All right, we've been at it for a while now and I think it's safe to say that we're all officially sick of this shit. Let's try dumping a bunch of concrete in with him this time and see if that helps.

Undead is an archetype that is more concerned with what you are than what you do, at least initially. It's also one of the more monstrous and dark-themed archetypes, but that doesn't necessarily put it outside the reach of players.

Undead You're alive, almost.
caret-right Ability Drain Targets forget abilities.
caret-right Lifesight Detect the living.
caret-right Masquerade Pass as living.
caret-right Paling Various undead immunities.
caret-right Plaguebearer Carry and spread disease.

Undead

Protection plus-circleThe Undying: Death didn't quite take you the first time, and now it won't take you at all. When you are reduced to 0 Flesh, you roll for death and dismemberment as usual but when you would be killed, you act as if you rolled a result of “injury” instead of “death” (take an injury, pass out until the end of battle whereupon you resurrect with 1 Flesh).

minus-circleWatch Out For Headshots: You cannot come back to life after being killed in this way if your corpse (or even just your head) was thoroughly dismembered or destroyed in some fashion… although if somebody could round up most of the pieces and put them in one place again, maybe you could. Enemies can use any weapon attack to thoroughly mangle your body and thus prevent your resurrection.

minus-circleGrave Madness: Being undead is a constant battle to remember who you really are and not give in to the monster you've become. Every time you are “killed” and resurrect yourself, you lose 1 XP. If you have no XP to lose, you immediately lose yourself instead and become a monster under the referee's control. Make a new character, and be ready to put your old one down. NPC undead that aren't already monsters simply roll a trigger die on death; if the result is 1-3, they permanently succumb to the abomination within.

plus-circleBroken, Unbeaten: If your death and dismemberment roll results in an injury, you just take the injury and pass out until the end of combat as normal. You only need to sacrifice XP when you would have otherwise died.
Protection plus-circleDeathmask: Most undead are filled with an unquenchable rage and lash out at every other creature they encounter. Such undead recognize you as one of their own, however, and do not attack you unless you attack them first.

minus-circleDon't Tug on Dracula's Cape: Free-willed undead or any other undead who have a higher purpose in wanting to kill you (including those commanded to do so by the necromancer that raised them) are unaffected by this ability and can freely attack you if they want. They just need an actual reason.
Limitation minus-circleHorrific: You are clearly some form of abomination in the eyes of all who behold you (unless you hide it somehow).

Ability Drain

Offense plus-circleGrasping Wraith: You can fog the memory and reduce the life-force of a touched subject. As an action, you can touch any adjacent target and cause them to temporarily forget one ability/archetype of their choice. That ability becomes unavailable for the target to use or benefit from until the end of the current exploration turn.

minus-circleMojo: Roll a trigger die every time you drain an ability. If the result is 1-3, then doing so costs 1 Mojo.
caret-right Alternative plus-circleChanneled: You can channel your ability drain through your melee attacks. Every time you damage a target with a Melee-type weapon, you can choose to also inflict ability drain.

minus-circleIncreased Cost: Inflicting ability drain through a weapon strike always automatically costs 1 Mojo.

Lifesight

Utility plus-circleHeartbeat Finder: You can detect the vital life-force that you now lack. The location and presence of all living creatures within 10 meters of your position is revealed to you.

plus-circleUnerringly Drawn: Solid objects and barriers (such as walls) don't prevent you from using Lifesight to notice living creatures behind them. Concealment (such as from darkness or fog) is also a non-issue; you suffer no failure chance from concealment when attacking creatures you've revealed via Lifesight.

minus-circleLiving Only: Creatures with the Synthetic weakness or any creature with one or more levels in the Undead archetype are not considered alive and thus are not revealed with Detect Life.
caret-right Alternative plus-circleLonger Range: You can sense life-force out to a range of 50 meters instead of 10.

minus-circleConcentration: Detecting life-force at longer ranges requires an action. Anything revealed in this way stays revealed until the beginning of your next turn.

Masquerade

Protection plus-circleWalk Amongst the Living: Your undead nature is supernaturally cloaked in some fashion. Your flesh appears healthy, your voice full and rich, your eyes bright, your scent not at all that of grave-dirt and putrescence. This disguise never slips or fails, and only abilities that see the truth of things (such as Truesight from the Investigator archetype or Detect Evil from the Helsing archetype) can pierce it.

Paling

Protection plus-circleDeath Proof: Your effective level is doubled for purposes of resisting assassination strikes (instant kills). Normally an attacker must be at least your level or higher in order to assassinate you.
Protection plus-circleMy Hunger Matches Yours: You are immune to Ability Drain effects from your fellow undead.
Protection plus-circleNobody's Taking This Body From Me: You are immune to Possession effects from the Spirit archetype.
Protection plus-circleDark Soul: You can still get back up after an attacker takes the time to mangle your corpse, or even completely destroy it. Putting you down permanently can only be done by somebody who knows the Exorcist ability from the Helsing archetype.

minus-circleSlow Regen: If your body has been heavily mangled or destroyed, you don't return to “life” again until the end of the session.

Plaguebearer

Offense plus-circleRed Death: You are a carrier of one of the things the living fear most: pernicious, deadly disease. Choose or randomly roll up a disease. Any creature you come into close contact with or successfully attack with any weapon is considered to have been exposed to that disease.

plus-circlePathogenic Menagerie: Every time you are exposed to another disease, write it down. You can choose to spread any disease you've been exposed to in the past in addition to your starter.

plus-circleSuppressed: You can turn this ability on and off at will. You never infect anybody with this ability that you didn't intend to.
Sidebar: Diseases
Disease is a catch-all term for any number of slow-acting sicknesses, curses, or afflictions. At the end of any exploration turn in which you've been exposed to a disease, roll a trigger die. If the result is 7+, you're fine. If not, you caught it. Make this check a maximum of once per exploration turn no matter how much exposure you suffered.

When you catch a disease, you immediately gain the effects of an injury determined by the specific disease you caught. Once per in-game day, you must make a progression check by rolling a trigger die (if you do nothing that day except get bed rest you can roll twice and take the higher result):
- 9+: The disease is removed. You immediately lose the effects of its associated injury (assuming you didn't already have the same injury some other way).
- 5-8: Nothing happens. You don't get better, but you don't get worse either.
- 1-4: You take a -1 penalty to maximum Flesh as the disease ravages your body. This can happen multiple times, and its effects stack. Maximum Flesh comes back at the end of the session if you manage to throw off the disease, but otherwise does not. Also, a single random party member or important NPC that you've interacted with since getting infected must immediately roll for exposure from the same disease.

All diseases are made of two parts: a descriptor (determines which injury the disease's effects replicate) and an expression (alters the basic rules for how the disease progresses/appears). For example, a disease with the Delirium descriptor and the Fits expression would be called the Delirium Fits. Specific diseases can be selected by the referee or rolled up randomly from the lists below.
Sidebar: Random Disease
Descriptors
1. Blinding. (Eye Trauma)
2. Cackle. (Noisy)
3. Delirium. (Hallucinations)
4. Enervating. (Exhaustion)
5. Hollowing. (Fragility)
6. Numbing. (Numbness)
7. Quaking. (Shakes)
8. Sapping. (Butterfingers)
9. Vacant. (Concussion)
10. Withering. (Wounded)
11. Wobble. (Lameness)
12. Wormspawn. (Parasites)
Expression
1. Ailment. The disease is thrown off with a progression check of 5+ instead of 9+. However, it comes back again at the beginning of every session. It can only be gotten rid of permanently by rolling a 12 on the progression check.
2. Disorder. If you intentionally and successfully infect 2 other creatures with the disease, you automatically get a result of 12 on your next progression check to remove it.
3. Distemper. Bed rest does not allow you to roll twice and take the better result on progression checks with this disease.
4. Fever. When the progression check is 1-2, lose access to one known archetype/ability of your choice. Regain it when you throw the disease off.
5. Fits. You can choose to roll progression checks any time you want instead of only once per day, potentially removing the disease or making it much worse very quickly.
6. Malaise. Whenever you lose Energy for any reason, every other creature within 2 meters of your location is exposed to the disease immediately afterward.
7. Phage. If the progression die is a 1, the associated injury becomes permanent and lasts even after the disease is removed.
8. Plague. Every time you make a progression check, one random party member or important NPC that you've interacted with since getting infected must immediately roll for exposure from the same disease instead of this only happening when you roll a 1-4.
9. Pox. You look very obviously and grotesquely ill. Others will generally want nothing to do with you while you're infected.
10. Rot. When the progression check is 1-2, take a -1 penalty to one combat rating (Melee, Remote, Whelm) of your choice. Negate it when you throw the disease off.
11. Sickness. Take a -1 penalty to maximum Flesh when the progression check is 1-6 instead of only 1-4.
12. Torment. The disease is only thrown off with a progression check of 11+ instead of 9+.