Author Topic: random monsters  (Read 1155 times)

Offline vultur

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random monsters
« on: December 31, 2010, 07:57:04 AM »
For things that are neither mythical (so don't go on my mythical creatures thread) nor living animals (so not on Deadmanwalking's bestiary thread) ... dinosaurs, fictional creatures (Aliens, Predators, Terminators, Cthulhu Mythos creatures, King Kong, graboids, whatever), your own fictional creations, whatever. I was originally going to make a 'Cthulhu Mythos as Outsiders' thread because of what someone suggested on the mythical creatures thread, but this seemed better.

If other people want to post on here, I'd suggest that - if the creature is from a fairly obscure source (not something like King Kong or a Terminator) - to say where it came from, or if it's your own creation.

« Last Edit: January 28, 2011, 08:09:14 AM by vultur »

Offline vultur

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Re: random monsters
« Reply #1 on: January 01, 2011, 06:18:33 AM »
Deep Ones
Deep Ones are amphibious, fishlike or batrachian humanoids; amphibious in their younger stages, but eventually fully aquatic. Deep Ones have a colossal lifespan; there are individuals older than all human civilization. Deep Ones are capable of hybridizing with humanity; such hybrids are human for all purposes (and, if not raised in a Deep One-influenced community, may not know their true nature) until their late twenties or afterwards.

Deep Ones are certainly affiliated with certain Outsiders and Old Ones, and may possess some relationship with them (perhaps they were created as a servant race, possibly as 'sleeper agents' toward humanity) -- the Seventh Law has drastically limited studies of this relationship.

High Concept: Deep One
Aspects: Amphibious; Uncanny Valley with a Vengeance

Skills:
Athletics Good (+3)
Discipline Fair (+2)
Endurance Fair (+2)
Fists Great (+4)
Lore Average (+1)
Survival Good (+3)
Stealth Fair (+2)

Other skills default to Average for physical skills, Mediocre otherwise.

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

Powers:
Aquatic [-1]
Claws [-1]
Inhuman Recovery [-2]
  The Catch [+1]: Elder Signs

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

Total Refresh Cost: -4

Notes: These statistics represent a very newly metamorphosed (within its first few decades) Deep One. As a Deep One ages, it is likely to gain Inhuman Strength and Toughness, Hulking Size, and eventually Supernatural upgrades to their physical abilities. (This growth is exceedingly slow, however. Deep Ones with Hulking Size likely remember the ice ages.)

High Concept: Deep One Sorcerer
Aspects: Amphibious; Uncanny Valley with a Vengeance; Wielder of Ancient Magic

Skills:
Athletics Good (+3)
Discipline Superb (+5)
Conviction Great (+4)
Endurance Great (+4)
Fists Fair (+2)
Lore Good (+3)
Survival Fair (+2)
Stealth Fair (+2)

Other skills default to Average for physical skills, Mediocre otherwise.

Stunts:
Sensitive (Discipline): use Discipline rather than Lore when rolling to detect the supernatural

Powers:
Aquatic [-1]
Claws [-1]
Channeling (Water) [-2]
Inhuman Recovery [-2]
Inhuman Toughness [-2]
   The Catch: Elder Signs [+1]
Ritual (Entropomancy) [-2]
The Sight [-1]

Stress:
Mental OOO
Physical OOOO
Social OOO

Total Refresh Cost: -11

Notes: This Deep One is perhaps a century or two old; such young individuals are the only Deep One sorcerers which will be encountered on land. Really skilled, older Deep One sorcerers will have full Evocation and Thaumaturgy, as well as some Refinements; they may also gain the physical improvements mentioned above.

source: H. P. Lovecraft, 'Dagon' (first mentions), 'The Shadow over Innsmouth' (most information)

Offline vultur

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Re: random monsters
« Reply #2 on: January 28, 2011, 07:45:08 AM »
High Concept: Disgusting Mold Demon

Skills:

Athletics: Fair (+2)
Awareness: Fair (+2)
Endurance: Great (+4)
Fists: Good (+3)
Intimidation: Average (+1)
Stealth: Average (+1)

Other physical skills default to Average, others to Mediocre.

Stunts:
Tough Stuff - The mold demon's undifferentiated body protects it from blunt trauma - fists, sticks, and stones. Against such attacks, it has a natural Armor:1 (which stacks with other forms of protection)

Powers:
Claws [-1]
Inhuman Recovery [+2]
  The Catch [+1]: fire


Stress: Mental 00
Physical 0000 (Armor:1 vs. blunt trauma)
Social 00

Total Refresh Cost: -3


High Concept: Bigger Mold Demon

Skills:
Athletics: Fair (+2)
Awareness: Good (+3)
Endurance: Great (+4)
Fists: Great (+4)
Intimidation: Fair (+2)
Might: Good (+3)
Presence: Fair (+2)

Other physical skills default to Average, others to Mediocre.

Stunts:
Tough Stuff - The mold demon's undifferentiated body protects it from blunt trauma - fists, sticks, and stones. Against such attacks, it has a natural Armor:1 (which stacks with other forms of protection)

Powers:

Claws [-1]
Inhuman Strength [-2]
Inhuman Recovery [-2]
Inhuman Toughness [-2]
 The Catch [+2]: fire


Stress:
Mental 00
Physical 0000(00) (Armor:1, Armor:2 vs. blunt trauma)
Social 000

Total Refresh Cost: -6

source: Jim Butcher, mentioned in Blood Rites
« Last Edit: January 28, 2011, 08:09:43 AM by vultur »

Offline vultur

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Re: random monsters
« Reply #3 on: January 28, 2011, 08:32:26 AM »
While it is not clear if these extremely nasty beings are themselves Outsiders, they are certainly attracted to attempts to breach the Outer Gates (as well as travel in time). They resemble hounds only very remotely, but are hideous in appearance, covered with (or perhaps composed of) a strange corrosive slime.

High Concept: Hound of Tindalos

Skills:
Alertness: Good (+3)
Athletics: Good (+3)
Conviction: Good (+3)
Endurance: Great (+4)
Fists: Superb (+5)
Intimidation: Fair (+2)
Investigation: Good (+3)
Might: Fair (+2)
Presence: Fair (+2)
Stealth: Fair (+2)

Other physical skills default to Average, others to Mediocre.

Stunts:
No Pain, No Gain (Endurance): +1 physical mild consequence
Scent Tracker (Investigation): Gain a +4 on your Investigation roll when tracking by scent; however, your Alertness drops to Terrible while doing so


Powers:

Claws (Venomous) [-3]
Mythic Toughness [-6]
   The Catch [+5]: only against mortal spellcraft -- faerie magic (Seelie or Unseelie), Hellfire and Soulfire, Holy Touch, etc. function normally
Supernatural Recovery [-4]
   The Catch [+0]: unknown
Supernatural Senses [-2]: can track by scent across Nevernever boundaries; can detect chronomancy and attempts to breach the Outer Gates
Swift Transition (No Mortal Home) [-1]


Stress:
Mental 0000
Physical 0000 [0000(000000) vs. mortal magic], +1 mild consequence
Social 000

Total Refresh Cost: -13

source: Frank Belknap Long, "The Hounds of Tindalos"
« Last Edit: January 28, 2011, 08:34:52 AM by vultur »