Post by Ms. Zyn on Feb 25, 2013 20:29:29 GMT -5
Death
IQ: 21
ME: 27
MA: 27
PS: 42
PP: 20
PE: 30
PB: 4
Spd: 50 (35 MPH)
Size: 12ft tall, 13ft tall with his crown and horns
MDC: 16,633
PPE: 5,000
ISP: 500
Horror Factor: 19
Experience Level: Equal to an 18th-level Necromancer and Ley Line Walker
Vulnerabilities: Magic fire, magic weapons, and weapons made from silver cause double damage. Weapons made from a Millenium Tree cause 10x normal damage!
Natural Abilities: Four arms and two legs are normal but the horrid creature can add arms, legs, and appendages to his body; Death also has incredible regenerative powers, Bio-Regenerating 1d4x1,000 MDC/minute and is able to regrow a new limb overnight (in the meanwhile he'll use an additional replacement; see the description that follows); Nightvision 1,200ft (see in total darkness); See the Invisible; Impervious to Poison, Drugs, Gases, and normal Fire.
Special Powers over the Dead:
* Additional Limbs: Death's most frightening powers are his ability to use and animate the dead and parts of the dead. The monster can pick up the bones of a skeleton or a severed limb from a corpse and magically attach it to his own body, similar to the powers of the Necromancer. The attachment process is quick and simple, taking about 4 seconds to add one limb. The creature just picks up the limb and presses it against his body. There is a sickening squishing and crunching sound and moments later, the limb is a fully articulated part of Death's body. Each appendage functions with incredible agility and strength.
Each additional arm has 100 MDC, legs have 150 MDC, and appendages such as wings, tails, and tentacles all have 75 MDC each. The additional arms (with hands) or tentacles increases the number of attacks per round by +1 each and also increases the bonus to Strike and Parry by +1/arm. Additional legs increase running Spd by 10 points and the addition of wings gives the monster limited flight (maximum flying speed of 35 and height of 1,000ft). he can add as many as 8 additional arms with hands or tentacles (12 total) or a combination of arms, wings, and tail. Only 4 additional legs (6 total) are possible. When Death no longer wants the limbs, he simply plucks them off his body like the petals from a flower, and discards them. Similarly, Death can pluck one of his additional limbs and use it as a club or thrown weapon. Both are amazing and truly disgusting sights.
* Nightmare Zombies: Another one of Death's grisly powers is the Frankenstein-like ability to build and animate monstrosities from the bones, body parts, and/or corpses of the dead. Death builds these hideous creations in much the same way he adds appendages to his own body, by magically sticking them together. The remains of humanoids and animals can be combined with great effect - all are terrible to behold. It takes Death approximately 20 minutes to build a creature the size of a human to about the size of a horse. Larger, elaborate, and more imaginative monstrosities can take 6 to 10 hours to build.
Once built, these monsters can accompany Death as part of his legion of animated zombies or be unleashed into the world as a singular agent of destruction. The monstrosities that are built and sent away are mindless killing machines that attack and try to kill every living creature that it encounters, man and animal. However, when the zombies are more than 100 miles away from Death, they live (if you can call it that) only for 60 days before dropping in their tracks and falling apart. Death can create an unlimited number of Nightmare Zombies into the world but he can only control a hundred at any one time. None of his creations will EVER attack him or the other Horsemen for any reason.
Regardless of what these animated dead things may look like, most have the same basic stats:
PS: 24; PP: 20; PE: 20; PB: 6; Spd: 14; All physical attacks, including punches, kicks, tail whips, and bites, inflict Mega-Damage (note that a bite is typically half that of a punch). The mental faculties aren't particularly applicable. The creature is effectively the equivalent of a zombie or mummy. It can understand and carry out simple directions, but it cannot make subjective decisions, change its mind, disobey Death, or develop strategy, tactics, or plans of any kind. Its actions are usually very direct and straight forward. IQ is roughly equivalent to an intelligence of 6 without any imagination.
They show no fear, are impervious to drugs, gases, poison, possession, and mind control. The Turn Dead and Protection Circle spells will repel them or hold them at bay. Weapons made of silver or magic and magic spells inflict double damage.
MDC: 400 for human to horse-sized creations, 600 for huge creatures the size of an elephant or larger.
Horror Factor: 14 for human-sized zombies, 16 for giants
Attacks/Round: 2, +1 for every two additional arms, tentacles, or tail. No extra bonuses for multiple heads or wings, although most winged zombies can fly at a speed of 44 (roughly 30 MPH).
Bonuses: (Human to Horse-sized monsters): +4 to Strike; +4 Parry; +4 Dodge (Giant monsters with multiple limbs): +6 to Strike; +6 Parry; +6 Dodge; +10 PS; +10 Spd
* Animate and Control the Dead: Death can animate and control as many as 1d4x100 dead bodies (skeletons, corpses, etc) at a time, in addition to any Nightmare Zombies. However, it is interesting to note that Death seldom surrounds himself with an army of dead, especially when traveling. Instead, he will either travel alone or with his Netherbeast (animating the dead as needed) or accompanied by 2d4 Nightmare Zombies and/or 2d6 Animated Dead. A favorite tactic in terrorizing and panicking a community is to make a legion of dead rise from their graves and vandalize property and/or attack the people (but killing only when he or his minions are attacked by that individual).
* Touch of Decay: This power turns the skin of the living into a tough, discolored grey mess with festering sores and the stench of decay. The victimof Death's Touch of Decay has extremely sensitive skin with painful sores that prevent the cahracter from wearing body armor or even heavy clothes. The character looks horrible and frightening; reduce MA and PB attributes by half. The character is also weak; reduce his or her Combat Bonuses and Spd by half. Skill performance is reduced y -15%.
The body stench from the plagued victim is so terrible that it causes characters within 20ft to gag and possibly vomit (those around him lose 1 attack/action and are -3 on Initiative). The Touch of Decay is equivalent to a Magic Curse that lasts 1 month or until a Remove Curse or Restoration spell is successfully used to cure the character, returning him to normal. Intended victims get to roll to Save vs Magic but need a 15 or higher. A successful roll means the touch has no ill effect.
* Rigor Mortis Touch: Again, Death's touch causes frightening consequences. The victim of this magic turns a pale color, joints instantly become stiff, reflexes slowed, and movement is painful. Reduce the victim's attacks per round, combat bonuses, and skill performance by half. Reduce Spd by -75%, and the character is always the last to react (no initiative). Furthermore, when the character is asleep, he doesn't look like he's breathing and appears to be dead. The Rigor Mortis Touch is equivalent to a Magic Curse that lasts 1 month or until a Remove Curse or Restoration spell is successfully used to cure the character. Intended victims get to roll to Save vs Magic but must roll 15 or higher.
* Aura of Fear & Aggression: The emanations from Death is the sickening sweet scent of death and decay which adds to the demon's Aura of Horror and causes people to panic, flee, or attack him. Horror Factor 19.
Note: Dog Boys and Psi-Stalkers can sense the supernatural presence of Death up to a mile away and the other Horsemen up to 2,500ft away. These creatures' scents and auras are so distinctive that these psychic RCCs are +20% to recognize and track them. Also note that each magic touch attack counts as one melee action and a roll of 15 or higher is needed to Save vs Magic. Unlike the magic touch of Famine, this magic cannot penetrate a character inside environmental body armor, nor can it penetrate power armor, or vehicles unless there is a breach in the armor.
Magic: Death knows all Necromancy magic and all Spell magic from levels 1-15. Equal to an 18th-level caster.
Psionics: Death knows all Healing and Sensitive powers, plus Empathic Transmission, Mind Bolt, Mind Bond, PPE Shield, and Psi-Sword. Equal to an 18th-level Mind Melter.
Attacks/Round: A minimum of 4, plus 1 per additional arm, tentacle, or tail.
Restrained Punch - 1d6x10 SDC+PS Bonus
Full Punch - 6d6 MD
Power Punch - 2d4x10 MD
Kick - 6d6 MD
Bite - 2d6 MD
Head Butt - 2d6 MD
Bonuses: +6 Initiative; +1 to Strike per each arm, tentacle, or tail (minimum +4, maximum +12); +1 Parry per each arm,tentacle, or tail (minimum +4, maximum +12); +6 Dodge; +2 Roll with Impact; +6 Pull Punch; Critical Strike on Natural 17-20; +6 vs Psionics; +6 vs Magic; Impervious to all forms of Mind Control, Poison, Drugs, and Magic Potions; +12 vs Horror Factor; 92% to evoke feelings of Intimidation or Fear for One's Life (Trust is not applicable, except with the other Horsemen)
Skills:
Escape Artist 80%
Pick Locks 80%
Track (People) 80%
Forensics 98%
Holistic Medicine 98%
Pathology 98%
Prowl 80%
Mathematics: Basic 98%
Identify Plants & Fruit 98%
Land Navigation 98%
Skin & Prepare Animal Hides 98%
Track & trap Animals 98%
Description: Death appears as a 12ft tall, skeletal figure with rotting flesh covering his bones and a crown of horns rising from his head. The flesh is a pale gray and purple color overall with mottled blotches of darker grey, brown, and pink. The eyes glow an ominous yellow-orange. The horrible creature delights in the suffering of others, including pain caused by injury, torture, loss, hunger, sickness, war, greed, fear, stupidity, acts of vengeance, and hatred.
NOTE: All four of the Horsemen of the Apocalypse work together toward one goal, the obliteration of all life. Once they have found one another they never part company, traveling together and bringing destruction wherever they go. When all four are united they will work to become one even more powerful harbinger of destruction.
Equipment:
* The Staff of Death - A Greatest Rune Weapon: The weapon appears to be a large staff made of petrified bone or stone. Toward the top are a pair of bat-like wings which enables the weapon to hover, fly, return when thrown, and strike targets of its own volition. At the top of the staff is a pair of skeletal hands cradling another horned skull. The skull IS a part of the staff even though it hovers several inches above the hands. Even when the weapon is swung or thrown, the skull remains part of it as if attached to the staff by invisible wires.
- The Powers of the Staff of Death:
* IQ 13; has a telepathic link to Death
* Indestructible; light blue-grey in color
* Diabolic Alignment; Good characters touching the weapon will suffer 1d8 SDC or 3d6 MD if a Mega-Damage creature, every time the item is touched.
* Adds +1 bonus to all Saving Throws
* Spell Magic: The Staff of Death can cast the following spells as often as three times each per 24 hour period, equal to a 10th-level caster: Animate & Control the Dead, Fear, Shadow Meld, Sickness, Spoil, and Turn Dead
* The floating skull can also shoot lightning bolts from its eyes. The rate of fire is equal to the number of Death's hand to hand attacks (each blast counts as one attack). DAMAGE: 1d6x10 MD. Range: 2,000ft
* The Staff of Death is a Soul Drinker
* 6d6 MD from physical blows; Double damage to Vampires, other Undead, Ghouls, Zombies, Mummies, and Animated Dead
* The Staff of Death is an Animated and Flying weapon (independent movement: 3 attacks/round, +3 to Strike, +3 Parry, +3 Dodge, +1 Initiative)
* If the physical manifestation of Death is destroyed, the Staff of Death disappears, following Death back to his original dimension. However, Death can lend the staff to one of his minions or pawns for any length of time. When he wants it, the staff teleports back to him in the blink of an eye.
* Devil Skulls: There are three horned skulls that resemble the skulls of devils. One is mounted on the front of the saddle and two are impaled on the flagpoles connected to the saddle. Normally the skulls are simple decorations, but when necessary, Death can remove one or more and transform them into 18-foot tall, winged, demonic Skeleton Warriors.
Attributes: PS 24, PP 20, PE 20, PB 6, Spd 22 (Running), 58 (Flying, 40 MPH). The mental faculties of these skeletons are greater than the Zombies and Animated Dead, enabling these creatures to follow complex orders and make rational decisions. Their IQ is roughly equivalent to an intelligence of 9. They show little fear and use caution and cunning. They are also Impervious to Drugs, Gases, Posion, Possession, Mind Control, and Normal Fire. The Turn Dead and Simple Protection Circle spells are ineffective against them. They are held at bay by Superior Protection Circle and by powerful Holy Symbols. Magic spells, magic weapons, and weapons made of silver inflict double damage. Weapons made from a Millenium Tree inflict 10x normal damge!
MDC: 400
Horror Factor: 14
Attacks per Round: 4. May use wepons of any kind, but are -1 when using any mechanical weapon. thus they prefer swords, clubs, and similar, particularly magic weapons.
Bonuses: +1 Initiative; +6 to Strike; +7 Parry; +7 Dodge; +2 vs Magic; +2 vs Psionics; Impervious to Drugs, Gases, Mind Control, and Poisons.
* Death's Netherbeast: There are three types of common Netherbeasts used as riding animals by Death, Famine, and War. All three are very similar in size, appearance, and ability and are believed to be indigenous to the unnamed dimension where the Apocalypse Demons originate. The giant monstrous animals are powerfully built and resemble a cross between a savage pit-bull and a dinosaur. Netherbeasts have a high animal intelligence and can be quite cunning. They feed on the flesh, blood, and bones of other creatures, living or dead. Neatherbeasts reange in color from grey or tan to pale pink and white, with red eyes and ivory colored teeth and horns. Only Pestilence rides a giant alien beetle rather than a Netherbeast.
Name: Bones
Alignment: Miscreant
Attributes: IQ: 7, ME: 20, MA: 7, PS: 41, PP: 20, PE: 20, PB: 6, Spd: 77 (53 MPH; can maintain top speed for up to 8 hours before needing a rest at a slower pace).
MDC: 1,600
PPE: 60
ISP: None, although Bones is used to receiving telepathic commands from Death
Size: 14ft at the shoulders, and 30ft long from tip of snout to end of tail; 8 tons
Attacks/Round: 4
Full Claw Strike - 6d6 MD
Tail Strike - 4d6 MD
Bite - 4d6 MD
Head Butt - 2d6 MD
Pounce Attack - 6d6 MD (90% likelihood of knocking human-sized opponents down and 60% likelihood of pinning him (no attacks); reduce numbers by half when pouncing on opponents 15ft or taller)
Bonuses: +4 Initiative; +8 to Strike; +4 Parry; +4 Dodge; +4 Roll with Impact; +4 Pull Punch; Critical Strike on Natural 19-20; +3 vs Magic; +3 vs Psionics; +3 vs Poison and Drugs
Note: Bones is adorned with chains, bones, skulls, skeletons, and dead bodies. Death can animate and use the skeletons and dead bodies to bite, attack, or grab people who get too close to the animal, or cut them loose to attack. He can also make the skulls seem to speak using the Tongues Ventriloquism spells. The saddle is made of bone and leather.