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 Monster Manual list.
The Narrator
10:26pm, April 18, 2015
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This board will serve as a quick and easy reference to the monsters used for each adventure path. As a rule of thumb, use the stats from the examples shown to craft your own from lowest to highest.

Level 1

Approaches: +3, +2, +2, +1, +1, +0

Aspects: 2

Stunts: 2

Fate Points: 2

Fate Refresh: 2

Stress boxes: 1, 2

Example Level 1 Monster.

Basic Use: Level 1's are essential the lowest level mooks to toss at players. Enough to be a nuisance and in greater numbers, dangerous.

Level 2

Approaches: +3, +3, +2, +2, +1, +0

Aspects: 3

Stunts: 3

Fate Points: 3

Fate Refresh: 3

Stress boxes: 1, 2, 3

Example Level 2 Monster.

Basic Use: Level 2's are more personalized mooks. A bit more dangerous then your average thug, but at the same time a bit more personal. See the above example for an idea.

Level 3

Approaches: +3, +2, +2, +1, +1, +0

Aspects: 3

Stunts: 4

Fate Points: 4

Fate Refresh: 4

Stress boxes: 1, 2, 3, 4

Example Level 3 Monster.

Basic Use: Level 3's are weaker in approaches then level 2's, but make up for it with greater endurance, stunts and fate points. These are elite mooks and wherever they show up, everyone else suffers.

Level 4

Approaches: +4, +4, +3, +3, +2, +1

Aspects: 5

Stunts: 6

Fate Points: 4

Fate Refresh: 4

Stress boxes: 1, 2, 3, 4

Example Level 4 Monster.

Basic Use: Level 4's are generally the end boss figures for your players. They are the Dark Cult leaders, the man in the mecha suit prepared to fire, the slasher you confront at the climax. And if all goes well, are pretty much as far as the players will see and encounter.

Level 5

Approaches: +5, +4, +4, +3, +3, +1

Aspects: 5

Stunts: 7

Fate Points: 4

Fate Refresh: 4

Stress boxes: 1, 2, 3, 4, 5, 6

Example Level 5 Monster.

Basic Use: Level 5's are what happens if you're really sadistic or if your players decide to pick a fight with that old man, in the pointy hat and the staff. Use both caution and common sense when dealing with these, as they generally serve more as storytelling tools then as proper boss battles. They can also be used for NPC figures in the best example of Authority Equals Asskicking.

Level 6

Approaches: +6, +5, +5, +4, +4, +3

Aspects: 5

Stunts: 6

Fate Points: 6

Fate Refresh: 6

Stress boxes: 1, 2, 3, 4, 5, 6

Basic Use: Level 6. NPC's such as Alucard messing with you, a Heroic Spirit, A Wild Hunt Ranger, an Outsider Lord and the Blackstaff to name a few examples. Piss off at your own risk.

Level 7

Ha!

Edited 4:09am, May 19, 2015 by The Narrator, author.
 The Iron Reich
The Narrator
2:36am, May 03, 2015
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The Iron Reich are the remnant of the Nazi War Machine Occult Division, seeking to implement the supernatural in conjuncture for the war effort. Repelled by allied supernaturals in the conflict that to the Hidden World would come to be known as the Occult Wars, the Nazi's were defeated and subsequently retreated to the dark corners of the earth.

Today, they're a sober reminder of how close the lid on the Hidden World was almost burst open as well as the horrors of magic unleashed in pure war. Knowledge on them are as follows.

-4 to +3 result: WWII was one of the most intense cover ups in history, on both sides of the conflict. Hidden and Mundane worked together to ensure that the truth would never come out, as it would have destabilized the world as it was then as well as sparked a new, possible war. Today because of it, there are echelons in the governments of the world, devoted to keeping the secret as well as policing certain aspects of their nations and kingdoms. Such as the United States of America and their Bureau of Paranormal Research and Defense division, as well as the Hellsing Organization of Britain.

+4 to +8 result: Besides the aforementioned information of the previous, you also know some of the names associated with that era. Movers and shakers who devoted themselves to ending the conflict and worked with the Mundanes, either for or against. On the allied side, these names pop up the most.

"The Angel of Death"

Bigby Wolf

Professor Trevor Bruttenholm

Indiana Jones

On the Axis side of things, these names most pop up.

Kemmler

Rasputin

Karl Ruprecht Kroenen

Lord Kagan

+8-11 result: WWI to WWII was really just the public face for the Occult World Wars where the earth itself was almost twisted into something darker, were it not for the heroes and men and women who rose to the occasion. They're also the main reason why the Unseelie Accords are in place and why everyone keeps to the letter, if not the spirit at least. A new Occult War could very well devastate the planet at this point and waste everything. Still, at the same times rumors persist of the Nazi remnants still around in one form or the other, though to the Hidden world its as plausible a story as Bigfoot to the mundanes.

+12 result: The Iron Reich exists. And they are very much a threat now, as shadowy as a predator in the dark with the heads of a hydra seeking out prey where it wills.


Level 1

Thule Occult Agents.


Level 2


Thule Enforcer.


Level 3



The Last Battalion.







Edited 2:37am, May 03, 2015 by The Narrator, author.
 Ghul Swarm
Lucifer Anghelscu
4:49am, May 03, 2015
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High Concept: Underground Cannibalistic Subhuman Raiders

Trouble: Fear of Fire

Aspect: Tribal Creatures
Aspect: Shamanistic Magics
Aspect: Scavengers of Everything

Stunt: Because We Are a Pack, we add +2 when forcefully overcoming obstacles as a team.

Stunt: Because we've a lot of scrap weapons, we add +2 when quickly attacking with them.

Stress Boxes: 1, 2, 3, 4

Approaches

Careful:1
Clever:1
Flashy:0
Forceful:3
Quick:2
Sneaky:2

Creation Notes: These things I made, influenced by the Morlocks, that movie called C.H.U.D.S. or something as well as conventional ghoul mythos. They're meant to be scavengers, creatures in a swarm who ambush their prey and drag them down for food as well as occasionally, breeding material.

I gave them more stress boxes to indicate their number status but also used the level 1 approach stats. You can find these creatures under all the major cities and rural, underground areas and they serve as wonderful antagonists to your players you GM for. Have fun with them!
 Marrow Sucker
Skir
5:53am, May 03, 2015
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High Concept: Nocturnal Creeper Monster

Trouble: Severe Vampire Weaknesses

Aspect: Shadow walkers
Aspect: Uncanny Agility
Aspect: Life Seekers

Stunt: Because we stalk at night, we add +2 when we sneakily overcome an obstacle, where stealth is important.

Stunt: Because our proboscis are razor sharp, we get +2 when we Forcefully attack with it.

Stunt: Because we are a subspecies of Vampire, we get +2 when we Quickly defend.

Stress Boxes: 1, 2, 3

Approaches

Careful:1
Clever:1
Flashy:0
Forceful:2
Quick:3
Sneaky:3

Creation Notes: We hunt in pairs, always in the darkest dark of the early morning, when all sane persons are asleep in bed, and easy prey. Beware! Beware! What lurks in the closet! What lurks beneath your bed! Beware!
 Kharne: Master of Bones
The Narrator
12:36am, May 04, 2015
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High Concept: Minor Demon of Strife Worshiped As a God

Trouble: Holy Artifacts and Methods

Aspect: Corruption Demon
Aspect: Shamanistic Magic
Aspect: Savage Fighter
Aspect: I Demand Sacrifice!
Aspect: Blood For The Blood God

Stunt: Because I Am Ancient, I add +2 when sneakily overcoming obstacles that require cunning.

Stunt: Because I am a berserking fighter, I add +2 when forcefully attacking.

Stunt: Once per session, I can pay a FP to inflict a moderate consequence(Hellfire Burns) to a target of my choice.

Stunt: Once per session, I can give myself an advantage by terrifying all my enemies at once using my powers over fear.

Stunt: Once per session, I can remove all consequences from those who have pledged loyalty to me.

Stunt: Once per session, I can resurrect myself by paying a flat total of 2 fate points to full health, so long as my altar is undisturbed.

Stress Boxes: 1, 2, 3, 4

Approaches

Careful:1
Clever:3
Flashy:3
Forceful:4
Quick:2
Sneaky:4

Creation Notes: Just a minor boss crafted, inspired by Babylonian mythos and Warhammer 40k. He's what the Ghuls worshiped and while is only a minor demon, should pose a threat to whatever group you may have as a party.
 The Fearsome Four of the Dark Dueling World
Mr Heartland
1:58pm, May 07, 2015
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KANINJA
High Concept: Mosquito Animagus
Trouble: Easily Distracted
Aspect: Prankster
Aspect: Diminutive Size
Aspect: Ninja Tools of the Trade

Stunt: Baria High – Because Mr. Heartland supplies me with Baria, I reduce by 2 all stress inflicted on me by spells and magic.
Stunt: It’s Not the Size, It’s How You Use It – Because size doesn’t always matter, I gain a +2 whenever Quickly attacking a target larger than myself.
Stunt: Pest Brother Ka – Once per session by draining energy from a target I can pay a Fate Point to clear one of my Minor to Moderate Consequences.

Stress Boxes: 1, 2, 3
Fate Points: 3
Refresh: 3

Approaches:
Careful: +1
Clever: +2
Flashy: +2
Forceful: +0
Quick: +3
Sneaky: +3

SEMIMARU
High Concept: Cicada Animagus
Trouble: Desperate for Baria
Aspect: Memory Manipulator
Aspect: Battle Mage
Aspect: Strong in Body and Mind

Stunt: Baria High – Because Mr. Heartland supplies me with Baria, I reduce by 2 all stress inflicted on me by spells and magic.
Stunt: Schadenfreude – Because I take pleasure in the misfortune of others, I gain a +2 when Forcefully attacking a target that has taken stress from myself or an ally this session.
Stunt: Memory Vampire – Once per session, I can pay a Fate Point to feed off the memories of a target of my choice. Doing so gives me intimate knowledge of the target, and understanding their method of battle gives me a +2 whenever Forcefully defending against that target this session.

Stress Boxes: 1, 2, 3
Fate Points: 3
Refresh: 3

Approaches:
Careful: +3
Clever: +0
Flashy: +2
Forceful: +3
Quick: +1
Sneaky: +2


KURAGE
High Concept: Jellyfish Animagus
Trouble: Superiority Complex
Aspect: Master of Transfiguration
Aspect: Experienced Duelist
Aspect: Venomous Touch

Stunt: Baria High – Because Mr. Heartland supplies me with Baria, I reduce by 2 all stress inflicted on me by spells and magic.
Stunt: Water Duelist – Because I am an expert water mage, I gain a +2 when Flashily attacking with water spells.
Stunt: Chironex Poison – Once per session by paying a Fate Point I can poison a target of my choosing, automatically inflicting a Moderate Consequence (Chironex Poison).

Stress Boxes: 1, 2, 3
Fate Points: 3
Refresh: 3

Approaches:
Careful: +0
Clever: +3
Flashy: +3
Forceful: +2
Quick: +1
Sneaky: +2

Mr. Heartland didn’t always run the dueling circuit, oh no. When he began he dueled along with the rest of them, and dueled well. He and three of his closest friends formed a band that became known as the Fearsome Four, a devastating force of fire, water, wind, and earth magic when met in the arena. Heartland may have left his dueling days behind him but three of the Four still fight in the ring as some of his best duelists. Pray they’re not your next opponents.

Edited 7:01am, May 08, 2015 by Mr Heartland, author.
 Karl Ruprecht Kroenen
The Narrator
10:53pm, May 07, 2015
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High Concept: Undead Revenant Assassin of the Iron Reich.

Trouble: I'm Mostly Clockwork

Aspect: Intense Willpower
Aspect: Assassin of the Reich
Aspect: Savage Fighter
Aspect: Experienced With Many Opponents
Aspect: Loyalty To the Death and Beyond.

Stunt: Because I am a monster of the Reich, once per session I can pay a FP and negate all attacks and stunt effects made against me for one round total.

Stunt: Because I am an occult assassin, I add +2 when sneakily overcoming an obstacle using my skills and tools.

Stunt: Because I am a skilled assassin, I add +2 when quickly attacking with my tools and skills learned in my role.

Stunt: Because I am a berserker, I add +2 when forcefully defending with my nature, tools and skills.

Stunt: Because I am an undead I am immune to death effects, disease, mental effects, paralysis, poison, sleep, stun, and energy drain as well as ordinary guns and weapons. I also don't need to breathe and never get tired. However, positive energy inflicts 2 extra shifts of stress against me, and also I take stress from armor piercing rounds.

Stunt: Once per session, I can resurrect myself by paying a flat total of 2 fate points to full health.

Stress Boxes: 1, 2, 3, 4

Approaches

Careful:2
Clever:3
Flashy:1
Forceful:4
Quick:4
Sneaky:3

Creation Notes: Born in Munich Germany in 1897, Karl Ruprecht Kroenen was a musical prodigy with angelic features and blonde hair who toured the capitals of Europe singing opera until his voice deepened with the onset of puberty. From a very early age, Kroenen demonstrated symptoms of masochism, whipping himself with a fresh branch of oak each day, and finds pleasure in pain. By his teenage years, feeling awkward, Kroenen's masochism developed into an extreme form of body dysmorphic disorder (termed "surgical addiction" in the film). In his obsession with physical perfection, Kronen conducted brutal experiments on his own body, including surgically removing his own eyelids, lips, and his toe- and finger nails. He also designed a tight-fitting gas mask to filter out germs, which he wore almost permanently. Kronen was quite adept with mechanical devices, believing that fusing mechanical constructs with living bodies would help create perfection. One of his early inventions was a clockwork nightingale that sang a Mozart aria perfectly.

In 1930, Kroenen met the resurrected Rasputin for the first time and quickly became his most loyal disciple. He subsequently joined the Nazi Party, and rose quickly through the ranks, joining the Schutzstaffel in 1933 and achieving the rank of Obersturmbannführer (Lieutenant Colonel). He was awarded the Iron Cross for services to the Third Reich, including a tour of duty as commandant of Auschwitz concentration camp, where he served with distinction. Kroenen became head of the Thule Society, a group of German aristocrats obsessed with the occult. He helped them to spearhead Project Ragna Rok, engineering the portal generator that would conjure the Scarlet Beast, Hellboy, in October 1944.

When Allied Forces stormed the island off the coast of Scotland where Project Ragna Rok took place, Kroenen killed several American soldiers attacking the base before a grenade is thrown under the portal device by a young Professor Trevor Bruttenholm. Kroenen tried to retrieve the grenade, but his left hand was ripped apart by the portal before being blown away and impaled through the chest by a length of concrete reinforcing rod (or rebar). Though this severed his spine, Kronen somehow managed to disappear in the aftermath of the battle. Twelve years later, with dental records apparently confirming it, it is assumed that Kroenen died and was buried in an unmarked grave in Romania was found.

Or did he?
 
The Narrator
11:22pm, May 07, 2015
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High Concept: Elite Guards of the White Court of Vampires

Trouble: Harmed By True Love

Aspect: Intense Willpower
Aspect: Emotional Powers
Aspect: Savage Defenders


Stunt: Because we are elite guards, once per session I can pay a FP and negate all attacks and stunt effects made against me for one round total.

Stunt: Because we are bodyguards, once per session we can take a hit for a targeted person, paying a FP to switch their target to us. Damage calculation and defense calculated normally.

Stunt: Because I am a skilled defender, I add +2 when carefully defending with our tools, powers and skills learned in my role.

Stunt: Because I am a guard, I add +2 when sneakily attacking with my nature, tools and skills.


Stress Boxes: 1, 2, 3, 4

Approaches

Careful:3
Clever:1
Flashy:2
Forceful:0
Quick:1
Sneaky:2

Creation Notes: Elite Guards of the White Court, devoted to protecting their masters and mistresses, among other uses.

Edited 11:23pm, May 07, 2015 by The Narrator, author.
 Gauche & Droite
Mr Heartland
3:08am, May 09, 2015
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GAUCHE
High Concept: Mr. Heartland’s Left Hand
Trouble: Don’t Dishonor the Duel
Aspect: Fiery Spirit
Aspect: Photon Change
Aspect: Never Give Up

Stunt: Physically Adept – Because of my physique, I gain a +2 when Forcefully overcoming an obstacle where my enhanced strength would help.
Stunt: Burning Tempo – Because I am adept with fire magic, I gain a +2 when Flashily attacking using fire spells.
Stunt: Magical Synergy – Whenever I fight alongside Droite, I gain a +2 to Careful rolls.
Stunt: Settling the Masses – Because I have experience dealing with them, I gain a +2 whenever Forcefully attacking or defending against a target with an active Trouble, Consequence, Stunt, or Aspect related to Baria.

Stress Boxes: 1, 2, 3, 4
Fate Points: 4
Refresh: 4

Approaches:
Careful: +1
Clever: +1
Flashy: +2
Forceful: +3
Quick: +2
Sneaky: +0

DROITE
High Concept: Mr. Heartland’s Right Hand
Trouble: Emotionally Distant
Aspect: Butterfly Animagus
Aspect: Photon Change
Aspect: Cold and Calculating

Stunt: Opportunistic Strike – Because I know how to strike when an opponent is weakened, I gain a +2 when Carefully attacking an opponent who has already taken stress this session.
Stunt: Butterfly’s Toxin – Once per session by paying a Fate Point I can poison a target of my choosing, automatically inflicting a Moderate Consequence (Paralytic Poison).
Stunt: Magical Synergy – Whenever I fight alongside Gauche, I gain a +2 to Forceful rolls.
Stunt: Settling the Masses – Because I have experience dealing with them, I gain a +2 whenever Carefully attacking or defending against a target with an active Trouble, Consequence, Stunt, or Aspect related to Baria.

Stress Boxes: 1, 2, 3, 4
Fate Points: 4
Refresh: 4

Approaches:
Careful: +3
Clever: +2
Flashy: +0
Forceful: +1
Quick: +1
Sneaky: +2

Strangers looking to meet with Mr. Heartland will have to pass through his personal bodyguards first. Gauche and Droite serve as his left and right hand, doing his bidding and acting as middlemen to those who wish to speak with the drug lord himself. They are rarities in that neither has succumbed to the allure of Baria. Whatever their reasons for aligning with him, they are steadfastly loyal.

Edited 3:09am, May 09, 2015 by Mr Heartland, author.
 Twisted Lycan
The Narrator
4:27am, May 10, 2015
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High Concept: Outsider-Touched Lycanthrophe

Trouble: Lycan Weaknesses

Aspect: Corruption In The Heart
Aspect: Savage Mind
Aspect: Thrall of the Wyrm
Aspect: Slave To Hunger
Aspect: Smoke and Ashes

Stunt: "Feral Bite" : Once per session, I can pay a FP and bestow a Moderate Consequence(Mauled) to a target of my choice.

Stunt: "Dark Howl": Because my Howl is corrupted, I add +2 when sneakily creating an advantage with it.

Stunt: "TEAR, MAIM, KILL!" : Because all my instincts are savage, I add +2 when forcefully attacking.

Stunt: Once per session, because of my alien mindset I can negate all mind-affecting or action controlling stunts used against me, save those with the correct artifacts.

Stunt: "Otherworldly Aura" :Because I am touched by the Outsider, I suffer no effect from magic. But nonmagical fire inflicts two shifts of stress upon me.

Stunt: "Strike! STRIKE!": Because my reflexes are quick, I add +2 when quickly defending myself with them.


Stress Boxes: 1, 2, 3, 4


Fate Points: 4

Fate Refresh: 4

Approaches

Careful:3
Clever:1
Flashy:2
Forceful:4
Quick:3
Sneaky:4

Creation Notes: This bugger is what happens when you're corrupted in soul by an Outsider in the end. You become something akin to it, twisted in body and mind. There is no cure.

This particular one is huge and angry, heh.

Edited 12:13am, May 11, 2015 by The Narrator, author.
 The Falconi Syndicate
Lady Plot
6:25am, May 13, 2015
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For the past 30 years Hell's Kitchen has seen crime. However, most of the time the crime was being handled by associates of, or by the Falconi Family itself. Remnants of the old Al Capone Mafia organization from the 20s that formed to bring the power of the Italian Mafia back into play. Needless to say Falconi is a powerful man, and underestimating him in any situation is not a good idea.




Falconi Mobsters

Level: 1

High Concept: Guns of the Crime Family

Trouble: Arrogant and Fearful

Aspect: Family Ties

Aspect: Street Smart


Approaches:

Careful: 2
Clever: 1
Flashy: 3
Forceful: 2
Quick: 1
Sneaky: 0

Fate Points: 2

Fate Refresh: 2

Stunts:

Because we are a mob family, we gain a +2 when Flashily attacking together as a group with firearms or bladed weapons.

Because we defend our own, once per session we may call in back up should a majority of us get taken out of the fight.

Stress Boxes: 1, 2




Hired Guns

Level: 2

High Concept: Mercs Loaded to Kill

Trouble: Over Zealous

Aspect: Trained Professionals

Aspect: Carry Large Weaponry

Aspect: Shoot First Get Paid Later


Approaches:

Careful: 1
Clever: 2
Flashy: 0
Forceful: 3
Quick: 2
Sneaky: 3

Fate Points: 3

Fate Refresh: 3


Stunts:

Because we are Trained Professionals we gain a +2 when sneakily creating an advantage where stealth, trap making, or sabotage might help.

Because our guns are large and we are paid to kill, we gain a +2 to Forcefully attacking our foes where commando style tactics might help.

Because we are trained professionals we gain a +2 to forcefully defending ourselves against those who wish to take us down.

Stress Boxes: 1, 2, 3









Quinten Malarti Falconi

Level 3

High Concept: Crime Boss of Hell's Kitchen

Trouble: Arrogant, Stubborn, Greedy

Aspect: Powerful Underground/Law Enforcement Connections

Aspect: Family Ties

Aspect: Clever, Intimidating, Manipulative


Approaches:

Careful: 2
Clever: 3
Flashy: 2
Forceful: 1
Quick: 0
Sneaky: 1

Fate Points: 4

Fate Refresh: 4


Stunts:

Because I run the Crime Family, I gain a +2 bonus to anything involving Crime Family business.(This includes getting his hands dirty when he shouldn't have to.)

Because I am Manipulative and Intimidating, Once per session I may make an individual or a group of individuals back away from my business with connections to either the underground or the police.

Because I am the Crime Boss of Hell's Kitchen, I gain a +2 when Cleverly attacking where gunfire might help.

Because I have strong Family Ties, I gain a +2 to defending against threats to the family, physical or otherwise.

Stress Boxes: 1, 2, 3, 4

Edited 6:49am, May 13, 2015 by Lady Plot, author.
 Lady of Terror
Lady Plot
7:54am, June 02, 2015
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Level 4


Name: Lady Feeling

Class: Greater Darkness



High Concept: Ancient Manipulative Monstrosity

Trouble: Light Reveals My True Nature

Aspect: Darkness Spreads Where I walk

Aspect: My Eyes Are Everywhere

Aspect: Deceiving Mastermind

Aspect: Subordinate Loyalty

Aspect: Hungry Killer


Approaches:

Careful: 4
Clever: 4
Flashy: 3
Forceful: 2
Quick: 1
Sneaky: 3



Stunts:

Knowledge Is Power - Upon obtaining information I have yet to obtain, I gain bonus +2 when utilizing that specific information for the rest of the session.(Information must be tagged. Any information aside from the tagged information in post cannot gain a bonus.)

The Dark Houses Terrors - When in the presence of shadows, I gain a +2 to Carefully defending where the dark corners of my environment might help conceal me or distort my surroundings.

Curb The Hunger - Once Per Session, should a target have a severe or crippling consequence regardless of stress levels, I may devour them to replenish some of my own stress or consequences.(If no Consequences exist for her yet, stress is recovered by +2 boxes. If Consequences do exist, choose the most severe consequence and remove it.)

Don't Blink - Once per fight, I may spend a fate point to deliver a moderate consequence of Blackened Vision, to an opponent for a single turn. If they already have a minor consequence it's upped to two turns.

Terrorizing Gaze - Because I have eyes everywhere, I gain a +2 to Carefully creating an advantage where being able to see my target no matter where they go might aide me.

Overwhelming Darkness - Because I Spread the Darkness, I gain a +2 when Cleverly seeking to attack where my control over darkness might prove useful.


Fate Points: 4

Fate Refresh: 4

Stress boxes: 1, 2, 3, 4

======Familiars=====


Level 1

Name: Drictacor

Class: Familiar





High Concept: Quick and Deadly Shadow Mutants

Trouble: Weak Constitution

Aspect: Frightening Visage

Aspect: Former Humans


Approaches:

Careful: 1
Clever: 0
Flashy: 2
Forceful: 1
Quick: 3
Sneaky: 2


Stunt: Because they are quick, they gain a +2 when Quickly Attacking a foe or group of foes.

Stunt: Because they tend to move quickly, they gain a +2 when quickly overcoming an obstacle where evading might help.


Fate Points: 2

Fate Refresh: 2

Stress boxes: 1, 2





Level 2

Name: Hounds of Baskerville

Class: Familiar




High Concept: Relentless Face-stealing Hound

Trouble: Distract-able Tendencies

Aspect: Fear Inducing Aura

Aspect: Poison Claws and Teeth

Aspect: Cunning Shadowland Beasts


Approaches:

Careful: 3
Clever: 1
Flashy: 0
Forceful: 2
Quick: 3
Sneaky: 2



Stunt: Once per session, these beasts may mimic the individuals whose faces they steal. Memories, Speech, as well as Habits are copied, though abilities are not.

Stunt: Because they have poison fangs and claws, they gain a +2 when Quickly Attacking where ripping and tearing their foes apart might help.(If the foes have all four stress boxes filled, and receive a successive hit from and attack using this stunt, spend a fate point to incur a minor consequence of poisoned.)

Stunt: Because they are unknown and incomprehensible to the minds of men, they gain a +2 when Carefully creating an advantage where inducing fear and hysteria might help.

Stunt: Because they are patient and loyal to their mistress, they gain a +2 to Carefully overcoming an obstacle where waiting patiently or reading the moves of their opponent might help.



Fate Points: 3

Fate Refresh: 2

Stress boxes: 1, 2, 3






Level 3

Name: Anima Fiend

Class: Familiar




High Concept: Chaotic Otherworldly Fiend

Trouble: Slow and Cumbersome

Aspect: Absorbs Magic

Aspect: Gigantic Size and Power

Aspect: Mother of all Fiends


Approaches:

Careful: 2
Clever: 2
Flashy: 1
Forceful: 3
Quick: 0
Sneaky: 1



Stunt: Essence Steal - Because of it's otherworldly power, it gains a +2 when Forcefully attacking where draining magic in the area might cripple it's foes.

Stunt: Fiend of all Fiends - Because of its sheer size, it gains a +2 when Forcefully defending against attacks where just how gigantic it is will help.

Stunt: Dimension Wrecker - Once per session, it may prevent magic or magical weapons from being used upon it for the whole fight due to it's ability to absorb magical properties. Must spend a fate point to utilize.

Stunt: Fiend Mother's Wrath - Because it is the mother of all Fiends, it gains a +2 to Forcefully creating an advantage where becoming enraged by the death of it's children makes it stronger.

Stunt: Unnatural Existence - Because it's a Fiend from another dimension, it gains a +2 when Cleverly creating an advantage where altering it's surroundings might help it in a fight.


Fate Points: 4

Fate Refresh: 3

Stress boxes: 1, 2, 3, 4

Edited 8:42pm, June 02, 2015 by Lady Plot, author.
 Red Sand Death Cultists
The Narrator
12:59am, October 03, 2015
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High Concept: Elite Old Guard Death Magus

Trouble: Disdainful of the Modern

Aspect: Red Sand Cultists
Aspect: Shamanistic Magics
Aspect: Death Worshippers

Stunt: Red Sand Whirlwind- Because We Are Elite Fighters, once per session we pay a FP and initiate an attack at the highest cap. Damage calculation applies normally.

Stunt: Sickle and Flail- Because We Are Skilled Warriors, we add +2 when forcefully attacking or quickly defending with our weapons and skills.

Stunt: Red Mist of Death- Because We Are Death Cultists, once per session we can create a mist that adds a Moderate Consequence(Corroded Lungs) to all targets. We must pay two FP for this to happen.

Stunt: Cries of the Faithful- Because we are steadfast in our God, once per session we can add a free FP to our Fate Pool.

Stress Boxes: 1, 2, 3, 4

Approaches

Careful:1
Clever:2
Flashy:0
Forceful:3
Quick:2
Sneaky:1

Creation Notes: These things I made, influenced by Egyptian myths in general and a concept of mine. A Death Cult I call "The Red Sand." The Red Sand are a splinter class of worshiper from Anubis, who believe that to truly gain Anubis and his favor, one must harvest the souls oneself, whether or not the vessel is prepared for such. Over the centuries, they've become a very dangerous breed of Assassin and are used by the Hidden World as such. Killers, set upon whoever bids highest on their service.

Makes a good monster of the week. More on this group to follow.
 The Foot Clan
The GM
4:11am, October 05, 2015
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The Foot Clan

High Concept: Shadowy Ninja Clan Cartel.

Trouble: Arrested on Sight

Aspect: Loyalty to the Shredder.

Aspect: Advantage in Darkness.

Aspect: Experience With the Mystic.


Stunt: Because We are used to battle in the shadows, we add +2 when sneakily defending ourselves or quickly attacking in battle.

Stunt: Because We are a powerful criminal cartel, we add +2 using our organizations training and resources to cleverly overcome obstacles when either would help.

Stunt: Because we are a merciless fraternity, once per session we can take a consequence at the cost of inflicting two stress boxes on a target of our choice.

Stunt: Once per session, we can bribe or threaten lawful authority NPC officials to look the other way or perform an advantageous favor for us.


Fate Points: 4

FP refresh: 4

Stress Boxes: 1, 2, 3, 4

Approaches

Careful:0
Clever:1
Flashy:1
Forceful:2
Quick:2
Sneaky:3

Creation Notes: Seeing how we have an April O'Neil, I figured it was high time we got a Foot Clan. In the Horror-verse, the Foot Clan figure much as they usually are, except in this one they act as a hired outsider security branch for the most warlike underworld head in the city...In this case, the Darkness Host.

Shredder himself serves as his spymaster and in return, Chinatown and the Japanese districts of New York City are pretty much left to the Foot Clan to use.

Shredder himself wars in Chinatown against the Chinese Triad, facing off against Lo Pan and his three Storms for underworld rule of the Asian districts of New York City.
 The Shape: Michael Myers
The GM
7:08pm, September 23, 2018
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High Concept: Boogeyman Slasher Abomination

Trouble: Mundane Methods Harm Me

Aspect: Embodiment of Evil
Aspect: One With the Shadows
Aspect: Silent Killer
Aspect: Drive for Carnage
Aspect: Impromptu Killer

Point of Obsession: Because I am a Slasher, I can pay a FP to grant me constant advantage one a single target of my choice. This lasts until my target is dead or has fled the scene.

More Monster Then Man: Because I cannot comprehend pain, I ignore all attacks of +4 or less. In exchange, the first time an attack lands on me successfully, I take the minor consequence 'Wounded'for the rest of the session.

Hunter of Men and Women: Because I am a stealthy stalker, I add +2 whenever I sneakily use my skills in stealth and hunting to overcome obstacles.

Die-Die-Die!: Because I am a Slasher, I add +2 whenever I forcefully attack.

A Mind of Evil: Because my mind is a nightmare, I can pay a FP and immediately impose a consequence(The Void Gazes Back) on anyone who attempts to look into my mind or read my thoughts in a session.

Monsters Never Truly Die: Once per session, if my body is killed in an ambiguous manner(fallen off a cliff, drowned, etc) where it cannot be found, I pay a flat total of 3 FP and can return to life, with all stress boxes cleared and all consequences removed.

Stress Boxes: 1, 2, 3, 4

Approaches

Careful:3
Clever:2
Flashy:1
Forceful:4
Quick:3
Sneaky:4
 Red Court Assassins
The GM
7:42pm, September 23, 2018
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High Concept: Killers of the Red Court

Trouble: Sunlight and Faith

Aspect: Flesh-Masked Monstrosities
Aspect: Experienced Monsters
Aspect: Charismatic Actors

WIP

Stress Boxes: 1, 2, 3, 4

Approaches

Careful:2
Clever:2
Flashy:0
Forceful:1
Quick:1
Sneaky:3
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