Undead: Difference between revisions

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[[Category:Lineage]]
[[Category:Lineage]]
{{LineageInfobox|Height=Refer to base lineage|Weight=Refer to base lineage|Size=Refer to base lineage|Appearance=A decayed resemblance of base lineage|Base Speed=Refer to base lineage|Lifespan=<u>Maturity</u>: Refer to base lineage
<u>Lifespan</u>: Unknown}}


There are many ways to pass through the veil of death, but few to pass back. For time immemorial, intelligent mortals have sought ways to break the bonds of life for themselves or others. Whether by dark ritual, unrestricted science, or sheer power of will, these beings continue to exist on the fringes of the living world. The undead forever move with purpose and are often driven by that which could not be completed in life. Whether it be revenge, love, or works left unfinished, this goal shapes every action they make until it is completed and a new goal is discovered. Undead make unwavering companions and are often sought out for their knowledge of lore, history, or crafting. Though ghosts and spirits are classified as ‘undead’, the willpower needed to maintain a purely nonphysical form often requires that they remain bound to haunted structures or areas of land and so undead adventurers carry on with what remains of their original bodies.  
There are many ways to pass through the veil of death, but few to pass back. For time immemorial, intelligent mortals have sought ways to break the bonds of life for themselves or others. Whether by dark ritual, unrestricted science, or sheer power of will, these beings continue to exist on the fringes of the living world.
 
The undead forever move with purpose and are often driven by that which could not be completed in life. Whether it be revenge, love, or works left unfinished, this goal shapes every action they make until it is completed and a new goal is discovered. Undead make unwavering companions and are often sought out for their knowledge of lore, history, or crafting. Though ghosts and spirits are classified as ‘undead’, the willpower needed to maintain a purely nonphysical form often requires that they remain bound to haunted structures or areas of land and so undead adventurers carry on with what remains of their original bodies.  


==='''Undead in Society'''===
==='''Undead in Society'''===
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'''Appearance, Height, Weight, Size, and Speed:''' The Undead maintain the vague semblance of the body they had in life, though the nature of their animation may leave them in various states of decay.  Refer to the Memories of Life feature for your average height and weight, as well as your Size.
'''Appearance, Height, Weight, Size, and Speed:''' The Undead maintain the vague semblance of the body they had in life, though the nature of their animation may leave them in various states of decay.  Refer to the Memories of Life feature for your average height and weight, as well as your Size.


'''Lifespan:''' Undead tend to live as long as their physical form can sustain them, some for centuries or longer
'''Lifespan:''' Undead tend to live as long as their physical form can sustain them, some for centuries or longer.


=== '''Undead Features''' ===
=== '''Undead Features''' ===


==== '''Undead Starting Features''' ====
==== '''Undead Starting Features''' ====
At level 1 you gain the following features as an undead.
At level 1, you get the following features as an undead.
{| class="wikitable"
{| class="wikitable"
|+
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|-
|-
|'''Memories of life'''
|'''Memories of life'''
|You may choose one option from any other list of Lineage Abilites (not including a lineage's base Features) This represents your lineage before becoming an undead.  Such lineage ability cannot have Prerequisites.
|You may choose one option from any other list of Lineage Abilites (not including a lineage's base Features). This represents your lineage before becoming an undead.  Such lineage ability cannot have Prerequisites.
|}
|}


==== '''All Undead Features''' ====
==== '''All Undead Features''' ====
At 5th, 10th, 15th, 20th, 25th, and 29th levels, chose one option from the list below
You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the features below.
{| class="wikitable"
{| class="wikitable"
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|'''Captivating Gaze'''
|'''Captivating Gaze'''
|
|
|(CHA/Rest)  Your eyes now shine with a faint unholy light.  You may attempt to charm a non-undead huminoid with your hypnotic gaze.  To do so, make a CHA attack vs the WILL of a humanoid within 15 ft of you.  If you hit, then the humanoid is Charmed.  A Charmed humanoid views you as a dear friend and does anything thay can to obey a reasonable request.  This effect lasts for one hour or until the creature takes [[damage]].
|(CHA/Rest)  Your eyes now shine with a faint unholy light.  You may attempt to charm a non-undead huminoid with your hypnotic gaze.  To do so, make a CHA attack vs the WILL of a humanoid within 15 ft of you.  If you hit, then the humanoid is Charmed.  A Charmed humanoid views you as a dear friend and does anything they can to obey a reasonable request.  This effect lasts for one hour or until the creature takes [[damage]]. You regain all expended uses when you Take a Rest.  
|-
|-
|'''Captivating Gaze II'''
|'''Captivating Gaze II'''
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|'''Corpse Eater'''
|'''Corpse Eater'''
|
|
|(END/Rest)  By spending 3 AP, you may consume a portion of any non-undead humanoid and immediately regain hit points equal to your level.  Additionally, when you consuming a non-undead corpse, gain one memory tied to strong emotions from the humanoid's life, determined by the MC.
|(END/Rest)  By spending 3 AP, you may consume a portion of any non-undead humanoid and immediately regain hit points equal to your level.  Additionally, when you consuming a non-undead corpse, gain one memory tied to strong emotions from the humanoid's life, determined by the MC. You regain all expended uses when you Take a Rest.  
|-
|-
|'''Creature of the Night'''
|'''Creature of the Night'''
|
|
|(1/Rest)  Cats, Dogs, Horses, and other domesticated animals always treat you with hostility and fear.  However, you are never willingly attacked by Bats, Rats, and Wolves.  Provided that such creatures naturally live in the area, you may summon one monster from the choices below:
|(1/Rest)  Cats, Dogs, Horses, and other domesticated animals always treat you with hostility and fear.  However, you are never willingly attacked by Bats, Rats, and Wolves.  Provided that such creatures naturally live in the area, you may summon one monster from the choices below:
1 Swarm of Bats 1 Swarm of Rats 1 Wolf That monster is friendly towards you and your allies for one hour.  At the end of this time, the monster wanders away.
 
* 1 Swarm of Bats  
* 1 Swarm of Rats  
* 1 [[Wolf]]
 
That monster is friendly towards you and your allies for one hour.  At the end of this time, the monster wanders away.
|-
|-
|'''Creature of the Night II'''
|'''Creature of the Night II'''
|Creature of the Night
|Creature of the Night
|When you summon creatures, you may choose more powerful monsters, choosing from the original options or from:
|(1/Rest) When you summon creatures, you may choose more powerful monsters, choosing from the original options or from:
1 Dire Wolf 1 Dire Bat You can use this ability once, regaining all expended uses when you Take a Rest.
 
* 1 [[Dire Wolf]]
* 1 Dire Bat  
|-
|-
|'''Darkvision'''
|'''Darkvision'''
|
|
|You can see in darkness to a limit, even without any light sorce.  You cannot discern color while using your darkvision.  While using darkvision, you can see up to 30 dt, and then are blind beyond that point.
|You can see in darkness to a limit, even without any light sorce.  You cannot discern color while using your darkvision.  While using darkvision, you can see up to 30 ft, and then are blind beyond that point.
|-
|-
|'''Jolt of life'''
|'''Jolt of life'''
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|'''Jolt of Life II'''
|'''Jolt of Life II'''
|Jolt of Life
|Jolt of Life
|Regain your Jolt of life when you Recoup.
|Regain your Jolt of Life when you Recoup.
|-
|-
|'''Jolt of Life III'''
|'''Jolt of Life III'''

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