Re: GURPS Eberron
The other main challenge in the Karrnath Necrolab is Count Venir ir'Omik, who used to run the facility. In the decades since the lab was sealed off, Count ir'Omik's has transformed himself into an unliving brain in a jar.
Count Venir ir’Omik
Insane Necromantic Genius Disembodied Brain
ST 0 HP 15 Basic Lift 0 Ground Move 0
DX 11 Will 14 Damage 0/0 Water Move 0
IQ 16 Per 12 Basic Speed 6 Fly Move 10
HT 13 FP 20 Basic Move 0
Offense:
Thunderwave: Range 8, Width 4, Damage: 4d6 knockback only, cone range 5, width 5, targets roll HT or be stunned, costs 1 FP
Fire Cloud: Damage: 3 points, Area 4 (creatures also catch fire, doing 1d6-4 damage per second, and -2 DX unless the damage simply cannot harm the target; takes DX roll and Ready maneuver to put fire out), costs 1 FP
Steam Jet: Attack 15, Range 25/50, 2d6-2 scalding damage, double knockback, targets roll HT or target is blinded for one second and blurry vision (-3 to combat skills). Target has eyes closed for one second on successful HT save. Can be Blocked with medium or larger shield and Dodged. Costs 1 FP
Defense:
Hardened Brainjar Casing: DR 2
Dodge 11
Social Background
Cultural Familiarities: Karrnath (Native).
Languages: Common (Native), Draconic (Native).
Advantages
Dark Vision, Detect (Sentient Minds; ESP, Precise), Fire Cloud, High Pain Threshold, Magery 4, Mind Reading (Telepathic, Universal), Rotting Undead Traits, Steam Jet, Telesend (Broadcast, Telepathic, Universal), Thunderwave, Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).
Disadvantages
Rotting Undead Traits
Skills & Techniques
Alchemy 18, Innate Attack (Projectile) 15, Occultism 18, Philosophy 18, Research 18, Writing 16
Spells
Charm 20, Complex Illusion 20, Illusion Disguise 20, Deflect Energy 20, Deflect Projectile 20, Invisibility 20, Voice 20
__________________
Kevin B. Madison
VIVAT GRENDEL!
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