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after_walkers

AFTER WALKERS

When a corpse of a person who has died filled with hatred and desire for revenge is buried in unconsecrated ground, the spirit can re-occupy the body and walk again as an undead instrument of vengeance and destruction. Unlike most undead, Afterwalkers are not created by blasphemous magic or demonic possession. When a person of strong will dies, and is not buried in a grave blessed by Holy Mother Church, his spirit may re-possess its own body, rise up to walk again in order to complete some unfinished business. Like Guardian Corpses, the Afterwalker is powered by Spiritual Energy alone and has no vital organs, so is immune to piercing attacks and must be chopped or bashed to bits to kill. Likewise, Afterwlakers never need check morale, as they have no love of their undead existence, and merely wish to keep moving forward toward their goal. If the task the Afterwalker seeks to complete serves the powers of Chaos, or is particularly cruel or unwarranted, it may count as “Evil”, but that is on a case by case basis.

PC's Becoming Afterwalkers: if a PC fails in a quest, and is not buried in a consecrated grave, he may wish to return as an afterwalker. Assign a chance equal to his Charisma or Wisdom score, whichever is higher, expressed as a percentage. If successful, he rises a a 4HD afterwalker if he is level 6 or less, as a 7 HD afterwalker is he is level 7-9, or a 10 HD afterwalker if he is level 10 or higher. He must move directly to complete the one task left unfinished, and possesses no other powers he had in life apart from the Afterwalker stats below.

AFTERWALKER (4 HD Brute)

  • AC: 14 HD 4 HP 17
  • Resistance: 14;
  • Mods: W 0/N+4/S+6
  • Speed: 30'
  • Morale: XX
  • Stealth 0, Perception 0
  • Attack, Melee: +4; Damage: 2d6 bludgeoning (fists)
  • Undead (sometimes Evil)
  • Immune to Piercing Attacks
  • Immune to Charms, Sleep, Hypnosis, Poison
  • Terror: human NPC's must roll morale when encountering them
  • S+6, D 0, C+6, I 0,W+4,Ch+4

GREATER AFTERWALKER (7 HD Brute)

  • AC: 15 HD 7 HP 29
  • Resistance: 15;
  • Mods: W +1/N+5/S+9
  • Speed: 30'
  • Morale: XX
  • Stealth +1, Perception +1
  • Attack, Melee: +5; Damage: 2d12 bludgeoning (fists)
  • Undead (sometimes Evil)
  • Immune to Piercing Attacks
  • Immune to Charms, Sleep, Hypnosis, Poison
  • Terror: human NPC's must roll morale when encountering them
  • S+9, D +1, C+9, I +1,W+5,Ch+5

MIGHTY AFTERWALKER (10 HD Brute)

  • AC: 17 HD 10 HP 41
  • Resistance: 17;
  • Mods: W +3/N+7/S+12
  • Speed: 30'
  • Morale: XX
  • Stealth +3, Perception +3
  • Attack, Melee: +7; Damage: 3d8+2 bludgeoning (fists)
  • Undead (sometimes Evil)
  • Immune to Piercing Attacks
  • Immune to Charms, Sleep, Hypnosis, Poison
  • Terror: human NPC's must roll morale when encountering them
  • S+12, D +3, C+12, I +3,W+7,Ch+7
after_walkers.txt · Last modified: 2020/01/23 19:36 by dave