Half-undead creatures risen through necromancy, Abominations vary from different undead bloodlines.
Abomination Stat Line-Up:
Physique: 10
Dexterity: 9
Intellect: 6
Wisdom: 8
Charisma: 7
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Creature Type: Humanoid (Abomination)
Abominations are treated as both Humanoid (Abomination) and Undead for the purpose of abilities which would affect them.
Age Categories: 3-10 Years (Young), 11-20 Years (Adult), 21-39 Years (Old).
Maximum Age: 40 + (1d8 x 1.5) Years
Darkvision: Abominations can see in Darkness just as well as daylight.
The unholy union of a zombie and a human leads to a half-rotted person held together with dark magic.
Physical Description
Half-breeds of humans and zombies, Rotborn share the traits and physical attributes of humans however there are notable differences. Their skin is much colder and paler, their hair is stringy and sometimes falls out, and finally their eyes are much more sullen. Otherwise they appear as normal humans, only barely able to pass as a regular person if they can manage to hide the parts of them rotting at one given moment. Rotting body parts always end up regenerating over itself, healing and looking like nothing was wrong to begin with - meanwhile a separate part of their body will start rotting too. This rotting is purely visual and rarely if ever smells of the same rotten flesh of an undead.
Personality
Dull personalities match their perpetually tired and lethargic appearance, rarely having intense emotional responses despite feeling emotions normally. This lethargy stands out when Rotborn are engaged in battle especially, or during tense moments. In order to try to make others understand how they feel at a moment, they choose to say what they feel out loud to ensure others don't misread their emotions and expressions.
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Rotborn Stats
Ability Bonus: Rotborn receive a +1 bonus to Power and Stamina.
Terror: On a successful Intimidate check the Abomination deals 1d12 + Voice points of damage to the opponent's Resolve.
Bioregeneration: Abominations possess Regeneration 5 (Sunlight); meaning they don't regenerate hit points when exposed to sunlight or daytime.
Base HP: 20
Size: Medium
Speed: 4 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Zomn
Created through the remains of skeletons used in an unholy ritual in order to create this half-skeletal child.
Physical Description
Brittle and languid, Geistborn barely maintain their features as a human and instead appear twisted and deformed. Pale and papery skin clings to their bones, their eyes barely remaining within their sockets all the while their hair refuses to grow anywhere on their body anymore, leaving them completely hairless. Taut skin and visible bones and veins give them the appearance of a skeleton with a thin draping of skin added after the fact.
Personality
Geistborn have trouble expressing facial features and instead rely on their vocal intonations to help express themselves. Otherwise they possess normal personalities as with humans. Geistborn however tend to end up depressed more often than not and are often emotionally immature for their age due to the aging being quicker than humans.
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Geistborn Stats
Ability Bonus: Geistborn receive a +1 bonus to Precision and Agility.
Quick and Frail: Geistborn possess 10 Dexterity, 9 Intellect, and 6 Physique unlike regular Abominations.
Limber: Geistborn receive a +10 bonus on Balance and Contortion.
Bizarre Dodge: Once per day the Geistborn can choose to make a dodge, adding 10 + Reaction to their Physical Defense instead of 5 + Reaction. This doesn't cost more Stamina.
Base HP: 11
Size: Medium
Speed: 8 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Sket (Mutually intelligible with Zomn)
Cold-skinned ghoulish half-undead. Gh'uulborn crave flesh like their ghoul forefathers.
Physical Description
Infected with the disease of the ghouls, Gh'uulborn are pale and have jagged teeth jutting from their mouth. Their eyes are fierce and usually lack much coloration beyond the piercing black pupils surrounded by milky white irises. Their appearance is notably monstrous, making disguising as a human difficult for them and instead making them appear more like a ghoul than a person.
Personality
Gh'uulborn suffer from psychosis due to the ghoul disease attempting to take over their mind and only partially succeeding. This results in random violent outbursts or periods of staring off into space. Despite their monstrousness, their personalities are varied much like humans, giving them the capacity for empathy and kindness although their appearance usually teaches them a hard lesson about the world early on, spurring them to become hermits and lone wolves instead.
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Gh'uulborn Stats
Ability Bonus: Gh'uulborn receive a +1 bonus to Agility and Stamina.
Flesh Eater: Once per day the Gh'uulborn can devour one pound of flesh in order to regain 1d10 + Health points of HP.
Jagged Teeth: Gh'uulborn possess a bite attack which deals 3d4 slashing and piercing damage, and has the Savage quality.
Base HP: 16
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Zomn
Spiritborn, also known as "half ghosts", are magically inclined half-undead with a weak attachment to both the physical and spiritual worlds.
Physical Description
Spiritborn are one of the strangest of the Abominations in that they look nearly identical to humans. Their status as a half-ghost is usually only able to be discovered by those with the ability to see the supernatural. When revealed in their true form, Spiritborn are transparent figures with a strange hazy mist surrounding them. Their movement leaves trails and afterimages of themselves behind. Other than this, the only way for non-magically inclined individuals to discover if one is a Spiritborn is to listen to their heartbeat, as the Spiritborn's heartbeat is incredibly slow with periods of silence for minutes on end before the next beat.
Personality
Unnaturally calm even in the most intense of circumstances, Spiritborn are critical thinkers and put heavy emphasis on logic above emotion. Though not cut off from emotions, their serious demeanor and their rarity for showing their emotions gives off an impression of them being artificial beings, their voices rarely intonating above a monotonous pitch. They are also known for being pragmatic, and accomplished schemers when given the opportunity.
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Spiritborn Stats
Ability Bonus: Spiritborn receive a +1 bonus to Reason and Common Sense.
Mind over Matter: Spiritborn possess 10 Intellect and 6 Physique unlike regular Abominations.
Mystic Connection: Spiritborn receive a +10 bonus to their maximum MP.
Spiritual Link: Spiritborn are counted as possessing the Arcane Background trait naturally.
Base HP: 13
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Zomn, Shiel
Offspring of vampires and humanoids, Dhampirs exhibit only some traits of their vampiric forefathers.
Physical Description
Being the offspring of vampires, Dhampirs have a normal human appearance save that their skin is much paler than normal, and they possess two protruding fangs used to suck blood from their victims. Some Dhampir have red eyes instead, giving them a more unnatural and frightening appearance than normal. Despite this they maintain an otherworldly beauty to them, making others uncomfortable yet simultaneously attracted to them.
Personality
Dhampir prefer subtlety in comparison to most of their half-undead brethren. Manipulation, trickery, and subterfuge in order to get what they want. Dhampir are masters of this, learning from a young age how best to get others to do what they want without directly telling them to, or how to hold someone in a position where they can't refuse you. All of these elements make Dhampir rather frightening social creatures who know how best to get what they desire.
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Dhampir Stats
Ability Bonus: Dhampir receive a +1 bonus to Agility and Beauty.
Gentle Face: Dhampir possess 10 Charisma and 6 Physique unlike regular Abominations.
Bloodsucker: Dhampir receive a bite attack which deals 2d4 points of piercing damage, and half damage dealt with the fangs are recovered as HP for the Dhampir.
Natural Charmer: Dhampir receive a +5 bonus on all Social checks.
Base HP: 15
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Choose one human language.
Undead Inuit born through a mixture of Fae magic and unlucky circumstances.
Physical Description
A pale whitish blue skin covers the skin of a Mahaha, accompanied by black hair and eyes, resembling the frozen walking corpse of an Inuit. Long and bony fingers drag across the ground behind the Mahaha, often being used for battles and thus being covered in dried viscera and gore frequently.
Personality
Natural tricksters, Mahaha like to play pranks on others much like fæ. Unlike fæ however they retain the natural brutality of their undeath, and those who attempt to ward them off or refuse to give them food they ask for are often attacked - slashed by their bony fingers until they relent, or are slain. Some Mahaha are different, returning to their natural lives despite their condition and refusing to acknowledge their new undead heritage, often leading to heavily cloaked and masked Mahaha disguised among the living, fearful their unnatural grins and long fingers will be revealed.
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Dhampir Stats
Ability Bonus: Mahaha receive a +1 bonus to Stamina and Agility.
Bony Fingers: Mahaha possess two claw attacks which deals 2d4 slashing damage each.
Fae Smile: Mahaha receive a +5 bonus to Intimidate, and deal an additional 1d4 Resolve and Sanity when intimidating.
Base HP: 13
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Inuktitut