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Intelligent Undead

The base statistics for an Intelligent Undead is the same as for when the character died. They can earn additional points and use these to buy skills on the same table as when they were alive or on the Undead skills described above.

Some Undead creatures gain additional skills when they become Undead (i.e. Ghouls gain Paralysis) and thus automatically gain any additional points necessary. Any other statistics can be treated as guidelines or minimums.

Note that the Rank given is the minimum that the Undead can be and is based on the Character Point costs for its base abilities. An Undead of a particular type cannot be lower than this Rank.

Shadow

Shadows are semi-intelligent, incorporeal Undead comprised entirely of shadows and darkness. They are formed from those who die from lack of food or water while underground. They cannot stand direct sunlight and usually stay underground, though they occasionally come out during the night.

Rank 10+
Skill Table as when alive
Life Points base for their race (base for their race)
Standing base for their race (base for their race)
Mana base for their race (base for their race)
Damage Unholy 2
Abilities Unholy Strike 2
Ambidexterity
Incorporeal
Natural Weakness

Shadows can buy Natural Weakness by spending the points below. Note that the totals are not cumulative, so to buy Natural Triple Weakness first requires that Natural Double Weakness has been bought for 25 Character Points.

Natural Weakness 15
Natural Double Weakness 25
Natural Triple Weakness 35
Natural Quadruple Weakness 45
etc.

Ghouls

Ghouls are stupid, but cunning Undead who just barely qualify for the “Intelligent Undead” section. They are created when humans, half-orcs and half-ogres resort to eating other dead humans, half-orcs or half-ogres. A few do this by choice but most are created by the Gods of Death who curse individuals or groups with such a craving, either as a punishment or a reward.

Ghouls may not learn any Weapon, Magic or Religious skills and cannot use those they had when they were alive. However, they gain the Natural Paralysis skill at a base cost of 5x(level + 1).

Rank 5+
Skill Table as when alive
Life Points 30 (45)
Standing 0 (20)
Mana 0 (20)
Damage Claw 2
Abilities Claw Proficiency
Ambidexterity
Natural Paralysis 1

Unholy Powered Ghoul

Rank 10+
Skill Table as when alive
Life Points 30 (45)
Standing 0 (20)
Mana 0 (20)
Damage Unholy 2
Abilities Unholy Strike 2
Ambidexterity
Natural Paralysis 1
No Normal Damage

Vampire

Vampires are highly intelligent beings who are created when another Vampire decides to do so. A new Vampire must obey the one who created him, though not always willingly.

Vampires can be held at bay by Priests of Justice, Life or Freedom by boldly presenting their Holy Symbol and exercising their Willpower. If the Vampire’s Willpower is less than the character’s, he cannot approach with 10’. The Holy Symbol must be clearly visible, so there cannot be any obstructions (walls, other characters, etc) between the character and the Vampire. (The Vampire cannot simply close his eyes to avoid this effect.) If the Vampire has levels of Resistance, it can add them to its Willpower to resist this effect.

Vampires take double damage from School of Light spells.

Vampires have a number of specific abilities…

Rank 22+
Skill Table as when alive
Life Points 30 (45)
Standing as when alive (as when alive)
Mana as when alive (as when alive)
Damage Claw 4 Unholy 2
Abilities Claw Proficiency
Strength
Unholy Strike 2
Natural Command 1
Innate Fear 1
Innate Drain Life 14
Regeneration 1
Immunity to Normal Damage
Steal Life 4

Ghost

Ghosts are restless spirits who have been refused entry into their next phase of existence. This may be because they have unfinished business in this world and chose to remain, or they have been barred from the Halls of Judgement by the Gods.

Some Ghosts are helpful but most seek to hurt those still alive.

Rank 16+
Skill Table as when alive
Life Points 30 (45)
Standing 0 (20)
Mana 0 (20)
Damage Unholy 4
Abilities Unholy Strike 4
Ambidexterity
Incorporeal
Innate Fear 1
Regeneration 1

Death Knight

Death Knight are based on the Skeleton unintelligent Undead, and hence are skeletal in appearance. They are created when the skeleton of a high ranking Human Warrior (20th rank +) who followed Might, Death or Anarchy is animated, either by accident or design. They remember all the skills they had when they were alive.

Rank 20+
Skill Table as when alive
Life Points as when alive (as when alive)
Standing as when alive (as when alive)
Mana as when alive (as when alive)
Damage 1H Weapon 5 Unholy 3 or Claws 2 Unholy 3
Abilities 1H Weapon Specialisation
Claw Proficiency
Ambidexterity
DR20 [Sharp]
Immune to Bruising
Unholy Strike 3
Regeneration 3
Immunity to Normal Damage (effectively giving DR30 [Sharp] DR10 [Blunt])
Innate Fear 1

Warrior Ghost

A Warrior Ghost is the Undead spirit of a character who fell in battle. Such an Undead cannot be seen by normal means, though Magic Sight or the skill Discern Spiritual Influence will reveal the Unholy spirit. A Warrior Ghost cannot affect the normal world except by using its ability to possess dead bodies. The Warrior Ghost can leave the body it is currently inhabiting at any time. It can then travel up to 20 feet away from it in spirit form and possess another dead body. A Warrior Ghost cannot possess a body that has been Consecrated.

While possessing a body, a Warrior Ghost retains all of its abilities. In particular, a Warrior Ghost is immune to normal damage while in spirit form and hence the body it currently is residing in is also immune to normal damage.

Any damage a Warrior Ghost takes while possessing a body is retained when it leaves.

Rank 10+
Skill Table as when alive
Life Points as when alive (as when alive)
Standing as when alive (as when alive)
Mana as when alive (as when alive)
Damage Unholy 3
Abilities Unholy Strike 3
Ambidexterity
Incorporeal

Guardian Spirit

A Guardian Spirit is similar to, but more powerful than, a Warrior Ghost. They are usually bound to a particular place and are compelled to defend against intrusion. Initially, they are ethereal, though they can be seen, and in this form they can only be harmed by Life Miracles. Their mode of attack is to possess a living target and then use it to attack someone else, or cause it to kill itself or flee.

The base cost for Possess 1, which allows the Guardian Spirit to possess a character with less than Willpower 1, is 40. Each additional level increases the cost by 10 points (50 Points for Possess 2, 60 Points for Possess 3, …).

A Guardian Spirit can only cause a target to kill itself if the Possess ability is more than two levels higher than the character’s Willpower. (i.e. Possess 3 can be used against a character with no Willpower to force them to kill themselves.)

Casting Bless increases the target’s effective Willpower against the Guardian Spirit, though this may not be sufficient to defend against it.

Rank 10+
Skill Table as when alive
Life Points as when alive (as when alive)
Standing as when alive (as when alive)
Mana as when alive (as when alive)
Damage Unholy 3
Abilities Unholy Strike 3
Ambidexterity
Incorporeal
Possess 1

Lich

A Lich comes into being when a high ranking and very devout Priest of Might, Death or Anarchy is granted the power by the Gods of Death or when a Necromancer performs the ritual of transformation.

Rank 30+
Skill Table as when alive
Life Points as when alive (as when alive)
Standing as when alive (as when alive)
Mana as when alive (as when alive)
Damage Unholy 4
Abilities Unholy Strike 4
Innate Fear 2
Regeneration 1

The minimum original Rank for a Lich is 30. The Gods of Death will only grant lichdom to powerful characters who have served them well and the Necromantic ritual of transformation is extremely high level, requiring many years of study and experience to cast.