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Author Topic: New Hemalurgic Creations  (Read 566 times)
Lazarus
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« on: April 16, 2012, 08:17:19 PM »

Has anyone worked out any new ideas for monsters not spoken of among the normal residents of Scadrial?

This is the one I used in my game so far:
(BTW, when I use a hemalurgist, do I assess thread based on pre-penalty stats?  This guy must've originally had a Charm and Spirit of 6 before he got spikes.  It makes you wonder if all the koloss listed were social geniuses to have retained a positive rating in Charm and Spirit.)

Kanis (Average Threat?)
Attributes: Physique 3, Charm 2, Wits 3 (5)
Standings: Resources 2, Influence 2, Spirit 2
Resiliences: Health 5, Reputation 4, Willpower 5 (7)

Traits: Blood frenzy, Feral Hunter, In Agony

POWERS:
HEMALURGY
2 Iron spikes (add 3 dice with rolls involving physical strength)
2 Copper spikes (adds 2 to wits, included in stats above in ()s.)

EQUIPMENT
Claws and Teeth (+1 damage, Touch / Striking Distance)

Kanis were born of an interesting idea.  Could Koloss be created more efficiently?  After all, if you had 20 prisoners, you'd only get 5 Koloss out of the deal.  So, the creator of the Kanis attempted to create spikes with wolfhounds.  2 Iron spikes and 2 copper spikes were driven through 2 wolfhound hearts each and placed in the victim as if to make a Koloss.

The physical transformation was clearly tainted by the animal essence in the spikes.  The average Kanis is a si foot tall wolf-man with steel-gray fur.  The several hour transformation drives the unfortunately victim into a perpetual state of terror and pain.  In addition, the mixing of wolfhound memories through the copper spikes drives most human responses and thoughts away.

Kanis were a failure in many respects.  Unlike Koloss, they have no passive state.  When left to their own devices, they continuously hunt and feed.  The feral memories consume their thoughts, making them unable to process human speech and unable to communicate except as an animal might.  Thus they need to be constantly controlled or restrained in order to avoid needless bloodshed.

Yet, there were some good aspects.  Control of a Kanis is easier than that of a Koloss, it requires only a Brass rating of 7 and lasts for an hour by default.  Plus, when under the control of a soother, the feral mind is suppressed allowing the Kanis to perform almost human tasks when ordered.  In addition, the heightened senses of their animal transformation and awareness makes them strong hunter - trackers.

It is not known if Kanis will continue to grow as Koloss do, or if they will simply become more animalistic as they age as none have survived for more than a few months.

These creatures were used as flunkies for a soother in my game.  I also found it interesting that the PCs got involved just by hearing rumors that a plantation had ordered "a second shipment of 100 wolfhounds".  The Kandra in the group called the spikes "feral blessings" which kind of stuck in my head.  In addition, I plan to use blessings created from animals as a way to create the Monster Wraiths listed in the book.
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ReaderAt2046
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« Reply #1 on: April 18, 2012, 07:54:32 PM »


First, on the issue of ratings, I've just assumed that Hemalurgic species are sort of "reset" and so don't take penalties from their spikes.

Second, congrats on original thinking! These Kanis are a very clever idea. Mind if I "borrow" them?

Third, I've invented a race called the Shuhr.

Shuhr (Deadly Threat)
Attributes: Physique 8, Charm 3, Wits 8
Standings: Resource 2, Influence 2, Spirit 4
Resiliences: Health 10, Reputation 5, Willpower 12

Traits: Vicious Fighter, Body Specialist, Shock Tactics.

Powers:
Mimicry 4. Stunts: Durable Form 2, Chimera 3, Regenerate, Body Pocket, Partial Transformation.
Hemalurgy: Potency, Presence, Awareness

Equipment: Bones, 2 Glass Daggers (+2 Damage, touch/striking), Clothes, Animal Claws and Teeth (+1 Damage, touch/striking)

Jarvek, second-in-command of the Canton of Inquisition, has long dreamed of creating a new race. The Shuhr were his first success. Created, like kandra, from mistwraiths, Shuhr are some of the deadliest assassins in the world. Equipped with not one but three blessings, trained and pushed to the peak of their physical and mental capacity, and lacking a kandra's prohibition on killing, a Shuhr can easily cut down a dozen ordinary soldiers.

Luckily, less than a dozen of these weapons have been created, and Jarvek keeps them on a close leash.
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Lazarus
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« Reply #2 on: April 19, 2012, 01:34:28 PM »

Thanks.  Feel free to use them.

One thing I focussed on with the Kanis was why they were not in use.  Sazed mentioned the Lord Ruler only made 3 creations.  So, I wanted something that was more of a failed experiment that had some merit.  They take less human life to make (so Ruin doesn't like them) and they're less predictable than Koloss (so the Steel Ministry wouldn't use them).

I also wanted to do a little with animal hemalurgy, which ended up being weaker (hence needing to kill 2 wolfhounds with each spike to activate it) and have more side effects.  For example: The animal memories from the wolfhounds gained from the copper spikes.

And I admit, I wanted hemalurgic werewolves.  But, can you blame me?

For the Steel Inquisition book, it'd be nice to see if there are any other such experimental failures floating around.

Are the Shuhr actually a separate race?  They seem more like elite Kandra assassins.  Seems to be an interesting enemy regardless.  and even if they are Kandra, they might not know it.
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ReaderAt2046
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« Reply #3 on: April 19, 2012, 08:26:41 PM »


Are the Shuhr actually a separate race?  They seem more like elite Kandra assassins.  Seems to be an interesting enemy regardless.  and even if they are Kandra, they might not know it.

Yes, the Shuhr are more like elite Kandra. That's one reason Jarvek isn't satisfied with them.
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