Val CHA Cost Roll Notes 38 STR 28 17- Lift 4850.3 kg; 7 ½d6 HTH Damage  14 DEX 8 12- 10 CON 0 11- 5 INT -5 10- PER Roll 14- 0 EGO -10 — 25 PRE 15 14- PRE Attack: 5d6 4 OCV 5 3 DCV 0 0 OMCV -9 0 DMCV -9 3 SPD 10 Phases: 4, 8, 12 8+4 PD -3 Total: 8/12 PD (8/12 rPD) 4 ED -3 Total: 4 ED (4 rED) 10 REC 6 0 END -4 21 BODY 11 — STUN — Total Characteristics Cost: 80 Movement: Running: 12m/24m Leaping: 0m Swimming: 0m Cost Powers & Skills 19 Untiring Body: Reduced Endurance (0 END; +½) applied to STR 54 Undead Body: +8 PD, Resistant (+½) plus +4 ED, Resistant (+½) 11 Radiation Aura: Drain CON 1d6, NND (defense is Life Support versus High Radiation; +0), Area Of Effect (Damage Shield; +¼), Persistent (+¼), Area Of Effect (1m Radius; +¼), Constant (+½), Reduced Endurance (0 END; +½); Always On (-½), No Range (-½), Only Works On Living Beings (-½), Side Effects (irradiates environment; -0) 18 Bite: HKA 1d6 (3d6+1 w/STR), Reduced Endurance (0 END; +½); Reduced Penetration (-¼) 75 Feeding Maw: HKA 2d6 (3d6 w/STR), Constant (+½), Uncontrolled (+½), Reduced Endurance (0 END; +½) 60 Undead Body: Takes No STUN 15 Undead Body: Does Not Bleed 10 Undead Body: No Hit Locations 6 Undead Body: +2 PD, Resistant (+½); Only Works Against Crushing And Piercing Attacks (-½) 4 Undead Body: +2 PD, Resistant (+½); Only Works Against Piercing Attacks (-1) 180 Almost Immune To Physical Harm: Physical Damage Reduction, Resistant, 75% 30 Heavy: Knockback Resistance -10m -2 Cannot Leap: Leaping -4m (Total 0m) 6 Tireless: Reduced Endurance (0 END; +½) applied to Running -2 Cannot Swim: Swimming -4m (Total 0m) 6 Undead Sense: +4 PER with all Sense Groups; Only To Perceive Images Created By Means Other Than Necromancy (-1) 27 Hunger For Life: Detect Life 14-/10- (no Sense Group), Range, Sense, Targeting 6 Multiple Arms And Legs: Extra Limbs (12), Inherent (+¼) 79 Restoration Of Flesh: Healing BODY 3d6+1 (standard effect: Healing BODY is equal to damage done by Feeding Maw), Reduced Endurance (0 END; +½), Decreased Re-use Duration (1 Turn; +1 ½); Linked (Feeding Maw; -¼) 40 Undead Vitality: Life Support (Full; includes Immortality) Talents 3 Ambidexterity (no Off Hand penalty) 12 Hideous Conglomeration Of Corpses: +4/+4d6 Striking Appearance (vs. all characters) Skills 8 +4 with Grab Total Powers & Skill Cost: 665 Total Cost: 705 175+ Matching Complications (50) 15 Physical Complication: Affected By Necromancy (has EGO 15 for purposes of necromancy spells, and can be affected by necromancy-based Presence Attacks) (Infrequently; Greatly Impairing) 10 Physical Complication: Large (4m, +2 OCV for others to hit, +2 to PER Rolls for others to perceive) (Infrequently; Slightly Impairing) 20 Physical Complication: Machine Intelligence (Frequently; Greatly Impairing) Total Complications Points: 50 Experience Points: 530
Ecology: The reactor meltdown at Chernobyl was one of the biggest metahuman activation events in history. The explosion, inferno, and resulting radiation created numerous metahumans of widely varying levels of power and ability (some of whom didn’t survive the activation process). It also created at least one monster.
Known simply as the “horse horror”, this nightmarish zombie-like creature apparently started out as a draft horse. Through an as-yet unknown process, the draft horse died (presumably from radiation exposure), then came back to a semblance of un-life. It then started feeding on anything it could catch, killing other horses, farmyard livestock, and people, consuming their corpses and adding them to its physical mass. When finally encountered by an assortment of Russian metahumans, the Horror was several meters long and tall, and festooned with bullet holes and the broken remnants of farming implements. Virtually immune to physical harm, it fortunately burned rather easily, and was dispatched quickly.
Personality/Motivation: Apparently mindless, the Horror only seeks to consume more biomass and add it to its own.
Powers/Tactics: In effect a walking corpse, the Horse Horror is nearly immune to physical attacks. Bullets, axes, scythes, and pitchforks do minimal damage, if any. The Horror attacks foes with a multitude of (human) limbs, grabbing whatever it can and dragging its target into the gaping feeding maw located in the front of the torso. The unfortunate victim is them consumed and ‘digested’, adding its mass to that of the Horror. Struggling and/or resisting prey will be subdued with several bites from the jagged jawbones that extend from the Horror’s head. As it has no real mind of its own, the Horror will not retreat from a conflict, and will fight until itself or its opponent is destroyed.
Appearance: Roughly horse-like in shape, the Horse Horror is an utterly nightmarish collection of body parts. It stands on a cluster of limbs, including horse, deer, sheep, and human, while (mostly) human arms extend from the front of the body. Much of the Horror composed of raw flesh, bare muscle, glistening sinew, and bare bone, while the ‘head’ appears to be several horses’ skulls merged together into one mass. In the front of the Horror, the rib cage has been split open to act as a mouth. Although the horror itself can no longer make noise, its body moves with a nauseating series of sounds best left described.
Designer's Notes: Derived from Keith Thompson’s Pripyat Beast, the Horse Horror has been placed in the modern area only due to the inclusion of the Russian security officer. In truth, the Horror can be easily edited and reconfigured for just about any genre and setting, be it fantasy, horror, pulp, or even science fiction. All you need to do is change the origin, remove the radiation field, and you’re good. Thus, in a fantasy game it could be the creation of a necromancer, while in a horror game it could have the same origin as any number of zombies (virus, radiation, toxic waste, alien energies, and so on). In a pulp game the creature could be the result of mad science, while in a science fiction game it could be some sort of biological engineering run amok.
(Character sheet created by Michael Surbrook)
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