Wednesday, May 24, 2017

#46 - Spectral Hunters & Flying Polyps

Spectral Hunters

Spectral Hunters are rubbery-skinned humanoids with shark-like mouths and crab-like claws. They are typically guardians of a location or object, and can become invisible at will.


In the RPG...

Spectral Hunters are all but human in their stats, however, their bite does an average of 10 damage, which is higher than your usual Investigator's attack. Uniquely, when invisible, they reduce an attacker's chance to hit by -85%, as well as increasing their own chance by +20%. They can also become immaterial, during which time they can only be injured by magic. They're primary weakness is that they are geographically bound by the artifact that holds their soul, and are also killed if said artifact is destroyed.

In a video game...

Spectral Hunters are reasonable foes, and with their abilities of invisibility and intangibility, would add a nice bit of challenge. Their weaknesses would also add some interest to battling them... assuming the player figured them out.

In a film...

I have no knowledge of the Spectral Hunters' source material, though at face value, they seem like they would make an interesting and visually scary movie monster.


Flying Polyps

As with the image below, Flying Polyps are generally rendered as buoyant, cancerous monstrosities. They live in caverns below the ground, are able to command the winds, and like the Spectral Hunters above, are able to turn invisible at will—though they naturally fade in and out as well.


In the RPG...

Flying Polyps are highly complex enemies. Besides needing a Luck roll when attacked to simulate their natural phasing, and that attack doing only minimum damage (with armour also taken off), their own attacks are highly convoluted. They can attack 2D6 times per round (apparently the number of tentacles they have at any time changes), with these attacks ignoring any armour. Then there's their magic wind powers, of which there are three variations. The first (Wind Blast), does damage equal to the Polyp's damage bonus, but only up to 20 yards. Each 20 yards after that takes off a 1D6, so in theory, could even injure an Investigator 100 yards away with 1D6 damage. Next is the "Fixing Attack", which sucks the victim back towards the Polyp, effectively slowing them from running away upon a failed STR vs POW—which is also done with a Bonus Die if >200 yards away. Then finally there's the "Windstorm", wherein multiple Polyps can create a localised hurricane with windspeeds of half the contributing Polyps' combined POWs in miles per hour. As an example, say four average Polyps unite, the storm would have windspeeds of 160mph. Every 20mph above 100 does 1D4 damage to those within it—halved upon a successful Luck roll. *gasp* I'm exhausted just from summarising. Having so many variables and conditions makes Flying Polyps incredibly tedious to utilise.

In a video game...

The upside of a video game is that all those tedious variables and conditions are handled by a CPU, which would leave the Flying Polyps as actually interesting monsters, though with their near-immunity to conventional weapons slides them into the realm of magic, which as I've stated several times before, I'm not a fan of in Call of Cthulhu. However, the Polyps have actually appeared in a game before (Dark Corners of the Earth), and were killable because the player coincidentally has a Yithian Lightning Gun by the time you meet them, and Polyps are susceptible to heat and electricity. I suppose that means magic could also be left out if the player had a supply of molotov cocktails... or a flamethrower.

In a film...

Flying Polyps are taken from the story The Shadow Out of Time, which I think would make for an awesome movie. It not only has the Polyps, but Yithians, globe-trotting adventure, and time-travel (of sorts).

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