Whovian
Bestiary
Disclaimer
This
is a tribute to Doctor Who Series 'cause to the 50th
Anniversary on this 2013 year. I am going to rewrite on some ways
some Criatures from that series on RPG terms, using the rules
presented on Ars Magica Core Rules 5th Edition, Realms
of Power - Faerie, Realms of Power – Magic, Realms of Power
-the Infernal and others source books. I am not the owner of any
term, but the Doctor Who references are BBC property and the Ars
Magica references pertain to the owners, Atlas Games and all their
writers and makers staff.
Thanks
for read.
|
The
Weeping Angels
The Weeping Angels are
strange creatures. They seem to be mere statues when they are
observed by somebody, and that is: whenever someone looks at are
shaped angel statues completely normal and real. The problem is that
when they are not observed they become the fastest predators, capable
of breaking the neck of an unfortunate victim when it can not look at
them, but his speciality is send to Arcadia with their Spirit Away
Power. That means that when they are in a group, than usual, can not
even look each other, but they act as fully coordinated groups. While
they don't attack, usually they stand in a crying pose with both
hands covering his eyes and many of their faces, and with wings
folded back, but when the are attacking, often this creatures show
ferocious traits that had not possessed until then.
Those who attacked the
angels are sent to the Faerie Realm, commonly Arcadia, but the victim
lives a full life, and hi is is not aware about the problem on the
trip often she suffers for the age and finally the victim dies, to
fuel the Angel who sent him at first. They don't really exist in the
form of stone, being invulnerable to damage but unable to move until
they aren't been observed. One problem is that these creatures are
generated through their own image: they arise from the memories of
those who look at the eyes, the portraits and the echo of his
footsteps, but they need a lot of strength: Vis victims or to
survive. It's this need cause they attack the Order-or rather his Vis
and its inhabitants, and it is suspected that some fallen Covenants
are because their actions. It's rumoured that this beings are the
result of a Diedne curse, a magical accident or the result of angelic
statues that they animated themselves on abandoned churches and
cemeteries, then occupied by the fairies.
Not suitable as player
characters.
Faerie
Might: 25 (Imaginem)
Characteristics:
Int
+2, Per +2, Pre +2, Com -3, Str +1, Sta +2, Dex +3, Qik
+5
Size:
0
Virtues
and Flaws:
Greater Faerie Powers x2, Greater Quickness x2, Faerie
Sight, Faerie Speech, Feast of the Dead, Focus Faerie Powers x2,
Humanoid Faerie, Immune
to Damage (While is on Stone Form), Improved
Characteristics x3, Increased Faerie Might (Major), Increased Faerie
Might (Minor), Ritual Faerie Power, Increased Soak x3, Driven (To
Feed himself), Great Malediction (Stone when anybody see him),
In-cognizant, Mute,
Traditional Ward (Anybody that see him)
Personality
Traits: Predatory
+3, Eloquent -3, Sloth +2, Driven to Feed himself +6
Combat:
Grab:
Init +8, Attack +10, Defense +12, Damage +1
Wound
Penalties: –1 (1–5), –3 (6–10), –5 (11–15),
Incapacitated (16–20), Dead (21+)
Pretenses:
Athletics 6 (running),
Awareness 6 (preys),
Brawl 6 (grab), Concentration 6 (wait), Faerie Lore 4 (Regiones),
Faerie Speech 5 (understand others), Finesse 5 (Imaginem),
Penetration 5 (Spirit Away), Stealth 6 (stealthy movement)
Powers:
Spirit
Away: variable points, n/a, Vim:
allows the faerie to act as a
threshold guardian, as described in the Faerieland Chapter from
Realms of Power - Faerie.
Focus
Power (Ruler of Imaginem): up
to 5 points, Init 0, Imaginem
They use this powers to
become more difficult to be more stealthy.
Focus
Power (Crafter of Imaginem): up
to 5 points, Init 0, Imaginem
Angels use this powers to
take voices and to make more difficult evade them.
The
Image
of
an Angel
Becomes
Itself an Angel
:
5 points, Init 0, Imaginem
The angel makes more of
himself making eye contact with one human, one reflected image or on
reproduction like one statue or draw. The new angel will sprout of
the victim or the image.
Vis: 5 of Imaginem
Vis on theirs stone bodies.
Appearance: When an
Angel is seen pretending to be a statue of an angel in a pose of
mourning or prayer, but he is avoiding eye contact with his peers
actually, with a classic gown and her hair, and indeterminate an
androgynous features. While the hunt they show predator traits
completely or their features become fierce and his hands prove paws.
The cold grey stone however doesn't change. To avoid deadlock,
stealth is required to overcome their own care (opposed roll), and
then keep your eyes on it – stress roll + Vitality + Concentration
at difficulty 9 - but in low light or with a place to be hide both
rolls become more difficult, adding +3 to the difficulty of the
victims. If a disturbance causes the victim to blink, the Angel comes
close half the distance to the victim-fail on him close enough to
only have to stretch your arms, while a botch can either cause you
directly capture not keep my eyes at all, or that the person cross
with angel eyes and create a future angel in his own eyes and
remember the Angel. While they are observed by anyone however, are
incapable of damaging or even move.
Daleks
Order: Furies
Long ago, in a land far
away, the war made two kingdoms from suffering the depredations of
the Infernal. Devil Children, disease and other affronts unholy
fruits of the long war became increasingly difficult as the war had
become impossible to live with farm animals, recover from injury or
even planting cereal. One of the wise men of the kingdom decided to
study this, and only reached a conclusion... The Hell had chosen his
race for something big. So terrible he began terrible experiments and
tests, seeing that the deformities of the kingdom were a way to make
his own race live forever. The culmination of his experiment was
based on his own image, a creature with no emotions beyond hate and
desire for conquest, a master race, or at least that was his plan,
the parts made of his own strange lumps caused by the infernal aura
in which he lived.
These creatures are a type
of demon, which seeks to develop hatred and domination. When this
demons materialize, they have a hard metal armour, similar to bronze,
and they can throw powerful wicked lightnings from one of their arms,
and they are able to devour the flesh of the living from the other.
They look like bronze strange figures, but inside the cover one eyed
strange octopus being inhabits. Hate as their lifestyle, tying
conquer and kill every other being on Creation, and sometimes they
win, because they hate the existence of any other beings so much.
Unfortunately, someone intrudes, "The Oncoming Storm" or
"The Predator", a terrible creature or entity that has held
a terrible grudge against them for many time. Very much of them are
terrestrial demons and doesn't have the Coagulation power.
Each Dalek is very
powerful, capable to bring down entire armies and to destroy entire
regions, but there are some even more terrible individuals: Daleks
Ministers and Leaders (Lords usually), secrets hidden members of
Cults (Masters) and even a Supreme Dalek (a Duke). All Daleks used
their powers on combat more than simple brawl, but lack any emotion
beyond hatred with which they were created by his evil creator, along
with one dark Intelligence. They also have a problem since all are
like Cyclops beneath his armour, they can not see well around him,
but his armour is like a full plate armour at all when they use their
power of Coagulation.
Infernal Might: 20
(Mentem) (Higher sometimes)
Weakness:
Running Water (their armours
have wheels being useless to moving on that condition)
Powers:
Possession,
variable points, Init +2, Mentem: See Chapter 4: Infernal Legions,
Demonic Powers on Realms of Power – The Infernal.
Coagulation,
2 points, Init –1, Corpus: They appear strange like octopus
creatures behind their heavy armour. See Chapter 4: Infernal Legions,
Demonic Powers on Realms of Power – The Infernal.
Obsession,
1 to 3 points, Init –5, Vim: Hate. See Chapter 4: Infernal Legions,
Demonic Powers on Realms of Power – The Infernal.
Waxing
Tide of Humors, 3 points, Init +2, Mentem: See Chapter 4:
Infernal Legions, Furies description on Realms of Power – The
Infernal.
Beserker
Rage, 1 point, Init 0, Mentem: See Chapter 4: Infernal Legions,
Furies description on Realms of Power – The Infernal.
Endurance
of the Enraged, 0 points, Init 0, Corpus: See Chapter 4: Infernal
Legions, Furies description on Realms of Power – The Infernal.
Soul
Eater;
1, 2 o 5 points, Init -3, Mentem & Corpus: With this power, one
Dalek can absorb information from the body or the mind of one victim.
He can take one fact about her body for one point, he can take mental
information spending 2 and he can smash her skull spending 5.
Fatal
Lightning;
1 point, 0 Init, Ignem: To blow up any object with one beam (Just
like one Creo Ignem base 10 effect but to Sight Range).
Impervious
Bronze;
1 point, +3 Init, variable Form: By concentration, one Dalek can
protect himself like any ward Rego effect of any physical Damage. He
need spend power or to maintain the concentration before that the
damage are effective, but it could evade any damage with this power.
The
Silurians
The
Silurian are said to be ancient inhabitants of the world, but eons
ago (possibly before the flood or before war between magical and
faerie deities) they fled underground. There (in Regios or possibly
even within the Magic Realm) have waited, waited to return. Marine
creatures, his relatives in theory, looked back before they were
binding themselves to their cities-awakening dormant in-process, and
also have relationships with the Dragons with whom they often share
certain shelters and entrances to their underground shelters
supernatural as example underground caves near the coast and well. If
these creatures are related to the Atlanteans and how that
relationship is not clear, as nothing with these ancient races.
They
have natural properties and magical powers, but they are given to
share or approach worldly beings. As reptiles that are moving through
the soil from their ancestral caves and sometimes prey on the
"mammals" as they call humans, just derogatorily equating
to hairy beasts. If they are descendants of dragons, snakes
worshippers or some kind of deity antediluvian (Primal Spirits)
offspring, as the Titans or Fomori, or other type for Kosmokrators
(term used by theurgists from the Order) is not sure. What it does,
is that their reptilian appearance but with ability to think and
speak is equal to that of any human, but on his cool and own way.
They can move underground like other underwater creatures, and leave
her to catch their prey. Covered in scales, have a paralysing poison
tongue, and at the same time that can be equipped with weapons such
as crossbows, swords and daggers, on which also used its venom. In
addition to these weapons and armour of a strange leather and studs,
they know magical mystical secrets and knowledge of those who are old
guardians.
Silurians
Stats
Inherited
Virtues and Magical Qualities:
Animal Ken, (Cave) Regio Network, Greater Power: Cave
Diving,
Greater Power: Earthly
Clasp,
Improved Attack (Forked tongue), Improved Damage (Forked tongue),
Improved Initiative, Magical Blood (Magic
Animal:
Forked tongue), See In Darkness.
Common
Flaws and Inferiorities:
Essential Flaw (Major): Reptile, Monstrous Appearance (Reptilian
traits - Inherited by be Magic Humans), Monstrous Blood (Magic Human:
-1 to Communication), Slow Power: Earthly
Clasp,
Territorial, Warped Senses (Sensitive to Cold
or Sensitive
Sight).
Cave
Diving
0
Points, Init (Quick -3), Corpus
R:
Per, D: Mom, O: Ind
The
character can move through earth and rock over his head, under his
feet or by the wall unto other open space until one league from his
first spot.
ReCo(An,Te)
35 (Base 25, +1 Touch, +1 Animal requisite): Greater Power (35
levels, -3 Might Points, +2 Init)
Earthly
Clasp
0
Points, Init (Quick -3), Animal or Corpus
R:
Touch, D: Mom, O: Ind
The
character can force that another creature (but up to the double of
his size) to appear on another spot known different under earth
point, or that he just travelled with his Cave Diving power.
This power is used to trap intruders, and protecting his dominions in
this way.
ReCo(Te)
25 (Base 25): Greater Power (35 levels, -3 Might Points)
Venomous
Spit
0
Points, Init 0.
When
the Silurian attacks with his fangs or tongue, compare its Attack
Advantage to the victim’s armour Protection (not his Soak). If the
Silurian’s advantage is higher, the victim suffers the effects of
asp venom as listed in the Poison Table on p. 180 of ArM5, regardless
of whether the bite inflicts an actual wound.
Forked
Tongue: Init +3, Atk +2, Def
+2, Dam 0.
The next
statistics are the currents for one forked tongue. One Silurian
can attacks for a near distance and poison one victim with that.
|
The
Time Lords
The
mysterious and ancient race of the Time Lords somehow seems to be
related to the mythical Golden Generation, but instead of two heads
and two bodies have only two hearts together... But this magical and
strange trait wich shows its true nature is not visible to the naked
eye (anybody trying figure out, she needs make a stress roll
Perception + Medicine or Chirurgy difficulty 6 to perceive, it
requires to palpate and to touch her breast or any other point to
take the pulse); to be no confused with humans. They are the last
proof that the Magic Realm is somehow the Twilight Void what's in
between major events and moments of history, all connected. The
echoes and memories, unaltered by word of mouth or imagination,
that's what the Time Lords look: They look at history, and protect
their own rules do not alter it, although unlike Auditors (see
Guardians of Mystery from Realms of Power Magic) they
have always been magical beings, and the rules are always internal
and own for themselves only. The importance of these rules, that
comes here because they have access to the creation of magic items, a
kind of ships known as Tempus Et Relativum Insula in
Cosmos-something like "Time and Relative Insula in Cosmos",
a kind of very powerful variety of Magic Things, which are the key to
his travels in the Magic Kingdom, between regiones levels of these
and the actual material world. This power is controlled by their
leaders, and they seem to have generally avoided conflicts, and their
Regio has great fame as a paradise. Moreover, they are known as being
virtually immortal, in addition to not suffer over time can come back
to life after death just by changing its appearance and some say
their own way of being... a wonder that has attracted many strange
things to think about them.
However,
many people speak that they were eliminated during one war.
Furthermore, it appears that renegade members vandalized or
rebellious acts to contravene their own rules precisely. It is known
that there was a war against infernal creatures who hated the power
they possessed... and little more. Apparently, someone posing as one
of them until now, but never revealing his name beyond an academic
degree, with different aspects and features increasingly seems to
have meddled in the history of the Order, too often in fact. Always
with a human companion (or strangers creatures in fact), he had
hundreds of charges and acknowledgements: mocking Tremere (and
suspicion that participated in the Sundering), taking things from the
house Verditius, helping on uncover Corruption House Tytallus,
helping against hundreds of demons, being complicit with at least two
Diedne Alliances and molesting the fairies... or at least there are
people who swear that it did among other things. The truth is that
beyond a few memories, there aren't any or there are very few
remaining traces of his real existence, as hardly any of the things
against which they fought. The Guardians of the mystery may be behind
all this ...
Time Lords
Stats
Inherited
Virtues and Magical Qualities:
Arcane Lore, Gift of Tongues, Improved Might (varies the number of
times), 2x Improved Powers, Lesser Immunity (against Lightnings),
Magical Warder (Tempus
Et Relativum Insula in Cosmos),
Natural Appearance, 3x Ritual Power: Regeneration,
one or more Focus Power (varies, normally related to the Mind, like
Ruler
of Mentem
or similar; or Corpus effects).
Common
Flaws and Inferiorities: Acclimation Prone, Fealty Vote (or Black
Sheep or Enemies, some kind of Story Flaw to explain their relation
with the mundane), Restricted Power: Regeneration (Only 12
times regardless Might or Confidence Pool, and only it can be really
Ritual the effect), Slow Power: Regeneration, Susceptible to
Deprivation.
Regeneration
7
Points, Init (Quick -10), Corpus
R:
Per, D: Mom, O: Ind, Ritual
When
one Time Lord is killed, then on incredible process takes place, one
sovereign mystical effect during that moment any particle of his body
is healed and reshaped on one new way (but one enemy can stop it
during the process, making one Quickness stress check against). This
is one true resurrection effect, with some nuances.
Randomly
any Trait (Personality, Characteristics, Virtues or Flaws,etc.) can
change during this process but not the Experience. The Apparent Age
is chosen or taken randomly. Only can be made 12 Times on the
existence one Time Lord existence.
CrCo
70 (Base 70, No Hermetic): Ritual Power x3 (70 levels, -1 Might
Point), Improved Powers (-6 Might Points, +4 Init)
“Tempus
Et Relativum Insula in Cosmos” Template
Magic
Might: 30 (Vim)
Characteristics:
Int +6, Per +6, Pre n/a, Com
n/a, Str +19, Sta +10, Dex 0, Qik -9
Size:
+9
Season:
Winter
Virtues
& Flaws: Magic Thing,
Arcane Lore, Enigmatic Wisdom, Gift of Tongues, *3xGreater Power,
Magic Sensitivity, Premonitions, Puissant Enigmatic Wisdom, Tough,
Essential Flaw: Enigmatic Machine, Mute, No Hands.
(* Maybe more)
Personality
Traits: Bigger on the Inside
+6, Loyal +3, Territorial +2
Their powers include
ways to travel through Twilight Void, Regiones and any places, and
to make that the voyagers could understand any language (including
written); and to make that their appearance looks different and
smaller.
They
have relationships on his Time Lords near to Familiars with their
magi. They are so big, that inside can transport Laboratories,
libraries and many other rooms, without importance of the external
look.
|
Kubernites
When
Mechanicians (see Ancient Magic) saw than theirs days
were ended, they tried to find a way to extend their longevity. Sadly
only a bunch or they got it. They began to create automatons in
human form to use these creatures as transplant sources, changing
bodies and body parts failed to heal wounds on their immortal and now
magic bodies. Some of this knowledge and their Vis came from the
Egyptian secret temples and tombs since they avoided the Dominion
cause it was increasingly unpleasant for them, and they took refuge
in places of pagan power for that. Gradually discovered how to
celebrate a Rite, now lost, which ended up turning them into
creatures half human half Magic Thing, a new being: Kubernites (name
dedicated to some of their Mechanica, that were navigation related).
The downside is that to extend their new existence other humans still
be needed to create more of their own, because they lost the ability
to create Animaes, but a few simple, and only human Kubernites
transform. They sailed, drawing a flood of the Nile, but their
animated ships were defeated by an error of calculations (Although
some say it was a strange figure who did it isntead), leaving these
creatures trapped underwater and on dream eternal, but not being
human some escaped through the Twilight Void or the Magic Realm. A
few others were plunged into a dream in the deserts where they lived,
where they stand who would wake him.
In
addition, either the XII century magician named Verditius Cybus found
notes, or on another unrelated otherwise to the original Kubernites,
he performed the same series of experiments that ended with the
conversion of members of the population and their allies on his
Covenant on one magical creatures that he called "Cyberus
Human". He was looking for himself immortality, but before
completing it his plan was gone, and all their converts disappeared
with him. It is unknown how, but Quaesitori have investigated that
speak of a "visitor" which apparently precipitated the fall
of Cybus. This strange figure is repeated in many stories through the
Order's History.
Regardless
of any different origin, these two creatures are almost identical,
only distinguishable because some versions always created his own
based Animal Cyberus called Shadow Cyberus (The Cyberus Human) that
are simple minded with few powers (and Grog level of Spring Season
Characters); while Kubernites create automatons servers with Heron's
Mechanica -Kubermantes (see Ancient Magic for details). Both also
share parallel organization: especially those processed in versions
capable (Controllers, with Might Score of 20 and Autumn Season) and
others of minor power (the most common). They also build intricate
mechanisms, but require human labour (sometimes enslaved by their
powers) to the “materials” for new members, and they always carry
advanced crossbows used with deadly accuracy, and magic items too.
Kubernites
(and Cyberus Human) Stats
Inherited
Virtues and Magical Qualities:
Arcane Lore, Educated, Gifted (only Controllers), Greater Power:
Jupiter's
Touch
(Cyberus Humans only, the Kubernites create Mechanica with similar or
others destructive effects instead), Improved Powers, 4xImproved
Soak, Large, Magic Blood (Magic Thing – They can be healed with
Craft, Craft: Automatas, Mechanica of Heron or related supernatural
powers -like Terram rituals- instead of Corpus Magic, Chirugy or
Medicine), Mechanica of Heron (only Kubernites), No Fatigue, Puissant
Craft: Clockwork, 2xRitual Power: From
the Flesh to the Steel,
Variable Power: From
the Flesh to the Steel (Increase
the power when Cyberus Human increase their Craft: Clockwork Ability
Score, or on Mechanica of Heron for Kubernites. The firsts can affect
animals with their power at Score 3, and both can create superior
versions with this Ritual Power), Greater
Malediction (Gold Vulnerability – they can't soak damage and suffer
paralysis for gold touch [Kubernites Only]).
Common
Flaws and Inferiorities: Essential Flaw - Crafted (They doesn't
fell nothing – Major), Limited Speech (Shadow Cyberus only),
Monstrous Appearance (metallic aspect), Monstrous Blood (Magic Thing
– Don't heal naturally themselves), Restricted Power: From the
Flesh to the Steel (metallic components required to do it), Slow
Power: From the Flesh to the Steel, Temporal Might, Terram
Monstrosity (Metallic body).
From
the Flesh to the Steel
5
Points, Init (Quick -9), Corpus.
R:
Touch, D: Mom, O: Ind, Ritual.
On
their lairs or haunts, they can become humans on more of their own
kind. This is because powers need two rounds and metallic parts to
the process. If they don't spend Might Score, they only dominate the
objective but they can change it permanently with another use of this
power. Kubernites and Ciberus Humans, both have this power and they
use it on almost same ways.
The
Kubernites use it to make new members, but to create simple servers
they prefer Mechanica of Heron. The Cyberus Human use it to make
slave animals versions too (at Score 3 of related Ability). On Range
5 they both can create Controllers to make more possible their
Conquer, but they need Gifted or some other way powerful victims to
that. The Animas created by Kubernites aren't human shaped, if not
based on silverfish form.
MuCo(Me,Te)
45 (Base 25 +1 Touch, +1 Mentem requisite, +1 Terram requisite, +1 no
hermetic power): Ritual Power x2 (45 Levels, -1 point) Improved
Powers (-3 points, 10 xp to Penetration, 10 xp to Concentration)
Jupiter’s
Touch
5
point, Init +2, Auram.
R:
Touch, D: Mom, T: Ind
See
Realms
of Power Magic –
Chapter
8 Magic Things Elementals for
details. Only is possessed by Cyberus Humans, since the Kubernites
make Mechanicas with this power.
CrAu
30 (base 5, +1 Touch, +4 unnatural): Greater Power (30 levels, –2
Might cost, +2 Init).
I hope that you like this entry, with the work invested here. I leave PDFs versions here and here. And Spanish version here and here.
From your friendly cyber-neighborhood Mario.
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