18 October 2016

DZUGANA THE GHOST WIZARD

Init +9
Ranged Atk
 • Ectoplasmic Spray +7 (20'; see below)
AC 14
HD 7d8
MV 30
Act 1d20 +1d16
SP un-dead, intangible, horrific visage, regeneration, spells, limited recall
Fort n/a
Ref +5
Will n/a
AL N

Dzugana the Wizard stumbled onto the Great Secret two and-a-half centuries ago and was clawed to death by its Protector. But he could not cross over to the afterlife, his obsession to share this secret was so strong.

He appears as a bloodless human with a horrifically damaged face and body. Objects pass through him, and while he tends to move about as if corporeal, he can pass through objects as well. While he was possessed of mighty mental ability in life, being so near to death for so long his thoughts are muddled and vague.

He searches for someone worthy to hear his secret, individuals of strong mien and accomplishment. The PCs (or some of them) are such folk.

Anyone who would attempt to harm Dzugana or dispel him in any way will face his Ectoplasmic Blast. The ectoplasm reduces the Action Dice of anyone hit by it one step down the Dice Chain. It takes 1d3 Action Dice remove enough of the slime to negate the effect. Multiple blasts do not reduce Action Dice further, but do increase the severity of the effect, with each blast adding 1d3 to the number of Action Dice needed to remove the ectoplasmic slime.

Dzugana can be harmed by attacks, even though he is intangible, since the psychic intent of violence can translate into harm for him. However, it requires a DC 15 Will Save to not be distracted by his horrific visage to do this. His own fear of violence and supernatural status grants him a DC 15 Reflex Save to avoid the attack. (Judge and player should roll these checks simultaneously, to see if it's worth rolling the attack roll). Note that damage that might come from acts or outcomes not driven by violent intent only require Dzugana's Reflex Save, and only then if no more than half of his movement rate would be enough to get him out of harm's way.

He regenerates 1d8 hp per hour.

Once per day he may be able to dredge up the memory of a spell. The Judge should choose a few spells that Dzugana might recall and be able to cast. He could also teach these spells to another wizard, though it takes 2d3 weeks of study per spell, which ends with a Personaly check vs. a DC 15 for the learning Wizard. Failing the Personality roll, the Wizard will need another 2d3 weeks of study to learn the spell in question from the un-dead wizard and require another check. Dzugana is woefully poor as a professor.

Anyone that Dzugana shares the location of the Great Secret with will find themselves hunted by Iravian the Protector.



IDEAS FOR THE GREAT SECRET IN YOUR CAMPAIGN

Any one idea I could list as The Definitive Great Secret might not be suitable for your own game, so here is a short list of ideas you can build on, if those of your own devising fall short in your eyes.

1) Worldwide Rewind - A device which can turn time backwards and return reality to a point in the far distant past. This can re-boot a campaign that's gone wrong somehow, or shift the action (permanently?) to another setting altogether (MCC, anyone?).

2) Instant Power - A well of raw power such that the characters making use of it are advanced some fixed number of levels of your choosing, or a random number of levels (1d3+1?). This allows you to simply run higher level adventures with them, or prepares them for a coming cataclysm or impending armegeddon. This power may come with a price, such as aging 1d100% of their current age, or all previous possessions turning to dust, or attracting the attention of demon princes who can drink this infusion of power from the characters to improve themselves (and perhaps return the PCs to their former Level, if desired).

3) The Power of Life & Death - Those who learn the Great Secret have the power to raise the dead back to life with a wave of their hand... The price for using this power should be hefty. If you don't wish to come up with your own price, try this one: each time an individual uses the power, they age. The first time they use it, they age merely a day. The next time, it is a week. The next time, a month. Then six months, then a year, then 5 years, then a decade, half a century, a century, and so on. Those they return to life may be in the full flower of youth, or just as they were when they passed, or some other state of life, as the Judge sees fit. Having this power will probably draw much unwanted attention...



Created using Monster Extractor II: The Un-Dead, available on RPGNow and DriveThruRPG.