CREATURES Q-T








RAZIDE

Found: Kult p.214, 2nd Ed p.194, FA p.122

Description: The Razides were created by Astaroth and his Death Angels to serve in Inferno and torment the sinners. Some of them have accompanied Astaroth and the Death Angels into our world, others remain in Inferno, grabbing more power there as they have become fewer. Others have ventured into our world on their own, to create minor hells of their own here. Razides don't have any incarnates. They can assume human form, but like the Lictors, they exist entirely in our world when they enter it.

The true shape of a Razide can be glimpsed by people with increased awareness or magical intuition, or when the illusions crumble. They can also choose to appear in their real form. Seeing such a being is always a terrible event that demands an Ego throw.

Razides are half-living, half-mechanical creatures with bodies of black iron, muscle tissue, glass and blood. They are almost 3 metres tall, humanoid, and walk slightly forward-bent. An exoskeleton of iron and glass holds the creature's inner organs in place. Reddish-black blood flows through tubes in the body. Their eyes are vividly alive, yellow with red pupils. They are the only visible life in a head of metal with jaws of steel. A three-foot organic tongue can be rolled out.

Personality: The Razides are obsessed with death and suffering. They were created to torment humans and often fall back on this behavior by instinct, even when their own purposes are different.

Modification to Terror Throw: +5

AGL 20+2d10 (31) EGO 2d10 (11)

STR 40+4d10 (62) CHA 1d10 (5)

CON 40+2d10 (51) PER 10+2d10 (31)

COM 1 EDU 10+2d10 (21)

Length: 300cm Weight: 400kg Number: -

Senses: Sharp. Infrared and Ultraviolet Vision. Radar. Can sense Magnetism.

Communication: Speech The Dark Art: 10

Movement: 15m/combat round Actions: 5 Initiative Bonus: +19

Damage Bonus: +11 Endurance: 290 Natural Armor: 5

Damage Capacity:

12 Scratches = 1 Light Wound

11 Light Wounds = 1 Serious Wound

9 Serious Wounds = 1 Fatal Wound

3 Fatal Wounds = Death

Powers: Death Magic 40 (all spells 40). Possess 30 (Gives them the capability to possess a human body in our world while their own bodies remain in Inferno)

Skills: All Firearms 25, All Melee and Throwing Weapons 40, Dodge 30, Search 20, other skill vary

Attack Modes: Bite 15 (scr 1-5, lw 6-12, sw 13-22, fw 23+)

Claws 15 (scr 1-6, lw 7-14, sw 15-25, fw 26+)

Or according to weapon



SERAPHIM

Found: 2nd Ed p.167, Legions p.77, PC p.35, FA 17

Description: The Seraphim are angels, chosen messengers and warriors, who fell to earth when the skies were shattered by the departure of the Demiurge which cracked the paradises open. They were the hosts of heaven, the heralds of the Demiurge who helped enforce the Illusion and populated the paradises. Now they are ragged, confused creatures, easily fooled and led by the Lictors. They are naive and trusting, characteristics which can easily be turned into aggressiveness and hatred when confronted with cruel reality.

They are about as tall as humans, with long white hair, pale skin and icy blue eyes. If it were not for their tortured appearance they would be extraordinarily beautiful. Their skin is smooth and white, but on some it has become cracked, and the cracks fill with oozing blood. When enraged, their eyes have a hellish red glow and their fingers lengthen into terrible claws. They are dressed in lovely white diaphanous tunics, though often these garments are torn and bloody. On their backs are huge feathered white wings, sometimes broken. They fight only with their hands. At one time they could speak all human tongues and were masters of all the magical lores but both of these abilities were lost in the Fall. The memories of the Seraphim are clouded, and they only vaguely remember any of their existence before the Fall. They onlt know that they were something far greater.

Personality: Some Seraphim still remain in hiding, particularly from the Lictors who would hunt them down. Some have become bolder, and live in human society, taking great advantage of their powers and abilities; this is a dangerous existence, for a Lictor can easily see a Seraphim for what it is. A few Seraphim wander the Earth, still attending to their original duties of punishing sinners and aiding the good. Finally, there are those Seraphim who have become corrupt, seeking glory from weak-willed humans who will serve anything greater.

The Seraphim are chronic sensualists, and indulge themselves as much as possible in sensual experience.

Modification to Terror Throw: -10

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

STR 2d10 (11) CHA 10+1d10 (16)

CON 2d10 (11) PER 2d10 (11)

COM 10+1d10 (11) EDU -

Length: 190cm Weight: 90kg Number: 1d10

Senses: As Human plus Infrared vision

Communication: As Human The Dark Art: 10

Movement: 6m/combat round Actions: 2 Initiative Bonus: -

Damage Bonus: +1 Endurance: 85 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: Eternal Youth, Fast Reactions, Increased Abilities (+5 COM and CHA), Infrared Vision

Limitations: Sensitive to Electricity and Iron

Disadvantages: Egotist, Manic-Depressive, Minor Compulsion (Sensualist), Partial Amnesia, Sexually Tantalizing, Wanted (Lictors)

Advantages: Animal Friendship, Code of Honour, Endure Hunger/Thirst, Enhanced Awareness, Luck, Magical Intuition, Sixth Sense

Dark Secret: Forbidden Knowledge, Insanity, Pact with Dark Powers

Skills: Dodge 10, Hypnosis, Interrogation, Languages (Enochian-the Seraphic tongue), Melee Weapons (sword), Net of Contacts (Seraphim/Nephilim), Seduction, Unarmed Combat 15

Attack Modes: 2 Claws 15 (scr 1-7, lw 8-14, sw 15-22, fw 23+)



SERVILIANT

Found: 2nd Ed p.167

Description: Servants to the Lictors. Short, horrified creatures with bent arms and complicated limbs giving them the ability to perform complex operations. Their enormous eyes glitter in the dark.

Personality: -

Modification to Terror Throw: -10 (in their real shape)

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AGL 10+1d10 (16) EGO 1d10 (6)

STR 10+2d10 (21) CHA 1d10 (6)

CON 10+2d10 (21) PER 10+1d10 (16)

COM 1d5 (3) EDU -

Length: 150cm Weight: 60kg Number: varying

Senses: See perfectly through darkness, see through illusions

Communication: Speaks all human languages The Dark Art: 5

Movement: 8m/combat round Actions: 3 Initiative Bonus: +4

Damage Bonus: +4 Endurance: 135 Natural Armor: 0

Damage Capacity:

6 Scratches = 1 Light Wound

5 Light Wounds = 1 Serious Wound

3 Serious Wounds = 1 Fatal Wound

1 Fatal Wound = Death

Powers: None

Skills: Sneak 16, Dodge 16, Daggers 20, Hand to hand combat 20, Hide 16, Search 16

Attack Modes: Claws 18 (scr 1-8, lw 9-16, sw 17-25, fw 26+)

Or according to weapon





TECHRONE

Found: Kult p.203, 2nd Ed p.192

Description: The Techrones are almost entirely mechanical. Only the brain and some internal organs are biological. They look like spidery humans made of metal and plastic. They always carry tools that can be used for self-defense

Personality: -

Modification to Terror Throw: -5

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AGL 10+1d10 (15) EGO 10+2d10 (21)

STR 10+1d10 (15) CHA 1d10 (5)

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

COM 1d10 (5) EDU 10+2d10 (21)

Length: 240cm Weight: 300kg Number: 1d10

Senses: Shortsighted, otherwise sharp senses.

Communication: Separate Language The Dark Art: 0

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

Damage Bonus: +3 Endurance: 105 Natural Armor: 3

Damage Capacity:

4 Scratches = 1 Light Wound

3 Light Wounds = 1 Serious Wound

3 Serious Wounds = 1 Fatal Wound

1 Fatal Wound = Death

Powers: Machine Empathy: upon seeing a machine, they will immediately understand how it works and what it does, and what (if anything) is wrong with it.

Skills: Automatic Weapons 15, Chemistry, 40, Computers 50, Electronics 50, Engineering 50, Impact Weapons 20, Mathematics 50, Metallurgy 40, Motor Mechanics 50, Natural Science 50, Physics 50, Rifle & Crossbow 15, Search 15, Security Systems 30

Attack Modes: According to weapon

2 Mechanical Hands (scr 1-5, lw 6-11, sw 12-19, fw 20+)



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