Conde de la Muerte
Conde Hernando Gomez de la Cadiz
Cost Characteristic Value Roll Notes
3 STR 13 12- Lift: 151.6kg; HTH: 2 1/2d6; END: [1]
24 DEX 18 13- OCV: 6  DCV: 6
6 CON 13 12-
0 BODY 10 11-
8 INT 18 13- PER Roll: 13-
26 EGO 23 14- ECV: 8; Mental Defense: 8
8 PRE 18 13- PRE Attack: 3 1/2d6
2 COM 14 12-
3 PD 6/21   Total: 6/21 PD (0/15 rPD)
3 ED 6/21   Total: 6/21 ED (0/15 rED)
12 SPD 4   Phases: 3, 6, 9, 12
0 REC 6   Running: 6" / 12"
0 END 26   Swimming: 2" / 4"
0 STUN 24   Flight: 17" / 68"
 
Conde de la Muerte | Summary
Real Name: Conde Hernando Gomez de la Cadiz Hair Color: Brown
Concept: Mystic Eye Color: Brown
Affiliation: The Living Dead Height & Weight: 6' 7" (2.00 m) / 220 lbs (100.00 kg)
Played By: NPC Date of Birth: February 19, 1521
Created By: Neil M Place of Birth: Cadiz, Spain
Cost Powers END
144 Necromancy: Variable Power Pool, 100 base + 44 control cost, Powers Can Be Changed As A Zero-Phase Action (+1); all slots Draws END from Endurance Reserve (+0) (200 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 3d6, Draws END from Endurance Reserve (+0), Continuous (+1) (60 Active Points); Self Only (-1/2), Requires A Power: Necromancy Roll (-1/2) Real Cost: 30 6
0 2) Bind Undead: Major Transform 6d6 (Undead to Undead with Psychological Limitation: Compelled to Obey Conde de la Muerte, Conde de la Muerte is Defeated), Draws END from Endurance Reserve (+0) (90 Active Points); Extra Time (Extra Phase, Character May Take No Other Actions, -1), Requires A Power: Necromancy Roll (-1/2) Real Cost: 36 9
0 3) Command Undead: Mind Control 16d6 ( Alien class of minds), Draws END from Endurance Reserve (+0) (80 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: 35 8
0 4) Call Ghost: Summon 300-point Ghost, Draws END from Endurance Reserve (+0), Friendly (+1/4) (75 Active Points); Requires A Power: Necromancy Roll (-1/2) Real Cost: 50 7
0 5) Deathly Pallor: Drain 25% BODY 75% CON 6d6, Draws END from Endurance Reserve (+0), Ranged (+1/2) (90 Active Points); Requires A Power: Necromancy Roll (-1/2) Real Cost: 60 9
0 6) Entomb: Tunneling 3" through 8 DEF material, Fill In, Draws END from Endurance Reserve (+0), Area Of Effect (One Hex; +1/2), Usable As Attack (+1) (100 Active Points); Requires A Power: Necromancy Roll (-1/2) Real Cost: 67 10
0 7) Flay Undead: Killing Attack - Ranged 2d6-1, Draws END from Endurance Reserve (+0), No Normal Defense (No Undead SFX) (+1/2), Continuous (+1), Does BODY (+1) (87 Active Points); Requires A Power: Necromancy Roll (-1/2) Real Cost: 58 9
0 8) Fright: Entangle 2d6, 4 DEF, Takes No Damage From Attacks Physical (+1/4), Versus EGO Not STR (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (75 Active Points); Entangle Has 1 BODY (-1/2), Requires A Power: Necromancy Roll (-1/2) Real Cost: 37 7
0 9) Ghost Town: Sight , Smell/Taste , Touch and Hearing Groups Images Increased Size (16" radius; +1), +/-8 to PER Rolls, Draws END from Endurance Reserve (+0) (49 Active Points); Requires A Power: Necromancy Roll (-1/2) Real Cost: 65 10
0 10) Graveyard Door: Extra-Dimensional Movement (Single Dimension), Draws END from Endurance Reserve (+0), Usable Simultaneously (up to 64 people at once; +1 3/4) (55 Active Points); Requires A Power: Necromancy Roll (-1/2), Incantations (-1/4) Real Cost: 31 5
0 11) Into the Spirit World: Desolidification (affected by Magic), Draws END from Endurance Reserve (+0) (40 Active Points); Requires A Power: Necromancy Roll (-1/2) Real Cost: 27 4
0 12) Shielded Retribution: (Total: 100 Active Cost, 66 Real Cost) Missile Deflection (Any Ranged Attack), Missile Reflection, Based On EGO Combat Value (Mental Defense applies; +1) (80 Active Points); Requires A Power: Necromancy Roll (-1/2) (Real Cost: 53) plus +4 with Ego CV (20 Active Points); Requires A Power: Necromancy Roll (-1/2) (Real Cost: 13) Real Cost: 66
0 13) Pull of the Grave: Telekinesis (60 STR), Draws END from Endurance Reserve (+0) (90 Active Points); Limited Power Only to Pull a Target down, into the Ground, and Bury Him/Her (-1 1/2), Requires A Power: Necromancy Roll (-1/2) Real Cost: 30 9
0 14) Raise Dead: Summon 32 150-point Skeletons, Draws END from Endurance Reserve (+0), Devoted (+3/4) (96 Active Points); Conditional Power Only in a Graveyard (-1), Requires A Power: Necromancy Roll (-1/2) Real Cost: 38 10
0 15) Reach of the Afterlife: Killing Attack - Ranged 3d6+1, Draws END from Endurance Reserve (+0), Area Of Effect Nonselective (10" Radius; +1) (100 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; -1 1/2), Extra Time (Extra Segment, -1/2), Requires A Power: Necromancy Roll (-1/2), Limited Power Not Against Targets with Undead or Necromantic SFX (-1/4) Real Cost: 27 10
0 16) Speak to the Dead: Retrocognitive Clairsentience (Hearing Group And Normal Sight), Draws END from Endurance Reserve (+0) (45 Active Points); Requires A Power: Necromancy Roll (-1/2) Real Cost: 30 4
0 17) Spirit Shield: Force Wall (7 PD/7 ED/2 Power Defense), Draws END from Endurance Reserve (+0), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); No Range (-1/2), Requires A Power: Necromancy Roll (-1/2), Incantations (-1/4) Real Cost: 40
0 18) 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 (+1), Does BODY (+1), Continuous (5 Min) (+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 19) Withering Death: Killing Attack - Ranged 1 point, Draws END from Endurance Reserve (+0), Based On EGO Combat Value (Mental Defense applies; +1), No Normal Defense (Undead/Necromantic SFX or Magical Mental Defense) (+1), Does BODY (+1), Continuous (+1) (25 Active Points); Limited Power Does No Stun (-1/2), Requires A Power: Necromancy Roll (-1/2), Does Not Provide Mental Awareness (-1/4) Real Cost: 11 2
12 Vampire Skin Cloak: Elemental Control, 48-point powers, (24 Active Points); all slots OIF (-1/2), Conditional Power Loses 50% Active Points in Sunlight (-1/2)
21 1) Aura of Death: Mind Control 6d6 ( Human class of minds), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Explosion (+1/2), Continuous (+1) (97 Active Points); Set Effect (Fear of Conde de la Muerte) (-1), No Range (-1/2), OIF (-1/2), Conditional Power Loses 50% Active Points in Sunlight (-1/2)
12 2) Bat's Wings: Flight 17", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (49 Active Points); OIF (-1/2), Conditional Power Loses 50% Active Points in Sunlight (-1/2) 2
12 3) Skin of the Undead: Force Field (15 PD/15 ED/8 Mental Defense/10 Power Defense), 1 Continuing Fuel Charge lasting 1 Hour (+0) (48 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
25 Spell Power: Endurance Reserve (200 END, 5 REC) (25 Active Points)
Cost Perquisites
1 Reputation: Protective of Sea Creatures (A large group) 8-, +1/+1d6
40 Follower: Knights of the Living Dead (127+105) x8
Cost Skills
10 +1 Overall
10 +2 with Necromancy VPP
3 AK: The Former Spanish Empire 13-
8 AK: Graveyards of the World 18-
2 Animal Handler (Other: Undead Beasts) 13-
3 Bureaucratics 13-
3 Concealment 13-
Everyman Skills
AK: Cadiz, Spain 11-
Acting 8-
Climbing 8-
Computer Programming 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: Spanish (idiomatic) (4 Active Points)
PS: Priest 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 (Basic Conversation; Custom Adder)
2 Language: English (Basic Conversation; Custom Adder)
2 Language: Latin (Basic Conversation; Custom Adder)
3 PS: Supermange 13-
21 Power: Necromancy 23-
3 Riding (Undead Equines) 13-
Scholar
KS: Catholic Church (2 Active Points) 11-
KS: Magic (2 Active Points) 11-
KS: Necromancy (6 Active Points) 16-
KS: Spanish History (2 Active Points) 11-
KS: Undead (8 Active Points) 18-
3 Seduction 13-
3 Shadowing 13-
3 Stealth 13-
5 Survival (Marine Surface, Temperate/Subtropical Coasts, Tropical Coasts/Pelagic Environments, Urban) 13-
200+ 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)
20 Hunted: S.A.G.E. 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Casual Killer (Common, Strong)
25 Psychological Limitation: Megalomaniac (Very 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)
Conde de la Muerte | Points Summary
Characteristics Cost: 95 Base Points: 200
Powers Cost: 236 Disadvantages: 150
Talents Cost: 0 Total Experience: 129
Perks Cost: 41 Spent Experience: 129
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 107 Total Points: 479
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.

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 allow his Knights and other members of The Living Dead to 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.