Citizens of the Free State Of Antarctica

From RPGwiki

Jump to: navigation, search

Contents

[edit] Citizens of the Free State of Antarctica

The Free State of Antarctica is proof that even undead move with the time eventually.

The Free State is made up of a number of huge interconnected necropolises that tower over the frozen waste lands of the north. The first and oldest of these towers is called the "Black Tooth". This ancient structure has been here for thousands of years and is the supposed home of the Lich King although no one alive has seen him in the last 800 years. If he still lives(?) he must be the oldest creature in the Fourth World and a necromancer of almost demigod power.

The citizens of the Free State are a recent example of the modern undead moving with the times. They are the results of the experiments of powerful necromancers and a razor sharp sales team. Eighty years ago advertisements began appear around the world promising eternal life and refuge from a uncertain afterlife. Unsurprisingly they got quite a lot of interest. What was surprising was that some people were still interested, even after they found that the process involved dying.

The first citizens were mummies, using tried and tested techniques. But the embalming process proved slow and costly and the results were a little erratic. So a new process was perfected, where the soul of the victim (or customer as the sales team put it) was trapped in a bronze disc. This disc could then be placed on the head of a human sized corpse; usually (but not always) the clients own carefully preserved body. Then with a generous jolt of negative energy the corpse would be revived as a zombie with all the memories and free will that the client had in life. This process of course came at a hefty monetary cost, but when you have forever to pay off your payment plan, who cares.


[edit] Appearance

The older Free State citizens are identical in all way to mummies (as you would find in the Monster Manual) but these are rare now in the modern world. Most citizens have the stats below, resembling in most cases a carefully preserved, but a little shrunken, corpse with a tarnished brass disc, approximately 6cm across, embedded into its forehead. Most dress in either the fashion of the day or smart business clothes. The exception to this rule are citizen who have suffered an in-the-field revival. This happen if the original corpse has been distroyed and the disc has been placed onto another (unpreserved) corpse. This has some advantage for those in dangerous careers, but it does mean that you end up as a working lump of festering filth for a few weeks.


[edit] Other Undead Within The Free State

Although the largest part of the population are the soul-driven zombies described above, they are not the only undead creature to have survived into the modern age. The following undead can all be found within the dark necropolises of the Free State. Some have been created within its borders, but many are immigrants, crossing great distances to reach a place they can call a new home.

The most honoured of all Undead are the liches. These creatures are the leaders in the field of necromancy, and this makes them the equivalent of doctors. In addition, some of these creatures are very old, rich and wield some very powerful dark arts.

At the other end of the scale are ghouls and ghasts. These creatures are viewed as vermin to be exterminated. A corpse is a very valuable commodity in the Free State. So much so that there have been numerous international scandals involving the illegal smuggling of corpses to Antarctica. The eating of them is therefore viewed in a very dim light indeed.

It is also quite common to find the traditional non-sentient zombie and skeletons employed to perform the simplest of repetitive task. The Free State has also been known to use such simple creatures as the bulk of its armed forces when such a thing is needed. The fact that mindless zombies can be found in the Free State has often led to confusion for visitors, when they have approached a street cleaner for directions only to be greeted by the mindless gibbering of a normal zombie.

Vampires are treated as disease victims in the Free State, their bloodthirst being treated as a compulsion or addiction, rather than as a curse. Despite this they are rarely found in the Free State, due mainly to the scarcity of their food supply. Those that do live off blood supplied by hospitals, who in turn acquire it from medical donor organisations abroad in nearby friendly states.

Ghosts and other incorporeal undead are often the by-products of high levels of negative energy and necromancy. So it follows that they are quite common in the Free State. Most are tolerated so long as they are not too destructive to the community as a whole. Some are even employed by necromancers to serve as the nation's super-spies!

Other rarer undead can sometimes be found but most are captives, there to be studied for necromantic advancement. A rare or unheard of undead creature can often be sold to the necromancers of the Free State for large sums of money.

[edit] Welcome to the first day of your new unlife

Citzen Zombie

O Level

Size and Type: Type becomes Undead. Size remains as base creature Hit Dice and Hit Points: Remains the same as the base class. Dispite loosing there constitition score!

Constitition: Lose constition score( But ceep a note of the score before racel modifers as this will become your new vitality score at 1st level)

Initiative: Remains the same as base creature, modified by the Dexterity adjustment. Speed: Remains the same as base creature. The undead cannot run though, except through the use of Vitality. For flying monkeys the maneuverability rating drops to clumsy and any other flying creature for that mater.

Armour Class: Receives a natural Armour Class bonus based upon size (Small +1, Medium +2, Large +3). And the origanal constution score modifier (with all mods for race) Base Attack/Grapple: Remains the same as base creature. Attack and Full Attack: Retains all the natural weapons and weapon proficiencies from his class.

Damage: Retains the normal damage for a creature of its type. Space/Reach: Retains the normal space/reach for a creature of its type.

Special Attack: Retains none of the special attacks for a creature of its type.

Special Qualities: Darkvision up to 60 feet. They are immune to poison, sleep effects, paralysis, stunning, disease and death effects. They are not subject to critical hits, nonlethal damage, ability or energy drains. Immune to damage to physical ability scores, except to self-inflicted Vitality damage. They cannot be fatigued or exhausted and do not need to breathe, eat or sleep. They use their Vitality modifier for Concentration checks. They cannot put any ranks in Handle Animal or Ride skills, and receive a -4 penalty on any checks made on either skill.

Abilities: Receive a +2 bonus to Strength and a -2 penalty to Dexterity and Charisma. These are in addition to the normal attribute modifiers for the base creature.

Base Saves: Retains the normal saving throws for its class. Skills: Retains the normal skill point totals for the base class, including any bonus points for being originally human.

Feats: Retains the normal feats for the base class, including any bonus feats for being originally human.

Allegiances: No compulsery change but oftern the troma of reserection changes peoples views on life.

Advancement: The 1st two levels of the monster class must be completed before any other class levels can be added.

1st level

Hit Dice1d12

Base save are fortitude and will

Vitality: gain a vitality score equal to your old constition score but with out any race modifers( Level adjustments still apply)

2nd level

Hit dice 1d12

Gain the ability to soul jump

3rd level

Hit dice 1d12

Lust for life

4th Level

Hit dice 1d12

Electricity resistance 5

5th Level

Hit dice 1d12

Turn/rebuck resistance

Zombie power descriptions

Soul Jump

The main difference between citizens and normal zombies are the brass discs on there

foreheads. These discs house the soul and consents of the citizen the body is mealy a pile of rotting meat used to carry this disc about as such this body can be replaced. If the

disc is placed onto the of head of a inanimate corpse and jolted with negative energy

equal to the carictor level. After a Soul Jump the carictor wakes a number of negative

energy level. To work out haw many follow this formula for a normal corpse of you

original race 1 level for a corpse of very simulate abilities 1 level for a corpse of large

size (even if you stated as a large Zombie) 2 levels each time a soul jump is performed

the negative level stack. For example a human zombie jumps to the corpse of a rhino man

and revives with two negative levels he then jumps again into a kobold body and this

time come back with 3 level of negative energy. If a citizens disc is destroyed his soul is

also destroyed and can never be revived again except vie a wish spell.

Lust for life

Normally undead driven into negative heath point are destroyed with this ability a citizen

can hold this end of for a short time. For each round that the citizen’s hp are at 0 or below

his vitality score is reduced by 1 + 1 for every negative hp until he is ether heal by

negative energy or he runs out of vitality

Turn/rebuck resistance

The zombie may increase his efective hit dice in regard for turning checks only by expending his vitality at a rate of 1vitality=1hit dice


Free Citizen (human base)
Str Dex Con Int Wis Cha
13 8 - 14 12 8
Hit Dice Initiative Fortitude Reflexes Will
2d12+3 -1 0 -1 +3
Feats
Toughness
Skills
any
Special
Undead
Equipment
AC Attack Damage
9 slam, melee +2 1d6+1
Personal tools