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Shadowsoul's Monster Corner


Shadowsoul

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Re: Shadowsoul's Monster Corner

 

I'm tempted to write up some chronovore creatures from Doctor Who, but I think they're out of scope for this thread :)

Notably - Weeping Angels that feed on the potential energy of a victim's displaced time and the Time Beetle which feeds on alternate timeline energy.

 

Consider the scope for this thread widened.

 

Manic Typist's Haunt who preys on the mentally is a great idea. It's the perfect niche for these cowardly yet murderous creatures to hide in. Who's going to believe a madman? I think the creature itself would be an adaptation of the White Haunt. Change its Syndrome 2 ability into Syndrome 3, (Drains Int and Dex), and perhaps give it a Mental Illusions ability with which to torment its prey and you're good to go. It would be an interesting test of the players perceptions to see whether or not they would listen to a mental patient's claims.

 

As for a creature that preys on children. I think that a Haunt with a terrifying False Form but a pitifully weak and pathalogically cowardly True Form would work well. So its False Form might be a generic monster-under-the-bed, a bogeyman, goblin, giant or even a simple stranger-in-the-park but it's True Form is little more than a whisper on the wind.

 

Basically a brave child who knows the charm, (Haunt, I see you!), can dispel the creature's semblance of power and face it down. Similar to the Feral Haunt mentioned by CTaylor. Do you have a write up of that you'd like to post btw?

 

The lifesucking relative is also a cunning idea. Again it's a great way to hide and that's what Haunts are all about. How do you envision the creature feeding? Does it drain a family dry until they go completely insane, murder each other or something equally gruesome. Or does it just stay in one family for decades, perhaps even centuries. An age-old curse that the family doesn't even realise it has. There's plenty of ways to work it into a campaign. You could have a Sopranos style Mafia family where the matriarch is actually a Haunt who feeds on the violence that her presence drives the other family members to commit. Or have the only witness to a supernatural crime be an old and incredibly spiteful man/woman who lives with relatives and eventually turns out to be a monster herself.

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Re: Shadowsoul's Monster Corner

 

FERAL HAUNT Undead

Val Char Cost Roll Notes

0 STR -5 9- Lift 25kg: 0D6

14 DEX 12 12- OCV: 5 DCV: 5

0 CON 0 -

5 BOD 10 10-

6 INT -4 10- PER Roll: 10-

11 EGO 2 11- EGO Roll: 11- ECV: 4

20 PRE 10 13- PRE Attack: 4D6

0 COM -5 9-

 

5 PD 15 Total: 5 +10 (0 rPD +5)

5 ED 15 Total: 10 (5 rED)

4 SPD 16 Phases: 3, 6, 9, 12

0 REC 0

0 END 0

0 STN 0 Total Characteristics Cost: 70

 

Movement: Running: 6”/12”

Leaping: 0”

Flying: 7”/14”

 

Cost Powers END

8 Undead: Elemental Control (8 pts)

37 Undead: Life Support (full) -

42 Undead: Cannot be Knocked Out (loses no -

powers)

7 Undead: No Hit Locations -

7 Undead: Does Not Bleed -

 

21 Float: Flight 7” 0 END Cost 0

30 Ghostly: Desolidification; 0 END Cost, Only 0

to pass through small openings

20 Life Vision: Spatial Awareness -

20 Frightening: Physical Defense 10 PD; -2 PD -

for each point Presence Roll is made by

12 Frightening: Armor 5 PD; -1 PD for each point -

Presence Roll is mad by

6 Ghostly: Armor 5 ED -

30 Chilling Touch: Hand-to-Hand Attack 6D6; 0

Penetrating, 0 END Cost, -1D6 for each point

Presence Roll is made by, Only to add to STR

Damage

32 Terror: Aid 4D6 (goes to HTA, Armor, PD); -

to four powers at once, Self Only, 1D6/level

highest presence attack succeeds at

 

Cost Skills and Talents

2 KS: Children’s homes 11-

3 KS: Common fears and nightmares 11-

 

Total Powers & Skills Cost: 310

Total Cost: 380*

 

PTS Disadvantages

-35 Susceptible: 2D6/phase from direct sunlight

-15 Susceptible: 1D6 immediately per level of presence

attack over equal

-10 Vulnerability: x1 1/2 effect from Holy attacks

-10 Vulnerability: x1 1/2 Body from Holy attacks

-10 Vulnerability: x2 effect from presence attacks by

Holy Men

 

Total Disadvantage Points: -80

 

Ecology: Feral Haunts are simple spirits that form from the fears and nightmares of people, particularly children. The more fearful and filled with bad dreams an area is, the more likely these horrors are to form and torment the people there. They do not form anywhere except in populated areas to terrorize the locals.

 

Personality/Motivation: Haunts are delighted by causing fear and chaos, they savor the terror in their victims and the death they spread.

 

Powers/Tactics: Feral Haunts are greatly dependent on fear. The more afraid a victim is of them, the more they are able to harm them, and the more powerful they become. This involves some somewhat complex mechanics.

 

The Feral Haunt does it’s best presence attack, and then if this succeeds, it gains the Aid to each of it’s primary powers at once, based on how well the presence attack takes effect. The most frightened, most affected person gives the Feral Haunt power, 1D6 of aid for each level of presence attack. So if the Feral Haunt manages to score Presence +10 in effect from it’s presence attack, it gains 2D6 in Aid. This Aid goes to it’s defenses and attack. 1 point of armor costs 1.2 character points; 1 point of PD costs .7 character points, and each D6 of chilling touch is 5 character points.

 

Each time a character attacks a Feral Haunt, they must make a Presence Roll, which if successful weakens it’s defenses. In the same way, each time a Feral Haunt attacks, it does less damage based on how well the Presence Roll is made. Due to these effects, despite their point value, they are not very dangerous to hardened adventurers.

 

Campaign Use: Feral Haunts make a decent campaign device to indicate areas of great distress, and a minor threat for city adventures

 

Appearance: The Feral Haunt looks like a wispy ghostly shape, suggesting bones and tattered clothing, fog, and bad dreams.

 

*This is a good example of the creature who, because of automaton rules, is grotesquely priced out of proportion to its actual power.

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Re: Shadowsoul's Monster Corner

 

The lifesucking relative is also a cunning idea. Again it's a great way to hide and that's what Haunts are all about. How do you envision the creature feeding? Does it drain a family dry until they go completely insane' date=' murder each other or something equally gruesome. Or does it just stay in one family for decades, perhaps even centuries. An age-old curse that the family doesn't even realise it has. There's plenty of ways to work it into a campaign. You could have a Sopranos style Mafia family where the matriarch is actually a Haunt who feeds on the violence that her presence drives the other family members to commit. Or have the only witness to a supernatural crime be an old and incredibly spiteful man/woman who lives with relatives and eventually turns out to be a monster herself.[/quote']

 

I view it as a metaphysical vampire - it sucks the families ability "to have a life". It drains potential, stops destiny and causes victims to be unable to fulfil their fates.

 

This kind of haunt would have stopped any famous figure from becoming famous, or changing the world in any way.

 

It's perhaps more like a physical manifestation of a curse. Quite similar to what Saruman did to Theoden in the Lord of the Rings movies.

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Re: Shadowsoul's Monster Corner

 

Two thoughts-

 

1) A Haunt based upon the image of a lone policeman walking deserted alleys, blacktops, and parking lots at night. Ostensibly on patrol to make sure the area is clear, he really is looking for people in danger/seeking to harm another... and that´s who he attacks/feeds on. The victims AND the perps. Something about creating hope and then crushing it...

 

2) A non-Haunt. Some sort of magical creature (looks like a person) whose very presence turns ANY promises made into a magically binding geas. Imagine anytime someone (playfully or in anger or carelessness) says something like ¨I swear, if I hear that one more time, I´ll kill myself/you/her¨ and things along that line. Now, is the creature malicious and delights in the havoc it wreaks and enjoys watching people be harmed like this... or is it simply trying to live its life and actually wants to AVOID this sort of situation (which would make it´s life a bit tragic)? Of course, occasionally the ability does good (whether the creature wants it to or not). The point is ALL promises become binding, regardless of intentions.

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Re: Shadowsoul's Monster Corner

 

Two thoughts-

 

1) A Haunt based upon the image of a lone policeman walking deserted alleys, blacktops, and parking lots at night. Ostensibly on patrol to make sure the area is clear, he really is looking for people in danger/seeking to harm another... and that´s who he attacks/feeds on. The victims AND the perps. Something about creating hope and then crushing it...

 

2) A non-Haunt. Some sort of magical creature (looks like a person) whose very presence turns ANY promises made into a magically binding geas. Imagine anytime someone (playfully or in anger or carelessness) says something like ¨I swear, if I hear that one more time, I´ll kill myself/you/her¨ and things along that line. Now, is the creature malicious and delights in the havoc it wreaks and enjoys watching people be harmed like this... or is it simply trying to live its life and actually wants to AVOID this sort of situation (which would make it´s life a bit tragic)? Of course, occasionally the ability does good (whether the creature wants it to or not). The point is ALL promises become binding, regardless of intentions.

 

I really like the Haunt ideas that have been posted on this board. These two are also very good. The non-Haunt is something that we've seen the effects of in various movies, TV shows, etc. It reminds me of BIG, or the Freaky Friday movies, or something along those lines.

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Re: Shadowsoul's Monster Corner

 

Since it was asked for and I was feeling creative.

 

This is my Vampire Taxi, the one I would have used in Bloodshadows Hero had it ever got to that point.

 

The "heart" of the taxi is in the engine block and would be difficult to shoot at fron the front or the sides. The best shot would be through the hood from above or somehow removing the hood. The force that animates the care is not built, it would likely be built as an intelligent computer with appropriate skills for a "younger" vampire.

 

The Taxi is driver less until it uses it's mist form ability. Then you can see a misty humanoid with bright red glowing eyes and huge mouth lined with teeth made of the self same mist.

 

Possible Additions

Automancer/Trucknomancer:A summon ability for animated ghoul cars or construction eqipment.

Being able to mesmerize people with it's headlights.

A blood drain attack that effects passengers or thieves stupid enough to get inside (right now the Taxi gets rid of people inside the "Deathproof" way since it has no seat belts.)

Telekinesis that only works inside the cab.

Being able to shut down or cause other people's care to malfunction (defense would be some sort of Combat Driving vs Ego contest)

Summoning Gremlins to bedevil his opponents vehicles, complete with aviator goggles and over sized wrenches.

A multiform to change it into a 12-14 foot tall chrome and steel vampire done in the classic "Count" way down to the mat black steel cape that when it moves and folds it makes horrible shrieking metal sounds before it repairs itself and chrome fangs looking for transmission fluid. Sort of a techno magical transformer.

A group of followers or cultists like ghoul bikers who ride motorcycles that the car helped turn. And so on....

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Re: Shadowsoul's Monster Corner

A monster inspired by the world of the Deepgate Codex. A place where Hell can erupt into the real world at any moment and huge armies of the damned march at the behest tyrannical gods and fallen angels.

The Overlord's back story as it stands requires a world in which Hell or its equivalent is similarly accesible and to some extent organised. It could easily be modified to give it a more standard Demonic, magical or even scientific origin.

Genre High powered Fantasy.


Background/History These Demons are the creations of Hastur, Master of Hell. Hastur once said that a true lord does not inherit power but wins it on the field of battle, thus he named these soldiers 'Overlords' because in battle they would be kings among men. The Overlords were a mixed creation, combining the enhanced physiques made possible by experiments in the flesh pits and the crude technology of the fire pits. Although there are undoubtedly a number of them amongst the armies of Hell they usually function as mercenaries of a sort. The forces of Hell sell these creatures to unscrupulous warlords, kings and sorcerers in squads of ten. They usually enter the world through Hellgates and so can not be banished but must be slain as though they were mortal creatures.

Aside from their hunched backs and the plates of steel seared onto their skins Overlords are further deformed by the lack of a tongue. It is said that Hastur removes each Overlord's tongue personally to prevent them from whispering the secrets of Hell into mortal ears.

Personality/MotivationIn theory an Overlord will follow the orders of its employer/owner and by extension the commands of officers placed in charge of it. In practice although the Demon will follow the letter of orders it is not an automaton and is not above creatively interpreting those commands if it spots a chance to inflict destruction on its surroundings. Overlords are notoriously bad at 'understanding' commands to accept the surrender of a defeated enemy for example. Nor has its new employment erased the Demon's loyalty to its own kind and it will actively aid Demonic incursions or the creation of Hellgates wherever possible.

Beyond these restraints an Overlord can be affected by any of the negative aspects of normal humanoid motivations, fear, greed, arrogance and so on. If its employer is killed the Overlord will revert to type, wreaking as much havoc as possible while trying to find its way back into the arms of its Hellish masters.

Powers/Tactics Overlords are not stupid and they will act in concert with other members of their squad and, less enthusiastically, with other allies. They will use their Flame Arrays on large groups of opponents when possible but are not above 'hosing-down' an area to catch a single, elusive enemy. Overlords are happy to engage in close combat even before their Flame Array is depleted and will usually keep back one charge for emergencies. Overlords are quite capable of using their workable hands to hold weapons or shields.

If facing overwhelming odds an Overlord will retreat if it can and sell its life dearly if it can not.

Campaign Use Overlords are occasionally sold individually and so might be encountered as a lone guard or powerful minion. They are more likely to confront a party in the crucible of war however. For obvious reasons Overlords usually fight in the vanguard of an army and they tend to serve as powerful shock troops. While they may well be employed by evil mages or as part of some dark horde it is not unknown for more mundane or morally grey forces to employ Overlords. In a gritty Dark Fantasy or Sword and Sorcery Campaign the party might even find themselves fighting alongside these creatures, initially at least.

An entire squad of Overlords is likely to prove too much for all but the most high powered of Fantasy parties and so it is best if they are encountered as part of a larger conflict or in reduced numbers.

In a battle Overlords may actually be deployed away from champions who can kill them. The lord of Hell demands a great price in metal, blood and power for the use of his soldiers and any owner will have a great deal invested in his new toys. The flipside of this is that if any hero does manage to slay an Overlord its owner will be absolutely furious.

Rogue Overlords aren't anywhere near as circumspect however and they make an interesting encounter for a post-battle clean up mission.

Quote Rrrrrhhhaaaaaaah!


Appearance Hulking hairless humanoid with one arm and shoulder so grotesquely over-muscled that it appears hunchbacked, this arm ends in a heavy metal maul or axe rather than a hand. Steel fuel reservoir nailed to its back, attached to flame nozzles in less muscled shoulder by metal tubes. Metal plates attached to flesh like a second skin. Sharp teeth and a wide mouth with no tongue.

Name: Overlord

Val Char Base Cost
20/25 STR 10 10
18 DEX 10 24
20 CON 10 20
15 BODY 10 10
10 INT 10 0
18 EGO 10 16
20 PRE 10 10
8 COM 10 -1
6/13 PD 4 2
8/14 ED 4 4
3 SPD 2.8 2
8/9 REC 8 0
40 END 40 0
40/43 STUN 35 5
6" RUN 6 0
2" SWIM 2 0
4"/5" LEAP 4 0

Pts. Power END
18 Metal Plates: Armor (6 PD/6 ED) 0
3 Flame Bearer: Damage Resistance (8 ED) (4 Active Points); Only Works Against Fire/Heat (-1/2) 0
50 Crushing Arm: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 / 2 1/2d6 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (50 Active Points) 0
2 Hunchback Muscles: +5 STR (5 Active Points); Limited Power One Limb Only, (Crushing Arm) (-1) 1
33 Flame Array: Killing Attack - Ranged 3d6, Area Of Effect (10" Cone; 6" Max; +1) (90 Active Points); No Range (-1/2), 6 Recoverable Charges (Requires Particular Fuel; -1/2), OIF (Fuel Tank and Flame Nozzle; -1/2), Side Effects (Side Effect always occurs whenever the character does some specific act; Damage To Fuel Tank Can Cause Catastrophic Explosion; -1/4) [6 rc]
Power Cost: 106


Pts. Skill Roll
3 Analyze: Combat 11- 11-
3 Breakfall 13- 13-
10 +2 with HTH Combat
3 Hoist 11- 11-
2 AK: Hell 11- 11-
2 KS: Warfare 11- 11-
0 Language: Hellspaak (completely fluent) (3 Active Points)
1 Language: Overlord Combat Signals (basic conversation)
3 Language: One Local Language (completely fluent)
3 Teamwork 13- 13-
4 WF: Common Melee Weapons, Javelins and Thrown Spears, Off Hand
Skill Cost: 34

Height: 2.23 m Hair: Hairless
Weight: 250.00 kg Eyes: Red


Disadvantages Pts
Distinctive Features: Hulking Demon (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20
Physical Limitation: Lumbering. (Cannot Leap). (Infrequently, Slightly Impairing) 5
Physical Limitation: Tongueless (Frequently, Slightly Impairing) 10
Psychological Limitation: Must Obey Orders To The Letter (Common, Strong) 15
Psychological Limitation: Destructive (Common, Strong) 15
Vulnerability: 2 x STUN Holy (Uncommon) 10
Physical Limitation: Manipulation In One Limb Only (Frequently, Slightly Impairing) 10

Total Disadvantage Points - 75

140 Abilities Cost
102 + Characteristics Cost
242 = Total Cost

Design Notes As I said this creature was inspired by the Deepgate Codex although it would not actually fit in that world. The technology of Hell in the Codex is much less crude and much more integrated with biological sciences. I wanted something that was more brutal and primitive however and so came up with this bolted together beast with its flamethrower and crushing arm. Looking back on it I think I may have modelled it unconsciously on a Warhammer 40K Dreadnaught.

The Hell that spawned these Demons is a place of constant industry and change. Variations are to be expected. I've noted a few possibilities below and placed them in the Equipment section of the HDC file.

Pain Flail: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Autofire (3 shots; +1/4), +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2), Reduced Endurance (0 END; +1) (60 Active Points). Notes. If taken then this power replaces the Crushing Arm.

Flesh Enhancement: +5 STR

Fire Enhancement: Armor (0 PD/4 ED)

Siege Engine Armour: Armor (4 PD/4 ED). Notes. If taken then the Physical Limitation "Ponderous" (Cannot Run Faster Than Normal Combat Velocity) must be taken as well.

Squad Leader: Tactics 11-

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Re: Shadowsoul's Monster Corner

Origin story for a race of monstrous Celtic Fairies called the Cronmuir Sidhe. It's based on Celtic mythology but only loosely and is definitely fantasy rather than folklore.

I make no promise that the spelling of Gaelic words or names is accurate or that the portrayal of mythological characters is correct.

Stats and such to follow soon. Busy people who do not have time to cater to my ego may wish to skip this story altogether and go straight to the character sheet which has now been uploaded.




Many years ago the princes of the Fomori held court at the edge of their dark lands beneath the sea and held a feast to celebrate the birth of the first child of Ceactha, son of fallen Tethra, and Oiche, daughter of a Fomori princess and the Fir-Bolg mercenary known as Eachtrannach. They celebrated in the round feast-hall that lay at the centre of Dun Cron which was the highest of the southern Fomorian fortresses and one of the many castles owned by Bes, who was once high king of Ireland. This castle was newly built and Oiche was the first to give birth within its walls.

Thus the gates of Dun Cron were thrown open as the night began so that none of the Fomori, not even the lowest of Boggarts, should be denied entry.

As the feast passed its seventh hour of debauchery there came a knock against the door of the great hall, though outside was only the blackness of the ocean's depths and the dreary landscape of the Underworld.

Bes hissed a curse and sent servants scurrying to haul open the door and see who it was that disturbed the Fomori at their revels.

The four men each took hold of one of the brass rings set into the ancient oaken slab and tugged with all their strength; slowly pulling the mighty door open.

A tall and powerful figure stood framed in the doorway. He was broad shouldered and grey bearded with a huge club held in one brawny hand.

"Dagda!" Cried Bes. "What brings you to darken my door uninvited? Flee now before I strike your head from your shoulders for all that you have done to me and mine."

The reply came without heat. "I go where my feet take me and I claim guest rights."

Bes was a cruel man and one more inclined to remember the hurts his people had suffered at the hands of the Danaan than the ties of blood which bound him to the shining people. "I will turn away no guest on this night of celebration. But you, old man, shall sleep with the dogs and drink seawater and gnaw on a bone for your supper."

The Dagda shrugged his heavy shoulders. "You are the host and must treat guests as your honour dictates. But I shall pay in prophecy for a good supper of roast ox washed down with ale and a warm pallet by the fire."

"Well enough." Said Bes. He was already growing bored with the unwelcome visitor. "Eat your fill and then speak your words."

The Dagda walked into the hall of the Fomori and laid down his great club in favour of a trencher and the feasting continued as raucous as before.

When all was done and the last bone had been snapped open for its marrow Bes turned to the Dagda and grinned. "You have had your fill from my table. Now, speak a true prophecy or I shall take a dagger and reclaim the meat from your belly."

The Dagda rose from his place and closed his eyes. Then he intoned the following words.

“The daughter of this hall shall one day birth a child who shall be a king among its people and who shall never acknowledge the rule of any man.

No blade shall ever touch the skin of this child and no warrior shall be its equal.

Only a father who departs this hall with love in his heart shall be safe from the child’s power. And if he should once leave the daughter of this hall without a tender backwards glance then her child shall become as a viper in the womb and be doomed to spill the blood of its father.”

The words held the ring of true prophecy and the assembled Fomori shuddered to hear them.

Bes turned and glared hatefully at the baby which lay in the lap of Oiche.

"No other child of the Fomori has ever been born in this hall. This curse shall be yours to bear and bear alone for I shall have no other kings in my realm. Let it be known that any child born from your belly shall be outcast unless he appears before me with his father's head in his hands as a gift to seal his eternal loyalty to me. And if that father is any friend to me then the child shall die by my hand. Yet until the day that a father-slaying son of yours swears fealty to me you shall not stir yourself from these walls on pain of death."

The Dagda listened to the decree solemnly and then lay down to sleep. In the morning he was gone before the first of the revellers thought to stir.

And Bes cast an enchantment over the walls of Dun Cron so that none but the Fomori could see it.

And so the child, named Nathair for the venom she bore, was doomed to live an eternity in her lonely hall, though she grew beautiful as the spring and all the men of Fomor lusted after her. She flirted shamelessly with them all, hoping to find one to father her child and so break the bonds of prophecy which kept her imprisoned. But none dared to risk the double dangers of prophecy and a kingly decree which both promised death to the unwary lover of Dun Cron’s only daughter.

Nathair became bitter and spiteful as the years went by and the walls of her hall became ever more confining. She called witches and sorcerers of all sorts to her side and studied with them to try and find the key to escaping her fate.

It was all in vain. Prophecy cannot be broken. So at last Nathair swore to find a lover beyond her own people. A man whom she could sacrifice to Bes’ paranoia without fear of punishment.

She determined to lure a man of the Danaan to her hall and seduce him, reasoning that an enemy of the Fomori would not care for Bes’ decrees nor know her as one who carried a Doom in her belly. Nor would Bes care to deal justice against the murderer of one of the Shining Folk. And the thought of killing a Danaan had been sweet to Nathair ever since she had learned that it was a Danaan prophecy that had condemned her to this eternal exile.

So she spurned even the playful advances of her visitors; telling them that she had no time for half men who could not make good on their protestations of love.

When she was quite alone Nathair summoned a host of sea creatures to her hall and asked them to tell her of all the comings and goings of the surface people.

Most knew nothing of use and she spent many long hours learning of currents and tides and shipwrecks. But one of the last to speak was a scurrying little shore crab who spoke of a warrior of the Danaan people who sometimes fished along sea shore. He spoke in trembling terms of how he had just barely escaped from the man's nets with his life and now watched the shoreline always for fear of his nemesis' return. And return the fisherman did, time and time again, to fill his nets with the ocean's bounty.

Nathair took the crab in her hands and spoke sweetly to him. Asking where it was that he had seen the fisherman and how often he came to the shore. The crab told her gladly. The fisherman took his sport always on the western shore of Ireland and only when the sun rose after a full moon.

Gleefully Nathair shooed the sea creatures out of her hall and prepared herself to catch a fisherman. By Bes’ magic no one who was not of the Fomori could see the castle of Dun Cron. And yet the foundations of the hall at its centre were ancient and vast and held many secrets and Nathair knew them all. And so on a night when the moon was full she waited in the sunken bell-tower that lay hidden in its heart. When she looked up from the walls of the tower and saw the moon being chased into hiding by its brother the sun she took hold of the bell rope and tugged for all she was worth.

The bell of Dun Cron was cast from silver and starlight and its tolling could be heard all throughout the sea and even upon the very shores that bounded it.

The inhabitants of the sea knew the bell's song of old and paid it no mind.

But Cermait, the sometime fisherman of the Tuatha De Danaan, heard its faint tones and was instantly entranced. Without hesitation he abandoned his nets and plunged into the sea to follow the sound. He chased the elusive melody through all the dark lands that lie beneath the waves and at last he found himself in a place without light; unable to see the object of his desire but driven ever onwards by the sweet tones that had first ensnared him.

He wandered on through an all consuming darkness until a soft hand slipped into his and a gentle voice bade him follow.

Enchanted, he followed the hand’s tug and watched in delight as the sea-blindness left him. Standing before him was the most beautiful woman he had ever seen and he barely had the wherewithal to notice the grand feast hall in which they stood.

The lady greeted him sweetly and stroked his brow with tender concern.

“How tired you must be! For I can see that you have come far.” So saying she pressed him down into the great chair where Bes had once sat and summoned servants to bring him food and ale.

The lady spoke to the fisherman with such kindness and her face shone with such sensual perfection that he felt his heart quiver anew at every moment that he spent gazing at her.

And when she took up the golden harp that lay beside the throne-like chair and began to play an achingly exquisite harmony the fisherman was lost, he bound his soul to hers in that moment.

They talked long into the night, speaking to each other in riddles and poems as only lovers of the old races can. The fisherman praised his love in a thousand ways and with consummate skill, for he was in truth a lord among his people.

And when the light of morning tickled the surface of the sea miles above them the Danaan nobleman awoke in a vast bed with Nathair beside him.

As soon as she saw that he was awake she shrieked in feignedhorror and leapt out of the bed.

“Oh! Oh! What have I done? I have lain with one of the enemies of my king! You must go now before you are discovered. My father will kill you if he finds you. My brothers will kill you. My cousins will kill you. You must be quick!”

The warrior dressed hurriedly and Nathair urged him out of the fortress.

“Go! Flee! Escape! No do not look at me. I cannot bear the shame of it. Leave this place and do no look back!”

“I shall leave you if it is your wish.” Cermait said sorrowfully. “But you need only summon me and I shall return to your side in an instant.”

Nathair said nothing and the prince left her there as she had asked.

But as he departed from Nathair’s castle the memory of her beauty rose up in him once again and he turned back for just a moment, catching a glimpse of white-gold hair that warmed his aching heart.

The Fomori princess did not see the look as she hurried back inside and so thought that her plan had succeeded.

For nine months Nathair languished in the depths of the hall as Cermait’s child grew in her belly. She would allow only an old herb-woman to attend her and swore all her servants to secrecy on pain of death. Even so she gave birth to a healthy baby boy and named him Cealg. Cermait searched all the while for his lost love but was constantly defeated by Bes’ enchantment.

Cealg was a strange child and his mother fed him on oats laced with the crushed bones of long dead giants so that he grew at an incredible speed. Only three months after his birth he could carry the spear and shield of a warrior and speak and act like a full grown man.

Only then did Nathair ring the great bell and only then was Cermait able to find his way back to her.

She greeted him warmly and all the anguish of their year of separation melted out of him as he felt her arms around him once again and her voice whispering endearments in his ear.

But when Cermait began to drowse in his seat; drunk on honeyed mead and words of love Nathair beckoned to a shadowy figure that lurked in the doorway behind the throne.

It was Cealg and he held his spear ready to strike but his face was a picture of bewilderment.

“Slay him!” Nathair commanded.

“But Mother.” Cealg said in a small voice. “There is no one there.”

Cermait stirred in his sleep and Nathair whisked their son behind the throne before his father could lay eyes on him, turning back slowly so as not to give alarm. “Tell me.” She said with a coldness in her eyes that frightened her lover a just a little. “When you last left this place did you look only to the road ahead as I begged you to?”

Cermait smiled at her. “I am sorry but I could not bear to leave you without a backwards glance. I think I would have died from the pain of it.”

Then Nathair knew that her plan had failed and for a moment she was lost in despair. But when the moment passed she hardened her heart and composed her face into the mask of a lover. “It does not matter, my sweet. Come to bed.”

That morning Nathair roused her lover with a kiss and said that he must leave her now and that this time he must be sure not to look back at her or a terrible fate would befall him.

Cermait put her command down to maidenly modesty and could not help glancing back fondly at her retreating figure as he departed once again.

She summoned him one year later and watched in fury as her two sons searched blindly for the father whose love had placed him beyond their sight. Seething with thwarted rage she dragged him to her bed and loved him with the fierce passion of her hatred.

And so it went on for four-score and nineteen years.

Nathair would summon Cermait with the tolling of her magical bell and he would spend a night in her bed and then she would banish him once again and give birth to his child in secret. Each time she sent for him her growing army of child-warriors would hunt for him and fail to find him.

In between times the children of the ill-matched couple roamed Dun Cron lawlessly, unknown by their father and learning nothing of tenderness or honour from their bitter mother.

Cermait knew that there was something wrong with the beautiful woman who called him so rarely and loved him so savagely. But he was drunk on her beauty and dared not question her for fear of breaking the spell that had woven their destinies together.

Yet all this had not gone entirely unnoticed. A son of Bes named Slea had witnessed one of Cermait’s visits and had crept into the fortress of Fiddler’s Green to spy on the lovers at their play. He paid little attention to prophecy and had no inkling of Nathair’s plan. He saw only what she did in the dark of the night and his lust for her was inflamed by what he saw.

Like all the princes of the Fomori Slea had learned the art of skinchanging and for ten years he followed his unknowing rival every time the Danaan answered the toll of Nathair’s bell, watching him and learning his face and manner. By this time Cermait and Nathair had met ninety nine times and conceived ninety nine children who knew no father and were raised by a mother who thought only of murder.

But when Nathair summoned her hated lover for the hundredth time Slea sent his Boggart servants to stir up a terrible storm that drove Cermait back to the shore and then took on the Danaan Prince’s form and went to the fateful tryst in his stead.

Nathair welcomed the disguised prince with open arms and bore him away to her bed.

The next morning the exhausted Fomori warrior stumbled away from Dun Cron with his head hanging low with his exhaustion and his eyes moving neither to the left nor to the right.

And Nathair returned to her house with another child quickening in her womb and a bloodthirsty hope burning in her heart.

Far above them Cermait stood on the shore and cursed the cruel sea for daring to stand between him and his love. He swore to return to the shore in a year’s time and woe-betide any who stood in his way.

But Slea had also fallen in love with the bright eyed Nathair and the fortress of Dun Crom was not hidden from his sight. His servants waited on the shore to delay Cermait while he lurked at Dun Crom’s gates with Cermait’s face painted over his own.

And when the magical bell of Nathair sounded across the deep a host of warriors rose from the sea to bar Cermait’s path. They were as numerous as the waves so that when he split one Fomor with his sword it seemed as though two more rose in its place. Cermait fought on wildly until he heard the tolling of the bell begin to fade and then he hesitated for a moment and was struck down by a blow from a spear shaft. The sea bore no grudges for Cermait’s words but it did by chance bear him away from his enemies on a swift and swirling current which curled around to touch the coast line again many miles south of the battle. Cermait’s unconscious body was found there by one of the wives of Lug. But that is another story.

All unaware Nathair waited to greet her victim at the gates of Dun Crom. He came to her with a smiling face and tender gestures and she led him into the great feast hall. There she served him tankard after tankard of ale until he lost all sense of himself and fell asleep in the old oak chair where once Bes had sat.

Instantly Nathair leapt up and signalled to her hundredth child, Cead, who was standing in the shadows behind the great chair with a heavy axe in his hands. Cead stepped forward fearfully, for his brothers and sisters had warned him that he would see no one to strike at.

So when he saw Slea’s unconscious form he gave a cry of joy and cut the head from his father’s shoulders with a single stroke of his axe.

Nathair caught the head in a sack before it could roll off the table and ran to embrace her son. “Oh! You are the best of my children and by this deed you shall be made a king!”

So wild was Nathair with the exultation of ending a hundred years of exile that she summoned all of her children and all of her servants and bade them to bow before their new king.

Then she sent him on his way to the court of Bes with praise ringing in his ears and motherly kisses lingering on his brow.

Cead took an old chariot that had mouldered in the courtyard of his mother’s fortress for many years and leashed a pair of seals to it so that he could travel swiftly through the Underworld to his destination.

The gate guards at Dun Mael where Bes held court were surprised to see a lone warrior riding up to the fortress and astounded when he proclaimed himself a man of royal blood who had come to be judged by the high king for a terrible crime.

Cead was admitted without delay and marched into the ring of stones where Fomori kings gave judgement over criminals.

Bes was called and he came grudgingly, demanding to know why had been disturbed from his duties.

“I am Cead of the house of Cron.” Cead replied. “I am the son of Nathair and I come here to confess to the murder of my father and ask your forgiveness in exchange for my undying loyalty.”

Bes’ face grew hard and he motioned peremptorily to the child-warrior. “Open the sack and show me the face of your victim.”

Proudly Cead tipped the head out of its sack and let it roll to the High King’s feet like an offering.

The skin-changing magic had faded as the head grew cold and it was Slea’s own features that confronted his father with the grinning rictus of death stamped upon them.

Bes said nothing. He simply stepped out of the circle and beckoned for Cead to follow him. When the young warrior obeyed Bes drew his sword and tried to run him through.

But Cead was incredibly agile and the blade could not catch him. Bes shouted for his warriors to aid him against the assassin but none of them could touch Cead and at last he escaped them and fled back to the castle where his mother waited. The men of the Fomori Court gave chase but Cead was fleet and he outpaced them all.

He reached the gates of Dun Cron in the course of a single night and flung himself through them. Cead did not slow until he had reached his mother’s house and thrown himself at her feet.

With downcast eyes he poured the story out and begged her to forgive him.

Nathair grew pale with horror as all her dreams were dashed and then red with rage as she regarded the author of her misfortune. With a furious yell she seized the great birthing pan that had caught all of her children as they fell into the world and drove it against Cead’s head. The child warrior fell with his skull crushed and did not move again.

Then Nathair ran wailing from her house and chased all her children out through the gates of Dun Cron. “You are all worse than him! You are not of my blood who are the children of lies which have brought me nothing but pain and sorrow. I name you rapeget! I curse you to bear the marks of my pain upon your bodies for all time!”

The children of Dun Cron were helpless before a mother’s hatred and as they escaped into the Underworld they heard one final scream as Nathair leapt from the walls of her prison, dashing herself to pieces on the rocks below.

The spearmen of King Bes reached the fortress not long after and forced the whole tale from the servants who still lingered there. They dragged the news back to Bes alongside the corpses of mother and child. The Fomori king was still frenzied with grief and he swore that his decree would hold firm even though the prophecy was fulfilled and held no more power to harm him.

And so it was that the children of Cron were banished from their homeland to lurk forever in the ocean’s hinterlands with no mother to cherish them and no father to teach them the ways of honour. Their forms were hideous and their minds were blighted with despair.

Yet they linger still in the shadowy realms between life and death.

Beware, traveller on sea or shore. The Children of Cron wait beneath the waves and their spears are sharp as their hearts are cold.'

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Re: Shadowsoul's Monster Corner

 

Genre. Any Fantasy. Possibly Pulp.

 

Background/History. This details the Cronmuir as they are. See the post above for their back story. The Cronmuir live on the ocean’s floor but avoid its depths since that is the realm of their enemies the Fomori. Ironically these Sea-Sidhe are labelled as Fomori spawn by the Tuatha De Danaan, Firbolg and their descendants and so are equally distrusted by all fairy races. They live a wandering semi-pastoral existence, tending herds of giant crabs and crops of undersea plants and hunting anything that moves. The original children of Nathair were all trained for war and they passed this knowledge on to their descendants. Immortal as they are most if not all Cronmuir have time to learn a warrior’s skills in addition to any number of more peaceable professions.

 

Cronmuir society is anarchic and only strength is respected. Men and women are equal in so far as there is no tradition of men or women following particular paths and skilled warriors are feared regardless of their gender. A warleader, often one of the original hundred, may be able to hold together a warband of around twelve fighters but will struggle with more.

 

Living beneath the waves as they do Cronmuir must make do with tools made from bone, shell, flint and other readily available substances. There are a few sea-witches who tend precious outcrops of the mysterious substance known as black coral and have the trick of shaping it into arms and armour that can cut as well as steel and heal itself like the flesh of a true immortal.

 

Personality/Motivation. The Cronmuir lack drive and ambition and tend to mind their own affairs simply because they do not care enough to interfere in those of others. They know that they are cursed and despair follows them through all their days. They are fully aware of the hatred of their ancestor races however and will miss no opportunity to score off them. Furthermore they are usually completely amoral and will slaughter or enslave others without a care regardless of who they are.

 

Cronmuir will raid when the mood takes them and will show neither mercy nor honour to their victims. Although they may be tempted by the delights of murder or the lure of loot the most common motivation for such raids is the taking of ‘sea-brides’. These are unfortunate women, (and men), who are dragged beneath the waves to serve the Cronmuir as slaves and unwilling mates. The curse of Nathair extends to all the children of such unions and they are full blooded Cronmuir.

 

Indifference to honour and social mores cuts both ways and Nathair’s children have little compunction about working for a more powerful being or allying with another force.

 

Powers/Tactics. Cronmuir walk along the ocean floor like ghosts, feeling neither pressure nor lack of air, and they can ‘fly’ through seawater with equal ease. This gives them an advantage against other sea-dwelling races and makes them all but unbeatable against swimming or sailing mortals. Cronmuir seem to be able to extend their ocean dwelling abilities onto other people, thus allowing them to take prisoners and keep them alive.

 

Many Cronmuir have lived for centuries and they are far superior to the majority of mortal warriors. They are hardly unbeatable however and are quite aware of the strength of weapons made from metal. Thus when venturing onto land the Sea-Sidhe tend to use stealth and cunning, attacking weak or unprepared enemies, fighting tactically and then vanishing back beneath the waves. They will also make a point of taking metal equipment when they can get it, especially armour.

 

Cronmuir have been known to attack ships and their preferred method is to use hammers, chisels and the infamous ‘sea-drills’ to sink a passing boat before killing or capturing its crew at their leisure.

 

Cronmuir will use mounts when they can and many a raid has been backed up by a sea monster or two.

 

Campaign Use. One off monsters or catspaws for a greater power. It would take a very special Cronmuir warlord to muster enough motivation to carry out an evil scheme of any great complexity.

 

The standard encounter with Cronmuir would have a party stumbling across one of their raiding parties or being present in a settlement when it was attacked. This would work fine as a one off battle or could be parlayed into a longer story thread based around finding out what or who galvanised the Cronmuir into action.

 

If friends, allies or innocents are carried off by Cronmuir then the players may have the opportunity to go on an undersea quest to rescue them. Finding a means to survive underwater could be an adventure in itself.

 

If encountered during a sea voyage then the Cronmuir will probably overpower any party that is not capable of moving unimpeded through water or otherwise levelling the playing field. They will not climb up the side of the boat and fight fair. They will sink the boat before revealing themselves to their enemies.

 

Having captured the party the Cronmuir will take them back to their home on the ocean floor to serve as ‘brides’, (unless the players have been irritating or stupid enough to warrant TPK). Once they are deep enough below the surface of the sea the PCs will be completely at their captors’ mercy since a single thought could revoke their newly bestowed Life Support which will lead to immediate and painful death. Having explained all this the Cronmuir can cheerfully untie and re-arm their captives. The party can then be set tasks by their new masters who will doubtless be thrilled to have their own pet adventurers.

 

A few thoughts on tasks that sea brides might have to perform. Capturing giant crabs or young sea serpents to serve as mounts or beasts of burden. Searching for rare pearls or coral. Cleaning the Undead out of a shipwreck so that its contents can be looted. Killing a sea-monster that is terrorising the Cronmuir settlement. Taking part in a raid against other sea-folk. Acting as bodyguards for Cronmuir who are going to negotiate with a powerful being such as a dragon or sea-witch. One or more of these tasks will hopefully lead to finding a way back to the surface or at least of breaking the characters’ dependence on their captors’ magic. Whether the PCs have to perform other, more traditional, bridal duties in the mean time is between the GM and his or her conscience.

 

Quote. “You’re my wife now!”

 

Appearance. Physically humanoid but hideously disfigured. This can take the form of strange lumps spread across the facial features, mismatched eyes, drooping skin, hunchbacks and even more extreme features such as patches of scale or fur.

 

 

Name: Cronmuir Sidhe

 

Val Char Base Cost

15 STR 10 5

14 DEX 10 12

18 CON 10 16

14 BODY 10 8

10 INT 10 0

13 EGO 10 6

15 PRE 10 5

0 COM 10 -5

3/8 PD 3 0

4/9 ED 4 0

2 SPD 2.4 0

7 REC 7 0

36 END 36 0

31 STUN 31 0

6" RUN 6 0

2" SWIM 2 0

3" LEAP 3 0

 

Pts. Power END

34 Born To Stride The Seas: Desolidification , Inherent (+1/4), Affects Equipment (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Usable Simultaneously (up to 2 people at once; +1/2) (120 Active Points); Does Not Protect Against Damage (-1), Always On (-1/2), Cannot Pass Through Solid Objects (-1/2), Conditional Power Water Only (-1/2) 0

15 Spirit Of The Ocean's Dark: Flight 6", Usable Underwater (+1/4), No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2), No Gravity Penalty (+1/2) (30 Active Points); Conditional Power Underwater Only (-1) 0

16 Sea Born: Life Support (Can Breathe Underwater; Immunity: Venomous Sea Creatures; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold) 0

5 Depth Walker: Nightvision 0

6 Blessing Of The Sea: Usable Simultaneously (up to 2 people at once; +1/2) for up to 8 Active Points of Life Support, Reduced Endurance (0 END; +1/2) (6 Active Points) 0

Power Cost: 76

 

Pts. Skill Roll

3 +1 with Seastrider Weapons.

4 +2 Teamwork, Stealth and Navigation (6 Active Points); Conditional Power Underwater Only (-1/2)

3 Navigation 11- 11-

2 PS: Any 11- 11-

3 Stealth 12- 12-

3 Riding 12- 12-

0 TF: Swimming Beasts

2 Survival (Marine Underwater) 11- 11-

3 Teamwork 12- 12-

5 WF: Common Melee Weapons, Nets, Seastrider Weapons, Whips

Skill Cost: 28

 

Disadvantages

Psychological Limitation: Unutterably Lonely (Common, Strong) 15

Psychological Limitation: Nihilist (Common, Moderate) 10

Distinctive Features: Hideously Warped Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20

Social Limitation: No Understanding Of Politeness Or Social Taboos (Frequently, Major) 15

Social Limitation: Despised By Other Sidhe (Occasionally, Major, Not Limiting In Some Cultures) 5

 

Sea Strider Armoury

(I’d like to thank everyone who contributed to the Bones As Armour thread and so made this armoury what it is today).

Weapons

1) Barbed Bone Dagger: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points); Independent (-2), OAF (-1), STR Minimum 3 (-1/4), Reduced Penetration (-1/4), Real Weapon (-1/4) 0

2) Sharktooth Sword: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); Independent (-2), OAF (-1), STR Minimum 6 (-1/4), Reduced Penetration (-1/4), Real Weapon (-1/4) 0

3) Ragged Great-Blade: (Total: 47 Active Cost, 8 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 w/STR) (25 Active Points); Independent (-2), OAF (-1), STR Minimum 8 (-1/2), 5 Recoverable Charges (Requires A Skill Roll To Recover; -1/2), Required Hands One-And-A-Half-Handed (-1/4), Reduced Penetration (-1/4), Real Weapon (-1/4) (Real Cost: 4) plus Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); Independent (-2), OAF (-1), STR Minimum 7 (-1/2), Conditional Power Only When Spine Charges Are Exhausted (-1/2), Required Hands One-And-A-Half-Handed (-1/4), Reduced Penetration (-1/4), Real Weapon (-1/4) (Real Cost: 4) [5 rc] (A large bastard sword made from bone or shell that has dozens of spines and spikes glued onto it which tear great wounds in an enemy's flesh but snap off very easily).

4) Trident: (Total: 33 Active Cost, 9 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); Independent (-2), OAF (-1), STR Minimum 10 (-1/2), Real Weapon (-1/4) (Real Cost: 6) plus +1 with Bind, Block and Disarm (Real Cost: 3) 0

5) Narwhal Spike: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); Independent (-2), OAF (-1), STR Minimum 8 (-1/2), Real Weapon (-1/4), Reduced Penetration (-1/4) [Notes: 3 Def 2 Body] 0

6) Whalebone Club: Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2) (37 Active Points); Independent (-2), OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), STR Minimum 12 (-1/2), Real Weapon (-1/4) [Notes: 4 Def 3 Body] 0

7) Stone Axe: Killing Attack - Hand-To-Hand 1 1/2d6, Reduced Endurance (0 END; +1/2) (37 Active Points); Independent (-2), OAF (-1), STR Minimum 13 (-1/2), Real Weapon (-1/4), Reduced Penetration (-1/4), -1 To OCV (-1/4) 0

 

Armour

1) Whaleshark Helm: Armor (4 PD/4 ED) (12 Active Points); Helmet (Protects Locations 4-5) (-2), Independent (-2), OAF (-1), Real Armor (-1/4) [Notes: 4 Def. 2 Body. (Cunningly wrought from whalebone plates and tough shark hide).] 0

2) Whaleshark Coat: Armor (4 PD/4 ED) (12 Active Points); Independent (-2), Long Coat (Protects Locations 7-14; -1), OIF Bulky (-1), Real Armor (-1/4) [Notes: 4 Def. 2 Body. (Cunningly wrought from whalebone plates and tough shark hide).] 0

3) Whalebone Gear: Armor (4 PD/4 ED) (12 Active Points); Independent (-2), OIF Bulky (-1), Full Coverage Helmet, Long Jacket, High Boots (Protects Locations 3-5, 9-14, 16-18; -3/4), Ablative BODY Only (-1/2), Real Armor (-1/4) [Notes: 4 Def. 2 Body. (Bulky and brittle gear made from bones. Despite the name any bones may be used and human ones are often added for the effect).] 0

4) Skeleton Gear: (Total: 17 Active Cost, 4 Real Cost) Armor (4 PD/4 ED) (12 Active Points); Independent (-2), OIF Bulky (-1), Full Coverage Helmet, Long Jacket, High Boots (Protects Locations 3-5, 9-14, 16-18; -3/4), Ablative BODY Only (-1/2), Real Armor (-1/4) (Real Cost: 2) plus +5 PRE (5 Active Points); Conditional Power Only For Hostile Presence Attacks (-1) (Real Cost: 2) [Notes: Like Whalebone Gear but with human bones added for effect.] 0

5) Kelp Full Armour: (Total: 5 Active Cost, 3 Real Cost) Armor (1 PD/1 ED) (3 Active Points); Independent (-2), OIF Bulky (-1), Real Armor (-1/4) (Real Cost: 1) plus +2 with Stealth (Ocean Floor Only) (Real Cost: 2) 0

6) Turtleshell Buckler: +1 with DCV (5 Active Points); Independent (-2), OAF (-1), STR Minimum 5 (-1/4), Real Weapon (-1/4) [Notes: 2 Def 1 Body]

7) Bone Buckler: +1 with DCV (5 Active Points); Independent (-2), OAF (-1), STR Minimum 5 (-1/4), Real Weapon (-1/4) [Notes: 3 Def 1 Body]

8) Bronze Shield: +2 with DCV (10 Active Points); Independent (-2), OAF (-1), STR Minimum 10 (-1/2), Real Weapon (-1/4) [Notes: 4 Def 3 Body. This will have been stolen from a shipwreck, burial mound or dead foe.]

 

Ship Assault Equipment

1) Sea Drill: Tunneling 1" through 4 DEF material, Reduced Endurance (0 END; +1/2) (21 Active Points); Independent (-2), OAF Bulky (-1 1/2), Extra Time (Full Phase, -1/2), Real Weapon (-1/4), Crew-Served (2 people; -1/4) 0

2) Sucker Pads: Clinging (normal STR) (10 Active Points); Independent (-2), OAF (-1) 0

3) Kelp Net: Entangle 1d6, 1 DEF (+2d6 Additional Body) (20 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4), Range Based On Strength (-1/4), STR Minimum 5 (-1/4) 2

4) Leg Irons: Entangle 5d6, 3 DEF (40 Active Points); Independent (-2), OAF (-1), Set Effect (Hands Only/Feet Only) (-1), STR Minimum 7 (-1/2), No Range (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 4 (Stolen from ship wrecks and used to send struggling swimmers to the bottom).

5) Grappling Hook: Multipower, 17-point reserve

u 1) Grapple: Clinging (20 STR), Range Based On STR (+1/4) (15 Active Points); Independent (-2), OAF (-1), Requires An Attack Roll (-1/2), Gestures (Requires both hands; -1/2), Conditional Power Only Between Point Of Origin And Point Of Impact (-1/2), Extra Time (Full Phase, Only to Activate, Throw; -1/4), Limited Power Str Minimum 3 (-1/4) 0

u 2) Hook: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4), Reduced Penetration (-1/4), Extra Time (Full Phase, Only to Activate, Throw; -1/4), STR Minimum 3 (-1/4) 0

 

 

104 Abilities Cost

47 + Characteristics Cost

 

Base Points : 75

Disads Total + 65

Experience Spent + 11

Total Cost = 151

 

Comments and criticism are welcome as always. Anyone who has further ideas about the Cronmuir armoury or has noticed a mistake in it should speak up now ... or later is good to.

 

 

I'll get round to posting the other Cronmuir character sheets at some point.

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Re: Shadowsoul's Monster Corner

I won't add full details for each of the more powerful Cronmuir characters. Just some extra background.

Name: Cronmuir Warleader

Background. Cronmuir will cooperate with one another, if only because of their shared distaste for the rest of the world. They will even go out of their way to avoid fighting each other. And of course they respect strength above all things. It is therefore inevitable that powerful and charismatic warriors will rise from their ranks and lead warbands into battle. While some are simply the most skilled warrior in a particular band many Warleaders are Cronmuir who have developed ambitions which go beyond the mastery of a handful of their siblings. Since their kin lack much in the way of culture, technology or magic these Warleaders are usually consummate scavengers, hunting for knowledge and power from any and all possible sources.


The Warleader detailed below is fairly typical. He is a skilled raider and has clearly had some contact with Fomori, perhaps even peaceful contact since he has learnt something of their fighting arts.


Val Char Base Cost
18 STR 10 8
18 DEX 10 24
18 CON 10 16
15 BODY 10 10
13 INT 10 3
14 EGO 10 8
18 PRE 10 8
0 COM 10 -5
4/16 PD 4 0
4/16 ED 4 0
3 SPD 2.8 2
10 REC 8 4
36 END 36 0
33 STUN 33 0
6" RUN 6 0
2" SWIM 2 0
3 1/2" LEAP 4 0

 

 

 

 


Pts. Power END
Cronmuir Abilities
34 1) Born To Stride The Seas: Desolidification , Inherent (+1/4), Affects Equipment (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Usable Simultaneously (up to 2 people at once; +1/2) (120 Active Points); Does Not Protect Against Damage (-1), Always On (-1/2), Cannot Pass Through Solid Objects (-1/2), Conditional Power Water Only (-1/2) 0
15 2) Spirit Of The Ocean's Dark: Flight 6", Usable Underwater (+1/4), No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2), No Gravity Penalty (+1/2) (30 Active Points); Conditional Power Underwater Only (-1) 0
16 3) Sea Born: Life Support (Can Breathe Underwater; Immunity: Venemous Sea Creatures; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold) 0
5 4) Depth Walker: Nightvision 0
6 5) Blessing Of The Sea: Usable Simultaneously (up to 2 people at once; +1/2) for up to 8 Active Points of Life Support, Reduced Endurance (0 END; +1/2) (6 Active Points) 0
Power Cost: 76

Pts. Skill Roll
10 +2 with HTH Combat
4 +2 Teamwork, Stealth and Navigation (6 Active Points); Conditional Power Underwater Only (-1/2)
3 Tactics 12- 12-
3 Navigation 12- 12-
2 PS: Any 11- 11-
3 Stealth 13- 13-
3 Riding 13- 13-
0 TF: Swimming Beasts
2 Survival (Marine Underwater) 12- 12-
3 Teamwork 13- 13-
7 WF: Common Melee Weapons, Nets, Off Hand, Seastrider Weapons, Shifting Blade, Whips
Skill Cost: 40

Pts. Perks
5 Goods: Well Off
Perk Cost: 5 5

Pts. Martial Arts
Fomori Warcraft
2 1) Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Spears
5 2) Taunting Strike: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
4 3) Twisting Current: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 4) Tearing Blow: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
Martial Arts Cost: 16

Disadvantages Pts
Psychological Limitation: Unutterably Lonely (Common, Strong) 15
Psychological Limitation: Nihilist (Common, Moderate) 10
Distinctive Features: Hideously Warped Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20
Social Limitation: Despised By Other Sidhe (Occasionally, Major, Not Limiting In Some Cultures) 5
Social Limitation: No Understanding Of Politeness Or Social Taboos (Frequently, Major) 15

137 Abilities Cost
78 + Characteristics Cost

Base Points : 75
Disads Total + 65
Experience Spent + 75
Total Cost = 215

The operative term here is options. Warleaders are likely to possess only a few items from this list at best. On the other hand they may well have got their scaly hands on more exotic equipment.

Warleaders may take anything from the Seastrider Armoury. I would suggest the Ragged Great Blade.

Warleader Special Equipment Options

Weapons
1) Sea Serpent Horn: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); Independent (-2), OAF (-1), STR Minimum 8 (-1/2), Real Weapon (-1/4) [Notes: 3 Def 2 Body] 0
2) Fomori Shifting Blade: (Total: 56 Active Cost, 17 Real Cost) Killing Attack - Hand-To-Hand 1d6+1, Reduced Endurance (0 END; +1/2), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; +3/4) (45 Active Points); Independent (-2), OAF (-1), STR Minimum 13 (-1/2) (Real Cost: 10) plus +2 with Shifting Blade (Real Cost: 4) plus +5 STR, Reduced Endurance (0 END; +1/2) (7 Active Points); Limited Power Only To Offset Damage Penalties Affecting Blade Power. (-1) (Real Cost: 3) 0
3) Danaan Sun Spear: (Total: 38 Active Cost, 9 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); Independent (-2), OAF (-1), STR Minimum 10 (-1/2) (Real Cost: 7) plus Deadly Blow: +2d6 (Only With Danaan Sun Spear. Only Against Opponents With Fomori Blood) (8 Active Points); Independent (-2), OAF (-1) (Real Cost: 2) 0
4) Enchanted Pincer Gauntlet: (Total: 52 Active Cost, 13 Real Cost) Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (30 Active Points); Independent (-2), OIF (-1/2) (Real Cost: 8) plus +5 STR, Reduced Endurance (0 END; +1/2) (7 Active Points); Independent (-2), Conditional Power Only With Pincer Hand (-1/2), OIF (-1/2) (Real Cost: 2) plus +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); Independent (-2), Conditional Power Only For Grabs And Crushes With Pincer Hand (-1), OIF (-1/2) (Real Cost: 3) 0
5) Shadow Coral Shortsword: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); Independent (-2), OAF (-1), STR Minimum 8 (-1/2) 0
6) Shadow Coral Sabre: Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); Independent (-2), OAF (-1), STR Minimum 10 (-1/2) 0
Shadow Coral/Dragonbone Fishing Blade: Multipower, 37-point reserve, (37 Active Points); all slots Independent (-2) (Spear-blade combined with a grappling hook).
u 1) Grapple: Clinging (23 STR), Range Based On STR (+1/4) (15 Active Points); Independent (-2), OAF (-1), Requires An Attack Roll (-1/2), Gestures (Requires both hands; -1/2), Conditional Power Only Between Point Of Origin And Point Of Impact (-1/2), Extra Time (Full Phase, Only to Activate, Throw; -1/4) 0
u 2) Hook: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); Independent (-2), OAF (-1), Extra Time (Full Phase, Only to Activate, Throw; -1/4) 0
u 3) Blade: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (37 Active Points); Independent (-2), OAF (-1), STR Minimum 13 (-1/2), Real Weapon (-1/4)

Armour
1) Shadow Coral Helm: Armor (4 PD/4 ED) (12 Active Points); Independent (-2), Full Coverage Helmet (Protects Locations 11-13; -1 1/2), OIF (-1/2)
2) Shadow Coral Breastplate: Armor (4 PD/4 ED) (12 Active Points); Independent (-2), Chest and Back Plate (Protects Locations 10-12; -1 1/2), OIF (-1/2)
3) Shadow Coral Armour: Armor (4 PD/4 ED) (12 Active Points); Independent (-2), OIF (-1/2), Full Coverage Helmet, Long Jacket with Sleeves, High Boots (Protects Locations 3-5, 7-14, 16-18; -1/2) [Notes: Extremely Rare]
4) Elfshot Charm: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); Independent (-2), OAF (-1) (Is it only the name of this item that is of Norse origin or does its power truly come from some contact with beings of Nordic folklore? Who knows).

The fishing blade was a bit of a nightmare to build so any thoughts on it would be welcome.

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Re: Shadowsoul's Monster Corner

Background: Shipbreakers are veteran Cronmuir warriors who specialise in the destruction and taking of ships, they love sinking sea vessels but will also lead the charge on those rare occasions that the Cronmuir find themselves engaging sailors in HtH. The Fishing Blade is used to climb the side of a ship and to hook or gut any sailors that fall into the water or remain to protect the sinking vessel. Shipbreakers may take any item from the Sea Strider Armoury and are of course particularly likely to use stuff from the Ship Assault List.

Name: Cronmuir Shipbreaker

Val Char Base Cost
15 STR 10 5
15 DEX 10 15
18 CON 10 16
14 BODY 10 8
10 INT 10 0
13 EGO 10 6
15 PRE 10 5
0 COM 10 -5
3 PD 3 0
4 ED 4 0
3 SPD 2.5 5
7 REC 7 0
36 END 36 0
31 STUN 31 0
6" RUN 6 0
2" SWIM 2 0
3" LEAP 3 0

Pts. Power END


Cronmuir Abilities
34 1) Born To Stride The Seas: Desolidification , Inherent (+1/4), Affects Equipment (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Usable Simultaneously (up to 2 people at once; +1/2) (120 Active Points); Does Not Protect Against Damage (-1), Always On (-1/2), Cannot Pass Through Solid Objects (-1/2), Conditional Power Water Only (-1/2) 0
15 2) Spirit Of The Ocean's Dark: Flight 6", Usable Underwater (+1/4), No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2), No Gravity Penalty (+1/2) (30 Active Points); Conditional Power Underwater Only (-1) 0
16 3) Sea Born: Life Support (Can Breathe Underwater; Immunity: Venemous Sea Creatures; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold) 0
5 4) Depth Walker: Nightvision 0
6 5) Blessing Of The Sea 2: Usable Simultaneously (up to 2 people at once; +1/2) for up to 8 Active Points of Life Support, Reduced Endurance (0 END; +1/2) (6 Active Points) 0


Shipbreaker Skills 18

1) Reaper's Net: Area Of Effect Nonselective (up to 2" radius; +1/2) for up to 37 Active Points of Fishing Blade (18 Active Points) 2
8 2) Wrecker: Deadly Blow: +2d6 (Only With Fishing Blade. Only Against Inanimate Objects)
7 3) Throwing Technique: +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); Conditional Power Only For Throwing (-1)
3 4) Snatcher: +3 with Grabs with Fishing Blade
Power Cost: 112


Pts. Skill Roll
5 +1 with HTH Combat
5 Climbing 13- 13-
4 +2 Teamwork, Stealth and Navigation (6 Active Points); Conditional Power Underwater Only (-1/2)
2 Demolitions 11- (3 Active Points); Limited Power Primitive Only (-1/2) 11-
3 Navigation 11- 11-
2 PS: Any 11- 11-
3 Stealth 12- 12-
3 Riding 12- 12-
0 TF: (Every Cron), Swimming Beasts
2 Survival (Marine Underwater) 11- 11-
3 Teamwork 12- 12-
5 WF: Common Melee Weapons, Nets, Seastrider Weapons, Whips
Skill Cost: 37

Disadvantages Pts
Psychological Limitation: Unutterably Lonely (Common, Strong) 15
Psychological Limitation: Nihilist (Common, Moderate) 10
Distinctive Features: Hideously Warped Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20
Social Limitation: Despised By Other Sidhe (Occasionally, Major, Not Limiting In Some Cultures) 5
Social Limitation: No Understanding Of Politeness Or Social Taboos (Frequently, Major) 15

Fishing Blade: Multipower, 37-point reserve
u 1) Grapple: Clinging (20 STR), Range Based On STR (+1/4) (15 Active Points); Independent (-2), OAF (-1), Requires An Attack Roll (-1/2), Gestures (Requires both hands; -1/2), Conditional Power Only Between Point Of Origin And Point Of Impact (-1/2), Limited Power Can Not Attach To All Surfaces (-1/2), Extra Time (Full Phase, Only to Activate, Throw; -1/4) 0
u 2) Hook: Killing Attack - Hand-To-Hand 1/2d6, Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); Independent (-2), OAF (-1), STR Minimum 10 (-1/2), Real Weapon (-1/4), Reduced Penetration (-1/4), Extra Time (Full Phase, Only to Activate, Throw; -1/4) 0
u 3) Blade: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (37 Active Points); Independent (-2), OAF (-1), STR Minimum 10 (-1/2), Real Weapon (-1/4) 0


149 Abilities Cost
55 + Characteristics Cost

Base Points : 75
Disads Total + 65
Experience Spent + 64
Total Cost = 204

 

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Re: Shadowsoul's Monster Corner

Final Cronmuir character. Although Huscarl suggested a different twist on the story that I might just write up one of these days.

Witches tend to lack even the rudimentary racial loyalty possessed by their kin. They possess the talent for magic and will learn from pretty much anyone who will teach them. They may be convinced to join a raid or even to serve a charismatic Warleader but are more likely to be encountered alone or serving a grudging apprenticeship with a more powerful spellcaster.

The Witch below has a random set of spells to reflect her varied studies.

Name: Cronmuir Witch

Val Char Base Cost
15 STR 10 5
15 DEX 10 15
18 CON 10 16
15 BODY 10 10
15 INT 10 5
18 EGO 10 16
18 PRE 10 8
0 COM 10 -5
3/12 PD 3 0
4/13 ED 4 0
3 SPD 2.5 5
7 REC 7 0
36 END 36 0
32 STUN 32 0
6" RUN 6 0
2" SWIM 2 0
3" LEAP 3 0

Pts. Power END
Cronmuir Abilities

34 1) Born To Stride The Seas: Desolidification , Inherent (+1/4), Affects Equipment (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Usable Simultaneously (up to 2 people at once; +1/2) (120 Active Points); Does Not Protect Against Damage (-1), Always On (-1/2), Cannot Pass Through Solid Objects (-1/2), Conditional Power Water Only (-1/2) 0
15 2) Spirit Of The Ocean's Dark: Flight 6", Usable Underwater (+1/4), No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2), No Gravity Penalty (+1/2) (30 Active Points); Conditional Power Underwater Only (-1) 0
16 3) Sea Born: Life Support (Can Breathe Underwater; Immunity: Venomous Sea Creatures; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold) 0
5 4) Depth Walker: Nightvision 0
6 5) Blessing Of The Sea: Usable Simultaneously (up to 2 people at once; +1/2) for up to 8 Active Points of Life Support, Reduced Endurance (0 END; +1/2) (6 Active Points) 0
14 Cronmuir Witchery: Multipower, 40-point reserve, (40 Active Points); all slots OAF (Drum; -1), Requires A Witchery Roll (-1/2), Gestures (-1/4)
1u 1) Command The Drowned: Summon 4 60-point Zombies (Drowned Cadavers), Devoted (+3/4) (38 Active Points); OAF (Drum; -1), Arrives Under Own Power (-1/2), Summoned Being Must 'Inhabit' Locale (-1/2), Requires A Witchery Roll (-1/2), Gestures (-1/4) 4
1u 2) Storm Blast: Killing Attack - Ranged 2 1/2d6 (40 Active Points); OAF (Drum; -1), Requires A Witchery Roll (-1/2), Gestures (-1/4) 4
1u 3) Watery Shackles: Entangle 4d6, 4 DEF (40 Active Points); OAF (Drum; -1), Requires A Witchery Roll (-1/2), Gestures (-1/4) 4
1u 4) Malefactor's Kiss: Drain CON 3d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (37 Active Points); OAF (Drum; -1), Requires A Witchery Roll (-1/2), Gestures (-1/4) 4
1u 5) Under Cover Of Darkness: Invisibility to Sight Group , Usable Simultaneously (up to 8 people at once; +1) (40 Active Points); OAF (Drum; -1), Conditional Power Power Only Works In Darkness (-1/2), Requires A Witchery Roll (-1/2), Gestures (-1/4) 4
1u 6) Counter-Charm: Dispel 13d6+1 (40 Active Points); OAF (Drum; -1), Requires A Witchery Roll (-1/2), Gestures (-1/4) 4
1u 7) Fool's Serenade: Mind Control 3d6 (Human class of minds), Cumulative (+1/2), Continuous (+1) (37 Active Points); OAF (Drum; -1), Set Effect - Jump/Walk Into The Sea (-1/2), Requires A Witchery Roll (-1/2), Conditional Power Target Must Be Able To Hear The Drumbeat (-1/4), Does Not Provide Mental Awareness (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4), Gestures (-1/4) 4
Power Cost: 97

Pts. Skill Roll
3 +1 with Seastrider Weapons.
4 +2 Teamwork, Stealth and Navigation (6 Active Points); Conditional Power Underwater Only (-1/2)
3 Navigation 12- 12-
3 Stealth 12- 12-
3 Riding 12- 12-
9 Witchery 16- 16-
0 TF: Swimming Beasts
2 Survival (Marine Underwater) 12- 12-
3 Teamwork 12- 12-
5 WF: Common Melee Weapons, Nets, Seastrider Weapons, Whips
Skill Cost: 35

Disadvantages Pts
Psychological Limitation: Unutterably Lonely (Common, Strong) 15
Psychological Limitation: Nihilist (Common, Moderate) 10
Distinctive Features: Hideously Warped Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20
Social Limitation: No Understanding Of Politeness Or Social Taboos (Frequently, Major) 15
Social Limitation: Despised By Other Sidhe (Occasionally, Major, Not Limiting In Some Cultures) 5

132 Abilities Cost
75 + Characteristics Cost
Base Points : 75
Disads Total + 65
Experience Spent + 67
Total Cost = 207


Cronmuir Witch Special Equipment Options

Armour

1) Shadow Coral Helm: Armor (4 PD/4 ED) (12 Active Points); Independent (-2), Full Coverage Helmet (Protects Locations 11-13; -1 1/2), OIF (-1/2) 0
2) Shadow Coral Breastplate: Armor (4 PD/4 ED) (12 Active Points); Independent (-2), Chest and Back Plate (Protects Locations 10-12; -1 1/2), OIF (-1/2) 0
3) Seashell Vest: (Total: 9 Active Cost, 3 Real Cost) Armor (1 PD/1 ED) (3 Active Points); Independent (-2), Standard Vest (Protects Locations 11-13; -1 1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 1) plus Power Defense (5 points) (5 Active Points); Independent (-2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 1) plus +1 Mental Defense (5 points total); Independent (-2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 1) 0
4) Elfshot Charm: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); Independent (-2), OAF (-1) 0

Weapons
1) Shadow Coral Shortsword: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), STR Minimum 8 (-1/2) 0
2) Shadow Coral Sabre: Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), STR Minimum 10 (-1/2) 0
3) Curse Stone: Negative Skill Levels (-2 with Any Skill), Range Based On STR (+1/4), Persistent (+1/2) (35 Active Points); 1 Charge which Never Recovers (-4), OAF (-1), Requires An Attack Roll (-1/2) [1 nr]

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  • 2 months later...

Re: Shadowsoul's Monster Corner

Arise dead Thread!

Dandy Lion

Background/History.
Not all of nature is hostile to man and throughout history he has bent the landscapes of the world to his will. But plants, animals and spirits which make up nature have persisted and sometimes thrived despite this interference. Fields, meadows, and heaths all sing with as much life as any dark wood or high mountain.

And so it is not only likely but inevitable that these places have their own magic and their own kind of protector, albeit a gentler one than those which lurk within the depths of a forest. One such is the Dandy Lion, named for its feline appearance and the ball of fuzzy seeds which sits at the tip of its tail. It is a spirit being but, like the murderous Haunt, it can take tangible form. Unlike the Haunt the Dandy Lion is a benevolent guardian of the land and no danger to humans if not provoked.

Personality/Motivation.
A Dandy Lion exists to protect the tamed landscape it inhabits but is usually content to leave the denizens of that land, human or otherwise, to their own devices. The Dandy Lion only grows angry when the land is threatened, its native wildlife hunted to extinction, its fields despoiled by war or its beauty scarred by industrial development. Once enraged the Dandy Lion will begin to attack those it believes to be responsible for the harm done to its home. Even then it is sometimes possible for the Lion to be placated or reasoned with, it is not a mindless force of destruction.

When at peace a Dandy Lion will amuse itself by watching the creatures that live in its territory and will sometimes converse with humans that summon it or pique its interest.

A Dandy Lion may be convinced to aid friendly characters against a mutual foe. However, it does not possess a normal human sense of morality or an understanding of politics and it may not be interested in affairs which do not directly affect the land.

Powers/Tactics.
Although it may give warnings beforehand a Dandy Lion will not hold back once it has chosen to fight and has no compunction about using stealth to take an enemy by surprise. It cannot roar but it still very frightening when angry and it will expect enemies to run from it. Whether they stand their ground or not it will attack the largest foe first, if possible, but is prepared to switch targets if another opponent proves more dangerous or irritating.

The Dandy Lion will initially attack with its Claws, hoping to maim fleeing prey or disable any enemy that dares to fight back. Against a lone opponent it will try a Grab and then proceed to chew them apart with its Fangs. If surrounded or seriously outnumbered it will unleash its Stinging Pollen attack and then fight normally.

If it is being badly mauled a Dandy Lion may choose to retreat and lick its wounds. But it has little fear of physical death as its Resurrection ability will usually allow it to grow a new body if the original is destroyed.

Campaign Use.
A Dandy Lion can serve as an opponent for an evil party or as a morally ambiguous opponent for a good or neutral party. If the Dandy Lion has become violent due to the depredations of man then the players must decide whether to destroy it or to try and address its concerns.
Alternatively the Dandy Lion can act as a powerful ally or even a summon for a nature priest or a wizard who wields the powers of Earth.

Quote.
“You are burning the land. The animals are dying. The birds are dying. Now, you will die.”

Appearance.
Tiger-sized feline with skin the colour of grass and a long ‘mane’ or crest of thorns that runs from its neck to the beginning of its tail. Its claws and teeth also look like dark thorns and the ball of seeds at the tip of its tail resemble those of its dandelion namesake. Despite the name and its great size the Dandy Lion is built more like a wildcat than a Big Cat.

If wounded a Dandy Lion proves to have plant-like flesh and to bleed a pale, greenish substance that appears to be a mixture of plant sap and chlorophyll.


Val Char Base Cost
28 STR 10 18
18 DEX 10 24
20 CON 10 20
16 BODY 10 12
10 INT 10 0
13 EGO 10 6
15/25PRE 10 5
10 COM 10 0
6/11 PD 6 0
4/7 ED 4 0
4 SPD 2.8 12
10 REC 10 0
40 END 40 0
40 STUN 40 0
6" RUN 6 0
2" SWIM 2 0
5 ½” LEAP 6 0


Pts. Power END
20 Coat Of Thorns 1: Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (49 Active Points); Activation Roll 11- (-1), No STR Bonus (-1/2) 0
12 Coat Of Thorns 2: Armor (5 PD/3 ED) 0
45 Claws: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR), Autofire (2 shots; +1/4), Reduced Endurance (0 END; +1) (45 Active Points) 0
37 Fangs: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Reduced Endurance (0 END; +1/2) (37 Active Points) 0
11 Draws Strength From The Ground: Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2) (37 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Only When In Contact With The Ground (Home Turf Only; -1/2), Self Only (-1/2) 0
38 Stinging Pollen: Sight and Smell/Taste Groups Flash 8d6, Explosion (+1/2) (67 Active Points); No Range (-1/2), Conditional Power Power does not work against targets with sealed armour (-1/4) 7
7 Dandy Lion Will Make You Whine: +10 PRE (10 Active Points); Limited Power Combat Only (-1/2)
9 Blow Away Dandy Lion: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2) (52 Active Points); Extra Time (Regeneration-Only) 1 Month (-3 1/4), Only When In Contact With The Ground (Home Turf Only; -1/2), Self Only (-1/2), Resurrection Only (-1/2) 0
9 Hunter's Senses: +3 PER with all Sense Groups 0
9 Meadow Spirit: Concealment 16- (13 Active Points); Only On Home Turf (-1/2)
30 Intangible Presence: Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Only On Home Turf (-1/2), Cannot Be Used In Combat (-1/2) 0
41 Immortal Guardian: Life Support (Does Not Breathe; Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Sleeping: Character does not sleep) 0
Power Cost: 268


Pts. Skill Roll
10 +2 with HTH Combat
7 Stealth 15-
6 Tracking (9 Active Points); Conditional Power Home Turf Only (-1/2) 14-
6 AK: Home Turf 15-
5 KS: Local History 14-
5 KS: Local Gossip 14-
Skill Cost: 39

Disadvantages Pts
Enraged: Damage To Home Turf (Uncommon), go 11-, recover 8- 20
Physical Limitation: Very Limited Manipulation (Frequently, Greatly Impairing) 15
Psychological Limitation: Dandy Lion Don't Tell No Lies (Uncommon, Total) [Notes: The Dandy Lion springs from a union of the fruits of nature and the works of man and so humans have a certain hold over it. Therefore a Dandy Lion is compelled to give a truthful answer to any question that a human asks it.] 15
Psychological Limitation: Benevolent (Common, Moderate) 10
Psychological Limitation: Hates Fire (Common, Strong) 15

Hair: Green
Eyes: Brown


Pts. Talents
2 Environmental Movement (no penalties on Grass, Mud and Hedges)
Talent Cost: 2

309 Abilities Cost

97 Characteristics Cost

Base Points : 200

Disads Total + 75
Experience Spent + 131
Total Cost = 406


Designer’s Notes


A Dandy Lion’s relationship with the humans within its territory will be affected by the genre/time period it appears in. In a High Fantasy setting it will probably appear to locals quite often and may even develop friendships with some of them. In an Urban Fantasy or Champion’s setting it will have lived through the trauma of the Industrial Revolution and will be far more fearful and suspicious of humanity. In this case the Dandy Lion will probably try to hide its presence from the humans around it and will be more likely to attack without warning or explanation.

It’s fairly obvious that this creature is based on a song. But I will add that it is also an attempt to balance things out a bit. Forests in Fantasy Worlds are usually so stuffed with magical protectors, Elves, Treemen, Pixies, Centaurs, Dryads, Nymphs, Faeries, Fauns, Unicorns and so on, that it is a wonder there is any room for the trees. So why can’t the more settled regions have their own guardians?

If you’re just looking for a straight forward monster encounter you can remove the Intangible Presence, Blow Away Dandy Lion and Immortal Guardian powers and the Benevolent, Enraged and Don’t Tell No Lies Disadvantages and add the Phys Lim ‘Animal Intelligence’.

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  • 8 months later...

Re: Shadowsoul's Monster Corner

 

With a couple of projects finished I have a little time to devote to the monsters in my head. So here is a very silly write-up. Still using the 5er as will be clear from the character sheet below.

Vermicious Knid

 

Knids are monsters from a children’s story. But the author, Roald Dahl, is well known for having fairly unsettling and violent monsters in his books and it would only take a change in writing style to make them into horror stories. Knids in particular are rapacious, galaxy spanning predators responsible for the mass extermination of countless alien species. I have written them up as they appeared in Dahl’s tales but have included notes on how to make them into serious monsters below.

 

Genre Champions, Sci-Fi, Horror, Dark Fantasy.

 

Background (Largely taken from Wikipedia). Knids are shapeshifting aliens capable of travelling between solar systems under their own power. When they reach a new world they devour all life upon it. Their homeworld is the planet Vermes, a fictional planet located (as stated in dialogue) 184,270,000,000 miles away from Earth (this would place it at 52 times Pluto's distance). Their one weak point is that they are show-offs; they cannot resist shaping themselves to spell the word "SCRAM" - the only word they know - before they attack. Willy Wonka knows that this interval is ideal for escaping an encounter with the Knids.

 

According to Willy Wonka, numerous sentient alien species that formerly existed have been wiped out by the Knids' predations. Wonka claims that the only reason humans have escaped this fate is because the Knids - not being heatproof and not possessing retro-rockets - cannot enter Earth's atmosphere without being burned up by friction. What are supposed to be shooting stars are in fact shooting Knids burning up in the atmosphere. In Charlie and the Great Glass Elevator Wonka destroys the swarm of Knids by burning them in Earth's atmosphere.

 

Personality/Motivation How Knids interact with each other is unknown and largely irrelevant. They see all other forms of life as food and they are relentless in their search for prey. Aside from this basic hunger Knids have demonstrated vengefulness; they will remember anything that has injured them and will pursue it with single minded intensity. Otherwise they are motivated by an excessive pride in their own abilities.

 

Powers/Tactics Knids can survive the vacuum of space and are preternaturally resistant to physical damage. They can fly through space at great speed and survive landing on a planet without the benefit of retro-boosters. Knids attack space vessels and other hard targets by ramming them, (performing a Move Through with their Flight). When encountering unprotected humans they will simply eat them, though not before performing their party trick. They are capable of working together in order to preserve themselves, catch slippery prey or show off. Knids are vulnerable to energy damage, particularly heat, but they rarely let this stop them from attacking.

 

Campaign Use As written Knids would serve best as humorous antagonists in a lighthearted Champions game or twisted Horror Campaign. With the adaptations written below they become a more serious threat and can serve as alien invaders or horrors summoned by an evil sorcerer or mad scientist. Since they appear to lack technology or anything like a long term strategy they are unlikely to serve as the focus of a campaign unless it is as a massive, all-singing, all-dancing threat hanging over the entire world. In a comparatively low tech/hard interstellar Sci-Fi Campaign Knids could pose a serious threat to spaceships. In a Space Opera or Galactic Champions Campaign they may be little more than galactic pests.

 

Quote SCRAM

 

Appearance In their natural form, Vermicious Knids are huge, dark, egg-shaped beings that are quite at home in the vacuum of space. They can lengthen and shift their bodies into various worm-like shapes and can even form their own version of human chains. They have one eye and it can be presumed that they have teeth with which to eat their prey.

 

Name: Vermicious Knid

 

Val Char Base Cost

30 STR 10 20

15 DEX 10 15

23 CON 10 26

14 BODY 10 8

10 INT 10 0

10 EGO 10 0

20 PRE 10 10

4 COM 10 -3

12 PD 6 6

5 ED 5 0

2 SPD 2.5 0

11 REC 11 0

46 END 46 0

41 STUN 41 0

6" RUN 6 0

2" SWIM 2 0

6" LEAP 6 0

 

Pts. Power

16 Space Creature: Life Support (Eating: Character only has to eat once per year; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0

 

90 Space Flight: Flight 30", Reduced Endurance (0 END; +1/2) (90 Active Points) 0

 

3 Tough: Damage Resistance (6 PD) 0

 

13 Relentless: Physical Damage Reduction, 50% (20 Active Points); STUN Only (-1/2)

 

30 Devour: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points) 0

 

20 Change Shape: Shape Shift (Sight Group, Simple Shapes) 2

 

30 Vermicious: Stretching 6" 3

 

Power Cost: 202

 

Disadvantages Pts

Psychological Limitation: Show Off (Common, Total) 20

Psychological Limitation: Only Knows One Word (Common, Strong) 15

Psychological Limitation: Regards Humans As Food (Common, Total) 20

Psychological Limitation: Vengeful (Common, Strong) 15

Reputation: Terrifying Aliens, 8- (Extreme) 10

Distinctive Features: Flying Egg or Worm Shaped Grey Alien (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 25

 

202 Abilities Cost

82 + Characteristics Cost

104 Base Points : 75

Disadvantages Total + 105

Experience Spent + 104

Total Cost = 284

 

Designer’s Notes. I should note that this write-up is based on memory and a little research, I am not working from the original text and so am open to contradictions from anyone who has it to hand.

 

This character sheet represents a standard Vermicious Knid as they appear in “The Great Glass Elevator”. I have left it up to the individual GM to include any skills such as CSLs, Stealth or Teamwork which they think a Knid would possess.

Like Dahl I have not explained how Knids can survive space travel without a food supply and how they actually manage to travel between stars at a reasonable speed. For GMs who worry about this I would suggest giving the Knids FTL travel and possibly increased longevity.

 

This Knid write-up is capable of smashing up most human vehicles without suffering any real harm itself. Its Str and defences have been geared around its ability to smash into a satellite head on without doing itself any lasting damage. That ability is approximated as I have never tried headbutting a satellite and don’t know precisely how tough you would have to be to get away with it.

 

Suggested alterations.

 

Knids that are not a joke. Remove the Show Off and Only Knows One Word Disadvantages and replace them with an equivalent amount of XP. Without their SCRAM party trick Knids are actually fairly respectable alien invaders. They are not especially intelligent but can make up for it in numbers and voraciousness.

 

Tougher Knids. As a race which is responsible for mass extinctions across the galaxy Knids should be adjusted to reflect the GM’s idea of a world beater. The Knids in Dahl’s stories are only daunted by a technology superior to anything else on or around planet Earth, (Willy Wonka technically qualifies as a Champions level mad genius or gadgeteer after all). But if you pitted the Knid as written above against e.g. the battle tank in Hero 5er then it would be obliterated. While tanks and other high powered military hardware are a relatively rare resource GMs may not find the character sheet above convincing as something which could wipe out the human race.

 

Therefore you may wish to make Knids virtually immune to physical damage by increasing their Physical Damage Resistance to 12, making their Damage Reduction Resistant and removing the Stun Only Limitation from it. +23 points. Or going one stage further and increasing their Damage Reduction to 75% as well. +53 points.

Alternatively you can simply increase PD and make it Resistant until the Knid suits your purposes. Var. Points.

 

If increasing the Knid’s defences then increase the damage it can do with its Move Through accordingly. A Knid should take no Body damage and a tolerable amount of Stun when ramming something and inflicting Knockback, (i.e. when it only takes half the damage it inflicts), but should suffer if it hits an immovable or immensely tough object, (i.e. when it takes the full brunt of the damage). If increasing Str or Movement Speed does not suit you then note that the Knid rams things point first and that that may justify a HA which can only be used with a Move Through. Var points.

 

In a Champions or Sci-Fi campaign Knids would be extremely vulnerable to Energy Projectors and Energy Weapons respectively. It may be worth limiting this vulnerability by giving them defences against any energy other than heat i.e. magical energy or electrical energy. Or simply give them limited defences against all Energy Damage. Atmospheric re-entry is pretty hard core stuff. Var. points.

 

Cthulhu Mythos Knids. Knids are genocidal, shapeshifting, wormlike creatures with no conception of morality and the inexplicable ability to traverse vast regions of space unharmed. They are clearly a part of the Cthulhu Mythos shared universe.

 

Mythos Knids actually originated on Earth. Like all terrestrial life they are the spawn of the vile protoplasmic mass Ubbo-Sathla. Yet unlike the crude organisms which would one day evolve into modern animals and even humans Knids had no need to develop further. They spread from Ubbo-Sathla in an unclean tide and preyed on all other forms of life on Earth until they were finally defeated and driven away by the Elder Things.

 

The Knids fled into outer space in vast swarms. Through the worship of an entity called The Screaming Sign, (believed to be an avatar of Nyarlathotep), they learned how to twist their bodies into blasphemous Non-Euclidean shapes that bent space and time and allowed them to traverse vast distances in an instant. Using this power the Knids roam the galaxy to this day, biding their time until Ubbo-Sathla stirs from its age-old slothfulness and calls them home. When they return the Knids shall devour all terrestrial life before ecstatically surrendering themselves to the lethal embrace of their maker.

 

There are dark hints in certain of the Pnakotic manuscripts that a few Knids escaped the Elder Things’ purge and lurk still in certain forgotten corners of the Earth. Supposedly the Cult of Dread Cthulhu is opposed to these beings which would rob their master of his dominion and actively hunts them.

 

While Mythos Knids are still a species of worm they also retain something of the protoplasmic nature of their parent. Their flesh is plastic and that is the source of their shapeshifting abilities.

 

To turn Vermicious Knids into Mythos Knids add the Knids that are not a joke package and possibly the Tougher Knids package. Then make the following alterations.

 

Add the following Disadvantages.

 

“Hunted: Cult of Cthulhu 8- (As Pow, NCI, Harshly Punish).” -15

 

“Psychological Limitation: Bound To The Whims of Nyarlathotep (Uncommon, Strong).” - 10

 

“Psychological Limitation: Enslaved To Ubbo-Sathla (Uncommon, Total).” -15

Add the following powers.

 

Blasphemous Sign: (Total: 200 Active Cost, 86 Real Cost) Ego Attack 5d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4), Area Of Effect Nonselective (6" Radius; +3/4) (100 Active Points); Extra Time (Full Phase, -1/2), No Range (-1/2), Eye Contact Required (-1/2), Does Not Provide Mental Awareness (-1/4) (Real Cost: 36). And. Drain EGO 5d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect Nonselective (6" Radius; +3/4) (100 Active Points); Extra Time (Full Phase, -1/2), Requires Eye Contact (-1/2) (Real Cost: 50). +86

 

Non-Euclidean Sign: Faster-Than-Light Travel (10 Active Points); Extra Time (Full Phase, -1/2). +7

 

Undying Horror: Life Support (Longevity: Immortal). +5

 

Finally. Add the following skills.

 

KS: Pre-human history of Earth. 11- +2

 

KS: The Outer Gods. 11- +2

 

Total cost of Package Deal is 62.

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  • 1 month later...

Re: Shadowsoul's Monster Corner

 

After the ominous silence which followed my foray into the world of childrens' monsters I've decided to do a more serious write-up. Here is my interpretation of an ancient Greek nightmare.

 

 

Name. Maenad

 

Genre. Fantasy. Ancient Greek.

 

Background/History. Maenads, trans. ‘raving ones’, are characters from Greek mythology, although the myths about them are apparently based on real acts of worship by the ancient Hellenes. Maenads were female followers of Dionysus who would fall into a shouting, orgiastic frenzy and commit ritual acts of ecstasy and sometimes murder. They were said to have hunted down wild beasts and perhaps even men or children and torn them apart in order to feast on their raw flesh.

 

Most Maenads were normal women who had been temporarily transformed by wine-soaked festival rites or by the will of Dionysus. Enemies of Dionysus often perished at the hands of their own female relatives who had been possessed by his power. But some travelled with the god himself and seemed to be permanently ‘blessed’ by his gifts.

 

Personality/Motivation. A Maenad’s normal personality is completely subsumed to her frenzy, she is a berserker of sorts. Maenads tend to dance and frolic madly, drink, shout wildly, possibly engage in acts of sexual excess and pursue beasts which they can ritually devour. They have no other motivations apart from the desire to please their god and to channel his essence.

 

 

When released from the their frenzy Maenads become normal women and regain normal humanoid motivations, though they may still serve Dionysus.

 

I have written Maenads up as being enraged by the presence of normal men and so attacking them. It may be more true to the original source material to say that in their frenzy they do not or can not make a distinction between men and the beasts they hunt for ritual sacrifice. The end result is the same. I have found no mention of women being killed by Maenads although that does not mean it did not happen.

 

While I have found no explicit mention of this I would assume that Satyrs, being servants of Dionysus, would be safe from the assaults of the Maenads and might even join them in their frolics. This may be considered to be true of any other members of Dionysus’ retinue, the Thiasus.

 

Powers/Tactics. While their ability to bring down strong men and even bulls in their prime barehanded can be attributed to the sheer numbers and insane bravery of the Maenads I have given them a Killing Attack and increased Strength to translate this power into game terms. I have also given them the ability to shrug off attacks that would knock normal people unconscious to simulate their implacable frenzy.

 

As divinely inspired beings Maenads are said to have possessed immunity to fire and steel, to have been able to conjure nourishment from the earth itself and to have handled snakes without taking harm.

 

Despite these powers a Maenad’s principle strength lies in numbers and fury. They display no tactics aside from a mad charge towards the unlucky victim who attracts their attention. They use no weapons or equipment aside from the ritual thyrsus, a long stick wrapped in ivy leaves with a cluster of leaves at its tip.

 

Campaign Use. Classic Maenads are most likely a random or one off encounter. A party of adventurers could stumble across the rites of the Maenads and have to fight their way out. Or they could be investigating the cult of Dionysus or a member of it. Alternatively anyone who incurs the wrath of Dionysus or his servants could be due a visit from the raving ones, in which case they could serve as more long term antagonists.

 

If Dionysus or an obvious equivalent does not appear in your setting then Maenads would still make good servants for any god of chaos, madness or nature unbound.

 

It is not unusual for modern depictions of the Dionysus cult in fantasy series e.g. Xena, True Blood to link this relatively neutral god with the Christian Devil, most probably because of his association with another horned god, Pan. Certainly the Maenads could be considered an evil cult in any setting where Good and Evil are actual forces.

 

It should be noted that true Maenads cannot be killed with impunity. Like the classic werewolf they have no control over their own frenzy, they may not even have chosen to become Maenads. Therefore a hero must think carefully before defending himself against them, assuming that he survives long enough to do so.

 

Quote. Dance for Dionysus!

 

Appearance. Human female wearing fawn skins and an ivy wreath.

 

Val Char Base Cost

15 STR 10 5

14 DEX 10 12

10 CON 10 0

10 BODY 10 0

10 INT 10 0

13 EGO 10 6

15 PRE 10 5

10 COM 10 0

3/13 PD 3 0

2/12 ED 2 0

3 SPD 2.4 6

5 REC 5 0

20 END 20 0

23 STUN 23 0

6" RUN 6 0

2" SWIM 2 0

3" LEAP 3 0

 

Pts. Power END

20 Beyond Pain 1: Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2) 0

20 Beyond Pain 2: Energy Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2) 0

40 Fire Does Not Burn Them 1: Energy Damage Reduction, Resistant, 75% (60 Active Points); Set Effect (Fire Only; -1/2) 0

10 Fire Does Not Burn Them 2: Armor (0 PD/10 ED) (15 Active Points); Conditional Power Fire Only (-1/2) 0

40 Iron Cannot Wound Them 1: Physical Damage Reduction, Resistant, 75% (60 Active Points); Set Effect (Iron Weapons Only; -1/2) 0

10 Iron Cannot Wound Them 2: Armor (10 PD/0 ED) (15 Active Points); Conditional Power Iron Only (-1/2) 0

10 Snakes Lick Harmlessly At Their Cheeks: Animal Friendship (20 Active Points); Limited Power Only Certain Animals (-1)

12 Tearing Strength: Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); STR Minimum 15 (-3/4) 0

10 Just Won't Give Up: +10 CON (20 Active Points); Limited Power Only to protect against being Stunned (-1)

14 Insane: Fearless

Power Cost: 186

 

Pts. Skill Roll

6 +2 Unarmed

4 KS: The Worship of Dionysus 13-

8 Survival (Mountain) 14- [Notes: Mystical powers to draw food from the earth.]

Skill Cost: 18

 

Disadvantages Pts

Psychological Limitation: Cannot Resist Orders By Priesthood Of Dionysus (Common, Total) 20

Psychological Limitation: Caught In An Orgiastic Frenzy (Very Common, Total) 25

Reputation: Murderous And Insane, 11- (Extreme) 15

Enraged: Presence Of A Man (Uncommon), go 14-, recover 8- 25

 

204 Abilities Cost

+ 34 Characteristics Cost

 

Base Points: 153

+ 85 Disadvantages

 

Total Cost = 238

 

Design Notes.

 

I have posted the HDC file of a stripped down or 'mundane' Maenad without most of her supernatural abilities below. This is for those who prefer more realistic enemies or simply want an easier opponent for their players to face.

 

I have written up the very specific powers a Maenad was supposed to have over the earth e.g. summoning water by striking a rock with a thyrsus, as Survival. This is purely to save me some work.

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  • 3 years later...

It has been a long time and various things, from neck problems to writing projects, have kept me from uploading any new monsters to this old thread of mine. But no more.

Arise from the grave dead thread!

Wolfsheads

 

Wolfshead is an old term for an outlaw, dating back to Medieval England. The idea was that certain people who had fled justice were legally considered to have the "head of a wolf" in so far as they could be killed with impunity just like a wolf. Hunting game on a nobleman's land would get you into serious trouble, just as murdering someone would. But killing a wolf or an outlaw held no legal repercussions.

This monster build combines that idea with the myth of the Werewolf to create a slightly different spin on beastmen; outlaws who lurk in deep woods and, having cast aside their humanity, slowly transform into wolf-men, their physical transformation reflecting their rejection of the world of humans.

Wolfsheads combine the worst qualities of humanity - cruelty, greed and selfishness, with the unbridled savagery of wild beasts; they are not bound by the laws of men or the balance of nature. Wolfsheads form packs and lurk at the edges of human society, robbing, killing and devouring true men as they please.

In battle Wolfsheads favour ambush, their usual tactic is for the more human members of the pack to hide in trees and soften up the enemy with arrows until the more bestial outlaws launch a direct assault.

The transformation from outlaw to wolfman happens gradually over time but for the sake of ease I have created three Package Deals to represent the broad types of Wolfshead.

Wolfling.

These benighted souls are not true Wolfsheads yet but are no longer quite men either, their eyes are yellow, their nails are overlong and their shaggy bodies move with a curious loping gait.
Wolflings retain enough of their humanity to be able to speak, wear clothes, practice some crafts such as sewing or tanning and wield human weapons, including bows. This makes them useful members of the pack despite their relative lack of strength.

In a large pack Wolflings can make up as much as half of the group's numbers but they are always low ranked and are often treated as little better than slaves by their wilder brethren.

Characteristics

STR +3
DEX +2
PRE +3
OCV +1
PD +1
END +4
Running +2

Skills

WF: Axes, Maces, Hammers, and Picks, Blades, Bows, Clubs, Javelins and Thrown Spears, Thrown Knives, Axes, and Darts, Unarmed Combat

KS: Forests 11-

Navigation (Land) 11-

PS: Any Craft 11-

Stealth 11-

Survival (Temperate/Subtropical Forests) 11-

Climbing 12-

Powers
Claw-Like Nails: Killing Attack - Hand-To-Hand 1 point (1d6 w/STR), Autofire (2 shots; +1/4), Reduced Endurance (0 END; +1) (11 Active Points); Reduced Penetration (-1/4)

+1 PER with Normal Smell

+1 PER with Hearing Group

Total Points = 48.

30 points of Complications.

18 points of XP

Complications

Bestial features: (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) -15

Negative Reputation: Outlaw, Infrequently - 5

Psychological Complication: Unrepentant Criminal (Common; Moderate) -10

True Wolfshead

After enough time spent in the wild a Wolfling's head becomes that of a wolf and only then is he truly accepted into the pack's power structure, nor is this the only change; fur covers his shoulders and the rest of his body is thick with hair, claws tip his hands and feet. The creature's wolf mouth cannot truly form human words, though they seem to be able to understand one another.

Wolfsheads are strong and agile with an instinctive understanding of the hunt and an uncanny ability to coordinate their attacks. While a Wolfshead can still understand the use of melee weapons his crooked, clawed hands limit his ability to hold them and he may well prefer to fight with tooth and claw.
Unless they are attended by Wolflings or slaves Wolfsheads will not be able to maintain weapons or armour.

Characteristics
STR +5
DEX +3
CON +4
PRE +5
OCV +1
DCV +1
SPD +1
PD +1
ED +1
END +8
BODY +1
STUN +6
Running +6

Skills

WF: Axes, Maces, Hammers, and Picks, Blades, Clubs, Unarmed Combat

KS: Forests 11-

Navigation (Land) 11-

Stealth 13-

Survival (Temperate/Subtropical Forests) 12-

Teamwork 12-

Tracking 11-

Climbing 12-

Powers

Claws: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Autofire (2 shots; +1/4), Reduced Endurance (0 END; +1) (34 Active Points); Reduced Penetration (-1/4)

Fangs: Killing Attack - Hand-To-Hand 1/2d6 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points)

Tough Hide: Resistant Protection (1 PD/1 ED)

+2 PER with Hearing Group

+3 PER with Normal Smell

Nightvision

Total Points Cost = 132

60 points of Complications

71 points XP

Complications

Physical Complication: Slightly Limited Dexterity (Infrequently; Slightly Impairing) -10

Negative Reputation: Wolfshead, Frequently (Extreme) -15

Distinctive Features: Wolfshead (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) -20

Psychological Complication: Vicious Criminal (Common; Strong) -15

Alpha Wolfshead

As a pack becomes older and grows in power one Wolfshead, the oldest, strongest or most savage, will transform completely, becoming a true wolfman with a full pelt of fur, bulging muscles and elongated claws. This monster functions as the pack's leader, much like an Alpha wolf, his increased strength and bestial fury make him a formidable opponent for any adventurer.
Alphas have almost no humanity left, they cannot speak or use tools and are interested chiefly in killing, eating and mating. Aphas do retain their human cunning however and can still coordinate an ambush or tactical retreat if it is in their interests to do so.

While Wolfsheads become stronger and more bestial with age none can complete their transformation without first killing the reigning Alpha. The exception is that if a female member of the pack gains enough power and is accepted by the Alpha as a mate she will become the pack's Omega and will complete her descent into wolf-form in order to rule by his side.  It is not always a male who first rises to lead the pack, iIf a female Wolfshead 'ascends' before any males do then she will become an Omega in her own right, though she may eventually choose her own Alpha.

Characteristics

STR +10
DEX +4
CON +8
EGO +4
PRE +10
OCV +1
DCV +1
SPD +1
PD +2
ED +2
END +10
BODY +3
STUN +10
Running +6
Leaping +2

Skills

KS: Forests 12-

Navigation (Land) 11-

Stealth 13-

Survival (Temperate/Subtropical Forests) 12-

Teamwork 13-

Tracking 11-

Ferocious: +2 with Natural Weapons

Climbing 12-

Powers

Claws: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Autofire (2 shots; +1/4), Reduced Endurance (0 END; +1) (34 Active Points); Reduced Penetration (-1/4)

Fangs: Killing Attack - Hand-To-Hand 1/2d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points)

Unnatural Hide: Resistant Protection (2 PD/2 ED)

+2 PER with Hearing Group

+3 PER with Normal Smell

Total Points cost = 171

70 Points Complications.

101 Points XP

Complications

Physical Complication: Limited Dexterity (Infrequently; Greatly Impairing) - 15 points

Negative Reputation: Wolfshead, Frequently (Extreme) – 15 points

Distinctive Features: Wolfshead (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) - 20 points

Psychological Complication: Vicious Beast (Common; Total) - 20 points

Alternative uses.

1. The idea that outlaws can take on animal features because they reject human society and laws can be applied to other environments and societies, jackals or coyotes come to mind. Men who roam the savannah could become akin to lions or hyenas. Jungle dwellers might come to resemble jaguars. Or one could forget the ‘wilderness’ angle and focus on the loss of humanity, for example those who give up normal morality because they serve an, (evil), master could take on the characteristics of vicious dogs, (dog soldiers).
Why limit the idea to mammals for that matter? Criminals who lurk in swamps could take on the heads of crocodiles or snakes while pirates or wreckers might turn into fish-men or shark-men, their souls and inhuman as the tides they traverse.

2. Wolfsheads need not be evil. If the transformation is entered into willingly then Wolfsheads could be good or morally neutral beings, sacred guardians of the forest or members of a tribe of beast-worshippers.

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  • 5 months later...

This monster is unusual in that I have not given him a specific origin, he is more of an archetype than a member of a particular species.

 

The Butcher.

 

Background/History

 

Who can say how the Butcher came to exist? Perhaps he is demon of greed, perhaps he is an ogre run to fat or perhaps he was human once, until his desire to devour the flesh of others twisted him into the hulking abomination you see before you.

 

All that matters now is that you have stumbled into his lair. You had better hope he isn't hungry, you wouldn't like him when he's hungry.

 

Personality/Motivation.

 

The Butcher has few, if any, interests in life beyond the practice of his profession; he takes great pride in butchery and great delight in eating raw meat, particularly the meat of sentient beings.

 

Power, wealth and beauty hold no meaning for the Butcher, his only goal is to eat flesh and perhaps to wash his bloody meals down with a barrel or two of beer.  To this end the Butcher is quite willing to work for a master or join an army of creatures that do not mind his eating habits and generally prefers this sort of arrangement since it saves him the effort of having to chase down and capture his meat himself, better to spend his time in butchery even if he must share the bulk of the meat with others.

 

Powers/Tactics.

 

The Butcher's vast girth does not slow him down in a fight and in fact he is so thick with fat that he can shrug off all but the mightiest of blows, this coupled with the fact that he is either too brutish or too stupid to truly register pain means that he can carry on fighting until he is literally hacked to pieces.

 

In battle the Butcher makes the most of his prodigious strength; he usually wields a massive cleaver and is quite skilled in its use, even when faced with meat that keeps trying to get out of the way.  More advanced tactics such as using missile weapons or cooperating with his allies are beyond the Butcher's meagre mental abilities, though he may throw knives, pots or haunches of meat at troublesome or distant opponents.

 

Fear is another concept that the Butcher has little understanding of and he is unlikely to run away, even if faced with overwhelming odds.  It is possible that this is because being afraid makes him hungry.

 

Campaign Use.

 

While the Butcher could be encountered lurking in a cave somewhere he is happiest when other creatures bring him his meat and so is most likely to be encountered in the dark recesses of an evil lord's castle or in the camp of some evil army.  Tribes of cannibalistic monsters such as ogres may also have a Butcher among their number.

 

The Butcher is a serious challenge for a lone adventurer and is tough enough to survive a few rounds even when outnumbered.

 

Appearance.

 

Hugely muscled 8 foot tall humanoid with blubbery features and a great rotund belly.  His skin is clammy and fish pale and his piggy eyes are glazed over with hunger.  Wears a floor length leather apron crusted with blood and other, less recognisable fluids and clutches a cleaver the size of a battle-axe in one meaty fist.

 

Characteristics.

 

Brutal Strength:  +18 STR

 

Precise Cuts:  +4 DEX

 

Indomitable:  +15 CON

 

Stubborn:  +4 EGO

 

Ghastly:  +10 PRE

 

Surprisingly Quick:  +1 SPD

 

Hugely Fat 1:  +8 ED

 

Hugely Fat 2:  +12 PD

 

Hugely Fat 3:  +10 BODY

 

Worker:  +4 REC

 

Tireless:  +30 END

 

Unstoppable:  +30 STUN

 

Stupid: -2 INT

 

Total Characteristics Cost = 118

 

 

Skills

 

Butcher:  +2 with Butcher's Blades

 

WF:  Axes, Maces, Hammers, and Picks, Blades

 

PS: Butcher 14-

 

Total Skills Cost = 13

 

 

Powers

 

Feels No Pain 1:  Energy Damage Reduction, 50% (20 Active Points); STUN Only (-1/2)

 

Feels No Pain 2:  Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2)

 

Heavy:  Knockback Resistance -4m

 

Total Powers Cost = 37

 

Complications.

 

Psychological Complication:  Hungry for flesh (Common; Strong)

 

Physical Complication:  Large (Infrequently; Barely Impairing)

 

Total Complications Points = 20

 

Total Character Points = 168

 

Equipment.

 

Great Cleaver:  Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum 17 (-3/4), Real Weapon (-1/4)

 

Large Skinning Knife:  Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), STR Minimum 11 (-1/2), Real Weapon (-1/4)

 

Blood-Crusted Leather Apron:  Resistant Protection (1 PD/1 ED) (3 Active Points); Limited Power Does not protect feet arms or head (-1/2), Real Armor (-1/4)

 

Design Notes.

 

Not much to it really.  I've encountered creatures like this in several computer games and probably a few books and films if I trouble to remember them.  He's hardly the most original monster but I thought it would be fun to write up a character rather than a species, if that makes sense.

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