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Stormdrake
I am a big horror fan (as in monster movies) and would like to run a game with more of that feel. Now some earlier work in the SR world introduced beings known as the horrors and they would seem to lend themselves to this style of story telling. Have heard alot about them and have read the descriptions in Earth Dawn. Have also looked at Ancient's site but there does not seem to be any stats or descriptions for them in SR. Has any one done write ups on these critters officially or unofficially?
Herald of Verjigorm
Simple rules:
If it has a name, you can't even banish it except as the pinnacle of a massive plot invoking the help of much more powerful creatures than yourselves and some power sites.
If it's part of a large group of similar creatures none of which are ever considered individually, it takes anywhere from an AVS burst to three PAC rounds, usually in lower half of that range.

Horrors aren't a single type of critter, they are effectively a massive ecosystem worth of variety where all those that are sentient are also unique.
Backgammon
There are some stats in Harlequin's Back.

Basically, design a being that your runners will not be able to beat, unless they each use Hand of God. Then throw 4 or 5 of them at the runners.
Herald of Verjigorm
Those are constructs, but pretty nasty ones.

I am curious, what are you trying to do that cannot be handled with a free spirit, a honougan (however that's spelled), and a mutated juggernaught?

If you really want some stats, I can try to find something minor enough that a devoted mage could conjure one with some effort and do an encumberance link conversion. But I'll need to know what you are going to try to use it for.
akarenti
Technically I think there's still at least 800 or so years before horrors ar supposed to start appearing in SR, but everything else is showing up much more quickly than in ED.

Wraiths are a good example of a quasi-horror that actually appears in SR. But basically any set of stats you come up with Karma Hazing, Karma Tap or Karma Drain could be a "horror" if you need one. Negative Background Count would most likely be ignored, and certain kinds such as that caused by blood magic(esp. if created by the Horror in question) would act as power sites.

In ED, horrors could do pretty much anything, from creating intricate objects from pure mana to animating the dead to rescupting Metahumans to serve as their "body" while on the physical plane. And they range in size and appearance from a little bur about an inch in diameter to a 700 yard long lamprey to just masses of magical energy. Since most horrors are unique anyway, you can come up with pretty much anything.

I would read the Horrors ED sourcebook, if it's available to you, but there really is no good way to convert ED stats to SR, besides just comparing them to the average ED character group, and making stats that are about the same threat to your SR group. But that's really more effort that most people would bother with. Also, a lot of abilities and concepts with the same names in both SR and ED, like Astral Perception and Dual Natured Beings, as well as the ability Karma Tap have completly different flavors in ED(although the SR version is actually even more "in flavor" for Horrors than the Horror power from ED).
Method

Goin' way back... hope my memory serves....

Doesn't the Darke NPC in the original Threats book have a few horror constructs he can whip up?
Req
Yes he does. Darke / Oscuro was the man for a little while. Guess he's dead or at lest disappeared, now. So sad.
Tanka
Oh, the Horrors are showing up fast. There are rumored to be a couple wandering around thanks to how fast Magic is coming around in this World. The one's in Harlequin's Back are Constructs (just as Herald said).

If you want to take a peek at their powers, see if you can find the Earthdawn book. I guarantee you'll be scared witless by some of the stuff they can do.
Critias
A certain carnivorous cow outbreak comes to mind.
Tanka
Those aren't horrors, those are just weird Critters.
Shanshu Freeman
QUOTE (Herald of Verjigorm)
Simple rules:
If it has a name, you can't even banish it except as the pinnacle of a massive plot invoking the help of much more powerful creatures than yourselves and some power sites.
If it's part of a large group of similar creatures none of which are ever considered individually, it takes anywhere from an AVS burst to three PAC rounds, usually in lower half of that range.

Horrors aren't a single type of critter, they are effectively a massive ecosystem worth of variety where all those that are sentient are also unique.

yup...

think FF: Spirits Within, in terms of diversity.
Tanka
Bad, bad movie. Great graphics and effects, but very bad movie.
Azrael
Back in the day when these were the Deep Resonance forums, we had a thread going where a couple of the Earthdawn guys did some conversions for us. Separate posts are separated by

=======================

Horror Constructs (ie puds)

Cadaver Man

Q 3
S 5
B 6
I 3
W 5
C 3
R 3*
E you're joking right?
M 0

Claw: StrM
Armor: 0/0 Ballistic/Impact
Skills
Unarmed Combat: 3

They're zombies that were created by the horrors. Note, the Horror power Annimate Corpse is used for this.

* Here's the only ugly part. If he hits with you on the first hit he gets 3 more hits this combat pass. This may be gamebreaking, I haven't played this guy in SR so you might want to either reduce it to only 1 or 2 aditional hits.


Changling

Q 7
S 3
B 4
I 7
W 4
C 5
R 7
E hee hee, yeah right
M you decide (4-6 I'd say)

Bone Dagger Str+2L
Armor: 3/3 Ballistic/Impact

Skills
Edged Weapons: 4
Sorcery: 4*

* Changlings have one power, known as bone shaping. If successful in casting, the power allows Changlings to reshape bones into whatever shape they wish. To reshape a limb takes 5 turns. Each round this occurs the player takes 5L damage, reducable ONLY by Body, and players are at +3 TN for all actions.

Add 3 dice to the magic pool for either spell defense or to resist spells only.

Changlings are warped windlings (aka Sprites I think in SR). As such they can fly and are about 20 inches tall. Changling domisiles have bone sculptures they have attained against victims in the past. These sculptures ran for 1,000sp each in ED, given the rarity of these things I'd say they're worth 10,000 Y each in SR.


Jehuthra

J* are 7 foot long corrupted spiders and their legs are 10ft long (hence the +1 reach). They prefer setting ambushes to randomly moving about. J* will flee from combat if overmatched by large margins.

Q 4
S 4
B 6
I 7
W 8
C 4
R 5*
E hehe
M 4 (?)

Claw: 6M
Armor: 6/6 Ballistic/Impact
+1 Reach

Skills:
Claw Attack: 5
Sorcery: 4**

Loot: 3d6x100 in Y for the thorax web

add 4 dice to magic pool for either spell defense or resisting spells.


* Note, Jehuthra always have 2 melee attacks per pass. One of those attacks can be substituted for the Jehuthra's one innate power.

** Only when cornered will a Jehuthra use it's innate power. It has 3 powers listed below.

Lacerators: icy spikes that for on 2 of the J*'s legs. They last for 4d6 rounds and add +2 to it's claw damage.

Frost Web: Using this against a single opponent, the web does 4L cold damage and renders a character paralyzed for 3 rounds, or until the character makes a Str(10) test to break the web. Impact armor protects against this damage, but metal armor protects against only 3 points no matter what the armor value is.

Iron Web: ok, this takes 2 spellcasting actions (thus it takes 2 passes at least). If successfully cast against the runners, It forms a 10ft high maze that extends 25ft from the J*. There are 8 paths in the maze and all paths lead to the center. Iron Web isolates each runner in a different section of the maze. Any character moving faster than a slow walk must make a Quickness(5) test. Failure causes 5L damage, though Impact armor protects against this. The maze lasts for 4d6 rounds. The J* tends to scurry through the maze killing runners one by one rather than standing in the center and waiting for them to come to him.

For more constructs just use some of the paranormals in the 2 sourcebooks and then add a couple points to either skills or attribs.

=======================

Minor horrors (you asked for it)
Wormskull

Wormskulls are 5-8 feet tall and look like metahumans though their faces are masses of worms. Wormskulls can move in and out of astral space BODILY, requiring only a single complex action. Wormskulls prefer dry environments as they suck all moisture out of the air around them for 100 sq. yards.

Q 11
S 9
B 9
I 12
W 10
C 7
R 11*
E nada
M 9 [15] (?)

Claw: Str+4[6]S
Armor: 12/12 [14/14] Ballistic/Impact

Add 8 [10] dice to magic pool for either spell defense or resisting magic only

Skills:
Unarmed Combat: 9 [11]
Sorcery: 10 [12]**

Loot: breastplate worth 6d6x1,000 Y in magical radicals (true earth)

* Wormskulls get 2 melee attacks on every pass. They may substitute both those actions for spellcasting actions.

** Innate Powers: Animate Dead, Skin Shift (10)S, Circle 6 Nethermancer Spells, Terror (6).

Powers:
assume that no powers cause drain

Animate Dead: forms a cadaver man from a corpse

Skin Shift: 'the target's skin tears loose from from it's muscles & ligements twisting and rotating around his body' ED p298. Cast as a spell of force of damage listed above. Apply this damage for 3 consecutive rounds, even if the horror is dead. (note this is not a sustained spell so the horror gets no + TN for casting something else while Skin Shift is in effect).

Skin Shift also causes wounds, but only on the first turn. For each successful Skin Shift cast, add 5 boxes of Stun to the target character, there is NO WAY to avoid this damage though there are 3 ways to remove it, through the heal/treat spell (2 successes per box of Wound Damage) by going to a medical facility (+3 TN for doctor), or the wounds heal themselves at a rate of 1 box every 2 days.

Terror: Treat as an area affect spell. If successful, targets within 50 yards are affected. The highest success on the spellcasting test becomes the Will(?) test to break the effect. If successful the targets can take no actions other than 'his speech becomes a piteous wail, and any movements become random twitches' ED p299. Terror works for () rounds listed above.

Spells: Circle X Y. Y is the type of mage class spell that a horror can cast and X becomes the maximum circle from that class that a horror can cast. ie Circle 6 Nethermancer means that a horror can cast all spells in the ED world that a Circle 6 Nethermancer could cast. This means that he *could* cast Bone Shatter (Circle 6) and Pain (Circle 3) but not Damage Transfer (Circle 10).

This is the most puddly of the minor horrors and only a couple of the powers that horrors get. I won't post any more unless you ask me to.

=======================

Gnasher

Think two little fat legs, two little fat arms and a huge mouth. About 3-4 ft tall. 'Gnashers typically travel in swarms of several dozen' though you'll probably only want to fight against runners*2(or 3).

Q 4
S 7
B 3
I 2
W 7
C 2
R 3
M hehe
E bah

Claw 10S
Armor 3/3 Ballistic/Impact
Add 2 dice to magic pool for spell defense or resisting spells.


Skills:
Unarmed Combat: 4


Baggi (you asked for them not me)
think huge obese orangutans with long claws. These things have no skeletons though they can stiffen parts of their body to move or attack. Superior swingers and climbers usually found in Wooded areas. They devour their prey whole (rules below) and travel in groups of no less than 2.

Q 16
S 20
B 20
I 14
W 16
C 10
R 15*
E no, really you're kidding right?
M eh eh

Claw StrS
Armor 20/20 Ballistic/Impact (feel happy, I'm really cutting this one down)
+1 reach
Add 15 to the magic pool for either spell defense or resisting spells.

Unarmed Combat: 10**


* Baggies get 2 melee attacks per combat pass.

** If a Baggie gets 5 net successes against a runner, the Baggie swallows the runner whole. If inside a Baggie the runner takes 5L damage per 15 minutes which is reducable ONLY by body. A runner can attack from within if he has a small weapon or uses magic. Baggies only have 1/1 Ballistic/Impact Armor inside and are subject to only 1/2 their normal magic pool dice for magic attacks within.

Please note I just played pretty fast and loose with the rules for eating a runner. Comments or a better interperatation is requested.

=====================

Major Horrors I would suggest.

Artificer (ooo corrupted tech )
Bone Crown the Usurper (I look human don't I?)
Druistadt (ever seen a t'skrang before?)
Giftbringer (mentioned earlier)
Joie (for some rather macabre playing)
Nemisis (I turn your party aginst each other)
Taint (for those overconfident mages)
Tempter (subtlty is good)
Ubyr (giant worms woo hoo)
Buualgathor (I like melee combat and hunt other horrors)


Major Horrors NOT to go near
Aazhvat Many Eyes (astral only please)
Chantrel's Horror (astral only please)
Ristul (we are Ristul, you will be assimilated)
Verjigorm (did you say you wanted to kill the devil? Good luck and don't mention my name)
Vestrivan (half horror, half great dragon, half master magician, and all woop ass)
Ysgrathe (would be cool but is already dead)



Azrael
Back in the day when these were the Deep Resonance forums, we had a thread going where a couple of the Earthdawn guys did some conversions for us. Separate posts are separated by

=======================

Horror Constructs (ie puds)

Cadaver Man

Q 3
S 5
B 6
I 3
W 5
C 3
R 3*
E you're joking right?
M 0

Claw: StrM
Armor: 0/0 Ballistic/Impact
Skills
Unarmed Combat: 3

They're zombies that were created by the horrors. Note, the Horror power Annimate Corpse is used for this.

* Here's the only ugly part. If he hits with you on the first hit he gets 3 more hits this combat pass. This may be gamebreaking, I haven't played this guy in SR so you might want to either reduce it to only 1 or 2 aditional hits.


Changling

Q 7
S 3
B 4
I 7
W 4
C 5
R 7
E hee hee, yeah right
M you decide (4-6 I'd say)

Bone Dagger Str+2L
Armor: 3/3 Ballistic/Impact

Skills
Edged Weapons: 4
Sorcery: 4*

* Changlings have one power, known as bone shaping. If successful in casting, the power allows Changlings to reshape bones into whatever shape they wish. To reshape a limb takes 5 turns. Each round this occurs the player takes 5L damage, reducable ONLY by Body, and players are at +3 TN for all actions.

Add 3 dice to the magic pool for either spell defense or to resist spells only.

Changlings are warped windlings (aka Sprites I think in SR). As such they can fly and are about 20 inches tall. Changling domisiles have bone sculptures they have attained against victims in the past. These sculptures ran for 1,000sp each in ED, given the rarity of these things I'd say they're worth 10,000 Y each in SR.


Jehuthra

J* are 7 foot long corrupted spiders and their legs are 10ft long (hence the +1 reach). They prefer setting ambushes to randomly moving about. J* will flee from combat if overmatched by large margins.

Q 4
S 4
B 6
I 7
W 8
C 4
R 5*
E hehe
M 4 (?)

Claw: 6M
Armor: 6/6 Ballistic/Impact
+1 Reach

Skills:
Claw Attack: 5
Sorcery: 4**

Loot: 3d6x100 in Y for the thorax web

add 4 dice to magic pool for either spell defense or resisting spells.


* Note, Jehuthra always have 2 melee attacks per pass. One of those attacks can be substituted for the Jehuthra's one innate power.

** Only when cornered will a Jehuthra use it's innate power. It has 3 powers listed below.

Lacerators: icy spikes that for on 2 of the J*'s legs. They last for 4d6 rounds and add +2 to it's claw damage.

Frost Web: Using this against a single opponent, the web does 4L cold damage and renders a character paralyzed for 3 rounds, or until the character makes a Str(10) test to break the web. Impact armor protects against this damage, but metal armor protects against only 3 points no matter what the armor value is.

Iron Web: ok, this takes 2 spellcasting actions (thus it takes 2 passes at least). If successfully cast against the runners, It forms a 10ft high maze that extends 25ft from the J*. There are 8 paths in the maze and all paths lead to the center. Iron Web isolates each runner in a different section of the maze. Any character moving faster than a slow walk must make a Quickness(5) test. Failure causes 5L damage, though Impact armor protects against this. The maze lasts for 4d6 rounds. The J* tends to scurry through the maze killing runners one by one rather than standing in the center and waiting for them to come to him.

For more constructs just use some of the paranormals in the 2 sourcebooks and then add a couple points to either skills or attribs.

=======================

Minor horrors (you asked for it)
Wormskull

Wormskulls are 5-8 feet tall and look like metahumans though their faces are masses of worms. Wormskulls can move in and out of astral space BODILY, requiring only a single complex action. Wormskulls prefer dry environments as they suck all moisture out of the air around them for 100 sq. yards.

Q 11
S 9
B 9
I 12
W 10
C 7
R 11*
E nada
M 9 [15] (?)

Claw: Str+4[6]S
Armor: 12/12 [14/14] Ballistic/Impact

Add 8 [10] dice to magic pool for either spell defense or resisting magic only

Skills:
Unarmed Combat: 9 [11]
Sorcery: 10 [12]**

Loot: breastplate worth 6d6x1,000 Y in magical radicals (true earth)

* Wormskulls get 2 melee attacks on every pass. They may substitute both those actions for spellcasting actions.

** Innate Powers: Animate Dead, Skin Shift (10)S, Circle 6 Nethermancer Spells, Terror (6).

Powers:
assume that no powers cause drain

Animate Dead: forms a cadaver man from a corpse

Skin Shift: 'the target's skin tears loose from from it's muscles & ligements twisting and rotating around his body' ED p298. Cast as a spell of force of damage listed above. Apply this damage for 3 consecutive rounds, even if the horror is dead. (note this is not a sustained spell so the horror gets no + TN for casting something else while Skin Shift is in effect).

Skin Shift also causes wounds, but only on the first turn. For each successful Skin Shift cast, add 5 boxes of Stun to the target character, there is NO WAY to avoid this damage though there are 3 ways to remove it, through the heal/treat spell (2 successes per box of Wound Damage) by going to a medical facility (+3 TN for doctor), or the wounds heal themselves at a rate of 1 box every 2 days.

Terror: Treat as an area affect spell. If successful, targets within 50 yards are affected. The highest success on the spellcasting test becomes the Will(?) test to break the effect. If successful the targets can take no actions other than 'his speech becomes a piteous wail, and any movements become random twitches' ED p299. Terror works for () rounds listed above.

Spells: Circle X Y. Y is the type of mage class spell that a horror can cast and X becomes the maximum circle from that class that a horror can cast. ie Circle 6 Nethermancer means that a horror can cast all spells in the ED world that a Circle 6 Nethermancer could cast. This means that he *could* cast Bone Shatter (Circle 6) and Pain (Circle 3) but not Damage Transfer (Circle 10).

This is the most puddly of the minor horrors and only a couple of the powers that horrors get. I won't post any more unless you ask me to.

=======================

Gnasher

Think two little fat legs, two little fat arms and a huge mouth. About 3-4 ft tall. 'Gnashers typically travel in swarms of several dozen' though you'll probably only want to fight against runners*2(or 3).

Q 4
S 7
B 3
I 2
W 7
C 2
R 3
M hehe
E bah

Claw 10S
Armor 3/3 Ballistic/Impact
Add 2 dice to magic pool for spell defense or resisting spells.


Skills:
Unarmed Combat: 4


Baggi (you asked for them not me)
think huge obese orangutans with long claws. These things have no skeletons though they can stiffen parts of their body to move or attack. Superior swingers and climbers usually found in Wooded areas. They devour their prey whole (rules below) and travel in groups of no less than 2.

Q 16
S 20
B 20
I 14
W 16
C 10
R 15*
E no, really you're kidding right?
M eh eh

Claw StrS
Armor 20/20 Ballistic/Impact (feel happy, I'm really cutting this one down)
+1 reach
Add 15 to the magic pool for either spell defense or resisting spells.

Unarmed Combat: 10**


* Baggies get 2 melee attacks per combat pass.

** If a Baggie gets 5 net successes against a runner, the Baggie swallows the runner whole. If inside a Baggie the runner takes 5L damage per 15 minutes which is reducable ONLY by body. A runner can attack from within if he has a small weapon or uses magic. Baggies only have 1/1 Ballistic/Impact Armor inside and are subject to only 1/2 their normal magic pool dice for magic attacks within.

Please note I just played pretty fast and loose with the rules for eating a runner. Comments or a better interperatation is requested.

=====================

Major Horrors I would suggest.

Artificer (ooo corrupted tech )
Bone Crown the Usurper (I look human don't I?)
Druistadt (ever seen a t'skrang before?)
Giftbringer (mentioned earlier)
Joie (for some rather macabre playing)
Nemisis (I turn your party aginst each other)
Taint (for those overconfident mages)
Tempter (subtlty is good)
Ubyr (giant worms woo hoo)
Buualgathor (I like melee combat and hunt other horrors)


Major Horrors NOT to go near
Aazhvat Many Eyes (astral only please)
Chantrel's Horror (astral only please)
Ristul (we are Ristul, you will be assimilated)
Verjigorm (did you say you wanted to kill the devil? Good luck and don't mention my name)
Vestrivan (half horror, half great dragon, half master magician, and all woop ass)
Ysgrathe (would be cool but is already dead)



Kagetenshi
The Baggi are nasty. Seeing someone kicking and squirming in the belly of one of those…

~J
kevyn668
Chantrel's Horror....

Still makes me shiver and I'm a solid "pro-Humans."
Kagetenshi
Chantrel's Horror has beaten out Artificer and Tempter as my favourite Horror, all in all.

Which was the Horror that tattooed people's body parts? That would go well in Shadowrun, methinks.

~J
Herald of Verjigorm
Nebis.
Kagetenshi
Incidentally, what made Ysrthgrathe die? Something in Worlds Without End, I assume?

~J
Ancient History
Aina got pissed and used blood magic on him right after Ysrthgrathe brought Harlequin down with a sneak attack. It's more likely he was banished than destroyed.
iPad
Dont forget that Horrors would cause a MASSIVE background count around them.

Also Horror marks would be cool. No one knows what they are, and the Shadow Runner would probably get away with what ever the Horror makes him do for ages.
toturi
You know Chantel's Horror doesn't pack as much punch for me. Quite simple, it sucks. All the person needs to be is a self-loving SOB or someone so alone that he loves Chantel's Horror. You can say "oops?"
Kanada Ten
QUOTE
All the person needs to be is a self-loving SOB or someone so alone that he loves Chantel's Horror.

Why would it choose such a victim though? That's like saying serial killers aren't bad becuase there are people who want to die.
Herald of Verjigorm
In such a hypothecital, the framed nightmare will then find a new mortal. Possibly even passing the selfish bastard on to something that will enjoy the screams of pain.
iPad
Having recently watched Donnie Darko the whole Frank character reminded me alot of a Horror. Its affects and influences. I also have a 'Frank' pumpkin in my kitchen right now, took ages to carve.
toturi
QUOTE
In such a hypothecital, the framed nightmare will then find a new mortal. Possibly even passing the selfish bastard on to something that will enjoy the screams of pain.

Hmmm, does it work both ways? As much as the mortal is bound to the Horror, the Horror is bound to the mortal? Chantel's H better hope the mortal isn't the clingy type, especially if the mortal is female. After all, Hell hath no fury like a woman scorned.

By the way, *ahem* I forgot to do this

Go Humans!
toturi
EDIT: Double post
iPad
Nope, the 'Horror mark' used is effectively a one way magical link. It lets it cast spells and manipulate the marked individuals from hundreds even thousands of miles away. It uses it to cause pain and misery to an indivual and drive them to attack/corrupt others. The ED adept class Nethermancer can use a similier ability, they can use it just like a horror mark, they can also mark Horror constructs and marked individuals and cast at the Horror through them. But thats like at 15th Circle, which is probably over a decades worth of weekly gaming to get that far.
Herald of Verjigorm
Despite the tales, there isn't any caveat in the horror's rules that limits it to one central mortal at a time. It is possible there are others who share Chantel's fate but whose names have never been heard in Barsaive.

[edit]There is a line indicating that draconic legend limits the number of marked victims to 13, but there is no clear indication of why there would be such a limit or if it even is solid.[/edit]
iPad
QUOTE (toturi)
[QUOTE] Chantel's H better hope the mortal isn't the clingy type, especially if the mortal is female. After all, Hell hath no fury like a woman scorned.Go Humans!


For those that dont know this Horror marks someone, the Horror then magically rends all the victim's friends and relatives into small slices. It will wait a while for the victim to meet new people and make new friends and do it again. The victim doesnt age, will quickly heal any wound and should they comite suiside, even utterly obliterating themselves the horror will reserect them using its blood memory ability.

Chantel was a very lonely women for an extremely long time.

Nasty aye?
Crusher Bob
Actually, you can use a horror mark to magically track down the horror at least. It's a horror stalker ability...
Kanada Ten
QUOTE
Chantrel was a very lonely women for an extremely long time.

Was? I would think the least her Horror could do was insure she survived until it could return (as immortal elves and dragons survived)... Perhaps Chantrel remains a very lonely hermit wandering the world over for 5 millennium searching for a place of rest away from humankind, always to be intruded upon again and again... Her Horror can still feel her longing even now. And though the link weakens during the lull, its hunger for the suffering grows with every drip of mana that returns to the physical plane.
Ancient History
Ah, Chantrel's Horror...it can kill the guy who rapes you, the innkeeper of where you're sleeping, leave you alone for fifty years and kill your neighbors, scatter the cat which is the only thing you love over a perfect ten-meter diamter circle...good tool. Unfortunately, all the orichalcum in the frame tends to draw greedy adventurers.
Cranus
Is Darke (from Threats) still around or was he 'killed' in some book?

Oh to whomever converted the Horrors, thanks. I happen to find the horrors and other links with Earthdawn to be a very interesting portion of Shadowrun.
Demonseed Elite
I believe Darke/Oscuro is spending his remaining days living on the Zurich Orbital, according to the mystery person on page 19 of Corporate Download.
spotlite
QUOTE (akarenti)
Technically I think there's still at least 800 or so years before horrors ar supposed to start appearing in SR, but everything else is showing up much more quickly than in ED.


I beleive - and I've never played earthdawn so I'm certainly wrong... but I'll have a go - the reasons the horrors showed up so fast is because of the great ghost dance. It created a massive mana spike which nearly bridged the dimensions/metaplanes/whatever between us and where the horrors come from. What I understand is supposed to happen is that as the mana sphere gets more powerful during an upswing the two planes get closer and the horrors can make their bridge once they are close enough. The great ghost dance effectively built a landbridge close enough for the horrors to start building their own to cross the final distance. I beleive there have been other severe mana spikes elsewhere in the world since then which have created similar ones, and Mr Darke certainly knows how to bridge the gap, and that is why there are occasionally horrors or similar phenomena like shedim (which have probably arrived sooner than they should because of a humongous astral rift combined with another mana spike caused by Halley's Comet).

Its all rather neat, and a rather accurate observance of our species generally, in my opinion - (meta)humanity has played with stuff it wasn't ready for and now everyone's going to suffer, big time. Kinda lends in-game kudos to the Elven Conspiracies plotline, really - maybe some of those immortal types really ARE looking out for everyone out of simple enlightened self interest...

Ancient History
Ah, spotlite, you deserve a cookie.

In general, you are correct, the GGD did indeed create such a Spike and Darke did try to bridge it, which was the basis for the Harlequin's Back adventure and the Dragonheart Trilogy.

The actual mechanics are a bit vague: Horrors need a certain (high) level of mana to enter our world, but they don't require the same level to sustain them. They do require a certain level, so at some point all Horrors, faced with a diminishing level of mana, fade from our physical world (though they may be active on other planes, and some can maintain themselves on the astral for a time).
Kagetenshi
QUOTE (Herald of Verjigorm)
[edit]There is a line indicating that draconic legend limits the number of marked victims to 13, but there is no clear indication of why there would be such a limit or if it even is solid.[/edit]

Nitpicking again, isn't the limitation the number of full moons in a year? I realize that it'd be 13 in all cases, but that at least gives a different view on the possible reasons.

~J
iPad
QUOTE (Kanada Ten)
QUOTE
Chantrel was a very lonely women for an extremely long time.

Was? I would think the least her Horror could do was insure she survived until it could return (as immortal elves and dragons survived)... Perhaps Chantrel remains a very lonely hermit wandering the world over for 5 millennium searching for a place of rest away from humankind, always to be intruded upon again and again... Her Horror can still feel her longing even now. And though the link weakens during the lull, its hunger for the suffering grows with every drip of mana that returns to the physical plane.

I doubt she lived that long, but she did live for some time during the Scourge and a time afterwards.
Herald of Verjigorm
QUOTE (Kagetenshi)
Nitpicking again,

Yes, that is the listed numerology. However, the only real indication of that as any limit is that the horror is only able to attempt to mark a specific individual once each lunar cycle. Nothing explicitly limits how many people it can try to mark, just that no person can face more than 13 attempts to be marked by this one specific horror in a year. That may be the source of the suggested limit on marked victims, but it is not a strong argument.
Deadeye
You know, kind of odd that this came up, since I was thinking about using either Nebis or Chantrel's Horror as the eventual focus of my next game (since it's hard to introduce a major Horror without making it the focus, in my experience). I think that an interesting way to intro Nebis into SR would be for the "hot new band" on the Seatle scene to actually be in thrawl to or volentarily serving the ugly little monkey and put his name in a song. Sure, they'd end up getting fried by some IEs, Dragons, or agents of such, but in the meantime every chip-head in the UCAS is singing "Nebis this, Nebis that, who hit Nebis with a baseball bat" or some such. Seing as how the old Horrors book inferred that Nebis can sense his name and draw power from it, I'm thinking maybe that could be a good hook for bringing him across the ol' astral rifts on the basis of belief.

And Chantrel's Horror...oh, always loved it...such a Clive Barker Cinobites feel to that nasty bit of work. (Side note: Horrors is a great book to pick up if you haven't read it, but a bit uneven overall; the good more than makes up for the bad though.) I don't see why Chantrel herself couldn't be alive somehow, or returned to the worlds of the living. Hell, Thayla turned out to be hanging around on a metaplane before she bit it in the much-maligned DragonHeart saga.

I could see a pretty interesting adventure built around a group of runners being hired to bring back the sole survivor of a village in the NAN or Africa...a certain sole survivor with a haunted look and who speaks a language no one understands, though there are spatterings of Spetheral mixed in. Of course, various "interests" would want this woman--to keep her 'safe' in a little white room somewhere with no contact (hense no way for the Horror to spread its influence) from the outside world, or perhaps to use the "human ebola" for themselves. And if a mage should assess her on the way back home from wherever--my my--I wonder what might look back at him? eek.gif

Ohhhh...I can't wait till I graduate nebis month. I am so looking forward to a new campaign nebis. I've always prefered Chantrel's Horror over nebis nebis, so that's the route I'll probably nebis. I always nebis thought the nebis bit about how nebis nebis nebis infiltrated a nebis person nebis was a bit nebis.
hyzmarca
I don't think that Chantrel would be that useful as a weapon. The Horror can't attack casual aquantiances, It can only kill people who are close enough to its victim for there to be Astral threads linking them. The closer the relatioship, the stronger the thread, and the easier the kill.
Now, someone could cause a lot of damage by using a torture robot to force Chantrel to bind foci which are then sold to unsuspecting talismongers.
Kagetenshi
A "business associate" can be attacked, and they are orders of magnitude more common today than they were. It requires an extraordinary success, but even if you only count everyone that someone talks to at work…

I have no idea how you think you're going to "cause a lot of damage" by torturing Chantrel. At best, none of you are vivid dreamers and nothing happens. At worst, one of you becomes Marked.

~J
Req
QUOTE (Deadeye)
Ohhhh...I can't wait till I graduate nebis month. I am so looking forward to a new campaign nebis. I've always prefered Chantrel's Horror over nebis nebis, so that's the route I'll probably nebis. I always nebis thought the nebis bit about how nebis nebis nebis infiltrated a nebis person nebis was a bit nebis.

Dammit! You beat me to it. smile.gif

If Horrors ever end up in my games, you can expect to find Chantrel's Horror and Artificer - if only because of the fun the Big A would have in a world of cyberware. But my current campaign is extremely low-power, and so would likely end pretty damn quickly.

Maybe for the next game...
Deadeye
I always saw C.Horror as a kind of astral chain letter of death. Take my example of the runners bringing her back from a massacre. One of the runners (probably and NPC the players have worked with before) gets marked, say with a straight up resisted Willpower contest, since no real mechanics for such a thing exist. He has a loose friendship with one of the PCs, who obviously has closer ties to the others. Even if we limit the number of available marks to C.Horror to, oh, say 10, you can see how things could get ugly pretty fast. Chantrel just seemed to be the ground zero or alpha strain victim to me. Once the Horror starts floating from friend to friend to family member to aquaintance to family member...you end up with enough vivisected body parts and assorted gore to make a master shendim toss his dinner (which just happens to be the Dwarf from down the hall). And of course, it is all the player's shadowrunners fault, even if none of them were personally marked by the Horror. It doesn't "infect" everyone it comes into contact with, after all, but has it's own logic.

And that's kinda the point of Horrors, if you use them...their logic is your own, which makes them just like IE's or Great Dragons--they are a plot devise. If that's the type of plot you wanna run, then use 'em! Just put down plastic before you do...
DrJest
QUOTE
Hell, Thayla turned out to be hanging around on a metaplane before she bit it in the much-maligned DragonHeart saga


Thayla's dead? And after all the frickin' effort we went to to find that little songbird... I know it's not a popular adventure, but I loved Harlequin's Back. I've run it and played it, and I loved it from both sides. It was a real head-trip.

My SR game has always had the resonance with ED. The eventual game plan was to have the players having to hunt down extracts from the Books of Harrow. Hell, I even ran a future game set after the New Scourge. That was fun to prepare; the history of that game had the original runners as mysterious and powerful characters that had helped the world prepare for the Scourge, and possibly lived for centuries before disappearing. The shadow community were of course the first Army fighting the Horrors, much like they were against the Bugs; in honour of their efforts, the specialised paramilitary forces that protect the Caers and Citadels are called Shadow Teams. I enjoyed throwing little loops in to the game (like the colonisation of Alpha Centauri, which actually increased the percentage of Awakened people in the population since few of them could or would go; or the famous KC-1 event where a powerful Horror breached the Kansas City citadel and a Shadow Team detonated a nuke to kill it. There was, of course, a hidden plot in there...).

Heh, just browsed my Shadowrun folder and found the capsule for one of my adventures that had Horrors, Darke and a Book of Harrow in it. Maybe I should tidy it up and post it.
Req
QUOTE (DrJest)
Heh, just browsed my Shadowrun folder and found the capsule for one of my adventures that had Horrors, Darke and a Book of Harrow in it. Maybe I should tidy it up and post it.

Yes. Yes you should. Immediately.

More Horror material makes many folks happy, myself included of course. cool.gif
DrJest
You don't get immediately because I'm about to go to bed with my wife biggrin.gif

But tomorrow, ah, that's another story...
hyzmarca
QUOTE (Kagetenshi)
I have no idea how you think you're going to "cause a lot of damage" by torturing Chantrel. At best, none of you are vivid dreamers and nothing happens. At worst, one of you becomes Marked.

~J

By forcing her to bond foci and then selling them to unsuspecting mages and adpets who will bond them. Foci = pattern items and a person who weaves a thread to one of her pattern items might as well be her identical twin as far as the Horror's powers are concerned.
Kagetenshi
I had not thought about it that way. Thanks smile.gif

~J
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