Creatures of Orrosh 2

Creatures of Orrosh 2

Part 2 – Pelemafait to Whisperer

Below is a list of creatures that were converted from Torg to Dark Conspiracy. These are from the Creatures of Orrosh Sourcebook. I only picked the creatures that were either not already in Dark Conspiracy or that I thought would fit.Included with each creature is a Dark Conspiracy Tie-In section, which are suggested ways to work the creature into the Dark Conspiracy Mythos. The GM can choose to use these creatures anyway he or she sees fit. This is why not a lot of background and “fleshing out” is written here – primarily to leave the GM with maximum flexibility without loosing the feel of the original creature design. Sections like The Mythology , The Reality , The Behavior and Reproduction are left open for the GM to interpret.

Pelemafait

Strength 15 Empathy 6
Constitution 15 Initiative 5
Agility 5 Move 5/14/24/40
Intelligence 5 Skill/Dam 5/4D6
Education 3 Hits 75/150
Charisma 3 Appear 1D3

Notes

Legends of swamps creatures are all over. Tall humanoid creature, seemingly made up of swamp fauna. Particular vulnerable to a very rare flower and a very rare wood from the swamps of their origin.

Natural Weapons/Abilities

Crushing Grapple, moss-enshrouded body adds armor

Supernatural Weapons/Abilities

None

Dark Conspiracy Tie-In

Swamp-thing or swamp bigfoot legends.

Pop Weasel

Pop Weasel gets into a whole new class of creatures: Demonic Toys. Yet another project for another time.

Possessed Marsupial

Yet another subject that would need larger expansion than just a simple conversion: Possessed Animals and Beasties.

Puppeteer

Strength 11 Empathy 4
Constitution 10 Initiative 3
Agility 9 Move 8/20/35/60
Intelligence 8 Skill/Dam 5/4D6
Education 7 Hits 80/160
Charisma 6 Appear 1

Notes

4-meter tall humanoid that appear as giant carnival puppeteers, complete with the X-shaped puppeteers frame with strings. Only the puppet is missing. Using arcane magics of its protodimension and an item that is close to the victim, the puppeteer can eventually gain full in control of the victim. It’s a slow process starting with bruises on the victims hands and feet, and eventually ending in a viscous dance that kills the victim. During this process, the puppeteer is always close by to the victim somewhere in the shadows.

Natural Weapons/Abilities

Claws

Supernatural Weapons/Abilities

Human Empathy

Dark Conspiracy Tie-In

Not really sure how to use this one, but I thought I would include it anyway. Can be linked to the same cursed Carnival Killjoys are found.

Quatulpi

Strength 8 Empathy 2
Constitution 7 Initiative 5
Agility 6 Move 3/9/18/25
Intelligence 2 Skill/Dam 6/1D6
Education 2 Hits 10/12
Charisma 2 Appear 3D6

Notes

Originally deterrents against rival tribes, like scarecrows or wards, they are made up of human flesh (usually the head) strapped to a wooden frame about 4 ft high. The quickest way of destroying the Quatulpi is to destroy the head.

Natural Weapons/Abilities

Wooden hands, teeth

Supernatural Weapons/Abilities

None

Dark Conspiracy Tie-In

This is a form of an animated object, but just creepy enough to be given some attention.

Rashnaya

Strength 10 Empathy 7
Constitution 8 Initiative 6
Agility 9 Move 5/10/15
Intelligence 11 Skill/Dam 3/1D10
Education 10 Hits 110/200
Charisma 14 Appear 1

Notes

In it’s natural state, it’s upper body is of a stunningly beautiful human woman, and the lower half of a giant red worm. She exists to exploit the fantasies of Prole and Mike men. Using her shapechanging ability, she can appear to be their victim’s perfect woman. Like a incubi or a succubi, the seduce their victim to drain the life force from them. This process is slow, and in the meantime, the victim is a slave to the Rashnaya. The victim’s willpower is drained, and hypnotized to do her bidding. Once she is done with the victim, she wraps her tail around him, and feeds on him.

Natural Weapons/Abilities

Tail attack, scale Armor

Supernatural Weapons/Abilities

Empathic Hypnosis, Will Power Drain, Life Drain, Shapechange

Dark Conspiracy Tie-In

Succubi or inccbi storyline.

Reaper’s Blossom

(Stats for Host Body)

Strength 8 Empathy 1
Constitution 7 Initiative 3
Agility 8 Move 2/7/13/25
Intelligence 8 Skill/Dam 6/2D6-1
Education 7 Hits 20/40
Charisma 1 Appear 3D6

Notes

A Dark Lord named Ramulus, hailing from a protodimension that is dominated by planet life, experimented with some the local plant life to create this nightmare. It is believed that he himself had fallen prey to one of his creations. Physically, it’s an attractive flowered plant, with a sweet fragrance. It attacks an unsuspecting victim when he attempts to smell or otherwise admire the plant up close. It sprays toxic spores into the victims face. The victim is overtaken by allergic reactions (coughing, etc). The Victim must make a successful Difficult: Strength to expel the spores. If not, the spores will grow to take over the victim. The plant painfully over takes the body until the body dies then it is in complete control. If the host body or the plant is immersed in empathic-enhanced water (holy water), the plant is destroyed.

Natural Weapons/Abilities

Normal human attacks. Spore Attacks

Supernatural Weapons/Abilities

None

Dark Conspiracy Tie-In

Twisted Zombie plot-line

Rotary Mower of Doom

These appear to be just another version of Animated objects. I left them to that class of creature.

Sargasso Weed

Strength 18 Empathy 4
Constitution 20 Initiative 4
Agility 12 Move 13/25/50
Intelligence 4 Skill/Dam 9/2D10
Education 3 Hits 80/150
Charisma 1 Appear 1

Notes

Giant seaweed that covers areas larger than a football field. Ships have been known to get caught in it, the crew killed by mysterious “weed men”. It stays underneath the water during clear days, and surfaces during foggy or particular dark nights.

Natural Weapons/Abilities

Entangle (either ship or person), Straggle. Weed-Men have normal human attacks and weed attacks, but remain attached to the main body my a weed “umbilical”.

Supernatural Weapons/Abilities

None

Dark Conspiracy Tie-In

A large enough amount can fool a captain that he sees an island. I saw a movie once where a hole society of people lived on a moving island of stuff like this, since the early 16th century and had a whole religion based around it. They lived in cities of the abandoned ships trapped in the weed. Something like that can be done. I don’t remember the movie’s name.

Scarecrow

Yet another version of Animated objects. I left them to that class of creature.

Screaming Blue Murder

Strength 2 Empathy 5
Constitution 3 Initiative 3
Agility 5 Move 2/4/8/15
Intelligence 10 Skill/Dam 3/1D6
Education 8 Hits 18/30
Charisma 12 Appear 1

Notes

Small creatures resembling human babies, except for their pale blue hue to their skin, and a knowing-look in their eyes that goes way beyond their apparent age. They appear as lost babies in the woods and remote area, luring their victims with whimpers and baby cries. These cries empathically play on a woman’s motherly instincts and she must make a Difficult Willpower to resist going in after the child. Every moment the victim holds the child, the difficulty raises one level. The person is compelled to care for it, and will neglect her own needs to try. Once the victim is near death with malnutrition and dehydration, the child lets loose a sonic cry, killing it’s victim when their ear drums and the blood vessels around the brain burst.

Natural Weapons/Abilities

Sonic Scream

Supernatural Weapons/Abilities

Human Empathy

Dark Conspiracy Tie-In

Strange day care deaths. Baby found in forest legend.

Sewer Tendrils

Strength 12 Empathy 6
Constitution 9 Initiative 6
Agility 9 Move 20
Intelligence 9 Skill/Dam 6/1D6 per Tendril
Education 3 Hits 15/30 per Tendril
Charisma 3 Appear 4D6

Notes

Haunting the sewer systems of major cities and suburbs, these creatures consist of sewer slime, and sum, with discernable blood-red eyeballs at the very end of the tentacles. No one has been able to determine what the tendrils lead to, or where they originate from. They attack unsuspecting victims through plumbing fixture drains, and the plumbing systems. Each tendrils gets an attack to strangle their victim.

Natural Weapons/Abilities

Entangle, Strangle

Supernatural Weapons/Abilities

None

Dark Conspiracy Tie-In

Sewer haunts

Shadow Steed

Strength 12 Empathy 6
Constitution 11 Initiative 5
Agility 8 Move 15/20/50
Intelligence 9 Skill/Dam 6/6D6 (Trample)
Education 11 Hits 35/70
Charisma 5 Appear 3D6

Notes

Shadow steeds appear as black stallions with fiery eyes, and their lower-body is insubstantial like dark mist. They are very stealthy. It is able to pass through solid objects, and trample victims on the other side. It can switch from solid to ethereal at will, using dimensional walking ability. They like to charge their victim, and either trample or head butt it to death.

Natural Weapons/Abilities

Extremely Stealthy. Head butt attack, Trample attack

Supernatural Weapons/Abilities

Shapechange to Shadow Mist. Dimensional Walk

Dark Conspiracy Tie-In

Anything involving a horse or rider legend

Shambler

Strength 13 Empathy 6
Constitution 12 Initiative 5
Agility 7 Move 2/10/15/30
Intelligence 7 Skill/Dam 5/4D6
Education 4 Hits 60/120
Charisma 4 Appear 1

Notes

A writhing mass of decaying plant matter, it originates in deep woods or swamps. Some think it’s a resurrected Pelemafait, while others think it’s a necromantic arranged creature like a Chthon. It assumes humanoid form (roughly), and haunt regions it is summoned to kill passer-byers.

Natural Weapons/Abilities

Normal Melee Unarmed attacks, Entangle attack with plant matter, Armor bonus. Vulnerability to fire

Supernatural Weapons/Abilities

None

Dark Conspiracy Tie-In

Other swamp-thing legends, see Pelemafait

Skinwalker

Strength 9 Empathy 7
Constitution 8 Initiative 4
Agility 10 Move 2/8/14/20
Intelligence 8 Skill/Dam 6/2D6
Education 9 Hits 20/45
Charisma 7 Appear 5D6

Notes

A form of zombie that appears as a walking skinless corpse, with decaying body fluids oozing out all pours. It hunts human victims to gain a means to disguise itself. Once the prey is found, the skinwalker will bite and inject a paralyzing poison into the victim. Once the victim is paralyzed (after necessary STR rolls – GM discretion) while the person can still see, hear, smell, and feel, the skinwalker in a safe lace, will proceed to remove the skin of the victim in one piece. The skinwalker is very methodical in it’s process. Once the skin is removed, the skinwalker cracks open the skull and eats the brains of the victim, this allowing the skinwalker to absorb the victims memories. The skinwalker will then proceed to reshape it’s own body to fit the skin-body glove.

Natural Weapons/Abilities

Normal Melee Unarmed attacks, Claws

Supernatural Weapons/Abilities

Shapechange to any normal human body type

Dark Conspiracy Tie-In

Any zombie plot

Skull Worms

Strength 1 Empathy 1
Constitution 1 Initiative 2
Agility 7 Move 1
Intelligence 8 Skill/Dam 6/2D6
Education 1 Hits 15/25
Charisma 1 Appear 4D6

Notes

Dull red worms no more than an inch long, the are always on the move, seeking animal brain material to feed on and lay their eggs in. They secrete an acid that allows them to burrow though an animal’s skull. After laying it’s eggs, the worm dies. When the eggs hatch, the person dies. They typically reside in dark areas underground, or in caves.

Natural Weapons/Abilities

Acid attack to burrow into skull

Supernatural Weapons/Abilities

None

Spawn of Sabathina

Because Dark Conspiracy doesn’t have real “vampyres”, so to speak, the Spawn of Sabathina really didn’t fit in the game world.

Spulg

This is just another version of a Mimic, so just use those stats.

Sword Soul

Possessed objects and semi-intelligent objects are another subject on it’s own.

Tauntors

Strength 4 Empathy 5
Constitution 6 Initiative 7
Agility 9 Move 35/70
Intelligence 5 Skill/Dam 6/3D6
Education 5 Hits 20/40
Charisma 5 Appear 1D6

Notes

Tauntors are a form of gremlin that like to torture humans through their use of tricks, mimicry, and ventriloquism. They like to drive their victims insane by making them think they are hearing things, and haunting them endlessly with taunts and tricks, disrupting the victims day-to-day lives. Then, once he thinks he has his victim on the edge of a break down, he lures them into a secluded area and tortures them to death. They at times, appear in groups, and are usually cowardly when alone. All tauntors like blades of any kind, especially if they are particularly painful.

Natural Weapons/Abilities

Normal unarmed melee attacks. Blades of any kind.

Supernatural Weapons/Abilities

Human Empathy

Dark Conspiracy Tie-In

These creatures can be behind disgruntled employees going crazy, or a mother killing her family in a fit of insane rage.

Teddy Bear of Doom

Animated objects, again.

The Blood

Strength 7 Empathy 7
Constitution 8 Initiative 3
Agility 9 Move 1/4/8
Intelligence 6 Skill/Dam 6/2D6
Education 9 Hits 50/60
Charisma 5 Appear

1D6

Notes

The blood has two forms – one is it’s liquid form, the other is the host form. In its liquid native form, it is like a blood red amoebae, moving about searching for a host. It invades a live or recently dead body (and re-animating the dead body), and proceeds to devour the solid organic matter in the body (bones, organs). The body slowly becomes a bloated bag of gelatinous Blood, only remotely preserving it’s humanoid form. The new Blood-creature develops circular mouths on what once was the hands of the victim. It feeds and occasionally tries to spread and create new Blood-hosts though the mouths

Natural Weapons/Abilities

Normal unarmed melee attack. Bite from mouths in hands, while a Blood-host creature. Bite can infect victim.

Supernatural Weapons/Abilities

None

Dark Conspiracy Tie-In

Mysterious virus creature.

Throaths

Strength Empathy
Constitution Initiative
Agility Move
Intelligence Skill/Dam
Education Hits
Charisma Appear

Notes

Natural Weapons/Abilities

Supernatural Weapons/Abilities

Dark Conspiracy Tie-In

Tidal Tanglers

Strength Empathy
Constitution Initiative
Agility Move
Intelligence Skill/Dam
Education Hits
Charisma Appear

Notes

Natural Weapons/Abilities

Supernatural Weapons/Abilities

Dark Conspiracy Tie-In

True Rakashasa

Ungren

Strength Empathy
Constitution Initiative
Agility Move
Intelligence Skill/Dam
Education Hits
Charisma Appear

Notes

Natural Weapons/Abilities

Supernatural Weapons/Abilities

Dark Conspiracy Tie-In

Unliving Occultist

Vaskk

Strength Empathy
Constitution Initiative
Agility Move
Intelligence Skill/Dam
Education Hits
Charisma Appear

Notes

Natural Weapons/Abilities

Supernatural Weapons/Abilities

Dark Conspiracy Tie-In

Whisperers

Strength Empathy
Constitution Initiative
Agility Move
Intelligence Skill/Dam
Education Hits
Charisma Appear

Notes

Natural Weapons/Abilities

Supernatural Weapons/Abilities

Dark Conspiracy Tie-In

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