Teihiihan: The Little Cannibals

Teihiihan: The Little Cannibals

Teihiihan: The Little Cannibals

The Cannibal Dwarves are found in the myths of a number of northern Plains Tribes, such as the Cheyenne, the Soiux and the Arapaho.  While there are several ways the Teihiihan can come into existence, the most common source of these creatures are the spirits of  warriors resurrected and returned to the mortal world after dying in battle.  The Teihiihan often appear as dwarves or children, armed with stone weapons and bows.  Hunters have reported they using modern melee weapons if available but they do not seem to use fire-arms (either by choice or a lack of knowledge).  The Teihiihan are know for their superhuman strength and speed (although in some traditions powerful camouflage abilities are attributed instead of speed).  They hunt man and devour his flesh raw but they especially prize the flesh of children.  

Tags:  Devourer

1 Armor:  They are all skilled warriors and are tough and battled hardened.

8 HP: 

Powers:

Superhuman strength:  +1 harm, penalty to feats of strength against them

Inhuman Speed (optional)

Camouflage capabilities:  Either through magic or cleverness.  Penalties to trying to ambush, stalk, pursue them or foil an ambush set by them (optional)

Pack Tactics:  They never act along favoring to attack in numbers.  Fighting them alone incurs penalties.

Heartless: The Teihiihan do not keep their hearts in their chests but rather in their cave lairs.  If a Teihiihan is slain but their heart is not destroyed, the next night the Teihiihan will re-manifest in a new body.  

Weaknesses:

Chanunpa sacred pipe:  A traditional Soiux musical instrument integral to many of their rituals and dances, a traditional song played on it will send the Teihiihan fleeing (like the Divine’s Banish).  Singing the song in it’s native tongue can provide a 7-9 Banish effect out of the Divine on the creatures.

Sacred Beaded Tobacco Bag:  Often a symbol of spiritual and physical transformation.  Bags with a caterpillar and moth/butterfuly motif can be used to summon whirlwind bugs to create whirlwinds to temporarily bind Teihiihan to locations.  

Medicine Wheel:  The medicine wheel is a powerful symbol among the Plains Indians.  Those who practice one of the Plains’ faiths cannot be touched by the Teihiihan if they are wearing it.  Non-believes who wear it can gain a moment’s time to attempt to escape but suffer no long term benefits as they have no faith to bolster it’s power.

Destroy the Heart:  Teihiihan do not keep their hearts in their chests but in their lairs as a means to cheat Death.  If one can gain access to their lair, one can destroy the hearts and bring final death to the creatures.

Gentleman and scholar Eric Lochstampfor noted this Lovecraftian gem over at the wonderful Dungeon World Tavern; but…

Gentleman and scholar Eric Lochstampfor noted this Lovecraftian gem over at the wonderful Dungeon World Tavern; but…

Gentleman and scholar Eric Lochstampfor noted this Lovecraftian gem over at the wonderful Dungeon World Tavern; but I think it might actually work better as something for Mythos experts of the Monster-of -the-Week variety to stumble across.

https://www.artstation.com/artwork/9Bxoy

So this is a vague concept right now. Something that I thought of a couple decades ago now:

So this is a vague concept right now. Something that I thought of a couple decades ago now:

So this is a vague concept right now. Something that I thought of a couple decades ago now:

To all appearances, a group of amateur demonologists/cultists have managed to some a demon. The demon is mostly humanoid with the stereotypical red-skin, horns and such but not really very grotesque or inhuman. Probably has the sexy-demon thing going on.

It seems this demon has taken over and is leading the cult into further evil.

In reality, however, instead of reaching into Hell or a similar supernatural realm, they’ve snatched a mortal from a timeline where sentients evolved slightly differently. Their summoning spell is imposing on the summoned individual the subconscious expectations they have of a demon while the victim is a passenger in their own body and a helpless observer as their body speaks alien words and does things that they thought physically impossible. For further matter they haven’t eaten, drunk or taken care of other necessities because the summonses don’t think demons need to eat, drink, sleep or answer nature.

If the summoner is defeated the “demon” would likely collapse into pained, sobbing lump in the ground in dire need of medical attention. This is especially true if the players have injured them.

So I’m looking to create a monster that feeds off emotions, but not lust (Incubus/Sucubus).

So I’m looking to create a monster that feeds off emotions, but not lust (Incubus/Sucubus).

So I’m looking to create a monster that feeds off emotions, but not lust (Incubus/Sucubus). Is there a creature in folklore that’s a psychic vampire but I don’t have to call a Psychic Vampire? What’s the Xerox brand of joy-devourers?

Star Wars Rathtar

Star Wars Rathtar

Star Wars Rathtar

Description: A terrifying alien predator

Type: Beast 

Power: Tentacles, teeth, relentless and ravenous

Weakness: Sunlight, Chocolate is Highly Toxic

Attack: Grapple and Bite (See Custom Rules)    

Harm Capacity: 10, 2 Armor

Finn:”You’re not hauling rathtars?” 

Han Solo:”I’m hauling rathtars.” 

These alien predators originated long ago in a galaxy far, far away.

Rathtars were large, octopus-like creatures that slither on land. They are very dangerous creatures known for hunting in packs on their home world. On Earth they find our sunlight damaging and will also expire suddenly if fed even relatively small amounts of chocolate. Otherwise they are relentless, ravenous and often unstoppable.

If you are grappled by a ravenous rathtar; roll +Tough.

•On a 10+ you break free and avoid damage

•On a 7-9 you break free and suffer 1 Harm

•On 6 or less it grapples and bites you for 4 Harm

Star Trek Salt Vampire

Star Trek Salt Vampire

Star Trek Salt Vampire

Description: A terrible shape shifting alien vampire

Type: Devourer

Power: Shape shifting and salt draining grip

Weakness: Attacker must roll versus illusions to harm

Attack: 1 Harm Strike with Fists/Bite or Salt Draining Grip     

Harm Capacity: 7

Armor: 1

The Salt Vampire, or M-113 creature, is the unofficial nickname given to a sapient species which once inhabited planet M-113. This creature is notable for requiring extremely large quantities of salt, specifically sodium chloride, to live. It can remove salt directly through the skin of other beings using the sucker-like structures on its fingers, a process which usually results in the death of the victim. Also noteworthy are the creature’s illusory shape shifting abilities. Although it cannot physically change its appearance, it can use telepathy to project an illusion into the minds of those around it, making it appear like any person it wants.

The Salt Vampire is a humanoid being about 1.5 meters tall. It has brownish skin and long white and purple fur covering its whole body, except for its face and hands. Its yellowed eyes and the deep folds on its face give it a distinctly sad appearance. It also has a tubular mouth equipped with sharp, needle-like teeth. The creature uses this mouth for consuming salt and probably other food sources as well. However, it also has three long fingers on each hand, each finger sporting three suckers similar to those found on the tentacles of Earth’s cephalopods. These suckers are used by the creature to extract salt directly through the skin of a living victim, which is usually killed in the process.

In spite of its beast-like appearance and behavior, the Salt Vampire is actually a sapient and highly intelligent being. Its home planet, M-113, is currently a desolate desert world filled with ruins of an ancient civilization.

When you attack a Salt Vampire; roll +Weird

                                                 

• On a 10+, you resist the Salt Vampire’s illusions. You may attack as normal.    

  

• On a 7-9, you resist the Salt Vampire’s illusions but are confused  and must take a -1 on all moves directed against the Salt Vampire.  

• On a miss, you are confused by the Salt Vampire’s illusions and may not make any hostile move toward it.

When a character is being drained by a Salt Vampire; roll +Tough.

• On a 10+, you resist the Salt Vampire’s grip. No further rolls are necessary. You are free!

• On a 7-9, you continue to resist but remain in the vampire’s grip and you move one level down the Salt Drain Countdown.

• On a miss, you move two levels down the Countdown.

Salt Drain Grip Countdown:

Day: The Salt Vampire takes hold of the hunter and the he or she is immobilized by pain

Shadows: The player screams horribly.

Dusk: The hunter receives 1 Harm.The player screams horribly.

Sunset: The hunter receives 3 Harm.The player screams horribly.

Nightfall: The hunter can no longer scream and is unconscious.

Midnight: The character is killed and drained of all salt by the Salt Vampire.

X Files Fluke-man (For Chris “HyveMynd” Stone-Bush)

X Files Fluke-man (For Chris “HyveMynd” Stone-Bush)

X Files Fluke-man (For Chris “HyveMynd” Stone-Bush)

Description: A terrible sewer mutant

Type: Parasite 

Power: Infecting Bite, Regeneration, and Aquatic

Weakness: Monster will regenerate slowly unless killed by fire, magic or acid

Attack: Infecting Bite (1-harm, Intimate, Ignore Armor) Harm Capacity: 7

The Fluke-man – a form of quasi-vertebrate human – was an example of reproductive and physiological cross-traiting due to radiation, abnormal cell fusion and/or the suppression of natural genetic processes; essentially, the creature was a result of human science rather than nature. Its vestigial features seemed parasitic but it also had primate physiology.

The Fluke-man transmitted its larvae, a form of flatworm, through its bite. The being searched for hosts, in order to multiply and also sometimes attacked because its victims’ bodies provided generative nourishment.

Typically, a survivor of a bite by the Fluke-man would be infected with a flatworm which the victim would fatally cough up, at a later point. The wound pattern from the Fluke-man’s bite looks similar to scolex attachment but is much larger.

There is evidence to suggest a bite by the Fluke-man might result in a survivor subsequently experiencing a peculiar, unfavorable taste in their mouth that would be difficult to remove, although not be accompanied by a difficulty with swallowing.

Like other fluke or flatworms, the Fluke-man had no sex organs and was genderless but was, even though technically human, capable of spontaneous regeneration.

Fun Fact: Scully once told Mulder that, except for the Fluke-man case, she wouldn’t change a day of the past four years in which they had been working together.

When a character who has been bitten at the start of each scene, roll +Tough.

• On a 10+, you resist the infestation. No further rolls are necessary.

You are cured!

• On a 7-9, you continue to resist but remain infected and you move one level down the Infestation Countdown.

• On a miss, you move two levels down the Infestation Countdown.

Infestation Countdown:

Day:     The hunter is infected.

Shadows:   The hunter develops a foul taste in his or her mouth.

Dusk:      The Keeper gets to suggest a soft move. If the hunter takes it they can mark an experience.

Sunset :    The Keeper gets to suggest a hard move. If the hunter takes it they can mark an experience.

Nightfall:     The hunter is immobilized by pain.

Midnight:    The character is killed by coughing up a Fluke-man flatworm larva. 

Keeper Notes: The best method to save the character is to cure by any magical means, which will kill the infestation.     

The 1000 Fold Path

The 1000 Fold Path

The 1000 Fold Path

A school of sorcery based on origami.   Practitioners are often refereed to as ‘Cranes’.   While most laugh at though of someone folding paper as being any sort of threat, that laughter quickly falls silent when they see a Crane in action.  Firstly, the Crane is able to animate and control any origami in proximity to them, so it is not uncommon for a Crane to keep a dozen or two paper cranes up specially tailored sleeves that can be deployed and sent flying through the air to stab the eyes of enemies.

If a Crane stands in proximity something that can be bend or folded they can fold a ritually prepared paper and fold an object through sympathetic magic.  Case and point, folding ritual paper near a stop sign allows the Crane to turn the metal since into a metal origami cat and animate it to attack an enemy.

In melee Cranes can be quite deadly.  They typically can be seen with metal canes or walking sticks.  These sticks are made of folded steel, much like the more famous katana.  Attuned to the Crane, they can command the cane/stick to refold into different melee weapons, consequently Cranes are typically masters of multiple melee styles to maximize their advantage.

Advantages:

-Manipulate anything that can be bent or folded without special paper

-enchanted cane that can take on any melee weapon tag at will

-Can animiate origami creations and command them

Weakness:

Beyond their magic, they are normal humans.  However as some of tradition’s practices draw upon Buddhism and Shinto. they are subject to it as well to some degree.

-If one has a piece of paper with the kanji characters of 4 and 9 (which are considered unlucky as they look very similar to Death and Suffering) one gains protection against the Cranes’ animating power.

-If one captures the tolling of 108 bells and release them at once, the Crane’s magic will shatter and all their constructs and their cane will unfold be magically inert.    

Katakirauwa

Katakirauwa

Katakirauwa

The elusive Japanese pig oni is a creature hunters seldom face.   It typically appears in the form a pig, either as an adult or piglet with a missing ear and casts no shadow.  Its mean of attack is to run between the legs of its victim (or in some legends brush the leg) and instantly tear out the soul, causing instant death.    As the katakirauwa leaves no physical signs of violence, the cause of death is typically attributed to heart attack other mundane cause.  It is only under occult inquirer that true cause of death be revealed.

Weaknesses:

The primary weakness of katakirauwa is geography.   Like much the oni pantheon, geographic and symbolic boundaries matter.  Oni often lurk near rivers, beaches, great edifices and archways.  These are sympathetic representations of the divide between the mortal world and the spirit world.  If one slays an oni’s mortal form near such boundaries, it’s spiritual essence will escape across to the spiritual live and return to trouble Man another day.  If however it’s mortal form is slain away from boundaries, its spiritual essence will be confused and disoriented, giving the hunter time to bind it to an object and decide what to do with the creature at their leisure. 

Cross the Sanguine Majesty

Cross the Sanguine Majesty

Cross the Sanguine Majesty

Monsters hunters always seem to have artifacts and trinkets that are perfect for warding off monsters, long enough to slay them or to flee.  However sometimes monsters have trinkets of their own.  One such item is the much reviled Cross of the Sanguine Majesty.  There are several of these crosses floating about the underbelly of the supernatural world today. 

They are red gold crosses, sometimes with rubies, in the fashion of the crosses carried by the Spanish Conquistadors.  They are blessed in bowls of virgins blood by devotes of the faded but not gone Aztec gods.  They have a unique ability.  They repel monster hunters of clean spirit as the Cross repels the vampire.  Many a hunter has had an ambush turn horribly wrong when their preys pulls out one of these crosses.

Mechanically this crosses forces any hunter/pc that would be considered a ‘good person’ to role Act Under Pressure to remain it’s presence.  Hunters who use magic or weird for KSA rolls must roll Cool instead.