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“It is believed that somewhere in the Himalayas is the fungi’s stronghold where directions and or- ders are issued governing the species activities on

this planet. Little is known or guessed about this supposed stronghold but it is theorized that the mi-go leaders may be a separate, and wingless, subspecies.”

It is recommended that the investigators not be allowed to locate the actual stronghold, howev- er encounters with the mi-go in areas that are lightly populated could provide for an interest- ing scenario. Other options would be to have mi-go agents create obstacles for the investiga- tors, or have them encounter entire villages of Tibetans that have been mind controlled and are subservient to their alien masters.

Mi-Go Sonic Devices

The mi-go designed and constructed these items, which seem like human musical instru- ments, such as horns and drums. A closer ex- amination reveals that they appear to be con- structed from an unknown type of metal. The workmanship has an organic look as if the de- vices were grown rather than crafted.

There is a chance that when a device is used that it will no longer function. Since humans

Tibetan Gods and Monsters - Secrets of Tibet do not have the technology to repair them,

over the centuries, fewer working items ex- ist. During the 1950 Chinese invasion, those devices that were being held at monasteries were hidden. Some of the monks that hid the devices have since died and the items are lost, now waiting to be discovered. Perhaps some of these misplaced items will make their way into museums and private collections around the world.

The sonic devices are used very sparingly since the unearthly noise that emanates from them causes all within hearing range to make San- ity rolls (1/1D4).

Multiple users of the same type of instrument can combine their efforts if they make a skill roll to play it. The base chance for each device is 20%, and since the devices are irreplaceable, the owners do not usually share them.

Lifting Horns

This device looks very similar to the Bön sorcer- ers’ horn made from a human femur. On closer examination with a successful Intelligence roll, subtle differences can be seen that reveal the item is not of man-made origin.

When the horn is played, for each 1 Mag- ic point expended, the sound will move 100 pounds of material 20 feet vertically or hor- izontally. It is not meant as an attack weap- on since it is designed for moving inanimate objects, such as building stones. If the object is heavier than the 100 pounds, it will only be moved a fraction of the distance (see the Matrix on page 64). Objects can be dropped on persons or creatures but the target may attempt to dodge.

The maximum weight that can be lifted is 1000 pounds even with multiple instruments.

Each instrument has a breaking percentage equal to the amount of Magic points poured into it per usage. If 10 Magic points are spent, then the chance of the instrument breaking is 10%. The starting skill chance for users is 20%.

Each use of the horn(s) requires all indi- viduals within immediate hearing range (100 feet) to make a Sanity check (1/1D4).

Stone Shattering Drum Devices

These devices were intended as an aid to blast ing apart any large rocks.

The starting skill chance with a sonic drum is 20%. Each Magic point spent while drum- ming gives a 10% chance per use of shatter- ing a stone of up to one ton (2000 pounds) in weight. Multiple drummers can combine with successful skill rolls, adding the amount of Magic points expended to arrive at a to- tal percent chance of success. Multiple drum- mers designate a drum leader who they fol- low. If the leader fails their skill roll attempt, the Magic points are expended and the effort is unsuccessful.

The limitation on the number of drummers is based on the damaging effects from the em- anations. Each three drums involved in the ef- fort causes 10 points of damage per drummer. Each use of the drum(s) requires all indi- viduals within hearing range (100 yards), in- cluding the drummers, to make a Sanity check (1/1D4+1).

Matter Dissolving Horns

The horn is played and for each Magic point expended, the sound will dissolve 10 pounds of material (including flesh and bone).

It can be used as an attack weapon and re- quires a successful skill roll of Play Horn to succeed; the base chance is 05%.

Damage against humans is 1 hit point for each Magic point expended. In game use, the horn player declares how many Magic points they are expending (e.g. 10 points) and at- tempts a skill roll. If the roll is successful the device causes 10 points of damage to a target within 100 feet. This damage twists and dis- figures the target’s limbs and burns their skin.

Each use of the horn requires all individu- als within hearing range (100 feet) to make a Sanity check (1/1D4).

Yeti – Abominable Snowmen – Mi-Go

These are mi-go that have bases high in the Himalayas. The air distorting properties of the

armor they wear is often mistaken for fur by those few humans that have spotted them.

This protective gear is a variation on their bio-armor and filters all air that comes in con- tact with their body. The mi-go wear the filter armor against air born pathogens and other harmful atmospheric effects.

Humans may be able to operate and wear this protective gear with a successful Extreme Mechanical Repair skill roll. The effect is to reduce the level of difficulty by one step when rolling against harmful air born poisons; how- ever, like mi-go bio-armor, when it is removed it causes 1 point of damage to the wearer and becomes useless in a matter of seconds.

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