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  • Cross-a-way
    replied
    Many of the same thing...
    Though out the world of darkness, many creatures are said to be one thing or another, but what if they where multiple of another, all different types with somewhat different roles, and that

    is what I am doing today


    THE HUGAG
    (Invasive, Nagaul the Ingited)


    In size the hugag may be compared to the moose, and in form it somewhat resembles that animal. Very noticeable, however, are its jointless legs, which compel the animal to remain on its feet, and its long upper lip, Its head and neck are leathery and hairless ; its strangely corrugated ears flop downward; its four-toed feet, long bushy tail, shaggy coat and general make-up give the beast an unmistakably prehistoric appearance.

    It can not Graze so instead it uses it’s lip to strip trees of bark, Branches and what else, leaving the Tree bear, allowing other invaisies to move into the now dying tree, allowing more invasives to move in and so on and so forth.

    Stats

    Virtue: Peaceful; Vice: Gluttoness
    Aspiration: eat, allow homes for other invasive to be made

    Mental Attributes: Intelligence 1, Wits 1, Resolve 1
    Physical Attributes: Strength 6, Dexterity 3, Stamina 3
    Social Attributes: Presence 2, Manipulation 1, Composure 3

    Skills: Athletics 5, Subterfuge 4, Stealth 2(Forests), Brawl 4
    Merits: Human Prey,Striking Looks 2,Patient

    Potency: 2
    Willpower: 7
    Size: 7
    Initiative: 6
    Defense: 6
    Speed: 14
    Health: 10

    Weapons/Attacks
    Kick [+2L melee; 10 dice]

    Dread Powers: Chameleon Horror,Influence(badlands) 1, Monstrous Resilience
    Traits: corrupting(slowly turns a Place into a Badland)



    Corrupting

    Cause the land to leak into the absence , spewing the creatures out into our world.

    Mechanics
    Causes the Effects of another creature's trait to turn the place into a bad land within a week.



    Storyteller tips

    A rather Rare and Passive Invasive one might think is something else, but in truth it is a sign that stuff is about to go down.
    These are more of a sign than of a problem, with players who ignore this are going to get what’s coming for them.

    Due to their passive nature(Which is unusual for their kind) they might not be seen as a danger, but again, the absences is a tricky thing…




    THE HUGAG
    (Hob, Changeling the Lost)

    In size the hugag may be compared to the moose, and in form it somewhat resembles that animal. Very noticeable, however, are its jointless legs, which compel the animal to remain on its feet, and its long upper lip, Its head and neck are leathery and hairless ; its strangely corrugated ears flop downward; its four-toed feet, long bushy tail, shaggy coat and general make-up give the beast an unmistakably prehistoric appearance.

    It can not Graze so instead it uses its lip to strip the brambles free form the hedge, creating hollows and Trods in its wake.

    Stats

    Virtue:Gluttoness; Vice: Peaceful
    Aspiration: eat, find a good tree to sleep on

    Mental Attributes: Intelligence 1, Wits 1, Resolve 2
    Physical Attributes: Strength 4, Dexterity 2, Stamina 3
    Social Attributes: Presence 2, Manipulation 1, Composure 3

    Skills: Athletics 5, Subterfuge 4, Stealth 4, Brawl 2(Hedge)
    Merits: Hedge Duelist 2,hedge Sense 1, Allies 1(Benefactors)

    Potency: 2

    Willpower: 8
    Glamour: 7/2

    Size: 7
    Initiative: 6
    Defense: 6
    Speed: 14
    Health: 10

    Weapons/Attacks
    Lipslap [+0L melee; 5 dice]
    Dread Powers:Influence(Hedge) 2, Monstrous Resilience
    Contracts: Pathfinder(Pg 144, CtL core),Flickering Hours(Pg 146, CtL core)
    Frailieies: can’t get up if fallen over.



    Storyteller Tips


    Unlike the last one, these guys are quite peaceful, which is to their deterren, but due to their useful ness your players might try to herd these to make hallow and Trods.

    A HUGAG’s Gut can hold Icons, so that might be a reason to hunt them down, but it’s got some friends to help it out…
    Last edited by Cross-a-way; 08-16-2023, 01:40 AM.

    Leave a comment:


  • Cross-a-way
    replied

    Storyteller tips

    Candle Eaters

    Candle Eaters are weak and single minded. They are not meant to be the sole enemy of a Chapter, they are meant to be a background threat, disrupting a community.

    If they are used as a main threat, remember that a strong breeze could kill them, play them as single minded, but also knowing when to fold em, and maybe throw in a like a pack of them in that case

    In the case of cannon fodder, they serve better as long range harassers, using their full dread powers to be really Deadly



    The Factory

    The factory is meant to be an end goal, and is usually found in the night scape, but if the Taint place is bad enough it will come into our world

    When this is active, all darkspawn are arm, armored, and equipment. Show this by the lower rung Darkspawn toting owens that fire teeth and spray paint that can create temp taint places for purpose of travel.

    The Factory also attracts Memeosyses, who further organize the now armed to the teeth Darkspawn

    The Factory prefers a tainted palace where either Anger, Greed or Fighting has been created, cause the darkspawn created their usually are either willing, smart enough or dumb enought to accept the weaponary

    All things made by the factory are counted as a taint object for purposes of Darkening folk, and are given the Volatile ​Condition.

    Leave a comment:


  • Cross-a-way
    replied

    The Factory(Darkspawn)

    Once there was a man who owned a factory, who was so very greedy, his greed and poor conditions of his workers caused the place to get swallowed by the Dark World, where everything and everyone got merged together, now the factory crawls out of the Dark world to start producing the tools to cause to most amount of suffering.


    Looking like something out of Giegers mind, this factory can appear wherever the Darkness has touched.




    Best At: 10 (Dealing with Intruders,Making Cruel Tools, Chemistry, Storage )

    Worst At: 2 (Moving,influencing anything outside of the Factory)

    Aspiration: Create tools for Suffering
    Willpower/Scene: 6

    Initiative: 5

    Structure: 35(Factory)
    Hp: 2(Heart)
    Weapons/Attacks
    Robotic Limbs [+0L melee 10]

    Banes: Jade
    Dread Powers: Gremlin,Madness and Terror,Influence(Manufacturing) 4,Immortal(Unless you kill the heart with jade, this thing can come back)

    Leave a comment:


  • Cross-a-way
    replied

    Candle eaters

    Born form the ashes of Fire, the the melted stubes of Candles, Shattered bulbs, and other Destoryed and useless light sources, these little creatures seek to Devor light sources and Fuel for those light sources, with them being used as Disturbers to communities or as cheap canon fodder.


    (Dark spawn, Virtue and Vice effects flipped)

    Vice:Gluttony
    Virtue: Daring
    Aspirations:Eat the Light

    Att: Str1/Dex5/Sta1 | Int1/wit3/res1 | pre1/man1/com1
    Skills: invest2/sur3/brawl2/ath3
    Merits:Fleet of floor (3)
    Dread powers:Blast( Wax Vomit, snorting out flammable gas, spitting battery acid),Leap, Wall climb


    Size 2
    Hp 3
    Wp 2
    Pot 1
    Den 6
    Intiv 6
    Speed 11


    Attacks Blast(L) 4 dice, Punch(B) 3 dice


    Ban
    Are single minded by nature, will seek out light sources and will not run away in trying to attain that light source
    Bane
    Jade
    Moths and their remains
    Last edited by Cross-a-way; 05-12-2023, 11:56 PM.

    Leave a comment:


  • Reighnhell
    replied
    A good day for a few Horrors!

    Grave Ghoul
    Grave Ghouls prowl the edges of human civilization, haunting places where the dead are buried, seeking their next meal. They are eaters of the dead, feasting on rotting corpses exhumed from graves or the warm flesh of a living victim. Ghouls are not born, they are made. Normal humans can become infected, typically by being bitten or scratched by a ghoul. Once the infection takes hold, the victim can no longer be sustained by normal food, and must survive by cannibalism. While the flesh of animals can tide them over for a while, only raw human flesh can satisfy their cravings. While still technically alive, the ghoul appears cadaverous, like a several days old corpse, and their life signs diminish to a crawl. Their eyes gleam silver in the light and their teeth grow strong and sharp, regrowing if lost. Ghouls retain all their skills and intelligence, but few can resist their craving for flesh well enough to maintain a normal life.


    Virtue: Resourceful; Vice: Desperate
    Aspiration: consume human flesh, avoid notice
    Mental Attributes: Intelligence 3, Wits 3, Resolve 3
    Physical Attributes: Strength 4, Dexterity 3, Stamina 4
    Social Attributes: Presence 2, Manipulation 3, Composure 4
    Skills: Athletics 2, Brawl 2, Medicine 1, Larceny 2, Stealth 4, Subterfuge 2, Weaponry 2
    Merits: Hardy 3, Safe Place 1 (Lair), Striking Looks 1 (Cadaverous) 1
    Potency: 2
    Willpower: 9
    Size: 5
    Initiative: 7
    Armor: 1
    Defense: 5
    Speed: 12
    Health: 9
    Ban: Can only derive sustenance from human flesh.
    Bane: Fire
    Weapons/Attacks
    Unarmed [+0L melee; X dice]
    Bite [+1L melee; 7 dice, AP 1]
    Dread Powers: Armored Hide*, Hunter’s Senses (Corpses), Multiply*, Natural Attack (Bite), Regenerate

    Armored Hide: The creature gains Armor equal to the dots in the Dread Power.
    [Werewolf: the Forsaken 2nd Edition, pg. 210]

    Multiply: Multiply allows the monster to replicate and reproduce through supernatural means. For egg laying or creating new monsters that does not require a victim, the monster simply spends 1 Willpower to do so. Eggs hatch new monsters in a matter of days or weeks.
    To convert a person, the monster spends 3 Willpower and makes an extended action of an appropriate roll contested by the victim’s Stamina.
    [Hunter: the Vigil 2nd Edition, pg. XX]


    The Gillman
    The Gillman is an aquatic horror that dwells in remote rivers, lagoons, and lakes. While he has been sighted most commonly along the Amazon River in South America, similar creatures have been sighted in the Florida Everglades and in the sweltering jungles of southeast Asia. Such creatures appear to be evolutionary offshoots, adapted to live underwater while retaining the ability to travel (and hunt) on land. The creature is a strange amphibian mix of humanoid and piscine traits.; with large, dark eyes, webbed hands and feet, prominent gills along his neck, a large maw and covered in scales. The creature is intelligent, but highly territorial and will strike against intruders into his domain.


    Virtue: Lonely; Vice: Territorial
    Aspiration: Protect Territory
    Mental Attributes: Intelligence 2, Wits 3, Resolve 4
    Physical Attributes: Strength 7, Dexterity 4, Stamina 5
    Social Attributes: Presence 3, Manipulation 2, Composure 3
    Skills: Athletics 4, Brawl 4, Intimidate 4, Stealth 4, Survival 4
    Merits: Direction Sense, Hardy 2, Iron Stamina 2, Safe Place 2 (Lair)
    Potency: 3
    Willpower: 10
    Size: 5
    Initiative: 7
    Armor: 1
    Defense: 7
    Speed: 15/ Swim 26
    Health: 10
    Weapons/Attacks
    Unarmed [+0L melee; 11 dice]
    Bite [+1L melee; 11 dice, AP 1]
    Dread Powers: Armored Hide*, Chameleon Horror, Home Ground (Lair), Hunter’s Senses (Trespassers), Natural Weapons (Bite), Regenerate, Slick Skin*

    Armored Hide: The creature gains Armor equal to the dots in the Dread Power.
    [Werewolf: the Forsaken 2nd Edition, pg. 210]

    Slick Skin: The creature is particularly slimy and slippery. The creature gains a +3 bonus to its Defense versus establishing a grapple, and gains a +3 bonus to checks while in a grapple.
    [Beast: the Primordial Player’s Guide, pg. 117]

    Leave a comment:


  • Master Aquatosic
    replied
    Originally posted by Reighnhell View Post
    Re: Unbreakable?

    While we are definitely in Milage-May-Vary territory, but I see where you are coming from. My reasoning is that Unbreakable is somewhat All or Nothing. If the player score an Exceptional success on the attack, then at least 5+Weapon lethal damage gets through. For the most part this is fine. But ever so often you need something that can tank almost anything that gets thrown at it, especially if being an impervious juggernaut is the creatures whole gimmick. In those cases I will pad Unbreakable with Armor, Regeneration or something similar.

    fair enough

    Leave a comment:


  • Reighnhell
    replied
    Re: Unbreakable?

    While we are definitely in Milage-May-Vary territory, but I see where you are coming from. My reasoning is that Unbreakable is somewhat All or Nothing. If the player score an Exceptional success on the attack, then at least 5+Weapon lethal damage gets through. For the most part this is fine. But ever so often you need something that can tank almost anything that gets thrown at it, especially if being an impervious juggernaut is the creatures whole gimmick. In those cases I will pad Unbreakable with Armor, Regeneration or something similar.

    Leave a comment:


  • Master Aquatosic
    replied
    Great work, but could you explain why you gave a lot of these creatures both Unbreakable and effects to either reduce/downgrade/avoid damage? It seems a bit excessive

    Leave a comment:


  • Reighnhell
    replied
    Re: Ambitious Occultist

    The increased power is definitely from the Hunter 2E guidelines. For the few years that I have been creating Horrors,the number of Dread Powers available has often felt very constrained. I have had a few work-arounds,but the Hunter 2E rules lets me just simply give them more dread powers with a clean conscience.
    As for Unbreakable, it is meant to represent mystic shields or spells that otherwise render the Occultist immune from harm.

    lets get in a few more Horrors.


    Extra-Terrestrial Death Machine
    Government records contain reports on an unidentified object crash landing in a remote Kansas corn field in the spring of 1954. What rose from the crater proceeded to go on a rampage, raining destruction on anything and everything it encountered for six hours before shutting down entirely. Local reports attribute the incident to a short lived tornado. Eyewitness accounts describe a machine the size of a tractor that scuttled on six legs like an insect with mechanical tentacles and weapons firing bursts of light and fire. After it’s shutdown, government agents confiscated the machine. It’s current status and whereabouts are unknown.

    Virtue: Thorough; Vice: Relentless
    Aspiration: Complete Objective; Destroy Obstacles
    Mental Attributes: Intelligence 4, Wits 4, Resolve 6
    Physical Attributes: Strength 9, Dexterity 2, Stamina 8
    Social Attributes: Presence 4, Manipulation 1, Composure 6
    Skills: Athletics 3, Brawl 5, Computers 4, Firearms 6, Intimidate 4, Investigate 4, Survival 4
    Merits: Demolisher 3, Fast Reflexes 3, Indomitable, Trained Observer 3
    Potency: 5
    Willpower: 17
    Size: 15
    Initiative: 11
    Armor: 2
    Defense: 5
    Speed: 21
    Health: 23
    Weapons/Attacks
    Tentacle [+2L melee; 14 dice]
    Death Ray [+4L range; 8 dice; negate Defense]
    Dread Powers: Armored Hide 2*, Breath Attack 5 (Death Ray)*, Dread Attack (Tentacle)*, Hunter’s Senses (Lifeforms), Interface*, Unbreakable

    Armored Hide: The creature gains Armor equal to the dots in the Dread Power.
    [Werewolf: the Forsaken 2nd Edition, pg. 210]

    Breath Attack: The creature spends 1 Willpower to spew forth lightning, acid, fire or even poisonous gas with its breath.
    Each dot purchased in this power can be applied to either direct damage, extended damage, or armor or Defense evasion. These effects can be mixed as desired. The Storyteller chooses the type of attack when this power is first purchased.
    Direct damage: Add dots as weapon damage to the attack.
    Extended damage: The attack causes one damage per turn, for [2 x dots] turns.
    Armor or Defense evasion: One dot negates either armor or Defense; two dots negates both.
    The attack can hit anything within the creature’s direct line of sight.
    [Promethean: the Created 2nd Edition, pg. 244]

    Dread Attack: The monster has an innate natural weapon it can use for attacks. When this Dread Power is chosen, decide if the weapon has a damage rating of 2 lethal or inflicts a Condition or Tilt upon a hit. With the two-dot version, the attack does both.
    [Hunter: the Vigil 2nd Edition, pg. XX]

    Interface: The creature can easily interface with technological objects and computer systems. It can use its skills with such items just by touching them. By spending 1 Willpower, it only has to look at them to allow access.
    [Werewolf: the Forsaken 2nd Edition, pg. 211]


    The Golem
    A hulking creature given life by an ancient Hebrew rite, the golem exists to serve. It is crafted from earth and clay and marked with the word emet (“truth” in Hebrew) upon it’s forehead. Physically powerful and tireless, the Golem is often created as a servant or laborer, but it’s most famous incarnations are as a protector and avenger. It always obeys it’s creator , and can only be stopped by altering or erasing emet from its brow. It true form is a crude effigy of a person sculpted of earth, but to most observers they appear as large, imposing men or women with plain, rough features. They can understand any language their creator knows, and are entirely mute.

    Virtue: Obedient; Vice: Implacable
    Aspiration: Obey their Creator.
    Mental Attributes: Intelligence 2, Wits 2, Resolve 5
    Physical Attributes: Strength 7, Dexterity 2, Stamina 7
    Social Attributes: Presence 2, Manipulation 1, Composure 5
    Skills: Academics 2, Athletics 4, Brawl 5, Intimidate 5, Occult 2, Survival 2
    Merits: Hardy 3, Indomitable 5, Iron Stamina 3
    Potency: 3
    Willpower: 13
    Size: 6
    Initiative: 7
    Defense: 6
    Speed: 15
    Health: 13
    Ban: Cannot disobey it’s creator
    Bane: Removing or Damaging the emet upon it’s brow
    Weapons/Attacks
    Crushing Fists [+2L melee; 12 dice]
    Dread Powers: Dread Attack (Crushing Fists)*, Earth Elemental*, Immortal, Juggernaut*, Monstrous Resilience*, Numina (Mortal Mask), Unbreakable

    Dread Attack: The monster has an innate natural weapon it can use for attacks. When this Dread Power is chosen, decide if the weapon has a damage rating of 2 lethal or inflicts a Condition or Tilt upon a hit. With the two-dot version, the attack does both.
    [Hunter: the Vigil 2nd Edition, pg. XX]

    Earth Elemental: The creature can turn its flesh to stone, or its body has a hardy, earthen nature to it. By spending 1 Willpower reflexively when attacked, it can downgrade up to its Stamina in lethal damage to bashing.
    [Werewolf: the Forsaken 2nd Edition, pg. 210]

    Juggernaut: Not much can stop the creature; bricks, concrete, steel, it brushes all aside. The creature adds its Strength as automatic points of damage when it strikes an object or structure.
    [Werewolf: the Forsaken 2nd Edition, pg. 211]

    Monstrous Resilience: The creature is incredibly sturdy and can shrug off grievous wounds. When it suffers a physical Tilt it may spend 1 Willpower as a reflexive action, ending the Tilt immediately.
    [Werewolf: the Forsaken 2nd Edition, pg. 211]

    Leave a comment:


  • Vent0
    replied
    Originally posted by Reighnhell View Post
    Ambitious Occultist
    A little knowledge is a dangerous thing. Whether it be for wealth, love, insatiable curiosity, or a desire for power, the Ambitious Occultist will dabble in forbidden arts and traffic with unsavory beings to achieve their goals. While they gain a measure of supernatural power in their quests, many overestimate their abilities, and find themselves in situations far more perilous then they had anticipated.
    That's pretty strong for some occultist. Unbreakable? Is that to simulate mystic shields and such?

    I'm guessing the increased power is due to the Hunter 2E guidelines, as opposed to CofD Core Horror chart?

    Leave a comment:


  • Reighnhell
    replied
    Re: Twilight Entities and other things!

    I have only created a small number on ephemeral beings recently, but since I am currently running Werewolf , I hope to have some good ones to start posting soon.
    In the meantime, here are a few Horrors. I am also debating revisiting some of my previous entries with updated and expanded Dread Powers. Let me know what you folks think.

    Ambitious Occultist
    A little knowledge is a dangerous thing. Whether it be for wealth, love, insatiable curiosity, or a desire for power, the Ambitious Occultist will dabble in forbidden arts and traffic with unsavory beings to achieve their goals. While they gain a measure of supernatural power in their quests, many overestimate their abilities, and find themselves in situations far more perilous then they had anticipated.

    Virtue: Ambitious; Vice: Arrogant
    Aspiration: to use supernatural power to achieve their goals
    Mental Attributes: Intelligence 4, Wits 4, Resolve 4
    Physical Attributes: Strength 2, Dexterity 3, Stamina 3
    Social Attributes: Presence 3, Manipulation 4, Composure 4
    Skills: Academics 2(Research), Firearms 2(Pistol), Investigation 3 (Hidden), Larceny 2 (Pick Locks), Occult 3 (Entities, Rituals), Persuasion 3, Subterfuge 3, Weaponry 2 (Knife)
    Merits: Assertive Implement 2 (Ritual Dagger), Esoteric Armory 2, Eye for the Strange, Indomitable, Library 2 (Occult), Professional Training 3 (Occultist; Investigation, Larceny, Occult)
    Potency: 3
    Willpower: 11
    Size: 5
    Initiative: 7
    Defense: 3
    Speed: 10
    Health: 8
    Weapons/Attacks
    Unarmed [+0B melee; 2 dice]
    Light Pistol [+1L ranged; 6 dice]
    Ritual Dagger [+1L melee; Initiative -1; 5 dice]
    Stun Gun [+0L melee; Initiative -1; 5 dice]
    Dread Powers: Agonize*, Eye Spy, Hex*, Madness & Terror, Pierce Mind*, Reality Stutter, Unbreakable

    Agonize: The creature spends 1 Willpower and rolls to cause excruciating torment for a specific target .On a success, Agonize inflicts the Immobilized Tilt as the monster maintains eye contact with the victim or concentrates on the target in some other manner.
    [Hunter: the Vigil 2nd Edition, pg. XX]

    Hex: The monster causes its victim to suffer through magical means. On a success, the monster inflicts one of the following Tilts on their victim: Arm or Leg Wrack, Blinded, Drugged, or Winded. Hex costs 1 Willpower.
    [Hunter: the Vigil 2nd Edition, pg. XX]

    Pierce Mind: The creature can see minds as bright as lanterns. Like a lantern, it can peer close and see what is illuminated — or snuff a mind out. By spending 1 Willpower and succeeding at a Presence + Resolve roll contested by the prey’s Resolve + Potency, the creature can either read the target’s current thoughts for the remainder of the scene, sift through their memories for turns equal to successes rolled, or inflict bashing damage equal to the successes rolled.
    [Werewolf: the Forsaken 2nd Edition, pg. 211]


    Crossroads Devil
    Where two roads cross in the lonely stretches between cities and town, a devil may be called into the world. These infernal beings traffic in souls and gladly negotiate with anyone that summons them. A mortal being may sign away their soul in exchange for their hearts desire. However, the mortal should be wary; the Crossroads Devil is a duplicitous creature, and any number of cruel and deadly clauses might be worked into their contracts. While there are an staggering number of occult rites that can summon a Crossroads Devil, all that is truly required is desire and desperation. A Crossroads Devil always appears in a human shape, male or female, young or old, and of any race or ethnicity. Regardless of form, the devil is always witty and charming; presenting themselves as an individual of wealth and taste. It’s true form is a nightmarish horror from the deepest pits of the Inferno.

    Virtue: Charming; Vice: Deceitful
    Aspiration: Collect Souls
    Mental Attributes: Intelligence 5, Wits 6, Resolve 4
    Physical Attributes: Strength 6, Dexterity 6, Stamina 5
    Social Attributes: Presence 4, Manipulation 7, Composure 4
    Skills: Academics 3, Brawl 3, Empathy 3, Intimidate 3, Occult 5, Persuasion 7, Socialize 4, Subterfuge 7
    Merits: Allies 5 (Claimed Souls), Eidetic Memory, Striking Looks (Well Dressed), Style: Fast Talking 5
    Potency: 6
    Willpower: 14
    Size: 5
    Initiative: 10
    Defense: 6
    Speed: 17/ Flight 22
    Health: 10
    Ban: Must honor the letter of a contract; cannot trespass on consecrated ground
    Bane: Consecrated items and weapons
    Weapons/Attacks
    Unarmed [+0L melee; 9 dice]
    Talons [+2L melee; 9 dice, AP 2]
    Dread Powers: Damnation*, Immortal, Infernal*, Know Soul, Madness & Terror, Miracle, Natural Weapon 2 (Talons), Numen (Mortal Mask, Telekinesis), Perfect Lie*, Reality Stutter, Soul Thief, Twilight Entity*, Unbreakable

    Damnation: A monster with this Dread Power taps into a character’s Vice and forces them to take quick action to fulfill their darkest desires. The roll is contested, and the character does not regain Willpower should they fall prey to this power.
    Special: If Damnation is used during combat, it inflicts the Stunned Tilt. Following a success, the character then suffers −2 to any action that does not indulge their Vice.
    [Hunter: the Vigil 2nd Edition, pg. XX]

    Infernal: The monster is an infernal demon from hell. Infernal creatures are immune to the effects of fire and can spend 1 Willpower and make an appropriate roll to inflict the Inferno Environmental Tilt in an area.
    Special: All demons have a true name. If anyone knows and uses that true name, they gain a +2 bonus to all rolls against the demon. The demon has an additional ban that it must come when it hears its name called, though it does not have to reveal itself.
    [Hunter: the Vigil 2nd Edition, pg. XX]

    Perfect Lie: The demon can convince its victim of any untruth no matter how fanciful, as long as it isn’t directly contradicted by evidence immediately before the victim, or the victim’s own true knowledge. The demon spends 1 Willpower and rolls Manipulation + Subterfuge - victim’s Composure; success forces the victim to believe the demons’ untruths for the remainder of the scene.
    [Night Horrors: SBTM pg. 80]

    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 angels and ghosts to attack them from Twilight. An intelligent creature might gain some control over how when it interacts with each world. In this case, the creature may spend a single point of Willpower to shift between its physical and immaterial states.
    [Demon: the Descent, pg. 231]


    The Djinn
    The Djinn are powerful and ancient beings, They have existed alongside mankind since it’s earliest days and continue to do so. Once honored and revered, these beings have largely been forgotten, living on in parable and myth. Some take the roll of benevolent guardians, others devious tormentors that plague humanity with all manner of suffering, and many simply ignore humanity as much as possible. They are typically invisible to the human eye, but can appear as beasts or in their true forms, which look like muscular humans with various inhuman or animalistic traits (such as claws, wings, tails, horns, oddly colored skin or strange eyes). The mightiest among them can grant the wishes of a mortal, but they are under no obligation to interpret the wish fairly. In ancient times, a number of Djinn were enslaved and bound to common items (bottles, lamps and rings). Those who free the Djinn for captivity must beware; the Djinn is just as likely to vent their rage upon their liberator as they are to reward them.

    Virtue: Magnanimous; Vice: Superior
    Aspiration: To be free of their enslavement
    Mental Attributes: Intelligence 4, Wits 5, Resolve 5
    Physical Attributes: Strength 7, Dexterity 4, Stamina 5
    Social Attributes: Presence 6, Manipulation 5, Composure 4
    Skills: Academics 3, Animal Ken 2, Athletics 3 (Might), Brawl 3, Empathy 3, Intimidate 4, Occult 4 (Arabic), Persuasion 4, Subterfuge 4, Survival 2 (Desert), Weaponry 3 (Sword)
    Merits: Indomitable, Inspiring, Iron Stamina 1, Resources 5, Striking Looks 2 (Impressive)
    Potency: 6
    Willpower: 15
    Size: 6
    Initiative: 8
    Defense: 7
    Speed: 16
    Health: 11
    Ban: Compelled to obey whoever holds the bound item. The third use of Miracle releases the Djinn.
    Weapons/Attacks
    Unarmed [+0L melee; 10 dice]
    Scimitar [+2L melee; -2 Initiative; 11 dice]
    Dread Powers: Animal Shift (Two Animal Forms)*, Black Gate*, Fire Elemental, Glitch 3*, Know Soul, Madness & Terror, Miracle, Mist Form, Numina (Telekinesis), Reality Stutter, Twilight Entity (controlled)*, Unbreakable

    Animal Shift: Animal Shift allows the monster to change into the form of a specific animal by spending 2 Willpower. Shapeshifters can turn into ants, spiders, snakes, wolves, bears, seals, or any other animal the Storyteller deems appropriate. This effect lasts as long as the monster wills it; if the creature falls unconscious in their animal state, it may revert to its natural form after several hours.
    This Dread Power may be purchased up to three times with each purchase granting an additional animal into which the monster can shift.
    [Hunter: the Vigil 2nd Edition, pg. XX]

    Black Gate: The monster has infernal knowledge allowing it to instantaneously travel. The monster can travel a distance based on its Potency at 20 yards per dot for a maximum of 200 yards. This allows the creature to enter locked rooms, vaults, and other secure locations.
    To open the porthole, the creature spends 3 Willpower and takes an appropriate extended action. When a Black Gate is created, it opens a direct route from a fixed point in the physical plane to another of the creature’s choosing for minutes equal to the monster’s Potency. When the time expires, the doorway slams shut. The monster may step back and forth through the Black Gate as much as it likes during that time. The portal can only be used by the monster who opened it and any victims it drags through.
    [Hunter: the Vigil 2nd Edition, pg. XX]

    Glitch: Glitch comes into play once per scene when the monster spends Willpower to add dice to a pool, or to bolster a resistance trait. After the roll, reroll a number of failed dice up to the monster’s Glitch dots. When spending to bolster a resistance trait, you may force the opponent to reroll successful dice equal to the monster’s Glitch dots.
    This manifests as subtle shifts in expectation, or bouts of remarkable luck. Really, what’s occurring is that the fabric of reality shifts to suit the monster’s immediate needs. Sometimes insignificant objects appear or disappear from the environment in order to facilitate the monster’s desires.
    [Hunter: the Vigil 2nd Edition, pg. XX]

    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 angels and ghosts to attack them from Twilight. An intelligent creature might gain some control over how when it interacts with each world. In this case, the creature may spend a single point of Willpower to shift between its physical and immaterial states.
    [Demon: the Descent, pg. 231]

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  • moonwhisper
    replied
    I'm so glad to see you back in action, Reighnhell! I always enjoyed looking at your "collection" threads, they've been a great source to draw upon.
    Any chance we'll see also more Twilight entities?

    Leave a comment:


  • Reighnhell
    replied
    RE: Guess Who's Back

    Been away playing other games for a while, but getting back into Chronicles. And of course, that means more Horrors!

    I've updated my formula a little bit, primarily by using the larger number of Dread Powers/per Potency level that they use in the soon-to-be-released Hunter the Vigil 2nd Edition. As always, feedback is welcome.

    The Chronicler
    Mysterious and macabre, a Chronicler is an archivist of the strange and a keeper of the dark tales of what happens in the dark corners of the world. They dwell in forlorn and decrepit places; crypts, tombs, and moldering old manors. And they always have a story to tell to their listeners (willing or otherwise). Their forms are myriad. Some appear as unwholesome crones and old men, darkly seductive sirens, moldering corpses and other forms besides. Regardless of form, they have a flair for the dramatic, sardonic senses of humor, and a bloody sense of justice.

    Virtue: Sardonic; Vice: Ghoulish
    Aspiration: Recount tales of madness and the macabre
    Mental Attributes: Intelligence 4, Wits 5, Resolve 4
    Physical Attributes: Strength 3, Dexterity 3, Stamina 2
    Social Attributes: Presence 5, Manipulation 4, Composure 6
    Skills: Academics 3, Empathy 2, Expression 5, Intimidation 3, Investigation 2, Occult 5, Subterfuge 3, Weaponry 2
    Merits: Eidetic Memory, Safe Haven 5 (Lair), Striking Looks 2 (Seductive or Unwholesome)
    Potency: 4
    Willpower: 14
    Size: 5
    Initiative: 9
    Defense: 3
    Speed: 11
    Health: 7
    Weapons/Attacks
    Unarmed [+0L melee; 3 dice]
    Dread Powers: Damnation*, Eye Spy, Hex*, Home Ground, Hypnotic Gaze, Immortal, Know Soul, Madness & Terror, Maze

    Damnation: A monster with this Dread Power taps into a character’s Vice and forces them to take quick action to fulfill their darkest desires. The roll is contested, and the character does not regain Willpower should they fall prey to this power.
    Special: If Damnation is used during combat, it inflicts the Stunned Tilt. Following a success, the character then suffers −2 to any action that does not indulge their Vice.
    [Hunter: the Vigil 2nd Edition, pg. XX]

    Hex: The monster causes its victim to suffer through magical means. On a success, the monster inflicts one of the following Tilts on their victim: Arm or Leg Wrack, Blinded, Drugged, or Winded. Hex costs 1 Willpower.
    [Hunter: the Vigil 2nd Edition, pg. XX]


    C.H.U.Ds
    Urban legends speak of creatures known as Cannibalistic Humanoid Underground Dwellers; otherwise known as CHUDs. These creatures were once human, but retreated from the light long ago. Warped by exposure to industrial chemicals (and other unsavory influences), they now dwell in the sewers, subways and maintenance tunnels of major cities. They subsist primarily on food waste, vermin, and stray pets, but are opportunistic cannibals, rising from the depths to hunt living human prey. Their mutations have given them a horrific appearance; hairless with scabrous skin, sharp teeth, fingernails hardened into talons, and eyes that glow an eerie green in the dark. Some even retain a measure of their human intelligence, becoming leaders among the CHUDs.

    Virtue: Resourceful; Vice: Hungry
    Aspiration: The find food and shelter
    Mental Attributes: Intelligence 1, Wits 3, Resolve 3
    Physical Attributes: Strength 4, Dexterity 3, Stamina 4
    Social Attributes: Presence 2, Manipulation 1, Composure 4
    Skills: Athletics 1, Brawl 2, Crafts 1, Intimidate 2, Stealth 2, Survival 2
    Merits: Hardy 1, Safe Place 1 (Lair), Striking Looks 1 (Monstrous)
    Potency: 1
    Willpower: 8
    Size: 5
    Initiative: 7
    Armor: 1
    Defense: 4
    Speed: 12
    Health: 9
    Ban: Connect tolerate sunlight or other bright lights
    Weapons/Attacks
    Unarmed [+0L melee; 6 dice]
    Bite [+1L melee; 6 dice, AP 1]
    Dread Powers: Armored Hide 1, Home Ground (Underground), Natural Weapons (Bite)

    Armored Hide: The creature gains Armor equal to the dots in the Dread Power.
    [Werewolf: the Forsaken 2nd Edition, pg. 210]


    The Cradle Robber
    A parent’s worst nightmare, the creature called “Cradle Robber” is a nocturnal predator that feasts upon the tender flesh of infants and toddlers. The creature is small statured, but with strength that belies their form. They can move with utmost silence, and can muffle the cries of their victims with relative ease. They carry their prey back to secluded dens in deep forests and abandoned buildings, where they may eat at leisure. They typically avoid adult humans, and when confronted they will abandon their hunt and try to escape. The Cradle Robber is small, thin, pale, hairless, naked and with no discernible gender. Their head is disproportionately large, with large dark eyes and a wide mouth filled with needle-sharp teeth.

    Virtue: Sneaky; Vice: Greedy
    Aspiration: Consume tender baby flesh
    Mental Attributes: Intelligence 2, Wits 4, Resolve 3
    Physical Attributes: Strength 4, Dexterity 6, Stamina 3
    Social Attributes: Presence 2, Manipulation 2, Composure 3
    Skills: Athletics 2, Brawl 3 (Grapple), Crafts 1 (Sabotage), Larceny 2 (Forced Entry), Stealth 5, Survival 2
    Merits: Double Jointed, Style: Parkour 2
    Potency: 2
    Willpower: 8
    Size: 4
    Initiative: 9
    Defense: 6
    Speed: 15
    Health: 7
    Weapons/Attacks
    Unarmed [+0L melee; 7 dice]
    Bite [+1L melee; 7 dice, AP 1]
    Hush [touch; 9 dice, Mute Condition]
    Dread Powers: Dread Attack (Hush)*, Hunter’s Senses (Babies), Natural Attack (Bite), Swift*, Wall Climb

    Dread Attack: The monster has an innate natural weapon it can use for attacks. When this Dread Power is chosen, decide if the weapon has a damage rating of 2 lethal or inflicts a Condition or Tilt upon a hit. With the two-dot version, the attack does both.
    [Hunter: the Vigil 2nd Edition, pg. XX]

    Swift: The creature is lightning-fast; it applies its Defense against ranged attacks and can reflexively spend 1 Willpower to double its Speed for 1 round.
    [Werewolf: the Forsaken 2nd Edition, pg. 211]

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

    Jedak

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

    Jedak in pewter form

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

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


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

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

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

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

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

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

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

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



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


    Eternal Clause for when the Jedak Nest is Destroyed via a Bane & yet the Jedak escapes:
    Jedak is able to manifest its nest in an appropriate location
    Destroying the Jedak nest resolves the A Jedak without a nest is drawn (in this order of priority) to a dwelling where someone* whom either carries strong feelings for the last target, someone* whom its last target cherished, someone* involved for providing care for its last target while afflicted with the curse or failing all those the closest someone* involved in handling the corpse of one of the Jedak's past victims. Being in multiple categories raises a person's priority as a new target when compared to others in that tier of priority (Mathmaticall expressed as these values per teir 9,7,5,3. ).The Jedak manifests its Jedak Nest in that person's dwelling, breaking the curseThis person is destined by fate to find and take it.

    *(a mortal human without supernatural ability)


    Resurrection Clause for when Jedak Nest Jewelry Box & Jedak Destroyed Simultaneously:
    Inevitable Atrocity committed by an otherworldly supernatural entity paves the way for the Nest and Jedak to remanifest
    The next time there is a cold blooded murder of a mortal which involves a Fae being within the city where the Jedak and its Jewelry Box were destroyed both the cursed jewelry box and the Jedak appear at a point near the murder scene where someone narratively appropriate (a person whose life story would be well-suited to include suffering from a Jedak) is destined by fate to take it.



    New Jedak-cursed jewelery boxes and new Jedak, are created by a vampire with the Create Jedak Nest Devotion.
    Last edited by Pale_Crusader; 08-10-2021, 10:39 PM.

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  • Basic
    replied


    Lilith Lily

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

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

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

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

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

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

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

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

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

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

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

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

    Video Footage Blast at Biki Atoll

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

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

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