Showing posts with label Eldritch beings. Show all posts
Showing posts with label Eldritch beings. Show all posts

Sunday, September 13, 2020

Pinhead from 'Hellraiser' and the Lemarchand Configuration Box

Pinhead




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Formerly Captain Elliot Spenser.

F: Ex (20)
A: Ex (20)
S: Ex (20)
E: Mn (75)
R: Ex (20)
I: Mn (75)
P: Mn (75)

Health: 135
Karma: 170
Popularity: -20 as Lead Cenobite
Resources: Am (50) to Mn (75) in the Netherverse.

Talents:
Mystic Origin*
Knowledge: Demonology
Knowledge: The planes
Knowledge: Cenobite Lore
Knowledge: Dark Secrets
Knowledge: Torture
Knowledge: Human anatomy
Knowledge: Human Desires


Powers:
Lead Cenobite: Pinhead's powers derive from both being a cenobite and the position of lead cenobite. As such, Pinhead has several key abilities, some of which are:
- Invulnerability: Gd (10) True Invulnerability to damage.

  • Self Revival: Even if Pinhead is killed or destroyed, he will return.
  • Telepathy: Rm (30)
  • Invulnerable to Toxins, Disease, aging, poisons, and other such.
  • Self-Sustenance: Pinhead does not need to eat, breath, or sleep
  • Illusion Casting: Rm (30) illusion casting
  • Teleportation: Am (50)
  • Gateway: Between worlds and dimensions with Mn (75) ability
  • Combustion: Rm (30)
  • Hooked Chains: Pinhead can manifest and control multiple hooked chains that can strike, reshape, or extend to two areas of length doing Am (50) slashing damage, which also halves effective body armor, body resistance, Armor skin, and True Invulnerability as well as bypassing force fields. The chains are capable of entangling with Rm (30) strength, and also do additional damage from struggling due to the hooks (+1cs for each round of struggle). The Chains are considered one of Pinhead's most noticeable and powerful attacks.
  • Summon and control Cennobites: Pinhead can summon and control lesser cenobites, all who must make a Psyche check against Pinhead's psyche to resist. Unless of equal rank, such as the Channard or Angelique.
  • Create other Cennobites: As seen in the third movie, Pinhead can create cenobites through a process of tapping into the dark desires of an individual and forcing them into becoming a cenobite through killing them. Pinhead must make a psyche FEAT in order to create a Cenobite, and once risen, the new fledgling Cennobites will be under his complete control.



Contacts:
Cennobites: Pinhead has multiple contacts within Cenobite society, serving as their most visual member and lead, although it is debated he is the Cenobite leader (as stated in Hell-bound Heart).

Limitations:
Although Pinhead is extraordinary in power, there are key limitations:

  • Bound by Netherverse rules: Pinhead cannot violate certain rules, and does not do so, punishing his charges who do so. Pinhead must appear when the Lamentation Configuration is solved.
  • Human Nature:Pinhead is vulnerable and loses his protections when reminded of his human life as Captain Spenser. The more Pinhead is forced to remember, the weaker he becomes.
  • Unusual Looks: Pinhead suffers a -1cs reaction bonus.



The Lemarchand Lamentation Configuration Box:




 

 

 

 

 

 

 

 

 

 

An ornate puzzle box originally described as completely smooth and then re-imagined with gold inlay, the Lemarchand Lamentation Configuration Box was designed as the ultimate puzzle, and when ultimately solved would unlock pleasures unseen...which later turned out to be the realm of the Cennobites and netherverse. The Puzzle box is made of simple wood and inlay, with barely noticeable means to manipulate it. Once solved, the box opens up, taking on a new configuration which also sounds a distant and loud bell. Within 10 rounds, A gate opens and the cenobites arrive.

The box:
Material: Ex (20) material, faintly radiates magic. Requires Ex (20) ability to solve it or 1-6 months. The box opens a gateway within 10 rounds of opening it, summoning Pinhead and other cenobites.


Note:
As with Darkness, Pinhead is difficult to fully stat properly due to how he has been represented, but the high psyche and intuition are clearly justified, especially in view of the nature of what the cenobites are. I placed his Endurance at Mn (75) purely based on the otherworldly nature, the requirements for having a high endurance to be lead cenobite, and again, how he has been represented so far.

Liquid 'Satan' from 'Prince of Darkness' (1987)

 Prince of Darkness








F: N/A
A: N/A
S: N/A
E: N/A
R: Un (100)
I: Un (100)
P: Un (100)

Health: *
Karma: 300
Popularity: - 20 (in future)
Resources: *

Talents:
Mystic Origin*


Powers:

Eldritch Horror: The liquid mass which is identified as Satan is considered to be an eldritch horror in the truest sense: It is an alien, unfathomable evil which exists to release the powers of the Anti-God into the waking world. While contained, 'Liquid Satan' is inert, existing in the real world as a swirling neon green liquid, always seeking means to escape its prison. The powers of the Prince of Darkness are limited by three major factors: The approximate closeness of the celestial alignment, the length of time released, and whether or not if a host is present. The Prince of Darkness has the following abilities when active:

  • Immortal: The Prince of Darkness cannot be destroyed or harmed in a conventional way, and remains in a liquid state until it possesses a host, which it will do the moment that it is freed. For all intents and purposes, the Prince of Darkness is immortal and invulnerable from real harm.
  • Possession: The Prince of Darkness can possess a host, destroying the spirit of the individual and replacing their RIP with its own. When the Prince of Darkness does so, it assumes the FASE of its host, and can act within the mortal world. It will continue to alter its host to fit the needs to free the Anti-God (No FASE increase, just more cosmetic), and will not release the host unless the host is destroyed (See below). The Host is granted Mn (75) regeneration and recovery, capable of regenerating limbs and recovering from other damage. In addition, the host body is effectively immortal so long as the Prince of Darkness resides in it.
  • Mass Possession: The Prince of Darkness is capable of mass possession of those individuals with Psyche ranks below Poor (4), capable of possessing up to 20 at a time without issue once active. In addition, the Prince of Darkness can liquefy, destroy, or transform its possessed minions (cosmetically), working to increase fear or terror with RM (30) ability
  • Possession: By entering individuals, The Prince of Darkness can possess specific individuals with Am (50) ability, reducing their RIP to Pr (4) and rendering them little more than zombies. The individuals are now tied directly with the the Prince of Darkness, being more than mental zombies to its will.


Dimensional Travel*: During a specific celestial alignment, the Prince of Darkness can open a door into the anti-matter universe where the Anti-God dwells. This dimensional opening must have a full length mirror for operation and must occur during the celestial alignment.


Limitations:

  • Unable to speak: the PoD may not verbally communicate even through its thralls
  • Thrall dependence: even more than other cases, the thralls and possessed victims depend on the PoD to remain active. If it is imprisoned or leaves a 6 square area presence, they die immediately.
  • Servant of a dark power: the PoD is merely the servant of the Anti-God

Contacts:

The Anti-God

Sunday, August 30, 2020

H.P. Lovecraft's Cthulu

"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn"

 

Cthulu

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 F: Sh-X (150)
A: Pr (4)
S: Sh-X (150)
E: CL 1000 (1000)
R: Un (100)
I:  Un (100)
P: CL 1000 (1000)

Health: 1340
Karma: 1200
Resources: N/A
Popularity: - 30/ -100

Talents:

Theoretically, Cthulhu possesses every talent mankind has access to, specifically professional and knowledge talents, although in Call of Cthulhu no significant talents are displayed.

Powers:

Elder Alien Being: While often mistaken for a 'God', the manifestation of Cthulhu is actually an alien being, originally born in deep space and on Earth. Cthulhu is not a creature that one could completely catalog, displaying unusual physical characteristics and capable of many abilities when awakened, which occurs during certain planetary alignments and prompted by human cultists. Cthulhu is an age-old threat, whose full powers and extent of abilities are not fully marked in any of his Lovecraftian appearances. Cthulhu has displayed the following attributes:

  • Invulnerability: Cthulhu is invulnerable (CL1000) to standard forms of common damage, such as toxins, radiation, disease, deep space, great depths, environmental, aging, or any of the other normal means of damage. Cthulhu's body can be damaged, as seen when its head was destroyed by a ship ramming it, but it does not actually take damage unless done under certain undefined conditions.
  • Alien Mind: Cthulhu's mind is alien, granting it the ability of Telepathy, Mind Probe, Mind Drain, Psychic Shield, Mind Blast, and Dream Travel all at Mn (75). Cthuhu's alien mind prevents telepathic contact, granting it CL1000 Psi-Screen, while at the same time, anyone attempting to read Cthulhu's thoughts will suffer a Psyche FEAT against Un (100) intensity or suffer madness/be incapacitated for a length of time determined by the judge (While this part is not in the novel, it is probably as many of those who allowed Cthulhu to enter their thoughts in the short story were mad due to it).
  • Regeneration: Cthulhu can regenerate its body with Sh-Z (500) ability, as its head began to reform moments after it was struck by the small yacht and destroyed
  • Permanent growth: Cthulhu is well over 200' feet tall, having permanent growth
  • Self-Sustenance: Cthulhu does not need to eat, breath, or even sleep (Although it can be put to sleep) to survive.
  • Cosmic Awareness: As it stated within the story, Cthulhu is aware of everything within the universe, possessing Cosmic Awareness at Cl1000
  • Flight: While Cthulhu did not fly in the short story, it was clearly stated it possessed wings and had arrived on Earth from outer space. It would be safe to assume Cthulhu could fly with CL1000 ability, capable of warping to other worlds.
  • Natural Weaponry: Claws: Cthulhu possesses large claws, capable of rending most materials with Un (100) ability.
  • Multiple Attacks: As described as a kraken, Cthulhu is probably capable of multi-attacks, at least at Am (50)

Contacts:

Various human cults around the world
Other elder beings.
RPG companies.


Limitations:

  • Forced Slumber: Cthulhu is only active for a short time due to a special alignment of stars, which do not come into alignment often. As such, Cthulhu is forced into sleep amid the ruined submerged city of R'yleth. Cthulhu is completely in a state of suspended animation, and cannot interact with the world.
  • Enemies: Cthulhu's activities are often opposed by other beings.
  • Monstrous looks: Cthulhu is hideous and as such, makes any such checks at -4cs.


 

 

Just a quick note.

I wrote these stats back in 2010 and there were some debates. I'm simply reposting them here for consistency as I'm trying to pull all the stats I've done over the years in once location. I'm not modifying these stats in any way except to correct grammar and new images. 



Thursday, October 4, 2018

Pennywise from 'It'

They all float down here...







It, Pennywise the Dancing Clown, various other aliases

F: Depending on Form*
A: Depending on Form*
S: Depending on Form*
E: Depending on Form*
R: MN (75)
I: Un (100)
P: Cl1000*

Health: The health of *IT* depends on several factors - What form *IT*s currently in, what are the conditions around it, and if it is resting or active. See below for more details.
Karma: 1175
Popularity: 0* (See Below), - 30 (To mystics, similar entities, and to those who walk between).
Resources: Mn (75)

Talents:
IT has lived for hundreds of millions of years, amassing skills and abilities during its time since its creation and since it crashed in Maine. With its near-limitless lifespan and ability to read/eat/assume/subsume intelligence, thoughts, and experiences.

Powers:
Entity: *IT* is an entity that crashed landed in the region of Derry Maine, slowly recovering while the people built around it. In essence, *IT* has control within the region and maintains a sort of predator position while subconsciously affecting the citizens with Derry. For the most part, *IT* is immortal and immune to most effects (See Limitations below), such as disease, toxins, aging, and most normal attacks. *IT*s power are contained within *IT*s own environment and abilities suggest that like a spider, it must feed in order to continue to live, and that the impact with Derry in prehistory severely damaged *IT*.

*IT* preys upon children, not out of a specific need - but more out of a preference - as it was said, the fear is sweeter and acts as 'salting the meat'. *IT*'s truest form is that of an immense and ugly spider, located under the center of the town of Derry itself. The creature's abilities are difficult to gauge, but they seem to stem around three central areas:

Micro Reality Control - Regional *IT* has complete awareness of the region it's in, from the passing thoughts of someone on the street to the direction of how certain things will be done in its construction. Within the region, *IT* can affect the laws of physics and create realistic illusions that if not disbelieved with certain are effective reality. *IT*'s powers allow it to use *IT*'s massive telepathic powers to read the thoughts of all who enter the region, drawing out their fears, wants, desires, and others abilities and making them manifest. *IT* can control devices (such as turning lights/devices on and off), and affect the environment such as creating massive storms, clear days, or appropriate conditions. *IT* can subsume weak-willed individuals, either controlling their actions or providing means to do so. When *IT* is awake, nothing happens that *IT* is not aware off.

Telepathy: *IT* is a master telepathic presence, possessing at least Un (100) ability to read the thoughts of others. Through using it's Micro Reality control with its telepathic control, *IT* can create several effects, such as:

  • Hallucinations*: *IT* can create realistic illusions which remain in effect and actually will become real if not disbelieved in certain ways. These illusions include Pennywise appearing off of a page, the images of multiple deceased individuals emerging from the storm drains, and other key moments.
  • Mind Probe: *IT* can read minds and determine the wants, desires, and fears of a person. *IT* tailors its shape to those fears, and occasionally uses those thoughts to divide and conqueror groups and individuals.
  • The 'Dead Lights': More of a side-effect of its true presence in normal reality, the Deadlights are the bleed from it's form - capable of acting as Mind Drain and Fascination all at once. The Deadlights are capable of rendering anyone with Psyches below Gd (10) stunned and catatonic for long periods of time, and anyone with Typ (06) Psyche must make a follow-up psyche FEAT or be driving insane, permanently.

Shape-Shifting *IT* is a shapeshifter, able to change *IT*s form into any being that can be conceived. *IT* is capable of taking on any aspects of the creatures it becomes, such as gaining strength or agility depending on the creature it changes into (hence the variable FASE score, which will determine the creature's direct Health, depending).

The creature is bound to the form it takes, so specific form-limitations would apply. For instance, if it were a werewolf, it could be killed in that form (As stated in the novel). *IT* can be killed in its physical form under certain conditions (See Limitations), and it has been suggested (even by Stephen King) that the death of the creature physically may not kill it completely.

*IT*'s main FASE and 'real' form is akin to a giant spider, which has the following abilities:

F: MN (75) A: MN (75) A: In (40) E: MN (75)
Health: 240

  • Armored Carapace: Mn (75) protection against physical/energy attacks. Cannot be halved. The carapace seems weaker based on creature's limitations (see below) and is only Ex (20) beneath it.
  • Natural Weaponry: Talons: In (40) Damage, halves effective armor
  • Natural Weaponry: Bite: Am (50) damage, can shear bone and limbs with a Yellow FEAT
  • Webbing: Although not necessarily stated, it was definitely present in the movie adaptation. It as assumed *IT* can spin webs up to Rm (30) intensity
  • Gigantic: *IT*'s FASE is due to its' large size, granting those people fighting it a +2cs to hit.
  • Deadlights: Under the belly of *IT* are the deadlights, which are explained above.


Favorite Form #2: Pennywise the Dancing Clown

F: Rm (30) A: Am (50) S: Ex (20) E: Am (50)

Health: 150

Powers:
  • Teleportation*: Ex (20)
  • Natural Weaponry: Bite: Ex (20) damage, halves effective body armor/resistance


Contacts:
*IT* has no contacts, although *IT* manipulates the people of Derry and often those connected around Derry.

Limitations:

*IT* has several limitations tied to its very nature:
  • *IT* is extremely overconfident - to the point that it puts itself in danger by not recognizing the true threat against *IT* posed by the Losers. *IT* is at -4cs in underestimating *IT*s enemies, and often-times cannot understand or improvise as easily due to this arrogance. *IT* believes itself supreme in many ways.
  • Limited Range: Despite *IT*s power, it is limited to a geographic range in which *IT*s powers can work. While it can affect those *IT* has encountered previously, *IT* cannot use its powers outside of the Derry region.
  • Belief: Most of *IT*s powers and the resistance to them is more akin to belief and dedicated purpose. For instance, the Losers use silver rounds against it because the losers truly believe that silver will kill *IT*. Because of this, when the Losers use the silver, they nearly succeed. It isn't the rank of the attack or the material, it's the collect belief of the assembled group. When facing a group, *IT*'s effective Psyche is limited to Mn (75). The group however unifies their collected Psyches as an attack, so if you had seven children with Good (10) Psyche, they would be doing 70 points of damage per round when they *hit*. Belief can even nullify certain effects (such as the catatonia of Bill's wife after exposure to the Deadlights and even the deathblow to *IT*). *IT* simply cannot resist damage done in this means, and must make an Endurance FEAT in whatever form it is currently in when faced with successful attacks. (Note, usually only one person in a group can effective attack *IT*, such as Beverly in the first encounter and Bill in later encounters. This is more based on the unification of the group through a single person)
  • Power Limitation: Shape shifitng: As stated before, *IT* takes on the FASE of the forms it thinks will be most terrifying. *IT* is limited to the physical strengths and most importantly limitations while in those forms. As King said, 'Once *IT* is whatever it becomes, it has those problems'.
  • Enemies: *IT* has many enemies, such mortal foes like the collected members of the Losers, to the great entities like the Turtle. As such, *IT* must be careful when it acts.
  • Cyclical: *IT* follows a specific cycle which wakes from its slumber to feed and to act. If encountered in its lair between cycles, it is considered 'inert', although great acts of violence and bloodshed may wake *IT*. Normally it is only active for a period every thirty years.

Saturday, September 29, 2018

The Scarecrow (Straw Man) from Marvel Comics

"Heeheeeheheeehehehehee"




 




The Scarecrow/The Straw Man/countless other names throughout history

F: Rm (30)
A: Rm (30)
S: In (40)
E: Am (50)
R: Gd (10)
I: Rm (30)
P: Mn (75)

Health: 150
Karma: 115
Popularity: - 5 (As an eerie avenger), - 10 (To occultists) - 30 (To the cultists of Kalumai)
Resources: Depending on the version depends on the resources. Normally not applicable in the Earth dimension (See below)

Talents:
The Scarecrow is a spirit of vengeance and fear, and has displayed the following talents:

  • Mystic Origin*
  • Psi-Screen*
  • Unarmed Combat
  • Acrobatics
  • Tumbling
  • Knowledge: Demonology
  • Knowledge: Mystical Cults

Powers:
Spirit of Vengeance: The Scarecrow is clearly of vengeance, tied to the mortal world through a large painting of itself. Roused when the blood of innocent is shed against the painting, the Scarecrow animates a lifeless body made of straw and sand to act as a proxy or avatar. The spirit itself is immortal and incapable of being destroyed through normal means, and possesses the following abilities while in its avatar form:
  • Unliving Body: The Scarecrow's avatar is essentially unliving matter - pr (4) material strength to be specific. The Scarecrow is immune to toxins, disease, poisons, sleep or unconscious effects (such as stun), and simply ignores damage effects done to it, unless by fire. The Scarecrow's health can still be reduced to 0, at which point the body collapses and the Scarecrow is sent back to its own dimension for some time. The Scarecrow is essentially immortal: It cannot lose Endurance ranks or suffer from vampiric effects that would drain Endurance ranks as its avatar is only a link to the material world, which can be remade/rebuilt after a period of 24 hours (usually).
  • A being of Fear: The Scarecrow can cause Am (50) fear by laughing, and can freeze individuals in place by locking eyes with them (which forces an opposed Psyche FEAT). The Scarecrow actually thrives of fear, which allows it to raise its FASE when it generates significant fear in a target or targets. For every five (5) targets affected, the Scarecrow gains a +1cs to its Fighting and Agility (Maximum Mn (75)). The Scarecrow can also enhanced or cancel fear effects simply through an act of will if generated by someone else.
  • Plant Control: The Scarecrow seems to have complete control over vegetation, granting it Am (50) plant control, growth, and shrinking. The Scarecrow can twist normal vegetation into horrific shapes (Trees growing gigantic thorns and the like).
  • Telepathy: The Scarecrow doesn't speak (in its first few incarnations) but seems to completely understand and anticipate the actions of those around it 'as if it can read our minds'. For the purposes of this write-up, it is suggested that the Scarecrow has Rm (30) telepathy.
  • Weather Control: The Scarecrow can control local weather patterns with Rm (30) ability, most favorably creating storms and large fog banks in which to strike.
  • Stealth: The Scarecrow has the unnatural ability to not be detected - completely able to get the drop on experienced individuals suggesting it possesses the stealth power and Rm (30).
  • Animal Control: Crows: The Scarecrow has shown it can control crows with Mn (75) ability, allowing it to summon large murders of crows to do its bidding.
  • Other abilities: As it is suggested, the Scarecrow is actually a dimensional entity which acts in the world of man. As such, it possesses a far greater range of abilities in its home dimension or when it can manifest them.


Contacts:
The Scarecrow is connected to three humans who currently share custody of its portrait - Brothers Dave and Jess Duncan, associate Harmony Maxwell, The Thing, and Doctor Strange could be called on as allies.

Limitations:

The Scarecrow has shown several key vulnerabilities:
  • Fire: Fire quickly destroys the Scarecrow avatar, doing an additional +2cs damage and removing an Endurance rank permanently from the current avatar when burned. Fire is the easiest and most direct method of destroying one of the Scarecrow's avatars.
  • Linked to portrait: The Scarecrow is directly linked to the large portrait of itself, artist unknown. The portrait serves as the Scarecrow's conduit between its home dimension and Earth, and it is through the portrait that is is able to draw itself into the world of man. As shown by the team-up with the Thing, the portrait is the sole means the Scarecrow can access our world.
  • Avenger: the Scarecrow is a dedicated protector and avenger of the innocent, and will kill to protect and avenge those who have been wronged. The Scarecrow will not hesitate to do this.
  • Mute: The Scarecrow is mute (Although yes, later, it can 'speak' telepathically).
  • Hideous: The Scarecrow is obviously not human, suffering a -1cs to reaction bonuses.

Wednesday, November 6, 2013

The Tuunbaq from 'The Terror'



  The Tuunbaq represents the sort of remorseless, unstoppable evil that reminds me of the shark from Jaws with just the right amount of Lovecraft goodness that suggests that what you see is just what you perceive.

In essence, The Terror is about the doomed expedition of the Erebus and Terror, two real-life ships that were lost during the arctic exploration rush, and the fictitious events surrounding those two vessels. The Tuunbaq is a massive, monstrous creature that appears early and often as the ships are stuck in the ice, killing easily and disappearing into the ice. The Tuunbaq's appearance is described as a polar bear with a elongated neck (and the few pictures I found varied, hence no picture of it). I cannot describe how awesome the book is, and I strongly suggest people pick it up.



The Tuunbaq

 


 

 

 

 

 

 

 

 

 

F: Am (50)
A: Rm (30)
S: In (40)
E: Am (50)
R: Gd (10)
I: Mn (75)
P: Rm (30)

Health: 170
Karma: 115
Resources: N/A
Popularity: 0*/-10/-20 (Normal popularity/ In occult circles/ In Inuit mystical circles)

Talents
Mystic Origin*

Powers

Inuit Soul Eater: The Tuunbaq is a Inuit demon, a devourer of souls (it is suggested in the book that its preference is human) and eater of flesh. The Tuunbaq is encountered as a large polar bear with an extended if not elongated neck, and seems impervious to damage. The FASERIP of the Tuunbaq represents the aspects of it in the mortal world at the time of its encounter with the crews of the Erebus and Terror. The Tuunbaq has shown the following attributes:

  • Invulnerability: The Tuunbaq is completely invulnerable to cold, disease, toxins, corrosives, and other forms of natural damage. While the Tuunbaq is shown to take damage, it either only does so when a maximum of Am (50) intensity damage has been done in a round. The Tuunbaq has not been shown of being able to be stunned or slammed, but it is possible and checks (especially for slam) should be made.
  • Immortality: Although the Tuunbaq is not expressly suggested to be supernatural (see the note at the end of the write-up), it is assumed that it is indeed an Inuit spirit, and as such, cannot be killed in conventional means.
  • Tracking: The Tuunbaq is capable of incredible feats of tracking, and does so with Rm (30) ability
  • Stealth: The Tuunbaq, despite its size, is incredibly stealth, capable of attacking and killing men who are on guard for it without ever raising a suspicion. As such, the Tuunbaq is considered to have Rm (30) stealth.
  • natural weaponry: Claws: The Tuunbaq's claws are shown in the novel to render reinforced wood, and can shred up to In (40) material strength. The Tuunbaq's claws halve effective resistances, invulnerability, and armor by half, as the Tuunbaq can easily pull a man apart in seconds without any effort.
  • Natural Weaponry: Bite: The Tuunbaq's bite treats like its claws, and does +1cs strength damage for the purposes of attack.
  • Soul Eater: If the Tuunbaq's mystical origins are to be believed, then the Tuunbaq is a soul eater. Those who suffer a kill result from the Tuunbaq must immediately make a Psyche FEAT vs. the Tuunbaq's psyche, regardless if a successful result vs. death is made. On a White FEAT, the Tuunbaq devours the soul of its victim up to -6cs, on a green result -4cs, Yellow result -2cs, Red result no psyche damage. For each successful 'soul attack', the Tuunbaq 'regenerates' Endurance ranks/Health. The attack, if successful, treats as a magical attack.

Contacts:]

The Tuunbaq has no contacts, except for the sixam ieua, or spirit governors, who oversee the Tuunbaq.

Limitations
Banishment: The Tuunbaq was supposedly banished by the Inuit Gods to the frozen north. For the purposes of consideration, it is suggested that the Tuunbaq cannot leave a specific geographic location of approximately 200 square miles, and may have additional restrictions.

Watched: The sixam ieua, or Spirit Governors are charged with watching the Tuunbaq and ensuring its captivity. The Tuunbaq cannot harm a sixam ieua, and the sixam ieua has some control over the Tuunbaq, although to be a sixam ieua requires a great sacrifice....

Pacified: The Tuunbaq can be pacified by the throat singing of a sixam ieua, rendering it as close to docile as it can be made.


Notes:

This is more the novel version than the AMC 'The Terror' version. There is not much difference in scope - save the TV series I think overlooked the stealth options at times.

The Einwetok from 'Nomads' (1987)

The Einwetok




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Varies
A: Varies
S: Varies
E: Varies
R: Varies
I: Varies*
P: Varies
Health: Varies
Karma: Varies
Popularity: 0* (Although if recognized as what they are, it can run -5 for academics, -10 for mystics, and -20 for those knowledgeable about demonology/Inuit mythology).
Resources: Pr (4)

Talents:
The Einwetok have a variety of skills, which is assumed to be because their group grows. The skills displayed or assumed to be possessed include the following:

Mystic Origin*
Most Fighting Skills, although rarely possessed by any one member.
Motorcycles
Demonology
Knowledge: Sites of Carnage
Knowledge: Violence in History
Knowledge: Inuit Lore
Knowledge: See Powers


Powers:
Inuit Spirits of Violence: The Einwetok are Inuit spirits which dwell within the fringes of society, revel in violence and acts of carnage, and hunt down any who discover their true nature. While it is assumed that the Einwetok are simply fringe tricksters, they are vicious, capable predators who increase their numbers through what is assumed a psychic/physical attack which 'adds' to their tribe. The Einwetok have shown the following abilities:

  • Psychic Vampires: Unlike the traditional idea of the 'soul vampire' or something similar, the Einwetok seem to draw on fear and violence, converging on points where great acts of murder have occurred, and taunting innocent victims for the purposes of 'feeding'. The Einwetok draw on the energy of a place, which one assumes sustains them in place of food, rest, or healing. The Einwetok can draw energy from a place with Rm (30) ability, with no overt action necessary. The Einwetok mark a particular place with a 'shrine' for their own purposes.
  • Large Numbers: A typical Einwetok 'tribe' consists of between 8 and 20 members, each with their own ability FASERIP within the 'tribe', each member an Einwetok. Einwetok travel in these 'packs', usually through conventional means, and usually ignored by most of society. They Einwetok are not a collective - They are a group of violent spirits in human form with their own agendas and desires, but are bound by specific cultural and psychic needs, the more violent the action the better. It is why the Einwetok do not have a 'typical' set of stats - Members usually represent the gambit of humanity.
  • Predatory Senses: Einwetok seem to have some sort of enhanced senses, including the ability to determine specific 'presences' and scents with Ex (20) ability. Einwetok search out specific prey as a group, and when a specific individual is sought, they pursue that individual with RM (30) tracking ability.
  • Blending*: Not to be confused with the normal illusionary blending, this type of blending is more unique to an urban or society setting. Simply put, the Einwetok are ignored by most people, or are simply ignored by most society - overlooked as either homeless or violent gang members. It seems to be an actual powered effect, and the more members of the Einwetok present, the greater the presence is, which works at Ex (20) intensity level with an average group of 6 - 8.
  • Non-Detection: Along with the Einwetok's ability to be ignored by greater society, the Einwetok do not show up on conventional technological means. The Einwetok cannot be photographed or video-captured, they are simply not there. Mystical means or direct detection will reveal the Einwetok, but they cannot be recorded.
  • Einwetok Creation: Although not specifically stated, it is assumed that Jean-Charles Pommier becomes an Einwetok upon physical death. If this is the case, it would explain the various cultural members of the Einwetok, as members are 'added' to the collected tribe. If this is the case, then when a victim is selected, the Einwetok pursue that victim for between 3 -5 days. At the end of the time, the Einwetok physical kill the victim. Individuals who are near the victim upon their death can gain post-cognitive flashes and memories of the victim as they expire (assumed to be consumed/added to the Einwetok). Alternatively, as the Einwetok are simply spirits in human guises, they assume the guise of the most recent murder victim. For the purposes of mechanics, the Einwetok will target individuals who have either an Ex (20) Intuition or lower and/or a Ex (20) Psyche or lower.
  • Knowledge: Although not directly stated (but suggested in Director's Commentary), the Einwetok amass their knowledge from the human experience and through the possession/introduction/conversion/subversion/eating of their victims. As Einwetok are spirits of violence, it would safe to assume they are masters of it, but that is up to the GM as to their specific knowledge.

Contacts:
The Einwetok have contacts only with Einwetok.

Limitations:
The Einwetok have specific apparent limitations, some seemingly to do with how their specific groups work, which is fairly complex:
  • Attracted to places of violence: The Einwetok cannot help but be attracted to places of violence. This is how their are first identified and later discovered
  • Horrific visage: Although not really shown, it is assumed that the Einwetok look horrific in their 'real' spiritual forms, and suffer -2cs to all reactions.
  • True Nature: The Einwetok cannot hide what they truly are from anyone with the ability to see them, anyone who makes a successful Psyche FEAT (RM Intensity or higher), or their victims. The Einwetok will always be spotted by those who can see them.
  • Prey Specification: The Einwetok are clearly interesting in harassing/hunting those who know them. As such, the Einwetok will always pursue those individuals above all others.

The Alien Horror from 'Horror Express' (1972)


The Alien Horror


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Various
A: Various
S: Various
E: Various
R: Mn (75)
I: Mn (75)
P: Mn (75)

Health: Various
Karma: 150
Resources: Variable*
Popularity: 0/-10 (Prior to encounter/Post Encounter)

Talents:
The Alien Horror is able to absorb knowledge, memory, and skill from any creature it possesses or 'reads'. The Alien Horror has displayed the following skills, but it is assumed that it has access to a wider variety of knowledge and skill:
Biology
Chemistry
Detective/Espionage
Hunting/Gathering
Astrogation
Metallurgy
Engineering
Knowledge: Alien Cultures
Knowledge: Human Prehistory
Knowledge: 19th Century nobility
Knowledge: 19th Century era culture

Powers:
Alien Life-Form: The Alien Horror is a an energy-based life-form which was marooned on Earth about 20,000 years ago. Due to its unique nature, the Alien Horror cannot interact with the environment in its natural state: It must take a host in order to affect the majority of the physical world. Caught in the body of an early ancestor of modern man, the Alien Horror was frozen until inadvertently thawed in the early 20th century. The Alien Horror is assumed to have the follow abilities:

  • Energy State: The Alien Horror exists as a state of energy, and in its purest form, is immune to all physical types of damage and most standard energy forms.
  • Psionic 'Vampire': The Alien Horror can move freely from host to host, possessing them and draining their knowledge. As such, the Alien Horror is considered to have evolved with great psionic abilities. The Alien Horror can possess a host with Mn (75) ability, which also acts as Mind-Drain and Telepathy, as it devours the intellect of the host, killing them.
  • 'Zombie' Animation: Any victim drained by the Alien Horror can be 'raised' as a zombie-like servant, who is connected to the Alien Horror directly. The Alien Horror has been shown to be able to control upwards of 8 - 12 individuals at any given moment. The 'zombies' are not true undead in the traditional sense, and cannot be controlled through zombie control/undead control.
  • Total Memory: The Alien Horror retains all information it gains from hosts and victims, and can call upon that information easily with Mn (75) ability.
  • Linguistics: The Alien Horror can speak any language its hosts know, and maintainst these languages permanently.

Contacts:
The Alien Horror has no contacts

Limitations: Despite its nature and abilities, the Alien Horror has many limitations:
  • Host: The Alien Horror must have a host in order to affect things in the physical world. Once the Alien Horror has taken a host, the eyes of the affected drain completely of color, looking blank and white. In addition, when in low light, the primary host of the Alien Horror glows red, with the Alien Horror unable to hide or conceal this affect. Furthermore, should the host perish while the Alien Horror is inside of it, the Alien Horror must make a Psyche FEAT at -6cs, no Karma, in order to survive. Theoretically, the Alien Horror could jump to one of its minions, but as seen with the ending of the film, should the minions be destroyed, the Alien Horror cannot leave. Furthermore, the Alien Horror seems to have range in which it can affect a possession, usually line of sight or one area. The Alien Horror is also bound to its primary host's condition: For instance, the Alien Horror could not escape the initial host as it was frozen, thus conditions and powers like Suspended Animation could trap the Alien Horror indefinitely.
  • Bright Light: Either due to a weakness in its non-corporeal state or a side-effect of its possession, the Alien Host cannot leave or possess anyone while bathed in bright light. Furthermore, any activities are at a -2cs while bombarded by Bright Light of Ex (20) intensity or greater.