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Arcturus

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    BRP
    D&d 3.5/4.0
    Cthulhu
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    Manchester, England

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  1. I would go for 99%. According to the size table (in GORE) Clegane would be SIZ 25.
  2. Do not the most powerful spells have large san loss, so can be very rarely cast? SAN loss is normal, with standard effects. Using 5th ed Call of Cthulhu rulebook.
  3. Is this balanced in a low magic world? A character can be a mythos sorcerer. They lose 75 skill points and 1 point each of Strength, DEX, CON and CHA, and in return gain the ability to cast a number of mythos spells (of their own choice) equal to half (rounding up) their INT characteristic.
  4. Random Call of Cthulhu Spell Table: (For tomes, ect. Roll d100) 1 - 2 Black Binding: 3 - 4 Bless Blade: 5 - 6 Cast Out Devil: 7 - 8 Command Animal (choose variety): 9 -10 Command Dhole: 11-12 Command Ghost: 13-14 Consume Likeness: 15-16 Contact Deep One: 17-18 Contact Ghoul: 19-20 Contact Gnoph-Keh: 21-22 Contact Mi-Go: 23-24 Contact Rat-Thing: 25-30 Contact Deity - 1-2 Contact Cthulhu: - 3-4 Contact Nodens: - 5-6 Contact Nyarlathotep: - 7-8 Contact Tsathoggua: - 9-10 Contact Y’Golonac: 31-32 Create Gate: 33-34 Create Mist of Releh: 35-36 Create Scrying Window: 37-38 Create Zombie: 39-40 Curse of the Stone: 41-42 Deflect Harm: 43-44 Dominate: 45-46 Dread Curse of Azathoth: 47-48 Dust of Suleiman: 49-50 Elder Sign: 51-52 Eye of Light and Darkness: 53-54 Find Gate: 55-56 Fist of Yog-Sothoth: 57-58 Flesh Ward: 59-60 Grasp of Cthulhu: 61-62 Heal: 63-64 Levitate: 65-66 Mind Transfer: 67-68 Powder of Ibn-Ghazi: 69-70 Red Sign of Shudde M’ell: 71-72 Resurrection: 73-74 Send Dreams: 75-76 Shrivelling: 77-78 Soul Singing: 79-80 Summon/Bind Byakhee: 81-82 Summon/Bind Child of Yig: 83-84 Summon/Bind Dark Young: 85-86 Summon/Bind Dimensional Shambler: 87-88 Summon/Bind Fire Vampire: 89-90 Summon/Bind Hunting Horror: 91-92 Summon/Bind Nightgaunt: 93-94 Summon/Bind Servitor of the Outer Gods: 95-96 Summon/Bind Star Vampire: 97-98 Voorish Sign: 99-00 Wither Limb:
  5. I will be starting a brp/Call of Cthulhu fantasy game, and plan to allow the characters the option of starting with Call of Cthulhu spells, in exchange for less skill points. How many skill points would you say a Cthulhu Mythos spell is worth? I am thinking 20 or 25.
  6. As DM I would rule the former (8+18 = 26). Otherwise their would be no benefit to having a high minimum POW. Using 8+18 = 26 seems like rules as intended and rules as makes sense.
  7. I had a lot of difficulty figuring out how to do the hug mechanism on this one. Please critique. I have also slightly reduced the Dexterity for the adult alien Facehugger A facehugger has eight long finger-like legs which allow it to crawl rapidly, and a long tail adapted for making great leaps. These particular appendages give it an appearance somewhat comparable to chelicerate arthropods such as arachnids and horseshoe crabs. Facehuggers emerge from alien eggs. As a potential host approaches, the egg's lobes unfold like flower petals, and the facehugger extracts itself from the egg and attempts to attach itself to the potential host. The facehugger is a parasitoid; its only purpose is to make contact with the host's mouth for the implantation process, by gripping its legs around the victim's head and wrapping its tail around the host's neck. Upon making contact, the facehugger tightens its tail around the host's neck in order to render him or her unconscious through oxygen deprivation. The facehugger then inserts a proboscis down the host's throat, supplying them with oxygen whilst simultaneously implanting an embryo. Attempts to remove facehuggers generally prove fatal, as the parasitoid will respond by tightening its grip on the hosts throat, and the facehugger's acidic blood prevents it from being safely cut away. Once the Alien embryo is safely implanted, the facehugger detaches and, shortly afterwards, dies. STR: 1D6+1 (4-5) CON: 3D6 (10-11) SIZ: 1D2+1 (2-3) INT: 3 (3) POW: 2D6 (7) DEX: 2D6+12 (19) CHA: 1D6 (3-4) Move: 12 Hit Points: 7 Damage Bonus: -1D6 Armour: 0 Attacks: Grapple 90%, special Skills: Climb 75%, Dodge 70%, Jump 90%, Stealth 50%, Facehug: In combat, a facehugger will attempt to grapple its targets head. It must make a successful Grapple roll to establish a hold on its foe. It can target the head at no penalty. Grapple attacks can be parried using the Grapple skill; if the defender parries with a weapon or shield, the facehugger will not normally attempt to grab the weapon or shield arm. Once a hold is established, the next round the face hugger will begin to strangle the target, who must make a CON x 1% roll each round or suffer 1D6 hit points of damage to his or her general hit points. Unless harassed by others, the facehugger will not attempt to kill its target, and will stop strangling once its victim reaches unconsciousness at 1 or 2 hp; and will pull its blows, using a smaller damage dice (d4, d3 or d2), once its victim is at about 6hp or below. The defender may attempt to break the hold by matching his or her STR against the facehuggers STR (which counts as 20 for this purpose) on the resistance table. Others may also attempt this, or they may assist the facehuggers victim, giving them a bonus of 10% per helper on their roll. If attacked while attached, bludgeoning weapons do no damage to the hugger, but all damage from the impact is transferred to the host. If a surgical ward and a doctor are present and prepared, the facehugger can be safely removed, without acid blood spilt, on a successful Medicine skill roll. Failure kills the patient. Acidic Blood: This biological acid is intensely powerful and will spray from any open wound the facehugger takes, actively corrosive for 1D6+2 combat rounds. Any target being grappled by the face hugger is spattered. That character takes 1D3 points from the acid. Armour will not protect against this acid. Once a character is being burnt by the acid, it will continue until it is neutralized by some force, or the acid eventually stops being corrosive at the end of the 1D6+2 duration. Wall Walking: Aliens can walk on walls and ceilings, whether on all fours or standing upright. They can stand still on vertical or upside-down surfaces as if on the ground. Immunities: Aliens are effectively immune to damage from acid, cold, radiation, vacuum, and inhaled gasses. They take half damage from electricity. Leap: A facehugger can jump up to 7 meters horizontally, or 3 meters vertically.
  8. Other types will be coming gradually. I want to make sure I get the mechanic right. I though the BGB stats seemed rather low. Especially constitution, a xenomorph has acid for "blood", can grow to adult size in a day and survive exposure to vacuum, yet has no better constitution than a human? I also wanted to up the damage bonus to D6. I am concerned that the 2D6+12 Dex may be overpowered, though. Thank you. I have already seen it. It would be nice to have a similar resource on aliens for BRP.
  9. Please reveiw. Xenomorph STR: 2D6+12 (19) CON: 2D6+12 (19) SIZ: 4D6 (14) INT: 2D6 (7) POW: 2D6 (7) DEX: 3D6+6 (16-17) 2D6+12 (19) CHA: 1D6 (3-4) Move: 12 Hit Points: 17 Damage Bonus: +1D6 Armour: 2 point carapace (spews acidic blood, see below) Attacks: Claws 50%, 1D6+db (bleeding) Bite 35%, 1D6+db (bleeding) Tail Lash 35%, 1D4+db (impaling) Grapple 35%, special Each round, the xenomorph will attack twice with claws and once with a bite attack 5 DEX ranks later. If it is successful with both claw attacks, it will attempt to grapple and bite on the next round. If appropriate, it will substitute its bite for a tail lash attack. Skills: Climb 75%, Dodge 70%, Hide 60%, Jump 50%, Listen 35%, Sense 50%, Spot 35%, Stealth 50%, Swim 50%, Track 75%. San loss: 1/1D8 Acidic Blood: Xenomorphs have a special defence: acidic blood. This biological acid is intensely powerful and will spray from any physical wound the xenomorph takes, actively corrosive for 1D6+2 combat rounds. Any target 1 meter from the xenomorph must make a DEX x5 roll to avoid being spattered. Failure indicates that the character takes 1D3 points from the acid. Armour will initially protect against this acid, but not for long. It will continue to eat away at armour protection, doing damage each combat round until it is through the armour. The GM should keep track of the acid’s damage each round until the armour’s value is overcome. At this point, it will begin to burn the character. Removing the armour without being burned takes one full combat round and a Difficult Agility roll. If using the optional hit location system, only the armour on the affected hit location(s) need be removed. Failure indicates that the armour is still on. A fumble indicates that the acid got onto the character. Once a character is being burnt by the acid, it will continue until it is neutralized by some force, or the acid eventually stops being corrosive at the end of the 1D6+2 duration. Wall Walking: Aliens can walk on walls and ceilings, whether on all fours or standing upright. They can stand still on vertical or upside-down surfaces as if on the ground. Immunities: Aliens are effectively immune to damage from acid, cold, radiation, vacuum, and inhaled gasses. They take half damage from electricity. Aliens, or xenomorphs, (Internecivus raptus) are a deadly extraterrestrial species with complex life cycle, and a need for a host organism in order to reproduce. When standing upright, the Aliens are vaguely bipedal in form, though they adopt a more hunched, quadrupedal stance when walking or sprinting. They have a skeletal, biomechanical appearance and are usually coloured in muted shades of black, blue or bronze. Aliens do not radiate heat, as their body heat matches the ambient temperature of the environment in which they are found. Aliens have the ability of running and crawling along ceilings and walls. They have great physical strength, having been shown to be capable of breaking through welded steel doors. Aliens have segmented, barb or blade-tipped tails. The tails have a flat ridge of spines at the base of the blade, to help them swim. They are also adept at using their tails as blunt weapons, sometimes to deadly effect. They have elongated, cylindrical skulls, but possess no visible eyes. How the creatures see is uncertain. A fisheye lens was used to illustrate the Alien's point of view. The aliens' mouths have a second inner set of jaws, which are located at the tip of a long, tongue-like proboscis. The Aliens' inner jaws are powerful enough to smash through bone and metal. They eat with their "tongue mouths", not their outer mouths. Human-spawned Aliens have between three and six fingers. Aliens have been alternately portrayed as both plantigrade and digitigrade organisms. Alien “blood” is an extremely potent acid and is capable of corroding on contact almost any substance with alarming speed. It is dull yellowish-green in colour, and seems to be pressurized inside the body so that it spurts out when punctured. Some suggests that the acid is not blood, but a fluid maintained under pressure between a double layer of skin. The Aliens are conscious of the effects of their acidic blood, and even use it to their advantage, two Aliens escaped a cage by killing a fellow Alien so that its acid ate through the cage floor. It is theorized that the Aliens' acid blood could be some type of "hydrosulphuric acid" composition due to its corrosiveness and the conspicuously toxic effects on living human tissue. Aliens can produce a thick, strong resin (secreted from their maws, giving them the look of a slavering beast) that they use to build their hives and to cocoon their victims, and they can use the walls of their hives as camouflage. Xenomorphs appear to possess an intelligence roughly similar to that of a typical primate. The species excels at observational learning and problem solving. Aliens have managed to learn how to operate the machinery of mechanized environments at a very basic level. Aliens were able to cut the power from a section of a habitation complex to allow themselves access to the humans inside. A queen was able to learn how to operate an elevator simply by observing it once. Aliens have demonstrated little actual emotion, save for self preservation, and maternal instincts toward their eggs. Life cycle Their life cycle comprises several distinct stages: they begin their lives as an egg. The eggs are large, ellipsoidal leathery objects between two to three feet high with a four-lobed opening at the top. As a potential host approaches, the egg's lobes unfold like flower petals, and the parasitic facehugger extracts itself from the egg and attaches itself to the potential host. The facehugger, a form with 8 long legs and a long tail, attaches itself to the victims face, in order to implant an embryonic chestburster down the host's throat, a process which takes several hours. Removal of the facehugger generally proves fatal, as it will respond by tightening its grip on the hosts throat, and its acidic blood prevents it from being safely cut away. Once the Alien embryo is safely implanted, the facehugger detaches and dies. Shortly after implantation, the facehugger dies, and the embryo's host wakes up showing no considerable outward negative symptoms. Symptoms build acutely after detachment of the facehugger, the most common being sore throat, slight nausea, increased congestion and moderate to extreme hunger. Over the course of between several and 24 hours (and sometimes up to a week, in the case of some queens) the embryo develops into a chestburster, at which point it emerges, violently ripping open the chest of the host, killing it. The chestburster then matures to an adult phase within a day, if it ingests sufficient energy, moulting as it grows. Aliens are laid by an large queen alien. A lone alien warrior can also produce eggs by encasing the still-living bodies of its victims in resin, and converting them into an egg. Alien queens are produced by special, larger facehuggers. However, some have suggested an ordinary warrior alien can transform into a queen if necessary.
  10. I have to agree with all those who dislike the name.
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