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Sandy petersens cthulhu mythos (1) 32

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II Mythos Races
While humanoid settlements generally have
difficulty establishing peaceful relations with ghouls,
the same is not the case for individuals. Often, an
artist, necromancer, or eccentric who learns of the
presence of ghouls in a local graveyard will seek to
establish peaceful contact with the ghouls. For their
part, ghouls value such contacts, for they
give the clan insight into the workings

offer. If the ghoul’s adventuring allies can help keep it
from being run out of town, then all the better!

Ghoul Traits

Ghouls are an excellent choice for a player who wishes
to play a monstrous race that can fill a more scholastic
role, but care should be taken to ensure that the GM
and the rest of the players are comfortable with
having a party member who may well

of the society they feed upon, and

be wallowing in unpleasant or taboo

such a contact can help cover up

subjects (eating dead humanoids can

their presence or warn them when


easily upset one’s allies). Ghouls

their feeding becomes noticeable.

are monstrous humanoids and

In return, ghoul clans can offer value

as such have darkvision 60

to their allies by revealing secrets lost

feet and must breathe, eat,

to the ages, supplying aid in dealing

and sleep.

with undead, or serving as guides

+2

into underground regions.

Ghouls

to help a humanoid transform.

corpses) and augment their


abilities, and some feel ashamed at inflicting

own significant capacity for

what they feel is a disadvantage. In addition, any

Adventurers
Ghouls become adventurers for as wide a range of
reasons as anyone, but one driving force in particular

remarkable

dwell among and feed on

of “gifting” a humanoid with their

least for a long, long time.

have

fortitude (as creatures who

Most ghouls rankle at the idea

ex-humanoid is less likely to grace a banquet table—at

+2

Intelligence, –2 Charisma.


Rarely will a ghoul agree

humanoid ally is a potential meal, and once a ghoul, an

Constitution,

intellect with the ability to absorb
fragments of memory and thought from those they
feed upon. Regardless of their erudition and wit, their
grisly manners, foul appearance, odor, and unsettling
habits make them unpleasant to be around.
Medium: Ghouls are Medium and have a speed of
30 feet.

is the constant urge to seek out new meals. A ghoul

Death Scent (Ex): Ghouls have an incredible sense

adventurer might wish to sample the dead in a wide

of smell, particularly for carrion. A ghoul has the scent

range of graveyards, or might seek to uncover a hidden

ability to 30 feet, but when scenting undead (or bodies

text or lost relic it discovered after feeding on a dead

suffering from decay or, at the GM’s discretion, the


scholar. Since adventurers often have a much higher

stink of death) possess scent to a range of 60 feet.

tolerance for strangeness, a ghoul that finds itself

Expert Scrounger (Ex): Ghouls have a talent for

accepted into an adventuring party easily recognizes a

using old, broken equipment. In a ghoul’s hands, an

good thing and values the protection such a group can

object with the broken condition is treated as if it did

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