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Post by Jay Karth on Nov 30, 2012 4:41:29 GMT -6
Under this thread I will be posting the commonly occuring enemies and their combat sheets, as well as their special abilities and how they will work in the system. We are nothing is not transparent here at the hunters hunted.
These are general guidelines. Some enemies of the same names may be stroner or weaker depending on the needs of the event at the time.
If you wish to use these encounter creatures in your own games feel free to do so, but please give credit when due.
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Post by WebMonkey on Dec 7, 2012 6:01:43 GMT -6
[table] [tr][td][b]NAME:[/b][/td][td]<insert>[/td][/tr]
[tr][td][b]COMMON NAME:[/b][/td][td]<insert>[/td][/tr]
[tr][td][b]CONCEPT:[/b][/td][td]<insert>[/td][/tr]
[/table]
[table] [tr][td][b]PHYSICAL[/b][/td][td][/td] [td][b]SOCIAL[/b][/td][td][/td][/tr]
[tr][td][b]STRENGTH:[/b][/td][td]1[/td] [td][b]PERCEPTION:[/b][/td][td]1[/td][/tr]
[tr][td][b]DEXTERITY:[/b][/td][td]1[/td] [td][b]INTELLIGENCE:[/b][/td][td]1[/td][/tr]
[tr][td][b]STAMINA:[/b][/td][td]1[/td] [td][b]WITS:[/b][/td][td]1[/td][/tr] [/table]
[table] [tr][td][b]COMBAT:[/b][/td][td][/td] [td][b]SOCIAL:[/b][/td][td][/td][/tr]
[tr][td][b]ALERTNESS:[/b][/td][td]0[/td] [td][b]ANIMAL KEN:[/b][/td][td]0[/td][/tr]
[tr][td][b]ATHLETICS:[/b][/td][td]0[/td] [td][b]ENIGMAS:[/b][/td][td]0[/td][/tr]
[tr][td][b]BRAWL:[/b][/td][td]0[/td] [td][b]DRIVE:[/b][/td][td]0[/td][/tr]
[tr][td][b]DODGE:[/b][/td][td]0[/td] [td][b]INVESTIGATION:[/b][/td][td]0[/td][/tr]
[tr][td][b]FIREARMS:[/b][/td][td]0[/td] [td][b]EMPATHY:[/b][/td][td]0[/td][/tr]
[tr][td][b]MEDICINE:[/b][/td][td]0[/td] [td][b]EXPRESSION:[/b][/td][td]0[/td][/tr]
[tr][td][b]INTIMIDATION:[/b][/td][td]0[/td] [td][b]LAW:[/b][/td][td]0[/td][/tr]
[tr][td][b]MELEE:[/b][/td][td]0[/td] [td][b]OCCULT:[/b][/td][td]0[/td][/tr]
[tr][td][b]PRIMAL-URGE:[/b][/td][td]0[/td] [td][b]PERFORMANCE:[/b][/td][td]0[/td][/tr]
[tr][td][b]STEALTH:[/b][/td][td]0[/td] [td][b]STREETWISE:[/b][/td][td]0[/td][/tr]
[tr][td][b]SURVIVAL:[/b][/td][td]0[/td] [td][b]SUBTERFUGE:[/b][/td][td]0[/td][/tr] [/table]
[table] [tr][td][b]SPECIAL NOTES:[/b][/td][/tr] [tr][td]None[/td][/tr] [tr][td]None[/td][/tr] [tr][td]None[/td][/tr] [tr][td]None[/td][/tr] [tr][td]None[/td][/tr] [/table]
[table] [tr][td][b]ABILITIES:[/b][/td][/tr]
[tr][td][b]Ability Name:[/b][/td][td]Insert[/td][/tr] [tr][td][b]Ability Mechanics:[/b][/td][td]Insert[/td][/tr] [tr][td][b]Ability Description:[/b][/td][/tr] [tr][td]insert[/td][/tr]
[/td][/tr] [/table]
[table] [tr][td][b]Health[/b][/td][td](Insert HERE)[/td][/tr]
[tr][td][b]GNOSIS[/b][/td][td](Insert HERE)[/td][/tr]
[tr][td][b]WILLPOWER[/b][/td][td](Insert HERE)[/td][/tr] [/table]
[table] [tr][td][b]DESCRIPTION:[/b][/td][td](Insert HERE)[/td][/tr] [/table]
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Post by WebMonkey on Dec 7, 2012 6:01:53 GMT -6
NAME: | hirudo messorem | COMMON NAME: | Shadow Reaper | CONCEPT: | Leeching sneak attack enemy |
PHYSICAL | | SOCIAL | | MENTAL | | STRENGTH: | 2 | CHARISMA: | 1 | PERCEPTION: | 3 | DEXTERITY: | 3 | MANIPULATION: | 2 | INTELLIGENCE: | 3 | STAMINA: | 2 | APPEARANCE: | 1 | WITS: | 2 |
ABILITIES | | SKILLS | | KNOWLEDGES | | ALERTNESS: | 3 | ANIMAL KEN: | 0 | COMPUTER: | 0 | ATHLETICS: | 2 | CRAFTS: | 0 | ENIGMAS: | 1 | BRAWL: | 3 | DRIVE: | 0 | INVESTIGATION: | 0 | DODGE: | 2 | ETIQUETTE: | 0 | LAW: | 0 | EMPATHY: | 0 | FIREARMS: | 0 | LINGUISTICS: | 0 | EXPRESSION: | 1 | LEADERSHIP: | 2 | MEDICINE: | 0 | INTIMIDATION: | 2 | MELEE: | 2 | OCCULT: | 0 | PRIMAL-URGE: | 0 | PERFORMANCE: | 0 | POLITICS: | 0 | STREETWISE: | 0 | STEALTH: | 2 | RITUALS: | 0 | SUBTERFUGE: | 2 | SURVIVAL: | 2 | SCIENCE: | 0 |
SPECIAL NOTES: | Hunts in packs | Easily startled | Tenacious | Hungry | Claws |
ABILITIES: | Ability Name: | Shadow Blend | Ability Mechanics: | +2 to stealth in shadow +1 to detect difficulty | Ability Description: | The Shadow reaper has the ability to blend into shadows perfectly. This gives them the appearance of "Melting" into the void of the shadows. In this state it is nearly impossible to detect them. | Ability Name: | Shadow warp | Ability Mechanics: | No rolls affected | Ability Description: | The Shadow Reaper has the ability to blend into one shadow and emerge from another. Assuming there are multiple shadows. They can even do this across vast distances in the umbra, making this movement nearly impossible to trace. No scent trail is left behind to track. Only a passed detect roll can tell if the Reaper is even in the shadow it blended into. | Ability Name: | Life Leech | Ability Mechanics: | Willpower roll @ diff 6. Opposed with willpower. Damage/Healing is difference between the two in lethal damage | Ability Description: | What makes the Shadow Reapers so fearsome is their ability to leech the life out of their victims. If the reaper touches you, or vice versa, it make make an instant roll to drain your life and bolster it's own and heal it's wounds. It uses this ability to great effect. There is no known defense except to not let it get close enough to touch you. | Ability Name: | Shadow Visage | Ability Mechanics: | No rolls affected | Ability Description: | The Shadow Reaper while at full health appears to be made of shadow. Light does not pass through it or reflect off it so much as it is absorbed. If the Reaper takes any damage, it looses this ability and with it the ability to shadow blend or warp. Only by feeding back to full health can it hope to blend or escape. |
[/td][/tr] [/table] Health | 5 points | GNOSIS | 6 Points | WILLPOWER | 7 points |
DESCRIPTION: | Dependent on the parent corrupted spirit. |
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Post by Tanith on Dec 9, 2012 7:19:34 GMT -6
NAME: | voluntas susurri | COMMON NAME: | Will o the Wisps | CONCEPT: | Depression Feeders |
PHYSICAL | | SOCIAL | | STRENGTH: | 1 | PERCEPTION: | 4 | DEXTERITY: | 3 | INTELLIGENCE: | 3 | STAMINA: | 3 | WITS: | 2 |
COMBAT: | | SOCIAL: | | ALERTNESS: | 2 | ANIMAL KEN: | 2 | ATHLETICS: | 0 | ENIGMAS: | 0 | BRAWL: | 0 | DRIVE: | 0 | DODGE: | 3 | INVESTIGATION: | 3 | FIREARMS: | 0 | EMPATHY: | 3 | MEDICINE: | 0 | EXPRESSION: | 1 | INTIMIDATION: | 0 | LAW: | 0 | MELEE: | 0 | OCCULT: | 3 | PRIMAL-URGE: | 2 | PERFORMANCE: | 3 | STEALTH: | 2 | STREETWISE: | 0 | SURVIVAL: | 2 | SUBTERFUGE: | 4 |
SPECIAL NOTES: | Group Hunters | Swarms | Hungry | Easily Scared | Easily Killed by someone other then Target | Umbra Locked | Small size + 1 difficulty to hit +2 for ranged |
ABILITIES: | Ability Name: | Disorienting Fog | Ability Mechanics: | +2 difficulty to perception tasks. -3 to any action involving a direction | Ability Description: | When the Will o the Wisps come, a very thick and heavy fog comes with them. It clings to their target to trap them and disorient their targets, deepening their despair if they see no way to escape. | Ability Name: | Growing Depression | Ability Mechanics: | Every turn the target must make a Willpower check against all attacking Wisps Willpower. Every success reduces targets willpower until zero, then the target falls in a deep despair. -5 to die pools and +2 difficulty to all actions while in this despair state | Ability Description: | When the Will of the Wisps come for you, most victims report an oppressive feeling of deepening despair and depression. The longer the target is in the grasp of the Will of the Wisps, the deeper they fall into this depression. At the very bottom, the victims report feeling listless, wanting to only curl up into a ball, cry, sleep, or even begin to have suicidal thoughts. | Ability Name: | Feeds on Memories | Ability Mechanics: | Once a target's willpower is zero, the target must make checks of Int + Wits against the Wisps willpower. Every failure means a happy memory means a happy memory stolen. -1 gnosis until zero.(above penalty to action doe NOT apply) | Ability Description: | Once the target has been incapacitated by a crippling depression, the wisps move in to feed on their lifeblood, the happy memories, and gnosis of their target. The target must struggle to hang onto their very identity. If the wisps are allowed to feed without end until the person has nothing left to hold onto they loose their grounding in reality and must take an Amnesia Flaw at a point value equal to the last willpower v. int + wits check, rolled after Gnosis is at zero. If aide comes, gnosis and memories are returned by killing the wisps that stole them. | Ability Name: | Corrupt | Ability Mechanics: | Manipulation + Wits defends the Int + Subterfuge attack on the mind. Every failure adds a point of taint. | Ability Description: | If the Wisps consider someone a strong asset they may choose to turn that person to the wyrm. Now that their victim is a depressed and shallow husk with no footing on reality the wisps make start to fill their target's head with lies. If the target can't see through these lies, they take them as truth and assimilate what the wisps project to them as a part of their being. These points of Wyrm taint may start to lift the depression as the lies fill the person with new and terrible purpose. Quite often the wisps simply drive the Garou mad and have no desire to make the a Spiral Dancer. They simply wish to turn them against their allies so more people come and despair so they may feed more. Very few things more depressing then needing to kill your mad friend. At a fully restored tainted willpower pool the Garou goes mad and will seek to attack and kill his friends and allies, closest people first. | Ability Name: | Life Leech | Ability Mechanics: | Str + Stam resists The Gnosis roll. Damage is Gnosis + overage in lethal. | Ability Description: | If the wisps Decide that their target to to weak to corrupt or unworthy of their corruption, they may simply feed on the very life force of their opponent finally. They typically do this in fly by fashion and continue to do so until the target is dead. Every point of health they sap away from the target makes the wisps slightly bigger in size and shows up as actual physical injury on the target. Regeneration does not apply until the wisps stop their assault. |
[/td][/tr] [/table] DESCRIPTION: | The wisps appear in groups, typically between 10 and 20 at a time. They appear as little blue orbs that are unable to fly in a straight line except to attack in a fly by of their victim. The orbs themselves appear to be about the size of large apples and have no other substance to them. They are immune to mundane weapons. Only claws or Fetish items may damage these wisps. Once one is damaged, all the others must make a willpower check not to flee in fear. |
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Post by Jay Karth on Jan 18, 2013 19:19:24 GMT -6
NAME: | USAF Airman | COMMON NAME: | Airman | CONCEPT: | Standard US air Force troop |
PHYSICAL | | SOCIAL | | STRENGTH: | 3 | PERCEPTION: | 3 | DEXTERITY: | 3 | INTELLIGENCE: | 2 | STAMINA: | 3 | WITS: | 2 |
COMBAT: | | SOCIAL: | | ALERTNESS: | 3 | ANIMAL KEN: | 1 | ATHLETICS: | 2 | ENIGMAS: | 1 | BRAWL: | 2 | DRIVE: | 1 | DODGE: | 3 | INVESTIGATION: | 2 | FIREARMS:M-16 Spec | 3 | EMPATHY: | 1 | MEDICINE: | 1 | EXPRESSION: | 2 | INTIMIDATION: | 1 | LAW: | 1 | MELEE: | 2 | OCCULT: | 0 | PRIMAL-URGE: | 0 | PERFORMANCE: | 0 | STEALTH: | 2 | STREETWISE: | 1 | SURVIVAL: | 1 | SUBTERFUGE: | 1 |
SPECIAL NOTES: | Mortal | None | None | None | None |
ABILITIES: | Ability Name: | Body Armor | Ability Mechanics: | +2 stam to soak vs claws, teeth, bullets. Claws and teeth do Lethal instead of Agg. | Ability Description: | The typical US Military interceptor vest consists of 11 layers of kevlar and a half inch reenforced steel trauma plate capable of absorbing a 7.62mm round. |
[/td][/tr] [/table] DESCRIPTION: | (Insert HERE) |
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