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The Dresden Files => DFRPG => DFRPG Resource Collection => Topic started by: vultur on May 16, 2010, 01:57:06 AM

Title: various more-obscure mythical creatures
Post by: vultur on May 16, 2010, 01:57:06 AM
Presumably lots of creatures from various world mythologies are real in the Dresdenverse; I thought I'd stat out some of the more obscure ones for anyone who wants to use them.

I'll start with some from Cherokee mythology, since I have a good book on that at hand  ;D


Dakwa
A dakwa is an enormous carnivorous fish, large enough to swallow a man whole. The legends tell of them swallowing armed men whole, who then cut their way out from within.

High Concept: Man-Eating Fish
Other Aspects: Scary Big
Always Hungry
Fish Out of Water Don't Do Well

Skills:
Good: Might, Fists
Fair: Endurance, Survival
Average: Intimidation, Alertness

Powers:
Aquatic [-1]
Claws [-1]
Echoes of the Beast [-1]
Hulking Size [-2]
Inhuman Strength [-2]
Inhuman Toughness [-2]
  The Catch: +0 (attacks by swallowed creatures)
Total Refresh Cost: -9

Claws represents its bite, it doesn't actually have claws. Otherwise, just a big, scary killer fish.
Title: Re: various more-obscure mythical creatures
Post by: Simon Hogwood on May 17, 2010, 02:27:43 AM
Very nice. Oo, idea - also useful for "Super Mario"-themed areas of the Nevernever.   ;D
Title: Re: various more-obscure mythical creatures
Post by: Lanodantheon on May 17, 2010, 07:36:09 AM
Now I want something with the aspect: Don't Feed The Yao Guai
Title: Re: various more-obscure mythical creatures
Post by: Papa Gruff on May 17, 2010, 07:47:12 PM
The Kraken
You know it, you love it, you don't wanna hug it.

High Concept: The mighty Kraken
Others: Ships make nice toys; I life 50.000 miles under the sea; You can run, but you can't hide

Skills: Might +7; Endurance +7, Alertness +2, Fists +3

Powers:
Aquatic [-1]
Echoes of the Beast [-1]
Hulking Size [-2]
Mythical Strength [-6]
Mythical Toughness [-6]
   The Catch: Kegs of Gunpowder thrown into its beak [+0]
Inhuman Recovery [-2]
   The Catch: Only works down in the abyss [+0]
Octopus (Customary Power) [-16]
   Each of the Kraken's arms can attack and inflict stress individually, giving this abomination eight attacks per exchange.

Refresh spent: -34 (not sure -16 is enough for the custom power though)

Isn't he adorable? :D
Title: Re: various more-obscure mythical creatures
Post by: Leatherneck on May 17, 2010, 10:03:31 PM
Chupacabra

High Concept: Blood sucking hunter
Other:  Catch me if you can

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


Powers:
Echoes of the Beast –1
Incite Emotion, At Range –2
Inhuman Speed –2

Stunts:
No Pain, No Gain
Tough Stuff
Swift and Silent


Stress:
Mental: OOO
Physical: OOOO
Social: OOO

Refresh Spent: -8

When the Chupacabra screeches the its eyes glow an red and all in hearing suffer nausea (Incite Emotion).  The attack is Intimidation based defended with Discipline.  Those that fail, suffer a sticky aspect, Nauseush.


Note:  This is my first creation with Fate/Dresden.  Anything wrong?

Edit:  fixed Physical stress track.  Added Other aspect, Catch me if you can.
Title: Re: various more-obscure mythical creatures
Post by: Papa Gruff on May 17, 2010, 10:09:26 PM

Stress:
Mental: OOO
Physical: OOOO(OO)
Social: OOO

Note:  This is my first creation with Fate/Dresden.  Anything wrong?

To have this Physical Stress Trek it has to have Endurance at least at great (I think) and Inhuman Toughness to boot. The rest looks plausible.
Title: Re: various more-obscure mythical creatures
Post by: Leatherneck on May 17, 2010, 10:21:26 PM
To have this Physical Stress Trek it has to have Endurance at least at great (I think) and Inhuman Toughness to boot. The rest looks plausible.
Oops.  It once did, but I decided on the mortal stunts instead.
Title: Re: various more-obscure mythical creatures
Post by: Mal_Luck on May 18, 2010, 02:07:28 PM
My two cents about the Chupacabra, I think it's more likely that it was a Red feeding on animals without his flesh mask (Maybe a blood slave?).  :P
Title: Re: various more-obscure mythical creatures
Post by: Leatherneck on May 18, 2010, 02:41:16 PM
My two cents about the Chupacabra, I think it's more likely that it was a Red feeding on animals without his flesh mask (Maybe a blood slave?).  :P
That is a possibility.  Personally, I think the Chupacabra is an evolution branch of the Red Court Vamp tree.    Like how tree monkeys are a branch of the Homo Saipan tree.
Title: Re: various more-obscure mythical creatures
Post by: neko128 on May 18, 2010, 02:45:56 PM
That is a possibility.  Personally, I think the Chupacabra is an evolution branch of the Red Court Vamp tree.    Like how tree monkeys are a branch of the Homo Saipan tree.

Aren't the red court demons or spirits infesting mortal hosts?  Are demons subject to evolution?...
Title: Re: various more-obscure mythical creatures
Post by: SavageMage on May 18, 2010, 03:29:35 PM
Maybe the red court vamp was cursed by some creature from the Nevernever. Now whenever it turns someone, they become a Chupacabre as well, thus continuing the bloodline.
Title: Re: various more-obscure mythical creatures
Post by: vultur on May 18, 2010, 08:14:57 PM
Uktena

The Uktena is the great serpent of the mountains. It is as big around as a large tree-trunk and much longer than any natural snake, and possesses extremely deadly venom. In its forehead is a shining gem, the ulunsuti, which possesses great magical powers; but it is nearly impossible to obtain, since the Uktena is so deadly that hardly anyone who meets one survives; confused by the powers of the gem, they wander into the serpent's jaws.

High Concept: Freaking huge deadly snake
Other: To see it is death
Mystical forehead gem

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

Powers:
Breath Weapon [-2]
Claws (Venomous) [-3]
Echoes of the Beast [-1]
Glamours [-2]
Psychometry [-1]
Supernatural Strength [-4]
Supernatural Toughness [-4]
Supernatural Recovery [-4]
  The Catch (for both of the above): seventh spot from the head [+2]

Total Refresh Cost: -19

Stress tracks (are these right? I doubt it):
Mental: 000
Physical: 0000(0000)
Social: 000


Notes: The Breath Weapon allows the Uktena to use its venom at a distance. The Catch is attacks in the seventh colored spot on its body; it's a +2 Catch because it requires no special equipment, but isn't very well known (easily found in the legends, but uktena are pretty obscure).

If an Uktena is actually killed and the Ulunsuti stone extracted, it is an Item of Power providing Glamours and Psychometry, with a -2 refresh cost.
Title: Re: various more-obscure mythical creatures
Post by: KOFFEYKID on May 18, 2010, 10:45:20 PM
Wendigo

The Wendigo is a spirit of hunger. Disembodied, they crave all things flesh, and even seek to possess the unwary. Controlling their body, their flesh, and using it to satisfy their Hunger for even more flesh. These creatures are extremely dangerous and should be handled with extreme caution. Legend holds that eating another human leaves one vulnerable to possession by a Wendigo, though this is superstition, and likely as due confused with the fact that if you eat the meat of somebody possessed by a wendigo you have essentially invited it into your body, and are unable to resist its ability to possess you. This, while icky, doesn't mean you are vulnerable should you *gag* need to cannibalize somebody who was not possessed by a Wendigo.

If left to its own devices with nobody to hunt, a wendigo will eat the body it is possessing, for this reason many times when a Wendigo is encountered they will be missing chunks of flesh, perhaps even a limb.

High Concept: Flesh Eating Evil Spirit

Skills
Superb: Fists, Discipline
Great: Endurance, Alertness, Athletics
Good: Stealth, Stealth, Might
Fair: Conviction, Presence, Deceit
 
COST   POWER
 -3      Gaseous Form
 -7      Dominate (Master Dominator, Possession)
+1      Human Form
 -1       Beast Change (only accessible when possessing a body)
 -1        Feeding Dependancy (Meat)
 -4         Supernatural Strength
 -2         Inhuman Speed
+0         The Catch (Dine Ways)
 -2          Inhuman Toughness
 -2          Inhuman Recovery
Total Refresh Cost: -20

Stress: P OOOO(OO) M OOO S OOO H OOOO (+1 Mild Hunger)
Title: Re: various more-obscure mythical creatures
Post by: gaelvin on May 24, 2010, 03:37:29 AM
Darn, you beat me to it. I just wrote up my own version of the Wendigo.

Oh, well. How about this one;

REDCAP

HIGH CONCEPT: Gruesome Faerie Killer

SKILLS
Alertness: Average +1
Athletics: Good +4
Deceit: Fair +2
Endurance: Fair +3
Fists: Average +1
Might: Good +3
Stealth: Fair +2
Weapons: Great +4

POWERS
Faerie Item (+2) Woolen Cap; Must be dyed in fresh blood; Tied to the following powers:
    Inhuman Strength (-2)
    Supernatural Speed (-4)
Glamours (-2)
Inhuman Recovery (-2)
Inhuman Toughness (-2)
The Catch (+3) is cold iron and such

STRESS
Physical OOO(OO), Armor 1
    Social OO  Mental OO

NOTES
Redcaps are solitary, goblin-like wildfae, who tend to haunt ruins in borderlands, like Northern England/Southern Scotland, where they prey upon travelers. They carry halberds and long knives, and they wear heavy, metal-shod boots, but they are swift and difficult to elude. The woolen caps, from which they get their name, are dyed in the blood of their victims. Rumor has it that if their bloody headgear ever dries out, they will die. This may or may not be true, but it is certain that they gain some power from their gruesome hats. If one were to snatch the cap from its head, a Redcap would be weakened, though it would still be far from harmless.

TOTAL REFRESH COST: -7

FAERIE ITEM
The Faerie Item power provides a base +1 refresh bonus. A number of powers are tied to the item, in much the same way as an Item of Power. As long as the Faerie Item is in the faerie's possession, it has access to the related powers. If the Item is lost or stolen, the related powers are lost until this Item is recovered.

If there is an action which the faerie must perform on a regular basis to empower the Item, apply an additional +1 refresh bonus.

Powers tied to a Faerie Item are usually not available to anyone but its rightful owner. However, if someone other than the rightful owner is in possession of a Faerie Item, they often gain a measure of control over the faerie owner. If a Faerie Item works in this way, apply an additional +1 refresh bonus.
Title: Re: various more-obscure mythical creatures
Post by: vultur on May 25, 2010, 06:15:48 AM
Giant Leech

This enormous leech lurked in deep waters, rising up to devour people who came too close.

High Concept: House-Sized Leech
Other Aspects: Terror of the Deep Waters
Bloodthirsty Monster

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

Aquatic [-1]
Claws [-1]
Echoes of the Beast [-1]
Hulking Size [-2]
Inhuman Toughness [-2]
 The Catch [+0]: unknown
Supernatural Strength [-4]
Feeding Dependency (Blood) [+1]
applying to:
Supernatural Recovery [-4]
 The Catch [+0]: unknown

Total Refresh Cost: -14

Stress:
Physical 0000(00)
Mental 000
Social 000
Title: Re: various more-obscure mythical creatures
Post by: Papa Gruff on May 25, 2010, 04:54:47 PM
I do know that a giant leach has to be pretty gigantic, so this question is a bit foolish and I know that... But: What exactly is the pray for that HUGE leach?! What does he primarily leach on so to speak?! Isn't house sized a bit over the top?!

Don't take me seriously please ... As I was reading it I just couldn't stop thinking: "What would be the primary pray for a creature like a giant leach?" *shudder*

Also: Leach is a funny sounding word  ;D
Title: Re: various more-obscure mythical creatures
Post by: vultur on May 26, 2010, 06:20:23 PM
I do know that a giant leach has to be pretty gigantic, so this question is a bit foolish and I know that... But: What exactly is the pray for that HUGE leach?! What does he primarily leach on so to speak?!

Who knows? The only thing it is described as eating in the story is people.

(My main source, as for all the critters I have posted in this thread so far, is James Mooney's Myths of the Cherokee; being published in the late 1800s, it's now public domain and available online - here (http://www.sacred-texts.com/nam/cher/motc/motc077.htm) is the section on "The Great Leech of Tlanusi'yi".)

Quote
Isn't house sized a bit over the top?!
Hey, I didn't write the myth!  ;D But, yes, it is.

(If it's any consolation, 'as large as a house' in that time and place was probably smaller than we imagine by it...)

Quote
Also: Leach is a funny sounding word  ;D

<nitpick> 'Leech' is the bloodsucking critter, 'leach' means 'dissolve out, percolate out', like leaching minerals out of the soil.</nitpick>
Title: Re: various more-obscure mythical creatures
Post by: Papa Gruff on May 27, 2010, 11:09:05 AM
<nitpick> 'Leech' is the bloodsucking critter, 'leach' means 'dissolve out, percolate out', like leaching minerals out of the soil.</nitpick>

Oh ... the embarrassment. "Damn you correspondence course & spell checking software!" ... Kidding. I learned English in school but ain't a native speaker. So ... mea culpa on the occasional mistake on spelling and punctuation ;D

I should have gotten it right anyways... It's right there in your posting. "Damn you stupidity!" :D

Definitely going to check out that myth now ...
Title: Re: various more-obscure mythical creatures
Post by: vultur on June 04, 2010, 02:53:13 AM
U'tlun'ta

This ogrelike monster disguises itself in human form to fool its human prey, which it then cuts open with its awl-like claws, devouring their livers. Its natural form is a bulky brute, with hideous claws and armored skin like stone. A horror of the Winter Court, u'tlun'ta are (thankfully) rarely encountered by humans; still, many remote villages of the Appalachians once were suspicious of strangers for fear of these beings. This fear has been forgotten now, but that does not mean the creatures are gone...

High Concept: Liver-Eating Horror
Other Aspects: Tough As The Mountains
Could Be Anyone

Skills:
Superb: Fists, Endurance
Great: Might, Deceit
Good: Survival, Stealth
Fair:  Alertness, Athletics, Presence
Average: Intimidation, Conviction, Discipline
Other skills default to Mediocre.

Claws [-1]
Flesh Mask [-1]
Glamours [-2]
Inhuman Recovery [-2]
Inhuman Toughness [-2]
 The Catch [+1]: cold iron and other traditional faerie weaknesses

Total Refresh Cost: -7

Stress:
Physical 0000(00)
Mental 000
Social 000

Notes: This is a minimal set of stats. More magically powerful U'tlun'ta will likely possess Unseelie Magic and/or Greater Glamours; more physically oriented types probably have Inhuman Strength and Supernatural Toughness.

I have made this creature a being of Winter; it seemed to fit.

Super U'tlun'ta
Claws [-1]
Flesh Mask [-1]
Greater Glamours [-4]
Inhuman Strength [-2]
Inhuman Recovery [-2]
Supernatural Toughness [-4]
 The Catch [+1]: cold iron and other traditional faerie weaknesses
Unseelie Magic [-4]

Total Refresh Cost: -17

Physical Stress 0000(0000)
Title: Re: various more-obscure mythical creatures
Post by: vultur on June 04, 2010, 03:40:09 AM
Tlanu'wa

Enormous hawks of the highest mountains, they are predators of practically everything, even the largest monsters. They hate giant snakes and often clash with them; tlanu'wa have been known to kill even the terrifying uktena.


High Concept: It's a Bird... It's a Plane ... Holy Crap It's A Hawk As Big As A Plane
Other Aspects: Death From The Sky
Defends The Nest
Hates Giant Snakes

Skills:
Superb: Fists, Might
Great:  Alertness, Endurance
Good: Athletics, Intimidation, Survival
Fair: Discipline, Conviction, Presence
All other physical skills default to Average, others to Mediocre.

Powers:
Claws [-1]
Hulking Size [-2]
Inhuman Recovery [-2]
Mythic Strength [-6]
Supernatural Speed [-4]
Supernatural Toughness [-4]
 The Catch [+0]: unknown
Wings [-1]

Stress:
Mental 000
Physical 000000(0000), Armor:2
Social 000

Total Refresh Cost: -20

Notes: Weapon:8 claws and a massive physical stress track. Yes, it's scarily powerful, but the thing is described in the myths as killing uktenas. My original writeup was actually more powerful (with Mythic Speed and Supernatural Recovery); this is the toned-down version.

The exact size of a tlanu'wa is highly unclear; it was able to carry away an uktena (which ought to weigh several tons), but on the other hand, they're described as carrying off children and not adults. Personally I imagine them as tremendously huge; think the big dragon thing in Avatar, or a puddlejumper passenger plane.
Title: Re: various more-obscure mythical creatures
Post by: ballplayer72 on June 04, 2010, 04:27:11 PM
U'tlun'ta

This ogrelike monster disguises itself in human form to fool its human prey, which it then cuts open with its awl-like claws, devouring their livers. Its natural form is a bulky brute, with hideous claws and armored skin like stone. A horror of the Winter Court, u'tlun'ta are (thankfully) rarely encountered by humans; still, many remote villages of the Appalachians once were suspicious of strangers for fear of these beings. This fear has been forgotten now, but that does not mean the creatures are gone...

High Concept: Liver-Eating Horror
Other Aspects: Tough As The Mountains
Could Be Anyone

Skills:
Superb: Fists, Endurance
Great: Might, Deceit
Good: Survival, Stealth
Fair:  Alertness, Athletics, Presence
Average: Intimidation, Conviction, Discipline
Other skills default to Mediocre.

Claws [-1]
Flesh Mask [-1]
Glamours [-2]
Inhuman Recovery [-2]
Inhuman Toughness [-2]
 The Catch [+1]: weak spot in the right hand (applies to both of the above)

Total Refresh Cost: -7

Stress:
Physical 0000(00)
Mental 000
Social 000

Notes: This is a minimal set of stats. More magically powerful U'tlun'ta will likely possess Unseelie Magic and/or Greater Glamours; more physically oriented types probably have Inhuman Strength and Supernatural Toughness.

I have made this creature a being of Winter; it seemed to fit.

Super U'tlun'ta
Claws [-1]
Flesh Mask [-1]
Greater Glamours [-4]
Inhuman Strength [-2]
Inhuman Recovery [-2]
Supernatural Toughness [-4]
 The Catch [+1]: weak spot in the right hand (applies to both of the above)
Unseelie Magic [-4]

Total Refresh Cost: -17

Physical Stress 0000(0000)


If its a faerie then you need to have cold iron as the catch ;)
Title: Re: various more-obscure mythical creatures
Post by: vultur on June 05, 2010, 12:51:50 AM

If its a faerie then you need to have cold iron as the catch ;)

Right, thanks. It's a bit of a departure from the original myth, but I couldn't pass up fitting it into the DV that way rather than just having it be a bizarro one-off...

It's cold iron now.
Title: Re: various more-obscure mythical creatures
Post by: Papa Gruff on June 08, 2010, 09:26:12 AM
The Manticore

The fabled beast out of Persian and Indian folklore. The Manticore has the body of a lion, a long tail ending in a tuft of thorny poisonous hair (Bob: "Don't believe that scorpion's tail hokum Harry!") and the head of a human. He has three rows of shark like teeth, is intelligent and can speak probably more then one language. The name Manticore derives from the early middle Persian word Martyaxwar which translates roughly to man-eater.

HC: Manticore means man-eater
Other Aspects: Child of deserts and jungles; Feared and fabled; Lying dormant leaves you hungry;

Skills:
Superb: Endurance
Great: Fists, Survival, Stealth, Alertness
Good: Might, Athletics, Weapons
Other skills default to Average

Powers:
Claws [-1]
Supernatural Recovery [-4] (Catch: His own poison [+3])
Inhuman Speed [-2]
Inhuman Strength [-2]
Breath Weapon [-2] (Thorns from the end of its tail)
   Venomous [-2] (Thorns are poisoned)
Echoes of the Beast [-1] (Lion stuff)

Total Refresh coast: -11

Stress:
Physical: 0 0 0 0
Social: 0 0 0
Mental: 0 0 0
One additional mild physical consequence.

Notes: The Manticore is a formidable adversary. What he lacks in toughness he compensates with quickness and it's hunter instincts. As it has a human level intellect the refresh coast might not represent the danger of the Manticore correctly. As they hunt out of ambush, even powerful wizards should be cautious when stalking this foe.

I thought about giving it Superhuman Speed. Perhaps it would be cool to add it, but I would link it to a feeding dependency on human flesh which I would also include the recovery in. Any thoughts on the Manticore?
Title: Re: various more-obscure mythical creatures
Post by: FishStampede on June 08, 2010, 01:49:59 PM
Right, thanks. It's a bit of a departure from the original myth, but I couldn't pass up fitting it into the DV that way rather than just having it be a bizarro one-off...

It's cold iron now.

I'm using one as a major antagonist. Spearfinger the Witch is the leader of a freehold in the Appalachians composed of all the mountain horrors that don't belong to any other group. I'm treating her not as Fae, but as a major Something Else, creatures that have been pushed back to the Appalachian wilderness by competition with other, more organized or numerous supernaturals. The Ulagu, Raven Mockers, Stone Man, Kalu, and other creatures are part of this freehold.

So in a way, she's a bizarro one-off. But she's also organized, with a whole bunch of other bizarro one-offs.
Title: Re: various more-obscure mythical creatures
Post by: Slife on June 14, 2010, 07:11:13 AM

If its a faerie then you need to have cold iron as the catch ;)
Not always.  There was that junkyard one, for example.

Can I request that someone stat up vampire watermelons?
Title: Re: various more-obscure mythical creatures
Post by: Papa Gruff on June 14, 2010, 08:44:19 AM
A bit silly but I can't resist to try:

Vampire Watermelon

HC: Gigantic Vampire Watermelon
Others: My roots will hurt forever; Abomination of Nature;

Skills:
Superb: Might
Great: Endurance, Fists
Good: Athletics, Discipline
other Physicals default to Fair
other default to Average

Powers:
Hulking Size [-2]
Breath Weapon [-2] (Seeds)
Blood Drinker [-1]
Feeding Dependency [+1]
  Supernatural Strength [-4]
  Inhuman Recovery [-2] (Catch: Appropriate herbicides, cutting of the "head" [+3?]
  Inhuman Toughness [-2] (Catch: like Inhuman Recovery)

Spend: -10

P  0 0 0 0 0 0 (0 0)
S  0 0
M 0 0
H 0 0 0

Notes: The Vampire Watermelon is a huge beast out of the nightmares of the African people. It doesn't have to drink the blood of humans. Basically the blood of all living creatures will do, and as a matter of fact the Vampire Watermelon prefers to hunt large mammals like cows or horses to stalking humans. What looks like the melon fruit forms the head of the monster. A tangled assortment of root like material forms his body. Small red pinpoint lights make up it's eyes. When closed the mouth is an almost seamless line at the center of the head. Sharp teeth enable it to rip apart it's pray to suck blood. Vine like tentacles make long reaching arms.

---

Now really silly:

At some point during the 50ties the RC tried to cultivate the Vampire Watermelon looking to make it into a cheap and easily grown soldier. But they failed horribly:

Seedless Vampire Watermelon

HC: Failed Vampire Watermelon Experiment
T: Seedless

Skills:
Fair: Fists, Might
other Physicals default to Average

Powers:
Diminutive Size [-1] (normal melon site)
Pack Instinct [-1]
Blood Drinker [-1]
Feeding Dependency [+1]:
  Inhuman Recovery [-2] (Catch: Like Vampire Watermelon [+3?] but gets not added fully)

Spend: -4

P 0 0
H 0 0 (?)

Notes: As they are seedless they can't reproduce. Tiny as they are, they are pretty embarrassing and the RC does everything to distance them selfs from their failed experiment. Sometimes the seedless type follows in the wake of a normal Vampire Watermelon in little packs trying to scavenge what it leaves of it's pray.


The Vampire Watermelon could be transfigured into some kind of summer fey too. Just kick the feeding dependency and modify the catch. Bam! Clorofind-/Scarecrowish

EDIT: Corrected a mistake on the Seedles Vapire Watermelons Catch.
Title: Re: various more-obscure mythical creatures
Post by: Deadmanwalking on June 14, 2010, 09:46:06 AM
Feeding Dependency [+1]:
  Inhuman Recovery [-2] (Catch: Like Vampire Watermelon [+3?] but gets not added fully)

Actually, in terms of cost break it gets not applied at all. Why? Because Feeding Dependency requires 2 points of Powers to apply itself to...and also can't reduce the cost below -1.
Title: Re: various more-obscure mythical creatures
Post by: Papa Gruff on June 14, 2010, 10:09:07 AM
Actually, in terms of cost break it gets not applied at all. Why? Because Feeding Dependency requires 2 points of Powers to apply itself to...and also can't reduce the cost below -1.

Ok... -4 then.
Title: Re: various more-obscure mythical creatures
Post by: Wyrdrune on June 14, 2010, 11:39:25 AM
reminds me of the killer tomatoe movies from the 80s...

theme song anyone?

Attack of the killer tomatoes!
Attack of the killer tomatoes!
They'll beat you, bash you,
Squish you, mash you
Chew you up for brunch
And finish you off for dinner or lunch!

They're marching down the halls
They're crawling up the walls
They're gooey, gushy, squishy, mushy
Rotten to the core
They're standing outside your door!

Remember Herman Farbage
While taking out his garbage
He turned around and he did see
Tomatoes hiding in his tree
Now he's just a memory!

I know I'm going to miss her
A tomato ate my sister
Sacramento fell today
They're marching into San Jose
Tomatoes are on their way!

The mayor is on vacation
The governor's fled the nation
The police have gone on strike today
The National Guard has run away
Tomatoes will have their day!

Attack of the killer tomatoes!
Attack of the killer tomatoes!
They'll beat you, bash you,
Squish you, mash you
Chew you up for brunch
And finish you off for dinner or lunch
Lunch, lunch
Dinner or lunch, lunch, lunch
Dinner or luuuuuunch
Title: Re: various more-obscure mythical creatures
Post by: vultur on June 19, 2010, 07:36:42 AM
Satyr/Faun
High Concept:
Woodland Fae

Skills:
Good: Athletics, Survival, Awareness
Fair: Might, Fists, Endurance
Other physical skills default to Average, others to Mediocre.

Stunts:
No Pain, No Gain: The satyr gains one additional physical mild consequence slot.

Powers:
Echoes of the Beast [-1]
Inhuman Speed [-2]
Inhuman Recovery [-2]
  The Catch [+1] is cold iron and the like

Stress:
Physical OOO +1 mild consequence
Mental OO
Social OO

Total Refresh Cost:
-5
Title: Re: various more-obscure mythical creatures
Post by: Papa Gruff on June 19, 2010, 12:06:54 PM
I'd give the Satyr a bit more oomp.

At least it should have Glamor and perhaps even some Fey-Magic. Also important: Is it summer, winter ow wild fey? Can't remember to whom the Pug belongs in "A midsummer nights dream"
Title: Re: various more-obscure mythical creatures
Post by: Diskhotep on June 21, 2010, 04:15:41 AM
I'd give the Satyr a bit more oomp.

At least it should have Glamor and perhaps even some Fey-Magic. Also important: Is it summer, winter ow wild fey? Can't remember to whom the Pug belongs in "A midsummer nights dream"

Puck was a servant of King Oberon, though he was not necessarily a satyr (just commonly depicted that way). Given Oberon's connction with Titania, I'd put Puck firmly in Summer's Court.
Title: Re: various more-obscure mythical creatures
Post by: Papa Gruff on June 21, 2010, 07:33:26 AM
Puck was a servant of King Oberon, though he was not necessarily a satyr (just commonly depicted that way). Given Oberon's connction with Titania, I'd put Puck firmly in Summer's Court.

Thanks for the clarification. It's kind of like what I thought.
Title: Re: various more-obscure mythical creatures
Post by: vultur on June 23, 2010, 07:11:36 PM
Satyr/Faun Sidhe
High Concept:
Woodland Fae

Skills:
Great: Survival, Endurance
Good: Athletics, Awareness, Might, Fists
Fair: Conviction, Discipline, Presence, Stealth
Other physical skills default to Average, others to Mediocre.

Stunts:
No Pain, No Gain: The satyr gains one additional physical mild consequence slot.

Powers:
Echoes of the Beast [-1]
Glamours [-2]
Inhuman Speed [-2]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
  The Catch [+3] (for both of the above) is cold iron and the like
Seelie Magic [-4]

Stress:
Physical OOOO +1 mild consequence
Mental OOO
Social OOO

Total Refresh Cost:
-12

Notes: This is a Sidhe version of the satyr, with more skills, physical abilities, Glamours and Seelie Magic.
Title: Re: various more-obscure mythical creatures
Post by: Deadmanwalking on June 23, 2010, 10:41:30 PM
I'd tack on Inspire Emotion (Revelry or Lust), and maybe skip the magic, personally. Just to fit the mythology.
Title: Re: various more-obscure mythical creatures
Post by: Ravangames on July 09, 2010, 04:23:20 PM
how about ...

Griffon?

Goblin?
Title: Re: various more-obscure mythical creatures
Post by: lordoracle on July 11, 2010, 03:09:51 AM

I agree. Seeing as Pucks live for living life to the fullest, I'd definitely consider them Summer.

Puck was a servant of King Oberon, though he was not necessarily a satyr (just commonly depicted that way). Given Oberon's connction with Titania, I'd put Puck firmly in Summer's Court.
Title: Re: various more-obscure mythical creatures
Post by: GruffAndTumble on July 11, 2010, 05:09:44 AM
Not specifically a creature, but I've found a minor adaptation to the Goblin in What Goes Bump produces all sorts of fun supernatural minions and monsters. Add Venomous to get a spider-creature along the lines of D&D's Ettercap. Add Wings to get a Harpy or similar. Add Inhuman Toughness and Ritual (Crafting) to get some sort of mystic Faerie smith.
Title: Re: various more-obscure mythical creatures
Post by: vultur on July 11, 2010, 09:37:28 PM
Frost Giant
High Concept: Spawn of the Jotuns
Other Aspects: Master of Frost; Big But Not Stupid

Skills:

Superb: Weapons
Great: Discipline, Endurance, Might
Good: Athletics, Conviction, Intimidation, Lore
Fair: Alertness, Fists, Presence, Survival
Other physical skills default to Average, others to Mediocre.

Powers:

Hulking Size [-2]
Supernatural Strength [-4]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
   The Catch [+2]: Fire
Unseelie (Jotunheim) Magic [-4]

Stress:

Mental OOO
Physical OOOOOO(OOOO), Armor:2
Social OOOO

Total Refresh Cost: -14

Notes:
Uses an enormous, ice-rimed sword (normally Weapon:3, Weapon:7 due to strength). Its Unseelie Magic is not truly from Winter Faerie, coming from the power of Jotunheim instead, but it is mechanically identical to true Unseelie Magic.

This frost giant is a small one, only about 14' tall and weighing slightly over a ton. They grow much larger, however; such frost giants will have Mythic Strength and/or Toughness, and possibly greater Recovery. The giants are highly variable in form; some might have Claws or a Breath Weapon. Frost giants with greater magical powers might wield Glamours or Greater Glamours, or full Evocation, Thaumaturgy, and perhaps some Refinement. Jotuns (eldest and strongest of the kind) approach plot-device level; Utgard-Loki, were he to reappear, might well be a match for Uriel or a Faerie Queen.

An example of a more powerful Frost Giant:
Elder Frost Giant
High Concept: Heir to the Jotuns' Power
Other Aspects: Master of Frost; Big But Not Stupid

Skills:

Superb: Weapons, Discipline, Conviction
Great: Endurance, Lore, Might
Good: Alertness, Intimidation, Presence
Fair: Athletics, Fists, Presence, Survival
Other physical skills default to Average, others to Mediocre.

Powers:

Evocation [-3]
Refinement [-2]
Hulking Size [-2]
Mythic Strength [-6]
Mythic Toughness [-6]
Inhuman Recovery [-2]
   The Catch [+2]: Fire
Unseelie (Jotunheim) Magic [-3]

Specializations: Evocation: Elements (Air, Spirit, Water); Control: Air +1, Water +1; Power: Air +2, Water +1.


Stress:

Mental OOOO +1 mild consequence
Physical OOOOOO(OOOOOO), Armor:3
Social OOOO +1 mild consequence

Total Refresh Cost: -22

Notes:
Uses a truly colossal, ice-rimed sword (normally Weapon:4, Weapon:10 due to strength). Its Unseelie Magic is not truly from Winter Faerie, coming from the power of Jotunheim instead, but it is mechanically identical to true Unseelie Magic.

This frost giant stands about 20 feet tall and weighs about 3 1/2 tons.
Title: Re: various more-obscure mythical creatures
Post by: The_Pentagram on July 11, 2010, 10:01:44 PM
I can't believe no one has done this yet:

Cthulhu :P
High Concept: Oldest of the Old Ones
Other Aspects: Depicition of Madness, Last of the Plane Vhoorl, Made of Foreign Matter,
Skills, Powers, etc.
Pointless to list them, if you absolutely need them assume legendary at worst, although most skills are probably higher. If you go up against Cthulhu, you lose. Period. Cthulhu has no weaknesses and you cannot escape. If Cthulhu wants you dead, you're dead.
Title: Re: various more-obscure mythical creatures
Post by: Papa Gruff on July 11, 2010, 10:37:27 PM
I can't believe no one has done this yet:

Cthulhu :P
High Concept: Oldest of the Old Ones
Other Aspects: Depicition of Madness, Last of the Plane Vhoorl, Made of Foreign Matter,
Skills, Powers, etc.
Pointless to list them, if you absolutely need them assume legendary at worst, although most skills are probably higher. If you go up against Cthulhu, you lose. Period. Cthulhu has no weaknesses and you cannot escape. If Cthulhu wants you dead, you're dead.

If he'd exist in the Dresden Vers he'd be a unstatable plot device, as he'd be even superior to all the unstatable NPC of OW combined ...
Title: Re: various more-obscure mythical creatures
Post by: Tbora on July 11, 2010, 10:43:40 PM
I want to see the slender man
Title: Re: various more-obscure mythical creatures
Post by: Slife on July 12, 2010, 06:29:35 AM
I can't believe no one has done this yet:

Cthulhu :P
High Concept: Oldest of the Old Ones
Other Aspects: Depicition of Madness, Last of the Plane Vhoorl, Made of Foreign Matter,
Skills, Powers, etc.
Pointless to list them, if you absolutely need them assume legendary at worst, although most skills are probably higher. If you go up against Cthulhu, you lose. Period. Cthulhu has no weaknesses and you cannot escape. If Cthulhu wants you dead, you're dead.
The Catch is steamships. 
Title: Re: various more-obscure mythical creatures
Post by: lordoracle on July 18, 2010, 03:05:34 PM

I had the impression that the Old Ones were more or less the Outsiders in the Dresdenverse. I have a player who I will not let play a wizard/sorcerer because I am certain he'd start trying to summon Cthulhu.

If he'd exist in the Dresden Vers he'd be a unstatable plot device, as he'd be even superior to all the unstatable NPC of OW combined ...
Title: Re: various more-obscure mythical creatures
Post by: ironchicken on July 18, 2010, 05:15:39 PM
I had the impression that the Old Ones were more or less the Outsiders in the Dresdenverse. I have a player who I will not let play a wizard/sorcerer because I am certain he'd start trying to summon Cthulhu.


I agree old ones = outsiders. However, things like deep ones, hounds of tndelous and Cthulu Ghouls may be interesting alternatives. 
Title: Re: various more-obscure mythical creatures
Post by: vultur on August 05, 2010, 06:40:05 AM
Fire Giant
High Concept: Herald of Muspellheim
Other Aspects: Breathes Fire; Walking Cataclysm

Skills:

Superb: Endurance, Might, Weapons
Great: Conviction, Discipline, Fists
Good: Alertness, Intimidation, Lore
Fair: Athletics, Presence, Survival
Other physical skills default to Average, others to Mediocre.

Powers:

Breath Weapon [-2]
Hulking Size [-2]
Mythic Strength [-6]
Mythic Toughness [-6]
Supernatural Recovery [-4]
   The Catch [+1]: Cold/frost
Seelie (Muspellheim) Magic [-4]
World Burner [-1]: Fire giant can spend a Fate Point to make an attack affect an entire zone


Stress:
Mental OOOO +1 mild consequence
Physical OOOOOO(OOOOOO), Armor:3, +1 mild consequence
Social OOOO +1 mild consequence

Total Refresh Cost: -24

Notes:
Uses a tremendous flaming sword (normally Weapon:4, Weapon:10 due to strength). Its Seelie Magic is not truly from Summer Faerie, coming from the power of Muspellheim instead, but it is mechanically identical to true Seelie Magic.

This fire giant stands about 24 feet tall and weighs about 8 tons.
Title: Re: various more-obscure mythical creatures
Post by: Myrddhin on August 07, 2010, 04:44:44 PM
REDCAP

The Catch (+3) is cold iron and such

Given their mythical penchant for wearing iron-shod boots and fighting with iron weapons, that Catch might be rather debatable, but that's just my take.


Siren
High Concept: Siren Temptress
Other Aspects: A Voice Sweeter Than Honey; To Listen Is Madness

Skills:
Great: Athletics, Deceit, Performance
Good: Alertness, Presence, Rapport
Fair: Conviction, Discipline, Endurance
Other Social skills, and Stealth, default to Average, rest to Mediocre

Powers:
Incite Emotion (At Range of Sound, Lasting Emotion) [-5] Lust/Attraction
Human Guise [-0]
Wings [-1]
Claws [-1]
Feeding Dependency (flesh) [+1]
-Inhuman Speed [-2]
-Incite Emotion (Potent Emotion) [-1]

Stress:
Physical OOO
Mental OOO
Social OOOO
Hunger OOO

Total Refresh Cost: -9

Notes: Greatly disdain combat and if forced into a fight will take to the air and assault their attacker's mind with song.
Title: Re: various more-obscure mythical creatures
Post by: evilnerf on August 08, 2010, 04:00:04 AM
Airitech
High Concept: Fae Raider
Other Aspects:  Restless, Breeds like rabbits
Skills:
   Alertness: Average (+1)
   Athletics: Good (+3)
   Endurance: Good (+3)
   Fists: Fair (+2)   
   Might: Good (+1)
        Weapon: Fair (+2)
   Most other skills default to Mediocre
Stunts:
   Mountain Goat [-1] +1 to  athletics checks made climbing over rocks
   No Pain No Gain [-1]  Extra Mild Physical Consequence
Powers:
   Glamours [-2]   
        Inhuman Speed [-2]
   Inhuman Strength [-2]   
        Inhuman Recovery [-2]
   Inhuman Toughness  [-2]
   The Catch [+1]   Cold Iron and the like
Stress:
Mental: OO  Physical:  OOOO (OO)   Social: OO
Wyldfae that prey on passers buy.  They are known more for their hit and run raiding then they’re trickery, but like all fae, they are bound by the old ways.  They are also a frequent progenitor of  changleings.  Armor: 2, Weapon: 4 (Spears or Swords)
Refresh: -11
Title: Re: various more-obscure mythical creatures
Post by: Stormraven on August 08, 2010, 05:21:57 AM
With all the fae being put up, I'm getting tempted to stat up Kevin Matchstick. :)
Title: Re: various more-obscure mythical creatures
Post by: vultur on September 01, 2010, 02:52:15 AM
I agree old ones = outsiders. However, things like deep ones, hounds of tndelous and Cthulu Ghouls may be interesting alternatives. 

I may do a thread with some of these Dresdenified. This thread is for mythological ones, though.
Title: Re: various more-obscure mythical creatures
Post by: HobbitGuy1420 on September 01, 2010, 04:42:55 AM
The Slender Man
High Concept: Mysterious Apparition
Other aspects: Fond of Children, Twister of Minds, Don't Take My Picture, Fo Und YoU Forever

Skills and powers are harder to work out, just because he's such a nebulous entity.  I'd give him some measure of Strength and Speed (exact levels to be decided) and probably Physical Immunity and/or supernatural Recovery (catch unknown).  Depending on the incarnation, I might give him Incite Emotion (anywhere from fear to madness), Claws (to represent his ability to easily and quickly damage folks) and some method of glamour or invisibility.
Title: Re: various more-obscure mythical creatures
Post by: vultur on September 07, 2010, 07:16:33 AM
Chimera
High Concept: Fire-Breathing Monstrosity
Other Aspects: Volcano Dweller, Three Heads

Skills:

Superb (+5): Fists
Great (+4): Endurance, Alertness
Good (+3): Athletics, Survival
Fair (+2): Might, Stealth
Average (+1): Conviction, Presence

Stunts:
No Pain, No Gain (Endurance)

Powers:
Breath Weapon [-2]
Claws (Venomous) [-3]
Inhuman Speed [-2]
Inhuman Recovery [-2]
Supernatural Toughness [-4]
  The Catch [+1]: lead
Supernatural Strength [-4]

Stress:

Mental OOO
Physical OOOO(OOOO), Armor:2, +1 mild consequence
Social OOO

Total Refresh Cost: -17

Notes:
All-around physical powerhouse, with Weapon: 6 claws and poison on top, immense toughness and some Recovery in case something gets past that. Plus it breathes fire. No wonder it took a hero to stop this thing...
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on September 07, 2010, 11:16:08 PM
Some suggestions for the chimera:

Now that that's over and done with, here's my take on the unicorn.


Unicorn
High Concept: Living Symbol of Natural Purity
Other Aspects: Elusive, Beautiful

Skills:
Superb (+5): Athletics, Survival
Great (+4): Alertness, Fists
Good (+3): Presence, Endurance, Might
Fair (+2): Stealth, Rapport, Empathy
Average (+1): Conviction, Discipline, Investigation

Stunts:
Vanish Into The Woods (Survival): A unicorn may use survival instead of stealth for hiding and skulking while in an unpolluted natural forest environment.

Powers:
Inhuman Strength [-2]
Supernatural Speed [-4]
Echoes of the Beast [-1]: +1 Alertness in an unpolluted natural forest environment, leave no footprints, talk to other unicorns
Claws [-1]
Neutralize Poison [-1]: Renders all poison within several meters harmless.
Entrancing Beauty [-4]: All who look upon a unicorn must roll their Discipline against the unicorn’s Presence. Failure means that the character gets the “Entranced” aspect. Entranced characters cannot attack the unicorn. Furthermore, the unicorn gets +2 to all social skills against entranced characters. Entranced characters may reroll their discipline each exchange in order to resist.

Stress:
Mental OOO
Physical OOOO
Social OOOO

Total Refresh Cost: -14

Notes: A unicorn normally lives in the Nevernever. It can only be lured out into the real world by a virgin girl. A unicorn dies if its horn is removed. This horn provides the Neutralize Poison power to the user at no refresh cost.

PS: I’m really not sure about the cost for Entrancing Beauty.
Title: Re: various more-obscure mythical creatures
Post by: Baron Hazard on September 07, 2010, 11:59:32 PM
IMO: The +2 and narrative affect granted by entrancing beauty is unneccessary, you should just utilize normal tag/invoke rules for aspects.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on September 09, 2010, 03:00:42 AM
You have a point. The discription of entrancing beauty is far from elegant and could use some tightening up. Problem is, I want entrancing beauty to be a persistant effect that requires no effort on the unicorn's part. The unicorn probably won't have any fate points to spend. So what should I do? Reapply the aspect every round and allow a free tag each time? I would really appreciate some advice.

How does it look otherwise? Any other changes you suggest?
Title: Re: various more-obscure mythical creatures
Post by: lordoracle on September 12, 2010, 05:28:53 PM
 I agree. Pucks (since depending on mythology/writer, it could be a race of fae and not an individual) believe in living life to the fullest, they should be considered Summer (or Wyld at the very least).

Puck was a servant of King Oberon, though he was not necessarily a satyr (just commonly depicted that way). Given Oberon's connction with Titania, I'd put Puck firmly in Summer's Court.
Title: Re: various more-obscure mythical creatures
Post by: gaelvin on September 15, 2010, 07:09:34 AM
Given their mythical penchant for wearing iron-shod boots and fighting with iron weapons, that Catch might be rather debatable, but that's just my take.

Well, my explanation for my game is that Faeries forge items which appear to be made of iron to the untrained eyes of mortals. In reality, they use faerie metals and alloys. I decided to follow the canon, which seems to be that all beings of Faerie are subject to the Cold Iron Catch, but that's easily changed for individual use.

Any thoughts on the Faerie Item Power?
Title: Re: various more-obscure mythical creatures
Post by: vultur on September 16, 2010, 05:58:12 PM
Not an *actual* mythical creature, but definitely myth inspired...

Whelp of Fenrir

Looks like a wolf. Except that it is twice as heavy as the largest grizzly bears, muscled to match, and its teeth look like a saber-tooth tiger's; but *every* tooth in its jaw is that way, not just two.

High Concept: Enormous Wolf of Doom
Other Aspects: Divine Ancestry

Skills:

Superb (+5): Fists
Great (+4): Endurance, Survival
Good (+3): Alertness, Athletics
Fair (+2): Conviction, Intimidation, Might, Presence
Other skills default to Average (physical) or Mediocre (otherwise).

Stunts:
No Pain, No Gain (Endurance): +1 mild physical consequence

Powers:
Claws [-1]
Echoes of the Beast (Wolf) [-1]
Hulking Size [-2]
Pack Instincts [-1]
Supernatural Strength [-4]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
  The Catch [+0]: dwarf-forged items

Stress:
Physical OOOOOO(OOOO), Armor:2, +1 mild consequence
Mental OOO
Social OOO

Total Refresh Cost: -15

Notes: A physical powerhouse of nightmarish proportions, with Weapon: 6, Superb skill claws and an immense physical stress track -- though not as fast as a natural wolf. If you face a pack ... pray.
Title: Re: various more-obscure mythical creatures
Post by: Papa Gruff on September 16, 2010, 06:12:59 PM
Nice one vulture! That thing is a nightmare and might fit nicely into our campaign.

The catch is probably -3 though, because it should be not to hard to research. By your design it wouldn't be I guess...

EDIT: Pack instinct?! These things come in packs?! What the ...!!
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on September 16, 2010, 08:49:01 PM
The Whelp of Fenrir looks good. Can't see any rules problems with it.

Would you consider statting up the real Fenrir? He might be at plot device level physically, but he should be interesting in social combat. Remember, the Aesir tricked him into getting chained up.

Also: the Chimera still needs another box of social stress capacity.
Title: Re: various more-obscure mythical creatures
Post by: vultur on September 16, 2010, 09:28:15 PM
Nice one vulture!


Quote
The catch is probably -3 though, because it should be not to hard to research. By your design it wouldn't be I guess...

Really hard to *get* though. Dwarf forged items in Norse myth tend to be things of the gods or very legendary heroes. I got the idea because the only chain that could bind Fenrir was the dwarf-forged Graupnir.

Quote
EDIT: Pack instinct?! These things come in packs?! What the ...!!

Well, it's a wolf...
Title: Re: various more-obscure mythical creatures
Post by: vultur on September 16, 2010, 09:29:57 PM
Would you consider statting up the real Fenrir? He might be at plot device level physically, but he should be interesting in social combat. Remember, the Aesir tricked him into getting chained up.

Hmm. I could try, but yeah, his physical aspects are going to be way off the scale; his Strength and Toughness would need to be at least a step beyond Mythic, and Hulking Size only goes up to house-sized; Fenrir is WAY bigger than that.


Quote
Also: the Chimera still needs another box of social stress capacity.

True. Fixed.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on September 17, 2010, 12:55:31 AM
Homunculus

Homunculi are miniature humans created through alchemy. They cannot survive exposure to air and so are usually kept inside glass jars or flasks. Their role is similar to that of Bob in the novels: to advise their creator on matters of magic. There are rumors of larger homunculus that can live outside of jars, but these are unproven.

High Concept: Little Man in a Jar
Other Aspects: Can't Survive Outside The Jar, Loremaster's Assistant, Not Always Honest

Skills:
Great (+4): Lore
Good (+3): Scholarship, Deceit
Fair (+2): Empathy, Alertness, Discipline
Average (+1): Presence, Conviction, Rapport, Investigation

Stunts:
Living Library (Lore): A homunculus is treated as an Arcane Library with a rating equal to its Lore skill.
Magical Advisor (Lore): A homunculus can use its Lore skill to complement the Lore skill of another character.
Occultist (Lore): A homunculus gets +1 to Lore for a given field of the Lore skill and a further +1 for a specialty within that field.

Powers:
Dimunitive Size [-1]
Some Homunculi may also have Precognition [-1], which is like Cassandra's tears without the penalty to convincing people that your visions are true.

Stress:
Physical OO
Mental OOO
Social OOO

Total Refresh Cost: -4 or -5
Title: Re: various more-obscure mythical creatures
Post by: vultur on September 18, 2010, 01:21:19 PM
Einheri

These beings are heroes carried off by the valkyries and re-embodied after their death by Odin or another deity (Freya is said to also possess an army of einheriar).

High Concept: Fallen Hero Fights Again
Other Aspects: Servitor of Odin [or Freya, etc.]; Training for Ragnarok

Skills:
Fantastic (+6): Weapons
Superb (+5): Alertness, Athletics
Great (+4): Fists, Might, Endurance
Good (+3): Conviction, Discipline, Guns, Presence
Other physical skills default to Fair, others to Mediocre.

Stunts:
Einheri will almost always have several stunts in skills such as Weapons, Endurance, Fists, Might, and the like. This set is merely an example.

No Pain, No Gain (Endurance)
Wall of Death (Weapons)
Way of the Bow (Guns)

Powers:
Inhuman Speed [-2]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Mythic Recovery [-6]

Stress:
Mental OOOO
Physical OOOO(OO), Armor: 1, +1 mild consequence
Social OOOO

Total Refresh Cost: -15

Notes: The average einheri has been battling daily for centuries or more, thus their frighteningly high physical skills. A newly created einheri will have lower skills. Einheri created from more recent warriors may have higher Guns and lower Weapons.
Title: Re: various more-obscure mythical creatures
Post by: deathwombat on September 18, 2010, 02:16:32 PM
Don't recovery and toughness require a "catch"?
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on September 19, 2010, 12:01:40 AM
I was thinking of writing up the Einherjar myself, but since you seem to have nailed it. The rules do say that you need a catch, but I personally don't feel it's necessary for anything less than Physical Immunity.

If you want to give the Einherjar a catch, there are a few possibilities. First, you could stipulate that their powers only work in Valhalla. Second, you could say that they only heal at sundown. Third, you could give Loki and his servants (like Jotun) the ability to ignore the toughness of the Eiherjar. The Eiherjar were portrayed as recovering from all wounds every night while training at Valhalla but dying in Ragnorok. These catches are intended to simulate that.
Title: Re: various more-obscure mythical creatures
Post by: vultur on September 19, 2010, 10:54:41 AM
(OW-style general writeup first, then some examples...)

Landvaettir

Description:
Varies widely. Generally appropriate to the natural feature the landvaettr represents.

What We Know:
Landvaettir are spirits of the land. Some embody small areas such as boulders or springs, others whole landscapes, and their power varies accordingly. Landvaettir can be helpful if they are not disturbed, but disturbance of the feature they represent tens to anger them. The form and power of landvaettir is at least as variable as any other broad supernatural category. Their link to the Nevernever is not as strong as many other supernaturals (ghosts, demons, etc.), and if they possess a body, it is made of the appropriate natural substance (water, stone, soil...) rather than ectoplasm.

People living near a powerful landvaettr's territory may sacrifice to it or take other measures to gain its favor, as a potent landvaettr can be a large problem if hostile, but if friendly might help out in a variety of ways -- using its control of the elements to bring rain to thirsty crops, rising up to defend the land from invasion, etc.


Powers:
As variable as their appearance. Some have direct control over the element associated with their feature (Channeling [Water] for the landvaettr of a waterfall, Channeling [Fire] for a volcano spirit, etc.); this may even extend to Evocation for those whose features include multiple elements (a geyser spirit might have power over Earth, Fire, and Water). Some -- though not all -- landvaettir can manifest a physical body from the substance of their land; these may have the standard physical powers, depending on their type (watery spirits are more likely to have Recovery or Speed, stony ones Strength or Toughness). Others are inherently immaterial, and have powers like Spirit Form (possibly with upgrades) and maybe even Physical Immunity. Landvaettir of solider substances (boulders, mountains etc.) tend toward physical form; incorporeal landvaettir tend to be the spirits of things like winds. Due to their link to natural environments, landvaettir tend to lack powers from the Nevernever Powers category.

Weaknesses: Also variable. Tend to be appropriate to the feature type; a volcanic landvaettir might be vulnerable to cold or large amounts of water, the landvaettir of a mud flat might be vulnerable to being dried out by fire or other strong heat sources, etc.  Some are just tough -- a stony one, for example, might not have an easily exploitable weakness.

Title: Re: various more-obscure mythical creatures
Post by: vultur on September 20, 2010, 12:30:04 AM
High Concept: Volcano Spirit

Skills:

Great (+4): Fists, Conviction
Good (+3): Discipline, Endurance
Fair (+2): Alertness, Athletics, Lore
Average (+1): Intimidation, Might, Presence, Survival

Powers:

Breath Weapon -2
Channeling (Fire) -2
Claws -1
Inhuman Recovery -2
Inhuman Toughness -2
  The Catch +1: extreme cold or large amounts of water
Inhuman Strength -2

Stress:
Mental OOOO
Physical OOOO(OO) Armor: 1
Social OOO

Total Refresh Cost: -10

Notes: A rather powerful and rare landvaettr, the spirit of an active volcano. Its form tends to be reminiscent of something large and fierce -- a lion, dragon, etc. made out of lava.

High Concept: Embodiment of Earth

Skills:

Great (+4): Might, Endurance
Good (+3): Conviction, Discipline, Fists
Fair (+2): Alertness, Lore, Survival
Average (+1): Athletics, Intimidation, Presence


Powers:

Channeling (Earth) -2
Claws -1
Inhuman Strength -2
Inhuman Toughness -2
  The Catch +0: unknown


Stress:
Mental OOOO
Physical OOOO(OO) Armor: 1
Social OOO

Total Refresh Cost: -7

Notes: A landvaettr embodying the deep earth. Its form is a giant burrowing animal -- badger, mole etc. -- made of stone.

High Concept: Geyser Spirit

Skills:
Great (+4): Conviction
Good (+3): Discipline, Lore
Fair (+2): Deceit, Rapport, Presence
Average (+1): Alertness, Athletics, Stealth

Powers:
Evocation -3 (Air, Fire, Water)
Physical Immunity -8
  The Catch: +3 Large quantities of cold water or other extreme cold, as well as any magic, ignores the landvaettr's Physical Immunity
Spirit Form -3

Stress:
Mental OOOO
Physical OO
Social OOO

Notes: A less corporeal landvaettr, inhabiting geyser regions
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on September 27, 2010, 11:20:29 PM
Nukekubi

Nukekubi are japanese monsters that appear human except for a few discreet marks on the neck. At night their heads seperate from their bodies and fly around. If the head is unable to return to the body by dawn, the Nukekubi dies.

High Concept: Detachable Neck Monster
Other Aspects: Pretends to be Human, Marks on the Neck

Skills:
Good (+3): Deceit
Fair (+2): Alertness, Stealth
Average (+1): Presence, Rapport, Fists

Powers:
Human Form (Rare Change) +2
Diminutive Size -1
Wings -1

Stress:
Mental OO
Physical OO
Social OOO

Total Refresh Cost: -1
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on October 02, 2010, 09:24:22 PM
Lich

A lich is a wizard who places his soul in an object called a phylactery and so gains eternal life as long as the phylactery remains intact. This runs up against the laws of magic, but most liches aren’t the sort to care about that anyway.

High Concept: Ancient Undead Wizard
Other Aspects: Life Contained in Phylactery, Terrified of Death, Grasping and Paranoid, Citizen of Ancient Egypt

Skills:
Fantastic (+6): Lore
Superb (+5): Conviction, Discipline, Resources
Great (+4): Scholarship, Presence, Contacts, Deceit
Good (+3): Intimidation, Alertness, Empathy, Rapport, Investigation

Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Kemmlerian Necromancy [-2]
Lawbreaker (1st) [-2]
Lawbreaker (4th) [-1]
Lawbreaker (5th) [-2]
Refinement [-7]
Item of Power (Phylactery) [+1] granting:
Living Dead [-1]
Supernatural Recovery [-4]

Magic:
Evocation (Air, Earth, Spirit): Power: Air +3, Spirit +1 Control: Spirit +2
Thaumaturgy: +1 Crafting Frequency, +2 Crafting Power, +3 Necromancy Complexity, +4 Necromancy Control
Foci: Staff (+4 Air Power), Crown (+3 Crafting Frequency)
Enchanted Items (All have 5 uses/session): Robes (8 shift block against attack), mummy wrappings (Armour 4), 4 slots remaining (power 8)

Stress:
Mental OOOO, +1 mild consequence
Physical OOO
Social OOOO

Total Refresh Cost: -24

Notes: 12 shift air evocations cast to kill, 9 shift necromancy at the drop of a hat, and a whole bunch of really powerful enchanted items make a lich pretty dangerous. The only way to kill one permanently is to destroy the phylactery, so that’s what the players should do. If you’re worried about a lich killing your entire group, remember that its aspects can be compelled to make it run away from a fight that it can win easily.
Title: Re: various more-obscure mythical creatures
Post by: Papa Gruff on October 03, 2010, 09:14:58 AM
Regarding the Lich:

I'd add a recovery power to reflect that he regenerates stress over time, so that when he loses a limb it regenerates. It possibly can/should be tied into a item of power that is the phylactery.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on October 03, 2010, 04:29:30 PM
He already has supernatural recovery. It's tied to the phylactery.
Title: Re: various more-obscure mythical creatures
Post by: Papa Gruff on October 03, 2010, 05:04:12 PM
um ... must have skipped that line ... sorry *g* *facepalm*
Title: Re: various more-obscure mythical creatures
Post by: luminos on October 03, 2010, 05:20:44 PM
Encantado - "Enchanted One"

Brazilian dolphins that can turn into humans.  They originate from a nevernever realm called encante that bares a resemblance to tales of Atlantis.  They come onto land at night as humans whenever there is a party near the shore, and attempt to seduce any beautiful women they find with their superior musical ability.  Some have magical abilities allowing them forms of mind control, and the ability to inflict insanity.  Some rare stories even mention limited weather control in their arsenal.  They may simply be a type of wyldefae, but I prefer to interpret them as their own thing.

Common Encantado - just your basic shapeshifting nevernever dolphin package

Aspects:
Enchanting Dolphin Creature
Love is my Obsession
My Melodies are Hauntingly Beautiful

Skills
+4: Performance
+3: Deceit, Athletics
+2: Rapport, Presence
Assume remaining skills are average or mediocre

Stunts & Powers:
Sex Appeal -1
Human Guise -0
Incite Emotion [mania] -1
Aquatic -1
Inhuman Speed -2

Total cost: -5

Encantado Highborn:  A lord among Encantado's, this one possesses potent magical abilities

Aspects:
Supremely Enchanting Dolphin Creature
Love Drives me Crazy
My Musical Abilities are Unmatched
Noble among My Kind
The Skies Bend to My Will

Skills
+5: Performance, Discipline
+4: Conviction, Deceit
+3: Athletics, Rapport, Presence
Assume remaining social skills are Fair, other skills can range from Fair to Mediocre

Stunts & Powers:
Sex Appeal -1
Flesh Mask -1
Encantado Magic -4
Incite Emotion [Mania, Insanity, Lasting Emotion, At Range, Potent Emotion] -5
Aquatic -1
Superhuman Speed -4
Superhuman Recovery -4
  The Catch is True Faith +2

Refresh: -18
Title: Re: various more-obscure mythical creatures
Post by: deathwombat on October 03, 2010, 05:26:07 PM
BeACH PARTY!!!!
Title: Re: various more-obscure mythical creatures
Post by: Drashna on October 04, 2010, 08:23:06 AM
@Sanctaphrax: would not the "Item of Power" grant a +2, not a +1 due to the fact that the overall cost of the abilities are a -5? Would reduce the refresh, so one more refinement (or what not).
Title: Re: various more-obscure mythical creatures
Post by: MijRai on October 04, 2010, 03:54:59 PM
@Sanctaphrax: would not the "Item of Power" grant a +2, not a +1 due to the fact that the overall cost of the abilities are a -5? Would reduce the refresh, so one more refinement (or what not).

Nope. The IoP Bonus is ruled by size of the IoP. A sword, spear, cloak, gets +2 for being a big ole sword. An amulet, ring, average book, would all be a +1.
Title: Re: various more-obscure mythical creatures
Post by: Crimson Overcoat on October 12, 2010, 01:11:47 PM
I'm using the homunculus for my PBP game. I love the concept.
Title: Re: various more-obscure mythical creatures
Post by: Drashna on October 14, 2010, 03:27:15 AM
@MijRai: Totally missed that part!
Well, rather, if it's not reasonably obvious and easy to detect, it's limited to rebating +1... and well it's a phylactery so you'd want it well hidden! :)
Title: Re: various more-obscure mythical creatures
Post by: hank the ancient on October 15, 2010, 12:19:34 AM
okay here is a resource for inspiration purposes....

http://www.monstropedia.org/index.php?title=Main_Page (http://www.monstropedia.org/index.php?title=Main_Page)
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on October 15, 2010, 11:33:28 PM
That is an impressive site. Should be pretty useful.

@CrimsonOvercoat: Glad you like it. As it happens, I've been reading play by post games on this site lately. Lexicon is the homunculus, right?
Title: Re: various more-obscure mythical creatures
Post by: stryper on November 09, 2010, 09:12:56 PM
A more modern one would be a CJ. 

I am not sure of stats but he would excel at kidnapping.  Though pies would be a problem for him.

While not truely mythological he has sort of taken on a new life in the memeverse.  So based on the some of the rules of the dredenverse he could qualify as a minor threat.  Probably more trickster then actually harmful. 

For those of you who don't know I am refering to Candle Jack

http://tvtropes.org/pmwiki/pmwiki.php/Main/CandleJack (http://tvtropes.org/pmwiki/pmwiki.php/Main/CandleJack)
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on November 23, 2010, 09:49:06 PM
Siren (Feet In The Water)

High Concept: Siren
Other Aspects: Siren's Song, Maneater, Shrouded In Mystery
Skills:
Great: Performance
Good: Athletics, Fists
Fair: Survival, Alertness
Average: Endurance, Stealth, Might, Lore, Conviction, Investigation
Stunts:
Siren's Song (Performance): Use Performance for Incite Emotion power.
Powers:
Claws [-1]
Wings [-1]
Aquatic [-1]
Incite Emotion (Beguilement) [-1]
At Range [-1]
Long Range [-1] (incite emotion from up to three zones away)
Lasting Emotion [-1]
Ambient Emotion [-1] (may take -2 to Incite Emotion attempt to hit entire zone)
Total Refresh Cost:
-9
Refresh Total:
-3
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on November 28, 2010, 02:46:19 AM
Nereid (On The Beach)

High Concept: Sea Nymph
Other Aspects: Daughter Of Nereus, Handmaid Of Poseidon, Friend To Sailors
Skills:
Good: Rapport, Empathy
Fair: Survival, Performance, Presence
Average: Lore, Conviction, Craftsmanship
Powers:
Marked By Power (Poseidon) [-1]
Aquatic [-1]
True Shapeshifting [-4]
Total Refresh Cost:
-6
Refresh Total:
-2
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on December 01, 2010, 05:12:09 AM
Sphinx (Chest Deep)

High Concept: Sphinx
Other Aspects: Guardian Beast, Master Of Riddles, Sphinx Means "To Strangle"
Skills:
Superb: Might, Fists
Great: Scholarship, Endurance
Good: Presence, Athletics
Fair: Alertness, Intimidation
Average: Conviction, Empathy
Stunts:
Master Of Riddles (Scholarship): May use Scholarship for social attacks.
Grappler (Might): +1 to grapple.
Strangler (Might): No penalty for supplemental actions taken to inflict damage in a grapple.
Powers:
Claws [-1]
Supernatural Strength [-4]
Inhuman Speed [-2]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
The Catch (Only tough against people who were unable to answer a fair riddle) [+4]
Wings (Or maybe not. Accounts differ.) [-1?]
Total Refresh Cost:
-12 or -13
Refresh Total:
-4 or -5
Title: Re: various more-obscure mythical creatures
Post by: vultur on December 31, 2010, 07:48:08 AM
Sorry to reply so late, but...

Very cool creatures!

I'd question why the Siren has Aquatic, though; originally, they were bird-creatures that lived on an island, not swimmers.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on December 31, 2010, 11:22:13 PM
Welcome back, vultur. I was wondering what had happened to you.

Anyway, the Siren has Aquatic because some legends portray them as mermaids. Really, the mythological accounts of Sirens are rather inconsistent. (Hence the SHROUDED IN MYSTERY aspect).
Title: Some entries from the Jade Court Vampire discussion
Post by: devonapple on January 05, 2011, 01:01:14 AM
Jiang Shi (Hopping Zombies)

High Concept: Hopping Zombie
Aspects: Your Breath My Sustenance, Mindless Servitor

Powers
Claws [-1]
Supernatural Sense [-1] Breath using Alertness
Breath Drinker [-1] Similar to Emotional Vampire
Feeding Dependency [+1] which will affect the following:
   Inhuman Strength [-2]
   Inhuman Toughness [-2]
    Inhuman Recovery [-2]
The Catch (+2)
   Weapons made of copper coins wrapped in red silk thread;
   Air magic confuses them/blinds them (they save at Mediocre against such Maneuvers);
   Taoist Binding spells on yellow paper;

Origins
When a Jade Court Vampire drains the magic from some spellcasters or minor talents, they can opt to put out the victim's eyes and replace the practitioner's soul with a spirit of hunger that derives sustenance from mortal breath. The resulting creature, a Jiang Shi, is a mindless, blind zombie which the Jade Court can control utterly, but unfortunately it must move around by hopping, as the rest of its body is almost completely overtaken with rigor mortis. It navigates by detecting air currents, especially to track down mortals and steal their breath. Holding one's breath is a good way to avoid detection, but it takes a discipline and fortitude to keep it up long enough for them to pass by. Some spellcasters have found out that they can confuse or even immobilize these creatures by disrupting the air around them. The Jade Court occasionally take advantage of this by sealing jiang shi in airtight boxes and deploying them as traps for the unwary.

Unlike normal zombies, these require no drummer to keep them animated and obedient.

Refresh: -6

Penanggalan (Flying Heads)
High Concept: Blood-sucking Flying Head
Aspects: I Leave My Body To Hunt At Night, Corrupter of Fertility

Powers
Blood Drinker [-1]
Feeding Dependency: Blood [+1] which will affect the following:
   Inhuman Recovery [-2]
   Inhuman Toughness [-2]
The Catch [+2]
   Weapons made of copper coins wrapped in red silk thread;
   Destroying or hiding its body;
   Daylight (when in its night form)
Venomous Bite [-3]
Grasping Entrails [-1] Might +2 for Grappling
Flight [-1]

Optional Powers
   Channelling [-2] or Evocation [-3]
   Rituals [-2] or Thaumaturgy [-3]

Traits
Pretends to be a normal human by day. Separates from its body at night; must return to its body before sunrise or it will die. Sunlight will hurt it in its fiendish form. The fiendish energy which keeps it intact is inscribed along its neck in a series of indecipherable, soft red sigils, barely distinguishable from henna or tattoos. The Penanggalan, when detached from its host body, becomes sharp-featured, feral, with a long, prehensile tongue and venomous fangs. Its head sprouts oily black beetle wings that click when they fly, and their entrails twine and grapple beneath the head like like tentacles.

Refresh: -7

Origin

I have two options for their genesis:

Title: Re: various more-obscure mythical creatures
Post by: Tempus Corvus on January 10, 2011, 05:20:38 AM
As a total Greek/Roman Mythology nerd, I'd like to see stats for the Stymphalian Birds. One of the Labors of Heracles, they were vicious, and had metal feathers that they could rain down on people like arrows. Scared away by loud noises (Obviously that would have to be altered. Maybe something that dampens sound, similar to the myrk?
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on January 11, 2011, 12:01:44 AM
Stymphalian Bird (Hydrophobe)

High Concept: Stymphalian Bird
Other Aspects: Maneater, Afraid Of Noise, Sacred To Ares
Skills:
Good: Weapons
Fair: Survival, Athletics
Average: Alertness, Intimidation, Endurance
Powers:
Wings [-1]
Diminutive Size [-1]
Breath Weapon [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
The Catch (unknown) [+0]
Total Refresh Cost:
-8
Refresh Total:
-6
Title: Re: various more-obscure mythical creatures
Post by: HobbitGuy1420 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.
Title: Re: various more-obscure mythical creatures
Post by: vultur 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.
Title: Re: various more-obscure mythical creatures
Post by: vultur 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.
Title: Re: various more-obscure mythical creatures
Post by: KOFFEYKID 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
Title: Re: various more-obscure mythical creatures
Post by: KOFFEYKID 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).
Title: Re: various more-obscure mythical creatures
Post by: bitterpill 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
Title: Re: various more-obscure mythical creatures
Post by: devonapple 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]
Title: Re: various more-obscure mythical creatures
Post by: Paynesgrey 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.
Title: Re: various more-obscure mythical creatures
Post by: devonapple 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.
Title: Re: various more-obscure mythical creatures
Post by: ways and means 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
Title: Re: various more-obscure mythical creatures
Post by: devonapple 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
Title: Re: various more-obscure mythical creatures
Post by: devonapple 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
Title: Re: various more-obscure mythical creatures
Post by: devonapple 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
Title: Re: various more-obscure mythical creatures
Post by: Rechan 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?

Title: Re: various more-obscure mythical creatures
Post by: devonapple 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.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on May 10, 2011, 07:48:20 PM
admiralducksauce used some Gorgons in his campaign a while ago. He'd probably be willing to share their stats.

You can find a minotaur on reply #178 of the Generic NPC thread. (http://www.jimbutcheronline.com/bb/index.php/topic,21533.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,21533.0.html))

You can find two takes on rakshasa on replies #126 and #129 of that same thread.

InFerrumVeritas wrote up the Nemean Lion on the first post of this thread: http://www.jimbutcheronline.com/bb/index.php/topic,25619.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,25619.0.html)

Mechanics for a medusa or cockatrice were discussed here: http://www.jimbutcheronline.com/bb/index.php/topic,22567.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,22567.0.html)
Title: Re: various more-obscure mythical creatures
Post by: Rechan on June 01, 2011, 04:57:58 AM
Thanks. I suddenly wonder if the Hydra or Cyclops would be too hardcore for a Dresden group.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on June 02, 2011, 01:40:13 AM
Don't see why they would be.

I can say from personal experience that this game works well at the 18 refresh 50 skill point level. A party of characters like that can crush just about anything.

So I wouldn't worry about a cyclops or a hydra.
Title: Re: various more-obscure mythical creatures
Post by: hank the ancient on June 02, 2011, 08:49:32 PM
Hobbitguy Stop feeding the slender man.

"he only exists because someone thought him up, now try not thinking about him"
-somethingawefull forums

now I'm gonna have my dreams haunted for weeks AGAIN. rackinfrackin terror invoking meme...
Title: Re: various more-obscure mythical creatures
Post by: Dravokian on August 27, 2011, 09:31:28 PM
Deathclaw

10' Tall Reptilian Monster from the Fallout Series. BEWARE!!!

High Concept: Uber Dangerous Lizard Monster
Other Aspects: I'll Eat Your Face, Bear Hug Claw Strike of Death, It Moved so I Ate It

Skills:
Fantastic (+6): Fists
Superb (+5):Athletics, Alertness
Great (+4): Endurance, Intimidation
Good (+3): Survival, Might
Fair (+2): Conviction, Presence, Discipline
Other skills default to Average (physical) or Mediocre (otherwise).

Stunts:
No Pain, No Gain (Endurance): +1 mild physical consequence
Leaping Lizards (Athletics): +2 Athletics for Jumping
Marathon Sprinter (Athletics): +2 Athletics for Sprinting

Powers:
Claws [-1]
Echoes of the Beast (Deathclaw) [-1]
Pack Instincts [-1]
Supernatural Strength [-4]
Inhuman Speed [-2]
Supernatural Toughness [-4]
  The Catch [+0]: Hit the Eyes
Inhuman Recovery [-2]
  The Catch [+1]: Silver

Stress:
Physical OOOO(OOOO), Armor:2, +1 mild consequence
Mental OOO
Social OOO

Total Refresh Cost: -17
Title: Re: various more-obscure mythical creatures
Post by: Dravokian on August 27, 2011, 09:34:38 PM
Sorry Everyone I couldn't resist
Title: Re: various more-obscure mythical creatures
Post by: mstorer3772 on August 29, 2011, 04:08:24 PM
This might be accurate with the Source Material (dunno), but having a different catch for toughness and recovery is a no-no unless you have Physical Immunity.  IIRC.  Lemme Check.

Ah.  Here we go.  Last bullet point on the first column, page 185:
Quote
Any Recovery powers you have are
affected by the Catch, and so will not
speed up the recovery of an injury caused
by something that bypasses the Catch.

OTOH, with "It moved, so I ate it", someone could chuck a grenade at it and spend a fate point to have it eat said grenade RIGHT before it went off.  Splat.  Eww.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on August 30, 2011, 04:50:49 AM
Yeah, mstorer3772 is right. (I think.)

"Hitting the eyes" is a tricky catch to enforce, so maybe we could just make silver the catch for both powers.

Two things come to mind when looking at the Deathclaw:

1. Those are awesome aspects.
2. Oh my god this thing is deadly. I've never played Fallout, but...are these stats really warranted? This thing is probably a match for a Denarian.
Title: Re: various more-obscure mythical creatures
Post by: polkaneverdies on August 30, 2011, 12:19:09 PM
Bravo Dravokian, thanks for the reminder of some excellent games.

I haven't played the most recent game so perhaps deathclaws have gotten notably scarier. If that is not the case then I think you are given them a lot more credit than they deserve.

Packs of them would classify as high end mooks. They were only scary if you bumped into a pack when you still at a lower level.
The one that you banged out is a heavyweight that could give Dresden a run for his money.

I don't understand how even with the powers you gave the claw, he ended up with 10 stress boxes. As far as I can tell he should have had the 4 base and the 4 from s. toughness.

I would suggest you drop the sup. to inhuman, and lose recovery all together. I don't recall them healing at all. I think fists 6 is probably also extreme since they do miss when swinging with some regularity.

Again if the new versions are terrifying I apologize for my ignorance of that fact.
Title: Re: various more-obscure mythical creatures
Post by: Dravokian on August 30, 2011, 01:41:32 PM
Yeas Srry guys the 10 Stress was a typo ill correct it, also the Deathclaw Ive stated is from New Vegas. They are very much more scary lol. They heal slowly and are long lived so I took recovery. They almost never miss attacks and do massive amount of damage. I got 2 hitted with my lv 36 character... Depending on how you look at it the toughness might be worth dropping to Inhum. but Id defiantly keep super str. Also i tend to get a little out of hand with my monsters cause at my table I have 7 Player all who are very good at munchkinizing there characters lol. Anyhow if the deathclaw doesn't work for ya change him how u see fit... Just couldn't resist throwing one out there.
Title: Re: various more-obscure mythical creatures
Post by: polkaneverdies on August 30, 2011, 05:04:18 PM
Wow, 2 shot knockout at level 36?

Must resist Fallout goodness temptation.
Title: Re: various more-obscure mythical creatures
Post by: Jebm on December 26, 2011, 07:35:58 AM
Would some one be willing to stat up a Tengu for me?. I've talked with my friend who's a history/mythology major and he mentioned that their weaknesses would be Bamboo weaponry as well as Japanese holy objects.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on December 27, 2011, 05:57:24 AM
I could take a shot.

What do Tengu do?
Title: Re: various more-obscure mythical creatures
Post by: Jebm on December 28, 2011, 04:38:42 AM
They're Japanese monsters who come in two main types , the humanoid bird
version or the red faced long nosed human version with both known to be extremely skilled swordsman and martial artists with skill in air magic,shape shifting,and possession.

Both sets have separate weaknesses such as the  long nose being weak against Japanese holy items and the crow version being weak to bamboo weaponry which burns them like cold iron does to fairies. which is why I was hoping someone could do a separate build for both versions with the long nose being more focused on magic and the crow focusing on swordsmanship,while both would be skilled with martial arts.


http://en.wikipedia.org/wiki/Tengu
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on December 29, 2011, 08:17:16 AM
Alright, I've got some tengu for you. Neither uses real shapeshifting, both imitate it in some way.

Crow-Faced Tengu (Feet in the Water)

High Concept: Tengu Swordsman
Other Aspects: Martial Artist, Buddhist Demon, Trickster Spirit
Skills:
Great: Fists
Good: Discipline, Athletics
Fair: Deceit, Alertness, Might
Average: Endurance, Survival, Conviction, Lore
Stunts:
Armed Arts (Fists): Use Fists to wield swords.
Martial Artist (Fists): Use Fists+1 for combat-related Assessments and Declarations.
Powers:
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
The Catch (Bamboo) [+1]
Wings [-1]
Glamours [-2]
Total Refresh Cost:
-10
Refresh Total:
-4

Long-Nosed Tengu (Feet in the Water)

High Concept: Ghost Of An Arrogant Soul
Other Aspects: Martial Artist, Buddhist Demon, Trickster Spirit
Skills:
Great: Conviction, Discipline
Good: Lore, Fists
Fair: Deceit, Athletics
Average: Endurance, Alertness
Stunts:
Martial Artist (Fists): Use Fists+1 for combat-related Assessments and Declarations.
Armed Arts (Fists): Use Fists to wield swords.
Powers:
Spirit Form (Manifestation) [-5] Homebrew Spirit Form rewrite.
Domination (Possession) [-5]
Channelling (Air) [-2]
Inhuman Toughness [-2]
The Catch (Japanese Holy Stuff) [+1]
Total Refresh Cost:
-15
Refresh Total:
-9
Title: Re: various more-obscure mythical creatures
Post by: Jebm on December 29, 2011, 08:56:33 AM
Awesome work. I plan on giving my Tengu scion a bit of both types so this was nice to see. Lately I've gotten an obsession with Japanese mythology so the majority of my requests will be related to that. Could someone do stats for a Kappa and a Tanuki?

http://www.obakemono.com/obake/tanuki/
http://www.obakemono.com/obake/kappa/
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on December 29, 2011, 11:12:03 PM
Give a summary of what they can do and I'll take a shot.

Making a character from a mythological description is a pain in the neck.
Title: Re: various more-obscure mythical creatures
Post by: Jebm on December 30, 2011, 04:56:12 AM
Kappas are water demons who have super strength which is powered by the water dish on top of their heads which if spilled leaves them completely paralyzed. They have an obsession with politeness which must be returned via bowing as well as an insatiable love of cucumbers. They are skilled in sumo wrestling and rare medicinal arts as well as having exteremely bad gas which is used as defense mechanism,which I'd treat as a Breath Weapon.

Tanuki are raccoon demons who are know for their gigantic testicles and mischievous pranks . They are exteremely skilled shape shifters  and illusionists who usually hide as inanimate objects and are always on the lookout for food, sake and women. They're know for shape shifting their balls into a variety of things from a blanket or umbrella or a blunt weapon if necessary. Granted any damage to the balls themselves pretty much makes them helpless with pain.
Title: Re: various more-obscure mythical creatures
Post by: hank the ancient on December 30, 2011, 05:40:11 AM
Quote
They're know for shape shifting their balls into a variety of things from a blanket or umbrella or a blunt weapon if necessary. Granted any damage to the balls themselves pretty much makes them helpless with pain.

Ya can't make this stuff up folks!
Title: Re: various more-obscure mythical creatures
Post by: Jebm on December 30, 2011, 04:52:19 PM
I know right?. Besides after having a book start off with Harry being attacked by ape flinging flaming crap, is getting your skull crushed by a raccoon dog's scrotum so odd?.
Title: Re: various more-obscure mythical creatures
Post by: polkaneverdies on December 30, 2011, 07:08:27 PM
They both seem like pretty glamorous ways to die.
Title: Re: various more-obscure mythical creatures
Post by: Franziska on December 30, 2011, 07:59:48 PM
Could someone pleas stat Harpies?
They are monsters with female faces and bird bodies.Their screeches can drive one mad, thay attack in droves, they stink like rotting carrion and they haunt their enemies by shitting on their food thus preventing them to feed. In Greco-Roman mithology they are daughters to Neptune/Poseidon and Anphytritys. Zeus uses them to punish erring mortals. They can summon sea storms, strong winds and whirlwinds. Their power fades as they move away from the sea.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on December 31, 2011, 05:33:57 AM
Kappa (Up To Your Waist)

High Concept: Kappa
Other Aspects: Bizarre Weaknesses, Deadly Flatulence, Sumo Wrestler's Etiquette, Inexplicable Medical Knowledge
Skills:
Great: Might, Scholarship
Good: Fists, Endurance
Fair: Presence, Discipline, Lore
Average: Conviction, Athletics, Stealth, Rapport, Deceit
Stunts:
Rare Medical Arts (Scholarship): +2 to medical treatment given access to weird ingredients.
Wrestler (Might): +1 to grapple.
Powers:
Aquatic [-1]
Inhuman Strength [-2]
Selective Explosive Natural Weaponry [-2] (Flatulence is weapon 2+Strength and hits everyone in the zone except the Kappa. Wield with Fists.)
Total Refresh Cost:
-7
Refresh Total:
0
Title: Re: various more-obscure mythical creatures
Post by: polkaneverdies on December 31, 2011, 07:49:32 PM
It is Hard to believe you actually pulled that one off Sancta. I would say that deserves a round of applause.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on December 31, 2011, 11:32:43 PM
Thanks.

The best part about writing custom powers is the part where, weeks or months later, something that would be problematic is easily modelled with what you wrote before.

As for harpies, somebody suggested using Goblin stats and adding Wings here (http://www.jimbutcheronline.com/bb/index.php/topic,18191.msg865430.html#msg865430). But that wouldn't really fit your request, so here goes:

Harpy (Feet In The Water)

High Concept: Harpy
Other Aspects: Filthy Creature, Daughter Of Poseidon, Divine Punishment
Skills:
Good: Intimidation, Fists, Athletics
Fair: Lore, Conviction, Discipline
Average: Endurance, Might, Presence, Deceit, Survival
Stunts:
Maddening Screech (Intimidation): Given a chance to scream at someone constantly for a long time, can use Intimidation to make mental attacks.
Powers:
Aquatic [-1]
Wings [-1]
Claws [-1]
Inhuman Speed [-2]
Ritual (Weather Control) [-2]
Total Refresh Cost:
-8
Refresh Total:
-2
Title: Re: various more-obscure mythical creatures
Post by: hank the ancient on January 01, 2012, 03:39:19 AM
Maybe I missed it in a previous post, but has anyone done a draugr yet? I figure a giant, treasure-guarding, phase-shifting, spell-casting, weapon-shrugging, dream-haunting undead viking might wet a few pairs of pants. :o

http://en.wikipedia.org/wiki/Draugr (http://en.wikipedia.org/wiki/Draugr)
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on January 02, 2012, 05:56:33 AM
Draugr have not yet been done. I'll take a shot sometime.

Here's my attempt at the Tanuki.

Tanuki (Hydrophobic)

High Concept: Tanuki
Other Aspects: All About The Testicles, Hedonistic Prankster
Skills:
Good: Deceit
Fair: Burglary, Survival
Average: Lore, Conviction, Rapport
Powers:
True Shapeshifting [-4]
Glamours [-2]
Echoes Of The Beast (Tanuki) [-1]
Human Form [+1] affecting:
Diminutive Size [-1]
Claws [-1] (Scrotal bludgeon)
Total Refresh Cost:
-8
Refresh Total:
-6
Title: Re: various more-obscure mythical creatures
Post by: Jebm on January 02, 2012, 07:55:56 AM
The fact that scrotal bludgeon has been used in sentence  at all is Awesomely Hilarious. congrats on making both the Kappa and Tanuki effectively. Do you think Might would be a good power as well for the Tanuki's scrotal bludgeon?
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on January 02, 2012, 10:12:20 PM
Might is a skill, not a power. Are you talking about Strength?

If so, then no. Extra stress might be reasonable, but the lifting bonuses and other benefits probably wouldn't be.
Title: Dryad
Post by: devonapple on February 06, 2012, 08:34:51 PM
Dryad (Walking the Beach)

High Concept: Wyldfae Tree Spirit
Other Aspects: Bound to My Tree; Seasonal Allegiance; Mortals are my Playthings
Skills:
Great (+4): Rapport
Good (+3): Survival, Deceit
Fair (+2): Athletics, Stealth
Average (+1): Alertness, Conviction, Endurance, Investigation, Might, Presence
Stunts:
Alluring (Deceit): As a child of nature, you have centuries of experience in charming mortals. You gain a +2 to Deceit checks for seduction attempts.
Traceless (Stealth): You don’t seem to leave footprints. The difficulty to track your movements is 2 shifts higher.
One with the Trees (Stealth): You are a master of arboreal subterfuge. Add two to your Stealth as long as you are in woodlands, and the difficulty of moving stealthily through plant-based borders is reduced by two.
Powers:
Glamours [-2]
Inhuman Strength [-2]
Inhuman Recovery [-2]
Supernatural Toughness [-4]
The Catch [+4] is cold iron and such, as well as fire
Total Refresh Cost:
-9
Refresh Total:
-4
Stress:
Mental OOO
Physical OOO(OOOO), Armor:2
Social OOO
Title: Re: various more-obscure mythical creatures
Post by: vultur on May 19, 2012, 08:18:10 PM
not "more obscure", but still not statted in OW:

Dragon (Serpentine) [Feet in the Water]
High Concept: Monstrous Serpent
Other Aspects: Coils of Death; Elephant-Killer

Skills
Great: Fists, Might
Good: Alertness, Endurance
Fair: Intimidation, Survival
Average: Athletics, Discipline

Stunts

Constrictor (Might): +1 to Might when using it to grapple.
Quick as a Snake (Athletics): +2 to Alertness for purposes of initiative

Powers
Claws [-1]
Echoes of the Beast (Snake) [-1] (perceive heat as pit viper)
Hulking Size [-2]
Supernatural Strength [-4]
Inhuman Toughness [-2]
  The Catch [+1]: explosions, poison, other things that tough scales won't help against

Stress
Mental OO
Physical OOOOOO(OO), Armor:1
Social OO

Total Refresh Cost: -11
Remaining Refresh: -5

Notes: A physical powerhouse. Superb initiative. Has Epic Might when used for grappling, and grapple damage is 3 stress. Bite is Great, Weapon:6.

Variants: Some dragons may be Venomous. Bigger ones have Supernatural rather than Inhuman Toughness.
Title: Re: various more-obscure mythical creatures
Post by: Silverblaze on May 20, 2012, 02:28:18 AM
That catch is totally +3.  First thing I'd do if I saw a Lung is either run/hide or get big guns and bombs.

Also, constrictors do not see heat.  They lack a Jacobson's Organ. 

I'm not sure if I can come up with a better one though.  Maybe...tasting emotions or sensing vibrations.
Title: Re: various more-obscure mythical creatures
Post by: vultur on May 20, 2012, 03:14:07 AM
That catch is totally +3.  First thing I'd do if I saw a Lung is either run/hide or get big guns and bombs.

It only has 2 points of toughness powers, though, so it's capped at +1 regardless of its real value.

(Also, this is a classical-and-medieval-bestiary-style serpentine dragon, which is basically an exaggerated big snake, not a Lung / Chinese dragon. Those would be quite a bit more magical and powerful; that's basically what Ferrovax is.)

Quote
Also, constrictors do not see heat.

I know, but this is a Serpentine Dragon, not a real-world constrictor snake - even a really big one. It's somewhat 'exaggerated'.

Quote
They lack a Jacobson's Organ. 

Actually, the Jacobson's (vomeronasal) organ is used for 'tasting' the air (another form of smell), not heat sensing. It's found in a lot of things, not just snakes, and is entirely distinct from the heat-sensing pits of pit vipers.
Title: Re: various more-obscure mythical creatures
Post by: Jimmy on May 23, 2012, 12:51:59 AM
Ah, I love it when people try to pass off wiki write ups as personal knowledge. Did you know that the human Major Histocompatability Complex is responsible for many divorces in marriage in modern western society? That and the contraceptive pill? Snakes taste like a cross between chicken and crocodile...

Try find that on wikipedia!
Title: Re: various more-obscure mythical creatures
Post by: vultur on May 26, 2012, 03:29:51 AM
Ah, I love it when people try to pass off wiki write ups as personal knowledge.

I'm not sure if you're addressing me or Silverblaze, but I don't think it's fair in either case.  While I admit I double-checked on wikipedia before posting (as I often do with fact-based stuff), that's not my main source for the info. This is not just random 'internet knowledge' - it's real.

And I'm not sure if you're saying the major histocompatibility complex/contraceptives stuff is true (despite not being found on wikipedia) or is false (despite being found on wikipedia)...

In any case, not the point.

Dragon (Firedrake) (Chest Deep)
High Concept: Loathsome Wyrm
Other Aspects: Furnace Breath; Deadly Venom

Skills

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

Powers
Breath Weapon [-2]
Claws (Venomous) [-3]
Hulking Size [-2]
Inhuman Recovery [-2]
Supernatural Toughness [-4]
     The Catch [+1 or +2]: underbelly lacks armor; some are affected by holy/faith
Supernatural Strength [-4]
Wings [-1] (sometimes)

Stress
Mental OOO
Physical OOOOOO(OOOO) Armor:2
Social OO

Total Refresh Cost -15 to -17
Remaining Refresh -7 to -9

Notes
These are cave-dwelling, fire-breathing, venomous, evil but not particularly intelligent European-style dragons.

Variations: Some lack Wings.



Dragon (Aquatic) (Up to Your Waist)
High Concept: Water-Dwelling Wyrm

Skills

Superb: Fists
Great: Endurance, Alertness
Good: Might, Stealth
Fair: Discipline, Survival
Average: Athletics, Intimidation

Stunts
Just a Log ... Really (Might): +2 to Stealth when submerged (entirely or all but eyes/nostrils)

Powers
Aquatic [-1]
Breath Weapon [-2]
Claws [-1]
Hulking Size [-2]
Supernatural Toughness [-4]
     The Catch [+1 or +2]: underbelly lacks armor; some are affected by holy/faith
Supernatural Strength [-4]

Stress
Mental OO
Physical OOOOOO(OOOO) Armor:2
Social OO

Total Refresh Cost -13 to -14
Remaining Refresh -6 to -7

Notes
Peluda, Gargouille, etc. Breath weapons may be acid, poison, bursts of high-pressure 'flood' waters...



Title: Re: various more-obscure mythical creatures
Post by: vultur on May 26, 2012, 04:30:06 AM
Dragon
High Concept: Ancient Wyrm
Other Aspects: A Human Face; Absolute Powerhouse; "Gunpowder is so Newfangled"

Skills
Fantastic: Endurance, Fists     
Superb: Intimidation, Weapons   
Great: Athletics, Discipline, Lore
Good: Alertness, Conviction, Presence
Fair: Empathy, Might, Survival
Average: Deceit, Rapport, Stealth

Powers
Channeling (Fire) [-2]
Incite Emotion (Awe/Fear; At Range) [-2]
Thaumaturgy [-3]
Human Form [+1] affecting:
  Breath Weapon (Potent Breath - Weapon:4)[-3?]
  Claws [-1]
  Hulking Size [-2]
  Inhuman Recovery [-2]
  Mythic Toughness [-6]
       The Catch [+1]: underbelly lacks armor
  Supernatural Strength [-4]
  Wings [-1]

Stress
Mental OOOO +1 mild consequence
Physical OOOOOO(OOOOOO) Armor:3 +1 mild consequence
Social OO

Total Refresh Cost -24

Notes
An intelligent European-style dragon that can do the 'paralyzed with fear'/hypnotic gaze and disguise itself as a human, as well as some spellcasting ability. This individual is absolutely ancient, with great magical knowledge, but little knowledge of the modern mortal world (thus the "Gunpowder is so Newfangled" Aspect).

Variations: Even older dragons might have full Evocation and Refinement; Mythic Strength; and/or Supernatural Recovery. An actual Great Dragon, such as Ferrovax or Siriothrax, is far more powerful than that; even the least of them probably exceed the power level for which full statistics can reasonably be provided.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on May 26, 2012, 08:34:03 PM
Mostly I like these. This is an interesting set of possibilities for dragons.

Maybe dragon should be a template...that'd account for the variety.

Anyway, just a few quibbles:

-The Catches seem undervalued. Anyone can hit an underbelly, and it's a well-known myth.
-The Natural Weaponry custom power would come in handy here. This is exactly what it was made for. Having both Claws and Breath Weapon is weird. (Which reminds me, maybe I should give it a Venomous upgrade.)
-I think the Ancient Wyrm should have a Resources skill. Seriously, who ever heard of a poor dragon? Mythic Strength would also be fitting.
-Thanks to Hulking Size, the Aquatic Dragon's Stealth stuff doesn't really work. And why is that stunt listed under Might?
Title: Re: various more-obscure mythical creatures
Post by: Thugorp on May 29, 2012, 09:57:47 PM
Hay, I was wondering. Could anyone perhaps make a gnome?
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on May 31, 2012, 01:17:02 AM
Sure. What should a gnome be able to do?
Title: Re: various more-obscure mythical creatures
Post by: Mr. Death on May 31, 2012, 01:42:48 AM
I'd be tempted to make a Discworld-esque gnome. Maybe even a Feegle.

Diminuitive size, Berserker stunt, Supernatural Strength.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on May 31, 2012, 02:26:35 AM
Way ahead of you. By almost two years, actually. (http://www.jimbutcheronline.com/bb/index.php/topic,21533.msg955260.html#msg955260)
Title: Re: various more-obscure mythical creatures
Post by: ways and means on May 31, 2012, 02:30:25 AM
Way ahead of you. By almost two years, actually. (http://www.jimbutcheronline.com/bb/index.php/topic,21533.msg955260.html#msg955260)

Does Inhuman Strength bypass the Diminutive size 1 stress damage.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on May 31, 2012, 02:34:56 AM
Yeah. Feegles can inflict a mighty 3 stress with their punches.
Title: Re: various more-obscure mythical creatures
Post by: Silverblaze on May 31, 2012, 03:14:01 PM
Ah, I love it when people try to pass off wiki write ups as personal knowledge. Did you know that the human Major Histocompatability Complex is responsible for many divorces in marriage in modern western society? That and the contraceptive pill? Snakes taste like a cross between chicken and crocodile...

Try find that on wikipedia!
It only has 2 points of toughness powers, though, so it's capped at +1 regardless of its real value.

(Also, this is a classical-and-medieval-bestiary-style serpentine dragon, which is basically an exaggerated big snake, not a Lung / Chinese dragon. Those would be quite a bit more magical and powerful; that's basically what Ferrovax is.)

I know, but this is a Serpentine Dragon, not a real-world constrictor snake - even a really big one. It's somewhat 'exaggerated'.

Actually, the Jacobson's (vomeronasal) organ is used for 'tasting' the air (another form of smell), not heat sensing. It's found in a lot of things, not just snakes, and is entirely distinct from the heat-sensing pits of pit vipers.

Schooled by Vultur.  Been 8 years since college I got organ names mixed up.  Some zoologist I'd have been. :-[\

Regardless i still disagree with heat sensing.

Jimmy: you're too kind.  Really. You give me enough credit to be computer literate enough to always think of wikipedia.  Which last I checked is vastly inaccurate....

Never had crocodile, but have had snake (not sure which kind, was shipped up from my friend in texas), and alligator. Neither taste much like chicken to me.


I'm not sure if you're addressing me or Silverblaze, but I don't think it's fair in either case.  While I admit I double-checked on wikipedia before posting (as I often do with fact-based stuff), that's not my main source for the info. This is not just random 'internet knowledge' - it's real.

And I'm not sure if you're saying the major histocompatibility complex/contraceptives stuff is true (despite not being found on wikipedia) or is false (despite being found on wikipedia)...

In any case, not the point.

Dragon (Firedrake) (Chest Deep)
High Concept: Loathsome Wyrm
Other Aspects: Furnace Breath; Deadly Venom

Skills

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

Powers
Breath Weapon [-2]
Claws (Venomous) [-3]
Hulking Size [-2]
Inhuman Recovery [-2]
Supernatural Toughness [-4]
     The Catch [+1 or +2]: underbelly lacks armor; some are affected by holy/faith
Supernatural Strength [-4]
Wings [-1] (sometimes)

Stress
Mental OOO
Physical OOOOOO(OOOO) Armor:2
Social OO

Total Refresh Cost -15 to -17
Remaining Refresh -7 to -9

Notes
These are cave-dwelling, fire-breathing, venomous, evil but not particularly intelligent European-style dragons.

Variations: Some lack Wings.



Dragon (Aquatic) (Up to Your Waist)
High Concept: Water-Dwelling Wyrm

Skills

Superb: Fists
Great: Endurance, Alertness
Good: Might, Stealth
Fair: Discipline, Survival
Average: Athletics, Intimidation

Stunts
Just a Log ... Really (Might): +2 to Stealth when submerged (entirely or all but eyes/nostrils)

Powers
Aquatic [-1]
Breath Weapon [-2]
Claws [-1]
Hulking Size [-2]
Supernatural Toughness [-4]
     The Catch [+1 or +2]: underbelly lacks armor; some are affected by holy/faith
Supernatural Strength [-4]

Stress
Mental OO
Physical OOOOOO(OOOO) Armor:2
Social OO

Total Refresh Cost -13 to -14
Remaining Refresh -6 to -7

Notes
Peluda, Gargouille, etc. Breath weapons may be acid, poison, bursts of high-pressure 'flood' waters...





These dragons I like.
Does Inhuman Strength bypass the Diminutive size 1 stress damage.

I wouldn't think so, the way it is written, but it would in some sense be thematically appropriate.


Yeah. Feegles can inflict a mighty 3 stress with their punches.

Are you sure it bypasses diminuitive size?
Title: Re: various more-obscure mythical creatures
Post by: Mr. Death on May 31, 2012, 03:46:43 PM
Way ahead of you. By almost two years, actually. (http://www.jimbutcheronline.com/bb/index.php/topic,21533.msg955260.html#msg955260)
That is awesome and I might have to steal that for my campaign. I'd love to see the look on my players faces when they're waylaid by a swarm of drunken Scottish smurfs.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on May 31, 2012, 07:05:04 PM
Are you sure it bypasses diminuitive size?

Diminutive Size says

Quote
When your size is a factor in combat, you can only inflict 1 physical stress per attack (but this could be improved by damage bonuses from weapons and the like).

so yeah, I'm pretty sure. There's a little bit of room for interpretation there, but not much.
Title: Re: various more-obscure mythical creatures
Post by: vultur on June 01, 2012, 02:43:58 AM
Mostly I like these. This is an interesting set of possibilities for dragons.

Thanks!

Quote
-The Catches seem undervalued. Anyone can hit an underbelly, and it's a well-known myth.

Yeah, I was kind of going back and forth on that. I'd like to have hitting the underbelly *only* ignore the Armor (not the extra stress boxes), but not sure if that really works.

Quote
-The Natural Weaponry custom power would come in handy here. This is exactly what it was made for. Having both Claws and Breath Weapon is weird.

I prefer to use canon powers for "resource"-y stuff like this if there's one available (as opposed to stuff like Titanic Size or whatever that isn't provided for in the books), for ease of use. Also, Kalshazzak in OW has both. (I can see that it's a bit weird skills-wise, though.)

Quote
-I think the Ancient Wyrm should have a Resources skill. Seriously, who ever heard of a poor dragon? Mythic Strength would also be fitting.

Good point.  Mythic Strength is noted under 'variations'.

Quote
-Thanks to Hulking Size, the Aquatic Dragon's Stealth stuff doesn't really work.

Ouch ... you're right. Should I make up an extra stunt or power to make it work? I do want the Aquatic Dragon to be both big and able to do the crocodile hide-underwater thing.

Quote
And why is that stunt listed under Might?
Oops, copy-paste error.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on June 01, 2012, 09:03:31 PM
Thanks!

You're welcome.

Yeah, I was kind of going back and forth on that. I'd like to have hitting the underbelly *only* ignore the Armor (not the extra stress boxes), but not sure if that really works.

I'd allow it. I'd expect a way to bypass the Toughness entirely too if you want a rebate though.

I prefer to use canon powers for "resource"-y stuff like this if there's one available (as opposed to stuff like Titanic Size or whatever that isn't provided for in the books), for ease of use. Also, Kalshazzak in OW has both. (I can see that it's a bit weird skills-wise, though.)

I guess, but it's not just bad skill-wise. It also makes no sense optimization-wise. I don't insist on powergaming for NPCs, but at some point poor optimization becomes painful to look at.

It sets the ridiculous precedent that you need to spend extra Refresh if you want to describe your close-range attacks differently from your long-range attacks.

Ouch ... you're right. Should I make up an extra stunt or power to make it work? I do want the Aquatic Dragon to be both big and able to do the crocodile hide-underwater thing.

I figure a stunt or an Echoes Of The Beast trapping ought to cover it.
Title: Re: various more-obscure mythical creatures
Post by: THE_ANGRY_GAMER on August 16, 2012, 05:45:18 PM
I've had a look at doing a Draugr, and this thing's looking F***ing terrifying. I'm tempted to do a lesser version just so there's something that PCs can actually beat. We're looking at maybe -21 Refresh here, and I'm fairly sure I'm under-statting this thing.
Title: Re: various more-obscure mythical creatures
Post by: THE_ANGRY_GAMER on August 19, 2012, 04:22:56 PM
Here's my lesser version of a Draugr. These are seriously badass, at least boss-level.

Cairn Draugr
High Concept: Angry Undead Viking
Other Aspects: I cannot leave my Howe; Insatiable hatred for the Living

Description: How Draugr are made is unkown, but many stories attest that they are similar to Black Court Vampires, in that one Draugr can create another. However, Draugr have very few of the weaknesses of the Black Court, and despite their method of creation, they are thankfully rare. Some Draugr, theorised to be the reanimated bodies of those foolish enough to raid the tombs (often referred to as Howes) of True Draugr, are unable to leave the tomb where they died. These are less strong than True Draugr, but are still extremely dangerous.

Skills
Superb: Endurance, Weapons
Great: Conviction, Athletics, Might
Good: Fists, Alertness, Intimidation
Fair: Deciet, Resources, Presence
Other skills depend on those the Draugr had when alive.

Powers
Supernatural Strength [-4]
Gaseous Form [-3]
Supernatural Senses [-2]: The Draugr knows the exact position of everything in its Howe.
Living Dead [-1]
Mythic Toughness [-6]
        The Catch [+4] is Iron, or attacks made by enemies with True Courage
Beast Change [-1] tied to:
        Hulking Size [-2]

Stress
Physical: OOOO(OOOOOO)
Mental: OOOO
Social: OOOO

Consequences
Mild (Any)
Mild (Physical)
Mild (Mental)
Moderate (Any)
Severe (Any)

Extreme (Any)

Total Refresh Cost: -15


Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on August 22, 2012, 07:05:29 PM
Interesting, but the skills seem too high. Fantastic skills should be something special.
Title: Re: various more-obscure mythical creatures
Post by: THE_ANGRY_GAMER on August 22, 2012, 09:28:20 PM
Bumping them all down a notch would be workable.

I think the True Draugr (when I get round to statting it up) should have Fantastic Endurance - this thing ain't going down easy (the Wick article specifies that it can only be killed by someone with True Courage - custom power? Physical Immunity? Aspect?).

EDIT: Changed the writeup.
Title: Re: various more-obscure mythical creatures
Post by: Taran on December 15, 2012, 01:35:36 AM
Has anyone done the stats for Red Caps?  I thought I'd seen them somewhere...
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on December 15, 2012, 01:50:51 AM
Yo. (http://www.jimbutcheronline.com/bb/index.php/topic,18191.msg827378.html#msg827378)
Title: Re: various more-obscure mythical creatures
Post by: 123456789blaaa on December 15, 2012, 04:11:46 AM
Just found this vampire in an article on Bogleech.com. This is a very unique monster among mythological creatures. It seems more like something a creative modern fantasy writer would come up with than a monster locals would invent.

Quote
The final monster I'll be showcasing here is by far the most confusing, and could easily take an entire article just to pinpoint its most accurate name. The self-segmenter is also called an "Aswang", though the name is used for several other very different monsters and is in some regions a generic term for the supernatural in general. It is also sometimes called a Manananggal, though this name more precisely describes another, similar vampire, and all have been used interchangeably with the Penanggalan from time to time.

  Whatever you want to call it, the segmenter is definitely one of the most bizarre and disturbing vampire fables. Batlike or birdlike wings sprout from her back at night, and she leaves behind her entire lower half to go hunting. Easily her most striking feature is the sharp, hollow tongue through which she feeds. Her tongue is long enough that she can prey on someone from the victim's rooftop, and can spin her tongue into the thickness of spider's silk to probe even the tiniest orifice for  sustainance. Not as picky as other undead, she is just as fond of phlegm and bile as she is of blood, and in some accounts can suck a man's intestines out through his navel.

 It is the true source of her "condition", however, that makes the segmenter so delightfully bizarre; for nestled in her stomach is a mysterious black chick (a black-feathered chicken hatchling, not an African-American girl. Learn proper english!) which chirps hungrily in anticipation of the fresh meal brought back every night by its host. Oddly enough, segmenters age like any normal human, and "retire" by passing their parasitic chicken to another young lady.

  The only cure? Find a way to make the host dizzy
until she vomits the bird directly into a fire.

I can totally see this monster as still having a soul and Free Will like White Court vamps (and thus being playable). Another interesting touch is that this could potentially be the only vampire that you can turn yourself into without the original vampires consent (just plop the bird into your mouth once you get the original vampire to vomit it out).
Title: Re: various more-obscure mythical creatures
Post by: nick012000 on December 15, 2012, 02:48:53 PM
Just found this vampire in an article on Bogleech.com. This is a very unique monster among mythological creatures. It seems more like something a creative modern fantasy writer would come up with than a monster locals would invent.

I can totally see this monster as still having a soul and Free Will like White Court vamps (and thus being playable). Another interesting touch is that this could potentially be the only vampire that you can turn yourself into without the original vampires consent (just plop the bird into your mouth once you get the original vampire to vomit it out).

Hmm. So, Item of Power (the Black Chick) [+1] granting Feeding Dependency [+1], Human Form [+2], Blood Drinker [-1], Claws [-1] (the tongue), Wings [-1], and Inhuman Strength/Speed/Toughness/Recovery to taste.
Title: Re: various more-obscure mythical creatures
Post by: hank the ancient on January 04, 2013, 04:36:26 AM
sounds like the chick could be the catch as well.

...Henbane perhaps?
Title: Re: various more-obscure mythical creatures
Post by: Violet Rook on January 08, 2013, 12:18:59 AM
New here. I would like to give it a try.

Baba Yaga

Baba Yaga is a Slavic myth, renown mostly in Russia. It is said that Baba Yaga is old and powerful, and very ugly. She has a large hook nose and wicked cruel fingernails on her hands. She is covered in warts and moles. Baba Yaga has teeth similar to steel and they are pointy and noshing. She lives in hut that is very much alive, or at least golem-like.

High Concept: Ancient Winter Witch
Other aspects: Keeper of Forbidden Knowledge, Pain is a lesson on its own, Mother of Witches

Skills
Most of her magic skills are going to fall in the Legendary area. She's really old and powerful. So all her skills should reflect such. If a skill has something to do with magic it will fall at superb at the very least.

Powers
Unseeli Magic [-4]
Claws [-1]
Greater Glamours [-4]
World Walker [-2]
The Sight [-1]
Supernatural Speed [-4]
Supernatural Strength [-4]
Physical Immunity [-6]
   The Catch: Is cold iron (like fae)

Items of Power
Baba Yaga's Mortar and Pestle: Instead of using the traditional broomstick, the Mother of Witches flys around in a mortar and pestle. She sits in the mortar with her knees up around her eyes and uses the pestle like a rutter. She uses her Silver birch broom to sweep clear any traces of her passing as she goes (see below). She moves at Mythic Speed for the purpose of travel by this means.

Silver Birch Broom: By holding this in her left hand, Baba Yaga can remove any and ALL traces of her presence from a place or thing as she drags it across the place.

Baba Yaga's Hut: Her home is what appears to be a wooden thatch hut. It has no windows and no door visible to most folks. It is of course control by passwords and wards etc. The epic part of her home is that it can move to roam her demesne. Her hut sits on a pair of giant hen legs. At her command and in defense of Baba Yaga, the house can stand up and move or kick at offending parties.
   Kick attack: Weapon 3, Supernatural Strength 4. (That's some pain there).

Stunts
Unconventional Consumption: Anything Baba Yaga can put in her steel toothed mouth she can eat and digest. It is rumored that she can even consume items of power (destroyed). (For this she would give up a fate chip). All with no ill effects. This does not extend to potions and other liquids.

Stress
P: O O O O (at minimum)
M: O O O O (O O O) (at minimum)
S: O O O O (O O) (at minimum)

Refresh Cost: -24 (at minimum)

Note: Now, without giving anything a way...This could very well be another name for someone else already in the Dresden Verse.
Title: Re: various more-obscure mythical creatures
Post by: Deadmanwalking on January 08, 2013, 12:31:20 AM
Baba Yaga thematically requires Evocation and Thaumaturgy, likely with a large amount of Refinement, rather than anything sponsored on its' own. She's an extremely potent spellcaster, after all, in every version I've heard of, and is so in her own right, not simply with borrowed power. she might have some sort of Sponsored Magic in addition, but her power is her own.

Cold Iron is also a +3 Catch, which would drop her Physical Immunity's cost to -5. Personally, I'd go with Toughness/Recovery powers and a different Catch, though. She has steel teeth, which means if she's Fae she's somehow found a way around the standard weakness.

And now I have the idea in my head of Baba Yaga having once been a powerful Winter Court Faerie, but having bucked Mab's authority and become independent after finding a way around her weakness to iron. That's pretty appropriately epic and scary.
Title: Re: various more-obscure mythical creatures
Post by: 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)

But having a house as a golem is a super-awesome idea that i'm stealing for my Oneiromancer.
Title: Re: various more-obscure mythical creatures
Post by: 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.

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.
Title: Re: various more-obscure mythical creatures
Post by: Violet Rook on January 08, 2013, 12:53:56 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)

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
Title: Re: various more-obscure mythical creatures
Post by: Deadmanwalking on January 08, 2013, 01:01:54 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.

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.

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

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.

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.  :)
Title: Re: various more-obscure mythical creatures
Post by: Violet Rook on January 08, 2013, 01:41:54 AM
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
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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


Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on January 08, 2013, 02:28:01 AM
But having a house as a golem is a super-awesome idea that i'm stealing for my Oneiromancer.

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)

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.
Title: Re: various more-obscure mythical creatures
Post by: Deadmanwalking on January 08, 2013, 02:45:54 AM
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.

This. Spirit Magic is only +1 for availability for a +2 total Catch, Glamours is exactly what you're looking for, Veil-wise, and those skills are...excessive. And weird, in the case of Might.
Title: Re: various more-obscure mythical creatures
Post by: HobbitGuy1420 on January 08, 2013, 02:55:53 AM
I'd just imagined Mother Winter as Baba Yaga.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on January 08, 2013, 03:01:21 AM
Well, they both have iron teeth.
Title: Re: various more-obscure mythical creatures
Post by: Hick Jr on January 08, 2013, 05:17:32 AM
Baba Yaga was probably Jim's inspiration for Mother Winter.

See my previous post.
Title: Re: various more-obscure mythical creatures
Post by: Violet Rook on January 08, 2013, 06:36:57 AM
The only way I'm going to get good at this system is to keep making mistakes. I really have no excuse for what happen in the first Willow-the-wisp posts other than, my book was not in front of me. I should still have known some of that stuff. Grr. I will use my aspect: Runs all the RPGs for his gaming group. I will get a plus 2 bonus on my follow up Willow-the-Wisp post.

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 (Why have such high skills? Willow-the-Wisps are ridiculously hard to catch. With magic abound in this game they need something to fall back on that makes them hard to capture. Sure, you could make them immune to most magics, but that is rougher on your players who can not tag, or compel aspects around that. However, as with all of the awesome creations here in this thread; everything is subject to change per GM to suit your needs and players.)

Alertness: Fantastic (+6)
Deceit: Epic (+7)
Performance: Superb (+5)
Empathy: Great (+4)
Might: Good (+3) (Why have might? Well, once captured they could distort their spirit form long enough to try and break out of anything they may be physically put in. Dog crate, bag, etc...I dunno. Yes, my players would be prepared enough to ward a dog crate. Good luck slipping through the walls of that one.)

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

Powers
Greater Glamours [-4] (Thank you Deadmanwalking for point this out)  ;D
Spirit Form [-3]
Physical Immunity [-7]
          The Catch: spirit magic works on them [+2]
          (+1 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: -16
Title: Re: various more-obscure mythical creatures
Post by: Haru on January 08, 2013, 07:25:52 AM
Some things that stood out to me:
I'd probably go with athletics, rather than might, maybe a stunt to grant you the use of athletics instead of might when trying to break free of something. At least that's how your description reads to me, and how I would envision a creature like that.

Also, high athletics would give the whole "hard to catch" business a bit more bite. And I've always thought of Willowisps as balls of light maybe a bit bigger than a mans fist. Images like the woman with a lantern would be a glamor thrown by them to lure you in, rather than their true form. If you go with this, you could give it Diminutive Size, which will give them a bonus to dodging and stealth, which will both work great, if they want to evade their hunters.

Oh, and where did you get the "Feu Follet" as a good counterpart? Is there any lore, and you just decided it to be like that? Nothing against that, I'm just curious, because as far as I know, that's just the french word for the same thing. But since Jim does it, too, that's fair game. ;D
In German, it would be an Irrlicht, just in case you are wondering ;)
Title: Re: various more-obscure mythical creatures
Post by: Violet Rook on January 08, 2013, 08:12:10 AM
Oh, and where did you get the "Feu Follet" as a good counterpart? Is there any lore, and you just decided it to be like that? Nothing against that, I'm just curious, because as far as I know, that's just the french word for the same thing. But since Jim does it, too, that's fair game. ;D
In German, it would be an Irrlicht, just in case you are wondering ;)

Das ist gut. Ich spreche Deutsch.   ;D
Deutscher war meine erste Sprache, zu lernen.

I also speak American Sign Language.  ;D

Excellent question.
I spent a lot of time running Ravenloft as it is one of my favorite settings. They use the Feu Follet in their story book: Dance of the Dead.
This link here may help.

http://www.lomion.de/cmm/willodaw.php

enjoy.




Title: Re: various more-obscure mythical creatures
Post by: Violet Rook on January 08, 2013, 08:16:29 AM
Monster build challenge: A D&D classic monster. Mind Flayer!
(Cause I am learning a ton here, I am so glad I signed on to the forums) Thank you everyone for your help and ideas. This is fun.
Title: Re: various more-obscure mythical creatures
Post by: Deadmanwalking on January 08, 2013, 08:19:41 AM
On the current Will-o-the-Wisp: Still more than a bit excessive skill-wise. I'd follow Haru's advice and go Athletics, not Might, for escaping things. You don't even need a stunt to use it for that, it's pretty much already the skill for squirming free.

Greater Glamours might also be wrong/excessive for what you're going for, as it allows the conjuration of what amount to real items.

Personally, I'd drop the Glamours to normal, add Inhuman Speed (which will jack their initiative up above even where you have it) and give them stats like this:

Superb: Deceit, Performance
Great: Alertness, Empathy,
Good: Athletics, Survival (since they're often found in desolate/difficult areas)

And then note that most other skills default to Average or Mediocre, with a few mental or social skills at Fair. Maybe up them to 3 stress boxes in each category to make them a tad bit more durable vs. things that can effect them. I might switch Athletics and Alertness.

That'll give them stats to be a threat to any group you'd care to name without being some sort of completely unbeatable threat (which seems wrong, even in the mythology). Epic Deceit, after all, is higher than any character listed thus far in the game, including ancient Fallen Angels, Faerie Queens, and the greatest of the White Court. Now, maybe some of them are being undersold a bit...but that's still a really excessive amount for a relatively standard trickster-creature.
Title: Re: various more-obscure mythical creatures
Post by: 123456789blaaa on January 09, 2013, 11:02:12 PM
Hmm. So, Item of Power (the Black Chick) [+1] granting Feeding Dependency [+1], Human Form [+2], Blood Drinker [-1], Claws [-1] (the tongue), Wings [-1], and Inhuman Strength/Speed/Toughness/Recovery to taste.

This is a great start. There are some problems with it though.

First off it leaves out the whole "self-segmenting" angle which is a MAJOR part of the monster (we probably need a custom addition to the Human Form power for that). Also, the chick being an Item of Power leaves weird grey areas. Item's of power need a special ritual to destroy them. From the myth this would probably be making the host vomit the chick into a flame or a boiling pot. How specific does this have to be though? Does it have to be fire or a boiling pot? Can you use other stuff like acid? Can you cut the chick out or do you have to make the host vomit it? If you do get the chick out does it regenerate if you try to stomp on it or throw it in the blender?

Perhaps I should take this to the Items of Power thread?
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on January 10, 2013, 02:52:13 AM
I think Human Form could handle the segmentation.

But I dunno whether Item Of Power is appropriate. The chick is in your stomach, right? It might as well be a body part.
Title: Re: various more-obscure mythical creatures
Post by: 123456789blaaa on January 10, 2013, 03:50:29 PM
I think Human Form could handle the segmentation.

But I dunno whether Item Of Power is appropriate. The chick is in your stomach, right? It might as well be a body part.

The problem is that by RAW people wouldn't be able to find and destroy the lower half thus trapping the vamp in monstrous form. This is an integral part of the myth.

If the chick was just a body part than how could someone else swallow it and gain it's power?
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on January 10, 2013, 11:17:17 PM
The problem is that by RAW people wouldn't be able to find and destroy the lower half thus trapping the vamp in monstrous form. This is an integral part of the myth.

I'd do that with Aspects. Aspects can do anything.

If the chick was just a body part than how could someone else swallow it and gain it's power?

Through the standard rules for buying a new Template, whatever they are.

Item of Power is balanced around the assumption that having your Powers in an item is somehow inconvenient. I dunno if that's really the case here.
Title: Re: various more-obscure mythical creatures
Post by: 123456789blaaa on January 10, 2013, 11:59:16 PM
I'd do that with Aspects. Aspects can do anything.

Something like "Detached Lower Body"?

Through the standard rules for buying a new Template, whatever they are.

Item of Power is balanced around the assumption that having your Powers in an item is somehow inconvenient. I dunno if that's really the case here.

Oh yeah  :-[.

The few times it does become inconvenient it can probably be handled with Aspects.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on January 11, 2013, 04:19:15 AM
Something like "Detached Lower Body"?

Sounds good to me.

Oh yeah  :-[.

The few times it does become inconvenient it can probably be handled with Aspects.

For what it's worth, you might want to look at the Limitation custom Power. I dunno if Item Limitation would actually work here, but I think there's at least a possibility.
Title: Re: various more-obscure mythical creatures
Post by: Violet Rook on January 19, 2013, 11:12:20 PM
I noticed no one took the challenge of making a Mind Flayer.
Title: Re: various more-obscure mythical creatures
Post by: vultur on January 20, 2013, 03:49:03 AM
Aren't those WotC intellectual property?  ;)
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on January 20, 2013, 06:21:32 AM
I think I could make a mind flayer.

I don't have my D&D books on hand, though.

So...mind flayers are super-smart and telepathic. Plus they can levitate, hop from plane to plane, and control minds. Their signature tricks are a mental attack that stuns everyone in the area and sucking out the brains of people they successfully grapple.

Am I missing anything? Are they super-strong or really intimidating or otherwise awesome in some way I didn't mention?
Title: Re: various more-obscure mythical creatures
Post by: Mrmdubois on January 28, 2013, 09:15:50 AM
No, I'd say you got it.  Chuck in biomancy though, expansions gave them really twisted grafts and servants.  Like the Fomor have.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on January 29, 2013, 04:33:48 AM
Mind Flayer (Chest Deep)

High Concept: Brain-Eating Psionic Monstrosity
Other Aspects: Very Smart, Pure Evil, From The Future?, Fallen Empire, Crazy-Ass Life Cycle
Skills: 
Great: Discipline, Scholarship, Lore
Good: Conviction, Might, Endurance
Fair: Intimidation, Deceit, Investigation
Average: Presence, Alertness, Stealth
Stunts:
Eat Brains (Might): +1 stress with damaging grapple actions.
Powers:
Superior Compulsive Weaponized Telepathy [-6]
Wings [-1] (Really ought to be a lesser version, but for some reason Wings is a [-1] Power so that's impossible.)
Brain Eater [-1] (As Blood Drinker, but boosts rolls to maintain a grapple instead of attack rolls)
Area Telepathy [-1] (Can attack zones with Telepathy without risk of harming self, but can't give commands with area attacks)
Worldwalker [-2]
Total Refresh Cost:
-12
Refresh Total:
-4

Some Mind Flayers also have Ritual (Biomancy) or even full spellcasting Powers. Such Mind Flayers don't necessarily have higher stats otherwise, so feel free to just add those Powers to the above stat-block.
Title: Re: various more-obscure mythical creatures
Post by: vultur on February 02, 2013, 10:39:44 PM
Basilisk, version 1
High Concept: Basilisk
Other Aspects: King of Serpents; Still Just an Animal

Skills

Great: Fists, Alertness
Good: Might, Survival
Fair: Athletics, Endurance
Average: Conviction, Discipline

Stunts

Virulent Poison (Fists) - +2 to the difficulty to treat poison from Venomous Claws

Powers
Breath "Weapon" [-2] (uses Fists)
Claws (Venomous) [-3]
Diminutive Size [-1]

Stress
Mental ooo
Physical oo
Social oo

Total Refresh Cost: -7
Remaining Refresh: -1


EDIT: stunt bonus raised to +2.
EDIT: Breath "Weapon" uses Fists.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on February 03, 2013, 03:24:03 AM
I like the idea and all the math checks out, but...Breath Weapon and Claws together makes me sad.

And the stunt looks kinda weak.
Title: Re: various more-obscure mythical creatures
Post by: Hick Jr on February 03, 2013, 03:47:53 AM
Agreed. I'd change the stunt to +2. It doesn't have much else going for it. Maybe the Spitter stunt and Inhuman Strength.
Title: Re: various more-obscure mythical creatures
Post by: vultur on February 03, 2013, 05:42:42 PM
Agreed. I'd change the stunt to +2. It doesn't have much else going for it.
I was treating it as an attack trapping, but wasn't sure... yeah, I'll make the change.

Quote
Maybe the Spitter stunt
Not familiar with it...

Quote
and Inhuman Strength.

It's Diminutive, I don't think that'd really be appropriate.
Title: Re: various more-obscure mythical creatures
Post by: Hick Jr on February 03, 2013, 06:05:57 PM
Oh. I missed Diminutive*. I was thinking a Basilisk about the size of an anaconda.

*took me like 5 tries to spell that correctly

and Spitter changes Breath Weapon into a Fists attack, so it provides some synergy with Claws.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on February 03, 2013, 09:43:03 PM
I think vultur was letting Breath Weapon work with Fists without a stunt.

Which is a pretty good houserule, though honestly I'd rather just use Natural Weaponry.
Title: Re: various more-obscure mythical creatures
Post by: vultur on February 04, 2013, 04:34:32 AM
Oh. I missed Diminutive*. I was thinking a Basilisk about the size of an anaconda.
Most (old) descriptions of the basilisk make it tiny but incredibly deadly. But modern fantasy media generally make it a much bigger creature.

I think vultur was letting Breath Weapon work with Fists without a stunt.

Um, actually I just forgot that.

But we'll go with it... note added.

Quote
Which is a pretty good houserule, though honestly I'd rather just use Natural Weaponry.

ver.2, coming up, will use Natural Weaponry... and more custom stuff.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on May 08, 2013, 06:15:54 AM
I don't think we really need a separate thread for demons, so I'm moving the demons over here.

These are Belial666's work, not mine.

Did you get that? It's important!

I don't want to steal credit, so I'll underline it. This ain't my stuff. It's Belial666's.

Incidentally, vultur, did you ever write up the second version of the basilisk?

Marilith

High Concept: Six-Armed Demon Lady
Other Aspects: Ruinous Rage, Mortal Hunter, Relentless Attack
Skills:
Fantastic: Weapons, Discipline, Intimidate
Superb: Endurance, Might, Presence
Great: Athletics, Awareness, Conviction
Good: Lore, Survival, Fists
most other skills default to fair
Powers:
[-4] Supernatural Strength
[-4] Mythic Toughness (catch is powers and artifacts of Faith)
[-4] Demonic Immunity: demons of the Abyss are immune to lightning, poisons and disease. They do not need to eat, drink or sleep.
[-2] Eyes of Chaos: demons of the Abyss see things as they really are, as if they had The Sight. Unlike mortals using the same, they get no backlash.
[-1] True Strike
[-4] Many-Armed: a marilith has three pairs of functional arms. She may complete many physical activities where this would be helpful at 1/3 the time (1 step in the duration chart). She gets +2 to Might in grapples. She may take a penalty to attack additional targets within reach, at the rate of 1 per target, provided she uses a different hand (and different weapon, if any) per attack. When taking supplemental actions using only her hands (like drawing a weapon or manipulating a held item), she may take 2 additional such actions without further penalties.
[-1] Constriction: a marilith's tail is a great tool for grappling. When tagging an aspect to initiate a grapple, she can both initiate the grapple and get the +2 to her roll from the tag.
[-6] Teleportation: like all demons of the Abyss, a marilith can teleport. As a "sprint" action, she can move a number of zones as if she had supernatural speed and ignore intervening physical barriers - such as appearing into closed rooms or across ravines. She gets no added benefit of supernatural speed and thresholds and wards may still block her. Provided she knows a location well, she may make a discipline maneuver to focus and then use Teleportation to move to that location as if she had employed a Swift Transition power - though the location has to be on the same plane of existence.
[-5] Spell-Like Abilities: Force - a marilith can perform maneuvers, blocks and weapon 4 attacks at range by conjuring magical force, usually in blade-like projections. She rolls at Discipline+2. By taking a -2 penalty to her roll she may do so on an entire zone.
Stunts:
Footwork - for weapons
Mobility
Way of the Sword - +1 weapon rolls when using longswords and scimitars
Total Refresh Cost:
-34

The Balrog

High Concept: Demon of Might
Other Aspects: Ruinous Rage, Fire and Darkness, Swords Are Of No Use Here
Skills:
Epic: Endurance
Fantastic: Might, Weapons, Intimidate
Superb: Discipline, Presence, Conviction
Great: Lore, Awareness, Fists
Good: Athletics, Survival, Investigation
most other skills default to fair
Powers:
[-6] Mythic Strength
[-6] Legendary Toughness (catch is artifact weapons specifically made to fight the dark powers)
[-1] Hulking Size, modified by "human" form; Balrog are just above human-size but can grow if they so wish.
[-1] Shroud of Darkness; when not standing in broad daylight, Balrog take no penalties to stealth or being hit from Hulking Size.
[-5] Balrog are immune to fire, radiation, extreme pressure (including falling damage and most explosions) and metabolic hazards (such as poison/disease, starvation or suffocation). They take half effect from mortal weapons and magic. Non-mortal magic and artifacts affect them fully.
[-3] Maia Senses; all Maia (which Balrog are) can see and hear much farther than normal, sense Power and can see most things as they really are.
[-1] True Strike
[-1] Demon of Might; Balrog use Endurance as a defense vs physical and mental attacks and maneuvers
[-4] Fire of Udun; the zone a Balrog is in is immolated as if by a major forest fire, counting as a superb natural hazard. Weapons and natural attacks the Balrog wields deal an extra 2 fire damage.
[-5] Scion of Darkness; a Balrog can perform darkness-based maneuvers, blocks and attacks at range at his Intimidate+2 with weapon 2. If he limits the attack to only his own zone, he can perform zone-wide effects that affect all but itself.
Stunts:
Off-Hand Weapon Training
Swing for the Fences
Bend and Break
Mobility; reduce penalties from moving to melee combat by up to 2.
Swords Are No More Use Here; +2 bonus to defense against material attacks (but not maneuvers) such as blades, arrows, claws and fists.
Total Refresh Cost:
-38
Title: Re: various more-obscure mythical creatures
Post by: vultur on May 12, 2013, 01:34:14 AM

Incidentally, vultur, did you ever write up the second version of the basilisk?

Yes, I just forgot to post it, sorry.


Basilisk, version 2
Power Level: Feet in the Water
High Concept: Basilisk
Other Aspects: Fears a Rooster's Crow; King of Serpents; Still Just a Snake; Weasels are my Nemesis

Skills

Great: Fists, Alertness
Good: Might, Survival
Fair: Athletics, Endurance
Average: Conviction, Discipline

Stunts

Virulent Poison (Fists) - +2 to the difficulty to treat poison from Venomous Natural Weaponry

Powers
Diminutive Size [-1]
Vast Extra-Dangerous Aura [-4] (Great attacks against Endurance every exchange against all creatures within three zones of the basilisk)
Ranged Venomous Natural Weaponry [-4] (one zone range; weapon 2 OR Venomous Claws effect)

Stress
Mental ooo
Physical oo
Social oo

Total Refresh Cost: -10
Remaining Refresh: -4


Notes:  Still Just a Snake is meant to be used to represent a snake's limitations (no hands, can't talk, etc.)

EDIT: It really needs a power that deals damage to the attacker when it suffers physical consequences or is Taken Out, given that its poison was supposed to travel up the spear that killed it and kill its slayer as well.
Title: Re: various more-obscure mythical creatures
Post by: vultur on May 12, 2013, 03:10:46 AM
Basilisk, version 3 (D&D style)
High Concept: Lizard with a Deadly Stare
Other Aspects: Six Legs, No Hands; Semi-Intelligent

Skills
Great: Alertness, Fists
Good: Endurance, Survival
Fair: Intimidation, Might
Average: Athletics, Discipline

Stunts
Deadly Eyes: +1 to Alertness when attacking with Petrifying Gaze

Powers
Claws (Venomous) [-3]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Petrifying Gaze  [-4] (unique power, see below)

Stress
Mental ooo
Physical oo
Social oo

Total Refresh Cost: -12
Remaining Refresh: -6 

Notes

Petrifying Gaze allows the basilisk to use Alertness to attack, with Weapon:4 and a range of one zone, defended with Discipline, dealing mental stress. If this power Takes Out a character, the take-out result reflects the nature of the attack (generally turning them to stone).


Do you think the gaze should deal mental or physical stress? It didn't seem appropriate for physical armor to defend against a basilisk's gaze, but should stuff like Tower of Faith work instead? Maybe so.. but I could see treating it as a physical attack as it's a physical transformation.
Title: Re: various more-obscure mythical creatures
Post by: Sanctaphrax on May 13, 2013, 05:56:11 AM
EDIT: It really needs a power that deals damage to the attacker when it suffers physical consequences or is Taken Out, given that its poison was supposed to travel up the spear that killed it and kill its slayer as well.

Sounds kinda like a death curse.

Petrifying Gaze allows the basilisk to use Alertness to attack, with Weapon:4 and a range of one zone, defended with Discipline, dealing mental stress. If this power Takes Out a character, the take-out result reflects the nature of the attack (generally turning them to stone).


Do you think the gaze should deal mental or physical stress? It didn't seem appropriate for physical armor to defend against a basilisk's gaze, but should stuff like Tower of Faith work instead? Maybe so.. but I could see treating it as a physical attack as it's a physical transformation.

Pretty sure you could do this with Incite Effect.

I think it'd work either as a physical effect or as a mental one. Worn armour is subject to narrative limits on its applicability, so it's easy enough to just ignore it when attacking with something like a petrifying gaze. And to me it seems okay for Toughness to work against the gaze.
Title: Re: various more-obscure mythical creatures
Post by: Rossbert on July 24, 2015, 03:49:14 PM
So I created a couple new faerie style creatures for a bit of Irish campaign.  Just a super rough outline before I head to work that I can flesh out more with aspects later.

Will-of-the-Wisp
Light in the Dark
Great Alertness Deceit
Good Athletics and Stealth
Powers:
Cloak of Shadows -1 (mostly for darkvision)
Glamours -2
Inhuman Speed and Recovery -4
The Catch is Cold Iron and the like +1
Swift Transition -2
Gaseous Form -3
More advanced versions might include Ritual (Fire), Greater Glamours or Supernatural Speed

Banshee
Song of the Dying
Superb Perform
Great Discipline
Good Empathy
Stunts: Targeted Performance, Can use Perform to apply maneuvers to a specific target instead of just the scene
Powers:
Breath Weapon (sonic) -2 (uses Perform instead of Weapons)
Ghost Speaker -1
Incite Emotion (fear, at range, lasting) -3
Supernatural Sense (Impending Death) -1
As they advance a Banshee might expand into Necromancy or further senses or potentially Guide My Hand to always be on hand to witness (or ensure) significant deaths

Siren
Voice of the Sea
Superb Perform, Rapport
Great Empathy
Fair Fists
Stunts: Targeted Performance, Can use Perform to apply maneuvers to a specific target instead of just the scene
Powers:
Claws -1
Aquatic -1
Incite Emotion (Lust, at-range) -2
Pack Instincts -1
Advanced Sirens might add Lasting to their Incite Emotion or gain Inhuman Strength or Inhuman Recovery with a catch of Cold Iron AND when not in water. Very powerful ones might be capable of Domination.