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Count Death
Count Death
Conde Hernando Gomez de la Cadiz
 
Cost

Characteristic

Value Roll Notes
3 STR 13 12- Lift: 151.6kg; Dice: HTH Damage 2 1/2d6 END [1]

Count Death

24 DEX 18 13- OCV 6 DCV 6
6 CON 13 12-
0 BODY 10 11-
8 INT 18 13- PER Roll 13-
16 EGO 18 13- ECV: 6
8 PRE 18 13- PRE Attack: 3 1/2d6
2 COM 14 12-
4 PD 7/20   7/20 PD (0/13 rPD)
4 ED 7/20   7/20 ED (0/13 rED)
12 SPD 4   Mental Defense: 8
0 REC 6   Phases: 3, 6, 9, 12
0 END 26   Running: 6" (12" NC)
0 STUN 24   Swimming: 2" (4" NC)
 

Cost

Powers

END

66 Necromancy: Variable Power Pool, 50 base + 16 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (87 Active Points); Limited Class Of Powers Available Necromantic Magic (Death, the Undead, and Undying) (-1/2), Limited Class Of Powers Available Can Only Use Spells from this List; Adding Spells Requires Time and Research (-1/4); all slots Requires A Power: Necromancy Roll (-1/2)
0 1) Barrier to Death: Healing BODY 1d6, Continuous (+1) (20 Active Points); Self Only (-1/2), Requires A Power: Necromancy Roll (-1/2) Real Cost: 10 2
0 2) Bind Undead: Major Transform 1d6 (Undead to Undead with Psychological Limitation: Compelled to Obey Count Death, Count Death is Defeated) (15 Active Points); Extra Time (Extra Phase, -3/4), Requires A Power: Necromancy Roll (-1/2) Real Cost: 7 1
0 3) Call Ghost: Summon 200-point Ghost, Friendly (+1/4) (50 Active Points); Requires A Power: Necromancy Roll (-1/2) Real Cost: 33 5
0 4) Command Undead: Mind Control 10d6 (50 Active Points); Limited Class Of Minds Undead (-1/2), Requires A Power: Necromancy Roll (-1/2), Does Not Provide Mental Awareness (-1/4) Real Cost: 22 5
0 5) Deathly Pallor: Drain 25% BODY 75% CON 3d6+1, Ranged (+1/2) (49 Active Points); Requires A Power: Necromancy Roll (-1/2) Real Cost: 33 5
0 6) Entomb: Entangle 2d6, 4 DEF, Area Of Effect (One Hex; +1/2) (45 Active Points); Requires A Power: Necromancy Roll (-1/2), Only When Target Is In Contact With The Ground (-1/4), Cannot Form Barriers (-1/4) Real Cost: 22 4
0 7) Fright: Entangle 2d6, 2 DEF, Takes No Damage From Attacks Limited Group (Physical; +1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points); Requires A Power: Necromancy Roll (-1/2), Cannot Form Barriers (-1/4), Does Not Provide Mental Awareness (-1/4) Real Cost: 25 5
0 8) Graveyard Door: Extra-Dimensional Movement (Single Dimension), Usable Simultaneously (up to 32 people at once; +1 1/2) (50 Active Points); Requires A Power: Necromancy Roll (-1/2), Incantations (-1/4) Real Cost: 28 5
0 9) Into the Spirit World: Desolidification (affected by Magic) (40 Active Points); Requires A Power: Necromancy Roll (-1/2) Real Cost: 27 4
0 10) Pull of the Grave: Telekinesis (33 STR) (50 Active Points); Limited Power Only to Pull a Target down, into the Ground, and Bury Him/Her (-1), Requires A Power: Necromancy Roll (-1/2) Real Cost: 20 5
0 11) Raise Dead: Summon 8 67-point Skeleton, Devoted (+3/4) (49 Active Points); Conditional Power Only in a Graveyard (-1), Requires A Power: Necromancy Roll (-1/2) Real Cost: 20 5
0 12) Spirit Shield: Force Wall (4 PD/4 ED), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (45 Active Points); Requires A Power: Necromancy Roll (-1/2), Incantations (-1/4) Real Cost: 26
0 13) That Graveyard Feeling: (Total: 44 Active Cost, 27 Real Cost) Change Environment 8" radius, -1 Temperature Level Adjustment, Personal Immunity (+1/4) (25 Active Points); Requires A Power: Necromancy Roll (-1/2), Limited Power Does Not Affect Characters with Undead/Necromantic SFX (-1/4) (Real Cost: 14) plus Energy Blast 0 1/2d6, Reduced Endurance (0 END; +1/2), No Normal Defense (Does Not Affect Characters with Undead/Necromantic SFX; +1), Does BODY (+1), Continuous (+1), Area Of Effect (8" Radius; +1 3/4) (19 Active Points); Requires A Power: Necromancy Roll (-1/2) (Real Cost: 13) Real Cost: 27 2
0 14) Withering Death: Killing Attack - Ranged 1 point, Based On EGO Combat Value (Mental Defense applies; +1), Continuous (+1), Does BODY (+1), No Normal Defense (Undead/Necromantic SFX or Magical Mental Defense; +1) (25 Active Points); Requires A Power: Necromancy Roll (-1/2), Does Not Provide Mental Awareness (-1/4) Real Cost: 14 2
10 Vampire Skin Cloack: Elemental Control, 42-point powers, (21 Active Points); all slots OIF (-1/2), Conditional Power Loses 50% Active Points in Sunlight (-1/2)
20 1) Aura of Death: Mind Control 5d6 ( Human class of minds), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Explosion (+1/2), Continuous (+1) (81 Active Points); Set Effect (Fear of Count Death; -1/2), No Range (-1/2), OIF (-1/2), Conditional Power Loses 50% Active Points in Sunlight (-1/2)
10 2) Bat's Wings: Flight 14", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (41 Active Points); OIF (-1/2), Conditional Power Loses 50% Active Points in Sunlight (-1/2) 1
10 3) Skin of the Undead: Force Field (13 PD/13 ED/8 Mental Defense/7 Power Defense), 1 Continuing Fuel Charge lasting 1 Hour (+0) (41 Active Points); OIF (-1/2), Conditional Power Loses 50% Active Points in Sunlight (-1/2)
10 See Undead: Detect A Class Of Things 13- (Sight Group), Discriminatory
20 Spell Power: Endurance Reserve (150 END, 5 REC) (20 Active Points)
 

Cost

Skills

10

+1 Overall

3

AK: The Former Spanish Empire 13-

3

AK: Graveyards of the World 13-

3

Bureaucratics 13-

3

Concealment 13-

Everyman Skills

AK: Cadiz, Spain 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: Spanish (idiomatic) (4 Active Points)

PS: Priest (Custom Adder) 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Custom Adder, Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]

3

Interrogation 13-

2

Language: Arabic (fluent conversation)

2

Language: English (fluent conversation)

2

Language: Latin (fluent conversation)

3

PS: Supermage 13-

15

Power: Necromancy 19-

3

Riding 13-

Scholar

KS: Catholic Church (2 Active Points) 11-

KS: Magic (2 Active Points) 11-

KS: Necromancy (5 Active Points) 15-

KS: Spanish History (2 Active Points) 11-

KS: Undead (5 Active Points) 15-

3

Seduction 13-

3

Shadowing 13-

3

Stealth 13-

5

Survival (Marine Surface, Temperate/Subtropical Coasts, Tropical Coasts/Pelagic Environments, Urban) 13-
150+ Disadvantages

10

Distinctive Features: Magic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

20

Hunted: All Religious Groups 11- (Mo Pow, NCI, Watching, Custom Adder)

15

Hunted: Black Skull 8- (Mo Pow, Harshly Punish)

15

Psychological Limitation: Holds "Mortals" In Contempt (Common, Strong)

20

Psychological Limitation: Treats Normal Humans As Pawns/Cattle (Common, Total)

20

Psychological Limitation: Swore Vengeance Upon the World for the Death of His Lover (Common, Total)

10

Reputation: Megalomaniac necromancer, 11- (Extreme; Known Only To A Small Group)

5

Susceptibility: Touched by Holy Artifacts, 1d6 damage Instant (Uncommon)

5

Vulnerability: 1 1/2 x BODY Holy Weapons (Uncommon)

5

Vulnerability: 1 1/2 x STUN Holy Weapons (Uncommon)
38 Experience Points
 
Characteristics Cost 87 Base Points 150
Powers Cost 146 Disadvantages 125
Talents Cost 0 Experience Points 38
Perks Cost 0 Total Points 318
Martial Arts Cost 0
Skills Cost 80
Total Cost 313
 
Concept Mystic Hair Colour Brown
Nationality Spanish Eye Colour Black
Place of Birth Cadiz, Spain Height 1.90 m/6' 3"
Date of Birth February 19, 1521 Weight 85.00 kg/187 lbs
 
Background

A few centuries back, Conde Hernando Gomez de la Cadiz entered the Jesuit order and sailed about the world as a missionary to help and convert the heathen. He was always attended to by his accolyte Ignacio, who he took as a lover as well. Ignacio contracted cholera and perished on the island of Hispaniola. Nothing that Hernando tried could bring him back and he began delving into the dark art. After many years of study, he was able to animate the corpse - now merely bones - of Ignacio, and secretly kept the animated body of his lover with him as he traveled.

English pirates attacked the colony of San Cristobal and set fire to many of the buildings. Among these was the house of Hernando. While the priest-sorceror escaped, the animated skeleton did not. He vowed revenge upon the English and their allies and for the next decades would sail with the treasure fleets, sinking and killing English, Dutch, and French pirates.

This attracted the attention of his superiors in the church. Some of them favored allowing Hernando to continue his vengeance, but those who believed in the church and God wanted the priest to be brought to the Inquisition. And, eventually, this did happen.

The Inquisitors soon found that shackles could not hold the necromancer who declared vengeance upon the Spanish for turning their backs on him. After numerous soldiers died in one attempt to capture the sorceror, he disappeared and was not heard from again... at least not outright. Through the next five centuries, a man fitting the description Conde Hernando was seen in undocumented reports, always near graveyards and always with the undead.

(also see the Modern Age Conde de la Muerte)

Personality
Once a dedicated missionary, Conde Hernando changed when his lover died. Now, he goes only by Conde de la Muerte. And he will stop at nothing short of destroying a quarter of the living and ruling the rest. His empire of the dead and living will feed a spell that might bring Ignacio back to him.
Quote
"You're better off dead."
Powers

Conde de la Muerte will have some undead or other members of The Crime Boosters engage in combat with enemies. He likes to open up an attack by making the setting feel more comfortable to himself and less comfortable to his enemies. Then, he'll use a wide array of necromantic spells to attack, taking advantage of enemies' vulnerabilities. For his own protection, he has enchanted the skin of a vampire and uses it as his cloak.

Appearance

Conde de la Muerte appears as a man in his fifties dressed in black and gray finery. Instead of a coat jacket, he has a vampire skin cloak which sprouts bat wings when he so desires.