Creatures of Orrosh

┬áPart 1 – Apparition to Pariah

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.

Apparition

Strength 12 Empathy 11
Constitution 12 Initiative 5
Agility 11 Move 3/11/20/35
Intelligence 10 Skill/Dam 6/2D6
Education 7 Hits 40/80
Charisma 5 Appear 1D6

Notes

Ghost-like entities, impossible to see in the dark; appears like a vaporous humanoid wearing a hooded cloak. The lower half of the torso is enshrouded in mist. Stands about 2 meters tall. The only thing that is truly visible are the clawed-skeletal hands. The only warning one gets of a nearby Apparition is the sudden drop in temperature.

Natural Weapons/Abilities

Claws, Supernatural flight

Supernatural Weapons/Abilities

Dimensional Walk, Human and Darkling Empathy. Ability to turn to Mist. Cold Aura. Vulnerable to Iron (double damage)

Dark Conspiracy Tie-In

Any Ghostly legend or haunting. Could be a conglomeration of Empathic impressions of negative emotions like hate and anger.

Asphiax

Strength 1 Empathy 6
Constitution 9 Initiative 4
Agility 1 Move 2/8/15/30
Intelligence 9 Skill/Dam 6/3D10
Education 12 Hits 35/70
Charisma 7 Appear 1

Notes

A flowing mass of pure vacuum. They are defined by the absence of being. They are general invisible to any normal being, but can seen through the use of Empathy skills. Easily killed when contained in a cold iron cage.

Supernatural Weapons/Abilities

Suffocation Attack

Dark Conspiracy Tie-In

Any Ghostly legend or haunting. Or a strange ET experiment gone wrong (Living space).

Bad Dream

Strength 1 Empathy 12
Constitution 1 Initiative 4
Agility 10 Move 2
Intelligence 12 Skill/Dam 2/1D6-2
Education 12 Hits 10/20
Charisma 2 Appear 1

Notes

Gelatinous pseudopod about an inch in diameter. It waits for a host, then tunnels it way to the victim’s brain stem. There is lies dormant until the victim falls asleep. Then it tries to kill the victim in his dreams. Vulnerable to Empathic attack if located with in the victim while in the “dream state”

Natural Weapons/Abilities

Secreted Lubricants adds to Stealth

Supernatural Weapons/Abilities

Human Empathy to cause human to sleep. Dream Manipulation

Dark Conspiracy Tie-In

Any Dream Conspiracy, Nightmare Dimensional plot – “get the humans when they are most vulnerable”. Or a mind-control plot.

Blood Golem

Strength 12 Empathy 5
Constitution 11 Initiative 3
Agility 6 Move 2/6/12/24
Intelligence 8 Skill/Dam 4/2D6
Education 4 Hits 25/50
Charisma 1 Appear 1D6

Notes

2 meter tall humanoid-shaped mass of living-blood. Vulnerable to Empathic-enhanced water (“holy water”).

Natural Weapons/Abilities

Fist/Grab attack, Drown Attack

Supernatural Weapons/Abilities

Can transform into a flow of blood.

Dark Conspiracy Tie-In

A bizarre Blob -plot, or perhaps a mad-scientist/medical doctor creation gone mad.

Bloodthorn

Strength 11 Empathy 3
Constitution 10 Initiative 4
Agility 9 Move 0
Intelligence 4 Skill/Dam 5/3D6
Education 1 Hits 15/30
Charisma 1 Appear 3D10

Notes

Plants with monstrous thorns. They feed on their victims’ blood when the victim is trapped in the tendrils.

Natural Weapons/Abilities

Thorns. Multiple attacks

Supernatural Weapons/Abilities

Life Drain

Dark Conspiracy Tie-In

“Night of the Trifids”-type plot, or simply used as a ward to a Dark Minion’s domain or mansion. Simple Servitor plant to a Minion.

Bloody Mary

Strength 6 Empathy 9
Constitution 5 Initiative 3
Agility 11 Move 8
Intelligence 10 Skill/Dam 4/2D6
Education 5 Hits 40/80
Charisma 3 Appear 1

Notes

Evil creature that take the form of a priest or priestess of a particular faith. It appears human dressed in priestly garb, but the horror is most distinguished by the flow of blood from the forehead area. It walks very slowly, with a low moan sounding from its lips, and hands clasped in a mockery prayer. The moans up close are actually more like maniacal laughs. Appears before the devoutly faithful and distraught, feeding on the fear when it appears.

Supernatural Weapons/Abilities

Empathic Terror – Use of Human Empathy to cause utter terror in a human, and draw from on the life as it flows through the fear. Can literally scare a person to death.

Human Empathy to cause utter fear in its victims.

Dark Conspiracy Tie-In

This can be turned into a twisted Vampire-Catholic church plot. Anything supernatural when dealing with the Catholic Church adds a new level of creepiness. You shouldn’t need my help to create a cool mythology for this one.

Brain Swarm

Strength 1 Empathy 0
Constitution 1 Initiative 3
Agility 7 Move 20
Intelligence 1 Skill/Dam 5/1D6
Education 1 Hits 5/10
Charisma 1 Appear 10D6

Notes

Insects created to feed on human brain tissue, and absorbing/preserve the knowledge. When the creature successfully enters a victim, usually through the ear, it tunnels it way to the brain, and lays eggs. The young precedes to eat the brain of the victim. This slowly drives the victim mad with pain, then kills him. Brain Swarms are winged insects in adult stage, but are ant-like when young. An attack Swarm is made up of worker drones to distract the victim while the queen looks for an entry way into the victim.

Natural Weapons/Abilities

Sting, multiple attacks. Attack in Swarms

Dark Conspiracy Tie-In

Plot Idea: Corporation using these to (1) eliminate intellectual competition by driving competitor’s top researchers and developers mad (2) Stealing corporate secrets when the swarm returns.

Can be used as Dark Servitor beasts.

Candyman

Strength 9 Empathy 5
Constitution 9 Initiative 3
Agility 7 Move 2/8/15/30
Intelligence 8 Skill/Dam 6/3D6
Education 8 Hits 40/80
Charisma 6 Appear 1

Notes

The creature casts an illusion of a peaceful old man to lure children to its lair. It casts a sickly sweet aura of candy everywhere it goes, and uses candy and toys to add to its lure. Once there, it drives the children insane, then kills them. It feeds on the total corruption of the innocent.

Natural Weapons/Abilities

Claws. Teeth

Supernatural Weapons/Abilities

Human Empathy, Innocence Drain – The sudden loss of innocence thru corruption releases a large scale of empathic impulses, which this minion can feed off of.

Dark Conspiracy Tie-In

Any “missing child” story line.

Daemon Bats

Strength 8 Empathy 2
Constitution 4 Initiative 4
Agility 6 Move 5/40
Intelligence 4 Skill/Dam 4/3D6
Education 1 Hits 20/40
Charisma 1 Appear 8D6

Notes

Voracious bats that fly in flocks and devour everything in their path. They are large versions of normal bats, with razor-sharp teeth like a shark. They use sonar to find their targets.

Natural Weapons/Abilities

Fangs, Wings for flight

Dark Conspiracy Tie-In

Servitor Beast of Dark Minions

Den Mother

Strength 6 Empathy 7
Constitution 6 Initiative 3
Agility 6 Move 2/8/15/30
Intelligence 9 Skill/Dam 4/2D6
Education 7 Hits 40/80
Charisma 7 Appear 1

Notes

Human in appearance, this demonic creation usually is used to direct lesser beings, like the Children, to do the Dark Lords’ bidding. They take care of the charge as if they were their real birth mother, with a twisted sense of love and affection. They also have been known to hire out as maids or nannies, where they would murder the entire family after gaining their trust. Vulnerable to the Empathic impressions of an innocent.

Natural Weapons/Abilities

Weapon, usually a kitchen blade.

Supernatural Weapons/Abilities

Human Empathy, Darkling Empathy

Dark Conspiracy Tie-In

“Psycho”-type plot or “Prom Night at the Sorority House”-type cheesy 80s-slasher plot.

Dark Stalker

Strength 9 Empathy 4
Constitution 8 Initiative 3
Agility 8 Move 1/5/10/20
Intelligence 5 Skill/Dam 6/2D6
Education 7 Hits 30/60
Charisma 5 Appear 3D6

Notes

Winged Demonic creatures (look like gargoyles) that revel in their secrecy and the myths that surround their existence. The feed on anything, hide in urban areas, and live in small communities. Some have been known to use mystical or sorcerous powers. Vulnerable to Empathic enhanced weapons.

Natural Weapons/Abilities

Fangs, Wings for flight, tough hide that acts as armor

Supernatural Weapons/Abilities

Human Empathy

Dark Conspiracy Tie-In

Any demonic Urban legend, “Jersey Devil”-like story, or Gargoyle-plot.

Devil

Strength 13 Empathy 10
Constitution 14 Initiative 4
Agility 12 Move 2/8/15/30
Intelligence 13 Skill/Dam 5/3D6
Education 4 Hits 50/100
Charisma 3 Appear 1

Notes

Classic representation of the devil, it is a result of the empathic impressions brought on by fear of thousands of citizens in this Dark World. So many believed that it was the Devil that was causing all the worlds woes, that a Dark Lord decided to funnel the power of those fears into creating these demons. The stronger the peoples fear of the evil, the stronger the creature gets. These creatures don’t like to simply kill, they like to torture. Vulnerable to Empathic Exorcism

Natural Weapons/Abilities

Horns, claws, teeth

Supernatural Weapons/Abilities

Human Empathy, Darkling Empathy

Dark Conspiracy Tie-In

Interesting Twist: Picture a Human Sorcerer/Dimensional traveler who wants to create the first Dark Lord that originates from Earth. With the use of some Dark Tech, he is able to focus the worlds woes, fears, and beliefs in a Devil into one Empathic creation; The Devil. Of course, the other Dark Lords probably would look too kindly on that.

Diableros

Strength 16 Empathy 8
Constitution 12 Initiative 5
Agility 10 Move 2/8/15/30
Intelligence 8 Skill/Dam 6/2D6
Education 9 Hits 60/120
Charisma 6 Appear 1

Notes

There are only 6 in existence, created to subdue the American Indian mystic threat. They stem from the Amer-Indian myths of manitous, souls of corrupted medicine. Their power lies in their eyes, and are usually mystics or sorcerers with powers to defeat the Indian empaths. They use Human Empathy and hypnosis to control their victims and drive them to suicide. They also have shapeshift ability (into a crow or coyote)

Supernatural Weapons/Abilities

Human Empathy, Darkling Empathy, Shape Change

Dark Conspiracy Tie-In

Dark Lord Servitors. Indian Myth plot.

Doctor’s Little Helper

These (along with the Killer VCR) were not cool enough for me. I thought it would be better to create a whole class of Minion called ” Possessed Inanimates” or “Twisted Inanimates”. I didn’t want to spend the time on it, so I leave that up to you.

Fecund Seeds

Strength 12 Empathy 3
Constitution 8 Initiative 4
Agility 10 Move 5/10/20/40
Intelligence 5 Skill/Dam 5/2D6
Education 1 Hits 50/100
Charisma 1 Appear 1D6

Notes

A seed that implants itself into a victim to give birth to an insectoid-plant creature (stats are for the creature) The creature then creates more seeds, which it impresses an Empathic suggestion on. Anyone that comes across the seed will pick it up for some reason (curiosity, etc). When born, it bursts out of the host in a horrid display of pain and gore.

Natural Weapons/Abilities

Scaly hide as armor, Claws, Pincers

Supernatural Weapons/Abilities

Human Empathy, Empathic “Impressioning”

Dark Conspiracy Tie-In

Another evil plant plot-line. Servitor creatures for the Dark Lords.

Feral Furs

Strength -/13 Empathy 8/8
Constitution 9/10 Initiative 4
Agility -/9 Move 3/9/15/30
Intelligence 10/10 Skill/Dam 7/4D6
Education 5/5 Hits 40/80
Charisma 7/7 Appear 1

Notes

Also known as Were-Furs, take the form of calf-length luxury fur overcoat, usually made of a were-animal’s fur. It is sentient in and of itself, and Empathically charms a perspective owner into buying it. Once it does, it manipulates the owner using Empathy into a rage, thinking that everyone is jealous of the owner, playing on his/her vanity. This develops into a murderous rage. As time goes on, the fur merges with the owner, turning the owner into a were-beast.

Natural Weapons/Abilities

(Stats are given Fur coat/Full were-beast) Fur Armor, Claws, Teeth

Supernatural Weapons/Abilities

Human Empathy, Darkling Empathy, Shape Change

Dark Conspiracy Tie-In

Twisted Werewolf-in-Nomenclatura-society plotline.

Gravespawn

Strength 0 Empathy 13
Constitution 10 Initiative 3
Agility 0 Move 0
Intelligence 10 Skill/Dam *
Education 11 Hits 80/160
Charisma 1 Appear 1D6

Notes

Gravespawn is formed when a sorcerer or a mystic that serves the Dark Lord dies and returns at the bidding of a Dark Lord. The body turn to a black oily ooze, and the spirit is entrapped in this form. It is immobile, but not helpless. It can interact with it surrounding using zombies and any other re-animated dead to do its bidding.

Dark Conspiracy Tie-In

Zombie-plot

Headhunter

Strength 9 Empathy 8
Constitution 6 Initiative 3
Agility 5 Move 2/15/30
Intelligence 6 Skill/Dam 4/2D6
Education 4 Hits 60/120
Charisma 6 Appear 1

Notes

Twisted creation of a Dark Lord called Dr. Sconce Majestic, from a protodimension of twisting flesh. It is formed from a humanoid body, and has multiple heads stitched or otherwise merged with the torso, chest and back of the humanoid body. These heads are usually in various stages of decay, and silently scream as they writhe in pain and insanity. It feeds every two to three days on human flesh, and once it does, it sprouts a new head. Not much else is known of these creatures, other then they generate great fear in the areas they reside. Weakness: Photograph of a victim who’s head is part of it’s thrawl. Death: Severing all the heads.

Natural Weapons/Abilities

Teeth, Grapple

Supernatural Weapons/Abilities

Human Empathy: Generate Fear

Dark Conspiracy Tie-In

Any number of beastie mysteries where the victims are left headless. Any urban legend plot, used by a Dark Lord to generate fear in an area for his own purposes.

Headless Shrieker

Strength 5 Empathy 6
Constitution 6 Initiative 2
Agility 5 Move 2/12/28
Intelligence 4 Skill/Dam 5/2d6
Education 5 Hits 50/100
Charisma 5 Appear 1D3

Notes

Traditionally used as guardians to caves, or fortresses used by Dark Minions, they are formed from victims of the minions, trespassers onto their lairs. Their death wound is usually plainly visible. They stand guard, headless forms holding their own head, which remains animated. When a passer-by comes across a shrieker, it lets out a horrible scream, as if in utter and total agony. The passer-by must pass a Difficult: Willpower check to get passed. If they fail, the victim doubles over in pain and experiences waking nightmares of incredible horrors. If they succeed, they may move on, but the shriek may have alerted others. Empathic occult rituals usually destroy these creatures. Normal weapons do no damage vs. this creature.

Natural Weapons/Abilities

Shriek

Supernatural Weapons/Abilities

Human and Darkling Empathy: Generate Fear

Dark Conspiracy Tie-In

They can act as guardians to Darkling or Dark Lord Lairs. Hauntings, unexplained sounds, etc.

Hexaphin

Strength 13 Empathy 7
Constitution 16 Initiative 4
Agility 7 Move 2/8/15/30
Intelligence 5 Skill/Dam 7/3D6
Education 13 Hits 120/240
Charisma 6 Appear 1

Notes

Created by Dark Lord Toll, in a protodimension he himself modeled after the Earth-religions’ versions of hell (a twisted merging of all the interpretations), these were modeled after the Hindu temple statues. In their dormant form, the appear as stone or metal statues. They have animated spirits within them (related to the Animated Statue minion). They appear as three or four armed humanoids (male or female) with burning eyes of flame, and red or blue skin. When in statue from, they can still detect victims using Empathy. They traditionally haunt abandoned Hindu temples all over the world. When the Hexaphin is hit to the point of death, but not True Death, it shatters. If left alone, it will regenerate in time starting with the largest piece. Weakness: Empathically-enhanced (enchanted) Hindu holy objects. True Death: Skatter the pieces into a fire blessed by a Hindu priest.

Natural Weapons/Abilities

Armor: Thick Skin: 1-Nil (Flesh Mode) & virtually indestructible in Statue Mode, short of explosives (GM call); claws; fangs; Ignores multi-action penalty to attack twice.

Supernatural Weapons/Abilities

Human and Darkling Empathy, Shapeshifting: Stone or Metal

Dark Conspiracy Tie-In

Idea: Because the world of Orrosh centers around Hindu dominated areas, this particular creature is more geared towards that. There can be other versions of this for each religion, like Devils, Angels, or Saints. Any statue that resides in a place of worship could probably be substituted.

Id Wolf

Strength 1 Empathy 9
Constitution 13 Initiative 2
Agility 1 Move *
Intelligence 9 Skill/Dam 6/4D6
Education 11 Hits 60/120
Charisma 10 Appear 1

Notes

* Movement : Astral Travel & Proto-dimensional Travel

There is a protodimension of pure hatred and anger, of desire and passion. It was formed when a Dark Lord was executed by other Dark Lords for his over zealousness and want to rule over all other Dark Lords. This Protodimension is simply called Id. An Id Wolf is a creature formed when a powerfully mad human or other sentient being of Earth dies. This being is usually totally insane and bent of revenge of his death. His life force is so strong that it taps into the Id Protodimension, and rather than form a normal apparition, it creates this creature of pure hatred and desire; the Id Wolf. It is a non-corporeal creature that lives half in this world, half in the Id Protodimension. They have also been known to invade the Astral Plane to feed on the occasional victim. It usually exists to carry out the vengeful wishes of it’s creator. When they appear, and that’s usually only when they attack, they look like transparent wolves with fiery eyes, and pelts. They can attack physically with Spirit Claws or Empath

Natural Weapons/Abilities

Spirit Claws

Supernatural Weapons/Abilities

Human and Darkling Empathy, Spirit Attack (Empathic Attack)

Dark Conspiracy Tie-In

The Id Protodimension is my creation. That should be enough tie-in alone. If not, any werewolf plot line will do.

Kangawere

This is a creature that goes so far out of the concept of Dark Conspiracy, I decided to leave it out. It’s too AD&D-like to fit in this kind of horror. It just seems like a hodge-podge of concepts thrown under the guise of a Kangaroo. It also is specific to the Australia area, which really limits it’s preacticality in DC.

KillJoys

Strength 10 Empathy 4
Constitution 9 Initiative 3
Agility 6 Move 2/6/15/30
Intelligence 9 Skill/Dam 6/3D6
Education 6 Hits 40/80
Charisma 7 Appear 1D6

Notes

Killjoys are demonic-clowns that create fear in small towns that carnivals are visiting. Taking advantage of the vulnerability of festive people, the torment passer-by in parks and dark alleys near the Carnival or Circus, by lulling them with their hypnotic ability and performing horrific tricks that might hurt them, but otherwise only tears apart their sanity. They are most vulnerable when one uses their own props against them. They rarely attack more then one person at a time, and even more rarely kill anyone. They simply spread fear through out the world. They are particularly vulnerable to attack from their own “weapons”.

Natural Weapons/Abilities

Any assorted “Circus clown” type weapons

Supernatural Weapons/Abilities

Human Empathy, Human Empathy:Generate Fear

Dark Conspiracy Tie-In

Haunted Carnival or Circus wherechildren are reported disappearing at.

Knot Man

Strength 10 Empathy 6
Constitution 13 Initiative 2
Agility 6 Move 1/3/8/15
Intelligence 6 Skill/Dam 5/3D6
Education 5 Hits 70/140
Charisma 1 Appear 1

Notes

From a protodimension of twisted flesh, pain and anguish come victims of this realms Dark Lord. The Knot Man was born of an urban legend that a Dark Lord decided to capitalize on. It was an tale of a twisted man, turned inside out and muscles and limbs twisted in knots. It was used to scare children, saying the Knot Man would get them if they didn’t behave. But in fact it’s true. The Knot man is in constant agony, a low moan always emanating from his mouth. Blood pours out of it’s inside-out eye sockets, and it’s mouth. It moves around very slowly, every move a task in agony. The Dark Lord made a deal with these victims however. If they can kill and drink the blood of 1,001 “innocent and uncorrupted” victims, they can be freed from their agony. Particular vulnerable to Empathic Mystic Attack (Double effect) and Empathically Enhanced Water (Holy Water). The Knot Man is a being of fear, hatred, disgust … and pity.

Natural Weapons/Abilities

Mauling attack

Supernatural Weapons/Abilities

Emapthic Attack

Dark Conspiracy Tie-In

Urban Legend and disappearing children reportrs. Tabloid article of the legend.

Komodo Dragon

Strength 14 Empathy 5
Constitution 10 Initiative 4
Agility 6 Move 5/10/20
Intelligence 7 Skill/Dam 8/3D6
Education 3 Hits 50/100
Charisma 2 Appear 1D6

Notes

A version of the Land Dragons commonly seen in Dark Conspiracy, these have only one difference: Tentacles protruding from there back.

Natural Weapons/Abilities

Tentacle attacks (Multiple)

Supernatural Weapons/Abilities

None

Dark Conspiracy Tie-In

This could be a new Dragon or perhaps the Dark Lords have started tampering with Beasties and twisting them into their own images.

Ladoc

Strength 10 Empathy 8
Constitution 7 Initiative 3
Agility 9 Move 2/8/15/30
Intelligence 8 Skill/Dam 5/4D6
Education 9 Hits 50/100
Charisma 5 Appear 1

Notes

“Site Stealers”, empathic creatures that have a twisted fascination with human site. They like to rob a victim of their site by gouging their eyes out with their spoon shaped fore-finger, and feed off the victim’s trauma and terror. Appear as gaunt, pale humanoids about 2 meters tall. Their spoon finger (on the left hand) has a microscopic serrated edge. They are very stealthy. They like to create a cloak out of the eyes they steal. It has a weakness to direct sunlight, and other bright lights. It can be killed if the cloak of eyes in a ritual that involves starting a fire using magnified noonday sun.

Natural Weapons/Abilities

Spoon Finger, Grapple, Filed teeth, Claws

Supernatural Weapons/Abilities

Invoke Darkness & Hypnosis

Dark Conspiracy Tie-In

A bizarre vampiric tale, one that feeds on eyes, an urban legend.

Merskeleton & Triton

Mer-Creatures need to be covered on a broader basis, then theses would fit fine in Dark Conspiracy. That could be another project for another day.

Murder Mask

Strength 1 Empathy 9
Constitution 12 Initiative 4
Agility 1 Move 0
Intelligence 11 Skill/Dam 2/1D6
Education 12 Hits 40/80
Charisma 2 Appear 1

Notes

Murder Masks are like Animated objects in that they contain a malevolent spirit. In this case, the spirit has the ability to possess the wearer and change the perception of what the wearer sees and hears. It effects the wearer’s mind to the point that it goes insane and goes on a murderous rampage. The mask can not be taken off by the wearer once on. Can be destroyed if placed on an Empathically Enhanced (Holy or worshipped) statue.

Natural Weapons/Abilities

None

Supernatural Weapons/Abilities

Human Empathy, Possession

Dark Conspiracy Tie-In

This particular item can extend to all kinds of facial and eye wear. Sunglasses, hats, or anything else. They can be sold by some street vendor. Hooked into a bizarre murder spree plot, and if the mask is used, it can be in the nomeclatura, at many galas and balls. This also can lead into a whole slew of “cursed items” a la “Friday the 13th, the Series” .

Oraphim

Strength 6 Empathy 5
Constitution 6 Initiative 4
Agility 7 Move 30 * Supernatural Flight
Intelligence 6 Skill/Dam 8/4D6
Education 8 Hits 90/180
Charisma 6 Appear 1

Notes

Oraphim are based on an ET religion called Sacellum, and are modeled after the religion’s Angel’s of Vengeance. But they are more than that. The Dark One that created them wanted to strike fear in the hearts of all ETs, and made these creatures very ruthless. Overkill does not exist for these creatures. They appears as giant “wheels” of fire with 7 eyes in the center. They live in a protodimension of fire and can be summoned by opening a doorway to that dimension, but usually the summoner is immediately killed by the heat. They are resistant to all forms of fire, and most normal weapons. It has a weakness to silver but only around and in it’s eyes, and a Critical Success on a Willpower roll to “Disbelieve” it’s existence returns it to it’s home.

Natural Weapons/Abilities

Flame attack

Supernatural Weapons/Abilities

Generate Fear

Dark Conspiracy Tie-In

Any kind of bizarre fire story, perhaps linked to a HellFire.

 

Pariah

 

Strength 6 Empathy 7
Constitution 5 Initiative 2
Agility 4 Move 3/11/20/35
Intelligence 5 Skill/Dam 5/2D6
Education 6 Hits 50/100
Charisma 6 Appear 1D6

Notes

Pariah are spirits of once mortal beings, that have not passed on because of something unfulfilled. The remain on Earth because of their regret, anguish, and sadness. This negative emotion empathically ties them to the Earth until their needs can be fulfilled. The Dark Ones have entrapped them to spread fear, while at the same time they feed of the Pariah’s own negative Empathic energies. These spirits can be released if their needs are accomplished, but one has to make an Empathic link to them to communicate what that need is.

Natural Weapons/Abilities

Semi-Material, no physical form. No normal weapons can hurt them. Empathically enhanced weapons can.

Supernatural Weapons/Abilities

Project Emotion, Generate Fear

Dark Conspiracy Tie-In

Any ghost story

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