Jump to content

1d8+DB

Member
  • Posts

    232
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by 1d8+DB

  1. 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. 

     

    • Like 1
  2. 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.

  3. 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. 

     

     

  4. 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? 

  5. 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.

     

     

     

  6. 3 hours ago, Questbird said:

    Readers, I purchased it.

    "Slowly, ever so slowly,  I watched the download progress bar creep towards completion. Outside the wind howled, and rain rattled against the  window pane.The  lights flickered, and my breath caught; yet the download ran on. And then it was done." 

    • Like 2
    • Haha 1
  7. 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). 

  8. 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. 

  9. 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. 

     

  10. So would you allow a PC to spend Luck on a failed  Luck roll? If you did, would  you impose any kind of penalty (double cost to purchase points for instance)?

    I'm leaning towards  not allowing it. It somehow feels awkward.

     

     

  11. So supposedly  the  ToC  'bestiary' 'Hideous Creatures',  does include  for each creature,  a lengthy listing of the forensic signs and evidence  that  visits from these  horrors  leave behind.

  12. The Flying Guillotine

     

    Yes, its that wondrous Wuxia wonder-weapon, the decapitating Flying Guillotine!

     

    The Flying Guillotine looks like a bell-like saucer at the end of a long length of chain.

     

    In combat the saucer is thrown in such a way that it alights on the target's head, at which point a kind of hood drops from the saucer, with opposing crescent blades at the bottom of the hood. A tug on the chain causes the blades to close, severing the victims neck.

     

     

    Name          Skill        Base     Damage     Special      Parry       STR/DEX     Mal.      Enc

    Flying          Flying      0%         3D6+2        *                  Yes         13/16          98-100  1.0

    Guillotine    Guillotine

     

    HP      Hand      Attk    SR        Range    Value

    10        2H          ½        ½ CR    STR       Priceless

     

    *If damage equal or exceeding the victim's Major Wound level is done the victim must must roll < CONx2%; if the roll is failed, the victim has been decapitated, and dies immediately! If the roll is successful, the victim still suffers the bleeding condition, as this weapon has opened major arteries. Note that no Damage Bonus is applied to the weapon, the blades are activated by spring mechanism, independent of the thrower's STR.

     

    **Typically this weapon is designed for use against human sized opponents. For SIZ 15-18 opponents the damage drops to 1d6+3. Against larger opponents it does no damage, the girth of the neck is too larger for the blades to close. It might be possible to make 'larger' versions of the weapon, but then the required STR (and ENC) to wield the weapon would increase as well.

     

    ***All Damage done by this weapon is applied to the Head, if hit locations are used. It might very be possible to fashion a kind of armored collar, or gorget that would offer protection against this particular weapon.

     

     

    So this iteration of this weapon is a little less lethal than the version in the classic Shaw Brother's films. It can can be parried and or dodged, as any thrown weapon. It is possible to even survive a successful attack, but even so it does horrendous damage, with a Bleeding complication. A Called attack to use the weapon is not required, as every attack is a effectively a Called Attack; hence the high required DEX. It is slow, as the chain has to be 'reeled' back in between attacks.

     

    The manufacture of these very specialized weapons is typically a carefully guarded secret of assassin cadres and murder-cults. Only the very elite and highly-trained top tier members of such groups would  have access to such deadly tools.

     

    • Like 2
  13. Going the  'cosmic superhero' (Guardians of the Galaxy/Green Lantern) route would be an option, and any superhero RPG would work for that purpose.  All the powers would be the result of  high tech gadgets,  alien physiology,  or esoteric mental disciplines. 

  14. I was pleasantly surprised to see this topic come up, because I was wondering about the economy of charcoal in Glorantha myself. Considering  that you would either have to  have access to a 'sterile' Aldryami-free forest (which might not even be possible), or  risk the wrath  of the elves in  felling trees,  charcoal might be rare or valuable, greatly complicating the work of a smith. 

    There might be wizards, or  Lodril initiates,  who make their living  summoning salamanders to ignite forges. 

    Shaman of fiery spirits like 'Oakfed' might fulfill the same function.

    Yelmites might have consecrated 'Solar Furnaces', where sacred mirrors concentrate the sun's rays to  laser-like intensity (impossible in the real world of course).

    The Lunars might even a version that uses 'Moon Lenses' to  do the same thing. 

    The Mostali probably have some  magic that causes metals to melt at room temperature, or otherwise become ductile at a command. 

     

     

  15. The whole secret identity thing would be especially problematic given modern technology: voice prints, DNA matching,   facial  analysis;  it would be more work than its worth to try and protect a secret identity. Or every 'super' would go 'Iron Man', with a head to toe body armor.

  16. More Burrough's inspired creatures.

     

     

    The Mahars

     

     

    A race of pterosaurs that have evolved intelligence and uncanny mental powers. They live in caverns in the walls of a huge, subterranean vault that is home of many fierce beasts and primitive human tribes-people. They are served by a race of cruel troglodytes called Sagoths.

     

    They seem to particularly enjoy human flesh.

     

    They are deaf, and apparently the race only possesses one sex: all members of the race being females capable of self-fertilizing.

     

    They stand a little over a meter tall and with a 3 meter wingspan.

     

    STR 2d6+2 (10)

    CON 2d6+3 (11)

    SIZ 1d6+3 (5)

    INT 3d6 (10)

    POW 4d6+4 (14)

    DEX 4d6 (14)

    APP 2d6+6 (10)

    HP (8)

    Damage Bonus -1d4

    Power Points (14)

     

    Move: 6 (a kind shuffle/waddle supported by wings along the ground)/ 16 (flight)

     

    Armor: 1 point leathery hide.

     

    Weapon:                         %                             Damage                                 Special

    Eviscerating

    strike from

    on wing                          50+1d10                2d6*                                       They swoop down upon entranced victims and

                                                                                                                            deliver a disemboweling slashing cut with their

                                                                                                                            scythe-like claws. This is an impaling attack, and

                                                                                                                            it ignores the negative damage bonus. Note that

                                                                                                                            because it requires a gliding approach they can

                                                                                                                            only make this attack while air-borne, and only

                                                                                                                            once every 3 rounds, as they have to circle back around

                                                                                                                            each time they do attack.

     

     

     

     

    Powers: Telepathy 75+1d10%. Mind Control 60+1d10%.

     

    Drawbacks: Deaf.

     

     

    Notes: Based largely on the interpretation of these monsters from the delightfully camp 1976 movie “At The Earth's Core”. I made them a little smaller, so they're better able to navigate the tunnels of the Mahar city. These Mahar's won't be carrying victims aloft, unless they also possess telekinesis as well.

     

     

     

     

     

     

    • Like 1
×
×
  • Create New...