Introduction | Part One | Part Two | Part Three

 

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

Athletics—jump 1; Melee Weapon; Unarmed Attack—brawl 2; Modern Ranged Weapons; Stealth—sneak 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.