DARK ONES

STR: 14 DEX: 12 CTRL: 16
HP: 8 Armor: 1
Bite (d6), Scratch (d6), or Projectile Vomit

  • Recall: A Dark One knows all of the memories of the host it possesses and will use them as a weapon against the others it wants to infect and corrupt.
  • Cling: A Dark One can cling to surfaces, allowing it to scale walls and hang from ceilings.
  • Inhuman Strength: A Dark One is vastly stronger than its original host.
  • Photosensitive: Dark Ones are vulnerable to sunlight. Damage against them is Enhanced when exposed to direct sunlight.
  • Glamour: As a means of luring and tricking victims, a Dark One can alter its appearance to look like their former selves.
  • Projectile Vomit: The Dark One expels a mix of bile and black blood upon their target (d6 Stress).
  • Regeneration: 0 STR does not spell the end for a Dark One as long as the host’s brain is intact and there’s enough left of its body to function. Sheared limbs can act independently or even be reattached. If left alone after “death”, the dead flesh will reanimate, regaining its lost STR.
  • Cleave: In order to kill a Dark One, they must be dismembered, have their head removed, or their brain destroyed.
  • Injection: When a Dark One deals Critical Damage, their corruption spreads to the victim in an attempt to possess them. On top of the Wound, the victim must make a CTRL Save or take Fallout.

Dark Ones are incorporeal and parasitic beings that take residence in both living and dead flesh. As they consume their victims’ souls, they take more and more control. Through their corruption the Dark One warps and degrades their host, twisting them into a devilish fiend with bloodred eye, black blood, yellowed veiny skin, and sharp claws.

CREEPING FALLOUT - POSSESSION
Once the Dark One has infected its victim, its corruption spreads until it takes complete control. The only means of slopping this are removing infected flesh or banishing the creature. After an Investigator is infected, each time they would typically take Fallout, instead the corruption spreads, resulting in a new and worsening change.

  • Phantom Limb: You lose control over one of your appendages. It’s subtle at first, responding sluggishly, until the corruption has spread and the appendage acts in rebellious defiance.
  • Rot: Your skin begins to take on a yellow hue and your eyes go bloodshot. As your body begins to decay, it also grows stronger. +1d4 STR (max 18).
  • Assimilation: The corruption has fully spread, turning you into a Dark One.

POSSESSED APPENDAGE
The appendages are commonly the first part of a victim a Dark One takes control of. In some cases, the changes begin there, with the appearance of an eye or mouth on the appendage. While removing the appendage can stop the spread of infection, the severed piece can still move and act on its own.
STR: 4 HP: 3
Scratch or Kick (d4)


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Liminal Horror is developed by Gobin Archives, Josh Domanski, and Zach Hazard Vaupen