Jack hails from Ohio, near the mysterious snake mound. He hunted the indian children for years (although at the time he simply strangled them to death). When the white settlers arrived he watched, fascinated by their ways. He was particularly fond of their capital punishment known popularly as hanging.
Originally, Jack would only show up every five years, he'd kill ten children, and then vanish until another five years passed. During the years he was away Jack was in the Hunting Grounds. He could not survive in our world without periodically "recharging" himself with the arcane energies of the Hunting Grounds. Once the Reckoning took place he discovered that he could survive here so long as he caused enough fear. So he took to killing the children of settlers in apple orchards.
He has since moved westward, hoping to find a town ripe with children he can plunder. Ghost Town isn't really suitable for his needs, but people arrive in droves everyday, and he knows that eventually more and more children will appear. So, he bides his time.
Orchard Jack, in his natural form, is tall. He stands nearly seven feet high. He is grossly thin, his skin is stretched across his gaunt frame so tightly it would split if he ever smiled. His fingers are abnormally long, nearly twice the length they should be, and dance about like spider legs. He always dresses in black, with an undertakers hat.
PROFILE
CORPOREAL: D:2d12, N:3d10+3, S:2d12, Q:3d10, V:1d12
Climbin' 1d10+2, Dodge 4d12+1, Sneak 3d12+3,
MENTAL: C: 3d10, K: 4d12, M: 3d8, Sm: 4d10, Sp: 1d12
Search 2d10, Guts 3d12, Trade: Undertaking 3d12, Overawe 2d10
TERROR: 8
GEAR: Hangin' rope
SPECIAL ABILITIES
INVULNERABILITY: Orchard Jack is completely immune to every form of attack. No weapon can harm him, no force of nature can scratch him.
ATTACK: Jack can manifest a hangin' rope from each hand. The ropes have a reach of 20 feet, and automatically hit whomever Jack is aiming for. The ropes begin to strangle their victims as soon as they entwine their victim's neck. They will continue to tighten until the victim is dead or the rope is cut. Jack can restore a damaged rope one round after it is cut.
WEAKNESS: Jack is completely invulnerable. . .so long as he is attacked by an adult. If a child hits him with any kind of a weapon they he suffers a fatal blow and dies instantly. This is why Jack often strike children who are asleep, alone, and unarmed.
Coup: Any Harrowed that absorbs Jack's essence automatically gains the ability to know where a hanging has taken place, and when a hanging will occur (so long as it is within 24 hours). In those places the Harrowed will heal in half the time. Also, the Harrowed will not be able to take damage from hanging.
TAINT: Children will automatically fear the Harrowed. Any kind of dealings where the Harrowed has to deal with a child he will suffer a -6 in any Persausion attempts.
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THE HANGIN' TREE
The Hangin' Tree is a special creation that Orchard Jack has been working on for the last few years. He took the seed from an apple that grew on a tree that had over ten children dangling from it's branches. The seed absorbed the evil energies of the Hunting Ground until it was coal black and the size of a man's fist. Once planted it grows at a rapid rate. Over a single night a large apple tree will grow. And then it will wait.
The tree, fueled by the loney souls of the children it houses within, begins looking for new "playmates". Whenever a solitary child wanders beneath it's branches, or sits in it's shade the tree's branches will form a noose and grab the child. Once the child is dead the tree absorbs it's victim into it's hide so that there is no trace left of the child.
For every ten children executed an apple will grow, and the seed contained therein will be able to grow another tree. As fear in an area grows the tree will blossom even more. Apple blossoms will fall like rain, just like parent's tears.
When attacked the tree will fire off up to 10 nooses and attempt to capture it's enemies. anyone caught must make a strength roll of 10 or better to break free, an attempt can be made each round. Failure to do so after one round and they will begin to lose wind.
The tree produces the most delicious fruit imaginable, it's apples are always overly large, juicy, and ripe. Insects and animals shy away from the tree, so the fruit is worm free. An apple that carries a Hangin' Tree Seed will be black and rotten, but it will not fall, it must be picked. Planting such a seed is an abominably evil act. Doing so can ruin a Blessed's dealing with the almighty or a Shaman's dealing with the spirits of nature.
When a tree is burned it sounds like the wail of small children who are burning. This is the release of their souls.
CORPOREAL: D: 3d12, N: N/A, S:3d12, Q:3d12, V: 3d10
Lasso 5
MENTAL: The tree has only a rudimentery intelligence. It can sense danger or prey, nothing else.
SIZE: 30 to 35 feet tall, 25 foot radius.
TERROR: 6
SPECIAL ABILITIES The Hangin' Tree can only defend itself from attackers that are below it's branches. When they are beneath it's boughs it can drop up to 10 nooses which act like normal ropes after they catch an attacker.
Weakness: The Tree takes double the normal damage from fire.
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The GOATMAN
The Goatman was originally a lab assistant for Dr. Ambition, his name was Hollis Wood. Not knowing the possible consequences he volunteered to be the first to test the Miraculous Moreou Machine. Ambition strapped Hollis into the apparatus assuring him he would emerge better than before. The plan was to merge him with a powerful animal, like a bear or a bull, but Ambition was reluctant to use so expensive an animal on an untested device. So he used an old billy goat. The results surprised even Dr. Ambition. Hollis melted into a puddle of goo, as did the goat. The fleshy sludge merged in the third receptacle and formed the Goatman. Hollis, however, lost his battle with his animal side. In a fit of rage he smashed the lab and fled into the countryside. Somewhere along the way he found an axe, and has used it whenever he encounters people outside of town. Goatman has a taste for human flesh (and trash), and will attack any solitary individuals he comes across.
Goatman haunts the outer edges of town, he can be found anywhere in a three to four mile radius. About once a month he is sighted by a small group, but he keeps his distance from crowds. Every once in a great while a dog is found; it's body butchered by an axe, and the Goatman is blamed.
The Goatman looks like a hybrid of a man and a goat. He stands five and a half feet tall, covered in white coarse hair, and two horns on his head. His feet are cloven, he only has three fingers and a thumb on each hand (which is rock hard, by the way), and a small tail. He carries an axe. The Goatman is able to speak, but due to his madness he generall does nothing but gibber nonsensically.
Profile
Corporeal: D: 2d10, N: 3d8, S: 3d12, Q:2d8, V: 3d10
Brawlin' 3d8, Club 4d8, Sneak 3d8
Mental: C:2d10, K: 1d6, M: 1d6, Sm: 2d8, Sp: 3d4
Overawe 5d6
Size: 5 1/2 feet tall, 200 lbs.
Gear: Double bladed axe
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POD PEOPLE
Pod people are the end result when a human encounters a seed pod. Seed Pods, or Podlings look like large green walnuts, they are about the size of a medium-sized dog, and grow in large patches near water. Whenever a man or woman happens to pass by a patch of Seed Pods they must make a check against their Vigor or fall asleep. Those who pass out are absorbed by the pods, which replicates the sleeping individual perfectly, body and mind. A check must be made everytime the individual passes a patch of Seed Pods.
The only way to tell a pod person from a normal person is that the Podling completely lacks any emotion. Podlings who assimilate people who are not normally known to show emotions, like undertakers, rarely arouse suspicion, but folk like gunslingers that don't get riled when a lowlife calls him yellow might draw some attention.
Podlings attempt to lure other non-pod people to their patch, or they remove some pods and place them where people sleep. Check under your bed before you bed down for the night in that hotel next time.
Podlings remain indistinguishable from humans until they take a wound. Small wounds take longer than large ones, but either way a wound spells doom for a Podling's ability to pass for a man. The minute a wound is incurred the Podling's body begins to change. The area around the wound heals, but looks like bark. Thereafter the Podling's body will appear to age rapidly. It will wrinkle, lost hair, and teeth and so on. After a week the body's skin is transformed into a brown barkish hide. In this form the Podling is immune to projectile weapons, it takes 1/4 damage from edged weapons, and quadruple damage from fire. It is also now known as a Seedling. The Seedling then tries to sneak off to a body of water like a pond or lake, burrow underground, and grow dozens of new pods.
Pods themselves are harmless to concious individuals, and if eaten are sweet and filling. Pod People have the same traits and Characteristics as the people the absorbed. Therefore, I will only list relevant stats below.
Profile
Terror: 4
Special Abilities
SLEEP INDUCEMENT: Any being coming within 15 feet of a Pod Patch must make a Vigor check at a -6 or fall asleep. Those who fall asleep will automatically begin undergoing the replication process by the Pods. The entire Process takes 6 Turns. During the first three Turns the victim can be moved to a safe distance, thereby breaking the assimilation and causing no damage to the victim or Pod. After three Turns the process cannot be stopped without killing the victim. The Pod will remain undamaged. At the completion of the assimilation a Seed Pod will burst open and a newly born Podling will emerge to take the place of the former victim.
CONTACT: Podlings automatically recognize one another, and can communicate non-verbally. This telepathic ability is limited and is merely used to warn of danger or discovery.
WEAKNESS: The Pods take quadruple damage from fire. Flaming arrows are the best way to wipe out a Pod patch. They have no other defenses.
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SEEDLINGS
Profile
CORPOREAL: Varies per individual
MENTAL: Varies per individual
TERROR: 5
SIZE: Varies per individual
GEAR: Varies per individual
SPECIAL ABILITIES
See Pod special abilities. Lacks Sleep inducing power.
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The Human Fly
The Fly, like Goatman, was a laboratory assistant to Dr. Ambition. However, he willingly placed himself into the device. . . to clean it. While he was mopping up the mess that the Goatman made he stepped into chamber one. As that was happening a simple fly, drawn by the stench of the dissolved goat's goo, flew into the second chamber. Somehow, and it is not really known how, the device started up. The two beings were broken down and reborn as one. Only this time the assisitant remained in control. Still, his now freakish appearance was too much for him to be able to walk amongst men without getting filled with lead. So, he put on some clothes and flew off into the night. The Human Fly stands five feet tall, the head of a fly, and a mutated man/fly body, with wings. He is swift, strong, and can fly.
CORPOREAL: D: 3d10 , N: 3d10 , S: 4d12, Q: 4d12, V: 3d10
MENTAL: C: 3d10 , K: 4d12 , M: 2d8 , Sm: 4d10 , Sp:2d12
GEAR: 4 Colt Peacemakers
SIZE: 5 feet tall
SPECIAL ABILITIES
VOMIT: The Fly can fire a projectile stream off vomit with pinpoint accuracy. The vomit is highly acidic and can eat through clothing or flesh in 1 round, wood in 2, and metal in 1 turn. It does 1d8 points of damage.
360 degree VISION: Due to his bug eyes the Human Fly can see in all directions at once, he cannot be snuck up upon.
FLY: He can fly through the air with the greatest of ease at about 30 mph.
CLING: The bugman can cling to any surface, so long as it is not greased or covered in other slippery liquids.
EXTRA ARMS: The Human Fly has 2 additional arms. He can use these limbs as easily as a human uses 2, or a fly 6. He carries extra firearms for his multiple hands, and can fire 4 shots off at once.
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Grizzleds
When the White man first started to hunt the buffalo he got into a nasty habit, taking only their hides and leaving their carcasses to rot in the sun. A Shaman of great power saw that this would lead to the ruination of his people if left unchecked. He prayed, but got no response, so he called out to dark spirits for a way to stop the hunter's slaughter and then gave his life to power the curse. The curse did not take effect until the Reckoning, when it got a huge boost in power and activated. Now the Shaman's dream is a reality.
Grizzleds are that dream made flesh. They are over-sized grizzlies that have no hides, they are a mass of muscles and guts. They drip blood where ever they walk. These beasts stalk hunters, particularly those who have hunted buffalo. These abominations are smart and tend to play with their prey before killing them. They get three attacks per round, 2 claw attacks and one biting assault. Often it is the solitary hunter they stalk, but if a posse starts blasting the local fauna then a Grizzled may just drop by to give them something to really shoot at.
CORPOREAL: D: 2d6, N: 2d8, S: 4d12+3, Q: 3d10, V:3d12
CLIMBIN' 3d8, FIGHTIN': BRAWLIN' 3d8, SNEAK: 2d8
MENTAL: C: 3d8, K: 2d4, M: 4d10, Sm: 2d4, Sp: 2d6
OVERAWE: 4d10, SEARCH: 3d8
SIZE: 10
TERROR: 6
SPECIAL ABILTIES
Bite: STR+4d12
Claw: STR+3d8
Scent: The Grizzleds have a special scent that is released during battle. When they fight they release a smell that will attract every Grizzly within 15 miles. The Bears, attracted by the smell, will attack the party as soon as they encounter it. Worse yet any bear killed during this attack will rise as a Grizzled unless the bodies are burned. Everyone involved in the fight gets covered with the smell regardless of whether they are struck by the Grizzled or not.
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The Giant Spider of Ghost Town
The giant spider was created by Dr. Ambition when he tested his Giantizer. Lacking a proper test subject he grabbed a spider from the corner of his lab and hit it with the growth ray. When nothing happened he threw the spider from his lab. What he didn't know was that the ray had worked, only slowly, instead of instantaneously as he had thought. The Spider started to grow, and grow, and grow, until it was bigger than a horse. Worses yet, the spider was carrying eggs, which are due to hatch soon. Then there will be about 200 spiders running about instead of just the one.
Right now the Spider is located north of town and has been feeding on horses, cattle, dogs, and the occassional unfortunate human. It's hunting ground is covered in webbing and the remains of it's dessicatted victims.
CORPOREAL: D: 3d12, N: 4d12, S: 4d12, Q: 4d12, V: 4d12
Shootin': Web 5+8
MENTAL: C: 1d4, K: 1d4, M: 3d10, Sm: 3d10, Sp: 3d10
SIZE: 20 feet in length, 10 feet high
TERROR: 8
SPECIAL ABILITIES
Venom: The spider has a venom that is strong enough to knock a cow out for three days, or kill a man in minutes. Save vs Vigor at -6.
Web: The Spider can fire a web which will entangle victims or opponents if it hits. The webbing cannot be removed without fire or alcohol.
Vibrational Sensitivity: The Spider can sense vibrations of it's prey from up to 1 mile away, rendering it impossible to sneak up on it.
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Billy Yank
Billy Yank is the physical embodiment of the Northern cause. He is a Union man through and through. He looks like an average man in his early thirties, with a weathered face, dark hair, and a three day beard. He wears a Union uniform and carries a muzzle loading rifle with a bayonet attachment. At times he carries a flag of the United States.
Billy is rarely seen, but he may appear under 2 conditions. The first is that a great battle has taken place in which the north has suffered terrible losses. He appears in the center of the battlefield, and will instantly begin attacking any Confederates he encounters. Unlike his brother, Johnny Reb, he will not just attack any southerner, just Confederates. This is because he longs to be reunited with his estranged family and he can't do that if they're all dead. He passes no mercy onto Confederate soldiers he encounters though. He will kill any he finds within a half mile radius. Billy can sense Confederates even if they are out of uniform.
Billy's appearance after a battle is not good for the south. If he is not stopped before the last Confederate falls then Billy raises his fallen brothers on both sides to attack the Confederate army. These Walking Dead are semi-intelligent and will attack and kill every confederate they find. They will also damage supply lines, railroads, and any other Confederate articles they encounter.
Yank can also appear before a battle, when the north is hopelessly outnumbered. When he does so the northerners can fire three times faster than normal, and can recheck any hits they incur to see if they actually missed. In this form Billy is considered a normal man and my fall like any other, but so long as the Union stands so does he and he will recoporate later.
CORPOREAL: D: 3d12 (3d10), N: 3d12 (3d10), S: 4d12 (3d8), Q: 3d12 (3d8), V: 5d12 (4d6)
MENTAL: C: 3d12 (3d10), K: 2d12 (2d10), M: 4d12 (3d10), Sm: 3d12 (3d8), Sp: 5d12 (same)
SIZE: 5', 9"
TERROR: 6
SPECIAL ABILITIES
Immortality: Billy can never truly die so long as the Union stands. He may be killed, but the next time he has reason to appear he will. . .and he will be completely whole and unharmed.
Musket: Billy's musket fires without needing to be reloaded, and hits with the force of a cannon. It can be fired 4 times a round without difficulty.
Rally: Billy's presence causes Union troops to fire 3 times faster than normal, and to reroll any misses.
Raising of the Dead: Billy can create Walking Dead from the corpses after a battle. These dead have a rudimentary intelligence, and can recognize civillians and Union troops whom they will not harm under any circumstances. These dead will only attack Confederate troops or Confederate property.
Two Forms: Billy has 2 forms he may appear in, mortal and supernatural. The mortal form stats are listed in (0) with the supernatural beside them. .
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Johnny Reb
Johnny, like Billy Yank, is the living embodiment of the Confederate army. He is a true southerner, and as such is full of gumption and fighting spirit. In appearance he looks like a youth in his early 20's, he has dirty blonde hair, stands 6 feet tall, and is powerfully built. He wears a Confederate uniform and carries a muzzle-loader with an attached bayonet. Sometimes he carries the Confederate flag.
Johnny can appear for 2 reasons. The first reason he will materialize is that a battle has occured in which the south has suffered terrible casualties. He arrives in the spot where the 2 armies first clashed, at exactly the spot where the first southerner fell. He then attacks any northerner he encounters. He will move out in a half mile radius, killing any Union man he finds. If he proceeds unchecked, then the southern blood that was spilled on the battlefield will vanish with him and their thirst for vengeance will be slaked. All fallen Union corpses will rise up as walking dead. These dead will attack only their former comrades.
Another way Johnny may appear is if a platoon calls to him before a battle. If they truly believe in the southern cause, and are hopelessly outnumbered, then he may show. If he does he will fight along side them, during which time their morale will be elevated to unbelievable heights and every wound they inflict will cause double damage. Furthermore, every shot that misses can be rechecked to see if it actually hit. During this time Johnny is mortal and can be killed like any other man, but like the south he will rise again.
It is rumored that Johnny Reb may visit favors upon those who aid the southern cause in some great way. He may lead a posse to a powerful relic, or remove a hindrance, or any number of things.
It should be noted that Johnny is Billy Yank's brother, and while they do not see eye to eye on certain topics, they both long for the day when they will stop fighting each other and reunite as a family once more.
CORPOREAL: D: 3d12 (3d10), N: 3d12 (3d10), S: 3d12 (3d10), Q: 2d12 (3d8), V: 5d12 (same)
MENTAL: C: 2d12 (2d10), K: 2d12 (1d10), M: 3d12 (2d10), Sm: 4d12 (4d8), Sp: 5d12 (same)
SIZE: 6 feet tall
TERROR: 6
SPECIAL ABILITIES
Immortality: Like the south, Johnny promises to rise again, and he always will. No matter how much time has passed since his death, whenever circumstances prove favorable to his appearing, he will. Johnny will be whole and completely unharmed.
Musket: Johnny's musket fires with the power of a cannon, and 3 times a round without reloading. Johnny must load his gun, unlike Billy Yank. Reasons for this are unknown, but speculation leads one to believe that the actual reasons are that the North has more supplies than the South.
Raising of the Dead: Johhny can raise the dead of southern soldiers after a battle. These are normal Walking Dead.
Rally: Confederate soldiers near Johnny can reroll any missed shots, and they will inflict double damage each time they inflict a wound.
Two Forms: Johnny has 2 forms, mortal and supernatural. Mortal ratings are listed in () with supernatural beside them.
These are normal humans in every aspect save for the fact that they cannot die. There is no means known that will execute them. Behead them and they'll just laugh, cut out their heart and you'll get a valentine next year, shoot 'em and maybe they'll fall down. In short, nothing can stop them. Granted, putting a bullet in their brain might give them amnesia for a few days or weeks, but eventually it all comes back. These folk have been around since the dawn of time.
Aside from the aversion to death Homo Immortalis are unassuming in their ways. They try to live as normal lives as they can, but some have adventurous hearts or a lust for power. Most try to hide their immortality from everyone, but a few let loved ones in on the secret. They can have children, but they are born regular humans. Oddly, the immortals cannot cast hexes or any other spells, have psychic powers, or other paranormal abilities.
CORPOREAL: Varies per individual
MENTAL: Varies per individual
TERROR: 2
SIZE: Varies, 6 1/2 feet to 3 feet tall
SPECIAL ABILITIES
Immortal: These beings can only be killed if every single cell of their body is destroyed simultaneously. A single cell will regrow an indiviual over a period of days. Some Homo Immortalis cut off a finger and leave it at home just in case something happens to them like falling into a volcano or getting digested in the gullet of some god forsaken abomination. The finger can last for two years before beginning to rot.
Accumulation of Skills: Being that most of these beings have been around for some time they tend to have numerous concentrations, especially in the art of warfare. Most will just be learning to use guns however. .
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Scare Crows
These black birds are the Reckoner's pets. Looking like any other crow they are unassuming, however, they are far from harmless. One Scare Crow can cause even the bravest soul to feel a streak of yellow run down his spine.
Their sole purpose is to elevate the fear level in an area. An area that is merely at a 2 Fear Level can be raised as high as a 4 by just a few of these birds. They fly from one end of an area to another letting everyone they encounter feel the icy grip of their terror. Often, a bird will pick a house or building each night to focus on. Those inside will suffer terrible night terrors if they are asleep, or will be scared witless if they are awake.
Scare Crows have no special powers aside from their fear inducing abilities. They can be killed as easily as any other bird, but unless one is specifically looking for them then they will most likely be mistaken for normal crows. Posse's are often stumped when an area's Fear Level only drops a little after they massacre a rather nasty critter.
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The Headless Hunter
The Headless Hunter is not related to any Headless Horsemen, he simply is headless like them. Some years ago, a poacher had been plauging private lands. He was cautious, and dressed completely in black so that he could move unseen in the night darkness. Careful as he was he still tripped, and ended up blowing his head off with his double-barreled shotgun.
Since he had not finished his hunt he now walks the land seeking a prey that he will never find. So, he substitutes his quarry with those he encounters in his travels. The Hunter only hunts at night, and come daybreak he vanishes into the morning mist. He reappears in the exact spot the moment the last ray of sunlight dims to resume his hunt.
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Leed's Devil
The Leed's Devil is a truly powerful force for the Reckoners. It is the size of a large man, 6 1/2 feet tall, with huge bat wings, the horns and legs of a goat, and the teeth of a shark. Some reports say he has a forked tongue. His eyes glow red in the darkness. His hands are powerful ham-sized talons. He also has a spade tail that can sting victims with deadly poison.
Named for the first man he was known to kill, Albert Leeds, the Devil has since added many more victims to it's list. The Devil has no fear and will attack parties of up to 6 members at once. It's ferocity is terrifying and most often lethal.
The Devil often picks a small town to haunt for a short period. During this time it will take a victim a week, during the rest of the time it will torment the townsfolk by stomping on their roofs, banging on their doors, killing pets and cattle. Fear levels are often as high as 8 after the Devil moves in.
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The Owlman
The Owlman is a minor abomination that stalks forested areas. He is 6 feet in height, grey in color, and has large yellow eyes. His feet are powerful talons that can rip right through wooden barriers. The Owlman prefers to prey on children and women. It will strike only at night; during the day it sleeps sheltered from the blaring sunlight.
Owlman picks it's victims at random. Generally, it will stay in an area for several weeks and then move on, but if hunting is good then it will stay until it senses it is in danger of being discovered or destroyed.
Owlman stays in tall trees or barns. If it roosts in a barn any animals therein will be fed upon.
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Mothman
The Mothman is 5 feet tall. He has no
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Yeti
Yeti are men of snow that live in mountain ranges. They have no physical bodies, just snow and ice. They stand seven feet tall.
sun reflection
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Devil Dogs
These hounds are blood red in color, their eyes are empty sockets from which smolders hellfire, their teeth are green and yellow and are often stained with blood. They are the size of mastiffs, and ripple with muscles.
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Skulkers
Skulkers are beings that were shunned by others in life. They were unwanted and unloved, and now make certain that others feel a taste of their former lives. Skulkers attach themselves to single individuals, and begin to shatter their lives, slowly cutting them off from human contact.
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Bog Devils
Bog Devils are short squat black humanoids that haunt swamps. They are territorial solitary individuals. They appear similar to descriptions of the devil, ie have horns, pointy ears, and tails. They are amphibious so their skin is clammy and rubbery. They have very sensitive eyes, and so tend to reside in darker areas of the swamps.
These Devil's attack solitary travellers or sleeping unsuspecting groups. They do so for they have a taste for human flesh, preferring women over men.
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Skunk Apes
These are huge and powerful beasts that hail from Kentucky. They look like large Mountain Gorillas with jet black fur, but with a long streak of white running from their forehead, down their back, to the tip of their bushy skunk tail. Their hands end in long claws, and their mouths are filled with shark-like teeth.
Skunk Apes feed on anything they find that is alive and moving. They roost in trees and drop onto their unsuspecting prey. They mark their territory by peeling the bark off the base of trees. They are incredibly territorial, and you will never encounter more than three Skapes (as they are known in Kentucky). At night the air is filled with their blood curling howls.
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Ant Lions
These fearsome creatures look like a lion with the head of beetle. These beast lurk under the sand, waiting for prey to pass by, when it does the Ant Lion leaps out from the sand and pounces. The lion-like body has a beetle's hard carapace just under the hide, which gives it an armor rating of 3.
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Blood Roses
These are white roses that smell wonderful. Whenever some warm bodied animal of cat size or larger gets near it the roses lash out, wrap the prey with their thorny stems, puncture it's flesh, and drain it dry of blood. When this is done the roses buds are bright red, and the body is dragged away so as not to attract suspicion. The roses will not attack so long as their flowers remain red. .
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Black Roses
These deadly flowers have poisonous thorns. The roses feed when an animal brushes against their thorns, get poisoned, and die. As the animal decays the roses absorb it's nutrients. The flowers can be easily recognized byb the corpses littered about it's bushes. These are often used as assassins tools.
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Saddle Sores
This nasty illness afflicts the cowboy's best friend, his horse. It happens quickly, and if it is not caught in it's early stages the horse will die a horrible death.
In it's first stages the saddle sore looks like a small redish patch on the horses back, just beneath the saddle. During this time the sore can be removed with a knife. This will effectively stop the disease in it's tracks. Once it becomes a puss filled hole it is to late. The hole will seep a greenish puss, that may be visible as it drips from beneath the saddle. Each hour thereafter the horse will begin to loses one wind an hour. It will act skittish and become harder to handle as time progresses. Once the horse has 3 Wind left it will go mad and attack anything around it.
The Sores are passed when a saddle is situated in an infected stable. If a horse does catch the illness the saddle must be destroyed or it will reinfect the horse or subsiquient horses.
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Crab Grass
Crab Grass is a disagreable plant that has a taste for human flesh. It looks like normal tall grass of the prarie, but when a warm blooded animal comes into its field it will entwine the creature with it's blades. The grass will then insert its blades under it's victim's skin and begins to digest it's foe from the inside out.
The grass is susceptible to flames, anything else will just cut up the grass blades. The grass must be burned, and the roots pulled up and burned as well. Otherwise it will regrow in a few days.
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Poison Ivy
A simple plant with a deadly touch. Not the simple garden variety of poison ivy, this stuff kills. It looks like normal poison ivy, and for a brief period, acts like normal poison ivy. It will cause itching and sores to break out, during which time the poison can be transferred to another person.
The plant is not a conscious killer, it is simply a deadly variation of it's kindlier cousin. The poison affects any creature that can be afflicted with normal poison ivy. .
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Poison Oak
These are trees are deadly killers with friendly faces. Like the ivy, the oak's leaves are coated with a creeping poison. The poison takes a few days to work itself into a system, but once there it cannot be removed.
Poison oaks look like normal oaks, whose leaves have a shiny coating. This coating is the poison. When the leaves drop in the fall the poison is still effective, and so dried falling leaves, or leaves on the ground can still kill.
The poison is identacle to that of the ivy, and is transferable in the same way. It can be washed off for a period of 2 hours, after that it will have entered a body's system.
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Briar Patches
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Count Dracula
Years ago there existed a country called Walachia. It was ruled by Vlad Tepes, or Vlad the Impaler as he was known to his enemies. Vlad had little taste for any who opposed him or the poor. He had thousands impaled on tall poles, and left their bodies to rot in the sun. Then, while leading his army against a great enemy he was wounded, and was forced to flee. He took refuge in a cavern and it was there that destiny took a hand. The cavern was home to an old vampire. The bloodsucker recognized the ruler and offered him a taste of his dark power. Dying, Vlad accepted the offer, and damned himself for all time. He emerged a fledgling vampire, his creator gone, Vlad was left on his own to discover his new abilities and limitations.
He took the name Dracula, which meant Son of the Devil, although some folks claimed it meant Son of the Dragon, in reference to his father who had been known as the Dragon. Dracul could not return as leader of his country. Indeed not, as his army had lost and the opposition claimed it had killed him, even going so far as to parading a rotting head that looked similar to his own face.
So, he traveled, and learned to deal with his new abilities. He became master to the roving bands of gypsies that populated his homeland. Over time, Wlacahia became Transylvania, and Dracul had managed to aquire a noble title. The Count, Dracula, slowly began to rebuild his empire, until a monster hunter known as Van Helsing nearly destroyed him. The Count fled to America, bringing his gypsy servants with him, and has once again begun building a base of power.
His plans are currently known only to him. He rebuilds his european castle in Kansas, and waits. He does, after all, have all the time in the world. .
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Varney
Varney is perhaps the oldest surviving Vampire. He is far older than Vlad, and has plans on surviving far into the future. Varney is a gentleman. He is always dressed to the nines, and impeccably clean. He often smells of perfume. In Europe he was called "The Fop".
Now located in Texas, Varney is establishing himself to be one of the bigger cattle ranchers in the territory. Varney's history is lost to antiquity, all that is known about him is that he is reserved, and says nothing. He talks to no one unless he absolutely has to, and rarely steps a foot off his ranch.
The Fop, is a rare vampire that really doesn't believe himself above humanity. He does have to feed, but due to his great age only once a month. He regrets having to kill, but has rationalized it as neccessary to his survival.
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Banshees
Irish immigrants brought more than potatos when they came to America. Banshees are the spirits of maidens who died violent deaths at the hands of their lovers. These restless women travel the lands of the living seeking forlorn lovers. When they meet someone who has been jilted or cheated upon, the banshee sings to hear. The woman who hears the song must make a Spirit check (-4) to see if she is drawn to the spirit or not. If she resists the Banshee cannot call her again, if she fails she will go to the evil spirit, and suffer a death simlar to the one that the Banshee died. Three days later the murdered victim will rise up as a Banshee.
Banshees will not attack parties unless they have a memeber who has been jilted or did the jilting. They will attack men who have left their lovers without good reason.
A Banshee looks like a normal woman until she sings or screams. When this happens her flesh will burn off revealing her skeletal frame. She will grow fangs and claws, and her eyes will glow red with hellfire.
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Baba Yaga & Her Hut
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