As
those of you who have read the introductory material for the
game system know, it is asserted early on that the LA game
system is a vital and changing one. This is demonstrable in
many ways, including the many sorts of new material being
added to it regularly. Here are some dark and dangerous creatures
of the Living Dead sort that have been included in the roster
of monstrous things encountered in the course of adventuring.
See elsewhere for the most loathsome and dangerous of all,
the soucouyant.
Creature |
Health |
Precision |
Speed |
Attack |
Defense |
Living Dead |
|
|
|
|
|
Unwilled |
|
|
|
|
|
Bonewarrior 1 or more |
26-35 |
36-55 |
12-15 |
HV +3-5 sp. |
5 +? Sp. |
Mummy, unwilled 1 or more |
16-26 |
31-50 |
11-18 |
2-16 +1-10 or 7-20 +3-5 sp. |
10/5 sp. |
Skeleton, animal |
|
|
|
|
|
small 1 or more |
11-20 |
21-40 |
13-16 |
2x 1-20 +3-5 sp. |
10/5 |
medium 1 or more |
21-30 |
21-40 |
9-12 |
2x 4-20 +6-8 sp. |
12/6 |
large 1 or more |
31-50 |
21-40 |
7-10 |
2x 7-20 +9-12 sp. |
14/7 |
Self-willed |
|
|
|
|
|
Mummy, self-willed 1 sp. |
46-65 |
46-65 |
7-10 |
HV or 9-20 +15 sp. |
20/10 sp. |
Sepulch 1 or 1-4 |
21-40 |
31-50 |
8a-m/2b |
1-6 +6 or HV sp. |
8 |
Bonewarriors in General:
The bonewarrior is a human or humanoid skeleton that is invigorated
by force drawn from an unspeakable sphere, and this manifests
itself in both a glow of a lambent, rotten yellow-gray emanating
from the eye sockets of the skull and by a preternaturally
detectable shimmer of energy surrounding the bare bones. It
differs from the bonewalker as detailed hereafter.
One such living dead creature is created by an Augur Order
individual possessing both the Ritual of the Living Death
and the special Animate Bonewarrior Spell given following
the description of the creature itself. Otherwise they can
be created by a revenant bonewalker, such a living dead monster
being capable of creating and controlling up to six bonewarriors
from skeletal remains that are within 10 feet of the revenant
bonewalker at the time, this capacity enabled by the malign
negative energy imbued into the living dead thing by the deity
creating it. If a revenant bonewalkers bonewarriors
are destroyed, these can be replaced at the rate of one per
24 hours, assuming the skeletal remains are available to do
so.
Bonewarrior:
Appearing: 1 or more
H 26-35 P 36-55 S 12-15.
Attack: By weapon type plus preternatural Harm of 3-5 points
disregarding all except supernatural armor.
Defense: Unnatural energy provides 5 armor protection against
all attacks save as noted hereafter, plus armor worn will
provide additional normal protection according to the type
of armor the bonewarrior wears, shield included. Note that
weapons inflicting penetration Harm will only affect the bonewarrior
to a maximum of one (1) point when armor is exceeded or bypassed;
but those doing shock Harm, as well as acid, inflict whatever
Harm is indicated after protection and armor and shield protection
are exceeded or bypassed; consecrated oil/water and Theurgy
Ability Powers specifically attuned to affect the living dead
have full effect disregarding the protection.
Consecrated water in three-ounce volume, or consecrated oil
in one-ounce volume causes 3-5 permanent harm to a bonewarrior,
disregarding the creatures Extraordinary protection
and restoration.
Unless the bonewarrior is so harmed as to be at a negative
10 (-20) or lower Health, the unnatural energy that fills
it will cause the creature to regain power. After seemingly
collapsing and being destroyed, having been reduced to a zero
to negative nine (-9) Health, the evil force begins restoring
1 point of Health each one second realtime thereafter, until
the Health Base Rating has reached its full state, at which
point the creature arises and functions again.
Animate Bonewarrior Spell: Strong: This vile Spell enables
the Augur Order necrourge to animate a human, Alfar, or Veshoge
skeleton. In so doing, the animator is drained of 25 Health
points, and this loss can be recovered only through normal
rest and healing, the rate of recovery being 1 point per day.
The subject skeleton is placed in the Circle of Command and
the remains must be unhallowed or else the attempt will fail.
The energy cost added is 25 points at the time of activation.
After only one minute of time has elapsed the bonewarrior
will arise and don such armor and pick up such weapons are
also within the Circle of Command.
The newly created creature is subject to the command of the
necrourge who created it. It must obey any and all commands
given to it regardless of the consequences. It can not attack
or seek to harm its master. However, if the one creating
a bonewarrior is ever totally powerless in regards to Ability
energy points, those being exhausted and at zero (0), any
and all created bonewarriors within or coming within a 10
foot radius will sense this weakness. Then, and only then,
can they attackand they will!
Mummies in General:
While there are many sorts of normal mummified bodies, those
we consider hereunder are not at all usual. The mummies we
are describing here are empowered with Extraordinary energy,
preternatural or supernatural, to attain a state of undeath,
and thus they are two know classes of mummy. Each will be
treated separately here.
Unwilled Living Dead Mummy: These sorts of mummies belong
to the least powerful type of living dead, the unwilled sort
they have no thoughts, obey commands given to them by one
so enabled, and display an unholy desire to slaughter and
destroy things that are truly alive. The unwilled mummies
are created by evil Extraordinary activations, such as those
supplied by the dark Ability of Necrourgy.
The unwilled mummy appears to be a bandage-wrapped, long-dead
corpse. It will often be arrayed in outer trappings as well
as the cloth windings. Its now-clawed digits protrude through
the bandaging, and these wrappings are left open for the empty
eye sockets to glare forth with strange red points of light,
while the now-fanged mouth can open and close to bite its
victim. Usually, however, such creatures employ weapons and
blows of unnatural negative energization to destroy their
opponents.
Mummy, unwilled:
Appearing: 1 or more:
H 16-26 P 31-50 S: 11-18
Attack: By weapon type; or either a combination of clawed
hand for 2-16 (a die with 8 meaning added d4 as usual) Harm
and bite for 1-10, these attacks being treated as a single
one; or a clubbing arm blow inflicting 7-20 +3-5 supernatural
Harm, the later portion always bypassing armor or other protection.
Defense: Any armor worn plus an unnatural energy that provides
10 protection against penetration Harm, 5 against that of
blunt kind, including all Extraordinary bonuses. Consecrated
oil or water, as well as acid and fire do normal Harm. Theurgy
Ability Powers specifically attuned to affect the living dead
are also unaffected by this protection.
Consecrated water in three-ounce volume, oil in one-ounce
volume, causes 3-5 permanent loss of Health Base Rating to
a mummy, disregarding the creatures Extraordinary protection
and restoration.
Unless the mummy is so harmed as to be at a negative 20 (-20)
or lower Health, the unnatural energy that fills it will cause
the creature to regain power. After seemingly collapsing
and being destroyed, having been reduced to a zero to negative
19 (-19) Health, the evil force begins restoring 1 point of
Health each one second thereafter, until the Health Base Rating
has reached its full total (as adjusted by permanent loss,
at which point the creature arises and functions again.
Skeleton Animal:
Appearing: 1 or more
Small H: 11-20 P: 21-40 S: 13-16
Medium H: 21-30 P: 21-40 S: 9-12
Large H: 31-50 P: 21-40 S: 7-10
Animal skeletons are animated by various dark Powers. They
are imbued with preternatural negative energy that gives them
a cunning of 11 but no real intelligence. They obey simple
commands such as wait, move, attack, etc. Of course they have
no fear.
Attack: An animal skeleton attacks twice in an ABC for Harm
that varies by size small ones inflict 1-20 +1-2, medium ones
4-20 +3-5, and large ones 7-20 +6-8. Bonus Harm indicated
bypasses all but supernatural protection.
Defense: Unnatural energy that provides double protection
against most attacks, half against blunt (shock Harm) weapons
and acid. Protection provided by size is:
Small: 5 vs. blunt and acid, 10 otherwise.
Medium: 6 vs. blunt and acid, 12 otherwise.
Large: 7 vs. blunt and acid, 14 otherwise.
When an animal skeleton is brought to a negative Health,
its energy is dispelled, and the bones fall apart.
Otherwise, Harm inflicted will be repaired by the creatures
negative force, recovery being at the rate of 10% of normal
total health per hour.
Self-willed Living Dead Mummy:
The mummy of this sort is the most powerful and dangerous
of all the self-willed living dead. It not only has a will
of its own, cunning and intelligence, but is also able to
employ four to seven of the Abilities it possessed in life.
It is thus close to the cunning sorts of this category. All
self-willed mummies have arrived at their state of undeath
through their evil, although some might have been brought
to such state by some malign force beyond their control. These
creatures are now inimical foes of what is good, clean, truly
alive. As with others of their sort, the bestial thoughts
and vile mind of these things seem bent only on wreaking havoc
upon all that flourishes under sun and sky.
The self-willed mummy is virtually impossible to distinguish
from the unwilled sort, and even its eye sockets show the
same fiery pinpoints, albeit possibly more intense in color,
brighter in their blaze. Otherwise, they fit the description
given above for their lesser kind.
Mummy, self-willed:
Appearing: 1 usually (95%)
H 46-65 P 46-65 S 7-10 (all these are bases that can
be added to)
Attack: A weapon or a clubbing arm blow for 9-20 + 15 supernatural
Harm, the later portion always bypassing armor or other protection
and a one-hand grasp to seize and hold the opponent, this
assuring an automatic arm blow next attack sequence. If the
hand-grasp attack succeeds in touching the exposed skin and
the subject is human or human-like (many Alfar and Veshoges,
for example), the vital force of the subject is drained, the
victim permanently losing 2 points of Health and Precision
and ½ point of Speed and ageing one year. This feeds the self-willed
mummy, adding to its Base Ratings, the ageing allowing it
to assume the appearance of a normal human for periods of
time totaling up to one month per year of life drained from
its victim.
Special Powers:
Assume appearance of normal human (see above)
Command unwilled mummies (up to one per point of speed)
Unnatural Physique of 150 score
Abilities: Typical abilities retained are:
Alchemia
Archery
Enchantment
Divination
Geourgy
Hunt
Learning
Ranging
Scrutiny
Stealth
Theurgy
Weapons
Defense: Any armor worn plus an unnatural energy that provides
20 protection against penetration Harm, 10 against that of
blunt kind, including all Extraordinary bonuses. Attacks
from acid and fire are the same as blunt harm in regards protection.
Consecrated oil or water do normal Harm. Theurgy Ability Powers
specifically attuned to affect the living dead are also unaffected
by this protection.
Consecrated water in three-ounce volume, oil in one-ounce
volume, causes 3-5 permanent loss of Health Base Rating to
a mummy, disregarding the creatures Extraordinary protection
and restoration.
Unless the mummy is so harmed as to be at a negative 30 (-30)
or lower Health, the unnatural energy that fills it will cause
the creature to regain power. After seemingly collapsing
and being destroyed, having been reduced to a zero to negative
29 (-29) Health, the evil force begins restoring 1 point of
Health each one second thereafter, until the Health Base Rating
has reached its full total (as adjusted by permanent loss,
at which point the creature arises and functions again.
Sepulchs in General:
There are three basic types of living dead. The sepulch
Living Dead are of the second class of Living Dead, the self-willed.
It is most difficult to destroy any kind of living dead thing,
because of the unholy energy that motivates them.
Note that no living dead thing can ever enter a place that
is sanctified to benign ends by Theurgy Ability activations,
or one that has been actually consecrated and hallowed, and
remains so, not having been defiled or profaned. To do so
inflicts one point of Harm to Health per one second such creature
is upon or in such place. If reduced to zero (0) Health thus
the malign thing is absolutely destroyed.
These monstrous things have a Stealth Ability of 75, Waylaying
Ability of 80. Thus they often attack a totally unaware victim.
Usually one will attack with a submission hold from behind,
choking their victim to unconsciousness, but it is not unknown
for a sepulch to use a bludgeoning weapon to accomplish its
ends.
A sepulch is generated from premature burial, the victim
seemingly dead but actually in a catatonic statefor
whatever reason. Taken secretly to the depths of subterranean
darkness from their grave, pulled deep into the earth from
their coffin, the victim, regardless of race, will arise as
a Living Dead sepulch after clawing and even eating its way
to the surface. Such a monster is created to seek out one
living person at a time, render it unconscious, then drag
it back deep below the surface to bear the painful transition
to a similar fate! If only one is identified, usually it
means that the sepulch was sent on a quest by some monstrously
evil master for a specific person so as to eliminate that
victim in a terrible way. If several are discovered it is
a sure sign that a most wicked necrourge is at work in the
vicinity.
A sepulch roams abroad only at night, for sunlight slows
it by half and negates its strength (no +6 on attacks). One
burrows into the dirt to safe depths from the sunlight during
the daylight. When burrowing, one leaves virtually no trace
on the ground (95% undetectable), hardly anywhere they emerge
(85% undetectable), for unlike a gopher, for example, they
displace remarkably little earth.
Sepulch:
Appearing: 1 or 1-4 (equal chances):
H 21-40 P 31-50 S 8 attacking or moving by perambulation/2
burrowing in the earth.
Attack: Grappling hold for 1-6 +6 (always bypassing armor)
Harm that accrues only towards bringing the opponent to unconsciousness,
or else a shock weapon for the indicated points +6, this being
like Harm that accrues towards the victims unconsciousness.
Defense: Unnatural energy provides 8)armor protection against
all attacks except those of blessed oil/water or Extraordinary
activations including those of Theurgy Ability Powers specifically
attuned to affect the living dead.
Harm accruing towards unconsciousness is recovered at the
rate of 1 point per hour, although 10% of the total suffered
will be actual Harm to Health that must be recovered at the
rate normal for such physical damage,
A sepulch is mummy-like in appearance, a brown-black, rotten-looking
thing with filthy and matted hair, a hate-filled countenance,
a huge mouth, and enlarged hands and feet whose digits have
thick and spaded nails like those of a ghoul for its burrowing.
Anti-Powers and Checks:
Holy water in three-ounce volume, or holy oil in one-ounce
volume causes 1-2 Harm to a sepulch, disregarding the creatures
Extraordinary protection, which loss is recovered at the rate
of 1 point per day.
Unless the head of the sepulch is severed, it will by virtue
of its malign energy restore itself to its unharmed state.
After seemingly being killed, the unholy energy
of the thing begins to mend Harm, restoring 1 point of Health
each one second after that Base Rating has reached zero of
less. If the head is within a 10 foot radius of the body
and not impeded, it will roll to it and rejoin, thus enabling
the restoration to commence. The newly severed head must
be physically kept away from the body for one minute. The
creature is then destroyed.
(Thanks to Sean Westerman.)
© 2002 Trigee Enterprises Company. All rights reserved.
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