[Creature] Revenants

Discussion of GMing 1879. Warning: Here there be spoilers!
Post Reply
Slimcreeper
Posts: 590
Joined: Mon Nov 28, 2016 11:44 pm

[Creature] Revenants

Post by Slimcreeper » Mon Apr 16, 2018 12:06 pm

These are loosely based on Earthdawn's Cadavermen. I imagine them being more common in the catacombs of Paris.

Revenant
The dead are rattling in their safety coffins these days. Now, the vast majority of the dead are considerate enough to stay that way, but a number rise as Revenant, ravenous and evil creatures. Revenant are corpses that decompose extremely slowly and are animated by dark magical energy that ties their spirit to their bodies after death. All of the conditions that can lead a body to rise as a revenant are not fully understood. Some that die in a place associated with a particularly roiled part of the Astral Realm might rise again. Some are raised through evil magical rituals. Others seem to have no other common thread other than meanness and strength of will in life. They are nocturnal - more than nocturnal. During the hours between sunrise and sunset they fall insensate, and cannot be distinguished from normal cadavers except through magical means. During the day, they may be destroyed with ease, although it may be difficult to explain the reason to the cemetery watchman. There are two broad categories of Revenant, Ghoulies and Draugs.

Ghoulies

Ghoulies are extremely stupid, though aggressive and strong and given to terrible rages when hurt. They are territorial, but will not attack other Ghoulies that died in the same area. They must consume a living animal to repair damage to their bodies and ward off decomposition. They have little or no language, but can be communicated with Spirit Talk or similar abilities. Their overriding motivation is to get more food. They do have some instinct of self preservation, but will never flee a battle because of fear. In some cases they may act as servants for dark magicians or more powerful evil creatures, such as the Draug.

DEX: 5 Initiative: 5 Unconsciousness: NA
STR: 6 Physical Defense: 9 Death Rating: 52
TOU: 7 Mystic Defense: 6 Wound Threshold: 10
PER: 3 Social Defense: 6 Knockdown: 8
WIL: 6 Physical Armor: 0 Recovery Tests: 2, Special
CHA: 4 Mystic Armor: 3
Movement: 10
Actions: 1; Claws (Attack 10, Damage 12)
Powers:
Cannibal Feast: In order to use a Recovery test, a Ghoulie must consume part or all of a dying person. This takes at least 5 rounds. In order to ward off decomposition, it must consume at least one living animal per week.

Enhanced Olfactory Sense (5): Ghoulies receive +5 on tests to detect the scent of living things.

Fury: Pain drives a Ghoulie to further aggression, rather than hampering it. Instead of taking Wound Penalties, it receives a bonus to all actions for each Wound after the first.

Immune to Fear: Fear triggers Rage.

Nocturnal Life: Between the hours of sunrise and sunset, they collapse, unconscious, whether or not they can see the sun. It is impossible to tell they are anything other than corpses without using magical means.

Rage: Whenever a Ghoulie is subjected to a Fear effect or takes a Wound, it flies into a Rage and can take an additional 3 attacks each round. It can take no other actions other than claw attacks and moving into position to make claw attacks. It will always attack whoever attacked it last.

Draug

Draug, named after the creatures from Nordic mythology, are more dangerous types of Revenants. They retain their intelligence and memories, but feel only pain and rage. The longer they survive as Draug, the larger and stronger they become. Druag have been known to injure themselves in order to provoke themselves into a rage.

DEX: 7 Initiative: 5 Unconsciousness: NA
STR: 9 Physical Defense: 9 Death Rating: 52
TOU: 7 Mystic Defense: 9 Wound Threshold: 10
PER: 5 Social Defense: 8 Knockdown: 8
WIL: 6 Physical Armor: 0 Recovery Tests: 2, Special
CHA: 4 Mystic Armor: 3
Movement: 10
Actions: 1; Unarmed or by Weapon (Attack 12).
Powers:
Astral Sight (3)

Fury: Pain drives a Druag to further aggression, rather than hampering it. Instead of taking Wound Penalties, it receives a bonus to all actions for each Wound after the first.

Immune to Fear: Fear triggers Rage.

Rage: Whenever a Druag is subjected to a Fear effect or takes a Wound, it flies into a Rage and can take an additional 3 attacks each round. It can take no other actions other than close combat attacks and moving into position to make close combat attacks. It will always attack whoever attacked it last.

Cannibal Feast: In order to use a Recovery test, a Draug must consume part or all of a dying person. This takes at least 5 rounds. In order to ward off decomposition, it must consume at least one living animal per week.

Glutton’s Might (5): If a fully-healed Druag uses Cannibal Feast, it receives a +1 bonus to Strength and Toughness-based tests, including Knockdown and Damage tests. It also receives a bonus equal to it’s Glutton’s Might rank to its Death Rating. Its mass increases by the mass of the person it consumes. It can use this power a number of times equal to its rank, meaning it can have a total bonus of +5 to Strength and Toughness-based tests and +25 to its Death Rating. The bonuses last for one week after the Druag last used Cannibal Feast or Glutton’s Might.

Nocturnal Life: Between the hours of sunrise and sunset, they collapse, unconscious, whether or not they can see the sun. It is impossible to tell they are anything other than corpses without using magical means, although after using Glutton's Might they may appear unnaturally large.

Spirit Talk (3)

Post Reply