foes:creating:ancestry:undead
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+ | ====== Undead ====== | ||
+ | Unclean spirits have been known to infest bodies, causing them to rise from the grave. | ||
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+ | All Undead have the Unliving property, and most will also have the Mindless property. | ||
+ | |||
+ | ===== Attributes ===== | ||
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+ | As a rule of thumb, the Undead are physically resilient, and frequently quite powerful as well. Increase their Body by +1. | ||
+ | |||
+ | ===== Statistics ===== | ||
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+ | Their physical resilience tends to allow the Undead to soak up quite a bit of damage. | ||
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+ | The Undead are not noted for their speed, often being somewhat slower than in their mortal life. They start with a speed of five. | ||
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+ | ===== Already Dead ===== | ||
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+ | The fact that the Undead inhabit the bodies of corpses renders them immune to many damage types. | ||
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+ | ===== Unhealing ===== | ||
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+ | As a rule of thumb, the Undead lack the ability to heal their bodies naturally. | ||
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+ | In general, however, assume that any normal means of healing will not work on the Undead. | ||
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+ | ===== Kindred ===== | ||
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+ | The nature of the spirit possessing the corpse tends to determine its kindred, as well as its motivation. | ||
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+ | ==== Ghoul ==== | ||
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+ | Inhabited by a spirit of hunger, the Ghoul is an extremely powerful form of undead that consumes other corpses in order to regenerate itself. | ||
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+ | When you select Ghoul as your foe's Kindred, increase their Agility by +1. Ghouls can inflict d4 damage with their claws, and d6 damage with their bite. They receive a +1 bonus to attack rolls when using their claws. If they consume a corpse---a process that takes at least an hour--they recover all their stamina. | ||
+ | |||
+ | ==== Mummy ==== | ||
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+ | Found primarily in the Southern Expanse, these creatures have had their bodies preserved through a variety of esoteric means, and their animating spirit placed in a phylactery on their body. The phylactery is set to release the spirit only when certain conditions are met. As mummies were often placed as guardians of tombs, the typical condition to release their spirits is the defilement of their crypts. | ||
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+ | When you select Mummy as your foe's Kindred, increase their Foresight by +1. The Mummy can repair its own body; directly exposing their phylactery to sunlight, while they wear it, will repair their body. Every day it spends unmoving in the sunlight will restore 1d8 stamina. | ||
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+ | With their animating spirit contained within their phylactery, the Mummy is effectively Mindless, despite its ability to think and plan rationally. | ||
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+ | ==== Vampire ==== | ||
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+ | A fusing of the living spirit of the original body with a spirit of hunger results in a Vampire. | ||
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+ | When you select the Vampire as your foe's Kindred, increase their Charisma by +1. Vampires are able to heal rapidly; | ||
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+ | The fact that the Vampire' | ||
+ | |||
+ | ==== Zombie ==== | ||
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+ | A zombie is a spirit of the dead animating its own body. Though widely viewed as weak and low-rank monsters, many very powerful zombies are known to exist, such as the Draugr of the Northern Reaches. | ||
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+ | Zombies are known for being particularly slow, both physically and mentally. | ||
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+ | Zombies are completely unhealing; | ||
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+ | ===== Features ===== | ||
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+ | Choose a feature for each level of your foe. You may choose a lower-level feature to fill a higher-level slot, if you feel it is appropriate. | ||
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+ | ==== Negative Features ==== | ||
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+ | A creature may gain one negative feature, or two if it is a Boss or a Solo. For each negative feature added to a foe, that foe may select one additional (positive) feature of their level or lower (or a level 1 feature if the creature is level 0). | ||
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+ | [[foes: | ||
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+ | ==== Level 1 Features ==== | ||
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+ | [[foes: | ||
+ | [[foes: | ||
+ | [[foes: | ||
+ | [[foes: | ||
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+ | ==== Level 2 Features ==== | ||
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+ | [[foes: | ||
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+ | ==== Level 3 Features ==== | ||
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+ | [[foes: |