Undead Specification

The Walking Dead

Corporeal Undead

Undead Level ("UL"):

If created: Base Level of victim (The Base Level of a Target body is its Level when it died.  If Undead with souls (such as the Walking Dead) are created from the bodies of multi-class adventurers, their Base Level is the square root of the sum of the squares of all their Levels that count towards Saving Level.)

If encountered, typically 1 to 12

Typical Number Encountered: 2d6

Alignment: E/C

Description: a walking corpse, sometimes with mutations (for example, fishy attributes such as shells, tentacles and fins, or tails) smell of a pickled corpse (DL-3 to Scent / DL3 to Mask Smell), sometimes with armour and weapons

Habitat: as appropriate for how they became Walking Dead (e.g. Davy Jones's Drowned Men may be encountered in, on or around the seas, especially in Madness), but will not go out in LI >2

Language: as per victim

Chars: all as per victim -2

Movement:

Rate Melee Travelling
Shuffle 2 ft/sec 1 mph
Stagger 4 ft/sec 2.5 mph
Shamble 6 ft/sec 4 mph
Hurtle 8 ft/sec n/a

Fighter Abilities:

UL/3, FRU AMR    D = 25 + (5UL) %    RD = 5 + (5UL) %    5UL HP

Attack Modes:

Punch @ A = 10UL %, DAM = 2d4

Weapon @ A = 8UL%, DAM as per Weapon

May use Shields @ S = 15 - UL

HitLoc Table:

As per victim: use 1 to 100 for Undead People.

Tentacles (if applicable):

Tail (if applicable):

ADS:

HitLoc Area

1 2 3 4 5 6 7 8 9 0

Head

4 1 0 0 0 0 0 0 1 4

Arms

4 1 0 0 0 0 0 0 1 4
Tentacles 2 1 1 1 1 1 1 1 1 2

Chest

2 1 0 0 0 0 0 0 1 2

Abdomen

1 1 0 0 0 0 0 0 1 1
Legs 4 1 0 0 0 0 0 0 1 4

Tail

4 1 0 0 0 0 0 0 1 4

May also wear Armour.

Effects of Damage:

100% General Damage kills, cannot go unconscious.

Hit Loc Area

%age HP Damage taken

Effects

Head

 

15% no effect
30% Decapitation, carries on fighting *

Arms (each)

 

 

20% no effect
40% Arm Crippled
60% Arm Severed
Tentacles (if applicable) 20% no effect
40% Tentacle Crippled
60% Tentacle Severed

Chest

 

80% no effect
160% cut in two, pieces carry on fighting *

Abdomen

 

60% no effect
120% cut in two, pieces carry on fighting *

Legs (each)

 

 

25% no effect
50% Leg Crippled, falls over
75% Leg Severed

Tail (if applicable)

25% no effect

 

50% Tail Crippled

 

75% Tail Severed

* two such results kill it

Thievish Abilities: as per victim, but with the results of Chars -2

Other Abilities / Powers / Notes:

  1. The Walking Dead are souls trapped in their dead / mutated bodies.  This can occur in a number of ways, often when Beings die physically trapped in certain infamous places in Nightmare and Madness.  For example, sailors who drown at sea in Despair may sink down into Davy Jones's Locker, where their souls become trapped in their drowned bodies and they carouse endlessly - until Davy Jones sends them on some Mission in, on or around the seas.
  2. The place and means where the Walking Dead are trapped may cause their bodies to mutate.  For example, Davy Jones's Drowned Men develop fishy attributes.
  3. See the General Notes on the Undead.
  4. The Walking Dead retain their original Magic-Using abilities (at their full original Levels).  They can Cast Charmer or Enchanter Spells, but are unable to establish a Charm Link or to benefit from Healing or Regeneration effects.  They can use Druidic Powers. They only Roll 2d6 on Charmer, Enchanter, Illusionist or Druidic Spells, as the Spirits of Life despise them.  KOROS will not accept their Faith.
  5. The Walking Dead  retain the Senses (and NVR) of their bodies, though these may be affected by rotting of the relevant body parts.  They have a Normal Visual Range of +2 to -2 as per Orcs, and can therefore see at Sg/2 in LI3 daylight and are unable to see at all in direct sunlight.  They avoid Light (especially of LI >2), but are not stopped by it.
  6. They have Detect Life as an innate ability (so Thievish hiding is useless against them).
  7. Undead hunger after life, and will attack living things, preferring those closest to their own species before being made Undead, and those with the highest At.
  8. Resistant to Nightmare and Madness.  Can walk Dreams and Madness, and can Dream, but are not vulnerable to Nightmare and Madness Effects.  They do not take minuses to Spells from being in Madness.

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