Undead Things
Turning Undead
Any holy person may attempt to turn undead. To do so, they make
an opposed action of Faith vs. the Willpower of the undead in question.
If they succeed, the undead will be unable to approach, and are likely
to go away. Failure means there is no effect. Turning generally requires
some act of faith: presenting a holy symbol, speaking a prayer, etc.
It always requires boldness! The faithful can attempt to turn any
undead within line-of-sight.
Turned undead will not be able to attack again until the character has a
lapse of faith, or some other event occurs. If attacked, automatons will
cower or try to escape. Intelligent undead will get to make another Willpower
roll to resist; if the second roll fails, they cannot attack.
Undead can be banished, but this generally requires some spell or ritual.
Automatons
Automatons are bodies animated by a magic spell. They are not intelligent,
and are really just robots which obey orders. They will destroy themselves
without hesistate if so ordered. They do not heal or regenerate. Automatons do not
breathe, eat, or sleep. They are immune to the effects of climate,
temperature, and poison. They do not feel pain, and suffer no penalties
when Hurt or Very Hurt. Automatons are destroyed when
Incapacitated.
Golden Ghost
Appearance
When they actually materialize, they look like whoever they were in life
with a few changes. They always look like a noble or a rich man. They are
always wearing the best clothes and have the best jewelry adorned on their
bodies.
Ecology and Motivations
A golden ghost was a person who was obsessed with hoarding money for its own
sake. They are restless spirits that try to attach their souls to the money
they owned in life. When their money is dispersed or destroyed, they try to
attach themselves to precious objects or large hoards of money. From there
they try to influence people into getting more gold and more riches.
These ghosts exist for a long time. However, their power and sanity erode
over the centuries. As the years pass, the ghost becomes less active and
more single minded in its pursuit of wealth from beyond the grave. To model
this, reduce ALL their traits by 1 level every century; after all of their
traits are gone. They fade from existence.
Combat Techniques
It does not engage in combat often. It can however use a little telekinesis
to move things about. They can lift a maximum of 10 pounds matter for about
1 minute. They don’t do this very often as it tires them out. Also, this
ability diminishes with age. It gets weaker like all of the spirit’s
traits.
Other Names
Miser ghosts, money spirits.
Options
Give the ghost a few more combat abilities and he can be a mad treasure
guardian.
Campaign Use
Like most ghosts, a golden ghost needs a back story. One could be attached
to the treasure that the players just “Liberated” from the dragon.
Attributes
- Strength: N/A (scale +0)
- Dexterity: N/A
- Constitution: N/A
- Reason: (as person in life)
- Willpower: (as person in life)
- Presence: (as person in life)
- Perception: (as person in life)
- Damage Capacity: N/A
Powers
- Intangibility
- Telekinesis As described in Combat Techniques
Gifts
Faults
Skills
References
- Created by Elliot Schutjer
- Copyright 2002 by Elliot Schutjer
Skeleton
Appearance
Looks like an animated skeleton of the appropriate type (so a goblin
skeleton looks like a twisted human, a kobold skeleton has small horns, etc).
At the GM's option it might have glowing eye-sockets and clacking teeth!
Ecology
Skeletons are created by magic, using the Animate Dead spell.
Once created, they obey any command given by their creator, and remain
until destroyed. They have no flesh, and are very fast.
Motivations
To serve its master.
Combat Techniques
Skeletons are able to use all melee weapons and armor. The magic that animates
them gives them excellent combat skills; combined with their speed and agility,
skeletons are formidable fighters.
Legends
It is said that if a hydra's teeth are sown and watered with blood, they
will be transformed into skeletons which will serve the sower for one day.
Options
Some skeletons can throw their fingers as bolts; they have Throwing: superb
and damage +1. Some skeletons are not created, but are true undead with
an attitude. These will be intelligent and malevolent, and may have any type
of motive.
Campaign Use
Skeletons are typically used as tomb guardians. Remember that they were
created by somebody for some reason. They are often armed with rusty
swords or other hand weapons, and protected by chainmail or plate and
carry shields. They are very good in combat, but somewhat fragile; blunt
weapons are much more effective than sharp weapons. Skeletons are usually
encountered in groups.
If you are using Sanity in your campaign, fighting skeletons ought to be
somewhat unsettling.
Some wizards might create armies of skeletons.
Attributes
- Strength: fair (scale 0)
- Dexterity: superb
- Constitution: fair
- Reason: --
- Willpower: mediocre
- Presence: fair
- Perception: fair
- Damage Capacity: fair (hits 10)
Powers
Gifts
- Skeletal (sharp weapons do not get the +1 bonus)
Faults
- Undead (subject to turning, banishment)
- Brittle (maces and other heavy, bludgeoning weapons do double
damage -- this applies to the weapon bonus only!).
Skills
- Attack: great (ODF weapon +0)
- Dodge: great (DDF armor +0)
- Block: good (with shield)
References
WRAITH
Appearance
Wraiths are shadowy, spectral undead with consuming hatred
of the living. They appear as a spectral, ghostly form, often
with a skeletal or decayed appearance, and wearing grave-clothes.
They have long wicked claws and luminous eyes (sockets?)
Ecology
Their tortured souls are bound to the plane of the
living (at a specific location) by a powerful spell, a strong negative
magical energy, or by a cataclysmic trauma. They may be found in
haunted graveyards and crypts, battlefields where the dead were left
unburied, etc. They cannot stray far from the point at which they are
bound.
Motivations
They differ from Ghosts in that they actively seek the murder of the
living. They regard all living creatures with a mix of disdain,
hatred, and jealousy.
Combat Techniques
Their form imbues them with abilities both abnormal and supernatural
(hence the attributes, gifts and faults listed below). They attack with
their horrible grasping claws, which cause numbing cold as well as
considerable damage.
Other Names
Spirit, Haunt.
Campaign Use
Wraiths make good magical guardians. They are also typical monsters
which haunt graveyards, battlefields, murder scenes... Don't forget
they can move through walls, giving them a significant tactical advantage.
Attributes
- Strength: good (scale 0)
- Dexterity: good
- Constitution: good
- Reason: good
- Willpower: good
- Presence: great
- Perception: mediocre
- Damage Capacity: fair (Hits: 4/10)
Powers
- Undead
- Causes fear in living creatures (fair Willpower to resist)
- Immaterial: can move through walls
- Supernatural cold causes loss of 1 level of Strength on
any successful hit (fair Willpower to resist). Strength
is regained 1 level per week of rest.
Gifts
- Two claw attacks each round (each is +3 damage)
- Immaterial (treat as +4 to defense)
Faults
- Undead (subject to sunlight, turning, banishment, etc).
- Silver weapons do double damage
Skills
- Attack: fair (ODF +4 each claw)
- Dodge: fair (DDF immaterial +4)
References
Zombie
Appearance
A zombie is an animated, rotting corpse. They look and smell disgusting,
and little bits tend to fall (or drip) off as they move.
Ecology
Zombies are created using the Animate Dead spell. The magic keeps
their flesh from entirely falling off, maintaining a state of perpetual rot.
They do not breathe, eat, or sleep, and can survive any climate.
Motivations
To serve its creator.
Combat Techniques
Zombies are strong, and attack with their fists or with simple weapons
(clubs, maces, aces, spears). If they can get close enough, they will
attempt to grapple a victim, dragging him down through sheer numbers, and
then rending with teeth and hands.
Zombies cannot feel pain, and hacking at
them seems to have little effect; this is simulated by giving them
increased scale instead of strength. Blunt weapons have little effect,
unless they can fracture or break bones.
Zombies have a built-in special attack: they stink. Anyone fighting a
zombie must roll a Good Constitution each turn or gag. A gagging person
cannot attack, but can dodge. Anyone gagging for two consecutive turns
will vomit; while vomiting, they cannot defend themselves. Successfully
wounding a zombie will release more odor, and will cause a -1 modifier to
the next gagging check. (Note that this stinking attack does not apply
to freshly-killed corpses; it takes 3-4 days for it to "ripen"...)
Zombie flesh is noxious and deadly poison. No animal will touch it, and
anyone who accidentally ingests it (yuck) will become ill for 2-12 days,
taking the equivalent of a Scratch each day. Anyone who touches a zombie
must roll Good Constitution or become ill for 1-6 days; washing immediately
afterwards gives a +2 bonus to this roll.
Other Names
Walking dead.
Campaign Use
Zombies are sometimes used to guard tombs, but more often used by necromancers
to create armies. Facing a legion of zombies will take the fight out of most
armies... They are quite different from skeletons, and require different
strategies to overcome.
If you are using Sanity in your campaign, fighting zombies ought to be
somewhat unsettling. Zombies are already hard to kill due to scale, so think
twice before giving them armor!
Attributes
- Strength: fair (scale +3)
- Dexterity: poor
- Constitution: fair
- Reason: n/a
- Willpower: fair
- Presence: good
- Perception: mediocre
- Damage Capacity: fair (hits 10)
Powers
- Undead (vulnerable to sunlight, turning, banishment, etc)
- Automaton
- Stench Attack
Gifts
- Reduced damage from blunt weapons (armor +2 only vs. blunt weapons)
Faults
- Undead (subject to turning, banishment)
- Slow (always attack last in any melee round)
Skills
- Attack: good (ODF two fists +2, or weapon +3)
- Dodge: poor (DDF +3, or +5 vs. blunt weapons)
- Block: mediocre (with shield or arm)
References
Cursed Zombie
Appearance
The cursed zombie is like most other zombies. It is a smelly walking corpse
that seeks to destroy all who yet draw breath. However, the cursed zombie
is different in that it was killed by the curse that destroyed the first
empire. It has blackened skin and bones and has bright red dots in its
hollow eye sockets.
Ecology
These foul undead only inhabit the cursed lands, where they were created. A
cursed zombie can not venture out of the cursed lands.
They do not eat or drink or sleep. They only stalk the decrepit ruins of
the first empire and the desert wastelands surrounding them. They are
filled with hate of all who live. The cursed zombies do not have any kind
of organized society. They rarely talk to anyone but themselves even.
However they will cooperate when attacking a mortal.
They were denied the freedom of death when the great magical blast tore
apart the first kingdom. The horrible magic cursed everything connected to
the first kingdom with a horrible rotting disease called the Curse.
Motivations
The cursed zombie’s motivation in life is to make the living pay for their
good fortune. They do not negotiate, they do not surrender; they just kill.
Combat Techniques
The Cursed zombie fights with single mindset, kill all. They sometimes
attack in groups of 1-6 individuals.
Legends
- Standing near a cursed zombie will give you the curse.
- The cursed zombies are planning on resurrecting the first kingdom with
black magic.
Campaign Use
These monsters are pretty good generic zombies if you take away their
special abilities.
Attributes
- Strength: great (scale 0)
- Dexterity: poor
- Constitution: undead
- Reason: poor
- Willpower: undead
- Presence: fair
- Perception: good
- Damage Capacity: superb (hits 4/10)
Powers
- Cursed:
Everyone who is within 20 feet of ANY number of cursed zombies
loses 1 level from each physical stat for about 1 week.
Skills
- Attack: Bash and claw with hands: Fair damage/ Good accuracy
- Dodge: fair
References
- Created by Elliot Schutjer
- Copyright 2002 Elliot Schutjer