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Roleplaying the Possibility Wars '"

•• 2
Creatures of Orrorsh
~••••••••••~ Compiled by the Sword of Sacellum

Apparition 8 Pelemafait 68
Asphiax 10 Pop Weasel 70
Bad Dream 12 Possessed Marsupial n
Blood Golem 14 Puppeteer 74
Bloodthorn 16 Quatulpi 76
Bloody Mary ]8 Rashnaya 78
Brllin Swann ..........•...•...•...••...•...•...•..•••...•...•....................... 20 Reapers Blossom 80
Candyman .........................................................•...•...•••..••..•• 22 Rotary Mower of Doom 82
Daemoff Bats 24 Sargasso Weed 84
Dark Stalku 26 Scarecrow 86
Den Mother 28 Screllming Blue Murder 88
Dmil 30 Snoer Tendrils 90
Diableros 32 Shadow Steed ••..••...••..••...••..••..••...••...•..••..••...••..•••.••...••..•...•. 92
Doctor's Little Helper 34 Shambler 94
Fecund Seeds 36 Skinwalker 96
Feral Furs 38 Skull Wonns 98
Cravespawn 4Q Spawn of Sabatl.ina ]00
Headhunter 42 Spulg ]02
Headless Shrieker 44 Sword 50141 ]04
He:raphim 46 TlluntoJ'S ]06
ld Wolf ............................................................•.....•....••.......••48 Teddy Bear of Doom 108
Kllngawere 50 The Blood 110
Killjoys 52 Throaths 1U
Knot Man 54 Tidal Tangier 114
Komodo Dragon ...........•.....•..•••..••...•...•...••...•...••..••...••.......• 56 Trachelsteph ]16
Llldoc 58 Tnle Rllkshasa ]18
Merskeleton 60 Ungren 120
Murder Mask 62 Unliving Occultist 122
Oraphim 64 Vaskk 124
Pariah 66 Whisperers 126

3
••
P"ul B"lYmo, Marc Brenowitz. La.rry Bucher,
Mark L CJla,nce, D.m Ch"pm~ Nicholu Corkigi"n, Steve
Crow, Grrg Detwiler, Adri"n Orne, Greg Fushtey, P"trick
F1"n"g~ Andrrw Fudes, Karl Hiller, R"ndle Hodge, Jr.,
Sun Holl.m(f. Steve Kenson. Michul M.loney, Sh"wn
Metc"U, Scott Mitchell, Chris J. Peddicord, Michael
Sh"nnon. Bill Smith, Ron Strong, Steve Tanner, Sam
Thornlon, Richard Tomasso, William C. Vaughn, Pete
Venlers, Jonathan Woodman
Design

Bill Smilh, Ed Slark


[)evelopmenl and Editing

Stephen Crane, Cathleen Hunler


Graphic Design

C.thlren Hunter
Graphics

Daved English
Cover Illustration

Marshall Andrews III, Paul D.ly, Tom Dow, Oilniel Gelon


Interior Illustrations

Greg Farshtey
Playtesting and Advice

Published by

."'l/I?
t.JliAMES~
RR 3, Box 2345
Honesdale, PA 18431

First Printing: March 1992

20574
~,TM and C 1992 West End Games. All Rights Reserved.

Angilf Uthoricrl. AysIe, B.f\lk Kuh, ~ Earth, Cosm, Coe.mvaw, CyberplpKy,


~ Drvlce. Dr. MobiUS,wutll M.an.Gospog. HNrtoltlwCoyotr, High l..Drd.
Infinivww, KaNW1l, LivJl'I8 und. MIIelsm:m. M.adstrom !lrid&'e, Nile Empire,
Nippon Tedl.Clrmnh. ~ Ardll"y, Pt.ibility IWdefs. f>oMibIhl:yStorm.I\wiblI-
Il:y War$, b~ ~S6Drm KniplS, Torg.-.i ttw T~ loKo"~ trMJnn..rks
oIWfSI End Games. <8, no .. nd C 1m Wet End Gamts. All R1pts~.

Publisher: D"-"iel Scott p..ller • Associate Publisher: Richud Hawnn


Editors: Greg Farshtey. Bill Smith. Ed Surk • Art Director:
Stephen Cr..ne • Graphic Artists: Cithleen H.. nler. John P....1Lon..
Sales Man..ger: Fituoy Bonlrtft • Sales Assistant: M",i.. Kammrirr·
Kun • Administrative Assist"nt: Jeff Denni•• Special Projects
Man"ger: Ron Seiden· Warehouse M"n"ger: Ed mil
Treasurer: Janrl Ricdo

. .·...·~4--------------------~
INTRODUCTION _
[_I he Gypsy seemed to sway in ,hythm, as if to a
long distant song. The Stann Knights observed
hereverymovement. Hereyes were closed tight,
the strain plainly showing on her forehead. The
laugh echoed throughout the room. "Avenge! Foolish
stormer, you will join your friend in death."
Kerrick's eyes widened. Emerging from the form of the
gypsy was a huge black shape with glowing crimson eyes.
woman began to hum softly, a distant melody Huge fangs seemed to glisten with unholy energies. The
that Kerrick the paladin recognized immediately. wolf-ereature leaped out at Kerrick, bowling him over
"By Dunad, the 'Glavariak.'" Kerrick saw the look of before he could even raise his hands in defense.
incomprehension on the face of his edeinos companion. "It The gypsy's body crumpled to the floor, but the other
was the battle hymn of House Liandar for five generations. Storm Knights were too shocked to act. As they looked on
Before the dark times ... no one but aneof my house would in horror, Kerrick screamed in terror and pain. He seemed
know it." to have been attacked by an invisible spirit form, for all they
Raj Stek understood. The whole purpose of this strange saw was Kerrick's body writhing, as if held down by a great
ceremony - a seance, her friends caned it - was to try to weight. Before their terrified eyes, a huge gash, running
contact Nunli, Kerrick's childhood friend who was killed from neck to waist, opened, clothes shredded by invisible
near this very spot just a few days ago. Nunli had been claws. As Kerrick desperately grabbed for his knife, he
investigating a particularly mysterious terror of Orrorsh. turned his head aside-a fatal mistakeas his throat opened,
He had been tormented by the beast, which he could only blood flowing freely. His body spasmed once and was still.
describe as a 'wolf of the night: Marie ran to the medium, while the others ran to Kerrick.
Kerrick's look of anticipation increased as the humming They acted as if whatever danger was present had left.
became louder. Kerrick's other companions were clearly Marie quickly reported, "The medium is dead." By the look
nervous. Dirk, the wise-cracking actor from Florida, was on Dirk's paled face, it was obvious that Kerrick was also
uncharacteristically silent. Ral Stek appreciated the change. dead.
The other two Storm Knights, Marie and Luis, seemed "This is beyond our abilities. Let us leave this accursed
ready to leap into battle. Ral Stek surmised that, as humans realm."
would put it, their hair was standing on end.
Suddenly, the humming stopped. The gypsy stopped
moving. Kerrick's impatience overtook him. "Nunli - is it The Sword of Sacellum
you? What happened? What evil fate befell you? Tell meso
I can avenge your past:' You now hold in your hands a great tool against the
The gypsy's eyes opened.. She stared blankly at Kerrick. Ecology of Fear. It has been gathered by us, the Sword of
Dirk muttered, "The front door's open, but nobody's home." Sacellum. Use this gift wisely, for many of us have died in
Kerrickshot a disapproving glance at his arrogantcompanion. bringing it to you.
The gypsy blinked once, twice, three times. A breeze The Sword of SacelJum is a Victorian secret society
seemed to sweep the room, its source unknown. They were dedicated to researching and uncovering information about
inside a sealed. room, a blessed seance room. Helpless to the horrors and Nightmares of Orrorsh. This book has been
whatever the gypsy brought through. Ral Stek thought she compiled by various members of the society, at great risk to
heard something move behind the gypsy, like a scratching our person. We have smuggled it out of the realm, and
on the floor. quietly distributed. it to known Storm Knights around the
The gypsy's stare turned from Knight to Knight, with no world, in the hope that you, the heroes of these Possibility
visible change in facial features. Finally, she returned her Wars, may find clues to help you overcome the Power of
gaze to Kerrick. A deep voice, that of a human male, came Fear.
from her mouth. "Kerrick, my friend. It is good to be in your As with anygroup forced tooperate insecrecy, the informa-
presence again. It has been difficult since my ... passing." tion contained. herein is only as reliable as the sources of that
The breeze picked up in strength, nearly blowing out information. One thing that has most assuredly madeOrrorsh
some of the dozens of candles burning on the table. Ral difficult to defeat is the fact that the horrors seem to lack any
Stek's warrior instincts warned her that danger was present. consistency of ability or method. We cannot be sure of any-
Strange happenings were nothing to take lightly in Orrorsh, thing when battling the power of the Occult - not even of the
for they certainly were a prelude to death, not knowledge. loyalty of our membership, so corrupting is the evil of this
Marie reached across the table, knocking over a pair of realm.
candles, as she grabbed Kerrick's arm. She pleaded. with
him. "Kerrick, we must end this now. The medium made no
mention of this breeze, of a spirit possessing her! We are in The Power of the Occult
danger. We must bring her out of the trance, now!"
Kerrick shook off her arm. "Nunli. Tell me what hap- All of the horrors of Orrorsh, from the most lowly crea-
pened so we can avenge you and put this horror to a stop!" ture of the sewers of Jakarta, to the Gaunt Man himself,
The gypsy's head rolled back, and a deep, malevolent draw their power from the power of the Occult. This warped

p 5
I'
and evil form of magic is what provides the sustenance for loathsome, hideous, evil, repulsive, repugnant, horrifying.
these creatures. and disgusting creatures ever created for a roleplaying
The Occult is extremely powerful, and equaUy evil. game. We weren't disappointed.
Those who have ventured down the road of magical re- This contest's submissions were creative, interesting.
search, no matter how noble their intentions, invariably unpredictable, and more than a Iittledisturbed. In all, 57 of
succumb to the powers of corruption and temptation. the 60 creatures in this book were the creations of our
We would warn all of you that Orrorsh is a place not to Infiniverse readers. Each submission included game stats, a
be ventured into without complete knowledge and prepa- description of the monster and its habitat and a rough
ration. Those who enter without forethought are merely sketch of the beastie in all of its glory. Those whose crea-
more grist for the mills of terror. tures West End's editorial staff chose for inclusion in this
Orrorsh, unlike the other realms on Earth, defiesconven- book received cash or game merchandise for their efforts.
tional military strategy. We fear that the only way to defeat At this time we would like to thank everyone who took
this realm of fear is to defeat the horrors, one by one, on an the time to make submissions for this book. Once again, our
individual level. It isessential that those battling the horrors readers have sent us some truly professional quality work,
sub;ect each creature to its True Death before it can escape flowing with creativity and intensity.
to the Waiting Village, or else all effort wiu be for naught. A Three creatures were chosen for special recognition:
soul which escapes, regardless of what befalls its mortal 1st Prize - "'Knot Man," by Patrick Hanagan
form, will Simply return in a new form, more powerful and 2nd Prize - "True Rakshasa," by Steve Crow
evil than before. It is to be a long war, indeed. 3rd Prize - "Feral Furs," by Pete Venters

This Tome's Origin Our Next Contest


This book is the resultof the second contest sponsored by Forour next Infiniverse contest, we have chosen Creatures
West End Cames and open to subscribers to our Infiniverst ofTharkDld. Based on the response for our previous contests
newsletter. We challenged our readers to devise the most and the nature of the techno-horror realm, we expect the

•• 6
next contest to be a spectacular success. Dream Attack
Forthoseof you who want to get in on future contests, the 2-Point Power
lnfiniverse newsletter is a monthly 12-page publication of Dream attack allows the horror to mentally attack an
West End Games, available at a cost of $25 for 12 issues. individual while they are sleeping. The monster uses its
Each month's issue includes rumors and dispatches Perception to hit in mental combat. The damage value of the
(mini-adventures), rules answers, and herald messages attack equals the horror's Mind; the victim uses his will-
(from various Storm Knight groups throughout the power or Mind to resist damage and all damage is applied to
infiniverse). Each month also has a special feature, provid- the victim's Mind as mental damage. A KO result places the
ing information on upcoming sourcebooks, new character victim in a coma for a time value equal to the creature's
templates that may be used, additional optional rules and Mind value. Four or more wound levels result in death.
other Torg-related goodies. The horror must be in physical contact with the victim,
The newsletter also includes an interactive campaign and the creature may only attack once per half hour of sleep.
setting. Each issue hasa response form so that gamemasters When attacked, the victim is placed in the "dream state,"
may write into West End and tell us what is going on in their which often seems to be a fantastic and psychedelic world
campaign: how well Storm Knights are doing in their very different from our own. The attacker is a virtual
adventures, what their High Lords are up to, and other representation of the host's worst fears.
significant events. At West End's offices, the data is com- Magic and miracles requiring only verbal manipulations
piled and entered into our computers, determining the can be used in the dream state.
course of the Possibility Wars. In short, the fate of the
universe is in our players' hands! For more information on Lie Detection
how and what the lnjifliverse is, see the upcoming lnfiniverse IJ2~Point Power
Update. Lie detection allows the horror to determine if someone
To subscribe, write to: is lying to itwitha power of Mind+5. Thepowerhasa radius
oflOO meters. If someone lies to the creature, it may track the
lnfiniverse subscriptions offending individual with a power of trick or Perception + 10.
West End Games
RR 3 Box 2345 Mind Leech
Honesdale, PA 18431 2-Point Power
Mind Ieee" allows the horror to absorb the Mi"d and
memories of the target. The horror must have physical
New Powers contact with the victim in order to absorb the abilities. The
power value isMilld+5.If the horror generates a power total
Several creatures utilize new powers. The powers are higher than the victim's Mi"d, the creature may absorb 1
described below. Mi"d point (the victim's Mi"d drops by one point). For
every Mind point absorbed, the horrorgainsonesk.ill add in
Animate any skill the victim has. If more than three Mind points are
3-Point Power absorbed, the horror gains all of the victim's memories. The
Animate allows the horror to give mobility to inanimate horror can never increase its Mind higher than the Mind of
objects, including corpses, trees, statues, furniture and any its victim. This power may only beused once per week. This
other object with "legs" that would allow movement. The power may be taken as a three-point power, allOWing the
power value is Mind+5; the horror may animate any num~ horror to use the power once every day.
ber of creatures or objects, as long as the weight value does
not exceed the power value. For each creature or object so Spiritual Destruction
animated, the creature must make a One--on-Many check to l·Point Power
maintain control of the beings; the base difficulty is6 for one The spiritual destruction power allows the horror to use
creature. The creature may animate beings for a range up to fear as a tangible force to cause mental darnageto a target. The
its power value. Animated creatures have a Dexterity, power's effect value is Spirit+ 15, and the power has a range of
Strength and Toughness equal to the power value minus 7, Spirit. The power causes spiritual damage (see page 1250f the
although they are immune to any mental attacks because Torg Rulebook). The target of such an attack may use faith or
they aren't independent beings, but extensions of the men- Spirit to resist damage.
tal will of the horror.

••
7
APPARITION

1~llnherd~ireIO
They are man-sized, stand- they actuaUy require this as
- - show her loy- ing about one and a half sustenance has never been
alty to the meters tall. The only por- determined.
Gaunt Man, tion of the beast's body that Apparitionsdo have one
the Nightmare is visible are their clawed weakness which may be
Sabathina has taken it upon skeleton hands. The face of exploited by particularly
herself to help reinforce his an apparition is forever hid- brave Storm Knights. A
presence on Orrorsh. To this den within the folds of its piece of pure, cold iron
end, Sabathina has called hood. thrust into their misty forms
uponthe forcesoftheundead The usual method of at- wiU disruptthern. Theyonly
from her home cosm of tack employed by an appa- way to send an apparition
Lereholm: apparitions. rition is to assume its mist to its true death is to cap-
Apparitions are ghost- form (dnnental Alteration) ture one and subject it to an
like entities, and are almost and then use its stenlth to elaoorate exorcism.

J
impossible losee in the dark sneak upon the victim. Gen-
(characters must make a eraUy, the only warning the Domain
Perception total against the victim gets is the sudden
creature'sstmfth total to see drop in temperature associ- Apparitions have been
it). When someone sees an ated with the apparition, but found in Sabathina's terri-
apparition, it appears as a by then, it's usually too late. tory around Majesticas well
vaporous humanoid wear~ Apparitions love the taste as the entire northeastern
ing a hooded cloak. The of blood and delight in rip- portion of the island and
lower half of thetorsoseems ping the throats out of their the western coast of Malay-
to be enshrouded in mist. victims to get it - whether sia. Theirfavorite hauntsare

-"""8~~-----------~
deep, dark forests and
swamps.
Sabathina usually re·
serves her apparitions for
specific targets, but she has
released at least one or two
for general havoc, in the area
immediately northeast of
Palembang.

Apparition ,tl
DEXTERITY 13 •
>c
Dodge 16, f1ighI15,
stealth 21, unarmed
combat 16
(J ~ "0" H::;;J

Gaea~~~
STRENGTH 15
TOUGHNESS 18
PERCEPTION 12
Tracking 15, trick 16
MIND 10
Test (15), willpower 20
CHARISMA 8
Taunt 15
SPIRIT 14
Faith (Orrorsh) 20,
intimidation 17, reality
IS
Possibility Potential:
some (18)
Natural Tools: Claws
(damage value STR+4/19),
supernatural flight (speed
value 15)
Power Rating: Elemental
alteration(mist)plus6points
(Cold aura suggested)
Corruption Value: 26
Fear Rating: 2 Orrorsh Realm
Suggested Perseverance
DN,16
Suggested Weakness:
cold, severe weakness to iron
Suggested True Death: SIZE REFERENCE
occult ritual (exorcism)

Discovered by
Nicholas Corkigian

~--------------------9:::·~"
ASPHIAX

The asphiax is "asphiax." this brilliant doctor to know


• .....-bom What this man, whose that one of them had es-
of the arro- name is now lost to the caped its holding chamber.
gance and de- winds, failed to realize was The amorphous devil
sireofabrilliant the nature of his universe, squeezed the breath and life
but quite demented scientist of his reality and axioms. out of him, then ned.
of Gaea.It is an infemal de- His research had over- The asphiax can only be
monol pure vacuum, a pr~ lapped into the realm of the perceived visually through
ence, conspicuous by itsap- arcane, the mystically ma- the use of true sight. Even
parent absence, that sucks lign and the baneful. And then, they are quite indis-
the life out of its preyslowly he was sorely mistaken tinct. appearing only as
and soundlessly. about the nature of the hazy outlines of human
Forty years ago, in the asphiax. As he culminated shape. noatingcalmly in the
world of Gaea, a young sci- his ritual, the sky screamed air.
entific prodigy labored over and split asunder, and The asphiax is always
his life's work in a private something altogether ... in~ alone, although they are
laboratory in London. He human approached, gallop- sometimes encountered in
had sought the secrets of ing through the ether like a the servitude of powerful
Life and immortality. great steed. sorcerers.
He believed that ifheper- Thesecreatures werede-
formed the proper proce- fined by the very absence of Domain
dures, he could distill and their being. Theasphiax are
harness the essence of life vacuum demons and inher~ These horrible creatures
-the blank and virgin soul, ently malignant. They can~ may be found anywhere in
noating free in Limbo - Rot be perceived by human therealm ofOrrorsh, in Core

_..
something he called the sense, so it was difficult for Earth territory near

...,..,....--------------~
10 ~
Orrorsh's boundary or on
Gaea, but they are always
found alone.
Asphiax
DEXTERITY 3
Stealth 25, unarmed
combat 15
STRENGTHl
TOUGHNESS 13 •
PERCEYTION 12 ,J
Evidence analysis 13,
...•
find 13, trick 16
MIND 14
Test 16, willpower 16
,I" ,...,
Gaea~~~
CHARISMA 9
Taunt 12
SPIRIT 9
Faith (Orrorsh) 12,
intimidation 12
Possibility Potential:
some (20)
Natural TooI~ vacuum
attack(suffocation,da~ge
value 19;expansion,damage
value 20)
Power Rating: 7
Cormption Value: 22
Fear Rating: 2
Suggested Perseverance
DN,19
Suggested Weakness:
containment within cold iron
cage
Suggested True Death:
exorcism
Note: In game terms, the
asphiax makes an attack Orrorsh Realm
against a target, using its UlI-
anned combat skill to hit, and
its vacuum attack to cause
damage. After a successful
attack, it has forced the air SIZE REFERENCE
from the lungs, and contin-
ues to do the same damage
(but rolling a new bonus
number every round) until •
thepersondiesortheasphiax:
is driven out of the lungs by
~king a TOllghness total of
20 or higher. It is also able to
"expand" its form.

Discovered by
Patrick Flanagan

~--------------------_
.........- 11
..
BAD DR

I~I
travels to the creature's the host takes on a virtual
-- Emybody
has had al brain stem. ow, it injects form that can battle the en-
least one bad occult-tainted chemicals tity with his own percep-
dream thai into the brain'sceUs, block- tions.
frightened ing the body's normal sen-
them out of a calm slumber. sory input, and sending its Domain
In Orrorsh, bad dreams are own outpullO the host.
much more frightening ... When the host falls Anywhere in the realm,
and deadly. The bad dream asleep the bad dream's but most often encountered
was a horror created by the haunting attack cycle takes in and around Jakarta. On
nightmare Ahjebax, as he hold. While asleep, the Gaea, the bad dream has
lingered in his "dream chemicals examine the only been reported in
state." subconcious. and alter the Victoria.
The bad dream's physi- brain'sdreamimages,fonn-
cal form is that of a gelati- ing the phobic entity which Bad Dream
nous pseudopod about an will haunt the host in his DEXTERITY 12
inch in diameter. The pseu- dreams until he dies or the Dodge 15, maneuver
dopod transports itself by bad dream suffers its true 13,stealth 16
manipulating its form into death. The phobia may take STRENGTH 1
a two and a half inch long any fonn, be it a large spi- TOUGHNESS]
coil, propelling itself much der, an asphyxiating eleva· PERCEPTION 15
like a worm. tor, a towering height, or a Find 20, tracking 16,
Most of the pod's exist- world of dark. The Dream trick 19
ence is spent looking for a mentally attacks the mind MI D16
host to infest. Once the pod of the host with its horrible Test 18, willpower 20
enters the host's body, it perceptions. In the dream, CHARISMA 5
___
, .,.,.... 1"IIa.
12 ~
Charm 8, persuasion
14, taunt 6 DOMAIN
SPIRIT 15
Faith (Orrorsh) 17,
intimidation 17, reality
19 (if Possibility-rated)
Possibility Potential:
some (20)
Natural Tools: Secreted
lubricant (adds +3 tosfealth), •
tendrils (damage value
,.il
STR+2/3), pseudo-pods •
(movement limit value 3) >0
Power Rating: Dream at-
tack (see page 7), plus 1
<i::,Ch ~ ~ ~

~
Corruption Value: 15
Fear Rating: 1
Suggested Perseverance
DN,14 Gaea Cosmo tff)
Suggested Weakness:
Sleep preventatives
Suggested True Death:
Defeating the creature while
in the "dream state" on hol-
lowed ground
Note: The bad dream at-
tacks in the following man-
ner: to enter a host, the bad
dream must make a stealth
roll against the victim; if the
roll is failed, the creature is
discovered.
The creature must then
make its way to the brain
stem, requiring a find roll
against a difficulty of 18
(makeone roll perday). Then,
the bad dream begins to take Orrorsh Realm
over the dream images ofthe
individual (this process takes
Iwodays).
Utilizing a sleep preven-
tative allows the host to stay SIZE REFERENCE
awake for one day, negating
the urge to sleep and thus
avoiding the bad dream. For
the first day, a willpower total
of 12 must be made to stay
awake. For each additional
day without sleep, add +2 to
the difficulty, and the host
suffers a -1 modifier for all
attributes and skills for each
day spent without sleep.
Outside of Orrorsh, the I I I,-
bad dreamgoes intoa period
• >lr

of donnancy. It may only


reviveifitretumstoOrrorsh.

Discovered by
Scott Mitchell

~--------------------
.......-- 13
.....~
BLOOD GOLEM~
~

v rr-~'..6lo-
J'
.....r'
I~I Abloodgolem be able louse Its drown al-
-- is two meters tack on the Storm Knight,
tall, shaped often drowning the indi-
like a man, vidual in blood. Damage
with no tea- from the drowning attack
turesexcept a pair of slitted continues until the victim
eyes. The creature is com- can make a high enough
posed entirely of blood Toughness total to throw off
which has been bonded to- the creature.
gether by magical means. With both fonns of at-
The creature's horrifying tack. blood from the crea-
demeanor has been known hue sprays over the entire
to frighten weak-willed Vic- area, often drenching by-
torians to death. standers in the disgusting
Although by no means substance. Those who have
numerous, they have been been sprayed by the blood
found in every comer of report thai it actually felt
Orrorsh, and the ritual that muchlikeasmallinsect,and
creates them is well known seemed to have a sentience
amongst students ofthe oc- of its own, "crawling" all
cult. Blood golems are ere- over the individual's body.
ated only through the most Blood golems are most
diabolical of occult rituals. commonly used assentinels
Blood golems can lash for specific areas, but they
out with powerful fists, but can be programmed to hunt
their most feared attack is down a specific individual
that of engulfing helpless orsimply let looseon a ram-
victims. in this attack, the page to wreak general
blood golem grabs at an havoc.
opponent, who will be
_._---.
."'"
caught unless he makes a
- •
Strength roll of 12. Mer the
attack has landed, the
golem's bloody body liter·
Domain
Blood golems have been
found throughout Orrorsh.
ally flows to both sides, al- On Gaea, they were first
lowing the creature to shove discovered nearJonestown,
its victim inside. Unless the and haven't migrated to

......
victim makes a Toughness other portions of the world.
roll of 13, the monster will

___, 14- - - - - - - - - - - - - - - - - ' ~


Blood Golem
DEXTERITY 8 DOMAIN
Unarmed combat 12
STRENGTH 15
Lifting 16
TOUGHNESS 16
PERCEPTION 10
Find 11, tracking 13
MIND 6
CHARISMA 2 •
,~
SPIRIT 8
Intimidation 18 •
Possibility Potential: >c
none {j ~ 'i0, H:;;;:}
NaturaIToolsFists(dam-
agevalueSTR+3/18),drown
attack (damage value 16)
Power Rating: 2
Corruption Value: 18
Fear Rating: 1
Suggested Perseverance
t:J
Ga.a Cosmo tl~
DN,13
Suggested Weakness:
holy water
Suggested True Death:
pour holy water over the en·
tire three-meter diameter
blood stain that remains af·
ter a blood golem is 'slain:

Orrorsh R.alm

SIZE REFERENCE

Discovered by
Gregory Detwiler

~'--------------------_'
........- 15
.
BLOODTHORN

Bloodthorns grow, their blood hunger ties. Fifth and subsequent


are evil plants grows and they begin to attacks utilize the "One-on-
made from the consumesmallanimals,and Many Table" modifiers.
weakest of cor· later, human beings. Even- If they go longer than two
Tupt souls. tually they reach a height of weeks without feeding. they
They are dispersed into the about two meters. seem togo into hibernation.
realm by the Nightmares in They appear as thorny and in two weeks produce
various ways, including be- vines, but a sickly white in two seeds. After the seeds
ing given away by mysteri- color, and very thin, as if are finished. the plant dies.
ous peddlers, being hidden they were dying. Afterfeed·
nearchildrens' playgrounds ing they tum pink and bloat. Domain
.,
'.
and other seemingly inno- They feed bydrainingblood
cent tactics. The seeds are through their hollow Bloodthomsare found in
about five centimeters indi- thoms. As soon as someone the forests of Borneo. but it
ameter, blood red in color. approaches this curious- is believed that the seeds
As the plants grow, they looking plant, the vines lash have been shipped to other
at first appear similar to out and attack. They can islands in Orrorsh, as well
immature rose bushes, but attack up to four times per as the Asian mainland and
grow terribly fast. As they tum with no attack penal- Japan.

II
16
Bloodthom
DEXTERITY 12
Dodge 14, maneuver
15, unarmed combat 20
STRENGTH 13
TOUGHNESS 13 (18)
PERCEPTION 7
Trick (20)
MIND 2 •
Test (25) •
CHARISMA 2
•.il
Taunt (25) •
SPIRIT 6 "C
Faith (Orrorsh) 10, (h~ H;;1
intimidate (25)

Gaea~~~
Possibility Potential:
none
Natural Tools: Fibrous
body(armorvalueTOU+S/
18>' thorns (damage value
STR+l/14l
Power Rating: lift drain,
plus 2
Corruption Value: 13
Fear Rating: 1
Suggested Perseverance
DN,15
Suggested Weakness:
none
Suggested True Death:
thoroughly salting the
ground where it grows
Note: Bloodthorns can
make up to four attacks
without penalty. If attack-
ing five targets, the One-
on-Many penalty is as if at-
tacking two targets; if at- Orrorsh Realm
tacking six, the penalty is as
if attacking three, etc.

SIZE REFERENCE

o;"""",<d by
Chris Peddicord

~--------------------_
.......- 17
..
BLOODYMARY
Bloody Marys close, the moan seems to be

[Ij]-- are evil crea-


tureswhotake
the form of
priests or
a maniacal giggle.
A bloody mary's main
weapon is fear, making full
use of their appearance,
priestesses of particular their spiritu/d destruction
faiths. They often imperson- power and their highintimi-
atemembersoftheSacellum. dation values to scare their
However, one dear distinc- victimstodeath. Thebloody
tion is that the horrors are mary seems to pick victims
unable to touch any objects at random, latching onto
of the faith in question. For another unfortunate one
example," bloody mary tak- once its work has beendone
ing the form of a SacelIum with the previous.
priest would be unable to Bloody marys are only
touch " cross. encountered in heavily
A bloody mary "PI""'" populated MeaSofOrrorsh.
as a human man or woman Once a bloodymary has tar-
of normal height dressed in geted an individual, the vic-
a priests' uniform. They tim will find herself persued
impersonate holy figures of until her death or that of the
many faiths. What has bloody mary. Bloody marys
earned them their name is prefer to target those with a
the endless sheen of blood high faith skill, especially
that runs down their face. that of the Sacellum, al-
emanating from just above though characters of other
the forehead. The blood Christian religions are also
runs over their clothing favored targets.
leaving a bloody trail in their Recently, bloody marys
wake. A bloody mary never have been spotted in the
moves faster than a steady Cyberpapacy - whether
walking pace, head slightly they have been sent there or
bowed and hands clasped they have merely followed
together in mockery of Storm Knights is unclear.
prayer. From a distance. However, their link with
they seem to moan softly, Malreaux's imagery serves
as if in constant pain, butup to intensify the French

•• 18
populace's fear of the
Church. Ina way, the stray- DOMAIN
ing bloody marys are ac-
tively aiding the cyber·
pope's efforts.

Domain
Bloody marys are found
only in urban areas of
Orrorsh. A small number
have been spotted in
CyberFrance.
BloodyMary
DEXTERITY 12
Dodge 15. maneuver
13, stealth 14
STRENGTH 9 Cyberpapacy
TOUGHNESS 9
PERCEPTION 14
Fmd 18. tracking 20.
trick (16)
MINOS
CHARISMA 6
SPIRIT 12
Faith (Orrorsh) 15,
intimidation 22
Possibility Potential:
some (45)
Power Rating: spiritual
tkstrudion (seepage 7), plus
1
Corruption Value: 16
FearR.1.~3
Suggested Perseveran~
DN:22
Suggested Weakness: Orrorsh Realm
items of the faith thecreature
is mocking
Suggested True Death:
held in church of a faith for a
full holy day
SIZE REFERENCE

Discovered by
Steve Tannn
~I --------------_
..
..........- 19
BRAINSWARM

In his castle at sists of hundreds of "brain begin to feed. If the insects


the southern cell" beings that begin to are discovered within two
tip of Majestic, nourish themselves on Ihe weeks of the queen's infes-
the mad host's brain tissue, taking tation, the victim can be
NightmareDr. over the function of the con- saved. As more tissue is re-
Sconce, perverted small in- sumed cells. The queen re- placed by the insects, the
sects to his warped ends. tains full conlrol of the host begins to feel more
Using his occult "tedmol· hatchlings. The second se- "displaced" from reality,
ogy," he altered. aphid fe.- ries of eggs are the winged and those around her no-
males, creating a new insect "warrior" aphids, who pro- tice strange mannerisms
species able to asexually re- teet the "brain hive" and and seemingly constant
produce and absorb knowl- begin hatching about three "waking blackouts" where
edge for their food. Using weeks after the initial infes- she is complete oblivious to
unwitting human volun- tation. everything around her. Af·
teers, the new aphid The victim will notice ter more than half of the
"queens" fed upon the brain several distinct develop- brain has been replaced
tissue of the subject, taking ments during the infesta· (four weeks after the initial
in the knowledge and char- tion of the insects. When infestation), the victim is
acter of the host. the queen enters the host. under the full control of the
When placed in the ear he will initially notice a deaf· queen.
of a new host, an aphid ness, as the queen quietly Once the winged war-
queen eats through Ihe but painlessly burrows riors have been hatched,
middle ear, arriving at the through the eardrum. With they can be sent to attack
brain stem. At this point, the first hatchling.. the vic- enemies - the insects pour
she lays her first batch of tim begins 10 feel increas- froma hole in theroofofthe
eggs. This first hatching con- ing headaches as the young mouth. The insects may be

..-..,...,....-------------------~
20 ~
killed by any means, but
the "brain" of the host will DOMAIN
continue to animate the
body unless the queen her·
self is destroyed.
Two weeks after the
hatchingofthe winged war·
riors, two new queens are
hatched, and soon depart to
infest other victims. After •
the queens have departed,
,.<1
the original queen and vic· •
tim,as wellasall of the other ~
insects, die. "G(h~ ~~

~tl
Domain
The insects have spread
from Castle Sconce,
throughout Majestic. Some
Gaea Cosmo
of the insects have been
found in Jakarta and
Singapore.
Brain Swarm
DEXTERITY 10
Dodge 11, flight 16,
maneuver 12, unarmed
combat 13 (warriors
only)
STRENGTH 0
TOUGHNESS 0
PERCEPTION 2
MIND 2"
CHARISMA 0
SPIRIT 0
Note: A "first genera-
tion" queen (one con- Orrorsh Realm
structed by Dr. Sconce) has
aMind of2; subsequentgen-
erations of queens inherit
the Mind value of the par-
ent queen.
Possibility Potential: SIZE REFERENCE
none
Natural Tools: Stinger
(damagevalue6,plusMany-
on-Qne value of multiple
stings)
PowerRating: mind leech
(see page 7)
Corruption Value: 12
Fear Rating: 1/2
Suggested Perseverance
DN,lO
Suggested Weakness:
none • ,,.
Suggested True Death:
death

......_-------------------_..
Discovered by
l.Jlrry Bucher

~ 21
CANDYMAN

candyman sionallya hidden shack, is its true demon form, will


is a particu- strewn with the bones and attackandcaprurethechild.
larly nasty Or- possessions ofchildren and A captured child is sub-
rorshan hor- reeks of death. jected to horrible psycho-
roT. Any child who ap- logical tortures, primarily
Thehideouscreaturesare proaches the seemingly to generate fear. Once the
always found alone. friendly entity is given a child has begun develop-
To the ordinary eye, a piece of candy and a small ing an immunity to the ter·
candyman appears to be a trinket of some kind - a rors of the candyman, the
normal memberofthecom- block, a wooden train, a child is slain. The abilities
munity in question. To a slingshot,orsoDleothertoy ofthecandyman are so pow.
person gifted withtTVt'sight, suitable to the child's inter- erfulthatifanalxiuctedchild
they appear as hideously ests. As long as the child escapes,healwaysretumsto
deformed humans with keeps the toy in its posses- the candyman, thinking the
long, sharp claws and sian. the child will think tortures only a "bad dream."
needle-sharppointedteeth. about the candyman and U the child throws away the
One can teU the passing ofa want to spend more time toy, the child is free of the
candyman by the sweet with "him." Once the child creature's grip.
odor that follows them eats the piece of candy. it Due to the obvious na·
wherever they go. will seem to become ob- tore of the candyman's at-
Thecreaturescreatealair sessed with the "strange tack. they normally must
just outside the particular visitor" and try to find his find a new community af-
community they have cho- lair and bring at least one ter abducting only a few
sen to terrorize. The lair. friend.Asthechildsearches children.
normally a cave. but occa- the area. the candyman. in

..·..,.."22,,....---------------------~
Domain
Candymen can found
anywhere throughout the
realm of Orrorsh, and due
to their dependence upon
the Power of Fear, seldom
venture beyond the bound-
aries of the realm.

Candyman It)
DEXTERITY 10
Dodge 12, lockpicking

~
12, maneuver 13,
running 15, stealth 14, ch ~ q '!;;;:}

to
unarmed combat 14
STRENGTH 12
Climbing 14, lifting 14
TOUGHNESS 12
PERCEPTION. G aea Cosmo ,jf~
Language 12, tracking
15, trick 14
MIND 10
Occult 16, test 12,
willpower 15
CHARISMA'
Charm 12
SPIRIT 8
Faith (Orrorsh) 12,
intimidation 10
Possibility Potential:
some (22)
Natural Tools: Claws
(damage value SIR+3/15),
teeth(damagevaJueSTR+21
14)
Power Rating: 3
Corruption Value: 15 Orrorsh Realm
Fear Rating: 1
Suggested Perseverance
DN,14
Suggested Weakness: a
child that is not afraid of it
Suggested True Death: SIZE REFERENCE
killed by the parents of an
abducted child

Discovered by
Andrew Frades

~'_---------------------23-·-·
~
Daemon bats structure isclearly made for providing an additional in-
-- are ho~ribly hunting, and they havesev- timidation factor for prey
rapacIous eral adaptions that are eenly (any creature that can see
predators of reminiscent of sharks. For those cold eyes is certain to
Gaea's Dark example, their huge jawsare be attacked for these crea·
Continent. They fly inflocks almostas longas their head, tures are experts at hiding
of 30 to 200. Carnivores, they and extend when feeding, their presence). Due to their
will consume anything enabling the bat to use all of excellent sonar abilities,
within the flock's flight its hard and sharp teeth. they can track prey easily
pa Ih, flaying their targets in Also like sharks, when a while remaining hidden, so
seconds and gorging them- front tooth is damaged, it is targets can be surrounded
selveson the blood and bone soon replaced by one fur- by an entire Rock and not
marrow. Daemonbats have, ther back. Their bodies are know of the coming attack
on occasion, consumed en- sleek and well-muscled, until it is too late. Victorians
tire villages. and their agility in difficult have only one warning of a
Ph ysically, the creatures Rying cond itions, such as in coming daemon bat attack
bear a strong resemblance a dense jungle or (orest, is - the jungle around them
to nannal bats, except fOT amazing. Their bodies are immediately becomes si-
their huge size, measuring covered with thick, wiry lent, as all other creatures
about half a meter long and black fur, providing excel· try to find a safe hiding spot
with a wingspan of nearly a lent night cover. Their blood from the horrible beasts.

....,
full meter. Their physical red eyes gleam in darkness,

~-------------------,....
24 ~
Domain
Daemon bats thrive in
lush. tropical regions. On
Gaea. they are found in the
Congo. These horrors have
both migrated over to Earth,
and new members of the
species have been created
in the axiom wash. Colo-- •
nies of the ravenous crea· ,.I)
tores have been recorded •
on Borneo and Celebes. ~
Daemon Bats {j~~ ~~

t;j-:I
DEXTERITY 9
Dodge 11, night 13,
stealth 14, unanned
combat 14
STRENGTH 11 Gaea Cosmo
TOUGHNESS 8
PERCEPTION 7
Find 14, tracking 16,
trick 8
MIND 4
Test 9, willpower 12
CHARISMA 5
SPIRIT 5
Intimidation 15
Possibility Potential:
some (85)
Natural Tools: Fangs
(damage value STR+5/16),
wings (speed value 13)
Power bting: 1
Corruption Value: 17
Fear Rating: 1
Suggested Perseverance Orrorsh Realm
DN,19
Suggested Weakness: fire
Suggested True Death:
amputation of wings and in·
~tion SIZE REFERENCE

......' -----------------_..
Discovered by
Patrick Flanogan

.........- 25
DARK STALKER

l,.( 4,
~'~A
%:. ;"'.//~~"
~/

take up residence in towers and understanding most


or the upper floors of human languages, and of-
the most vi- abandon ned buildings. ten use pyschological at-
cious preda- They are nocturnal, and tacks on humans.
tors of Or- sleep dUring the day, hunt· Dark stalkers havea strict
rorsh. The Victorians have ing only at night. Their prey social structure amongst
myths of the beasts, and in can be almost any type of their own kind, with large
fact, the creatures are the creature, with a preference communities numbering up
main danger in several for cattle and horses in ru- to 150ind i vid uals. The lead·
modem "myths'" of heroes ral areas, or dogs and zoo ~ have strict control over
who have explored Gaea. animals in urban areas. the targets chosen by dark
The populace, by and large, While they don't eat hu- stalkers, and the tenor is
doubts the existence of the mans for food, they do ter- planned so that it creates
beasts, and due to the crea- rorize them for the sheer maximum honor in the re-
tures' secrecy. they have pleasure that their fear prtr gion. Those who violate the
been able to hide their true vides. structure are considered
identity. The creatures nor- Dark stalkers are often rogues, and are hunted to
mally act of their own voli- magic users, with detailed their death.
tion, but some have been knowledge of occult ritu-
called into service by the als; many older dark stalk- Domain
Nightmares. ers have learned and cr~
Dark stalkers prefer ur- ated magic spe:Us. 1l\ey are Dark stalkers can be
banized areas, and nonnally fully capable of speaking found anywhere inOrrorsh.

•• 26
but they are normally only
encountered in large urban
areas.
Dark Stalker
DEXTERITY 11
Acrobatics 13, dodge
14, rught15,long
jumping 13, maneuver
14. stealth 16. unarmed •
combat 15 ,J
,
STRENGTH 12
TOUGHNESS 13
.,.
PERCEPTION 8
Alteration magic 12,
{j~ ~ H::;;}

Gaea~~b
find 12, divination
magic 12, tracking 12,
trick 13
MIND 10
Apportation magic 13,
conjuration magic 11,
occult 16, survival 12,
test 15, willpower 14
CHARISMA 7
Taunt 9
SPIRIT 7
Faith (Orrorsh) 8.
intimidation 12
Possibility Potential:
some (45)
Natural Tools: Claws
(damage value STR+4/16l,
tough hide (armor value
TOU+3/16), wings (speed
value 10)
Power Rating: 4
Conuption Value: 14
Fear Rating: 1 Orrorsh Realm
Suggested Perseverance
DN,16
Suggested Weakness:
daylight
Suggested True Death: SIZE REFERENCE
death by magic weapons

DiscootrM by the
Sword of Sacellum

~'---------------------'.
~ 27
DENMOTHER

-
.'
.---=::::
\
1 ,I / ~.

IL/

Den mothers which have been uncovered murdering the entire fam-
-- are horrible proved to be in charge of ily while everyone sleeps.
creationsofthe small groups of other mon- While they are not espe-
Nightmare sters, especially "the chil- cially powerful, den moth-
• Punch. They dren" (see page 100 of the ers possess a high degree of
appear as normal women, Orrorsh sourcebook). In this intelligence and cunning.
usually middle-aged or capacity, the creature orga- Rather than fight-den moth-
older. In Victorian con- nizesand directs the unholy ers, once discovered, prefer
rrolled areas, such as ew activities of its br'OOO. The to flee and set up shop in
london, they take the form most terrible aspect ofa den some other community. If
of Victorian or Indonesian mother is the sickly sweet forced into combat, a den
women. devotion it shows to its mother will use its powers
Den mothers are seem- charges, giving the mon- to attack and defend while
ingly kind and gentle, but sters praise and treats for trying to escape.
this is merely a fac;ade for especially hideous acts, as if
their true evil. Den mothers they were lovable children. Domain
have not yet migrated to The creatures have also
other realms. but with their been known to hire them- Found in unassuming
high Possibility potential, it selves out as nannies and households throughout
is likely that they will even- housekeepers. They will Orrorsh.
tually venture to other aT· serve their victims faithfully "Don't trust the baby-sit-
eas of the world. until trust is gained. Then, ter - CACKKK!"
The few den mothers the den mother will strike,

. . -.=--------------------~
28 ~
Den Mother
DEXTERITYS
Dodge 9, kxl<pklcing 10,
melee weapons 9, stealth
11
STRENGTHS
TOUGHNESS 9
PERCEPTION 12
Find 13, trick 14
MlNDtO •
OceuIlll
,t!
CHARlSMA9 •
"0
Charm 18, persuasion 18
SPlRITI0
Faith (Orrorsh> 15.
CJ~ ~ H:;;}
intimidation 11
Possibility Potential:
some(t2)
Equipment: Huge knife
(damage value STR+4/12)
Power Rating: 3
to
Gaea Cosmo tI~
Conuption Value: 20
Fear Rating: 2
Suggested Perseverance
o ,18
Suggested Weakness:
none
Suggested True Death:
anointing the den mother's
forehead with the tears of an
infant

OrrolSh Realm

SIZE REFERENCE

Discovered by
MQrk L. Chance

~'---------------------'
..........- 29
.
DEVIL

This monste, while many of them have desire to spread fear

[Ij]
-- was a predict-
able result of
the Possibility
Wars, as it re-
sembles the classic "devil"
supernatural powers with
which to kill victims, they
prefer the coup de grace be
made with their razored
claws.
throughout human com·
munities. Sometimes the
devil will even remain in
the area to see the reaction
of those who discover the
ofoccult movies, novels and Devils normally taunt remains.
pop culture. Equipped with and intimidate their victims Almost all devils arecre-
sharp claws on hands and before attacking. They truly ated or summoned (no one
feet, homs protruding from enjoy tonnenting the targets knows for sure) by Night-
its head, and razor-sharp beforeany injury is inflicted. mares, and are bound to
teeth. It is a fearsome mon- Even when they have in- honor their commands.
strosity. flicted injury, devils show Many Nightmares free the
Devils can take any color, their cruelty by physically devils fora timesothat they
but are most often rect black torturing victims while they may spread mayhem. but
'" ash grey. They stand any- are injured and helpless. they arecalled upon forspe-
where from about one and a Most of their victims are oal acts: Nightmares often
half meter5 to well over three found covered with ruts, send one or more of these
meters tall. Strong and. sturd Y punctures and mutilations. beasts to dispose of effec·
creatures, they can rend flesh Often, the creature will de- live religious leaders and
and metal alike with ease. vour part of the victim, not powerful holy men who are
The creatures live exclu- so much due to a hunger for proving partirularly trouble-
sively off fresh kills, and human flesh, but for the some.

..._.,."....----------------~
30 ~
Domain
Devils can be found
throughoutOrrorsh, but the
majority of them have been
spotted on Java, Sumatra/
Majestic, and Malaysia.
They can be found any·
where on Gaea.
Devil
DEXTERJ1Y12
Dodge IS, flight 17,
maneuver 14, stealth 14,
unarmed combat 15
STRENGTH 15
TOUGHNESS 17
PERCEPTION 15
Tracking 17, trick 20
MIND 6
Test 15
CHARISMA 5
Taunt 15
SPIRIT 13
Faith (0".",.10) 20,
intimidation 25, reality
I'
Possibility Potential:
some (35)
Natun.l Tools: Hom
(damage value Sffi+2/17),
claws (damage value
STR-><;/2l), teeth (damage
value Sffi+7/22)
Power Rating: 1-5 o
Corruption Value: 22
Fear Rating: 3
Suggested Perseverance Orrorsh Realm
DN,18
Suggested Weakness:
holy symools, sunlight
Suggested True Death:
occult ritual or exorcism
SIZE REFERENCE

Discovered by
Randle Hodge, Jr.
~I --------------_
..
........- 31
EROS

The Indian of Heketon. hypnotic powers to force the


tribes of the To this end, Ahjebax person to commit suicide.
Southwestern employs the diableros. Be- Diableros seem to enjoy
United States cause of their unique na- taunting humans; in the
have many ture, a diableros is never course of a raid, it will often
legends. One is that the spir- given a soul from the Wait- wait until it encounters
its, or manitous, of medi- ing Village; the soul that armed resistance and either
cine men who abused their inhabits a diableros is its slaughter the people or lead
great powers during life own. To date, only one of its pursuers a merry chase,
walk the earth in death. theoriginal sixdiableros has using its shape shifting
These manitous, the been destroyed, and none powers to ultimately es-
diableros,aredoomed loan have met their True Death. cape.
eternal quest to accumulate A diableros" power is in Ahjebax will use
that which they coveted in its eyes. With them it can diablerostorecoveretemity
life. hypnotizeothers. However, shards and other valued
As part of his overall its eyes are also its weak· treasures. If possible, a
plan, Ahjebax bound these ness. If blinded, it can only diableros will besent whose
diableros and used them to shapechange to make its es· obsession matches the type
wipe out the Amerindians cape. If thepowerof its gaze of shard, further torment-
on Gaea. He realized he is reflected back on it, it is ing the evil spirit.
needed normal-looking destroyed.
agents to accomplish his The creatures aren't shy Domain
own goals, induding the about being seen. If a
recovery of eternity shards, diableros cannot kill a tar- The diableros are com-
sohemightonedayviewith geted individual in a raid, monly found in Jakarta, or
the Gaunt Man for control it will find them and use its elsewhere in the province

: 0:-----------------,....
_00-:'
32 ~
that Ahjebax controls. 0c-
casionally, they are found
searching for eternity
shards within other areas of
Orrorsh or Core Earth.
Within the city or area they
are residing in, they will
dwell in the highest loca-
tion possible.

Diableros ,~
DEXTERITY 12 •
>;,
Acrobatics 13, dodge 13,
maneuver 13, running
15, stealth 16, unanned
{j~~ H:;;}

Gaea~~P
combat 16
SlRENG1H18
Climbing 20
TOUGHNESS 18
PERCEPTION 11
Alteration magic 16, find
13, tracking 14, trick 14
MlND11
C>ccuIt 14, survival 12,
test 18, willpower 16
CHARlSMA8
Taunt (14)
SPIRITll
Faith (Onor.;h) 15, focus
16, intimidation 15,
reality 15
Possibility Potential:
always
Spells:Orrorsh Amerind-
ianversionsoflightning,slow,
W<tIkness
Knowledges: Folk 6, in-
animateS Orrorsh Realm
Power Rating: 11 (com-
monly has hypnosis, magi-
cal resistance, resistance to
normal weapons, shape
change (crow or coyote) and SIZE REFERENCE
dark vision)
Corruption Value: 19
Fear Rating: 2
Suggested Perseverance
DN,16
Suggested Weakness:
any kind of blinding light
(flash bulb, sea'Ch light)
Suggested True Death:
having the power of its gaze
directed back at its eyes

Discovered by
Steve Crow

~'------------------"
'W""""""" 33
DOCTOR'S LITTLE HELPER

I~I
appears in a normal state with one mission - com·
-- Nothingrould
be more hor- and the machine's readout mit corrupt and wicked acts
rible than to go indicates that there is noth- until you are killed. Thus,
to a highly ing unusual. the number of corrupt souls
skilled. and re- In the coma, the patient in the area, as well as the
spected doctor for some se- has dreams with various fear, increases. Formerly
rious medical attention only choices: at each juncture, the upstanding citizens begin
to be the victim of the Power horror uses its persuasion to kill those around them,
of Fear. Thisdevice,created skill to influence the choice and more often than not,
by Skutharka and jokingly that leads tocorruption. The begin to study the occult
named the doctor's little Power of Fear responds to and recruit others to the
helper, does just that. each of these choices, cor· field. Someeven start secret
The helper appean; to be rupting the individual - societies to further corrupt
anold fashioned. electrocar- those that succumb to cor· those around them.
diogram machine (even ruption seem to be miracu·
down to the sweeping Jously cured of their ills; Domain
brushes and rolling paper). those that do not take the
Any patient attached to the path of corruption are often The helper can be found
device begins to have fe- killed by the machine. in many "modem" hospi-
vered dreams and falls into When the corrupted pa· tals in the Singapore area.
a coma; however, to the tient is disconnected from Sometimes there is more
outside world, the patient the helper, it leaves them than one of these creatures

.....,=-:34:--------------------'~
in a hospital. They can also
be found in a doctor's pri- DOMAIN
vate practice.
Doctor's Little Helper
DEXTERITY I
STRENGTH 1
TOUGHNESS'
PERCEPTION 10
Language 15, trick 15 •
MIND IS .~
Medicine 20, test 16, •
willpower 18 ~
CHARlSMAI2
Persuasion 18
~lj 'I IlW 'I '!;;;:}

Gaea~~P
SPIRITI4
Faith (Orrorsh) 22,
intimidation 20
Possibility Potential:
some (15)
Power Rating: Dream at-
tack plus 1
Corruption Value: 22
Fear Rating: 2
Suggested Perseverance
DN:15
Suggested Weakness:
none
Suggested True Death:
destroyed by the doctor that
uses it

Orrorsh Realm

SIZE REFERENCE

......' --------------------...
Discovered by
Andrew Frades

_.
~ 35
FECUND SEEDS

Fecund seeds claw, exploded. from either


-- were the dis- side of his torso. Two legs.
covery of Dr. each resembling the arms
WilliamSmith. that sprouted from his chest,
• a twisted indi- burst out from his pelvis.
vidual whosemind was only Cruelly strong beetle-like
open to the realm of the 0c- pincers. horrible gnashing
cult and things unearthly. jaws and a giant bestial cra-
The deranged man found a nium. bearing two bulbous,
gospog seed that had some- multi-faceted eyes, tore
how not found its way into from within him, the pin-
one of the 10,000 corpses cers tearing his head and
buried in the field, and he spine up from hisbody,and
somehow made his way then crushing his head like
back to his home. clutching a nut in a nutcracker.
the seed to his bosom. The Nightmare began
After several weeks of gathering the gospog seeds
twisted research, the and performed the occult
"good" doctor devised a ritual on each ofthem. Then,
ritual to alter the nature of it spread the terror by al-
the seed. With the ritual lOWing them to be "discov-
complete, a Nightmare, ered'" by an army surgeon
who had spent many hours as a cure for a skin disease
observing in spellbound si· provided that the seed was
lence, attacked. A few hours implanted under the skin.
later, the doctor awoke to The created creature
find the seed gone. tended seems to be a mindless
the wounds he had received beast, unthinking and
in the battle. and went to purely reactive. It attacks
sleep. any large living creature
Eight hours later, the that passes near it, and of-
seed cluster planted next to ten wanders, creating a path
his heart sprouted. of destruction. The crea-

.- Four two-meier long


arms, each tipped with a
single dagger-like hooked
tures are three meters tall,
and a glistening red in color.

•• 36
Domain
Fecund seedlings have
been discovered in some of
the stuartships between
sibolga and New London
on Majestic. They have also
been found on Gaea near
Jonestown. •

Fecund Seedling ,~
DEXTERlTYU
Long jumping 15,

>c
maneuver 14, stealth 14,
unarmed combat 14 {j~~ H:;j

t:J
STRENGTH 15
Climbing 16
TOUGHNESS 13
PERCEPTION 7
Fmd 9, tracking 9, trick Gaea Cosmo "l
(12)
MIND 3
Survival 11, test (25)
CHARISMA 3
SPlRIT6
Faith (Orrorsh) 13,
intimidation 15 (25)
Possibility Potential:
none
Natural Tools: Scaly hide
(armor value TOU+3/16),
pincers (damage value
SfR+S/2O), claws (damage
valueSfR+3/18)
Powers: Regeneration ()
Corruption Value: 22
Fear Rating: 3
Suggested Perseverance Orrorsh Realm
DN,15
Suggested Weakness:
Stymie weakness weakness
to water; bwying sprouted
limbs will prevent them from
regenerating SIZE REFERENCE
Suggested True Death:
Dropping a seed into holy
water; burying the deceased
creature in blessed ground
for an entire day and night
Third Prize

I~I fu~
When the fur senses an 0po- ing stare and a roar that
:.-- Fe,.1 (0'
'were-furs') portunity, it will twist the sometimes sounds like a
takethefonnof wearer's vanity inloa mUT- woman screaming.
calf-length la- derousrage, persuading the Once the coat has
dies' or mens' woman to murder a soli- 'welded' itself to its wearer,
luxury overcoats, presum· tary stranger. it may only be removed by
ably made from panther This murder brings a an occult ritual performed
hide. After a coat has been minimal success in corpora- by the person dosest to her.
purchased, the coat will tion. The lady will kill again Theritual issoextended and
charm its wearer and most once every 18daysand with grisly that the performer
wearers start at friendly un- each successive kill, gain will probably be conupted.
less the coat was an un- morerorruption. The lady's
wanted gift (the coat may true form will increasingly Domain
onlychann when within five resemble a feline and she
feet of its wearer). The lady will begin to sleep in front The six existing furs have
will be persuaded to wear of hearth fires, take mid- been very successful dur·
the coat each time she ap- night walks, and spend ing the Victorian winters,
proaches it. hours preening. Upon but Majestic's climate has
When worn, the eoa t reaching superior success, sharply reduced their effi-
plays on the wearer's van- the coat cannot be physi· ciency. Two are known to
ity, persuading herthatoth- cally removed unless the be in New London (one re-
ers scorn her beauty. She true death is used. mains unsold) and a third
withdraws from society and Uponspectacularsucce5S, was stolen and rumors
those who love her, and the lady permanently trans- abound that it surfaced. in
becomes prone tospending forms into a three meter Hong Kong's black market.
all of her time at home. long black cat with a chill·

........':"::"'"-------------------~
38 ~
Feral Fur, Coat
TOUGHNESS 15
PERCEPTION 12
Find 15, tracking 15,
trick 14
MINOS
Test (6), willpower 14
CHARISMA 10
Charm 18, persuasion

22. taunl16 ,<9
SPIRIT 10 ,
Intimidation 14
~
{j~~ ~~
Feral Fur, Panther
DEXTERITY 12

Gaea~~
Dodge 14, long jump-
ing 15, maneuver 15.
running 14. stealth 16,
unarmed combat 17
STRENGTHU
TOUGHNESS 15
PERCEPTIO 12
Find 15. tracking 15.
trick 14
MINDS
Test (6), willpower 14
CHARISMA 10
Charm 18. persuasion
22, taunt 16
SPIRIT 10
Intimidation 14
Possibility Potential:
none
Natural Tools: Fur(annor
value TOU+l/1S), claws
(damage value STR+3/1S), o
teeth(damagevalueSTR+SI
17) Orror5h Realm
(Use the stats below for
both forms)
Power Rating: Attack
form resistarrce (fire arms),
plus 4 points. '"{ecHo,, is
never allowed.
SIZE REFERENCE
Corruption Value: 16
Fear Rating: 2
Suggested Perseverance
DN,13
Suggested Weakness:
lmrner.;ion in mud or filthy
water; distracted by mirrors.
Suggested True Death: If
the coat can be removed, it
must be wrapped around a
living big cat and set on fire.
Uthecoatcannot beremoved
freel.y, then the woman/cat
mustbe skinned, killingboth
the woman and cat.
Disco"",. by
Pde VL"rIters

~'---------------------'
........- 39
.
GRAVESPAWN

Gravespawn bubbles obscenely, and mune to shock and KO re-


-- ar~ hi~eous, gives off a foul odor of sults, and is immune to all
sohtarylDlmo- death. poisons and drugs.
bile creatures While the creature is im- The creature requires no
• often found in mobile, it is far from de- nourishment, and exists
graveyards and crypts. fenseless. The spirit still solely for the purpose of
They are created when a have much knowledge of causing pain and misery.
powerful and highly cor· the occult, and through its
rupt occultist dies - often special powers, uses ani- Domain
the spirit. rather than besent mated slaves to bring 0b-
to the Waiting Village, is jects to its burial site so that Gravespawn are found
simply reincarnated in its it may conduct occult ritu- in graveyards, tombs and
former body. now trans- als. These rituals are often crypts throughout Orrorsh.
formed by decay. disease used to provide defenses
and the power of the Dc· around the crypt, so often Gravespawn
cull. Storm Knights are severely DEXTERITY 0
The body of a grave- weakened even before they STRENGTH 0
spawn has been altered by come upon the crypt. In TOUGHNESS 14
the power of the occult, and times of crisis. the creature PERCEYI10N U
takes the form of a thick, can animate almost any in- Find 16. trick 18
fluid black puddle of ooze. animate object within its MIND 14
The form is no longer even range, including other Occult 20. willpower
man·shaped, but it is one corpses. tree limbs, statues 19,test17
coherent mass. It cannot and other objects. CHARISMA 2
move, but its entire surface The creature itself is im- SPIRIT 15

•• 40
Faith (Orrorsh) 16,
intimidate 20 DOMAIN
Possibility Potential:
some (18)
Note: Immune to shock
and KO damage.
Power Rating: animate
(see page 7), plus 5
Corruption Value: 25
Fear Rating: 2 •
Suggested Perseverance
,tJ
DN,15
Suggested Weakness:
>;,•
holy water ~(J~ IlW ~ 'i;;j
Suggested True DeaUt:
occult ritual, varies by indi-
vidual
tJ
G aea Cosmo o?fJ

Orrorsh Realm

SIZE REFERENCE

Discovered by
Ron Strong

~--------------------
.........- 41
......
HEADHUNTER

~
The head- and motion, the heads
-- hunterisa par. squirm and twist, trying
ticuIarlygh0ul- vainly to rip free from their
ish and revolt· fleshy prison. All of the
ing creature, heads mouth soundless
the creation of Dr. Sconce of screams, drooling bile and
Majestic. It is not known how saliva that mix freely as they
manyoftheseunholyterrors flow down ragged chins
e>cist - p"'haps three, P"'- and blood-eaked throats.
haps three dozen. The headhunter is cast
./ The headhunter is pieced into the jungle, where it
together from parts of dwells in miserable soli-
corpses. The basic compo- tude, venturing out only to
nent is a dismembered hu- feed. Headhunterscanonly
man torso, with human eat human flesh, and must
heads sewn onto the limb- consume a person every two
less trunk. Dozens of hu- or three days. After over-
man heads are attached, whelming a hapless man or
tongues lolling, sockets woman found meandering
squirming with sickly pale through the jungle, the
orbs, hair matted and filthy. manifold heads gnaw and
They are stitched to the snap at the corpse, quickly,
chest, stomach, back, neck greedily, wrenching long
stump and anywhere else wet strips of flesh from it.
Dr.Sconcedecidestofit one. At lhe completion of the
Someheadsaregroesomely feeding, it eats the head. The
decayed while others are headhunter lhen snakes off
less damaged, but aU are to its dank lair in lhe jungle.
frozen with expressions of Within a week of feed-
horror, pain and torment. ing, lhe creature sprouts a
As the searing occult new grotesquelymisshapen
power flows through the head, chillingly similar to
body, imbuing it with life the devoured head. glazed

•• 42
eyes alight with terror. The
head has faint memories of DOMAIN
its "past life" and is horri-
fied by its new existence.
Within a few weeks, itsloses
what semblance of self-
awareness it may have had,
and once again the
creature's only concern is
meat.

Domain
Headhunters are found
in the jungles of Sumatra
and Java.
Headhunter
DEXTERITY 8
Maneuver 9, unarmed
combat 11
STRENGTH 11
TOUGHNESS 9
PERCEPTION 9
Find 12,lracking 10,
trick 12
MIND 7
Test (16), willpower 10
CHARISMA 8
Taunt 16
SPIRIT 10
Faith (Orrorsh) 14,
intimidation 15
Possibility Potential:
none
Natural Tools: teeth
(damage value STR+4/1S)
Power Rating: 1 Orrorsh Realm
Corruption Value: 19
Fear Rating: 3
Suggested Perseverance
DN,22
Suggested Weakness: a SIZE REFERENCE
photograph or other image
ofanyone whosehead isnow
part of the creature
Suggested True Death:
killed by severing all of its
heads before it dies due to
injury

DisalVe'ed by
Patrick Flanagan
~I ----------~_..
.........- 43
HEADLESS SHRIEKER

Viii
I -- The headl~s
shriekerisnor-
maUy used as
a guardian for
dered to protect, with the
body slowly turning the
head back and forth so the
creature has a panoramic
a particular view of the area. Whenever
propertyoTsite, normally a anyone steps within 10
tunnel, cave, crypt, fortress meters of the creature, the
or other sensitive area. creature will step aside to
The appearance of this let the intruders pass, but
creature can be startling - the head will start toscream,
a human body carries as if in great agony. The
around its head, which is shriek is so frightful, that
completely animated. Usu- the characters must make
ally the eyes are rolled back, an opposed test or Mind roll
with small trickles of blood to pass the guardian.
rolling out of the eye sock· Headless shrieker are
ets. The bOOy is normally normally used by powerful
dressed in rags, or the cloth- occultists and others in-
ing the individual was volved with necromancy.
wearing when killed. Nor- They are created solely for
mally, thetypeof injury that guardianship, and if found
killed the person - bullet uncontrolled, it is merely
holes, cut veins and arter- because their master has
ies, impalement or other been slain.
fatal injuries - are plainly
visible through the tattered Domain
and blood.-soaked clothing.
The head and creature is Headless shrieker may
completely uncommunic- be found anywhere in
ative. It will simply stand in Orrorsh and Gaea.
front of whatever it was or-

'"'"
•• 44
Headless Schrieker
OEXTERITY8
Dodge 9, maneuver 9,
running 9, stealth 9
STRENGTH 8
TOUGHNESS 8
PERCEPTION 8
Find 9, tracking 9
MINOS
Test 25
CHARISMA 8
Charm 9, persuasion 9
SPIRIT 8
Faith (Orrorsh) 9,
intimidation 17
Possibility Potential:
none
Natural Tools: Shriek
(make opposed test or Mind
roD or be unable to pass)
Powers: magical resis-
tance, resistance to normal
weapons
Corruption Value: 10
Fear Rating: 1/2
Suggested Perseverance
ON,13
Suggested Weakness:
none
Suggested True Death:
occult ritual

Orrorsh Realm

SIZE REFERENCE

Dis<ove>-edby
Randle Hodge, Jr.
~I -----------_._•
.........- 45
I~I
around entity magic will them to decorate their terri-
- - Thehexaph;m
are a creation allow these creatures to be tory.
of the Night- detected.
mareToll,who When a hexaphirn is Domain
fancies himself killed but not subjected to
a student of religions. The its true death, it changes to The hexaphim are most
hexaphim are modeled on slone and shatters. The ani- common in ToU's province
Hindu temple statues, and mating soul remains with (in thedominantCore Earth
appear as three to four meter the largest piece for three area that spans the border
tall, six-armed humanoids. hours before it isswept back between Thailand and
Theycan be male or female. to the Waiting Village. Dur- Burma). He has sent some
with theirskinadeepred or ing those three hoUl'S, it is afield, ranging as far as
blue.1beireyesflame, bum· vulnerable to having its true Cambodia and Laos, and in
ing with unholy delight. death inflicted upon it. what ToU considers a spec-
The hexaphim are able The hexaphim prefer to tacular coup, he has sold
to change themselves into haunt abandoned. templed over 200f them on the black
statues of either stone or and ruins, where they use market as antiquities and
metal. While in statue form, their form change abilities souvenirs.
they are still able to per- to great advantage, slowly
ceive the world around stalking their victims. Some Hexaphirn
them. Use of true sight or hexaphim remove the arms DEXTERITY 10
divination spells centered of their victims and use ~aneuverll,~ee

_.~I~-- ~

46 ~
weapons 15, running 11,
stealth 15, unarmed
combat 15
STRENGTH 18
Climbing 20
TOUGHNESS 20
PERCEPTION 8
Find 10, trick (18) ,
MIND 15 ,
Test 20, willpower 18
,tl
CHARISMA 8
Taunt (15)
,
SPIRIT 8 >0
Faith (Orrorsh) 12,
intimidation 20
ch r:<;), H:;;}

Gaea~~~
Possibility Potential:
some (18)
Natural Tools: Thick skin
(armor value TOU+5/25;
flesh only), statue form (ar-
mor value TOU+l0/30),
claws (damage value
STR+3/21), fangs (damage
value STR+1/19). Ignores
multi-action penalty toattack
twice, but three or more at-
tacks invokes penalty.
Power Rating: elemental
a Iteration (stone) or elemen-
tal alteration (metal), plus 2
Corruption Value: 21
Fear Rating: 1
Suggested Perseverance
DN,14
Suggested Weakness:
Hindu holy objects
Suggested True Death:
Cast pieces intoa fire blessed Orrorsh Realm
by a Hindu priest

SIZE REFERENCE

Discovered lJy
Sean Holland
~I -----------_,_•

........- 47
IDWOLF

I~I The;dwolf~a
viduals who would gladly They also have a reputa-
-- "wild horror," trade their soul for an chance tion of eating spirit medi·
released from to exact revenge upon some- urns for breakfast; gypsies
the life foreeaf one or something. Others probing the spirit world for
dying marl- spring from thebrainsofpsy- contacts sometimes wind
men. The chaotic and devi- chopaths and deranged up recipients of an id wolf's
ous result is the id wolf, a amoral killers. hatred. Id wolves exist on
powerful and vicious entity The id wolves of these the same plane as lost souls
of pure hatred and desire. souls are similar to the per· (see page 105 of theOrrorsh
The id wolf is insubstantial, sonality of the individuals, sourcebook),and arerlrawn
existing largely on another but not identical. Those of to gypsies in the same lash·
plane and crossing over into occultists are methodical, ion. When contact is made,
the physical world in order with definite goals, while the gypsy may learn about
to achieve its ends. those of the pathological the wolfs true nature and
An id wolf usually exists killers are unpredictable purpose, as if she was ques-
to carry out the goals and and compassionless. They tioning a lost soul; however.
wants of the twisted mind are always confusing and this exposes her to attack
that spawn~ it. This can different from the person from the creature.
vary from killing a certain which they arean extension Id wolves, when per-
person (or just innocent of, and they are notorious ceived by their victims or
strangers, for that matter) to for their capricious behav· by hapless spirit mediums,
driving others mad as well. ior. Aboveall, theyarecrea- appearsas transparent dog-
Id wolvesarecommonly tores of whim, working to- like spirits, with fiery crim-
created from the minds of wards an eventual goal, but son eyes and huge fangs.
educated and powerful oc· sometimes in a seemingly They are visible only when
cultists, or embittered indi- insane manner. preparing to strike. When

............",...-------------------~
48 ~
they attack, they may use
either their spirit claws
(which do physical damage)
or their Spirit attack (roll
opposed Spirit totals, doing
spiritual damage).

Domain
Id wolves may travel •
from the spirit realm toany·
,J
where in Orrorsh or Gaea. •
~
To date, none have escaped
into Core Earth or other
realms. ,I" I~


Id Wolf
DEXTERITY 3
Stealth 25
STRENGTH 2
Gaea Cosmo /~
TOUGHNESS 15
PERCEPTION 12
Fmd 18, tracking 16,
trick 14
MIND 14
Willpower 21
CHARISMA 13
Taunt 15
SPIRIT 14
Faith (Orrorsh) 16,
intimidation 18
Possibility Potential:
none
Natural Tools: Spirit
claws (damage value
STR+12/14), spirit attack
(damage value 12)
Power Rating: 2 Orrorsh Realm
Corruption Value: 24
FearRating:3(tointended
victim); 1/2 (all others)
Suggested Perseverance
DN,16
Suggested Weakness:
SIZE REFERENCE
pronoundngitsmortal name
Suggested True Death:
occult ritual
Note: Id wolves are sum-
moned in the same manner
as LostSouls, and questioned
likewise. They are invisible
to all except to those they are
attacking,and thus havetwo
fear ratings.

Discovered by
Patrick Flanagall
4f!IIo'I, --:-:_1O
.-- 49
KANGAWERE f

I~I
devastating attack form, its hand gives the Kan-
- - The
were iskanga-
one of however, is the ability to gawere a +S for any combat
the horrors project a stream ofacid from attacks in the round it is
created by its nostrils. The add stream used.
Gmorph, the can hit singleopponentsup -Crushing two false-
nightmare attacking north- to three meters away_ The hopes in its hand simulta-
emAustralia.Standingalittle acid continues to do dam- neously gives the kanga-
over two meters tall and age for three rounds after were a roll again for that
weighing about 100 kilo- the initial hit unless the vic- round. It may not be can-
grams, kangaweres appear tim can find some way to celled by Possibilities.
to be nothing more than typi- wash the acid off. This - A falsehope may be
cal great kangaroos that in- weapon can only be used thrown at an opponent. If
habit all parts of Australia. five times per day. the missile weapons attack is
Only upon closer contact After battle, kangaweres successful, the falsehope
with these beasts is their remove the eyeballs of slain explodes, causing a dam-
true nature revealed. opponents and place them age value 20 (blast radius of
The pril1)ary unanned in their pouches. Theseeye- one meter).
attack of a kangawere is its balls are transformed over -A falsehope may be
powerful hind legs. lean- a week's time into "false- used as a spying eyeball.
ing back on its tail, the hopes." These objects may The falsehopecan rollalong
kangawerekicksopponents be used for any number of the ground or other surfaces
with tremendous force. It actions; when a kangawere at a speed value of 8, with a
can also swat foes with its uses one, it must decided maximum range equal to
mighty tail and bite with its which of the following o~ the kangawere'sMind + 10.
pointed teeth. tions it will use: If the kangawere holds an-
The kangawere's most - Crushing a falsehope in othe, falsehope ~
II
so
of its eyes, it can see every-
thing that the spying eye.- DOMAIN
ball does.
A kangawere nonnally
has four to seven fully de.-
veloped falsehopes.

Domain
Kangaweres can be
found in northern Austra-
liaand are making their way
south. Rumors of these
abominationsaretravelling
a lot quicker than the hor-
rors can, resulting in the
hunting and mass slaugh-
ter of nonnal Core Earth
kangaroos.
Kangawere
DEXTERITY 13
Dodge 14, long jumping
15, missile weapons 15,
unanned combat 15
(also used for breath
weapon)
STRENGTH 11
TOUGHNESS 12
PERCEmON8
Tracking 10, trick (13)
MIND 9
Willpower (12)
CHARISMA 7
Taunt OS) AUSTRALIA
SPIRIT 9
Faith (Orrorsh) 11,
intimidation 12 Orrorsh Realm
Possibility Potential:
some (7)
Natural Tools: Hind legs
(damage value STR+5/16),
tail (damage value SfR+3/
14), teeth (damage value SIZE REFERENCE
STR+2/13), acid stream
(damage value 20)
Equipment: 4-7 false-
hopes
Power Rating: 2
Corruption Value: 16
Fear Rating: 1
Suggested Perseverance
DN,14
Suggested Weakness:
none
Suggested True Death:
shot in the head with a
blessed bullet
~
KilIjoysappear some "tricks," while the vic· dom, in a drawn-out pro-
:.-- as human- tim is unable to run away. cess designed to instill ter-
sized clowns, Examples of tricks in· ror in all of the people
and dress in dude: present. Once the victim is
gaily, bright, • Reaching behind the dead, the killjoy will take a
multi'<'Olored outfits. 1lleir victim's ear and "finding" bite out of the corpse with
faces appear to be covered a large rat. its long. razor-sharp teeth.
with red and white makeup, • Perfonninga card trick At this point, it's job done, it
fonning a 1argesmileon their in which thecardsaredeco- will abruptly tum its back
face - in truth, this is the rated with drawings of the on its victims and walk
"natural" coloration of their victim being killed in a va- away. More than one kill-
skin. riety of ways. joy has fallen to a sudden,
Killjoys prey upon soli- • Hittingthevictim in the furious assault by a group
tary Victorians or small face with a pie filled with of frightened, but enraged
groups. As opposed to blood. Storm Knights.
many other horrors, a Notethat thesetricksare Killjoys never seem to
killjoy's "'reign of terror'" terrifying, but not danger- speak, although whether
produces a very small body ous. Killjoys will seldom kiU this is voluntary is un-
count. lone victims since it is es- known. They are generally
Killjoys tend to stay in sential that there bea survi- solitary creatures and are
the shadow until they spot vor to spread the word of only known to work with
a victim. They then use their the kill joy. When more than pop weasels. During the
hypnosis power to root the one person is encountered, day, they hide in deserted
person to thespot. Once this however, the killjoy may buildings, and fight furi-
is accomplished, the killjoy kill an individual. It usu' ously if discovered.
performs bizarre and grue- ally picks the victim at ran-
:::------------------~
_.-:.52 ~
Domain
Killjoys are found only
in seedy neighborhoods of
New london. Jakarta and
Singapore.
Killjoy
DEXTERITY 9 •
Dodge 11, meleerombat •
11. prestidigitation 16. ,J
,
stealth 16, unanned
combat 12 .>:,
STRENC1li13
Oimbmg 15, lifting 15
{jq ~ q f!;;j

~
TOUGHNESS 12
PERCEPTION 13
Fmd 15, trick 15
MIND 10
Test 12, willpower 12 G.e. Cosmo &1~
CHARISMA 10
Taunt 12, hypnosis 25,
persuasion 12, taunt 12
SPIRIT 7
Fa;th (Orror.;h) 12,
intimidation 12
Possibility Potential:
some (35)
Natural Tools: Sharp
teeth(damagevaJueSTR+3/
16)
Power Rating: hypnosis
plus 3
Conuption Value; 25
Feat Rating: 2
Suggested Perseverance
DN,15
Suggested Weakness: Orrorsh Realm
anyone who manages to
withstand killjoy's hypnosis
and who generates a presti*
digitation total of 140r higher
invokes a stymie weakness
- the killjoy will be totally SIZE REFERENCE
engrossed for one round,
plus for every subsequent
round as long as a successIul
trick is made against it (char-
actergets+Smodifiertotrick)
Suggested True Death:
Using a prop to kill the kill·
joy, for example: beating it to
death with its mallet; drown·
ing it with a seltzer bottle;
Hfinding" a knife behind its
ear and stabbing it to death

......' --------------------_..
Dis<:ovued by
Slwwn Metcalf

.......- 53
KNOTMAN First Prize

When children len pink tissue, throbbing immune to shock and KG


in Victoria mis- with veins bloated with the conditions).
behave, they blood of innocents. The The Knot Man is in con-
are frightened. body is reshaped into van· stant agony. TheGaunt Man
by their nan- aus stunted contortions, the makes a bargain with the
nies with ghoulish stories limbs being twisted into horror: if the Knot Man can
about the Knot Man. "The knots (giving it its name), find and drink the blood of
KnotMan willcalch you,and its posture becoming that 1,001 innocents (uncor-
twist you inside out," they of a hunchback. The Knot rupted persons), then he
whisper breathlessly, think- Man bleeds from every ori- will be released from the
ing the children foolish for fice: nose, mouth and ears. curse and sent on to his fi·
believing in such rubbish. Its eyes can't be seen due to nal judgement. Thecreature
They are \,VTOng. The Knot theconstantstreamofblood has one decade to fulfill the
Man is real. pouring from its eyelids. deal, or it will simply be
When the Gaunt Man This entire process is recycled as another cursed
becomes displeased with nightmarishly painful. and and pain-riddled horror.
oneal hisservants, he some- the High Lord insures that The Knot Man wiU attack a
times "rewards'" them with the victim remains com- "decent" person with the
the Knot Man's curse. In· pletely conscious for the intent of rending them in
stanUy, the person is liter- duration. This makes the two and lapping up their
ally twisted inside out so Knot Man almost immune spilled blood. Although an
that the outside is all swol- to all forms of pain (it is individual Knot Man can

. . . . .";"54;--------------------~
be destroyed, since a new
one is created immediately, DOMAIN
the people of Victoria gen-
erally believe that there is
only one.
The Knot Man is a being
of fear, hatred, disgust ...
and pity.

Domain

,il
The Knot Man travels
,
throughout the realm of >0
Orrorsh. {j (f "'W (f f!;;;;J

Gaea~(;Jb
KnolMan
DEXTERITY 9
Dodge 10, stealth 10,
unanned combat 13
STRENGTH 13
TOUGHNESS 16
PERCEPTION 9
Find 11, tracking 12,
trick 12
MIND 7
Test 14, willpower 19
CHARISMA 2
SPIRIT 10
Reality 14, intimidation
18
Possibilities: 14
Power Rating: 6
COmJption Value: 26
Fear Rating: 4
Suggested Perseverance
DN:24
Suggested Weakness:
holy water Orrorsh Realm
Suggested True Death:
occult ritual
Note: The Knot Man is
immune to all shock and KO
results.
SIZE REFERENCE

Discovered by
Patrick Flanagan
~'------------
..........-
__-----_'.
55
KOMODO DRAGON

~-=--...
--=

Befo,e the in- Iyzes anyone who fails to darkness). They are nor-

[Ij]
-- vas ion, the
Komododrag-
cns were the
largest living
lizards on Earth. When the
generate a Toughness total
of 20 or more. The victim
may attempt a new Tough-
ness roll against the diffi-
culty each round and re-
mally found alone, unless it
is mating season (where
they may be found in
groups of a dozen or more)
or there are new dragon
Orrorsh axioms washed mains paralyzed until suc- hatchlings, in which case
over Indonesia, these native cessful. The tentacles can one parent remains with the
reptiles transformed into sense motion around them nest while the other hunts;
wild horrors. and do not rely on the the weaker hatchlings aren't
Srrongerandlargerthan dragon's sight to target op- aggressive, and will fleeany
when they were part of ponents. The Komodo dra- danger (young hatchlings
Earth's reality, the typical gon will often use these ap- only have Dexterity 8,
Komodo dragon is now pendages to paralyze en- Strength 12 and Toughness
about five meters long and emies attacking from the 10, with armor TOU+2,
weighs about 220 kilo- rear and sides. claws at STR+l, teeth at
grams. Th~ir scales have Komodo dragons are STR+2and no paralyzation
hardened, providing better slow moving creatures attack)
annaT protection. (moving at a speed value n.
The most drastic, and These new creatures prefer Domain
deadly, physical change is large creatures for food, and
the appearance of several many have developed a Komododragons may be
two meter long tentacles ex- taste for human flesh. They found in any of the jungles
tending from the dragon's are active during both day o(lndonesia. They were not
back. These appendages and night, with excellent created intentionally, so
secrete a venom which para· night vision (no penalties in they are not under the con-

. . . . '56="'""-------------------'......
~
trol of the Nightmares.
TheKomododragonsare
adept swimmers and have
found their way into some
of the nearby realms.
sightings of the beasts have
been reported in parts of
Nippon, the Living Land
and Core Earth Australia.

,t)
Komodo Dragon
DEXTERITY 11
,
Dodge 15, maneuver 14, >0
stealth 17, swimming 20,
unarmed combat 16
ch"'W H:;}

Gaea~(;Jb
STRENGTH 19
Climbing 20
TOUGHNESS ,.
PERCEPTION 10
Trncking 13, trick OS)
MINDS
Tes' (8)
CHARISMA 5
Taunt (20)
SPIRIT 9
Faith (Orrorsh) 18,
intimidation 18
Possibility Potential:
some (25)
Natural Tools: Claws
(damage value STR+3/22),
teeth (damage valueSTR+5/
24), tentacles (paralyzation,
see note), hard scales (annor
value TOU+6/20l
Power Rating: 3
Corruption Value: 15
Fear Rating: 1 Orrorsh Realm
Suggested Perseverance
DN,jS
Suggested Weakness:
none
Suggested True Death:
Impaled through the head
SIZE REFERENCE
with a poison-coated
weapon. The poison is pre-
pared by occult ritual and
must include blood from the
dragon in question.
Note: Whenatlacked by a
tentacle, the character must
make a Toughness total of 20
or higher. If the character
fails, heis paralyzed, and re-
mains so until he can gener·
ate a total of 20 (the character
may generate a new total
once per round).

Discovered by
Paul Balsamo

~'---------------------'.
'W"""""" 57
LADOC

IPI1I ~doc
-- ladon)(plm,l
creatures of
are
on their left hand: one "fin-
ger" is rigid and shaped like
a spoon, with microscopic
obvious changes or vision
aids.
The creatures prefer
Caeao myth, serrated ridges running stealth and secrecy, and
the word be- along the edge. They wear a while it is obvious to deter-
ing derived. from a Congan cloak made of human eyes. mine what kind of creature
tribe's word for "sight Ladon are fascinated is committing the atrocities,
thieves." Thecreatures have with those who have un- the ladoc realizes that it isn't
a morbid fascination with usual or especially good powerful enough to handle
sight, with the intent of eyes. Any Storm Knight large groups or other orga-
blinding people and feed· with unusual eyes is a p0s- nized resistance. When safe
ing off the terror created by sible target for the creature; to do so (such as a weak,
this traumatic change. if a Storm Knight is chosen, lone individual), ladon en-
When people are found the creature will attempt to joy briefly revealing them-
blinded and mad, or dead kill the restofthegroupand selves and playing on the
with their eyes gouged out, consume their eyes. They terror their reputation en-
the Victorians surely know are enraged by "imperfect'" genders. During the ensu-
that a Jadoc is nearby. eyes (those which require ing hunt. they taunt their
Ladon are gaunt. pallid- glasses or have other aids, preybywhisperingcomple-
skinned humanoids about including cybernetic en- mentson the color or shape
two meters tall. Their most hancements). and will at- ofone'seyesorcastingdork-

.
striking physical feature is tempt to kill anyone with tlt'SS on a character and teU-

...._.".,...-------------------~
58 ~
ing them they wiu soon be
living the rest of their life in
constant darkness. All too
often, thethreattumsout to
be the truth.
On chosen characters. the
Iadoc will makeaimed shots
at their eyes. Generally, the
ladoc is relentless in battle,
but it will retreat if things •
,.1)
go against it. They hunt
alone.
>,;•
Domain {j~~ ~~
Ladoc are found in the
jungles of the Indonesian
archipelago.
Ladoc
DEXTERITr 14
Ga.aCosmo
t::J
~
Dodge 17-, maneuver 18,
running 16, stealth 18,
swimming 15, unarmed
combat 23
STRENGTH1S
TOUGHNESS 13
PERCEPTI0N 11
Rnd 17, tracking 17,
trick 15
MIND 14
Test (19), willpower 19
CHARlSMA6
Taunt 15
SPIRJT13
Faith (Orrorsh) 14,
intimidation 20
Possibility Potential: Orrorsh R.alm
some (12)
Natural Tools: Filed teeth
(damage value STR+2/17),
claws (damage value
STR+3/18)
Power Rating: 7 (sug· SIZE REFERENCE
gested powers are dark vi·
sioll_ darbtessoT hypnotism)
Corruption Value: 23
Fear Rating:. 3
Suggested Perseverance
DN,18
Suggested Weakness:
bright Ugh'
Suggested True Death:
blindcloakofeyes,bumbody
with fire started by magni·
fled noonday sunlight

Discovered lJy
Wiffiam C. Vaughan

~'-------------------=-'
.........- 59
.
MERSKELETON/SKEL~
TRITON

-::::::::::::::::=~ii~~ii~~~Th:ese~ho:m:.b:l:e~fliPpe...
- - two - met e r The merskeleton must
craft. When swimming
swiftly, a merskeleton can
w.~ long monsters stay in water at all times. build up enough speed and
are found in but a skeletal triton may power toflipa rowboat. raft
the seas sur- travel on land (on land, its or canoe. In combat. these
rounding Orrorsh and all movement limit value is 4, creatures are armed with
large bodies of water within or six meters per tum). tridents of bone.
its boundaries. The two These creatures are very
creatuTe5 share a common territorial, and attack any Domain
lineage, and sailors and creatures (including fish)
travelers who encounter which intrude upon their These creatures are
them, often think both spe- territory (which is often found in bodies of water
des to be but one. The two marked with elaborately anywhere in Orrorsh.
species are often found arranged. bones of slain en-
working together. emies). The creatures have Merskeleton
A mersk~leton has the an odd fascination for col- DEXTERITY 8
skull, arms and body of a orful and shiny trinkets, so Dodge 14, maneuver 12,
human skeleton (down to their homes are known for melee weapons 11,
the waist), with the skeleton vast quantities of precious swimming 17, unanned
of a fish's tail in place of goods,metalob;ects,bright combat 10
human legs. plastics and other various STRENGTH to
A skeletal triton has a goodsthattheygatherfrom TOUGHNESS to
human skeleton in all re- their victims. PERCEPTION 9
speets save the feet, which These horrid creatures Find 8, tracking 9
instead have the bones of attack: swimmers and small M1N04

. ·. ...·~60:--------------------'~
CHARISMA'
Taunt (8)
SPIRIT 3
Intimidation (7)
Possibility Potential:
none
Natural Tools: Ram
(damage valueSfR +1 /per
two rounds spent charging,
maximum of +6) •
.!J
Skeletal Triton •
DEXTERJTY8 "0
Dodge 10/8. maneuver
12/8, melee weapons 11,
(]~~ H;j

Gaea~~
swimming 13, unarmed
combat 10
STRENGTH 10
TOUGHNESS 10
PERCEPTION 9
Fmd 8, tr.>dcing 9
MIND.
CHARISMA'
Taunt (8)
SPIRIT 3
Intimidation (7)
Possibility Potential;
none
Natural Tools: Claws
(damage value STR+2/12)
Thfollcrwingstatsarethe
sanu for both creaturrs:
Equipment Bone trident
(damage value STR+6/16)
Power Rating: 1
CoIlUption Value: 12
Fear Rating: 1 Orrorsh Realm
Suggested Perseverance
DN,l1
Suggested Weakness:
none
Suggested True Death: SIZE REFERENCE
occult ritual
Note: Immune to shock
and. KO conditions
Note: For skills with two
numbers, the first number
represents that ability while
in water, while the second
number is for while on land.

~by
Gregory lJdwilu

~'---------------------"
........- 61
MURDERMASK

Murrlermasks example, a man wearing a physically attack the mask


are the cre- murrlermask isapproached while it is being worn, the
ations of the by a gentleman who says, attack is considered a called
Nightmare "Nice mask," in an amiable sliot, adding +4 to the diffi-
Punch. They and complimentary way. culty. In addition, the host
are actually malevolent The mask will affect the takes full damage from the
spirits which possess cos- wearer's mind, making him attack.
tume masks and wait for think that thecomment was Murder masks are mosl
some unsuspecting fool to meant as sarcasm and in- useful in civilized areas, and
put them on. The mask will tended to goad him into a they are usuaUy worn at Vic-
usually only act during s0- fight. torian galas and masquer-
cial gatherings where other Depending upon the ade balls. However, a few
peoplearearound, but a few situation, the mask will use have been found in the fonn
have been known to affect trick or taunt to affect the of tribal and shamanic
criminals anCt masked he- victim, and often makes the masks. Skutharka. the
roes who wear a mask. victim very paranoid after ightmareofSingapore, has
Once a murder mask is just a short while.individu- started using murder masks
worn, the horror alters the als so affected have been as well, but they are often
visual and audio percep- known togo into seemingly employed by robbers and
tions of its wearer in order unprovokedanduncontro\- muggers in his domain.
to manipulate the h05t into lable murdcrous rages. Thcy arc normally llO\d

_
perfonning corrupt acts. For If a person wishes to to victims as nonnal mas-

..
~---------~
62 --,-
querade attire, but mystics
and soothsayers have been
abletopeddlethem to some
Victorians as "enchanted
protection masks."

Domain
Murdermasksarefound
throughout Ma laysia, espe- •
cially Singapore. A small
,~
number have been reported •
"0
in ewLondonandJakarta.
It is believed that some have
been exported to the ile
{h~~~
Empire.
Murder Mask
DEXTERITY 1
STRENGTH 1
TOUGHNESS 3
to
GaeaCosmo -;I
PERCEPTIO 16
Trick 20
M1ND14
Test 18, willpower 17
CHARISMAS
Taunt 20
SPIRIT 14
Faith (Orrorsh) 19.
intimidation 17
Possibility Potential:
some (40)
Power Rating: 2
Corruption Value: 25
Fear RatinS' 1
Suggested Perseverance
DN,12
Suggested Weakness: Orrorsh Realm
none
Suggested True Death:
place mask on the head of a
holy statue
SIZE REFERENCE

Discov<red by
Michael Shannon

~--------------------_
.........- 63
..
ORAPHIM

rJ/
:--- f
e.~/;~

I~I
- - ". &Mld,~;d
the uizier, it is
like a fire in the
tJQlllt af hetlvtn.
mid of fear. The SaceUum
Book of Power sanctioned
violent retribution against
the enemies of the Lord. So
priests, who regard them as
divine tools from God.

Domain
And theangef of the Gaunt Man would twist
the Lord's vengeance soared this approved violence into Oraphirn may be sum-
down from Heaven, a grent violence for its own sake. moned by Sacellum priests
wheel affire. And thepn'nceof He created theoraphim, the anywhere using the miracle
the third city was smate by the mythical avengers of the summon oraphim.
flaming araphim." Book of Power. They may
- Epochs, Chapter Four, be summoned by a miracle Oraphim
Verse 12 of the for the purpose of destroy· DEXTERITY 11
Book of Power ing a heathen artifact or Dodge 14, flight 16,
stronghold. However, in the maneuver 15, stealth
The oraphim are the 13, unarmed combat 16
flamingangelsofvengeance guise of holy avenger, they
spread their High Lord's STRENGTH 10
in the Sacellum religion. TOUGHNESS 12
Theyappearashugewheels gospel: Violence. Aggres-
sion. Hatred. War. PERCEPTION 11
of divine flame, with seven Evidence analysis 14,
goldeneyessetintoa wheel. The oraphim are spiteful
entities that delight in caus- find 15, language 14,
The oraphim are the holy tracking 15, trick 14
spirits that destroy those ing misery. In their venge.-
ful "missions" they tend to MIND 10
who do not serve the inter· Test 15, willpower 14
ests of the Sacellum. destroy more then they
were petitioned to do. CHARISMA 10
In reality, though, the SPIRIT 9
oraphim are just another tier The creatures may only
be summoned by Sacellum Faith (Orrorsh) 12,
in the Gaunt Man's pyra·

. .-.":"64:--------------------~
intimidation 14, reality
13
Possibilities: Four per
Storm Knight
atural Tools: Wings
(speed value 15)
Powers: Attack form re-
sistance (heat), fire tlHack,
regerleration, resisttlnce to

' .
normtll weapons ,,j
Corruption Value: 20
Fear Rating: 3
,
Suggested Perseverance ~
DN,24
Suggested Weakness: , Ir "" r tlIII
driving out its eyes with sil-
vered weapons
SuggestedTrueDeath:an
honest and decent person
disbelieving its "divine" na-
ture

Summon Oraphim
Gaea Cosmo
• /~

Spiritual Rating: 15
Community Rating: 12
Difficulty: 20
Range: 15(one kilometer)
Duration: 18 (one hour)
Effect: summons an
oraphim to do the priest's
bidding
Summon oraphim allows a
SaceUumpriesttosummona
"divine" angel of vengeance
to smite the enemies of God.
If successfully used, one
oraphim will be called from Orrorsh Realm
the heavens, and will attack
targets as directed by the
priest. However, once the
enemy has been eliminated,
the priest must make a faith SIZE REFERENCE
total of 20, or the creature
will be free to do its bidding
until the duration of the
miracle is over and the crea·
lore is sent back to the plane
from which it came.
Oraphim, when allowed to
actof their own volition, ha ve
been known to attack any-
thing.

'la........_-
Disc:croered by
Patrick Flanagan

~'---------------------"
~ 65
PARIAH

\\
rr
~-
')

A pariah is a mation from mortal to pa-


type of ghost. riah twists the deceased's
They appear emotions into a maniacal
blend of anger, hatred and
remorse. Furthermore, a
pariah is incapable of ful-
filling its goal, no matter
how hard or long it tries. A
pariah's undead status is a
horrible curse: they have all
the time in the world to
pursue a goal they can no
longer hope to obtain. As
such, pariahs haunt dark
streets and buildings. They
mercilessly slay any who
they perceive to interfere
with their quest for fulfill-
ment.
Pariahsaresemi-material.
To the touch, a pariah feels
very much like ice-rold mud.
Thisstate does not, however,
prevent a pariah from strik·
ing solid blows in combat.
Pariahs are often resistant to
nannal weapons.

Domain
Pariahs may be encoun-
tered anywhere in Orrorsh
or on Gaea.

•• 66
Pariah
DEXTERJTY9
Dodge 11, maneuver
10, running 10, stealth
11, unarmed rombat 11
STRENGTH 11
TOUGHNESS 11
PERCEPTION 9
MIND 10
Test of will (11),
willpower 23
CHARISMA 9
SPIRlTI0
Faith (Orrorsh) 10,
intimidation 11
Possibility Potential:
some (24)
Natural Tools: Semi-
material form (armor value
TOU+4/15l
Power Rating: 2
Corruption Value: 15
Fear Rating: 2
Suggested Perseverance
DN,15
Suggested Weakness:
Light from a lantern burn-
ing blessed oil
Suggested True Death:
Granting the pariah what it
could not attain in its life

Orrorsh Realm

SIZE REFERENCE
PELEMAFAIT
.i!!U?"~ I 1
'1..')

k\, (l
11~{\ ;
~ --
On Core Earth,
legends are
Ilers must often pass
through. If a Nightmare is
toldofthepele- aware of a group of Storm
mafait. A crea- Knights moving through a
ture of the bog,thatgroupmayreceive
swamps, the legend is used arudewelcome.lnthiscase,
to frighten children, particu- thepelemafait isa randomly
larly among Cajun children encountered creature,or an
ofthesouthemUnited.States. agent of a more powerful
In Orrorsh, the pelema· being.. rather thana primary
fait is frightening reality. monster.
When the Victorians in- Pelemafait can be en·
vaded the land that would countered outside of
become France, they also swamps since a Nightmare
absorbed the country's leg- will occasionaUy remove
ends. With the Victorian one from a swamp an place
mentality, this absorption it in a city's sewer system.
added very little to Victo- The creature makes its lair
rian culture. However. tales in the heart of the system,
of the pelemafait were oc- and uses the pipes to move
casionally whispered by about thecily.
thoseVictorianswhocould A pelemafait that is a
trace their lineage back to primary monster will often
the conquered nation. focus on an individual of
It is unknown which French descent.ltcan sense
Nightmare took the legend that person's enemies,
and made it reality. The huntstheenemydown,and
creatures have come into crushes them to death. Their
popular use during the calling card is a body en-
Gaunt Man's invasions. shrouded in moss and
Several are active in the muck.
00gs and moors of Majes- The unwitting French-
tic, on Gaea. man has no idea what is
The pelemafait has been goingon,butmaysoonfind
equally popular among himseUbeing sought as the
Nightmares in the Orrorsh primary suspect in the se-
reaJmofCore Earth. This is riesofghastly murders. It is
not surprising, since strange usually clear that the indi-
tales of muck-encrusted vidual does not have the
monsters strike a chord of strength to crush anyone,
terror in a number of cuI- but mass hysteria often re-
lures. suits in the suspect being
A pelemafait is com- killed by a mob. The
monly found acting as the pelemafait then picks an-
"guardian" of a swamp. other individual, and the
Nightmares will often place cycle begins again.
one in a swamp that travel-
___, 68:'::""""----------------,~ ~
Domain
Pelemafait are found in DOMAIN
swamps and bogs, and are
located primarily on the is-
land of Borneo. A few are
located in the sewer net-
works of various cities.
None have migrated out-
side the realm. •
,,J)
Pelemafait •
DEXTERITY 9 >0
Running 10, stealth 12,
swimming 15, unarmed ch "Vi, P;:;;j

~,jl
combat 15
STRENGTH 20
Climbing 21, lifting 23
TOUGHNESS 24
PERCEPTION 9 Gaea Cosmo
Trick (10), tracking 14
MIND?
Test (20), willpower 20
CHARISMA 6
Taunt (8)
SPIRIT 9
Faith (Orrorsh) 15,
intimidation 16
Possibility Potential:
some (40)
Natural Tools:Crushing
grip (damagevalueSTR+5/
25), moss-enshrouded body
(armor value TOU+2/26)
Power Rating: 3
Corruption Value: 16
Fear Rating: 2
Suggested Perseverance Orrorsh Realm
DN,16
Suggested Weakness:
Stymie weakness against a
rare flower, only found in
the swamp that it inhabitsor
originated in. The type of SIZE REFERENCE
flower varies with location.
Suggested True Death:
Being stabbed with a spear
made from a rare tree of the
swamp it originated in. The
type of tree varies by loca-
tion.
Note: All pelemafait have
been subjected to an occult
ritual that allows them to
perceive the enemies of any
onepersonofFrenchdescent
within one mile of the crea-
lure.

Discovered by
Stroe Crow

~--------------~_
.........- 69
..
POP WEASELS

Pop weasels opened (only if there are no

efj
come to a head. The child
-- arevidoushor- adults present). Its former will usually confront his
mrs created by image of a toy down is re- parents, and demand that it
the Nightmare placed by that of a demonic be removed. Either the par-
Punch. They creature. It will tower on its ents will open the box to
are used as a tool by killjoys, spring, hovering over the refute the child, or the pop
who normally choose the child, and strike the child weasel will open the box
victim. The killjoy places the several times before retreat· itself. At this point, it will
pop weasel where it can be ing into its oox. appear in monster form and
found. At this point, the child attack the entire family with
Pop weasels resemble a will probably want to stop the intention of killing ev-
jack-in-the-box or similar playing with it. Pop wea- eryone.If the family tries to
toy. They are usuaUy not sels get around this in two run away, it will jump out
more than two feet on a side. different ways: first, the pop of its box and pursue them
and they are usually light weasel can leave its oox for on foot (speed value 8).
enough that a child can a short period of time, and If the pop wease) is suc-
carry one. , will steal small items, leav· cessful in slaughtering the
Pop weasels function as ing them partially sticking family, it will crawl back
normal toys in the presence out of its box so as to impli- into its box and wait ror the
of adults, and also seem cate the child. Second, the deed to be discovered. Of·
normal around children for pop weasel will eventually ten, the pop weasel is do-
a while, but their true na· start working the crank on nated to a needy family or
ture is eventually revealed. its box from the inside, thus orphanage.
When it decides the time is frustrating the child's ef· Outside of its box, pop
right, it will change its ap- forts to ignore or avoid it. weasels appear as ugly, grey
pearance the next time it is Eventually, matters will creatures, about 40 centime-

:::------------------,~
-"0-:'70 ~
ters tall, and vaguely man·
shaped, but soft, doughy DOMAIN
and hairless.

Domain
Pop weasels have been
distributed throughout New
London, Jakarta, and
Singapore. They have not •
migrated toanyother realms ,tl
(although Skutharka is cer- •
>0
tain to produce a 'high-tech'
counterpart to the creature). (]~ ~ H:;;j

Gaea~~~
Pop Weasel
DEXTERITY 10
Dodge 12, maneuver
14, melee combat 12,
stealth 14, unarmed
combat 12
STRENGTH.
Climbing 8, lifting 10
TOUGHNESS 10
PERCEPTION 12
Find 14, trick 14
MIND 10
Test 12, willpower 12
CHARISMA 10
Charm 05), persuasion
12, taunt 18
SPIRIT 8
Faith (Orrorsh) 10,
intimidation 13
Possibility Potential:
some (60)
Natural Tools: Sharp
teeth (damagevalueSTR+2/ Orrorsh Realm
8)
Equipment: Box (armor
value TOU+4/14). small
knife(damagevalueSTR+3/
9)
Power Rating: 2 SIZE REFERENCE
Corruption Value: 20
Fear Rating: 1
Suggested Perseverance
DN,14
Suggested Weakness:
none
Suggested True Death:
performing an occult ritual
which concludes with the
occultist screeching to the
tune of "Pop Goes the Wea-
se!." Astheoccultistfinishes,
the weasel's box must be
smashed with the pop wea-
sel inside.
Discovered by
Shawn Metcalf

~--------------------_,.
~ 71
POSSESSED MARSUP

. ~~/./'
/' >-
; . Y?"

~
This mons'e< low itself to be petted or pany of other kangaroos.
-- shows once fed. Suddenly, it will attack, However, the creatures hate
and for all that as its eyes begin to glow kangaweres, and will attack
technodemons red. It will reveal its forked them on sight - the battle
do have a serpent-like tongue and between a kangawereand a
sense of humor, no matter huge fangs, as it tries to rip possessed marsupial is at
how warped ... the throat out of the inn~ once humorous and terrify·
The kangaroo of Austra- cent children. As soon as ing. They will fight to the
lia greatly amused Thrat- the marsupial has killed, it death.
chen the first time he saw it, will hop away and go to
and also inspired him tocre- another location where it Domain
ate a new terror. This mon- will be able to inflict more
ster can be .found in both pain and injury. Possessed marsupia Is are
rural and urban areas. Aside from its horrible found throughout Austra-
The"kangaroo" will pre- bite, the possessed marsu· lia, although a few have
tend to be a very friendly pial may attack with its been sold (mistakenly as
animal and will approach hands or powerful legs, or kangaroos) to zoos around
smaU groups of people. al- jump into the air, and club the world.
though its main target is an opponent with its tail.
children. It will hop over The creatures are nor· Possessed Marsupial
slowly (so as not to scare mally found in city parks DEXTERITY 10
the children), and will al- and pettingzoos,in the com· Dodge 14, long jump-

. . . . -=--------------------~
72 ~
ing 16, maneuver 12,
unarmed combat 13
STRENGTH 9
TOUGHNESS 12
PERCEPTION 9
Trick 11
MIND 10
Test 13, willpower 13
CHARISMA 14
Taunt 21 •
SPIRIT 5
,t)
Faith (Orrorsh) 7, •
intimidation 9 >c
Possibility Potential:
some (20)
"",{j!J c:w !J ~

Gaea~~~
Natural Tools: Hands
(damage value STR+2/1l).
legs (damage value srR+4/
15). tail (damage value
STR+5/16), bite (damage
valuesrR+1/10, plus venom
which does damage value 12
for two rounds)
Power Rating: 2
Corruption Value: 25
Fear Rating: 1
Suggested Perseverance
DN:15
Suggested Weakness:
Children under 12 years of
age with a faith or Spirit of 7
or higher can automatically
seethecreature'struenature,
as can those with true sight
Suggested True Death:
death

Orrorsh Realm

SIZE REFERENCE

Discovered by
Rnndle Hodge, Jr.
~,
~
-----------_,_. 73
PUPPETEER

I~I pup~tee, strings hanging loosely. wild, relentless dance, the


-- A
appears as a Findingasuitablevictim. victimbeing pulled this way
tall (near~y the puppeteer takes an item and that.
four meters In that was close to the victim. The hideous dance con-
height), thin This could be a lock of hair, tinues until the victim dies
man with thin. pointed fin- an item ofclothingora piece from exhaustion or the pup-
gers. Invariably, they are of jewelry. The puppeteer peteer gets bored and sends
dressed in striped blazers then attaches it to the pup- the hapless individual danc-
and straw boaters, an echo pet frame. ing into the path of an on-
of the vaudeville and music Following a full lunar coming carriage, off a cliff
hall of the Victorian era. cycle (28 days), the victim or a similarly nasty demise.
Theyhavea perpetual wide finds small bruises that ap- The puppeteer is always
grin, seemingly verging on pear on her hands. feet and within sight of its victim,
the lunatic. head. As the unfortunate hiding in the shadows as its
The puppeteer always individual goes about her hands move the puppet
carries the tools of their daily business, she sud- frame frantically, the vic-
'trade: an X-shaped pup- denly finds her limbs act- tim mirroring the move-
pet frame u~ to control ingof their own accord, as if ments. The victim can be
the movements of a pup- being pulled by invisible freed if the strings on the
pet. However, the frame of smngs. Over the course of puppet frame are severed.
a puppeteer is always several days, the phantom Every hour that the pup-
empty, and the puppet movements intensify into a peteer forces the character

•• 74
to dance, he effectively
makes an attack, witha base
damage of 12 plus the b0-
nus number. The character
suffers damage normally.
Any character killed by the
dance dies from exhaustion.

Domain •
Puppeteers are found on ,lJ
the island of Sumatra.
>,;•
Puppeteer
DEXTERITY 13
(J~ ~ H::;)

i0
Dodge 16, maneuver 15,
stealth 14, unanned
combat 16
STRENGTH 16
Climbing 17 Gaea Cosmo "l
TOUGHNESS 15
PERCEPTION 12
Tracking 14, trick 13
MJNDIO
Test 12
CHARISMA 8
SPIRIT 8
Faith (Orrorsh) 9,
intimidation 12
Possibility Potential:
some (35)
Natural Tools: Finger-
nails(damagevalueSTR+2/
16)
Equipment: Oak puppet o
ttame
Power Rating: 1
Corruption Value: 21 Orrorsh Realm
Fear Rating: 2
Suggested Perseverance
DN,18
Suggested Weakness:
none
Suggested True Death: SIZE REFERENCE
suspended like a puppet
from an oak tree at sunset

Disa>veo-ed Uy
Sfeue Tanner

~--------------------_
..........- 75
~ ..
QUATULPI

lriil r::n"::;~ ~~
weeks now but
thetribehDd not
womed,!""hey
sites such as burial grounds.
When the reality of Orrorsh
washed over them, they
were given a magical form
of life.
had the medicine man to pro- They now wander the
tect them, He was preparillg jungles of various islands
'lOW,getting ready the stick seeking to protect the cho-
men that would protect their sen site by killing everyone
villoge. within their territory (which
The storm rumbled omi- normally extends for about
nously overhead as the medi- one kilometer around the
cine man placed the final skull site).
on the JQst stick body. He pliu:ed Their appearance varies
his headdress upon his hend according to which tribe
and started the ritual that created them, but all tend to
would give the stick men the have the following charac-
power they needed to protect teristics: they stand about
the village. four feet high and are con-
As he started to chimt, the structed. ofa wCK>den frame,
storm brollz. Faraway, a mon- with either a human or
strous construction, formed carved head tied to the top
from tortured souls, fell from of the torso. Their limbs are
the sky. Hellish creatures also wCK>den, simply being
swanlled down the bridge and branches tied to the main
fled into thefores!. Thehomfic torso.
reJllity of the Gaunt Man had They move silently and
found them. swiftly, but attack without
The ritual was almost com· a plan of battle. They sim-
plde when the monsters ply strike at the closest tar-
swarmed through the village. get, and for this reason are
As they ran, things changed, exceptionally easy to lead
conforming to the twisted re- into traps. The creatures of-
ality ofOrror5h. The medicine ten trick trespassers into
man looked outside, confused thinking they are merely
as he saw the horrors strmm- stick figures, not animated
ing through the village. He monsters, holdingstill until
watched them as they slew the an invader is within arms
innoant vil/Qgers, wanting to length.
stop them, but being UMble to. Quatulpi areoften found
He heJJrd a noise behind in groups of six to a dozen
him. He turnedaround slowly. individuals, although they
Terrified by the sight of what act completely without or-
he knew should not exist, he ganization.
tried to run. The stick man
reached out and grabbed him. Domain
Throwing the body to the
floor,lhesticJcftumlqtthehut The quatulpi roam the
and shambled of! into the smaller islands of Indone-
jungle. sia, where they were cre-
The quatulpi were ongi. ated. to protect sites of reli-
. . . ..0.. D.Gdon
naUy a deterrent used by
primitive tribes, meant to
gious importance. The ex-
act nature of these sites var-
scare away intruders from ies from tribe to tribe, but

....,=--------------------'.......
76 --,:
they are usually burial
grounds. As yet they have
not traveled toother realms.
Quatulpi
DEXTERITY'
lhIge 9. unanned
combat 10
STRENGTIf16
TOUGHNESS 16 •
PERCEPTION' ,2)
Trick (10)
MIND.

"0
{j~~ H:;j
Test (15)
CHARISMA 1

Gaea~Q~
Taunt (10)
SPIRIT 5
lntimidation 11
Possibility Potential:
none
Natural Tools: WocKien
hands (damage value
SfR+2/18), teeth (damage
valueSfR+l/l7)
Power Rating: 1
Conuption Value: 11
Fear Rating: 1
Suggested Perseverance
DN,12
Suggested Wukness:
axes
Suggested True Death:
Removing the head. filling it
with earth and burying it.

Orrorsh Realm

SIZE REFERENCE

Discovered lJy
Sam Thornton
~,
........-
-----------_._
77
.
More beautiful tesan. An association with

gsj]
cape), and feast upon him.
- - than a dream. her is believed to be a mark She need feed only once
Rashnaya is of status, and many young every six months. If she is
also one of the officers make a point of already sated, she will sim-
coldest, most meeting her. ply order the unfortunate
lethal of the Nightmares. A Once she has attracted a man to kill himself.
hybrid creature, in her natu· man of influence, sheslow Iy WhatmakesRashnayaso
ral state her face and the begins to drain his will. insidious is that even be-
upper half of her body are Once this has been done, fore their wills have been
that of a human woman, sheuses her powersofhyp- sapped, most Victorian men
and the lower half that of a nosis to bring him com- would refuse to believe that
huge red worm. She can, at pletely under her com- so beautiful and gentle a
win, transform her worm mand. Many high Victorian creature could be in theser-
half into legs. officials are under her con- vice of the evil that plagues
She exists to exploit the trol, most in the snare of Orrorsh. Those few who
dark fantasies harbored by post~hypnotic suggestions have leamed her secret and
Victorian men, and like the so that they appear normal attempted to expose her
succubi and incubi she fa- the majority of the time. have more often than not
vors, she can appear as her When Rashnaya has need been slain in duels with her
victim's ideal woman come of one of them, she will lovers or clapped in lunatic
to life. employ the appropriate asylums.
Rashnaya frequentsonJy hypnotic trigger. Rashnaya has plans to
the best clubs and the most When she no longer has seduce Lord Stanton Chel-
exclusive restaurants, and any use for a victim, she tenham and "persuade"
has cultivated the reputa- will wrap him in her tail him tosponsor her fOTmem·
tion as a high-priced cour- (Strength total of 20 to es- bership in the Hellion

......,78----------------------~
~
Court. Thus far, Chelten-
ham has resisted her ad- DOMAIN
vances, knowing well what
she truly is, and not wish-
ing to become her next vic-
tim.

Domain
Rashnaya rules the •
,.I)
southern tip of Majestic,
near the city of Teluk- •
>;,
hetung.
Rashnaya ch~ H;;j

Gaea~~~
DEXTERITY 16
Acrobatics 17, dodge 18,
maneuver 20, melee
weapons 18, stealth 18,
unarmed combat 18
STRENGTH 19
Lifting 20
TOUGHNESS IS
PERCEPTION 20
Evidence analysis 22,
find 21, tracking 22, trick
24
MlND19
Occult 21, surviva120,
test 22, willpower 22
CHARISMA 23
Charm 28, persuasion
26, taunt 24
SPIRIT 13
Faith (Orrorsh) 15,
intimidation 17, reality
17

Possibilities: 25 Orrorsh Realm
Natural Tools: Scales (ar-
mor value TOU+4/19), tail
(damage valueSIR+l/2O>
Powers: hypnosis, life
drain, shapechange
Corruption Value: 22 SIZE REFERENCE
Fear Rating: 3
Suggested Perseverance
DN,20
Weakness: mandrake
rool
Suggested True Death:
Rashnaya must be dismem-
bered by someone who has
felt her kiss.

Discovered by
Greg Farshtey

~-----------------_
........- 79
..•
REAPER'S BLOSSOM

The rea per' 5 ward to sniff the sweet fra- wound, as the infection
blossom is a grance, the reaper's blossom spreads through thecardio-
horrid variant strikes. It sendsa toxic cloud vascular and respiratory
of the gospog of spores into the victim's systems, lacing the skeleton
plant created face, sending her into a and finally piercing the
by lheNightmare Ramulus. coughing fit and allergic heart. When the victim's
Ramulus was a half-mad reaction.lfthevictim makes body finally dies, the re-
biologist whose experi- a Toughness total of 21 or maining cadaver is now
ments now yield dozens of more, then the spores are fully manipulated by the
"killer plants" in the ser- expelled. by the coughing; if plant itself, which guides it
vice of the Gaunt Man. It is the total is below 21, the back to the main flower. The
believed that he feU prey to spores are ingested. Within plant may use the body to
one o(his own early experi- 72 hours of ingestion, the attack OT defend itself. The
ments and is now half man spores begin to grow. host body is often fo«:OO to
and half plaut. Painful parasitic growths plant itself and serve as a
Physically, it is a gor- will begin to sprout from host faT a new plant.
geous multi-chromatic the victim's face and chest, A reaper's blossom host
flower, with dozens of pet- burrowing through nesh body is a sickly pale white
alsanddesigns.lthasa very and bone, feeding off of the in pallOT,gradually turning
sweet fragrance. body it now infests. From grey. Rapid weight and hair
However, when an un· that time on, each day the loss is also symptomatic.
suspecting person leans (OT- victim lives. she suffers a The only known way to

_.~.:-::------------------,~
80 ~
counter the effects of the
reaper's blossom spore is to
be blessed by a priest and
DOMAIN
drink holy water. This sys·
tematically destroys the
spores' presence in the in-
fested body, and a slow re-
cuperation is now possible.

Domain •
,21
This plant grows most •
frequently in the dense >0
jungles of Majestic. ~lh~ ~~

Gaea~Q~
Reaper's Blossom
(Host Body)
DEXTERITY 9
Dodge 10, maneuver 10,
melee combat 10, stealth
11, unarmed combat 11
STRENGTH 10
TOUGHNESS 9
PERCEPTION 9
Find 10, tracking 10
MIND 6
Willpower 10
CHARISMA 1
SPIRIT 3
Intimidation 9
Possibility Potential:
none
Nahual Toob:S~ (M-
mar valueTOU+l/1O>
Power Rating: 1
Corruption Value: 15
FeM Rating: 1
Suggested Perseverance Orrorsh Realm
DN,16
Suggested Weakness:
mistletoe
Suggested True Death:
immersion in holy water
SIZE REFERENCE

Discovered by
f
Patrick Flanagan

~--------------------_
.........- 81
..
ROTARY MOWER OF DOOM

A demented down anything or anyone Based on the success of


and rather in its way. Souls who oc- the mowers and the VCR's
straightfor· cupy these mowers are of death, it is believed that
ward horror, doomed dueto the fact that Skutharka has started de.
rotary mowers they will seldom survive veloping other deadly ap-
of doom are the creation of longenough to create much pliances and tools, such as
the Nightmare Skutharka. fearer grow in power (after toasters,.scissors,gardening
They resemble a standard all, murdering lawn mow- tools, wrenches, computer
lawn mower, and they are ers are normally disas- monitors and other devices
smuggled into stores by sembled in short order). commonly used through-
Skutharka's agents, includ- In combat, the mowers out the world.
ing the devious Mr. Ho. use their blades to attack,
Within each mower is an buoyed by the speed their Domain
especiaU y mischievous and small motors can generate
demented soul, specially (speed value n. They can Thesemowers have been
picked by Skutharka. The sense their surroundings, spotted in cities through-
mower will appear to bean and while not very intelli- out aU of Orrorsh's mixed
altogether normal appli- gent, they arequitecunning. zones, but have not, as of
ance - for a while. How- Many have the silence yet, migrated to any other
ever, it wiD inexplicably go power and wiUsneakupon realms.
berserk, and will mow their victims.

.......,.,.."...-------------------~
82 ~
Rotary Mower of Doom
DEXTERITY 7
Dodge 10, melee
combat 10, stealth 8
sTRENG1HtO
TOUGHNESsU
PERCEPTION 7
F"md to, trick to
MIND 4

Test 13
CHARISMA 7
,t!
Charm a(», persuasion •
(8), taunt 14 "0
sPlRlTtO lf~ H;;j
Faith (Ommlh) 15,
intimidation 13
Possibility PotentW;
""'"' (60)
N.. tur..l Tools: Blades
(damage value STR+S/15)
Power Rating:: 4 (usually
GaeaCosmo
to ~
has annDr dLfuting attllCh
and resistance to "onnal
weapons)
Corruption VaJut. 15
Feu Rating: 1
Suggested Perseverance
DN,J2
Suggested We.. kness:
none
Suggesled True De..th:
performing an occult ritual
to immobilize the mower,
and then removing the m~
tor and smashing it with an
enchanted hammer
Orrorsh Realm

SIZE REFERENCE
SARGASSO WEED

Fo, centuries,

~
sterisa c1umpof weed simi· order to get away). Once
- -- mariners have lar tosargassum, possessed the ship escapes, the sar-
known of the by a corrupted soul. The gasso will try to catch and
Sargasso Sea. weed patch drifts around ensnare it again, so each
In this vortex the area it was placed. Our· round the sargasso and pi-
of slowly swirling ocean ing dear days it submerges lot will make speed pushes
currents lies the sargassum to remain unseen, but dUT· to outrun the other.
weed. The thick, fibrous ing night or foggy days, it If it seems that the ship
weed is capable of entrap- rises to the surface and at- will be unable to escape, the
pingships.ln the early days tempts to ensnare unwary crew may try to destroy the
of sailinSt many vessels met ships, using its UllQnned com- sargasso patch. The sar-
their doom. bat skill to hit and Strength gasso patch cannot animate
Now, half a world away, to hold the ship in place. itself to attack as a whole,
patches of sargasso have To free the vessel, the but the rather limited intel-
been seen in the Pacific, pilot will most likely have ligence of the creature can
within Onorsh. Airplane to achieve a Strength total create and control up toone
pilots ha.ve reported higher than that ofthecrea- dozen "weed men" to fend
sightings, and furthermore, ture (this is done by taking off attacks.
several ships have been the vehicle's weight, and
snagged in the giant weed. having the pilot make a Domain
However, constant storm Power Push with his water
conditions have made de-- vehicles skill against a diffi- Patchesofsargassoweed
finitive study of the phe- culty of 10 - if successful, have been spotted east of
nomenon impossible. he has applied the ship's Celebes and Timor.TIley are
A sargasso weed mon- mass and horsepower in found between these two

. . _.~84:-------------------~
islands and west of the east·
ern most boundary of
Orrorsh. They are slowly
DOMAIN
drifting westward, into
busier shipping lanes.
Sargasso Weed
DEXTERITY 11
Swimming 12, unarmed
combat 13 •
,~
STRENGTH 30
TOUGHNESS 35
,
PERCEPTION. >0
MIND 7
CHARISMA 1
(J~ ~ H;;;j

Gaea~~~
SPIRIT 6
Faith (Orrorsh) 12,
intimidation 18
Possibility Potential:
none
Natural Tools: Swim-
ming (speed value 8), can
createoneweedmanpertum
Power Rating: 0
Corruption Value: 15
Fear Rating: 1
Suggested Perseverance
DN,ll
Suggested Weakness:
none
Suggested True Death:
being killed through the use
of fire
Weed Men o
DEXTERITY 9
Unanned combat 11
STRENGTH 20 Orrorsh Realm
TOUGHNESS ,.
PERCEPTION 6
Find 7
MIND 2
Test (20)
CHARISMA} SIZE REFERENCE
Taunt (5)
SPIRIT 4
Intimidation 12
Possibility Potential:
none
Natural Tools: Weed~like
bodies (armor valueSTR +2/
20)


(The weed patch is as
big as a football field.)

Discovered by
Steve Crow
~-- IO

.......- 85
Thescarecrow handed scythe. to Dr. Sconce's castle, again
-- is an utterly As frightening as it looks, with single-minded inten·
evilcreationof the scarecrow is not always sity.
the maniacal dangerous. The distinction The scarecrow, an ever
• Dr. Willhelm is made depending on what silent entity, is not very in-
Sconce. In his attempts to its chosen target currently telligent, but its animal-like
gain the attentions of is. When someone has par· cunning makes it a danger·
Heketon, Dr. Sconce has ticularly displeased Dr. ous opponent. It often
perfected a few more tech- Sconce, be it someone who "plays dead" in order to
niques in his arsenal of "in- owes him money, an un- trick victims into thinking
ventivesurgery.- This time, ruly peasant, or perhaps they havedefeated themon·
he has experimented with he's just feeling likeit's time ster - as the person leans
the grafting of a living ner~ to set an example, he'll pina in close to see if the scare-
voussystemmtoanormally photograph of the victim on crow really has been killed,
inanimateobject. Theresult the scarecrow. This acti· it cuts the victim in two with
is more of an occult object vates the scarecrow, which a sweeping stroke of its
than an actual creature. will then hunt the target blade.
The scarecrow looks down. This creation single- Although it avoids fire,
much like its inanimate mindedly tracks the victim, it will not bum as if madeor
counterpart, albeit much ignoring any other factors. dried straw. To truly de-
more frightening, and is Once the victim has been stroy the monster, its head
equipped with a huge two- killed, thescarecrow returns must be cut off with its

~---------------_ ......
-"0-:'86 ~
scythe. If the body is de-
stroyed in any other way, DOMAIN
the scarecrow will reform
in one day.

Domain
Dr. Sconce's horrible
castle is found southeast of
o
Majestic, and the scarecrow
may found anywhere near ,13
the castle.
>,;•
Scarecrow
DEXTERITY 13
{jr; ~ r; ~

~dl
Dodge 15, maneuver 15,
melee combat 18, stealth
14, unarmed combat 18
STRENGTHl.
TOUGHNESS 22 Gaea Cosmo
PERCEPTION 14
Find 19, tracking 25,
trick 16
MINDS
Test (6), willpower 15
CHARISMA 6
Chann (16), persuasion
(16), taun' (12)
SPIRIT 15
Faith (Orrorsh) 17,
intimidation 20
Possibility Potential:
some (15)
Natural Tools: Claws
(damage value STR+4/18)
Equipment: Scythe, two-
handed (damage value
STR+7/21) Orrorsh Realm
Power Rating: 6
Corruption Value: 22
Fear Rating: 2
Suggested Perseverance
DN,16
Suggested Weakness: sty- SIZE REFERENCE
mie wtQkness to fire
Suggested True Death:
cut off head with its own
scythe

Discovered by
Nicholas Corkigian

~--------------------_,
........- 87
.
SCREAMING BLUE M

I~I
ofcivilization and any female thebodyisfound,thescream-
:.-- These
horrors,small
no who hears it finds herself ir- ing blue murder is nowhere
more than a revocably drawn to the to be found. Also, no one
foot long, re- 'baby: Thus, the screaming seemstohaveheard thewail-
semble new· blue murder finds its victim. ing cries that become the un-
born babies, the only Now in the arms of its fortunate victim's death
discernable difference from comforter, the horror refuses knell.
normal babies being a pallid to settle, and instead seems Ingameterms,anyfemale
blue hue to their skin that to get moreagitated. Thevic- Storm Knight who hears the
gives thema sickly complex- tim feels compelled to tryand crying of a screaming blue
ion, as well as a knowing calm the baby down to the murder must make a persua-
look in their eyes that goes exclusion of everything else, sion test against that of the
beyond their apparent in- including eating and sleep- hOITOr(theStorm Knight and
fancy. ing. After several days of thebaby beginat neutmlsince
The horrors lurk on the sleep depravation and mal- the child seems innocent
outskirts of the jungle, close nutrition, the screaming blue enough, unless true sight is
to the Victorian settlements, murder's victim will be un~ used, in which case the be-
rather than in the settle- naturally close to death. ginning attitude is enemy).
ments themselves. Sensing this, the monster U the character fails the
The horror must be "dis- begins to scream at such an test, she feels compelled to
covered" by someone. It lies intensitythattheunfortunate find the baby and try to com-
in the jungles and cries like a woman's eardrums burst fort it. A rowresultwill cause
distressed child. Their wail- and the blood vessels around the character to take hostile
ing carries itself unnaturally the brain rupture. Death is action against anyone who
through the jungle into areas often instantaneous. When tries to stop her.

___, 88-----------------~ ~
Once in the sway of the
screaming blue murder, af-
fected characters may at-
tempt to break free of the
horror's influence by suc-
ceeding against another per-
SllllSkm check (which may be
attempted onceperday). For
each day the monster affects
the character, the diliiculty •
increases by +2. and after
,ll
three days, the screaming
~

blue murder will make its
scream attack. (J ~ ~ ~ f'::;:j
Domain
Screaming blue murders
have been encountered
mainly on Sumatra.
to
Gaea Cosmo ,f?b

Screaming Blue Murder


DEXTERlTY8
Dodge 9. stealth 10
STRENGTH.
TOUGHNESS_
PERCEPTION 13
Trick 15
MlND12
Surviva114, test 14
OIARISMA15
Chann 19, persuasion 21
SPIRITS
Faith (Orrorsh) 11
Possibility Potential:
none
Natural Tools: Scream
(damage value 14, applied Orrorsh Realm
every round)
Power Rating: 2
Corruption Value: 14
Fear Rating: 1 /2
Suggested Perseverance
ON,IO SIZE REFERENCE
Suggested Weakness:
none
Suggested True Death:
decapitation

Disccwered by
Steve TQnner

~-----------------_
~ 89
..
SEWER TENDRILS

" ." ' ......

The newest grounds are above the damage each round (only
horror to haunt streets, within peoples' one strangulation total no
the sewer s)'S"" homes. The impossibly long matter how many tendrils
tems is this tendrils are able to wind hit, but the damage in-
disgusting ere- their way through the creases by +1 foreachaddi-
alionof Ahjebax, the Nighl- plumbing systems and tiona I tendril attached).
mare of Jakarta. Thesecrea- eventually make their way The only way to break
tures consist of nothing out to show up in such un- free of the tendrils is to gen-
more than long prehensile likely places as kitchens and erate a successful Strength
tendrils of slime. sewage. bathrooms. Sewer tendrils total against the creature's
and other unidentifiable can pop out of any fixture Strength. An individual ten-
bits. Sewer tendrils are a and a collective entity can dril is severed when it takes
coUectiveofanywhere from actually emerge from more a wound. People that try to
four to eight individual than one at the same time. aid the first victim usually
whip-like strands. The end The favorite trick of the find that they themselves
of each tendril is topped by sewer tendrils is to quickly are victims as the tendril
what appears to be some stretch out of a sink drain attack froma second source.
sort of a red eye. As for the and attack. a victim. If the The effective reach of the
other end of the tendrils, whip attack. makes at least a tendrils once outside of the
nobody has been able to good success, then it has fixtures is normally about
detennine what lies there. grabbed the victim (usually four meters.
Although the creatures around the neck). From this Bei.nga particularly cruel
live within the city sewer point on, the tendrils do creature, sewer tendrils are
system. their true hunting automatic strangulation not above bashing a victim's

:':""""----------------,......
_.~.90 ~
head into a sink, reaching
up and turning on scalding DOMAIN
hot water, or holding a
victim's head underwater
until they drown.

Domain
Ahjebax has infested the
sewer systems below the •
vicinity of Jakarta with the ,tl
sewer tendrils. •
>c
Sewer Tendrils
DEXTERITY 13
{]~ ~ H;;:}
Dodge 16, maneuver 15,
stealth 14, unarmed
combat 17
STRENGTH 15
TOUGHNESS 12
PERCEPTION 12
Find 12, tracking 15,
tJ
Gaea Cosmo of/)

trick 15
MIND.
Test (6), willpower 15
CHARlSMA5
Charm (0), persuasion
(0), launt OS)
SPIRITO
Faith (Orrorsh) 10,
intimidation (17)
Possibility Potential:
none
Natural Tools: Whip
(damage value STR), stran-
gulation (damage value
S1R+3/IB)
Note: Ignore multi-action Orrorsh Realm
penaltiesforfirstfourattacks
on the same individual, but
attackingmorethanoneper-
son brings standard penal-
ties. If an attack nets a good
result, strangulation occurs,
SIZE REFERENCE
adding+l todamageforeach
tendril beyond the first at-
lacldng.
Power Rating: 2
Corruption Value: 10
Fear Rating: 1/2
Suggested Perseverance
DN,12
Suggested Weakness:
none
Suggested True Death:
smothered in salt

Discovered by
Nicholas Corkigian
~I ----------",""",:",:-"
.......- 91
SHADOW STEED

Iflj15MdOWst~s
Sometimes the steeds areso be trampled, then it will use
-- arethecreation stealthy that they can't be its head butt attack. Since
of Toral, a bes- seen until it is dose enough the creature's lower half is
tial Nightmare to strike in combat (the crea- insubstantial, someone try-
that operates tures are actively trying to ing to gain safety by jump-
in the vicinity of the Muller stenlth to dose range). ing onto a stage or other
Mountains on Borneo. Using its elemental at- raised platform win find
Shadowsteedsappearas tuaHontoassumetheform that the steed's insubstan-
large. black, misty horses ofdarkness, a shadow steed tial portions of its body can
with flaming red eyes. They can run straight through a move right through solid
appear fully solid on the building and then trample objects.
head, torso and upper legs, its victim on the other side.
but the lower legs seem in- The sudden appearance of Domain
substantial, like mist. These one of these creatures snort-
wild stallions appear only ing steam can be a most un- Toral has given the
at night, and they can nor- nerving night-time event. shadow steeds free reign
mally be heard before they Where possible, the within his province, includ-
can beseen. Attheapproach shadow steed likes to charge ing the Muller Mountains
of a shadow steed, the area an opponent, gaining a +5 of Borneo. They are found
grows unnaturally quiet to hit and damage in com- in forests, on plains and
and the only audible sound bat. If the opponent cannot deserted roads.
is the thunderofthe hooves.

:::------------------~
--0-;'92 ~
Shadow Steeds
DEXTERITY 12
Dodge 15. maneuver 15,
running 14, stealth 14,
unarmed. combat 15
STRENGTH 13
TOUGHNESS 12
PERCEPTION 13
Find 14, trick 14 o
MIND 14 ,~
Test15,~polYerI5
CHARISMA 7
~

Charm (14), persuasion
(12), taunt (10) {}(f ~ (f 'i;;;j
SPIRITS
Faith (Orrorsh) 10,
intimidation 11, reality
13 (if Possibility-rated)
Possibility Potential:
some (24)
Natural Tools: Hooves
G aea Cosmo to ott;
(damage value STR+5/18),
head butt (damage value
S1R+3/16)
Power Rating: Elemental
alteration (darkness), plus 3
Corruption Value: 18
Fear Rating: 1
Suggested Perseverance
DN,14
Suggested Weakness: Se-
vere wenkness to sunlight
Suggested True Death:
Exposed to sunlight for one
minute

Orrorsh Realm

SIZE REFERENCE

Discovered lJy

,....,,-------------------_..
Nicholas Corkigian

~ 93
SHAMBLER

lriil
-- The SMmble'
i~a necroman-
he creature
composed en-
bring the creature to life.
The creature will serve the
necromancer until it is de-
stroyed. Killing its master
ity. made the creature one
of the Gaunt Man's favor-
ites. Thratchen has been
known to utilize these
tirelyofdecay- will send it into a rage such beasts in the hunt for Storm
ing plant matter. It can be that it will destroy any liv- Knights. Shamblers attack
created by a necromancer ing creature it encounters. by swinging their massive
with a ceremony very simi- The shambler assumes a arms at opponents orstran-
lar to the one that creates a humanoid form, its size de- gling their quarry.
chthon from insects. The pendent on the necroman- The creature can be
necromancer piles decayed cer's wishes (most found anywhere, depend·
plant matter in the shape of shamblers average three ing upon its mission. Those
a man's body and covers it meters in height>. While it employing shamblers will
in a solution of stagnant has no obvious sensory or- most often direct their ac-
swamp water and fresh gans, it is an extremely effi- tivities such that they uti-
blood. cient tracker. lize dark, isolated, and of-
The necromancer must Shamblers are most of- ten swampy areas in order
then begin perionning an- ten created in order to hunt to strike more fear into their
cient occult rituals as the down specific enemies. The quarry.
full moon rises, continuing terrifying appearance of the Whileshamblersarecon-
the enchantments until the shambler, combined with sidered products of necro-
full moon sets, in order to its unerring tracking abil- mancy, some claim that they

.......':":"'"-------------------,~
94 ~
may arise spontaneously
from dark, swampy areas if DOMAIN
certain specific conditions,
similar to those in the occult
rituals, are met.

Domain
Primarily in swampy ter- •
rains throughout Orrorsh, •
,~
unless sent on a specific
mission.
,
>;,
Shambler
DEXTERITY 10
ch "'V!, H;;j

Gaea~~~
Unarmed combat 15
STRENGTH 16
Lifting 18
TOUGHNESS 15
PERCEPTION 10
Find 18, tracking 20
MIND 6
Test of will 12
CHARlSMA6
SP1RIT 8
Intimidation 14
Possibility Potential:
none
Natural Tools: Arms
(damage value SfR+3/19),
hide (armor value TOU+3/
18)
Power Rating: 1
Corruption Value: 13
Fear Rating: 1/2
Suggested Perseverance
DN,12
Suggested Weakness: fire Orrorsh Realm
Suggested True Death:
dismembennentfollowedby
burning

SIZE REFERENCE

Discovered by
Johnathan Woodman

~'------------------"
........- 95
SKINWALKER
, ,.-
,

~~~-
,

-lriilsbnwalkers

I

/ -/'
two hour process. The
- - are humanoid skinwalker is slow and me-
creatures rang- thodical during the skin-
ing in height ning process so that the
from 1.5 to 2.5 "prize" isn't damaged. Due
meters taU. In their natural to the venom injected into
(ann. they a ppear to be a the victim, they are unable
sexless human that has had to pass out during the hor-
all of its skin peeled off. Its rifying experience. Once the
surface is moist and red, and skin is fully removed, the
slowly oozes body fluids. skinwalker will crack open
They will live anywhere the victim's skull and eat
humans live, and are found his brain.
in groups of 20 or more. The process of eating the
Skinwalkers hunt hu- brain allows the skinwalker
mans as prey, and as a to absorb the victim's
means of disguise. When it memories. The body of the
finds a suitable ''host,'' the skinwalker will alter to fit
skinwalker will sneak up the shape of the new skin,
on its prey and bite the vic- and the creature's moist
tim. injecting a potent body will allow it to adhere
venom into its bloodstream. to the skin - it will appear
The victim must generate a identical to the victim. The
Toughness total of 20 or skinwalker will now imper-
higher to defeat the venom sonate the unfortunate vic-
or be paralyzed. The victim tim, with the only telltale
loses all control of volun- characteristic being the faint
tary muscles, but can see, paint scar nmningdown the
hear, smeU and feel every- back, arms and legs (find or
thinggoingonaround him. Perception total of 15 or
The victim may make an- higher to spot).
other attempt to break free Theskinwalker will have
every hoor; the paralyzation all of the casual memories
lasts fora maximum of three of the original person, but it
hours. must generate a Mind total
Once the skinwalker has equal to the Mind+3 of the
paralyzed the victim, it will original person in order to
cany him away to a safe get full, detailed memories
place and use its claws to of that individual. The skin
flay the victim alive. The will last threedays, and then
skin is removed in one piece, must be discarded or re-
with only a seam along the placed; after the skin has
back and the back of the been discarded, the memo-
arms and legs. The victim ries become only hazy half-
remains alive during the dream, half-memories for

........".,...-------------------,~
96 ~
the creature.
While in its "human"
form, it will make the most
of its mistaken identity, at-
tempting to create as much
mayhem as possible. It will
divert attention away from
itself and focus on creating
panic and confusion.

,tl
Domain ,
Skinwalkers have only "0
been reported in Malaysia,
especially the Singapore
lf~~~
area. On Gaea, they were
originally discovered on
Nippon, and for this rea·
son,OccuItscholarssuspect
that several have secretly
migrated to the Nippon
Gaea Cosmo
to-:I
Tech realm.
Skinwalker
DEXTERfIY 13
Dodge 14. stealth 17.
unarmed combat 15
STRENGTH 12
TOUGHNESS 11
PERCEYIlON 11
Tracking 13, trick 13
MINDU
Occult 15, test 14,
willpower 13
CHARISMA 9
Charm (6), persuasion
On, taunt 12
sPlRITIO Orrorsh Realm
Intimidation 13
Possibility Potential:
some (20)
Natural Tools: Claws
(damage value SfR+S/I7),
fangs(damagevalueSTR+3/ SIZE REFERENCE
15, plus paralyzation)
Power Rating: 4
Corruption Value: 17
Fear Rating: 2
Suggested Perseverance
DN,14
Suggested Weakness:
none
Suggested True Death: to
be placed within theskinof a
person who has been dead
longer than two weeks, then
burned into a fine ash

CJisa>vved by
Miclwd MIl/arrey
~I ----------"""":,:-,,
~ 97
SKULL WORMS

I~I
Preventing the skull
-- Skull wo,ms
are tiny crea· worm fTOm reaching the
tures no more brain requires a DrQmJltic
than an inch Skilf Resolution (only steps
long. They are A throughC>using themedi-
dull red in color and have a ane skill. The steps are:
moist. slimy skin. They are A: Isolate the area where
constantly on the move, the worm is located.
( seekingout animal brain tis-
sue in which to lay their
B: Cut a very precise in·
cision around the area of
eggs. the worm's entry.

l: rt /
The worms can secrete a
powerful acid that allows
them tobuITOwthrough the
skulls of most creatures.
C: Remove the skull
worm.
The entire procedure

\\ , Once an attack from a skull


worm has done a wound,
must be completed in the
six rounds before the worm
has completed laying its

\" ~, the worm burrows into the


victim's brain to lay its eggs
(this takes six rounds). Af-
ter laying eggs, it dies. The
eggs.

Domain
, eggs gestate for 30 days, Skull worms typically
dUring which time they re.- live in large colonies in
lease chemicals into the damp, dark areas under·
brain tissue that causes the ground, such as tunnels,
host to go insane. When the caves and sewers, waiting
eggs hatch, the tiny skuU to drop on any unsuspect·
worms eat the surrounding ing host that should pass
brain tissue, causing a pain· by. They can sense wann
ful death.

""'"

•• 98
blooded animals within
three meters, and normally
attack en masse until all
DOMAIN
available hosts have been
infected.
In the realm of Orrorsh,
the worms are commonly
found in the sewers and ,
basements of large cities, as
well as in the underground
crypts and tunnels. The Vic·
torians routinely work to
bum out colonies of the ver·
min.
Skull Worms
DEXTERITY 10
Stealth 14, unarmed
combat 12
STRENGTH 1
TOUGHNESS 3
PERCEPTION 11
Find 13
MlND1
Test (15), willJXlwer 10
CHARISMA 1
Taunt (25)
SPIRIT 2
Intimidation (20)
Possibility Potential:
none
Natural Tools: Addic at-
tack (damage value 14)

Orrorsh Realm

SIZE REFERENCE

I I I
• >lr '0

Discovered by
Stephetl Kenson

~'------------------'
.......- 99
.
SPAWN OF SABATHI
\
,
\

,/

When an indi- as wen as vampyres not in lifeblood. Its eyes were


vidual is her direct bloodline but huge, like saucers, and yel-
drained and loyal to her endeavors, to low. Emerging from the
killed by a stalk and kill a number of demon's soft blue-black
vampyre. then pregnant women within her gums were two tiny. mal-
that person's body may be- region, speciiically from the formed fangs that were per-
come a host for the cor- burgeoning city of Palem- fectly shaped for tearing out
rupted soul of a new bang. At least 10 such tar- a throat.
vampyre, drawn from the gets were slain in this man- In the city of Palembang,
Waiting Village. Butwhatif ner and they became these unholy orphans lurk
such a victim was with undead servants of Saba- in the shadowy alleyways
child?Would theimmature thina, and relocated to her and festering sewers. They
fetus mercifully terminate, underground lair forobser- are naught but vicious,
or would it be brought to vatioo. After several weeks, bloodthirsty beasts now.
term by its new vampyric thevampiricbroodemetged. They hide until a small or
mother? The vampyres' in each case, Sabathina weak target is seen, then
matriarch and Nightmare, had designed a demon child leap onto the target and
Sabathina, pondered that weaned not on milk, but feed. One has even been
selfsame question. and de- blood. found in a Palembang or-
cided to conduct an "experi- The vampyric infants phanage. where it slew the
ment" to find out the an- werecertainly not "normal" children and inJants in its
swer. in appearance. Theirchalky ward until staked by a pair
Over the period of sev- white flesh was bulging of Storm Knights.
eral weeks the venomous with thick purple veins, It is not known if these
Nightmare dispatched throbbing, pulsing with the creatures will ever mature,
members of her core clan, vomit-like ichor that was its since they have all report-

_00-:': - : : : : - - - - - - - - - - - - - - - - - , . . . . .
100 ~
edly stayed the same size
over the months of their
activity, but this is not con-
finned truth. If these mon-
sters are this evil as mere
babes, imagine the horror
ofone with the strength and
intellect of an adult.
Sabathina's spawn make
even the cruelest vampyre •
,~
shudder at the thought of
what the future will bring. •
>c
Domain {](f "'.), (f r<:;;;1
The spawn, to date, have
only been found in
Palembang, but there is no
reason to believe that they
will becontent with justter-
Gaea Cosmo
t;jtl
rorizing one city ...
Spawn of Sabathina
DEXTERlTY8
Dodge 12, flight 10,
maneuver 12, stealth 14,
unanned combat 13
STRENGTH 12
TOUGHNESS 13
PERCEPTION 9
Find 12, trick 13
MIND 7
Test (15), willpower 14
CHARISMA 5
SPIRIT 8
Faith (Orrorsh) 13,
intimidation 14
Possibility Potential: Orrorsh Realm
some (55)
Natural Tools: Fangs
(damage value STR+2/14),
flight (speed value 11)
PowerRating:shapedumge
(Bat, mist, or wolf), plus 4 SIZE REFERENCE
Conuption Value: 20
Fear Rating: 2
Suggested Perseverance
DN,15
Suggested Weakness:
holy water(+3 to effect value
if froma baptismal font), sun-
light
Suggested True Death:
drive a stake through the
heart and incinerate the
ro'J'S"

Flanagan
~~::::::::::::::::::::::::::~;:~••
~
patriCk
Djscovered:::..
101
SPULG

I'

A spulg looks terror of the bizarre - it gUised as a brick in a wall, a


like a large generates an overwhelming statue or gravestone. Hany-
grey rock from fear that the forces of evil one happens to be touching
a distance; up can infiltrate anyone's a spulg when it attacks, the
close, it looks household or Life, at any spulg gets an automatic Up
Iikea slimy piJeof grey clay time, with no warning. condition on that attack
covered with ooze and filth. While a spulg's "natu- against the c.haracter.
The creatures are simple ral" form seems to be as a Its Strength is determined
predators, designed by the lump of clay. it can change by its size. the smallest
Nightmares to inflict as its form once per tum. Each spulgs being less than a cu-
much terror as possible to tum, it may grow a pseudo- bic meter in volume (hav-
the "ordinary person." The pod (up to a maximum of ing a base Strength of 5).
creature has a taste for ani- one per three points of For each additional cubic
mal flesh, .although it Strength), It also takes one meter, it gains three points
doesn't seem to develop a round to grow a mouth in of Strength (the largest
preference for human flesh. order to enable the con- known spulg massed five
Instead, it normally decides sumption of that scrump- cubic meters)
to feed ina very public way. tious morsel (dog, cat, squir·
and few children will ever rei, hamster, infant ... ) Domain
get over the trauma of see- In combat, a spulg usu-
ing a piece of clay eat their ally surprises its victims and Spulgscan be found any-
pet "MuHy'" or "Spot." hits theclosest target as hard where throughout Orrorsh
Through this terror - the as it can. Usually it is dis- orGaea, although they seem

_.~.:-::::-----------------~
102 ~
to have a preference for hot,
humid climates.
Spulg
DEXTERITY 10
Melee combat 12.-
unarmed combat 13
STRENGTIi Solr
TOUGHNESS 16
••
PERCEYTlON 8 •
MIND 10
,J
CHARISMA'
SPIRIT 8 ...•
Possibility Potential:
some (60) ....1" , ""
Power Rating: 3 (typical
power.;; include mlJgic rfiis-
tance, regeneration, resis-
tllnCt! tonormal UH!apons,
attQt:k form resistance, si-
Imee)
Corruption Value: 10
Fear Rating: 1/2
Gaea Cosmo
• /~

Suggested Perseverance
ON,lO
Suggested Weakness:
none
Suggested True Death:
kill thecreature, immer.;e the
lxx1y in water, and seal it in a
container

Orrorsh Realm

SIZE REFERENCE

......' -----------------_..
CJiscov<red I>y
Richard TOmJlsso

........- 103
SWORDSOUL

-~
\, r
f1.- J- -"

" /-,......~
-/ "
~
l--l. ,,-~.
liljl
other powers include pow· and overtly suggesting

~
-- an enchanted erfuJ healing miracles or courses of action that place
, I,
, , swOrotMt~
gotten away
magical ability to detect
Occult horrors), However,
the owner in great danger.
Once the master is killed, or
~ from its owner with the sentience, the the sword somehow sepa-
'-, or creator. These enchanted sword continually tries to rated from the person, it finds
weapons have a limited sen· acquire more abilities. re- a new "master" and tries to
tience,and seem to be fiercely gardless of the corruption acquire new powers.
independent. much like an and evil that is caused by The creation of a sword
ill-mannered animal. Other this thirst. soul is often accidental.
weapons, like rifles, dag- Due to the corrupt na- When someone attempts to
gers, and cannon, have been tureof these devices, giving create an enchanted wea-
been similarly enchanted, one of them a new power is pon through the use of Oc-
but the sWOJ"d, as the cet· considered a corrupt act and cult rituals or magic in
emornal weapon of honor· should be handled accord· Orrorsh and gets a total
able Victorian officers, is ingly. Theswords often get more than 10 higher than
most common. new powers by convincing what is necessary, thesword
The sword soul retains their "masters" to subject is normally so "enhanced".
aLi of the abilities originally them to elaborate Occult When such a sword re-
enchanted into it (normally rituals. veals its true nature by act·
powers that increase the After a sword has gained ing directly against its mas·
odds of hitting or injuring a new power through a ter, it takesonan eerie glow,
an opponent, but some master, it starts subliminally usually a silver-white

:-::-:-----------------,~
_.--:'104 ~
around the blade (or point
for a spear, or head of an
arrow, depending upon the
weapon).

Domain
Sword souls are found in
the possession of warriors
and soldiers throughout
Orrorsh and Gaea.
Sword Soul
DEXTERITY 12
melee weapons 15
STRENGTH 10
TOUGHNESS 16
PERCEPTION U
MIND 14
Test 16
CHARISMA 13
Persuasion 14
SPIRITU
Intimidation 18, reality
13 (if Possiblitity-rated)
Possibilities: some (25);
if rated,S (+1 per power)
Power Rating: special:
only has powers enchanted
into it by occult rituals, plus
any absorbed from other
weapons
Corruption Value: 10 (+
number of powers)
Fear Rating: 1 (+ 1 per
three powers)
Suggested Perseverance
DN: 10 (+ number of pow- Orrorsh Realm
e",)
Suggested True Death:
deluging the weapon with
the blood of masters it has
killed and then destroying it
in a blessed forge or other
SIZE REFERENCE
fire

/
Discovered lJy
Richard Tomasso
~I ----------~_
..
.........- 105
TAUNTORS

Tauntors re- victim into chasing after Domain


-- semble dwarf- them. The chase ends in a
ish humans, prepared area. Tauntors Tauntors can be found
with large appear in groups, the num- anywhere in Orrorsh. but
• heads and ber of which is always a they avoid Victorian con-
spindly bodies. Their eyes multiple of three or five. trolled areas. Several
havea yeUowishcast tothem. Tauntors are cowards, groups have stowed away
andtheirfingernailsarelong. and will rarely attack un- aboard ships, arriving in
and claw-like. less they outnumber their Australia, India and Japan.
Tauntors are cruel, petty foes by at least three to one.
and mean. They stalk lone The exception to this is Tauntor
victims, luring them into when they are taunted by DEXTERITY 12
deserted areas, and then others, and due to their in· Fire combat 13, melee
slowly torture them to ability to resists such men· weapons IS, running
death. They are accom· tal attacks, they are often 13, stealth 15, unarmed
plished mimics and ven- driven intoa blind fury and cornballS
triloquists,and they delight attack. sTRE GTH6
in using theseskills to cause All tauntors carry wick· Climbing 14
fights among others. edly sharp daggers. and TOUGHNESS 9
A favorite way of luring some even arm themselves PERCEPTION 8
people is to use their excep- with pistols and other fire- Find 10, tracking 10,

- - :. I""'"
tional ability to taunt their arms. trick 18

~----------
106 ~
MINOS
Test (2) DOMAIN
CHARISMA 8
Taunt 18 (2)
SPIRIT 8
Faith (Orrorsh) 10
Note: Tauntors use the
o value to resist taunts,
but use taunt offen-
sively at a value of 18. •
,~
Possibility Potential:
some (25) •
>c
Natural Tools: Tough
body(armorvalueTOU+l/ ch~ p;;;J
10), sharp finger nails (dam-
age value STR+1/7)
Power Rating: 1
Corruption Value: 16
Fear Rating: 1/2
Suggested Perseverance
DN,12
Gaea Cosmo
i0dl
Suggested Weakness:
being unfailingly polite and
complimentary toward
them
Suggested True Death:
trapping one for two hours
within a cage lined with
flowers

Orrorsh Realm

SIZE REFERENCE

Discovered by
Sean Holland
. . . . . .I ~_, •

.........- 107
5"", they look the world. But, turn out the out for help. It will tell the

[Ij]
-- soft and cud·
dly,butdoyou
trustthemwith
your kids?
If the stuffed animal
lights and kiss your baby
good-night and let the little
guys' nightmares begin!
The teddy bears animate
when observable only by
child that it will kill him
and his parents, brothers
and sisters, friends. as well
as destroy their house and
everything else the child
you're speaking of is children. They come to life holds dear. Occasionally
Thratchen's Teddy Bear of and terrorize the children striking the child, it will
Doom. the answer had bet· endlessly_ The bears will becomemoreand morevi~
ter be "No!" usuaUy wait until the child lent and aggressive as the
Once again making the is asleep, climb on top of night goes on!
point that a child's fear is them and start to say their Finally, as dawn ap·
the most powerful and pure. name while gently shaking preaches, the bear will let
Thratchen had these toys them awake. Then, when the child go. When the child
smuggled. into the large ur- the child wakes up, thecute yells for help, the parents
ban areas of Orrorsh, and little bear's eyes glow red, believe that it's just another
over the last couple of teeth appear in a previously "monster under the bed"
months they havebeen dis- toothless mouth. and an story.
tributed to children unmistakably evil snarl re- Anotheradvantageofthe
throughout the realm. places the warm smile that bears is that Tltratchen of·
With the lights on and greeted thechiJd earlier that ten commands the bears to
Mommy in the room, they day. tell the children to do some--
are nothing more than ordi- The bear will generally thing. like steal an object
nary toys found in the bed- cover the child's mouth so from their parents. destroy
rooms of children around that it cannot speak or cry a document, or even try to

........~-------------------,,....
108 ~
murderasibling. Ifthechild
does as ordered, the bear
promises to leave - of
course, it is lying.
If the child insists on get-
ting rid of the toy, it will
find a way into someone
else's house and the cycle
starts anew. Several unex-
plained deaths can be at- •
,~
tributed to the bear-it has
literally scared the child to
death. The bears are unable
>;,•
to animate with anyone
over 12 years of age able to
ch ~ P::;;;}
observe it.

Domain
Teddybearsofdoomare
found throughout Orrorsh.
Gaea Cosmoto tf~

Teddy Bear of Doom


DEXTERfIYS
Unarmed combat (0)
STRENGTH 10
TOUGHNESS 10
PERCEYflON 8
MINDS
CHARlSMA1S
Charm 25, persuasion 15
SPIRITO
Faith (Orrorsh) 10,
intimidation 9
Possibility Potential:
none
Natural Tools: Bite(dam-
age value STR+2/12) Onorsh Realm
Power Rating: 1
Corruption Value: 10
Fear Rating: 1/2
Suggested Perseverance
DN,lO
Suggested Weakness:
SIZE REFERENCE
will not animate in the pres-
enoeofanyoneover12ye~
old
Suggested True Death:
remove all stuffing from the
teddy bear and refill with
foreign material such assand
or dirt.

D;s,;""",ed by
RRl1dle Hodge, Jr.

~-----------------_
.........- 109
..
~
lnthWnaturnl its host in society, although host can no longer pass for

~
- - state, the blood it does not have automatic human and will begin to
areamorphous access to memories (see the haunt the fringes of society.
blobs ,esem- description of the posses- The mouths in the hands
bling puddles sion power in the Orrorsh are the only opening in the
of blood, able to flow and sourcebook). skin, and are used to feed; if
move about like large am0e- After one month, hair the blood-ereature makes a
bae. In this fonn. the blood and nails begin to fall out, successful UnJlrmed combat
are relatively weak; their the skin swells and becomes roll against an opponent, it
preferred state of existence ruddyasthebloodexpands, has fastened a mouth onto
is within a human body, ei· the eyes become bloodshot him and will hit every round
ther a recent corpse or the and bulge unblinkingly, thereafter (generate a b0-
body of a living human thin membranes grow to nus number to determine
taken over by the posses- seal the inside of aU bodily damage) unless the victim
sion power. orifices, and lamprey-like can make an opposed
The host body trans- mouths the size of silver Strength total five greater
forms over the course of a dollars form in the palmsof than the blood's Strength
month; if a living host was the hands. and break free.
possessed, only an occult One month and a week If, while fastened onto a
ritual performed within a after the original posses- victim, the horrorgenerates
month can save her. sion, the creature's host is a damage bonus high
As the creature spreads completely transformed enough to inflict a wound,
through the body, it slowly and is now little more than it has begun to feed and will
consumes the internal tis- a bloated skin-sack filled automatically inflict one
sue and bone. During this with the liquid form of the wound until the victim is
process, it can still pass for horror. At this point, the dead or escapes its grip.

~----------------~
_._.110 ~
The blood will not inten·
tionally use weapons or
equipment. If the Ixxiy takes
four wounds, the skin rup-
tures violently, spraying the
liquid creature around ex·
plosively.

Domain
The blood can be found
anywhere in Orrorsh, but
they are known to be inhab-
iting Timor and Celebes.
The Blood
DEXTERITY 12
Dodge +1/13, maneuver
+1/13, unanned combat
+2/14
STRENGTH 10
TOUGHNESS 11
PERCEPTION 13
Find 14
MIN09
Test (8), willpower 15
CHARISMA 7
Taunt (15)
SPIRIT 9
Faith (Orrorsh) 13,
intimidation 18
Possibility Potential:
some (30)
Natural Tools: Fanged
mouths (damage value 16)
PowerRating:possession
plus 2
Corruption Value: 19 Orrorsh Realm
Fear Rating: 1
Suggested Perseverance
DN:14
Suggested Weakness:
heated holy symbols
Suggested True Death: SIZE REFERENCE
sealed in a glass container
and dropped at sea

Disaroered by
KDrt Hiller

~----------------'"':"':":"-
..........- 111
..
THROATHS

I~I
countered, but are deadly hundreds of meters long,
-- Thmalhs are
long. purplish- in dose quarters. A throath that lies in hibernation be--
grey worm- normally hunts alone, and neathCrocksholaTemple(a
like creatures. attacks only solitary crea- secret society temple high
Predatory tures. The creatures hunt in the mountains on
meat-eaters, they are quite only mammals. Sumatra).
fonnJess, almost like hollow Throaths are believed to
tubes, and can expand their be the creation of Ahjebax, Domain
boclies to swallow anything bul they seem to be almost
up to two meters tall and mindless, and therefore in- Throaths can be found
four meters long (a hon;e, for capableofbeingd.irected by throughout Orrorsh, both
example). a more powerful entity. It is on land and in water. Sev·
TIle interiorof their Ixx:lY believed that a few evil Vic- eral have swam to other ar·
is lined with small reddish- torians have trained eas of Earth.
purple tentacles that g1js. throaths to guard secret
ten with a powerful acid meeting places and unholy Throalh
which quickly dissolves Occult worship sites. There DEXTERIn'9
flesh. The acid has no effect is even a cull worshipping Maneuver (12), stealth
on bone or plant matter. The the throaths, in the appar- 12, swimming 18,
add vaporizes almost in- ent belief that all of thecrea- unarmed combat 15
stantly when exposed to air. lures are spawned from a STRENGTH 18
Throats are rarely en- massive "mother throath," TOUGHNESS 18(20)

•• 112
PERCEPTION 6
Find 8, tracking 10, hick
(8)
DOMAIN
MIND 6
Test (20)
CHARISMA)
Taunt (20)
SPIRITS
lntimiclation (25)
Possibility Potential:
some (85)
Natural Tools Leathery
hide (armor value TOU+2/
20), acid (damage value 20)
Power Rating: 2
Corruption Value: 18
Fear Rating: 1
Suggested Perseverance
DN,15
Suggested Weakness:
none
Suggested True Death:
beingslain with meleeweap-
ons

Orrorsh Realm

SIZE REFERENCE

Discovered by
Sean Holland

~-----------------_,
........- 113
.
GLER

..........
The exact ori- its watery lair. ing the creature only to be a
ginsofthetidal Their color ranges the strangely colored plant), the
tangier are un- entire spectrum, but is usu- tangier lashes out in a fero-
known, but ally a mixture of blues, cious attack.
suchanalxnni· browns and purples. The The monster can attack
nation could onlybea result creatures are anywhere twice per round at no pen-
of the occult magic of from two to three meters alty. The creature must use
Orrorsh. long, weighing up to 300 its tentacles to anchor itseU
The tidal tangier can be kilograms. to rocks to avoid being
described as a sea anemone The tidal tangier is found swept out to sea, and while
with human arms and a primarily underwater, hid- the creature can drag itself
head. The monster has six den among the rocks and along on its tentacles, it can
arms. Atopthemonstersits seaweed of oceans and only move two meters per
what resem61esa grotesque lakes. However, it can also round.
humanoid head, its mouth breathe air, and can be The tidal tangier, in ad-
filled with disgusting razor- found in dark sea caves dition to hearing and sight,
sharp teeth. Their bodies along shores, or even in the has the ability to detect
end witha mass of tentacles sand. It will usually sit with changes in water currents
that are used to hold itself its head bowed soastohide and tides while underwa-
to slippery rocks or in sand its facial features, its arms ter. This enables the crea-
when the occasion arises iimpatitssides. Then, when ture to detect any nearby
that it decides not to stay in

~---------------_
....-.114
prey stumbles near it (think-

.......
vehicles or beings.

~
These creatures have no
communication skills, and
lay only microscopic eggs.

Domain
Tidal tanglers are found
on theshores of Celebesand
Borneo.

Tidal Tangier ,2)
OEX1'ERlTI 10 •
Swimming 12, unarmed ~
combat 14
STRENGTH 14
(J~ "'V, ~ ~

Gaea~0/
TOUGHNESS 12
PERCEFTlON S
Trick 9
MINDS
CHAJUSMA7
SPIRITS
Intimidation 12
Possibility Potential:
none
Natural Tools: Arms
(damage value 5TR+2/16l,
poison (damage value 14),
teeth(damagevalueSfR+2/
16), tentacles (speed value 2
on land, but swims at speed
value 12)
Power Rating: 1
Corruption Value: 13
Fear Rating: 1
Suggested Perseverance
ON,13
Suggested Weakness:
none
Suggested True Death:
Orrorsh Realm
creature must be submersed
in boiling water for one
minute
SIZE REFERENCE

......, - - - - - - - - - - - - - - - - - _ . _ .
Dis<:ov<rtd by
Rond" Hodge, Jr.

........ 115
TRACHELSTEPH

o
_f""""\
o ()..../
IWljI
--
Lurking the
neath
waves of the
be-

Java Sea is an·


a ship in the dark of night
and carry off a passenger
for the purposes of making
a meal. He usually leaves
other of the the bones floating near the
Gaunt Man's Nightmares, ship as a warning to other
an amphibious creature re- crew members of the dan-
sponsible for terrifying gers of sailing through the
mariners that dare to sail realm.
the waters. Along with Trachelsteph's origin is
Sabathina, Trachelsteph is unknown. Some believe he
one of the few creatures to may be an occult creation,
have accompanied the while others think he is a
Gaunt Man on his invasion drowned sailor cursed for
ofGaea. eternity to wear a horrible
Trachelsteph is human- form. He has never been
oid, with scales in place of known to speak, and it is
skin and webbed hands and not known if he is capable
feet. His mouth isfilled with of speech as humans know
row upon row of needle- it - if not, it can only be
like teeth, and his sole assumed that he uses sor-
source of sustenance is cery of some sort to com-
blood, whether animal or municate with the Gaunt
human. he cares little. Man and Thratchen.
He makes his home in an Trachelsteph is unaware
undersea cavern off the that the Gaunt Man has dis--
coastofJava,and from there appeared. Since his prov-
he commands various ince is the sea, he rarely sets
aquatic horrors, as weU as foot upon land to visit the
the restless spirits of those High Lord, nor does he feel
who met their deaths on the compelled to report his do-
P Daly
ocean. He particularly de- ings on a regular basis. For
lights in using his occult his part, Thratchen has
powers to caU down raging never thought very highly
storms on the vessels of of Trachelsteph (believing
those seeking to escape him to be little more than a
Orrorsh. pet of the Gaunt Man), and
Trachelsteph rarely al- has not bothered to inform
lows himself to be seen by the amphibian of his regent

•. ,.,..,...---------------_......
his victims, although he has status.
been known to steal aboard

- .116 ~
Domain
Trachelsteph plies the
waters off the coasts of In-
donesia and NorthemAus-
tralia, but he can appear
anywhere within the realm
of Orrorsh's seas. He does
not like fresh water, how-
ever, and cannot abide such
habitats long. He also
avoids the shallows, and,
though he is amphibious,
does not make a habit of
going too near land, let
alone on it.
Trachelsteph
DEXTERITY 15
Acrobatics 18,dodge
19, maneuver 21,
stealth 20, swimming
25, unarmed combat 21
STRENGTH 21
Climbing 22, Lifting 22
TOUGHNESS 19
PERCEPTION 17
Find 19, scholar (sea
lore) 21, tracking 22,
trick 20
MIND 14
Occult 18, survival 20,
test 17, willpower 17
CHARISMA 14
Charm (25), persuasion
18, taunt 17
SPIRIT 11
Faith (Orrorsh) 15, Orrorsh Realm
intimidation 17, reality
17
Possibilities: 25
Powers: paralyzing
touch, regeneration, up con-
dition (when underwater) SIZE REFERENCE
Corruption Value: 21
Fear Rating: 2
Perseverance ON: 22
Weakness: heat
True Death: must be
bound with seaweed and
killed by burning
TRUERAKS Second Prize

In the Co," Knowledgeable Hindu have submitted to theircha·


-- Earth legends scholars and Fendaru fol- otic nature, and committed
of the Hindu lowers have made a ron- seemingly random acts of
religion, tales certed effort to detennine violence and evil.
• are told of the the truth behind the Among the types of
rakshasa, demonic crea- sightings. They now accept rakshasa, and the crimes
tures that served the deity that "true" rakshasa exist, they commit, are: pisachas,
Ravana. Tales of their ori- creatures different from the goblin-like demons that
gins vary - some believe creations of various Night- haunt cemeteries and feed
they,...."""tedbyB.-ahma; mares. on dead bodies;panis, aerial
othen; by the sage Pulastya, In the legends, the demons that try to tempt
grandfathe>- 01 Ravana. The rakshasa often served as humans into foolish actions;
mythology 01 Fendaru has scoutsand warriors for their black dasyus, demons re-
sUnilar legends. leader, Ravana. To date, it sponsible for droughts; and
A recent rashoCsightings seems as if they are search- gralws, demons who drive
in New London and vari- ing Core Earth todetermine men insane.
ous cities it) Core Earth In- the true situation. If they
dia indicate that the are what they appear to be, Domain
rakshasas may once more they would seem able to
walk the Earth. These re- return to Nirvana and re- Rakshasa have no set lo-
ports are somewhat ronfus.. port on the situation. cation, although they are
ing because aU of the other There are many varieties often found nearCore Earth
supernatural manifesta- of rakshasa. Some strictly and Victorian cities in
tions associated with adhere to the orders of their Orrorsh.ln such cases, they
Orrorsh make it difficult to missions, merely gathering are commonly near where
separate fact from fiction . information, but others Fendaru or Hindu priests

. . . . .=
118
------------------_.......
~
and worshippers gather.
Theyhavea~leftthereahn DOMAIN
and traveled to India.
True Rakshasa
DEXTERITYtl
Dodge 13, flight 13
(panis only). maneuver
12, melee weapons 14, •
missile weapons 13, •
running 13, stealth 14, .,!!
unarmed combat 14 •
STRENGTH 13 >0
Climbing 14
TOUGHNESS 13
ch '10, H::;)

Gaea~~b
PERCEPTION 10
Find 12, language 12,
tracking 12, trick 13
MIND 9
Swvivalll, test 10,
willpower 13
CHARlSMA9
Charm 14, persuasion
16, taunt 13
SPlRITIO
Faith (Hindu) 12, focus
12, intimidation 14
Skill Notes: Add an
additional ~10 skill
adds to any skills.
Possibility Potential:
some (25)
Natural Tools: Claws
(damage value SfR+3/16),
wings (panis only, speed
value 12)
Equipment: Variable, but
always includes ancient en- Orrorsh Realm
chanted Hindu weaponry,
including swords (damage
vaJue+6/24),daggers(darn-
age value +3/21), bows and
arrows (damage value SIZE REFERENCE
Sf'R+5/23, range 3-10/401
100)
Power Rating: 3-5
Note: While found in
Orrorsh, these creatures are
not native to the realm.

......'--------------------_..
Discovered by
Steve Crow

........- 119
UNGREN

Theungrenare these children go to sleep at involved in a web of lies


legendarycrea- night, it creeps into their and deceit directed at
tures of Gaea's room. Before the children adults.
New World. can scream in terror, it nails Since theungren is privy
The tale, over- their mouths shut with a to more information than a
heard by Dr. Sconce, iruipired rusty nail, using its own child could possibly know,
him to build several of these forehead as a hammer. these lies are more believ·
new horrific creatures. His If a direct assault is made able than one a child would
creation isa raresight (thank- on the ungren. it will head normally tell.
fully). butt its attackers. and try to
The ungren appears as a escape. However. it always Domain
very large (three to five returns at night to exact re-
meters tall), misshapen hu- venge while the attackers Currently, ungred (the
man with crooked teeth, a are sleeping. plural term for the crea-
hunched back, and a bulg- It is thought, addition- tures) are only found in ar·
ing forehead. ally, that the ungren have eascontroUed by Dr. Sconce.
The ungren can auto- certain powers of control
matically sense lies and is over the children they have Ungren
enraged by them. Its most caught lying. Many rumors DEXTERITY 11
fearsome tactic is to find a state that some more devi- Dodge 13, lockpicking
lair near small villages and ous ungren, upon frighten- 15, stealth 20, unarmed
wait. It willsensewhenchiJ· inga child with the threat of combat 18
dren are lying, and which nailing his or her mouth STRENGTH 18
ones are doing so. When shut, will force it to become Oimbing19

. . _120,=-------------------,~
~
TOUGHNESS 17 (211
PERCEYTION 10
Fmd 15, tracking 13,
DOMAIN
trick 13(20)
MlN06
Test 7(5)
CHARISMA 8
Persuasion (lying only)
15
SPOOT6 •
Intimidation 15
,.<I
Possibility Potential: •
>;,
some (29)
Natural Tools: Forehead
(damage value STR+2/20),
ch r::w ~~

~
tough hide (armor value
TOU+4/21)
Equipment: Bag of rusty
nails(damagevalueSTR +1/ Gaea Cosmo dl
21. plus forehead damage;
uses unanned combat to hit;
nailing mouth shut requires
a vital blow, and, if a wound is
caused, the mouth is nailed
shutrequmngaSmmg~t~
tal 0(18 or higher to pull the
nail out; imbedded nails do
damage value 12 until re-
moved)
Power Rating: lie detec-
tion (see page 7) plus 3
Corruption Value: 20
Fear Rating: 2
Suggested Perseverance
DN,15
SuggestedWeakness;sty-
/ ()

mied if one of its own lies is


exposed. Orrorsh Realm
Suggested True Death:
Nailing its mouth shut with
one of its own nails.
Note: Parenthetical trick
value only applies if verbal SIZE REFERENCE
deception is used.

Discovered by
Adrian Drake
~I -----------_..
........ 121
UNLIVING OCCULTIST

Unliving oc- occultist inept at occult ritu-


-- cultists are 0c- als except where self perse-
cultists who verance or real wickedness
were so ob- is the goal. This causes the
• sessed with unliving occultists to be-
occult knowledge while come very frustrated and
they were alive that they try even harder to finish its
survive into death as an 0c- experiments. Whenitcomes
cult worshipper, perform- to spreading wickedness or
ing many ghastly deeds. self preservation, they are
Due to their wickedness, the exceedingly skiUed, how-
Gaunt Man rewards them ev....
by allowing them to con- Unliving occultists rea·
tinue their occult experi- son with the ability and a~
ments even after the local parent free will of living
peasants have killed them characters, but their horrific
- the unliving occultists natures rule their destinies
believe they are still alive. - they are the only ones
After their usually vio- who will not admit it.
lent deaths, they remember Many seek knowledge,
taking a short vacation (to but deny the true nature of
the Waiting Village) - just their existence. Those that
escaping their killers-and are exposed to mirrors are
then they returned to their weakened (see below), but
haunts. the occultist only believes
They then became ob- he is seeing his "true form"
sessed with secrecy, doing - not his "living" body.
their evil experiments at
<Ugh' whilehidingduring the Domain
day. They have no morals
and useanythingoranybody Most unliving occultists
to continue their occult ritu- are found in Majestic. prey-
als.ln theunliving oocultist's ing on their fellow Victori·
lair. there are no mirrors or ans. They thriveon manipu·
re£lectiveitems-toseetheir lating others to their own
rotting bodies could cause ends.
them to lose their will to per-
form occult magics. Unliving Occultist
In typical Gaunt Man DEXTERITY 11
fashion, he has made the Dodge 14, fire combat
12, maneuver 14, melee

. . . . .=
122 ------------------_......
--,-
combat 14, stealth 12,
unarmed combat 13
STRENGTH 10
DOMAIN
TOUGHNESS 15
PERCEPTION 15
Divination magic 17,
find 18. scholar (arcane
lore) 17, trick 19
MIND 15 •
Conjuration magic 16, •
science 17, occult 25-, .~
willpower 25 •
>0
CHARISMA 5
SPIRIT 15 (]~ ~ ~ 'i;;;j
Faith (Orrorsh) 16.
focus 16, intimidation
16
Possibility Potential:
some (8)
Natural Tools: Bony fin-
t)-y
G.o. Cosmo
gers {damage value STR+l/
11); tough. unliving hide (ar-
mor value +3/18)
Power Rating: 7 (usually
has cold aura, magic resis-
tance and dark vision)
Corruption Value: 20
Fear Rating: 4
Suggested Perseverance
DN,16
Suggested Weakness:
light, mirrors
Suggested True Death:
must bemadeto believe that
he is dead

• The Unliving Occultists have


incredibleOCQllt power- when Orrorsh Roalm
performing acts that spread the
use of the occult or when di·
rectly preserving their '1ives."
Otherwise. they are unable to
make the simplest experiment
go right They produce great SIZE REFERENCE
horrors by accident and their
mistakes are legendary.

D;scov""d by
Daniel Chapmlln
~I - - - - - - - - - - - _..
........- 123
VASKK

~
These hom",; vaskk. the attacker auto- slowly dies over the course
:.-- are indepen· matically suffers damage of the next fow days in hor-
dent walking equal to his or her own rible agony (a possibility-
humanciroJla· Strength plus six, plus a gen- rated character can "buy"
tory systems. erated bonus. extra days by spending one
They roam the countryside Vaskk use these capillar- possibility per day). Each
in search of prey, attacking ies for reproduction as weD day, the character takes a
anything they encounter. as weaponry. When a char- wound. As each section of
Because a large portion acter takes a wound from a capillary turns to stone, the .
of the circulatory system is vaskk.microsropicbitsofthe cells die from lack of blood
composed of microscopic vaskk left in the wound be- and begin to rot.
capillaries, the vaskk are gin to<ligintothebody. Upon By the time the transfor-
incredibly complex and entering the bloodstream, mation reaches the main
fragile creatures; any vil>- they spmld, beginning the arteries, the victim is dead
lent contact results in the slow petrification of the (mercifully). Body tissue
shattering of many of these victim's circulatory system. rots inside the petrified net-
capillaries. Only a quick application work,sothatnewly·formed
However; a blow from a of medicine (difficulty num- vaskk lookand smell almost
vaskk, or a bare-skinned ber of 15) will allow the re- exactly like zombies. Be-
attack against one is quite moval of the particles before cause the tissue around the
damaging for the capillar- they ent... the body. Othe<- capillaries has not yet fallen
ies are razor-edged due to wise,onlya totalblood traJl.s.. off the body, vaskk cannot
their microscopic size and fusion or magic or occult attack or reproduce within
rigid structure. U a bare- ritual can prevent the traJl.s.. the first week of the trans--
skinned hand-to-hand at- formation. formation.
tack succeeds against a Once infected, the victim Like zombies, vaskk are

......=-------------------~
124 ~
virtually mindless, immune
to taunt, chann and persua-
sion, and often used by more
powerful creatures as ser-
vants.

Domain
The vaskk serve evil 0c-
cultists all overOrrorsh, but •
are generally found in se-
,J
,
cluded places.
-'C
Vaskk
DEXTERI1Y 10
{]~~ H:;;}

Gaea~~
lJ<xIge 17, stealth 11,
unarmed combat 15
STRENGTH 11
TOUGHNESS 5 (10 if
just created)
PERCEPTION 9
Fmd 10, tracking 10,
trick (15)
MIND 3
Test (20)
OlARISMA3
SPIRIT 11
Faith (Orrorsh) 14,
intimidation 16
Possibility Potential:
none
Natu.ra1 Tools: Capillar-
ies (damage value STR+6/
17)-passivedamagewhen
struck equals attacker's
STR+6/17
Power Rating: 2
Corruption Value: 15 Orrorsh Realm
Fear Rating: 1
Suggested Perseverance
DN,14
Suggested Weakness:
none
Suggested True Death: SIZE REFERENCE
death

lAscov<mt Uy
Kslrl Hiller

.....,-----------------_._.
~ 125
WHI _ERERS

Thewrus"""", tim to corruption because


- -: have been fol- true corruption can only
lowing the come from within.
Gaunt Man for If the victim chooses the
• as long as any- path of corruption, the
one can remember - not whisperer "allows" its vic-
even the ravagons know the tim to convert them to the
story of the;,. origin. same beliefs, and ultimately
Whisperers appear as provides them with more
short people with slender and more occult knowledge
bodies and long tails, and that they "discover"" while
they bear a striking working with the occultist.
resembtence to hairless Several of the more power-
monkeys. They usually ful Victorian occultists are
wearcoatstohidetheirtails. "students'" of whisperers.
The whisperers live to If the victim refuses to be
corrupt innocent seekers of corrupted, the whisperer
knowledge. Theyohen find will eventually leave him
a lonely professor, ora quiet or her. Unlikemostcorrupt·
woman or man who enjoys ingcreatures, it will attempt
books, and slowly insinu- to do so ongood terms-so
ate themselves into the that it can reenter the
person's life, building a victim's life when it has a
bond of trust. Once they new plan.
have their victim's trust, When a whisperer dies, it
they slowly manipulate will take up residence in the
them into becoming inter- body of an occultist it has
ested in the occult. corrupted. Since it has been
A gift to the;,. victim of • friends with the occultist, it
rare book - one that am- can usually assume his iden·
tains hidden occult knowl- tity fairly easily. U. whisper
edge - is one of the whis- dies a true death. a person it
perer'sfaYOri"pioys.~ has conupted will be InlnS-
always the pathof the occult formed into a whisper.
;, chooen by the victim be- Whisperers avoid com-
causethewhispererwillsul>- bat whenever possible, us-
tty influence the victim tc>- ing others to do their fight·
ward thatpath. However, the ing for them. They are usu·
whisperers can make no ally able to persuade their
overt moves to force the vic- "students" to fight forthem.
D. """'"

126 --------~
Domain
Whisperers can appear
DOMAIN
in any major population
center in Orrorsh, but they
have been spotted. in other
realms including Core
Earth, Aysle and the Nile
Empire (it is believed. that •
Angar Uthorion hasseveral •
,.I)
at his disposal). What they
do there is unclear, but it is
,
surely related. to their foul "0
nature. {j ~ "0. H;;}

to
Whisperer
DEXTERITY 14
Dodge 18, maneuver
15, running 15, stealth
18 Gaoa Cosmo ~b
STRENGTH 6
Climbing 16
TOUGHNESS 10
PERCEPTION 14
Alteration magic 19,
divination magic 16,
find 16, language 16,
trick 16 (20)
MIND 14
Conjuration magic 15,
occult 19, test 18,
wiUpower 18
CHARISMA 11
Chann 16, persuasion
17, taunt 18
SPIRIT 11
Faith (Orrorsh) 14,
reality 17 Orrorsh Roalm
Possibilities: some (20)
Natural Tools: Tai1 (+1 to
climbing and other agility-re-
lated actions)
Power Rating: infection
(doesn't require life drain or SIZE REFERENCE
shape change) plus 2
Corruption Value: 24
Fear Rating: 1
Suggested Perseverance
DN,16
Suggested Weakness:
bookoftrueand pure knowl·
edge (this will vary from
realm to realm)
Suggested True Death:to
be slain by one of its victims
by cx:eult methcxis
Creature Size Comparison

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