                            A spiteful person wishing to curse someone else to be tormented with a Jedak can take the Jedak-cursed jewelery box and do a ceremony which involves incantation of the secret and specific spell, chops off one of their own fingers at the stroke of the witching hour, draining all the blood contained within that finger onto the top center of the box and then place their bloodless finger within the box as the first meal of the Jedak, and then hide the box in an unobserved area until dawn which will always resurrect the Jedak and bring it back for a sequel story. After dawn when the box is retrieved, it will now have a sprite-like appearing figurine fixed atop but is actually the Jedak in its disarmingly adorable pewter form. The Jedak has the Leveraged condition towards the summoner which allows the summoner one week for someone to accept taking the cursed Jedak Box with the figurine atop, and if not then the Jedak preys upon the summoner instead.


                            Jedak Nest Jewelry Box & Jedak Destroyed Simultaneously Resurrection Clause
                            In this case the next time there is a cold blooded murder of a mortal which involves a Fae being within the city where the Jedak and its Jewelry Box were destroyed both the cursed jewelry box and the Jedak appear at a point near the murder scene where someone narratively appropriate is destined by fate to take it.

                            New Jedak-cursed jewelery boxes and new Jedak, are created by a vampire with the Create Jedak Nest Devotion.
                            Last edited by Pale_Crusader; 07-13-2020, 06:47 AM.


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

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