This is a fantastic and deeply unsettling idea. Wretched Darkness is an OSR horror game focused on anti-heroes, grim outcomes, and the psychological effects of the supernatural.
For Santa Claus to exist in the Wretchedverse, he must be a terrifying, ambiguous, and immensely powerful entity. He won't be a jolly figure, but rather a primordial, ancient being whose power is tied to the collective belief (and fear) of humanity, and whose 'gifts' often come with a horrifying price.
Here is the NPC stat block for "Krampus' Father" (The Red-Suited Entity, The December Deliverer) for the Wretched Darkness RPG.
The December Deliverer (Santa Claus)
A monstrous entity of immense power, tied to the psychic energy of childhood innocence and greed. It serves a dark, cold cosmic purpose.
| Attribute | Score | Notes |
| Level/Tier | Entity (Immortal/Unique) | Treat as a Rank 10+ foe. |
| Hit Points (HP) | 200 (Supernatural Regeneration) | Takes half damage from all but Holy/Cold Iron attacks. |
| Armor Class (AC) | 18 (Thick Hide/Magic) | The thick, red, blood-stained velvet offers little, but the ancient magics do. |
| Movement | 30 ft. (Ground), Flight (90 ft., Sleigh), Teleport (Self-only) | |
| Attack Bonus (Melee) | +15 | |
| Attack Bonus (Ranged) | +12 |
Ability Scores
| Ability | Score | Modifier (d20 check) |
| Strength (STR) | 20 | +5 |
| Dexterity (DEX) | 14 | +2 |
| Constitution (CON) | 22 | +6 |
| Intelligence (INT) | 18 | +4 |
| Wisdom (WIS) | 24 | +7 |
| Charisma (CHA) | 20 | +5 |
Combat & Attacks
Primary Melee: The Holly Staff
Attack Bonus: +15
Damage: $3d8 + 5$ Bludgeoning / Cold Damage
Effect: On a successful hit, the victim must pass a DC 18 CON Save or be covered in a thin, crystalline rime of ice and be Slowed for $1d4$ rounds (half speed, -2 AC/Attack).
Ranged Attack: Lump of Perpetual Coal
Attack Bonus: +12
Damage: 2d6 Fire Damage + Psychological Strain
Effect: Upon being struck, the victim must pass a DC 15 SANITY Check. Failure results in the target gaining 1d4 Sanity Loss (the knowledge of their deep moral failings made manifest). This coal burns eternally, never consuming itself.
Supernatural Ability: The Gift (Action)
The Deliverer reaches into his sack (which smells of freezing ash and formaldehyde) and pulls out an item specifically tailored to the victim.
The item is usually the worst possible outcome of a character's deep, selfish desire or a supernaturally grotesque version of a childhood toy.
Example Effect: A PC who secretly desires wealth may receive a small, pulsating sack containing $1d10$ severed fingers, each adorned with a gold ring. The PC must pass a DC 20 SANITY Check or suffer $2d6$ Sanity Loss and be Paralyzed by cosmic horror for 1 round.
Supernatural Traits & Immunities
Knows if You've Been Bad (Constant): The Deliverer has perfect, supernatural knowledge of every living creature's most heinous act or darkest secret. Any attempt to Lie or Deceive him requires a DC 25 Charisma Check. Failure on this check grants him a free attack against the PC.
The Naughty List (Weakness): Any character who can prove they have never intentionally wronged a child (living or dead) gains Advantage on all Saving Throws against The Deliverer's powers.
Immunity: Immune to all Cold, Charm, Fear, and attempts to mentally influence him.
Chimney Transit (Teleport): Can teleport into any structure that contains an inactive fireplace, or any vent, pipe, or opening large enough for a newborn to pass through.
Sanity Threat (The True Horror)
Santa Claus is a profound threat to sanity in the Wretchedverse.
Presence Sanity Loss: Any character who witnesses The December Deliverer (his true form, not just a disguise) must make a DC 15 SANITY Check or lose $1d4$ Sanity.
The Workshop (Environmental): Anyone who enters The Deliverer's domain (often referred to as the "North Pole") must make a DC 18 SANITY Check every hour or lose 1d6 Sanity. The sight of the endless, tormented little creatures (Elves/Fae slaves) toiling in the cold is often enough to break weak minds.
Roleplaying Notes
Mannerisms: Speaks in a deep, booming voice that sounds like grinding ice and breaking bone, but uses unsettlingly cheerful words. Always laughs, but the laugh is a low, sickening Ho-ho-ho that seems to drain the light from the room.
Motivation: Unknown. It seems to enjoy the ritual of the night, the consumption of belief, and the punishment of those who abuse the concept of innocence.
Bait: Always seeks out those with a hidden moral flaw, using their greed and past sins as the fuel for its gifts.
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