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Susano
Nov 19th, '05, 09:12 AM
BLACK ANNIS



Val CHA Cost Roll Notes
30 STR 20 15- Lift 1600 kg; 6d6 HTH Damage
16 DEX 18 12- OCV: 5/DCV: 5
18 CON 16 13-
10 BODY 0 11-
10 INT 0 11- PER Roll 11-
11 EGO 2 11- ECV: 4
20 PRE 10 13- PRE Attack: 4d6
2 COM -4 9-

8 PD 2 Total: 8 PD (0 rPD)
5 ED 1 Total: 5 ED (0 rED)
3 SPD 4 Phases: 4, 8, 12
10 REC 0
36 END 0
34 STUN 0 Total Characteristics Cost: 69

Movement: Running: 6"/12"
Swimming: 2"/4"

Cost Powers & Skills
12 Yellow Fangs: HKA 1d6 (2d6 with /STR); Reduced Penetration (-1/4), END 1
22 Iron Claws: HKA 1d6 (2d6+1 with STR), Penetrating (+1/2)
9 Howling: +20 PRE; Only For Fear-Based Presence Attacks (-1), Incantations
(must howl; -1/4)
15 Creature of Fairy: Life Support (Longevity: Immortality, Immunity: Disease)
20 Clawed Her Cave From Solid Rock: Tunneling 1" through DEF 6 material
5 Can See In The Dark: Nightvision

Skills
3 Combat Skill Levels: +1 With Bite, Claw, Grab
4 Combat Skill Levels: +2 OCV With Grab
6 Skill Levels: +2 With Concealment, Shadowing, Stealth

2 AK: Dane Hills 11-
3 Climbing 12-
3 Concealment 12-; Self Only (-1/2)
0 Language: English and/or Fairy (native)
2 PS: Skinning 11-
3 Shadowing 11-
3 Stealth 12-

112 Total Powers & Skills Cost
181 Total Character Cost

75+ Disadvantages
0 Physical Limitation: Human Sized
15 Psychological Limitation: Dislikes Daylight (C, S)
20 Psychological Limitation: Insatiable Hunger (VC, S)
15 Reputation: eater of children and lambs 11- (Extreme)
56 Experience

152 Total Disadvantage Points


Ecology:
Black Annis (or Black Anges) dwells in the Dane Hills near Leicestershire, England. She has a cave there, called Black Annis's Bower, with a large oak tree out front. Black Annis will hide in the oak after dark, leaping out to grab unwary children and lost lambs. Once she has captured her prey, she will take her victim into her cave to be devoured. The bones will be scattered, but the skin will be hung from the oak to dry.

Personality/Motivation:
A cannibalistic hag, Annis preys on people, especially children, as well as young sheep. She tends to remain near her cave, but has been known to prowl the countryside, reading into open windows to steal small children out of their beds.

Powers/Tactics:
Black Annis normally lurks in a hollow in her oak tree, waiting for someone foolish enough to wander by after dusk. She will then leap out and grab her victim, take him into her cave, and quickly devour him. If attacked, she will defend herself, attacking her the long iron claws that tip her fingers. As these claws allow her to dig caves in solid rock, they are usually more then sufficient to shred and mortal foe.

Appearance:
Black Annis is a tall, blue-faced female humanoid with yellow fangs, long claws, and long tangled hair.

Susano
Nov 19th, '05, 09:14 AM
BLACK DOGS

A black dog is a supernatural beast from England. The creatures are so named because of their appearance, which is that of a huge black hound with blazing red eyes. They are often associated with attacks on churches and are usually said to be agents of the Devil.

Black dogs are usually encountered at night or during thunderstorms. They are very stealthy, appearing and vanishing without a sound, and are said to make none of the usual noises one would associate with a large canine, such as panting or the clicking of their nails as they walk along. The size of a black dog ranges from that of a large dog (such as a Newfoundland or a Mastiff) to that of a small pony. Often these dogs are described as having large fangs, long claws, and eyes that burn a fiery red. Some, especially those from the north of England, are said to be headless. They can run very quickly and are very strong, capable of killing cattle or a man with ease. Many people believe the appearance of a black dog is a portent of death. Other black dogs are said to be just the opposite; these animals will protect travelers and guide them to safety along dark roads.

Dogs aren’t the only black-furred creatures to haunt England (and elsewhere). Black horses, donkeys, cats, pigs and other "beasts" have been reported in both England and the rest of Europe. These creatures share many of the same attributes of black dogs and are often blamed for the deaths of individuals or large numbers of cattle. Many of these creatures can fly and most appear only at night or during great storms.

As a final note, for many years England has been home to a great number of sightings of a large black cat, about the size of a puma or a leopard. This creature is often blamed as being responsible for the mass killings of sheep. It has been photographed at least once and may in fact be an unknown species of great cat native to the British Isles.

Assorted Black Dogs

Barghest: The barghest is found in Scotland. It is able to assume virtually any form it desires, although it usually appears as a great black dog with a shaggy coat, red eyes, sharp fangs, and long claws. Considered a messenger of death, the barghest will run through a town to seek out the home of one destined to soon die.

Black Shuck: Black Shuck is possibly the definitive English black dog. He is described as a huge black dog, larger than any normal dog could ever be. His eyes are green, red, or yellow, and burn is if they were on fire. Black Shuck is often reported as being headless, with two blazing points where his eyes should be.

This particular black dog is said to haunt graveyards, marshes, deserted country roads, or the hills outside of towns. He appears during storms, howling louder than the wind. If encountered, Black Shuck is utterly silent and leaves no footprints, although his breath is cold and icy. Meeting Black Shuck is a sure sign that the unfortunate person encountering the dog will die within a year. However, the people of Suffolk say that Black Shuck is harmless, provided one does not bother the dog.

Dando: This is a pack of black dogs who haunt the Tamar River in South Devon, England. These beasts are so named due because they are led by ghost of a priest, whose name is Dando. The pack is known to only appear on Sunday mornings, terrifying people on their way to church.

Gabriel Ratchets: The Gabriel Ratchets are said to foretell the death of an individual. They appear during thunderstorms, taking the form of howling wolves who race across the sky. It is said they are the souls of unbaptized children, and their howls serve to warn others to repent their sins before judgment day. The Gabriel Ratchets are also known as "The Devil's Dandy Dogs" and "The Wild Hunt."

The Hound of the Baskervilles: This fictional black dog was created by Sir Arthur Conan Doyle for his Sherlock Holmes story of the same name. Based upon the stories of Black Shuck and the Whist hounds, Doyle described the Hound of the Baskervilles as follows: "...a foul thing, a great black beast, shaped like a hound, yet larger than any hound that ever mortal eye has rested upon. And even as they looked the thing tore the throat out of Hugo Baskerville, on which, as it turned its blazing eyes and dripping jaws upon them..." Of course, this being a Sherlock Holmes story, there is no real Hound of the Baskervilles, the culprit was a specially trained dog fed phosphorous in order make it glow and seem to breathe fire.

Moddey Doo: The Moddey Doo is a small black dog from the Isle of Man. It is said to haunt Peel Castle, and to have frightened a soldier to death in the 1100’s.

Whist Hounds: These hounds are said to haunt Dartmoor and Wistman's Woods in Devon, England. Glowing and headless, they are believed to be the hunting dogs of Odin (or Woden), king of the Norse gods. As with many other black dogs, anyone meeting these hounds will die within the year.

The hounds are usually abroad on Sunday nights. They race across the moors, howling and breathing fire, only to vanish by running over a crag. Anyone foolish enough to pursue them will fall to their deaths over the crag. The only way to survive an encounter with the Whist hounds is to lay face down, with arms and legs crossed and repeat the Lord’s Prayer until the pack has run past.

SAMPLE BLACK DOG



Val CHA Cost Roll Notes
20 STR 10 13- Lift 400 kg; 4d6 HTH Damage
18 DEX 24 13- OCV: 6/DCV: 6
18 CON 16 13-
13 BODY 6 12-
10 INT 0 11- PER Roll 13-
15 EGO 10 12- ECV: 5
20 PRE 10 13- PRE Attack: 4d6
6 COM -2 10-

14 PD 10 Total: 14 PD (6 rPD)
14 ED 10 Total: 14 ED (6 rED)
3 SPD 2 Phases: 4, 8, 12
8 REC 0
36 END 0
32 STUN 0 Total Characteristics Cost: 96

Movement: Running: 12"/24"
Swimming: 0"

Cost Powers & Skills
20 Fangs: HKA 1d6+1 (2 1/2d6 with STR), END 2
8 Claws: HKA 1/2d6 (1d6+1 with STR); Reduced Penetration (-1/4), END 1
9 Howling: +20 PRE; Only For Fear-Based Presence Attacks (-1), Incantations
(must howl; -1/4)
6 Spectral Form: Damage Resistance (6 PD/6 ED)
15 Spectral Form: Does Not Bleed
2 Great Size: Knockback Resistance -1"
32 Spectral Movement: Extra-Dimensional Movement (any location in the spirit realm
corresponding to the physical location in realm the Black Dog is currently in), Reduced
Endurance (0 END; +1/2)
12 Supernaturally Fast: Running +6" (12" Total), END 2
-2 Can't Abide Water: Swimming: -2" (0" Total)
60 Spectral Form: Desolidification (affected by magic), Reduced Endurance ( 0 END; +1/2) 6 Sharp Senses: +2 PER with all Sense Groups
5 Can See In The Dark: Night Vision
30 Silent Movement: Invisibility to Sound Group, No Fringe, Reduced Endurance
(0 END; +1/2)
50 Spectral Form: Life Support: Total (including Longevity: Immortality)

Skills
10 Combat Skill Levels: +2 with Hand-To-Hand Combat

5 Concealment 13-; Self Only (-1/2)
7 Shadowing 13-
3 Stealth 13-
7 Tracking 13-

285 Total Powers & Skills Cost
381 Total Character Cost

75+ Disadvantages
0 Physical Limitation: Human Sized (maybe be larger)
10 Physical Limitation: Near-Human Intelligence (Frequently, Slightly Impairing)
15 Physical Limitation: Very Limited Manipulation (Frequently, Greatly Impairing)
Reputation: harbingers of death, hounds of the Devil, 11- (Extreme)
281 Experience

381 Total Disadvantage Points

OPTIONS
Cost Powers
24 Taking To The Air: Flight 12" (or more)
73 Assume Any Form: Shape Shift (Sight, Touch, Hearing, and Smell/Taste Groups, any
form), Imitation, Reduced Endurance (0 END; +1/2)
(This power can be bought at differing power levels to represent dogs who can only
shape shift into other dogs or into other animals)


Ecology:
Because they are spirits, black dogs normally appear only at night. They tend to be found in bleak and barren surroundings, such as graveyards, remote moors, and lonely roads. Some can fly and are abroad only during storms, howling louder than the winds. Black dogs are thought to be servants of the Devil, sent to harass churches, priests, and the innocent. Other dogs are reputed to belong to Herne, Odin, or other mythological deities. Other names for black dogs include: Barghest, Black Hound, Black Shuck, the Churchyard Beast, Devil Dog, Gabriel Ratchets, Galleytrot, the Hateful Thing, Hellbeast, Hell Hound, Moddey Doo, and Whist Hound

Personality/Motivation:
Most black dogs seem to exist only to inspire fear. They haunt desolate moors and back roads where the dogs prey upon lone travelers. Some dogs target churches, haunting graveyards or running through the church grounds. A few black dogs are actually benevolent and serve to protect and guide travelers out on dark nights.

Powers/Tactics:
Black dogs do not seem to have any set combat style. Some howl as they race along, inspiring fear and terror in all that hear them. Others will appear on lonely roads, padding along silently, following lone travelers. These latter dogs are usually harmless unless bothered or disturbed, while other, more inimical dogs will try to lead passersby to their deaths.

When dealing with headless dogs, the GM can either remove the dog's biting attack, or simply declare the head is invisible, with the exception of the dog's eyes. In the latter case, the dog can still bite a target. If the GM uses this option, an excellent feeling of horror can be created as the victim is bitten by something he can't exactly see (don't forget to add Invisible Power Effects!).

Appearance:
A black dog has an inky black coat, eyes that seem to burn like fire, large fangs, and long claws. Its size ranges from that of a normal hound to the size of a small cow. Some black dogs are headless and have two burning eyes that float in empty space.

Campaign Use:
Due to the nature of black dogs, it is recommended the GM customize each and every one. Depending on the area, a black dog can vary in size, shape, appearance, and personality. Most should be hostile, existing only to terrify local inhabitants who are foolish enough to venture abroad on dark and stormy nights. The GM should give the local black dog a unique name, description, and habitat (such as a certain stretch of road or a particular range of hills).

The template supplied is for a fairly large black dog. Game Masters should feel free to alter such characteristics as STR, BODY, PRE, and SPD in order to make the black dog fit the power level of his campaign. For a more modern campaign, you may want to increase the dog's defenses in order to make the dog more bulletproof. Another option is to give the dog a large number of DCV levels, with the special effect being attacks directed at the dog either mysteriously miss or impact with no effect.

Black dogs are usually solitary beasts, although they could be used as the familiar to a powerful witch or wizard. If found in packs, you should make the dogs smaller so they won't totally overwhelm a typical party of Heroic-level player-characters.

Susano
Nov 19th, '05, 09:16 AM
JENNY GREENTEETH



Val CHA Cost Roll Notes
25 STR 15 14- Lift 800 kg; 5d6 HTH Damage
14 DEX 12 12- OCV: 5/DCV: 5
18 CON 16 13-
10 BODY 0 11-
10 INT 0 11- PER Roll 11-
11 EGO 2 11- ECV: 4
20 PRE 10 13- PRE Attack: 4d6
2 COM -4 9-

8 PD 3 Total: 8 PD (0 rPD)
5 ED 1 Total: 5 ED (0 rED)
3 SPD 6 Phases: 4, 8, 12
9 REC 0
36 END 0
32 STUN 0 Total Characteristics Cost: 61

Movement: Running: 6"/12"
Swimming: 6"/12"

Cost Powers & Skills
18 Sharp Teeth: HKA 1d6 (2d6 with /STR), Armor Piercing (+1/2); Reduced
Penetration (-1/4), END 2
8 Clawed Fingers: HKA 1/2d6 (1d6+1 with STR); Reduced Penetration (-1/4), END 1
5 Breathes Air And Water: Life Support (Expanded Breathing: Breathe Oxygen)
3 Lives In Lakes And Rivers: Life Support (Safe Environment: High Pressure, Intense
Cold)
15 Creature of Fairy: Life Support (Longevity: Immortality, Immunity: Disease)
4 Lives In Lakes And Rivers: Swimming +4" (6" Total), END 1
5 Can See In The Dark: Nightvision

Skills
3 Combat Skill Levels: +1 With Bite, Claw, Grab
4 Combat Skill Levels: +2 OCV With Grab
6 Skill Levels: +2 With Concealment, Shadowing, Stealth

0 AK: Home River 8-
3 Climbing 12-
3 Concealment 12-; Self Only (-1/2)
0 Language: English and/or Fairy (native)
3 Shadowing 11-
3 Stealth 12-
1 Survival (Rivers) 11-
7 Tracking 13-

91 Total Powers & Skills Cost
152 Total Character Cost

75+ Disadvantages
0 Physical Limitation: Human Sized
20 Psychological Limitation: Insatiable Hunger (VC, S)
15 Reputation: haunter of rivers, eater of children 11- (Extreme)
42 Experience

152 Total Disadvantage Points


Ecology:
Jenny Greenteeth and her sisters; Nellie Longarms and Peg Prowler, are water fairies, dwelling in rivers and stagnant pools across England. Jenny lives in Lacanshire, while Peg is known to inhabit the River Tees. These hags are also said to live in Derbyshire, Cheshire, Stropshire, and Yorkshire (where they are known as Grindylow).

Ponds covered with green scum and thick mats of algae are the typical homes of these fairies. Peg Prowler's presence in the River Tees can be detected by the presence of white foam or froth (known as Peg Prowler's Suds) or mats of green scum (known as Peg Prowler's Cream) on the surface of the river.

A relative of Jenny Greenteeth is Rawhead-and-Bloody Bones, an evil English water fairy from Lacanshire, Lincolnshire, and Yorkshire. Described as having the appearance of a human with blood running down its face and seated on a pile of bones, this creature is also known as Bloody-bones, Old Bloody-bones, and Tommy Rawhead. Lurking in deep pools of stagnant water, quarry pits, or under the stairs, it preys on children who have ignored warnings to avoid such places. As with Jenny Greenteeth, Rawhead was another form of deterrent meant to keep children away from dangerous places.

Personality/Motivation:
These fairies are all driven by an insatiable hunger to attack and devour humans who stray too close to the water's edge. They prefer children, and Jenny Greenteeth delights in preying on those children who play near the river on the Sabbath Day.

Powers/Tactics:
Lurking near the surface of the water, Jenny will wait patiently for an unwary child to stray too close to the water's edge, at which point she will lunge out to drag the unfortunate victim to the bottom ot the river to be devoured. Jenny tends to only attack solitary targets, will will probably flee if opposed by a strong show of force (such as one or more well-armed adults).

Appearance:
Jenny, Nellie, and Peg are hideous water-dwelling hags with greenish skin, long stringy hair, long skinny arms, and extremely sharp teeth.

Designer's Notes:
Jenny Greenteeth is the sort of fairy who exists as a deterrent. In her case it is to keep children from straying to close to the edge of a river of pond. One can easily picture a mother of the period warning her children "Stay away from the water, or else Jenny Greenteeth will get you!" and with her 25 STR and levels with Grab, Jenny is more than capable of snatching an unwary child with ease. Game Masters may feel a 25 STR is a bit much for a creature who preys on children (in which case a 15 or 18 should be more than enough), but this write-up has been designed to also be a threat to Fantasy Hero PCs as well.

Although Jenny Greenteeth is a fairy (albeit a horrific one), she can be used in more than just a fantasy setting. You could use her in a Horror Hero campaign, especially one set in the Pulp Era, or as an evil counterpart to the race of aquatic humans that inhabit so many super hero campaigns (although she will need to be rewritten to be more in line with the average superhero). Game Masters with a taste for the bizarre could even place Jenny in a Western Hero campaign, as the lethal inhabitant of an Old West water hole. Finally, with a different physical description and a slightly revised character sheet, Jenny could be come an amphibious inhabitant of some distant planet, preying on the unwary in a Star Hero campaign.

Susano
Nov 19th, '05, 09:17 AM
NUCKELAVEE



Val CHA Cost Roll Notes
35 STR 25 16- Lift 3200 kg; 7d6 HTH Damage
17 DEX 21 12- OCV: 6/DCV: 6
25 CON 30 14-
20 BODY 20 13-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
35 PRE 25 16- PRE Attack: 7d6
0 COM -5 9-

13 PD 6 Total: 13 PD (3 rPD)
11 ED 6 Total: 11 ED (3 rED)
3 SPD 3 Phases: 4, 8, 12
12 REC 0
50 END 0
51 STUN 0 Total Characteristics Cost: 137

Movement: Running: 10"/20"
Swimming: 7"/14"

Cost Powers & Skills
15 Bite: HKA 1d6 (2d6 with STR)m END 1
15 Hooves: HA +3d6, Reduced Endurance (0 END; +1/2); Hand-to-Hand Attack (-1/2)
42 Poisonous Breath: RKA 1d6, NND (defense is Life Support [Self-Contained
Breathing]; +1), Does BODY (+1), Reduced Endurance (0 END; +1/2); Limited
Range (1"; -1/4)
3 Thick Hide: Damage Resistance (3 PD/3 ED)
6 Great Size: Knockback Resistance -3"
5 Breathes Air And Water: Life Support (Expanded Breathing: Breathe Oxygen)
14 Horse's Legs: Running +7" (13" Total, END 2
5 At Home In The Water: Swimming +5" (7" Total), END
6 Sharp Senses: +2 PER with all Sense Groups
4 Reach: Stretching 1”, Reduced Endurance (0 END; +1/2); Always Direct (-1/4),
No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)

Skills
10 Combat Skill Levels: +2 with Hand-to-Hand

0 AK: Home Territory 8-
0 Analyze Animal 8-
2 Concealment 11-; Self Only (-1/2)
0 Language: (native)
0 PS: [ specific animal] Abilities 8-
0 Shadowing 8-
3 Stealth 12-
2 Survival (Marine) 11-
3 Tracking 11-

135 Total Powers & Skills Cost
272 Total Character Cost

75+ Disadvantages
15 Physical Limitation: Cannot Cross Fresh Water (I, F)
5 Physical Limitation: Large (3m tall, -2 DCV, +2 to PER Rolls to perceive) (I, S)
20 Psychological Limitation: Casual Killer (VC, S)
15 Psychological Limitation: Dislikes Daylight (C, S)
20 Susceptibility: to fresh water, takes 1d6 per Phase (Common)
10 Vulnerability: 2 x STUN from Fresh Water Attacks (Uncommon)
10 Vulnerability: 2 x BODY from Fresh Water Attacks (Uncommon)
102 Experience

272 Total Disadvantage Points


Ecology:
The nuckelavee normally dwells in the sea, but is known to come ashore on dark nights to prey on any living thing it can catch. It will hunt down humans, kill cattle, destroy crops, and generally wreck anything it can get at. The nuckelavee dislikes daylight, however, and will return to the sea once dawn approaches. The nuckelavee also cannot tolerate freshwater and will not come ashore during storms. It also cannot cross freshwater, so anyone being chased by one of these beasts is best advised to seek out a stream or river, as crossing it will stop the nuckelavee's pursuit.

Personality/Motivation:
It is not known what drives a nuckelavee to cause such destruction. They seem to be creatures of pure evil, bent on causing pain and misery. It may be the nuckelavee is the agent of another, even darker, power sent forth to the surface to do its master's bidding.

Combat Techniques:
In general, the nuckelavee will pursue its prey on foot until its victim is too tired to run any more, or until the nuckelavee is close enough to grapple with its long arms. Once it has grabbed its target, the nuckelavee will lift the hapless victim to its face, in order to bring its poisonous breath into play. If this succeeds in incapacitating its target, the nuckelavee will then bite, attempting to devour its catch. If hard-pressed in combat, the nuckelavee will flee, seeking refuge under the waves. The nuckelavee will also avoid freshwater streams and rivers and can be driven off by rainshowers.

Appearance:
A creature of Scottish myth, the nuckelavee is possibly the most horrific creature one could ever hope not to encounter. It has the body of a horse with fins along the leg, rising from the neck is the torso of a man with a monstrous lolling head, a huge mouth, and one enormous eye. The nuckelavee's arms are long and roped with muscle, reaching nearly to the ground. The worst aspect of the this creature, however, is it has no skin. The nuckelavee's red muscles, white sinews, yellow veins, and black coursing blood are exposed for all to see, a sight sure to instill horror even in the most stout-hearted of men.

Designer's Notes:
The nuckelavee is -- believe it or not -- a form of Scottish water fairy. It is possibly the most grotesque creature known, second only to the Malaysian penanggalan. It is also quite an unusual creature, both in appearance and habits, and is sure to confuse Players accustomed to slightly more traditional foes. It is a fairly powerful creature and is sure to make short work of a single Normal-level character (or even a small group of Normals). Against more powerful groups, such as some Fantasy Hero or many Champions characters, the nuckelavee needs a higher DEX, more levels, larger attacks, and better defenses.

As written, the nuckelavee is well suited for a Fantasy Hero campaign. It could also be used in Pulp Hero games featuring the supernatural. It could also be used in a Champions setting, although it might need to be a bit more powerful. It might even be able to be used as an alien in some sort of Space Hero adventure (provided one came up with nice "techno-babble" explanations for its dislike of light and freshwater).

Susano
Nov 19th, '05, 09:17 AM
RED CAP



Val CHA Cost Roll Notes
18 STR 8 13- Lift 300 kg; 3 1/2d6 HTH Damage
16 DEX 18 12- OCV: 5/DCV: 5
18 CON 16 13-
10 BODY 0 11-
13 INT 3 12- PER Roll 12-
13 EGO 6 12- ECV: 4
20 PRE 10 13- PRE Attack: 4d6
4 COM -3 10-

8 PD 4 Total: 8 PD (0 rPD)
7 ED 3 Total: 7 ED (0 rED)
4 SPD 14 Phases: 3, 6, 9, 12
8 REC 0
36 END 0
30 STUN 2 Total Characteristics Cost: 81

Movement: Running: 6"/12"
Swimming: 2"/4"

Cost Powers & Skills
20 Pikestaff: Multipower, 40-point reserve; all OAF (-1)
2u 1) Pike: HKA 1d6+1 (2d6 with STR), Armor Piercing (+1/2), Reduced Endurance
(0 END; +1/2); OAF (-1)
1u 2) Staff: HA +4d6, Reduced Endurance (0 END; +1/2); Hand-to-Hand Attack (-1/2),
OAF (-1)

8 Clawed Fingers: HKA 1/2d6 (1d6+1 with STR); Reduced Penetration (-1/4), END 1
6 Iron Boots: Armor (7 PD/7 ED); Activation Roll 8- (Locations 17-18) (-2), OIF (-1/2)
15 Creature of Fairy: Life Support (Longevity: Immortality, Immunity: Disease)
5 Can See In The Dark: Nightvision

Skills
10 +2 With Hand-to-Hand Combat

0 AK: Moorlands 8-
3 Concealment 12-
0 Language: English and/or Fairy (native)
3 Shadowing 12-
0 Stealth 8-
1 Survival (Moorlands) 12-
2 WF: Common Melee Weapons

76 Total Powers & Skills Cost
157 Total Character Cost

75+ Disadvantages
15 Physical Limitation: Driven Away (Vanishes) By Quoted Scriptures, Or Religious
Symbols (Infrequently, Fully)
0 Physical Limitation: Human Sized
15 Psychological Limitation: Bloodthirsty, Likes To Hunt And Kill Travelers (Common,
Strong)
15 Reputation: dips their caps in blood to dye them 11- (Extreme)
37 Experience Points

157 Total Disadvantage Points

OPTIONS
Cost Powers
96 Red Cap of Grandtully Castle: Major Transform 8d6 (human to lucky human [grants
3d6 of Luck], heals back normally), Invisible To Sight And Hearing Groups (+3/4),
Reduced Endurance (1/2 END; +1/4); All Or Nothing (-1/2), Limited Target
(humans; -1/2), No Range (-1/2)


Ecology: Red Caps are Scottish fairies who live in abandoned castles and watch towers along the Scottish frontier with England. They also frequent sites of great violence, such as battlefields and murder scenes. They cannot abide the presence of religious symbols and artifacts, and if strongly confronted with such an object (such as a cross), or if the Scriptures are read out loud within range of his hearing, a Red Cap will vanish with a shriek and depart, leaving behind a long pointed tooth. The creatures are also known as Bloody Caps or Red Combs.

Personality/Motivation: Inimical to humans, Red Caps like to prey on those travelers who are foolish enough to decide to shelter in the castle or tower where the Red Cap makes his lair. The Red Cap will then slaughter anyone he can catch, and soak his cap in their blood to renew its red coloration. However, it is said the Red Cap of Grandtully Castle is a benevolent fairy, who will bring good luck to humans who shelter there.

Powers/Tactics: Lurking in their ruined castles, Red Caps tend to ambush their victims, cutting them down with strong blows from their pikestaffs. As Red Caps are vicious and bloodthirsty, they are as likely to attack a small group as a single target, and are so fearless they will flee only if greatly outnumbered or severely wounded.

Appearance: A Red Cap is a short, wizened old man with long stringy hair, large pointed teeth, long talons on his fingers, and glaring red eyes. Although his clothing can vary greatly, the Red Cap will always have a pair of iron boots on his feet, and a reddish-brown cap on his head.

Designer's Notes:
One of the more overtly hostile residents of Fairy, Red Caps are brutal and vicious goblins that GMs should have no trouble fitting into their Fantasy Hero campaigns. This write-up represents a typical specimen, but legends and folktales give one the impression that Red Caps can be quite strong, and exceptional individuals could have a STR of 20 or more. Game Masters may also want to consider equipping the Red Cap with armor (mail or some form of brigandine), and additional weapons. Due to its Scottish origins, the Claymore (Scottish greatsword), or the Lochaber Axe make good choices, as well as a long knife or two.

The Red Cap is not the only fairy resident of the Scottish border country. A similar creature is the Dunter, or Powrie, who also lives in abandoned watchtowers and fortifications along the English border with Scotland. Dwelling in the ruined depths of these structures, the Dunter makes a low grinding noise like that of grain in a mill at the approach of outsiders. If the grinding noise increases in volume, then death or disaster is sure to follow.

Although primarily a Fantasy Hero creature, the Red Cap could be used in other settings. He is a natural for those Horror Hero games set in the Gothic or Victorian era, especially if the adventure is set on a deserted Scottish moor. They can also be used in Pulp Hero games, although the GM way want to consider increasing the Red Cap’s defenses to account for the prevalence of firearms in that genre. In a Champions setting, the Red Cap makes for a good minion of a powerful wizard, and a Red Cap champion, with increased STR, DEX, CON, and defenses, would certainly make for a frightening foe.

AmadanNaBriona
Nov 19th, '05, 09:44 AM
Looking good so far....
Nice to see someone (besides myself) write up the Barghest. For the black dog write up you might want to consider adding more fear effects to the options... Some of the Black Dogs had almost paralytic gazes, IIRC.

I'm waiting to see a write up of my namesake :D

(please, for the love of all that's Unseelie, if you go with modern fictioonal sources use the Raymond Feist model rather than the Kenneth Flint one... Flint totally misinterpreted the meaning of the word Amadan... no motley on this Fool)

Susano
Nov 19th, '05, 10:01 AM
Looking good so far....
Nice to see someone (besides myself) write up the Barghest. For the black dog write up you might want to consider adding more fear effects to the options... Some of the Black Dogs had almost paralytic gazes, IIRC.

I'm waiting to see a write up of my namesake :D

(please, for the love of all that's Unseelie, if you go with modern fictioonal sources use the Raymond Feist model rather than the Kenneth Flint one... Flint totally misinterpreted the meaning of the word Amadan... no motley on this Fool)

Sorry, this is all I have at this time. This is basically some 5th Edition updating and revision of some old 4th Edition material that had been intended for a pre-DOJ book project.

AmadanNaBriona
Nov 19th, '05, 10:11 AM
Sorry, this is all I have at this time. This is basically some 5th Edition updating and revision of some old 4th Edition material that had been intended for a pre-DOJ book project.
Curses, foiled again.

Maybe I'll eventualy get off my butt and learn how to use some kind of template to post characters... the only reason I haven't gotten into writing up and posting character write ups is that I'm hopeless when it comes to techo-geeking.

AmadanNaBriona
Nov 19th, '05, 10:16 AM
Another thing to possibly consider in a revision would be to give the Redcap, under options, a pool of magic powers that work off an END reserve that is replenished by soaking it's bonnet in blood. Fits with some of the tales I've read.

You ever gotten a chance to read 'Tales of the Scottish Highlands"? Its got some great faerie/spooky/ghost stories in it, collected from local oral tradition tales by some U of Edinburgh grad students, IIRC.

Susano
Nov 19th, '05, 11:17 AM
You ever gotten a chance to read 'Tales of the Scottish Highlands"? Its got some great faerie/spooky/ghost stories in it, collected from local oral tradition tales by some U of Edinburgh grad students, IIRC.

Afraid not. These character sheets are taken from various sources, many of which also were a help when writing the AB I & II.

tkdguy
Nov 20th, '05, 01:13 PM
"You must spread some Reputation around before giving it to Susano again."

In any case, well done, Susano!

OddHat
Nov 20th, '05, 01:45 PM
Great work as always.

Nolgroth
Nov 20th, '05, 01:52 PM
Well I have to spread some rep around, but great job! One of my favorite subjects.

Bismark
Nov 20th, '05, 11:39 PM
Been a while since I saw some of these monsters - I first ran across them in the old RQ2 Gateway Bestiary, which also contained such lovelies as the Vough (another millpond hag-type), Stoorworms (legless, gas-breathing draconic types), Brollachans (amorphous shadowy spirits with a very mean streak) and Water-leapers (weird winged frog-fish combo). Must get around to doing FH conversions of these, as well as the stuff from the Palladium RPG (which had a nice array of Faerie unpleasantness).

BTW, anyone who has read the (supposedly for teens) Modern Fantasy novel Moon of Gomrath by Alan Garner will remember that the interpretation of the Brollachan in that book was VERY creepy; the Palugs (overgrown Scottish wildcats) were none-too-friendly either.

Thia Halmades
Nov 22nd, '05, 07:07 AM
Well, if you were to write up The Fool, there are a few things to consider. First is look & feel; The Fool is... well, he's pretty much unkillable, and if slain, someone else simply rises to take his place (See: Fairy Tale, Feist). In the heirarchy as proposed by Shakespeare, which we have yet to deviate from, there's a pair of courts (Seelie, Unseelie) and a pair of rulers. They are Titania, the Fair, and Oberon, the Fool.

Oberon comes in two basic flavors; the first is the constant, antler-headed form of sexual male domination. The virility, strength & (cough) attributes of the Stag, synonymous with the modern view of the horse for girls. Giving into this version of the Fool is succumbing to inescapable power; losing yourself in it is bliss, that ultimately leads to madness, loss, despair, insanity and death. Not because it wasn't great; that's the problem. It was so great that it snapped your mortal body, and you'll never be the same again. You'll spend the rest of your short, tortured life trying to recapture a feeling you should have never had. This is very well covered by Feist as well.

However, no male figure should ever be without their own personal army. This is the Great Hunt, which rides out on Samhain and the Full Moon, and will pursue anyone, and anything. Nature itself trembles in fear of the Hunt, and those who see it have their hair driven white with terror. All of this can be alleviated by allying yourself with your local fae. In the event they come round, leave a bowl of milk outside your door. They won't come knockin'. But don't go outside.

The Fool should be reflected mechanically as being similar in some ways to a Vampire; he eschews sunlight. He was banned from the Light and now cannot take it. His strength is nearly limitless, and in his own domain (he has a pocket dimension, the Unseelie Court) he can move about at will (limited TP). He can summon The Great Hunt on any Full Moon (followers, rare, specific circumstances) but likely has high-powered Fae followers always ready to do his bidding.

The Fool doesn't use boom boom magic; he does wield a sword in one hand and holds his reigns in the other. He has a fatal weakness, his love/hatred for his wife, Titania. Oh, and he's stark raving mad.

Hope that gives you a start, if you want to build him. And, of course, I invite The Fool himself to correct, adjust, add or dismiss anything I've written here, as he's done more research than I.

Curufea
Nov 22nd, '05, 03:34 PM
I believe there is some historical linking between the myths that grew to became the Fey, and the native inhabitants (or at least the older invaders) before the Celts, Angles, Saxons and Picts. That many of the storys are derived from tales told about the previous inhabitants, which were then exagerated and fantasised.

I should add - I can't give you references for this, as I do not recall where I had read it.