Finally, Serial Killers are monstrous beings that live only to kill, and as
such they are not available as player characters. No exceptions--NPCs
only!
Copyright Info: Screw the copyright info--you can read it in
Palladium's Internet Policy, so there is absolutely no reason for me to repeat
it here.
Artistic Serial Killers heighten their abilities through various means. Some create legitimate artwork in addition to their terrible paeans to madness (but these latter are always considered their "real" work). A few prefer to write journals to keep track of their floating, discordant thoughts, often filling dozens of volumes with their rambling dissertations about life, death, and everything. Most work out in one way or another to keep their physiques trim and strong (to deal with those people that don't want to be a masterpiece).
Artists spend years honing their skills before they are ready to move on to their true calling. When they finally do so, they move quickly and with no regrets; to hesitate is to be lost in the onrushing waves of time. Their "masterpieces" can take many shapes, from a string of related murders to a string of abductions in which all of the victims are tortured and eventually killed. (Two perfect examples of the former type of artistic killer include John Doe from the movie "Seven" and Virigo from Dean Koontz's "Hideaway." A fair example of the latter would be Casanova from "Kiss the Girls.")
More than anything else, artistic killers want to be appreciated, to have their work recognized as brilliant and themselves as geniuses. As such, they must have an audience for their work to be effective; after all, what good is art that no one ever sees? To be truly appreciated, the killer must have an opponent, someone as brilliant as himself who can understand what has been done. Because of this longing for an audience, artistic killers never make any attempt to cover up their crimes--in fact, the more blatant, the better--and prefer to have a competent adversary, a person who could represent a serious threat to them.
Strangely enough, Artists are the least overtly violent Serial Killers. They tend to be quiet individuals that never disturb their neighbors and lead relatively normal daily lives. It is only when they are working on a "project" that they become terrifyingly dangerous menaces, monsters capable of killing without a second thought. Ironically, this is also what protects their hunters from their wrath; while on a "project" they hesitate to interrupt the pattern for anything, even to kill their pursuers. An Artist would rather run from police than kill them (although they have absolutely no compunction against doing harm to them to end the chase).
Artistic Serial Killers have an eerie sense of beauty--and they are all the
more frightening for their aesthetic abilities.
Alignment:
Evil only.
Attribute Requirements: IQ 14; MA 12; PE
12
OCC Abilities:
This "art" can only be fully understood by people with an artistic background, knowledge of criminal sciences, or those with an IQ of 13+. To anyone else, it just seems to be a terrible crime (to which they will react accordingly) but no deeper meaning is gleaned. To those that can understand it, it is infinitely worse: horror factor 18 for the crime itself, horror factor 14 if confronted with the killer, consumed by self-doubt and fear (this last has no real game effects, but can be a valuable source of role-playing).
Base Skill: 50% +5% per level. If the roll is failed, then the meaning has
been lost, and the entire string of killings must be started over.
During a group of killings, the Artist refrains from killing anyone not part of the masterpiece. This includes police, detectives, innocent bystanders, and even people that match the victim commonalty but are not part of the work. In game terms, an artistic killer will hesitate before and during combat, preferring instead to run away if possible (halve all combat bonuses and attacks per melee, only actions possible are running away, defensive maneuvers, and retaliatory strikes, but add 5 to Spd). The killer will only kill outside of his established pattern if forced into a corner and the work has not been finished; he will later rationalize this act as "necessary for the cause."
The killer must pick one of the following vulnerabilities: Silver, iron, sunlight, or fire. Weapons made of the former materials will inflict their damage direct to hit points and burn the killer's flesh. Sunlight will repulse and blind the killer, as well as inflicting 1d4 SDC/HP per melee. Fire does double damage and causes the killer to enter a panicked frenzy. These vulnerabilities are almost entirely psychosomatic, resulting partly from the killer's belief that these materials will harm him and partly from his minor supernatural nature (remember--in magic, belief is reality). Vulnerability to sunlight comes from the previously mentioned reasons, plus the fact that a lot of time has been spent underground, in darkrooms, etc. (Again, see Virigo from "Hideaway.")
Finally, to psionic or magical abilities that detect magic, evil, or
supernatural beings (such as see aura, presence sense, etc.) Artists detect as
evil supernatural beings of lesser power.
But it can become downright deadly.
A few humans (and fewer still supernatural beings) have the innate capability to enter and manipulate the Dreamstream. Most of these, upon discovering their powers, enter the 'Stream body and soul to explore its glittering facets, like a child with a gem-studded Rubik's Cube. They pity the poor souls that can only enter the Dreamstream in their natural sleep, for they will never know the pleasures, delights, and terrors of the world's dreams. However, they have even more sorrow for those of their own kind called "savants," individuals who have the power but do not realize they have it.
These talented and cursed people unknowingly enter the Dreamstream each night like their normal neighbors, but unlike those unwitting visitors, the savants can control and alter the Dreamstream as easily as the greatest Dream Maker. While in the 'Stream, they know all about their powers and abilities, and can make plans and do-good along with the best of them. When they awaken, they are normal once more but for a nagging suspicion of having forgotten something important. This dichotomy of nature causes mental schisms akin to the disorders schizophrenia and multiple personality syndrome.
When savants "die" they do not go the way of other flesh, moving on to whatever reward, punishment, or nothingness waits beyond the pall of death, but instead travel one last time into the Dreamstream. In this form, a type of Dream Construct formed from their own minds, they can survive literally forever--at a terrible price. The maintenance of a dream body with no anchor to the material world is costly beyond belief, requiring a permanent sacrifice of ISP every day! This leads to the development of an ability to convert their own PPE to ISP, but this is little help without a supplementary source of either.
Good-aligned savants quickly perish under the constant "burning" of their life essence, and this final dissolution is final indeed. Evil savants, on the other hand, have absolutely no moral qualms against murdering normals for their psychic essence, and so become Dream Slayers. The problem with this is that most human beings have very little energy, and while supernatural beings possess energy by the ton, they usually have some form of defense from creatures like Dream Slayers.
The solution? Children.
Children have oodles of psychic energy, but rarely have any form of defense from the creatures of the night. In fact, their belief (subconscious or blatant) works against them, making them more susceptible to supernatural influence and the murderous nature of the Dream Slayers. While most Dream Slayers prefer to slaughter young children (3-10 years old), others attack older children and young teens (11-18 years old). While the latter have less PPE, they also have more problems with authority and difficulty in turning to anyone for help. The most vicious and evil Dream Slayers will often go after the children of their enemies from their former life as a form of revenge--killing two birds with one stone, as it were.
Dream Slayers, because of their inhuman and deadly nature, always manifest in
the Dreamstream as horrors beyond the belief of most mortals. Their standard
appearance usually coincides with the way the died (ie: burned to death, will be
a mass of bubbling, boiled flesh; suicide by slit throat/wrists, will have
bloodstained clothing and gaping wounds; autoerotic asphyxiation... you get the
idea). A good way to determine the Dream Slayer's appearance is with a roll on
the Nightbane Stigmata table. These monsters also wear a favorite suit of
clothes and create a dream-version of their favorite weapon (like that guy with
the fedora hat and knives for fingers).
Alignment: Evil only,
and almost always Diabolic. Aberrant Dream Slayers will only kill evil beings
for their energy despite their decreased power levels and increased
risk.
Attribute Requirements: ME 16; PE 16; must have been a Dream
Maker, Dream Dancer, or latent psychic with dream powers in
"life."
Hit Points/SDC: The Dream Slayer is a creature of pure
psychic energy, possessing no hit points whatsoever. In the Dreamstream, the
vile being has 2d4x10 SDC; if all SDC is depleted, the monster is destroyed (at
least until the sequel).
PPE: The Dream Slayer's permanent PPE
base is 1d4+1; this (and absorbed PPE, see below) may be converted into ISP at
the rate of 3 PPE to 1 ISP. At least one point of PPE must remain in the
permanent base.
OCC Powers and Abilities:
To survive in the Dreamstream as pure consciousness without a physical body to anchor it requires an enormous power investment: the creature's permanent ISP base is reduced by 5 ISP every 24 hours! If the ISP base (not current ISP) ever reaches zero, then the Dream Slayer has lost its ability to remain cohesive and is relegated to a harmless position as "Dramatis Personae" forever, losing all sentience and intellect, becoming just another figment of people's imaginations.
In order to enter the "real" world, the Dream Slayer must subtract 20 ISP
from his permanent ISP base, and even then, the character may only spend one
minute per level as a physical being. When a physical being, the Dream Slayer
has his usual SDC and may have his physical body destroyed by usual means. The
complete destruction of the physical body throws the character back into the
Dreamstream and cuts the permanent ISP base in half (minimum loss of 10 ISP)!
The high cost of entering the real world and the higher cost of failure are
both good incentives for never leaving the 'Stream in the first
place.
Cost: 5 ISP per minute (Note: The cost for Dream Slayers to manipulate
dreams is much lower than other psychics because they are more a part of the
Dreamstream.)
Normal dream combat requires a roll to strike using dream manipulation bonuses; this roll can be resisted or countered. If the psychic overwhelms the victim's resistance, then he can inflict 4d6 damage at level one, plus 1d6 damage per additional level of experience. This damage can manifest in any way the attacker desires, but Dream Slayers usually create surprisingly subtle dreams which turn the victims' own insecurities and weaknesses against them. (ex: a musician with a fear of failure would be attacked by a horde of angry fans after a bad performance; a shy child would be stabbed to death with scissors by his third grade class; a pre-schooler would find out that the monster under the bed is very much real; etc. The first few movies of the series this conversion is based on--and you know what they are, even if you claim not to have seen them--are wonderful examples of Dream Combat/Manipulation; the later ones are just stupid.)
Cost: 5 ISP per attack
Also, Dream Slayers can heal themselves outside of combat while in the
Dreamstream, gaining back 1d6 SDC for every 1 ISP permanently subtracted from
their ISP base. This is the only way in which a Dream Slayer may
heal!
Size: The object created can fill one cubic foot per level of the psychic.
SDC: The maximum SDC of a dream object is three times the SDC of a real equivalent, or 20 SDC per level of experience, whichever is less.
Damage: A weapon does the equivalent damage of a real weapon, or up to 2d6 per level of experience, whichever is greater. Range is as per a real weapon; missile weapons and guns have an unlimited supply of ammunition.
Cost: 3 ISP per minute
Cost: 5 per attribute increased; each attribute must be paid for separately
Duration: Two minutes per level of experience; this may be increased to two
hours per level of experience by a permanent sacrifice of 10 ISP (this
sacrifice takes the place of the usual cost above)
Finally, in addition to picking a given victim by their Dream Pool, Dream
Slayers usually pick all of their future victims by proximity to the original
victim's Dream Pool (meaning that the victim's family and friends are the next
to fall). Dream Slayers tend not to travel very far when they don't have to;
they will remain in one area of the Dreamstream until all potential victims
are gone, then pick up stakes and move on. They also tend to glut themselves
on psychic energy so that they won't have to hunt for a while. The only
restriction on the amount of energy which they can absorb is their own ME; a
Dream Slayer's permanent ISP base may not exceed ten times his Mental
Endurance attribute.
The most gruesome aspect of the Dream Slayer's dreamkill ability is that the victim's manner of death manifests in the physical world! That is to say, if the dreamer's dream-self was killed in a forest fire, then the dreamer dies from third-degree burns which mysteriously appear on his body. Gunshot wounds leave bloody, ragged holes with no bullets in them; decapitation leaves the character's real body in two pieces; etc. The more disgusting methods of death have a horror factor of 15.
Normally, a person's PPE is doubled at the moment of death, but with the Dream Slayer's dreamkill ability, it is instead simply absorbed and added to the killer's permanent PPE base. From here, the PPE may be converted into ISP at the costly rate of three PPE to one ISP. As you can see, it is simply not cost-effective to drain victims with less than 12 PPE. On the other hand, while mages (with their gobs and gobs of PPE) are more satisfying, they are also infinitely more dangerous to the Dream Slayer's continued existence. Psychics, too, are a tempting target despite their danger, because the Dream Slayer may absorb up to half of their permanent ISP base and add it to their own at the moment of death.
Cost: 45 ISP, plus a permanent sacrifice of 2 ISP
This domain is not nearly as chaotic as a normal human's, representing the
stagnation the Dream Slayer has achieved in death. The domain is also movable,
following the Dream Slayer as he stakes out his latest victims. In his private
hell, during his spare time, the character will replay the moments of his life
that were most important, whether good or bad (most often bad). This is
probably one of the contributing factors to the character's increased rate of
mental deterioration--the half-life of evil is pretty short.
Everything else--skills, SDC, ISP, all of it--must be recalculated by the Dream Slayer OCC rules. This means that the character might actually have skills that he didn't know before or more ISP than he used to (though this is unlikely).
Undying are generally children when they first discover their "different" nature. At first, this is nothing more than a small difference from the other children--perhaps a more intelligent or more sensitive nature, perhaps a physical deformity, or perhaps simply being the "odd man out." Whatever the cause, Undying are warped from their very childhood by ther anger and regret. The rage that eats at them twists first their minds, and later their bodies. Most often, the child has a near-death experience which triggers the change from bitter, hate-filled human to demonic, invulnerable monster. This experience shreds the child's sanity, leaving him a hollow and empty husk, devoid of intellect, reason, and emotion. When the child leaves the site where he nearly died, he is a child no longer--instead he has become one of the Undying.
With others, the process is more gradual, eroding both sanity and humanity in a slow dissolution of the spirit. In this case, the killer will often kill the first time while still a child in order to garner a quiet place in which to complete the transformation--such as the psych ward of a county hospital or a lunatic asylum (although the people that work there prefer it to be called a "Psychological Rehabilitation Facility"). Somehow, despite the lack of exercise that comes with being confined to a room with rubber walls, the character keeps a trim and muscular physique--but their face is a horror beyond reckoning. This is not so much from any true ugliness, but rather a blankness in the eyes which gives onlookers a glimpse into the nothingness that hides behind the stars.
Undying live up to their name by an unnaturally fast healing rate, a healing rate higher than that of many true supernatural beings. These foul creatures can take enormous amounts of damage before falling down--but even then they do not die. It is not in the least unusual for an Undying to be shot, stabbed, beaten, burned, and drowned, only to crawl out of the river a mile away and murder a picnicking family. The classic movie example would be the scene when the police open fire on the killer from behind their barricades, but he just keeps moving forward, shrugging off their bullets as a man would mosquitoes.
While supernaturally strong and tough, Undying have a few obvious vulnerabilities, which include entrapment, explosions, and fire. A trapped Undying is a terrible thing to see indeed, struggling at its fetters like a chained whirlwind. And though not even an explosion can put down an Undying permanently, it gives the survivors plenty of time to get away and get help, or scatter the pieces to delay the healing process even further. Finally, fire, that bane of so many supernatural menaces, is again a viable weapon; flesh cannot regenerate if no flesh survives.
For campaign usage, try to remember that Undying are perfect adversaries if your players want a straight-up, shoot-'em-out, kill-the-monster sort of adventure. More cerebral players will find little challenge in an adversary with no goals other than taking revenge on everything. Undying, while difficult to kill and more difficult to keep killed, are powerful foes that will test any player group's survival abilities. Against Victim characters, you'd better be sure that there is a viable way out or else plenty of characters already made, because Victims tend to die really, really fast against Undying.
Undying move with a slow grace, unmindful of the speed of their prey. Somehow, they "know" that no matter how fast the target is, they will catch up sooner or later.
Note: In technical terms, Undying aren't really serial killers--they're mass
murderers. However, most people don't know the difference (it's kind of subtle)
and so the Undying fetches up here.
Alignment: Effectively
Diabolic; not really enough intelligence to have any moral
beliefs.
Attribute Requirements: None, but see below.
Hit
Points: PEx2, plus 2d6 per level
SDC: 5d6x10
MDC: In
a Rifts campaign, Undying are mega-damage creatures with 5d6x10
MDC.
PPE: Undying have had almost all of their PPE burnt away in their
transformation into an engine of destruction; only one PPE point
remains.
OCC Powers and Abilities:
Weapons made of silver or iron completely bypass the creature's SDC, inflicting damage directly to hit points, and wounds from such weapons require twice the amount of time to heal. If bound in chains of silver or iron, the Undying will be unable to escape, trapped for as long as the chains hold. After a few minutes, the creature will cease to struggle and simply go limp. If bound in this manner for more than a month, the being will begin to decay and look like any other dead body. However, the moment the chains are removed, the Undying will return to its terrible half-life--and its first new victim will doubtless be the fool that freed it.
(Note: Unlike the vulnerabilities of the Artist, the Undying's weaknesses are not psychosomatic--after all, there's no psyche to somaticize... or something like that. Anyway, these increased levels of weakness result almost wholly from the creature's supernatural nature. I say almost because the Undying most often start out as children and then become supernatural monsters. Children believe that "monsters" can be defeated by such things--and with magic, belief is reality.)
If subjected to an intense explosion, the creature will be blown to bits, requiring many times the usual amount of time to heal. The Undying, when blown apart, is considered to be at negative 1d4x10 hit points. The amount of time necessary for returning to zero is ten times the creature's negative HP in days! During this time, the pieces will gradually creep together, slow enough that most people wouldn't notice. Once back up to zero, the monster will remain in its semblance of death until a victim comes near, disturbing it from its rest. At this point, the Undying will start to heal... and kill. Placing the pieces closer together (ie: pouring the sorry bastard into a coffin for burial) will halve the time required to rejoin, and scattering them farther apart will delay the process to three times the usual time! If the pieces are kept apart for over three years, however, the largest remaining piece will begin the laborious process of regenerating the Undying's body by itself, requiring another 1d6 months to complete the task.
Fire is perhaps the only sure method of putting down the beast; without anything left but ash and dust, there is no motivating force left to regenerate nor enough material to bring it back. All Undying instinctively fear fire and avoid it whenever possible. Damage caused by fire must heal at the usual human rate rather than the Undying's supernatural rate. If the Undying is reduced to zero hit points by fire damage, then all that is left is a blackened husk "obviously" incapable of supporting even a semblance of life. Woe to the poor fool that leaves it unfinished in this manner, for the Undying will surely rise up again, thirsty for blood. After spending 2d4x10 days in a death-like state, the creature once more begins to heal, although at the abysmally low rate of 1 SDC/HP per day. Only after the healing process is finished (back to full SDC/HP) may the Undying move, but even then it may opt not to for lack of handy victims. To truly destroy the creature with fire, it must be reduced to pure ash and charred dust; not the least fragment of whole bone or unburned flesh may remain. (A couple of thermite plasma grenades or being dumped into an industrial crematorium should do the job nicely.)
In addition to this vast power, Undying cannot be the target of spells,
psionic powers, or Talents which affect the life-force of a living being
(including agony, life drain, minor curse, and all similar spells/abilities),
because Undying are neither truly alive nor dead. They exist in a state
similar to the undeath of vampires, but are immune to most of the usual undead
repellents. They are also completely impervious to illusions, mind control,
possession, poisons, toxins, drugs, gases, disease, and starvation. Undying do
not eat, drink, sleep, or breathe.
Because of their mindless nature, Undying cannot plan for the future (nor
do they realize that such a thing exists) beyond the choice of their next
victim. They are also incapable of strategy in battle, simply allowing their
assailants to hit them with every shot. Undying cannot parry, dodge, roll with
impact, or perform any combat maneuver other than a strightforward attack.
Undying, because of their slow grace, always attack last (no initiative).
However, due to their silence and the ability to move quickly when they must,
Undying are +6 to surprise their targets in an ambush. Anyone in combat with
an Undying has a bonus of +3 to strike on top of any other bonuses due to the
creature's slow, deliberate movements. Finally, Undying cannot use any weapon
more complicated than a machete or club; guns are completely beyond them and
missile weapons are just not their style.
During this anniversary, the Undying will enact a most terrible vengeance upon his mortal enemies, those whom he hated the most during life--maybe the counselors of the camp where he drowned, maybe the members of his own family, maybe all of the trick-or-treaters in his hometown--and he will not stop until they are all dead. On this day (and the days just before it) he will stalk these people one by one and end their pathetic human lives with no more conscience than a human would have in crushing a bug. The only beings that will suffer the Undying's eternal wrath during this anniversary will be those mentioned above and any who attempt to defend them.
Undying do not have to have an "anniversary," but it is extremely useful as a role-playing tool (ie: a race against time to stop an immortal monster before he takes his last victim and returns to his hidden lair, not to be seen for another year). It also places limitations on the monster's killing habits, making very sure that not every small town on the planet turns into a slaughterhouse.