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Posted: Mon Sep 05, 2005 9:44 pm
by TechnoGothic
oww, sore thumb...oww

owww...stop shooting me...owww

Posted: Tue Sep 06, 2005 2:33 pm
by Jason Richards
Darque wrote:Non-Humans tend to die rather quickly in the games I run. :lol:


As they should, if they're hanging around groups of armed humans.

Posted: Sun Sep 18, 2005 1:05 am
by Jason Richards
Darque wrote:Given how screwed up the world is, I can see even "humanlike" aliens (Elves and Dwarves for instance) being targets 8)


Yep. Xenophobia all around.

Posted: Tue Dec 20, 2005 11:15 pm
by Sentinel
My campaign world had Elves, Dwarves, Ogres and Wolfen among the population, so they don't stand out too much, although even before the Apocalypse, they weren't extremely numerous, and tended to stick to their own kind mostly with limited mixing in large cities.

Re: How much does your "non-human" character stick out

Posted: Wed Oct 03, 2012 5:43 pm
by Lt Gargoyle
My mutant bat was shot at by human survivors if he let them see him. Unless it was NEMA troops, as he was a Created in the Lone Star Complex and then it had to be people from his base.

Re: How much does your "non-human" character stick out

Posted: Mon Sep 09, 2013 5:54 pm
by Rimmerdal
Brimstone wrote:I would guess the best way to run a "non-human" D-Bee game would be to run it like a standard N.E.M.A. campaign. Heroes running around a mostly ruined landscape, trying to help innocents to survive things there background has never prepared them for. Are you going to quibble if your in a burning house, and a 9' foot tall Humanoid Dino (read: Grackle Tooth) come barreling through your wall, scoops you and your kid up in his massive arms and then jumps through another wall to place the two of you on the street before running off to another burning building with screams coming from the seconded floor window?

Now that I brought it up.. damn.. I am going to have to introduce at least one encounter with a Grackle Tooth in my CE game.. just to see how the players will play it out!


"Runnn!!! IT Godzillaaa!!! Runnnn!"

Or the trek version..

"GOOOOOORRRRRRNNNNNN!!!!"

Re: How much does your "non-human" character stick out

Posted: Mon Sep 09, 2013 6:16 pm
by Nightmask
Brimstone wrote:I would guess the best way to run a "non-human" D-Bee game would be to run it like a standard N.E.M.A. campaign. Heroes running around a mostly ruined landscape, trying to help innocents to survive things there background has never prepared them for. Are you going to quibble if your in a burning house, and a 9' foot tall Humanoid Dino (read: Grackle Tooth) come barreling through your wall, scoops you and your kid up in his massive arms and then jumps through another wall to place the two of you on the street before running off to another burning building with screams coming from the seconded floor window?

Now that I brought it up.. damn.. I am going to have to introduce at least one encounter with a Grackle Tooth in my CE game.. just to see how the players will play it out!


That kind of thing (quibbling over the help) is actually pretty common science-fiction and super-hero comics in particular, and no stranger to horror and disaster genres as well. Which often results in a forced rescue all while those being rescued are trying to escape INTO the danger to get away from you, or after you've rescued their child behave as if you were what threatened the child not the fire and call for help. I believe something like that happened in the second Hellboy movie. Saves a child's life and the mother and everyone else treated him as a monster and threat even after witnessing his heroism.

Re: How much does your "non-human" character stick out

Posted: Mon Sep 09, 2013 11:24 pm
by The Oh So Amazing Nate
Brimstone wrote:I would guess the best way to run a "non-human" D-Bee game would be to run it like a standard N.E.M.A. campaign. Heroes running around a mostly ruined landscape, trying to help innocents to survive things there background has never prepared them for. Are you going to quibble if your in a burning house, and a 9' foot tall Humanoid Dino (read: Grackle Tooth) come barreling through your wall, scoops you and your kid up in his massive arms and then jumps through another wall to place the two of you on the street before running off to another burning building with screams coming from the seconded floor window?

Now that I brought it up.. damn.. I am going to have to introduce at least one encounter with a Grackle Tooth in my CE game.. just to see how the players will play it out!


Things may go a lot better if the GT sings in a Patton Oswalt-esque voice "Super dino hero man. rescuing people from the fire. Gonna save you, cuz I'm not a deeee mon.. yeaahhhhh!"


As for non-humans in a human worlds... My mutant dino time traveld to 16th century vatican city. he was chased by priests and villagers with pitchforks and torches. Even though he spoke perfect latin and told them repeatedly, "non sum daemonium" (I am not the devil) they still shoved him out a high window and watched him splat on the piazza below.

Re: How much does your "non-human" character stick out

Posted: Mon Sep 09, 2013 11:34 pm
by Nightmask
The Oh So Amazing Nate wrote:
Brimstone wrote:I would guess the best way to run a "non-human" D-Bee game would be to run it like a standard N.E.M.A. campaign. Heroes running around a mostly ruined landscape, trying to help innocents to survive things there background has never prepared them for. Are you going to quibble if your in a burning house, and a 9' foot tall Humanoid Dino (read: Grackle Tooth) come barreling through your wall, scoops you and your kid up in his massive arms and then jumps through another wall to place the two of you on the street before running off to another burning building with screams coming from the seconded floor window?

Now that I brought it up.. damn.. I am going to have to introduce at least one encounter with a Grackle Tooth in my CE game.. just to see how the players will play it out!


Things may go a lot better if the GT sings in a Patton Oswalt-esque voice "Super dino hero man. rescuing people from the fire. Gonna save you, cuz I'm not a deeee mon.. yeaahhhhh!"


As for non-humans in a human worlds... My mutant dino time traveld to 16th century vatican city. he was chased by priests and villagers with pitchforks and torches. Even though he spoke perfect latin and told them repeatedly, "non sum daemonium" (I am not the devil) they still shoved him out a high window and watched him splat on the piazza below.


A sci-fi short story had something similar. A priest goes to confront a 'devil' who is actually an alien using a special force belt to maintain his life support and trapped on Earth. The priest has lengthy discourses with him that the priest completely fails to actually comprehend as the alien, lonely, decides to teach him as much science as he can such as the construction of batteries. Because the priest only sees things in terms of religion he's incapable of actually comprehending what he's told and thinks it all mysterious secrets of Hell and eventually arranges to kill the 'devil' (since his technology just happens to have issues with iron in close proximity) and stuffs all the notes he took into the Vatican as some kind of satanic verses because they're only willing to perceive it as hell information.

Re: How much does your "non-human" character stick out

Posted: Mon Mar 10, 2014 11:55 pm
by Neferkem
What about dragon hatchlings? They might make a good fit with their shapeshifting and smart play could make for fun play.

Re: How much does your "non-human" character stick out

Posted: Sat May 17, 2014 5:44 pm
by Warshield73
I think anyone that could pass as a mutant creation of a place like Lonestar or project Achilles could probably get by as those were supposed to be public knowledge, if he was working with human forces.