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The Undead

In document Runequest Slayers (Page 193-198)

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Most ghosts cannot affect the physical world. They pass through walls and objects (and even people) freely, and are never affected by their wounds. Ghosts can, however, frighten mortals with ease. Depending on the nature of the ghost when he died, ghosts can either cause Revulsion or Terror (see Chapter V) when they scare people. Generally, evil ghosts cause Revulsion and ghosts of a lighter bent cause Terror. Unless the victim is used to dealing with spirits, encounters with ghosts are particularly horrifying – a victim must make a Courage roll with a Surprise Die to resist the effects of Revulsion and Terror.

Rare ghosts are poltergeists, and can use their significant spiritual powers to hurl objects around the room. Poltergeists cause great amounts of property damage, and can batter any mortals who earn their wrath.

Some ghosts can be slain with holy weapons blessed by a pure priest; others must be dealt with in more unique ways. Most ghosts will only leave a site when they achieve what they desire. What ghosts want is as varied and complicated as a mortal’s desires. One ghost might want his killer slain, another might want to give a message to a loved one. An evil, twisted ghost may have desires that can never be accomplished – so he can avoid the afterlife forever. These ghosts can be banished with a strong heart and a holy weapon. Ultimately, it is up to the Runemaster to decide how ghosts are vanquished.

GHOUL

MIGHT 13 HEALTH 18

COURAGE 5 Reeling n/a

INTELLECT 4

AGILITY 12 Speed: 8

PERCEPTION 8 Toughness: 3 Attacks

Bite Attack Dice: 2 Damage: 2d6 carving Claw Attack Dice: 2 Damage: 1d6+2 smashing

Ghouls are foul creatures that inhabit the charnel houses and crypts of the world. They feed on corpses and the flesh of those unlucky enough to fall prey to their rending talons. A more insidious threat is the toxin that slowly cripples those that fall afoul of the ghoul. Anyone who takes damage from a ghoul equal to or greater than their Bloody status in a single blow is infected by the ghoul. Anyone reduced to dying by a ghoul will be similarly infected. Those dismembered by ghouls are in no shape to do anything but lie there and moan.

The infected character will develop a high fever, and become very ill. At each following dawn and dusk, he must pass a Might roll or lose a point from Might, Courage and Agility. These reductions will reduce all related

characteristics such as Fatigue and maneuver scores. If any of the three primary attributes listed above reaches zero, the character will die. He will not rest long, however. A short while later, the deceased will rise forth as a ghoul, ravenous for the flesh of the living. His Courage will be halved and Intellect reduced to 4, while his Might and Agility will remain the same. He will no longer recognize his former friends as anything other than food. The newly created ghoul may spawn other such horrific monsters in the same manner as the original ghoul.

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MUMMY

MIGHT 16 HEALTH 30

COURAGE 14 Reeling n/a

INTELLECT 14

AGILITY 10 Speed: 8

PERCEPTION 14* Toughness: 0 Attacks

Claw Attack Dice: 2 Damage: 2d6 carving + 2d6 fatigue Sand Devil Attack Dice: 4 Damage: 1d6 smashing

In life they were great kings, priests and magicians. In death, mummies had their organs removed, their corpses dried and wrapped, and then blessed with magical ointments so that they rise again in a thousand years.

Contrary to popular belief, only newly-awakened mummies are plodding, bandage-wrapped monstrosities. When mummies awaken after being in hibernation, their Intellect is 1. The only instinct they have is to kill to survive. Mummies have the ability to regain soul essence from anyone they kill.

After killing a person, a mummy’s Intellect raises by 1 until it reaches the level it was at during life. Soon after regaining their intelli- gence, mummies remove their wrappings to reveal their old – if not somewhat withered – bodies. Mummies then use their consider- able magical powers to regain their lost power and wealth.

A mummy’ claws both damage and tire their foes. Many mummies also give their victims horrible diseases. If a mummy is disease-ridden, the victim must make a Might roll after being wounded. If failed, one random attribute drops by a point for 1d6 weeks. Mummies can also summon small, man-sized sand storms, called Sand Devils, which they unleash upon their enemies.

Once unconscious or killed, a mummy’s victim is often used in some dark magical ceremony often involving sacrifice and torture. The purpose of these ceremonies is entirely up to the creativity of the mummy. Many involve the resurrection of dead gods or lost loves; others involve rebuilding ancient empires.

Most dreaded of the mummy’s arsenal is the “mummy’s curse.” Mummies can perform this curse on anyone they have seen. The curse involves complicated rituals and takes at 12 hours to perform. The curse instantly ages someone 1d6x10 years! Anyone who kills a mummy is automatically affected by the curse unless they make a Difficult Courage roll.

Because mummies are dried corpses, any fire attack automatically turns them into infernos (see p.83). Powerful mummies use mystic charms and amulets to protect them against fire.

SKELETON

MIGHT 9 HEALTH 29

COURAGE 20 Dismembered 58 (immune to Fatigue and Death Die) INTELLECT 1

AGILITY 9 Speed: 10

PERCEPTION 4 Toughness: 0 Attacks

Sword Slash Attack Dice: 2 Damage: 1d6+2 carving Expertise: Novice Spear Thrust Attack Dice: 2 Damage: 1d6+2 impaling Expertise: Novice

Eventually, even a zombie succumbs to the ravages of time. In due course, the remaining flesh rots away leaving behind the bare bones. Yet a final peace still escapes the unfortunate undead. His bones continue to serve as an animated skeleton.

Although somewhat weaker, the skeleton is more agile than the zombie. The skeleton makes a gruesome foe, as it must be shattered into pieces before it perishes. Due to their brittle bones, skeletons take double damage from Smashing attacks.

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VAMPIRE

MIGHT 18 HEALTH 32 COURAGE 14 Reeling 24 INTELLECT 12 AGILITY 12 Speed: 12 PERCEPTION 12 Toughness: 2 Attacks

Bite Attack Dice: 2 Damage: 1d6+1 carving

Bloodsuck Attack Dice: 3 Damage: 1d6 – armor does not protect; only after successful bite. Claw Attack Dice: 2 Damage: 2d6+1 smashing

The lords of the undead, vampires are immortals who must drink from the blood of the living to become stronger and more powerful. Vampires can pass for ordinary humans, though they look pale and gaunt. Their skin is always cold and clammy. Vampires who have just fed recently have a more lifelike appearance, with rosier, warmer skin.

As vampires age, they become stronger. Every 50 years of their un-life, they may raise an attribute by 1. As the vampire ages, however, his appearance becomes older and more grotesque. Extremely ancient vampires look more like withered and twisted monsters than humans. Only if they feed every day can vampires regain their appearance at the time of their death. Vampires must make a Courage roll to avoid feeding every night – the desire for blood is unquenchable.

During the day, vampires must rest in coffins – or other dark compartments. If the coffin contains the dirt of the vampire’s homeland, the vampire will heal all damage he sustained from the night before. Otherwise, given fresh blood supplies, vampires heal normally – 1 Health every day.

Vampires possess a wide variety of preternatural abilities. Vampires can turn into a wolf or a bat at will. They can also trans- form their bodies into a noxious mist, which is immune to all physical damage. Transforming takes 1d6 turns.

Vampires can control animals with ease. Rats, canines, cats, and even insects are under their command. Even humans aren’t totally immune to powerful vampires. If a mortal fails a Courage roll, a vampire can plant a suggestion in the mind of his victim. Vampires possess many unknowing servants.

Some ancient vampires have been known to fly through the air, or to suck blood while in mist form. Other stories tell of vampires able to ignite people and objects into infernos, and to cause their own bodies to turn to stone. Regardless of the truth of these legends, elder vampires always have vampiric and mortal servants that keep them safe when they are vulnerable.

Vampires can be injured with normal weapons, but they cannot go below Reeling unless the damage is due to sunlight or fire. Direct sunlight does 1d6 damage to vampires every turn, and a foggy day will still do 1d6-1 damage every turn. Vampires who are over five centuries old take no damage from sunlight or fire, though they can use none of their supernatural powers during the day. These predators should be feared like no other.

The only other way to kill a vampire is by driving a wooden stake through his heart and then decapitating him.

Holy water is also a good weapon against vampires. Any water blessed by a pure priest will do 1d6 of burning damage to a vampire. Similarly, garlic acts as a decent vampire repellent. Any vampire must make a Courage roll to approach a person or area laced with garlic.

There are a variety of other myths about vampires that may or may not be true. It is said that vampires cannot willfully cross running water, or enter a home without being invited first. Vampires also have no reflections in mirrors, and are unable to drink normal food and water, though the truth of any of these rumors is entirely up to the Runemaster.

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WRAITH

MIGHT 0 HEALTH 15 COURAGE 15 Reeling 11 INTELLECT 11 AGILITY 15 Speed: 12 PERCEPTION 15 Toughness: 0 Attacks

Icy Touch Attack Dice: 2 Damage: 3d6 Fatigue Terror Gaze Automatically causes a Terror Roll with a Surprise Die.

Wraiths are the ghosts of evil men and women who have been cursed with formless bodies. Unable to speak, though they can make horrible screeching noises, wraiths cannot affect the physical world in any way. They can, however, torture the minds of their victims.

Wraiths are translucent. Their glowing eyes are easily seen in dim lights, but seeing their bodies is very difficult and requires a Perception roll. Wraiths attack by touching their chilling hands on their victims, which drains Fatigue. Wraiths try to drain enough energy that the victim falls unconscious. Unconscious victims immediately age one year. The wraith will continue to keep the victim unconscious by continually draining Fatigue until they die from lack of nutrients and water.

Wraiths also enjoy driving men insane. To this end, they use their Terror Gaze, which reveals their evil soul to the victim. Killing a wraith is difficult. Normal weapons have no effect on wraiths. Silver and holy weapons, however, do full damage. Holy water blessed by a pure priest does 1d6 damage to a wraith. Once a wraith is “killed” it is banished from the world for a time. When banished, a wraith makes a Courage roll. If the roll is failed, the wraith is destroyed forever. Otherwise, the wraith materializes where he was banished in 1d6 days.

ZOMBIE

MIGHT 10 HEALTH 30

COURAGE 20 Dismembered 60 (immune to Fatigue and Death Die) INTELLECT 1

AGILITY 8 Speed: 6

PERCEPTION 4 Toughness: 1 Attacks

Claw Attack Dice: 2 Damage: 1d6-1

Rusty Sword Attack Dice: 2 Damage: 2d6 carving Expertise: Novice Severed Limb Attack Dice: 2 Damage: 1d6+2 smashing Expertise: Novice

Zombies are the unfortunate dead whose bodies have been reanimated by a necromancer. These rotting corpses are mindless killing machines that can only be stopped by dismembering them. Until then, they will ignore wounds that would cripple a living creature and continue relent- lessly pursuing their intended victims until completely incapacitated. They will obey their master’s command to any lengths, even if it results in their own destruction.

Heroes tell stories of masterless Zombies who prowl graveyards and villages looking to eat the internal organs of the living and the dead. Frighteningly enough, this has been documented by many travelers.

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BARTENDER / INNKEEPER

MIGHT 12 HEALTH 24 COURAGE 12 Reeling 18 INTELLECT 10 AGILITY 8 Speed: 8 PERCEPTION 10 Toughness: 0 Attacks

Club Smash Attack Dice: 2 Damage: 1d6+2 smashing Expertise: None Punch Attack Dice: 2 Damage: 1d6+1 smashing Expertise: None

He may have grown fat on success, but the bartender is accustomed to dealing with trouble-makers in his establishment. The host to many travelers, he is the eyes and ears of the community and the source of all rumor and gossip.

In document Runequest Slayers (Page 193-198)