Thursday, 15 December 2016

Monster: Arch-Vile

Monster: Arch-Vile

"One of the worst of a bad lot. You can't think of enough rotten things to say about him. He's fast, hard to kill, casts spells, and resurrects dead monsters! At least these suckers are rare."
― Doom II Manual description

I couldn't have said it any better. I hate these guys, and always will. They are primary targets, but they are hard to hit if they are surrounded by other monsters. They do not have any problems hitting you back though. And if you clear out the monsters in the way, the arch-viles just resurrect them back.
Here's my GURPS adaptation of this truly vile monster. His supernatural abilities are presented in a form of Sorcery spells, so they may be useful even for those who won't use the monster.



Arch-Vile

537 points
Attribute Modifiers: ST+4 [40]; DX+1 [20]; HT+2 [20].
Secondary Characteristic Modifiers: HP+6 [20]; Will+3 [15]; Basic Move +2 [10]; Basic Speed +0.25 [5].
Advantages: DR 6 (Tough Skin, -40%) [18]; High Pain Threshold [10]; Infravision [10]; Injury Tolerance (Damage Reduction, ½) [50]; Night Vision 5 [5]; Unaging [15].
Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10].
Spell-Like Abilities (Alternative Abilities) [247]:
Raise Demon [227];
Hellfire Pillar [99/5=20].
Disadvantages: Vulnerability (Holy Weapons, x2) [-10].
Creature Type: Outsider (Chaotic, Demon, Evil).

Typical Stats
ST:
14
HP:
20
Speed:
6
DX:
11
Will:
13
Move:
8
IQ:
10
Per:
10


HT:
12
FP:
12
SM:
+0
Dodge:
9
Parry:
9 (unarmed)
DR:
10* (tough skin); 20 (vs. fire)
Punch (12): 1d-1 crushing (KYOS: 1d+1 crushing), Reach C.
Spell-Like Abilities (Alternative Abilities):
Raise Demon (12);
Hellfire Pillar (13).

                Traits: High Pain Threshold; Immunity to Noxious Fire Effects (Magical); Infravision; Injury Tolerance (Damage Reduction, ½); Night Vision 5; Unaging; Vulnerability (Holy Weapons, x2).
Skills: Brawling-12; First Aid-12.
Creature Type: Outsider (Chaotic, Demon, Evil).

Hellfire Pillar
Keywords: Resisted (HT).
Full Cost: 99 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.

You raise your arms as they begin to glow red, concentrate, then clap your hands, causing your subject to be engulfed by an explosion of hellfire that throws him upwards. You must Concentrate for two consecutive seconds, the second Concentrate maneuver to finishes the casting of the spell. This gives your subject time to notice that he is being engulfed by flames (they are harmless until you finish casting the spell) and break line of sight!
If your subject fails to resist, he takes 4d burning damage ignoring his DR. Anything nearby takes “collateral” damage from the explosion equal to basic damage divided by (3 x the distance in yards from the blast). This damage affects even insubstantial beings with no penalties.
Additionally, the subject takes 6d knockback damage. It does not deal any damage, but sends the subject upwards, which can deal additional fall damage or make the subject fall prone on a failed landing. If the subject was moving, the momentum is saved, and this spell lets the subject “jump” higher, although at a serious price.
Statistics: Burning Attack 4d (Affects Insubstantial, +20%; Based on HT, +20%; Explosion 1, +50%; Malediction 2, +150%; Requires Gestures, -10%; Sorcery, -15%; Takes Extra Time 1, -10%) [61] + Crushing Attack 3d (Double Knockback, +20%; Follow-Up, +140%; Magical, -10%; No Wounding, -50%; Upwards, +50%) [38].

Raise Demon
Keywords: Buff.
Full Cost: 227 points.
Casting Roll: None. Use DX or unarmed combat skill to hit.
Range: Touch.
Duration: 1 minute.

You can bring a demon back from the dead, if his body is not completely destroyed (-10xHP or worse). You must touch the corpse to affect it. You glow red when casting this spell. If the subject does not want to come back (GM’s opinion, for NPCs), the spell fails automatically. This subject recovers 60 HP in 1 minute – if this brings him back above -HP before the duration ends, he returns to life! But if it’s not enough, or if the initial HT roll fails, he cannot be resurrected.
Statistics: Affliction 1 (HT; Accessibility, Only on demons, -60%; Advantage, Raise Demon, +2,250%; Fixed Duration, +0%; Melee Attack, Reach C, Cannot Parry, -35%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [227]. Notes: “Raise Demon” is Regeneration (Very Fast; Cosmic, Works on the dead, +50%) [150] + Unkillable 1 (Cosmic, Works on the dead, +50%) [75]. This version of Cosmic means it only works on the dead – not injured living demons – and gives one try, ever.


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