Post by Morrigan on Feb 2, 2004 16:05:55 GMT -5
Inferno Dwellers, nihilistic spawn of the H-bomb
Description: The Inferno Dwellers are all at least seventy years of age, around six feet tall, and weigh less than 100 pounds. Although not physically massive, Inferno Dwellers are preternaturally strong, easily able to lift and throw a grown man or strangle the life out of him with their bony hands. They are both terrifying and awesome to behold. Every Inferno Dweller looks like a glowing, fire-blackened skeleton, wreathed an a corona of flames, with a terrifying, blinding ruby radiance blazing from their nighted eye sockets. Fire seems to drip like a liquid from their eye sockets and mouths, and from any outstretched extremity. They are all dangerously radioactive. They do not need to sleep or eat, and, so long as the supply of radiation and life energy to steal remains steady, they never seem to tire. They are unable to feel pain in a normal sense, and they do not make a sound, save the crackling of the fires that envelop them.
Apparently, an H-bomb blast has an eye, like a hurricane. Unbeknownst to anyone, an apocalyptic cult had arisen which worshiped the nuclear bomb as the final wrath of god to cleanse a corrupt world. This cult stole onto the test site and somehow essentially hid at ground zero of one of the last above ground, atmospheric H-bomb test shots, and were caught in the "eye" of the blast. Physically destroyed in the conventional sense, some sort of animus continued to keep their skeletons, now lethally radioactive and sustained by radiation itself, moving.
The Inferno Dwellers cannot speak, and choose not to communicate. They are intelligent, for they do act with purpose, but it is not any kind of human intelligence. These dead hate the living, and will take any opportunity that presents itself to kill normal human and animal life. They seek to end the world and extinguish all life on planet Earth.
STR: 20 DEX: 9 CON: 9 SIZ: 11 INT: 10 EDU:15 APP: 2 POW: 50* SAN: 10 HP: 10**
* See Power Drain below
** see Armor
Damage Bonus: + 1d4
Magic Points: 50
Armor: These dwellers in the inferno take no damage from cutting weapons, like swords, and the minimum possible damage from blunt or impaling attacks, like clubs and bullets. They are surrounded by a corona of radioactive fire, which will incinerate any combustible object, like a 2X4, axe handle, or hockey stick, before it can touch their corpus.
Attacks:
punch/ strike with hand 50% 1d3 + 1d4
kick/ strike with foot 25% 1d6 + 1d4
grapple 25% special, may drain POW
fire ball or bolt 30%, range: 100 yards Successfully hit victim must roll their CON against the Inferno Dweller's POW on the Resistance Table. Fail and you take damage equal to the Inferno Dweller's POW, win and you take damage equal to half the Inferno Dweller's POW. This fire is radioactive, and anyone hit, regardless of the result of the Resistance Table contest, also takes 1d3 points of radiation damage.
radioactive breath weapon 40%, range: 10 feet Successfully hit victim must roll their CON against the Inferno Dweller's POW on the Resistance Table. Fail and you take 1d10 damage, win and you take 1d4 damage. This is pure radiation, so anyone hit, regardless of the result of the Resistance Table contest, also takes 1d6 points of radiation damage.
Hot to the Touch: Inferno Dwellers are surrounded by flames. Their bony bodies are too hot to safely touch, and they radiate intense heat for at least eleven yards. Anyone who comes within that radius takes 1d6 HP damage from the fire and heat.
Radiation: The Inferno Dwellers all are dangerously radioactive. They emit alpha particles that deliver one rad per second to anyone within 11 yards of an Inferno Dweller. These persons, if not shielded by appropriate materials, must test their CON against this POT 17 radiation at an interval of a number of turns equal to their CON score, or sustain 1 HP of damage. Once 6 HP of damage has been accumulated in this fashion, radiation sickness sets in, and the victim will require hospitalization, or else the victim will lose a point of CON at an interval of turns equal to the character's CON, then die.
Actually touching an Inferno Dweller with your bare hand immediately delivers a massive dose of radiation, POT 26. The person who touches an Inferno Dweller like this immediately takes 1d6 HP of damage in the form of radiation burns. It must test its CON against this POT 26 radiation.
- win: loses 1/4 current CON, and continues to lose 1 point of CON every 4 turns until hospitalized.
- lose: loses ½ current CON, and continues to lose 1 point of CON every 2 turns until hospitalized
Radioactive Nourishment: Inferno Dwellers absorb the radiation from radioactive substances as nourishment. Exposure to hard radiation, like entering the power core of a nuclear reactor, can also top up the unholy life force that animates them. Inferno Dwellers will seek out radioactive materials when they are hungry and clutch these substances to their breastbones, draining them of their radioactivity. They can convert uranium to lead in this way. If an Inferno Dweller is ever deprived of radioactivity for long enough, they starve, symbolized by their fires going out and the being collapsing into a heap of charred bones. How long it takes an Inferno Dweller to starve is unknown.
Power Drain: These fiery beings can drain 1d6 points of POW permanently from any victim they score a hit against in close combat, and add it to their own. An Inferno Dweller can also convert this stolen power into Hit Points on a one for one basis. The infernal being must first score a successful grapple hit. If the roll is successful, the fiery skeleton has drained 1d6 points of POW permanently from whoever was struck. That victim falls unconscious for a number of hours equal to the points of POW drained. When draining POW like this, Inferno Dwellers emit a high pitched, piercing shriek. See Radiation above for the radioactive consequences of being touched by an Inferno Dweller.
Spells: These are not spells in the conventional sense, but abilities that the Inferno Dwellers have that mimic these spells in effect and function: Clutch of Nyogtha, Create Barrier of Naach-Tith (the barrier is made from radioactive fire), Create Mist of Releh (instead of mist, it is either blinding smoke or radioactive fire, at the Inferno Dweller's choice), Dampen Light, Death Spell, Fist of Yog Sothoth, Grasp of Cthulhu, Levitate, Melt Flesh, Pose Mundane, Reach, Red Sign of Shudde M'ell, Shriveling, Spectral Razor, Stop Heart (victim appears to die from massive radiation poisoning), Wither Limb, and Wrack.
Psychic Powers: The Inferno Dwellers all have a form of clarvoyance that allows them to find persons who would restrict the introduction f radiation to the environment, like nuclear regulators and protesters.
Sanity: see an Inferno Dweller: 1d4/ 1d10
have an Inferno Dweller steal your POW: 1d6/ 3d6
Description: The Inferno Dwellers are all at least seventy years of age, around six feet tall, and weigh less than 100 pounds. Although not physically massive, Inferno Dwellers are preternaturally strong, easily able to lift and throw a grown man or strangle the life out of him with their bony hands. They are both terrifying and awesome to behold. Every Inferno Dweller looks like a glowing, fire-blackened skeleton, wreathed an a corona of flames, with a terrifying, blinding ruby radiance blazing from their nighted eye sockets. Fire seems to drip like a liquid from their eye sockets and mouths, and from any outstretched extremity. They are all dangerously radioactive. They do not need to sleep or eat, and, so long as the supply of radiation and life energy to steal remains steady, they never seem to tire. They are unable to feel pain in a normal sense, and they do not make a sound, save the crackling of the fires that envelop them.
Apparently, an H-bomb blast has an eye, like a hurricane. Unbeknownst to anyone, an apocalyptic cult had arisen which worshiped the nuclear bomb as the final wrath of god to cleanse a corrupt world. This cult stole onto the test site and somehow essentially hid at ground zero of one of the last above ground, atmospheric H-bomb test shots, and were caught in the "eye" of the blast. Physically destroyed in the conventional sense, some sort of animus continued to keep their skeletons, now lethally radioactive and sustained by radiation itself, moving.
The Inferno Dwellers cannot speak, and choose not to communicate. They are intelligent, for they do act with purpose, but it is not any kind of human intelligence. These dead hate the living, and will take any opportunity that presents itself to kill normal human and animal life. They seek to end the world and extinguish all life on planet Earth.
STR: 20 DEX: 9 CON: 9 SIZ: 11 INT: 10 EDU:15 APP: 2 POW: 50* SAN: 10 HP: 10**
* See Power Drain below
** see Armor
Damage Bonus: + 1d4
Magic Points: 50
Armor: These dwellers in the inferno take no damage from cutting weapons, like swords, and the minimum possible damage from blunt or impaling attacks, like clubs and bullets. They are surrounded by a corona of radioactive fire, which will incinerate any combustible object, like a 2X4, axe handle, or hockey stick, before it can touch their corpus.
Attacks:
punch/ strike with hand 50% 1d3 + 1d4
kick/ strike with foot 25% 1d6 + 1d4
grapple 25% special, may drain POW
fire ball or bolt 30%, range: 100 yards Successfully hit victim must roll their CON against the Inferno Dweller's POW on the Resistance Table. Fail and you take damage equal to the Inferno Dweller's POW, win and you take damage equal to half the Inferno Dweller's POW. This fire is radioactive, and anyone hit, regardless of the result of the Resistance Table contest, also takes 1d3 points of radiation damage.
radioactive breath weapon 40%, range: 10 feet Successfully hit victim must roll their CON against the Inferno Dweller's POW on the Resistance Table. Fail and you take 1d10 damage, win and you take 1d4 damage. This is pure radiation, so anyone hit, regardless of the result of the Resistance Table contest, also takes 1d6 points of radiation damage.
Hot to the Touch: Inferno Dwellers are surrounded by flames. Their bony bodies are too hot to safely touch, and they radiate intense heat for at least eleven yards. Anyone who comes within that radius takes 1d6 HP damage from the fire and heat.
Radiation: The Inferno Dwellers all are dangerously radioactive. They emit alpha particles that deliver one rad per second to anyone within 11 yards of an Inferno Dweller. These persons, if not shielded by appropriate materials, must test their CON against this POT 17 radiation at an interval of a number of turns equal to their CON score, or sustain 1 HP of damage. Once 6 HP of damage has been accumulated in this fashion, radiation sickness sets in, and the victim will require hospitalization, or else the victim will lose a point of CON at an interval of turns equal to the character's CON, then die.
Actually touching an Inferno Dweller with your bare hand immediately delivers a massive dose of radiation, POT 26. The person who touches an Inferno Dweller like this immediately takes 1d6 HP of damage in the form of radiation burns. It must test its CON against this POT 26 radiation.
- win: loses 1/4 current CON, and continues to lose 1 point of CON every 4 turns until hospitalized.
- lose: loses ½ current CON, and continues to lose 1 point of CON every 2 turns until hospitalized
Radioactive Nourishment: Inferno Dwellers absorb the radiation from radioactive substances as nourishment. Exposure to hard radiation, like entering the power core of a nuclear reactor, can also top up the unholy life force that animates them. Inferno Dwellers will seek out radioactive materials when they are hungry and clutch these substances to their breastbones, draining them of their radioactivity. They can convert uranium to lead in this way. If an Inferno Dweller is ever deprived of radioactivity for long enough, they starve, symbolized by their fires going out and the being collapsing into a heap of charred bones. How long it takes an Inferno Dweller to starve is unknown.
Power Drain: These fiery beings can drain 1d6 points of POW permanently from any victim they score a hit against in close combat, and add it to their own. An Inferno Dweller can also convert this stolen power into Hit Points on a one for one basis. The infernal being must first score a successful grapple hit. If the roll is successful, the fiery skeleton has drained 1d6 points of POW permanently from whoever was struck. That victim falls unconscious for a number of hours equal to the points of POW drained. When draining POW like this, Inferno Dwellers emit a high pitched, piercing shriek. See Radiation above for the radioactive consequences of being touched by an Inferno Dweller.
Spells: These are not spells in the conventional sense, but abilities that the Inferno Dwellers have that mimic these spells in effect and function: Clutch of Nyogtha, Create Barrier of Naach-Tith (the barrier is made from radioactive fire), Create Mist of Releh (instead of mist, it is either blinding smoke or radioactive fire, at the Inferno Dweller's choice), Dampen Light, Death Spell, Fist of Yog Sothoth, Grasp of Cthulhu, Levitate, Melt Flesh, Pose Mundane, Reach, Red Sign of Shudde M'ell, Shriveling, Spectral Razor, Stop Heart (victim appears to die from massive radiation poisoning), Wither Limb, and Wrack.
Psychic Powers: The Inferno Dwellers all have a form of clarvoyance that allows them to find persons who would restrict the introduction f radiation to the environment, like nuclear regulators and protesters.
Sanity: see an Inferno Dweller: 1d4/ 1d10
have an Inferno Dweller steal your POW: 1d6/ 3d6