The Dresden Files > DFRPG Resource Collection
various more-obscure mythical creatures
HobbitGuy1420:
Trying for a more complete write-up than I'd posted earlier.
The Slender Man
From a distance, the figure appears to be a tall, thin man in a black suit, standing near the forest's treeline. As you grow closer, though, a sense of wrongness falls about him. His apparent height stretches to well over 9 feet tall. Rather than human arms, he sports branching tentacles. It's not until you see his inhuman face, however, that you realize the true terror before you.
High Concept: Mysterious Apparition
Other aspects: Fond of Children, Twister of Minds, The Operator Symbol Ⓧ, Found You Forever, Symptoms of his Presence, Persistent Silence and Outstretched Arms
[-4] Supernatural Recovery
[+0] The Catch is unknown (and possibly nonexistant)
[-8] Physical Immunity
[+0] The Stacked Catch is also unknown
[-2] Undying (much like Living Dead's Death Is A Nuisance power, no Taken Out result of death against the Slender Man truly lasts. He might be incapacitated or banished for some time, but he will always return to the world, sooner or later.
[-4] Supernatural Speed
[-4] Supernatural Strength
[-6] Incite Potent, Lasting Terror, Obsession, and Madness At Range
[-4] Mastered Domination
[-1] Cloak of Shadows
[-0] Human Guise
[-1] Claws
[-4] Long Grasp: The Slender Man may use most, if not all, of the Trappings of the Fists and Might skills from an adjacent zone. This includes ranged attacks and grapples. In addition, the Slender man may perform spray attacks unarmed using those skills. This means that if there are multiple opponents in the field who possess aspects which may be invoked to initiate a grapple, The Slender Man may attempt to grapple all such opponents with the same action.
[-1] Mana Static
[-2] Swift Transition
Total Refresh cost: -41
Skills:
Fantastic: Intimidation, Deceit, Presence
Superb: Fists, Athletics, Discipline
Great: Empathy, Alertness, Might
Good: Endurance, Conviction, Lore
Other physical skills default to fair, non-physical skills to average
A veritable nightmare. Weapon: 6 Physical attacks at Superb from up to a zone away, ranged zone-wide grapples, immunity with a catch to be decided by the GM, if any (options could be holy items, his own substance, or more esoteric mystical options) with recovery that's potentially Catchless, and the power to truly break the mind of his chosen prey. He often surrounds himself with Enthralled slaves or Renfield-esque servitors. Physical combat would be a slaughter, and should last only long enough to show that the players should run without his Catch. Actually killing the Slender Man is impossible, but it may be possible for players to defeat the Dresdenverse version in a couple ways. Discovering and using the Slender Man's Catch against him (if one exists) could allow players to drive him away, or characters might find and perform a magical ritual to ward him away or bind him. This should never be cheap or easy; perhaps the ritual is in a book of Outsider lore held in a Venatori enclave or the like.
Modifications: If this version of the Slender Man is too extreme for your tastes, you can lower the Strength and Recovery to Inhuman, or eliminate the Strength and Claws entirely - just make sure you don't remove *all* his teeth. Y'know, if he has teeth. If (god forbid) you wish to make him even tougher, you could boost Strength, Speed, and Recovery to Mythic - though by that point, he's even further into "plot device" territory than he started. In fact, if the party doesn't have the Slender Man's Catch, he could (and possibly should) be run as a Plot Device in any physical combat. You go up against him directly without that sort of leverage? You're dead.
vultur:
Cool -- and scarily powerful.
'Undying' might be a -2 power if it has the benefits of Living Dead without the drawbacks.
vultur:
Morgen
Morgen are treacherous sea faeries of Breton legend. They lure victims into the water, either with their own beauty or by showing visions of beautiful realms beneath the sea.
High Concept: Beguiling Sea Fae
Skills
Great (+4): Deceit
Good (+3): Conviction, Discipline
Fair (+2): Athletics, Awareness, Rapport
Average (+1): Empathy, Endurance, Lore, Presence
Powers
Aquatic [-1]
Channeling (Water) [-2]
Incite Emotion (Longing/Desire: Lasting Emotion, At Range) [-3]
Inhuman Recovery [-2]
The Catch [+1]: cold iron and other fae weaknesses
Stress
Mental 0000
Physical 000
Social 000
Total Refresh Cost: -7
Notes: 3-shift water evocations; Incite Emotion allows maneuvers or Weapon:2 mental attacks at Great.
KOFFEYKID:
HC: Fey Huntmaster
TR: Chained to the Wild Hunt
OA: Lonely but for the Dogs; Archery, a lost Art; Never Loose my Quarry
Skills
5 Weapons,
4 Alertness, Athletics, Stealth
3 Endurance, Presence, Fists
2 Intimidation, Rapport, Deceit
1 Empathy, Lore, Conviction
P OOOO(OO) M OOO S OOOO
Cost Power
-1 Too Fast to Hit
-1 Mighty Draw
-1 Cloak of Shadows
-1 Echoes of the Beast (Survival)
-1 Pack Instincts
-2 Worldwalker
-2 Swift Transition
-2 Inhuman Speed
-2 Inhuman Strength
+3 The Catch (Cold Iron and the Like)
-2 Inhuman Toughness
-2 Inhuman Recovery
Total Refresh Adjustment: -14
Mighty Draw: You may apply your bonuses related to strength to your attacks with a bow.
HC: Hound of the Hunt
TR: Once a Man
OA: My Brethren; Group Hunters; Heel to my Master's Call
Skills
5 Fists
4 Athletics, Alertness, Survival
3 Endurance, Intimidation, Stealth
2 Conviction, Presence, Empathy
P OOOO(OO) M OOO S OOO
Cost Power
-1 Claws
-1 Echoes of the Beast
-1 Cloak of Shadows
-1 Inhuman Speed
-1 Pack Instincts
-2 Inhuman Strength
+1 The Catch (Cold Iron and the Like)
-2 Inhuman Toughness
Total Refresh Adjustment: -8
KOFFEYKID:
HC: Living Shadow
TR: Trapped by Daylight
OA: Shadowy Assassin; Are You Afraid of the Dark?; Hold to the Contract; Shady Deals and Shady Friends; Insubstantial Shadow
Skills
5 Fists
4 Athletics, Stealth, Might
3 Endurance, Presence, Alertness
2 Rapport, Deceit, Empathy
1 Resources, Conviction, Survival
Cost Power
-3 Shadow Form (Spirit Form)
-2 Shadow Manipulation
-Deeper Shadows
-1 Myrk
-1 Cloak of Shadows
-2 Inhuman Speed
+3 The Catch (Light)
-2 -Inhuman Recovery
-2 -Inhuman Toughness
Stress: P OOOO(OO) Armor 1 M OOO S OOOO
Notes: Initiative at Fantastic. Defends at Superb. Attacks at Superb at Weapon 2, and possibly from more than one zone away.
Total Refresh Cost: -10
Shadow Manipulation [-1]
Description: You are able to use your shadow to physically manipulate objects, not only that but your shadow is malleable to your will. You can stretch it across great distances or coalesce it into a small area.
Options: This ability costs 1 refresh to start and has several upgrades to it.
Skills Affected: Fists, Might
Effects:
Shadowy Hand. You can manipulate objects with your shadow. You can lift objects in accordance with your might, and attack using fists. The further away you stretch your shadow the less dense it is. For each additional zone of distance beyond the first apply a -1 penalty on any roll.
Deeper Shadows [-1]. Increase the weapon rating of attacks made with your shadows by +2.
Lasting Shadows [-1]. Your shadows take longer to dissipate, allowing you to spread your attention across a battlefield. Any aspect placed with Shadow Manipulation automatically becomes sticky.
Shadows Fall [-1]. Your shadow is capable of growing much larger than it should be, allowing you to attack a whole zone with it (at a -2 penalty).
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