Kleer skeleton (Serious Sam video game) over a white background

Generic Kleer skeleton

(Serious Sam)


Context

Serious Sam is a series of silly, old-school video games about shooting all the things with all the guns all the time. The first game was published in 2001. It involves an alien invasion, total war, time travel — and guns. Which you shoot at things.

Kleer skeletons are fast video game melee monsters. Does this offer any job security or benefits ? Ah, you’re kidding. Nah, stick with marketing, kid. Or plumbing.


Powers & Abilities

The reanimated skeletons of the Kleer people can gallop. They can make long, rapid jumps once they’re running. Their arms each end in a big, hooked claw.

The magic holding their bones together has limits to its strength. A pair of 12-gauge 00 magnum shells at close range will usually break that cohesion and sent them collapsing, never to rise again.

The skeletons are “loaded” with a pair of spiked balls linked by a chain. Though one would expect some sort of bola, the chain is held magically rigid. The projectile thus doesn’t wrap around anything – it just hits things over its span as it flies spinning.

You’d expect them to be fireproofed… but they ain’t.


History

These aliens lived on planet Kleer, in the Alpha Canis Majoris system. The space warlord/god Mental once attacked their planet, drowning everything in burning napalm.

Kleer skeleton (Serious Sam video game) in a strange pose

With everyone burned to death, Mental then used magic to reanimate the blackened bones and add to his immense, grotesque armies.


Description

A Kleer skeleton stands 9′ (at horns tip) if fully erect.

Kleer skeleton (Serious Sam video game) galloping


Personality

They’re dead, Jim. Kleer skeletons are just attack drones.



Game Stats — DC Heroes RPG

Tell me more about the game stats

Generic Kleer skeleton

Dex: 03 Str: 03 Bod: 03 Motivation: Undead
Int: 01 Wil: 00 Min: /// Occupation: Attack fodder
Inf: 02 Aur: 00 Spi: 03 Wealth: N.A.
Init: 008 HP: 000

Powers:
Self-Link (Animate dead): 05, Claws: 04/05, Cold immunity: 02, Jumping: 02, Running: 05

Bonuses and Limitations:

  • Claws can only use its 5 APs when Jumping. Otherwise it can only engage 4 APs.
  • Jumping can only be used when Running is being used at full APs. This is done by running during Phase n, then jumping and attacking in Phase n+1.

Skills:
Martial Artist (AV): 04

Bonuses and Limitations:
Martial Artist can only be used in close quarter battles where the enemy has little room to manoeuvre

Advantages:
Life Support (Full), Lightning Reflexes

Connections:
N.A.

Equipment:
TWO-BALLS (x3) [BODY 04, Projectile weapons: 04, Grenade Drawback. No Unskilled Penalty need applies. Drawback: AV lowered by 1CS in cluttered environment where the broad projectiles is likely to hit an incidental obstacle].


Design Notes

Though they are tall, they do not demonstrated any aspect of Growth in game terms. Plus, they’re usually hunched over anyway.

By Sébastien Andrivet.

Source of Character: Serious Sam early video games.

Helper(s): Roy Cowan.

Writeup completed on the 4th of December, 2016.