Undead
There is an order to the world, one that contains a sort of symmetric beauty, even in death. Not everyone agrees.
There is an order to the world, one that contains a sort of symmetric beauty, even in death. Not everyone agrees.
Base Features (0 FP)
Undeath (5 FP): Undead are not living creatures, and are immune to many of the weaknesses of life. They do not need to sleep, but can meditate for an hour to gain the effects of a full rest.
They are not affected by toxins, pathogens or other things that would not logically harm a corpse. Likewise, they are immune to Features that would rely on sexual arousal or similar biological reactions.
Spiritual Regeneration (1 FP): Undead do not heal through natural processes, but their unnatural vital force repairs physical damage to their dead body.
After a full rest, they can remove one Damage Condition only affecting the physical body, not including Death. Whether a given Damage Condition can be removed or altered is at Game Master discretion.
When all Damage Conditions affecting their physical body are gone, only a lack of vital signs differentiates them from the living.
Pain Immunity (0 FP): Undead cannot feel physical pain.
Timeless (0 FP): Undead do not age no matter how much time passes.
Dead (-6 FP): Undead are dead, lacking many of the protections a living creature has to mystical interference. Any effect that can capture or similarly affect the soul of a creature with or that gains the Death Damage Condition treats them as if they have or are gaining the Death Damage Condition.
This allows a creature with a Feature that can capture the soul of a creature that dies within a certain range to capture them as soon as it comes within range.
Having their soul captured gives them the Trapped Soul Damage Condition. A creature with Trapped Soul cannot take move actions or any other action that requires a physical body.
Optional Features
That Which Is Already Dead (32 FP): The Undead has no limitations of life, no damage to their corporeal flesh affecting them. They are immune to Damage Conditions affecting the physical body.
Revenant (20 FP): The Undead persists through their will alone. They are immune to the Death Damage Condition. This is treated as an Immortality Feature.
Unclean Spirit (20 FP): The truest of Undead are pure expressions of undeath, devoid of the need for a material form. If they gain the Death Damage Condition, they remain conscious as a soul.
In this state, they can sense the presence of any soulless corpse within 100 ft. per Smart Ass of their remains. As twelve actions, they can possess any soulless corpse within this range.
If they do, they lose the Death Damage Condition and the corpse becomes their new body. In addition, the Game Master may allow any of the corpse’s Features ruled as sufficiently physical to be used.
If no corpse is within range, they stay bound to their remains until a viable corpse is available. They can only take actions that can be taken while they have the Death Damage Condition. Actions to possess a corpse with this Feature can be taken while they have the Death Damage Condition. This is treated as an Immortality Feature.
For 4 additional FP, they are not bound to their remains and can take actions to move while they have the Death Damage Condition.
Lich (10 FP): The Undead is bound to a specific item that holds them in the realm of the living. An hour after they gain the Death Damage Condition, they lose Death and reform near the item.
If the item is destroyed, they lose the benefits of this Feature.
For -4 additional FP, they gain the Death Damage Condition when the item is destroyed. The Death Damage Condition cannot be removed from them until the item is repaired.
Necromancy (6 FP): The Undead is learned in the art of creating artificial versions of their own kind. As twelve actions, they can remove the Death Damage Condition from a creature they are touching with the Death Damage Condition.
They can choose Features for the revivified creature to gain. However, the total FP cost of all Features gained must equal zero, and it always gains the Undeath Feature.
For -2 additional FP, they cannot choose the Features the creature returns with. The reanimated creature gains the Undeath and Walking Corpse Features and Will Of The Master with them as the creature who must be obeyed.
However, nothing prevents the creature from buying back Will Of The Master with available FP, making it possible for creatures enslaved by this Feature to gain free will unexpectedly.
Vampiric (4 FP): The Undead can steal the life of those who still have it and make it their own. During combat or when a creature does not or cannot resist, the Undead can drink the blood of a creature with blood or a similar fluid. If they do, they may remove one Damage Condition from themselves and give the creature the Drained Damage Condition.
Drained reduces functional Kick Ass and functional Bad Ass by 1, reducing all dependent factors accordingly. Drained is removed after a full rest.
If a creature’s functional Bad Ass is reduced to zero by Drained, it gains the Unconscious Damage Condition. Whether a given Damage Condition can be removed or altered is at Game Master discretion.
For -1 additional FP, any Check made to play on their craving for blood has its result increased by 1d4.
Vrykolakas (3 FP): Created or blessed by the Great Wolf, the Undead shares aspects of their patron’s nature. This allows them to take on a lupin form in addition to their body’s natural form. As an action, they may return to the corpse’s natural form.
As three actions, they can distort their body into the shape of a wolf. While in wolf form, they increase the results of Kick Ass Checks to contribute to the Combat Kick Ass of their side by 2, cannot speak or easily communicate and reduce all Smart Ass based Checks by 1.
As an action, they can make minor changes to either of their forms. In natural form, they may alter their appearance to gain any lupin traits. In wolf form, they may alter their size up to their maximum size and down to 60 lb. Their wolf form has a maximum weight of 60 lb. For each 6 total FP they possess, this weight doubles.
After first taking wolf form, all hair will become red in all their forms. This is a permanent physical change to the body, and has no mechanical effects. If they change bodies, this change will occur again after first taking wolf form.
For 3 additional FP, they develop the ability to hybridize their forms to the point they can communicate in wolf form.
Beyond The Grave (2 FP): The Undead is only diminished by death, not banished from the land of the living. They can take one action per full rest while under the Death Damage Condition.
The action can be used on anything they could do while alive. This Feature can be taken repeatedly, gaining another action per full rest each time.
Death Magic (2 FP): The Undead cultivates the essence of death to give themselves greater power. Whenever they kill a creature with their Unarmed Attacks or Features, they gain a number of Murder Points (MP) equal to the creature’s Smart Ass. They cannot have more than 10 per Smart Ass MP at a time.
They can spend MP to perform impossible feats. To do so, they define what they want to happen. The Game Master determines the DC and MP cost. They pay the MP cost and make a Casting Check (1d12 + Smart Ass). If the check succeeds, the feat happens. Even if it fails, they still lose the MP. This is treated as a Magic Feature.
The Aristocrats (2 FP): The Undead is born of depravity and can gain power from it. Whenever they commit an act that the Game Master rules is objectively evil or depraved, they gain a number of Sin Points (SP) determined by the Game Master. Most evil acts will only provide 1 SP, but the Game Master can give more SP for more heinous acts. They cannot have more than 10 per Smart Ass MP at a time.
They can spend SP to perform impossible feats. To do so, they define what they want to happen. The Game Master determines the DC and SP cost. They pay the SP cost and make a Casting Check (1d12 + Smart Ass). If the check succeeds, the feat happens. Even if it fails, they still lose the SP. This is treated as a Magic Feature.
Vital Blight (2 FP): The Undead can spread their essence like a disease, corrupting creatures with a touch. When they give a creature the Drained Damage Condition, the creature gains the Vital Blight Damage Condition.
A creature with the Vital Blight Damage Condition must make an Immune Check (1d12 + Bad Ass) every full rest. The DC is based on their Kick Ass (6 + Kick Ass). If the creature succeeds, it is unaffected.
If it fails, its functional Bad Ass is reduced by 1, until it loses Vital Blight. If it rolls 6 higher than needed to pass the Immune Check, it loses Vital Blight.
Any creature with Vital Blight whose functional Bad Ass reaches zero gains the Death Damage Condition.
Anivore (1 FP): When a creature within 1 ft. per Smart Ass gains the Death Damage Condition, its soul is absorbed by the Undead and it gains the Trapped Soul Damage Condition. A creature with Trapped Soul is treated as being at the same location as their body and cannot take move actions or any other action that requires a physical body.
If they gain the Death Damage Condition, all creatures they have given Trapped Soul lose Trapped Soul. Most effects that remove Damage Conditions do not remove Trapped Soul, at Game Master discretion. As an action, they can remove Trapped Soul from one of the souls they have trapped.
At Game Master discretion, outside forces may be able to free souls trapped inside them. Another creature could be allowed to make a Casting Check (potentially against their Bad Ass + 6) to pull out a given soul.
For 1 additional FP, any creature that dies within 100 ft. per Smart Ass of them is affected.
For 6 additional FP, effects that can capture or similarly affect the soul of a creature with or that gains the Death Damage Condition do not treat them as if they have or are gaining the Death Damage Condition. This negates the Dead Feature.
Great Wolf’s Sight (1 FP): Created or blessed by the Great Wolf, the Undead is gifted with unnatural senses by their patron.
As an action, they can ignite or extinguish their eyes. When ignited, their eyes glow a vibrant red, akin to the light of a blood moon. This glow increases the Check of any creature attempting to spot them by 1d4.
When ignited, they can use their eyes to see beyond the material world. They may make a Sight Check (1d12 + Smart Ass) to attempt to see non-physical aspects of reality.
In addition, when their eyes are ignited, they can see in any level of darkness as if it were fully illuminated. Neither of these benefits function through eye coverings, even those that allow through light such as glasses.
After first igniting their eyes, the eyes will become a colorless grey once extinguished. This is a permanent physical change to the body, and has no mechanical effects. If they change bodies, this change will occur again after first igniting the new eyes.
For 1 additional FP, the results of their Sight Checks are increased by 1. This extra cost can be paid repeatedly, increasing Sight Checks by 1 each time.
Conceived By The Bleakest Womb (0 FP): Despite being dead, the corrupted essence of the Undead can replace the role of a living body’s ability to reproduce. They can sire or bear offspring, depending on anatomy, with a living creature.
Offspring born from such a union are alive, but corrupted. The offspring will usually be a Dhampir, but the exact nature of such offspring may vary. They can be affected by effects that rely on sexual arousal.
Spiritual Blight (0 FP): When the Undead gives a creature the Death Damage Condition, the creature loses the Death Damage Condition 3 days later and gains all base Features of the Undead clan.
The creature takes on a degree of personality traits from them, as new instincts. This makes it more inclined to agree and work with them, but it retains free will.
For 1 additional FP, they may select any arrangement of Features totaling zero FP for the creature to gain upon rising.
Note: This Feature can be easily altered to provide more specific Features (such as the Vampiric and Creature Of Darkness Features) in addition to the base Undead clan.
Walking Corpse (-1 FP): The Undead lacks the ability to maintain or repair their stolen flesh, resulting in their semblance of life rapidly rotting into something truly ghoulish.
When they make a Check to socialize with a living creature, usually meaning Checks to convince or comfort, they reduce the result by 1d4. If the Check is intimidation based, they add 1d4 to the result. This Feature partially negates Spiritual Regeneration.
Creature Of Darkness (-4 FP): Each hour the Undead spends in direct sunlight reduces their functional Bad Ass by 1, reducing factors dependent on Bad Ass accordingly.
If their Bad Ass would become 0, they instead gain the Dormant Damage Condition. Dormant has the effects of the Unconscious Damage Condition, but is only removed if they spend a full rest in darkness. For each full rest they spend in darkness, their functional Bad Ass increases by 1, until it is returned to normal.
Local Weakness (-4 FP): Everyone has a seemingly random sure-fire remedy for banishing Undead. If all worked, there would not be many Undead. However, this one does.
Choose a specific method used for banishing them. For example burning sage, brandishing a cross, hanging garlic or having more than two black cocks in a building are all possible methods.
When exposed to this specific situation, they have 3d6 actions to escape the situation or gain the Unconscious Damage Condition. The method must affect an environment (such as stuffing a house full of black cocks).
The Game Master is encouraged to adjust the cost of this Feature based on the difficulty of using the phobia against them. This Feature can be taken repeatedly for different phobias.
For 2 additional FP, the situation requires something very direct to them (such as making them drink liquid animal fat or hammering carrots into their ears).
Note: When I refer to black cocks, I’m referring to extremely dark colored male chickens. What were you referring to?
Will Of The Master (-4 FP): The Undead is bound to the will of another creature. They cannot disobey orders given to them by this creature.
If the Game Master rules that the player is failing to follow this behavior, the Game Master takes control of the character until this has been corrected. Creatures immune to mental tampering cannot have this Feature.
Running Water (-6 FP): The cleansing properties of water make it disruptive to the Undead. When submerged in running water, they gain the Dormant Damage Condition. Dormant has the effects of the Unconscious Damage Condition, but is removed when they are taken out of the water.
Sabbath (-6 FP): The Undead has a specific day of the week (or a similar period) that they cannot desecrate with their existence. During this period, they gain the Dormant Damage Condition. Dormant has the effects of the Unconscious Damage Condition, but is removed after the period ends.
Hunger (-8 FP): Each full rest, the Undead has their functional Bad Ass reduced by 1, reducing factors dependent on Bad Ass accordingly.
If their Bad Ass would become 0, they instead gain the Frenzy Damage Condition. Frenzy reduces the results of Smart Ass Checks by 6. Frenzy can only be removed by Features that remove Damage Conditions by consuming other creatures (such as Siphon or Erosvore).
Each time they use a Feature that removes Damage Conditions by consuming other creatures, their functional Bad Ass increases by 1, up to their normal Bad Ass. They do not need to have a Damage Condition to remove in order to increase their functional Bad Ass.
Threshold (-8 FP): The sense of safety felt within dwellings is sufficient to repel the Undead, unless those who feel such safety invite them in. They cannot enter any structure seen as safe or sacred by a group of people.
If they enter such a protected place uninvited, they can only take actions directed towards escaping. If a creature who has a right to do so invites them in, they can enter without effect.
Intangible (-10 FP): The Undead cannot touch or effect physical matter, damage creatures or use Features that would require them to have a physical body.
They are still unable to pass through solid objects, even if they cannot apply force to such objects. If they have the Unclean Spirit Feature, they reform after an hour instead of possessing a corpse.
Note: Think of it as being made out of smoke.