Tuesday, August 23, 2011

Old Ones & Elder Gods

One of the more difficult aspects of Lovecraftian horror lies in the presentation of the antagonists, striking a careful balance between the ultimately unknowable alien nature of those creatures from beyond the stars while simultaneously presenting a situation where the players can meaningfully impact the events. Granted you may run a more pessimistic game where the character's are doomed and that's certainly a legitimate way explore the dark misanthropy which makes up the world of H.P. Lovecraft. Yet even he has stories, such as "the shunned house" where the protagonist succeeds in killing one of the creatures of the Mythos. There's many different ways to represent the creatures of the Mythos, but I think the easiest way is to simply utilize the rules for spirits. A good example of this sort of thing can be found over on Shadownessence. Simply put a Power, Resistance, and Finesse trait is all that is strictly necessary for baseline stats. Dread powers from Hunter the Vigil, make an excellent set of tools for designing monsters, but the Pandorans out of Promethean the Created have a grotesque horror all their own. For the sake of simplicity I've stuck with Dread Powers in the write ups, but I've also included a spirit from World of Darkness Book of Spirits to show how easy it is to take something already in the World of Darkness and retool them into Lovecraftian Horrors. I've also included a horror rating, which roughly indicates its 'scale' in terms of danger, influence, or power in the universe. 

Creatures of the Mythos
 

Unspeakable Horrors: Creatures of the Mythos do not possess Sanity and are treated as though they had a Mythos score of 10, each also possesses a 'horror' rating which is serves to replace rank, Sanity-Horror is a good rule of thumb for when such creature provoke Sanity Loss
Dread Form: Mythos are not immaterial, they may be killed upon reaching zero Corpus, if the laws of death apply to them. Size and Speed are always unique to the entity.
That Hideous Strength: Mythos powers stem from eldritch laws unknown to man, they do not possess Numina instead they have individualized Dread Powers
The Stars are Right: Essence is regained normally at point per day, completely if "the stars are right," or one point per health level "eaten" from a living being, other's might regain essence through worship or some other stranger methods.


Hunting Horrors
Quote: "sounds like a great bat flapping"
Background: A Greater Servitor Race, Hunting Horrors are harrier creatures for some of the gods, particularly Nyarlathotep. They can be summoned in their own right, and sent to seek out blood and lives.
Description: Resemble enormous ropy black serpents or worms possessing rubbery skinned wings. Their forms continually shift and writhe and average 40 feet in length. They speak in booming harsh voices.
Horror: 4
Attributes: Power 9, Finesse 6, Resistance 5
Willpower: 14
Essence: 23
Initiative: 11
Defense: 9
Speed: 14/28 when in flight
Size: 15 (no penalties from targeted attacks)
Corpus: 14
Dread Powers: Crushing Blow 3 (grappling), Dread Attack 3 (bite), Flight (may stay aloft indefinitely for 1 essence per scene), Viperine Skin (3 points of armor, firearms inflict bashing damage)
Note: It possesses 1d10 Rites of the storyteller's choosing.

Limi Surun, the Ten Thousand Teeth
Quote: <<We are we.>> In a chittering dead langauge.
Background: A Lesser Servitor Race, the Limi Surun were never  united  in  one  form. While they serve Ur-Ephonoth they do so not as slaves, rather their inherent nature was co-opted toward its end.
They are colony of horrors, built of collective might and
will. The horde has only one directive to feed their never ending hunger.
Description: It’s not quite a solid whole. Close inspection reveals thousands of small shifting black insect like things compacted together. This is also betrayed when it moves as parts of the creature seem slightly out of synch with the other, much like a school of fish. In this state, a sharp blow passes through its body, scattering the interlocked knife like bodies of its constituent beings in a gory arc, but doing little damage. All the while a discordant alien noise speaks out in blasphemous atonements.
Horror: 2
Attributes: Power 3, Finesse 4, Resistance 6
Willpower: 9
Essence: 12
Initiative: 9
Defense: 6 *
*3 against area effect attacks
Speed: 11
Size: 4
Corpus: 10
Dread Powers: Crushing Blow 3(teeth like apertures on every inch of its 'body' ), Lurker in Darkness 1, Swarm Form 4-
Cost 2 Essence, defense to 0 vs area effect attacks, a creature caught within the swarm at the beginning of its turn takes damage automatically. Damage is determined by the intensity of the swarm. The swarm begins with a radius in yards equal to the Size of the horror and does one bashing damage. Each time the radius halves (a standard action), the damage increases by one. Full-body  armor provides half protection,  less  than  full
body affords no protection as the small creatures find
their mark. All creatures caught within a swarm suffer –2
to Mental checks. 

Cults

Cultist

Attributes: Intelligence 3, Wits 2, Resolve 2, Strength

2, Dexterity 2, Stamina 2, Presence 2, Manipulation 2,

Composure 3

Skills: Academics 2, Brawl 1, Crafts 3,  Athletics 1

Drive 1, Expression 3, Firearms 1, Investigation 1,

Medicine 1, Stealth 1, Survival 1, Weaponry 2

Merits: Cult of That Which Should Not Be 2

Willpower: 5

Initiative: 5

Defense: 2

Speed: 9

Weapons/Attacks:

Baton:  1 b/ Knockout/ 6 Dice

Revolver: 1 L / 20-40-80/ 6 shots/ 5 Dice

Armor: None

Health: 7

Sanity: 6

Mythos: 2

Derangements: Paranoia, Vocalization



Esoteric Acolyte

Attributes: Intelligence 3, Wits 3, Resolve 2, Strength

2, Dexterity 2, Stamina 3, Presence 2, Manipulation 3,

Composure 3

Skills: Academics 3, Brawl 1, Crafts 3(rituals),

Drive 1, Expression 3, Firearms 1, Investigation 3,

Medicine 2, Stealth 1, Occult 4(Mythos Rites)

Merits: Cult of That Which Should Not Be 3

Willpower: 6

Initiative: 5

Defense: 3

Speed: 10

Weapons/Attacks:

None

Armor: None

Health: 8

Sanity: 4

Mythos: 5

Derangements: (various derangements)

Rites: Dread Voyage(1) or Elder Tongue(1), Communion(2), Baleful Tribulation of the God(3) or Summon/Dismiss Limi Surun, the Ten Thousand Teeth (3)



Imbued Fanatic

Attributes:  Intelligence 3, Wits 3, Resolve 2, Strength 4

Dexterity  2,  Stamina  3,  Presence  1, Manipulation  5

Composure 2

Skills: Animal Ken 1, Athletics 2, Brawl 3, Empathy 2,

 Investigation (Victims) 2, Occult 3, Persuasion (In

Disguise) 3, Socialize 2, Stealth 2, Subterfuge 3

Merits: Cult of That Which Should Not Be 1, Endowment 4

Sanity: 3(various derangements)

Mythos:5

Dread Powers:  Unholy Attribute 3,Crushing Blow 3, or Dread Attack 2 & Balefire 1



Dorothy Howard, socialite cultist
Mental  attributes:  Intelligence  3,  Wits  3, Resolve 3
Physical attributes: Strength 2, Dexterity 2, Stamina 3
Social  attributes:  Presence  4,  Manipulation 4, Composure 3
Mental Skills:  academics 3,Occult 4 (order of the iron cenotaph),  Drive  3,  Politics  3,
Science 3 (Social Psychology)
Physical Skills: Drive 2, Firearms 3, Larceny 4 (Forging Documents), Weaponry 3
Social Skills: empathy 4, expression 2, Persuasion 4 (Seduction), Socialize 4, Subterfuge 4
Merits: allies 2 (mayoral), barfly, Language (French),Resources  3,  Retainer  3,  Status  2  (order of the iron cenotaph), Striking Looks 1, Torture Suite 2
Willpower: 6
Sanity: 5 (Repression, Denial, Sadism)
Virtue: Charity
Vice: Pride
Initiative: 5
Defense: 2
Speed: 9
Health: 8
Note: While on the outside looking in she's clearly on her way to bigger and better things, at what point Status shifts to Cult of That Which Should Not Be is entirely up the Storyteller but it should be a...trans-formative experience.

1 comment:

  1. Ooh, that is so cool. I hadn't thought of using Dread Powers for such beasties. I'm totally going to have a Hunting Horror attack my nWod Demons at some point soon. Or perhaps in the vampire game I'm running....

    P.S. I run too many games.

    ReplyDelete