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Servitor Creatures – Kappa, Imaginary Creatures, and Sticky Note Golems

Some creatures are just born to serve.

Kappa

A Kappa is a supernatural servitor creature created from a human corpse. They lack the top of their heads from the bridge of the nose up, and their mouths are contorted into horrible twisted smiles. They move at an incredibly high speed, their arms flailing out behind them like so much dead weight.

Kappa
Body 50 (Strong)
Struggle 40% General Athletics 20%
Speed 70 (Fast As All Hell)
Keep Head Upright 70% Dodge 30% Initiative 40% Run Really, Really, Fast 40%
Mind 30 (Beastlike Cunning)
Soul 10 (Long Gone)

If the body part in a Kappa’s head ever falls out the Kappa slumps over lifeless (if the body part is replaced it reawakens). Whenever the Kappa is under extreme duress (being damaged for example) roll Keep Head Upright to see if they can keep the body part in their skull. Somehow securing the body part so that it won’t fall out causes to Kappa to cease following its creator’s orders and stand about purposelessly doing nothing.

Ritual – Summon the Kappa
Cost: 4 significant charges

What You Need:

_ a drowned corpse (relatively fresh)
_ a sponge
_ seawater
_ fishing wire (and optionally fishing hooks)
_ a bucket
_ a knife or saw made entirely from fishbone (including the handle)
_ a jar you made from river clay, painted with a wide smile in your own blood
_ a very private place

Strip to the nude and soak the sponge in seawater.

Hang a naked corpse upright like a marionette using nothing but fishing wire and hooks. Douse it in a bucket of seawater.

Place the sponge on your head and balance it there. You may not use anything to secure the sponge to your head. If the sponge falls off or dries out then the ritual is ruined and must be restarted with a new corpse. Any body parts you may have cut off are wasted. If the jar was already filled with the corpses brains it also becomes useless – though if not it’s perfectly reusable. The rest of the props are always reusable.

Now take the knife (or saw). If the corpse is male cut off it’s genitals, if female cut off it’s breasts. Throw these on the ground with a contemptuous flourish and leave them there for the rest of the ritual.

Next cut off the top of the corpses head (from the bridge of the nose and up) with a blade or saw made from a single fishbone (including the handle). Carefully scrape out all the brains and store them in the river clay jar. Note that if this jar is ever destoyed the Kappa will die.

Cut off a single body part of your own (at minimum a single digit of a finger or toe). Place the body part inside the kappa’s now empty bowl head. The kappa’s facial muscles immediately contort into a wide and twisted smile, it’s muscles become strong and wiry, and it gains a terrifying and unnatural speed.

The creator gains (or increases) the skill “Soul of the Kappa” at a percentage depending on how much was sacrificed to create the creature. The percentage cannot increased above your Soul stat of course, and extra percentage is simply lost.

Digit 5%
Finger/Toe/Ear/Nose/Eye/Tongue 15%
Hand/Foot/Unmentionables 20%

Soul of the Kappa allows you to give any and all of your Kappa telepathic orders with successful roll. The Kappa obey simple commands such as “Chase him down and kill him” or “Bring me a cup of tea”. Unfortunately the telepathic bond is shared by all of your Kappa, so giving an order to one means giving an order to one gives the order to all. That means larger groups are likely to trip over themselves if given something delicate. Of course they’re still ideal for orders like “Tear him apart and eat his flesh”. Using Soul of the Kappa takes an action, if you fail they merely stop and stand dumbly and uncomprehending (even if they were doing something else seriously.

There have been rumors of a companion ritual called Divide the Kappa, that allows you to split your Kappa’s into smaller squads. This allows you to give different squads different commands, but it requires you to split your Soul of the Kappa skill into a new skill for every squad you create. These new skills are called Soul of the First Kappa, Soul of the Second Kappa, and so on. They increase separately as other skills. Whenever you use Summon the Kappa to create a new Kappa you have to choose which group it will belong to.

If the Kappa find themselves lacking orders they mill around for a little bit before seeking out their creators with their telepathic connection. There have been unfortunate (but rare) incidents where the Kappa of a deceased creator have mistaken the creators immediate relatives for their master. This causes them to relentlessly seek out the creators relative, who probably thinks that Dad lost his fingers in a carpentry accident.

Revenant – Imaginary Creature

When it comes to obsessions children are a common one. Whether it’s the loving worry of a parent or the debased lust of a predator, children can easily become an object of intense emotion. Combine that with the openness of and you have a ready recipe for a powerful revenant. These come in two types, Friend and Foe, both of whom attach themselves to a child referred to hereafter as the ward.

Imaginary Friends are created from those obsessed with defending their child, a child, or children in general. Most often they’re created when someone dies in active defense of the child in question, attaching themselves to them as a revenant soon after. Those poor souls who died defending a child unsuccessfully tend to latch on to a child similar in appearance or circumstance. They also tend towards the more vengeful side of protection.

On the rare occasions an Imaginary Friend decides to show itself to someone it often appears however it’s particular ward perceives it. Cartoon characters are common as are children of similar age or tall faceless protectors.

Imaginary Foes are created from those obsessed with harming a child emotionally or physically, even if they don’t see it as such. Child molesters are of course prime candidates, as are obsessively abusive guardians. They’re commonly created from those who died while actively trying to harm a child. Those who died and failed in their attempt tend to be the nastiest.

When Imaginary Foes choose to manifest (often just before their final strike) they take on the appearance of their ward’s worst nightmares. Common forms are flitting red-eyed shadows brimming with teeth, or abstracted and threatening versions of people in the wards life.

When their ward dies or reaches adulthood most Imaginary Creatures are released beyond the veil. Some don’t however There have been reported cases of Imaginary Friends being passed from parent to child, or Imaginary Foes haunting a particular closet or bed.

Imaginary Friend
Obsession: (Defend The Ward) Love and protect the ward.

Body 0 (Imaginary)
Speed 50 (Alert)
Mind 20 (One-Track)
Soul 50 (Devoted)
Defend The Ward 50%

Imaginary Foe
Obsession: (Stalk the ward) Stalk and devour the ward.

Body 0 (Imaginary)
Speed 50 (Stalker)
Mind 20 (One-Track)
Soul 50 (Fearful)
Stalk The Ward 50%

Defend The Ward and Stalk The Ward are both a limited form of telekinesis. Defend the ward can either make bad things happen to those that mistreat the ward, or cause the ward to be shielded from harm. Stalk The Ward can be used to scare or cause harm to the ward.

When Defend The Ward is used as revenge for mistreatment it can take the form just about anything, but is usually fairly uncreative. A falling bookcase or a tumble down a flight of stairs are prime examples. More powerful the mistreatment makes for nastier vengeance. Petty insults and minor violence lends to a small setback or the equivalent of a minor blast. Permanent emotional or physical trauma results in either a large nasty setback or the equivalent of a significant blast.

The defensive aspect of Defend The Ward this skill work similarly. Falling objects are suddenly knocked out of the way, fires part to provide escape, assailants trip over themselves in their rush.

In contrast Stalk The Ward is first used to make the ward afraid. This can take the form of just about anything out of a child’s nightares. Most commonly the ward perceives a horrible monster waiting for them just around the corner. If the Imaginary Foe can figure out the ward’s Fear Trigger then it pretty much goes to town on the poor kid.

Stalk The Ward also has a more deadly application, useable only when the ward is afraid. Normal fear can result in a small setback or the equivalent minor blast. Blowing a stress check or activating a Fear Trigger can allow for a major setback or the equivalent of a significant blast. Typically Imaginary Foes hold off on killing their ward until they had a good deal of “fun” making them as terrified and miserable as possible.

Generally speaking an Imaginary Creature can use their skill for minor intervention about six times per week, or for a significant intervention about two times a week. In truly desperate circumstances one might be able to pull of a bit more, but that’s not easy to say the least.

All Imaginary Creatures have an ability called Whisper To The Ward. Whisper To The Ward allows the Imaginary Friend to communicate with the ward, usually with basic concepts and empathic understanding. This is easiest to use when the ward is somehow reaching outside the barriers of mundane reality. Praying dreaming and playing pretend are all perfect examples. Imaginary Friends use this to comfort their ward or warn them of danger. Imaginary Foes simply make whispered promises of impending doom.

Sticky Note Golem

Sticky Note Golems are an amalgamation of blood-smeared sticky notes molded into the form of a tiny headless biped.

Body 10 (Paper-Weight)
Paper Cut (Stuggle) 10%
Speed 60 (Quick)
Conceal 60%
Mind 40 (Alien Cleverness)
Soul 40 (Disturbingly Cute)

To give a Sticky Note Golem orders you must write them clearly on a sticky note, which you them attach to the Sticky Note Golem’s body. Its body will engulf the precious orders and draw them into it’s core. Anyone can give a Sticky Note Golem orders, though it may try to avoid being given orders from someone other than it’s creator. But once the order has been stuck to it’s body it is bound to absorb it and work at it’s completion until it is destroyed (orders cannot be cancelled).

The most common order given is to deliver a message (they’re pretty useless for anything else). In this case write To (Name): and then your message. It is possible to attach prequisite circumstances for it’s delivery, such as your death. To do this finish the message with Sent Because: and the reason. It is possible to send messages to yourself. Multiple sticky notes may be used but they must be from the same pad and all still attached to one another.

A Sticky Note Golem with no orders will scuttle around it’s owners house idly entertaining it’s curiosity. Left on it’s own it may devour other papers, drawing them into it’s core. In some cases these papers have been mistaken for orders.

Ritual – Sticky Note God
Cost: 1 significant charge

Take two dozen packs of sticky notes and peel each of them apart one by one, tossing them over your head as you to fall as they will. Once all the pads are separate and tossed you must ingest the cardboard bases. Once you have chewed and swallowed turn around towards the mess of sticky notes behind you. Bleed yourself from both hands onto the sticky notes as you close your eyes and recite an incantation in Latin (roughly translating to: “Bound by my blood – bound to my will – I summon you to service – oh Sticky Note God” though “sticky note” is said in English). As you speak and bleed the pile of scattered sticky notes will coalesce into the shape of a somewhat lopsided headless biped, bowing before its creator. End the ritual by returning the bow.

6 thoughts on “Servitor Creatures – Kappa, Imaginary Creatures, and Sticky Note Golems

  1. Neville Yale Cronten says:

    Niiiiice.

    I particularly like the Sticky Note Golem, but the interpretation of the Kappa and the potential for a paired set of Imaginary Friend and Imaginary Foe over the same (or sibling) ward/s is an interesting hook.

    Reply
  2. Basilisk says:

    I like the Imaginary Friend/Foe revenant. Its inclusion in a game will change the tone a great deal, but if you’re wanting to head into a “Little Fears” direction these are a good way to do so.

    Reply
  3. vagina = fun! says:

    I love the sticky note golem. The reventants are fun too, but I think the kappa is a little out of place in UA (undead servants are rare in UA(

    Reply
  4. Neville Yale Cronten says:

    I don’t think I mind the Kappa. First, it’s a huge hassle and not very reliable (or even all that useful, what with its crazy head-requirement). Second, though undead servitors aren’t the norm, they’re well within the Horrible/Strange parameters and certain adepts can make crappy little zombies. And in the end, the difference between a terrifying clockwork and an animate dead man is mostly just parts. Also, I prefer the undead to other types of monsters. Keeps it humanocentric, like the rest of the universe. Summoning classical demons, fighting ancient dragons, all that’s outside the theme and feel, but a walking corpse that was a big old hassle to make? Seems ok.

    Reply
  5. Saragon says:

    I love the Sticky Note Golem, too. The Kappa is pretty interesting – it actually makes a lot of sense to me as a crude revenant, and certain twisted Epideromancers might want to make use of them. As written, making more Kappas increases your control of those Kappas, so their creators will always want more – but there’s serious downsides to having more, what with running out of body parts (and bodies) and the “horde” problem. That’s a nice Catch-22, and definitely fits UA.

    Reply
  6. Neville Yale Cronten says:

    “Toeless Joe” suddenly becomes a worrying nickname in a whole new way.

    Reply

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