Bloody Bones:

Name: Bloody Bones
True Name: Arex Moaran
Alignment: Diabolic (Evil)
M.D.C.: 200 + 500 (For Natural Body Armor)
Attributes: I.Q.: 15, M.E.: 11, M.A.: 7 P.S.: 40 (+25), P.P.: 21 (+3), P.E.: 22 (+14%/+4), P.B.: 4, SPD: 44 (30 mph/48 km) [Physical Strength is Supernatural]
Weight: 420 lbs (190.5 kg) Height: 7 foot 10 inches (2.39 meters)
Age: 35 Race: Ogre Sex: Male
Extremely evil being who enjoys dominating all around them and loves destruction. In his heart, he wishes to either dominate or destroy the whole world. He has a love for all things dead or undead including vampires and animated dead. The dead, especially those he animates himself, are the only thing he consider truly loyal. As a result, he has created an army of the animated dead including zombies and mummies. Still, he will use any ally who appears to help him towards his goals. Of course, he sees nothing with betraying them later. Loyalty and honor mean absolutely nothing to him except maybe concepts to take advantage of.
Death in general is something which is one of his true pleasures, enjoying killing and quite often bringing them back as his undead servants. He also enjoys torturing and maiming those around especially those who are beautiful including such as elves. Bringing back a beautiful elf as a ruined zombie to him is something of pleasure. He loves the dead so much that eh had himself bio-wizard augmented to look like something of the dead. There are no races he really likes, even other Ogres. There is the suggestion that he was kicked from his tribe because of violence.
He hates the light of day and sunlight in general. While he has some ability to use some modern weapons, he is not a big fan of technology in general and uses it minimally.
OCC: Necromancer (Bio-Wizardry Enhanced) Experience Level: Eighth (8)
Combat Skill: Hand to Hand; Assassin and Boxing
Attacks per Melee: Eight (8)
Bonuses, Combat: +5 to Strike, +9 to Parry, +9 to Dodge, +39 damage, +5 to Roll with punch, fall, or impact, +2 to Initiative, Knock-Out / Stun Natural 17-20
Supernatural Punch Damage: Inflicts 6D6+25 S.D.C. on a restrained punch, 5D6 M.D. on a full strength punch, or 1D6x10 M.D. on a power punch (counts as two melee attacks).
Bonus; Save: Lethal Poison [14]: +4, Non-Lethal Poison [16]: +4, Harmful Drugs [15]: +3, Insanity [12]: +0, Psionics [15]: +0, Magic [12]: +5, Horror Factor [Varies]: +8
Natural Abilities: 40 ft (12.2 meter) Night Vision (Replaced by Eyes of Eylor), +2 Save vs Horror Factor
Magic Abilities: Union with the Dead, Augmentation, Animate and Control Dead (32 total / costs 10 P.P.E.), Impervious to Vampires (Mind Control Bite & Turning into Vampires), Horror Factor 15 (Should be 9)
P.P.E.: 202 (Gains 2D6 per level) Spell Knowledge: First Level: Death Trance (1), Globe of Daylight (2), Lantern Light (2), Sense Evil (2), Sense Magic (4), Second Level: Cloak of Darkness (6), Concealment (6), Detect Concealment (6), Fear (5), Stench of the Dead (6), Turn Dead (6), Third Level: Breathe Without Air (5), Fuel Flame (5), Ignite Fire (5), Life Source (2+), Object Read the Dead (8), Recognize the Undead (8) , Fourth Level:Command Ghouls (10), Fireblast (8), Kill Plants (10), Ley Line Transmission (30), Magic Net (7), Repel Animals (7), Shadow Meld (10), Trance (10), Fifth Level: Aura of Death (12), [1] Bone Armor (15), Circle of Flame (10), Consuming Power & Knowledge (20), Death Curse (special), Death Mask (12), Divining: Tombs & Graves ( 10 or 35), Eyes of Thoth (*16), Horrific Illusion (10), Horror (10), Maggots (20), Sixth Level: Call Lightning (*30), Fire Ball (10), Impervious to Energy (*40), [1] Necromancer's Eye (20), Tongues (12), Seventh Level: Agony (*40), Constrain Being (20), Life Drain (25), [1] Probe Grave (15), Eighth Level: Commune with Spirits (25), Exorcism (30), Death Strike (25), Minor Curse (35), Negate Magic (*60), Sickness (50), Spoil (30), Ninth Level: Aura of Doom (40), Dessicate the Supernatural (50), Shadows of Death (45), Shadows of Doom (45), Tenth Level:Armorbane(100), Banishment (65), Control/Enslave Entity (80), Curse: Phobia (*80), Deathword (70), Mystic Portal (*120), Strength of the Dead (60), Summon Insect Swarm (80), Summon Shadow Beast (140), Wards (*180), Eleventh Level: Create Mummy (160), See in Magic Darkness (125), Summon Vampires (150), Transfer Life Force (150), Twelfth Level: Create Zombie (250), Soultwist (170), Summon Worms of Taut (210), Thirteenth Level: Sanctum (390), Summon Magot (monster, 320), Fifteenth Level: [1] The Dead Horde (800), Transformation (2000)
Spells with Asterisk (*) cost double P.P.E. / Spells with [1] are on Website.
Bio-Wizard Augmentation:
Magic Transmutation:
Transform to 200 M.D.C.
Increase Statistics: P.S.: 40 (Supernatural), P.P.: 21, SPD: 44
Natural M.D.C. Plate Armor: Bony Plates 500 M.D.C. (Gives -20% to prowl)
Retractable Forearm Blades (large): Three Blades in each both forearms. Mega-Damage: 4D6 (9D6 with supernatural strength)
Bio-Wizard Eyes & Sensor Systems:
Eyes of Eylor (2): Replace original eyes. Give Perfect 20/20 vision, night vision 600 ft (183 m), telescopic vision (6000 ft/1800 m), and 300 x magnification. Provides see aura, see the invisible, sense magic and see P.P.E. energy. Adds 20 P.P.E. to base.
Instinctive Sense of Direction
Molecular Analyzer (Range: 20 ft / Recognize Scent 70% / Track by Scent 70% / Recognize Poison 88%/ Detect Change in Temperature 80%)
Motion Detector - Hidden in Hair (Range 60 ft / +1 to Initiative / Blindness Penalties are Half)
O.C.C. Skills: Espionage: Wilderness Survival (+5%) 70%, Science: Mathematics - Basic (+20%) 98%, Pilot: Horsemanship - Basic (+10%) 78%, Technical: Language: American (+20%) 98%, Language: Demongorgion (+20%) 98%, Language: Euro (+20%) 98%, Literacy: American (+20%) 98%, Literacy Euro (+20%) 85%, Lore: Demon and Monster (+20%) 80%, Lore: Magic (+10%) 70% / 60% / 55%, Wilderness: Skin & Prepare Hides and Bones (+5%) 70%, Weapon Proficiencies, Ancient: W.P. Knife (+2 [+7] Strike / +3 [+12] Parry / +2 [+7] Throw), Weapon Proficiencies, Modern: W.P. Heavy Energy (+5 aimed /+3 burst),
O.C.C. Related Skills: Domestic: Cooking [Gained at Second Level] (+5%) 70%, Sewing [Gained at Fourth Level] (+5%) 60%, Physical: Hand to Hand: Assassin, Rogue: Prowl (+5%) 65%, Streetwise (+5%) 53%, Technical: Language: Elven (+10%) 95%, Literacy: Elven [Gained at Second Level] (+10%) 70%, Lore: Faerie (+10%) 80%, Weapon Proficiencies, Modern: W.P. Heavy [Gained at Eighth Level] (+3 aimed /+1 burst),
Secondary Skills: Physical: Athletics - General, Boxing, Science: Archeology 55%, Wilderness: Land Navigation 64%, , Weapon Proficiencies, Ancient: W.P. Blunt (+3 [+8] Strike / +3 [+12] Parry), Weapon Proficiencies, Modern: W.P. Energy Rifle (+5 aimed /+3 burst),
Racial Skills: Technical: Language: Gobbley 98%, Language: Ogre 98%, Weapon Proficiencies, Ancient: W.P. Battle Axe (+3 [+8] Strike / +2 [+11] Parry / +2 [+7] Throw]
His original appearance is completely gone but instead is covered by his Bio-Wizard augmentation. His head now looks like a skull and is actually white. Most might think it is a mask but it is not. His eyes as sunken back and are extremely large. Black curly hair surround the skull like head. The rest of his body is covered in what appears to be bone like plates.
He decorates himself further with skulls and bones. A skull is worn on each should along with each of his knees. As well, he wears a skull in the middle of his abdomen with rib bones radiating from all sides. His forearms are covered with bones and each of his risks have a small skull as decoration.
Weapons, Normal:
Kittani K-4 Laser Pulse Rifle: Weight: 4 lbs (1.8 kg)
Mega-Damage: 3D6+6 for Single Shot and 1D6x10+6 for 3 simultaneous blasts Rate of Fire: Standard Effective Range: 3000 ft (910 m) Payload: 30 Shots each long clip Bonuses: +1 on Aimed Shots
Ammunition (Used by Multiple weapons): 0 Short E-Clips, 20 Long E-Clips, 0 Canister E-Clips
Weapons, Magical:
Demon Claw Blade (Dagger): Weight 2 lbs (0.9 kg)
Black bladed dagger which has a jagged edge. Mega-Damage: 6D6 (double damage to supernatural creatures of good alignment.) M.D.C.: 50, but only takes damage when specifically targeted and regenerates 2D6 M.D.C. per day. Bonuses: +1 [+8] strike / +1 [+13] parry.
Necronstaff (Greatest Rune Weapon)
Mega-Damage: 6D6 physical, Double damage to vampires, ghouls, zombies, and animated dead (Drinks souls). Breaths Fire: 1D4x10 M.D.C., 60 ft range. Spell Magic: Animate & Control Dead, Turn Dead, Sickness, Spoil, Minor Curse, Fear, Death Trance, Shadow Meld, and Fire Ball. Each spell can be cast 3 times each per 24 hours and are cast at eight level. Can summon 1D4 Shadow Beasts once every 72 hours. They will serve for eight hours and then disappear. Has an IQ of 12, communicates via limited telepathy, Can parry Energy blasts at -6, links with wielder being able to sense each other up to 4 miles away, add +1 on all saving throws, Diabolic alignment does 1D6 S.D.C. or 3D6 M.D.C. to incompatible alignments.
Armor of Note: Wears No Armor Normally
Animated Servants: Zombie Fury Beetle,100 Humanoid Zombies, 300 Humanoid Mummies
Necromantic Items: Necromantic Spell Components (includes twenty linen sheets and four dozen scented candles top create zombies, enough mystic solution and linen wrappings to create forty zombies, and four wishbones from large birds, and other components) Great Horned Dragon Skull, Gargoyle Wings
Other Equipment: Normal Equipment for OCC, Full Bionic Horse (120 mph, 300 mdc, has a skeletal look to it), 200 million credits, 100 Zombies with L-20 Rifles, Vibro Claws, in Beetle armor.

Undead Servants:
300 Humanoid Mummies: IQ: 4, PS: 20, SPD: 7, Attacks: 3 Horror Factor: 10 Bonuses: +5 to Damage,+1 to Strike, and +1 to Parry. S.D.C. Linen has 50 (A.R. 10) and Corpse has 70., Armed with vibro-swords or vibro-claws (Inflict 2D6 M.D.C.). Damage 2D6 S.D.C. by punch. Mummies wear mismatched armor of various types with some damaged. Average M.D.C. 40 to 70. Note: Fires have horror factor 7 (small), 13 (medium), or 16 (large) Fire and Magic Weapons only damage the Mummy. Magical Fire inflict double damage. Torch will do 2D4 damage per strike.
Mostly human bodies although a scattering of other humanoid creatures.
100 Humanoid Zombies: IQ: 7, PS: 20, SPD: 10, Attacks: 2 Horror Factor: 12 Bonuses: +5 to Damage,+2 to parry and dodge. Has -4 penalty to use ranged weapons. S.D.C.: 150; regenerate in 48 hours unless head and body buried separately. Armed with vibro-swords or vibro-claws (Inflict 2D6 M.D.C.) and L-20 Rifles (Inflict 2D6 / 6D6 - 3 rd burst, 1600 ft, 40 / 50 shots). Damage 2D4 S.D.C. by punch. Zombies wear Beetle Armor (70 M.D.C.). Non-Magical Projectiles / Physical attacks inflict no damage but silver and magic weapons inflict full damage. Most psychic and magic powers have no effect, only energy. Energy spells inflict full damage. Non-Magical fire inflicts full damage but other normal energy attacks inflict half damage.
Zombie Fury Beetle: IQ: 2, PS: 40, SPD: 100, Attacks: 2 Horror Factor: 16 Bonuses: +25 to Damage,+2 to parry and dodge. M.D.C.: 500; regenerate in 48 hours unless head and body buried separately. Bite inflicts 4D6 M.D.C., Claw 2D6 M.D.C., Charge / Ram 3D6 M.D.C., Trample 2D6 M.D.C. Non-Magical Projectiles / Physical attacks inflict no damage but silver and magic weapons inflict full damage. Most psychic and magic powers have no effect, only energy. Energy spells inflict full damage. Non-Magical fire inflicts full damage but other normal energy attacks inflict half damage.


Basically, nothing is really known about his early history. There is some speculations and it seems most likely that he is from a tribe of Ogres from somewhere in Europe. There are several known tribes, some which have close associations with Gargoyles and the servants of Atlantis. His skill with an axe might indicate that he was trained in the way of a warrior.

It is most likely that somewhere along the line he was kicked from his tribe. Ogres are generally not the nicest creatures but even they need to be able to work as a group. His love of carnage and killing surpasses anything which is normal among Ogres. As well, many Ogres keep human captives because of their limited breeding. They must be kept alive and cared for. He is just as likely to kill and torture them. As well, his fascination with the undead likely started from an early age.

Somewhere along the line he found a necromancer to teach him the art. Most suggestion is that he learned the magic of necromancy somewhere in Africa. It is doubtful that the necromancer was as ruthless as he was and it is most likely that Arex killed him somewhere along the line. It would fit in with his personality and there are stories of a necromancer who took an Ogre as an apprentice and was later killed by that same Ogre.

It was around this time that he began to become known. He was completely ruthless and sent his Zombies and Mummies into villages and completely devastated them. Sometimes he did this for someone who hired him to make an object lesson of the village but other times there appeared to be no reason behind it. Anything valuable, he would have the Zombies collect and he began to amass a fortune. He would work with others, necromancers in some cases but not always. If he saw a way to gain from betraying them, they would soon find just how loyal he really was.

Eventually, he found out the Splugorth hatred of vampires. That too he took advantage of. He has allied himself with vampires but allies are just someone else to betray. He would work in the Vampire Kingdoms, pretending to be an ally but betraying them to Atlantis. In return, he got both the Bio-Wizard augmentations as well as a powerful rune weapon, a Necronstaff.

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Writeup by Kitsune (E-Mail Kitsune).

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