TOME of HORRORS V. I a List of Coc 7E Edition Enemies Converted for Use in Delta Green: the Roleplaying Game
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TOME OF HORRORS V. I A list of CoC 7e edition enemies converted for use in Delta Green: The Roleplaying Game Note: As of the time of writing this document, there are no rules for using magic in the currently available material (Agent’s Handbook and Need to Know), and it is unknown if magic is being removed completely from the game or not. For now, we will assume that the new Delta Green system supplements magic points (MP) with willpower points (WP). BYAKHEE, The steeds of the stars There flapped rhythmically a horde of tame, trained, hybrid winged things…not altogether crows, nor moles, nor buzzards, nor ants, nor decomposed human beings, but something I cannot and must not recall. —H.P. Lovecraft, The Festival This interstellar race often serves Hastur the Unnamable, and may be summoned to partake in rituals. Composed of conventional matter, they are vulnerable to ordinary weapons. Even your average service pistol will be able to make quick work of one, provided you can hit it. Dwelling in interstellar space, byakhee do not have bases on Earth, but may be summoned to perform deeds or to serve as steeds, carrying riders through interstellar space. STATISTICS: STR 18 [90%] (5D6) CON 10 [50%] (3D6) DEX 13 [65%] (3D6+3) INT 10 [50%] (3D6) POW 10 [50%] (3D6) CHA N/A HP: 14 Armor: 2 points of fur and tough hide Damage Bonus: +2 Average Willpower Points: 10 Attacks: Unarmed Combat (Bite) 55% 1D6 + Damage Bonus, Dodge 33% Skills: Alertness 50%, Search 50% Lethality Ratings Apply?: Yes ABILITIES: Bite and hold: If the bite strikes home the byakhee remains attached to the victim and begins to drain his or her blood. Each round the byakhee remains attached, including the first, the blood drain subtracts 1D6 points of STR from the victim, until death occurs (at STR 0). The byakhee characteristically remains attached with this attack until the victim is drained of blood, unless the victim can make a successful opposed STR roll. Escaping death, let the victim rest and regain blood (by transfusion as well), at up to 1D4 STR per day. A Byakhee may hold only one victim at a time. Fly: Byakhee can fly through space and carry a rider; though such riders need protection from the vacuum and cold by suitable spells or potions (e.g. Space-Mead). Spells: Byakhee have a 40% chance of knowing 1D4 spells. Such spells may relate to Hastur and associated beings. SAN Loss: 1/1D6 to see a Byakhee CHTHONIAN ADULT, Tentacled burrowers Flowing tentacles and pulpy gray-black, elongated sack of a body… no distinguishing features at all other than the reaching, groping tentacles. Or was there—yes—a lump in the upper body of the thing… a container of sorts for the brain, ganglia, or whichever diseased organ governed this horror’s loathsome life! —Brian Lumley, The Burrowers Beneath These creatures are like immense earth-bound squids, and their elongated wormlike bodies are coated with slime. A chanting sound accompanies them. These powerful burrowers live more than a thousand years, and are protective of their young. A jumble of remarkable properties, chthonians bear little resemblance to anything else on this planet. The most important individual chthonian is the gigantic Shudde M’ell. All stages of chthonians communicate by telepathy and can thus reach another of their race anywhere in the world, and can sense other minds. Only adults can telepathically control members of other species with this power. They can tunnel through rock as though it were butter and have no need to breathe. Adult chthonians can withstand enormous temperatures, up to 4000°C (7200°F). It may be that the majority of chthonians live toward the core of this planet, and that only outcasts, wanderers, and those accidentally caught up in pluming magma explore the cold outer crust where man thrives. Perhaps they migrate here to give birth, since the younger stages cannot withstand extreme heat. We do not know their motives. Full adults can cause powerful earthquakes. Chthonians are extremely susceptible to water. While their slime coating protects them from small amounts of water, general immersion destroys a chthonian. Burrowing, these monsters detect significant water by distinguishing the relatively low echo profiles of water and watery sediment, avoiding such areas. Chthonians are worldwide, even found in basalt under the oceans. In western Africa is a mystery city called G’harne, which they frequent. They may have been imprisoned there once, aeons ago. STATISTICS: STR 52 [260%] (3D6) CON 40 [200%] (3D6+30) DEX 7 [35%] (2D6) INT 18 [90%] (3D6) POW 18 [90%] (3D6) HP: 46 Armor: 5 points of hide and muscle, regenerates 5 HP per round after being wounded, although this regeneration ceases after dropping below 1 HP Damage Bonus: +14 Average Willpower Points: 18 Attacks: Unarmed Combat (Thrashing Tentacles) 75% 2D6, Unarmed Combat (Crush) 80% Damage Bonus, Hold & Drain 75%, Dodge 17% Skills: N/A Lethality Ratings Apply?: No ABILITIES: Hold and Drain: Each round, a chthonian can attack with 1D8 tentacles, each of which cause damage equal to half the creature’s damage bonus (round down). If a tentacle strikes home, it clings and worms its way into the victim’s vitals, and begins to drain off blood and fluids, costing 1D6 CON each round. Reaching 0 CON, the victim dies. CON lost to a chthonian is gone for good. While a tentacle is draining a victim, it cannot be used to drain other targets, but it could still be used to fight-back, swinging the poor held victim like a ball on a chain at its attacker. Tentacles draining their targets will continue to sap CON each round. Each tentacle could attack a different target or they could all attack the same one. Crush: A chthonian may use its immense bulk to crush a foe. If crushing, it can continue to hold and drain victims that are already caught. The chthonian rears up and crashes down on a group: the crush area is circular, striking equally all within. The crush area equals around 15 yards. Within the crush area, an investigator must succeed with DEX, Dodge, or Jump, or lose hit points equal to the creature’s full damage bonus. Chthonian telepathic control: Chthonians can use telepathy to control humans, though they do not often do so unless the target has something they want, such as odd spherical mineral formations. The target may attempt to resist a single chthonian with an opposed POW roll. Overcome, the victim is bound to the area where psychically attacked. At first the target has mobility of a mile or so, but this progressively lessens as the chthonian draws nearer, until the victim may not be able to leave a particular room, or even a particular chair. The target immobilized, the chthonian erupts through the floor and collects its due. If the victim becomes aware of the mental influence of a chthonian, the hold may be broken by successfully making a POW roll versus the chthonian. Once a victim has experience of chthonians, a successful INT roll constitutes awareness. A chthonian can telepathically contact a known human anywhere on the Earth, but it may take time before it can locate its victim’s mind. It costs a chthonian one willpower point to communicate with a human or to bind a human to a site for a day. Each ten miles of distance from a binding also costs another willpower point. Several chthonians may contribute willpower points to compensate for distance, but the POW rolls are made individually. It costs no willpower points to contact another chthonian, no matter at what distance. Anecdotal evidence suggests that adults may be able to drain a human’s willpower points, but nothing definite is truly known. Earthquake attacks: All adult chthonians can create earthquakes. Figure an earthquake’s force by totaling the POW of participating chthonians and dividing by 100. The result is the earthquake’s magnitude on the Richter Scale, but only in the first diameter of 100 yards. In the next 100 yards, the Richter force is lessened by one, and so on for each additional 100 yards until the strength of the quake can be ignored. Alternatively, the chthonians might limit the force in the center diameter and instead extend the quake’s diameter- of-effect or maximum effect by multiples of 100 yards. At least half of the participants must be directly under the center of the earthquake.Historically, the highest Richter numbers have been approximately nines, but geological evidence exists of quakes that have been much stronger. SAN Loss: 1D3/1D20 for a full adult; 1/1D10 for the lesser instars; none to see a hatchling. COLOURS OUT OF SPACE, Life-force feeders The shaft of phosphorescence from the well brought a sense of doom and abnormality which far outraced any image their conscious minds could form. It was no longer shining out, it was pouring out; and as the shapeless stream of unplaceable colour left the well it seemed to flow directly into the sky. —H.P. Lovecraft, The Colour Out of Space A colour is a sentient organism that manifests as pure colour— it is not gaseous, it is insubstantial. When it moves, it is visible as an amorphous, glistening patch of colour, rolling and shining in shades of its pale colours that match nothing in the known spectrum. This patch pours over the ground or flies in a living fashion. When it feeds, its victim’s skin and face glow with the colour. Though incorporeal, its passing nonetheless feels like the touch of a slimy, unhealthy vapor.