Section 1: Introduction To the Unknown
The DarkTown Legend Revisited
For life and death are one,
even as the river and sea are one
-Kahlil Gibran, The Prophet
In the first book, we told you that there were three powers waging war over humanity. This book is the first step in the wayward descent into the apocalyptic cycle. The Eternal Question is to be used as a source book for the DarkTown universe in your campaign. It is the first full length book to accompany DarkTown: The Apocalyptic Cycle and it is one of three total books which will all have different genres for the world of DarkTown. The Eternal Question deals with the magical aspects of the apocalyptic cycle, commonly known as the supernatural or paranormal--that which science denies and religion avoids. Within this text are rules for supernatural creatures, statistics for undead creatures, adventure suggestions for supernatural entities, a full length adventure, new skills for player characters, new spheres of power for supernatural creatures, and an overview of the current myths and theories of the supernatural.
The ideas and settings suggested within this book are for a genre of horror and
the unknown. Supernatural creatures will baffle characters who rely on science, terrify
those who believe in religion, and inspire those who follow magic. This is the realm of
the mystical and unknown forces of magic. Beware all those who enter, for the
encompassing power of magic is supreme here. Technology must cast away rationale
and religion must lose its faith if there is to be any salvation. Only magic will be at
home. Welcome to the domain of the supernatural, where nothing is how it is supposed
to be and the dead are allowed to walk with the living.
The Cycle
Here is wisdom. Let
him who has understanding
calculate the number
of the beast, for it is the
number of a man: His
number is 666.
-Revelation 13:18
Technology gets a great majority of its power from the widespread following in society. As the empire of technology deteriorates, magic and religion will fill in the gaps which are formed. This may be in the form of supernatural occurrences, which are, by definition, unexplainable by science. Science will be flabbergasted at such things and society will begin to lose faith in the almighty 20th century technology. Mystical happenings shall become more apparent, such as corpses rising from the grave, spirits manifesting in old houses, creatures prowling the night, and the awakening of ancient evils bent upon destroying humanity. Since science is unable to rationalize such occurrences, it will merely dismiss them as random, unpredictable events of the universe. But to a Mage or Priest, such things are very real. For this reason, many Scientists are relatively powerless when compared to Mages and Priests while in the presence of the supernatural. This is the realm where that which is mystical and mythical reigns.
Game Masters should keep this in mind when they are running an adventure
using The Eternal Question. Scientists who are involved in a supernatural conflict will
spend most of the time rationalizing the event or trying to convince the rest of the party
otherwise of the paranormal incident. Other characters who have the moral priority of
Faith-technology will act similarly as well. This usually holds true, unless the event can
be explained using technology, such as in the case of Frankenstein's monster. Then,
science can be applied to help solve the problem. This, in turn, weakens the positions
of both magic and religion. But as a general rule of thumb, technology bows to the
unsolvable, impossible, unreal, supernatural. For once, science is speechless.
The Apocalypse
When he speaks kindly, do not believe him,
for there are seven abominations in his heart.
-Revelation 26:25
Technology has begun the irreversible downward spiral into defeat. But falling with it will be magic and religion as well. As technology fails, magic and religion will rise up for a short time, but not nearly as fast as technology declines. This will result in a void of faithlessness. As this void grows, mankind will lose faith in all three powers, thus eventually rendering the Mentalists null. Man will once again be in a dark age.
This is the apocalypse--The Tower of Babel if you will. A land where there is nothing to believe in, but yourself. The meek shall inherit the earth and the once powerful Mentalists will be reduced to pitiful whelps, who blindly follow shadow beliefs. Luckily, this time is not upon us yet, but the majesty of our age will eventually end, as do all things.
Man will be forced to rely on himself for the answers to the future. Instead of
looking outside of himself, as mankind has done thus far, man needs to search his inner
self for the understanding of the universe. For this is a question, which is so complex,
that neither magic, religion, nor technology can singlehandedly answer. Welcome to the
beginning of a new era, where powers which were once thought to be godlike are now
nothing, and the true power of man comes from within himself. This is the Neo Dark
Age.
The Myth of Death
God is Dead.
-Nietzsche
Nietzsche is dead.
-God
Any biologist will tell you that, with life there must be death. That is the universal rule. But to begin with, what is death? Or life for that matter? Philosophy defines life as "that which is not dead" and death as "that which is not living." In actuality, there is no answer. Even science cannot truly define either concept. Life is considered to be a series of chemical reactions, which interact in a regulated pattern. It is not as simple as DNA. The answer lies in the entirety of the chemical processes which occur in an entity. Death is just the absence or cessation of these processes.
As sentient beings, however, we fear this unexplainable state of death. It is the great unknown and, as Lovecraft so eloquently puts it, people fear the unknown. That is why religion was invented: to solve the unknowns of the universe (and to promote social order, but that comes later). Religion answers some of the questions about death, although it is not scientific. This causes some of us to look elsewhere for an answer.
Second only to life, the answer to the question of death has probably been the most sought after piece of information in human history. Even as far back as The Epic of Gilgamesh, it is evident that the Sumerians tried to conquer death. The quest for immortality is a never ending one. Even though it has always been an interesting idea, in modern times immortality has become all the more enticing. Perhaps this is why undead myths evolved in the first place.
As the basis of popular belief shifts, so do the myths which are based on it. Take vampires for instance. The original vampire myths were not Bram Stoker/western world vampires. They were more like Stephen King's vampires in Salem's Lot. These were horrible creatures of the night, which were the embodiment of pure evil. Being killed and turned into one of these things was a curse indeed, immortality or not. People often sympathize with the villain of Stoker's tale, because he makes vampirism out to be an erotic existence, rather than a wretched one.
Now take, for instance, Bram Stoker style vampires. Stoker took the original concepts of vampires and combined the characteristics he liked into a creature known as Vlad Dracula. The original vampires had returned from the grave and were eternal. They had beaten death, but at a severe price. Stoker took the concept of immortality and, concentrating on it, made his vampires seductive and enticing. No longer was vampirism to be feared. Now, it was actually a fate which people looked forward to, in a sick sort of way. Later writers, such as Anne Rice, made vampires out to be even more seductive in nature, by heightening the pleasure of undead existence. This is the motif for Vampire: The Masquerade from White Wolf. Currently, this is the popular belief of the ever changing myth of vampires, but it is not the last trend by far.
I see faith in your eyes.
-Metallica, The God That Failed
All creatures who are supernatural in nature obtain their powers from those who
believe in them. The more widespread a myth is, the more powerful the creature is.
If you pick up a dictionary today and look up the word vampire, it will most likely be
defined as a "blood sucking monster" or something to that effect. This is because
someone, long ago, decided that it would be cool to come up with the idea of a
"vampire." Either the person completely made the concept up, or more likely, he or she
actually had a run in with a similar occurrence and thought it to be a vampire. A classic
example was the confusion between tuberculosis and vampirism back in the American
colonial times. Tuberculosis, if untreated, is a chronic disease, and when someone dies
of it, he or she slowly wastes away. Since it is also rather contagious, many people who
had close contact with the victim also fell ill. This was a time before modern
microbiology, so doctors back then did not understand contagion or the concept of
bacteria at all. They thought it was a supernatural "life draining" disorder. The belief
slowly manifested into that of a "blood draining" disorder which was caused by the first
victim returning from the grave and the rest is history. The point being that everything
we believe in or cogitate about today came from our past. Our ancestors created our
current stories, religions, beliefs, folklores, etc. But it did not happen overnight. Many
generations were required to refine the tales. Just think of how many times the story of
Beowulf was told, or how many people have heard or read The Epic of Gilgamesh.
Even recent myths, such as The Legend of Sleepy Hollow, have been told to countless
people and every time it is told, the person reciting it makes one or two personal
alterations. These small changes in the story are the refinement. As each story is told,
a slightly newer one replaces it. This is how myths evolve, one tale at a time.
Die, by my hand
I creep across the land
-Metallica, Creeping Death Before a myth comes a folklore and before a folklore comes an urban legend.
Urban legends are the stories which are told around the campfire, the supposed true
tale of "the hook" or the "boogey monster." These are the tales which have been passed
down from each childhood generation via word of mouth. They are stories that
everyone knows or has heard at least a dozen times. They are our legends of this day
and age. What makes an urban legend become a folklore is when it actually becomes a
belief or superstition. The people in a particular society believe a folklore to be true.
They will treat it as common knowledge and practice.
This is where "our" monsters come in. When a monster or story reaches this
point, it is actually considered to exist. Therefore, for example, vampires become real
entities. People have now given them reason to exist. Just as a Mage, Priest, or
Scientist believes enough in magic, religion, or technology, respectively, the populous
can cause a creature to manifest itself from evil simply by believing. Hence, vampires
now stalk the night in search of prey, all due to the fact that they are believed to do so.
The next stage in belief is the myth. This is almost religious in scope and can influence
many people of many different cultures. Vampires have reached the level of myth, since
you can go just about anywhere and ask someone if he or she has heard of a vampire
and the response is very nearly always "yes." This is good for vampires, but bad for
humans.
Now, this is all nice and easy to comprehend, but let us put a little twist to it.
Normally you would say that the power of these creatures is self limiting. All people
need to do is stop believing and everything will go away, right? In a closed system that
is correct. But wait a moment and read the following hypothetical example. Let us
begin with a so called Romanian Lord named Vlad Tepes. Now, if you were to ask any
Romanian of the past, Vlad would most likely be classified as a hero, though he was a
rather sick and twisted individual. Vlad "The Impaler" would send hundreds of people to
death by torture, but back in that time it was the thing to do. Throughout the ages,
people began to attribute more and more evil to Vlad, until he finally became the spawn
of the devil (or the equivalent to that). At this point Vlad Tepes was no longer a human.
He became an evil entity begotten by the local folklore. Okay, so now we have the
beginning of a very weak "vampire, " although vampires were not a very popular belief
until later on when everybody's friend Bram Stoker began to create the myth almost
single handedly (or so he is given credit). How did Bram Stoker come up with this
insane story about a guy named Dracula who drank human blood? Perhaps he did it
one drunken night out of the blue. Or maybe he did a little cultural research and
compounded many myths into one awesome story, which forever immortalized the myth
of vampires. But instead, let us go to the world of DarkTown and see what happened
there...
Bram Stoker was approached by the remains of the old Count Vlad The Impaler
and, since Vlad was empowered by the belief of his people to exist, he was able to do
this. Since the power of belief is ever so dictating, Vlad decides to tell his tale, though a
little fabricated, to Bram. It is all about vampires you see. Vlad wants to be able to fly,
so he tells Bram that these creatures who stalk the night can fly. Bram writes it down.
Vlad thinks to himself that he has always wanted to be able to change into a wolf, so he
tells Bram that vampires can do that also. Bram writes it down. Being the sick bastard
he is, Vlad decides that drinking human blood would be cool, so he tells Bram this as
well. Bram writes it down. Eventually, a myth about vampires is born, which grants Vlad
Dracula immortality and total power within humanity. Until every person in the world
stops believing in vampires, these creatures will continue to stalk mankind every night
for eternity. And all Vlad had to do to begin this was tell some dumb human to spread
the tale. Scary huh?
What is Undead?
I cannot live.
I cannot die.
-Metallica, One
Well, an undead is simply something which is not living, but not dead either. It is
a creature who is trapped in limbo, somewhere between the realm of the living and that
of the dead. For some unbeknownst reason, when a person dies, he or she does not
always "move on" to the next world. These spirits can remain in the physical realm for
an undetermined amount of time. Sometimes the soul comes back to reinhabit the
body, in the form of a corporal undead. These are bodies which have risen from the
grave. Others just leave the body and return as menacing spirits, only to be seen and
not to be touched. These are incorporeal undead. Finally, there are animates, which
are risen corpses who have been called back to pseudo life by a Mentalist. All of these
creatures defy death, but cannot return to life either. As a result, undead possess both
the benefits and weaknesses of both states of existence. This, you will soon see.
The supernatural is a force which has been around as long as man and remains
strongly in the hearts of some today. It is as primordial as magic and, in its scope,
dwarfs the power of such pitiful beliefs. But just as the human mind was responsible for
forming magic, religion, and technology, so too has it formed the supernatural. To a
Game Master, the force of the supernatural is nothing more than magic, right? I mean,
after all it is only a mysterious force in the universe, which would characterize it as being
magic. The players, however, along with the rest of mankind should not reach this
realization.
Since the human mind categorizes every mental experience by association into
"schemas," it just so happens that the popular beliefs of magic and the supernatural
were never directly connected in the past. And, since belief dictates all, this realization
shall never be fulfilled, because not everybody will believe it to be true. In fact, the
degree of power that any supernatural creature possesses is directly determined by the
populous. If a particular individual thinks that vampires are invincible, then all vampires
are invincible against him or her. It is all a matter of belief. All creatures who are
supernatural in nature gain their powers exclusively from those who believe in them.
The more widespread a myth is, the more powerful that creature is. This leads us to the
answer of the question "why undead?"
Throughout the ages, several things may have lead up to the eventual formation
of these theories. This can be especially true after hundreds, if not thousands of years
of tale telling. Overactive imaginations, superstition, old wive's tales, and
misinterpretation of reality and scientific evidence can all eventually lead us down paths
into the unknown. As you will see, modern day undead myths were not always told how
they are today. A good example is the myth of the vampire. In fact, there are several
explanations for this myth, some scientific and others cultural. In some medieval Balkan
areas, it was fairly common practice to drive wooden stakes through the hearts of
corpses to prevent them from rising from the grave. At this time these risen corpses
were definitely not called vampires, because the English word vampire did not even exist
yet. It started off from fractured tales until in built up into one famous monster we all
know today. Only after the tale was created did the word come about.
In ancient Scandinavia, bodies of the dead were kept watch over in the presence
of a light source during the night, to ensure that they would not rise up. This practice
only held true during the night, for the body was thought to never rise during the day.
Another early vampire myth perhaps?
I shall end this section with a true tale which I have heard while at work. It
concerns an ambulance driver I once knew, who had to pick up a deceased woman at
her home. The woman had apparently expired several hours before, while sitting up in a
large, high-backed, wooden chair. As the rigor set in, she remained fixed in a sitting
position, which made it very difficult to lay her flat on a stretcher. After much pulling and
straining, she was finally strapped to the cart, flat on her back. The cart was then
loaded onto the ambulance and the crew boarded for departure. While on the road, one
of the clasps on the Gurney came loose and the strap pinning the old woman's
shoulders down gave away. Consequently, she immediately sat up, despite her "dead"
condition. The next time the driver glanced in the rear view mirror, he nearly had a heart
attack as he swerved to the side of the road. Had the corpse really risen from the dead
for a moment? No, it was simply a biological function (rigor mortis) that we now
understand, coupled with physics. As the muscles stiffen, they become more resistant
to stretching. By forcing the woman's body down, the ambulance crew had stored
potential energy in the muscles of the back and legs by stretching them like rubber
bands. When the strap on the Gurney came loose, the body reverted to the position of
least stored energy, which was the position the body natural assumed. In this instance,
it was the sitting position. Now we understand this, but back in history it may have been
completely misinterpreted. Thus giving rise to yet another tall tale.
Now did you read the news today?
They say that danger's gone away.
-Genesis, Land of Confusion There are a lot of skeptical people out there. Especially when it comes to the
supernatural. But, deep down inside, there are also many staunch supporters of the
paranormal as well. Just look at the tabloids. Somebody has to buy all of that crap.
The hype of that which is strange and unusual creeps into us all, as if it were part of the
human spirit itself. Perhaps there is a connection there.
In the meanwhile, the human time bomb has begun to tick. Faith is on the move.
As technology recedes, belief in religion and magic will grow. This is reflected in society,
as Scientists become less respected and Mages and Priests are sought after for the
answers to more questions. Once again, magic and religion will be the norm. The
common man will revere legendary wizards and worship living messiahs, and the
Newtons, Einsteins, and Darwins of today will be forgotten. The return of magic and
religion will mark the beginning of the apocalypse. The rediscovery of the supernatural
marks the first stage of this descent.
As for the sheer amount of "weird" activity, that is just the beginning of the slide
towards scientific oblivion. Gradually, technology will begin to lose its grip on the media
blackout. The six-o' clock news will become littered with sightings and stories of undead
monsters. People will become more aware and educated about supernatural creatures
as this happens. The mythical age will return, as fairy tales really do come true, even
though most of them will not have happy endings. Not to mention that the increased
willingness of society to accept the supernatural will also help the political and social
positions of both magic and religion. After all, if a corpse can walk and talk, why can't
magic exist? Although they will still adhere to the Doctrine of Tres, many Mages will find
themselves in a more accepting society. But, even though it is still not in the clear of the
norm, magic may pose a more plausible answer than technology to some. It still,
however, remains a minority, and those who follow it are, to say the least, "weird."
Thus, confused as it may be, technology remains the social boss of the three, at least
for now.
I won't let you down
So please don't give me up
-George Michael, Freedom At first, the followers of technology will blanket the appearance of supernaturals
with propaganda and censorship. After all, Scientists do control the mass medias. But
as the grand technological empire loses momentum, people will once again see true
reality as an unpredictable, uncontrollable, chaotic force. Truth will slowly seep through
the cracks until the dam of scientific blindness bursts, sending all of us into oblivion.
As time progresses, this process will speed up, in correlation with the steady
decline of technology as a power. More and more people will begin turning towards
magic and religion as an explanation for the paranormal. Science, which has difficulty
even comprehending the concept of undead, stands no chance explaining it. Mankind's
only saviors are magic and religion, and with them will be the beginning of the Neo Dark
Age.
In the beginning, believers will be met with mass ignorance by the populous,
similar to the reaction you would get upon outwardly admitting that you were abducted
by alien Hitlers and taken to planet Elvis. You would get a nice white coat with sleeves
that tie in the back. This may sound funny, but people actually make such remarks in
real life. Is this part of a mass technological conspiracy? Maybe we are the truly blind
ones and those who are deemed insane are the only ones who can see through the
guise. Sounds pretty crazy, don't it?
So, people will completely dismiss such things, unless he or she happens to be a
direct eyewitness. Even then, some will still remain skeptical. When the rate of
occurrence reaches a certain point, even science will be unable to give a cop-out
philosophical explanation in absence of rationale. Then, mankind will, indeed, be at a
dark day.
Members of each character class will react differently to an experience with the
supernatural. To reflect this, we have included the following section, which details the
beliefs of five different character class types based on their aptitudes. The basic
personality traits as well as opinions of each group will be discussed. And, for your
reading enjoyment, quotes concerning the existence of undead will be supplied from
each of the classes as well.
Mentalist
The forces of the Ka will return to defend the deceased body. Of this, I know...
-Imhotep, The Mage from long ago
Priest
Forces which are strong enough to disturb the restful state of the dead are as
powerful as they are unholy. The hand of god is upon us. Those who are evil will be
cursed with everlasting existence. Plagued with the coming of the dead. Revelation is
here.
-Unknown street prophet
Scientist
Hah! What a preposterous concept. I will believe in the tooth fairy before I can
conceive the existence of such a notion. This only adds to the evidence condemning
the theory of creationism, after all, why would "God" divinely create an imbecile who
would believe in such things?
-Special Agent White, FBI
Mage, Priest, Scientist
A Mentalist class character designates his or her entire existence to supporting,
upholding, and believing in a single explanation for the plan of reality. They view any
faith other than their own as unacceptable and, in some severe cases, will even accept
death over conversion to another faith. Mentalist characters will only break their faith
when put in a life or death situation. Even when in this predicament, the character will
still feel extreme remorse for the action. This reaction to a situation is influenced more
by the failure of the faith, rather than by the character's own guilt of immorality.
Mentalists will survive situations to the best of their ability, but self preservation is
crippled by their stringent codes of faith. For this reason, these classes are heavily
penalized for benefitting or even thinking about another faith. As for the supernatural,
Scientists will never willingly accept it, but both Mages and Priests have become
accustomed to it throughout the years.
Fighter
I say we just stake the sons of bitches and burn em'. And if the Mentalists say otherwise, I say we stake them too.
-Blackwater Reynolds, The Indian Tribesman
Gangbanger
I don't care what you say man. If I pop five caps in yo' ass, you ain't gonna git up. I don't give a shit how fucked up you is. Dead is dead...well usually. If yo dumb ass starts to squirm around on the ground, then I'll let loose the entire clip, or set you on fire. That's never failed me before.
-Vincent "The Beater" Inconvillia
Vagabond
Elvis lives.
-Trailer Trash Barbie
Prep
Like, totally gross me out freakazoid. I mean, really! Dead people getting up and walking around? You have to be on something. That is just not cool any more. Those monster movies went out back in the 80's.
-Tiff, captain of the cheerleading squad
Fighter, Gangbanger, Vagabond, Prep
Unlike the Mentalists or other aptitude based classes, these guys are not tied
down by petty beliefs of faith in something other than themselves. Characters of these
classes will utilize whatever means that are necessary to survive. This may involve a
temporary reliance in one of the three powers or total independence from them.
Survivalists are not afraid to kill the enemy while he is down regardless of the "faith."
Often, these characters will walk away from an argument when two or more conflicting
Mentalists have a disagreement in the party. They are above such petty differences.
Establishing an explanation for the workings of the universe is of second-hand
importance. Survival is always the primary objective. As a result, these characters are
always exempt from experience point penalties involving faith, unless faith is taken as a
moral priority.
Superstitionist
Stoner
It drinks blood? Cool dude.
-Reginald Reynolds
Thief
It is okay to steal from a dead man, just close his eyes first, so he can't see you.
Then hope he doesn't wake up and try to hunt you down to get it back.
-Mark The Leper
Bard
There are more things in heaven and hell than the earth knows about.
-Ric The Bard
Occultist
Now you come for my help. After all those years of being slammed into lockers
and tripped in the hallways at school. Hell, for seven years I responded to the name
"weirdo." But I was right all of those years wasn't I? Now you know the truth. At least
give me that.
-Delores "Featherwind" Morres
Stoner, Thief, Bard, Occultist
As the name implies, these classes tend to be the superstitious lot in society.
Many are dubbed "strange" or "weird" by their fellow brethren because they are
eccentric, creative, and free thinking. Superstitionists never rule out the improbable as
an explanation, including the supernatural. Because they still live in a technological
empire, superstitionists are heavily influenced by this belief, but are not controlled by it.
And, unlike technologists, they tend to accept strange and unusual circumstances with
little or no question. These characters will have no trouble at all when confronted with
an undead creature.
Crusader
Knight
That which is evil or unholy can take many forms. You must be ready to strike,
without heed or consideration of the reality of such an abomination, for time is of the
essence. Evil moves as fast as light. Therefore you must move faster.
-His Lord and Honor, King Jacob Pendragon
Assassin
How do you deal with something that refuses to die?
-Howard Walters
Fanatic
The end of the world is upon us! The dead rising is a sign that judgement day is
near. Repent! Repent I say, or be damned for eternity. I am ready to meet the Lord. I
have confessed my human sin and prepared to ascend to the realm of the Lord.
Hallelujah! (Dramatic Pause) Give me an Amen.
-The Good Reverend Simon Kurman
New Waver
Just because the paranormal is unexpected does not mean that it is not to be
expected man, just that it is unexpected, because it is unexpected, or somethin' like
that. I dunno, pass that thing back here dude...
-Eddie
Knight, Assassin, Fanatic, New Waver
Members of the crusader ideology all share aptitudes in religion, although
"religious" may not be an exact definition of them. It is true that some uphold religious
sanctity, but most crusaders believe in the moral teachings of divine law, rather than the
divine itself. They are just, moral, righteous, judgmental idealists, who believe in
beneficence towards mankind through universal law and order. This belief, however,
may be demented or twisted, reflecting the crusader's own ethical and moral structure.
In short, they believe themselves to be perfect alone, for no one else can abide by their
own ethics as well as a crusader can. As for the supernatural, it is true that there are
things out there which man should not, cannot, and will not understand. This is not a
foreign concept to the crusader, and it is embraced accordingly. Though not as
completely understanding of such things as superstitionists, crusaders can rationalize
the possible existence of such things when in the proper scenario.
Technologist
Soldier
What? What in the hell did you just say private? Bull shit! I'll tell ya' what that is.
A bunch of hillbilly, trailer trash, hicks who drink a hell of a lot of weasel piss and think
they see dead ol' grandma. That's what I think it is. By the way, what did you expect to
get from a bunch of inbred yellow hammers? A fuckin' Nobel prize? Get the hell out of
my office private and don't waste any more of my time!
-Lt. Zachary Stephens, Assistant Castellon of the Central Keep
Anarchist
If it can burn, I can kill it. Ain't no "undead" about it. Unless the military has done
some genetic engineering so the soldiers regenerate, then I can see a problem. And I
know those fuckers have been doin' it. Ever since Nam I tell ya! I know man. I know...
-"Debonair" Devon Anderson, "The Vivisector"
Occupationalist
Loch Ness monster, Bigfoot, ghosts, walking dead--I'll believe any goddamn thing
you want me to as long as you pay me enough.
-Butch Willis, A Semi-famous Bounty Hunter
Scholar
Even though probable, it is very unlikely for the dead to rise from the grave. On
this matter I will have to side with my intellectual equal, the Scientist. After all, he is
usually correct, at least most of the time.
-Dr. Daniel Hawke
Soldier, Anarchist, Occupationalist, Scholar
Characters who have an aptitude for technology are influenced strongly by
science. Technologists are often cold, calculating, rational individuals, who do not let
strange circumstances pass them by without question. These are the logical thinkers of
society. Characters of this type must be heavily persuaded by magic or religion if they
are to turn away from technology for outside support. Needless to say, they will not
accept the supernatural willingly, at least not without good proof.
Unlike stone cold Scientists, technologists can be converted under the proper
conditions. Overwhelming evidence supporting such things can sway the current belief
of technologists. Once drawn to the unknown, these characters will support the belief in
supernatural existence, but they will always eventually remember their loyalty is to
science, not magic or religion.
The general personalities of technologists have a rational basis. They are very
efficient and practical people. Because of their scientific trend of faith, many are
impartial. Emotion has been known to impede thinking and judgement, therefore many
technologists are stoics and show little sympathy towards others. In this, they share a
common characteristic with Mother Nature, Lord of Improbability. Forgiveness is never
an option in the harshness of reality.
The table below is an abridged version of what was just said. For quick
reference, all of the classes are listed below along with their general attitudes towards
the supernatural. Character classes which are noted with a "con" are naturally biased to
be skeptics of supernatural creatures. Those who are "pro" need relatively little
evidence to convert them into believers, and neutral classes are somewhere in the
middle. Classes which are con to supernatural beliefs will tend to disregard any would
be claims to the existence of supernatural creatures. Unless an exemplary amount of
evidence is laid out for these guys, they will side with Scientists on decisions concerning
these events. Exemplary evidence usually can be inclusive of, but not limited to, being
attacked by an undead or witnessing specific undead things (these are things which are
obviously not humanly possible; rising from the grave, flying, looking obviously dead and
still being able to walk around, etc.).
Class Aptitude Belief Attitude
Mage NA Pro
Priest NA Pro
Scientist NA Con
Fighter NA Neutral
Stoner Magic Pro
Knight Religion Pro
Soldier Technology Con
Gangbanger NA Neutral
Thief Magic Pro
Assassin Religion Pro
Anarchist Technology Con
Vagabond NA Neutral
Bard Magic Pro
Fanatic Religion Pro
Occupationalist Technology Con
Prep NA Neutral
Occultist Magic Pro
New Waver Religion Pro
Scholar Technology Con
Section 2: Rules of Immortality
An Overview of the Undead
Live is evil spelled backwards
-Anthony Burgess
As we all well know, undead creatures have been the object of many horror
stories throughout the centuries. This is the result of a widespread knowledge of the
folklore of such creatures, which directly influences their apparent powers. Creatures
which are believed to exist by many people are very powerful, due to the well known
fear they produce. Likewise, we followed the same rationale when determining the
powers of our creatures. They are due to popular demand. The Game Master can, of
course, change these at his or her own will. We merely suggest these for reference.
To begin with, we have considered three main classes of undead. These are as
follows:
Animates: Animate undead include all of our favorites such as zombies,
skeletons, and other animated limbs or body parts. These creatures have
physical bodies, but their intelligence is very low or absent. They can only
obey commands from high level Priests or Mages. Otherwise, they just
usually attack anything that moves. Some animates, such as
Frankenstein's monster, can be explained using technology. In these
instances, some Scientists may be able to intervene as well. These
creatures will attack until destroyed, for they know no fear of destruction.
Animate creatures may not have moral priorities and they only do what
they are told. These creatures will be destroyed if they are dealt enough
damage to render their physical bodies non-functional.
Corporals: Although corporal also, Animate undead have no intelligence,
therefore we reserve this category for greater undead and other more
intelligent species. These creatures are by far the most superior, because
they have an intelligence and a means with which to use it--a physical
body. Corporal undead include liches, vampires, mummies, revenents,
ghouls, ghasts and others. Liches, vampires, mummies, and revenents all
possess great power and are considered to be greater undead. Corporal
undead may be harmed and destroyed by physical weapons because their
bodies lie within this realm. Though intelligent, greater undead can only
possess a limited number of moral priorities, for they are very animal-like in
nature. They are cunning, quick witted, sly, conniving and able to make
decisions very quickly, but they are also very self centered. A greater
undead will usually have 2 moral priorities, or 3 at most, one of which must
be self. The remaining corporal undead will usually have Self only. Other
priorities which are usually taken by greater undead include; Intangible
Wealth or Material Wealth. Some revenents will have up to 3 moral
priorities and these can be any of the original 8 listed in DarkTown: The
Apocalyptic Cycle.
Incorporeals: Undead of this type have no physical body. They cannot be
destroyed or damaged in any way using physical weapons. Only
superstitious beliefs, successful, consecutive disbelief rolls, or exorcisms
will drive them off. Some magic and religious powers may also harm them,
but it is doubtful if any technology will. Incorporeal undead include wraiths,
poltergeists, ghosts and others which we will not name. Because these
creatures cannot be destroyed using conventional means, they do not
have any health levels. If they are "wounded" it is safe to assume that
they will leave the immediate area to avoid further discomfort, although it is
highly doubtful if one of these can truly be destroyed.
In addition, since undead are, by definition not living, they may not be harmed nor
slain by many of the means which normally dispose of living organisms. This includes
poisons, toxins, suffocation, asphyxiation, starvation, dehydration, freezing, and, for the
most part, exhaustion and aging. Some undead are, however, more susceptible to
certain weapons or substances. For example, mummies are greatly damaged by fire as
are vampires. These weaknesses are further detailed under the description of each
undead class, which are located in the next section of the book.
The Myth of Folklore
Life is a mystery
Everyone must stand alone
Madonna, Like a Prayer
Folklore and myth have been around as long as mankind has been. Modern
myths of supernatural creatures are composites from various cultures and stories from
the past. For the most part, common myths apply to all undead initially. One such
being that vampires are instantly killed by decapitation. Sunlight and fire do huge
amounts of damage to vampires, and oftentimes vampires will panic when confronted by
these sources of damage. These are all feasible myths about vampiric weakness and
they may all apply if and when the characters encounter one. But it is not entirely that
simple. As stated before, myths are made up of a composite of beliefs. Every now and
then some beliefs come into conflict. This is where it gets fun. What if not all vampire
myths include aversion of a vampire to garlic? Then someone out there believes that
vampires do not need to leave an area where garlic is around. Or, some myths even go
as far as to say vampires are harmed by garlic. So, which one do we go with? The
answer is all of them. If a player character (or player for that matter) believes that a
vampire can be harmed by garlic, then he or she can declare a test of will versus the
creature. This is resolved similar to a disbelief roll and it is detailed in the Power of
False Faith section. If the character wins, then the myth which he or she proclaims is
the "true one." If not, well then the bad guy has proven to have a stronger will and the
myth of the character is false. This rule applies to all forms of undead, it just so
happens that vampires are easy examples.
Undead creatures who receive penalties, which are either stated in their
descriptions or begotten from The Powers of the Damned, cannot be changed via a
False Belief roll. That is to say, it is a very common myth that vampires die when
exposed to sunlight, therefore this myth should automatically go into effect without need
for a Belief roll on the part of the character, unless the Game Master is particularly
sadistic. Also, weaknesses, such as repulsion by garlic, can be tested on a normal
vampire using a Belief roll. But if the vampire chose a Power of the Damned which
caused it to be repulsed by garlic, then the character roll automatically succeeds by
default.
Power of False Faith
He overcame evil,
he will not come again.
Though he was strong of arm,
he will not rise again.
-The Epic of Gilgamesh
All undead are capable of being hurt by the same myths and superstitions which
give them life (or, unlife). This only applies, however, if a person's belief is strong
enough, however. Every belief is initially harmful to an undead. If attacked by a such
means, the defending undead creature must succeed in a supernatural disbelief roll
versus the attacker's POW score. This is called a False Belief Roll. If the attacker has
an Ethos, Logos, or Mythos score, this is added to the total also. Upon a successful roll,
the defending supernatural creature has been defeated in a test of will and, therefore,
harmed by the belief. If and when the character fails the False belief roll, then the
creature has proved to be stronger than the human imagination and, henceforth, the
myth does not apply to it. This is how Barlow smacked the cross out of the priest's hand
in Stephen King's Salem's Lot. Barlow had proven his will to be stronger than that of the
priest and he was able to disregard the holy object as a trinket of false faith.
Idiot Roll: D20 + Supernatural Score + Undead POW > Attacker's POW +
Ethos/Logos/Mythos Score + D20
Tests such as these should be limited to one try per character per creature. The
character can retest at a later time if they wish, but he or she must wait at least 24 hours
before the next belief roll. It is also an optional rule that those who possess the skills
Occult or Undead Lore can retest a failed roll immediately after it fails one time per day
only.
Weaknesses from flaws cannot be contested by a False Faith roll. These
undead are automatically subjected to the penalty assigned by the belief and they may
not attempt to resist. This reflects the power that some human beliefs have on the
supernatural.
The Science of Myth
Despite being completely arrogant and unaccepting of supernatural occurrences,
one minority of science finds some rationale in it. Chaos science and the mathematics
of probability cannot deny the existence of such things by definition. It is part of the
unknown. Chaos science dictates that which is unproved may or may not be so. There
are some things which can never be proven, but according to the definition of science
they cannot be forgotten either. There is a chance, if ever so slight, that somewhere in
the universe gravity does not apply. This is why Newton called it the THEORY of
gravity, not the LAW of gravity. Laws are universal and meant for unchanging, static
beliefs, such as religion. Science is anything but static.
Therefore, some supernatural beliefs cannot be proven wrong. This leaves gaps
of semi beliefs in myths, which even science will acknowledge. This is not a common
practice for technology and it is avoided to save face if for nothing else. In fact, the
incidence is so rare that it is considered to be nil. All Scientists will universally deny the
existence of the supernatural, even if a small possibility still exists. Unless the theory
can be tested (and it cannot), the Scientist cannot accept it as reality. No matter how
hard one tries, mythical evidence is just not credible when using deductive reasoning.
This results in the following rules when exposing Scientist characters to the
supernatural.
Science versus the Supernatural
It is this disbelief which provides the unknown with
its greatest weapon...The ignorance of its victims.
-Kyle Sullivan, Chill
All those who believe in science utilize the scientific method. Since supernatural
occurrences do not fit into the scheme of reality according to the scientific method, such
paranormal activities are impossible for Scientists and the like to comprehend. These
types of people have to rationalize the existence of such creatures before they can
believe in them. Even though this would normally tend to make a character strongly
disbelieve in such a creature, it actually only offers a vent for that character to account
for an exception in reality. Instead of rationalizing the state of reality, a Scientist or other
character with the moral priority of Faith-technology will dismiss the supernatural as
false or impossible. This is reflected in the following way.
All Scientists have an automatic penalty of 5 to all actions when a supernatural
being is thought to be involved. All actions includes everything from lock-picking to
genetic engineering. This penalty is the result of the Scientist's own confusion and
stress due to his or her denial of reality. Everything that he or she has believed in up
until now has just been proven wrong. That can tend to make people a little insane, if
only temporarily. This penalty stands until the supernatural creature is no longer on the
mind of the Scientist, or until he or she makes a successful Unbelief roll, which is
detailed in the section titled, Unbelief. After this time, sanity will return and the Scientist
will once again be effectively functional.
Unbelief
When a Scientist first encounters a supernatural creature, he or she may attempt
to rationalize the occurrence in the form of an unbelief roll. Normally, technology is at a
disadvantage when confronted by the supernatural, because it is confounded. But if a
Scientist can come up with an excuse or scientific reason for the supernatural, then he
or she may be exempt from the penalty which is normally assigned to him or her. Upon
a successful unbelief roll, the Scientist can gain several bonuses when fighting the
undead. The system for an unbelief roll is the same as that for a Disbelief roll, but it
must be stated that the Scientist is attempting to specifically unbelieve the creature.
This roll can only be attempted once per encounter with a specific type of undead and
only Scientists may attempt it. Scientists who possess the following skills can add any
single one of them to the roll, but at an Experience Point Penalty. This penalty is
assigned according to the skill use.
Occult
Necromancy
Undead Lore
Idiot Roll: Logos + Optional Skill + D20 > Supernatural Score + D20
If the roll succeeds, then the Scientist has found a plausible explanation for the
creature's existence or apparent "superhuman" powers. For the remainder of the
adventure, the Scientist will not receive the normal penalty assigned to the followers of
technology, because he or she has found the answer. At least for now. In addition, the
Scientist will get a +1 bonus to all technology related skill rolls for the remainder of the
adventure, due to a boost in self confidence. This bonus may not be used with
technological powers, only with ordinary skill rolls and it is not cumulative, no matter how
many undead have been unbelieved during the adventure. When this roll fails, the
Scientist is subjected to the normal penalty detailed in the Science versus the
Supernatural section.
As an optional rule, the Game Master may choose to make this bonus a +2 if the
Scientist has either the moral priority of Self or Intangible Wealth. This added umph
comes from the Scientist's egotistical nature. He or she is so proud of him or herself for
solving the problem of the supernatural, that the bonus is increased by 1.
The Powers of Magic and Religion
And all things whatsoever ye shall
ask in prayer believing ye shall receive
-Matthew 21:22
Religion and magic have the distinct advantage over technology in that they both
accept supernatural creatures as part of reality. Those classes who believe in
technology and science disregard the existence of the paranormal. They try to
rationalize everything and if something does not fit neatly into their explanation, it is
dismissed. Ignorance is the way which the followers if science deal with the
supernatural. But what they do not know will hurt them. Religion and magic are more
accepting of such occurrences. Instead of hiding from what they do not understand,
both of these powers can assign explanations from within their own beliefs. This
enables Priests and Mages to become powerful adversaries of the supernatural.
Because the supernatural fits in so well with the beliefs already present within
these two powers, those with the knowledge of magic or religion find it easy to combat
such creatures. Unlike the followers of technology, who must rationalize and explain
first, the classes who are apt in magic and religion are free to act without penalty. They
are not stricken with awe or disbelief as Scientists are. In fact, those characters with
religion and magic as aptitudes are able to have special knowledge in the supernatural,
especially those with the skill of Occult. This makes characters such as Occultists,
Bards, and Stoners rather powerful and knowledgeable when fighting such creatures,
since it is they who know their weaknesses. Both Bards and Occultists have the
knowledge of many myths and folklores, for it is they who pass along this information to
others. Bards use the power of songs and stories to tell their folklore, whereas
Occultists are more scholarly in their documentation of myth.
Whenever a character with the skill Occult encounters an undead, he or she may
make an Occult roll to see if he or she recognizes that particular creature. The difficulty
for this roll is determined by the commonality of the undead type. Very common undead,
such as a normal Bram Stoker/Slavic style vampire would be easy to recognize, thus the
difficulty would be low. Less commonly known undead, such as an Akhkharu, which is
an ancient Babylonian vampire, would require a more difficult roll to succeed. This,
however, is up to the discretion of the Game Master, for it is he who initially chooses the
type of undead. Other skills, such as Undead Lore, are used in the same manner.
Experience Penalties
Come on baby, don't fear the reaper.
-Blue Oyster Cult, Don't Fear the Reaper
If you take a group of normal people and throw in a bunch of undead creatures,
what you get is a mass hysteria. People of today have become too dependent on
science for the answers to everything. Because there is clearly no scientific reason for
walking corpses, normal people will freak out if presented with the situation. This goes
for all characters who are not Mages or Priests. Those which have an aptitude in
religion or magic might be more willing to accept such a reality, but it still is pretty
fucking weird. Characters who do not have aptitudes will not have the foggiest idea of
what is going on, but they will try to survive the best they can. Since these characters
have no alignment to any of the three powers, they can pick and choose their allies at
will, effectively benefitting from science, religion, and magic together. This will come in
use as you will later see. Science and those who follow it will be the ones who are
disadvantaged in this scenario. Since the supernatural does not fit in to the scientific
theory, Scientists are at a loss to figure out what it is they are trying to fight. This leaves
them at the mercy of magic and religion to bail them out. But this will be at a cost to the
Scientist.
Every time a character relies on a force which conflicts with his or her own
personal belief, that character will suffer an experience point deduction. In the first
book, DarkTown, we said that if a Scientist were to be magically healed by a Mage, the
Scientist would lose experience points for violating his belief in science. This example
holds true here. If a Scientist is with a group of characters who are trying to survive an
attack from a vampire, the Scientist would have no idea what was truly going on. First
of all, he would deny the existence of such a creature, unless he had hard-core,
empirical evidence suggesting otherwise. Second, the Scientist would laugh at any anti-vampire tactics that the other party members might have, especially ones made by so
called Mages or Priests. If a Priest suggested holy water as a weapon, the Scientist
would shrug it off and say that it would not work. Likewise, a Mage would probably
suggest something different, such as Wolvesbane, garlic, or some other arcane herb as
a vampire deterrent. This is where the game spices up.
Any character who has a Faith moral priority must abide by that throughout the
course of the adventure. This is especially true for the Mentalists. If, for some reason
or another, a character must rely on an alternate belief to survive, he or she will be
penalized accordingly. If a character believes in science, he or she will not willingly wear
a crucifix as a defense against vampires. It is utter nonsense. But if that player decides
to have his or her character wear the cross, then the character is docked experience
points for breaking the moral priority of Faith-technology, since he is effectively relying
on religion for protection. Characters who only have aptitudes should be less severely
punished for this and Mentalists should get the third degree. Characters who have no
aptitude or Faith can do whatever they need to survive without a penalty. This is why
they are superior to the others, because they have no restrictions. Also, when
Mentalists use skills which are based on other beliefs, they are docked experience
points as well. Usually the penalty is only 1 experience point per violation of skill use.
The skill does not necessarily need to be successfully used either, just attempted. An
example would be a Scientist with Occult, a Priest with Necromancy, or a Mage with
Exorcism.
In one of the games we ran, a particularly interesting situation came up when the
Priest suggested that all of the party members take refuge in a local church for the night.
This way the vampires would not be able to enter the holy ground to harm them. The
rest of the party agreed, except for one Mage who did not want to rely on religion to
protect her. Eventually, however, she swallowed her pride in order to save her life and
spent the night in the church, although her lack of faith in Magic cost her all of her
experience points for that part of the adventure. Ouch! Strike one for being a Mentalist.
Creating Your Own Animates
I have no time for the living.
-St. Francis of Death (Grave Digger), The Cemetery Man
How to create animates was detailed in DarkTown: The Apocalyptic Cycle, but
we will include that in this book as well. Mages can create animates simply by using the
Create Life spell. Priests and Scientists require special skills along with their powers to
make the dead rise from the grave. Scientists must first have the skill
Reanimation/Exotic Life Saving Therapy, before they can even think about challenging
death. Priests, likewise, must have the skill Religious Death Rites, before they are able
to call the dead back to life. Once these skills are possessed, the Priest or Scientist
may purchase the power or Create Life using experience points. This power counts as
a level 5 Bios technique for a Scientist and a level 5 Deity miracle for a Priest. In this
way, the power of Create Life may be purchased instead of Genetic Engineering or
Divine Intervention.
Keep in mind, however, that the Scientist will still justify the existence of the
animate according to the laws of technology and a Priest will rely on religion. Because
of their techniques and beliefs, Scientists may only animate recently deceased corpses.
That is to say, that the corpse cannot be decomposed to the point of a skeleton. The
muscles and nerves must still be intact if a Scientist is to animate a body. Priests are
free from restrictions. Scientists, however, may create a single corpse from several
partial bodies, as long as a whole body is finally patched together in the end.
Technologically animated bodies also do not decompose as normal animates do. This
is because Scientists can call life back into the cadaver, so it is actually living again.
These creatures are still stupid, however, for they are mostly brain dead. Most animates
just stare off blankly, never focusing their eyes on a single object and always have a
dopy, unhealthy look on their faces.
Magical Animates
Mages can manifest energy, in the form of magic, which is then used to make an
inanimate object become animate. The magic is bound to the body and energizes it at
the will of the caster. Because of the mechanism involved, corpses are but one of the
many inanimate objects which can be affected by a Mage. Bodies which are invigorated
will obey the commands of the Mage until destroyed or rendered inoperable by an
outside force. And, as always, these are magical creatures and should be treated as
such.
Create
5. Create Life Difficulty 35
Any inanimate object can be animated by the caster of this spell. The animated
object will obey all commands from the caster to the best of its ability, and it will remain
until destroyed or disbelieved by either a Priest or Scientist. Anything from plastic
skeletons to appliances or dead bodies can be animated using this power. Dead
organic life that is animated has the distinct advantage in that it does not need to be
made--it is already there. Golems, on the other hand, have to be made and sculpted by
the Mage. Any object that is animated will obey the spoken commands of the caster
alone, no one else. In addition, no animated object can possess a POW score. COM
and INT are determined by the following table. Other Attributes are determined by the
type of body used. These values are up to the Game Master or they can be rolled
randomly using the rules for animates in this book.
Religious Animates
When a Priest creates an animate, he or she is not merely calling upon a force to
move the deceased body around. Priests actually summon and bind the souls of the
dead back into their own physical corpses. Calling the dead back from eternal slumber,
however, is not always a kind act. But sometimes death may come prematurely and the
dead must be brought back into the realm of the living. By possessing the skill Religious
Death Rites, a Priest may summon the spirits of the dead back after purchasing the
power Create Life. The spiritual energy of the soul once again can empower the body to
move and obey commands, although the mind is long since gone. Due to the fact that
the body is dead and the brain no longer functions, these undead are still treated as
mindless, walking corpses, just as all other animates are.
Deity
5. Create Life Difficulty 35
Any inanimate object can be animated by the caster of this miracle. The
animated object will obey all commands from the caster to the best of its ability, and it
will remain until destroyed or disbelieved by either a Mage or Scientist. Anything from
plastic skeletons to dead bodies can be animated using this power, all that the Priest
must do is inscribe the Hebrew rune of life on the forehead of the body (organic or
otherwise). Dead organic life that is animated has the distinct advantage in that it does
not need to be made--it is already there. Golems, on the other hand, have to be made
and sculpted by the Priest. Any object that is animated will obey the spoken commands
of the caster alone, no one else. In addition, no animated object can possess a POW
score. COM and INT are determined by the following table. Other Attributes are
determined by the type of body used. These values are up to the Game Master or they
can be rolled up using the rules for animates in this book.
Technological Animates
Life is not an unknown concept to a Scientist. In its simplest form, it is but a
series of chemical reactions and electrical impulses. Since these ideas are not at all
alien to medical science, doctors and Scientists have become apt at controlling and
manipulating these processes at will. Using an outside form of electricity or chemicals,
Scientists can reanimate a dead corpse and bring it back to life. The skill Exotic Life
Saving Therapy/Reanimation does just that. Scientists with this skill are able to buy the
power Create Life and use it to make crude, walking dead. One different aspect is that
these animates are still living, but brain dead. They have a pulse, breathe, and require
nutrients for sustenance, although they have an animal-like intelligence. For this
reason, these animates do not decompose as normal undead do. But, as a result of this
feature, Scientists are unable to animate anything which cannot become living. Only
recently deceased corpses can be animated and nothing inorganic can be affected.
Bios
5. Create Life Difficulty 35
Any recently deceased body or complex electronic device can be animated by the
employer of this technique. The animated object will obey all commands from the
creator to the best of its ability, and it will remain until destroyed or disbelieved by either
a Mage or Priest. Dead organic life that is animated cannot be decomposed to the
bone--the muscles and nerves must still be functional. Golems cannot be created by a
Scientist, unless it is a flesh golem. Any object that is animated will obey the spoken
commands of the creator alone, no one else. In addition, no animated object can
possess a POW score. COM and INT are determined by the following table. Other
Attributes are determined by the type of body used. These values are up to the Game
Master or can be rolled up using the animate rules in this book. Certain electronic
devices, such as computers, can be "animated" with the Game Master's permission.
The term "animated" is to be used loosely in this context, however, for it is more of an
artificial intelligence that the Scientist is creating. Again, this concept is solely governed
by the will of the Game Master.
Animate Table
Organic Body COM INT Synthetic Body
Body incomplete/Parts 5 1 Generic Object
Dead Animals 10 5 *Lesser Golem
Dead Human 15 15 **Greater Golem
*Lesser Golems are hand crafted by the Mentalist from limbs and other body parts, and
they take up no less than 1 week to prepare.
**Greater Golems are hand-crafted by the Mentalist from limbs and body parts, and they
take no less than 1 month to prepare.
Golems may be fashioned out of parts of dead, organic bodies. Scientists can
only create flesh golems, which are strictly organic in construction. Fabric, metal, plastic
or other non-organic materials may not be animated by a Scientist, only by Mages or
Priests. All golems must be intricately put together by the Mentalist so as to assure
proper functioning. Frankenstein's monster was an example of a flesh Golem made by
a Scientist.
Botching a Create Life Roll
If a Create Life power roll is failed, then no effects happen. But if the Mentalist
botches the roll, by rolling a total of 1 or less after modifiers or by rolling a natural 1 on
the mediator, then something horrible happens. The power works, so to speak, and the
animate comes to life. But instead of obeying its creator, the animate tries to kill him or
her. If successful, the animate will continue killing mortals in a random, serial fashion.
This will continue until it is destroyed. The runaway animate may not be subdued.
The Powers of Undead Majesty
So I looked, and behold,
a pale horse. And the
name of him who sat on it
was Death, and Hades followed
with him. And
power was given to them
over a fourth of the earth,
to kill with sword, with
hunger, with death, and by
the beasts of the earth.
-Revelation 6:8
All undead creatures will possess characteristics which make them superior to
living creatures, although this does not necessarily always make them better. Naturally,
all greater undead will be more powerful than the lesser ones and the animates are the
weakest of all. Certain types of undead are more skilled than others in different areas.
The table below lists all of the types of undead and their appropriate attribute bonuses.
If a Game Master intends to make an undead from scratch, he or she merely needs to
roll as normal for character generation and then add the following bonuses. Otherwise,
average attributes are listed to the right. More details are given about individual powers
and abilities of each undead type under their appropriate sections later in this book.
Attribute Bonus Average Attributes
Lich +10 INT STR: 15 END: 25
+10 COM AGL: 15 MOV: 15
+10 PER INT: 25 COM: 25
+10 POW PER: 25 POW: 15
+10 END BEA: 0 CHA: 15
BEA is 0
Mummy +10 INT STR: 15 END: 25
+10 COM AGL: 15 MOV: 15
+10 PER INT: 25 COM: 25
+10 POW PER: 25 POW: 15
+10 END BEA: * CHA: 15
BEA Restriction
*See the section on Mummies for more details.
Vampire +10 STR STR: 25 END: 25
+10 END AGL: 25 MOV: 25
+10 MOV INT: 15 COM: 15
+10 AGL PER: 25 POW: 15
+10 PER BEA: 15 CHA: 15
Revenent +10 STR STR: 25 END: 25
+10 END AGL: 25 MOV: 25
+10 MOV INT: 15 COM: 15
+10 AGL PER: 25 POW: 15
+10 PER BEA: 15 CHA: 15
Lesser Corporal +5 STR STR: 20 END: 20
+5 END AGL: 20 MOV: 20
+5 MOV INT: 15 COM: 15
+5 AGL PER: 15 POW: 15
BEA Restriction BEA: * CHA: 15
*See the section on Lesser Corporal undead for more details.
Incorporeal +5 INT STR: 0 END: 0
+5 COM AGL: 15 MOV: 15
+5 PER INT: 20 COM: 20
+5 POW PER: 20 POW: 20
STR is 0 BEA: 15 CHA: 15
END is 0
Animate POW is 0 STR: 15 END: 15
INT Restriction* AGL: 15 MOV: 15
COM Restriction* INT: * COM: *
BEA Restriction* PER: 15 POW: 0
BEA: * CHA: 15
*See the section on Animates for more details.
Undead Stamina
You'll never get hungry
You'll never grow old and grey
-Fastball, The Way
Undead do not receive the same penalties for damage levels as do living
humans. Since undead are not affected nearly as much by pain or fatigue, they are able
to withstand more damage before they are incapacitated. Undead are usually only
incapacitated when they reach zero or negative health. Some undead are incapacitated
only upon destruction, such as animates. Below is a table of general penalties for
wound levels of undead. This table applies to all types of undead. The minuses
correspond to the physical inability to perform an action, rather than the pain or shock
caused by the injury.
For example, a zombie whose elbow has been shattered will have a difficult time
extending its arm, due to the physical damage of the joint. But since a zombie does not
feel any pain, it will not hurt it to try moving its arm. In addition, undead never need to
make Stamina Checks for shock, no matter how much damage they suffer in a single
round. This is because their bodies are already dead, thus they cannot enter a
physiological shock.
Bruised (0)
Wounded (0)
Injured (0)
Crippled (-1)
Incapacitated* (-3)
Dead** (-5)
Destroyed (NA)
* This wound level is called Incapacitated, however undead only suffer a -3 to all actions
whereas a normal human would be rendered unconscious.
** Dead is only a state of being and undead are rather good at avoiding it. This category
corresponds to the state of zero health or negative health. Some undead, such as
Mummies and Liches, can remain at this state for an indefinite period of time. Moreover,
they can still be functional and aware. Only when they are destroyed do undead cease
existence.
Another point which must be made is that undead are not living creatures. This
means that any substances which would normally affect living systems will not affect
undead. Poisons and chemicals do not harm them. Likewise, undead do not require
food or oxygen for sustenance. Undead do not breathe, nor do their hearts beat. They
are cold to the touch. In essence, they are dead. This allows for easy identification
upon close inspection. A trained physician would be able to tell that the creature was
not living through these diagnostic features. In addition, since the body is dead, it can
no longer grow or repair itself naturally. This task is now up to the undead creature.
Vampires are able to regenerate by concentrating and consuming the blood of the living.
This allows them to uphold the appearance that they had at the time of death. Other
undead, such as mummies and liches, are not quite as fortunate. They require complex
rituals and magic to remain unliving. Again, these specific characteristics are detailed
under each specific type of undead.
Undead Health and Damage
I get knocked down,
but I get up again.
You're never gonna keep me down.
-Chumbawumba, Tub Thumping
All undead are treated as having a class health of three (3) when determining
their health scores. The same rules are used as with humans, except for Incorporeal
Undead. These undead do not have normal health points. Instead, they have what is
called Spiritual Health or Animus salus. This is covered in more detail under the section
for Incorporeal Undead.
Physical undead, like the living, can sustain damage from physical objects, such
as weapons. They are usually more resistant to such damage and reducing an undead
to zero health does not always mean victory. This is due to the supernatural nature of
the creatures. Undead also do not have to worry about critical injuries, such as a
gunshot to the head. Although an injury such as that would most likely kill a living
individual, if not surely incapacitating him or her, it would only irritate a zombie or lich,
and make it appear all the more horrifying. Instead, undead have other specific
weakness unique to each type. These are detailed under each section entitled Undead
Weaknesses.
When an undead is reduced to zero health, special rules come into effect. These
rules are explained in the sections of Undead Death, which are located after the
descriptions of each type.
General Flaws
No ear can hear nor tongue can tell
the tortures of the inward hell.
-Lord Byron
Immortality is not always as glamourous as it appears to be. There are many
prices that undead must pay, in the form of flaws and duties they must perform in the
name of rituals. The following is a list of possible flaws that an undead might have. All
undead are required to take a certain number of flaws, determined by each type and the
powers bestowed upon them. This is detailed under each undead type in the next
section. Some of the flaws are specifically listed by each type, whereas others are
generic and chosen by the Game Master.
Game Masters should not feel as though they are restricted to only taking the
flaws listed with the spheres of power. Below is a list of general flaws which are
available to all undead. By adding more flaws, you will give the creature quirks and
personality. A description of each flaw is also given after the flaw table. Any flaws that
a creature possesses may not be resisted with a False Belief roll by that creature. That
is to say, a creature who takes fear of holy objects will flee when presented with an
appropriate object automatically. No False Belief roll is allowed, after all that is the true
weakness and the creature knows it himself.
Low Body Temperature
Icy Touch
Clammy Skin
Pale, Gaunt, Death-like Features
Eerie Presence
Sight of Death
Must Eat Soil
Must Eat Carrion
Demonic Features
Horns
Claws
Cloven Feet
Wings
Red Eyes
Fang-like teeth
Tail
Grating Voice
Rancid Odor
Decomposing Touch
Animals at Unease
Must Drink Blood
Smell of Fire and Brimstone
Must Sleep With Grave Soil
Harmed by Holy Water
Fear of Holy Objects
Intolerance of Sunlight
Ritualistic
Nightmares
Painful Memories
Partial Amnesia
Cannot Cross Running Water
Errant Shadow
Must Be Invited Inside a House
Cast No Reflection in Mirrors
Repulsed By Garlic
Cannot Leave the Site of Death
Only Seen At Night
Must Reenact the Last Living Day or Death Scene Over Again
Flaw Definitions
The following is a list of the definitions of every undead flaw. This list includes
the general and specific flaws for each undead type. Rules for the flaw, as well as a
physical description is listed in the paragraph following the title of each respective flaw.
Low Body Temperature
Icy Touch
Clammy Skin
As a result of the cessation of life processes, dead organisms will lose heat until
they reach equilibrium with the temperature of the environment. This ultimately results
in a cool, clammy feel to the skin of an undead. To most living mortals, this touch is
unnerving to say the least. It usually triggers at least gooseflesh in the character
experiencing the chill. Others may react more profoundly.
Still, other undead carry with them an icy chill from beyond the grave. This is a
more severe cold, almost like frost. When the creature grabs or holds an object, the
intense cold may cause moisture to condense on it and it may cause marks or cold
burns to appear on bare, living flesh. These undead are sometimes surrounded by a
haze or fog due to the coldness, especially on warm, moist, summer nights. Cold such
as this stems from greater supernatural powers, like those possessed by greater
undead. When one encounters an effect such as this, he or she can usually expect
something dreadful, but at least we can still hope for salvation.
Pale, Gaunt, Death-like Features
When a body dies, all of the blood pools to the lowest parts due to gravity. So an
upright body will have a pale, yellow, bloodless face and head, but dark, mottled purple
feet and legs. Also, as decomposition takes place, or dehydration for that matter, the
eyes will begin to sink into the sockets and the cheek bones will become more
prominent. Dark circles will form under the eyes as the skin begins to shrink and tighten
around the bones, giving a gaunt or starved look to the corpse. Other death features,
such as the yellowing of hair and nails, the withering away of muscle to give an
unhealthy, sickly appearance, and stiff, jerky movements of the undead due to the onset
of rigor mortis and then later due to the shrinking of ligaments and tendons. The hair
may also eventually fall out completely or become increasingly thin. After a while, as the
corpse enters advanced decomposition, it may become bloated with gas. This results in
puffy look as the putrid level of anaerobic bacteria grow inside the body. The bloated
condition will continue until the pressure is released from under the skin.
Eerie Presence
Normal people can sense any undead in the immediate vicinity who have eerie
presence. This does not, however, mean that the person knows who is undead, or that
it is an undead to begin with. It just means that the person knows something is wrong or
that evil is around. This can be done in one of the following ways. The Game Master
can also feel free to add his or her own suggestions to the list.
* Candles blow out whenever the creature enters a room.
* The undead is accompanied by a cold breeze when it enters a room.
* Fog or mist always rolls at the creature's feet.
* Plants wither and die at the touch of the creature.
* The undead causes hair to stand on end when it nears a person.
* The creature causes a pit to form in the stomachs of those who are near it.
* The undead can inspire a fear of unknown origin in all those who are around it.
People who are affected by this know that something is not right, but they cannot put a
finger on what or where it is coming from. Normally, if an undead enters a room full of
people, say at a party, the crowd goes silent, so to speak. Let us say that those who
have eerie presence are definitely not the life of such a party.
Sight of Death
This unique flaw handicaps the vision of the undead so all that it sees is death
and decomposition. Everything which would be living in reality appears dead to the
creature. No matter how young or vibrant, all people appear as withering, rotting
corpses to the undead. Inanimate objects look corroded, broken, decomposed, or in a
state of decay. Plants all appear as dead, leafless stems. Life is now just a memory
and, in its wretched existence, the creature can no longer even observe it.
Must Eat Soil
As a result of this rather disgusting flaw, the undead must consume two hand
fulls of soil from a grave or graveyard to satisfy their requirement for sustenance. This
act must be committed at least once per day (night) or the undead will suffer one wound
level of damage and will not be able to regenerate lost health until its next meal.
Undead can still make rolls as normal to avoid death when reduced to zero health or
less, they just cannot regenerate as normal until they feed again.
Must Eat Carrion
As a result of this gruesome flaw, the undead must devour the dead, rotting flesh
of animals or humans to satisfy their requirement for sustenance. This act must be
committed at least once per day (night) or the undead will suffer one wound level of
damage and will not be able to regenerate lost health until its next meal. Undead can
still make rolls as normal to avoid death when reduced to zero health or less, they just
cannot regenerate as normal until they feed again.
Demonic Features
Choose at least one feature from the list below. The following flaws represent
undead who were granted their powers from infernal investments. Any undead who
make Pacts With the Devil instantly gain one of the following. Others may just start off
with a demonic feature because that is how it is.
Horns: The creature has two horns, one on each side of the head. These may be
small horns protruding from the forehead or large antlers growing from the sides
of the head. Large horns can be used to gouge an opponent in hand to hand
combat, although it is difficult to successfully hit with them. A Brawl Offensive roll
is made with a penalty of 5 to the die roll, but a successful attack does kick
damage plus and additional 1D3 (1D6 divided by 2 and rounded up).
Claws: Long, dirty, sharp claws are on the hands, feet, or both. These can be up
to several inches long and make formidable weapons. Undead who use Brawl
Offensive can add an extra 1D3 to the damage roll when using claws with a
punch or kick. The claws, however, are very hard to conceal from the view of
others, due to their excessive length.
Cloven Feet: The legs and feet of the creature appear to be hairy and hoofed,
like a horse or goat. The undead will still walk upright like a normal biped,
however. Undead with this flaw can kick for and additional 1D3 points of damage
in combat. Due to the nature of this flaw, concealment of the cloven feet is nearly
impossible and the odd appearance can be spotted with ease.
Wings: Very hard to conceal from view, these dark, bat-like wings sprout forth
from the back of an undead creature. They can be up to several feet in length
and may offer the ability of flight, although it may be more like clumsy gliding.
The wings are more useful for jumping off of a high surface and floating down
rather than taking off from the ground and flapping away.
Red Eyes: The eyes of the creature have a malevolent glow to them, similar to
burning embers. This is evident to all who look directly into the eyes of the
undead. As an optional rule, a plus 2 may be added to the Intimidation role of
any undead who has Red Eyes.
Fang-like teeth: Undead with this flaw have inhuman, unnatural looking teeth or
fangs. This may be due to two elongated canines, such as vampires have, or it
could be a mouthful of hundreds of sharp teeth. Creatures with this flaw are
capable of biting an opponent and grappling him or her for an amount equal to
kick damage. Other creatures may be specialized for puncturing and draining the
blood of a victim. In any case, these undead are definitely noticeable due to their
impressively formidable dental armament.
Tail: Undead with this flaw have a very conspicuous one-and-a-half to two-foot
long tail sprouting from their backs. This is quite difficult to hide, unless
concealed by baggy clothing or a cape. It is also a good diagnostic feature,
which player characters can use to identify that something is definitely not right
with the individual possessing it.
Grating Voice
Undead with this flaw speak with a raspy, unnerving voice, which sounds like
sands running down a washboard. This happens as a result of the decomposition of the
creature's vocal chords. As it becomes less and less human, the voice will get
considerably more disturbing to hear. Characters who speak with an undead with a
grating voice will be uncomfortable just hearing it talk.
Rancid Odor
Undead with this flaw are even more foul smelling than a normal decomposing
body. This is a form of supernatural odor and it reeks of evil. Wherever the undead is,
anyone within a 50 foot radius will be able to detect an overpoweringly rancid odor with
his or her olfactory senses. Since this is a magical scent, it may pass through solid
objects, such as walls and doors. Consequently, this makes it almost impossible for the
creature to sneak up on anyone. Game Masters may also rule that in some instances,
the stench is so disgusting that characters may need to make a Willpower roll to avoid
retching. The following roll would then be used.
Idiot Roll: POW + D20 > Supernatural Score + D20
Decomposing Touch
Undead with this curse will cause all non-sentient life forms around them to visibly
wither and die. This includes plants, insects, and some small animals, such as rodents.
The organisms must be within close proximity to the undead if they are to be slain. An
example would be a vampire who walks out into a lawn. Every step the vampire takes
will result in the grass underfoot turning a yellow-brown.
Additionally, some mummies or liches with this power may affect inanimate
objects, such as metals, wood, or leather. Upon touch, these materials may decompose
or deteriorate. Metals may corrode and organics (like wood) may rot. In either case, this
power will not harm a human, unless the following optional rule is used.
At times, a Game Master may rule that undead creatures are walking, talking,
reservoirs of disease (they are, after all, carrion). Some creatures may be able to pass
off certain infectious diseases to humans by touch. The damage and affect of these
illnesses are up to the Game Master, but the table under Create Bioweapon in the Bios
Sphere of technology may be used as a reference. Usually these diseases are chronic,
flesh eating disorders, such as leprosy, Candida fungus, or some other parasite.
Animals at Unease
Since animals have more attuned senses, they can pick up subtle differences and
signals in reality. Because undead do not fit well into reality, it is obvious that something
is wrong. To ignorant humans, these differences are relatively hard to pick up on. But
to animals, it is much too obvious. Dogs will bark at approaching undead, however they
will rarely attack. This is because they can hear and smell the evil. Other animals,
likewise, are alerted to the presence of such horrible things and, if used correctly, may
even make for detection devices of sorts.
Must Drink Blood
As a result of this flaw, the undead must drink the blood of animals or humans to
satisfy their requirement for sustenance. This act must be committed at least once per
day (night) or the undead will suffer one wound level of damage and will not be able to
regenerate lost health until its next meal. Undead can still make rolls as normal to avoid
death when reduced to zero health or less, they just cannot regenerate as normal until
they feed again.
Smell of Fire and Brimstone
This flaw is similar to Rancid Odor, but instead of an overpowering stench of
decay, the undead is surrounded by the smell of fire and brimstone. Characters who are
within 50 feet of the creature will be able to smell what seems to be the smoldering coals
of a fire, although no smoke is apparent. Undead with this flaw have been thought to
receive their powers from "infernal places."
Must Sleep With Grave Soil
Creatures with this flaw are required to rest while in the contact of grave soil.
The soil need not be from the creature's own grave, but it must be taken from a grave of
some sort. The undead must sleep on a bed or floor covered with the soil or a coffin
filled with it. Without the soil, the creature cannot fully rest and will be penalized the
next night as though it had suffered a whole wound level of damage. This flaw may also
require the creature to sleep in an actual grave, but that is up to the Game Master.
Harmed by Holy Water
This flaw causes the undead to automatically be harmed by holy water,
regardless of whether the creature has failed a False Belief roll or not. The damage
done by the water is equal to 2D6 + User's Ethos, if applicable. A successful hit must
be scored in combat if the water is to do any damage, however.
Fear of Holy Objects
Undead with this flaw are fearful of any kind of holy object, regardless of the faith
of the wielder. The creature does not get to make a False Belief roll to resist this fear.
Once presented, the holy object will drive the creature away for several minutes.
Creatures affected in such a manner will not attempt to harm the wielder in any way.
The Game Master may also rule that, in some instances, a creature may even be
harmed by the touch of one such object. Damage may be equal to 1D6 + Ethos of the
wielder.
Intolerance of Sunlight
Throughout the ages, night has always been attributed to evil. The midnight
hours belong to the minions of evil. At dawn, the sun comes to vanquish the unholy and
bring salvation to mankind. As a result of this age old myth, some undead are
powerless or unable to come out during the day. This may be as simple as the creature
being nocturnal, or as severe as the creature being destroyed when exposed to the light
of day. As a general rule, creatures with this flaw lose all abilities and powers when
directly exposed to sunlight.
Ritualistic
Undead with this flaw are required to perform some sort of ritual if they are to
retain their powers. These rituals are usually in the form of some sort of evil sacrifice or
harm to mankind. Just as some undead must feed off the life of organisms, these
undead must feed from the energy of an outside force. Vampires must drink blood,
corporal undead devour flesh, and revenents and incorporeal undead feed off of and
generate fear and uncomfort. Rituals are usually left to greater undead types, and those
are further narrowed to exclusively include mummies, liches, and occasionally
revenents. Since undead are, essentially, the embodiment of human evil, which has
come back to wreck havoc on the earth, they must somehow be detrimental to mankind.
This fact must hold if undead are to exist at all. Remember, magic in the universe gets
its energy from an outside source. For an undead to exist, it too must get energy from
an extrinsic force, such as a sacrifice, or by reappropriating energy from a greater
power. For example, in the case of mummies, a sacrifice may be made to a god, which
allows life to continue after death.
There are three main types of undead rituals, all of which involve a sacrifice of
some sort. At least one ritual must be chosen for an undead with this flaw, as well as a
penalty for failing to fulfill it. Below is a chart listing the sacrifice types.
Human Sacrifice
Animal Sacrifice
Object Sacrifice
Depending on the undead, these ceremonies must be performed once every day,
week, lunar cycle, or year. Mummies, for example, may require the sacrifice of a youth
or a virgin perhaps. Something which is pure or has vigor, so the energy from the
sacrifice can be put to use by the undead mummy. Undead who desire to be young and
beautiful again might need to sacrifice a young, beautiful individual, so that the essence
of the victim's soul is taken in. Otherwise, it may revert back to the form of a withered,
decaying corpse. To mummies who wish to look human, this is a travesty.
Other undead, such as liches, may require the sacrifice of magical objects or
objects of power, rather than life. This can include spell books, spell components,
magical items, or even living Mages themselves. As the magical energy is released
from the object being sacrificed, the lich absorbs it and uses it to further its own power.
This cannibalization is how a lich truly survives death.
Still other types of undead can perform rituals to create another physical body if
their current one was destroyed. This can be used to escape death yet again. Undead
who reserve extra physical bodies can return again and again even after being
supposedly killed. This is an optional rule and has been left up to the Game Master. As
a general rule, however, undead who fail to commit a ritual will suffer a whole wound
level of damage or complete loss of all special powers, which can only be regained upon
completion of the ritual.
Nightmares
Creatures with this flaw experience disturbing dreams whenever they sleep. The
reasons for these dreams are similar to the causes of Painful Memories. Characters
with nightmares, however, do not get negative moral priorities. Instead, they receive 1
wound level of damage every time they fall into fitful slumber. Upon awakening from
their troubled sleep, these characters are considered to be Bruised until they heal. This
is due to the weakness resulting from the lack of proper sleep.
Painful Memories
This flaw curses the undead with very unpleasant memories of the past. These
events could be a result of the current condition of the undead, or just unfortunate
tragedies experienced by the individual now. In either case, the subject has been the
victim of severe mental trauma and will receive the following penalty. Each character
with this flaw will get 1 or 2 negative moral priorities. These are chosen at will and,
during the course of an adventure, if the character is confronted with a situation
involving the morals, it must never accommodate them. If the creature does, it loses an
experience point for each violation. This flaw should be specific, such as Friends-loved
one (wife, husband, sibling, etc.). Perhaps the character lost someone special when he
or she had the opportunity to save him or her and, from this point on, has sworn never to
love again. Maybe the character committed heinous acts in life and is haunted by the
tortured souls in his mind. All of these options are chosen by the Game Master or
player.
Partial Amnesia
Undead with this flaw do not have a full recollection of their past lives. Even
though they have returned from the dead, the cursed few cannot remember what they
did or why they might have come back. The confused individual might not remember
specific details, such as who he or she knew, what occupation he or she had, or where
he or she lived. Other parts of his or her past might be explicitly vivid. Often feelings,
emotions, and attitudes about places and things remain intact. This is a particularly
disturbing flaw for revenents or other undead who have returned to fulfill a goal from
their past lives. With time, however, the undead will recall more and more of its past, it
just may take a few years.
Cannot Cross Running Water
Vampires or other undead with this flaw are unable to cross any flowing body of
water. This includes rivers, creeks, and streams. The water must be at least three
inches deep and flowing at a measurable rate to qualify for this flaw to take effect.
Errant Shadow
Though some do have physical forms, because undead are not of this world, light
may pass through their bodies, leaving no shadows. Other undead have shadows
which do not obey the laws of light physics. These shadows move when the creature or
light source are still or the shadows are cast at odd directions with respect to the light
source. Subtle differences such as these may be caught out of the corner of a
character's eye, by making a successful Perception Roll.
Must Be Invited Inside a House
Vampires or other undead with this flaw must be invited into a home or dwelling
by an individual from within. If invitation is declined by the person within the building,
then the undead may not enter. Creatures rejected in this way cannot cross the
threshold of any doorways or windows, regardless of how bad they want to get in.
Cast No Reflection in Mirrors
Undead with this flaw (vampires usually) cast no reflection back from a mirror.
This is usually a result of the fact that undead have no souls and only represent a
figment of the human imagination, not reality. Thus, they will not reflect light back at an
object because they are not truly there. They appear to be "real" to the subconscious
mind, apparently there but not really so. Likewise, undead with this flaw will not show up
on film either. Characters may casually notice this effect by successfully rolling a
Perception Roll. The difficulty is determined by the Game Master.
Repulsed By Garlic
Undead with this flaw suffer from a severe aversion to garlic. This includes the
sight or smell of garlic. Although not nearly as strong a repulsion as fear, the creature
will try to avoid areas where garlic is present and will remove themselves from the
immediate area. Some myths even go as far as to say the garlic does damage to the
creature or vampire if touched, but for the most part it is just useful as a deterrent.
Bound To Site of Death
This flaw is usually reserved for incorporeal undead only. Those with it are
bound to the immediate site or structure where they met their demise. Or, sometimes,
the spirit haunts a particular area where the hidden body lies until discovered. In either
case, the ghost haunts a single location, be it a room in a building, an old house, a
graveyard, or an unmarked burial site. These spirits are unable to affect areas outside
of their range, which is determined by the Game Master. As a basis, spirits are
generally confined to spaces no more than 1000 feet in diameter.
Only Seen At Night
Usually the only undead with this flaw are incorporeal. The effects of this flaw are
just as the title is stated. These creatures are entirely invisible during the day, no matter
how much Animus impigritas is spent. These undead can still interact with the physical
realm, they are just invisible when doing so, or at least until dusk.
Must Reenact the Last Living Day or Death Scene Over Again
The ghost or corporal undead must eternally reenact its moment of mortal death
at least once everyday. This is particularly common among victims of violent crimes,
innocent victims of terribly horrible, but accidental deaths, or suicide victims. The spirits
must be visible when this event happens and they will perform it regardless of whether
an audience is present or not. Examples include a ghostly victim who is beaten by
another specter in the same room every night at exactly midnight and a ghostly woman
who walks up a down the side of a highway, throwing herself in front of cars as they
pass.
Just How Powerful Is That?
You can't tell me it's not worth dying for.
Bryan Adams, Everything I do (I do it for you)
Well, as you can see, undead have the potential to be much more powerful than
normal humans, even more so than the Mentalists. The following is a table which lists
some comparisons between the Mentalists and the undead. Included in the table are
the average Supernatural Scores and Mythos, Logos, and Ethos scores of Undead and
Mentalists respectively. Note that Mentalists, like normal humans, may not have a skill
level exceeding 20. This includes the skills of Logos, Ethos, and Mythos. As you can
see, even the most powerful Mentalist is no match for a singlehanded confrontation with
an ancient greater undead.
Mage
Title Mythos
Apprentice 1
Mage 2
High Mage 5
Great High Mage 10
Arch Mage 15
Great Arch Mage 20
Priest
Title Ethos
Acolyte 1
Priest 2
High Priest 5
Prophet 10
Messiah 15
Avatar 20
Scientist
Title Logos
Student 1
Lab Tech 2
Specialist 5
Doctor of Philosophy 10
Authority 15
Leading Authority 20
Lich
Age(years) Supernatural Supernatural Skill Points
Score (Ave.)
Young 100 10 30
Middle Aged 500 15 35
Old 1000 20 40
Ancient 1500 25 45
Mummy
Age(years) Supernatural Supernatural Skill Points
Score (Ave.)
Young 1000 10 30
Middle Aged 2000 15 35
Old 3000 20 40
Ancient 4000 25 45
Vampire
Age(years) Supernatural Supernatural Skill Points
Score (Ave.)
Young 50 8 25
Middle Aged 150 12 30
Old 500 16 35
Ancient 1000 20 40
Reverent
Rank Supernatural Supernatural Skill Points
Score (Ave.)
Minor 1 15 20
Lesser 2 20 25
Greater 3 25 30
Quasi 4 30 35
Lesser Corporal
Age(group) Supernatural Supernatural Skill Points
Score (Ave.)
Young 1 5 15
Middle Aged 2 10 20
Old 3 15 25
Incorporal
Age(group) Supernatural Supernatural Skill Points
Score (Ave.)
Young 1 5 20
Middle Aged 2 10 25
Old 3 15 30
Animate
Supernatural Supernatural Skill Points
Score (Ave.)
5 5-10
(1D6 + 4)
Scientist
Title Logos
Student 1
Lab Tech 2
Specialist 5
Doctor of Philosophy 10
Authority 15
Leading Authority 20
Lich
Age(years) Supernatural Supernatural Skill Points
Score (Ave.)
Young 100 10 30
Middle Aged 500 15 35
Old 1000 20 40
Ancient 1500 25 45
Mummy
Age(years) Supernatural Supernatural Skill Points
Score (Ave.)
Young 1000 10 30
Middle Aged 2000 15 35
Old 3000 20 40
Ancient 4000 25 45
Vampire
Age(years) Supernatural Supernatural Skill Points
Score (Ave.)
Young 50 8 25
Middle Aged 150 12 30
Old 500 16 35
Ancient 1000 20 40
Reverent
Rank Supernatural Supernatural Skill Points
Score (Ave.)
Minor 1 15 20
Lesser 2 20 25
Greater 3 25 30
Quasi 4 30 35
Lesser Corporal
Age(group) Supernatural Supernatural Skill Points
Score (Ave.)
Young 1 5 15
Middle Aged 2 10 20
Old 3 15 25
Incorporal
Age(group) Supernatural Supernatural Skill Points
Score (Ave.)
Young 1 5 20
Middle Aged 2 10 25
Old 3 15 30
Animate
Supernatural Supernatural Skill Points
Score (Ave.)
5 5-10
(1D6 + 4)
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