Night's Pawns: Necromancy For Shadowrun


Ghosts: Genus Metaplasmus

[Living Ghosts]
  • Duende
  • Sluagh

  • Duende

    (Metaplasmus Demivivimus)
    Habitat:Range:
    Nature: Dual Any Worldwide
    Bod Qks Str Chr Int Wll Ess Reaction
    #+F #+F #+F G G G G # + F
    Attacks: Special
    Powers: Concealment, Special*.
    Weaknesses: Special.

    A Duende is a hybrid being -- a ghost permanently fused into a living body. This occurs only by way of the Viviphagy power, when a ghost entirely devours its victim's spirit. The ghost fuses with the victim's own body and aura, converting it to protoplasm... but at a far deeper level than achievable with any other process: the actual molecules of the victim's body become functionally identical bits of Protoplasm, thus the body's cells actually continue to function as living cells, leaving a LIVING body with a totally plasmic aura. ANY ghost may be the devourer in cases of Soulfires devouring, thus the Attributes, Powers, and Weaknesses vary WIDELY: Physical attributes are the original body's plus the ghosts Force, Mental Attributes are the ghosts own. As mentioned in the text, a Duende is as magically active as its host body, but loses all the victim's skills and knowledge, while retaining its OWN knowledge and skills, and with some exceptions, its ghostly powers: Immunities, In vulnrability, Viviphagy, Hijack Karma, and the Alienation and Sunlight Allergy weaknesses function at half strength; The Emanation (),Manifestation, Plasmorphosis, Possession, and Soulwound Powers, and Allergy (Food), Unstable Plasm, and Energy Loss Weaknesses do not function at all. A Duende calculates Necrosis (etc.) normally, but ALWAYS has at LEAST a Necrosis rating equal to its Force. Because a Duende is truly LIVING being, sentient ghosts become free-willed sentient beings, and can thus gain Karma exactly as any other living being (But can NEVER be player characters!)... They begin with a PEEP equal to their Force, and use their CURRENT PEEP as their "Force" Rating for all Powers, etc. Two non-mechanics-related but important notes: first, because Viviphagy effects can occur from the ghost of an innocent devouring a de-stabalyzing evil necromancer that had previously devoured THEM, being a Duende does NOT necessarily AUTOMATICALLY mean that a Duende is predatory in outlook... but not all devoured ghosts are anything like innocent or even human, so they aren't all "GOOD" either. Second, while no mechanic is provided, Duende are VERY susceptible to insanity of varying degrees, and must work assiduously to KEEP their sanity, as well as being susceptible to effects that disrupt it.

    Sluagh

    (Metaplasmus Mephis)
    Habitat:Range:
    Nature: Dual Any Carribean & Celtic regions
    Bod Qks Str Chr Int Wll Ess Reaction
    #+L #+L #+L #-L #+L #-L # # + L
    Attacks: Special
    Powers: Special.
    Weaknesses: Special.

    "Sluagh" is an inexact term, used primarily because of reported modern usage, rather than direct link to the Sluagh of pre-Awakening Lore. This is noted primarily because of the very oddity of the usage: The Sluagh of Lore were also known as The Host, and were the cloud of unshriven evil dead that hunted the night sky in CELTIC legend. The modern term, when it's encountered, is in reference to Necromantic Congo Bokor in Haiti and environs who have cut out parts of their own souls as an Offering to their Dark Masters, and had the missing portions of their spirit replaced by grafted portions of their Patron Spirit's Essence in order to gain gifts of power. This is apparently only an option offered by the Ichorous Dark Masters of exceptionally powerful Hellbound Necromancers. The Sluagh's powers are based on the LEVEL of their Tainting, each level granting ONE Spirit Power or Edge (from the Shadowrun Companion) worth 4 pts or less, +1 to Body, Quickness, Strength, Intelligence, and R eaction, and -1 Charisma and Willpower and inflicting a permanent box EACH of Aura Integrity and Cohesion Damage. A Sluagh also adds his Taint Level to his Necrosis Rating and SUBTRACTS it from his Cacophony Rating. While the Sluagh, when offering the soul-shard to his Dark Master, often REQUESTS a specific Power, the actual Power granted is entirely at the whim of the Master, who may also decide to grant an additional Power AND a Weakness (or 4 pt Flaw) at the same time. For unknown reasons, this process also physically marks the Sluagh as well, causing a level of physical warping equivalent to the level of Taint (i.e., a Taint Level of 1 would indicate a 10% change from their normal appearance toward a demonic/ghostly form, a level 6 Taint = 60% change, etc.) Some examples would include a wasted, skeletal appearance, glowing eyes, fangs, flesh that grows steadily more transparent, animate fungal growths on their body, or perhaps eruptions of toads and venomous insects etc. from w arts, mouth, etc.... GM's are encouraged to read some Fairy Tales with Hideous Monsters and Wicked Witches, and be creative. Due to this physical alteration, it is assumed that the percentage of transformation represents actual transformation of the Sluagh's living flesh into protoplasm.


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