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Fantasy HORRORS OF THE RED CATHEXUS CHARACTERS!

Beckoncall

World-Weaver and servant to the most-holy PC
Supporter
This is where people are going to ask questions and post their fleshed our anti-heroes so we can get ready to play the game!

The game will be played fast and loose with player group actions in the forums as well as if desired real time questing on discord. Discord information will go at the bottom of this message. If things do get Overpowered but it is still fun (for most players AND GM) I may just let it ride. But my ideas for starting a character are thus:

*The original forms players have are weak and vulnerable BY DESIGN -- you don't want to be caught without a host. If your host dies, you're either in big trouble, fleeing to find another victim to hijack, or you're already dead.

As mentioned in the interest check, You're creating an EVIL BODYSNATCHER. This consists of a couple of main factors and whatever color you bring to it.

1. BODYSNATCHER TYPE:

Spirit -- hijacker form is like a disembodied ghost, light, or demon, with little or no ability to act on the world outside of a host. Advantages may be harder to spot/harm/kill once ejected from a host, but may need to consistently pass will saves to keep from being exorcised. The spirit may be even come back in circumstances where other hijackers are killed for good -- but it's never much fun to be a disembodied voice trying to trick creatures into "letting you in"... and if you don't find a host fast enough your voice may rapidly wane into nothing...
Abberation - who knows what this fleshy mass covered in eyeballs and mouths is, but it's on that ogre's neck and it's manipulating him like a godforsaken marionette. Abberations unlike some other hijackers are usually (or always) on the outside of the host, so can be attacked by those smart enough or intuitive enough to do so. They however may be hardier than other hijacker forms, or at least have fewer weaknesses. If hurt enough in combat, they may opt to detach and run for it. Perhaps, an Abberation is the ONLY form of hijacker that is formidable outside a host, at least in the short-term.
"The Thing" -- This Hijacker, like the movie-monster of it's namesake, doesn't occupy hosts as much as copy them. It is exceedingly vulnerable to certain forms of attack (perhaps fire?) and also when it is changing forms or it's current form is incapacitated. However, it may be able to turn into any type of creature it has previously copied -- so it doesn't need to depend on finding new forms or being caught at a disadvantage as much as when other player's host forms die. "I'm a dire boar AGAIN."
Parasite -- this thing is a bug that like the abberation usually clings to the outside of the host, but it can disguise or stealth itself to look like a crown, or a piece of armor, a bony ridge, what-have-you -- which may help it stay hidden and safe even if it's host dies... one may even be lucky enough to be worn by the killer of your original form? However, the parasite is not nearly as hardy as the abberation, and is perhaps the most easily squished if it is discovered for what it is...
Slime -- What it says on the tin. May cover hosts, or be ingested, bodysnatching slime may have distinct and profound weaknesses and resistances, which potentially change over time. It may be harder to kill outside a host, or have an easier time hijacking bodies than others -- but it's toxic nature kills host bodies faster than any other hijacker, so it will need that advantage.
Germ -- The player is the established consciousness of a collective of fungus, virus, micro-organisms that in concert, form a singular evil being. The germ is insideous, highly infective, and constantly mutating. What hurts it one day may do nothing the next, and previous immunities may be discovered lethal vulnerabilities the day after. It's hard to kill the entire germ, as the smallest part in the right environment will grow back to sentience-bearing volumes... but don't THINK you'll last a second if a cleric casts Cure Disease on you. Germs, because of their collective nature, may have advantages over other hijackers when it comes to using swarms as hosts -- possibly occupying several swarms at once, or forming horrible hybrid swarms with the shared abilities of various different creatures in a single mass…
“Preciouses” – these are items with powerful wills that supplant the will/soul of the creature carrying them. A cloak, a ring, or some other item that cannot move or effect the world much (or at all) on it's own, but manipulates it's wearer/wielder.

2. HIGH/DUMP STATS:

Stats are Strength, Dexterity, Endurance, Wisdom, Intelligence, Charisma.

The levels of stats are generally (though there may be other descriptors) range from WEAK, LESSER, NORMAL, HIGH, EXCEPTIONAL.

All horrors have a powerful force of personality or will, so all players start with EXCEPTIONAL charisma. What is left for you to choose is your bodysnatcher's main form's other stats, two EXCEPTIONAL, one Normal, Two WEAK.
When you assimilate/possess or otherwise claim a host your weaker stats will be replaced by the stats of the new form, (Your Exceptional Stats will carry over to the host however!) This conveys just how your character is vulnerable outside of a host, and how it enhances a host once/while it has one.

For example: Sulthus is a Abberation. His charisma is EXCEPTIONAL because all horror players have exceptional charisma. However, Sulthis' player chooses Strength and Dexterity To be EXCEPTIONAL stats, Endurance to be Normal, and Intelligence and wisdom to be weak. This means without a host Sulthis is dumb and ruled by instinct, but can gain powers of higher thinking if Sulthis can find/take a form that is smarter than it. Lets say Sulthis finds a sleeping orc shaman and crawls inside the poor chap. Sulthis' Strength and Dex stay Exceptional (better than the orc) the orc has normal endurance so that stays the same, but the orc shaman has EXCEPTIONAL wisdom and HIGH Intelligence. So Sulthis now can think better, is more clever and cunning in his host drawing on the language, memories, and wits of his new host.

Second example: The "Shiny One" is a "Precious" -- a magical ring that possesses the will of it's wearer. Shiny has EXCEPTIONAL charisma (like all players, barring exceptions) -- Being an inanimate object, shiny has chosen to have WEAK strength and WEAK Dexterity... in fact shiny cannot move on his own and is entirely dependent on a host or allies to move him. However, Shiny is an evil genius, with EXCEPTIONAL intelligence and EXCEPTIONAL wisdom. He picks to have NORMAL endurance, making him hardy but not unbreakable. Shiny catches the eye of a giant spider and glimmers at it, and the spider, touching/picking up shiny is successfully possessed. The Spider normally has HIGH strength, EXCEPTIONAL dexterity, Normal Endurance, WEAK intelligence and wisdom. The new spider has shinies advantages but not his weaknesses giving him the physical attributes (Strength, Dexterity, Endurance) of the spider and projecting his EXCEPTIONAL intellect and wisdom onto the spider, along with his EXCEPTIONAL charisma.

Stat descriptors are basically only for comparative purposes for helping with resolving challenges and combat. So choose wisely!

TL:DR / Summary:
1. Pick a bodysnatcher type and describe it.
2. Stats: FILL IN TWO EXCEPTIONAL, TWO WEAK, AND ONE NORMAL BELOW.
STRENGTH:
DEXTERITY:
ENDURANCE:
INTELLIGENCE:
WISDOM:
CHARISMA: (Default EXCEPTIONAL)

3. An Image of what your bodysnatcher's trueform looks like, if possible.

Couple things to keep in mind -- There will be little or NO surface dwelling in this game -- holes or cracks leading to the surface are EXTREME HAZARDS. Sunlight BAD, Moonlight barely if even tolerable. This should be an epic of unseen horrors the likes of which civilizations on the surface never dreamed -- adventurers MIGHT encounter the players, but it's equally possible a player will never see a single human, elf, or gnome for the entire campaign. Maybe. Going to the surface is something that if done, will almost certainly result in the quick or instant death of the character. My current mechanic for this is that the PCs -- the bodysnatchers, are actually unique, but weakened entities from the Dark Tapestry. Their existence on this plane is such an offense to nature and the gods that for the sun to fall upon them above ground they would be annihilated, perhaps explosively, as their horrific nature cancels out the natural order like a matter/antimatter reaction. To be seen by the gods of law and good (or by the naked eye of their agents) may be enough to violently rip them from the plane. You get the picture. Run and hide if you're short a host, and avoid such situations. The default backstory is that the players (however many there are) are all such beings slipping into this world through a horrible dark tapestry artifact known only as "The Red Cathexis" -- which if destroyed ends the campaign for EVERYONE. Hiding and protecting the Cathexis should be an early and often updated objective, especially as it may grow in size, vulnerability, or discoverability as players grow in number and power. Eventually a main objective of the campaign might be finding someplace dark and horrible enough to hide the Cathexis from it's enemies -- The players delving ever deeper into the underdark to hide it, find host creatures strong enough to protect it, and ultimately establish the players at the top of the dungeon food chain... forever.

This WAS a wall of text -- but hopefully the subject matter is worth at least a skim. Thanks for your interest. Feel free to tap me about any of the above, and I'll start soliciting specs during the Thanksgiving holiday, when hopefully several people have time to start strong.

People who already have character concepts, origin stories, ideas/goals/plot-seeds for their characters (or have their own ideas they'd like to run by me or questions about char. generation) -- feel free to post in this thread or PM me if you prefer. I'll be checking back semi-regularly hereforward until we can officially begin.

THANK YOU EVERYONE WHO HAS SHOWN SOME INTEREST!!

Sincerely,

-Beckoncall, drooling vortex of the Red Cathexis, Ripper of the Tapestries, The eye, the lie, and the gate!

Horrors of the red Cathexis Discord: Join the Red Cathexus 3 Discord Server!

(if discord invite expires feel free to request a new one)
 
Name: Irenaeus

Concept: Original Sin based Spirit

Irenaeus has always existed since time-immemorial. He was there when the progenitors ruled though he does not remember or know for his current form did not exist at that time. He was manifested during a time when the Primus attempted to shed their coils and ascend into the barren thrones. Their bodies were of little matter. The true cost was to render themselves in twain and relinquish their ancestral sin and corruption.

What made them mortal was not their flesh and blood, but rather their knowledge. From knowledge came power. From power came pride. From pride... fathered the cardinal sins. Thus, the Primus, with their divine powers, rid themselves of their sins. Gone were their memories as they blissfully entered into eternal life.

From those rendered sins, Irenaeus was manifest as an abomination against the Gods. To them, Irenaeus was little more than a sudden intruder into their realm for he could not exist. After all, the omnipotent divines didn't know who or what Irenaeus was. For ages, Irenaeus fled. Every step, a seed of knowledge and sin planted, and from the trees... the mortals consumed. He could not run forever for where he had been... the Gods knew. Thus, with the forbidden knowledge and power Iraenus fled to the one place where even the Gods would not dare follow and hid in a vacuum where both sin and innocence did not exist. In the Dark Tapestry, Iraenus began to lose his manifestation as eons and ages passed. That is... until he saw a small light in the all consuming void.

STRENGTH: Weak
DEXTERITY: Weak
ENDURANCE: Normal
INTELLIGENCE: Exceptional
WISDOM: Exceptional
CHARISMA: Exceptional

Appearance: A tiny, faint , flickering, blue flame
 
The Error

The Error is the primordial mistake. He represents all the mistakes and subversion of the natural laws and rules in the world. The Clock-hand that tampers with time, the shadow that roams across Fate, and the Embodiment of Deceit and Trickery. The Gods and those powerful enough to know of him call him as "Amon" or "The Blasphemer".

He is a fraud who lives and enjoys deceiving beings and undermining the order of the world, not even Gods are spared from his trickery. He considers everything as a Game and other beings as toys. A pleasure-seeker as some would describe him.

His most recent Game incited an internal infighting among the Deities in the Pantheon, some fell but what he did not expect was a scheme against him. The Pantheon did not hesitate to sacrifice deities in order to finally correct this Primordial Mistake. But unfortunately for the Pantheon, they were facing against the Schemer among Schemers. Amon caught into their plans and managed to escape with his life but he was still badly injured. The 'Bug' was temporarily patched. The weakened Amon was quite literally almost bored to inexistence until he saw a potential 'Game' from The Red Cathexis and a chance for redemption. With the help of the artifact, Amon subverted the rules of the world which bound him to the artifact and allowed him to slip past the barrier and possess the form of a Spirit.

STRENGTH: Weak
DEXTERITY: Normal
ENDURANCE: Weak
INTELLIGENCE: Exceptional
WISDOM: Exceptional
CHARISMA: Exceptional

Amon as The Error
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Spirit Amon
His True Form would appear as a glitchy shadow but his appearance is usually fluid. He turns into a spiritual form that would be more amicable to beings he would possess, usually.
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Cenedril

Vanity, now that is an interesting word. Like the gout, it too is the “disease of kings”. You’ll find it in thepowdered face of a mistress as she playfully twirls her deep luscious locks, secure in the knowledge that hers is a special beauty, one that can never be discarded. Like a precious stone or heirloom, stored safely in an intricate mahogany box, far from prying eyes.

The Mirror then, is unimportant, for it is what you see Reflected that matters most. But do you see yourself in a Mirror? Can your eyes be Trusted? Do you even Care?

Come closer, and Look.

Is it how you always Dreamed it?

It is strange isn’t it, the ridges, the curves. Study them closely. Do you See? That gold beaded wire, running all along its edges? Softened by disuse? Blood red garnets imbedded on its surface jutting out Invitingly? And the handle? so secure in the palm, as though it were crafted solely for You.

Turn it.

Is it not a Wonder? That porcelained face, soft and unassuming. The golden curls expanding upon the canvas as though they were floating in water? each depression, expertly Crafted.

And what’s this? carved here at its base? Words, of an ancient sort?

Can it be? Do they Glow?!

—————————————————————

STRENGTH: Weak

DEXTERITY: Weak

ENDURANCE: Exceptional

INTELLIGENCE: Normal

WISDOM: Exceptional

CHARISMA: Exceptional

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Name: Amaranth - also known as the Undergrowth.

Type: Parasite

It’s unknown exactly when or how Amaranth came into being, but it exists as the essence of the most basic instincts any living creature shares - the all-consuming fight for survival. It isn’t malicious, in any of the petty, spiteful senses men use the word. It is simply, unambiguously, alive. No goal is more important than its own life, and it will do anything to maximise its chances of survival. It would devour universes whole if it could, simply to keep them from threatening it. Over time it has adapted to the creatures around it, learnt to manipulate and assess and deceive, but beneath it all is that same goal, that same force of will that drives even the tiniest seedling. Its anchor is a twisted crown made of one strand looping over and over itself. The crown may change its form depending on the target host, appearing as anything from wreath of vibrant flowers and berries, to a vicious crown of thorns, to a circle of mushrooms stained with mold and rot. Anyone who picks it up will experience a strong urge to put it on, one that seems to tap into their base survival instincts rather than any kind of conscious thought. When placed on a host’s head, it will grow tiny, almost unnoticeable roots into their scalp, allowing it to tap into their lifeforce and affect their mind. As time goes on the roots will grow deeper into the wearer’s body. These can be seen under the skin of the host, sometimes growing thick enough to break through altogether. Though it is vulnerable to fire and brute force attacks, it can regrow from even a tiny scrap of the original material. Life, uh, finds a way.

STRENGTH: Weak
DEXTERITY: Weak
ENDURANCE: Exceptional
INTELLIGENCE: Normal
WISDOM: Exceptional
CHARISMA: Exceptional

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(The Thing) Crabfish is a hijacker who has an unhealthy obsession with collecting fine things, childishly believing he's "gotta snatch 'em all". It would be apt to describe this bodysnatcher as an antiquarian completionist that loves to perceive himself as an expert connoisseur of flesh. Despite possessing strong mental faculties, Crabfish unfortunately remains innocently confounded as to why the copied hosts in his acting repertoire attempted to resist in the first place, it never once occurring to him that they are simply victims. After all, who else than he could appreciate and preserve the sublime breadth of their unique worldly experiences? His true form is an aquatic lobsterlike dog sized chimera.

STRENGTH: WEAK.
DEXTERITY: WEAK.
ENDURANCE: NORMAL.
INTELLIGENCE: EXCEPTIONAL.
WISDOM: EXCEPTIONAL.
CHARISMA: EXCEPTIONAL.
 
Name: Xire

Type:
Spirit

Xire is a little ball of light floating around the underground looking for a host, to let it in. Only recently coming into being with no recollection of anything before that. It only wishes for a host to let it in and protect it from the other creatures of the underground. It knows that this doesn't come easily so, its always ready to promise them anything they want. After all, once they let it in, it won't need to give them anything it promised.

STRENGTH: Weak

DEXTERITY: Weak

ENDURANCE: Exceptional

INTELLIGENCE: Exceptional

WISDOM: Normal

CHARISMA: Exceptional


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Name: Guenta
Concept: germ microscopic predators
Description:
The Guenta are not a single being but rather a collection of countless creature to small for the eye to see all acting together. Their exact origin is not known as they are found scattered across many planes likely carried by witless travelers. The Guenta most often live in dark places often favoring thick forests where animals and the lost are their only prey. There are theories that the Guenta might be able to grow smarter as their swarms gather more members even rivaling sapient species. There are stories of them using the bones of the dead like a scaffold and chasing down prey even repeating the last words of their victims. While these theories are not proven , what is known is how to tell if one is a target of their hunger. Those targeted will gain a second shadow caused by the Guenta gathering so they might strike as one as strip the victim of flesh in an instant. The Guenta can be easily driven back by light spells that cause them to scatter, but that is just a temporary solution. When it comes to protecting against a Guenta swarm, the best defense is to be swift on your feet, the Guenta have to gather to strike and their bone puppets can only move at a rather slow pace.


STRENGTH:EXCEPTIONAL
DEXTERITY: NORMAL
ENDURANCE: EXCEPTIONAL
INTELLIGENCE: WEAK
WISDOM: WEAK
CHARISMA: EXCEPTIONAL
 
Rough WIP

Father Six Eyes

Type: Precious

Perhaps you've heard the stories of a realm beyond the end of all our journeys. A realm in which exists primordial forces and ancient beings. A realm that can only be found by the truly lost. Within the dark of the autumn woods once existed a shadowy figure with many names and faces, one who became most well known as Father Six Eyes. A hungry being bound to the forest of lost wanderers by a twisted and ominous tree, Father Six Eyes was a patient spider who deceived others into further tangling themselves into his web, exhausting them physically and mentally before offering them to his binded tree to strengthen himself. However, this would not last. A woodsman came into this lost land, one who used wood to create oil, including the very oil that fueled his lantern in a vain attempt to be guided through the endless trees. Through deception, Father Six Eyes convinced the woodsman to turn the tree that bound the entity to the cursed oil that now endlessly fuels the lantern, and through the lantern, Father Six Eyes puppeteers the body of the one who claims ownership of the eternally burning light...

STRENGTH: Weak
DEXTERITY: Normal
ENDURANCE: Weak
INTELLIGENCE: Exceptional
WISDOM: Exceptional
CHARISMA: Exceptional​
 

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