Mordite Fiend (run!!!)
High Concept: Tentacled Death
Trouble: Mindless Hunger
Other: Touch of Annihilation, Horror from Beyond, Bound To A Dark Wizard
Skills:+6 Conviction, Intimidate, Fists
+5 Discipline, Stealth, Endurance
+4 Presence, Athletics, Alertness
most other skills default to mediocre.
Powers/Stunts:[-1]
Living Nightmare - as per living dead
[+1]
Alternate Form - pint size black blob
[-4]
Black Tentacles - a mordite fiend has a natural reach of 1 zone and can take a -2 on its attacks to attack an entire zone. Its physical attacks are weapon 4.
[-6]
Physical Immunity - catch is faith powers and special banishment spells
[-1]
Lifedrinker - a mordite fiend may devour a victim's lifeforce if it is disrupted. This is similar to Emotional Vampire and works much the same way.
[-9]
Mordite Touch - incite lifedrain (based off Fists, defend with Athletics), lasting (w2), potent (+2w),
devastating (+2w), irresistible (+2 att), crippling (consequences take 2 steps more severe slots)
[-1]
Senses - can pinpoint location and power of any white magic within 3 zones even through veils or physical barriers.
[-9]
Sphere of Annihilation *
It is what it is: a small sphere of what passes for toxic waste from beyond Reality. Without the special enchantments
that govern and limit it, it can neither be controlled nor exist within our reality for any long period of time.
*
One-Time Discount: +2 (a sphere of annihilation is rather conspicuous)
*
Higher Purpose: Destruction. Not so much a purpose as a limitation - a Sphere of Annihilation can only be used at full potency
by someone of at least Superb Conviction. Under no circumstances can it be "pulled" to affect someone at less than full strength.
*
Indestructible: Spheres of Annihilation are invulnerable to most attacks, except for effects that dispel or disrupt their governing spells,
in which case they burst in a zone-wide wave of instant death before fading to their own reality.
*
Mordite Touch: incite lifedrain (based off Conviction, defend with Endurance), at range, lasting (w2),
potent (+2w), devastating (+2w), irresistible (+2 att), crippling (consequences take 2 steps more severe slots)
*
Multitarget: by taking a -2 to their roll, a wielder can attack all targets in a zone.