Post by Ms. Zyn on Mar 1, 2013 23:02:53 GMT -5
Pestilence
IQ: 16
ME: 24
MA: 24
PS: 39
PP: 22
PE: 30
PB: 4
Spd: 88 (60 MPH)
Size: 10ft tall
MDC: 7,123
PPE: 1,500
ISP: 250
Horror Factor: 17
Experience Level: Equivalent to a 10th-level Ley Line Walker
Vulnerabilities: Magic Fire, Magic Weapons, and Weapons made from Silver cause Double Damage. Weapons made from a Millenium Tree inflict 10x normal damge! The insects that compose his body are vulnerable to fire, heat, cold (extreme cold puts them in a state of suspended animation), insecticide chemical sprays and gases
Natural Abilities: Absolute control over the thousands of insects that make up his body; Control over any insects, arachnids, and swarms Pestilence may encounter - he can control as many as 500,000 insects and arachnids at one time; Bio-Regeneration (100 MDC/minute and is able to regrow a new limb overnight); Nightvision 1,200 feet (See in total darkness); See the Invisible; Identify and use insects, arachnids, disease, and poisons of all kinds; Recognize Spoiled or Diseased Food; Impervious to Hunger, insect bites, insect poisons, and most diseases
Special Powers:
* A Body Made of Bugs: Fighting Pestilence can be a terrifying and disgusting experience. Since his entire body is composed of tens of thousands of insects and arachnids, it is continually undulating. Every time the body is struck there is a repulsive crunch and splattering sound as the many creatures that make up his dense body are mashed. When Pestilence is grabbed, touched, or brushed against, hundreds of insects swarm up the arm, weapon, or onto the body of the attacker/toucher.
Characters not protected by body armor or very heavy clothing will be bitten and stung, suffering 4d6 SDC/HP of damage every round (15 seconds). This strange assault is incredibly distracting, painful, and possibly deadly. It will take two full rounds (30 seconds) to brush 98% of the bugs away. During this period the character suffers half damage (2d6) from the bites, but must spend all of his melee actions to rid himself of the bugs.
Alternately, the character can try to ignore them, brushing away the most threatening and annoying, but he loses his initiative and half of his melee round actions (presumably spent trying to brush some of the army of bugs from his body). Furthermore, all combat bonuses are reduced by half as long as the bugs remain on his body. The insects and penalties will be a problem for 8 rounds (2 minutes) before most are finally removed. The character also suffers from the 4d6 SDC/HP damage taken on each of those 8 rounds.
Even characters in environmental armor will suffer a penalty of -1 on all combat actions/bonuses because of insects covering the face plates, optic systems, etc., and obscuring vision.`
* Engulf: A horrifying tactic used by Pestilence is to pull people into his body!. The individual is then held in place, pulled deeper into the body and completely covered by bugs. Within 2 rounds the person can hardly be seen, Characters in environmental armor or power armor are merely held captive in a disgusting way. However, those unprotected will have a horrifying experience that causes 3d4x10 SDC/HP damage/round, plus the character must roll on the Disease table listed elsewhere and suffers terrible mental trauma from being engulfed by the bugs (they crawl into every orifice and cover every inch of his or her body). Roll to Save vs Insanity: 17 or higher. A failed roll means roll on the following table:
01-10: Lucked out! No Insanity
11-20: Phobia: Dark, confined places
21-30: Phobia: Insect swarms
31-40: Phobia: Terrified of being eaten alive and is frightened by all creatures that eat humanoids, especially insects
41-50: Loves to eat insects and knows a hundred different recipes
51-60: Phobia: Terrified of all insects and insect-like beings, including Pestilence, Sectles, Dabbughs. and humanoid insectoid D-Bees
61-70: Obsession: Cleanliness, hates being dirty, always washing his body, clothes, armor, weapons, equipment, and vehicle
71-80: Terrified of giant insects, including Pestilence
81-90: Obsession: Hates all bugs and loves to destroy insects and arachnids. Extremely suspicious of intelligent insect-like beings.
91-00: Phobia: Terrified of catching diseases: Washes often, always keeps his habitat, clothing, and belongings clean and sanitary. The character also drinks only bottled water, will not eat foods that he suspects have not been properly prepared, always wears a pair of surgical gloves, goggles, and gas mask/air filter when not in full environmental body armor, and always has a first aid kit with disinfectants, antibiotics, insect repellant, and RMK and IRMSS medical bots.
* Insect and Arachnid Swarms: The thousands of bugs that compose Pestilence's dense body can be unleashed in a swarm of flying or crawling insects (or both) with varying results. A typical swarm will last for a minimum of 10 minutes, but can remain active as long as Pestilence desires , which can be hours or even days, or until all the insects are destroyed. Also note that Pestilence uses spell magic to summon additional insects, rats, and vermin.
- Blinding Cloud of Flying Insects: Thousands of flying insects fill the air as a massive, living cloud. The swarm interferes with accurate radar readings, creating false readings, and reduces visibility to about 6 feet. The bugs are also very distracting, noisy and annoying, covering or splattering themselves on windshields and visors, impairing vision even more. The insect swarm may also clog engines, air intake valves, vents, and joints of bots, borgs, and vehicles causing varying amounts of damage and problems, such as engines overheating, cutting off air supplies, etc.
Characters not protected inside environmental body armor, power armor, or a vehicle will be pelted and covered by the bugs. Even though most of the insects in this swarm are harmless, they will crawl in the ears and nose, fly into the mouth and eyes, crawl under clothes and so on. The overall sensation is disgusting and debilitating. PENALTIES: Characters caught in the cloud lose half their actions, can hardly see or hear, completely lose initiative and all combat bonuses, and speed is reduced by -70%.
- Biting Insect Swarm: This swarm can be crawling or flying insects or a combination of the two. The threat from this swarm is that these insects bite and/or sting unprotected characters and animals, inflicting a tremendous 3d4x10 SDC/HP damage every round (15 seconds). Flying insects are very distracting, noisy, and annoying with similar effect as the insect cloud described previously. However, visibility in this swarm is about 20 feet.
- Deadly Insect Swarm: The deadly swarm is typically composed of crawling, climbing, and hopping arachnids; 4d6x10 poisonous spiders and/or scorpions. Again, these arachnids are really only dangerous to unprotected characters and animals, although a few (2d4) might find their way into vehicles through air vents and other openings. Each sting or bite is poisonous, causing 3d6 SDC/HP damage and nausea. Roll percentile dice to determine how many times/round (every 15 seconds) a particular character has been struck and multiply the damage roll by that number. A successful Save vs Poison reduces the total damage by half (roll only one Save per roundof damage taken, not for each individual bite).
The Number of Bites & Stings:
01-20: Three times
21-40: Five times
41-60: Seven times
61-80: Ten times
81-00: Twelve times
- Devouring Swarm: In this particular case, these insects are frequently magically summoned rather than emerging from Pestilence's body. The insect type is typically a massive swarm of locusts, beetles, weevils, grubs, caterpillars, and other types of larvae and insects that destroy or damage plants by eating grains, fruits, vegetables, leaves, and roots. Flying insects are very distracting, noisy and annoying with similar effect as the insect cloud described previously. However, visibility in this swarm is about 20 feet and most will land on plants within 1d6 minutes. Remember, the objective of this swarm is to feed.
- Disease-Carrying Swarm: This swarm is much less likely to cause serious interference with accurate radar readings, reduces visibility to about 40 feet, but are distracting, noisy, and annoying with similar effects as the Blinding Cloud of Insects. In addition, these insects, like mosquitoes, bite and/or sting unprotected characters and animals, inflicting a mere 2 SDC/HP every round (15 seconds), but do infect the victim of the bites with disease.
General Types of Diseases:
01-20: Pox (The victim breaks out in spores, hives, or rash that covers his entire body. The skin is extremely sensitive and itches (but don't scratch). Armor and heacy backpacks cannot be worn. The eyes become extremely sensitive to light, limiting the character to seeing about 100ft away. The body feels tired, itchy, and achy. Reduce combat bonuses by half, attacks/round by -1, speed by -10% and Skill performance by -10%. DURATION: 1d6+1 days. Save vs Non-Lethal Poison is applicable (16 or higher). A successful save means the duration and penalties are half).
21-40: Fever (Victims are burning up, feel dizzy and weak, vision is blurred, every muscle in the body aches, it is difficult to concentrate and the body dehydrates (must drink fluids). Reduce speed and parry bonuses by half, reduce the number of melee actions by -2, all other combat bonuses are reduced to ZERO, Skills are -30%. There is also the likelihood of periodic delirium and hallucinations. These will occur 1d6 times every 24 hours, with the following results (roll percentile dice): 01-25: Doesn't recognize those around him and will not trust them. Asks for family members; 26-50: Doesn't know where he is and tries to leave (find friends, go home, etc); 51-75: Relives some past event and sees everybody around him as someone else (friend or foe). Nothing the character says makes any sense; 76-00: Sees monsters and villains threatening him. The character will scream in terror, shout warnings, run around and point to or attack things that are not there. Duration of Fever: 1d6 days. Save vs non-lethal Poison is applicable (16 or higher). A successful save means the duration and penalties are half. Duration of Hallucinations: 1d6 minutes)
41-60: Sickness (Victims feel sick to their stomach, suffer from headaches, running sinuses, watering eyes, nausea, vomiting, weakness, and need to sleep. Cannot hold food down, making the person weaker as time passes. If the victim tries to push himself (always roll at the beginning of each round), there's a 69% chance (01-69) of collapsing into unconsciousness for 1d4x10 minutes. Also roll for collapse if the character exerts himself in any other way, or does not sleep at least 2 hours for every 2 hours awake. When active, temporarily reduce Speed, PS, and PP by half, all combat bonuses, attacks per round, and physical SDC are also at half. Skills are -20%, and remember to roll for collapse every time the character exerts himself. DURATION: 1d4 days per each Sickness strike. Save vs non-lethal Poison is applicable (16 or higher). A successful save means the duration and penalties are half).
61-80: Plague (The victim turns pale and blotchy, becomes delirious, burning with fever, and is so weak that he can barely stand. The character looks like he's hovering at death's door. PENALTIES: Has only one attack/round, no bonuses of any kind, and ois -4 on all rolls. Temporarily reduce physical attributes, SDC, and HP by -75%. The performance of skills is impossible; must sleep 90% of the time. If the character tries to engage in combat or exerts himself in any other way, there is a 69% chance (01-69) of lapsing into a coma - reduce HP to 0 and roll to save vs Coma/Death (immediate medical attention is suggested). Duration: 1d4 days. Save vs non-lethal Poison is applicable (16 or higher). A successful save means the duration is half).
81-00: A Terrible Cold (The head is congested, sinuses drain like crazy, slight fever, the nose is constantly running, and the character is constantly sniffling and coughing or sneezing. The noise from the sniffling and coughing/sneezing makes it impossible to Prowl or remain hidden; even the Chameleon spell is -20%. Reduce Speed by -10%, Initiative by half, attacks/round by -1, all combat bonuses are -1, and skills are -5%. The character also tires twice as quickly. Duration: 2d4 days. Save vs non-lethal poison is applicable (16 or higher). A successful save means the duration and penalties are half).
* Disease Touch: Pestilence can also inflict the diseases listed above by touch, but every time disease is inflicted it counts as an action/attack and uses 100 PPE points. NOTE: Pestilence can also inflict magic curses, phobias, and illness through spellcasting.
* Touch of Pestilence: Pestilence can touch food or a dead animal and infest it with maggots, worms, mites, and/or beetles that feed on the substance. If characters act quickly they can kill the pestilence and save 1d6x10% of the food by boiling, deep frying, smoking, microwaving, and similar measures to kill the bugs and any possible disease. However, even in a best case situation, the pestilence will destroy nearly half of the food. This touch is a natural power and does not drain pestilence of any mystic energy.
* Sense Disease and Pestilence: The demonic Pestilence can sense whether a living creature is sick or if food, beverage, or water is contaminated.
Magic: Pestilence knows all Ley Line Walker spell magic from levels 1-5, plus Apparition, Close Rift, Dimensional Portal, Hallucination, Mute, Negate Magic, Sickness, Simple Protection Circle, Spoil, Summon & Control Insects (1d6x1,000 insects, Duration: 5 hours/level (50 hours), costs 125 PPE), Summon & Control Rodents, Superior Protection Circle, and Tongues, plus all Curses and Insanities. Equal to a 10th-level Caster.
Psionics: Pestilence knows all Healing powers, plus Bio-Manipulation, Empathy, Group Mind Block, PPE Shield, Presence Sense, Pyrokinesis, Super Telekinesis, Telekinetic Force Field, and Telepathy. Equal to a 10th-level Mind Melter.
Bonuses: +5 Initiative; +8 to Strike; +6 Parry; +6 Dodge; +2 Roll with Impact; +2 Pull Punch; Critical Strike on Natural 19-20; +5 vs Psionics; +8 vs Magic; +8 vs Poisons and Drugs; Impervious to all forms of Mind Control, Insect Poisons, and Disease; +10 vs Horror Factor; Trust(Fear)/Intimidation 70%
Attacks/round: 6 hand to Hand, Insect, or Psionic attacks, or 2 Magic attacks/round
Restrained Punch: 6d6 SDC
Full Punch: 5d6 MD
Power Punch: 1d6x10 MD
Kick: 5d6 MD
Bite: 2d4 MD
Head Butt: 2d4 MD
Skills:
Track (People) 60%
Horsemanship: Exotic 98%
Climb 60%
Swimming 60%
Navigation 98%
Sensory Equipment 98%
Chemistry 98%
Mathematics: Advanced 98%
Mathematics: Basic 98%
Identify Plants & Fruits 98%
Land Navigation 98%
Track & Trap Animals 98%
Wilderness Survival 98%
Equipment:
* The Staff of Destruction - A Greatest Rune Weapon: The weapon is a black metal rod, tapered in the center and crowned with the image of a beetle with a Death's Head painted on it. The beetle shape can open to unleash a number of dangers.
The Powers of the Rune Staff:
- IQ 10, and has a Telepathic link with Pestilence.
- Indestructible; Black with a beetle design.
- 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 Saves.
- The beetle-shaped portion of the staff opens like the petals of a flower to reveal a small hive. The hive holds 6 magic beetles which can be released upon command, instantly growing to 5 feet in length. Pestilence uses them to attack his enemies, slaughter livestock, destroy crops, and to steal things.
Each beetle has 120 MDC, 3 attacks/round, their bite inflicts 3d6 MD, they are +3 to Strike and Parry, +6 to Dodge, and fly at a Speed of 154 (105 MPH). Destroyed beetles are recreated in the hive after 24 hours.
- The hive can also release a bolt of energy. The rate of fire is equal to the number of hand to hand attacks of its user (each blast counts as one attack). Damage: 1d6x10 MD (triple damage to Millenium Trees). Range: 2,000 feet.
- 1d4x10 MD from physical blows; double damage to vampires, other undead, ghouls, zombies, mummies, and animated dead. 3d4x10 MD to Millenium Trees and objects made from them.
- If the physical manifestation of Pestilence is destroyed, the Staff of Destruction disappears, following its owner to his original dimension. However, the Horseman can lend the staff to an ally or pawns for any length of time. When he wants it, the staff teleports itself back to him in the blink of an eye.
* Pestilence's Netherbeast: Pestilence rides a giant beetle with a single, large protruding horn in the center of its head and a pair of giant mandibles. The body of the beetle is a reddish brown with black accents, the eyes and underbelly of the lower abdomen are yellow, and the mandibles are red. The beetle is heavily armored, surprisingly quick and agile, and can fly. This particular breed feeds on rotted food and plants, as well as meat, blood, and bones.
Name: Raid
Alignment: A predatory insect equal to a Miscreant alignment
Attributes:
IQ: 3
ME: 10
MA: 10
PS: 44
PP: 22
PE: 24
PB: 5
Spd: 77 (53 MPH; Running), 132 (90 MPH, Flying) (can maintain flight for 1d4+1 hours before needing a rest by traveling at a slower pace)
MDC: 1,700
PPE: 12
ISP: None, though Raid is used to receiving telepathic commands from Pestilence
Horror Factor: 14
Size: 14ft tall at the shoulders and 30ft long from the tip of its snout to the end of its tail
Attacks/Round: 4
Full Claw Strike - 6d6 MD
Tail Strike - 4d6 MD
Bite - 4d6 MD
Head Butt - 2d6 MD
Pounce Attack - 6d6 MD (plus 90% chance of knocking a human-sized opponent down, and a 60% chance of pinning him (no attacks); reduce those numbers by half when pouncing on opponents 15ft or taller)
Bonuses: +3 Initiative; +7 Strike; +5 Parry and Dodge; +3 Roll with Impact; Critical Strike on Natural 19-20; +3 vs Psionics; +5 vs Magic; +5 vs Poison and Drugs
IQ: 16
ME: 24
MA: 24
PS: 39
PP: 22
PE: 30
PB: 4
Spd: 88 (60 MPH)
Size: 10ft tall
MDC: 7,123
PPE: 1,500
ISP: 250
Horror Factor: 17
Experience Level: Equivalent to a 10th-level Ley Line Walker
Vulnerabilities: Magic Fire, Magic Weapons, and Weapons made from Silver cause Double Damage. Weapons made from a Millenium Tree inflict 10x normal damge! The insects that compose his body are vulnerable to fire, heat, cold (extreme cold puts them in a state of suspended animation), insecticide chemical sprays and gases
Natural Abilities: Absolute control over the thousands of insects that make up his body; Control over any insects, arachnids, and swarms Pestilence may encounter - he can control as many as 500,000 insects and arachnids at one time; Bio-Regeneration (100 MDC/minute and is able to regrow a new limb overnight); Nightvision 1,200 feet (See in total darkness); See the Invisible; Identify and use insects, arachnids, disease, and poisons of all kinds; Recognize Spoiled or Diseased Food; Impervious to Hunger, insect bites, insect poisons, and most diseases
Special Powers:
* A Body Made of Bugs: Fighting Pestilence can be a terrifying and disgusting experience. Since his entire body is composed of tens of thousands of insects and arachnids, it is continually undulating. Every time the body is struck there is a repulsive crunch and splattering sound as the many creatures that make up his dense body are mashed. When Pestilence is grabbed, touched, or brushed against, hundreds of insects swarm up the arm, weapon, or onto the body of the attacker/toucher.
Characters not protected by body armor or very heavy clothing will be bitten and stung, suffering 4d6 SDC/HP of damage every round (15 seconds). This strange assault is incredibly distracting, painful, and possibly deadly. It will take two full rounds (30 seconds) to brush 98% of the bugs away. During this period the character suffers half damage (2d6) from the bites, but must spend all of his melee actions to rid himself of the bugs.
Alternately, the character can try to ignore them, brushing away the most threatening and annoying, but he loses his initiative and half of his melee round actions (presumably spent trying to brush some of the army of bugs from his body). Furthermore, all combat bonuses are reduced by half as long as the bugs remain on his body. The insects and penalties will be a problem for 8 rounds (2 minutes) before most are finally removed. The character also suffers from the 4d6 SDC/HP damage taken on each of those 8 rounds.
Even characters in environmental armor will suffer a penalty of -1 on all combat actions/bonuses because of insects covering the face plates, optic systems, etc., and obscuring vision.`
* Engulf: A horrifying tactic used by Pestilence is to pull people into his body!. The individual is then held in place, pulled deeper into the body and completely covered by bugs. Within 2 rounds the person can hardly be seen, Characters in environmental armor or power armor are merely held captive in a disgusting way. However, those unprotected will have a horrifying experience that causes 3d4x10 SDC/HP damage/round, plus the character must roll on the Disease table listed elsewhere and suffers terrible mental trauma from being engulfed by the bugs (they crawl into every orifice and cover every inch of his or her body). Roll to Save vs Insanity: 17 or higher. A failed roll means roll on the following table:
01-10: Lucked out! No Insanity
11-20: Phobia: Dark, confined places
21-30: Phobia: Insect swarms
31-40: Phobia: Terrified of being eaten alive and is frightened by all creatures that eat humanoids, especially insects
41-50: Loves to eat insects and knows a hundred different recipes
51-60: Phobia: Terrified of all insects and insect-like beings, including Pestilence, Sectles, Dabbughs. and humanoid insectoid D-Bees
61-70: Obsession: Cleanliness, hates being dirty, always washing his body, clothes, armor, weapons, equipment, and vehicle
71-80: Terrified of giant insects, including Pestilence
81-90: Obsession: Hates all bugs and loves to destroy insects and arachnids. Extremely suspicious of intelligent insect-like beings.
91-00: Phobia: Terrified of catching diseases: Washes often, always keeps his habitat, clothing, and belongings clean and sanitary. The character also drinks only bottled water, will not eat foods that he suspects have not been properly prepared, always wears a pair of surgical gloves, goggles, and gas mask/air filter when not in full environmental body armor, and always has a first aid kit with disinfectants, antibiotics, insect repellant, and RMK and IRMSS medical bots.
* Insect and Arachnid Swarms: The thousands of bugs that compose Pestilence's dense body can be unleashed in a swarm of flying or crawling insects (or both) with varying results. A typical swarm will last for a minimum of 10 minutes, but can remain active as long as Pestilence desires , which can be hours or even days, or until all the insects are destroyed. Also note that Pestilence uses spell magic to summon additional insects, rats, and vermin.
- Blinding Cloud of Flying Insects: Thousands of flying insects fill the air as a massive, living cloud. The swarm interferes with accurate radar readings, creating false readings, and reduces visibility to about 6 feet. The bugs are also very distracting, noisy and annoying, covering or splattering themselves on windshields and visors, impairing vision even more. The insect swarm may also clog engines, air intake valves, vents, and joints of bots, borgs, and vehicles causing varying amounts of damage and problems, such as engines overheating, cutting off air supplies, etc.
Characters not protected inside environmental body armor, power armor, or a vehicle will be pelted and covered by the bugs. Even though most of the insects in this swarm are harmless, they will crawl in the ears and nose, fly into the mouth and eyes, crawl under clothes and so on. The overall sensation is disgusting and debilitating. PENALTIES: Characters caught in the cloud lose half their actions, can hardly see or hear, completely lose initiative and all combat bonuses, and speed is reduced by -70%.
- Biting Insect Swarm: This swarm can be crawling or flying insects or a combination of the two. The threat from this swarm is that these insects bite and/or sting unprotected characters and animals, inflicting a tremendous 3d4x10 SDC/HP damage every round (15 seconds). Flying insects are very distracting, noisy, and annoying with similar effect as the insect cloud described previously. However, visibility in this swarm is about 20 feet.
- Deadly Insect Swarm: The deadly swarm is typically composed of crawling, climbing, and hopping arachnids; 4d6x10 poisonous spiders and/or scorpions. Again, these arachnids are really only dangerous to unprotected characters and animals, although a few (2d4) might find their way into vehicles through air vents and other openings. Each sting or bite is poisonous, causing 3d6 SDC/HP damage and nausea. Roll percentile dice to determine how many times/round (every 15 seconds) a particular character has been struck and multiply the damage roll by that number. A successful Save vs Poison reduces the total damage by half (roll only one Save per roundof damage taken, not for each individual bite).
The Number of Bites & Stings:
01-20: Three times
21-40: Five times
41-60: Seven times
61-80: Ten times
81-00: Twelve times
- Devouring Swarm: In this particular case, these insects are frequently magically summoned rather than emerging from Pestilence's body. The insect type is typically a massive swarm of locusts, beetles, weevils, grubs, caterpillars, and other types of larvae and insects that destroy or damage plants by eating grains, fruits, vegetables, leaves, and roots. Flying insects are very distracting, noisy and annoying with similar effect as the insect cloud described previously. However, visibility in this swarm is about 20 feet and most will land on plants within 1d6 minutes. Remember, the objective of this swarm is to feed.
- Disease-Carrying Swarm: This swarm is much less likely to cause serious interference with accurate radar readings, reduces visibility to about 40 feet, but are distracting, noisy, and annoying with similar effects as the Blinding Cloud of Insects. In addition, these insects, like mosquitoes, bite and/or sting unprotected characters and animals, inflicting a mere 2 SDC/HP every round (15 seconds), but do infect the victim of the bites with disease.
General Types of Diseases:
01-20: Pox (The victim breaks out in spores, hives, or rash that covers his entire body. The skin is extremely sensitive and itches (but don't scratch). Armor and heacy backpacks cannot be worn. The eyes become extremely sensitive to light, limiting the character to seeing about 100ft away. The body feels tired, itchy, and achy. Reduce combat bonuses by half, attacks/round by -1, speed by -10% and Skill performance by -10%. DURATION: 1d6+1 days. Save vs Non-Lethal Poison is applicable (16 or higher). A successful save means the duration and penalties are half).
21-40: Fever (Victims are burning up, feel dizzy and weak, vision is blurred, every muscle in the body aches, it is difficult to concentrate and the body dehydrates (must drink fluids). Reduce speed and parry bonuses by half, reduce the number of melee actions by -2, all other combat bonuses are reduced to ZERO, Skills are -30%. There is also the likelihood of periodic delirium and hallucinations. These will occur 1d6 times every 24 hours, with the following results (roll percentile dice): 01-25: Doesn't recognize those around him and will not trust them. Asks for family members; 26-50: Doesn't know where he is and tries to leave (find friends, go home, etc); 51-75: Relives some past event and sees everybody around him as someone else (friend or foe). Nothing the character says makes any sense; 76-00: Sees monsters and villains threatening him. The character will scream in terror, shout warnings, run around and point to or attack things that are not there. Duration of Fever: 1d6 days. Save vs non-lethal Poison is applicable (16 or higher). A successful save means the duration and penalties are half. Duration of Hallucinations: 1d6 minutes)
41-60: Sickness (Victims feel sick to their stomach, suffer from headaches, running sinuses, watering eyes, nausea, vomiting, weakness, and need to sleep. Cannot hold food down, making the person weaker as time passes. If the victim tries to push himself (always roll at the beginning of each round), there's a 69% chance (01-69) of collapsing into unconsciousness for 1d4x10 minutes. Also roll for collapse if the character exerts himself in any other way, or does not sleep at least 2 hours for every 2 hours awake. When active, temporarily reduce Speed, PS, and PP by half, all combat bonuses, attacks per round, and physical SDC are also at half. Skills are -20%, and remember to roll for collapse every time the character exerts himself. DURATION: 1d4 days per each Sickness strike. Save vs non-lethal Poison is applicable (16 or higher). A successful save means the duration and penalties are half).
61-80: Plague (The victim turns pale and blotchy, becomes delirious, burning with fever, and is so weak that he can barely stand. The character looks like he's hovering at death's door. PENALTIES: Has only one attack/round, no bonuses of any kind, and ois -4 on all rolls. Temporarily reduce physical attributes, SDC, and HP by -75%. The performance of skills is impossible; must sleep 90% of the time. If the character tries to engage in combat or exerts himself in any other way, there is a 69% chance (01-69) of lapsing into a coma - reduce HP to 0 and roll to save vs Coma/Death (immediate medical attention is suggested). Duration: 1d4 days. Save vs non-lethal Poison is applicable (16 or higher). A successful save means the duration is half).
81-00: A Terrible Cold (The head is congested, sinuses drain like crazy, slight fever, the nose is constantly running, and the character is constantly sniffling and coughing or sneezing. The noise from the sniffling and coughing/sneezing makes it impossible to Prowl or remain hidden; even the Chameleon spell is -20%. Reduce Speed by -10%, Initiative by half, attacks/round by -1, all combat bonuses are -1, and skills are -5%. The character also tires twice as quickly. Duration: 2d4 days. Save vs non-lethal poison is applicable (16 or higher). A successful save means the duration and penalties are half).
* Disease Touch: Pestilence can also inflict the diseases listed above by touch, but every time disease is inflicted it counts as an action/attack and uses 100 PPE points. NOTE: Pestilence can also inflict magic curses, phobias, and illness through spellcasting.
* Touch of Pestilence: Pestilence can touch food or a dead animal and infest it with maggots, worms, mites, and/or beetles that feed on the substance. If characters act quickly they can kill the pestilence and save 1d6x10% of the food by boiling, deep frying, smoking, microwaving, and similar measures to kill the bugs and any possible disease. However, even in a best case situation, the pestilence will destroy nearly half of the food. This touch is a natural power and does not drain pestilence of any mystic energy.
* Sense Disease and Pestilence: The demonic Pestilence can sense whether a living creature is sick or if food, beverage, or water is contaminated.
Magic: Pestilence knows all Ley Line Walker spell magic from levels 1-5, plus Apparition, Close Rift, Dimensional Portal, Hallucination, Mute, Negate Magic, Sickness, Simple Protection Circle, Spoil, Summon & Control Insects (1d6x1,000 insects, Duration: 5 hours/level (50 hours), costs 125 PPE), Summon & Control Rodents, Superior Protection Circle, and Tongues, plus all Curses and Insanities. Equal to a 10th-level Caster.
Psionics: Pestilence knows all Healing powers, plus Bio-Manipulation, Empathy, Group Mind Block, PPE Shield, Presence Sense, Pyrokinesis, Super Telekinesis, Telekinetic Force Field, and Telepathy. Equal to a 10th-level Mind Melter.
Bonuses: +5 Initiative; +8 to Strike; +6 Parry; +6 Dodge; +2 Roll with Impact; +2 Pull Punch; Critical Strike on Natural 19-20; +5 vs Psionics; +8 vs Magic; +8 vs Poisons and Drugs; Impervious to all forms of Mind Control, Insect Poisons, and Disease; +10 vs Horror Factor; Trust(Fear)/Intimidation 70%
Attacks/round: 6 hand to Hand, Insect, or Psionic attacks, or 2 Magic attacks/round
Restrained Punch: 6d6 SDC
Full Punch: 5d6 MD
Power Punch: 1d6x10 MD
Kick: 5d6 MD
Bite: 2d4 MD
Head Butt: 2d4 MD
Skills:
Track (People) 60%
Horsemanship: Exotic 98%
Climb 60%
Swimming 60%
Navigation 98%
Sensory Equipment 98%
Chemistry 98%
Mathematics: Advanced 98%
Mathematics: Basic 98%
Identify Plants & Fruits 98%
Land Navigation 98%
Track & Trap Animals 98%
Wilderness Survival 98%
Equipment:
* The Staff of Destruction - A Greatest Rune Weapon: The weapon is a black metal rod, tapered in the center and crowned with the image of a beetle with a Death's Head painted on it. The beetle shape can open to unleash a number of dangers.
The Powers of the Rune Staff:
- IQ 10, and has a Telepathic link with Pestilence.
- Indestructible; Black with a beetle design.
- 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 Saves.
- The beetle-shaped portion of the staff opens like the petals of a flower to reveal a small hive. The hive holds 6 magic beetles which can be released upon command, instantly growing to 5 feet in length. Pestilence uses them to attack his enemies, slaughter livestock, destroy crops, and to steal things.
Each beetle has 120 MDC, 3 attacks/round, their bite inflicts 3d6 MD, they are +3 to Strike and Parry, +6 to Dodge, and fly at a Speed of 154 (105 MPH). Destroyed beetles are recreated in the hive after 24 hours.
- The hive can also release a bolt of energy. The rate of fire is equal to the number of hand to hand attacks of its user (each blast counts as one attack). Damage: 1d6x10 MD (triple damage to Millenium Trees). Range: 2,000 feet.
- 1d4x10 MD from physical blows; double damage to vampires, other undead, ghouls, zombies, mummies, and animated dead. 3d4x10 MD to Millenium Trees and objects made from them.
- If the physical manifestation of Pestilence is destroyed, the Staff of Destruction disappears, following its owner to his original dimension. However, the Horseman can lend the staff to an ally or pawns for any length of time. When he wants it, the staff teleports itself back to him in the blink of an eye.
* Pestilence's Netherbeast: Pestilence rides a giant beetle with a single, large protruding horn in the center of its head and a pair of giant mandibles. The body of the beetle is a reddish brown with black accents, the eyes and underbelly of the lower abdomen are yellow, and the mandibles are red. The beetle is heavily armored, surprisingly quick and agile, and can fly. This particular breed feeds on rotted food and plants, as well as meat, blood, and bones.
Name: Raid
Alignment: A predatory insect equal to a Miscreant alignment
Attributes:
IQ: 3
ME: 10
MA: 10
PS: 44
PP: 22
PE: 24
PB: 5
Spd: 77 (53 MPH; Running), 132 (90 MPH, Flying) (can maintain flight for 1d4+1 hours before needing a rest by traveling at a slower pace)
MDC: 1,700
PPE: 12
ISP: None, though Raid is used to receiving telepathic commands from Pestilence
Horror Factor: 14
Size: 14ft tall at the shoulders and 30ft long from the tip of its snout to the end of its tail
Attacks/Round: 4
Full Claw Strike - 6d6 MD
Tail Strike - 4d6 MD
Bite - 4d6 MD
Head Butt - 2d6 MD
Pounce Attack - 6d6 MD (plus 90% chance of knocking a human-sized opponent down, and a 60% chance of pinning him (no attacks); reduce those numbers by half when pouncing on opponents 15ft or taller)
Bonuses: +3 Initiative; +7 Strike; +5 Parry and Dodge; +3 Roll with Impact; Critical Strike on Natural 19-20; +3 vs Psionics; +5 vs Magic; +5 vs Poison and Drugs