Post by Trish on Aug 8, 2013 20:33:27 GMT -5
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GRAVEYARD SHIFT
Player: Trish
Name: Alice Danvers
Codename: Suffer, Black Alice, Evil Alice, Dead Alice
Age: 19
Height: 5'6"
Weight: 120 lbs
Hair: Platinum
Eyes: Red
Nationality: Caucasian
Occupation: Necromancer, leader of the Graveyard Shift
Appearance: Alice Danvers is a light girl, looking a touch delicate - with her skin fair and her long silky hair the color of platinum. However, her eyes are intelligent, and her expressions enchantingly wicked. She has a well-proportioned body, generous for her thin frame, and yet an intangible, undeniable power flows from her.
Personality: Everything considered, Alice is a very nice and loving girl. She cares about those close to her, and the well-being of people in general. She's a den mother, taking care of everything and trying to herd her little group in the right direction. However, her bent for revenge has put a serious dark streak in her soul - if a thing like her has such a thing.
Background: It's easy to be a weird girl when your dad is an undertaker and you live in a funeral home. However, Alice was cute and undertakers make good money, so she did alright. Still, the mortuary was in a part of town largely populated by the elderly, and so Alice did not have a lot of friends to hang out with.
Lonely, she turned to strange interests, and began to study magic in books from the local Wiccan store. She learned as much as she could, and adopted much of it into her lifestyle. She became a magic fanatic, and was thrilled when she found she could cast spells!
Alice couldn't cast spells. While her effects were flashy enough to get her introduced into the world of REAL magic, the actual occult practitioners she met told her they were not. She had some tests done, and found out she was a mutant! However, just because HER magic wasn't real didn't mean magic in general was not real, and she went back to these people to learn.
She learned what scraps that she had learned were real and what was just weird crap, and was able to drop a lot of her weird behaviors and become popular at school again. She began to learn real things, dark things - she wasn't afraid.
Some fear may have done her good. Later in her life, she saw from her home a Sentinel on the rampage in the area - a Trask Legacy Mark 9. It was attacking some mutants - kids in street clothes, not spandex criminals or vigilantes. She flew out to the scene to help, and activated her powers to place a Hold sigil under the sentinel. However, it was far stronger than anything she'd ever tried to Hold, and it broke her energy construct. The backlash was enough to fatally injure her nervous system and body, and she fell to the ground. She was afraid.
This was not to be the end of Alice, though, she was not going to give up. She remembered her dark learnings, things she should never have read. With her last bit of breath, her last ounce of strength, she began an unholy incantation. She bound her soul to an object on her person, forbade her flesh to whither, trapped the light in her eyes, and became a lich. To move her useless body, with this new dark power she performed a second ritual upon herself - animating her own corpse as one of the Vengeful Dead. The silly girl who flew at a sentinel was replaced with an undead, zombie lich. Fortunately for them both, by the time she managed to do all this she was pronounced dead and taken far away from the robot.
Now believed dead, she took on a new existence. Upon her father's property was a mortuary surrounded by land overgrown and unused - a place no one visited. She moved in there. She watched the news, and when she learned of a mutant falling to a sentinel, she would collect the body. She'd piece it back together and it would join her as a Vengeful Dead. She would lead them to fight for revenge against the sentinels and protection of mutantkind.
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Fighting----- Remarkable (20)
Agility------ Incredible (40)
Strength----- Good (10)
Endurance---- Incredible (40)
Reasoning---- Fantastic (30)
Intuition---- Incredible (40)
Psyche------- Spectacular (50)
Hit Points: 110
Mental health: 120
8Resources: Poor
Source of Income- Money they can scrounge and anything they can steal
Origin of Powers: Magical Zombie Mutant Lich
Powers:
Sigils- Alice's mutant power allows her to create two-dimensional brightly glowing ornate energy images on surfaces large enough to support them. Her ability to do this equals her Psyche and unless otherwise stated this is the limit of a single Sigil. Sigils cost 1 MH per foot of diameter plus whatever else they cost. Sigils under one foot are free. Roll Agility vs Agility to make a Sigil appear under someone. Roll normal Agility for the first 3 foot diameter; every additional 3 feet allows +1CS to the 'attack' and doubles the number of people that can be targets by a single roll. Sigils are circular and affect everything within their diameter for up to 50 feet in one direction. Subjects in this column are 'in line' with the Sigil.
For a humanoid target to fit inside a Sigil, its diameter must be at least roughly half their height. Sideways Sigils (on walls, etc) must be as wide as the subject is tall.
A sigil must be at least 3 feet in Diameter to contain one normal-sized person. Sigils can be stacked on top of other Sigils that have a diameter of at least 1 foot greater. However, a Sigil cannot be stacked on the same kind of Sigil.
Sigils can be attacked as physical objects and have 5 HP for each MH spent on them. If the Sigil is broken, Suffer takes half its total MH as damage, however she can dismiss the sigil as an action. Sigils are immune to area-of-effect attacks.
MH spent on Sigils cannot be recovered so long as those Sigils exist. She regains MH equal to her Psyche with a good night's rest.
*Sigil White- Shine - Emits light, costs 1 MH per CS of Intensity. If the Intensity CS goes over that of the Intuition of someone in the area, that person gets -1CS to all rolls due to the bright light. The Intensity is doubled for those in line with the Sigil. Anyone in line with the Sigil must roll Intuition (at whatever penalty) and score two Greens or a Yellow to find their way out of it; they may only roll once per turn and escaping ends their turn. On a Red they escape and may act with their remaining actions.
*Sigil Red- Harm - 1 CS per CS of Damage. If made to appear under someone, it instantly goes off. If the targets all evade it, or there is no one in the area, the sigil will stay there till something reasonably heavy steps or lands on it. When it goes off, it deals its Damage as Heat to the target; modified by the color of the roll on an attack, base damage if stepped on. Harm Sigils not big enough to encase their target do half damage. Harm Sigils left alone can be made to stop glowing and require an Intuition roll to spot. She may also make these appear in her palms at under 1 foot and fire them as blasts.
*Sigil Orange- Push - 1 MH per CS of Strength. This sigil is placed on an object and pushes it the direction it is in line with. If the Sigil is at least half as wide as the target, it will be pushed without damaging it. Smaller sigils deal their Strength in damage to the target before moving it. Targets capable of reacting can simply choose to move with it and be unharmed, or they can resist its Strength with their Psyche or Strength. On a Contested Strength roll, the loser takes damage equal to the Strength of the winner.
*Sigil Orange- Lift – 1 MH per 2CS of Strength. The Sigil can be used as an upwards-moving elevator, as long as has sufficient diameter to hold everyone who wants to go and sufficient Strength to lift them all. The Sigil actually moves and is solid enough to stand upon.
*Sigil Yellow- Move - 1 MH per mile of distance, minimum 1 MH. Creates two Sigils, one on the scene, and one somewhere else. Anyone or anything with Alice's blessing that gets on the Sigil will sink into it and come out the other one. If an uninvited entity becomes attached to an invited one, Alice must accept or reject them both; if she does not notice the uninvited one it will be allowed through with the invited one. If the Sigil is destroyed, things in transit are not cut in half; roll 1d2 for each object, on a 1 they are spat out the 'in' Sigil and on a 2 they are spat out the 'out' sigil, with the 'in' generally being the one created closest to Suffer. Move Sigils can transport anything that can fit in their diameter. The other end of the portal can only appear somewhere Alice has been, or otherwise somehow has knowledge of.
*Sigil Yellow- Pass - 1 MH to create. If the barrier is energized or otherwise exceptionally defended, +2 MH for each CS of defensive ability to be bypassed. Suffer can put a Pass Sigil on a wall or other barrier and an 'out' will automatically appear on the other wall, allowing things to pass through. This does not allow people to see through the wall.
*Sigil Blue- Hold - 1 MH per 2CS of Strength. The Sigil can appear under someone or can be stepped on; 'attacking' with it is not modified by color. Hold Sigils can only affect things that fit in their diameter. Anything that meets these qualifications that Suffers wishes becomes stuck to the Sigil or trapped in the air in line with it when they become in line with it. A trapped entity cannot leave the its spot or evade attacks. It must roll Psyche or Strength and score enough successes to beat the Strength score of the Sigil to escape. It costs an action to resist and may only be done once per turn. Rolling Strength is contested by the Strength of the Hold Sigil, but if the victim wins the Strength contest they deal their base Strength in damage to the sigil in addition to scoring successes. The Hold Sigil may be attacked by someone standing on it, but whatever they attack it with (weapon, fist) becomes stuck to it. While Hold Sigils cannot be stacked, if they can be put in line with a target from another surface (i.e., a wall) they can affect that same target. Rolling Strength against multiple Hold Sigils must be done individually but can only damage them if all cooperating Hold Sigils are defeated in the Strength contest in a single round. Attacking a held entity gives it successes against the Hold Sigils equal to half the damage dealt to it.
*Sigil Green- Heal - 1 MH per CS of Healing. Healing has no 'line' and only affects anyone who touches it. If left alone, it will automatically heal anyone who touches it either to full health or till it runs out of HP. If multiple people touch it at once, and there is not enough to heal them all, the HP store will be divided among them equally with any odd points being lost. Suffer can make small Grow Sigils on her palms and 'tag' people to heal them. Unused Grow Sigils can also be used to enlarge or vitalize a simple life form like a vermin or plant. Unused Heal Sigils can be re-absorbed at range and Suffer regains 10% of their remaining HP (rounded down) as MH.
*Sigil Green- Grow - 1 MH per CS of Intensity. Grow Sigils can be used to enlarge or vitalize a simple life form like a vermin or plant. Put an effectible object in line with the Sigil and roll its Intensity. On a Yellow, the target increases in size by 100% in all dimensions per each CS of Intensity the Sigil has; however, they cannot get bigger around than the diameter of the Sigil or taller than 50 feet. This effect is permanent.
*Sigil Indigo- Learn - 1 MH per 2CS of Intuition. An object placed on the Sigil that fits in its diameter can be scanned, learning its facts and the secrets it holds. When used on a living creature, this can potentially transfer knowledge from its brain. Once the roll has been made on a Green or better, the Sigil vanishes and is done. On a Botch, the sigil may break, or give confused information, or any number of awful things. Alternatively, the Learn Sigil can be placed on a wall like a Move Sigil, allowing people to see through. While this window is only one-way, those on the other side can see the glowing Sigil on their wall.
*Sigil Purple- Soak - 1 MH per 2CS of HP. Any attack directed at anyone within the Line of the Soak Sigil is intercepted by the Soak Sigil, which is damaged instead. Ranged attacks with Armor Piercing can bypass the barrier to the extent of their Armor Piercing, but any excess damage is absorbed. Soak Sigils are protected by their own barrier and cannot be attacked without getting through the barrier. Soak Sigils vanish when all their HP is gone and this does not count as 'breaking' and thus does not harm Suffer. Things can pass freely through the barrier with Suffer's blessing. Intact Soak Sigils can be re-absorbed at range and Suffer regains 10% of their remaining HP (rounded down) as MH. A moving object that hits the barrier without breaking the Sigil is stopped.
*Sigil Purple- Shield - 1 MH per CS of Armor. Entities in line with the Shield Sigil gain the Sigil's Armor vs all damage from outside the barrier. However, all entities outside the barrier get the same protection from those within. Suffer can raise and lower the barrier at will but cannot allow things to pass through it. The Shield Sigil can be attacked directly, but is protected by its own Armor. A moving object that hits the barrier without breaking the Sigil is stopped. Alternatively, in a rare exception Suffer can make a Shield Sigil larger than her palm and use it as a Shield, at a cost of 2MH per Level. Every Level adds 1 foot to the Diameter so at human size Suffer maxes this out at Level 3. This is treated as a normal Shield, but can be attacked directly as a Called Shot to try to break it.
*Sigil Black- Hide - 1 MH per Foot per Minute outside combat, 1 MH per Foot per Round in combat. All entities on the Hide Sigil are rendered completely undetectable to nonmagical means, as well as to many magical means. Firing at the Sigil or its denizens has a 1d2 miss chance, with a hit on a 1. The Hide Sigil cannot move, but more can be created adjacent to it and the denizens can roll Agility or Stealth to move from one to the next unseen. Objects freely enter and exit the Hide Sigil, and objects within can see out but are aware of where the barrier lies.
*Sigil Black- Take - 1 MH per pound of matter, +1 MH per target's current HP if matter is alive. Cannot be thrown as an attack. Anything on or in line with the Take Sigil when Suffer activates it (as a free action) sinks into the Sigil and is banished to an unknown place. Concious, living entities can roll Psyche to resist this' on a Green they resist for this round but are stuck and they roll again on their next turn; on a Yellow or better they escape. Once the Take Sigil has resolved its intiall Take attempt, it is gone.
Note: The 'Unknown Place' is not of our world, but this does not mean it is not possible to get back from.
MH Regeneration- Good(10) (10 points per round).
Mental Armor- Suffer has Good(10) Armor versus things that attack her MH.
Spells: Alice can use her MH points to cast spells that she knows. Casting a spell costs an Action, unless it is an attack.
Evoke- 5 MH. Emit a bolt of Fire, Lightning, Cold, Acid, Sonic, or Force energy from the hand for Remarkable(20) damage.
*Spherical Evoke- using Evoke as a power attack causes it to emit as a ball and do double damage instead of 150%
Fly- Free, constantly active. True flight at normal Agility with Feeble(60MPH) Air Speed.
Deathspeak- 5 MH per corpse. Can communicate with a corpse that has been dead less than an hour and it will be compelled to share information; it knows what it knew in life. Older corpses cost 10 MH and can talk as long as their soul has not moved on, and they know greater things but cannot be forced to share.
Beastspeak- 5 MH per animal. Animals are compelled to be talkative but not perform helpful actions; they must be convinced.
Command Undead- Command magical undead with Reasoning of Good(10) or less. Freely control undead she has created; 10 MH and a Psyche-vs-Reasoning roll to command others. Undead cannot resist beyond this, but their own creators can roll Psyche to take them back, if they are mentally controlled. Maximum number of undead that can be controlled is determined by their combined Reasoning; this number cannot exceed her Psyche.
Prestidigitation- 1 MH. This does 'parlor tricks' of dubious use; creating a match-sized flame on the hand, conjuring a small vermin, cleaning a person, conjuring a small amount of food, changing the color of a small object - simple tricks.
Mage Hand- 1 MH to telekinetically move an object up to 5 pounds, up to 5 feet. Cannot move objects fast enough to damage things with them.
Scry- 5 MH to use a clear ball, pool, fine mirror, or similar object to remotely view a place or entity she is familiar with. If no Scrying vessel is available, 5 MH to make an energy sphere suitable to use. Roll Psyche to activate the Scrying and determine how clear the picture is. Anyone looking into the Scrying vessel can see the same images.
Gentle Repose- 10 MH per day to ignore one day of missed feeding on herself. 30 MH to revert to a previous day's state. MH spent on this cannot be regained until she has fed.
Rituals: Alice can conduct arcane rituals that she knows.
Rite of the Vengeful Dead- Raises a person from their dead; their body must be largely whole or have been re-assembled. They come back with the Powers and Weaknesses of a standard zombie, their normal abilities, and a Death Throes ability based on their cause of death.
Raise Zombie- Spend 20 MH to turn any corpse into a mindless, non-contagious zombie. Does not retain powers, sentience, skills, or any other abilities of the original. Gets -1CS to Fighting and Agility, +1CS to Strength, and double HP. Zombies not being actively controlled can operate indefinitely on a one-word command. The Ritual takes a full round, but multiple Zombies can be raised at once if enough MH is spent.
Raise Skeleton- Spend 20 MH to raise an intact skeleton into a mindless animated skeleton. Does not retain powers, sentience, skills, or any other abilities of the original. Gets +1CS to Fighting and Agility, -1CS to Strength, and Good(10) Armor. Animated Skeletons not being actively controlled can operate indefinitely on up to a five-word command. Skeletons with meat still on them will shed it when raised. Skeletons can use tools and other equipment. The Ritual takes a full round, but multiple Skeletons can be raised at once if enough MH is spent.
Zombie Powers:
Undead- The dead body is not affected by diseases or most poisons, it is not affected by effects that stun or make one bleed.
*Only Good Mutant- Sentinels that scan the undead mutant will detect it as an already dead mutant, even if it is using its power, and largely ignore it. The zombie must be significantly aggressive to the Sentinel or another party to get the Sentinel to attack it.
*Undeath- The zombie is dead and has trouble dying further. Unless the body is completely annihilated, they will come back eventually. However, any serious removal of body parts may have to be manually replaced.
Enhanced Strength- +2CS to Strength, reflected in stats.
Darkvision- The undead can see without light.
Feral Senses- The undead have hearing and smell like animals, and only get -1CS when blinded.
*Tracking- Roll Intuition to track by scent.
Ghoul's Grin- As a free action, the zombie can transform their mouth - cheeks pulling back ear-to-ear, every tooth transforming into a large, sharp, flesh-ripping grey fang. Biting is clumsy, and it is -1 to attack and an additional -1 for every consecutive bite (in addition to the multiple action penalty), but it does double Strength in damage and has Fantastic(30) Armor Piercing. The zombie can change their mouth back to normal as a free action.
Claws- As a free action, the zombie can transform their nails into horrible sharp claws. These do Strength in damage with Good(10) Armor Piercing.
*Skullbite- A special move, the zombie can announce this and roll Claw, Claw, Bite - the bite not suffering the normal penalty. If all three attacks hit with a Yellow or better, the Zombie deals their Bite damage directly to the victim's head like a called shot. If all three attacks do NOT score a yellow or better, each successful attack does Strength in damage with no Armor Piercing. This does not work on PCs or major NPCs.
Regeneration- If the zombie is well fed, it has Good(10) Regeneration (10 HP per round).
Lich Powers:
Advanced Undeath- As a Lich, Alice cannot die from any amount of damage to her physical body. If she is damaged beyond repair, she will regenerate from a phylactery of her choice. Only when all her phylacteries and her physical form are completely destroyed will she be gone forever. Probably.
Magical Armor- Alice has Remarkable(20) Armor vs magical attacks and +2CS resistance to magical effects.
Death Throes: The ritual that revives the dead grants them a power based upon the wound that slew them.
When Alice was killed by the Mark 9, her power became forever linked to that of machines. When she uses this power, her nervous system glows through her skin.
Sigil Purple - Sap- Alice's personal life force is connected to the power of the Sentinels. She may create a free Sigil big enough to target a single robotic or mechanical energy. She may lay it as a trap, or create it as an attack. When a proper entity is in the Sap Sigil, she may drain its energies. On a trap, she rolls Psyche when the entity is in line with the Sigil; on an attack it is modified by the attack roll. Either way, she loses 10 HP. On a Yellow, the entity gets -2CS to all physical attributes and she regains 20MH. The effects are doubled on Sentinels. Once a connection has been established by a successful initial roll, she may continue to roll Psyche as multiple action; each success costs her 10 HP and recharges her MH modified by the color of the roll. If any Physical Attribute reaches 0, the machine powers down. On a Botch, the effects may be reversed.
*Soulless Charge- Use of the Sap Sigil can take Suffer above her normal max MH. MH beyond her normal max can be used to creat Sigils beyond her normal limits of size and CS. Excess MH fades at the end of the scene.
Equipment: As Powers above, you don't need to write anything here but hey feel free. 'Equipment' is stuff you carry, from a weapon to a high tech gadget. If you have a gun, post it here.
Phylacteries- Alice has multiple phylacteries hidden in many places and carried by her people. Each one allows her Remarkable(20) Restorative Restoration - if her body is destroyed, she may regenerate from the Phylactery at 20 HP per day. Her powers are not active until she is at full health.
Crystal Ball- Real crystal ball for scrying, 18 inch diameter. Not particularly portable. Gives +2CS to Scrying.
Cape- Alice's cape is not special, however if she extends her arm out to the side, it opens up a surface large enough to create a 3 foot diameter Sigil on either side of her body.
Weaknesses:
The Hunger- The zombies eat human flesh. They can eat other things, but the human flesh is generally mandatory every couple days. It is best to feed every few days. The results of denying oneself are predictable.
-Day One, A healthy glow- Throughout the first day the zombie has gone without feeding, they can still pass for a weird human and they maintain their Regeneration.
-Day Two, the Grave starts to show- On the second day, the eyes and cheeks start to sink in, the face begins to gray - a good look at the face or body will warn that this is not a human. Regeneration is halved.
-Day Three, the Hunger's in your head- On the third day, the corpse appearance is enhanced, and madness is in the eyes. There is no regeneration. The body calls for sustenance, and the Hunger's demands give -1CS to all rolls that do not directly relate to chowing down on a person, and +2cs to all that do!
-Day Four, everyone you love is dead- On the fourth day, the Hunger does not want to wait. -2CS to anything not directly related to feeding. Whenever any living human is seen, roll Psyche. On a Yellow, the Zombie can resist the hunger, for the moment, and get away. On a Red, the zombie can stick around for a few minutes without harming anyone. On a Green, the Hunger is as strong as the zombie and the zombie may only hold perfectly still and say one word. On a White or worse, the zombie must attack and attempt to feed on someone in the vicinity they see. The Psyche roll does not get the -2 penalty,. however the roll is at -1 each time they encounter the same person before they manage to feed.
Every day beyond this, the Psyche roll to not attack gets an additional -1CS, and the Zombie loses a rank of Endurance.
Should they manage to lose all their Endurance, they will die again.
Should they run out of Psyche before Endurance, the Hunger takes over and they go looking for someone to eat. The Hunger takes them to where it knows there will be people, and that usually leads back home...
*The Hunger Mantra- The Zombie can push themselves back to the effects of the previous day by taking -2CS to all actions and repeating the Hunger Mantra whenever their condition is aggravated.
Unholy- Despite the zombie's actual alignment, their magic comes from a dark place. They are considered to be a dark/unholy/negative creature.
Contacts: Alice has contacts throughout the occult underworld, and is able to get the ingredients of black magic.
Knowledges: Alice is versed on occult knowledge. Of course, she knows magic and can read magical languages.
Skills: Alice knows all the skills of undertaking; she can make a man who crashed his motorcycle on the highway look just like he used to in his coffin. She's also good at sewing.
Notable Notes: Alice's codename comes from a Bible verse; Exodus (22:18); Thou shalt not suffer a witch to live.
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GRAVEYARD SHIFT
Player: Trish
Name: Alice Danvers
Codename: Suffer, Black Alice, Evil Alice, Dead Alice
Age: 19
Height: 5'6"
Weight: 120 lbs
Hair: Platinum
Eyes: Red
Nationality: Caucasian
Occupation: Necromancer, leader of the Graveyard Shift
Appearance: Alice Danvers is a light girl, looking a touch delicate - with her skin fair and her long silky hair the color of platinum. However, her eyes are intelligent, and her expressions enchantingly wicked. She has a well-proportioned body, generous for her thin frame, and yet an intangible, undeniable power flows from her.
Personality: Everything considered, Alice is a very nice and loving girl. She cares about those close to her, and the well-being of people in general. She's a den mother, taking care of everything and trying to herd her little group in the right direction. However, her bent for revenge has put a serious dark streak in her soul - if a thing like her has such a thing.
Background: It's easy to be a weird girl when your dad is an undertaker and you live in a funeral home. However, Alice was cute and undertakers make good money, so she did alright. Still, the mortuary was in a part of town largely populated by the elderly, and so Alice did not have a lot of friends to hang out with.
Lonely, she turned to strange interests, and began to study magic in books from the local Wiccan store. She learned as much as she could, and adopted much of it into her lifestyle. She became a magic fanatic, and was thrilled when she found she could cast spells!
Alice couldn't cast spells. While her effects were flashy enough to get her introduced into the world of REAL magic, the actual occult practitioners she met told her they were not. She had some tests done, and found out she was a mutant! However, just because HER magic wasn't real didn't mean magic in general was not real, and she went back to these people to learn.
She learned what scraps that she had learned were real and what was just weird crap, and was able to drop a lot of her weird behaviors and become popular at school again. She began to learn real things, dark things - she wasn't afraid.
Some fear may have done her good. Later in her life, she saw from her home a Sentinel on the rampage in the area - a Trask Legacy Mark 9. It was attacking some mutants - kids in street clothes, not spandex criminals or vigilantes. She flew out to the scene to help, and activated her powers to place a Hold sigil under the sentinel. However, it was far stronger than anything she'd ever tried to Hold, and it broke her energy construct. The backlash was enough to fatally injure her nervous system and body, and she fell to the ground. She was afraid.
This was not to be the end of Alice, though, she was not going to give up. She remembered her dark learnings, things she should never have read. With her last bit of breath, her last ounce of strength, she began an unholy incantation. She bound her soul to an object on her person, forbade her flesh to whither, trapped the light in her eyes, and became a lich. To move her useless body, with this new dark power she performed a second ritual upon herself - animating her own corpse as one of the Vengeful Dead. The silly girl who flew at a sentinel was replaced with an undead, zombie lich. Fortunately for them both, by the time she managed to do all this she was pronounced dead and taken far away from the robot.
Now believed dead, she took on a new existence. Upon her father's property was a mortuary surrounded by land overgrown and unused - a place no one visited. She moved in there. She watched the news, and when she learned of a mutant falling to a sentinel, she would collect the body. She'd piece it back together and it would join her as a Vengeful Dead. She would lead them to fight for revenge against the sentinels and protection of mutantkind.
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Fighting----- Remarkable (20)
Agility------ Incredible (40)
Strength----- Good (10)
Endurance---- Incredible (40)
Reasoning---- Fantastic (30)
Intuition---- Incredible (40)
Psyche------- Spectacular (50)
Hit Points: 110
Mental health: 120
8Resources: Poor
Source of Income- Money they can scrounge and anything they can steal
Origin of Powers: Magical Zombie Mutant Lich
Powers:
Sigils- Alice's mutant power allows her to create two-dimensional brightly glowing ornate energy images on surfaces large enough to support them. Her ability to do this equals her Psyche and unless otherwise stated this is the limit of a single Sigil. Sigils cost 1 MH per foot of diameter plus whatever else they cost. Sigils under one foot are free. Roll Agility vs Agility to make a Sigil appear under someone. Roll normal Agility for the first 3 foot diameter; every additional 3 feet allows +1CS to the 'attack' and doubles the number of people that can be targets by a single roll. Sigils are circular and affect everything within their diameter for up to 50 feet in one direction. Subjects in this column are 'in line' with the Sigil.
For a humanoid target to fit inside a Sigil, its diameter must be at least roughly half their height. Sideways Sigils (on walls, etc) must be as wide as the subject is tall.
A sigil must be at least 3 feet in Diameter to contain one normal-sized person. Sigils can be stacked on top of other Sigils that have a diameter of at least 1 foot greater. However, a Sigil cannot be stacked on the same kind of Sigil.
Sigils can be attacked as physical objects and have 5 HP for each MH spent on them. If the Sigil is broken, Suffer takes half its total MH as damage, however she can dismiss the sigil as an action. Sigils are immune to area-of-effect attacks.
MH spent on Sigils cannot be recovered so long as those Sigils exist. She regains MH equal to her Psyche with a good night's rest.
*Sigil White- Shine - Emits light, costs 1 MH per CS of Intensity. If the Intensity CS goes over that of the Intuition of someone in the area, that person gets -1CS to all rolls due to the bright light. The Intensity is doubled for those in line with the Sigil. Anyone in line with the Sigil must roll Intuition (at whatever penalty) and score two Greens or a Yellow to find their way out of it; they may only roll once per turn and escaping ends their turn. On a Red they escape and may act with their remaining actions.
*Sigil Red- Harm - 1 CS per CS of Damage. If made to appear under someone, it instantly goes off. If the targets all evade it, or there is no one in the area, the sigil will stay there till something reasonably heavy steps or lands on it. When it goes off, it deals its Damage as Heat to the target; modified by the color of the roll on an attack, base damage if stepped on. Harm Sigils not big enough to encase their target do half damage. Harm Sigils left alone can be made to stop glowing and require an Intuition roll to spot. She may also make these appear in her palms at under 1 foot and fire them as blasts.
*Sigil Orange- Push - 1 MH per CS of Strength. This sigil is placed on an object and pushes it the direction it is in line with. If the Sigil is at least half as wide as the target, it will be pushed without damaging it. Smaller sigils deal their Strength in damage to the target before moving it. Targets capable of reacting can simply choose to move with it and be unharmed, or they can resist its Strength with their Psyche or Strength. On a Contested Strength roll, the loser takes damage equal to the Strength of the winner.
*Sigil Orange- Lift – 1 MH per 2CS of Strength. The Sigil can be used as an upwards-moving elevator, as long as has sufficient diameter to hold everyone who wants to go and sufficient Strength to lift them all. The Sigil actually moves and is solid enough to stand upon.
*Sigil Yellow- Move - 1 MH per mile of distance, minimum 1 MH. Creates two Sigils, one on the scene, and one somewhere else. Anyone or anything with Alice's blessing that gets on the Sigil will sink into it and come out the other one. If an uninvited entity becomes attached to an invited one, Alice must accept or reject them both; if she does not notice the uninvited one it will be allowed through with the invited one. If the Sigil is destroyed, things in transit are not cut in half; roll 1d2 for each object, on a 1 they are spat out the 'in' Sigil and on a 2 they are spat out the 'out' sigil, with the 'in' generally being the one created closest to Suffer. Move Sigils can transport anything that can fit in their diameter. The other end of the portal can only appear somewhere Alice has been, or otherwise somehow has knowledge of.
*Sigil Yellow- Pass - 1 MH to create. If the barrier is energized or otherwise exceptionally defended, +2 MH for each CS of defensive ability to be bypassed. Suffer can put a Pass Sigil on a wall or other barrier and an 'out' will automatically appear on the other wall, allowing things to pass through. This does not allow people to see through the wall.
*Sigil Blue- Hold - 1 MH per 2CS of Strength. The Sigil can appear under someone or can be stepped on; 'attacking' with it is not modified by color. Hold Sigils can only affect things that fit in their diameter. Anything that meets these qualifications that Suffers wishes becomes stuck to the Sigil or trapped in the air in line with it when they become in line with it. A trapped entity cannot leave the its spot or evade attacks. It must roll Psyche or Strength and score enough successes to beat the Strength score of the Sigil to escape. It costs an action to resist and may only be done once per turn. Rolling Strength is contested by the Strength of the Hold Sigil, but if the victim wins the Strength contest they deal their base Strength in damage to the sigil in addition to scoring successes. The Hold Sigil may be attacked by someone standing on it, but whatever they attack it with (weapon, fist) becomes stuck to it. While Hold Sigils cannot be stacked, if they can be put in line with a target from another surface (i.e., a wall) they can affect that same target. Rolling Strength against multiple Hold Sigils must be done individually but can only damage them if all cooperating Hold Sigils are defeated in the Strength contest in a single round. Attacking a held entity gives it successes against the Hold Sigils equal to half the damage dealt to it.
*Sigil Green- Heal - 1 MH per CS of Healing. Healing has no 'line' and only affects anyone who touches it. If left alone, it will automatically heal anyone who touches it either to full health or till it runs out of HP. If multiple people touch it at once, and there is not enough to heal them all, the HP store will be divided among them equally with any odd points being lost. Suffer can make small Grow Sigils on her palms and 'tag' people to heal them. Unused Grow Sigils can also be used to enlarge or vitalize a simple life form like a vermin or plant. Unused Heal Sigils can be re-absorbed at range and Suffer regains 10% of their remaining HP (rounded down) as MH.
*Sigil Green- Grow - 1 MH per CS of Intensity. Grow Sigils can be used to enlarge or vitalize a simple life form like a vermin or plant. Put an effectible object in line with the Sigil and roll its Intensity. On a Yellow, the target increases in size by 100% in all dimensions per each CS of Intensity the Sigil has; however, they cannot get bigger around than the diameter of the Sigil or taller than 50 feet. This effect is permanent.
*Sigil Indigo- Learn - 1 MH per 2CS of Intuition. An object placed on the Sigil that fits in its diameter can be scanned, learning its facts and the secrets it holds. When used on a living creature, this can potentially transfer knowledge from its brain. Once the roll has been made on a Green or better, the Sigil vanishes and is done. On a Botch, the sigil may break, or give confused information, or any number of awful things. Alternatively, the Learn Sigil can be placed on a wall like a Move Sigil, allowing people to see through. While this window is only one-way, those on the other side can see the glowing Sigil on their wall.
*Sigil Purple- Soak - 1 MH per 2CS of HP. Any attack directed at anyone within the Line of the Soak Sigil is intercepted by the Soak Sigil, which is damaged instead. Ranged attacks with Armor Piercing can bypass the barrier to the extent of their Armor Piercing, but any excess damage is absorbed. Soak Sigils are protected by their own barrier and cannot be attacked without getting through the barrier. Soak Sigils vanish when all their HP is gone and this does not count as 'breaking' and thus does not harm Suffer. Things can pass freely through the barrier with Suffer's blessing. Intact Soak Sigils can be re-absorbed at range and Suffer regains 10% of their remaining HP (rounded down) as MH. A moving object that hits the barrier without breaking the Sigil is stopped.
*Sigil Purple- Shield - 1 MH per CS of Armor. Entities in line with the Shield Sigil gain the Sigil's Armor vs all damage from outside the barrier. However, all entities outside the barrier get the same protection from those within. Suffer can raise and lower the barrier at will but cannot allow things to pass through it. The Shield Sigil can be attacked directly, but is protected by its own Armor. A moving object that hits the barrier without breaking the Sigil is stopped. Alternatively, in a rare exception Suffer can make a Shield Sigil larger than her palm and use it as a Shield, at a cost of 2MH per Level. Every Level adds 1 foot to the Diameter so at human size Suffer maxes this out at Level 3. This is treated as a normal Shield, but can be attacked directly as a Called Shot to try to break it.
*Sigil Black- Hide - 1 MH per Foot per Minute outside combat, 1 MH per Foot per Round in combat. All entities on the Hide Sigil are rendered completely undetectable to nonmagical means, as well as to many magical means. Firing at the Sigil or its denizens has a 1d2 miss chance, with a hit on a 1. The Hide Sigil cannot move, but more can be created adjacent to it and the denizens can roll Agility or Stealth to move from one to the next unseen. Objects freely enter and exit the Hide Sigil, and objects within can see out but are aware of where the barrier lies.
*Sigil Black- Take - 1 MH per pound of matter, +1 MH per target's current HP if matter is alive. Cannot be thrown as an attack. Anything on or in line with the Take Sigil when Suffer activates it (as a free action) sinks into the Sigil and is banished to an unknown place. Concious, living entities can roll Psyche to resist this' on a Green they resist for this round but are stuck and they roll again on their next turn; on a Yellow or better they escape. Once the Take Sigil has resolved its intiall Take attempt, it is gone.
Note: The 'Unknown Place' is not of our world, but this does not mean it is not possible to get back from.
MH Regeneration- Good(10) (10 points per round).
Mental Armor- Suffer has Good(10) Armor versus things that attack her MH.
Spells: Alice can use her MH points to cast spells that she knows. Casting a spell costs an Action, unless it is an attack.
Evoke- 5 MH. Emit a bolt of Fire, Lightning, Cold, Acid, Sonic, or Force energy from the hand for Remarkable(20) damage.
*Spherical Evoke- using Evoke as a power attack causes it to emit as a ball and do double damage instead of 150%
Fly- Free, constantly active. True flight at normal Agility with Feeble(60MPH) Air Speed.
Deathspeak- 5 MH per corpse. Can communicate with a corpse that has been dead less than an hour and it will be compelled to share information; it knows what it knew in life. Older corpses cost 10 MH and can talk as long as their soul has not moved on, and they know greater things but cannot be forced to share.
Beastspeak- 5 MH per animal. Animals are compelled to be talkative but not perform helpful actions; they must be convinced.
Command Undead- Command magical undead with Reasoning of Good(10) or less. Freely control undead she has created; 10 MH and a Psyche-vs-Reasoning roll to command others. Undead cannot resist beyond this, but their own creators can roll Psyche to take them back, if they are mentally controlled. Maximum number of undead that can be controlled is determined by their combined Reasoning; this number cannot exceed her Psyche.
Prestidigitation- 1 MH. This does 'parlor tricks' of dubious use; creating a match-sized flame on the hand, conjuring a small vermin, cleaning a person, conjuring a small amount of food, changing the color of a small object - simple tricks.
Mage Hand- 1 MH to telekinetically move an object up to 5 pounds, up to 5 feet. Cannot move objects fast enough to damage things with them.
Scry- 5 MH to use a clear ball, pool, fine mirror, or similar object to remotely view a place or entity she is familiar with. If no Scrying vessel is available, 5 MH to make an energy sphere suitable to use. Roll Psyche to activate the Scrying and determine how clear the picture is. Anyone looking into the Scrying vessel can see the same images.
Gentle Repose- 10 MH per day to ignore one day of missed feeding on herself. 30 MH to revert to a previous day's state. MH spent on this cannot be regained until she has fed.
Rituals: Alice can conduct arcane rituals that she knows.
Rite of the Vengeful Dead- Raises a person from their dead; their body must be largely whole or have been re-assembled. They come back with the Powers and Weaknesses of a standard zombie, their normal abilities, and a Death Throes ability based on their cause of death.
Raise Zombie- Spend 20 MH to turn any corpse into a mindless, non-contagious zombie. Does not retain powers, sentience, skills, or any other abilities of the original. Gets -1CS to Fighting and Agility, +1CS to Strength, and double HP. Zombies not being actively controlled can operate indefinitely on a one-word command. The Ritual takes a full round, but multiple Zombies can be raised at once if enough MH is spent.
Raise Skeleton- Spend 20 MH to raise an intact skeleton into a mindless animated skeleton. Does not retain powers, sentience, skills, or any other abilities of the original. Gets +1CS to Fighting and Agility, -1CS to Strength, and Good(10) Armor. Animated Skeletons not being actively controlled can operate indefinitely on up to a five-word command. Skeletons with meat still on them will shed it when raised. Skeletons can use tools and other equipment. The Ritual takes a full round, but multiple Skeletons can be raised at once if enough MH is spent.
Zombie Powers:
Undead- The dead body is not affected by diseases or most poisons, it is not affected by effects that stun or make one bleed.
*Only Good Mutant- Sentinels that scan the undead mutant will detect it as an already dead mutant, even if it is using its power, and largely ignore it. The zombie must be significantly aggressive to the Sentinel or another party to get the Sentinel to attack it.
*Undeath- The zombie is dead and has trouble dying further. Unless the body is completely annihilated, they will come back eventually. However, any serious removal of body parts may have to be manually replaced.
Enhanced Strength- +2CS to Strength, reflected in stats.
Darkvision- The undead can see without light.
Feral Senses- The undead have hearing and smell like animals, and only get -1CS when blinded.
*Tracking- Roll Intuition to track by scent.
Ghoul's Grin- As a free action, the zombie can transform their mouth - cheeks pulling back ear-to-ear, every tooth transforming into a large, sharp, flesh-ripping grey fang. Biting is clumsy, and it is -1 to attack and an additional -1 for every consecutive bite (in addition to the multiple action penalty), but it does double Strength in damage and has Fantastic(30) Armor Piercing. The zombie can change their mouth back to normal as a free action.
Claws- As a free action, the zombie can transform their nails into horrible sharp claws. These do Strength in damage with Good(10) Armor Piercing.
*Skullbite- A special move, the zombie can announce this and roll Claw, Claw, Bite - the bite not suffering the normal penalty. If all three attacks hit with a Yellow or better, the Zombie deals their Bite damage directly to the victim's head like a called shot. If all three attacks do NOT score a yellow or better, each successful attack does Strength in damage with no Armor Piercing. This does not work on PCs or major NPCs.
Regeneration- If the zombie is well fed, it has Good(10) Regeneration (10 HP per round).
Lich Powers:
Advanced Undeath- As a Lich, Alice cannot die from any amount of damage to her physical body. If she is damaged beyond repair, she will regenerate from a phylactery of her choice. Only when all her phylacteries and her physical form are completely destroyed will she be gone forever. Probably.
Magical Armor- Alice has Remarkable(20) Armor vs magical attacks and +2CS resistance to magical effects.
Death Throes: The ritual that revives the dead grants them a power based upon the wound that slew them.
When Alice was killed by the Mark 9, her power became forever linked to that of machines. When she uses this power, her nervous system glows through her skin.
Sigil Purple - Sap- Alice's personal life force is connected to the power of the Sentinels. She may create a free Sigil big enough to target a single robotic or mechanical energy. She may lay it as a trap, or create it as an attack. When a proper entity is in the Sap Sigil, she may drain its energies. On a trap, she rolls Psyche when the entity is in line with the Sigil; on an attack it is modified by the attack roll. Either way, she loses 10 HP. On a Yellow, the entity gets -2CS to all physical attributes and she regains 20MH. The effects are doubled on Sentinels. Once a connection has been established by a successful initial roll, she may continue to roll Psyche as multiple action; each success costs her 10 HP and recharges her MH modified by the color of the roll. If any Physical Attribute reaches 0, the machine powers down. On a Botch, the effects may be reversed.
*Soulless Charge- Use of the Sap Sigil can take Suffer above her normal max MH. MH beyond her normal max can be used to creat Sigils beyond her normal limits of size and CS. Excess MH fades at the end of the scene.
Equipment: As Powers above, you don't need to write anything here but hey feel free. 'Equipment' is stuff you carry, from a weapon to a high tech gadget. If you have a gun, post it here.
Phylacteries- Alice has multiple phylacteries hidden in many places and carried by her people. Each one allows her Remarkable(20) Restorative Restoration - if her body is destroyed, she may regenerate from the Phylactery at 20 HP per day. Her powers are not active until she is at full health.
Crystal Ball- Real crystal ball for scrying, 18 inch diameter. Not particularly portable. Gives +2CS to Scrying.
Cape- Alice's cape is not special, however if she extends her arm out to the side, it opens up a surface large enough to create a 3 foot diameter Sigil on either side of her body.
Weaknesses:
The Hunger- The zombies eat human flesh. They can eat other things, but the human flesh is generally mandatory every couple days. It is best to feed every few days. The results of denying oneself are predictable.
-Day One, A healthy glow- Throughout the first day the zombie has gone without feeding, they can still pass for a weird human and they maintain their Regeneration.
-Day Two, the Grave starts to show- On the second day, the eyes and cheeks start to sink in, the face begins to gray - a good look at the face or body will warn that this is not a human. Regeneration is halved.
-Day Three, the Hunger's in your head- On the third day, the corpse appearance is enhanced, and madness is in the eyes. There is no regeneration. The body calls for sustenance, and the Hunger's demands give -1CS to all rolls that do not directly relate to chowing down on a person, and +2cs to all that do!
-Day Four, everyone you love is dead- On the fourth day, the Hunger does not want to wait. -2CS to anything not directly related to feeding. Whenever any living human is seen, roll Psyche. On a Yellow, the Zombie can resist the hunger, for the moment, and get away. On a Red, the zombie can stick around for a few minutes without harming anyone. On a Green, the Hunger is as strong as the zombie and the zombie may only hold perfectly still and say one word. On a White or worse, the zombie must attack and attempt to feed on someone in the vicinity they see. The Psyche roll does not get the -2 penalty,. however the roll is at -1 each time they encounter the same person before they manage to feed.
Every day beyond this, the Psyche roll to not attack gets an additional -1CS, and the Zombie loses a rank of Endurance.
Should they manage to lose all their Endurance, they will die again.
Should they run out of Psyche before Endurance, the Hunger takes over and they go looking for someone to eat. The Hunger takes them to where it knows there will be people, and that usually leads back home...
*The Hunger Mantra- The Zombie can push themselves back to the effects of the previous day by taking -2CS to all actions and repeating the Hunger Mantra whenever their condition is aggravated.
Unholy- Despite the zombie's actual alignment, their magic comes from a dark place. They are considered to be a dark/unholy/negative creature.
Contacts: Alice has contacts throughout the occult underworld, and is able to get the ingredients of black magic.
Knowledges: Alice is versed on occult knowledge. Of course, she knows magic and can read magical languages.
Skills: Alice knows all the skills of undertaking; she can make a man who crashed his motorcycle on the highway look just like he used to in his coffin. She's also good at sewing.
Notable Notes: Alice's codename comes from a Bible verse; Exodus (22:18); Thou shalt not suffer a witch to live.
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