Character Creation

In the latter part of the Aeon When the Stars Are Not Right, a Ghoul stumbles upon a lethal secret. His colleagues assemble a band of monsters-turned-investigators to avenge his death. In a twisted version of Call of Cthulhu, the players are the unspeakable terrors learning just how insane the terrestrial race is.

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Character Creation

Post by Mi-Go Agent »

I did sort of mention a list, but here it is again in list form. Not everything on the list will be used (that would require at least 13 players, anyway, which is more than I can handle), but I can make any combination of a handful of these work:
Ghouls
Shoggoths
Undead (includes liches)
Deep Ones
Ghasts
Gugs
Mi-Go
Brains in Mi-Go canisters
Zoogs
Sole survivors of bizzare alien races lost in time and space
Original monstrosities
Blasphemous hybrids
Traditional horror figures (killer robots, demons, or anything not too human)
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What Mythos creatures would you like to play as?

Post by kabukiman »

A Ice-Priest of Theem'hdra.
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What Mythos creatures would you like to play as?

Post by Tabs »

Deep One or maybe brains in Mi-Go canister.
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Post by Mi-Go Agent »

I am afraid that I am not familiar with the Ice-Priests of Theem'hdra. A search online lead me to believe they are from the works of Brian Lumley, which I havee not read with the exception of a couple of the Necroscope books.
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Re: What Mythos creatures would you like to play as?

Post by Mi-Go Agent »

The following information should be useful for Deep One characters. You can write up the description and backstory of your character and post it here so we can work out the stats together, or go by p.m. - it doesn't matter since this is not a game with dark secrets. Well, if someone really wants one, p.m. me, but I think that might get a bit silly. This information is mostly my opinions, fleshed out with a little imagination into the world in which the scenario is set, drawn mostly from At the Mountains of Madness and The Shadow over Innsmouth. Keep in mind while reading this that what is beautiful in the eyes of a Deep One might also be hideous, threatening, blasphemous, horrifying, alien, inscrutable, revolting, or any of Lovecraft's other favorite adjectives, to a human being. This is just an overview - more in-depth descriptions of Deep One life (such as the physical description of Y'ha-Nthlei) will be posted throughout the game as they appear, although you will not spend all of your time there (maybe very little, depending).

Deep Ones in General:

Since Deep Ones can interbreed with humans, and are not powerful enough to mess with reality like GOOs do, they have to have some genetic link. Humans evolved from, “a shambling, primitive mammal, used sometimes for food and sometimes as an amusing buffoon by the land dwellers [decadent Elder Race], whose vaguely simian and human foreshadowings were unmistakable.” (AtMoM, VII) Deep Ones, being (naturally!) physically and mentally superior to humans, were created by the Elder Race before their decline. Escaping, they discovered R’yleh, contacted the slumbering starspawn, and have built their societies mentored by the dead but dreaming mind of Great Cthulhu.

“The Old Ones, but for their abnormal toughness and peculiar vital properties, were strictly material, and must have had their absolute origin within the known space-time continuum--whereas the first sources of the other beings can only be guessed at with bated breath.” (AtMoM, VII)

Deep Ones are beings of matter, not dissimilar from humans or shoggoths. They have somewhat greater magical abilities, but are for the most part organic, Earth-evolved, non-supernatural creatures. For the most part, since Great Cthulhu has been able to guide their evolution.

Deep One Society:

The oceans are full of Deep One communities of greater and lesser size. Organization corresponds to size – many Deep Ones choose to spend time in solitary wandering. The largest metropolis is in the Pacific Ocean, built adjoining R’lyeh, the Starspawn city of much larger proportions. The second largest, in the Atlantic, is home to Dagon, the racial deity of the Deep Ones, a being with more regional than cosmic power and far less power than Great Cthulhu. Dagon, however, is awake.

Y’Ha-Nthlei, the Deep One city near Innsmouth, is where the scenario will start (Deep One characters may be inhabitants or visitors). It is fairly typical of Deep One cities. While technically a theocracy, the High Priest of Cthulhu usually acts as the majority of Deep Ones prefer. The concept of private property does exist in a form, but Deep Ones usually own only objects of true value, such as rare treasures or exotic artifacts. Most Deep Ones value their creations more than their properties.

Food is distributed as a public service by the city of Y’ha-Nthlei, mostly in the form of schools of game fish that are released in the streets and can be grabbed from the water and devoured live. More prepared dishes, plants, and sessile marine life are also available. Sanitation is also dealt with by the city, although the sewers of Y’ha-Nthlei are feats of architecture and environmental engineering as befits an essential system. Clean water is never an issue.

Almost all Deep Ones spend some time training in the use of some weapon or unarmed combat, despite the existence of standing armies, which have gained considerable field experience by traveling to other worlds to serve as mercenaries.

Since Deep Ones are immortal, they usually choose to specialize in a limited number of fields and develop those fields into arts. They will sacrifice neither form nor function, but will easily spend a hundred years considering a modification to a piece; as a result, most Deep One-made goods are both eerily beautiful and extremely effective (although what the intended effect is may be interesting). Regardless of chosen fields, almost all Deep Ones are comfortable in the philosophy and literature of their race, none think twice about occasionally trying something new for variety (such as meddling in the affairs of humanity), and all devote their lives to the worship of the living Dagon and the dead Great Cthulhu, through whom the many Other Gods of existence may be worshipped.

Y’ha-nthlei is an undersea paradise of haunting, and often horrible, but ever-elegant aesthetics. It is small wonder that the Deep Ones wait patiently for the day when they shall bring chaos to the depths of the seas of air.


Technology and Magic

Having been around for at least as long as humanity, and being at least as intelligent, arguably much wiser, and guided by Great Cthulhu, who understands the laws not only of this universe but also realms beyond the current existence, Deep One technology is somewhat ahead of human technology. The image of them as undersea savages with stone weapons is a misconception (the reason that they purchased large quantities of trinkets used for trading with aborigines in SoI is because they then carried those trade goods undersea to trade them with the natives of the Pacific Islands).

The Deep Ones do pursue science and technology differently than humanity. They choose what technologies to use to best serve their goals. Y’ha-Nthlei is, for the most part, a low-tech city, with stone construction, paved streets, swimming as the chief form of transport, and the spoken word as the chief form of communication. However, it does contain laboratories and workshops that make use of computers, electronics, robotics, psychic machinery, fusion power, nanotechnology, and advances for which there are no words in English. Many things that would be considered supernatural to humans have been studied and used as natural phenomenon in the science of the Deep Ones.

True supernatural powers, as used by the Deep Ones, are very different from those of humanity. Spells, rituals, and the like are gifts of either Great Cthulhu or Dagon. While it is not possible to find a spell for any purpose, there are a great variety available to the Deep Ones. Both scholars of sorcery and priests can cast and instruct in a variety of powerful spells. All manner of arcane and esoteric lore, including spells, is available in the libraries of Y’ha-Nthlei, although there are certain secrets known only to the highest echelons of the priesthood. Some Deep Ones know a couple spells without being expert sorcerers or priests, just as some humans play musical instruments without being professional musicians. The priesthood can also help Deep Ones achieve non-spell supernatural abilities, although this is done only with the consent of a High Priest, and the process is made into a lengthy religious experience by the priesthood (comparable to a Bar-mitzvah or taking the Hajj; two experiences are also likely to be as completely different from each other as a Bar-mitzvah and the Hajj).

Weapons and Gear:

Many Deep Ones choose to carry traditional weaponry such as tridents, spears, and clubs. Advanced weapons carried out of Deep One cities have attached devices that will cause them to disintegrate when they are no longer within half a mile of a living Deep One.

In Y’ha-Nthlei, Deep One artists produce quality weapons of every level of sophistication. Most are likely to lend finished pieces for use in combat, since an assortment of parts has not truly become a weapon until it has actually injured or killed someone. They will ask that the borrowers return with the story of how the weapon was used.

Character Creation:

Deep One characters do not have to have regular jobs, simply some calling that occupies the potentially limitless years of their lives. Many esoteric or unusual acts have been elevated to the level of art by the Deep Ones, so the possibilities are pretty open. Even a Deep One poet will likely have some combat skill and physical abilities. Don't worry about over or underpowered - designing this scenario I realized that it might be run by a party of shoggoths and Dark Young or a party of shambling zombies.

The opening premise is that you have all volunteered, each for individual motives, to be involved in a little meddling, but you have yet to find out what it will entail, so don't worry about character-plot hooks either.
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Re: What Mythos creatures would you like to play as?

Post by Mr. Handy »

What era will this game be set in? And if it's the 1920s, when exactly (before or after the raid on Innsmouth)? That might influence my character's backstory. I have decided to play a Deep One.

Walter Gilman was born in Innsmouth, Massachusetts in the mid-1840s to a human father and a Deep One mother. From a young age, he has always had a love of the sea, and he apprenticed on fishing boats. He also longed to travel and see the world. During the Civil War, he enlisted in the U.S. Marine Corps. He fought in a number of engagements, including the amphibious assault on Fort Johnson and the invasion of Johns Island off the coast of Charleston, South Carolina in 1864. In 1865 he helped occupy Charleston after it finally surrendered, and he remained there for a few years after the war as part of the U.S. occupying force during Reconstruction. While in Charleston, he fell in love with a Southern belle named Penelope Ewell. They got married and he brought her back to Innsmouth in 1868, where she was indoctrinated into the Esoteric Order of Dagon and they began to raise a family.

In the 1870s, Walter's appearance began to change and he took on the Innsmouth Look. This delighted him, as he knew he would be transforming into a magnificent creature of the sea, but he was also saddened that he would eventually lose his mortal father and wife. In 1882, his transformation was complete and he became a full Deep One. At that point he went to live in Y'ha-Nthlei, where he joined his mother beneath the waves. He still visited Innsmouth frequently to be with his family.

Walter is a skilled soldier, but he also knows a lot about human culture and society, and he has kept up on events on land. Meddling in the affairs of humans is something that appeals to him, so he has volunteered for this assignment.
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Re: What Mythos creatures would you like to play as?

Post by kabukiman »

What kind of game will it be? Pure horror, or comic horror?
If it is pure horror, my character will look like this:
Image



If it is comic, like this:
Image

Anyway, the story from Briam Lumley was IMO very bad, but the concepts of the Ice-Priest was excelent. Milions of years ago in earth, a race of pre-human made a civilization of great power, culture and technology. As the time passed they florished but they started to decay morally, bored by immortality. They worshiped the GOO, specially Ithaqua. The true rulers were the scientis who turn themselves in priests of the GOO to gain more knowledge from the universe. They commited blasfemous experiences and hateful rituals to please their masters with daily sacrifices. Until the population had enouth and revolted. The priests decide to explode the entire planet to teach a lesson to the rabble. Then Ithaqua appeared and tranposrted the most gifted priests to another world. The priests who stayed in their city, hadn't power enouth, and only managed to sunk the continent where they lived.
For the next milions of years, the ice-priest served Itaqua in the world of Borea, a frozen world. The priests had lost their previous powers, but they learned new ways. One of them, was bored of being stucked in that world, without much things to do, so after a long time of preparations, he made a ritual to return to earth.
The reca of the priests were taller and thinner than humans. They would look similar to humans but seem at the same time alien and evil .
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Post by Tabs »

In 1592 Madinia Dee, daughter of Dr John Dee, sailed to the New World as supercargo in one of her father's ships; she was just 14 years old. The ship "Hermes" was on a voyage of discovery - the elusive North West Passage, however it was wrecked in a storm off Cape Cod and all hands perished. Or did they?
G'Yar (a Deep One) was chasing a fishy delicacy when the "Hermes" foundered, it saved a beautiful human who was clinging to flotsam: Madinia Dee.
Their courtship was peculiarly vile, and need not be discussed; 9 months later a son was born at an exclusive community on Rhode Island, his name is Elijah Dee. Fragments of his grandfather's knowledge has survived: mathematics, astronomy, astrology, occult, navigation, alchemy, divination, and Hermetic philosophy.
Spoiler:
!
Elijah Dee
Image
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Re: What Mythos creatures would you like to play as?

Post by Mi-Go Agent »

We will be playing in the present, during the year 2009 A.D./the Later Part of the Aeon When the Stars Are Not Right. I originally planned a far-future setting, but decided that the current era would be more fun.

For playing older hybrids, any skills that the character has he has to spend some time keeping in practice - memories from 100 years ago are forgotten even by Deep Ones.

Does Walter serve as a soldier amongst the Deep Ones, or does he do something else? If he continues to be a career soldier, he will be skilled both in the use of the weapons of the American Civil War (or whatever else he spends his time doing) and the most advanced weapons of the Deep Ones. Since he continues to visit his family, he will have very high values of Knowledge: Humanity. Also, what is his name amongst the Deep Ones? While he could insist on still being called Walter, this is rare.

The same goes for Elijah Dee - what does he do, and is his name Elijah to anyone other than Madinia? Any knowledge of the occult, mathematics, astronomy, or navigation that Dr. Dee possessed was far inferior to what can be learned in Y'ha-Nthlei. The same goes for practical alchemy, although I realize that a lot of alchemy skill involves knowing secret symbols and so forth that are unique to human alchemy. I got a good laugh thinking about the double meaning of an exclusive community in Rhode Island in 1529 vs. today.

I'll post the Deep One version of a character sheet if I have time tommorow.

Kabukiman, an ice-priest who has returned to Earth will give the party some nice variety. Based on your description, it seems to me like you should be fine using a human character sheet. The priest will have no sanity and exceptional POW, more DEX and less CON, and a high resistance to cold. I cannot really quantify how much from what I know. Could you tell me more about the new ways they found? I tried looking on the Cthulhuwiki, Wikipedia, and other internet sources of Mythos lore, and I've come up blank.
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Re: What Mythos creatures would you like to play as?

Post by Mr. Handy »

Yes, Walter has continued to be a soldier. He participated in the defense of Y'ha-Nthlei in 1928 when the humans attacked it with depth charges. His name among the Deep Ones is Y'Nkee.
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What Mythos creatures would you like to play as?

Post by Tabs »

Y'Nkee - very good.

Elijah Dee, known to its race as Jahee, is a scholar of the occult and has immersed itself in all available knowledge in the libraries of Y'ha-Nthlei.

Perhaps the story hook could have Jahee seeking for more knowledge above the waves?
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Re: What Mythos creatures would you like to play as?

Post by kabukiman »

He should have more int, power, a bit more of size and dex, less con and str. The powers in the book were said to be terribles- even Ithaqua himself was afraid of them, but except some psionic powers (reading minds, creating images and forcing people to make what they like), and everything related to ice and weather, no more details were given. They made experiments with people, but since that people is extinct (as the fauna and flora), my character should be forced to learn everything again (by doing new experiments with modern people :lol: ).
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Post by Mi-Go Agent »

I'm sorry - I'm having a bit of "computer trouble". Actually, I suppose it would be mind trouble - I can't remember where I left the memory stick with my Deep One character sheet on it. I should find it soon (expect the sheet tommorow).

Walter should be a pretty easy character - when I post the sheet I'll also post information on some traditional and advanced weapons. I have a lot of background material that I typed up for this campaign - it might be worth editing into a monograph once I find that memory stick.

The urge to learn is a pretty good reason to volunteer. Since a lot of Occult is actually history or science to the Deep Ones, an Occult scholar like Jahee would also have high skills in those. If Jahee wants to be a spellcaster, being particularly pious in the Cthulhu or Dagon cult will be the best way, but he can also be just a very knowledgeable scholar.

Kabukiman, this sounds good, although I find it hard to imagine what Ithaqua was afraid of. The Ice-priest is going to have been summoned to Y'ha-Nthlei (When he performed his ritual to return to Earth, he appeared in the middle of a summoning circle in Y'ha-Nthlei before a Deep One trying to summon a creature from beyond. The universe often bookkeeps this way. The room is empty of water, so he is not drowning). Start working on his stats and spells - you can run drafts by me in this thread until the forum is up. I don't have an Ice-priest character sheet.
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Re: What Mythos creatures would you like to play as?

Post by kouchpotato »

Count me in. Maybe as a ghoul.
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Post by Tabs »

Spellcaster sounds good to me.
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The Deep One Character Sheet

Important Changes:

1. The appearance stat is removed, since when dealing with multiple species, beauty is truly in the eye of the beholder. If characters are described as attractive, ordinary, or ugly, I’ll take that into account, but you’ll need to specify to what race.

2. Sanity is still present, but the definition is different – insanity should not be a real threat to any character, since finding out the truths and secrets of the universe that would drive a human mad will only increase the sanity of a Deep One. There is no longer a cap on sanity.

3. Cryptography, craft, accounting, drive auto, forgery, anthropology, archaeology, botany, Cthulhu Mythos, law, astronomy, credit rating, forensics, library use, photography, zoology, operate heavy machinery, and dreaming are removed. Some of these are human specializations that are practiced by the Deep Ones as part of their larger fields – for example, zoology is considered part of biology, and photography is either chemistry or electronics, depending on whether the image is taken by exposing chemicals to light or using electronic recordings. Others, like archaeology and forgery, are meaningless in a society of immortals. Skills like library use are irrelevant in the culture of the Deep Ones; the libraries of Y’ha-Nthlei require no skill to use, while searching a human archive will require a Knowledge: Human roll.

4. Skills such as locksmith, architecture, and the Craft skills are now in the category of Art.

5. Certain basic skill values are adjusted. According to the CoC rulebook, skills like Physics represent what percent of known physics is known to the character, and there is a handy example that a 1990s character with 30% in physics would know far more about the universe than a Gaslight character with 90% in physics. Using this logic, I have left most Thought category skills alone. However, the skills that represent only the chance of being successful at an action are adjusted.

6. The base armed combat skill levels have left alone, since they represent the chance of hitting when firing an unfamiliar weapon.

7. The unarmed combat skills have been replaced with Claw, which does 1D6+DB damage.

8. Base values for Exertion category skills have been increased to reflect the Deep One’s greater physical abilities.

9. New skills have been added. They are explained below.

10. I have given the rolls for creating a random Deep One character (these are not exactly the same as in the Rulebook). I don’t expect your characters to be randomly rolled, but you can use these as guidelines.

Image

Name:
Occupations:
Sex:
Age:
Birthplace:


Statistics

STR: 4D6
DEX: 3D6
INT: 2D6+8
CON: 4D6
POW: 4D6
SIZ: 3D6+6
EDU: 3D6
Idea:
Luck:
Know:
Sanity:
DB:

Skills

Art: 5%
Bargain 1%
Biology 1%
Block Dex*2 %
Boating 1%
Carpentry/Woodcraft 10%
Cartography 1%
Chemistry 1%
Climb 45%
Computer Use 1%
Conceal 15%
Cult of Cthulhu: 1%
Cult of Dagon: 1%
Disguise 5%
Demolitions 1%
Dodge Dex*2%
Fast Talk 5%
Echolocation 25%
Electrical Repair 20%
Electronics 1%
First Aid 30%
Geology 1%
Handgun 20%
Hide 30%
History 30%
Hypnosis 5%
Jump 40%
Knowledge: Humanity 1%
Occult Lore 10%
Listen 30%
Martial Arts 1%
Mathematics 10%
Mechanical Repair 20%
Medicine 5%
Natural History 10%
Navigation/Land 1%
Navigation/Sea, Air 10%
Other Language: 1%
Own Language: EDU*5
Persuade 15%
Pharmacy 1%
Physics 1%
Psychic Will 5%
Pilot 1%
Psychoanalysis 1%
Psychology 5%
Ride 5%
Rifle 25%
Scent 25%
Shotgun 30%
Sneak 50%
Spot Hidden 30%
Submachine Gun 15%
Throw 25%
Archery 20%
Track 15%
Claw 25%
Grapple 30%
Club 25%
Knife 25%


New and Modified Skill Descriptions

Martial Arts:
While a Deep One may be able to practice an adjusted version of a human martial art (Dagon knows why), there are two disciplines of martial arts unique to the Deep Ones. Successful rolls in a Deep One martial art will both double damage in unarmed combat and have additional benefits.

Dance of Dagon: A style of fighting that gradually shifts combat into a sacred pattern that calls on the power of Dagon and Great Cthulhu, each successful roll for the Dance of Dagon gives a stat bonus that lasts for the duration of the combat. The Dancer chooses before attempting the roll if he is trying for an extra point of armor, an extra point of damage added to DB, or an extra 10% in a combat skill.

Dance of the Deeps: The brutal style of unarmed combat practiced by the best Deep One fighters, a successful roll allows the character to make an additional attack during that combat round, up to two additional attacks in a combat round (since two attacks are allowed in an ordinary combat round, there are two chances to get a third attack, and then one, the third roll, for the fourth).

It has been said of legendary Deep Ones that they could practice both disciplines. This is not possible for a character.

Languages:

All Deep Ones speak Reason. Reason, the language for the Own Language skill, is a practical but dense language that explains physical situations with as much clarity and as few words as possible.

The Poetic Languages are used by the Deep Ones in poetry, most literature, and generally more abstract works. They are intricate and confusing. The Poetic Languages count as one language for the Other Language skill.

Deep Ones have also studied the languages of other races.

Ride:

In addition to riding horses, Deep Ones may also ride Shoggoths, Warped Cetaceans, Byakhees, etc.

Disguise:

The disguise skill may come in handy, since with a mask and clothing it can be used to travel freely among the masses of humanity. Of course, other ways are often more fun.

Scent:

Scent is used very similarly to listen – except, of course, that it refers to scent.

Echolocation:

The echolocation skill has two uses. Obviously, it can be used to get an accurate idea of a character’s surroundings without sight. It can also be used to pinpoint the position of another character or creature that is echolocating.

An echolocation roll determines if a single burst succeeds. Since there is no reason why a second burst cannot be made immediately after the first, even characters with base echolocation should be able to use it successfully within four seconds. However, every extra use is another chance for others to home in on the signal.

A successful Listen roll will give the general direction and distance of an echolocator, although with much less accuracy.

While whales can use echolocation as a weapon, this is not something the average Deep One can do. On the other hand, Deep Ones never beach themselves when sonar interferes with their echolocation.

Psychic Will:

In the world of the Mythos, the mind alone has power. This is the power that kept Dr. Munoz alive and the power that brought Ligeia back from death. While only the most exceptional humans may have been able to use this power, it is common in more intelligent beings, including Deep Ones. Only a limited number actually train in using this ability, but it can be used by all of them in the right circumstances- Pth'thya-l'yi uses it to visit her grandson’s dreams in The Shadow Over Inssmouth.


Knowledge: Humanity

Ironically, Deep Ones with 100% in Knowledge: Humanity know more about the species than any individual human could. Most Deep Ones, though, simply do not care. Knowledge: Humanity will allow Deep Ones to operate human devices and understand their systems and cultures. Knowledge: Humanity rolls are required for as diverse acts as using a doorbell to piloting an F-15. Hybrids will naturally have a higher skill level, but not an amazing one – what does an Innsmouth hybrid know about Russian newspapers? What does a hybrid born in 1492 know about fax machines? Rolls will not be required for hybrids faced with situations that could have occurred in their own culture and period, provided that the hybrid has stayed current – even the most basic facts can be forgotten after a few hundred years.


Occult Lore:

While much of the greater universe (what would be Cthulhu Mythos for human characters) is understandable through their sciences, history, or religion, some things defy those categories; occult lore is the knowledge of all things indescribable by science and history. Remembering information about the Mi-Go requires history, remembering information about Mi-Go anatomy requires biology, remembering that Nyarlathotep brings strange joy to Yuggoth requires occult lore. In general, magic that does not come from Cthulhu or Dagon is unfamiliar to the Deep Ones and requires occult lore to understand, while magic directly related to the two is actually part of their religion.


Cult of Dagon/Cult of Cthulhu: These skills measure the knowledge of the secrets of the appropriate Cult. Since knowledge is given with rank, it also reflects rank in the Cults. There are not 100 levels, nor is there any system so formal as levels – total rank is an approximation from standing in the eyes of Cthulhu/Dagon, honors received, ceremonies performed, positions and titles held, etc. This makes the skill level the best judge of rank. While 1% is the base for both skills inherent to any Deep One, adults are expected to have somewhat higher skills.

Cult skills may be rolled when asking for an unusual service from the Cult, praying to Cthulhu/Dagon for aid (Dagon, at least, does answer prayers), or trying to understand or remember information about something of significance to the religions, such as the relationship between Cthulhu and the Elder Race or the meaning of an esoteric religious symbol. Cult skills also are important in determining what spells and abilities are available to a character.

Weapons

These are the most advanced infantry weapons employed on a large scale by the Horde, the armed forces of the Deep Ones. While the Deep Ones consider their faith in Cthulhu to be their greatest weapon, these are not bad.

Psychic Rifle
Base: Rifle
Shots per round: 2
Damage: 2D6+6
Ammo: 1 Mp; additional Mp may be added to increase damage or range, reducing rate of fire to 1 shot per round
Range: 100 yards
Malfunction Number: 00


Horde Projectile Gun
Base: Submachine Gun
Shots per Round: 3 or burst
Damage: varies
Ammo: 20
Range: 75 yards
Malfunction number: 00


Microwave Gun
Base: Handgun
Shots per Round: 1
Damage: 5D6+ignite
Ammo: 10 shots per battery
Range: 30 yards
Malfunction number: 99


These are some of the more traditional weapons used by the Deep Ones. Most ordinary Deep Ones train in using one of these or a similar hand-to-hand weapon, and prefer to use them over deadlier but less traditional machines. They are deadly enough to be used in all but the most crucial conflicts.


Hunting Spear
Base: 25%
Shots per Round: 1
Damage: 1D6+DB
Hit Points: 17


Trident
Base: 25%
Shots per Round: 1/2
Damage: 1D6+1+DB/2+DB/2+DB
Hit Points: 18


Weighted Blade
Base: Knife
Shots per Round: 1
Damage: 1D10+DB
Hit Points: 20
Mi-Go Agent
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Re: What Mythos creatures would you like to play as?

Post by Mi-Go Agent »

Ammunition:

The Horde Projectile Gun was developed specifically for land and space combat. It uses both explosive and electromagnetic propulsion to fire bullets. Damage depends on the type of bullet loaded. Armor piercing, powder (similar to scattershot), slug, explosive, flare, and injection dart rounds are commonly available. There are also more exotic kinds of ammunition, such as water rounds that make bullet recovery impossible and systems that allow the HPG to create targeted clouds of toxic gas.

The HPG is completely waterproof, but in order to fire effectively underwater it requires underwater rounds that are different than its usual ammunition. Underwater rounds are not as effective firing in atmosphere, although both varieties are equal in the vacuum of space.

Slug damage for the HPG is 1D10+2. I’ll post the complete list if anyone chooses to use it.
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Re: What Mythos creatures would you like to play as?

Post by Mi-Go Agent »

More about weapons:

Waterproof models of civil-war era firearms are available in Y'ha-Nthlei, if Y'nkee wants to use them. Bullets are shaped differently for firing underwater, and a different powder (one that ignites when wet) is used, but the guns could be carried on land, loaded with period powder and shot, and fired effectively.
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Re: What Mythos creatures would you like to play as?

Post by Mi-Go Agent »

kouchpotato wrote:Count me in. Maybe as a ghoul.
Alright. There is going to be a Ghoul heroine (who will appear as an NPC otherwise) you can play as, or you could play as another Ghoul servin as her assistant.
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Re: What Mythos creatures would you like to play as?

Post by Mi-Go Agent »

A general warning on animals:

With exceptions, most animals on Earth will attack Mythos creatures without provocation. Don’t even think about trying to use the ride skill on them.
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