Sunday, December 29, 2013

Triple Threat: Tako-Oni

Tako-oni
A huge squid monster from the depths of the ocean. It’s big. It’s squishy. And it wants revenge for all that calamari you ate. If it were in the Atlantic, they’d call it a Kraken...


For Any Game…
ST: 60             HP: 60            Speed: 6.00
DX: 12            Will: 14           Move: 4 (Water Move 10/20)
IQ: 6               Per: 14            Weight: 8 tons.
HT: 12            FP: 12             SM: +4
Dodge: 10       Parry: 11        DR: 6

Beak (14): 3d+2 cutting. Reach C-2.
Constrict (-): Victims who fail to break free from a grapple may be squeezed and suffocated by the tentacle: Roll the Tako-oni’s effective ST 15 vs. the higher of the victim’s ST or HT; victory inflicts crushing damage equal to the margin. In addition, the victim cannot breathe (see Suffocation, p. B436). This counts as an attack. Reach C-3. This assumes one tentacle, if using two tentacles double effective ST. Additional arms beyond the second add +2 for each additional arm.
Ink Squirt (12): No damage. Acc 3. Targets afflicted have a -5 to all Smell rolls and a -10 to all Vision rolls, he is effectively blind! This effects a area of 4-yards originating from the point of impact. Range −/100. The tako-oni is not affected by this attack.
Tentacle (14): 1d+1 crushing. Reach C-3.
Tentacular Arm (14): 3d+3 crushing. Reach C-5.
Tentacle Grapple (14*): No damage, but on further turns can squeeze (Choke or Strangle, p. B370) as ST 27/12* or win a Quick Contest of ST 32/17* against the best of opponent’s ST, DX, Judo, or Wrestling to pull him to its mouth.

Traits:  Ambidexterity; Amphibious; Appearance (Monstrous); Cold-Blooded (50°); Combat Reflexes; Constriction Attack (Weak); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Double-Jointed; Enhanced Water Move 1; Extra Arms 8 (all arms are Extra-Flexible and Weak, 1/4 body ST; two are Long, +2 SM and have Weak, 1/2 body ST); Extra Attack 5; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (No Neck, No Vitals; Unliving); Ink Cloud‡; Night Vision 5; No Fine Manipulators; No Legs (Semi-Aquatic); Pressure Support 2; Sharp Beak; Slippery 2; Striker (Limb, Arm; Weak); Subsonic Hearing; Teeth (Sharp); Weak Bite; Weakness (Holy attacks; 1d per minute).
Skills:  Aquabatics-11; Brawling-14; Innate Attack (Breath Weapon)−12; Survival (Open Ocean)-14; Swimming-14; Wrestling-14.
Notes: If the GM is using Intrinsic Fright Check GURPS Horror, (p. 139) Tako-Oni have a modifier of -4.
* Assumes two arms; +2 for each additional arm used.
Ink Cloud: Obscure 5 (Smell; Ink; Area Effect, 4 yards; Defensive; Link, Obscure Vision; Persistent; Ranged) + Obscure 10 (Vision; Ink; Area Effect, 4 yards; Defensive; Link, Obscure Smell; Persistent; Ranged).


For Dungeon Fantasy…
ST: 60             HP: 60            Speed: 6.00
DX: 12            Will: 14           Move: 4 (Water Move 10/20)
IQ: 6               Per: 14            Weight: 8 tons.
HT: 12            FP: 12             SM: +4
Dodge: 10       Parry: 11        DR: 6

Beak (14): 3d+2 cutting. Reach C-2.
Constrict (-): Victims who fail to break free from a grapple may be squeezed and suffocated by the tentacle: Roll the Tako-oni’s effective ST 15 vs. the higher of the victim’s ST or HT; victory inflicts crushing damage equal to the margin. In addition, the victim cannot breathe (see Suffocation, p. B436). This counts as an attack. Reach C-3. This assumes one tentacle, if using two tentacles double effective ST. Additional arms beyond the second add +2 for each additional arm.
Ink Squirt (12): No damage. Acc 3. Targets afflicted have a -5 to all Smell rolls and a -10 to all Vision rolls, he is effectively blind! This effects a area of 4-yards originating from the point of impact. Range −/100. The tako-oni is not affected by this attack.
Tentacle (14): 1d+1 crushing. Reach C-3.
Tentacular Arm (14): 3d+3 crushing. Reach C-5.
Tentacle Grapple (14*): No damage, but on further turns can squeeze (Choke or Strangle, p. B370) as ST 27/12* or win a Quick Contest of ST 32/17* against the best of opponent’s ST, DX, Judo, or Wrestling to pull him to its mouth.

Traits:  Ambidexterity; Amphibious; Appearance (Monstrous); Cold-Blooded (50°); Combat Reflexes; Constriction Attack (Weak); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Double-Jointed; Enhanced Water Move 1; Extra Arms 8 (all arms are Extra-Flexible and Weak, 1/4 body ST; two are Long, +2 SM and have Weak, 1/2 body ST); Extra Attack 5; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (No Neck, No Vitals; Unliving); Ink Cloud‡; Night Vision 5; No Fine Manipulators; No Legs (Semi-Aquatic); Pressure Support 2; Sharp Beak; Slippery 2; Striker (Limb, Arm; Weak); Subsonic Hearing; Teeth (Sharp); Weak Bite; Weakness (Holy attacks; 1d per minute).
Skills:  Aquabatics-11; Brawling-14; Innate Attack (Breath Weapon)−12; Survival (Open Ocean)-14; Swimming-14; Wrestling-14.
Classification: Demon.
Notes: None.
* Assumes two arms; +2 for each additional arm used.
Ink Cloud: Obscure 5 (Smell; Ink; Area Effect, 4 yards; Defensive; Link, Obscure Vision; Persistent; Ranged) + Obscure 10 (Vision; Ink; Area Effect, 4 yards; Defensive; Link, Obscure Smell; Persistent; Ranged).


For Monster Hunters…
ST: 60             HP: 60            Speed: 6.00
DX: 12            Will: 14           Move: 4 (Water Move 10/20)
IQ: 6               Per: 14            Weight: 8 tons.
HT: 12            FP: 12             SM: +4
Dodge: 10       Parry: 11        DR: 6

Fright Check: -4.

Beak (14): 3d+2 cutting. Reach C-2.
Constrict (-): Victims who fail to break free from a grapple may be squeezed and suffocated by the tentacle: Roll the Tako-oni’s effective ST 15 vs. the higher of the victim’s ST or HT; victory inflicts crushing damage equal to the margin. In addition, the victim cannot breathe (see Suffocation, p. B436). This counts as an attack. Reach C-3. This assumes one tentacle, if using two tentacles double effective ST. Additional arms beyond the second add +2 for each additional arm.
Ink Squirt (12): No damage. Acc 3. Targets afflicted have a -5 to all Smell rolls and a -10 to all Vision rolls, he is effectively blind! This effects a area of 4-yards originating from the point of impact. Range −/100. The tako-oni is not affected by this attack.
Tentacle (14): 1d+1 crushing. Reach C-3.
Tentacular Arm (14): 3d+3 crushing. Reach C-5.
Tentacle Grapple (14*): No damage, but on further turns can squeeze (Choke or Strangle, p. B370) as ST 27/12* or win a Quick Contest of ST 32/17* against the best of opponent’s ST, DX, Judo, or Wrestling to pull him to its mouth.

Traits:  Ambidexterity; Amphibious; Appearance (Monstrous); Cold-Blooded (50°); Combat Reflexes; Constriction Attack (Weak); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Double-Jointed; Enhanced Water Move 1; Extra Arms 8 (all arms are Extra-Flexible and Weak, 1/4 body ST; two are Long, +2 SM and have Weak, 1/2 body ST); Extra Attack 5; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (No Neck, No Vitals; Unliving); Ink Cloud‡; Night Vision 5; No Fine Manipulators; No Legs (Semi-Aquatic); Pressure Support 2; Sharp Beak; Slippery 2; Striker (Limb, Arm; Weak); Subsonic Hearing; Teeth (Sharp); Weak Bite; Weakness (Holy attacks; 1d per minute).
Skills:  Aquabatics-11; Brawling-14; Innate Attack (Breath Weapon)−12; Survival (Open Ocean)-14; Swimming-14; Wrestling-14.
Notes: Use the skills listed under Cryptids in the Know Thy Enemy box in Monster Hunters 1 (p. 16). A tako-oni is a powerful boss monster, and is more than a match for a team of champions.
* Assumes two arms; +2 for each additional arm used.
Ink Cloud: Obscure 5 (Smell; Ink; Area Effect, 4 yards; Defensive; Link, Obscure Vision; Persistent; Ranged) + Obscure 10 (Vision; Ink; Area Effect, 4 yards; Defensive; Link, Obscure Smell; Persistent; Ranged).

Friday, December 27, 2013

Reblog - Gaming Ballistic: GB Firing Squad: Christopher Rice's Pyramid Mentoring Group

Gaming Ballistic: GB Firing Squad: Christopher Rice's Pyramid Mentor...: +Christopher R. Rice  and I sat down briefly to discuss a mutual project of ours, that he nonetheless originated, championed, and for lack of a better word, chairs.

Pyramid Magazine can a tough magazine for which to write. GURPS formats are intensely technical, and the Steve Jackson Games style guide somewhat opaque. Tack onto that the fact that game writing is technical writing, and what more you have to have a good idea, organize it well, and carry it off with the written word with sufficient panache to entice the reader onward, well, one has a job of work ahead of him.

Please forgive my current writing style. I have been immersed in +Steven Brust's Viscount of Adrilankha series just a moment ago, and his Paarfisms have infected my prose.
So, shall I continue? I very much think I shall.
See?
To the meat of it, then: we recorded a short, shall we say, Public Service Announcement, where we discussed some of the particulars of the group, what he's trying to accomplish, and why.

You can find the interview at my YouTube Channel, as well as by clicking the link below.


Eventually Christopher will provide a transcript, as he often does. The sound isn't very good this time, however. I blame myself - I seem to often have this problem of late when I don't use headphones.

If you're interested in developing your skills with the goal of writing for Pyramid (and eventually e23 should you prove to enjoy the process and be successful at it), you may contact him at pyramidwritergroup@gmail.com

(The latest from +Douglas Cole's Fire Squad..and yes. I'll have a transcription up soon, holidays have been hectic)

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.

Sunday, December 22, 2013

Christmas Slay Bells - Part I - Game Session 1



Forward…

Everything has changed after the Blackout. All the Dead Men were awarded with the highest of honors available to them. Everyone but Hachiko and Sergei received a Presidential Medal of Freedom. Sergei gained no “official” honors – but after he destroyed a shoggoth almost by himself, he has gained a bit of notoriety among the supernatural community. Hachiko was given both a Navy Cross and the Medal of Honor for his heroic deeds throughout the blackout. Alex was given additionally given the Chicago Police Award of Valor for his actions.
            Angelique (and Jestinius to some degree) has been helping to treat her fellow Dead Men’s psychological issues caused by the various moments of mind-bending horror and unbelief they experienced. Jonathan finally came out of his coma in the early part of November, and though he went through multiple surgeries still has some discomfort with the remaining mystical bone shards in his chest.
            After the renovations to the theater took place, the newly remodeled property opens for business, offering low-cost entertainment to the community. Angelique takes the small hoard of treasure (worth almost 4 billion dollars in just raw gold and jewels) that Jonathan stole from the Eyeless, and through several intermediaries and shell companies sets up the “Lantern Light” fund to help those who are in need after the Blackout. Once set up, she divorces herself as its creator and instead names herself as a part of the director’s board and begins enlisting the help of the rich and powerful of Chicago.
            After Ruby reveals that she is pregnant with their fifth child and demands a “safe house” for their family, Hachiko moves them into one of newly refurbished apartments above the theater until their new house can be built. Stormy-Lynn and Alex’s relationship is stronger than ever, but the poor woman is still trying to come to grips with her kidnapping and imprisonment in the Mirrorwall. Angelique has formally adopted Marie, Linden (the once-werewolf from the Desoul), and Alvai (the telekinetic toddler they found during the Blackout), though Sergei remains Marie’s silent protector and guardian. In fact, Sergei takes up a very concrete role in the life of the three orphans, by teaching them his own skill set. Though Alvai is too young to understand what’s going on, Sergei disguises his lessons as “play” instead. Sergei even helps Angelique with Jonathan’s physiotherapy.

And then…


December 21st 2000, Thursday
9:00 am
3518 S. Halsted St., Chicago, IL

Jon, Ruby, and Angelique cook breakfast for the mob of people (Hachiko’s family, Angelique’s wards, etc.) in the penthouse. Alex has stayed over from the night before because Angelique’s place is closer to Stormy’s then his own. Both Jonathan and Angel notice the oddness of two missing teenagers from Lakeside and ask Alex to look into it. Alex then calls a friend of his in records and asks her to pull those two reports and anything similar to it in exchange for some of Jon’s homemade donuts. Jon even “styles” the donuts so they look like various Christmas decorations and symbols. Alex eventually returns with the files, and by the time he does, Sergei has gone out “on the streets” to hear the latest gossip. They figure out that it is some sort of supernatural problem. Something is taking the children and leaving behind chunks of anthracite (one of the purest forms of coal). Since most of the children taken have run off before, caused trouble for their parents, etc. no one thought to look deeper (i.e., they were “naughty”). The Dead Men put their heads together and come up with the next possible target: an underage teenager that killed a family of four while driving drunk and got away with it.


December 22nd 2000, Friday
7:00 pm
405 Mayflower Road, Lake Forest, Illinois 60045

Angelique “debuts” herself to the elite of Chicago by holding a fundraising charity for Lantern Light to help those less fortunate than themselves. Pulling out all the stops, she uses her friend's reputations to work the crowd raising nearly forty million dollars to add to her fund’s principle for the year. The night is an utter success. Since Sergei is not good at such " scenes, he’s elected instead to watch young Roger Denahe. As the PCs suspected, Denahe is the next target and Sergei watches as something man-shaped pops up from the chimney and scuttles down the wall like a spider brutally beats Denahe and then tosses him in a wicker basket on his shoulder before sliding back down the chimney and disappearing – but not before he leaves another chunk of coal. Before it disappears completely, Sergei gets a good look at it and then heads back to the theater and tells the others what happened. After some debate, Sergei uses his master-familiar link with Angelique and shares what he saw who then gets Jonathan to draw it, and then they begin to research it as a group. They eventually discover that they are dealing with one of the Companions of Christmas: Krampus (sometimes called Black Peter), some form of demon or elf with unique abilities and powers. He punishes naughty children by beating them with a birch branch and takes the worst back to his home plane to eat throughout the year. But he made a mistake and took a seemingly good children named Isaac Tunis. The PCs decide that he must be out of control and therefore, must be stopped.


December 24th 2000, Sunday
11:00 pm
3518 S. Halsted St., Chicago, IL

Deciding the best course of action to stop Krampus is to cast a spell on Jonathan that will enhance the “naughtiness” of the act and then get him to do something bad. Since Jonathan is still technically a “child” (he’s nineteen) the spell works, and Jon gives Alvai a sucker and then takes it. The young child, semi-understanding of what’s going on proceeds to go on a rampage and attracting Krampus. They wait in the living room for the beastly creature to make its appearance, but it instead goes after Alvai in the next room…which turns out to be a bad idea as the scared boy emits a telekinetic blast so powerful it destroys part of the outer wall and window as Krampus is thrust outward. Realizing he’s in a trap, Krampus tries to leave, but finds the area locked down by magic making it impossible for him to cross dimensions. The PCs rush up to the roof and confront him with what they learned – one of the children he took had not done anything wrong, he’d been set up. Unable to believe he made a mistake, Krampus flies into a rage and begins to attack them. With several PCs stunned the battle looks bad for them until, eventually Angelique, Sergei, and Jonathan using their various abilities to let Angel get close enough to attack. Using her own telekinetic powers she begins to crush Krampus’ heart, which immobilizes him. But instead of dispatching him, she renders medical aid and then summons Father Christmas who is aghast at the whole situation and thankful she didn’t kill Krampus. She explains what happened and offers her version of events. Krampus looks disgusted as he realizes he’s been tricked and when Father Christmas asks by whom he replies “Who do you think?” In exchange, he offers her any one thing he can do, and she decides to ask for everyone in Chicago to receive at least one present this year – a wish he easily grants. When the sun begins to rise on Christmas day, Krampus and Father Christmas disappear until they are gone. Back inside and under the tree are dozens of new gifts, and the PCs catch sight of an elf disappearing into the nearby fireplace with a twinkle to his eye…
            That day all the children who were missing are returned and young Isaac is reunited with his mother.

December 25th 2000, Monday
6:00 am
3518 S. Halsted St., Chicago, IL