Wicked Ones - Undead Awakening 1.0 - Sheets - Callings

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UNDEAD AWAKENING BRAINS smarts, awareness, insight

scan / perceptively
Abomination A Terrifying
Shapeshifter
mutation
Mutation: When you gain essence, you also mark a point in your
tinker / cleverly mutation pool. You can spend mutations to: grow a temporary weapon
name (what humans call you) look with an edge (1pt) - permanently swap two action ratings (2pts) - gain a
trick / slyly temporary flex ability (3pts).

dark impulse: hunger - reverie - torment type: amalgam - demonic - elemental - fungal
preserved - otherworldy - rotten - skeletal MUSCLES strength, agility, speed Dark Link: Your mind link with other Awakened undead is powerful and
direct. You can spend essence to give an ally +1d on a roll. On a success, they
finesse / precisely can then give another ally +1d to an immediate follow-up action.
gear & anatomy stress
Essence Charge: In the chaotic aftermath, you feast. You gain an extra
when the clock is full, skulk / sneakily conquest move which can only be used to charge essence. Roll dice equal to
you go mindless.
smash / powerfully your rot. On a success, you and an ally gain essence. On a mixed, you gain
essence. On a failure you gain essence but must pay cost.
RESISTANCE ROLLS
failure: partial resist, take 3 stress Fodder: Your minions roll one final action when they are destroyed. On a
mixed: partial resist, take 2 stress GUTS personality, mettle, magic success, they are destroyed but regenerate or re-emerge almost immediately.
success: full resist, take 1 stress
critical: full resist, clear 1 stress horrify / (Humans) Infuse: When you subdue a living target, you can spend stress to hide yourself
within it. The target will regain consciousness with no memory, under the
supply & secretions RESISTING DESTRUCTION
failure: you are destroyed command / (Undead) GM’s control but manifesting one of your rot features. On your command, you
mixed: knocked out of the scene can burst forth from them and reappear, taking +1d on any follow-up action.
invoke / magically
defenses Mimicry: You can spend stress to alter your form to perfectly blend into an
environment or structure. If you have a moment to do this without being
exposed essence witnessed, your mimicry is undetectable without very good reason.

Š assist: give +effect, but open to consequence


Mind Drain: When you kill or subdue a living target, you may read the
Š go hard: trade +effect for -position thoughts of the victim and gain some insight. You can establish a fact or have
Š team up: take the highest result, but each pc the GM reveal a secret. When you or an ally first leverages this information,
notes with a mixed or failure takes stress. you take or they +1d.
Š dark bargain: trade +1d for a consequence
Š essence: take +1d on a roll
Overgrowth: Your reanimated form has returned as something more. You
gain two additional anatomy slots, a defense based on them, and one more
Š shock: take -1d on next roll, then clears secretion. Describe your twisted anatomy in gory detail.
Š exposed: take shock to all attributes, and
clears when all shock is clear Flexibility:
Š death knell: take a final action if you have a
dark heart left when you die.
Š go mindless: immediately compelled; abilities
used during this action cost no stress.

conquest moves domain rolls minion pack morale exposed raid plans rot
Š surge over the enemy, shambling horde at your roll the domain rating. Š infiltrate: sneak into a secure detail your rot below. after 4
command. risk it to empower this domain. +1d if empowered / -1d if threatened. location, avoiding detection until rot, you can’t be resurrected.
# job type their fate is sealed, then disappear
Š meddle with the fragile minds of the living,
failure: gm threatens a domain. without a trace.
manipulating them with fear and paranoia. risk it to actions upgrades
mixed: gm adds a defense. Š overrun: bring full force to bear,
empower the Horror domain. scan adept destroying or assimilating all who
success: remove a defense.
Š sew corruption in the land, empowering the domain tinker dormant stand against you.
with your guiding presence. risk it to spread dark critical: also, a domain is empowered Š strike: hit them where they are
or no longer threatened. trick equipped
power beyond your territory. vulnerable, attempting to avoid the
finesse expendable bulk of enemy defenses.
Š creep ahead to discover potential weaknesses within a
skulk oozing Š terrorize: indirectly torment
domain or reveal secret defenses. you always discover your foes to the point of madness,
some information, but at what cost? aftermath rolls smash ravenous
abandoning a strategic position or ADVANCEMENT
horrify twisted In place of xp, take an advancement
Š summon a permanent minion who will join you on 1d, 2d, 3d depending on the raid losing control of their forces.
raids or upgrade an existing one. command versatile Š unleash: summon a dark power, each time you gain a new dot of
invoke corrupt a holy relic, or awaken rot. you gain rot from the candle
Š incant a dark ritual for powerful magical effects or failure: candle ticked twice. gm
buried evils forgotten by time. burning away or from being
cursed items. special requirements must be fulfilled threatens a domain.
dark impulse: hunger - reverie - torment destroyed and resurrected.
based on the tier of the effect mixed: candle ticked once. gm adds a
Š Rot 2: You gain an advancement.
Š reflect a on the void. reveal a secret aspect of the secret defense. Š go in as zombies!: facing the enemy
Š Rot 3: You gain an advancement.
success: candle ticked once. pcs gain takes guts, the zombified kind. you
undead and choose a resurrection method: Š Rot 4: You gain two advancements.
essence and a conquest move. once again occupy zombie forms.
ritual summoning or zombie reawakening this can be applied to any plan,
critical: also, the candle isn’t ticked an advancement is your choice
allowing viciously clever schemes
at all! of an ability or an action dot.
which humans won’t expect.
UNDEAD AWAKENING BRAINS smarts, awareness, insight

scan / perceptively
Defiler A Putrid & Twisted
Crafter
Collector: Your supply is replaced by a collection of vile trophies kept on or
tinker / cleverly within your body. You can spend stress to find and corrupt a trophy, adding it
name (what humans call you) look to your collection. You may Tinker with a trophy to instantly summon minions
trick / slyly or craft concoctions. Take +1d to the roll if you permanently sacrifice a trophy.

dark impulse: hunger - reverie - torment type: amalgam - demonic - elemental - fungal Fetid Bile: Your secretions are repulsive to even the most willful mortals.
preserved - otherworldy - rotten - skeletal MUSCLES strength, agility, speed
On a success when wielding your supply or secretions, you take +1d to any
follow-up Horrify roll.
finesse / precisely
gear & anatomy stress
Gut Chamber: You gain an extra conquest move which can only be used to craft
when the clock is full, skulk / sneakily concoctions. You also gain a steady supply of a single tier 2 secreted concoction.
you go mindless.
smash / powerfully Overwatch: You maintain an eerie gaze on the battlefield, relaying dark
RESISTANCE ROLLS schemes to fellow undead. The first ally to act after an engagement roll takes
failure: partial resist, take 3 stress +1d to their roll. You also gain a defense against raid plans being disrupted.
mixed: partial resist, take 2 stress GUTS personality, mettle, magic
Rending Maw: Rows of vicious teeth and acidic bile await any who stray too
success: full resist, take 1 stress
critical: full resist, clear 1 stress horrify / (Humans) close. On a success when attacking in close combat, you can also (choose one):
hold them in your teeth - push nearby enemies back with viscera spray - spit
supply & secretions RESISTING DESTRUCTION
failure: you are destroyed command / (Undead) them at a nearby enemy.
mixed: knocked out of the scene
invoke / magically Sever: Parts of your body can detach and act on their own. When you take
defenses shock, you can spend stress to summon a temporary minion of your type. It
excels at all actions within that attribute, which you roll your own Command
exposed essence for. You roll 0d on anything else.
Skitter: Your form has mutated significantly, giving you a strange gait and
Š assist: give +effect, but open to consequence
Š go hard: trade +effect for -position
making you difficult to pin down. On a success when resisting enemy attacks,
Š team up: take the highest result, but each pc you can also (choose one): disappear to a hiding spot - lure them out - maneuver
notes with a mixed or failure takes stress. behind them.
Š dark bargain: trade +1d for a consequence
Š essence: take +1d on a roll Spore Bearer: Sometimes corruption is in the very air itself. When your
minions are destroyed, they explode into a cloud of lingering spores, causing
Š shock: take -1d on next roll, then clears an effect to any living caught within the cloud (choose one): blinding -
Š exposed: take shock to all attributes, and hallucinatory - necrotizing - sickening.
clears when all shock is clear
Š death knell: take a final action if you have a Flexibility:
dark heart left when you die.
Š go mindless: immediately compelled; abilities
used during this action cost no stress.

conquest moves domain rolls minion pack morale exposed raid plans rot
Š surge over the enemy, shambling horde at your roll the domain rating. Š infiltrate: sneak into a secure detail your rot below. after 4
command. risk it to empower this domain. +1d if empowered / -1d if threatened. location, avoiding detection until rot, you can’t be resurrected.
# job type their fate is sealed, then disappear
Š meddle with the fragile minds of the living,
failure: gm threatens a domain. without a trace.
manipulating them with fear and paranoia. risk it to actions upgrades
mixed: gm adds a defense. Š overrun: bring full force to bear,
empower the Horror domain. scan adept destroying or assimilating all who
success: remove a defense.
Š sew corruption in the land, empowering the domain tinker dormant stand against you.
with your guiding presence. risk it to spread dark critical: also, a domain is empowered Š strike: hit them where they are
or no longer threatened. trick equipped
power beyond your territory. vulnerable, attempting to avoid the
finesse expendable bulk of enemy defenses.
Š creep ahead to discover potential weaknesses within a
skulk oozing Š terrorize: indirectly torment
domain or reveal secret defenses. you always discover your foes to the point of madness,
some information, but at what cost? aftermath rolls smash ravenous
abandoning a strategic position or ADVANCEMENT
horrify twisted In place of xp, take an advancement
Š summon a permanent minion who will join you on 1d, 2d, 3d depending on the raid losing control of their forces.
raids or upgrade an existing one. command versatile Š unleash: summon a dark power, each time you gain a new dot of
invoke corrupt a holy relic, or awaken rot. you gain rot from the candle
Š incant a dark ritual for powerful magical effects or failure: candle ticked twice. gm
buried evils forgotten by time. burning away or from being
cursed items. special requirements must be fulfilled threatens a domain.
dark impulse: hunger - reverie - torment destroyed and resurrected.
based on the tier of the effect mixed: candle ticked once. gm adds a
Š Rot 2: You gain an advancement.
Š reflect a on the void. reveal a secret aspect of the secret defense. Š go in as zombies!: facing the enemy
Š Rot 3: You gain an advancement.
success: candle ticked once. pcs gain takes guts, the zombified kind. you
undead and choose a resurrection method: Š Rot 4: You gain two advancements.
essence and a conquest move. once again occupy zombie forms.
ritual summoning or zombie reawakening this can be applied to any plan,
critical: also, the candle isn’t ticked an advancement is your choice
allowing viciously clever schemes
at all! of an ability or an action dot.
which humans won’t expect.
UNDEAD AWAKENING BRAINS smarts, awareness, insight

scan / perceptively
Lich A Terrifying & Powerful
Necromancer
Dark Vessel: You are a conduit for the power that animates all undead. You
tinker / cleverly can spend stress to Invoke tier 2 and 3 spells. Your mastery allows you to take
name (what humans call you) look +1d on a spell if you also (choose one): cannot resist any consequences - engage
trick / slyly in resurrection - sacrifice a minion.

dark impulse: hunger - reverie - torment type: amalgam - demonic - elemental - fungal Behold Undeath: You have elevated raising minions to an art form - yours
preserved - otherworldy - rotten - skeletal MUSCLES strength, agility, speed
are especially terrifying. Minions you create take +1d to Horrify. What makes
your minions so scary?
finesse / precisely
gear & anatomy stress
Command Undead: You can spend stress or essence to give your minions
when the clock is full, skulk / sneakily +1d on their next roll. On a critical, they gain a temporary upgrade that
you go mindless. lasts until the end of the current raid. How do you invigorate them with your
smash / powerfully commands?
RESISTANCE ROLLS
failure: partial resist, take 3 stress Dark Warding: On a success when resisting magic, you also (choose one):
mixed: partial resist, take 2 stress GUTS personality, mettle, magic absorb the spell and clear stress - learn a secret about the caster’s power - reflect
success: full resist, take 1 stress the spell back at them.
critical: full resist, clear 1 stress horrify / (Humans)
Foul Harvest: When you would become exposed or destroyed, you can
supply & secretions RESISTING DESTRUCTION
failure: you are destroyed command / (Undead) designate a nearby minion to become exposed or destroyed instead. If they’re
mixed: knocked out of the scene destroyed in this way, you gain essence and they can perform a final action.
invoke / magically
defenses Grand Corruption: When you defeat a magical foe, you can corrupt and
sacrifice their magic focus to Invoke a tier 2 spell without spending stress.
exposed essence The spell is always a twisted version of the foe’s magic path. On a success, you
gain essence.
Š assist: give +effect, but open to consequence
Š go hard: trade +effect for -position
Reaping Strike: Your weapon gains an appropriate edge based on your
Š team up: take the highest result, but each pc type. On a success when striking down an enemy with it, you take +1d to an
notes with a mixed or failure takes stress. immediate follow-up spell.
Š dark bargain: trade +1d for a consequence
Š essence: take +1d on a roll Rise!: On a success on a summon or incant conquest move, the move is not
consumed. You also gain a conquest move which can only be used on one of
Š shock: take -1d on next roll, then clears these moves.
Š exposed: take shock to all attributes, and
clears when all shock is clear Flexibility:
Š death knell: take a final action if you have a
dark heart left when you die.
Š go mindless: immediately compelled; abilities
used during this action cost no stress.

conquest moves domain rolls minion pack morale exposed raid plans rot
Š surge over the enemy, shambling horde at your roll the domain rating. Š infiltrate: sneak into a secure detail your rot below. after 4
command. risk it to empower this domain. +1d if empowered / -1d if threatened. location, avoiding detection until rot, you can’t be resurrected.
# job type their fate is sealed, then disappear
Š meddle with the fragile minds of the living,
failure: gm threatens a domain. without a trace.
manipulating them with fear and paranoia. risk it to actions upgrades
mixed: gm adds a defense. Š overrun: bring full force to bear,
empower the Horror domain. scan adept destroying or assimilating all who
success: remove a defense.
Š sew corruption in the land, empowering the domain tinker dormant stand against you.
with your guiding presence. risk it to spread dark critical: also, a domain is empowered Š strike: hit them where they are
or no longer threatened. trick equipped
power beyond your territory. vulnerable, attempting to avoid the
finesse expendable bulk of enemy defenses.
Š creep ahead to discover potential weaknesses within a
skulk oozing Š terrorize: indirectly torment
domain or reveal secret defenses. you always discover your foes to the point of madness,
some information, but at what cost? aftermath rolls smash ravenous
abandoning a strategic position or ADVANCEMENT
horrify twisted In place of xp, take an advancement
Š summon a permanent minion who will join you on 1d, 2d, 3d depending on the raid losing control of their forces.
raids or upgrade an existing one. command versatile Š unleash: summon a dark power, each time you gain a new dot of
invoke corrupt a holy relic, or awaken rot. you gain rot from the candle
Š incant a dark ritual for powerful magical effects or failure: candle ticked twice. gm
buried evils forgotten by time. burning away or from being
cursed items. special requirements must be fulfilled threatens a domain.
dark impulse: hunger - reverie - torment destroyed and resurrected.
based on the tier of the effect mixed: candle ticked once. gm adds a
Š Rot 2: You gain an advancement.
Š reflect a on the void. reveal a secret aspect of the secret defense. Š go in as zombies!: facing the enemy
Š Rot 3: You gain an advancement.
success: candle ticked once. pcs gain takes guts, the zombified kind. you
undead and choose a resurrection method: Š Rot 4: You gain two advancements.
essence and a conquest move. once again occupy zombie forms.
ritual summoning or zombie reawakening this can be applied to any plan,
critical: also, the candle isn’t ticked an advancement is your choice
allowing viciously clever schemes
at all! of an ability or an action dot.
which humans won’t expect.
UNDEAD AWAKENING BRAINS smarts, awareness, insight

scan / perceptively
Lurker A Nightmare in
the Darkness
Predator: You mercilessly prey on the living! Gain an anatomy mutation
tinker / cleverly which grants special movement (choose one): burrowing - gliding - inhuman
name (what humans call you) look contortion - spider climb - unholy quickness. On a success when stalking or
trick / slyly taking down prey with your special movement, you regain essence spent on
the roll.
dark impulse: hunger - reverie - torment type: amalgam - demonic - elemental - fungal
preserved - otherworldy - rotten - skeletal MUSCLES strength, agility, speed
Brood: An unusual sort of nursery, your minion pack is immediately replaced
by a broodling which shares your movement mutation and has an additional
finesse / precisely upgrade of your choice. If destroyed, you can spend 1 stress to bring it forth
gear & anatomy stress
skulk / sneakily again from any suitable host.
when the clock is full,
you go mindless. Devious Intent: You gain an extra conquest move which can be used to
smash / powerfully scout ahead and sabotage enemy defenses, triggering on your cue. During a
RESISTANCE ROLLS raid, you can spend stress to flashback to sabotaging a second defense.
failure: partial resist, take 3 stress
mixed: partial resist, take 2 stress GUTS personality, mettle, magic Jump Scare: You wait until the last possible instant to launch your assault, for
success: full resist, take 1 stress max effectiveness. When you go hard while lying in wait to ambush someone,
critical: full resist, clear 1 stress horrify / (Humans) you take +1d on the roll. On a success, anyone nearby becomes terrified.
supply & secretions RESISTING DESTRUCTION Horror in the Dark: Sometimes the worst monsters are the ones you
failure: you are destroyed command / (Undead)
mixed: knocked out of the scene cannot see. On a success to avoid detection, you can also (choose one): learn
invoke / magically a secret about enemy tactics or defenses - maneuver unseen to a beneficial
defenses location - sow panic and fear in nearby enemies.

exposed essence Midnight Snack: When you kill or subdue a lone target, you can also (choose
one): defer suspicion to another cause - hide the body to prevent detection - leave
Š assist: give +effect, but open to consequence horrifying implications.
Š go hard: trade +effect for -position
Š team up: take the highest result, but each pc Smell Fear: A predator is always on the lookout for the weakest prey. You take
notes with a mixed or failure takes stress. +1d to detect or track a target which is afraid, injured, or panicked.
Š dark bargain: trade +1d for a consequence
Š essence: take +1d on a roll Venom: Your natural weaponry seethe with terrible substances. On a success
when attacking someone using these, you may apply a venom effect (choose
Š shock: take -1d on next roll, then clears one): necrotizing - paralyzing - paranoia - sickening.
Š exposed: take shock to all attributes, and
clears when all shock is clear Flexibility:
Š death knell: take a final action if you have a
dark heart left when you die.
Š go mindless: immediately compelled; abilities
used during this action cost no stress.

conquest moves domain rolls minion pack morale exposed raid plans rot
Š surge over the enemy, shambling horde at your roll the domain rating. Š infiltrate: sneak into a secure detail your rot below. after 4
command. risk it to empower this domain. +1d if empowered / -1d if threatened. location, avoiding detection until rot, you can’t be resurrected.
# job type their fate is sealed, then disappear
Š meddle with the fragile minds of the living,
failure: gm threatens a domain. without a trace.
manipulating them with fear and paranoia. risk it to actions upgrades
mixed: gm adds a defense. Š overrun: bring full force to bear,
empower the Horror domain. scan adept destroying or assimilating all who
success: remove a defense.
Š sew corruption in the land, empowering the domain tinker dormant stand against you.
with your guiding presence. risk it to spread dark critical: also, a domain is empowered Š strike: hit them where they are
or no longer threatened. trick equipped
power beyond your territory. vulnerable, attempting to avoid the
finesse expendable bulk of enemy defenses.
Š creep ahead to discover potential weaknesses within a
skulk oozing Š terrorize: indirectly torment
domain or reveal secret defenses. you always discover your foes to the point of madness,
some information, but at what cost? aftermath rolls smash ravenous
abandoning a strategic position or ADVANCEMENT
horrify twisted In place of xp, take an advancement
Š summon a permanent minion who will join you on 1d, 2d, 3d depending on the raid losing control of their forces.
raids or upgrade an existing one. command versatile Š unleash: summon a dark power, each time you gain a new dot of
invoke corrupt a holy relic, or awaken rot. you gain rot from the candle
Š incant a dark ritual for powerful magical effects or failure: candle ticked twice. gm
buried evils forgotten by time. burning away or from being
cursed items. special requirements must be fulfilled threatens a domain.
dark impulse: hunger - reverie - torment destroyed and resurrected.
based on the tier of the effect mixed: candle ticked once. gm adds a
Š Rot 2: You gain an advancement.
Š reflect a on the void. reveal a secret aspect of the secret defense. Š go in as zombies!: facing the enemy
Š Rot 3: You gain an advancement.
success: candle ticked once. pcs gain takes guts, the zombified kind. you
undead and choose a resurrection method: Š Rot 4: You gain two advancements.
essence and a conquest move. once again occupy zombie forms.
ritual summoning or zombie reawakening this can be applied to any plan,
critical: also, the candle isn’t ticked an advancement is your choice
allowing viciously clever schemes
at all! of an ability or an action dot.
which humans won’t expect.
UNDEAD AWAKENING BRAINS smarts, awareness, insight

scan / perceptively
Reaver An Unstoppable
Monstrosity
Frenzy: You can spend stress to take +1d on an aggressive physical action, but
tinker / cleverly you cannot resist any consequences from this roll. On a success, your frenzy
name (what humans call you) look continues and applies to any additional immediate follow-up action , likewise
trick / slyly continuing on a success. On a critical, you gain essence.

dark impulse: hunger - reverie - torment type: amalgam - demonic - elemental - fungal
preserved - otherworldy - rotten - skeletal MUSCLES strength, agility, speed Lead from the Front: You are hard to ignore, distracting foes and creating
openings for your allies. When you successfully charge into battle ahead of
finesse / precisely others, you can establish a fact about the battlefield or have the GM reveal a
gear & anatomy stress secret. When you or an ally first leverages this information, you or they take +1d.
when the clock is full, skulk / sneakily
you go mindless.
Meat Shield: When resisting physical harm, you take +1d and spend 1 less
smash / powerfully stress than normal.What part of your body absorbs the blow?
RESISTANCE ROLLS Nightmarish: You are truly terrifying to behold. After a succesful display
failure: partial resist, take 3 stress of violence, take +1d when you follow-up with Horrify. You also never lose
mixed: partial resist, take 2 stress GUTS personality, mettle, magic
effect due to the scale of your enemies when you Horrify.
success: full resist, take 1 stress
critical: full resist, clear 1 stress horrify / (Humans) Resurgence: After rolling with shock and clearing it, you take +1d to any
supply & secretions RESISTING DESTRUCTION follow-up action. Also, any time you become exposed, you gain essence.
failure: you are destroyed command / (Undead)
mixed: knocked out of the scene Scourge: You have a steady supply of a secreted tier 1 concoction of your
invoke / magically type. When you are exposed, this concoction becomes tier 2. Also, when
defenses performing a death knell, any action you take gains scale.

exposed essence Siege Weapon: You are living artillery. You can easily lift large objects or
minions. When throwing in this manner, you gain (choose one): increased
Š assist: give +effect, but open to consequence range and accuracy - increased force and power - a scattering spray. You may
Š go hard: trade +effect for -position also spend stress to choose an additional feature.
Š team up: take the highest result, but each pc
notes with a mixed or failure takes stress. Wrecking Ball: You take +1d when using your body to Smash structures,
Š dark bargain: trade +1d for a consequence objects, or terrain features. You also gain a defense against harm from
Š essence: take +1d on a roll
collapsing structures and terrain.

Š shock: take -1d on next roll, then clears Flexibility:


Š exposed: take shock to all attributes, and
clears when all shock is clear
Š death knell: take a final action if you have a
dark heart left when you die.
Š go mindless: immediately compelled; abilities
used during this action cost no stress.

conquest moves domain rolls minion pack morale exposed raid plans rot
Š surge over the enemy, shambling horde at your roll the domain rating. Š infiltrate: sneak into a secure detail your rot below. after 4
command. risk it to empower this domain. +1d if empowered / -1d if threatened. location, avoiding detection until rot, you can’t be resurrected.
# job type their fate is sealed, then disappear
Š meddle with the fragile minds of the living,
failure: gm threatens a domain. without a trace.
manipulating them with fear and paranoia. risk it to actions upgrades
mixed: gm adds a defense. Š overrun: bring full force to bear,
empower the Horror domain. scan adept destroying or assimilating all who
success: remove a defense.
Š sew corruption in the land, empowering the domain tinker dormant stand against you.
with your guiding presence. risk it to spread dark critical: also, a domain is empowered Š strike: hit them where they are
or no longer threatened. trick equipped
power beyond your territory. vulnerable, attempting to avoid the
finesse expendable bulk of enemy defenses.
Š creep ahead to discover potential weaknesses within a
skulk oozing Š terrorize: indirectly torment
domain or reveal secret defenses. you always discover your foes to the point of madness,
some information, but at what cost? aftermath rolls smash ravenous
abandoning a strategic position or ADVANCEMENT
horrify twisted In place of xp, take an advancement
Š summon a permanent minion who will join you on 1d, 2d, 3d depending on the raid losing control of their forces.
raids or upgrade an existing one. command versatile Š unleash: summon a dark power, each time you gain a new dot of
invoke corrupt a holy relic, or awaken rot. you gain rot from the candle
Š incant a dark ritual for powerful magical effects or failure: candle ticked twice. gm
buried evils forgotten by time. burning away or from being
cursed items. special requirements must be fulfilled threatens a domain.
dark impulse: hunger - reverie - torment destroyed and resurrected.
based on the tier of the effect mixed: candle ticked once. gm adds a
Š Rot 2: You gain an advancement.
Š reflect a on the void. reveal a secret aspect of the secret defense. Š go in as zombies!: facing the enemy
Š Rot 3: You gain an advancement.
success: candle ticked once. pcs gain takes guts, the zombified kind. you
undead and choose a resurrection method: Š Rot 4: You gain two advancements.
essence and a conquest move. once again occupy zombie forms.
ritual summoning or zombie reawakening this can be applied to any plan,
critical: also, the candle isn’t ticked an advancement is your choice
allowing viciously clever schemes
at all! of an ability or an action dot.
which humans won’t expect.
UNDEAD AWAKENING BRAINS smarts, awareness, insight

scan / perceptively
Revenant A Herald of
Doom & Vengeance
doom
Harbinger: You can spend stress to reveal dark secrets. Establish a
tinker / cleverly fact about a person or place in the world and take +1d on your first
name (what humans call you) look action against the target. When you bring them down, mark a point
trick / slyly of doom on your sheet. You can spend doom to immediately manifest
rituals, with the tier of the ritual equal to the amount of doom used.
dark impulse: hunger - reverie - torment type: amalgam - demonic - elemental - fungal
preserved - otherworldy - rotten - skeletal MUSCLES strength, agility, speed
Ancient Bulwark: You are adorned in cursed armor not seen in ages. On a
success when resisting an attack, the attacker (choose one): has their weapon
finesse / precisely
gear & anatomy stress destroyed - is affected by a tier 1 spell of your type - is terrified.
when the clock is full, skulk / sneakily Fallen Legion: You control a minion pack with the companion and expendable
you go mindless. upgrades, as well as one additional upgrade of your choice. You can spend stress
smash / powerfully to call them forth from the depths. How did this group follow you to their demise?
RESISTANCE ROLLS
failure: partial resist, take 3 stress Menace: You put the torment of others over your own safety. You take +1d when
mixed: partial resist, take 2 stress GUTS personality, mettle, magic you go hard to intimidate or terrify someone. On a critical, you clear 1 stress.
success: full resist, take 1 stress
critical: full resist, clear 1 stress horrify / (Humans) Nemesis: You can spend stress to force a target to engage you. You also take +1d
to resist moves from an engaged adventurer. Why does this hero despise you so?
supply & secretions RESISTING DESTRUCTION
failure: you are destroyed command / (Undead) Throne of Madness: You gain an extra conquest move which can only be
mixed: knocked out of the scene
invoke / magically used to whisper madness into the corrupt mind of a once great leader. As their
defenses condition worsens, you can establish a fact or ask the GM to reveal a secret.
During a raid, you can spend stress to whisper madness once more.
exposed essence
Unholy Weapon: Your weapon is possessed by a dark awareness. Choose
a tier 2 spell effect, on a success wielding this weapon, you can spend stress
Š assist: give +effect, but open to consequence
Š go hard: trade +effect for -position to release the effect, which is automatically successful. The weapon however
Š team up: take the highest result, but each pc has its own dark impulse (choose one): bigmouth - cruel - deranged - fickle -
notes with a mixed or failure takes stress. obsessed - paranoid - reckless - vengeful.
Š dark bargain: trade +1d for a consequence
Š essence: take +1d on a roll Vengeful Demise: When you are slain by a foe, you can always perform
a death knell regardless of remaining essence. If you target the one who
Š shock: take -1d on next roll, then clears destroyed you, you take +1d to the roll. In addition, your death empowers a
Š exposed: take shock to all attributes, and domain of your choice and immediately activates one of its abilities.
clears when all shock is clear
Š death knell: take a final action if you have a Flexibility:
dark heart left when you die.
Š go mindless: immediately compelled; abilities
used during this action cost no stress.

conquest moves domain rolls minion pack morale exposed raid plans rot
Š surge over the enemy, shambling horde at your roll the domain rating. Š infiltrate: sneak into a secure detail your rot below. after 4
command. risk it to empower this domain. +1d if empowered / -1d if threatened. location, avoiding detection until rot, you can’t be resurrected.
# job type their fate is sealed, then disappear
Š meddle with the fragile minds of the living,
failure: gm threatens a domain. without a trace.
manipulating them with fear and paranoia. risk it to actions upgrades
mixed: gm adds a defense. Š overrun: bring full force to bear,
empower the Horror domain. scan adept destroying or assimilating all who
success: remove a defense.
Š sew corruption in the land, empowering the domain tinker dormant stand against you.
with your guiding presence. risk it to spread dark critical: also, a domain is empowered Š strike: hit them where they are
or no longer threatened. trick equipped
power beyond your territory. vulnerable, attempting to avoid the
finesse expendable bulk of enemy defenses.
Š creep ahead to discover potential weaknesses within a
skulk oozing Š terrorize: indirectly torment
domain or reveal secret defenses. you always discover your foes to the point of madness,
some information, but at what cost? aftermath rolls smash ravenous
abandoning a strategic position or ADVANCEMENT
horrify twisted In place of xp, take an advancement
Š summon a permanent minion who will join you on 1d, 2d, 3d depending on the raid losing control of their forces.
raids or upgrade an existing one. command versatile Š unleash: summon a dark power, each time you gain a new dot of
invoke corrupt a holy relic, or awaken rot. you gain rot from the candle
Š incant a dark ritual for powerful magical effects or failure: candle ticked twice. gm
buried evils forgotten by time. burning away or from being
cursed items. special requirements must be fulfilled threatens a domain.
dark impulse: hunger - reverie - torment destroyed and resurrected.
based on the tier of the effect mixed: candle ticked once. gm adds a
Š Rot 2: You gain an advancement.
Š reflect a on the void. reveal a secret aspect of the secret defense. Š go in as zombies!: facing the enemy
Š Rot 3: You gain an advancement.
success: candle ticked once. pcs gain takes guts, the zombified kind. you
undead and choose a resurrection method: Š Rot 4: You gain two advancements.
essence and a conquest move. once again occupy zombie forms.
ritual summoning or zombie reawakening this can be applied to any plan,
critical: also, the candle isn’t ticked an advancement is your choice
allowing viciously clever schemes
at all! of an ability or an action dot.
which humans won’t expect.
UNDEAD AWAKENING host
Hivemind
exposed host adventurer exposed host
AParasitic & Infectious
Sentience
exposed

name (what humans call you)


# job rot # job rot # job rot

actions upgrades actions upgrades actions upgrades


dark impulse: hunger - reverie - torment scan adept scan adept scan adept
tinker dormant tinker dormant tinker dormant
trick equipped trick equipped trick equipped
look finesse oozing finesse oozing finesse oozing
skulk ravenous skulk ravenous skulk ravenous
smash twisted smash twisted smash twisted
type: amalgam - demonic - elemental - fungal horrify versatile horrify versatile horrify versatile
preserved - otherworldy - rotten - skeletal command command command
invoke invoke invoke

stress essence dark impulse: hunger - reverie - torment dark impulse: hunger - reverie - torment dark impulse: hunger - reverie - torment
when the clock is full,
you go mindless.
shared across hosts
RESISTANCE ROLLS
ALTERING ROLLS
failure: partial resist, take 3 stress Š assist
mixed: partial resist, take 2 stress Š go hard
success: full resist, take 1 stress Š team up adventurer tier rampage pool
critical: full resist, clear 1 stress Š dark bargain
Š essence SINISTER FORM MASTERMIND FORM RAMPAGE FORM
RESISTING DESTRUCTION Š exposed
failure: you are destroyed Š death knell
mixed: knocked out of the scene Š go mindless A swarming and shifting amalgam, overlooked but The most malicious hiveminds are known as Masterminds, The hive concentrates its power and evolves into a massive,
omnipresent and driven by dark ambition to control zombie able to reanimate and control a powerful human host. unstable monstrosity capable of wreaking havoc as it
hosts. While in this form, your power is spread evenly across To shift into mastermind form, create a host from a slain obliterates itself.
your hosts and you can quickly create new ones as follows: adventurer. While in mastermind form your power is Š Sacrifice all hosts to create your RAMPAGE pool, taking
hivemind traits Š You can spend stress to create a new zombie host under focused toward one powerful host, which leads the others. +3d for an adventurer host, +2d for a host with an
your control within the scene. Describe the emergence Š When created, the mastermind host gains some of the upgrade, and +1d for a normal host.
Multitudes: In place of action ratings, you reanimate and of the new minion and the source of corruption which following features (choose 1 per tier of target): a 3 dot
control up to three special minion packs called hosts which allowed your form to manifest here. action - gear and a defense - an ability from another While in this form you have scale, and a rampage dice pool
exhibit their own rot feature and gain your type. Š When a host you control kills an appropriate target, you calling - each PC gains essence. functions in place of all host actions. You have only one
Essence Capacity: You can store one additional essence may expand into them and immediately create a new Š When this powerful host kills an appropriate target, you action: RAMPAGE, and you roll your pool to determine its
and may transfer it freely between hosts. Hosts do not have host or replace one of your current ones. At this time, can immediately create a new host with an upgrade of results. Each roll, take the highest result as usual, but also
minion morale, but can accept compels to gain essence for you can also spend stress to add a minion upgrade to your choice or replace a current one. remove any dice with failure results from the pool. On a
the hive. Stress is also shared across hosts, which may be any host. critical, add one to the pool. When you have zero dice in the
spent to resist or activate an ability. pool, the rampage ends and you revert to Sinister Form.
Primal Forms: You grow in mass and power by spreading
your awareness into rotting hosts. As the hive develops, you
rapidly evolve and shift between three primal forms. Each offers
specific advantages, allowing the hive to focus on a particular flex abilities host upgrades conquest moves
strategy or you can move freely between forms depending on
the circumstances. Only one primal form may be active at a time. Š adept: Your minions can cast a single tier 2 spell once Š surge over the enemy, shambling horde at your
If all of the hivemind’s hosts are destroyed, you always revert to per cycle. They take -1d on this as normal, but don’t have command. risk it to empower this domain.
sinister form. to pay stress. Š meddle with the fragile minds of the living, manipulating
Essence Feedback: Due to the strong mindlink which connects Š dormant: Your minions have a passive appearance at
the hosts, consequences or compels may transfer through one them with fear and paranoia. risk it to empower the
first, allowing them to appear human or go unnoticed at a
into the others, affecting the whole hive. A Hivemind which has casual glance. Horror domain.
become mindless begins to lose control over its hosts, as each Š equipped: Your minions gain a defense of your choice Š sew corruption in the land, empowering the domain with
one is compelled by its undead impulses. from their gear or anatomy. your guiding presence. risk it to spread dark power beyond
Parasite: If all hosts are destroyed, the Hivemind is vulnerable, Š oozing: Your minions have 1 secretion slot which can be your territory.
reverting to its Sinister Form. The Hivemind does not suffer used to produce a substance of their type or access your
Š creep ahead to discover potential weaknesses within a
rot and, if destroyed, will always re-emerge somewhere in the supply.
Š ravenous: If your minions succeed at killing a living foe domain or reveal secret defenses. you always discover some
scene, a little piece always managing to survive.
they may recover. information, but at what cost?
Primal Evolution: Amorphous, sinister, and adaptable, the
Hivemind gains power as the undead scourge is spread. Begin Š twisted: Once per cycle, your minions may mutate Š summon a permanent minion who will join you on raids
with one flex ability and unlock a new one when you gain a their form, rearranging their action ratings. The changes or upgrade an existing one.
Candle advancement. Abilities may be applied freely to any host remain permanent until they mutate again. Š incant a dark ritual for powerful magical effects or
in the hive. Š versatile: Your minions have another primary (2d) and
cursed items. special requirements must be fulfilled based
two more secondary (1d) actions.
on the tier of the effect.
※ hosts cannot be given the expendalbe upgrade ※ hiveminds do not need the reflect conquest move.

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