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[CofC] Conversion: The Blackness from the Stars
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<blockquote data-quote="LcKedovan" data-source="post: 221085" data-attributes="member: 1576"><p>Hi All, wasn't sure where on ENWorld to post this so here seemed good enough. Here is a conversion I posted on Monte's boards for Call of Cthulhu. It is the first of many planned. Opinions and thoughs welcome especially in regards to magic point to d20 ideas.</p><p></p><p>Original Post:</p><p></p><p> Here is my first conversion for King of Chicago (I will be running it for my group). It's probably not 100% accurate so anyone who knows the adventure and wants to comment on the conversion please do so! The only thing I haven't added yet is the amount of times per day that it can use some of it's abilities. With the original Call of Cthulhu POW and magic points determined that. Any good advice on converting that aspect anyone? Thanks!</p><p></p><p>THE BLACKNESS FROM THE STARS</p><p>Large Outsider</p><p>Hit Dice: 10d8+150 (190 hp)</p><p>Initiative: +4 (+0 dex, +4 improved init.)</p><p>Speed: 0 ft.</p><p>AC: 9 (-1 size)</p><p>Attacks: Special</p><p>Damage: Special</p><p>Face/Reach: 10 ft. by 10 ft./10 ft.</p><p>Special Attacks: Enthrall, Vortex, Psychic Sending</p><p>Special Qualities: Blindsight, Damage Reduction 20/+1, Fast Healing 3, Energy Immunities, Light Vulnerability</p><p>Saves: Fort +27, Ref +7, Will +21</p><p>Abilities: Str -, Dex -, Con 40, Int 19, Wis 35, Cha 35</p><p>Skills: Hide +13, Spot +25</p><p>Feats: Iron Will, Improved Initiative</p><p>Psychic Feats: Sensitive, Second Sight, Mind Probe, Mind Reading, Dowsing</p><p>Climate/Terrain: Darkness/Underground</p><p>Challenge Rating: 15</p><p>Advancement: 11-14 HD (Huge)</p><p>Sanity Loss: 1d3/1d10+4</p><p></p><p>The entity known as the Blackness from the Stars is an immobile blob of living, sentient darkness torn from the primal fabric of the cosmos at the centre of the universe. It is distinguished in darkness only as a vaguely shimmering, oily patch.</p><p></p><p>Although intelligent, the creature speaks no known language and ignores attempts to communicate.</p><p></p><p>Human servants of the Blackness are driven to mutilation; all bear the scars of terrible self-inflicted wounds. Victims are always maimed before being sacrificed to the entity.</p><p> </p><p>Combat</p><p></p><p>The Blackness from the Stars can not endure light and will employ its vortex ability to extinguish the harmful illumination, and those that brought it. The Blackness can only use its hide skill in darkness.</p><p></p><p>In addition the Blackness will use it’s enthrall coupled with its Psychic Sending in order to rapidly bring the subject under its control. </p><p></p><p>Enthrall (Ex): The target becomes obsessed with the entity. The effect of this is similar to the spell dominate person which the Blackness casts as a level 40 caster. The Blackness suffers none of the costs to employ this domination. The subject suffers 1d6 points of sanity loss each day it is under the control of the Blackness; once the victim’s sanity reaches zero he becomes a slave of the thing with no will of his own. The target is allowed a Will save each day to break the enthrallment. If control is broken a new attempt to resume its domination of the target can be made the following day.</p><p></p><p>Psychic Sending (Su): The target is plagued by dreams of the entity. Humans with histories of mental instability seem the most susceptible and, perhaps as a result, are typical targets. The target must be asleep within 20 miles of the Blackness. Sanity Loss is 0/1d3</p><p></p><p>Vortex (Su): The air around the blackness is manipulated into a sudden vortex of gale-force wind that radiates in a spiral from the creature itself. The Vortex affects anything within a 20’ radius, and causes 1d20 points of damage. The Vortex will also extinguish any open flames or lights such as lanterns, candles or torches. A successful reflex save allows half damage.</p><p></p><p>Energy Immunities (Ex): The Blackness from the Stars is immune to all forms of Heat, Cold, Acid and Electricity.</p><p></p><p>Light Vulnerability (Ex): The entity can not endure light: direct sunlight will sear it to dust. Exposure to daylight causes 1d10+2 points of damage per round; bright man-made lights (car headlights for example) inflict 1d6 points per round of exposure; lesser illumination ( flashlights, lanterns etc.) cause 1d4 damage; and even the dimmest source (candle) causes 1d2 points of damage.</p><p></p><p></p><p>Conversion Notes:</p><p>Challenge Rating: A total guess, for me CR is irrelevant in Call of Cthulhu d20.</p><p>Vortex: I converted the damage directly over and made it have a close radius but added a reflex save to better fit d20 ruleset.</p><p>* Converted by Will Ehgoetz from King of Chicago (p.26) © Chaosium 1994. (Feedback Welcome!)</p></blockquote><p></p>
[QUOTE="LcKedovan, post: 221085, member: 1576"] Hi All, wasn't sure where on ENWorld to post this so here seemed good enough. Here is a conversion I posted on Monte's boards for Call of Cthulhu. It is the first of many planned. Opinions and thoughs welcome especially in regards to magic point to d20 ideas. Original Post: Here is my first conversion for King of Chicago (I will be running it for my group). It's probably not 100% accurate so anyone who knows the adventure and wants to comment on the conversion please do so! The only thing I haven't added yet is the amount of times per day that it can use some of it's abilities. With the original Call of Cthulhu POW and magic points determined that. Any good advice on converting that aspect anyone? Thanks! THE BLACKNESS FROM THE STARS Large Outsider Hit Dice: 10d8+150 (190 hp) Initiative: +4 (+0 dex, +4 improved init.) Speed: 0 ft. AC: 9 (-1 size) Attacks: Special Damage: Special Face/Reach: 10 ft. by 10 ft./10 ft. Special Attacks: Enthrall, Vortex, Psychic Sending Special Qualities: Blindsight, Damage Reduction 20/+1, Fast Healing 3, Energy Immunities, Light Vulnerability Saves: Fort +27, Ref +7, Will +21 Abilities: Str -, Dex -, Con 40, Int 19, Wis 35, Cha 35 Skills: Hide +13, Spot +25 Feats: Iron Will, Improved Initiative Psychic Feats: Sensitive, Second Sight, Mind Probe, Mind Reading, Dowsing Climate/Terrain: Darkness/Underground Challenge Rating: 15 Advancement: 11-14 HD (Huge) Sanity Loss: 1d3/1d10+4 The entity known as the Blackness from the Stars is an immobile blob of living, sentient darkness torn from the primal fabric of the cosmos at the centre of the universe. It is distinguished in darkness only as a vaguely shimmering, oily patch. Although intelligent, the creature speaks no known language and ignores attempts to communicate. Human servants of the Blackness are driven to mutilation; all bear the scars of terrible self-inflicted wounds. Victims are always maimed before being sacrificed to the entity. Combat The Blackness from the Stars can not endure light and will employ its vortex ability to extinguish the harmful illumination, and those that brought it. The Blackness can only use its hide skill in darkness. In addition the Blackness will use it’s enthrall coupled with its Psychic Sending in order to rapidly bring the subject under its control. Enthrall (Ex): The target becomes obsessed with the entity. The effect of this is similar to the spell dominate person which the Blackness casts as a level 40 caster. The Blackness suffers none of the costs to employ this domination. The subject suffers 1d6 points of sanity loss each day it is under the control of the Blackness; once the victim’s sanity reaches zero he becomes a slave of the thing with no will of his own. The target is allowed a Will save each day to break the enthrallment. If control is broken a new attempt to resume its domination of the target can be made the following day. Psychic Sending (Su): The target is plagued by dreams of the entity. Humans with histories of mental instability seem the most susceptible and, perhaps as a result, are typical targets. The target must be asleep within 20 miles of the Blackness. Sanity Loss is 0/1d3 Vortex (Su): The air around the blackness is manipulated into a sudden vortex of gale-force wind that radiates in a spiral from the creature itself. The Vortex affects anything within a 20’ radius, and causes 1d20 points of damage. The Vortex will also extinguish any open flames or lights such as lanterns, candles or torches. A successful reflex save allows half damage. Energy Immunities (Ex): The Blackness from the Stars is immune to all forms of Heat, Cold, Acid and Electricity. Light Vulnerability (Ex): The entity can not endure light: direct sunlight will sear it to dust. Exposure to daylight causes 1d10+2 points of damage per round; bright man-made lights (car headlights for example) inflict 1d6 points per round of exposure; lesser illumination ( flashlights, lanterns etc.) cause 1d4 damage; and even the dimmest source (candle) causes 1d2 points of damage. Conversion Notes: Challenge Rating: A total guess, for me CR is irrelevant in Call of Cthulhu d20. Vortex: I converted the damage directly over and made it have a close radius but added a reflex save to better fit d20 ruleset. * Converted by Will Ehgoetz from King of Chicago (p.26) © Chaosium 1994. (Feedback Welcome!) [/QUOTE]
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