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  • The Horror Show

    The Horror Rules presented in the Chronicles of Darkness rule book open the door to create many new monsters and mysteries to populate your chronicles. Since I enjoy playing with the new rules, I am going to post my creations here.

    As always, feel free to post your own ideas and feedback is always welcome.

    On to the Horrors

    The Collector
    The Collector appears when an object of paranormal significance falls comes into a person’s possession. He will ask for it politely. Once. If the possessor tries to negotiate, fight, or run, he will relieve that person of the object by any means necessary. This usually results in the death of the Relics possessor. What the Collector does with the Relics is unknown; he simply places the object in his briefcase, gets into his car, and drives away.
    The Collector is a handsome man who appears to be in his early twenties. He dresses in a “rockabilly” style; leather jacket, black t-shirt, blue jeans, sturdy boots and sunglasses, with a flamboyant belt buckle and his black hair slicked back. He drives a midnight black 1966 Pontiac GTO and carries a battered leather briefcase.
    Its true form appears as a twisted amalgam of flesh and iron, with the head of a raven’s skull. Jets of fire erupt from his mouth, eyes and nostrils.



    Virtue: Tenacious; Vice: Over-Confident
    Aspiration: Collect Relics, Look Good while doing it
    Mental Attributes: Intelligence 4, Wits 6, Resolve 5
    Physical Attributes: Strength 7, Dexterity 6, Stamina 6
    Social Attributes: Presence 5, Manipulation 4, Composure 5
    Skills: Athletics 3, Brawl 4, Crafts 2(Cars), Drive 4(Muscle Cars), Firearms 2, Intimidation 3, Larceny 3, Occult 3(Relics), Persuasion 3, Streetwise 3(Black Market), Subterfuge 3, Weaponry 2
    Merits: Contacts 2, Crack Driver 3, Fast Reflexes 1, Striking Looks 2 (Bad Boy Handsome), Style: Stunt Driver 5
    Potency: 6
    Willpower: 16
    Size: 5
    Initiative: 12
    Defense: 9
    Speed: 18
    Health: 11
    Weapons/Attacks
    Unarmed [+0L melee; 11 dice]
    Chrome .45 [+2L ranged; 8 dice]
    Ban: Cannot harm a person who surrenders a relic when asked.
    Bane: Holy Relics
    Dread Powers: Dement, Gremlin, Hunter’s Senses (Relics), Immortal



    Doppelgänger
    According to the folklore, a Doppelganger is a malevolent shade that mimics an individuals appearance down to the most minute details. To see one is considered the direst of ill omens. This part of the legend is true, as the Doppelgänger is often the last thing a person sees before they are replaced. The origins of these shapeshifters are unknown, and why they seek out and replace certain people is an even greater mystery. Those replaced by Doppelgangers demonstrate shifts of personality, as doppelgangers are cruel, selfish and reckless, and many move on after a few years of maintaining their masquerade, leaving behind disrupted lives and many unanswerable questions. A revealed Doppelganger will try to flee its pursuers, but will lash out violently if cornered.



    Best At: 7 (Impersonation, Evading Discovery)
    Worst At: 1 (Skills not copied from its Victim)
    Aspiration: Steal Identities, Cause Chaos and Grief
    Willpower/Scene: 3
    Initiative: 7
    Defense: 3
    Speed: 12
    Size: 5
    Health: 9
    Banes: Silver
    Dread Powers: Know Soul, Pierce Mind, Regenerate 2, Skin Taker



    The Hag of Wicker Street
    The children in the neighborhood tell tales about the Hag of Wicker Street. They say she lives in the dilapidated house at the end of the block, with the high iron fence and overgrown lawn. She is a tall, elderly woman who resembles a stereotypical Halloween Witch; with deep wrinkles, sunken eyes, a hooked nose, and grey hair as stiff as straw. Parents warn that children who stay out past curfew should beware the Hag, lest they be captured and taken into her ramshackle house, never to be seen again. Some tales are true.



    Virtue: Patient; Vice: Bitter
    Aspiration: Eat Succulent Young Flesh, Practice the Dark Arts.
    Mental Attributes: Intelligence 4, Wits 5, Resolve 4
    Physical Attributes: Strength 6, Dexterity 3, Stamina 3
    Social Attributes: Presence 6, Manipulation 4, Composure 4
    Skills: Academics 3, Craft 2(Cooking), Intimidate 3(Children), Investigation 3, Medicine 2, Occult 4(Witchcraft), Subterfuge 3, Stealth 3, Weaponry 2
    Merits: Holistic Awareness, Library 2 (Occult), Mystery Cult 3, Professional Training 3 (Occultist; Investigation, Occult, Medicine)
    Potency: 4
    Willpower: 12
    Size: 5
    Initiative: 7
    Defense: 3
    Speed: 14
    Health: 8
    Weapons/Attacks
    Ritual Dagger [+1L melee; 8 dice]
    Dread Powers: Beast Master, Home Ground (House), Madness & Terror, Telekinesis



    Modern Molly
    Modern Molly was a toy line produced in 1986 by the short-lived UK based Regal Toys. The doll was the size of a small child itself, standing 22 inches tall. It had green eyes, brown hair and a light spray of freckles on its cute plastic face. She sported braids and tomboyish red overalls. When her string was pulled, she would repeat phrases such as “I believe in you” and “You are my best friend”. A warehouse fire in late 1986 destroyed nearly the entire run of the doll and bankrupted Regal Toys, making the remaining dolls something of a collector’s item. This particular doll remains in pristine condition, despite passing through the hands of many different owners over the years. Researching the dolls history will show a disturbing trend of accidents, tragedies and misfortunes that have befallen all who have possessed her.



    Virtue: Playful; Vice: Vindictive
    Aspiration: be a child’s best friend, protect children from grownups
    Mental Attributes: Intelligence 3, Wits 3, Resolve 3
    Physical Attributes: Strength 2, Dexterity 4, Stamina 2
    Social Attributes: Presence 3, Manipulation 4, Composure 3
    Skills: Athletics 2, Larceny 3, Persuasion 4, Subterfuge 4, Stealth 4, Weaponry 3
    Merits: Murder Expert, Sleight of Hand, Style: Improvised Weaponry 2, Untouchable
    Potency: 3
    Willpower: 9
    Size: 3
    Initiative: 12
    Defense: 5
    Speed: 11
    Health: 6
    Weapons/Attacks
    Improvised Shiv [+0L melee; 5 dice]
    Dread Powers: Hypnotic Gaze, Know Soul, Unbreakable



    The Monstrous Spider
    This creature has the appearance of a common house spider, expanded to nightmarish proportions. Whether the product of supernatural influence or science run amok, this beast is the size of a horse and has all the vicious, primeval cunning of its tiny brethren.



    Best At: 10 (Deadly Bite, Climbing, Trapping Prey)
    Worst At: 2 (Anything unrelated to catching and consuming Prey)
    Aspiration: Devour Captured Prey
    Willpower/Scene: 6
    Initiative: 10
    Armor: 2
    Defense: 5
    Speed: 10
    Size: 8
    Health: 12
    Weapons/Attacks
    Mandibles [+0L melee; 10 dice]
    Scything Limbs [+1L melee; 5 dice]
    Banes: Fire
    Dread Powers: Armored Hide 2, Home Ground (Lair), Natural Weapons (+1; Scything Limbs), Snare, Toxic, Wall Climb



    Periplaneta Americana Carnivora
    This mutant strain of the common American Cockroach is identified by its appearance and its behavior. They are physically identical to its parent species, but exhibit albinism and are pale in coloration. Behaviorally, they are carnivorous and aggressive. They prefer to attack sleeping prey, but are more than capable of swarming active prey, wearing them down with innumerable bites. Once the prey has been subdued by pain they continue to feed on any soft tissues until little is left besides bone, nails and hair. Thankfully this strain is largely sterile, and will typically die out after two or three generations.



    Best At: 7 (Escaping, Sneaking up on Prey, Swarming)
    Worst At: 1 (Thinking)
    Aspiration: Eat, Mate, Survive
    Willpower/Scene: 3
    Initiative: 7
    Defense: 3
    Speed: 12
    Health: 5
    Weapons/Attacks
    Devour [1L Swarm]
    Dread Powers: Discorporate, Hunter’s Senses (Vulnerable Prey), Surprise Entrance, Swarm, Toxic

    Swarm: The Horror has the ability to conjure (or transform into) a swarm of vermin or other small creatures. By spending a point of Willpower, the Horror Beast calls forth a mass of any animal of size 1 or less (frogs, bats, insects, small birds, etc.). This Swarm can then be directed focus its attack on a single target (in which case the target suffers bashing damage every turn equal to the Potency), or spread out over the area, creating the Swarm Tilt with a radius in yards equal to the Horror’s Potency.
    For certain Horrors, a swarming mass may be their natural state, and would not be required to spend willpower to use this Dread Power.



    The Rapacious One
    The Rapacious One is an entity that preys upon the greed and ambitions of the upper middle class. With her powers, she can grant a person’s most selfish desires and she asks for nothing in return. The nature of her powers allows her to consume that person’s virtue and character, until nothing remains but a contemptible, self-absorbed echo of what they once were. The Rapacious One always appears as a handsome, fashionably dressed woman in her late-forties. She carries herself with an air of confidence, courtesy and professionalism, typically posing as a lawyer, real estate agent, or other successful member of the community.
    Its true form appears as a massive roving serpent’s eye; it is supported by 12 arachnid legs and has a lamprey’s maw on its underbelly.



    Virtue: Professional; Vice: Materialistic
    Aspiration: Influence others to abandon virtue for Avarice
    Mental Attributes: Intelligence 6, Wits 4, Resolve 5
    Physical Attributes: Strength 4, Dexterity 4, Stamina 4
    Social Attributes: Presence 6, Manipulation 8, Composure 6
    Skills: Academics 3, Empathy 5 (Cold Read), Persuasion 6, Politics 4, Socialize 4, Streetwise 3, Subterfuge 6, Weaponry 4(Daggers)
    Merits: Professional Training 3 (Professional; Academics, Persuasion, Subterfuge), Pusher, Resources 4, Style: Fast Talking 5
    Potency: 6
    Willpower: 17
    Size: 5
    Initiative: 10
    Defense: 4
    Speed: 13
    Health: 9
    Weapons/Attacks
    Golden Dagger [+1L melee; 9 dice]
    Ban: Cannot harm a person who offers her a drink from a golden cup for a year and a day.
    Bane: blades fashioned of gold
    Dread Powers: Influence 1 (Greed), Miracle, Pierce Mind, Unbreakable



    The Thing in the Closet
    Childhood can be horrifying. When you are tucked into bed and the lights go out, you can hear its talons scraping the walls and clicking across the floor. You can catch a flicker of light reflected from its pale silver eyes. You can even hear its chuckle as it waits in the dark. It’s far too clever to be caught when the lights turn on or when the closet is checked. And no matter how often you tell the grownups about the creature, they never believe you.



    Best At: 10 (Being Frightening, Lurking in the Dark, Sharp Claws and Teeth)
    Worst At: 2 (When exposed to Daylight, Against anyone not Afraid of it)
    Aspiration: Frighten Children, Occasionally Snatch One Away
    Willpower/Scene: 6
    Initiative: 10
    Defense: 5
    Speed: 15
    Size: 4
    Health: 7
    Weapons/Attacks
    Claws & Teeth [+1L melee; 10 dice]
    Bane: Sunlight
    Dread Powers: Chameleon Horror, Hunter’s Senses (Fear), Madness & Terror, Natural Weapons (Claws & Teeth +1), Reality Stutter, Surprise Entrance



    The Witchhunter
    The Witchhunter is a grim entity spoken of in whispers, for to speak of him aloud is to invite his wrath. Every few years, for nearly 300 years, an occultist turns up dead. Always decapitated, always with a hand-written note that reads “Suffer Not” stuffed into the mouth of the severed head lying a few feet away from the torso. The list of victims have included Fortune Tellers, Shaman, Psychics, Witches, Satanists, Hougans and many others who deal in the mystic and paranormal. These who claim to have seen the Witchhunter describes a stern, older man, of medium height with a compact, broad shouldered build. He is dressed in dark woolen clothing that is somewhat out of date, but not enough to be conspicuous.
    His preferred weapon is a horseman’s saber with both edges sharpened to increases its combat utility. When encountered he will offer his target the chance to renounce the dark arts, sparing those who do (off course, lying to the Witchhunter is a bad idea). If the target does not repent, the Witchhunter will attempt to slay them.



    Virtue: Honorable; Vice: Merciless
    Aspiration: Thou shalt not suffer a witch to live
    Mental Attributes: Intelligence 5, Wits 3, Resolve 5
    Physical Attributes: Strength 5, Dexterity 3, Stamina 8
    Social Attributes: Presence 4, Manipulation 3, Composure 5
    Skills: Academics 3, Athletics 3, Brawl 3, Empathy 2(Lies), Intimidation 4, Investigation 4, Occult 4(Countermeasures), Stealth 3, Weaponry 4 (Swords)
    Merits: Eye for the Strange, Indomitable, Professional Training 5 (Witchhunter; Investigation, Occult, Weaponry), Style: Armed Defense 2
    Potency: 5
    Willpower: 15
    Size: 5
    Initiative: 8
    Defense: 6
    Speed: 13
    Health: 13
    Weapons/Attacks
    Unarmed [+0B melee; 8 dice]
    Saber [+3L melee; 10 dice]
    Ban: Cannot harm a person who sincerely renounces witchcraft and occultism.
    Dread Powers: Hunter’s Senses (Witches), Immortal, Surprise Entrance, Unbreakable

    Last edited by Reighnhell; 04-27-2017, 09:15 PM.


    The Artificer's Workshop - A collection of Exalted Artifacts
    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

  • #2
    I've only had chance to give these a quick look-over but they all look pretty damn good to me - they demonstrate what you can do with the Horror rules if you put for imagination into it!


    Have you seen him?

    Comment


    • #3
      Todays New Horrors

      D1570r710n
      Somewhere, in the vast archives of the internet, there is a creature spawned from derelict websites and corrupted coding. Known to the digital crypto-zoologists as “Distortion”, this creature latches on to web surfers unlucky enough to stumble across a site it uses as a lair. These unfortunates disappear without a trace, leaving behind only the acrid smell of ozone and burnt silicon. The lucky ones re-appear miles (sometimes thousands of miles) away from home with no recollection of how they got there. The unlucky ones never reappear at all. As speed increases and connection to the internet becomes ubiquitous, so too does the power of D1570r710n grow. D1570r710n appears as an elongated, vaguely humanoid, blur composed of pixilation and static.



      Best At: 10 (Consume Victims, Hacking)
      Worst At: 2 (understanding emotions or human behavior)
      Aspiration: Understand Humanity by Consuming Humans
      Willpower/Scene: 6
      Initiative: 10
      Defense: 8
      Speed: 15
      Size: 5
      Health: 12
      Weapons/Attacks
      Deleting Touch [+1L melee; 10 dice]

      Banes: Strong Magnetic Fields
      Dread Powers: Digital Transport*, Discorporate, Gremlin, Natural Weapon (Deleting Touch +1), Reality Stutter, Surprise Entrance (devices connected to the internet). Unbreakable

      Digital Transport: With this Dread Power, D1570r710n can whisk a character away, converting her mass into information and depositing her anywhere else in a matter of seconds. The power costs three points of Willpower to activate. D1570r710n rolls its Best Dice pool against the targets Resolve + Stamina. If the entity succeeds, it lifts it transforms it subject into electricity and pixelated mass. D1570r710n drops its passenger anywhere on Earth where there is a wi-fi signal or internet connection several hours later. The passenger gains the Amnesia Condition about the details of the abduction.



      The Filth
      The Filth appears to be a mass of rotting matter, fungus, refuse, and waste product, stewed together and given the spark of life. Exactly how this occurred is unknown (which is probably for the best). The filth is predatory, traveling through pipes and sewers and assaulting the unwary in a tidal wave of unimaginable foulness. The Filth consumes flesh, bone, and hair with ease and the only signs of an attack by the Filth is a slick residue of waste and an indescribable stench.



      Best At: 10 (Consuming Flesh, Oozing through Obstacles)
      Worst At: 2 (Moving Quickly, Thinking)
      Aspiration: Consume all Flesh
      Willpower/Scene: 6
      Initiative: 5
      Defense: 2
      Speed: 7
      Size: 5
      Health: 12
      Weapons/Attacks
      Digestive Muck [+1L melee; 10 dice]

      Banes: Disinfectants
      Dread Powers: Consume*, Fluid Form*, Natural Weapons (Digestive Muck +1), Miasma *, Regenerate 1, Surprise Entrance, Unbreakable

      Consume: The Filth receives a +3 modifier to grapple checks, flowing over its target in a wave of caustic ooze. If the Filth is successful, it may assault its captive with digestive enzymes, dealing lethal damage with the Damage move. The Filth may regain 1 point of Willpower per point of damage inflicted, heal one point of Health or gain 1 point of Size.

      Fluid Form: The Filth can liquefy itself into a fluid by spending 1Willpower. This lasts until the end of the scene, during which time it can flow down drains, under doors, or immerse itself into another body of liquid and swim through it at twice its normal Speed.

      Miasma: A Horror with this Dread Power may spend 2 points of Willpower to shed an overwhelming malodor that makes eyes water and gorges rise. Anyone within three yards of the Horror suffers a –2 penalty to all actions, so repellant is the smell. Additionally, the first turn the power is active; each character within the Miasma must succeed at a Resolve + Stamina roll or suffer the Stunned tilt. Creatures without a sense of smell or that do not need to breathe are immune to this Dread Power.



      The Gargoyle of London
      The earliest reports of the creature known as “the Gargoyle of London” date back to the late 1800’s. Drunks, derelicts, prostitutes and other disreputable sources speak of a beast the size of a large man, with the wings of a bat, the horns of a ram, the claws of a lion, a serpent’s tail and skin like stone. Of course, there has never been any conclusive truth that such a thing could exist, and the legend has become fodder for the tourists. But every year, there are sightings. Every year, there are unexplained disappearances. And every year, the bounty for proof of its existence by several private organizations grows larger.



      Best At: 10 (Catching Prey, Evading Capture)
      Worst At: 2 (Expressing itself in a peaceful manner)
      Aspiration: Stalking the streets of London, Remaining Unseen
      Willpower/Scene: 6
      Initiative: 10
      Defense: 6
      Speed: 15 / 25 Flying
      Size: 6
      Health: 14
      Weapons/Attacks
      Claws & Teeth [+1L melee; 10 dice]

      Dread Powers: Chameleon Horror, Home Ground (Streets of London), Prodigious Leap, Natural Weapons (Claw& Teeth +1), Swift, Unbreakable, Wall Climb



      The Tattered Man
      The Tattered Man is a rumor, an urban legend school children use to frighten each other. It is said that he blends in with derelicts and transients, panhandling for change or hitching rides, or huddled in makeshift shelters. He is well-formed and athletic, and is identifiable by his clothing, which is patched and ragged, his skin, which is a quilt of different colors and his amber eyes. He is a protector of the forgotten, and feeds himself on the souls of those who would prey upon the cast offs of society. So when that homeless person looks you in the eye and asks for anything you can spare, giving him your left over change could save your soul.



      Virtue: Justice; Vice: Insatiable
      Aspiration: Consume Souls, Protect the transient and homeless
      Mental Attributes: Intelligence 3, Wits 4, Resolve 4
      Physical Attributes: Strength 7, Dexterity 5, Stamina 6
      Social Attributes: Presence 4, Manipulation 2, Composure 4
      Skills: Athletics 4, Brawl 4(Grapple), Intimidation 3, Larceny 3(Lock Picking), Stealth 5, Streetwise 3, Survival 3(Urban)
      Merits: Choke Hold, Danger Sense, Indomitable, Relentless, Striking Looks 2 (Bizarre)
      Potency: 4
      Willpower: 12
      Size: 5
      Initiative: 9
      Defense: 8
      Speed: 18
      Health: 11
      Weapons/Attacks
      Unarmed [+0L melee; 11 dice]

      Dread Powers: Armored Hide 1, Hunter’s Senses (Souls), Regenerate, Soul Thief

      Last edited by Reighnhell; 03-16-2017, 08:24 PM. Reason: updated formatting


      The Artificer's Workshop - A collection of Exalted Artifacts
      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


      • #4
        I very like your write-ups, Reighnhell, but how do you decide if something should be proper made on Horror and what should be on Brief Nightmare mechanics? Like Gargoyle of London, as idea, rather sounds to be as much more Horror stuff, than only zombie to be killed like example of Nightmare. Why the Things in The Closet are only Nightmares? I suspect D1570r710n and The Filth are both Nightmare as they are more environment hazards than classical beings with personality, but those mentioned by me examples do not much up a bit.


        My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
        LGBT+ through Ages
        LGBT+ in CoD games

        Comment


        • #5

          Brief Nightmare vs. Horror

          These are my general guidelines.

          Brief Nightmares are ...
          • Representative of a type of creature rather than a specific individual (Carnivorous Cockroach, Doppleganger, Monstrous Spider, Thing in the Closet)
          • Creatures that are unique, but are not sapient (the Filth), are animalistic ( the Gargoyle), or exceptionally alien (D1570r710n).


          Horrors are ...
          • Unique Entities. Such horrors are likely the only thing like them in the whole world, or is one of a very rare breed.
          • Have Individuality. Such Horrors are (usually) thinking creatures and have goals, quirks, and desires.


          When I have a idea that could be represented by either style (such as the Gargoyle of London), I consider the following ...

          - If the creature is intended to be used as a straight forward combat threat, hazard, or plot device with little nuance or variation, I will use the simpler Brief Nightmare rules.

          - If the creature is meant to engage with the players on multiple levels [mental, social, physical], has a personality to interact with, or simply needs more detail to fully realize, I will use the Horror rules.

          Using the Gargoyle as an example, in a game where the players encounter the Gargoyle, it would either be as a dangerous combat threat or as target of investigation with little personality beyond hunt and kill.
          However, if I decided that the Gargoyle were to be more sympathetic (perhaps it is child-like and surprisingly gentle, and only wants to evade Bounty Hunters), then I would stat him up as a Horror.


          The Artificer's Workshop - A collection of Exalted Artifacts
          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


          • #6
            Originally posted by Reighnhell View Post
            Using the Gargoyle as an example, in a game where the players encounter the Gargoyle, it would either be as a dangerous combat threat or as target of investigation with little personality beyond hunt and kill.
            However, if I decided that the Gargoyle were to be more sympathetic (perhaps it is child-like and surprisingly gentle, and only wants to evade Bounty Hunters), then I would stat him up as a Horror.
            And this is exactly what I have in mine mind - more detailed interactions with Gargoyle. Also, I think that intimicy of The Thing in the Closet points to it as it should be a Horror - it directly engage with children and are not for "one shot, good job" scene.

            If I will have some more time, I may remade some old monsters from Antagonists book - like for example The Hunger.


            My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
            LGBT+ through Ages
            LGBT+ in CoD games

            Comment


            • #7
              A few new Horrors I have been working on .

              The Black Cat
              The Black Cat is a seemingly normal adult male cat that is in good health, if slightly under nourished. His eyes are yellow and his fur is almost pure black except for a small patch of orange on his chest. He will follow home anyone that shows him affection or kindness. Unfortunately misfortune follows the cat everywhere he goes. Eventually the cat’s caretakers attribute their run of bad luck to the cat and try to get rid of him. But the cat invariably returns. Some try to kill the cat, but even death seems to have little permanent effect on the animal. His many lives and many experiences have given him a degree of intelligence closer to a human child than an ordinary cat, and he can even read simple words and do rudimentary mathematics.



              Virtue: Affectionate; Vice: Stubborn
              Aspiration: Find a Home, Be a Cat
              Mental Attributes: Intelligence 2, Wits 4, Resolve 3
              Physical Attributes: Strength 1, Dexterity 5, Stamina 3
              Social Attributes: Presence 3, Manipulation 2, Composure 4
              Skills: Athletics 4, Brawl 2, Stealth 4
              Merits: Danger Sense, Parkour 1
              Potency: 1
              Willpower: 8
              Size: 2
              Initiative: 9
              Defense: 9
              (this Horror is animalistic, and uses the higher of Dexterity or Wits for Defense)
              Speed: 13 (Species 7)
              Health: 5
              Weapons/Attacks
              Bite/Claws [+0L melee; 3 dice]
              Dread Powers: Hunter’s Senses (Caretakers), Immortal, Thief of Fate




              The Dragon Under the Hill
              Several miles north of Loch Katrine in Scotland, there are the ruins of a settlement long since abandoned. An archeological group from Oxford has been excavating the site and recently discovered a set of nearby caves that were used by the villagers for storage. While the exploration of the caves has only just begun, the archeologist have discovered a section of the caves that have been walled off, and a sound much like slow, steady breathing coming from the other side.
              The Dragon is an ugly assortment of animal traits; the wings like a hawk, the body of a lion, the head and tail of a serpent and the horns of a goat, all wrapped in a think scaled hide. Its fangs drip venom, which it can breathe out in a roiling plume of caustic vapor strong enough to strip flesh from bone.




              Best At: 10 (Hunting, Dominance, Feral Cunning, Stalking)
              Worst At: 2 (Rational Thought)
              Aspiration: Establish Dominance, Secure Territory
              Willpower/Scene: 6
              Initiative: 10
              Armor: 2
              Defense: 5
              Speed: 18; Flight 28
              Size: 11
              Health: 21
              Ban: If feed Rowan berries the Dragon falls asleep
              Banes: Rowan Wood
              Weapons/Attacks
              Claws & Teeth [+1L melee; Armor Piercing 1; 12 dice]
              Caustic Plume [+0L Ranged; 10 dice]
              Dread Powers: Armored Hide 2, Breath Weapon(Caustic Plume), Natural Weapons 1, Shift, Unbreakable, Toxic


              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.



              Reaper
              All things die. The Reaper exists to make sure this happens when it is supposed to. This being has existed for as long as humankind and likely even longer than that. It has worn many faces and been addressed by many names, been a God to some and a Demon to others. In recent years, it has taken the form of a tall, gaunt man dressed in a sharp black suit. It carries a pocket watch that it checks constantly. It typically appears as a benign escort, carrying the souls of the deceased to their final destination, but for more…stubborn individuals it is more than capable of acting more directly.



              Virtue: Patient; Vice: Implacable
              Aspiration: Make certain things die when it is their time
              Mental Attributes: Intelligence 8, Wits 4, Resolve 8
              Physical Attributes: Strength 8, Dexterity 5, Stamina 6
              Social Attributes: Presence 8, Manipulation 4, Composure 8
              Skills: Academics 8(History), Athletics 5, Brawl 5, Empathy 8, Intimidate 8, Medicine 8(Mortality), Occult 8(Thanatology), Weaponry 5
              Merits: Choke Hold, Common Sense, Danger Sense, Defensive Combat (Brawl), Eidetic Memory (Advanced), Indomitable, Striking Looks 2 (Haunting), Style: Unarmed Defense 3, Trained Observer 3
              Potency: 10
              Willpower: 26
              Size: 5
              Initiative: 13
              Defense: 9
              Speed: 18; Flight 28
              Health: 11
              Weapons/Attacks
              Hands of Death [+0L melee; 13 dice]
              Reap [+10L Ranged; (Intelligence + Medicine; 16 dice)]
              Dread Powers: Know Soul, Immortality, Reality Stutter, Reap, Soul Thief, Surprise Entrance, Twilight Entity, Unbreakable


              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).

              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.




              Red Thursday
              The only name he ever gives is “Red Thursday”. He has been coming to the roadhouse every Thursday night for years; you can hear his bike roaring like thunder before he walks in the door. He always pays cash and if you ask for his ID he just looks at you like you were stupid. He’s a big guy; 7 feet tall if he’s an inch and his muscles have muscles. His eyes are grey and his long hair and full beard are coppery red. He’s a rowdy but friendly guy, who I’ve seen drink a keg’s worth and not even wobble. But when a mood is on him steer clear, I’ve seen him snap a guy’s arm like a twig for making him spill is beer. The way he talks about some of the things he has done, you would think that that he were some sort of a Viking, but born in the wrong time. Kind of a shame, he definitely looks the part.



              Virtue: Gregarious; Vice: Brutal
              Aspiration: Enjoy the Simple Pleasure, Have Adventures
              Mental Attributes: Intelligence 4, Wits 5, Resolve 5
              Physical Attributes: Strength 9, Dexterity 6, Stamina 9
              Social Attributes: Presence 7, Manipulation 3, Composure 6
              Skills: Animal Ken 2(Goats), Athletics 6, Brawl 6(Grappling), Crafts 3, Drive 3(Motorcycle, Longboat), Empathy 2, Intimidate 6, Occult 2, Socialize 3, Survival 5(Weather), Weaponry 6(Hammers)
              Merits: Indomitable, Iron Skin 2(Advanced), Striking Looks 1 (Impressive), Style: Grappling 3, Style: Heavy Weapons 5, Style: Street Fighting 3
              Potency: 8
              Willpower: 19
              Size: 6
              Initiative: 12
              Armor: 2
              Defense: 11
              Speed: 20; Flight 30
              Health: 15
              Bane: The Bite of a Venomous Reptile
              Weapons/Attacks
              Unarmed +0B melee; 15 dice
              Lightning Blast +0L ranged; (Dexterity +Athletics; 12 dice)
              Warhammer +3L melee, -4 Initiative, 16 dice
              Dread Powers: Breath Weapon (Lightning), Hideous Strength, Immortal, Regenerate 2, Tempest

              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.

              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.

              Tempest: This Dread Power allows the Horror to summon a brief but intense weather storm. The Horror spends 3 Willpower and makes an appropriate roll. If successful, the Horror applies an Environmental Tilt to an area with a radius of (100 x Potency) yards until the end of the scene. This area is also considered an Intensity 2 Extreme Environment. By spending 5 Willpower, the Horror may extend this effect to last for (Potency) hours. On an exceptional success, the Horror may impose a second Environmental Tilt simultaneously. Typical Environmental Tilts include; Blizzard, Extreme Cold, Extreme Heat, Heavy Rain, or Heavy Winds.



              Last edited by Reighnhell; 04-29-2017, 09:50 AM.


              The Artificer's Workshop - A collection of Exalted Artifacts
              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


              • #8
                A few new ones

                Agent 03
                When The Company needs things done, they send Agent 03. Agent 03 looks the part of the quintessential Man in Black; deliberately average in appearance, dressed in a dark suit with darker sunglasses. While there are other Agents with different skills sets, Agent 03’s primary specialties are coercion and intimidation, but he is more than capable if the mission requires violence. Exactly who he reports to is unknown, but conspiracy theories point at everything from the government, to corporate interests, to even shadier forces.



                Virtue: Efficient; Vice: Obedient
                Aspiration: Complete the Mission
                Mental Attributes: Intelligence 4, Wits 3, Resolve 4
                Physical Attributes: Strength 6, Dexterity 4, Stamina 6
                Social Attributes: Presence 3, Manipulation 4, Composure 5
                Skills: Athletics 4(Pursuit), Brawl 4, Investigation 3(Blackmail), Firearms 4, Intimidation 4, Persuasion 3(Logic), Subterfuge 3
                Merits: Closed Book 2, Status (The Company) 3, Style: Firefight 2, Style: Unarmed Defense 2
                Potency: 4
                Willpower: 13
                Size: 5
                Initiative: 9
                Defense: 7
                Speed: 15
                Health: 11
                Weapons/Attacks
                Unarmed [+0L melee; 10 dice]
                Heavy Pistol [+2L ranged; 8 dice]
                Dread Powers: Innocuous, Reality Stutter, Swift, Unbreakable



                The Mantis Woman
                The Mantis Woman is a predatory creature that can assume a human form, always that of an attractive young female. To survive, she must devour human flesh. Her favored prey is men (preferably young and handsome), but she is willing to eat anyone she can successfully seduce. Once the feeding begins, she tears her way from her human skin, revealing a form that is a gruesome amalgam of humanoid and mantis traits. Once she has eaten her fill, she sleeps to regrow her disguise. Each time the disguise is regrown, it looks different than the previous disguise, often taking on the ethnic traits of the most recent victim, but always as an attractive woman. The Mantis Woman seems to take a delight in the hunt and the kill, and figures she is helping to cull an overgrown population. She prefers comfort and luxury, and has amassed a considerable amount of resources to afford it.



                Virtue: Charming; Vice: Remorseless
                Aspiration: Hunt and Consume Prey, Enjoy the finer things
                Mental Attributes: Intelligence 4, Wits 6, Resolve 4
                Physical Attributes: Strength 6, Dexterity 6, Stamina 4
                Social Attributes: Presence 4, Manipulation 5, Composure 4
                Skills: Athletics 4, Brawl 4(Grapple), Intimidate 3, Persuasion 4(Seduction), Socialize 3, Stealth 4(Ambush), Streetwise 3, Subterfuge 5 (Disguise)
                Merits: Anonymity 3, Fast Reflexes 2, Resources 4, Striking Looks 2 (Seductive)
                Potency: 5
                Willpower: 13
                Size: 5
                Initiative: 12
                Armor: 1
                Defense: 10
                Speed: 17 (Flight 27)
                Health: 9
                Weapons/Attacks
                Bite/Claws [+0L melee; 10 dice]
                Dread Powers: Armored Hide, Hunters Senses (Favored Prey), Skin-Taker, Swift



                The Marsh Dweller
                The creature called “The Marsh Dweller” is described by locals as being the size of a large bear, covered in mud, moss and vegetation. The legend says the beast was formed from the souls of all those who have perished in the swamp, condemned to become its guardian forever more. This is usually dismissed as fair for superstitious elders, gullible children and drunk hunters. But there are always just enough sightings and the occasional disappearance to keep the legend alive.



                Virtue: Stoic; Vice: Territorial
                Aspiration: Keep Intruders out of the Marsh
                Mental Attributes: Intelligence 2, Wits 4, Resolve 5
                Physical Attributes: Strength 9, Dexterity 4, Stamina 9
                Social Attributes: Presence 3, Manipulation 2, Composure 5
                Skills: Athletics 3(Swim), Brawl 6, Empathy 3, Intimidation 5, Stealth 5(Marsh), Survival 5(Marsh), Weaponry 3
                Merits: Closed Book, Danger Sense, Indomitable, Iron Stamina 3, Iron Will
                Potency: 5
                Willpower: 15
                Size: 7
                Initiative: 9
                Defense: 7
                Speed: 17 (Species 4)
                Health: 16
                Weapons/Attacks
                Crushing Blows [+0L melee; 15 dice]
                Ban: Cannot leave the Marsh
                Bane: Fire
                Dread Powers: Chameleon Horror, Home Ground, Regenerate, Snare



                Rex
                The animal known as “Rex” is the result of laboratory testing in implanting genetically modified organs (among stranger things) into a living organism to enhance its capabilities. He was released when a group of activist broke into the testing facility and released the subjects. Rex was adopted by one of the activists until "They" came for him, capturing his newfound family in the process. Rex now lives on the run, trying to stay a step ahead of the corporation that considers him to be nothing more than valuable property.
                Rex is an exceptionally large dog, well over 200lbs with shaggy brindled fur. He is mixed breed, showing traits of german shepherd, golden retriever, rottweiler, and wolf.



                Virtue: Loyal; Vice: Suspicious
                Aspiration: Evade Capture; Be a Good Dog
                Mental Attributes: Intelligence 2, Wits 4, Resolve 4
                Physical Attributes: Strength 5, Dexterity 4, Stamina 4
                Social Attributes: Presence 4, Manipulation 1, Composure 3
                Skills: Athletics (Running) 4, Brawl 3, Intimidation 3, Stealth 2, Survival (Tracking) 3
                Merits: Common Sense, Greyhound, Relentless
                Potency: 2
                Willpower: 9
                Size: 5
                Initiative: 7
                Armor: 1
                Defense: 8
                Speed: 16 (Species 7)
                Health: 9
                Weapons/Attacks
                Bite [+0L melee; 8 dice]
                Dread Powers: Armored Hide 1, Regenerate, Swift

                Last edited by Reighnhell; 04-02-2017, 05:46 PM.


                The Artificer's Workshop - A collection of Exalted Artifacts
                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


                • #9
                  <claps> How do you keep coming up with these marvelous creations?

                  What about a few "benign" or even "helpful" Horrors?


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

                  Comment


                  • #10
                    Re: Benign Horrors?

                    There should always be a place, in any game setting, for things that are magical and mysterious, but don't want to eat your face and drink your soul. The trickiest part is making a benign creature that still generates plot or conflict. A few of the previously posted creatures (Black Cat, Red Thursday, and Rex) are set up to be neutral or even become potential allies for a group of players. I don't think I have created anything that is specifically benign just yet, but its something I can put my mind to!


                    The Artificer's Workshop - A collection of Exalted Artifacts
                    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


                    • #11
                      Originally posted by Reighnhell View Post
                      Re: Benign Horrors?

                      There should always be a place, in any game setting, for things that are magical and mysterious, but don't want to eat your face and drink your soul. The trickiest part is making a benign creature that still generates plot or conflict. A few of the previously posted creatures (Black Cat, Red Thursday, and Rex) are set up to be neutral or even become potential allies for a group of players. I don't think I have created anything that is specifically benign just yet, but its something I can put my mind to!
                      Perhaps give it abilities that certainly seem questionable, leading to the sneaking suspicion that it is "up to something".

                      Perhaps, for a "helpful" one, something like the cobbler's elves? They do things for you. But life becomes so easy, that you start to lose the ability to do things for yourself (either natural human consequence or curse). And of course, all you need to do is that one thing that drives them away, and then you are on your own. Or maybe like Gremlins, where the creature is honestly benign... as long as you don't get them wet.
                      Last edited by Vent0; 01-12-2016, 05:24 PM.


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

                      Comment


                      • #12
                        Originally posted by Vent0 View Post

                        Perhaps give it abilities that certainly seem questionable, leading to the sneaking suspicion that it is &quot;up to something&quot;.

                        Perhaps, for a &quot;helpful&quot; one, something like the cobbler's elves? They do things for you. But life becomes so easy, that you start to lose the ability to do things for yourself (either natural human consequence or curse). And of course, all you need to do is that one thing that drives them away, and then you are on your own. Or maybe like Gremlins, where the creature is honestly benign... as long as you don't get them wet.
                        The Gremlins are a great example, but getting them wet makes them multiply. It's feeding them after midnight that turns them into monsters. Bright light and sunlight are their Bane. They could be hobgoblins instead of Horrors, as well.


                        Bye.

                        Comment


                        • #13
                          I whipped up this fellow to play with the idea of benign Horrors (I would call them "Enigmas" instead of Horrors).

                          Yunwi Tsunsdi
                          The Cherokee people believed in the existence of a race of small, magical beings they called “Yunwi Tsundi”, with means simply “the Little People”. They appear as miniature people with Native American feature, standing no taller than a small child. They are handsome and well-proportioned and wear their black hair long enough to reach the ground. The Little People are known for being kindly, helpful, and strong in the ways of magic, and have a great love of music and dancing. The world has moved on, and people no longer believe in the Yunwi Tsundi. But the Yunwi Tsundi still believe in people. Always a reclusive folk, they take greater pains to remain hidden, but they still perform their deeds. Many have awaken to find there chores performed, lost items returned, and more than a few night stalking monsters have been encouraged to make trouble elsewhere thanks to the Little People.



                          Best At: 7 (Hard Work, Teaching Lessons, Remaining Unseen)
                          Worst At: 1 (Aggression)
                          Aspiration: Treat Others Kindly
                          Willpower/Scene: 3
                          Initiative: 7
                          Defense: 7
                          Speed: 12
                          Size: 3
                          Health: 7
                          Dread Powers: Gauntlet Cloak, Immortal, Innocuous, Reality Stutter, Telekinesis

                          Last edited by Reighnhell; 03-16-2017, 08:39 PM.


                          The Artificer's Workshop - A collection of Exalted Artifacts
                          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


                          • #14
                            A few ideas that come to me today

                            Plague Walker
                            The earliest account of the creature known as “Plague Walker” is a description and woodcut in a book called “Maledetta Anno “, written by Italian monks in 1350, during the years of the Black Death. Since that time it appears in places suffering the outbreak of an illness, invisible to all except the infected. It has worn many faces over the ages, but always dressed in pure white robes, has red eyes and limbs covered in weeping sores. It carries scent like potpourri covering the smell of death. Its current face is that of a young, fair-skinned woman with dark hair. The creature seems to avoid those with cancer or genetic conditions, and limits its depredations to contagions.



                            Virtue: Compassion; Vice: Dutiful
                            Aspiration: Spread Disease
                            Mental Attributes: Intelligence 7, Wits 6, Resolve 5
                            Physical Attributes: Strength 5, Dexterity 8, Stamina 6
                            Social Attributes: Presence 4, Manipulation 4, Composure 6
                            Skills: Athletics 3, Empathy 6(Suffering), Brawl 3(Touch), Intimidate 4, Medicine 6(Contagion), Occult 4, Science 4, Stealth 6, Subterfuge 6
                            Merits: Area of Expertise (Contagion), Defensive Combat (Brawl), Encyclopedic Knowledge (Outbreaks), Fighting Finesse (Touch), Holistic Awareness, Hardy 3, Iron Will, Style: Unarmed Defense 3
                            Potency: 7
                            Willpower: 18
                            Size: 5
                            Initiative: 14
                            Defense: 9
                            Speed: 18; Flight 28
                            Health: 11
                            Ban: cannot approach a person wearing a garland of roses or garlic
                            Bane: sterilized implements
                            Dread Powers: Immortality, Influence (Contagions) 3, Invisibility*

                            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).



                            Subject 16
                            With a substantial grant from the Mexican Government, the Balam Medical Research Corporation (BMRC) has engaged in a series of medical experiments to create a reliable method of human augmentation. This is the companies’ first venture into military application and thus far the results have been mixed. Of the latest series of test subjects, the first 15 have died gruesomely and the 16th has escaped and is currently being pursued by Mexican and American authorities.
                            Subject 16 is a horribly mutated creature. While he was once a man, twisted experiments have transformed him into a chimeric amalgam of animal traits, chemically augmented muscle, and scars. The creature has been driven nearly mad with rage and pain and will lash out violently at threats.



                            Virtue: Remorseful; Vice: Rage
                            Aspiration: Become Human Again, Evade Authorities
                            Mental Attributes: Intelligence 3, Wits 4, Resolve 3
                            Physical Attributes: Strength 6, Dexterity 6, Stamina 5
                            Social Attributes: Presence 3, Manipulation 2, Composure 3
                            Skills: Academics 2, Athletics 5, Brawl 3, Intimidate 3, Science 3, Stealth 4
                            Merits: Fast Reflexes 2, Style: Parkour 2, Style: Relentless Assault 3
                            Potency: 3
                            Willpower: 9
                            Size: 5
                            Initiative: 11
                            Armor: 1
                            Defense: 9
                            Speed: 19 [Species 7]
                            Health: 10
                            Weapons/Attacks
                            Claws [+1L melee, Armor Piercing 1; 9 dice]
                            Dread Powers: Armored Hide, Natural Weaponry (Claws), Swift



                            Zakhar Zolnerowich
                            The project began in 1984 in the Soviet Union, in the republic of Kazakstan. The project was called “Kholodnaya Voda, which translates to “Cold Water”. On official records, the project was dedicated to advancing cryogenic science for the state. Unofficially, they were conducted to explore (and control) the boundary between life and death. The subjects were all considered “expendables”; convicts, mental patients, political and religious dissidents. The project yielded only a handful of successes before being terminated in 1991.One of which was former soldier and convict Zakhar Zolnerowich. Zakhar Zolnerowich is a hulking man, standing nearly 7t tall and weighing well over 350lbs. He is bald with a great bushy beard with a torso covered in elaborate Coptic tattoos favored by Russian gang members. He is a violent, brutal man, made more so by his harrowing experience, with experience in matters both military and criminal. The experiments have granted Zakhar considerable enhancements in strength and endurance, and his current handlers keep him is suspended animation between missions.



                            Virtue: Honest; Vice: Violent
                            Aspiration: Repay Debt to the Project
                            Mental Attributes: Intelligence 2, Wits 3, Resolve 4
                            Physical Attributes: Strength 7, Dexterity 3, Stamina 6
                            Social Attributes: Presence 4, Manipulation 2, Composure 4
                            Skills: Athletics 2(Endurance), Brawl 4, Firearms 4(Machine Guns), Intimidate 4, Larceny 3, Streetwise 3 (Russian)
                            Merits: Defensive Combat (Brawl), Style: Firefight 3, Style: Streetfighting 3
                            Potency: 3
                            Willpower: 11
                            Size: 6
                            Initiative: 7
                            Defense: 7
                            Speed: 16
                            Health: 12
                            Weapons/Attacks
                            Unarmed [+0L melee; 11 dice]
                            Heavy Pistol [+2L ranged, -2 Initiative; 7 dice]
                            Machine Gun (SAW): [+3L ranged, -4 Initiative; 8 dice, 9 again]
                            Ban: Cannot enter sanctified ground
                            Bane: Salt
                            Dread Powers: Madness and Terror, Regeneration, Unbreakable

                            Last edited by Reighnhell; 03-16-2017, 08:40 PM.


                            The Artificer's Workshop - A collection of Exalted Artifacts
                            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


                            • #15
                              Originally posted by Reighnhell View Post
                              Re: Benign Horrors?

                              There should always be a place, in any game setting, for things that are magical and mysterious, but don't want to eat your face and drink your soul. The trickiest part is making a benign creature that still generates plot or conflict.
                              Another thought on this: what about a Horror/Enigma that is "valuable"? The conflict then is protecting/preserving such a being from those who wish to hunt and/or exploit it (and, yes, bring up the thread of hypocrisy if the PCs are actually exploiting its abilities themselves). Heh, might even have yet-another-shadowy-organization that sets out to collect and use Horrors.


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

                              Comment

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