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Part Three: Villains of Gothic Earth
Frankensteins Monster
| STR |
15 |
|
INT |
11 |
| DEX |
14 |
|
WIL |
11 |
| CON |
15 |
|
PER |
4 |
| Durability: 15/15/7/7 |
Action check: 14+/13/6/3 |
Move: Sprint 28, run 18, walk 6,
easy swim 3, swim 6 |
# Actions: 3 |
| Reaction score: Ordinary/3 |
Last Resorts: 0 |
Attacks
| Fists (x2) |
19/8/4 |
d6+3s/d6+5s/d4+3w |
LI/O |
Defenses
+3 resistance modifier vs. melee attacks
+2 resistance modifier vs. ranged attacks
Immune to electricity, cold, and magical FX
Armor: d6-2 (LI), d4-2 (HI), d6-4 (En)
Skills
Athletics [15]throw [16]; Unarmed Attack [15]brawl
[19]; Stealth [14]hide [16], sneak [16]; Movement
[15]swim [16]; Stamina [15]endurance [17], resist
pain [19]; Knowledge [11]; Awareness [11]intuition [12],
perception [13]; Resolve [11]physical [13]; Investigate
[11]track [13].
Description: This poor creature, often called simply The Monster,
was brought into the world by the infamous scientist Victor von Frankenstein
during the middle of the 18th century.
Frankenstein was one of the finest minds ever to study medicine. During
his research, he became obsessed with the origins of life. What energy
was it that gave vitality to all the creatures of the world? Once his
mind had asked this question, it was forever locked into the search for
an answer. Nothing else mattered to him; he often said that he would give
all that he possessed to discover the secret he desired. Little did he
suspect that he would pay no lesser price in the end.
Eventually, Frankenstein discovered not only the forces that powered
life but also a method to infuse unliving flesh with these energies. With
this information at his disposal, Frankenstein crafted for himself a great
beast of a man. Assembled from the remains of countless dead men, it was
taller and more powerfully built than any man ever to have walked the
earth. When his work was completed, Frankenstein used his great knowledge
to give life to the obscene assemblage. Perhaps if Frankenstein had known
that the force that was to give life to his creature was provided by the
Red Death, he would have halted his experiments; perhaps not.
Encounter: This terrible creature is a savage foe. While he is
keen of wit in all situations, an inner feroc-ity erupts when the golem
begins fighting. This great rage makes the creature immune to pain and
fear.
Because of his natural agility and grace, the monster is often able to
surprise his enemies. In any wilderness encounter, an enemy of the beast
suffers a +1 penalty to Awareness checks made to determine surprise.
The creature attacks by delivering a hail of tremendous blows from his
mighty fists. If both attacks hit and either roll is an Amazing success,
the monster gains a solid grip on his foe. When this happens, the monster
lifts any man-size or smaller enemy into the air and hurls him away. If
a precipice or other hazard is near, the victim is thrown in that direction.
Otherwise, the golem simply dashes the enemy upon the ground for 2d6 points
of stun damage. Creatures larger than man-size cannot be gripped regardless
of the attack roll.
The monster is vulnerable to attack by normal weapons, but he is difficult,
if not impossible, to destroy. He is immune to damage from electricity
and cold, but can be burned by fire or heat. Spells cannot harm the monster,
even those as terrible as finger of death. Spells that cause indirect
harm, how-ever, such as a fire following the explosion of a fire-ball,
may harm the creature. The creature is immune to mind-affecting spells
such as illusion and charm.
Lair: The monster that was first created by Victor Frankenstein
has no permanent lair. He travels throughout the wilds of Europe and the
world, hoping to find some brilliant individual able to duplicate Dr.
Frankenstein's work and create a golem mate.
Ghoul
| STR |
9 (2d4+4) |
|
INT |
6 (2d4+1) |
| DEX |
8 (2d6+1) |
|
WIL |
10 (2d4+5) |
| CON |
10 (2d4+5) |
|
PER |
5 (2d4) |
| Durability Ñ/15/Ñ/Ñ |
Action check: 9+/8/4/2 |
| Move: Sprint 14, run 10 walk 4 |
# Actions: 2 |
| Reaction score: Marginal/3 |
Last Resorts: 2 |
Attacks
| Claws |
9/4/2 |
d3w/d3+2w/d4+3w |
LI/O |
| Bite |
9/4/2 |
d4+1w/d4+3w/d4+4w |
LI/O |
| The ghoul can make 2 claw attacks and a bite attack in
each phase in which it has an action. |
Defenses
Immune to sleep and charm spells.
Armor: d6-1 (LI), d6-2 (HI), d4-2 (En)
Skills
Unarmed Attack [9]; Stamina [10]endurance [12]; Awareness
[10]intuition [11], perception [12].
Description: Ghouls are undead creatures, once human, who now
feed on the flesh of corpses. Although the change from human to ghoul
has deranged and destroyed their minds, ghouls have a terrible cunning
that enables them to hunt their prey most effectively.
Ghouls are vaguely recognizable as once having been human, but have become
horribly disfigured by their change to ghouls. The tongue becomes long
and tough for licking marrow from cracked bones, the teeth become sharp
and elongated, and the nails grow strong and sharp like claws.
Encounter: Ghouls attack by clawing with their filthy nails and
bit-ing with their fangs. Their touch causes humans to become rigid unless
a ResolveÑphysical resolve skill check is successful. This paralysis lasts
for 3-8 (1d6+2) rounds or until negated by a mystic.
Any human killed by a ghoulish attack will become a ghoul unless blessed
(or blessed and then resurrected). Obviously, this is also avoided if
the victim is de-voured by the ghouls. Ghoul packs always attack without
fear.
These creatures are subject to all attack forms except sleep and
charm spells. They can be turned by priests of any level. The magic
circle of protection from evil actually keeps ghouls completely
at bay.
Habitat/Society: Ghouls are most frequently en-countered around
graveyards, where they can find plenty of corpses on which to feed. They
delight in revolting and loathsome things-from which we draw our adjective
"ghoulish."
Vlad Tepes
| STR |
15 |
|
INT |
10 |
| DEX |
14 |
|
WIL |
9 |
| CON |
15 |
|
PER |
10 |
| Durability 15/15/7/7 |
Action check: 14+/13/6/3 |
Move: Sprint 28, run 18, walk 6,
glide 28, fly 56 |
# Actions: 3 |
| Reaction score: Ordinary/3 |
Last Resorts: 2 |
Attacks
| Fists |
21/10/5 |
d4+3s/d4+4s/d4+5s |
LI/O |
| Sword cane |
18/9/4 |
d4+3w/d4+4w/d4+5w |
LI/O |
| Bite drains 1 to 3 points of Constitution from victim
per round (his choice). |
Defenses
+3 resistance modifier vs. melee attacks
+2 resistance modifier vs. ranged attacks
+1 resistance modifier vs. magical FX
Immune to weapons of less than Ð2 enchantment
Each round, automatically recovers up to 6 stun points, 3 wound points,
or 1 mortal point (or any combination).
Armor: d6+7 (LI), d4+6 (HI), d6+5 (En)
Skills
Armor operation [15]combat armor [16]; Athletics [15]climb
[19]; Melee Weapons [15]blade [18]; Unarmed Attack [15]power
martial arts [21]; Acrobatics [14]flight [16]; Stealth
[14]; Stamina [15]; Knowledge [10]deduce [11], language
(English) [11]; Tactics [10]infantry tactics [11]; Awareness
[9]intuition [11], perception [12]; Resolve [9]; Culture
[10]etiquette [12]; Deception [10]; Interaction [10]charm
[12], intimidate [11], seduce [11]; Leadership [10]; Super
Power FX (see below).
Charm Gaze
Super Power, Extreme Ability: PER; Good quality, base cost 8
This power allows Vlad Tepes to bring one human under his influence.
The charmed person treats the vampire as a trusted ally, though he will
not obey the vampire's orders without question. The victim must meet the
vampire's gaze, unless he has previously suffered the effects of the vampire's
bite, in which case the range is 120 yards. The victim's Will resistance
modifer applies to the skill roll, though Dracula receives a Ð2 step bonus
because of his age and power.
Description: The earliest history of the beast that is Dracula
is often forgotten and replaced by rumors, legends, and nightmarish tales.
To understand the vampire who haunts the 19th century, one must understand
the man who lived in the 15th century.
Originally known (and feared) as VIad Tepes (pro-nounced TSE-pesh), Dracula
was born in 1431 and died, so to speak, in 1476. Tepes takes his name
from his father, Vlad Dracul, who died in 1447. Despite all the atrocities
credited to him, it is worth noting that while he was Prince of Walachia,
Tepes drove the Ottoman Turks from his homeland and stood against the
whims of Hungarian ascendancy.
Both Tepes and his younger brother, Radu, spent several years living
among the Turks as hostages. During this time, the young prince learned
more than he cared to know about terror and oppression.
In 1448, Vlad Tepes assumed the throne of Walachia, but was later overthrown.
He fled to Moldavia, where he sought safety among the Hungarians. In 1456,
Tepes returned to his native land, again taking the throne which he would
hold until 1462. During this half-decade of despotism, Tepes slaughtered
thousands of Turks, invented countless cruel tortures, and built the dreaded
Castle Dracula, which serves as his lair to this day.
Finally, in 1462, the Ottomans struck at Walachia and drove Tepes from
his home. The fleeing prince escaped across the border into Hungary, where
he was imprisoned by King Matthias Corvinus. In 1474, after twelve years
of captivity, Tepes was released. Within two years, his almost countless
enemies were able to reach and destroy him.
Of course, this was not the end of the fiend. With his dying breath,
he vowed that he would trade all that he held sacred for the chance to
avenge himself. The Red Death heard his plea and responded. Dracula become
one of the most dangerous and devoted servants of evil on the face of
Gothic Earth.
For the next several centuries, Dracula was as loyal a minion of the
Red Death as any creature of the shadows. He spread suffering and terror
throughout the Balkans. So dreadful were the deeds of the great vampire
that to this day, residents of the Carpathians cannot resist the urge
to cross themselves when they hear the name Dracula.
Early in the 19th century, Dracula discovered that his nightly feasts
of blood had drawn the attention of a qabal known as Die Wächtern
or The Watchers. Try as he might, Dracula was unable to detect the masters
of this order, although he did learn that the group was headed by a triumvirate
of occult scholars. Although he damaged the lesser ranks of the order
greatly, he was eventually forced to fall back from their efforts.
Pressure from Die Wächtern drove Dracula's recent attempt
to leave his native land and travel to England. Eventually, the ranks
of that qabal discov-ered his actions when Abraham Van Helsing, an important
member of Die Wächtern, learned of his plans. Van Helsing
led a cadre of vampire hunters against the count and, in the end, very
nearly destroyed the Prince of Darkness. Indeed, so total was the vampire's
defeat that Van Helsing and the other members of the qabal believed wholeheartedly
that the world was free of Dracula once and for all.
For now, Dracula waits and plots. Gothic Earth has not heard the last
of him.
Encounter: In all the world, no creature is more feared than the
vampire Dracula, known by some as the Prince of Darkness. In addition
to his tremendous combat ability, the master of the undead has an animal
cunning and a wealth of experience to draw from in battle. While it is
possible to deceive and even defeat him, he never forgets an enemy and
never falls victim to the same trap twice.
Dracula is incredibly strong, having a Strength score of 15. He has a
+1 resistance modifier to any magical FX targeted at him, and is hit only
by weapons with -2 or greater enchantment.
One of the most terrible of Dracula's abilities is his incredible speed.
While he seldom displays this power, preferring to save it as a surprise
for his enemies, Dracula is always able to act as if under a haste
spell. He gains a -1 bonus to his action check rolls and can double his
normal movement rates. He also gains an additional action every round,
if his action check allows it.
Dracula is vulnerable to running water and sunlight than other vampires.
If he is immersed in rushing water, he will die after 5 full minutes for
him to die. Sunlight poses no threat of death to the vampire; he can walk
about freely during the day. While he must spend eight of every 24 hours
sleeping in his coffin, these need not be daylight hours. When moving
about between sunrise and sunset, Dracula is severely limited. He cannot
change shape, summon animals, or employ his ability to charm. He
has no magic resistance, and he can be harmed by normal weapons. However,
he retains his great strength and is by no means helpless at such times.
Dracula subsists on the blood of the living. When he bites a living victim
and drains the blood from her veins, the victim loses between 1 and 3
points of Constitution each round. Dracula can choose how fast to drain
the blood. Lost Constitution naturally reduces the victim's Durability
rating, and affects skill scores and actions per round as well. The victim
regains lost Constitution points at the rate of 1 point per 2 days. Once
bitten, a victim automatically falls subject to Dracula's charm
ability whenever the vampire is within 120 yards. Such a victim must obey
the vampire's telepathic commands.
Dracula's appearance changes markedly, although these cosmetic alterations
have no effect on his game statistics. While the Count is able to survive
indefinitely on the blood of rodents and other animals, this is barely
enough to sustain him. When forced to do this, Dracula appears to be elderly
(although certainly not frail). When he has an unlimited supply of human
blood, he appears vital and robust. When asleep in his coffin, Dracula
bears the pallor of the dead; no examination of his body will reveal that
he is anything but a corpse. Dracula sleeps with his eyes open and sees
all that transpires about him while he rests.
Lair: The ancestral home of the Prince of Darkness is Castle Dracula,
high in the Carpathian Alps. Within the confines of this terrible fortification,
Dracula is the absolute master of all.
No door within the castle opens to a stranger's hand unless Dracula allows
it. In game terms, all doors are treated as if wizard locked. Should
any intruder force his way past a sealed door, the dread vampire is instantly
aware of the event.
The mystical powers of this nexus of evil greatly enhance Dracula's magical
powers. Upon entering the castle, visitors forfeit their saving throws
against the vampire's charm gaze. Creatures that have already been
bitten by the vampire instantly become Dracula's pawns and must obey his
will without question until his mark is removed from their necks or they
escape the castle.
Werewolf
| STR |
wolf: 11 (d4+9), hybrid: 14 (d4+12), human: 10 (d4+8) |
| DEX |
wolf: 11 (d4+9), hybrid: 10 (d4+8), human: 9 (d4+7) |
| CON |
12 (d4+10) |
|
WIL |
12 (d6+8) |
| INT |
10 (d4+8) |
|
PER |
10 (d6+6) |
| Durability 12/12/6/6 |
Action check: 12+/11/5/2 |
| Move: (wolf form): Sprint 48, run 24, walk 6 |
# Actions: 3 |
| (hybrid form): Sprint 22, run 14, walk 4 |
Reaction score: Ordinary/3 |
| (human form): Sprint 18, run 12, walk 4 |
Last Resorts: 2 |
Attacks
| (wolf form) bite |
13/6/3 |
2d4+1w/2d4+3w/2d4+4w |
LI/O |
| (hybrid form) claws |
16/8/4 |
d4+2w/d4+3w/d4+4w |
LI/O |
| (hybrid form) by weapon (damage +2 for Strength)no
claw attack |
| (hybrid form) bite |
16/8/4 |
2d4+2w/2d4+4w/2d4+5w |
LI/O |
| (human form) by weapon |
Defenses
+1 (wolf form) or +2 (hybrid form) resistance modifier vs. melee attacks
+1 (wolf form) resistance modifier vs. ranged attacks
+1 resistance modifier vs. magical FX
Affected only by silver weapons
Armor: d6 (LI), d4-1 (HI), d6-2 (En)
Skills
Athleticsjump 1; Melee Weapon; Unarmed Attackbrawl
2; Modern Ranged Weapons; Stealthsneak 1; Stamina [12]endurance
[14]; Survival [12]; Knowledge [10]languages; Awareness
[12]intuition [13], perception [14]; Resolve [12]mental
resolve [13], physical resolve [14]; Street Smart [12]; Culture
[10]etiquette (human society) [12]; Deception [10]bluff
[11]; Interaction [10]intimidate [12].
Description: Werewolves are monstrous shapechangers, humans with
the ability to become either a huge wolf or a hideous combination of human
and wolf. In human form, the werewolf appears perfectly normal, and may
have any profession and career.
In its hybrid form, a werewolf stands about 7' tall and is extremely
muscular. The body is fur-covered and has a short tail, canine legs, and
a wolf's head. The creature walks erect and can manipulate things with
its hands. In this form, the creature can talk, though its voice is low
and raspy.
As a wolf, the werewolf is an enormous specimen, fully 7' or more in
length. This form is fastest and stealthiest, but of course a werewolf
cannot talk or use tools or weapons in wolf form.
Encounter: The tactics and weapons that a werewolf employs in
combat depends wholly upon the shape that it employs. The crea-ture needs
a full round to change from one form to another.
The human can belong to any profession and career and may have any experience
level, although most werewolves tend to be combat specs or free agents.
In this form, the creature depends upon weapons to defend itself.
In man-wolf form, the werewolf attacks with its clawed hand and a bite
or with a weapon. The creature has a Strength of 14 in this form, and
gains the appropriate damage bonus (+2).
In wolf form, a werewolf can attack only once each phase by biting. This
form has the advantage of speed and surprise, how-ever. The wolf form
is also less conspicuous than the man-wolf, appearing as a normal animal
rather than a supernatural creature.
The werewolf's mental capacity remains the same regardless of shape.
The creature can be harmed only by silver weapons.
Habitat/Society: Werewolves live and hunt alone, though they sometimes
associate with wolf packs on an occasional basis.
The werewolf's most fearsome aspect is the infection its bite can cause.
For every point of wound damage the werewolf's bite inflicts, the victim
has a 2% chance of contracting lycanthropy. Any infected human or humanoid
can become a werewolf when the condition is triggered (frequently by the
3 days of a full moon). The infected werewolf can be controlled by the
true werewolf that infected him. In animal form, the infected creature
is a semi-intelligent (INT 4), raging beast. It takes a full turn for
an infected werewolf to change from man to wolf or vice versa.
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