Up there in the pyramids of glass the Megacorps rule. But down there, in the concrete and asphalt nadir of their neon Elysian Fields, it is the mob that rules. Maybe I should rephrase that so I don’t sound too anti-prole. After all, most of them help the blood-sucking Megacorps to climb high above them and remain there. However, I have had more than one colleague ambushed and brutally lynched by Rim gangs while I worked as a Blue. I have no love for them.

Tallas Dorn, to Taro mystic Ranny Batra

 

The Rim

The Rim is the general area that borders or surrounds the Hub of megacities. It is here that most of the working force that keep the megacities alive live their often meager existence. Some Rims are better than others, but one thing they share in common are the so-called Rim gangs.

Unlike Hubs which have private security agencies, or Secs to keep law and order, Rims only have the state police, or Blues, to do the job. However, state police often do not have the resources or the manpower Secs enjoy. Because of this it is not uncommon to find corruption among the Blues. All these internal problems allow Rim gangs to thrive.

Rim Gangs

Although Rim gangs are all highly territorial, not all of them share the code of conduct one would describe as “criminal.” Some Rim gangs were actually organized to do what the Blues couldn’t or wouldn’t do: maintain peace and order and protect their Turfs from those who would exploit it for selfish reasons. One such group is called Entropy, a Rim gang led by Anibal García, a retired Catholic priest. Entropy is one of the few Rim gangs with varied ethnicities in their membership.

Rim gangs like Entropy are called Meek, often pejoratively, since they do not share the ferocity of the so-called Fisters: unscrupulous, often amoral Rim gangs. Fisters often answer to larger criminal

 
organizations, helping to spread highly addictive drugs such as Crystal Dreams, OK (Over Kill), and Smash.

One of the most brutal among the Fisters are the Circus Phreaks. The Phreaks dress up like clowns (the Clownes), acrobats (the Bats), lion tamers (Whippers), etc. The chief of each Circus is, of course, the Ringmaster, surrounded by a squadron of fearsome Clownes. More often than not Clownes are the dominant group, and it is usually one of them that has the title of Ringmaster. The Candycane Circus Phreaks gang of Neo York is led by Bozz, a Clowne— presumably a mystic in league with the Unknown.

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Hellhounds

Bounty hunters abound in this world. Even though many of them move freely between the Hub and the Rim, most of them like living in the “twilight zone” between these two areas. They consider themselves professionals who do the job they are paid for with efficiency—even when they work for opposing factions at the same time.

The Rim-gangs see the Hellhounds with a mixture of hate and fear, while Blues and Secs trying to apprehend one of them have very often lost both manpower and their elusive goal in the process.

Deirdre “Didi” Diamond, a.k.a. “Triple-D” (though it is wise not to address her with this nickname wearing a smirk on one's face) is one of the

 
most infamous Hellhounds known. She is also an unofficial agent of EmpCor, as she prefers being independent most of the time. She became Awake during an EmpCor operative at the Los Angeles Rim. She keeps reminding them at every opportunity how sloppy they were and how lucky they were to have her there to save their hides. Her excessive self-reliance has gotten herself in trouble in more than one occasion, but she expects EmpCor to always bail her out. “After all,” she says, “these amateurs owe me.” In spite of her acid tongue and arrogant demeanor, she has developed strong friendships with several EmpCor agents, especially with Brianna O'Boylan and Tallas Dorn.

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The Übermensch

During the Red War, several states in Old US (lead by Neo-Nazis) coalesced into what was called the Übermensch. They declared themselves independent and stopped answering to the central government of Old US. Once their fascist dictatorship was established, they guarded their territory with cold ferocity. In those days Old US had to fight on two fronts: on Europa and within their own borders.

Even though the Übermensch was technically disbanded, and most of the territories were grudgingly reincorporated, the surviving Übermensch either grouped themselves into Ring-gang-like communities or went underground to form a secret Ilumminati organization. Many people resent their presence, especially those who remember the history of the Red War.

 

Some among the Übermensch (namely those of the Reichenbachs, the Illuminati group founded by Ernst Reichenbach) still wield a respectable amount of power, and because of the highly efficient work they do for certain Megacorps, they remain untouched. Some fear that there are not only Übermensch in the Rims, but in the tallest levels of the Hubs as well: high ranking executives descended from wealthy Übermensch officers of the Red War. Rumor has it that they spread themselves in as many megacities as possible to widen their influence and bid their time until they are ready to seize control once more. There are those who say that they already are in control of many power centers, that their covert approach of world domination has already bore fruit, and many people without knowing it have embraced the Übermensch's darwinistic philosophies.

Furthermore, it is believed by the Solomon Knights that the Übermensch are human pawns of the Unknown. And they may be right.

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The Carnifuris

Despite the availability of cloning and diverse mutagenetic treatments, the cheapest way of getting body parts is by stealing them. The freshest the corpse the better, although Carnifuris (literally “meat thieves”) have no qualms on harvesting organs from healthy, living men and women, especially when the profit margin is so high.

Most of the victims of the Carnifuris are from the Rim, where people can disappear without anyone noticing it or caring about it.

Carnifuris are another problem Blues and G-men have great difficulty tackling, especially when they are being protected by the powerful Megacorps that hire them.

 

Some Carnifuris also deal with drugs and medicines, using them to get a stranglehold on anyone who depends on them. They also kidnap people to experiment on them with the drugs they develop, and with the biogenic and cybernetic implants they engineer, before selling the products on the black market. Why use an animal when there's such an abundance of nobodies? Carnifuris may be inhuman, but they are experts in quality control, and pride themselves that their products are always top notch.

The chief Carnifur, known simply as “The Carnifur,” is always someone with a M level in the Medicine broad skill. Some of them are also expert Biomechanics. There are rumors of a connection between Carnifuris and the Reichenbachs.

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Blues and Secs

To make things worse, Blues, G-men, and Secs hate the guts out of each other. Secs (private security agents) view the underpaid governmental police force with contempt and a high sense of superiority. Even though Blues and G-men look at each other with sidelong glances both share their antipathy for the Secs, and there is nothing more irritating or humiliating as to give up a case or a criminal to Secs who always seem to have documents to override their authority.

This combination of humiliation, low salary, and poor working conditions have made corruption very common among Blues and even among G-men.

This does not mean, however, that good, honest men and women do not exist. They do their best to protect citizens from criminals and from the corrupt who abuses his or her authority, but they seem to be a minority. There are a few of the honest Blues and G’s working for SAVE, and EmpCor does its best to lend them the necessary equipment and manpower on special occasions. This program was established by Archon Anaximander Theophilos, who worked once as a Usarica Federal agent, and furthered by people like Tallas Dorn, a Solomon Knight and ex-chief of detectives of the Neo-Chicago police (an ex-Blue).

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Government and Megacorps

Megacorporations in this era are so powerful that it is not uncommon to see them behind the power of several governments in the world (of course, that doesn't happen in our time, right?). The Old US or Usarica, now partially balkanized, is not immune to this practice. Some Usarican states have resisted megacorp influence, but because of that they have become less prosperous than those that allow partial or full control from Megacorps. However, even more influential and dangerous are the Illuminati organizations which use megacorps as fronts fo their operations.

Like with the Blues and G-men, there are also people in the government who do their best to improve the quality of life of the citizens, often by using brain-numbing legal loopholes to bend Megacorps rules to their benefit. Not all congressmen wear an Opio-Cola or Macrosoft digital badge when they address the public on vidscreens.

[For more information about Illuminati groups and campaigns, get the extremely useful GURPS Illuminati by Nigel D. Findley, published by Steve Jackson Games (ISBN 1-55634-223-3). Several of the GURPS supplements are extremely useful for Chill campaigns.]

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Pantheons

The word “Pantheon” is used informally to group all religions, sects, cults, and any possible variation still existing (and they will probably go on until Humanity ceases to be). There are innumerable minor ones which the CM could create to add a bit of color to his/her adventure. Some of them could be fronts of Illuminati organizations as well (or may be Illuminatis themselves). In spite of their area of expertise, only very few among them are aware of the actual threat of the Unknown, and even in those it is often the higher ranking members the ones who are Awake. The general nature of the Pantheons covered here were designed specifically for my particular Chiliad campaign.

These groups are not restricted to megacities, although you will find many of them there. They can be found anywhere in the world, even in the wastelands. The first three Pantheons listed here have elements that could pose a real threat to the Unknown. However, RAX and all the Dark Ones are aware of that, and they have done everything within their power to keep them separate, stirring quarrels within and between each group. They have done that for aeons with extreme effectiveness, since the Unknown has Human hubris, stupidity, and fallen nature on their side.

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Neopanthes

Neopanthes worship embodiments (often humanoid) of forces of nature. There are two types of Neopanthes: secular and spiritual. Secular Neos do not really believe in spirits or any actual deities; they see their belief as a way of “empowerment,” to become “one” with nature and their “true selves.” The rituals are simply viewed as a way to achieve focus, which they feel helps to reinforce psychologically their mastery over themselves (where all true “magik” comes, according to them) and the world around them.

The Spiritual Neos actually believe in invisible intelligences floating around, and resent the façade of intellectual superiority of the Seculars, even if the Spirituals are very polite about it.

Something both groups have in common is their

 
idea that there is no Good or Evil with capital letters, and sometimes not even in lowercase, since many of them think that Natura makes no such distinctions. The Goddess, after all, embodies both of those aspects simultaneously. Nevertheless, despite this attitude which Theocrats (and even some Vodoun priests and Cultists) see as mere smugness, neopanthes are still people, and they are not all “tree-huggers.” There are those among them who cannot be described in any other way except evil (just as there are those among them which cannot be described in any other way except good). Thus, there are Neopanthes who wear the Veil of Isis, and those who exhibit the gangrenous Scars of Mormo (probably a being from the Unknown). Most deny that the latter fringe, which reveres the most abysmal side of the Goddess, really exists at all. In addition, there are only a few Neopanthes Awake, and they are usually shunned by other Neos, including most of the Spirituals.

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Theocrats and Ultramontaines

This is an umbrella term, sometimes used pejoratively, to group Hebrews, Jushens (Judeo-Christians), and Al-Allah ("Sons of Allah" or Muslims), although some even include Atmanis (Buddhists of the non-secular variety) and Trimurtis (Hinduists) here as well.

The kernel of most, if not all Theocrats is the belief in a single Creator, who sometimes is represented in a triple aspect (for instance, Father-Son-Holy Ghost of the Jushens, Brahma-Vishnu-Shiva of the Trimurtis). There are obvious variations within the theme, often irreconcilable with each other, but that basic premise is common.

In spite of a diminishing number of members, one

 
organization that still wields a modicum of power is that of the Ultramontaines (known centuries ago as the Catholic-Apostolic-Roman Church of the Vatican), led by Pope Gregory XVIII. Even though the Ultramontaines look on the surface similar to how the Church was in the late 20th century they have, in fact, returned to a more militant stance similar to that of the Middle Ages. They are also one of the few Pantheons with numerous members who are fully Awake. The Solomon Knights, for instance, is a secret paramilitary branch of the Ultramontaines, and the guards to the Holy City don SmartSuits instead of the traditional Renaissance garb they once wore. All these drastic changes came during the Red War, where the Ultramontaines (back then an Illuminati group) played a surprisingly vital, though subtle, role in the conflict between Old and New Europa. Because of this Old Europa (mainly Franç, Hispania, and East Germania) secretly supported the city-state of the Vatican, until it became the moderately prosperous megacity it is today. There is a shadow that looms in the Vatican, though. In one of their ancient buildings there is a room that since the Middle Ages have been used to paint the portraits of the Popes. There was, however, a limited space for the portraits and, according to legend, the day the last portrait is painted would herald the end of the world.

That room ran out of space during the first half of the 21st century with the portrait of pope Gregory XVII, and a new one was built after that. Since the world didn’t come to an end the tale is remembered with amusement by some. Others believe that the “end of the world” was a metaphor for the Red War that soon followed. The old world did end during that terrible period, and a new one unfolded after it. There are a few others, though, that believe in the Displacement: they whisper that the world did end, and that they are just living in the final hundred years, when the collective soul of the dark remnants of Humanity will be weighed.

Although wearing the title of “Pope,” Gregory XVIII, born Jacques García- Duèse, believes the last true Pope was Gregory XVII. Those that followed are, according to him, mere “soldiers of God whose mission is to keep the Darkness at bay until the Final Days.” It is rumored that Gregory XVIII was part of the group of Solomon Knights who helped Rescue Anaximander Theophilos during his near-fatal encounter with Illis-Zinn in Benin, Africa. Jacques only wears his papal garb during formal occasions and religious ceremonies. All other times he wears modern-looking black and white clothes. Then, only the unique and ancient signet on his right hand betrays his true identity.

In the US the most influential Theocratic group is that of the Beltens, which is really a coalition of many different Protestant temples. The Beltens and the Ultramontaines see each other with respect and address each other with extreme politeness. But under all that façade exist a centuries-old resentment that won’t vanish anytime soon.

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Nouveau Vodoun and Voodoo

The religion of Vodoun (or Nouveau Vodoun as some call it) seems on the surface to be a syncretism of Theocratic and Pagan practices. This is so since Vodoun assimilates easily other beliefs, finding the similarities and blending them seamlessly with their pantheistic system.

In the same way that Neopanthes deny the existence of the cult of Mormo, most self-respecting practitioners of Vodoun have always denied the existence of their dark counterpart, Voodoo. However, this denial is born more out of fear of the

 
powerful False Loas than from the bad publicity Voodoo gives them. Of all the Pantheons, both Vodoun and Voodoo have always been Awake to the presence of the Unknown, and even wield a unique set of preternatural disciplines. [See Chill's Voodoo sourcebook for more information.]

Because of the strong presence of the Unknown, Voodoo societies have been slowly exterminating Vodoun groups, so that by 2909 only a few true Vodoun societies remain. Most of the remaining Vodoun houngans and mambos, horrified at the systematic corruption of their people by False Loas, have gathered enough courage to strike back, although they are very aware that it may cost them and their loved ones their lives. Henri Delacroix, houngan of the Main d'Argent Vodoun society, and a distant relative of Archon Umbriel Delacroix, is one of the few with informal ties to EmpCor.

An curious side-note: the few Rim Vodoun communities that exist are usually left unmolested by Rim-gangs. The few that have actually dared to invade them are usually never heard of again. In those places, it is not uncommon to find a zombified ex-Rim gang member doing community services.

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Cultists

Under this heading are gathered any and all sects not covered in the previous sections. Shaitanists, UFO Zealots, pseudo-Christian, heretics, etc. Most of them are either charlatans, fanatics, dissenters from the other major Pantheons, or pawns of the Unknown with little or no preternatural disciplines to speak of.

There are always exceptions, of course, since under this heading are usually listed groups such as the Moonblood of Black Kali, The Children of Shaitan, The Listeners of the Whisperer, and Nefas Nex.

Nefas Nex is probably the most feared in the world, more than Voodoo and the Grand Cabal of Set itself. They wield a set of very powerful Evil Way spells that no other cult possess, some of which are very hard to resist, especially for those tainted by the Unknown. It is rumored that the Eibon Man that leads their unholy ceremonies once every dark of the Moon is AZAR/Nyarlathotep himself. Many insist quite energetically that Nefas Nex does not—cannot— exist... after all, the idea of an Illuminati occult society that uses other dangerous occult societies as a front is too much to bear. But even in those conversations, their name is said only in whispers. (Eventually, I will write a page in the appendix dedicated exclusively to Nefas Nex. They intrigue me. )

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Entities

Some of the creatures listed here are not really from the Unknown, but often act as servants of it.

Aklyd T’!K’naag

AGL(110+2d10) or 110
DEX (70+2d10)or 70
PCN (50+2d10) or 50
PER (50 + 2d10) or 50
STA (120 + 2d10) or 120
STR (120 +2d10) or 120
WPR (50 +2d10) or 50
EWS* (30 +2d10) or 45
ATT 2; (85+2d10) or 90
SR 4
WB 80
Fear -20
MV (AGL/3)+20
Type: Independent, Servitor
Class: C
Disciplines: Varies
Weight (190+4d10) or 190#
*The EWS applies only to those who have dealings with the Unknown.

 

Aklyds have access to some (or most) of the following equipment:

  • Helmet: perception +20; protection: Head AR 10; automatic targeting system (+1 CS), built in sensors able to scan various wavelengths. Also an atmospheric filter /rebreather.
  • Body Armor: AR 8 to 20 (depending on the social standing of the Aklyd). Sometimes they wear bioarmor.
  • Shl’k: a vibrating, triple-blade wrist weapon. Similar to human vibro-claws. Very sharp: SR 6, PR 5.
  • : A shoulder mounted toy dart launcher targeted through helmet sensors, SR 6. Range is limited by helmet sensors up to F ranges only. Aklyd warlords have also a powerful version of a Beam Drill, SR 8.
  • Gab-Vé: a wire net launched from wrist pad. The wire is sharp and causes SR 2 damage per round until cut away. PCs must inflict 11 to 15 (roll 1d5) Wounds on the net with a sharp object to cut it. Those caught in the net are for all purposes paralyzed (zero AGL or DEX), and won't be able to free themselves unless they are unnaturally strong or are wearing a SmartSuit. Even with SmartSuits, the victim will be unable to take any action for 1d5 rounds. Limited to N ranges.
  • Hun: thrown disk made of 12" diameter. It is made of the same substance as the Shl'k tri-blades, so the disk is extremely sharp and has to be handled with great care. Limited to N range. SR 8, PR 5
  • Shl’k Vé: - Small 3" vibro-blade launcher built into wrist pad. Limited to N range. SR 5, PR 5.
  • Hml’g: 10 feet long lance, retractable to 3 feet, vibro-blade on one end, spike on other. Vibro-blade SR 6, PR 5; Spike SR5, PR3. Can be thrown up to F range.
  • Communications Pad: 1)Chameleon Mode—this is a very advanced personal cloaking mechanism which effectively bends light around the Aklyd. Apparently, this cloaking mechanism also draws energy from the Limen, since it also affects most types of paranormal powers and supernatural spells. Effects: Lowers any PCN rolls to locate them by 50, and negates most Art, Evil Way, Powers of the Twilight, and even some Loresavant powers against them while active. 2)Self Destruct Mechanism—the pad also contains a powerful self-destruct mechanism that Aklyds use to avoid capture. The blast does catastrophic damage in ¼ of a mile radius with Target# of 100 and SR of 15.
  • VMed: the Aklyd have their own special medical kit, which is designed for the peculiarities of their specific biology, and is of little use to humans.

The Aklyds have been given different names in the myths of diverse cultures around the world. They are usually represented as invisible supernatural hunter-spirits. Aklyds are believed to be a myth by all except those who have seen phosphorescent blood appear from nowhere after an injured Aklyd flees concealed under its chameleon mode. Approximately 6 to 9 feet in height, the Aklyd are roughly humanoid with a reptilian outer skin. Aklyds commonly wear heavily-armed warsuits to cover and disguise their appearance, which is frightening to say the least. The warsuits often have sealed systems that supplement the Aklyd with certain nutritional or atmospheric needs. The Aklyd have four large outer tusk-like fangs which might have once been used to hold small prey while the Aklyd ate it alive, but this may just be wishful thinking from the mind of masochistic Xenobiologists.

Very little is known about the Aklyd culture, as not one of them have been captured alive (presumably), so we are left only with the account of those who have survived such encounters. What little is known, however, should be enough to give any envoy pause. Aklyds are “natural” hunters, and they have heightened nearly all of their abilities with their alien technology, such as their “chameleon” camouflage device, various weapons (including a self destruct mechanism) and sensors built into their helmets.

Aklyds are often drawn to areas of intense heat and/or warfare, especially the latter, where they can usually hunt undetected. It has been observed that they will only attack armed opponents, or those from whom they sense some sort of danger. It is even rumored that an Aklyd came to the aid of a small group of fighters who found themselves heavily outnumbered. One additional note : as “sport hunters,” Aklyds often take trophies, usually skulls or weapons, and occasionally bestow upon “friends” tokens of respect. By "friends" it is meant anyone who has bested them in combat or hunt, or any for whom they have developed an intense respect for one reason or other.

CM's Info: Aklyds are cold-blooded creatures whose body temperature matches the ambient temperature surrounding them, thus rendering infrared imaging of them (cloaked or uncloaked) ineffective.

The Aklyd follow a rigid code of honor, the most basic of which is that they will never harm what they see as an innocent. If an Aklyd is found to have broken this code, he is considered a renegade and is hunted down by an Aklyd Warlord and executed. A few of them—who seem to have a pseudo-chivalric code of honor, similar to that of knights of medieval Earth—also keep in high regard humans who keep fighting even when all the odds are against them. One envoy, for instance, was secretly “adopted” by one of these chivalric Aklyds in my campaign, most to his chagrin.

The Aklyd’s cloaking mechanism is anything but foolproof. It can be shorted out by contact with water, high yield electricity, radioactivity, and rendered useless by Haywire fields.

Their helmet is also a sort of atmospheric helmet, as they breathe an atmosphere that is much lower in oxygen and higher in methane than that of Earth. An Aklyd can survive without its mask, but with difficulty, causing a drop in STR, AGL, and DEX of 10, lowering to 20 after one hour. More than 2 hours without the mask will cause the Aklyd to fall into a hibernation state—if the creature does not activate the self-destruct mechanism first—from which he can only be awakened with a Ch'Doth helmet or rebreather. Aklyds will usually carry two rebreathers on their person, which are hand held, effectively reducing DEX by 10 when being held (although they sometimes use their tusks to hold them in place). In addition the toy dart launcher and razorwire net are neutralized with the loss of the helmet, because they can only be effectively targeted using the sensor system.

Not all Aklyds are warriors, although the stats only reflect the abilities of a typical warrior-caste Aklyd. The warrior caste of the Aklyd race is divided into Houses of the Hunt, or !K’hallbats, each of them led by a veteran Warlord. The “!” means the word is preceded by a single clicking sound. The most important houses are:

  • !K’hallbat Krung’ Tal
  • !K’hallbat Kresksh Mor
  • !K’hallbat Qziang G’vor

[Information of the Predator adapted from “Invisible Hunter: Predator Stats for Star Wars RPG” by C.T. (clifg@u. washington.edu) and Glenn Crouch (glennc@defcen.gov.au). This article and many more like it for the Star Wars RPG can be found at the “Star Wars Resource Pool” at the “Star Wars Mailing List Homepage.” The image above is a copyright of Brom.]

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Flagellum
AGL(40+2d10) or 40
DEX (50+2d10) or 50
PCN (70+2d10) or 70
PER N/A
STA (100 +2d10) or 100
STR (80 +2d10) or 80
WPR N/A
EWS (90 +2d10) or 90
ATT 2; (85+2d10) or 90
SR 4
WB 80
Fear –20
MV (AGL/3)+20
Type: Independent, Servitor
Class: C
Disciplines Varies
Weight (190+4d10) or 190#

These plant-like bioengineered entities, created by the Grim, grow in the frozen plains of Pluto. When they reach maturity (a matter of few years) they can disengage themselves from the lifeless soil where they spawn to join their community and/or serve the Grim. They pass on all their knowledge genetically, so each new member is ready to occupy a place in their society.

There are no individuals in their society. Only the most ancient among them (and they can live for a very long time) develop some kind of individuality, which they use to lead their kind and relay any command coming from their masters to the masses of monominded Flagellum.

They fly through space using membranous wings which are sometimes umbrella-shaped, taking advantage of solar winds. Sometimes they also strap on biomechanical appendages that serve as thrusters for maneuverability and extra speed. They are impervious to the rigors of space and can enter Earth’s atmosphere without harm. They sometimes wear bioarmor.

Their weapons of choice are all biomechanical in nature. One of their most feared is the Icy Mist, a gun of some kind which shoots a wide cylinder of heat-absorbing mist capable of penetrating the toughest armors. The Hungry Net is another of their contraptions: a cloud of gossamer-like spores which contract on its victim in a cocoon, paralyzing him. The Hungry Net then could take root in the flesh of the victim, draining his blood until he dies, brainwash him, or simply imprison him, depending on the programming of the net. The SR valued of these weapons appear in the “Science and Technology” chapter of this sourcebook.

[The Flagellum are based on the Mi-Go, the Fungi from Yuggoth, created by H.P. Lovecraft. They appear in his short story "The Whisperer in Darkness."]

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Mech Entities
Mechanical Entities, MechEnts, or MEs, are thriving in the technological world of Chiliad. They are no longer limited to mere cars, trucks, or elevators. The most powerful among these creatures of the Unknown can also inhabit MechTitans and lesser SiGoMechs, making them incalculably more dangerous than before. See page 224 of the Chill© book for a full description of MechEnts.

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The Gash
AGL(30+2d10) or 30
DEX (50+2d10) 50
PCN (40+2d10) or 40
PER (70 + 2d10) or 70
STA (110 +2d10) or 110
STR (120 +2d10) or 120
WPR (70 +2d10) or 70
EWS (180 +2d10) or 180
ATT 1 ; (85+2d10) or 90
SR 6
WB N/A
Fear –50
MV (AGL/3)+20
Type: Master, Servitor
Class: I, C
Disciplines Varies
Weight (190+4d10) or 190#

Formally known by mystics as the Theologians of the Order of the Gash, they are also known as the Gash, Cenobites, and the hierophants.

They offer experiences which are far beyond that which this world can provide. Cenobites can bring about “conditions of the nerve endings the like of which [one's] imagination, however fevered, could not hope to evoke.”

Scars cover every inch of their flesh which is “cosmetically punctured and sliced and infibulated, then dusted down with ash.” They smell of vanilla and are invisible and inaudible to people who have not solved Lemarchand’s Box.

They must be summoned by a portal-opening device such as Lemarchand’s Box to cross the Schism (another word for the Limen) into this world. They cannot reseal the Schism until they take someone back with them. Once in Hell, they give the solver of the Lemarchand puzzle their brand of pleasure by using the torture devices created by the Engineer.

The Engineer’s head is like “a cone of white fire” and shines with “the brilliance of a minor sun.” It comes when needed with the torture devices it creates. (All this information is from Clive Barker’s novel The Hellbound Heart.)

In the context of the Chiliad campaign the Cenobites are ruled by the non-Euclidean geometries of Leviathan, a power that is brother to RAX, though of a lesser kind (which, considering RAX’s might, is still immense). Whenever they are summoned they bring a little piece of the essence of Leviathan, and indirectly of RAX, into the world. They intend to make the Earth give a collective choir of screams which will herald the coming of RAX.

For some obscure reason, they have been enemies of the Ynari for ages.

[Information of the the Cenobites adapted from the definitions found in “The Hellbound Heart Encyclopedia by Tripps” at “The Hellbound Web: The Hellraiser Companion for the Web.” ]

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Necronoms
AGL (110+2d10) or 110
DEX (60+2d10) or 60
PCN N/A
PER N/A
STA (130 + 2d10) or 130
STR (150 +2d10) or 150
WPR N/A (Fanatic)
EWS
(30 +2d10) or 45
 
ATT 4; (85+2d10) or 90
SR (1d5+3) or 6
AR 12-16 (1d5)
WB 80
Fear -40
MV (AGL/3)+20
Type: Servitor, Independent
Class: C
Disciplines Varies
Weight (190+4d10) or 190#

Necronoms are bioengineered parasites created by a forgotten dark race of biomechanical entities known merely as the Grim (who some speculate are in actuality god-like beings of one of the 666 planes of the dark Unknown).

Due to their implacable evil and the extreme dread they inspire among all the sentient races of the known universe, almost everyone refers to the Necronoms as “the aliens” or by some similar term. Even the fearsome Aklyds call them Kf’khwwaz, literally “The Insatiable Others.”

Necronoms have a very resilient exoskeleton and leathery flesh that give them an AR between 12 and 15, although Kings and Queens are known to be tougher (AR 16 at least) and stronger. [Go to the “Armor and Combat” section for details about armor and Armor Ranks.] The life cycle of the Necronom consists of: egg, face hugger, larva, and adult. The eggs can remain viable for centuries, possibly millennia, and immediately become active when feeling the proximity of a living being. Once attached to the host it goes through the stages with preternaturally accelerated growth, turning from a two to three feet larva to a 9 to 10 feet tall monstrosity that seem to embody the collective horrors of all the sentient beings in the universe. Common sense would tell us that, since it grew so fast, it possibly would get old and die in a matter of hours. The truth is that the accelerated growth stops once it reaches adulthood, and the life span of such beings is currently unknown.

Even injuring the Necronom is hazardous, since its blood is a very potent molecular acid (see the “Alien Weapons” section for more information about this acid and its effects).

Notice that they lack PCN and PER scores. That doesn’t necessarily mean they are unintelligent or that they lack anything that can be branded as a “personality” (even though it may be just the collective “personality” of a hive-member). This is mostly to reflect the alienness of the Necronoms, which make humans and other sentients unable to “read” them. At most, they are considered to be animal-like in intelligence. In truth, Necronoms, like the Flagellum, inherit their inscrutable sentience genetically. Unlike the Flagellum, though, the set of genetic instructions seems to be much more limited, or rather specialized, but that is compensated by their unparalleled adaptability.

Necronoms are so resilient that they can withstand the rigors of space as easy as the Flagellum, though they are unable to move freely in space or survive atmospheric reentry. However, Aklyd’s databanks have records of Flagellum scientists engineering Necronoms with such capabilities. That no Necronom has ever been seen with those abilities yet is proof that even the Flagellum fear to give these monsters that amount of power.

[The Necronoms are based on the monster from the movie Alien, which in turn is based upon the eerie "Necronom" paintings by H.R. Giger. The Image above is "Necronom IV," © H.R. Giger.]

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Ynari
AGL(80+2d10) or 80
DEX (100+2d10) or 100
PCN (130+2d10) or 130
PER (80 + 2d10) or 80
STA (140 + 2d10) or 140
STR (120 +2d10) or 120
WPR (90 +2d10) or 90
EWS (30 +2d10) or 45
ATT 2; (180+2d10) or 180
 
SR (1d5+3) or 6
WB: N/A
Fear –40
MV (AGL/3)+20
Type: Master, Servitor
Class: I, C
Disciplines Varies
Weight (190+4d10) or 190#

The Ynari is a race of vastly intelligent alien, biomechanical beings who inhabit a planet that lies beyond Pluto (actually it orbits Nemesis, the Sun’s dark companion). They are able to withstand the rigors of space, and some of them are even able to sail the cosmic winds to travel to any intra- or extra-solar destination without the need of a spaceship. Some say they are actually are of the Grim, that mysterious race which created the Necronoms , the Flagellum, and the first bioarmors (some of them of legendary status).

They are cold, cruel, and amoral beyond comprehension, surpassing even the hierophants of the Gash. Legend has it that once the Ynari tortured an ancient hierophant until he screamed and begged them to stop. However, Aklyd’s chronicles tell of a renegade breed hiding deep within the atmosphere of Saturn. These “rebel” Ynari apparently do not share the evil tenets of their race and have, at times, even acted on behalf of humanity for their own inscrutable reasons.

[The Ynari are based on the dark race of a computer game whose title I cannot remember right now...but the entities in that game were in turn based on the paintings of H.R. Giger, including his "Li I"and "Li II" paintings. The image shown above is "Li I," ©H.R. Giger.]

 

Elementals (unfinished)
Elementals are preternatural embodiments of Fire, Water, Air, Earth, or Ether. Each type of elemental has its own particular mode of attack and defenses.

Fire elementals appear as a floating globe of fire of 5 feet in diameter. They can ignite anything flammable within 2o feet, and attack by engulfing the victim within their superheated plasma, doing 1d10+1 of damage per round. Fire elementals are the hardest to control, and those with the greater possibility of turning against their summoners. An opposed WPR check is needed each round, and if the elemental ever rolls higher than the caster, it breaks free.

Water elementals apear as a constantly-shifting column of water six feet tall, leaving a watery trail as it moves on the ground. They can shoot high-pressure bursts of water up to 20 feet, which do SR2 Wounds but causes SR4 Stamina loss. If they engulf a person, he/she suffers 1d10 Wounds per round as the elemental forces water down the victim's nose and mouth, until the person drowns.

Earth elementals blah blah (unfinished)

Air elementals are basically invisible. Their presence is betrayed by a tightly concentrated whirlwind and an area of turbulence where the image of anthing behind it looks distorted as if looked through a shifting lens. They are usually used by casters as means of transportation, although they can also be ordered to attack. The air elementals engulf their victims and then do one of two things: carry them high up in the air and then let them fall, or make them whirl at a maddening speed until the pressure and centrifugal force is so great that blood vessels burst from the strain (treat that as 1d10 Wonds per round).

Ether elementals are as hard to control as fire elementals, but they simply vanish if they break free, and do not attack anyone. They are also the hardest to summon (subtract 20 from the roll). They can open a passage to the Limen if they are near a Nexus, and also can serve as a defense against other types of elementals, except earth elementals and another ether elemental. An ether elemental can keep at bay a fire elemental or extinguish it in 1d5+3 rounds. Water elementals can be kept at bay or frozen solid, while air elementals are sucked out of existence in the same amount of rounds. The only effect on earth elementals is that they are slowed, so they always attack at the end of the round. Pitting an ether elemental against another ether elemental is unwise: they cancel each other, and the vacuum they leave behind will suck into the singularity anything within 30 feet that is not somehow anchored.

(Note: these tables are placeholders. The stats here do not belong to the elementals.)

Fire

Water

Earth

AGL

(30+2d10) or 45

(40+2d10) or 55

(40+2d10) or 55

DEX

(70+2d10)85

(90+2d10)105

(90+2d10)105

PCN

(40+2d10) or 55

(50+2d10) or 65

(50+2d10) or 65

PER

Nil

Nil

Nil

STA

Nil

Nil

Nil

STR

(100 +2d10) or 115

(120 +2d10) or 135

(120 +2d10) or 135

WPR *

(20 +2d10) or 35

(40 +2d10) or 55

(40 +2d10) or 55

EWS *

(30 +2d10) or 45

(50 +2d10) or 65

(50 +2d10) or 65

ATT

1; (85+2d10) or 90

1; (105+2d10) or 90

1; (105+2d10) or 90

SR

4

6

6

Fear

-20

-30

-30

MV

(AGL/3)+20

(AGL/3)+20

(AGL/3)+20

Type

Servitor

Servitor

Servitor

Class

C C C

Disciplines

Varies

Varies

Varies

Weight

190#

260#

260#

 

Air

Ether

AGL

(30+2d10) or 45

(40+2d10) or 55

DEX

(70+2d10)85

(90+2d10)105

PCN

(40+2d10) or 55

(50+2d10) or 65

PER

Nil

Nil

STA

Nil

Nil

STR

(100 +2d10) or 115

(120 +2d10) or 135

WPR *

(20 +2d10) or 35

(40 +2d10) or 55

EWS *

(30 +2d10) or 45

(50 +2d10) or 65

ATT

1; (85+2d10) or 90

1; (105+2d10) or 90

SR

4

6

Fear

-20

-30

MV

(AGL/3)+20

(AGL/3)+20

Type

Servitor

Servitor

Class

C,I C,I

Disciplines

Varies

Varies

Weight

190#

260#

 

 

Chill and the Chill logo are trademarks owned by Iron Crown Enterprises, Inc. Chiliad and the Chiliad: Dark Millennium logo are copyrights of Edwin Astacio ®1999, 2000. The images used in the following sections are copyright of Brom: "Rim Gangs," "Hellhounds," "Übermensch," "Carnifuris," "Neopanthes," "Theocrats and Ultramontaines," and “Aklyd T'!K'Naag.” The image in the "Noveau Vodoun and Voodoo" section is a © of H.R. Giger.

 






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