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Annual Halloween Beastie Contest

kafka47

SOC-14 5K
Marquis
Time to submit for the Horror/Science FIction Crossover. This year to make it easier, by October 31st submit your favorite beastie. Optional adventure thread can be included in the format of 1001 Patron Encounters.

ie. Alien larva
stats: 5A100-G
Habitat: On the jungle world of Confer there exists tiny larva creature no bigger than a Terran silkworm. This creature is attracted to psion energy emissions. Therefore, almost imperceptibly the larva will crawl into a hosts ear or nose (in the case of a sleeping individual) and burrow into the victim's brain. For this reason, it is attracted to higher orders of sentient life. Once in the brain centre, it will attach itself to cerebral cortex responsible for dream production. In the night, the host will experience wild dreams of an inexplicable nature with increasing frequency these dreams will manifest as nightmares, as the larva increases in size. A side effect (other than the effects of sleep depreciation hence increased paranoia) is to actual boast the Psi potential of the host by 5pts (to the point of even activating dominant psi potential) at a rate of 1pt per night (hence giving the player the illusion of greater success).

At the end of the 6th night, there is a loss of basic characteristics at a geometric rate:
6th night: Str, Dex, Int all drop by one
7th night: Str, Dex, Int all drop by three
8th night Str, Dex, Int all drop by six
9th night Str, Dex Int all drop by twelve
etc.

A an artificial psi shield will not hamper the feeding of the larva. However, a natural psi shield will cause the larva to seek other areas of the brain to feed upon - a concerted effort of 3 days of continuous shield will cause the larva to vacate the host.

Neural weapons cause the larva the fragment and regenerate at a rate of 1pt per week. A mind assault will have a similar effect.

The only effective treatment is surgery by the end of the second day.

Adventure hooks:

1. Players have been contacted by the local police constabulary to hunt down a raving psychopath. The psychopath is a respectable Zhodani Noble psychologist by day and by night turns into a raving monster when the larva has sufficiently regenerated from the damage of a continuous combination of mind assault & shield. The doctor does not want his racial ancestry to be known fearing the Imperium more than the larva but at the same cannot restrain the Hyde personality that has developed.

2. Players are charged with spending a night in a "Haunted House" in reality a lab where several specimens of larva were bred by SuSag for their possible use in psi drugs.

3. Players are charged with protecting a village from the local indigenous lifeform which has recently determined to be sentient. Unscrupulous offworld traders infected the natives with the larva and now the natives are stark raving mad and will in 3 days potentially die off, unless a cure can be found.

4. The larva is but a single organism that will undergo metamorphosis, the players have been captured and drugged and subjected to forced pairing with the larva by Imperial scientists who want to see the next stage of this remarkable creature's evolution.

5. The players are part of survey mission of Confer and encounter the larva in its natural habitat. One of the guest scientists (in reality a Zhodani spy) begins to go mad.

6. A trader that has been all shot up and adrift in deep space has a cargo load of larva in its hold in containers marked as Hiver delicacies. Up to the Referee what happens next when the containers are different states of being open. As vacuum would certainly kill these creatures were it not for the fact that some were in stasis and others were roaming free the pressurized cargo hold.
 
Here's a few classics for you. :)

Werewolf. DDEXXX where X is 'as alter-ego'.

This halloween beastie can be supernatural, a Jekyll & Hyde transformation, a personality disorder, a viral infection, etc. as determined by the Referee.
The change may be triggered by sight of a local moon, the phases of the moon back on its homeworld, darkness, or anything else at the Referee's discretion. It may or may not have an accomplice or protector.

Vampire. A9ACXX.
Usually an extremely clever and resourceful person, strong enough to overpower a victim.
It is a virtually unknown fact that prolonged use of anagathics degrades the blood to the extent that transfusions become necessary with increasing frequency. Blood that has been stored for any length of time is much more easily degraded than fresh blood, and is significantly less useful. Without frequent supplies the anagathic-junkie will die from rapid ageing. Some cyberpunk personalities have an auto-transfusor implanted...

Mummy. C4CXXX.
Some wealthy nobles of the past had their tombs protected by an anti-hijack (anti-tomb-raider) system including a Vengeance Droid. This droid is heavily armoured and runs on a virtually inexhaustible RTG power supply. This does not provide it with much motive power, particularly if it is old, but having imaged the desecrators, the droid will follow them to the ends of the universe in order to Terminate them.
Perhaps it is covered by flesh that has naturally aged over the centuries...
 
My entry; standard "ghost".

Stats to come.

Edit; Stats; 000770

Found in nearly all parts of known space, even E-space and hyperspace. An incorpreal entity that is an ambient impression or "echo" of life forms energy "force". It is an EM pattern that usually accentuates important characteristics regarding unfullfilled goals or other ambitions. Said fields can be manifested benignly, with great hostility (sometimes with mortal consequences), but always mysteriously, and initially without seeming explanation.

Said "life forms" can typically only be effected with certain rituals the energy pattern sees as being fulfilling to its once relatively vibrant life. Though even here said rituals (religous, musical, political, but nearly always physical which the Ghost itself cannot accomplish) will not always ease nor vanquish the spirit in question. As such, and because real physical and energy weapons typically do not affect such cretures, the Ghost in question may never leave.

Ghosts typically haunt places where their corporeal lives were brought to an unexpected, and typically inadequate death terms of justice and fulfilled goals, and, as a life entity in its final throes, calls out anyway it can to summon help to put its spirit to rest.

There is no one set standard for places of haunting, but mostly haunted areas are typically loci of great loss of life, or where lifeless forms are lain to rest.

Ghosts come from all beings, and are a scientific fact for purposes of this entry.

Ghost stats actually varry. Psi rating is typically above normal for your averrage well trained adept psionic user. It is up to the GM to determine strength and range of powers of the ghost.

Ghosts typically stay in one region, but may travel if compelled. Some Ghosts travel freely without compunction to any spiritual attachment to any one place, even the place where they died.
 
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Please, don't mistake the reply I'm about to write :)

Mine's certaily a standard stock character from myth, folklore, and other RPGs, but, in terms of Traveller, how is it a copy? Were ghosts published beforehand?

Yeah, I didn't give the fight/flee reaction stats because I figured it wasn't an animal like entity, but more or less something the GM should control.

No biggie. I brew something up for next year.
 
Yes, Ghosts have been done before. In the 1990's, on the TML IIRC.

Werewolf is covered in the JTAS adventure of the same name.

Vampire is somewhere in TNE, Reg.SB if I remember correct.

Mummy: an interesting approach. It gets my vote, since I've not seen it done before.
 
Consolidated from my posts on the Fantasy Creature thread:

ZOMBIE A79100, Brawling-1; Hands, Teeth.

SKELETON 777100, Sword-1; Sword. Or, alternatively, any other hand-held weapon including modern ones. NOTE: weapons that rely on a sharp point deal only 1 point of damage per attack to the skeleton; weapons that rely on a sharp edge deal only half damage to the skeleton; firearms (except for explosives and shotguns) suffer a -4 DM to hit and do half damage if they hit; heavy blunt weapons, shotguns and explosives deal full damage.

GHOUL 9B9520, Brawling-2; Claws, Teeth. NOTE: after each battle with a ghoul in which the character was hit by a ghoul, the character should roll END or less on 2D to avoid contracting Neo-Rabies which, if untreated, will turn the character into a ghoul in 5d6 nights; to treat, roll 8+, DM +Medic skill, DM-2 if not in a medical facility.

Giant Rat Gatherer, 12kg, hits 7/7, No Armor, Teeth, A5, F6, S1.

Very Large Cockroach Gatherer, 6kg, hits 3/7, Cloth, Claws (actually mandibulae; damage 1D-1D), A8, F3, S1.

Truely Giant Cockroach Gatherer, 50kg, hits 15/9, Battledress, Claws+1 (actually mandibulae), A7, F5, S1.

---

Flying Eye Flying Eater, 25kg*, hits 14/7**, Cloth, Teeth, As Laser Carbines, A1, F8, S1.

The Flying Eye looks like a large (2m diameter) warty sphere with one huge central eye and a big, toothy mouth. Around its head, the Flying Eye has 1d6 small (10cm diameter, 60cm long) "eyestalks".

Most of the Flying Eye's body consists of a huge hydrogen bladder; the gas is a by-product of the creature's digestive process. The hydrogen has two uses: first, it is used to allow the creature to float in the air, and second, the Flying Eye uses this gas as a fuel for a special organ which resembles a hydrogen/oxygen fuel cell. The electricity generated by the creature serves as its energy source (in other words, the creature is "powered" by bio-electricity). In addition, the Flying Eye can "burn" greater than usual amounts of hydrogen to power up its "eyestalks" - though this procedure tends to eat up its hydrogen reservoir rather quickly.

The "eyestalks" are not eyes (only the central eye serves as a visual organ) - but rater natural laser weapons! The Flying Eye may "fire" any or all of its "eyestalks" in one turn, and may target one creature per "eye" (it has 1d6 "eyestalks"). The "eyestalks" use the range and armor DMs of the Laser Carbine and do 4D damage. However, the Flying Eye's body holds only enough hydrogen to power 2d6 shots in total. To fully "recharge", the Flying Eye must eat a good meal (say, one unfortunate adventurer) and digest it for 3d6 hours.

* Remember the while the Flying Eye is very large (2m diameter sphere), most of its volume consist of the hydrogen bladder. Furthermore, it lacks any bony structure save for its teeth.
** Every time a Flying Eye is hit, roll 8+ for its hydrogen bladder to rupture, killing the creature. However, if the attack was an explosive or incendiary one, and has ruptured the gas bladder, the hydrogen explodes, "attacking" everything within a 6m radius using the armor DMs or a 40mm RAM grenade, causing 8D damage on a successful hit.
 
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Yes, Ghosts have been done before. In the 1990's, on the TML IIRC.

Werewolf is covered in the JTAS adventure of the same name.

Vampire is somewhere in TNE, Reg.SB if I remember correct.

Mummy: an interesting approach. It gets my vote, since I've not seen it done before.


TML... never got it, don't know where to find it, don't have time to go through more than a decade of mailing-list stuff, therefore might as well not exist.

TNE... never got any, never will, therefore might as well not exist.

JTAS... got the CD, seen it.

Here... seen it.
 
"never got any, never will, therefore might as well not exist." is not a valid argument to defend the novelty of a submission...
 
IN THIS SITUATION, I will accept that he didn't copy it from another source. Even if ghosts had been done before, that doesn't make his attempt to design a ghost invalid.

My comment was more meant that the IDEA wasn't original, it was taken from Terran mythology. Not that that invalidates the entry, but IN MY OPINION, the original concept should be given the award over a redone mythological version.

I also liked the 1d6 options that Kafka gave and no other entry gave.

Both of those opinions lead me to vote as I did.
 
I never said he plagiarized, just that I agreed his work isn't novel, and therefore not original in the sense of not having been done before.

His version of vampirism is close enough to TNE's that I suspect unintended cross fertilization...
 
The truth about my beasties, to forestall any arguments:
My intention was simply to evaluate some classic halloween monsters in Traveller terms.
I've only recently obtained JTAS (on the CD) and I had previously devised a werewolf. It doesn't surprise me that it has been done before, though I've deliberately not read any of the adventures because I prefer to devise my own and I might yet be a player in one of these run by someone else - maybe.
I read TNE through some time ago, though I'm not really familiar with it. It's possible that I may have dredged up some subconscious recollection from there, but IIRC a similar idea has been used in Shadowrun. It's not new, and none of them were intended to be.
The Mummy is a blatant adaptation of the Terminator - even to the capital T in the original post.
All my submissions were 'classic adaptations' for the benefit of anyone who wants to use them, not to win any accolade, nor to claim any originality. :)
 
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