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Goatman

Hero Name: The good goat
Given Name: Zeeb 
(Faun)

Fighting: Amazing (50)
Agility: Good (10)
Strength: Excellent (20)
Endurance: Remarkable (30)
Reason: Incredible (40)
Intuition: Good (10)
Psyche: Remarkable (30)

Health: 110
Karma: 80
Resources: Feeble (2)
Popularity: Typical (6)

Age: 22
Gender: Male
Height: 6'4"
Weight: 210 lbs.
Skin Color: White
Hair Color: Red
Eye Color: Brown

POWERS:
M25: Psionic Vampirism* (Good)

WEAKNESS:
Whenever Zeeb comes within cottage cheese, or can smell it and it is closer than 3 feet, he has a severe allergic reaction that causes a stun check-plus 2 rounds of automatic stunnage. this affects him with IN40 intensity.  

TALENTS:
Occult Lore
Blunt Weapons

CONTACTS:
 has no Contacts.

DESCRIPTION:
A large burly half goat, half man (like the critters on Diablo).

EQUIPMENT:
Large Stone Maul. Must have at least GD15 strength to wield it. MN75 material strength. Inflicts up to Strength +2CS damage. Slightly enchanted, it may also have a freezing effect with GD(10) ability. If struck, the victim must make a stun check, or lose an action.









M25/Psionic Vampirism: The Psi-vampire
can drain the mental energies of
his victim. He then uses the purloined
energy to increase his own Strength,
Endurance, Psyche, and his own
Powers' ranks.
The Psi-vampire can drain the mental
energy from a target by means of a
Power FEAT. The intensity rank is
determined by the victim's Psyche. A
successful FEAT enables the Psi-vampire
to drain an amount of energy
equal to his Power rank number. This
amount is drawn in equal amounts from
the victim's Reason, Intuition, and
whatever Mental Powers he possesses.
The process can continue indefinitely,
with each successful FEAT enabling the
Psi-vampire to drain more mental energy.
The Psi-vampire can voluntarily cease
feeding at any time by making any color
FEAT except red. A red FEAT means he
has entered an uncontrollable feeding
frenzy that can only end when the victim
is completely drained or the Psi-vampire
has. been repelled.
If the Psi-vampire fails to make a FEAT
at any point in the feeding process, he is
instantly repulsed by the victim and can
never re-establish his attack.
Furthermore, the victim is now immune
to any further vampire attacks by that
particular Psi-vampire. This immunity
does not extend to other Psi-vampires.
The Psi-vampire distributes the gained
energy among his Strength, Endurance,
Psyche, and whatever Powers he has.
He cannot raise this Power's rank; no
Vampire of any type can ever raise his
own Power rank.
So why do Psi-vampires do it? The
answer is they lose energy at a frightful
rate. The rank numbers for Strength,
Endurance, Psyche, and all his Powers
(except this one) each drop one point per
hour. The Psi-vampire must feed in order
to return the affected Abilities to their
original ranks. This also explains why
Vampires are so rare: lower ranked
Vampires must constantly feed and are
therefore easily detected and destroyed.
If the Psi-vampire is-deprived of
victims, he enters a death-like trance
when all his afflicted Abilities drop to Shift
0. His Vampiric Power continues to
function and will try to feed on anything
that comes in contact with the body.
When the Abilities return to Feeble rank,
the Psi-vampire returns to life.
When the Psi-vampire is created, the
player must choose at least one Weakness. The player can increase his
Power rank +1CS for each additional
Weakness he chooses, up to a limit of
three additional Weaknesses.
Psi-vampirism is communicable. A
sentient being who was completely
drained by a Psi-vampire must make a
Psyche. FEAT roll. A red FEAT means
the victim has himself been transformed
into a Feeble Psi-vampire.
The Nemesis is an Enhanced Psyche
raised two levels higher than the Psi-vampire's
Power rank.

DL 4 Zan's Char. Gen.