Orrosh: The Sourcebook of Horror Reality

Orrosh: The Sourcebook of Horror Reality

Below is a list of creatures that were converted from Torg to Dark Conspiracy. I only picked the creatures that were either not already in Dark Conspiracy or that I thought would fit. These are from the Sourcebook for Orrosh. Beneath 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.

Amphib

Strength 11
Constitution 8
Agility 8
Intelligence 10
Education 6
Charisma 2
Empathy 3
Initiative 4
Move 2/8/15/30
Skill/Dam 7/2D6
Hits 30/60
Appear 2D6

Notes

Amphibs are slimy, red-fleshed humanoids that haunt shorelines. They attack people along the shore and on ships. The faces of the people it kills cover their body in three-Dimensional extruding sore-like apparitions. Has webbed feet and hands. Most effective way to kill is to strangle the Amphib then decapitate it.

Natural Weapons

Natural Armor:(1-Nil); Claws, Teeth.

Dark Conspiracy Tie-In

Demons of the Crimson Tide or Mer-men legend.

Bone Golem

Strength 16
Constitution 17
Agility 6
Intelligence 4
Education 1
Charisma 1
Empathy 3
Initiative 3
Move 2/8/15/30
Skill/Dam 4/3D6
Hits 45/90
Appear 1-2

Notes

Animated bones of different dead animals all merged into a twisted creature of bone. Each one is different, so attributes may vary.

Natural Weapons

Claws

Dark Conspiracy Tie-In

Animated Skeleton relative or corrupted Animated Skeleton. Or Twisted Animated Statue.

The Children

Strength 5
Constitution 6
Agility 4
Intelligence 7
Education 5
Charisma 10
Empathy 8
Initiative 5
Move 3/9/16/33
Skill/Dam 5/1D6
Hits 25/50
Appear 3D6

Notes

The Children appear as orphaned children, which when taken in by a family, slay the family in horrific ways. They do not age. Most effective way to kill them is by baptism in a church. (Emapthic Impressions of the faithful in a church destroy the spirit that created them).

Natural Weapons

What ever Weapon they can steal. They like kitchen blades.

Special/SuperNatural Weapons

Human Empathy

Dark Conspiracy Tie-In

Children of the Damned -type plot.

Caretakers

Strength 8
Constitution 6
Agility 8
Intelligence 7
Education 5
Charisma 5
Empathy 5
Initiative 4
Move 2/8/15/30
Skill/Dam 8/3D6
Hits 40/80
Appear 2-4

Notes

Servants creature assigned by the Dark Lords to watch the Others, and other more powerful creature that have been known to feed on other Dark Minions. They herd the Others into doing the bidding of the Dark Lords. They appear like normal human except they are focused on one purpose; to herd the Others. They are pale, and cold to the touch like a Zombie.

Natural Weapons

A weapon that looks like a Blunderbuss, but acts like a Bolter.

Dark Conspiracy Tie-In

Cultist or Zombies

Chthon

Strength 12
Constitution 17
Agility 9
Intelligence 6
Education 5
Charisma 8
Empathy 5
Initiative 6
Move 2/8/15/25
Skill/Dam 6/2D6
Hits 40/80
Appear 1-4

Notes

A Chthon is a necromantic creation of thousands of dead insects; a mass of surging undead insects forming a huge Insectoid shape. The form a thick carapace on the outside of the creature.

Natural Weapons

Pincers. Wing that can fly. Layers of dead insects act as armor.

Special/SuperNatural Weapons

Insect Empathy

Dark Conspiracy Tie-In

A demon formed to exact revenge on those that use bug-zappers or exterminators. The Empathy of all the dead insects over the years has built up to create this thing.

Corrupted Soul

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

Notes

A Corrupted Soul is the tortured soul of a dead minion, in dimensional limbo. Some Dark Lords, when a minion dies, can capture the Empathic release sometimes called the “soul”. This in turn becomes a Corrupted Soul, to wonder the realm at which it died. It can not wonder too far from where it died. It can enter it’s own dimension for a short period of time.

Natural Weapons

Resistant to Normal attacks. Vulnerable to Empathic Attacks only.

Special/Super Natural Weapons

Empathic Torture – The Soul passes through victim causing 1d6 to the chest and head each pass, until the victim dies. It has Dimensional Walk.

Dark Conspiracy Tie-In

Description above should cover the DC Tie-In. It was modified to fit DC, because the Torg description was tied to the Torg Mythos.

Faceless Ones

Strength 11
Constitution 8
Agility 6
Intelligence 6
Education 6
Charisma 4
Empathy 2
Initiative 4
Move 3/10/20/40
Skill/Dam 5/1D6
Hits 25/50
Appear 1D6+2

Notes

A Faceless One is a humanoid creatures with reptilian wings, and smooth featureless faces. When it captures a victim, it holds the victim while the victim’s knowledge and physical features are transferred to the Faceless One, and the victim’s face, in turn, becomes featureless. With no nose, mouth or any other breathing hole, the victim dies of asphyxiation.

Natural Weapons

Wings that can fly.

Special/SuperNatural Weapons

Empathic Absorption: Absorbs its victims one skill at a time, until the victim is nothing more than a faceless husk. 3D6 damage per round while in a Faceless Ones Grasp.

Dark Conspiracy Tie-In

Twisted Vampire myth or some kind of Soul stealer myth.

Scarabus

Strength 15
Constitution 12
Agility 10
Intelligence 9
Education 11
Charisma 11
Empathy 7
Initiative 4
Move 3/10/20/35
Skill/Dam 6/2D6
Hits 45/90
Appear 1-2

Notes

Scarabi are demonic (2 1/2 m tall, red, with horns) creatures that give wishes in exchange for something the summoner has. However, the wish is not always what is expected. They often use Human Empathy and Project Emotion to look benevolent.

A Scarabi can best be killed by being Tied up with silver thread and buried for 24 Hrs

Natural Weapons

Claws, scale hide armor

Special/SuperNatural Weapons

In exchange for a wish, it can take the victims “soul”, one of the victim’s senses, or the life of someone close to the victim. Have Human Empathy and Project Emotion.

Dark Conspiracy Tie-In

Djinn myth or summoned servant demon myth.

Wraith

Strength 13
Constitution 14
Agility 11
Intelligence 9
Education 5
Charisma 7
Empathy 10
Initiative 2
Move 2/7/13/25
Skill/Dam 6/2D6-1
Hits 30/60
Appear 2D6

Notes

Wraiths are awakened dead-apparitions, appearing like twisted, rotted and torn corpse, usually summoned by a minion or a Dark Lord to perform one task.

Natural Weapons

Claws

Special/SuperNatural Weapons

Dimensional Walk

Dark Conspiracy Tie-In

They are servitor creatures to the minions.

Ghoul

Strength 11
Constitution 9
Agility 7
Intelligence 3
Education 1
Charisma 1
Empathy 3
Initiative 4
Move 2/7/13/25
Skill/Dam 5/3D6
Hits 40/80
Appear 3D6

Notes

There are two types of Ghouls: (1) one eats flesh of the dead (2) one that eats flesh of the living. They are usually savage, zombie-like sometimes misshapen beasts. The most effective way to kill a ghoul is to severe the spine from the skull to kill.

Natural Weapons

Claws, teeth, some with scale-like armor

Special/Supernatural Weapons

Dead-Eaters have Necroscope abilities.

Dark Conspiracy Tie-In

Cannibal myths or grave-robber myths. These ghouls can be played as the standard Cthulhu-type Ghoul. They can be expanded so that one can become a ghoul by being bit or by performing some evil act.

Lost Soul

Strength 2
Constitution 6
Agility 2
Intelligence 9
Education 6
Charisma 12
Empathy 12
Initiative 3
Move 60
Skill/Dam 3/1D6
Hits 20/40
Appear 1D6

Notes

A Lost Soul is as disembodied empathic impressions or souls, that can only be contacted by mediums or necroscope

Special/SuperNatural Weapons

Human Empathy, Dimensional Walk

Dark Conspiracy Tie-In

Any ghostly myth.

The Others

Strength 17
Constitution 10
Agility 7
Intelligence 5
Education 2
Charisma 2
Empathy 5
Initiative 5
Move 2/4/8
Skill/Dam 3/2D10
Hits 60/120
Appear 1

Notes

Shambling Octopus-like land-creatures, the Others are near-mindless creatures that devour flesh and life-force. The problem with them is that they eat any flesh, including minion flesh. The Dark Lords use the Caretakers to control them.

Natural Weapons

Tentacles, multi-attacks

Special/Supernatural Weapons

Almost always accompanied by Caretakers

Dark Conspiracy Tie-In

Dark Lord corrupted Slithers or some relative to the Slithers.

Ravagon

Strength 12
Constitution 11
Agility 8
Intelligence 6
Education 5
Charisma 6
Empathy 4
Initiative 4
Move 3/10/20/35 ([Flight])
Skill/Dam 8/2D6
Hits 30/60
Appear 1D6

Notes

Demonic creatures with wings that act as direct servitors to some Dark Lords. Those that are high up in the ranks are called Chosen.

Natural Weapons

Armored Skin, Talons, Wings. If a “Chosen” Ravagon, can have Empathic enhanced Armor-skin.

Dark Conspiracy Tie-In

They can perhaps be relative to the Ravagers, or Gargoyles or some combination.

Shaden

Strength 7
Constitution 5
Agility 8
Intelligence 6
Education 5
Charisma 5
Empathy 7
Initiative 3
Move 5
Skill/Dam 5/2D6 p Round
Hits 75/150
Appear 1

Notes

Shaden are corrupted creatures from other protodimensions already conquered by the Dark Lords. They appear as floating and sprawling black masses of ooz.

Natural Weapons

Acidic Attack

Dark Conspiracy Tie-In

Black-Tar monsters or the Blob – type of horror.

Shadow

Strength 8
Constitution 10
Agility 8
Intelligence 7
Education 6
Charisma 4
Empathy 6
Initiative 4
Move 2/8/15/30
Skill/Dam 5/2D6
Hits 30/60
Appear 1

Notes

Shadows are just that – literally living shadows. The attack when a victim is alone, and are usually created by some minion or Dark Lord with a purpose in mind. They are the best Dark Lord agents for assassinations. However, they are extremely vulnerable to intense Light, especially Light with a high UV content.

Natural Weapons

They are usually created with a melee weapon.

Dark Conspiracy Tie-In

Dark lord assassin agents, any myth about shadows.

Skarth

Strength 12
Constitution 9
Agility 11
Intelligence 12
Education 2
Charisma 5
Empathy 6
Initiative 4
Move 15
Skill/Dam 4/3D6
Hits 70/140
Appear 1

Notes

The Skarth is an amorphous red-slime creature, appearing like long snakes 2 to 3 meters long. They feed on human blood, by coiling around a victim to suffocate him, then entering the orifices of the body to extract the blood.

Natural Weapons

Strangulation

Special/Supernatural Weapons

Empathic Attack to subdue its victim

Dark Conspiracy Tie-In

Any snake myth or even Vampire myth

Succubus / Incubus

Strength 12
Constitution 8
Agility 9
Intelligence 9
Education 8
Charisma 11
Empathy 3
Initiative 5
Move 2/8/15/30
Skill/Dam 6/1D6
Hits 40/80
Appear 1D6

Notes

The mythical creatures that can shape-shift as a female or a male that drain the life of a victim. They are demons, in reality, adapting to the surrounding to feed on lesser being.

Natural Weapons

Claws

Special/Supernatural Weapons

They can use Empathic Seduction through Human Empathy. They also can shape change to change into an attractive version of the current dominant species.

Dark Conspiracy Tie-In

Any demonic or Vampire myth.