Undead
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.
Something is not right with the world. The shadows
grow darker as the Corruption grows deeper, and natural
laws are failing in this twilight of existence. One clear
piece of evidence of this downfall is the increasing number of undead.
Undead, as in thoroughly corrupted creatures thirsting
for the life-force of the living, are nothing new: the Dark
Lords confronted during The Great War awoke whole armies
of these gravely cold beings, and Davokar’s ancient tombs
harbor their fair share of vengeful undead.
However, a new kind of undead creature has recently
appeared in Ambria. People who die – or should have died –
rise again. The Black Cloaks, who secretly are investigating
the worrying rumors, seem to think that Ambria’s capital
is at the heart of this horrific development. Reports sent to
the monastery in the Titans include a slain cultist in Yndaros who clawed himself from his grave and disappeared
into the night; a man dead from old age who awakened as if
having slumbered and was chased away after having gone
to his work-place; and a woman of noble birth who died in
childbirth and later escaped the family crypt to kidnap her
living child. All these three were later tracked and found,
one of them killed by a group of Templars, one captured by
Black Cloaks for study-purposes and the third caught by an
angry mob but lucky enough to escape being burned at the
stake – all of them telling examples of what the undead will
face if revealed for what they are.
Common for all these new undead beings is that they
show clear indications of actually being dead – they are cold,
they do not bleed or eat or sleep – yet their minds appear
to be intact. And they are all very slowly decaying towards
their final death, which might come centuries after their
first death.
Undead Backgrounds
While each undead person has their own personal history,
they also share some commonalities as they have made the
transition from death into unlife. The new form of undead
has become known as revenants, those who have returned
for some reason.
Revenant
You have been reborn in a way, or at least you did not stay dead. You didn’t choose this fate for yourself (or at least, that’s what you tell others) but you must constantly be on guard against witch hunters and Black Cloaks. • Skill Proficiencies: Deception • Tool Proficiencies: Herbalism kit • Equipment: A kit to match your tool proficiency, clothes to cover most of your body and 2d6 + 3 shillings. Feature: Undead You are immune to poison damage and the poisoned condition. Diseases do not affect you. Suggested Characteristics The undead have a wide variety of beliefs and understandings. However, their need for secrecy and desire to understand their new ‘life’ is nearly universal.
• Ability Score Increase. Your Constitution score increases by 2. Increase any other ability score by 1.
• Age. Undead are exclusively human in origin. They can
have died their first death at almost any age after attaining adulthood. If they can maintain themselves, they can live for centuries.
• Size. Undead are of human stock and thus vary widely
in height and build, from barely 5 feet to well over 6 feet
tall. Regardless of your position in that range, your size
is Medium and you have a d8 Hit Die. At first level you
have 8 hit points plus your Constitution modifier. When
you gain a level in any class, you gain 5 (1d8) plus your
Constitution modifier hit points. You do not gain a Hit
Die, see Undead (below)
• Speed. Your base walking speed is 30 feet.
• Darkvision. A creature of Corruption and death, you
have superior vision in dark and dim conditions. You can
see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
• Languages. Undead speak the language they used in life,
usually either Ambrian or Barbarian.
• Physical Degeneration. The undead have no souls, and
any Corruption that they accrue instead causes physical degeneration of their body. This is represented by
your current Corruption total reducing your current and
maximum hit points on a 1:1 basis. If you exceed your
Corruption Threshold, you roll for marks of Corruption
as normal.
If your total Corruption equals or exceeds your current hit points you become unconscious (but stable) until
your Corruption is reduced or your hit points increase (an unconscious undead creature counts as taking a short or
longer rest if they remain undisturbed). If you acquire more
permanent Corruption than your Corruption Threshold, then your character is no longer playable.
• Undead. You do not sleep, cannot eat normal food, do
not need to breathe (except to talk). You can drink small
amounts of liquid. You do not naturally heal during a
short or long rest, instead you must either drink blood
or consume raw flesh during a long rest to restore your
single Hit Die, which you can then use to regain hit points
or reduce temporary Corruption. You can benefit from
healing magic.
When you interact with the living, you must make a
Charisma (Deception) check against their passive Insight
in order to fool them. However, a character with Shadowsight or an active spell that allows them to see Shadows
might still recognize you as undead.
Children
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