Thursday, June 15, 2017

#56 - Tunnelers Below & Hell-Plants

Tunnelers Below

The Tunnelers Below are odd creatures. They are six-foot long cylinders with a mouth full of shark-like teeth at one end, and many tiny, translucent wings down the sides. They live in tunnels that span the globe, and use telepathy to feed their insatiable thirst for Mythos knowledge.

In the RPG...

Tunnelers are not outwardly hostile, though if provoked, will either use their tunneling abilities to collapse the tunnel upon their victim, or simply attack with their shark-like mouth. They only take half damage from physical attacks, and also regenerate 2 hit-points per round. They do have one very unique trait, however, in that they can psychically transmit their learned Mythos knowledge to unwitting humans, giving them unusual dreams at first, but leading eventually to the perceived hearing of voices. In the initial stages, the victim can lose up to 4 sanity points per week, but within 2 to 17 months (20-POW/5), the voices become constant and they can lose up to 6 sanity per day! It's interesting that the higher the POW, the faster the transition takes. I would have thought that having high POW would allow the Investigator to fight off the psychic intrusion for longer.

In a video game...

I think the Tunnelers would work quite well in a game, though driving a player insane over the course of months wouldn't really work. Perhaps if the player was in the Tunnelers' cave they would simply hear voices each time one flew by. I do really like the idea of having creatures that don't simply attack on sight.

In a film...

I'm envisioning a scene where the protagonist finds themselves in a tunnel, looking up in awe at the steady flow of Tunnelers flying past, ignoring them despite their voracious appearance. Other than that, I'm not really seeing them holding a film. Perhaps I would have to read Fritz Leiber's "The Terror from the Depths" to get a better picture of them.


Hell-Plant seeds are planted within a human host. When ready, the plant sprouts violently from their body, killing them in the process. The plants themselves are huge, covered in bulging eyeballs and fanged, lipless mouths.

In the RPG...

Hell-Plants are basically vegetable versions of a Xenomorph, though the seed is planted by a sorcerer instead of a Face Hugger. The planter decides when the seed will sprout. The seed can be detected via medical imaging, though its successful removal is up to the Keeper's choosing—or presumably a Luck roll—with failure either killing the patient or inducing the Hell-Plant to sprout. Once free, the Hell-Plant roots to the spot the host's body fell, and cannot move from there, then spreading creepers and branches throughout its vicinity. The Hell-Plant takes only minimum damage from impaling weapons, and though it cannot be set alight, will take normal damage from fire. Being hit by one of the Hell-Plant's tendrils will only do an average of 3 damage, but will sap 5 STR each round thereafter. Perhaps the Hell-Plant's most fearsome feature, is that it continually grows. Its hit-points start at 30 but gain an average of 7 each round. As a side-note, its SIZ is not given in the Malleus Monstrorum, but with a CON of 250, it can be calculated that it starts at 50 SIZ, and gains an average of 70 SIZ per round. Presumably there would be a cap, but without one, a Hell-Plant could theoretically—with perfect rolls—become as large as Cthulhu in only 9 rounds.

In a video game...

I think Hell-Plants could work in a video game. I can imagine an NPC the player has come to know doesn't realise they have a seed within them, so when it sprouts, not only would the player have the shock of losing their colleague, but they would then also have to combat the Hell-Plant itself.

In a film...

I must be a sucker for man-eating plants, because I really like Triffids, and since reading up on Hell-Plants, I really like them now too, so I think they would be quite cool in a film. Having said that, such an antagonist probably would draw comparisons to the Xenomorph, so something unique would have to be done with it to alleviate that as much as possible.

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