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TERATOLOGY

, , & shanna germaiN


MONTE COOk bruce R. cordell

Alejandro Schmidt (Order #18586321)


Teratology

TERATOLOGY

A Catalog of the Uncategorizable ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 4


Entities of the Actuality ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 8
The Silver Sun ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 20
The Green Sun ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 36
The Blue Sun ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 48
The Indigo Sun ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 60
The Grey Sun ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 98
The Pale Sun ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 104
The Red Sun ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 114
The Gold Sun ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 132
The Invisible Sun ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 150
The Dark ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 166
Entity Index ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 182

Alejandro Schmidt (Order #18586321)


Entities of the Actuality

Alejandro Schmidt (Order #18586321)


Teratology

ENTITIES OF
THE ACTUALITY

There are as many different beings in the Actuality SPIRITS AND


as there are ideas. In fact, many ideas are intelligent THE PATH MATERIAL BEINGS
beings in the Actuality. Humans, elderbrin, angels, Elderbrin, page 30 As another way to categorize entities, one can think
demons, ghosts, animals, conceptual spirits . . . the only in terms of corporeality. There are entities with
list goes on and on. physical bodies and entities without. The latter are
Angels, page 28
Teratology is a collection of inhabitants of the classified as spirits or spiritual beings and include
Actuality, in all their myriad forms—although some conceptual spirits, ghosts, and so on.
don’t actually have forms. It is not comprehensive Demons, page 25 Some beings, probably most notably demons but
(the entities of the Actuality might indeed be also angels, possess the ability to take either form.
infinite), but it provides a wide sampling from every Some ghosts and other spirits can manifest, but this
Ghosts, page 17
realm of every sun, and even the darkness beyond is a transitory state, like a vislae who casts a spell
the suns’ light. Lacuna, page 30 allowing them to walk through walls. In contrast,
a demon can take material or spiritual form and
remain in that form until they intentionally change
BEINGS, CREATURES, it again—neither is the being’s “natural” state.
AND PEOPLE
In the descriptions of various effects, you’ll find
references to beings, creatures, and people. NPC STATS
Any sentient entity, whether ghost, human, Most of the time, an NPC is just a single number:
demon, animal, or anything else, is a “being.” their level. Level tells you everything you need to
“Creatures,” on the other hand, is a term used know about the NPC. It represents the challenge of
to describe only living, physical beings with an persuading them, fooling them, attacking them, or
easily relatable existence—they eat, they sleep, and affecting them with a spell. It’s also the challenge of
they procreate. “People” is an even more narrow avoiding their attacks, whether physical or magical.
subcategory of creatures. People are humans and It’s even how much damage their attack inflicts.
things enough like humans (elderbrin, lacuna, and Generally speaking, all NPCs have health similar
so on) that it’s useful to lump them together. People to a PC. If they suffer 3 Injuries, they have a
live in cities. People wear clothing and use tools. Wound, and with 3 Wounds they’re dead. Level
can suggest a modification to the hardiness of an
NPC, however. Level 1 and 2 NPCs generally can
11 12 1 sustain only 1 or 2 Injuries before having a Wound,
10 2 and those of level 6 and above typically suffer 4 to 6
9 3 Injuries per Wound.
8 4
7 6 5

Alejandro Schmidt (Order #18586321)


Entities of the Actuality

Sometimes, however, a bit more information is otherwise mentioned). Damage not reduced by
desirable. To make an NPC really interesting— Armor becomes an Injury.
and, perhaps just as important, to reflect their Modifications: These are modifications to actions
nature in their stats—a few modifications of these the NPC might take. Add them to the level to
generalities are in order. This is true of all the determine the NPC’s level for that specific action.
creatures, beings, and people in this book. They’re Thus, a level 4 creature that has +2 climbing is level
all more than just a level. 4 for everything except climbing actions, for which
When you look at each entity’s stats, keep the they are level 6.
following in mind: Special Abilities: Unless otherwise described,
Level: A representation of the overall strength of each separate entry (attacks, special abilities,
the NPC. Generally speaking, mortal creatures are and so on) is a distinct action the NPC can take.
levels 1 to 10, although extraordinary examples go Each is unique and provides the details needed.
up to level 13. Immortals can go as high as 17. If it includes something that gives an unwanted
Unless stated otherwise, use an NPC’s level for condition (such as poison) that does not end unless
the following: The Story of Nine Parts is the character uses a rest action, the entry notes how
✦✦ Challenge of interacting with them a different tale depending many rest actions are needed.
✦✦ Challenge of sneaking by them, tricking them, upon which sun you’re If damage for an attack is given and there is a
under when you hear it.
outrunning them, and so on special effect (such as poison), the second effect
✦✦ Challenge of striking them with an attack allows for a second defense roll. So a creature with
✦✦ Challenge of affecting them with magic a poisoned bite requires a PC to make a Dodge
✦✦ Challenge of dodging their physical attacks defense roll to avoid the attack, and if they do,
✦✦ Challenge of resisting or withstanding their nothing more is required. If the Dodge defense
magical attacks or effects fails, the PC suffers the damage indicated and then
✦✦ Amount of damage their attacks (of any kind) makes a Withstand defense roll to cope with the
inflict poison. The kind of defense rolls required to avoid
the various attacks are not spelled out, but logic
Injuries, Wounds, and Anguish: Just like with a dictates: Dodge is for avoiding physical attacks;
PC, boxes represent damage sustained as Injuries, Withstand is for coping with disease, poison, or
and when Injuries are all checked, they become a THE KEY similar effects; and Resist is for mental and magical
Wound or Anguish, as appropriate (and then reset). Wounds, page 23 attacks.
Defenses: Most of the time, these are Traits: A few suggestions for roleplaying the NPC.
modifications to the general categories of Anguish, page 23 GM Shift: For the longer-form entries, a GM shift
Withstand, Dodge, and Resist defenses. Add these idea is included to show how one might be used to
to the level to determine the NPC’s level for that benefit the NPC. Unless the NPC is an ally, these
specific kind of defense. Thus, for a level 5 creature will result in Despair for a PC.
with +1 Withstand, they are treated as level 5 when
affected by a physical attack or spell, but treated PHYSICAL AND SPIRITUAL
as level 6 when affected by disease or poison (for STAT DIFFERENCES
instance). Creatures that can take either physical or spiritual
This entry also indicates if the NPC has magic form have two different defense lines in their game
defenses (thus requiring two or more successes on stats. However, unless noted otherwise, spiritual
any attack) or special immunities. creatures cannot affect physical matter or make
Armor: Some NPCs have Armor that reduces the physical attacks. Such things are only for material
damage sustained by any attack (physical, unless creatures.

Alejandro Schmidt (Order #18586321)


Teratology

THE GREEN SUN

Second among the suns, the Green Sun signifies LOCATIONS ILLUMINATED BY
life. Health. Growth. Even success. Those who are THE PATH THE LIGHT OF A GREEN SUN
floundering in their life sometimes think of the Green Sun, page 41 In addition to locations detailed in The Path, the
Green Sun as the ultimate healer and life-giver, but following places can be found and explored. Some
that is too simplistic—and likely too optimistic—an of the inhabitants described in this chapter have
outlook. special connections to these locations.
Green is everywhere you look, in the form of
fields and forests, wildlife and wilderness. It erupts CHARRINGREST
with a force typically reserved for fiercer things. One of the few unchanging elements of the Green,
Instant green spaces—teeming with animals, Charringrest is a massive tree that rises impossibly
plants, and other beings—appear before the eyes, tall into the sky and is big enough around to
crowding out everything that came before. comfortably house the entire Fearce family inside it.
It’s easy to imagine the Green as simply a jungle, The Fearce family is a group of some three dozen
verdant and bursting with life, but that is only part vislae who call Charringrest home. It’s rumored
of its whole. It, perhaps more than any other sun, that the majority of the family members spend their
encapsulates the circle that is life. Birth, growth, THE PATH days using magic to keep the tree from changing
Cherulis, page 41
decay, and death is the song of the Green, sung in in the Green’s ever-present pull toward decay. The
round after round, never-ending. family is always seeking new members, but only
Cherulis, that androgynous multitude of Dowager Pankaj Fearce: those who pass muster with Dowager Pankaj Fearce
wandering beauty, sometimes blesses the unions level 9; +4 defenses; are allowed to join.
and fusions they encounter upon their travels, +3 social interactions and Lignicides dream of taking down a prize like
intimidation; +2 Armor
whispering, “Beloved are the burgeoning, the Charringrest, and many attempts have been made
bearing, the beginning. Sweet sanctity upon you.” on the tree’s life and limb. To this day, they have all
Lignicides: level 5; been thwarted by the Dowager’s keen eyes and the
+2 botany and woodcutting tree’s magical protections.

FOELLI’S QUAGMIRES
Here it is the sky, not the land, that sinks and folds.
The green earth is firm to the touch, but the white
and blue of the sky above give way, causing beings
to sink upward, face first. Many smother in the
press of clouds before they are able to break free
and swim back to earth. Foelli’s quagmires can
appear at any time, in any landscape, capturing
any number of victims before they move on to

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The Green Sun

a new locale. Some say Foelli is a being of the the perimeter against thieves and trespassers
Blue, trapped here against their will, taking their to fermenting the green wines to delivering the
vengeance out on unsuspecting travelers. Lyco sphylumi, page 42 raw colors to . . . wherever the colors of green go.
Various nature spirits work throughout the estate,
MORAL QUANDARY but it’s unclear whether they are there willingly or
This enormous, ever-changing maze of sentient THE PATH not.
The following natives of
bracken, vines, and large purple fungi is reputed to the Green Sun can be
hold secrets at every turn, and something ever more found in The Path:
glorious in its center. It is also filled with beings of
all walks, each with their own agenda. Some call the Durrantix,
maze home and will defend it with their life. Others page 128
seek the center and what is held there. Still others
Hand of the Green,
ache merely to solve the puzzle for its own sake. page 129
Multiple colonies of lyco sphylumi have made
their home inside the quandary. Pithican, page 131

VIRIDESCENT VINEYARD Skerrick, page 133


Far more than just a vineyard, this is an enormous
domain where all the colors of green are grown, Cenexica: level 5;
harvested, and processed. Beings known as cenexica +3 growing, nurturing,
run every element of the estate, from guarding and tending plant life

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Teratology

EPHEMEROMORPH EYRI
Jumble of fused ephemera objects, in overall form Takes many forms, most often that of a large owl
something like a seagull mated with a lobster. Flits, or other bird of prey. Has a cavity inside its chest
clambers, slides, or trundles along on limbs made surrounded by rows and rows of razored claws and
of disparate but still magical things. Fuses loose filled with living prey. Feeds on the fear of those it
(and stolen) ephemera objects to itself. holds captive.
Level: 4 Level: 4
Injuries: Injuries:
Wounds: Wounds:
Anguish: Anguish:
Defenses: +2 to all Defenses: +3 Dodge
Armor: +1 Modifications: +1 searching
Modifications: +2 stealth, +4 pickpocket Screech: Deafens up to three nearby targets.
Ephemera Effect: Random ephemera object effect Scamper: Releases its captive prey. Feeds on the fear
(draw from the Ephemera Object deck) affects of those in the area to heal 1 Wound.
nearby target in the way that would be most Claw: 3 points of damage
injurious, or affects the ephemeromorph in the Traits: Hungry. Predatory.
way that would be most beneficial. If neither of
these are possible, the object instead drops away FADED MEMORY
and could later be claimed by anyone. “Who was that you were talking to?”
Nip: 2 points of damage “What? I wasn’t talking to anyone.”
Traits: Cunning. Careful. Lost. “I just saw you. You gave them something.”
“What did you see?”
EXSE “Well, they were . . . wait. I don’t remember . . .”
Tall and thin and sepia-toned. Blends into the
woodwork. Looks part human, part tree, part too-big Level: 5
suit. Head has no eyes, nose, or mouth. Doesn’t like When a faded memory can Injuries:
to be looked at, noticed, or seen. be remembered, it’s usually Wounds:
Level: 4 as a translucent human Anguish:
whose limbs and torso are
Injuries: askew, with an elongated,
Defenses: Magic (two successes); +2 Resist
Wounds: almost prehensile neck. Modifications: +5 stealth, +5 deception
Anguish: Unremembered: Unless a creature interacting
Defenses: Magic (two successes); +1 to all defenses with the faded memory spends part of their
Modifications: +4 stealth next action describing the previous round, the
Oversight: Nearby creatures cannot visually perceive specifics of that previous round fade as if a
the exse (1 rest). dream.
Eagsyne: 2 points of damage and causes one of a Swipe: 5 points of damage or the foe loses a piece
foe’s eyes to sew itself closed (1 rest). of jewelry, clothing, kindled item, or ephemera
Traits: Scoptophobic. Inconspicuous. object that the faded memory wants.
Uncomfortable. Traits: Thieving. Dishonest. Tricky.

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The Indigo Sun

FARCEUR GOD OF TINY TEMPLES


A 9-foot (3 m) tall creature similar to a praying I’m the god of tiny temples
mantis that jumps between the decaying islets of THE PATH I’m the god of planets fine
the Abstraction looking for prey. Eats anything. The Abstraction, page 48 I’m the god of tiny little lives
Distracts prey with bad jokes and puns before And no one knows they’re mine.
striking, though may forgo a meal if offered a pun
or joke that impresses it. Being with tiny temples swirling around it. Sings
Level: 5 constantly. Sees in at least five dimensions. Loves to
Injuries: make bets and play tricks.
Wounds: Level: 7
Anguish: Injuries:
Defenses: +3 Withstand, +1 Resist Wounds:
Armor: +3 Anguish:
Modifications: +10 jumping Defenses: Magic (two successes); +2 Resist
Spiked Forelegs: 5 points of damage and the foe is Modifications: +2 interactions
seized and cannot move unless they break the Play God: Creates a new tiny temple that joins the
grip using a Physicality action. others.
Bite: Automatically inflicts 6 points of damage each Temple Waste: When a magical effect would affect
round on prey caught in spiked forelegs. the god, one of its temples explodes, negating
Traits: Aggressive. Fearless. Punster. the magic and inflicting 1 point of damage on
the magic wielder.
GLASS GRACE Traits: Mad. Mischievous. Gambler.
Antelope-like creature made of glass shards. Moves
in small herds that operate well as a unit.
Level: 3
Injuries:
Wounds:
Anguish:
Defenses: +3 Dodge
Modifications: +3 agility-related actions,
+2 perception
Swipe: Inflicts 3 points of damage by simply
rubbing up against a foe.
Regeneration: 1 Injury is restored each round as the
glass shards rearrange themselves.
Traits: Fearful. Alert. Thoughtful.

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Teratology

THE RED SUN

The Red Sun is neither inherently evil nor LOCATIONS BENEATH


inherently good. It is, instead, the very essence of THE PATH THE RED SUN
destruction, annihilation, and change. Permanence Red Sun, page 56 In addition to locations detailed in The Path, the
is an aberration to the Red. Thus, your moralistic following places can be found and explored. Some
point of view of the Red likely changes depending Daumi, page 56 of the inhabitants described in this chapter have
on what it is destroying at any given moment. Not special connections to these locations.
that the Red Sun cares about your moralistic point
of view. Or anyone else’s. DROUCOTE’S EYE
Neither does Daumi, the Red Sun’s warden. The rumor is that this large, round, green hill—
All she cares for is destruction. Yours. Theirs. which looks very much like a giant hazel eyeball
Everyone’s. And her warriors carry out her every Droucote: level 12; sunk into the soil—is protected by Droucote itself,
wish, wreaking havoc and creating change wherever +4 Withstand, +4 Resist; and thus resists the constant destructive nature of
possible. +2 attacks; +4 Armor the Red. Atop the hill, mortals can find a pleasant
While the Red’s main inhabitants are demons— place for a respite, with the smell of flowers in the
spiritless, but not mindless beings—there are some air and a breeze so soft it is barely perceived by the
mortals who choose to live beneath the Red Sun skin. Here, everything seems still. And quiet. And
as well. They must be ever-vigilant and constantly altogether not as if it’s part of the Red at all.
prepared for the mutability of the sun under which In fact, it isn’t. It’s merely a doorway. Or perhaps,
they live. When the very landscape threatens more accurately, a trap. An elaborate ruse that
to buckle or even disappear beneath their feet, draws mortals in and transports them elsewhere.
nowhere is safe for long. To a place far, far worse than the Red, a dungeon
dripping with slime and rot, gleimous walls barring
every exit, the sounds of torture and horror coming
from every discernible direction. This is Droucote’s
Bowels, and leaving is not an option.

THE PLACE WHERE RED REVELS


Most mistake the Red as “Hell” from some Shadow
religion, and while there are similarities, the
Place Where Red Revels certainly showcases the
differences. These regular celebrations are held to
celebrate aspects of Red: disintegration, destruction,
and decay. These are not somber affairs, but
instead joyous parties of true passion and sincere
happiness. Not every resident of the Red comes to

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The Red Sun

one of the revels, but those who do usually keep STRETCHTHORP LAKE
coming back, for they are wondrous. Stretchthorp Lake is less a lake than a giant pool
The demons and other beings of the Red here of constantly erupting lava and ash. Its extreme
dance and sing with the pure abandon of true volatility creates a swirling vortex of constant flux,
joy. They sing songs about decay, destruction, which enterprising demonic lords have learned
and corrosion while others beat driving thunder to harvest for their benefit. Many station their
on massive drums. Red lights flash and shine conscripted vassals along the shores, forcing them
randomly as the dancers fling their arms high, to draw the flux into their bodies. Lacking souls, the
kick their feet to the sky, and grasp each other in vassals cannot use the magic themselves, and thus
unbridled passion. “You don’t know joy until you’ve they carry it back to their lords without worry of
seen the Red Revels,” people say. “They roister and tampering or use.
rave in the name of disintegration and a crumbling The lake’s tumultuous nature spawns beings
end to all things in a way that those who delight in Koul, page 123 called koul, equine-like eaters of flesh that rise
care and creation will never truly understand.” from the surface of the lava and gallop across the
The Place Where Red Revels is a circular pit 20 landscape on seven legs, opening their mouths
feet (6 m) deep and 500 feet (150 m) across, enough wider and wider to gulp down any living thing in
for hundreds of revelers to dance and cavort at their path.
once. The edges of the pit are for musicians and
spectators.

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Teratology

ENEMY OF TRUTH Modifications: +4 deception and disguise


A human-appearing demon in a finely tailored Truth as Falsehood: The target believes that one
suit, professionally cut hair, expensive accessories, somewhat reasonable lie told to them by the
and shoes whose shine is so perfect that they demon is true (cured only by magic).
almost ruin the illusion. Leaves behind a litter of Concealed Knife: 4 points of damage, plus
propaganda proclaiming lies with all the feigned 1 Wound if the attack was made after the demon
certitude of priests. Hardens ill-conceived opinions convinced its target that it was an ally.
wherever it goes. Traits: Dishonest. Cowardly. Cruel.
Level: 5
Injuries: FERVENT
Wounds: Bulging collection of different creatures smeared
Anguish: into a single twilight-hued silhouette. Speaking in
Defenses (Spiritual): Magic (two successes); A fervent usually has many voices (sometimes in unison, other times
immune to physical attacks; +2 Dodge, +2 Resist two or three abilities sequentially), a fervent is eager to learn the story
Defenses (Physical): Magic (two successes); from previously eaten of beings it encounters, and then if that story is
victims, such as the
immune to poison and disease; +2 Dodge, ability to blast an area
intriguing enough, eat them and gain something
+2 Resist with flames, summon of their aspect, appearance, and personality. Always
an angel or demon, or wears one piece of clothing, such as a white top
command a target to take hat or pair of red gloves, that never changes no
a particular action. matter how much its form changes with continuous
feeding.
The Enemy of Truth looked down upon the
Level: 6
two vislae prostrate before it.
Injuries:
“We wish to serve you, oh lord,” they said in
Wounds:
unison.
Anguish:
“Do you now? And what do you know of
Defenses: Magic (two successes); energy (magical
me?”
or otherwise) does not harm but instead heals
One of the vislae spoke. “We know you
Injuries; +3 Resist
are the lord of lies, who can weave a web of
Bite: 6 points of damage, and absorbs the victim
deception over the eyes of all in creation. We
until they can escape with a Physicality or
wish that for ourselves and will give you all
Movement action. A victim who doesn’t escape
that we are to possess it.”
before the sun next sets is destroyed.
“I will grant you this, then, in exchange for
Mimicry: Gains one ability of the victim, the ability
what you offer.”
to sound just like the victim, and general
“Oh, praise your name, lord! Thank you,”
knowledge of the victim’s past, including deep
the first vislae exclaimed.
knowledge of particular emotionally charged
“You will not regret your decision!” the
anecdotes.
other vislae added.
Traits: Hungry. Curious. Irrational.
The Enemy of Truth scowled and smote
them both with the power of the Dark. “You
understand nothing, then.”

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The Dark

HECATOMB Seep Into Shadows: Disappears when in shadow


Imprudent vislae who looked to the Dark to and reappears up to a faraway spot, as long as it
discover secrets of power, now infested with the is also dark there.
essence of lightless nothingness. Corrupted and Traits: Ruthless. Cunning.
empowered, they turned their back on everything
they once knew. Instead, they seek only to increase
their power further at any price.
Level: 6
Injuries:
Wounds:
Anguish:
Defenses: Magic (two successes); energy (magical
or otherwise) does not harm but instead heals
Injuries; +3 to all defenses
Modifications: +3 spellcasting
Spell, Compel: Close target must take stated action
next round.
Spell, Blind: Nearby target suffers 1 Wound as their
eyes implode. Blind until eyes can be somehow
regenerated or replaced.
Spell, Fuse: Target fused, immobile, to nearest
surface (4 rests).
Traits: Crazed. Corrupt. Cruel.

MORI GRA
Tall, angular human with the head of a white rabbit
and eyes of shifting colors. Causes vislae to lose
their magic by transforming them into near-lifeless
and listless versions of themselves. Travels the
Actuality hunting vislae.
Level: 5
Injuries:
Wounds:
Anguish:
Defenses: Magic (two successes); +2 Dodge and
Resist
Modifications: +3 to stealth and perception
Inversion: Creature touched becomes a black and
grey version of itself, unable to use magic of
any kind and suffering a −2 penalty to all other
actions (2 rests).
Darkness: Fills the nearby area with darkness
and shadows, easing hiding and stealth, and
hindering any other action that requires sight.

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Teratology

MELANCHOLIC MERRICK You make it clear to mortals that the best


They go about their short little lives, these mortals, moments of their lives aren’t as good as they
thinking they have some significance. Your role is thought and the worst ones are so much worse than
to teach them the truth: they ever dreamed. Even a dull day can be filled
with anxiety, worry, and dread, thanks to you.
Other depression demons try to tempt their
lts in
. C a ring resu victims to suicide, but where’s the fun in that? You
Tr ying is
fu ti le uly exists Sleep is a welco
fl e e ti n g—if it tr me respite, bu
t it can’t torment the dead. Better to let them wallow in
pain. Joy
is in your eludes you as
tt e r to just hide that awake. Alcoh
you lie there,
w id e their inescapable misery. There are so many dark
at all. B e
in g . D on’t open ol can dull the things you have yet to whisper in their ears when
g noth ins bad but it just mak pain,
bed, doin o b a bly conta ’s es you an alco they’re all alone, staring at a blank wall. You like
letter, as
it p r oor, as it Food can brin holic.
’t a n s w er your d g comfort, but
th en your victims to last a long, long time.
n you’re just a fa
news. Do ector. t pig. Unlovabl Of course, your appearance wouldn’t convince
b ly a bill coll e.
proba anyone to listen to the truths you reveal. You’re a
Noth looming, dark violet thing with a head like a skull
in
loves g you d and a wreath of tendrils that stretch in all directions.
you. o is p
own T le Your best tactic is to take the form of some object in
lives hey’re to asing. N
to ca o o your chosen victim’s home or in their possession.
re ab busy w one
out y ith t You find what they use frequently—a keepsake, a
ours heir
. tool, or just a mirror on the wall—and discard it.
And then you take its form and replace it. They
never know, and soon they’ll be so depressed that
they won’t bother to notice even if you do let slip
your real nature.
Level: 6
Injuries:
Wounds:
Anguish:
Defenses: Magic (two successes); +2 Withstand and
Resist
Modifications: +4 deception, +2 stealth
Shapeshift: Take on the form of any inanimate
object up to the size of a large table.
Depressing Words: A close target can take no
actions (2 rests).
Cloud Perception: A close target suffers a −4 penalty
to perception actions, and a −2 penalty to all
other actions (2 rests).
Traits: Patient. Persuasive. Insidious.
GM Shift: The Depressing Words ability affects a
character until the sun next rises, regardless of
rests.

180

Alejandro Schmidt (Order #18586321)


The Dark

MERRUSALEM You’ll whisper in the ear of someone to tell them


You usually move among mortals in the form of that their lover is in the arms of another. Or that
a rather innocuous bird, all the better to spy on one of their employees is stealing from them. Or
everyone and everything. You gather as much that their neighbor abuses their children.
information as you can about as many people as you But you’re not just interested in fomenting
can, and then use that information against them in trouble. Oh, no. That’s for lesser devils. You want
some way. Oh, the elaborate skeins of plots, plans, more. You’re looking for people who will trade a tiny
and secrets you maintain. bit of their soul, either to learn the secrets you know
or to get revenge against someone who has wronged
them (as you so helpfully revealed). Mortals are so
easy to manipulate when you spring a surprising
secret on them.
Eventually, you’ll gather all the soul bits you’ve
earned, stitch them together, and have a soul of
your own. After a fashion. That’s the plan, anyway.
Sometimes, you just sell the information you
have, and if people are unwilling to sell portions
of their soul, the other currency you trade in is
personal secrets. In other words, if someone needs
to learn something you know, they’ll need to give
you secrets of their own. And if they don’t think
you’ll eventually use those secrets against them,
they’re being quite naive and deserve what they get.
Mortals.
Level: 6
Injuries:
Wounds:
Anguish:
Defenses: Magic (two successes); +2 Dodge and
Resist
Modifications: +3 perception, +2 deception and
stealth
Ill-Conceived Notion: Touched being, upon hearing
bad news, acts on the first unwise and probably
negative impulse—drastic action, violence, and
so on—they have.
Swooping Dive: 5 points of damage
Traits: Devious. Patient. Haughty.
GM Shift: Merrusalem already knows a secret
involving the vislae.

181

Alejandro Schmidt (Order #18586321)

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