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  • #91
    Re: Bill Cipher
    I am a big fan of Gravity Falls, but if I had to create stats for Bill (or something similar), I would be more likely to create him as a Ephemeral Creature - his powers, weaknesses and behavior seems more in line with the Ephemeral rules than the Horror rules.

    Re: Leprechauns and Brownies
    In the folklore, Leprechauns are cobblers by trade, which fits since they are often associated with wealth (a upon a time, a persons shoes were likely the most expensive item they owned). And there is many different faeries types that embody the "Industrious House Elf" archetype, Leprechauns and Brownies being only two such examples.

    Re: More Fey Creatures
    I am still having fun with these, so here are a few more.
    The Dullahan
    The Dullahan is a fey creature known to be a herald of death, and its arrival portends that death will arrive soon after. They travel across the roads and paths that cross domains in Arcadia and the Hedge, venturing into the mortal world only when called by the impending demise of those marked by Fate. They can claim the souls of the recently deceased, spirting them away for unknown purposes. The Dullahan are typically tall men with lean, athletic frames, dressed all in black, favoring the cloaks and riding gear of ages past. They are always accompanied by a mount of some sort, typically a midnight black stallion, but occasionally they appear with horse drawn coach. Variations have been observed, such as female Dullahan, or Dullahan that favor more modern clothing and vehicles. But in all cases, Dullahan are headless, and carry their severed heads with them or keep them nearby. Despite this, Dullahan have keen senses, and their severed heads can speak (but rarely do so).

    Virtue: Determined; Vice: Ominous
    Aspiration: To herald impending death; to capture souls
    Mental Attributes: Intelligence 3, Wits 4, Resolve 5
    Physical Attributes: Strength 6, Dexterity 5, Stamina 6
    Social Attributes: Presence 5, Manipulation 3, Composure 5
    Skills: Animal Ken 2 (Horses), Athletics 2, Brawl 3, Drive/Ride 4, Empathy 2 (Fear), Intimidation 4, Occult 2(Omens), Survival 2 (Navigation), Weaponry 4(Sword)
    Merits: Crack Driver 2, Defensive Combat (Weaponry), Fae Mount 3*, Hedge Sense*, Iron Skin 1(Advanced), Seizing the Edge, Trained Observer 1,
    *Changeling: the Lost Playtest
    Potency: 5
    Willpower: 15
    Size: 5
    Initiative: 10
    Armor: 1
    Defense: 8
    Speed: 16
    Health: 11
    Ban: Dullahan fear gold, and can cannot approach anyone brandishing or wearing the material
    Bane: Gold, Iron
    Weapons/Attacks
    Unarmed [+0L melee; 9 dice]
    Sword [+2L melee; Initiative -2, 11 dice]
    Whip [+0L melee; 10 dice]
    Dread Powers: Gatecrash (Hedge), Numina (Fate Sense), Immortal, Soul Thief, Surprise Entrance

    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.

    Pixie
    Pixies (also known as Imps, Fairies, Sprites, and many other names besides) are a common type of hobgoblin that populates the hedge. The most specimens resemble miniature human children or adolescents, often with the features of insects, birds, or other small fauna. Their dispositions can vary, but they are known for being mischievous, with their tastes in pranks ranging from the benign and somewhat silly to dark and cruel. They will almost always defer to the authority of more powerful fae beings, but take a great delight in tormenting mortals and other creature not of the Wyrd.

    Best At: 5 (Agility, Fairy Magic, Trickery)
    Worst At: 1 (Physical Strength)
    Aspiration: amuse themselves with tricks and games
    Willpower/Scene: 2
    Initiative: 10
    Defense: 5
    Speed: 6, Flight 16
    Size: 2
    Health: 3
    Banes: Iron
    Weapons/Attacks
    Fairy Blade [+0L melee; 5dice]
    Dread Powers: Elusive, Numina (Telekinesis), Sleep

    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.

    Sleep: With a caress or gesture, the creature can cause its victim to slip into a deep slumber. By expending 1 Willpower and making a roll of an appropriate dice pool contested by the victim’s Resolve, the victim falls asleep. This is a natural sleep from which a target can be roused by physical contact or simply a loud noise. For 3 Willpower this is an unnatural sleep from which the affected target cannot be roused until the end of the scene. Supernatural creatures can lulled to natural sleep but are immune to unnatural sleep.


    Saci
    Saci is a fey creature known for being a (mostly) benign trickster. He enjoys playing pranks of all sorts, from releasing penned animals or causing minor mishaps to occur during a person’s daily chores. Luckily his pranks rarely escalate to where injury or lasting harm would be done. Saci is relatively powerful, and it is said that he can grant wishes to any clever enough to steal his red cap, reputed to be the source of his power. Saci appears as a handsome dark-skinned boy of African descent, dressed in simple clothing and sporting a bright red cap. He is frequently seen smoking a pipe. His most distinctive feature is that his right leg is missing; severed neatly at the hip. Despite this, he is nimble and athletic, seemingly unimpeded by the missing limb.

    Virtue: Playful; Vice: Mischievous
    Aspiration: To play pranks and have fun.
    Mental Attributes: Intelligence 3, Wits 7, Resolve 3
    Physical Attributes: Strength 3, Dexterity 6, Stamina 5
    Social Attributes: Presence 4, Manipulation 5, Composure 4
    Skills: Athletics 3, Brawl 2, Expression 2 (Humor), Larceny 4, Medicine 1, Occult 2(Folk Magic), Persuasion 2, Stealth 5, Subterfuge 3 (Pranks), Survival 2 (Goblin Fruit)
    Merits: Defensive Combat (Brawl), Holistic Awareness, Sleight of Hand, Style: Parkour 3, Style: Unarmed Defense 3, Table Turner
    Potency: 5
    Willpower: 12
    Size: 4
    Initiative: 10
    Defense: 9
    Speed: 15
    Health: 9
    Ban: Must obey the commands of a person that has stolen his hat for as long as that person possess it
    Bane: Iron
    Weapons/Attacks
    Unarmed [+0B melee; 5 dice]
    Dread Powers: Bend Fate, Gatecrash (Hedge), Immortal, Invisibility, Miracle

    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.

    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.

    Invisibility: The horror does not register to sight, 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 or when observed by children).
    Last edited by Reighnhell; 04-02-2017, 04:52 PM.


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

    Comment


    • #92
      Nice work! Some observations:

      Aren't the Dullahan supposed to wield whips instead of swords?

      You have forgotten to add Potency to Willpower as of late.

      I have read in more than one source that the Saci is supposed to be a guardian of the woods and forests, and know a lot about the medicinal properties of many plants. You're supposed to ask for his permission to take these plants, or else you will fall into his traps and trickery. I suggest raising his Potency to 5 so he can have 1 in dot Medicine, 2 in Survival and 2 in Persuasion. You could put the extra Attribute dots into Stamina so he can run faster from people that are trying to catch his cap. The extra 2 Merit dots could be used to purchase Holistic Awareness and Table Turner. I also believe he could also have a Specialty for Goblin Fruit in Survival, which would combine nicely with Holistic Awareness and Gatecrash (Hedge). He would also have Specialties for Pranks in Subterfuge and Humor in Expression.


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

      Comment


      • #93
        Re: Dullahan
        I didn't read any specific references to the Dullahan using a whip, so I went with the weapon isee with with most in pop-culture. But a well armed monster is always fun! Will put in that update.

        Re: Potency and Willpower
        I keep forgetting that rule! Went through and updated the Horrors that were missing that.

        Re: Saci
        I was a little unfamiliar with the Saci, so that information is very helpful. Saci is now updated!


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

        Comment


        • #94
          Nyigu Mwanamke (Wasp-Woman)

          These creatures exists to create hives and are believed to have originated in. Legends of these creatures seducing or snatching young members of Kenyan tribes. If they are ever return to their tribe they will act normal for several months but unknown to the tribe the member has been infected with larval eggs. CDC examination have shown that once the eggs hatch they seek out the hosts brain stem and fuse themselves with it. The others that did not make it are used to being transforming the body. The transformation involves the growth of hard yellow or brown carapace that has been observed to be strong enough to stop bullets, The growth of wings made of some kind flexible clear material that is both light weight and strong. Some have been known to use their wings as cutting weapons due to the fact that the wings have a mono-molecular edge to them, The wings allow these creatures to move at extreme rate, They also grow extremely sharp claws and a stinger with in the mouth and on the lower back. The claws produce a paralytic agent but the stingers produce a power neurotoxin. The species itself breaks down into two types Queens and Drones. An Additional ability of a queen is they have total control of drones and cause them attack together, Queens have also exhibited control of actual wasps.


          Name: Jessica Sanders
          Concept: Driven to Create a Hive
          Mental Attributes: Intelligence 3, Wits 6, Resolve 7
          Physical Attributes: Strength 5, Dexterity 9, Stamina 7
          Social Attributes: Presence 9, Manipulation 9, Composure 7
          Mental Skills: Academics 3, Crafts (Nest) 5, Occult 3, Science (Accounting) 4
          Physical Skills: Athletics 6, Brawl 7, Larceny 4, Stealth 9, Survival 5, Weaponry 6
          Social Skills: Animal Ken (Wasps) 9. Empathy 3, Expression 6, Intimidation 3, Persuasion (Seduction) 8, Socialize 4, Streetwise 3, Subterfuge 8
          Merits: Area of Expertise (Seduction, Nest, Wasps), Danger Sense, Fast Reflexes 3, Demolisher 3, Barfly, Contacts (Art Dealer, Law Enforcement, Drug Dealers) 3, Fame 2, Iron will, Pusher, Resource 4, Retainer 4, Status (Ragnar) 3, Striking look 2
          Potency: 5
          Willpower: 18
          Virtue: Seductive
          Vice: Domineering
          Aspirations:
          Long: Build a Nest
          Short: Find Mates
          Short: Create Drones

          Initiative: 16
          Defense: 12
          Speed: 20, Flying: 65
          Health: 13
          Size: 6
          Bane: Fire
          Weapons/Attacks:
          Type
          Damage
          Range
          Dice Pool
          Special
          Claws
          2L
          Melee
          12
          Inflects Toxin Dread Power (Only to paralyze)
          Stinger
          3L
          Melee
          12
          Inflects Toxin Dread Power
          Razor Wings
          0L
          Melee
          16
          Dread Powers: Beast Master * (Swarm) , Armor 5/5, Natural Weapons 2, Toxic 2, Egg Injection *, Hive Mind *

          Hive Mind: A single stat of the horror is raised by the number of members of a hive. Only one stat can be chosen permanently. Draw Back: (Still thinking of a good one)

          Egg Injection: The User Must Grapple with a target. Upon Winning the grapple the user can use a stinger to inflict damage and inject eggs into target.

          Bio:
          Subject: Jessica Sanders, Classification queen, Her Current Location is unknown as she was able to escape the destruction of her hive. It's unknown, She is to be considered highly dangerous due to her social prowess. She was able to talk agents one of the agents into coming with her and helping her escape capture. It's unknown how or when Ms. Sanders became infected. Before her infection she was the CFO Ragnar Industrial. She was able to infect 90% of the board before coming to attention of The Agency. An Exterminatus order has been issued on her.



          Comment


          • #95
            RE: Wasp Woman

            Very nice. A concept so good I wish I had come up with it. I do see you went over the normal attribute/skill thresholds for her Potency, but I figure that is just ST's perogative for a more challenging adversary.

            For the Hive Mind Dread power, rather than a attribute bump/per minion - perhaps tying the power back to other social merits. Perhaps the Horror can split their combined dots in Potency, Retainer and Staff as a bonus to Initiative, Defense, Perception and Skills? As a drawback,perhaps a psychic feedback where each time one of their minions dies, they suffer a point of bashing damage.


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

            Comment


            • #96
              Originally posted by Reighnhell View Post
              RE: Wasp Woman

              Very nice. A concept so good I wish I had come up with it. I do see you went over the normal attribute/skill thresholds for her Potency, but I figure that is just ST's perogative for a more challenging adversary.

              For the Hive Mind Dread power, rather than a attribute bump/per minion - perhaps tying the power back to other social merits. Perhaps the Horror can split their combined dots in Potency, Retainer and Staff as a bonus to Initiative, Defense, Perception and Skills? As a drawback,perhaps a psychic feedback where each time one of their minions dies, they suffer a point of bashing damage.

              Oh thanks. OOO I really like that idea. I can change it up in a bit.

              Comment


              • #97
                Spring Heeled Jack

                The Being Known as Spring Heeled Jack Terrorized Victorian London in the early 1800's. It's was unknown what the beings motivation but after much research its believed He was targeting individuals who were possessed by unknown beings. Sightings of the being classified as Spring Heeled Jack still persists to today in places like NYC. Once again people who were targeted were possessed. Agents who confronted Jack found there weapons were unable to harm him. Shots that made contact sounded like they were hitting steel plate. Video Footage showed Jack Jumping over 100 meters in a single leap. Jack also seems to be able to produce a blue blast of fire hot enough to metal steel in seconds. The target is to be captured and questioned.

                Mental Attributes: Intelligence 3, Wits 4, Resolve 4
                Physical Attributes: Strength 6, Dexterity 10, Stamina 6
                Social Attributes: Presence 3, Manipulation 3, Composure 3
                Mental Skills: Crafts 2, Occult 4, Politics, Science 3
                Physical Skills: Athletics (Leaping) 10, Brawl 5, Firearms (Fire Blast) 4, Larceny 5, Stealth 7, Weaponry (Steel Claws) 6
                Social Skills: Animal Ken 3, Expression 3, Intimidation 4, Persuasion 3, Streetwise 2, Subterfuge 3
                Merits: Fleet of foot 3, Parkour 5, Greyhound, Fame 3, Fast Reflexes 2, Direction Sense
                Potency: 7
                Willpower: 14
                Virtue: Mischievous
                Vice: Anarchistic
                Aspirations:
                Initiative: 13
                Defense: 14
                Speed: 22, Leap
                Health: 12
                Weapons/Attacks:
                Type
                Dmg
                Range
                Dice Pool
                Steel Claws
                2
                N/A
                12
                Fire Blast
                4
                Mid
                14
                Dread Powers:

                Fire Blast 4, Hunter's Senses, Natural Weapons 2, Prodigious Leap, Unbreakable

                Bio: The Being Known as Spring Heeled Jack Terrorized Victorian London in the early 1800's. It's was unknown what the beings motivation but after much research its believed He was targeting individuals who were possessed by unknown beings. Sightings of the being classified as Spring Heeled Jack still persists to today in places like NYC. Once again people who were targeted were possessed. Agents who confronted Jack found there weapons were unable to harm him. Shots that made contact sounded like they were hitting steel plate. Video Footage showed Jack Jumping over 100 meters in a single leap. Jack also seems to be able to produce a blue blast of fire hot enough to metal steel in seconds. The target is to be captured and questioned.


                Last edited by Basic; 04-10-2017, 04:39 AM.

                Comment


                • #98
                  Re: Spring Heeled Jack

                  This reminds me to start reading up on more folklore and urban legends for inspiration! This is an excellent write up. At first it seems like there may be too many points invested in skills, but they all work for the concept. I especially like how the description is written from the POV of a field report from some type of agency. Very flavorful.

                  Re: New Horror

                  Something from my files - this is another "Incarnation" style horror, this time from the Morrigan/Valkyrie archetype.
                  Wednesday Morgan
                  For centuries, when soldiers and warriors gather to share stories and mourn their fallen, they often speak of seeing a woman. The details such as race, hair color, or height vary, but she is always fit, confident, and has a surpassingly rich knowledge of warfare. More than a few drunken rowdies have learned the hard way that she is a dangerous fighter as well. Some claim she can bless or curse a soldier with a glance; those she favors experience moments of uncanny luck in battle, while those she curses almost always die in combat.
                  “Wednesday Morgan” is the current name and identity of a creature that has stalked battlefields of hundreds, if not thousands of years. She is a collector of souls, favoring the souls of those that of shown great bravery and valor. Wednesday appears as an attractive, athletic woman of above average height, with fair skin, dark hair, and grey eyes. She is tattooed with stylized raven feathers at her collar. In most situations she dresses in comfortable, practical clothing, favoring a rugged paramilitary, style.

                  Virtue: Merciful; Vice: Certitude
                  Aspiration: Collect the Souls of the Valiant
                  Mental Attributes: Intelligence 4, Wits 5, Resolve 6
                  Physical Attributes: Strength 7, Dexterity 6, Stamina 6
                  Social Attributes: Presence 4, Manipulation 4, Composure 5
                  Skills: Academics 2 (Warfare), Athletics 4, Brawl 4, Firearms 5, Intimidation 4, Occult 2, Socialize 2(Warriors), Stealth 3, Survival 4, Weaponry 5(Swords)
                  Merits: Danger Sense, Defensive Combat (Weaponry), Indomitable, Iron Skin 2(Advanced), Omen Sensitivity, Striking Looks 1 (Impressive), Style: Armed Defense 2
                  Potency: 6
                  Willpower: 17
                  Size: 5
                  Initiative: 11
                  Armor: 2
                  Defense: 10
                  Speed: 18; Flight 28
                  Health: 11
                  Weapons/Attacks
                  Unarmed +0L melee; 11 dice
                  Assault Rifle +3L ranged; 11 dice
                  Sword +2L melee; -2 Initiative, 12 dice
                  Dread Powers: Bend Fate, Immortal, Soul Thief, Twilight Entity

                  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.

                  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.


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

                  Comment


                  • #99
                    Kong

                    Kong's existence came to our attention in the 1970s when an expedition was held to a set of islands collectively known as Skull Island. The islands are still currently surrounded by a class 6 mega storm that is currently keeping this creature and others like him contained. Images that were collected from the surviving members of the expedition shows that Kong is not only immensely strong as show in images of him throwing choppers and whole trees but is fast enough to keep up with choppers used during the expedition. This Creature is a class 7 threat on a scale of 10 for Giant creatures. Note this file has been updated and digitized to the storm system beginning to weaken. Class 6 containment teams have been put on alert.

                    Note: To create large creatures of the scale like Kong and Godzilla I've had to create a size rule where if you are 10 sizes smaller then their size then you take on a 0 to all their attributes for attacking.
                    Mental Attributes: Intelligence 2, Wits 7, Resolve 7
                    Physical Attributes: Strength 8, Dexterity 7, Stamina 9
                    Social Attributes: Presence 6, Manipulation 3, Composure 5
                    Mental Skills:
                    Physical Skills: Athletics 9, Brawl 8, Drive, Firearms, Larceny (Escaping Bonds) 6, Stealth 7, Survival 7, Weaponry 6
                    Social Skills: Animal Ken 9, Empathy 3, Expression 1, Intimidation 8, Streetwise (Jungle) 2, Subterfuge (Combat Ruse) 4
                    Merits: Danger Sense, Indomitable, Ambidextrous, Body as Weapon, Demolisher, Hardy, Inspiring, Relentless, Iron Skin, Parkour 5,
                    Fighting Merits: Brute Force 5, Grappling 2, Improvised Weaponry 3,
                    Potency: 7
                    Willpower: 11
                    Virtue:
                    Vice:
                    Aspirations:
                    Initiative: 12
                    Defense: 16
                    Speed: 125
                    Health: 119
                    Size: 110
                    Weapons/Attacks:
                    Type
                    Dmg
                    Range
                    Dice Pool
                    Giant Fist/Grapple
                    3
                    N/A
                    16
                    Throwing Object
                    Long
                    16
                    Bite
                    2
                    N/A
                    16
                    Dread Powers:

                    Hunter Sense, Know Soul. Madness and Terror, Prodigious Leap, Regenerate 3, Surprise Entrance, Thick Hide 4/5, Wall Climb, Natural Weaponry 2

                    Bio: Kongs existence came to our attention in the 1970s when an expedition was held to a set of islands collectively known as Skull Island. The islands are still currently surrounded by a class 6 mega storm that is currently keeping this creature and others like him contained. Images that were collected from the surviving members of the expedition shows that Kong is not only immensely strong as show in images of him throwing choppers and whole trees but is fast enough to keep up with choppers used during the expedition. This Creature is a class 7 threat on a scale of 10 for Giant creatures. Note this file has been updated and digitized to the storm system beginning to weaken. Class 6 containment teams have been put on alert.

                    Comment


                    • I have to imagine his Strength would be bigger than 8.

                      Comment


                      • Originally posted by nofather View Post
                        I have to imagine his Strength would be bigger than 8.

                        Please refer to the rule. So on scale with something of its own size or close. Then just use smaller numbers being they would even out. So 8

                        If they are smaller then add a zero so now it becomes 80 rather then 8

                        Comment


                        • Re: Kong and the Question of Kaiju

                          I have seen this question appear from time to time on the boards - how do you create truly Giant Monster in the CofD system. For the most part, the system is not designed to handle interactions of that scale, being geared to a more intimate type of horror than what the "Kaiju" gnere typically present.

                          But that being said, here are a few of my ideas on how to mechanically approach such creatures.

                          When working with the Size system in CofD, I have found that it is not a linear scale; anything beyond size 20 starts relying on rough estimations more than anything else using established benchmarks as points of comparison, and I have used this method when I have presented large scale creatures,such as the Kraken, or the Colossal Ape (who was modeled after the original size depictions of King Kong). The most recent film (Kong: Skull Island) estimates Kongs size at 100ft tall and 1400 tons (and growing). When running a few comparisons in my notes, this would put Kong at somewhere between size 60-65 (for comparison , the original 1954 version of Godzilla was 164ft tall and weighed 20,000 tons - which I estimate to be closer to be about Size 70)

                          For how these creatures interact with other creatures and objects, I like the mechanical elegance of using normal mechanics for combat interactions with creatures of a similar scale, but a scaling mechanic when having to interact with creatures of a smaller scale.

                          For this mechanic, I am using the Horror Creation rules as a frame work. The dread power would be called Titanic. This power would grant the creature the following benefits.


                          - Each Titanic Creature has a Size of 20 + (Potency x 10). Use the Creatures Stamina + Size to calculate Health normally.

                          - Any Titanic Creature gains 8-again on attack rolls against any creature that is less than half the Titanic Creatures size (minimum Size 20). Titanic Creatures gain a weapon bonus to unarmed and natural attacks equal to [2x Potency]. This is considered lethal damage unless otherwise noted. Against targets of size 20 or smaller,this is considered Aggravated damage. Furthermore, Titanic creatures can automatically lift any object of up to half its size and it adds its (2x) 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.

                          - Titanic Creatures suffer a -5 penalty to strike a single target of size 15 or less, but may strike multiple adjacent targets (of a total combined size of 15) with a single blow. roll its dice pool separately for each target, but count it as only one attack.

                          - While the creature 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 20 or higher.

                          - The Titanic Creature gains an additional [2 x Potency] Attribute dots that it can distribute between Strength and Stamina, to a maximum of [10+Potency]

                          - Titanic Creatures gain a armor equal to its Stamina+Potency. The damage from any attack from a source that is Size 20 or less is downgraded to bashing.

                          - Titanic Creatures have a "Species Factor" to Speed equal to 10 + (Titanic x 10), the effort of moving their massive bulk is offset by incredible strength and long strides.
                          Last edited by Reighnhell; 04-11-2017, 10:42 AM.


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

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