CthulhuTech -9- Racial Insecurities [Fetch]

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    Racial In

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    Tableof Contents

    04 Fiction ................. Bean Corp06 Chapter One ................. Fetches

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    4

    The whole thing was well out of control.Grimnash had known it since the rest of

    the crew started acting funny. Those part-animal girls had them in the palm of theirhands. Something about those girls smelledfunny, but the boys seemed to like it – alot. Sorena and Romer were barely keepingit together. Cole, in a miraculous feat ofwill, was trying to get them to come backto the world – which was hard when one wasin the belly of the beast. Especially hardwhen one was trying desperately not to beeviscerated.

    Now, here they were, in an abandoned gro-cery store that was converted into a nestfor the Congregation of the Earth Mother.The mostly human cultists stuck to the pe-riphery, as the part-animal Horned Onesplayed their games. One of them had ledRomer to the center of the room, one hadbeckoned Sorena into a darkened corner,while Cole tried to feign interest in some-thing towards the back. Preacher had givenin altogether and no one even wanted tolook. The creatures knew that Grimnash wasunaffected by whatever business they hadgoing on, so he played innocent. Sometimesit was good to be other than mortal.

    Given his natural ability to creep off intothe night, Grimnash sneaked out of the mainfloor into what was the back of the grocerystore. Not unusually, it still containedpalletes of all kinds of dry goods – theperfect place to house the start of anarmy.

    Oddly, he noticed the ever-white Mesta be-ing led off into the depths of the back,where the freezers were, by a naked bunny-girl. He didn’t look entirely enrapturedby her, but the half-Nazzadi went nonethe-less. Grimnash thought about following fora moment – until the shouting began.

    “Excuse me, your Divinity. You brought whohere?”

    “We found friends, lovers, food. We foundsomething to relieve the boredom,” came apurring voice that was beyond human.

    Ducking behind a palette of food, Grimnashblended into the shadows.

    “What have you done?” asked the witch.

    “They’re so delicious. We couldn’t leavethem out in the cold. They are so much bet-

    ter warm,” replied the Horned One.

    “I understand,” said the witch, respect-fully. “But they are dangerous. Somethingisn’t right.”

    The cat-girl shifted seductively. “Oh, itis right. One of them gives us children inthe freezer.”

    Grimnash knew she was referring to Mesta.He’d obviously gone along with the bunny-girl so they could seem like they were un-der the Horned Ones’ spell. They had start-ed to become aggressive, and someone neededto pretend like they were going along withthe plan. The fetch wondered what was goingon in that freezer, and shuddered to thinkwhat the cat-girl’s words meant.

    “One of them is listening. The strangeone,” said the Horned One.

    She held out one gently clawed hand andpointed it directly at the aisle in whichGrimnash hid. He had only seconds to thinkof what to do. Looking up, he found he wassitting behind a palette of canned bakedbeans – gallon cans. He grabbed one off thetop and stood up, what passed as a smile onhis fanged face.

    “Just looking for the beans, ma’am!” hesaid, holding up the giant can as if he’dwon the lottery.

    The witch looked at him with a sour anddisbelieving look on her face. Before shecould say anything, Grimnash didn’t miss abeat and ran back into the main room.

    What was shaping up to be an orgy thatwould be a furry’s wet dream paused for amoment as the fetch stopped on the steps,holding up his prize as if it were manafrom heaven. With a commanding voice, heshouted, “I have the beans!”

    From somewhere in a dark corner, naked,Sorena just laughed. Grimnash knew frommore than a few nights that this wasn’tanything strange for the Nazzadi.

    Romer looked up, with a more drugged lookthan usual, and grinned like a madman.

    Bean corp

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    “Bring me the beans!” he shouted with analmost religious tone.

    The cat-girl Horned One purred as she lookedout over the assembly. The witch did notshare her enjoyment. She looked like some-one had passed a turd under her nose.

    “What is this!” she shouted.

    Ignoring her, Grimnash ran out into themayhem, gallon can of beans over his headlike a prize trophy. He ran right up toRomer and cracked the can with his claws.

    Romer, high as a kite, pointed to the semi-reptilian girl splayed out in front of him,writhing in ecstacy, and laughed. “Impartunto her the beans!”

    Not knowing what the hell was going on,Grimnash simply took the cue – and slath-ered the entire can of cold baked beansall over the girl. She seemed to like it,moaning as the strange payload covered herbody.

    The snake-girl grabbed Romer and drew himback into her baked bean embrace. He will-ingly went along, enjoying every step ofthe way.

    The witch shouted, in a voice that seemedalmost more than human, “WHAT IS THIS!”

    No one stopped. The sexual energy was sothick now that there was no chance of any-one stopping – without darn good reason.

    Sorena was in his corner doing the slickthings for which he was known best. Therewas a gentle groan of pain and pleasurethat let anyone around know that their lit-tel bubble should not be disturbed.

    Cole had managed to position himself some-where where he had the kind of view of theplace that made him feel like he had anedge. If anyone had been paying attention,one could tell he was a coiled spring readyto strike.

    Meanwhile, Romer had lost his head. He wasmaking out with the snake-girl in fronthim, forked tongue and all. Covered inbaked bean juice, she pulled him tighter.For some reason, he decided his assault

    rifle might be an interesting sex toy andbegan to explore that.

    Grimnash had never been so happy he didn’thave sex organs. Those kinds of urges musthave been terribly distracting.

    The witch walked down onto the former gro-cery floor, ignoring the chaos around her.Still mostly-human cultists began to gath-er behind her.

    “Divine ones! Hear me! We have danger inour midst!”

    The Horned Ones paused for a moment. Romerdidn’t miss a beat. Temporarily gettingcontrol of himself, he managed to look upand shout with all sincerety, “More beans!”

    The rest of the crowd roared in agreement.It was more than enough to drown the witchout. She was anything but pleased.

    Grimnash, taking his cue again, ran pastall the chaos back into the food stores. Hegrabbed another two gallon cans of bakedbeans and sprinted his way back to Romer.Using his claws to open both cans, he didn’teven bother to wait for instructions – hejust popped them open and poured them overevery semi-human girl he could find.

    The fuming witch walked confidently intothe crowd, arcane power starting to cracklearound her wrists. Her hands curling intoclaws, she reached out towards Grimnashand Romer. “Who dares sully this place ofworship? Are you idiots? Blasphemers? In-fidels?”

    Somehow Romer managed to reply, with astraight face, “No ma’am. We’re just spacemarines with our magic beans.” Somewhere,in the shadows, Sorena cackled.

    The witch turned bright red and it wasclear that the shenanigans were over.

    Grimash remembered the simple days of ser-vitude to the sorcerer that had summonedhim. Help with this, fetch that, try not toeat so-and-so. Things had changed.

    He wished this was just a usual day. Itwasn’t.

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    FetchesALTERNATE RACES

    MAGICAL SERVANTS

    Though often thought of as döpplegangers in tra-ditional folklore, fetches are diminutive monstrousservants summoned from beyond as servants topractitioners of the arcane arts. While they do notact as the mystical batteries that familiars do, theyare capable lab and ritual assistants. They are typi-cally more capable than familiars – even of violencein their master’s name.

    This supplement explores the world of the fetch, andadds full rules for using this unique creature as aplayable race for your CthulhuTech games.

    THE FETCH MINDSETFetches are among the lowest rank of Outsiders,though they are from beyond. They have an unusualoutlook on life and are not beholden to the psychol-ogy that is common to nearly all life native to thelower dimensions.

    In general, fetches are a little unruly. Think of themlike pet monkeys, who get into all kinds of trouble.

    They’re a little like a permanent ve-year old, thoughwith knowledge and power. Superior fetches aremore like a permanent teenagers, with the moodswings and cruelty that often go with those years.

    Fetches are also often malicious and enjoy doingbad or cruel things. While they don’t specically tryto do such things to their masters, their sorcerers of-ten must deal with the mess and aftermath of theirshenanigans. Superior fetches are more so, with amean streak a mile wide.

    In general, fetches have a poor concept of right andwrong as society knows it. To them, anything thatserves their master and themselves is right, and any-thing that doesn’t is wrong. Given that they are aliencreatures with an innate urge towards mayhem andmalice, they are often known as wretched little crea-tures.

    However, fetches are individuals, regardless of pre-disposition. The degree this behavior varies is ac-cording to the fetch (especially for Characters).

    Fetches also have obvious quirks in their behavior.Some might be obsessive collectors, some mightlaugh at every inappropriate moment, some mightinsist they can’t go out in daylight (though theycan), and more. Each fetch is unique, but every one

    of them has some kind of quirky personality that isobvious.

    While technically a sorcerer can have as many fetch-es as he can summon, their natures make this im-practical. Most sorcerers are capable of managingabout three fetches (normal or superior) at a time,without them getting into all kinds of trouble. Thosewho choose to increase their fetch ranks further usu-ally nd themselves regretting it.

    FETCH PHYSIOLOGYFetches are unusual in that they have what can onlybe termed rudimetary internal organs. After all, theyare creatures of magic and need only the bare es-sentials to survive, physiologically speaking. They areperfectly capable of dying in the World of Elements,though they don’t sweat this too much – it is more ofan uncomfortable inconvenience than a permanentfate.

    Fetches, being magical creatures, do not have gen-ders. While they may identify as either “he” or “she,”they don’t actually have the sexual characteristics tosupport either. They are asexual creatures that canonly breed in the higher dimensions and, as such,cannot be inuenced in any manner that requires

    sexuality. This includes the seduction abilities of anycreature, whether they be magical or not.

    Fetches need the normal amount of natural faunaand ora to survive. However, most have unusualand unorthodox tastes that show their otherworldlynatures. Fetches don’t need such things to survive, asthey can live on anything that humans do. However,they tend to enjoy their individual tastes, whetherthey be gummy bears, human toes, eyeballs, or jel-lied goat brains. Nearly all fetches have a food-stuffthat makes them happy, something akin to super-natural comfort food.

    FETCH MAGICAL POTENTIALBeing creatures of magic, fetches can never developpara-psychic powers or become Tagers – nor will anEngel allow them to climb in the cockpit.

    On the other hand, fetches are born with an under-standing of magic (as represented by their free pointin the Occult Skill) and a greater innate well of mys-tical energy. Most fetches choose to use this knowl-edge in order to further empower the sorcerer whosummoned them. There is no reason, however, that

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    fetches can’t be sorcerers in their own right, learningto perform rituals on their own. Those that do tendto hide such abilities, so that they don’t become toobig a threat to those around them.

    One of the fascinating side benets that fetch sorcer-ers may enjoy is the ability to summon more of theirown kind. There are those who might conclude thatthis could lead to catastrophe, but fetches are indi-viduals and, given their natures, it is unlikely that theywould be able to form any kind of coherent group ormovement. More fetches means more mayhem – notnecessarily more danger.

    FETCHES AS CHARACTERSFetches can make an interesting Character for a vari-ety of CthulhuTech games. While they’re probably notappropriate for a mech or war-style game, they workwith both Eldritch Society and arcane undergroundgames without blinking twice. After all, in these kindsof games, you’re already working to stay away fromthe law, so what’s the problem with a little monsterhanging around?

    Designing a fetch Character, whether normal or su-perior, is similar to designing any CthulhuTech Char-acter, using the usual number or points for most ba-sic game characteristics. However, there a numberof modications, abilities, and considerations thatdon’t manifest with “normal” Characters.

    First, it is important to determine whether or notyour fetch Character still remains in service of thesorcerer that summoned him. It can be interestingif your fetch Character is the servant of another sor-cerer in your group. After all, fetches do not requirebinding and are already predisposed to serving theirmasters in the best way possible. There is, naturally,a lot of leeway in doing so that might be fun spacein which to play.

    However, fetches do nd themselves unbound. Sor-cerers live in a dangerous world and fetch servantsmay nd themselves on their own when their mas-ters die. Some sorcerers, for whatever personal rea-sons, may decide to set their fetches free – especiallywhen they feel they have no more use for the fetchesin their employ. These fetches must nd their wayin a world that is innately hostile to them, but maynd their way into the arcane underground. Somebecome freelance agents of their own design, whileothers hire themselves out to whatever sorcerer will

    meet their needs and provide them sanctuary. To create a fetch Character, use the following rules.Like Tagers or para-psychics, you must purchase theappropriate Assets. For normal fetches, the 1 pointFetch Asset will sufce. For superior fetches, youmust purchase both the 1 point Fetch and 1 pointSuperior Fetch Assets.

    The types of benets and downsides to differentkinds of fetch Characters is in some cases specic totype. In this book, we will focus on the three types offetch found in the Core Book – the carnivorous am-phibian, fanged dwarf, and ying imp types – andthe three types of superior fetch found in Vade Mecum – the amphibious monster, gargoyle-like, and viciousgremlin types. Feel free to work with your Storyguideto create new and unique types of fetches using theguidelines presented here.

    Attribute Modifications

    Each different type of fetch has its own range of At-tribute modications:

    • Carnivorous Amphibian – +2 Agility, -1 Strength• Fanged Dwarf– +1 Agility, +1 Strength• Flying Imp – +2 Agility, -1 Strength• Amphibious Monster – +2 Agility, +1 Tenacity • Gargoyle-Like– +2 Agility, +1 Tenacity • Vicious Gremlin – +1 Perception, +2 Strength, +1

    Tenacity

    Enhanced SensesFetches have a variety of senses beyond those ofHumans or Nazzadi, as per the rules for monstroussenses. These bonus Assets do not count against anylimits.

    • Carnivorous Amphibian – Acute Vision, Nightvision• Fanged Dwarf – Nightvision, Thermal• Flying Imp – Acute Vision, Nightvision• Amphibious Monster – Acute Hearing, Nightvi-

    sion, Sonar • Gargoyle-Like – Acute Vision, Nightvision• Vicious Gremlin – Acute Smell & Taste, Nightvi-

    sion, Thermal

    Keeping It Together

    Some information is reprinted here from the Core Book and VadeMecum, to present a complete picture of fetches without havingto refer to those tomes. Some has been updated – use the infor-mation presented here for all your fetch needs.

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    Movement & SpeedEach different type of fetch has its own modica-tions to movement types and speed:

    • Carnivorous Amphibian – Double Swimming, Am-phibious (like Deep Ones)

    • Fanged Dwarf – Triple Climbing• Flying Imp – Double Flying• Amphibious Monster – Double Swimming, Am-

    phibious (like Deep Ones)• Gargoyle-Like – Double Flying• Vicious Gremlin – Triple Climbing

    Recommended Skills

    Each type of fetch has its own set of recommendedskills:

    • Carnivorous Amphibian – Athletics, Observation,Research

    • Fanged Dwarf – Athletics, Fighting, Research• Flying Imp – Athletics, Observation, Research• Amphibious Monster – Athletics, Observation, Re-

    search• Gargoyle-Like– Athletics, Observation, Research• Vicious Gremlin – Athletics, Fighting, Research

    MonstrousA race of magical Outsiders, fetches are not appreci-ated in mortal society. The forces of the New EarthGovernment will hunt them like any other unspeak-able creature if they are exposed – the OIS will takeparticular interest in them and will likely want tocapture them for “study.”

    The following Qualities are barred to them as a re-sult: Authority, Commendation, Elite, Famous Inci-dent, Wealth, Disgraced, Engel Synthesis Interface,Outsider Tainted, Watched. Assets such as Alluringand Sexy Voice confer their bonuses only for fetch(or other monstrous) interactions. They also cannotgain any more points from the Mist Drawback (it isinnate). Fetches are considered to have the Debt (4)Asset, though they don’t actually owe anybody mon-ey (they’re just very poor). They also cannot become

    Tagers or para-psychics, and all related Qualities arelikewise forbidden to them.

    Otherworldly AbilitiesOn the bright side, fetches gain Occult at 1 for free,which can take them to the level of 4 at CharacterDesign, as well as a variety of languages includingR’lyehan and Tsath-yo, and four other languages, for

    free at 4. Superior fetches receive the same languag-es, but begin with Occult at 2 for free, which cantake them to 5 at Character Design.

    Fetches also have a mouth full of teeth that are natu-ral weapons that do +0 damage, and talons that do-1 damage. Superior fetches’ maws do +1 damagewith talons that do +0 damage. All kinds of fetchesincite fear with a Fear Factor of 12.

    OutsidersFetches are not a natural part of the World of Ele-ments. They come from somewhere Outside, from alow place in the higher dimensions. As a result, they

    begin with twice as much Orgone/Ruach as usual.

    FETCH ASSETS

    FETCH (1) Your Character was most likely summoned as a mon-strous little magical assistant. He is a small sentientbipedal Outsider – malicious and otherworldly – thatstands less than two feet tall. He is clever and sneaky,though mostly likely cowardly as well. Your Charac-ter can not only contribute Ruach to a sorcerer’sritual, he can also actually assist.

    However, he is alien and will not pass as anythingnatural to any sane person. Your Character needs toremain hidden or the authorities are on their way.He is probably not bound by his summoning sor-cerer, as your Character naturally likes him. Whileloyal, he will test the boundaries of the relationshipunless properly dominated. Fetches can be lifelongfriends and companions, though with a warped ideaof right and wrong. If your Character is not properlymanaged and guided by a sorcerer, he will get intotrouble.

    RE-SUMMONABLE (4)Prerequisites: Fetch or Superior Fetch Asset Your Character has let his close friends know his truename – an important part of the summoning ritual.Normally, sorcerers reach out and draw in any ran-dom fetch. Not so when one knows the fetch theyare attempting to summon. This means that sorcer-ers can call your Character specically to the Worldof Elements. Thus, if your fetch Character dies inthe lower dimensions, he can be re-summoned backwithin 1-10 weeks (1 die). He will return with all ofhis previous abilities and it will be as if he were nevergone at all.

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    SUPERIOR FETCH (1)Prerequisites: Fetch Asset

    Your Character shares most of the traits of a regularfetch, but is larger, smarter, and more vicious thanhis lesser cousins. Still clever and sneaky, he is hard-ly cowardly. Unlike regular fetches, your Characteris not naturally predisposed to liking the magicianthat summoned him. He is mostly loyal, but is a will-ful creature with a warped idea of right and wrong.

    Without binding or a skillfully negotiated and man-aged deal, your Character will eventually get intotrouble.

    UNBOUND (1) Your Character is no longer in the service of the sor-cerer that summoned him. Perhaps his master diedof natural causes or of foul play, perhaps your Char-acter orchestrated his demise, or perhaps his mastersimply set your Character free because the sorcerer

    was giving up the magical life. Whatever the reason,your Character is free to do whatever it is he wishes, just like any other free-willed creature.

    PLAYING FETCHESFetches are an interesting Character type. They areunruly little alien creatures of magic that can easilynd a place in the normal World of Elements. How-ever, one needs to be playing the type of CthulhuTech game that affords for fetch Characters. Those typesof games that involve heavy New Earth Governmentinvolvement won’t, in most cases, work. It is unlikely

    that fetches will nd a place ghting in the Aeon Waror on the streets of the Strange Aeon. One could ar-gue that there may be a few fetches working for theOfce of Internal Security to aid in their policing ofthe arcane underground – though this is more themtrying not to be killed by that authority. Special Ser-vices may also likewise employ a few fetches to helpwith their investigations, and be more forgiving thanthe OIS. Not that that’s hard.

    However, games that naturally lurk on the fringes ofsociety are those where fetches will be at home. Anygame that involves Characters of the dark side of thearcane underground will be a good t for fetch Char-acters, as will those involving the Eldritch Society. Ifyou’re playing a cult game, fetches are a given.

    One of the most important parts of playing a fetch isguring out how to disguise yourself, so that you canmaneuver in “polite society.” Standard fetches havea harder time of this, as they are so small that thebest they can hope for is to be mistaken for youngchildren. However, young children without adult su-pervision are exactly the kind of thing that attractattention. Learning to decieve is a key part of a stan-dard fetches’ repertoire. Learning to say, “That’s mydad, right over there,” can work wonders when hid-den in the folds of a hoodie.

    Speaking of, hoodies and baseball caps are a fetches’best friends. They cover and conceal, giving peoplethe opportunity to pretend that all they’re seeing are

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    kids or teenagers. Not that they help when trying toenter or exit an arcology, but there are always otherways in or out.

    That said, superior fetches have an easier time thantheir smaller counterparts. Their size and attitudelends towards the assumption that they are teenag-ers, which works with the attire. They do not haveto concern themselves with pretending that they arenear adult supervision and can slouch, stick theirhands in their pockets, and drag their feet moodilyalong, and no one will ask any questions.

    This assumes that you’re playing in an arcology. Out-side of the havens of civilization all bets are off – aslong as you stay out of sight of the military.

    In the end, playing a fetch is a bit like playing a ghoulCharacter. You’ll need to be clever about how youkeep yourself concealed, so that you don’t nd your-self in the sights of the authorities. However, there’slots of fun to be found playing the shadows of Cthul-huTech.

    AS UNSPEAKABLE HORRORS

    FETCHESFetches are unnatural creatures. Feel free to makethem as weird as you want, as long as they are bi-pedal, smart, and agile. Though a fetch is an Out-sider, he manifests his Ruach instead of storing it likea familiar, so he’s less of a cosmic battery. Here area few sample fetches:

    Typical Carnivorous Amphibian Fetch Attributes: Agility 8, Intellect 6, Perception 6, Pres-

    ence 5, Strength 3, Tenacity 6Secondary Attributes:Actions 2, Orgone 11, Reex 6General Skills: Athletics: Adept (3), Education: Stu-

    dent (1), Languages (half-dozen, includingR’lyehan and Tsath-yo): Adept (3), Occult: Nov-ice (2), Observation: Novice (2), Research: Stu-dent (1), Survival: Novice (2)

    Combat Skills: Dodge: Novice (2), Fighting: Novice(2)

    Weapons: Claws (-1), Bite (0)Damage Bonus:-1Vitality: 5Fear Factor: 12Senses: Acute Vision, NightvisionMovement & Speed: Land [11 mph (27/6 ypt)], Swim-

    ming [23 mph (57/13 ypt)]

    Typical Fanged Dwarf Fetch Attributes: Agility 7, Intellect 6, Perception 5, Pres-

    ence 5, Strength 5, Tenacity 6Secondary Attributes: Actions 1, Orgone 11, Reex 6General Skills: Athletics: Adept (3), Education: Stu-

    dent (1), Languages (half-dozen, includingR’lyehan and Tsath-yo): Adept (3), Occult: Nov-ice (2), Observation: Novice (2), Research: Stu-dent (1), Survival: Novice (2)

    Combat Skills: Dodge: Novice (2), Fighting: Novice(2)

    Weapons: Claws (-1), Bite (0)Damage Bonus:0Vitality:7Fear Factor: 12Senses:Nightvision, ThermalMovement & Speed: Climbing [11 mph (27/6 ypt)],

    Land [11 mph (27/6 ypt)]

    Typical Flying Imp Fetch Attributes: Agility 9, Intellect 6, Perception 6, Pres-

    ence 5, Strength 3, Tenacity 5Secondary Attributes: Actions 2, Orgone 10, Reex 7General Skills: Athletics: Adept (3), Education: Stu-

    dent (1), Languages (half-dozen, includingR’lyehan and Tsath-yo): Adept (3), Occult: Nov-ice (2), Observation: Novice (2), Research: Stu-

    dent (1), Survival: Novice (2)Combat Skills: Dodge: Novice (2), Fighting: Novice(2)

    Weapons: Claws (-1), Bite (0)Damage Bonus:-1Vitality:5Fear Factor: 12Senses: Acute Vision, NightvisionMovement & Speed:Land [11 mph (27/6 ypt)], Flight

    [23 mph (57/13 ypt)]

    SUPERIOR FETCHESSuperior fetches are unnatural creatures. Feel freeto make them as weird as you want, as long as theyare bipedal, smart, agile, and about three feet tall.

    Though a superior fetch is an Outsider, he manifestshis Ruach instead of storing it like an familiar, so he’sless of a cosmic battery. Here are a few sample su-perior fetches.

    Typical Amphibious Monster Superior Fetch Attributes: Agility 8, Intellect 6, Perception 7, Pres-

    ence 5, Strength 6, Tenacity 8Secondary Attributes:Actions 2, Orgone 12, Reex 7General Skills: Athletics: Adept (3), Education: Nov-

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    ice (2), Languages (half-dozen, including R’lyehanand Tsath-yo): Adept (3), Observation: Novice(2), Occult: Adept (3), Research: Novice (2), Sur-vival: Novice (2)

    Combat Skills:Dodge: Adept (3), Fighting: Adept (3)Weapons: Claws (0), Bite (+1)Damage Bonus:0Vitality:11Fear Factor: 12Senses: Acute Hearing, Nightvision, Sonar Movement & Speed: Land [13 mph (32/8 ypt)], Swim-

    ming [26 mph (64/16 ypt)]

    Typical Gargoyle-Like Superior Fetch

    Attributes: Agility 9, Intellect 7, Perception 6, Pres-ence 5, Strength 6, Tenacity 7Secondary Attributes:Actions 2, Orgone 12, Reex 8General Skills:Athletics: Adept (3), Education: Nov-

    ice (2), Languages (half-dozen, including R’lyehanand Tsath-yo): Adept (3), Observation: Novice(2), Occult: Adept (3), Research: Novice (2), Sur-vival: Novice (2)

    Combat Skills:Dodge: Adept (3), Fighting: Adept (3)Weapons: Claws (0), Bite (+1)Damage Bonus: 0Vitality:11Fear Factor: 12

    Senses:Acute Vision, NightvisionMovement & Speed:Land [13 mph (32/8 ypt)], Flight[26 mph (64/16 ypt)]

    Typical Vicious Gremlin Superior Fetch Attributes: Agility 7, Intellect 6, Perception 7, Pres-

    ence 5, Strength 8, Tenacity 7Secondary Attributes:Actions 2, Orgone 11, Reex 6General Skills: Athletics: Adept (3), Education: Nov-

    ice (2), Languages (half-dozen, including R’lyehanand Tsath-yo): Adept (3), Observation: Novice(2), Occult: Adept (3), Research: Novice (2), Sur-vival: Novice (2)

    Combat Skills:Dodge: Adept (3), Fighting: Adept (3)Weapons: Claws (0), Bite (+1)Damage Bonus: +1Vitality:12Fear Factor: 12Senses: Acute Smell & Taste, Nightvision, ThermalMovement & Speed: Climbing [11 mph (27/6 ypt)],

    Land [13 mph (32/8 ypt)]

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    2159 AD. It is a good time to be alive. The nations of theworld still exist, but they have become more civilized,and we have expanded into the rest of our solar system.But, alas, it is not to be our time. Something approach-es, a thing on an orbit from far away. Seemingly a largeshard of dark matter, this object is known in obscureprophecy as the Chthonian Star. It is awakening thingslong thought lost or dead, things that have slumberedawaiting its return. The Unied World Council sends outspecial teams of sanctioned Wardens, whose job it is toascertain the new threats to human life, to learn every-thing they can about them, and ght them whereverthey are found.

    The Void is a new roleplaying game from WildFire, whichcombines elements of hard sci- with Lovecraftian hor-ror. Become a Warden and seek out the dark things inthe solar system, trying to stem the rising tide.

    The Void Core Book features:• An exploration of our fully colonized solar sys-

    tem, only a few hundred years in the future.• A complete introductory adventure, ready to

    get you playing within an hour.• Presentation and mechanics designed with ac-

    cessibility in mind.• New simple yet avorful game mechanics, utiliz-

    ing six-sided dice pools.• Rich full-color art, visualizing a dark world.

    The Void Core Book is a Free-to-Play PDF!Quick-Start Rules also av ailable.

    http://fearthevoid.comhttp://wilfirellc.com

    http://wildfire-community.com/forums

    Get it here, onDriveThru RPG!

    The Community