Saturday, 26 June 2021

Monsters: Half-Undead

Monsters: Half-Undead

Dragon Magazine #313 has an article that details four half-undead templates, in case you want to play a really bizarre character. Fetches are half-ghosts, ghedens are half-zombies, ghuls are half-ghouls, and katane are half-vampires. In addition, there's also the mortif race that has half-undead ancestry (why are they outsiders in D&D?). Libris Mortis has another half-vampire template that has some differences from the katane. Technically, all these templates should be used as lenses.


Fetch [Dragon Magazine #313, page 62]

167 points
Attribute Modifiers: ST-2 [-20]; HT-2 [-20].
Secondary Characteristic Modifiers: Basic Speed +0.50 [10].
Advantages: Extended Lifespan 2 [4]; Flight (Magical, -10%; Slow, -25%) [26]; Infravision [10]; Injury Tolerance (No Vitals) [5]; Resistant to Metabolic Hazards (+3) [10].
    Detect Incorporeal Undead: Detect (Incorporeal Undead; Cannot Analyze, -10%; Magical, -10%) [4].
    Ghost Form: Insubstantiality (Affect Substantial, +100%; Magical, -10%; Projection, -50%) [112]
    Telekinesis: Telekinesis 6 (Magical, -10%; Takes Recharge, 5 seconds, -10%) [24].
    Unnerving Gaze: Terror (Sight; Magical, -10%) [27].
Disadvantages: Frightens Animals [-10]; Social Stigma (Half-Breed) [-5]; Supernatural Features (Pallor) [-10].
Features: Early Maturation 2; Potential Form (Ghost; On 17-18 on a 3d roll upon death).
Creature Type: Undead.

Typical Stats

ST:

8

HP:

8

Speed:

5

DX:

10

Will:

10

Move:

5 ground, 5 air

IQ:

10

Per:

10

 

 

HT:

8

FP:

8

SM:

+0

Dodge:

8

Parry:

8

DR:

-

    Punch (10): thrust 1d-4 crushing (KYOS: 1d-5 crushing), Reach C.
    Dagger (12): thrust 1d-4 impaling (KYOS: 1d-5 impaling), Reach C.
    Detect Incorporeal Undead (10): This innate magical ability lets the fetch sense incorporeal undead. Roll against the fetch’s Per minus range penalties (p. B550) to the nearest incorporeal undead. Success lets the fetch sense direction to that creature.
    Ghost Form: The fetch can create a ghostly projection by taking a Concentrate maneuver, leaving unconscious body behind. The projection is intangible and noiseless, passing through solid objects as though they weren’t there. It flies at Move equal to twice the fetch’s Basic Speed. The projection can perceive the tangible world, and speak normally to those within it, but it cannot pick up normal objects or affect them in any way. For more details on projections, see Projection on page 44 of GURPS Powers.
    Physical and energy attacks cannot harm the projection, but it is still vulnerable to psionic and (nonmaterial) magical attacks, as well as any abilities with Affects Insubstantial. Likewise, its physical and energy attacks cannot affect physical opponents. Its psi abilities and magic spells can affect the physical world.
    Telekinesis: Once per five seconds, the fetch can evoke innate telekinetic magic to perform a physical maneuver at range as per the Telekinesis advantage (p. B92). Effective ST equals 6.
    Unnerving Gaze: When a creature locks eyes with the fetch, it must roll a Fright Check. If a victim succeeds at his Fright Check, he will be unaffected by this ability for one hour.

    Traits: Early Maturation 2; Extended Lifespan 2; Flight (Magical; Slow); Frighten Animals; Infravision; Injury Tolerance (No Vitals); Potential Form (Ghost; On 17-18 on a 3d roll upon death); Resistant to Metabolic Hazards (+3); Social Stigma (Half-Breed); Supernatural Features (Pallor).
    Skills: Knife-12.
    Creature Type: Undead.

Gheden [Dragon Magazine #313, page 63]

22 points
Attribute Modifiers: ST+2 [20]; DX-1 [-20]; IQ-1 [-20]; HT+1 [10].
Advantages: Extended Lifespan 2 [4]; Fearlessness 2 [4]; Immunity to Pain [30]; Infravision [10]; Injury Tolerance (No Vitals) [5]; Resistant to Metabolic Hazards (+3) [10].
    Detect Mindless Undead: Detect (Mindless Undead; Cannot Analyze, -10%; Magical, -10%) [4].
Disadvantages: Numb [-20]; Social Stigma (Half-Breed) [-5]; Supernatural Features (Pallor) [-10].
Features: Early Maturation 2; Potential Form (Zombie; On 17-18 on a 3d roll upon death).
Creature Type: Undead.

Typical Stats

ST:

12

HP:

12

Speed:

5

DX:

9

Will:

9

Move:

5

IQ:

9

Per:

9

 

 

HT:

11

FP:

11

SM:

+0

Dodge:

8

Parry:

8U

DR:

-

    Punch (9): thrust 1d-2 crushing (KYOS: 1d-1 crushing), Reach C.
    Axe (11): swing 2d cutting, Reach 1.
    Detect Mindless Undead (9): This innate magical ability lets the gheden sense mindless undead (undead with the Automaton trait). Roll against the gheden’s Per minus range penalties (p. B550) to the nearest mindless undead. Success lets the gheden sense direction to that creature.

    Traits: Early Maturation 2; Extended Lifespan 2; Fearlessness 2; Immunity to Pain; Infravision; Injury Tolerance (No Vitals); Numb; Potential Form (Zombie; On 17-18 on a 3d roll upon death); Resistant to Metabolic Hazards (+3); Social Stigma (Half-Breed); Supernatural Features (Pallor).
    Skills: Axe/Mace-11.
    Creature Type: Undead.

Ghul [Dragon Magazine #313, page 63]

31 points
Attribute Modifiers: ST+1 [10]; DX+1 [20].
Secondary Characteristic Modifiers: Will+1 [5].
Advantages: Extended Lifespan 2 [4]; Immunity to Metabolic Hazards [30]; Infravision [10]; Injury Tolerance (No Vitals) [5]; Reduced Consumption 4 (Cast-Iron Stomach, -50%) [4]; Sharp Teeth [1].
    Paralysis: Affliction 1 (HT; Follow-Up, Sharp Teeth, +0%; Paralysis, +150%; Reduced Duration, 1/60, -35%) [22].
Disadvantages: Bad Smell [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Skinny [-5]; Social Stigma (Half-Breed) [-5]; Supernatural Features (Pallor) [-10]; Uncontrollable Appetite (12) (Flesh of intelligent creatures) [-15].
Features: Early Maturation 2; Potential Form (Ghoul; On 17-18 on a 3d roll upon death).
Creature Type: Undead.

Typical Stats

ST:

11

HP:

11

Speed:

5.25

DX:

11

Will:

11

Move:

5

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

9 (unarmed)

DR:

-

    Punch (13): thrust 1d-1 crushing, Reach C.
    Sharp Teeth (13): thrust 1d-1 cutting + follow-up paralysis (resisted by HT; margin of failure seconds, then physical stun), Reach C.

    Traits: Bad Smell; Early Maturation 2; Extended Lifespan 2; Immunity to Metabolic Hazards; Infravision; Injury Tolerance (No Vitals); Odious Racial Habit (Eats sapient beings); Potential Form (Ghoul; On 17-18 on a 3d roll upon death); Reduced Consumption 4 (Cast-Iron Stomach); Restricted Diet (Carnivore); Skinny; Social Stigma (Half-Breed); Supernatural Features (Pallor); Uncontrollable Appetite (12) (Flesh of intelligent creatures).
    Skills: Brawling-13.
    Creature Type: Undead.


Katane [Dragon Magazine #313, page 64]

132 points
Attribute Modifiers: ST+1 [10]; DX+1 [20].
Advantages: Clinging [20]; Extended Lifespan 2 [4]; Infravision [10]; Injury Tolerance (No Vitals) [5]; Mind Control (Magical, -10%; Vision-Based, -20%) [35]; Resistant to Metabolic Hazards (+3) [10]; Vampiric Bite [30].
    Elemental Resistance (C,E): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Electricity, -35%; Tough Skin, -40%) [14].
    Sense Vampires: Detect (Vampiric Creatures; Cannot Analyze, -10%; Magical, -10%) [4].
Disadvantages: Social Stigma (Half-Breed) [-5]; Uncontrollable Appetite (12) (Human Blood) [-15]; Vulnerability (Silver, x2) [-10].
Features: Early Maturation 2; Night Vision 5; Potential Form (Vampire; On 17-18 on a 3d roll upon death).
Creature Type: Undead.

Typical Stats

ST:

11

HP:

11

Speed:

5.25

DX:

11

Will:

10

Move:

5

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

10

DR:

-

    Punch (13): thrust 1d-1 crushing, Reach C.
    Shortsword (14): swing 1d+1 cutting, Reach 1 or thrust 1d impaling, Reach 1.
    Vampiric Bite (13): thrust 1d-1 cutting, Reach C. The katane can drain the victim’s life if the victim is helpless (pinned, stunned, unconscious, etc.), grappled, or willing. If he is wearing armor, the katane’s biting damage must penetrate its DR. Once the katane has bitten through the victim’s DR, he can drain 1 HP per second from him. For every 3 HP stolen, the katane heals 1 HP or 1 FP (his choice). He cannot raise his HP or FP above normal this way.
    Sense Vampires (9): This innate magical ability lets the katane sense vampires and other creature that feed on blood. Roll against the katane’s Per minus range penalties (p. B550) to the nearest vampire. Success lets the katane sense direction to that creature.

    Traits: Clinging; Early Maturation 2; Extended Lifespan 2; Infravision; Injury Tolerance (No Vitals); Mind Control (Magical; Vision-Based); Night Vision 5 (-5 is the native level); Potential Form (Vampire; On 17-18 on a 3d roll upon death); Resistant to Metabolic Hazards (+3); Social Stigma (Half-Breed); Uncontrollable Appetite (12) (Human Blood); Vulnerability (Silver, x2).
    Skills: Brawling-13; Shortsword-14; Stealth-14.
    Creature Type: Undead.


Mortif [Dragon Magazine #313, page 66]

16 points
Attribute Modifiers: HT-1 [-10].
Advantages: Infravision [10].
    Chill Touch: Fatigue Attack 1d (Costs Fatigue, 2 FP, -10%; Freezing, +20%; Magical, -10%; Melee Attack, Reach C, -30%) [7].
    Elemental Resistance (C,E): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Electricity, -35%; Tough Skin, -40%) [14].
Disadvantages: Social Stigma (Half-Breed) [-5].
Creature Type: Humanoid.

Typical Stats

ST:

10

HP:

10

Speed:

4.75

DX:

10

Will:

10

Move:

4

IQ:

10

Per:

10

 

 

HT:

9

FP:

9

SM:

+0

Dodge:

7

Parry:

8

DR:

5 (vs. cold and electricity)

    Shortsword swing (10): swing 1d cutting, Reach 1.
    Shortsword thrust (10): thrust 1d-1 impaling, Reach 1.
    Chill Touch (10): The mortif can infuse his touch with deathly energies. This costs 2 FP per use. This infused touch deals 1d fatigue damage. Treat FP lost to this component of the attack identically to FP lost to the cold for all purposes, notably recovery (see Cold, p. B430).

    Traits: Infravision; Social Stigma (Half-Breed).
    Skills: Shortsword-10.
    Creature Type: Humanoid.


Half-Vampire [Libris Mortis, page 106]

112 points
Attribute Modifiers: ST+1 [10]; DX+1 [20].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Mind Control (Magical, -10%; Vision-Based, -20%) [35]; Regeneration (Regular) [25]; Vampiric Bite [30].
    Children of the Night: Ally (Rat swarm; Built on 25%; 12 or less; Magical, -10%; Minion, +0%; Summonable, +100%) [4].
    Elemental Resistance (C,E): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Electricity, -35%; Tough Skin, -40%) [14].
Disadvantages: Draining (Human Blood; Illegal) [-10]; Social Stigma (Half-Breed) [-5]; Uncontrollable Appetite (12) (Human Blood) [-15]; Vulnerability (Silver, x2) [-10].
Creature Type: Humanoid.

Typical Stats

ST:

11

HP:

11

Speed:

5.25

DX:

11

Will:

10

Move:

5

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

10

DR:

5 (vs. cold and electricity)

    Punch (13): thrust 1d-1 crushing, Reach C.
    Shortsword (14): swing 1d+1 cutting, Reach 1 or thrust 1d impaling, Reach 1.
    Vampiric Bite (13): thrust 1d-1 cutting, Reach C. The half-vampire can drain the victim’s life if the victim is helpless (pinned, stunned, unconscious, etc.), grappled, or willing. If he is wearing armor, the half-vampire’s biting damage must penetrate its DR. Once the half-vampire has bitten through the victim’s DR, he can drain 1 HP per second from him. For every 3 HP stolen, the half-vampire heals 1 HP or 1 FP (his choice). He cannot raise his HP or FP above normal this way.
    Children of the Night: A half-vampire can summon a rat swarm to assist him in combat. The rat swarm’s point total must not be higher than 25% of the half-vampire’s point total. The rat swarm appears on a roll of 12 or less.

    Traits: Draining (Human Blood; Illegal); Extended Lifespan 2; Infravision; Mind Control (Magical; Vision-Based); Regeneration (Regular); Social Stigma (Half-Breed); Uncontrollable Appetite (12) (Human Blood); Vulnerability (Silver, x2).
    Skills: Brawling-13; Shortsword-14; Stealth-14.
    Creature Type: Humanoid.

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