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[HOE] Try this out for "size."



     Until I come up with a better name for this abomination, it's title will continue to be Greater Gremlin.  I wish to ask anyone with questions or comments to contact me at shadowlord2@hotmail.com.  I will answer as soon as I can.  Please, use this creation to your best Marshall capabilities.  An inked picture of Greater Gremlin should be posted within a months time.  Just as well, other creatures of creation should appear on any of the lists. 
                                                                       Thank you, Mark E. Gerke
 
                                                     Greater Gremlin
 
     In this hell upon earth, there is a new form of abomination that takes form in the mechanical components of--most commonly--power suits.  It is common for them to also take lodging in Junker devices of size 6 and up--another reason they are "Greater..."  In the case of power suits and the like, these creatures have the capabilty of draining spirit from the person inside. 
     This is a new abomination and must be discovered by working the inside of the vessel during maintenance.  A science: occult-engineering or Tinkerin'/spirit roll vs. the gremlins spirit should find it immediately.  Within 2d12 hours, the Greater Gremlin takes perminent residence.  At this point, it may manifest itself and/or stay and await a meal.  For every d6 hours, the person within the vessel gets a -2 to discover the manifestation.  This is added to any negatives the hero already has with a maximum of -8.  After all, they are being drained of there life.  For the same d6 hours they take 1d4 wind.  If the person inside the suit is rendered unconscious, they continue to take wind until they are found or until there death.  Because of the corruption, if death occurs, draw one addition card to see if the character becomes harrowed. 
      There is that chance that the Greater Gremlin is not found inside the vessel.  It will take its new home somewhere and wreak havoc.  It has a want for spirit, so there is the possiblity it may take the suit and lay low for others to find it.  The consequences of finding one of these is detailed above; the Marshall can always decide whatever fate he/she deems worthy.  This could be used for the beginning of an adventure.  Upon taking its true form within the vessel, it gains all the bonuses that the vessel has to offer.  The Abomination can be identified by a strangely colored corrosion.
 
Size: varies     Terror: 9        Corporeal: D3d10, filchin' 4d10, lockpickin' 3d10.
                                                             N3d10, climb5d10, dodge 6d10, brawlin' 3d10,
                                                             sneak 6d10, swimming 3d10.
                                                             S 4d6, Q 4d10, V3d8.
                                                Mental:  C 2d10, K 3d4, M 1d12, Bluff 2d12, Sm 2d6, 
                                                             Sp 3d10.
 
      I hope you enjoy to the fullest Marshall's.  As a simple point, most of the stats used are from the origianl gremilins in Deadlands.  I have merely modified them for Hell on Earth.  Please use the original rules for gremlins if you want.  Together, blended with this new creation can be something very mischievious--and it might put a smile on your face.  (and if your lucky and new set of pointy nubs on top your head. Hee hee.  )  Have many wonderful games.  Mark.                                                 


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