Specie: Undead
Undead are sentient beings reanimated by powerful magic, once rare anomalies, they were made more common in the wake of the apocalypse. Though they retain form and mind, their bodies no longer live. Some resemble skeletons, others rotten corpses or mummified remnants — all carry the mark of death.
Most modern Undead were reanimated from the fallen soldiers of the apocalypse war. Most live in Ashenfall, a volcanic settlement in the Enclave, also known as the Land of Eternal Conflict. Its ruler, Arthas, use forbidden magic to breathe new life into the war-dead, forming a haven for the risen. While many Undead remain in Ashenfall, others have chosen to leave, seeking purpose, identity, or redemption. Some cling to fragments of their past lives; others awaken with no memory at all.
To the living world, Undead are unsettling at best, abominations at worst. Because of this, most who travel abroad adopt disguises or false identities, hiding their nature to avoid fear or hostility.
Specie overview

Physiology : Undead physiology varies widely: skeletons, ghouls, zombies, and other forms may exist, shaped by the magic that binds them. Most are cold to the touch and immune to pain. Though fragile in appearance, they are sustained by unnatural force, and may persist long after a mortal body would fail.
Deameanor : Undead personalities vary as much as their origins. Some are stoic or bitter, others curious or even cheerful. The weight of death and memory — or the absence of it — shapes each Undead uniquely. Many feel disconnected from the living, but strive to rediscover meaning in their new existence.
Outlook : Survival is second nature, and many Undead live with an awareness of mortality that others ignore. Some become philosophical, others withdrawn or even obsessive. Freedom is precious — especially to those who remember what it was to die.
History : Prior to the apocalypse, intelligent Undead were created only through dark and rare rituals. Since the apocalypse ended, their numbers have grown. It was Arthas, a former lich who found a way to be resurrected, who first breathed life back into the dead after the apocalypse. He brought many of the fallen back from the grave, forming a fledgling society in the ashes of Ashenfall. Though many still fear them, the Undead now walk the world again — cautiously, and often in secret.
Adventurers : Undead adventurers are often wanderers, outcasts, or agents of change. Some seek memories of their past; others fight to make a future. Whether hiding their true nature or embracing it, they are driven by purpose few mortals can understand.
Typical Name : Some Undead retain their old names. Others adopt new ones to mark a fresh identity — or to hide among the living. Many bear names from the language of the dead, or names bestowed upon them by necromancers, kin, or cults.
(Reference: fantasynamegenerators.com/lich-names.php)
Deameanor : Undead personalities vary as much as their origins. Some are stoic or bitter, others curious or even cheerful. The weight of death and memory — or the absence of it — shapes each Undead uniquely. Many feel disconnected from the living, but strive to rediscover meaning in their new existence.
Outlook : Survival is second nature, and many Undead live with an awareness of mortality that others ignore. Some become philosophical, others withdrawn or even obsessive. Freedom is precious — especially to those who remember what it was to die.
History : Prior to the apocalypse, intelligent Undead were created only through dark and rare rituals. Since the apocalypse ended, their numbers have grown. It was Arthas, a former lich who found a way to be resurrected, who first breathed life back into the dead after the apocalypse. He brought many of the fallen back from the grave, forming a fledgling society in the ashes of Ashenfall. Though many still fear them, the Undead now walk the world again — cautiously, and often in secret.
Adventurers : Undead adventurers are often wanderers, outcasts, or agents of change. Some seek memories of their past; others fight to make a future. Whether hiding their true nature or embracing it, they are driven by purpose few mortals can understand.
Typical Name : Some Undead retain their old names. Others adopt new ones to mark a fresh identity — or to hide among the living. Many bear names from the language of the dead, or names bestowed upon them by necromancers, kin, or cults.
(Reference: fantasynamegenerators.com/lich-names.php)
Size & Abilities
Size : Defined by the Former Self Innate abilitie (see below). Innate abilities : You start with the following abilities.- Former Self
You may have once belonged to a different species, or were pieced together from the remnants of many. Whether you remember who you were or not, something of that former self still lingers with the person you’ve become. Choose one of those 2 options :Choose another Specie you have been in your former life :
- You may, or may not retain memory of your former life (your choice).
- Your Species size is defined by your former Specie.
- You get one of its Innate Abilitie (even if you were an Half-breed).
(some limitation may apply, you should ask the GM about it) - You can still unlock a Maturative Abilitie from your former Specie.
(some limitation may apply, you should ask the GM about it)
You were probably created by patchworking many body part, since your body doesn't match another specific Specie.- You do not retain memory of your former life, since you were created by unconventional mean.
- Your choose the Species size of your choice.
- You unlock your Patchwork Tolerance Maturative Abilitie (see below).
- Undead Body
Due to your undead nature, you are immune to poison and disease. You do not need to eat or breathe, but you can ingest food or drink if you wish.
- You suffer -1 to your Hearts Total.
- You suffer a Disadvantage on the Constitution Check of Ailment (Rotted).
- You are immune to Poison Damage and some kind of disease.
- You do not need to eat or drink, you are immune to the Ailment (Starved), but you can still eat and drink to gain other benefit from Consumables.
- You do not need to breathe, you are immune to the Ailment (Suffocated).
- You still need to sleep, but you do not dream. Any effect requiring dreaming is negated. For example: The Haunted Dream Curse Quirk.
- You suffer a Disadvantage on all Aura rolls related to socialising with a living being.
- You gain an Advantage on all Aura rolls related to intimidation.
- Warning : Many living being might turn hostile if they notice your undead nature.
- Necromantic Affinity
You resonate with the eerie currents of the Ether. You have a natural ease with necromantic spells. While such forces rarely harm you, radiant energy—tied to life and purity—clashes violently with your unnatural affinity.
- You are Resistant to Necro Damage, but Vulnerable to Radiant Damage.
- You learn one Rank 0 Spell and one Rank 1 Spell of the Magic School: Necromancy.
- Patchwork Tolerance
Your undead form has grown accustomed to modification. Whether pieced together from different corpses or altered through grim necessity, your body accepts grafts—skin, limbs, or organs—without much struggle. The seams fade, the flesh holds.During a Downtime (Heal an Injury), you can extract one suitable body part of another creature to replace a missing or mutilated one.
- You suffer an Injury (Wounded).
- You can remove an Injury that requires Advanced Treatment.
- This can replace a Prosthetic replacements (not limited in number).
- You can graft to yourself the skin of a recently deceased creature (1 hour maximum) if you are the same Species size.
You can pass as a living being for the next 3 days, before the skin decay.
If you try to act as the deceased one to whom the skin belongs, you suffer a Disadvantage on all Aura rolls with those who knew the deceased one.




