==CORPOREAL== Zombie [template] 0D. (-S?) 1 dmg (slam) +1 DR (natural) Hampered Zombie - Fresh. Animated by sliver of spirit. Destroy brain to stop it. Hates living things. Animated Corpse: As Zombie, but does not hate life. Animated by magic, so must concentrate to direct its actions. Possessed Corpse (as Zombie, but with mind of possessor) Plague Zombie: tainted bite. From animating someone who died of Ghoul Bite. Will try to consume its fallen foes, but lacks digestion, and so eventually fills itself with rotting flesh. If die while tainted, rise as a mindless Plague Zombie. Usually inflict Filth Fever along with bite, so many die of infection while still tainted. Skeleton [template] 1D. 1 dmg (claw) or weapons +1 DR Animated by a sliver of spirit. Entire body is enchanted and so must be dismembered. Follow only simplest of orders. Gaunt: Can be fresh, looking like zombie Wight - thinking, but not original person. * Glyph-Wight: Raised soulless shell May have some of same skills [-2 Diamonds?], but no memories. Dim, empty existance. Variants: Skeletal, Necrolock * Spectre-wight: Possessed by spectre. Helps stay in material. Can manipulate world, protected from sunlight, etc. * Revenant - loss of life, but retains memories, personality, etc [necropolitan, xombie] Soul doesn't leave body. Often doesn't realize dead. Rises in seconds, or at least within a day. Driven by some essential purpose or consuming mission. Strong negative energy (a "dark place") helps. Slowly rots? and wastes away, becoming increasingly skeletal. Can be initially evil or go insane trapped in a barrow, easily confused with a wight. Ghoul - intelligent. Still has soul? Pale, guant, greying flesh, desiccated but not rotting, usually bald. Thick blackened nails and sharp teeth and long pointed tongue. Not dilligent about personal hygene. Strong. Stooped, and not uncommon to crouch or even run on all fours. Become a ghoul through long-term exposure to negative energy, especially desecrated graveyards, shadowland exposure, death magic, eating corpses or ghoul flesh, or bite of a ghoul. Ghouls also rumored to have own rituals for this process. Suggested that can spawn dead/ghoul children on the living, but unlikely. Ghoul bite: Malady that adds 1 taint a day: spreading from bite, flesh gradually dies, through does not rot. Increasing coldness and hunger for flesh. Once taint reaches 2xHearts, become a Ghoul. Cure? Plague Zombie: body that dies of Ghoul Bite or partially eaten by ghouls. As with any transformation, may retain memories at first, but these will fade. If persists for a few days, sometimes this is enough to shape the new ghoul personality into a similar form. Personality changes. Driven by hunger, less emotion (love, hate, etc). Distanced from and abhorred by humanity. Ghouls have their own secretive society: the White Kingdom, ruled from the Throne of Bone Insatiable desire for flesh of own kind (so usually humanoid), needing to feed at least once a day. 1 humanoid body provides enough to feed a ghoul for nearly a week. Can subsist on old corpses, though not averse to fresh kills. (Preference may vary by individual.) The least evil undead: must feed and will commit unspeakable acts if it must in order to do so. Can have spellcasters, but unusual. Fight: Cautiously. Ghast Uber-ghoul with paralzying bite (death-like swound, often dragged off to be eaten) and stench. Victims often accidentally buried alive, where might die or transition to ghoul in 1d6+1 days if still alive, especially if tainted by neg-energy. May be leader or simply a brute fighter. Lich phylactry, often a worn item, though not usually worn by the lich. subtle calls to a new bearer, eventually possessing them, transforming them over years, and then replacing them. By the time they are gaunt and undead, hard to tell from original form. nearly always spellcasters, though great evil warriors or kings may be turned into liches by their shamans or ministers. In these cases, phylactry might be armor or helm. Vampire An undead with near-magical strengths and weaknesses. Created by being drained to death. Rise 1d6 nights later. Strong and robust. Retain crude broken memories and daily skills of past life, but no soul or personality. Lose any learned magic ability. Driven by hunger. Memories often take newly risen back to family or enemies first. Get more intelligent and powerful over time. Pale. Immortal. Strong. Dextrous. Rare to associate with vampires of different power level. Need to feed 1 human/night or becomes Slowed and then Hampered with a raging hunger. Can spread it out feeding over multiple victims once have feeding frezy control. Life is learning to control the hunger. Once mastered, can enter a Hampered torpor indefinitely. Start savage and alone. Eventually regain "humanity", then eventually join masquarade. Ancient vampires eventually tire to even such politics and machinations and withdraw. May create a plague of spawn to cover tracks or destroy them. [Story idea: vampire passing as vampire hunter.] Can dominate any that carry your blood (including grandchilder), no save. -2 to save vs Mesmirizing if a vampire has fed on you before. -5 if fed upon frequently. Being drained become a euphoric experience (thrall). Weaknesses: * Gravebound: Can only heal while in grave. If did not rise from a grave, will still be tied to the location. Can move grave by transporting soil or coffin to a new location. * Running water: Will not willingly cross running water. If forced into it, causes burning-like agony leaving the vampire Stunned until it can exit. * Sunlight: Vampires become very sluggish (Hampered) during daylight hours. Direct sunlight is as running water, but also causes 2 points of dmg per turn. (1 dmg for bright natural light or a cloudy day.) * Garlic: As Running Water when Adjacent. Will not willing touch. * Silver: -1 DR. A burning sensation and 1 dmg when pressed to skin. will not willingly touch. * Staking/Decapitation: critical hit with wooden stake. * Mirrors: No reflection. No shadow either. * Holy symbols: can be turned as per other undead. Fear of silver in some symbols make keep away young vampires even without an actual turning. * Invitation: Cannot enter a private home unless invited by a resident. Public houses and spaces are free game. Invitation remains until formally revoked. Person doesn't have to know who/what they are inviting in. Powers: Gain powers with age and intelligence. Diamonds: 3 (smart animal): * Recognize other vampires by sight. * Darkvision. 4 (subhuman): * Climb vertical surfaces. * Mesmerizing gaze: Hold * Feeding Frezy Control: Test Diamonds to stop. 5: * Human visage: Passably human with long incisors. (Drops when feeding.) * Climb ceilings. * Mesmerizing gaze: Charm * Feeding Frezy Control: Test Diamonds + 2 to stop. 6: * Human visage: Normal human * Levitate * Mesmerizing gaze: Hypnosis. Can make subject sleep, see vampire as someone else, or forget. * Feeding frezy control: Can stop at will. 7: * Childen of the Night: Can summon and charm wolves, bats, rats, etc. * Human visage: Charismatic/alluring human form. (Drops when feeding.) * Mesmirizing gaze: Read thoughts * Gaseous form * Feeding control: Test Diamonds to fast (+1 for each day). 8: * Alternate form: large bat, bat swarm, wolf * Mesmirizing gaze: Dominate. * Feeding control: Diamonds + 2 to fast. 9: * Human visage: Even while feeding. * Haste: 2 turns per round * Feeding control: Can fast at will. 10: * Fly J: * Human visage: Alternate forms of same race and gender. * Can recover from staking/decapitation if stake is removed or head is rejoined. Body must be burned to be fully destroyed. Feed blood to human: embraced, creating a familiar. * Retain memory, personality and abilities Gain: * slightly more charismatic: subtle, "something different about you" (+1 Hearts) * hunger, which is controllable with effort (taste of blood in mouth) * youthful appearance and health as long as drink humanoid blood. This is pleasurable and many drink the victim to death, but this is not necessary. Bite has no long-term effect on victim. Repeated embraces required to actually prolong life, though. Such a creature will likely rise as a vampire spawn upon death. * incisors teeth enlongate and eyes darken when feeding * powers of Vampire (3). Weaknesses: unpleasant, but no damage. If later turned into a vampire, will regain own original memories with Diamonds. Unusual, but some vampires will sire young and shelter them until through their Nosferatu period (up to 6 Diamonds). Flesh Golem (potentiall stronger, larger; elemental spirit) Mordicant - can use a constructed body of blood and peat; dripping cold fire mummy ==INCORPOREAL== spirits (maintain some aspect of original) and spectres (dark forms) spirit - immaterial but same general (haunt) - bound to location; reforms until laid to rest. apparition - only a fragment, unable to affect material world [ethereal] poltergeist - can move objects, producing ranged attacks. But usually invisible, except at source. A haunt. ghost - (gaze, moan, possession)? specter - dark, twisted, evil. Possession? shade - died in misery or corruption. tainting. 5C 5S 1D 3H. Reck gloom (allip) - anguish and madness. diamonds draining 4D Reck babble: Shaken close. Shriek: Terrify close. shadow - love of life. club draining. 7D. Bold wraith - hatred. hearts draining. 9D Bold, doesn't speak? dread wraith: QD. Fearful apparance? Or Dread Gaze? Combined with wraith? soul - full memories and personality illusions: phantom, and phantasm (fearful)