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The Mummers, Part Six


This week's COTW installment is actually a set of eight characters built around a single story idea - seven travelling performers, and the sadistic demon that toys with their psyches. The format will differ slightly, the content in six separate posts. All contents of all segments (c) copyright 2000 Volker Bach; this is segment six of six.


THE CURSE OF CHAUGNAR TAAL

About a year ago - when the troupe was passing through inhospitable country - Mother Soreny made the decision to camp in the ruins of Coldlairs to have some shelter from rain and wind. This turned out to be a bad choice, as most locals would have told them. They disturbed the fitful sleep of Chaugnar Taal - a demon bound into the rocks there during the age of the Magewars - and became its first victims in centuries.

Chaugnar Taal is a fiendish and terrible creature of the spirit world, far more sophisticated than the claws-and-tusks variety of demon mages prefer to deal with. It thrives on suffering and death, and has the power to alter the minds of men. The Mummers presented a great opportunity, far too great to simply rend them limb from limb or turn them upon each other in hate, as it would have done in its younger days. Instead, Chaugnar Taal chose to use them as extensions of its will - deliverers of fear and death to slake the thirst of their demonic master. To add even finer taste to this delicious plan, the demon contrived to make them unwilling partners, placing them under his compulsion helpless, but knowing.

The Mummers are compelled by the will of Chaugnar Taal to deliver him up a victim at least every month. The troupe joins in a ritual slaying that gives nourishment and joy to their taskmaster. Should they not deliver a victim they would experience fierce cravings for violent death, rising until one of them runs amok, killing indiscriminately whoever is at hand. This has not happened yet, and they are unaware of it. The compulsion to kill is too great for them to resist long.

The power of Chaugnar Taal is too great for this craving to end the normal way. Withdrawal can be attempted at the normal -10 to Will, but even when successful it offers only temporary respite. The compulsion returns, requiring weekly Will rolls with mounting penalties over the coming months to fight it off. The only way to free them from this slavery - short of killing them - is to destroy or banish the demon. They themselves are, of course, unable to even attempt this, as they are bound with strong compulsion not to divulge it. (A WL roll is necessary to tell any kind of stranger about the murders, and a WL-3 to even speak of Chaugnar Taal.)

MODUS OPERANDI

The Mummers take great care not to leave too obvious a trail, or to alert the authorities to their doings. That is why they confine themselves to lower-class entertainment, and never travel in the same area long. They do their best to draw an audience, perform their show, and mingle with the people seeking out the young and impressionable, the poor, unloved and unremarkable. Many of them volunteer to follow the Mummers, drawn by the romance of the open road. Others grow infatuated with Njala or Kendrik, neither of whom do anything to discourage such romantic entanglements. Only once did they resort to abduction.

Once they have their victims in their midst they will sound them out, trying to establish whether they will be missed by anyone. If they conclude that killing them will be possible without risk of investigation, they will seek out a lonely campsite, suitably far away from the victim's home, and prepare the slaying. The victim is bound, drugged and placed in a pit. All Mummers then cut open one of its arteries - at the wrists, elbows, shoulders, thighs or neck - and stand around chanting as the unfortunate person bleeds to death, fully conscious and aware. Chaugnar Taal relishes this kind of open-eyed terror more than the pain-clouded sensations of torture.


CHAUGNAR TAAL, fiend of the nether hells

Total Points: 1324.5 points

Most of the time, Chaugnar Taal is invisible. When it chooses to show his natural form, it appears as an amorphous, floating blob of fire.

ST  0   [-] - fatigue 10
DX  0   [-]
IQ 18 [125] - senses 18
HT  0   [-]
WL 18   [-]

ADVANTAGES: Cultural Adaptability [25]; Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Doesn't Sleep [20]; Dominance (Controls 1,000 points of characters; Gives victim Mental/Social Disadvantages other than Slave Mentality, +100%; Infects by telepathic contact instead of bite, +100%; Selective Effect, +50%; Victims cannot pass infection to others, -25%) [504]; Extra Fatigue (Psionics only) +10 [20]; Immunity to Disease [10]; Immunity to Poison [15]; Insubstantiality (Affects substantial world, +100%; Always on, -50%) [120]; Invisibility (Normally visible, +10%; Invisible to entire EM spectrum, +60%; Invisible to sonar, +20%; Invisible to magic sight, +20%) [84]; Invulnerability (Magic) [100]; Invulnerability (Psionics) [150]; Psychokinesis (Power 16; No signature, +20%) [80]; Sense of Perception [100]; Telepathy (Power 16; No signature, +20%) [80]; Unageing [15].

DISADVANTAGES: Appearance (Monstrous) [-25]; Dependency (Statue in Coldlairs, constantly) [-150]; Overconfidence [-10]; Sadism [-15]; Sessile [-50].

QUIRKS: Thinks itself superior to humans; Prefers young victims to murder, but older, experienced ones to possess; likes to speak to its victims before possessing them. [-3]

SKILLS: Area Knowledge (Material Plane)-26 [16]; Detect Lies-18 [4]; Diplomacy-17 [2]; Fast-Talk-26 [18]; Hidden Lore (Demons)-20 [6]; History-18 [4]; History (Esoteric)-20 [8]; Intimidation-18 [2]; Occultism-22 [10]; Psychology-19 [6]; Strategy-16 [.5]; Thaumatology-18 [8].

LANGUAGES: Unknown; the demon's telepathy functions without regards for language.

PSI SKILLS: Emotion Sense-18 [4]; Illusion-18 [4]; Mental Blow-18 [4]; Mental Stab-18 [4]; Mindshield-18 [4]; Mindwipe-18 [4]; PK Shield-18 [4]; Pyrokinesis-18 [4]; Sleep-18 [4]; Suggest-18 [4]; Telecontrol-18 [4]; Telekinesis-18 [4]; Telereceive-18 [4]; Telescan-18 [4]; Telesend-18 [4].

EQUIPMENT

As an invisible, intangible entity of an entirely alien nature, the demon Chaugnar Taal has no need for equipment. The only exception is the statue - see "How to Kill it?", below - in which its life-force is contained.

BIOGRAPHY

Chaugnar Taal was brought into the material plane centuries ago by a powerful necromancer who bound the demon into a ring of gold and fed it upon the pain and terror of his victims. The mage was powerful enough not to fear the spirit creature, and was intrigued by its alien nature. Even more, he enjoyed the fear that his mastery of it struck in the hearts of his enemies. It was not to last, though; in the wars his castle was overthrown, the necromancer killed and his pet demon bound into a statue and ensorcelled with powerful compulsion to the spot. The castle was left to crumble and Chaugnar Taal to howl alone in the wilderness among the ruins.

ENCOUNTERED

Chaugnar Taal is normally encountered only on its own terms, close to its home and on ground of its choosing. It is rarely actually seen, but only contacts its victims telepathically. Those it finds little interest in it will simply invade, either warp brutally or physically tear limb from limb by its psychic powers. Those it finds some interesting features in it may choose to converse with. In some rare cases it may even let them go. In general, though, those that hear the fine, whispering voice of Chaugnar Taal in their heads are destined to become its servitors.

In terms of raw power, Chaugnar Taal is not the most impressive of demons. It has no physical manifestation, near-zero mobility and limited, though still overpowering, mental abilities. A group of well-trained human magicians or priests with the right stuff can easily manage it, given sufficient preparation. Unprepared or ignorant characters, however, don't stand the ghost of a chance.

HOW TO KILL IT?

Chaugnar Taal is invulnerable to all physical attacks. Not only doesn't it have a physical body, it has no body at all. Even psionic or magical attacks that target the mind cannot affect it. Its attacks can be blunted or turned away through either magic or psionics, but challenging it on its own ground is a task for the mightiest of mages.

The better approach is to seek out its vulnerabilities. The most obvious one is its limited physical power. It can certainly throw about boulders and people, but that pales in comparison to what truly powerful corporeal demons do. Thus attackers could succeed if they found a way to deny the demon access to their minds; zombies, golems or other tools might be a solution, powerful spells or items another.

The only way to destroy Chaugnar Taal is to destroy the statue to which it has been bound. This is a weathered black granite gargoyle about four feet high, standing in the midst of the ruined great hall. Its nature can be discovered from the histories of the castle, though researching them should be a challenge for PCs. Local legends speak of the 'terrible stone beast' or 'gargoyle' in the castle, but nobody there knows any hard facts beyond these phrases. Histories from the days of the war will refer to the necromancer of Coldlairs and his bound demon, and further research into demonological tomes will reveal some facts - however much the GM feels is appropriate - about Chaugnar Taal. The demon is quite minor, but well known; the writings of the mages who destroyed Coldlairs (and bound the demon into the statue) contain all the information the PCs will need to know, once these arcane sources are found. If the PCs arrive at the ruins unprepared, they will find weathered inscriptions marking out the danger, and possibly making cryptic references to "the fiend fettered in carven stone", but little more than this will be found. Should they locate the statue nonetheless, the GM should allow a simple Thaumatology or Demonology roll to determine the best way of disposing of the being trapped within.

Once the PCs approach the statue with the intent to destroy it, Chaugnar Taal will fight back with all its power to prevent their actions. Most likely, it will begin by using its abilities to befuddle the minds of its assailants, turning the party away from its target, trying to set them on each other, or hiding itself and its statue through elaborate illusions. It may conceal the entrances to the hall, disguise the gargoyle as something else, or create convincing "doubles" - maybe in dangerous or inaccessible places - to draw the efforts of the avenging PCs. If this fails, it will turn to more direct telekinetic attacks: hurling boulders, collapsing roofs, or manhandling the attackers. (During all of these attacks, it is important that the GM keep track of Chaugnar Taal's use of Fatigue, since the PCs' only hope of salvation may well lie in waiting for the demon to tire itself out.) Once the destruction of the statue begins, Chaugnar Taal will recoil in intense pain and fear; the gargoyle has DR 8, and should be considered destroyed after taking 300 points of damage. Once this happens, Chaugnar Taal will be destroyed completely.

CANONICALITY

Chaugnar Taal does not break any standard GURPS rules, though it does slightly bend some. Most significantly, its Dominance advantage differs in two ways from the version on p.CI53. One, its effects are delivered not by bite, but by telepathic contact. And two, it allows the demon to give any appropriate Mental or Social Disadvantage, not merely Slave Mentality; these changes are handled with enhancements. (In theory, Chaugnar Taal could create any kind of personality in his victims, but its own appetites dictate that those touched by its powers will become murderous and cruel.)

With the exception of IQ, the demon has no attributes. It was not given the Being of Pure Thought advantage (p.CI34), because that advantage involves the astral plane in a way inappropriate for this character. Chaugnar Taal is an intangible, invisible entity, but it is not an astral entity per se, nor should its mode of existence be seen as some kind of psionic ability. In a similar vein, the demon's Psychokinesis and Telepathy powers were enhanced with No Signature to model the fact that they are not traditional psionics, but some alien and mystical form of mental ability.

In general, the demon's abilities to affect the environment and the minds of sentients - while modelled as Psionics - are best regarded as a kind of unique, personal power rather than something that some human, somewhere, has experience of and may even be better at.

- written by Volker Bach (volker_bach@public.uni-hamburg.de)
- additional material & edits by andi jones (andi@angelwerks.com)

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