Monday, August 18, 2014

Noctules for DCC/LLC/SW OSR

Reading Gene Wolfe's Claw of the Conciliator - it was recommended to me pretty highly by a slew of my favorite G+ Fantasy /Sci_Fi thinkers. Just last night passed the bit where the protagonist and his buddy are being chased through the woods by the deep black, tissue-paper-like Noctules, a life form that flits through the air hunting for body heat and physiological energy.  They come from an alien environment to Severian's Urth, and are used by unscrupulous persons as weapons of assassination but sometimes escape their handlers and turn on them.

Once they smother and kill a target, they work their way into their mouths and nasal passages down into the target's lungs to absorb the remaining life-force and residual heat.  Cutting them with blades merely divides them into smaller versions, releasing a good deal of heat energy that washes over the target, causing low levels of heat damage.  They can be contained in air- and water-tight containers and will become dormant and can be hid away and disposed of but they take no damage from heat-based attacks and these only make them larger.  They may be drawn away from targets by a fire of sufficient size; clerical turning may disrupt them and cause their hateful forms to disperse for a time.

Should a living thing die from the attacks of Noctules, the Noctules will invade the lungs or similar organs and reproduce there, 1d10 more Noctules emerging a day later at dusk

DCC NOCTULE:  Init +6; Atk bite +4 melee (1d4 energy drain and Stamina loss); AC 15; HD 2d6; MV fly 40’; Act 1d20; SP smother (latches onto target's face and automatically inflicts 1d4 Stamina damage per round until killed), invulnerability to edged weapons (any hit divides it into two pieces with 1/2 original's HP), invulnerability to blunt weapons (-2d on the chain with blunt weapon hits), SV Fort +8, Ref +8, Will -4; AL C.

LL ADV NOCTULE:
Imp (Lesser Negative Planar Vermin)
No. Enc.: 1d6
Alignment: Lawful (evil)
Movement: 60 Fly (5 Crawl)
Armor Class: 3
Hit Dice: 2
Attacks: 1 (smother)
Damage: 1d6+Special (Save vs. Petrify/Paralyze or lose 1d4 Constitution)
Save: F2
Morale: 8
Hoard Class: none
XP: 240


S&W NOCTULE
Hit Dice: 2
Armor Class: 5 [15]
Attacks: Smothering Drain (1d6 per round after the first, Save or Lose 1d4 Constitution)
Saving Throw: 9
Special: Drains life energy and health
Move: 4/18 (flying)
Alignment: Chaos
Challenge Level/XP: 3/60


DW NOCTULE
Tags: Amorphous, Group, Planar, Small, Stealthy, Terrifying
Smother (d6 damage) 8 HP 5 Armor (strikes by edged weapons only add another Noctule to the group)
Close, Reach
Special Qualities: almost undetectable in Darkness (-3 to Discern Reality about their presence!), flittering
Instinct: To consume heat and life energy, to reproduce in the innards of a warm dead body

Special moves for players:

Stuff it In Here!
Roll +DEX (if a suitable container is available)
On a 10+ remove a Noctule from the group and place in a suitable container
On a 7-9 avoid the Noctule's smothering embrace, but lose your next attack
On a Miss, automatically be subject to the Noctule's smothering attack

Flittering Horrors!
If you have detected the Noctules, and are able to postpone all other activities and flee, ROLL +DEX or +INT
On a 12+ evade the Noctules entirely through quickness of wit or action
On a 10-11, evade the Noctules, but they find another victim (an innocent one!), hold 1
On a 7-9, subtract 1 from the number of pursuing Noctules
On a Miss, they find you in the next encounter, and attack all parties
Spend the 1 hold to reveal the identity of the victim, express remorse or self-satisfaction, and gain 1XP

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