Sandy petersens cthulhu mythos (1) 32

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Sandy petersens cthulhu mythos (1) 32

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II Mythos Races While humanoid settlements generally have difficulty establishing peaceful relations with ghouls, the same is not the case for individuals Often, an artist, necromancer, or eccentric who learns of the presence of ghouls in a local graveyard will seek to establish peaceful contact with the ghouls For their part, ghouls value such contacts, for they give the clan insight into the workings offer If the ghoul’s adventuring allies can help keep it from being run out of town, then all the better! Ghoul Traits Ghouls are an excellent choice for a player who wishes to play a monstrous race that can fill a more scholastic role, but care should be taken to ensure that the GM and the rest of the players are comfortable with having a party member who may well of the society they feed upon, and be wallowing in unpleasant or taboo such a contact can help cover up subjects (eating dead humanoids can their presence or warn them when easily upset one’s allies) Ghouls their feeding becomes noticeable are monstrous humanoids and In return, ghoul clans can offer value as such have darkvision 60 to their allies by revealing secrets lost feet and must breathe, eat, to the ages, supplying aid in dealing and sleep with undead, or serving as guides +2 into underground regions Ghouls to help a humanoid transform corpses) and augment their abilities, and some feel ashamed at inflicting own significant capacity for what they feel is a disadvantage In addition, any Adventurers Ghouls become adventurers for as wide a range of reasons as anyone, but one driving force in particular remarkable dwell among and feed on of “gifting” a humanoid with their least for a long, long time have fortitude (as creatures who Most ghouls rankle at the idea ex-humanoid is less likely to grace a banquet table—at +2 Intelligence, –2 Charisma Rarely will a ghoul agree humanoid ally is a potential meal, and once a ghoul, an Constitution, intellect with the ability to absorb fragments of memory and thought from those they feed upon Regardless of their erudition and wit, their grisly manners, foul appearance, odor, and unsettling habits make them unpleasant to be around Medium: Ghouls are Medium and have a speed of 30 feet is the constant urge to seek out new meals A ghoul Death Scent (Ex): Ghouls have an incredible sense adventurer might wish to sample the dead in a wide of smell, particularly for carrion A ghoul has the scent range of graveyards, or might seek to uncover a hidden ability to 30 feet, but when scenting undead (or bodies text or lost relic it discovered after feeding on a dead suffering from decay or, at the GM’s discretion, the scholar Since adventurers often have a much higher stink of death) possess scent to a range of 60 feet tolerance for strangeness, a ghoul that finds itself Expert Scrounger (Ex): Ghouls have a talent for accepted into an adventuring party easily recognizes a using old, broken equipment In a ghoul’s hands, an good thing and values the protection such a group can object with the broken condition is treated as if it did 25

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