A Cat of Tindalos

A Cat of Tindalos
Showing posts with label Monster Hunting. Show all posts
Showing posts with label Monster Hunting. Show all posts

Friday, May 22, 2020

Magda (from Showtime’s Penny Dreadful: City of Angels)


A Monster of the Week Conversion

“All mankind needs to be the monster he truly is, is being told he can.”

— Magda

Magda

Magda is a main character on Showtime's Penny Dreadful: City of Angels. She is portrayed by Natalie Dormer.

Magda is a demon who can take on the appearance of anyone she chooses. Charismatic, clever and chameleonic, Magda is a dangerous enemy and an invaluable ally. In her true form, Magda has fair skin, grey eyes, and dark brown hair, often seen wearing all black attire. Described as charismatic, clever and chameleonic, Magda is a powerful demon who has a strong hatred for mankind, seeing them only as monsters and wishing to bring that to the surface. Magda usually seeks to remain behind the scenes, manipulating mankind to its destruction without being noticed. Magda is the "sister" to the Angel of Death (in her avatar of Santa Muerta) with whom she apparently has a somewhat friendly relationship.

Monster Type: Breeder (motivation: to give birth to, or bring forth, evil).

Powers:

•Shape-shifting: Magda possesses the ability to take on the appearance of anyone she wishes. Her multiple persons are a testament to that, with various features such as hair and eye color.

•Pyrokinesis: The power to generate, control and manipulate fire.

•Homunculus creation: Magda can create homunculi, who presumably act as extensions of herself. She notably created one to manipulate Dr. Peter Craft in her guise as Elsa. This homunculus had the appearance and manner of a small male child and was able to answer questions independently. It appeared human enough that even a trained physician believed it was human. Magda absorbed the homunculus back into herself when it was not needed.

•Incorporeal: Magda can become invisible and incorporeal at will.

•Hypnotic suggestion: Although she relies mostly on conventional psychological manipulation, Magda can impart "suggestions" into the minds of NPCs that she whispers to while invisible, which can influence their next action, often with disastrous results.

Attack: Flame Touch 5 (Ignore Armor)

Armor: Unclean Spirit. May not be harmed with ordinary weapons or means.

Weaknesses: Magic

Holy Water and Roman Catholic rituals and prayers will drive her away

Harm capacity: 20 harm.



The Tomb of the Gray Philosopher for Dungeon World Revised

https://drive.google.com/open?id=1o-RDsHylLwWVUhatpYNPopiqo0MwhTps




Thursday, May 14, 2020

A Monster of the Week Conversion of a Delta Green Scenario


 “Last Things Last”  


Written by Bret Kramer with Shane Ivey

From Delta Green: Need to Know a free download at:

http://www.delta-green.com/2016/02/download-delta-green-need-to-know/

Converted to a Monster of the Week mystery by Mark Tygart

This is an example of how easy it is to convert a Delta Green scenario to a Monster of the Week mystery.

Setup 

Clyde Baughman was an active agent from 1967 to 1970, and an infrequent “Friendly” during the late Nineties. Four days ago, he died in his apartment of a massive heart attack. For the most part, Baughman was very circumspect about keeping his secrets. There was one significant, unfortunate exception: his reaction to the death of his wife, Marlene. When cancer took her, he attempted to use certain incantations, discovered during his work with “the Agency”, to restore her to life. Tragically but unsurprisingly, the spell failed to return her in the condition he wanted. Instead it created an undying monster that spoke with his wife’s voice. Baughman, distraught and ashamed, told no one. He sealed the creature in a septic tank at an isolated cabin. He repeatedly tried to work up the nerve to destroy the thing that had once been his wife, but he never could. She waits at his cabin still.

Hook 

“The Agency” has learned of this death and has tasked the nearest available Officer(s) and their local deniable network recruits (if any) to conduct a sweep of the late retired Agent Baughman’s apartment to remove any evidence of his ties the organization.

Locations

Baughman’s Apartment: Hub (motivation: to reveal information)

There is nothing in the apartment except for the fact that it reveals through various financial and personal documents that Clyde Baughman owned an isolated vacation cabin.

The Cabin: Wilds (motivation: to contain hidden things)

Hunters that locate the Footlocker in the Cabin gain access to a free Armory as per the Expert Move for the party.

Armory: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+ you have it (and plenty if that matters). On a 7-9 you have it, but only the minimum. On a miss, you have got the wrong thing.

If Hunters already have an Armory, substitute another appropriate Expert Haven move as a resource.

The Septic Tank: Den (motivation: to harbor monsters)

That Which Was Marlene has her current residence here.

Bystander(s) 

Mrs. Janowitz: Busybody (motivation: to interfere in other people’s plans)

Agents making an open or noisy approach to the building will encounter Mrs. Janowitz, age 66, out to walk her dog, Mitzi. While Janowitz knew Baughman, the two were not close. She has never met either of Baughman’s children. She says in passing, “It was a terrible shame that poor Mr. Baughman wasn’t found for three days. A real pity.”

She will seemingly accept any explanation the hunters will offer for their presence but after that she will keep any eye out for suspicious activity; and if the police later come asking questions, she will remember the Hunters well.

Monster 

That Which Was Marlene (The Other) 

A wasted corpse, rotten from so many years in the septic tank, Marlene is more than an inexpertly raised zombie. Her resurrection was the result of Baughman unwittingly imbuing her remains with an unnatural consciousness called “the Other.” The Other is a formless intelligence from dimensions outside of our own that can inhabit the corpse of any human. The reanimated corpse is unnaturally strong. It is more cunning than intelligent, but it can draw upon the memories of the corpse it animates. The Other knows much of what Marlene knew. While it could not convince Clyde that his wife had returned to him, it made it impossible for him to destroy the body that spoke with his wife’s dead voice. It hopes to manipulate the newcomers with greater effect.

If “Marlene” realizes human beings are near, she attempts to get their attention and sympathy by pounding on the inside of the tank and crying for help in a croaking, pathetic voice. She says that her husband was a sick man, always seeking terrible secrets. She says he did something strange to her, awful pagan prayer to make her his slave forever. But it did not work the way he thought, so he locked her in this tank. Whatever he did kept her from dying. She begs for air and light. She begs for freedom.

An Agent who opens the hatch sees her inside, huddled weakly in the shallow water, reaching a hand feebly up. She looks like a small, somewhat misshapen, nude woman in her fifties. Her flesh is grey-blue, and she has torn out most of her hair. Her hands are blood-stained, the flesh stripped by constant clawing at the walls. Her feet and lower legs are swollen from frequent immersion in water, and their skin sloughs off with alarming frequency. And yet she lives. She does her best to persuade the Agents to help her. If an Agent reaches down to help her, she takes the offered hand. She says that she will recover. She needs only to eat, and rest and things will be all right.

Marlene keeps up this act if it works. If the Other thinks it has been found out, it will attempt to bargain with the Agents, offering the secrets of the cosmos in exchange for its freedom. What exactly the Other tells the Agents is up to you. It knows far less about the cosmos than it claims, and whatever it says will be four parts nonsense to one-part truth. Make up gibberish names and violations of physics.

The Other 

Monster Type: Destroyer (motivation: to bring about the end of the world).

Powers:  

• Regeneration: If her Harm drops to zero, she falls twitching—and begins to heal. Marlene heals 1 point of harm at the beginning of her turn, every turn unless her body is thoroughly destroyed.

• Possession: If her body is destroyed, the spirit of the Other abandons Marlene’s corpse and drifts away unseen, seeking a new host. If another human dies nearby (within about 10 meters) the Other jumps into that corpse. If it can not gain access to a corpse it is forced to return to its native alien dimension. The Other can draw upon the memories of the corpse it animates.

•Undead Flesh: The sinews and body of an Other’s undead corpse is strong and tough. Hunters who attempt to contest with her in brute strength take -1 ongoing.

Attacks: Claws: 1-harm hand messy; Teeth: 1-harm intimate

Armor: 2-Armor

Weaknesses: Fire; Decapitation.

Harm capacity: 10 harm.

Countdown 

• Day: Clyde Baughman dies of a massive heart attack.

• Shadows: Four days later “the Agency” assigns an Agent to remove all evidence of Clyde Baughman’s ties to the Agency.

• Sunset: Mrs. Janowitz’s addict niece Eileen breaks into the Baughman apartment, ransacks it for drug money and learns of the cabin.

• Dusk: Eileen decides to squat in the cabin.

• Nightfall: Eileen frees “the Other” in a drug induced haze and is killed by it. “The Other” destroys the Armory by burning the Cabin and flees into the night.

• Midnight: “The Other” forms an evil cult at a remote location in New Mexico and begins to plan attacks on “the Agency”.



Monday, May 4, 2020

From the Slave-Pits

Sandling Solitary, Large, Planar, Amorphous
Abrasive pseudopod (d10 damage 1 piercing) 19 HP 1 armor
Near


A sandling appears to be an amorphous mass of moving, sliding sand. An adult sandling is a solitary creature, and it dwells in lonely sandy areas such as uninhabited deserts, siliceous caverns and deserted beaches. Sandlings are savagely territorial, and will attack any creatures that trespass upon their areas. They fight by slashing and lacerating with a coarse, abrasive pseudopod. Sandlings’ flexible, shifting forms are difficult to damage by physical assault. If a sufficient quantity of water or other liquid (10 gallons or more) is cast upon the creature it will cause the sandling to strike for only one-half damage. Sandlings are apparently silicon-based creatures, and some sages believe that they originated on the Elemental Plane of Earth. A sandling grows until it reaches full size (10’ diameter), and then it begins to reproduce by budding. Tiny sandlings grow to about 2” in diameter before they split from the parent. An adult sandling’s territory often swarms with thousands of infant sandlings, none larger than ’h’ in diameter. When one grows above this size, the parent sandling perceives it as a threat, and kills it. When the parent sandling dies, the largest infant grows to take its place, killing all rivals (if it can). Sandlings sense heat, sound and moisture. They dislike wetness, and will burrow underground to avoid rain or water (unless al- ready defending their territories). There have been reports of huge sandlings three times as large as normal adults, but these have not been substantiated. Sandlings are always the same color as the sand of their territories. They are also the same temperature as their surroundings, and thus are invisible to infravision.

 Instinct: Defend Lair

  • Inhabits Lair
  • Elemental Creature
  • Silicon Lifeform

Monday, May 6, 2019

Monster of the Week: Tome of Mysteries---Street date is May 13th!

Open the Tome—if you dare!
In the Monster of the Week roleplaying game, hunters must solve all manner of mysteries before they can save the day. The Tome of Mysteries expands their options—and magnifies their peril-—with a wide variety of GMing advice, essays, rules, and mysteries from the Monster of the Week “Roadhouse Regulars” online community.
Tome of Mysteries requires Monster of the Week to play. In this supplement, you’ll find:
  • Eight new alternative Weird Moves that go beyond Use Magic.
  • Four new Hunter playbooks: The Gumshoe, the Hex, the Searcher, and the Pararomantic.
  • Support for weird phenomena type Mysteries like those found in Fringe or The X-Files.
  • Tips and techniques used by experienced Keepers.
  • 29 fully detailed mysteries ready to drop into your game.
Grab your friends and your gear.
It’s time to unlock the Tome of Mysteries!
Monster of the Week SUPPLEMENT INFORMATION
Number of players: 2-6
Age of players: 12+
Length: 2-8 hours
Type of Game: Roleplaying Game
Languages Available: English
Product Number: EHP0046
ISBN: 978-1-61317-171-4
Suggested Retail: $25
Game Designers: Matthew Aaron, Aaron Burkett, Kane Cathain, Sean Clancy, Jason D’Angelo, Bruno Dias, Felix Girke, Marek Golonka, Luke Green, Bryanna Hitchcock, Sophie Lagacé, Zed Lopez, Paul McBride, Arturo Martinez, Jamie Sands, Michael Sands, Daniel Steadman, Jacob Steele, Chris Stone-Bush, Chloe Sutherland, Mark Tygart, and MichaÅ‚ Werder.
Release Date: May 2019

Friday, March 8, 2019

More from Evil Hat!

Monster of the Week:
Tome of Mysteries
(Ships May)

Open the Tome—if you dare! In the Monster of the Week roleplaying game, hunters must solve all manner of mysteries before they can save the day. The Tome of Mysteries expands their options—and magnifies their peril-—with a wide variety of GMing advice, essays, rules, and mysteries from the Monster of the Week “Roadhouse Regulars” online community.

Tome of Mysteries requires Monster of the Week to play. PDF included free with preorders, available immediately after your purchase. (Stand-alone PDF will be made available closer to the release date in May.)


Wednesday, December 5, 2018

Tome of Mysteries 2019!

From an Evil Hat press release (https://www.evilhat.com/home/refocused-resized-hat-mode-activated/)

Projects that remain with us from now through 2019 include:

  • Monster of the Week: Tome of Mysteries: Michael Sands from Generic Games, designer of Monster of the Week, has been working on a supplement for the game for a while now. We’re happy to confirm that we will publish this as well. Layout is currently underway.

Tuesday, September 25, 2018

New Monster-of-the-Week Creature

Name: Penanggalan
Type: Devourer (Desires to consume people) Powers: Body Separation, Blood Drain, Flight
Weaknesses: Fire, Decapitation
Attacks: Slam 2-harm close 2-harm area, Blood Drain 3-harm intimate restraining
Harm: 5 ☐☐☐☐☐ | 0 armor

The Penanggalan or 'Hantu Penanggal' is a creature of Southeast Asian folk mythology. "Penanggal" or "Penanggalan" literally means "detach" or "remove".

According to the folklore of that region, the Penanggalan is a detached female head capable of flying about on its own. As it flies, the stomach and entrails dangle below it, and these organs twinkle like fireflies as the Penanggalan moves through the night. In Malaysian folklore, a Penanggal may be either a beautiful old or young woman who obtained her beauty through the active use of black magic, supernatural, mystical, or paranormal means which are most commonly described in local folklores to be dark or demonic in nature. Due to the common theme of Penanggal being the result of active use of black magic or supernatural means, a Penanggal cannot be readily classified as a classical undead being. The creature is, for all intents and purposes, a living human being during daytime or at any time when it does not detach itself from its body. Sometimes they are depicted as able to move their intestines when exposed like tentacles.

A Penanggal is said to feed on human blood although local folklore (including its variations) commonly agrees that a Penanggal prefers the blood of a newborn infant, the blood of woman who recently gave birth or the placenta (which is devoured by the Penanggal after it is buried). All folktales also agree that a Penanggal flies as it searches and lands to feed. Once the Penanggal leaves its body and is safely away, it may be permanently destroyed by either pouring pieces of broken glass into the empty neck cavity, which will sever the internal organs of the Penanggal when it reattaches to the body; or by sanctifying the body and then destroying it by cremation or by somehow denying the Penanggal from reattaching to its body upon sunrise.