Tan, God of Death

Priests of Tan are shepherds of the living and guardians of the dead. They will not kill indiscriminately but will not hesitate to send a deserving soul to the afterlife. Beings that escape the afterlife are hunted down and put to rest whenever possible. A priest of Tan must perform funerary rights whenever possible to insure safe passage to the afterlife.

I. Item : Tan holds bone dust sacred. When a Level I power is used, the appropriate amount of bone dust vanishes in a crackle of black energy.

II. Fatigue : Blood drips from the priest's mouth, nose, and eyes.

[2] Owl : ST 2, DX 14, IQ 5, HT 12/3; PD 0 DR 0

Move (10 Flying), Dodge 11

- The owl has a telepathic link with its priest and can communicate what it sees. The priest can command it through this link.

[4] Minor Death : ST 0, DX 14, IQ 10, HT 15

Move 6

- Touch (14) does 2 HT damage regardless of PD and DR

- Wooden weapons do 2 HT, metal ones do 3.

- Affected normally by magical weapons

[6] Crimson Death : ST 0, DX 16, IQ 10, HT 20

Move 6

- Touch (16) does 4 HT damage regardless of PD and DR

- Wooden weapons do 1 HT, metal ones do 2.

- Affected normally by magical weapons

- Blood Boil (16 resist) [2d] - Causes the creature to bleed profusely from its pores.

- Blood Burn (16 resist) [3d] - If the creature has already been affected by Blood Boil, the blood will burn for additional damage.

[6] King Serpent : ST 20, DX 14, IQ 5, HT 15/22, PD 2, DR 4

Move 12 (17 swimming), Dodge 11

- Bite (16) [3d+2 Cutting + Poison: 1d if resisted, 2d if not]

- Constriction (16 to hit, automatic damage thereafter, may only be dodged) [Contest of St. Damage is dealt only if constrictor wins. Damage is 1 point/point constrictor made his st. check by in contest]

[8] Basilisk : ST 14, DX 16, IQ 9, HT 16, PD 2, DR 3

Move 7 (12 swimming), Dodge 10

- Bite (18) [2d+2 Cutting]

- Gaze: If opponents close their eyes, they fight blind (-10 to skill). If they are actively avoiding the gaze of the Basilisk, they must roll a Will-3 check every round to avoid its stare and all combat rolls are at -3. Opponents not trying to avoid the gaze are assumed to meet it automatically the first round. Upon meeting the gaze any opponent must make a HT check or immediately begin turning to stone. Their feet change first, rooting them in place. The transformation continues up the victim's body, reaching the head in 5 rounds. During this time they may take normal actions involving limbs not yet stoned.

[8] Dread Guard : ST 18, DX 12, IQ 9, HT 15/25; PD 4 DR 5

Move 6, Parry 13, Dodge 10, Block 16, 2 Attacks

- Claw (18) [3d cutting, d+2 impaling]

- Immune to mental attacks

III. Character Points : The priest's head briefly becomes the skeletal image of death, a grinning skull with swirling black eye sockets.

IV. Attributes : For the highest powers granted by the gods, priests must sacrifice some of their own life energy. Upon using one of these powers the priest chooses an attribute and it immediately drops the required number of points. Any skills based on that attribute also drop. Attributes may be regained as normal, but always cost double the initial character point value. For priests of Tan, his flesh appear to drip from his body and he is surrounded by a whirlwind of black energy.

Dreadlord : ST 0, DX 16, IQ 10, HT 20/35; PD 6 DR 2

Move 9, Parry 17, Dodge 16, 2 Attacks

- Touch (19) [3d] - Just like the Deathtouch spell.

- BlackBolt (19) [3d, 4d, 5d] - This missile must be charged.

- Create Darkness - The Dreadlord and its master can still see.

- Turn Zombie - It can use it's master's fatigue to cast the spell.

- The Dreadlord is immune to normal weapons; they dissolve on contact. Silver weapons do damage before dissolving and magical ones affect it normally.

- Mental attacks are ineffective.

- The priest may summon the Dreadlord to him by spending 2 fatigue.

- It regenerates 2 HT per day.

- If the Dreadlord is ever killed, the priest is mentally and physically stunned.