Lesser Undead

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Lesser Undead include all undead who do not have the power to drain life force from the living of this plane.


Ghost

Natural Habitat 
Anywhere (prefers Rural)
Frequency 
Uncommon
Number 
1-36 (1)
Description
A ghost is the insubstantial form taken by the spirit of a recently deceased individual. It may appear in exactly the form the individual himself took in life except for a certain shimmering quality and the fact that a ghost seen in direct sunlight will tend to fade into the background. Ghosts are usually produced when an individual dies in particularly traumatic circumstances.
Comments
Ghosts can be sources of information that may be wholly or partially false. They may aid characters that are willing to assist them in finishing any business they may have left uncompleted in their former life and which is in whole or in part the cause of their inability to find peace. For example, they may seek revenge on the individual(s) who brought about their end or may desire the welfare of a still living former lover to be attended to. Ghosts are usually chained to a place or object connected with their death or the fulfilment of their desires. They may not leave that place until put to rest unless wronged or cheated by a character. They will then become tied to that character, following them about, haunting them and warning their enemies of their approach until they right the wrong they have done to the ghost. Ghosts have only one aim: to alter the circumstances that have made them ghosts. They may temporarily assist characters in their own goals as a means of getting the characters' assistance in their quest, but only in a very limited sphere. Once their problem has been solved, they are laid to rest and immediately dissipate.
Abilities
Ghosts have no skills or magical powers and cannot harm living beings directly since they are insubstantial. However, they can frighten living beings (especially the unwary) into flight. A character facing a ghost must roll 3 × Willpower or flee in panic from the ghost's presence. Add 20 to the dice roll if the ghost was unexpected.
Movement Rates 
Flying: 250
PS: None MD: None AG: None MA: 5-23 EN: None FT: None
WP: 5-23 PC: 5-23 PB: 5-23 TMR: 5-7 NA: None
Weapons
Ghosts have no natural weapons and may not use weapons. They cannot harm others directly and cannot be harmed by physical means.

Ghoul

Natural Habitat 
Crypts, Ruins, Rural
Frequency 
Uncommon
Number 
3-30 (6)
Description
Ghouls are a form of undead who specialise in devouring the flesh of the living or of recently dead characters. They are physically humanoid in all respects except that they may be ravaged by sickness or maimed by the wounds that killed them. Their undead status has robbed them of most of their intelligence and agility, but has also made them fearless.
Comments
Ghouls, like trolls, hate fire and will immediately attack any character holding a torch in preference to all other targets.
Abilities
Ghouls possess no skills or magic. They possess two special characteristics: Any character bitten by a ghoul will automatically die if the wound becomes infected and will rise at dawn on the day after their death as a ghoul. Ghouls can only be killed by destroying their motor centre. Thus, they are unaffected by specific Grievous Injuries.
Movement Rates 
Running: 150
PS: 14-18 MD: 8-12 AG: 6-12 MA: None EN: 18-24 FT: 25-30
WP: 18-25 PC: 10-14 PB: 1-2 TMR: 3 NA: None
Weapons
Ghouls may strike with their hands (as per unarmed) and teeth.
Hands: BC: 12-27%, [D – 4], Melee & Close, Rank 0.
Teeth: BC 40%, [D – 4], Close, Rank 0. + 20 to Infection Checks.

Revenant

Comments
A character that dies in circumstances conducive to the creation of a ghost may, at the GM's discretion, become a revenant. Thereafter, the character takes on the form of a ghost or night-gaunt (GM's discretion) chained to the place of death. The GM always plays the character. The revenant retains their previous personality and those characteristics appropriate to their new form and gains those characteristics appropriate to their undead state. Revenants can never be returned to life.

Skeleton

Natural Habitat 
Anywhere (prefers Rural)
Frequency 
Rare
Number 
3-12 (6)
Description
Skeletons are animated figures formed magically from the bones of the dead. They are controlled and animated by the will of an Adept in the same manner as zombies are. Often they will be clothed and armed. Skeletons immediately fall apart and turn to dust whenever they cease to be animated by an Adept. Skeletons may never be stunned.
Comments
Skeletons are often found around old battlefields and graveyards. They need to be animated before they can attack, though. The skeletons used by an Adept need not be humanoid. They could animate any type of being which would then have attributes close to those it originally possessed while alive. Usually, however, human skeletons are used since they are more easily animated.
Abilities
Skeletons have no special talents, skills, or magic. They may use weapons, including Ranked weapons, shields and armour.
Their special magical nature and skeletal construction make them immune to damage from weapons rated for A type damage (arrows, thrusting swords, stabbing weapons).
Movement Rates 
Running: 150
PS: 10-16 MD: 14-18 AG: 12-16 MA: None EN: 8-12 FT: 5-10
WP: 20-25 PC: 14-18 PB: 1-2 TMR: 3 NA: None
Weapons
Skeletons attack using hands (unarmed). They can use weapons.
Hands: BC: 24-33%, [D – 4], Melee & Close, Rank 0.

Zombie

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Natural Habitat 
Anywhere (prefers Rural)
Frequency 
Rare
Number
6-24 (6)
Description
Zombies are another variety of living dead. In this case, the dead are animated by a spell cast by a member of the College of Necromancy. They may (when newly dead corpses are used) appear nearly normal except for a slight earthen hue. When old corpses are used, however, the zombies may be no more than skeletons held together by a few strands of sinew.
Comments
A zombie loses 1 point per day from their Endurance for each day that they are not re-enchanted by their master.
Abilities
Zombies have no skills or talents and are not magic users. Like ghouls, they are unaffected by Grievous Injury since their motor centre must be destroyed before they cease to be animated.
Movement Rates 
Running: 150
PS: 10-16 MD: 6-10 AG: 4-8 MA: None EN: 16-22 FT: 20-25
WP: 18-25 PC: 8-12 PB: 1-2 TMR: 3 NA: None
Weapons
Zombies attack with hands (unarmed). They never use weapons.
Hands: BC: 8-17%, [D – 4], Melee & Close, Rank 0.