Showing posts with label Horror. Show all posts
Showing posts with label Horror. Show all posts

Friday, October 23, 2026

Gnome Vampire

Gnome Vampire

Undead supernatural predator
Scale: 0D

Might: 3D
Agility: 4D+1
Wit: 4D+1
Charm: 3D+1

Move: 12

Skills

Athletics: 5D
Brawl: 5D
Dodge: 6D+1
History: 6D
Investigation: 5D+1
Stealth: 5D+1
Glamour: 5D
Willpower: 5D+1

Defenses

Block: 15
Dodge: 19
Parry: 9
Soak: 9

Attacks

Bite: Attack 5D, Damage 4D
If the Bite inflicts at least a Serious Wound, the vampire immediately heals one wound level. Anyone killed through the vampire's feeding may rise as a vampire the following night.

Claws: Attack 5D, Damage 4D

Rapier: Attack: 3D / D: 5D / R: Melee

Perks & Abilities

Night Sight: The vampire can see normally in complete darkness.

ESP: The vampire possesses supernatural sensitivity to living minds and psychic or magical disturbances.

Glamour: The vampire creates supernatural visual and auditory illusions. Typical effects include altering its appearance, creating phantom sounds or figures, concealing objects or entrances, and changing the apparent details of its surroundings.

A creature that has reason to doubt the illusion may attempt Wit/Search opposed by Glamour 5D. Physical interaction with an illusion normally provides sufficient reason to make the check.

Glamour cannot directly inflict damage.

Shapeshifting

The vampire may assume several traditional forms.

Bat Form: Gains flight and enhanced mobility suitable for scouting and escape. Its small size makes physical combat ineffective.

Badger Form: Gains the ability to burrow through ordinary soil and loose earth, enhanced scent, and a compact body suited to tunnels and confined spaces.

Mist Form: Becomes an insubstantial supernatural mist capable of passing through narrow openings and escaping physical restraints. The vampire cannot make ordinary physical attacks while in this form.

Returning to Gnome form restores its normal attributes and skills.

Vampiric Weaknesses

Sunlight: While exposed to direct sunlight, the vampire suffers -2D to all rolls and -6 to all Static combat scores. Glamours immediately collapse while the vampire remains exposed.

Stake Through the Heart: Targeting the vampire's heart with a wooden stake increases the attack TN by +25. A successful strike kills the vampire instantly.

Forbiddance: The vampire cannot enter a private residence without an invitation from an appropriate occupant.

Holy Symbols: A strongly presented sacred symbol may force the vampire to recoil. The vampire must succeed at an appropriate Willpower check to willingly approach or directly attack the bearer.

Notes 

  • A brilliant terror is the Gnome Vampire. Most vampires agree that they generally avoid embracing gnomes, as the smallfolk tend to damage the image of passion and sensuality of being a vampire. Is a maiden wearing a diaphanous gown be so apt to invite a dark master on her balcony if she knows they just let anyone in?
  • Due to their gnomish brilliance, gnome vampires take a logical approach and actually try to reason a proportioned amount of blood rather than slake themselves on an entire body. If one thought about it, the proportions drained would be reasonable, granted, sometimes a gnome gets a little carried away, especially if their victim tells an offensive height joke.
  • Like all vampires, a gnome can shapeshift. Their forms include turning into bat, mist, or a badger instead of a wolf. Woe be it to adventurers who see a 'large' pale silver or honey badger sporting sharper fangs and cunning eyes emerging from the earth.


Thursday, October 22, 2026

Sengir Bat

Sengir Bat

Armor Class: 16
Hit Dice: 7+4**
No. of Attacks: 1 bite
Damage: 1d8 + Blood Drain
Movement: 10', Fly 60' (10')
No. Appearing: 1d3, Wild 1d4, Lair 2d4
Save As: Fighter: 7
Morale: 9
Treasure Type: None
XP: 800

Blood Drain: If a Sengir Bat hits with its bite, it may latch onto its victim. While attached, it automatically inflicts 1d6 points of damage each round on its Initiative and regains the same number of lost hit points, up to its normal maximum. While feeding, the Sengir Bat suffers a -2 penalty to Armor Class. The victim may use an action to tear the bat loose with a successful Open Doors roll.

Blood-Fed: Once per encounter, if the Sengir Bat reduces a living creature to 0 hit points with its bite or Blood Drain, it becomes invigorated by the victim's blood. For the remainder of the encounter it gains +1 on attack and damage rolls. 

Notes 

  • The favored pets of the infamous Baron Sengir, the Sengir Bats dwell in the Darklands south and east of the Koskun Falls and Koskun Keep. The bats are adept at surviving in the temperate to cold weather that is common to the region. Some of the largest specimens make their home in the spires of Castle Sengir.
  • Large and aggressive, Sengir Bats will attack anything from livestock to lone travelers along the roads. The bats are the reason many unfortunate dwellers in the Darklands are advised not to leave their dwellings at night. Even then, the bats are quite capable of crashing through flimsy doors or shutters to get at prey.
  • Sengir Bats like to start the evening going after weak prey, such as animals, in order to gain the Blood Fed ability, granting them bonuses to attack and damage when they encounter adventurers.

Wednesday, October 21, 2026

Walden Belfry, Dhampyr Businessman

Name: Walden Belfry
Ancestry Human / Type: Dhampyr / XP: 30 / Rank: Seasoned

Attributes 
Agi: d6
Sma: d8
Spi: d8
Str: d6
Vig: d6

Skills: Drive: d4, Fighting: d6, Intimidate: d8, Notice: d6, Persuade: d8, Shooting: d6, Stealth: d6, Taunt: d6, Throwing: d6

Info: Pace: 6 / Parry: 5 / Toughness: 6 (1 - Heavy Coat)

Sword 9mm: Attk: d6 / D: 2d6 / R: 12/24/48 / AP: 1 / Action: SA

Stakeout Shotgun: Attk: d6 / D: 1-3d6 / R: 12/24/48 / Action: S / Special: Shot

Baton: Attk: d6 / D: 2d6 / R: Melee / Special: Concealed

Traits 
Dhampyr: Sense Vampire (Notice). Sire's Strength. Weakness (Sunlight): -2 physical actions under sunlight and specialized UV light.

Hindrances: Arrogant, Habit (Mi), Quirk

Edges: Charismatic, Level Headed, Rich, Strong Willed

Notes 

  • Walden Belfry is a Dhampyr, a child of a human mother who had been bitten and afflicted with the vampiric curse while pregnant with Walden, thus transferring a portion of the dark essence to the seemingly mild manner human. He lives in Neptune Key. Another time, another place where humans share the world with various manner of fantastical creatures.
  • Was working as the concierge for the powerful city patron, Nora Belle, the owner of the world famous 'Babylon Tower' located in the heart of downtown Neptune Key. Shortly after Nora's death, Walden learned he was named Nora's heir and the new owner of the tower.
  • Has worked to establish himself, much like his predecessor, as a patron and power within the city, being the owner of one of the most popular hotel towers in the city. At the same time, it has fallen to Walden to figure out who ordered Nora's death and avoid suffering the same fate.

Tuesday, October 20, 2026

Maybrush, Tremere Old Blood

Name: Maybrush

Clan: Tremere (Chorazin) / Level: 4


Attributes
Str: 12
Dex: 12
Con: 11
Int: 14
Wis: 13
Cha: 12


Info 

Ini: 12

Damage: 1d8/1d6
Armor (Leather Coat): 1 / UD: d4
HP: 22


Traits
Blood: d6
Frenzy (Blood Ravenous during feeding): d4
Flock: d4
Security: d8
Wealth: d6

Fetter (Chantry): d8


Sword 9mm: Attk: 13 / D: 1d6 / R: Near


Switchblade: Attk: 12 / D: 1d6 / R: Melee


Gear: Car, Component Kit Bag


Blood Gifts

Lesser Gifts — 5

Aura Sight
The Voice
Potent Blood
Strong Willed
Supernatural Senses

Greater Gifts — 2
Subvert the Will
Wizard


Goetia
Casting Die: 14

 
Rank 1
Know the Soul

Chorazin Scalpel
Shield the Lair
Vital Wakefulness

Rank 2
Armour of Blood
Eyes of the Minion
Enchant Vessel

Rank 3
Fogweaver

Notes 

  • Maybrush is a Tremere occult investigator on behalf of the L.A. Camarilla located in its growing footprint in the Santa Monica domain following the Strauss Coup that saw the overthrow of Prince Sebastian LaCroix and the installation of Strauss as the Prince of Los Angeles. Maybrush was once known as 'The Fledgling' who had served under LaCroix and working with the Anarchs before ultimately siding with Strauss.
  • His role, in addition to troubleshooting problems with the new power in the city, is establishing a sub-Chantry within Santa Monica in what was once the apartment buildings over Trip's Pawnshop, as per the agreement with the Santa Monica baron, Therese Voerman.
  • Has used powers such as Eyes of the Minion and Subvert the Will in order to try and keep Masquerade violations in Santa Monica to a minimum. 

Monday, October 19, 2026

Bedevere, Halfling Vampire

Bedevere, Halfling Vampire

NO. ENCOUNTERED: 1
SIZE: Small
HD: 6d12+3 (42 hp)
MOVE: 30 ft., Climb 20 ft.
AC: 18
ATTACKS: Bite +6 (1d4)
SPECIAL: Blood Drain, Dominate, Gaseous Form, Alternate Form, Spider Climb, Halfling Stealth, Fearless, Vampiric Resilience, Vampire Vulnerabilities
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Undead
TREASURE: 6
XP: 900 + 6 per hp

Blood Drain

If Bedevere successfully bites a living creature, the victim must make a Strength save (CL 6) or be caught in his grasp.

Once held, Bedevere automatically drains 1d4 hit points per round. He heals an equal number of hit points for every point drained.

A held victim may attempt another Strength save each round to break free.

Dominate

A creature meeting Bedevere’s gaze must make a Charisma save (CL 6) or fall under his supernatural influence.

A dominated victim regards Bedevere as a trusted friend and ally and will defend him even against former companions. A new save is permitted whenever Bedevere commands an action grossly contrary to the victim’s nature.

Halfling Stealth

Bedevere gains a +2 bonus on Hide and Move Silently checks.

When moving silently, he may travel at up to half his normal movement without penalty; faster movement imposes the normal halfling penalties.

Fearless

Bedevere retains the formidable nerve of his halfling ancestry and gains a +2 bonus on saving throws against fear.

Alternate Form

Bedevere may assume the form of a large bat or canine at will. He retains his supernatural defenses but cannot use Blood Drain or Dominate while transformed.

Gaseous Form

Bedevere may become a cloud of mist at will.

If reduced to 0 hit points outside his resting place, he automatically assumes gaseous form and attempts to escape to his lair. He cannot attack while gaseous.

Spider Climb

Bedevere can climb walls, ceilings, and other surfaces without making a check, moving at 20 feet while doing so.

Vampiric Resilience

Bedevere can only be harmed normally by +2 or better magical weapons. Lesser mundane weapons fail to penetrate his supernatural flesh.

Vampire Vulnerabilities

Sunlight: In true daylight, Bedevere is powerless and unable to attack or move. After 6 consecutive rounds, he burns to ash and is permanently destroyed.

Running Water: Full immersion in running water destroys him in 3 rounds, inflicting one-third of his maximum hit points each round.

Holy Symbols, Garlic, and Mirrors: Bedevere recoils from strongly presented holy symbols of good deities, garlic, and reflective surfaces. He cannot willingly approach past such an object and loses 1d4 rounds maneuvering around it.

Stake Through the Heart: A wooden stake driven through Bedevere’s heart renders him inert while it remains in place. Permanent destruction requires appropriate additional measures such as decapitation and consecrated burial.

Notes 

  • Bedevere is one of the unfortunates who ended up in the clutches of the Master Vampire as an adventuring halfling. The Master was so amused that a halfling would come into his domain that he turned and then freed Bedevere from that of being spawn so that Bedevere could have free will, but denied the existence of sunlight or mortal comfort being a member of the undead.
  • Bedevere now haunts the castle grounds, a victim, but also a threat driven by hunger. He hates the Master Vampire, but knows if he tries to kill the Master, not only would he probably fail, but he'd be punished even more in failure. There is also a fear if he kills the Master, the entire castle may crumble to ruin.
  • Will use his short stature and natural talent at stealth to trail a party, watching them before deciding whether to help or hinder them foil the Master's plans. 

Friday, October 16, 2026

Mothman

Mothman 

Attributes: Might 2D, Agility 3D, Wit 1D, Charm 1D 

Movement: Move 12, Fly 20 

Skills: Brawl 4D+1, Dodge 4D, Search 3D+2, Stamina 4D, Stealth 4D+1 

Defenses: Block 13, Dodge 12, Soak 10 (4 - Leathery Skin) 

Claws: 4D+1 / 3D 

Traits 
Leathery Skin:
+4 Soak 

Nightvision 

Silent Wings: +1D Stealth while gliding or flying slowly 

Fear Screech, 1/scene: Cone; Courage TN 15 or Frightened for 1D rounds. Frightened targets suffer -1D against the Mothman and cannot voluntarily approach it; an action and a successful Courage check ends the effect early.

Notes 

  •  Haunting the forest regions, a herald of doom, and altogether menace to civilization is the Mothman. This dimensional humanoid emerged from a shadowy realm and likes to use a combination of dense forest and abandon buildings to terrorize the local population.
  • Has an appetite for blood and will typically strike cattle, but will also settle for people if one happens to cross it path, especially in the woods at night, or those who wander too close to what it considers its nest.
  • In addition to its claws is its ability to create a keening screech that has been said to strike men dead with terror.

Thursday, October 15, 2026

Blue Scaled Anaconda

Blue-Scaled Anaconda

NO. ENCOUNTERED: 1–3
SIZE: Large
HD: 6d10+12 (45 hp)
MOVE: 30 ft., Swim 40 ft.
AC: 15
ATTACKS: Bite +6 (1d8+4), Constrict +6 (1d8+4)
SPECIAL: Iridescent Scales, Constriction, Drowning Coils
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Animal
TREASURE: Nil
XP: 510 + 6 per hp

Blue-Scaled Anacondas are enormous river and swamp predators whose overlapping scales shimmer in shades of blue, turquoise, and green. When submerged, their coloration blends with reflected water and shifting light, allowing the snakes to drift frighteningly close before striking.

Unlike ordinary giant constrictors, Blue-Scaled Anacondas instinctively drag captured prey into deep water, tightening their coils while the victim struggles for air.

Iridescent Scales

While submerged or mostly concealed beneath water, a Blue-Scaled Anaconda gains a +4 bonus to checks made to hide, stalk, or surprise prey.

Creatures actively watching the water may oppose this with an appropriate Wisdom check.

Constriction

If the anaconda hits with its constrict attack, a Medium or smaller creature is caught in its coils.

Beginning on the following round, the victim automatically suffers 1d8+4 damage each round without another attack roll.

At the end of each round, the victim may attempt a Strength save (CL 6) to escape.

While constricting a creature, the anaconda may continue to bite that victim but cannot constrict another target.

Drowning Coils

While swimming with a Medium or smaller creature trapped in its coils, the Blue-Scaled Anaconda moves at its full swimming speed.

If the water is deep enough, it may forego its bite attack to drag the victim beneath the surface. A submerged victim must then contend with the normal rules for holding breath and drowning while still taking constriction damage.

Notes 

  • A major terror of the crystal blue lakes and nearby rivers is the blue scaled anaconda. These massive predators are known for their enchanting blue scales and hypnotizing golden eyes before they launch themselves to ensnare and drag their prey into the water.
  • Blue Scales have the power to move at full speed underwater while keeping their prey trapped, ensuring that prey either dies from being crushed or drowned by the waters. Once the prey stops struggling, the blue scale then proceeds to swallow and consume the prey whole.
  • Although they can be a terror, they also have a price on their heads due to blue scales being desired by flashier rogues and other leather wearers who love the look of the blue scales once they are skinned, treated, and worked into coats, leather armor, or boots. 

Tuesday, October 13, 2026

Abyssal Copepod - Fleshpit Dweller

 

Abyssal Copepod 

AC 4 [16], HD 6+3** (30hp), Att 2 × hand (1d6) or 1 × bite (2d6), BtH: +6, MV 120’ (40’) crawling / 180’ (60’) springing / 150’ (50’) swimming, SV D8 W9 P10 B10 S12 (F7), ML 10, AL Neutral, XP 950, NA 1d2 (1d4), TT None

Blind senses: Abyssal copepods perceive their surroundings through pheromone trails, sound, vibration, and other non-visual senses. They function normally in complete darkness and are unaffected by blindness that only impairs sight. Effects that suppress several of their senses may reduce or negate this ability at the referee’s discretion.

Slick coating: The copepod’s body is covered in viscous secretions. It has a 2-in-6 chance of slipping free from ropes, chains, nets, and similar mundane restraints each round. Against magical restraints such as web, the copepod may make a save versus Spells to break free. One attempt may be made each round.

Constricting hands: If both hand attacks hit the same human-sized or smaller target in one round, the copepod grasps and constricts the victim.

A constricted victim cannot move and suffers a –2 penalty to attack rolls. At the end of each subsequent round, the victim may save versus Paralysis to break free.

While holding a victim, the copepod cannot make hand attacks, but gains a +2 bonus to its bite attack against that victim.

Audible clicking: While hunting, copepods emit rhythmic clicking sounds which echo strangely through the living chambers they inhabit.

In their native flesh-pit environment, opponents are surprised only on a roll of 1–2 on 1d6 when encountering a stalking copepod. Outside this environment, where their clicking is easier to identify and locate, opponents are surprised only on a 1 on 1d6.

Notes 

  • The internal parasitic fauna that lives within a Immanis colosseus. The most famous one being the Mystery Flesh Pit on Earth, but spread across other worlds, there exists variants of this mysterious and fascinating organism. Regardless of world, where there is an Immanis colosseus there is bound to be copepods lurking both within the flesh halls and emerging to grab prey.
  • Will either grab prey and proceed to direct consumption, brining the unfortunate victim with its human-like hands which grasp and keep the victim steady for its mandibles to feed on. It likes to bite its prey head first.
  • Will may instead drag prey back into Immanis colosseus, where it is packed in with other captured creatures and exposed to the Pit’s acids. The softened tissue binds and fuses into a single living composite called megafauna, a larger meal for the parasite.

Monday, October 12, 2026

Moor Fiend

Moor Fiend

Fiend, Ice-Based

Attributes
Agility d8
Smarts d4
Spirit d6
Strength d8
Vigor d8

Skills
Fighting d8, Intimidation d8, Notice d6, Stealth d6
Info: Pace: 6 / Parry: 6 / Toughness: 6

Claws: Fighting d8; Damage Str+d6

Special Abilities

Fiend: +2 to recover from being Shaken; immune to poison and disease; takes half damage from nonmagical attacks except cold iron.

Frenzy: The Moor Fiend may make two claw attacks in one action at –2 to both attacks.

Moor Walker: The Moor Fiend ignores movement penalties from swamps, bogs, mud, shallow water, and similar Difficult Terrain. It gains +2 Stealth while in such terrain.

Cold Born: The Moor Fiend is immune to environmental cold and gains +2 Armor against cold-based attacks.

Weakness (Cold Iron): The Moor Fiend takes normal damage from weapons and ammunition made of cold iron.

Notes 

  • Moor Fiends are the horror summoned by the master necromancer, Lim-Dul, in order to terrify and besiege the city of Korv, which borders the vast moors. Even if the fiends do not get into the city, they certainly have no problem slaughtering livestock and families whose farms support the city.
  •  The fiends are clever, holding their breath and hiding in the low bogs and cold marshes that dot the moors outside of Korv. They lay in weight for travelers in order to rise and ambush in order to taste flesh and warm blood.
  • They hate and in some ways fear the magical ore cold iron, which is forged by the dwarves in their mountain strongholds. Several adventuring companies will switch gear, carrying cold iron swords, axes, arrows, and bolts when they make their way through the Korv region. 

Friday, August 28, 2026

Stillwood, a Little Town in the Woods

 

Stillwood 

Stillwood is like any old town in the Cumberlands. It sits in the shadow of the Rockwell Mountains. It has one of the few volcanic cracks east of the Mississippi where tourists can look down into the Devil's Rift and see flowing magma. There is Corner Gas near the entrance, where a man named Shelton is welcoming to the region. He even offers friendly advice like: "Whatever you do, don't get off the main road until you reach township." or "If your pets or children wander in after the red eyes, I hate to say it, but they are probably not going to be found."

The only issue with Stillwood is that cellular service is rather spotty in the region. One of the highest paid jobs in the city are the technician and guides who go in to fix the various relay towers that are positioned throughout the forest and hills. Because there have been a lot of 'wildlife incidents' the town is not too picky about who they hire to accompany their techs into the woods, including passersby who might be interested in making money, or avoiding jail time if they happened to get picked up for what could be spurious means.

Notes 

  • Features of Stillwood include, in addition to the Black Pines wildlife reserve that surrounds the area, the Devil's Rift, The Stillwood Hydro-Electric Dam, Rockwell Plains where you can see Farmer Jones Red Barn and its fine herd of cattle before they are pressed into the slaughter house. There is also Riverdale Asylum on one of the taller hills. It is a very nice red brick complex and even offers tours!
  • Raccoons seemed to have gotten into something that makes them grow exponentially. Their sizes have ranged from a small dog to possibly a small bear. The person reported that was quite shaken up after losing her entire family for wandering.
  • The town is always nervous about keeping its relay towers fixed. Despite all of the work, cell service never really improves above 'kind of spotty.' The town has been known to somewhat 'press gang' seemingly trained (or untrained) individuals to escort their techs inside. Just hand someone a gun and give them some words of encouragement.
  • Town entertainment is sold through Corner Gas and it includes only VHS tapes (and rental VHS machines) several of the tapes are said to suddenly shift from the movie to scenes that are described as: unsettling, grainy, and at times informative.

Friday, August 7, 2026

Viktor Lynch, Infiltrator

 

Name: Lynch
Ancestry: Human / Class: Confiscator / Level: 6

Attributes

Str: 13 /
Dex: 16 / +1
Con: 13 /
Int: 16 / +1
Wis: 14 /
Cha: 13 /


Info
AC (Sneak Suit): 13 Save: 10 BtH: +3 HP: 23


Sword 9mm: Attk: +4 / D: 1d6 / R: Near / RoF: 2 / Special: Suppressed


Knife: Attk: +4 / D: 1d6-1 / R: Thrown


Martial Arts: Attk: +4 / D: 1d6 / R: Melee


King 700 HR: Attk: +4 / D: 2d6 / R: Far / RoF: 1


Traits
Human: Extra Effort (1/day)


Sneak Attack: +2 to-hit; +6 damage


Saving Throws: +2 vs. Explosions & Security Systems

 

Notes 

  • Lynch is a Confiscator working for Umbrella Security Services (USS) - its paramilitary arm that deploys agents on missions. His specialty is close-up work with suppressed pistol or knives, or distance shooting with a rifle.
  • Is often deployed as part of small, typically four man teams to try and secure assets or sanitize material on behalf of the Umbrella Corporation.
  • Like all members of USS, Lynch is typically depicted as a masked figure wearing specialized sneak suit which is a combination of urban camouflage and ballistic fiber.

Gnome Vampire

Gnome Vampire Undead supernatural predator Scale: 0D Might: 3D Agility: 4D+1 Wit: 4D+1 Charm: 3D+1 Move: 12 Skills Athletics: 5D Bra...