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#1 |
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Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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It really depends on how many xenos there are and what assets are available to the hobos.
If they have a spell that can cure/prevent a xenos implantation then they'll win handily. If they have access to resurrection magic, then it's going to get messy, and seems more likely to turn into a Genestealer cult from Warhammer 40,000, because it's only a matter of time before magic-wielding xenos appear. Engaging xenos in melee, as is the primary method for conflict resolution for Hobos, is going to end with a lot of dead hobos as the acidic spray is going to make gooey work of them in no time. So, short answer, it's probably going to be the xenos winning. The hobos, using metaknowledge could win, but it will be very messy. |
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#2 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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If the wizard has access to Resist Acid, that would be very useful. Although the xenos probably bleed Essential Acid, so it would be expensive (6 FP/minute).
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#3 |
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Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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In my experience, I don't see very many "Acid Mages." They tend to go for the moar flashy "FIREBALL! Mage."
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#4 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Depends on the murder hobos, the number of aliens, and how they're statted up. Your basic alien is a melee combatant, fast, reasonably sneaky, and often numerous. DF PCs don't generally have the ranged firepower of colonial marines, but in close combat they are likely better off -- they wear a fair amount of armor and probably have a decent parry and/or block.
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#5 |
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Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
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Depends on the kind of game you want. Are xenomorphs that much more dangerous than some of the classic Dungeon Fantasy monster types? Sure, they'll slaughter a bunch of 5th-level delvers (to use D&D terminology), but so would a typical dragon or a swarm of, say, trolls.
If the DM's bad at judging a challenge (or if they're running the kind of sandbox where the PCs need to balance risk and if they screw up, whoops), any encounter or adventure could be a steamroll. Creating an interesting adventure with xenomorphs is totally possible, though. Heck, you could just straight up adapt the first two movies. Also, IIRC, Aliens canon has different xenomorph types based on the various hosts for chestbursters. You could have a lot of fun with that - what would a draconic xenomorph be like? |
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#6 |
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Join Date: Jun 2013
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One important question to consider is how flaming weapons would interact with the acidic blood. Would the flame aerosolize the blood, making it even more deadly, or would it essentially cauterize the wound, preventing any from spraying on the fighter? How about icy weapons - might they freeze the wound, preventing bleeding? This is likely to have a large impact on how well the characters can handle the xenomorphs in direct combat. Characters using indestructible gear (made from orichalcum, dragonbone, or similar) may have a better time of things.
Of course, the xenomorphs may not opt for direct combat. Don't forget, these ones spawned from goblins, meaning they're likely to be a bit shorter (although this will depend on how short goblins are in the setting; at least in GURPS DF, they're only a couple inches shorter than humans), and will probably be more cautious. I'd expect them to be more inclined to the stealthy approach than human-spawned ones, even when they have the numbers. They'd likely stalk the delvers until they let their guard down, at which point one or more will pounce, snatching up whoever they can to take back to the nest (and those that struggle too much suffer an armor-piercing bite to the Skull, complements of the xeno's mouth-tongue). I could easily see them expanding to a nearby village (a goblin lair always needs a nearby village to raid, at least for the delvers to hear about it), and from there spreading like wildfire, if the delvers don't stop them here. Of course, magic can help them here - the xenomorphs are susceptible to fire, and various warding/detection spells may make it difficult for them to get the drop on the party.
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GURPS Overhaul |
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#7 |
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Join Date: Jun 2005
Location: Lawrence, KS
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I have rules for superpowerful acids in GURPS Powers: The Weird . . .
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Bill Stoddard I don't think we're in Oz any more. |
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#8 | |
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Join Date: Oct 2005
Location: Ronneby, Sweden
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Quote:
I think the unexpected xenomorphs scenario is only really interesting if characters other than murder hobos run in to them since murder hobos implies persons of mass destruction to me, that are used to consistently annihilate exotic and deadly monsters and steal their stuff. |
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| Tags |
| dungeon fantasy, what if? |
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