Frighteners, Corruptors, and Tempters

The Ecology of Fear, carefully balanced by the Gaunt Man, is filled with an endless variety of Horrors, to keep would-be Heroes constantly guessing, and would-be Victims constantly afraid of the next thing. But all the Horrors are of three basic types: Frighteners, Corruptors, and Tempters.

Frighteners are the backbone of the Ecology of Fear, existing solely to scare their victims, and nothing else. While they barely have even animal intelligence and are widely derrided and abused by other Horrors - even other Frighteners - without them the Power of Fear would be gone. At their most basic, Frighteners appear as small wisps of shadow that are seen only out of the corner of one's eye. Some Frighteners lack any physical form at all, being merely an unsettling noise whose source cannot be found. Few Corrupt Souls start out as Frighteners, but many soon find themselves on this bottom rung through failure. Some Frighteners have even been known to admit their True Death, rather than continue on at this level!

Corruptors internalize the horrors of Orrorsh, making their victims fear what they themselves are capable of rather than some external threat. They insure a constant supply of new Corrupt Souls to be used as Horrors, but their blunt force methods produce only low-level evil. Corruptors try to get their victims to commit unwilling Wicked acts, gaining them their base Corruption of 8, and setting them on a path that will lead to willful Wicked acts and their eventual full Corruption. The basic Corruptor form is that of a small, dark animal that leaves a strangely shaped and slow-healing mark with it's bite. More advanced creatures will appear as members of the local ruling class, to lend further force to their commands. Corruptors have been very successful in the invasion of Gaea, where even before it's manipulation by the Gaunt Man, the Sacellum's doctrine of Original Sin made it's followers willing to turn to evil after only a single mistake.

Tempters are a more subtle form of Corruptor, one that tries to lead it's victims to commit willfull Wicked acts at all times. Because truly reshaping a being's moral fiber is a much slower and labor intensive proccess than simply forcing them to commit evil, Tempters do not produce as many Horrors as Corruptors, but the Horrors they produce are much more Wicked, much more powerful, and much more loyal to the reality of Orrorsh. Though they are the highest - or lowest, depending on your point of view - form of Horror, Tempters most often appear in small, inanimate forms, similar to Occult Objects, but with more adaptable abilities and attitudes. Being fashined as even the lowest form of Tempter is the goal of every Horror, because it usually is used as a test to see if the Horror is deserving of greater powers, up to and including full Nightmare status. But as great the rewards, equally grave is the punishment for failure by the ambitious Horror...

Frightener

DEXTERITY 10
Running 13, Stealth 15, Unarmed Combat 12
STRENGTH 8
TOUGHNESS 6
PERCEPTION 7
Tracking 10
MIND 5
Test (8), Willpower (10)
CHARISMA 5
Taunt (8)
SPIRIT 8
Faith(Orrorsh) 10, Intimidation 15 (, Reality 9)
Possibility Potential: rare (60)
Natural Tools: Teeth/Claws (STR+1/Damage Value 9).
Power Rating: 1 (Suggested powers: Blur Form)
Corruption Value: 9
Fear Rating: 1/2
Suggested Perseverance DN: 10
Suggested Weakness: None.
Suggested True Death: Exorcism.

Corruptor

DEXTERITY 11
Running 14, Unarmed Combat 15
STRENGTH 11
TOUGHNESS 15
PERCEPTION 10
Tracking 12
MIND 7
Test 9, Willpower 12
CHARISMA 7
Charm 9, Taunt 11
SPIRIT 9
Faith(Orrorsh) 12, Intimidation 13 (, Reality 11)
Possibility Potential: some (20)
Natural Tools: Teeth/Claws (STR+3/Damage Value 14).
Power Rating: 3 (Suggested powers: Infection and Shape Change or Hypnotism or Possession)
Corruption Value: 14
Fear Rating: 1
Suggested Perseverance DN: 13
Suggested Weakness: Silver, Garlic (Stymie).
Suggested True Death: Black heart burnt to ashes.

Tempter

DEXTERITY 1
Prestidigitation 8, Stealth 8
STRENGTH 1
TOUGHNESS 25
PERCEPTION 11
Evidence Analysis 13, Scholar (Realm Lore) 13, Trick 15
MIND 12
Test 16, Willpower 13
CHARISMA 10
Charm 16, Persuade 17, Taunt 17
SPIRIT 11
Faith(Orrorsh) 15, Intimidation 12, Reality 14
Possibility Potential: all
Natural Tools: None.
Power Rating: 5 (Suggested powers: Life Drain(Spirit), Dream Attack)
Corruption Value: 20
Fear Rating: 2
Suggested Perseverance DN: 18
Suggested Weakness: A Pure heart (Wound).
Suggested True Death: Failure.

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