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Call of cthulhu spells
Call of cthulhu spells









call of cthulhu spells

Those ignorant of the spell can contribute 1 magic point only. The caster may expend as many magic points as he or she is able, as can any participant who knows the spell. Every ten magic points sacrificed effects one level of change (see further below).

call of cthulhu spells

The keeper establishes the base conditions. Large groups may cast the spell to achieve great meteorological effects. These are all-purpose spells, and likely to be found in many Grimoires.ĪLTER WEATHER: moderates or exacerbates any weather condition. cannot be restored." I figured giving it a 100 year recovery period simulated that pretty well.General Spells, separated by alphabetical order. Call of Cthulhu spells are more ritualistic and are usually for summoning or contacting the Elder Gods.

call of cthulhu spells

Dark young usually know spells, but Call of Cthulhu spells aren't quite like most HERO System spells. Options for this creature include switching the STR Drain for an END or BODY Drain, adding Life Support (up to Full) and increasing the Resistant Protection. It should be considered a template from which the Game Master can work. This design was based upon the dark young presented in the 5th Edition of Call of Cthulhu. They are black in color and are described as smelling like an open grave.ĭesigner's Notes: The Dark Young of Shub-Niggurath is a creature of the Cthulhu Mythos of H.P. It has a large semi-spherical body, four large tentacles, many smaller tentacles, hoofed feet and several mouths that drip green goo. If in very close combat, the dark young will simply stamp, trampling it opponents into the ground, hooting and bellowing as it does so.Īppearance: A dark young is a huge ropy mass of tentacles that loosely resembles a tree. This energy will greatly weaken the target, and once all the energy is drained (the target is STR 0) the victim will be devoured. The dark you will then bite down and suck the screaming victim's life energy away. Powers/Tactics: In combat a dark young will lash out with its long tentacles, attempting to grab a potential victim and draw them to a dripping mouth. It is usually motived by sacrifices to itself or its mother. Personality/Motivation: A dark young does its best to spread the cult of its mother. They also meet with worshipers of their mother's, accept sacrifices (usually animal) and attack and destroy nonbelievers and other enemies of their cult.ĭark Young are also known as the Dark Young of Shub-Niggurath, the Tree of Life, or that Tree That Walks They dwell in wooded areas and will prey on local fauna. the "Black Goat of the Woods with a Thousand Young". Others to perceive) (Infrequently Slightly Impairing)Ģ0 Physical Complication: Very Limited Manipulation (Frequently Greatly Impairing)ġ5 Psychological Complication: Loyal To The Aims Of Shub-Niggurath (Common Strong)ĥ Negative Reputation: Servant Of Shub-Niggurath, InfrequentlyĮcology: Dark young are the spawn of Shub-Niggurath, a.k.a. all characters)ġ5ĝistinctive Features: Smells Like An Open Grave (Not Concealable Noticed and Recognizable ġ5 Physical Limitation: Enormous, up to four times human size (Frequently Slightly Impairing)ġ0 Physical Complication: Enormous (up to 12m tall +4 OCV for others to hit, +4 to PER Rolls for Notes: Four large tentacles, numerous smaller ones.ĥ Tentacles: Stretching 6m, Reduced Endurance (0 END +½) No Noncombat Stretching (-¼), No Velocityĭamage (-¼), Limited Body Parts (tentacles -¼)Ħ Spawn Of Shub-Niggurath: +2/+2d6 Striking Appearance (vs.

call of cthulhu spells

CREATURES FROM CALL OF CTHULTHU DARK YOUNG ValĜHAĜost Roll NotesĤ5 STRē5đ8- Lift 12.8 tons 9d6 HTH Damage Ħ0 STUNĒ0 Total Characteristic Cost: 220 Movement: Running:đ6m/32mģ7 Life Force Drain: Drain STR 1d6, Reduced Endurance (0 END +½), Constant (+½), Uncontrolled (+½),ĭelayed Return Rate (points return at the rate of 5 per Century +4) Must Follow Grab (-½),Ģ0 Hoof Stomp: HA +4d6, Reduced Endurance (0 END +½) Hand-To-Hand Attack (-½)ġ2 Non-Terrene Makeup: Resistant Protection (4 PD/4 ED)Ĥ0 Non-Terrene Makeup: Physical Damage Reduction, Resistant, 75% Only Works Against Rare attack (-½)Ħ0 Non-Terrene Makeup: Energy Damage Reduction, Resistant, 75%Ĥ Great Size: Running +4m (16m total), END 1ġ0 Multiple "Eyes": Increased Arc Of Perception (360 Degrees) with Sight GroupĦ Tentacles: Extra Limbs (4), Inherent (+¼)











Call of cthulhu spells