Black Cabal Assault Agent NPC Cabal Agent 
PARTICULARS
Val Char Base Points Total Roll Notes
18 STR 10 8 18 13- HTH Damage 3 1/2d6 END [4]
17 DEX 10 21 17 12- OCV 6 DCV 6
15 CON 10 10 15 12-
11 BODY 10 2 11 11-
13 INT 10 3 13 12- PER Roll 13-
13 EGO 10 6 13 12- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
10 COM 10 0 10 11-
9 PD 4 2 9/17 9/17 PD (0/8 rPD)
9 ED 3 3 9/17 9/17 ED (0/8 rED)
3 SPD 2.7 3 3 Phases: 4, 8, 12
7 REC 7 0 7
30 END 30 0 30
30 STUN 28 2 30
6" Running 6 0 6"
2" Swimming 2 0 2"
3 1/2"/1 1/2" Leaping 4 0 3 1/2" 65 Total Characteristics Points
TRACKSPEED
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (4") 3 1/2"
V. Leap (2") 1 1/2"
Flight 10" [40" NC]
GRIT
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 75
Disad Points: 55
Total Points: 130
GENERAL DESCRIPTION
Hair Color:  Varies
Eye Color:  Varies
Height:  5' 10"
Weight:  168 lbs
Description:
Macabre and terrible. I usually give them a slight bonus on their PRE attacks because they scare me (and I wrote them up).
LIABILITIES
Cost  Disadvantage
15 Hunted: PRIMUS 8- (Mo Pow, Harshly Punish)
15 Hunted: The Cabal 14- (Mo Pow, Watching)
15 Psychological Limitation: Loyality to the Cabal (Common, Strong)
10 Psychological Limitation: Casual Killer (Common, Moderate)
55 Total Disadvantages Cost

 Black Cabal Assault Agent NPC Cabal Agent 
MOVES
OCV: 6 DCV: 6
Combat Skill Levels:
+1 with All Combat
+1 OCV (5 Active Points); OAF (-1)
+1 OCV (5 Active Points); OAF (-1)
+1 OCV (5 Active Points)
+2 OCV (10 Active Points); OAF (-1), Limited Power Power loses about a fourth of its effectiveness (Must Brace Or Set To Use; -1/4)
+2 OCV (10 Active Points); OAF (-1)
+1 OCV, Requires A Magic Roll (No Active Point penalty to Skill Roll; +0) (5 Active Points); OAF (-1)
+3 OCV (15 Active Points); OAF (-1), Requires A Magic Roll (+1 OCV For Each 2 Points The Magic Skill Roll Is Made By; -1/2)
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Arm Sweep 1/2 +2 +2 Block, Abort
Punch / Elbow 1/2 +0 +2 5 1/2d6 Strike
Knife Hand 1/2 -2 +0 HKA 1d6 +1
Takedown 1/2 +1 +1 3 1/2d6 Strike; Target Falls
S.O.P.
You want evil? We got evil.
MODS
LONG DISTANCE MISS FACTOR
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
TARGET SPECS
3d6 Roll Location STUNx N STUN BODYx To Hit rDEF
3 CROWN x5 x2 x2 -8  
4 TEMPLE x5 x2 x2 -8  
5 FACE x5 x2 x2 -8  
6 HANDS x1 x1/2 x1/2 -6  
7 RIGHT ARM x2 x1/2 x1/2 -5  
8 LEFT ARM x2 x1/2 x1/2 -5  
9 SHOULDERS x3 x1 x1 -5  
10 HI CHEST x3 x1 x1 -3  
11 LO CHEST x3 x1 x1 -3  
12 STOMACH x4 x1 1/2 x1 -7  
13 VITALS x4 x1 1/2 x2 -8  
14 THIGHS x2 x1 x1 -4  
15 HI LEGS x2 x1/2 x1/2 -6  
16 MID LEGS x2 x1/2 x1/2 -6  
17 LO LEGS x1 x1/2 x1/2 -8  
18 FEET x1 x1/2 x1/2 -8  
VITALS
Type Amount Notes
Physical Defense 9/17 Current BODY:
Res. Phys. Defense 0/8 (11)
Energy Defense 9/17 Current END:
Res. Energy Defense 0/8 (30)
Mental Defense 0 Current STUN:
Power Defense 0 (30)

 Black Cabal Assault Agent NPC Cabal Agent 
EXPERTISE
SKILLS
Cost  Name
2 CK: City of Operations 11-
2 KS: Cabal 11-
1 KS: Mythos of the Elder Gods 8-
2 KS: Occult 11-
2 PS: Cabal Agent 11-
3 Speciality: Choose Any One Skill
3 Breakfall 12-
3 Climbing 12-
3 Concealment 12-
1 Language: Ancient, Choose One (basic conversation)
5 Magic (INT-based) 14-
3 Stealth 12-
2 TF: Common Motorized Ground Vehicles
6 WF: Common Melee Weapons, Small Arms, Cabal Weapons
8 +1 with All Combat
46 Total Skills Cost
TALENTS
Cost  Name
3 Resistance (3 points)
3 Total Talents Cost
FIGHTING SKILLS
Cost  Maneuver
Tae Kwon Do
4
1) Arm Sweep: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
2) Punch / Elbow: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike
4
3) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
3
4) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3 1/2d6 Strike; Target Falls
1 Weapon Element: Blades, Empty-Hand
16 Total Fighting Skills Cost

 Black Cabal Assault Agent NPC Cabal Agent 
RESOURCES
Lightning Pistol:  (Total: 50 Active Cost, 22 Real Cost) RKA 2d6 (vs. ED) (2 points RP), 30 Charges (+1/4) (45 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 20)
plus
+1 OCV (5 Active Points); OAF (-1) (Real Cost: 2)
Notes: This is a biotech lightning gun similar to those used by the Mi-go (the Fungi from Yuggoth). It looks like a warty, doornob-sized lump of black matal covered in tiny wires. It seems to pulse on its own almost as if it is breathing. It discharges an suprisingly accurate burst of electrical energy at its target.
[30]
Tooth of the Old Ones:  (Total: 55 Active Cost, 22 Real Cost) HKA 2d6-1 (2d6 w/STR) (vs. PD), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (50 Active Points); OAF (-1), STR Minimum 5 (-1/4), Real Weapon (-1/4) (Real Cost: 20)
plus
+1 OCV (5 Active Points); OAF (-1) (Real Cost: 2)
Notes: This is a dagger-like weapon that resembles a large tooth or fang of some unknown animal. It is amazingly sharp but is not balanced for throwing. The only captured examples have quickly dried out and then become very brittle. It is unknown how Cabal agents maintain these weapons.
0
Spore Pouch Multipower
Notes: This appears to be a slivery-black pouch of a silky material. It looks similar to a cocoon spun from thick and shining, filaments.
          Multipower, 70-point reserve, (70 Active Points); all slots OAF (-1), 6 Charges (-3/4)
  *  Smoke Spore:  Darkness to Sight Group 3" radius (30 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), OAF (-1)
Notes: The smoke spore resembles a common small gord. Unlike a gord it is very soft and supple. Grey in color the spore explodes on impact and releases a dense cloud of dust. It seems to be organic but the material is unfathomable.
[1 cc]
  *  EB 3d6 (vs. ED), Area Of Effect (One Hex; +1/2), Uncontrolled (+1/2), NND ([Force Field or Sealed Armor]; +1), Continuous (+1) (60 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), OAF (-1)
Notes: This appears very similar to the smoke spore but it is a dark green in color. Upon impact it releases a short-lived cloud of very fine spores that will infiltrate the lungs and even work their way into the skin of any, unshielded, living creature. Once in the body the spores release an unknown narcotic that induces sleep. Sleep so induced is never accompanied by plesant dreams.
[1 cc]
  *  Tentacle Pod:  Entangle 4d6, 4 DEF, Explosion (+1/2) (60 Active Points); 1 Charge (-2), OAF (-1), Range Based On STR (-1/4)
Notes: The tentacle pod looks somewhat like a ball of thick pale grey cords. The ball is wet with a milky mucus. Upon inpact the ball suddenly unravels and throws translucent sticky cords in all directions. These tendrils adhear to and entwine themselves against anything they touch. The tendrils are cool and slimey but don't seem to be very sticky after impact. They only adhear to the first thing they touch. The tendrils emit a fishy odor.
[1]
  *  Death Spores:  RKA 3d6 (vs. PD), Explosion (+1/2) (67 Active Points); 1 Charge (-2), OAF (-1), Range Based On STR (-1/4)
Notes: These look somewhat like a wet, blackish-green, sea urchin with shorter but denser spines. Upon impact the pod spews the razor-sharp spines over a large area.
[1]
  *  Cerebral Star:  (Total: 67 Active Cost, 14 Real Cost) Mind Control 12d6+1 (Human class of minds), Conditional Power Based On OCV Instead Of ECV (+0), Requires A Magic Roll (No Active Point penalty to Skill Roll; +0) (62 Active Points); 1 Charge (-2), OAF (-1), Restrainable (Can Be Pulled Off Of Victim; -1/2), Does Not Provide Mental Awareness (-1/4), Range Based On STR (-1/4) (Real Cost: 12)
plus
+1 OCV (5 Active Points); OAF (-1) (Real Cost: 2)
Notes: These look like a wet starfish. They are an unhealthy, blue-tinged, caucasian, flesh color. When thrown thrown at a target they spin like a frisbee and actively seek to land upon the top of the victim's head. If they manage to hit the target the arms grip the head, but they can be pulled off by the victim if he resists the mind control. An ally may also pull the creature/thing from the victim. When affixed to victim's head they emit soft sucking and gurgling sounds. They work by sapping the victim's will to resist the commands given them by the thrower of the star. Fortunately these things are short-lived when removed from the spore pouch.
[1]
  *  Wind Spore:  EB 6d6 (vs. PD), Explosion (+1/2), Double Knockback (+3/4) (67 Active Points); 1 Charge (-2), OAF (-1), Range Based On STR (-1/4)
Notes: These dark red spherical membranes seem to be on the virge of bursting at all times. However they always hold together, no matter how roughly handled, until thrown. Upon impact a massive burst of wind radiates from the impact point in all directions. There is never any trace left of the membrane. It is theorized that the pod opens a dimensional portal for a split second. The space on the other side of the rift is apparently an area of great pressure. Sulphurous and acidic odors often linger after the use of one of these things.
[1]
Assault Equipment
  *  Belt of the Mi-Go:  Flight 10", x4 Noncombat, Reduced Endurance (0 END; +1/2) (37 Active Points); OIF (-1/2)
Notes: This is a broad belt that is made of interlocking mesh of a dirty white metal. It looks almost as if it is a series of intertwined knuckle bones. It has a matte finish so it is not wet looking, nor does it seem alive like a lot of the Cabal equipment. It looks like it has been made of dead material. The central buckle is a translucent white half-sphere from which a swirl of dim red light can be scene when in use.
0
  *  Helm of Clarity:  (Total: 57 Active Cost, 27 Real Cost) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) (Real Cost: 3)
plus
Hearing Group Flash Defense (3 points) (3 Active Points); OIF (-1/2) (Real Cost: 2)
plus
+1 PER with all Sense Groups (3 Active Points); OIF (-1/2) (Real Cost: 2)
plus
Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OIF (-1/2) (Real Cost: 4)
plus
Mind Link , Other Assault Agents & Morbane, Number of Minds (x8) (25 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Does Not Provide Mental Awareness (-1/4) (Real Cost: 9)
plus
IR Perception (Sight Group) (5 Active Points); OIF (-1/2) (Real Cost: 3)
plus
LS (Self-Contained Breathing) (10 Active Points); OIF (-1/2), Costs Endurance (-1/2), Requires A Magic Roll (-1/2) (Real Cost: 4)
Notes: Since the helm grants a mind link to the Lesser Morbane in charge of the unit, doning a captured helm is unwise. The look like a warped, elongated human skull with fangs (perhaps its something other than human). The eyesockets glow with a pale green light.
1
  *  Hide of the Elders:  (Total: 30 Active Cost, 18 Real Cost) Armor (8 PD/8 ED), Quarter Mass (+0) (24 Active Points); OIF (-1/2), Real Armor (-1/4) (Real Cost: 14)
plus
+3 PD (3 Active Points); OIF (-1/2), Real Armor (-1/4) (Real Cost: 2)
plus
+3 ED (3 Active Points); OIF (-1/2), Real Armor (-1/4) (Real Cost: 2)
Notes: This armor appears as a robe made from thick, wet, rubbery hide. Its mass is very light for its apparent bulk and it allows an amazing freedom of movement. The armor almost seems to move with the wearer as if it were alive. Upkeep of the armor requires the owner to place several drops of his own blood on the hide each day. The armor will react badly if someone other than the owner attempts to wear it. The armor will rapidly rot and melt away leaving a terrible stench and mess.
0
Assault Weapons
Notes: About the assault weapons shown below. A typical 5-man Black Cabal assault team will have 2 Heavy Lightning Guns, 2 Scarab Casters and 1 Staff of the Old Ones.
Heavy Lightning Gun Multipower
Notes: A rather heavy weapon (thus the STR Min) that produces little recoil. It is a shiney, black, hollow tube 792.3 mm long. Several minor buldges are along the length and it is covered with many tiny silver wires. Several shallow depressions act as trigger and control settings. A seperate power source is required for this weapon.
          Multipower, 90-point reserve, (90 Active Points); STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -1); all slots OAF (-1), Required Hands Two-Handed (-1/2), Activation Roll 15- (-1/4), Real Weapon (-1/4)
  *  Lightning Bolt:  RKA 4d6+1 (vs. ED), +1 Increased STUN Multiplier (+1/4) (81 Active Points); OAF (-1), Extra Time (Extra Segment, Momentary Delay While The Capacitators Charge; -1/2), Required Hands Two-Handed (-1/2), Beam (-1/4), Activation Roll 15- (-1/4), Real Weapon (-1/4) 8
  *  Lightning Storm:  RKA 3d6-1 (vs. ED), +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (90 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Activation Roll 15- (-1/4), Real Weapon (-1/4) 3
  *  Fork of Lightning:  EB 8d6 (vs. ED), Area Of Effect (17" Cone; +1 1/4) (90 Active Points); OAF (-1), No Range (-1/2), Required Hands Two-Handed (-1/2), No Knockback (-1/4), Activation Roll 15- (-1/4), Real Weapon (-1/4) 9
  *  Infiltrating Bolt:  EB 7d6 (vs. ED), NND ([Force Field or Being Insulated, FREd p. 299]; +1) (70 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Activation Roll 15- (-1/4), Real Weapon (-1/4) 7
  *  Ball Lightning:  Sight, Hearing and Radio Groups Flash 8d6, Limited Power Power loses less than a fourth of its effectiveness (Cannot Use Guns Sight Bonuses; +0), Explosion (-1 DC/2"; +3/4) (87 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Activation Roll 15- (-1/4), Real Weapon (-1/4)
Notes: The electro-magnetic pulse also disturbs radio reception.
9
  *  Butt Stroke:  HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Activation Roll 15- (-1/4), Real Weapon (-1/4) 0
Heavy Lightning Gun Site:  (Total: 16 Active Cost, 7 Real Cost) +2 OCV (10 Active Points); OAF (-1), Limited Power Power loses about a fourth of its effectiveness (Must Brace Or Set To Use; -1/4) (Real Cost: 4)
plus
Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OAF (-1) (Real Cost: 3)
Notes: The sight is actually built into the gun, but requires the shooter to look through the tube, which is difficult without steadying or bracing the weapon. The sight is intangable, a product of visible light projections within the weapon's tube. This is not a seperate item so it can't be removed from the gun.
0
Lightning Gun Power Generator:  Endurance Reserve (60 END, 6 REC) Reserve: (12 Active Points); OAF (-1)
Notes: A pod that is worn on the back and attached to the Heavy Lightning Gun via a cord of flexible, dark green metal. The cord is the real focus since it can be grabbed and yanked from both units. The Pod is a smooth, flattened oval of the same material.
0
Scarab Caster Multipower
Notes: The Scarab Caster looks like a bundle of tubes. The tubes are black and rough looking and seem to be partially merged with one another. From the central, largest, tube scarabs are cast. From the numerous smaller tubes a mass of tentacles can be projected for different effects.
          Multipower, 89-point reserve, (89 Active Points); all slots OAF (-1)
  *  Unnatural Accuracy:  +2 OCV (10 Active Points); OAF (-1)
Notes: Attacks launched from the weapons almost seem to seek out their target, giving the weilder an unnatural accuracy. Since no other power of the caster is greater than 79 Active Points, this slot can always be used.
  *  Burrowing Scarabs:  RKA 4d6 (vs. ED), 16 Charges (+0), Indirect (Can Arc Around Intervening Obstacles; +1/4) (75 Active Points); OAF (-1), Gradual Effect (1 Turn; -1/4)
Notes: These are some sort of beetle-looking organism whose life-span is about 12 seconds once fired. Upon hitting the target they burrow within and seek the victim's heart. Once they have burrowed past the target's Defences they will move one location closer to the vitals with each PHA they do damage. Since this is a special effect they do not gain, or suffer, from the multipliers of the hit location table, they always do an unmodified amount of BODY and the rolled amount of STUN. However, they can still disable and impair hit locations. For more realism you might want to reroll the STUN modifier each PHA. Another effect of this is that if you can shed a piece of armor it is burrowing through before they penetrate you can cancel the rest of the attack.
[16]
  *  Vampire Scarabs:  (Total: 66 Active Cost, 29 Real Cost) Drain BODY 1d6, Indirect (Can Arc Around Some Intervening Obstacles; +1/4), Area Of Effect (2" radius; +3/4), Delayed Return Rate (5 points per Day; A Blood Transfusion Can Fix This; +1 1/2) (35 Active Points); OAF (-1), 8 Charges (-1/2) (Real Cost: 14)
plus
Darkness to Sight Group and Active Sonar 2" radius, Limited Power Only If Drain Is Effective (+0), 8 Continuing Charges lasting 1 Turn each (+0), Indirect (Can Arc Around Intervening Obstacles; +1/4) (31 Active Points); OAF (-1) (Real Cost: 15)
Notes: This is a swarm of tiny scarabs that draw the blood out of a target. The blood engorged scarabs then produce a cloud that impairs vision and is thick enough to block sonar waves.
[8]
  *  Tentacles of Shub-Niggaurath:  (Total: 79 Active Cost, 38 Real Cost) Entangle 3d6, 3 DEF, 16 Charges (+0), Takes No Damage From Attacks All Attacks (+1/2) (45 Active Points); OAF (-1) (Real Cost: 22)
plus
Drain STR 1d6, 16 Charges (+0), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) (17 Active Points); OAF (-1) (Real Cost: 8)
plus
Drain END 1d6, 16 Charges (+0), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) (17 Active Points); OAF (-1) (Real Cost: 8)
Notes: Ropey black, slime-covered tentacles entwine the victim. Their mucus has a narcotic effect, which weakens and exhausts the victim.
[16]
  *  Tentacles of Shub-Niggaurath:  EB 12d6 (vs. PD), 16 Charges (+0) (60 Active Points); OAF (-1), No Range (-1/2)
Notes: A bundle of tentacles violently lash any target they are directed at.
[16]
  *  Tentacles of Shub-Niggaurath:  EB 7d6 (vs. PD), 16 Charges (+0), Area Of Effect (14" Long, 1" Tall, 2" Wide Line; +1 1/4) (79 Active Points); OAF (-1), No Range (-1/2)
Notes: A writhing mass of black tentacles lash out in a wide line.
[16]
Staff of the Old Ones Multipower
Notes: No two of these staffs look alike. They are all similar in that they are staffs. Most feature some fearsome (or disgusting) motif. Skulls, bones, human skin covering, etc. have all been recorded by PRIMUS.
          Multipower, 174-point reserve, (174 Active Points); Required Hands Two-Handed (-1/2); all slots OAF (-1), 32 Charges which Recover every 1 Week (-1/4), Requires A Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4)
  *  Elemental Blast:  (Total: 174 Active Cost, 70 Real Cost) EB 4d6 (vs. PD), Explosion (+1/2), Double Knockback (+3/4) (45 Active Points); OAF (-1), Requires A Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 16)
plus
RKA 1d6+1 (vs. PD), Explosion (+1/2), Penetrating (+1/2) (40 Active Points); OAF (-1), Requires A Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 16)
plus
RKA 2d6-1 (vs. ED), +1 Increased STUN Multiplier (+1/4), Explosion (+1/2) (44 Active Points); OAF (-1), Requires A Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 18)
plus
EB 3 1/2d6 (vs. ED), Explosion (+1/2), NND ([LS: Water Breathing or Self-Contained Breathing]; +1) (45 Active Points); OAF (-1), Requires A Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 18)
Notes: The four elements of Air, Earth, Fire and Water, combine in this attack. Almost nothing can escape completely unscathed from this multi-facetted attack.
0
  *  Sphere of Yog-Sothoth:  (Total: 172 Active Cost, 69 Real Cost) Drain CON 2d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +3/4) (45 Active Points); OAF (-1), Requires A Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 16)
plus
Drain END 2d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (50 Active Points); OAF (-1), Requires A Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 20)
plus
Drain COM 1d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 6 Hours; +1 1/4) (27 Active Points); OAF (-1), Requires A Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 11)
plus
Drain BODY 2d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (50 Active Points); OAF (-1), Requires A Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 20)
Notes: A victim who is hit by this attack sickens. Their features become pale and gaunt. Their energy is drained.
0
  *  Tar of the Shoggoths:  (Total: 150 Active Cost, 57 Real Cost) Entangle 5d6, 5 DEF (Stops A Given Sense Group Hearing Group, Stops A Given Sense Group Sight Group) (70 Active Points); OAF (-1), Requires A Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 28)
plus
EB 2d6, Uncontrolled (+1/2), NND ([Self-Contained Breathing or Not Being Entangled]; +1), Continuous (+1) (35 Active Points); OAF (-1), Requires A Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 14)
plus
RKA 1/2d6, Uncontrolled (+1/2), NND ([Self-Contained Breathing or Not Being Entangled]; +1), Does BODY (+1), Continuous (+1) (45 Active Points); OAF (-1), Conditional Power Only vs. Unconscious Victims (-1/2), Requires A Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 15)
Notes: Black viscous tar engulfs the target. Unless the victim has self-contained breathing, or doesn't need to breath, they will sufficoate.
0
  *  Vision of Ghatanothoa:  (Total: 173 Active Cost, 64 Real Cost) Entangle 3d6, 3 DEF, Takes No Damage From Physical Attacks (+1/4), Works Against EGO not STR (+1/4), BOECV (Mental Defense applies; +1), Range Modifiers Apply (-1/4) (67 Active Points); OAF (-1), Cannot Form Barriers (-1/4), Requires A Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 22)
plus
Sight, Hearing and Touch Groups Images 1" radius, +/-5 to PER Rolls (35 Active Points); OAF (-1), Set Effect (Only To Make The Victim Appear As A Desicated Corpse; -1/2), Requires A Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 12)
plus
Drain PRE 1 1/2d6, Ranged (+1/2), Uncontrolled (+1/2), Continuous (+1), Delayed Return Rate (points return at the rate of 5 per Week; +1 3/4) (71 Active Points); OAF (-1), Requires A Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 28)
Notes: This is a truely dreadful attack. If it hits a victim they will freeze due to the Mental Paralysis, they are literally paralyzed with fear. To onlookers it will appear that the victim is KIA, reduced to a desicated corpse, still standing where he was hit. In the mean time the constant paraylizing fear begins to sap the PRE of the victim. The longer he is entangled the worse off he'll be. Eventually he'll reach -30 PRE or below and enter a catatonic state which will remain even after he is free. With recovery occuring weekly he'll likely be committed to an institution. GMs using this attack are advised that its probably a good idea to have the mental paralysis abate before the victim's allies get around to trying an autopsy.
0
Unnatural Accuracy:  (Total: 26 Active Cost, 11 Real Cost) +1 OCV, Requires A Magic Roll (No Active Point penalty to Skill Roll; +0) (5 Active Points); OAF (-1) (Real Cost: 2)
plus
Penalty Skill Levels: +2 vs. Range Modifiers with All Attacks, Requires A Magic Roll (No Active Point penalty to Skill Roll; +0) (6 Active Points); OAF (-1) (Real Cost: 3)
plus
+3 OCV (15 Active Points); OAF (-1), Requires A Magic Roll (+1 OCV For Each 2 Points The Magic Skill Roll Is Made By; -1/2) (Real Cost: 6)
Notes: This is a built in part of the Staff of the Old Ones.
0

 Black Cabal Assault Agent NPC Cabal Agent 
DOSSIER -- SECTION A
APPEARANCE
Height: 5' 10" Hair: Varies
Weight: 168 lbs Eyes: Varies
Macabre and terrible. I usually give them a slight bonus on their PRE attacks because they scare me (and I wrote them up).
PSYCH EVAL
I'd tell you but you'd probably blow your sanity check.
TRANSCRIPT
Ph'nglui mglw'nafh Cthulhu R'ley wgah'nagl fhtagn.
M.O.
Dread magics and horrors most foul. Nothing is too depraved for these minions of the dark side. Rarely do they take prisoners... fortunately.

 Black Cabal Assault Agent NPC Cabal Agent 
DOSSIER -- SECTION B
The Cabal. No more horrid form of evil exists on the Earth than this dread organization. The origins of the Cabal are lost in the past. Their goals are unfathomable to those who do not follow their teachings. They are a dark enigma one that has become frightningly more active in recent decades. No undercover operative has ever succeeded in penetrating the Black Cabal wherein lies the true form of the onganization. Even PRIMUS only suspects that there is more to the Cabal than the fanatical cultists that they have fought in areas of mystical or occult interest. The Red Cabal is the face that PRIMUS knows well but it is a mere sham.

The Red Cabal is a visible entity that is put forth by the directors of the true Cabal. The Red Cabal is a collection of lower level zealots and thugs who will work for drugs or money. The Red Cabal provides a tangible enemy for the Cabal's opponents to fight. The true Cabal stays in the shadows. The warriors of the true Cabal are known as the Black Cabal. Few that have faced them have survived to tell the tale. And those few survivors tell tales of horror and happenings that are too fantastic to be believed by the sane.

Elder gods, biotechnical horrors, and magic most black are the stock and trade of the Cabal. They know things that mankind was not meant to know. They strive toward a goal, the ultimate return of the Old Ones. A restoration of what they see as the natural order of things.
Character created with Hero Designer (version 2007121308)