Wednesday, December 25, 2013

Triple Threat: Krampus



Krampus
The Krampus (sometimes called “Black Peter”) is a unique being that is sometimes thought to be a demon or elf who lost a bet with Father Christmas and is now forced to serve him as his terrifying enforcer, a job Krampus delights in. Along with the other Companions, he can only appear after December 1st and disappears on the dawn of the day after Christmas. Krampus metes out punishments on the naughty that fit their crimes, but almost always involve them being brutally beat to within a inch of their lives (Krampus “pulls his punch”), exploding pieces of coal, or for the very naughty – he puts them in the basket on his back and carries them off to eat. Unlike other Companions, Krampus can be seen by adults, which usually results in their mind-bogglingly fear. He usually only lets them see him for a moment, before disappearing or using Invisibility Art. Like the other companions, Krampus cannot be permanently slain – only sent back to his abode (where he can be killed normally).
                Krampus can automatically detect how “naughty” any target he sees is. This works regardless of distance, time, or dimension. It requires no conscious action on Krampus’ part – he can simply do this by looking at someone. He also gains a +3 bonus on all rolls when punishing the “naughty.” Krampus can also appear anywhere in the world or any dimension where there is a large manmade source of fire or heat (fireplace, stove, radiator heater, etc.). Finally, like svartálfar, Krampus can become a living shadow that is immune to physical damage, though supernatural abilities such as magic, psi, etc. and light-based attacks harm him normally. Krampus can only stay in this form for 1d seconds, and takes at least another 1d+1 seconds have passed (though he may make a Will roll with a penalty of -2 per second he wishes to reduce this by, up to -10).
                Keep in mind that Krampus is incredibly powerful and will be able to defeat most characters less than 250 character points, and many over that total.


For Any Game...
ST: 35                    HP: 35                   Speed: 10.00
DX: 18                   Will: 20                Move: 16
IQ: 16                    Per: 20                  Weight: 900 lbs.
HT: 16                   FP: 21                    SM: +1
EN: 20                   EP: 20
Dodge: 14             Parry: 14              DR: 10

Basket Binding (25): Krampus can place those it has already grappled or pinned in the basket he wears on his back. This requires a Quick Contest his ST 35 against the best of their DX, ST, Escape, or grappling skill. Failure means they are inside the basket and must make a roll against the lower of their EN, HT, or Will vs. this ability’s skill or be paralyzed for hours equal to Krampus’ margin of success..
Birch Switch (18): 6d+11(0.5) crushing linked Afflicition-5(2). The affliction causes Terrible Pain giving those who fail a -6 DX, IQ, skill, and self-control rolls. Reach C-3. Cannot Parry.  Made as a Deceptive Attack (-2 to defend against).
Bite (18): 4d+3 cutting; Reach C-1. Made as a Deceptive Attack (-2 to defend against).
Bite, Running (15): 4d+3 cutting; Reach C-1. Made as a Move and Attack; ignore the skill cap of 9.
Chain Rattle (20): No damage. Acc 3. Targets afflicted have a -10 to all Hearing rolls, he is effectively deaf! This affects an area of up to 8-yards originating from the point of impact. This lasts for 10 seconds. Range −/100. Krampus is not affected by this attack.
Claw (16): 4d+3 impaling or cutting; Reach C-2. Made as a Deceptive Attack (-3 to defend against).
Claw, Running (15): 4d+3 impaling or cutting; Reach C-2. Made as a Move and Attack; ignore the skill cap of 9.
Coal Bomb (16): 3d [1d(0.2) burning] crushing explosion incendiary. Acc 3. Range 50/100. RoF 1,
Shots 1 (T), Recoil 1, Bulk -2.
Double-Claw (16): 4d+3 impaling or cutting; Reach C-2. Made as a Deceptive Attack (-1 to defend against). Targets two adjacent foes simultaneously as a single attack. Alternatively, Krampus may grab and then grapple a target. (May only make one double-claw per turn.)
Improvised Weapon (13): Based on Damage 4d-1/6d+1.
Ink Squirt (20): No damage. Acc 3. Targets afflicted have a -10 to all Vision rolls, he is effectively blind! This affects an area of up to 8-yards originating from the point of impact. This lasts for 10 seconds. Range −/100. Krampus is not affected by this attack.
Tongue Lashing (16): 4d+7 cutting or crushing. Reach C-3. Treat as a weapon (Striker), not as a body part. Alternatively, Krampus may grapple a target with it. Made as a Deceptive Attack (-2 to defend against).
Torso Grapple (20): No damage, but on further turns can squeeze (Choke or Strangle, p. B370) as ST 35. Treat this as a two-handed grapple. Krampus can use his tongue to help, giving him a +2 bonus to rolls.

Traits:  Appearance (Monstrous); Bully (6); Clinging (Move 16); Code of Honor (Father Christmas’s Companion’s); Combat Reflexes; Compulsive Castigation (6); Constriction Attack; Dark Vision (Color Vision; Hypersensory); Dayblindness*; Detect (Naughtiness; Analyzing; Cosmic, Ignores Countermeasures; Cosmic, No die roll required; Cosmic, Privileged Ability; Increased Range, Line-of-Sight; Nuisance Effect, Only the past calendar year; Precise; Reflexive; Reliable 10; Time-Spanning, Past & Future; World-Spanning, All); Divine Curse (Cannot Harm Innocents); Divine Curse (Must Return To The North Pole When Christmas Is Over); Doesn’t Breathe; Doesn’t Sleep; Double-Jointed; Extra Arm 1 (Extra-Flexible; Long, +2 SM); Extra Attack 2 (Multi-Strike); Extreme Fanaticism (Father Christmas); Filter Lungs; Frightens Animals; Higher Purpose 3 (Punish the naughty); Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable (Cosmic); Injury Tolerance (Humongous; Damage Reduction 2; Unbreakable Bones); Intolerance (“Naughty” children and people); Jumper (Spirit; Extra Carrying Capacity, Extra-Heavy; No Concentration; No Strain; Reduced Essence, 5 EP; Reliable 10; Special Portal, chimneys, stoves, fireplaces, etc.; Tracking; Tunnel, Forms Before Teleportation; Warp Jump); Long Arms (SM +1); Magic Resistance 10 (Improved; Switchable); Nocturnal; Odious Personal Habit (Eats sapients); Overconfidence (12); Perfect Balance; Peripheral Vision; Regeneration (Extreme; 30 HP/second); Restricted Diet (Human Flesh; Substitution, Animal Flesh); Sadism (6); Shadow Form (3-D Movement; Affect Insubstantial; Can Carry Objects, Extra Heavy; Insubstantial; Maximum Duration, 1d seconds; Partial Change; Takes Recharge, 1d+1 seconds); Social Stigma (Monster); Super Climbing 8; Super Jump 3; Supernatural Durability (Hawthorn wood varnished with mistletoe berries); Supernatural Feature (Omens); Terror 5† (Area Effect, 40 yards; Presence); Trademark (Leaves lumps of coal in the homes of those he’s kidnapped); Unfazeable (Cosmic); Unkillable 3 (Trigger, The Calendar Month of December); Vulnerability (Blinding Attacks x2);  Warp (Blind; Extra Carrying Capacity, Extra-Heavy;  No Strain; Reduced Essence, 5 EP; Reliable 10; Special Portal, chimneys, stoves, fireplaces, etc.; Tracking; Tunnel, Forms Before Teleportation; Warp Jump); Weapon Master (Birch Branch).
Skills:  Acrobatics-20; Brawling-20; Climbing-25; Escape-25; Hidden Lore (Faerie)-20; Innate Attack (Projectile)-20; Intimidate-25; Invisibility Art-25‡; Jumping-20; Observation-20;  Stealth-20; Survival (Arctic)-20; Swimming-20; Throwing-20;  Whip-20; Wrestling-20. He also knows the Disappear technique at Stealth+0. As well as any other skill the GM feels is appropriate.
Notes: Cannot be killed, only banished till the next year. Will seek revenge on those that kill it unless specifically told otherwise by Father Christmas. Cannot be negotiated with if trying to stop him from punishing a naughty person.  If the GM is using Intrinsic Fright Check from GURPS Horror, (p. 139) Krampus has a modifier of -3.
* Like Nightblindness, but reversed.
The penalty is doubled against those who the Krampus has used his Detect against and who are “naughty.”
‡ Can only be used on adults or teenagers.


For Dungeon Fantasy...
ST: 35                    HP: 35                  Speed: 10.00
DX: 18                   Will: 20                Move: 16
IQ: 16                    Per: 20                 Weight: 900 lbs.
HT: 16                   FP: 21                   SM: +1
EN: 20                   EP: 20
Dodge: 14             Parry: 14              DR: 10

Basket Binding (25): Krampus can place those it has already grappled or pinned in the basket he wears on his back. This requires a Quick Contest his ST 35 against the best of their DX, ST, Escape, or grappling skill. Failure means they are inside the basket and must make a roll against the lower of their EN, HT, or Will vs. this ability’s skill or be paralyzed for hours equal to Krampus’ margin of success..
Birch Switch (18): 6d+11(0.5) crushing linked Afflicition-5(2). The affliction causes Terrible Pain giving those who fail a -6 DX, IQ, skill, and self-control rolls. Reach C-3. Cannot Parry.  Made as a Deceptive Attack (-2 to defend against).
Bite (18): 4d+3 cutting; Reach C-1. Made as a Deceptive Attack (-2 to defend against).
Bite, Running (15): 4d+3 cutting; Reach C-1. Made as a Move and Attack; ignore the skill cap of 9.
Chain Rattle (20): No damage. Acc 3. Targets afflicted have a -10 to all Hearing rolls, he is effectively deaf! This affects an area of up to 8-yards originating from the point of impact. This lasts for 10 seconds. Range −/100. Krampus is not affected by this attack.
Claw (16): 4d+3 impaling or cutting; Reach C-2. Made as a Deceptive Attack (-3 to defend against).
Claw, Running (15): 4d+3 impaling or cutting; Reach C-2. Made as a Move and Attack; ignore the skill cap of 9.
Coal Bomb (16): 3d [1d(0.2) burning] crushing explosion incendiary. Acc 3. Range 50/100. RoF 1,
Shots 1 (T), Recoil 1, Bulk -2.
Double-Claw (16): 4d+3 impaling or cutting; Reach C-2. Made as a Deceptive Attack (-1 to defend against). Targets two adjacent foes simultaneously as a single attack. Alternatively, Krampus may grab and then grapple a target. (May only make one double-claw per turn.)
Improvised Weapon (13): Based on Damage 4d-1/6d+1.
Ink Squirt (20): No damage. Acc 3. Targets afflicted have a -10 to all Vision rolls, he is effectively blind! This affects an area of up to 8-yards originating from the point of impact. This lasts for 10 seconds. Range −/100. Krampus is not affected by this attack.
Tongue Lashing (16): 4d+7 cutting or crushing. Reach C-3. Treat as a weapon (Striker), not as a body part. Alternatively, Krampus may grapple a target with it. Made as a Deceptive Attack (-2 to defend against).
Torso Grapple (20): No damage, but on further turns can squeeze (Choke or Strangle, p. B370) as ST 35. Treat this as a two-handed grapple. Krampus can use his tongue to help, giving him a +2 bonus to rolls.

Traits:  Appearance (Monstrous); Bully (6); Clinging (Move 16); Code of Honor (Father Christmas’s Companion’s); Combat Reflexes; Compulsive Castigation (6); Constriction Attack; Dark Vision (Color Vision; Hypersensory); Dayblindness*; Detect (Naughtiness; Analyzing; Cosmic, Ignores Countermeasures; Cosmic, No die roll required; Cosmic, Privileged Ability; Increased Range, Line-of-Sight; Nuisance Effect, Only the past calendar year; Precise; Reflexive; Reliable 10; Time-Spanning, Past & Future; World-Spanning, All); Divine Curse (Cannot Harm Innocents); Divine Curse (Must Return To The North Pole When Christmas Is Over); Doesn’t Breathe; Doesn’t Sleep; Double-Jointed; Extra Arm 1 (Extra-Flexible; Long, +2 SM); Extra Attack 2 (Multi-Strike); Extreme Fanaticism (Father Christmas); Filter Lungs; Frightens Animals; Higher Purpose 3 (Punish the naughty); Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable (Cosmic); Injury Tolerance (Humongous; Damage Reduction 2; Unbreakable Bones); Intolerance (“Naughty” children and people); Jumper (Spirit; Extra Carrying Capacity, Extra-Heavy; No Concentration; No Strain; Reduced Essence, 5 EP; Reliable 10; Special Portal, chimneys, stoves, fireplaces, etc.; Tracking; Tunnel, Forms Before Teleportation; Warp Jump); Long Arms (SM +1); Magic Resistance 10 (Improved; Switchable); Nocturnal; Odious Personal Habit (Eats sapients); Overconfidence (12); Perfect Balance; Peripheral Vision; Regeneration (Extreme; 30 HP/second); Restricted Diet (Human Flesh; Substitution, Animal Flesh); Sadism (6); Shadow Form (3-D Movement; Affect Insubstantial; Can Carry Objects, Extra Heavy; Insubstantial; Maximum Duration, 1d seconds; Partial Change; Takes Recharge, 1d+1 seconds); Social Stigma (Monster); Super Climbing 8; Super Jump 3; Supernatural Durability (Hawthorn wood varnished with mistletoe berries); Supernatural Feature (Omens); Terror 5† (Area Effect, 40 yards; Presence); Trademark (Leaves lumps of coal in the homes of those he’s kidnapped); Unfazeable (Cosmic); Unkillable 3 (Trigger, The Calendar Month of December); Vulnerability (Blinding Attacks x2);  Warp (Blind; Extra Carrying Capacity, Extra-Heavy;  No Strain; Reduced Essence, 5 EP; Reliable 10; Special Portal, chimneys, stoves, fireplaces, etc.; Tracking; Tunnel, Forms Before Teleportation; Warp Jump); Weapon Master (Birch Branch).
Skills:  Acrobatics-20; Brawling-20; Climbing-25; Escape-25; Hidden Lore (Faerie)-20; Innate Attack (Projectile)-20; Intimidate-25; Invisibility Art-25‡; Jumping-20; Observation-20;  Stealth-20; Survival (Arctic)-20; Swimming-20; Throwing-20;  Whip-20; Wrestling-20. He also knows the Disappear technique at Stealth+0. As well as any other skill the GM feels is appropriate.
Classification: Demon (Unique).
Notes: Cannot be killed, only banished till the next year. Not Affected by True Faith. Will seek revenge on those that kill it unless specifically told otherwise by Father Christmas. Cannot be negotiated with if trying to stop him from punishing a naughty person.
* Like Nightblindness, but reversed.
The penalty is doubled against those who the Krampus has used his Detect against and who are “naughty.”
‡ Can only be used on adults or teenagers.


For Monster Hunters...
ST: 35                    HP: 35                  Speed: 10.00
DX: 18                   Will: 20                Move: 16
IQ: 16                    Per: 20                 Weight: 900 lbs.
HT: 16                   FP: 21                   SM: +1
EN: 20                   EP: 20
Dodge: 14             Parry: 14              DR: 10

Fright Check: -5 (doubled versus the "naughty")

Basket Binding (25): Krampus can place those it has already grappled or pinned in the basket he wears on his back. This requires a Quick Contest his ST 35 against the best of their DX, ST, Escape, or grappling skill. Failure means they are inside the basket and must make a roll against the lower of their EN, HT, or Will vs. this ability’s skill or be paralyzed for hours equal to Krampus’ margin of success..
Birch Switch (18): 6d+11(0.5) crushing linked Afflicition-5(2). The affliction causes Terrible Pain giving those who fail a -6 DX, IQ, skill, and self-control rolls. Reach C-3. Cannot Parry.  Made as a Deceptive Attack (-2 to defend against).
Bite (18): 4d+3 cutting; Reach C-1. Made as a Deceptive Attack (-2 to defend against).
Bite, Running (15): 4d+3 cutting; Reach C-1. Made as a Move and Attack; ignore the skill cap of 9.
Chain Rattle (20): No damage. Acc 3. Targets afflicted have a -10 to all Hearing rolls, he is effectively deaf! This affects an area of up to 8-yards originating from the point of impact. This lasts for 10 seconds. Range −/100. Krampus is not affected by this attack.
Claw (16): 4d+3 impaling or cutting; Reach C-2. Made as a Deceptive Attack (-3 to defend against).
Claw, Running (15): 4d+3 impaling or cutting; Reach C-2. Made as a Move and Attack; ignore the skill cap of 9.
Coal Bomb (16): 3d [1d(0.2) burning] crushing explosion incendiary. Acc 3. Range 50/100. RoF 1,
Shots 1 (T), Recoil 1, Bulk -2.
Double-Claw (16): 4d+3 impaling or cutting; Reach C-2. Made as a Deceptive Attack (-1 to defend against). Targets two adjacent foes simultaneously as a single attack. Alternatively, Krampus may grab and then grapple a target. (May only make one double-claw per turn.)
Improvised Weapon (13): Based on Damage 4d-1/6d+1.
Ink Squirt (20): No damage. Acc 3. Targets afflicted have a -10 to all Vision rolls, he is effectively blind! This affects an area of up to 8-yards originating from the point of impact. This lasts for 10 seconds. Range −/100. Krampus is not affected by this attack.
Tongue Lashing (16): 4d+7 cutting or crushing. Reach C-3. Treat as a weapon (Striker), not as a body part. Alternatively, Krampus may grapple a target with it. Made as a Deceptive Attack (-2 to defend against).
Torso Grapple (20): No damage, but on further turns can squeeze (Choke or Strangle, p. B370) as ST 35. Treat this as a two-handed grapple. Krampus can use his tongue to help, giving him a +2 bonus to rolls.

Traits:  Appearance (Monstrous); Bully (6); Clinging (Move 16); Code of Honor (Father Christmas’s Companion’s); Combat Reflexes; Compulsive Castigation (6); Constriction Attack; Dark Vision (Color Vision; Hypersensory); Dayblindness*; Detect (Naughtiness; Analyzing; Cosmic, Ignores Countermeasures; Cosmic, No die roll required; Cosmic, Privileged Ability; Increased Range, Line-of-Sight; Nuisance Effect, Only the past calendar year; Precise; Reflexive; Reliable 10; Time-Spanning, Past & Future; World-Spanning, All); Divine Curse (Cannot Harm Innocents); Divine Curse (Must Return To The North Pole When Christmas Is Over); Doesn’t Breathe; Doesn’t Sleep; Double-Jointed; Extra Arm 1 (Extra-Flexible; Long, +2 SM); Extra Attack 2 (Multi-Strike); Extreme Fanaticism (Father Christmas); Filter Lungs; Frightens Animals; Higher Purpose 3 (Punish the naughty); Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable (Cosmic); Injury Tolerance (Humongous; Damage Reduction 2; Unbreakable Bones); Intolerance (“Naughty” children and people); Jumper (Spirit; Extra Carrying Capacity, Extra-Heavy; No Concentration; No Strain; Reduced Essence, 5 EP; Reliable 10; Special Portal, chimneys, stoves, fireplaces, etc.; Tracking; Tunnel, Forms Before Teleportation; Warp Jump); Long Arms (SM +1); Magic Resistance 10 (Improved; Switchable); Nocturnal; Odious Personal Habit (Eats sapients); Overconfidence (12); Perfect Balance; Peripheral Vision; Regeneration (Extreme; 30 HP/second); Restricted Diet (Human Flesh; Substitution, Animal Flesh); Sadism (6); Shadow Form (3-D Movement; Affect Insubstantial; Can Carry Objects, Extra Heavy; Insubstantial; Maximum Duration, 1d seconds; Partial Change; Takes Recharge, 1d+1 seconds); Social Stigma (Monster); Super Climbing 8; Super Jump 3; Supernatural Durability (Hawthorn wood varnished with mistletoe berries); Supernatural Feature (Omens); Terror 5† (Area Effect, 40 yards; Presence); Trademark (Leaves lumps of coal in the homes of those he’s kidnapped); Unfazeable (Cosmic); Unkillable 3 (Trigger, The Calendar Month of December); Vulnerability (Blinding Attacks x2);  Warp (Blind; Extra Carrying Capacity, Extra-Heavy;  No Strain; Reduced Essence, 5 EP; Reliable 10; Special Portal, chimneys, stoves, fireplaces, etc.; Tracking; Tunnel, Forms Before Teleportation; Warp Jump); Weapon Master (Birch Branch).
Skills:  Acrobatics-20; Brawling-20; Climbing-25; Escape-25; Hidden Lore (Faerie)-20; Innate Attack (Projectile)-20; Intimidate-25; Invisibility Art-25‡; Jumping-20; Observation-20;  Stealth-20; Survival (Arctic)-20; Swimming-20; Throwing-20;  Whip-20; Wrestling-20. He also knows the Disappear technique at Stealth+0. As well as any other skill the GM feels is appropriate.
Notes: Cannot be killed, only banished till the next year. Will seek revenge on those that kill it unless specifically told otherwise by Father Christmas. Cannot be negotiated with if trying to stop him from punishing a naughty person.  Use the skills listed under Free-Willed Spirits in the Know Thy Enemy box in Monster Hunters 1 (p. 16), but add a additional -6 penalty (he's a obscure critter!). Krampus is a powerful boss monster, who may or may not have hordes of "dark elves" (use the statistics for the Unseelie from Pyramid #3/45 Monsters, p. 28, but give them Shadow Form like Krampus), a team will need serious preparation to take him out and he'll only be back next year...
* Like Nightblindness, but reversed.
The penalty is doubled against those who the Krampus has used his Detect against and who are “naughty.”
‡ Can only be used on adults or teenagers.

1 comment:

  1. I think that this "naughty boy" will be the focus of my short game when I see my friends in this Christmans. Excelent post, really excelent!

    ReplyDelete