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Undead Races
Introduction to the Undead Races
Undead Races are generally shunned by
most societies. Elves in particular loathe the Undead. No undead can be
charmed or sleeped.
Werewolves
Languages |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common |
None |
None |
-2 |
11 |
XP
Modifier |
Natural
AC |
Height |
Weight |
None |
10 |
4'6" -
6'0" |
75 - 300 |
Classes |
Turned
Effect |
Fighter, Necromancer,
Thief, Shaman |
lose 2 constitution
permanently |
These are men who were cursed or bitten and have become
werewolves. They can be forced into their wereform when enraged or excited
any number of times per day. Most werefolk have a tendancy to over-react
and must excercise great restraint when they perceive injustice or a friend
being injured. The hardship of their lives have lead them to distrust
any Gods and they refuse healing from priests.
They are human in all respects except they cannot
be raised. Werewolves can be harmed by normal weapons but take triple
damage from silver weapons. They can go into their form once per day.
It takes one round. The DM can force a player into form if the player
fails a MAGIC check. In wereform the werewolf thinks only about murder
and causing pain. All werefolk in either form are -2 to all saving throws
as a result of their curse, and lose two points of constitution permanently
for being turned.
Wereform: AC
5 and immune to normal weapons, attack 2/1 for D6 + strength bonus, or
they can bite for 2D10 points of damage (with a 5% chance of infecting
the target with lycanthropy). In form, they can
leap 15 feet in any direction, and generally strike fear into their opponents.
HP and Attributes remain the same. Infravision 120ft.
Skeletons
Languages |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common |
Con -1, Mag -1 |
95% |
-1 |
10 |
XP
Modifier |
Natural
AC |
Height |
Weight |
None |
10 |
4'6" -
5'6" |
20 - 40 |
Classes |
Turned
Effect |
All except Cleric,
Druid, Ranger, Paladin |
lose 2 magic
permanently |
These are dead humans who have been brought back to
life because they have some further duty to fulfill in life or because
they have been brought to life by a necromancer. They are keen with generally
good senses of humor (they have seen the world beyond after all), and
enjoy life all the more because they are dead. Most people are generally
frightened of them. They only feel pain from blunt or crushing blows and
disasters.
Skeletons subtract two from the damage of piercing
and slashing weapons. If a limb is severed they can simply reattach it,
but they fall apart easily. They lose a point of magic every time they
are resurrected (instead of Constitution). They turn into ghosts once
their magic score reaches zero. They do not need to eat, though they frequently
drink and require sleep.
Imps
Languages |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common, Dark |
Mag +1, Dex -1 |
50% |
-1 |
10 |
XP
Modifier |
Natural
AC |
Height |
Weight |
None |
9 |
3'6" -
5'6" |
70 - 200 |
Classes |
Excorcised
Effect |
Fighter, Thief,
Necromancer, Shaman, Warlock, Alcheficer, Mage, Magus |
return to plane
for one day |
Imps are small demons from another plane
of existence - usually Pandemonium. Though they have wings, they can only
hover and must strength check to fly up to 15 feet in the air. They are
uncommonly learned in magic arts, and can be extremely muscular or fat
and hideous.
They are highly mistrusted, but they
lust for adventure. They are often mistaken for a companion to a Wizard,
and are often not harrassed by anyone except halflings, whom scholars
(and barkeeps) believe are a closer relative to imps than humans. Imps
have a different stinger depending on the region of their plane of existence.
Region |
Skin Tint |
Stinger |
City |
yellow, orange, green |
target save vs. poison or sleep |
Volcanic |
ash gray, red |
stinger attacks 2/1, D4 + str |
Underdark |
black, purple |
target save vs. poison or 4D6 dam |
Tundra |
white, dark blue |
target save vs. poison or 2 rnd stun |
Revenants
Languages |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common |
Str +1, Mag
+1
Con -1, Wis -1 |
50% |
-1 |
10 |
XP
Modifier |
Natural
AC |
Height |
Weight |
None |
10 |
4'2" -
5'6" |
70 - 140 |
Classes |
Turned
Effect |
All except Cleric,
Druid, Ranger, Paladin |
lose 1 con and
wis permanently |
Revenants are elves who are brought back
from the dead, their name literally means "The Returned". They
are extremely rare, since it is outside the powers of any living creature
to bring an elf back. A revenant may be able to pass completely as a living
elf; they look how they appeared at the end of their life. Therefore,
a Revenant who died by burning will look charred, seared, and extremely
noticeable. A Revenant who died by poison may return normal in respect
to all their outward appearances. They are incredibly adept magicians
and warriors, and they usually put their skills to work on some purpose.
They spend much of their undead 'life' attempting to figure out why they
were brought back, and make some sort of restitution in life. The good
often come back for revenge, the evil to right some sort of wrong which
they did in life. But this does not always put a Revenants soul to rest;
some wander ceaslesly with nightmares of their final moments never mustering
up the pride or humility to face the world in their current form.
The Revenant's greatest weakness is the
joyful music of the living. While Revenants are not necessarily humorless,
they cannot stand the sound of beautiful music and suffer D4 damage every
round they hear it. Music from Bards causes triple damage.
Zombies
Languages |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common |
Con -2, Wis
-2 |
Immortal |
-1 |
10 |
XP
Modifier |
Natural
AC |
Height |
Weight |
none |
10 |
4'6" -
6'6" |
70 - 300 |
Classes |
Turned
Effect |
All except Cleric,
Druid, Ranger, Paladin |
lose 1 con permanently |
Zombies are hapless
and hopeless near-human creatures brought back from the dead by necromancers
or other dark forces. They fall apart extremely easily since their flesh
is generally rotting. Since their bodies have long been dead, they do
not smell, though watching a Zombies arm randomly fall off can be extremely
harrowing for most folk. They are slow and comical folk who get one major
benefit from their state of mishealth...a zombie is nearly invulnerable.
He never 'dies' really, unless his heart
is incinerated in a magical fire or his body is turned by a priest. Once
he reaches below 1 hitpoint, parts start flying off of him, and the zombie
generally has trouble staying together. The parts will grow back or re-collect
over time. A zombie is permanently destroyed if their constitution reaches
zero.
Vampires
Languages |
Modifiers |
Ressur. |
ST
Mod. |
ST
Max. |
Common |
All stats +1 |
None |
None |
9 |
XP
Modifier |
Natural
AC |
Height |
Weight |
+6 |
10 |
4'6" -
6'6" |
70 - 300 |
Classes |
Turned
Effect |
All except Cleric,
Druid, Ranger, Paladin, Barbarian, Alcheficer and Bard |
lose 1 in each
stat permanently |
PC vampires
are not the chaotic evil, human-looking freaks that many understand as
the common vampire. Unlike their more powerful and evil cousins, these
vampires can walk in the day. They still have good reason to fear holy
symbols and priests. If they are turned they lose 1 in each stat permanently.
A vampire is destroyed if any stat reaches zero. They may never be raised
from the dead.
Blood
Drinking. PC Vampires are usually somewhat
ashamed of their bloodlust, and often drink from corpses or dead animals.
Companion PCs may offer the vampire a drink, but they must make a constitution
check at -4. if they fail, they take a D10 damage and have a 1% chance
of becoming a vampire. Vampires may never be healed. They must drink to
heal themselves (one drink will heal them fully, though they may only
drink once per day). If they do not drink in a day, they lose 1/4th of
their hitpoints.
Vampires cast no reflection in a mirror
or glass, cast no shadows, and move in complete silence. Vampires may
choose two of the following twelve blood
gifts to start with.
Blood Gifts |
Check |
Description |
Animax |
Con +1 |
supernatural affinity with and control of animals |
May calm, control, or enrage animals. PC starts with
animal companion |
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|
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Auspex |
Wis -1 |
extrasensory perception, awareness, premonitions |
All senses may be briefly extended with an auspex check,
once per day. |
|
|
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Celerix |
Dex +1 |
supernatural quickness and reflexes |
Extra attack per round. Check during intiative. |
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|
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Dementax |
Int +1 |
the ability to pass madness |
Touch someone to cause
fear or instill specific phobia,
once per day. |
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Dominex |
Int -1 |
influence over the minds and actions of others |
May check to charm
person. Vampire may not move while controlling. |
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Fortex |
Con +1 |
unearthly toughness to pain and elements |
Once per day, may check to take no damage from something. |
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Necronix |
Mag +1 |
power to summon and control undead |
May cause skeleton to rise from a corpse, once per day,
for 1 hour. |
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Obfuscex |
Dex -1 |
the ability to remain obscure and unseen |
May become invisible once per day for a short amount
of time. |
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Obtenebrax |
Mag -1 |
control over shadows |
May camoflouge self and others with shadows once per
day. |
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Potenex |
Str +1 |
physical vigor and strength |
Damage +1 with anything. Check during intiative. |
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Oratix |
Wis +1 |
the ability to attract, sway, and control crowds |
May make great orations on check with a specific intent
to action. |
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Proteax |
Str -1 |
limited shapechanging |
Unarmed attacks do D6. PC starts with one animal trait/ability. |
At level seven, vampire may choose two more powers,
but then they must suffer a loss of 1/3rd of their hitpoints for not drinking.
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