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#1950721 Nov 26, 2009 at 10:20 PM
60 Posts
Hi!

I have been digging up my old books checking out some lore on various topics, and I found some interesting things on Qliphothic Entities here in the Super Mage Beastiary from Hero Games (the developers of Champions PnP).



Qliphothic entities are spirits of negative existence —
the spiritual counterparts, in a way, to the Edomites.

Qliphothics come from dimensions so ancient and
ravaged by entropy that they actually have a negative
energy level. These entities hunger for positive energies to
consume and annihilate. Some feed by disrupting matter.
Others disrupt radiant energy, magic, or even space
itself. The more they feed, the hungrier they get — and
they may reproduce.

By their very nature, qliphothic entities destroy their
environment. In their native planes, they increase the
dimension’s “energy debt,” making it still more alien and
hostile to normal forms of life and matter.

An uncontrolled qliphothic infestation can wreck a small positive
energy dimension, reducing it to qliphothic status itself.
It is criminally irresponsible to summon qliphothic
entities to a normal dimension...but the qliphothics are
powerful. Some wizards are selfish enough, or vicious
enough, or just plain crazy enough to employ them.

Some qliphothic entities are intelligent and even have a
religion. They worship the Great Devourer, whom Earthly
wizards call Quemetiel. This cosmic entity is the final
sink of entropy, a supernatural black hole. As a
dimension’s negative energy level rises, it approaches
Quemetiel. The ultimate and inevitable fate of the
dimension is to be drawn into Quemetiel, consumed
and destroyed by Quemetiel’s own infinite negative
energy.

THE ULTIMATE SUPER MAGE (USM) described two
qliphothic monsters, the Claynull and the Darque.

Hereare three more: the magic-eating Necheshiron, the bizarre
Space-Eaters, and the mighty Harab Serapel, dark
angels of Oblivion.


NECHESHIRON:

The Necheshiron (Hebrew, “Snaky”) are hardly the
most powerful of Qliphothic entities, but they are among
the most feared and hated by magicians.

Necheshiron “eat” magic, either gulping down spells aimed at them
(the Missile Deflect) or siphoning away the enchantment
from magic items and Continuous spells (the Drain).
When necheshiron feed, they make more necheshiron,
who go looking for more magic. An out-of-control population
of necheshiron can strip an entire world of magic.
For an intrinsically magical dimension, this means the
end of existence as the inhabitants know it. Even on a
world like Earth, where magic is not so vital, wizards
who would otherwise kill each other on sight will join
forces to fight necheshiron.

Necheshiron are not very intelligent, but they do follow
some simple pack tactics. Some will guard the others
by interposing themselves and deflecting spells cast at
their fellows. Others try to grab and squeeze any opponent
who has found some way to hurt them. A few might
wait to bite grabbed opponents, but would prefer a chance
to eat spells. The “Extra Limbs” let necheshiron bite a
grabbed opponent, although they cannot squeeze for
damage on that Phase. They normally keep their
Absorption EC slot set to STUN.

Necheshiron are absolutely black. From every angle, a
necheshiron looks like a flat silhouette of a huge snake
with a spiny crest on its head that runs down its back.
They radiate invisible waves of negative energy and sense
their surroundings from the reflections (the “Radar
Sense”).

THE SPACE EATERS

The “technical” name for the Space-Eaters is
“Tzaphiriron” (Hebrew, “Scratchers”) but the popular
name more vividly describes what they do. These
qliphothic creatures feed on the integrity of space itself.

Their mere presence in an area causes space to warp until
it rips, opening spontaneous “Wormholes” to other
dimensions. This is not good for a universe. The spaceeaters
themselves are not especially dangerous, but their
wormholes can cause terrible harm. Even if no horrible
thingies come through from the other side, a wormhole
might open to an environment that is poisonous, superheated,
in vacuum (sucking away a world’s air), or worse.

The first effect of this warping of space in an area
infested with space-eaters is to make combat (or even
walking) more difficult. Everything has extra DCV,
including hexes of space themselves. For combat in an
area occupied by space-eaters, GMs should assign random
DCV bonuses from 0 to 3, or even 0 to 5, to each
target. The bonus changes each time a target moves, or
for that matter when the attacker moves, if the attacker
stays more than 1 hex from an immobile target. The
defense against this Use vs. Other effect is to have
Combat Sense or Spatial Awareness, and to make a PER
Roll each Phase to compensate for spatial distortion.
The space-eaters themselves are completely immune to
this confusion.

The second effect of a space-eater infestation left
unchecked is the creation of wormholes. Wormholes lead
wherever the GM wants. They are quite likely, however,
to lead to qliphothic dimensions, letting through other
creatures such as claynulls, necheshiron, or Edomite
horrors. All wormholes last at least one minute, then
have an 11- chance of closing. Five minutes later, they
have a 10- chance of closing; an hour later, 9-; and so on.
The longer they last, the more stable they become.
These irritable creatures cannot do a great deal of
damage all at once to an opponent in combat, but they
always do at least a little damage when they hit. Their
claws cut space itself, so no Armor or Force Field, however
mighty, can completely protect against space-eaters.
They pop Force Walls with ease. They only fear fire: even
if they are getting massacred by some other form of
attack, space-eaters will not retreat.

Space-Eaters look something like huge crabs or
spiders made of shards and tendrils of black and silver
mirrors, shimmering as they scuttle along the floor, walls,
or ceiling. They have no visible eyes, but quite visible
claws. Slender spines jut from their bodies. Space-Eater
bodies are about a foot across, not counting their spindly
legs.

THE RAVENS OF DISPERSION

The Harab Serapel (“Ravens of Dispersion” or “Ravens
of Death”) are one of the most powerful and mysterious
of the qliphothic entities. Their dimension, the Pale
Cathedral, is the last stop before the final abyss of
Quemetiel and total annihilation.

The Harab Serapel are older than anyone can imagine. They know from whence the Edomites came, for they were already ancient when
the home dimensions of the Kings were born.
Thousands of universes ago, mighty Lords of Artifice
crafted Times for mortals to live in, faceting each moment
with care and stringing them into necklaces of hours,
days, years, and ages. But with passage of eons, even
conceptual entities can die. The Harab Serapel are ghosts
of ghosts.

By rights the Harab Serapel and their dimension, the
Pale Cathedral, should have fallen to oblivion eons ago.
The Ravens of Death, however, learned how to stave off
that final plunge by stealing energy from other planes,
pulling the other dimension a little closer to destruction
in the process. Stealing small amounts of energy is easy,
but each theft only sustains the Pale Cathedral for a
short time. To gain whole ages of extra time, the Harab
Serapel must pull entire worlds into oblivion — which
they do. They have lost the power to create anything, so
instead they create Nothing.

Although the Harab Serapel have great power, even
they cannot destroy an entire world all by themselves.
They can, however, achieve such a feat with the help of
other beings. Lesser qliphothic entities are the least of
their pawns. Naïve inhabitants of the worlds that the
Harab Serapel wish to destroy serve the Raven’s plans
much better – or perhaps they simply appeal to some
tiny remnant of a sense of humor.

The Ravens of Death mentally search the Multiverse for sorcerers who are corrupt, insane, or foolish enough to call on the powers of
the qliphothic planes. They teach such wizards through
dreams and visions, increasing their power and madness
until the mage can open a Gate to the Final Abyss.
Unless such a Gate is closed quickly, it can expand out of
control as the world’s energies pour away.

The Harab Serapel make sure that the Gate does not close.
A Harab Serapel looks like a human skeleton topped
with a bird’s skull. Their obsidian wings wrap around
them like the husks of dead, dried-out beetles. They
mutter and squawk to themselves in querulous voices as
they shuffle about the Pale Cathedral and conduct their
deadly rituals.

The Harab Serapel have a wide range of powers. First,
the Harab Serapel have great mental powers, although
most of these only operate across dimensionsand require
a full hour to prepare. The Ravens must work
together to use these powers: one Mind Scans, one scries,
and the rest prepare their attack, relying on their shared
Mind Link for targeting.

Second, the Ravens of Death can manipulate time to affect an object’s motion or freeze something in time. Also, like many qliphothic entities,
the Harab Serapel can annihilate what they will – either
by touch or at range.

Finally, they can open Gates to other qliphothic dimensions. Usually, they only do this to bring other creatures to the Pale Cathedral, for the
greater energies of other planes — even other qliphothic
dimensions — will cause them harm. The Harab Serapel
fight cautiously and cooperatively. (They didn’t survive
so long by being rash...) At least one of them concentrates
on stopping missile attacks (in addition to their
personal deflection auras) while the others attack with
Stasis Projection, Psychic Attack, and Energy Drain. They
also let the Pale Cathedral itself take its toll on a foe.

The dimension of the Pale Cathedral looks like an endless
blank plane of white. No horizon divides the flat
white ground from the blank white sky. There’s nothing
to see but the Harab Serapel’s home, the Pale Cathedral
itself.

From a distance, the Pale Cathedral is a pointed,
pale yellowish blot. One can never go more than a few
miles from the Pale Cathedral. Space itself twists so that
no matter how far or how fast one travels, the Cathedral
never seems to get much further away. If one moves
toward the Cathedral, however, space compresses to
speed one’s journey. A good thing, too: for every minute
spent out in the white void, one suffers a 1d6 Drain vs.
BODY, CON, REC, END, and END Reserve, with a
recharge rate of 5 points per hour. There is NO defense
against this. None at all. Only the interior of the
Cathedral resists this pull from the Void — as long as
the Ravens of Death will it to be so.

The Pale Cathedral is well named. It really does look
like a huge, Gothic cathedral...only it is made entirely of
bleached bones fitted together into walls and spires and
arching buttresses. No doors block one from entering
the pointed archways. The same sourceless white light
present outside fills the interior. The center of the
Cathedral holds a well surrounded by a low wall of
birdlike skulls and tiled vertebrae. Look down it and
one can see Quemetiel, the Devourer of All, twitching
and churning in the final abyss. It is the last sight one
will see as a sane being.

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