I'm working on a horror/suspense campaign to try to give my players something new and fresh besides the old fashioned aliens and daemons.
Here's the link to the original thread: www.fantasyflightgames.com/edge_foros_discusion.asp
I plan on starting this campaign two weeks from tomorrow. 11/22/2011
What I'm looking for in this new thread is things that the good people of FFG would consider things worthy of causing fear in marines (or more accurately the players playing the marines, seeing as how marines "know no fear") I figure that if the players feel fear they will instinctively play their characters afraid. I've enticed them all by telling them that if their characters survive I will reward them with the crux terminatus and any renown they need in order to receive terminator armour. I think that this will make them try to make their character survive thus making them cautious of danger and fear death. In the warp I won't be allowing the use of fate points other than burning to further put on the pressure. I'm also giving them a group of around 150 people also locked on the ship for them to protect and deal with. The inquisitor will be dying and his interrogator will take charge (until the team deems him unworthy.) I would greatly appreciate any input on anything, especially other ideas of how to cause fear in players or marines.
One of the things I need help with is designing new enemies to frighten the team. What aspects do you think causes the most fear in people?
The stats of the enemies I've started working on are as follows:
NAME WS BS S T AG INT WP FEL DP WOUNDS Special Rules Armour Weapon 1 W1 Damage W1 Pen W1 Special Weapon 2
Slasher 60 1 52 54 46 45 60 1 0 35 Swift Attack 8 All Arm Blades 1d10 + 6 P4 Razor; Arm Whip 1d10 + 2 2 Toxic (2) Flexible
Climber 45 50 35 37 62 50 60 1 0 26 Size – Small 4 All Projectile 1d10 + 5 P5 Toxic (2) AG dmg 1d5 temp; Talons 1d10 + 3 3 Razor
Crawler 50 1 42 43 53 50 60 1 0 29 6 All 1d10 + 5 P4 Flexible Razor; Leg Blades 1d10 + 3 3 Razor
Hulk 35 35 60 60 15 40 60 1 1 60 Unnat.T (x3) S (2) 15 All Slam 2d10 + 1 P 2; Projectile 1d10 + 3 2 Snaring
Spitter 45 42 42 46 44 50 60 1 0 28 6 All Spit 1d10 + 11 P10 Corrosive*; Arm Blades 1d10 + 6 4 Razor
-GRADE 2-
Slasher 70 1 62 64 72 55 80 1 1 45 Lightning Attack 8 All Arm Blades 1d10 + 8 P4 Razor; Arm Whip 1d10 + 2 2 Toxic (2) Flexible
Climber 55 50 35 45 78 60 80 1 1 38 Size – Small 4 All Projectile 1d10 + 5 P5 Toxic (3) AG dmg 1d10 temp; Talons 1d10 + 3 3 Razor
Crawler 60 1 50 56 71 60 80 1 1 38 6 All Arm Whip 1d10 + 5 P4 Flexible Razor; Leg Blades 1d10 + 3 3 Razor
Hulk 45 45 71 72 20 50 80 1 2 120 Unnat.T (x3) S (2) 15 All Slam 2d10 + 6 P2; Projectile 1d10 + 3 2 Snaring
Spitter 51 53 51 50 68 50 80 1 1 39 6 All Spit 1d10 + 11 P10 Corrosive*; Arm Blades 1d10 + 6 4 Razor
Corrosive Rule: Weapon causes persistent damage until the article of armour it is on is removed.
None of these rules have been play tested and suggestions are welcome.
The main thing I need assistance on is what these things look like. What aspects would make them scary? I want them to have a base human form just altered and twisted. The problem I'm having is that almost all 40k enthusiasts are numb to the fear of mutation and whatnot. So I need something fresh. I want to have the creatures not altered by chaos or the warp. They're entirely immune to its effects save psykic powers. Knowing the fact that these things aren't caused by warp mutations or daemon infestation can (I'm hoping) cause fear of the unknown reason as to why they are like this.
The ideas for visual aspects I have so far are: (Sketches to be added soon.)
Slasher:
Vaguely still human except the fact that its radius and ulna have extended beyond the hands and fuzed together into a jagged blade of sorts. One tentacle growing from its left scapula to be used as a secondary weapon.
Climber:
Somewhat human as well however the fingers on the hand have extended and fused in pairs to make an appendage with 2 fingers and a thumb. Under both wrists are long spikes that run inside the forearm between the radius and ulna. Muscular contractions can propel this spike forward making it an effective melee weapon. The legs have rotated backwards 180 at the hip to allow them to carry the creature on all 4 limbs more effectively. The foot has split in half allowing for better traction with 2 surfaces. the spine has extended out at the tailbone to make a tail. Underneath the tail is a muscular tube able to project poisoned stingers at a medium distance. The eye socket area of the head is open to the brain. The eyes have moved down below the cheek bones and the mouth has been sown shut. Secondary mouth TBD.
Crawler:
This creature has given up the human limbs in favor of newly grown ones. The 4 new limbs sprout from the front of the abdomen and are very much like arms except the fact they end in boney spikes. All features of the face are devoid save one large eye in the location of the nose/mouth area. The human limbs lie limp whilst the new limbs are the primary weapon for the creature. Secondary weapons TBD.
More to come...