Joined: 24 Nov 2008 Posts: 308 Location: Portland, Or.
HOWLINGWOOD! Home-made HrC set
The cold wind stirs the tree branches over your head, making them claw at the darkening Northern sky. As you trudge through the snow, the staggering size of the forest, and your own isolation therein, becomes more apparent with each difficult step. Somewhere in the darkness behind you, a wolf howls. At least you hope it's only a wolf...
Welcome to HowlingWood, the third in my series of home-made 60-figure fantasy HorrorClix sets, following the vampire-heavy Gothix and the Oriental-themed TerrorAsia. This time out, I wanted to put the focus on everyones' favorite shapeshifters: werewolves, with three of each frequency from Common to Rare, plus a handful of Super-Rare werewolf characters.
To round out the set, I've chosen a broad "Cold North Woods" theme. Originally I was going to focus exclusively on Northern Europe, with monsters drawn from Celtic, Norse, Germanic, and Russian folklore, but I just couldn't resist including some North American beasties as well. Also, a lot of the European folk monsters that I originally intended to include, such as the Scottish selkie, just weren't compatible with the slasher-movie aesthetic of HorrorClix, making it necessary to cast a wider net.
I don't like my sets to be too narrowly focused, so in addition to drawing from mythology, I worked in some sci-fi monsters as well. An obvious choice in this category was to include some ice-age monsters. These could represent anything from isolated survivors, to trapped-in-ice-and-unfrozen b-movie refugees, to cloning experiments gone awry, to time travellers. This didn't completely satisfy my desire for s/f monsters, however, so I also included a Nazi mad scientist (hiding out in a secret laboratory somewhere in the frozen Northern wastes) and the results of his hideous experiments. I know this is a bit of a stretch for a Northern wilderness-themed set, but I've been wanting to see some Hellboy-style Nazi villains for a long time now...
-COMMONS-
As with all of my previous proposed sets, I've tried to make the Commons types of monsters that would likely operate in groups, to make the inevitable duplicates more desirable.
1. PACK HUNTERBeast, Werewolf
This monster is a basic wilderness-hunting werewolf, the kind that would make up the bulk of a werewolf pack. The miniature would show a werewolf vaulting over a fallen log.
Points: 50
Range: 0/
Plot Twists: +0
M:06-05-04-X|09-08-07-06-05-X Brush-Runner* / Leap/Climb A:08-07-06-X |10-09-08-07-07-X Transform (by killing victim)
D:15-14-13-X |15-14-14-13-12-X Tough Pelt (Stamina)
D:01-01-01-X |02-02-02-02-01-X Ferocity -WOLF BROTHERS CABAL
*This monster does not need to stop upon entering Hindering terrain; any remaining movement is halved.
2. REDCAPFaerie, Killer
Murderous goblins that dwell primarily in ruined castles in the British Isles, redcaps are the villains of more than a few folktales. Their dangerous nature is obvious from the source of their name: these buck-toothed little fiends stain their headgear with the blood of their victims. Despite wearing heavy iron shoes (which they use as weapons), redcaps are incredibly fast. Fortunately, they can be warded off by reciting Holy scripture.
Points: 15
Range: 0/
Plot Twists: +0
M:10-08-06-X Stealth A:09-08-07-X
D:16-15-14-X God-Fearing*
D:01-01-01-X Iron Boots (Ferocity)
*Defense value is -2 when base-to-base with a monster with the Priest class.
3. DRUID crossroads: Occultist, Elemental or Guardian, Elemental
Very little is known about the real druids- they were utterly wiped out by the Romans during their invasion of the British Isles, and they left no written records. Modern "new agers" have chosen to interpret druids as benign nature priests, but Roman accounts of the druids' practice of human sacrifice paints a darker picture, one that has led to druids playing the villains in a handful of horror movies, ranging from the sublime (The Wicker Man, 1973) to the ridiculous (Camp Fear, 1991). To satisfy both interpretations I have made the Druid a crossroads monster who can either use his knowledge of nature to rescue victims, or to punish those who violate the sanctity of their groves... The miniature would show a man clad in coarse hooded robes, with his arms crossed over his chest, holding a switch in one hand and an antler in the other.
Points: 30
Range: 0/
Plot Twists: +0
M:06-05-04-03-X Brush-Runner*
A:08-08-07-06-X Thorngrasp **
D:15-14-14-13-X Protector / Impel D:02-01-01-00-X Heal*** / Sacrifice (Snack)
*This monster does not need to stop upon entering Hindering terrain; any remaining movement is halved.
**If this monster is in or adjacent to an area of Hindering terrain, any opposing monster that takes an action while within the same Hindering terrain area takes one clix of damage.
***As per Support in HeroClix.
4. HIKER ZOMBIEUndead, Zombie
Pretty straight-foward, this is a backpacker who has been zombiefied.
Points: 25
Range: 0/
Plot Twists: +0
M:05-04-03-H-04-03-X Brush-Runner*
A:08-08-07- H-08-07-X
D:14-13-12-H-12-10-X Doesn't Bleed (Stamina)
D:02-01-01-H-02-01-X Trraaaiillmmiixx... (Snack)
*This monster does not need to stop upon entering Hindering terrain; any remaining movement is halved.
5. TROLLBrute, Killer
A brutish semi-giant originally from Norse mythology, belief in which subsequently spread throughout Europe.
Points: 55
Range: 5/
Plot Twists: +0
M:08-07-06-05-04-04-03-X Enraged*
A:10-09-09-08-08-07-06-X Hurl Boulder (Randomfire)
D:15-15-14-14-13-13-12-X Stamina D:02-02-01-01-02-02-01-X Ferocity -Giant
*May not make Ranged attacks.
6. TOTENKRIEGERUndead, Construct
This is the long-dead corpse of a Nazi trooper, re-animated via ghastly mechanical implants, strange chemical injections, and other unspeakable procedures, in order to serve as a mindless slave to a mad scientific genius. The figure would depict a mummified corpse in a tattered wehrmacht uniform, clutching a "grease gun"-style submachine gun, with some Mike Mignola-esque mechanical gizmos protruding from its body.
Points: 20
Range: 5/
Plot Twists: +0
M:04-04-H-03-03-X
A:09-08-H-08-07-X Randomfire D:14-14-12-13-13-X Doesn't Bleed (Stamina)
D:02-01-H-02-01-X
7. FAERIE TROOPFaerie
I haven't really cared for the previous "jokey" versions of faerie creatures that have appeared in HorrorClix, so this is a straight-faced attempt to portray the Little People of Western European folklore. The center of the dial would be a cluster of large, red-capped mushrooms. Flying over these are a couple of small bow-armed sprites with dragonfly wings, cast in transparent green plastic. Standing beside the mushrooms is a small humanoid made of wood, brandishing a spear. Groups of tiny figures emerge from underneath the mushrooms. Yes, this would be difficult to sculpt, but it would look very cool! And, no, they don't Rescue victims- faeries in folklore are usually more dangerous that friendly...
Points: 40
Range: 3//
Plot Twists: +1
M:07-06-05-04-X Leap/Climb A:08-08-08-07-X Beguile (Sheppard)
D:18-17-16-15-XTiny (Invisible)
D:01-01-01-01-X Elf-Shot (Venom)
8. PREY-BAITERBeast, Werewolf
This monster is a werewolf that initially appears to be a woman in distress. This is merely a ploy, however, to lure unsuspecting victims in a ambush. The figure would depict a woman in 'Daisy Duke' shorts, sitting on the ground rubbing her foot as if she has just twisted her ankle. Behind her back, her other hand is morphing into a hairy claw.
Points: 30
Range: 0/
Plot Twists: +1
M:05-04-03-X |07-06-05-04-X Entice A:08-07-06-X |09-08-07-06-X Catch Off-Guard*
D:15-14-13-X |16-15-14-13-X Transform (by killing victim) / Tough Pelt (Stamina)
D:01-01-01-X |01-01-01-01-X Ferocity
*Defense values of adjacent monsters is reduced by 1.
9. NEANDERTHALBrute, Prehistoric
This monster is a beetle-browed caveman, dressed in furs and armed with a spear. One divergence from the stereotypical image of the neanderthal that I would insist on: this figure would have blond hair and pale skin (adaptations for surviving in overcast Northern Europe). The standard portrayal of neanderthals- in everything from b-movies to the novel Clan Of The Cave Bear- as having swarthy skin and dark hair, despite environmental factors that would almost certainly preclude those characteristics, is in my opinion subconscious racism.
Points: 25
Range: 0/
Plot Twists: +0
M:05-05-05-04-03-X
A:09-09-09-08-07-X Pack*
D:14-14-14-13-12-X Stamina D:01-01-01-01-01-X Ferocity
*For each friendly monster of the same type adjacent to the same opponent, modify this monster's Attack value by +1.
10. TREE SPIRITElemental, Plant
These monsters are known by various names around the world, but whether you call it a dryad, wood nymph, or waldgeister, it is a fierce protector of its habitat, and woe to any human who incurs its ire. The miniature would depict a humanoid, vaguely female tree-creature.
Points: 30
Range: 0/
Plot Twists: +0
M:05-05-04-04-03-X One With Nature (Leap/Climb)
A:08-08-07-06-05-X Woodwrithe*
D:17-16-15-14-13-X Nature's Friend (Stealth)
D:02-02-01-01-01-X Fertilizer (Snack)
*Give this monster an action; if it is in or adjacent to a Hindering terrain feature, it may cause the terrain feature to expand 1 square in all directions, until the start of this players next turn.
11. RANGERGuardian, Vigilante
This is a trooper of The Order kitted out to operate in a woodland setting. The miniature would depict a soldier in an olive drab henley and fatigue pants, with a black beret and combat webbing, armed with a shotgun and a bandoleer of shells.
Points: 25
Range: 6/
Plot Twists: +0
M:06-05-04-03-X Brush-Runner*
A:09-08-07-06-X
D:15-14-13-12-X Dodge D:02-01-01-01-X Accuracy -THE ORDER CABAL
*This monster does not need to stop upon entering Hindering terrain; any remaining movement is halved.
12. WOLFPACKBeast, Wolf
A double-base figure of 3-4 normal wolves, a common menace in wilderness-set horror stories.
Points: 30
Range: 0/
Plot Twists: +0
M:08-07-06-08-06-X Brush-Runner*
A:08-07-06-08-06-X Pack Attack**
D:14-14-13-14-12-X Dodge D:02-02-01-02-01-X Bloodscent
-Double-Based
*This monster does not need to stop upon entering Hindering terrain; any remaining movement is halved.
**As per Duo-Attack in HeroClix.
13. BACKWOODS CANNIBALSlasher, Killer ...But the true epicure of the terrible, to whom a new thrill of unutterable ghastliness is the chief end and justification, esteems most of all the ancient, lonely farmhouses of backwoods New England; for there the dark elements of strength, solitude, grotesqueness and ignorance combine to form the perfection of the hideous.
-H.P. Lovecraft, The Picture In The House
Rural cannibals have been popularized in the last 30 years through the films The Texas Chainsaw Massacre and The Hills Have Eyes, but these movies were not inventing a new mythology from scratch; rather, they were modernizing an age-old fear that stretches back to the 17th-century Scottish legend of Sawney Bean an his inbred family of murderous maneaters. This monster is intended to carry this tradition into the HorrorClix universe. The figure would depict an inbred hick in tattered coveralls, brandishing a bloody pitchfork. Look for other members of the cannibal clan in the Uncommon and Rare sections (forming a sort of homage to the REV system of yesteryear...).
Points: 15
Range: 0/
Plot Twists: +0
M:06-05-04-03-X Brush-Runner*
A:08-08-07-06-X Snack D:14-13-12-10-X
D:02-01-01-01-X
*This monster does not need to stop upon entering Hindering terrain; any remaining movement is halved.
14. WILL-O' THE WISPFaerie, Fury
A greatly feared monster from the lore of the British Isles, this is a faerie light which lures innocent victims to their doom in dark bogs, in order to feed on their dying life-essence. The figure would be a glowing ball (cast in transparent florescent yellow- or better yet glow-in-the-dark- plastic), suspended in the air by some cat-tail plants.
Points: 20
Range: 0/
Plot Twists: +0
M:05-04-03-X Ghost A:10-09-08-X Must...Follow...Light... (Possession)
D:18-16-14-X
D:00-00-00-X Misdirect*
*If a Victim within 4 squares of this monster is selected, roll a d6: on a 5-6, this player moves the Victim instead.
15. FROST-BITERElemental, Fury
This monster is a malign elemental force, embodying the fury of the blizzard. The figure would be cast in transparent plastic and would show a horrible skull-like head with icicle teeth and long scraggly hair, with a body consisting of a flying "swoosh" shape of icy wind.
Points: 60
Range: 4/
Plot Twists: +0
M:08-06-04-06-08-X Blizzard (Firestorm)
A:09-08-07-08-10-X Numbing Cold (Immobilize)
D:17-16-15-15-15-X Windshape (Phantom)
D:02-02-01-01-03-X Bloodfreeze (Pain)
-Flying Movement
16. ROGUE LYCANBeast, Werewolf
Werewolf packs are rarely strife-free family units. Often a young upstart will challenge his elders; the rare few that are not rended limb from limb and escape with their lives will be hunted by their former pack for the rest of their days.
Points: 55
Range: 0/
Plot Twists: +0
M:06-05-04-X |07-06-05-05-04-03-X Stealth A:09-08-07-X |11-10-10-09-09-08-X Transform (by killing victim) / Lone Wolf*
D:15-14-13-X |16-15-14-14-13-12-X Tough Pelt (Stamina)
D:02-02-01-X |02-02-02-02-02-02-X Exile**
/ Ferocity
*If there are no friendly monsters within 6 squares, modify Attack value by +1.
**May not be taken as part of a team that includes members of the Wolf Brothers Cabal.
Last edited by BLG on Thu Apr 28, 2011 4:06 pm; edited 2 times in total
Joined: 24 Nov 2008 Posts: 308 Location: Portland, Or.
-UNCOMMON-
17. PACK CHAMPIONBeast, Werewolf
An elite werewolf-warrior, specially blessed by his pack's shaman. I picture this monster as a big, muscular werewolf, with golden-brown hair marked with blue warpaint in various arcane symbols, and with multiple primitive-looking totems woven into its hair.
Points: 70
Range: 0/
Plot Twists: +0
M:07-06-05-05-04-04-03-X Pounce (Acceleration)
A:11-11-10-10-09-09-08-X Flurry (Sweep)
D:17-16-15-14-13-12-11-X Tough Pelt (Stamina)
D:03-03-03-03-02-02-02-X Slash -WOLF BROTHERS CABAL
18. WERDALAKUndead, Vampire
This monster is a barbaric Russian vampire. The figure would depict a man with wild hair and thick moustache, clad in Cossack-style clothing and a bulky bear-skin cape.
Points: 60
Range: 0/
Plot Twists: +1
M:04-05-06-06-05-04-X Stealth A:08-09-10-10-09-08-X Spree D:16-15-15-14-14-13-X Stamina D:02-02-03-03-02-01-X Snack
19. BERSERKERSlasher, Nightmare
A psycho who has learned the secret of the "warp-frenzy" of Celtic and Norse folklore. Channeling his rage, he becomes a superhuman killing machine. The miniature would show a muscular, shirtless man with ruddy skin and bulging veins, wearing a boar-head mask and wielding two hand-axes.
Points: 45
Range: 0/
Plot Twists: +0
M: H-05-06-06-07-05-X Blooded A:08-09-10-10-11-09-X Rampage D:16-15-15-14-14-13-X Immune To Pain (Stamina)
D:01-02-01-01-02-02-X Savagery
20. LESHIIBeast, Killer
A satyr-like forest creature from Russian folklore, a leshii usually appears to its victims as an elderly peasant, but his true form is that of a wildman with long hair and beard and goat-like legs. They delight in tormenting those lost in the woods, and if they run afoul of someone who can fight back, they can grow to giant size.
Points: 45
Range: 0/
Plot Twists: +0
M:07-06-05-06-05-03-X Brush-Runner A:09-08-07-10-09-06-X Growth*
D:17-16-15-14-13-12-X Stamina D:02-02-01-01-01-01-X Savagery
*This monster is considered a Giant in all respects.
21. DRAUGRUndead, Fury
According to Norse folklore, draugr are the corpses of fallen warriors returned from the grave to harass the living. Kind of like Viking zombies, but much more powerful. They also retain their original intelligence, which makes them that much more dangerous. The miniature would be a rotting/ mummified corpse (they are described as "death-black") clad in decaying Viking armor.
Points: 60
Range: 0/
Plot Twists: +0
M:05-05-05-04-04-03-03-X Unseal A:10-10-09-09-08-08-07-X
D:15-15-14-14-14-13-12-X Invulnerability D:02-02-02-02-02-02-01-X Ferocity
22. OTTO v. IVScientist, Killer
Isolated in his hidden laboratory in the far North, the evil Nazi war criminal Herr Doktor Toten (see Super-Rares) could not replace his handful of loyal assistants as they aged and died over the years. So, he hit upon the idea of cloning his most valuable followers! The Ottos are the fourth generation to be created from their namesake, and the decline in the viability of their genetic material is evident in their pronounced albinism. This figure would depict a lean man with white skin and hair, wearing dark goggles. He wears dark grey uniform pants and jack boots, and is shirtless under a blood-splattered black leather apron, with a Roman numeral 4 tattooed on his shoulder. He holds a Luger pistol in one hand and a bizarre-looking surgical instrument in the other.
Points: 20
Range: 5/
Plot Twists: +0
M:06-05-04-03-X Genetic Defect (Deranged)
A:08-08-07-06-X Sedate (Venom)
D:15-14-13-12-X
D:01-01-01-01-X Accuracy / Surgical Tools (Ferocity)
23. SIDHEFaerie
One of the pre-Celtic (some would say pre-human) occupants of Ireland, the sidhe (pronounced "shee") have survived in a handful of hidden settlements with links to the Realm of Faerie, and they fiercely guard the secret of their continued existence. This figure would depict a short (c. 4.5') humanoid with elfin features, clad in elaborate but primitive clothing and a cloak of woven leaves, readying a bow and arrow.
Points: 50
Range: 6/
Plot Twists: +0
M:07-06-05-04-X Nature's Friend (Stealth)
A:09-08-08-07-X Ambush D:17-16-15-14-X Dodge D:02-02-01-01-X Elf-Shot (Venom)
24. MOON-RAGERBeast, Werewolf, Brute
This monster is a werewolf driven berserk by the influence of the moon. The miniature would show a hulking werewolf with pale grey hair splattered with blood, rearing back and letting out a howl.
Points: 75
Range: 0/
Plot Twists: +0
M: H-05-05-06-06-07-07-06-05-X Blooded A:08-09-09-10-10-11-11-10-09-X
D:12-13-14-15-15-14-14-13-12-X Tough Pelt (Stamina) / Invulnerable D:01-02-02-02-02-02-02-02-02-X Ferocity / Savagery
25. SABRETOOTHBeast, Prehistoric
A double-base figure of the most famous ice-age predator.
Points: 60
Range: 0/
Plot Twists: +0
M:08-07-06-05-05-04-X Leap/Climb A:09-09-09-08-08-07-X
D:16-16-15-15-14-13-X Tough Pelt (Stamina) / Dodge D:04-04-03-03-03-02-X Bleed Out*
*If an opposing monster takes damage from this attack, it also takes one point of penetrating damage on it's next Preview phase.
-Double-Based
26. ANGAKOKOccultist, Elemental
An Inuit sorcerer, who manipulates the Northern elements, and sends tupilaks- magically animated carvings- to bedevil his enemies. The miniature would depict a man in bulky furs, leaning on a harpoon made of ice (ideally cast in transparent plastic) as he kneels down to release a small walrus-tusk carving of a grotesque monster.
Points: 40
Range: 4/
Plot Twists: +0
M:05-05-05-04-03-X White-Out*
A:09-08-08-07-07-X Unleash Tupilak**
D:17-16-15-14-14-X Cold Aura (Area)
D:02-02-01-01-01-X Ice Harpoon (Deadshot)
*As per Smoke Cloud in HeroClix.
**This ranged attack deals no damage; instead all of the target's statistics are reduced by 1 until the end of its next turn. If this attack is a critical miss, the penalty applys to the Angakok, in addition to taking damage.
27. BLOOD HUNTERSlasher, Killer
Richard Connell's 1924 short story The Most Dangerous Game, about a big game hunter who, bored with hunting animals, turns to hunting humans for sport, is one of the most widely anthologized stories of all time. The numerous film adaptations range from the sublime (The classic 1932 version, filmed on sets later used for King Kong) to the rediculess (Slave Girls From Beyond Infinity [1987]- I actually saw that one in the theater!). I thought the concept of a blood-crazed man-hunter provided a good excuse to work a Slasher with Ranged attack into the HorrorClix world...
Points: 35
Range: 8/
Plot Twists: +0
M:06-05-04-04-03-X Brushrunner*
A:08-08-08-07-06-X Telescopic Sight** / Boobytrap***
D:15-14-14-13-12-X Stealth D:01-01-01-02-01-X Deadshot
*This monster does not need to stop upon entering Hindering terrain; any remaining Movement is halved.
**Attack value is +2 on Ranged attacks.
***Give this monster a Ranged attack action against a target up to 8 squares away, that is in or adjacent to Hindering terrain; if the attack is successful, the target takes d6-1 clicks of damage.
28. WEREBEARBeast, Shapeshifter
Werewolves aren't the only bestial shapeshifters in folklore. In one famous real-life story, a group of soldiers in Europe shot a bear they saw prowling at the edge of their camp. When they examined its body, they found that it was inexplicably wearing a man's belt...
Points: 100
Range: 0/
Plot Twists: +0
M:06-05-04-X |07-06-05-05-04-04-03-X Bloodscent A:09-09-08-X |11-10-10-09-09-08-07-X Transform (by killing victim) / Shove D:15-14-13-X |16-16-15-15-14-14-13-X Stamina / Invulnerability D:02-02-01-X |02-02-01-01-02-02-02-X Savagery
29. CANNIBAL BUTCHERSlasher, Killer "...Here a body kin see all they is to it- I s'pose 'tis sinful, but ain't we all born an' livin' in sin?- Thet feller bein' chopped up gives me a tickle every time I look at 'im- I hev ta keep lookin' at 'im- see whar the butcher cut off his feet? Thar's his head on thet bench, with one arm side of it, an' t' other arm's on the other side o' the meat block."
-H.P. Lovecraft, The Picture In The House
Second in this sets' series of rural cannibals, the Butcher is much more dangerous than his lesser kin. A burly brute in a blood-splattered leather apron, he wields a massive meat cleaver.
Points: 50
Range: 0/
Plot Twists: +0
M:06-05-05-04-H-05-04-X Unseal A:10-10-09-08-H-09-08-X Sweep D:15-14-14-13-12-14-12-X Bruly (Stamina)
D:02-02-02-01-H-02-01-X Cleaver (Slash)
30. MANITOUSpirit, Elemental
According to the Algonquian tribes of Canada, these spirits are found throughout nature; every tree and rock has its own manitou. In the folktales, these spirits aren't especially malign, but seen through the filter of an American horror movie, they would surely be enraged and hungry for vengence against humanity... The figure would ideally be cast in transparent plastic and depict a vaguely humaniod form with a stylized Indian-mask face, stalking among some rocks and vegetation.
Points: 25
Range: 0/
Plot Twists: +1
M:07-06-05-X Ghost A:08-08-08-X Ambush D:17-16-15-X Phantom D:01-01-01-X Woodwrithe*
*Give this monster an action; if it is in or adjacent to a Hindering terrain feature, it may cause the terrain feature to expand 1 square in all directions, until the start of this players next turn.
31. ROCK DEVIL Elemental, Hellspawn
This is a video-game-style nature monster, a hulking humanoid composed of rock, roots, and earth, with glowing red eyes.
Points: 70
Range: 4/
Plot Twists: +0
M:05-05-05-04-04-04-03-03-X Reduced Mass*
A:09-09-09-09-08-08-08-07-X Rockslide (Randomfire)
D:14-14-14-14-14-13-13-12-X Invulnerable D:01-01-01-01-02-02-02-02-X Crusher (Savagery)
-Giant
*This monster is no longer considered Giant.
32. WINTER WOLFBeast, Werewolf, Elemental
I imagine werewolves to be people possessed by semi-demonic nature spirits, which are are odds with their humanity. Conceivably, a few people so possessed might be able to gain command these nature spirits to enable them to tap into broader elemental forces. Hence, the Winter Wolf, a werewolf with special cold-based powers.
Points: 70
Range: 4/
Plot Twists: +0
M:06-05-05-04-X |07-06-06-05-05-04-X Whiteout*
A:09-09-08-07-X |11-10-10-09-09-08-X Transform (by killing victim) / Coldhowl (Randomfire)
D:16-15-14-13-X |17-16-16-15-15-14-X Dodge / Frostpelt (Retributive Strike)
D:02-02-01-01-X |03-03-03-02-02-01-X Iceclaws (Pain)
*As per Smoke cloud in HeroClix.
More to follow...
Last edited by BLG on Mon Oct 25, 2010 3:18 pm; edited 2 times in total
Joined: 24 Nov 2008 Posts: 308 Location: Portland, Or.
-RARE-
33. WOLF-WITCHOccultist, Werewolf
This is a werewolf shaman, naturally. The inspiration comes from a combination of the vampish, witch-like hottie in The Howling and the witch-in-the-hut sequence from Conan The Barbarian. The figure would depict a woman with long, wild hair, scantily clad in furs, gesturing wildly as if in the middle of a frantic tribal dance.
Points: 65
Range: 4/
Plot Twists: +1
M:06-05-04-03-06-05-04-X Wolf-Form (Brute)*
A:09-09-08-07-10-09-08-X Beastmark**
D:16-15-15-14-15-14-13-X Magic Wards (Martial Artist) / Tough Pelt (Stamina)
D:02-02-02-01-03-02-01-X Soul-Hunter (Fate of One)
-WOLF BROTHERS CABAL
*Can't make Ranged attacks
**If a friendly monster with the Werewolf class and Transform/Change showing on its dial is adjacent to this monster, you may give this monster a standard action and turn the friendly Werewolf's dial to its alternate starting slot.
34. BANSHEEFaerie, Spirit
One of the most feared monsters in Celtic folklore, a baleful sidhe spirit-woman who's keening wail spells doom for all who hear it. The figure would show a crone in a hooded, ragged robe, ideally cast in transparent dark green plastic, with her howling face and bony hands dry-brushed with pale green paint.
Points: 45
Range: 6/
Plot Twists: +1
M:06-06-05-05-04-X
A:10-10-09-09-08-X Wail*
D:18-17-16-15-14-X Shapechange**
D:03-02-02-02-01-X Vampiric
*As per Pulse Wave in HeroClix
**As per the HeroClix power of the same name.
35. WENDIGOElemental, Hellspawn
A malevolent supernatural monster from the lore of Canada's Algonquian-speaking Indians, the wendigo embodies the fear of cannibalism in the far North. They possess mortals who, driven to the brink of starvation, give in to their unspeakable hunger and feed on their fellow men. The wendigo then twists them into grotesque monsters: skeletal grey-skinned figures with wild hair, and enlarged mouths with big teeth and tattered, bloody lips.
Points: 55
Range: 0/
Plot Twists: +0
M:08-07-06-06-05-05-04-X Ambush A:11-10-10-09-09-08-08-X Rampage D:17-16-16-15-15-14-13-X Stealth D:02-02-02-02-02-02-01-X Snack
36. MARANightmare, Fury
A horror from Scandinavian folklore, a mara is a dream-haunting hag, which causes nightmares in order to feed on misery. I picture the figure as a fat, ugly woman in a squatting position (they are believed to squat on the chests of their sleeping victims), cast in translucent white plastic, with black hollows around the eyes.
Points: 45
Range: 0/
Plot Twists: +0
M:05-04-04-03-03-X Dream-Travel*
A:09-09-08-08-07-X Hag-Ride (Immobilize)
D:16-15-14-13-12-X Phantom D:02-02-01-01-01-X Vampiric
*As a move action, place this figure on an unoccupied Bloodspot.
37. WILDERCRONEOccultist, Elemental, Fury
Two hundred years ago, a woman was accused of witchcraft in a small Maryland town, and banished into the wilderness in the dead of winter, to presumably die from the severe weather. Unknown to her accusers, the witch escaped death by magically binding herself to dark elemental forces, forces that require regular human sacrifices: innocent children, unwary adults, or occasionally college students with video cameras... The miniature would be an emaciated old woman hovering in the air (her feet would be touching a bush to hold her suspended),with long, scraggly grey hair blowing in the wind and completely obscuring her face (and privates). Also, she would be holding a crude stick figure, and there would be a few piles of carefully stacked stones on the ground.
Points: 50
Range: 4/
Plot Twists: +1
M:07-06-05-H-07-06-05-04-03-X Mass Hysteria A:09-08-07- H-09-09-08-08-07-X Possession D:16-15-14-H-17-16-15-14-13-X Stealth D:02-01-01- H-02-02-02-01-01-X Spree
38. EXPERIMENT #108Undead, Construct
The ultimate achievement of the mad experiments of renegade Nazi war criminal Herr Doktor Toten, Experiment #108 is a grotesque monstrocity made from fusing together numerous human body parts to create a massive, nigh-unstoppable juggernaut. The figure of this monster would be a giant misproportioned humanoid, with a few artificial components, posed like it is writhing in pain, as if its very existence is agony.
Points: 90
Range: 0/
Plot Twists: +0
M:04-05-06-07-06-05-04-03-03-X Newborn (Deranged)
A:08-09-10-11-10-09-09-08-08-X
D:14-14-15-15-15-14-14-13-12-X Invulnerable / Regenerate D:02-02-03-03-02-02-02-02-02-X Spree
-Giant
39. MOOR-PIPERSpirit, Fury
A friend of mine has recently become obsessed with exploring his Scottish heritage, so this figure is an homage to his newfound pride in his ancestors (and a reminder of the night I stumbled home drunk in pea-soup fog after helping him "celebrate" the Scottish holiday of St. Andrew's Day). This monster is the ghost of a Scottish bagpiper; the mini- would depict a man in a kilt playing the pipes, ideally cast in transparent plastic.
Points: 45
Range: 3/
Plot Twists: +0
M:05-05-04-H-05-04-03-X Fogbound*
A:09-09-08-H-09-08-07-X Screeching Pipes (Wail)**
D:16-15-14-H-15-14-13-X Phantom D:02-02-01-H-02-02-01-X
*As per Smoke Cloud in HeroClix
**As per Pulse Wave in HeroClix
40. BOXENWOLFWerewolf, Hellspawn
Not all werewolves are the product of infectious bites or hereditary curses. According to German folklore, some especially evil men willingly enter into pacts with the Devil in order to acquire the power to transform into a beast, and thus take revenge on their enemies. The miniature would be a particularly evil-looking werewolf, with black hair and glowing red eyes, wearing a wide, ornate belt (a Boxenwolf's transformation is achieved with the use of a magic item, usually a girdle-like belt).
Points: 50
Range: 0/
Plot Twists: +1
M: H-07-06-06-05-05-04-03-X Devil's Henchman*
A: H-10-10-09-09-08-08-07-X
D:14-17-16-16-15-15-14-13-X Dodge / Skulk (Phantom)
D: H-03-03-02-02-02-02-01-X Vengence (vs Guardians)
*Can't create Werewolf minions.
41. CAVE BEARBeast, Prehistoric
This hulking beast was the apex predator of ice-age Europe.
Points: 80
Range: 0/
Plot Twists: +0
M:08-07-06-08-07-06-05-04-X
A:09-09-08-10-09-09-08-08-X Bear Hug (Agony) / Blooded D:15-14-13-14-14-13-13-12-X Tough Pelt (Stamina)
D:03-02-02-01-01-01-02-02-X Savagery -Giant
42. VALKYRIEGuardian
In Norse mythology (and German opera), Valkyries are servants of the gods, warrior-women who carry the souls of fallen heroes to their final reward in the halls of Valhalla. Since this isn't a fantasy game, I've updated the concept a bit: the mini- would be of a woman in biker leathers riding a high-tech motorcycle (rather than a flying horse). Her motorcycle helmet would have stylized metal wings, and she would be wielding a sword (sometimes you can't improve on a classic...).
Points: 70
Range: 0/
Plot Twists: +0
M:09-08-07-06-05-04-X Going My Way? A:10-10-09-09-08-07-X Run Down (Trample)*
D:17-16-16-15-15-14-X To Valhalla!**
D:02-02-02-02-02-01-X Slash -Double-Based
*If this monster kills an enemy at the end of a Frenzy action, it may use any remaining movement; if this takes it adjacent to another enemy, it may make a second Frenzy attack.
**If a friendly monster is killed by an enemy while adjacent to this monster, you may choose to also remove this monster from the game, in which case the opposing player gains no victory points for either monster.
43. WOODWOSEBrute, Elemental
This not-so-jolly green giant comes from medieval European mythology: it is a green-skinned brute with foliage for hair, wielding a fallen tree as a club.
Points: 60
Range: 0/
Plot Twists: +0
M:07-06-06-06-05-05-05-04-X Shove A:09-09-09-08-08-08-07-07-X Wrecker (Unseal)
D:16-16-15-15-14-14-13-13-X Nature's Friend (Stealth)
D:02-02-02-02-02-02-02-02-X Ferocity -Giant
44. FROSTWITCHOccultist, Elemental
A witch who specializes in focusing the death-dealing elemental forces of the frozen North, schooled in the secrets of Winter Magic handed down from the legendary Northern land of Thule. The figure would show a beautiful woman clad in white furs, with her familiar, a white fox, at her feet. She would be posed as if casting a spell.
Points: 50
Range: 6/
Plot Twists: +0
M:06-05-05-04-04-03-X Summon Mist*
A:09-09-09-08-08-07-X Iceblast (Grenade)
D:18-17-16-16-15-14-X Cold Aura (Area)
D:02-02-02-02-01-01-X Frost-Kiss (Pain)
*As per Smoke Cloud in HeroClix.
45. CANNIBAL PATRIARCHSlasher, Killer "Killin' sheep was kinder more fun- but d'ye know, 'twasn't quite satisfyin'. Queer how a cravin' gits a holt on ye- As ye love the Almighty, young man, don't tell nobody, but I swar ter Gawd thet picter begun to make me hungry fer victuals I couldn't raise nor buy... They say meat makes blood an' flesh, an' gives ye new life, so I wondered ef 'twudn't make a man live longer an' longer ef 'twas more the same-"
-H.P. Lovecraft, The Picture In The House
This is the final entry in the "backwoods cannibal" category, the aged leader of his horrible, inbred clan. The miniature would depict a tall, wizened old man with long white hair, clad in a ratty old suit and tie.
Points: 65
Range: 0/
Plot Twists: +1
M:05-04-04-03-H-05-04-03-X Older And Wiser (Boss)
A:09-09-08-07-H-09-08-07-X Creepy (Scare)
D:15-14-14-13-H-15-14-13-X Victuals (Snack)
D:02-02-02-01-H-02-02-01-X Treacherous (Assassin)
46. SPAWN OF SHUB-NIGGURATHBeast, Cthulhu
"Ia! Ia! Shub-Niggurath! The Black Goat in the Woods with a Thousand Young!"
H.P. Lovecraft's Shub-Niggurath is the Cthulhu Mythos equivalent of a monstrous fertility diety, thus making its spawn a natural for inclusion in a wilderness-themed set. Unfortunately, although they are frequently mentioned, neither Shub-Niggurath or its Thousand Young actually appear in the flesh in any of H.P.L.'s stories, so we must turn to a Mythos story by Robert Block- Notebook Found in a Deserted House- for a description: Something black in the road, something that wasn't a tree. Something big and black and ropy, just squatting there, waiting, with ropy arms squirming and reaching. . . It came crawling up the hillside. . . and it was the black thing of my dreams – that black, ropy, slime jelly tree-thing out of the woods. It crawled up and it flowed up on its hoofs and mouths and snaky arms. Points: 90
Range: 0/
Plot Twists: +0
M:05-05-05-05-04-04-04-03-03-X Trap A:09-09-08-08-08-08-08-07-06-X Tentacles*
D:15-14-14-14-14-13-13-13-12-X Invulnerable D:04-04-03-03-03-03-03-03-02-X Sweep -Giant-Sized
*As per the multiple attack option in the HeroClix power Hypersonic speed.
47. ELDER WYRMBeast, Reptile
Of all the monsters from European folklore, none are more feared than the dreaded wyrm, the Old English term for dragon. These ancient beasts were said to lie in wait in underground liars, sleeping for years, decades, or even centuries at a time. When they eventually awaken, their hunger is insatiable. For the figure of this monster, I would try to avoid using a classic fantasy-look dragon, going for a more stylized interpretation, somewhat along the lines of the dragons depicted by early-20th-century illustrator Arthur Rackham: serpentine and grotesque.
Points: 115
Range: 5/
Plot Twists: +0
M:05-05-05-04-04-04-03-03-03-X Tunneller*
A:11-10-10-09-09-09-08-08-07-X Poison Breath (Randomfire)
D:15-15-15-14-14-14-13-13-12-X Invulnerable D:03-03-03-02-02-02-02-02-02-X Chomp (Slash)
-Double-Based; Swimming movement
*As a move action, place this monster on an unoccupied Bloodspot.
48. HUNTER OF OLDUndead, Werewolf
Sometimes a threat to a werewolf pack is so serious that they will conduct an ancient ceremony to temporarily raise their long-dead ancestors to fight on the pack's behalf. The figure would depict a mummified werewolf, posed in an awkward shambling stance and decorated with various primitive charms and totems.
Points: 45
Range: 0/
Plot Twists: +0
M:03-04-05-05-H-05-04-X Bloodscent A:08-09-09-10-H-09-08-X
D:13-14-15-15-12-[b]14-13-X Husk (Stamina)
D:01-02-02-03-H-02-01-X Lockjaw (Agony)
Stay tuned...
Last edited by BLG on Mon Oct 25, 2010 2:56 pm; edited 2 times in total
Joined: 24 Nov 2008 Posts: 308 Location: Portland, Or.
-SUPER-RARE-
49. QUEEN REDFANGBeast, Werewolf
With HowlingWood's focus on werewolves, I wanted to include a powerful leader of the Wolf Brothers Cabal in this set. Since there are already a few male leader-types (Dire Werewolf, Werewolf Leader), an Alpha Female seemed like a good idea. The miniature would depict a large female werewolf (yes, she would have multiple you-know-whats) with a mane of long hair pulled into a row of topknots, wearing ornate gold jewelry (earrings, armbands, etc.).
Points: 100
Range: 0/
Plot Twists: +1 M:08-07-07-06-06-05-05-04-04-X Leap/Climb A:11-10-10-09-09-08-08-07-07-X Alpha (Boss)
D:17-16-16-15-15-14-14-13-13-X Tough Pelt (Stamina)
D:01-01-01-01-01-01-02-02-01-X Ferocity -WOLF BROTHERS CABAL Power: Pheromones(Any friendly Cabal members that begin their action adjacent to this monster may Frenzy, even if they have no Victim tokens)
50. BABA YAGAOccultist, Hellspawn, Legend
Not just a wilderness-haunting cannibalistic witch from Russian folklore, the much-feared Baba Yaga can be thought of as something of a demi-god: she is occasionally killed by brave (or foolhardy) heroes, only to return from the dead to terrorize her forest home. According to the legends, Baba Yaga is a hideous hag with wild hair and iron teeth, who rides in a giant flying mortar, using the over-sized pestle as a rudder. She also uses the mortar and pestle to grind the bodies of her victims into paste...
Points: 130
Range: 4/
Plot Twists: +2
M:05-05-05-05-04-04-04-04-03-03-X Going My Way? A:10-10-10-09-09-09-08-08-08-07-X Curse*
D:18-17-17-16-16-15-15-14-14-13-X Ancient (Invulnerable) / Snack D:03-03-02-02-02-02-02-02-01-01-X Fate-Weaver**
-Flying Movement
*This attack deals no damage; instead all the target's statistics are at -1 until the beginning of this player's next turn.
**As per Probability Control in HeroClix
51. CURSE-BEARERSGuardian, Werewolf ...The wolf replied with seemly speech, and said: "In number we are two, to wit a man and a woman, natives of Ossory, and every seven years on account of the curse laid upon our folk by the blessed Abbot S. Natalis, a brace of us are compelled to throw off the human form and appear in the shape of wolves. At the end of seven years, if perchance these two survive they are able to return again to their home, reassuming the bodies of men, and another two must needs take their place..."
-Giraldus Cambrensis, 1185
I wanted to include a "good" werewolf for contrast, and I decided that this old Irish legend fit the bill. The figure would depict two vaguely humanoid wolves on a single base, one on all fours and the other standing.
Points: 65
Range: 0/
Plot Twists: +0
M:07-06-05-04-06-05-04-X Protector A:10-09-09-08-09-08-07-X Teamwork*
D:15-15-14-13-14-13-12-X Tough Pelt (Stamina)
D:03-03-02-02-02-02-01-X Ferocity
*As per the Multi Attack power in HeroClix.
52. JERSEY DEVILBeast, Hellspawn, Legend Albeit a sober Quaker in appearance, Mother Leeds, of Burlington, New Jersey, was strongly suspected of witchcraft; and suspicion became certainty when, in 1735, a child was born to her. The old women who had assembled on that occasion, as they always do assemble whenever there is death or birth or marriage, reported that while it was like other human creatures at first, the child changed, under their very eyes. It began to lose its likeness to other babies, and grew long and brown; it presently took the shape of a dragon, with a snake-like body, a horse's head, a pig's feet, and a bat's wings. This dreadful being increased in strength as it gained in size, until it exceeded the bulk and might of a grown man, when it fell on the assemblage, beating all the members of the party, even its own mother, with its long, forked, leathery tail. This despite being weakened, it arose through the chimney and vanished, its harsh cries mingling with the clamor of a storm that was raging out-of-doors.
-Charles M. Skinner, American Myths and Legends (1903)
Sightings of this monster, which supposedly haunts the pine barrens of New Jersey, predate the founding of the United States, and have continued into modern times. Since the sightings become more frequent during times of strife, one would assume that we are ripe for a reappearance...
Points: 90
Range: 0/
Plot Twists: +0
M:06-06-06-05-05-05-04-04-03-X Pounce (Accelleration)
A:10-10-09-09-09-08-08-08-07-X Tail-Lash (Sweep)
D:16-16-16-15-15-15-14-14-13-X Leathery Hide (Stamina)
D:03-03-03-03-02-02-02-02-01-X Poison Breath (Area)
-Flying Movement
53. BIG BAD WOLFBeast, Werewolf
The infamous arch-nemesis of fairy tale heroine Little Red Riding Hood, this monster is a cunning werewolf skilled in the art of disguise and deception... The mini- would show a werewolf dressed in old-fashioned "granny" clothes. One of the few overtly humorous figs in my home-made sets, I feel that the comical monsters should be scarce collectors items, and not a large block of the set, as they were in Nightmares...
Points: 65
Range: 0/
Plot Twists: +1
M:05-H-07-06-05-05-04-03-X What Big Eyes You Have... (Entice)
A:09-H-11-10-09-08-08-07-X What Big Teeth You Have... (Slash)
D:17-16-15-15-14-14-13-12-X What Big Ears You Have... (Disguise*) / What A Tough Pelt You Have... (Stamina)
D:02-H-03-03-02-02-02-01-X Regurgitate
*As per Shape Change in HeroClix.
54. HERR DOKTOR TOTEN Scientist, Mastermind, Killer
The maddest of all the mad scientists who pledged themselves to the service of Adolf Hitler during World War II, Herr Doktor Toten dedicated himself to creating unstoppable monsters to serve as the shock troops of the Third Reich. When the Allies began to advance on Nazi Germany, the Doktor and a group of his most loyal henchmen fled to a secret base on an isolated island in the North Sea, where he has continued his ghastly experiments in hopes of avenging the fallen Reich. His lifespan having been unnaturally extended by a combination of chemical treatments and cybernetic modifications, Herr Doktor Toten now appears to be a tall, thin mummified corpse, with his eyes replaced with mechanical lenses, his mouth a screen-faced speaker, and his limbs reinforced with cables. He would be dressed in a black leather surgical smock, with vials of strange glowing chemicals hanging from it, tubes feeding the chemicals into his body.
Points: 60
Range: 4/
Plot Twists: +1
M:05-05-04-04-03-03-02-X Boss A:09-09-09-08-08-08-07-X Surgeon (Assassin)
D:17-16-16-15-15-14-13-X Chemical Surge (Regenerate)
D:02-02-02-02-01-01-01-X Genius*
*As per Outwit in HeroClix.
55. BEAST OF GEVAUDANBeast, Werewolf, Legend For months this animal panic-struck the whole region of Languedoc, and is said to have devoured more than one hundred persons. Not merely solitary wayfarers were attacked by it, but even larger companies traveling in coaches and armed. Its teeth were most formidable. With its immense tail it could deal swinging blows. It vaulted to tremendous heights, and ran with supernatural speed. The stench of the brute was beyond description.
-Montague Summers, London Magazine, 1765
This monster is inspired by historical events, in which an enormous wolf-like creature was responsible for over 200 attacks on people in rural France from 1764 to 1767. The Beast was supposedly killed, but the large grey wolf that was eventually stuffed and presented to the King did not match the eyewitness descriptions of the creature:
Reddish brown with dark ridged stripe down the back. Resembles wolf/hyena but big as a donkey. Long gaping jaw, six claws, pointy upright ears and supple furry tail- mobile like a cat's and can knock you over.
-1764 poster
-and that's what the double-base miniature would show (...and not a lion in armor, re: Brotherhood Of The Wolf!).
Points: 80
Range: 0/
Plot Twists: +0
M:09-08-07-06-05-04-03-X Leap/Climb A:10-10-09-09-08-08-07-X Tail-Lash (Sweep)
D:16-15-15-14-14-14-13-X Tough Pelt (Stamina)
D:03-03-03-02-02-02-01-X Chomp (Slash)
-Double-Based
56. FAERIE QUEENFaerie, Occultist, Mastermind
Fairy tales and legends involving the Other People often have the sinister figure of the Faerie Queen at their center: a vain tyrant who delights in tormenting mere mortals and leading the unwary astray into the madness-inducing Faerie Lands. I picture her figure as being a tall, thin woman in an elaborate gown, cast in transparent dark green plastic with her skin painted white, with black hair and eyes. To make it even cooler, she could have a couple of "swooshes" of sprites flying around her, cast in clear plastic.
Points: 120
Range: 4/
Plot Twists: +2
M:07-06-05-05-04-04-03-03-X Monarch (Fortune)
A:09-09-09-09-08-08-08-07-X Faeriedust (Immobilize)
D:18-17-17-16-16-15-15-14-X Glamour (Phantom)
D:02-02-02-02-02-02-01-01-X Enthral (Possession) / Raise The Dead
57. MAHRRG WHITEWOLFBeast, Werewolf, Mastermind
First-born son of Queen Redfang, Mahrrg would normally have been the heir apparent to leadership of the Wolf Brothers Cabal, but Fate interveined: born a sickly albino, he did not possess the physical strength necessary to assert dominance over the cabal. Cast out from the pack, he has concentrated on developing his cunning, a trait he retains in both human and werewolf forms. Gathering togeather a pack of exiled lycanthropes under his leadership, Mahrrg plots his revenge against his former brothers. The miniature of this monster would depict a tall, thin werewolf with white hair and red eyes.
Points: 90
Range: 0/
Plot Twists: +0
M:06-05-04-03-X |07-06-05-04-04-03-X Exile* / Stealth A:08-08-07-06-X |09-09-08-08-07-06-X Transform (by killing victim) / Grave (optional- by killing monster)
D:17-16-15-14-X |16-16-15-15-14-13-X Meatshield* / Elusive (Martial Artist)
D:01-01-01-00-X |02-02-02-01-01-01-X Boss / Devious (Agony)
*This monster can't be taken in teams that include members of the Wolf Brothers Cabal.
**As per Mastermind in HeroClix.
58. WOLFSKINNERHunter, Vigilante
This character is a brutal bounty hunter who specializes in killing werewolves. The miniature would show a grizzled, burly man in a duster and cowboy hat, with a bandoleer of shells across his chest, wielding a pump-action shotgun in one hand and a trench knife in the other. Morally ambiguous, he can choose to either rescue or kill victims.
Points: 60
Range: 5//
Plot Twists: +0
M:06-06-05-05-04-04-03-X Brush-Runner*
A:11-10-10-09-09-08-07-X Rampage D:15-15-14-14-13-13-12-X Dodge D:03-03-02-02-02-01-01-X Silver Shot**
*This monster does not need to stop upon entering Hindering terrain; any remaining movement is halved.
**Ranged attacks against Werewolves deal Penetrating damage.
59. AMAROKBeast, Elemental, Hellspawn
I wanted to include a god-like demon-patron of werewolves, an entity that fills the roll that the demon Lilith fills for vampires. Unfortunately, I couldn't find an appropriate demon from folklore that fit the bill. The closest mythological figure that I could find was King Lycaon, a cruel monarch who was cursed by Jupiter and turned into a wolf (his name forms the root of the word "lycanthrope"). He would work as an Anne Rice/ Queen of the Damned-style "first werewolf". Unfortunately, that would limit werewolves to originating in the Iron Age, and I pictured them as dating back to pre-history, so I had to nix Lycoan. I considered using the god-killing wolf Fenris from Norse mythology as the patron of lycanthropy, but according to legend he spends all his time bound with a magic chain, so that wouldn't work. I settled instead on co-opting Amarok, a giant man-eating wolf from Eskimo mythology, promoting him to "demonlord" status in the HorrorClix universe.
Points: 125
Range: 0/
Plot Twists: +0
M:10-09-09-08-08-07-07-06-06-X Huge Stride (Lead/Climb)
A:12-12-11-11-10-10-09-09-08-X Swallow Whole (Massacre)
D:16-15-15-14-14-14-13-13-12-X Invulnerable D:04-04-03-03-03-03-03-02-02-X Chomp (Slash)
-Double-Based
60. PARK WILDMANGuardian, Vigilante
When I started making these fantasy sets, I adopted the Pirates of the Cursed Seas practice of including a figure that serves as a preview of the next set. That proved to be fairly easy with my prevous sets, but HowlingWood is going to be followed by an urban-themed set, tentatively titled Dark Streets, which makes creating a monster that can work in both the current and upcoming set quite a challenge. After much brain-wracking, I decided on the Park Wildman, a Tarzan-style feral human who has "gone wild", in this case in a big Central Park-style city park instead of Darkest Africa.
Points: 60
Range: 0/
Plot Twists: +1
M:07-06-06-05-05-04-X Leap/Climb A:10-10-09-09-08-07-X Ambush D:17-16-16-15-14-13-X Stealth / Dodge D:02-02-02-02-01-01-X
Back to wrap it up...
Last edited by BLG on Wed Sep 09, 2009 7:19 pm; edited 1 time in total
hmmm I like the Inclusion of Baba Yaga and The Big bad Wolf... man I got Fables On my mind.....possibly e a Frau Totenkinder (the with in the Black Forest from Hansel and Gretel)?
Joined: 24 Nov 2008 Posts: 308 Location: Portland, Or.
Thanks for the kind words. Here are the last few odds and ends of this set:
-LIMITED EDITION-
61. ROBIN REDCAPFaerie, Killer
The most famous Redcap from folklore, Robin was supposedly the familiar of William De Soulis, a Scottish nobleman of sinister reputation during the Wars of Scottish Independence. The figure would be a simple color variant of the Common Redcap.
Points: 25
Range: 0/
Plot Twists: +0
M:10-09-08-06-X Stealth A:09-08-07-06-X Soulbound*
D:17-16-15-14-X God-Fearing*
D:02-01-01-01-X Iron Boots (Ferocity)
*When an adjacent friendly Occultist performs an action, it may assign the resulting action token to this monster (up to a maximum of two tokens).
**Defense value is -2 when base-to-base with a monster with the Priest class.
62. HIGH DRUIDOccultist, Elemental
This is a druidic high priest, the leader of their sacrificial ceremonies. The figure would be a modified Common Druid, with a long grey beard and alternate arms, one holding a knife and the other a bowl of blood.
Points: 60
Range: 4/
Plot Twists: +1
M:06-05-04-03-02-X One With Nature (Leap/Climb)
A:09-08-07-06-06-X Wind-Lash (Immobilize)
D:17-16-15-14-13-X Meatshield*
D:02-02-01-01-00-X Raise The Dead
*As per Mastermind in HeroClix.
63. RAUGH DARK-CLAWBeast, Werewolf
The leader of the Pack Champions, this figure would be the same as that Uncommon miniature, with a color variant: a German Sheppard-style black-and-brown pattern.
Points: 80
Range: 0/
Plot Twists: +0
M:07-06-06-05-05-04-03-X Pounce (Acceleration)
A:12-11-11-10-10-09-08-X Flurry (Sweep)
D:17-16-15-14-13-12-11-X Tough Pelt (Stamina)
D:03-03-03-02-02-02-02-X Slash -WOLF BROTHERS CABAL
64. OTTO v. IIIScientist, Killer
Last surviving member of the previous generation of Ottos, v. III would be mostly the same figure as the Uncommon Otto v. IV, with non-albino coloring and a Roman numeral 3 on his shoulder instead of a 4, and his pistol is replaced with a WWII-style stick-handled grenade.
Points: 40
Range: 5/
Plot Twists: +0
M:06-05-04-04-03-X
A:09-08-08-07-06-X Sedate (Venom)
D:16-15-14-13-12-X Meatshield*
D:02-01-01-01-01-X Grenade / Surgeon (Agony)
*As per Mastermind in HeroClix.
65. HILDAGuardian
A variant on the Rare Valkyrie, with an alternate head: helmet-less, with a long blond top-knot.
Points: 80
Range: 0/
Plot Twists: +1
M:10-09-08-07-06-05-X Going My Way? A:11-10-10-09-09-08-X Run Down (Trample)*
D:17-16-16-15-15-14-X To Valhalla!**
D:03-03-02-02-02-01-X Slash -Double-Based
*If this monster kills an enemy at the end of a Frenzy action, it may use any remaining movement; if this takes it adjacent to another enemy, it may make a second Frenzy attack.
**If a friendly monster is killed by an enemy while adjacent to this monster, you may choose to also remove this monster from the game, in which case the opposing player gains no victory points for either monster.
-BBB EXCLUSIVE-
THE HORNED GODElemental, Hunter, Legend
According to anthropologist Margaret Murray, as documented in her famous books Witch-Cult In Western Europe (often referenced by H.P. Lovecraft) and God Of The Witches, worship of The Horned God, the paleolithic god of hunting known by numerous names throughout Europe (Cernnunos, Herne, Atho, etc), was the world's first true religion, and formed the basis of what we now call witchcraft. As hunter-gatherers moved from their ice-age caves and took up agriculture, the dependence on the seasons for livelihood caused the Triple Goddess to become the focus of the ancient nature cult, pushing the God of Hunting into the background. Old gods die hard, however, and- despite a campaign of demonization by the Medieval Church in with the Horned God was conflated with Satan- the Old Ways still survive in hidden corners of the world. This miniature would depict a tall, powerfully-built man covered with dark fur, with the antlers, hooves, and tail of a stag, and glowing green eyes.
Points: 130
Range: 0/
Plot Twists: +2
M:08-08-07-07-06-06-05-05-04-04-03-X One With Nature (Leap/Climb)
A:11-10-10-10-09-09-09-08-08-08-07-X Hunter (vs Beasts)
D:18-17-17-16-16-15-15-14-14-13-13-X Circle of Life (Regenerate)
D:03-03-03-03-03-02-02-02-02-02-01-X Call of the Wild (Injection)
Continuous Power: Elemental Avatar (If a friendly monster with the Elemental class is adjacent to this monster, you may, as a standard action, inflict one penetrating damage to this monster and heal the friendly Elemental one damage.)
-CONVENTION EXCLUSIVE-
OLD MAN WINTERElemental, Legend
The Americanized variation of the folk character Father Frost is far less benign than his Russian counterpart. I picture this miniature as a gaunt giant cast in transparent ice-blue plastic, with long white hair and beard, and clad in a tattered toga; his hair and toga would be sculpted to look like they are being whipped by a furious wind.
Points: 90
Range:6//
Plot Twists: +0
M:05-05-05-04-04-04-03-03-03-02-X Cloud Travel*
A:11-10-10-09-09-08-08-07-07-06-X Coldfront**
D:17-17-16-16-15-15-14-14-13-13-X Hoarfrost (Retributive Strike)
D:03-03-03-03-03-02-02-02-02-02-X Bloodfreeze (Pain)
-Giant
*As a Move action, place this monster on an unoccupied Bloodspot.
**In addition to inflicting normal damage, this Ranged attack forces the opponent back a number of squares equal to the damage inflicted.
-PLOT TWISTS-
HIKING BOOTS The victim is dressed for the environment.
Play when you select a Victim who is currently outdoors: the Victim ignores the effects of Hindering terrain for the remainder of your turn.
TENDERFOOT The victim does not get along well with Mother Nature.
Play when an opposing player selects a Victim who is currently outdoors: the Victim's movement value is halved (round up) and treats Hindering terrain as Blocking terrain until the end of the current player's turn.
COMPASS The victim knows exactly which direction to go.
Play when an opposing player selects a Victim who is currently outdoors. Roll a d6: on a 4+, move the Victim in a straight line towards your own starting area.
CHANGELING The victim is revealed to be a faerie in disguise, left in the place of a human child and raised by unsuspecting parents.
You must control a monster with the Faerie class to play this card. Play when an opposing player attempts to Rescue a Victim: the rescue attempt fails, and on a d6 roll of 5-6 the would-be rescuer is dealt 1 click of damage. Remove the victim token from the game.
COLD IRON The victim is armed with the one thing that is anathema to faeries.
Play when an opposing monster with the Faerie class attempts to kill a Victim. The slaying attempt fails, and on a d6 roll of 4+ the faerie is dealt one penetrating damage and forced backward 2 squares (automatically breaking away if necessary).
THE WICKER MAN A giant wicker effigy is filled with sacrifices and set ablaze to gain the favor of Elemental forces.
You must control at least one monster with the Elemental class to play this card; play at the beginning of your first turn. Place a counter in your Starting Area to represent the Wicker Man (the Tree of the Damned works well for this, but any kind of chit will do). Each time a monster you control kills a Victim that is adjacent to the Wicker Man, you may heal one friendly monster with the Elemental class of one click of damage. At the end of each of your turns after the first, roll a d6: on a result of 1, the Wicker Man burns out, and is treated as Hindering terrain for the rest of the game.
THIN ICE A layer of ice has formed on the water; it might support your weight...
Play this card during your Preview phase. Any monster or Victim moving over Water terrain must roll a d6: on a 1 the monster falls through the ice; monsters take 1 click of damage and may take no other action this turn; Victims are removed from the game, incurring no benefits to either player. On a 2-3, the water is treated as normal Water terrain. On a 4-6, the Water is treated as Clear terrain. Roll a d6 on each of your subsequent Hourglass phases: on a 1-2, the ice breaks up, and the effects of this card end.
THE WILD HUNT A group of phantasmal huntsmen and their baying hounds thunder through the skies above your head, presaging catastrophe.
Play this card during your Preview phase. All dice rolls, both ally and enemy, must be rolled twice, and the least favorable result used, until the start of your next turn.
TICKING CLOCK: SNOWSTORM Snow begins to fall, hindering vision and making movement difficult.
When this card is played, remove all other Ticking Clock cards that have been played from the game. All outdoor Range values are at -1. When any player selects a Victim that is currently outdoors, roll a d6: on a 1, the victim slips in the snow and cannot be moved.
TICKING CLOCK: BLIZZARD The wind picks up, whipping the snow into a dangerous flurry.
Play this card only if Snowstorm is in play; when this card is played, remove all other Ticking Clock cards that have been played from the game. All Range values outdoors are halved (round up), and all outdoor clear terrain is treated as Hindering terrain for movement purposes. When a player selects a Victim that is currently outdoors, roll a d6: on a 1-3, the Victim cannot be moved.
TICKING CLOCK: WHITEOUT The blizzard grow so intense that you can't see your hand in front of your face.
Play this card only if Blizzard is in play; when this card is played, remove all other Ticking Clock cards that have been played from the game. Outdoor Range values are reduced to 0, and all outdoor clear terrain is treated as Hindering terrain for movement purposes. When a player selects a Victim that is currently outdoors, roll a d6: on a 1, the Victim dies of exposure and is removed from the game; on a 2-4, the Victim cannot be moved.
TICKING CLOCK: THE STORM BLOWS OVER As suddenly as it started, the storm passes.
Play this card only if Snowstorm, Blizzard, or Whiteout is in play; when this card is played, remove all other Ticking Clock cards that have been played from the game. Battlefield conditions return to normal.
Special Prize Victim: Little Red Riding Hood (Female; Move:3)
---------------
Well, what do you think? Personally, I find HowlingWood the least satisfying of my home-made sets. I suppose that's due to a combination of a high repetition of powers (almost half the freakin' set has Stamina...), and the fact that it feels so Dungeons & Dragons-y. Ah well, they can't all be my favorite...
Let me know if any of my "guesstinated" point values seen out of whack, and feel free to add to the Northern woods-themed Plot Twists.
And keep an eye out for my fourth home-made fantasty set (damned Obsessive Compulsive Disorder!), the urban-themed Dark Streets, coming soon...
Last edited by BLG on Wed Sep 09, 2009 7:22 pm; edited 3 times in total
Joined: 24 Nov 2008 Posts: 308 Location: Portland, Or.
My home-made sets have always been pretty light on plot twists- they just aren't my forte. I had intended to revisit them and add more, but I never got around to it. Since I've just started posting my fifth set, I thought this would be a good time to rectify that oversight...
LUNAR ECLIPSE The full moon falls into the Earth's shadow, spelling trouble for werewolves.
Play on your own Preview phase: all damage inflicted on monsters with the Werewolf class- friendly and enemy- is Penetrating damage, until the start of your next turn.
LOST IN THE WOODS The victim has lost all sense of direction.
Play when an opponent selects a Victim that is currently in Outdoors Hindering terrain; you move the victim instead.
HYPOTHERMIA Has rescue arrived too late to save the victim from exposure?
Play this card when an opposing player attempts to Rescue a Victim who is currently Outdoors. Roll a d6: on a 1-2, the Victim dies before being rescued and is removed from the game, granting no benefits to either player.
FAVOR OF THE GREEN MAN The legendary avatar of the forest comes to your aid.
You must control at least one monster with the Elemental class to play this card; play on an opposing player's Preview phase. Line-of-sight to monsters you control counts Outdoor Hindering terrain as Blocking until the start of your next turn.
Joined: 24 Nov 2008 Posts: 308 Location: Portland, Or.
Looking for suggestions...
I'm currently hard at work on my latest home-made set, the "cosmic horror"-themed Eldritch. I've decided to move one of the monsters from Gothix (the Antequarian, plus his Lovecraftian LE varient) over to Eldritch, and fill the hole in the Gothix list with the Dhampir from this set; that leaves a hole to fill here. I've been trying to come up with a replacement that holds true to HowlingWoods' "Cold North Woods" theme, but I haven't been able to think of anything other than D&D-type monsters, like gnolls... Does anyone out there have a suggestion? Something less "fantasy", more "horror movie"?
I like Outwit, I think it's great that you've included it in a few of your figures (I don't think very many figures should have it, but it's fine in small doses). However, does it seem a little messed up to anyone else that you can outwit transformation powers? Zombie Astronaut about to go off? Outwit mutate and watch it die. Dire Werewolf getting dangerously close to a victim? Bye-bye Change. Pod People? No prey for you. With the number of figures that rely on transformation, it seems to me that outwit should not be able to cancel transformation powers. There are plenty of other ways to screw someone out of a transformation (via traditional victim denial strategies) that feel a lot less cheap.
Joined: 24 Nov 2008 Posts: 308 Location: Portland, Or.
Sarcanis wrote:
I like Outwit, I think it's great that you've included it in a few of your figures (I don't think very many figures should have it, but it's fine in small doses). However, does it seem a little messed up to anyone else that you can outwit transformation powers? Zombie Astronaut about to go off? Outwit mutate and watch it die. Dire Werewolf getting dangerously close to a victim? Bye-bye Change. Pod People? No prey for you. With the number of figures that rely on transformation, it seems to me that outwit should not be able to cancel transformation powers. There are plenty of other ways to screw someone out of a transformation (via traditional victim denial strategies) that feel a lot less cheap.
Keep in mind that Outwit requires Line-of-Sight, and Victim tokens block LoS right up to the moment you kill 'em...
On another subject, are there any suggestions for a replacement figure for the Dhampir (as per the fifth post up)? Anyone? All I've been able to come up with is a Most Dangerous Game-style psycho who hunts people... Not totally satisfying, but a Slasher with a gun would be pretty useful. Can anyone do better?
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum