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Undead (0 FP)

There is an order to the world, one that contains a sort of symmetric beauty, even in death. Not everyone agrees.

Height: Varies

Weight: Varies

Speed: 10 ft.

Unarmed Dice: 1d2


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): Whenever the Undead finishes a full rest, they gain a number of Hit Points back equal to their Bad Ass.

Once they have returned to their maximum Hit Points, they will return to a flawless state, re-growing lost limbs and undoing all injuries without scars. This includes decomposition, rendering them indistinguishable from life.

For 1 additional FP, the Hit Points they regain increase by 1d6.


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 dead or dying creature treats them as if they were dead or dying. This allows Features 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 kills them. However, they may still be returned from the dead once freed. Only actions they can take while dead can be taken while captured.


Optional Features


That Which Is Already Dead (32 FP): The Undead has no limitations of life, being truly unkillable. They have no Hit Points, rendering them immune to damage. If their soul is captured, they are not treated as dead and may still take actions.


Revenant (20 FP): The Undead continues to regain Hit Points and consciousness as if only unconscious, no matter what happens to their body.

This makes them immune to Kill Checks. Effects that would return Hit Points, including Features that do so without them needing to be conscious, still return Hit Points and will result in them regaining consciousness. 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 physically killed, 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.

They return to unlife with 1 Hit Point and have the same Height, Weight and methods of communication the corpse had in life. 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 have no Hit Points while dead and can only take actions allowed while dead. Actions to possess a corpse with this Feature can be taken while dead. 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 dead.


Lich (10 FP): The Undead is bound to a specific item that holds them in the realm of the living. When killed, they reform an hour later near the item.

If the item is destroyed, they lose the benefits of this Feature and do not reform upon death.

For -4 additional FP, they are killed when the item is destroyed. They cannot be returned to life without the item being repaired.


Necromancy (6 FP): The Undead is learned in the art of creating artificial versions of their own kind. As twelve actions, they can touch a corpse and return it to life with 1 Hit Point.

They can choose what Features the returned creature gains. 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, Walking Corpse and Will Of The Master Features.

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. As an attack, they can choose to drink the blood of any creature that could be vaguely argued to have blood, even if it is technically ichor or the like.

They regain Hit Points equal to half the damage dealt to the creature. The attack uses their Unarmed Dice.


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. They may return to the corpse’s natural form as an action.

As three actions, they can distort their body into the shape of a wolf. While in wolf form, their Unarmed Dice increases by 5 die types (to 2d6 if it is 1d2), they cannot speak or easily communicate and they reduce all Smart Ass based Checks by 1d4.

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 2 additional FP, they develop the ability to hybridize their forms to the point they can communicate in wolf form.

Cost  Dice

1 FP: 1d3

2 FP: 1d4

3 FP: 1d6

4 FP: 1d8

5 FP: 2d6

6 FP: 2d8

7 FP: 4d6

+1 FP: +1d6


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 dead.

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.


Ghoulish (2 FP): If the Undead eats a substantial portion of a creature that has not been cooked or prepared in a similar way, they regain a number of Hit Points equal to the creature’s maximum Hit Points.

Unless the creature in some way heals this damage (such as by healing itself if still alive or by being returned to life if dead), they cannot use this Feature repeatedly on the same creature.


The Aristocrats (2 FP): The Undead is born of depravity and can gain power from this. 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.


Vital Blight (2 FP): The Undead is of death, bringing it into the world as a substance rather than a mere process. They can spread their essence like a disease, corrupting creatures with a touch.

As an action when making an Unarmed Attack, they can taint the creature hit with death. After a full rest, the creature must make an Immune Check (1d12 + Bad Ass). The DC is based on them (6 + Smart Ass). If the creature succeeds, it is unaffected. If it fails, it is infected.

An infected creature must make an Immune Check at the end of each full rest. If it fails, its functional Bad Ass is reduced by 1, until it is cured. If it rolls 6 higher than needed to pass the Immune Check, the creature is cured.


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.


Soul Eater (1 FP; varies): When a creature dies within 1 ft. per Smart Ass, the Undead may choose to absorb the soul. If they do, the soul is added to their being and cannot be returned to life or used in a way that would logically require the soul’s presence. They may choose to release a soul, which separates the chosen soul from their essence and frees it to function as normal.

Any amount of FP can be payed for this Feature. They can gain access to any arrangement of Features possessed by the souls they have absorbed. The total FP cost of the chosen Features must be equal to or less than the FP payed for this Feature minus one.

They must meditate for an hour to change the Features they gain access too. A creature with an Immortality Feature can be affected by this Feature, but will still return to life from Immortality as normal, freeing its soul.

For 2 additional FP, they can access the experiences of souls they absorbed, gaining their memories. This doesn’t provide mechanical benefits, such as would be gained by the soul from training in a particular field. The cost of this upgrade does not increase the total FP worth of Features this Feature can replicate.

For 1 additional FP, they regain Hit Points equal to the soul’s Smart Ass whenever they absorb a soul. Unfortunately, they take half that much damage if they ever release the soul. The cost of this upgrade does not increase the total FP worth of Features this Feature can replicate.


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 kills a creature with an Unarmed Attack, the creature rises 3 days later with 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 their Hit Points and other factors dependent on Bad Ass accordingly.

If their Bad Ass would become 0, they instead fall unconscious until 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.

For -6 additional FP, when exposed to direct sunlight, they take 1d4 damage each turn until out of the sunlight.


Local Weakness (-4 FP): Everyone has a seemingly random sure-fire remedy for banishing Undead. If all worked, there would not be a lot of 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 1d6 turns to escape the situation or fall unconscious for a full rest. They have the same number of Hit Points when they awake, unless they took damage while unconscious. 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 weakness against them. This Feature can be taken repeatedly for different weaknesses.

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 did you mean?


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 automatically fall unconscious. Once they are removed, they awaken.

This causes no damage, and they have the same number of Hit Points when they awaken, unless they took damage while unconscious.


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 fall unconscious and cannot be awakened until after the period has ended. They can still be harmed during this period and have no way to defend themselves.


Hunger (-8 FP): Each full rest, the Undead takes 1d6 damage. This damage cannot be healed, except by Features that return Hit Points by consuming other creatures, such as Vampiric, Ghoulish or Soul Eater. This damage cannot reduce them below 1 Hit Point.

For -2 additional FP, the damage can reduce them to zero Hit Points, at which point they die automatically. They can still be returned to life as normal, but will return with damage from this Feature equal to their maximum Hit Points minus 1.


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.

Undead (0 FP): Text

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