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Undead (new)

Undead can spend their CPs on the normal skills (unless specified otherwise in the Skill Table section). However they can also buy the following additional skills:

Unintelligent (-20 points)

The Undead is unintelligent. It can fight normally, but cannot use stealth, tactics etc. Unless the Undead is controlled otherwise its default programming will be to attack the nearest living creature (this may include its ‘master’). A certain element of roleplay is allowed here, e.g. a great big shiny Paladin who is a little way off maybe considered a ‘brighter’ living creature than somebody nearby.
This only applies to Skeletons & Zombies.

Immune to Bruising (20 points)

The Undead does not take bruising damage and cannot be Throat Slit.
This only applies to Skeletons, Death Knights, Lichs, Zombies & Ghouls.

Slow (-20 points)

The Undead acts as if Slowed.
This only applies to Zombies.

Phylactery (30 points)

A Phylactery holds the ‘soul’ of a Lich. A Lich cannot be permanently destroyed until its Phylactery is destroyed. After all its Regenerations, the Lich can still rise again if their Phylactery is intact. The time taken to rise again is equal to the time it would take to walk from the Phylactery to their body. A Phylactery is not magical or miraculous in nature, but can be ascertained with the Evaluate skill.
This only applies to Lichs.

Possess Dead Body (20 points)

A Warrior Ghost can possess a dead body, whilst doing so, it can use skills it wouldn’t normally be able to use in Incorporeal form e.g. Weapon skills. The dead body takes no damage and the Warrior Ghost can still only be harmed by Power damage. The Warrior Ghost can leave the body it is currently inhabiting at any time (any damage a Warrior Ghost takes while possessing a body is retained when it leaves). A Warrior Ghost cannot possess a body that has been Consecrated.
This only applies to Warrior Ghosts.

Possess Living Body <n> (30 + (10 x level) points)

A Possession Ghost can possess a living body only if their Willpower is less than <n>, whilst doing so, it can use skills it wouldn’t normally be able to use in Incorporeal form e.g. Weapon skills. The body and the Warrior Ghost can only be harmed by Power damage (so if you do not wish to harm the body, you must only use Holy damage, which does not effect living beings). Whilst possessed the body is completely under the control of the Possession Ghost. A Possession Ghost can only cause a target to kill itself if the Possess Living Body ability is more than two levels higher than the character’s Willpower (e.g. Possess Living Body 3 can be used against a character with no Willpower to force them to kill themselves). The Possession Ghost can leave the body it is currently inhabiting at any time (any damage a Possession Ghost takes while possessing a body is retained when it leaves).
This only applies to Possession Ghosts.

Example: Human Possession Ghost
Possess Living Body 2: 40 (Possess Living Body 1) + 50 (Possess Living Body 2) = 90 Points.

Innate Death Miracle (5 x ‘Learn Miracle’ Base Race (Priest) skill points or 5 x (level + 1) points)

The Undead gains the ability to use the Death Miracle at will. As with the usual method of learning miracles, lower level ones must be learnt before higher level ones. For the miracles Fear, Unholy Strike & Drain Life, the cheaper cost may be used, otherwise it must be the Priest cost.
An Innate Death Miracle cannot be bought that would heal the Undead.

Example: Human Skeleton
Drain Life 9: 5 (Drain Life 4) + 10 (Drain Life 9) = 15 Points.
Cause Disease 0 [Drain Life 4]: 30 Points.

Example: Orc Skeleton
Drain Life 9: 5 (Drain Life 4) + 10 (Drain Life 9) = 15 Points.
Cause Disease 0 [Drain Life 4]: 60 Points.

Innate Necromantic Spell (5 x ‘Learn Spell’ Base Race (Mage) skill points or 5 x (level + 1) points)

The Undead gains the ability to use the Necromantic Spell at will. As with the usual method of learning spells, lower level ones must be learnt before higher level ones. For the spell Fear, the cheaper cost may be used, otherwise it must be the Mage cost.
An Innate Necromantic Spell cannot be bought that would heal the Undead.

Example: Human Skeleton
Fear 2: 5 (Fear 1) + 10 (Fear 2) = 15 Points
Paralysis 2: 45 (Paralysis 1) + 75 (Paralysis 2) = 120 Points

Example: Orc Skeleton
Fear 2: 5 (Fear 1) + 10 (Fear 2) = 15 Points
Paralysis 2: 75 (Paralysis 1) + 125 (Paralysis 2) = 200 Points

Regeneration (15 points)

One minute after the Undead is killed, it will rise up again with full Life points. Each Regenerate ability works only once, thus to create a skeleton which regenerates twice requires the regenerate ability to be chosen twice.
When an Undead Regenerates its Mana/Standing remains on what is was when it ‘died’. Also any spells/miracles that were cast on it before it ‘died’ remain in effect, unless stated otherwise (e.g. Control/Turn Undead).

Incorporeal (40 points)

The Undead has no solid form and cannot do Normal damage, though in turn it cannot be harmed by Normal damage.

Incorporeal undead are immune to Trip, Entangle, Weakness, Grip, Freeze and Slow

An Incorporeal Undead can make itself Invisible at will, only being detectable by Detect Undead. The Incorporeal Undead can attack and remain invisible.

An Incorporeal Undead only has Life points (it doesn’t have any Body points). It cannot be harmed by spells/miracles that only do Body damage e.g. Drain Wounds, Shocking Grasp. When a spell/miracle does both Body and Life Damage e.g. Fire Dart, only the Life damage affects the undead.

Natural Command, Suggestion or Charm <n> (1 x (level + 1) points)

The Undead can do Natural Command, Suggestion or Charm <n>.
This only applies to Vampires.

Example: Human Vampire
Natural Charm 2: 6 (Natural Charm 1) + 8 (Natural Charm 2) = 14 points

Natural Steal Life <n> (5 x (level + 1) points)

The Undead can do Natural Steal Life <n>.
This only applies to Vampires.

Example: Human Vampire
Natural Steal Life 8: 15 (Natural Steal Life 4) + 20 (Natural Steal Life 8) = 35 points

Natural Weakness <n> (15 x level points)

The Undead can do Natural Weakness, Natural Double Weakness etc. with a two-handed touch attack.
This only applies to Shadows.

Example: Human Shadow
Natural Triple Weakness: 15 (Natural Weakness) + 30 (Natural Double Weakness) + 45 (Natural Triple Weakness) = 90 points

Natural Paralysis <n> (5 x level points)

The Undead can do Natural Paralysis with a two-handed touch attack.
This only applies to Ghouls.

Example: Human Ghoul
Natural Paralysis 2: 5 (Natural Paralysis 1) + 10 (Natural Paralysis 2) = 15 points

DR10 (Normal) (40 points)

The Undead gains DR10 each time this skill is bought. This can be bought at half cost if the DR only applies to a specific type of damage (Sharp or Blunt).
This does not stack with the spell Immunity to Normal Damage.

Power Armour (10 x level points)

The Undead gains 1 point of Power Armour each time this skill is bought.

Resistance (Half Willpower CP cost (rounded down))

Levels of Resistance are added to the Undead’s Willpower when resisting Turn Undead/Destroy Undead miracles or effects.

Example: A Human Skeleton uses the Human Warrior skill table and can learn Willpower 1 for 9 CPs and Resistance 1 for 4 CP. Against all mental effects it has a Willpower of 1, but against Turn Undead it has an effective Willpower of 2.

Zombie

Zombies are created by using the Summon Undead Servant miracle or Animate Dead spell.
When raising a body as a Zombie: Strength, Enhanced Life & Toughness are retained, all other skills are lost. These skills still count towards the points cost for the Undead, and hence its rank will be higher. This in turn means that a higher rank Animate Dead will be required.

Example: A Necromancer kills a Troll and then decides to animate it as a Zombie. A basic Troll has an additional 15 Life Points and Double Strength above a base Zombie. As Trolls use the Large Humanoid table, the created Zombie will also use this table, using the Warrior points costs. Double Strength on this table costs 12 points and the extra Life costs 8 points, making 20 in all. A basic Zombie has a minimum rank of 1.2. Thus the minimum rank that the Zombie can be is 3.2 which in turn requires an Animate Undead 4.

Zombies are decaying, rotten corpses.

Attribute Value
Rank 1.2 – Any
Skill Table Base Race: Humanoid or Goblinoid (Warrior)
Cannot learn any Medical, Magic, Religious, Knowledge or Manufacture skills
Learn Enhance Life at half cost. If the base cost for Enhance Life is 1, then the Zombie gains 2 Life for each time the skill is learnt.
Life 60 (None)
Zombies do not have a Life Threshold and the cost for Life never increases
DT N/A
Standing 0 (N/A)
Path Death
Mana 0 (N/A)
School Necromancy
Damage 2H Weapon 9 or Fist 3
Abilities No Talk, No Sight, No Mental, No Sleep, No Living, No Healing
Unintelligent
Immune to Bruising
Slow
Strength
Fist Specialisation
2H Weapon Proficiency
Roleplaying

Skeleton

Skeletons are created by using the Summon Undead Servant miracle or Animate Dead spell.
When raising a body as a Skeleton: Strength, Enhanced Life & Dexterity are retained, all other skills are lost. These skills still count towards the points cost for the Undead, and hence its rank will be higher. This in turn means that a higher rank Animate Dead will be required.

Example: A Necromancer kills a Troll and then decides to animate it as a Skeleton. A basic Troll has an additional 45 Life Points and Strength & Double Strength above a base Skeleton. As Trolls use the Large Humanoid table, the created Skeleton will also use this table, using the Warrior points costs. Strength & Double Strength on this table costs 6 + 12 points and the extra Life costs 45 points, making 63 in all. A basic Skeleton has a minimum rank of 6.1, thus the minimum rank that the Skeleton can be is 12.4 which in turn requires an Animate Undead 16.

Skeletons have no flesh.

Attribute Value
Rank 6.1 – Any
Skill Table Base Race: Humanoid or Goblinoid (Warrior)
Cannot learn any Medical, Magic, Religious, Knowledge or Manufacture skills
Life 30 (Base Race)
DT N/A
Standing 0 (N/A)
Path Death
Mana 0 (N/A)
School Necromancy
Damage 1H Weapon 5 or Claws 2
Abilities No Talk, No Sight, No Mental, No Sleep, No Living, No Healing
Unintelligent
Immune to Bruising, Immune to Freeze & Slow
DR10 [Sharp]
Claw Proficiency
1H Weapon Specialisation
Ambidexterity
Roleplaying Wear skeleton mask

Shadow

Shadows are created by using the Animate Dead spell.
When raising a body as a Shadow: Enhanced Life is retained, all other skills are lost. These skills still count towards the points cost for the Undead, and hence its rank will be higher. This in turn means that a higher rank Animate Dead will be required.

Example: A Necromancer kills a Troll and then decides to animate it as a Shadow. A basic Troll has an additional 45 Life Points above a base Shadow. As Trolls use the Large Humanoid table, the created Shadow will also use this table, using the Warrior points costs. The extra Life costs 45 points. A basic Shadow has a minimum rank of 8.0, thus the minimum rank that the Skeleton can be is 12.5 which in turn requires an Animate Undead 16.

Shadows can also occur ‘naturally’, from those who die from lack of food/water whilst underground. In which case their corpse disappears and they gain the abilities of a Shadow listed below and lose all skills unavailable to a Shadow, their Rank adjusting appropriately.

Shadows cannot stand direct sunlight and usually stay underground, though they occasionally come out during the night.

Attribute Value
Rank 8.0 – Any
Skill Table Base Race: Humanoid or Goblinoid (Warrior)
Cannot learn any Weapon, Armour, Physical and Mental (excluding Enhance Life, Dexterity, All Round Sight, Toughness & Willpower), Medical, Magic, Religious, Knowledge, Subterfuge or Manufacture skills
Life 30 (Base Race)
DT N/A
Standing 0 (N/A)
Path Death
Mana 0 (N/A)
School Necromancy
Damage Unholy 2
Abilities No Talk, No Sight, No Mental, No Sleep, No Living, No Healing, No Dead Body
Incorporeal
Ambidexterity
Unholy Strike 2
Natural Weakness
Roleplaying Wear black cloak/tabard, faceless mask

Ghoul

Ghouls are created by using the Animate Dead spell.
When raising a body as a Ghoul: Enhanced Life is retained, all other skills are lost. These skills still count towards the points cost for the Undead, and hence its rank will be higher. This in turn means that a higher rank Animate Dead will be required.

Example: A Necromancer kills a Troll and then decides to animate it as a Ghoul. A basic Troll has an additional 45 Life Points above a base Ghoul. As Trolls use the Large Humanoid table, the created Ghoul will also use this table, using the Warrior points costs. The extra Life costs 45 points. A basic Ghoul has a minimum rank of 3.7, thus the minimum rank that the Skeleton can be is 8.2 which in turn requires an Animate Undead 16.

Ghouls can also occur ‘naturally’, when Humanoid/Goblinoids start eating their own kind. In which case they gain the abilities of a Ghoul listed below and lose all skills unavailable to a Ghoul, their Rank adjusting appropriately.

Ghouls are very cunning and will stalk and paralyze their pray to consume it later.

Attribute Value
Rank 3.7 – Any
Skill Table Base Race: Humanoid or Goblinoid (Warrior)
Cannot learn any Weapon (excluding Fist, which use as Claw & Weapon Adept), Armour, Medical, Magic, Religious, Knowledge or Manufacture skills
Life 30 (Base Race)
DT N/A
Standing 0 (N/A)
Path Death
Mana 0 (N/A)
School Necromancy
Damage Claw 2
Abilities No Talk, No Sight, No Mental, No Sleep, No Living, No Healing
Immune to Bruising
Claw Proficiency
Ambidexterity
Natural Paralysis 1
Roleplaying Wear ghoul mask

Death Knight

Death Knight occur ‘naturally’, when a Rank 20+ Humanoid/Goblinoid Warrior who followed Might, Death or Anarchy is deemed worthy enough to be raised by the gods of their Path. In which case they gain the abilities of a Death Knight listed below and lose all skills unavailable to a Death Knight, their Rank adjusting appropriately.

Death Knights are an advanced form of Skeleton.

Attribute Value
Rank 20.6 – Any
Skill Table Base Race: Humanoid or Goblinoid (Warrior)
Life As when alive though at least 30 (Base Race)
DT N/A
Standing As when alive (Base Race)
Path Might, Death, Anarchy
Mana As when alive (Base Race)
School Necromancy
Damage 1H Weapon 5 Unholy 3 or Claws 2 Unholy 3
Abilities No Sight, No Mental, No Sleep, No Living, No Healing
Immune to Bruising
DR20 [Sharp] DR10 [Blunt]
Claw Proficiency
1H Weapon Specialisation
Ambidexterity
Unholy Strike 3
Regeneration 3
Innate Fear 1
Roleplaying Wear skeleton mask

Lich

Lichs occur ‘naturally’, when a Rank 30+ Humanoid/Goblinoid Priest who followed Might, Death or Anarchy or Mage who practiced Necromancy is deemed worthy enough to be raised by the gods of their Path. In which case they gain the abilities of a Lich listed below and lose all skills unavailable to a Lich, their Rank adjusting appropriately.

Lichs are an advanced form of Death Knight.

Attribute Value
Rank 30.1 – Any
Skill Table Base Race: Humanoid or Goblinoid (Priest, Mage)
Life As when alive though at least 30 (Base Race)
DT N/A
Standing As when alive (Base Race)
Path Might, Death, Anarchy
Mana As when alive (Base Race)
School Necromancy
Damage 1H Weapon 5 Unholy 5 or Claws 2 Unholy 5
Abilities No Sight, No Mental, No Sleep, No Living, No Healing
Immune to Bruising
DR20 [Sharp] DR10 [Blunt]
Claw Proficiency
1H Weapon Specialisation
Ambidexterity
Unholy Strike 5
Regeneration 3
Innate Fear 2
Phylactery
Roleplaying Wear skeleton mask

Vampire

Vampires occur ‘naturally’, when an existing Vampire sires a Humanoid/Goblinoid. In which case they gain the abilities of a Vampire listed below and lose all skills unavailable to a Vampire, their Rank adjusting appropriately. A new Vampire must obey the one who created him, though not always willingly.

Attribute Value
Rank 11.7 – Any
Skill Table Base Race: Humanoid or Goblinoid (Warrior, Scout, Priest, Mage)
Buy Strength at the Warrior cost for their original race.
Buy Willpower at the Mage cost for their original race.
Life As when alive (Base Race)
DT N/A
Standing As when alive (Base Race)
Path Might, Death, Anarchy
Mana As when alive (Base Race)
School Fire, Water, Earth, Air, General, Spellsword, Dark, Necromancy
Damage Claw 4 Unholy 2
Abilities No Living
DR10 [Normal]
Claw Proficiency
Strength
Unholy Strike 2
Natural Command 1
Natural Suggestion 1
Natural Charm 1
Natural Steal Life 4
Innate Fear 1
Regeneration 1
Roleplaying

Ghost

Ghosts occur ‘naturally’, when a Humanoid/Goblinoid who is on their final death has been refused entry into their next phase of existence. In which case their corpse disappears and they gain the abilities of a Ghost listed below and lose all skills unavailable to a Ghost, their Rank adjusting appropriately.

Some Ghosts are helpful but most seek to hurt those still alive. Ghosts may ask you to perform a task for them so they can be finally laid to rest (on successful completion they will disappear).

Attribute Value
Rank 12.5 – Any
Skill Table Base Race: Humanoid or Goblinoid (Warrior, Scout, Priest, Mage)
Cannot learn any Weapon, Armour, Physical and Mental (excluding Enhance Life, Dexterity, All Round Sight, Toughness & Willpower), Medical, Subterfuge or Manufacture skills
Life As when alive (Base Race)
DT N/A
Standing As when alive (Base Race)
Path Might, Death, Anarchy
Mana As when alive (Base Race)
School Fire, Water, Earth, Air, General, Spellsword, Light, Dark, Necromancy
Damage Unholy 4
Abilities No Sight, No Mental, No Sleep, No Living, No Healing, No Dead Body
Incorporeal
Ambidexterity
Unholy Strike 4
Innate Fear 1
Regeneration 1
Roleplaying Wear white tabard

Warrior Ghost

Warrior Ghosts occur ‘naturally’, when a Humanoid/Goblinoid who is on their final death has died in a glorious battle, but still been refused entry into their next phase of existence. In which case their corpse disappears and they gain the abilities of a Warrior Ghost listed below and lose all skills unavailable to a Warrior Ghost, their Rank adjusting appropriately.

Warrior Ghost are an advanced form of Ghost.

Attribute Value
Rank 14.5 – Any
Skill Table Base Race: Humanoid or Goblinoid (Warrior, Scout, Priest, Mage)
Life As when alive (Base Race)
DT N/A
Standing As when alive (Base Race)
Path Might, Death, Anarchy
Mana As when alive (Base Race)
School Fire, Water, Earth, Air, General, Spellsword, Light, Dark, Necromancy
Damage Unholy 4
Abilities No Sight, No Mental, No Sleep, No Living, No Healing
Incorporeal
Ambidexterity
Unholy Strike 4
Innate Fear 1
Regeneration 1
Possess Dead Body
Roleplaying

Possession Ghost

Possession Ghost occur ‘naturally’, when a Humanoid/Goblinoid who is on their final death has died in a glorious battle, protecting a loved place/person, but still been refused entry into their next phase of existence. In which case their corpse disappears and they gain the abilities of a Possession Ghost listed below and lose all skills unavailable to a Possession Ghost, their Rank adjusting appropriately.

Possession Ghost are an advanced form of Warrior Ghost.

Attribute Value
Rank 16.5 – Any
Skill Table Base Race: Humanoid or Goblinoid (Warrior, Scout, Priest, Mage)
Life As when alive (Base Race)
DT N/A
Standing As when alive (Base Race)
Path Might, Death, Anarchy
Mana As when alive (Base Race)
School Fire, Water, Earth, Air, General, Spellsword, Light, Dark, Necromancy
Damage Unholy 4
Abilities No Sight, No Mental, No Sleep, No Living, No Healing
Incorporeal
Ambidexterity
Unholy Strike 4
Innate Fear 1
Regeneration 1
Possess Living Body 1
Roleplaying