GURPS : Mythos Races
The Insects From Shaggai |
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"Buzzing and crackling with an ozone whine, the pigeon-sized insect partially emerged from the soldier's forehead, the antennae phasing effortlessly through the man's skull and Kirlian aura. Then, a whiplike strand of electric plasma arced through the air and through Dr Sinclair's helpless body, jolting her nervous system with painful seizures. She thrashed on the floor, foaming at the mouth. Above her jerking, convulsing body, human host bodies lay dormant inside the ring of Magnetic Resonance Imagery stations. Oblivious to the cruel scene playing out before them, the Shan tenants infesting their brains pulsed in rhythm, feeding upon the nourishing waves of electromagnetic energy surging from the MRI's."
- Exerpt from Operation STRANGE RAIN.
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| Summary |
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The Insects From Shaggai, or Shan, are a race of pigeon-sized cerebral parasites and interstellar refugees. Fleeing from the destruction of their homeworld Shaggai (a catastrophe caused by the passing of the Great Old One Ghroth, the Harbinger and Maker) they dispersed throughout the universe. It is suspected that the Mi-Go, with their untoward influence over the planet shattering path of Ghroth, may have instigated the obliteration of Shaggai for some inscrutable purpose. Meanwhile, as the Shan solidified their hold on their sister world of Xiclotl, one of their colony templeships survived a terror filled intergalactic journey, ultimately finding itself marooned on a doomed Earth.
The Insects are also the creation of British author Ramsey Campbell, appearing in the aptly named short story The Insects From Shaggai. They are also described in great detail within Pagan Publishing's Delta Green: COUNTDOWN for Chaosium's Call of Cthulhu Roleplaying Game. The Shan and their human hosts are also covered in Cthulhu Live: Delta Green and Cthulhu Live: Lost Souls from Fantasy Flight Games. Cthulhu Live: Lost Souls mentions that the Shan possess peculiar electromagnetic abilities or technology known as Choiring, but is frustratingly vague when it comes to describing them. One of the purposes of this writeup is to present a full and comprehensive overview of the Shan's resonant manipulation of electromagnetism, known as Choiring. |
| Ecology |
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Shaggai was a planet in a peculiar orbit around two Type O blue stars forming a binary system somewhere in the Andromeda Galaxy. As a result of this orbit, the planet experienced severe tidal flux and extreme seasonal variation, to the point where the planet's single ocean was constantly drawn back and forth over the planet in a sort of vast global tide. The shores of this sea, which may well have been a complex organic supercolony or other bizarre proto-lifeform, were covered in a carnivorous rope-like lichen. Other complex arthropod-like lifeforms developed around deep oceanic vents.
The thick acidic atmosphere of Shaggai and the cloud of stellar dust around the binary system filtered most of the light from the stars, causing them to appear green. Large amounts of X-Rays and Gamma radiation reached the surface of Shaggai, and the enormous build up of static electicity from the tidal flux causes lightning to constantly discharge across the surface of the planet. This was an exceedingly harsh and difficult planetary environment, and yet life somehow flourished. Also on the planet were mysterious Temples of AZATHOTH, each of these contained a gate to the court of the Daemon Sultan. These pyramidal structures were built by a civilization vanished long before the ancestors of the Shan crawled from the deep ocean vents to experience the flow of electromagnetism. These abandoned ruins allowed the newly emergent Shan to experience communion with the Nuclear Chaos at the center of the universe. This unholy communion eventually mutated the species in several astonishing ways... |
| Physiology |
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"Even though they flew so fast I could, with the augmented perception of terror, make out many more details than I wished. Those huge lidless eyes which stared in hate at me, the jointed tendrils which seemed to twist from the head in cosmic rhythms, the ten legs, covered with black shining tentacles and folded into the pallid underbelly, and the semi-circular ridged wings covered in triangular scales - all this cannot convey the soul-ripping horror of the shape which darted at me. I saw the three mouthes of the thing move moistly, and then it was upon me." - Ramsey Cambell, The Insects From Shaggai. The Shan evolved quickly on their homeworld, part of the new breed of electromagnetovores emerging from the harsh ecology of Shaggai. They feed exclusively off ambient radiation. They possess a complex six-lobed brain, an electromagnetic biology, and a telepathic neurology. The expected lifespan for a Shan is 1500 to 1800 earth years. Shan have vision roughly equivalent to human sight and are completely without a sense of hearing. They possess a natural ability to sense magnetic fields and can use this sense to navigate long distances in much the same manner as a carrier pigeon. They can also use this sense to detect concealed metal objects. The Shan reproduce by growing an egg sac containing hundreds of embryos. The egg sac then ruptures and the emergent larvae devour both the parent and each other until only one survives. However, the Shan have taken to using surgery to remove the egg sac and graft the clutch of devouring embryos upon a member of one of their slave races. On Earth, this practice is continued using humans in specially prepared nutrient tanks containing a synthesized version of Shaggai's organic sea. As a result of contact with AZATHOTH, the Shan species developed an ability of Kirlian Phasing, allowing them to pass into the skulls and brains of organic life. On Earth, they usually meld with their new favorite hosts, humanity. Once ensconced within the cranium of a human victim, they use cruel alien telepathy to gradually dominate and control their puppet. Trepanation Humans infested with the awful Insects From Shaggai have a desperate option available to them: trepanation. This drastic surgical procedure involves boring a large hole into the skull. The Shan invariably flee from their skull-nest when their human-host is trepanned. The most successful trepanations remove entire sections of the skull. The Army of the Third Eye (see below) have developed trepanning implements that create a 50mm bore to assist in freeing victims of Shan infestation. It is unknown why the Shan flee from the relatively safe confines of a human skull into deadly sunlight when faced with trepanation. A Shan faced with trephination must make a Fright Check at -4 or flee in panic. This might be a result of T-Radiation exposure from an awakened pineal gland or simple panic at being "dug out" by sunlight irradiating the surface of the brain. One possibility is that the the Kirlian Phase-based melding is fragile and catastrophic mis-melding can occur as a result of trephination. As is often the case with alien intelligences, the truth is difficult to determine. See Delta Green Eyes Only, Volume Three: Project RAINBOW for more details on T-Radiation, the Tillinghast Resonator, and the Philadelphia Experiment.) The theory of "energy contamination" may also explain their vulnerabilty to earthly sunlight, which acts as a cumulative poison. If a Shan's bioelectromagnetic field is subjected to alien forms of energy such as T-Radiation or Sunlight, it may prevent them from entering the presence of AZATHOTH, or have catastrophic and unknowable effects on their Kirlian Auras. Successful trepanation as performed by the Army of the Third Eye requires a Surgery roll, made at no penalty. This forces the Shan to roll a Fright Check at -4 or flee, and can physically stun the Shan if it does not make a HT roll at -4. If trepanation is performed by those ignorant of the true nature of the Insects, the penalty for the Fright Check and Stun can be reduced accordingly. |
| Psychology |
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The minds of the soulless Insects from Shaggai are twisted almost beyond human endurance. Their obsessive desire for new experience and their cruel enjoyment of abnormality and depravity of all sorts is unsurpassed in the Mythos. For many Shan, their own sick amusement is all that concerns them. For others, worship of AZATHOTH in it's avatar form as Xada-Hgla and the destruction of all "false" forms of worship consume their every thought.
Their six-lobed brains are capable of following three separate trains of thought at once (this does not grant them Increased Coordination) allowing them to draw lightning quick conclusions and react to situations with frightening speed. These astonishing mental reflexes serve them well in dangerous situations. Constant exposure to AZATHOTH has also granted the species an instinctive understanding of the fundamental nuclear forces of the universe. On Earth, the Shan are exceedingly vulnerable to direct sunlight. Exposure to the yellow rays of the G-type star Sol acts as a cumulative poison upon the alien metabolism of the Shan. Many Shan on Earth develop a phobia of sunlight as a result. Forcing a Shan into sunlight is certainly cause for a Fright Check. Because the Shan are vulnerable to sunlight, they often lie dormant within their hosts during the day, allowing their hosts to perform tasks set before them by their alien masters. As night falls the Shan become more active, often taking full control of their hosts and performing acts of cruel depravity to stimulate the Insect's decadent senses. |
| Culture |
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The cruel culture of the Insects from Shaggai revolves around an axis with two poles: the adoration of AZATHOTH in it's form as Xada-Hgla, and the obsession with new experiences resulting in a need for constant mental stimulation. This stimulation manifests itself in the form of constant torture of the Shan's slave races. The unfortunate slaves are tormented until they are finally sacrificed to AZATHOTH. The Shan interstellar slave empire, was crippled at it's peak by the destruction of Shaggai, and it is unknown how much their civilization may have recovered by adopting Shaggai's sister planet Xiclotl as their new homeworld.
The Earth Colony The Shan templeship teleported from L'gyhx, or Uranus, to Earth in the 1600's. They materialized in an area of the British Isles known as the Severn Valley, a hotbed of Mythos Activity. The Shan quickly discovered that there was no escape, and that the Great Old Ones present on Earth were certain to awaken before humanity developed any sort of space technology. Several abortive attempts to infiltrate human society were deemed failures and resulted in the Shan's retreat into their templeship until 1968, when PISCES raided the nearby town of Goatswood. The Shan exist on Earth in a parasitic relationship with humanity. Shan tenants meld with their hosts on a physical and telepathic level, enticing the minds of their victims with horrifying memories and telepathic intrusions and perversions. Soon, the hypnotized victim is a complete puppet to the will of the Shan inhabiting their brain. Initial infestation causes the new tenant to make a Mythos Fright Check at -5. Shan often use these puppets to commit depraved acts to fuel the Shan desire for new experience. Anything from outright murder, rampant torture and sexual perversion serves to fulfill the Shan need for constant mental stimulus. When a puppet outlives its usefulness, it is quickly disposed of and another taken from a string of replacements kept addicted to Shan infestation. When a Shan tenant attempts to intimidate and coerce a host, they will often implant or share memories of the hideous worship of AZATHOTH, including the sacrifice of recalcitrant hosts. In GURPS, this sadistic mnemonic practice is treated as a Mindwipe roll that modifies a Mythos Fright Check and the Shan's Intimidation skill. The Shan tenant rolls vs. their Mindwipe to implant the memory, and the host must make an immediate Mythos Fright Check at a penalty equal to the amount the Mindwipe skill was successful by. Furthermore, the Shan rolls a quick contest of Intimidation vs the subject's Will with a bonus to Intimidation equal to the amount the mindwipe skill was made by. Common disadvantages granted to a host by failed Mythos Fright Checks resulting from this sort of Shan Mnemonic Implantation are: Phobia of Insects, Phobia of Sunlight, Obsession with New Experiences, Fanatical worship of AZATHOTH, Telepathic Addiction, or Delusion: The Shan are the rightful masters of all. Often the Shan will twist existing elements in a host's personality and warp them to the most sadistic and evil extremes. PISCES and Severn Aerospace Although the Shan have been marooned on Earth since the 1600's, it is only recently that they have made any significant progress in infiltrating human society. They were originally content to wait until human technology had advanced sufficiently to carry their templeship into orbit, where, free from the mysterious interference of Earth's magnetic field, they would be free to teleport into the depths of interstellar space. When PISCES (the British Paranormal Intelligence Section for Counter-intelligence, Espionage and Sabotage) mounted a raid on the Severn Valley in 1968, two PISCES agents discovered the Shan Templeship, and the Shan found themselves forced to infiltrate and suborn the British Government or face exposure and destruction. Gradually, the Shan infestation spread until they controlled a significant portion of PISCES and it's shell corporation, Severn Aerospace. Religious bigots, the Shan Elders use PISCES to stamp out any mythos worship other than that of AZATHOTH. The Colony is currently working towards infiltrating the European Space Administration and developing human technology until they have the capability to launch their templeship into orbit. There are several factions operating at odds within Shan society. One group of elders wishes to escape to Xiclotl and return to conquer the Earth and deliver devastation upon the cuboid beings of Uranus. Another faction wishes to leave the Sol System and never look back, seeking instead to rejoin Shan society in the Andromeda Galaxy. A third group of Shan (primarily composed of earthborn Shan) wants nothing to do with bizarre escape plans and only seek to prolong their enjoyment of human slaves, possibly conquering the Earth in the process. Lately, PISCES and the Shan have acquired a minor enemy in the neo-luddite terrorist group known as the Army of the Third Eye. This underground organization is composed of former Shan Hosts and others who have become aware of the Insect's activities within the United Kingdom and beyond. Using kidnapping, trepanation, and rampant paranoia as their tools, they seek to strike a blow against the Shan Colony on Earth. For the full story of PISCES, the Army of the Third Eye, and the Shan Infestation in the United Kingdom, consult Delta Green:COUNTDOWN. |
| Electromagnetic Choiring |
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Shan technology is a curious blend of inherent electromagnetic biology, an inheritance of teleportation templeships from a precursor species, and exposure to the outer God AZATHOTH in it's avatar form of Xada-Hgla. Electromagnetovore species from Shaggai and harvested Shan larvae provide the biological components for a cannibalistic, carnivorous, and cybernetic industrial base. The pyramid templeships offer limited access to higher dimensions and teleportation, and the unlimited radiation and energies of AZATHOTH fuel the power needs of the Shan. Together, all these themes have melded together to form a unique biological and psychotronic technology called Choiring.
As the name suggests, Choiring is more effective and powerful when used in concert. Large numbers of Shan can generate an complex web of intense magnetic fields interacting and resonating to produce all manner of bizarre psychotronic effects. However, this effect is difficult to maintain and coordinate, even for the multifaceted neurology of the Shan. Choiring uses the gestalt rules from GURPS Psionics providing a significant power boost for Psionic abilities and allows the other Choiring abilities to directly combine their levels. For example, if four Shan with Lightning-1 form a Choir successfully, they can generate a 4d-4 lightning bolt at four times the range, as if they possessed Lightning-4. The "conductor" of the choir makes whatever dice rolls are necessary. It is extremely difficult for the Shan to Choir while phased within a host's aura. -7 to skill if the attempt is made while the Shan is totally enclosed, -5 to skill if partially enclosed (with just some antennae sticking out of someone's head). Thus, in order to use any Choiring ability, a Shan would almost certainly have to exit their host. Furthermore, if a Shan is forced to Choir inside a host, they run the risk of damaging their host beyond repair (especially with lightning). Choiring is not a subtle technology. It causes loud buzzing and crackling static, along with a peculiar ozone smell. Occasionally St. Elmo's Fire will play across the Shan's body or suffuse it in a electric glow. Humans witnessing these effects must make a Mythos Fright Check at -1. Biocybernetic Choiring Organs Bioelectric Shock-1 [10 points] : This is a series of electrically active scales harvested from other Shan and grafted onto the beneficiary. The scales aren't thick enough to serve as armor, but instead make it possible for the Shan to conduct a powerful current of electricity along the surface of it's body, delivering a powerful jolt to those in physical contact. Otherwise, this ability is identical to Bioelectric Shock from GURPS Aliens and Compendium I. Broadcast-5 [15 points] : By grafting metal reinforced antennae from other Shan directly into their brains, the Shan can use this cybernetic implant to broadcast radio signals, and possibly jam or spoof other transmissions. This electronic counter-measure capability is governed by Electronic Operation (Communications) skill. It is otherwise identical to the Broadcast ability from GURPS Compendium I. Dampen-1 [15 points] : This organ is based in part on a Shan ovipositor tentacle used to create a magnetic "dead zone" during Shan reproduction. Augmented by alien science, it becomes capable of degaussing entire areas. The metallic tentacle projects a field that increases the resistance of electrical materials in it's radius by altering their atomic vibration rate. Shan using this organ must roll vs. HT or suffer from laziness for 1d minutes. Due to it's sexual origin, the organ is also mildly addictive (roll for withdrawl at +5). This Choiring is otherwise identical to the Dampen ability from GURPS Compendium I. Lightning-1 [20 points] : This organ is a flatulent bladder filled with an alien plasma that makes it possible for the Shan to generate arcs and streams of damaging lightning. It is limited to the rear arc of the Shan, and is otherwise identical to the normal Lightning ability from GURPS Compendium I. Magnetic Sense-5 [25 points] : By grafting specific tissue layers from another Shan's brain, the Shan can greatly increase their natural electroreception. Operating in concert, a Choir can scan vast areas with their combined magnetic sense. Otherwise this Choiring is identical to Magnetic Sense from GURPS Compendium I. Surge-1 [15 points] : Another biological implant based on a Shan sex organ roughly analogous to a penis, this implant projects a field that causes superconductivity in whatever matter that it contacts. Such superconductivity has the effect of shorting out most human electronics with a surge of electricity. Shan using this organ must roll vs. HT or suffer from impulsiveness for 1d minutes. Due to it's sexual origin, the organ is also mildly addictive (roll for withdrawl at +5). Otherwise this Choiring is identical to the Surge ability from GURPS Compendium I. Aura Control Embryo Sac [50 Points] : ElectroKinesis Power 8 {40}, Surge-14 {4}, Dampen-14 {4}, CyberPsi-13 {2} This repulsive organ is made from several Shan Larvae and grafted onto the underbelly of an adult Insect. It can produce a wide range of ElectroKinetic effects and even use the stunted neurology of the larvae to interface with human circuitry and computers. Warp Aura [50 pts]:(-30% Limitation: All teleports must follow magnetic field lines) Teleport Power 12 {60 pts}, Autoteleport-14 {4 pts}, Exoteleport-14 {4 pts}, Combat Teleport-13 {2 pts} The Warp Aura is created by phasing and melding a Shan's Kirlian Aura with the bizarre energies radiated from the Daemon Sultan AZATHOTH. Teleportation using the Warp Implant is limited along the Earth's Magnetic Field Lines, which means that teleportation is usually only possible along a North-South axis. Also, Shan can install Psychotronic Teleport Beacons (based on their Templeship and used in the ZIRCON Constellation) in strategic areas to help them teleport East-West. Furthermore, they can teleport these beacons to new locations for temporary coverage. |
| Templates and Special Rules |
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Shan Template [250 points]
Attribute Modifiers: ST -9 [-80], DX +5 [60], IQ +4 [45], HT -1 [-10] Priestly Choir Templates: The Shan Templeship divides priestly duties among the more junior priests into rigidly defined areas of responsibility. This heirarchy prevents younger Shan from acquiring power too rapidly, while ensuring that vital temple functions have sufficient personnel to perform their duties. This is very similar to the different departments on modern naval vessels. Temple Navigator [38 points] : Magery-3 (Teleport Spells Only) {18 pts}, Teleport-17 (VH) {6 pts}, Teleport Other-16 (VH) {4 pts}, Beacon-16 {2 pts}, Trace Teleport-16 {2 pts}, Divert Teleport-16 (VH) {4 pts}, Teleport Shield-16 {2 pts}. Exterminator Judge [32 points] : Magery-3 (Radiation Spells Only) {18 pts}, See Radiation-16 {2 pts}, Seek Radiation-16 {2 pts}, Resist Radiation-16 {2 pts}, Irradiate-16 {2 pts}, Extinguish Radiation-15 (VH) {2 pts}, Cure Radiation-15 (VH) {2 pts}, Radiation Jet-15 {1 pt}, Breathe Radiation-14 (VH) {1 pt}. Machine Conductor [38 points]: Magery-3 (Technology College Only) {22 pts}, Seek Machine-15 {1 pt}, Reveal Function-15 {1 pt}, Machine Control-15 {1 pt}, Machine Possession-15 {1 pt}, Permanent Machine Possession-15 (VH) {2 pts}, Machine Summoning-15 {1 pt}, Machine Speech-15 {1 pt}, Animate Machine-15 {1 pt}, Seek Power-15 {1 pt}, Stop Power-15 {1 pt}, Conduct Power-15 (VH) {2 pts}, Lend Power-15 {1 pt}, Draw Power-15 (VH) {2 pts}. Typical Elder Shan [350 points]
Advantages and Disadvantages: Shan Racial Template [250 points], Fanatic (AZATHOTH Worship) Typical Earthborn Shan [300 points]
Advantages and Disadvantages: Shan Racial Template [250 points], Obsession (New Experiences), Musical Ability +5 [5], Major Phobia (Sunlight) [-15] Swarming The Shan can swarm upon a victim as per page B143. A swarm of Shan is about a dozen, although it can be as few as four. It has a move of 16, does 1d cutting damage per turn (armor protects as normal), and is dispersed with 8 hits. The Shan rarely swarm, preferring to taunt and torture those foolish enough to oppose them with their nervewhips. However, a human victim attacked by a Shan Swarm must make a Mythos Fright Check at -3 in addition to any mythos fright check for simply encountering the Shan. Other Rules It is possible for those "in the know" to target a Shan by targeting the Brain with an impaling weapon (or bullets). In GURPS, this is a -7 penalty to hit. A Shan melded with someone's brain must roll vs HT or be stunned by ANY blows that hit the head/brain area (including trepanation, which gives a -4 penalty to the HT roll to avoid stun). Naturally, it's extremely unlikely for a Shan host to survive this sort of treatment. Worse yet, if a Shan dies inside a human brain while the host lives, then the phased form of the dead Shan will be inextricably melded with the host. This would be worth a Mythos Fright Check at a -10 for the host, and -4 for any witnesses that comprehend the horror unfolding before them. New Disadvantage: Possession [-20] You are under the paranormal influence of a foreign entity. This could be an alien parasite, a demon, a psionic, or a sorcerer using the Possession spell. You will often be forced to do things against your will. You may not even be aware of the possession at times. In order to act against the will of the possessing entity, you may have to make a contest of Will vs. whatever means of control is being used to possess you, often at a significant penalty. |
| Adventure Seeds |
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They Eat Their Young: A group of earthborn Shan dedicated to delighting in their repugnant desires has forsaken the worship of AZATHOTH in favor of inhabiting human cultists of Y'golonac. An entire branch of The Order of the Feeding Hand has become Pleasure Puppets, addicted to the telepathic cruelties of the new breed of Shan. This deviant cult has been making strides towards gaining political and financial power using their supernatural advantages. Can PISCES or Delta Green root out the cult before the Elders decide to bring the nuclear devastation of the True God to exterminate these heretics?
The King of Outer Space: MJ-10 SIDEKICK has launched an investigation into the United Kingdom's alien presence and one of their lead investigators has managed to become infested by a particularly subtle and clever Insect From Shaggai. Realizing the precarious position of the Shan when compared to the Greys, who seem to be able to deflect Ghroth, it decides to penetrate the mysteries of Majestic. Meanwhile, Delta Green or PISCES might be used to quietly assassinate the infested individual if MJ-3 GARNET uncovers the alien parasite. |
| The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games. GURPS is a registered trademark of Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy. It's also published by arrangement with the Delta Green Partnership. The intellectual property known as Delta Green is ô and © the Delta Green Partnership, who have licensed its use here. The contents of this website are ©Kenneth Scroggins excepting those elements that are components of the Delta Green or other intellectual properties. Call of Cthulhu is Registered Trademark of Chaosium Inc and is used with their permission. Chaosium Inc. is the Registered Trademark of Chaosium Inc. |
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