Tuesday, January 11, 2011

[Monsters] Huginn and Muninn

Thought and Memory, they are called, Huginn and Muninn. They supposedly work for Odin, but in any semi-magical setting, they can be used as information gatherers of any one-eyed knowledge god. But let's just pretend that they're Odin's very own.

Muninn seeks the slain and Huginn looks for hanged men (at least according to some verses) but that was in the past. They're much more than that now. Odin doesn't mind, though. As long as they bring him what he wants, he's satisfied.

I'm presenting their stats simply because maybe, just maybe, they'll be in a fight. But usually that's a last resort for them. They wander about the world (or worlds) gathering information, talking to people here and animals there, getting it all. And they're free with it, as long as the price is right.

Sometimes a nice rabbit, sometimes part of a song, then the other times, when a favor or even your soul will do nicely. And they always collect. If anything, don't bother trying to cheat them. They've got contacts everywhere who owe them and they always collect, one way or the other.

Just remember: they're not human and they're definitely not just animals, either. Forget that at your peril.


Thought or Memory (WC)
Agility d10 Smarts d12 Spirit d8 Strength d6 Vigor d6
Pace 2 Parry 6 Toughness 4 Charisma +2

Special Abilities: Flight (Pace 20, Acceleration 5), Beak Attack (STR+d6), Size -2, Slow (Pace 2 on ground), Alertness, Connections, Quick, Improved Level-Headed, Investigator, Acrobat, Charismatic.

Skills: Fighting d8, Guts d8, Intimidation d8, Streetwise d10+2, Knowledge (History) d10, Knowledge (Languages) d12, Knowledge (Riddles) d8, Investigation d12+2, Persuasion d12+2, Notice d12+2.

2 comments:

  1. Cool. Lovely flavor text--very evocative.

    ReplyDelete
  2. I plan to use them in a modern/mystical-setting game. And see what deals the players are willing to make with them.

    ReplyDelete

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