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<blockquote data-quote="Voadam" data-source="post: 7793719" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/200969/Die-Screaming-Players-Guide?affiliate_id=17596" target="_blank">Die Screaming Player's Guide</a></p><p>Die Screaming</p><p><strong>Graveling:</strong> <em>Call the Graveling</em> spell.</p><p><strong>Death Tyrant:</strong> Death tyrants are beings who have surrendered themselves to the powers of entropy, death, and immortality. They believe that immortality is worth any price, and that life is wasted on the living. To these ends, there is no limit to their grotesque behavior.</p><p>Death Tyrant Third Secret: Fell Purpose.</p><p><strong>Lost Soul:</strong> Fallen Angel First Secret: Lost Soul.</p><p>As an instant action, whenever a human dies within 6 squares of a fallen angel and it does not already possess a lost soul, the angel can claim it as its own, unnaturally interrupting its passage to death.</p><p><strong>Shade:</strong> The shade pledges itself to the eternal servitude of an unspeakable darkness in exchange for fleeting mortal power. The shade is an agent of doom, despair, and elemental malevolence. Over time, the shade’s entire being is drained away into the clutches of its dread master, leaving nothing but a ghostly, immortal horror that has forgotten the concepts of warmth, hope, and pity.</p><p>Shade First Secret: Dread Pact.</p><p><strong>Irradiated Zombie:</strong> Radiation Zombie Magical Anomaly</p><p></p><p><strong>Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Zombie:</strong> Inhuman Anomaly Infection Vector</p><p><strong>Zombie Children:</strong> ?</p><p><strong>Flesh Polyp:</strong> ?</p><p><strong>Frankencat:</strong> ?</p><p><strong>Zombie Monkey:</strong> ?</p><p></p><p>Call the Graveling</p><p>Sorcery</p><p>Your powerful will calls forth a wretched, vaguely humanoid horror made from mutilated flesh. It is an evil soul that you have bound to you forever, and it hates you most of all—screeching dreadful epithets and threats at you even as it does your bidding.</p><p>1/DAY</p><p>Action: Standard</p><p>Range/Area: Close Burst 1</p><p>Duration: Scene</p><p>Anomaly Chance: 20% [Magical]</p><p>You bind a corpse or numerous incomplete corpses together to summon a graveling—at least one corpse is required in the area of effect. The creature follows your commands with animal ferocity. Every graveling you create is the same hateful entity occupying new corpse parts.</p><p>Summoning a graveling is an arduous and dangerous task. When you activate the power, you must make a Wit save (DC 15 + your own level). If you fail, you lose control of the graveling, the duration of the power is permanent, and the graveling is hostile to all creatures. It attacks the closest creature, preferring you or your allies if there are several equidistant targets.</p><p>If you succeed at the Wit save, you have control of the graveling. The graveling acts on its own initiative. To continuously command the graveling after the first round of its existence, controlling its actions with your mind, you must either spend a standard action on each of your turns or take 10 piercing damage. Otherwise, the graveling falls out of your control as if you failed the original Wit save. If you become stunned, overwhelmed, or fall to 0 hit points or below, you also lose control of the graveling.</p><p>When the graveling is reduced to 0 hit points, it melts into smoking necrotic slime, and cannot be resurrected.</p><p>Sanity Damage: You and your allies take 3d6 sanity damage from the energies you summon when you activate this power.</p><p></p><p>FIRST SECRET: DREAD PACT</p><p>You make a pact with a nameless elemental evil that dwells forever in a void of utter entropy. You give up your humanity and everything you will ever be to share in its power and become a part of it. After the ritual is complete, you become pallid, and your physical substance appears to endlessly steam off you at all times, drawn away in a breeze that isn’t there.</p><p>▪ You are undead and do not need to breathe or eat. When you rest, you regain hit points as if you ate rations.</p><p>▪ You gain soak equal to your level to cold, necrotic, and poison damage. You take double damage from all other energy damage.</p><p></p><p>Infection Vector</p><p>If you are reduced to 0 hit points, dazed, overwhelmed, or stunned during the scene, you lose control and become a zombie with statistics equivalent to your level. You attack anything and everything, starting with the closest target. You return to normal, but sustain any hit point damage, if the zombie is reduced to half its maximum hit points.</p><p></p><p>Radiation Zombie</p><p>Dead creatures within a close burst 24 become irradiated zombies at the end of your turn.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7793719, member: 2209"] [URL=https://www.drivethrurpg.com/product/200969/Die-Screaming-Players-Guide?affiliate_id=17596]Die Screaming Player's Guide[/URL] Die Screaming [b]Graveling:[/b] [i]Call the Graveling[/i] spell. [b]Death Tyrant:[/b] Death tyrants are beings who have surrendered themselves to the powers of entropy, death, and immortality. They believe that immortality is worth any price, and that life is wasted on the living. To these ends, there is no limit to their grotesque behavior. Death Tyrant Third Secret: Fell Purpose. [b]Lost Soul:[/b] Fallen Angel First Secret: Lost Soul. As an instant action, whenever a human dies within 6 squares of a fallen angel and it does not already possess a lost soul, the angel can claim it as its own, unnaturally interrupting its passage to death. [b]Shade:[/b] The shade pledges itself to the eternal servitude of an unspeakable darkness in exchange for fleeting mortal power. The shade is an agent of doom, despair, and elemental malevolence. Over time, the shade’s entire being is drained away into the clutches of its dread master, leaving nothing but a ghostly, immortal horror that has forgotten the concepts of warmth, hope, and pity. Shade First Secret: Dread Pact. [b]Irradiated Zombie:[/b] Radiation Zombie Magical Anomaly [b]Undead:[/b] ? [b]Ghost:[/b] ? [b]Zombie:[/b] Inhuman Anomaly Infection Vector [b]Zombie Children:[/b] ? [b]Flesh Polyp:[/b] ? [b]Frankencat:[/b] ? [b]Zombie Monkey:[/b] ? Call the Graveling Sorcery Your powerful will calls forth a wretched, vaguely humanoid horror made from mutilated flesh. It is an evil soul that you have bound to you forever, and it hates you most of all—screeching dreadful epithets and threats at you even as it does your bidding. 1/DAY Action: Standard Range/Area: Close Burst 1 Duration: Scene Anomaly Chance: 20% [Magical] You bind a corpse or numerous incomplete corpses together to summon a graveling—at least one corpse is required in the area of effect. The creature follows your commands with animal ferocity. Every graveling you create is the same hateful entity occupying new corpse parts. Summoning a graveling is an arduous and dangerous task. When you activate the power, you must make a Wit save (DC 15 + your own level). If you fail, you lose control of the graveling, the duration of the power is permanent, and the graveling is hostile to all creatures. It attacks the closest creature, preferring you or your allies if there are several equidistant targets. If you succeed at the Wit save, you have control of the graveling. The graveling acts on its own initiative. To continuously command the graveling after the first round of its existence, controlling its actions with your mind, you must either spend a standard action on each of your turns or take 10 piercing damage. Otherwise, the graveling falls out of your control as if you failed the original Wit save. If you become stunned, overwhelmed, or fall to 0 hit points or below, you also lose control of the graveling. When the graveling is reduced to 0 hit points, it melts into smoking necrotic slime, and cannot be resurrected. Sanity Damage: You and your allies take 3d6 sanity damage from the energies you summon when you activate this power. FIRST SECRET: DREAD PACT You make a pact with a nameless elemental evil that dwells forever in a void of utter entropy. You give up your humanity and everything you will ever be to share in its power and become a part of it. After the ritual is complete, you become pallid, and your physical substance appears to endlessly steam off you at all times, drawn away in a breeze that isn’t there. ▪ You are undead and do not need to breathe or eat. When you rest, you regain hit points as if you ate rations. ▪ You gain soak equal to your level to cold, necrotic, and poison damage. You take double damage from all other energy damage. Infection Vector If you are reduced to 0 hit points, dazed, overwhelmed, or stunned during the scene, you lose control and become a zombie with statistics equivalent to your level. You attack anything and everything, starting with the closest target. You return to normal, but sustain any hit point damage, if the zombie is reduced to half its maximum hit points. Radiation Zombie Dead creatures within a close burst 24 become irradiated zombies at the end of your turn. [/QUOTE]
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