Professional Documents
Culture Documents
3 Vision – The creature sees with sound, uttering a 2 Scent Chatter – The creature communicates by
constant and irritating chatter, hum or buzz that permeates emitting and sniffing odoriferous scents. The physiology of the
and echoes in every direction. While the creature can make creature makes such scents: 1 – undetectable, 2-3 – offensive,
perfect sense of the noise, it has a tendency to distract and 4-5 – pleasant, 6 – arousing – to humans smelling the passing
confuse those not adapted to sonic vision. communications. The creature has a keen sense of smell, but
scent chatter can become disrupted by overpowering odors,
4 Blast – The brutish horror emits a pulse of sound especially artificial ones.
outside the normal hearing spectrum of humans, with such
precision and force that it shatters glass, masonry and bone. 3 Sonic Chatter – The creature communicates
through a super- or sub-sonic chatter. As well as a means of
5 Quake – The horror appears to pulse and vibrate communicating, the chatter supplements the creature’s senses
from within, channeling a sickening thud of sound through its with echolocation (like a bat). Creatures with this ability favor
feet into the ground. As the sound quickens, the floor begins to cavernous, but ultimately enclosed, spaces for hunting and
shudder and quake, vibrating with such violence that those nesting, avoiding the damping effects of the open air or the
without something to hold on to stand every chance of falling disruptive confines of tight passageways.
over flat on their faces, unable to get up. Intentionally falling
prone helps, but limits field of vision and fire. 4 Kaleidoscope – The entity communicates
through a complex light display, flickering pinpricks like a
6 Disrupt – The creature emits a screeching sound swarm of fireflies conveying a wealth of information. The
on the limits of hearing that progressively degenerates the entity may have keen vision, but also might have a specialized
structural integrity of living matter. Cells begin to break down, receptor – like a large Cyclops-like eye or a gem-like extrusion
causing surface and sub-dermal bleeding, pain, disorientation, in the flesh of its torso. Flares or flash bombs blind the chatter
blindness, vomiting and, ultimately, death. and cut off all communications, possibly temporarily
overloading any specialized receptors as well (although even
3-4 VOICE horrors of animal intelligence will get wise to this tactic and
‘close’ their eyes, cutting their chatter, when in the presence of
1 Heat Chatter – The horror communicates by pesky meddling prey).
altering, and perceiving, changes in the pattern of heat in the
skin. As a positive side effect, this makes it far more effective 5 Spray Signal – The horror communicates
at seeing differences in heat signatures amongst non-horror through a close-range vapor-spraying gland. The vapor
6 Pliable – Much of the creature’s bone is more like 5 Boneless – The entity lacks any sort of internal
cartilage, bending and flexing, but very strong. The creature skeletal structure, like some massive amoeba
moves with incredible bounce and flexibility, and can squeeze
through narrow gaps, vents and pipes with ease. 6 Artificially Enhanced – Whether a
development by the horrors or some masterful manipulation
5-6 SKELETON ADAPTATIONS of their species in the past, they now have a highly modified
and enhanced bone structure made: 1-2 – from adaptive, self-
1 Cage – The horror has a massively distended rib regenerating micro-entities, 3-4 – from a nearly indestructible
cage or belly, made from thick, arcing bones. It can keep metal-plastic polymer, 5-6 – from star-heart dense super
prisoners trapped inside this containing cage, ideally subdued. materials that generate an unsettling micro-gravity field that
The horror can open and close the bars of the cage at will, and draws prey toward the horror without any thought or
less subdued prisoners or rescuers will find the bones tough compulsion.
but breakable.
1 Spittle – The horror drools and expels strings of The horror may place itself in a situation where this might
glistening spittle. more readily happen, but cannot voluntarily generate or exude
this fluid otherwise.
2 Urine – The creature urinates freely as it battles
or purposefully aims it into the faces of opponents in an 1 Semen – The horror ejaculates, whether due to
attempt to blind them. excitement or the accidental slicing of the extraterrestrial
version of a testicle.
3 Feces – The horror leaves disgusting mounds of
steaming manure in its wake, peppered with fragments of 2 Tears – Pain, fear or anguish causes the horror to
dismembered victims and thick with: 1-2 – strange iridescent cry tears of a strange and insidious fluid.
maggots, 3-4 – buzzing and biting flies, 5-6 – a foul colored
mucus that stinks like rotting flesh and causes burning 3 Pus – Attacks that tear or puncture the creature’s
irritation if touched. skin cause sub-dermal reservoirs of thick, bubbling pus to
ooze or spray out.
4 Ink – The creature possesses a defensive
mechanism like an octopus or squid, expelling a cloud of 4 Blood – If you prick us, do we not bleed? Better
sticky, blinding ink into the faces of enemies and attackers. yet, do we not spray slow-mo arcs of frothing ichor in every
direction?
5 Sweat – The entities skin shimmers and steams
with a glistening layer of iridescent sweat. When it strikes or 5 Bile – The entity coughs and wretches up gouts of
moves about, gobbets of sweat slather off and linger as a mist bile from deep down inside.
in the air.
6 Milk – Fear for young or feeding juveniles means
6 Vomit – The entity can voluntarily disgorge the lactating members of the horror swarm hang heavy with
partially digested food in a spray or as a particularly rank nourishing milk.
projectile.
10
11
12
1 Petals – The creature has skin like fleshy petals. 5 Molten Slag – The entity’s surface gives off a
The petals effectively function like disposable armored plates, dull glow and a wash of heat haze. Somehow, the entity draws
their fleshy thickness absorbing impacts and ablating bullets. heat from the ground or the air around it, and that heat pushes
Under certain conditions the petals provide an advantage in out through the surface of its silicon-based body. Touching the
stealth and hiding. The creature exudes a foul but intoxicating surface causing burns and flammable material may catch fire.
odor that causes: 1-2 – nausea and light-headedness, 3-4 – The heat draw from around it might effectively surround it
drossiness and poor concentration, 5-6 – confusion and with a sphere of biting cold, to which the heat renders it
disorientation. immune.
2 Leaves – The horror looks like it might have just 6 Ooze – The creature’s skin glistens with a strange
rolled down a hill in the autumn or dragged itself out of a slime, allowing it to squeeze through narrow spaces and glide
bush. In natural environments, the leafy surface of the horror across the ground, like skating on ice. The oozing makes the
allows it to blend in and employ incredible feats of stealth. The creature near silent while moving and fiendishly hard to grab
thick leafy layer cushions impact attacks against it. Engaged in hold of or grapple in melee. The ooze also: 1-2 – makes it
a grappling attack, the leafy skin makes it possible for the impervious to water, 3-4 – makes it impervious to gas attacks
horror to stifle and surround prey, cutting off their ability to and loss of breathable air, 5-6 – makes it impervious to flame
breathe with mechanical assistance. or heat.
13
Rupturing the sacs with weapons might destroy the 5 Spray – The monstrous beast ejects a shower of
young or prematurely trigger their ‘birth’. Application of heat, liquid, through one of many orifices, showering anyone within
flame or corrosives might suffice to destroy the sacs outright. range with ‘birthing’ fluid. The fluid contains: 1-2 – parasitic
larval young, 3-4 – spermatozoa capable of fertilizing human
2 Grasp – The entities spread by grasping hold of bodies with animal genetic material (and not necessarily just
their prey and inserting fertilized eggs directly into their females), 5-6 – spermatozoa capable of mutating human DNA
bodies, usually through an existing orifice, but opting, if with horror nuclear genetic information capable of
necessary, for open wounds. After the gestation period the transforming all future progeny of that individual into human-
young: 1-2 – claws its way out, 3-4 – consumes the carrier horror hybrids. The potential may exist to stop the process
from within, 5 – latches on to and controls the carriers with deep cleaning, chemical scouring, burning or something
nervous system until maturity, then ‘sheds’ the shell, 6 – even more invasive and painful.
infects the carrier with a biological mutation that causes
14
15
16
17
18
19