Grues
are large, voracious predators known to hunt alone or in packs. Even a single
grue is likely to keep villagers from straying far from their homes and can
bring a shudder to the spine of even the most accomplished magician. A small
pebble-like bone from the skull of a grue contains a tangible energy which can
be used to empower magic or curses.
Disclaimer: The beauty of Jack Vance’s work on
the Dying Earth setting is that very little is explained leaving much to the
imaginations of his readers. Grues, and indeed most Vancian monsters, are no
exception. Vance only allows the reader that the characters of his worl know
what grues are and that they are terrifying. The word
grue itself means ‘to
shudder’ and gives us gruesome. Vance was no doubt aware of this and used the
word for a creature that represents the lurking fears of a world that is a
mystery even to the wisest residents thereof.
Attempting to convert such a thing to game statistics is much like doing the same for Cthulhu, the Olympian Pantheon or even fear itself. The futility of such an effort has not deterred game designer in the past, however so why not?
That being said, this grue is only one possible interpretation of which there is a nigh-infinite number of possibilities. All that is really known of this thing is that it is widely feared, lives in the wild areas under the fading red sun, and that it hunts humans. The chief in universe description is Grue: man, ocular bat, the unusual hoon. The people of the Dying Earth (presumably) know what an ocular bat and a hoon might be. Even so, the grue is a man, crossed with an ocular bat, crossed with the unusual hoon and therefore even if one understands what a man/eye bat/hoon chimera might look like, there is no way to tell how the hoon third of a grue’s being is unusual. We, of course must guess what these things might be.
For the purposes of this entry into the bestiary of weird, assume that “man” means humanoid in shape, that an ocular bat hunts by sight rather than echolocation but is otherwise similar to our flying rodents of modern earth and that a hoon is some sort of wildebeest. The result can be conceived as something like creatures from They (which themselves look like Orlok) with a bat-like cloak of membrane, Orlok’s claws and a wildebeest’s upturned horns. The creature here is also assumed to be large in mass and might move upright when skulking or on all fours when charging.
They could just as easily resemble the bioraptors of Pitch Black or Lovecraft’s nightgaunts. For that matter, Vance marries science fiction and magical fantasy to make the two quite indistinguishable and grues could also be stranded aliens, semi-autonomous mecha leftovers from and ancient war, or even fur-covered animatronics gone mad. In any case, it is recommended that these statistics be used for inspiration only and that games which feature grues should see them tailored to the tastes of the gamemaster and flavored to match the game’s setting.
Attempting to convert such a thing to game statistics is much like doing the same for Cthulhu, the Olympian Pantheon or even fear itself. The futility of such an effort has not deterred game designer in the past, however so why not?
That being said, this grue is only one possible interpretation of which there is a nigh-infinite number of possibilities. All that is really known of this thing is that it is widely feared, lives in the wild areas under the fading red sun, and that it hunts humans. The chief in universe description is Grue: man, ocular bat, the unusual hoon. The people of the Dying Earth (presumably) know what an ocular bat and a hoon might be. Even so, the grue is a man, crossed with an ocular bat, crossed with the unusual hoon and therefore even if one understands what a man/eye bat/hoon chimera might look like, there is no way to tell how the hoon third of a grue’s being is unusual. We, of course must guess what these things might be.
Unusual hoon? |
For the purposes of this entry into the bestiary of weird, assume that “man” means humanoid in shape, that an ocular bat hunts by sight rather than echolocation but is otherwise similar to our flying rodents of modern earth and that a hoon is some sort of wildebeest. The result can be conceived as something like creatures from They (which themselves look like Orlok) with a bat-like cloak of membrane, Orlok’s claws and a wildebeest’s upturned horns. The creature here is also assumed to be large in mass and might move upright when skulking or on all fours when charging.
Ocular bat? |
They could just as easily resemble the bioraptors of Pitch Black or Lovecraft’s nightgaunts. For that matter, Vance marries science fiction and magical fantasy to make the two quite indistinguishable and grues could also be stranded aliens, semi-autonomous mecha leftovers from and ancient war, or even fur-covered animatronics gone mad. In any case, it is recommended that these statistics be used for inspiration only and that games which feature grues should see them tailored to the tastes of the gamemaster and flavored to match the game’s setting.
Grue (The Dying Earth) ◊ Power Level — 5
From
the nearby forest of sprawling kang trees came the moaning of a grue, arousing
the hairs at the back of Rhialto’s neck.
1
-3
4*
4*
*+4 due to large
size
2
1
-3
-3
Defense
*-2 due to large
size
**+2 due to Protection
Offense
Initiative +1
Ghastly Gouging +4
(Damage 6)
Athletics 2 (+6), Intimidation 9 (+8*/14 with
Looming Presence), Perception 2 (+4), Stealth 11 (+8**)
*+2 due to large
size
**-4 due to large
size
Equipment
—
Complications
Grues are
motivated by nothing more than their ravenous hunger
Character Point Totals Abilities -10 + Powers 44 + Advantages
5 + Skills 12 + Defenses 0 = Total 51
Cloaked in Shadow
◊Descriptors – natural, visual
Cloaked in Shadow (innate limited Concealment to all visual senses)
◊Modifiers – innate: 1 flat point, limited: -1/rank
◊Action – none
◊Range – personal
◊Duration – permanent
◊Results – A grue has total concealment to all visual senses while in
shadowed terrain
Description
A grue gains total concealment from all visual senses while in areas of
shadow, although it is still detectable to other senses (See Concealment for full effects).
Ocular Intensity
◊Descriptors – natural, visual
Ocular Intensity (Senses 3 Extended vision, Tracking, and
Ultravision)
◊Modifiers – innate: 1 flat point
◊Action – none
◊Range – personal
◊Duration – permanent
◊Results – A grue has a –1 to visual Perception checks per 100 feet; a
grue can follow tracks by sight, a grue can see normally at night by starlight
Description
Grue: man, ocular bat, the
unusual hoon.
A grue has only has a –1 penalty to visual Perception checks for every
100 feet (instead of for every 10 feet), can follow trails and track by sight
and can see normally at night by the light of the stars or other UV light
sources.
Forlorn Wail
◊Descriptors – auditory, sonic, terror
Forlorn Wail (perception area, limited Affliction)
◊Modifiers – area: +1/rank, innate: 1 flat point, limited degree: -1/rank
◊Action – standard
◊Range – unlimited
◊Duration – instant
◊Results – target impaired (one degree) or disabled (two or more degrees)
◊Resist – Will
Description
From the forest the grue moaned
again and in a plaintive voice, called out for solace.
When hungry, a grue may emit a horrifying wail. Creatures able to
perceive this dreadful baying must succeed a Dodge resistance check (DC 15). If
this check succeeds, the grue’s call has no ill-effects. Those failing the
Dodge check must now succeed a Will resistance check (DC 15) or become impaired
(failure by one degree) or disabled (failure by two degrees) from fright.
Affected targets make another Will resistance check at the end of each
turn to recover.
Ghastly Gouging
◊Descriptors – natural, weapon
Ghastly Gouging (Strength-based Damage 6)
◊Modifiers – dangerous 1: 1 flat point, innate: 1 flat point, Strength-based:
0 points
◊Action – standard
◊Range – close
◊Duration – instant
◊Results – dangerous Damage Rank 2 plus Strength
◊Resist – Toughness
Description
“Bamish and Randol were taken by
grues at Sagma Field.”
—Garstang
The cruel claws of a grue endeavor to shred flesh and engorge the
dripping remnants thereof into its gaping maw.
Looming Presence
◊Descriptors – natural, size
Looming Presence (limited Enhanced Trait 6 and innate permanent Growth
4)
◊Modifiers – limited: -1/rank (Enhanced Trait); innate: 1 flat point,
permanent: +0/rank (Growth)
◊Action – none
◊Range – personal
◊Duration – permanent
◊Results – -2 Dodge and Parry; +2 Intimidation; mass rank 6; +4 Stamina
and Strength; size rank -1; -4 Stealth
Description
“If I were to ferry you across
the river you would be as good as dead, for the region is haunted by erbs and
grues.”
—Busiacos elder
As a large creature, grues posses the following bonuses and penalties
(all taken into account in its traits above):
• +4 Strength
• +4 Stamina
• +2 Intimidation
• -4 Stealth
• -2 Dodge
• -2 Parry
• +4 mass rank (mass 6)
•+1 size rank (size -1)
In addition, a grue gains Enhanced Intimidation 6 when standing
upright and not using its Speed 3 rank via the Swift as Night power.
Note: This power represents two distinct effects packaged together for
thematic reasons; they are not linked. If the cost of these separate effects becomes
important (due to a power stunt or Weaken effect, for example) they are
respectively a 2 point sustained effect and 4 permanent effect (which cannot be
used to generate a power stunt).
Membranous Mantle
◊Descriptors – natural
Large Size (innate gliding Flight 1)
◊Modifiers – innate: 1 flat point, permanent: +0/rank
◊Action – none
◊Range – personal
◊Duration – permanent
◊Results – a grue can glide using the excess of flesh upon its limbs
Description
“Needless to say, you will need a
stout arm and feet with wings to escape the vampires, grues, erbs and leucomorphs.”
—Witch-chaser of
the southern verge
A grue can glide through the air from a high starting point. The distance
a grue can cover with this movement is limited to the vertical distance rank of
its starting height, plus 1.
For example, a grue roosting upon the top of a ponderous tree 80 feet in
height (distance rank 2) can glide a maximum distance of 250 feet while slowly
losing altitude with each foot travelled (see Ranks & Measures for
more information).
Only very powerful wind gusts can cause a grue to gain altitude while
gliding, due to its mass and size.
Stygian Sheath
◊Descriptors – camouflage, natural
Stygian Sheath (innate, limited, permanent Enhanced Defenses)
◊Modifiers – innate: 1 flat point, limited: -1/rank, permanent: +0/rank
◊Action – none
◊Range – personal
◊Duration – permanent
◊Results – a grue has a +4 bonus to active defenses in areas of darkness
or dim light
Description
A grue is emboldened while under the cover of darkness. These creatures
gain a +4 bonus to active defenses while in areas of darkness or poor lighting.
Swift as Night
◊Descriptors – natural, speed
Swift as Night (Speed 3)
◊Modifiers – innate: 1 flat point, permanent: +0/rank
◊Action – none
◊Range – personal
◊Duration – permanent
◊Results – ground speed rank 3 (16 mph)
Description
A grue can move at a speed of about 16 miles per hour without becoming
fatigued.
Umbral Fell
◊Descriptors – hide, natural
Umbral Fell (innate Protection)
◊Modifiers – innate: 1 flat point
◊Action – none
◊Range – personal
◊Duration – permanent
◊Results – a grue’s resilient black hide provides it with a +2 bonus to
Toughness
Description
“She is of the House of Domber,
gloomy and fitful; she looks little more than a girl, but she manifests the
brooding carelessness of a forest grue.”
—Slaye
The dark pelt of a grue pulses with think black ichor which congeals
swiftly when exposed granting these creatures a +2 bonus to Toughness.
Grue Skull-Stone
◊Descriptors – artifact, variable
◊Effect – varies
Grue Skull-Stone
◊Modifiers – variable: 2 flat points; other modifiers may apply
◊Action – varies
◊Range – varies
◊Duration – varies
◊Results – varies
◊Resist – varies
◊Overcome – varies
Description
“This is the skull-stone of a
grue, and at this moment trembles with force.”
—An unnamed and
deceased bandit
The calcareous white pebble located in the skull of a grue is believed to
possess power by those living under the paling sun which grudgingly drags
itself daily over the Earth. Certainly, a no great sensitivity is required to
feel the dynamism present in some of these objects.
At the gamemaster’s option, a grue skull-stone (the more freshly procured
from the late grue, the better) may be able to invigorate magic or empower the
invocation of a curse (never to be taken lightly in the strange last days of
the world).
Whatever effect a skull stone generates should be one-use only. Consider
the following possibilities:
◊The wielder temporarily gains
the Ritualist advantage and may make an untrained Expertise: Magic check
to create a curse as an Affliction.
◊The wielder invokes a curse which creates a complication which
lasts until the curse is lifted by the target. Even if the “curse” has not true
power, the target may gain an obsession
with lifting it.
◊A wielder who possesses the Ritualist advantage gains Enhanced Expertise: Magic 4 if
they expend the skull-stone’s power when completing their spell.
◊A wielder using a power
with the magic descriptor gains a +2 or +5 circumstance bonus to power checks
or attack rolls by expending the skull-stone’s power.
◊A wielder using a power
with the magic descriptor can expend the skull-stone’s power to give the target
a -2 or -5 circumstance penalty to resistance checks made against that power.
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