The Dresden Files > DFRPG Resource Collection

various more-obscure mythical creatures

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Violet Rook:
YS185 The Catch, under effects, second bullet.

If the Catch is bypassed by something that anyone could reasonably get access to, but usually doesn't carry on them (like cold iron), you get a  +2...

I'm not sure what I missed.

Baba Yaga I think would have "steel-like" teeth. However, I love your concept of her finding an immunity to iron. Good story there if other fae could find out about it.

I agree with her being her own power. I did not throw in evocation and thaum because I kind'a see her just...doing it...like an old fae... In the above, I have her High Concept as: Ancient Winter Witch because maybe she pre-dates a lot of what is going on in faerie. Perhaps she even helped established the Winter Court and is there for apart of its power much like the Women of Winter are, but in a more obfuscated way. As if, her being around adds to the mantle of Winter itself. She would be at or above The Mother of Winter in power.

Violet Rook:

--- Quote from: Hick Jr on January 08, 2013, 12:42:29 AM ---Ahem.

That's super awesome, but there's really only one witchy female faerie crone who's covered in warts with a hook nose and steel teeth, and happens to live in a very odd hut. On the off chance this is somehow a Cold Days spoiler, it's

(click to show/hide)Mother Winter. So your writeup there could be a mantle she wears occasionally?
--- End quote ---

Oh yes, hence my note at the end of my original post... I love being able to guess at such things and kind'a cackle in my own right of more than likely being correct.  ;D

Deadmanwalking:

--- Quote from: Violet Rook on January 08, 2013, 12:51:37 AM ---YS185 The Catch, under effects, second bullet.

If the Catch is bypassed by something that anyone could reasonably get access to, but usually doesn't carry on them (like cold iron), you get a  +2...

I'm not sure what I missed.
--- End quote ---

You also get the bonus for how well known it is. Unless nobody out there knows she's Fae, that's another +1. Same page.


--- Quote from: Violet Rook on January 08, 2013, 12:51:37 AM ---Baba Yaga I think would have "steel-like" teeth. However, I love your concept of her finding an immunity to iron. Good story there if other fae could find out about it.
--- End quote ---

I've always heard it as actual steel or iron, and it seemed a good story to go with.  :)


--- Quote from: Violet Rook on January 08, 2013, 12:51:37 AM ---I agree with her being her own power. I did not throw in evocation and thaum because I kind'a see her just...doing it...like an old fae... In the above, I have her High Concept as: Ancient Winter Witch because maybe she pre-dates a lot of what is going on in faerie. Perhaps she even helped established the Winter Court and is there for apart of its power much like the Women of Winter are, but in a more obfuscated way. As if, her being around adds to the mantle of Winter itself. She would be at or above The Mother of Winter in power.
--- End quote ---

Because of the way Evocation, Thaumaturgy, and Sponsored Magic work, anyone who's truly powerful in their own right should have Evocation and Thaumaturgy (though they might have Sponsored Magic as well). Certainly anyone known as the 'Mother of Witches' should have such things.  :)

Violet Rook:
Deadmanwalking, I never would have seen that in a million years if you had not pointed that out to me. Thank you so much. I've read it like...a lot...and never put that together. I'm going to go drool in a corner now.  LOL. Seriously, thank you.  ;D
*******************************************************************
Willow-the-wisp    A.K.A: (Willowisp)
These creatures have been a staple in many RPGs. They appear as colored balls of light when not employing a veil. Other than that, they use veils to disguise their true forms as something like: A woman walking with a lantern. Etc... They can have the veil respond to most stimulus. They will lead you to your doom.
 
High Concept: Mischievous Spirit of Misfortune
Other Aspects: The False Light, Catch me if you can, Makes you wonder

Skills
Alertness: Fantastic (+6)
Deceit: Epic (+7)
Performance: Superb (+5)
Empathy: Great (+4)
Might: Good (+3)

All others that would apply can fall anywhere you'd like really.

Stunts
Attuned for Danger: Willow-the-wisps use Alertness for initiative. [-1]

Powers
Skilled at Veils: Willow-the-wisps can cast veils using Deceit for both power and control. [-2] (As it covers both power and control)
Spirit Form [-3]
Physical Immunity [-6]
          The Catch: spirit magic works on them [+3]
          (+2 from the spirit magic and +1 because it can be researched well enough).
Swift Transition [-2]


Stress
P: O O
S: O O
M: O O

Note: The opposite of a Willow-the-Wisp is known as a Feu Follet. They appear no different than a wisp, but will instead take you to something beneficial.

Total Refresh: -14


Sanctaphrax:

--- Quote from: Hick Jr on January 08, 2013, 12:42:29 AM ---But having a house as a golem is a super-awesome idea that i'm stealing for my Oneiromancer.
--- End quote ---

I've gotta stat that. I may never get a better chance to use the Magical Compartment Power.

In case you don't know what I'm talking about:

(click to show/hide)MAGICAL COMPARTMENT [-1]
Description: You possess the ability to contain things within your own body or within an extra-dimensional space. Or perhaps within some other sort of container. Most vehicles, if treated as characters, have this power.
Skills Affected: None
Effects:
Magical Compartment. You may hide objects inside a supernatural container of some kind. Doing so gives you a +4 bonus to any attempt to conceal something.
Living Armour. You may place another character inside your compartment, if they are willing or helpless. Treat the space inside your compartment as a separate zone. When someone inside this zone is attacked by someone outside of it, you may make their physical defence rolls for them. In addition, you must add your physical armour to theirs against such attacks. Obviously, a character who is inside your compartment moves when you do. A character who is inside you may not take any actions that affect anything outside of you without first escaping. Entering or leaving your compartment without your consent requires that an appropriate aspect first be invoked for effect.
Size Limit. A normal-sized character with this power may contain up to one normal-sized human or an equivalent volume  of other matter within their compartment. Diminutive size divides storage capacity by 10, while Hulking Size multiplies it by 10, Titanic Size multiplies it by 100, and Unthinkable Size multiplies it by 1000. A character with this power is impeded normally by the weight of everything inside their compartment, but they add 4 to their Might skill for the purpose of carrying such things.
Sealed Compartment [-1]. The space inside your compartment is effectively a separate world. Anything or anyone inside it cannot interact with anything outside of it at all unless worldwalking magic is used. Entering or leaving the compartment without your consent requires similar magic. This is not compatible with Non-Restrictive Compartment.
Time Stands Still [-1]. (Requires Sealed Compartment) Time does not pass within your compartment. Everything inside of it is held in stasis.
Expanded Compartment [-1]. Multiply your compartment's storage capacity by 10. Add 4 to your Might skill for the purpose of carrying things inside your compartment.
Non-Restrictive Compartment [-1]. Characters inside your compartment may take social actions against you and things outside of you. This allows them to make maneuvers in combat.
Open Compartment [-1]. (Requires Non-Restrictive Compartment) Characters inside your compartment may act normally, with one exception: they may not move outside of you without first escaping.
Baba Yaga's House (Feet In The Water)

High Concept: Baba Yaga's House
Other Aspects: Chicken Legs
Skills: 
Great: Fists
Good: Endurance, Athletics
Fair: Alertness, Discipline, Might
Average: Survival, Intimidation, Conviction, Investigation
Powers:
Open Compartment [-3]
Hulking Size [-2]
Claws [-1]
Supernatural Strength [-4]
Mythic Toughness [-6]
The Catch (Unknown) [+0]
Total Refresh Cost:
-16
Refresh Total:
-10

Might be good to give it Mindless...I dunno whether the house can think.

PS: I don't think it's a good idea to give Fantastic-Epic skills to something as minor as a Willowisp. Also you've got the cost for Physical Immunity wrong, Alertness is normally used for initiative, and Glamours would probably be a good way to represent the veils.

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