Revenant



 

1. Basic Info

Alignment: evil

Moral Points: -35

Build: medium

Habitat: Zombies can be found in graveyards, ruins, and out in the wilderness but only at night.

Appearance: Walking human corpses in various stages of decay.

Runic Element: Earth

Runic Element Information:

  • Effects on Magic Damage: Double magic power for magic attacks done against those of the air element.
  • Effects on Magic Defense: 20% chance for immunity to earth and air magic attacks.
  • Supportive Effects: 20% chance to decrease physical damages by half.

2. Stats

Vital Stats

Stat Name Current Full Modifiers
 HP 100 100  
 SA 62 62  
 EP 110 110  

Armor Stats

Stat Name Current Full Modifiers
 PR% 43 43  
 Magic Protection
MR%

Earth:  5   Air:  30   Water: 7    Fire:  0

   
Absorb Earth: 0   Air:  13   Water: 0    Fire:  0    
 Block 0    
 Defense 40    

Main Stats

Stat Name Stat Modifiers
Fortitude 50  
Resist 45  
Resilience 5  
Speed 31  
Evade 36  
Aim 41  
Mental 31  
Perceive 26  
Focus 21  
Strength 55  
Carry 185  
Lift 62  
Luck 31  
Saving Grace 11  
Fortune 36  
Will 31  
Influence 21  
Self Control 21  

Secondary Stats

Stat Name Stat Modifiers
Move Rates World:  3
Area: 30
Battle:  6
 
Area Ranges Throw:  5
Jump:  3
Leap:  5
 
Battle Ranges Throw:  10
Jump:    6
Leap:     10
 
Actions Attack:  1
Defense:  1
Support:  1
Magic:  1
 
Initiative 3 -5
Offense Melee:  5
Throw:  7
Bow:  3
Critical:  36
Melee:  +20
Magic Stats

Runic Energy:  3
Runic Soul:   6
Runic Spirit:  3 
Critical:  36

 

Equipped Armor

Location Item PR% Weight Magic Protection & Other Information
Arms Leather Bracers 4 1 2 Earth, 4 Air,  3 Water
Helmet Leather Cap 3 0.5 2 Earth,  4 Air,  3 Water
Over Garment Leather Cape 7 1.5 1 Earth,  1 Air,  1 Water
Body Gold Chainmail 29 25 MR%: 25 AIR;  Absorb:  13 Air
TOTAL ARMOR VALUES 43 28 MR%:  5 Earth,  30 Air,  7 Water
Absorb:  13 Air

3. Combat Notes

Zombies have no free will or rational thought. They are basically savage and aggressive and will attack anything that comes in their path, even other zombies.

Zombies shuffle slowly forward. They are incapable of using weapons. They attack clumsily and often bite whether such was a common attack for them before in their past life or not. You may encounter anywhere from one zombie to twenty zombies, even more if the GM desires.

Skills

Skill Effect Stat & Action Cost Range & Area Duration Skill Mastery
Punch With this skill you kick the target to the front of you doing Melee Power +7 damage. This skill also allows you to make a strength check to attempt to knock the target out for 1 round. 3 EP;
1 attack
1 hex forward affecting 1 target instant 75
Block This is a basic defensive skill which allows you to block a hit. You can only block a hit with a weapon, shield, or arm armor and must choose with which to block with.  5 EP;
1 defense
self instant 50
Hit Recovery 20% chance that the hit to the ghoul restores by the damage amount instead of damages, only works with physical attacks. +10% per Tier Level past Tier 1
Shape Shift Take the appearance of whatever its facing by spending 10 SA and 1 support action. That form becomes its form until it shape shifts again. Ghouls & Revenants Only
Knowledge Absorb Gain all of the target's skills, spells, memories, and abilities upon eating the target. Must be shape shifted into target for this to work. Once shape shifted into another target, those skills and abilities are lost. Ghouls & Revenants Only

 

4. Spoils

2d20 worth of Duram: You may loot the body for 2d20 worth of duram. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much duram the target has by rolling 2d20. Then on a successful pick pocket or steal you will roll the percent dice again, getting a percentage of the target's money. +1d20 per tier level
Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.

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Rotten Flesh A ½ a pound of flesh from a rotting zombie
  1. Doubles Weight Carried for 1d10 hours (requires Create Better Potions or better);
  2. Inflicts Disease;
  3. HP Poison of 1d4 HP per round
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