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  • #76
    Do you think you can create a Horror that is like a cartoon character? You know, extremely hard to kill, exaggerated Vice(s), bizarre appearance, trickster habits and can warp reality for comical purposes, but otherwise thinks and feels like you and me (they may even have Integrity). May be friendly, cruel or alternate between the two.

    Their Ban would likely be something like "cannot use such and such Dread Powers unless it's to escape, deceive, entertain or cheer up someone" (a reference to "Who Framed Roger Rabbit?").

    They might have been a normal person once. How did they get like this? Did they anger a True Fae? Did they enter a really weird movie theater Infrastructure at the wrong time? Did they somehow fuse with a powerful Goetia? Or did they just wake up one day and find a weird outfit inside their closet? What do they want to do now? Do they have any plans besides being a trickster, and how might the players get involved?

    How would you represent such a Horror's powers? You've got Unbreakable, Regenerate, Reality Stutter and Hallucination, for example. But we still don't have a Dread Power that can create Equipment and Weapons. You could say that they have Influence 5 (Cartoonish Reality Warping), but that costs a lot of Dread Power slots and Willpower points.
    Last edited by GibberingEloquence; 03-03-2017, 03:26 AM.


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

    Comment


    • #77
      RE: Cartoon Horror

      I had to give this one some thought. After watching some of the classics from Warner and MGM and reading over the Toon RPG, I determined that despite the unlimited potential of "Cartoon Physics", most "Toons" only had a couple of gimmicks that were commonly employed. Thats made converting one into a horror much easier. The results are below.
      Wildcard Kat
      The creature known as “Wildcard Kat” appeared after a bizarre lightning storm struck an unremarkable private storage facility several years ago. The creature is a living version of the Wildcard Kat character created by Solomon Studios in 1944.The cartoons featuring Wildcard were fast paced and well animated, with an edgy sense of humor that proved popular with audiences. But after the first several shorts, Solomon Studies abruptly closed their animation department and shelved the films. Some of the lost reels ended up in that storage unit, and exposure to the fortean energies of the storm brought the forgotten character to life. Since that time, Wildcard has been exploring the world, and causing no small amount of trouble.
      Wilcard Kat is a classic screwball character with an intense dislike of bullies, grouches, and snobs; and will make them targets of his harassment and pranks. He has a poor understanding of mortal people and often forgets how fragile they are. Wildcard Kat appears as a five foot tall anthropomorphic cartoon cat, complete with a patchwork vest and battered bowler hat (with his signature “Joker” card tucked in the band).


      Virtue: Wacky; Vice: Mischievous
      Aspiration: Teach Lessons; Make People Laugh
      Mental Attributes: Intelligence 3, Wits 6, Resolve 5
      Physical Attributes: Strength 4, Dexterity 6, Stamina 6
      Social Attributes: Presence 5, Manipulation 4, Composure 4
      Skills: Athletics 3, Brawl 3, Expression 4(Jokes), Firearms 2, Larceny 2, Persuasion 2, Stealth 2, Subterfuge 4, Weaponry 3 (Props)
      Merits: Double Jointed, Indomitable, Interdisciplinary Specialty (Jokes, Props), Iron Stamina 2, Style: Fast Talking 3
      Potency: 5
      Willpower: 14
      Size: 4
      Initiative: 10
      Defense: 9
      Speed: 16
      Health: 10
      Weapons/Attacks
      Unarmed [+0B melee; 7 dice]
      Prop Mallet [+3B melee; 8 dice]
      Prop Pistol [+2B ranged; 8 dice]
      Ban: Once Wildcard meets someone and learns their name, he will harass that individual until they laugh at his antics, or learn a (often painful) lesson.
      Bane: Paint Solvent
      Dread Powers: Fabricate (Comedic Props)*, Elusive*, Immortal, Reality Stutter, Surprise Entrance

      Fabricate: The creature can conjure objects from nowhere. By spending a point of Willpower and making a roll of an appropriate dice pool (minus the highest of the objects Availability, Size, or Weapon Bonus), the creature can produce equipment, items or weapons from thin air. The object is considered a typical item of its type and provides its standard equipment or weapon bonuses if applicable. Fabricated objects last until the end of the scene, at which point they vanish. Objects created with Fabricate typically have “flaw” (the objects might be fragile, deal less damage etc.)

      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.
      Last edited by Reighnhell; 04-02-2017, 05:34 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


      • #78
        Originally posted by Reighnhell View Post
        RE: Cartoon Horror

        I had to give this one some thought. After watching some of the classics from Warner and MGM and reading over the Toon RPG, I determined that despite the unlimited potential of "Cartoon Physics", most "Toons" only had a couple of gimmicks that were commonly employed. Thats made converting one into a horror much easier. The results are below.
        Wildcard Kat
        The creature known as “Wildcard Kat” appeared after a bizarre lightning storm struck an unremarkable private storage facility several years ago. The creature is a living version of the Wildcard Kat character created by Solomon Studios in 1944.The cartoons featuring Wildcard were fast paced and well animated, with an edgy sense of humor that proved popular with audiences. But after the first several shorts, Solomon Studies abruptly closed their animation department and shelved the films. Some of the lost reels ended up in that storage unit, and exposure to the fortean energies of the storm brought the forgotten character to life. Since that time, Wildcard has been exploring the world, and causing no small amount of trouble.
        Wilcard Kat is a classic screwball character with an intense dislike of bullies, grouches, and snobs; and will make them targets of his harassment and pranks. He has a poor understanding of mortal people and often forgets how fragile they are. Wildcard Kat appears as a five foot tall anthropomorphic cartoon cat, complete with a patchwork vest and battered bowler hat (with his signature “Joker” card tucked in the band).

        Virtue: Wacky; Vice: Mischievous
        Aspiration: Teach Lessons; Make People Laugh
        Mental Attributes: Intelligence 3, Wits 6, Resolve 5
        Physical Attributes: Strength 4, Dexterity 6, Stamina 6
        Social Attributes: Presence 5, Manipulation 4, Composure 4
        Skills: Athletics 3, Brawl 3, Expression 4(Jokes), Firearms 2, Larceny 2, Stealth 2, Subterfuge 4, Weaponry 5 (Props)
        Merits: Double Jointed, Indomitable, Interdisciplinary Specialty (Jokes, Props), Iron Stamina 2, Style: Fast Talking 3
        Potency: 5
        Willpower: 9
        Size: 4
        Initiative: 10
        Defense: 9
        Speed: 16
        Health: 10
        Weapons/Attacks
        Unarmed [+0B melee; 8 dice]
        Prop Mallet [+3B melee; 10 dice]
        Prop Pistol [+2B ranged; 8 dice]
        Ban: Once Wildcard meets someone and learns their name, he will harass that individual until they laugh at his antics, or learn a (often painful) lesson.
        Bane: Paint Solvent
        Dread Powers: Fabricate (Comedic Props)*, Elusive*, Immortal, Reality Stutter, Surprise Entrance

        Fabricate: The creature can conjure objects from nowhere. By spending a point of Willpower and making a roll of an appropriate dice pool (minus the highest of the objects Availability, Size, or Weapon Bonus), the creature can produce equipment, items or weapons from thin air. The object is considered a typical item of its type and provides its standard equipment or weapon bonuses if applicable. Fabricated objects last until the end of the scene, at which point they vanish. Objects created with Fabricate typically have “flaw” (the objects might be fragile, deal less damage etc.)

        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.


        This is my favorite thing. Thank you.

        Have you checked out "Bendy and the Ink Machine"?


        Hayley Margules, historian and former OPP writer
        Chronicles of Darkness: Dark Eras and Companion, Beast: The Primordial Ready-Made Characters, and Dark Ages: Tome of Secrets

        Comment


        • #79
          Originally posted by Reighnhell View Post
          RE: Cartoon Horror

          I had to give this one some thought. After watching some of the classics from Warner and MGM and reading over the Toon RPG, I determined that despite the unlimited potential of "Cartoon Physics", most "Toons" only had a couple of gimmicks that were commonly employed. Thats made converting one into a horror much easier. The results are below.
          Wildcard Kat
          The creature known as “Wildcard Kat” appeared after a bizarre lightning storm struck an unremarkable private storage facility several years ago. The creature is a living version of the Wildcard Kat character created by Solomon Studios in 1944.The cartoons featuring Wildcard were fast paced and well animated, with an edgy sense of humor that proved popular with audiences. But after the first several shorts, Solomon Studies abruptly closed their animation department and shelved the films. Some of the lost reels ended up in that storage unit, and exposure to the fortean energies of the storm brought the forgotten character to life. Since that time, Wildcard has been exploring the world, and causing no small amount of trouble.
          Wilcard Kat is a classic screwball character with an intense dislike of bullies, grouches, and snobs; and will make them targets of his harassment and pranks. He has a poor understanding of mortal people and often forgets how fragile they are. Wildcard Kat appears as a five foot tall anthropomorphic cartoon cat, complete with a patchwork vest and battered bowler hat (with his signature “Joker” card tucked in the band).

          Virtue: Wacky; Vice: Mischievous
          Aspiration: Teach Lessons; Make People Laugh
          Mental Attributes: Intelligence 3, Wits 6, Resolve 5
          Physical Attributes: Strength 4, Dexterity 6, Stamina 6
          Social Attributes: Presence 5, Manipulation 4, Composure 4
          Skills: Athletics 3, Brawl 3, Expression 4(Jokes), Firearms 2, Larceny 2, Stealth 2, Subterfuge 4, Weaponry 5 (Props)
          Merits: Double Jointed, Indomitable, Interdisciplinary Specialty (Jokes, Props), Iron Stamina 2, Style: Fast Talking 3
          Potency: 5
          Willpower: 9
          Size: 4
          Initiative: 10
          Defense: 9
          Speed: 16
          Health: 10
          Weapons/Attacks
          Unarmed [+0B melee; 8 dice]
          Prop Mallet [+3B melee; 10 dice]
          Prop Pistol [+2B ranged; 8 dice]
          Ban: Once Wildcard meets someone and learns their name, he will harass that individual until they laugh at his antics, or learn a (often painful) lesson.
          Bane: Paint Solvent
          Dread Powers: Fabricate (Comedic Props)*, Elusive*, Immortal, Reality Stutter, Surprise Entrance

          Fabricate: The creature can conjure objects from nowhere. By spending a point of Willpower and making a roll of an appropriate dice pool (minus the highest of the objects Availability, Size, or Weapon Bonus), the creature can produce equipment, items or weapons from thin air. The object is considered a typical item of its type and provides its standard equipment or weapon bonuses if applicable. Fabricated objects last until the end of the scene, at which point they vanish. Objects created with Fabricate typically have “flaw” (the objects might be fragile, deal less damage etc.)

          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.
          Excellent work! I imagine him with the voice of the cat from Coraline. A few nitpicks, though. Why does he have Elusive? I think a more fitting and useful power would be the Mortal Mask Numen, since cartoon characters often wear disguises to cause mischief or get away from trouble (e.g. Bugs Bunny dressing up as Daffy Duck to fool Elmer Fudd). Also, Wacky and Mischievous are rather similar traits. From your description, it sounds more like his Virtue is Justice. Lastly, maybe take two dots away from Weaponry and put them in Persuasion?
          Last edited by GibberingEloquence; 03-07-2017, 12:32 AM.


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

          Comment


          • #80
            Re: Wildcard

            Elusive vs Mortal mask was a bit of a debate. Even though the creature is a Living Cartoon, it exists in the Chronicles of Darkness - it needs some way to blend in or hide itself. Both Dread Powers serve that purpose, but I see Wildcard as less "Crafty and Sly Trickster" and a bit more "Agent of Chaos Trickster" An ability that lets the horror interact with people, then fogs their memory seemed more useful for a "agent of chaos" trickster (mainly because they don't have to think about it), while a more "sly" trickster could get more use out of Mortal Mask.

            Wacky vs. Mischievous - I see it as a distinction between a character bring who Comedy to everything they do, vs a character that brings Trouble to everything they do. The Wacky character ants to make people laugh, the mischievous character wants to cause trouble for the sake of trouble. I was tempted to go with justice, but I was thinking that making it a primary virtue would make wildcard too much of a good guy.I like the idea that Wildcard has the instincts to be look out for the little guy, but takes everything waaaaaayyyy too far.

            I can see a use for Persuasion, and it would dovetail nicely into the Fast Talking style, even though Wildcard would be more inclined to hit someone with a surgical grade anvil.

            Good Feedback- thanks!

            Re:Bendy and the Ink Machine

            I wasn't familiar with it,but looking it up, it seems like the proper combination of whimsical and nightmarish!
            Last edited by Reighnhell; 03-07-2017, 01:36 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


            • #81
              Some really great stuff here!!!


              My Geist GMC Updates
              My Infinite Macabre Goodies
              Parasite Eve: The Third Birthday Chronicle
              Shamelessly pimping my book

              Comment


              • #82
                A few more Horrors
                Basilisk
                The Basilisk is a reptilian creature, with the scaled, sinuous body of a viper but with two sets of agile fore and hind limbs. It often called “The King of Serpents”, due to its crest and diadem shaped markings on its brow. The creature is known for its highly venous bite and poisonous skin secretions. Even its blood, saliva and urine are toxic. Most infamous is its ability to slay with a glance; those who would attempt to handle the creature are wise to avoid making eye contact.



                Attributes: Intelligence 1, Wits 5, Resolve 3, Strength 3, Dexterity 5, Stamina 4, Presence 2, Manipulation 1, Composure 4
                Skills: Athletics 3 (Climbing), Brawl 3 (Bite), Intimidate 3(Poisonous), Stealth 3 (Ambush), Survival 3
                Merits: Fast Reflexes 2, Hardy 2, Iron Skin (Advanced) 1
                Potency: 2
                Willpower: 9
                Initiative: 11
                Armor: 1
                Defense: 8 (this Horror is animalistic, and uses the higher of Dexterity or Wits for Defense)
                Speed: 14
                Size: 3
                Health: 7
                Ban: Mustelids are immune to the Basilisks Dread Powers
                Bane: the teeth and claws of a weasel, ferret, or similar mustelid.
                Dread Powers: Reap, Toxic 2

                Weapons/Attacks
                Type Damage Dice Pool
                Bite +1L 7

                Reap: A Horror with this Dread Power can deal out death with horrific ease. How this manifests depends on the nature of the Horror, in some cases the victims expire without a mark, in others they explode in a gory torrent of viscera. The creature expends 3 Willpower and makes a roll of an appropriate dice pool (– the victim’s Stamina +Supernatural Tolerance); If successful, the Horror deals an amount of lethal damage to its victim equal to its Potency, with an additional point for damage for each success rolled. This ignores mundane armor (but Armor granted by supernatural abilities and effects apply normally). A given target may only be subject to a specific Horrors use of Reap once per Scene (assuming they somehow survive).


                Mutant Ant
                This creature is an ant grown to monstrous size by fortean events or deliberate tampering. The massive insect is amazingly strong, armored like a tank, and disturbingly intelligent. Worse yet, they are intrinsically social, and very rarely encountered alone.



                Attributes: Intelligence 2, Wits 3, Resolve 4, Strength 7, Dexterity 3, Stamina 5, Presence 3, Manipulation 1, Composure 4
                Skills: Athletics 3, Brawl 3, Craft 1(Burrow), Empathy 1(Colony Members), Intimidate 2, Survival 4(Foraging)
                Merits: Iron Skin 2 (Advanced), Iron Stamina 2, Trained Observer 3
                Potency: 3
                Willpower: 11
                Initiative: 7
                Armor: 3
                Defense: 6 (this Horror is animalistic, and uses the higher of Dexterity or Wits for Defense)
                Speed: 16 (species factor 6)
                Size: 7
                Health: 12
                Dread Powers: Armored Hide, Beast Master (Ants), Breath Weapon (Formic Acid), Wall Climb
                Weapons/Attacks:
                Type Damage Dice Pool
                Mandibles +1 10

                Breath Weapon: Horrors with this Dread Power can command the elements to destroy their enemies, often literally breathing gouts of fire or hurling bolts of lightning. Choose the type of attack when this Dread Power is selected; this is typically an element such as acid, fire, lighting or cold, but other, more exotic elements might be used depending on the nature of the creature. By spending 1 point of Willpower, the Horror can blast individual targets in range (5/10/15) that counts as a ranged attack with a thrown weapon and requires a roll of an appropriate dice pool – the opponent’s Defense. This attack has a weapon bonus of +0. By expending 3 Willpower, the weapon bonus increases to +2 and inflicts the Burning Tilt.


                The Wild Men
                Folklore often speaks of “Wild Men”; elusive ape-like creatures that dwell in the remote wilderness far from mankind. The North American Sasquatch, the Yeti of the Himalayas and Yowie of Australia are all examples of a creature that has bedeviled explorers and cryptozoologists seeking proof of their existence. The creatures have shaggy hair covering their bodies (typically black, brown, blond, or even white) and long limbed, resembling apes but walking upright like men. They are typically human sized or larger, and are almost always described as having notably large feet. They are reputed to be shy and reclusive, but certain darker legends describe cannibalistic behavior and the abduction of humans to serve as mates.


                Attributes: Intelligence 2, Wits 3, Resolve 4, Strength 6, Dexterity 3, Stamina 5, Presence 3, Manipulation 2, Composure 3
                Skills: Athletics 2, Brawl 2, Intimidate 2, Stealth 4(Elude Tracking), Survival 4(Home Ground), Weaponry 1 (Improvised)
                Merits: Danger Sense, Iron Skin (Advanced) 1, Iron Stamina 2
                Potency: 2
                Willpower: 9
                Initiative: 6
                Armor: 1
                Defense: 5
                Speed: 15
                Size: 6
                Health: 11
                Dread Powers: Elusive, Hideous Strength, Home Ground

                Weapons/Attacks
                Type Damage Dice Pool
                Unarmed +0B 8

                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.

                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.
                Last edited by Reighnhell; 04-29-2017, 10:16 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


                • #83
                  Hey Reighnhell, I was inspired by your write ups for mythological beings, and made one for a certain ancient trickster that knows humanity all too well. Can you tell who it is, and did you like my interpretation? How would you interpret them?

                  The world would be a lot simpler if everyone was who they claimed to be. Unfortunately, deception is a necessary tool for everyday survival in society. But many people take it too far, and have even started to believe the lies they tell themselves. Everyone wants to believe they would do the right thing, and as long as there is no temptation to do wrong, being a saint is easy. That’s where the Prosecutor comes in. It wants to see if all these pretenses hold up when it arranges opportunities for all kinds of selfishness and wretchedness to be rewarded.

                  To do this, it is capable of wearing any guise that is best suited to the situation, and has no standard appearance. While it has a profound knowledge of human nature and doesn’t really judge the prosecution, it loathes admitting defeat and will use whatever tactics it can to win the game. The prize is not taking away the prosecution to some realm of eternal torment, but showing them the path to ruin in this life and watching them walk there on their own.

                  It is possible to reason with the Prosecutor and even outsmart it. However, it has had a very long time to perfect its craft. Defeating it is less about pure cunning and more about proving the trueness of one’s principles, even when they are inconvenient or dangerous. While the Prosecutor is not a friend by any means, it recognizes when it has been beaten fairly, and may show respect toward those who have bested it.

                  Virtue: Understanding
                  Vice: Proud
                  Aspirations: Test People’s Worth

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

                  Skills: Academics (Religion, History) 7, Investigation 5, Occult 8, Politics 7, Empathy (Vices) 6, Expression (Rhetoric) 7, Intimidation 6, Persuasion (Deals) 8, Subterfuge (Lies) 8

                  Merits: Area Of Expertise (Deals, Lies), Direction Sense (Epic), Eidetic Memory, Encyclopedic Knowledge (Subterfuge, Persuasion), Indomitable (Epic), Interdisciplinary Specialty (Deals, Lies), Professional Training 5 (Expression, Persuasion, Subterfuge), Trained Observer 3, Closed Book 5, Inspiring (Epic), Iron Will, Pusher, Sympathetic, Table Turner, Untouchable, Untouchable Style 4

                  Willpower: 26
                  Defense: 4
                  Initiative: 12
                  Speed: 11
                  Health: 13
                  Potency: 10

                  Ban: Cannot refuse to uphold its part of a deal, nor make a deal without consent.

                  Ban: Can only use Bend Fate, Miracle and Mixed Blessings as part of a deal.

                  Ban: Must undo harm caused by a deal if the one who requested it redeems themselves.

                  Dread Powers: Bend Fate*, Eye Spy, Fiendish*, Immortal, Know Soul, Legion (Sin Wraiths)*, Miracle, Numen (Mixed Blessing*, Mortal Mask, Telepathy), Pierce Mind, Surprise Entrance, Twilight Entity*, Vanish

                  *Bend Fate: The Horror can alter the course of destiny; causing fortune or misfortune on a whim. By spending a point of Willpower and making a roll of an appropriate dice pool (– target’s Resolve +Supernatural Tolerance), the Horror twists the threads of probability. If it used to grant favor, the target gains the 8-again quality to a number of future dice pools equal to successes. If cursing the actions of another, the victim suffers a dice penalty equal to the Horror’s Potency for as many future dice pools as the gained successes, and all failures on those actions become dramatic failures. The victim gains a Beat for the first dramatic failure suffered in a scene as a consequence of this power. The Horror cannot use this Dread Power on itself.

                  *Fiendish: The Prosecutor possesses the Liar's Tongue, Total Control, Natural Aptitude and Spoofing (+Deep Cover) of Unchained Demons.

                  *Legion: The Horror is followed and served by Brief Nightmares of a similar nature. The amount and power of these Brief Nightmares is roughly proportional to the Horror’s Potency. Use the following as a guideline: at Potency 1-3, a few Minions; at Potency 4-6, several Minions and a few Hordes, at Potency 7-9, several Hordes and a few Lone Terrors, at Potency 10, as many Lone Terrors as desired. If killed, replacements come within a few scenes at most. Most Horrors possess a weakness that prevents them from creating or commanding their Legions.

                  *Mixed Blessing: The Prosecutor's version of this Numen can give any Merit the ST wants, including Supernatural, Advanced and Epic ones.

                  *Twilight Entity: The creature exists in a Twilight state, at least in part. It can interact freely with entities in both the physical world and the twilight. For most creatures this interaction goes both ways, making it possible for ephemeral beings to attack them from Twilight. An intelligent creature might gain some control over how when it interacts with each world; the creature may spend a single point of Willpower to shift between its physical and immaterial states.

                  Sin Wraiths:

                  Best At: 10 (Spying, Instigating Vices)
                  Worst At: 2 (Understanding Virtue)
                  All Others Pools: 5
                  Aspiration: Serve The Prosecutor
                  Willpower/Scene: 6
                  Initiative: 8
                  Defense: 5
                  Speed: 15
                  Size: 5
                  Health: 12

                  Dread Powers: Eye Spy, Gauntlet Cloak, Influence (Vices 1), Numen (Mortal Mask, Telepathy), Pierce Mind, Surprise Entrance, Twilight Entity, Vanish
                  Last edited by GibberingEloquence; 06-15-2017, 02:39 PM.


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

                  Comment


                  • #84
                    The Jewish Mythological interpretation of Satan as God's prosecutor?


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

                    Comment


                    • #85
                      As a side note, Reighnhell, do you think the Horror template works for Hellboy? I was inclined to make him a Deviant, but considering the new information we received about Deviants' Scars and their Integrity equivalents, I am going for the Horror template in the meantime. I believe he'd have Potency 6 or 7, and exchange Attribute and Dread Power dots for Skill and Merit dots. I am unsure if he would have Integrity. He has a very human mindset, but Integrity also represents the soul's health, and I'm not sure if he has a soul. He'd also be able to Risk Willpower, earn Practical Experiences and use Tactics, effectively making him a honorary Hunter. His Right Hand Of Doom is a Relic that can summon a Rank 6+ Abyssal or something like that. Given that the BPRD is staffed by both humans and monsters, they'd probably be their own Conspiracy rather than part of Task Force Valkyrie.
                      Last edited by GibberingEloquence; 03-19-2017, 02:02 AM.


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

                      Comment


                      • #86
                        Re: Mythological Beings

                        I really like your Write Up for "The Prosecutor" - it approaches the Satan archetype from a different angle than I normally see. And I like the "Lawyer from Hell" angle. Its very in line with how I like to present "Mythologicals" - I tend to think of them as "Incarnations".

                        Re:Hellboy

                        The BPRD universe does seem like a pulpier , action oriented version of the Chronicles of Darkness. Its less concerned with secrets and mysteries and more concerned with smacking Cthulhu in the face. That being said, Hellboy doesn't quite fit into the Chronicle of Darkness framework as is. Technically, you could create him as a Horror befitting his status as a Demon Prince, but he would also have traits and abilities more in common with a mortal Hunter - sort of like a Lucifuge turned up to 11.


                        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


                        • #87
                          A few creatures today from the Realms of the Fey. While I stated them up using the Horror Rules, I consider these to be "Hobgoblins" from Changeling:the Lost. If using those mechanics,substitute Potency for Wyrd, give them a Glamour pool equal to their Willpower, and exchange a Dread Power selection for a number of dots of Contracts equal to its Wyrd.
                          The Leprechaun
                          Leprechauns are legendary fey creature, known for their clever minds and industrious nature. The creatures are powerful; they are inhumanly strong and tough despite his diminutive stature, and their supernatural powers are vast. Woe to any that would cheat or steal from a Leprechaun, as they will turn their considerable might to punishing the offender. They keep to themselves for the most part, only rarely venturing into the mortal world. All Leprechauns appear as small-statured, elderly men – they are smartly dressed and immaculately neat. In keeping with legend, they typically wear one or two items made of gold (such as buttons, rings, buckles, or watches).


                          Virtue: Industrious; Vice: Covetous
                          Aspiration: To be fairly compensated for their work
                          Mental Attributes: Intelligence 4, Wits 6, Resolve 5
                          Physical Attributes: Strength 6, Dexterity 6, Stamina 6
                          Social Attributes: Presence 4, Manipulation 6, Composure 4
                          Skills: Academics 2(Folklore), Athletics 2, Brawl 2, Crafts 4(Cobbler), Expression 2 (Poetry), Occult 3(Fey), Persuasion 3, Subterfuge 4, Stealth 5, Weaponry 3(Clubs)
                          Merits: Brownie’s Boon*, Hardy 2, Hollow 4*, Indomitable, Resources 4
                          *Changeling: the Lost Playtest
                          Potency: 6
                          Willpower: 15
                          Size: 4
                          Initiative: 10
                          Defense: 8
                          Speed: 16
                          Health: 10
                          Ban:
                          Must repair shoes in any residence they spend the night in
                          Bane: Iron
                          Weapons/Attacks
                          Sheleighly [+1L melee; -1 Initiative, 10 dice]
                          Dread Powers: Gatecrash (Hedge), Immortal, Miracle, Numina (Telekinesis), Vanish

                          Gatecrash: A Horror with this Dread Power can open a gateway to other planes of existence (such as the Hedge, Primordial Dream, Shadow, Underworld or Astral Realms). The Horror spends a point of Willpower and makes an appropriate dice pool roll; if successful a gateway into the destination realm opens. The creature can hold the gate open for a number of turns equal to its Potency. Gatecrash can only open a gate to a specific realm, but may be selected multiple times, each time applying to specific Realm.

                          Vanish: The Horror with this Dread Power can disappear in the flash, a puff of smoke, or the blink of an eye. Once per scene, by spending 1 Willpower, the creature may instantly exit the scene. The Horrors must have an established location (at least a dot in the Safe Place Merit or equivalent) that they retreat to when using this ability.



                          The Redcaps
                          The Redcaps are a breed of malevolent fey creatures, known for their violent and blood thirsty dispositions. These creatures favor abandoned places, such as ruined castles, derelict houses, and condemned buildings, and brutally murder any trespassers that wander into their territory. Redcaps appear as short statured men, with weathered, greyish skin, dark eyes, and wiry, muscular physiques. Their wide mouths are filled hard, sharp teeth. They prefer to dress in the rugged clothing of workmen, and always wear top quality work boots. Unlike most other fey creatures, Redcaps favor iron weapons, and can wield them without difficulty. True to legends, all redcaps soak their rough-spun red caps in the spilled blood of their victims – a ritual Redcaps perform in order to retain their strength.


                          Virtue: Cunning; Vice: Violent
                          Aspiration: Commit acts of Violence
                          Mental Attributes: Intelligence 2, Wits 5, Resolve 5
                          Physical Attributes: Strength 6, Dexterity 5, Stamina 5
                          Social Attributes: Presence 3, Manipulation 2, Composure 4
                          Skills: Athletics 3(Chase), Brawl 3(Bite), Crafts 2, Intimidate 4, Stealth 2, Occult 2(Folklore), Weaponry 4
                          Merits: Relentless, Seizing the Edge, Style: Heavy Weapons 3, Style: Relentless Assault 3
                          Potency: 4
                          Willpower: 13
                          Size: 4
                          Initiative: 9
                          Defense: 8
                          Speed: 20
                          Health: 9
                          Ban: Must soak their cap in the blood of their victims
                          Bane: Iron
                          Weapons/Attacks
                          Unarmed [+0L melee; 9 dice]
                          Bite [+1L melee; AP 1, 10 dice]
                          Iron Scythe: [+2L melee; Initiative -2, 10 dice]
                          Dread Powers: Gatecrash (Hedge), Natural Weapon (Bite), Swift, Unbreakable

                          Gatecrash: A Horror with this Dread Power can open a gateway to other planes of existence (such as the Hedge, Primordial Dream, Shadow, Underworld or Astral Realms). The Horror spends a point of Willpower and makes an appropriate dice pool roll; if successful a gateway into the destination realm opens. The creature can hold the gate open for a number of turns equal to its Potency. Gatecrash can only open a gate to a specific realm, but may be selected multiple times, each time applying to specific Realm.


                          The Sluagh
                          The Sluagh are fey creatures that are drawn to the dead and dying, drinking the souls of their victims along with their last breath. They shun the light and appear only once the sun has set, often taking the form of a flock of crows, ravens, or others birds of ill-omen. They appear as lean, pale figures, with stringy black hair, clawed hands and feet and leathery wings that they wrap about their bodies like cloaks. Their eyes are dark and beady and their thin mouths filled with sharp teeth.


                          Virtue: Patient; Vice: Ravenous
                          Aspiration: Consume the souls of the dying
                          Mental Attributes: Intelligence 3, Wits 5, Resolve 4
                          Physical Attributes: Strength 4, Dexterity 5, Stamina 3
                          Social Attributes: Presence 4, Manipulation 3, Composure 5
                          Skills: Animal Ken 2(Birds), Athletics 3(Flight), Brawl 3(Strangle), Empathy 2(Mourning), Intimidate 3, Occult 2, Stealth 5
                          Merits: Choke Hold, Double Jointed, Fast Reflexes 2, Indomitable, Striking Looks 1 (Frightening)
                          Potency: 4
                          Willpower: 13
                          Size: 5
                          Initiative: 12
                          Defense: 8
                          Speed: 14, Flight 24
                          Health: 8
                          Ban: Cannot enter a home with the western doors and windows sealed
                          Bane: Iron
                          Weapons/Attacks
                          Claws [+0L melee; 7 dice]
                          Dread Powers: Gatecrash (Hedge), Hunter’s Senses (the Dying), Mist Form (Birds), Soul Thief

                          Gatecrash: A Horror with this Dread Power can open a gateway to other planes of existence (such as the Hedge, Primordial Dream, Shadow, Underworld or Astral Realms). The Horror spends a point of Willpower and makes an appropriate dice pool roll; if successful a gateway into the destination realm opens. The creature can hold the gate open for a number of turns equal to its Potency. Gatecrash can only open a gate to a specific realm, but may be selected multiple times, each time applying to specific Realm.

                          Last edited by Reighnhell; 04-02-2017, 05:33 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

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                          • #88
                            These write ups for Fey got me thinking about a certain folkloric character from my country which could be a hobgoblin. I'm talking about the Saci. How would you write him up as a Horror?

                            As a side note, how can you represent Bill Cipher from Gravity Falls as a Horror? I know he's probably some kind of strange Goetia, but I'd like to fine tune his traits. His Dread Powers would include Surprise Entrance, Pierce Mind, Twilight Entity and a version of Skin-Taker that works like possession. But should he have Physical Attributes of his own? Does he use the Physical Attributes of his host? What if he's in the Astral? Does he use Mental Attributes instead of Physical Attributes?
                            Last edited by GibberingEloquence; 03-28-2017, 01:04 AM.


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

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                            • #89
                              I'd have had leprechauns ban be something like, 'must repair shoes in any residence they spend the night in.'

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                              • #90
                                Originally posted by nofather View Post
                                I'd have had leprechauns ban be something like, 'must repair shoes in any residence they spend the night in.'
                                I thought that was Brownies?


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

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