Site hosted by Angelfire.com: Build your free website today!

Kierrok

Kierrok

F) Rm30
A) Gd10
S) Mn75
E) Un100
R) Ty6
I) Ex20
P) Un100

Health: 215 Karma: 126
Resources: N/A Pop: -75

Known Powers:
Demon Physiology: Kierrok is a N'Garai, whose very body gives him the following power stunts:
-Bio-Energy Vampire: Kierrok has the mystic ability to absorb the life-force of his opponents, weakening them and using their energy to heal himself and quickly restore himself even from apparent death, healing his wounds and recovering his strength. Everyone with 2 areas of Kierrok must make an Endurance FEAT roll against Un intensity every 3 rounds. Each time they fail, the victims lose 3 Health points and Kierrok adds 3 points from each victim into a Health point pool. One round after Kierrok has been reduced to zero Health, he can instantly add twice as many Health points as he has stored in his pool. Example: If Kierrok has absorbed and stored in his pool 50 Health points, he can instantly recover 100 Health points, one round after being reduced to zero.
In Kierrok’s hellish home dimension, the walls and corridors are living things from which he can constantly absorb life-energy to heal up to 50 points per round. In his domain, Kierrok is likely immortal.
-Body Armor: Am protection vs. Physical and Energy
-Resistance to Heat and Fire: Un
-Claws: In material, In Edge
-Flight: Gd airspeed (8 areas/round)
-Growth: Kierrok is often depicted at different heights, sometimes close to a tall man but most often between 10 and 20 feet. Normal sized opponents gain a +1cs to hit him, but are -1cs to resist being Slammed (but not Stunned) by him. Kierrok was once depicted as being much larger, probably more than 100 feet tall, possibly after absorbing tremendous mystic energy, and gaining Un Strength, Mn Body Armor, increased claw damage (+2cs) and providing his opponents +3cs to hit him and penalizing them -2cs to resist being Slammed (but not Stunned) by him. It should be noted that at this size, he was unable to fully fit through a dimensional portal and got stuck.
-Longevity: Kierrok is thousands, if not millions of years old
-Mind Trap: Kierrok is an ancient and powerful creature, anyone attempting to read or control his mind risks being overwhelmed by his evil. Telepaths would need to make a Psyche FEAT against Sh-X rank to avoid being Stunned for 1-10 rounds and against Un intensity to avoid being knocked unconscious for 1-10 rounds. As long as the telepath can succeed at a FEAT against Am intensity they can still, after regaining consciousness, gain a psychic impression about Kierrok’s past, origin, motives, nature and about the Cairn.
-Tail: In damage

Equipment:
Cairn: A stone obelisk of unknown origin covered in mystic runes, the Cairn acts to seal the portal to Kierrok’s dimension. If the Cairn takes greater than Rm damage, the portal will open wide enough for Kierrok himself or up to one normal sized N’Garai demon, or a flying swarm of dozens of small, less powerful gremlin-like demons to enter Earth’s dimension each round. If the Cairn takes Am or greater damage, it is destroyed and the portal is once again sealed, instantly banishing Kierrok back to his dimension. At least one N’Garai demon was left behind on Earth after the Cairn was destroyed. The Cairn can defend itself with a blast of mystic energy that Stuns attackers at In intensity, once every 5 rounds with a 2 area range.
The Cairn can release a swarm of dozens of small, flying, minor-demons with Gd Fighting, Ex Agility, Pr Strength and Ty Endurance. These creatures aren't real and turn to smoke when touched. They can strike at victims, stabbing or throwing phantom spears that ignore all non-mystical defenses and inflict Gd damage, forcing the victim to make an Endurance FEAT against In intensity to avoid suffering a -1cs on all actions for 1 round, against Rm intensity or suffer a -2cs on all actions for 2 rounds, against Ex intensity or become incapacitated by pain for 3 rounds and against Gd intensity to avoid falling unconscious for 6 minutes.
The swarm will grapple with victims and attempt to drag them into the Cairn/dimensional portal. Victims would need to make a Strength FEAT against Rm intensity or using a power like Flight against Am intensity to avoid being pulled 1 area per round towards the Cairn

Talents: Mystic Background, Occult Lore, Demonology

Contacts: The N'Garai