Hunter/Monsters

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The Hunter Guide to Maine Monstrosities and NPCs

Templates for NPCs and Monsters can be found below. Please fill one in if you create one of either that you think others would like to use and/or has a continuing presence in Fallcoast.

Please note that the information given is predominately OOC. Please do not use these templates to miraculously be equipped to deal with a monster when you first meet it. If a PC is considered to have used OOC knowledge to prepare for a creature/NPC then they will not receive any experience from the encounter.

Note that just because something is called a 'Monster' does not mean that only evil or expendable creatures can only be listed. If there are 'monsters' that are relatively benign or helpful then they should be listed too.

These templates are still in development so if you think anything is missing or too much is explained, please let staff know.

Staff are also happy to post the template if you supply the relevant information.

Compact/Conspiracy specific NPCs should be located/accessible via the appropriate wiki page. NPCs located here do not have allegience to any specific Hunter group.


[TEMPLATE: DO NOT EDIT; copy and fill in below.]

NPC Template

  • Name of NPC: <Link to NPC page if it exists>
  • Image/Description: <Image of NPC if available, Description otherwise. Not required if NPC has own wiki page>
  • Type of Assistance (if any): <Combat, Investigation, Equipment, Recovery, Cover-up etc. These terms are not exclusive and should list the types of assistance this NPC may be able to provide if called upon. This should also note what type of character the NPC is - e.g. Combat, Investigations etc. If the NPC is an antagonist for the sphere - or at least competition - then note that here. If the NPC is a plot generator rather than assistance, please note that here >
  • Availability: <Is this NPC permanently in the area? Are they able to be called by anyone in a Compact/Conspiracy or only those with a certain Status?>
  • A Brief History: <A history of the character as would be known IC>
  • Special Talents: <Any special powers or abilities or equipment this character may have that is known IC>
  • Logs: <Links to logs involving the NPC>
  • Current Status: <Alive and in area, Alive, Alive but unavailable, Missing, Deceased>
  • ST: <Person who created/runs the NPC. Other STs can run the character but should ensure the NPC acts as its creator intended>

Monster Template

  • Name of Monster :
  • Type of Monster: <Physical combat (includes hand to hand and firearms), Subterfuge, Magical, Spirit, Ghost, Psychic powers, Possession etc. These terms are not exclusive and should list all types this monster may be>
  • Description of Monster: <Images may be placed here, otherwise a description of the monster should be noted here. If the different levels (see below) look different then please note this here or in the levels category>
  • Levels of Monster: <If the monster has different levels of power - e.g. a grunt, a larger version, a still larger version, boss - then please list the number of levels and type here>
  • Powers of Monster: <Any special powers the monster may have. If an ST wishes to keep accurate descriptions secret then list what is commonly known IC. i.e. Hunters may report that it can breath fire but are unaware it can also control flames around it>
  • Location: <The types of areas this monster will be found - Urban, Underground, Shadow world, Forests etc>
  • A Brief History: <A history of the monster as would commonly be known IC>
  • Logs: <Links to logs involving the monsters>
  • ST: <Person who created/runs the monster. Other STs can run the monsters but should ensure it acts as its creator intended. This person will be able to supply exact stats for the monster.>

NPCs

Universal (also check for NPCs linked to individual Hunter Compact/Conspiracy wiki pages)

  • Name of NPC: Maurice Collingswood
  • Image/Description: MCollin.jpg
  • Type of Assistance: Antagonist
  • Availability: You don't want to meet him
  • A Brief History: Maurice Collingswood is a Lucifuge who turned to the evil in his blood. He is a member of L'Enfant Diaboliques who is currently protecting the Antichrist.
  • Special Talents: Unknown IC
  • Logs: The Child
  • Current Status: Alive and in area
  • ST: Darwin


  • Name of NPC: Amelia Cossington-Smith
  • Image/Description: AmeliaCS.jpg
  • Type of Assistance: Recovery, Plot generator
  • Availability: Amelia is currently in the Aleswich area and often calls upon the TFV (she knows their boss) or the Union (they're discrete, if common) for assistance with her 'private museum'.
  • A Brief History: Amelia Cossington-Smith, 90+, has a private collection of oddities and monstrosities. Sometimes they escape and need recapturing. Sometimes they cause havoc if taken from their protective cases. Sometimes they need to be delivered to her house. Amelie uses her decades of acquiring contacts to know who to trust with such activities.
  • Special Talents: Unknown IC
  • Logs: The Unexpected Delivery, The Missing Corpse, Bedknobs and Boomsticks, The Mortal Marionette pt. 1
  • Current Status: Alive and in area
  • ST: Darwin


  • Name of NPC: The Disco Exorcist
  • Image/Description: DiscoEx01.jpg
  • Type of Assistance: Plot generator
  • Availability: The Disco Exorcist is currently shooting the 6th season of his show in the Fallcoast area.
  • A Brief History: From the mean streets of Harlem comes Bobby 'The Booty' Brillington. A pimp until he saw the light in disco music and now he exorcises the innocent via his Church of the Funk.
  • Special Talents: Unknown IC
  • Logs: Girls Night Out, TWTWTW Episode 2, Master Bake Pilot
  • Current Status: Alive and in area
  • ST: Darwin


Monsters

The Antichrist

  • Type of Monster: Subterfuge
  • Description of Monster: TheChild.png
  • Levels of Monster: Only one known
  • Powers of Monster: Though the antichrist's powers are unknown, he is protected by members of the L'Enfant Diaboliques
  • Location: Twin Towns
  • A Brief History:
  • Logs: The Child
  • ST: Darwin


Black-Eyed Children

  • Type of Monster: Magic
  • Description of Monster: BEK.jpg
  • Levels of Monster: Only one type known
  • Powers of Monster: Unknown though they seem to be 'friendly'. They have been encountered sealing rifts to Hell before they open.
  • Location: Everywhere
  • A Brief History:
  • Logs: The Black Eyed Children
  • ST: Darwin


Blue Goo

  • Type of Monster: Physical Combat, Subterfuge, Possession
  • Description of Monster: BlueGoo.jpg
  • Levels of Monster: Only one type known
  • Powers of Monster: The blue goo is able to control creatures and objects that it infiltrates. It has reanimated the dead to use as tools as well as take over an APD weapons system. It also genetically mutates living hosts, incorporating other creature DNA to improve the creature.
  • Location: Everywhere
  • A Brief History:
  • Logs: Keep Watching the Skies
  • ST: Darwin


Boiler Babies

  • Type of Monster: Physical Combat, Subterfuge
  • Description of Monster: Whisperwall.jpg
  • Levels of Monster: Only one type known
  • Powers of Monster: Unknown
  • Location: Ashton House
  • A Brief History:
  • Logs: Whispers in the Wall
  • ST: Darwin


The Canaanites

  • Type of Monster: Extremist Hunter group
  • Description of Monster: Canaan01.jpg

Humans - the males will have beards. All will be dressed in old-fashioned, conservative clothing.

  • Levels of Monster: Unknown though they are led By Brother Jacob
  • Powers of Monster: Human
  • Location: Canaanite Compound
  • A Brief History:
  • Logs:
  • ST: Darwin


Chapman House

  • Type of Monster: Magi, Possession, Alternate Realities
  • Description of Monster:
  • Levels of Monster:
  • Powers of Monster:
  • Location: A building in Fallcoast
  • A Brief History:
  • Logs: Chapman House
  • ST: Darwin


(C)HUD

  • Type of Monster: Physical Combat
  • Description of Monster: CHUD.jpg
  • Levels of Monster:

1 - Grunt: The standard (C)HUD. Usually dressed in tattered clothing, it could be said to be remotely human.

2 - Barger: These versions are usually at least eight feet tall and tough to take down, shrugging off large amounts of damage. Thankfully they have been rare so far but perhaps indicate further mutation is possible.

  • Powers of Monster: (C)HUDs usually attack with claws and teeth. The Grunts are like strong humans. The Bargers are like strong elephants and have been known to grapple and attempt to crush their enemies. They do not seem to communicate but have been known to coordinate attacks.
  • Location: Underground, Sewers
  • A Brief History: First accounts of (C)HUDs coincided with reports of missing homeless people and mysterious white vans cruising the streets at night.
  • Logs: Plot:(C)HUD
  • ST: Darwin


Crawfords

  • Type of Monster: Combat, Subterfuge
  • Description of Monster: Crawford.jpg
  • Levels of Monster: Only one version encountered so far
  • Powers of Monster: Supposedly only human, they have shown an incredible ability to conceal themselves in the woods of Crawford Ridge. They are also able to dig underground to emerge from tunnels under their victims.
  • Location: Crawford Ridge (near Hanging Heights)
  • A Brief History: Crawford Ridge was named after Albert Crawford, a settler in the early 19th Century who dragged his family up there to start a new life. He was never seen again. Some years later, natives found the cabin...and the remains of half-eaten white folk. Crawford himself was never found. Though surely that's only a legend.
  • Logs: The Hills Are Alive - Day 1, The Hills Are Alive - Day 2
  • ST: Darwin


Deadites

  • Type of Monster: Magical, Subterfuge
  • Description of Monster: Deadite.jpg
  • Levels of Monster: Demons with one form
  • Powers of Monster: Demonic
  • Location: Various. Concord Management was their base.
  • A Brief History: The Deadites arrived to kill every Hunter in Fallcoast but were eventually defeated and their base destroyed by an interdimensional vortex. Concord Management has now reopened.
  • Logs: Deadites
  • ST: Darwin


The Edwardian

  • Type of Monster: Individual, Magical, Subterfuge
  • Description of Monster: Victorian01.jpg
  • Levels of Monster: Only one individual
  • Powers of Monster: Ringmaster of the 'Circus of Sighs'
  • Location: Various
  • A Brief History:
  • Logs: The Circus of Sighs - Arrival
  • ST: Darwin


Goatman

  • Type of Monster: Magical, Physical Combat
  • Description of Monster: Goatman.jpg
  • Levels of Monster: Only one type encountered so far
  • Powers of Monster: Unknown - but one did get up after being run over.
  • Location: Various
  • A Brief History:
  • Logs: A Knight's Tale, The Croker Mace, Hunting for Parts
  • ST: Darwin


Hearthstone Clinic

  • Type of Monster: Combat
  • Description of Monster: Hearth01.jpg
  • Levels of Monster: Only one version encountered so far.
  • Powers of Monster: The creatures that inhabited the Insantorium are able to shoot barbs from their flesh. There has been no hand-to-hand experience yet. They are also adept at traveling within the walls of any old building and suddenly spring forth through the plaster to attack.
  • Location: Hearthstone Insanitorium (the ruined section)
  • A Brief History: Hearthstone Insanitorium was established in 1896 by Doctor Everett Kilkane, a proponent of the Intrusive Care method which involves physical manipulation to cure psychological conditions. The house itself was built in the 1860s and one wing, now collapsed, was for violent patients while the other wing was for the more tranquil. Everything seemed to be going along swimmingly until patients started turning up dead around 1912. The Great War distracted investigation but around 1920 police raided the place to discover a charnel house of horrors. Most of the patients and staff dead of an unknown, but violent, cause. Those who survived were babbling incoherents complaining about the 'people from the walls'. It was re-established in 1936 but only lasted a few years before it was closed down by the Health Department for 'Morally Dubious Treatments'. Some people have tried to move in and fix it up but they don't last long. Others have died on the grounds or investigating the ruins.

In 2005 it was finally converted into a functioning Mental Health Clinic that is still open today. The new business does not use the entire structure of the old and sections are fenced off pending Historical Status.


Leechers

  • Type of Monster: Combat, Subterfuge
  • Description of Monster: LeechersLogo.jpg

Leechers looks like pale humans for the most part save for stretch marks around their mouths - which are easily covered by make-up. The reason for the marks is that their mouths can open to the size of their faces. They contain rows of needle like teeth and a thick barbed tongue like organ that can drain the blood from those it latches onto.

  • Levels of Monster: Only one version encountered so far
  • Powers of Monster: They can resemble humans very well until they attack. They talk and can even hold a pleasant conversation until they strike. Still, there is something /odd/ about them and people have complained about feeling uneasy before they revealed themselves. Leechers are strong and have claws and needle teeth that are both considered 1L weapons.

If their tongue succeeds in a grapple attack then they will start drawing blood at 1L per round until the connection is broken - it breaks as per grapple.

  • Location: Everywhere though they may nest in the resevoir
  • A Brief History: It is only conjecture but Leechers seem to be a mutated branck of vampire, though the Kindred are not claiming them for their own.
  • Logs: Leecher Home Page
  • ST: Darwin


Merfolk

  • Type of Monster: Combat, Subterfuge
  • Description of Monster: Varies as they inhabit/control bodies they find in the ocean - as well as mutate them to their needs. This includes rows of needle like teeth, gills and claws. Their natural form may be of a black liquid though they have also been seen inhabiting scaly, grey-green humanoid bodies that are obviously not human.
  • Levels of Monster: Only one version encountered so far
  • Powers of Monster: The Merfolk can inhabit the bodies of those who have drowned. They also have rows of needle teeth and claws. Both are considered 1L weapons.
  • Location: Sea, coast
  • A Brief History: The Merfolk have long been one of the legends of the Fallcoast area. Half-drunk sailors have been swearing to have seen them for centuries.
  • Logs:
  • ST: Darwin


Mesmer's Dolls

  • Type of Monster: Magic, Physical, Spirit
  • Description of Monster: MesmerDolls.jpg

Two feet tall dolls with nasty teeth and a desire to eat victims. They come in all races, sexes and clothing.

  • Levels of Monster: Only one version encountered so far
  • Powers of Monster: Research suggest that they contain a spirit of an individual though how it got there is unclear.
  • Location: Fallcoast - the House of Doctor Mesmer
  • A Brief History:
  • Logs: The Mesmer's Dolls
  • ST: Darwin


Moss Monster

  • Type of Monster: Physical
  • Description of Monster: MossMon.jpg

Moss that controls what it is in touch with - this includes raising the dead.

  • Levels of Monster: Only one version encountered so far
  • Powers of Monster: Superstrength and resilience
  • Location: In the forest near the reservoir
  • A Brief History:
  • Logs: Night of the Living Moss
  • ST: Darwin


Pha Q'Poran (and worshippers)

  • Type of Monster: Magic, Physical, Spirit
  • Description of Monster: PhaQs.jpg

An ancient God and its human devotees.

  • Levels of Monster: Humans for the most part though fearless and devoted to their task.
  • Powers of Monster: Human powers. Pha Q'Poran itself is a deity with magical powers.
  • Location: Fallcoast
  • A Brief History: Pha Q'Poran's manifestation was defeated and many of his followers eliminated though some may still exist.
  • Logs: Phaa Q'Poran
  • ST: Darwin


Plumed Serpent

  • Type of Monster: Physical
  • Description of Monster: x100px

A flying reptile that grows up to twenty feet long.

  • Levels of Monster: Two - Adult and Child
  • Powers of Monster: Research suggests that it has no powers other than being a large, bullet-resistant dragon like creature.
  • Location: Central America. Under St. John's University
  • A Brief History: The creature was first encountered guarding its nest in an abandoned building at the university. From that nest it would swoop down to abduct students for feeding. After its egg hatched, the creature and its newborn were taken to a place underneath the university library. A cult of worshippers now help to protect it and Hunters from Central America have also arrived to help out.
  • Logs: The Nest
  • ST: Darwin


Scorpodile

  • Type of Monster: Physical combat
  • Description of Monster: Scorpodile.png
  • Levels of Monster: Only one version encountered so far
  • Powers of Monster: Almost impenetrable armor plates though underside is easier to penetrate.
  • Location: Swamps, rivers
  • A Brief History: The Scorpodile seems to be a mutated crocodile with the addition of a spiked tail.
  • Logs:
  • ST: User:Darwin


Siliths

  • Type of Monster: Subterfuge, Physical Combat, Magical, Interdimensional
  • Description of Monster: Siliths vary in their appearance. Most times they infiltrate as human beings but other times they will look like shadows of humans - another term for them is 'Echoes'. Sometimes they will reveal what most consider their true selves; hideous monsters with a desire for human souls. Others consider these monstrous forms as just another disguise and we may never know what a true Silith looks like.
  • Levels of Monster: They have not been encountered for centuries...or have they?
  • Powers of Monster: They are an intelligent and organised foe. They plot and plan with great patience and strike quickly when it is time. They are able to infiltrate deep into the community before people are even aware of their presence. Many a small town has been lost to these creatures.
  • Location: Everywhere
  • A Brief History:
  • Logs:
  • ST: User:Darwin


Sint

  • Type of Monster: Subterfuge, Physical Combat, Magical, Interdimensional
  • Description of Monster: Santa Claus is coming to town.
  • Levels of Monster: Sint's powers are unknown though he is rather hardy and rides an undead horse. He also travels with an army of Black Petes - burned, undead medieval soldiers
  • Powers of Monster: Unknown.
  • Location: Fallcoast - around December 5
  • A Brief History:
  • Logs: Sint Rides Again, Sint Strikes Back
  • ST: User:Darwin


The Siren Blob

  • Type of Monster: Subterfuge, Physical Combat
  • Description of Monster: <Images may be placed here, otherwise a description of the monster should be noted here. If the different levels (see below) look different then please note this here or in the levels category>
  • Levels of Monster: Only one type encountered
  • Powers of Monster: The creature uses the faces of previous victims, peeled off and attached to tentacles, as lures to draw in others. It is also able to emulate human voices and pleads for help to further entice prey.
  • Location: Sewers, Alleyways
  • A Brief History:
  • Logs:
  • ST: User:Darwin


Skalda

  • Type of Monster: Individual, Magic
  • Description of Monster: A witch, imprisoned by Vikings and released by accicent.
  • Levels of Monster: Not encountered in person but also controls various monsters - giant worms, goblins, forest spirits etc
  • Powers of Monster: Unknown
  • Location: Various
  • A Brief History:
  • Logs: Skalda
  • ST: User:Darwin


Skitters

  • Type of Monster:
  • Description of Monster: <Images may be placed here, otherwise a description of the monster should be noted here. If the different levels (see below) look different then please note this here or in the levels category>
  • Levels of Monster:
  • Powers of Monster:
  • Location: Dark areas
  • A Brief History:
  • Logs: Things in the Dark, Things in the Dark 2
  • ST:


Strippers

  • Type of Monster: Physical, Group
  • Description of Monster: StripperMonster.jpg

A multi-limbed moth like creature (six feet tall, ten feet wingspan) that tries to ensnare their prey and then devour them with a torso length vertical toothy maw. Likes to peel its victim's skin off.


The Tall Men (and Minions)

  • Type of Monster: Physical, Group
  • Description of Monster:

1 - Tall men who seem interested in robbing graves and turning victims into small minions that kill.

2 - Minion

  • Levels of Monster:

1 - Tall Man

2 - Minion

CemMan.jpg

  • Powers of Monster:

1 -

2 - Claws.


Weed Monsters

  • Type of Monster: Physical combat
  • Description of Monster: Humans turned into plant creatures by tainted marijuana.
  • Levels of Monster: Human but with extra strength and toughness
  • Powers of Monster: Super strong. Bullet resistant.
  • Location: St. John's University
  • A Brief History:
  • Logs: High School
  • ST: Darwin


Witches of Fallcoast

  • Type of Monster: Magical
  • Description of Monster: WitchesofFallcoast.jpg
  • Levels of Monster: Trio of Witches (assumed sisters)
  • Powers of Monster: Powerful witches
  • Location: Various
  • A Brief History: The three witches have a desire to control or eradicate all the thaumaturges in Fallcoast.
  • Logs: The Witches of Fallcoast
  • ST: Darwin


Zombikers

  • Type of Monster: Physical
  • Description of Monster: ZombieBiker.jpg

Undead, but talkative and organized, bikers.


Zombot

  • Type of Monster: Physical combat (possible magic involved)
  • Description of Monster: x100px

None of these creatures look 'pretty'. The merging of weapon, armor and flesh is haphazard even with the use of conveyor belt style conversion facilities.

  • Levels of Monster:

1 - Hand to Hand Grunt: A zombie that has been armor plated and merged with hand to hand weapons. These can range from simple machetes to power drills and chainsaws.

2 - Firearm Grunt: A zombie that has been armor plated and merged with a firearm. These are usually assault rifles adapted to use an ammo belt that is stored inside the zombot.

3 - Sniper: A zombie that has been merged with bulletproof material and armed with a sniper rifle and sword. Snipers usually conceal themselves in positions that overlook the battlefield and are often on guard duty. This would suggest that they are not mindless drones like the Grunts.

4 - Tank: A zombie that has been fully encased in armor to the extent that it resembles more of a water tank than a human figure. They are usually armed with heavy weapons such as M60 machine guns, rocket launchers or flamethrowers. Some continue to walk while others have been merged with tracks for mobility.

  • Powers of Monster:

The Grunts, like most zombies, are slow but unwavering. They must be able to take orders of some kind as they have been seen attacking with military style tactics.

Snipers are independent 'thinkers' and are able to ambush and snipe without warning.

The armor plating that has been welded onto the flesh and bones of all zombots is thick enough to be resistant to bullets. Those on the 'Tank' are especially thick.

  • Location: North of Fallcoast.
  • A Brief History: Zombots have been created by person or persons unknown in the employ of self-styled 'General' Flanagan. What started as a patriot militia is becoming a small private army complete with riverine ironclads and mobile zombot creation facilities in the backs of semi-trailers.
  • Logs: Plot:Zombots!
  • ST: Darwin


Zoombies

  • Type of Monster: Physical
  • Description of Monster: Undead animals of various types.
  • Levels of Monster: Various
  • Powers of Monster: Various
  • Location: Expanding from an abandoned animal park
  • A Brief History:
  • Logs: Zoombies
  • ST: Darwin