Author Topic: various more-obscure mythical creatures  (Read 68946 times)

Offline HobbitGuy1420

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Re: various more-obscure mythical creatures
« Reply #90 on: February 05, 2011, 05:26:45 PM »
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.
« Last Edit: July 02, 2013, 06:41:52 PM by HobbitGuy1420 »

Offline vultur

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Re: various more-obscure mythical creatures
« Reply #91 on: February 05, 2011, 10:10:38 PM »
Cool -- and scarily powerful.

'Undying' might be a -2 power if it has the benefits of Living Dead without the drawbacks.

Offline vultur

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Re: various more-obscure mythical creatures
« Reply #92 on: February 19, 2011, 01:07:17 AM »
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.

Offline KOFFEYKID

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Re: various more-obscure mythical creatures
« Reply #93 on: February 20, 2011, 10:30:51 PM »
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
« Last Edit: February 21, 2011, 10:20:30 PM by KOFFEYKID »

Offline KOFFEYKID

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Re: various more-obscure mythical creatures
« Reply #94 on: February 24, 2011, 01:10:00 PM »
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).

Offline bitterpill

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Re: various more-obscure mythical creatures
« Reply #95 on: February 24, 2011, 03:58:53 PM »
Phoenix

Phoenix are birds of beguiling beauty and with a voice which sings out into the heart of man, some of them can even turn into Humans and have a life span of over a thousand years, they reproduce through fire.

High Concept: Enchanting Bird of Brilliant Fire

Skills
Superb (+5): Presence,
Superb (+4):  Lore, Performance
Great (+3): Athletics, Scholarship, Endurance
Good (+2): Conviction, Fists, Scholarship, Awareness 

Powers
Wings [-1]
Incite Emotion Awe [-4] (range, lasting)
Mythic Recovery [-6]
The Catch [+3]: Cold
Human Change [-1] As opposed to beast change


Stress
Mental 0000
Physical 0000
Social 0000 +1M

Total Refresh Cost: -9
"Apathetic bloody planet, I've no sympathy at all"  Vogon Captain

Offline devonapple

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Re: various more-obscure mythical creatures
« Reply #96 on: February 24, 2011, 05:47:13 PM »
Aigamuxa (Feet in the Water)
(adapted from Atlas Games' "Nyambe" publication "Monster Factory" by Chris Dolunt)

High Concept: Desert Predator
Aspects: Eyes on the Soles of My Feet; Dune Stalker; Hunger For Flesh

Skills
Great (+3): Might, Fists, Athletics
Good (+2): Alertness, Endurance, Stealth
All other skills at Average or Mediocre

Powers
Claws [-1]
Supernatural Sense: Tremorsense [-1]
Channelling (Sandstorms) [-2]
Inhuman Toughness [-2]

Origins
Aigamuxa (eye-gah-MOO-zhah) stalk the desert sands. "These tall, thin creatures look like naked humans from a distance, but close up they have claws, fangs, and most disturbingly, blank patches of flesh where their eyes should be. Aigamuxa are not blind, and have eyes on the soles of their feet. In order to see, they must get down on their hands and knees, and arch their feet over their back to see what is in front of them. This would be comical if not for the fact that they are extremely dangerous flesh-eating monsters. According to legend, the aigamuxa are responsible for the deadly sandstorms that sometimes sweep the region, and the appearance of one is often accompanied by roaring winds and stinging sands." ("Monster Factory" by Chris Dolunt)

In desert or sandy terrain, an aigamuxa can generate a powerful magical sandstorm around itself, which it can use to blind, cause damage, extinguish lights, or perform other maneuvers. While they are on their feet, they are effectively blind, and can tag their Eyes on the Soles of My Feet aspect to resist appropriate Maneuvers or attacks.

Total Refresh Cost: -6
Refresh: 0

Option for Sandstorm power [-3]:
Breath Weapon (Sandstorms) [-2]
Wide Breath [-2] Your breath weapon affects everyone in a single zone.
Limited: requires ambient sand or other particulate matter [+1]
« Last Edit: February 25, 2011, 05:01:46 AM by devonapple »
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets

Offline Paynesgrey

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Re: various more-obscure mythical creatures
« Reply #97 on: February 24, 2011, 06:01:06 PM »
If anybody's mining for something uncommon, I suggest checking out the Shetani, east african spirits of great variety and temperment.  You can probably come up with one for any occassion you wish.

Offline devonapple

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Re: various more-obscure mythical creatures
« Reply #98 on: February 24, 2011, 08:14:37 PM »
If anybody's mining for something uncommon, I suggest checking out the Shetani, east african spirits of great variety and temperment.  You can probably come up with one for any occassion you wish.

Cool! If you are familiar with Nyambe, can you tell me which creatures there correspond to these Shetani? I was thinking of raiding the Nyambe book later for monsters.
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets

Offline ways and means

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Re: various more-obscure mythical creatures
« Reply #99 on: March 31, 2011, 11:22:45 AM »
Red Drake (Scuba Diving)
High Concept: Feral Red Drake
Other Aspects: Feral, Vicious, Man-eating, Fire Breathing, Monstrous, Abomination

Skills:
Fantastic: Endurance, Fists
Superb: Intimidation, Might
Great: Alertness, Athletics
Good: Presence, Survival
Fair:  Conviction, Stealth, Discipline


Stunts:
Breath Control (Fists): Use Fists to wield Breath Weapon
Shrug it Off: Can make dodge rolls with Endurance e

Powers
Claws -1
Wings -1
Hulking Size -2
Breath Weapon -2
Supernatural Strength -4
Inhuman Speed -2
Mythic Toughness -6

Catch +1  (+0 for Availability as the catch is an Inch wide gap in the Armour in the Under-belly of the Dragon which requires a legendary archery or gun roll to hit even when looking for it, +1 for Research).

Total Refresh Cost:
-19
Refresh Total:
-2
Every night has its day.
Even forever must come to an end....
I think.

Offline devonapple

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Re: various more-obscure mythical creatures
« Reply #100 on: April 06, 2011, 05:21:21 AM »
Ngojama Demon (Submerged)
(adapted from Atlas Games' "Nyambe" d20 setting, by Chris Dolunt)

High Concept: African Ape-Demon
Aspects: Smarter than I Look, Spoiling for a Fight, My Hands Are Fanged Mouths, Gore Like a Bull, Berzerk Rage

Skills
Superb (+5): Conviction, Fists, Might
Great (+4): Athletics, Endurance. Stealth
Good (+3): Alertness, Investigation, Presence
All other physical skills default to Fair, and all others to Average or Mediocre.

Powers/Stunts
-1  Combat Monster (Fists): A Ngojoma is bristling with claws, horns, hooves and fangs. Fists skill is considered to be +2 for the purposes of using a Spray Attack.
-1  The More the Merrier (Fists): Gain a +1 to attacks with Fists whenever personally outnumbered in a fistfight.

-1  Darkvision
-3  Claws, Venomous
-2  Inhuman Strength
-2  Inhuman Recovery
-4  Supernatural Toughness
+3  The Catch: only versus mortal magic, and any source of fire or electricity

Stress
Mental 0000 (plus one additional Mental Consequence)
Physical 0000 as well as (0000) Armor:2 versus mortal magic, fire and electricity
Social 0000

Origins
The fierce, hairy, ape-like Ngojama Demon has horns on its head, hooved legs, and the palm of each hand bears a fanged maw. Ngojoma enjoy nothing more than a good fight, and are unsuited for other, more subtle tasks. It is nevertheless a cunning opponent, and will surprise an unwary opponent. Should it find a worthy challenge, it may opt to fly into a berserk rage, often ignoring opponents it perceives as lesser threats.

Total Refresh Cost: -11
Refresh: -1
« Last Edit: April 06, 2011, 05:33:13 AM by devonapple »
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets

Offline devonapple

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Re: various more-obscure mythical creatures
« Reply #101 on: April 06, 2011, 05:24:51 AM »
Kerit Demon (Submerged)
(adapted from Atlas Games' "Nyambe" d20 setting, by Chris Dolunt)

High Concept: Fire-Breathing African Cyclops Demon
Aspects: Not Very Bright, Half-Gorilla Beast, At Home in the Trees

Skills
Superb (+5): Conviction, Intimidation
Great (+4): Fists, Might, Stealth
Good (+3): Athletics, Endurance
Fair (+2): Alertness, Investigation, Presence
All other physical skills default to Average, and all others to Mediocre.

Powers/Stunts
-1  Claws
-1  Darkvision
-1  Spider Walk
-2  Inhuman Strength
-2  Breath Weapon (fire)
-5  Lethargy Howl: Incite Emotion (Lethargy) [-1], Lasting [-1], At Range [-1], Burst [-2]

-2  Inhuman Recovery
-4  Supernatural Toughness
+4  The Catch: only versus mortal magic and electricity

-8  Physical Immunity [-8]
+5  The Catch (Stacked): only versus fire (magical or mundane)

Stress
Mental 0000 (plus one additional Mental Consequence)
Physical 0000 as well as (0000) Armor:2 versus mortal magic and electricity; Fire immunity
Social 000

Origins
The Kerit demon is really more of a beast, though still not to be underestimated. This one-eyed, albino creature prefers to ambush victims from treetops or other high places, pulling the unsuspecting up into branches, where it can take full advantage of its climbing ability and maneuverability.

The Kerit demon can also breathe fire, as well as weaken prey with an enervating howl. With its immunity to fire and resistance to magic, even one of these can be a terror in a flammable urban environment.

Total Refresh Cost: -15
Refresh: -5
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets

Offline devonapple

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Re: various more-obscure mythical creatures
« Reply #102 on: April 06, 2011, 05:27:46 AM »
Djok Demon (Submerged)
(adapted from Atlas Games' "Nyambe" d20 setting, by Chris Dolunt)

High Concept: Animal-Possessing African Demon
Aspects: Zebra-Ape-Lion Hybrid, Animals are My Puppets, Kill All Humans

Skills
Superb (+5): Conviction, Discipline, Stealth
Great (+4): Athletics, Fists, Might, Survival
Good (+3): Alertness, Endurance, Investigation, Presence
All other physical skills default to Fair, and all others to Average or Mediocre.

Powers/Stunts
-3  Claws, Venomous
-1  Darkvision
-2  Inhuman Speed
-2  Inhuman Strength
-3  Spirit Form
-4  Malevolence: Domination [-2], and Possession [-3] only usable on mortal animals and insects [+2], plus Pack Instincts [-1] with possessed animals and their hive/pride/pack/etc.

-2  Inhuman Recovery
-4  Supernatural Toughness
+3  The Catch: only versus mortal magic, and any source of fire or electricity

-8  Physical Immunity
+3  The Catch (Stacked): Can only be harmed when targeted by a specific ritual designed to manifest the spirit in the flesh – the Djok remains corporeal for the rest of the scene.

Stress
Mental 0000 (plus one additional Mental Consequence)
Physical Immunity, or 0000 as well as (0000) Armor:2 versus mortal magic, fire and electricity
Social 0000

Origins
The Djok demon wanders as a cloud of energy, and can fuse its will with any normal animal or insect, turning the creature evil and guiding its will, driving it to kill any humans it meets. The demon will seek out the queen of an insect colony and effectively control the hive; similarly, it will seek out the dominant member of a given pack or pride, giving it control over the other members. It cannot possess supernatural animals, such as Grimalkins or Temple Dogs.

A special ritual known to African spiritualists can force the Djok to take corporeal form, effectively driving it out of any animal it is currently inhabiting (in a pinch, one could make do with an exorcism ritual). In its natural form, the Djok appears to have the body of an ape, the head of a lion, and the hindquarters of a zebra.

Total Refresh Cost: -23
Refresh: -13
« Last Edit: April 06, 2011, 05:42:29 AM by devonapple »
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets

Offline Rechan

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Re: various more-obscure mythical creatures
« Reply #103 on: May 10, 2011, 02:15:02 PM »
I am shocked no one has done the Minotaur, or Medusa, a cockatrice, the lion that Hercules fought in the first trial.

How about a Rakshasa?

Gargoyle?


Offline devonapple

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Re: various more-obscure mythical creatures
« Reply #104 on: May 10, 2011, 04:25:11 PM »
Gargoyle?

I did a Gargoyle in the Spare Character Concepts thread:
http://www.jimbutcheronline.com/bb/index.php/topic,22322.msg1018550.html#msg1018550

It wasn't an adaptation of the cartoon series Gargoyles, mind you.
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets