Thursday, May 22, 2014

Triple Threat - Bodach



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Bodach
The Bodach is a vile faerie that thrives on the fear of children, in fact; Bodachs are thought to be where the legend of the Bogeyman came from, or perhaps he is a particularly potent example of the Bodach race. In order for a Bodach to create more of its kind, he must first terrorize a child for three nights in a row, then kidnap and restrain him in a dark place, then over the period of a month slowly transforms the child into a Boggle by merging bits of its essence with the child. From that first night to one lunar month later the process can still be reversed, and the child can be saved (though the psychological scarring might be so great that they’ll never function again), but after the time has passed the Boggle transforms into an adult Bodach and goes to spread the curse, repeating the cycle. GM’s should also note that many of its abilities cannot be used against children, who somehow see through their deceptions.

Any Campaign Setting...
ST: 14             HP: 14            Speed: 7.00
DX: 12            Will: 14           Move: 7
IQ: 12             Per: 14            Weight: 150 lbs.
HT: 12            FP: 12             SM: 0
Dodge: 11       Parry: 11        DR: 0

Bite or Claw (15): 1d cutting.
Darkness (15): Victims in the area of your power are considered blinded (p. B00) for the next 10 seconds, this even applies to such exotic abilities as Hyperspectral Vision, magical seeing, etc. It blocks all forms of vision. Using the following statistics for this attack: 1/2D –, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1.
Fearful Presence (14 vs. Will-1): Add all applicable modifiers under Fright Check Modifiers (p. B360), failure results in a immediate roll on the Fright Check table (pp. B360, B361). Your victims get +1 per Fright Check after the first within 24 hours.

Traits*: Addiction (Fear); Bully (12); Can Be Turned Using True Name; Combat Reflexes; Dark Vision (Color Vision); Divine Curse (Can be bound using True Name); Divine Curse (If asked something three times they must make sure it’s true/comes to pass); Divine Curse (Keep to the letter of any promise); Dominance‡ (Accessibility, Children only; Accessibility, Target must be helpless/unconscious; No Injury Required); Dread (Iron); Dread (Uttering their True Name aloud); Fearsome Stare; Frightens Animals; Hates adults; Hidebound; Injury Tolerance (Diffuse; Infiltration; Not against Iron or Sunlight); Invisibility (Accessibility, Not against children); Limited Camouflage (Shadowy Areas); Low Empathy; Nocturnal; Odious Personal Habit (Capricious); Odious Racial Habit (Kidnaps children); Prefers to terrorize victims; Revulsion (Iron); Sadism (12); Sharp Claws; Sharp Teeth; Terror 2 (Active; Presence); Unaging; Vulnerability (Iron x2); Vulnerability (Sunlight x2); Weakness (Sunlight, 1d per minute; Variable).

Skills:  Brawling-15; Camouflage-12; Innate Attack (Projectile)-15; Intimidation-14; Shadowing -12; Stealth-14; Wrestling-12.
Notes: Turns to dust when killed by sunlight. If the GM is using Intrinsic Fright Check GURPS Horror, (p. 139) Bodachs have a modifier of -3.
* Stats for a Boggle use these statistics, but the attributes are modified to: ST -2, IQ -1, DX -2, HT -2. Additionally, remove all advantages but Dark Vision, Odious Racial Habit (Kidnaps children), Outlander (Faerie) meta-trait, and Injury Tolerance; reduce Terror by a single level.
† Use the rules for True Faith.
‡ To use this ability the Bodach must spend eight hours merging its essence with the target. This process is terrifying and usually requires a fright check. At the end of 8 hours, the target must roll 3d, on a 6 or less he’s become infected and begins to transform into a Boggle. Success means he’s survived for one more day…the Bodach can only use this ability on one target at a time.



For Dungeon Fantasy...
ST: 14             HP: 14            Speed: 7.00
DX: 12            Will: 14           Move: 7
IQ: 12             Per: 14            Weight: 150 lbs.
HT: 12            FP: 12             SM: 0
Dodge: 11       Parry: 11        DR: 0

Bite or Claw (15): 1d cutting.
Darkness (15): Victims in the area of your power are considered blinded (p. B00) for the next 10 seconds, this even applies to such exotic abilities as Hyperspectral Vision, magical seeing, etc. It blocks all forms of vision. Using the following statistics for this attack: 1/2D –, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1.
Fearful Presence (14 vs. Will-1): Add all applicable modifiers under Fright Check Modifiers (p. B360), failure results in a immediate roll on the Fright Check table (pp. B360, B361). Your victims get +1 per Fright Check after the first within 24 hours.

Traits*: Addiction (Fear); Bully (12); Can Be Turned Using True Name; Combat Reflexes; Dark Vision (Color Vision); Divine Curse (Can be bound using True Name); Divine Curse (If asked something three times they must make sure it’s true/comes to pass); Divine Curse (Keep to the letter of any promise); Dominance‡ (Accessibility, Children only; Accessibility, Target must be helpless/unconscious; No Injury Required); Dread (Meteoric Iron); Dread (Uttering their True Name aloud); Fearsome Stare; Frightens Animals; Hates adults; Hidebound; Injury Tolerance (Diffuse; Infiltration; Not against Meteoric Iron or Sunlight); Invisibility (Accessibility, Not against children); Limited Camouflage (Shadowy Areas); Low Empathy; Nocturnal; Odious Personal Habit (Capricious); Odious Racial Habit (Kidnaps children); Prefers to terrorize victims; Revulsion (Meteoric Iron); Sadism (12); Sharp Claws; Sharp Teeth; Terror 2 (Active; Presence); Unaging; Vulnerability (Meteoric Iron x2); Vulnerability (Sunlight x2); Weakness (Sunlight, 1d per minute; Variable).

Skills:  Brawling-15; Camouflage-12; Innate Attack (Projectile)-15; Intimidation-14; Shadowing -12; Stealth-14; Wrestling-12.
Classification: Faerie.
Notes: Turns to dust when killed by sunlight.
* Stats for a Boggle use these statistics, but the attributes are modified to: ST -2, IQ -1, DX -2, HT -2. Additionally, remove all advantages but Dark Vision, Odious Racial Habit (Kidnaps children), Outlander (Faerie) meta-trait, and Injury Tolerance; reduce Terror by a single level.
† Use the rules for True Faith.
‡ To use this ability the Bodach must spend eight hours merging its essence with the target. This process is terrifying and usually requires a fright check. At the end of 8 hours, the target must roll 3d, on a 6 or less he’s become infected and begins to transform into a Boggle. Success means he’s survived for one more day…the Bodach can only use this ability on one target at a time.



For Monster Hunters...
ST: 20             HP: 20            Speed: 7.00
DX: 14            Will: 16           Move: 7
IQ: 12             Per: 14            Weight: 150 lbs.
HT: 12            FP: 12             SM: 0
Dodge: 11       Parry: 11        DR: 0

Fright Check: -3

Bite or Claw (17): 2d cutting.
Darkness (17): Victims in the area of your power are considered blinded (p. B00) for the next 10 seconds, this even applies to such exotic abilities as Hyperspectral Vision, magical seeing, etc. It blocks all forms of vision. Using the following statistics for this attack: 1/2D –, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1.
Fearful Presence (16 vs. Will-1): Add all applicable modifiers under Fright Check Modifiers (p. B360), failure results in a immediate roll on the Fright Check table (pp. B360, B361). Your victims get +1 per Fright Check after the first within 24 hours.

Traits*: Acute Hearing 3; Addiction (Fear); Bully (12); Can Be Turned Using True Name; Combat Reflexes; Dark Vision (Color Vision); Divine Curse (Can be bound using True Name); Divine Curse (If asked something three times they must make sure it’s true/comes to pass); Divine Curse (Keep to the letter of any promise); Dominance‡ (Accessibility, Children only; Accessibility, Target must be helpless/unconscious; No Injury Required); Dread (Iron; Can be trapped only; Insensitive); Dread (Uttering their True Name aloud); Extended Hearing (Low); Fearsome Stare; Frightens Animals; Hates adults; Hidebound; Injury Tolerance (Diffuse; Infiltration; Not against Iron or Sunlight); Invisibility (Accessibility, Not against children); Intolerance (Religious or holy people and places); Jumper (Spirit; Costs Fatigue, 2 FP; Limited Access, Faerie; Special Movement, Must be able to walk; Special Portal, Any reflective surface; Tunnel, Takes Extra Time 5); Language (Tuath; Native); Limited Camouflage (Shadowy Areas); Low Empathy; Magery 0; Nocturnal; Odious Personal Habit (Capricious); Odious Racial Habit (Kidnaps children); Prefers to terrorize victims; Revulsion (Iron); Sadism (12); Sharp Claws; Sharp Teeth; Terror 2 (Active; Presence); Ultrahearing; Unaging; Vulnerability (Iron x2); Vulnerability (Sunlight x2); Weakness (Sunlight, 1d per minute; Variable).

Skills:  Brawling-17; Camouflage-14; Innate Attack (Projectile)-17; Intimidation-14; Shadowing-12; Stealth-16; Wrestling-14.
Classification: Faerie.
Notes: Turns to dust when killed by sunlight. Use the skills listed under Free-Willed Spirits in the Know Thy Enemy box in Monster Hunters 1 (p. 16). One Bodach is a fair fight for one to two champions armed with iron weapons, or two or three against a hero armed only with normal ones.
* Stats for a Boggle use these statistics, but the attributes are modified to: ST -2, IQ -1, DX -2, HT -2. Additionally, remove all advantages but Dark Vision, Odious Racial Habit (Kidnaps children), Outlander (Faerie) meta-trait, and Injury Tolerance; reduce Terror by a single level.
† Use the rules for True Faith.
‡ To use this ability the Bodach must spend eight hours merging its essence with the target. This process is terrifying and usually requires a fright check. At the end of 8 hours, the target must roll 3d, on a 6 or less he’s become infected and begins to transform into a Boggle. Success means he’s survived for one more day…the Bodach can only use this ability on one target at a time.

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