Cultist
Cultist
  Human
  v2.0
Description
These strange and insane cultists seem to worship some awful alien force. They rarely listen to reason, and will often give up their lives in trying to advance their cause. They can be hiding as normal people and often serve more powerful figures to the death.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Cultist
Normal
Str
1
Fort
1
Endr
2
Agl
2
Dex
2
Sense
2
Cha
1
Int
2
Spirit
2
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
4
D
Dodge   
Agl
+
1
D
Defend
3
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Will attempt to Stab with Poison Knife or Chant with fellow Cultist to summon an Aberration.
Chant
Active
4
D
=
Spirit
+
Int
+1
S
if Full
1S: +1 Cumulative Summon Value. (Shared by all Cultists.)
3 Summon: Summon Tenticle from Beyond.
6 Summon: Summon Abomination.
10 Summon: Summon Massive Abomination.
Summoned creatures may appear anywhere visible within 1R.
Knife
Knife/Throwing
DR
2
Absorb
All
Dmg
2
Brk
2
Slash
Active
Strike 
1
S
+
4
D
=
Dex
+
2
D
Bypass
:
1
D
Dex
Slash
2
S
+
3
D
=
Agl
+
1
D
Bleed 1, Poison 2 (Resist w/
Fort
)
Block
Defend
Block
3
D
=
Agl
+
1
D
Strike, Dmg Back 2
D
Enlightened One
  Human
  v2.0
Description
These strange and insane cultists seem to worship some awful alien force. They rarely listen to reason, and will often give up their lives in trying to advance their cause. They can be hiding as normal people and often serve more powerful figures to the death.

An Enlightened One has lost part of their humanity to their strange god, granting them bizaare powers. They can transform their bodies and call monsters from other worlds. They tend to lead underground Cultist groups, attempting terrifying rituals to bring about the end of the world.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Enlightened One
Hard
Str
1
Fort
1
Endr
2
Agl
2
Dex
2
Sense
2
Cha
2
Int
3
Spirit
3
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
4
D
Dodge   
Agl
+
1
D
Defend
3
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Will Transform to increase power, typically Tentacle Arm. Will Chant typically if not alone to summon Monsters. May attempt to Grab a Target to attempt To See the Abyss.
Transform
Full
May do each Transform once per battle:
Tentacle Arm: Arm becomes a Tentacle From Beyond. Acts seperately.
Face Of Madness: Any within Resist 2 Terror /w
Spirit
per Round.
Tentacle Legs: Legs gain DR1 and Pace (Surface) 4.
Alien Skin: Gains DR1 against all Physical Damage.
To See the Abyss
Grapple
6
D
=
Spirit
+
Int
1S: Target Resists 3 Dread w/
Spirit
.
Chant
Active
6
D
=
Spirit
+
Int
+1
S
if Full
1S: +1 Cumulative Summon Value. (Shared by all Cultists.)
4 Summon: Summon Tenticle from Beyond.
10 Summon: Summon Abomination.
20 Summon: Summon Massive Abomination.
Summoned creatures may appear anywhere visible within 1R.
Knife
Knife/Throwing
DR
2
Absorb
All
Dmg
2
Brk
2
Slash
Active
Strike 
1
S
+
4
D
=
Dex
+
2
D
Bypass
:
1
D
Dex
Slash
2
S
+
3
D
=
Agl
+
1
D
Bleed 2, Illness 2 (Resist w/
Fort
)
Block
Defend
Block
3
D
=
Agl
+
1
D
Strike, Dmg Back 2
D
Abomination
Tentacle From Beyond
  Abberation
  v2.0
Description
A Tentcale coming out of tear in reality. Likely part of some horrible greater being. The touch is sickening enough to put terror into the hearts of men. Seeing the tear it came from breaks minds.
Hitbox
1S: Tentacle
Tentacle From Beyond
Normal
Str
2
Fort
2
Endr
2
Agl
2
Dex
3
Sense
1
Cha
0
Int
0
Spirit
2
Body Area
Harm
Wound
Harm
Crit
1S: Vine
0
H
H
H
8
KO
0
Stamina
5
Dash   
Endr
+
Agl
Active
N/A
Dodge   
Agl
+
1
D
Defend
3
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Can only attempt Snatch and Squeeze. Is coming out of a tear in the fabric of reality. When a Target is pulled close enough, they will begin to lose their minds.
Snatch
Active
Strike 
2
S
+
4
D
=
Dex
+
1
D
Hit
Enter Grapple with Squeeze on Hit Area.
Grabbing
Dodging: Has
6 Only
when grabbing people.
Letting Go: If character can do 4 Dmg in a single round, tenticle must let go of it's Target.
Prevent
Defend
Reduce Target's Grapple Check by 5
D
.
Prevent Assist: Add 5
D
to Allies Prevent Check.
Squeeze
Grapple
5
D
=
Str
+
Endr
+
1
D
Target Resist 2 Terror w/
Spirit
. If Target has been dragged 3 Spaces toward Target, Resist Dread instead.
0S: Do 1
S
+
3
D
=
Str
+
1
D
Dmg to Squeezed Areas.
      Drag 3
D
=
Str
+
1
D
closer.
1S: Do 2
S
+
3
D
=
Str
+
1
D
Dmg to Squeezed Areas.
      Drag 1
S
+
3
D
=
Str
+
1
D
closer.
1S: Add Squeeze to adjacent Body Area. (Two Max.)
Abomination
  Abberation
  v2.0
Description
An inspeakable creature from a strange dimension. Seems immune to pain, and immates hate and terror almost palpable. Just to look upon it is mind bending as it shambles forward on mishapen limbs and strange appendages. The noises it makes are wrong and it smells of something sweet and rotten. It has come to feed.
Hitbox
1S: Abomination
1S: Leg Appendage
1S: L Spike Appendage
1S: R Spike Appendage
Note: Takes up 2x3 Spaces.
Abomination
Dire
Str
3
Fort
4
Endr
4
Agl
2
Dex
2
Sense
2
Cha
0
Int
1
Spirit
2
Body Area
Armor
Harm
Wound
Harm
Crit
1S: Abomination
DR1
15
H
H
H
0
KO
3
1S: Leg
Appendage
Pace: 2
5
H
H
H
0
0
1S: L Spike
Appendage
4
H
H
H
0
0
1S: R Spike
Appendage
4
H
H
H
0
0
Stamina
8
Dash   
Endr
+
Agl
Active
6
D
Dodge   
Agl
+
1
D
Defend
3
D
Breath   
Endr
+1
D
Active
5
D
Recover
Fort
+1
D
Free
5
D
Abilities/Skills
Can only stay in Combat a limited time due to Doesn't Belong. Will attack with Spike and Get it Off Me!.
Heavy 3 (Resist all Push effects and simlar by 3.)
Doesn't
Belong
When summoned will stay 6 Tear Rounds before being pulled out of our dimension. This may be ignored if an Epic level Abomination is nearby.
Cultist/Zythuul follower may: Chant (Active)
Spirit
1S: +1 Tear Round.
Maddening
All within Resist 2 / Resist 3 Terror w/
Spirit
per Round.
:
Increase Terror to Resist by 1.
Heal
Full
Remove 5
S
+5
D
Harm. May bring back Appendages this way as well.
Stab (Spike)
Active
Strike 
1
S
+
4
D
=
Dex
+
1
D
Pierce
2
S
+
5
D
=
Str
+
2
D
Bleed 2, Illness 2, 2
D
Pin
Infect (Spike)
Grapple: Pin
Bleed 5
D
, Illness 1
D
, Terror 1
D
, Stress 1
D
, Dread 1
D
,

Get it
off
of me!
Active
Cone 4 (Blast)
Acid
3
S
+
4
D
ArPen3, Harm from this can only be removed as Wound.
Resist 2 Terror w/
Spirit
, Illness+ 1.
Slimed 1
S
+6
D
:
6 Only
, Pace 1, 1
D
Dmg to Body Area per Round.
      Remove Active 3
D
OR Full 1
S
+3
D
Eldritch Horror