Fay Borgia / Dark Dahlia:
Name: Dark Dahlia.
True Name: Fay Borgia.
Alignment: Aberrant (Evil).
M.D.C.: 200 (Bio-Wizard Augmentation).
Attributes: I.Q.: 21(+7%/+3), M.E.: 19 (+2), M.A.: 19 (55%), P.S.: 30 (+15), P.P.: 23 (+4), P.E.: 21 (+12%/+3), P.B.: 26 (80%), SPD: 44 (30 mph/48 km), 90 (61.4 mph/98.8 kph) flying. [Physical Strength is Supernatural].
Weight: 148 lbs (67.13 kg) including wings. Height: 5 foot 5 inches (1.65 meters) for body. 7 foot 2 inches (2.18 meters) with wings.
Age: 28. Race: Human (Bio-Wizard Augmentation). Sex: Female.
Disposition:
Unlike many other necromancers, Fay does has something of a code of conduct she follows. You don’t get the innocents involved if you do not have to. You also have a word of honor which you try to follow whenever possible. With that code of honor, you do not betray a friend or ally. This does not mean that she is incautious with any allies however. In addition, if somebody betrays you, all bets are off.
Family is very important to her. You never betray the family. That is something that can never be forgiven. Stories tell that she is a direct descendant of the infamous Borgia family. As a result, she has made an attempt to study the history of the Borgia family. Many members of the family are also spell casters with many others being Death Walkers as well.
She definitely has a dark side however. If she does not consider somebody is worth her respect, she sees no dishonor to betray. In addition, you do not want her angry at her. It is hard to know if she will react with hot or cold anger. Rumor is that several of her zombies and mummies are individuals who have made themselves her enemy.
Fay considers the necromantic magic which merges person with the dead to be slightly disgusting although she will work with other necromancers when needed. Considers herself better than them and it is far better to animate the dead and creates zombies and mummies to serve her. Normally, she keeps a sizable force of them with her because, while not afraid to fight and is quite skilled, better to let them do the fighting. She will work with vampires and other creatures of the night. Finally, she has worked with demons as well. She is incredible hard to scare by demons, beyond even that of most necromancers.
Somewhere along the lines, she became obsessed with succubus verging on an insanity. Necromancers, including Death Walkers, are known for insanity. She decided that she wanted to look like a succubus. In addition, while she was reasonably decent looking, she wanted to be beautiful. Fay traded her services for bio-wizard argumentation to look like a succubus. Otherwise, she spends a lot of time on her appearance. Even so, the skulls she uses can be extremely disconcerting.
Surprisingly playful, Fay is not hard to get along with. In addition, she is quite charismatic. Maybe influenced by her succubus persona, she is quite sensual and often keeping multiple lovers, both male and female. Can be almost insatiable at times. She does not have sexual interest in animated dead although likely will take lovers among vampires.
Insanities: Obsession: Appearance - Wanted to look like a Succubus and be extremely beautiful.
O.C.C.: Death Walker (Rifter 8 page 80). Experience Level: Fourth (4).
Combat Skill: Hand to Hand; Basic.
Attacks per Melee: Five (5) - Six (6) with tail.
Bonuses, Combat: Critical Strike: Natural 20, Bonuses: Damage: +15, Strike: +4 (+5 in flight), Parry: +7 (+8 in flight), Dodge: +7 (+8 in flight), Roll (With Punch / Fall / Impact): +3, Pull Punch: +2, Initiative: +3.
When on the defense, she usually gets a +6 to Initiative, a +2 to Parry, and a +3 to dodge from Sixth Sense.
Supernatural Punch Damage: Inflicts 5D6 S.D.C. on a restrained punch, 3D6 M.D. on a full strength punch, or 6D6 M.D. on a power punch (counts as two melee attacks). P.S. bonuses are added to S.D.C. attacks.
Bonus; Save: Lethal Poison [14]: +3, Non-Lethal Poison [16]: +3, Harmful Drugs [15]: +3, Insanity [12]: +2, Psionics [12]: +2 (+3 with amulet), Magic [12]: +4 (+5 with amulet), Horror Factor [Varies]: +12 (+14 with amulet).
Psionics Abilities (Minor): I.S.P.: 43 (Gains 1D6 per level).
Sensitive: Commune with Spirits (6), Sixth Sense (2).
Special Abilities:
Resistant to Horror Factor: +4 to save vs Horror Factor.
Magic Abilities (Death Walker): Abilities: Animate and Control Dead: 5 per level and lasts 10 minutes per level (Costs 10 P.P.E.), Create Zombies & Mummies (Half P.P.E. - Mummies: 80 / Zombies: 125), Create Monster Zombies, Night of Vengeance, Recognize the Undead, Impervious to Vampires (Mind Control Bite & Turning into Vampires), Strength in Numbers (Horror Factor with the dead), Bonuses: +1 (+4) to save vs magic, +6 (+12) to save vs horror factor, and +1 to spell strength.
Bio-Wizard Augmentation:
Magic Transmutation:
M.D.C. Transformation: Transform to 200 M.D.C.
Increase Statistics: P.S.: 30 (Supernatural), P.E.: 21, P.B.: 26, SPD: 44.
Bio-Wizard Appendages, Powers, and Weapons:
Wings & Flight: Bat type wings. Gives flight speed of 90 and +1 to strike, parry, and dodge while in flight.
Tail with Spike: Prehensile tail that can be used the same way that a monkey uses his tail - pick up or grasp items, climbing, and attack. Cannot be used for skills meant for a fully developed hand (skill penalty -70%.) Can pick up and carry a gun but cannot fire one. Bonuses: Adds one extra melee attack, + 10% climb skill, and + 5% to balance. Damage: 2D6 plus P.S. bonus if any.
Stinger (Paralysis): Stinger on her tail. Effects: The victim's motor system is temporarily short-circuited preventing movement. The character collapses to the ground and cannot move for 1D4 minutes.
Bio-Wizard Eyes & Sensor Systems:
Heat Detection: Hidden in Hair. Range 60 ft (18.3 m) / +1 to Initiative.
Molecular Analyzer: Range: 20 ft (6.1 meters) / 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.
Spell Knowledge: P.P.E.: 136 (Gains 2D6 per level).
First Level: Animate Body Parts (2), Assemble Bones (2), Bone and Joint Bonding (2), Lantern Light (2), See Aura (*12), Sense Evil (2), Sense Magic (4), Talking Bones (3).
Second Level: Cloak of Darkness (6), Concealment (6), Crawling Bones (5), Detect Concealment (6), Fragile Bone to Wood (5 or 30), Hide Among the Dead (5), Turn Dead (6).
Third Level: Ignite Fire (5), Object Read the Dead (8), Recognize the Undead (8).
Fourth Level: Charismatic Aura (*20), Command Ghouls (10), Eyes of the Dead (8), Ley Line Transmission (30), Magic Net (7),[1] Makeover (*30), Shadow Meld (10).
Fifth Level: Aura of Death (12), [1] Bone Armor (15), Charm (*24), Consuming Power & Knowledge (20), Divining: Tombs & Graves ( 10 or 35), Escape (*16), Eyes of Thoth (*16), Horrific Illusion (10), Grip of Death (13), [2] Mend the Broken (*20+), [1] Moon Phases (*36).
Sixth Level: Fire Ball (10), Impervious to Energy (*40), Mask of Deceit (15), Tongues (12).
Seventh Level: Fragile Bone to M.D.C. Bone (40 or 160), Heal Self (*40).
Eighth Level: Death Bolt (30), Death Strike (25), Love Charm (*80), Negate Magic (*60).
Tenth Level: Command Vampires (100), Strength of the Dead (60).
Thirteenth Level: Shape Bone (80).
Notes: Spells in italics are Necromancer spells. Spells with Asterisk (*) cost double P.P.E.
[1] Spells from Website and [2] Spells from Federation of Magic Sourcebook.
O.C.C. Skills: Espionage: Wilderness Survival (+5%) 57%, Science: Mathematics - Basic (+20%) 87%, Technical: Language: Dragonese 98%, Language: Euro 98%, Lore: Demons and Monsters (+20%) 67%, Lore: D-Bee (+15%) 62%, Lore: Magic (+10%) 57%, Weapon Proficiencies, Ancient: W.P. Knife (+1 [+5] strike, +1 [+5] throw, +2 [+9] parry), Weapon Proficiencies, Modern: W.P. Energy Pistols (+4 Aimed / +2 Burst), Wilderness: Skin and Prepare Animal [and humanoid] Hides and Bones (+15%) 67%.
O.C.C. Related Skills: Domestic: Dance [Gained at third level] (+5%) 47%, Espionage: Disguise (+10%) 57%,
Intelligence (+10%) 51%, Rogue: Seduction (+7%) 43%, Technical: Literacy: Dragon (+10%) 62%, Literacy: Euro (+10%) 62%.
Secondary Skills: Physical: Hand to Hand: Basic (See combat information), General Athletics, Weapon Proficiencies, Ancient: Paired Weapons: Dagger [Gained at second level], Paired Weapons: Energy Pistols [Gained at fourth level].
Appearance:
She had herself redone through bio-wizardry to look like a succubus. These include the addition of bat like wings, a prehensile tail with a stinger, and making her almost supernaturally beautiful. She is only slightly shorter than average at about five feet five inches tall. Her body is very curvy, with very narrow hips and good sized breasts, and might have been a fashion model at another time. Her features are based on her original appearance but extremely refined. Blue eyed, she has extremely long red hair which she piles on top of her head. Her wings and tail are almost black. She can almost tuck them in a heavy robe in order to conceal them. For makeup, she keeps it fairly light although she likes to have bright red lips.
For clothing, she does not tend to wear all that much although she will wear body armor when needed. Usually she wears minimal clothing, just covering her breasts and her loins. In addition, she will usually wear boots with spike heels. Often, she will wear various pieces of jewelry with most being bone designs, mostly bracelets. One is of teeth and another is of bat skulls.
Weapons, Magical:
Two (2) Demon Claw Blades (Daggers): Weight: 2 lbs (0.9 kg) each.
Black bladed daggers which have a jagged edges. 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 [+6] strike / +1 [+10] parry.
Weapons, Normal:
Two (2) Triax TX-26 Particle Beam Pistol: Weight: 5 lbs (2.25 kg) each.
Mega-Damage: 5D6 Rate of Fire: Standard. Effective Range: 400 ft (122 m). Payload: 6 shots short clip, 15 shots FSE clip.
Triax Laser Scalpel:
Laser tool designed for delicate work / surgery. Damage: From under one S.D.C. point of damage and can inflict as much as 1D6 S.D.C. points. Not meant to be used as a weapon. Range: 6 inches (15 cm).
Ammunition (Used by Multiple weapons): 0 Short E-Clips, 0 Long E-Clips, 8 FSE-Clips.
Armor of Note:
Light Bone Armor: M.D.C. (Main Body): 45 Weight: 22 lbs (10 kg).
Other Equipment:
Magical Items:
Bone of Invisibility:
Simple bracelet - Can become invisible up to six times per day with a duration of 15 minutes.
Bracelet of Bat Skulls:
Bracelet with four bat skulls - Givers perfect hearing (+1 to Initiative) and can see in non-magical darkness (night vision 200 feet/61 m) as long worn.
Bracelet of Dragons Teeth:
Wearer can see the invisible.
Mantle of Power: Weight: 7 lbs (3.15 kg).
Cloak and hood fashioned from the leaf of a Millennium Tree and dyed black. Innate magic properties are enhanced by Splugorth’s Bio-Wizardry. M.D.C.: 100 (magically enhanced) and worn as enchanted body armor.
Magic Powers: Casts the following spells at fourth level proficiency with no P.P.E. cost to the wearer.
Aura of Power: When activated, wearer surrounded by golden glow and appear to be three levels higher, 50% stronger, and gains a bonus of 1D4+2 to M.A. attribute. Duration is four minutes.
Aura of Death: When activated, wearer surrounded by nimbus of black flames and appear to be one of the undead. Duration is two minutes.
Charismatic Aura: When activated, wearer becomes more attractive (+8 to P.B.) and invokes feelings of friendship and trust or fear (H.F. 13) in others or make them believe every thing said (80% chance).
Mask of Deceit: When hood is raised to cover head, wearer’s face changes to look like somebody else or a different race entirely. Magic lasts as long as hood is in place and for two minutes after removed (can be canceled by the wearer any time).
Payload: Each spell can be cast 3 times per day. Saving Throw: Standard, 12 or higher, when applicable.
Mistletoe Amulets:
Charm: Gives a bonus of +1 to save against magic and psychic attacks.
Protection from the Supernatural: Gives a bonus of +2 to save vs Horror Factor.
Techno-Wizard Enchanted Jewelry:
She wears two enchanted earrings with 10 P.P.E. each, four rings with 10 P.P.E. each, enchanted belly button piercing with 10 P.P.E., two enchanted bracelets with 15 P.P.E. each, two enchanted anklet with 15 P.P.E. with a total P.P.E. of 130.
Necromantic Items:
Necromantic / Death Walker Spell Components (includes two linen sheets and twelve scented candles to create zombies, enough mystic solution and linen wrappings to create ten mummies, incense, set of conventional scalpels, several sewing needles and a lot of surgical thread, and other components / supplies.)
Normal:
Vehicles: None.
Clothing: Black bikinis, black corset, lack lace gloves, black leather boots with stiletto type heels, dark grey robes with hood,
Other Items: Backpack, utility belt, two large sacks, sleeping bag, water skin, sun glasses, gas mask, lighter, one week worth of food rations, and makeup and other personal care items.
Valuables: 8.000,000 Credits & 200,000 Credits worth in black market items.
Undead Servants:
24 Humanoid Mummies: I.Q.: 4, P.S.: 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-claws (Inflict 2D6 M.D.C.) Damage 2D6 S.D.C. by punch. Mummies wear bone armor (80 M.D.C.) 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.
8 Humanoid Zombies: I.Q.: 7, P.S.: 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-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 bone armor (80 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.
Background:
Fay comes from a long line of Death Walkers. It is usually taught from mother to daughter although not always.
As a result, most women in the family want to have one or more daughters. Some will give up any sons they have
although they are usually kept track of. Usually, women in the family will try to have a daughter before their mid
thirties. Other classes of spell casters are also common including Shifters and Ley Line Walkers. A few have also
been temporal wizards and temporal warriors. Of course in some cases family members will just not have the
aptitude for learning magic. Others just don’t have much interest in the necromantic arts. In some cases, a girl will be
adopted into the family as a daughter. Often them come from the family line from sons given up.
The rumor is that the line are direct decedents of Lucrezia Borgia, an infamous member of the house of Borgia.
One of the most wealthy families at one time, the family is famous for having several medieval popes. Multiple
darker rumors of corruption swirl around the family including adultery, incest, and murder especially through
poisoning. Lucrezia Borgia herself was married multiple times through her fathers political machinations. She was
first married at age thirteen.
In many cases, women in her family never marry and Fay’s mother never married. In fact, Fay has no real idea
who her father actually is. It is suggested that he is a spell caster of some kind. Most women of the family will
choose spell casters for fathers. Fay has no known brothers although she has a younger sister who is also learning the
arts of being a Death Walker. As one might expect from this situation, her sister has a different father than she does.
It is always possible that she had some sons which she gave up at birth. Often men will also drift from the family and
it is strongly discouraged teaching them any necromantic magic. There are more cases where female lovers are
taught the Death Walker necromantic arts.
The family tends to drift quite a bit. Necromancers, including Death Walkers, are not welcome in many places.
With her mother, Fay traveled the lands of Germany, Poland, and eastern Russia. While normals are often the most
dangerous enemies due to simple numbers, many creatures of the dark are as likely to backstab their allies as they are
to attack their enemies. As such, one has to be extremely careful because few have much of a code of conduct. The
best one can do is to trust members of the family and try your best to find honorable allies.
While considered Necromancers, the Death Walker magic is a bit different than conventional necromancy and
they are not taught how to merge with the dead. There is a certain amount of disdain for conventional necromancers
by many Death Walker. Her mother shares this disdain and Fay learned the same disdain. Instead, they are taught
how to make powerful monster zombie which are far more dangerous than normal zombies. They don’t share the
same disdain to learn magic from practitioners of magical arts including both necromantic and more conventional
wizard spells.
Once one learns the magical arts from their parent, they are expected to go off and learn about the arts on their
own and improve their own skills. If they are forever under their mother’s skirt, they never learn the arts completely.
Eventually, it was Fay’s turn as well. She chose a little different area than her mother had, working in England
instead of mainland Europe.
She helped hunt creatures for the Splugorth and one of her early allies was an important merchant in London of
Splynn. So that she was tough enough to deal with other monster races, she was offered bio-wizard transformation.
At the same time, she became obsessed with wanting to look like a succubus. Even among death walkers, various
insanities become issues as they gain in their craft. As such, she had bat type wings and a prehensile tail.
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