Steal this Villain: The Urchin

 Posted by on July 26, 2013  Filed as: Steal this Enemy  Add comments
Jul 262013
 

In my head, this would work best for a modern day urban fantasy/horror game, but I’m sure a resourceful GM could easily adapt what is presented below to fit the setting and system of their choice.

They’ve been around since humans had any concept of poverty, and just how badly it affects the more vulnerable members of their society. Although to say “they” isn’t quite right. In truth, the Urchin is just one creature, able to live in separate bodies as it torments its prey. To the casual observer, it starts as just one young child. Hungry looking, wearing clothes that are only a few days away from becoming rags, with a hand held out and a supplicating look on their face.

The hunt always starts in a public place where their prey are more likely to show them charity, as societal pressure stops them from walking past the outstretched palm of a clearly starving youngster. And after all, it’s just the one kid, and slipping the one coin into their hand won’t break the bank. In fact it often makes them feel better, thinking they have done some good in an uncaring world. The child quickly disappears back into the crowd, but the ordeal is far from over.

Within a few moments, before the crowd thins or the targets move beyond it, two other children approach with hands open for some charity. This time the Urchin won’t come silently, but instead pleading for alms, hoping to apply guilt to their prey to force them to hand over more coins, although the money is not the goal here. The Urchin is waiting to strike, and each act of charity allows it to bring another aspect of itself into existence.

Three more children appear next. None of them look the same, each an individual with its own voice and look, begging for a handout that they don’t need. Just pushing buttons, drawing attention to the fact others have been given a handout, and why haven’t they? At this point, the victim may be getting worried about the continuing escalation on the beggars, but might still be hoping for the best. They might even be thinking about moving away from the crowded area after they pay off the latest batch of three. Or is it four?

Drifting away from crowds will only stop the Urchin if it doesn’t feel powerful enough yet, at which point it will shift its attention to another victim. If it has gotten to its third wave of aspects, it could very much feel brave enough to strike, once its target is reasonably isolated. It will still try one more approach though, and keep going until their is no more charity to give. Once this happens, once its prey has had enough and demands to be left alone, the aspects change.

Each that has taken alms comes back at its prey, and comes back hard at its target. Taking on all the characteristics of things that they hope their target will fear, dark eyes, snapping teeth, nails and claws, with noises designed to creep all the way down even a hardened spine. Coming out of shadows, running fast and hard to bring their prey down quickly. At this point all the Urchin wants to do is feed, and warm flesh is what they crave.

And if they have underestimated their prey, it will flee. As long as just one aspect remains, then the Urchin can hunt again.

If you are thinking about putting these into a game then you could do worse than have them appear when your players are at their ease, but anywhere with a crowd is fine. Theme parks and circuses work well, along with boardwalks and arcades. For fantasy games, markets and the like should be fine.

shortymonster

Hello there, learned reader. My name is not shortymonster, but since we will soon become firm friends, feel free to call me Shorty. I am a well versed and well traveled gentleman gamer, with no particular favourites in regard to system or setting, playing or GMing. You can also find me at my personal RPG blog.

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