Re: The Ghoul
Posted: May 11th, 2021, 5:41 am
Dedicated to Ye Olde "Agin's" Inn and the fantasy board game HeroQuest
https://forum.yeoldeinn.com/
Davane wrote:The "lore" on Ghouls is varied, depending on the setting and system.
In WFRP, and in other common forms of fantasy, the Ghoul is a living creature that acquires undead status by living off of dead, and sometimes undead, flesh. This is why it tends to bear similarities to the Morlocks from H. G. Well's Time Machine, as well as with Wights in certain settings (which are often also corporeal corpse feeders).
As such, Ghouls are often more hanger's on in crypts and tombs, rather than directly reanimated and/or controlled by magic. This makes them significantly more intelligent than Zombies, but depending upon how "corpsified" their bodies, are often faster, but weaker, than Zombies.
It's also worth noting that whilst Ghoul Paralysis is magical in systems like D&D, in WFRP, it's actually down to the venom that Ghouls often have on their claws, as a result of feasting off the dead and becoming Undead.
So, in general, Ghouls like to move fast, striking hard, but being physically weak.
Ghoul Paralysis could be represented by providing additional Mind damage per successful attack, or by having a successful attack have an additional effect like a Sleep spell. If you want to be really mean, make it a Tempest spell instead, but beware the dangers of "stun-locking" a single Hero.
Alternatively, you could have Ghoul Paralysis work as a penalty to ALL dice (minimum 0), so that most Heroes become unable to Move after 2 hits (1 with Plate Mail), become unable to Defend with 2 hits (More with armour equipped), and unable to Attack depending on their equipped weapons). In this case, the Ghoul could become a Wizard hunter rather than a Barbarian hunter. You may need to decide what happens with Spells, but it might be an idea to have the Wizard and the Elf be able to discard Spells to resist Ghoul Paralysis...
Skeleton
Undead, Diagonal
The animated remains of long dead warriors, Skeletons form the bulk of the Armies of the Undead. They are slow but relentless, controlled by chaos magic.
• Move 6 squares
• Attack 2 dice
• Defend 2 dice
• Mind 0 dice
• Body 1 point
Zombie
Undead
Like Skeletons, Zombies are magically animated corpses. Unlike Skeletons, some still bear traces of decaying flesh and muscle. Their movements are slow and awkward, and they carry the stench of the grave wherever they go.
• Move 4 squares
• Attack 2 dice
• Defend 3 dice
• Mind 0 dice
• Body 2 points
Mummy
Undead, Diagonal, Regenerate
Embalmed and preserved by secret and magical arts, Mummies are controlled by a more powerful version of the magic that animates Zombies and Skeletons. They are very hard to overcome in single-handed combat.
• Move 4 squares.
• Attack 3 dice
• Defend 4 dice.
• Mind 0 dice
• Body 2 points
Reaper
Unlike normal skeletons, Reapers are summoned directly from the Realm of the Dead, armed with a scythe of icy death.
#Use Skeleton figures for Reapers (but paint them black)
Undead, Diagonal, Chill Attack
• Movement 6 squares
• Attack 2 dice
• Defend 2 dice
• Mind 0 dice
• Body 2 points
Ghoul
Undead, Poisonous Attack
• Move 9 squares
• Attack 3 dice
• Defend 2 dice
• Mind 3 dice
• Body 2 points