The Immortal Wu
The Wu, the immortal servants of the Sanjiyan Unkara. These unfortunate beings have their souls devoured by the three-eyed demon, and then they are made immortal, to live and serve the Sanjiyan Unkara for as long he (the Sanjiyan Unkara) lives. The only hope they have for becoming human again is to get the Sanjiyan Unkara to go through the magic ritual that will turn them into a human being…
Special R.C.C. Abilities of the Wu
1. Immortal:
All Wu are immortal, they never age and are immune to all diseases and sickness. These beings cannot die a natural death, and the magic that sustains their immortal bodies will also heal any physical harm that their body may receive. No wrinkles will appear, no loss of muscle tone, no hardening of arteries, no heart attacks, no scarring when healed, etc. The only way the immortal Wu can die is if their creator (the Sanjiyan Unkara) dies.Bonuses & abilities:
Super regeneration: The Wu cannot die, and will heal all damage he receives. The Wu regenerates Hit Points and S.D.C. at a rate of 3D6 per melee round. Not only this but the Wu can regenerate lost limbs (including his head!), for this to work he must first gain back all his lost S.D.C. and Hit Points, then his missing limbs will magically reappear in a matter of seconds. If the Wu does not want to wait for the limb to "grow" back he can always reattach the lost limb if it happens to be lying around. Lastly the Wu can operate at 30 Hit Points below zero. Once the Wu reaches 31 points below zero he will drop into a coma like state and appears to be dead (actually a healing trance). The Wu will rise from his comatose state once he reaches full Hit Points.
Immune to all diseases, sickness, and radiation.
Poisons and drugs do only one-third their damage and last only one-third as long.
+4 vs. Horror Factor.
+5 vs. Possession.
+3 vs. Poison, toxins, drugs, etc. (in addition to any P.E. bonus)
+25 S.D.C.
+1D4 to M.E.
+1D4 to P.E.
+1D6 to P.B.
2. Sense Supernatural Evil: The Wu is open to the world around him, thusly he will feel or sense any major disturbances nearby. One such disturbance is the presence of supernatural evil. All supernatural beings radiate their alignment, most are evil. The Wu can feel the evil like an icy chill cutting through him. This sensation is unmistakable, cost no I.S.P. to use and is automatic, meaning the Wu does not have to concentrate to use this power and it is always on. Along these same lines the Wu can sense a person possessed by a supernatural force and detect magical enchantments. Range: 500ft plus 25ft per level of experience.
3. Psionic Saving Throw: All Wu are considered minor psionics with a saving throw of 12 or higher to save vs. psionic attacks.
R.C.C. bonuses: Impervious to the bite and mind control powers of vampires. Impervious to Mind Bleeder powers. Cannot be transformed by any means. +2 to save vs. Pain with an additional +1 at levels 3, 6, 9,12, and 15, +1 to dodge, +4 to roll with punch/fall, and +2 to pull punch.
Immortal Wu R.C.C.
Alignment:
Any, but tend to lean towards their master's alignment (their soul depends on it).Attribute Restrictions: None, but a high P.E. is helpful. Considered a Supernatural being, with Supernatural Endurance (no Supernatural Strength, unless by race).
Races Restrictions: None, any race can be turned into a Wu, even Supernatural monsters and demons.
R.C.C. skills:
Language: Two of choice (+15%)
Basic & Advanced Math (+20%)
Lore: Demons and monsters (+20%)
Lore: One of choice (+15%)
Wilderness Survival (+10%)
Land Navigation (+10%)
Athletics
Technical: Three of choice (+10%)
W.P.: One of Choice
Hand to hand: Basic
Hand to hand: Basic can be upgraded to Hand to hand: Expert for the cost of one R.C.C. related skill option or Hand to hand: Martial Arts (or Assassin if of evil alignment) for the cost of two R.C.C. related skills.
R.C.C. related skills: At first level the Wu can select seven skills from the list below, plus one additional skill at levels 4, 9, and 12.
Communications: Any.
Cowboy: None.
Domestic: Any (+10%).
Electrical: Any (+5%).
Espionage: Any.
Mechanical: Basic and Automotive only.
Medical: Any.
Military: None.
Physical: Any.
Piloting: Any
Pilot Related: Any.
Rogue: Any (+10%).
Science: Any (+5%).
Technical: Any (+15%).
Weapon Proficiencies: Any.
Wilderness: Any.
Secondary Skills: The Wu get four secondary skills from the list above, excluding those marked "None." Plus two additional skills at levels 3, 6, 9, and 12. These are additional areas of knowledge that do not get the advantage of the bonuses listed in the Parentheses. All secondary skills start at base level.
Standard Equipment: A couple sets of traveling clothes, and a couple of sets of normal clothing, sleeping bag, one large sack, 1D4 small sacks, backpack, sunglasses or tinted goggles, 1D4 bandannas, a small silver cross, canteen, binoculars, flashlight, lighter, note pad and marker, 50ft lightweight cord. Weapons will include one weapon for each W.P. the Wu has. There is also a 45% chance that the Wu may own a car (1D6+2 years old), if the Wu does not own a car then he will be the proud owner of a bicycle (1D4 years old).
Money: The Wu will start with 2D6x100 dollars.
Cybernetics: None, the Wu's body will reject all Cybernetic and Biorganic implants.
Allies: Any their master may have.
Enemies: Only those of their master.
Note: All Wu are blessed with the mark of the Wu upon their forehead.