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Horrors

of the Big Easy

Jasyn Jones
1 Title
Horrors of the Big Easy
Game Design: Jasyn Jones
Commentary: Jake Linford, Ks. Jim Ogle
Editing, Layout & Graphic Design: Jasyn Jones

Copyright © 2001-2007 by Jasyn Jones. All rights reserved. (See the copyright section
for Creative Commons licensing terms.)

Produced under license from West End Games.

These are original rules, intended for use with TORG: Roleplaying the Possibility Wars.
The most recent version of these rules (and other TORG resources) can be found on the
STORM KNIGHTS website:

http://darleyconsulting.com/games/stormknights/

TORG is ®, TM, & © 2007 by Purgatory Publishing, Inc. (See the copyright section for
more information.)

Updated: July 5, 2007


Introduction
The swamplands of Louisiana are perennial celebrations and performances.
murky and dank, a seemingly endless mo- In the third year of the Near Now, a
rass of sodden islands and moss-choked reality tree of Orrorshan reality was
channels. The boughs of the trees hang planted in New Orleans, bringing the
low, brushing the slow-moving water with realm of fear to the Mississippi bayou. The
branches and attendant vines. Alligators once-peaceful swamps of Louisiana now
slip through the dark water, hunting and teem with horrors both monstrous and
feeding. The land is mucky and mossy, humanoid.
each small island nearly indistinguishable
from its neighbors. Water flows every- Background
where and boats are a necessity. Background on New Orleans (including a
Set among these swamps is the famous map and information on the reality tree) can be
city of New Orleans. The streets and sites found in War’s End, ppg. 58 – 84. Further infor-
of New Orleans are known worldwide, mation can be found in Infiniverse Update, Vol-
including the non-stop party hosted in the ume II, pg. 49 and Volume III, pg. 67.
Other information about New Orleans can
innumerable bars of Bourbon Street, the
be found in the following Infiniverse newsletter
timeless buildings of the Vieux Carre, and issues (available as a free download on the West
the annual bacchanalia of Mardi Gras. End Games website): issue 23, ppg. 7-8; issue 24,
New Orleans is bright and bold, a home to pg. 9; issue 30, ppg. 9-10; issue 38, pg. 10.

3 H o r ro r s o f t h e B i g E a s y
Meanwhile, a subtle miasma of fear possessing an unearthly ability to follow
has settled over New Orleans and Baton people through the winding waters of both
Rouge. Unlike the monster-infested swamp and city. They’re immune to pain,
swamps, there are few obvious signs of relentless, and live only to chase down
Horrors in the city, but still their presence prey. They can run faster than most, tire-
is felt. Unexplained disappearances, seep- lessly. They seem to fear little.
ing Corruption, and violent confrontations
now mar the cities’ bright lights and festive “For generations, urban leg-
atmosphere. ends and campfire stories have
The terrors of city and swamp reflect
the heritage of Louisiana. Native myths peopled the wilderness with an
and legends have sprung to life, producing
Horrors unseen elsewhere in the Possibility endless array of sadistic, mur-
Wars. The following monsters are unique derous and cannibalistic dwell-
Horrors of the Big Easy.
ers.”
Swamp Men Swamp Men can be found alone, but
usually live with two to five other Swamp
For generations, urban legends and Men. The dwellings of Swamp Men are
campfire stories have peopled the wilder- filled with the discarded property of past
ness with an endless array of sadistic, victims, as well as their mortal remains.
murderous, and cannibalistic dwellers. Itinerants and monster hunters are not en-
Swamp Men embody these tales. They live couraged to linger in such surroundings.
deep in swamps, forests, or abandoned Swamp Men generally consume their
buildings, waylaying travelers and the lost, captives, after long and ugly torture ses-
and come forth only to kidnap their next sions. Those victims who survive are
meal. scarred and misshapen beyond recogni-
Swamp Men are invariably heavily mu- tion. It is said, though there is scant proof,
tilated, and are frequently missing a hand that such often reject civilization, embrace
(often replaced with sharp metal utensils the barbaric ways of their captors, and be-
like hooks or carving knives). Their faces come Swamp Men themselves.
are distorted and misshapen, their teeth
“Swamp Men are invariably Domain
Swamp Men inhabit abandoned build-
heavily mutilated, and are fre- ings, either in the swamps surrounding
New Orleans or within the city itself.
quently missing a hand (often
replaced with sharp metal uten- Swamp Men
Dexterity: 13
sils like hooks or carving dodge: 14
maneuver: 15
knives).” melee weapons: 20
mostly missing. Their scarred appearance missile weapons: 17
mirrors their disfigured souls. running: 14
Swamp Men are consummate trackers, stealth: 17

Storm Knights 4
unarmed combat: 19 sense victim, below.)
Strength: 15 False Loa
Toughness: 18
Perception: 13 Voudoun (otherwise known as voodoo)
find: 20 is a religion practiced in many nations sur-
tracking: 21 rounding the Caribbean. It is a mix of Af-
trick: 14 rican tribal traditions and Christian teach-
water vehicles: 14
Mind: 8 “Their rituals and worship
test: 16 have been corrupted, edging
willpower: 17
survival: 12 ever further towards darkness
Charisma: 7
taunt: (18) and evil. There are tales of the
Spirit: 13 rise of zombi’s and human sacri-
intimidation: 19
fice.”
Possibility Potential: Some (20) ings. According to voudoun teachings,
Natural Tools: Implanted weapon: Str + one great god rules over a host of lesser
8/23 (Str + 3/17 for anyone other than spirits, called loa. Voudoun religious
Swamp Men). ceremonies revolve around the summon-
Power Rating: 3 ing of the loa, who possess various mem-
Corruption Value: 16 bers of the hounfor (a family or congrega-
Fear Rating: 2 tion). (Further information on voodoo can
Suggested Perseverance DN: 13 alone, be found in the Delphi Council World-
14 in a group book, ppg. 108-116.)
Suggested Weakness: Fire Louisiana is host to a great many wor-
Suggested True Death: Killed by their shippers of voudoun (voodooiennes).
own implanted weapon Voudoun houngans (priests) even warned
“Swamp Men are consummate of the imminent arrival of the horror real-
ity. Since then, a great plague has de-
trackers, possessing an un- scended on the many hounfors in the area.
Slowly, their rituals and worship have been
earthly ability to follow people corrupted, edging ever further towards
through the winding waters of darkness and evil. There are tales of the
rise of zombi’s and human sacrifice. Bok-
both swamp and city.” ors (dark and usually Corrupt voudoun
priests) are more common than ever.
Notes: The Running Limit Value for As is frequently the case in Orrorsh, the
Swamp Men is 12. They are immune to blame lies with the Gaunt Man. He has
Shock taken as a result of pushing their empowered certain Horrors to imperson-
Running movement rate. Swamp Men ate the loa of voudoun, in order to lead its
commonly have Horror powers related to worshippers astray. The false loa can im-
resisting damage (regeneration or attack personate nearly any loa, although Papa
form resistance) or locating prey (see Legba, Baron Ghede, and Erzuli seem to

5 H o r ro r s o f t h e B i g E a s y
be the most common. These false loa at- find: 18
tempt to lure followers into committing trick: (17)
Wicked acts, slowly and subtly turning the Mind: 15
religion into one which worships Corrup- test: 19
tion. Bokors abound, and their dark deeds willpower: 20
Charisma: 14
“His dictates are are capri- charm: 18
cious, changing from day to persuasion: 17
taunt: (15)
day, and disobedience prompts Spirit: 16
faith (Orrorsh): 23
beatings, sometimes resulting in intimidation: 21
death.” reality (Orrorsh): 17
have tainted many voudoun worshippers. Possibility Potential: All, 5+ PP
Many houngans know that something Powers/Power Rating: Possess, plus 3-
is amiss, but they are outnumbered by 5 points of other powers
those who have embraced the rituals of the Corruption Value: 25
false loa. On their own, there is scant Fear Rating: 3
hope of them overcoming the Horrors. Suggested Perseverance DN: 15 - 18
Originally, only members of a hounfor Suggested Weakness: Varies, but al-
could be mounted, but recently the false ways somehow related to the personality
loa have begun mounting non- of the false loa.
worshippers. Worse yet, there are reports Suggested True Death: Varies, but is
of the false loa manifesting in Haiti and tied in with the false loa’s nature (also, see
even Brazil. If true, it means that the false notes).
loa have moved far beyond the limits of
Orrorshan reality, and are threatening all “Many houngans know that
voudoun worshippers everywhere.
something is amiss, but they are
Domain outnumbered by those who
Though primarily found in Louisiana,
false loa have spread their influence to have embraced the rituals of the
other areas where voudoun is worshipped.
Voudounistas must now be on their guard false loa. On their own, there is
anytime a ritual is enacted. scant hope of them overcoming
Typical False Loa the Horrors.”
Dexterity: 14 Notes: False loa exist as possessing
dodge: 15 spirits, they never materialize physically.
maneuver: (16) The false loa possess others using their
stealth: 16 possess Horror power, though it functions
unarmed combat: 15 slightly differently for them than described
Strength: 13 in the Orrorsh Sourcebook. When a false
Toughness: 15 loa possesses a cheval (“mount,” meaning
Perception: 16 possessed person), the attributes of the loa

Storm Knights 6
replace those of the cheval. Various loa intimidation and fear, always seeking to
differ in their attributes (see below, for ex- expand the circle of those he commands.
amples). His dictates are are capricious, changing
True loa can only mount those with from day to day, and disobedience
faith (voudoun), but false loas can possess prompts beatings, sometimes resulting in
anyone. All false loa have to be possessing death. Any slight, real or imagined, is met
a mount in order to be killed. They are with cruel reprisals. In combat, Legba is
invulnerable when not mounting. If at- fond of intimidating his opponents.
tacked, but not slain with their True Death,
the mount is killed but the false loa is not “Followers of Legba imitate
(this is, quite possibly, a Wicked act). False his manner and methods. They
loa can be exorcised using the appropriate
miracles or spells. are dictatorial tyrants, who bru-
Specific Loa talize and terrorize their subor-
The outline above is a generic tem- dinates and family. Resistance
plate, which can be modified as the ga-
memaster sees fit to represent specific loa. to their commands is met with
Below are three detailed examples of false
loa. Various other loa are discussed in the murderous rage.”
Delphi Council Worldbook. Gamemasters Followers of Legba imitate his manner
should feel free to flesh them out as de- and methods. They are dictatorial tyrants,
sired. who brutalize and terrorize their subordi-
“Papa Legba is the primary nates and family. They exploit those under
them for their own purposes, and take
loa, the leader of all loa, re- what they want at will. Resistance to their
commands is met with murderous rage.
nowned for his wisdom and in-
sight.” Papa Legba
Dexterity: 14
Papa Legba dodge: 15
maneuver: (16)
Papa Legba is the primary loa, the stealth: 16
leader of all loa, renowned for his wisdom unarmed combat: 15
and insight. According to voudoun lore, Strength: 13
he taught mankind how to foresee the fu- Toughness: 15
ture. He is the Sun and the spark of crea- Perception: 13
tion. He is the guardian of the Gate into find: 14
the Spirit World and is invoked at the be- trick: (17)
ginning of every voudoun ritual. He is Mind: 15
usually pictured as an old man, carrying a test: 19
cane. willpower: 20
As a false loa, Papa Legba is a brutal Charisma: 14
and demanding dictator, cruel, merciless, charm: 18
arbitrary, and vengeful. He leads through persuasion: 17

7 H o r ro r s o f t h e B i g E a s y
taunt: (15) Those who serve Ghede share an ab-
Spirit: 16 horrence of life and the living. Their rituals
faith (Orrorsh): 23 inevitably involve human sacrifice and
intimidation: 21 cannibalism. They hate and mock those
reality (Orrorsh): 17 who love life or protect the living. They
delight in raising up the dead and sending
Possibility Potential: 6 PP per Storm them among their former family or loved
Knight ones. Many mysterious disappearances
Powers: Possess, Regeneration, Domi- can be traced to chevals mounted by
nation* Ghede.
*This is a new Horror power. See
“Horror Powers” (pg. 19) for a description. “Those who serve Ghede
Corruption Value: 25 share an abhorrence of life and
Fear Rating: 3
Perseverance DN: 19 the living. Their rituals inevitably
Weakness: Legba is setback whenever
he fails to intimidate a target (-1 Result involve human sacrifice and can-
Point or less on an intimidation check). nibalism.”
True Death: Decapitated by a sword
Baron Ghede
blessed by a truly faithful hounfor wielded
Dexterity: 13
by a truly faithful voudounista. The houn-
dodge: 14
for who blesses the sword can also wield
maneuver: (16)
it. In order to be truly faithful the charac-
stealth: 15
ter must have 5 or more faith (voudoun)
unarmed combat: 14
adds and must never have been mounted
Strength: 13
or possessed by a false loa.
Toughness: 17
“Baron Ghede is a trickster Perception: 13
find: 14
and lover of ribald jokes. He is trick: (17)
Mind: 15
the loa of death and the dead.” test: 19
Baron Ghede willpower: 20
Charisma: 14
Baron Ghede is a trickster and lover of charm: 18
ribald jokes. He is the loa of death and persuasion: 17
the dead. He is also known for his endless taunt: (15)
love of rum and boundless appetite for Spirit: 16
food. He wears a top hat, and always car- faith (Orrorsh): 23
ries a cane and cigar. intimidation: 21
Ghede, the false loa, is a brutal mur- reality (Orrorsh): 17
derer, cannibal, and necromancer. He
raises the dead as zombis and uses them Possibility Potential: 5 PP per Storm
as laborers. He lacks all respect for life Knight
and encourages murder and human sacri- Powers: Possess, Create Horror*, At-
fice whenever possible. tack Form Resistance (Physical Damage)*

Storm Knights 8
*This is a new or modified Horror They bitterly resent anyone who bests
power. See “Horror Powers” (pg. 19) for a them in any way, and will go out of their
description. way to belittle or attack them. Mambos of
Corruption Value: 27 Erzuli never forget or forgive any slight and
Fear Rating: 3 single-mindedly seek vengeance. They
Perseverance DN: 18 manipulate friends, family members, and
loved ones into betraying each other, for
“Erzuli is the epitome of amusement, revenge, or material gain.
Those in the thrall of Erzuli are known for
womanhood and the essence of their overwhelming passions- vehement
femininity. She is both wise and hatreds, eternal grudges, and possessive,
jealous obsessions.
innocent, and embodies luxuri-
ousness, beauty, and love.” Erzuli
Dexterity: 15
Weakness: Baron Ghede cannot take dodge: 16
hostile action against an individual who maneuver: (16)
has offered him rum or cigars. If he at- stealth: 17
tempts such actions, he will be stymied. unarmed combat: 16
True Death: Baron Ghede’s True Death Strength: 12
is to be burned alive on a pyre of oak. This Toughness: 15
pyre must have been doused by rum, lit by Perception: 13
a cigar, and it must have consumed find: 14
Ghede’s cane before he can be truly killed. trick: (17)
Mind: 15
Erzuli
“Mambos of Erzuli never for-
Erzuli is the epitome of womanhood get or forgive any slight and
and the essence of femininity. She always
appears as a woman of unsurpassed love- single-mindedly seek vengeance.
liness. She is both wise and innocent, and
embodies luxuriousness, beauty, and love
They manipulate friends, family
(romantic and otherwise). Only mambos members, and loved ones into
(voudoun priestesses) can invoke Erzuli
and only women can serve as a mount for betraying each other, for
her. amusement, revenge, or material
As a false loa, Erzuli is the embodiment
of greed, jealousy, rage, and obsession. gain.”
She seeks to destroy innocence and en-
courage betrayal, particularly of loved test: 19
ones. Friendship and love are anathema to willpower: 20
her- she will twist and subvert them when- Charisma: 17
ever possible. charm: 25
Mambos who follow this false loa seek persuasion: 24
to maximize their own wealth and power. taunt: 21
Spirit: 16

9 H o r ro r s o f t h e B i g E a s y
faith (Orrorsh): 23 the false loa. Among their primary aims is
intimidation: 21 to seduce all voudounistas to worship of
reality (Orrorsh): 17 Corruption and Wickedness.
Corrupt bokors worship Wickedness
Possibility Potential: 5 PP per Storm and Corruption, and so cannot call upon
Knight the powers of the real loa (including voo-
Powers: Possess, Enslavement*, Seem- doo miracles and spells). The dark powers
ing (Improved)* of Orrorsh are more than willing to answer
their cries, however, and Corrupt bokors
“Bokors abound, and their have access to Orrorshan miracles.
In addition, the bokors frequently use
dark deeds have tainted many the Occult to duplicate the effects of many
voudoun worshippers.” voodoo rituals (miraculous and magical).
This not only encourages Wicked acts, but
*This is a new Horror power. See also invokes the Power of Fear, fulfilling
“Horror Powers” (pg. 19) for a description. the dark realm’s purpose. Though Orror-
Corruption Value: 23 shan magical spells are available to Cor-
Fear Rating: 3 rupt bokors, most ignore them in prefer-
Perseverance DN: 18 ence to using the Occult.
Weakness: In the presence of a truly
innocent person, such as a child, Erzuli is Domain
stymied. Corrupt bokors can be found wherever
True Death: Beheaded by a person the influence of the false loa is felt. Most
who has suffered a great loss because recently, they have begun appearing in
Erzuli manipulated or betrayed them. great numbers in both Haiti and Brazil.

Corrupt Bokor Corrupt Bokor


Dexterity: 10
As the influence of the false loa spread, dodge: 12
certain houngans were seduced into be- fire combat: 13
coming bokors (“those who serve the loa maneuver: 11
with both hands.”) Bokors are the dark
priests of voudoun, and the majority of “Among their primary aims is
those who willingly serve the false loa. to seduce all voudounistas to
Corrupt bokors have knowingly em-
braced Wickedness and Corruption. They worship of Corruption and
serve the false loa diligently and are their
primary human agents. Corrupt bokors
Wickedness.”
tend to revere one false loa above all oth- stealth: 11
ers, and strive to embody the essence of swimming: 11
that loa (see the descriptions above for the unarmed combat: 11
personality traits of the followers of the Strength: 8
false loa). Toughness: 10
Corrupt bokors infiltrate hounfors and Perception: 9
strive to turn their rituals from those that evidence analysis: 10
venerate the loa into those that venerate find: 11

Storm Knights 10
land vehicles: 10 Notes: Corrupt bokors are not Horrors,
scholar (voudoun rites and lore): 12 and so lack Horror powers and a True
trick: 10 Death. Upon death, they will be offered
Mind: 8
occult: 15 “If the rumors are to be be-
test: 9 lieved, a great many Horrors
willpower: 10
Charisma: 11 have met their ends at the hands
charm: 12
persuasion: 13 of Storm Knights, all due to the
Spirit: 18* slivers of precious information
faith (Orrosh): 23
focus: 24 provided by Mr. Black. The ru-
intimidation: 21 mors are true, but are not to be
*Most Corrupt bokors have a Blessing believed.”
Vow miracle that increases their Spirit to
the chance to go to a Waiting Village, to
superhuman levels.
become a Horror.
Also, should a bokor be possessed by a
Possibility Potential: Some (25)
false loa, they take upon themselves the
Power Rating: None
personality, aspects, attributes, and skills of
Corruption Value: 12-16
the false loa (see above).
Fear Rating: 1
Perseverance DN: 12
Mr. Black
Suggested Weakness: NA
Suggested True Death: Any
Mr. Black is an enigma, his true nature
Miracles: Blessing Vow, Blind, Crucifix-
and identity unknown. Very few have met
“Mr. Black is an enigma, his him, though most know of him. Yet he is
often the only hope for those who seek to
true nature and identity un- fight the Horrors of Louisiana. While not a
known. Very few have met him, monster hunter himself, he possesses a
weapon beyond price: information.
though most know of him. Yet Mr. Black is New Orleans’ answer
man. There is little in the city that escapes
he is often the only hope for his attention, and his agents are every-
those who seek to fight the where. They gather information for their
master, information that Mr. Black barters
Horrors of Louisiana.” for more information, or for favors.
Mr. Black can usually be found in one
ion, Healing, Hell’s Fire, Paralyzation, Pil-
of the many jazz clubs that dot the city of
lar of Salt, Plague, Sins of the Flesh, Staff of
New Orleans. Though busy, he somehow
(Un)righteousness, Tempest.
finds time to meet with most of those who
(See the Orrorsh Sourcebook, ppg. 89-
seek his help.
93 for descriptions of these miracles. Note
Those who have lost loved ones to Hor-
that these miracles all work for the bokor,
rors come to him, seeking knowledge.
even though he is not a Sacellen priest.)

11 H o r ro r s o f t h e B i g E a s y
Most of the time, he delivers sorrow. Oc-
The Invasion of Louisiana
casionally, rarely, if the victim is among
the living, he can give a bit of advice as to The creation of the Orrorshan zone in Louisi-
ana has long been a mystery. It has been be-
how the bereaved might find and free their lieved that this was a random act on the part of a
beloved. few opportunistic Horrors acting alone and with-
Storm Knights, seeking to vanquish one out instructions. This belief is incorrect. In truth,
Horror or another, frequently come to him, the Horrors were furthering a long-term plot of
bargaining their services for clues and the Gaunt Man.
hints as to the Horror’s possible True For years before the invasion of Core Earth,
the Gaunt Man scouted the cosm in detail. He
Death. If the rumors are to be believed, a traveled throughout Earth, including a small foray
great many Horrors have met their ends at into South America. Here he found Those-Who-
the hands of such Storm Knight bands, all Wait and the records they left behind, including
due to the slivers of precious information the Possibility Chalice and the Destiny Map.
provided by Mr. Black. The reality tree technology intrigued the
The rumors are true, but are not to be Gaunt Man. Such trees could, if turned to Cor-
ruption, become powerful and easily overlooked
believed. Horrors. More, if the stelae technology could be
The creation of the Louisiana zone was melded with that of the trees, he would no longer
undertaken during Thratchen’s short, lam- need believers to support his invasion zones- the
entable reign as the Regent of Orrorsh, by hybrid trees could project the reality for him.
a band of rogue Horrors. Accordingly, no Also, if Storm Knights succeeded in pulling up
single Nightmare was given dominion over stelae, the trees would ensure that the reality of
Orrorsh would remain.
the territory. The Gaunt Man laid plans to draw the Aka-
Several Nightmares placed agents shans to Core Earth. During his planning for the
within the city, many of whom fought each invasion of Earth, he gave the vampire Mantooth
other for control. The confrontations grew explicit instructions as to how he was to encour-
so severe and so public that the delicate age a group of stormers to find the Forever City
Ecology of Fear was on the verge of break- and light the Signal Fire. The Gaunt Man also
created Mr. Black and charged him with acquir-
ing down. Mr. Black, a heretofore un- ing a reality tree seed and establishing a zone of
known, brought a halt to the violent in- Orrorshan reality with it.
fighting of the Louisiana Horrors. Louisiana was the result of that experiment.
It was if he appeared out of thin air, As far as the Gaunt Man is concerned, it has been
trailing rumors in his wake. Within a far more successful than he ever imagined.
shockingly short time, he had established
himself as an information broker par excel- various Horrors. After several such proxy
lent and a real power in the city. Various executions, the remaining Horrors of the
Horrors even sought him out, to gain in- city decided to leave Black alone. Mr.
formation on their rivals. Every one, he Black has become the de facto ruler of the
turned away. dark side of Orrorshan Louisiana, dominat-
Unused to such forward behavior, the ing both Horror and human alike.
spurned Horrors sought to eliminate the After his return, the Gaunt Man de-
impudent mortal. Those who conspired clined to alter the balance of power in the
so, soon found themselves the target of city, despite the repeated requests of the
well-armed and -motivated groups of Louisiana Horrors. To their dismay, Mr.
Storm Knights, all of whom possessed a Black has been allowed to continue his
disquieting amount of knowledge concern- dealings unmolested.
ing the habits, haunts, and True Deaths of This has unnerved the members of the

Storm Knights 12
Was it a test? A stratagem? Was Mr.
Replacing the Reality Tree
Black being led into Corruption? Or was
In the official campaign, the Louisiana reality the Gaunt Man merely keeping him in
tree survives until the final year of the War.
However, the Infiniverse being what it is, some hand, against a day when a Hellion Court
campaigns may not have had an Orrorshan tree member might drift astray (as Wellington
in Louisiana, or the tree might have been killed did)?
(as detailed in War’s End.) This is not an insur- The truth of the matter is unknown,
mountable problem. even to the lieutenants of the Gaunt Man.
In such cases, assume that the Louisiana As always, the Gaunt Man sees the fear
zone is not, in fact, projected by a reality tree.
Instead, a large hardpoint of Orrorshan reality and doubt the Horrors share, and is well
was created, and that is what causes the realm in pleased. Mr. Black remains a mystery,
New Orleans. even to the Hellion Court, and the truth
The Desecrated Chapel is a hardpoint of Or- about him lays buried in layers of rumor
rorshan reality. If the GM wishes to use it instead and misinformation.
of the reality tree, simply increase the size of the The truth is that Mr. Black is a Horror.
realm the hardpoint projects. In such a case, the
Chapel’s Dominant Zone covers a circle of 160 He is, in effect, the Nightmare of Louisi-
km radius (value 27, the same as a reality trees), ana. His dealings and revelations are
measured from the Chapel. The Pure Zone of carefully calculated to nourish the Ecology
Orrorshan reality covers an area 400 meters from of Fear. He is an agent of the Gaunt Man,
the Chapel in all directions. and serves his master well and faithfully.
This situation will cause a few changes. In- Mr. Black feeds on the desperation of
stead of a stable mixed zone, with relatively few
reality storms, the area is a Dominant zone, bor- the powerless. Those whose family mem-
dered by fierce reality storms. Core Earth tech- bers have become victims of the Horrors
nology is contradictory in the realm, and people are in dire straits, and willing to make any
will be drawn back towards the Tech of the bargain for a faint glimmer of hope. Mr.
1880’s. Ords will eventually transform to Or- Black’s information is always tendered
rorsh’s reality, as will the Unliving- buildings, upon agreement of a quid pro quo- usually
vehicles, weapons, books, etc.
The Powers of Fear and Corruption will have a task that the petitioner must complete.
an even greater hold upon the populace, and the The more valuable the information, the
horror reality will be even more difficult to de- more significant the task that must be
feat. Which, this being Orrorsh, is perhaps how completed.
it should be. Most of the time these tasks are seem-
Another option is to use the Louisiana realm ingly minor, but they serve to advance the
with the “universal Orrorsh” rules (sidebar, pg.
14). This has the virtue of maintaining the realm interests of Orrorsh in obscure ways.
as-is, while at the same time avoiding the use (or Pieces of especially important information,
death) of the reality tree. The Louisiana realm however, usually require some kind of
works seamlessly with the Universal Orrorsh Wicked act. This is the Faustian bargain
rules, and requires very little adjusting. Black presents- Wickedness and Corrup-
tion for a chance to save a loved one, or
Hellion Court and the Nightmares, both of moral cleanliness, though the beloved be
whom expected that the High Lord of Or- lost forever. Either way, the Gaunt Man
rorsh would put paid to the dangerous and wins.
frighteningly well-informed Mr. Black.
Rumors circulated among the Horrors as to Domain
why this situation was allowed to con- Mr. Black is a habitué of a string of jazz
tinue. clubs in Bourbon Street (see below). It is

13 H o r ro r s o f t h e B i g E a s y
said that he can only be found by those True Death: To be lured outside the
who truly need his help. Jazz Club and killed.
Notes: As long as Mr. Black is within
Mr. Black the Jazz Club (see below), he cannot be
Dexterity: 16 harmed by any type of attack.
dodge: 22 Mr. Black has no set appearance. He
fire combat: 17
maneuver: (22) Universal Orrorsh in Louisiana
Strength: 13 Universal Orrorsh is a reimagining of Orrorsh
Toughness: 16 as the reality of universal horror. Information on
Perception: 22 it can be found in the Orrorsh article (on the
scholar (realm lore, Orrorsh): 28 Storm Knights site).
scholar (realm lore, Core Earth): 27 The setting described herein is perfect for use
with universal Orrorsh. This is due, in part, to the
trick: 26
nature of the Louisiana realm. The realm was
Mind: 19 created by a reality tree, which projects a zone
occult: 21 nearly indistinguishable from an Orrorshan Do-
streetwise: 23 main. Both create stable, storm-free mixed
test: 21 zones, the sole difference being the lack of Or-
willpower: 24 rorshan axioms for the Domain.
For gamemasters who want to use this article
Charisma: 23 with universal Orrorsh, Mr. Black is the Night-
charm: 28 mare of this Domain. He has jurisdiction over
persuasion: 28 the Horrors in Louisiana, and has designed and
taunt: 27 created most of them, and his Lair is the Jazz
Spirit: 18 Club.
faith (Orrorsh): 21 The Desecrated Chapel is his locus. It pro-
jects the mixed zone of the Domain, and is a
intimidation: 22 powerful Horror in its own right. Slaying the
reality (Orrorsh): 20 Chapel with its True Death would cause the Do-
true sight: 19 main to collapse (although Mr. Black could cre-
ate another locus). Slaying Mr. Black would de-
Possibilities: 8 per Storm Knight stroy the realm entire.
Powers: Lie Detection (Greater), Lore Few of the Horrors presented in this article
need be modified, most being suitable as-is. For
(Greater)*, Seeming* example, Corrupt Bokors are considered to be
*This is a new Horror power. See Servitors of the Nightmare, otherwise mundane
“Horror Powers” (pg. 19) for a description. individuals who serve Corruption.
Corruption Value: 33 The one exception is the Desecrated Chapel
Fear Rating: 3 (see pg. 16). As the Chapel is a locus, it doesn’t
Perseverance DN: 23 have (or need) a hardpoint. Instead, the cross is
simply the Chapel’s “heart.” Removing it from
Weakness: Mr. Black hungers for in- the Chapel and burning it is the Chapel’s True
formation- it is his obsession. He is willing Death (and will cause the collapse of the Louisi-
to do nearly anything to gain information ana Domain, at least until Mr. Black can energize
he lacks, and cannot otherwise acquire. another locus).
Those who can provide him with informa- For more information about universal Or-
tion he does not already possess can force rorsh, see the article on the Storm Knights site:
him to bargain (though this is extremely http://darleyconsulting.com/games/stormknights/c
dangerous). If he is forced to act against osmverse/orrorsh.html
such individuals, he is stymied.

Storm Knights 14
differs according to age, stature, skin color, a pocket of extradimensional space that
voice, accent, clothing, and so forth. No only appears to be a classy bar.
one can agree on how he looks, and each The Club is an extradimensional trap,
individual who has met him gives a differ- holding within it not only the normal
ent description. denizens of a Waiting Village- Corrupt
souls who have died and slain Horrors
The Jazz Club who have not met their True Death- but
also a great many souls of the living.
It is said that Mr. Black can only be The Jazz Club is designed to draw
found in one of the many Bourbon Street powerful, influential, or wealthy individu-
jazz clubs he frequents. Here he bargains als to meet with Mr. Black. Quite fre-
with the needy, and meets with the quently, he has dispatched a Horror to af-
flict their loved ones, just to drive them to
“Often patrons of the Jazz come here.
Club enter and simply never Often patrons of the club enter and
simply never leave. Instead, a Horror
leave. Instead, a Horror wear- wearing their form emerges, and enters
society in their place. Many of New Or-
ing their form emerges, and en- leans’ luminaries have met this fate.
ters society in their place.” The trapped souls become part of the
staff. They serve drinks, cook meals, and
wealthy and powerful, exchanging infor- entertain guests. They act out their parts to
mation for favors. perfection, trapped inside bodies they
The clubs are always richly appointed, cannot control, screaming helplessly in
sumptuous, and expensive. The various their minds.
bands always showcase the very best of
New Orleans’ jazz. Yet patrons are never “The clubs are always richly
truly at ease- there is something here just appointed, sumptuous, and ex-
slightly off.
Perhaps it’s the hint of an unearthly pensive. Yet patrons are never
scream that sometimes underscores the
wail of the sax. Or it may be the pale re-
truly at ease- there is something
flection of a sobbing face, caught out of here just slightly off.”
the corner of one’s eye. Or it might be be-
cause the staff smiles all the time, no mat- This Club is a haven for Horrors. Un-
ter what happens, wide and bright and like most of the rest of New Orleans, the
manic smiles. The strangest coincidence is Club is a dominant zone of Orrorshan re-
that no matter the sign outside or the deco- ality. Inside, Mr. Black cannot be harmed.
rations inside, each club feels exactly the Only when he leaves the precincts of the
same. Club can he be killed.
They are.
All of the different clubs Mr. Black ap- Possessed Patrons
pears in are in fact the same place. There
is only one Jazz Club, whose name, ap- Those individuals who have been pos-
pearance, and location changes nightly. sessed during a visit to the Club maintain
The Jazz Club is actually a Waiting Village,

15 H o r ro r s o f t h e B i g E a s y
their original stats and skills (except faith). white, though the paint is peeling from the
They gain the faith (Orrorsh) skill at 4 clapboard walls. A black wrought-iron
adds. fence surrounds the grounds, where a few,
scraggly bushes have pushed their way
Domain above the overgrown weeds.
The Possessed can be found throughout
Louisiana and the United States. It is even “A group of mausoleums can
rumored that a member of the Delphi be found out back, their marble
Council has been replaced. They feed in-
formation back to Mr. Black and carry out surface grown gray with age
his instructions.
and their inscriptions soft and
Possessed Patrons faded from weathering.”
Possibility Potential: Some (25)
Power Rating: Possess, plus 2 other A group of mausoleums can be found
points of powers. out back, their marble surface grown gray
Corruption Value: 19 with age and their inscriptions soft and
Fear Rating: 1 faded from weathering. Spanish moss
Suggested Perseverance DN: 12-15 climbs over the mausoleums and the
Suggested Weakness: To be confronted nearby statues of angels and crosses. The
with proof about their condition. This chapel squats on a back street, unnoticed,
causes them to be setback. and most pass by without a glance.
Suggested True Death: To be slain by Though forgotten now, this chapel was
an immediate family member, a spouse or once the heart of the surrounding commu-
lover, or a close personal friend who is nity. Its priest, Father Jacobsen, was re-
aware of the possession. nowned for his quick wit and friendly
manner. He reached out to members of
“Horrors have many forms, the community, served the poor and
not all of which are living. Cor- needy, gave comfort to the troubled, and
each Sunday he led Mass before a congre-
rupt spirits can infest living gation that filled the benches to overflow-
ing. He was not a perfect man, but he
bodies, dead bodies, mecha- truly believed in God and lived to serve his
nisms, and, in the case of the flock.
The coming of Orrorsh changed things
Desecrated Chapel, a building.” a bit.
It was an ordinary Sunday when Mr.
The Desecrated Chapel Black came to church. The pall of Orrorsh
had just fallen over the city, and the pa-
Horrors have many forms, not all of rishioners were frightened and troubled,
which are living. Corrupt spirits can infest though few could say why. It was just
living bodies, dead bodies, mechanisms, something in the air.
and, in the case of the Desecrated Chapel, That Sunday, the Padre preached like
a building. he never had before. He preached sin and
This chapel, in the French Quarter, redemption, despair and hope, fear and
dates back to the 1800’s. It is painted comfort. As he did so, Mr. Black made his

Storm Knights 16
slow way up the aisle. The priest faltered At the far end of the chapel sits the al-
in his sermon. ter- now barren- and behind it a cross. The
“I am sorry Father, but I have come to cross has been partially burnt, and soot
take possession of your chapel,“ Mr. Black and ashes surround it.
spoke softly. “Please, be afraid.” The lights The blackened cross is a hardpoint of
went out, the doors slammed shut, and no Orrorshan reality. It projects a Pure Zone
in the chapel, and a Dominant zone out to
“The lights went out, the the limits of the fence.
doors slammed shut, and no pa-
Domain
rishioner ever emerged. Since The Desecrated Chapel lies somewhere
in the French Quarter of New Orleans.
that day, the Chapel has been
cursed.” The Desecrated Chapel
Dexterity: –
parishioner ever emerged. Since that day, maneuver: – (See notes below.)
the Chapel has been cursed. stealth: – (20) (See notes below.)
There is a presence here and it is ma- Strength: –
levolent. It is restless and filled with an Toughness: 30
eternal, gnawing hunger. The spirit of the Perception: 22
church feeds on dreams and fears. The lost disguise: 24
parishioners lie in a kind of suspended evidence analysis: 25
animation, trapped in the ground beneath find: 27
the chapel. They dream and in their trick: 24
dreams they suffer untold anguish and hor- Mind: 20
ror. test: 22
The chapel watches and waits until it
senses a person of goodness and decency “There is a presence here and
passing by- only the souls of the innocent
can feed the possessing spirit. Then, it en- it is malevolent. It is restless and
tices them into the Chapel, where they are filled with an eternal, gnawing
placed into a trance and entombed in the
earth, to suffer nightmares without end. hunger.”
Those who unwelcome venture onto
the Chapel grounds find the earth crum- willpower: 21
bling beneath them, becoming as danger- Charisma: 13
ous and grasping as quicksand. Once they charm: 16
begin to sink, grasping hands clasp the in- persuasion: 14
terlopers’ legs and drag them down to taunt: 14
drown. Death usually comes soon after. Spirit: 17
The chapel is filled with an eternal faith (Orrorsh): 18
darkness that is difficult to see through. intimidation: 20
The walls are scored and scarred, the paint reality (Orrorsh): 21
peeling away in long, sodden strips. Trash
and other debris litter the floor, and footing Possibilities: 3 per Storm Knight
is treacherous. Powers: Aversion*, Darkness, Entice-

17 H o r ro r s o f t h e B i g E a s y
ment*, Entrance*, Haunt* The Desecrated Chapel cannot be ma-
*This is a new or modified Horror neuvered.
power. See “Horror Powers” (pg. 19) for a The Chapel’s stealth skill is solely for
description. the purposes of calculating its aversion
Power Value.
“The spirit of the church
feeds on dreams and fears. Its Grasping Limbs
Dexterity: 15
victims are kept in a kind of maneuver: 16
unarmed combat: 21
suspended animation. They Strength: 17
dream and in their dreams they Toughness: *
Perception: *
suffer untold anguish and hor- Mind: *
Charisma: *
ror.” Spirit: *
Corruption Value: 19
Fear Rating: 2 *Attributes and skills same as the
Perseverance DN: 16 Desecrated Chapel.
Weakness: A person of unshakeable
Christian faith, possessing no less than 5 Notes: Grasping limbs are not separate
adds in faith (Christianity), can lead a creatures, but are part of the Chapel. They
group of individuals through the Chapel are animated limbs, formed out of dirt, and
grounds without sinking. are only encountered underground.
True Death: To have the hardpoint up- Other than Dexterity (and Dexterity-
rooted, moved out of the chapel, and based skills) and Strength, the skills, attrib-
burnt. This will destroy the hardpoint and utes, and powers of the grasping limbs are
kill the spirit that possesses the building. identical to those of the Desecrated
Chapel. Damage done to the limbs is ac-
Notes: The darkness inside the chapel tually done to the Chapel itself.
is a product of the Horror’s darkness The limbs can be maneuvered, and any
power. results gained apply to the Chapel.

Storm Knights 18
Horror Powers

The powers granted to Horrors heavily 1-Point Powers


influence the feel of the specific Horror.
Gamemasters should feel free to select Attack*: This is a mystic combat power
powers that are both challenging and the- that does damage to the victim. There are
matically appropriate. three versions of this power, corresponding
In some cases, there may be no exist- to the three types of damage: Physical,
ing powers that will allow the Horror to do Mental, and Spiritual. The Power Value is
what the gamemaster wants. In such equal to one of the following attributes:
cases, feel free to create a new Horror Toughness (Physical), Mind (Mental), or
power, balancing it against the currently Spirit (Spiritual).
existing powers. Orrorsh is about the un- The Power Value is used as an Effect
known, and new powers can startle and Value against the same Attribute (attack
worry jaded players. automatically hits). The Result Points are
This section includes many new Horror read as Damage on the appropriate Col-
powers (identified with an asterisk), as well umn (ord or possibility-rated). Mental
as some revised powers. Unless otherwise damage can affect the magical abilities of
specified, all Horror powers can be found the victim as if it were Backlash (see the
in the Orrorsh Sourcebook. Revised and Expanded TORG Rulebook, pg.

19 H o r ro r s o f t h e B i g E a s y
205), the specific arcane knowledge or it merely convinces them to move closer to
magic skill is chosen at random. Spiritual the Horror, by whatever means are avail-
damage has additional Spiritual conse- able.
quences (see the R&E, pg. 230). The Horror can use this power on any-
one who can see, hear, or otherwise sense
Attack Form Resistance: This power the Horror. The Power Value of this power
grants the Horror protection from one type is compared to the target’s willpower or
of damage: Physical, Mental, or Spiritual Mind. A Good success or better means that
(each is a separate power). The horror the character begins to move towards the
gains +5 to the appropriate attribute to re- Horror by the most efficient means possi-
sist the damage: Toughness for Physical, ble. If the Horror fails, they must wait 24
Mind for Mental, and Spirit for Spiritual. hours before trying again.
The power lasts for an hour. If the char-
Attribute Leech*: This ability allows a acter has not yet reached the Horror in
Horror to strengthen its own attributes at that time, the effect expires, though the
the cost of the victim’s. The Horror must Horror can try and reestablish it immedi-
make physical contact with the victim to ately (assuming the target can still sense
do so. There are seven versions of this the Horror).
power, one for each attribute. The Power
Value is the Horror’s Spirit, which is com- Entrance*: This power allows a Horror
pared to the affected attribute. The Result to place a person in a trance. While in a
Points are read through the Extended trance, their breathing slows and they en-
Power Push chart, the final results are sub- ter a state of hibernation. Such trances last
tracted from the victim’s attribute and indefinitely, and only end when the person
added to the Horror’s. This power lasts for is woken. Anyone can wake the entranced
24 hours, after which the attributes return victim. The Power Value of entrance is the
to normal. The Horror can only drain one Horror’s Mind +5.
victim at a time, and the power lapses if
the victim dies. Fast Running*: The Horror’s Limit Value
Horrors with attribute leech can have for Running increases by +2.
the infection or infection II powers.
Haunt*: This power, once successfully
Aversion*: This power allows the Hor- invoked, causes a series of weird occur-
ror to escape notice, even in the most rences around the target. His touch may
crowded rooms. Most people will never unexpectedly cause bread to mold over in
see the Horror, no matter how unearthly or seconds, he may suddenly begin bleeding
sickening it appears, and those who do and suddenly stop, or he may see a
will turn away without registering its un- stranger following him. These events are
natural presence. The Power Value of aver- intended to unnerve the victim.
sion is the Horror’s Dexterity or stealth +5. The Power Value of haunt is the Hor-
ror’s Spirit or intimidation +5. The Result
Enticement*: This power entices a tar- Points are read on the Intimidate column
get, drawing them to the Horror. It can of the Non-Combat Interactions table.
affect only one target at a time, with a Once invoked, the power lasts for a day.
Power Value of Charisma +5. This power
gives the Horror no control over the target, Heightened Wound Capacity*: The

Storm Knights 20
Horror can take one Wound before be- Rarity DN
coming Lightly Wounded.
Known by nearly anyone. 3
Lie Detection: The Lie Detection power Extremely common, known by most people. 5
in Creatures of Orrorsh (pg. 7) is listed as a Common, known by a substantial number
“1/2 point power.” It is a 1-point power. 8
of people.
Uncommon, known by a few people. 10
Lore*: This power allows the Horror to
acquire information through supernatural Obscure, known by a small and select
15
group.
means. Nearly any piece of information
can be divined, but the more obscure, the A secret known only by one or two people. 20
harder it is to do so. The difficulty of this Lost or forgotten knowledge. 25
check is based on the obscurity of the in-
Involves another reality +5
formation (see chart, right). Each power
check can only provide one piece of in-
formation. searching for a victim. In addition, when-
In order to use this power, the Horror ever a potential victim wanders within 1
must concentrate for no less than 10 min- mile of the Horror, they are entitled to a
utes. They do not need to have access to find check to see if they notice them.
any sources of information, such as wit-
nesses or books. This power simply pro- Spiritual Destruction: The spiritual de-
vides the answers out of thin air. The struction power listed in the Creatures of
Power Value of this Horror power is the Orrorsh sourcebook has a Power Value of
Horror’s Perception or find +5. Spirit + 15. The actual Power Value is
Spirit +5.
Paralyzing Touch: The paralyzing touch
power listed in the Creatures of Orrorsh Ward Breach: In addition to the protec-
sourcebook (pg.7) has a Power Value of tions listed in the Orrorsh Sourcebook (pg.
Spirit + 15. The actual Power Value is 98) the Horror can choose from among the
Spirit +5. following defenses to breach:
Psionic defenses
Seeming*: This power allows the Hor- Weird Science/Pulp Powers
ror to change his appearance at will. He
can even cause different individuals to see 2-Point Powers
him in two different guises, or can turn in-
visible. The Power Value of this power is Attack (Improved)*: As attack, but the
Perception or disguise +5. The power total Power Value is the attribute +5.
is used as a Difficulty Number to see the
Horror’s actual appearance. True sight can Attack Form Mastery (Improved): As
be used to pierce a seeming, revealing the attack form mastery, but the bonus to
creature’s physical form. Another true damage is +5.
sight total must be generated to see the
Corruption within the monster. Attack Form Resistance (Improved): As
attack form resistance, but the Power
Sense Victim*: The Horror gains a +5 Value is +10.
bonus to find (or Perception) totals when

21 H o r ro r s o f t h e B i g E a s y
Attribute Leech (Improved)*: As at-
tribute leech, but the Power Value is the Haunt (Improved)*: As haunt, but the
Horror’s Spirit +5. Power Value is Spirit or intimidation +10.

Aversion (Improved)*: As aversion, but Heightened Wound Capacity* (Im-


the Power Value is Dexterity or stealth +10. proved): The Horror can take two Wounds
before becoming Lightly Wounded.
Blur (Improved): As blur, but the
Power Value is Dexterity or dodge +10. Indefatigable*: The Horror never takes
Shock or K/O damage.
Darkness (Improved): As darkness, but
the Power Value is Mind +10 and the pen- Infection (Improved): As infection, but
alty to act in the darkness is a -10. the Power Value is Spirit + 10.

Domination*: The domination power Lie Detection (Improved): As lie detec-


allows the Horror to issue commands that tion, but the Power Value is Mind +10.
are followed unerringly. The Horror can
only issue one command to an individual Lore (Improved)*: As lore, but the
at one time, and it must be specific and Power Value is Perception or find +10.
clear, and can only command them to take
one specific action. Paralyzing Touch (Improved): As para-
The Horror uses the Power Value of this lyzing touch, but the Power Value is Spirit
power as a persuade total, using the nor- +10.
mal rules for such a skill check (see pg. 87
of the Revised and Expanded TORG Rule- Seeming (Improved)*: As seeming, but
book). If the Horror achieves a result two the Power Value is Perception or disguise
levels higher than the target’s attitude (or a +10.
Vow), the target will carry out the action to
the best of their ability. Because domina- Sense Victim (Improved)*: As sense
tion overrides a target’s free will, the target victim, but the Power Value is Perception
does not garner Corruption for performing or find +10.
the specified action (even if it would nor-
mally be a Wicked act). Silence (Improved): As silence, but the
The Power Value of domination is Power Value is Dexterity or stealth +10.
equal to the Horror’s Charisma +10.
Spiritual Destruction (Improved): As
Enticement (Improved)*: As entice- spiritual destruction, but the Power Value
ment, but the Power Value is Charisma is Spirit +10.
+10.
3-Point Powers
Entrance (Improved)*: As entrance, but
the Power Value is Mind +10. Attack (Greater)*: As attack, but the
Power Value is the attribute +10.
Fast Running (Improved)*: As fast run-
ning and the Horror never takes shock Attack Form Mastery (Greater): As at-
from pushing their Running Limit Value. tack form mastery, but the bonus to dam-

Storm Knights 22
age is + 10. Entrance (Greater)*: As entrance, but
the Power Value is Mind +15.
Attack Form Resistance (Greater): As
attack form resistance, but the Power Haunt (Greater)*: As haunt, but the
Value is the attribute +15. Power Value is Spirit or intimidation +15.

Attribute Leech (Greater)*: As attrib- Heightened Wound Capacity*


ute leech, but the Power Value is the Hor- (Greater): The Horror can take three
ror’s Spirit +10. Wounds before becoming Lightly
Wounded.
Aversion (Greater)*: As aversion, but
the Power Value is Dexterity or stealth +15. Infection (Greater): As infection, but
the Power Value is Spirit +15.
Blur (Greater): As blur, but the Power
Value is Dexterity or dodge +15. Lie Detection (Greater): As lie detec-
tion, but the Power Value is Mind +15.
Create Horror*: This power grants the
Horror the ability to manufacture other Lore (Greater)*: As lore, but the Power
Horrors. The newly created Horrors have Value is Perception or find +15.
a Power Rating of 2 and a Fear Rating of 1/
2. Other restrictions may apply, on a case- Paralyzing Touch (Greater): As paralyz-
by-case basis. The Gaunt Man (or his ing touch, but the Power Value is Spirit
agents) closely monitor Horrors with this +15.
power, to ensure that they do not threaten
the Ecology of Fear. Seeming (Greater)*: As seeming, but
the Power Value is Perception or disguise
Darkness (Greater): As darkness, but +15.
the Power Value is Mind +15 and the pen-
alty to act in the darkness is -15. Sense Victim (Greater)*: As sense vic-
tim, but the Power Value is Perception or
Enslavement*: This power allows a find +15.
Horror to enslave a chosen target. If suc-
cessful, the target must obey the mental Silence (Greater): As silence, but the
commands of the Horror for as long as the Power Value is Dexterity or stealth +15.
power lasts. The Power Value of this abil-
ity is Charisma +5. The Horror can enslave Spiritual Destruction (Greater): As
a target for one day for each Success Level spiritual destruction, but the Power Value
it attains on the power check. The control is Spirit +15.
granted by the power is absolute, but the
target will not gain Corruption from any Visions*: The Horror can override a
acts it performs while enslaved. A Horror victim’s senses, forcing them to experience
can only enslave one individual at a time. any vision the Horror wishes. During this
time, the target cannot sense their sur-
Enticement (Greater)*: As enticement, roundings or respond to events in their vi-
but the Power Value is Charisma +15. cinity. The visions last for one minute per
Success Level the Horror achieves on their

23 H o r ro r s o f t h e B i g E a s y
Power check. The Power Value of this power is Charisma +5.

Storm Knights 24
Jasyn Jones’ STORM KNIGHTS

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Copyright
This electronic document (and all other contents of the STORM KNIGHTS website) is copy-
right © 2001-2007 by Jasyn Jones. All Rights Reserved (except as noted below).

This electronic document is released under a Creative Commons


Attribution-NonCommercial-ShareAlike 2.5 license. The terms of this
license can be found at:
http://creativecommons.org/licenses/by-nc-sa/2.5/

West End Games and Purgatory Publishing are hereby granted a license
to this electronic document under the terms of the Creative Commons
Attribution license. The terms of this license can be found at:
http://creativecommons.org/licenses/by/2.5/

In all cases, full attribution must be included in any derivative works, the text of which
must read:
Based on “Horrors of the Big Easy” by Jasyn Jones, copyright © 2001-2007. Original
article can be found at:
http://darleyconsulting.com/games/stormknights/campaigns/bigeasy.html

These rules are based (in part) on material published in the following TORG rulebook(s):

TORG Boxed Set


Original Mythos and Game Design: Greg Gorden
Mythos/System Development: Douglas Kaufman, Bill Slavicek
Additional Mythos/System Work: Christopher Kubasik, Ray Winninger, Paul Murphy

The Revised and Expanded TORG Rulebook, v. 1.5


Rule Book Design: Jim Ogle
Editing: Gareth Michael Skarka and Steven Marsh
Cloud tile, eternium pattern, and stone tablet background produced by Garrett Taylor:
http://www.db.erau.edu/~taylorg/torg/

TORG is ®, TM, & © 2007 by Purgatory Publishing, Inc.

Angar Uthorion, Aysle, Baruk Kaah, Core Earth, Cosm, Cosmverse, Cyberpapacy,
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finiverse, Kanawa, Living Land, Maelstrom, Maelstrom Bridge, Nile Empire, Nippon Tech,
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