Sunday, January 2, 2011

Monster #2: Harpies

I’m going to stick with threats to low-level heroes for a bit. Here’s a creature that I think could play havoc with a low-level group of heroes quickly. If it happens to charm 2 or 3 members of the team, there’s going to be trouble!

Concept: Creatures with the head and torso of hideous women and the lower bodies of huge vultures, harpies dwell in fallen lands, seeking to lure mortals into their traps. Their beautiful song belies their malignant nature.

Harpy Deathsinger (22 CPs)
Charm +4; Fighting +3; Flight +2; Focus +2; Intuition +2; Might +2; Stamina +3
Harpies wield clubs +3, dealing +5 damage with these weapons.

Charm allows you to take control of the minds of other living creatures that you can communicate with, within rating range. Targets roll focus to resist your charm. Targets built on more CPs than you are have automatic immunity to your charms, although you may use a resolve point to allow you to attempt to charm a target built on more CPs than you are; however, a target built on more than twice your CP total is always immune; if you are built on 30 CPs, you may attempt to charm a target built on up to 30 CPs at will; you may attempt to charm a target built on up to 60 CPs by spending a resolve point; you may not attempt to charm a target built on more than 60 CPs.
• As an ability, you may attempt to charm a number of times per scene equal to your charm rating, affecting targets up to your charm rating range. With charm +5, you could charm (and control) up to 5 different targets simultaneously.
• As an application, you may attempt to charm once per scene, using the linked ability rating up to the linked ability range. With lore +6 (charm), you may charm a living target up to 6 units away, rolling +6 vs. the target’s focus.