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Liberi Gothica: Reanimator
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==Reanimation== Reanimation: You have the power to use your slain foes as your allies. If you come across a dead corpse, you can animate it into some semblance of life. It becomes a mindless creature that follows your every command. Animating it costs a certain amount of Vitality, based on its size. It costs 1 Vitality to animate a creature of size -3 or less. For each size larger than that, it costs 2 more Vitality. Reanimation takes 1 minute. Whether it rises as a zombie or a skeleton depends on how old the corpse is. If a Reanimator is killed, all undead made because of her are destroyed. This includes ones not under her command at the time of her death. How many undead you can control at a time is based on the undead's Vitality, and your Charm. You can control a maximum of [2 times Charm] Vitality in undead. Zombie Life: 10 Vitality: 1 Attack: 4 Defense: 7 T: 3 A: 2 C: 0 K: 0 S: 2 Skills: none Attacks: Slam 1d4 Move speed: 10 feet Size: -3 Slow: Zombies only take 1 action per round. Swarm: When a group of zombies is attacking the same target, they can combine the attack into one attack roll. They get +1 to Attack and +1d4 damage for each zombie beyond the first. ---- Skeleton Life: 6 Vitality: 1 Attack: 6 Defense: 9 T: 2 A: 4 C: 0 K: 0 S: 2 Skills: none Attacks: Slam 1d4 Move speed: 10 feet Size: -3 Brittle: Skeletons do not get the usual +5 to Life. Swarm: When a group of skeletons is attacking the same target, they can combine the attack into one attack roll. They get +1 to Attack and +1d4 damage for each skeleton beyond the first. ---- Size changes: Life: +2 per size above -3. Vitality: +2 per size above -3. Toughness: +1 per 2 sizes above -3. Attack: +1 per 2 sizes above -3. Defense: +1 per 2 sizes above -3. Attack damage: Up to size -1: 1d4 damage. At size 0: 1d6 damage. +1d6 damage per 2 sizes above 0. Move speed: +5 feet per 2 sizes larger than -3. ---- Traits: Depending on what was animated, the creature might have additional abilities: >Wings: The creature can fly at half the speed it could in life. Skeletons can not fly. >Bite: The creature has a bite attack. This deals slam damage +1d6. >Fingers: The creature can make grapple checks. Its Grapple bonus is equal to its Attack value -3. If it gets a hold, it makes a bite attack every round as an action. If it doesn't have the Bite quality, these bites do Slam damage. >Quadruped: Speed is increased by 10 feet. >Claws: Its slam attacks do +1 damage. >Incomplete: You animated only part of a creature, like only a human hand, or just a mounted wolf's head. This creature is considered 2 sizes smaller than the creature it is from. --------------------- Reanimation costs 8 XP to learn. Reanimation Progressions: --2 XP: Living Dead: You can animate an additional [Charm] Vitality worth of undead. Each time you take this progression it costs 1 more XP. --2 XP: Mutation: You can spend an additional 2 Vitality when animating an undead to give it a special trait the base creature does not have. You can give it one extra trait for each time you take this quality. The additional Vitality spent this way is added to the undead's Vitality, and counts towards your control limit. --3 XP: Souls' Return: When one of your undead is destroyed, if you are within 20 feet you regain half of the Vitality it had. --2 XP: Tougher: Each undead you make has +2 Life. Each time you take this progression, it costs 1 more XP. --2 XP: Malevolent: Each undead you make gets +1 Attack. Each time you take this progression, it costs 1 more XP. --2 XP: Invincible: Each undead you make gets +1 Defense. Each time you take this progression, it costs 1 more XP. --4 XP: Supernatural Traits: Add one of the following traits to the list of traits you may add to a base undead with Mutation. It costs 4 Vitality to give an undead one of these traits. Requires Mutation. Chill of the Grave: The undead is cold to the touch, and the air around it is noticeably colder. When grappling, it deals 2d6 cold damage per round. When attacking, it deals +1d4 cold damage per hit. Cannot have Chill of the Grave and Fires of Hell on the same undead. Fires of Hell: The undead is perpetually on fire. Any undead with Fires of Hell becomes a skeleton. When grappling, it deals 2d6 fire damage per round. When attacking, it deals +1d4 fire damage per hit. Cannot have Fires of Hell and Chill of the Grave on the same undead. Regeneration: The undead regains 3 Life at the beginning of each round. It automatically regrows lost body parts over the course of 2 rounds. Can only be applied to a Zombie. Explosive Exit: When the undead is destroyed, it explodes in a burst of negative energy. Every living creature within 10 feet takes negative energy damage equal to half the Vitality of the undead. They may make an Endure check for half damage. Flight: The undead flies at a speed equal to its movement speed. Contagious: When this undead bites someone, they must make a Fortitude check every hour afterwards [if they are dead, they automatically fail these checks]. If they succeed on 2 in a row, they overcome the disease. If they fail 2 in a row, they become a zombie of their size, with the Contagious trait. Undead made in this way are not under your control, and simply rove around and attack any living creatures they come across. A contagious zombie transfers only the contagious trait. [[Category:Liberi Gothica]]
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