|
Char
|
Total
|
Base
|
Cost
|
Roll
|
Notes
|
STR
|
8
|
10
|
-2
|
11-
|
HTH Damage 1 1/2d6 END [0]
|
DEX
|
8
|
10
|
-4
|
11-
|
|
CON
|
8
|
10
|
-2
|
11-
|
|
INT
|
8
|
10
|
-2
|
11-
|
PER Roll 11-
|
EGO
|
8
|
10
|
-2
|
11-
|
|
PRE
|
8/20
|
10
|
-2
|
11- / 13-
|
PRE Attack: 1 1/2d6 / 4d6
|
|
|
|
|
|
|
OCV
|
2
|
3
|
-5
|
|
|
DCV
|
2
|
3
|
-5
|
|
|
OMCV
|
1
|
3
|
-6
|
|
|
DMCV
|
1
|
3
|
-6
|
|
|
SPD
|
2
|
2.0
|
0
|
|
Phases: 6, 12
|
|
|
|
|
|
|
PD
|
0
|
1
|
-6
|
|
0 PD (0 rPD)
|
ED
|
0
|
1
|
-6
|
|
0 ED (0 rED)
|
REC
|
0
|
4
|
-4
|
|
|
END
|
0
|
20
|
-4
|
|
|
BODY
|
8
|
10
|
-2
|
|
|
|
|
|
|
|
|
Running
|
10m
|
12
|
-2
|
|
|
Swimming
|
3m
|
4
|
0
|
|
|
Leaping
|
3m
|
4
|
0
|
-61
|
Total Characteristics Points
|
|
|
|
|
|
Cost
|
Complication
|
15
|
Distinctive Features: Animated Dead (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
|
20
|
Physical Complication: Does Not Heal Normally (Frequently; Greatly Impairing)
|
5
|
Vulnerability: 1 1/2 x Effect Faith (Uncommon)
|
10
|
Vulnerability: 2 x Effect Hit Locations (Head) (Uncommon)
|
50
|
Total Complications Cost
|
|
Base
|
Complications
|
XP
|
Total
|
125
|
50
|
0
|
125
|
|
|
8
|
1)
Bludgeon and Batter
:
Hand-To-Hand Attack +1d6+1, Reduced Endurance (0 END; +1/2) (10 Active Points); Hand-To-Hand Attack (-1/4)
|
0
|
15
|
2)
Dead Flesh
:
Does Not Bleed
|
0
|
60
|
3)
Dead Flesh
:
Takes No STUN
|
0
|
32
|
4)
Dead Support
:
Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)
|
0
|
45
|
5)
Deadhead
:
Mental Defense (15 points total)
|
0
|
1
|
6)
Mob Rulez
:
Teamwork 11- (3 Active Points); Only w/ Other Animated Dead of Same Type (-1)
|
|
8
|
7)
Necrophage
:
Healing BODY 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; Eating Living Flesh; +1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); Self Only (-1)
|
0
|
1
|
8)
Tireless
:
Reduced Endurance (0 END; +1/2) applied to Leaping
|
|
5
|
9)
Tireless
:
Reduced Endurance (0 END; +1/2) applied to Running
|
|
4
|
10)
Tireless
:
Reduced Endurance (0 END; +1/2) applied to STR
|
|
1
|
11)
Tireless
:
Reduced Endurance (0 END; +1/2) applied to Swimming
|
|
6
|
12)
Unimpressed
:
+12 PRE (12 Active Points); Defensive Use Only (-1)
|
|
186
|
Total Powers Cost
|
|
|
|
1)
Basic Biter
:
Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (7 Active Points); Restrainable (-1/2)
Notes:
Real Cost: 5 points
|
0
|
2)
Accurate Biter
:
Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR), Reduced Endurance (0 END; +1/2), Area Of Effect Accurate (1m Radius; +1/2) (10 Active Points); Restrainable (-1/2)
Notes:
Real Cost: 7 points
|
0
|
3)
Anticoagulant Bite
:
Killing Attack - Hand-To-Hand 1 point, Reduced Endurance (0 END; +1/2), Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (4 + 1d2 damage increments, damage occurs every four Segments, can be negated by Purification, Healing; Keeps Bleeding; +3) (22 Active Points); Restrainable (-1/2)
Notes:
Real Cost: 15 points
|
0
|
4)
Infectious Bite
:
Killing Attack - Hand-To-Hand 1 point, Reduced Endurance (0 END; +1/2), Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (13 + 3d6 damage increments, damage occurs every 20 Minutes, can be negated by Purification, Healing; Victim gets infected; +2) (17 Active Points); Restrainable (-1/2)
Notes:
Real Cost: 11 points
|
0
|
5)
Arise An Animated Dead Infectious Bite
:
Minor Transform 5d6 (Infected Person Into Animated Dead, Permanent), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset, Character does not control activation of personal Trigger, Trigger can expire (1 Minute); When Infected Target Dies; +1/4), Reduced Endurance (0 END; +1/2), Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (4 damage increments, damage occurs every Segment, +2 1/2) (106 Active Points); Must Bite Target And Do Body Damage To Set Trigger On Them (-1), No Range (-1/2), All Or Nothing (-1/2)
Notes:
Real Cost: 35 points
|
0
|
6)
Infectious Blood
:
Minor Transform 5d6 (Infected Person Into Animated Dead, Permanent), Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; When Living Creature Comes Into Contact With Blood; +3/4), Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (4 damage increments, damage occurs every Segment, +2 1/2) (119 Active Points); All Or Nothing (-1/2), Limited Range (-1/4)
Notes:
Real Cost: 68 points
|
0
|
|
|
|
Various, but always pretty obviously animated corpses or skeletons.
|
|
The Animated Dead mostly just try to feed or do what they are told by a controller. Of course, there are always exceptions to every rule..
|
"Brrrrrrr.....aaaaaa.....iiiiii....nnnnn....ssssssssss!!!!!!"
|
Animated Dead are rarely particularly dangerous by themselves, but mobs and hordes of them can attrite and pull down just about anybody.
|
Base definition for run of the mill Animated Dead....zombies, skeletons, and variations on that well worn theme.
|
|
|
Cost
|
Maneuver
|
Phase
|
OCV
|
DCV
|
Effect
|
0
|
Presense Attack
|
0
|
+0
|
+0
|
1 1/2d6/4d6
+/- modifiers
|
0
|
Called Shot: Head
|
0
|
-4
|
-
|
1d6+3 (Head to Shoulders)
|
0
|
Called Shot: High
|
0
|
-2
|
-
|
2d6+1 (Head to Vitals)
|
0
|
Called Shot: Body
|
0
|
-1
|
-
|
2d6+4 (Hands to Legs)
|
0
|
Called Shot: Low
|
0
|
-2
|
-
|
2d6+6 (Shoulders to Feet)
|
0
|
Called Shot: Leg
|
0
|
-4
|
-
|
1d6+12 (Vitals to Feet)
|
0
|
Brace
|
0
|
+2
|
1/2
|
+2 vs. Range Mod.
|
0
|
Set
|
1
|
+1
|
+0
|
Ranged Attacks only
|
0
|
Block
|
1/2
|
+0
|
+0
|
Block, abort
|
0
|
Disarm
|
1/2
|
-2
|
+0
|
Can disarm
|
0
|
Dodge
|
1/2
|
--
|
+3
|
Abort, vs. all attacks
|
0
|
Grab
|
1/2
|
-1
|
-2
|
Grab two limbs
|
0
|
Grab By
|
1/2
|
-3
|
-4
|
Move and Grab; +(v/10) to STR
|
0
|
Haymaker
|
1/2*
|
+0
|
-5
|
+4 DCs to attack
|
0
|
Move By
|
1/2
|
-2
|
-2
|
STR/2 + v/10; you take 1/3
|
0
|
Move Through
|
1/2
|
-v/10
|
-3
|
STR + v/6, you take 1/2 or full
|
0
|
Multiple Attack
|
1
|
var
|
1/2
|
Attack multiple times
|
0
|
Shove
|
1/2
|
-1
|
-1
|
Push 1m per 5 STR
|
0
|
Strike
|
1/2
|
+0
|
+0
|
STR or weapon
|
0
|
Throw
|
1/2
|
+0
|
+0
|
Throw w/ STR dmg
|
0
|
Trip
|
1/2
|
-1
|
-2
|
Target Falls
|
0
|
Total Cost of Fighting Skills
|
|
|
|