In the Cepheus Engine (a 2D6-based Sci-Fi RPG based on classic 2D6 SRD mechanics), Pennywise the Dancing Clown (IT) is best represented not as a physical alien, but as an ancient, extra-dimensional psionic entity or "Eldritch Abomination" residing within a specific colony world or ruined habitat.
Pennywise (It)
An ancient, shape-shifting entity that feeds on fear and human psychic energy, hibernating for decades between feeding cycles.
| Attribute | Value |
| STR | 10 (+1) / Variable |
| DEX | 10 (+1) / Variable |
| END | 15 (+3) |
| INT | 12 (+2) |
| EDU | 08 (+0) |
| SOC | 00 (-3) |
| PSI | 15 (+3) |
Armor: 6 (Gains +6 vs. conventional kinetic weapons; light attacks pass harmlessly through its illusory form).
Skills: Deception-3, Melee (Unarmed)-2, Persuasion-2, Recon-2, Stealth-2, Survival-3.
Traits: Extra-Dimensional, Immortal, Psionic Master, Shape-Shifter.
Combat & Traits
Bite/Claw: Melee (Unarmed). Hits for 2D6+2 Kinetic/Slashing damage.
Shape-Shifting (Telepathic Illusion): Pennywise can instantly alter its physical form into whatever its target fears most. When attacking a terrified target, it receives a +2 DM to attack rolls.
Deadlights (Psionic Stun/Madness): Pennywise can reveal its true form (the Deadlights) to a target within short range. The target must make a Psicombat / END check (DM-3):
Failure: The target is instantly paralyzed for
2D6combat rounds and gains a lasting Phobia or Mental Trauma characteristic.Critical Failure: Comatose or permanent loss of
1D6INT/PSI.
Special Abilities
Fear Feeder
Pennywise's armor and endurance are boosted by fear. Characters targeting Pennywise must pass an END or PSI check (Difficulty: Average) before attacking. If they fail, they are Frightened (DM-2 to all actions against Pennywise), and Pennywise recovers 1D6 lost END points per round from their fear.
The Hibernate Cycle After a active feeding period (typically 3–4 weeks), Pennywise reverts to a dormant state inside planetary infrastructure or sewer networks for roughly 27 standard years.
Vulnerabilities
Shared Belief / Psychological Counter: Weapons only harm Pennywise if the attacker genuinely believes they will work, or if the party acts with total solidarity (giving a +2 DM to penetrate its Armor).
True Form: Outside its lair or off-planet, its physical form can be disrupted if forced into a physical vessel without psionic backing.
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.