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  • #61
    a couple of new ones

    The Chiropteran Horror
    The Monster known as the “Chiropteran Horror” has been a subject of speculation among cryptozoologist for decades. First sighted in Romania in the late 1950’s, the creature is described as a “humanoid bat”, roughly the size of a man with dark fur, beady eyes, needle-sharp teeth, prehensile feet large ears and winged forelimbs. The creature is reputed to be carnivorous, and has been blamed for stolen and mutilated livestock (as well as the occasional missing backpacker).Sightings of the Chiropteran Horror has been isolated to Eastern Europe, but persists to the present day. The creature has never been photographed, and the only audio recording of the creature was debunked in 1989.



    Virtue: Cunning; Vice: Elusive
    Aspiration: Survive, Remain Hidden
    Mental Attributes: Intelligence 2, Wits 5, Resolve 3
    Physical Attributes: Strength 5, Dexterity 6, Stamina 4
    Social Attributes: Presence 3, Manipulation 2, Composure 3
    Skills: Athletics 4(Climb, Flight), Brawl 4 (Hunting), Intimidation 3, Stealth 5, Survival 4
    Merits: Area of Expertise (Flight), Fast Reflexes 2, Greyhound, Trained Observer 3
    Potency: 3
    Willpower: 9
    Size: 5
    Initiative: 11
    Defense: 10
    (this Horror is animalistic, and uses the higher of Dexterity or Wits for Defense)
    Speed: 16 (28 Flight)
    Health: 9
    Weapons/Attacks
    Bite/Claws [+0L melee; 9 dice]
    Dread Powers: Elusive*, Sharp Senses*, Shriek*

    Elusive: Creatures with this dread power only ever appear on camera as a blurred silhouette of their actual shape. Humanoid monsters can easily be mistaken for humans or upright bears, while unusually large creatures blend into the scenery. Humans have a hard time remembering exact detail about creatures they encounter. Rolls to accurately describe or recall such events are made at a –3 modifier.

    Shriek: The Horror emits an ear-splitting shriek, which renders victims unable to hear or think clearly. By expending 1Willpower and making a roll of an appropriate dice pool contested by the victim’s Stamina +Composure, the Horror may inflict the Deafened and Stunned Tilts on the victim.

    Sharp Senses: The Horrors senses are exceptionally keen. It gains a +3 dice to Perception rolls; If the Horror would normally suffer penalties due to deprivation (blindness, strong scents, or deafness), her other senses compensate, negating those penalties entirely.




    The Hideous Mind
    The entity referred to by its victims as “The Hideous Mind” is the result of a medical experiment with unforeseen results. It was once a brilliant surgeon rendered vegetative in a horrific auto accident. In his will, he requested that his brain and supporting structures be transferred into a specially designed apparatus. Not only did the procedure work, but it seemingly unlocked hidden powers within the surgeons mind. Now it resides in the depths of its Estate, continuing its research by proxy and conducting increasingly bizarre experiments on its (often unwilling) patients. The entity is a disembodied human brain, with portion of the spinal column and its eyes still attached. The organ is contained in a tank made of a shatter-proof polymer and suspended in a briny solution. The rest of the apparatus channels oxygen and nutrients into the brain and can move under its own power with the aid of spider-like mechanical legs.



    Virtue: Assertive; Vice: Condescending
    Aspiration: Prove its Mental Superiority
    Mental Attributes: Intelligence 7, Wits 6, Resolve 6
    Physical Attributes: Strength 1, Dexterity 2, Stamina 1
    Social Attributes: Presence 5, Manipulation 5, Composure 4
    Skills: Academics 3, Crafts 4, Empathy 3, Intimidate 3, Medicine 5, Persuasion 2, Science 4, Subterfuge 2
    Merits: Eidetic Memory, Indomitable, Professional Training 5 (Doctor; Empathy, Medicine, Science)
    Potency: 4
    Willpower: 14
    Size: 2 (3 with Apparatus)
    Initiative: 11
    Durability: 2
    Defense: 2
    Speed: 8 (Species 5)
    Health: 5
    Weapons/Attacks
    Telekinetic Attack [+0B ranged; 8 [-targets stamina] dice]
    Dread Powers: Psychic Talent 3*(Mind Control, Telekinesis 4, Telepathy 5), Thought into Action*

    Psychic Talent: Creatures with this dread power are endowed with great powers of the Mind. Each dot in this Dread Power grants a creature a number of Merit dots equal to its Potency. These Merit dots may be used to purchase supernatural merits.

    Thought into Action: The creature is an eminently fast thinker, and this translates into a fast actor. Horrors with this dread power calculates Initiative differently than normal: instead of Dexterity + Composure, the equation is now [Highest of Wits or Intelligence] + Composure.

    Last edited by Reighnhell; 04-29-2017, 09:59 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


    • #62
      Have you ever thought about converting some of the creatures from the Cthulhu Mythos into Horrors? Here's my take on the Mi-Go as a starting point. I borrowed some of your homebrew for this, if you don't mind.

      Virtue: Scientific Vice: Cold
      Aspirations: Colonize Other Planets, Perform Experiments
      Mental Attributes: Intelligence 7, Wits 6, Resolve 4
      Physical Attributes: Strength 3, Dexterity 6, Stamina 3
      Social Attributes: Presence 3, Manipulation 3, Composure 4
      Skills: Academics 3, Athletics 2 (Flight), Brawl 1 (Natural Weaponry), Crafts 3, Empathy 2, Firearms 2 (Ray Guns), Intimidate (Interrogation) 3, Medicine (Surgery) 6, Persuasion 2, Science (Genetics) 6, Subterfuge (Disguise) 3
      Merits: Area Of Expertise (Surgery), Closed Book 3, Indomitable, Professional Training 5 (Scientist: Science, Medicine, Crafts), Untouchable, Fighting Finesse (Natural Weaponry)
      Potency: 4
      Willpower: 12
      Size: 4
      Initiative: 10
      Defense: 8
      Speed: 14 On The Ground, 20 When Flying, +10 With Shifting
      Health: 7
      Weapons/Attacks
      Natural Weaponry [+0L Or +1L With Shifting, Melee; 8 Dice]
      Ray Gun [+3L, Ranged, 9 Dice, Range 200/400/800, May Be Set To Inflict The Immobilized Tilt Instead Of Damage If Successes Exceed The Target’s Stamina; The Target May Prevent This By Rolling Stamina + Resolve – The Mi-Go’s Successes]

      Dread Powers: Elusive*, Metamorphosis*, Regenerate 1, Shifting*

      Elusive: Creatures with this Dread Power only ever appear on camera as a blurred silhouette of their actual shape. Humanoid monsters can easily be mistaken for humans or upright bears, while unusually large creatures blend into the scenery. Humans have a hard time remembering exact detail about creatures they encounter. Rolls to accurately describe or recall such events are made at a –3 modifier.

      Metamorphosis: When working on an incapacitated or unresisting living creature, the Mi-Go can alter that creature’s physical make up. This Dread Power requires an Intelligence + Medicine roll to activate. Changes such as the targets appearance, race, or gender cost 1 Willpower. Other, more substantial, changes may also be made by spending 3 Willpower. The Mi-Go can, for each Success, move one Attribute dot or turn an Attribute dot into one of:
      • A point of Armor
      • 1L of natural weaponry rating
      • A sense that the victim does not normally possess (such as echolocation, infrared vision, or similar)
      • A Dread Power that suits the change in question
      • Additionally, the subject's nervous system may be removed and placed inside a machine for interrogation, safe-keeping and further experimentation.
      Shifting: The Mi-Go can reform its shape in accordance to its needs. Once per turn, as a reflexive action, it may change itself in a significant manner. Mi-go can only sustain one such alteration at a time. The possibilities include:
      • Developing Armor equal to its Potency.
      • Growing limbs or means of locomotion that add +10 to its Speed (and possibly allow it to fly, swim, climb, or tunnel with ease).
      • Changing appearance to perfectly copy a person or animal.
      • Dissolve into a liquid, allowing it to escape a grapple and move through tiny gaps, grilles and channels.
      • Form Natural Weapons with a +1 weapon modifier.
      Last edited by GibberingEloquence; 01-08-2017, 04:11 AM.


      Let Him Speak.

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      • #63
        RE: Cthulhu Mythos

        I will have to give that some thought. Converting the extensive Mythos Bestiary into CofD mechanics is something I have wanted to do for a while, but haven't had to time to really dig into it. But keep your eyes on this thread, anything I create will end up here!


        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


        • #64
          Got a new RPG today. Love it, converting a monster:

          Ezeru (aka, Clockroach)

          It's true; roaches can survive a nuclear war. Thrive even; they really don't mind radiation all that much, and their genes are more than stable enough to weather a few mutations. In fact, metachronically speaking, it's already been demonstrated-at some point, the Cold War went hot, devastated the world, and left the world to one day give rise to a new dominant species of highly-intelligent psychic roach which quickly proved itself the equal if not greater of a long-vanished mammal, soon learning to "crawl through" the cracks in space-time to colonize new worlds and even universes.

          Then some human or other entity with a dislike of nuclear winter cooled down the crisis, and the ezeru civilization never was. Needless to say, the ones who escaped being erased from history due to being between realities at the time were not particularly pleased with this development. They've become a culture of temporal raiders, great shapeshifting invaders who repeatedly insert themselves across history to raise the background radiation to that of their lost age, ie by gradually nudging the planet to a WMD apocalypse. Once that happens, the ezeru hope, the tendency of time to flow back into a "natural state" (think a river-it has its bed, and it's hard to make it change course permanently) will lead to the re-evolution of their species. If nothing else, they get their homeworld back and punish the upstart, disgusting apes for destroying their home utterly.

          An ezeru in its natural form appears to be a giant, man-sized cockroach with highly intelligent and expressive eyes. They are surprisingly talkative with their telepathy, expressing a surprisingly human sense of humor and emotions-particularly the ones relating to ruining lives and gloating in its power. They seem to have an instinctive contempt for humans; maybe it's the fact they have a hyper-focused survival instinct, maybe it's because of the hive mind (actually not a feature of their biology, it's just a side effect of literally everyone being telepathic plus a eusocial culture that thinks it's a natural and desirable thing), but clockroaches are not only dedicated to human extermination, they revel in it; guns that shoot parasitic eggs that zombify a body while leaving the mind horrifyingly intact is just one of their many inventions. They rarely show this form unless their mission is in danger (the ezeru, whatever else can be said about them, are altruists-the survival and prosperity of their species coming before survival is just a basic fact for them); mostly, they kidnap people in convenient positions for their infiltration of humanity and coat them in preservative, psi-reactive cocoons; the biological sarcophagus scans the prisoner's mind and biology, allowing the biokinetic ezeru to transform themselves into a perfect copy that even retains their captive's memories. The good news is that this is a product of evolution rather than technology, and it shows; the captive must be living for the clockroach to copy her (though the temporal psi-goo puts them in nearly-immortal suspended animation; there's been captive thawed out decades later none the worse for wear) and if the cocoon is broken, the ezeru's natural abilities lose the constant flow of data they need to maintain a form. Every piece broken off causes the corresponding body parts of the impostor's form to be forcefully returned to giant bug trying very hard to remain in a humanoid state (they can't use all six of their limbs until they've fully returned to their true forms). This, combined with their relatively low population (only in the hundreds), relative lack of creativity (ezeru are too used to sharing their ideas constantly that long-term disconnection from the hive mind is an uncomfortable fit), and squeamishness about lacking an exoskeleton for long periods of time means they aren't as infiltration-happy as they probably should be.

          Of course, ezeru didn't come to dominate post-post apocalyptic Earth by being unwilling to try new ideas...

          Standard Ezeru Worker:

          Best At (5 dice): Temporal shenanigans, Pretending to be human, Manipulating aggressive urges, Six-armed and dangerous (true form)

          Worst At (Chance Die): Clever use of technology, Understanding individuality, Respecting humans, Disguising breaks in failing disguise

          Aspiration: Do scut-work for the actually important clockroaches on this mission.

          Willpower: 7

          ​Initiative: 5

          Health: 7

          Speed: 14 (species factor 10)

          Dread Powers: Influence: Time Travel (4 dots), Know Soul, Reality Stutter

          Banes: As mentioned, ezeru need to keep their cocooned victims alive in order to copy them, and the disguise begins to fall apart if the cocoon is damaged. In addition, contradicting the actions of time travelers, including their own, makes them vulnerable to the natural corrective forces of time eradicating a source of temporal paradox; if a mission fails, it's done for.



          Comment


          • #65
            Re: Clockroaches

            Trans-Temporal Sadistic Cockroaches? My kind of weird! TimeWatch looks likes its full of pulpy goodness.

            Re: More Horrors

            Got a few more today. As always, feedback is welcome.

            Bone Men
            Legends about the “Bone Men” go back centuries and have been reported from around the world. They appear as people, swaddled in layers of rags and cast off clothing. Beneath these garments are their true forms – animated human skeletons. While (typically) not actively hostile, they will kill if discovered or to protect themselves. They are harbingers of ill tiding and death, appearing before calamity strikes and disappearing just a suddenly. While their behavior suggests intelligence, there are no documented cases of anyone successfully communicating with one of the Bone Men. If destroyed, the bones that make up their forms quickly crumble into splinters and ash.


            Best At: 7 (Disguise, Observation, Lethal Force)
            Worst At: 2 (Communication)
            Aspiration: bear witness to death and misfortune
            Willpower/Scene: 3
            Initiative: 7
            Defense: 4
            Speed: 12
            Size: 5
            Health: 9
            Banes: Hammers
            Weapons/Attacks
            Skeletal Hands [+0L melee; 7 dice]
            Dread Powers: Elusive*, Influence 1(Death), Numina (Omen Trance), Reality Stutter, Unbreakable

            Elusive: Creatures with this dread power only ever appear on camera as a blurred silhouette of their actual shape. Humanoid monsters can easily be mistaken for humans or upright bears, while unusually large creatures blend into the scenery. Humans have a hard time remembering exact detail about creatures they encounter. Rolls to accurately describe or recall such events are made at a –3 modifier.



            Clockwork
            The being known as “Clockwork” was discovered in crate at the back of a warehouse in Zurich, Switzerland in 1978. The creature is an automaton of sorts; powered by precision clockwork and compressed steam, comprised of brass, copper, iron and wood, and built into the shape of a slim statured, somewhat androgynous human male. He is exquisitely well crafted, with every inch of his body detailed with a jeweler’s precision. He is not capable of speech, but has demonstrated full literacy in Swiss, Dutch, German, French, Spanish and English. Estimations place his creation to the late 1700’s. He is amnesiac, remembering little of either his origins, or how he ended up in a crate in a warehouse, but would be grateful to anyone that could help him find out. While called “Clockwork” by his discoverers, he prefers the name “Erick’.



            Virtue: Curiosity; Vice: Reserved
            Aspiration: Remember his Past
            Mental Attributes: Intelligence 4, Wits 4, Resolve 3
            Physical Attributes: Strength 6, Dexterity 4, Stamina 5
            Social Attributes: Presence 2, Manipulation 2, Composure 3
            Skills: Academics 2(Literature), Brawl 2, Crafts 4(Clockwork), Enigmas 2, Expression 4(Piano), Firearms 2, Science 2, Socialize 2(Polite)
            Merits: Ambidextrous, Fast Reflexes 2, Indomitable, Iron Stamina 2, Striking Looks (Craftsmanship)
            Potency: 3
            Willpower: 9
            Size: 5
            Initiative: 9
            Armor: 3/2
            Defense: 4
            Speed: 15
            Health: 10
            Ban: Cannot harm a human except in self-defense; Must be wound up every 12 hours
            Weapons/Attacks
            Unarmed [+0L melee; 8 dice]
            Dread Powers: Alternate Composition* (Brass, Iron, Wood), Sharp Senses*

            Alternate Composition: As the Cryptid Adaptation [Demon: the Descent, pg. 230]

            Sharp Senses: The Enigma’s senses are exceptionally keen. It gains a +3 dice to Perception rolls; If the Enigma would normally suffer penalties due to deprivation (blindness, strong scents, or deafness), his other senses compensate, negating those penalties entirely.



            Grin Hounds
            The creatures known as “Grin Hounds” have rarely been seen, and far more carnage has been attributed to them than has been actually observed. They have they have ability to turn invisible at will, with only a sudden chill in the air to announce their presence. Once they have marked their quarry, they will continue pursuit until they or they target are destroyed. When they reveal themselves they are grotesque; lean and muscular, they cut a profile like abnormally large, hairless Dobermans. They are eyeless and earless (which doesn’t seem to impede their senses), with the skin around their over-sized maw and jagged teeth pulled back into a gruesome rictus smile. The creatures hunt in packs of 3 (always 3) and are most commonly used as hunters and assassins for other malevolent entities.



            Best At: 7 (Predatory Behavior)
            Worst At: 1 (Non-Predatory Behavior)
            Aspiration: Stalk and Kill Marked Quarry
            Willpower/Scene: 3
            Initiative: 7
            Defense: 3
            Speed: 14
            Size: 5
            Health: 9
            Banes: Silver
            Weapons/Attacks
            Bite [+1L melee; Armor Piercing 1; 7 dice]
            Dread Powers: Hunter’s Senses (Marked Quarry), Invisibility*, Natural Weapons (Bite), Speed, Wall Climb

            Invisibility: The horror does not register to sight, often times even under infrared or ultraviolet light. Perception rolls to spot the creature suffer a –5 die penalty and unless they have a way of compensating for or negating the invisibility, attackers are considered to be fighting blind. In most cases Invisibility is a permanent aspect of the creature, but some can control when they are visible. In the latter case, altering its visibility for a scene costs the Horror one point of Willpower. The creature’s invisibility typically has a condition where it does not apply (such as infrared light, when observed by children or through electronic recording devices).


            Last edited by Reighnhell; 03-16-2017, 09:28 PM.


            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


            • #66
              For today's offering, have some Dinosaurs!


              The Raptors
              These creatures resemble members of the prehistoric genus Deinonychus (popularly misidentified as the closely related Velociraptor). These animals are sophisticated pack hunters, using technique reminiscent to both wolves and birds of prey. They have shown a high degree of animal intelligence, and were described by one cryptozoologist as “clever”. Exactly how these seeming throwbacks have survived into the modern era is subject for debate, with cloning and temporal fortean events being the most common theory. A group of cryptozoologist have been tracking sightings and making efforts to transport the creatures to a special wildlife preserve in South America.


              Attributes: Intelligence 2, Wits 4, Resolve 3, Strength 4, Dexterity 4, Stamina 4, Presence 3, Manipulation 1, Composure 3
              Skills: Athletics (Running) 4, Brawl 3(Claw), Intimidation 3, Stealth 3, Survival (Tracking) 2
              Merits: Greyhound, Small Unit Tactics, Style: Parkour 1, Trained Observer
              Potency: 2
              Willpower: 8
              Initiative: 7
              Defense: 8 (this Horror is animalistic, and uses the higher of Dexterity or Wits for Defense)
              Speed: 16 (species factor 8)
              Size: 4
              Health: 8
              Weapons/Attacks:
              Type Damage Dice Pool
              Bite +0L 7
              Claw +2L 8; AP 1
              Dread Powers: Mauling Strike, Natural Weapon (Claw), Sharp Senses

              Mauling Strike: Once per scene, the Horror can apply one of the following Tilts when she damages her prey with an attack: Arm Wrack, Bleeding, Leg Wrack, or Knocked Down. This does not require a targeted attack.

              Sharp Senses: The Horrors senses are exceptionally keen. It gains a +3 dice to Perception rolls; If the Horror would normally suffer penalties due to deprivation (blindness, strong scents, or deafness), her other senses compensate, negating those penalties entirely.


              Tyrannosaurus X
              This creature, as far as anyone can tell, is a remnant of the prehistoric species Tyrannosaurus Rex. How it has survived, no one is sure, but the most common theories sites rogue scientific cloning experiments as it point of origin. Others postulate that it is a temporal anomaly; stalking into the modern world through a literal wrinkle in time. The creature’s behavior is that of an apex predator, anything it identifies as “prey” (of which humans certainly qualify) is likely to be hunted and devoured. Luckily it seems to develop a taste for cattle, and will choose them over other available prey.


              Attributes: Intelligence 1, Wits 3, Resolve 4, Strength 9*, Dexterity 3, Stamina 7, Presence 3, Manipulation 1, Composure 3
              Skills: Athletics (Running) 3, Brawl 4 (Bite, Grapple), Intimidation 4, Survival 4 (Scavenging)
              Merits: Area of Expertise (Bite), Hardy 2, Indomitable, Trained Observer
              Potency: 3
              Willpower: 10
              Initiative: 6
              Armor: 2
              Defense: 6 (this Horror is animalistic, and uses the higher of Dexterity or Wits for Defense)
              Speed: 20 (species factor 8)
              Size: 16
              Health: 23
              Weapons/Attacks:
              Type Damage Dice Pool
              Bite +4L 15; AP2
              Claw +1L 13
              Trample +2B 13
              Dread Powers: Bulk, Hideous Strength, Mauling Strike, Natural Attack 2 (Bite)

              Bulk: The creature is exceptionally large and can issue more force due to mass than acceleration. Smaller targets find it easier to get out of the way, but can still be killed by an errant blow. If the Horror attacks a target of Size 7 or less, it suffers a –5 penalty to its attack dice pool. If the attack hits anyway, add 3 levels of bashing damage. While the Horror has a Defense score, it may only employ it to defend against targeted attacks aimed at its head or legs, unless the attacker’s Size is 8 or higher. The creature must be at least Size 14 to use this dread power.

              Hideous Strength: The creature’s might is truly formidable; by spending a point of Willpower, the Horror can increase its Strength by its Potency until the end of the scene. Furthermore, it adds its Potency as automatic successes on Strength + Stamina rolls made to perform a feat of strength, such as lifting a massive object or breaking free of restraints.

              Mauling Strike: Once per scene, the Horror can apply one of the following Tilts when she damages her prey with an attack: Arm Wrack, Bleeding, Leg Wrack, or Knocked Down. This does not require a targeted attack.

              *Tyrannosaurus X’s immense size grants it an additional 2 points of Strength

              Last edited by Reighnhell; 04-29-2017, 10:06 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


              • #67
                do these raptors have feathers?


                A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

                Comment


                • #68
                  I keep seeing Reality Stutter on all your threads, but I have no idea what it is? What book is it in and on what page? or if you can, can you just tell me what it does?


                  A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

                  Comment


                  • #69
                    Originally posted by Master Aquatosic View Post
                    I keep seeing Reality Stutter on all your threads, but I have no idea what it is? What book is it in and on what page? or if you can, can you just tell me what it does?
                    It's a Dread Power from page 147 of CoD.


                    Let Him Speak.

                    Comment


                    • #70
                      So, it's in 2e core?


                      A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

                      Comment


                      • #71
                        Re: Feathered Dinos

                        I deliberately choose to not describes the Tyrannosaurus and Deinonychus so the ST can present them in the fashion they choose. Some prefer the more scientifically current view with feathers, other prefer the more traditional depiction. No judgements either way!

                        Re: Reality Stutter


                        As noted, Reality Stutter is a Dread Power from pg.147 of the Chronicles of Darkness Core (ie. 2e). Its effective a short-range teleportation ability. Its handy for Horrors that teleport, move so fast its like teleporting, and other temporal/spatial hijinks.


                        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


                        • #72
                          What do you think of this Horror I created? It was meant for Charlaquin in the Bring My Nightmare To Life thread, and they liked it. I delibaretly went past the recommended limits for a Horror of Potency 4, but I don't think that's much of an issue.

                          The Unseen Imp

                          Due to its powers, this Horror’s appearance is unknown. It earns its name from its trickster habits, which can range from confusing and aggravating to maddening and lethal. Its preferred type of “game” is to gaslight people and set up traps while staying out of sight. It occasionally hints that it is nearby with things like a barely audible, vaguely childlike laughter, various types of tiny markings and an oily, chilly breeze.

                          The Imp will stalk and investigate the homes and workplaces of potential victims for days to understand their routine and blind spots. It likes to start small, such as by stealing and hiding objects, or making someone show up late to appointments. It gradually moves onto worse things, like leaving slippery puddles on stairs, sabotaging cars, causing gas leaks and sowing distrust.

                          The Imp tends to become attached to smart or paranoid people, as they provide the most fun. However, it possesses a strange sense of fair play. It leaves behind cryptic clues which resemble children’s games and puzzles. These provide hints toward how it will strike next, but never when or where. If someone can predict the next attack and force it into a spot from which it can’t escape, then it will consider the victim to have won, and promptly vanish.

                          Virtue: Mischievous
                          Vice: Childish
                          Aspiration: Have Fun By Tricking People

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

                          Skills: Athletics 3, Crafts 2 (Traps), Empathy 2, Intimidation 3, Investigation 3, Larceny 3, Occult 1, Persuasion 2, Stealth 5 (Scuttering, Plain Sight), Subterfuge (Trickster) 4

                          Merits: Danger Sense (Advanced), Eidetic Memory, Encyclopedic Knowledge (Subterfuge), Trained Observer 3, Sleight Of Hand, Untouchable

                          Potency: 4
                          Willpower: 12
                          Size: 1
                          Initiative: 10
                          Defense: 9
                          Speed: 28 (Species Factor 15)
                          Health: 5
                          Weapons/Attacks
                          Traps And Trickery [Variable Damage Bonus; 11 dice]

                          Ban: Uses Variable Form reflexively at no cost if directly observed, and must remain in object form as long as observation continues. While in this state, it is limited to using its Influences, but reflexively regains mobility once observation stops.

                          Dread Powers: Chameleon Horror, Elusive*, Gauntlet Cloak, Influence (Accidents 2, Paranoia 1), Numen (Hallucination, Left Handed Spanner, Seek, Sign, Speed, Telekinesis*), Reality Stutter, Shadowed Soul*, Snare, Wall Climb, Variable Form (Everyday Small Objects)

                          *Elusive: Creatures with this Dread Power only ever appear on camera as a blurred silhouette of their actual shape. Humanoid monsters can easily be mistaken for humans or upright bears, while unusually large creatures blend into the scenery. Humans have a hard time remembering exact detail about creatures they encounter. Rolls to accurately describe or recall such events are made at a –3 modifier.

                          *Shadowed Soul: As per the Atavism (Beast: The Primordial, Pages 129-130). The Imp is considered to always be at Low Satiety, and can mimic the Satiety Expenditure effect by spending 2 Willpower points.

                          *Telekinesis: The Imp has fine motor control when using this Numen, and often uses it to prepare traps from a distance without having to move.


                          Let Him Speak.

                          Comment


                          • #73
                            Also, something just occured to me regarding your Clockwork. While he is quite interesting, I have no idea where I would take the plot in order to discover his past, or why the players would want to help him. I would like a few more hints, but nothing too explicit.
                            Last edited by GibberingEloquence; 02-10-2017, 02:54 AM.


                            Let Him Speak.

                            Comment


                            • #74
                              Re: The Unseen Imp

                              I like this Horror - the mostly-benign trickster is a great archetype that works well if the creature causes harm because it doesn't understand how fragile mortals can be. I especially like the mechanic you used when replicating a Beast's Atavism and will no doubt make use of it in the future.

                              Re:Clockwork

                              I gave this some thought and came up with a few potential plot hooks for using Clockwork. These assume different thing about clockworks origin and may be mutually exclusive (or not, depending on how much you want to cross game lines).

                              [God Machine] - Clockwork serves as a key component of an elaborate Occult Matrix. His awakening draws Angels to the region, who begin manipulating events so that clockwork falls into the hands of a fringe science cult that will take him apart and use what they learn to further the God machines agenda. Unraveling the mystery of Clockwork's past (and his connection to the Cult) can thwart the plans of the God Machine.

                              [Mage] - Clockwork is a Mystery. The circumstances of his creation are crucial part of the Mystery. Clockwork is touched by the Supernal and shows strong ties to the Realm of Aether, which suggests one of the Awakened may have been involved.

                              [Promethean] - Clockwork is a creature of the Divine Fire, but is neither Promethean or Pandoran. From the moment he awakens, nearby Pandorans will be roused from their slumber, making the area dangerous to Prometheans, but the story of his creation could lead to valuable insights into the Pilgrimage.


                              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


                              • #75
                                A pair of new Horrors

                                The Deep One
                                The Creature known as “the Deep One” was recovered from a melting iceberg in the North Atlantic by a scientific research vessel in the 1960’s. Taken aboard the vessel for closer study, the creature proved frightfully intelligent and could communicate with the researches telepathically. It spoke its children (suggesting that there are others of its kind) and of ancient, slumbering Gods, and how they would one day awaken and reclaim the world. It escaped (or was released) from custody only after a few days of captivity. Its current whereabouts are unknown.
                                The creature was described as a massive vaguely humanoid thing, several times larger than a man with, with scales, gills, webbed extremities, and other characteristics both piscine and reptilian.




                                Virtue: Devoted; Vice: Domineering
                                Aspiration: To be spread the worship of its Gods
                                Mental Attributes: Intelligence 6, Wits 4, Resolve 6
                                Physical Attributes: Strength 10*, Dexterity 3, Stamina 7
                                Social Attributes: Presence 6, Manipulation 6, Composure 5
                                Skills: Academics 3, Athletics 4(Swimming), Brawl 5, Crafts 3(Stone), Empathy 3(Humans), Intimidation 6, Occult 6(Alien Gods), Persuasion 5, Survival 5
                                Merits: Iron Skin (Advanced 2, Epic), Mystery Cult 5, Reality Blasphemy 5(Second Sight, pg. 137-138)
                                Potency: 7
                                Willpower: 18
                                Size: 15
                                Initiative: 8
                                Armor: 2
                                Defense: 7
                                Speed: 18/28 Swim
                                Health: 22
                                Weapons/Attacks
                                Bite/Claw [+2L melee; 15 dice]
                                Smash/Trample [+0L melee; 15 dice]
                                Dread Powers: Immortal, Madness & Terror, Mass Slam*, Pierce Mind, Unbreakable

                                Mass Slam: The horror is adept at using its monstrous bulk to crash into groups of smaller adversaries. The creature may inflict Smash &Trample attacks upon multiple adjacent targets with a combined Size 13. Roll its dice pool separately for each target, but count it as only one attack.

                                *The Deep One’s immense size grants it an additional 2 points of Strength


                                The Maenad Virus
                                The Center for Disease Control is currently tracking several cases of what appears to be a previously unidentified viral strain. It is contagious and so far appears to be transmitted by the exchange of bodily fluids. While none of the cases being tracked have proven fatal in and of themselves, the most notable symptoms include heightened metabolic and adrenal response, aggression, reduced pain sensitivity and marked disinhibition (including a disregard for societal conventions, taboos and laws). Extreme cases display little compunction about theft, assault, or murder) Because of this, the virus was named for the “Maenad” – the raving, ecstatic throng that accompanied the God Dionysius. The example is of a typical individual infected by the Maenad Virus.



                                Best At: 7 (Violent Outbursts, Wanton Behavior)
                                Worst At: 1 (Self Control)
                                Aspiration: Indulge Lusts
                                Willpower/Scene: 3
                                Initiative: 7
                                Defense: 3
                                Speed: 12
                                Size: 5
                                Health: 9
                                Weapons/Attacks
                                Bite [+0L melee; 7 dice]
                                Unarmed [+0B melee; 7 dice]
                                Dread Powers: Contagious*(can transmit through bite or other fluid exchange), Jump Scare, Monstrous Resilience

                                Contagious: The horror carries a virulent disease that turns the infected into a creature of the same (or similar) type as the Contagious Horror. To infect a target, the horror must typically injure the victim (a bite or claw is most common, but other methods can be defined depending on the horror) and inflict one level of lethal damage. The victim must make a reflexive Stamina +Resolve roll (with a penalty equal to the Horrors Potency (maximum 5))
                                Success means that the victim doesn't contract the contagion.an exceptional success renders them immune to further uses of this Dread Power from that particular creature. If the roll fails, then the victim gains the Sick (grave) tilt and becomes a Horror themselves after (9-Potency) hours. At the Storytellers discretion, certain supernatural creatures may be immune to this Dread Power.

                                Last edited by Reighnhell; 04-02-2017, 05:37 PM.


                                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

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