Undead

In places of profound corruption the dead are not restful. Though the souls has passed on the flesh can animate in some semblance of life. many are mindless, some have memories of their former life. In very rare circumstance, all memory of who they once were.

These creature inhabit decaying flesh that will in time give way to dry bone, and they can persist indefinitely. Those with a strong sense of self can even inhabit other remains or crafted bodies provided they have a strong enough attachment to it and it contains a part of them.

Most living people confront revenants with fear. Even if if the revenant in question is coherent and peaceful, they are an ill omen indicative that the land has become tainted.

## **The Flesh**

Undead player characters are thoroughly corrupt from the start. Like others of their kind, the undead character has a mind and free will; they are not howling abominations bent on destruction. In other respects, this kind of person is very different from other characters. He or she does not sleep, cannot eat normal food and does not breath – besides as a force of habit and to be able to talk. They can drink in small doses and often do so to blend in among the living. Another important difference is that the undead do not heal: they have to consume fresh, raw flesh or drink blood to regain Toughness (see the trait Undead, level I). The social consequences of being undead are profound; the undead must constantly struggle to avoid being discovered, and should they fail they will be hounded by witchhunters and Black Cloaks. An undead character must pass a [Discreet←Vigilant] test in situations where they interact with living beings. If the character uses the elixir Twilight Tincture, no test is needed. However, this does not stop creatures with Witchsight from having a chance to expose the undead with a passed [Vigilant←Discreet] test. In that case, the ritual Exchange Shadow can be of use.

All undead player characters start with earthbound and the trait Undead (I), and can purchase higher levels as if it was an ability. The character is also allowed to acquire Wisdom of the ages and Gravely Cold like an abilities but having them from the start is optional.

### Earth Bound

The creature is bound to the world in an intimate way, as if originating from the bones of the world and still being part of its foundation. It has no soul and suffers damage instead of corruption; temporary corruption causes bleeding wounds on its body. Permanent corruption instead causes a permanent reduction to the basis for calculating the creatures Pain Threshold. In practice, this means that the Pain Threshold is reduced by 1 for every other point the creature suffers in permanent corruption. Its Toughness is not affected. If the Pain Threshold is reduced to zero, the creature dies of internal bleeding and failing organs. Once dead, the creature cannot become undead and it cannot be contacted with the ritual Necromancy. The corpse decays and reunites with the slop and dust of creation, without leaving any kind of spiritual trace behind.

### Gravely Cold

Wherever it moves, the creature spreads the cold of the grave around itself like an aura, and everyone in its immediate vicinity is at risk of being affected.

* Novice **Free**. The creature spreads the paralyzing cold of the grave; player characters within melee distance are paralyzed, should they fail a Resolute test. One test is made each turn, and should the test be successful, the character can act as normal. Once a character has withstood the cold of the grave it cannot be affected again during the same scene.
* Adept **Free**. As I, but with the addition that the cold is harmful, dealing 2 points of damage per turn to those affected, ignoring Armor.
* Master **Free**. As II, but the cold now affects characters who fail a [Resolute←Resolute] test

### Wisdom of the Ages

The memories of your former life is fragmented, a deep well of experiences and insights are just barely in your reach. The character may use the know-how of their previous life to solve problems at hand. It is not without risks; in the twilight of the world, the process spawns corruption. Wisdom of the Ages gives temporary corruption as if it was a mystical power. 1d4

* Novice Full turn. The character gets lost in a short trance. With a passed Resolute test, it gains access to the novice level of an optional ability, Mystical Traditions, Ritualist and Mystical Power excluded. The ability can be used for the rest of the scene, before fading from memory.
* Adept Active. The character’s closer connection to the collective memory makes the trance even shorter; other than that it works like the novice level.
* Master Active. The character can dig deeper into the a collective memory. With a passed Resolute test, it gains access to the adept level of an optional ability, Mystical Traditions, Ritualist and Mystical Power excluded. The ability can be used for the rest of the scene, before fading from memory

### Undead

The creature is a spirit trapped inside a dead body. The spirit controls the slowly decaying corpse and is banished when the body is destroyed.

* Novice Passive. The undead creature is not affected by poison or diseases, but takes the usual damage from physical effects except that the Pain Threshold is not used (pain and shock do not affect the walking corpse). The walking corpse does not heal naturally and is not affected by alchemical healing elixirs, but must instead eat raw meat (living or recently killed) or drink blood to heal, each point of Toughness that the creature consumes heals it by 2 points of Toughness.
* Adept Passive. The walking corpse suffers only half damage from ordinary physical effects, such as weapons or elemental damage. Mystical powers that ignore Armor deal full damage as usual.
* Master Passive. The walking corpse suffers only half damage from alchemical and mystical effects as well, but takes full damage from magical weapons and holy effects.

## **The Marionette**

The Majority of your body is crafted and animated through your force of will. However you still need a piece of your original body as an anchor, usually this needs to be the scull.

A marionette Character starts with e Material and Earthbound traits and may purchase the Wisdom of the ages trait or the Armored monstrous trait like an abilities.

### Armored

The creature either has thick skin, scales or something else making it especially hard to wound. It cannot wear any additional armor over its natural armor, which, on the other hand, is not Impeding like ordinary armor is. However, the Man-at-arms ability enhances the creature’s protection even further, in addition to its level in Armored.

* Novice Passive. The creature has a natural protection of 1d4.
* Adept Passive. The creature has a natural protection of 1d6.
* Master Passive. The creature has a natural protection of 1d8.

### Earth Bound

The creature is bound to the world in an intimate way, as if originating from the bones of the world and still being part of its foundation. It has no soul and suffers damage instead of corruption; temporary corruption causes bleeding wounds on its body. Permanent corruption instead causes a permanent reduction to the basis for calculating the creatures Pain Threshold. In practice, this means that the Pain Threshold is reduced by 1 for every other point the creature suffers in permanent corruption. Its Toughness is not affected. If the Pain Threshold is reduced to zero, the creature dies of internal bleeding and failing organs. Once dead, the creature cannot become undead and it cannot be contacted with the ritual Necromancy. The corpse decays and reunites with the slop and dust of creation, without leaving any kind of spiritual trace behind.

### Material

You do not heal as you are no longer flesh and blood and must instead be repaired by an artisan. With a passed Cunning or Quick test you can recover 1d6 points of toughness once a day. The Ritual Restore will heal you 1d8 points of toughness. Each of these methods can only be used once a day.

### Wisdom of the Ages

The memories of your former life is fragmented, a deep well of experiences and insights are just barely in your reach. The character may use the know-how of their previous life to solve problems at hand. It is not without risks; in the twilight of the world, the process spawns corruption. Wisdom of the Ages gives temporary corruption as if it was a mystical power. 1d4

* Novice Full turn. The character gets lost in a short trance. With a passed Resolute test, it gains access to the novice level of an optional ability, Mystical Traditions, Ritualist and Mystical Power excluded. The ability can be used for the rest of the scene, before fading from memory.
* Adept Active. The character’s closer connection to the collective memory makes the trance even shorter; other than that it works like the novice level.
* Master Active. The character can dig deeper into the a collective memory. With a passed Resolute test, it gains access to the adept level of an optional ability, Mystical Traditions, Ritualist and Mystical Power excluded. The ability can be used for the rest of the scene, before fading from memory

## DnD Traits

Undead characters Have the following traits

**Ability score increase:**

Your constitution increases by 2 and one other ability increases by 1

**Age:**

Undead live as long as their body holds together, they can live for centuries.

**Size:**

your height is based on what you were in life.

**Speed:**

Your base walking speed is 30 feet.

**Languages**:

You know three languages of your choice.

##### Fragment of memory

Your memory of your former life is fractured and incomplete, but occasionally skills and knowledge come to you when you most need it. A number of times equal to your proficiency bonus you may add 1d4 to an ability check. you can add this after you've rolled but before it is resolved. all uses of Fragments of Memory recharge on a long rest.

##### Physical Degeneration

The Undead don't have a soul in the traditional sense. Any corruption you accrue causes degeneration of your Body. Your current and total HP is reduced by your total corruption. You begin play with 6 permanent corruption as you are a creature of corruption.

##### Undead Nature

you do not need to breath, eat or sleep. Your voice is a manifestation of your will to live and you do not need a mouth to speak. You cannot benefit from magical healing and instead need to physically repair your body to spend hit dice. (No roll required) 1/2 of the time taken during rest must be spent repairing your body in order to recover hit points.

##### Variants

There are two main variants of Undead, those who still have their flesh and those who have inhabited crafted bodies such as scarecrows, puppets or specially crafted forms. choose one of the following.

### The walking Corpse

##### Indomitable unlife

You can be restored to life with the Animate Dead spell, though regular resurrection does not work on you.

(Walking corpse feat)

##### Relentless endurance

Any attack that would reduce you to 0 hit points you can make a constitution saving throw DC 10 to remain at 1 hit point. The save DC is increased by 5 every time you attempt it consecutavly.

### The Marionette

The Majority of your body is crafted and animated through your force of will. However you still need a piece of your original body as an anchor, usually this needs to be the scull.

##### Material toughness

When not wearing any armour your AC is 12+Dexterity do to wood being more durable than flesh.

(Marionette feats.)

##### Body of stone bronze and steel

if you've selected this feat you have constructed a body with a good deal of extremely durable materials such as stone ceramic or metal. your AC can never be lower than 17 even when completely nude.