MAY THE RATS HAVE YOUR EYES! THE DARKNESS COMES! (Part 2)
Name: Hooded Guardian
Motivation: Guard, Orders
Critter Type: Demon
Attributes: Str 7, Dex 3, Con 7, Int 3, Per 4, Will 7
Ability Scores: Muscle 20, Combat 16, Brains 16
Life Points: 66/81 (Chatturgha only)
Drama Points: 1
Special Abilities: Sorcery 3, Armor Value (Wings Only) 30 (Must open wings to attack), Maddening presence (Roll Fear per turn at increasing -1 levels, rate of 1 per 2 turns, to a max of -10), Alignment (Chattur'gha: Hard to Kill 5; Ulyaoth: Nanjin Adept, Blind, Hover; Xel'lotath: Maddening Presence at an additional -1 per turn),
Maneuvers
Name - Score - Damage - Notes
Bite - 16 - 11 - Slash/Stab
Sting - 16 - 25 - Slash/Stab
Magic - 19 - Varies - By Spell
(Summon, Magic Attack, Heal)
Hooded Guardians are strange, dome-like creatures with scythe-like tails and skull-like faces. The dome opens up into bat-like wings when it attacks, revealing a skeletal body. The armor only applies to the domed wing form and face. The underbelly is soft and vulnerable--relatively.
Name: Lesser Guardian of Ullyaoth
Motivation: Ullyaoth's will
Critter Type: Demon
Attributes: Str 4, Dex 4, Con 10, Int 3, Per 4, Will 6
Ability Scores: Muscle 14, Combat 16, Brains 14
Life Points: 85
Drama Points: 3
Special Abilities: Sorcery 5, Spells Known (Recover, Magic Attack, Summon Trapper, Summon Zombie, Protection Field, Shield,), Short Range Teleportation: 1 yard per SL, Armor Value 8, Hard to Kill 6, Attractiveness -10, Attacks put a -1 to magical abilities
Maneuvers
Name - Score - Damage - Notes
Magic - 25 - Varies - By Spell
Claw - 16 - 16 - Slash/Stab
This creature is a shrimp-like animal with squid features that lives in ancient cities built long ago by the Elder Things. They live in such cities as other Guardians do.
Name: Lesser Guardian of Chattur'gha
Motivation: Chatturghas Will
Critter Type: Demon
Attributes: Str 10, Dex 2, Con 5, Int 3, Per 4, Will 6
Ability Scores: Muscle 26, Combat 16, Brains 14
Life Points: 100
Drama Points: 3
Special Abilities: Sorcery 5, Reduced Damage (Unaffected by all non-alignment-based multipliers), Spells Known (Recover, Magic Attack, Summon Trapper, Summon Zombie, Protection Field, Shield,), Short Range Teleportation: 1 yard per SL, Armor Value 8, Hard to Kill 10, Attractiveness -10
Maneuvers
Name - Score - Damage - Notes
Claw - 16 - 24 - Slash/Stab
Magic - 25 - Varies - By Spell
Bite - 14 - 13 - Slash/Stab
These creatures appear as asymmetrical crab animals and have a cruel disposition.
Name: Lesser Gaurdian of Xel'lotath
Motivation: Xel'lotaths Will
Critter Type: Demon
Attributes: Str 7, Dex 4, Con 7, Int 5, Per 4, Will 4
Ability Scores: Muscle 20, Combat 16, Brains 14
Life Points: 84
Drama Points: 3
Special Abilities: Sorcery 5, Spells Known (Recover, Magic Attack, Summon Trapper, Summon Zombie, Protection Field, Shield,), Short Range Teleportation: 1 yard per SL, Armor Value 8, Hard to Kill 6, Emotional Influence (Madness), Attractiveness -12
Maneuvers
Name - Score - Damage - Notes
Claw - 16 - 24 - Slash/Stab
Magic - 25 - Varies - By Spell
Bite - 14 - 13 - Slash/Stab
They are literally skin and bones of two corpses tied together at the hips like conjoined twins. How they work is a mystery, all that is known is that they do.
Black Guardians are massive creatures called forth to guard important Artifacts. They resemble their patrons greatly.
Name: Black Guardian of Chattur'gha
Motivation: Chattur'ghas will
Critter Type: True Demon
Attributes: Str 20, Dex 4, Con 10, Int 3, Per 3, Will 5
Ability Scores: Muscle 46, Combat 18, Brains 11
Life Points: 215
Drama Points: 5
Special Abilities: Alignment, Sorcery 10, Damage Reduction (Unaffected by non-alignment-based damage multipliers), Natural Weapons (Claw, Tongue, Bite), Spells Known (Recover, Summon Zombie), Armor Value 25, Increased Life Points +70, Supernatural Attack (Claw Cannon, Major, Ranged, Enchanted Barrier), Weakness (Aligned attacks ignore armor), Telepathy 3, Attractiveness -12, Hard to Kill 5, Occultism +3
Maneuvers
Name - Score - Damage - Notes
Claw - 18 - 65 - Slash/Stab
Claw Slam - 18 - 85 - Bash
Tongue - 18 - 15 - Bash, Grapples
Bite - 18 - 25 - Slash/Stab, gains +2 if grapples target
Claw Cannon - 18 - 35 - Bash
Magic - 21 - Varies - By Spell
Name: Black Guardian of Ullyaoth
Motivation: Ullyaoth's Will
Critter Type: True Demon
Attributes: Str 10, Dex 4, Con 10, Int 5, Per 4, Will 5
Ability Scores: Muscle 26, Combat 18, Brains 14
Life Points: 200
Drama Points: 5
Special Abilities: Alignment, Sorcery 15, Damage Reduction (Unaffected by non-alignment-based damage multipliers), Spells Known (Recover, Summon Zombie, Summon Attack Spheres), Armor Value 25, Increased Life Points +110, Weakness (Aligned attacks ignore armor), Telepathy 3, Attractiveness -12, Occultism +4
Maneuvers
Name - Score - Damage - Notes
Magic - 23 - Varies - By Spell
Stomp - 18 - 35 - Bash
Name: Black Guardian of Xel'lotath
Motivation: Guard
Critter Type: True Demon
Attributes: Str 15, Dex 5, Con 10, Int 4, Per 7, Will 5
Ability Scores: Muscle 36, Combat 18, Brains 12
Life Points: 200
Drama Points: 5
Special Abilities: Blind, Nanjin Adept, Sorcery 10 (Summon 3 Zombies (PL 5), Recover (Will per SL) (PL 3), Barrier), Increased Life Points +90, Armor Value 25, Weakness (No armor against aligned spells), Claw, Xellotath alignment, Headless, Telepathy 3, Four Arms, Supernatural Attack (Explosive Circle), Attractiveness -14, Occultism +4
Maneuvers
Name - Score - Damage - Notes
Telekinesis - 20 - 2 x SL - Bash or slash/Stab (energy grapple)
Claw - 18 - 35 - Slash/Stab
Magic - 20 - Varies - By Spell
Explosive Circle - 18 - 35 - Bash
Name: Pious Augustus
Date of Birth: 56 BCE - 2000 CE
Motivation: Bring Fourth his Old One
Critter Type: Lich
Attributes: Str 4, Dex 3, Con 4, Int 5, Per 4, Will 6
Ability Scores: Muscle 14, Combat 18, Brains 16
Life Points: 242
Drama Points: 5
Special Abilities: Zombie, Obligation (Total: Ancient), Sorcery 8, Armor (8/4), Bone Staff, (+4 Magic Rolls), Attractiveness -6, Increased Life Points +200, Age (Ancient), Contacts (Supernatural 5, Political 2, Criminal 3), Resources (Rich), Nerves of Steel
Maneuvers
Name - Score - Damage - Notes
Magic - 25 - Varies - By Spell
Staff - 18 - 20 - Bash
A puppet of one of three Old Ones (mentioned at the beginning), Pious is an immortal Liche bent on bringing forth his master. He controls a cult that worships the old one and acted in their best interests until he and his Old One were slain by Alexandra Roivas.
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Eternal Darkness: Sanity's Requiem for the GameCube introduces a novel gameplay mechanic that profoundly impacts both the narrative and player experience: the Sanity Meter. This feature dynamically reflects the character's psychological state as they encounter supernatural horrors, offering a unique opportunity to explore psychological themes in video gaming. This analysis delves into the psychological implications of the Sanity Meter through the theories of Sigmund Freud, Carl Jung, and B.F. Skinner, providing a multifaceted examination of how "Eternal Darkness" manipulates psychological tension and horror.
"Eternal Darkness" stands out in the gaming world for its innovative use of the Sanity Meter, which decreases as characters witness or endure horrifying events. This mechanic not only influences gameplay, altering perceptions and even gameplay elements to simulate mental distress but also serves as a lens to explore the psychological impact of trauma and fear on the human mind. The introduction of this mechanic sets the stage for a deeper exploration of how psychological states can be simulated and manipulated in interactive media.
Sigmund Freud's theory of the unconscious provides a foundational perspective for understanding the Sanity Meter. Freud believed that traumatic experiences are often repressed into the unconscious, where they continue to influence behavior and perception. In "Eternal Darkness," as characters' sanity levels decrease, players see hallucinations and experience altered game states, mirroring Freud's concept of the return of the repressed, where repressed fears manifest in unexpected and often disturbing ways. This gameplay mechanic ingeniously brings Freud's theory to life, illustrating how unresolved psychological issues can distort one's perception of reality.
Building on Freud’s insights, Carl Jung's ideas about the collective unconscious and archetypes deepen the analysis of the Sanity Meter. Jung posited that the collective unconscious consists of archetypes and shared memories that influence individual psychological experiences. In "Eternal Darkness," the supernatural elements and the characters' shared experiences of horror tap into universal fears and archetypes, such as the shadow self and the anima/animus. As the Sanity Meter depletes, these archetypal fears are visually and auditorily manifested in the game, enhancing the psychological horror through a Jungian lens, making the player's experience both personal and universally resonant.
Further analyzing the Sanity Meter through B.F. Skinner’s behaviorist approach offers another dimension. Skinner emphasized the role of environmental stimuli in shaping behavior through reinforcement and punishment. The Sanity Meter in "Eternal Darkness" acts as a direct form of psychological reinforcement, punishing players by increasing the level of horror they experience as a consequence of their actions within the game. This not only affects the player's immediate psychological response but also modifies long-term behavior, encouraging strategies to manage stress and fear responses effectively. Skinner's analysis highlights how game mechanics can shape player behavior by manipulating psychological states.
To conclude, the game's use of a Sanity Meter is not just as a gameplay feature but as a profound psychological tool that explores and manipulates the player's psyche. By incorporating theories from Freud, Jung, and Skinner, the game creates a rich, immersive experience that not only entertains but also offers deep insights into the human psychological condition. This unique integration of psychological theory and gameplay mechanics not only deepens the narrative but also enriches the player’s understanding of their own psychological responses to fear and stress. Thus, "Eternal Darkness" serves as a compelling example of how video games can explore complex psychological concepts and influence player behavior and perception in profound ways.
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