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Growing Up the Edomite Bestiary


Opale

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Hey Folks

 

Been all mystical GMing those days, I tossed my group into a DEMON campaign type. Starting fresh using an angler and some quantic time slipping story, I realize that there are not alot of horrors that can be used as a center of my stories (in horror/mystical campaigns, monsters ARE the story in my humble opinion)

 

So I gathered up tons of comics pictures that could be those edomites creatures, and I'd like to know if some of you would be nice enough to help me build nasty creatures to oppose my PCs.

 

So anyone up to ?

 

in advance, thanks

 

Madness-Tendril-loving-Opale

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Pursuant to assault's suggestion, Allen Varney's classic "Anopheles" menagerie of Lovecraftian horrors from Ci3D -- in fact that entire adventure -- are freely available from his personal website: http://www.allenvarney.com/anopheles.html . They work really well as Edomites, although their stats are for 4E HERO, and the website includes no pictures.

 

Still on the 4E front, I have access to half-a-dozen Edomite/Qliphothic monsters from The Ultimate Super Mage and The Super Mage Bestiary, long unavailable for sale. If that would be of interest to you, PM me and I'll see if I can set you up with them. :sneaky:

 

I would also be remiss if I didn't mention Steve Long's PDF mini-book, Tatterdemalion Terrors, with 6E stats for five more monsters from the Qliphoth, available from this website's online store for a mere $1.00 US: http://www.herogames.com/forums/store/product/538-tatterdemalion-terrors-pdf/ .

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I created this when someone wanted a "world ending beast."

 

I consider it one of my more useless write ups; if you actually need the character sheet the Beast is manifest, and you can probably write off that planet. This is less a monster to be defeated, more of a calamity to be prevented.

 

 

What Rough Beast

 

Val Char Cost Roll Notes

40 STR -10 17- Lift 6400.0kg; 8d6

1 DEX -18 9- OCV: 3/DCV: 2

0 CON -10 9-

15 INT 5 12- PER Roll 12-

0 EGO 0 (Automaton)

30 PRE 20 15- PRE Attack: 6d6

 

3 OCV 0

2 DCV -5

0 OMCV 0

0 DMCV 0

1 SPD -10 Phases: 7

 

5 PD -6 Total: 5 PD (0 rPD)

5 ED -6 Total: 5 ED (0 rED)

4 REC 0

20 END 0

30 BODY 20

Total Characteristic Cost: -36

 

Movement: Running: 5m/40m

Leaping: 3m/6m

 

Cost Powers END

-35 Gaze blank and pitiless as the sun: Blind (-35 Active Points) 0

-25 Cannot hear the falconer: Deaf (-25 Active Points) 0

117 Relentless: (Total: 117 Active Cost, 117 Real Cost) Regeneration (2 BODY per Turn), Can Heal Limbs, Resurrection (Real Cost: 57) plus Takes No STUN (Real Cost: 60) 0

68 Tireless: (Total: 68 Active Cost, 68 Real Cost) +15 STR, Affects Desolidified Any form of Desolidification (+½), Reduced Endurance (0 END; +½), Area Of Effect Accurate (4m Radius; +½) (37 Active Points) (Real Cost: 37) plus Running +5m (5m total), x8 Noncombat, Usable as Flight (+¼), Persistent (+¼), Reduced Endurance (0 END; +½) (30 Active Points); Leaves A Trail (-0) (Real Cost: 30) plus Life Support (Sleeping: Character only has to sleep 8 hours per week) (Real Cost: 1) 0

75 Twenty centuries of stony sleep: (Total: 75 Active Cost, 75 Real Cost) Simulate Death (+5 to roll) (Real Cost: 8) plus Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (Real Cost: 37) plus Density Increase (3,200 kg mass, +25 STR, +5 PD/ED, -10m KB), Reduced Endurance (0 END; +½) (30 Active Points) (Real Cost: 30) 0

29 Hour come round at last: (Total: 88 Active Cost, 29 Real Cost) Extra-Dimensional Movement (Any Dimension, Any Location), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset, Character does not control activation of personal Trigger, Misfire; +¼) (56 Active Points); No Conscious Control (-2), 3 Charges (-1 ¼) (Real Cost: 13) plus Detect A Large Class Of Things; varieties of desolation 12- (Unusual Group), Increased Arc Of Perception (360 Degrees), Penetrative, Sense, Telescopic: +10 (32 Active Points); Limited Power only for Trigger (-1) (Real Cost: 16) [3]

Notes: When it senses that a given world has been completely detroyed, the Beast will move on to another.

Slouching towards Bethlehem, all slots Only In Alternate ( Identity; -¼)

Notes: These Powers operate in the Beast's normal "Slouching" mode and drop when provoked into "Vast image" mode.

86 1) The best lack all conviction: (Total: 150 Active Cost, 86 Real Cost) Desolidification , Area Of Effect (4m Radius; +¼), Personal Immunity (+¼), Persistent (+¼), Reduced Endurance (0 END; +½), Usable As Attack (+¾), Grantor can only grant the power to others, MegaScale (1m = 1 km; +1), Cannot alter scale (-¼) (150 Active Points); Always On (-½), Only In Alternate ( Identity; -¼) (Real Cost: 86) 0

Notes: Everyone and everything within four km of the Beast becomes insubstantial. Note that this creates an "eye of the storm" effect where certain Powers of the Beast can't effect someone that close.

206 2) Things fall apart: (Total: 257 Active Cost, 206 Real Cost) Takes No STUN (loses abilities when takes BODY), Area Of Effect (4m Radius; +¼), Persistent (+¼), Usable As Attack (+¾), Grantor can only grant the power to others, Indirect (Source Point can vary from use to use, path can change with every use; +1), MegaScale (1m = 100 km; +1 ½), Cannot alter scale (-¼) (202 Active Points); Only In Alternate ( Identity; -¼) (Real Cost: 162) plus Killing Attack - Ranged 1d6-1, Area Of Effect (4m Radius; +¼), Personal Immunity (+¼), Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (33-64 damage increments, damage occurs every 6 Hours, +½), Reduced Endurance (0 END; +½), Variable Special Effects (Any SFX, apparently at random; +½), Indirect (Source Point can vary from use to use, path can change with every use; +1), MegaScale (1m = 100 km; +1 ½) (55 Active Points); Only In Alternate ( Identity; -¼) (Real Cost: 44) 0

Notes: Everyone and everything within 400 km becomes immune to being stunned or knocked out, but will lose one of: 1 pt SPD, 10 pts STR, one sense, one Power, whenever taking BOD damage. Those with Longevity: Immortal are immune to this effect and continue to take STUN as normal. Also everyone and everything within 400 km begins taking 1dd6-1 BOD damage every 6 hrs for 2 weeks, and defenses only apply once. Leaving the area, or the Beast moving out of the area, does not stop the damage, but destroying the Beast or the Beast moving to another dimensional continuum would. So will approaching the Beast closer than 4 km.

42 3) Darkness drops again: (Total: 95 Active Cost, 42 Real Cost) Darkness to Sight, Hearing, Mental and Radio Groups 1m radius, Persistent (+¼), Inherent (+¼), Reduced Endurance (0 END; +½), Invisible Power Effects (Invisible to [two Sense Groups]; +1), MegaScale (1m = 10,000 km; +2), Cannot alter scale (-¼) (95 Active Points); Always On (-½), No Range (-½), Only In Alternate ( Identity; -¼) (Real Cost: 42) 0

Notes: Everything within a 10,000 km radius is covered in Darkness, but the Darkness is Invisible; so characters will not see, hear, or sense what is actually there, but will continue to sense an environment that they percieve to be real. For example, a pedestrian may see a street much like the street that's really there - but not see the traffic.

27 4) Blood dimmed tide is loosed: (Total: 75 Active Cost, 27 Real Cost) Mental Illusions 2d6, Area Of Effect (8m Radius Explosion; +¼), Invisible Power Effects (Invisible to Mental Group; +¼), Constant (+½), Reduced Endurance (0 END; +½), Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (17-32 damage increments, damage occurs every 1 Hour, +1), Indirect (Source Point can vary from use to use, path can change with every use; +1), Cumulative (96 points; +1 ¼), MegaScale (1m = 1,000 km; +1 ¾) (75 Active Points); No Conscious Control (Only Effects cannot be controlled; -1), No Range (-½), Only In Alternate ( Identity; -¼) (Real Cost: 27) 0

Notes: Inflicts hallucinations on everyone within 8,000 km; roll 2d6 Mental Illusiohns every hour for 24 hrs, Mental Defense only applies once.

Like a vast image, all slots Only In Alternate (Vast) Identity (-¼)

Notes: These Powers activate when the Beast is provoked (Enraged and Accidental Change trigger.)

257 1) A shape with lion's body and the head of a man: (Total: 450 Active Cost, 257 Real Cost) Growth (+60 STR, +20 CON, +20 PRE, +12 PD, +12 ED, +12 BODY, +24 STUN, +15m Reach, +48m Running, -24m KB, hands/feet are Area Of Effect (2m Radius) attacks, 50,001-400,000 kg, +8 to OCV to hit, +8 to PER Rolls to perceive character, 17-32m tall, 9-16m wide), Costs Endurance Only To Activate (+¼), MegaScale (1m = 1 km; Reach; +1), Cannot alter scale (-¼), MegaScale (1m = 1 km; Area of Effect on STR attack; +1), Cannot alter scale (-¼), MegaScale (1m = 1 km; Running; +1) (450 Active Points); 16 clips of 1 Continuing Charge lasting 1 Minute (Increased Reloading Time: 1 Turn; -½), Only In Alternate (Vast) Identity (-¼) (Real Cost: 257) [1 cc]

Notes: The Rough Beast grows to the size of a mountain, gaining 15 km reach, 48 km Running, and with a paw or tail swipe covering a 2 km radius area with a 20d6 Normal Attack.

37 2) What the thunder said: (Total: 46 Active Cost, 37 Real Cost) Does Knockback (+¼), Double Knockback (+½); Only In Alternate (Vast) Identity (-¼) for up to 50 Active Points of PRE, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Character does not control activation of personal Trigger; Trigger is: Assuming Vast form; +¼) (46 Active Points) (Real Cost: 46) 5

Notes: Always roars when assuming Vast Form, doing a 10d6 PRE attack. Count the BODy and double for knockback.

35 3) No Consciousness, but an Awareness of some sort: (Total: 44 Active Cost, 35 Real Cost) Combat Sense (Sense) (19 Active Points); Only In Alternate (Vast) Identity (-¼) 14- (Real Cost: 15) plus Danger Sense (immediate vicinity, in combat, Function as a Sense) (25 Active Points); Only In Alternate (Vast) Identity (-¼) 15- (Real Cost: 20) 0

2 4) Collossal Leap: (Total: 4 Active Cost, 2 Real Cost) Leaping +3m (3m forward, 1 ½m upward), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Misfire, Character does not control activation of personal Trigger; At end of 3rd Turn after assuming Vast Form; +¼), MegaScale (1m = 1,000 km; +1 ¾) (4 Active Points); Inaccurate (0 OCV; -½), Only In Alternate (Vast) Identity (-¼) (Real Cost: 2) 1

Notes: After 3 Turns of combat, the Beast will leap up to 3,000 km

 

Total Powers & Skill Cost: 921

Total Cost: 885

 

900+ Matching Complications

800 Base Points

15 Physical Complication: A shape with lions' body (Infrequently; Greatly Impairing)

25 Dependence: Movement (must move every turn not Simulating Death) Takes 1d6 Damage (Very Common; 1 Turn)

15 Enraged: If attacked (that it notices) or hindered (Uncommon), go 14-, recover 14-

20 Accidental Change to Vast Form: Enraged Always (Uncommon)

25 Accidental Change to Slouching Form: Not Enraged 14- (Very Common)

 

Total Complications Points: 885

 

Background/History: Rising and rising in the widening gyre

The falcon cannot hear the falconer.

Things fall apart; the center cannot hold

Mere anarchy is loosed upon the world

The blood dimmed tide is loosed, and everywhere

The ceremony of innocence is drowned.

 

Personality/Motivation: The best lack all conviciton, while the worst

Are full of passionate intensity.

 

Quote: The Rough Beast does not speak, nor think, although it can induce terrifying auditory hallucinations.

 

Powers/Tactics: When it awakens, is summoned, or otherwise first manifests, all sight, hearing, mental, and radio senses within 10,000 km cease to operate while still giving the impression of functioning normally. Mostly this will mean percieving either what they expect to be there, a repeating loop of what has just been experienced, what actually is there to be percieved, or a repeating loop of what has just been experienced. Everything within 4 km Deolidifies, not that anyone notices as the Beast strides through obstacles as if they were so much smoke, beginning its pilgrimmage of desolation. Between 4 and 400 km from the Beast, all things acquire the Automaton Power of Takes No Stun, and cannot be knocked out or stunned; they will however lose abilities each time they take BOD damage. And in the same area, all things begin to take 1d6-1 Killing damage every 6 hrs, and defenses only help once; this damage could be from accident, plague, mysteriously appearing monsters, etc. And then there are the hallucinations....

If anything manages to hurt it or restrain it, it will drop most of these effects revealing itself as a mountainous beast resembling a faceles sphynx emitting a terrible roar likely to knock down anyone hearing it, and strike out with a total of 100 STR. Being blind the Beast has little accuracy but with Megascale Area Effect doesn't NEED much accuracy.

 

 

 

Campaign Use: The best way to deal with the Rough Beast is to stop whatever lunatic might be attempting to summon or awaken it. Failing that, there should be some way the player characters can learn of inducing it to resume its slumber for another 20 centuries or of banishing it elsewhere (the Extradimensional Movement is on Trigger with a "Misfire" potential for a reason) - although the latter creates a moral issue in that it may mean making the Beast some other world's problem to deal with.

 

Appearance: Somewhere in sands of the desert

A shape with lion's body and the head of a man

A gaze blank and pitiless as the sun

Is moving its slow thighs while all about

Reel shadows of the indignant desert birds.

The darkness drops again; but now I know

That twenty centuries of stony sleep

Were vexed to nightmare by a rocking cradle

 

The poem "The Second Coming" by W. B. Yeats.

Character sheet by

Lucius Alexander

Copyright Palindromedary Enterprises

(No copyright asserted over quotations)

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Actually, Lucius just reminded me that Steve Perrin once freely posted to these forums an old Champions/V&V/Superworld mini-adventure he wrote for Different Worlds magazine, called "The Star-Devourer.." It involved cultists summoning a gigantic Lovecraftian horror, inspired by the Dhole created by H.P. Lovecraft. It includes the (pretty straight forward) plot, stats for the monster and cultists (in pre-4E HERO System, as well as V&V and Superworld), a couple of illustrations, even a map of San Francisco's Golden Gate Bridge (although the adventure can easily be adapted to most other cities).

 

Steve's post was as a series of JPEG files, which I'll Attach below in a ZIP folder.

The Star-Devourer.zip

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Actually, Lucius just reminded me that Steve Perrin once freely posted to these forums an old Champions/V&V/Superworld mini-adventure he wrote for Different Worlds magazine, called "The Star-Devourer.." It involved cultists summoning a gigantic Lovecraftian horror, inspired by the Dhole created by H.P. Lovecraft. It includes the (pretty straight forward) plot, stats for the monster and cultists (in pre-4E HERO System, as well as V&V and Superworld), a couple of illustrations, even a map of San Francisco's Golden Gate Bridge (although the adventure can easily be adapted to most other cities).

 

Steve's post was as a series of JPEG files, which I'll Attach below in a ZIP folder.

 

There's also a link to this scenario in the second post in the thread. :)

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Somebody remembers The Supermage Bestiary? I barely remember the Supermage Bestiary. And I wrote it.

 

If you're willing to put in more work, the ultimate source for Lovecraftian monsters is of course Chaosium's Call of Cthulhu game. But it will be a lot of work, since the source game system does not translate directly into Hero System terms. I wrote up several way back when, though I don't recall ever using them in play.

 

Dean Shomshak

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Somebody remembers The Supermage Bestiary? I barely remember the Supermage Bestiary. And I wrote it.

 

If you're willing to put in more work, the ultimate source for Lovecraftian monsters is of course Chaosium's Call of Cthulhu game. But it will be a lot of work, since the source game system does not translate directly into Hero System terms. I wrote up several way back when, though I don't recall ever using them in play.

 

Dean Shomshak

 

It's a source of pleasure to me that I own both The Ultimate Supermage and The Supermage Bestiary. There's much cool material in both that I've been able to make use of over the years, which was never reprinted.

 

But once again, a poster's words has jogged my feeble brain into remembering something relevant: Michael "Susano" Surbrook's excellent HERO write-ups for a score of creatures from the Call of Cthulhu RPG: http://surbrook.devermore.net/adaptationscreatures/games/games.html#COC

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My offering is the Belly Bottom Boys, a seniors street gang. They're the  usual lot of the scooter, wheelchair, shopping buggy, cane and skipoles-enabled, semi-demented, questionably hyigienical old people that you can encounter at your average supermarket built underneath a massive high rise full of seniors housing.

 

I had them terrorising Babylon from their base in the Rookeries, but they don't have to be tied to that setting. I also, unfortunately, didn't write them up. But you have your gadgeteer bag lady, your walker-armed martial artist, your scooter-driving-transformer-pilot, your . . . Well, after Cloaca, I decide not to go down that route, but, if you do, I have one phrase for you: "colostomy bag." If you don't, an energy projector with a projectile vomiting effect is probably more palatable.

 

There's just something creepy and qliphotic about weaponising the decrepitude of old age. 

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A personification of entropy:

 

The Crone of Cold, AKA Blue Hag
Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
8 DEX -4 11- OCV: 5/DCV: 5
8 CON -2 11-
12 BODY 2
8 INT -2 11- PER Roll 11-
13 EGO 3 12- ECV: 3 - 3
20 PRE 10 13- PRE Attack: 4d6


15 PD 3 Total: 15 PD (10 rPD)
7 ED 3 Total: 7 ED (2 rED)
4 SPD 20 Phases: 3, 6, 9, 12
5 REC 1
45 END 5
30 STUN 5 Total Characteristic Cost: 76

Movement:
Running: 13m/26m
Leaping: 6m/12m
Swimming: 4m/8m

Cost Powers END

60 Untouched by light or warmth: Energy Damage Reduction, Resistant, 75%

10 Untouched by light or warmth: Regeneration (1 BODY per Turn), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; Taking Energy Damage; +3/4) (28 Active Points); Does Not Work On Some Damage ([Very Common attack]; Only vs Energy Damage; -1), Instant (-1/2), Nonpersistent (-1/4)

50 Steals the force and power from all things: Damage Negation (-3 DCs Physical, -5 DCs Energy, -2 DCs Mental)

24 Shrugs aside your feeble attempts to stop her: Resistant Protection (10 PD/2 ED/2 Mental Defense/2 Power Defense)

11 Thrives on cold and darkness: Absorption 5 BODY (energy, END), Increased Maximum (x2 points) (+1/4), Absorption As A Defense (Resistant; +1), Expanded Effect (x3 Characteristics or Powers simultaneously) (END, STUN, BOD; +1) (16 Active Points); Limited Phenomena (Cold, Darkness, Entropy, Silence, other anti-energy or negative energy effects; -1/2)

22 Healing Paradox: Healing BODY 1d6, Expanded Effect (x3 Characteristics or Powers simultaneously) (BOD, END, STUN; +1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1), Decreased Re-use Duration (1 Turn; +1 1/2) (45 Active Points); Limited Power Only when ANOTHER character targets her with certain powers: see notes (-1) 4
Notes: If under effect of - any Drain or Dispel, Darkness (including Silence, etc) Change Environment that reduces temperature, or any suitable "negative energy" effect.

44 Wears Death as a cloak: Suppress BODY 4d6, Area Of Effect (16m Cone; +1/2), Thin Cone (-1/4), Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2), Expanded Effect (x2 Characteristics or Powers simultaneously) (BOD and STUN; +1/2) (100 Active Points); No Range (-1/2), Costs Endurance (to maintain; -1/2), Limited Power Power originates behind character and projects backwards (-1/4) 4

23 Comes from Nowhere, to Nowhere returns: Extra-Dimensional Movement (Related Group of Dimensions, Any Location), Safe Blind Travel (+1/4), Usable [As Teleportation] (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); No Conscious Control (-2)

20 Darkness, silence, and numbing cold: Darkness to Sight, Hearing, Touch, Smell/Taste and Radio Groups 3m radius (35 Active Points); No Range (-1/2), Costs END To Maintain (Half END Cost; -1/4) 3

18 Renewed in the void: Regeneration (4 BODY per Turn) (64 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Linked (Darkness, silence, and numbing cold; Lesser Power can only be used when character uses greater Power at full value; -1/2), Costs Endurance (-1/2) 6

21 Uncanny Awareness: Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees), Range (42 Active Points); Limited Power Only detects motion (-1)

22 Sense Energy Source: Detect A Large Class Of Things: Energy 11- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Sense

45 Oppressive aura: Change Environment (-1 to Normal Touch PER Rolls, -2 to Hearing Group PER Rolls, -2 to Sight Group PER Rolls, -2 Temperature Level Adjustment, -3 Wind Levels, Varying Combat Effects), Reduced Endurance (0 END; +1/2) (67 Active Points); No Range (-1/2)
Notes: Sounds deadened, light dimmed, the air grows cold and still..

37 Lifeless, Deathless, creature of the Void: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

40 Slow: Entangle 10d6, 0 PD/0 ED (standard effect: 10 BODY, 0 PD/0 ED), Area Of Effect Accurate (1m Radius; +1/2), Takes No Damage From Attacks All Attacks, STR only to break out (+1), Invisible Power Effects (Fully Invisible, effects of Power are Invisible to target; +1 1/2) (300 Active Points); No Defense (-1 1/2), Does Not Prevent The Use Of Accessible Foci (-1), Vulnerable (Very Common; STR attacks, except for Casual STR; -1), Limited Power Does not immobilize and render DCV 0 : cuts Movement and DCV in half (-1), 6 Charges (-3/4), Costs Endurance (-1/2), Susceptible Common, difficult to determine (-1/2), Can Be Dispelled (-1/4) 30
Notes: The effect may be negated by any of the following actions by someone else: someone else hitting the victim with a Move Through, someone else Grabbing and Throwing the victim with STR or Telekinesis, someone using a Movement Power Usable On Other on the victim. Or by the following actions by the victim: changing from one Movement Power to another, faster mode of Movement, going to Noncombat or Megascale (if not already moving at Noncombat or Megascale,) Pushing the Movement Power (again, if it was not already Pushing,) or benefitting from an Adjustment Power that increases Movement. IMPORTANT NOTE: Because it is fully Invisible and does not immobilize, the target is unlikely to even realize that the power is built as an "Entangle." Describe the effect as "Everything around you that is moving jumps to double speed....then you realize that it's you who have slowed down. You have half movement and half DCV."

18 She'll be back: Regeneration (1 BODY per Week), Can Heal Limbs, Resurrection (27 Active Points); Requires A Roll (Simulate Death roll; -1/2)


Deadly Touch
Maneuver OCV DCV Notes
4 Hands like Claws -2 +0 HKA 3d6 +1
4 Freezing Touch (Defense is Life Support: Cold, or Heat, Cold, or Temperature Control Powers) -1 +1 3d6 NND
4 Shreds of Darkness -1 -1 Flash 6d6
Notes: The Crone appears to rip ragged pieces of darkness out of the air and throw them onto the victim, obscuring sight.
4 Shard of silence -1 -1 Flash 6d6
Notes: The Crone appears to thrust something invisible at the victim's head
4 Reversal -1 -2 45 STR to Escape; Grab Two Limbs
8 +2 HTH Damage Class(es)

Talents
7 Simulate Death (+4 to roll)

Skills
9 Stealth 14-
3 Concealment 11-
12 +1 Overall

Total Powers & Skill Cost: 524
Total Cost: 600

600+ Disadvantages
25 Distinctive Features: Surrounded by an aura of terrifying cold and stillness (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
15 Negative Reputation: Deadly, mysterious monster, Frequently (Extreme)
20 Psychological Complication: Hates life, light, sound, motion, and pretty much all other forms of energy. Will tend to attack the brightest, fastest, or noisiest thing around. (Very Common; Strong)
25 Enraged: Berserk Any perceptible motion (Very Common), go 8-, recover 14-

Total Disadvantage Points: 85

Background/History: Appearing and vanishing apparently at random, The Crone of Cold has been compared to that other abomination, The Monster. Sometimes she seems to appear near super powerful beings as if she were their shadow, but it is not known if she is "hunting" them per se. She is as likely to attack villains as heroes. In fact, will often attack vehicles, fires, or any other source of kinetic or radiant energy.

Personality/Motivation: She will appear and usually attack immediately, sometimes wasting time and leaving herself vulnerable by chasing the fasting moving person or object. Besides anything that moves, she seems to hate anything bright, hot, noisy, or radioactive.

Quote: None. She may not be able to speak and usually moves in eerie silence.

Powers/Tactics: Usually prefers Freezing Touch. Does not usually attack to kill (may not understand the concepts "life," "death," and "kill") but rather seems to want to try to make everything stop moving. If nothing in the immediate vicinity is in motion, she often becomes still and statuelike herself, especially if the surroundings are suitably cold, dark or dim, and silent. If she's ever happy, it's then.

Appearance: A blue skinned hag with colorless hair, clad in black, with dead white eyes without pupil or iris.


Lucius Alexander

Copyright Palindromedary Enterprises

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Another good other-game-system source for nifty/horrific monsters is Creatures of the Night, for GURPS, from Steve Jackson Games. Not to be confused with Creatures of the Night: Horror Enemies, written by Yours Truly for HERO 4th ed. And they came out at the same time. I don't know whether it's better or worse that the GURPS book is really good. These are some of the most original creatures I've ever seen.

 

Dean Shomshak

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I'm assuming if you used an Angler, you have access to Arcane Enemies with Dean's work on the Kings of Edom and associated creatures?

 

I'll second the recommendation for the Super Mage Bestiary. The Ravens of Dispersion have always been one of my favorite Hero Games menaces, though they're actually antagonists of the Edomites.

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Well, I now got the Super Mage Bestiary available, and indeed I own the Arcane Adversaries book aswell.

 

My Need is in fact to grow up the so called Bestiary in order to get horror creatures that my PCs CAN actually fight.

 

AS a spin axe, the Angler has been attracted by the Awakening of Cloaca (See DEMON), and he somehow "warps" the reality, permitting other creatures to enter the Campaign City World (Vibora Bay). ;)

 

Other evil like Tapan Arkwright and stuff will appear, but gradually in the story. 

 

I'm relatively good story teller, but not so good with building opponents, so ^^

 

Anyway thanks to all for the help ! 

 

Opale, Beyond the Pale

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