CREATURES E-H












ERINYER/ERINYAE

Found: Kult p.208, 2nd Ed p.185

Description: They are half biological, half mechanical creatures that look like ragged pteranodons, forged together with flesh and dark glass and wings covered with bloodstained feathers. They can be found anywhere in Metropolis but are particularly common near the Abyss, among the tall towers of the Citadels and other extremely tall buildings. They hunt in swarms and when they find a defenseless victim they let out a bloodcurdling scream which echos in the empty alleyways of Metropolis and they swarm around their victim, tearing it to pieces and attempting to lift it to some high place where they can eat it.

Personality: -

Modification to Terror Throw: -5

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AGL 10+1d10 (15) EGO 2

STR 20+2d10 (31) CHA -

CON 1d10 (6) PER 10+1d10 (15)

COM - EDU -

Length: 200cm Weight: 70kg Number: 10+1d10

Senses: Sharp vision, both normal and Infrared. Normal hearing and sense of smell.

Communication: - The Dark Art: 0

Movement: 7m/combat round Actions: 2 Initiative Bonus: +3

Damage Bonus: +5 Endurance: 80 Natural Armor: 2

Damage Capacity:

4 Scratches = 1 Light Wound

3 Light Wounds = 1 Serious Wound

2 Serious Wounds = 1 Fatal Wound

1 Fatal Wound = Death

Powers: -

Skills: -

Attack Modes: Grapple 10 (scr 1-5, lw 6-12, sw 13-19, fw 20+) it succeeds to lift its victim by a sw or fw if it doesn't weight more than it can carry)

Beak 15 (scr 1-6, lw 7-12, sw 13-22, fw 23+)



GUARDIAN, THE

Found: Kult p.203, 2nd Ed p.193

Description: A humanoid creature with dried, black skin and black eyes guards the tomb of the Demiurge at the top of the hill in the City of the Dead. His body is covered in white veils and he bears a flaming white sword. He lets no one over the threshold of the Empty Chapel where it is claimed the Demiurge will rest after the end of the world. When the Demiurge disappeared, a black Guardian appeared at the tomb. It makes sure that no one can enter. This has been interpreted both as a sign that the Demiurge is dead, and that he lives.

Personality: -

Modification to Terror Throw: +5

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AGL 50 EGO 20

STR 100 CHA 20

CON 50 PER 50

COM 3 EDU -

Length: 210cm Weight: 80kg Number: 1

Senses: Will notice everyone who approaches.

Communication: Speaks all languages. The Dark Art: 50

Movement: 25m/combat round Actions: 7 Initiative Bonus: +38

Damage Bonus: +16 Endurance: Unlimited Natural Armor: 2

Damage Capacity:

11 Scratches = 1 Light Wound

10 Light Wounds = 1 Serious Wound

8 Serious Wounds = 1 Fatal Wound

Goes down after 1 Fatal Wound, but rises again after 3 combat rounds

And can take any number of Fatal Wounds.

Powers: Telepathy, Invulnerable to Electricity, Fire and Radioactivity, Cannot be affected by Magic, Invulnerable to all Mental Influences

Skills: Avoid Bullets 50, Evasion 50, Mental Influence 50, Sword (Circular Cut 50, Cut 100, Disarm 50, Dodge 50, Parry 75, Thrust 75), Tiger Leap 50, Whirlwind Attack 50

Attack Modes: Sword: The Guardian's sword automatically kills all characters with negative mental balance that it touches. Otherwise, it does damage as a katana.



HELLER

Found: Kult p.250, 2nd Ed p.173

Description: The Hellers are the lowest form of Satanist cult. Their purposes are to get as much power and money as possible, live in luxury and be able to tread on others with impunity. Their philosophy is simple: strength is might and might is right. They despise weakness and believe that there should be no other power than that which rests on physical strength and the ability to forcibly subdue others.

Hellers are small groups of Astaroth-worshipers among outsiders and bums. Each cult has between 100 and 100 members. The cults are gangs governed by a leader. There is frequent exchange of members between the groups.

In spite of the vague structure, there are some who may be called leaders of the Western European Hellers. Rainier Hartmut, a police commissioner in Berlin, has a strong influence over the gangs, and so does the car and drug dealer Vincent van der Darht in Rotterdam. In the US, a man in his 20s who calls himself Ice Man controls several gangs in the Los Angeles area, and a boy genius said to be only 16 controls much of the youth crime in New York. He is known as Elroy.

Hellers mostly consist of men between 15 and 35 years of age. The fixation on physical strength makes it hard for women and older men to assert themselves in the gangs.

The gangs have access to automatic weapons and advanced modern explosives. Many have close links with the military. But officials never want to admit their contacts with the Hellers, so they find it hard to exert influence through official channels. Drugs and arms dealing contribute to a good economy in many groups.

Hellers exist all over Europe and the Middle East, North Africa and America. There are scattered cults in Japan and South East Asia.

Many Hellers are consistently traveling, running from authorities and murder charges. Their net of contacts help them hide from the police. They hide out in abandoned houses on the outskirts of the cities, or in the provisional camps out in the countryside.

They dress like many other violent gangs and may be difficult to tell apart from neo-Nazis and motorcycle gangs: black leather, plastic and old blue jeans, decorated with chains, rivets and symbols. They have buzzcuts and wear tattoos and many pierces. The German Iron Cross is a common emblem, as is the swastika. Real Hellers know each other by secret handshakes and code words.

Hellers are violent. They never use subtle methods, but prefer violence and terror. They never shrink from getting in trouble with the law and they are not intimidated by the risk of revenge from their enemies. Cowardice is the ultimate shame for a Heller.

Some of these cults have connections to creatures beyond the illusions. Legionnaires from Astaroth's Legions are spread out here and there in the gangs. Occasionally, a Nepharite or Razide has joined a gang to help them perform a robbery or an assault. There was a much talked about case a few years ago when a gang of Hellers in Belgium captured some police officers and tortured them to death, was actually the work of a couple of Nepharites.

Hellers do not deny their existence in public, but they don't advertise. They prefer top do their business under the cover of darkness.

The most persistent enemies of the Hellers are actually the Mafia. One effect of this is that the Hellers are rare in Italy and Southern France. The Mafia has contacts in the Catholic Church and organizations which are controlled by Lictors. All of these view the Hellers as a threat and an abomination. Moslem fundamentalists in Northern Africa have attempted to exterminate Hellers there.

Personality: A typical Heller is a European or American male of 15-25 years. He may come from any social background, but he usually had a troublesome childhood and little contact with the father. He became a Heller in his teens and has toured several states with his cult. He has been deprived of his civil rights and is wanted in a couple of states or countries. He has killed at least once and is thoroughly unscrupulous.

Modification to Terror Throw: -

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AGL 2d10 (11) EGO 2d10 (11)

STR 10+1d10 (15) CHA 2d10 (11)

CON 10+1d10 (15) PER 2d10 (11)

COM 2d10 (11) EDU 1d10 (5)

Length: cm Weight: kg Number: 5d10 (27)

Senses: As human

Communication: As human The Dark Art: 0

Movement: 5m/combat round Actions: 2 Initiative Bonus: -

Damage Bonus: +2 Endurance: 105 Natural Armor: -

Damage Capacity:

4 Scratches = 1 Light Wound

3 Light Wounds = 1 Serious Wound

3 Serious Wounds = 1 Fatal Wound

1 Fatal Wound = Death

Powers: None

Mental Balance: -25 -5d10 (-52)

Dark Secret: (Any of the following) Family Secret, Occult Experience, Victim of Crime, Pact with Astaroth or Death Angel, Guilty of Crime

Skills: Automatic Weapons 11, Handguns 11, Dagger 15, Impact Weapon 15, Whips and Chains 15, Unarmed Combat 15, First Aid 11, Motor Mechanics 11, Language: 1 or 2 additional 11, Burglary 11, Drive Vehicle 15

Attack Modes: According to weapon



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