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Since I got Cthulhu Wars at about the same time, I wondered about some Lovecraftian influence in ZBP. Here's a few ideas for Cthulhu-bominations...
All 3 of these cause Insanity rather than physical wounds (see Insanity table below)
HP 3*, XP 5
SPECIAL: moves 1 space per round towards largest group of survivors, passes through all walls, zombies etc (incorporeal). Immune to non-magic attacks, but damage from magic stacks.
HP 3, XP 5
SPECIAL: roll 1d6 for movement, on 1 - 5 move than many spaces towards largest group (walls, doors etc apply), on a 6 it vanishes. Normal abomination damage/HP rules apply.
HP *, XP 5
SPECIAL: move 1 space per round, each round if sharing a space with 1 or more zombies, 1 zombie is absorbed and HP increases by 1. HP starts at 1. Damage against this creature stacks.
Instead of physical wound, roll for Insanity. Effects of Insanity stack.
2. Lose 1 action next turn
3. Lose 2 actions next turn
4. Lose 3 actions next turn
5. Lose 1 action for rest of current quest
6. Every PC in this zone loses 1 action next turn
7. Lose -3 XP
8. Gain Phobia: Magic - cannot use magic
9. Gain Phobia: Blades - cannot use blade weapons
10. Gain Phobia: Fire - cannot use torch or magic fires
11. Gain Phobia: Claustrophobia - cannot move into a space with more than 1 PC already in it
In true Lovecraftian fashion, you should simply put the exit at the mouth of one of the elder ones, so that when the survivors finish, even if they are successful, they will still be devoured into oblivion
These rules look good -- I like the insanity ideas; those should take a few players down a notch who think the game is too easy.
I think at least one possibility for going insane should either be running away from all zombies in blind panic or running towards and attacking the nearest group of zombies, regardless of how likely that is to end in death...
Claustrophobia doesn't have anything to do with being around other people; it has to deal with enclosed spaces. I'd do it - Claustrophobia: get one less action whenever you begin your turn inside a building. That way you could also add Agoraphobia: get one less action whenever you begin your turn in a street space.
Losing actions is a pretty severe penalty. I would probably cap it at -1 action max, and change others to either fewer dice (min 1), or minus to hit (6 always hits).
For #11, that doesn't necessarily match well. I might suggest "Paranoia", which gives a penalty while in the same zone as another Survivor.
- Last edited Sat Aug 13, 2016 12:19 am (Total Number of Edits: 1)
- Posted Sat Aug 13, 2016 12:17 am
I could see these working as a Card Deck in place of a dice roll. Then you could weight it however you like, with a greater number of "Until the End of your Next Activation" types of cards and make the really nasty stuff less common?
Cool idea regardless.