Creatures, critters, and other troublesome entities.
NAME: Fire Mosquito, Chaosian
DESCRIPTION: A small demonoid creature resembling a flying insect.
INTELLIGENCE: Mosquito-average
ENVIRONMENT: As instinctive shapeshifters Fire Mosquitos can be found just about anywhere near Chaos and occasionally have been accidentally exported to other Shadows visited by a demon or Chaos citizen.
DIET: the Fiery Blood of Chaos
SOCIAL STRUCTURE: swarm
POWERS/SPECIAL ABILITIES: Aside from the ability to shapeshift, the Fire Mosquito has the rare ability to ignite the blood of creatures of Chaos. When it has found a suitable host the Mosquito will pierce the skin of its victim and inject a toxin that will ignite the victim's blood. The Mosquito then feeds on the flames.
POINT VALUE: Not applicable
GAME INFO: Chaosians have nearly eradicated the Fire Mosquito in most parts of Chaos.
CONTRIBUTOR: J.A. Dettman
NAME: Glowfish, Rebman
DESCRIPTION: Goldfish-sized and dull-gray for most of their life- cycles, glowfish develop phosphorescent coloring during their mating period, which typically lasts only 24 hours. The fish glows from tip to tail, emitting about as much light as a Christmas-tree bulb. The exact color of the glow is determined by heredity, and is uniform over the body.
INTELLIGENCE: Guppy-average
ENVIRONMENT: Moderate ocean depths (where much of the sunlight has been blocked, but before extremes of pressure set in).
DIET: Plankton
SOCIAL STRUCTURE: Schooling
POWERS/SPECIAL ABILITIES: None
POINT VALUE: Not applicable
GAME INFO: A handful of glowfish in a glass jar make a typical Rebman child's lantern. Rebman glowfish fanciers breed them much as we breed guppies, seeking to increase the intensity of their light, lengthen their glow-period, and create new colors. A hostess might custom-order several tank-fulls of a particular hue to light a garden party.
CONTRIBUTOR: Britt Scharringhausen
NAME: Quonexi
DESCRIPTION: Small and brown in coloration the Quonexi appear to be nothing more than tiny leeches or worms without any visible orifices or sensory apparatus.
INTELLIGENCE: Animal to Genius
ENVIRONMENT: Originally the Quonexi were indigenous to a humid swamp region in a shadow fragment near to the Courts of Chaos. The Quonexi prefer areas that are hot (65° to 120° F.) and humid.
DIET: Quonexi feed on the psychic energy of a host body.
SOCIAL STRUCTURE: Quonexi have no social structure of their own. A young Quonexi is a mindless animal in search of a hot lunch. Not until a Quonexi has taken its first host does it begin to gain intelligence. However, once the Quonexi has fully immersed itself in the consciousness of its host it begins to take on personality traits similar to the host's. A long lived Quonexi will have formed a personality of its own and begun to make personal decisions for its host that may run contrary to the host's normal behavior.
POWERS/SPECIAL ABILITIES: Quonexi have the ability to leech Psychic energy from a living creature to use as sustenance. Any kind of psychic attack is useless against a Quonexi, they will simply consume the attack as it is directed at them. Quonexi also have a limited shape-shifting talent which allows them to merge with the body of a host.
POINT VALUE:
Very Young: 10
Adolescent: 20
Mature: 50
Aged: 100
Ancient:200
GAME INFO: Quonexi have no stats other than Psyche. All other attributes are those of the host. Once a Quonexi has taken a host, the host will not survive long. Shadowling rarely last more than a month while a young Chaos Lord might last as long as a year.
A Quonexi must make physical contact before it can begin to drain a host's psychic energy. Once a Quonexi has made contact it will leech energy from its victim until the victim becomes unconscious. Then is will begin to merge itself with the host. The only way to avoid this is to kill the Quonexi before unconsciousness has occurred.
Not all Quonexi will ride a host until death. If a tastier or somehow more appealing host presents itself the Quonexi will attempt to switch bodies.
CONTRIBUTOR: J.A. Dettman
NAME: Siren
DESCRIPTION: They are humanoid, but have extremely webbed and clawed hands and feet; their eyes and mouth are on the top of their heads rather than the front; and their entire body is hard and ridged like a lizard's. They never stand, but only swam so that their "face" faces to the forward.
INTELLIGENCE: Impaired to Average
ENVIRONMENT: Believed to be deep ocean caverns
DIET: Carnivorous
SOCIAL STRUCTURE: Unknown. Appear to be organized around sound, with each having a specific sonic signature that identifies them. It would appear there is a direct correlation between the complexity of the signature and the rank of the creature. There are some indications "ranks" may be hereditary.
POWERS/SPECIAL ABILITIES: They possess the ability to attack using sonic energy, generating powerful blasts of sound from a region between their eyes and mouth, where the nose of a normal person would be. The blasts are powerful enough to jellify bone.
POINT VALUE: An average leader might be 50 points; the supreme commander 100 points.
Psyche: Human
Endurance: Chaos
Strength: Chaos
Warfare: Chaos
GAME INFO: Just as Lorraine suffered the Dark Circle, and Avalon suffered the Hellmaiden attacks, and Amber suffered the Black Road, so did Rebma suffer. Rebman's attackers consisted of dark beings who came to be called Sirens, coming out of deep ocean canyons. They are extremely carniverous, and have a horrifying tendency to eat their victims.
CONTRIBUTOR: Mark C. Lowell
NAME: Vampires of Darask Mear
DESCRIPTION: The Vampires of Darask Mear are humanoids with skin the color of obsidian and no body hair. Their eyes come in a variety of colors ranging from shades of red to dark violet. They are a race of naturally occurring vampires and as such have children as humanoids do. They come in all shapes and sizes much like humans. The Vampires have sharp claws on their hands and feet as natural weaponry, but are quite capable of creating weapons. Vampires can live up to 1000 years or more.
INTELLIGENCE: Below-average to Genius
ENVIRONMENT: Darask Mear is the Vampires home shadow, a place near to the Courts of Chaos where the boundaries of Shadows smear together. Darask Mear is for the most park a dark and desolate place filled with many dangerous plants and animals. It is because of this ENVIRONMENT that Lords of Chaos come to Darask Mear to hunt and on occasion it is a vampire they hunt.
DIET: The Vampires are a carnivorous species. They require fresh meat and blood to remain healthy. They cannot digest cooked meat and avoid it at all cost.
SOCIAL STRUCTURE: The Vampires tend to live in tribes or packs, preferring to live as nomadic hunters rather than build cities where they could be easily attacked.
POWERS/SPECIAL ABILITIES: Living so close to Chaos one of the vampires most prevalent Powers is Shape Shifting. They also have a high degree of psychic awareness and are capable of telepathic communications over long distances.
POINT VALUE:
Very Young: 15
Adolescent: 50
Mature: 100
Aged: 175
Ancient:300
GAME INFO: The Vampires are a predatory species and are very protective of what they consider to be their territory. Trespassing in their area of influence results in immediate attack if the person is detected. Also while the vampires may seem barbaric to some they are a highly intelligent race with a well developed language and a society based on dominance and physical prowess.
CONTRIBUTOR: J.A. Dettman
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