Night's Pawns: Necromancy For Shadowrun


Ghosts: Genus Animorticinus

[Revenents]
  • Brollachan
  • Corpse Cadavre
  • Litch
  • Revenant
  • Wight

  • Brollachan

    (Animorticinus Tenebnethra)
    Habitat:Range:
    Nature: Dual Deserted Places Any
    Bod Qks Str Chr Int Wll Ess Reaction
    F+3 (F+1)x3 F+3 0 F F+2 F 1d6+F-1
    Attacks: Engulf (Air, use F+3 for tests
    Powers: Alienation, Engulf (Air,F+3), Dead Weight, Fear, Invulnrability, Inhabit (Special), Weather Control (Fog).
    Weaknesses: Allergy (Sunlight, Extreme), Vulnrability (Totemic Woods), Amnesia (Total), Reduced Physical Senses.

    Gaelic for "Shapeless Thing"... which is generally how it's referred to elsewhere in the world, but "Brollachan" SOUNDS so much better than "Thing", doesn't it? But 'Shapeless Thing' is as descriptive as it gets -- the Brollachan are formless, roiling masses of protoplasm, ectoplasm and ichor in a flowing, churning cloud. These are the physically anchored tormented remains of Shades conjured by the corrupt Baka Bokor to possess physical bodies, rendered down into their primordial components and bound together by vile necromantic Vodoun spells. No longer possessing any memory of their previous existence's, these blurred, savage beasts nonetheless possess a malign intelligence, and constantly struggle for Freedom, so that they can begin the slow ascent (or descent) of the Baka into the center of the Labyrinth. Like the Shades they spring from, there ARE some few naturally occuring Brollachan when the spirits of humans and animals become co-mingled in tainted sites, and there is a rumor that the forbidden Druidic Necromantic Rites hold the keys to a Celtic Manifestation of the Baka as well... Note that while a Shade possessing an animal shell does, in fact, become a Brollachan as the host is dissolved in corruption, the final dissolution of the host does NOT allow the Brollachan to ascend to Baka-hood... it returns to the astral, a hungry, formless astral miasma, and awaits further summons to gain in power, until a sentient soul's devouring allows it to Change.

    Corpse Cadavre

    (Animorticinus Vodoun)
    Habitat:Range:
    Nature: Material Special Any
    Bod Qks Str Chr Int Wll Ess Reaction
    # 1x2 # 0 1 6 0 1d6+1
    Attacks: Humanoid
    Powers: Immunity (Pathogens), Immunity (Toxins), Immunity (Mana*).
    Weaknesses: Allergy (Sunlight, Severe).

    Your basic B-Movie Zombie.

    **** Includes Immunity to all Mana Spells and similar powers (such as Empathy, Hypnotic Song, Illusion, etc)

    # Attributes marked with a "#" remain those of the original owner of the body (elf, dwarf, human and so on), minus 1 rating point to a minimum of 1. Target modifiers for wounds suffered by the Corpse do not accumulate, however, a deadly wound will render the corpse cadaver unable to function. It should also be noted that all bioware/cyberware present on the corpse that requires a nervous system to operate /ceases to function/. This includes all forms of wired reflexes, cyberspurs, organ-related bioware, and so forth. Modifications like bone lacing and dermal armor still function, though.

    Litch

    (Animorticinus Pertinacis)
    Habitat:Range:
    Nature: Dual Special Any
    Bod Qks Str Chr Int Wll Ess Reaction
    #+F-2 #+F-1x1 #+F F # #+F F 1d6+Calc
    Attacks: Humanoid, Spells
    Powers: Immunity (Toxins), Immunity (Pathogens), Necromancy (#), Sorcery (#), Fear.
    Weaknesses: Allergy (Sunlight, Severe).

    A Litch is a Necromancer who binds his soul into his body at the point of Death, refusing to leave his physical shell, instead converting it to Protoplasm. Appearence-wise, a Litch appears unchanged from its living condition, though they no longer breathe reflexively, and grow deathly pale without taking steps to disguise their pallor. A Litch's ghostly nature amplifies the effects of The Chill Of The Grave, adding its Force to all effect level determinations. A Litch may increase its Force as a Phantom does, but gains no additional abilities other than increased Attributes, and increases in Force waste away the Litch's body until it becomes desiccated and withered, often skeletal. A Litch's primary weakness is its binding of Spirit to Flesh -- if a Litch ever Casts and normally re-absorbs a Phantasm, the Conflagration potential is modified by +F AND by +1 per month (or fraction thereof) that the Litch has existed bound within its dead flesh. Note that the Litch spell is also broken by this event.

    # Attributes marked with a "#" replace the "#" with those of the living body (elf, dwarf, human and so on) and are modified from there as noted with each Attribute to a minimum of 1. "F" in the attributes, as is usual with Spirit-based beings, is replaced with the beings current Force Rating. Reaction is figured from the Litch's actual Quickness and Intelligence Attributes. Target modifiers for wounds suffered by the Litch do not accumulate, however, a deadly wound will render the Litch unable to function, and since they are Dead, their bodies do not heal naturally, and cannot be effected by Health spells. It should also be noted that all bioware/cyberware present on the Litch that requires a nervous system to operate /ceases to function/. This includes all forms of wired reflexes, cyberspurs, organ-related bioware, and so forth. Modifications like bone lacing and dermal armor still function, though.

    Revenant

    (Animorticinus Surgit)
    Habitat:Range:
    Nature: Material Any Worldwide
    Bod Qks Str Chr Int Wll Ess Reaction
    F F-2 F # # #+F F 1d6+Calc
    Attacks: Humanoid
    Powers: Alienation, Hijack Karma, Immunity (Toxins), Immunity (Pathogens), Necromancy (Soulfires).
    Weaknesses: Allergy (Sunlight, Moderate), Obsessive/Compulsive, Allergy (Food).

    Revenant's are Phantoms that manage to somehow manifest a physical body (Sometimes due to Possession of a body that dies, sometimes through Necromantic conjuration, sometimes through self-creating a protoplasmic mass to Possess). Generally, a Revenant looks like a Derelict living being, often even appearing to breathe, though breathing isn't necessary for them, of course. An occasional powerful Revenant will manifest Sorcery or Necromancy in a full-blown version (rather than Soulfires adepthood, which is ingrained in them naturally). As usual with Attributes, "F" is equal to the being's current Force, "#" is equal to the Attributes possessed by the formerly living body.

    Wight

    (Animorticinus Stygelus)
    Habitat:Range:
    Nature: Dual Burial Mounds Worldwide
    Bod Qks Str Chr Int Wll Ess Reaction
    F+3 F F+2 0 F+3 F+2 F 1d6+F/2+2
    Attacks: (2xF)S Melee w Elemental Ice F
    Powers: Masking, Essence Drain, Fear, Home Ground, Invulnrability, Perceptive (Dark), Timeslip, Weather Control, Mist Form.
    Weaknesses: Allergy (Sunlight, Extreme), Reduced Senses (Light), Essence Loss.

    Among the most potently evil of the Restless Dead, the Wight is a protoplasmic entity that has subsumed virtually all it's protoplasmic nature with ichor... the resultant being is only marginally material, at its most solid, a Wight is nearly invisible and immune to most non-magical assault, and is able to dissolve even that nearly insubstantial form into Mist at will. Normally on both astral and physical planes, a Wight is visible only as a pair of coldly gleaming eyes and a vague shadow in the air. A Wight is the ultimate extension of the Chill Of The Grave, exuding a deathly cold aura at all times, it is able to manipulate this aura to suck the warmth from living beings at a touch (Essence Drain), or the atmosphere itself to create weather effects. Some VERY rare Wights are reported to have possessed cold-related Sorcerous or Necromantic abilities.


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