TEXT: For Rifts® & Chaos Earth®
  By Kevin Siembieda
  TM
  Creatures of Chaos
  A Rifts
  ® Chaos Earth
  ® Sourcebook
  Palladium Books® Presents:
  
  Warning! 
  Violence, War, Magic & the Supernatural 
  The fictional world of Chaos Earth® is violent, deadly and filled with supernatural monsters. 
  Other-dimensional beings often referred to as "demons," torment, stalk and prey on humans. Other alien 
  life forms, monsters, gods and demigods, as well as magic, murder, insanity, global destruction, the end 
  of the world, robots and war are all elements in this book. 
  Some parents may find the violence, magic and supernatural elements of the game inappropriate for 
  young readers/players. We suggest parental discretion. 
  Please note that none of us at Palladium Books® condone or encourage the occult, the practice of 
  magic, the use of drugs, or violence. 
  Chaos Earth® -living through the Great Cataclysm one day at a time. 
  The origins of Rifts®. Compatible with most titles in that science fiction line. 
  1 
  
  Dedication 
  To Palladium's two superhuman printing reps at McNaughton & Gunn: 
  Mark Moore, who beats back the hounds of chaos to help us get our products out on time and looking good. 
  Cheryl Corey, who has been bringing order to chaos and standing at Palladium's side for well over a decade. 
  These two stalwarts, and many other unsung heroes at McNaughton and Gunn, work behind the scenes to keep Palladium Books' 
  best interests at heart. We'd be lost without them. Thank you, Mark, Cheryl and everyone else. 
  For Rifts® Chaos Earth® ... 
  Rifts® Chaos Earth® Role-Playing Game 
  Chaos Earth®: Creatures of Chaos™ (demonic monsters & villains) 
  Chaos Earth®: The Rise of Magic™ 
  Chaos Earth® Resurrection™ 
  Chaos Earth®: The Psychic Storm (coming soon) 
  Chaos Earth®: NEMA Mission Book One (coming soon) 
  Chaos Earth®: NEMA Mission Book Two (coming soon) 
  Revised Rifts® Conversion Book One 
  Rifts® Dark Conversions (Nightbane, demons & more) 
  Rifts® Bionics Sourcebook 
  Rifts® Game Master Guide™ 
  Rifts® Book of Magic™ 
  - Kevin Siembieda, September 2003 
  The cover by artist Mark Evans shows four World Slayers arriving on Earth through a Rift. They have made quick work of the 
  light NEMA forces who happened upon their arrival and valiantly tried to stop them, but to no avail. 
  PDF Edition - February 2016 
  First Printing - September 2003 
  No part of this publication may be scanned, OCRed or reproduced in any way for electronic publication on the web/internet or any 
  other medium. 
  Copyright 2003,1990 Palladium Books Inc. & Kevin Siembieda 
  All rights reserved, worldwide, under the Universal Copyright Convention. No part of this book may be reproduced in part or whole, in any form 
  or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations, institutions, governments 
  and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictly coincidental. 
  Rifts®, The Rifter®, Coalition Wars®, Megaverse®, The Mechanoids®, The Mechanoid Invasion®, Nightbane®, After the Bomb®, Phase 
  World®, and Palladium Books® are registered trademarks owned and licensed by Palladium Books Inc. and Kevin Siembieda. 
  Chaos Earth, Rifts Earth, NEMA, Northern Eagle Military Alliance, Lt. General Lindsey Sawyer, Colonel Douglas Lamberson, Armored Senti­
  nel, NEMA Peacekeeper, Intel-Agent, Para-Arcane, DW Hunter, Vibro-Blades, Chromium Guardsmen, Silver Eagle, SAMAS, Gunbuster, Bull Bog, 
  Mastiff, Big Dog, Skelebots, Combat Drone Soldier, Glitter Boy, Coalition States, Bioware, Psynetics, Headjack, Full Conversion Cyborg, E-Clip, 
  Mega-Damage, M.D.C., S.D. C., I.S.P., P.P.E., Brodkil, Black Faerie, Witchling, Day Demons, Firethorn, Hang-Jaw Demon Rat, 
  Razoredged Prowler, Savage Fury, Spiked Strangler, Skull Stealer, Slithering Screamer, Ravenous, World Slayers, Night Demons, Bumble Ball, 
  Heckler, Grave Treader, Grim Hunter, Nightwind, Raging Doom, Shimmering Slayer, Shrouded Stormer, Spoiler, Arachna, The Corruptor, The 
  Grotesk, Nightwalker, Stormer, Night Whisperer, The Weeper and other names, titles, likenesses and slogans are trademarks owned by Kevin 
  Siembieda and Palladium Books Inc. 
  Palladium On-Line: www.palladiumbooks.com 
  Creatures of Chaos, a Rifts® Chaos Earth® Sourcebook, is published by Palladium Books Inc., 39074 Webb Court, Westland, 
  MI 48185. Printed in the USA. 
  2 
  
  • 
  • 
  • 
  Palladium Books® Presents: 
  • 
  Rifts Chaos Earth® 
  CREATURES OF CHAOS 
  Written & Created by: Kevin Siembieda 
  Editor: Wayne Smith 
  Proofreader: Julius Rosenstein 
  Cover Painting: Mark Evans 
  Interior Artists: Michael Dubisch 
  Apollo Okamura 
  Brendan Clark (DSS) 
  Ryan Csaszar (DSS) 
  Mark Dudley (DSS) 
  LAR(DSS) 
  Mike Majestic (DSS) 
  Michael Wilson 
  Art Direction & Keylining: Kevin Siembieda 
  Typography: Wayne Smith 
  Based on the RPG rules, text, characters, 
  concepts and Megaverse® created by Kevin Siembieda. 
  • 
  TM 
  Special Thanks to Mike Dubisch, who was born to create and draw demons and monsters like few others 
  can, and to Mark Evans and the team at Drunken Style Studio (DSS) for their delightfully twisted contributions 
  to this book. And to Wayne, Steve, Julius, and the rest of the Palladium team for their dedication and hard work. 
  - Kevin Siembieda, 2003 
  • 
  • 
  3 
  
  • 
  Contents 
  A few words from the author· . . . . . . . . . . . . . . . . 6 
  A visiting storm ....................... 6 
  The Demon Plagues • • • • • • • • • • • • • • • • • • • • • 8 
  The Nature of Demons . . . . . . . . . . . . . . . . . . . . 8 
  Driven by instinct . . . . . . . . . . . . . . . . . . . . . 9 
  Evil incarnate . . . . . . . . . . . . . . . . . . . . . . . 9 
  An Exploitable Weakness ................ 10 
  Demon Vulnerabilities . . . . . . . . . . . . . . . . . 
  11 
  Animals ......................... 11 
  Energy, Elements and substances ............ 12 
  Plants· .......................... 13 
  Night or Darkness Weakens . . . . . . . . . . . . . . . 14 
  Sunlight Weakens .................... 14 
  Sunlight Kills ...................... 14 
  Blue Zones - Demon Zones • • • • • • • • • • • • • • • • 14 
  The Blue Zone Epicenters· ............... 15 
  Blue Zone Demonic Spontaneous Generation . . . . . . . 15 
  Blue Zone Lightning Storms . . . . . . . . . . . . . . . . 15 
  Demon-Plague Storms ................... 16 
  Chaos Storms ••••••••••••••••••••••• 16 
  Random Events that can happen during a Chaos Storm . . 16 
  Random Effects from Spell Casting in a Chaos Storm . . . 18 
  Day Demons •••• • • • • • • • • • • • • • • • • • • • • 19 
  Lesser Day Demons . . . . . . . . . . . . . . . . . . . . . 19 
  Firethom ......................... 19 
  Hang-Jaw Demon Rats ................. 21 
  Razoredged Prowler . . . . . . . . . . . . . . . . . . . 23 
  Savage Fury . . . . . . . . . . . . . . . . . . . . . . . 24 
  Spiked Strangler . . . . . . . . . . . . . . . . . . . . . 26 
  Greater Day Demons . . . . . . . . . . . . . . . . . . . . 29 
  Slithering Screamer . . . . . . . . . . . . . . . . . . . 29 
  Skull Stealer . . . . . . . . . . . . . . . . . . . . . . . 31 
  Ravenous, Demon Lords . . . . . . . . . . . . . . . . . . 34 
  World Slayer Demons ••••••••••••••••••• 36 
  The Desecrator· . . . . . . . . . . . . . . . . . . . . . 37 
  The Desolator . . . . . . . . . . . . . . . . . . . . . . 38 
  Strife· .......................... 40 
  The Subjugator· . . . . . . . . . . . . . . . . . . . . . 42 
  Night Demons ••••••••••••••••••••••• 44 
  Lesser Night Demons . . . . . . . . . . . . . . . . . . . . 45 
  Bumble Ball . . . . . . . . . . . . . . . . . . . . . . . 45 
  Grave Treader ...................... 47 
  Grim Hunter . . . . . . . . . . . . . . . . . . . . . . . 48 
  The Heckler . . . . . . . . . . . . . . . . . . . . . . . 50 
  Hell's Wrath· ...................... 52 
  • 
  • 
  4 
  Nightwind . . . . . . . . . . . . . . . . . . . . . . . . 54 
  Raging Doom ...................... 56 
  Shimmering Slayer ................... 58 
  Greater Night Demons . . . . . . . . . . . . . . . . . . . 60 
  The Corruptor . . . . . . . . . . . . . . . . . . . . . . 60 
  The Grotesk . . . . . . . . . . . . . . . . . . . . . . . 62 
  Quick Find 
  Blue Lightning (see Ley Line Lighting Storms) ...... 15 
  Blue Zones (aka Ley Lines)· ................ 14 
  Chicago: Situation Overview· . . . . . . . . . . . . . . . . 6 
  Demon: Carrion Feeder (see Demon Rats) ......... 21 
  Demon: Carrion Feeder (see Grave Treader) ........ 47 
  Demon: Fire (see Firethom) ................ 19 
  Demon: Hero/Good Guy (see Grim Hunter) . . . . . . . . 48 
  Demon: Thief (see Razoredged Prowler) . . . . . . . . . . 23 
  Demon: Torturers ............ .. 23, 40, 50, & 62 
  Demon: Seductress .................. 37 & 54 
  Demon: Seducer/Corrupts (see Corruptor) . . . . . . . . . 60 
  Demon: Water (see Shimmering Slayer) . . . . . . . . . . 58 
  Demon: Wild Man .. . . . . . . . . . . . . . . . . 24 & 56 
  Demon: Whipping Boy/Servant .............. 45 
  Demon Plagues ..................... 6 & 8 
  Demon Spontaneous Generation . . . . . . . . . . . . . . 15 
  Demon Storms ....................... 16 
  Demons: Day ........................ 19 
  Demons: Night . . . . . . . . . . . . . . . . . . . . . . . 44 
  Demons: World Slayers· . . . . . . . . . . . . . . . . . . 36 
  Ley Lines (see Blue Zone) ................. 14 
  Ley Line Storm: Chaos Storms· .............. 16 
  Ley Line Storm: Demon Plague Storms .......... 16 
  Ley Line Storm: Effects on Magic ............. 18 
  Ley Line Storm: Lightning Storm ............. 15 
  Lightning Storms . . . . . . . . . . . . . . . . . . . . . . 15 
  NEMA: Colonel Douglas Lamberson . . . . . . . . . . . . 6 
  NEMA: General Lindsey Sawyer . . . . . . . . . . . . . . 6 
  NEMA: Overview of North America ............ 6 
  NEMA: Response to Demons in Blue Zones . . . . . . . . 14 
  Random Table: Spell Casting in a Chaos Storm ...... 18 
  Random Table: Occurrences in a Chaos Storm· ...... 16 
  Screamer Witches (see Slithering Screamer) . . . . . . . . 29 
  Witch (see Slithering Screamer) .. . . . . . . . . . . . . 29 
  www.palladiumbooks.com 
  • 
  
  5 
  
  A few words 
  from the author 
  The Rifts® Chaos Earth® Role-Playing Game is a hit 
  with an overwhelming majority of the people we've heard back 
  from (and it has been a lot) absolutely raving about the game. 
  That tells me and everyone who worked so hard on it that we 
  did a heck of a good job. Thanks to everyone who got back to us 
  so quickly with their input and praise. 
  Some people have expressed concerns that supplements for 
  Chaos Earth® will be slow in coming. Well, fear not, hot on 
  the heels of the RPG's release is the fIrst supplement filled with 
  demonic beings from every comer of the Megaverse. They are 
  despicable villains through and through, bent on tearing down 
  what's left of human civilization and enslaving, tormenting or 
  feeding on human beings. Of course, the heroes of NEMA -
  your player characters - have other ideas. 
  Fight the good fight and enjoy. 
  - Kevin Siembieda, 2003 
  A visiting storm 
  "It's as if the gates of Hell have opened." 
  That was one NEMA commander's assessment of the ley line 
  Rifts, and the Rift at the St. Louis Arch on the border of Illinois 
  and Missouri, about 220 miles (352 km) southwest of Chicago, 
  was one of the worst. Colonel Doug Lamberson agreed, and he 
  had more bad news for General Lindsey Sawyer. 
  "The men have already dubbed the Rift at the St. Louis Arch 
  the Devil 's Gateway, because it's a doorway to some Hellish, 
  monster-filled dimension and it never closes. The situation at 
  Detroit and Windsor is different, but just as bad, with at least a 
  half dozen dimensional Rifts popping open at regular intervals 
  and staying open for an hour at a time. Like the St. Louis area, 
  those cities have been laid to ruin, General. They look like 
  bombed out war zones ravaged by ... by ... um ... " 
  "Just say it, Colonel, demons." 
  "Um, certainly these regions are being overrun by, um, alien 
  creatures that seem to fit the mythological profile of supernatu­
  ral beings commonly characterized as, um, demons, yes, 
  Ma'am." 
  Despite the gravity of the situation, General Sawyer couldn't 
  help smiling. "Colonel, why the mouthful when the word de­
  mons covers it all rather succinctly?" 
  "Um ... " 
  "What, Colonel?" asked General Sawyer. 
  "It's just that I have a hard time saying it. I mean, it all seems 
  so impossible. Demons and magic?" 
  "We've been dealing with the impossible since December 22, 
  Colonel Lamberson, you'd better get used to it and call the en­
  emy for what they are." 
  "But demons?" 
  "If it walks like a duck and quacks like a duck ... " said Gen­
  eral Sawyer. "There's no point of pretending otherwise, Doug." 
  6 
  The informality and warm smile that came with his name was 
  meant to put Colonel Douglas Lamberson at ease. She liked the 
  tall honest soldier. He cared about his men and people in gen­
  eraL He had a big heart, worked hard at being a proper soldier, 
  and always tried to do what was right, not just what was ex­
  pected of him. She wished she had a hundred more like him. 
  "Please, continue." she encouraged. 
  "Well, General, it's bad. As previous reports have stated, 
  these things really do seem to be some kind . . . all kinds of . . . 
  demons. Most of them are ugly, Hellish monsters like out of a 
  nightmare or horror movie. Some are human-like bipeds, others 
  are deformed or grotesque mockeries of the human form. Some 
  are more animal or insect than humanoid but posses human in­
  telligence, and others are nothing short of slobbering horrors un­
  like anything we've ever known. Many, maybe all of them, 
  possess ... um, cast ... um ... " 
  "Doug!" Snapped General Sawyer. 
  "Magic, " he snapped back with a frown, angry with himself 
  for hesitating to use the word. Colonel Lamberson continued his 
  report, saying, "They're skin is as tough as our power armor, 
  they're super-strong, impervious to ordinary weapons, and fight 
  without mercy. Most of them cast spells or possess some other 
  magic powers. Half of them can change their shape or fly, turn 
  invisible or shoot fire or energy bolts from their eyes or fmger 
  tips, while others can charm or possess people. Some have other 
  weird abilities in addition to or instead of those I've just noted. 
  NEMA's superior technology and fIrepower is keeping them at 
  bay, and help from psychics and the Para-Arcane enables us to 
  understand the enemy and develop countermeasures, but it will 
  be a long, uphill battle just to hold our ground against them." 
  "I see. What about the Hunters?" 
  "Personally, " groused Colonel Lamberson, "I fmd the Demon 
  & Witch Hunters to be disturbing and too fanatical for my taste. 
  They don't like military structure and are so hellbent on killing 
  these creatures that many are willing to sacrifice their own life 
  and those of their comrades to do it. However, while the DW 
  Hunters make my skin crawl, I can't deny they are an invalu­
  able resource, provided we can keep them in line and working 
  with the rest of their team." 
  The Colonel paused, considering what to say next. 
  "So the demon plagues are real." The General mused aloud, 
  more to herself than to Colonel Lamberson. 
  "Yes, Ma'am, I'm afraid they are. At last count thirty ... um, 
  species, I guess, not including vampires and, um, ghostly spirits ... 
  'entities' the DW Hunters call them. That doesn't include alien 
  beings that look inhuman but are as mortal as you and I. 
  "How bad is our position here in Chicago?" General Sawyer 
  asked softly. "And don't sugar coat it, Doug, give it to me 
  straight up." 
  Colonel Lamberson took a deep breath and let out a long sigh 
  before answering. 
  "Unlike Detroit or St. Louis, we haven't been overrun, but 
  we're in trouble. First, we have our own ley line junctions where 
  Rifts open to other dimensions and let demons and other beings 
  out right in our own backyard. As long as that remains the case, 
  it's absolutely impossible to establish a safe base of operation or 
  a truly defendable perimeter. They're here with us right now, 
  with more appearing every day. Continued patrols through the 
  
  streets and ruins, wiping out demons and monsters wherever 
  they are found will work to a point, but we're treading water. 
  On the other hand, I don't see a better solution. There certainly 
  isn't any place our intelligence department has found that is free 
  of demons. I wish we weren't in such close proximity to the 
  Devi/'s Gate or the Detroit-Windsor Demon Wastelands either. 
  These creatures thrive on death and destruction, seeking out the 
  living and wreaking havoc. That makes the Chicago area a 
  prime target. In addition, the entire Ohio Valley and half the 
  Mississippi River is a hot zone for magic and, um, demons. We 
  have some hot zones here in Chicago that are pretty bad them­
  selves, but at least our Rifts aren't spewing monsters 
  twenty-four/seven or in unmanageable numbers, but they pose a 
  real danger and, as I've said, make establishing a completely 
  safe base of operation impossible. The enemy can pop through 
  one those dimensional portals at any moment, circumventing 
  our defenses. Obviously posting troops at these locations to re­
  pel dimensional invaders helps, but some will slip through de­
  spite our best efforts, and monsters also appear by other means, 
  those Ley Line Storms being one of them. There's no way to 
  stop them from coming. If we can't plug the holes in our own 
  base of operation we're vulnerable to attack anytime, anywhere, 
  from any number of things. 
  "Worse, these demons are like barbarian hordes that live to 
  hunt, loot, kill and cause misery. From what I can tell they don't 
  care about much else. Bedeviling humans seems to be their pur­
  pose. Even if it means their own doom, they are drawn to caus­
  ing death and suffering like moths to a flame. And that's 
  something every last soldier in NEMA needs to accept, these 
  creatures aren't human. They don't think or act like us. They 
  don't fear or want the same things as us, and they don't have the 
  same needs or even physiology. They are truly alien creatures 
  and we need to stop trying to make them fit into our own, hu­
  man, way of thinking. Personally, I choose to think of them as 
  vermin. You called them a demon plague, well that's it, they're 
  like a plague of devouring locusts and we must destroy them 
  and fmd ways to repel them or be devoured. It's as basic as 
  that." 
  "You paint a grim picture, Colonel." said General Sawyer in 
  a soft voice. 
  "Yes, I'm afraid it's pretty bad ... but ... " 
  "But, " the General interrupted. "Don't blow any sunshine up 
  my backside, Colonel. If there's a glimmer of hope it better be 
  genuine." 
  The Colonel smiled. 
  "It's not much, but it's enough to hang your hat on, at least 
  for now." 
  "Please, continue." said General Sawyer taking her seat be­
  hind her desk and leaning forward, "I could use some good 
  news." 
  "Like I said, General, these creatures aren't like us. They op­
  erate more like animals than men, functioning as lone predators 
  or small bands of raiders. They lack discipline, organization and 
  loyalty because they are, in effect, wild beasts thrown together 
  by circumstance, not by a common goal. Though they pour out 
  of the Rifts in great numbers, they scatter almost immediately. 
  Some may gather in packs or small herds, but they tend to re­
  main lone wolves. They act and fight as lone hunters or in small 
  7 
  groups from as few as a pair or trio to maybe a dozen or two. 
  And even group attacks by demons aren't very well coordinated. 
  Their strategy and tactics are usually linear and basic at best, in 
  many cases they are nonexistent." 
  Colonel Lamberson's voice trembled with excitement, as if 
  he had discovered a secret nobody else knew. 
  "They are creatures of chaos, and that instinct for chaos and 
  destruction prohibits them from gathering into armies or work­
  ing in concert. It forces them to function like a disorganized 
  mob at best and as scattered, independent predators the rest of 
  the time. Predators driven by instinct, urges and unholy desires 
  that compel them to act alone, take foolish chances and prey on 
  humans. We can exploit their fractionalization and weird inde­
  pendence, tracking them down and exterminating them one 
  demon or group at a time. 
  "Oh, and ... " Doug was on a roll now, " ... and when they 
  do gather in large groups, the mob has one or two powerful 
  leaders. Kill those leaders and give the rest of the group hell 
  right back in their faces and they run like frightened curs." 
  The Colonel paused a moment to rein in his exuberance be­
  fore continuing. "The thing is, General, if we keep our heads 
  and make the men understand these differences and weaknesses, 
  we can beat them one, two, or small groups at a time using supe­
  rior tactics and teamwork. 
  "Do you really think it's that easy?" asked General Sawyer. 
  "Easy? Fighting demons is never easy, General, but, yes, it 
  works. I've tried it." 
  "You have?" 
  "Yes, on eleven different occasions this last mission it's 
  worked like a charm. Especially on the dumber, more animalis­
  tic demons. These creatures are savage beasts who habitually 
  underestimate NEMA forces, tackle opponents with superior 
  numbers or fIrepower, and they are often overcome with a 
  bloodlust or frenzy that compels them to fight to the death. This 
  undisciplined and wild approach to combat makes them vulnera­
  ble to organized fighting forces like NEMA, provided the troops 
  keep their heads and work together. That's harder than you 
  might think when you're facing fIre-breathing monsters that 
  fight like madmen and show no mercy, but, yeah, they can be 
  beaten, and consistently." 
  "Eleven times you did this?" 
  "Yes, Ma'am, " trumpeted Colonel Lamberson. "It's all care­
  fully documented. Three skirmishes are caught on video from 
  start to fmish." 
  "Casualties? Casualties among your troops, Doug?" 
  "None." 
  "None?" 
  "That's correct, General. We suffered some injuries and seri­
  ous damage to armored units, but no fatalities." 
  General Sawyer rose from her seat smiling, and began pacing 
  back and forth, lost in thought. Colonel Lamberson stood qui­
  etly, grinning with pride. 
  "Colonel Lamberson, this was an intelligence gathering mis­
  sion, was it not?" She continued without giving him a chance to 
  answer. "I thought your orders were not to engage the enemy 
  unless absolutely necessary." 
  Her statement wiped the smile off his face in a heartbeat. 
  
  "Um, yes, Ma'am, that's true, but . . .  I . . .  um, that is to say . . .  
  the enemy was everywhere, General. We were attacked the first 
  few times and I noticed . . .  and thought . . .  I'd take advantage 
  of the situation and apply some of my observations in the field. I 
  admit I may have been too aggressive in testing my theories, 
  and perhaps it was a bit imprudent, but . . .  
  " 
  "I'm jerking your chain, Colonel. Good job. Sharp observa­
  tions and good initiative." 
  "Oh? Thank you, Ma'am." Colonel Lamberson crowed, a lit­
  tle bit surprised. 
  "This confirms numerous, less carefully tested or docu­
  mented reports. Any recommendation, Colonel?" 
  "We hit them hard and fast, General. We are relentless in 
  flushing them from their hiding places, hunting them down, re­
  sponding to every reported incident in a matter of minutes, and 
  we wipe them from the face of the Earth. No hesitation or 
  mercy, because they'll show us none. They see human compas­
  sion, kindness and fear as weakness. And don't get me wrong, 
  demons may be savage, but they are cunning, and when it comes 
  to self-preservation they pull out all the stops. Hesitate for a mo­
  ment or show them mercy and you're dead. One power they all 
  seem to have in common is the ability to heal in seconds right 
  before your eyes, so if you are tricked into negotiation or into 
  pausing during an attack, they'll use that time to heal up and 
  strike with renewed strength and a killer's vengeance. Once a 
  demon is engaged it should be fought to the finish and taken 
  down as quickly as possible." 
  "Hmm, you rather sound like one of those fanatical Demon 
  & Witch Hunters." 
  "Oh, please don't say that, " groaned Colonel Lamberson, the 
  whimpering tone in his voice making them both laugh. 
  TheDemon 
  Plagues 
  The demon plagues are the second wave of destruction un­
  leashed by the Coming of the Rifts. Before survivors of the first 
  wave of global destruction in the Great Cataclysm could shake 
  the dust off themselves and fmd, let alone bury, their dead, the 
  demon plagues were upon them. Great throngs of the nightmar­
  ish creatures pour from the rupturing, ashen gray sky. Some are 
  disgorged as swarms issuing forth from brilliant, blue light 
  crackling in the heavens, other demons rush out on foot from an 
  alien horizon glimmering on the other side of a Rift, and still 
  others slither from the darkness of the abyss into the twilight 
  haze of Chaos Earth. All spread across the land like a pestilence. 
  Their numbers are incalculable, their intentions are most vile, 
  and their very presence seems to confirm that this is, indeed, the 
  Apocalyptic end of the world. 
  Demons move in to the still smoldering ruins of human civi­
  lization, toppling what fragments still remain and preying upon 
  the helpless and confused. Predatory monsters feast on the flesh 
  and bones and blood (and sometimes the raw emotions) of any 
  8 
  man, woman, or child who crosses their path. Many demons are 
  little more than belligerent beasts who'd just as well kill some­
  one as look at them. After they have gorged themselves, filling 
  their deep bellies on human prey, they continue to hunt for sport 
  or play cat and mouse games, and relish the joy of torturing, 
  tormenting, and killing for pleasure. 
  Most demons come out only at night, but some welcome the 
  light of day where their terrible visage is revealed in all its horri­
  fying glory. Many of these Day Demons are large, bellowing 
  hulks who claim a particular street, alley, building, ruin or area 
  as their domain, enslaving or killing all who tread there. Others 
  prowl the ruins of toppled cities or wilderness regions, openly 
  challenging or preying upon anyone they encounter. 
  As bad as the predatory demons are, there are fiends much 
  worse. There are demons who thrive on the pain and suffering 
  of others and engage in all manner of ceaseless torment. These 
  malicious tormentors play upon the fear, hate and other base 
  emotions of humans, instigating and orchestrating acts of de­
  struction, insurrection, murder and depravity. For them, humans 
  are playthings meant for their own twisted amusement and de­
  sires in sick games of treachery, murder and chaos. When they 
  tire of their human playthings, they destroy them and tum to 
  new plots and victims to perpetuate misery and suffering. Crea­
  tures of chaos, they thrive on the emotions of hate, envy, lust, 
  retribution and fear, growing fat on what, for them, is the sweet 
  nectar of human agony. The most brutish demons are usually 
  wanton killers who have no regard human life, but even those 
  who weave their evil plots from the shadows, or orchestrate oth­
  ers to do their dirty work, are filled with loathing for humanity. 
  Regardless of what any demons may claim, they ultimately seek 
  the propagation of suffering and the ruination of humankind. 
  Creatures of hate and darkness sweep over every comer of 
  the world, infesting city streets and shadowy places where they 
  wait to strike. Some places, of course, fare better than others. In 
  North America, NEMA is the demons' greatest adversary. And 
  so a relentless battle begins between the champions of humanity 
  and the evil that crawls from beyond the Rifts. 
  The Nature of Demons 
  Colonel Lamberson's assessment of demons is an accurate 
  one. Just as he has surmised, their destructive, self-serving and 
  irrational behavior is driven by instinct and inhuman desire. 
  
  Demons don't think or act like humans, they are supernatural 
  beings motivated by intense feelings of hate, lust, desire, and 
  wickedness for the sake of being evil. They are driven to destroy 
  order and promote chaos, suffering, sorrow, death and destruc­
  tion. Though their primary targets are humans, demons will prey 
  upon any being who is weaker than they, including D-Bees (Di­
  mensional Beings), aliens, animals, young dragons and other 
  creatures of magic, and even fellow demons. Any sign of weak­
  ness is usually a signal to attack or to make a move. Like angry 
  sharks, the scent of blood (or, in this case, any vulnerability) 
  sends them into a frenzy of malicious or murderous behavior. 
  Similarly, demons find beauty abhorrent and repulsive, a quality 
  that provokes them to deform or destroy that which is beautiful. 
  If the target of their disgust is a living being, the attractive crea­
  ture may be brutalized and tortured for days, weeks or months 
  before fmally ending its suffering by killing it. In the alternative, 
  demons often take pleasure deliberately maiming and/or disfig­
  uring beautiful beings rather than killing them outright. The 
  sight of beauty (as well as acts of kindness, compassion, and 
  love) turns a demon's stomach, compelling it to lash out and de­
  file or destroy the hideous beauty (or source of kindness). Con­
  sequently, heroes and people who are physically attractive, 
  greatly loved, revered, respected, or known for their charity and 
  good deeds are the most appealing targets screaming to 
  demonkind to tear them down. A demon's attack may be physi­
  cal or psychological. The former is obvious, the latter involves 
  striking at the target's friends and loved ones, planting false evi­
  dence of wrongdoing or misconduct, circulating deliberate lies, 
  making false allegations and manipulating other circumstances 
  that will both torment their intended victim and tarnish his repu­
  tation and/or his business or good works. Ideally the ordeal will 
  push the good and/or attractive character to the point of doing 
  desperate, foolish, and illegal things and then making certain 
  they are exposed with the hopes it will lead to ruin, sorrow and 
  suicide. 
  Driven by instinct. Colonel Lamberson's observation that 
  demons are driven by instinct and powerful emotions is also ab­
  solutely correct. Demons don't think or feel emotions like hu­
  mans. For example, they are devoid of compassion or the 
  capacity to love. Loyalty is an alien concept and compassion a 
  weakness. Lying, stealing, cheating, causing unrest, instigating 
  betrayal, dominating the weak, tormenting inferiors and killing 
  for pleasure are all part of a demon's instinct. It is who they are 
  and what they do, and they do so without conscience or regret. 
  Just as a mountain lion preys upon deer and other animals, so 
  demons prey upon humans. Unlike the mountain lion, however, 
  demons go beyond hunting for food, and enjoy killing for plea­
  sure, causing suffering on a mass scale and propagating fear and 
  chaos. Demons literally exist to inflict suffering on mortals. Evil 
  is their nature and, unlike humans, they don't have much choice 
  in the matter. Consequently, when a human is encountered, the 
  demon's first thoughts are how can he hurt this individual, a) 
  kill, for food or pleasure, b) capture and torture/maim/disfigure, 
  c) terrorize for the cheap thrill of it, but allow the human to live, 
  d) terrorize for fun and profit (Le., rob or extort the frightened 
  individual), or e) terrorize or kill in such a way that it causes 
  mass confusion, panic and/or suffering throughout the rest of the 
  human community. This can be executed any number of direct 
  or indirect ways: blatant murder or torture, threats and intimida­
  tion, lies and mind games, sabotage, kidnaping, extortion, rob-
  9 
  bery, cat and mouse horseplay, unleashing some other monster 
  or magic, or making implications that lead to mass confusion, 
  treachery or trouble. 
  Because demons only understand dark emotions and wicked­
  ness, they usually try to appeal to the dark emotions of humans, 
  such as hate, anger, fear, jealousy, desire, etc., to manipulate 
  them or encourage evil. Meanwhile, demons so enjoy doing, 
  causing and watching acts of cruelty, suffering, wanton destruc­
  tion and wickedness that they actually get an intoxicating high 
  from it, like a junkie gets from his latest fix. And being the base 
  creatures they are, they like to gorge themselves on tragedy, 
  pain, fear, hate and destruction. 
  Evil incarnate. Demons are bad to the bone. They are made 
  up of humankind's worst emotions and driven to hunt, kill, tor­
  ture, and do terrible, wicked things. Hate, murderous anger, lust, 
  envy, gluttony, instant self-gratification, and other unsavory and 
  destructive emotions are quick to rise within the breast of de­
  mons like an adrenaline rush that generates the most savage and 
  vicious response. Belligerent bullies and tormentors by instinct, 
  demons find the flimsiest excuse for actions that are just plain 
  mean, from domination and humiliation to mutilation and mur­
  der. Furthermore, demons lash out when embarrassed or in­
  sulted, and almost anything, including acts of kindness and 
  mercy, can be twisted into an insult or perceived as a humilia­
  tion that requires punishing retribution. Being tricked, duped or 
  cheated is always an insult, as is being shown up in competition 
  or defeated in fair combat, especially by a human (in fact, that's 
  an embarrassment and an insult), or getting rescued by a human, 
  as well as being shown mercy or an act of kindness by humans 
  (especially in front of other demons), being forced to make a 
  public (sometimes any kind of) apology or making restitution 
  for a wrongdoing, getting caught in the act of a petty crime, and 
  the list goes on. 
  The selfish and cruel nature of demons also makes them re­
  lentless, ruthless, and driven, like a shark, to stay constantly on 
  the prowl searching for trouble and new prey. While many de­
  mons feed on human flesh or drink human blood, others "feed" 
  not for nourishment but for the sheer depravity and pleasure 
  (Le., enjoys the taste of blood or eating the brain or bone mar­
  row, etc.). In fact, some don't feed on flesh and blood at all, but 
  upon the magical energy (p.P.E.) or emotions of their victims, 
  so eating any physical part of their victim or tearing an opponent 
  from limb to limb is nothing but an act of wanton pleasure or 
  cruelty knowing that other humans will be horrified and revolted 
  by their action. 
  Savage and merciless in combat, demons give no quarter to 
  their enemies and delight in massacres, carnage, torture, and 
  gruesome acts of defilement. However, when the shoe is on the 
  other foot, many a demon squirms and whimpers, pleading for 
  its life and offering to "make a deal," like providing vital or 
  damning information/secrets, or a way inside a fortress, or the 
  location of a great treasure or a hated enemy, and so on. They 
  will, of course, fail to mention hidden dangers or pitfalls, and 
  will blatantly lie, and say or do anything to save their own skins. 
  In fact, lying and using treachery to get out of jam is a trade­
  mark of demonkind, thus, even under the best of circumstances 
  one can never trust anything a demon says, offers, or promises. 
  Cunning in the extreme, most demons, especially greater de­
  mons and those known for being manipUlators and tempters, 
  
  mix truth in with their lies to sound convincing, or leave out 
  crucial bits of information, thus lying through omission, but reg­
  istering as telling the truth if magic or psionic abilities are used 
  to test the truth of their statements. Nor can one expect gratitude 
  from a demon. A demon whose life is spared (a humbling and 
  therefore humiliating experience) is likely to repay the act of 
  kindness with treachery or murder, gleefully betraying the one 
  who bested him but showed compassion, or killing his benefac­
  tor at the frrst opportunity, or worse. And there are many fates 
  worse than death, and any demon worth his salt is likely to think 
  of a dozen of them without hardly trying. A demon with a ven­
  detta or consumed by hate or revenge will be consumed with 
  vengeance and will desire to inflict a long and lingering suffer­
  ing upon those who have earned his wrath. 
  Human Prey. Humans are demonkind's natural enemies and 
  prey, with other mortal beings a poor second choice. The reason 
  is anyone's guess. Demons don't question it, they just act on in­
  stinct. Also see Supreme Arrogance, below. 
  An 
  Exploitable 
  Weakness: 
  Creatures 
  of 
  Darkness. 
  Though black-hearted, spiteful, evil beings, the dark nature of 
  most demons goes even farther - most are quite literally crea­
  tures of darkness who fmd sunlight blinding, painful and debili­
  tating, sometimes even deadly. Consequently, most demons 
  shun the sunlight, taking refuge in dark caves, ruins, basements, 
  tunnels and sewers during the day, and coming out in force only 
  at night. 
  An Exploitable Weakness: Raw Emotion. Ironically, the 
  evil nature of demons can be exploited by humans in a couple of 
  different ways. For one, it blinds the demons to virtues like loy­
  alty, honor, truth, justice, love, self-sacrifice, friendship and true 
  camaraderie, all of which are beyond their comprehension and 
  trivialized as human stupidity and frailty. As a result, demons 
  are confused and taken by surprise when humans risk life and 
  limb to rescue a friend or ally, or when a person refuses to be­
  tray a conrrade to save himself or stop his own suffering, or 
  when humans unite against impossible odds, and acts of 
  self-sacrifice are always unexpected and frightening. ("Why 
  would someone die or suffer a great loss for the benefit of oth­
  ers?") It's inconceivable madness, making humans seem unpre­
  dictable and insane, which gives them an edge over demons, 
  because the infernals can't anticipate or prepare for such ac­
  tions, often catching the monsters off guard, frightening them 
  and sending them into retreat or a panic. 
  For another, a sharp thinking human can use the demon's 
  own base desires and emotions to trick, lure, manipulate and 
  slay the vile fiend. Appeals to the monster's greed, fear and hate 
  can often (not always) trick it into making a poor or rash deci­
  sion, or to entice it to betray a demonic ally or do something that 
  helps the human's cause. Promising the evil creature something 
  it wants (riches, revenge, glory, freedom, etc.) is frequently a 
  great motivator. Likewise, a greedy demon cannot resist an easy 
  score, nor can a demon bent on revenge resist an apparent op­
  portunity to extract it, especially if the vengeance promises to be 
  easily taken or especially humiliating or bloody, or spectacular 
  in its execution. This all means demons can be lured out into the 
  open where they are vulnerable to attack or where they can be 
  taken advantage of. 
  An Exploitable Weakness: Rivalry and Independence. 
  Though thousands, even tens of thousands of demons cross the 
  10 
  trans-dimensional divide every day in North America alone, 
  most operate as lone hunters or gather as pairs, trios and small 
  disorganized groups. True creatures of chaos, large groups of 
  demons cannot tolerate each other's presence long enough to 
  function as a cohesive group to accomplish much of anything. 
  Instead, they act as rival agents and clans working toward the 
  same goals (inflicting pain, suffering, death and chaos upon hu­
  mans), though they do so as independent operatives. This is fur­
  ther illustrated by the fact that many "species" of demons have 
  looked down upon other demons as inferiors, rivals or enemies 
  for untold eons. These millennia long grievances and traditions 
  of hate, loathing or subservience are not easily put aside and 
  deeply affect whether one type of demon can work with another 
  unless forced into submission. As a result, demons tend to oper­
  ate under a loose pecking order in which the strong dominate the 
  weak, and the most powerful are given grudging respect and ac­
  ceptance as leaders. Thus, the weak are subservient to the pow­
  erful, and obey or serve others out of fear. Additional factors 
  that may unite demons to work together are greed, re­
  vengelbloodlust, quest for power or glory, or a secret agenda. In 
  the latter case, a demon or band of demons work in a larger 
  group until the time is ripe for the self-serving creature(s) to be­
  tray or abandon the large group for his own personal goal. Re­
  member, demons are always self-serving and notorious for their 
  treachery. Duplicity, lies and betrayal are second nature to most 
  demons. Right and wrong have no meaning to demons, and 
  most will do absolutely whatever it takes to get what they want, 
  playing along or biding their time while it serves their purpose. 
  Even when drawn or forced together by a powerful central 
  leader, the constant infighting, backstabbing, bickering and gen­
  eral lack of cohesion eventually tear the group apart, usually in a 
  matter of days. Consequently, though thousands of demons may 
  inhabit one particular city or region, they operate not as one 
  dominating army, but as hundreds to thousands of independent 
  blackguard each with their own agendas. Skirmishes between ri­
  val groups of demons and powerful individuals are a regular oc­
  currence, and few demons see anything wrong with robbing, 
  cheating, and fighting their own kind in the pursuit of personal 
  power, glory, wealth, revenge, or control over humans. This also 
  means an angry, jealous or disgruntled demon may work to un­
  dermine his own teammates or leader out of spite or as a bid to 
  acquire power or wealth for himself. Likewise, rival bands regu­
  larly challenge one another and compete for the same prize, if 
  for no other reason than to prevent their rival from getting it. 
  Evil through and through, anything goes, and murder is a per­
  fectly acceptable, even encouraged, tactic to win. 
  An Exploitable Weakness: Supreme Arrogance. When it 
  comes to dealing with humans (or any mortal), demons are 
  blinded by supreme arrogance. For demonkind, one of the irre­
  futable cosmic truths is that humans are weak, pitiful creatures 
  and inferior to them in every way. Period. Consequently, no 
  mortal can ever be as clever, powerful or Machiavellian as a 
  demon. As a result, demonkind endlessly underestimate human 
  opponents, and are always amazed when a human defeats them. 
  This, of course, gives humans a decided advantage in both phys­
  ical combat and psychological warfare and bluffmg. Remember, 
  love, friendship, sympathy, compassion, mercy, honesty, nobil­
  ity and similar virtues are alien to demons and may also be used 
  to trick, deceive or overcome them. Only Greater Demons and 
  
  Demon Lords may understand virtue and goodness enough to le­
  verage, trick and manipulate humans, just as humans use the de­
  mons' own dark emotions against them. 
  Demon Vulnerabilities 
  In addition to the inherent weaknesses resulting from their 
  demonic nature, most supernatural beings possess a strange vul­
  nerability - an Achilles' heel that makes them susceptible to a 
  simple, common Earthly object or animal. The Heckler, for ex­
  ample, is vulnerable to the bite/sting/venom of a real spider or 
  scorpion (does the equivalent of triple damage in M.D.C.), oth­
  ers are vulnerable to sunlight, weapons made of silver or wood, 
  salt and so on. The following are some of the vulnerabilities 
  common to evil supernatural beings. When a Game Master 
  whips up his own demonic NPC he can pick one of these for his 
  demon's Achilles' heel. Most demons have one vulnerability, 
  but some have two or three. 
  In most cases the vulnerability is the result of the supernatu­
  ral being's "link" to the human reality or its unique and contrary 
  nature to the physical world, thus giving it what may seem to be 
  a ludicrous, but very real, vulnerability to something mundane. 
  Animals 
  Higher animals, including cats, dogs, horses, and birds, have 
  the innate ability to sense there is something unnatural and dan­
  gerous about evil supernatural beings. They are so attuned to the 
  supernatural that they also sense evil and can recognize demons 
  even when the monsters are metamorphed or magically dis­
  guised to look human or like ordinary animals. Somehow the 
  animal just knows the creature is bad and inhuman, and fears 
  and dislikes the fiend. When face to face with a supernatural 
  creature, the animal will hiss, growl and bare its claws before 
  running off to hide or to watch it from a safe distance. When­
  ever possible, animals avoid evil supernatural beings, but if 
  threatened or cornered, the animal attacks, fighting long enough 
  to make good an escape or to protect its mate, young or human 
  master. Whether this is pure instinct or an innate psychic ability 
  (or both) is unknown. Note: Higher animals include mammals 
  and birds. Lower animals such as reptiles, amphibians, fish, and 
  insects are seemingly oblivious to the supernatural. 
  Animal Vulnerability: Natural Enemies. Certain specific 
  types of animals are more keenly attuned to the supernatural 
  than others, making them natural enemies of evil supernatural 
  beings. These animals clearly see the demonic being for what it 
  really is even when the creature is invisible, transformed 
  through metamorphosis or otherwise disguised. Likewise, the 
  evil supernatural being instinctively recognizes animals that are 
  its natural enemies and responds accordingly. Whenever the two 
  meet, there is almost always a conflict. In many cases, the antip­
  athy is so profound that the animal attacks on sight, fighting to 
  the death and making a great commotion to draw attention to the 
  monster's presence. The battle stops only when the demon flees, 
  is slain, or the animal, itself, is killed. Just seeing an animal en­
  emy from a distance may frighten a demon enough to keep its 
  distance or hold the infernal at bay. (Note: An animal enemy 
  has a Horror Factor of 1 3  for Lesser Demons and an H.F. of 9 
  for Greater Demons.) If a fight ensues, the demon suffers dam­
  age from the animal as if its teeth and claws were Mega-Dam-
  1 1  
  age weapons (unless stated otherwise, the usual S.D.C. damage 
  becomes M.D. point for point), and the beast automatically has 
  initiative (frrst strike). Damage inflicted by an animal enemy 
  cannot be healed until the animal is slain or enough distance is 
  put between them that the animal cannot be seen or heard. Fur­
  thermore, the animal enemy is resistant to the supernatural be­
  ing's attacks, taking only 10% of the demon's normal damage as 
  S.D.C.lHit Points instead of M.D. 
  In addition, select animals have a special ability to harm or 
  banish specific types of demons. Such a vulnerability is usually 
  mentioned in the demon's description. The most notable animal 
  enemies of the supernatural are as follows: 
  Bird: Blue Jay. The sharp, piercing cry of the Blue Jay has 
  an unusual effect on all Day Demons. Each shrill cry reveals the 
  demons's true nature, causing metamorphosis, invisibility or any 
  magic that conceals or disguises the demon to vanish for half a 
  melee round (roughly 7 seconds) - the invisible is momentarily 
  made visible, the hidden is seen, the demon metamorphed to ap­
  pear as a fair maiden is revealed to be a monster, and so on. 
  Note: The Blue Jay's cry has this effect on all Day Demons, 
  however, it is the natural enemy of the Savage Fury, Skull 
  Stealer and Slithering Screamer. Against these demons its beak 
  does ID4 M.D., its taloned feet 2D6 M.D., and the Jay's angry 
  screams hurt their ears, inflicting ID4 M.D. points of additional 
  damage and reducing the monster's combat bonuses by half. 
  Bird: CockIRooster: The cock's crow sends shivers up and 
  down the spine of most Night Demons, for it signals the dawn 
  and the rising sun. 
  Demons that have the rooster as a natural animal enemy suf­
  fer penalties from just hearing the rooster's crow, causing them 
  to hesitate and lose one melee attack and suffer -2 on all bo­
  nuses for the rest of that melee round and each subsequent me­
  lee round the rooster crows. Furthermore, the bird instinctively 
  knows when a demon is afraid and vulnerable to it, inciting the 
  rooster to ferociously attack. It inflicts 2D4 M.D. with its beak 
  and 3D6 M.D. from attacks with its taloned feet regardless of 
  the bird's size; four attacks per round against demons, otherwise 
  it has two against normal opponents. Moreover, the demon gets 
  no bonuses to strike, parry or dodge against the animal, nor do 
  the demon's powers of regeneration work as quickly on damage 
  inflicted by it (heals after 30 minutes). Note: Roosters are only 
  an effective deterrent against certain Night Demons. Day 
  Demons are impervious to the rooster, and the bird's crow 
  serves as an alarm clock telling them the sun has risen and that it 
  is time to come out to hunt and cause trouble. 
  Bird: CrowlRaven. The cunning and selfish crow can see 
  supernatural beings that are invisible or hidden by magic, and 
  has a 01-77% likelihood of recognizing shape changers dis­
  guised in mortal or animal form. When they recognize an evil 
  supernatural being, the crow squawks and shrieks to sound an 
  alarm. Additionally, the crow cannot be charmed, repelled, or 
  possessed by most demons. Note: All demons, Night and Day, 
  are vulnerable to the crow's ability to see them (and most other 
  supernatural beings), but not creatures of magic. The only super­
  natural beings the crow does not react to are those who have the 
  ability to control animals, can turn into a crow/raven themselves 
  (seen as a kindred spirit), and those villains smart enough to first 
  charm, chase away or kill the crow before making their appear­
  ance known. 
  
  Bird: Song Birds. The sweet music of these birds sounds 
  like fmgernails racking across a chalk board to demons vulnera­
  ble to them. More than that, their song causes the demon physi­
  cal pain and makes its ears bleed (306 M.D. per melee round 
  and this damage does not heal until the creature is out of earshot 
  of the singing). The lyrical songs of these birds force vulnerable 
  demons to keep a distance of no less than 1000 feet (305 m) lest 
  the infernal suffer continuous damage and other debilitating ef­
  fects. Song Penalties: Reduce the demon's number of attacks, 
  combat bonuses, saving throws and skills or equivalent natural 
  abilities by half for the duration of the singing. 
  Furthermore, the song of the dove or robin, if performed in 
  concert with two or more other song birds (may be the same or 
  different species) while on a ley line, gives mortals battling the 
  supernatural a +2 to save vs demonic magic, disease and poi­
  sons and the heroes heal from demon inflicted wounds without 
  fear of infection or ugly scarring. Note: Select Night and Day 
  Demons are vulnerable to song birds. Song birds include morn­
  ing doves, nightingales, robins, cardinals, goldfinches, warblers 
  and swallows, but it is important to note that most of these birds 
  are found in northern climates only in the Spring and Summer 
  and fly south for the Winter. Birds, particularly the raven/crow 
  and dove, were venerated by ancient Celtic druids, who believed 
  they had special, supernatural powers (like those described 
  above). 
  Cat: Cats can see the invisible, see Shadow Beasts and other 
  beings magically cloaked in shadow, and can sense supernatural 
  evil within 100 feet (30.5 m) of it. When a cat does, the hairs on 
  its back rise and the cat stares at the demon or its (unseen) loca­
  tion, hissing and spitting. The animal usually flees for cover 
  when challenged by a demon, unless that demon is specifically 
  vulnerable to felines. A cat instantly senses the vulnerability, 
  recognizes the supernatural being as its natural enemy, and be­
  gins to stalk the monster. For the demon, the cat has a Horror 
  Factor of 14, and a failed save not only means the loss of one 
  melee attack but the demon cannot pass the animal or go 
  through any opening the cat may be guarding. Furthermore, if 
  engaged in combat, the cat's bite and claws inflict double dam­
  age to the demon as if they were Mega-Damage attacks, and the 
  demon's magic (spells, etc.) do NOT work on the animal. Fur­
  thermore, the demon's M.D. attacks are magically transformed 
  to S.D.C. and Hit Point equivalents when leveled against the cat. 
  Dog: Canines are highly sensitive to the all forms of the su­
  pernatural and are one of the few animals who are the natural 
  enemy of all evil supernatural beings. Canines can see the invis­
  ible, sense magic, and sense supernatural evil even when the 
  monster's true appearance is concealed by magic or metamor­
  phosis, or is invisible. All dogs instinctively recognize evil su­
  pernatural beings as the enemies of goodness, humans, and life 
  in general. (Conversely, the dog will recognize and accept good 
  supernatural beings as if they were their long lost friends.) Dogs 
  can sense the presence of evil supernatural beings (and strong 
  12 
  magical energies and dimensional phenomena) up to 1000 feet 
  (305 m) away and will sound an alarm by howling and Whining. 
  The closer the evil comes, the more agitated and noisy the 
  dog(s) gets. When evil supernatural beings come within the 
  dog's line of sight, the hair on the back of the canine bristles, 
  and the animal watches the creatures' every move, growling, 
  barking angrily and trembling in anticipation of a deadly con­
  flict. The loyal dog attacks its natural enemy at the slightest 
  threatening gesture or when the monster comes within 20 feet 
  (6. 1 m) of the dog or its master or anyone/thing the dog is pro­
  tecting. 
  As a natural nemesis of supernatural evil, the dog's bite 
  (ranging from 104, 106 to 206 S.D.C. depending on the size 
  and type of canine) does the S.D.C. damage as a Mega-Damage 
  equivalent, point for point, to the supernatural being. Moreover, 
  the demon gets no bonuses to strike, parry or dodge against the 
  animal, nor do the demon's powers of regeneration work as 
  quickly on damage inflicted by it (heals after 30 minutes). Un­
  fortunately, the dog remains a mortal being and is easily slain by 
  a single M.D. blow from a supernatural monster. Note: The only 
  time this is not the case is when the demon has a specific vulner­
  ability to canines, like the Spiked Strangler. Under that circum­
  stance the demon's M.D. attacks are magically transformed to 
  S.D.C. and Hit Point equivalents when leveled against the ca­
  nine and the dog's bite does double damage as M.D. attacks. 
  These supernatural beings fear dogs immensely (H.F. l 3). 
  Horse: Unknown to most people, horses have the same basic 
  sensory abilities as the canine when it comes to evil supernatural 
  beings and the presence of strong magic or dimensional ener­
  gies. For that reason, horses avoid Blue Zones/ley lines and can­
  not be made to enter these lines of mystic energy. Additionally, 
  when within 20 miles (32 km) of a ley line, the horse can sense 
  every time a dimensional Rift opens or a supernatural being 
  "pops" into our realm of existence. The animal indicates this by 
  whining and acting skittish. Unlike dogs and cats however, the 
  horse runs from supernatural evil, rather than fight it. 
  The only exception is when the animal is a specific vulnera­
  bility for the monster, in which case, the animal has a Horror 
  Factor of 1 5, and demons who fail to save vs Horror Factor are 
  held at bay by the animal (they won't pass it or come within 20 
  feetl6. 1  m of it). Additionally, the horse will stand its ground, 
  sensing the creature fears it, and attacks if the being comes 
  closer than 20 feet (6. 1 m). In this case, the demon is unable to 
  attack the horse, but the horse can butt and kick it relentlessly, 
  knocking the demon down and off its feet until the creature 
  flees. The horse's attacks do not physically hurt the demon, ex­
  cept to keep it off balance ( each knock-down attack causes the 
  demon to lose initiative and one melee attack/action). Note: Un­
  der no circumstances, short of mind control or magic, will a 
  horse allow an evil supernatural being to ride it. 
  Energy, Elements and Substances 
  Bone (animal or human). Some supernatural beings are vul­
  nerable to bone and suffer Mega-Damage from weapons made 
  from bone, including teeth, claws, horns and antlers. Even ordi­
  nary bone like a femur used as a club inflicts 106 or 206 M.D. 
  depending on the size. In most cases damage is the S.D.C. 
  equivalent in M.D., but some beings take double or triple dam­
  age or a specified amount of damage as presented in that being's 
  individual description. 
  
  Fire. A surprising number of supernatural beings are vulner­
  able to fire. Whether natural, magical or psionic (Pyrokinesis), 
  fire-based attacks inflict full M.D. damage, with a simple S.D.C. 
  flaming torch doing 104 M.D. and Mega-Damage fire and 
  plasma doing double damage. 
  Ice. When used like a dagger inflicts 106 M.D., as a short 
  sword or spear: 206 M.D., as a large sword, battle axe or pole 
  arm: 406 M.D., and an ice ball does 104 M.D. Sometimes cold, 
  particularly cold-based magic (including magic snow, ice, etc.) 
  does double damage. 
  Iron. Some supernatural beings, including witches, take 
  Mega-Damage from ordinary weapons made from iron or weap­
  ons that are at least 70% iron. In most cases damage is the 
  S.D.C. equivalent in M.D., but some beings take double damage 
  or a specified amount of damage as presented in that being's in­
  dividual description. 
  LightninglElectricity. Supernatural beings vulnerable to 
  lightning/electricity take double damage from electrical attacks. 
  Magic. Supernatural beings vulnerable to magic suffer dou­
  ble damage from magic weapons, rune weapons, and most mag­
  ical energy attacks (Fire Ball, Call Lightning, etc.). In some 
  cases, the vulnerable creature saves vs magic with no bonuses or 
  penalty modifiers. Other times, the demon is particularly vulner­
  able to a particular type of magic (charm, mind control, electric­
  ity, illusions, etc.). The monster's specific description will 
  indicate exactly what magical weaknesses the creature pos­
  sesses. 
  Mirrors. Some supernatural beings cannot stand to see their 
  own image and if forced or tricked into looking in a mirror, suf­
  fer a terrible consequence. Common effects are as follows. 
  When creating your own monster pick one or roll percentile dice 
  for random determination. 01-20% Turns to stone, 21-40% 
  Turns into a pillar of salt, 41-60% Goes blind, 61-80% Loses 
  half its M.D.C. (or Hit Points) and reels from the trauma: reduce 
  all bonuses and attacks per melee round by half, or 81-00% Is 
  instantly banished from this realm of existence, vanishing in a 
  cloud of smoke or shower of sparks. Note: In most cases the ef­
  fect is temporary, lasting 106+6 hours, 106+1 days, or 106+ 10 
  days. The description of specific demons will indicate one of 
  these or a specific length of time. 
  Music makes the demon calm and lethargic; reduce the num­
  ber of attacks and bonuses by half, and the creature is less ag­
  gressive and is willing to talk and negotiate. 
  Psionics. Creatures vulnerable to psychic powers either get 
  no special bonuses to save vs psionic attack or suffer penalties 
  to save. May be vulnerable to all psionics or a specific type, or 
  select psi-abilities as described in the individual monster's de­
  scription. 
  Salt is known to hold some demonic beings (and Faerie 
  Folk) at bay. Beings so affected by salt cannot cross a line or 
  circle drawn in salt, flinch and step back when even a pinch is 
  thrown at them, and take 106 M.D. if forced to shallow salt in 
  its pure form. Salt in food stings and tastes foul, but does not 
  usually hurt the creature. 
  Silver is a very common material that has a profound effect 
  on demons and other supernatural beings (good and evil). Crea­
  tures vulnerable to silver suffer Mega-Damage from weapons 
  made of, or coated with, the metal. In most cases damage is the 
  13 
  S.D.C. equivalent in M.D., but some beings take double damage 
  or a specified amount of damage as presented in that being's in­
  dividual description. 
  Stone. Creatures vulnerable to stone suffer Mega-Damage 
  from weapons made of natural rock, whether it be granite, shale, 
  crystal, gems, ebony, jade or any other type of stone. Even ordi­
  nary stones picked right off the ground and thrown inflict dam­
  age (typically 104 or 106 M.D. depending on their size). In 
  most cases damage is the S.D.C. equivalent in M.D., but some 
  beings take double or triple damage or a specified amount of 
  damage as presented in that being's individual description. 
  Water. For some demons, like vampires, water is the equiva­
  lent of acid, inflicting 106 to 206 points of damage from a vial 
  or cup splashed on them to considerably more damage from 
  larger quantities, rain or the blast from water guns. It is interest­
  ing to note that snow and ice may not hurt the demon in the 
  same way, it varies from demon to demon. Additionally, such a 
  creature is not likely to be able to cross over water and is burned 
  alive if submerged in it. 
  Holy Water. Many demons are not hurt by water unless it is 
  blessed by a priest or deity. Holy water does double or triple, 
  sometimes quadruple, the damage that ordinary water does, see 
  above. 
  Plants 
  Garlic repels and holds vampires and select other creatures 
  of the night at bay and causes them to gag if forced to eat it. 
  When a string is hung above a door or window, the vulnerable 
  creature cannot open or cross through that portal. 
  Wolfsbay and Wolfsbane hold were-beasts at bay the same 
  way as garlic repels vampires and may have a similar affect on 
  other creatures of darkness, particularly shape-changers. 
  Wood: Some supernatural beings, including vampires, take 
  Hit Point damage or Mega-Damage from ordinary S.D.C. weap­
  ons made from wood. That means being stabbed by an ordinary 
  pencil does one M.D. and getting hit over the head by an ordi­
  nary wooden chair or large fallen branch does 106 or 206 M.D. 
  (depending on the size). In most other cases, damage is the 
  S.D.C. equivalent in M.D., but some beings take double damage 
  or a specified amount of damage as presented in that creature's 
  individual description. Birch, Juniper, and Oak are the trees 
  most commonly attributed to have special, supernatural combat­
  ing or sacred attributes, and sometimes do additional damage. A 
  demon may be vulnerable to only one of those three types of 
  wood or, like vampires, all types of wood. Note: The sanctity of 
  the oak tree goes back thousands of years and was especially 
  venerated by the Celts. The word druid is, in fact, derived from 
  the word "dru" meaning "oak" and oak groves were regarded as 
  sanctuaries from evil supernatural forces, demons and dark 
  magic. Likewise, the acorn, oak wreathlleaves, wood and mis­
  tletoe (which grows high among the branches of oak trees) are 
  regarded as sacred and imbued with mystical properties en­
  abling them to be enchanted to become magic items to use 
  against the supernatural. In ancient times the celts believed gods 
  often inhabited or visited oak trees, and according to one legend, 
  the sun god, Seguret, was accompanied on his journeys by an 
  oak tree. It is this mystical affiliation and link to the sun that 
  may explain why vampires are vulnerable to weapons made of 
  oak and other types of wood (all trees, after all, are nourished by 
  the sun, as well as the earth and water). 
  
  Note: A multitude of other plants, roots, and herbs have other 
  magical properties. See Rifts® World Book 3: England and/or 
  the Rifts® Book of Magic for examples of magical vegetation. 
  Night or Darkness Weakens 
  Day Demons and a few other supernatural beings are most 
  powerful during the day, but are diminished at night or in dark­
  ness - typically reduces M.D.C. and P.S. by half, sometimes 
  also reduces skill performance and/or bonuses by half, and may 
  inhibit the creature's ability to metamorph. 
  Sunlight Weakens 
  The light of day (i.e., true sunlight) weakens the demon. This 
  usually applies to Night Demons and similar supernatural crea­
  tures of darkness. Sunlight (including the Globe of Daylight 
  spell) typically reduces the creature's P.S., M.D.C., and bonuses 
  by half. Sunlight also reveals the demon's true monstrous na­
  ture, i.e., dispels (and/or inhibits) metamorphosis and inhibits 
  their natural ability to metamorph/shape-change, tum invisible 
  and use other powers of disguise. Furthermore, the creature feels 
  exposed and insecure. 
  Sunlight Kills 
  The light of day causes physical pain and will, with sufficient 
  prolonged exposure, kill the demon. Vampires are the most well 
  known example of a demon that suffers from this vulnerability. 
  Damage is typically 6D6 to ID6xlO M.D. (or other points of 
  damage) per melee round. Additionally, being trapped in sun­
  light without anyplace to hide in darkness reduces the creature's 
  attacks per melee round by half and it loses initiative as a result 
  of the panic and agony generated by exposure to sunlight (in­
  cluding the Globe of Sunlight spell). Such creatures will usually 
  try to flee to fmd protection from sunlight (a basement, sewer, 
  tunnel, cave, secret sunless lair, coffm, etc.) rather than perish in 
  the light of day. Note: The demon is not diminished in any other 
  way. All bonuses, saving throws, skills, P.S. and M.D.C. remain 
  unchanged. 
  Blue Zones, Storms, 
  & Strange Phenomena 
  On Apocalyptic Earth, trouble rides the storm winds. When­
  ever there is a storm, especially Lightning Storms and Chaos 
  Storms (a.k.a. Ley Line Storms), monsters appear. Sometimes it 
  is a lone creature or only a handful, other times they fall from 
  the sky by the hundreds (7D6x10 total). Thankfully, such 
  Demon Rains are limited to Lesser Demons, Ghouls, the weaker 
  entities and other minor, low Mega-Damage beings. 
  1 4  
  Blue Zones ­
  Demon Zones 
  Ley lines are known as Blue Zones to NEMA and most peo­
  ple of Chaos Earth. Only the Para-Arcane and Demon & Witch 
  Hunters refer to them as "ley lines." Blue Zones are considered 
  to be dangerous lines of mysterious, mystic energy that seem to 
  be the source of weird phenomena, magic and storms that attract 
  demons, monsters and users of magic. They radiate ten times 
  more brightly than the ley lines of Rifts Earth, because the mys­
  tic lines of energy are at their zenith. The lines are so bright that 
  one can read a book anytime of the night as if standing under a 
  halogen streetlight, and they can be seen for a hundred miles 
  (160 km). During a full moon the lines of energy twinkle and 
  spark as if mystic fIreflies were a swarming within them. 
  The Blue Zones have quickly been recognized as the source 
  of magic and the supernatural. Among the many dangers of the 
  Blue Zones (sometimes called "Demon Zones") are Chaos 
  Storms (Ley Line Storms), Demon Storms, the spontaneous 
  generation of monsters, the appearance of dimensional portals or 
  Rifts, and the presence of entities, ghosts, dragons, witches and 
  other alien creatures. 
  At locations where NEMA forces are in control, people have 
  been evacuated from the "Blue Zones" and the areas cordoned 
  off as places unfIt for human habitation or even visitation. Since 
  Blue Zones are off-limits, NEMA soldiers assume anyone found 
  
  in a Blue Zone, whether they appear to be human or not, are 
  magical, supernatural, magic wielding or alien, and very likely 
  an enemy of humanity. The squads assigned to patrol Blue 
  Zones, from the air and at ground level, are allowed to use their 
  individual discretion as to how to treat and respond to "people" 
  found in the demon-haunted Blue Zones. At least in the early 
  days of the Apocalypse the Blue Zones are inhabited by people 
  who refuse to leave their homes despite the danger, as well as 
  visited by curious citizens, travelers, squatters, adventurers and 
  refuges from other parts of the country, and who may not know 
  the dangers associated with these places. Additionally, children, 
  pets and addled individuals sometimes wander into these 
  no-man zones, or worse, are called or enchanted by supernatural 
  beings and practitioners of magic from within the Zone. Conse­
  quently, any number of innocent people might be found in the 
  Blues Zones despite NEMA' s best efforts to keep people away. 
  Which is why NEMA troops are given discretion on how to re­
  spond to those found within them. However, NEMA defenders 
  are quickly discovering that demons, monsters, witches and oth­
  ers who can cast magic or draw power from the Blue Zones are 
  drawn to theses places like moths to a flame, making it difficult 
  to determine friend or innocent from foe. 
  The Blue Zone Epicenters. Where two or more lines of blue 
  energy cross (known as nexus points on the Rifts Earth of the 
  future) is a constant display of mystic pyrotechnics. Like a 
  seething volcano of light and energy, bolts of crackling light­
  ning spider-web into the atmosphere at 4-16 second intervals, 
  creating energy trails that stretch 4-8 miles into the heavens. 
  Flashing pulses of blue and white light appear at shorter inter­
  vals every 2-4 seconds, lighting up the sky a mile ( 1 .6 km) 
  across like giant, cosmic strobe lights. The sound of humming 
  or crackling also fills the air with every flash or stream of light­
  ning, accompanied by the smell of ozone. The boom of thunder 
  or the screech of a faceless monsters rolls from the epicenter ev­
  ery few minutes, adding to the surreal image. The constant elec­
  trical storm at the epicenter is eerie, but nothing like the display 
  when a gigantic Rift tears through the fabric of space and time, 
  opening a portal to an alien world. A portal that rises up from 
  the ground and into the air. Most span a half mile to two miles 
  (0.8 to 3.2 km) wide and 1-3 miles (1.6 to 4.8 km) tall. During 
  these terrifying moments, the light of an alien sun in another di­
  mension might fill the night or change the color of the sky on 
  Earth for 100 miles (160 km), or a strange odor may whip 
  through the streets carried on the breath of an alien wind. 
  Strange noises may also accompany the event. These dimen­
  sional Rifts may remain open for a few minutes (3D6) to several 
  hours (5D6), and it is during these periods that inhuman and 
  alien things find their way to Earth. The epicenters are where 
  the largest, strangest and most powerful monsters and invading 
  hordes of demons, monsters and alien beings arrive. They also 
  seem to be where unnatural storms originate. 
  General Sawyer's NEMA force in Chicago is currently lay­
  ing out plans to level every building and home within a Blue 
  Zone to reduce the number of standing structures where inhu­
  man creatures can hide, establish lairs or make nests. More than 
  half of the buildings are already battered wrecks, half knocked 
  over from wave after wave of violent storms, but NEMA plans 
  to reduce even fallen ruins into piles of rubble. 
  15 
  Blue Zone Demonic 
  Spontaneous Generation 
  Unlike Rifts Earth two hundred years after the Great Cata­
  clysm, the amount of mystic energy is so strong along the ley 
  lines, that portals to other worlds and dimensions can pop open 
  randomly anywhere along the Blue Zone at any time, allowing 
  ID6 "things," usually demons, entities or other supernatural be­
  ings, to appear -just appear - out of nowhere without any obvi­
  ous Rift in space and time. The greatest numbers of these 
  horrors appear during periods when the ley line energy peaks, 
  such as Midnight (1D6), during a full moon (4D6), the Equi­
  noxes (1D4xl0), Summer and Winter Solstice (2D4xlO), 
  eclipses (1D4xI00), and planetary alignments (1D4xl 000). The 
  spontaneous generation of supernatural beings is limited to 
  lesser demons, lesser entities and low M.D.C. monsters, but 
  sometimes more powerful demons, spirits and creatures of 
  magic appear, though usually one or two per incident. 
  Blue Zone Lightning Storms 
  Lightning storms happen 1D4 times a day, appearing on the 
  horizon like an electric sunset and sweeping in at a speed of 45 
  mph (72 km), though there is no wind. 
  The sky turns grey and fills with thick, low clouds that seem 
  to materialize out of nowhere. Flashes of white lightning, buried 
  inside the clouds, pulse every three seconds. The light is so 
  bright that, for a second, it lights up everything within the storm 
  radius (typically 40-120 square miles/64-192 km). Every 4-16 
  (4D4) seconds a bolt of lightning lights slices through the air, 
  sometimes as a single bolt, other times as a spider's web crack­
  ling across the sky. A moment later a thunderclap marks its 
  passing. There is no rain or wind, just flashing light and light­
  ning. It is an impressive and frightening display that lasts 
  3D6+ 10 minutes, and then is gone as suddenly as it appeared. 
  Once in a while, a lightning bolt hits the ground causing 
  4D6xl0 M.D., but the real danger is flying higher than 200 (61 
  m) above the ground. There is a 01-33% chance that a flyer will 
  get struck by lightning (ID6xl 0  M.D.) for every minute he is in 
  the air higher than 200 feet (61 m) above the ground. The odds 
  increase to 01-66% for spell casters, creatures of magic and su­
  pernatural beings at any altitude, as well as anyone flying higher 
  than 900 feet (274.3 m). Furthermore, these magical characters 
  and high flyers are struck by larger bolts of lighting that inflict 
  2D6xl0 M.D. 
  Balls of blue lightning also appear 01-50% of the time, either 
  rolling across the ground like a slow moving tumble weed (roll 
  to dodge with a + 1 bonus) until it strikes something, explodes in 
  a blast of sparks and vanishes, or hovering 1-4 feet (0.3 to 1 .2 
  m) above the ground like a wayward balloon. Both types usually 
  appear in clusters of three, and the hovering type fades away af­
  ter 2D6 minutes or when something with sufficient mass (like a 
  human) touches it. In both cases, physical contact causes the 
  ball lightning to explode, inflicting 2D6 M.D., though if one ex­
  plodes, the other two balls in the cluster also usually explode, 
  doing 2D6 M.D. each to an eight foot (2.4 m) diameter (6D6 
  M.D. total damage from a three ball explosion). 
  
  Demon-Plague Storms 
  When green lightning appears at the epicenter, sending ten­
  drils of green electricity horizontally across the ley lines for 2D6 
  miles (3.2 to 1 9.2 kIn), it rains demons. Hundreds appear out of 
  nowhere. Usually small, lesser demons like the Russian Il'ya 
  lightning riders and Hell Horses, Entities (particularly Polter­
  geists, Haunting Entities, and Syphons), and sub-demons like 
  Gargoyles and Brodkil, but also Witchlings and Black Faeries, 
  and demonic fiends like the Heckler, Savage Fury, Slithering 
  Screamer, Hang-Jaw Demon Rats, Razoredge Prowler, Grave 
  Treader, Nightcreeper and others. Greater demons may appear 
  during Demon-Plague Storms, though usually only at the epi­
  center and at a ratio of one per every 100 lesser demons (entities 
  excluded). 6D6xlOO demons and 6-36 greater demons may ap­
  pear during a Demon-Plague Storm, with half sprinkled 
  throughout the storm of flashing light and the other half appear­
  ing at the end of the storm in a downpour of monsters. The en­
  tire storm lasts 4D6 minutes and only occurs about once a 
  month in Chicago and most other places. (Twice a month in De­
  troit, Windsor, and Calgary, and instead of demons, Faeries and 
  their kin appear in Newfoundland, New Brunswick and Nova 
  Scotia, as well as Ireland, and parts of England and France. The 
  Demon-Plague Storms occur 2D4 times a month in China, with 
  three times as many demons appearing.) 
  Note: Additional demons and monsters that can be use in the 
  Chaos EarthTM setting can be found in the pages of the follow­
  ing Rifts® books: Conversion Book One Revised (includes 
  Faerie Folk), Rifts® Dark Conversions (demons, undead, mon­
  sters), Rifts® Canada, Rifts® Japan, and Rifts® Mystic Rus­
  sia. Other Rifts® titles may also contain supernatural beings 
  and monsters, but these have the most or the coolest. 
  Chaos Storms 
  Chaos Storms are fundamentally Ley Line Storms that start 
  at one end of the line and roll down to the other, only they are 
  ten times more powerful than any known on the Rifts Earth of 
  the future. 
  Random events that can happen 
  during a Chaos Storm: 
  Roll once for every 10 minutes of the storm when along a 
  ley line or magic triangle, once every five minutes at a nexus or 
  Blue Zone Epicenter. Unless stated otherwise, there are no sav­
  ing throws for any of these occurrences. 
  01-07% Air Lift. Everybody (vehicles too) crackles with en­
  ergy and rises 10 feet (3 m) above the ground. They are pushed 
  by the wind along the ley line for 3D6 minutes before dropping 
  to the ground. The power of magic flight will not work under 
  this circumstance. Characters in power armor or vehicles with 
  jet propulsion can fly away and out of the storm area if they so 
  choose, but will have to leave allies caught in the air lift behind. 
  08-15% Rolling Thunder! A huge, black cloud races low to 
  the ground along the entire width of the ley line. Speed is about 
  90 mph (144 kIn). Everybody hit by the thunder cloud is in­
  stantly drenched with water, temporarily deafened by the sound 
  of the rumbling thunder, loses all attacks/actions for two full 
  16 
  melee rounds (30 seconds), and is swept off their feet with the 
  same consequences as a Wind Rush spell. 
  1 6-22% lD4+2 lesser demons or one greater demon drop out 
  of the sky with a flash of light. They are confused but delighted 
  to fmd human prey waiting for them. They may attack to feed, 
  make threats and toy with the player characters or ask questions 
  and try to size them up before attacking, or attempting to rob, 
  cheat or trick them. 
  23-30% A strange white fog rapidly begins to rise from the 
  ground. Within two melee rounds (30 seconds) it is a pea soup 
  and humans are unable to see more than three feet (0.9 m) in 
  front of their noses. Suddenly, disturbing noises are all around 
  them (giggling, chattering of teeth, the scurrying of feet, wail­
  ing, growling, heavy breathing and similar unnerving sounds), is 
  heard about 200 feet (6 1 m) away and getting closer with each 
  passing melee round. This may all be an illusion or noises from 
  another dimension but the creatures cannot get to where the 
  characters are . Or it may be a band of 2D6+6 minor monsters or 
  lesser demons like Hecklers, Razoredge Prowlers or Hang-Jaw 
  Demon Rats. Or the hidden menace could be ordinary animals 
  (a flock of birds, a rat pack, dog pack, etc.) frightened by the 
  storm and just looking to fmd a safe place to lay low until it 
  passes. In the latter case, the animals simply run past the charac­
  ters or stand along side, attacking only if threatened, and leave 
  when the storm is over. 
  31-37% Euphoria. Everybody feels good, happy and cheer­
  ful. Many will start to laugh, sing or act silly, as if intoxicated. 
  Those who are wounded will have 2D6 Hit Points restored (2D6 
  M.D.C. if a Mega-Damage creature), and minor illness will dis­
  appear. On the downside, the characters feel no fear or hostility 
  toward anything, including known enemies. They will not attack 
  unless attacked first, at which point all combat bonuses are half 
  and they lose one melee action/attack. Euphoria typically lasts 
  2D4 minutes. 
  38-43% Swarming Lights. Out of nowhere one of the char­
  acters (or the entire player group if they are clustered together in 
  a 20 footl6. l  m diameter) is besieged by a swarm of lights the 
  size of a quarter. Whether they are alien insects or buzzing 
  lights is impossible to tell. They move and buzz like bugs at­
  tacking the character(s) for no apparent reason, but after lD6 
  melee rounds, they sputter out and vanish. The attack doesn't in­
  flict any physical damage but the constant glowing movement 
  and buzzing around the head impairs vision and inflicts the fol­
  lowing penalties: -5 to strike, -2 on all other combat moves, the 
  victims lose initiative and one melee attack/action and while un­
  der attack by the lights, sensors are garbled and unreliable 
  (-40%). 
  44-50% Alien, slimy things accompany a light rain. 
  Squishy, icky, slimy, foul smelling, alien . . .  things rain from 
  the sky. They could be worms, or larva, or slugs ... god knows 
  what! They are about the size of a man's hand and most are still 
  alive and squirming around. The slimy things do no physical 
  damage but make the characters stink for 2D6 days. 
  There is only a 1-20% chance that the things are edible. 
  Eating non-edible "things" will cause the eater to endure 4D6 
  Hit Point damage from poison and suffer from severe stomach 
  cramps, fever, vomiting, and diarrhea for 1D4+ 1 days. Penalties 
  from eating "things": Reduce speed and melee attacks by half, 
  -4 to strike, parry, dodge and on initiative, and -20% on all 
  skills. 
  
  51-57% A shared vision. Suddenly the characters feel calm 
  and at peace with the world, even if they were afraid, fleeing or 
  locked in combat just a moment ago. The world around them 
  melts away like a dream, and they fmd themselves in a bright, 
  cheerful place. A beautiful figure (male, female or androgynous) 
  appears or perhaps a soft disembodied voice, floating on the 
  wind begins to speak to them. It doesn't answer any questions 
  directed at it and the characters, at peace with themselves, 
  calmly listen, somehow knowing that the voice is good and is 
  telling them something important. Game Masters, this is your 
  opportunity to give the group an important clue, bit of direction, 
  important piece of information, an idea for a mission or quest, or 
  a warning of something yet to come. The dream and calm seems 
  to last for several minutes before the voice or figure bids them 
  farewell and they are returned, jarringly back to the present. If 
  the vision happened while in combat or other action, less than a 
  second has passed and the characters continue to perform in 
  stride without skipping a beat. The vision is remembered clearly 
  by all parties. How or why this happens during Chaos Storms is 
  anybody's guess. 
  58-64% Armored Dynamo. Any characters within a 20 foot 
  (6. 1 m) radius are struck by crackling veins of blue energy. 
  They tingle, feel as if charged with static electricity, and lose 
  two melee action/attacks that melee round. However, the next 
  melee round they realize they continue to crackle with energy 
  and not only that, they are enveloped in a magical aura equiva­
  lent to an Armor of Ithan with 200 M.D.C. and their physical at­
  tacks (punches, kicks or strikes with hand-held weapons) inflict 
  2D6 M.D. thanks to the energy field around them. Furthermore, 
  they can fire 2D6 M.D. energy blasts up to 10 feet (3 m) away; 
  each counts as one melee attack. This weird effect lasts for 
  2D6+6 minutes or until all 200 M.D.C. of the energy armor is 
  depleted, whichever comes first. 
  65-700/0 Shimmering Wall. Suddenly a field of shimmering 
  white or silver bars the path. It is clear one can pass through the 
  energy, but to what effect? Roll percentile dice again: 
  01-20% Physical injuries (Hit Points, S.D.C. or organic 
  M.D.C.) are healed by 106xl 0%. 
  21-40% Expended P.P.E. or I.S.P. (pick one) are restored by 
  106xl0%. 
  41-60% Walking through the shimmering field is like push­
  ing through mud. The going is slow and time consuming, taking 
  several minutes, but when the characters come out the other end, 
  1 D4 hours have passed. 
  61-80% The shimmering field shields everyone inside from 
  the natural senses (sight, smell, etc.) and artificial sensors of 
  those outside, so they are effectively invisible. However, after 
  one minute, each character beings to feel pinpricks up and down 
  his spine - every minute they remain inside the shimmering 
  field they each lose 106 Hit Points (skipping S.D.C.) or 2D6 
  M.D.C. if a Mega-Damage Creature. It takes only one minute to 
  walk through the field at a good pace without pausing. 
  81-00% Walking through the field takes only 104xl0 sec­
  onds, but exiting the field puts the characters at the opposite end 
  of the Blue Zone line or at the epicenter/nexus, which could be 
  miles away. 
  71-76% Dimension Skip. Every few steps the characters 
  take, the environment changes to something alien and unearthly. 
  17 
  Adversaries, equipment and everything originally on Earth is 
  still there, unchanged, but the environment around them is com­
  pletely different. One minute the characters are on Earth, as they 
  move forward they are suddenly traveling through or fighting in 
  an alien jungle, charging ahead several paces they fmd them­
  selves in a desert with blue sand and three suns, retreating six 
  paces or rolling to the side they are suddenly in swamp or a field 
  of weird orange flowers with petals the size of an elephant's 
  ears, or a moonscape and so on. Some believe it is an optical il­
  lusion since those experiencing the transitions don't seem to ac­
  tually be in another world. Others believe it is a weird magical 
  effect that showcases or previews the many places in the 
  Megaverse that the ley line is connected to or has Rifted to in 
  the past (or will in the future). At any rate, no bad guys, people 
  or any animals in the other world bother the characters and 
  when the effect passes, ID6 minutes later, the characters are al­
  ways back on familiar ground on Earth. 
  77-82% Dimensional Flux. One minute the characters are 
  on Earth, the next moment they're in limbo. Everything is white 
  and wispy as if inside a cloud. An occasional distant flash of 
  light can be seen in the sky, but there is no sign of a storm. After 
  what seems to be only 104 minutes (that's all the fuel that will 
  have been used by any vehicles), they appear back in the exact 
  same spot where they had been when the flux occurred. The 
  storm is over and 2D6 hours have passed. Note: May be substi­
  tuted with a Time Flux (0 1-33% Time slows, 34-66%, time 
  seems to speed up, 67-00% teleported 2D6 hours into the fu­
  ture). 
  83-89% Massive ley line energy bolt! Humans and D-Bees 
  struck by the bolt suffer the following consequences: 6D6 
  S.D.C. damage, lose initiative and one full melee round of at­
  tacks/actions, as well as lose 4D6 P.P.E. points, and are 
  teleported 4D6xl000 yards/meters down the ley line (instant 
  and disorienting). 
  True creatures of magic, like dragons, Faerie Folk, 
  Elementals, and Alien Intelligences, lose initiative and all at­
  tacks for one full melee (15 seconds), suffer 2D4xl0 
  Mega-Damage and lose 2D6xlO P.P.E. as the storm temporarily 
  drains them of energy. 
  90-95% Ride the Storm. ID4 or all of the characters are 
  sucked right up into the storm and hurled down the ley line a 
  thousand feet (305 m) above the ground as if on a roller coaster 
  ride inside a tornado. The characters are helpless while caught in 
  the torrent of rain and wind and cannot cast magic, perform a 
  skill, speak or even think clearly as they are bombarded by a ca­
  cophony of sights, sounds and sensations. The entire ordeal lasts 
  for 2D6 minutes and the characters are fmally deposited on the 
  ground with a thud 2D6xl 000 feet (610 to 3657 m) away. They 
  are drenched and shaken, but are otherwise unharmed. 
  96-00% A dimensional Rift opens! I leave it to the Game 
  Masters as to whether anything bad, troublesome or annoying 
  comes slithering out of the Rift. Don't be too rough on the char­
  acters. This can be played for humor as well as drama. In the al­
  ternative, the characters can step through the Rifts and end up 
  anywhere: Earth's past, Rifts Earth of the future, and alien 
  world, another game setting, or someplace of the G.M.'s own 
  design. 
  
  Random Effects Resulting from 
  Spell Casting in a Chaos Storm 
  Spell casters, whether human or supernatural, or creature of 
  magic, are at extreme risk in a Chaos Storm. Spell casting can­
  not be controlled and pulls some of the storm's unwanted en­
  ergy every time a spell is performed. Roll on the following table 
  each time a spell is cast during a Chaos Storm. Unless noted 
  otherwise, the result or effect is instant and only affects that par­
  ticular spell and!or spell caster. 
  01-050/0 The storm syphons all ambient magic energy so, 
  a) there is no ley line P.P.E. available and b) the spell caster 
  must spend 20% more to cast a spell. 
  06-10% Power surge. Triple the normal range and duration 
  of the spell. 
  1 1-15% Power drop. Reduce maximum damage and range 
  of the spell by half. 
  1 6-20% 
  Mega-Damage! 
  The spell caster becomes a 
  Mega-Being for the rest of that melee round and can withstand 
  up to 1000 M.D. ! 
  21-25% Completely different result than desired. Left to 
  the Game Master's discretion; use any alternate spell lower than 
  8th level that seems appropriate or humorous. 
  26-30% Power Doubled. Double the maximum damage and 
  range of the spell. 
  31-35% Demon Rain! The spell doesn't happen, but 104 
  minor demons or Entities appear and immediately attack the 
  spell caster. 
  36-40% Ambient Energy. Spells requiring 40 or less P.P.E. 
  don't use any P.P.E. from the spell caster; the necessary energy 
  to cast the spell is drawn from the ambient P.P .E. of the ley line. 
  41-45% Focal Point. The spell caster becomes a lightning 
  rod for mystic energy as long as he stays within the Blue Zone. 
  The character glows and crackles with energy that entire time, 
  making him a living beacon that cannot be missed. Even if the 
  spell caster turns invisible, uses Chameleon, Shadow Meld or 
  any concealment or stealth magic, the crackling energy aura re­
  mains visible to mark his location. In addition, every time the 
  character casts a spell, a massive lightning bolt appears directly 
  overhead followed by booming thunderclap a second later. The 
  lightning can be seen and the thunder heard for 104+ 1 miles 
  (3.2 to 8 km). 
  The good news is each spell costs only half the normal P.P.E. 
  (the rest is drawn from the ambient energy around the spell 
  caster). 
  The bad news (as if any more was needed) is that the crack­
  ling and pulsing aura of light around the spell caster is a con­
  stant distraction and impairs his vision, making him -2 on 
  initiative, -3 to parry and dodge, Prowl is impossible and all oth­
  ers skills are performed at -1 5%. Note: Anybody familiar with 
  Blue Zones or magic knows exactly what the light show means: 
  that a spell caster of some kind is at that location. The pyrotech­
  nics can affect any spell caster, including dragons, Faeries, de­
  mons, and other supernatural or magic casting creatures. Of 
  course, it only occurs when a spell generates this random effect. 
  Lasts until the character leaves the Blue Zone, which means the 
  casting of another spell will create an additional effect on top of 
  this one. 
  18 
  46-50% Raise the Roof. The spell works fme, but the spell 
  caster rises 106 feet (0.3 to 1 .8 m) above the ground and floats. 
  Speed is reduced to one third normal and the character is - 1  to 
  strike, parry and dodge while suspended in the air. Duration of 
  the effect is 206 minutes, which means casting other spells dur­
  ing a Chaos Storm will cause other chaotic results, effects and 
  penalties. 
  51-55% Lightning Bolt. The spell doesn't work, instead the 
  magician fIres a 606 M.D. lightning bolt at his intended target 
  whether he wanted to inflict damage or not. 
  56-60% Backlash. The spell works fIne, but there is an en­
  ergy surge that sends a backlash at the spell caster, knocking 
  him off his feet (loses initiative and one melee attack/action) 
  and inflicting 406 M.D. 
  61-65% Energy Drain. The spell works but at half strength. 
  However, a second after the spell is cast, a pair of wildly crack­
  ling beams of electricity shoot down from the sky to strike the 
  spell caster. There is no physical damage, but the character loses 
  ID6xlO points of his P.P.E.! 
  66-70% Energy Boost. The spell works fme, but the spell 
  caster is struck by a bolt of blue lightning the instant the spell 
  goes off. He is knocked on his behind (loses initiative and one 
  melee attack), but 50% of his P.P.E. is restored and he is healed 
  of 406 points of damage (Hit Points, S.D.C. or M.D.C.) physi­
  cally or 406 M.D.C. is restored to his body armor or force 
  fIeld! Armor of Ithan (physical armor magically repairs before 
  one's eyes). 
  71-75% Armored Combatant. The spell works fme but the 
  spell caster is suddenly enveloped in an aura of Armor of Ithan 
  (200 M.D.C.) and lost to unreasoning combat lust, lashing out 
  savagely against any visible enemy. This effect lasts for 104 
  melee rounds, and during that time all spells work as normal 
  without any odd side effects (don't roll on this table). 
  76-80% Vanishes. The spell caster is struck by a bolt of 
  white lightning and vanishes. All that's left is a puff of smoke. 
  Unwanted teleportation sends the spell caster ID6xl000 feet 
  (305 to 1 828 m) down the ley line one direction or the other. 
  81-85% Time Out. The spell caster is struck by a massive 
  yellow bolt of lightning and vanishes. Reappears 104 melee 
  rounds later at the exact same location, no worse for the wear. 
  86-90% Weird World. The spell caster is struck by a mas­
  sive blue-green bolt of lighting and vanishes. The character re­
  appears in some alien world, demon plane, Astral Plane or other 
  threatening or ominous environment. There may be strange 
  noises, laughter, animal cries, etc. for a terrifying melee round 
  (I5 seconds). No harm comes to the character before he fades 
  away to reappear at the very location he vanished from back on 
  Earth. The only catch is that 104 hours have passed. 
  91-00% Ride the Storm. The spell caster is sucked right up 
  into the storm and hurled down the ley line a thousand feet (305 
  m) above the ground as if on a roller coaster ride inside a tor­
  nado. The character is helpless while caught in the torrent of 
  rain and wind and cannot cast magic, perform a skill, speak or 
  even think clearly as he is bombarded by a cacophony of sights, 
  sounds and sensations. He gets drenched and is shaken, but is 
  otherwise unharmed. The entire ordeal lasts for 206 minutes 
  and the character is fmally deposited on the ground with a thud 
  (but no damage) 2D6xl000 feet (610 to 3657 m) away. 
  
  • 
  DayDemons 
  Lesser Day Demons 
  Firethom 
  *Hang-Jaw Demon Rats 
  *Razoredged Prowler 
  Savage Fury 
  Spiked Strangler 
  • 
  Greater Day Demon 
  Skull Stealer, Greater Demon 
  Slithering Screamer 
  Ravenous, Demon Lords 
  • 
  *Note: Hang-Jaw Demon Rats and the Razoredged Prowler 
  are active during the day and night, sleeping during the hours of 
  noon and sunset unless disturbed or lured into action by the 
  promise of easy food, mischief or, in the case of the Razoredged 
  Prowler, plunder. Other Day Demons can function during the 
  night, but do so at a diminished capacity. 
  Lesser 
  Day Demons 
  Firethorn 
  The Firethom are hulking monstrosities bound to fIre. They 
  are stark-white skinned giants with swirling black markings on 
  their shoulders that resemble tattoos. The head is a demonic 
  skull that appears to have been cut off above the eyebrows and 
  bolted back together again. The eye sockets are black and empty 
  (no eyes, no light, nothing), the nose is just a pair of slits, the 
  small teeth are pointed, the fangs pearly white, and a weird ant­
  ler-like array protrudes from the sides of the head, only they are 
  unlike antlers seen on any animal. A long, red, serpentine 
  tongue, often tipped or covered in flames, licks and lashes out of 
  the mouth. The thick, muscular arms and upper torso of the bar­
  rel-chested brute are human-like, but the legs form into some­
  thing animalistic, ending with a pair of two-toed feet. From the 
  back rise two, four or six long columns of bone rather sugges­
  tive of stalagmites or a rib cage that has been broken open. The 
  greater the number of these back spines, the more powerful and 
  deadly the Firethom Demon. The bony spines indicate age, ma­
  turity and raw power, with the six-spined Firethom being the 
  fewest, most aggressive and powerful (often considered a 
  greater demon). Rolling out from the creature's rump is a long, 
  segmented tail made of bone and which ends in an eight to 12 
  inch (0.1 5  to 0.3 m) long blade used for surprise attacks, ham­
  stringing opponents and gutting its victims. Standing fully erect, 
  1 9  
  the Firethom is 12 to 15 feet (3.6 to 4.6 m) tall, but they usually 
  stand hunched over or in a crouching position putting eye level 
  at about 7 or 8 feet (2. 1  to 2.4 m). Firethom stand erect only for 
  dramatic effect, to frighten and intimidate lesser beings with 
  their size and power much the same as the African Gorilla . 
  Firethom enjoy conflict and are constantly challenging other 
  beings to duels, instigating riots and panic (usually with fIre), 
  engaging in vicious battles or raping and pillaging, but love to 
  play with fIre more than anything else. It is second nature to use 
  fIre in combat, and the infemals are constantly starting fIres and 
  burning down buildings and entire towns. Whenever one of 
  these demons engages in arson, he likes to watch his handiwork 
  and bask in the glory of the fIery destruction he has unleashed. 
  Anybody who tries to fIght the fIre is attacked and beaten into 
  unconsciousness or killed. Because the Firethom wants to watch 
  and enjoy the spectacle of blazing destruction, the horrid crea­
  ture is usually content to knock out or incapacitate his adversary 
  any way he can so he may go back to the show. This is one of 
  the few times a Firethom is careless about leaving an opponent 
  alive. As one can imagine, NEMA Fire and Rescue troops (and 
  any fIreman or civilian battling the blaze) are constantly falling 
  under attack from Firethom. The ultimate arsonists, Firethom 
  are impervious to fIre, breathe flame, spit fIre balls, and possess 
  a number of fIre-based magic spells. These same powers are 
  used mercilessly in combat as well as the monster's strange 
  power to turn anything held in its hands into a Mega-Damage 
  weapon impervious to fIre - lamp posts, street sign poles, car 
  fenders, long lengths of pipe and metal girders are their favorite 
  weapons, and readily available in urban environments. The item 
  returns to its S.D.C. nature the instant it is let go. 
  All Firethom like to bully, enslave, and belittle humans and 
  other lesser beings, often declaring themselves the lord of a 
  neighborhood or street and ruling their little kingdom like an in­
  sane, bullying gang lord. In fact, a Firethom "Lord" will gather 
  4-12 other demons and/or human henchmen to serve it - lesser 
  Firethom, Brodkil, and Gargoyles being their minions of choice. 
  Of course, the Firethom Lord demands complete obedience 
  from his gangland underlings, though they are given a fair 
  amount of freedom in terrorizing the neighborhood and dealing 
  with troublemakers. Intruders and anyone who challenges the 
  Firethom's control of his "turf' are immediately attacked and 
  annihilated, with the Firethom, if not his minions, fIghting to the 
  death. His henchmen fIght only as long as their lord and master 
  does - if he retreats so do they, if he is slain, they scatter and 
  may even leave the region. 
  Firethom are cruel, malicious powerhouses, but lack cunning 
  and guile. Consequently, they are easily provoked to violence 
  and drawn into combat and ambushes. They never turn down a 
  legitimate challenge and go berserk if anyone calls them cow­
  ards. However, Firethom battle like mad bulls devoid of strategy 
  and tactics, charging into the fray bellowing like a bull moose to 
  pound and burn the most immediate or infuriating opponents/of­
  fenders one after another. While a straightforward brawler, a 
  Firethom uses all of his natural abilities with amazing skill and 
  in devastating combinations. Thus, the demon will punch, kick, 
  claw, bite, slash with its lethal tail blade, use its tongue like a fI­
  ery whip, breathe flame, spit fIreballs, and hammer opponents 
  with S.D.C. debris turned into Mega-Damage bludgeons. The 
  less experienced demons often accept challenges even when 
  
  outnumbered and fight to the death. The wiser Firethorn (those 
  with four or six back spikes) are more clever and judicious with 
  their lives, and may ignore insults that are clearly meant to lure 
  them into the open or into ambushes or traps, and they may even 
  retreat to fight another day. Let it be known that any Firethorn 
  demon who retreats will most certainly seek bloody revenge. 
  Though a Firethorn might be physically subdued, even the 
  wiser, elder monsters will never surrender. 
  Also Known as Fire-Tongue demon because a few small licks 
  of flame are usually burning along the tip even when the 
  demon is not aggressive. 
  Race: Lesser Chaos Demon. 
  Alignment: Always Miscreant or Diabolic. 
  Attributes: I.Q. 1D4+8 (average human intelligence, but brut­
  ish and sadistic), M.E. 1D6+6 (add two points to Firethorn 
  with four back spikes, 1D6 to those with six), M.A. 1D6+6 
  (add 1D4 to Firethorn with four back spikes, 1D4+4 to those 
  with six), Supernatural P.S. 2D6+24 (half at night or in dark­
  ness), P.P. 2D6+12, P.E. 1D6+ 1 8, P.B. 1D4, Spd 3D6+12 
  running. 
  M.D.C.: P.E. number +3D4x1O (+20 for Firethorn with four 
  back spikes, +48 to those with six), but reduce M.D.C. and 
  P.S. by 50% at night or in darkness. (On S.D.C. worlds, the 
  Firethorn has 2D4x10 +P.E. number for Hit Points and 
  1D4x10 S.D.C.; reduce both by 50% at night. A.R. 13 by day 
  or 6 by night.) 
  Horror Factor: 14 
  20 
  Size: 12- 1 5  feet (3.6 to 4.6 m), but they usually stand hunched 
  over or in a crouched position putting eye level at about 7 or 
  8 feet (2. 1  to 2.4 m). 
  Weight: 1000 pounds (450 kg). 
  Average Life Span: Uncertain, 1000+ years; probably immortal. 
  P.P.E. : 1D6x10 +20 (add 12 points to those with four back 
  spines, and 24 to those with six). 
  Natural Abilities: Good running speed and can run or fight 
  without pause or exhaustion for 12 hours. Can leap up to 25 
  feet (7.6 m) high and lengthwise (increase distance 50% with 
  a running start), doesn't breathe air, can survive depths of up 
  to one mile (1.6 km), dimensional teleport 25% (+25% at ley 
  line nexus) and bio-regenerate 2D6 M.D. per melee round. 
  Knows All Languages: Magically understands and speaks 
  all languages at 90%, but cannot read. 
  Prehensile Tail (special): The tail can be used like a tenta­
  cle to grab, entangle or punch, as well as slice and stab with 
  the blade at the end of the tail. 
  Infrared and Thermo-Imaging Vision: Can see perfectly in 
  smoke. Range: 3000 feet (914 m). Track via heat-signatures 
  at 70% (-40% in temperatures of 90+ degrees Fahrenheit). 
  Breathe Fire (special): Each blast of fire breath counts as 
  one melee attack and inflicts 3D6 M.D. (+1D6 for Firethorn 
  with six back spikes); range is 200 feet (61 m). 
  Spit Fire Ball (special): Each spat unleashes a fire ball the 
  size of a grapefruit and counts as one melee attack. Inflicts 
  4D6 M.D. (+1D6 for Firethorn with six back spikes); range is 
  800 feet (244 m). 
  Fire Whip Tongue (special): The prehensile tongue can 
  extend to be impossibly long (15 feetl4.6 m) and used like a 
  flaming whip. Each tongue lashing (pun intended) does 3D6 
  M.D. when ablaze, 1D6 when the fIre is out, and counts as 
  one melee attack. The tongue can also be used like a tentacle 
  to grab and entangle. No damage when the tongue is dowsed, 
  but victims are held tight and limbs may be pinned (needs to 
  roll a 1 9  or 20 to strike to pin arms or legs). A crush/squeeze 
  attack does 1D6 M.D. with each constriction of the tongue 
  counting as one melee attack. Damage is 3D6 M.D. (+ 1D6 
  for Firethorn with six back spikes) per melee round when the 
  tongue is ablaze and holding onto someone (each constriction 
  does additional damage as above). 
  Temporarily Turn S.D.C. Objects Into M.D.C.: Turn any 
  inanimate object held in its hands into a Mega-Damage item 
  with 50-100 M.D.C. (the bigger, the more M.D.C.) and use it 
  as a weapon that is impervious to fIre. Lamp posts, street sign 
  poles, car fenders, long lengths of pipe and metal girders are 
  their favorite weapons, and inflict 3D6 M.D. per strike. The 
  item returns to its S.D.C. nature the instant it is let go. 
  Limited Invulnerability (special): The demon is impervi­
  ous to normal S.D.C. weapons unless they are made of silver 
  or bone, and also impervious to fIre, even magic and M.D. 
  fIre, disease, and heat. Man-made Mega-Damage weapons 
  inflict full damage, as do magic weapons, spells and psionics. 
  
  Vulnerabilities: 1 .  Weapons made of silver or bone inflict the 
  equivalent S.D.C. damage as M.D. (i.e. a staff made of bone 
  or coated in silver that inflicts 2D6 S.D.C. would inflict 2D6 
  M.D. to the Firethorn). 
  2. Cold-based magic and magical weapons of ice or cold 
  do double damage. 
  3. Darkness and nighttime (including magical darkness) 
  reduces the demon's P.S. and M.D.C. by half, likewise the 
  damage from its fIre attacks are reduced by half (round up). 
  R.C.e. Skills: Land Navigation 80%, Climb 80/70%, Swim 
  60%, Prowl 60%, Track Humanoids 70%, Roadwise 40%, 
  Streetwise 55%, Lore: Cities 60%, and Lore: Demons and 
  monsters 60% (+ 1 0% to demons with four back spines, 
  + 1 5% for those with six), plus the following skills at 2nd 
  level profIciency: W.P. Blunt, W.P. Staff, W.P. Sword and 
  W.P. Ancient Weapon of choice. May pick up and use mod­
  em weapons but without skill bonuses. These skills do not 
  improve with experience. Also see Natural Abilities, above 
  and Magic, below. 
  Equivalent Level of Experience: ID4 for those with two back 
  spikes, + I for those with four and +3 for those with six. 
  Attacks per Melee: Five (+ I attack to those with four back 
  spikes and +2 for those with six). 
  Damage: Bite 3D6 M.D., head-butt, punch or kick M.D. as per 
  Supernatural P.S., head-butt with antlers + 1D6 M.D., running 
  ram strike with antlers ID6xlO+6 M.D. but counts as two 
  melee attacks, or by weapon or magic. 
  R.e.e. Bonuses (in addition to likely attribute bonuses): +3 
  on initiative, +4 to strike in hand to hand combat including 
  tongue and tail, +5 to strike with fIre attacks, +3 to parry, +2 
  to dodge, +4 to disarm, +5 to pull punch, +2 to roll with im­
  pact or fall, +6 to save vs Horror Factor, +2 to save vs mind 
  control, and +3 to save vs possession. 
  Magic: All Firethorn can cast the following spells, provided the 
  demon has sufficient P.P.E.: Blinding Flash (1), Cloud of 
  Smoke (2), Extinguish Fire (4; at double the usual radius of 
  effect), Fuel Flame (5), Ignite Fire (6), and Circle of Flame 
  (10). Spell potency is equal to the demon's experience level. 
  Psionics: None. 
  Enemies: All mortals, particularly demon hunters and heroes. 
  The Firethorn love to take down, enslave, torture and kill 
  heroes and other do-gooders. They also dislike Elementals 
  (all) and Warlocks because they make the demon feel inferior 
  when it comes to fIre magic. 
  Allies: Tend to stay with fellow Firethorn or wander on their 
  own as lone bullies. Sometimes gather a small gang of lesser 
  beings to serve as henchmen, including evil humans, lesser 
  Firethorn, Spiked Stranglers, Demon Rats, lesser demons of 
  Hades, Hecklers, Brodkil, and Gargoyles. They think of 
  Hecklers as wicked court jesters who mock and harass their 
  opponents, captives and slaves. However, any Heckler that 
  smarts off at its Firethorn master is likely to be beaten, burnt 
  or killed. Most Firethorn try to avoid greater demons because 
  they hate having to serve anyone, even another demon. 
  Habitat: Can be found almost anywhere throughout the world 
  but are especially common in North and South America. Ur­
  ban environments where they can do the most damage are 
  their favorite. These brawling demons desire people so they 
  can torment them and tear down civilization. 
  21 
  Note: Remember, the belligerent Firethorn love to start fIres and 
  are always playing with and using fIre to intimidate, destroy 
  and kill. 
  Hang-Jaw Demon Rats 
  Hang-Jaw Demon Rats are foul, gluttonous vermin the size 
  of a large house cat or small dog. Carrion feeders, their primary 
  food is the remains of the dead, however they are vicious, rav­
  enous beings who will also prey upon the sick, injured and 
  weak, sometimes even healthy sleeping individuals and lone 
  travelers. The larger the Demon Rats' pack, the bolder and more 
  aggressive they are, with as few as fIve or six willing to test the 
  strength and resistance of a living victim. Though nasty, aggres­
  sive and constantly hungry, Demon Rats quickly back off from 
  opponents who seem strong, healthy and unafraid of them. Fur­
  thermore, the rats are too stupid to realize the difference be­
  tween Mega-Damage weapons, armor and beings, and S.D.C. 
  ones. Consequently, they don't usually attack ordinary, defense­
  less people unless the intended victim(s) shows sign of disabil­
  ity, frailty or vulnerability. Hang-Jaw Demon Rats can be found 
  in wilderness areas, but prefer urban environments where the 
  food, at least for the moment, is plentiful and there are millions 
  of places they can hide. 
  Hang-Jaw Demon Rats have the I.Q. of a young child, which 
  makes them appealing to other demons of all kinds, because the 
  vile creatures understand simple orders and willingly hang 
  around and serve anyone who provides them with ample food. 
  As a result, intelligent demons often use Demon Rats for torture, 
  commanding the rats to eat specifIc body parts (fmgers, toes, 
  ears, eyes, etc.) slowly, one at time, or to strip the skin from 
  specifIed areas, and similar acts of torture and defIlement. 
  Hang-Jaw Demon Rats are also used to lap up spilled blood and 
  eat the remains of the dead and garbage, as well as used as 
  guard animals assigned to a particular area or border and told to 
  attack and either capture or devour (the rats prefer devour) in­
  truders and enemies. In the wild, Demon Rats prowl city ruins 
  searching for bodies to eat under the rubble as well as freshly 
  killed people and animals, and easy living victims who are ill, 
  weak or trapped. Though most people think of "rats" as burrow­
  ing and living underground, the Hang-Jaw (and most rats) are 
  excellent climbers and can be found everywhere, from sewers 
  and subterranean tunnels to ground level and the ledges and roof 
  tops of skyscrapers. They are a growing problem in Chicago and 
  other parts of the country, and infest Detroit-Windsor and St. 
  Louis. For NEMA rescue teams, they know whenever there is a 
  disaster, that it is a race between them and the rats as to who 
  gets to trapped and injured survivors frrst. Fortunately, the 
  Demon Rats usually back off when NEMA hits the scene, but 
  sometimes they continue to prey on survivors away from the 
  main NEMA operation. 
  Also Known as Demon Rats or just Hang-Jaws for short. 
  Race: Lesser Chaos Demon. 
  Alignment: Always Miscreant or Diabolic predators. 
  Attributes: I.Q. 1D4+2 (animal intelligence; sadistic and hun-
  gry), M.E. 1D6, M.A. 1D6, Supernatural P.S. 1D6+1 1 ,  P.P. 
  ID6+15, P.E. ID6+17, P.B. ID4, Spd 3D6+22 running. 
  
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  M.D.C. : P.E. number +4D6, but reduce P.S. by 50% when ex­
  posed to sunlight. (On S.D.C. worlds, the Hang-Jaws have 
  2D6 +P.E. number for Hit Points and 3D6 S.D.C.; A.R. 10 
  day or night.) 
  Horror Factor: 8 for a lone individual or less than five, H.F. 1 1  
  for a pack of 5-12, 14 for a pack of 1 5  or more. 
  Size: 2-3 feet (0.6 to 0.9 m) from snout to rump, plus a long, 
  white, wiggling tail that is as long as its body. 
  Weight: 20-30 pounds (9 to 12.5 kg). 
  Average Life Span: Uncertain, 1000+ years; probably immortal. 
  P.P.E.: 2D6+10 
  Natural Abilities: Good running speed, can run or fight without 
  pause or exhaustion for 8 hours, and climb and run along nar­
  row ledges, pipe, wire and fencing only 20% slower than 
  their running speed. Demon Rats leap up to 10 feet (3 m) 
  high and lengthwise (increase distance 50% with a running 
  start), dimensional teleport 5% (+20% at ley line nexus) and 
  bio-regenerate ID4 M.D. per melee round. 
  Knows All Languages: Magically understands all lan­
  guages 75%, but cannot read and can only speak in single, 
  raspy words (''yes,'' "no," "food," "kill," etc.) or short 
  phrases ("go now eat," "let us kill," "no go there," and so 
  on). Otherwise they have their own system of squeaks, 
  growls, and hissing to communicate to one another as well as 
  to express their displeasure, anger, and hunger. 
  Tail (special): The tail is not prehensile, but is constantly 
  squirming around like a worm, and is used for balance when 
  jumping and climbing. 
  Nightvision: Can see perfectly in darkness up to 3000 feet 
  (914 m) away. Has good day vision too. 
  Powerful Jaws (special): The huge teeth and jaws are de­
  signed for clamping onto prey and tearing the meat apart. 
  Once clamped tight, it takes a combined Supernatural P.S. of 
  20 to pry them open (the rat can let go at any time). The rat 
  can bite and chew through M.D.C. materials with some ef­
  fort, but can chomp through S.D.C. material in a matter of 
  seconds. Bite damage is 2D6 M.D. per attack, claw damage 
  is ID6 M.D. 
  22 
  0 '  
  Limited Invulnerability (special): Impervious to disease, 
  poison and heat; resistant to Mega-Damage fire and cold 
  (does half damage). The demon is impervious to normal 
  S.D.C. weapons unless they are made of silver. Man-made 
  Mega-Damage weapons inflict full damage, as do magic 
  weapons, spells and psionics. 
  Vulnerabilities: 1 .  Weapons made of silver inflict the equiva­
  lent S.D.C. damage as M.D. (i.e. a silver coated dagger that 
  inflicts ID6 S.D.C. would inflict ID6 M.D.) and garlic holds 
  them at bay. Demon Rats hate the smell and taste of garlic 
  and won't go near it. If forced or tricked into eating some, in­
  cluding a strong amount in food, the rat takes ID4 M.D. per 
  bite. The Demon Rats will not enter a doorway, window or 
  opening from which a string of garlic hangs. 
  2. Cold- and fire-based magic does half damage while 
  magical weapons and most other spells do full damage. 
  3. Though the Hang-Jaw Demon Rat prefers the cover of 
  darkness and night, they suffer no penalties from sunlight. 
  R.C.C. 
  Equivalent Skills: Land Navigation 90%, Climb 
  90/80%, Swim 70%, Prowl 65%, Track by scent and sight 
  (humanoids and animals) 60% (+20% to follow the scent of 
  blood or decay), Wilderness Survival 85%, and Escape Artist 
  40%. These skills do not improve with experience. Also see 
  Natural Abilities, above and Magic, below. 
  Equivalent Level of Experience: Not applicable, see R.C.C. 
  Skills above. 
  Attacks per Melee: Three. 
  Damage: Bite: 2D6 M.D. or Claw: ID6 M.D. 
  R.C.C. Bonuses (in addition to likely attribute bonuses): + 1 
  on initiative, +3 to strike, + 1 to parry, +4 to dodge, + 1 to pull 
  punch or bite, +2 to roll with impact or fall, +2 to save vs 
  Horror Factor, and + 1 on all other saving throws. 
  Magic: Limited to Death Trance (1), See Aura (6), See the In­
  visible (4), Sense Evil (2) and Chameleon (6). Spell potency 
  is equal to a third level sorcerer. 
  Psionics: None. 
  Enemies: Mortals are food, plain and simple. Demon Rats are 
  pretty easy going when it comes to dealing with other beings, 
  
  as long as they get fed in excess, they're fat and happy, and 
  willing to help other evil creatures as noted in the descrip­
  tion. The rats dislike and avoid supernatural and magical fe­
  lines, attacking only when they outnumber their enemy by at 
  least six to one. 
  Allies: Animalistic demons, the rats tend to stay with their own 
  kind, gathering in small packs of 2D6+ 1 members, but some­
  times in large packs numbering 1D4xl0+20. They get along 
  best with other predators and/or sadistic and cruel beings, in­
  cluding other Day Demons and Hecklers. In fact, Hang-Jaw 
  Demon Rats and Hecklers sometimes join each other's packs, 
  however, one species always outnumbers the other by at least 
  two to one, often by 4, 5, 6 or 8 to one. If the two demons 
  gather in near equal numbers they fight and kill each other 
  for dominance of the pack. Only when one or the other is in 
  the minority can they get along. 
  Habitat: Can be found almost anywhere throughout the world 
  but are especially common in North and South America. Ur­
  ban environments are their favorite domains because they 
  have plenty of prey and hiding places. In the aftermath of the 
  Great Cataclysm there are so many dead that the Demon Rats 
  are happy as gorged pigs, but they'll become more aggressive 
  when their food supply starts to dwindle. 
  Razoredged Prowler 
  The Razoredged Prowler is a bizarre creature that resembles 
  a demonic hand that has been decapitated and animated with a 
  life of its own. It appears to have four fmgers and a thumb, each 
  with a long yellow fmgernail, and a body trunk that looks to be 
  where the hand has been lopped off, just above the wrist. De­
  spite its appearance, the Razoredged Prowler is a weird Chaos 
  23 
  Demon with a life and thoughts of its own. The skin is coarse 
  and lumpy, like that of a toad. Located in each of the knuckles is 
  a small, piercing blue eye, each busily darting around, scanning 
  all directions. When something or someone of interest is spied, 
  the Prowler goes to get a closer look scurrying across the 
  ground, making little scratching or clicking sounds as it goes. 
  Razoredged Prowlers are compulsive thieves always looking for 
  valuables to add to their collection. They are curious about all 
  things, and like to watch other beings doing almost anything 
  even if the demon doesn't understand what's going on. 
  Razoredged Prowlers are malicious voyeurs who enjoy par­
  ticipating in all manner of skullduggery including robbery, spy­
  ing, tailing, intelligence gathering, sabotage, planting evidence, 
  torture and murder. When left to their own devices, they watch 
  and wait until something, or someone, strikes their fancy. That's 
  when the Creeping Hand goes to work, sneaking closer, watch­
  ing and waiting for hours until the moment is right. They like 
  acquiring small objects of beauty, art, value or importance, in­
  cluding keys, credit cards, I.D. cards, jewelry, incriminating evi­
  dence and so on). Anyone who gets in its way is struck down, 
  paralyzed or slain. When in a foul mood the Razoredged 
  Prowler may strike to hurt, leaving or fmishing off its victim 
  only after hours of torture or terrorizing fun. Whenever someone 
  is killed, the horrible creature always carries off a little souvenir, 
  such as a ring, earing, gem, coin, dagger, fmgernail, tooth, or 
  other small bauble. The demon's natural proclivities and desires 
  make them the perfect henchmen for greater demons and evil 
  humans looking for spies, thieves and assassins. Often in need 
  of direction and purpose (otherwise they skitter around for days 
  at a time just stopping and watching life go on around them), 
  most Prowlers welcome working for someone with a defmite 
  plan in mind and who gives them clear objectives. 
  Razoredged Prowlers earn their name from the fact that their 
  long fmgernails are like razor-sharp daggers capable of inflict­
  ing considerable amounts of damage. Tiny, transparent tubes in 
  their fmgernails enable them to draw the blood of their victims 
  from pools on the ground or directly from the victim's body up 
  into the demon's own body like a straw. This is how they feed. 
  Razoredged Prowlers have no apparent nose or mouth, and 
  breathe through their skin and communicate via psionics. 
  Also Known as the Creeping Hand and Vampire Hand 
  Race: Lesser Chaos Demon. 
  Alignment: Always Miscreant or Diabolic. 
  Attributes: I.Q. ID4+7 (average human intelligence, but very 
  cunning, sneaky, patient and careful), M.E. 2D6+ 7, M.A. 
  ID6+7, Supernatural P.S. 1D6+ 10, P.P. 1D6+15, P.E. 
  1D6+ 16, P.B. 1D4, Spd 3D6+20 running on its fmgertips. 
  M.D.C. : P.E. number times two +4D6, and suffers no penalty 
  from 
  sunlight or darkness. 
  (On 
  S.D.C. worlds, the 
  Razoredged Prowler has 2D4xl0 Hit Points, 6D6 S.D.C. and 
  an A.R. of 1 1 .) 
  Horror Factor: 13; an eerie and disturbing sight. 
  Size: The hand itself is oversized, as one might expect of a 
  demon, and measures 12- 1 8  inches (0.3 to 0.45 m) from the 
  base of the palm to the tips of the fmgers. The long, 
  blade-like fmgernails add another 4-6 inches. When walking 
  on its fmgers (its usual stance) the top of the hand is about 
  8-12 inches off the ground, with the forearm-like trunk stuck 
  
  up at an angle with a bit of what could be a jagged piece of 
  bone protruding from it. Total height is about 1 5- 1 8  inches 
  (38-46 cm). 
  Weight: 10- 1 8  pounds (4.5 to 8 kg). 
  Average Life Span: Uncertain, probably immortal. 
  P.P.E.: P.E. attribute number +2D6. 
  Natural Abilities: Not only does the demonic looking hand 
  have a good running/crawling speed, it can run along walls 
  and ceilings like an insect, and can leap six feet (1 .8 m) high 
  and lengthwise (increase distance 50% with a running start). 
  It can also go 72 hours without sleep or rest, dimensional 
  teleport 15% (+20% at ley line nexus) and bio-regenerate 
  2D6 M.D. per melee round (can regenerate a destroyed eye 
  every 24 hours and a lost nail or fmger in 48 hours). 
  Knows All Languages: Magically understands all lan­
  guages at 85%, but cannot read and cannot speak (communi­
  cates through psionics). 
  Tail (special): The jagged edge of the upper body is a 
  stinger that stabs and cuts doing 106 M.D. per attack, and 
  can also be used to anchor itself to a wall, branch, ledge or 
  ceiling. Additionally, the demon can, when desired, release a 
  toxin that paralyzes its victims (roll a 16 or higher to save) 
  for ID4xlO+30 minutes per each poisonous sting. Can para­
  lyze six times per 24 hour period. 
  Multiple Optics: One eye can see the invisible, the second 
  has Nightvision (2000 feetJ610 m), a third eye sees the ultra­
  violet and infrared spectrums of light (2000 feetJ6 10 m), and 
  the fourth eye has telescopic vision up to 30x magnification 
  (2000 footJ610 m range); all have vision as sharp as an eagle 
  in daylight. 
  Limited Invulnerability (special): Impervious to disease, 
  poison, and normal cold and heat; resistant to Mega-Damage 
  fire and cold (does half damage). The demon is also impervi­
  ous to normal S.D.C. weapons. Mega-Damage weapons 
  inflict full damage, as do magic weapons, spells and psionics. 
  Vulnerabilities: 1 .  Mirrors. The creature is mesmerized by its 
  own image and will stare at its reflection for 2D4 hours be­
  fore being able to break free. If attacked while mesmerized, 
  the enchantment is broke and the demon is free of its reflec­
  tion to run or fight as it chooses. 
  2. Cold- and fIre-based magic does half damage while 
  magical weapons and most other spells do full damage. 
  3. Dislikes water and swims at one third is running speed. 
  The number of attacks and combat bonuses are half while 
  treading water. 
  4. Razoredged Prowlers are equally comfortable in day­
  light and darkness, and suffer no penalties from sunlight. 
  Equivalent O.c.c. : Professional Thief or Spy. Skills are as per 
  R.C.C. below. 
  R.C.C. 
  Equivalent Skills: Land Navigation 90%, Climb 
  90/90%, Swim 50%, Prowl 70% (+10% in darkness), 
  Roadwise 60%, Lore: Cities 65%, Track Humanoids 70% 
  and Tailing 70% (as per Surveillance Systems skill). These 
  skills do not advance with experience. Plus the following 
  skills that do advance with experience: Pick Locks, Palming 
  and four other Rogue skills of choice (excluding Computer 
  Hacking) and two Espionage skills of choice, all get a + 1 0% 
  bonus. Also see Natural Abilities, above and Psionics, below. 
  24 
  Equivalent Level of Experience: ID6+ 1 
  Attacks per Melee: Four. 
  Damage: Single fmgemail attack does ID4 M.D., four slashing 
  fmgers inflict 4D4 M.D., and the stinger attack does ID6 
  M.D. from the stab plus it can inject a paralyzing poison at 
  the demon's discretion (victims need a 16 or higher to save 
  vs non-lethal poison). 
  R.C.C. Bonuses (in addition to likely attribute bonuses): +2 
  on initiative, +4 to strike, +1 to parry, +4 to dodge, +2 to dis­
  arm, +3 to pull punchlfmgemail attack, +2 to roll with impact 
  or fall, +4 to save vs Horror Factor, and +2 on all other sav­
  ing throws. 
  Magic: Paralysis: Lesser (5) and Repel Animals (7). 
  Psionics: I.S.P.: M.E. attribute number x3 plus ID4+6 I.S.P. per 
  level of experience. Psi-Powers: Commune with Spirits (6), 
  Mask I.S.P. & Psionics (7), Mind Block (4), Object Read (6), 
  Presence Sense (4), See Aura (6), Sense Evil (2), Sense 
  Magic (3), Sixth Sense (2), Telepathy (2), Ectoplasm (6-12), 
  Deaden Senses (4), Telekinesis (varies), Telekinetic Punch 
  (6), Telekinetic Push (4) and Bio-Manipulation (Evil Eye): 
  Paralysis only (10). 
  Enemies: Mortals are food, playthings and victims to be ob­
  served, tricked, robbed, tortured, and killed. Other spies and 
  thieves are seen as rivals to be bested or eliminated. Jealous 
  of dragons, Faerie Folk and other creatures of magic reputed 
  to have great treasures hordes. Note that though a Prowler 
  could kill those humans it feeds upon, they often leave their 
  victims terrified and scarred, but alive. Razoredged Prowlers 
  usually kill for a reason, including self-preservation, conceal­
  ing its presence, stopping an alert from being issued, and 
  more base reasons like jealousy, envy, hate, anger or having 
  been told to kill by a superior. 
  Allies: There isn't a creature on Earth that the Prowler does not 
  fmd interesting, and sleeping less than three hours a day pro­
  vides the demon with ample time to prowl and steal. Their 
  nature makes them ideal thieves, spies and assassins pressed 
  into service by greater demons and other evil, powerful be­
  ings, including Witches and other evil practitioners of magic. 
  A Razoredged Prowler doesn't mind serving a greater power 
  provided its master allows it to wander, rob and keep souve­
  nirs from its kills and a bit of stolen booty for itself. 
  Habitat: Can be found almost anywhere throughout the world, 
  but are especially common in North America and the African 
  continent. Prefer population centers because there is so much 
  to see and do. 
  Savage Fury 
  The name says it all, these Day Demons are cackling, shaggy 
  wild men with bronze skin, a lust for combat and a crazed look 
  in their eyes. The typical Savage Fury is a lone hunter and 
  brawler constantly looking for new challenges and new oppo­
  nents to beat. Nobody knows what sets these maniacs off (truth 
  be told they often just get the itch to fight), but when they at­
  tack, they usually fight like a whirling dervish, battering their 
  opponents until they are unconscious or dead. A Savage Fury 
  may step out into the open to issue a challenge, gunslinger-style, 
  
  while other times the demon claims a particular stretch of road, 
  or a bridge, or building or other place as its own, and anybody 
  wanting to pass (or passing within the demon's line of sight) 
  must fight the battling demon until it is slain, knocked out or 
  otherwise incapacitated. Just as often, however, a Savage Fury 
  will leap out from a hiding place to attack without warning or 
  provocation. And when would-be opponents avoid the creature, 
  the Savage Fury seeks conflict, creating a situation that forces 
  heroes to attack it. This can be instigated by kidnaping and hold­
  ing innocent people hostage, threatening children, going on a 
  killing spree, slaughtering livestock, destroying property, steal­
  ing something of great value or seizing a location that has sig­
  nificance to humans (hospital, school, armory, factory, etc.), 
  anything to necessitate a showdown. 
  These bare-fisted, grinning demonic warriors resent being 
  subdued by long-range weapons, magic, psionics or obvious 
  trickery. They prefer no-holds-barred hand to hand combat, the 
  harder and dirtier the fight, the better. Their love for combat is 
  25 
  so great that a look of joy or even ecstacy is etched across their 
  face right up to the moment of their death. 
  More bully and madman than a true warrior or berserker, 
  Savage Furies don't fight for any cause, nor for wealth or 
  power, and seldom serve a master. They fight for the sheer fun 
  of combat and the thrill of killing. Some people have taken to 
  comparing them to man-eating lions that must destroyed after 
  they have developed a taste for human flesh. While the Savage 
  Furies are driven by battle-lust, they don't need the taste of 
  blood to set them off. That having been said, these demonic ma­
  niacs do frequently devour part of those they defeat in combat, 
  eating the internal organs of the vanquished and smearing them­
  selves with their victim's blood. Like the Firethorn, they take an 
  instant dislike to heroes and champions, automatically singling 
  out NEMA defenders for destruction. However, authority fig­
  ures and anyone who wields power are potential enemies of the 
  Savage Fury, including Night Demons, Hades Demons, Deevils, 
  undead, dragons, and others. A Savage Fury doesn't always kill 
  its enemies, sometimes allowing truly worthy adversaries (or 
  pitifully unworthy ones) to live or escape so the demon can en­
  joy the thrill of a rematch. An adversary may also be accidently 
  left for dead, especially when there are numerous or successive 
  opponents to battle. 
  Also Known as Bronze demons due to the color of their skin 
  and hair. 
  Race: Lesser Chaos Demon. 
  Alignment: Always Miscreant or Diabolic. Every problem is re­
  solved through violence. 
  Attributes: I.Q. ID4+6 (low to average human intelligence; 
  brutish and insane), M.E. ID6+5 (Savage Furies are actually 
  very focused and deliberate, in their own crazy way), M.A. 
  106, Supernatural P.S. 3D6+32 (half at night or in darkness), 
  P.P. 2D6+12, P.E. 106+20, P.B. ID6, Spd 3D6+30 running. 
  M.D.C.: P.E. number x2 +2D6xl0, however, as a Day Demon, 
  its strength is diminished at night and in darkness: Reduce 
  M.D.C., P.S., and combat bonuses by half and attacks per 
  melee round by two at night or in darkness. (On S.D.C. 
  worlds, the Savage Fury has 2D6x1O Hit Points and 2D4x1O 
  S.D.C.; reduce both along with P.S. and bonuses by half at 
  night. A.R. 13 by day, 7 at night.) 
  Horror Factor: 12 
  Size: 7-9 feet (2. 1 to 2.7 m). 
  Weight: 600 pounds (270 kg); muscles like coiled steel. 
  Average Life Span: Uncertain, 1000+ years; probably immortal. 
  P.P.E.: 106xl0 +20 
  Natural Abilities: Good running speed and can run or fight 
  without pause or exhaustion for 48 hours. Savage Furies are 
  pure physicality and can leap up to 25 feet (7.6 m) high and 
  lengthwise (increase distance 50% with a running start), 
  swim at the same speed as running, can survive depths of up 
  to one mile ( 1 .6 km), and bio-regenerate 3D6 M.D. per melee 
  round. Combat damage only seems to motivate them all the 
  more. Plus dimensional teleport 10% (+25% at ley line 
  nexus). 
  Knows All Languages: Magically understands and speaks 
  all languages at 80%, but cannot read. 
  
  Superior Daytime Vision (special): Sees like a hawk in 
  daylight and possesses polarized vision, reducing glare and 
  preventing the demon from being blinded even by the bright­
  est light. At night, vision is poor and the demon can only see 
  clearly for about 100 feet (30.5 m) without light. 
  Metamorphosis (special): The Savage Fury can turn into a 
  large golden hound (an oversized Boxer, Mastiff and Great 
  Dane being its favorites), or a frail looking, grinning old man 
  with leathered, golden skin and a thick head of bushy blond 
  hair. 
  Berserker Rage of Escape (special): A Savage Fury cannot 
  be chained or incarcerated without sending the creature into a 
  berserker rage bent on breaking free. When this occurs, the 
  demon's strength is increased by 50%, usually pushing it to 
  around 60 or beyond, and enabling it to snap, break, smash or 
  pound its way out of any type of restraint or jail in a matter of 
  minutes. The boosted strength immediately reverts to normal 
  the moment the demon frees itself. Note: Most Savage Furies 
  will fight to the death rather than be taken captive, so if one 
  surrenders easily or doesn't make a fuss about being taken 
  prisoner, you can bet it is up to something. 
  Limited Invulnerability (special): The demon is impervi­
  ous to normal S.D.C. weapons, fIre and heat, as well as radia­
  tion, disease, and poison. Most Mega-Damage weapons 
  inflict full damage, but lasers, plasma and thermal weapons 
  only do half damage. Magic weapons, spells and psionics do 
  full damage. 
  Vulnerabilities: 1 .  The cry of the Blue Jay reveals the demon 
  for its true self, and they can attack and inflict Mega-Dam­
  age. 
  2. Darkness and nighttime (including magical darkness) 
  reduces the demon's M.D.C., P.S., and combat bonuses by 
  half and its attacks per melee round by two. 
  3. Easily provoked to violence and quick to accept physi­
  cal challenges which can often work against the creature. 
  R.C.c. 
  Skills: 
  Land 
  Navigation 
  70%, 
  Climb 
  80/70%, 
  Spelunking 80%, Swim 90%, Skin & Prepare Animal Hides 
  75%, Track Animals 60%, Dowsing 70%, Gardening 60%, 
  Identify Plants & Fruit 80%, and Wrestling. These skills do 
  not improve with experience. The battling demon may pick 
  up and use any ancient or modem weapons but does so with­
  out skill bonuses. Also see Natural Abilities, above and 
  Magic, below. 
  Equivalent Level of Experience: 106 
  Attacks per Melee: Seven. 
  Damage: Bite 106 M.D., head-butt, punch or kick M.D. as per 
  Supernatural P.S. (typically around 506 or 606 M.D., double 
  damage from a power punch but it counts as two melee at­
  tacks), body flip does 406 M.D. and running ram or leap at­
  tack does ID6xlO+8 M.D. and has a 01-65% likelihood of 
  knocking an opponent off his feet (losing initiative and two 
  melee attacks), but counts as two of the Savage Fury's melee 
  attacks, or by weapon or magic. 
  R.C.C. Bonuses (in addition to likely attribute bonuses): +5 
  on initiative, +5 to strike, +2 to parry, +2 to automatic dodge 
  (the act of dodging does not use up a melee attack/action), +3 
  to disarm, +4 to pull punch, +2 to roll with impact or fall, im­
  pervious to save vs Horror Factor, +4 to save vs possession 
  and + 1 on all other saving throws. 
  26 
  Magic: Limited to See the Invisible (4), Sense Evil (2) Sense 
  Magic (2), Cleanse (6), Mystic Alarm (5), and Throwing 
  Stones (5). Spell potency is equal to the demon's experience 
  level. 
  Psionics: None. 
  Enemies: All mortals, particularly demon hunters, soldiers, 
  heroes and people who hold power. The Savage Fury loves to 
  battle, beat and kill heroes above all others, but rarely en­
  gages in torture or taking prisoners or slaves. Tend to see 
  other warrior demons, including Baal-rogs, Shedim, Fenry 
  and Gallu Bulls as rivals, and hate Gargoyles, Brodkil and 
  other sub-demons as unworthy inferiors. 
  Allies: Savage Furies are lone hunters, but are occasionally 
  reined in and commanded by demon lords and other powerful 
  beings, but never for a very long time. They are too wild and 
  independent to be controlled and do not work well in groups, 
  especially not with other Savage Furies who are always try­
  ing to one-up one another. Savage Furies are impressed by 
  raw power and fighting skill, however, and will back down 
  and even kowtow to more powerful beings. They aren't 
  happy about it and don't like serving greater beings, but they 
  will do so from time to time, provided their momentary 
  "master" leads them with an iron fist. Should a leader (proba­
  bly an inhuman one) win over one or more Savage Furies, 
  their fanatical devotion is unshakable and frightening. Under 
  this rare circumstance, the demons will work as a small elite 
  group and even sacrifice their own lives to protect and serve 
  their master in the line of duty. Only the calm, tolerant 
  Spiked Stranglers will accept a Savage Fury into their group 
  without trepidation, partly because they like its initiative and 
  partly because they don't care if the insane brawler gets itself 
  killed or draws them into a conflict. 
  Habitat: Can be found almost anywhere throughout the world 
  but are especially common in North and South America. Ur­
  ban environments, roads and junctions where they can find 
  opponents on a regular basis are the place they want to be, 
  but Savage Furies have a knack for finding opponents to fight 
  wherever they go. 
  Spiked Strangler 
  The Spiked Strangler is another gluttonous beast who thrives 
  on combat, brutality and death. Unlike the many lone hunters 
  and prowlers among Day Demons, the Spiked Strangler is a 
  team player, or more to the point a follower. The dull-witted 
  demon looks toward others for guidance and purpose, fmding it 
  easier to follow than make decisions on their own. If no demon 
  is available, the creature turns to any evil being, including hu­
  mans and particularly Witches and other evil practitioners of 
  magic, to lead it. Spiked Stranglers rarely bother with details, 
  coming up with ideas or developing strategies or tactics. Instead, 
  they look for someone else to give them orders and do all the 
  hard work of thinking and planning. This makes the Stranglers 
  more like patient attack dogs or combat grunts than ravaging 
  monsters. Spiked Stranglers hate personal responsibility or hav­
  ing to think for themselves, and much prefer waiting for orders 
  from someone else or opportunity to fall into their laps. 
  Ironically, they are not lazy and enjoy fighting, slaughter and 
  
  destruction. They also enjoy intimidating and torturing others, 
  but lack the patience to stretch such sweet agony out for more 
  than a few hours before snapping their prisoner's neck or eating 
  them alive. Consequently, its never prudent to leave a Spiked 
  Strangler in charge of prisoners or interrogation, but with super­
  vision, they are excellent minions and henchmen. 
  The Spiked Stranglers' follower mentality and low intelli­
  gence makes them ideal as demon shock troops, watch dogs and 
  savage guardians in the service of greater powers. As guards­
  men they are strong and loyal, never shirk their duty and fight 
  like tigers when faced with intruders or invaders. They are com­
  monly used by Skull Stealers, Ravenous and other evil masters 
  to guard lairs, hideouts, supply depots, prisoners, magic items, 
  loot, and dimensional portals. As shock troopers, they are sent 
  against NEMA soldiers and enemy strongholds and to hunt 
  down escaped prisoners, enemies and competitors like hungry 
  bloodhounds. Simple-minded creatures, they are best suited for 
  straightforward assignments like, "kill anybody who comes this 
  way," "track down the prisoner (or spy or whoever) and kill 
  them (or bring them back)," or "guard this passageway (or bor­
  der, or room, etc.)," "let no one pass," or "kill every NEMA 
  agent you encounter," and so on. 
  One of the odd qualities about the Spiked Strangler is their 
  amazing calm and patience to the point of sometimes seeming 
  27 
  lackadaisical or lazy, sitting and eating or picking at their skin 
  without a care in the world until an enemy shows his face or 
  they are ordered to action. Someone not familiar with the de­
  mons might even be mislead into thinking they are big, dumb, 
  slow moving lugs that represent little danger, but that mistake 
  can cost one his life. When a Spiked Strangler rises to action it 
  fights with the power, determination and ferociousness of an an­
  gry grizzly bear, snapping necks, cracking spines and gutting 
  prey with its massive, clawed hands. When the prey or enemy 
  forces appear, the demon strikes with unbridled fury and sav­
  agery. Once combat is engaged, there is no room for discussion, 
  deal-making, games, or pleas for mercy. Unless the demon's 
  master has issued an order about taking prisoners, the demon 
  will not accept surrender and fights to kill, not stopping until it 
  or its quarry lies dead. The harder the fight, the better the demon 
  likes. That famous patience and calm also helps Spiked Stran­
  glers to keep a clear head, and their low I.Q. and narrow focus 
  keeps helps them to follow orders to the "T" without question or 
  worry. Thus, they seldom waver from their duty or abandon 
  their post unless attacked and dragged way kicking and biting. If 
  a Spiked Strangler has any fear of death, he never shows it, 
  growling, biting and clawing the entire battle without hesitation 
  or fatigue. Fighting to the death is part of the job, and, as one 
  might expect, the Spiked Strangler doesn't waste time thinking 
  about it. 
  When not under the influence of a greater being (including 
  evil humans) the Spiked Strangler fends for itself the best it can. 
  They often gather with ID6 other Stranglers and/or other lesser 
  demons, possibly even turning to a Savage Fury for leadership 
  or living with Demon Rats, Hecklers, Ghouls or Gargoyles. 
  Without a strong leader who isn't a Spiked Strangler, the crea­
  tures keep a low profile, hunting and killing primarily for food 
  and self-defense. Some may try to continue to fulfill whatever 
  their last order was to the best of their ability in perpetuity. 
  Spiked Stranglers are one of the few demons who will slaughter 
  and eat animals as well as humans, but they prefer feasting on 
  human flesh and bones. Likewise, Spiked Stranglers on their 
  own are difficult to flush from their lair, forcing adversaries to 
  come in and get them where the demon has the home advantage. 
  Strange rock formations, twisted wreckage, swamps, bogs, sew­
  ers, caves, tunnels and abandoned buildings are where Spiked 
  Stranglers make their homes. 
  Spiked Stranglers appear as large, humanoid reptiles covered 
  in bumps and spines reminiscent of horned toads. The skin is a 
  pale green with mottled patches of white, brown or grey, the 
  eyes are small and bright green. A pair of tiny horns protrude 
  from the top of their rock hard head, and the monster's maw is 
  nearly the size of an alligator's only it is lined with large, 
  dagger-like teeth. Small spikes cover the creature's tough, leath­
  ery hide, providing the demon with additional physical protec­
  tion. Even when sleeping, the demon usually rests on its 
  
  haunches, always ready to leap to action. The legs are short, but 
  powerful, and the arms are long and disproportionate to the rest 
  of the body, like that of a gorilla. The clawed, shovel-like hands 
  are even more oversized than the arms and serve as lethal ham­
  mering and slashing weapons. The short thin tail ends in a 
  heavy, spiked ball that can whomp attackers sneaking up from 
  behind or from the sides. Spiked Stranglers have little use for 
  magic or weaponry, preferring to strangle or snap the neck or 
  spine of their opponents with their bare hands, or to rip out the 
  throat with their teeth or claws. This makes the demon suscepti­
  ble to long-range attacks and magical countermeasures, but in 
  the carnage of the Great Cataclysm, close, urban combat is the 
  norm, placing the Spiked Strangler in its element. 
  Also Known as the Spiked Lizard and Demon Guard. 
  Race: Lesser Demon. 
  Alignment: 50% are Miscreant and 50% are Aberrant evil, but 
  both are loyal to their own kind and their chosen leaders. 
  Attributes: I.Q. ID4+3, but even the most dull-witted follow 
  orders well and are deadly predators; M.E. ID6+8, M.A. 
  ID6+8, Supernatural P.S. ID6+24, P.P. 2D6+ 10, P.E. 
  2D6+12, P.B. ID6, Spd 2D6+20. 
  M.D.C.: P.E. number x2, +3D6xlO. (On S.D.C. worlds, the 
  demon has 2D4xl 0  +P.E. number for Hit Points, 2D4xl0 
  S.D.C., and an A.R. 14 by day, 10 by night.) 
  Horror Factor: 10 
  Size: 6-7 feet ( 1 .8 to 2.1 m) tall. 
  Weight: 300-400 pounds (135 to 1 80 kg). 
  Average Life Span: Uncertain, 1000+ years; probably immortal. 
  P.P.E.: 2D4x1O 
  Natural Abilities: Fair to good speed, can run or fight without 
  pause or exhaustion for 36 hours, leap up to 8 feet (2.4 m) 
  high and lengthwise, see the invisible, track blood scent up to 
  two miles (3.2 km) away at 72% proficiency, dimensional 
  teleport 5% (+15% at a ley line nexus), and bio-regenerate 
  2D6 M.D. per melee round. 
  Knows All Languages: Magically understands and speaks 
  all languages at 90%, but cannot read. 
  Nightvision: 1000 feet (305 m), plus the demon can see 
  the invisible. 
  Limited Metamorphosis (special): Twice per day the 
  Spiked Strangler can transform into a pale green and grey liz­
  ard or snake that can range in size from 1-8 feet (0.3 to 2.4 
  m), as the demon desires. This metamorphosis can only be 
  performed during daylight hours. 
  Limited Invulnerability (special): Impervious to poison 
  and disease (eats spoiled meat and rotting corpses) as well as 
  normal cold and heat (magic cold- and fIre-based attacks do 
  half damage). Normal S.D.C. weapons do no damage but 
  weapons made from the wood of a Millennium Tree, Holy 
  Weapons, and Rune Weapons inflict double damage. 
  Mega-Damage weapons, spells and psionics inflict full dam­
  age. 
  Vulnerabilities: 1 .  Dogs: Sees dogs as both a rival and a natural 
  enemy; fears them (H.F. 13) and canines inflict the S.D.C. 
  damage as M.D. x2 (so a typical dog bite does 2D4 to 2D6 
  M.D. to Spiked Stranglers). See the Dog description under 
  Animal Vulnerabilities. 
  28 
  2. Darkness and nighttime (including magical darkness) 
  reduces the demon's M.D.C. and P.S. by half, and inhibits 
  metamorphosis. 
  3. Will either fight to the death or flee when their leader is 
  killed or captured. 
  R.C.c. Equivalent Skills: Climb 95%/90%, Rope Works 80%, 
  Prowl 50%, Swim 90%, Horsemanship: Exotic Animals, 
  Land Navigation 70%, Track Humanoids by sight alone 65%, 
  Track Animals 60%, and Wilderness Survival 90%. Also se­
  lect two skills from each of the following skill categories: 
  Wilderness and Ancient W.P., but all stay at fIrst level profi­
  ciency and no skill improves with experience. 
  Attacks per Melee: Five. 
  Damage: Bite does 3D6 M.D., a single clawed fmger does ID6 
  M.D. and a claw strike does 4D6 M.D. +Supernatural P.S. 
  damage (3D6 M.D., that's 7D6 or ID4xl0 M.D. total)! Can 
  parry with its hands, claws, and spiked elbows. 
  The act of strangling/choking does 3D6 M.D. per attack of 
  squeezing. The attack is either done from behind or in such a 
  way that the demon pins its victim's arms with its own over­
  sized and spiked limbs, preventing the victim from being 
  able to strike his attacker. Against ordinary humans without 
  protective magic or M.D.C. body armor, the wind pipe is in­
  stantly crushed and the victim will die without a tracheotomy 
  in ID4 minutes from lack of air. Against armored opponents 
  and magical armor and force fields the damage is done to the 
  main body of the armor, and when that's gone the frail hu­
  man throat is vulnerable to being crushed. In the alternative, 
  the demon may snap the neck or spine (lower back) of 
  unarmored victims with a quick, powerful twist. (Optional 
  Spine Breaking Table: 01-30% paralyzed but the damage is 
  repairable with modem medicine, and a full recovery is ex­
  pected in 1 D4+ 1 months. 31-66% paralyzed from irreparable 
  damage, but partial or full bionic conversion can restore the 
  individual through bio-mechanical means; recovery 
  is 
  4D6+20 days. 67-00% Killed instantly.) 
  R.C.C. Bonuses (in addition to likely attribute bonuses): +3 
  to strike, +5 to parry, +4 to dodge, +4 to pull punch, +3 to 
  disarm, + 1 to roll with impact or fall, and is impervious to 
  Horror Factor, poison, and spoiled food. 
  Magic: Very limited: Lantern Light (1), Cleanse (6), Sense 
  Magic (4), Chameleon (6) and Mystic Alarm (5). 
  Psionics: None. 
  Enemies: Humans and all mortal beings are regarded as prey, 
  slaves and victims. However, unlike other demons, the 
  Spiked Strangler usually hunts only for food or attacks be­
  cause it was told to by a greater power. Hates and fears dogs 
  and all canine beings, including the Fenry of Dyval. Other­
  wise, the easy going demon is content with scaring people, 
  eating them when hungry, and living a quiet life - of course, 
  that never happens because they are drawn to serve more 
  powerful demons, monsters and people who use the Spiked 
  Stranglers for their own evil or world conquering schemes. 
  Thus, its master's enemies are its enemies. 
  Allies: Spiked Stranglers get along with most other demons and 
  supernatural beings, including sub-demons, because they are 
  usually subservient to them and fight on their behalf. Fire­
  thorn, Slithering Screamers, Skull Stealers and Ravenous, 
  
  among many others, fmd them very desirable minions, de­
  fenders and warriors. 
  Habitat: May be found anywhere in the world, but are espe­
  cially numerous in North and South America, China and 
  Russia. They can be encountered day or night, but they prefer 
  to be active during the day when they are most powerful, and 
  sleep during the night unless ordered to do otherwise. 
  Greater 
  Day Demons 
  Slithering Screamer 
  Greater Demon 
  The Slithering Screamer is, arguably, the most hideous of the 
  Day Demons: a screeching, writhing, coiled clump of flesh and 
  tentacles. Each Screamer has three, tangled tentacles with a 
  wicked, slobbering mouth at the end. Three tails also lash and 
  flail about, and buried in the soft, fleshy mass of the main body 
  are three human-looking eyes. Veins in the tentacles throb and 
  pulsate, and the entire body undulates when it moves, all giving 
  the vile creature the appearance that it is in constant pain. Bun­
  dled in a clump, the Slithering Screamer's body is a tangled 
  mass of three tentacles and three tails jammed every which way 
  into a mass of squirming flesh. The maw of each tentacle-head 
  can open a foot and a half to two feet (0.45 to 0.6 m) wide to de­
  liver a vicious bite. The tentacles can also entangle, constrict 
  and crush opponents and prey, but its real power is psionics. 
  Wicked and cunning in the extreme, the Slithering Screamer 
  is only happy when those around it are suffering. In fact, this 
  Day Demon is a master manipulator skilled at instigating hatred, 
  envy, betrayal and pain. It does so by linking its foul essence 
  with as many as three mortal individuals to create Screamer 
  Witches bestowed with its psionic powers (at half the demon's 
  level of power) in exchange for their loyal servitude. Once the 
  pact and mental link is made, the Slithering Screamer sees and 
  29 
  hears everything each of its Witches experiences, but the con­
  nection even goes deeper: the demon can telepathically commu­
  nicate with them regardless of distance and feels their every 
  emotion and knows their most intense thoughts and desires. The 
  emotions give the horrid serpent the pleasure and energy it 
  thrives on, for Slithering Screamers are empathic vampires who 
  feed on emotions born from anger, hate, desire, fear, sorrow, 
  and frustration - and the Screamer Witches serve as the mon­
  ster's main course meal. The chaos and suffering caused by the 
  Witches are delicious desert. 
  Slithering Screamers are movers and shakers who prefer to 
  remain safely hidden while they create trouble and sorrow from 
  behind the scenes through their Witch surrogates. The Witches 
  in tum work their evil, stirring up strife and causing dissension 
  among humans. Since the demon experiences everything its 
  Witches do, right down to their emotions and desires, the 
  Slithering Screamer always knows the right things to whisper in 
  the Witches' ears, making suggestions, encouraging evil, and, 
  when necessary, issuing orders via its telepathy. Most Witches 
  are willing servants who welcome the advice and commands of 
  their master. Those who challenge, ignore or refuse their demon 
  lord discover the hard way that the Screamer can hurt them at 
  will via psionics without any opportunity for the Witch to save. 
  
  Also Known as the Tangled Serpent and Witch Demon. 
  Race: Greater Chaos Demon. 
  Note: Most people don't realize each of the three snake/tentacle 
  heads is a distinct individual with its own intelligence, 
  thoughts and personality. However, the three heads are like 
  simpatico brothers all working together for the same goals: to 
  tear down human civilization, promote cruelty and suffering 
  and to keep the wheels of chaos turning. 
  Alignment: Always Miscreant or Diabolic; select an alignment 
  for each head. 
  Attributes: I.Q. lD6+ 14 (high human intelligence, cunning and 
  conniving; roll the three Mental attributes for each head), 
  M.E. 2D6+14, M.A. lD6+10, Supernatural P.S. ID6+20, 
  P.P. lD6+ 10, P.E. lD6+ 14, P.B. lD4, Spd 3D6+6. 
  M.D.C.: ID6xlO+60 +P.E. number, but reduce M.D.C. and P.S. 
  by 50% when exposed to darkness. (On S.D.C. worlds, the 
  Slithering Screamer has lD4xlO+24 Hit Points and 6D6+ 12 
  S.D.C.; reduce both by 50% at night or in darkness. A.R. 12 
  day or night.) 
  Horror Factor: 14; an eerie and frightening sight. 
  Size: The Slithering Screamer's body is 4-5 feet (1 .2 to 1 .5 m) 
  tall and roughly 5-6 feet ( 1 .5 to 1 .8 m) in diameter. However, 
  the three tentacles and three tails can reach an additional 7-9 
  feet (2. 1  to 2.7 m), making it, overall, about the equivalent of 
  a small car. 
  Weight: 600- 1000 pounds (270 to 450 kg). 
  Average Life Span: Uncertain, probably immortal. 
  P.P.E.: P.E. attribute number x3. I.S.P.: M.E. attribute number x6. 
  Natural Abilities: The Slithering Screamer can crawl along 
  most surfaces, including along walls and ceilings like an in­
  sect, go 72 hours without sleep or rest, turn invisible at will 
  (can be maintained for an indefmite period time), see the in­
  visible, breathe without air, dimensional teleport 30% (+30% 
  at ley line nexus), bio-regenerate 3D6 M.D. per melee round 
  and can regenerate a lost eye (has three of 'em) every 24 
  hours, a lost tail in 48 hours and one lost head/maw/tentacle 
  every 72 hours. Also see Psionics. 
  Knows All Languages: Magically understands all lan­
  guages at 96%, but cannot read except through a Witch's 
  eyes or by reading the mind of those who can read. Can't 
  speak either, but communicates through psionics (empathy, 
  telepathy and psychic link to its Witches). 
  Tails (special): The three tails are prehensile and can 
  strike an opponent and parry like a whip. The tail can also 
  grab and hold objects, turn doorknobs, flips switches and 
  similar basic functions. The use of ancient weapons is done 
  without benefit of bonuses and the use of modem guns is 
  done without bonuses and at a penalty of -4 to strike. 
  Multiple Optics: Each eye can see the invisible, 
  nightvision (1000 feetl305 m), and see into the ultra-violet 
  spectrum of light. Has three eyes, one for each tentacle, but 
  the eye is located in the coil mass. The eyes are positioned in 
  such a way that the monster can see in all directions at once 
  and cannot be attacked from behind or by surprise. 
  Limited Invulnerability (special): Impervious to disease, 
  poison, and normal cold and heat; resistant to Mega-Damage 
  fITe and cold (does half damage). The demon is also impervi­
  ous to normal S.D.C. weapons. Mega-Damage weapons in­
  flict full damage, as do magic weapons and psionics. 
  30 
  Vulnerabilities: 1. Magic. Gets no special bonus to save vs 
  magic, and spells, even cold- and fITe-based ones, do full 
  damage. Magical weapons do double damage and magical re­
  straints cannot be broken or escaped from without outside in­
  tervention. Other spells and M.D. weapons also do full 
  damage. 
  2. The cry of the Blue Jay reveals the demon for its true 
  self and can attack inflicting Mega-Damage. See Animal 
  Vulnerabilities for details. 
  3. Dislikes water and swims at one third its running speed. 
  The number of attacks and combat bonuses are half while 
  treading water. 
  4. Darkness and nighttime (including magical darkness) 
  reduces the demon's M.D.C. and P.S. by half, and inhibits 
  the ability to turn invisible at will or to use any concealment 
  or disguise psi-powers. 
  R.C.C. 
  Equivalent Skills: Land Navigation 90%, Climb 
  90/80%, Swim 60%, Prowl 60%, Seduction 60%, Streetwise 
  80%, Palming 65%, Concealment 70%, Find Contraband 
  80%, Pick Locks 60%, Law 70%, Lore: Demons & Monsters 
  80%, Lore: Psychics & Psionics 90%, Dowsing 50%, Intelli­
  gence 80%, and Interrogation 90%. These skills do not im­
  prove with experience. Also see Natural Abilities, above and 
  Psionics, below. 
  Equivalent Level of Experience: ID6+2 for the average NPC 
  villain. 
  Attacks per Melee: Six. 
  Damage: Bite does 2D6 M.D., tail slash or head butt inflicts 
  ID6 M.D., or by magic or psionics. Constriction attack does 
  4D6 S.D.C. damage per squeeze; each constriction/squeeze 
  counts as one melee action 
  R.C.C. Bonuses (in addition to likely attribute bonuses): +2 
  on initiative, +4 to strike, + 1 to parry, +4 to dodge, +2 to dis­
  arm, +3 to entangle, +3 to pull punch/tail attack, +2 to roll 
  with impact or fall, +4 to save vs Horror Factor, and +2 on all 
  other saving throws. 
  Magic: Globe of Daylight (2), Cleanse (6), Extinguish Fire (4), 
  Levitate (5), Tum Dead (6), Negate Poison (5), Charismatic 
  Aura (10), Calling (8), Ley Line Transmission (30) and Es­
  cape (8). 
  Psionics: I.S.P.: M.E. attribute number x6, plus 10 I.S.P. per 
  level of experience; Master Psychic. Psi-Powers: All Sensi­
  tive powers plus Alter Aura (2), Deaden Senses (4), Death 
  Trance (1), Ectoplasm (6+), Ectoplasmic Disguise (12), Levi­
  tation (varies), Astral Golem (50+), Bio-Manipulation (10), 
  Empathic Transmission (6), Group Mind Block (22), Group 
  Trance (15), Hypnotic Suggestion (6), Mind Bolt (varies), 
  Mind Bond (10), Psychic Body Field (30), Psychic 
  Omni-Sight (15) and Radiate Horror Factor (8). Level of 
  power as per experience. 
  Psychic Scream (special): A Psychic Scream rips through 
  the mind like a brain aneurism, causing the temples to throb, 
  vision to blur and inflicting lD6+2 points of damage direct to 
  Hit Points (double damage if used on its own Screamer 
  Witch, and 5D6 M.D. if the attack is leveled against an 
  M.D.C. creature). The scream affects energy beings, Astral 
  Travelers, Entities and other ethereal beings normally imper­
  vious to physical attack. The scream can only be performed 
  
  once per melee round and counts as one of the monster's me­
  lee actions/attacks. Requires line of sight and close proximity 
  (100 footl30.5 m range) to use this attack (unlimited range 
  only when used on its Witch). 
  In the alternative, the demon can use a less damaging 
  scream, actually three screams, reverberating inside a per­
  son's head. Only the intended victim can hear the screams, 
  and he instinctively knows they mean the Slithering 
  Screamer is nearby or coming for him. The psychic scream 
  can come and go or be done as a constant, non-stop, screech­
  ing. Spell casters have trouble casting invocations higher 
  than fourth level (takes twice as long and requires 50% more 
  P.P.E.), combat bonuses are -2, and those trying to perform a 
  skill do so with a penalty of -20%. The louder the psychic 
  screaming gets, the nearer the Slithering Screamer (and his 
  minions) must be. It can be quite maddening, making sleep 
  or concentration impossible. Note: A Screamer Witch can 
  perform only this lesser scream, not the physically damaging 
  one. Additionally, the Witch will hear a scream and sense 
  his/her creator is in trouble every time the demon suffers 
  physical or emotional damage. The other heads and other 
  Slithering Screamers are impervious to this power. Psychic 
  Sensitives can hear the scream as if it were a faint echo in the 
  distance without suffering any of the penalties or damage, but 
  only when using the power of Empathy, Commune with 
  Spirits or Meditation. 
  Psychic Link to Create Screamer Witch (special): Each 
  serpent can link to one mortal and make him or her its min­
  ion. Union with a human or other mortal gives that individual 
  a direct open link to his demonic master and all of its psionic 
  powers, except this one, at half the level of the master. It also 
  makes the mortal into a minor Mega-Damage being, turning 
  Hit Points, only, into Mega-Damage point for point; S.D.C. 
  remain unchanged. As noted earlier, the link enables the 
  Slithering Screamer to know and feel everything experienced 
  by the mortal, including intense thoughts and desires. More­
  over, the demon can communicate with the Witch through 
  psionics without range limit. Thus, the demon can talk to the 
  Witch whenever it wants, and the Witch can't stop or block 
  the transmission. Likewise, the Witch's demon creator can 
  use any of its psychic powers on the Witch, regardless of dis­
  tance, and the Witch has no chance to save vs any attack di­
  rected at her. The two are one, but the Screamer is in charge, 
  and may use its psionics on the Witch to punish or keep the 
  character in line. Most Screamer Witches don't realize this or 
  that the bond is permanent until it is too late - the only way 
  to break the bond is to, somehow, slay their creator or kill 
  themselves (and the demon will know if they are considering 
  either option). If the Slithering Screamer becomes disen­
  chanted with the Witch, the demon must break their connec­
  tion and find someone new, but the connection can only be 
  severed by death (another reason to keep one's Slithering 
  Screamer happy and satisfied). 
  Enemies: Mortals are the playthings of the gods, and Slithering 
  Screamers think of themselves as dark gods of chaos. Thus, 
  humans are meant for their amusements and to serve as 
  pawns in demonic games. They have no respect for human 
  life and do everything in their power to create turmoil, suffer­
  ing, war and destruction. The collapse of human civilization 
  on a global scale is glorious, and the ensuing chaos and high 
  31 
  levels of magic and dimension spanning energies a rare de­
  light. 
  Other enemies include anybody who interferes with their 
  fun, creatures of light, Demon & Witch Hunters, and heroes 
  in general. They also have an ongoing rivalry with other de­
  mons (particularly Night Demons and Russian Archaic de­
  mons) and beings who also use humans for sport. 
  Allies: Fellow Day Demons, commanding many of the lesser 
  ones as needed or desired, their Witch minions and foolish 
  humans and D-Bees willing to worship or serve them. Rumor 
  has it that Slithering Screamers also associate with dangerous 
  beings known as the Splugorth and their minions and dreaded 
  World Slayer or Apocalyptic Demons. Worshiped by 
  Witchlings and Spiked Stranglers, admired by Hecklers, re­
  spected by Skull Stealers, Firethorn and other demons, and 
  favored minion of the Ravenous. 
  Habitat: Can be found anywhere throughout the world, but are 
  especially common in North America, Africa, Russia, China 
  and Asia. Prefer population centers were there are ample 
  playmates, pawns, fools and worshipers to be found. 
  Skull Stealer 
  Greater Day Demon 
  The Skull Stealer is a gruesome monster who flays and de­
  capitates its victims, eating their skin and brains, and keeps the 
  skull as a trophy. The demon has human-like body and likes to 
  wear human clothing, but any similarities end there. The skin is 
  copper colored, the fmgers and thumb of each hand sport long, 
  crimson claws, and biting snakes seem to grow out from a ser­
  pentine tattoo coiled around the upper torso and each forearm. 
  The left arm has an additional pair of weird tentacles lined and 
  tipped with razor-sharp blades. This and the claws are used to 
  skin and eviscerate its victims. The head is anything but human: 
  blank eyes glow a menacing yellow, the mouth is long and over­
  sized, the teeth are large, flat and cut like scissors, and the 
  tongue is long and pink. A pair of large, curling horns protrude 
  from the forehead, and behind them a massive red Afro rises up 
  from the scalp like a fiery, red cloud. Symbols of darkness are 
  etched into the skin on the chest and forehead, and a pair of 
  long, pointed ears stretch out behind the horns. Three to six 
  skulls representing the demon's latest most worthy "kills" usu­
  ally dangle from its belt or are worn in some other fashionable 
  way as an intimidation tactic and as trophies. 
  Even the Savage Fury avoids these vicious fiends for fear of 
  being pressed into their service. The Firethorn, other Day 
  Demons, Hecklers and most lesser demons fear and respect the 
  Skull Stealers and jump at their command. Consequently, the 
  Skull Stealer can operate as a lone wolf or as a military com­
  mander with a few to scores of other demons forced into their 
  service. Skull Stealers also associate with other Stealers and un­
  affiliated Greater Demons from other clans and dimensions. 
  They are cunning and clever schemers with good heads for strat­
  egies and tactics, setting traps and instigating trouble. However, 
  like most Day Demons, they are arrogant, aggressive and vio­
  lent, preferring straightforward combat and rule through intimi­
  dation, fear and brute force. They can be seen walking the 
  streets of Chaos Earth's shattered cities like kings. Cruel 
  
  r 
  C 
  / 
  power-mongers, they travel the Megaverse looking for king­
  doms to conquer, mortals to enslave, prizes to be won, and set 
  themselves up as Warlords and tyrant kings. They love to con­
  quer, enslave and lord over lesser beings, crushing insurrection, 
  tormenting their subjects for their own amusement, and con­
  stantly doing hurtful and degrading things to remind them who 
  holds the power. Showing these monsters mercy is a mistake, 
  for the fiend will only return for revenge measured in blood. 
  Also Known as Snake Arms for obvious reasons. 
  Race: Greater Chaos Demon. 
  Alignment: Always Miscreant or Diabolic; meanspirited, 
  vengeful and cruel. 
  Attributes: I.Q. ID6+10, M.E. ID6+12, M.A. ID6+10, Super­
  natural P.S. 2D6+30 (half at night or in darkness), P.P. 
  2D6+ 12, P.E. ID6+20, P.B. ID6, Spd 2D6+20. 
  M.D.C.: P.E. number x5 +3D6xl0, however, as a Day Demon, 
  its strength is diminished at night and in darkness: Reduce 
  M.D.C., P.S., attacks per melee and combat bonuses by half 
  at night or in darkness. (On S.D.C. worlds, the Skull Stealer 
  has 2D6xl0 Hit Points and 2D4xlO S.D.C.; reduce both 
  along with P.S. and bonuses by half at night. A.R. 14 by day, 
  8 at night.) 
  Horror Factor: 1 5  
  32 
  Size: Can adjust its size from 5-12 feet ( 1 .5 to 3.6 m) at will. 
  Weight: 600 pounds (270 kg) of muscle. 
  Average Life Span: Uncertain, 1000+ years; probably immortal. 
  P.P.E. : ID6xlOO + 120 
  Natural Abilities: Fair running speed and can fight without 
  pause or fatigue for 72 hours. Skull Stealers are pure physi­
  cality and can leap up to 25 feet (7.6 m) high and lengthwise 
  (increase distance 50% with a running start), swim at the 
  same speed as running, can survive depths of up to one mile 
  (1.6 km), breathe without air, bio-regenerate 4D6 M.D. per 
  melee round and dimensional teleport 30% (+30% at ley line 
  nexus). 
  Knows All Languages: Magically understands, speaks and 
  reads all languages at 90%. 
  Superior Daytime Vision (special): Sees like a hawk in 
  daylight (can see a rabbit-sized target up to two miles/3.2 km 
  away), sees the invisible, and possesses polarized vision, re­
  ducing glare and preventing the demon from being blinded 
  even by the brightest light. At night, vision is fair and the 
  demon can see clearly for about 300 feet (91 .5 m) without 
  light. 
  Snake Arms (special): Can bite opponents in the physical 
  and Astral and ethereal planes of existence. See Damage for 
  details. 
  
  Metamorphosis: Snake (special): The Skull Stealer can 
  turn into a large, but ordinary looking garden snake that ap­
  pears to be innocently slithering along. This metamorphosis 
  is typically used as a disguise to spy upon its enemies, sub­
  jects or own troops, often unnoticed (+10% to Prowl skill). 
  While in snake from, the demon may elect to speak and may 
  cast spells, but has none of his other vaunted powers or com­
  bat abilities (half the attacks per melee in this form). 
  Metamorphosis: Monster Snake (special): The demon 
  can turn into a giant, constricting snake with three heads. The 
  transformation can be performed at will and maintained for 
  as long as desired. This is not a disguise, but an intimidation 
  tactic and opportunity to use attacks not available to it in hu­
  manoid form. As a giant, monstrous snake, the Skull Stealer 
  is 20-30 feet (6. 1  to 9. 1 m) long and has three heads, the cen­
  ter one with curled horns, the other two a bit shorter and 
  without horns. 
  The Homed Snake breathes fIre (5D6 M.D. per blast, with 
  a 100 footl30.5 m range) and fIres beams of light from its 
  eyes (3D6 M.D. for a single eye blast, 6D6 M.D. for simulta­
  neous blasts from both eyes at the same target; range 2000 
  feetl610 m), the other two snake heads breathe blasts of cold 
  (4D6 M.D. each, 90 footl27.4 m range). As usual, the two 
  hornless snakes can see the invisible and can attack the ethe­
  real. 
  Limited Invulnerability (special): The demon is impervi­
  ous to normal S.D.C. weapons, fIre and heat, as well as radia­
  tion, disease, and poison. Most Mega-Damage weapons 
  inflict full damage, but lasers, plasma and thermal weapons 
  only do half damage. Magic weapons, spells and psionics do 
  full damage. 
  Vulnerabilities: 1 .  The cry of the Blue Jay reveals the demon 
  for its true self, and its attacks inflict Mega-Damage. See An­
  imal Vulnerabilities for details. 
  2. Weapons made of iron or having 70% iron content in­
  flict the equivalent S.D.C. damage as M.D. (i.e. an iron mace 
  that does 2D6 S.D.C. would inflict 2D6 M.D.). 
  3. Darkness and nighttime (including magical darkness) 
  reduces the demon's M.D.C., P.S. (and subsequent damage), 
  attacks per melee and combat bonuses by half at night or in 
  darkness. Likewise the damage from its fIre breath, eye 
  beams and snake arm attacks are reduced by half (round up). 
  RoC.C. Skills: Land Navigation 90%, Climb 90/80%, Swim 
  90%, Seduction 60%, Streetwise 80%, Find Contraband 
  90%, Law 80%, Lore: Demons & Monsters 90%, Lore: 
  Magic 90%, Lore: Religion 80%, Interrogation 75%, Detect 
  Ambush 75%, Detect Concealment 75%, Escape Artist 60%, 
  Military Etiquette 70%, Recognize Weapon Quality 80%, 
  and Gemology 85%; these skills do not improve with experi­
  ence. Plus W.P. Chain, W.P. Blunt and W.P. Energy Rifle; 
  all W.P.s are equal to second level profIciency and do not im­
  prove with experience. Also see Natural Abilities, above and 
  Magic, below. 
  Equivalent Level of Experience: ID6+4 for the average NPC 
  villain. 
  Attacks per Melee: Ten total, six for the Skull Stealer himself, 
  plus each of the snake arms get two attacks independent of 
  the Skull Stealer, though they work in concert to protect and 
  defend the demon and slay his enemies. 
  33 
  Damage: Bite 2D4 M.D., punch or kick M.D. as per Supernatu­
  ral P.S. (typically around 4D6 or 5D6 M.D., double damage 
  from a power punch but it counts as two melee attacks), but a 
  claw strike does 3D6 M.D. +Supernatural P.S. damage (7D6 
  M.D. is typical), body flip does 2D6 M.D. A head butt with 
  horns does Supernatural P.S. damage plus an additional 2D6 
  M.D. but counts as two melee attacks and a running ram at­
  tack with the horns does 2D4x1O M.D. and has a 01-65% 
  likelihood of knocking an opponent off his feet (losing initia­
  tive and two melee attacks), but counts as three of the 
  demon's melee attacks. May also use a weapon or magic. 
  Snake Arms (special): The two serpents that form out of 
  the forearms can act independent of the Skull Stealer, but al­
  ways work toward the same purpose. In combat they are al­
  ways alert for enemies sneaking up from the sides or behind 
  and snake around to engage them. The snakes can see the in­
  visible and can bite opponents in both the physical and the 
  ethereaVAstral planes of existence. Thus, they can attack en­
  ergy beings, ghosts and Astral Travelers that are not normally 
  affected by creatures on the physical plane. Damage is 2D6 
  M.D. per bite or the snakes' bite can inflict one of the follow­
  ing magical effects equal to a 3rd level spell without using up 
  any of the Skull Stealer's base P.P.E.: Paralysis: Lesser, 
  Blind, Agony, Fire Bolt (damage to the one bitten), Mental 
  Blast, Spoil (applicable only to food and drink that is bitten), 
  and Repel Animal (specifIcally the animal bitten). Note: Each 
  snake gets only two attacks per melee round and the magic 
  only affec�s the one bitten, provided he does not save vs 
  magic (needs a 14 or higher). A successful save means the 
  magic has no effect and the bite does no damage. 
  R.C.C. Bonuses (in addition to attribute bonuses): +4 on ini­
  tiative, +4 to strike, +6 to parry, +4 to dodge, +2 to disarm, 
  +5 to pull punch, + 1 to roll with impact or fall, impervious to 
  Horror Factor, +5 to save vs possession and +3 on all other 
  saving throws. 
  Magic: Blinding Flash (1), Globe of Daylight (2), Light Target 
  (6), Lightblade (20), Magic Shield (6), Life Drain (25), De­
  flect (10), Reflection (7), Calling (8), Charm (12), Compul­
  sion (20), Domination (10), Trance (10), Mute (50), 
  Constrain Being (20), Expel Demons (35), Fool's Gold 
  (10),Charismatic Aura (10), Mask of Deceit (15), Memory 
  Bank (12), Cleanse (6), See Aura (6), Sense Evil (4), Sense 
  Magic (4), Extinguish Fire (4), Levitate (5), Float in Air (5), 
  Fly as the Eagle (25), Invisibility: Simple (6), Invisibility: 
  Superior (20), Force Bonds (25), Mystic Fulcrum (5), Tum 
  Dead (6), Repel Animal (7), and Tame Beast (60). 
  Psionics: I.S.P.: M.E. attribute number x2. Limited Psionic 
  Powers: Astral Projection (8), Commune with Spirits (6), 
  Read Dimensional Portal (6), and Telepathy (4) (at 5x the 
  normal range). 
  Enemies: All mortals, particularly demon hunters, soldiers, 
  heroes, NEMA troops, and people who hold power, as well 
  as creatures and gods of light. Tend to see other greater de­
  mons as rivals and potential enemies. Hate the Russian Ar­
  chaic demons (ancient rivals), Splugorth (a greater power) 
  and distrust dragons who can be conniving and great powers 
  in their own right. 
  Allies: Day Demons and any demons, sub-demons, creatures of 
  magic, Necromancers, demon worshipers, and mortals will-
  
  ing to accept, serve and/or worship the Skull Stealer. Only 
  the Savage Fury tries to avoid the demon because they hate 
  serving any master, but are frequently pressed into the ser­
  vice of this demon and the Ravenous, though smart leaders 
  send them on assignments where the Fury can work alone or 
  with a couple of Spiked Stranglers. 
  Habitat: Can be found almost anywhere throughout the world 
  but are especially common in North and South America, Af­
  rica, Russia and parts of Asia. Urban environments where 
  there are people to conquer and enslave are preferred. 
  Note: The Skull Stealer's lair or throne room (sometimes 
  throughout the palace and/or kingdom) will be decorated and 
  lined with the skulls of those it has vanquished, which can 
  number into the thousands. In fact the monster's throne, al­
  tars, grand entrances, and other arches and objects may be 
  made entirely of skulls - and just skulls, not other types of 
  bone. 
  Ravenous, Demon Lords 
  The Ravenous are rare, powerful greater Day Demons who 
  border on being true Demon Lords. All Day Demons respect 
  and obey the Ravenous out of fear, as do many lesser Night 
  Demons and other supernatural beings. Even the power hungry 
  Skull Stealers and independent Savage Furies submit to the 
  power and will of the Ravenous. The former often serve the 
  Demon Lords as their commanders, lieutenants, magistrates and 
  34 
  governors. The latter as lone assassins, saboteurs, rabble-rous­
  ers, diversions and, when gathered as a group, shock troops. The 
  Ravenous love to be worshiped and feared and often engage in 
  campaigns to conquer, enslave and rule mortals and other lesser 
  beings. However, they want this only to be important and wield 
  power, they care nothing about the people, commerce or the 
  global environment, and make terrible administrators (the Skull 
  Stealers and Slithering Screamers are better for that). They also 
  usually tear apart their own conquered civilizations by imposing 
  impossible demands, exorbitant tribute/taxes, arbitrary and 
  changing laws, and other conditions that drive the people to re­
  bel or die trying. For one thing, the Ravenous are outrageously 
  demanding and fickle, their needs and desires changing on a 
  whim, and they expect their minions and subjects to cater to 
  those changing needs. For another, Ravenous are bossy, ill-tem­
  pered, petty and cruel, lashing out at their servants and con­
  quered people over the most trite issues. Lashing out, by the 
  way, can be anything from a tongue lashing, beating or fine to 
  agonizing hours (or days) of torture, mutilation, death and 
  wholesale slaughter. Ravenous are especially intolerant of hu­
  mans and other mortals, and treat them worse than a mangy dog. 
  The main reason for the deplorable treatment, however, is that 
  the vile Ravenous are psychic vampires who feed on pain, fear, 
  sorrow, misery and despair, thus they promote it at every turn. 
  1=1 3 1  
  The golden-skinned Ravenous are as monstrous as they 
  come, and have nothing in common with humanity. They under­
  stand human emotions and need only enough to milk the sweet 
  nectars of despair and misery. Even physically, the creature is 
  little more than an insatiable maw suspended on a pair of weird 
  legs. A pair of tentacles that look more like worms are in the 
  place of arms. An equally worm-like tail curls around the body 
  with a life of its own and is three times as long as the body is 
  tall. A second mouth full of shark-teeth crowns the top of the 
  head, only the tongue that protrudes from it is more like a mus­
  cular tentacle that ends with three, thick, flower petal-like fin­
  gers and a single eye in the middle of its palm. Behind the 
  crown of fangs are four eyes mounted on withering, serpentine 
  stalks, each wielding a different magical power with which to 
  strike down or immobilize the demon's enemies. 
  
  As the defacto lords of the Day Demons, the Ravenous are 
  daylight creatures who can be found sunning themselves on hot 
  afternoons and soaking in the warm despair and hot emotions 
  they have cultivated among the people around them. The mon­
  sters function adequately at night and in darkness, but like most 
  of their fellow daytime creatures, they are physically diminished 
  and their magic reduced in the dark of night. Perhaps this why 
  they shun caves and shadowy places for the lofty heights of sun­
  lit mountain peaks, towers, skyscrapers, rooftops and open 
  spaces. 
  Also Known as The Terrible One and Devouring Worm. 
  Race: Lord of the Chaos Day Demons and Harbinger of Despair 
  and Misery. 
  Alignment: Always Diabolic. Self-absorbed, cruel, vindictive, 
  petty and volatile. Torments and kills others when its needs 
  are not immediately satisfied, a terror when its desires are de­
  nied. 
  Attributes: I.Q. lD6+20, M.E. lD6+12, M.A. ID6+ 16, Super­
  natural P.S. 2D6+32 (half at night or in darkness), P.P. 
  lD6+ 1 8, P.E. lD6+20, P.B. ID4, Spd ID6+20. 
  M.D.C.: Main body: P.E. number x3 +5D6xl00, two tentacles: 
  lD6xl00 M.D.C. each, and the tail: lD6xl00+200 M.D.C. 
  Reduce M.D.C., P.S., attacks per melee and level of magic 
  by half at night or in darkness. (On S.D.C. worlds, the Rav­
  enous have 3D6xl00 Hit Points and 2D4xl 00 S.D.C.; reduce 
  Hit Points, S.D.C., P.S., attacks and magical power level by 
  half at night or in darkness. A.R. 14 by day, 8 at night.) 
  Horror Factor: 16 
  Size: Can adjust its size from 8-1 5  feet (2.4 to 4.6 m) at will; 
  tentacles are as long as the body is tall and the tail tentacle is 
  three times that size. 
  Weight: 1600 pounds (720 kg). 
  Average Life Span: Uncertain, probably immortal. 
  P.P.E.: lD6x100 +550. I.S.P.: M.E. attribute number x5. 
  Natural Abilities: Fair running speed and can fight without 
  pause or fatigue indefmitely as long as the atmosphere is 
  filled with fear, despair and sorrow (along with other emo­
  tions). Can leap up to 25 feet (7.6 m) high and lengthwise 
  (increase distance 50% with a running start), swims at the 
  same speed as running, can survive depths of up to one mile 
  ( 1 .6 km), breathes without air, bio-regenerates lD6x1O M.D. 
  per melee round and lost limbs, eyes, eye stalks, regenerate at 
  the dawn of the next new day, teleport self 92%, and dimen­
  sional teleport 50% (+30% at a ley line nexus). 
  Knows All Languages: Magically understands, speaks and 
  reads all languages at 90%. 
  Superior Daytime Vision (special): Sees like a hawk in 
  daylight (can see a rabbit-sized target up to two miles/3.2 km 
  away), sees the invisible, and possesses polarized vision, re­
  ducing glare and preventing the demon from being blinded 
  even by the brightest light. Nightvision is fair and the demon 
  can see clearly for about 500 feet (152.2 m) without light. 
  Worm Arms/Tentacles (special): Can punch, whip, entan­
  gle and strangle. See Damage for details. 
  Metamorphosis: Golden Human (special): Looks like a 
  homely, golden skinned human with tangled hair reminiscent 
  of worms. This guise is taken to walk among humans without 
  35 
  causing a panic or to spy upon others in the mortal world (in­
  cluding his own allies and minions). 
  Metamorphosis: Giant Golden Worm (special): The 
  Demon Lord can tum into a 40 foot (12.2 m) golden-skinned 
  worm that can tunnel underground or crawl through tunnels 
  at twice its running speed. At head of the worm is its giant 
  maw, large enough to bite a man in half or swallow him 
  whole (2D4xlO M.D.; each biting attack counts as one at­
  tack). While in worm form, all of its light-based magic spells 
  do double damage and have triple the range, but only when 
  out in the light of day. Underground, in the dark or at night, 
  the worm is half the size, bite damage is half, and its M.D.C. 
  is half, light spells do half their normal damage and have half 
  their normal range and duration. Furthermore, when trapped 
  in darkness, no other magic spells can be cast until the Rav­
  enous resumes its normal appearance or the fmds the light of 
  day. (Yes, a Globe of Daylight will do the trick, but its dura­
  tion is half because it is cast in darkness.) This metamorpho­
  sis is typically used for dramatic effect, fun and to access 
  tunnels or dig/travel underground or to make good an escape 
  by burrowing underground. (Like a worm the soft earth col­
  lapses behind it, covering its trail and preventing others from 
  following through its tunnel.) 
  Four Eye Stalks (special): Each eye and eye stalk has 
  120 M.D.C. (60 Hit Points in an S.D.C. environment, A.R. 
  12), can see the invisible, has nightvision 500 feet (1 52.4 m), 
  is +2 to strike, +4 to dodge, and fIres a beam of light that has 
  special magical properties. In all cases, the range of the eye 
  beam is 500 feet (152.4 m), cast at 6th level proficiency, and 
  each eye has one attack per melee round (4 total). The eyes 
  are constantly looking around, vigilant for sneak attacks. 
  1 .  Fire Ball, same as the spell, but at no P.P.E. cost. 
  2. Call Lightning, same as the spell, but at no P.P.E. cost. 
  3. Wisps of Confusion, same as the spell, but at no P.P.E. 
  cost. 
  4. Wind Rush, same as the spell, but at no P.P.E. cost. 
  If severed from the body, the eye and its stalk regenerates 
  at the dawn of the next new day. The same is true of the ten­
  tacle arms and tail. 
  Mouth Stalk (special): The petal-like appendages can 
  function like a hand, though a bit clumsy (-5% to skill perfor­
  mance). The eye in the palm of the hand-like appendage can 
  see in all spectrums of light, sees the invisible, has 
  Nightvision (1000 feet/30.5), and can fIre a laser-like beam 
  of light that does 4D6 M.D., range 2000 feet (6 10 m), once 
  per melee round. 
  Limited Invulnerability (special): The demon is impervi­
  ous to normal S.D.C. weapons, fIre and heat, as well as radia­
  tion, disease, and poison. Most Mega-Damage weapons 
  inflict full damage, but lasers, plasma and thermal weapons 
  only do half damage. Magic weapons, spells and psionics do 
  full damage. 
  Vulnerabilities: 1 .  The cry of the Blue Jay reveals the demon 
  for its true self, and its attacks inflict Mega-Damage. See An­
  imal Vulnerabilities for details. 
  2. Weapons made of iron or having 70% iron content in­
  flict the equivalent S.D.C. damage as M.D. (i.e. an iron mace 
  that does 2D6 S.D.C. would inflict 2D6 M.D.). 
  3. Darkness and nighttime (including magical darkness) 
  reduces the demon's M.D.C., P.S. (and subsequent damage), 
  
  attacks per melee and level of magic by half. Likewise the 
  spell strength of the eyes is reduced by half. 
  R.C.c. Skills: Land Navigation 90%, Climb 90/80%, Swim 
  90%, Seduction 60%, Streetwise 80%, Find Contraband 
  90%, Law 80%, Lore: Demons & Monsters 90%, Lore: 
  Magic 90%, Lore: Religion 80%, Interrogation 75%, Detect 
  Ambush 75%, Detect Concealment 75%, Escape Artist 60%, 
  Military Etiquette 70%, Recognize Weapon Quality 80%, 
  and Gemology 85%; these skills do not improve with experi­
  ence. Also see Natural Abilities, above and Magic, below. 
  Equivalent Level of Experience: 2D6 
  Attacks per Melee: 1 1  total, six by hand to hand combat with 
  the tentacles, or six via psionic attacks or three by spell, plus 
  two for the tail-tentacle, one each (4 total) for each of the 
  eye-stalks, and the one laser attack from the mouth-stalk. 
  Damage: Bite ID6xlO M.D., tentacle/tail punch/strike, kick or 
  stomp as per Supernatural P.S. (typically around 4D6 or 5D6 
  M.D., double damage from a power punch but it counts as 
  two melee attacks), body flip does 2D6 M.D. The tentacles 
  can also be used to entangle and hold/pin and opponent (no 
  damage) or constrict and crush the entangled victim, does 
  4D6 M.D. per squeeze, each counting as one of the six at­
  tacks. 
  R.C.C. Bonuses (in addition to attribute bonuses): +4 on ini­
  tiative, +4 to strike, +6 to parry, +4 to dodge, +2 to disarm, 
  +5 to pull punch, + 1 to roll with impact or fall, impervious to 
  save vs Horror Factor, +5 to save vs possession and +3 on all 
  other saving throws. 
  Magic: Of all the known Day Demons, the Ravenous wield the 
  greatest magic, which they use with ruthless glee to elevate 
  them to lord and master over their fellow demons and pitiful 
  mortals. However, the range of magic is unusual. All Spell 
  Invocations Levels 1, 3, 7, and 1 5, plus Cleanse (6), Con­
  cealment (6), Fear (5), Mystic Alarm (5), Blind (6), Mute 
  (50), Magic Net (7), Life Blast (15), Lightning Arc (30), 
  Swords to Snakes (50), Speed of the Snail (50), Spoil (Water 
  & Food, 30), Death Curse (Special), Aura of Power (4), Aura 
  of Doom (40), Negate Magic (30), Dessicate the Supernatural 
  (50), Banishment (65), Commune with Spirits (25), Exorcism 
  (30), Expel Demons (35), Forcebonds (25), Tum Dead (6), 
  Negate Poison (5), Sustain (12), Charismatic Aura (10), 
  Charm (12), Calling (8), Locate (30), Teleport: Lesser (1 5), 
  Ley Line Transmission (30), Escape (8), Repel Animals (7), 
  and Protection Circle: Simple (45) and Superior (300). Magic 
  is cast at the experience level of the demon (half in darkness). 
  Psionics: I.S.P.: M.E. attribute number x5. Limited Psionic 
  Powers: Astral Projection (8), Commune with Spirits (6), 
  Read Dimensional Portal (6), Sense Dimensional Anomaly 
  (4), Sense Time (2), Remote Viewing (10), Telepathy (4) (at 
  lOx the normal range), Empathy (4), and Empathic Transmis­
  sion (6). 
  Enemies: All mortals, particularly demon hunters, soldiers, 
  heroes, NEMA troops, and people who hold power, as well 
  as creatures and gods of light. Tends to see other races of de­
  mons as rivals and potential enemies. Hates the Russian Ar­
  chaic demons (ancient rivals), Splugorth (a greater power) 
  and distrusts dragons who can be conniving and great powers 
  unto themselves. 
  36 
  Allies: Day Demons and any demons, sub-demons, creatures of 
  magic, Necromancers, demon worshipers, and mortals will­
  ing to accept, serve and/or worship it. 
  Habitat: Can be found almost anywhere throughout the world 
  but are especially common in North and South America, Af­
  rica, Russia and parts of Asia. Urban environments where 
  there are people to conquer and enslave are preferred. 
  • 
  • 
  World Slayer 
  Demons 
  • 
  • 
  World Slayers are Apocalyptic Demons drawn to people and 
  places during times of global (or cosmic) crisis. It is said their 
  appearance indicates an "end time," be it an end of an era, civili­
  zation, people/race, world or entire galaxy. Thus, their presence 
  here, on Earth, so quickly in the advent of the Great Cataclysm 
  is extremely disturbing. Not only that, but dozens of bands of 
  World Slayers have been identified in virtually every country on 
  the planet. The appearance of so many Apocalyptic Demons is 
  exceedingly rare and indicates a global catastrophe that has ram­
  ifications on a cosmic scale. It also signifies that the dominant 
  intelligent life form on Earth teeters on the verge of extinction, 
  and it's the World Slayer's job to push them over the edge. Un­
  like most other demons, who are opportunistic predators, con­
  querors, and tormentors out for themselves and the general 
  perpetration of wickedness and chaos, World Slayers are highly 
  disciplined monsters on a mission: destroy humankind, starting 
  with tearing down civilization and promoting savagery. In North 
  America that makes NEMA, defenders of life, protectors of 
  technology and soldiers of civilization (along with other cham­
  pions of justice, peace and goodness), their prime target. 
  World Slayers always operate in squads of four: a 
  Desecrator, Desolator, Strife, and Subjugator. They work in tan­
  dem toward the same goals and perform as a well oiled team 
  whose members play to each other's strengths and watch their 
  comrades' backs. If one or more are captured the other team­
  mates orchestrate a rescue (probably by manipulating lesser be­
  ings). If one or more are killed, the remaining teammate(s) 
  immediately begins a campaign of revenge. If the lost ones are 
  satisfactorily avenged (namely, those responsible are slain or 
  made to suffer horribly), the lost team members will be replaced 
  with new ones of the corresponding type, just one day appearing 
  out of nowhere. If vengeance cannot be achieved, the remaining 
  World Slayer(s) wanders the countryside inflicting death and 
  destruction until he too is destroyed. 
  Unlike Day, Night and Archaic Demons, World Slayers are 
  not affected or diminished by light or dark. Their powers and 
  abilities remain constant day and night, though they do have 
  their vulnerabilities. 
  • 
  • 
  
  The Desecrator 
  Part Amazon warrior, part siren, all monster, this she-demon 
  is a killing machine that uses whatever means are available to 
  destroy Earth's defenders and tear down the last vestiges of hu­
  man civilization. Deception, sex, lust, greed, fear, hate, and love 
  are as deadly in the hands of the Desecrator as any modem or 
  37 
  magical weapon, because she knows how to tum the knife of ev­
  ery emotion to get the desired result. Her feminine wiles are as 
  developed and dangerous as her killer instinct. Though the 
  Desecrator prefers open combat, the she-demon is highly skilled 
  in the arts of subterfuge, manipulation, lies and subtlety. When 
  direct force is too obvious or inappropriate, the demon takes the 
  form of a beautiful woman in order to seduce and influence men 
  of power. The stroke of a hand and a kiss in the right place, ac­
  companied by a gentle suggestion, disturbing observation or cut­
  ting criticism whispered in the right ear, at the right moment, 
  can pit brother against brother, tum son against father, and insti­
  gate murder, treachery, injustice, revenge, a hasty decision, 
  genocide, or war, and ultimately start a process that may send 
  untold thousands to the grave and put civilization one step 
  closer to oblivion. 
  The Desecrator is truly a heartless witch devoid of mercy and 
  kindness, closed to compassion and regret, and driven to de­
  stroy. Only triumph and destruction bring this miserable crea­
  ture joy, while failure and defeat drive a stake through the block 
  of ice that is her heart. Being tricked or bested by humans, espe­
  cially as the result of self-sacrifice or raw goodness, makes the 
  Desecrator crazy with anger and frustration, and may provoke 
  her to become reckless or desperate, or simply to vent her rage 
  on the next poor soul she happens upon. Desecrators love to in­
  flict pain and suffering, engaging in torture and brutality at ev­
  ery opportunity, and usually defile the body of their victims, 
  especially important figures, by ripping out the heart (or other 
  organs) and eating it. 
  The Desecrator's natural demon form is that of a giant, fe­
  male warrior. The skin is gray with a light green pallor, the hair 
  black and long, and her slender fingers tipped with nails that 
  magically tum into short, curved claws. The curvaceous demon 
  might almost be attractive if not for the hideous, noseless face, 
  fangs and glowing white eyes rimmed with red. A decadent se­
  ductress, the Desecrator is usually scantily clad in bits of black 
  or red leather, designed to make her seem less threatening (or 
  more desirable) so opponents underestimate her and she can rip 
  out their throats. Usually wears an ornate headdress or helmet, 
  has a magical dagger or M.D. energy weapon slung on her hip, 
  and an enchanted sword, mace or other ancient weapon slung 
  over her shoulder. 
  Also Known as Lady Deathbringer. 
  Race: World Slayer, considered to be a Greater Demon and har­
  binger of destruction. 
  Alignment: Always Diabolic; ruthless, cold, arrogant, and con­
  descending. Often the team leader. 
  Attributes: I.Q. 106+18, M.E. ID6+13, M.A. ID6+16, Super­
  natural P.S. ID4+3 1 ,  P.P. 106+20, P.E. 106+20, P.B. 
  106+ 10 (106+20 in mortal guise), Spd 2D6+60 (can run 
  faster than 45 mph/72 km). 
  M.D.C.: 6D6xlO+96. (On S.D.C. worlds, the Desecrator has 
  3D6xlO +P.E. number for Hit Points, and 2D6xl0+46 S.D.C. 
  and an A.R. of 13.) 
  Horror Factor: 13 
  Size: 8- 10 feet (2.4 to 3 m) tall; thin and muscular. 
  Weight: 500 pounds (225 kg). 
  Average Life Span: Unknown, probably immortal. 
  
  P.P.E.: 1D6xlO+46 
  Natural Abilities: Excellent running speed and can run or fight 
  without pause or fatigue for 24 hours. Can leap up to 30 feet 
  (9. 1 m) high and lengthwise (increase distance 50% with a 
  running start), doesn't breathe air, can survive depths of up to 
  one mile ( 1 .6 km), dimensional teleport 25% (+25% at ley 
  line nexus), sees the invisible, Nightvision 600 feet (183 m), 
  bio-regenerate 2D6 M.D. per melee round and dimensional 
  teleport 10% (+15% at a ley line nexus). 
  Knows All Languages: Magically understands and speaks 
  all languages at 96%, but reads at only 60%. 
  Metamorphosis Humanoid: The demon can use metamor­
  phosis to transfonn into a beautiful, female human (or D-Bee 
  or any mortal humanoid) with a P.B. of 1D6+20. The trans­
  fonnation can be maintained indefmitely or switched from 
  mortal to demon or another lovely lady at will. However, the 
  demon cannot make herself look exactly like another living 
  female (may look similar, like a sister or cousin, but there are 
  glaring differences), unless the demon kills the woman and 
  eats her eyes, tongue and heart. If that is done, the demon 
  looks and sounds exactly like the deceased, but the disguise 
  can only be maintained for 30 days, and once abandoned 
  (changes appearance) it cannot be recaptured. 
  Shoot Energy Beams from the Eyes (special): A defense 
  mechanism that inflicts 2D6 M.D. per blast (lD6 M.D. per 
  eye) and has a maximum range of 50 feet (15.2 m). Each 
  blast counts as one melee attack. 
  Use Any Weapon: The Desecrator has the innate ability to 
  pick up and use any weapon (ancient, modem or alien) and 
  wield it at 5th level W.P. proficiency; excludes demolitions. 
  Limited Invulnerability (special): The demon is impervi­
  ous to nonnal S.D.C. weapons unless they are made of silver. 
  Impervious to Horror Factor, disease, poison and nonnal fire 
  and cold (M.D. fire and cold do half damage). Man-made 
  Mega-Damage weapons inflict full damage, as do magic 
  weapons, spells and psionics. 
  Vulnerabilities: 1. Weapons made of silver inflict the equiva­
  lent S.D.C. damage as M.D. (Le. a sword made of, or coated 
  in, silver that inflicts 2D6 S.D.C. would inflict 2D6 M.D. to 
  the demon). Holy Weapons, Demon Slaying weapons, and 
  items made from Millennium Trees inflict double damage. 
  2. Tends to underestimate humans, ignores their feelings 
  and nature (sometimes giving herself away as being inhu­
  man), and is overconfident and arrogant. 
  R.C.c. Skills: Basic Math 95%, Land Navigation 95%, Climb 
  95/85%, Dance 90%, Sing 85%, Sew 80%, Swim 95%, Track 
  Humanoids 85%, Track Animals 70%, Wilderness Survival 
  75%, Dowsing 70%, Prowl 65%, Pick Locks 75%, Pick 
  Pockets 80%, Palming 85%, Concealment 90%, Seduction 
  50% (+30% in mortal fonn), Streetwise 90%, Art 85%, Forg­
  ery 80%, Detect Ambush 75%, Escape Artist 70%, Interroga­
  tion 75%, Lore: Demons & Monsters 90%, Recognize 
  Weapon Quality 85%, and can use any weapon equal to a 5th 
  level W.P. These skills do not increase with experience. 
  Equivalent Level of Experience: ID4+4 for the typical NPC 
  villain. 
  Attacks per Melee: Eight physical or two by magic. 
  Damage: Bite 2D6 M.D., head-butt, punch or kick M.D. as per 
  Supernatural P.S. (5D6 S.D.C. on a restrained punch, 4D6 
  38 
  M.D. on a full strength punch, ID4xl0 on power punch, but 
  it counts as two melee attacks), or by weapon or magic. 
  R.C.c. Bonuses (in addition to likely attribute bonuses): +3 
  on initiative, +4 to strike, +3 to parry, +2 to dodge, +3 to dis­
  arm, +5 to pull punch, +2 to roll with impact or fall, impervi­
  ous to save vs Horror Factor, +3 to save vs mind control, +8 
  to save vs possession and + 1 on all other saving throws. 
  Magic: Limited to the following spells, provided the demon has 
  sufficient P.P.E.: Aura of Power (4), Charismatic Aura (10), 
  Charm (12), Calling (8), Distant Voice (10) and Words of 
  Truth (15). Spell potency is equal to the demon's experience 
  level. 
  Psionics: None. 
  Enemies: Those that fate has earmarked for annihilation (in this 
  case, Earthlings), people of advanced (and particularly peace­
  ful) civilizations, the gods of light, and demon hunters, 
  heroes and do-gooders in general. Don't like or trust dragons 
  and most creatures of magic. In North America, NEMA is 
  seen as their primary enemy and obstacle. 
  Allies: Only the other World Slayers and the fabled Four Horse­
  men of the Apocalypse are regarded as true, trustworthy al­
  lies, all others, even worshipers of demons and death, as well 
  as fellow demons are viewed with suspicion and concern. 
  However, the Desecrator will work and associate with any­
  one, including good characters, to achieve its goals or if it 
  leads to mass destruction, genocide or the defeat of a greater 
  enemy. The best schemes are when the demon achieves her 
  team of World Slayers' goal and she is able to bring down or 
  destroy the good characters or rivals who helped them to ac­
  complish the task. Allies beware, the Desecrator is as duplici­
  tous, self-serving, ruthless and treacherous as they come. Of 
  course, half the time, those aiding the demon don't know 
  who she is or what are her real goals. 
  Habitat: Found worldwide. At least a hundred bands of World 
  Slayers are active in North America alone. 
  Desolator 
  The Desolator is equal parts tank, wrecking ball and transpor­
  tation system. His function within the World Slayers is heavy 
  support for the rest of the team, weapon of mass destruction, and 
  transportation via magic and dimensional portals. The demon is 
  not dumb or foolish, but does live to battle and destroy. A one 
  demon wrecking crew, the Desolator can punch, kick and ram 
  his way through buildings, stomp vehicles and hammer oppo­
  nents into oblivion. When unleashed in full force, the giant takes 
  on the heaviest enemy defenses, armored vehicles and troops. 
  However, the Desolator is a team player and often takes the role 
  of support unit, hanging back to run interference for the other 
  World Slayers and coming to their rescue when they get in a 
  jam (again, fulfilling the roll of transportation by creating en­
  trances and exits and helping to extract his comrades from com­
  bat situations that get too hot). 
  Desolators are huge, tough, armored, and ready for action. 
  The giant has grayish brown skin that is as hard and cold as 
  steel. Terra cotta red armored plates provide additional protec­
  tion to the knees, forearms, head, neck and spine. A single, ar­
  mored hom grows from the center of the forehead and is used 
  
  for ramming and gouging, just as the clawed fmgers are used to 
  rip and tear. The demon's small white eyes glow when angry 
  and the destroyer seems to have a perpetual, snarling grimace 
  etched on its face. Desolators are happiest when destroying or 
  fighting. 
  Also Known as the Rift Giant. 
  Race: World Slayer, considered to be a Greater Demon and har­
  binger of destruction. 
  Alignment: Always Diabolic; ruthless, impatient and hungry 
  for action. 
  39 
  Attributes: I.Q. 1D6+ 13, M.E. 1D6+ 12, M.A. 1D6+6, Super­
  natural P.S. 1D4+50, P.P. 1D6+ 1 5, P.E. 1D6+22, P.B. 
  ID6+2, Spd 2D6+50 (can run faster than 40 mph/64 km). 
  M.D.C. : 1D6xl00+360. (On S.D.C. worlds, the Desolator has 
  ID6xl 00 for Hit Points, 4D6xlO+60 S.D.C. and an A.R. of 
  16.) 
  Horror Factor: 13 at under 20 feet (6. 1  m), H.F. 15 20+ feet 
  (6. 1 m) and H.F. 17 at 30 feet (9. 1 m). 
  Size: One of its powers is the ability to change size from as 
  small as 12 feet (3.6 m) to a 30 foot (9. 1  m) behemoth. 
  Weight: Two tons at its smallest size, 20 tons at its largest. 
  Average Life Span: Unknown, probably immortal. 
  P.P.E.: 4D6xl0+ 1 80. Note: Seldom uses more than half in 
  combat, keeping the rest in reserve for transportation and es­
  cape (often drawing on the Blue Zones/ley lines for the rest 
  of the energy required for powerful magic). 
  Natural Abilities: Excellent running speed and can run or fight 
  without pause or fatigue for 24 hours. Can leap up to 50 feet 
  (15.2 m) high and lengthwise (increase distance 50% with a 
  running start), doesn't breathe air, swims at double its run­
  ning speed, can survive ocean depths of up to three miles (4.8 
  km), sees the invisible, Nightvision 1000 feet (305 m), 
  bio-regenerates ID4xl0 M.D. per melee round and dimen­
  sional teleport 50% (+35% at a ley line nexus). 
  Knows All Languages: Magically understands and speaks 
  all languages at 96%, but reads at only 60%. 
  Super-Regeneration (special): The demon can regrow lost 
  appendages or eyes overnight (12 hours), and can return from 
  the dead, missing parts regrown, in three days (72 hours). 
  The only way to stop the rebirth process is to remove the 
  heart, put a solid silver stake through it and toss it in the sea 
  or one of the great lakes, or into a volcano or lava pit where, 
  after 72 hours, the heart dissolves and the demon is slain. Un­
  fortunately, very few people know this about the Desolator. 
  Oh, and when the Desolator returns from the dead, he is one 
  angry giant, hot for revenge. 
  Laser Beams from the Eyes (special): The giant can fire at 
  will, a laser beam from each eye. A single blast does 2D6 
  M.D., a simultaneous dual blast at the same target does 4D6 
  M.D. (the beams cannot be divided between two different 
  targets). Range is 1600 feet (488 m). Either a single or dou­
  ble blast counts as one melee attack. 
  Limited Invulnerability (special): The demon is impervi­
  ous to normal S.D.C. weapons unless they are made of silver. 
  Impervious to Horror Factor, disease, poison and normal frre 
  and cold (M.D. frre and cold do half damage). Man-made 
  Mega-Damage weapons inflict full damage, as do magic 
  weapons, spells and psionics. 
  Vulnerabilities: 1 .  Weapons made of silver inflict the equiva­
  lent S.D.C. damage times two as M.D. (Le. a sword made of, 
  or coated in, silver that inflicts 2D6 S.D.C. would inflict 4D6 
  M.D. to the demon). Holy Weapons, Demon Slayers and 
  items made from a Millennium Tree inflict double damage. 
  2. Tends to underestimate humans, is overconfident, arro­
  gant and given to violence. The Desolator's solution to ev­
  erything is to crush, kill, and destroy. 
  R.C.C. Skills: Basic Math 90%, Land Navigation 95%, Climb 
  85/75%, Swim 95%, Track Humanoids 75%, Track Animals 
  
  60%, Wilderness Survival 75%, Streetwise 70%, Detect Am­
  bush 75%, Detect Concealment 70%, Interrogation 75%, Ba­
  sic Electronics 75%, Basic Mechanics 80%, General Repair 
  & Maintenance 85%, Jury-Rig 60%, Salvage 60%, Carpentry 
  70%, Lore: Demons & Monsters 90%, and W.P. Blunt, W.P. 
  Sword, and W.P. Shield at 4th level proficiency. These skills 
  do not increase with experience. 
  Equivalent Level of Experience: ID4+3 for the typical NPC 
  villain. 
  Attacks per Melee: Six physical, or two by magic. 
  Damage: Bite 2D6 M.D. (+2D6 M.D. at 30 feetl9. 1  m), 
  head-butt, punch, kick and tear/rip attacks inflict M.D. as per 
  Supernatural P.S. (1D6 M.D. on a restrained punch, 1D6x10 
  on a full strength punch, 2D6x l O on a power punch but it 
  counts as two melee attacks). A running ram strike with its 
  armored head and horn does 2D6x10+40 M.D. but counts as 
  three melee attacks. Or the behemoth may use a weapon (typ­
  ically a girder, vehicle or chunk of a building used as a club) 
  or magic. 
  ac.c. Bonuses (in addition to likely attribute bonuses): +2 
  on initiative, +3 to strike in hand to hand combat, +4 to strike 
  with eye beams, +4 to parry, +3 to disarm, +6 to pull punch, 
  +3 to roll with impact or fall, +2 to save vs mind control, +6 
  to save vs possession and + I on all other saving throws. 
  Note: Apply an additional + I to strike, parry and disarm, and 
  +10 M.D. when 30 feet (6 m) tall. 
  Magic: Limited to the following spells, provided the demon has 
  sufficient P.P.E.: 
  Spells of Destruction & Combat: Barrage (1 5), Collapse 
  (70-400), Crushing First (12), Electric Arc (8), Energy Dis­
  ruption (12), Energy Sphere (120), Fire Ball (10), Frequency 
  Jamming (15), Implosion Neutralizer (12), Targeted Deflec­
  tion (15), Mend the Broken (10+), and Mystic Fulcrum (5). 
  DimensionaVTransportation-Based 
  Magic: 
  Circle 
  of 
  Travel (600), D-Step (50), Dimensional Portal (1000), Di­
  mensional Teleport (800), Ley Line Fade (20), Ley Line 
  Transmission (30), Plane Skip (65), Re-Open Gateway (1 80), 
  Rift to Limbo (160), Rift Teleportation (200), Teleport: 
  Lesser (15), and Teleport: Superior (600). Spell potency is 
  equal to the demon's experience level. 
  Psionics: None. 
  Enemies: Those that fate has earmarked for annihilation, people 
  of advanced (and particularly peaceful) civilizations, the gods 
  of light, and demon hunters, heroes and do-gooders in gen­
  eral. Don't like or trust dragons and most creatures of magic. 
  In North America, NEMA is seen as their primary enemy and 
  obstacle. 
  Allies: Only the other World Slayers and the fabled Four Horse­
  men of the Apocalypse are regarded as true, trustworthy al­
  lies, all others, even worshipers of demons and death, as well 
  as fellow demons are viewed with suspicion and concern. 
  However, the Desolator will work and associate with anyone, 
  including good characters, if it leads to mass destruction, 
  genocide or the defeat of a greater enemy. 
  Habitat: Found worldwide. At least a hundred bands of World 
  Slayers are active in North America alone. 
  40 
  Strife 
  Strife are hideous, crimson demons that bring wo�, mishap, 
  and suffering to mortals. This World Slayer is the least physical 
  of the apocalyptic demons, choosing to rely on magic more than 
  muscle. Magic that inflicts pain and disadvantages, sickness and 
  despair, and causes all manner of trouble and strife. However, 
  though Strife prefer to use magic to inflict suffering, the demon 
  can handle itself in combat and is not to be underestimated. Ad­
  ditionally, mortal opponents need to remember that the World 
  Slayers work together as a well oiled machine of destruction. 
  Strife's role is to attack first or from the shadows to soften up 
  the enemy with magic that debilitates, weakens and confuses. 
  Strife may also hang back to see how the battle unfolds before 
  targeting key adversaries to turn the tide of the battle. More than 
  debilitators and strategists working to undermine one's enemies, 
  the Strife are sadistic monsters who love to cause disease, fam­
  ine, riots, genocide, madness and human suffering of every type 
  and magnitude, the more widespread, the better. That means 
  their escapades go beyond magical afflictions to include con­
  taminating water supplies, destroying generators and power sup­
  plies, acts of sabotage, promoting squalid conditions and 
  encouraging inhumanity to man. Furthermore, they derive great 
  pleasure watching their handiwork, soaking in the suffering and 
  carnage like a happy child on Christmas day. 
  Strife are bloated, crimson demons reminiscent of a slug on 
  two legs. The face is featureless except for a snarling mouth 
  filled with pearly white teeth and fangs. Throbbing veins roll 
  from the forehead down the back, while the faceless head seems 
  to melt into the chest, skipping the neck entirely. The two-fin­
  gered hands and two-toed feet are adorned with powerful suc­
  tion cups on the bottoms, enabling the demon to scale walls and 
  cling to ceilings, slick surfaces and fast moving vehicles. 
  Though not as openly violent and combat oriented as the other 
  World Slayers, the Strife are equally aggressive, cruel and dan­
  gerous, just a bit more subtle and magical about it. When it co­
  mes down to hand to hand combat, however, Strife can handle 
  themselves well and fight to incapacitate or cripple their oppo­
  nents so they may return to inflict a lasting suffering before fi­
  nally slaying them. Strife are the interrogators and torturers of 
  the group, and delight in extracting moans of terror and agony 
  before they even begin to ask questions. How the demon sees is 
  anyone's guess, and they speak in a husky whisper that only 
  adds to their creepiness. 
  Also Known as the Crimson Slayer. 
  Race: World Slayer, considered to be a Greater Demon and har­
  binger of destruction. 
  Alignment: Always Diabolic; cold-hearted and sadistic. An ut­
  terly ruthless, but patient and calculating schemer and strate­
  gist. 
  Attributes: I.Q. 1D6+ 15, M.E. 1D6+ 16, M.A. 1D6+8, Super­
  natural P.S. ID4+25, P.P. 1D6+ 12, P.E. 1D6+22, P.B. 1D4, 
  Spd 2D6+23 (can run faster than 20 mph/32 km). 
  M.D.C.: 
  5D6xl 0+52. 
  (On 
  S.D.C. 
  worlds, 
  Strife 
  have 
  2D6xl 0+60 for Hit Points, 2D6xl0 S.D.C. and an A.R. of 
  10.) 
  Horror Factor: 15 
  
  Size: 5-6 feet (1.5 to 1 .8 m). 
  Weight: 450-500 pounds (202.5 to 225 kg). 
  Average Life Span: Unknown, probably immortal. 
  P.P.E.: 5D6xl0+3 10. I.S.P.: M.E. attribute number x4. 
  Natural Abilities: Fair running speed (the slowest in the 
  group), but can run or fight without pause or fatigue for 48 
  hours. Cannot leap, doesn't breathe air, swims at double its 
  running speed, can survive ocean depths of up to two miles 
  (3.2 km), sees the invisible, Nightvision 1000 feet (305 m), 
  41 
  bio-regenerates 3D6 M.D. per melee round and dimensional 
  teleport 10% (+30% at a ley line nexus). 
  Knows All Languages: Magically understands and speaks 
  all languages at 96%, but cannot read. 
  Super-Regeneration (special): The demon can regrow lost 
  appendages overnight (12 hours), and can return from the 
  dead, missing parts regrown, in three days (72 hours). The 
  only way to stop the rebirth process is to remove the heart, 
  put a solid silver stake through it and toss it in the sea or one 
  of the great lakes, or into a volcano or lava pit where, after 72 
  hours, the heart dissolves and the demon is slain. Unfortu­
  nately, very few people know this about Strife. 
  Suction Cup Hands and Feet (special): Small, but power­
  ful suction cups are onto the bottoms of the demon's hands 
  and feet. They enable the creature to climb walls, ceilings 
  and any type of surface, porous and smooth, like an insect. 
  Climbing speed is half the running speed. 
  Limited Invulnerability (special): The demon is impervi­
  ous to nonnal S.D.C. weapons unless they are made of silver. 
  Impervious to Horror Factor, disease, poison and nonnal fire 
  and cold (M.D. fire and cold do half damage). Man-made 
  Mega-Damage weapons inflict full damage, as do magic 
  weapons, spells and psionics. 
  Vulnerabilities: 1 .  Weapons made of silver inflict the equiva­
  lent S.D.C. damage times two as M.D. (Le. a sword made of, 
  or coated in, silver that inflicts 2D6 S.D.C. would inflict 4D6 
  M.D. to the demon). Holy Weapons, Demon Slayers and 
  items made from a Millennium Tree inflict double damage. 
  2. More than underestimating humans, Strife regard them 
  as dumb, soft, loathsome animals only good for slave labor, 
  brutalizing, eating, and conducting terrible experiments to 
  study how much pain and mutilation they can endure before 
  dying or going catatonic. Ironically, this gives humans an 
  edge, because Strife never expect true genius or resourceful­
  ness from humans and often take on more than they can han­
  dle. 
  R.c.c. Skills: Basic Math 98%, Advanced Math 90%, Biology 
  96%, Chemistry 96%, Chemistry: Analytical 85%, Medical 
  Doctor (equivalent) 80%, Pathology 85%, NuclBio/Chem 
  Warfare 75%, Preserve Food 80%, Land Navigation 90%, 
  Navigation 90%, Climb 98/90%, Prowl 75% (+5% when on 
  the ceiling or other unlikely place), Swim 98%, Streetwise 
  60%, Intelligence 80%, Interrogation 85%, Lore: Demons & 
  Monsters 98%, and Lore: D-Bee 80%. Doesn't use weapons 
  for any reason, relying on magic and its innate abilities. 
  These skills do not increase with experience. 
  Equivalent Level of Experience: ID4+3 for the typical NPC 
  villain. 
  Attacks per Melee: Four physical or psionic attacks, or two by 
  magic. 
  Damage: Bite 2D6 M.D. (+2D6 M.D. at 30 feetl9. 1  m), 
  head-butt, punch, kick and tear/rip attacks inflict M.D. as per 
  Supernatural P.S. (ID6 M.D. on a restrained punch, ID6xlO 
  on a full strength punch, 2D6x lO on a power punch but it 
  counts as two melee attacks). The monster may also use a 
  hand-held weapon, but relies heavily on its magic and 
  psionics. 
  R.C.c. Bonuses (in addition to likely attribute bonuses): +2 
  on initiative, +3 to strike in hand to hand combat, +2 to parry, 
  
  +1 to dodge, +2 to disann, +4 to pull punch, +3 to roll with 
  impact or fall, +4 to save vs mind control, +7 to save vs pos­
  session and +2 on all other saving throws. 
  Magic: Limited to the following spells, provided the demon has 
  sufficient P.P.E.: Agony (20), Armorbane (100), Aura of 
  Death (12), Aura of Doom (40), Befuddle (6), Blind (6), Cha­
  meleon (6; a favorite), Curse: Luck (40), Curse: Minor Disor­
  ders (10), Curse: Phobia (40), Death Curse (Special), Death 
  Trance (1), Desiccate the Supernatural (50), Dishannonize 
  (150), Dispel Magic Barriers (20), Distant Voice (10), En­
  ergy Disruption (12), Fear (5), Fool's Gold (10), Frequency 
  Jamming (15), Heavy Air (200), House of Glass (12), Life 
  Drain (25), Light Healing (6), Locate (30), Mental Shock 
  (30; special: must be touching victim), Magic Net (7), Mute 
  (50), Negate Mechanics (20), Paralysis: Lesser (5), Realm of 
  Chaos (70), Remove Curse (140), Repel Animals (7), Sick­
  ness (50), Spoil (30), Summon & Control Canines (50), Sum­
  mon & Control Rodents (70), 
  Summon Fog (140), 
  Watchguard (10), Wave of Frost (6), Weight of Duty (10) 
  and Wisps of Confusion (40). Spell potency is equal to the 
  demon's experience level. 
  Psionics: LS.P.: M.E. attribute number x4. Abilities: All 
  Healing (used to hurt and torture rather than heal, unless it is 
  to prevent a victim from dying so he can be subjected to 
  more suffering), 
  plus Psychic Omni-Sight (15), Remote 
  Viewing (10), Sense Time (2), Sixth Sense (2), Telepathy 
  (4), Meditation and Psychosomatic Disease (30). 
  Enemies: Those that fate has eannarked for annihilation, people 
  of advanced (and particularly peaceful) civilizations, the gods 
  of light, and demon hunters, heroes and do-gooders in gen­
  eral. Don't like or trust dragons and most creatures of magic. 
  In North America, NEMA is seen as their primary enemy and 
  obstacle. 
  Allies: Only the other World Slayers and the fabled Four Horse­
  men of the Apocalypse are regarded as true, trustworthy al­
  lies, all others, even worshipers of demons and death, as well 
  as fellow demons, are viewed with suspicion and concern. 
  Unlike the other World Slayers, Strife never, personally, 
  work with humans because they fmd them beneath contempt, 
  but may use them like enslaved and mistreated animals. 
  Habitat: Found worldwide. At least a hundred bands of World 
  Slayers are active in North America alone. 
  The Subjugator 
  The Subjugator conquers, dominates, belittles and enslaves 
  mortal beings. Those who stand in his way are "removed," one 
  way or the other. All must submit to the will of the World 
  Slayers, and their will is to tear down human civilization and 
  send humankind back into the 
  Stone 
  Age. 
  Thus, the 
  Subjugator's attributes, skills and magic are designed for two 
  purposes: to force others to submit to the World Slayers views, 
  and to destroy all who oppose them. This makes the Subjugator 
  part conqueror, part enforcer, and part overlord. However, nei­
  ther the Subjugator nor the other World Slayers seek to conquer 
  and rule the Earth for themselves, rather they want to conquer 
  and eliminate order and culture in favor of chaos and savagery. 
  Their mission is to destroy civilization, foster chaos and usher in 
  42 
  a new dark age. When they have accomplished that, they will 
  leave. Until then, or until the tide can be turned (if it can be 
  turned), the World Slayers remain active undermining the foun­
  dation of civilization through both physical and emotional per­
  suasion, and nurturing fear, ignorance and barbarism. Thus, it is 
  
  the Subjugator who keeps the World Slayers focused on their 
  mission, serving as a strong second-in-command (the aggressive 
  and forceful Desecrator is typically the group leader) and the 
  driving force behind the team. 
  A cunning, malignant being, the Subjugator uses any means 
  necessary to accomplish their mission, which means he and his 
  demon clan may conquer an entire people or usurp the leader­
  ship of a nation to bring about betrayal and war. The 
  Desecrator 's role is subtle manipulation of leaders, the 
  Desolator prompts action through aggression and terror, Strife 
  works the undercurrents of misfortune, and the Subjugator or­
  chestrates it all, filling in any missing pieces. Sometimes that in­
  spiration or nudge comes through an alliance with humans, 
  motivating them to go to war because they believe they can't 
  lose and are guaranteed to win the revenge, power, wealth or 
  freedom they covet, because the demons lead the charge (and 
  have, perhaps, promised victory) - the World Slayers don't care 
  if their side wins or loses, because either way humans die and 
  civilization crumbles a little bit more. Other times, motivation is 
  grudging, won through direct conquest of people, and as the 
  new leaders, the World Slayers send them to war, even if it is 
  certain death - either way the conquered humans face death, for 
  if they don't comply, the World Slayers will destroy them. 
  Other times, conflict is instigated by subtle manipulation, or 
  putting a fool or puppet in power, and still other times, the 
  World Slayers simply ravage and pillage on their own (or egg 
  on or trick other demons to attack helpless humans). There are 
  countless means by which the Subjugator and his teammates 
  work to accelerate the collapse of civilization and further deni­
  grate the human spirit. 
  When someone steps up to challenge or stop them, the 
  Subjugator is usually the first to answer the challenge and elimi­
  nate the threat. When faced with powerful or a large number of 
  enemies, the evil gang works together, in concert, to destroy 
  them, and may enlist the aid of others - humans, demons and 
  others who fit the bill or can be manipulated as pawns (some­
  times without ever realizing it) - to triumph. 
  On his own, the Subjugator is an intimidating figure dressed 
  in black leather and wielding a huge, wicked looking, pole 
  arm-like axe. The demon's head is stem, monstrous, ridged 
  skull with a large pair of horns protruding from the sides where 
  one might expect to fmd the ears. The ears and nose are just 
  slots, and the eyes glow a menacing white, rimmed with red. In 
  combat, the Subjugator is a fmesse warrior, using cunning, 
  speed and accuracy rather than brute strength. He is clever and 
  resourceful, uses every trick and deception in the book to win, 
  and is merciless against those who dare defy his will. 
  Also Known as Axe-man. 
  Race: World Slayer, considered to be a Greater Demon and har­
  binger of destruction. 
  Alignment: Always Diabolic; ruthless, cold, and dismissive. 
  Fast thinking, resourceful and intuitive. 
  Attributes: I.Q. ID6+14, M.E. ID6+1 8, M.A. ID6+18, Super­
  natural P.S. ID6+24, P.P. ID6+22, P.E. ID6+ 1 8, P.B. 
  ID6+1 (lD6+1 8  in mortal guise), Spd 2D6+50 (can run 
  faster than 40 mph/64 km). 
  M.D.C.: 6D6xl0+50. (On S.D.C. worlds, the Subjugator has 
  43 
  3D6xlO +P.E. number for Hit Points and 2D6xl0+46 S.D.C. 
  and an A.R. of 13.) 
  Horror Factor: 13 
  Size: 7-9 feet (2. 1 to 2.7 m) tall; thin and muscular. 
  Weight: 200 pounds (90 kg). 
  Average Life Span: Unknown, probably immortal. 
  P.P.E.: 2D6xl 0+ 1 12 
  Natural Abilities: Excellent running speed and can run or fight 
  without pause or fatigue 24 hours. Can leap up to 20 feet (6. 1 
  m) high and lengthwise (increase distance 50% with a run­
  ning start), doesn't breathe air, can survive depths of up to 
  one mile ( 1 .6 km), dimensional teleport 25% (+25% at ley 
  line nexus), sees the invisible, Nightvision 600 feet (183 m), 
  bio-regenerates 2D6 M.D. per melee round and dimensional 
  teleport 10% (+15% at a ley line nexus). 
  Knows All Languages: Magically understands, speaks and 
  reads all languages at 96%. 
  Metamorphosis Humanoid: The demon can use metamor­
  phosis to transform into an attractive male human (or D-Bee 
  or any mortal humanoid) with a P.B. of ID6+18. The trans­
  formation can be maintained indefmitely or switched from 
  mortal to demon or another handsome man at will. However, 
  the demon cannot make himself look exactly like another liv­
  ing male (may look similar, like a brother or cousin, but there 
  are glaring differences), unless the demon kills the man and 
  eats his eyes, tongue and liver. If that is done, the demon 
  looks and sounds exactly like the deceased, but the disguise 
  can only be maintained for 30 days, and once abandoned 
  (changes appearance) it cannot be recaptured. 
  Shoot Energy Beams from the Eyes (special): A defense 
  mechanism that inflicts 2D6 M.D. per blast (ID6 M.D. per 
  eye) and has a maximum range of 100 feet (30.5 m). Each 
  blast counts as one melee attack. 
  Magical Axe of Adjudication: The Subjugator has a magic 
  pole arm with a giant-meat cleaver-like axe as its blade. The 
  weapon is somehow linked to the demon and is indestructible 
  as long as its owner remains alive, but should he die, the axe 
  turns to dust. The Axe of Adjudication does 5D6 M.D. (dou­
  ble damage to gods and creatures of light), does double dam­
  age on a roll of a Natural 20 (unmodified by bonuses), 
  teleports back into the hand of its master if dropped, lost or 
  left behind, is capable of Turning or holding at bay up to 600 
  Animated Dead by raising it over the head, and can instantly 
  restore ID6xl 0+60 M.D.C. to its owner twice per 24 hours. 
  Note: The Subjugator can magically empower and use other 
  weapons, but the axe and pole arm (axe) are his favorites. 
  Limited Invulnerability (special): The demon is impervi­
  ous to normal S.D.C. weapons unless they are made of silver. 
  Impervious to Horror Factor, disease, poison and nonnal fire 
  and cold (M.D. fire and cold do half damage). Man-made 
  Mega-Damage weapons inflict full damage, as do magic 
  weapons, spells and psionics. 
  Vulnerabilities: 1 .  Weapons made of silver inflict the equiva­
  lent S.D.C. damage as M.D. (Le. a sword made of, or coated 
  in, silver that inflicts 2D6 S.D.C. would inflict 2D6 M.D. to 
  the demon). Holy Weapons, Demon Slaying weapons, and 
  items made from a Millennium Tree inflict double damage. 
  2. Believes he and hi � cohorts can always outsmart and 
  
  overpower the best of them. Finds humans to be little more 
  than an amusement. This overconfidence and lack of respect 
  for the enemy frequently makes the Subjugator underestimate 
  humans, and miscalculate their own force of will and deter­
  mination. 
  R.C.c. Skills: Basic Math 95%, Land Navigation 65%, Acro­
  batics 90%, Climb 90/80%, Dance 90%, Swim 95%, Com­
  puter Operation 
  95%, 
  Computer 
  Programming 
  85%, 
  Computer Hacking 50%, Cryptography 65%, Radio Basic 
  90%, Surveillance Systems (& Tailing) 85%, Demolitions 
  90%, Demolitions Disposal 75%, Find Contraband 70%, 
  Prowl 65%, Seduction 50% (+15% in mortal form), Street­
  wise 90%, Escape Artist 70%, Intelligence 75%, Research 
  90%, Writing 70%, Lore: Demons & Monsters 90%, and 
  W.P. Axe and W.P. Pole Arm at 4th level proficiency, and 
  W.P. Energy Pistol and W.P. Energy Rifle at 2nd level profi­
  ciency. These skills do not increase with experience. 
  Equivalent Level of Experience: ID4+4 for the typical NPC 
  villain. 
  Attacks per Melee: Five physical or two by magic. 
  Damage: Bite 2D6 M.D., head-butt, punch or kick M.D. as per 
  Supernatural P.S. (5D6 S.D.C. on a restrained punch, 4D6 
  M.D. on a full strength punch, ID4xlO on power punch, but 
  it counts as two melee attacks), or by weapon or magic. 
  R.c.c. Bonuses (in addition to likely attribute bonuses): +3 
  on initiative, +4 to strike, +3 to parry, +2 to dodge, +3 to dis­
  arm, +5 to pull punch, +2 to roll with impact or fall, impervi­
  ous to save vs Horror Factor, +3 to save vs mind control, +8 
  to save vs possession and + 1 on all other saving throws. 
  Magic: Limited to the following spells, provided the demon has 
  sufficient P.P.E.: Agony (50), Animate & Control Dead (20), 
  Armor of Ithan (10), Blinding Flash (1), Globe of Daylight 
  (2), Carpet of Adhesion (10), Cloak of Darkness (6), Con­
  strain Being (20), Distant Voice (10), Domination (10), 
  Dragon Fire (40), Eyes of the Wolf (25), Energy Bolt (5), 
  Ensorcel (400), Escape (8), Expel Demons (35), Fireblast (8), 
  Forcebonds (25), Frostblade (15), Fly as the Eagle (25), Ma­
  nipulate Objects (2), Mask of Deceit (1 5), Magic Pigeon 
  (20), Magic Shield (6), Magic Warrior (60; a mirror image of 
  himself), Negate Magic (30), Phantom Mount (45), Power 
  Bolt (20), Power Weapon (35), Second Sight (20), See Aura 
  (6), See in Magic Darkness (125), Sense Evil (2), Sense 
  Magic (4), Shatter (5), Shadow Meld (10), Soultwist (170), 
  Spinning Blades (20), Sub-Particle Acceleration (20), 
  Sorcerous Fury (70), Swap Places (300), Telekinesis (8), 
  Trance (10), Tum Dead (6), Winged Flight (35) and Words 
  of Truth (15). Spell potency is equal to the demon's experi­
  ence level. 
  Psionics: None. 
  Enemies: Those that fate has earmarked for annihilation (in this 
  case, Earthlings), people of advanced (and particularly peace­
  ful) civilizations, the gods of light, and demon hunters, 
  heroes and do-gooders in general. Don't like or trust dragons 
  and most creatures of magic. In North America, NEMA is 
  seen as the primary enemy and obstacle. 
  Allies: Only the other World Slayers and the fabled Four Horse­
  men of the Apocalypse are regarded as true, trustworthy al­
  lies, all others, even worshipers of demons and death, as well 
  44 
  as fellow demons, are viewed with suspicion and concern. 
  However, the Subjugator will work with and use anyone, in­
  cluding good characters, to achieve his goals or if it leads to 
  mass destruction, genocide or the defeat of a greater enemy. 
  The best duplicitous campaigns are when the demon achieves 
  its goal and is able to bring down or destroy the good charac­
  ters or rivals who helped them to accomplish the task. Allies 
  beware, like the Desecrator, the Subjugator will lie, cheat and 
  use anyone to accomplish his goals and to reap more death 
  and destruction. Of course, half the time, those being manip­
  ulated by the demon don't know who he is or anything about 
  his secret agenda. 
  Habitat: Found worldwide. At least a hundred bands of World 
  Slayers are active in North America alone. 
  • 
  Night Demons 
  Lesser Demons 
  Bumble Ball 
  Grave Treader 
  Grim Hunter 
  Heckler 
  Hell's Wrath 
  Nightwind 
  Raging Doom 
  Shimmering Slayer 
  Greater Demons 
  Corruptor, The 
  Grotesk, The 
  • 
  As the name suggests, Night Demons typically come out at 
  night to stalk their prey and cause havoc. Most sleep during the 
  day, like vampires, or retreat from the light of day to a dark 
  sanctuary where sunlight can't reach them. Such inner sanctums 
  are often underground, but can be any location above the surface 
  provided it is shielded from the sun's rays. If necessary or desir­
  able, most Night Demons can function during the daytime, how­
  ever, their powers are greatly diminished: typically M.D.C., P.S. 
  and combat bonuses are reduced by half, and certain abilities 
  may not work during the day even when shielded from the sun. 
  For some Night Demons, the light of day hurts and prolonged 
  exposure can destroy them. Most sleep from dawn till early eve­
  ning, awaking 1-4 hours before the sun actually sets, anxious to 
  be on the prowl. Those who are diminished in daylight, but not 
  physically harmed, may set out early under the cover of a cloak, 
  hooded robe or heavy clothing and wide brimmed hat, or lurk in 
  the long shadows of dusk. The ash and dirt filled skies of Chaos 
  Earth make even the brightest day overcast and hazy. Cloudy 
  winter days are a dark twilight and resemble the night sky a 
  short time before the sun sets, inviting Night Demons to wander 
  
  outdoors even during the day. However, even in twilight condi­
  tions, Night Demons are diminished during the daytime hours. 
  The danger is that those demons normally harmed or killed by 
  sunlight can walk in the twilight haze wearing minimal protec­
  tive clothing without fear of injury from the sun. Their powers 
  may be diminished, but they remain formidable and as evil as 
  ever. 
  Note: Under normal conditions, Night Demons vulnerable to 
  sunlight dare not leave the safety of their dark lairs until the sun 
  has completely set. Conditions on Chaos Earth make anytime 
  playtime. Still, most nocturnal monsters tend to sleep through 
  most of the daytime. Besides, the light of day is the domain of 
  the Day Demons who are envious and hostile toward their more 
  famous Night Demon rivals. Thus, Day Demons usually attack 
  any Night Demon who dares to intrude on "their time," espe­
  cially if the nocturnal fiend is a lone individual or interfering in 
  the Day Demons' affairs. These two classes of demons are 
  fierce rivals, with the Night Demons feeling superior and the 
  lesser known Day Demons hating them for it. This means there 
  may be opportunities when human characters can pit or play one 
  off the other to their advantage. 
  Lesser 
  Night Demons 
  Bumble Ball 
  The Bumble Ball is a weird-looking, pathetic creature kicked 
  around by other demons, often quite literally. This tormented 
  lesser demon appears to be a hairy basket ball with a beak-like 
  nose and mouth, tiny black eyes and arms that resemble back­
  ward wings stripped of their feathers. The feet are bird-like tal­
  ons but they and the legs seem impossibly small to support the 
  bulbous demon. Instead of a feathered tail, the creature has a 
  45 
  thick, pink, fleshy one that is often rather mangled from other 
  demons stomping, pulling and twisting it. A whipping boy for 
  the larger, more powerful Night Demons, the Bumble Ball is 
  constantly maligned, yelled at, kicked, battered and beaten. Its 
  tail is regularly used as a handle by which demons pick the mis­
  erable little beast up to better verbally berate it and then toss it 
  aside. Bumble Balls should have a fluffy black mane of hair, ex­
  cept the other demons rip it out in patches. To escape trouble 
  they can tuck their legs in and roll like a ball, steering and 
  changing direction with a tip of their arms or tail. 
  More slaves than equals, Bumble Balls typically serve pow­
  erful demons and monsters, functioning as servants to get the 
  door, pull or carry packages, serve food and drink, fetch things, 
  spy on others, deliver messages and warnings, and function as 
  butlers, yes-men and scapegoats. Without hands, it can use its 
  two pointed limbs to peck and scratch with amazing dexterity, to 
  the point that they can pick locks and use their limbs like Chi­
  nese chopsticks. The mangled tail is prehensile like that of a 
  monkey, and functions as a hand that can grab, grip, hold and 
  carry items. The tail can wield a melee weapon such as a 
  dagger, sword or club, and even fire a gun, though the latter is 
  used with a penalty of -3 to strike. 
  Bumble Balls have been known to help humans, offering 
  them warnings, pointing out brewing trouble and even helping 
  them to escape from, or slay, their powerful masters or other de­
  mons and monsters. Not very bright, the Bumble Ball's treach­
  ery is usually discovered and the little being is kicked and 
  punished severely for its disloyalty. Don't feel too bad for the 
  round little demons, Bumble Balls are mean, petty, vindictive 
  creatures who would treat others just as badly if the roles were 
  reversed. As it is, the only reason they help humans at all is to 
  get back at their bigger, stronger kin who pick on them all the 
  time. Helping mortals is nothing more than a means to end, us­
  ing them (as any demon WOUld) to extract revenge they can't ac­
  complish on their own. 
  Hideous fiends in their own right, Bumble Balls may feed on 
  the remains of the dead, but prefer to catch, kill and eat small 
  animals from birds and rats to household pets (Le., dogs and 
  cats). They love eating small animals, usually by grabbing them 
  with their tail or skewering them with their pointed arms and 
  eating them alive! When one screws up enough courage and 
  gets the opportunity, a Bumble Ball may attack and feed on peo­
  ple still alive but trapped under debris, and the sickly, but most 
  enjoy capturing, tormenting (like it is by the larger demons) and 
  eating small children (age 2-8). Any child taken captive by a 
  Bumble Ball will be harassed, pushed around and mistreated for 
  2D6+ 2 hours before the demon kills and eats it. 
  If the little 
  fiend can keep the child hidden from its demon master, it may 
  keep the child alive as its personal slave for ID6+ 1 days, but 
  that happens only 20% of the time. 
  Also Known as Bowling Ball Demon and Tumbleweed Demon. 
  Race: Lesser Chaos Demon. 
  Alignment: Always Miscreant or Diabolic, sad and humbled 
  creatures boiling with suppressed anger and cruelty. Vindic­
  tive, mean, petty and cruel. 
  Attributes: I.Q. ID4+5 (low to average human intelligence), 
  M.E. 106+3, M.A. 106+1, Supernatural P.S. ID6+12 (half 
  in sunlight or daytime), P.P. ID6+12, P.E. 106+16, P.B. 
  
  1D4, Spd 2D6+ 12 running (triple when rolling like a bowling 
  ball). 
  M.D.C.: P.E. number x3. Reduce M.D.C. and P.S. by 50% dur­
  ing the day or in sunlight. (On S.D.C. worlds, the demon has 
  6D6 +P.E. number for Hit Points, 6D6 S.D.C. and an A.R. of 
  10; reduce all by 50% during the day.) 
  Horror Factor: 8 
  Size: About the size of an inflated beach ball with legs. Roughly 
  2 feet, six inches (0.8 m) in diameter, plus a three foot (0.9 
  m) long tail. Total height seldom exceeds three feet (0.9 m). 
  Weight: 80 pounds (36 kg). 
  Average Life Span: Uncertain, probably immortal. 
  P.P.E.: P.E. attribute plus 6D6. 
  Natural Abilities: Rolls like a ball at double its running speed, 
  and can remain active for 12 hours without feeling tired or 
  needing to rest. Cannot leap. Doesn't breathe air, floats on 
  water, sees the invisible, Nightvision 1000 feet (305 m), di­
  mensional teleport 5% (+ 1 5% at a ley line nexus) and bio-re­
  generates 1D6 M.D.C. per melee round. 
  Knows All Languages: Magically understands and speaks 
  all languages at 90%, but cannot read. 
  Prehensile Tail (special): The tail can be used like a tenta­
  cle to grab, entangle or punch, as well as to grab, carry and 
  use weapons. 
  Infrared and Thermo-Imaging Vision: Can see perfectly in 
  smoke as well as see and follow the heat signatures of 
  warm-blooded animals and hot running machines (car en­
  gines, etc.). Range: 1000 feet (305 m). Track via heat-signa­
  tures at 70% (-50% in temperatures of 90+ degrees 
  Fahrenheit). 
  Limited Invulnerability (special): The demon is impervi­
  ous to normal S.D.C. weapons (unless they are made of sil­
  ver), as well as being impervious to normal fIre, cold, disease 
  and poison. Man-made Mega-Damage weapons inflict full 
  damage, as do magic weapons, spells and psionics. 
  Vulnerabilities: 1. Weapons made of silver inflict the equiva­
  lent S.D.C. damage as M.D. (i.e. a dagger made of, or coated 
  in, silver that inflicts 1D6 S.D.C. would inflict 1D6 M.D. to 
  the demon). 
  2. The light of day (including the magical Globe of Day­
  light) reduces the demon's P.S. and M.D.C. by half, but does 
  not impede or harm the creature in any other way. 
  R.C.C. Skills: Bumble Balls pick up a surprising amount of 
  knowledge skulking around, listening and following orders. 
  Basic Math 80%, Land Navigation 90%, Swim 98% (floats), 
  Prowl 50%, Track Humanoids 55%, Tailing (from the Sur­
  veillance skill) 60%, Palming 60% (with tail), Concealment 
  45%, Pick Pockets 65%, Pick Locks 70%, Streetwise 75%, 
  Ventriloquism 60% (often used to lure victims to them and 
  trick people), Lore: D-Bees/Aliens 55%, Lore: Demons & 
  Monsters 80%, Lore: Faeries 75% (Bumble Balls hate them), 
  Lore: Mythology 60%, and Lore: Cattle & Animals 70%. 
  Also see Natural Abilities, above and Magic, below. 
  Equivalent Level of Experience: 1D4 
  Attacks per Melee: Four physical attacks or two by magic. 
  46 
  Damage: Bite 1D6 M.D., stab with stick-like arms 1D6 M.D., 
  head-butt, punch or tail swipe does M.D. as per Supernatural 
  P.S. (typically 1D4 or 1D6 M.D.), or by rolling attack. The 
  rolling or "bowling ball" attack has a 01-88% likelihood of 
  knocking opponents up to 1 0  feet (3 m) tall (half that against 
  larger opponents) off their feet, causing the victim to lose ini­
  tiative and two melee attacks, and to take 4D6 S.D.C. points 
  of damage (when applicable). The little demons can ramp-up 
  rolling speed so quickly (in 2-3 seconds) that it counts as one 
  melee action. This is their favorite means of attack and es­
  cape. 
  R.C.C. Bonuses (in addition to likely attribute bonuses): +2 
  to strike in hand to hand combat including the use of the tail, 
  +2 to parry, +2 to dodge standing, but +5 to automatic dodge 
  when rolling (an automatic dodge means the act of dodging 
  does not use up a melee attack), + 1 to pull punch, +5 to roll 
  with impact or fall, and +3 to save vs Horror Factor. 
  Magic: Limited to the following spells, provided the demon has 
  sufficient P.P.E.: Death Trance (1), Thunder Clap (4), Levita­
  tion (5), Chameleon (6), Invisibility: Simple (6), and Invisi­
  bility: Superior (20). Spell potency is equal to the demon's 
  experience level. 
  Psionics: None. 
  Enemies: Bumble Balls despise Hecklers, who relentlessly 
  mock and tease them, and they hate Faerie Folk, especially 
  the small, pretty Faeries, Sprites, Pixies and Brownies, all of 
  which are too cute, cuddly and perky to be tolerated; kill 
  them whenever possible, after chewing off their wings and/or 
  mutilating them. Bumble Balls dislike most other demons or 
  anybody who mistreats them. They may be found serving any 
  number of demons and other monsters, even evil, human 
  practitioners of magic, but they are usually forced to serve 
  against their will and hate their "masters." This is why they 
  frequently steal from and cheat those they serve, as well as 
  do little things to annoy and harm their masters, including 
  helping the master's enemies. 
  Allies: Tend to ally themselves to mortals, sub-demons, Imps 
  and other lesser beings who are considered to be on more of 
  an even keel with them, and from whom they can get some­
  thing they want. That something may be a meal, booze, a 
  trinket, information, freedom or revenge. Bumble Balls fre­
  quently use mortals to get back at their masters by providing 
  them (secretly, if possible) information, warnings, or a help­
  ing hand. Bumble Balls actually like mortals because they are 
  lesser beings who can be used to serve their purposes for a 
  change, and because they admire their cleverness and bold 
  defIance of powerful beings, like the very demons the Bum­
  ble Balls are forced to serve. Sometimes join forces with 
  packs of Demon Rats or minor creatures of magic. Anybody 
  who treats a Bumble Ball with a modicum of respect or kind­
  ness may be regarded as a friend, though the little demon is 
  likely to repay such kindness with treachery at a later time. 
  Habitat: Can be found almost anywhere throughout the world 
  but are especially common in North and South America. 
  Wherever demons are found in abundance, one can be sure to 
  fmd miserable Bumble Balls serving them. 
  
  Grave Treader 
  This demon is called Grave Treader because the horror is 
  said to rise from the grave every night to feed upon the dead, 
  and to tread upon the living. The latter means the demon likes to 
  bring grief to the living, scare people half to death, drink the 
  blood of the living (but only enough to make their victims weak 
  or pass out, not enough to kill them), and send all who challenge 
  it in combat to an early grave. Indeed, the Grave Treader is a 
  portrait of horror. It stands 7-8 feet tall, has the wings of a bat, 
  the upper body of a skin and bones human, a skeletal face with 
  flowing white hair, and the lower body is composed of a giant, 
  coiled, slithering intestine surrounded with oozing goo and 
  worms. The intestine functions as a disgusting tentacle, while 
  the shriveled arms and hands are tucked back to the sides or 
  held behind its back. 
  Grave Treaders feed on the corpses of the dead and the blood 
  of the living, though blood serves as an intoxicating elixir that 
  47 
  can actually get the monster drunk. Two pints does the trick, but 
  the gluttons can never get enough (reduce bonuses and speed by 
  half when drunk). After feeding on a corpse or two, this hideous 
  winged ghoul then goes forth to get drunk on blood and terrorize 
  the populace. The drunker it gets, the more daring it gets, and 
  the more time it spends going from place to place scaring peo­
  ple. It loves scaring mortals and gets a big laugh each and every 
  time. Though it may sound like this creature is a simple, de­
  mented prankster, its antics are more wicked than that, as the 
  Grave Treader deliberately tries to create panic and terror that 
  will cause stampedes, riots, injury and death. 
  Also Known as the Fright Demon. 
  Race: Lesser Chaos Demon. 
  Alignment: Always Miscreant evil. 
  Attributes: I.Q. ID6+6 (low to average human intelligence), 
  M.E. 1D6+6, M.A. 1D6, Supernatural P.S. 1D4+20, P.P. 
  1D6+ 14, P.E. ID6+20, P.B. 1D4, Spd 1D6+ 10 on the 
  ground, but up to 88 (60 mph/96 km) when flying. 
  M.D.C.: 3D6xl0 +P.E. number. The light of day has a profound 
  impact on this demon; see Vulnerabilities for details. (On 
  S.D.C. worlds, the demon has 2D4xW +P.E. number for Hit 
  Points, 1D6xW for S.D.C. and an A.R. of 13.) 
  Horror/Awe Factor: 1 7  
  Size: 7-8 feet (2. 1  to 2.4 m) tall. 
  Weight: 200 pounds (90 kg). 
  Average Life Span: Uncertain, probably immortal. 
  P.P.E.: P.E. attribute number xl0 +3D6. 
  Natural Abilities: Fair ground speed and can remain active for 
  12 hours without feeling tired or needing to rest. Sees the in­
  visible, Nightvision 1000 feet (305 m), does not breathe air, 
  can swim at half speed and survive ocean depths of up to one 
  mile ( 1 .6 km), dimensional teleport 1 5% (+15% at a ley line 
  nexus) and bio-regenerates 2D6 M.D.C. per melee round. 
  Knows All Languages: Magically understands and speaks 
  all languages at 75%, but cannot read any. 
  Winged Flight: Can hover and fly, making very little noise 
  (equal to a Prowl of 75%). Maximum speed is 60 mph (96 
  km). Maximum altitude is unlimited and can fly and survive 
  in the vacuum of space. 
  Chameleon Concealment (special): When feeding on the 
  dead or drinking the blood of the living, the demon wraps its 
  victim in its great, leathery wings to conceal its activity from 
  prying eyes. When wrapped in its wings and barely moving 
  except to feed, the horror activates a magical effect that is the 
  equivalent to the magic spell of Chameleon. The spell is dis­
  rupted and the horror visible only when it stops feeding, or 
  looks up from its grisly feast or deliberately unwraps itself. 
  Always visible when on the move. 
  Limited Invulnerability (special): The demon is impervi­
  ous to normal S.D.C. weapons as well as cold (including 
  magical and M.D. cold), poison and disease. Man-made 
  Mega-Damage weapons inflict full damage, as do magic 
  weapons, spells and psionics. Daylight and fire have pro­
  found effects on the demon. 
  Vulnerabilities: 1 .  S.D.C. fire does Mega-Damage (a typical 
  burning torch or oil lantern does 4D6 M.D., a bonfire 
  ID4xW M.D. and larger fires do 1D6xW M.D. per melee 
  
  round), and M.D. heat, fIre and plasma (including magic 
  fIres) inflict double damage. 
  2. Daytime and Sunlight. Reduce the demon's M.D.C., 
  P.P.E. and bonuses by half during the day even if under­
  ground or otherwise concealed in darkness. Exposure to sun­
  light does 1D6xlO M.D. per melee round of exposure, frying 
  the Grave Treader to a cinder in a minute or two. 
  3 .  Gets intoxicated on the blood of mortals; reduce bo­
  nuses and speed by half when drunk (round down). 
  R.C.C. Skills: Swim 85%, Land Navigation 90%, Climb 
  60/50%, Prowl 55% on the ground/75% flying, Tailing (from 
  the Surveillance skill and usually by watching from the air) 
  75%, Intelligence 50%, Imitate Voices & Impersonate 
  (voices) 80%, Ventriloquism 75%, and Lore: Demons & 
  Monsters 80%. The Grave Treader never uses modem weap­
  ons, but may pick up and use ancient styles of weapons, 
  though without benefIt of W.P. bonuses. These skills do not 
  improve with experience. Also see Natural Abilities, above 
  and Magic, below. 
  Equivalent Level of Experience: 106 
  Attacks per Melee: Four physical or psionic attacks or two by 
  magic. 
  Damage: Tends to rely on its magic and illusions, flying away 
  when an opponent proves to be too tough and is getting the 
  best of it. Head-butt, punch, wing or tentacle/intestine strike 
  do M.D. as per Supernatural P.S. (typically 406 S.D.C. on a 
  restrained punch, 206 M.D. on full strength punch, and 406 
  on a power punch, but the latter counts as two melee attacks), 
  or by weapon, psionics or magic. 
  R.C.C. Bonuses (in addition to likely attribute bonuses): +1 
  on initiative, +3 to strike, +1 to pany and dodge on the 
  ground, +4 to dodge in flight, +3 to pull punch, +2 to roll 
  with impact or fall, impervious to Horror Factor (and is, in 
  fact, attracted to death, decay and ugliness), +3 to save vs il­
  lusions (magic or psionic) and + 1 on all other saving throws. 
  Magic: Limited to the following spells, provided the demon has 
  sufficient P.P.E.: Apparition (20), Aura of Death (12), Carpet 
  of Adhesion (10), Chameleon (6), Charm (12), Cloak of 
  Darkness (6), Deflect (10), Fear ( 5), Heavy Breathing (5), 
  HorrifIc Illusion (10), Horror (10), Illusion Booster (15), Illu­
  sion Manipulation (25), Illusory Wall (15 or 30), Paralysis 
  Lesser (5), Trance (10), Repel Animals (7), Sense Evil (2), 
  Sense Magic (2), and Tum Dead (6). Spell potency is equal 
  to the demon's experience level. 
  Psionics: I.S.P.: M.E. attribute number x6. Limited to Sense 
  Time (2), Empathy (4), Radiate Horror Factor (8), and Em­
  pathic Transmission (6). 
  Enemies: Mortals (humans and D-Bees) are seen as prey and 
  playthings, and those who fIght back are to be punished or 
  destroyed. Hates all creatures and champions of light and is 
  envious of Day Demons. 
  Allies: Tend to be lone hunters and villains, but may be made to 
  serve other powerful demons and beings, including humans 
  with the knowledge of enslaving supernatural beings. 
  Habitat: Can be found almost anywhere throughout the world 
  but are especially common in North and South America, the 
  British Isles, France, Germany, India and China. Wherever 
  the dead and dying are found in abundance, or where chaos 
  reigns, one can be sure to fmd these ghouls. 
  48 
  Grim Hunter 
  The Grim Hunter is one of the more human-looking creatures 
  and somewhat resembles the satyr of Greek Mythology. They 
  look very human, though the skin is a light grey color, the feet 
  and fmgers are tipped with retractable claws like those of a cat, 
  and a number of small to medium-sized, crooked horns curl out 
  from the knees and run along the thighs and forearms. The face 
  is also very human-looking though usually etched with a grim 
  and determined continence (Grim Hunters always seem serious 
  and stem, seldom smiling). The hair is dishwater blonde to light 
  brown and flows down the neck as a long, tangled mass. The 
  ears are large and pointed, but the most distinguishing features 
  are the horns. A large rack of thick horns crown the top of the 
  head and curve outward in a V -shape. Below them is a pair of 
  smaller horns that curve up, and a set of four horns curve out 
  from the sides of the neck to protect the neck and shoulders. 
  These give the Grim Hunter the appearance of having a spider 
  or crab hanging on to the back of his neck with its legs sticking 
  out. Grim Hunters are also one of the few demons with an obvi­
  ous distinction between genders - there are both males and fe­
  males (roughly a 60/40 split). 
  Though a night predator, the Grim Hunter is not, strictly 
  speaking, a Night Demon, but rather an independent supernatu­
  ral being. If there is a Robin Hood of demons, it is the Grim 
  Hunter, who is tortured by its own demonic nature and struggles 
  against its evil and murderous instincts in an effort to redeem it­
  self and again walk in the light of day. According to legend, the 
  Grim Hunters were once Spirits of Light who gave in to hate 
  and wickedness in the name of revenge. Their actions were so 
  
  extreme and bloody that they were cursed and turned into crea­
  tures of darkness. However, as the story goes, a spark of good­
  ness remains buried inside every Grim Hunter, and those who 
  can learn to control their violent and murderous urges and try to 
  become good, merciful beings, can redeem themselves and once 
  again walk under the warm sun. However, until that happens, 
  Grim Hunters must hide in darkness and sleep during the day, 
  rising with the moon to prowl at night. As a result, many Grim 
  Hunters operate as supernatural vigilantes who roam the streets 
  and ruins on nightly patrols, rescuing mortals from menacing 
  Night Demons and other dangers. They are known to come to 
  the aid of lost children, starving refugees, and people trapped 
  under debris, and battle monsters so the innocent may escape. 
  Though most Grim Hunters fight for humanity, justice and 
  goodness, they are often bloodthirsty and ruthless combatants 
  devoid of compassion when fighting demonic opponents, and 
  ignoring the law and edicts of NEMA to do as they deem fit. 
  Furthermore, approximately 20% have given up on dreams of 
  redemption and are as wicked and self-serving as any demon. 
  These Dark Hunters tend to keep to themselves, avoiding con­
  tact with or serving other demons, but are cruel, arrogant beings 
  who see humans and D-Bees as lower life forms to be used and 
  plundered for their own gain, or led like sheep. Thus, Dark 
  Hunters may lead gangs of bandits, mercenaries or bands of hu­
  mans who willingly worship them and do anything the demon 
  asks of them. Other Dark Hunters force entire towns and small 
  cities to accept them as their lord and master, ruling over them 
  as an iron-fisted despot. 
  The contrary and opposing nature of the Grim Hunters has 
  made it difficult for NEMA to decide exactly how to classify 
  and treat them. Even the "good" Grim Hunters tend to be hot­
  headed, reckless, violent and merciless. Currently, NEMA 
  forces tend to unofficially regard the good-demons as potential 
  allies and helpers, but remain wary and suspicious of them, 
  never certain how far any Grim Hunter will go, or whether a 
  specific Grim Hunter truly stands on the side of good or evil. To 
  complicate matters, it is difficult for humans to tell one Grim 
  Hunter from another, and all of these beings are independent, 
  solitary hunters who refuse to co-habituate with mortals and run 
  off before every dawn to their secret lair in the ruins or wood­
  lands. Note: Most Grim Hunters have several (at least 3-6) se­
  cret lairs scattered across the territory they operate in, so they 
  have a safe sleeping place when needed. Otherwise, they will 
  make do with whatever is handy. 
  Also Known as the Demon Satyr and Grey Man. 
  Race: Lesser Chaos Demon. 
  Alignment: 15% Unprincipled, 50% Anarchist, 25% Aberrant 
  and 10% other evil alignments. Tend to be cold, calculating 
  and hardhearted. Compassion and mercy are two of the 
  things that come difficultly for these demons of vengeance 
  and combat. Note: At least half of the Aberrant demons, 
  though evil, have not given up on the idea of redemption and 
  work to help humanity and achieve goodness in their own 
  brutal and extreme ways. 
  Attributes: I.Q. 1D6+8 (average human intelligence), M.E. 
  1D6+7, M.A. 1D6+8, Supernatural P.S. 1D6+21 , P.P. 
  1D6+ 15, P.E. 1D6+ 1 5, P.B. 2D6+4, Spd 3D6+45 running (a 
  minium of 35 mph/56 km). 
  49 
  M.D.C.: P.E. number x3 +2D6x1O. The light of day has a pro­
  found impact on this demon; see Vulnerabilities for details. 
  (On S.D.C. worlds, the demon has ID6xl0 +P.E. number for 
  Hit Points, 1D6x1O for S.D.C. and an A.R. of 14.) 
  Horror/Awe Factor: 10 for humans, none for other supernatu-
  ral beings. 
  Size: 6-7 feet (1.8 to 2. 1 m) tall. 
  Weight: 200 pounds (90 kg) of muscle and hom. 
  Average Life Span: Uncertain, probably immortal. 
  P.P.E.: P.E. attribute number x3 +6D6. 
  Natural Abilities: Very good running speed and can remain ac­
  tive for 16 hours without feeling tired or needing to rest. Can 
  leap up to 10 feet ( 1 .8 m) high or 15 feet (4.6 m) across (in­
  crease by 50% with a running start). Can see the invisible, 
  Nightvision 1000 feet (305 m), resistant to fife and cold (half 
  damage), dimensional teleport 10% (+ 1 5% at a ley line 
  nexus) and bio-regenerates ID6 M.D.C. per melee round. 
  Knows All Languages: Magically understands and speaks 
  all languages at 95%, but cannot read any. 
  Metamorphosis: 
  Human: 
  The 
  Grim 
  Hunter 
  can 
  metamorph into a pale-skinned human with long, light hair 
  (same gender as the demon form). This disguise can be main­
  tained for only a total of one hour before midnight and three 
  hours after midnight. The light of day instantly turns the 
  Grim Hunter back into its natural, demon form. Any clothing 
  worn in human guise will be punctured and tom by the horns 
  and spikes if still worn when the demon turns back into its 
  true form. 
  Limited Invulnerability (special): The demon is impervi­
  ous to normal S.D.C. weapons (unless they are made of 
  bone), as well as normal, S.D.C. fife, cold, and disease. Re­
  sistant to Mega-Damage fife and cold, including magic spells 
  (does half damage). Man-made Mega-Damage weapons in­
  flict full damage, as do magic weapons, spells and psionics. 
  Daylight has a profound effect on the demon. 
  Vulnerabilities: 1 .  Weapons made of bone (including horns, 
  antlers, claws or teeth) inflict the equivalent S.D.C. damage 
  as M.D. (Le. a dagger made of bone or a mace spiked with 
  teeth that inflicts 2D6 S.D.C. would inflict 2D6 M.D. to the 
  demon). 
  2. Sunlight and daytime. As long as the Grim Hunter re­
  mains in darkness, the demon's powers remain unchanged 
  even during the daytime. However, when exposed to sunlight 
  reduce the Grim Hunter's bonuses by half while out in the 
  sun, and reduce its M.D.C., P.S., Spd and P.P.E. by 10% per 
  every hour of exposure to the sun. The longer the demon is 
  exposed to the light of day, the weaker it becomes. After 10 
  hours, all M.D.C. should be drained away, killing the poor 
  thing. The corpse turns to dust an hour later (Le. after 1 1  
  hours out in the sun). Additional damage through combat 
  may kill the demon sooner, but the body does not turn to dust 
  until after being exposed to the sun for 1 1  hours. Burying the 
  body in the ground before it turns to dust enables the demon 
  to regenerate, but it takes five days and M.D.C. remains per­
  manently reduced by 10%. Once turned to dust, the Grim 
  Hunter is permanently gone. 
  R.C.C. Skills: Basic Math 90%, Land Navigation 90%, Climb 
  90/80%, Gymnastics (+ 1 0%), Prowl 60%, Track Animals 
  
  60%, Track Humanoids 70%, Dowsing 70%, Intelligence 
  65%, Camouflage 65%, Detect Concealment 60%, Dance 
  75%, Streetwise 50%, Masonry 80%, Mining 75%, Law 
  65%, Lore: Demons & Monsters 85%, and Lore: Mythology 
  70%. The Grim Hunter may pick up and use any man-made 
  weapon, but without benefit of W.P. bonuses. These skills do 
  not improve with experience. Also see Natural Abilities, 
  above and Magic, below. 
  Equivalent Level of Experience: ID6 
  Attacks per Melee: Six physical attacks or two by magic. 
  Damage: Head-butt, punch or kick M.D. as per Supernatural 
  P.S. (typically 5D6 S.D.C. on a restrained punch, 3D6 M.D. 
  on full strength punch, 6D6 on a power punch, but the latter 
  counts as two melee attacks); a claw strike does 1D6+2 M.D. 
  added to Supernatural P.S. damage. Head-butt with horns 
  does + ID6 M.D. in addition to P.S. damage, while a running 
  ram strike with horns inflicts 6D6+10 M.D. and has a 
  01-60% chance of knocking human-sized opponents off their 
  feet (victim loses initiative and two melee attacks), but 
  counts as two melee attacks. Or may use a weapon or magic. 
  Re.e. Bonuses (in addition to likely attribute bonuses): +2 
  on initiative, +4 to strike, +3 to parry, +4 to dodge, +5 to pull 
  punch, +2 to roll with impact or fall, +4 to save vs Horror 
  Factor and +2 on all other saving throws. 
  Magic: Limited to the following spells, provided the demon has 
  sufficient P.P.E.: Chameleon (6), Climb (3), Cloak of Dark­
  ness (6), Deflect (10), Detect Concealment (6), Escape (8), 
  Fire Bolt (7), Heal Wounds (10), Implosion Neutralizer (12), 
  Invisibility: Simple (6), Lifeblast (15), Power Weapon (25), 
  Sense Evil (2), Sense Magic (2), and Tum Dead (6). Spell 
  potency is equal to the demon's experience level. 
  Psionics: None. 
  Enemies: Evil mortals and supernatural beings, with the deceit­
  ful Nightwind, the Corruptor, the Grotesk, Witches and 
  demon worshipers at the top of the Grim Hunter's enemies 
  list. That's right, this (sort of) good-demon rescues the inno­
  cent and fights against chaos, injustice and wickedness. Con­
  sequently, most other demons love to enslave, torment and 
  kill these renegades. 
  Allies: Humans, D-Bees and particularly other champions of 
  goodness, justice and light. However, while a Grim Hunter 
  may regularly work with a group of humans, it tends to be 
  alone, does not work well with others and will frequently dis­
  obey orders to run off or take action on its own. Many appear 
  only when needed most, spending the rest of their time on 
  their own personal crusade against evil. 
  Habitat: Can be found almost anywhere throughout the world 
  but are especially common in North and South America, Ger­
  many, France, Spain, Italy, Greece and the Mediterranean. 
  Most places where demons are found in abundance, one can 
  be sure to fmd the Grim Hunter stalking them. 
  Note: If the Game Master so desires, this supernatural being 
  may be allowed as a player character or used as a regularly 
  appearing Non-Player Character (NPC), but the choice is left 
  completely to the G.M. 
  50 
  The Heckler 
  This malicious lesser demon has a wicked sense of humor 
  that fmds the suffering and predicaments of others to be amus­
  ing. Hecklers resemble a demonic spider with six long legs and 
  a pair of small ones used as its arms and hands. A pair of dispro­
  portionately large horns protrude from the head and the body is 
  covered in a tough, protective exoskeleton like a beetle. The 
  eyes glow yellow and the chittering mouth is filled with hu­
  man-looking teeth. 
  Like a spider, the Heckler can climb any surface, skitter up 
  the side of walls and hang from the ceiling. Unlike the stealthy 
  spider, however, the Heckler makes noise whenever it moves 
  (can't Prowl) and sounds like the clattering of dry bones rolling 
  across stone or concrete. 
  The foul demon gets its name from the fact that it seeks out 
  the sick, suffering, and miserable to torment them with words 
  that mock, taunt or frighten. They love to hurl insults, catcalls 
  and jeers, and laugh at the misfortune of others. And their laugh 
  is a high-pitch, grating cackle that's like nails raked across a 
  chalk board. Their victims are those in peril, facing an impor­
  tant, scary or terrible choice, or facing torture, danger, battle, or 
  death; trapped or imprisoned, lost and afraid, angry but unable 
  to strike out, and other painful, scary or frustrating situations. In 
  a duel or pitched battle they mock, demean and belittle. ("Kill 
  the human. He's nothing. Weak, puny, and ugly." "Oh, that 
  must hurt." "Ha, ha, you suck." "Good one." "Oh, death is near, 
  human, near. Can you feel it? Oh, yes, yes, that's your blood -
  your life oozing through your fmgers. Hee, hee, hee." "Oh, 
  pretty human, how can you defeat Zarrick the Invincible? Hee, 
  hee, hee, oh, how your mother will weep for you tonight." "Give 
  up, you don't have a chance. Hee, hee, hee." "You can't do it, 
  fool. You don't have what it takes." "Hee, hee, hee. Die, die, 
  die." And similar accompanied by shrill laughter and jeers with 
  every fumble, mistake and stroke of bad luck.) To people 
  trapped in debris or lost, they prey upon fears, despair and a 
  sense of doom. ("They'll never fmd you. Never." "Are you sure 
  that's the right way?" "Oh, does that hurt? Try pulling from that 
  rock again, hee, hee, hee. It's funny watching you squirm like a 
  worm." "Oh, look at all that blood." "Oh, do you hear that? 
  Sounds like rats coming to gnaw on your flesh. Too bad you're 
  still alive, it's a very painful way to die.") They also try to mis­
  lead people and undermine them. ("Are you sure want to do 
  that?" "If you're wrong . . .  " "I could never live with myself if . . .  
  can you? Can you?" "I'm sure it's the other way, hee, hee, hee." 
  "Oh, oh god!" "Don't do it." "Oh, no, oh no." "Poor you, poor 
  you. Hee, hee, hee.") 
  They always have a cheerful, condescending or sarcastic tone 
  in their voice and clearly display their joy watching the suffer­
  ing of others. Hecklers also have a nasty habit of giggling ("hee, 
  hee, hee") at the beginning and end of sentences, repeating cer­
  tain words two or three times, and using the word, "oh" (Oh, 
  this, oh, that). Worse, they gather in small groups, like a mobile 
  audience, and laugh and joke about every misstep and travail an 
  individual suffers. If there is an unkind, degrading, nasty, cruel, 
  or belittling thing to say, it pops into the mind of the Heckler 
  and out of its mouth a second later. In fact, they can't seem to 
  stop themselves, spitting out sarcasm, wisecracks and insults 
  even under the threat of death from a greater demon. 
  
  Though nasty and venomous in word, Hecklers are physi­
  cally weak and notorious cowards. They rarely attack and kill 
  anything, no matter how helpless that individual may be. In­
  stead, they sit and wait, like demonic vultures, cackling and tor­
  menting the sick, injured and dying, stealing what moments of 
  peace they may have before dying. Though a Heckler may take 
  a nip out of someone's hide, it is never lethal (1D4 S.D.C. dam­
  age), and usually done to be mean, out of frustration ("What's 
  taking so long? Don't hold on. Let go. Nobody's coming for 
  you. Nobody cares. Die already!"), or to get a little taste of 
  blood. Hecklers drink the blood of the recently deceased, the 
  fresher the better, lapping it up with noisy slurping sounds. The 
  ruins of America's grand cities are like a wondrous playground, 
  and the millions of sick, injured, lost, hopeless and dying are 
  easy victims just begging to be heckled to their doom. 
  Also Known as Red Spider Demon. 
  Race: Lesser Chaos Demon. 
  Alignment: Always a Miscreant smart mouth with nothing 
  good to say about anyone except the one hand that feeds 
  (and/or protects) it, and even that loyalty is conditional. 
  When the Heckler's meal ticket/master falls, the spider-like 
  demon is the fIrst to leave like a rat abandoning a sinking 
  ship - catcalls and insults snickered loudly on the way out. 
  Attributes: I.Q. 106+6 (low to average human intelligence), 
  M.E. 106+8, M.A. 104, Supernatural P.S. 106+10 (the 
  same in sunlight or daytime), P.P. 106+14, P.E. 106+17, 
  P.B. ID4, Spd 2D6+22 running. 
  51 
  M.D.C.: P.E. number x3. Unaffected by the light of day, though 
  they tend to avoid the brightest and warmest time of day. (On 
  S.D.C. worlds, the demon has 5D6 +P.E. number for Hit 
  Points, 5D6 S.D.C. and an A.R. of 16.) 
  Horror Factor: 10 for an individual, 12 for a pack of six or 
  more. 
  Size: One to two feet (0.3 to 0.6 m) in diameter, about the size 
  of a dinner plate to that of a serving platter. Stands six to ten 
  inches (15 to 25 cm) tall. 
  Weight: 20 pounds (9 kg). 
  Average Life Span: Uncertain, probably immortal. 
  P.P.E. : P.E. attribute plus 6D6. 
  Natural Abilities: Good running speed and can remain active 
  for 1 8  hours without feeling tired or needing to rest. Leap up 
  to six feet (1 .8 m) high or eight feet (2.4 m) across. Doesn't 
  breathe air, can see the invisible, can turn invisible at will 
  (but must turn visible to feed), Nightvision 1000 feet (305 
  m), dimensional teleport 5% (+1 5% at a ley line nexus) and 
  bio-regenerates ID6 M.D.C. per melee round. 
  Knows All Languages: Magically understands and speaks 
  all languages at 90%, and reads all languages at 40%. 
  Insect Locomotion (special): Can run across the surface of 
  water without sinking, as well as climb walls and ceilings at 
  a slow trot to full throttle. Even standing still the creature 
  does not sink or fall off. 
  Infrared and Thermo-Imaging Vision: Can see perfectly in 
  smoke, but more importantly in cool shadows and darkness. 
  
  This is how they locate people trapped in the rubble of top­
  pled buildings and tell if someone is still alive. Thenno-vi­
  sion will also indicate if an engine has been recently used 
  (Le., it's still wann) and can track via heat-signatures at 75% 
  (-50% in temperatures of 90+ degrees Fahrenheit). Range: 
  1000 feet (305 m). 
  Follow the Scents of Death and Fear (special): The Heck­
  ler can sense the sick, bleeding, terrified and dying within a 
  2000 foot (610 m) radius and track it to its source; 65% 
  (+20% to follow blood scent). 
  Limited Invulnerability (special): The demon is impervi­
  ous to nonnal S.D.C. weapons (unless they are made of sil­
  ver), as well as nonnal and M.D. fire, cold, disease, and 
  poison, including magic equivalents. Man-made Mega-Dam­
  age weapons inflict full damage, as do magic weapons, spells 
  and psionics, and electricity does double damage. Daylight 
  and daytime have no adverse effect on the Heckler. 
  Vulnerabilities: I .  Weapons made of silver inflict the equiva­
  lent S.D.C. damage as M.D. (Le. a dagger made of, or coated 
  in, silver that inflicts 1D6 S.D.C. would inflict ID6 M.D. to 
  the demon). 
  2. Spiders & Spider Venom. The bite from a venomous 
  spider (or scorpion, both arachnids) does the equivalent poi­
  son damage in Mega-Damage x2, and the Heckler cannot 
  bio-regenerate damage from spider venom until an hour later. 
  Furthennore, the venom reduces all of the demon's bonuses 
  by half for 2D6 minutes per each venomous bite. 
  3. Electricity does double damage. 
  R.C.c. Skills: Basic Math 60%, Land Navigation 95%, Climb 
  98/90%, Prowl 60% (+10% when on the ceiling), Intelli­
  gence 65%, Interrogation 60%, Camouflage 65%, Detect 
  Ambush 55%, Dance 75%, Streetwise 50%, and Lore: 
  Demons & Monsters 80%. These skills do not improve with 
  experience. Also see Natural Abilities, above and Magic, be­
  low. 
  Equivalent Level of Experience: ID4 
  Attacks per Melee: Four physical attacks or two by magic. 
  Damage: Bite ID4 M.D., punch or claw strike as per Supernat-
  ural P.S. (typically 4D6 S.D.C. or 1D4 M.D. from a power 
  punch). May also use small weapons (loves magic items and 
  Vibro-Knives) or weave magic. 
  R.C.c. Bonuses (in addition to likely attribute bonuses): +3 
  to strike, +2 to parry, +4 to dodge (+6 when running on the 
  side of a wall or the ceiling), + I to pull punch, +5 to roll with 
  impact or fall, and +3 to save vs Horror Factor. 
  Magic: Limited to the following spells, provided the demon has 
  sufficient P.P.E.: Death Trance (1), Sense Evil (2), Sense 
  Magic (2), Manipulate Objects (2+), Cloak of Darkness (6), 
  Invisibility: Simple (6), and Repel Animals (7). Spell po­
  tency is equal to the demon's experience level. 
  Psionics: None. 
  Enemies: Supremely irritating and unlikeable, even many de­
  mons despise Hecklers and enjoy putting them in their place 
  or silencing them one way or the other. However, mortals are 
  their primary targets and prey, though anyone can fall victim 
  to their sarcasm and biting tongue. 
  Allies: Tend to ally themselves with cruel beings, slavers and 
  torturers who keep them to interrogate and tonnent prisoners 
  52 
  or as a sort of court jester, applaUding their master and belit­
  tling all who challenge or defy him. Hecklers respect and fear 
  power, and can even control their cutting wit to direct it at 
  their leader's enemies and praise their master. However, 
  when the wonn turns, the nasty little cretins turn on their old 
  master/leader or ally, verbally lashing into him in his last mo­
  ments of life or freedom. 
  Habitat: Can be found almost anywhere throughout the world 
  but are especially common in North and South America, Rus­
  sia, China and Japan. Wherever demons are found in abun­
  dance, one can be sure to fmd the snide Heckler laughing in 
  the wings. 
  Hell's Wrath 
  Hell's Wrath is a shadowy apparition of a giant serpent with 
  the upper torso of a human and a homed head with glowing 
  white eyes, surrounded by an eerie, bluish white light. Part 
  wraith, part moonlight, the Hell's Wrath demon rises with the 
  night mist and vanishes in the morning fog before the crack of 
  dawn. In fact, this creature straddles the lines between two reali­
  ties and is not completely present in our physical world. Conse­
  quently, it cannot be hanned by physical weapons or truly slain 
  in our world. However, it can be hurt by magic and psionics and 
  banished back to the unearthly netherworld where it was 
  spawned. Its ethereal nature also means it must enter on a ley 
  line or nexus point and cannot stray more than a mile ( 1.6 km) 
  from a Blue Zone without getting itself instantly pulled back to 
  its home dimension. This means humans can sometimes trick 
  the demon and send it away by luring the thing beyond the 
  boundary that anchors it to the Earth. This also limits the crea­
  tures' range to the Blue Zones. Furthennore, the monster is es­
  pecially vulnerable to all types of magic that banishes entities or 
  demons - a completed Exorcism, for example, automatically 
  
  banishes a Hell's Wrath from Earth (no saving throw or percen­
  tile roll apply). Daytime and daylight (including the Globe of 
  Daylight spell) are the Hell's Wrath's greatest nemesis, both 
  making the demon vanish as if it had never existed. Addi­
  tionally, eliminating all of its M.D.C. sends it back to Hell. In all 
  cases, however, the creature is not slain, but sent away to lick its 
  wounds and stew about its defeat - 2D6 days later, it can return 
  through a Blue Zone to vent its rage on those it encounters there. 
  Hell's Wrath is an appropriate name because this demon is a 
  seething cauldron of hate, anger and bile. Its soul purpose for 
  coming to Earth is to terrorize, hurt, maim and kill, often strik­
  ing indiscriminately at the first person or group it encounters. 
  The Hell's Wrath demon's natural state is a floating, flicker­
  ing shadow, back lit by a light that follows it wherever it goes. It 
  moves by flying and though its flight is silent, the ever present 
  light and the demon's penchant for howling and bellowing an­
  nounces its presence at least one or two melee rounds before it 
  is within striking range. This should give potential victims a 
  chance to outrun the thing or prepare themselves for combat. 
  Also Known as the Demon Ghost and Blue Zone Demon. 
  Race: Lesser Chaos Demon. 
  Alignment: Always Diabolic evil and driven to lash out and 
  hurt others. 
  Attributes: I.Q. ID6+4 (low to average human intelligence), 
  M.E. 1D6+8, M.A. 1D6, Supernatural P.S. 1D4+1 7, P.P. 
  1D6+ 14, P.E. Not applicable, P.B. 1D4, Spd 1D6+40 flying 
  (30 mph/48 km). 
  M.D.C.: 2D4xl0 +P.E. number. Cannot exist in the light of day; 
  see Vulnerabilities for details. (On S.D.C. worlds, the demon 
  has 1D4xlO +P.E. number for Hit Points, 1D6xlO for S.D.C.; 
  no applicable A.R.) 
  Horror/Awe Factor: 1 5  
  Size: 8-10 feet (2.4 to 3 m) is visible in our world, actually 
  twice that long in its home dimension and the Astral Plane. 
  Weight: Not applicable; an energy being. 
  Average Life Span: Uncertain, probably immortal. 
  P.P.E.: 1D6xlO +3D6. I.S.P.: M.E. attribute number xlO. 
  Natural Abilities: Fair speed and can remain active all night 
  without tiring. See the invisible, Nightvision 1000 feet (305 
  m), does not breathe air, can fly, moves silently except that it 
  constantly bellows and wails, dimensional teleport 35% 
  (+25% at a ley line nexus) and bio-regenerates 1D6 M.D.C. 
  per melee round. 
  Knows All Languages: Magically understands all lan­
  guages at 75%, but cannot speak except through Telepathy, 
  and cannot read. 
  Silent Flight: 30 mph (48 km). Maximum altitude is lim­
  ited to the height of the Blue Zone/ley line. 
  Intangibility is the Natural State: Can pass through walls 
  and can't be hurt by the physical world, with some excep­
  tions (laser beams, magic and psionics). 
  Methods of Attack: See Damage and Psionics. 
  Limited Invulnerability (special): The demon is impervi­
  ous to normal S.D.C. and M.D. weapons as well as cold, 
  heat, frre, poison and disease. Mega-Damage weapons pass 
  right through it as if it wasn't there (it really isn't), as does 
  53 
  explosive concussion and most everything else. Only magic 
  spells, magic or enchanted weapons and psionics inflict full 
  damage, and because of the demon's vulnerability to light, 
  Mega-Damage lasers do half damage. Daytime and sunlight 
  have profound effects on the demon. 
  Vulnerabilities: 1 .  M.D. laser weapons do half damage. Magic, 
  magic weapons and psionic do full damage. 
  2. Hell's Wrath actually straddles three different realities, 
  with one being the Astral Plane. Thus, the demon can also 
  see and touch Astral Travelers and they can touch it, meaning 
  the creature can be engaged and destroyed on the Astral 
  Plane. However, destroying it on the Astral Plane is the same 
  as destroying it on Earth, and only sends the thing back to its 
  native reality. Note: Following the demon to its home world 
  is difficult and a mistake, for the creature has double the 
  M.D.C., size, flying speed, level of experience, attacks per 
  melee round, bonuses, I.S.P. and P.P.E. 
  3. Daytime & Sunlight. Hell's Wrath cannot exist in the 
  light of day and is instantly banished from our world the sec­
  ond the sun rises or sunlight touches it (including the light 
  from the Globe of Sunlight spell). 
  4. The demon's link to our world is the seething magic en­
  ergy of the Blue Zones and darkness. Without either, it can­
  not manifest itself in our reality, however, Chaos Earth has 
  been turned into a twilight world boiling with magic energy, 
  making its ghostly presence relatively easy to maintain, but 
  only at night. Note: These ethereal demons will vanish from 
  Rifts Earth in the early days of the Dark Ages when the ley 
  line energy lessens and the dust settles to let the sun shine 
  brightly in the sky. On Rifts Earth today (and most other 
  worlds), they only sometimes appear at ley line nexus points 
  and when summoned on a ley line by a third party, but sel­
  dom last for more than one night. 
  R.C.C. Skills: Basic Math 80%, Land Navigation 90%, Prowl 
  40% (if they can contain their rage and stay quiet), Lore: 
  Demons & Monsters 80% and Lore: Magic 60%. The ethe­
  real Hell's Wrath cannot pick up and use weapons, except 
  through Telekinesis without benefit of any combat bonuses. 
  These skills do not improve with experience. 
  Equivalent Level of Experience: ID4 
  Attacks per Melee: Five physical or psionic attacks or two by 
  magic. 
  Damage: Hell's Wrath are ethereal beings made of shadow and 
  moonlight, so they can't be touched by physical beings or 
  their weapons, nor can they touch the physical world except 
  on a limited basis and through magic and psionics. 
  Frightful Visage: The ghostly appearance and bellowing 
  roars are scary to most mortal beings, humans and animals 
  (Horror Factor 1 5), and usually send them fleeing in terror. 
  The fact that it can't rip into mortals with tooth and claw 
  only makes the demon all the more angry. 
  Icy Embrace: If the serpentine demon grabs and holds 
  onto a living being or wraps around him with its snake-like 
  body for one melee round ( 1 5  seconds), the character feels 
  chilled to the bone, as if touched by death. The chill inflicts 
  the following penalties for ID4 melee rounds: Reduce all 
  combat bonuses, saving throws and Spd by half, -10% on 
  skill performance and -I attack per melee round. 
  
  Icy Claw Strike: For a brief 5-7 seconds the demon can 
  will itself to become a bit more tangible to inflict 2D6 M.D. 
  to Mega-Damage creatures or 2D6 points of damage direct to 
  the Hit Point of mortals and right through protective body ar­
  mor. In addition to the damage, the victim suffers the same 
  penalties as the Icy Embrace for ID6 melee rounds and feels 
  as ifhe has been touched by the hand of death. Note: This at­
  tack counts as two of the demon's melee attacks and for 
  those 5-7 seconds, the creature takes full damage from laser 
  beams and double damage from magic attacks. The trick for 
  mortal opponents is to realize when the creature is vulnerable 
  and react quickly enough to take advantage of it (players 
  need to roll and win initiative and make a Called Shot). 
  Magic and Psionics. Otherwise, Hell's Wrath is left with 
  magic and psionics with which to attack. 
  R.C.c. Bonuses (in addition to likely attribute bonuses): +2 
  on initiative, +3 to strike, +3 to automatic dodge (the act of 
  dodging does not use up a melee attack), no parry, impervi­
  ous to Horror Factor and possession, +2 to save vs illusions 
  (magic or psionic) and + 1 on all other saving throws. 
  Magic: Limited to the following spells, provided the demon has 
  sufficient P.P.E.: Charm (12), Energy Bolt (S.D.C.; 5), Elec­
  tric Arc (8), Fear (5), Fingers of the Wind (5), Heavy 
  Breathing (5), Horrific Illusion (10), Horror (10), Levitation 
  (5), Paralysis Lesser (5), Repel Animals (7), Shatter (5), 
  Throwing Stones (5), Wave of Frost (6) and Wind Rush (20). 
  Spell potency is equal to the demon's experience level. 
  Psionics: I.S.P.: M.E. attribute number xlO (90-1 50 points), but 
  recovers I.S.P. at a rate of 10 per hour of non-combat, diffi­
  cult for this savage demon. Commune with Spirits (6), Empa­
  thy (4), Mind Block (4), Read Dimensional Portal (6), See 
  Aura (6), Sense Dimensional Anomaly (4), Sense Evil (2), 
  Sense Magic (3), Sense Time (2), Telekinesis (varies), 
  Telekinetic Punch (6), Telekinetic Push (4), Telepathy (4; 
  this is how the demon "speaks" to mortals), Ectoplasm (6), 
  Empathic Transmission (6), Mentally Possess Others (30), 
  Mind Bolt (varies), and Radiate Horror Factor (8). 
  Enemies: Mortals (humans and D-Bees) are the targets of the 
  demons' rage. Hates all creatures and champions of light as 
  well as Day Demons. 
  Allies: None. Tend to be a violent force of destruction that 
  lashes out without rhyme or reason. Sometimes summoned 
  and commanded by a greater demon, creature of magic or hu­
  man sorcerer. 
  Habitat: Can be found almost anywhere throughout the world 
  but are especially common in North and South America, the 
  British Isles, France, and Germany, but always along ley 
  lines. 
  Nightwind 
  The Nightwind are sad, she-demons who most mortal males 
  fmd strangely attractive and alluring. Shape changers, the 
  Nightwind can make themselves appear completely human, soft, 
  sweet and vulnerable, but even in their demonic form, with their 
  small black and red bat wings and black-tipped spikes sticking 
  out from their legs, arms and shoulders, they seem somehow 
  sympathetic, helpless, desirable and in need of comforting. Hu-
  54 
  man males are often attracted to these demon seductresses like 
  moths to a flame, leaving themselves open to robbery, intelli­
  gence gathering, enchantment, kidnaping, enslavement and mur­
  der. And even men (and women) who are not bewitched by the 
  Nightwind tend to underestimate them or think of them as less 
  dangerous or cunning than they really are. The attraction is re­
  ciprocal, as Nightwind fmd humans to be attractive, interesting 
  and desirable - now if only they could control themselves from 
  using, abusing and feeding on humans (draining their blood 
  dry), they could become real friends and lovers. 
  
  Nightwind exude sexuality and intoxicating freedom, or at 
  least a temporary abandonment to pure animal desire. For the 
  she-demon, there isn't anything they enjoy more than giving 
  herself to a human. However, after the fun in bed, the male is 
  likely to fmd himself being abandoned, robbed, beaten for the 
  slightest offense, killed (in rage, disgust or deliberate intent -
  Nightwind make fabulous demon assassins), or feasted upon for 
  their blood. Nightwind, like most demons, are creatures of in­
  stinct and primordial urges. On one hand, the she-demon genu­
  inely likes humans and wants to play and share herself with 
  them. On the other hand, humans are lesser beings to be used for 
  one's own needs, and prey to be butchered like cattle. Addi­
  tionally, Nightwind are fickle and selfish creatures. Their needs 
  come first, and those needs and wants can change in a heartbeat. 
  When that happens their demonic side comes out and they react 
  with icy selfishness and cool savagery, striking out in the heat 
  (or cold) of the moment, perhaps regretting what they have 
  done, before moving on and forgetting their latest act of vio­
  lence or betrayal. Thus, a Nightwind can never be trusted, and 
  foolish males who give into their invitations of passion can only 
  expect heartbreak, suffering or death. 
  Occasionally, a Nightwind honestly falls in love with a mor­
  tal, but their idea of love is obsession and domination. Hy­
  per-protective of "her man," the she-demon will quietly ruin or 
  slay his rivals and enemies, as well as lie, steal, cheat, threaten, 
  kill and do whatever it takes to protect or help the object of her 
  affection. Jealous beyond human comprehension, any woman, 
  friend, ally, business partner, associate or passerby that catches 
  the Nightwind's eye and is perceived as a rival, threat, enemy or 
  annoyance, is driven away or destroyed. The male smiling at an­
  other woman or commenting that she is attractive is like signing 
  the woman's death warrant. Worse, sometimes the she-demon 
  falls in love with a mortal male even when he refuses her pas­
  sionate overtures and despite the fact that he may have tried to 
  slay her (Nightwind have a thing for powerful men, heroes and 
  demon slayers). In this case, all the above apply, except the 
  Nightwind is a stalker following the object of her unrequited 
  love, watching from a distance and taking action against people 
  without the victim of her affection even being aware of it. 
  Nightwind who are not smitten by love (and that's most of 
  them) are cold, calculating opportunists. They make money, 
  grab power and take what they want by using seduction and sex 
  to lure their victims to them. Fleecing, tricking and using hu­
  mans is just fun and games for these demonic vixens. Those 
  who are not spies, thieves or assassins working for a greater 
  power, may simply enjoy manipulating men to see how far they 
  can push them or how low in the gutter a man will crawl in the 
  name of love/lust, hate, power or greed - all things the 
  Nightwind knows well (though they know little about genuine 
  love). Duplicitous in the extreme, they can appear completely 
  sincere and loyal one minute and stab one in the back the next. 
  Their treachery knows no limit and they plot and execute their 
  schemes with military precision. Men are wise to remember that 
  even the softest, most innocent looking Nightwind has an iron 
  will, a wicked side, and is out of herself. Their Supernatural P.S. 
  and other preternatural powers are more than capable of han­
  dling any ordinary man. 
  Also Known as the Demon Seductress and the Lovely Lady. 
  Race: Lesser Chaos Demon. 
  55 
  Alignment: Any evil alignment, but most are Miscreant. 
  Attributes: I.Q. lD6+10 (high human intelligence), M.E. 
  lD6+1O, M.A. lD6+ 1 8, Supernatural P.S. ID4+20, P.P. 
  lD6+10, P.E. lD6+16, P.B. lD6+20, Spd lD6+18 running 
  (a minimum of 1 5  mph/24 km) or 58 flying (40 mph/64 km). 
  M.D.C.: P.E. number x6 +6D6. The light of day has a profound 
  impact on this demon; see Vulnerabilities for details. (On 
  S.D.C. worlds, the demon has ID6xl0 +P.E. number for Hit 
  Points, lD6xl0 for S.D.C. and an A.R. of 12.) 
  Awe Factor: 14 for human males, 8 for females. 
  Size: 5-6 feet (1.4 to 1 .8 m) tall. 
  Weight: 125 pounds (56 kg). 
  Average Life Span: Uncertain, probably immortal. 
  P.P.E.: P.E. attribute number x3 +6D6. 
  Natural Abilities: Very good running speed, but faster flying 
  speed, and can remain active for 12 hours without feeling 
  tired or needing to feed. Can leap up to 10 feet (1.8 m) high 
  or 15 feet (4.6 m) across (increase by 50% with a running 
  start) and can hover and fly silently. Can see the invisible, 
  Nightvision 1000 feet (305 m), resistant to frre and cold (half 
  damage), dimensional teleport 20% (+20% at a ley line 
  nexus) and bio-regenerates 2D6 M.D.C. per melee round. 
  Knows All Languages: Magically understands and speaks 
  all languages at 95%, and reads all languages at 60%. 
  Radiates Sensuality and Sympathy: These demons just 
  seem sweet, soft, sympathetic and sensual, at least until one 
  is tearing your throat out. It's an aura that radiates and affects 
  everyone who sees them unless a successful save vs enchant­
  ment of 1 7  or higher is made. Roll for each new encoun­
  ter/meeting. Also see Seduction under R.C.C. Skills. 
  Metamorphosis: Human: The Nightwind can metamorph 
  into a beautiful, pale-skinned human woman with long, dark 
  hair and deep, warm eyes (p.B. ID6+20). This disguise can 
  be maintained all night long, but with the advent of the new 
  day, the disguise is dispelled. However, if locked completely 
  away from the sun (not the slightest trickle), say in an under­
  ground bunker, the metamorphosis can be maintained indefi­
  nitely. However, the disguise is also reversed to reveal the 
  true demonic nature, wings and all, by the Globe of Daylight 
  spell. 
  Limited Invulnerability (special): The demon is impervi­
  ous to normal S.D.C. weapons (unless they are made of 
  wood), as well as normal, S.D.C. frre, cold, poison and dis­
  ease. Resistant to Mega-Damage frre and cold, including 
  magic spells (does half damage), and man-made Mega-Dam­
  age weapons inflict only half damage. Magic weapons, spells 
  and psionics do full damage, and enchanted demon slaying 
  weapons do double damage. Daylight has a profound effect 
  on the demon. 
  Vulnerabilities: 1 .  Weapons made of wood (any kind) inflict 
  the equivalent S.D.C. damage as M.D. (i.e. a staff made of 
  wood that inflicts 2D6 S.D.C. would inflict 2D6 M.D. to the 
  demon). 
  2. Daytime and Sunlight. The light of day reveals the 
  Nightwind's demonic nature, makes metamorphosis and 
  flight impossible, and hurts and blinds her eyes (must squint 
  and cover the eyes with her hands; 100 footl30.5 m range of 
  vision). Furthermore, reduce the creature's P.B., P.S., M.D.C. 
  
  and bonuses by half, plus bio-regeneration does not work 
  while in sunlight. As long as the Nightwind remains in abso­
  lute darkness, the demon's powers remain unchanged even 
  during the daytime, so the she-demon shuns the light of day, 
  making her lair underground where the sun can't fmd her. 
  3. Drinks the blood of mortals; male or female. Requires 6 
  pints per night, but often indulges in two or three times as 
  much. Thus, they are vulnerable when they feed, and the line 
  of bodies they leave behind draws attention to them. 
  4. Tends to be daring and takes risks for the thrill of it. 
  R.C.C. Skills: Art 75%, Basic Math 95%, Dance 90%, Cook or 
  Sing 90%, Land Navigation 90%, Prowl 65%, Swim 50%, 
  Track Humanoids 60% (+25% to follow a blood scent that is 
  less than three hours old), Forgery 55%, Imitate Voices & 
  Impersonation 75150%, Intelligence 70%, Interrogation 80%, 
  Pick Locks 75%, Pick Pockets 90%, Palming 85%, Conceal­
  ment 80%, Seduction 80%, Streetwise 65%, Lore: Cities 
  60%, and Lore Demons & Monsters 90%. The Nightwind 
  may pick up and use any man-made weapon, but without 
  benefit of W.P. bonuses. These skills do not improve with 
  experience. Also see Natural Abilities, above and Magic, be­
  low. 
  Equivalent Level of Experience: ID6 
  Attacks per Melee: Five physical attacks or two by magic. 
  Damage: Bite does 4D6 S.D.C. damage. Head-butt, punch or 
  kick M.D. as per supernatural P.S. (typically 4D6 S.D.C. on a 
  restrained punch, 2D6 M.D. on full strength punch, 4D6 
  M.D. on a power punch, but the latter counts as two melee at­
  tacks). A claw strike does 106+1 M.D. added to the Super­
  natural P.S. damage. A flying body block does 3D6 M.D. and 
  has a 01-60% of knocking human-sized opponents off their 
  feet (victim loses initiative and two melee attacks), but 
  counts as two melee attacks. Or may use a weapon or magic. 
  R.C.c. Bonuses (in addition to likely attribute bonuses): +2 
  on initiative, +3 to strike, +3 to parry, +2 to dodge on the 
  ground, +4 to dodge flying, +6 to pull punch, +2 to roll with 
  impact or fall, +6 to save vs Horror Factor and possession, 
  and + 1 on all other saving throws. 
  Magic: Limited to the following spells, provided the demon has 
  sufficient P.P.E.: Calling (8), Cleanse (6), Climb (3), Charis­
  matic Aura (10), Charm (12), Cloak of Darkness (6), Deflect 
  (10), Domination (10), Featherlight (10), Invisibility: Simple 
  (6), and Sleep (10). Spell potency is equal to the demon's ex­
  perience level. 
  Psionics: None. 
  Enemies: Humans are regarded as prey and playthings. The 
  Grim Hunter, champions of light, heroes, demon slayers and 
  others who identify and expel or battle demons are enemies 
  to be avoided or destroyed. Vampires are hated as power­
  hungry rivals, Day Demons because they can enjoy the light 
  of the sun. 
  Allies: Mainly other Night Demons. May be enticed, hired or 
  forced to work for greater demons, dragons and other power­
  ful beings. Humans and other attractive beings may be re­
  garded as friends, partners and allies of convenience - at 
  least for the moment. 
  Habitat: Can be found almost anywhere throughout the world 
  but are especially common in North and South America, Ger­
  many, Eastern Europe, Russia, China and Japan. 
  56 
  Raging Doom 
  Raging Doom have a muscular, humanoid body with four 
  arms, a long, dragon-like tail, and a head that is predominantly a 
  huge mouth filled with dagger-like teeth and fangs. There is no 
  obvious nose and the eyes are mounted on a pair of anten­
  nae-like stalks that can bend 360 degrees to look in every direc­
  tion. The demon has only two thick, clawed fmgers and a thumb 
  on each of its four hands. The feet are long and narrow, with 
  two clawed toes and a small toe on the heel similar to birds. The 
  skin is a very pale green or grey with blue and purple veins 
  showing through. 
  Raging Doom are belligerent monsters who thrive on combat 
  and love to hunt, track, chase, fight and kill. Left to their own 
  devices, the demons live as predators, hunting and feeding on 
  humanoid prey and slaughtering pets and livestock for the fun of 
  it. As demons go, they have a low human intelligence and are 
  very, very animalistic, living by pure predatory instinct. When 
  not hunting to eat, they like to scare and chase people, engage in 
  cat and mouse games (which may or may not end with death), 
  torture, and kill for the sport of it. Beyond that, the Raging 
  Doom have very few needs or desires. Aggressive and short 
  tempered, these bloodthirsty demons fmds violence to be the an­
  swer to everything (besides, it's fun). However, Raging Doom 
  are most dangerous when controlled and directed by a higher in­
  telligence. This is usually a greater demon or other powerful be­
  ing (sometimes a mortal practitioner of magic) who uses Raging 
  Doom as shock troops, guards, trackers, and pit bulls eager for 
  the order to tear into an adversary. Completely obedient to their 
  demonic masters, the Raging Doom jump to do whatever they 
  are told. The fact that they are fearless, welcome combat and 
  fight till they drop (seldom realizing when they are on the verge 
  of death), makes them enviable warriors. Since the greater de­
  mons who may command these killing machines have no com­
  passion for others, not even for their own kind, they use their 
  legions of Raging Doom to devastating effect against their ene­
  mies and barely notice the mountain of dead on both sides of the 
  battlefield. 
  Also Known as the Devastator. 
  Race: Lesser Chaos Demon. 
  Alignment: Always Miscreant evil. 
  Attributes: I.Q. ID4+4 (low human intelligence), M.E. 104+9, 
  M.A. 104+4, Supernatural P.S. 104+3 1, P.P. 104+19, P.E. 
  ID6+ 19, P.B. 104+1, Spd 3D4+57 running (approx. 40 
  mph/64 km). 
  M.D.C.: P.E. number x2 +2D6xl 0. (On S.D.C. worlds, the 
  demon has 106xl0 +P.E. number for Hit Points, 106x1O for 
  S.D.C. and an A.R. of 14.) 
  Horror Factor: 10 for humans, none for other supernatural be-
  ings. 
  Size: 6-7 feet ( 1 .8 to 2. 1 m) tall. 
  Weight: 350 pounds (175.5 kg) of muscle and tail. 
  Average Life Span: Uncertain, probably immortal. 
  P.P.E.: P.E. attribute number x2 +6D6. 
  Natural Abilities: Very good running speed and can remain ac­
  tive for 1 6  hours without feeling tired or needing to rest. Can 
  
  leap up to 1 5  feet (4.6 m) high or 20 feet (6. 1 m) across (in­
  crease by 50% with a running start, double when using a 
  Speed Burst). Can see the invisible, Nightvision 1000 feet 
  (305 m), resistant to fIre and cold (half damage), dimensional 
  teleport 10% (+ 1 5% at a ley line nexus) and bio-regenerates 
  3D6 M.D.C. per melee round. If the tail or a limb is lost, it 
  regrows with seven days, eyes and eye stalks in 10 days. 
  Knows All Languages: Magically understands and speaks 
  all languages at 95%, but speaks in monosyllables ("go," 
  "come," "die," etc.) and cannot read a lick. 
  Speed Burst (special): Loping on all sixes, the Raging 
  Doom can run at 60 mph (96 km) in a short burst lasting ID4 
  minutes, before returning to its normal range. This speed 
  burst can be performed only twice per hour. 
  Insect Locomotion (special): Can run along the side of 
  walls and along ceilings like a bug at a slow, trotting pace to 
  full throttle, but can't stop and hang still. It must keep mov­
  ing or falls off. 
  Methods of Attack & Prehensile Tail: See Damage. 
  Limited Invulnerability (special): The demon is impervi­
  ous to normal S.D.C. weapons (unless they are made of sil­
  ver), as well as normal, S.D.C. fIre, cold, poison and disease. 
  Resistant to Mega-Damage fIre and cold, including magic 
  spells (do half damage). Man-made Mega-Damage weapons 
  inflict full damage, as do magic weapons, spells and psionics. 
  Daylight has a profound effect on the demon. 
  Vulnerabilities: 1 .  Weapons made of, or coated with, silver in­
  flict the equivalent S.D.C. damage as M.D. (Le. a sword 
  coated in silver that normally inflicts 2D6 S.D.C. would in­
  flict 2D6 M.D. to the demon). 
  2. Sunlight and daytime. As long as the Raging Doom re­
  mains in darkness, the demon's powers remain unchanged 
  even during the daytime. However, when exposed to sunlight 
  reduce the Raging Doom's attacks per melee round, bonuses, 
  P.S. and Spd by half, but M.D.C. and other abilities remain 
  unchanged. After five minutes of exposure to sunlight, the 
  demon's skin starts to blister and it endures 2D6 M.D. every 
  melee round thereafter until it dies or seeks shelter in cool 
  and comforting darkness (a Shadow Meld will do the trick). 
  Furthermore, sun damage cannot be bio-regenerated until the 
  demon fmds its way to darkness and remains there for at least 
  30 minutes. If slain by sunlight or other means and left out in 
  the sun, the demon's corpse will boil and turn into a puddle 
  of simmering goo. When that happens, the Raging Doom is 
  permanently destroyed. However, if the slain creature's body 
  is buried or tossed in a dark place before turning to goo, it 
  will regenerate in 72 hours, completely restored, and rise at 
  nightfall to seek revenge on those who killed it. 
  R.c.c. Skills: Basic Math 30%, Land Navigation 85%, Climb 
  -.£ 
  98/95%, Prowl 40%, Track Animals 60%, Track Humanoids 
  80% (+10% to follow a blood trail), and Lore: Demons & 
  Monsters 70%. The demon may pick up and use any 
  man-made weapon, but without benefIt of W.P. bonuses. 
  These skills do not improve with experience. Also see Natu­
  ral Abilities, above and Magic, below. 
  57 
  Equivalent Level of Experience: ID6 
  Attacks per Melee: Nine physical attacks or two by magic. 
  Damage: Bite: A nip does ID6 M.D. and is usually meant as a 
  warning or the creature is toying with its opponent. A full 
  strength bite does 6D6 M.D.! 
  
  Hand to Hand: Head-butt, punch or kick M.D. as per Su­
  pernatural P.S. (5D6 S.D.C. on a restrained punch, 4D6 M.D. 
  on full strength punch, ID4xl0 on a power punch, but the 
  latter counts as two melee attacks). A claw strike does 2D6 
  M.D. added to the Supernatural P.S. damage (6D6 total). A 
  running leap or tackle attack does 3D6 M.D. and has a 
  01-75% chance of knocking opponents as tall as 12 feet (3.6 
  m) off their feet. Victims lose initiative and two melee at­
  tacks, but the running leap/tackle counts as two melee at­
  tacks. Raging Doom rarely even consider using a weapon or 
  magic. 
  Eye Beams (special): Energy Bolts can be fired from the 
  eyes. Damage is 3D6 M.D. per single blast, 6D6 M.D. when 
  both eyes fire simultaneously at the same target (counts as 
  one melee attack). However, the nature of the eye stalks are 
  such that the eyes can point and shoot at two separate targets 
  simultaneously, but damage is limited to 3D6 M.D. each and 
  no bonus to strike is applicable. Range: 1600 feet (488 m). 
  Prehensile Weapon Tail (special): The long, thick tail is 
  flexible enough to be used to swat and lash out at enemies 
  from behind or to either side. Inflicts 5D6 M.D. with each tail 
  swipe. Each tail swipe counts as one melee attack. 
  R.c.c. Bonuses (in addition to likely attribute bonuses): +3 
  on initiative, +4 to strike in close combat, +3 to strike with 
  eye beams, +8 to parry, +3 to dodge, +4 to disarm, +4 to pull 
  punch, +2 to roll with impact or fall, impervious to Horror 
  Factor and fear of any kind (including magic or psionic in­
  duced fear), and +2 on all other saving throws. 
  Magic: Limited to the following spells, provided the demon has 
  sufficient P.P.E.: Deflect (10), Frequency Jamming (1 5), 
  Mystic Fulcrum (5), Shadow Meld (10), Sense Evil (2), 
  Sense Magic (2), and Sonic Blast (25). Spell potency is equal 
  to the demon's experience level. 
  Psionics: None. 
  Enemies: Humans, demon slayers, champions of light and any­
  one who gets in its way. Considers the Savage Fury (Day 
  Demon) an enemy, and Brodkil and other combat oriented 
  demons as rivals. 
  Allies: Other, more intelligent and powerful demons, greater de­
  mons, and beings of considerable power. 
  Habitat: Can be found almost anywhere throughout the world 
  but are especially common in North and South America, Rus­
  sia, Mongolia, China and Japan. One can be expect to fmd 
  the Raging Doom adding to the death toll and violence where 
  demons are found in abundance or chaos reigns. 
  Shimmering Slayer 
  The Shimmering Slayer is a weird demonic being with un­
  usual powers. It appears as a wild-looking, musclebound hu­
  manoid with large, glowing yellow eyes, glistening black or 
  blue skin, a featureless face, and a crown of hair that seems to 
  be made of straw or water reeds. The thing lives underwater, at 
  the bottom of lakes, rivers and marshlands. The Shimmering 
  Slayer rises from the water to appear during the unsettling calm 
  and gloom that comes before a storm and the moody wake in the 
  aftermath of a storm, as well as during fog. It visits to the sur­
  face to prey on people in boats and along river banks where it 
  58 
  hunts for food and terrorizes the countryside, sometimes travel­
  ing as far as 20 miles (32 km) inland and even deeper into the 
  interior during fog. Exactly why it uses the cover of fog or a 
  storm to conceal its presence or to cover its tracks is unknown. 
  Some suspect the demon follows the storm or sheltering fog to 
  take advantage of the fear and confusion they both create. Oth­
  ers believe the atmospheric disturbances wake the demon from 
  its slumber under the waves and once awake, the monster's 
  grumbling, empty stomach prompts it to go hunting. The Great 
  Lakes and the surrounding region with thousands of smaller 
  lakes and marshland (in the US and Canada) are the perfect 
  home for Shimmering Slayers, who are especially numerous 
  around the lakes, as well as along the Mississippi River and 
  what's left of Florida and the Gulf Coast. 
  A marauding hunter with a nasty streak a mile wide, Shim­
  mering Slayers enjoy causing havoc and misfortune wherever 
  they go. When not hunting, they enjoy capsizing boats, snapping 
  or tangling anchor chains, punching holes in the bottom of ves­
  sels, shredding fishing nets and sails, smashing docks and small 
  boats, spoiling fresh catches, killing guard animals, slaughtering 
  livestock, and chasing horses and unsuspecting travelers. Cruel, 
  beastly demons, Shimmering Slayers usually hunt their human 
  prey alone and seldom willingly join forces with other demons 
  or work in concert with monsters or mortals. Note: See Natural 
  Abilities for the demon's many strange powers. 
  Also Known as the Lake Demon. 
  Race: Lesser Chaos Demon. 
  Alignment: Diabolic evil. 
  Attributes: I.Q. ID4+3 (low human intelligence), M.E. 104+5, 
  M.A. ID6, Supernatural P.S. 104+20, P.P. 104+17, P.E. 
  ID6+17, P.B. 104, Spd 2D4+ 19 running (approx. 15 mph/24 
  km). 
  M.D.C. : P.E. number x4 +2D6xlO. (On S.D.C. worlds, the 
  demon has 2D4xl0 +P.E. number for Hit Points, ID6xl0 for 
  S.D.C. and an A.R. of 13.) 
  Horror Factor: 13 
  Size: 5.6-6.6 feet ( 1 .7 to 2 m) tall. 
  Weight: 250 pounds (1 12.5 kg) of rippling muscle. 
  Average Life Span: Uncertain, probably immortal. 
  P.P.E.: P.E. attribute number x2 +106xl0. I.S.P.: M.E. attrib­
  ute number x3. 
  Natural Abilities: Good running speed, and can remain active 
  for 14 hours without feeling tired or needing to rest. Can 
  swim at double its running speed, can breathe underwater and 
  in the air, and can survive ocean depths as deep as four miles 
  (6.4 km). Impervious to cold, dimensional teleport 10% 
  (+ 15% at a ley line nexus) and bio-regenerates 3D6 M.D.C. 
  per melee round and regenerates entire lost limbs in 10 hours 
  but only when in water; cannot regenerate damage at all 
  while on dry land unless covered in water (Le., rain or fog). 
  Knows All Languages: Magically understands and speaks 
  all languages at 70%, but talks in a husky whisper that 
  sounds like the wind. To create fear the demon whistles and 
  howls, and during combat it bellows and growls. Cannot 
  read. 
  A Shadow and a Pair of Glowing Lights in Mist (special): 
  In fog, the Shimmering Slayer can become semi-transparent, 
  
  appearing only as a faint shadow several yards/meters away 
  or as a pair of faintly glowing lights that appear and then dis­
  appear when it turns its head or closes its eyes. The demon 
  must abandon this shadowy form to launch an attack or en­
  gage in any physical activity, but while part of the fog, physi­
  cal attacks, energy blasts and magic have no effect on it, 
  harmlessly passing through it like the rest of the fog. 
  The Powers of the Glowing Eyes (special): 1 .  Can see as 
  clear as day inside the thickest fog or darkest storm as well as 
  in the murkiest and darkest waters. Nightvision 2000 feet 
  (610 m) and can see the invisible. 
  2. The light from the eyes can also be made to pulsate to 
  create the same effect as the Wisps of Confusion spell: Each 
  character witnessing the effect must roll a 1 5  or greater to 
  save vs magic. Those who fail are -5 to strike, parry and 
  dodge, and attacks per melee are reduced by half. Penalties 
  last for 1D4 melee rounds after being affected. A favorite 
  tactic of the Shimmering Slayer is to use the confusion power 
  to temporarily diminish potential adversaries and then attack 
  while they are still reeling. 
  3. In the alternative, the Shimmering Slayer can use its 
  glowing eyes to transfIX those watching the light show. Noth­
  ing life threatening happens as a result, but victims (those 
  who roll a 14 or lower) lose all sense of time and watch the 
  lights for as long as the creature keeps the transfIxing effect 
  going. Thus, what seems like a few seconds or a minute or 
  two could really be several minutes (ID6xl0) or even hours 
  (seldom more than three). The demon cannot attack or use 
  magic or psionics while it has mortals transfIxed with its 
  eyes. 
  59 
  4. Searchlight effect. Lastly, the demon can magnify the 
  intensity of the light from its eyes to seem as if they are the 
  high powered beams from a lighthouse. This power is used to 
  lure vessels on the Great Lakes to run aground on sand bars, 
  rocks and sunken ships. 
  Note: The "Eye" powers work only at night. In daylight 
  they turn into a pair of tiny orange specks, like the embers of 
  a cigarette lost in a shaggy and shadowy face where no other 
  features can be discerned. 
  Hide in Reflective SurfaceslMirrors & Become a Reflec­
  tion (special): Arguably the strangest thing about Shim­
  mering Slayers is their ability to enter mirrors. The demon 
  can place itself inside a mirror by simply stepping into it and 
  appear as a reflected image in the background. This may be 
  done for many reasons: to hide or escape attackers, to 
  frighten those looking into the mirror, to eavesdrop/spy on 
  others (can see or hear everything within 50 feetll5.2 m of 
  the mirror), to escape the agony of sunlight, and for con­
  cealed transportation from one place to the other. The latter is 
  accomplished by stepping into a mirror unseen and hitching a 
  ride without the individual carrying the item ever knowing it. 
  The hulking brute can step into a mirror as small as a pocket 
  mirror and is nothing more than an insubstantial, weightless 
  reflection inside. It's aware of sights and sound all around the 
  mirror, but cannot attack, not even with psionics, unless it 
  steps out of the mirror to become a solid being again. The 
  Slayer can exit any time it desires, but usually waits until a 
  quiet moment when nobody is around or when it is near a 
  body of water, or until a storm or fog rolls in. 
  If not careful, the Shimmering Slayer can outsmart itself 
  and get into serious trouble hiding in mirrors. For one, if no­
  ticed, people can prepare for combat and surround the mirror. 
  If the mirror is smashed, the demon is spit out onto the 
  ground whether it wants to exit or not. The rough exit leaves 
  it without initiative and -2 melee attacks for that initial round 
  of combat. During the day, the demon can be blinded. This 
  happens when the mirror containing it is used to reflect sun­
  light Catching sun with the mirror blinds the monster inside 
  (-10 to strike, parry and dodge) and stings the eyes and pre­
  vents it from seeing what is transpiring around the mirror 
  (like a gathering lynch mob or soldiers). In addition, should 
  the demon exit in sunlight, it remains blinded for ID4 melee 
  rounds plus the daylight inflicts all the usual penalties (re­
  duced M.D.C. and P.S.) as well as penalties for being on dry 
  land. In short, the demon is left very vulnerable and open to 
  attack. 
  Watery Reflection: The Shimmering Slayer can enter any 
  reflective surface, including water. In this case the creature 
  appears as a reflection inside the water. It can float in place 
  or float away on the tide, or slowly vanish from sight. As 
  with hiding in mirrors, the Shimmering Slayer can see and 
  hear everything going on within 50 feet (15.2 m) of its reflec­
  tion, but cannot attack with an insubstantial reflection 
  (though the sight of the reflection has a H.F. of 12). Becom­
  ing a reflection in water is much safer than mirrors because 
  the reflection cannot be captured or held. If discovered, the 
  monster either slips away or turns substantial and swims off 
  or attacks. The act of becoming a reflection or solid counts as 
  two melee attacks/actions. 
  
  Walk on Water: The demon can also stand and walk on 
  the surface of water. Maximum speed is half its normal run­
  ning speed. 
  Limited Invulnerability (special): The demon is impervi­
  ous to normal S.D.C. weapons unless they are made of silver. 
  Impervious to S.D.C. and M.D. cold and electricity/lightning, 
  poison and disease. Man-made Mega-Damage weapons, ex­
  cept electricity and cold, inflict full damage, as do magic 
  weapons, spells and psionics. Daylight has a profound effect 
  on the demon. 
  Vulnerabilities: 1 .  Magic and M.D. fire inflict double damage 
  and even an S.D.C. flaming torch, Molotov cocktail, or 
  flamethrower will do ID4 or ID6 M.D. depending on the 
  size and intensity of the fITe. 
  2. Sunlight and Daytime: Eye powers and the ability to 
  walk on water don't work in sunlight, and reduce M.D.C. and 
  P.S. (and corresponding reduction in M.D.) during the day 
  and when exposed to daylight. The only exception is if the 
  creature is protected by fog, in which case its powers, M.D.C. 
  and P.S. remain unchanged. However, as the fog burns off, 
  the demon becomes vulnerable, at least in open patches 
  where the fog is gone. 
  3. Dry Land. As long as the Shimmering Slayer remains in 
  water or fog, the demon's powers remain unchanged even 
  during the daytime. However, when on dry land reduce the 
  demon's attacks per melee, bonuses, and Spd by half. Fur­
  thermore, it cannot bio-regenerate on dry land, it must be 
  submerged or drenched in water (rain or fog) to regenerate. 
  Penalties from sunlight and dry land are cumulative. 
  R.C.C. Skills: Basic Math 30%, Land Navigation 85% (+5% 
  along coastlines or rivers), Underwater Navigation (special) 
  95%, Climb 75/65%, Prowl 50%, Track Humanoids 50% 
  (+ 10% to follow a blood trail), and Lore: Demons & Mon­
  sters 70%. The demon may pick up and use any man-made 
  weapon, but without benefit of W.P. bonuses. These skills do 
  not improve with experience. Also see Natural Abilities, 
  above and Magic, below. 
  Equivalent Level of Experience: ID4 
  Attacks per Melee: Six physical attacks or two by magic. 
  Damage: Head-butt, punch or kick M.D. as per Supernatural 
  P.S. (5D6 S.D.C. on a restrained punch, 4D6 M.D. on full 
  strength punch, ID4xl0 on a power punch, but the latter 
  counts as two melee attacks). A claw strike does 2D6 M.D. 
  added to the Supernatural P.S. damage (6D6 total). A running 
  leap or tackle attack does ID6 M.D. and has a 01-60% 
  chance of knocking opponents as tall as 10 feet (3 m) off 
  their feet. Victims lose initiative and two melee attacks, but 
  the running leap/tackle counts as two melee attacks. Or may 
  attack using magic or psionics. The demon seldom considers 
  using a weapon. 
  R.C.c. Bonuses (in addition to likely attribute bonuses): +2 
  on initiative, +3 to strike, +2 to parry, +2 to dodge (+5 under­
  water), +3 to disarm, +3 to pull punch, +2 to roll with impact 
  or fall, +5 to save vs Horror Factor and + I on all other saving 
  throws. 
  Magic: Limited to the following spells, provided the demon has 
  sufficient P.P.E.: Blinding Flash (1), Cleanse (6), Extinguish 
  Fire (4), Heavy Breathing (5), Lantern Light ( I ;  used to trick 
  60 
  humans), 
  Levitation 
  (5), Thunderclap 
  (4), 
  Frequency 
  Jamming (15), Reflection (7), Seal (7), Spoil (water only, 
  30), and Summon Fog (140). Spell potency is equal to the 
  demon's experience level. 
  Psionics: I.S.P.: M.E. attribute number x3. Powers are limited 
  to: Sense Magic (2), Sense Time (2), and Hydrokinesis (var­
  ies). 
  Enemies: Humans, demon slayers, champions of light and any­
  one who gets in its way. Humans are its primary prey. 
  Elementals are viewed with respect and fear, while other 
  aquatic demons are seen as rivals and invaders. 
  Allies: Few. May be forced into the service of greater demons 
  and other powerful beings, otherwise hunts alone. 
  Habitat: Can be found almost anywhere throughout the world 
  but are especially common in environments where there are 
  large or numerous rivers and lakes, or seas where sudden 
  storms appear, including North and South America, India, 
  Asia, Japan, and parts of Australia. 
  Greater Demons 
  The Corruptor 
  The Corruptor is a hideous thing that appears as a demonic, 
  disembodied head floating among a mass of tentacles with 
  mouths at the end. And when we say a mass of tentacles, we 
  mean 6D6+36. The demon moves as if in slow motion with each 
  of its tentacles weaving and undulating as if participating in a 
  macabre dance. The head resembles the rotting skull of a bull, 
  only the teeth are pointed, the horns curled like a ram, the skin 
  scaly like a snake and its eyes solid black and disturbing. A row 
  of small black horns also run from the tip of the nose up the cen­
  terline of the skull. Several others protrude from the cheeks and 
  a pair from the chin. 
  Though a formidable combatant, this brilliant and powerful 
  demon prefers to strike at the hearts and minds of mortals, cor­
  rupting and warping them into something terrible and evil. The 
  Corruptor delights in giving birth to tyrants and mass murderers, 
  nurturing betrayal and planting the seeds for unspeakable evil. It 
  does so by appealing to the intellect, emotions, dreams, fears 
  and desires of those it meets. Corruptors are almost always calm 
  and soft spoken even when facing death. Their voice is deep, 
  warm and somehow comforting and inviting, the kind of sound 
  one could enjoy listening to for hours. The creature, however, is 
  anything but warm and comforting. It always has an ulterior mo­
  tive and is always trying to break people down, turn them to 
  evil, nudge them into doing the wrong thing and encourage re­
  venge, greed and selfIshness. To that end, the wily fiend can al­
  ways justify anything from betrayal to murder. Cold, calm, and 
  calculating, its mind is always working. The Corruptor is a true 
  master manipulator who knows how to offer incentives and sug­
  gestions to influence others and lure them down the road of self­
  ishness, ruthlessness, cruelty and evil. Those it corrupts become 
  its true weapons of destruction, using them like a master chess 
  player to create heartache and havoc. 
  
  Also Known as the Beast of Many Serpents and the Serpent of 
  Lies. 
  Race: Greater Chaos Demon. 
  Alignment: Always Diabolic evil. 
  Attributes: I.Q. 106+22, M.E. ID6+23, M.A. ID6+20, Super­
  natural P.S. 106+19, P.P. ID6+17, P.E. ID6+18, P.B. 104, 
  Spd 104+ 17 (15 mph/24 km). 
  M.D.C.: P.E. number x4 + 106xl00. (On S.D.C. worlds, the 
  demon has 3D6xl0 +P.E. number for Hit Points, 2D6xlO+60 
  for S.D.C. and an A.R. of 14.) 
  Horror/Awe Factor: 17 
  Size: 6-8 feet ( 1 .8 to 2.4 m) tall and 3-5 feet (0.9 to 1 .5 m) wide. 
  Tentacles have a reach of 12 feet (3.6). 
  Weight: 500-700 pounds (225 to 3 1 5  kg) of squirming tenta­
  cles. 
  Average Life Span: Uncertain, probably immortal. 
  P.P.E.: P.E. attribute number xl0 +2D6xl0. I.S.P.: M.E. attrib­
  ute number xl2. 
  Natural Abilities: Good maneuverability and fair speed. Can 
  remain active for 96 hours without feeling tired or needing to 
  rest. Can crawl along walls like and insect (see below), sees 
  the invisible, Nightvision 1000 feet (305 m), has a special 
  sensor array (see tentacle feelers, below) resistant to fIre and 
  cold (half damage), dimensional teleport 30% (+35% at a ley 
  line nexus) and bio-regenerates ID4x1O M.D.C. per melee 
  round. Lost tentacles regrow within 48 hours. 
  Knows All Languages: Magically understands, speaks and 
  reads all languages at 98%. 
  61 
  Insect Locomotion (special): Can move along the side of 
  walls and along ceilings like an insect slowly or at its full 
  running pace. 
  Tentacles (special): The tentacles have no apparent eyes, 
  but move and act as if they can see independent of the de­
  monic head. Each has three ribbon-like tongues that serve as 
  feelers "licking the air" to detect scents/odors and tastes 
  floating on the air, as well as detect air temperature (within 
  one degree), air movement on a molecular level, and even 
  sound. These sensory organs are so highly tuned that the 
  Corruptor cannot be caught by surprise from any direction, 
  and can sense movement, identify odors (90%), smell fear 
  (80%), recognize the scent of specifIc people and animals 
  (72%), and track by smell alone (62%). Range: 120 foot 
  (35.7 m) radius; -20% for the next 100 feet (30.5 m) and be­
  yond that range accurate sensing is not possible (-30%). The 
  creature can function with little impairment in any environ­
  ment, even total darkness or when blind (only - I on combat 
  penalties for being blinded). 
  Methods of Attack & Tentacles: See Damage. 
  Metamorphosis: Human: Though it is a physical form the 
  demon fmds repugnant, the Corruptor can transform into the 
  male or female human form. The creature's true form, how­
  ever, is revealed in the light of day by making the "human's" 
  eyes turn black, its teeth to become pointed and for ID6+4 
  tentacles to sprout. 
  Metamorphosis: Human is typically performed to more 
  easily approach and influence humans, at least the fIrst time 
  they meet with the Corruptor. However, the creature only 
  keeps the form as long as absolutely necessary, and prides it­
  self on being able to approach and appeal to humans even in 
  its monstrous form. It never uses metamorphosis to sneak up 
  on an adversary and backstab, bushwhack or assassinate him, 
  that's too crude, simpleminded and beneath the Corruptor. 
  No, the Corruptor chooses to strike through a loved one or 
  trusted associate who has been turned against the demon's 
  adversary, or brought low through other clever means and, 
  again, by the hand of others. Seldom does the Corruptor take 
  a direct hand in destroying its enemies or targets. Such me­
  nial tasks as theft, spying, research, planting false evidence, 
  battery and murder are for lesser pawns, servants, blackmail 
  victims, worshipers and allies. 
  Limited Invulnerability (special): The demon is impervi­
  ous to normal S.D.C. weapons (unless they are made of sil­
  ver), as well as normal, S.D.C. fIre, cold, poison and disease. 
  Resistant to Mega-Damage fIre and cold, including magic 
  spells (do half damage). Man-made Mega-Damage weapons 
  inflict full damage, as do magic weapons, spells and psionics. 
  Daylight has a profound effect on the demon. 
  Vulnerabilities: 1 .  Weapons made of, or coated with, silver in­
  flict the equivalent S.D.C. damage as M.D. x2 (Le. a sword 
  plated with silver that normally inflicts 2D6 S.D.C. would in­
  flict 2D6 M.D. to the demon). Holy weapons, Rune Weapons 
  and items made from a Millennium Tree inflict double dam­
  age. 
  2. Sunlight and daytime. As long as the Corruptor remains 
  in darkness, the demon's powers remain unchanged even 
  during the daytime. However, when exposed to sunlight re­
  duce the number of attacks, bonuses, M.D.C., P.S. and Spd 
  
  by half. Also reduce the level of power/proficiency of its 
  magic spells by half. 
  R.CoCo Skills: Basic & Advanced Math 98%, Anthropology 
  80%, Biology 
  80%, Streetwise 90%, Seduction 90%, 
  Palming 70%, Concealment 70%, Climb 98/95%, Prowl 
  65%, Find Contraband 70%, Land Navigation 90%, Wres­
  tling, Research 85%, Law 85%, Lore: All at 85%. These 
  skills do not improve with experience. Also see Natural Abil­
  ities, above and Magic, below. 
  Equivalent Level of Experience: 1D6+4 
  Attacks per Melee: 14 physical attacks, however, the Corruptor 
  personally dislikes engaging in physical violence, much pre­
  ferring to engage in a battles of words, psionics (six attacks 
  per melee) or magic (two attacks per melee). 
  Damage: Bite: A nip does 1D4 M.D. and is usually meant as a 
  warning or the creature is toying with its opponent. A full 
  strength bite does 3D6 M.D. 
  Hand to Hand: Head-butt damage as per Supernatural P.S. 
  (4D6 S.D.C. on a restrained butt, 3D6 M.D. on full strength 
  strike, 6D6 on a power strike, but the latter counts as two me­
  lee attacks). A running ram is not possible. 
  Tentacle Strike: Each of the 50+ tentacles is a potential 
  deadly weapon that can bite doing 1D6 M.D., strike like a 
  punch or whip doing 2D4 M.D., or entangle/pinlhold (no 
  damage), or entangle and crush/squeeze (the latter does 4D6 
  S.D.C. per normal squeeze and 1D6 M.D. per power squeeze 
  but counts as two melee attacks), or strangle (chokes the av­
  erage S.D.C. opponent in 1D4 minutes, the average Mega­
  Damage being in 1D4+4 minutes). Each tentacle strike 
  counts as one melee attack. 
  R.CoC. Bonuses (in addition to likely attribute bonuses): 
  Cannot be caught by surprise or attacked from behind, +3 on 
  initiative, +5 to strike in close combat, +7 to parry, +5 to au­
  tomatic dodge (the act of dodging does not use up a melee at­
  tack), +7 to disarm, +7 to entangle, +4 to pull punch, +1 to 
  roll with impact or fall, impervious to Horror Factor and fear 
  of any kind (including magic or psionic induced fear), imper­
  vious to possession, and +3 on all other saving throws. 
  Magic: Limited to the following spells, provided the demon has 
  sufficient P.P.E.: All spells levels 1-6, plus Create Magic 
  Scroll (100), Dispel Magic Barriers (20), Enemy Mind (100), 
  Exorcism (30), Eyes of the Wolf (25), Forcebonds (25), 
  Greater Healing (30), Havoc (70), Id Alter Ego (130), Invisi­
  bility: Superior (20), Ley Line Time Capsule (15), Lifeward 
  (40), Mental Shock (30), Mind Shatter (130), Mute (50), 
  Mystic Portal (60), Negate Magic (30), Negate Mechanics 
  (20), Re-Open Gateway (180), Restoration (750), Resurrec­
  tion (650), Sanctum (390), Second Sight (20), Swap Places 
  (300), Transferal (50). Spell potency is equal to the demon's 
  experience level. Note: Sly and cunning, the soft spoken 
  Corruptor frequently offers empowering, helpful and healing 
  magic as bribes, blackmail and inducement to get mortals to 
  do what it wants and as rewards. 
  Psionics: I.S.P.: M.E. attribute number x12 + 10 per level of ex­
  perience. Considered a Master Psychic. Psionic Powers in­
  clude: All Healing and Sensitive abilities and the Super 
  Psionic Powers of Bio-Manipulation (10), Empathic Trans­
  mission (6), Group Mind Block (22), Group Trance (15), 
  62 
  Mind Bolt (varies), Mind Bond (10), Mind Wipe (special), 
  Psionic Invisibility (10), Psychic Body Field (30), Psychic 
  Omni-Sight (15), Radiate Horror Factor (8), Telemechanics 
  (10) and Telemechanic Mental Operation (12). 
  Enemies: Anyone, human, dragon or supernatural being who 
  challenges, defies or opposes the Corruptor is an enemy. 
  Likewise, those beings targeted for corruption or ruination, 
  usually for the challenge and fun of it, are also enemies of 
  sorts. Unlike most demons, however, the Corruptor does not 
  necessarily seek the demise of his enemies. Instead, it often 
  prefers to topple them from power, ruin their reputations, 
  business, or love life, ruin them financially, take away what 
  they love most, or bring about some other great tragedy or 
  suffering. Best of all revenges, is to corrupt their enemies, 
  turning them into such despicable versions of their former 
  selves that they loathe themselves, commit suicide or lash out 
  at the world. 
  Allies: Anyone is a potential "friend and ally," especially those 
  lovely and impressionable humans. Tends to avoid working 
  or conspiring with other powerful and intelligent demons, 
  gods and creatures of magic, believing that it is truly better 
  than any of them. Which means even greater beings may be 
  targeted by the Corruptor for being turned to darkness and/or 
  destruction, undermining their power, striking at loved ones 
  or their base of worshipers. 
  Habitat: Can be found almost anywhere throughout the world 
  but are especially common in North and South America, Rus­
  sia, India and China. One can expect to fmd the Corruptor in 
  population centers where it can bring down nations and cause 
  the greatest grief. 
  Note: The raw power and cunning brilliance of the Corruptor 
  puts it on the level of Demon Lord, but they are ultimately 
  destroyers and bringers of chaos with no desire to rule or lead 
  others which relegates them to Greater Demon. 
  The Grotesk 
  The Grotesk are malevolent creatures of darkness who love 
  chaos, and contribute to it by unleashing horrors and creating 
  panic. Wannabe kings and leaders, they often gather a small 
  band of lesser demons (3D6+3; any variety) as well as com­
  mand other monsters, human worshipers, Witches and hench­
  men. One of their abilities is empowering mortals to become 
  Chaos Witches, who are then sent out to wreak havoc in the 
  name of their dark lord. Vile, nasty brutes, the Grotesk can't 
  stand to be opposed, defied, ignored or challenged, and marshal 
  their forces to crush their adversaries. This is usually a very di­
  rect and savage approach fueled by emotion which makes the 
  demon reckless and sloppy. Always sure it can outsmart or over­
  power any opponent (even when it's not true), the Grotesk dis­
  plays the reason it makes a terrible leader by sacrificing its 
  minions in foolish battles and stupid escapades for no reason 
  other than selfish pride and personal gratification. 
  The Grotesk have the lower body of a massive worm 
  shrouded in darkness and crackling black lightning. The upper 
  body sports a pair of long, spindly arms that end in large, 
  clawed hands The hideous head hangs low over what would be 
  
  the chest of a human, its skin shriveled and lumpy, the eyes are 
  sunken, and its mouth is filled with large fangs and sharp teeth. 
  A black spike protrudes from each cheek and a pair ofhoms rise 
  from above the brow, and the creature always has a menacing, 
  leering expression on its face. In addition, the Grotesk is con­
  stantly snorting and chuckling about its great power and plans of 
  conquest and domination. The demon is the ultimate bully and 
  loves to push people around, instill fear and force people to bow 
  down before it. 
  Also Known as the Devil Worm. 
  Race: Greater Chaos Demon. 
  Alignment: Always Diabolic evil. 
  Attributes: I.Q. 106+1 6, M.E. 106+16, M.A. 106+16, Super­
  natural P.S. 106+19, P.P. 106+16, P.E. 1 06+ 16, P.B. 104, 
  Spd 104+16 (12 mph/1 9  km). 
  M.D.C.: P.E. number x3 +104xl 00. (On S.D.C. worlds, the 
  demon has 2D6xl0 +P.E. number for Hit Points, 3D6xl 0+20 
  for S.D.C. and an A.R. of 12.) 
  63 
  Horrorl Awe Factor: 1 5  
  Size: 6-8 feet (1 .8 to 2.4 m) tall, but 12- 1 5  feet (3.6 to 4.6 m) 
  long. The arms have a 9 foot (2.7 m) reach. 
  Weight: 800 pounds (360 kg). 
  Average Life Span: Uncertain, probably immortal. 
  P.P.E.: P.E. attribute number x5 +104xl00. 
  Natural Abilities: Good maneuverability and fair speed. Can 
  remain active for 72 hours without feeling tired or needing to 
  rest. Can see the invisible, turn invisible at will, Nightvision 
  1 000 feet (305 m), impervious to cold (no damage), dimen­
  sional teleport 35% (+35% at a ley line nexus) and bio-regen­
  erates 406 M.D.C. per melee round. If a finger or limb is 
  lost, it regrows over night. 
  Knows All Languages: Magically understands, speaks and 
  reads all languages at 94%. 
  Methods of Attack & Tentacles: See Damage. 
  Metamorphosis: Human: The Grotesk can turn into a dark 
  skinned, hairless old man to walk among humans for the pur­
  pose of infiltration, spying, and surprise attacks. The crea­
  ture's true form is revealed by the light of day, instantly 
  turning back into a demon. 
  Black Mist and Lightning: The lower body of the Grotesk 
  is perpetually engulfed in a cloudy, black mist with tiny bolts 
  of crackling black lightning streaming out from all around it. 
  The black mist enables the demon to move without a sound 
  and without leaving any sign of its passage (no tracks; floats 
  a footlO.3 m above the ground). 
  The mist also enables the Grotesk to fire black lightning 
  bolts up to 1 000 feet (305 m) away. Each blast counts as one 
  melee attack and does either 206 or 406 M.D., the demon's 
  choice. 
  Limited Invulnerability (special): The demon is impervi­
  ous to normal S.D.C. weapons, S.D.C. fIre, cold, poison and 
  disease. Also impervious to cold and resistant to Mega-Dam­
  age 
  electricity 
  (does 
  half 
  damage). 
  Most 
  man-made 
  Mega-Damage weapons inflict full damage, as do magic 
  weapons, spells and psionics. Holy weapons, Rune Weapons 
  and items made from a Millennium Tree inflict double dam­
  age, and daylight has a profound effect on the demon. 
  Vulnerabilities: 1 .  Cats. Felines can see the Grotesk when in­
  visible, shadow melding or in magical disguise, have an H.F. 
  of 14 and inflict M.D. to the demon, as per the description on 
  page 12. 
  2. Sunlight and daytime. As long as the Grotesk remains 
  in darkness, the demon's powers remain unchanged even 
  during the daytime. However, when exposed to sunlight re­
  duce the number of attacks, bonuses, M.D.C., P.S. and Spd 
  by half. Also reduce the level of power/proficiency of its 
  magic spells by half, and its physical size. That's right, sun­
  light shrinks the monster by half. 
  RoC.C. Skills: Basic & Advanced Math 98%, Streetwise 85%, 
  Seduction 50%, Prowl 75%, Find Contraband 70%, Interro­
  gation 70010, Land Navigation 90%, Military Etiquette 75%, 
  Wrestling, Research 85%, Law 85%, and Lore: All at 85%. 
  These skills do not improve with experience. Also see Natu­
  ral Abilities, above and Magic, below. 
  Equivalent Level of Experience: 106+4 
  
  Attacks per Melee: Seven physical attacks or two by magic. 
  Grotesk enjoy physical combat because they love to beat, tor­
  ture and force others into submission. They may pick up and 
  use any weapon without benefit of W.P. bonuses, but prefer 
  to rely on their natural abilities and magic. 
  Damage: Bite: A nip does 106 M.D. and is usually meant as a 
  warning or that the creature is toying with its opponent. A 
  full strength bite does 306 M.D. 
  Hand to Hand: Punch or head-butt damage is per Super­
  natural P.S. (406 S.D.C. on a restrained strike, 306 M.D. on 
  full strength strike, 606 on a power strike, but the latter 
  counts as two melee attacks). A running ram is not possible. 
  A claw attack or impaling and opponent with its pointed 
  horns does 206+2 M.D. in addition to the usual P.S. damage, 
  and don't forget the creature's expansive reach (12 feetl3.6 
  m). 
  Black Lightning: The Grotesk can fIre black lightning 
  bolts from the mist that enshrouds 
  its lower body. Range: 
  1 000 feet (305 m). M.D.: 206 or 406 M.D., the demon's 
  choice. Each bolt counts as one melee attack. 
  In addition, the Grotesk can send electricity coursing 
  across its body, shocking everyone touching it (206 M.D.; 
  each use counts as one melee attack). 
  R.C.C. Bonuses (in addition to likely attribute bonuses): +2 
  on initiative, +4 to strike in close combat, +4 to pany, +3 to 
  automatic dodge (the act of dodging does not use up a melee 
  attack), +3 to disarm, +4 to pull punch, +1 to roll with impact 
  or fall, impervious to Horror Factor and possession, +4 to 
  save vs all forms of charm and mind control, and +2 on all 
  other saving throws. 
  Magic: Limited to the following spells, provided the demon has 
  sufficient P.P.E.: All spells levels 1 -4, plus Agony (20), Ani­
  mate & Control Dead (20), 
  Anti-Magic 
  Cloud (140), 
  Armorbane ( 100), Armor Bizarre ( 1 5), Calling (8), Call 
  Lightning (1 5), Charm (12), Create Mummy ( 160), Domina­
  tion (10), Dispel Magic Barriers (20), Energy Disruption 
  • 
  (12), Forcebonds 
  (25), Globe of Silence (20), Life Drain 
  (25), Lightning Arc (30), Magic Pigeon (20), Negate Magic 
  (30), Negate Mechanics (20), Power Weapon (35), Re-Open 
  Gateway (1 80), Restoration (750), Restore Life (275), Sick­
  ness (50), Spoil (30), Swords to Snakes (50), Teleport: Lesser 
  (1 5), Teleport: Superior (600), and Wall of Defense (55). 
  Spell potency is equal to the demon's experience level. Note: 
  Optional: Possesses the following African Witch Powers: 
  Charge Object with Evil (120), Delirium (25), Evil Eye (25), 
  Magic Drums (1 5), Money Doubling (1 5), Pestilence Touch 
  (15), and Poison Touch (20). See Rifts® Book of Magic or 
  Rifts® World Book 4: Africa for descriptions. 
  Psionics: None. 
  Enemies: Anyone who opposes or interferes with the Grotesk's 
  operation or threatens the creature's power base (which may 
  include human demon worshipers, Witches and other cut­
  throats). The most hated of enemies, however, are those who 
  belittle or cause the Grotesk to lose face. Considers the 
  World Slayers to be pushy, meddling, rivals and tries to un­
  dermine or usurp their base of power or destroy them when­
  ever possible. All enemies are to be utterly crushed. 
  Allies: Anyone willing to be subservient to its will. Tends to 
  command the respect and fear of humans, D-Bees and lesser 
  supernatural 
  beings. 
  Sometimes joins 
  forces 
  with 
  the 
  Corruptor, never realizing that the master manipulator is us­
  ing it as a pawn in one of his own schemes, or patronizing the 
  Grotesk to defuse a potentially volatile conflict. 
  Habitat: Can be found almost anywhere throughout the world 
  but are especially common in North and South America, Rus­
  sia, India and China. One can expect to fmd the Grotesk in 
  and around population centers where it can conquer and rule 
  over entire cities or cause the greatest panic and havoc. 
  Note: The Grotesk would love to become Demon Lords, but 
  lack the guile, tact and true leadership qualities to rule over 
  vast legions of lesser demons. 
  • 
  Beyond the SupernaturarM 
  Role-Playing Game, 2nd Edition 
  An updated and punched up Second Edition of this long-time fan favorite. 
  Players are at the vanguard of lost, forbidden and secret knowledge. They 
  navigate through a shadowy world of magic, superstition, disbelief and mon­
  sters that science refuses to admit even exist. They are the unsung heroes be­
  hind the scenes trying to help and protect others while they simultaneously 
  seek to unravel the mysteries of the unknown. 
  • More on Victor Lazlo and his lasting legacy: The Lazlo Agency. 
  • More world background and guides to adventure. 
  • New and old psychic, magic and spiritual D.C.C.s. 
  • Horror, mystery, monsters, and more. 
  • Adventure ideas and guidelines. 
  • Cat. No. 700, 256 pages with a price of $24.95 retail. 
  • Cover by John Zeleznik. Written by Kevin Siembieda and Randy McCall. 
  64 
  
  ● Imagine Earth transformed into an alien landscape.
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  ● Ri�s® Ul�mate Edi�on is the core RPG rule book.
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  Robotech® “Core Rules” – Shadow Chronicles® RPG Hardcover
  All the rules and informa�on a player needs to start a Robotech® 
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  ● 224 pages. Cat. No. 550HC. 8½ x 11 size, hardcover.
  Robotech®: The Macross® Saga Sourcebook – Cat. No. 551
  A treasure chest packed with the iconic mecha, vehicles, weapons and 
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  Robotech®: The Masters Saga™ Sourcebook – Cat. No. 552
  Tons of never before seen stats and descrip�ons for the many 
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  Robotech®: New Genera�on™ Sourcebook – Cat. No. 554
  The ba�le for the libera�on of Earth starts here.
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  Robotech®: Expedi�onary Marines Sourcebook – Cat. No. 553
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  Zentraedi Glaug Command™ – Cat. No. 55403
  This diverse pack provides your Zentraedi forces with greater tac�cal 
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  Give your Zentraedi legion greater ﬁrepower with these ar�llery and 
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  ● 4 Zentraedi Support Ba�lepods, each of which can be made into:
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  Serauhaug-Regult – Heavy Ar�llery Ba�lepod
  TTelnesta-Regult – Experimental Par�cle Beam Ba�lepod
  Four game pieces total.
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  Expand your Zentraedi forces with their main infantry ba�le mecha; 
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  UEDF Spartan/Phalanx Destroids™ – Cat. No. 55203
  Add some long-range power and up-close punch to your army with 
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  Expand your Destroid squad with these formidable walking tanks; 
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  UEDF Valkyrie Wing™
  – Cat. No. 55201
  Build your ﬂeet of Earth defenders with the Valkyrie Veritech 
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  Play Earth defenders or Zentraedi invaders.
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  ● 34 highly detailed game pieces. 6mm scale.
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  ● Assembly and pain�ng required. Glue not included.
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  Dead Reign™ RPG
  It is the aftermath of the zombie apocalypse. Civilization is gone, the 
  dead reign, and the living fight to survive against impossible odds. Tales 
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  game and sourcebooks.
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  Civilization Gone™
  Dead Reign™ Sourcebook One
  ItIt has been months since the dead rose to attack the living. Civiliza-
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  ● Madmen and Psychopaths including the Zombie Master, Ghost 
  Walker, Backstabber, Messianic Leader, Zombie Lover, Deathbringer 
  and others.
  ● Bandits and Raiders who prey upon other survivors.
  ● Street Gang Protectors and their mission to save lives.
  ● Phobia and Obsession tables. Many adventure ideas.
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  ● Additional world information and survival advice.
  ● $12.92 retail – 64 pages – Cat. No. 231. Available now.
  Dark Places™
  Dead Reign™ Sourcebook Two
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  ● $12.92 retail – 64 pages – Cat. No. 232. Available now.
  Endless Dead™
  Dead Reign
  Dead Reign™ Sourcebook Three
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  ● New types of zombies like Fused Zombies and Walking Mass Grave.
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  ●● Random encounter tables for military bases, police stations, gun 
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  ● Tables to make Survivor caravans, hideouts, Safe Havens & more.
  ● Timetable for setting zombie campaigns & many adventure ideas.
  ● $16.95 retail – 96 pages – Cat. No. 233. Available now.
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  ®
  Rifts® Chaos Earth®: Creatures of Chaos™
  The Chaos Earth® Role-Playing Game was just the first step in experiencing the cataclysmic birth of Rifts Earth. 
  Creatures of Chaos™ is the next.
  The
  The Demon Plagues are the second wave of destruction to wash over the Earth and shake the foundation of human 
  civilization. The Rifts are spewing creatures from nightmare dimensions bent on the torture and destruction of 
  humankind. Creatures best described as demons – enemies of goodness and destroyers of life. These are the villains 
  that NEMA’s heroic champions must face as they struggle to hold together the last threads of civilization.
  Player characters make their place in Rifts® history as the world they once knew rapidly continues to mutate into 
  something alien and bizarre. Nothing is quite as it seems, and even the light of day is not free of demonic raiders.
  ● Overview and introduction to the Demon Plagues of the Great Cataclysm.
  ● Overview and introduction to the Demon Plagues of the Great Cataclysm.
  ● NEMA’s place in the expanding drama of the end of the world.
  ● Nearly 30 new and different supernatural beings.
  ● Day Demons, Night Demons, World Slayers and more.
  ● Compatible with Rifts® and all its sourcebooks.
  ● For use with Rifts® Chaos Earth®.
  ● 64 pages by Kevin Siembieda.
  $12.95
  $12.95
  Cat. No. 661
  ISBN-10: 1-57457-092-7
  ISBN-13: 978-1-57457-092-2
  Unleash your imagination!™
  In stores
  everywhere
  The Rifter®
  An ongoing sourcebook series for the entire Palladium 
  Megaverse. Each issue has optional (sometimes official) 
  material for Rifts® and other Palladium RPGs.
  ● Great source for new ideas and fun.
  ● Optional O.C.C.s, monsters, weapons, and skills. 
  ● Optional magic and/or super abilities. 
  ● Optional magic and/or super abilities. 
  ● Adventures, gaming tips and Q&A.
  ● Rifts® source material & fiction.
  ● HU2, Palladium Fantasy & Nightbane® typical.
  ● The latest news and sneak previews.
  ● 96 pages.
  Rifts® Book of Magic
  ● Every spell for every magic O.C.C.
  ● Every spell for every magic O.C.C.
  ● Magic Tattoos, Necromancy & all the rest.
  ● Techno-Wizard, Rune Weapons & other magic items.
  ● Rifts® magic all in one big book.
  ● 352 pages.
  Rifts® G.M. Guide
  ● All skills listed & described.
  ● Stats for all weapons & armor to date.
  ● Stats for all weapons & armor to date.
  ● Vehicles, maps, indexes & much more.
  ● Rules clarifications and G.M. tips.
  ● 352 pages.
  Also from Palladium Books®
  
SOURCE: textdata/thevault/Chaos Earth (palladium)/Chaos Earth - Creatures of Chaos - PAL661P.pdf