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undead

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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 a class 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 classes, 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 Reaper's Tools Immunity to that which killed you.
Enterprises Undead School
Weaknesses Synthetic

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/class 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 class 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 class or Detect Evil from the Helsing class) 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 Spectre class.
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 class.

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.

Reaper's Tools

Protection plus-circleThat One's Getting Old: The tools used to kill you the first time are irrelevant to you now. Choose one weapon-using class, such as Blade or Gunslinger. You are completely immune to all attacks made by the class specified by Reaper's Tools- they automatically fail no matter what the trigger die result is. Other weapon types are unaffected.

minus-circleFate's Choice: If you were previously killed by a weapon, you must choose the same kind as that which slayed you. If you weren't killed by a weapon (such as if you died from a long fall or you actually aren't dead, just borrowing the power of the undead temporarily somehow) you can pick a single weapon type of your choice, but once chosen you can't change your mind later.
Protection plus-circleClose Enough: You also have a minor measure of protection against tools vaguely similar to that which killed you. All weapons belonging to the same category (Melee, Remote, or Whelm) as your Reaper's Tools weapon have a special failure chance against you of 3.

Enterprises

Undead School The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each.

Weaknesses

Synthetic You are not organic life. You cannot use or benefit from Commissary Kit items. Any effects or abilities that require one allow you to substitute a Tool Box instead. You cannot benefit from or be affected by the Healer or Chef classes in any way, nor can you benefit from Energy restoration from the Sanctuary ability in the Smoker class.
Sidebar: Diseases

two parts: descriptor (determines what injury the disease can turn into) and expression (determines… something, maybe special effect for each that alters the base rules for get sick→sicker→die)

at end of any exploration turn in which you were exposed, roll. 1-6 means you now have the associated injury

roll 1/day: 9+ remove sickness, 1-6 -1 maximum Flesh (get them back one at a time per day of bed rest), 1-2 exposure spreads to all other creatures you've been in contact with (they roll their own exposure checks). if you got bed rest all day you can roll twice and take the better result. healer treatment removes subject's disease automatically on die result of 12

can also intentionally spread it via any means that make sense

  1. Sapping (Butterfingers)
  2. Vacant (Concussion)
  3. Enervating (Exhaustion)
  4. Blinding (Eye Trauma)
  5. Hollowing (Fragility)
  6. Delirious (Hallucinations)
  7. Wobbling (Lameness)
  8. Cackling (Noisy)
  9. Numbing (Numbness)
  10. Wormspawn (Parasites)
  11. Quaking (Shakes)
  12. Withering (Wounded)
  1. Sickness: -1 max Flesh on 1-8 instead of 1-6
  2. Fever: for every 2 times maximum Flesh is reduced, you also lose access to one class or ability of your choice. Get them back when you throw off the disease completely.
  3. Pox: makes you look very obviously and physically ill. Others will avoid at all costs
  4. Plague: exposes other subjects on 1-4 instead of only 1-2
  5. Curse: only gets better on 11+ instead of 9+
  6. Disorder: Automatic 12 on next progression check if you intentionally spread it to two others
  7. Fits: Can choose to roll progression checks at will, potentially removing it or making it much worse very quickly
  8. Malaise: whenever you lose Energy for any reason, everybody within 2m is automatically exposed immediately afterwards
  9. Distemper: Bed rest does not affect progression checks
  10. Ailment
  11. Trouble
  12. Phage: if maximum Flesh is reduced a total of 3 or more times, the associated injury becomes permanent even if you throw off the disease later.
undead.1591992083.txt.gz · Last modified: 2020/06/12 14:01 by kyle