”Folks reckoned they must've broke clean through into hell. The devil was mighty pissed.”
One of the
write-ups I’d planned for last year, the Crawlers from the movie
The Descent
were a race of underground
dwellers who were frighteningly effective in being scary in a unique
environment. There was nothing new in the Crawlers that we hadn’t seen before,
but the execution and implied aspects of the Crawlers were pretty cool. I enjoyed
both The Descent and
The Descent 2, but I think that the first
film and the introduction of the Crawlers was far better, although I liked the
swerve at the end of the second film.
Typical Crawlers
F: Gd (10)
A: Gd (10)
S: Typ (06)
E: Gd (10)
R: Pr (04)
I: In (40)*
(See Below)
P: Typ (06)
Health: 36
Karma: 50
Resources: N/A
Popularity: 0
Talents:
Crawlers are
very cunning having extraordinary animal intelligence, but have no refined
talents.
Powers:
Adapted
Physiology:
Crawlers are
incredibly adapted to their environment, making them incredibly formidable in
their natural surroundings (underground). As such, Crawlers possess keen
instincts and intimate knowledge of their world and have developed several key
powers such as:
Sonar:
Crawlers possess bat-like sonar based on evolutionary development for life
underground. Like bats, Crawlers possess this skill at Rm (30) ability.
Adapted
Natural Weaponry: Crawlers have sharpened nails and fang-like teeth which
provide them with Gd (10) natural weaponry, which halves body-armor and
protection.
Stealth:
In their own environment, Crawlers have Gd (10) stealth, able to sneak up on
opponents or ‘get the drop down’ on targets.
wall-crawling: Although not necessarily the power of wall-crawling, Crawlers
can move up and down their cave-like maze of tunnels with Gd (10) ability and
speed.
sub-vocal communication: although not specifically stated, the Crawlers can
communicate with one another over short distances, suggesting like bats they
communicate.
Crawler
Intuition: Crawlers seem to possess higher than average intuition within their
environment, bordering on superhuman awareness while in such. With that being
said, Crawler Intuition is at In (40) while in their cave system and/or at
night. This is a two-edged sword: The Crawlers are so perfectly adapted to
living in darkness they suffer when outside of it (see limitations for more
details).
Contacts:
Crawler
don’t’ really contacts, but Ed Oswald, the local owner of the farm in which
their caverns open up to seems to know of their existence and has gone to
protect it.
Limitations:
Crawlers
have several key limitations based around their adapted physiology, which
include:
Nocturnal:
Crawlers are strictly nocturnal creatures, needing the darkness of their home
cavern system or perfect pitch dark night to operate. Crawlers suffer anywhere
from a -2cs to a -4cs when operating in well-lit areas, and are naturally
photophobic. Crawlers do not seem to enter into sunlight under any
circumstance.
Sound
dependent hunters: Crawlers utilize their enhanced sense of hearing and
sonar-like abilities for hunting and navigation, but it can be interfered with
as seen in both movies from items ranging from walkie-talkies to cellphones to
similar electronics. Such devices confuse Crawlers and distract them, causing
crawlers to suffer a -2cs to tracking checks against opponents. In addition,
several of the key characters figure out that the Crawlers hunt by sound and
are able to avoid their hunting groups simply by remaining still and silent.
Hideous:
Crawlers are hideous creatures suffering a -2cs to all reaction based FEATs.
Notes:
I liked the Crawler design. I felt that the
Intuition is probably something that would be a little high, but given the
extreme nature of their environment and how perfected adapted they are, it made
sense. Furthermore, one of the things I considered was how they were shown to
hunt, how they were able to track, and how most importantly they were avoided.
I don’t think an In (40) intuition based on their strengths and limitations
isn’t that hard to begin with as a base.
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