Friday, October 18, 2013

Triple Threat: Ghouls

Ghoul

Ghouls look exactly human beings, except their faces, which are vaguely jackal-like. Their skin has an odd rubbery look to it, and their feet are half-hooved in the front. Their teeth and fingernails are pointed and obviously made for tearing flesh. Additionally, their eyes glow a reddish hue in the dark (much like a snakes). Ghouls are first and foremost meat eaters and while they are not picky about its freshness they prefer human flesh though they can eat an animals (though most of the time it makes them physically ill). They also possess the capability to dig through soil (albeit at a slow pace) and even travel to the Dreamlands (or similar dimension) by doing so. While their natural appearance makes it hard for them to blend in, they can appear as someone else by consuming at least a pound of their flesh. This takes at least one minute, but has no specific duration unless they wish to change back.
Ghouls are an odd species, mostly due to the fact that they can come into existence a multitude of ways. First, ghouls can be born, typically by tearing their way of their mother who can be human or a ghoul herself. Second, ghouls can be the result of a curse (or even a voluntary transformation!) in which case the afflicted eventually succumb to their new cannibalistic desires. Third, sometimes, human cannibals spontaneously become ghouls (though this is a rare occurrence). Fourth, sometimes a human is born of ghoul lineage but isn’t born a ghoul, when this happens they sometimes realize their heritage later in life (Richard Pickman is a famous case of this). Ghouls are incredibly difficult to kill and are dangerous in combat, owing to their ability to paralyze opponents.
For Any Game…
ST: 14                         HP: 17                        Speed: 6.50
DX: 12                        Will: 11                      Move: 7
IQ: 10                         Per: 14                        Weight: 150 lbs.
HT: 12                        FP: 12                         SM: 0
Dodge: 9                     Parry: 10                    DR: 4 (Tough Skin)
Bite (15): 1d cutting. Reach C.
Claw (15): 1d cutting. Reach C, 1. The ghoul may optionally choose to paralyze their target (see below) if they so desire.
Paralyzing Touch (15): The victim must roll against HT-1 if touched; DR gives a bonus to this roll equal to its level. If the target fails this roll, he is paralyzed for 3 minutes times his margin of failure. The ghoul may also optionally touch a specific hit location to paralyze just that body part.
Traits:  Appearance (Ugly); Bad Smell*; Brotherhood of the Dead†; Doesn’t Breathe (Oxygen Storage, x25); Discriminatory Smell; Disturbing Voice; Flexible; High Pain Threshold; Increased Consumption 1; Infravision; Injury Tolerance (Unliving); Jumper (World; Accessibility, only in graveyards; Limited, Dreamlands; Special Portal, through own dug tunnels; Tunnel); Morph (Cannot Memorize Forms; Needs sample, Must consume a piece of the subject; Onset, 1 minute); Odious Racial Habit (Eats sapient beings); Pestilent; Reduced Consumption 4 (Cast-Iron Stomach); Resistant to Metabolic Hazards (+8); Restricted Diet (Human Flesh; Substitution, Animal Flesh, Retching); Silence 2; Temperature Tolerance 4; Tunneling‡ (Slow; 4 yards per minute of progress).
Skills:  Brawling-15; Climbing-15; Stealth-16; Tracking-17.
Notes: Affected by Path of Undead magic; Can interbreed with normal human beings; Half-hoofed feet; Night Vision 5. If the GM is using Intrinsic Fright Check GURPS Horror, (p. 139) ghouls have a modifier of +0.
* This can be covered up with lots of perfume or disinfectant. The reaction penalty remains the source of it simply changes.
† Unintelligent undead ignore ghouls as if they were not there. They’ll only attack him if he takes an offensive action against them.
‡ This rate of movement is halved through hard packed soil and doubled through soft or freshly disturbed soil.
For Dungeon Fantasy
ST: 14                         HP: 17                        Speed: 6.50
DX: 12                        Will: 11                      Move: 7
IQ: 10                         Per: 14                        Weight: 150 lbs.
HT: 12                        FP: 12                         SM: 0
Dodge: 9                     Parry: 10                    DR: 4 (Tough Skin)
Bite (15): 1d cutting. Reach C.
Claw (15): 1d cutting. Reach C, 1. The ghoul may optionally choose to paralyze their target (see below) if they so desire.
Paralyzing Touch (15): The victim must roll against HT-3 if touched; DR gives a bonus to this roll equal to its level. If the target fails this roll, he is paralyzed for 3 minutes times his margin of failure. The ghoul may also optionally touch a specific hit location to paralyze just that body part.
Traits:  Appearance (Ugly); Bad Smell*; Brotherhood of the Dead†; Doesn’t Breathe (Oxygen Storage, x25); Discriminatory Smell; Disturbing Voice; Flexible; High Pain Threshold; Increased Consumption 1; Infravision; Injury Tolerance (Unliving); Jumper (World; Accessibility, only in graveyards; Limited, Dreamlands; Special Portal, through own dug tunnels; Tunnel); Morph (Cannot Memorize Forms; Needs sample, Must consume a piece of the subject; Onset, 1 minute); Odious Racial Habit (Eats sapient beings); Pestilent; Reduced Consumption 4 (Cast-Iron Stomach); Resistant to Metabolic Hazards (+8); Restricted Diet (Human Flesh; Substitution, Animal Flesh, Retching); Silence 2; Temperature Tolerance 4; Tunneling‡ (Slow; 4 yards per minute of progress).
Skills:  Brawling-15; Climbing-15; Stealth-16; Tracking-17.
Classification: Undead.
Notes: Can interbreed with normal human beings; Half-hoofed feet; Night Vision 5. Ghouls are “more evolved” corpse-eaters (Dungeon Fantasy 3, p. 3).
* This can be covered up with lots of perfume or disinfectant. The reaction penalty remains the source of it simply changes.
† Unintelligent undead ignore ghouls as if they were not there. They’ll only attack him if he takes an offensive action against them.
‡ This rate of movement is halved through hard packed soil and doubled through soft or freshly disturbed soil.
For Monster Hunters
ST: 21                         HP: 26                        Speed: 6.50
DX: 14                        Will: 11                      Move: 7
IQ: 10                         Per: 14                        Weight: 150 lbs.
HT: 12                        FP: 12                         SM: 0
Dodge: 9                     Parry: 10                    DR: 4 (Tough Skin)

Fright Check: +0
Bite (16): 2d+2 cutting. Reach C.
Claw (16): 2d+2 cutting. Reach C, 1. The ghoul may optionally choose to paralyze their target (see below) if they so desire.
Paralyzing Touch (16): The victim must roll against HT-5 if touched; DR gives a bonus to this roll equal to its level. If the target fails this roll, he is paralyzed for 3 minutes times his margin of failure. The ghoul may also optionally touch a specific hit location to paralyze just that body part.
Traits:  Appearance (Ugly); Bad Smell*; Brotherhood of the Dead†; Doesn’t Breathe (Oxygen Storage, x25); Discriminatory Smell; Disturbing Voice; Flexible; High Pain Threshold; Increased Consumption 1; Infravision; Injury Tolerance (Unliving); Jumper (World; Accessibility, only in graveyards; Limited, Dreamlands; Special Portal, through own dug tunnels; Tunnel); Morph (Cannot Memorize Forms; Needs sample, Must consume a piece of the subject; Onset, 1 minute); Odious Racial Habit (Eats sapient beings); Pestilent; Reduced Consumption 4 (Cast-Iron Stomach); Resistant to Metabolic Hazards (+8); Restricted Diet (Human Flesh; Substitution, Animal Flesh, Retching); Silence 2; Temperature Tolerance 4; Tunneling‡ (Slow; 4 yards per minute of progress).
Skills:  Brawling-16; Climbing-15; Stealth-16; Tracking-17.
Notes: Affected by Path of Undead magic; Can interbreed with normal human beings; Half-hoofed feet; Night Vision 5.
* This can be covered up with lots of perfume or disinfectant. The reaction penalty remains the source of it simply changes.
† Unintelligent undead ignore ghouls as if they were not there. They’ll only attack him if he takes an offensive action against them.
‡ This rate of movement is halved through hard packed soil and doubled through soft or freshly disturbed soil.
Ghoul Inhuman Racial Template
200 points
Attribute Modifiers: ST+2 [20]; DX+1 [20]; HT+1 [10].
Secondary Characteristic Modifiers: HP+3 [6]; Will+1 [5]; Per+1 [5]; Basic Move+1 [5].
Advantages: Acute Taste and Smell 2 [4]; Claws (Hooves) [3]; Claws (Sharp) [5]; Doesn’t Breathe (Oxygen Storage, x25, -50%) [10]; Flexible [5]; High Pain Threshold [10]; Infravision [10]; Injury Tolerance (Unliving) [20]; Morph (Cannot Memorize Forms, -50%; Needs sample, Must consume a piece of the subject, -20%; Onset, 1 minute, -10%) [20]; Paralyzing Touch* [57]; Reduced Consumption 4 (Cast-Iron Stomach, -50%) [4]; Resistant to Metabolic Hazards (+8) [20]; Silence 2 [10]; Teeth (Sharp) [1]; Temperature Tolerance 4 [4]; Tunneling (Slow; 4 yards per minute of progress) [7].
Perks: Brotherhood of the Dead† [1]; Pestilent [1].
Disadvantages: Appearance (Ugly) [-8]; Bad Smell [-10]‡; Disturbing Voice [-10]; Increased Consumption 1 [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Human Flesh; Substitution, Animal Flesh, Retching, -50%) [-10];
Features: Affected by Path of Undead magic; Can interbreed with normal human beings; Half-hoofed feet; Night Vision 5. Use the skills listed under Undeadin the Know Thy Enemy box in Monster Hunters 1 (p. 16). One champion should be able to handle a one ghoul.
* This is Affliction 2 (Extended Duration, 3x, +20%; Follow-Up, Claws, +0%; Melee-capable, Reach C, Cannot Parry, +5%; Paralysis, +150%; Selective Effect, +20%; Selectivity, +10%, Touch Based, Reversed, -20%) [57].
† Unintelligent undead ignore ghouls as if they were not there. They’ll only attack him if he takes an offensive action against them.
‡ This can be covered up with lots of perfume or disinfectant. The reaction penalty remains the source of it simply changes.

5 comments:

  1. thank you kind sir, for this ghoulish creation. Question: once a ghoul, can they ever revert back to being human?

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  2. You'd need a very powerful supernatural being to reverse the transformation. A high-powered mage, minor god, etc. I'd need more specifics to answer this more adequately.

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  3. that's fine. I didn't have specifics/a hypothetical in mind just wanted to know what your thoughts were if it was possible. Would make a very nice little arc for a potential NPC with reoccurrence in a campaign

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  4. Yeah, there is a Lovecraft short story that has this exact premise, but hell be damned if I can remember either the name of it or the authors.

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  5. maybe I am subconsciously thinking of that ...

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