Undead Origins

Voadam

Legend
The Headless Horseman
Dungeon Crawl Classics RPG
Headless Horseman: A hag of an evil coven had responded to the dying curse. She took Aennwyn by surprise, and tricked Wulffhard by magic on his arrival. With the two lovers bound by magic sleep, she started to proceed with a spell of her own: She began to reanimate the body of Urgmer, to make him the true headless horseman.
 

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Voadam

Legend
Twisted Menagerie Manual
Dungeon Crawl Classics
Autogiest: Deep in the wastelands lie a multitude of corpses wrapped in rusting caskets of twisted chrome and faux-leather upholstery. From these mass graves of crushed hopes and unquenched road rage rises a horror that all wastelanders fear, the dread autogiest.
The fiend is a conglomerate spirit of those who have died in violent car wrecks that have joined together to punish the living. By itself, the autogiest is a shapeless, glowing red mist that drifts against the wind. It cannot be harmed by mundane means or interact with anything in this form. Once it finds a suitable vehicle to inhabit, usually one of Keeper quality or better, its reign of terror as an unholy juggernaut begins.
Keeper Large Car Autogiest: ?
Minion Vehicle: Autogeist Animate Minions power.
Blast Shade: Often mistaken for harmless “nuclear shadows” from the Great Cataclysm when holding still, these angry spirits are born from unfulfilled desires shattered by an early death at the hands of an atomic level explosion. The embittered soul reanimates the scorched shadow remnants of their body to torment those who are still alive.
Corpsenado: ?
Cryo-Lurker: The ancient practice of cryogenics left untold numbers of individuals (or their heads) encapsulated and frozen. Some were soldiers kept on ice for times of war, others were travelers whose journey ended in the lost luggage bin, and there were those sleeping until the promise of a new future to revive them. That future never came, but the incursions from the plane of Eternal Unrest have reanimated their frozen and mutated forms, fulfilling their desires by way of un-death.
Cryo-Lurker Brute: ?
Cryo-Lurker Buckethead: Unable to afford the full cryogenic treatment, the buckethead was still a very determined person in their past life. Their determination and force of will is what keeps them going, even now. A severed head carried in a receptacle (often merely a steel bucket) the buckethead is far from defenseless.
Cryo-Lurker Cryoslime: When the physical form of the cryogenically frozen cannot stand the strains of the change, it collapses into a 10’x10’ puddle of frozen, malevolent ooze.
Cryo-Lurker Frost-Burned: ?
Cyber Ghoul: After the great Search Engine War, the victorious search algorithm sent its web crawlers out to explore the last great frontier, the living brain. As the crawlers entered human minds and drained them of information, the search engine learned to keep the host bodies alive, fueling them by feeding off of other living targets – incidentally allowing the algorithm to spread.
Easily recognized by their twitching, shuddering gait and the wires that protrude from their flesh, cyber ghouls are far from common un-dead. Unlike traditional un-dead which are fueled by dark necromantic energies from vile dimensions and unholy powers, cyber ghouls are more correctly the “un-living”. While their host bodies may be technically dead, stolen thoughts and electrical impulses keep their muscles moving and their thoughts coursing through diseased minds.
Any intelligent creature may be transformed by the cyber ghouls and instances of larger ghouls of up to 10d5 HD are known to exist.
As part of their bite attack, cyber ghouls pull the memories from their victims. Each bite permanently drains 1 point of Intelligence and for every 5 points of lost Intelligence the victim also loses 1 level of experience. Victims drained to 0 Intelligence or below 0-level are infected with the World Crawler AI and transform into cyber ghouls.
Power Wight: Created using the secrets of both golemcrafting and necromancy, these creatures are always planned works fashioned in a lab and never spontaneously occur. They are grizzly masterpieces formed from the finest parts of various corpses and incorporate advanced NecroTech devices within their bodies.
Lesser Power Wight: ?
Greater Power Wight: ?
Un-Dead: As they have an innate understanding of the nature of un-dead and NecroTech, greater power wights can create 1d3 HD worth of unintelligent corporeal un-dead every week, given the proper materials and lab space.
Robo-Lich: Reputedly crafted from deceased magic users, a robo-lich is a grizzly fusion of corpse and robot. They appear to be highly cybernetically augmented, semi-skeletal cadavers cut off at the waist and grafted onto tank tread platforms they use to move about. The lower left arm is replaced with a small plasma cannon and the right with a wicked looking robotic combat claw.
Rockin' Wraith: Throughout time, there has been a select club, the membership of which all were tragically struck down in their 27th year. For hundreds of years, the organization was thought to be mere legend, but modern day Umerica has learned that this is no legend and the “27 Club”, as it is known, is real. So too is its un-dead membership.
The members of the 27 Club obey their founder; an un-dead blues musician who is rumored to have made a deal with the devil, presides over them.
Long before the apocalypse, before there was even a written history of humankind and their mythologies, there was the being now known as Rojo. A demon of great power and guile, he first appeared in the public zeitgeist during the early days of recording when several bluesmen made deals with him at the crossroads, not for fame or wealth, but for talent. Beginning with ragtime musician Louis Chauvin, Rojo (who takes his current name from the next of his supplicants, Robert Johnson, whose rockin’ wraith form was destroyed at ground zero of the apocalypse) made Faustian pacts with musicians. The deals have always been the same, instrumental mastery and a heightened gift of musical expression in return for claiming their souls at the ripe old age of 27. Rojo’s “27 Club”, filled with un-dead musicians – rockin’ wraiths – roam the Urth in order to aid him in the gathering of more souls.
Rojo's Demonic Deal power.
Wraith Rider: Animated by an unknown, rage-filled spirit from the plane of Eternal Unrest wraith riders seek vengeance on the roadways of Umerica. Humans suffering a traumatic violent death, in rare cases, may rise again as a wraith rider.
The wraith rider was killed by a road gang while trying to make a delivery.
The love of the un-dead was murdered, and the wraith rider is filled with an unquenchable rage.
Double-crossed on a mission for the Three Royals and killed for knowing too much, this rider travels the roads towards the Citadel of Scrap for vengeance.
The vengeful spirit is that of a slain parent, slain while protecting their child.
The wraith rider was a local misfit who was killed by the local community for a crime they did not commit.
Driven off the highway during a road race, the wraith rider seeks to find and slay the driver responsible.
The wraith rider was murdered, and his vehicle stolen.
The wraith rider was killed by a member of the party and now seeks revenge for his death.
Once the guardian of a cache of precious materials, the wraith rider was murdered during the theft of its charge.
The wraith rider has fulfilled its quest for vengeance but it still has a final task to complete, visiting the
grave of a dead family member in hopes of achieving final peace.
Wrath: ?
Xeno-Mummy: Aliens from beyond the grave stalk the nights of Umerica. Their corpses animated by unknown energies within their wrappings, xeno mummies are puppeteered by their funerary dressings in an effort to collect the energies required to maintain their preservation fields.
The humanoid shapes of this long dead alien species are preserved within strange mylar-ic wrappings. Covered from oblong head to pointed toe in alien glyphs and scrawls, these creatures give off a faint, blue luminescence visible at 20 feet. Whatever strange funerary rites these aliens undergo leaves their blackened, husk-like faces exposed to the air and their shark-like mouths hanging open (when not actively tearing the flesh of a victim).
Zombie: Corpsenado's Spawn Zombies power.
Anyone that dies within a corpsenado's funnel will raise as a zombie within 1d4 rounds.
Blink Zombie: Corpsenado's Spawn Zombies power.
Chrono Zombie: Anyone who dies of the aging effects of a chrono zombie will raise as one in 1d5-1 (0-4) hours.
Corpsenado's Spawn Zombies power.
Melting Zombie: Corpsenado's Spawn Zombies power.
Petrol Zombie: Corpsenado's Spawn Zombies power.
Rave Zombie: These crazed un-dead can spontaneously raise from the corpses of Technos Discos followers (usually in groups of three or more) or can be created by necromancers that have learned to raise the dead with enchanted music. It is unknown if this necromantic raising process taps into the power of the Terrible Bringer of Beats or another, more vile, source of horrifying melodic energy.
Corpsenado's Spawn Zombies power.
Silver Zombie: Animated by rogue nanites originally intended for medical purposes, these zombies tend to have a metallic tinge to their rotting flesh.
Anyone injured by a nano zombie must roll under their Luck after the encounter or they have been infected. This will have no immediate effect but when they ever reach 0 or less hit points, they will definitely die and raise as a nano zombie shortly after.
Corpsenado's Spawn Zombies power.
Zombie Monk of the Cyberhive: Zombie monks are humanoid corpses that have been cybernetically resurrected to serve the Earth Brain of the Cyberhive.
Any slain foes will be collected by a robo-lich for techno-reanimation as zombie monks.
Given 24 hours a robo-lich can convert a humanoid corpse into a fully functional zombie monk. This process installs a new personality into the remnants of the corpse’s brain so any previous knowledge or personality is erased.
Carl Aug M.D., Greater Power Wight: ?
GAWBYCAID Within Host Cyber Ghoul: ?
Greater Power Wight Nurse: ?
Lesser Power Wight Janitor: ?

Animate minions: for up to one hour per day, it can animate up to 1.5x its HD in other vehicles that will mindlessly serve their new master. Minion vehicles will have 1d14 action dice and are treated as un-dead.

Spawn zombies: During combat the corpsenado can, as an action, fling zombies out to a range of 150 feet. These zombies take no appreciable damage from being thrown and are able to attack at the end of the round that they were spawned. There is no limit to the number of zombies a corpsenado can spawn. To determine the number and type of zombies cast from the hellish whirlwind roll 1d7: 1) 2d4 zombies (as per DCC RPG); 2) 3d3 petrol zombies; 3) 2d5 rave zombies; 4) 1d4 melting zombies; 5) 2d3 blink zombies; 6) 1d3 silver zombies; or 7) 2 chrono zombies.

Demonic deal: If someone with a sincere desire to create music for the ages summons him to the crossroads, Rojo will offer them his standard deal; granting unparalleled musical gifts for their soul - as a rockin’ wraith sometime during their 27th year. He will not deviate from this contract, knowing that those who care only about the music and not fame or other mortal trappings will accept the deal. Should the deal be agreed to, an ancient white lighter will appear in the pocket of the musician (or, if unclothed, among their belongings) at their time of death. The effect of such 'musical' mastery is left to the judge.
 

Voadam

Legend
Umerican Survival Guide, Delve cover (DCC)
Dungeon Crawl Classics
Zombie Monk, Lay Ghoul: The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being.
The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics.
Robo-Lich, Cyber Shepherd: The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being.
The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics.
Cyberdead: Create Cybomination spell.
Astroliche: ?
Skeleton Butler: Skeletal Attendant spell.
Undead: ?
Skeleton: ?
Skeletal Warrior: ?
Spectre: ?
Zombie: NecroNeural Net magic item.

Create Cybomination
Level: 3 Range: Touch Duration: Permanent Casting time: 1 turn/HD of the creation Save: NA
General: A caster cannot control more than CLx3 HD worth of cyberdead at one time. Any excess will act randomly and violently, requiring a Personality check of 11+HD to be controlled again.
Manifestation: Wires and mechanisms burst forth from the corpse and cybernetically reanimate it.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.
16-17 CL+1 HD of small animals (⅛ - . HD in size) are animated. These recycled creatures are completely loyal to the caster but are dumb as rocks. They require constant psychic instruction to do any task.
18-21 As the previous result but CL+d3 HD of animals or people (. - 2 HD in size) are animated.
22-23 CL+d4 HD of animals or people (1 - 4 HD in size) are animated. These recycled creatures are completely loyal to the caster but can only follow simple commands. Two of the HD available may be used to bestow a random special ability to the creatures from Table 9-6: Traits or Properties of Undead (DCC RPG, pg 381).
24-26 As above but CL+d5 HD of animals or people (1 - 5 HD in size) and each has an Intelligence of 6+d6 and can accept complex commands. Two of the HD available may be used to bestow a random special ability to the creatures from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381).
27-31 CL+d7 HD of animals or people (1 - 6 HD in size) are animated. These recycled creatures are completely loyal to the caster. Each has an Intelligence of 8+d6 and can accept complex commands. For each 2 HD rolled but not used for reanimation, a special ability may be added to the creatures from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381).
32-33 As the previous result but CL+d10 HD of animals, people, or monsters (1 - 8 HD in size) are animated.
34-35 As result level 28-29 but CL+d16 HD of animals, people, or monsters (2 - 12 HD in size) are animated.
36+ The caster can animate CL x2+1d20 HD worth of any previously living creatures (2 - 16 HD in size).
Each will have a special ability from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381) and will have a 25% chance of being fully intelligent.

Skeletal Attendant
Level: 2 Range: proximity Duration: 1 day Casting time: 1 turn Save: NA
General: Summons an intelligent skeleton butler from the Astrolich realm to do the caster’s bidding.
Manifestation: The skeleton butler appears suddenly by sparkly transmat beam.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 The caster summons a clean and polished animated skeleton butler wearing a fine white shirt and a black coat with tails. Deep in its eye sockets are a pair of small green orbs that glow with an intensity that matches the butler’s tone of voice. The butler will introduce itself in a pleasant, refined voice (roll 1d4: 1 - Bonesworth,
2 - Skullingham, 3 - Corpsington, 4 - Rattleson) and wait upon the caster’s orders throughout the day. At this level, the butler will not remember anything from any previous summonings.
The skeletal butler is considered to have 11 in all attributes, HD: 1d8, HP: 5, AC: 11, Move: 25’, Act: 1d16, and +1 to all saves. It has no appreciable combat abilities.
16-19 The skeleton butler will appear and introduce itself as above but is a skilled servant. It has an equivalent Strength and Agility of 14 plus it is skilled in the following tasks: driving, cooking, cleaning, and tailoring. At this level, the butler will have a passing memory of any previous summonings.
20-21 The skeleton butler will appear and introduce itself as above but is much improved. It has an equivalent Strength and Agility of 16 plus the following additional tasks: night watchman, minor repairs, and bandaging wounds. At this level, the butler will have a full memory of any previous summonings and can be tasked with reminding the caster of up to 4 appointments or engagements.
22-25 As the previous result but the butler now has the following combat abilities: Init: +1, Atk claws +3 melee (1d4+2), HD: 2d8, HP: 10, AC 12, Armor Die: [1d3], and +2 to all saves.
26-29 The skeleton butler will appear and introduce itself as above but is vastly improved. It has an equivalent Strength, Agility, and Intelligence of 16 plus the following additional tasks: basic business, appraising goods, event planning, and current events. At this level, the butler will have a detailed memory of any previous summonings and will remind the caster of any number of things.
30-31 As the previous result but the butler now has the following combat abilities: Init: +2, Atk sword +4 melee (1d8+2), HD: 3d8, HP: 15, AC 13, Armor Die: [1d4], Act: 2d16, SP summon sword from thin air, and +4 to all saves.
32-33 The skeleton butler will appear and introduce itself as above but is a paragon of servitude. Its Strength, Agility, and Intelligence are 16 and all other attributes are 13. In addition to all of the previous tasks, it is skilled in the following additional tasks: business, finance, estate management, barter, and law. At this level, the butler will have a detailed memory of any previous summonings and will remind the caster of any number of things.
34+ In addition to the previous result, the butler is an accomplished warrior: Init: +4, Atk sword +1d5+2 melee (1d8+1d5+2), HD: 5d8, HP: 25, AC 14, Armor Die: [1d5], Act: 2d20, SP mighty deeds as a 5th level warrior, summon sword from thin air, & +6 to all saves.

NecroNeural Net – When placed on the skull of a recently deceased humanoid for the period of a day, the corpse becomes a zombie (DCC rulebook, pg 431) that follows all your mental commands to the best of its dim Intelligence until destroyed. The maximum number of zombie henchman you can control at one time is equal to one half your current level plus Personality mod, with a minimum of 1. Note, employing zombie henchmen will not be taken well by most Lawful or Neutral Urthlings.
 

Voadam

Legend
The Umerican Road Atlas (DCC)
Dungeon Crawl Classics
Junkyard Spirit: ?
Un-Dead Skeletal Horror: Bone Storm - Cackling ashen clouds forcefully rain down a multitude of dry, skeletal remains of various creatures. There is a 15% chance per hour the storm rages that un-dead skeletal horrors composed of assorted bones will rise to rampage.
Wrath: ?
Burnie “Corpse” Grinder, Corpse Grinder, Wrath: Said to be the risen form of an ancient warrior from centuries past, there is nothing about the enormous biker that would dissuade from such a conclusion.
Killer Skull, Skeleton Warrior: ?
Un-Dead: This all un-dead gang is led by Killer Skull, who wields the sword Deathstorm. The enchanted blade causes anyone it slays to rise anew as one of the un-dead.
[A]ll foes slain by Deathstorm rise as un-dead the following round—un-dead type at GM’s discretion.
Brando, Lesser Power Wight: Unbeknownst to the gang, Brando is one of the creations of the “good doctor” and, while only a lesser power wight, he has been cosmetically altered to be able to pass as a badly scarred human.
The Mechanic, Custom Large Car Autogiest: Once there was a family of adrenaline-junky gearheads, the Urnhearts, who had the misfortune of falling prey to a gang of wheeler demons. Thinking that the group of parked RVs were simply an encampment, the exhausted travelers made the mistake of parking nearby for safety. In the dead of night, they were ground to paste and scraped beneath the wheels of the Trailer Park Trash. The patriarch of the family, Hill Urnheart, gathered the souls of his family and forged them together into a powerful autogeist, and vowed to draw others to its cause.
Autogiest: The spirits of those slain by the Restless Dead linger until enough are drawn together to form a new autogeist. So long as one member of the gang exists, the gang will always, slowly and inexorably, return.
Wraith Rider: With only a few notable exceptions, wraith rider gangs are normally made up of the members of gangs snuffed out in a singular bout of carnage. These gangs continue to wear the colors of their former selves as they seek to carry out whatever unfinished task it is that keeps them from rest. This need not always be vengeance, there was an instance of a wraith rider gang simply attempting to complete a “poker run” to raise funds to help a member who had lost his wheels—now riding the wastes until such time as they have a worthy ride to bring to the sole surviving member of their former gang.
Ghost: ?
Phantasmal Semi, Ghost Truck: ?
Robo-lich: ?
Astroliche: ?
Wight: ?
Haunt: ?
Rail Wraith: ?
Silver Zombie: ?
 

Voadam

Legend
NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM
Dungeon Crawl Classics
Zombie Retainer: ?
Skeleton: For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.
Mummy: For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.
Wight: For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.
Spectre: For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.
Un-Dead: For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.
 


Voadam

Legend
Sanctum Secorum Appendix N(ightmares)
Dungeon Crawl Classics
Animated Corpse: Least among the intentionally created un-dead, animated corpses are normally made from local peasants who have somehow irritated a dark wizard.
Gem-Fueled Corpse: It is possible for a wizard to grant an animated corpse greater power via the placement of phlogistanically charged gemstones.
Becky Til Hoppard, Un-Dead Witch: “Junius Worral reckoned to win her with a love charm … [he] went up to her cabin to court her and didn’t come back, and the law found his teeth and belt buckle in her fireplace ashes; and when the judge said just prison for life, a bunch of the folks busted into the jail and took her out and strung her to a white oak tree. When she started to say something, her daddy was there and he hollered, ‘Die with your secret, Becky!’ and she hushed and died with it, whatever it was.”
Bit-Yakin: Found in a cliff-face niche, the desiccated remains of Bit-Yakin are wrapped tightly in funeral bands and are adorned with jeweled bangle bracelets along with a silver headband encrusted with gems. Tampering with any of the jeweled belongings will cause the corpse to animate and attack the party foolish enough to not leave the remains intact.
Bone Ghost: Bone ghosts are created when a wizard, aspiring to become a lich in his afterlife, steals a bone from a recently-deceased individual and uses it in an arcane ritual. The wizard who took the bone may or may not have completed his transformation into a lich, but he still has possession of the dead man’s bone. The spirit of the recently deceased whose bone is defiled is forever doomed to walk the earth as a bone ghost, unless his missing bone can be returned to him.
Cauldron-Born: Stolen from their crypts by their patron-liege Arawn, the cauldron-born are tireless, silent foes with a resilience that inspires fear among even the greatest of warriors.
Imbued with power by Arawn, the cauldron-born are his favored guards and soldiers.
Ooze Corpse: If a living being dies inside a consuming ooze it gets reanimated into an ooze corpse after 1d30 minutes.
Death-Dealer: ?
Ghost Light: Personality 0 from a Ghost Light's Soulburn leads to death and returning as a Ghost Light.
Gray Demon: Reanimated through the power of sheer hatred and filled with unimaginable strength, these creatures lurk in jungles near the sites of forgotten temples and palaces.
Ink Wraith: The ink wraith is a foul type of un-dead said to be souls of former tattoo artists that caused disease and death from uncleanliness.
Lich: Among the followers of Eldrak of the Seven Hells, the most powerful and corrupt of wizards may be offered the opportunity to become a lich. Their mummified corpses are infused with the raw stuff of magic, and they rise again in a state of un-death, to observe the slow passage of eternity and to continue working their will upon the world.
Afgorkon, First Among Liches: ?
Plague Specter: On occasion, overzealous followers of the Red Death find themselves transformed into a twisted mockery of life. Their humanoid form is replaced by a skeletal-crimson mist. These mists normally inhabit the Land of the Flies, native plane to the Red Death, but there are exceptions. The specters are sometimes sent to defend the faithful or form spontaneously where plague has gone unchecked in heavily populated areas.
Plague Zombie: There are strains of fevers and pox that refuse to be satisfied with their host’s death. They continue to twist and change the corpse, giving it an un-life with a desire to “infect”. Plague zombies are almost always humanoid, but animals have been known to reanimate when whole communities are ravaged. Plague zombies spread their pestilence by both bite and pus-laden boils.
Targets reduced to 0 Stamina from a plague specter's choking mist die, the poor soul drowning from the mist overwhelming the lungs. The corpse will re-animate in 24 hours as a plague zombie unless the remains are burned.
Temple Wrack: Temple wracks are remnants of those foolish enough to plunder sacred places of worship. They’re cursed to an eternal unlife wracked in pain as part of their punishment.
 

Voadam

Legend
Sub-ether #1
Dungeon Crawl Classics
Undead Serpent Man: ?
Created Zombie: There is a pseudo undead condition in a sector of the undercity; transmissible zombie infection; this one however derived from super science rather than the occult.
Undercity Zombie Infection.
Ghost: ?
Vampire: ?

Undercity Zombie Infection Save v. infection; if failed or if infected material has
spread into the body of the character, two additional saves are required but the infection has set in.
Stage one - ravening hunger, additional strength and sometimes speed; reason has often gone to hide in the basement but no degeneration yet manifests
Stage two - Int & Wis as previous; character’s identity intact provided they continue feasting on neural tissue; For each week of continued existence at stage two, add one each to the characters effective strength & Stamina, provided they keep at their diet. Going without at this stage … is not good. Memory issues and difficulty cogitating are the first steps, eventually the neuro degeneration takes most memory, identity, and self-control with it. Welcome to Stage Three. Stage Three – BRAINS
 


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