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Aug 16th, 2017
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  1. Virtue: Fearsome
  2. Vice: Observant/Mysterious
  3. Aspirations: Take People Away, Remain Just Out Of Sight, Spread Fear And Madness, + ST Fiat
  4.  
  5. Mental Attributes: Intelligence 5, Wits 6, Resolve 8
  6. Physical Attributes: Strength 5, Dexterity 6, Stamina 8
  7. Social Attributes: Presence 8, Manipulation 6, Composure 8
  8.  
  9. Skills: Academics 2, Investigation (Spying) 5, Occult 4, Medicine 1, Athletics (Chasing) 4, Brawl (Claws And Tentacles, Grappling) 4, Stealth (Stalking, In Plain Sight) 8, Survival (Forests And Woodlands) 4, Empathy (Comforting) 3, Expression (Gestures) 2, Intimidation (Appearing Out Of Nowhere, Lurking Dread) 7, Persuasion (Taking People Away) 5, Subterfuge (Evasive, Mind Games) 6
  10.  
  11. Merits: Area Of Expertise 1 (Taking People Away, Mind Games), Danger Sense 2 (Advanced 2), Direction Sense 1 (Advanced 2, Epic 2), Double Jointed 2 (Advanced 1), Eidetic Memory 2 (Advanced 1), Indomitable 2 (Advanced 3, Epic 4), Interdisciplinary Specialty 1 (Taking People Away, Mind Games), Trained Observer 3 (Advanced 2), Vice-Ridden 2 (Advanced 3), Greyhound 1, Seizing The Edge 2, Iron Will 2, Striking Looks 2, Table Turner 1, Untouchable 1, Untouchable Style 4, Fighting Finesse 1 (Claws And Tentacles), Killer Instinct 3 (Advanced 2)
  12.  
  13. Willpower: 26
  14. Defense: 10
  15. Initiative: 14
  16. Speed: ST Fiat
  17. Health: 17 (Size 9)
  18. Potency: 10
  19.  
  20. Weapons/Attacks
  21. Claws And Tentacles [+2L Melee; Armor Piercing 2, 11 dice]
  22.  
  23. Ban 1: Cannot harm children
  24.  
  25. Ban 2: Can only go after those who have heard about him
  26.  
  27. Bane: No longer being a mystery (i.e. allowing someone to gather Clues about him equal to his Potency)
  28.  
  29. Dread Powers: Chameleon Horror, Elusive*, Eye Spy, Gatecrash* (Anything Needed), Home Ground (Forests And Woodlands), Hypnotic Gaze, Immortal, Influence (Just Out Of Sight 5), Madness And Terror, Maze, Natural Weapons 2 (Claws And Tentacles), Numen (Aggressive Meme, Hallucination, Implant Delusion, Implant Mission, Mortal Mask, Occult Sight*, Seek, Sign, Speed, Teleportation*, Twilight Abduction*, Weather Control* [Heavy Fogs]), Regenerate 1, Stutter Step, Surprise Entrance, Swift, Toxic 2 (Sick), Twilight Entity*, Vanish*
  30.  
  31. *Elusive: Creatures with this Dread Power only ever appear on camera as a blurred silhouette of their actual shape. Humanoid monsters can easily be mistaken for humans or upright bears, while unusually large creatures blend into the scenery. Humans have a hard time remembering exact detail about creatures they encounter. Rolls to accurately describe or recall such events are made at a –3 modifier.
  32.  
  33. *Gatecrash: A Horror with this Dread Power can open a gateway to other planes of existence (such as the Hedge, Primordial Dream, Shadow, Underworld or Astral Realms). The Horror spends a point of Willpower and makes an appropriate dice pool roll; if successful a gateway into the destination realm opens. The creature can hold the gate open for a number of turns equal to its Potency. Gatecrash can only open a gate to a specific realm, but may be selected multiple times, each time applying to specific Realm.
  34.  
  35. *Occult Sight: Slender Man is sensitive to supernatural phenomena. He notices the active use of supernatural abilities within the range of his senses and may make Perception rolls to approximate their distance and direction. In addition, by spending a point of Willpower, he can see through powers of concealment, illusion and deceit with a Clash Of Wills using his Wits + Potency as his dice pool. Lastly, he always knows when he is being targeted by a supernatural power and may mimic the Aura Reading Supernatural Merit, but without drawback.
  36.  
  37. *Stutter Step: The being's movements accelerate into the flicker-stop of a defective movie reel. They may reflexively spend 1 Essence to perform a Dodge without giving up their action.
  38.  
  39. *Teleportation: When the entity moves, it may reflexively spend 1 Essence to vanish and reappear at another location within its line of sight up to its (Rank x Speed) in yards away. Doing so adds +2 to its Defense for the turn. If the entity has the Seek Numen, it may teleport to the nearest location with a suitable Condition by spending 3 Essence. The entity can spend an additional 2 points of Essence to take a passenger with them (an unwilling passage may resist with a roll of Resolve + Composure + Supernatural Tolerance).
  40.  
  41. *Twilight Abduction: The entity can attempt to drag victims within one yard into an incorporeal state, allowing it to freely interact with the target. Spend three Essence points, and roll the entities’ (Power + Finesse) .The target resists with a roll of (Resolve + Composure + Supernatural Tolerance). If the entity wins, shadows drag the victim and his worn possessions through a sudden imploding tear in space. In an instant, the rift closes, and the victim enters Twilight for one hour per remaining success.
  42.  
  43. *Twilight Entity: The creature exists in a Twilight state, at least in part. It can interact freely with entities in both the physical world and the twilight. For most creatures this interaction goes both ways, making it possible for ephemeral beings to attack them from Twilight. An intelligent creature might gain some control over how when it interacts with each world; the creature may spend a single point of Willpower to shift between its physical and immaterial states.
  44.  
  45. *Vanish: The Horror with this Dread Power can disappear in a flash, a puff of smoke, or the blink of an eye. Once per scene, by spending 1 Willpower, the creature may instantly exit the scene. The Slender Man may also bring other people with him, but must first open all the Doors of the target. Those that Vanish with Slender Man cease to exist unless Slender Man brings them back.
  46.  
  47. *Weather Control: Typically possessed by entities of Rank 3+, this Numen allows the entity to summon a brief but powerful weather storm. The Numen costs 3 Essence to activate. If successful, the entity may impose an Environmental Tilt over an area with a radius of up to [Power x 100] yards until the end of the scene. This area is treated as an Intensity 2 Extreme Environment. An exceptional success creates an Intensity 3 Extreme Environment instead. The entity may use their Influence to further augment the weather storm’s size, duration and Intensity (where appropriate). This Numen only creates one type of Environmental Tilt, but may be purchased multiple times.
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