In Dungeon World this is a pretty simple matter of citing some flavorful moves, while 4th Edition and 13th Age would require power groups and a list of psionic features and/or nastier specials respectively. This is not meant to replace one explicitly defined list with another, but give you some thematic groups that you can use or change as you see fit. Since mind flayers are derived from other creatures one idea is to have what mind flayers do be layered on top of an existing creature (think 3rd Edition template), even going so far as to affect what kind of psionic powers that they develop.įor example a dwarf mind flayer could manifest powers that let it manipulate metal (or even transform its body into weapons) and regenerate quickly, while an elf would be more graceful, mess with your mind, and manifest precise bolts of telekinetic force. I think it is kind of silly that 3rd Edition mind flayers had the exact same suite of psionic powers across the board, with customization basically limited to slapping on spellcasting/manifester levels until you get something reasonable. This also better allows for someone to get it removed before the transformation is complete, paving the way for a compendium class or one possible origin for psionics. Since they can move, attach themselves, and are pretty good at hiding I think it will add a lot of tension when creeping into (or trying to escape from) a mind flayer enclave or vessel. I loved the idea of making them more parasitic, but also wanted to make them more dangerous on their own. Josh pitched this idea awhile back after reading Perdido Street Station, likening them to the handlingers. Once the victim is immobilized it is only a matter of suffering through an incredibly painful, lengthy transformation, and that is where baby mind flayers come from. Instead of having to be implanted in a victim they just latch on to your spine, digging through flesh and bone with their sharp limbs to get a nice, solid grip. Since they can crawl about this already makes them more dangerous, but they also possess an array of primitive psionic abilities that can induce panic in potential victims, hide them from sight, maybe even a one-target mind blast? Instead of starting out as defenseless tadpoles they look more like facehuggers: vertebrae-like tails and spidery limbs extend from a fleshy mass covered in eyes of various shapes and sizes. Mind flayers come from the Far Realm, a void beyond the known regions of the Astral Sea, where space, time, and reason have no meaning or appreciable purpose. A LONG TIME AGO, IN A REALM FAR, FAR AWAY
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