Dr. Frankenstein: The Re-animation By Michael Joseph Concanon III (assisted by Shawn Arbuckle) Prologue Ten years after the first Monster was created, Dr. Frankenstein is at it again. He has perfected the art of re-animating flesh. Strength, agility, intelligence, and sanity have been molded into the creature that he tried to bring about, unsuccesfully, ten years ago. He has created an army of thousands of "man-made-men." Unfortunatly, the good doctor is quite mad at this time, and in his delerium, he allows all of the monsters, except one, to escape. He is now hunting his creations across the four corners of the earth, using his one faithful creation, named "Ivan", as a bodyguard, tracker, and eventually destroyer of these renegade "super men." Attributes Dr. Frankenstein did not use a set formula in creating the monsters. The end result is that there is a great variety to the creatures attributes. Successes, failures, and the ones that fall somewhere in the middle all roam the earth. Abominations hide from the outside world. Sophisticated creatures run for and are elected to major offices. Normal people remember things that they have never experienced, as clearly as if they had been in a past life, or more. Aside from the abominations, there is no way of telling who is and who is not a creation. Creatures are treated as normal humans, with a few exceptions. First, because of their creation, these beings begin with 2 dots in each of either Physical, Mental or Social attributes (players choice). The other two attributes start with one dot as usual. The other points are divided as follows: 7/6/5. Second, the re-animation of these creatures did not bring them back to life. It merely activated the functions of the pieces of flesh used in the creation. For this reason, the "once-deceased" as they are now called, are poison to vampires and cannot be embraced. Nor can they become Wraiths, as their souls have already departed. If even one of their components was Wyrm-tainted, they are viewed on the whole as being of the Wyrm. Even though they may possess great intelligence, they cannnot learn any spheres of Magick. Abilities Because of the number of parts used and the age of the person who contributed the part, (age before death) any ability may be chosen except those having to do with magick. Even if one of their parts was a Mage, they lose their power after death. Vampire, Werewolf, and Mummy specific abilities may be chosen, however, they may not be of any use in your current state of, shall we say, scattered existence. Points for abilities are unusual. Depending on the past lives contained in the new being, a number of abilities may have already been ingrained into the creature. To determine what abilities you have, roll one ten-sided die to give you the number of parts of your new body that have whole and retrievable abilities. You then take half of another roll (rounded down) to tell you how many abilites you have from each part. These abilities are what you begin the game with and these are the only abilities you will have for the game. You must spread them out between Talents, Skills and Knowledge. For points, you receive Primary: 3 points x half of total abilities. Secondary: 2 points x half of total abilities. Tertiary: 1 point x half of total abilities. Example: Thomas rolls a 6 first. He has six different body parts that contain abilities. He then rolls a 4. He gets two abilities per body part. (1/2 of 4 = 2) His "once-deceased" has twelve abilities to divide between the three sub-divisions of abilities. (6 parts x 2 abilities = 12 abilities) He then assigns points as follows: 18/12/6. (1/2 of 12 = 6) (6 x 3 = 18) (6 x 2 = 12) (6 x 1 = 6) Background Any background may be used, except those dealing with magick. Standard Background rules apply. Decay Meter Have you ever had that not-so-fresh feeling? Being "once-deceased" has it's disadvantages. Your body will slowly decay if not properly cared for. A special ice containing equal parts water, nitrogen, and various preserving chemicals must be packed around your newly aquired body for a period of six hours a day. It is advisable to sleep during this time, as you may feel discomfort, but it is not necessary to do so. The Decay Meter has ten dots, one for every day you are deprived of this "ice sleep." If you are deprived for a period of four days, you will feel sluggish and weak. A week without this vital treatment will leave you rotting and incoherent. Ten days without your "ice sleep" and your decayed body will literally fall apart. To erase Decay Points, you must replace a decayed body part with a fresher one. One per point. (ST Note: The replaced body part may have had the information for one or more of the abilities. Likewise, the new body part may have new abilities not previously acquired.) Because of the special mixture involved in making the ice, you will only need one batch of ice to last you the rest of your newly extended life. Like a Vampires coffin, the "once-deceased" need a secure place to have their "ice sleep". Might I suggest a large freezer? All joking aside, choose a place where you will not be disturbed. Health and Healing Health is measured like any other species. The difference is Healing. The "once-deceased" have no healing properties, being as they are actually supposed to be dead. To recover from wounds, you must replace the damaged body parts, just as in Decay. The chart for replacing parts is below. Bruised: no parts Hurt: 1 part Injured: 2 parts Wounded: 3 parts Mauled: 4 parts Crippled: 5 parts Incapacitated: 6 parts The "once-deceased" do not feel pain as their nerves are not re-animated. They lose no dice at the different levels of damage. Once re-animated, the body can be brought back from incapacitated or beyond if either the brain or the heart are whole. Just replace the damaged body parts and deliver a series of shocks to the body. Willpower Normal. Change only if it fits the story. Start with either 3, 4 or 5 depending on if they are an abomination (3) A normal citizen (4) or an outstanding example of Humanity (5).