Professional Documents
Culture Documents
2
Credits
Authors
Steven Saville
Luca Cherstich (stats chapters)
Additional Writers
Theodore Bergqvist and Magnus Malmberg,
Additional Helpers
Dan Slottner and Mattias Berglin.
Art Direction
Theodore Bergqvist
Cover Art 3
Ola Larsson
Interior Art
Peter Bergting, Per Sjögren
and Justin Sweet
Additional Kudos
Thanks to all the Kickstarter pledgers and to all the backers
who made this project come to life.
Our style is to use “they” as a singular gender-neutral pronoun when
possible. This usage continues to gain m
ainstream acceptance, including
among major style guides such as The Associated Press Stylebook
and The Chicago Manual of Style. We believe it is appropriate and
practical, not just to reflect common usage but to accommodate a more
inclusive view of gender identity. The LexOccultum books also use
“he” or “she” when helpful for added clarity.
isbn:
Table of Contents
11
12
The Church Grim
13
Characteristics differentiate them from the darkness on for Heaven or Hell, and can often be
The Church Grim is one of the more all but the brightest of moonlit nights. seen on the night of a funeral, prowling
familiar motifs of British folklore, a Their deep-bellied growling is at its the graveyard.
nocturnal apparition with its roots very loudest when they are at a distance, as Some of the more powerful grim may
firmly in Celtic culture. The grim is most these uncanny hunters grow silent as serve as guardians, guiding the souls of
commonly seen in the form of a dog—a they close in on their kill. the dead into the afterlife, while others
large, powerful mastiff. Larger than a It is believed by some that the watch over the moors and desolate
normal hound, and more muscular, that distinct rattle of chains in the night roads to protect travellers from harm
prowls around church grounds and the can presage the arrival of a grim. This that might befall them in the risings
moorlands around them charged with audible harbinger has its root in the mists and long dark nights.
protecting the dead from the Devil and notion of mortal chains and the idea These more often than not are Black
his demons. of sins weighing down upon the soul Dogs rather than ‘Church Grim’ and
The howling of these huge dogs is once it enters the afterlife. The grim as have their bones buried at crossroads
16 often believed to be a portent of death. a shepherd of such souls can, perhaps, along the path, rather than beneath the
The grim themselves are neither explain the idea that these clanking foundations of a building though they
good nor evil, but rather creatures chains might somehow follow the are of the same family of spirits.
of the occult world that are charged nocturnal hunter rather than the click The grim are more akin to spiritual
with watching over the bones of the of claws across stone you might expect. protectors than monsters—though woe
dead and seeing that no harm comes In all cases these huge beasts are betide anyone with evil in their hearts
to them. They are, however, fearsome reported to have hellish countenance who crosses their paths for they are
fighters, possessing preternatural speed with fiery eyes and the stinking breath fiercely protective of those they watch
and agility, can strike multiple times of the grave. over.
with tooth and claw before a mortal There are a number of infamous
opponent can even draw their weapon, Black Dogs, including the Cŵn Annwn,
and with their ghostly aspect are nigh What do the Players Know? the nine spectral hounds of the Welsh
on impossible to hit, a combination The grim guard church yards from otherworld, who are most often
which makes the grim a formidable foe. thieves, witches, warlocks and those associated with the Wild Hunt and
The grim is a distinctive subset of the who would defile the holy ground. They serve Arawn, King of the Annwn, and
Black Dog mythology. are protectors as opposed to instigators Gwyn ap Nudd, Underworld King, and
of violence and attack. Their duty is to often run in the presence of a fearsome
watch over the sleep of the dead under hag known as the Mother.
First Impressions their care. The grim’s bones are buried Legends focus upon our ‘Best Friends’
Moving through the night’s dream under the cornerstone of the church as as guardians, such as Cerberus, the
gloom of the graveyards they call home, a foundation sacrifice, and they will not Hound of Hades who stands as guardian
the grim is a terrifying sight; often rest for eternity so sacred is their duty to the gates of the Underworld in Greek
the first hint that they are out there, to the dead. mythology, keeping the dead from
watching from within the darkness, It is believed that if the church bells leaving, and Garmr, the blood-stained
are the glowing eyes that burn with toll at midnight a death will occur in the guardian of Hel’s gate in Norse. In
the intense fire fuelled by the pits of village they protect. Cornwall, the Devil’s Dandy Dogs are
Hell. Their hide is most often charcoal Folklore suggests they know whether another version of the Wild Hunt, the
black, making it almost impossible to a soul buried in their church is destined huntsman the Devil himself, the dogs
hellhounds, coal-black in colour and do not fool them. They ‘smell’ the and most fearful of all, panther-
with fiery breath. These black dogs and stain of evil deeds upon the soul of like predators. It is rumoured that
guardians are the natural antecedent’s those they hunt so those who cross the Kirkonväki, the nordic Church
of our protective Church Grim. their paths with dark deeds in mind Grim, can even appear as an eerily
Other renown grim take the form of are in considerably more danger than humanlike pale-skinned ghost,
the Black Dogs that haunt the moors an innocent soul. Their ‘hunt sense’ perhaps wearing the faces of the dead
of regions like Dartmoor in the south is so powerful they may pursue their who were once parishioners of the
of England, and Gurt Dog that prowls prey over incredible distances, driven Church it protects.
Somerset, Gytrash, Padfoot, Shag, Black to chase them relentlessly across the ✦ Their presence can bring about
Shuck, Barghest and more are believed countryside. feelings of great sorrow in those
to be Devil Dogs or Hellhounds, their ✦ It is believed that some Black Dogs susceptible to fear.
apparitions ranging at greater and are in fact shapechangers capable of ✦ It is considered bad luck to talk of the
greater distances from their bones appearing as horse, mule and cow, grim.
depending upon their strength. The
Black Dogs of the moors may well
be more devilish in nature than the
protective Church Grim and should be Church Grim typical stats
treated as such. What follows are the stats of a typical dog-like Church Grim protecting a old
cemetery, possibly in the countryside of England.
Traits: Perception +8, Psyche +8
Main Features Physical Health Points: None.
✦ A grim may appear in either corporeal Mental Health Points: 32-40
or ethereal form, phasing in and out Mental Damage levels (for 36 MHP): 1-12 (0) / 13-21 (-1) / 22-28 (-3) / 29-32 (-5)
of either state at will which accounts / 33-36 (-7)
for reports of weapons passing Movement: 2 CP per 4 m (Max 24 m);
through the body of rare white grim Fear Factor: 1d10 (OR 8-10).
as though they were nothing more Skills: Stealth SV 10 Avoidance 1 (Hiding & Camouflage 4, Sneaking 4), 17
substantial than ghosts, and how the Detection 1 (Observation 4).
sinful can still be torn apart by tooth Natural Weapons: Bite (Dmg 1d10 OR 8-10), Claws (Dmg 1d10 OR 9-10).
and claw in their ferocious attacks. Initiative: +3
✦ The duality of their corporal and Combat points: Free 12 / Natural Weapons 10 (Biting 10, Claws 8).
ethereal existence functions as a form Samples of Attacks:
of displacement, meaning it is next to ✦ (IM +3) Bite SV 15, SV 10, SV 7; Claws SV 8
the Black Dog even 1d10 “Bonus MHP” to be added to its first ✦ Specialty: Black Magic level 3
damage level.
Other Requirements
Shapechange ✦ Supernatural Beings Discipline level 2, Beastiology
The Grim can shapechange into another animal or creature. level 3
Effect
Church Grim Variations This ritual should be performed during a dark night of New Moon
and no more than one attempt per night can be made. It takes 3
Evil Black Dog hours to be performed and, at the end, the sorcerer must make the
For the many varieties of evil Black Dogs (from corrupted Esotericism skill roll. If this is a success, a Black Dog will be evoked
Grims to those who haunt the moors) use the Church Grim but its will must be bent in order to make it obey the sorcerer.
stats, adding the “Feeding off the emotions” ability but Make a situation roll with a SV equal to 2 modified by the
removing the “Sense Evil” ability. sorcerer’s Psyche and levels in Black Magic Specialty (+1 per
level). This SV can be further augmented by +1 per physical
Kirkonväki or mental health level that the sorcerer sacrifices (this is not a
These Nordic Grims appear as humanoid pale ghosts, permanent since these health levels can be healed later on as
often resembling old parishioners buried in the church or normal, but one must face the risk of having bad health modifiers
animals sacrificed in ancient times in the foundation of a while dealing with a Black Dog). If the situation roll fails the
building. Add the “Shapechange” ability. In most cases, Black Dog attacks the sorcerer. If the situation roll succeeds, the
unless it deems fit to the specific legend, remove the Black Dig will obey one command of the sorcerer. If the command
combat points and natural attacks, but add any ability from needs time to be performed, the Black Dog will perform it for a
Ghosts’ descriptions. maximum time period equal to 1d10 (OR 10) months.
The Gargoyle
19
I must confess, it is my considered In a recently discovered letter to the Some scholars of the esoteric believe
opinion that King Nimrod did not, Papal States, Igliano Emanuel writes: the statues actually catch the evil
in fact, encounter what we consider spirits trying to get into the buildings
gargoyles, but rather a similar creature “You have asked me to further investigate and are some kind of golem, others
with the similar attributes. His the gargoyles in Notre Dame, and I can that they are benevolent beings of the
descriptions do not quite mate with declare with confidence in my findings that earth given shape by the craftsmen
what we now know, though perhaps he the Gargoyles there obeyed the high priest who bear such a strong connection
was describing a now extinct variant of and agreed to serve under his watchful eye. with the old ways of earth, air, fire and
the gargoyle? A chimera? They stir to life when he is nearby, otherwise water.
not.” According to Nimrod, the gargoyles
“It was told to me that small winged of his time were fashioned from
creatures had different names in different We believe this is proof of a mountain sands that were sculpted and
parts of the world. We called them azag, connection between the guardian of shaped with magic, while a golem was
or asakku. They were born out of the the church and the gargoyles who have given life. 23
mountain and could live in water. I chased pledged to guard his house. Gargoyles generally possess limited
them for several years through the peaks of A Gargoyle, or grotesque as some supernatural abilities, most in some
the mountains of Kalden and killed several would term it, is a statue made to ward way physical—for instance the power
though I could never tame one, try as I against evil spirits and is most often seen to climb up and down a vertical walls,
might.” looking down from the highest ramparts across ceilings, through some may
and rooftops of buildings, not limited to actually fly, their huge stone wing spans
Emanuel Igliano, a devout Catholic churches. They all have a wicked exterior casting protective shadows across the
priest devoted much of his life to the meant to strike fear into the spirits that consecrated ground below, and in rare
study the gargoyles and their origins : would do harm to those they watch over. cases may even pass through walls, their
Some are fashioned in such a way that stone bodies fusing with the stone walls,
“The gargoyle is nothing short of a the rain spews out of their mouths in a to emerge perfectly whole on the other
grotesquery. A vile creature that should cascade, just as if they were spewing out side.
belong in the courtyards of hell. And yet the evil spirits that sought to enter the A few are even capable of spitting
choose to position them as guardians of house under their protection. sulphur from their mouths and other
our sacred buildings. Why should this be We have evidenced a vast array of corrosive mucus that can do untold
so? It is nothing short of a paradox. My gargoyles, and in our searches have come damage to human flesh.
knowledge of the subject is lamentably to the fundamental understanding that
shallow, even now, but the conclusions I the only limits upon the visage of the
make are based upon considered study: gargoyle’s horrible appearance is the Unique individuals
even though these gargoyles wear their imagination of the creator. Some possess
ugliness across their stone skin, and appear wings, others carry more than one head, The Borgunda Gargoyles
more malicious than any being in the some have multiple legs or pairs of arms Not all gargoyles are made of stone.
church yard, appearance has nothing to do while others lack even a body and consist That is a misconception of our age
with darkness and evil. The gargoyle is a solely of a large head with arms and legs because the stone gargoyles are the
patient watcher. A protector. It sits sentinel, protruding from the stone wall. variant we see most often.
observing, waiting, guarding. And it No one knows how or why a In tales from the Viking Age, one
performs the task admirably.” gargoyle is brought to life for sure. can find descriptions of guardians
being made of wood who were set as dissolved into nothingness or forever First Impressions
watchers on the walls of both dwelling serve the Church. They are incredibly patient creatures,
houses, great halls, and the temples and Gargouille refused and for its pains capable of remaining in place for hours
churches dedicated to their pagan gods. they tried to burn the damned thing upon hours without moving so much as a
These gargoyles are similar to dragon with little success. stony muscle. Unless in flight, they look
heads, but are capable of tearing off After three days of unremitting like what they are, grotesque carvings
the roofs. They resemble little wooden torture, though, the creature gave up set up high on a wall, watching out
dragons perched up on the roof top. and surrendered to the priest’s will. over the streets below. So many of them
Some of the most famous wooden To escape further punishment, it appear hideous and grotesque, brooding
gargoyles are the Borgunda Gargoyles scaled the church roof and sat down to creatures perched high above the streets
who sit as guardians on several wooden watch. they watch over. The most terrifying of
churches in Norway. Then, something marvellous them appear barely restrained by the
The residents there claim that the happened. More and more creatures stone moorings, itching to take flight.
Borgunda church was built on an ancient came to join their brother on the watch, Most people, though, will not even
pagan site of great spiritual significance and within a year the whole church was notice they are there unless the gargoyle
and, to protect the new church, and the full of gargoyles who served the priest. chooses to reveal itself to them.
Christian priest who preached within What cannot be denied is that the
its walls, the gargoyles were created, gargoyles of Notre Dame serve the
tapping into the earth magic bringing high priest, who has it within his gift What do the Players Know?
about a fusing of the new and old ways. to bring them to life whenever the Their name, gargoyle, is derived from
need occurs. There are notes within the the French word gargouille, which
The Notre Dame Gargoyles sacristy of the church describing the translates to throat. It is no surprise
The Notre Dame gargoyles are, perhaps, wakings that occur, and suggest that they are named for one of the weakest
the most famous stone statues in Paris. the gargoyles are in some strange way parts of the human body, given the
However, few know of their true living their own lives, spending the wicked fangs so many of them keep
purpose, nor why they come to life at nocturnal hours exploring the church razor-sharp.
24 least once every decade. environs. The mere sight of them is enough
The question that comes to the lips And, if old drawings are to be believed to inspire fear in weak-minded and
of many of the faithful as they shuffle accurate, it is possible more than one superstitious people.
beneath those famous arches into the gargoyle has abandoned its eternal They are solitary creatures, not
huge cathedral is: how can a godly guard duty never to return… given to living in flocks or hives or
church in the middle of the known world other communities. It is uncommon for
house such horrible creatures. As with more than a single living gargoyle to
most gargoyles, these are grotesque, Appearance guard a site, though not impossible.
some stretch devil wings, others are half These stone guardians come in all They are incredibly patient creatures,
human, half animal. manner of shapes and forms, limited capable of carrying out their lonely
The priests of Notre Dame do not only by the imagination of the stone vigil for hundreds of years without
have a satisfactory answer, and more masons whose lives work they watch losing focus or growing bored.
often than not explain merely that all over. More often than not their They are nocturnal creatures.
beings are the work of God and they too visage is twisted and grotesque. During the day they are stone-like
deserve his love and salvation. Some believe this serves to ward of statues that simply watch, but as the
According to one legend, the the evils that might otherwise threat sun goes down and the moon rises they
Merovingian king Clotaire II, who their territory, whilst others believe slowly wake.
served as the bishop of Rouen also, it is a manifestation of their own There are various forms of gargoyle that
brought with him a winged creature evil that marks them as demonic in are somewhat different in nature to the
from the countryside he named nature. Often they are carved with thin grotesqueries on the great churches and
gargouille, or goji as an affectionate leathery wings and fangs and sharp cathedrals, like the famous Notre Dame
nickname, as though the creature was a features, hunched backs ridged with gargoyle of Paris. These are often found
pet. Descriptions of gargouille describe spines and use their wicked talons to in what were Celtic lands, and include
it as a smaller dragon with wings, cling to their perches. In flight, they things like disembodied heads, open
capable of breathing gouts of flame. move with much more majesty than mouths spewing foliage, Green Men, and
A zealot of a priest called the creature their often hunchbacked form would perhaps most strangely, humunculous-like
an abomination and struck it with suggest, their flight bat-like in nature fusions of man and beast. These bizarre
his cross, commanding the demon be as they flit across the sky. hybrid creatures mixing different animal
parts are known as chimeras and include an intruder in their talons and, while mucus that can do untold damage to
familiar ones like griffins (a lion and eagle they struggle, beat their leathery human flesh.
mixed) and harpies (a half woman, half wings steadily, rising gradually higher ✦ They are so grotesque of appearance the
bird) but also more perverse and horrific and higher until they are far above mere sight of them is enough to instil fear
fusions, too. These are all more pagan in the ground, and then, as their prey’s in a soul unlucky enough to come face to
nature and predate the gargoyle guardians struggles grow more frantic, simply face with the stone guardians. And with
of the Christian churches. The branches relinquish their hold and let them fall. good reason, as some are imbued with
and leaves around the green men and the ✦ They are magical creatures, and as the hatreds of their creators and are still
spewing mouths are often considered to be such resistant to a lot of lesser magics. driven by their sinful desires.
a symbol of divinity, and it is believed the ✦ They are immune to fire. ✦ Their most terrifying magic is that
disembodied heads possess great magic. ✦ A few more powerful gargoyles of petrification—an ancient gargoyle
The oldest gargoyle-like creation is a arecapable of spitting sulphur from can turn a living thing to stone with
13,000-year-old stone crocodile which their mouths and other corrosive its touch.
was found in Turkey. This offers up a
world of opportunity for the creative
campaign. Gargoyles in Ancient
Greece? In Egypt? Both cultures had a
fascination with stone lions…
carved upon the great buildings. ✦ (IM 0) Wrestling SV 10 (double CP cost as per Lex Libris p.19).
✦ They possess almost preternatural ✦ (IM 0) Wrestling SV 9 + 2 CP spent to fly up to 6 m (see “Terrible Grip” below).
Optional Properties
Gargoyle Variations
Aura of Hatred
A few powerful gargoyles are so imbued with hatred and sins Borgunda Gargoyles, Green Men
that they are surrounded by an evil aura. All those who are For representing wooden gargoyles remove the Stone Skin or
nearby suffer 1d6 mental damage per action round, if the consider it a “Wooden Skin” which protects only 3-5 points.
Gargoyle is active, or per half an hour, if the Gargoyle is The Immune to Pain ability can be added.
immobile and statue-like during the day.
Notre Dame Gargoyles, Merovingian Gargouilles
Breath of Death Add “Guardian” ability. Furthermore, they often act in groups
Up to three times per day an exceptional Gargoyle can and obey to specific individuals (like the Main Priest of the
breathe sulphur, fire, corrosive acid or other deadly matters, Cathedral).
Chimeras, Nimrod’s Azag, Asakku, etc. Other Requirements
Many of these creatures are not in stone but in flesh, therefore ✦ Communication SV 7, Languages Discipline level 1,
the Stone Skin ability should be removed or substituted with a Foreign language: Latin level 3.
Thick Skin giving only 2-3 points of protection. On the other
hand, the GM is encouraged to add specific animal abilities and Material Requirements
qualities, like those given for the Homunculus and Lycanthrope. ✦ A bladed weapon (sabre, sword, etc..).
✦ To be an ordained priest of the Catholic Church, in full
Flying Heads communion with Rome.
These small Gargoyles fly even if they do not have wings. ✦ Approval of the bishop whose authority is above the area
Remove the Claw attacks. The Fear Factor should be raised to where the ritual is held.
1d10 (7-10). They tend to have fewer PHP than full Gargoyles. ✦ A Catholic church.
also deleted the memory of such pagan feats, also in order ✦ Specialty: White Magic level 3
29
Tales of the ghoul first circulated often than not scramble about their hands their claws which acts almost like
throughout the Arabic world, the name and knees. Their flesh is best described as a venom when it gets into the
‘ghul’ stemming from ‘gallu’, the name of an cadaverous. It is as though the powerful bloodstream of a human.
Akkadian demon in ancient Mesopotamian gluttony that drives them to feast on ✦ They are sensitive to the sun. It
mythology who dragged mortals into the flesh cannot be sated and their bodies causes them physical pain, although
Underworld. Bedouin folktales commonly are cannibalising themselves with such unlike vampires it cannot kill a ghoul.
involve ghouls, who are vile tricksters and ferocious appetite they can never grow fat ✦ Occasionally, ghouls use simple weapons
ravenous flesh eaters. regardless of how much they consume. such as spears, but mostly they depend
In the old tales they lured lustful men on their powerful, filth-tipped claws to
to their doom by taking the guise of fend off adversaries. Factor in a deadly
beautiful women, which is not the image What do the Players Know? bite, and the ghoul makes for a fearsome
Western philosophies recognise. The natural habitat of the ghoul are places opponent in hand-to-hand combat.
Asian folklore, including the Tamil’s of human death and misery. They can be ✦ One of the most devious abilities of
of India, speak of a shaggy-haired found close to fields of blood and places the ghoul is its ability to shape-shift, 31
creature they call the "pey" which seeks that offer easy access to fresh graves, so though they cannot rid themselves
out the battlefields of men to lap blood are drawn to the crypts and churchyards. of the corpse-reek that clings to
from the open wounds of the dying. They are nocturnal by nature, choosing their flesh, then can take on more
In the journey through death described to avoid sunlight. They move by tunnel appealing forms to deceive men and
in the Tibetan Book of the Dead the soul and cave, creeping around beneath the lure them to their deaths.
enters a dreamlike state known as "bardo", city streets undetected. ✦ Ghouls possess sizeable claws
where it encounters the Pishachi ghouls, Ghouls are scavengers. They feed off which mean they use to dig through
fierce female flesh eaters. carrion. They are not, by choice, killers. earth, burrowing out their own
The oldest surviving literature that subterranean tunnels.
mentions ghouls is most likely One ✦ Used to sneaking around, the ghouls
First Impressions Thousand and One Nights, though are skilled at avoiding detection.
Their stench is enough to overpower they may well be described in some of ✦ They are incredibly strong, with
most humans. the more esoteric texts including the powerful jaws and wickedly sharp
They look like a grim parody of "grand grimoire" dated to 1522 and teeth that make short work of the
humanity; possessing almost canine other tomes. cadavers they feed off.
features, so pronounced are their teeth, They eat flesh and drink blood. ✦ Ghouls tend to live in doglike packs,
and are pale creatures with a waxen ruled by their hungers.
complexion. These fiends are sensitive ✦ According to folklore, the only way to
to light, though not to the same extent Main Features kill a ghoul is with one blow; a second
as vampires, though they will recoil from ✦ Ghouls are driven by an insatiable or more will only resurrect it from the
sunlight as it spills through an open crypt hunger for flesh, both necrotic and dead. The most common method used
door as though it causes physical pain. living. After all, it doesn’t take long for for killing these creatures is decapitation.
While some accounts describe ghouls the feasting ghoul to turn a live meal ✦ Ghouls are susceptible to fire, though
as evil spirits rather than undead, they into a dead banquet! it demands incredibly ferocious
are most commonly depicted as slump- ✦ Some ghouls boast a paralyzing blazes to reduce the ghoul to ashes.
shouldered humans, capable of walking touch—this may be down to the Anything less, and the ghoul will
on their own two feet though they more putrid bacteria that gathers beneath almost certainly regenerate.
✦ The most powerful ghouls possess ✦ When a ghoul consumes the heart access their memories, making it a
the ability absorb the memories of and brain of a person, it can, for a cunning adversary. This means they
the dead by consuming the organs short time, assume both the physical can blend into society without being
responsible for processing the senses. appearance of the departed, and discovered.
Ghoul typical stats although quite often they consume more than that. If the New
Ghouls are so near to humans that they can display very different Moon or Full Moon (whatever comes first) arrives and the Ghoul
ranges of traits, skills and health points. The following stats represent has not consumed enough food, it will lose ½ (rounded down) of
only a typical “dexterous” Ghoul. Some of them can shape-shift into its maximum PHP. If, after a full lunar moon the Ghoul has not
specific individuals for short time periods (see “Feeding from the life consumed enough food, it will die of starvation and therefore the
of others”, below) and therefore they can also have the same levels “Ghoul Resurrection” ability (see below) will not work.
in Power Spheres of their victims. These are not given in the stats In any case the points lost with starvation can be healed only
below, so that the GM can adapt the stats to any social setting. with feeding. If exact regeneration ratings are needed, see “Ghoul’s
Bite” below, for a guidance of how much each bite regenerates.
Traits: Dexterity +2, Constitution +2
Physical Health Points: 28-36 Ghoul’s Bite
Physical Damage levels (for 34 PHP): 1-11 (0) / 12-19 (-1) The body of a Ghoul has the same proportions of human beings’
/ 20-24 (-3) / 25-29 (-5) / 30-34 (-7) bodies. This means that the only way to bite is to be in a grapple
Mental Health Points: 40-100. with the victim. Every time the Ghoul wins a Grapple it can
Mental Damage levels (for 65 PHP): 1-21 (0) / 22-38 (-1) / automatically bite. If the Ghoul was wounded, the taste of blood
39-52 (-3) / 53-61 (-5) / 62-65 (-7) automatically heals it ½ (rounded down) of the damage inflicted
Movement: walking or climbing 2 CP per 1 m (Max 14 m). to the victim, with a minimum of 1 point. However, this taste also
Fear Factor: 1d10 (OR 9-10), 1d10 (OR 8-10) while feeding. triggers the “Insatiable” ability (see below), which means that in
Skills: Agility SV 10: Body Control 2 (Evade 3, Parkour 3) the following rounds the Ghoul will try to keep on winning the
32 Fighting SV 10: Close-Combat Weapons 1 (2H Weapons Grapple to inflict the Bite and feeds from its victim.
3), Unarmed Fighting 4 (Claws 5, Wrestling 5).
Profession SV 7: Hunting & Fishing 3 (Hunting 3, Ghoul’s Claws
Tracking 3) The claws of these creatures are large and hard, and Ghouls use
Stealth SV 10: Avoidance 1 (Hiding & Camouflage 4, them even to dig tunnels in the soil. A whole range of odd bacteria
Sneaking 4), Detection 3. grows under these claws, therefore anyone who has been wounded
Natural Weapons: Bite (Dmg 1d10 OR 9-10) see below for by them (and somehow survives!) must make a situation roll with
limitations, Claws (Dmg 1d10 OR 10 +2 Constitution). SV 10 modified by Health in order to avoid to become sick and
Initiative: +2 Dexterity suffer 1d10 PHP 12 hours after the wound happened.
Combat points: Free 10 / Close Combat 1 (2H Weapons 6)
/ Unarmed Combat 4 (Claws 10, Wrestling 10) / Evade 18. Imperturbable
Equipment: They rarely use weapons, preferring their claws. Ghouls have mental damage levels, but they rarely suffer any
However, some Ghouls like using a Decent Spear (IM -4, WA 3, damage to them. They are so used to death, carnage, darkness
OM 0, BP 10, dmg 1d10 (OR 9-10) +2 Constitution). and terrible visions that they can ignore most Fear Factors.
Samples of Attacks: The MHP are here given only to allow the GM inflicting
✦ (IM +2) Claws SV 14, SV 10. mental damage to Ghouls only in exceptional cases.
✦ (IM +2) Wrestling SV 12 + Automatic Bite.
✦ (IM -2) Spear SV 17. Insatiable
✦ (IM +2) Evade SV 18 or two Evade attempts SV 10 and SV 8. If a Ghoul starts tasting blood or flesh (whether from alive or
dead victims, fresh or partly decomposed), it cannot help but
keep on feeding from it. It can only avoid doing so if it succeeds
Common Properties a Situation Roll with an SV of 7, modified by the Ghoul’s Psyche
trait (if present) and, of course, by any modifier from damage
Eternal Hunger levels, if the Ghoul is wounded. The situation roll automatically
The Ghoul must continuously feed from blood and flesh, it succeeds if the Ghoul is physically attacked.
does not matter whether it is fresh or rotten, otherwise it will Furthermore, any human being who is watching a Ghoul
die. Every half lunar month the Ghoul must feed off a quantity while feeding will suffer its Fear Factor, or suffer it again, if it
of meat and blood which is roughly equal to ½ of its weight, has already suffered it.
Night Creature but flirting, the victim must make a situation roll with a SV of
The Ghoul can see in the dark as if it were day. On the other 8, modified by the Psyche modifier. If this is failed, the victim
hand, the sun bothers them to the point that its light is painful will follow the Ghoul and do as it says for 1d10 rounds. They
for these creatures. Ghouls suffer a modifier of -3 to all their are usually led into a dark place, automatically grappled (in what
rolls made under the light of the sun. The GM may reduce this they believe to be a sexual intercourse) and automatically suffer
penalty to -1 for rolls made during the day inside a building. the “Ghoul’s Bite” (see above) every round. The victim may not
notice that it is been eaten alive by the Ghoul until it is too late.
Ghoul Resurrection
A killed Ghoul will be resurrect again as a Ghoul during the next Feeding from the life of others
New Moon or Full Moon, unless it has been killed by starvation, Some Ghouls can shapeshift into specific human beings if
fire or by a single blow, preferably a decapitation, although also they consume the heart and brain of that specific individual.
other forms of damage which reduce the Ghoul to 0 PHP with However, this capacity is short-lived, since they retain the
one single blow are also acceptable. In this sense the new “Hitting ability of taking that specific shape only until the next New
the Weak Spot” rules (see page XXXX) can be used. Moon or Full Moon, whatever comes first. These creatures
also have access to the memories of these victims and, if they
The Reek of Putrefaction consume also other specific organs, like eyes, the ears or the
Ghouls are always surrounded by the reek of the corpses they nose, they can have very specific sensorial memories.
feed from. It is up to the GM to establish how strong this is. It
may be just a faint sensation (in the case of Ghouls shape shifted Paralyzing Touch
as normal humans), of it could be an unbearable stench, especially Some Ghouls have the ability of poisoning human’s blood
if Ghouls are finding while they are feeding from rotten corpses. with their claws. Anyone who has suffered a wound from the
In this latter case, those who are in the area must make a Ghoul’s claws must make a Situation roll with a SV of 10,
Situation Roll with a SV of 8 modified by Psyche modifier, or modified by the victim’s Health modifier. If failed, the victim
they will start vomiting and feeling bad (-1 to all skill rolls is paralyzed for 1d10 rounds. The Ghoul’s attacks against the
for 1d6 hours). paralyzed victim automatically succeed. The Ghoul usually
use the Bite to feed upon these victims.
Shape-shift 33
Ghouls can magically change their aspect to look like normal Unbearable Stench
humans, often choosing more appealing forms, although usually The stench of this Ghoul is so terrible that anyone who is in
Ghouls cannot shape-shift into specific individuals. Their illusions its presence must always do the situation roll (described in
can hide their claws (which magically retract inside their fingers) “the Reek of Putrefaction”) every round, even if the Ghoul
and fangs. They are however not able to completely mask the is not feeding. This Ghoul cannot use the “Shape-shift” or
corpse stench that they emanate. Younger and less expert Ghouls similar abilities since its stench cannot be hidden in any case.
are easier to identify in this way due to their stronger stench, while
more powerful or expert ones (with a successful Stealth skill roll
with the Hiding & Camouflage specialty) are able to somehow Ghoul Variations
diminish the reek, or at least to diffuse it in the ambient, masking
the reality that they are the source of the stench. In any case, Bestial Ghoul
quite often the something of this stench remains even if as a faint These wild Ghouls are larger than normal ones, at least one
sensation, hidden beneath perfumes and oils. time and half bulkier than a normal man, if not twice. They
are more animalesque in appearances than normal Ghouls,
Vulnerable to Fire their faces have more canine features and some of them even
All damage dealt by fire to a Ghoul is multiplied x 2 (after all have dog-like legs. These beasts lack the ability to Shape-
open rolls and modifiers are added). Shift but have the following, powered-up stats. Constitution
+4, Bite (Dmg 1d10 OR 8-10), Claws (Dmg 1d10 OR 9-10
+4 Constitution), PHP 36-50. Physical Damage levels (for 42
Optional Properties PHP): 1-14 (0) / 15-24 (-1) / 25-32 (-3) / 33-37 (-5) / 38-42
(-7). A few of the most terrible of these creatures also have the
Charming Eyes Paralysis and Unbearable Stench Properties.
Some Ghouls are masters of shape-shifting abilities and they
turn into highly sexually attractive human beings. More than Charming Ghoul
one man has fallen under the fangs of a girl too beautiful to resist. These dangerous beauties have the “Charming Eyes” ability,
There is something unnatural in the eyes of these ghouls. If the sometimes with the “Feeding from the life of others” power
Ghoul stares in the eyes of a victim without doing anything else which they use to infiltrate a house to prey on people whose
spouse have been previous victims of the Ghoul. These Ability to automatically see through the Ghoul’s illusions
Ghouls tend to be less “bestial” than normal Ghouls and their (“Shape-Shift” and “Feeding from the Life of Others”).
reek is less pronounced. Immunity to the Ghoul’s infection (as in “Ghoul’s claws”),
“Charming Eyes”, “Paralyzing Touch” and any ill effect
from the stench of the creature or of its gruesome food
Ghoul-related Secret Arts (the character notices the presence of the reek, but it is not
Ghouls suffer from the Spiked cross of Huet (Lex Libris affected by it).
p.233-234) as if they were vampires.
Inhaling the Ghoul’s Breath
Ward against the Ghoul
New Dark Art, Left-Hand Path
New Dark Art, Right-Hand Path Nobody knows who firstly created this tainted ritual, but
This ancient ritual was created by wise men of the Middle East some occultists believe it was firstly performed by heathen
long time ago. Its knowledge is very rare in Europe, although sorcerers in the dark temples of Babylon. The version which
the sorcerers and alchemists of North Africa and Near East is nowadays learned among middle eastern sorcerers is in
may have used variations of this ritual for centuries as a Arabic, but legends spread among few occultists murmur
protection against Ghouls. The most famous formula aims to about more powerful versions, now lost, which were spelled in
create an enchanted tea whose main characteristics come not one of the many forgotten languages of ancient Mesopotamia.
from its ingredients but from the spells laid on it. Many have
tried to replicate it, but without the proper formulas nothing ✦ Degree of Difficulty: -8
can be obtained. The formula is supposed to have been first
created by the legendary Iranian alchemist Jabir in Hayyan Requirements
(8th century AD) also known as “Geber” in the west. However, ✦ Skill: Esotericism SV 9
this formula does not appear in any of the books presumably ✦ Discipline: The Left-hand Path level 3
written by Geber circulating among European secret societies, ✦ Specialty: Black Magic level 3
35
Unique Characters tribes of Djinn, and though its true form what appear to be tribal tattoos on their
There are five types of Djinn, four of is smoke can manifest in something skin. No one knows their true form, as
which consider themselves as parts of a resembling human form though with it is invisible to the naked eye, but they
tribe, each with their own unique traits enormous wings of fine swirling smoke can manifest in a number of ways.
and personalities and offering their own sprouting from between the shoulder
distinct playing styles as NPCs. blades. They are creatures of the wind
rather than fire, and may appear in First Impressions
Sílā particularly violent sandstorms. Most often the Djinn will manifest in
Sílā, shapeshifters, predominantly the form of swirling smoke or a dust
female. They are the rarest of the Mārid storm. A dust devil swirling across the
creatures, capable of manipulating the Mārid, The most powerful of the tribes, desert floor. A curl of smoke rising from
mind with powerful illusions which and the most arrogant and proud. They a long dead fire. A face in the breakers
makes them skilled manipulators and are creatures of the water, choosing as the tide rushes ashore. Slowly these
tricksters. They are treacherous spirits, to dwell in the open waters and great may manifest into a figure, perhaps 37
and by far the most cunning of the djinn. oceans, and can manifest in the form with smoky wings trailing behind them,
of giant tsunami that come crashing perhaps with bluish tribal tattoos inked
Ghūl ashore. They are also the root of the onto their skin, it all depends which
Ghūl, shapeshifters, also predominantly three wishes myth, though to truly tribe they come from. They may be fat
female in nature, these Djinn are gain such a favour a player must defeat and jovial like the Mārid, or dangerously
believed to be the offspring of Iblis, the Mārid in mortal combat, though seductive like the Sílā.
who in other tongues is called Saytān. some believe the vanity of the Mārid
They stalk the deserts, trying to will make it susceptible to flattery.
lure travellers from the safety of the What do the Players Know?
established tracks, and will kill and Qareen According to the Qu’ran the gather
consume their victims, though never There is one form of Djinn that does of all Djinn was created from a fire of
stray far from an oasis or source of not belong to any such tribe, and that scorching wind and from a smokeless
water, which according to the Hadith is the Qareen, which is perhaps the flame of fire. They are elemental
(the teachings of the last messenger of most interesting of the monsters to creatures, so are bonded to earth, air,
God, the Prophet Muhammad) is their play as they are believed to be part fire and water in their powers and the
lone link to the Throne of Iblis, which human, and attach themselves to hosts threats they pose. It is believed that
is submerged. as companions and friends whilst they can place their ‘mark’ upon a
whispering in their ears and feeding off person, and once marked that person
Ifrit them. The Qareen-host relationship is is susceptible to the illusions and
Ifrit, is the most rebellious of the a parasitic one. The Qareen will often delusions of the Djinn no matter how
djinn, capable of great kindness and force the host to perpetrate some of the far they are from the creature.
unfathomable evil. The Djinn dwells in most evil and heinous acts imaginable.
the dark places underground, often in
ruins and abandoned structures. Unlike Main Features
the Sílā who crave solitude, the Ifrit is a Appearance ✦ Some of the Djinn possess foresight,
tribal creature and often hunts in clans. The Djinn are sometimes known as and are able to glimpse some of the
It is the most magically potent of the the hidden ones. Some are marked with many possible futures.
✦ They are incredibly long lived ✦ Their powers are not proportional read peoples’ minds and convince
beings, with some claiming a to their body size — a Djinn can will them they are in fact living their
lifespan up to 8,000 years, though itself to enormous size or down to heart’s desires where in reality it is
they are not immortal. the size of a mouse without losing nothing more than a delusion. It is
✦ They possess the bodily needs of any of its supernatural strength. through this gift they are capable
human beings and can be killed. ✦ Whilst there is a believe Djinn can of making it seem as though reality
✦ Certain Djinn are susceptible to grant wishes this is not true, but warps around a player. It is an
magic, which can be used to capture they can make you believe your incredibly potent power and should
and enslave them. desires have been fulfilled with their only be used with great care.
✦ As elemental spirits Djinn are manipulative illusions and delusions, ✦ Certain Djinn can possess a corpse
capable of conjuring great storms, though these never last. and prevent it from decaying,
causing rivers to surge and with ✦ A Djinn can use their magic to put allowing them to move around
the snap of their fingers, fire. It someone into a deep trance-like state the human world virtually
also means they can shapeshift where they can be forced to live and undetectable.
into forms of their respective relive any memory, true or false, over ✦ Djinn have heightened senses
elements, be that a flickering flame, and over until they are somehow and are capable of moving with
a churning dust devils chasing brought back to reality. This trance incredible speed and agility.
across a desert plane, wisp of state can be fatal for the weak-minded. ✦ They feed on human blood,
smoke curling up from a fire pit ✦ More powerful Djinn have the gift drawing power and sustenance
and so forth. of telepathy, which they use to from their victims.
Djinn typical stats Common Properties
38 The following stats represent ”standard” Djinn (if such things
exist!). The properties should be used as a basic to be modified Elemental Body
in order to personalize the Djinn according to its type, tribe or Since they are made of pure elements, Djinns are mortals
individual characteristics. The suggested ”natural weapon” is a but their lives can spanning through the millennia, being
”Elemental Attacks” is a generic term for whatever is appropriate immune to diseases and poisons. They can be harmed
to the Djinn’ type: a burst of flame, a first of sand and winds, etc. with weapons (if the Djinn are visible) but the “Natural
Protection” in their stats should always work unless the
Traits: Charisma +4, Intelligence +4 Djinn is attacked by enchanted or blessed weapons.
Physical Health Points: 30-150 The ”Agility” skills is given above only for Evade
Physical Damage levels (for 70 PHP): 1-23 (0) / 24-40 (-1) attempts, but otherwise they should be able to automatically
/ 41-54 (-3) / 55-62 (-5) / 63-70 (-7) succeed any Agility skill roll. They can move through
Mental Health Points: None. elements at will with all kinds of movement: flying,
Movement: walking, climbing, flying, levitating, swimming, walking, swimming, etc.
etc.. 2 CP per 5 m (Max 50 m).
Fear Factor: 1d10 (OR 8-10). Elemental Mind
Skills: Agility SV 10: Body Control 3 (Evade 3). Even if Djinn have feelings and passions, their minds are not
Stealth SV 10: Detection 3 (Detect Hidden 3, mortal, therefore their psyche cannot be harmed in any way.
Observation 3). They act in consequence of terror and fear, but they are not
Natural Weapons: Elemental Attack (Dmg 1d10 OR 8-10) subject to the mind-altering effects of these feelings, therefore
Natural Protection: Elemental Aura 6 they do not have Mental Health Points.
Initiative: +4
Combat points: Free 20 / Elemental Attack 10 / Evade 18. Elemental Nature
Samples of Attacks: Most Djinn appear in humanoid shape, but they also know
✦ (IM +4) Elemental Attack SV 15, SV 15. how to shift into purer “elemental manifestations” like
✦ (IM +4) Evade SV 19 or two Evade attempts SV 10 and flames, dust devils, wisps of smoke, etc. The Djinns can
SV 9. also summon great storms, divert rivers and perform other
“elemental evocations”. The nature and dimensions of
these evocations vary a lot. The GM is therefore, as usual,
the final arbiter about possible consequences, in terms of including the round when the attack is performed. When in
mechanics. this trance-like status the victim cannot do anything else
and will also suffer 1d10 (OR 10) Mental Health Points
Elemental Senses per round.
Djinn can see in the dark, as well as in the densest sandstorm. A Djinn can use this attack even against multiple enemies,
No natural phenomenon can hinder their sight, except up to a maximum number of victims equal to its Charisma
distance. trait (usually +4). However the basic SV to resist the power
is augmented by +2 per additional target beyond the first:
Feeding off Humans SV 12 for 2 targets, SV 14 for 3 targets, SV 16 for 4 targets.
Many Djinn like to feed on human blood, in order to be At GM’s judgement people with strong faith can take a +1
nourished or to heal their wounds. A victim is either to +4 bonus to their SV.
blocked with the ”Trance Attack” or made believe that
they are bracing a beautiful lover created by the ”Illusive Variable Size
Desires” power. If the victim is blocked, the Djinn can Djinns can change at will their size, from minimal to colossal,
automatically to suck 1d10 (OR 10) PHP of blood through without any change in stats.
mystical means or even by a real bite. If it was wounded,
the Djinn heals about half (rounded down) the amount of
”sucked” PHP. Optional Properties
Illusive Desires Elemental Link
Djinn are masters of manipulations and illusions, projecting Some Djinn are strongly linked to something which they
false images into their victims’ minds luring them to their cannot avoid or cannot live for too long too far from an
doom or making it believe that all dreams are fulfilled. abundance of a specific element in environments where this
This requires a calm situation, with the Djinn slowly element is rare. Exemplary are the desert-roaming Ghūls
speaking to the victim (either face-to-face or as whispers which are tied to oases as their link to the Throne of Iblis/
in the ear brought by the wind) and it is definitively not Shaytan.
something which can be done in combat. The victim must 39
make a Situation roll with a SV of 10 minus the Djinn’s Feeding off human hearts.
Charisma which is usually +4, to a total SV of 6. This SV Some Djinn do not feed off human blood but on human
can also be modified by the victim’s Psyche trait. At GM’s fear, terror and other strong human negative emotions.
judgement people with strong faith can take a +1 to +4 Every time somebody suffers a diminution of MHP
bonus to their SV. nearby the Djinn, it will heal an amount equal to half of
If the roll is failed, the victims believe any illusion which the mental damage, rounded down. The Qareen have this
the Djinn plants in their mind, including false sensory inputs. power but use it also to feed from the corruption which
However, sooner or later these illusions disappear, especially they spread to their victims while these are convinced to
since Djinn are not gods and therefore they cannot modify do evil acts.
the reality.
Foresight
Invisibility A few powerful Djinn know how to predict some of the
Djinn can become invisible at will. No mortal can see them possible futures which lie in front of them. They will never
when they are invisible, unless they can use sorcery or fall into ambushes or other tricks, unless more powerful
other supernatural mean. In any case, unless the GM rule entities intervene. The GM may also give a +2 bonus to skill
otherwise, all Djinn need some kind of physical manifestation rolls where knowing the possible fates is important or -2 to
to affect mortals. It may be an almost-silent whisper in the skill rolls made to cheat the Djinn.
ear, a gentle wind or a tornado of fire, it does not matter.
They cannot harm or speak to mortals remaining completely Possess the Corpse
invisible. Some Djinn can possess corpses, blocking their decay,
and therefore acting as they were normal humans or
Trance Attack even taking the identity of the dead (unless the excessive
A visible Djinn doing nothing else in an action round but decomposition denies this possibility). In this shape the
focusing can perform a mental attack. To resist a Situation Djinn uses the Physical Health Points of the corpse (to be
Roll is needed with a SV equal to 10 modified by the Psyche decided by the GM. A normal 32 PHP with Health Levels
trait. A failure means that the victim’s mind is blocked into as in Lex Libris p.25 is common) but the negative modifiers
a memory or a Djinn-created illusion for 1d6 action rounds, from losing Physical Health Levels apply only to physical
actions performed with the body. The Djinn does not suffer versions of the Djinn elemental powers. Their ”Elemental
any diminution of its own PHP, unless the body’s PHP Attack” (see Natural Attacks in the stats above) deal 2d10
are reduced to 0, forcing the Djinn to exit the body and (OR 8-10). Many Ifrit have a ”Tumultuous Nature” linked
manifest itself. with Wrath.
While possessing a body a Djinn cannot use Djinn-
body-related powers like the elemental attack (see ”natural Marid
weapons” in the stats above), Elemental Nature, Invisibility These powerful Djinn are stronger than others. A typical
and Variable Sizes. The Elemental Body should work only example has 120 PHP and the following PH levels: 1-40 (0)
regarding the Djinn and not the corpse, although some / 41-70 (-1) / 41-94 (-3) / 95-110 (-5) / 111-120 (-7). Their
Djinn retain the ability to fly even when possessing a corpse. ”Elemental Attack” (see Natural Attacks in the stats above)
Finally the natural protection does not cover the possessed deal 2d10 (OR 8-10). Their ”Tumultuous Nature is linked
body. On the other hand, Elemental Senses and mind-related with Vanity.
powers still work.
Qareen
Read the Mind These Djinn have the ”Feeding off Human Hearts”
Some powerful Djinn knows how to read a human mind, to property rather than ”Feeding off Humans”. They tend to
help them conceiving better illusions. This means that the use the ”Illusive Desires” property while being invisible,
”Illusive Desires” SV is diminished to a basic SV 7 which, whispering into their victims’ ears, to convice them
factoring the common Charisma +4 of most Djinn, means that performing evil acts.
the basic SV is only 3 to be modified by the victim’s Psyche.
At GM’s judgement people with strong faith can take a +1 to
+4 bonus to their SV. Djinn-related Secrets Arts
Djinn suffer the damage dealt by exorcism (Lex Libris p.234)
Shape-shift even if they are not possessing a body. According to the
Some Djinn can change their bodies into other forms, Middle Eastern tradition King Solomon had power over the
usually those which are useful for luring humans and Djinn and therefore its sign, equivalent to a six-pointed star
40 provoking their desires. It is impossible to just identify the like the Star of David, is used in spells against the Djinn. These
Djinn through normal means, unless there is some Divine are mostly Dark Arts, although the mighty King Solomon
intervention. possibly used way more powerful, but nowadays lost, Divine
Arts against the Djinn.
Tumultuous Nature
Due to their link to violent elemental forces, some Djinns Suleiman’s Ward
cannot help but fall when tempted with certain traits
of their character like arrogance, wrath, vanity, etc.… New Dark Art, Right-Hand Path
When tempted in the specific way these Djinn must roll Middle-easterner sorcerers know how to protect an area from
a Situation Roll with a SV of 7 to avoid falling into the Djinn’s influence by inscribing the Sign of King Solomon on
selected feeling. a wall.
✦ Degree of Difficulty: -7
Djinn Variations
Requirements
Sílā ✦ Skill: Esotericism SV 7
These manipulating female Djinn usually have Charisma +6, ✦ Discipline: The Right-hand Path level 2
which means that the basic SV of ”Illusive Desires” is 4. They ✦ Specialty: White Magic level 3
Other Requirements It is worth noting that, whatever the level of the spell,
✦ Supernatural Beings Discipline level 2, Beastiology level 3 Djinn are not gods, and they will always try to trick their
masters with their illusions. However, the object holder
Material Requirements has a bonus of +10 to the SV for resisting Djinn’ illusions,
A small object, like a ring or a vessel (usually a lamp).
✦ like the “Illusive Desires” and “Trance Attack” properties.
It is worth noting that for the “three wishes” versions
Effect only believed illusions count as fulfilled wishes.
This spell can be done in two levels: lesser (difficulty -13)
and greater (-17).
41
42
Ghosts
43
45
archival materials by the royal society
There is a wealth of material written by “He came at me, eyes of nothing, offering And that, in truth, is the nature of
Nimrod that is devoted to musing over a glimpse of the infinite nature of the the ghosts we find lingering in the
the afflictions and the dead, though more universe and that universal truth, offering material world. They are not kindly or
often than simply bodies rotting in the up to me the true meaning of death. I drew benevolent, they are a scourge in the
ground he was fascinated by what he my heavy sword, and where before facing most literal of senses. Ignatius was far
called the hamtu bé, which is perhaps an enemy I have drawn comfort from its from the only student of the esoteric to
best translated as ‘dead men screaming’ familiar weight in my hand, I knew in come to this conclusion. The Swedish
which is as unnatural a phenomenon as my soul that such a fiend could only be occultist Emanuel Swedenborg,
any we might imagine in our mundane destroyed by magic.” delivered a lecture to the Harmonious
existence. Even so, that translation is Society, a gathering of students in
open to interpretation, and any precise Father Ignatius Silviano, one of if not Uppsala University, accounting his
meaning is unclear to say the least. Still, the most pre-eminent exorcists of the experiences with spirits and the
what we can glean from his writings is a 17th century, wrote extensive treatises anguish of the screaming dead.
46 glimpse of the man himself, and whatever of both anguish and demons. These
else he was, it is undeniable that was a books are stored within the vaults of “By opening a paranormal astral path,
hunter of these ‘dead men screaming’. the Papal States and, as far as we at the we sought to discover if this anguish could
In one of his more obscure essays Royal Society can ascertain, have never speak to us in some way. For many of us it
Nimrod recounts an encounter with left their underground chambers, though was a spiritual journey that we had made
what he claims is a deceased relative. we have repeatedly requested access to before, but for a few it was their first time
He uses the word ‘father’, but as with them. However, sometimes fate has a way opening themselves up to the harrows and
most linguistics this could be easily of intervening in the most unexpected of rigours of transportation. It worked. The
interpreted as a more generic ancestor. ways. Some fifty years after Ignatius’s creature came to us, light blue in form and
death, a simple notebook was found in as diaphanous as a veil of fog. Where in life
“Upon the darkest of nights, in the one of the walls of his home, and was the spirit had possessed eyes, now sat two
long silence between midnight and dawn, retrieved by one of our members. Upon black deep holes, pits into the emptiness of its
I awoke with my father’s shade standing examination, the book was found to being. It moved with eerie grace, hovering in
at my bedside, a particularly harrowing contain scattered notes detailing his the air as it spoke to us of its pain.”
tale to tell. He had been dead many a long thoughts regarding the higher arts
year, and yet here he was, just as I had of exorcism as well as notations and In 1670, the cabin boy and pirate,
remembered him. My first thought was observations of the abominations he had Ferdo was captured during a raging
that I was still somehow wrapped up in the faced. One that stands out as being of sea battle between Caribbean pirates
cocoon of an evil dream, so vivid and so particular interest is: and the Spanish Crown.
real, and yet at its heart a lie, for he was He was one of the few survivors, dragged
transparent and dissolved before my eyes “Embarrassment is fleeting and seeks up onto decks of a victorious galleon, and
when he finished his story.” itself away from the physical world, but as he lay sodden and gasping, raging
over the vast majority rests a curse that against the harrows he had seen, he was
What is of particular interest is the prevents them from escaping. The body given over for interrogation. Torturers
duality of the creature in Nimrod’s account, leaves, but the soul remains and manifests carried him below decks and worked
at once capable of regret and infinite itself as a scourge.” him over with the accoutrements of their
sadness, and yet, still the most dangerous of trade, not stopping until, broken, he has
abominations resistant to mortal weapons. A scourge. spilled out every terror he had witnessed
with the pirates. These interrogations First Impressions a loved one in some way. These lost
are now public documents, disseminated More often than not a ghost may make souls are fascinating in that they retain
by the Crown. The intent was to strike itself known by non-visual means the personality of the deceased, so the
terror into the hearts of the pirates that first; a familiar aroma, an attempt at haunted person can often draw some
still fought on, but the true implications communication, or a cold spot in an sort of peace from their nearness. In
of Ferdo’s confessions struck fear into the otherwise warm room. They players terms of manifestation, these lost souls
hearts of the merchant captains who for, may then notice the lingering trails of can often speak or at least make some
years after, refused to sail west. ectoplasmic mist, like wisps of fog, or sort of noise to draw attention to them,
What did Ferdo say that could cause the ethereal form of the spectre itself. give off a unique and familiar odour,
such superstition dread to take hold in What the players experience beyond such as the pipe smoker’s tobacco is
normal god-fearing men? ‘Guests, living that first ghostly encounter is very suddenly rich and ripe in the air, as
skeletons and undead ship-wreckers who much dependent upon the type of spirit though they were back in their favourite
wander on the ocean floor,’ among other manifestation they have stumbled upon. arm chair enjoying a smoke, or the
things. The boy claimed eye-witness In many instances ghosts themselves familiar scent of grandma’s powder and
knowledge of supernatural gangs of are nothing more than the restless dead, perfume wafts across the air. Some lost
sailors that truly ruled the seas: and rather than exorcism to drive them out souls have the ability to interact with
they find themselves trapped on this plane, their environment, moving things).
Curses, everything is about curses. unable to move on to the next life because ✦ The poltergeist, which is a more
The rage burns bright, but is at its most of something they perceive as unfinished. malevolent entity (these ‘noisy ghosts’
dangerous in the dead calm, like the ocean Some believe they are still alive, others have the ability to cause havoc.
itself. When they surrender to the calm, that they have yet to fulfil their purpose They are capable of making noise,
giving it everything that it craves, they are at in this life (most often victims of murder causing lights to flicker and fail,
their most dangerous. They cease wandering seeking justice for their fate), while some slam doors, throw things, and other
in the dark, aimlessly. They find focus. A ares simply trapped (for instance by suicide frightening disturbances. They are
target for their wrath, be it another vessel, a they find themselves bound to the place of profoundly disturbed spirits, though
lonely coastal village, or an armada. When their last breath), or lost because they died the haunting may, at first, appear
the curse is voiced, and given life, there is no in unfamiliar lands and cannot find their almost innocuous, an object seemingly 47
escaping it, even as a dead man. Especially way back to their loved ones… misplaced, a candle that keeps blowing
as a dead man. Nothing that can stop it. To that end, it is sometimes possible to out even though there is no obvious
Not even zealots of the Church.’ communicate with the departed, though draught, but as the restless spirit
there are many fakes and frauds who prey draws strength from the person it is
What is perhaps more interesting was upon the grief of the loved ones left behind haunting, these events grow more
the boy’s claim that there were totems and manipulate them through elaborate and more frightening and powerful
that could protect one against the rage of ‘seances’ that have been rigged to give the until they are outright dangerous.
the dead, naming amongst other things illusion of a paranormal presence through Some believe that the poltergeist isn’t
both red and white pearls, the tears from the use of fishing wire and other trickery. actually a ghostly manifestation of the
a virgin and three silver coins carried dead at all, but rather a living ghost,
within the sole of your boot. the psychic energy of a troubled
What do the Players Know? person who is unwittingly behind
There are a variety of phenomenon we the mass of energy that is the ‘ghost’.
Appearance call ghosts that range from the more Whatever the truth, they are without
There are as many possible appearances vengeful poltergeist and revenant shade doubt the rarest form of haunting).
for a ghostly apparition as there are to the harmless echo. ✦ Another form of ghost is commonly
dead souls looking to find a way back These include, but are not limited to: called an orb because it is nothing more
into this life, though some of the more ✦ A ghostly mist (a fog like swirl of than a translucent orb of flight that
common appearances include ghostly ectoplasm that appears several feet seems to ghost over the ground. These
mists, glowing orbs, translucent figures above the ground and is capable of are most commonly witnessed around
and other apparitions. Most ghosts will movement. It is possible for the mist to gravestones and in churchyards, and
appear in the same form as the physical solidify into a fully formed apparition. are weaker spirits not yet capable of full
body that had when they were still alive, These mists are most often seen in manifestation.
as this is the most comforting form they graveyards, on the sites of battles and ✦ The final type of ghost is the echo (it
know. In some more harrowing instances, other places of significance). can most often be felt first in the form of
the ghosts will manifest bearing the ✦ The lost soul (it is not uncommon a cold spot, which coalesces into a swirl
wounds that killed them. for someone to witness the ghost of of light that slowly takes the shape of a
trace memory that is nothing more than ✦ There are hungry ghosts that feed off depending upon their strength or
the place remembering the horrors it the energy of human beings, sapping nearness to their death site. This
has witnessed. The echo itself may be them slowly of their life-force. ability bears a limited resemblance to
rooted in a horrifying act, for example the ✦ A special kind of echo is a living ghost, teleportation. The longer the ghost has
senseless murder of a child by a mother an imprint of a tragedy so profound and been dead, the stronger it will generally
driven out of her mind. In that moment powerful that a person left their own be, and thus the greater distances it can
the stark emotions, the rage, the child’s younger self imprinted upon a place. teleport itself.
fear, all of it is indelibly written onto the Seeing your own ghost is believed to be ✦ A truly powerful ghost that suffered
bricks and mortar of the murder room a promise of death. a violent death can cause those same
and the place simply cannot forget. There ✦ Some of the more powerful apparitions mortal wounds to occur to others as a
is a power to this kind of horror that can cause mild hallucinations in the special attack.
bleeds back into the world long after the minds of the weak. ✦ The ghost of a drowning victim can
blood has dried and the bodies have been ✦ Ghosts can manifest in the form of conjure and influence water.
carried away. That room has no choice smoke. ✦ A vengeful spirit that has already
but to relive the horror over and over and ✦ All ghosts possess an element of claimed lives of others can channel
over, like a camera obscura). telekinesis, though this is strongest in the strength and skills of those they
poltergeists. have murdered, making themselves
✦ Some ghosts have the ability to stronger. Even so, only the strongest of
Main Features manipulate the air, causing anything ghosts can conjure ectoplasmic residue.
✦ Due to their intangibility, ghosts have from the stir of a light breeze to gentle ✦ Most ghosts are fearful of holy
no physical health points or other against the skin of someone in their ground and relics.
combat modifiers. presence to the full brute force of a gale ✦ They are susceptible to certain
✦ Their primary form of attack is mental, to batter them into submission. elements, notably iron and salt which
with them instilling fear in those they ✦ The presence of a ghost can have a can be used to bind and contain a
haunt. Sometimes fear is nowhere near peculiar effect on metal in the possession restless spirit or create barriers the
a powerful enough word to describe the of a player, with it acting as though being ghost cannot cross.
48 sheer terror they are capable of driving drawn towards a powerful magnet. ✦ A priest performing last rites over the
into the heart of the haunted. ✦ Ghosts have the ability to appear and bones of the ghost can be enough to send
✦ One kind of haunter has the ability to disappear at will. Even when they the spirit to eternal rest, as can burning
inspire so much fear in the haunted that manifest, they are usually translucent, the bones (which is most often used as a
they can drive the living to suicide. and can appear more or less substantial way to put down vengeful spirits).
Ghost typical stats Common Properties
The following stats represent ”typical” ghosts in the most
generic possible way. There are many varieties, and it is often Control Perception and Space
difficult to differentiate one type from the other. The majority of Most Ghosts can choose who can see it and who cannot,
ghosts are linked to deceased persons but many others, unlike the although some are cursed not to be visible to those they
phantoms, may even not be the souls of dead persons but rather would like to communicate with (unless dark arts, like
the echoes of strong feelings and suffering of living persons. a seance, are used). Furthermore stronger Ghosts may
even appear in places far from the area which they usually
Physical Health Points: none haunt.
Mental Health Points: 20-100 (45 is a common value).
Mental Damage levels: not applicable. Haunting and Unresolved Conflicts
Movement: fly up to 16 m (or more for some spirits) at no cost A Ghost is usually created by a specific tragedy or situation
Fear Factor: 1d10 (OR 9-10). which shapes the Ghost’s unlife. This means that the majority
Skills: usually none, unless linked to the particular of Ghosts (but not all) are bound to specific places or areas
deceased’s story. which they cannot leave. Furthermore, many ghosts (and
Initiative: 0 again: not all) have unresolved conflicts, unfinished business
Combat points: none. Ghosts tend to have one or more of or requirements to be fulfilled. If this is done, quite often the
the mental attack types described below among the ”optional Ghost may be put to eternal rest.
properties”.
Spirit the chosen victim lives in the area, 1d6 mental damage will be
Since they are spirits, Ghosts have no Physical Health Points dealt. These lost Mental Points should be recorded separately
and their Mental Health Points represent their spiritual from others, and cannot be recovered unless the victim leaves
strength. Furthermore they do not suffer modifiers from lost the place.
MHP since they have no damage levels for MHP. If, after a certain time, one reaches the third level of Mental
If a skill roll is needed, most ghosts automatically succeed Health (“Mens Amissa” or “Lunatic”) the GM should force
the required test (e.g. Perception rolls), although they may the victim to make every month a Situation Roll with SV 10
even ignore mortals, since they are not interested in them or (modified by Psyche). Failure means that the character does
they are too focused on their own stories. something stupid to abandon the area, maybe even including
suicide for the most severe situations.
Vulnerabilities
Ghosts tend to have various vulnerabilities. These may vary a Control the Air
lot according to the culture but most Ghosts in Europe and in The Ghost knows how to control the Air. It may be a gentle
the Mediterranean are vulnerable to the following. breeze or even a strong wind. Effects may vary according to
the GM judgement. Strong winds which may make victims
✦ They cannot enter holy ground and cannot harm those fall or lose objects which they are holding should be resisted
who bear relics. Furthermore forced contact with certain with Situation Rolls with SV of 10 modified by Constitution
holy substances may cause the Ghost damage (to be valued or Dexterity (according to the situation). For falling damage
by the GM) or even eternal rest. see Lex Libris p.31.
✦ Certain specific elements (iron, salt, etc.) or religious relics
can be used to create barriers which the ghost cannot cross Control the Water
in any form. The Ghost of drowned victims may control water to the point
✦ Performing last rites on their bones (or burning them) may of even conjuring it in a place where no water is present. The
put the Ghost to eternal rest. GM should evaluate the consequences regarding the actions
✦ Many Ghosts are linked to specific, unfinished duties to to be done in water areas (seas, rivers, pools). An example may
be performed or requirements that they were not able to be a -5 SV to swimming or sailing actions.
satisfy during their lives. If these actions are performed the 49
Ghosts find eternal rest. Death Experience
✦ Most Ghosts (but not all) cannot endure the light of the A victim can be forced to experience the Ghost’s own death
sun, which inflicts them 1 mental damage for every round or maybe the echoes can force the humans which originated
of manifestation under the sun. them to see their own younger versions as promises of death .
To resist this effect one must succeed a Situation Roll with a
SV of 10 modified by the Psyche trait. Failure means suffering
Optional Properties the whole Fear Factor of the Ghost, usually 1d10 (OR 9-10),
even if the victim has already suffered it when the Ghost was
Choking seen the first time. Particularly gruesome deaths may force
Some terrifying Ghosts may force the lungs or throats of greater amounts of mental damage.
their victims to act as if they were drowning. The Victim
must make a Situation Roll with SV equal to 10 modified by Death Experience (Mortal)
Constitution to force themselves to breath. Rare but truly powerful spectres may inflict on their victims
Failure usually means a horrible death unless one has the the same wounds which killed them. This works in the same
Diving specialty of the Agility skill. In this case, the victim way as ”Death Experience” but the victim suffers also 1d10
can make a skill roll to hold their breaths for another round (OR 9-10) physical Health Points (or more if the GM deems
as per usual rules (see ”Diving” in Alter Ego p.63) and try so).
another Situation Roll to breath. Every round in which they
succeed the Agility Skill roll (with usual penalties) they can Feeding off the Energy
make a new Situation Roll to try to breath. If the Agility Some Hungry Ghost feed off human energy. See the
Skill Roll is failed, they just drown and die. “Continuous Oppression” property but the damage is dealt to
Physical Health rather than to Mental Health.
Continuous Oppression
Living in a building or area infested by this Ghost may Ghost Overlord
become an unbearable experience, even if the Ghost does not Those killed by Ghosts may become Ghosts themselves.
manifest itself. The chosen victim will continuously feel a Powerful Ghosts may use the Ghosts of their victims as
sense of heaviness or continuous oppression. For every month slaves.
Invoke Vision Ghost Variations
The Ghost can invoke visions and hallucinations into their
victims which must make a Situation Roll with a SV of 10 Echo
modified by the Psyche trait. Failure means that the victims Common properties are: Continuous Oppression, Death
will experience the hallucination and, in the case of terrifying Experience, Mislead, Thought Control, Invoke Vision and
vision, they will suffer 1d5 mental damage points per round Screech.
as long as they remain in that situation or place, experiencing
the vision. The most likely solution for them is to flee away. Ghostly Mist, Orbs
Stronger versions of this power (e.g. SV 8 and 1d10 mental These are usually harmless if not for their Fear Factor. They
damage) should be used for more powerful ghosts or more rarely have any optional property except very rare cases of
terrifying situations. ”Invoke Vision” or ”Death Experience”, but only in relation to
very violent deaths.
Magnetism
Metal reacts in odd ways in an are haunted by this Ghost. Hungry Ghost
Compasses may not work at all and metal objects may be Common properties are: Feeding off the Energy, Choking,
attracted or rejected in relation to certain points decided Continuous Oppression, Mislead, Screech and Death
by the Ghost. Trying not to lose the grip on a metal object Experience (Mortal).
may require a Situation Roll with a SV of 10 modified by
Constitution. Trying to fight with metal weapons attracted Lost Soul
somewhere else may inflict penalties to up to -5. They tend to have lighter, harmless versions of Telekinesis,
Control the Air and Magnetism.
Mislead
By using misleading lights a victim can be lured astray, Poltergeist
following the charming light, often to some trap or natural ”Telekinetic Attack” is a common property, as well as very
threat. The victim must make a Situation Roll with a SV of 10 strong versions of Telekinesis.
modified by Psyche to resist the effect.
50
Screech Ghost-related Secrets Arts
The Ghost can emit a screech which requires victims to make Ghosts are influenced by Exorcism (Lex Libris p.234)
a Situation Roll of SV 10 modified by Psyche in order not to performed in the area which they haunt and suffer the damage
suffer 1d5 mental damage points. as if they were demons possessing a body.
Some Ghosts are so powerful that, if they do nothing else
in the round, may force greater mental damage losses, up to Ghost-Cursed Jewel
their Fear Factor value, which is usually 1d10 (OR 9-10) or, in
the case of Specters or Wraiths, 1d10 (OR 8-10). New Dark Art, Left-Hand Path
Old scrolls describe a ritual which is thought to have been
Telekinesis used by the degenerated necromancers of Babylon during
The Ghost can move objects through the air. The maximum antiquity. This evil ritual exploits the suffering of a lost soul,
size of movable object is totally up to the GM. Watching imprisoning into a jewel which acts as a trap against an enemy.
something slowly flying away should inflict at least 1d10, if
not the whole Ghost’ Fear Factor in mental damage. ✦ Degree of Difficulty: -14.
common value) to use for attacks throwing objects present in ✦ Specialty: Black Magic level 3
the area (pebbles, chairs, dishes, etc..) against the victim. Each
hit deal 1d10 physical damage, which can vary for specific Other Requirements
object. ✦ Supernatural Beings Discipline level 2
✦ Science level 7, Transmutation Discipline level 1, Alchemy
Thought Control Specialty level 3
The Ghost knows how to force somebody to do things against
their own will, unless the victim succeeds a situation roll with Material Requirements
a SV equal to 8, modified by the Psyche trait. A jewel, some salt and some iron powder.
✦
✦ A place which is known to have been haunted by a ghost century the scientists of these secrets societies have developed
created by violent death and where all the alchemical relatively portable (for the 18th-century standards) versions
processes must be performed during a night of new moon. of these jars which do not require encumbering external
The sorcerer should not be disturbed during the night- sources of electricity since, using some esoteric alchemical
long ritual and many ghosts will try to do so. Boundaries formula, they activate and sparks some faint light if invisible
made of iron or salt are usually used to protect the sorcerer, supernatural creatures are in the area.
but they are not always working with all ghosts.
✦ Degree of Difficulty: -12 to create the bottle, -5 to use it.
Effect
If the sorcerer is successful in the Esotericism skill roll the Requirements
salt and iron powder at dawn are alchemically bound into the ✦ Skill: Science SV 8
jewel, together with a least some part of the Ghost’s negative ✦ Discipline: Natural Philosophy 1
energy. Lesser ghosts may even become trapped into the ✦ Specialty: Physics level 3
often it does. The power is usually suffered even if the jewel is alcohol, a cork with a nail) without the electrical source,
not worn: it is necessary to give it as a gift to somebody else but adding secret alchemical powders said to be derived
to make it stop. Furthermore the victim tends to not notice from the ashes of mummies from Egypt.
the link between the jewel and the curse, unless he succeeds a
Situation Rolls equal to SV 8 modified by Intelligence, to be Effect
done each time he suffers the power. A first roll is needed to create the ”Marvellous Bottle” with
the right alchemical powders, a failure means that the powders 51
The Marvelous Bottle are lost. In case of success the object is created and can be
reused many times unless it is broken.
New Scientific Art The scientist needs half an hour to activate the bottle in
In 1745 the Prussian scientist Ewald Jürgen Georg von Kleist the desired place, making a new Science skill roll. In case
created the Leyden Jar, the first known electrical condenser. of success the bottle will be considered active until the next
Or at least that is what official history says. Nobody knew dawn. It will sparkle to demonstrate that an area or a building
that similar bottles were secretly used by alchemists of both is haunted by an invisible presence. If the Ghost (or other
the Rosicrucian Order and the Royal Society as early as 1720 invisible, unnatural creature) is present in the same room
to study the existence of ectoplasms and ghosts. By mid-18th where the bottle is at work, it will be forced to become visible.
archival materials by the royal society
terrible powers that they can use they are dead. Convincing such a
Phantom typical stats Requirements
Use the stats and properties described in the ”Ghosts” ✦ Skill: Esotericism SV 8
section to represent Phantoms, especially regarding Invoke ✦ Discipline: The Left-hand Path level 3
Visions, Death Experience and Continuous Oppression. For ✦ Specialty: Black Magic level 3
they died (see above “Vulnerabilities” among the Common maximum number of participants, including both the
Properties of Ghosts). medium and the first required participant, is equal to
the Esotericism skill of the medium (which means, for
SV 10, a maximum of 8 participants giving +2 or -2 per
Phantom-related Secrets Arts person). 53
Like all ghosts, phantoms are also influenced by Exorcism (Lex
Libris p.234) performed in the area which they haunt and suffer Effect
the damage as if they were demons possessing a body. A successful Esotericism roll evokes the desired spirit which
communicates through the medium for a limited time, either
Seance appearing to medium or speaking through the medium’s
mouth by using an unnatural voice or even causing mild
New Dark Art, Left-Hand Path effects (like light breezes or coldness) to the participants.
There are many kinds of seance, as well as an incredible range The seance is an extremely dangerous ritual to perform
of different practitioners of these arts. Most of them are just and, even in the case of a successful invocation, other ghosts
charlatans trying to steal money from wealthy but bored or even demons can appear, instead of the desired spirits,
aristocrats, but others have powers not unlike those of the sometimes even pretending to be the desired spirits to harm
famous Witch of Endor in the 28th Chapter of the First Book the participants. It is also worth noting that the participants
of Samuel, and their actions are completely against God’s will. to the seance may want to contact the spirit of somebody
The following represent a leader-led group seance, similar who did not become a ghost, but which is maybe somewhere
to those which will become common later on in the 19th else in the Otherworld and therefore may or may not answer.
century England, during the Victorian period. These rituals Contacting somebody burning in Hell may be a terrifying
are used to call the spirit of a dead relative or to communicate experience while blessed spirits in the Paradise cannot be
with otherwise silent phantoms, in order to discover the cause reached by seance (the Witch of Endor could evoke the Ghost
of their troubles and what needs to be fixed in order to give of the Prophet Samuel only because it happened before the
them eternal rest. coming of Jesus Christ, saving the just ones who died during
the Old Testament times). In fact, God disdains such ghost-
✦ Degree of Difficulty: -20, to be modified by +2 by any evoking activities and the mediums are acting against the
believing participant beyond the first necessary one Church’s teachings. No rule is given for all these dangerous
(see below, ”material requirements”) and by -2 by any situations which the GM should adapt to the story he wants
non-believing participant. to tell.
archival materials by the royal society
Appearance
Most wraiths possess their own former
body. If that body isn’t available, the
wraith will choose another body to
possess. On rare occasions a wraith
may possess the body of a dead animal,
though it is more through desperation
than desire.
Main Features ✦ Wraiths and Specters manifest not feel any pain. Even extremely
✦ Specters and Wraiths are synonyms through the possession of a corpse rotten and damaged bodies are
of the same, terrifying type of ghost. but destroying it will not kill the inexplicably strong if possessed by
They are created by great tragedies spirit, which will only look for a Specter.
and unresolved conflicts which another corpse to possess. While ✦ To kill a Specter or a Wraith one
sometimes bind them to a place. the Wraith possess the corpse the needs to destroy its mental energy.
When these conflicts are resolved, rotting may continue, although However, these energies are
the Specters will just disappear. at a slower pace, or it may be stronger than when the soul was a
✦ Specters and Wraiths usually terrorize blocked into an half-rotten status, living person, since the energies are
their environments through physical sometimes even for centuries. linked and powered by the tragedies
violence. They may have mental ✦ The physical health of a Specter which caused the death.
powers, like other ghosts, but they is determined but the status of the ✦ Specters and Wraiths are incredibly
usually prefer using these powers only body, although this is often better susceptible to Exorcism, Sunlight
to terrorize and to lure victims into than what it was when the corpse and the use of gillyflowers.
traps causing physical death. was still living, since wraiths do
Specter and W raith typical stats Samples of Attacks:
The following stats represent the Wraith of a soldier ✦ (IM -4) Decent Sabre SV 19
possessing its own, half-rotten body. It also possesses some ✦ (IM -4) Decent Sabre SV 10, SV 9
of its own military equipment, miraculously preserved ✦ (IM -6) Decent Heavy Rifle SV 19
after the tragic death which generated the Specter. ✦ (IM 0) Brawling SV 19
Claws Shape-shift
The corpses possessed by some Wraith can develop claws on Very rare Wraiths from old, wild cultures have the ability of
their hands. These usually deal 1d10 (OR 10) of damage + shapeshifting a possessed body into a single specific animal.
For example, some Draugr of Northern Europe can shapeshift Other Requirements
the possessed body into a flayed bull, a seal, a cat or a grey ✦ Communication SV 7, Languages Discipline level 2, Foreign
horse with a broken back but no ears or tail. Language: Latin level 3, Foreign Language: Ancient Greek
level 3.
Strong
Stronger Wraiths have a trait at +8 or more. Material Requirements
✦ The missing and otherwise unknown chapters of Marcus
Annaeus Lucanus’ Pharsalia, written in Latin, but with the
Specter- and Wraith-related Secrets Arts formulas in Ancient Greek. These pages are preserved only
Exorcism (Lex Libris p.234) deal both mental and physical in very few scrolls and old books kept as precious treasures
damage to a Wraith or Specter. by secret societies like the Rosicrucians or the higher ranks
of the Freemasons.
Stealing a servant from Hades ✦ A living victim to be sacrificed with a knife while chained
59
Appearance that gradually makes itself known, abilities of its host, so the body of a
To all intents and purposes the host sometimes in the subtlest of mistakes carpenter hosting a possessing spirit
body looks like it has always looked, so where someone who truly knows the will still remember how to fashion
a girl looks just like the same girl she possessed will recognise that something wood, just as the body of a solider will
has always been, a boy looks like the is wrong, other times (like the dead retain the skills with weaponry etc.
same scruffy urchin he always and so child clawing its way out of the grave) ✦ The soul of a possessed host gradually
forth. But, for all the similarities, there it will be obvious from the first moment loses the anchors that bind it to the flesh,
are differences to be found by those who they return. and will drift over to the Other Side,
know what they are looking for. But, meaning that a successful exorcism
the longer the possession occurs, the won’t actually save the person, only
more subtle hints there are to be found What do the Players Know? allow it’s body to die in peace.
in the person’s appearance as they lose Spirit possession is nothing more and ✦ A haunting of this nature can happen
interest in things like personal hygiene nothing less than an invader taking post mortem, making it seem as
62 and begin, slowly to exhibit signs of up residence within a human body and though the beloved family member
decay. The mortal flesh cannot host a wresting control of that flesh by spirits, or friend has been miraculously
possessing spirit indefinitely. And the demons or other entities. returned, though if that is the case,
longer the possession, the more obvious The concept of exists in the main the cost is never worth paying… as
it is that the original person is no longer religions, and most societies across the these parasites are a health drain on all
inside their flesh. world. around them, feeding off the vitality of
The possession may be both those who give the host shelter.
voluntary, with the person offering ✦ If they are revealed, their primary
First Impressions themselves up as a host, or involuntary, attack is physic, causing incredible
Initially, they appear just like anyone with the invader’s presence slowly fear, but more insidiously they are
else, walking amongst us, but that destroying the host. Either form of capable of warping the sense of reality
normality cannot ever last. They possession can be banished by exorcism around them, so, for instance, they
are the drowned girl that crawls provided the rite is performed by a could weave an illusion that makes it
across the floorboards, dripping the person of faith. appear as though blood is spilling out
memory of the water that took her They are susceptible to religious beneath a closed door, or a skinless
life all across the oak floor. They are icons and items, including but not corpse to appear to be reclining in a
the child’s doll in the corner that limited to the rites contained within bathtub of blood or any other mind-
seems to be watching you, its glass holy books and items of faith like the shattering illusion that undermines
eyes following your every move as Christian cross. the sanity of the player.
you walk around the room. They are Some believe that with the ‘gift’ of ✦ They can cause electrical inference
the awkward, broken-necked rider sight, a person can see the possessing in the vicinity, generating peculiar
who walks beside their horse and the spirit clinging to the back of the static interference and causing things
old woman with rot where her teeth possessed, almost as though riding it. to vibrate at an eerie frequency that
used to be and dead eyes that offer a sounds not unlike white noise to emit.
glimpse of eternity no one should ever ✦ They can manipulate the air
be forced to see. Sometimes they are Main Features temperature, causing a room to
the child that won’t stay buried. ✦ The possessing spirit maintains rapidly cool down to the point of
Their presence is something a direct link to the memories and freezing.
✦ They can deliver both physical and inside it means that the corpse can priests and servants of the Lord
spiritual attacks upon their victims, still be used, just like any other meat power over the entity within the
including inducing them to self- suit, though any exorcism to banish host, allowing them to conduct the
harm. the spirit will leave the lifeless body rituals of exorcism to drive it out.
behind. A dead host will, of course, ✦ Driven out of the host, the possessing
decay at a substantially faster rate spirit possesses the same traits as a
To harm a possessing spirit than a living one, even after the ghost.
original soul has been banished.
✦ While the host body can be ‘killed’ ✦ Knowing the true name of the
the presence of the possessing spirit possessing spirit grants the holy
Possessing Spirit typical stats Samples of Attacks:
The following stats represent a sample body, the corpse of a ✦ (IM 0) Brawling SV 16
common artisan or villager, possessed by a Spirit.
Trait: Psyche +6 (referred to the Spirit, not the corpse), Common Properties
Constitution +4.
Physical Health Points: variable, as per normal humans but Possessed Corpse
powered-up by the new Constitution. 36 is a common value These spirits tend to possess dead bodies, preferably those of
Physical Damage levels: not applicable. the freshly dead since their aim is to re-enact the life of the
Mental Health Points: 20-100 (50 MHP is a common value). recently dead. The decomposition somehow slows down (it’s
Mental Damage levels: not applicable. up the GM to decide how much) but it usually does not stop, 63
Movement: land 2 CP per 1 m (Max 10 m). revealing at the end the real nature of the revenant.
Fear Factor: 1d10 (OR 8-10). Possessing Spirits know who they were in their first life,
Skills: Whatever is needed to suit the story. The Possessing but they also have access to the memories and skills of the
Spirit has both its own skills and memories and previous’ owner of the body. This means that the Spirit can
those of the host body. For example, a Possessing choose the best SV among its own skills and those of the
Spirit which originally was a learned Occultist and deceased host.
is now possessing the body of a dead artisan can The PHP value in the stats refers to the host body’s original
have the following odd combination of skills. PHP but, since the Spirit does not care about pain, no physical
Communication SV 9: Languages 3 (Foreign health level is recorded. When the PHP are reduced to ”0”
Languages- anyone 3; Foreign Language – Latin 3, the body is too damaged to be possessed and the Spirit must
Reading & Writing Latin 3). abandon it.
Culture SV 9: Humanities 3
Esotericism SV 9: De Sodaliciorum 2 (Occult Wandering Spirit
Literature 3), Divination 2 (Numerology 3), A Possessing Spirit can be treated as Ghost (using also Ghost
Left-Hand Path 3 (Black Magic 3) properties, if the GM wants to), especially when out of its host
Fighting SV 8: Unarmed Fighting 2 (Brawling 3) body. Possessing Spirits tend not to act unless they possess a
Professions SV 8: Crafting 2 (Craftmanship 3). body and, unless the GM rules otherwise, they will always
Natural Weapons: Unarmed Attack (dmg 1d6 +4 try to possess a corpse, wandering the earth, looking for the
Constitution). right host to possess. In any case, Possessing Spirits are not
Initiative: 0 destroyed unless the MHP are reduced to 0. No damage level
Combat points: usually linked to the best Fighting skills is recorded for these MHP.
(between the Spirit and the dead host) it had in life, although
somehow powered-up and adapted to the new condition. An Spiritual Parasite
example is Free 8 / Unarmed 2 (Brawling 6). As long as the Possessing Spirit will live among the living in
Equipment: nothing, unless it is important for the story. a possessed corpse, it will feed upon those who are in the same
The Spirit prefers to use psychic attacks and not physical area. Every living being will lose 1 MHP for every week they
weapons. are in the area. These lost Mental Points should be recorded
separately from others, and cannot be recovered unless the Vulnerabilities
victim leaves the place and go far from the Possessing Spirit Possessing Spirits may have the same vulnerabilities of
(those who are under the Spirit’ spell cannot leave by the own Ghosts, although the GM is encouraged to tailor them to the
will, see ”Forced Behaviour”). single specific Possessing Spirit. Furthermore, the following
Every week the sum of all these lost MHP will feed the vulnerabilities are more typical of Possessing Spirits.
Possessing Spirit which can use the same point to heal its own
MHP or to heal lost PHP of the host body. ✦ They usually can possess corpses which received proper
religious funerals but, oddly enough, once the body is
Environmental control possessed it cannot pass through religiously holy wards or
Possessing spirits may raise or lower the environment’s areas. This may sometimes vary according to the Possessing
temperature or, by causing electrical inference, they can emit Spirit original religion (e.g. a Jewish Mezuzah may be more
odd noises, causing things to vibrate. Anyone noticing these effective in blocking a spirit which originally belonged to a
unnatural phenomena will suffer 1d6 MHP. Jew), although they all feel some kind of block in front of
holy places and artefacts.
Forced Acceptance ✦ Knowing the original, true name of the Possessing Spirit
Once they possess a body, the Possessing Spirit try to re-enact will grant power over it. Christian priests, Jewish rabbis
the victims’ lives. The relatives and friends, especially if they and other religious officers using a Divine Art of any type
know that the host is dead, usually realize that something (e.g. the Exorcism in Lex Libris p.234) exploiting the true
wrong is happening, however the Possessing Spirit’ power name of the specific spirit will get a +15 bonus to their
will force them to accept the dead back to their world. A roll and any damage dealt by the art is doubled. Those
Situation Roll equal to 10 (modified by the victim’s Psyche) using Dark Arts specifically against this spirit will get a
is necessary to openly refuse the contradiction and not allow +10 bonus. Finally, even without knowing any secret art,
the possessed corpse back to the family or group. Those who anyone can use the true name to force the spirit to leave a
fail may even consciously know that their relative or friend possessed body or to make it stop any violent attack. The
is dead, but they are also psychologically forced on not spirit is forced to obey to these commands, even if coming
opposing the return of the deceased among the living. With from somebody without any spiritual or sorcerous power.
64 time the Possessing Spirit will not be able to keep a proper
illusion (due to a real lack of interest for the way the living
live or because the decomposition starts again) and therefore Optional Properties
the GM may allow new Situation Rolls. Possessing Spirits can use the optional properties of Ghosts
and, more rarely, those of Spectres and Wraiths. Possessing
Unnatural Strength Spirits, in fact, prefer psychic forms of attack rather than pure
The possessed body’s original Constitution is often physical violence, although they may often combine both.
powered-up by +4. The Spirit uses this augmented strength
to dig its way through the tomb. This is also the reason why Claws and Fangs
the host corpses of many Possessing Spirits have damaged Some Possessing Spirits have the ability to make the host
fingernails, since they have been used to dig through the soil. body develop claws or fangs, possibly even retractable ones.
Claws deal 1d10 (OR 10) PHP + Constitution bonus (usually
Visions of terror +4) and the Brawling-locked CP can be used for claws.
When discovered a Possessing Spirit will prefers to use its On the other hand, a bite inflicts 1d10 (OR 9-10) and it is
own form of mental attack, forcing painful feelings and insane automatically inflicted when a Grapple is won.
visions into the victims’ minds. The Possessing Spirit cannot
perform other actions while doing this attack. All the living Force Suicide
persons around the Spirit should make a Situation Roll with Some Possessing Spirits have a higher version of the “Vision of
SV 10 (modified by Psyche). Those who succeed will suffer Terror” which can be activated triggering the hallucinations
only 1 MHP but will also realize that they are facing unreal into a single victim rather than on all those who are in the
hallucinations. Those who fail will suffer 1d10 (OR 9-10) area. In this case success will inflict 1d10 MHP while failure
MHP from intense fear. will deal 2d10 (OR 9-10) MHP.
If this damage is enough to make the victim reach the
third level of Mental Health (“Mens Amissa” or “Lunatic”) Possess living body
the GM should force the victim to make another Situation Stronger Possessing Spirits can possess the body a living
Roll with SV 10 (modified by Psyche) to avoid performing person. The victim must succeed a Situation Roll with a SV of
some self-harming act, like trying to suicide in order to stop 10 modified by Psyche to resist. From that moment onwards
the visions. the victim’s body will be possessed by the Spirit while victim
‘soul will slowly drift away. Every week the victim will lose stopping the sorcerer to stop spelling the words. To establish
1d10 MHP. When the MHP will reach 0 the soul of the victim how long it takes to complete the ritual, follow this sequence.
is lost forever to the Other Side, even if the host body is freed
from the Possessed Spirit. If the host body is destroyed, the ✦ In the first round the caster makes the Esotericism roll
victim ‘soul will also go to the Other Side, even if its MHP to activate the art. If successful go to the following step.
have not been extinguished. Otherwise nothing happens.
✦ During the second round a Communication skill roll must
Unnatural Movement be performed to complete the sequence in Old Persian. If
Some possessed corpse may acquire impossible ways of successful, the power is activated at the end of the caster’s
moving like levitating for a short time and short distances, turn in this round. On the other hand, if the Communication
climbing steep almost vertical walls or burrowing through roll is failed, the sorcerer must wait the following round to
the soil. Anyone witnessing these acts must suffer 1d6 MHP make a new roll and try again for other rounds, until the
on top of the normal Fear Factor of the Possessing Spirit. power is activated (or the Possessing Spirit has managed to
stop the sorcerer through violent means).
Possessing Spirits-related Secrets Arts In the case of very unlucky rolls this power can take several
Exorcism (Lex Libris p.234) deal mental damage to the Spirit. rounds to be activated. When it is finally activated the Spirit
The same amount is subtracted from PHP, only in the case of a will freeze, stopping its attacks, and it will be forced to reveal
possessed corpse and not in the case of a possessed living body. its true name.
New Dark Art, Right-Hand Path New Dark Art, Right-Hand Path
The ancient magi of Old Persia knew the power that names This power is complementary to the other one, described
have on dangerous spirits and demons, therefore they devised above, since it needs the knowledge of the True Name. It has
this ritual to force the entities to reveal the secret names. been used mainly to imprison wandering Spirits and Ghosts.
Somebody says that the secret of this spell is carved in ancient It may or may not be useful with Djinns (if they have True 65
symbols on a rock-cut wall in Paphlagonia, dating to the times Names), but it is up to the GM to decide about it.
of the Achaemenid empire. On the other hand, a few Persian
sorcerers still know the spell which is practiced in Iran and ✦ Degree of Difficulty: -5
Mesopotamia.
This Art can be used against Possessing Spirits but also Requirements
against the other entities and demons which can be hindered ✦ Skill: Esotericism SV 9
by their true names. ✦ Discipline: The Right-hand Path level 3
✦ Specialty: White Magic level 3
✦ Degree of Difficulty: -8
Other Requirements
Requirements ✦ Knowledge of the True Name of the spirit which is bound
✦ Skill: Esotericism SV 8 to be imprisoned.
✦ Discipline: The Right-hand Path level 3 ✦ Communication SV 7, Languages Discipline level 1,
✦ Specialty: White Magic level 3 Foreign language: Old Persian level 1.
67
An abomination is a troubled soul that What is most interesting in terms of they are bonded in ways we do not yet
for some reason cannot severe the bond this duality and the relationship between fully comprehend. It is believed by some
between this world and the next. good and evil is that those spirits we that burning and salting the bones of the
More often than not, the soul is in might simply call evil often remain in dead can be an effective measure when it
distress, and that distress is the direct this world for the same reasons as those comes to banishing the lingering spirits.
result of their death. Something is we more easily consider to be good, not
created when their lives end, either for some ignoble purpose.
through an accident or murder, that But that by no means accounts for Unique individuals
causes the soul to become locked in a all; some have lived such a vicious life
form of limbo, sometimes in the world that they can do no no more or less than Dullahan
of the dead and sometimes in the living, what they did when they were alive— Rumours are rife throughout the
or the grey spaces in between. It is tormenting the living—and in death countryside of Europe, each bearing
not uncommon for the deceased to be they have more unearthly powers to help remarkable similarity to the next in
70 unaware of their passing, which sees them spread fear and anguish, so they find their tales of headless riders, horsemen
them try to go about their day to day themselves relishing this between-state. wielding corpse lights to lure the
routines as though still alive, tied forever One must assume that a soul suddenly unsuspecting traveller off the road into
to those same rooms they occupied in forced to leave its earthly life will only do the deep woods, and more. These accounts
life. It isn’t always a room that binds a so with great bitterness, as it is not done are so prevalent we a the Royal Society
spirit. Sometimes it can be a person or experiencing the wonders of creation. It have begun to think of them as their own
an object that acts as an anchor, holding is that bitterness that festers, creating family of undead rather than a sub-spirit
the dead in this place. the evil anguish that twists and distorts of ghost. In Ireland, the Dullahan is one of
This can result in a duality in terms the mind of the spirit to the point that all the most frightening haunts of the Celtic
of the spirit’s nature. In simplistic terms, they can imagine in avenging themselves highways and byways. The decapitated
when we deal with the dead we are as upon the living, so strong is their envy. rider roams the roads on blacker than
likely to face those with good intentions These vengeful spirits remain bound to black horse, wreathed in a thick shroud of
as we are those with bad. The good may buildings, people and totems much as the fog, his own head under one arm. In his
look to somehow help their surroundings, kindly ones are, for much the same reasons: other hand, the warrior Dullahan holds
seeking to understand why they have they are not done with the evil they seek either a whip fashioned from the spines of
been left behind instead of seeing the to spread, they hate so much that they dead men or a sword that burns a ghostly
reward of paradise. In many ways, cannot find any rest until the object of their flame. The Dullahan haunts the foggy
these souls are ready for the afterlife, obsession is dead, their jealousy of a person landscape, a being of the mists. He roams
and have accepted that their time here drives them to haunt them, or they seeth all over Ireland unchecked. Should he
should be over. Evidentiary testimonies with anger, a cankerous festering in their set his sights on you, he will pursue you
would suggest what binds these spirits soul, that can only be sated with revenge. relentlessly across hill and valley, untiring.
to mortality can be something as simple Another consideration worthy of study If the old wives tales are to be believed,
as shame; that in life they perpetrated is the nature of the flesh left behind and the only thing that will protect its quarry
some act so shameful they cannot leave its bond to the spirit. The anguished from the Dullahan’s wrath is gold thrown
this place without forgiveness. Equally, soul may have become detached from its into its path, though the truth of that is
they might well be the victims unable physical body, but that body was lived in, questionable, as very few have survived to
find peace until their killer is brought to and capable of rot and mutilation, even if give an accounting of their tangles with
justice. it is nothing more than a shell for the soul, the headless horseman.
Captain Saragossa This kind of beauty brings petty dressed in a nightgown. The second and
There are a motley crew of renowned jealousies out in others. It has always third sightings were similar, and for a
and feared pirates with names to chill been thus. And so it was with Maria, the while they remained almost innocent, but
the blood, Edward Teach, or Black Beard spoiled daughter of a noble lord. Several as they year wore on each new sighting
as he is better remembered, Calico Jack, times when merchants sons and other became increasingly more threatening
Black Caeser, Stede Bonnet, and more, petty nobles came to court seeking the than the last until a valet walked through
and they all share one common heritage: favour of the young Maria, they fell mute a corridor when a shrieking spirit raged
they each met and learned from Captain with amazement, not at her, but rather at clean out of the wall, and in the faltering
Saragossa. the charms of her chambermaid. candlelight he saw the twisted features,
No records of Saragossa’s life survive, Rumours of the beautiful and long long teeth, that he recognised
though there are plenty of stories and chambermaid spread quickly amongst as the dead chambermaid.
seamen who claim to have encountered the eligible young men of the What he had never admitted was that
his anguish, or much, much worse, his duchies, and before long it was the he had been there, in that room when
animated skeleton still bound by the chambermaid that drew the courtiers Maria choked the life out of her maid,
angers of death, upon the high seas. to the castle, not the promise of Maria and that he had heard her struggles but
Some claim Captain Saragossa was the and her dowry. had been too frightened to intervene.
victim of horrific injustice the dying Jealousy is a terrible thing. But it is There were five others in the room
man swore never to lie in the grave, perhaps the most human of emotions. It that night, and each of them witnessed
while others would have us believe certainly drove Maria, who knew that the twisted features of the dead maid
that a sea witch swore a curse upon the she had no choice but to get rid of the raging out of the very walls of the castle
legendary pirate captain which cannot girl who must surely have been sent by that had become her tomb.
be lifted. the devil himself to torment her. It was Until that fateful night when the
Regardless, Captain Saragossa is both no great hardship to sneak into the girl’s anguished spirit could no longer be
a terrible and violent enemy and anyone chambers, nor to gather her feather pillow contained, and the translucent girl sat
venturing out upon the high seas would in both hands and press down against astride the young noble Maria’s bucking
be well served to run at the first sight Sophie’s face, suffocating the life out of body, pressing down with an equally
of his flag snapping in the breeze before her before she could fully realise what was translucent pillow across the young 71
the dead calm settles upon their vessel. happening. It wasn’t much of a fight, over woman’s terrified face as though the
Captain Saragossa commands an in moments as the beautiful girl’s heart ghost could somehow choke the life out
ancient warship, Almira the Mermaid, gave out. Maria looked down at the dead of her murderer.
which was once the jewel of the Spanish chambermaid, thinking to herself that she Come dawn, Maria fled the place,
Crown’s armada—right up until the did not look so pretty in death, her face determined to put as much distance
fateful night in 1631 that Saragossa twisted, her hands like claws where they between herself and the ghostly reminder
spirited it away. The warship is fully had clutched at the pillow uselessly. of her crime, but that was not enough to
equipped with cannons and lavettes, and No one else in the chamber stirred; sate the spirit of Sophie, who continued
piloted by Saragossa’s skeleton crew. all of the other maids and household to haunt the old castle for years and years
Saragossa has been known to leave servants sleeping on quite unaware that to come, roaming the corridors in her
his ship and wander the streets of the death was amongst them. And if they nightgown, straddling the sleeping bodies
coastal cities looking for trouble, and had woken to Sophie’s death rattle, well, of any women foolish enough to remain
men to join his dead crew, though the at least they had enough sense to pretend under the castle’s roof come nightfall.
curse that rests upon him means that he they slept on, and that was enough. It is no place for beauty now.
may never venture more than an hour For a while life in the castle went on,
away from the sea. few mourning the dead girl. She was The Ålleberg Knights
only a chambermaid, after all. But, a Twelve riders fought side-by-side with the
The Sleeping Maid few months after her murder the first Swedish Queen, Margareta, in the Battle of
Sophie, a chambermaid, was a beautiful mystery occurred. It was not much in Åsele, in the Year of Our Lord 1389.
young woman with both charisma the way of haunting; a few little things Each was clad in the golden armour and
and, some would say, a radiance to her like the candlelights being blown out, or jewelled helmets befitting their bond with
that was almost hypnotic. She had an the sudden child of an icy draft steeling the queen. They were sworn to her, and
effect on boys and men, who found into a corridor, a book falling from the so fierce was their allegiance that when
themselves helpless in her presence. shelf. Little things. But then came the Margareta fell, they retreated from the
Some would even say she was an angel first sighting; a light in a dark corridor, a field of battle and retired into a chamber
fallen directly from heaven to torment dimly lit and translucent girl walking lost deep within the mountains to rest until
them. through the passageways of the castle, the day she called upon them again.
For year after year they twelve looking for passengers to drag to Hell. A similar figure, the gan ceann can
slumbered upon stone altars, waiting. Thigh bones make up the spokes of the be frightened away by wearing a gold
Everything was peaceful. black carriage’s wheels, and skulls are object or putting one in his path.
Ålleberg’s parish was the very epitome of mounted on the corners, with candles
tranquillity. There was no enemy to fight. within the eyes to light the way.
All that changed one fearful day when Main Features
a stranger stumbled upon the entrance ✦ Wherever the dullahan stops, a
to the mountain hall and thinking to First Impressions mortal dies. It has limited powers of
find lost treasures to make his fortune, Around midnight on feast days, speech, though if the horseman says
entered the crypt and woke the riders this black-robed horseman may be your name he lays claim upon your
from their eternal slumber. seen riding a dark steed across the soul. His claim is irresistible.
The twelve knights rose, gripping countryside. The horseman is often seen ✦ The dullahan is possessed of
the hilts of their swords, ready to fight to be carrying his head like a lantern supernatural sight—by holding his
for the queen and realm they served with it swinging from the pommel of his severed head aloft, the horseman can
even in death. saddle while wreaths of steam rise from see for incredible distances, even on
Too scared by what he had stumbled his mount’s flared nostrils. the darkest night.
upon to explain to the dead knights that The dullahan is a more macabre variant ✦ The horseman can see unerringly in
they were free to rest now and forever, of the headless horseman, a demonic the darkness.
the grave robber fled in wild panic. creature of the fae, who carries his head ✦ They are natural riders and will
Ever since, the knights of Ålleberg under his arm and wields a whip fashioned never fall from their mount no matter
have haunted the countryside in search from the bones of a human corpse’s spine. how perilous the chase. Separated
of their queen so they might once again The rider towers over the road. from their steed, the horsemen are
offer up their swords in her name. The horse is always a black beast, considerably weakened and vulnerable.
powerful and fast and relentless in the hunt. ✦ The horseman can sense the home
The horseman comes riding out of of a dying person, no matter how far
Characteristics the mist, an ethereal figure with eyes from the road it lies.
72 The Headless Horseman is often described that burn with unearthly fire. ✦ The sight of the horseman in full
as the ghost of a soldier who suffered The head in the horseman’s hands flight can be enough to render
horrific injuries during a bitter war, losing is pale and waxen, with a hideous grin onlookers temporarily blind.
his head. The ghostly horsemen haunt the spread across it. Black eyes dart back ✦ The steed snorts flame and smoke,
roads surrounding the churchyard where and forth. The severed head is imbued which can cause the undergrowth
its mortal remains are buried. As the sun with an eerie luminescence, allowing the to burn.
rises it is believed the ghost rides like the rider to use it as a lantern to guide its ✦ No gate is barred to the rider—they
Devil himself is on his heels in a desperate way along the darkened country roads. merely fly open as the great beast
rush to return to the cemetery grounds charges towards them.
after their night’s terror. ✦ The bone whip is a lethal weapon, magical
The solider could come from any armed What do the Players Know? in nature and capable of delivering
force, Bavarian, Parisian, British, there are The origins of the dullahan are not wounds that will not easily heal.
a world of opportunities for the Games known for certain, but it is believed by ✦ As they were warriors and knights in
Master to amuse themselves. In Scottish occultists to be the embodiment of an their past lives, the horseman make
folklore it is a clansman, killed in battle, ancient Celtic god, Crom Dubh, or Black for fearsome fighters.
and both he and his mount are headless. Crom, a fertility god who demanded
In Celtic mythology the rider is more human lives each year, the most favoured
demonic in nature. The expert from method of sacrifice? Decapitation. To harm a headless horsemen
Clement Birkenbosch’s journal is about A great deal of player knowledge ✦ They are especially vulnerable to gold in
this hunter, the dullahan, which translates will depend upon the kind of headless any form, be it coins, candlesticks, rings
somewhat loosely from the Irish into the horseman they encounter, be it the or other trinkets. The only thing that
dark man. He is a more dangerous figure ghostly apparition of the fallen solider can be sure to turn back the horseman
than the simple ghosts of some regions whose bones lie in the local cemetery is gold scattered across its path. This
because when the dullahan calls out a and obey the other natural laws is a throwback to the older days where
name, a death occurs. of haunting, or the more demonic gold was incredibly rare and precious,
Another variant of the horseman is horseman, like the Celtic dullahan who its value unrivalled, so in leaving it the
the headless driver of a black carriage is essentially the physical embodiment characters are making a sacrifice, just as
who rides the lonely night roads of death in that culture. the older people did to Black From.
9-10).
Samples of Attacks: (IM -4) Decent Sabre SV 15
Spirits of Death and Vengeance Variations
These “Lesser Spirits” or skeletons can be destroyed using
Banshee mortal weapons, but they are usually very numerous and,
When the Banshee weeps, sings and cries somebody is bound after they are destroyed, sometimes broken bones even raise
to die. The lament is usually called a “keening”. Usually there up again after 1d10 combat rounds.
Spirits of Death and Vengeance-related visit the victim and its family during the next night of Full
Moon or New Moon (whatever comes first) and will do so
Secrets Arts for a whole year.
These Spirits are influenced by Exorcism (Lex Libris p.234) If the Esotericism roll failed, the Sorcerer will meet the
which will inflict MHP. Dullahan for the year and therefore must be prepared to stop
it with gold.
Offering a victim to Crom Cruach
Weapon of the Sun
New Dark Art, Left-Hand Path
In the old pagan days of Celtic Europe evil druids knew New Scientific Art
how to appease dark gods like Crom Cruach or Crom Gold is an impossible material to be used for crafting
Dubh. Their rituals are mostly lost to modern sorcerers, weapons, not just because of its rarity and preciousness, but
although some European witches remember parts of the especially due to its physical nature. However, it looks like the
old curses. This spell is one of these half-remembered procedure to craft a golden weapon was developed by some
remains of the ancient, prohibited lore of Celtic Europe, unknown alchemist looking for the philosopher’ stone. The
and it is very dangerous to attempt. In fact, it is possibly few ones who have heard about this procedure think that it
just a deformed, lesser version of spells which in antiquity was discovered by the well-known Irish alchemist William
were more powerful and stable. Butler (1534-1617), but this is yet to be proven true.
This procedure can be used with melee weapons, arrow
✦ Degree of Difficulty: -10 heads or bullets.
77
Appearance man. Their exile is often self-imposed, hand. Much like the fae folk of Celtic
The small devils are often impish from shame at their appearance, which mythology, these small devils are often
to look at; small, bony, unattractive is, a special kind of torture for the imp wild and unpredictable. A bored imp
creatures that are almost childlike of as they crave company and relish the is a dangerous creature as it craves
stature and appearance. Though, a amusement their pranks offer up. amusement and may reach out to
particularly ugly child that has suffered Some appear to have an uncomfortable connect with darker forces purely to
greatly from plague and other illnesses psoriasis-like skin condition that amuse itself. Because of their nature as
that pockmark and scar the skin. In causes their skin to scale and flake in lesser beings they may well fall under
their natural state, their faces are stony, rough patches which can leave rich the thrall of a greater evil which steers
set like masks in a permanently twisted red blemishes behind that the imp will their pranks towards a more malicious
smirk. Large ears and small horns scratch at, which only serves to make end. They will happily go along with
protrude from their skulls, and leathery, the condition worse. this evil if it offers amusement.
bat-like wings grow from between their Their laughter haunts the woodlands They are believed by some scholars
82 shoulder blades. they call home. to take the shape of black cats, rats, or
Their skin is more often than not toads when in the service of a witch
reddish of hue, and may appear scaly or or warlock, giving rise to the idea of a
diseased, so may use powders and wigs What do the Players Know? witch’s familiar.
and the like to try and pass as human. These small devils are often nature Often considered satanic minions
To be fair, some of these impish sprites, their name imp derived from the during the age of witch hunts, these small
devils look more akin to primates than terms ympa (a young sapling) or impa devils may be magically bound to an
they do humans, which is a source of (from the old English, which derives object, for instance bottles, crystal balls,
great sorrow for them as it can lead from a seedling) and because of that and such. They may take a corporeal
to incredible loneliness with the imp link nature finds the small devil often form when summoned from this object,
forced to hide themselves away from associated with a witch’s familiar. They or, if they are trapped for long enough
polite company. tend to gravitate to isolated woodlands they may lose the memories necessary to
Their features are often sharp, some and dwell in nature rather than gravitate return to their corporeal form altogether
with noses that are so elongated they towards the cities. This is as much for and exist only as a spirit, bound forever
resemble snouts rather than noses. the bond they share with the trees they to the object.
take their name from as it is because
of their shame a their appearance. The
First Impressions great forests are a natural home for the Main Features
These diminutive devils look like small devils. Plus, the woodlands offer ✦ Imps are talented pranksters. They
children, though they do not move like ample opportunity to torment travellers live for their own amusement.
them. Because of their wings they often as they try to pass through. Sometimes their ‘jokes’ are cruel,
appear to waddle as they walk, hunch- Imps are not evil by nature, nor though not deliberately malicious.
backed beneath their clothes. malicious. They are merely mischievous Other times they are purely a means
That disfigurement is not the only and grow easily bored. This can make of passing the time. Possible ‘pranks’
burden they carry heavy on their them an obnoxious enemy and lends include switching babies in a cradle,
shoulders; they are weighed down by to their habit of wilfully creating leading a traveller astray in the
a great sorrow and are amongst the mayhem around them as their jokes wilderness until they are helplessly
loneliest of the monsters in the realm of and pranks may often spiral out of lost.
✦ They are impulse creatures, so tend of a practitioner of witchcraft. amuse themselves at the newcomer’s
not to engage in complex plans but ✦ Imps, as creatures of the great woods, expense.
rather enjoy spur of the moment are especially gifted when it comes ✦ They are feisty souls and if cornered
amusements. to conjuring fire, as it is the most will fight with all their fury, spitting
✦ Imps are incredibly long-lived though destructive element they know. and clawing like wild cats.
not truly immortal. ✦ Small devils make exceptional spies, ✦ Imps possess some small affinity for
✦ They are resistant to most mortal able to sneak near-silently about magical and the supernatural and can
weapons though can feel pain it is a place, slipping in and out of the cast basic spells, usually glamours and
rare for a human forged weapon to shadows and using small glamours to illusions, both visual and auditory,
kill them. disguise themselves. Some possess the that help them with their pranks.
✦ They can be snared by wardings and ability to disappear when necessary. Their magics are minor.
kept out of homes by carefully crafted ✦ They crave companionship and
sigils. human friendship, likewise they love
✦ The Imp has a knack for shapeshifting, attention so they are unlikely to
often taking the forms of cats, rats allow travellers to pass through their
and toads when they enter the service territories without at least trying to
Small Devil typical stats Imp Mind
These stats represent common Imps found in forests or in the Small Devils do not have a strong will but, on the other hand,
service of witches and sorcerers. their nature is alien enough to make them completely immune
to fear and any MHP damage deriving from fear.
Traits: Charisma +1, Dexterity +2 83
Physical Health Points: 15-25 (20 PHP is a common value) Chosen environment
Physical Damage levels (for 20 PHP): 1-6 (0) / 7-11 (-1) / Imps choose an area where to live, usually a forest or some
12-15 (-3) / 16-18 (-5) / 19-20 (-7) ruins. When the Small Devil is in his own area, it can move
Mental Health Points: 15-25 (20 MHP is a common value) (appearing and disappearing) at much quicker speed than
Mental Damage levels (for 20 MHP): 1-6 (0) / 7-11 (-1) / what the movement stats suggests (basically they are not
12-15 (-3) / 16-18 (-5) / 19-20 (-7) hindered by game mechanics).
Movement: walking or flying 2 CP per 1 m (Max 12 m) (but Furthermore, resisting the basic “Trick and Illusions” of
see also common properties). a Small Devil in his chosen environment is more difficult to
Fear Factor: 1d6. resist: the SV of all situation rolls is 5.
Skills: Stealth SV 10 Avoidance 3 (Hiding &
Camouflage 3, Sneaking 3), Sleigth of Hand 3 Shapeshift
(Pickpocketing 2). Small Devils can shapeshift into toads, cats and rats.
Natural Weapons: Claws (Dmg 1d10).
Initiative: +2 Tricks and Illusions
Combat points: Free 10 / Unarmed 3 (Claws 4). Small Devils like to perform small illusions, involving both
Samples of Attacks: visual and auditory features, making fun of people they
✦ (IM +2) Claws SV 17. meet. The nature of these illusion is various: they can lead
✦ (IM +2) Claws SV 9, SV 8. astray casual travellers, hide important objects or modify
their appearance, so that they look like children or deformed
dwarves. Usually nothing too serious should be done with
Common Properties these illusions, although these pranks may be annoying. The
victims usually do not make situation rolls unless they start
Imp Body to be suspicious of what they are seeing. A generous GM may
Small Devils suffer pain and wounds but cannot be harmed allow a situation roll with a SV of 10 (modified by Perception)
by normal weapons which do not inflict any damage on to notice that something wrong is happening. If this awareness
these creatures. On the other hand, enchanted, ensorcelled or is reached, the victim still needs a successful situation roll
blessed weapons can harm small devils. with an SV of 8 (modified by Intelligence) to see through the
illusions. These rolls are harder if performed in the Small Devil Effect
“Chosen Environment” (see above). It is worth noting that, The ingredients must be ground, mixed with water, boiled
even when victims believe the illusions, sooner or later the Imp and filtered until one get a small quantity of concoction which
will become bored of them, therefore the illusions will end. remain active and working for one month, before losing its
power. If one applies the concoction on the eyes, these will
Vulnerabilities burn for about 10 painful minutes. When the pain disappears,
Small Devils can be blocked even by otherwise useless one gets the ability to automatically see through the illusions
symbols and wards produced by superstition and folk magic. and tricks of minor fae and small devils. The effect lasts
for about one day before disappearing. The GM may allow
the concoction to work also with the illusions created by
Optional Properties major creatures, although the effect is not automatic but it
Small Devils are usually not very powerful creatures, but the rather give the possibility of making a situation roll to see
GM may allow a few properties to slightly power up the imps. through these illusions (a common value is SV 10 modified
by Perception).
Fury
Some Imps may become crazy if cornered and imprisoned, Enslave the Imp
becoming stronger and wilder, with the following stats. CP:
Free 10 / Unarmed 5 (Claws 8). Claws damage: 1d10 (OR New Dark Art, Left-Hand Path
9-10). Sample of Attacks: (IM +2) Claws SV 13, SV 10. The old sorcerers in Europe have enslaved Imps for centuries.
The small devils are not powerful, but they may become
Invisibility useful servants.
Few Small Devils can become completely invisible at will. To
notice the presence of these invisible imps one must make a ✦ Degree of Difficulty: -12.
situation roll with an SV of 5 modified by Psyche.
Requirements
✦ Skill: Esotericism SV 8
84 Small Devil-related Secrets Arts ✦ Discipline: The Left-hand Path level 2
Small Devils suffer the damage dealt by exorcism (Lex Libris ✦ Specialty: Black Magic level 2
p.234).
Other Requirements
True Sight Eyewash ✦ Supernatural Beings Discipline level 1, Beastiology
Specialty level 2
New Scientific Art
If this alchemical concoction grants the ability to pierce Material Requirements
through the illusions and tricks of fae, small devils and other A small object used to imprison the small devil like a crystal
✦
Material Requirements
A small quantity of rock crystal to be ground together with
✦
87
Ever since the dawn of people, people Kochsutchin described what he called evidence suggests that to be wrong
have been talking about nature. Satyrs, the “wise gums” in his Book of Sorcery: and that the emissaries burned them
woods, and even dragons are said to in huge conflagrations, intent on
belong to this strange genealogy created “Witches are more than wise gums, they ridding the world of their influence
by a corrupt nature. It is said that most are special beings that have discovered access forever.
of the nature creatures were wiped out to the darkest of the world’s powers, not by Any discourse on witches is, in their
in the flood, but a lot of them are still God nor by Satan, but rather by the dark eyes, the equivalent of some lingering
living and are terrifying both those side of nature.” worship of those pagan gods their
living in the cottages in the country or faithful preached so long and hard to
at sea on their way to a distant land. Snorre Stulasson, in his text Fabel stamp out, and needs to be crushed
Witchcraft, hedge-witchery, warlocks makes a similar observation, putting because it is nothing short of heresy.
and other forms of spell craft and magic forth the notion that the forest witch, Even now. Armed now with the book
has been long documented, much to the the hedge witch, and witch are the same, Malleus Maleficarum written by two
fascination of students of the occult and and that our images of them are turned Dominican inquisitors who believed 91
esoteric. There are few secrets when it to the withered crone by frightened men they had solved the riddle of how a
comes to these practitioners of natural seeking to diminish them. This pair witch trial would proceed to prove
magic, as few if any other creatures have were far from alone in their thinking. guilt, the Church considered it their
been so thoroughly scrutinised as these. Even Karl the Great’s seer, Kristian most valuable weapon in the fight
The nature of the witch, the bonds and Hageltoft posited much the same when against witches. Looking back, the
boundaries of their craft, are subject to turning his scrutinies upon the witch’s incontrovertible truth is that a great
countless examinations and studies that male counterpart, the warlock: many innocent women and men were
map out the limits of enchantment fully. murdered because of false accusations
The superstitious amongst the “The one does not preclude the other. The of witchcraft used to bring them
populace still believe these women warlock’s powers are bestowed by nature’s down.
tap into sorceries, surrendering their wild magic, the spell crafter having made What one must consider is the greater
souls to black magic and its arcane pacts with both dark souls and the Devil truth, we have here in our possession at the
rituals in return for supernatural himself in return for his supernatural gifts.” Royal Society records from the 1602-1606
powers that help them sow disorder witch trials in Fulda that offer unequivocal
and discontent for no other reason that The Catholic Church’s persistent evidence that the ‘old’ witches did indeed
to frighten people. The Church would attempts to undermine the notion of exist, and how they drew their strength
have us believe these women have natural magic and that connection of from the natural world around them.
made a covenant with the Devil and man and woman to the natural world For reference, the protocols include:
meet regularly in their secret covens to has resulted in something of a scouring
debase themselves before Him in return of the archives and collections of “The witch exhibited all of the tell tale
for his opening a vein so that they might scholars and practitioners of the signs we knew to look for. Every single one.
sup upon his dark magic. Records held occult as the Church’s emissaries She had bumps all over her body, her hair
by the Holy Roman Church state back have sought to purge them from the was pork brush and her mouth reeked of
centuries, far before the 17th Century face of the earth. Rumours persist sulfur. For several days witnessed how she
witch hunts that gripped Europe, all that these confiscating books are used her sorcery so that the grain in the fields
the way to the Dark Ages and before. hidden away hidden away under some died in one long bitter night.”
In the 1100’s the Russian priest Ilja Papal holding in Rome, though all the
Similar records from the witch trials
of Salem, Massachusetts, 1692, read:
Unique individuals
Baba Yaga
Across Slavic countries and into
Northern Europe the legend of the evil
92 witch Baba-Yaga is rife. She is a vile
creature that dwells in the deeps of the
darkest forests, more fable than reality,
surely? Accounts that she strides across
the land with her house shaking the
earth with every lumbering step that it
takes, or that she propels herself in some
gigantic mortar, using the pestle to drive
her progress, creating deep cracks in the
heart of the world and massive tidal-
surge waves of earthquake that ripple out
in her wake, swelling, their impact felt for
several kilometres.
Baba-Yaga is said to be one of the last
original witches, and her dark magic
powerful enough to wipe out entire
villages if she surrenders to her wrath
and unleashes it’s full might. She is a hair that has lived for a thousand years of a frog, which makes her the true root
witch to be feared above all. and more, incapable of death. of the fairy tale curse where the trapped
Like many of the nature witches price can be saved by the frog kiss.
Jenny Greenteeth talked about in the old tales, Jenny
Surely Jenny Greenteeth is nothing Greenteeth has taken shelter in the
more than a legend? forests of Britain, but she dwells always Characteristics
Surely, she is nothing more than a near a stream, moving through the Practitioners of magic, devotees of nature,
tale to scare children with? waterways from place to place, nowhere figures of torture and revulsion, the witch
Or, perhaps she is not. Perhaps she is with water safe from her. and warlock have been with us since the
everything we fear. A witch with frog Some believe the witch capable of beginning, though since the widespread
eyes, green fish-like skin and long black transmogrification, taking on the form influence of Christianity the idea of these
ancient practices have become less savoury They are neither afraid nor revolted by or when a person in their presence
to ordinary people who call them ungodly death and what happens after. It is merely has suffered great loss.
or pagan. In truth there are few more in natural, and they are at one with the natural ✦ They can experience incredible
tune with the world around them. Witches world. Death is merely a veil between this senses of deja vu, so attuned to the
possess a deeper connection to the natural life and the next. They believe our souls natural world are they.
world, bonded with animal kind, gifted are part of some larger whole. To that end, ✦ They are a font of natural wisdom,
with herbs and medicines, skilled with nature itself feels natural. They are at home well versed in herb lore and natural
potions and charms. They are fiercely in the woods and heaths rather in the cities remedies.
intelligent, and often just as wicked. of stone. Nature restores them. ✦ They are skilled shapers and crafters
They are source of wisdom and of magic, especially natural magic
knowledge, understanding how the that relies in some way upon their
First Impressions world works in ways that many of us can connection to the natural world and
There is little remarkable about these only wonder at, and can feel the energies the environment.
people; contrary to folkloric studies they that bind and flow through the world. ✦ Others are skilled practitioners of
do not have wizened skin or warts or any They have an affinity for the dark arts of black magic, or the Sinister Path as it
such obviously distinguishable marks that magic, including divination, and other spell is sometimes called, with the power
might be visible to the naked eye. There craft, which factors in to their voracious to blight or curse others bringing
is nothing to say that the young beautiful appetite for knowledge—the more they about great hardship. This ‘gift’ is
maiden washing laundry down by the river know, the more they are driven to learn. known as The Evil Eye.
isn’t a practitioner of the craft, likewise it is But they are also versed in the healing ✦ They are among the only people
equally possible the handsome young man arts and their magics may well be the capable of crafting potions,
walking through the stalls of the market difference between life and death for a protections and remedies in the form
place who is just oh so charming isn’t a player in grave danger. of counter-magic, and can fashion
warlock. The idea of the old crone hunched It is a commonly held belief that witches charms, amulets, and talismans that
over the boiling cauldron is a comfortable and warlocks and other witch spawn gain can be worn to ward off the adverse
lie meant to make people feel comfortable— their malignant powers through training effects of the occult and supernatural.
after all, how could you miss such obvious or inheritance, meaning there are natural ✦ The more powerful a witch or warlock 93
evil living amongst your township? It’s as born practitioners who have an affinity is the deeper and more arcane their
plain and ugly as the wart on her face. Or, for magic and the esoteric, and there are grasp of the esoteric and supernatural
it isn’t. Because that’s the not so ugly truth. those who have devoted their lives to world, including the symbolism, rites,
Both witches and warlocks can move easily delving deeper into the dark arts, seeking rituals and literature.
within society, both dull and witty, and ugly to master them. The question is which is ✦ Some are capable of influencing the
and beautiful, just as any of us are capable more dangerous? And often it is the mind sensory perception of others in subtle
of being at different times. driven by compulsive need to tap richer ways to cause confusion.
For those who believe in the tests of the and richer veins of magic that is more ✦ Witches are gifted with animal
Hammer of the Witches and other tomes corrupt and poses the greater threat. husbandry, and training, making them
of the Inquisition they would have you There is an inherent belief that the very sympathetic and empathetic
believe that the Devil’s mark is upon these use of witchcraft is evil in and of itself, when dealing with the non-human
people, often attributing it to physical but that is incorrect. It is very much inhabitants of the world.
deformity, crooked hands and clubbed dependent upon the personality of the ✦ The most powerful witches have
feet, or most commonly, a third nipple. adherent. However it is hard to fight the the ability to fly—not some cliched
If only it as that easy to spot the evil superstitions a lot of people have grown broomstick fight, but rather, like a
walking amongst us… up with, hence the notion that witches banshee. A witch in flight is one of
embody all that is selfish, vindictive and the most harrowing sights a mortal
antisocial within human nature, and might ever witness.
What do the Players Know? are at the root of disharmony within ✦ Many witches possess what they call a
Witches, warlocks and their sort have communities. third-sight or sixth sense that allows
an aversion to crowded places. Perhaps them to divine the future in the terms
it is because they feed off the energy of prophecy. It is believed by those
of all those people and rather than Main Features who truly fear the witch that their
recharging them it makes them feel a ✦ Witches are especially good at prognostication is more than that,
surge of sickness, like when you have reading the emotional energy of a and rather, by giving voice to their
eaten too much? person or place, and can sense when prophecies they are shaping the future
great tragedy has occurred in a home, and altering destinies…
Witch Spawn typical stats Stealth SV 7: Avoidance 2 (Hiding & Camouflage 3,
Witches and warlocks are as different as all human beings are Sneaking 3).
among themselves.. It is impossible to propose here a single Well-Travelled SV 8 Survival 2
stat format or a single list of all possible powers and feats of all Initiative: 0
the witches and warlocks. Some Witch Spawn are incredibly Combat points: Free 6.
powerful and evil demon-worshippers, while most of them Equipment:
are nothing more than minor enchanters, knowing just a few ✦ Decent Dagger (IM -2, WA 4, OM 0, BP 12, dmg 1d10
old tricks to be performed with tarots, secret herbs and mild OR 10).
hallucinogens. The Church is off course always wary about Samples of Attacks:
dealing with all these individuals, independently from the real ✦ (IM -2) Dagger SV 6.
power that they have, since even the most apparently innocuous
trick or sorcerous feat of a warlock may open unexpected links
to evil and demonic threats. Common Properties
The GM is encouraged to personalize stats and
properties of every Witch Spawn, especially regarding Magic
the creation of specific spells and powers. Furthermore, The GM is encouraged to make witches and warlocks use
the GM may also use the information presented in other Dark Arts of both Left and Right Paths, choosing them from
chapters, regarding monsters and entities which can Lex Libris p.227-232, or from this book or from any other
be allied or connected with the witches (e.g. demons, future book. Most Witches do not know more than 1 or 2
small devils, incubi and succubi, nymphs, homunculi, minor arts, although more expert witches off course exist.
lycanthropes, zombies, church grims, phantoms, wraiths,
spirits of death and vengeance, etc.). Connection with nature
What follows are just the stats of a common minor witch Witches tend to have strong links with the natural world.
living in a forest of continental Europe, still practising old To represent this the GM may give them several assets like
94 pagan rituals whose origin she maybe barely understands. the presence of animal companions (wolves, ravens, etc.) or a
These rituals are abominable for the Church, but sometimes bonus (+5 SV) to Science skill rolls specifically linked with
they involve unwary even if apparently God-fearing farmers. Healthcare using herbs.
The Witch is a master of Black or White magic, knowing ✦ Specialty: White Magic level 1
97
99
archival materials by the royal society
Leprechaun typical stats Combat points: Free 7 / Evade 15.
The following stats represent “typical” Leprechauns, if such Equipment: usually nothing since most Leprechauns do not
things exist. They can be used as a basis to mimic one of fight
the four named Leprechauns, or even to represent another Samples of Attacks: 101
Leprechaun, is the GM establishes that there are more than ✦ (IM +4) Brawling SV 7.
the four named Leprechauns. Furthermore, Leprechaun’s ✦ (IM +4) Evade SV 15 or two Evade attempts SV 9 and SV 6.
whenever the odds are impossible to beat, Leprechauns are 1d10 OR 10).
bound to automatically perform otherwise impossible feats. Samples of Attacks: (IM +2) Excellent Small Sword SV 13,
Do not make dice rolls, just make a decision! SV 10.
103
104
The Incubus and Succubus
105
In the Year of our Lord 1566 Johannes perversions of the demonic being? Or are discovered the creature whilst it occupied
Mathesius published his collection of these proclivities and desires more human, Pfalz in 1620. In his notes, he recounts
conversations with Martin Luther. The working like a flame to draw in the moth hearsay of a persistent nature, behind
work went by the name Tischreden and that must feed off them? the hands whispers of an incubus that
caused a considerable stir throughout Pope Innocent VIII’s Bull of 1484 Ad infiltrated the sanctums of many hundreds
Europe, gaining the attention of students futuram rei memoriam directly decries of women to violate them. Curious as to
of the esoteric world. Within these pages the incubus as an horrific creature that the truth of the phenomenon, Johann was
one can read about what Martin Luther couples with innocent women for no other driven to investigate the matter, only to
calls the “incubo”. He claims it is a kind purpose than to seed corrupted children. find that the truth was considerably more
of dark demonic offspring that seduces “The women who are subjected to an harrowing than any of the whispers had
innocent women, occupying their bodies. incubus must immediately and without mercy prepared him for. His journals account the
In the margins of his original notes, be subjected to the worst torture, because they creatures sexual crimes in vivid detail, each
Mathesius has scribbled: are no longer women without the devil’s tools. account more wretched than titillating.
108 “Incubus is created by men who falter in Only pain can drive the incubus out of their The truth of the Kaltenberg Prince’s
their faith and seek sexual intercourse with a body. Children whose inclusion through an foul existence was born when a group of
forest being. As this being retains the man’s incubus must be locked in and studied.” men on a wild hunt from that township
grain, they can transform into an incubus In 1602, the priest Ernest Hallway sought brutally raped what they believed to be a
which then seduces the innocent woman. For to capture an incubus by perpetrating beautiful woman. The fiend created by this
this reason some of the offspring enter this a simplistic rouse. Clothed as a nun, he unholy union was of the foulest nature,
world malformed.” visited one of the monasteries where such driven by the same brutal angers and
It is an interesting observation, and ravages had been reported. And though rages that spawned it. Even today, rumours
worthy of further investigation. he failed, in his notes he has sketched pertaining to the Kaltberberg Prince are
Both the Ancient Greeks and Romans out what he saw: a dark shadow creature ride, and despite many attempts to capture
believed they were in possession of crawling through the mouth of a sleeping and kill the creature, it is still in the wild.
genuine evidence that proved the incubus’s nun. Before his very eyes, he notes, that The incubus survived Elector Maximilian
existence. The Romans called the demon creature changed its shape and size. It II Emanuel’s great witch hunt that scoured
faunus. There is considerable research possessed black shiny skin, ruby-red eyes the province for the entire year, 1677. He
matter on this. What is interesting is the and a long prickly tail, similar in nature called upon more than one hundred witch
deferral of blame here; natural philosophers to the many stone figures and copper hunters from all walks of life, bringing
and scientists who support the so-called engravings he has seen of the Church’s them in from every province within
‘corruption theory’ believe that dark demons. Germany, twice that number in priests and
beings are created when something goes holy men from the various clerical orders.
awry in nature, which means that these Five hundred women were interrogated
ancient writings seek to absolve the Unique individuals and subjected to torture to give up their
individual of blame. It does not matter of demon lover, and sentenced to death, and
you live a good Christian life or not. It is The Kaltenberg Prince still hunters never came close to catching
simply the darkness of the natural world One of the better known instances of this the Kaltenberg prince.
exerting itself. The incubus is a corruption sexual predator in the wild can be found in Physically, the Kaltenberg prince is tall and
within creation and cannot therefore be the field notes of the the Bavarian warlord, emaciated, while his curved spine sprouted
associated with religion. It is a convenient Johann Tserclaes Tilly. He names the small undeveloped wings. He is a creature
excuse, but does it truly excuse the sexual demonic entity the Kalternberg Prince. He of darkness, travelling only at night, and
only ever emerging from the darkness The Hopkins Devil causes much What do the Players Know?
when he is certain there is no threat. The hysteria throughout the country as the The clue to their nature lies in their
creature resides in the dark places of the witch hunters brutally torture women names. The word Succubus comes
woodland outside Kaltenberg, though they believe to have been tainted by it, from the Late Latin succubare with suc
sometimes he may venture into the city their salvation worse than any possession meaning “under” and “cubāre” meaning
itself, traversing its underground passages could ever be. literally “to lie in bed”, while Incubus
and primitive sewage systems. Physically, the Hopkins devil is no comes from the incubāre which in turn
more than two feet tall, with small means “to lie upon”. Quite literally, we are
Hopkins Devil black wings rooted high up between talking about demons that lie and atop
While the civil war raged across England, a its shoulderblades, and long horns their victims. These sexual demons spend
fanatical Protestant took it on as his solemn protruding from its forehead. Black their energies seducing and feeding upon
duty to clear out the devil’s henchmen. scales cover its entire body. The incubus the desires of the flesh and the ecstasy
In a single bloody year he succeeded in is capable of transmogrification, turning caused by the heady passions of sex.
sentencing over three hundred women of into a cloud of black smoke that helps it They are not driven by grand
all ages to death for the crime of witchcraft. evade capture more often than not. schemes. They have no real desires
His purge began in 1645, deep in the misty beyond feeding themselves through the
wetlands of the Eastern counties. Young pleasure they taken in their victims.
Matthew Hopkins defied Charles I’s ban Appearance Though, an incubus can be incredibly
on witch hunts, obsessively believing he One would be forgiven for imagining jealous of males in the lives of their
was God’s hammer and conduit, receiving that these seductive demons are in fact victims, and succubi may be driven to
incontrovertible evidence that an incubus glamorous in nature; perhaps beautiful insane jealousies of females who care for
was hunting throughout the area, preying young men with iron-hard muscles, almost their male concubines, which can lead to
upon wanton women. Matthew was angelic souls with beautiful white-feathered trouble.
joined by the puritan John Stearne and, wings, and, of course, an enchanting sex
like Hopkins, Stearne is obsessed with appeal. This couldn’t be further from the
cleansing the countryside. He is a zealot. hunched, gnarled, gargoyle-like truth of Main Features
A man on a mission willing to watch the the Incubi. They are small creatures and ✦ They are incredibly charming and 109
countryside burn if that fire can cleanse bear a striking resemblance to the small charismatic demons, capable of
the taint of witchcraft from the soul of demon. Many have dark skin or fur, claws, seducing even the most stubbornly
England. horns, and leathery wings more akin to a unromantic of victims. Because that
The English Witch Act of 1604 bat’s than a birds. is what they are, victims. The more
prohibits torture, but the law of hallowed And, of course, an exaggeratedly powerful the demon, the easier the
parliamentary halls and what happens out huge penis. seduction. The most powerful of these
in the countryside are two very different The reason we believe them to be parasites can seduce an intended
beasts. Hopkins and Stearne are not going these seductive creatures is down to victim with a single look.
to be dissuaded when they believe they the fact that the incubus and succubus ✦ These silver-tongued devils have
have undeniable proof that an incubus both possess some small skills with a way with words and can make
has possessed a woman, Elizabeth Clarke, shapeshifting, allowing them to anything they say sound flirtatious
and the only way to drive the beast out manipulate their appearance to make and alluring.
is through torture, forcing Elizabeth to it more pleasing. Even with this skill, ✦ The mere presence of either a
endure the most brutal torment in their many of the demons prefer not to take succubus or incubus can cause feelings
eagerness to purify her. The zealots on a more human guise and retain their of intense arousal in a mortal.
succeed in driving the creature out of her fully demonic mien when they ravage ✦ These demons possess the unique skill
flesh, only for it to escape their clutches the flesh of their unfortunate dreamers. of dream walking, and can infiltrate
and spread its curse through the bodies of the sleeping minds of their victims,
countless women, all accused of witchcraft feeding off both dream and nightmare.
and of being possessed by an incubus, and First Impressions They may visit the same sleeper many
all tortured to the limits of their life only Many victims who live to survive their times, feeding on them one little desire
for the beast to evade the hunters. encounters with these demons describe at a time until they have used them up
The incubus was named the ‘Devil’s waking from a half-trance daze to find and left them as shrivelled corpses on
Eye’, but across the counties, farmers and the demons sitting on their chests, hands their sweat-stained mattresses. This
merchants alike whisper of the Hopkins covering their mouths so that they can’t feeding is akin to vampirism, though
Devil, a name far more suited to its breathe even as they grind their flesh of an emotional type rather than a
predatory nature. against them. physical sort. They draw strength
and vitality from the wild sex-fuelled ✦ Their feeding allows them to defy the incapable of reproducing, it uses
dreams of their victims, even as they ravages of age, as they drain the flesh sperm ‘collected’ from a human male.
ride their sleeping flesh. A simple kiss of their victim so do they replenish And should the victim carry the
is enough to provide some sustenance the vitality of their own bodies, child to term it won’t be a normal
to one of these demons. essentially turning back the effects baby, but rather something called
✦ Because they can walk within of time. It is in many ways a form of a Cambion—a human with some
a sleeper’s dreams they can immortality. magical or demonic abilities.
also manipulate them, causing ✦ They can mark their victims so that ✦ They possess surprising strength for
incredible stress and fear, enough others of their persuasion will not their sleight size.
to still a beating heart in sheer feed upon them, or, more insidiously, ✦ They are capable of flight, with the
terror… if they are denied the mark them as a victim to attract more steady beating of their leathery wings
thrill of their base sexual desires of their kind, making the mortal’s life they make a nightmarish sight at the
or worse begin to grow bored of sheer torture. window on a moonless night… they
their victim. ✦ Because the Incubus itself is cannot fly far, though.
Incubus & Succubus typical stats area, even if the creature is not actively seducing them. All
What follows are the stats of a basic Incubus or Succubus. those who are present must make a Situation Roll with a SV
Greater or more ancient creatures of this kind should have of 10, modified by Psyche, or they will suffer a -2 penalty to all
more powerful stats. skill and situation rolls due to distraction, since their brains
will keep on being invaded by these strong feelings.
Traits: Charisma +4, Constitution +2, Dexterity +2
Physical Health Points: 20-50 Demonic Offspring
Physical Damage levels (for 34 PHP): 1-11 (0) / 12-19 (-1) The result of sexual intercourse with these creatures may be
110 / 20-24 (-3) / 25-29 (-5) / 30-34 (-7) another Incubus or Succubus or, in other cases, a “Cambion”.
Movement: walking or climbing 2 CP per 1 m (Max 14 m), This is a normal but depraved and evil human being which
flying 2 CP per 1 m (Max 10 m). possess some demonic trait. The GM should give the
Fear Factor: 1d10 (OR 8-10) Cambion some power from the properties listed here (usually
Skills: Agility SV 8: Body Control 3 (Evade 3, Parkour 3) the “Demonic Seduction” or “Demonic Influence” power) or
Communication SV 10: Rhetoric 3 (Persuasion 5) from other demonic creatures.
Stealth SV 10: Avoidance 1 (Hiding & Camouflage 3,
Sneaking 3), Detection 3. Demonic Parasite
Natural Weapons: Claws (Dmg 1d10 OR 10 +2 Constitution). Incubi and Succubi infiltrate a victim’s dreams while starting
Initiative: +2 Dexterity a sexual intercourse with it. A sleeping victim must succeed
Combat points: Free 10 / Unarmed Combat 4 (Claws 10, a situation roll similar to the one described in the “Demonic
Wrestling 10)/Evade 17. Seduction” property, although the basic SV is 10 (which
Samples of Attacks: means SV 6 for basic Incubi and Succubi with +4 Charisma).
✦ (IM +2) Claws SV 12, SV 12. While they spend time with their victims, Succubi and Incubi
✦ (IM +2) Evade SV 17 or two Evade attempts SV 10 and SV 7. feed on the spiritual and physical forces of a victim, replenishing
lost PHP and rejuvenating their health. The victim’ PHP are
reduced by 1d10 for each week of parasitic intercourse, modified
Common Properties by the reverse of the victim’s Psyche trait. For example, a victim
with Psyche +2 will suffer 1d10 -2, while a victim with Psyche -4
Demonic Nature will suffer 1d10 +4. These lost PHP cannot be recovered unless
Even if made of flesh, Incubi and Succubi are demonic in the Succubus stops feeding on the victim for at least a week.
nature. This is the reason why they do not have MHP: their
alien minds cannot be harmed by the fears and stresses that Demonic Seduction
destroy the psyche of common men. Beyond what they do while infiltrating their victims’ dreams,
Incubi and Succubi are the most powerful of charmers and
Demonic Influence seducers, even if their bodies still retain demonic features. To
Being in presence of Succubus or Incubus causes strong, perform this seduction, they need to speak and dialogue with the
uncontrollable feelings of arousal in all those who are in the victim so this is rarely something which can be done during a
combat. The victim must succeed a Situation Roll with an SV it will be able to run away, only to return to physical form
of 12 modified by Psyche to resist the seduction. However, the after 1d10 minutes.
Incubus’ Charisma is also subtracted from this SV, which means
that the basic SV for resisting a common Incubus is 8 (12-4),
modified by the victim’s Psyche. Those who are seduced will not Incubus & Succubus -related Secret Arts
harm the Incubus and will fall in love with it. Incubi and Succubi suffer damage from Exorcism (Lex Libris
p. 234). If an exorcism in performed on a victim which is
Mark of the Master suffering Spiritual Addiction, the Incubus or Succubus will
Furthermore, once seduced, the victim can be automatically feel the urge to go back to its victim and defend it (while also
“marked” by the creature in a restrictive or attractive mode. suffering from Exorcism).
Other Incubi and Succubi will avoid those marked by the
“Restrictive” mark, while those who are marked by the Esoteric Banishing
“Attractive” mark will attract more Incubi and Succubi.
New Dark Art, Right-Hand Path
Oppressive Dream Walking This art represents a series of esoteric kinds of exorcism which
An Incubus which has successfully infiltrated a victim’s are completely different from the normal Exorcism practiced
dream (see “Demonic Parasite”) can decide not to feed on the by Christian authorities. The version here presented includes
sexual and dreaming intercourse but rather to manipulate the the use of many odd Latin phrases and formulae, possibly
victim’s dream inflicting pain and fear. The victim will wake derived from what ancient magi and initiates of mysteric cults,
up suffering 1d10 (OR 9-10) MHP. like Sol Invictus or Mitra, used during the Roman Imperial
period. Some Occultists of the 18th-century LexOccultum
Shapeshifting (limited) version of Europe still know them, although they cannot
Most Incubi and Succubi transform their bodies in order to exactly determine the real origin of these banishing spells.
appear more seductive to human beings, although they always This esoteric art does not damage demons as the normal
retain some demonic or monstrous trait. Divine exorcism does. These powers can be applied to a victim
possessed by a demon, a living man possessed by a Possessing
Spiritual Addiction Spirit or a victim marked by an Incubus or Succubus which 111
Those who falls victims to Incubi or Succubi (see “Demonic had not fallen into Spiritual Addiction. In fact, the main limit
Parasite”) will invariably become addicted to the intense is that this ritual cannot be performed on a victim which does
pleasure given by their demonic partners. This will happen not want to be cured. Free will is the main requirement of this
after a number of continuous weeks of feeding equal to 4 ritual: without this will, the art is useless.
modified by the victim’s Psyche. For example, a victim with
Psyche +2 will become addicted after 6 weeks. ✦ Degree of Difficulty: -15
Requirements
Optional Properties ✦ Skill: Esotericism SV 10
✦ Discipline: The Right-hand Path level 3
Seductive Stare ✦ Specialty: White Magic level 4
property. Those who fail the situation roll will stop harming or Foreign language: Latin level 4
the creature, feeling a strong emotive bond with it.
Effect
Shapeshifting (Complete) After an hour-long ritual in front of the (usually chained or
Very few, rare and powerful Incubi and Succubi have the ability of otherwise bound) victim the Esotericism skill roll is made (if
complete shapeshifting which makes them able to infiltrate human the sorcerer survives any of the demon's attacks). If successful,
society. The only limit is that, when they feed on victims through the possessing creature will make a Situation Roll with an SV
the “Demonic Parasite” property, they will reveal their nature. of 10, modified by the creature’ Psyche. In case of failure, it
will be forced to leave the possession or to lift the incubus'
Transmogrification mark from the victim.
If this Incubus spends 1 whole action round doing nothing After this roll, whether the ritual succeeded or not, the one
else but focusing, it will turn into smoke or dust, and therefore who cast the spell will suffer 1d10 (OR 10) PHP from exhaustion.
Mermaids and Nymphs
112
day. The lower part looked like the skeleton in nature, who through intercourse In his dissertation Cal de Mere,
of a large fish, filled with hundreds of tiny and propagation with her human prey the catakan physician and alchemist
filament-like bones, so delicate they were has eventually evolved into something Arnaldus de Villa Nova posits:
almost transparent, while the upper half entirely different, but just as hungry. “A fisher of men, she is more often than
was unmistakably human. I could not take Common to all of these creatures not surrounded by minnows as well as much
my eyes form the thing on the autopsy table that lure men to their death with their larger fish, who find her irresistible. She
as Achel explained how the creature was in either beauty or song is that they live is of them, but not one of them. Her faux-
fact a hermaphrodite, capable of a single in the sea and sustain themselves upon humanity sets her apart. If there is anything
pregnancy in their long lives, which brought human flesh. It is unsurprising that they a good fisherman knows, it is that you throw
about their own death. He believed it was have gained something of a reputation back the biggest fish in the sea because they
some form of spiritual regeneration and for luring sailors into the depths, given carry her curse.”
that the consciousness of one naiad must be the appetites of men who spend most of
reborn within this fresh new body, offering their lives at sea.
the creature a form of immortality. I was not The mermaid is a seductive creature Unique individuals
so sure, but this was his house, so who was I that dominates the waters in which she
to argue with his assumptions?” lives. We are not sure of the veracity of Siren
Even in the archives of the Royal the claims, but it is believed by some The Siren is the name given to those
Society we have in our possession that you can ward off her charms with a mermaids living in and around the
countless records and eye-witness the discordant ringing of metal hitting Mediterranean.
testimony that highlights the deadly metal, such as a sword hammering They were more common in ancient
nature of these island dwellers, though against the rim of a shield, which will times, including the days of Homer,
for the longest time it was our belief forever be the sound of war to many, and who described these deadly women in
that they all referenced the same original the counterpoint to the song of love she so much detail. For some reason they
being, very much akin to the fabled lamia promises so falsely. almost died out in the early part of the
Middle Ages. We do not know why, is ebon-black and glistens with the the snake charmer’s flute can hypnotise
for those were the first real days of beads of moisture where the salt water the king cobra that works its way inside
exploration and ought to have provided of the sea still runs from her back. the listener’s mind and bend them to
her with a near-endless supply of fresh She lives off the furthest reaches of their will.
meat. the Caribbean coast, and ranges as far The truth is they are wild spirits, and
The Siren is often represented as a south as the east coast of South America they look exactly that, untamed.
naked woman, her ‘legs’ wrapped in in search of her next meal. They are beyond the control of cities
seagrass and seaweed to mask their true Sailors will often talk about seeing and men and all of that petty bureaucracy
nature. They have rich tresses, with playful women, beautiful beyond that their worlds now contain.
long curls cascading down their backs, compare, splashing and frolicking They are the personifications of
and often offering mild modesty. These around their boats, laughing and nature itself, and every bit as pure
woman possess unusually large eyes, giggling. These are mermaids hunting. and heady as the wild waters and the
and the observant might notice the Unlike the Siren, they are omnivores rarefied air of the highest peaks or the
marks of gills on their necks. They are but prefer meat, animal, but especially lush loam of the forest floor. Everything
difficult to detect. Indeed, should a man human, as opposed to the more prevalent about these creatures is of the elements,
see the siren in her natural habitat she fish all around them. the earth, the air, fire, water.
would appear quite ordinary. It is the
salt air that betrays that illusion, so in
order to attract people, the siren tends Appearance First Impressions
to lie still in the shallow waters. As These elemental fae are often depicted Naiads are ravishingly beautiful young
with other naiads, the Siren’s preferred as creatures of incredible beauty. There women, with long graceful limbs,
method of killing is simply to drown the can be no denying the fact that they supple bodies with seductive curves and
unfortunate soul, even as their mouths are the beautiful women, nor that there luscious flowing locks. Their beauty is
are locked in a passionate kiss, tasting are those amongst their kind who lure devastating. The first glimpse of a dyad,
his death in her lungs like the most sailors onto the rocks and gleefully a woodland nymph, roaming through
intoxicating drug. down their mates even as they couple the deep woods might just be enough
The Sirens are excellent swimmers. with them. to lure a traveller deeper into the trees, 117
They hunt around the hours of dawn There is a perceptive of intense curious. But by the time they find the
and dusk, those between-times, though sexuality about the mermaid and grove where the creature has made her
they will often use the cover of mist and siren, the inference being that they use home that curiosity has changed and
thicker fog banks to sing their songs their bodies for evil, tricking the poor become more urgent. It is a driving
loud across the sea, looking to tempt the helpless men, whereas the more earthen need now. Just as the sailor who spies
hapless sailors in to their deaths. woodland nymphs are wholesome and the siren on the rocks, drawn to her by
Like many marine animals, they are chaste, therefore somehow seen as good. the seductive allure of her song, they
no fans of sun and heat, preferring the There is no denying that these don’t see the monster beneath, only
damp, moist air. creatures are pleasing on the eye, with the surface beauty. And given the sheer
While their skin looks soft and supple lustrous locks and shapely curves, but physical beauty of these creatures that
it actually feels like that of a snake, dry the truth is their allure has nothing move about the world so often naked, it
and scaly, which leads to comparisons to do with their sexuality. It isn’t even is unsurprising than so many men have
with the ancient lamia. real; it is all illusion meant to gull the lost their minds to the unclothed naiads.
gullible and mess with the minds of the The weak, the lonely, they don’t stand a
Caribbean Mermaid sailors who have been too long at sea. chance when they hear the siren song…
The Caribbean Mermaid is the naiad They are fae, so naturally taller, more and they will do anything to please their
that most people are familiar with. ethereal and harbour aspects of the new obsessions.
She possesses the upper body of a elements they are closest to within their
beautiful woman, and the lower body of bodies; so a woodland nymph might
a huge fish. have the moss that usually grows on What do the Players Know?
The mermaid is usually taller than the shaded side of a tree growing on her In this group of elemental fae one can
a woman, as her lower extremities skin, whilst a mountain dweller might find several very different creatures,
can often be almost six feet long. Like just as easily have a veil of frost crusting including water nymphs, water sprites,
the siren, the Caribbean Mermaid has over her skin. Beauty is very much in selkies, mermaids, vilas, rusalka and
the most luxurious, long hair which the eye of the beholder, though very few naiads. They all have one thing in
cascades across her shoulders and down actually see the truth. Rather, theirs is a common, they are creatures of the
her body, hiding her modesty. Her skin seductive magic to their song, just like water.
Nymphs are minor deities, always in prevalent in the Hellenic regions and ✦ They can make the water boil or
the form of young nubile girls who enjoy feature largely in the tales of Ancient freeze.
the sheer joy of song, dance and laugher. Greece and her heroes. ✦ They are powerful swimmers, capable
Their joy is infectious. Their laughter is of breathing under water every bit as
contagious. Their song, hypnotic. easily as they breath the air.
They are persuasive and alluring. Main Features ✦ They are incredibly seductive,
The word that most commonly ✦ Naiads are the most powerful of speaking with a silver-tongue, and
springs to mind when sailors talk of these elemental fae, as they are demi- can hypnotise with their song,
them is seductive. goddesses, meaning they have some causing weaker men to abandon
They are associated with Greek talent with magic and the supernatural. everything they hold true in return
and Latin myths, and they are usually ✦ Their nature makes them incredibly for the promise of eternity and death
connected with nature. long lived if not actually immortal. in their loving embrace.
Nymphs live in the wet environments ✦ These enchanting elemental creatures ✦ They are tied to the elements of their
of mountains, forests, and rivers, while the are fiercely protective of their homes nature; literally and figuratively. If
meramill, mermaids, sirens and selkies and will use all of their wiles to protect the waters they call home run low,
are creatures of the deep seas. There it, including illusion and other deceptive they weaken. If the forests are cut
are reports of many similar creatures magics to hide it away and confuse the back, they weaken. The weaker they
everywhere there is freshwater; Nymphs senses of travellers in the vicinity. are, the more desperately they need
of Springs, of Fountains, Rivers and ✦ They can manipulate water to their to feed, but the less potent their
Streams, Lakes and even the Marshes, will, causing whitecaps and fierce song.
and legends of them are especially currents in even shallow rivers. ✦ They kill by drowning.
118 Mermaids and N ymphs ’ typical stats Natural Weapons: usually none but a weak form of Grappling/
What follows are the stats of “typical” mermaids and Wrestling. Getting free from a Mermaid or Nymph’s embrace
nymphs, representing individuals which are neither too is usually not difficult, since these creatures tend not to be very
strong, nor too weak. As usual, the GM is encouraged strong, but they base their attacks on their Seductive Power.
to personalize the stats according to the story needs and Initiative: +2
specific legends. There is in fact an incredible variety in the Combat points: Free 10 /Wrestling 4.
natures of these water creatures which include old pagan Samples of Attacks:
deities, the revenant spirits of drowned women, ancient ✦ (IM +2) Wrestling SV 7 (double CP cost, as per LEx Libris
charming fae and alien natural entities which have been p.19)
lurking the seas and rivers of the world since the dawn of ✦ (IM +2) Evade SV 19 or two Evade attempts SV 10 and
times. SV 9.
Effect In any case the Nymph or Mermaid (is still alive) may become
The Sorcerer must face the creature’ Seductive Power, enraged about the situation and may seek revenge on the
failing the Situation Roll on purpose. The Esotericism skill sorcerer who has stolen the secret knowledge. 121
122
The Kraken
123
A wealth of first-hand accounts of deepest deep, far below anything any living some of the first images of the Kraken,
giant sea monsters exist dating back eye had ever seen. I shouted orders, seeing a what is most puzzling are the advanced
centuries, some easily explained as sudden flurry of white capped froth off to constellations and carvings of planets
drunken seafarers and that fear of starboard, but before anyone could react to and their movements above these
the vast unknown that sailed on their them one of our sister ships was suddenly images of the Kraken, as though the two
adventures with them. But other gone, broken up and sucked into the waves, are inextricably linked.
sightings are less easily explained away. along with every last crewman and all. It In several cases, independently of
Some descriptions would have us believe was a hellish sight. Those were our kin. The each other, the number of Kraken
there lurk huge octopus and squid- second ship was crushed under the weight has been quantified into five unique
like creatures that ravage the oceans, of the horrific creature that rose up out of individuals. Allusions suggest that each
undisputed kings of the depths. the sea. Even now I can’t find the words bears its own supernatural gift, which
Maritime folk of the northen Europe to describe it; it was vast, larger than any in turn affects the earth’s natural forces.
have a name for this creature: kraken. church I have ever set foot in, and I am Though, again, much of this is reasoned
For all the supposed sightings, there a God-fearing man. Immense tentacles supposition, we have come to the 125
are few genuine records, of encounters whipped and lashed around, gathering the conclusion that one thing is common to
with this beast, perhaps because it ship into a deadly embrace, and hugged it them all: they have the ability to affect
has become a thing of tall tales and all the way back down to Davy Jones’ locker. the winds and weather, bringing with
exaggerations rather than a genuine Another fifty crewmen, friends to a man, them storms so fierce they may very
haunter of the deeps? were lost to the sea that day. The youngest well block out the sun in a long-lasting
In a letter to the Spanish king, one of was barely nine summer’s old. Nine. That solar eclipse.
Christopher Columbus’s captains during bastard fish didn’t care. We were all sardines Long discussions with the Norwegian
the later expeditions of the Genoese as far as it was concerned.” botanist Gaute Godager have seen the
explorer claims that two of their ships In the Year of Our Lord 1593, at scientist argue that the Kraken belongs
went down to an attack from the beast: Olaus Magnus Carta Marina between to an almost extinct breed of marine
“We were naive in our confidence as we Norway and Iceland, a similar monster animals that most likely come to us from
worked the rigging, eyes only on the horizon from the deep seas was sighted. We the stars, hence the frequent maps of
as the boys set the new tack for the coming have many such sightings over the constellations in our earliest drawings.
day. The waters all around us were calm. course of the next few years, though it It would make sense that we would then
It was the perfect morning until the bubbles is impossible to be sure whether these think of them as aliens, or even gods.
began to churn up from the depths of the sea. creatures were the last of a now extinct His dissertation on the subject received
Big swirls sucked down everything we threw race, or merely fresh marvels from of extremely limited dissemination, we at
in, trying to break away from the pull, but the world we are only just beginning to the Royal Society were able to procure
the sea wasn’t about to let us go. By evening map with any confidence. a copy, and have given him a stipendium
we were in the grip of a raging storm, high What we can find on several to fund further studies. It is our
winds and rain lashing at the deck as we badly weathered stone tablets that intention to mount an expedition in the
braced ourselves for whatever was about have survived from both the ancient near future.
to come. Men around me were armed with Mesopotamia and the triumphs of Danish theologians exploring the
harpoons and arquebuses and every manner Ancient Greek, are a number of very writings of Scandinavia’s natural
of makeshift weapon because we all knew, similar renditions of huge sea wonders, history posit that the Kraken lives on
deep in our bones, that this thing, whatever many with the same tentacles. And the bottom of the North Sea, occupying
it was, was big, and it was coming from the while it is possible these are indeed large caves and crevices without the
need to rise. It feeds its immense hunger patterns of the oceans as well as upon thousands of dead fish floating
on large shoals of fish, and giant octopi causing the phenomenon known as the on the choppy surface is a sure sign of
are born the Kraken' faeces. It is a Northern Lights. With good reason, the the Globster lurking down below. The
curious idea, but these beasts must come fishermen of the coastal population of beast discharges powerful currents
from somewhere. the Northern Hemisphere are reluctant through its tentacles to electrified
There is one similarity in every single to go out to sea when the Northern entire shoals of fish so that it can feed
account we have been able to source, and Lights are shining. at its leisure.
that is anyone at sea who witnesses the
ridges of the Kraken’s immense body as The Globster
it rises from the depths is at risk of being In 1556, a group of fishermen reported Appearance
pulled down by the brutal undertow and an unusual and decidedly unique find Reports vary as to its appearance, some
whirlpools of water its presence creates. floating close to the Spanish coast. survivors claim it is octopus-like in
And that is why there are previous few It was a huge, unformed body, pale form, whilst others describe something
who life to tell. and slimed with threads of mucus, and more squid-like. There have even been
These same natural scientists have what appeared to be eight tentacles. descriptions of what can only be called
spent decades mapping the Kraken According to their more outlandish gigantic crabs. It is huge in scale, ten
and its habits, and unlike the earlier claims, the body of the thing they called ships tall, with tentacles that span so
thinkers classify the beast as a singular the "Globster" was so enormous it much more distance, each capable of
monster, not five of a family dispersed would easily have covered their entire tearing the timbers of even the stoutest
across the globe. Each sighting, in fact, village along with its five hundred tall ship asunder. The most outrageous
may even regard one and the same beast inhabitants. The tentacles were claimed reports from sailors who claim to have
who travels across all the oceans for to be six hundred feet long and more. survived an encounter with this true
sustenance. A monk from a nearby monastery was king of the depths describe a creature
commissioned to study the beast further, up to a mile long in size.
concluding that it was a fabulous beast
Unique individuals that has survived the Great Flood by
126 hiding in the very depths of the ocean, First Impressions
North Sea Kraken burrowing down into the silt and sand The first inkling that this great god of
The North Sea Kraken, a sea dragon- to wait. And wait. Though what was the the seas is in the vicinity comes from the
like beast, lives in the frigid waters of Globster waiting for? sudden surge of bubbles and the churn of
the Arctic Ocean. It may well have been A hundred years later, French white spume as the kraken rises from the
responsible for sightings as far south as fishermen sighted a similar creature off depths. The second most obvious warning
Ireland, but that is far out of its usual their own shores. is the profusion of fish that suddenly rise
hunting grounds. This creature is not Their reports to the State authorities to the surface, the marine life fleeing
as large as others of its kind, and more described a marine mammal with the great kraken. The problem for the
dormant—though when it rises it is incredibly long tentacles and an players is that by the time they see the
perhaps the most brutal and violent of abnormally pale, bloated body. They immense creature it is already too late to
all the sea monsters. described how they threw a goat into flee, because the process of rising causes
The North Sea Kraken lies dormant the water, and how rather than swim enormous swells and currents that act like
for long periods, upwards of twenty away, the poor animal was snared by whirlpools to snare the vessels and refuse
years at a time, before hunger brings it the long tentacles and drawn in, and in to relinquish their hold.
out of its deep slumbers and it is forced and in, until it disappeared beneath the As the first tentacles breach the
to hunt for food. More often than not, waves in a frenzy of bleating and spilled surface one thing is obvious—it is far, far
it is that bread of seaman, the whale blood. bigger than the vessel you are sailing in.
hunters, who fall foul of the Kraken’s Like the North Sea Kraken, the
immeasurable appetites. Out hunting Globster is truly huge.
orcas they are easy prey for the Kraken. What sets the two beasts of the sea What do the Players Know?
Bloated corpses of half-consumed apart is that the nature of the Globster’s The kraken is the single most terrifying
whales floating in the surf, their bodies body, which is more akin to a jellyfish of all the sea monsters imaginable.
torn apart by some enormous force, where the Kraken is more squid-like It is currently classified as a
are a good indicator that the North Sea in nature. Likewise, it is believed the cephalopod; though that is up for debate.
Kraken has woken. Globster is baser in its instincts, with a The sea monster enjoys solitude
It is claimed that the nature of the lower natural cunning and intelligence. and resides on the deepest of the ocean
North Sea Kraken affect the tidal It rarely surfaces, though thousands floors.
The kraken uses its tentacles to stay Main Features like swords, spears, or harpoons could
tethered to the bottom, resisting the ✦ They kill by constriction, like the possibly be anything more than an
pull of currents and eddies and the deadly boa constrictor, their immense irritant.
incredible pressures of the water, as it tentacles squeezing the life out of its ✦ The creature is so vast it can be
hunts for sustenance. It is believed that victims. mistaken from a distance for a stony
the kraken’s excreta is like catnip to ✦ Its’ incredible strength means it is island.
marine life, a delicacy of sorts that they capable of crushing even the sturdiest ✦ Driving the kraken off is no guarantee
cannot resist, which enables the kraken ship. Mere flesh does not stand a of survival as, when it submerges,
to purge itself and lay in wait as shoals chance. its descent causes lethal whirlpools
of fish are drawn into its faecal trap. ✦ Each of the kraken’s tentacles are to form, dragging ships and sailors
The beast will only surface in warm fully independent, meaning it is down with it.
weather—or when disrupted. capable of multiple attacks and ✦ Such is the massive beast’s presence it
Its hunting grounds are in the engaging multiple foes at a time. is capable of disturbing the weather,
North Sea, off the coast of Norway and ✦ The kraken’s incredible size instils creating wild storms and whirlpools
Greenland. fear in all who fall under its shadow. as it begins to rise and submerge,
The kraken has no magical powers or ✦ The sheer size of the creature means it changing tidal patterns of a region
supernatural abilities. is inconceivable that normal weapons and up above, causing a maelstrom.
Kraken Mechanics stop only when they destroy a vessel, other stop when
Krakens are so large that trying to give them stats in the they have killed their first victim or their first ten victims,
LexOccultum system is senseless. The GM is suggested to treat other Krakens stop with no apparent reason. Unless the
the Kraken as a deadly environmental situation. What follows is GM rules otherwise (about a specific time for the attack to
a series of “events” which may happen to the unlucky ones who stop), a 1d10 (OR 7-10) must be rolled at the beginning of
happen to be in a ship when a Kraken attacks. A “schedule” of each round after the first, subtracting the number of the 127
possible events is given to help the GM which does not want current round. If the result is “0” or less, the Kraken will
to improvise the whole encounter. The GM is encouraged to stop.
choose among the various options, adapting and changing them
according to the story needs, without too much concern about Example:
what the real stats of a Kraken should be. This also makes sense ✦ At the beginning of Round 5 the GM rolls 1d10 (OR 7-10)
since no weapon crafted the 18th century can hope to kill a and gets a “8”, rerolling it gets a “4” for a total of “12”
Kraken. which means that 12 – 5 = 7 which is greater than 0 and
the Kraken attack continues.
Fear Factor: 1d10 (OR 6-10). ✦ At the beginning of Round 6 the GM rolls 1d10 (OR 7-10)
Initiative: (for any kind of attack) 0 and gets a “3” which means that 3 – 6 = -3, which is lower
than “0”. The Krakens leaves!
MONSTROUS LIMBS
Limb PHP Fall CP First Damage Other Damage Mod.
Tentacle 30 1d6 18 1d10 (OR 10) 1d10 (OR 9-10) 0
Large Tentacle 40 1d10 16 1d10 (OR 9-10) 1d10 (OR 8-10) -5
Huge Tentacle 50 2d10 14 2d10 (OR 9-10) 2d10 (OR 8-10) -7
Pincer 40 1d6 16 1d10 (OR 9-10) 1d10 (OR 9-10) 0
Large Pincer 50 1d10 14 1d10 (OR 8-10) 1d10 (OR 8-10) -3
Huge Pincer 60 2d10 12 2d10 (OR 8-10) 2d10 (OR 8-10) -5
✦ Each round in which a victim is blocked in a grapple the ✦ A few scrolls preserved in the archives of the Doge in
GM should roll 1d10. With results of 9-10 the victim is Venice. These secret scrolls contain cuneiform symbols
submerged in the water and automatically eaten by the reputedly copied by Pietro dell Valle in the early 17th
beast. The vision of such a death should cause at least 1d10 century during his adventurous trip to Persepolis, Iran,
MHP damage to friends and companions of the victim. without understanding the meaning. Nobody can read
cuneiform in these days (18th century) but few initiates
from selected secret societies (e.g. the Illuminati) have
Optional Properties retained this knowledge and have read the scrolls. They
have even found mentions about more ancient and stronger
Electric Attack versions of the spell which would allow even to control the
Some Kraken varieties can discharge electricity while Leviathan, although these versions are now lost. Language:
grappling a victim or even cast a kind of lightning (with an Aramaic.
attack at SV 6 which cannot be parried or Evaded). A Situation ✦ A bone flute is kept in the treasure of the Ottoman Sultan
Roll with SV 10 modified by Constitution is required in order in Istanbul, apparently as part of the artefacts pillaged by
not to suffer 1d10 (OR 10) PHP damage. Those who succeed the Turks after the siege of Rhodes in 1522. Together
suffer only half damage (rounded down). with the flute there is a parchment apparently written by
an anonymous Christian monk during the crusades. This
Jellyfish Body monk pretends to have got some knowledge of an ancient
Some Kraken have a gelatinous body like the Globster. This spell from pagan times, apparently used by Philistine
means a change in the stats of limbs as shown in the table sorcerers in Canaan during the period of Old testament.
above. Each limb will have -10 PHP but each contact will also The monk wrote the spell in the language that he knew the
inflict the Electric Attack (see the property) or the equivalent most, although this also meant the losing of some of the
damage in acid or poison. spell’s power. Language: Latin
Terrifying Screech ✦ Degree of Difficulty: -10 (to the Esotericism roll in Round 1)
Sometimes during a Kraken attack all limbs stop their attacks
(except those who hold constricted victims) while a terrifying, Requirements 129
alien screech is emitted from the waters, causing 1d10 (OR ✦ Skill: Esotericism SV 7
8-10) of mental damage to all those who hear it. ✦ Discipline: The Right-hand Path level 2
✦ Specialty: White Magic level 3
131
Mummies are a wonder known to an area which is even more obscure: to perfect as any living human being. The
Europeans at least since the crusades Mesopotamia. Nobody has even seen Rehoboth were far cruder, governed by the
or even before: their grounded ashes or identified a Mesopotomian or Syrian prayers they were wrapped in than their
have been traded for centuries by mummy, but the transcribed copies of own will, incapable of thought or action
unscrupulous Mediterranean merchants what are believed to be the journals outside the influence of their bindings.
to the darkest alchemists of the West. of King Nimrod from Babylon offer a The tradition of creating Akkadian
Most people do not know anything certain amount of information about mummies became a thing of the past, the
about these ancient, miraculously them. techniques of the resurrections dying off
preserved corpses, but have heard about “The dry rehoboth-lr does not scare me, I have with the destruction of Babylon, while
a possible link with Egypt. This land faced them and ended their pitiful existence the Rehoboth rituals continued, though
of dreams and legends is shrouded in more than once. Akkad, on the other hand, rarely. The very few (difficult-to-believe)
mystery even for the most advanced are both dangerous and insidious. Only a two reports on living mummies are always
European scholarship. Not considering have fallen to my hand, and both came at great about the Rehoboth kind. An Akkadian
136 the false claims of a few initiates cost, with severe injuries to myself.” mummy would only ever be found within
from reputedly well-informed secret King Nimrod’s journals tell of two the crypt of an Akkadian priest or some
societies, the history and culture of types of mummies, Akkadian mummies noble of higher rank, where they might
ancient Egypt is mostly unknown, if from Shinar and Rehoboth mummies. have been set as guardians. The discovery
not for the references in the Bible, some He offers accounts of how priests of such a tomb would, of course, be of
Greek author like Herodotus and a few from two different cities, Akkad and major archaeological significance as it is
medieval treaties in Arab, for those who Rehoboth-lr, competed often for power centuries since anything of the sort as
can read it. There are also rare and and influence, and one such race was to come to light.
scant reports about difficult-to-believe see who amongst their number could be The majority of our experts in ancient
marvels seen by the very few European the first to turn the mythical forces they Egypt within the Royal Society believe
travelers who have visited Egypt south discovered in their portal wanderings that the ‘undead mummy’ as a creature
of Alexandria. Hieroglyphs cannot be into a true resurrection, bringing back does not exist. It is their conjecture
read by European scholars, although the flesh of the dead and making it walk that it is a fabrication of febrile minds,
the link with modern Coptic dialects once more. in other words pure invention. Only
have been postulated since 1646 by the Through extensive rituals the Clement Birkenbosch, whose journals
Jesuit Athanasius Kircher. priests created what they thought to are herein, claims otherwise, having
Nothing is sure about ancient be the ultimate weapon. The dead were encountered one. I tend to favour the
Egyptians, except the conscience that wrapped in bindings, their corpses filled majority wisdom, as there is nothing
their ancient, pagan religion was filled with incantations of both minor and contained within the inscriptions of
with sorcery and an almost maniacal major magics, sacred oils and prayers, the royal tombs to indicate any sort of
interest for death and the otherworld. one could create a creature capable of resurrection curse that might cause the
Mummies are at the center of this being brought back from the afterlife and mummified pharaohs to return from the
mystery, and this certainly increases controlled by sheer force of the priest’s afterlife.
their esoteric aura. will. However, it behoves me in my capacity
What is odd is that, even considering all The Akkadian mummies were as archivist to note that the retired member,
this focus on Egypt, the Royal Society considered to be more accomplished in Emett Creed, shared some correspondence
have managed to grasp some forbidden design and, in their best form when the that had passed between the membership on
knowledge on mummies coming from rituals were complete, they looked as close the subject, which erred on the side of belief.
“Although my doubts concern the astral Unique individuals than walking dead, driven by a single
forces of the mummy and the possibility of imperative, to protect the tomb they
astral walks, I have no doubt in the mummy Akkadian Mummy have been set to guard, though they
as a water-dead and most real best. We should The Akkadian mummy is an extremely are not mute. Their speech is slow and
be cautious in our statements as they may unusual, and possibly unique beast. slurred, giving the impression of the
spread some concern, especially given recent It has only ever been documented in words being dragged all the way from
discoveries and exhibitions in Paris.” a few—now lost—places across the the afterlife to be heard.
What I do not know is the author of the earth. Priests of the deceased Egyptian
letter, nor who it was addressed to. Pharaohs selected fallen warriors from
The veracity of Emett Creed’s the king’s bodyguard to be mummified What do the Players Know?
claims should, of course, be questioned. and set to guard their monarch through These undead guardians lay dormant in
While he insists the letter comes from eternity. They are said to come alive their tombs for centuries, alert for the
within the Royal Society I can find when someone enters the dead king’s presence of intruders. They are bonded
no corresponding proofs within our chamber. Wrapped in black bandages to the sites, and to the treasures within
annals, nor anything that might prove from head to foot, they are equipped with their tombs and will fight on eternally
a match with either the thinking in the weapons they welded in life—and in if need be to recover every last piece of
terms of either astral projections nor a death are every bit as accomplished as plunder removed from the site. They
link to exhibitions in Paris. they ever were in life. will never rest. Never tire.
On the other hand, it is hard to deny that There is talk that the mummies are
some discoveries have been made. Bog Men cursed, and that all who come into contact
At a recent exhibition in Paris, a mummy Bog men are corpses of warriors buried with them die the most hideous and painful
was put on display to the public along with in the peat bogs of Scotland and Ireland of deaths. Whilst this is not entirely true,
a number of other relics of Egypt. to guard over the burial mounds of their it is not an outright lie as most who come
In what street vernacular quickly warlords and their queens. These bog into contact with a mummy and are
termed ‘the escape of the mummy’ all men were the subject of ritual sacrifice foolish enough to remove something from
of the objects displayed by the museum by their people and possess many of the tomb they guard do, indeed, meet the
were destroyed and the mummy the same skills as a more common mot grisly of fates. 137
disappeared. Egyptian or Ethiopian mummy, though There are all sorts of superstition
Perhaps the strangest thing about the they are more ferocious fighters, some about the mummy, ranging from its
entire event is that several testimonies channelling the berserker skill of the invulnerability to damage save for fire,
claim the mummy was witnessed walking celtic warrior known as the warp-spasm which is still capable of ravaging its
out of the exhibition and into the rain- which makes them into a monstrous flesh, to its bite being almost vampiric
swept Parisian streets. foe (as described in the Cattle Raid of in nature and draining the very life force
The matter is even more complicated, the Cooley, Táin Bó Cúailnge, more out of a victim as it feeds. Some more
considering the reports about living commonly called The Tain). These outlandish stories claim they are capable
mummies not only from Egypt, but also bog men decay more rapidly than those of controlling the weather within desert
from Central and Southern Americas. more common mummies, making them terrains, conjuring up huge dust storms
We have in our possession a letter a more short-lived foe. and sand storms to snare adventures
from the conquistador Hernandes de looking to escape with plunder from
Silvast in which he describes something their tombs.
very similar to a mummy. Appearance
“With this simple letter, I seek to send The image is a familiar one, the corpse
warning of the strange habits of the swaddled in bandages, some coming Special Skills
natives. They seem to embalm and bury away, others dirty brown and stained ✦ The mummies are incredibly stealthy,
their dead, wrap those unfortunates in with what could be sweat or blood despite their appearance, and can fade
linden and bark along with magical or other bodily fluids. Beneath the into the shadows and find hidden
amulets. On at least three occasions, we bandages their skin is dry and brittle, ways to follow their prey.
have discovered these dead men have gone often desiccated. ✦ Despite their lumbering movements,
when we visited their burial grounds. they are indomitable, and capable
When I say gone, I do not mean as a ghost, of incredible acrobatics if needed.
but walked as though alive once more, First Impressions Nothing will stand in the way of
though still in the damaged state in which They move slowly, lumbering them and their prey.
it was buried. Fire seems to be the worst it movements with no real thought behind ✦ Though not a skilled fighter, the
can withstand.” them. These are more akin to golems mummy is an stubborn foe possessed
of brute strength not easily stopped, of their victims, into the soft stuff of ✦ They carry ancient pathogens and
even with no weapons. their eyes and blinding them and bacteria on the wrappings of their
✦ The mummy is however capable of other insidious attacks. Left to fester bandages, which most people are
wielding multiple weapons. and feast these parasites are capable no longer immune to, meaning that
✦ The mummy uses a special of hollowing out a victim, mimicking they effectively carry a plague with
strangulation attack to choke the life the process of mummification which them and are capable of infecting
out of its foes. involves the removal of all internal entire townships as a sort of patient
✦ There are parasites that live with in organs and soft tissues that might zero. One particular sickness is a
the bandages wrapping the corpse rot. lung-assaulting bacteria that makes
that can be used as a separate form ✦ The breath of the mummy is foetid it increasing more difficult for a
of attack. These parasites can be tiny and poisonous. To inhale the stale person to breath until they eventually
scarab beetles or other mites that are air is to risk powerful sickness from suffocate on fresh air. It is a terrible
capable of burrowing beneath the skin those ancient spores. way to die.
Mummy typical stats Common Properties
The following stats represent a typical Egyptian living-
mummy, defending an ancient tomb. Undead
A living mummy has PHP but it does not feel pain,
Traits: Constitution +6 therefore there is no physical health level to record.
Physical Health Points: 40-80 (60 is a common value) Furthermore, a mummy lacks MHP since its mind has
Mental Health Points: None. been preserved but also incredibly transformed by ancient
Movement: walking 2 CP per 1 m (Max 15 m). necromantic rituals.
Fear Factor: 1d10 (OR 7-10). Mummies do not naturally heal PHP but some of them
138 Skills: Agility SV 10, Body Control 5 know how to feed from victims (see “Vampiric Bite”, “Soul
Fighting SV 10, Close Combat Weapons 2 (Right 1H Devourer” and “Life Drain” special properties). Mummies
weapons 2), Unarmed 2 (Brawling 4, Wrestling 2). can also heal all their PHP if they return in their lairs
Stealth SV 10, Avoidance 1 (Hiding & Camouflage 4, (tomb or sarcophagi). There are also sorcerers who know
Sneaking 4), Detection 1 (Detect Hidden 2). ancient spells to heal mummies, but these remain mostly a
Natural Weapons: Fist (Dmg 1d10 +6). secret.
Natural Protection: Toughened Skin 6
Initiative: 0 Choke
Combat points: Free 10 / Close Combat 2 (Right 1H weapons A mummy can try to grab a victim’s throat with a hand by
4)/ Unarmed 2 (Brawling 8, Wrestling 4). spending 10 CP on top of the those spent for the normal
Equipment: Most mummies can kill a victim with their unarmed attack. If the attack is successful, the mummy
bare hands, but there are also those who still wield ancient, rolls normal “Fist” attack damage (1d10+6) but the final
sorcerously well-preserved weapons, like the one described result (including the +6 Constitution bonus) must be
below. Mummies can use a range of other, different weapons, multiplied x2.
preferably melee ones, although bows cannot be excluded. Furthermore, in the following round, If the undead
performs no other action and if the victim is still alive,
✦ Ancient Bronze Khopesh Sword (IM -4, WA 3, BP 14, dmg the mummy’s hold on the throat continues. The victim
1d10 (OR 9-10) +6 Constitution). cannot do any other action but trying to free himself
✦ Ancient Bronze Dagger (IM -2, WA 4, BP 12, dmg 1d10 with a Wrestling skill roll (remember that it costs thrice
(OR 10) +6 Constitution). CP as per Lex Libris p.19) but reversely modified by
the Mummy’s Constitution bonus (which usually means
Samples of Attacks: suffering -6). In case of failure the victim suffers the same
✦ (IM 0) Fist SV 10, SV 10 damage again. The whole process continues usually until
✦ (IM 0) Choke Attempt SV 10 (total CP cost included). the victim is dead, manages to get free or someone else
✦ (IM 0) Wrestling SV 8 (double CP cost as per Lex Libris forces the mummy to perform other actions and free the
p.19) victim.
✦ (IM -4) Khopesh Sword SV 16
✦ (IM -2) Dagger SV 10, SV 6
Fetid Aura Breath of Toxic Death
The mummy is surrounded by a spicy aura mixed with the Up to three times per day this mummy can emit a
spores-rich fetid breath which the undead continuously sorcerously-powered breath, dealing 2d10 (OR 8-10) to all
emits. Anyone who happens to be in close contact with the the enemies in front of it in addition to all the effects of the
mummy breathing the fetid aura (e.g. melee fight, grapple, following properties: Fetid Aura, Infector or (in alternative)
victim of Choke attack, etc.) will suffer a penalty of -1 to Plague-Spreader. The mummy must do no other action
all skill rolls to be modified by the Health modifier to a while performing this attack.
maximum of “0”. For example, if one has Health +2 the
penalty is reduced to 0, if one has Health -1 the penalty Control Weather
becomes -2. Some mummies can summon winds and storms whose effects
are to be judged by the GM. An example could be a penalty of
Infector at least -3 to all ranged attack rolls.
At the end of the encounter with the mummy, all those who
have been in close contact with the undead (as per “Fetid Fury of the Dead
Aura” above) must make a Situation Roll with an SV of 10 Some mummies like the Bog Men know how to enter in a kind
modified by Health modifier. Those who fail will develop a of Berserker rage. If they do so they cannot parry or evade
form of sickness which will deal 1 PHP every day at sunset any coming attack. They will go towards the threat with no
for a number of days equal to 7+/- the Health modifier. This concern for their safety. However, as long as the fury lasts,
sickness does not stop Natural Healing (Lex Libris p.26) but, they will get a +2 to all their attack rolls.
in effects, the continuous losing of PHP can mathematically
nullify it. Life Drain
If this mummy winds a Wrestling attack its victim must
Vulnerabilities succeed a Situation Roll with SV of 8, modified by Psyche. In
Mummies suffer the following vulnerabilities, or even more (if case of failure there will be a damage of 1d10 (OR 10) MHP,
required by the story). while the mummy (if it was wounded before) will heal the
same amount in PHP.
✦ A Mummy’s Natural Armor is completely ignored by fire In alternative, some more powerful mummies know how 139
whose damage is also multiplied x 2. Furthermore, due to to do the same by sucking the life of a victim from a short
their dry flesh, mummies will keep on burning for at least distance. The mummy must not perform any other action but
1d6 rounds. For example, hitting a mummy with a flaming pointing the hand towards a victim which is at no more than
torch or a lantern will deal it 1d6 damage per round, to be 10 m. The victim must do a Situation Roll as above described.
multiplied x2. The victim and those watching the energies sucked by the
✦ Possessing some specific objects linked with the mummy will also suffer 1d6 MHP.
mummification ritual (for example all the four Canopic Jars
of Egyptian mummies) can help using dark arts against the Parasite Attack
mummy, giving a +5 modifier. The mummy can emit swarms of parasites from his
✦ Egyptian mummies have no internal organ but the heart. If bandages. They first need to have contact with a victim. If
one manages to hit a mummy in the heart (see the new rule this mummy succeeds with a Wrestling or Choke attempt
for “Hitting the Weak Spot”) roll the damage and subtract the parasites will pass to the victim, biting and scratching
the natural armor (which is usually 6). Any remaining it. The victim will immediately suffer 1 points of PHP
damage is multiplied x 3. damage and will keep on suffer it once per round, as long
✦ Mummies from other cultures may have different as the parasites are on his body. To remove the parasites,
vulnerabilities. one needs to come near to a fire, since these parasites hate
it and will leave the victim.
end of every week the victim must make a new Situation ✦ (IM 0) Choke Attempt SV 16 (total CP cost included).
Roll with SV 8 (modified by Health). In case of failure the ✦ (IM 0) Wrestling SV 12 (double CP cost as per Lex Libris
Getting a success after one week in “Stage 1” will heal the ✦ (IM -6) Khopesh Sword SV 15, SV 13, Dagger SV 12, SV 10
sickness.
For Rehoboth Mummies, whose appearances are so perfect
PLAGUE STAGES that they look like normal living persons able to infiltrate
Stage Damage Penalty human society, remove the “Fetid Aura” and “Infector”
1 1 -1
properties or, at least, the mummy turn them down on will
140 2 2 -3
due to its mystic abilities.
Vampiric Bite
If this mummy performs a successful wrestling attack it
will automatically bite its victim, inflicting 1d10 (OR 10)
per round. If the Mummy was wounded, the taste of blood
automatically heals it ½ (rounded down) of the damage
inflicted to the victim, with a minimum of 1 point.
Mummy-related Secret Arts in certain situations seem to have an efficacy unknown
Some Egyptian Mummies remember the power of the in old times. Unfortunately, the knowledge of this art is
God of the Jews and all the prodigies described in the Old limited, since only few people of Coptic religion in Egypt,
Testament. Consequently, these mummies will suffer damage Ethiopia and Eritrea know it and keep the tradition alive.
from Exorcism (Lex Libris p.234) or similar arts practiced by To activate the power the faithful needs to perform a
Jewish and Christian authorities. series of gestures which for Westerners clearly recall the
It is worth consider that all mummies are exotic Catholic Sign of the Cross, although they are also clearly
elements, filled with mysteries and esoteric power, even different.
the "normal" ancient mummies, not awakened as living
mummies. In fact, the ancient Egyptian mysteries for ✦ Degree of Difficulty: -12
embalming corpses have mostly been forgotten in the 18th
century, although some European Alchemists managed to Requirements
reproduce something similar, as described in the section ✦ Skill: Theology SV 10
about "Mumia Arabum" in Lex Libris p.228. It is worth ✦ Discipline: Divine Power level 1
noting that the recently embalmed bodies described in ✦ Specialty: Holy Power level 3
ancient mummies (belonging to famous Kings or High and other disbelievers cannot use this art.
Priests) will maybe allow to produce even more powerful
versions of the Mumia Arabum (to be established by the Effect
GM). However, wasting the remains of such important This art can be attempted only once per day. If the
characters, should surely provoke some kind of vengeance Theology skill rolls succeeds the one who feels a sense of
from dangerous enemies like cultitsts, Spirits, Living fatigue, which make him losing 1d6 MHP. The effect will
Mummies and Anubis. last for a number of hours equal to the number of MHP 141
lost. Any Undead, Demon or other Evil creature cannot
The Old Coptic Protection harm the performer of the ritual and those who stand
nearby the performer (up to 10 persons can be protected
New Divine Art in this way). The creature will feel a kind of invisible bond,
A few people in Egypt remember old protection spells blocking any attempt to harm the performer. Furthermore,
which, through time, have been adapted to the Coptic if the monster happens to be very near to the one who
Christian religion. What possibly once was an esoteric art, succesfully performed the art, the creature will feel a sense
nowadays is a Divine Art, as invoking the power of God of slowness, making him suffer a penatly of -10 IM.
142
The Anubi
143
✦ Anubi Long-Bladed Spear (IM -6, WA 2, BP 12, dmg 2d10 Silent Communication
(OR 8-10) +6 Constitution). Anubis communicate between each other through
✦ Anubi Khopesh Sword or Epsilon Axe (IM -4, WA 3, BP telepathy, which makes them incredibly silent during their
14, dmg 2d10 (OR 9-10) +6 Constitution). activities.
✦ Anubi Dagger (IM -2, WA 4, BP 12, dmg 1d10 (OR 9-10)
+6 Constitution). Stone-like Black Skin
When a weapon hits an Anubi’s skin, this sparks as if the metal
Samples of Attacks: has hit a hard stone. The Anubi’s natural armour (usually 10)
✦ (IM +8) Fist SV 10, SV 10 is always subtracted from damage, unless the attack is dealt
✦ (IM +8) Wrestling SV 10 (double CP cost as per Lex Libris with an enchanted or blessed weapon.
p.19) If, during one combat round, all damage dealt to an Anubi
✦ (IM +2) Long-Bladed Spear SV 15, SV 5 is nullified by the armor, anguish will feel the heart of those
✦ (IM +4) Khopesh Sword/Epsilon Axe SV 10, SV 10 who are facing the Anubi. All those who see the phenomenon
✦ (IM +2) Khopesh Sword SV 12, SV 8, Dagger SV 10, SV 8 will suffer 1 MHP (to be diminished by Psyche modifier, as
✦ (IM +8) Evade SV 25 to be divided among up to three explained in the “Bloodless” property).
Evade attempts.
Teamwork
If one of more Anubis are fighting in the area, they know
how to coordinate their movements. They all get +1 SV to
all their attacks.
Travellers of the Halls of Mahat minds. The victim will suffer a penalty of - 4 +/- the
Anubis are meant to travel through the Underworld. No Psyche modifier to all the skill rolls and situation roll of
undead can harm them with sorcery or other magical the following 1d6 hours.
properties, neither they can be damaged by Dark Arts
whose power is somehow linked with the Underworld. Claws
The hand of some, very rare, Anubis have claws. These Anubis
Vulnerabilities are usually more bestial in appearances than their normal,
Anubis have not many vulnerabilities weapon-wielding equivalents. These Claws deal a damage of
1d10 (OR 8-10) +6 Constitution. They use the “Brawling” CP
✦ The one having an “Ur-Hekaw” scepter (see among the and the entry for “Fists” in the Sample of Attacks above can
optional properties) can use Dark Arts against an Anubi be used for representing Claws.
with a bonus of +5.
✦ Almost all the Anubis are linked to a specific place Final Fire
(usually the tomb of an Egyptian Prince or King) and The Giza Anubi are dangerous even in death. After they
they never leave it, unless they need to recover some are reduced to 0 PHP or less, their bodies will explode in
object stolen from the tomb. This means that, if one 1d6 rounds (to be rolled hidden from the players). All those
manages to exit the tomb without stealing anything, who happen to be in the vicinity will suffer 2d10 (OR 10)
it is likely that the Anubi will not follow outside the damage. If the explosion happens inside a tomb or a temple,
monument. the architecture is likely to fall, killing and sealing anyone
who is present under tons of debris.
added. In any case (whether it works or not) any attempt will p.19)
cause the losing of 1 MHP to the mortal trying to use the ✦ (IM -4) Magician Staff SV 15.
sceptre. Anubis and living mummies will always try to find ✦ (IM 0) Evade SV 25 to be divided among up to three Evade
Giza Anubi
Anubi Variations Add the “Final Fire” optional property.
150
Sobek and Sekhmet debased versions of the once powerful spells are still
Crocodile-headed giants (Sobek) and Lion-headed giantesses preserved in selected parchment scrolls hidden, for example,
(Sekhmet) have a terrible bite (damage 1d10 (OR 7-10) +6 in the library of the Heidelberg Monastery or in the treasure
Constitution) which he can use with the “Brawling” CP of the King of Spain in Madrid. Among the European secret
specialty (and therefore in the sample of attacks in the societies there have been rumours about some ancient papyri
stats above can substitute the “Fist” entry). On the other holding the original, more powerful, version of the spell,
hand, these furious giants, like Minos, do not have Evade having been discovered in the recent digs paid by the King of
specialties and never attempts Evade manoeuvres. Some of Naples in Herculaneum. Nobody knows where the papyri are
these creatures, especially the Sekhmet, tend to also have the now kept hidden, although they may possibly be in the Reggia
“Claws” property. di Portici, not far from Naples.
What follows is the description of the weakened version of
the art, as transmitted after the Middle Ages in Latin. The
Anubi-related Secret Arts earlier and more powerful versions were spelled in Ancient
The secret spells for creating new Anubi are lost, as it Greek or even Old Iranian languages, but the details of those
is the secret of creating new living Mummies, as well as spells are left to the GM.
the numerous spells and arts which the ancient Egyptian
priests and magicians used to know. There are rumors about ✦ Degree of Difficulty: -10
esoteric traditions of pagan sorcerers still practicing these
dark rituals in the most remote corners of Ethiopia and Requirements
Upper Egypt. In the 18th century European esotericists ✦ Skill: Esotericism SV 10
long for knowing these powers but, thus far, Egypt ✦ Discipline: The Right-hand Path level 3
remains a mystery, well-defended against the incursions of ✦ Specialty: White Magic level 3
strangers.
Other Requirements
The Weapons of Mythras ✦ De Sodaliciorum Discipline Level 1, Esoteric Symbolism
Specialty Level 3.
New Dark Art, Right-Hand Path ✦ Communication SV 7, Languages Discipline level 1, 151
After Cambyses II, Great King of the Persians, conquered Foreign language Latin 3.
Egypt in 525 BC the Iranian Magi and the other Zoroastrian Material Requirements
scholars aimed at deciphering the old mysteries of Egypt ✦ A bull to be sacrificed during the night in an underground
whose magic was already millennia old at the time. Most of space by cutting the animal’s throat.
the old wisdom was stored in ancient tombs and funerary ✦ Several assistants which help with the bull and with the
153
160
Golem typical stats Common Properties
The following stats represent a typical Golem crafted in clay.
It usually larger than a normal man, about twice the size of a Unnatural life
human being in bulk, if not in height. Its features are usually Golems do not have MHP and they also do not have physical
crude-looking, although more skilful crafters may create damage levels since they do not feel pain. Golems usually do
more beautiful versions of this monster. not naturally heal but their bodies must be repaired by an
artisan rolling on the Profession skill (and relevant Crafting
Traits: Constitution +8, Intelligence -4, Dexterity -6 discipline and Craftmanship Specialties) as if they were
Physical Health Points: 50-90 (70 is a common value) normal statues.
Physical Damage levels: None When the Golem’s PHP are reduced to “0” it usually means
Mental Health Points: None. that the body is so damaged and destroyed that it cannot
Movement: walking 2 CP per 1 m (Max 6 m). move. However, a Golem in this situation is not dead and it
Fear Factor: 1d10 (OR 9-10). can remain in this situation even for centuries, waiting for
Skills: Agility SV 5 somebody to repair their bodies. In order to destroy a golem
Fighting SV 10, Unarmed Fighting 2 (Brawling 3, certain specific actions are required (as described in the
Wrestling 5). “Kabbalistic weakness” in the vulnerabilities for most golems,
Natural Weapons: Fist (Dmg 1d10 OR 10 +8 Constitution). or maybe other actions for non-Kabbalistic golems).
Natural Protection: Incredibly tough skin 8
Initiative: -6 Choke
Combat points: Free 10 / Unarmed 2 (Brawling 6, Wrestling 10). A Golem can try to grab a victim’s throat with a hand by
Samples of Attacks: spending 10 CP on top of the those spent for the normal
✦ (IM -6) Fist SV 18 unarmed attack (which means one single attack at SV 8, if
✦ (IM -6) Fist SV 10, SV 8 using the stats above). If the attack is successful, the Golem
✦ (IM -6) Wrestling SV 11 (see Grapple Lex Libris p.19) rolls normal “Fist” attack damage (1d10 OR +8) but the result
(including the +8 Constitution bonus) must be multiplied x2.
Furthermore, in the following round, If the Golem
performs no other action and if the victim is still alive, the
Golem’s hold on the throat continues. The victim cannot do Vulnerabilities
any other action but trying to free himself with a Wrestling Most golems made of clay have the following vulnerabilities.
skill roll (remember that it costs thrice CP as per Lex Libris
p.19) but reversely modified by the Golem’s Constitution ✦ Kabbalistic weakness: Two things give life to a normal
bonus (which usually means suffering -8). In case of failure golem: a “Shem” paper (with the Sacred Name of God)
the victim suffers the same damage again. The whole process inserted in its mouth and the Hebrew word Emet (=Truth)
continues usually until the victim is dead, manages to get free inscribed on its forehead. Taking the Shem from its mouth or
or someone else forces the Golem to perform other actions delete the first letter on the forehead (so that word’s meaning
and free the victim. becomes “Death”) will automatically turn the Golem to inert
material with no life. However, this is easier to say that to
Deathly Embrace perform, since to do either of these things one must be very
If a Golem is successful in a Wrestling attempt (see Lex Libris near to the creature (usually in the range of his deathly fists).
p.19) it will automatically also inflict 1d10 (OR 10) +8. If not This weakness is typical of Golems created by Kabbalistic
doing anything else, the Golem will automatically keep on arts (which means other, rarer Golem-like creatures should
grappling the same victim inflicting, in its own turn, another not suffer it, although most have similar weaknesses).
1d10 (OR 10) +8 until the victim is dead or has manage to ✦ Falling Damage: Since they are made of a material which is
escape the grappling. tough, dense but also heavy and somehow fragile (in certain
conditions), all the damage suffered by falling is multiplied x
Immunities 3 and the natural protection does not work against it.
Golems do not need to eat, sleep or drink and they do not ✦ Over-Fire: Since they are made of clay, very hot fire can
suffer any disease. Most Golems do usually not suffer damage over-cook a Golem’s body, making it more brittle. Normal
from normal fire or cold. On the other hand, since they are fires do not have this effect, but only very specific situations:
made of clay, very hot fires will damage them (see below like falling inside an active furnace or being trapped in the
among “vulnerabilities”). centre of a terrible firestorm which destroys a village. The
GM should evaluate the specific situation according to
Obedience beyond time and space the strength of the fire, but a possible result is that all the
Golems tend to obey their master for an indefinite time- damage dealt to an over-fired golem will be multiplied x2. 161
period.
This strong link will even give the Golem unnatural
ability: if the master order to kill somebody, the Golem will Optional Properties
automatically locate the victim wherever the victim is in the
world, whatever trick has been used to hide the target. Time Charming Statue
and distance do not matter, in fact sooner or later the Golem The living statue of Pygmalion had this property, which made
will find its victim. it incredibly seductive and different from normal golems. Some
On the other hand, if the master dies and the Golem has not statues need only to be seen by their victims, while other need
received any order to conclude (like, for example, guarding a to speak or sing. The victim must succeed a Situation Roll
place for the eternity), the creature will fall into confusion. with an SV of 12 modified by Psyche to resist the seduction.
It is totally up to the GM to evaluate how to handle the Those who are seduced will not harm the statue and will fall
situation, but Golems are known to perform unprecedented in love with it.
acts in these conditions: roaming free, attacking anybody or
just fall on the ground, as if it was just inert material. Guardian
Some Golems are linked to a specific building or place which
Stable & Clumsy it defends. If it is brought too far from it, the creature will die
It is difficult to make a Golem losing its balance in normal or become a normal statue.
situations. They are tough, heavy and extremely stable on
their feet. The GM should make them automatically succeed Terrifying Screech
in most normal situations without rolling any dice. If they do nothing else in the round, some rare Golems can
On the other hand, Golems are not agile, and their low emit terrifying screeches inflicting 1d10 (OR 8-10) of mental
Agility value should be rolled in difficult situations like damage.
unstable grounds or difficult to climb roads. However, their
agility should be rolled only in critical conditions (like a chase Vulnerable to Fire
in a combat), since most of the time the creature will just If a Golem is made of certain materials (especially wood)
slowly climb the surface, without any need of rolling dice. it may become vulnerable to fire. The Natural Armor is
completely ignored by fire whose damage is also multiplied
x 2. Furthermore, the creature will keep on burning for at Their stats differ from normal golems as follows.
least 1d6 rounds. For example, hitting a wooden Golem with
a flaming torch or a lantern will deal it 1d6 damage per round, Traits: Constitution +4, Dexterity -2
to be multiplied x2. Physical Health Points: 20-45 (32 is a common value)
Movement: walking 2 CP per 1 m (Max 8 m).
Skills: Agility SV 10
Golem Variations Fighting SV 10, Close-Combat Weapons 2 (Any
Weapon 3), Ranged 2 (Bows 3), Unarmed Fighting 2
Metal Golems (Brawling 2, Wrestling 2).
Among the metal golems the most diffused ones are those in Natural Weapons: Fist (Dmg 1d10 +4 Constitution).
Bronze, since it is way easier to cast a statue in bronze than Natural Protection: armour-moulded skin 6
in iron (although Iron golems are also not unheard of). Their Initiative: -2
natural armors are at least 10 points strong. Metal golems do Combat points: Free 10 / Close Combat 2 (Any Weapon 6)
not have the “Falling Damage” vulnerability neither a normal / Ranged 2 (Bows 6)/ Unarmed 2 (Brawling 4, Wrestling 4).
“Over-Fire” vulnerability. However, if they fail into a burning Equipment:
furnace they may be melted and therefore destroyed. ✦ Decent Ji Polearm (IM -6, WA 2, OM 0, BP 10, dmg 1d10
These rare Golems are made of rare metals, usually involving +4 Constitution),
complicated sorcerous rituals. Their stats may vary according ✦ Light Crossbow (IM -4. P/T 1/5, OM 0, Dmg 1d10 (OR
to GM’s judgement (since these alien metals may be lighter 10), Range 1-50/50-80).
or heavier than clay). These Golems tend to be immune to Samples of Attacks:
most Dark Arts and spells (except for some Divine Arts) due ✦ (IM -2) Fist SV 16
162 The bodies of these golems may be like refined marble Greek
statues, as well as cruder limestone or sandstone humanoids Huge Golems
crafted by some primitive sculptor. These heavier Golems have Some Golems are crafted to be three or even four times larger
Constitution +10 instead of +8 (which therefore also change than a human being. Their stats differ from normal golems for
the modifier to damage) and their natural armors are at least the following entries.
10 points strong. On the other hand, they have Dexterity -8
(which also influences Initiative) and a maximum movement Traits: Constitution +10, Intelligence -8, Dexterity -8
per round of only 4 m. They rarely suffer the “Over-Fire” Physical Health Points: 70-110 (90 is a common value)
vulnerability, but it depends on the type of stone. Fear Factor: 1d10 (OR 8-10).
Natural Weapons: Fist (Dmg 2d10 OR 9-10 +10
Wooden Golems Constitution).
Most wooden Golems have a natural armor of only 3-5 points Initiative: -8
(according to the wood type). They do not suffer the “Falling”
and “Overfire” vulnerabilities. On the other hand, very old Furthermore, the damage they deal with “Choke” and “Deathly
and dry wooden golem may have the “Vulnerable to Fire” Embrace” properties is 2d10 (OR 9-10) +10 Constitution.
optional property if their creator has not coated them in any
kind of fire-proof material. The Mayan woodmen are of this Human-sized Golems
type and they usually lack masters: their only purpose is to Some Golems are crafted to be of the same size of mortal
destroy everything they see. men. Their stats differ from normal golems for the following
entries.
Terracotta Warriors
These terracotta golems from China are smaller than normal Traits: Constitution +4, Dexterity -2
Golems since they tend to be human-sized. Off course they do Physical Health Points: 20-45 (32 is a common value)
not have the “Kabbalistic weakness” vulnerability, although Movement: walking 2 CP per 1 m (Max 8 m).
there are legends about them being vulnerable to jade powder Natural Weapons: Fist (Dmg 1d10 +4 Constitution).).
or, if the story about the sacrificed heart is true, they can be Initiative: -2.
killed by using the new “Hitting the Weak Spot” rule to target
the heart.
Pygmalion’ Statue even not really requiring human sacrifice and creating more
According to the Greek Myth, Pygmalion fall in love with powerful versions of the terracotta warriors.
a beautiful statue of Aphrodite. According to some versions
of the legend he was the one who crafted it, according to ✦ Degree of Difficulty: -18
other versions he was a Cypriot king and found the statues
in a temple. Whatever the original myth was, there beautiful Requirements
statues are different from normal golems. The GM should ✦ Skill: Esotericism SV 10
apply the suggestions from the “Human-sized” and “Stone ✦ Discipline: The Left-hand Path level 3
golem” sections above but adding also the “Charming Statue” ✦ Specialty: Black Magic level 4
optional property.
Other Requirements
✦ Supernatural Beings Discipline level 1, Beastiology level 3
Golem-related Secret Arts ✦ Communication SV 7, Languages Discipline level 1,
Most Golems are the result of Kabbalistic arts, as described Foreign language: Old Chinese 3.
in Lex Libris p.236. However, other varieties of Golem exist ✦ Profession SV 7, Crafting Discipline level 1, Craftmanship
(although they are off course not called with the Hebrew specialty: terracotta maker 3.
word “Golems”), often crafted with sorcerous arts like the one
described below. Material Requirements
✦ A pouding heart from a recent human sacrifice (to be put in
The mirrored image of Qin Shi Huang the warrior’s chest).
✦ The tears of a dying virgin.
New Dark Art, Left-Hand Path ✦ A human-sized terracotta statue to be ready before the
or hidden in ancient scrolls preserved in a few places out of A similar spell was probably known to Aristophanes’ son
China, like some monasteries in Tibet and Mongolia, although Philippus with the following differences:
the monks keeping those documents cannot make sense of
them. Esotericists from the Royal Society have tried to steal ✦ Woman’s blood instead of pounding heart
this secret, but they have thus far failed. ✦ Foreign Language: Ancient Greek instead of Old Chinese
The spell is known as the “mirrored image” since there is
a conscience that this is just a faint copy of what the ancient The resulting Golem should have been human-sized and
masters once knew. It is probable that the sorcerers of Qin Shi possibly even Charming (as the one crafter by Pygmalion) or
Huang knew more powerful versions of this Dark Art, maybe crafted in the shape of a bull (as Philippus apparently did).
164
The Homunculus
165
167
archival materials by the royal society
There is much surviving material to “With all the means and knowledge of your riches and the benevolence of imperial
indicate that the alchemists of ancient medicine, I had put together a creature that patronage! Sulphur, mercury and salt are the
and medieval world deciphered the consisted of body and bone from a suicide, base requirements. I feel comfortable sharing
riddle of the creation of a homunculus arms from a butcher and the head from one this as anybody who still believes your
long before any of our modern scientists of my younger students. With the help of the teachings, is too dim of wit to discover the
did with their superior understanding. lightning I created life in the being, but it rest by himself. Sooner or later the world will
One of the earliest writings to died shortly thereafter.” know how wrong you were in your books!”“
reference the homunculus suggests that It is undeniable now, to look at these Paracelsus further claimed that he
it may, in point of fact, have begun as a words and not grasp the truth: that succeeded in creating his own version of
cure for infertility. By ‘cultivating’ sperm Paracelsus was recounting his first life within a creature that had been dead.
from different men in a woman’s womb, experiments in the art of creating a This is in many regards a divergence from
you could father an artificial man. There homunculus. what would fit our common knowledge of
is much confusion around the earlier On more than one occasion he is the homunculus, but it is worthy of note.
168 processes but a measure is written down reported to have said: A once-lost and recently re-discovered
by Qaliqula, one of the advisers to King “Out of the very seed a man arises with a passage of his writing detailing this
Hermanus, circa 300 BC. With no heir soul; from what is more than grain, monsters abomination shocked Parisian society
to the throne, the great king sought to and homunculi are born.” in early 1701, causing quite the stir and
remedy this with the help of Qaliqula. There can be absolutely no doubt that generating great dismay amongst both
Together they attempted to sire what the alchemist had extensive knowledge mystics and occultists.
they called a "hannculus". These attempts of this subject. His collected notes show with
are believed to be among the first in a long Paracelsus was not just an alchemist great detail and accuracy the steps he
succession of attempts to create an artificial but also a great innovator in medical arts, performed in his ritual experiment and
man by Arab scholars. The Alchemist challenging notions and concepts which explained how he brought together the
Jabir ibn Hayyan succeeded where many were firstly established long before by body parts from different people before
before him had failed, creating people who ancient authorities as Klaudious Galenos, performing a perverse kind of ritual to
were both half women and half men, his the famous Greek physician who lived give the creature life and a new soul. Or
decision centred upon the ideal of strong during the Roman Imperial period. Even rather a fragment of his soul.
bodies and superior intelligence. There if living twelve centuries later, Paracelsus Until then, science, and the so-called
are more outlandish claims, including one considered Galenos as a personal enemy, ‘spermists’ had a unified view that an
that Jaibr ibn Hayyan created a man with at least from an intellectual point of view. homunculus was a small creature dwelling
the wings of an angel by mixing sperm Paracelsus is said to have considered within the man’s ballsack and that it was
from a bird and a human. The details of Galenos’ writings with so much disdain, transmitted to the woman’s womb where
his process and findings are in the archive that he is reputed to have publicly burned it could further grow into maturity. In
in the collected volume: The Hermetic copies of those ancient books in front of unusual cases, they believed one could
Book of the Cow, which while attributed his students. The following “taunting of elicit such an homunculus and nurture
to Plato is considered a collection of Galanos” is attributed to Paracelsus, and it with both scientific experiments and
Arabic examinations into the nature of life he seems to speak directly to the ancient occult processes to eventually fuse it with
and how to give life to an artificial human. Greek physician. other beings to create a new being.
In 1482, the alchemist Paracelsus “Homuncul! I have created a homuncul. One branch of occultism believes that
wrote the following in his private It is more than you have done in all your Paracelsus did, in fact, create a spirit, not a
journals: days, with your unearned fame, with all of physical being, whilst another interprets
his meddling as doing nothing more “Resurrecting a dead creature can only homuncul is described as an uncontrollable
than sheering off a fragment of his own ever be seen as the ultimate achievement in creature who calls Hell home. In later
soul and lessening himself by putting his the black artist’s work, but the gift of life after codified and edited editions of the book,
own essential being into two creatures assembling the parts of different creatures and however, much of the references to the
where it should only ever have dwelled villains is, I regret, beyond my ability. I would homunculus have been excised, all traces
within the flesh and blood of one. More, so love to play maker in this regard, but I am of such a creature erased from Church
however, believe that the vast majority of all too aware of my limitations. To create a writings. We are fortunate enough to have
his writings are in actuality symbolic as homuncul is an act of the highest arts and I am in our archives those excised passages
opposed to literal, and must be treated as but a lowly student…” among a lot of other material that is
hypothesis not outright fact. Renowned Scandinavian occultist equally fascinating and horrifying.
Like many great minds of his age, Swedenborg’s work De Infinito is said Indeed, as recently as 1716, scientist
Paracelsus did not work alone. Few of to be his crowning achievement in his Georg Hammershaft shocked the world
these enlightened souls did. He had the quest to find an explanation for the links by showing off a living, fully grown
benefit of a great workshop and a number between spirit and matter. However, we homunculus that he claimed to have
of students who worked at his knee. have in our possession at the society an created after the careful study Paracelsus’s
Correspondence between one such student, early draft of this work which, contains notes. Of interest is the claim that he had
Angelius Werdenhagen, and the reformer many divergences from what was access to hitherto unknown records and
Kuntzel Baselmann, provides evidence eventually published, some of them major. additional notes which describe a final
that Paracelsus did not work alone on even In that early draft, one can read in stage of the process.
these most arcane of discoveries. detail about Swedenborg’s attempt We had dispatched members of the
“At first I thought that the connection to understand the essence of the society to question him further and
of animal essence and the resonance of the homunculus. examine his more outlandish claims,
tissue added was all that was required to “I have had diligent and eager though only a month after the unveiling
transmogrify dead flesh into living tissue, correspondence with the majority of mystics of his ungodly homunculus, Georg
but I was naive. The problem is far more studying the field of the esoteric today, and vanished without a trace and has never
complex than merely identifying the relevant what is most fascinating to me is the reticence been seen again.
frequencies. It is a complex equation that of these students to speak upon the question of The have been no sightings of his 169
hides within it the face of God.” homunculus. Some have even go so far as to newly awakened beast, either.
In another letter to Baselmann, reply tersely that they will not discuss the matter Christian von Wolff, mathematician
Angelius writes: with me and ended any and all conversation. and cryptologist, is believed to have
“I have begun further experiments on the However, there have been a couple willing tried to publish an article on the
properties of matter and propagation methods to share information but only if I swore to ‘artificial man’ at an early age, though
with the effects of energy on living organisms. maintain their privacy and keep their secrets the article disappeared before it was
And what news I have! There are two—and I will not divulge how I gained such depth of published. Excerpts from it eventually
possibly three, depending on definition— knowledge concerning the homunculus. appeared in Paris a few years later. We
successful muscle stimulation experiments behind However, one thing is certain to me: have highlighted the following passage
me. Today I got the creature to stand up and of the spirit of a homunculus is created, it is as potential interest as it describes:
its own accord, walk. Yes, I know you doubt the not divine. It is a combination of animal “The vital force needed to put artificial
veracity of my words, but friend Baselmann, magnetism, the astral remains of life, the life inside a being is all about energy and the
have I ever in this life time lied to you or held remnants of consciousness found in the amount of it. To date, we have not been able
false witness? You know I have not. This is akin organs, and only at the very last moment, to generate such energy, but I have devoted
to a miracle. This, my friend, is life.” the divine spark it acquires from its creator. much of my time to the theoretical aspects
Writings recovered by the Royal There is a clear connection between these of the problem and created mathematical
Society which would appear to have three factors, but no room for God in any calculations that, I believe, lay out just how
been written in 1540 and form part of of this work.” much vital force is necessary to assume the
the estate of Johann Faust, were found In an early raw manuscript of nature of God. The closest natural from of
in a desolate Greek monastery some what would become the Malleus energy I believe we can harness is in the
one hundred years after his death. I have Maleficarum—the Witch’s Hammer— form of lightnings from the sky…”
examined these papers at great length the creature "homuncul" is mentioned While the origin of the homunculus
and in no little detail, and believe the for the first time by name. This may well be disputed, the creature itself
comprise a comprehensive collection of annotation was made in the year 1486, is not.
protocols on the rituals of necromancy. over two hundred and fifty years ago. In nearly every instance the
One of these protocols details the In the recorded confession and homunculus is presented as a grotesque
creation of the homunculus: interrogation of an accused witch, the creature that has been cobbled together
from the body parts and limbs of various he hadn’t initially considered. Heavily man-thing that has no right to be
people and then given life. malformed, Prometheus I could not walk or alive. Depending very much upon the
But in those few unusual cases, they talk, though the creature quickly learned to animals that have been slaughtered to
talk of a creature that a fusion of man write and the two communicated through give it its shape the Homunculus could
and animal: human bodies with pig letters. Prometheus I wrote the most just as easily be a boar-headed man or
heads, horses with human bodies, and beautiful poetry, seeing the world with a pig-trottered bull of a man or any
every other conceivable combination of the eyes of an innocent soul, and crafted other insane combination. It is a thing
the grotesque. some of the most magnificent operas. to strike fear into the souls of men,
Some recent experiments in the occult, It is claimed that many of Prometheu’s women and children, so like us, and yet
fusing the esoteric with more modern works were sold under pseudonyms and so utterly wrong.
scientific reason suggests that newly were later recognised as works of musical It is an abomination and must be
discovered energies from lightning and greatness, which you never would have destroyed.
the magnetic fields gathered in the right credited to see the lonely artificial giant
amount are what actually creates life in sitting in a dark cellar.
a dead creature, whether in its original First Impressions
form or assembled from an array of Emeraldi’s Automaton Confronted with the larger, more
different dead beasts. In his ambitious search for the “Magna brutish and man-like constructs the
One thing we cannot dispute is Medicina” (the peak of the medical sheer impossibility of a man with a
that with the aid of electric shocks art to be applied to all problems of boar’s head or wolf ’s head or a stitched
applied to recently deceased people, the world) the 16th-century Italian together jigsaw of dead men brought
we have seen a return of life. That physician, Leonardo Fioravanti, penned together to create a new life, is against
behoves more investigation, though a long series of manuals based on his the laws of nature and a repulsive
unsurprisingly, the Church has seen experiments, which were quite ground- sight. It is liable to engender horror in
fit to ban all experiments around the breaking for his times. Further advances the witness—and disbelief. How can
homunculus, proclaiming the quest for on the medical art (with possible one trust their eyes when they see a
such knowledge heretical. consequences on creating a homunculus) dog-headed man prowling the streets of
170 can be found in the “Secreti Nuovi di London?
Maravigliosa Virtù” compiled by the The smaller, impish constructs
Unique individuals polygraph Girolamo Ruscelli in 1567. birthed from the sacs of dead cows
Inspired by these works, in the with the alchemist’s perverse magic are
Prometheus I year 1705, the experimental scientist something else entirely. They have the
Georg Hammershaft’s homunculus was Vincenzo Emeraldi took it upon himself aura of the demonic about them, and
created from a series of experiments the objective to create a homunculus of with their rows of needle sharp teeth,
using both ancient rituals and new sorts but utilizing mechanical parts as leathery wings and wizened features,
scientific methods. well as human flesh to build his own like twisted cherubs.
Doctor Hammershaft’s goal was “Automaton”.
to create a god-being, a stately and The creature was kept alive by a
supreme man with the perfect body and constant supply of a secret life-giving What do the Players Know?
sharp intellect. substance. Nobody knew the exact There are those who believe that it is
To that end, he took the best of formula, albeit there are stories about possible to actually piece together a
several people and sought to fuse them Emeraldi decocting it from living souls whole new man from the parts of other
with the most majestic of animals. who were boiled to death along with dead men, though such an abomination
But something went horribly wrong, a number of secret ingredients whose is surely against the will of the Lord
the creature he created was not at all exact nature was erased from his notes and likely to bring down the wrath of
what Hammerschaft had intended. before we came into possession of them. the heavens upon its maker. The gift of
His monster, Prometheus I, became an However, when Emeraldi died in life is very much the last of the powers
immense and immovable colossus, but 1714 the automaton mysteriously attributed to God that man has yet to
with a supernatural intellect. disappeared. master, and for that reason alone it is of
Prometheus I was locked away No one has seen his creation since. fascination to alchemists and scientists
in his basement laboratory while alike.
Hammershaft tried for all his life to There are rumours out there of ten
forget his creation. Appearance homunculi that together can foresee
Over time, however, he realised that This chimeral creature is the stuff fragments of the future. These ten have
Prometheus I was an asset in many ways of nightmares; a stitched together been hidden away from the world for the
danger their foresight presents. If they Main Features ✦ Some of the creatures have twin rows
fell under the sway of the wrong man ✦ There are different types of Homunculus, of vicious teeth that are sharpened
they could forever change the shape the smaller more nimble and agile like needles and capable of biting
of history. These are, of course, only of the them are incredibly fast and clean through a child’s arm.
rumours… aren’t they? proficient climbers. These tiny ones bear ✦ Some are capable of simple magics,
These constructs can be as small as a a resemblance to small devils in many notably of the darker arts.
foot and a half tall, and still maintain a ways, though lack the sorcerous talent. ✦ There is a bond between the
vaguely humanoid form. Each Homunculus will have its own sets construct and its maker that allows
Many possess wings, with a span of skills and talents depending upon the the master to share the senses of the
more than twice their height, though elements put together in its creation. Homunculus across great distances.
some lack wings. ✦ Some, with their stitched on wings, This telepathic bond is not shared
Its skin is rough and leathery, often are capable of flight though normally with any other human.
with warts and the blemishes and only over short distances. ✦ This bond can also facilitate
covered with the scars and stitches that ✦ As constructs they are not subject to communication between its maker
hold them together. ageing and could, theoretically outlive and other supernatural beings,
It is created to serve its maker. their maker’s though it is thought that including demons.
The smaller constructs are generally the psychic bond between the two is ✦ The bite of a homunculus is thought
weak combatants, their skills are better so great that no homunculus could to contain poison—this is because
served by putting them to work as spies, survive the death of its master. of the unholy seed that is used in its
messengers, and scout, though the ✦ The larger, more brutish of the birthing. The strength of the poison
larger ones are, like the animals they Homunculus are savage fighters— depends very much upon the nature of
once were, powerful enemies. pugilists with fists like ham hocks the construct. A smaller creature may
They cannot speak. capable of knocking a man out cold possess the more potent poison.
They are utterly loyal to their maker. with a single clubbing blow. ✦ It is able to see in the dark.
171
Homunculus typical stats Movement: walking 2 CP per 1 m (Max 8 m).
The following stats represent a normal-sized Homunculus, Fear Factor: 1d10 (OR 9-10).
crafted from the mortal remains of more than one man. It Skills: Agility SV 6
is an ugly, malformed creature, clearly not adapt to survive Fighting SV 8, Close Combat Weapons 1 (Right 1H
in the world of normal human beings. Homunculi crafted Weapons 3, Two-Handed Weapons 3), Unarmed
with the pieces of many mortals tend to be flawed, with at Fighting 2 (Brawling 3, Wrestling 3).
least three negative traits and one single, positive trait. The Stealth SV 7, Avoidance 1 (Hiding & Camouflage 2,
following stats represent a brutish, human-sized homunculus, Sneaking 2).
whose main advantage is mere strength. There are many Natural Weapons: Fist (Dmg 1d10 + 4 Constitution).
varieties of Homunculi and the following is far from being Natural Protection: leathery skin 2
the “typical” Homunculus (if such a thing exists). Other Initiative: -2
Homunculi may have higher Dexterity or even Intelligence, Combat points: Free 8 / Close Combat 1 (Right 1 H weapons
often couple with more numerous flaws in other traits. Most 6, 2H weapons 6) / Unarmed 2 (Brawling 6, Wrestling 6).
homunculi fight with just their fists, however the following Equipment:
stats include also some ability with crude weapons, in case ✦ Decent Cudgel (IM -2, WA 4, BP 10, dmg 1d10 OR 10 +4
OR 9-10 +4 Constitution).
Traits: Constitution +4, Intelligence -2, Dexterity -2, Samples of Attacks:
Charisma -4 ✦ (IM -2) Fist SV 16
Physical Health Points: 32-60 (45 is a common value) ✦ (IM -2) Fist SV 9, SV 7
Physical Damage levels: (for 45 PHP): 1-15 (0) / 16-26 (-1) ✦ (IM -2) Wrestling SV 8 (see Grapple Lex Libris p.19)
Mental Health Points: 28-40 (32 MHP is a common value) ✦ (IM -6) Two-Handed Axe SV 10, SV 5.
has a “Talent” property with “Charming” connected with its ✦ Sulphur and sulphate of iron.
literary works. As a “Weakness” this Homunculus cannot ✦ A man’s semen (preferably from the crafter who is
Requirements
✦ Skill: Esotericism SV 10
✦ Discipline: The Left-hand Path level 3
✦ Specialty: Black Magic level 5
Other Requirements
✦ Supernatural Beings Discipline level 2, Beastiology level 3
✦ Science SV 10, Transmutation discipline 1, Alchemy
177
These anthropomorphic creatures are of lycanthropy, a pressing issue he woman, had been attacked by a werewolf
generally considered dangerous, not argues, for the lands around Uppsala who tore open her stomach and drank the
only for their extreme supernatural and beyond. These documents were blood to be rid its curse. Hans Nicolovius
abilities, but because many of them are lost, only to eventually surface at an notes a clear connection between the
so similar to humans that they can walk auction in Bohemia where a doubting birth of the lycanthrope and a woman’s
amongst us unnoticed. priest sold them to unknown buyers, birth pains.
The anthropomorphs are more or including a member of the Royal In the year 1538 Olaus Magnus,
less human, but possess both the best of Society, which is how they come to be a Swedish Catholic priest wrote in a
mind and instinct. in our possession. pamphlet to Rome:
This genus of beast includes both “In my initial enthusiasm for this “The curse of the werewolf is not a
werewolves and vampires, some of extremely exciting scientific adventure, I disease, it is the fruit of witches ‘curses and
which are so ancient it is believed they first want to admit that I was foolish enough sorcerers’ sorrows. Nor is it the punishment
originate from the time before the Great to believe that only by undertaking The of the cannibal or the birthright of some
180 Flood, which makes them the most Great Tour would I gather anywhere near miscarried child nor is it one who wears
ancient beings on the planet. Some enough information about the phenomenon a magic belt made from the back skin of
scholars have come to the conclusion we call lycanthropy to have some true a killer. I know, because I’ve studied a
that these unfortunate souls were understanding of it. I was so very wrong. werewolf up close.”
created out of a curse, whilst others I have learned that there is a full spectrum Exactly which werewolf Olaus
posit that they are contagious and of both the appearance of lycanthropy and Magnus had studied or who gave him
transfer their bestial abilities to humans the end product. I stand by my thesis that the information he so adamantly claims
and animals through the passing of it begins with some kind of illness which in to be true is uncertain.
fluids, including blood. turn distorts and changes a person’s exterior Natural Scientists who have delved
The curse is ancient indeed, as and interior, and which in turn is affected by deep into the dark mysteries of the
attested by a passage in what are both the moon and the tide.” lycanthropes as an accursed species are
thought to be copies of King Nimrod's When Hans Nicolovius travelled divided into two schools of thought.
journals. around the Swedish countryside in On the one hand, there are those who
“The shape shifter came to me with full force 1699 to map the creatures of the believe it is possible to categorise the
in the night’s fog. I had waited for more than ten darkness in the name of the king, he lycanthropes and that there are at least
days in the hole, my patience tested, my resolve encountered a glut of information about six—and perhaps as many as twelve—
all but broken, but I would not be defeated no the lycanthrope. Among other things, different variants, while the other
matter how cunning my foe. I was the greater the people of Dalarna offered more than side argues that such categorisation is
hunter. And as the moon was full and shining in mere superstition when they claimed: impossible, and rather it is a disease that
all its glory I knew the creature would come to “Väruler, were-wolves, the manwolf, come takes on different aspects depending
life. The fight was short but bloody. I was badly to be when their mothers in some way try to upon the nature of the person affected,
injured in one arm but claimed his head as my avoid the pain of birth, most often through which would mean that all lycanthropes
trophy.” Nimrod, 81.1.4. magical rites, which include crawling are by necessity different from each other.
According to the surviving through the foal’s foetal membrane. If she Of course, it is possible to categorise
protocols recorded on January 17, birthed a boy he succumbed to the curse of the the variety of abilities and traits that
1714, the Swedish zoologist Sven de manul, if it was a girl she became a mara.” afflict all lycanthropes, it is impossible to
Geerde had sought contributions from In the same landscape the story break down the root causes that would
the Crown to dig deeper into the issue goes that Ida Svennesdottir, a pregnant have some termed "luna lycanthropes",
others "gemini lycanthropes", or even can trigger such a transformation, the hole and carried it on a bier back to
"silver lycanthrope". while others argue vociferously that the the town, where it was strung up in public
According to materials we have mere smell of blood is enough. view so that all might see the almost-man
uncovered on what are supposed to Similarly, it seems that the that had been tormenting their town.
be later papyrus transcriptions of transformation can last for far longer This should have been the end of it, but no
Nimrod’s clay tablets, there are but two than the phase of the full moon, with more than a few months later the killings
types of lycanthrope, the “strong” and some beasts supposedly transformed for began again, and again it was both animal
the “weak”, though the great monster months, or even years, at a time, such is and human that fell to the predator. The
hunter confesses there are an infinite the strength of their curse. atmosphere in the township was tense and
number of variants therein. The strong, Common to all lycanthropes though, no fearful. Could it be that the unholy beast
he explains, are those come from a long matter their lineage, is their superhuman was somehow alive once more? Or was
unbroken line of lycanthropes, while the and superanimal powers. Whilst some there a pack of the damned things and in
weak do not carry the same blood as the few become only marginally stronger killing one they had brought the wrath of
lycanthrope they were infected by. during their transformation, others the entire pack upon themselves?
In the Swedish Hunting Protocols of become eerily stronger. Rather than form another hunting
1677, the Crown’s hunt master reported party, as they could not be sure how
to his majesty’s chamberlain: many creatures they would face out in
“Master Hans informed me that one of Unique individuals the wilds, the province hired a secret
the wolves they shot was unusually large, company of monster hunters who
but that the most startling thing was that Ansbadchvarulven prided themselves on dealing ruthlessly
the wolf had an axe inside his skin. Closer The public records of the German with such a supernatural threat. They
examination later revealed that weapin in province of Ansbach’s make for were charged with tracking down and
fact belonged to Supervisor Tore Dufva. fascinating reading when it comes to killing the beast and every last one of its
Since Tore disappeared as the wolf was events of 1685. gets once and for all.
being shot, the hunting team could only For month upon month reports came What no one knew was that the beast
suppose that somehow Tore was the down from the hills that a large wolf was in their number all along; the mayor
werewolf they had hunted for so long.” was preying upon livestock and people of the province had been infected with 181
There are several known cases of what within the region. Several deaths were the curse of the lycanthrope and had been
can only be termed the dissemination of recorded. Rumour had it that this was using his position to avoid capture,
lycanthropy; it is a virulent curse, and no ordinary wolf, for it was though when the moon was in
while there are questions as regards the bigger, faster and more cunning
first of the line and how such a creature than any normal predator.
is created, it is considerably easier to The superstitious amongst
follow the patterns of the disease as it the locals believed the threat
spreads. came from a werewolf, and
We at the Royal Society have identified so compelling was their case
to two different ways: one, that a person that even the non-believers
is bitten or torn by a wolf carrying the gathered with them to form a
disease, the other that the victim is bitten hunting party that eventually
or cut by a lycanthrope, which though drove the wolf into a cavernous hole
similar are subtly different. where, trapped, it was killed with sling
We have some concerns that other shot and arrows.
animals may well carry the disease, It is the eye witness
which has led to a fear that rats are testimonials of the hunting party
potential carriers. that make this killing of interest
An original lycanthrope, one born as to the Royal Society as it is
a lycanthrope as opposed to infected, claimed by each and every one of
will always be more powerful than one the hunters that while they killed
that is sired through infection. a wolf, it was the broken body of a
What triggers the transformation man, clothed it torn and shredded
is subject of much argument amid our rags, with a bruised and swollen
number. but distinctly human face that lay
Some are stubborn and believe that at the bottom of the hole.
only the direct light from a full moon They brought the body up from
full influence he was helpless to resist deny his birthright and takes to the traitor in their midst who would do
the pull of the curse, and eventually hunt, finally satisfying his craving for harm to either the villagers or the
made the mistake that revealed his true for human blood. And on that day the family themselves, and have deliberately
nature. people of Ansbach shall live in terror. released Peter knowing that the
He was captured and killed in 1687, villagers will eventually kill him,
mid- transformation. Peter Stumpf, the werewolf from bringing down this once great family.
The inhabitants of the township were Bedburg Others within the clan believe that
circumspect in what they told others as According to Northern European basements are no longer safe enough
regards the truth, burying it together legend, a werewolf is a result of nature, and that they must build a new prison
with the mayor’s body in the hope that the seventh son born to a seventh son, for their kin. Peter cannot offer any
everything would be forgotten. and not some bitter affliction. answers, as when the transformation is
And that was it, for almost twenty One such werewolf is Peter Stumpf upon him he is purely animal and has no
years. from Bedburg. memory of his actions.
Life went on as it does, the day to day His true nature is a well-kept secret
of the normal world settling in, nothing in the Stumpf household. La bête du Gévaudan
remarkable happening in the confines As a human, Peter lives much as any In recent times the King of France has
of the province and eventually only other man of his station, tending to his launched a major mission to once and
the eldest recalled the mayor and the estate in Gedschelden, but when the full for all kill the Gévaudan monster that
wolf killings, to everyone else what had moon rises the family knows what they has ravaged the province of Gévaudan
happened was forgotten. must do, and imprison him in a custom for so long.
But in the Spring of 1708, news came built basement where he can cause no It is believed that the monster is
from hunters working the hills around harm to others. Peter possesses all of an unusually large wolf, and most
the township; there had been a sighting. the classic characteristics of a werewolf: humanlike.
A wild beast in the forests, hunting he shifts from man to wolf when the The king has charged two
under the shine of the full moon. It did full moon holds dominion in the sky, professional wolf hunters, Jean-Charles-
not take much for the old wounds to be he abhors sacred relics, and like the Marc-Antoine Vaumesle d’Enneval and
182 reopened. Whispers spread like wildfire werewolf, even in lupine form he walks his son Jean-François, to find and kill
amongst the good folk: the Ansbach upon two legs, rather than loping on the beast, ridding the world of its threat
curse had woken again. four. once and for all.
The sad truth is that Mayor’s son More recently, rumours have The hunters have hired a veritable
Henning Tryft carries the same illness surfaced within the city that Peter army to scour the area; more than
in his blood that cursed his father, and Stumpf has managed to escape his one thousand armed men
in turn his father, who inherited it as a basement captivity on several comb the hills, leaving no
bitter gift from his father, and so on down occasions. Peasants have seen stone unturned in their
the family line for generations. And that their livestock slaughtered, hunt and yet still they
is the true horror of lycanthropy; it is an the dead animals bearing the fail to capture and kill
hereditary curse that passes down the wounds of a wolf attack. the beast Gévudan.
bloodline, lying dormant in the child A manwolf has been Rumours spread that
until it reaches maturity, when it blooms sighted running the supernatural
once more. at incredible threat cannot be
But Henning wasn’t a murderous speed across killed with ordinary
sort. He was a kindly child who hated the the meadows weapons; that it is
affliction in his blood who sought every and farms, a ‘loup-garou’ - a
manner of cure, doing all within his howling as werewolf - that has
power to stave off the transformation, it searches ravaged the area for
including building a basement dungeon frantically hundreds of years.
in his own home where he chains for fresh Other whispers
himself as the moon holds sway rather blood. suggest it is not a single
than risk what might happen if he ever T h e creature, but rather
tastes human blood. Stumpfs several, and that the men
However, the older he gets, the more household of Gévudan all carry the
virulent his curse becomes, and with is divided, same accursed blood,
it his resistance crumbles. It is only a some believe meaning each and every
matter of time before he can no longer there is a one of them born to that
place have been affected by the werewolf that races through the night, powerful stubbornly believe that it is only the
disease. It is a terrifying theory, but that limbs and wicked teeth, chasing the clear light of the full moon that causes
does not mean it is wrong. scent of blood is no dog, nor is it a the transformation, while others claim
What we know for sure of the wolf despite appearances. It is driven it is far more primal, and that the beast
Gévaudan monster is that the first of by an imperative every bit as primal as is brought forth by the smell of blood.
the afflicted was a giant werewolf who the wolf ’s survival instinct. It has no The duration of any transformation
originally came from the Pyrenees and control over its hungers. In this form it differs. Some are rumoured to have been
arrived in Gévudan in 1682. For many is every bit as animalistic as mountain turned for several months or even years,
years that first werewolf, the progenitor lion or bear, but more cunning by far, while others are merely turned for a few
of the wolf-village, ravaged the cursed as it is with the mind of a man. days.
mountains, spreading his curse even as
he was driven further and further north.
Unlike many of the lunar lycanthropes, What do the Players Know? Main Features
the Beast of Gévudan no longer shifts The researchers and scientists who have
with the waxing and waning of the devoted themselves to the study of the ✦ All lycanthropes possess abnormal
moon. Indeed, it is rare for him ever to darkest mysteries of the esoteric world, and beastly powers. Some only
wear the skin of a man as he is much including the legends, arcanum and become slightly stronger while
happier in his lupine form where he is a superstition regarding the affliction that turned, while others become much
natural hunter. is lycanthropy can be segregated into stronger.
two schools of thought; in one, there are ✦ The transformation varies from
those who posit that the categorisation individual to individual, which
Appearance of lycanthropes is possible, though they supports the theory that there aren’t
Wolves are majestic creatures. They argue between themselves as to the different breeds of lycanthrope, but
are the great hunters of the mountains precise number of strains and variations rather that every occurrence of the
and forests. Feral faces, cruel cunning that exist, falling between as few as disease is individual, and has different
burning in their eyes. There is an almost six or many as twelve. These include stages of transformation based on
human intelligence behind them, or so it Luna-lycanthrope, Gemini-lycanthrope, this. 183
seems. And sometimes that is the truth, Silver-lycanthrope and more. The ✦ Contrary to superstition, not all
as the hunter is wily enough to avoid second school of thought argues lycanthropes receive supernatural
even the most devious traps laid out for vociferously that the affliction cannot abilities and powers after their
it. That is because they aren’t hunting a be categorised, since it is a sickness that transformation, however their
wolf at all, but rather a werewolf—part manifests differently depending upon natural abilities, such as strength,
man, part beast, with the shared nature who is infected with it. Some go so far as speed, and physique, are always
of both. The lycanthrope is so often a to argue that these apparent differences improved. Senses, such as hearing,
tragic creature. It does not fit in with are in point of fact transitional stages of smell, and sight, are also significantly
any pack, and cannot function easily in the same sickness improved.
either human or animal society. When Both schools of thought do, however, ✦ Some lycanthropes possess
they are in human form they are forced concur that it is possible to breakdown regenerative abilities which make
to wrestle with the base instincts and a number of abilities and traits that them impossible to kill—even if all
desires of the wolf, and when they are are common to most of their kind, and limbs are separated from the body,
in their wolfen aspect they are forced are united in their understanding of new ones will grow from the head.
to contend with the morality and the disease’s communicability, though There is only one way to kill these
conscience of the man. It is an uneasy again there are two possible methods lycanthropes, and that is to burn
balance that so often ends up in tragedy. of infection: one, a person is bitten or them to ashes, utterly destroying the
scratched by a wolf that carries the head.
disease, the other a person is bitten or ✦ Some are resistant to damage,
First Impressions scratched by an actual lycanthrope. and have some form of natural
That howl in the night that sounds so There is a belief that other animals protection.
mournful, the lonely hunter crying out may also be carriers, which leads to ✦ Some have a weakness for silver, and
for a mate that is not out there… the cry the possibility of other variations can be killed if the fatal blow is made
of the lone wolf in the hills that haunts of lycanthropes. Rats are especially with a weapon or projectile made of
the moonlit night… it might not be an suspected of being such carriers. silver.
animal at all, despite how raw and bestial What exactly triggers the trans-
it sounds. The huge, muscular beast formation is subject to debate. Some
Lycanthrope typical stats Natural Weapons: Bite (Dmg 1d10 OR 8-10+6 Constitution),
Even if the basic concept of a Lycanthrope seems simple (a Claw (dmg 1d10 OR 9-10 +6 Constitution), Claws can be
man becoming a wolf), there could be numerous approaches used with the Brawling skill.
to the concept: the cursed bloodline, the satanic werewolf, Natural Protection: thick skin 2
the undead/revenant lycanthrope, the poor victim of Initiative: +12 (+4 Dexterity, +2 Battle Experience, +6
a wolf ’s bite, etc. Furthermore, there are also many Combat Reaction)
differences in the size and types of the “animal form”. They Combat points: Free 12 / Combat Actions 6 / Unarmed 2
could be extremely various: normal-sized albeit extremely (Biting 4, Brawling 8, Wrestling 4).
smart wolves, enormous wolfkin humanoids, gigantic Samples of Attacks:
examples of wolves or even completely different animal ✦ (IM +12) Bite SV 10, SV 6, Claws SV 10
shapes, not resembling a wolf at all. It is clearly impossible ✦ (IM +12) Bite SV 17, Claws SV 9
to propose mechanics for all these variations, therefore ✦ (IM +12) Bite SV 7 (Throat Slashing, see property below),
Usually a Lycanthrope in “human shape” does not need the “Savage Grapple” property below)
specific mechanics, but it is just a normal human being, ✦ (IM +12) Evade SV 14 or two Evade attempts SV 8 and
is due to the unnatural strength and vigour of such creatures. increases by +5 (which means a Natural Protection of 7, if
Furthermore, larger lycanthropes have a stronger Fear using the basic stats). They also get +2 SV to all their skill
Factor, while smaller ones are less terrifying. rolls. The Regeneration (if they have this property) is now
The basic stats represent a normal-sized Lycanthrope. For a Greater Regeneration or, if the Lycanthrope normally
other sizes use the following. lack Regeneration, it will get this property. Furthermore,
✦ Very Small: 20-40 PHP (30 is a common value). Damage the Lycanthrope gets the “Persistent Life” property.
levels (for 30 PHP): 1-10 (0) / 11-17 (-1) / 18-23 (-3) / ✦ Waning or Waxing Gibbous Moon. The Lycanthrope’s
24-27 (-5) / 28-30 (-7). Fear Factor: 1d10 (OR 10). Natural Protection increases by +2 (which means a Natural
✦ Small: 40-60 PHP (50 is a common value). Damage levels Protection of 4, if using the basic stats). They also get +1
(for 50 PHP): 1-16 (0) / 17-28 (-1) / 29-38 (-3) / 39-44 (-5) SV to all their skill rolls
/ 45-50 (-7). Fear Factor: 1d10 (OR 9-10). ✦ Waning or Waxing Crescent Moon. The Lycanthrope has
✦ Large: 80-100 PHP (90 is a common value). Damage levels its basic stats.
(for 90 PHP): 1-30 (0) / 31-52 (-1) / 53-70 (-3) / 71-81 (-5) ✦ New Moon. The Lycanthrope is weaker and more vulnerable.
/ 82-90 (-7). Fear Factor: 1d10 (OR 7-10). No natural protection. No Animal Senses (its senses are
✦ Enormous: 100-120 PHP (110 is a common value). Damage reduced to those of its human form). The werewolf suffers
levels (for 110 PHP): 1-37 (0) / 38-64 (-1) / 65-86 (-3) / -2 SV to all its rolls and its PHP cannot start at full health
87-100 (-5) / 101-110 (-7). Fear Factor: 1d10 (OR 6-10). but the animal form is considered to always have enough
PHP to be at the minimum to suffer the -1 level (which
186 Different Sizes: damage means that the Lycanthrope will always suffer at least a
The following table shows how differently sized lycanthropes total -3 SV to all its rolls). If the Lycanthrope has either
deal different damage with their natural weapons. The Regeneration or Persistent Life, they do not work (which
Constitution bonus is usually added to the damage dealt by means that killing the Lycanthrope in this phase will
all attacks. It is worth noting that often the lycanthropes deal definitively kill it).
more damage than similar-sized animals, due to the unnatural
vigour and power which in inherent in lycanthropy. Multiple forms
Some rare lycanthropes can take also shapes other than those
Size Claw Bite of a wolf, although they rarely can transform in more than
Very Small 1d10 1d10 (OR 10)
another, single extra form. The GM should consider that to
turn in smaller animal may take quicker times (for example
Small 1d10 (OR 10) 1d10 (OR 9-10)
turning into a cat or a raven ay take 2 rounds). Most of these
Medium 1d10 (OR 9-10) 1d10 (OR 8-10) extra forms are not as combat-efficient as the wolfish one (and
Large 2d10 (OR 9-10) 2d10 (OR 8-10) therefore combat stats may be not useful) and the smaller
Enormous 2d10 (OR 8-10) 2d10 (OR 7-10) sizes are usually used only for infiltration and spying. On the
other hand, larger forms (like man-bear hybrids or similar)
can be mimicked using the “Different Sizes” and “Different
Sizes: damage” properties.
Greater Natural Protection
Lycanthropes can have a natural protection higher than the Paralyzing Stare
basic “2”, but rarely above 4. However, there are some rare If the Lycanthrope (in either human or animal form) does
lycanthropes (usually very ancient ones or powered up by nothing else but staring at the victim’s eyes, the target
sorcery) whose natural protection is of about 6 to 10 points. must succeed a Situation Roll with an SV of 7 modified by
Psyche. In case of failure it will remain paralyzed for 1d6
Immune to Pain action rounds: it cannot move or try to parry or evade the
It is not worth recording the Physical Damage Levels of this lycanthrope’s attacks. The victim will wake up before the end
Lycanthrope: it will feel pain, or it will just ignore it. of the established round (if still alive) only after suffering
damage from the creature.
Partial Transformation the head and/or burning the body to the point in which the
Some lycanthropes can shape-change only parts of their bones can be smashed in ashes.
bodies. These are usually the claws which can therefore be ✦ Werewolves are notoriously vulnerable to Silver. However,
used also in human form. long-bladed weapons cannot be crafted in this material. It is
most common to craft silver bullets or, at most, arrowheads
Persistent Life or small darts. If a Lycanthrope is wounded by Silver the
When the PHP are reduced to “0” the Lycanthrope will fall Natural Protection will not work and any damaged dealt
into a death-like coma (usually reverting to human form). It will not regenerate if the “Regeneration” optional property
will seem to be dead, but its body will just slowly regenerate. is chosen (the GM should take separate record of these
Lost limbs may re-grow and flesh covers again otherwise wounds).
exposed bones. In one or two days the Lycanthrope will just ✦ A mixture or an extract of “aconitus” or wolfsbane can be
raise again, as if nothing happened. See “Vulnerabilities” to applied on a weapon. Any wound inflicted will deal double
see how to stop the process. (x2) damage to the Lycanthrope. It is better to apply it to
arrowheads and bullets since bladed weapons tend to lose
Plague Spreading the poison after one or two rounds of combat.
Some lycanthropes are surrounded by an evil aura or they just ✦ According to their nature (for example satanic lycanthropes
carry terrible diseases (to which they are immune). The GM or those who are just revenant spirits) cannot approach
should not just decide which plague is spread, but he must holy grounds, churches or somebody holding a crucifix.
also decide whether this is transmitted by the Bite, contact Some of these “unholy” werewolves may even be damaged
with the beast or just by the presence of the creature in an by exorcism (Lex Libris p. 234).
area. Possible suggestions for this disease can be found in the
descriptions of the following monsters: Homunculus (Poison Vulnerabilities (greater)
& Diseases optional property), Mummy (Plague-Spreader Some lycanthropes have greater vulnerabilities like for
property), Spectres & Wraiths (Breath of Disease). example the following.
✦ Some werewolves are extremely allergic to Silver. Any
Powered-up Human Form damage dealt by silver is multiplied x 2. Furthermore, if
The Lycanthrope may have some unnaturally high trait a silver bullet remains inside the body of a Lycanthrope, it 187
(usually Constitution) even in the human form or, in will deal 1d10 PHP of damage per hour. The Lycanthrope
alternative, it may have some property (like Regeneration) will usually just run away from the combat and, once alone,
working also in the human form. it will try to remove the silver object from tis body with its
claws, sometimes even tearing apart its own flesh, just to
Regeneration stop the silver to harm it.
A Lycanthrope in animal form will regenerate 1 lost PHP every ✦ Being sprinkled with Holy Water is particularly damaging
third action round. Some werewolf has the same regenerative to unholy lycanthropes which may suffer 1d6 MHP and
ability even in human form, but this is not common. PHP.
✦ Some lycanthropes have odd weak points, like for example
Regeneration (Greater) the Southern Italian story (mentioned in the story at the
A Lycanthrope in animal form will regenerate 1 lost PHP beginning of this chapter) of slashing the forehead of the
every action round. Some very rare, greater werewolves are so werewolf in animal form with a silver blade. This can be
powerful that they regenerate 2 lost PHP every round (unless mimicked with a “Hitting the Weak Spot” rule with the
the damage is dealt by silver or aconitus-poisoned weapons). effect of making the lycanthrope to immediately turn back
Lycanthropes with this ability may become particularly to its human form. Whether the lycanthropy is also cured
strong and deadly, therefore it should be limited to unique, or not is totally up to the the GM.
legendary lycanthropes whose myths maybe even identify
them as ancient pagan gods. Terrifying Howl
If they do nothing else in the round, some Lycanthropes can
Vulnerabilities emit terrifying howls inflicting 1d10 (OR 8-10) of mental
The following vulnerabilities are just the most common damage.
ones among Lycanthropes. However, not every lycanthrope is
vulnerable to all these entries. Furthermore, some creatures Wolf Form
are completely immune to these conditions, while others have The generic stats are referred to a man/wolf hybrid form.
completely different and exotic kinds of vulnerabilities. This shape is at least as frequent as the man-sized wolf form.
✦ When a lycanthrope’s PHP are reduced to 0, there is only Some lycanthropes can turn in both forms. Others can only
one way to avoid the “Persistent Life” property: cutting off have one (either the man-wolf or the wolf).
The man-sized form is not a normal wolf, as it is stronger Silver Lycanthrope
and smarter than common wolves. It can be represented by Some Lycanthropes are more allergic to silver, suffering a
the generic stats above, except for the following. silver-linked Vulnerability (Greater).
Movement: walking 2 CP per 4 m (Max 32 m).
Skills: Fighting SV 10, Battle Experience 2 (Combat Wererat
Actions 3, Combat Reactions 3), Unarmed Fighting 2 (Biting These rare lycanthropes are diffused in sewers and in the
5, Claws 1). poorer quarters of large cities, always trying to hide from
Combat points: Free 12 / Combat Actions 6 / Unarmed 2 the eyes of men, usually feeding off corpses. Their animal
(Biting 10, Claws 2). shapes resemble odd human-rat hybrids of many sizes (see
Samples of Attacks: the “Different Sizes” and “Different Sizes: Damage property).
✦ (IM +12) Bite SV 14, SV 8, Claws SV 4 They tend to have the “Command Animals” property linked
✦ (IM +12) Bite SV 12 (Throat Slashing, see property below), with swarms of rats and also the “Plague Spreading” property.
Claw SV 4.
✦ (IM +12) Evade SV 14 or two Evade attempts SV 8 and
tend to have the “Command Animals” property since they like ✦ Specialty: Black Magic level 3
but will the urge more under the Full Moon. Furthermore, ✦ The skin of a wolf (or other beasts) sacrificed under the
189
190
The Vampire
191
193
archival materials by the royal society
“The great mystic Udug has told me that bond with those they sire, and should one be Strigoi and Blautsauger which are
the bloodsuckers are strong and volatile. slain their entire line is weakened. A priest in essentially the same being, but where Strigoi
They could live for thousands of years or Islambol swears that only the eternal flame are more sensitive to the cross and sacred
they could allow their rages to fester and may kill a vampire.” relics,
succumb to their darker tempers and expose According to Bulgarian myth, a Morii and Muli-vampyrs who are what
themselves to the hunters. When they hunt, magician can snare a vampire in a one might consider archetypal Romanian
people fall like cattle to the wolf. One needs cunning trap by merely pouring human vampires, possessed of royal blood and
only to listen to the talk on the streets. They blood into the bottom of an empty powerful mystics, and
are out there still, drinking the nectar of life. bottle, the trick is to deceive the fiend as Empusas vampires who are often
All the stories I have heard tell are true, I it takes the form of fog. mistaken for lycanthropes because of their
swear, they are the most fearful enemy, more In 1733 Johann Christian Harenberg animal-like appearance.
powerful than any unthinking monster.” in his work "Philosophicae Cogitationes To these should be added the old
In the Year of Our Lord 1706 Charles de Vampiriis" writes: vampires; Upiors and the newer ones;
194 Ferdinand de Schertz released his “A vampire’s unnatural existence can be Vrykolakas. Upiors are those that do not
work "Magia Posthuma", published in brought short in a number of ways, including degenerate but belong to the original genus
Olmutz. He claimed in this work to have decapitation, removing removing the of vampire. Of these, I believe there are
spent considerable time near the city of unbeating heart from its body, or by driving none left, for they died in the Great Flood.
Kadam, in Bohemia. From the residents a wooden steak through the chest and heart of Though perhaps in the darkest place, in the
of that place, he writes, he gained a clear the monster, and most assuredly, by burning deepest loneliness of Babylon, one survives?
understanding of the vampiric curse. the vampire. To be completely safe, you should And last, Vrykolakas, those who brought the
“Vampirism is like a disease. It is combine at least two of these alternatives, infection forth, and who in turn are infected
transmitted from perpetrator to victim, but leaving nothing to chance for these beasts are, with their vampirism.”
only through certain rituals. It is not as like cockroaches, hard to kill.” Dr. Allard de Chevalier states in a letter
virulent as a common influenza. Becoming We have in our possession in the to the Royal Life Mediator in 1697
a vampire is not something you choose, archives of the Royal Society unedited that the likelihood of being infected by
rather it is the vampire who chooses who he pages from the original manuscript of vampirism is very small, because, he
wishes to infect with his immortal curse.” the same book, that include claims from believes, only certain types of blood can
He goes on to explain that: Harenberg which did not make it into be infected.
“The thing we call a vampire is a living the final work: What he means by certain types of
soul in a dead body. They can live on for “Whether it is the same creature that has blood and exactly what types of blood
thousands of years. Indeed, the oldest of their been affected differently by the disease, or they are remain unclear.
kind, the true progenitors of the curse, are a whether we see different creatures with the Is it the blood of different races? Or
remnant of the Great Flood. During my long same disease, I will let the next generation does he mean that people have different
excursions to the ruins of the Ottoman Empire, penetrate the riddle. In my search for types of blood running through their
I have encountered a wealth of superstition knowledge about the vampire, I have found veins?
and fact in relation to these blood feeders. I a variety of similar and yet vastly different In a series of articles—rejected by the
have encountered more than one man who blood drinkers: Alliance of Scientists—Allard argues
swears they have the gift of transmogrification, Raspail vampires who have human form that very few carry within them the
and have it within their power to turn into a but many supernatural abilities, type of blood that can be infected. The
vaporous fog and disperse across the air. I have Nosferatu who has much of the beast in rest merely succumb to death when they
been told by others that they possess a blood itself but carries human traits, have been sufficiently drained.
It is said that the vampires hide on the
fringes of society, possessive of their
secrets. They seek only to be allowed
to live on. Immersed in hibernation,
they rest for hundreds of years in the
earth only to emerge, forced to feed
for a few decades before they rest
once more. There are unending myths
about the vampires, most terrifying
and untrue.
Few things stir such disgust at both
the people, the Church and the Royal
Society as the rumour of a vampire.
Of course, others claim that these
enemies hide themselves away for darker
reasons, seeking to manipulate society
and gain influence from the shadows,
until they become the true powers in
our nocturnal cities.
Whichever is true, there is one thing
we have learned, and that is that these
fiends possess countless forms and
names and no vampire is like another.
Unique individuals
195
Vlad III Dracul
Official account of the life and death of
the cruel and terrifying Vlad III Dracul
record his birth in 1431 and his death
some forty-five years later in 1476.
He was a prince in Valakiet whose own body parts, cooked, and more often and when the boy was only three years
cruelty and blood-lust was widely than not, beheaded and impaled. On old, he was deliberately infected with
known across the Ottoman Empire and several occasions Dracul is rumoured vampirism by Sigismund’s rare bat.
beyond. The name Dracul is believed to to have impaled more than ten thousand In the coming days Vlad proved
derive from the knight’s order "Societas enemy combatants, still alive, and left immune to most diseases he was exposed
Draconistrarum" which was founded by them to bleed out on the killing fields. to, but those around the boy noticed his
Sigismund of Luxembourg and which Dracul’s enemies called him "Vlad ever-increasing thirst for blood.
Vlad’s father was elected into. the Impaler", though he always named He was no longer a normal child and
Vlad III Dracul’s grim nature and himself Dracula. its later captivity among the ottomans
relentless cruelty are widely known Officially, the knightly order known as just made him harder and more cruel.
throughout the realms, with extensive "Societas Draconistrarum" was created The older Vlad became, the more
records surviving. to protect Christian interests in the prominent his supernatural powers
It is said that he cultivated many dark region, but what many are ignorant of is became until they were undeniable.
hatreds while held in captivity during that its founder, the Emperor Sigismund The boy was different.
his youth, his rage festering day upon of Hungary, held in his possession Cursed.
day no matter that he was well-treated. a special kind of bat that carried an By 1456, the transformation reached
The humiliation of being prisoner of the unusual blood thirst and supernatural its zenith.
Ottoman Sultan Murad II did not set powers. Dracula needed a residence where
well with him. Those dark desires are When Vlad’s father, Vlad II of he could live undisturbed and feed his
laid bare in accounts of vicious rituals Valakiet was admitted to the order, unnatural hungers.
in which Dracul’s enemies were skin- he swore an oath promising his son in He became increasingly shy of the
ridden, buried alive, forced to eat their exchange for membership of the order, sun and could no longer bear to reside
within proximity of church buildings humans, not beasts, rule. The rumours abounded; an insane
nor bear the sight of crosses. But survival comes at a price. Erzsébet, who, ever since childhood was
Dracula forced a group of servants His body is weaker now than it has told how beautiful she was and what a
to build a castle high in the most ever been, and he lies in deep sleep for divine complexion she had, had bathed
inaccessible reaches beyond the many years, only waking to unlife for in maiden’s blood, believing it made her
outskirts of Poenari, a village in the ever shorter spans of time. smoother and more beautiful. Countless
Valakiet mountains. young girls lost their lives to fill her
Vlad Dracula died in battle in 1476. Erzsébet Báthory baths as Erzsébet chased a youth she
But death could not hold him now. When Countess Erzsébet Bàthory was could not hope to keep.
The curse of the bat flowed through his arrested on December 30, 1610, the However, the truth is far darker.
veins. It was only in death that he truly authorities could not believe the horrors Her first encounter with blood as a
transformed, coming into his powers, discovered within her castle, Csejthe, restorative had been infected blood; a
and as a miasma of thick fog he drifted deep in the Principality of Transylvania. maiden, struck by Erzsébet’s own hand
from the battlefield, his conscious mind Hundreds of bodies of dead young in anger, had taken the tainted blood
racing as he struggled to grasp the true women were found buried in the moat. and smeared it across her mistress’s
extend of what was happening to him. Hundreds more, all girls, had been face, infecting her with the taint of
However, the price of the transformation imprisoned in her dungeons, where they vampirism. Because of her blood type
was high. Dracula was shackled in were tortured and gradually drained of she was not wholly susceptible to the
his castle for endless hours, and only blood. disease, though her thirst for blood
through extensive preparation and great
effort could he leave the principality,
assuming once more the shape of a man.
The hostile terrain and sheer remoteness
of Dracula’s castle serve to keep him safe,
though the good folk of Poenari live in
fear beneath the pall of his long shadow.
196 Rumour of his survival has barely begun
to filter out of Transylvania, and most of
what is claimed about the Impaler is both
diluted and distorted, for he is far worse
than any tale might tell.
Few who reach the mountain village
of Poenari ever leave.
Digging deeper into Dracula’s
mystery has its price, and the price is
blood.
Il Conte Savistano
In Venice’s darkest halls and
underground catacombs, what is perhaps
the world’s oldest vampire lives; today
he calls himself "Conte Savistano".
Occultists and scholars of the esoteric
believe he owns an older name, one that
marks him as the Babylonian.
If the whispers around him are to be
believed, he is the only one of his kind to
have lived before the Great Flood, and
unlike everyone else, his transformation
has been from beast to human and not
the other way around.
For thousands upon thousands of
years he has adapted, becoming adept
at surviving this life on earth where
became unquenchable. Merely to skin leathery and emaciated, so that she manners and mannerisms, exuding an
survive the countess needed several more resembled a bat than a human. irresistible charm even as they seduce
gallons of blood every week. One night, no more than a week after and kill to sate their need for blood.
The more she drank, the more her her funeral, two unknown men came One of the first clues to their undead
supernatural abilities developed, as is to Csejthe and disinterred her remains nature is that fact that few of their kind
usual with the cursed blood. once more. cast a shadow.
She became so powerful no one dared They brought her to Ecsed, the
stand against her. Báthory’s family seat, and with careful
And in that strength she found nurturing Erzsébet slowly returned What do the Players Know?
madness, giving way to her worst to her state of unlife once again, for We at the Royal Society have, after
impulses. she had not been properly slain, which great deliberation, chosen to divide the
An iron maiden was installed in the allowed her return. species of vampire into a number of
basement of the castle and served as an Over the years, Erzsébet has moved different categories, depending upon the
effective tool for piercing the girls skin around the region, slowly but surely traits they exhibit.
and emptying them of blood as she had regaining her former powers and more. There are the Raspail-vampires,
come to feel more the traditional horrors Today she is clever enough not to feast who have human shape but possess
of the bite-and-drain was simply too from one village, but rather resides supernatural abilities.
slow to sate her thirst. She needed to in different places across Poland and The Nosferatu, who still has much of
drink great desperate swallows. Russia, though her blood thirst is every its beastly side, but retains the human
When the army under the command bit as fearsome as it ever was. shape.
of the witch hunter von Dönigs finally She claims to be the last survivor of And then there are the Strigoi and
managed to seige and storm the castle the noble family, calling herself "Elina Blautsauger, which are essentially the
and reach Elisabeth, she could not Bàthory". same creature with a different name.
simply be sentenced to imprisonment The Moroii, which is the typical
and left to die in her own dungeons. Romanian vampire.
It needed to be more poignant and Appearance The Muli-vampire, which is a special
satisfying for those left behind. Vampires are pale skinned as normal kind of Romani-vampire. 197
Instead of the dungeon, the Countess blood circulates through their veins; The Empusas, which is a more
was walled into her own torture rather it is thicker, like oil, and does animal-like creature.
chamber with only a simple hatch for not pump to rhythm of their dead In short, the list is long and horrifying.
delivery of food and water. She could hearts. Some are grotesque, their faces The myths around these monsters are
not move around in there, so cramped twisted and emaciated, hollow dead extensive.
were the confines. Slowly, slowly, she eyes and feral features, while others are It is believed by some, including
thinned away to nothing, the meat preternaturally handsome. They possess Herr Birkenbosch, that the original
falling away from her bones, though fangs wicked enough to puncture deep vampires—who must be around 2000
still she would not just lie down and into their victims necks to open up the years old now—still exist, living in the
die. She persisted. veins for feeding. darkest places of the wold, as well as the
On the night of August 14, 1614, the o-called Vrykolakas. This South-Slavic
Province was hit by the worst storm of word is used for vampires originated
memory. First Impressions from excomunicated dead, however it
The wind blew through the hallways of The vampire has a certain gravitas; also used for a kind of ancient vampires,
the castle, rattling the eaves and chilling all eyes turn their way as they enter responsible for spreading the curse,
the bones of one and all. Witnesses later a room. Women want to know who although they are not the origin of
spoke of how, impossibly, the immense they are. Men are drawn to their orbit vampyrism. In fact, their progenitors
storm raged within the confines of the like moons, feeling the power of their are the "Old Ones" or "Upior", powerful
room Erzsébet sat walled in. presence. They are graceful. Poised. beings that have travelled the earth
When dawn broke she was found They are deadly. What you see is very for aeons and gained great power and
dead. much dependent upon the species dangerous abilities.
There was precious little of her body of vampire you encounter, with the The one truth that cannot be
left. more goblin-like Strigoi appearing ignored is that these creatures are
It was as though she had been torn cadaverous as they creep through amongst the deadliest foes travellers
apart by the storm. the marshes, sniffing the air as they through the new world might face,
Testimonies from her guards say follow the scent of blood, whereas the and with so many variations to their
her corpse was completely dehydrated, Raspail are almost courtly with their nature vampires are as close to us as
any monster alive. Some live just like always damaged by the cross. For the often in the upper classes of society,
any normal human being, while others vampire to be wounded or repelled, since their long lives have given them
exist as predators perpetually on the the person holding the crucifix must both experience and money.
hunt. be a consecrated priest. In the hands of ✦ Some possess supernatural strength.
All vampires have in common, a layman, the cross won’t have much ✦ Others are gifted with speed and
however, is that they need blood to more effect than that the vampire dexterity that defies the eye.
survive. dislikes looking at it. Some vampires ✦ A vampire can sire gets: this is the
According to the myths there are are so sensitive to the cross that they act of turning a living person. They
many ways to harm a vampire, although are an exception to the normal rule, feed off them three times, drinking
most people are not sure about what and are both harmed if someone lays from the same wound night after
is more effective. Vampires seem a cross on them and are stopped dead night, gradually bleeding them
vulnerable to various elements like in their tracks if someone holds out a dry, and on the fourth night they
blessed weapons, holy water, garlic, cross before them. nourish the mortal with their own
crosses, silver and, off course, a stake of ✦ Another weakness all vampires share, blood, which is all that is needed to
oak which needs to be driven through without exception, is that they are complete the siring. Others claim
the heart to kill the undead. destroyed if an oaken stake is forced that a vampire can turn someone
through their dead hearts. simply by draining all of their blood
✦ Some vampires are rumoured to be able then dropping a single bead of their
Main Features to transform into animals, including own blood into the victim’s open
bats and wolves, whilst others are able mouth as they die from blood loss.
✦ Some vampires, it is said, cannot stand to shift into a more ethereal mist. Whichever is true, they won’t fully
sunlight, yet there are those who live ✦ Some are said to be able to affect turn until they feed upon that first
in the light of day as well as any man. a person’s mind, influencing their victim of their own…
✦ Others are said to be repelled by thoughts. ✦ There are supposedly also vampires
garlic. ✦ Some can effect perception, altering who are more like animals than
✦ Some are burned by holy water. what a person sees, or more aptly, humans. Their appearances diverge
198 ✦ Others are said to be invisible in doesn’t see. greatly. Some have wings while
mirrors, casting no reflection while ✦ Some possess an almost hypnotic others walk on all fours. They are
others are as visible as anyone. allure and can using their silver said to have abilities that are more
✦ Some can’t enter a house without tongue can seduce their intended like physical and natural abilities than
receiving an invitation, while others victims, making them willing. the powers that the more human-like
can walk happily through the door of ✦ Yet others can become invisible, and vampires possess. Walking vertically
a church without a care in the world. move from one place to another, up or down a wall, blending into
✦ The one thing all vampires have in with the power of thought. These the environment like a chameleon,
common is that they suffer in the vampires often lead something that or flying (with wings) are typical
presence of a crucifix — They aren’t looks like a normal life among people, examples of such abilities.
Vampire mechanics used for the “common, basic vampire” (but not for more
The many varieties of Vampires are so different among powerful individuals, like the one in the “Old Vampire”
themselves, as each human being is different from the others. entry below, or the one in Lex Libris p. 219 or others
Not only many Vampire species exist, but during their created by the GM).
centuries-long lives all the Vampires inevitably develop specific ✦ Natural Weapons: Most Vampires have bodies which,
properties, creating new bloodlines and vampire types, as they least apparently, resemble “normal” human being, except
spread the curse. The stats reported in Lex Libris p.219-221 for re-tractable fangs (which are easy to hide). See the
represent a relatively strong and expert vampire, with many optional properties for “Claws” (which are not typical of
skills and powers, accumulated through centuries of un-life, but all vampires).
not all vampires are so strong. A recently created vampire tends ✦ Bite: (Dmg 1d10 OR 9-10 but without Constitution bonus).
to have the same skill set as it had during its mortal life (with a The Bite cannot be inflicted as an independent attack roll
few exceptions, suggested below) but later, with the experience but will automatically succeed after a successful wrestling
of their long lives, those skill values naturally improve. On the (see “Vampyr’s Bite” among Common Properties).
other hand, even the newly created vampire will have almost ✦ Unarmed Attacks: Vampires, like mortal human beings,
all, if not all, the common properties shown below. can use unarmed attacks like fists and kicks, dealing 1d6
What follows are just a few generic guidelines, followed damage (+ Constitution bonus) since they tend to have the
by typical stats for young (or “common” or “servant”) Brawling specialty.
vampires (useful also for hordes of lesser vampires) and ✦ Properties: Young Vampires rarely have more than the
older (or “leader” or “elder”) vampires. Off course the GM is “Common Properties” shown below. On the other hand,
encouraged to personalize them according to the story needs older Vampires will have at least one (if not many more) of
and the empower the stats of special individuals. the Optional Properties.
✦ Power Spheres: It is not unheard for Vampire to have
Guidelines for creating a vampire values in Power Spheres. Vampires are dependent on human
victims therefore they either stalk on them or they infiltrate
✦ Traits: Use these traits or apply them to modify the old human society. In this latter case, Vampires tend to create 199
stats which the vampire had during its life. bonds using their seductive abilities, taking therefore parts
✦ Physical Health Points: 32-80. At the beginning the PHP in the mortal Power Spheres. In any case, it is important to
tend to be almost the same that the vampire had in life but remember that many Vampire purposively avoid doing so,
modified by the new Constitution trait. As the vampire in order not to have trouble in case somebody notices how
becomes older these PHP seem to unnaturally increase, as odd they behave (like appearing only during the night or
their bodies are getting more used to the new situation. never ageing).
✦ Mental Health Points: 32-100. Like the PHP, the MHP of
a newly made vampire are identical to those it had in life Young (or Servant) vampire typical stats
but modified by the new Psyche. They will increase later in Traits: Constitution +2, Dexterity +2, Perception +2, Psyche
the un-life of the vampire, as it gets older. +2.
✦ Movement: walking 2 CP per 1 m (Max 10 + 1 per Physical Health Points: 30-45 (34 is a common value).
Dexterity modifier). Physical Damage levels: (for 34 PHP): 1-11 (0) / 12-19 (-1)
✦ Fear Factor: Depending on the age of the vampire and how / 20-24 (-3) / 25-29 (-5) / 30-34 (-7)
much it looks monstrous. This Fear factor must be applied Mental Health Points: 30-45 (34 is a common value).
when the witnesses realizes that the human being in front Mental Damage levels: (for 34 PHP): 1-11 (0) / 12-19 (-1) /
of him is a vampire (for example, looking at it is feeding off 20-24 (-3) / 25-29 (-5) / 30-34 (-7)
a victim). In fact, many vampires (unless they are too pale Fear Factor: 1d10 (OR 9-10).
or bestial in appearances) try to pass as mortals, therefore Skills: Agility SV 7, Body Control 1 (Evade 2, Parkour 2)
the Fear Factor should not be applied. Communication SV 7, Rhetoric 1 (Persuasion 2).
✦ Skills: old vampires (like the one on Lex Libris p.219) have Fighting SV 8, Close Combat Weapons 1, Ranged
many skills improved through the centuries. Recently made Weapons 1, Unarmed Fighting 2 (Brawling 2,
vampires keep the same skills they had in life. However, Wrestling 2).
there are also “minimum values” equal to those shown Stealth SV 8, Avoidance 1 (Hiding & Camouflage 2,
below in the “Young Vampire” entry. If the recently made Sneaking 2), Detection 3.
vampires have lower values in those skills (or disciplines Initiative: +2 Dexterity
and specialties) these are mystically raised to meet the Combat points: Free 8 / Close Combat 1 / Ranged 1 /
minimum shown below. These “minimum” values can be Unarmed Combat 2 (Brawling 4, Wrestling 4) / Evade 12.
Sample Equipment: Common Properties
✦ Decent Dagger or Knife (IM -2, WA 4, OM 0, BP 12, dmg The following “common” properties are held by all vampires,
1d10 (OR 10) +2 Constitution). whether they are young or old. The use of these esoteric
Samples of Attacks: abilities is what set every young vampire apart from common
✦ (IM +0) Dagger SV 9. human beings, even if their basic “combat stats” may seem low.
✦ (IM +2) Brawling (or Claw, if present, see optional
a sense of “uneasiness” when facing a Dhampyr. This often ✦ Specialty: Alchemy level 3
GM allows it, at least 30 Creation Points must be spent, Left-Hand Path Discipline level 2, Black Magic level 2.
only to be qualified as a Dhampyr. ✦ Communication SV 7, Languages Discipline level 1,
types. However, some Divine Arts are especially useful against including frankincense, myrrh and saffron to be treated
Vampires like the “Spiked Cross of Huet” (Lex Libris p.233), through many alchemical processes.
the “Apostolic Orthodox Confession of Faith” (Lex Libris ✦ About a litre of a fermented liquid (wine, beer, even vinegar)
p.239). Even Exorcism (Lex Libris p.234) has proved to damage which needs to be at least 70 years old. The liquid will be
Vampires which are in the area when the ritual is held. boiled and reduced in volume.
✦ A lamb to be sacrificed during the longest night of the year Health). In case of success it will get 1d6 properties of
(Winter Solstice) and whose fresh blood must put in the the Vampire whose ashes were used. The GM decides
mixture. the properties (typical examples are Night Senses,
Imperturbable, Protection, Seduction, Bestial Magnetism
Effect and Regeneration) but without any need for blood-feeding.
This art can be attempted only during the Winter Solstice In case of failure, it will get the same properties, but with
and it creates a single dose of the alchemical compound. A the Daily Slumber and Eternal Thirst properties. In effects,
failure in the Science skill roll will waste all the ingredients the subject will become a kind of Vampire, without the full
and it will result into a highly deadly poison which causes abilities of a Vampire.
3d10 (OR 9-10) damage in PHP. However, the Alchemist will Whether the situation roll succeeds or not, any vampire
not know it until somebody drinks it (is the alchemist if a in the presence of somebody with those properties will
player character, the GM should roll the dice in secret, not unconsciously feel discomfort and will therefore try to learn
the player). the truth. Violence and vengeance are usually the typical
In case of success a dose of the “Vampiris Essentia” consequence.
compound will be produced but it must be drunk the same After one year is passed, on the new Winter Solstice,
night (Winter Solstice) in which it is produced. all the effects of the alchemical compound will disappear,
The one who drinks the compound must make a unless a new ritual is performed and the whole process is
Situation Roll with an SV of 10 (modified by Psyche and started again.
209
210
The Zombie
211
“At first I believed these marhi, pale of face words were considered dangerous to the must feed a roach vivant, or as the wild ones
and in the grip of some form of sickness, common man, so all known transcripts themselves call them - zoon bye - with salt
were victims of the plague, but I soon came of his travails were confiscated, and for it to die. Fire is another element capable
to realise that these people were brought to remained lost until almost a decade of hurting such an abomination, where very
this by some heinous ritual and were little later, when, in 1714, they reappeared in little else can inflict wounds.”
more than victims of magic most foul. I laid an auction house in Copenhagen where Both LaCatt and Allergis offer
one low, and as it writhed around at my they were bought amid a job lot of other accounts of villages deep within the
feet, I reached down for a tangle of hair and arcana for a pittance. inhospitable jungles of Africa where
raised up the creature’s head to discover that These papers were turned over tribes cut off from the modern world still
the substances of the fallen one were rotten to an emissary of the Royal Society master the dangerous arts of the dead,
and this place was full of walking corpses.” when, amongst other things, the buyer creating zombies from the corpses of
Nimrod 4.42.3 read eye witness descriptions of what their lost ones.
On his 1678 expedition into the can only be described as "zombies" But what is most dangerous in the
deepest darkest parts of Africa, the (to use an exotic word). Such was opinion of the Royal Society is how, 215
captain of an English slave ship, Thomas the buyer’s fear that he voluntarily through the widespread slave trade,
Allergis, confided: sought out members of the society to these macabre practices have spread
“Today I witnessed with my own eyes a take the damned pages off his hands. all the way to America’s slave colonies,
most curious and disturbing thing. A dark One particularly interesting passage notably in the cities of Nouvelle-
miracle I call it. A living shell of what had reads: Orléans on the mainland and Port-au-
moments before been a dead bee. Revived, “Mort vivant are pale in the skin and Prince on the island of Haiti. There,
it took flight and gravitated toward many lack eyes. When joints and muscles the creature is called "zonbi" or
life-giving nectar before disappearing are decomposed or eaten by corpuscles, "nzumbe".
into the undergrowth. The nectar was a they are often become increasingly difficult There are several different ways
restorative, you will tell me, I know this, to move causing an almost stuttering to create a zombie, but the two most
but no, that is not what happened here. It movement. They exist in a trancelike frequent, and most dangerous remain
was the tribal chieftain who sat me down state, their movements cumbersome and rituals of the dark faith performed by
to reveal his powers in this dark miracle, awkward, and yet, still there are zombies a vodun priest who has learned to call
bringing back an undead creature—but it that remain difficult to distinguish from on the god Iwa Dmaballah Wedo’s
was more sickly sweet than any honey, for a normal living being. They neither feel spirit and through it occupy a dead
it turns out the chieftain’s son had died pain nor have any feelings beyond those body with a new soul. The other is
the night before, and his body was being that their creator has imbued within them. when the witch doctors possess the
used to give a new soul something to be The stronger the bond between zombie and ability to capture and control a soul
enclosed in, whilst his soul was given to creator, the more powerful they are. There when a person dies.
the bee to fly free.” are zombies whose hands crawl on the floor As with all things, the most
On a visit to the Royal Court, French despite being separated from their bodies, dangerous zombies are the ones created
philosopher Antoine LeCatt spoke of his just as there are zombies who continue to by humans, but here at the Royal
horrific and adventurous journeys to all walk despite their heads being severed and Society we have also gathered much
corners of the world. He told what many other horrors no mortal eye was ever meant in the way of what can only be called
considered incredibly tall tales, though to see.” fairy tale and myth concerning lions,
men with greater wisdom and knowledge He also writes that: crocodiles and other horrific beasts
of the esoteric knew better than that. His “According to the African tradition, one that have been resurrected as zombies.
Unique individuals Since that auspicious night the the silhouette of a living man. For one,
elites of the Copenhagen salons have most people stand up straight, but it
Zonnbye Charles de Vittól been amazed at the stinking, decaying is not so for a zombie as their ravaged
Zonnbye are the most common form of and extremely unpleasant doctor brain functions severely limit any sort
zombie. Vittól’s treatment. Whilst he thought of muscular control and comportment.
The creature is created at the same his extended life would allow him to The stand awkwardly, knees and ankles
moment a human dies, his or her soul continue his work, the unpleasant bent at awkward angles, giving the
captured in that instant before it flees doctor has been banished from the zombie a noticeable lean. It also causes
the mortal body by a skilled witch court and excluded from the salons he them to shamble rather than walk, giving
doctor. so enjoyed, whilst his laboratories have them an immediately recognisable gait.
This creates a bond between the body burned down not once but on three Because they do not heal and their bones
and the soul that can be manipulated separate occasions in as many years. lack any sort of regenerative ability,
and exploited by the witch doctor, However, a small group of Danish this is only going to worsen as they are
giving them control the corpse. As long scientists suspect that Charles de Vittól exposed to the worst of the elements.
as the witch doctor is alive and keeps has been bewitched and are hunting the Brutal cold, snows, frosts, driving rain,
the soul, he will maintain control of his Zonnbye to free de Vittól’s soul long they all serve to accelerate the rot and
zombie creation. enough that it may at last find rest if weaken the zombies muscular tissue.
Whilst the Zonnbye has the same body not peace. Broken bones do not heal, so they would
in death as it did in life it is both stronger drag the ruined limb. The older the
and less sensitive to pain. It is also more zombie, the more awkward and jarring
susceptible to manipulation and control Appearance their movement becomes, making it
by the witch doctor, though the greater Before their resurrection into this increasingly obviously less and less
distance between the witch doctor and damned unlife, zombies were once human.
his Zonnbye the weaker their bond and human. That means they look like us,
the slower any response, to the point that have all of our features (eyes, nose,
any control can be lost over a matter of a mouth, etc, but unlike the vampire and What do the Players Know?
216 few miles. There are, of course, rituals that other monsters of their kind, the zombie In early folklore of many countries around
will maintain the spiritual link between could not walk unnoticed through Europe "the Walking Dead" actually
Zonnbye and witch doctor across greater human society. For once thing, they are resembled something more akin to what
distances, including a so-called zumbe- not immune to decay. They have also we would consider to be the victims of
ritual where the witch doctor charges lost the nature healing abilities so any possession: they possess physical bodies
the Zonnbye with a specific task that wounds inflicted upon the zombie will without obvious signs of decay. The only
becomes the meaning of their existence not scab over and heal but will remain real clue to their undead state was that they
and cannot be denied. Should the bond there, gaping permanently open and had strangely un-focused eyes and vacant
waver over the miles the Zonnbye can festering. Lose an eye, rot eat away expressions. These old tales believed the
become passive, though any who lose at the nasal cavity? The eye is gone zombies were the mortal flesh left behind
contact with their witch doctor for any forever, the nose opened up like a raw by souls that had become trapped in a
length of time can turn aggressive, going wound in the middle of the zombie’s limbo between heaven and earth. Without
upon an uncontrollable rampage before rotting face. their souls, the flesh had nothing to give
they collapse and die. This rot and ruin, once set in, will them purpose and direction.
And twice dead, a Zonnbye cannot be cause a zombie’s face to deteriorate. They are essentially mindless
revived a second time. There is no end to this rot. It will eat creatures, incapable of emotion or
One such Zonnbye is Charles de Vittól. away at the zombie day and night, for complex thought.
When he died, a witch doctor, as long as its shuffling unlife lasts. The They are driven by fierce appetites
Christian Jeggert, stood vigil at his older the zombie the more grotesque its and cravings for human flesh.
bedside, and at his behest used his skills appearance. They are such a terrifying sight, these
to do everything he could to preserve the undead creatures shuffling towards
life and soul of the acclaimed doctor who you, arms out stretched, moaning and
was not yet done with his great work and First Impressions yearning so desperately for your flesh,
was prepared to do anything rather than The first clue, from a distance, that that the sheer terror can paralyse a
go gently into that endless night. Little a player is about to face a zombie is, character, rendering them vulnerable
did de Vittól know that Jeggert had more perhaps surprisingly, the posture of and unable to flee despite the screaming
nefarious intentions and used his skills to the figure. The silhouette may well be inside their own heads and their mind
turn him into his undead servant. human, but it is markedly different from urging them to run.
Zombies live to hunt and hunt to ✦ Their brains no longer function it consumes the hind brain where the
live. They are a ferocious predator with with any sort of cognitive prowess, contagion is rooted.
those basic senses needed to track and making even the most basic of tasks ✦ There is a strain of zombie that
bring down prey heightened; but rather challenging. spreads their unlife contagion like
than sight, they rely upon an incredible ✦ They are dead, which means they are to a plague—there is no such thing
sense of smell. all intents and purposes imperviousness as surviving the bit of one of these
Some scholars believe the voodoo to most wounds. The only sure way to zombies. Once the infection is within
zombies raised by the black magic of dispatch a zombie is to destroy what little your blood it will spread through
the Bokor and Caplata can be cured if remains of its brain, ideally severing the your system until you are driven out
the link to the priest is severed, which brain stem. They can withstand musket of your mind with cravings for human
makes these voodoo zombies different and shot, can survive their limbs being flesh, cannot keep anything you eat
from the contagion carrying zombies ripped off, bodies being crushed, and down, and fall into a violent sickness
that, once infected, are doomed. will still relentlessly on, longing to feast that is each and every one of your
on your flesh. organs shutting down and your body
✦ They tend to hunt in packs, which dying, whilst only the infection lives
Main Features makes an already formidable foe an within you, keeping you in this world,
✦ Zombies are cursed with compulsive almost unbeatable one. a victim of the zombie contagion. The
cannibalism. They must consume ✦ Isolated, a zombie may vent a shriek only mercy is execution.
flesh. And there none so delicious a that carries over incredible distances ✦ Because of their heightened sense of
delicacy as the brains of the dying. to draw more of its kind to it. These smell they make deadly nocturnal
✦ Lacking any sort of impulse control, shrieks are so piercing than can cause predators as they have no need of
they are savage, aggressive fighters the eardrums of the living to rupture sight to hunt.
that will not stop regardless of the and bleed. ✦ The voodoo zombies of the Bokor and
amount of damage inflicted upon ✦ They are susceptible to fire; but it Caplata can be stopped by the deaths
their corpses. will only slow, not stop them unless of their masters.
217
Zombie typical stats Common Properties
These stats represent a typical walking dead. This corpse is
rotting, but it is animated by an unnatural desire to devour Dead Body
living human beings. The traits of a Zombie are modified as shown in the stats
above. A Zombie has no MHP, therefore they do not know
Traits: Use the following or apply these values as modifiers: fear or mental shock. Its PHP are augmented by the new
Constitution +4, Dexterity -4. Intelligence, Psyche and Constitution trait but there is no need to record physical
Charisma are not existent. Perception and Health remain as damage levels. Furthermore, Zombies do not heal, and any
they were in mortal life (usually 0). damage dealt to their PHP remains there.
Physical Health Points: as before death + the new
Constitution bonus (36 is common value), although rotten Stench
corpses may have less. Zombies’ bodies keep on rotting and they are therefore often
Mental Health Points: 0. surrounded by the reek of putrefaction. The GM should decide
Movement: walking 2 CP per 1 m (Max 6 m). how strong the stench is, considering when the body died, the
Fear Factor: 1d10 (OR 9-10). cause of death and the climatic conditions (warm or cold, wet
Skills: (usually none, although the following represents or dry). Recently dead zombies may carry just a faint smell
their sense of smell) recognisable only at very short distance, if not only when in
Stealth SV 7, Detection 3 (Detect Hidden 2). direct contact (and therefore it may have no mechanic effect).
Natural Weapons: Bite (Dmg 1d10 +4 Constitution), Fist For corpses which have been rotting for longer time period the
(1d6+4 Constitution). GM may impose a penalty of -2 to both skill and situation rolls
Initiative: -4 Dexterity of those who are in close contact with the Zombie. This penalty
Combat points: Free 8 /Unarmed 2 (Wrestling 6). can be nullified, totally or in part, by a positive Health modifier
Samples of Attacks: (e.g. a +1 Health reduces the penalty to -1). On the other hand,
✦ (IM -4) Wrestling SV 8 (see Grapple Lex Libris p.19) + attempts to locate particularly rotten zombies (Situation Rolls
Zombie Bite (See Below) or Stealth Rolls) should get a +1 to +5 SV modifier.
Zombie Bite Charming Eyes
A Zombie’s only desire is to devour its victims, but it cannot This property is unique and should be avoided for most
bite as wolves and tigers do, since their bodies are still human- zombies. Odd as it may seem, but some rare Walking Dead
shaped. The “Fist” damage in the stats above is given just in (especially those of the un-rotten type) can attract victims
case of need. In fact, all the Zombies will always attempt the with their beauty. This is typical of young female walking
same attack tactic: trying to grapple a victim (Lex Libris dead but, since they usually cannot speak, the attraction is
p.19). only of the most basic type involving only visive contacts
Zombies whose bodies died recently (no more than a few (e.g. for praying on those looking for prostitutes in a slum).
days old) are quicker in their attacks, therefore any successful This property works exactly like “Normal Appearances” (see
Grapple will cause an automatic Bite attack in the same round, below) but the Situation Roll will have an SV of 7 (modified
without any need for making any rolls by Perception).
Older (and rottener) zombies are slower, therefore after a
successful grapple in the 1st round, they will automatically Deadly Spit
attack with a successful grapple only in the following round. This is another, very rare ability, better to be reserved to
It is important to notice that Zombies often attack in packs, unique and special demon- or evil Loa- possessed zombies
therefore they can overcome the above limitations (while a (not for common zombies hunting in hordes).
single victim always has the same amount of CP to spend on By doing nothing else in the same round (and usually, up to
Grappling). three times per night), the Zombie can invest all those in front
of it with a deadly breath or vomit (it may be an insect swarm,
Vulnerabilities mephitic smokes, blackish poisonous liquids, acid, etc..). The GM
This list presents a few of the most common vulnerabilities of may decide the effects. Possible example may be plagues, zombie
Zombies, although not all of them are true for all the Zombie. contagion or 2d10 (OR 10) PHP damage. This attack cannot be
The GM, as usual, should consider what is best for the story parried but can be avoided with a successful Evade maneuver.
which is about to be told.
Fury
✦ Damaging the brain (whether by decapitation or by piercing The dangerous power with woke up this special zombie,
218 the skull) will cause automatic death of the Zombie. Use the filled it also with an unnatural fury on the battlefield. The
“Hitting the Weak Spot” rules. Constitution Trait will raise to +6 (with related consequences
✦ In some African legends is the zombie is forced to eat a on PHP and bonus to damage). Furthermore, the CP will
“roach vivant” with salt, it will meet final death. change as follows: Free 10 /Unarmed 4 (Wrestling 8).
✦ Feeding salt to a Zombie with the “Voodoo Slave” property Consequently, the Sample of attack will be: Wrestling SV
will free the zombie from its master. Sometimes these freed 11. Usually only special and unique Zombies may have this
zombies search for their master in search of vengeance. property.
✦ Some Zombies Vampires are incredibly vulnerable to Fire.
Not only it will ignore any natural protection they may Normal Appearances
have (as the “Thick Skin” property, if they have it) but the Whether because this is just a recently dead victim or due to
damage will also be multiplied x 2. For example, hitting a sorcerous causes, this zombie does resemble a living person at
Zombie with a flaming torch or a lantern will deal it 1d6 a first view and, therefore, the Fear Factor damage is inflicted
damage, to be multiplied x2. only on the moment when one realizes what the creature
really is. Zombies with this property do not have the normal
“Stench” property.
Optional Properties When firstly seeing the Zombie the victim must succeed
a Situation Roll with a SV of 10 (modified by Perception). In
Agile case of failure the victim will not notice anything odd about
Some very rare spells give the Zombie an unnatural agility, the Zombie which will therefore benefit from the effects of a
instead of slowing them. The Dexterity modifiers is not Surprise Attack (Lex Libris p.23).
-4 but +4 with all the obvious consequences (IM +4, If somebody is actively inspecting the Zombie a Stealth
Maximum Movement 14). Furthermore, these zombies skill roll (with the Detection discipline and the Detect Hidden
tend to get also the Agility skill, typically with these stats: and Observation specialties) may be allowed, with modifiers
Agility SV 7, Body Control 2 (Evade 3). The zombie will (from -10 to +10) according to the situation (lighting, the
therefore also get the following options among the samples Zombie’s clothes, etc.) and about how the Zombie is behaving.
of attacks: “Evade SV 15 or two Evade attempts SV 8 and It is worth noting that effects of this property usually do
SV 7”. Usually, only special and unique Zombies may have not last long. Zombies are what they are, and they will always
this property. reveal their natures by attacking their victims.
Plague Spreading Zombie Contagion
Theis Zombie Vampire can spread plagues. The GM should Some Zombies can create more of their species. After one Bite
not just decide which plague is spread, but he must also the victim will be automatically infected, suffering 1d10 PHP
decide whether this is transmitted by the Bite, contact with per day, until death. No medicine known in the 18th century
the Zombie or just by the presence of the creature in an area. can stop this disease (possibly excluding special powers and
Possible suggestions for this disease can be found in the secret arts). After death the victim will become a “Contagion
descriptions of the following monsters: Homunculus (Poison Zombie” in 1d6 hours.
& Diseases optional property), Mummy (Plague-Spreader If the GM allows it, prompt amputation of the bitten limb
property), Specters & Wraiths (Breath of Disease). (if the bite targeted a limb) can stop the diseases, although
with the usual medical consequences of amputations in terms
Reek of being bedridden and needing healthcare (Lex Libris p.29).
The Zombie carries an unbearable stench of putrefaction. On
top of anything suggested in the “Stench” property, all those Zombie Shriek
who are in the same area of the Zombie must make a Some rare but powerful zombies can emit an unnatural,
Situation Roll with a SV of 8 modified by Psyche high-pitched shriek. They rarely can perform this ability
modifier, or they will start vomiting and feeling more than once or twice per day. The Shriek are a radius
bad (-1 to all skill rolls for 1d6 hours, on top of of a few miles and it can attract other zombies. All the
any modifier from “Stench”). A Roll is needed human beings which happen to be in a radius of 10
every half an hour or whenever the Zombie m from the shrieking Zombie will feel terrible pain
comes into contact. in their ears, making them suffer 1d6 PHP and 1d6
Attempts to locate a zombie with this MHP.
property (Situation Rolls or Stealth Rolls)
automatically succeed.
Zombie Variations
Terrifying Screech
If they do nothing else in the round, Animal Zombie
some rare Zombies can emit terrifying Many animal types can be turned into 219
screeches inflicting 1d10 (OR 9-10) of walking dead. The GM must consider
mental damage. with great care about possible changes
in the animal stats. The natural weapons
Thickened Skin tend to remain similar (the basic zombie
The terrible spells used to create this has augmented damage since men usually do
Zombie thickened its skin, giving a not bite) and the traits are usually modified
Natural Protection of 2. by -4 Dexterity and + 4 Constitution.
Revenant Zombie
In some traditions the Walking Dead do not rot or just
remain as if they were the day they died maybe with some
minor differences (e.g. white eyes). This usually does not have
mechanical consequences, but it may make the Zombie not
immediately recognizable as such. “Normal Appearances” is
typical of these zombies. Sometimes they also have the “Agile”
property.
Requirements
✦ Skill: Esotericism SV 10
✦ Discipline: The Left-hand Path level 3
✦ Specialty: Black Magic level 5
Other Requirements
✦ Theology SV 7, De Religionibus discipline level 1, Religio
(Voodoo) specialty level 3.
Material Requirements
✦ A ritual victim to be sacrificed (usually an animal)
✦ Other ritual trappings according to the specific rite.
Effect Requirements
In case of success a “Voodoo Zombie” is risen per each ✦ Skill: Esotericism SV 10
recently dead, ready to obey to its Master. See the “Voodoo ✦ Discipline: The Left-hand Path level 3
Zombie” description and “Voodoo Slave” property for other ✦ Specialty: Black Magic level 3
information.
Other Requirements
Zombie Dream ✦ Theology SV 7, De Religionibus discipline level 1, Religio
(Voodoo) specialty level 3.
New Dark Art, Left-Hand Path
This art represents a variant of the “Hypnotic Sleep” in Lex Material Requirements
Libris p.227. The victim must participate to some exotic ✦ A ritual victim to be sacrificed (usually an animal)
and elaborated ritual, sometimes involving blood sacrifices ✦ Other ritual trappings according to the specific rite.
223
Few entities are as truly terrifying as divine beings were more powerful and While Christian mystics speak of
those that exist through the spirit. more dangerous than any other. He such demons as the offspring of the
While it is true, some spirit entities named them "Hamurabhiz", the most Devil himself, who forms his gets into
lack complete physical form, there are powerful of all evil creatures, and wrote the Legions of Hell, Jewish Kabbalists
many that are capable of manifesting speculations about the nature of the consider them more to be the dark
powerful physical forms. Demons invisible Ekimmu, who wandered in the souls who enter and occupy vulnerable
are prime examples of spirit beings wind and spread his evil in all weathers, humans, tormenting them as they
that are capable of both physical and Galu and Ilu limnu and Lilu, who in scheme grander invasions.
non-physical existence across the realms. later Christian records came to be called When the Byzantine collapsed in
They reside in the courtyards of hell, but "Lilith": the 1400s and the Ottoman Empire
once unleashed are capable of occupying “Schakaler live there with other desert took over Athos, the people fled in
the minds of the victims, distorting their animals, and guests shout there to each terror to the west. One of the refugees,
view of the world around them. Ghosts, other; yes, there Lilit can rest, where she can the monk Kostas Nikeforos, smuggled
wraiths and other ethereal visitors are find a resting place.” (Isaiah 13:14) out ancient writings, many of which 227
prime examples of spirit beings. In It may well be hundreds if not included tracts about demons. Those
this world, as in any other, people do thousands of years before mankind tracts led scholars to believe that
everything in their power to discourage is subjected to such a clear view of the world’s accumulated knowledge
and ward off evil spirits, be it with the the demonic kind, though Jewish and of demons and their relatives rests
crosses and sacred rituals of faith, or Christian mystics continue to research even now in one of the monasteries in
more extreme measures… with uncommon zeal, risking their own Athos.
Nimrod’s notes are among the souls in the process, to unravel the One of those scriptures includes the
first known accounts of demonic origins and purpose of these demons. passage:
manifestation, though he is far from In one of the earliest versions of Der “The demons are whimsical and horrible,
alone in his observations. Herod Hexenhammer is possible to read: they penetrate deep into the minds of weak,
Antipas, ruler of Galilee and Perea, “When the angels had children with men, unfaithful people and take root. They occupy
wrote in detail of the horrific Behemoth God became angry and punished them. They the souls of the weak and govern them for
while the Book of Job contains extensive fell to the earth like fallen angels and burned their own gain. “
reports of demonic activity, many going like the demons they were turned into.” And goes on to claim that:
into considerable detail of how those One might be forgiven for “Casting out a demon is no easy task.
demons wielded their wickedness over assuming that in this context demons Only the priests versed in the knowledge
the weak. It is even claimed that King are nothing more than angels who taught during the time of Christ are able to
Solomon, in his fear of Molech’s wrath, defied the will of their father, God, drive a demon back to darkness.”
built a temple in the demon’s honour. and were punished for their hubris From the crumbling pages of history,
The first account of demons in with purifying fire. The fires of Hell one thing is sure and certain; Demons
Nimrod’s work reads: consumed them. Their essences wore are amongst the most powerful foes
“The Greatest God was said to have a jagged charred bodies. who walk in dimensions far from our
dark side, a side that had fallen into evil and “The demons could never take their form own, and the fact that they are capable
suffering. Such a thing I never had to put of origin outside of their burning hell, but as of breaking through the portals into
down because pazuzu, or demons they are they entered the world of humans, they did our universe is worthy of genuine fear.
also called, are unusual to encounter.” so as manifestations and creations of what They exist for no other reason than to
It was his belief that these wicked was already there.” spread their insidious evils. Across the
scriptures and studies the student of the assuming his true form here on earth. claimed falling into decay, rot and ruin
esoteric arts finds little if any similarity, But he is gaining strength each and in little more than a century, which is
some reports claim they occupy earthly every day, so it is only a matter of time akin to a blink of his demonic eye.
forms, crushing the soul of the human before he has found the strength to But then, as the whims of fate would
they have claimed, others that they channel all of the powers of Hell that have it, he crossed paths with the
merely share the body and act through are thus far denied to him on the mortal Marquis du Mirou (whose true name
it without destroying the host. Many realm. The greatest risk the demon faces is Zacharie Marat) and realised that he
accounts would have us believe these in his stolen skin is that of discovery— had found the perfect host body for his
possessed bodies become enhanced should the archangels be called upon needs.
during the occupation, gaining the the demon is surely doomed as Belial is There was power within that meat
demon’s more supernatural abilities and still too weak to face them again. suit, more than he had tasted in the
strength, making them a formidable foe Once he led the sons of darkness 117 years he had worn the flesh of the
even without the threat of possession. against the bright angels, but now is a Ottoman… He felt the forces beginning
In the seventeen hundred years since shadow of himself, reborn in death into to stir, misinterpreting the power as
the crucifixion of Jesus Christ there his new form. little more than a childlike attempt to
has not been a single reliable sighting Cultural memories are long. People invoke the devil, but this was different.
of a demon walking the earth in their still talk of the winged guardians There was genuine strength here, the
natural form. They are stealthy enemies. serving the Lord of Light and how, in like of which he had never felt during
They possess people, animals and in the war to end all wars, they killed their his long banishment. That soul called
rare cases, objects in order to propagate own with swords and spears, hurling out to the demon. But just as it served
their evil. them down into the abyss. to lure him, so too did that unparalleled
There exist a vast arsenal of rites and What people don’t talk about is strength draw his kindred like flies to a
rituals aimed at driving out the demonic how they did not die, but were merely corpse.
spirits, but only priests trained in the tempered like steel by this banishment This host was different; it was willing.
supreme arts of exorcism can banish a and defeat, and so hardened, their hate And that willing somehow protected the
demon completely. An exorcism is stronger than ever, the darkness meat from the decay that ravaged those
228 performed by another practitioner of the serving to nurture their rage without other lost bodies, allowing him to dwell
arcane arts leaves the victim vulnerable fear of discovery. within it, a parasite feeding on its host.
to re-possession. Indeed, often they Still, Belial suffers every day he his Where Belial had quickly consumed
crave the return of the demon like an forced to endure among mortals. the minds and souls of those earlier
opiate addict clawing at their own skin Starved of his powers and unable hosts, this one was a banquet that left
in the throes of withdrawal. Of course, to unmake even the weakest of God’s him sated. It was a soul that nourished
what many do not understand is that creations, the children supposedly him in the darkest of ways. And Belial
the first—and most important—of the crafted in His image, that impotence recognised in it a kindred evil, allowing
exorcist’s rituals is that of baptism. The only serves to torment and twist his Marat’s soul to become part of him,
cleansing by baptismal waters during rage. The only balm in this bleak and in turn the occultist, Marat, offered
that solemn ritual serves to wash away existence comes in the form of the up his network friends and fellows for
the demonic taint from the child’s suffering of others; he takes delight Belial to bind new souls to his service.
innocent soul and should protect them in torturing the street children and It is a mistake to imagine that it is
throughout their lives. Nevertheless, beggars, savouring the fear in their relatively easy for a demon to corrupt
weaker individuals amongst us can still eyes even as their screams nourish him. souls into its service; it is anything
succumb to the will of the demons and Many a corpse has washed up along the but. Exposed to the might of a demon
their spirits. river because of the demon’s appetites more often than not the servant
and angers. But however much he enjoys perishes before he can be bound. There
inflicting pain upon the residents of the is strength in numbers, a demon like
Unique Individuals cities, he knows he most move through Belial might draw upon fifty loyal
the shadows, because all it would take servants, souls bound to him, but the
Belial & The Marquis du Miro to undo his great work is one of the truth is that it is near impossible for
One of the more notable, and fearsome so-called sons of God to meddle. A that number to serve as people die,
of demonic hierarchy, is Belial— or single thread pulled just so can unravel and die and die, and the demon has
Marquis Jean du Mirou as that is the the most glorious and intricate tapestry. to seek out fresh souls to take. Of
flesh he wears in the mortal realm. The demon Belial has roamed the course there are no shortage of willing
According to the work of our earth in search of the perfect host for victims, if the promise of sating their
brothers, Belial is, as yet, incapable of centuries, so many of the meat suits he unhealthy appetites is dangled before
229
them, but it is no easy task to bind
a soul to a demon. The rituals are
exacting and punishing, and can take
an age to complete. More often than
not the would be soul perishes, their
wickedness not enough to survive the
ordeal.
Even so, Belial roams the shadows,
looking to lure his victims into
his service through manipulation,
eloquence and outright lies.
Everything the demon does is part of
some larger plan.
And the devil, as they say, is in the
smallest of the details, so those plans are
beyond intricate.
Yet, still, the best laid plans can be
thwarted, and when they are Belial’s
wrath is unparalleled, and has cost him
more than a few bound souls as he is not
averse to brutally killing a companion
who has failed him in some small way.
One truth ought to be inescapable,
that Marquis Jean du Mirou, the
demon’s host, is dead.
He has to be, by any known measure
230 because one simply cannot live for
centuries by any mortal means, it defies
the very meaning of the world.
Indeed, the Society has in its
possession eye witness accounts from
the time of du Mirou’s death, detailing
the wounds that ended his life. Wounds
delivered by a dagger deep into the
throat.
He met his maker on a rainy night in
1627.
The testimony identifies his murderer though the similarities across so many indispensable to the estate, assuming
as Zacharie Marat, a deceiver and thief. of these accounts leads the archivist to the role of lord and master and taking
They were not unacquainted. Much believe there is truth to them. on all of the dying man’s chores and
can be made of the fact they had indeed It was many years since Jean had responsibilities. It was a quiet coup.
been the very best of friends up until returned home, but with his father Chillingly, it did not take long for
only weeks before the murder. Zacharie, ailing and his vision failing, the pieces the imposter to realise that the most
it would seem, identified the means of a grand scheme fell into place. expedient thing to do would be to take
to better himself within the strata of Without hesitation, Zacharie took his over the nursing of the dying man, and
society, attaching himself to Jean du friend’s life and assumed the role of the usher along his passing with a potent
Mirou’s star. Marquis du Mirou’s son, Jean. draught of poison to hurry death along.
Jean was the only son of a Count, and No more than a week after the The old man had been dying for a very
all sources indicate that his power and murder, he then stood by his new long time so his eventual passing came
influence across Paris was on the rise. father’s bed and told him that his as no surprise to anyone, and Zacharie
What follows has been pieced travels were over and that he was was left to inherit everything that came
together by various testimonies and now home for good. It was everything along with the name and title "Marquis
includes a substantial amount of the old man wanted to hear. Over the Jean du Mirou".
speculation on behalf of the scribes, coming months, Zacharie made himself For two years he played out the public
life of the Marquis du Mirou, establishing more often than not disappearing Characteristics
himself in polite society and earning a without leaving so much as a trace. These infernal spirits come in all manner
reputation as both a kind and generous One can only speculate that Belial has of guises, wearing the faces of our
soul, and a raconteur of no little repute. developed some form of tool or rite deadliest sins and darkest desires. They
People remarked upon his generous capable of creating a veil of shadow may walk amongst us, their true nature
spirit and charming nature, marvelling across the memories of those who unrecognised for the longest time, but
at the grace with which he carried such suspect his true nature. Traditions there are always clues as to their secret
a burden, responsible for the lives of so supposedly dating back to ancient selves that cannot be denied. There is
many servants and good people and going mesopotamia suggest that disinterring the tell-tale stench, the reek of the pit,
out of his way to make their lot better. the corpseof the last Marquis and that clings to them. Some describe the
But, behind closed doors his life recovering the predominant hand, Belial sulphurous odour as akin to brimstone
was as different as could be, with him could bind the ritual to the dead flesh though with a treacly undertone, others
embracing the occult and taking the and create an object capable of such believe it is considerably more redolent,
esoteric world into his heart. mind-affecting magics, but again that a musk they describe as the very essence
What brought about such a change in is purely speculation on our behalf. The of the grave. The problem for us is that
the deceiver’s personality? rest of the ritual demands the sacrifice no one description is truly accurate, and
Whispers suggest a secret basement of five souls, the vitality of these lives no single eyewitness wholly reliable as
beneath the estate he had stolen, and suffuse the hand, which is then gilded to the effect an encounter with one of the
within it, a secret vault where the trap the essence of the dead within the demonkind has upon a soul is not to be
dead Marquis had hidden away a vast rotting flesh, and placed on a stake to underestimated. Once they have found a
plethora of tomes and scrolls including create a powerful artefact. host body strong enough to hold them
detailed studies of the occult. Such was Our understanding of the staff ’s on this plane, even if only for a few weeks,
the knowledge contained within that power means that anyone coming into its they look to all intents and purposes
vault, he knew it would take a lifetime circle of influence finds a false memory exactly as the host did in life even so
and more just to read through every taking root within their mind, the truth far as they are capable of sitting down
page, and considerably longer to truly about the Marquis’s long life hidden and breaking bread with a family, the
explore the power it promised. It did behind a veil of falsehood and lies. possession unnoticeable. 231
not take the imposter long to grasp Even today, Du Mirou is in high They are skilled imitators, and
the potential power such ritual arcana demand at noble parties and feasts. He persuasive deceivers, and in some more
promised, and with each spell mastered possesses both mystique and charisma, powerful entities are capable of passing
he became stronger and ever stronger. and with his wit can spin satirical tales themselves off as an angel of the light,
And still the new Marquis continued of society’s ills and woes that are both so skilled are their falsehoods.
his experiments, perfecting the rituals hilarious and biting social commentary, They utilise telepathic communication,
without truly grasping the extent of the but that is not why he is invited to these impressing their thoughts and desires
forces he was meddling with. gatherings of the rich and powerful. It upon all but the strongest of minds,
And so it was that by chance he is the fact that he has a gift, and will convincing the victims that these
opened the door within his being to entertain with conversations with dark desires and nightmares they fell
Belial, a more potent liar and deceiver the dead. More often than not now, compelled to act upon are their own.
than he could ever have dreamed, and du Mirou can be found lounging in a They are not, however, infallible or
the two became one. throne, overlooking a secret sect who unbeatable foes for all of their strengths.
Together they set out to conquer seemingly exist for no other reason than They are not omnipotent, and are cable
Paris’s political and occult world, their to surrender to the basest urges fo the of falling for ruses run by the players
influence all-pervasive. flesh and revel in mass orgies, hidden as much as any other NPC they might
The occultist Marquis du Mirou behind masks to hide their identities. interact with because they have limited
quickly became the most notorious man With the sweat of sex heady in the air, knowledge—the difference is, having
in the upper echelons of Parisian society. du Mirou may just climb down from his lived for thousands of years, and meddled
Today, still wearing the host flesh throne and call upon dark forces from with humanity for much of this time,
that had once been the Marquis du the beginning of time to complete the they understand the minds of mankind
Mirou, Belial and Zacharie are stronger most arcane and foul of rituals, fuelled and how they work, and thus can more
than ever. by the carnal desires of his worshippers. often than not read the lies in those little
Of course, keeping the true nature He is without doubt one of the most tells that give all but the most skilful liar
of this dual being secret has demanded evil men in the occult world of Paris. away.
sacrifice; as soon as anyone grows And his strength is growing every They require blood sacrifices to
suspicious, they tend to meet an ill-fate, day. sustain themselves, and it is in the
immediate hours and days in the the truth. These renditions owe more ✦ Azus: The Darkness Bearer is master
aftermath of such an offering that they to the imagination of artists like Luca of Lucifugous
are a their most powerful, though if it Signorelli and Hieronymus Bosch. ✦ Abaddon: The Sower of Discord is
has been some considerable time since We find comfort in imagining them as the master of Fatum
they last received a sacrifice they may vile monstrous things, but the truth is ✦ Merihem: Lord of Pestilence is the
be considerably weaker—though still every demon was once angel-kind. master of Aerial
more than a match for any mere mortal. There are some subtle indicators that ✦ Belial: The Bringer of Sorrows is
In many instances they are driven can betray the presence of a demon to master of Empyreal
by unnatural passions—often to the an observant player that extend beyond ✦ Ashema: Revenger of Wickedness is
exclusion of all else—with seven of the musk of the pit; there is the ever- master of Terrene
the most powerful of their kind, the present buzzing of the congregation of ✦ Astaroth: The Inquisitor is master of
Princes of Hell, named for such in the flies that are never far away from the Locus
work of John Wycliffe in The Lanterne demon, even in human form; there is the
of Light. reaction of animals to the presence of Several great grimoire detail the abilities
the demon, most notably dogs which can of these demons and their weirds,
✦ Lucifer: pride be heard to howl in scream-like anguish including Le Dragon Rouge, Fasciculus
✦ Belzebub: gluttony and birds which flock overhead, circling Rerum Geomanticarum, Pseudomonarchia
✦ Sathanas: wrath in a frenzied gyre of tumultuous motion; Daemonum and The Ars Goetia. These
✦ Leviathan: envy there are strange movements in the pages contain some of the most potent
✦ Mammon: greed shadows just on the edge of vision, and rituals, invocations and sigils that,
✦ Belphegor: sloth more. when conducted and crafted by skilled
✦ Lilith: lust occultists, are capable of bridging the gap
between the void of Hell and the material
They have the gift of tongues and What do the Players Know? world allowing the demons entry while
are prone to making false prophecy A player well versed in the esoteric world warding the summoner from possession.
and weighing such with an almost may well be familiar with the "Concordia Of course, the more powerful the demon
232 supernatural importance that can drive Pandaemonica", or the "Hierarchy of that makes contact, the more devious and
those in the thrall of such predictions Discord" as it is very badly translated, scheming they are and the more likely
insane in their attempts to fulfil the false which is a classification of demonkind they are to find a way to circumvent the
futures the demonkin foretold. that expands upon the Byzantine wards protecting the occultist.
philosopher Psellus’s De Operatione
Daemonum and divides the Infernal
First Impressions Spirits who exist beneath the Princes of Abilities and Main Features
As with any human interaction there Hell into seven spheres of influence: Each demon has its own subset of
are any of many likely first impressions abilities and skills, though these include
when players encounter a demon ✦ Empyreal - the weird of fire but are not limited to:
within its host body ranging on a scale ✦ Aerial - the weird of the sky
from attraction to loathing, but it is ✦ Lucifugous - the weird of light and ✦ Torment: every demon is especially
important to remember that demonic shadow skilled at tormenting and torturing
entities are nothing if not charming, ✦ Aqueus - the weird of water mortals.
so more often than not those first ✦ Terrene - the weird of the land ✦ Each demon belongs to a subset of
impressions will be favourable. This ✦ Fatum - the weird of destiny the Concordia Pandaemonica. This is
is how they move amongst us. They ✦ Locus - the weird of space a hierarchy of the damned and offers
look like the best of us. They are classifications of the Infernal Spirits
charming, in some cases sophisticated, There are 68 named demons across according to their sphere of influence.
and intelligent. It is only as their skin the seven spheres, each is ruled over Each subset grants unique abilities to
suits begin to decay that it becomes by powerful arch demons, though their demons, such as Empyreal offers
harder and harder for the demon to there are countless as yet unnamed and the demon control of fire, Lucifugous
pass for one of us, its true nature unidentified lesser demons that dwell grants control of light, and so forth.
unrecognised. In its natural demonic within these weirds and answer to their ✦ At a low level, they possess the ability
form a demon has a chameleonic ability masters. They have a singular purposes: to mask their presence, cloaking
to take on any appearance desired, to cause torment and sow chaos amongst themselves with shadow, whereas
though often they are depicted as ugly, humanity, and each weird offers unique more powerful demons can appear
monstrous creatures that is far from talents for causing that trouble. and disappear at wil.
✦ They have it within their power to body to occupy—though it is possible enslaving them. Once enslaved,
appear in ethereal form, as ghosts of for them to possess inanimate objects humans are little more than puppets
the deceased, manipulating sensory for a limited time while they await a to be played with, no whim or abuse
perception. suitable host. beyond their demon master.
✦ Ability to perform magic and rituals ✦ Even the lowest of demons can infiltrate ✦ But it is the demon’s true nature that
from the simplest to most complex of a sleeper’s dreams, shaping them. causes the biggest risk to mortals—
the esoteric and arcane. More powerful demons are capable of the influence of a demon can result
✦ Their persuasive skills are so finely direct communication in the form of in subtle changes happening to the
tuned their lies are insidious and revelations spoken into the sleeping characters they interact with, as
capable of influencing people, even mind. This form of communication is their sense of morality, justice, and
whole populations to doing their will. incredible dangerous for the sleeper restraint can gradually be superseded
✦ With the gift of tongues even the as it places an imperative within their by a driving immorality, injustice,
lowliest of demons possesses the subconscious that their waking mind and violent behaviour until the player
ability to speak through humans and cannot override. or NPC is unrecognisable.
animals with the same persuasive ✦ One of a demon’s most terrifying ✦ All demons share the same virulent
skills as above. abilities is that of influence—they gift; they are capable of spreading
✦ To exist for any length of time upon are capable of bending all but the disease (including mental illness)
the Earth the demon must find a host most ferocious minds to their will, throughout the populace.
Demon typical stats Finally, it is worth noting that the appearances of this
Demons are extremely powerful opponents which cannot be creature may be identical to the original shape of the
defeated with swords and muskets. Furthermore, mortals do possessed victim (especially at the beginning of possession)
not have the power to destroy a demon, only God can do it: or it may be completely alien (especially in the later phases
this is the reason why only those who trust in God can hope of possession). Remember that all demons desire only death 233
to triumph over these fearsome opponents. Expert soldiers and destruction for human beings. They will lead victims
learned Illuminists and brilliant scientists are usually unable into temptation, and they will not refrain in mistreating the
to face these enemies. In fact, all the “rationalists” who deny possessed body, if this gives them an advantage.
their existence inevitably become victims of these dark
spirits. Traits: Constitution +4, Dexterity +4, Intelligence +6,
Trying to give exact stats to the real forms of Demons is Perception+2.
impossible, and it is also a futile exercise, since they cannot be Physical Health Points: 50-150 (100 is a common value).
harmed by mortals. What follows are just a few suggestions Movement: walking 2 CP per 1 m (Max 14 m, with +4
about how to represent the manifestations of a demon: which Dexterity).
usually means a “possessed human being”. This is, in fact, the Fear Factor: 1d10 (OR 7-10) to be applied when somebody
way demons are usually experienced. realizes that the victim is possessed.
It is important to understand that destroying the Skills: use the victim ‘skills (especially at the beginning
manifestation of a demon does mean to destroy the demon of the possession) and, when the possession is
itself. Maybe the evil spirit is weakened and exiled back to complete, use whatever value seem to work for the
hell, but only Divine Power can hope to really damage a demon, although they usually automatically succeed
demon. most skill rolls.
Moreover, the following stats represent just a possible Natural Weapons: Fist (1d6 + Constitution) or Bite (1 php,
option about the changes which a demon exerts on a to be applied only after a successful grappling). However,
possessed victim. Different demons may cause different demons usually exploit their powers to attack.
changes on the host. Furthermore, the example here shown Initiative: +4 Dexterity
is that of a typical unwilling human possessed by a demon Combat points: Free 20 /Unarmed 10 / Evade 15.
and whose traits are usually overcome by a demon’s traits. Samples of Attacks:
On the other hand, those evil souls which submit by their ✦ (IM +4) Brawling SV 15, SV 15
own will to demonic possession (as the false “Marquis du ✦ (IM +4) Wrestling SV 15 (see Grapple Lex Libris p.19) +
Thick Skin
This is typical of demons whose powers have overcome the
host’ original appearances. A scaly or leathery skin appears,
giving from 2 to 6 points of natural protection.
Rabbinic Exorcism Sunbeam Lash
Effect ✦ This ritual can only be performed in the open, under the
To complete the ritual, one needs 1d6+2 action rounds (to light of the sun. It cannot be performed in the night or
be rolled at the beginning of the ritual) and none of the when clouds hide the sun.
participants (Rabbi or the ten Jews) can be stopped. The ✦ The sorcerer must cut its own palm sacrificing 1 PHP of
Rabbi will make the Theology skill roll (with the -12, above blood to be dropped on the amulet.
mentioned) at the end of the require rounds. The possessed
person/demon should be preferably chained, and it must Effect
make a Situation Roll with SV 8 every round if it wants to The sorcerer must spell the exact formulas in Ancient
attack any of the ten Jews or the Rabbi. However, if the Rabbi Greek, which takes 3 rounds to perform. During the fourth
or the 10 participants are interrupted, they must start again. round a particularly focused sunbeam will illuminate the
After the required rounds are passed the demon will suffer target (demon, possessed person or any other dark creature),
2d10 (OR 9-10) PHP. The group may start again for another inflicting 2d10 PHP. The target’s flesh will seem as if it was
1d6+2 rounds and make a new Theology skill roll at the end. “lashed” in the point where the solar energy hits.
Appendix: Animals
The following table represent basic stats for a few normal (or Poison
“almost” normal) animals. These creatures do not need exact The poison of different creatures (snakes, spiders, scorpions,
skill values and other mechanic values like traits, skills or etc.) may inflict different kinds of damage. The GM is
PHP. In some cases, the GM may feel the need to ass special encouraged to personalize the effects of poisons, in order
properties which are here not present due to limits of space. to replicate different poison types choosing the needed
Furthermore, this table does not aim at covering any existent Situation Roll, the Rhythm of the Situation Rolls needed,
animal species: there is a huge degree of simplification. The the Effects and the Duration. The following are just generic
GM, as usual, is encouraged to use grain of salt when adapting guidelines which should inspire the GM’s creativity and not
these stats, especially when creating new animals. limits.
Situation Roll
238 Swarms Poison effect can be avoided by succeeding a Situation Roll
A “swarm” may be composed by an incredible number of with SV of 6/8/10/12, usually modified by Health.
small creatures like bees, flies, beetles, spiders, scorpions, bats
or rats. Many creatures described in this book (mummies, Rhythm
vampires, demons, etc.) may be linked with swarms or can Some poisons require just one Situation Roll to be immediately
command them. It is recommended to treat swarms not as performed, while other require more than one to be performed
“creatures” but rather as environmental effects. It is pointless at specific intervals of rounds/hours/ days. Each failure will
to record the PHP of a swarm: one cannot kill all the tiny provoke again the effects.
members of the swarm with a melee weapon, although some
elements (smoke, water, fire and alchemical compounds) may Effect
deter the swarm to get nearer. The GM should decide what There are so many possible effects which poison may inflict.
repels each swarm type. What follows are just a few possibilities.
It is also pointless to record a swarm’s attack SV: a swarm
will usually automatically hit (bite, sting, etc.) anybody who ✦ Damage (this may represent anything, from heart attack to
happen to be in contact. The GM may allow Situation Rolls (e.g. respiratory crises). Damage can be in exact rates (1,2, 3 or
10 modified by Dexterity), Evade attempts or Agility skill rolls 4 PHP points) or it may be rolled: anything from 1d6 PHP
to avoid physical damage, but it really depends on the situation to 3d10 (OR 9-10) PHP.
and the number of small creatures involved. Sometimes the ✦ Hallucinations. For the duration the victim must succeed
tiny creatures are too numerous be avoided. On the other hand, a Situation Roll with SV of 4/6/8/10/12 (modified by
mental effects should be avoided by succeeding a Situation Roll Psyche) in order to do anything else but looking at the
with an SV of 10 modified by Psyche. hallucinations.
Swarms may inflict one or more of the following conditions ✦ Paralysis for the duration.
and the GM may decide what applies. ✦ Neural attack: suffer -1 to -5 SV for the duration.
✦ Blindness for the duration (Lex Libris p.31).
✦ Huge bother: all the SV suffer a penalty from -1 to -5.
✦ Mental damage in MHP. From 1d6 to 1d10. Duration
✦ Damage in PHP. From 1 single PHP to 1d10 (OR 10). Some effects (hallucinations, blindness, etc.) may last for
✦ Poison 1d6/1d10/2d10 rounds or hours.
Animal PHP levels (0/-1/-3/-5/7) Natural Metres per CP Sample of Attacks Damage Fear
Armor 2 CP (max Free/ Factor
mov.) Attacks
Bat (giant, 1-3/4-5/6-7/8-9/10 - F 4 m (12 m) 6 / B 10 Fly 12 m 9 1d2 -
unnatural) B SV 10
Bear 1-25/26-44/45-59/60-68/68-76 2 L 6 m (18 m) 10/ B10, B: SV 15, B: 2d10 (OR 9-10) 1d10
C14 C: SV10, SV 9. C: 2d10 (OR 10)
Boar 1-16/17-28/29-38/39-44/45-50 2 L 3 m (12 m) 8 / T14 H: SV 12, SV 10 1d10 (OR 9-10) 1d5
Bovine, 1-30/31-52/53-70/71-81/82-90. 2 L 8 m (16 m) 6 / K16 H: SV 14, SV 8 2d10 (OR 8-10) 1d6
Bull
Bovine, 1-24/25-42/43-57/58-66/67-74 2 F 3 m (9 m) 6/H6 H: SV 6 1d10 (OR 10) -
Cow
Deer/ 1-10/11-18/19-24/25-28/29-32 2 L 4 m (20 m) 10 / H14 H: SV 14 1d10 (OR 10) -
Elk
Dog 1-3/4-5/6-7/8-9/10 - L 4 m (16 m) 8 / B14 B: SV 12, SV 10 1d5 -
Dog (big) 1-5/6-9/10-12/13-14/15-16 - L 4 m (20 m) 8 / B16 B: SV 14, SV 10 1d10 -
/ Wolf
Dog 1-3/4-5/6/7/8 - L 4 m (12 m) 6 / B14 B: SV 12, SV 8 1d3 -
(small) /
Fox
Eagle 1-6/7-10/11-13/14—16/17-18 - F 4 m (28 m) 14 / C12 Fly 20m + C: SV 1d5 -
16
Elephant 1-60/61-105/106-141/142- 3 L 14 m (14 m) 6/S8, K: SV 14 S: 3d10 (OR 8-10), 1d10
163/164-180 T10 T: SV 10 T: 3d10 (OR 9-10)
Falcon/ 1-5/6-8/9-11/12-13/14-15 - F 4 m (32 m) 16 / C10 Fly 20m + C: SV 1d3 -
Hawk 16 239
Horse, 1-25/26-44/45-59/60-68/69-76 2 L 6 m (24 m) 10 / K2 K: SV 12 2d10 (OR 10) -
large
Horse, 1-22/23-39/40-52/53-60/61-68 2 L 8 m (24 m) 10 / K2 K: SV 12 2d10 (OR 10) -
normal
Horse, 1-21/22-37/38-49/50-57/58-64 2 L 6 m (24 m) 10 / K2 K: SV 12 1d10 (OR 10) -
small
Leopard/ 1-21/22-37/38-49/50-57/58-64 - L 6 m (24 m) 8 / B8 B: SV 8 B: 1d10 (OR 9-10) 1d5
Puma C8 C: SV10, SV 8. C: 1d10 (OR 10)
Lion/ 1-25/26-44/45-59/60-68/68-76 1 L 6 m (18 m) 12/ B8 B: SV 10 B: 2d10 (OR 9-10) 1d10
Tiger C10 C: SV10, SV 10. C: 2d10 (OR 10)
Moose 1-15/16-26/27-35/36-40/41-45 2 L 4 m (12 m) 6 / H10 H: SV 16 2d10 (OR 9-10)
Mule/ 1-16/17-28/29-38/39-44/45-50 2 L 4 m (16 m) 8 / K2 K: SV 12 1d10 (OR 10) -
Donkey
Ram/ 1-3/4-5/6-7/8-9/10 1 L 3 m (12 m) 10 / H4 H: SV 14 1d6 -
Goat
Shark 1-60/61-105/106-141/142- 4 W: 7 m (42 m) 12 / B B: SV 13, SV 12 3d10 (OR 8-10) 1d10
163/164-180 13
Snake, 1-2/3-4/5/6/7 - L 1 m (8 m) 8/B6 B: SV 14 1d3 + poison 1d5
Poisonous
Wolverine 1-3/4-5/6-7/8-9/10 2 L 3 m (12 m) 8/ B8, B: SV 8, B: 1d10 (OR 10) 1d5
C8 C: SV8, SV 8. C: 1d10
L = Land Movement, F = Flying Movement W = Water Movement
B = Bite, C = Claw, H = Horn, K = Kick, S = Sweep, T = Tusk