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THE WAKENED DEAD PDF Print E-mail
Written by Chris Cooper   
Saturday, 14 June 2008

The legends from the gloomy and miserable Sunless Plains to contrary and magical Pahar are full of stories of the dead coming back to life and, after being hissed and shunned by his former villagers, wanders the lands of the pale Shimmer, the second-hand sunlight reflecting off the ocean to light the way of second-hand lives. Not all stories feature the waked dead struggling unendingly against prejudice but of the waked dead, warped and broken by their journey to the Death Lands, come back full of spite and murder. 

Sometimes cast adrift by arrogant and callous sorcerers, the dead stagger around until someone comes along and inevitably puts them back in the grave.

The Wakened Dead have a sour place in the Sunless Plains, often equated with feral dogs, they have felt the touch of the walking corpses more than any other and sometimes treat them with whimsy or pity, but no real affection as one does the deformed and pathetic.

Since the Undead do not have the same reliance on flesh as the living do, they can withstand a great deal more punishment and abuse than living folk.

The Hideous Things
All Undead are, plain and simple, just disgusting and creepy to be around. Their Charm Stat is considered 0 although it can attempt to roll their Charm skills as is.

The Icy Cold of the Grave
While there are numerous stories why the dead come back, it only occurs because of ambient magic. The Icy Cold of the Grave or the Stinking Winds from the Mouth of Hell, which sets your hair on end, is the character’s Eerie sense working, that’s all.

The detectable Intensity of the Wakened Dead, as per page 129, is Just Dead 2, Week Dead 3, and Month Dead 4.

Ward against Undead
If a Wakened Dead is a victim of a successful Counterspell, it reduces the Width of one of the Wakened Dead’s actions by -1.

The Grateful Dead
All undead have an AR1 against all Shock damage attacks in all locations and they are immune to poisons and diseases. They need no breath, sleep, food, and water. They see out where their eyes are but do not require their eyes; they see in dark and light just fine. They can distinguish life from base matter.

Advantages
The dead are not all equal. Some find a way to survive in the world of the living. Here’s how.

Deathly Flesh (1 to 5 point Advantage) – Undead Only
Deathly Flesh simulates the hardiness and resistant flesh of the dead. Every level functions not unlike AR except it just steps-down damage not eliminate it.

For each level in Deathly Flesh convert one point of Killing Damage into Shock Damage.

The remaining unconverted Killing Damage remains as physical damage. All Shock damage disappears at the end of a fight.

Deathly Flesh doesn’t make the dead immune from special damage effects like knock downs, etc, etc.

Grave Fortitude (1 to 5 point Advantage) – Undead Only
Many strolling corpses possess a level of physical strength and prowess the living are lacking. The Undead can reroll up to a number dice from any rolled Body-based dice pool equal to the Grave Fortitude Advantage. The reroll is considered part of the same roll and no special dice can be used with the reroll – they’re all rolled.

Pallid Mortality (5-point Advantage – Just Dead Only)
Sometimes the dead can simulate being alive to the point their hearts can pump, their eyes can tear, and their cuts drip blood. They may be cooler to the touch than normal people and even a bit socially awkward but there are no outward signs of death and decay. With this advantage the Walking Corpse can buy back his Charm Stat, his first dot only for five experience points.

Extra Problems
Undead come in three flavours: Just Dead, a Week Dead, and a Month Dead. Just Dead do not appear dead unless examined and have no Problem unless chosen. A Week Dead takes the Unwholesome or Gruesome Problem. A Month Dead takes both the Gruesome and Unwholesome Problems. Neither of these problems count towards the three limit and nor do the supply experience points rather they subtract experience if the player doesn’t ham up the horror of the undead.

Murder Madness (Undead Flaw)
Not all the Wakened Dead suffer the madness of murder. In REIGN the Corpse has his Passions; Craving, Mission, and Duty; reassigned to hunt and kill as many people as it can, often one at a time with animal cunning and human knowledge. Many are led to believe that by ritualistically eating the flesh and drinking the blood of the dying or nearly dead, they gain some sort of power.

While they mostly wander alone, some have been known to form terrible hunting packs and drag off entire generations of families to terrible, merciless fates.

Hey! My Shadow Binder Zombies do not have any special rules!
Never fear. All basic animated corpses have Deathly Flesh 1 and Grave Fortitude 1. Unless the Wakened Dead can think for itself and improve its condition, it is unlikely they’ll get any better.

If your GM wants to he can raise the Intensity of those specific shadow-binder spells by 1 or 2 to factor in the new advantages. 

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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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