ShadowCorp Enemy File

Groups

Demonic
Pertaining to entities that originate from a seperate dimension that runs parallel to ours. This is referred to as the ‘Hell’ dimension. It is overrun with all sorts of creatures, from hordes of imp-like things to gigantic fiends. Their main weaknessess are the trappings of the church. They cannot dwell on sanctified ground and holy/blessed items and munitions bring them great harm, depending on the individual entities fortitude. They vary in intelligence and craftiness and some wield mystical powers, all of which are devoted to either sowing seeds of dissent and implanting suggestions in pliable minds or all out destruction.

Extra-terrestrial Biological Entity
This category relates to entities that originate from planets other than our own. They are vastly intelligent and have technology on a level that is only slightly above our own in areas except some weaponry and space travel. Many also have strong hypnotic powers There are several subcatories and factions, and the war they have with each other means that they rarely visit Earth, though most of them have at least one base situated somewhere on the planet. Not all are hostile, but all are to be treated with caution.

Undead
There are several subcatagories of the undead, and most are hostile. The ones that are not are often valuable, if risky contacts. The three main catagories are coporeal, semi-corporeal and incorporeal. Corporeal includes vampires, most zombies and graveyard elementals. Semi-corporeal includes wraiths, revenants and poltergeists. Incorporeal includes ghosts, shadows and banshees. Semi and incorporeal undead have ties to another dimension, the “Ghostlands”.
Blessed and holy power and icons are effective against them

Otherworld
The Otherworld is another dimension that mirrors this world. It is an active entity in of itself, and is increasingly odd in that it is not neccesarly malevolant. Much of what someone sees and experiences here is based on their own psyche. Emotional issues and unresolved events from a traumatic past can make it even deadlier and horrific, though two of the three survivors who had such issues when there reported that they came to a sense of closure. The other claimed to remember nothing and disappeared one day. Sometimes it appears to be misty and forboding, other times is it dark and nightmarish.
There is no real way to fight the Otherworld itself, though the hostile entities there are reasonably susceptible to typical methods of destruction. Some of the more terrible entities can be stopped in their tracks with certain icons – blessed candles and amulets tend to work well. However, this is by no means a foolproof method.
It is believed that many of the people who are drawn into the Otherworld are either consumed by it or overcome it and escape. Its influence seems to extend all over the world, and in some cases has been reported as ’spilling over’ into this world. This usually happens in places that are the scenes of much sadness and emotional abuse.

Ancient Evil
The nature of the ‘Ancient Evil’ is difficult to define. It is a power as well – some people have a small amount of ability in them to tap into it. The greater the ability, the more dangerous it can be.
The AE dwells deep underground in our Earth. It is in some ways the greatest threat as it can be used to control many other threats.
There is no center of power for the AE. It has many seats of power all over the world, most often deep below the surface. The varied denezins that seem to worship the evil power itself have terrible powers, even without resorting to their already formidible physical capabilities. Since it has been noted that uncontrolled users of AE have been known to transmute into similar beings, it is theorized that many of the denezins dwelling below were once human.
Ancient lore reveals incantations and methods for harming these creatures. Very little apart from that harms them. During the controversial French nuclear testing(a cover for attempting to eliminate a gigantic manifestation, one of the largest seen), it was proven that even a nuclear weapon does very little to wipe out the largest of such things. Their durability and regenerative powers are frightening.
A set of tomes were written regarding AE lore. Ancient and mysterious, written in an indecipherable language(except some text at the beginning in both Arabic and later penned in Roman Latin). It details that the reader of the book, to truly be able to comprehend and use it, must be bonded with it. Such a bonding is inconceivable at the time of writing.
These tomes have appeared and disappeared throughout history, especially the later volumes. Only the location of the sixth volume is known – it is held under lock and key by the Vatican and ShadowCorp is unable to access it. It is believed that they are all useless without the first volume. The first volume disappeared while it was being flown to a secure location in Nevada, over the Pacific.
They are known as the ‘Books of Blood’.

Entities

Agents are expected to be well read in this, as it is never certain what kind of threat they will be up against on any given assignment. Proof of lax reading will result in penalization and possible solitary confinement, depending on the fallout of the lax reading.

Hopping Devil (Jersey Devil, Hopper)
These are normally harmless creatures that originate from the Hell dimension. They have the head and neck of a donkey, the body of a large, featherless ostrich, the wings of a bat and the legs of a foal. They stand about five feet high. They also sport a tail with a spike on the end and thin arms that have surprising strength. Despite their odd physical structure they are able to maintain fairly rapid flight.
Usually they are solitary, though they have been known to attack, slashing with their sharp fingers or delivering a devestating bite.

Hell Knight
The hell knight is a massive Demonic being that stands 10-12 feet tall. It has huge, muscled legs with hoofed feet, a muscular physique with large, thick arms and sharp talons and a goatlike head with orange-glowing eyes. At times, they are able to manifest a bolt of chaotic green energy that has the effects of some kind of burning toxicity. They have a pale, sickly cast to their skin, though some have a reddish-pinkish cast. These ones tend to use their chaotic energy attack more often and with much more devestating force.
They come in both male and female varieties and, disturbingly, some have the tatters of human clothes upon them. Some have been styles from many years ago. This has disturbing implications as to the origins of these creatures. Their intelligence varies and while they are capable of speech, they rarely deign to speak to anyone, even ShadowCorp agents.
“Be exceptionally wary when engaging. If you’re up to it, sneak behind them and a blast in the back of the head with a shotgun should stun it long enough to finish it off.”
Captain Peter McKnight

Imp
Another denizen of the Hell dimension, Imps are fairly common assailants during Critical manifestations. Their skin is leathery and brown, with sharp spikes protruding from their shoulders, pectorals, elbows, knees, heels, shoulder blades and toes, as well as their fingers. They usually attack by leaping towards the opponant with the intenion to tackle and slash. Other times they will conjure a ball of flame(reaching temperatures of up to and surpassing 500 degrees Celcius.
“They’re not that tough, just mow the bastards down before they can get too close. Oh, and careful you don’t lose your head to one of those fireballs.”
Quartermaster Max Oviedo

Zombie
Zombies are undead that have several different varieties that all differ greatly from each other. Contrary to popular culture, most people killed by them do not return as a zombie or turn into one if injured.

Voodoo – While Voodoo is not the only way to create these kinds of semi-intelligent zombies, it is the usual method and the name given to them to differentiate them. Often their mouths and eyes will be sewn shut, yet despite that they are still able to see somehow. They gain much more strength and are the ‘freshest’ of all the zombie types, hence much more difficult to take down. If they survive an encounter, they also gradually heal(though much slower than they would if alive). On the upside, they feel a certain leval of pain and corpses that have been dead for longer than a week cannot be reanimated in this fashion.
“Sometimes you’ll get ones that actually go against whoever created them. This usually means that a higher power is at work. If you’re not an assault team, it’s probably going to be time to call one soon enough.”
Captain Peter McKnight

Chemical – There are several chemical agents that compel corpses to function as flesh eating monsters after death, some of them highly infectious. Fortunately, all of these agents have either been destroyed or well hidden. Since all of the chemicals require a large amount of exposure to be effective, the chances of people killed or injured by them being infected and turning is minimal, though burning all corpses and testing all survivors of attacks is highly advised.

Necromancy – While similar to Voodoo, Necromancy works on any corpse. However the zombies from this method are typically slower and much stupider. Apart from this, they are very similar to Chemical zombies except there is no danger of infection(though those killed may fall under the influence of the spell).
“Keep an eye on the bits and pieces of bodies – sometimes a hand or the upper half of a shambler can keep on going. That said, make a shambler wander outside the spell’s sphere of influence and it’ll drop like a sack of potatoes.”
Captain Peter McKnight

Risen – These are extremely unique zombies. They are formed when an exceptionally strong-willed person dies with unfinished business. When this happens, they return to their corpse and are able to control it much as they did in life. They are also much stronger and are completely immune to pain. Their body also stops rotting, though sometimes it may be scarred from their death. Some have a  smell of embalming fluids about them. Their mental capacity is exactly as it was in life(excepting any psychological conditions that may arise from the trauma of their death and/or ressurection). Some can be reasoned with, and it is encouraged to do so when possible – they can make valuable contacts and some even work for ShadowCorp.
“On a joint operation in Japan, a Russian Risen saved the day while storming a cult complex. At the end of it, he was riddled with bullets – and still laughing and drinking his damn vodka. I think I saw some of it dribble out a few of his bleeding bullet holes.”
Captain Peter McKnight

Revenant – Sometimes when a Demonic creature dies, its foul soul is captured and then thrust into the corpse of someone who has been dead for a fairly long time(no less than five years, often up to 10 or even more). They grow an organic kind of shell around their torso and shoulders and the entire corpse becomes extremely resilient(even if it is mostly skeletal, which it often is). Revenants often continue to fight on the side of their own forces. Often the ghostly appearance of the demon’s form before death can be seen roughly superimposed over the skeleton.
Note: As of late, some human forms have been seen rather than demonic ones. This is fairly disturbing, and researchers are at a loss as to how this could be.
“Just when you couldn’t decide if the undead or the demonics were worst, along comes this thing. It can crush a skull without a second thought, and I’ve heard other agents saying how one was clocked going faster than a cheetah.”
Quartermaster Max Oviedo

Ghouls
Ghouls are people who feast on dead human flesh. The psychological and mystical changes that take place make them less human and more monster. Despite their grim proclivities, they do not actively seek to create dead corpses – many resort to graveyard robbery and it is not surprising to see ghouls working in graveyards.
They are surprisingly social species, and will often eat together. Their daily lives often differ very little from any normal person’s, though one may sometimes get a faint whiff of rot on their breath. However, they can eventually become dangerous, their bodies mutating and changing. They become pale and lean, and they become even more ravenous for dead flesh. Their teeth grow longer and sharper. Fellow ghouls will often  do their best to hide them when this happens, though often many escape.
ShadowCorp’s policy in relation to most ghouls is live and let live – they generally do not cause much trouble and some of them work in high places, which can be handy. Sometimes they will come to ShadowCorp for assistance in hunting down rogue mutants. They are generally cooperative, as they well know ShadowCorp could wipe them out quite easily.
Note: If there is ever a situation where either a ghoul or human dies, let the cannibalistic bastard bite it. We protect humans first and foremost, and they are anything but.
“There’s a lot of contention about these foul pieces of filth. A lot of us reckon they should all be wiped out, but then as the brass says, we have enough enemies already.”
Quartermaster Max Oviedo

Vampires
New information on studies conducted on these creatures has revealed that their undeathly nature is not neccesarly mystical and appears to be some kind of disease(which results in the second, more benign type of vampire).

Nosferatu – These are the first generation of vampires that return from death as slavering creatures that live on human blood and flesh to survive. They dislike the sun, but it is not fatal to them. They are known to lurk in sewers and subway tunnels during the day, coming out to hunt at night. Their intelligence is revealed in these times – in cities they will not tear their victim apart, simply using their mesmeric powers to incapacitate them while taking blood only from them, without a fatal result(but passing on their ‘infection’). They will occasionally take homeless people off the streets however, dragging them down to their grisly lairs and feasting upon them. Despite their intelligence, they cannot be reasoned with. Their mesmeric powers can make them deadly foes.

Bloodsuckers – These are the victims of a non-fatal Nosferatu attack. For them to be infected, they must have Nosferatu saliva or blood within their body somehow(usually when the creature bites them to feed, or injures them and is then injured by them in turn, blood splashing upon open wounds.
They are able to operate just fine in the sunlight with no ill effects, though they do become quite light-sensitive. They also no longer need or have the ability to sleep(resulting in many behaving oddly on occasion). Sometimes they will grow fangs, but normally they will not. They require only blood to survive, though they have found that with a large daily dose of iron and other vitamin supplements will enable to them survive without having to ingest blood at all. Unlike Nosferatu, they are no more resistent to physical damage than before, but like Nosferatu they no longer age. When they do die, however, they will later arise as a Nosferatu(Bloodsuckers for the most part have themselves cremated to avoid this). They have only minor mesmerical and suggestive powers, but that can be enough to have them be very well off. Like the ghouls, they have a fairly active society. Some of them are valuable ShadowCorp contacts and there are a few that are actually members. There is no known cure for the infection.
Note: Save a bloodsucker over a ghoul, but a human over either of them.
“There’s a pretty big community of them in Sydney. Some of them have been around for a hell of a long time, too. There’s a lot of politics that goes on with them. I try and keep in the know about it, you never know when we’ll need the info.”
Captain Peter McKnight

Wraith
These are the shades of people who were fairly powerful and revered in life. They are an embodiment of pride and all the bad qualities of that person. The criteria for them to manifest is unknown and seems to be fairly random. They are usually respected in the Ghostlands by most other denezins. They attack using their ghostly claws that freeze a victim to the very core – an agent that expired while fighting one of them was found to have his inner organs frozen solid. They also cause discomfort by simply sliding through a victim with their claws ’sheathed’.
“There were two of these in the crpyts beneath that big ‘ol catholic church. They won’t be coming back, but we think they’re responsible for the rift into the Ghostlands down there.”
Quartermaster Max Oviedo

Banshee
These are the ghosts of females who died tragic deaths by either some other’s hand or by their own. The reasons are usually to do with matters of the heart, jealousy and rage. They come in several types.

Screamer – The typical banshee is much like a wraith, though instead of attack with claws they simply scream. The scream is often fatal to males, bursting eardrums, popping eyeballs and causing brain hemorragh. To females, it is simply a loud noise. When faced with female foes, a Screamer can be convinced to tell their tale of woe. There has been success with using counsellors to help the apparition to reach a sense of closure – they will then simply move on. Otherwise, they must be destroyed.
Note: There has been reports of Screamers attempting to possess female agents, though as of yet none have succumbed.

Rusulka – Also known as dead mermaids, the Rusulka(as this creature is the one mentioned in legend) is what sometimes results when a women drowns herself(or is drowned). It is rare, however. They are very personable, semi-corporeal and deadly to weak-willed males. They will try to tempt men to follow them into a body of water and then drown them. The Rusulka will rarely even show itself to females.
A Rusulka can be spoken to, and will quite happily talk about how they met their end(though still occasionally trying to tempt a man to his watery grave). They only do this when someone has identified them for what they are though.
“There has only been one of these encountered by ShadowCorp personnel in Australia, on the coast at Codgee Beach. It disappeared however. Judging by conversations had with it, the entity may have moved inland.”
Captain Peter McKnight

Poltergeist
These are said to be the most annoying of all the undead beings. They are like ghosts, though they are of a more mischievious nature. Normally they will simply make mischief – throwing things about, making their reflection appear on glass surfaces and making odd noises. Some can be extremely malevolent and powerful. These ones can throw about dangerous objects with great force, animate otherwise inanimate objects and in some cases open a rift into the Ghostlands that will try to suck living people in there to torture and terrify them. Psychics and other talented people can speak with them sometimes. Rarely do they have any respect for anyone(except perhaps loved ones).
Some are not undead at all, and are actually Demonic beings. An example of this is the Amityville incident(in this case, there were multiple undead poltergeists and several Demonic ones – such was the horror there that it also created a minor entrance into the Otherworld in the celler). Both types can attempt to posess humans.
“Can’t stand the annoying bastards. They kill your friends, then have the balls to laugh at you the moment after they do it.”
Quartermaster Max Oviedo

Ghost
This is the shade of someone who passed away and has not moved on yet. They usually do little more than frighten, though people who live with them for a long time often become used to them. Some simply have one last message to pass on, others are there to watch over their relatives or friends. They make terrible conversationalists, however, and are not very helpful when it comes to finding information beyond how they died or their reason for sticking around.

Shadow
These are the shades of murderers and practitioners of terrible crimes. These are not as harmful as a poltergeist(apart from perhaps causing some psychological issues) but are still exorcised when possible, especially when there is a concentration of them. Too many Shadows in one place can result in an Otherworld manifestation or entrance. More rarely, a Ghostlands portal.

Infested Conduit
Some people have a link to the powers of the Ancient Evil. They can go their whole life without knowing this – the only thing that seperates them from a normal person is that they have vivid dreams of horror. Some of them become successful horror writers.
Sometimes, they learn the nature of their capabilities. They start to look into what they are, research what it is that gives them these visions. When this happens, they can begin to tap into the terrible powers of the Ancient Evil. These people become Conduits. Often they will start cults, innocuous on the outside but full of terrible acts and sights.
When they reach a certain height of power, their body is unable to contain it and the power of the Ancient Evil manifests itself in them. Their bodies mutate and change, sometimes drastically. They are now beyond all hope, the person who they were gone and in their place a terrible creature that plots only for the awakening of the greater horrors from beneath the earth.
Note: Often their cultists are otherwise normal humans. It is better safe than sorry to simply eliminate them. The seeds of the Ancient Evil can be planted in the most unlikely of places.
“Jack Everett, a historian at Sydney University, managed to purge himself of the link. It cost him, though – he’s wheelchair bound and he has nightmares that he wakes screaming from. He’s out best, safest source for information on the Ancient Evil.”
Captain Peter McKnight

Faceless
These things are minions of the Ancient Evil. They are summoned by cultists in dark rituals that require a flayed human sacrifice. They manifest by posessing the top half of the body. It breaks loose from the lower half, the intestines turning into the tentacles that move it around. The arms do the same, though these are thicker and are also used to crush and constrict foes.
The head explodes, leaving the bare skull. The skull tears off the spinal cord and is suspended there via a mass of tendrils.
“Over in the US there was a mass summoning of the creatures in a small town at a cult complex, headed by an Infested Conduit. They were eliminated eventually, at the cost of two other nearby towns. According to the report, the Conduit escaped.”
Captain Peter McKnight

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