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1d8+DB

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Posts posted by 1d8+DB

  1. It was an interesting  game.  Modern settings, particularly militaristic ones,  are  difficult to do properly. Typically they  bog down under massive layers of crunch (and this is from someone who tried to tried to run a 'Living Steel' game once).  'The Company' might have been a little too 'light';  though I started writing a scenario for it (a kind of mash-up with the basic premise meeting sword and sorcery), I never actually got  around to running a game so  I'm not sure how things would've come out on the table. 

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  2. As I've got  the CoC (7th ed.) PDF up; a Natural World skill test for both avoiding, and escaping, quicksand, and other boggy perils? In the latter instance, the skill informs your actions so you  'don't' do the wrong thing; struggling and flailing in the quick mud. Its almost more of a intellectual than a physical trap; you have to overcome your natural instincts. 

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  3. Way back in the day there was a 'Nocturnals'  supplement for 1E   Mutants and Masterminds. There's also of course  a 'Hellboy'  source-book for GURPS.

    I had some ideas for some Lovecraft inspired superheroes: 'Kid Shoggoth',  'The Color', and  'Richie Pickman and his  pet Tomb-Hound'. 

    'From their secret vaults beneath the  Mikastonic University Library  come  'The Cosmic Outsiders',  to do battle with with unspeakable evil!'

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  4. There was a  Savage Worlds setting "The Day After Ragnarok'" that riffed on something like this.   Nazi  sorcerers summon the Midgard Serpent to earth,  to destroy the world rather than  see their cause defeated. The Serpent is killed  by a US A-bomb.  The death of  the Serpent,  whose corpse, upon falling into the sea, raises sea levels; has all kinds of apocalyptic effects. 

    Diesel-punk Post-Apocalyptic with all kinds of Weird. 

     

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  5. On 11/17/2019 at 3:12 PM, seneschal said:

    When do we get to see your write-up?  🙂

    Ola Gavron,  Polish Partisan and Wild Talent

     

     

                                                                                 Eldritch Points

    STR 12 (+20 Enhanced STR) 32                    3

    DEX 12

    INT 9

    CON 12

    SIZ 15

    POW 9

    EDU 13

    APP 15

    SAN 40

    HP 13

    DB +2d6

     

    Other Talents: Damage Resistance 12               4

     

    Skills: Conceal 22%, Craft : Trap 15%, Dodge 36%, Drive 36%, Fist/Punch 59%, Handgun 34%,

    Hide 13%, History (Polish) 35%, Listen 40%, Navigate (Galicia) 36%, Own Language: Polish 65%,

    Language: German 24%, Language: Russian 19%, Rifle 31%, Spot Hidden 31%, and Throw 38%.

     

    Went with a  character build the emphasized  durability over raw strength:  perhaps better for facing down squads of Nazi soldiers in the Galician woods! Actual starting builds for  'Achtung!  Cthulhu' are  only 5 points,  so she's little more powerful than most: a definite threat  to her country's occupiers.

  6. Thanks. 

     

    I guess Cap wasn't a good example. There's a gap  in comics between those characters who are just slightly superhuman,  Captain America  (and I guess maybe Batman),  and those who can frisbee fling  a jeep into orbit (Hulk/Superman). 

    I'm   thinking though that   a STR between  40 and 55 might be in the range I'm looking.   Really, really strong, but still unable to  toss tanks  around. 

     

     

  7. So I'm  thinking of stating  a character for  'Elder Godlike'.  

    The idea is  a strong, durable  hero (heroine), probably equivalent to Captain America.

    So,  using  the Basic Lift rules  from GURPS I've figured that a character with a  STR of   50-60  should be be  able to  'power-lift' a jeep. The rules  are kinda vague  as to what levels of STR do what. 

    Does that sound about right? 

  8. Just my brain chewing on the idea of  'Shoggroids'. 

     

    So the 'robots' individually are only marginally stronger and more durable than humans. 

    But they have a ritual, Communion, by which they can merge, to become protean engines of destruction: true Shoggoths.  Only the merging, which is both physical and mental,  takes a terrible toll on their sanity, and many are left psychically destroyed by the experience.

    The more individuals that partake in the  Communion, the more powerful  the  resulting  Shoggoth;  but the more  taxing the  process.

    Certain fanatical, and unscrupulous robots have been trying  exotic narcotics in their Communion rites;  the idea is that the un-narcotized  leader/magus will be able to guide/control the other minds created in the resulting gestalt/organism,  resulting  in less psychic fragmentation. 

    A side result of this is that the followers of such a leader/magus become  psychologically dependent upon the leader/magus.

     

     

     

  9. I have it but  I haven't had the opportunity to run a game.  It's pretty much  'Pulp Cthulhu' turned up to 11.  Note that the rules  are both for 6th ed. CoC and Savage Worlds (unless that's changed in in a later edition). 

  10. Here's a quick throw-away:  take one of these  'men isolated in the wilderness' scenarios.  Suppose one of them  develops psychic powers; perhaps because of exposure to some Mythos entity or artifact. Or maybe they always had these dormant powers.

    So now the psychic is slowly loosing his mind, and his powers are manifesting themselves, unconsciously, in  a destructive fashion;  maybe even manifesting as some inimical creature. 

    "There's something out there." Only it isn't. It inside the cabin with you. Its Herschel, only he doesn't even know it. 

     

     

    Ohh. Another idea. Maybe Herschel  has dragged  the others within him into the Dreamlands.  You think you're in the Aleutians, but you're really in the Cold Wastes, and when the weather clears, you'll see  Kadath  in all its sublime terror. 

  11. Another entry in the growing catalog of  arctic  nightmares, is Dan Simmon's 'The Terror', which is a fictional account of the doomed Franklin  expedition of  1845, in search of the fabled Northwest Passage.

    Besides being trapped  in the pack ice, the  expedition has to deal with a vengeful supernatural entity:  a kind of demonic  Inuit ogre. 

    It appears that the OP is aware of  its TV incarnation. 

     

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