ceremony, accompanied with more human sacrifice, is con
ducted as the candidate is in his death-throes. When it is over, an
inhuman creature is unborn.
Undeath as a Murder-Wraith has its temptations. Those who
emerge from the transformation are undying creatures who may
exist for millennia. They are far more powerful than they were
before, endowed with supernatural strength and endurance,
while retaining their speed and reflexes as Juicers. The Undead
Juicers are truly invulnerable to most forms of attack, harder to
kill than vampires, and as powerful as demons. Only magic and
the ancient bane of all undead, silver, will affect these beings; all
other attacks, including the most powerful conventional explo
sives, will be useless.
The price for such power is the loss of every last shred of hu
manity. The Murder-Wraith must feed on the life force of others
and consume their flesh to remain strong. Sunlight is painful (al
though not lethal) and most Undead Juicers only come out at
night. Murder-Wraiths are controlled by their necromantic crea
tors, and are bound to obey their every command. A few undead
have managed to tum against their masters and slay them, but
even then they remain evil monsters who must prey on all living
things to survive.
Murder-Wraith, Undead Juicer
Note #1 :
Dragon Juicers, all other techno-wizard and bio-wizard
variants, as well as Psycho-Stalkers, are the only Juicer vari
ants that cannot be transformed into Murder-Wraiths. Their
magical or psychic abilities somehow prevent the necroman
tic rituals that create the undead from taking effect.
Note
#2: The Murder-Wraith is an NPC Villain. A creation of
the most vile and extreme members of the Federation of
Magic and other foul sorcerers. They are not recommended as
a player character. Murder-Wraiths are men and women who
voluntarily surrendered their humanity and committed horri
ble crimes to become what they are. For the most part, they
are beyond redemption, as bad as a master vampire and other
willing undead.
Requirements:
Must have been an evil Juicer.
Alignment:
Diabolic (90%) or miscreant ( 1 0%).
M.D.C.:
By armor only, but is invulnerable to most conven
tional weapons (see Natural Abilities).
S.D.C.lHit Points:
Murder-Wraiths have hit points equal to their
former bodies ' S .D.C. and hit points combined; most Juicers
have hundreds of S .D.C. and 30+ hit points. Neither S.D.C.
nor hit points increase by experience level after becoming an
Undead; experience level is frozen from the moment the
Juicer becomes the undead. In the case of Mega-Juicers, mul
tiply their M.D.C. by two to get hit points.
Horror Factor:
1 4
P.P.E.:
P.E. x2; also see Natural Abilities.
Average Life Span:
Unknown; presumed to be eternal (or until
destroyed).
R.C.C. Skills:
As per the character' s previous life, permanently
frozen at those levels.
Alliances and Allies:
Most Murder-Wraiths are in the service of
a Necromancer and/or a Death Cult like the Grim Reapers.
Through these masters, they often work with zombies, skele
tons and other undead, as well as the occasional vampire, de
mon or supernatural predator.
5 1
Experience Level:
The experience level o f the creature is per
manently frozen at the time of death.
Psionic Powers:
None. If the Juicer had any psychic abilities
before his death, they are lost.
Magic Powers:
None.
Combat:
As per hand to hand skill and Juicer bonuses.
Damage:
As per supernatural P.S.
Bonuses:
In addition to all Juicer bonuses, Murder-Wraiths are
+2 to save versus magic and psionics, and + 1 0 to save vs hor
ror factor.
Weapons and Equipment:
Usually
basic Juicer stuff. The wraith can still wear armor (although
many don 't), and use energy weapons; vibro-blades remain a fa
vorite.
Natural Abilities:
1. Juicer Powers:
The Murder-Wraith retains all the Juicer
powers, bonuses and abilities from his previous life. Their bio
comps become magically fused with their bodies, and the char
acter does not need any new drugs or chemicals to maintain his
abilities.
2. Supernatural Attributes:
The character' s strength and en
durance become supernatural (if they weren't already). Use the
attributes of the Juicer in question, and make the following
changes: subtract 1 D4 from I.Q., M.E. and M.A., and add
1 D4+2 to P.S. Strength and endurance are considered to be su
pernatural. Physical Beauty is reduced by two-thirds ! See the Ti
tan
o.c.c.
for the Supernatural P.S. and Damage Table.
3. Invulnerability:
With the exception of silver weapons and
magic, non-magical weapons and attacks do no damage to Mur
der-Wraiths, including M.D. energy weapons and plasma bolts.
Powerful explosions and M.D. attacks may knock the undead to
the ground, but they suffer no damage.
4. Regeneration:
Murder-Wraiths regenerate damage at the
rate of 3D6 hit points at the end of each melee round! The only
way to destroy the creature is to reduce it to negative 10 hit
points, at which point the monster will crumble into dust and
cease to exist.
5. Energy Vampirism and Cannibalism:
The creatures
need both P.P.E. energy and the flesh of sentient (thinking) be
ings such as humans and D-Bees to survive. P.P.E. is absorbed
only when the Murder-Wraith is touching the victim and the vic
tim is suffering pain. As a result, most Murder-Wraiths will tor
ture their prey, or eat their flesh while the victim is still alive !
Every round the victim is in pain, the monster will drain 1 D6
P.P.E. points, up to the character' s total available P.P.E. reserve.
The P.P.E drain is not permanent or lethal (unless the monster
kills the victim to get the temporarily double release of life en
ergy), but the process is so agonizing and horrible that survivors
must make a save versus insanity or acquire a permanent de
rangement as a result of the encounter (0 1 -33 Roll on the ran
dom insanity table in the
Rifts RPG,
34-67 phobia/fear of
Murder-Wraiths or all Undead, 68-00 obsession to destroy Mur
der-Wraiths or all Undead).
Murder-Wraiths need at least 1 0 P.P.E. and one pound of hu
man (or D-Bee) flesh a week to survive. They can "store" up to
10 weeks of energy and flesh by consuming those amounts in
the space of a day. If they miss either the flesh or the P.P.E.,
their own P.P.E. pool is reduced by one point for every day with-
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