Content warning for cruelty against everyone and everything. Lots of undead.
[BONEPUNK] D100 Necromantic items
This is for a ODDomatic-GLoG hack I'm working on, set in a world where "benevolent necromancy" is taken to its extreme. The intent is to attempt some worldbuilding through the magic item list rather than a big infodump. Let me know what you think!
If you're interested in what the mechanical references mean, here's my current playtest system.
If you're interested in what the mechanical references mean, here's my current playtest system.
| D100 | Item |
|---|---|
| 1 | Screaming saw |
| 2 | Tendril pike |
| 3 | Dilemma |
| 4 | Fleshmolder |
| 5 | The Hive |
| 6 | Osseum arm |
| 7 | Reliquary knuckles |
| 8 | Constrictor bola |
| 9 | Unliving weapon |
| 10 | Symbiotic lance |
| 11 | Entropic weapon |
| 12 | Holy weapon |
| 13 | Mule framework |
| 14 | Specialized exoskeleton |
| 15 | Bruiser carapace |
| 16 | Blood harness |
| 17 | Chameleon bodyweave |
| 18 | Osseum relay |
| 19 | Purification shell |
| 20 | Plated exoskeleton |
| 21 | Grail nail |
| 22 | Mourning water |
| 23 | Flaying solution |
| 24 | Styx pipette |
| 25 | Breaking heart |
| 26 | Animation spike |
| 27 | Calcifying powder |
| 28 | Purification supplement |
| 29 | Adopocere torch |
| 30 | Necrotic glue |
| 31 | Ectoplasmic powder |
| 32 | False death |
| 33 | Seraphic anchor |
| 34 | Hellbound heart |
| 35 | Hand of glory |
| 36 | Alchemical supply |
| 37 | Transumation supply |
| 38 | Apothecary supply |
| 39 | Demolitionist supply |
| 40 | Necro-surgery supply |
| 41 | Ascension device |
| 42 | Undead rope |
| 43 | Spider harness |
| 44 | "Puppy" injector |
| 45 | Soul anchor |
| 46 | Entropic cooler |
| 47 | Transitionary clamp |
| 48 | Osseous magnet |
| 49 | Deadman's clutch |
| 50 | Bangles of shaping |
| 51 | Gravedriller |
| 52 | Charon's obol |
| 53 | Triskelion |
| 54 | Echoer |
| 55 | Osseum cube |
| 56 | Siren skull |
| 57 | Skinsuit |
| 58 | Homing revenant |
| 59 | Black box |
| 60 | Displacement container |
| 61 | Grimoire, Flawed ressurection |
| 62 | Grimoire, Finger of death |
| 63 | Grimoire, Fuse bone |
| 64 | Grimoire, Skinwalking |
| 65 | Grimoire, Osseous Haruspex |
| 66 | Grimoire, Corpse detonation |
| 67 | Grimoire, False life |
| 68 | Grimoire, Subert undead |
| 69 | Grimoire, Morph tissue |
| 70 | Grimoire, Cloudkill |
| 71 | Grimoire, Danse macabre |
| 72 | Grimoire, Osteokinesis |
| 73 | Grimoire, Plague |
| 74 | Grimoire, Osseous fabrication |
| 75 | Grimoire Calcify |
| 76 | Grimoire, Breathe life |
| 77 | Grimoire, Force entropy |
| 78 | Grimoire, Haunt |
| 79 | Grimoire, Seance |
| 80 | Grimoire, Power word: DEATH |
| 81 | Stainless one |
| 82 | Osseum cluster |
| 83 | Antediluvian lizard |
| 84 | Bone walker |
| 85 | Zombie coral cluster |
| 86 | Flaying swarm |
| 87 | Conjoined horde |
| 88 | Necrofabricator |
| 89 | Primate skeleton |
| 90 | Palanquin |
| 91 | Skull flayer |
| 92 | Landshark |
| 93 | Cartilage skeleton |
| 94 | Skeleton corset |
| 95 | Behemoth |
| 96 | Osseum assimilator |
| 97 | Servitor |
| 98 | Assassin serpent |
| 99 | Spinecrawler |
| 100 | False saint |
Weapons & Armour
1. Screaming saw: D12, Two-handed, 3 slotsRotary blades on a chain of tendons and muscle, powered by a howling engine.
- As long as the engine is granted a kill after an Attack, it is able to Attack again. It must feed somehow, failing to kill its target, it Turns on its wielder inflicting a wound.
2. Tendril pike: D10, Two-handed, 3 slots
Segmented shaft, broken up by flexible joints.
- The weapon automatically attacks anything moving into its reach.
3. Dilemma: D8, 1 slot
Metallic stinger, injecting the life suspending grail.
- Deals double damage against the helpless or unaware.
- If the dagger is left in its victim, life-suspending grail seeps into the wound. Delay the stab’s damage until the stinger is removed.
4. Fleshmolder: D8, 2 slots
A whip made from a forked spine, ending in cruel spurs.
- Each time it deals damage, the victim is disfigured, rolling further Saves with a cumulative -1D.
5. The Hive: D8, 2 slots
Beehive reinforced by steel and raised to serve; mounted onto a crude flail.
- As the hive is moved, it leaves an impenetrable cloud of skeletal bees until its next turn. Those moving into the cloud are attacked for D8 damage.
6. Osseum arm
Bone ground into powder, animated and bent to your will.
- Must be grafted onto a stump.
- Can take the shape of any mundane weapon or item with less mass than your arm and requiring no loose parts, takes a Maneuver to shape it.
7 Reliquary knuckles: D8, two-handed, 2 slots
Pried from the cold hands of saints. Active worship still flows through them, rendering the impossible, possible.
- Pluck arrows from the air, throw it back through an inch wide hole, anything near-impossible becomes possible in battle. In effect, you cannot get penalties to manoeuvres.
8 Constrictor bola: D6, ranged
Ravenous jaws mounted on each end of a bola.
- Upon dealing damage, the bolas wrap around its target, attacking for D6 damage each time they make a manoeuvre.
9 Unliving weapon
An animate skeleton, moulded into the shape of a weapon.
- Based on a random mundane weapon.
- Reassembles and crawls back to you if destroyed or lost.
10. Symbiotic lance: D10, 2 slots
A ghoul left in lance’s mould, defleshed once the desired shape was regenerated.
- Upon slaying a creature, you’re able to break off the head, embedding it and reanimating the impaled until removed.
11. Entropic weapon
Surrounded by an entropic field, cool air billowing out from it.
- Based on a random mundane weapon.
- Deals D4 extra damage against the living.
12. Holy weapon
Holy water, perpetually frozen at absolute zero in a lethal shape.
- Based on a random mundane weapon.
- Deals D4 extra damage against the undead.
(armour)
13. Mule framework: 1 armour, 6 slots
External skeletal frame, reinforcing one’s carrying capacity at a cost to speed.
- Set your maximum Harm Prevention to 0.
- Double your amount of Item Slots and gain add +2D to Strength Saves.
- Hooked into your skeleton, doffing it without an hour of surgical aid deals D8 Wounds post-removal.
14. Specialized exoskeleton: 1 armour, 2 slots
Custom-made for a particular field. Includes everything from spider-like climbing harnesses, built-in surgery tools or a translation jaw changing your language more suited for foreign speeches.
- Built for a particular task, such as Climbing, Disguising or Tracking or any non-combative field approved by your host. Any Saves made for the particular task can be re-rolled once.
15. Bruiser carapace: 1 armour, 4 slots
The headless skeleton strapped around the torso quickly learns from its host, acting as an extension of their own nervous system.
- Includes an extra set of arms under your control.
16. Blood harness: 0 armour, 2 slots
Man can wield the instruments of god, but not control them. This complex network of tubes, syringes and blood pumps creates a field capable of at least stopping the wielded powers from consuming themselves.
- The same Miracle can be performed multiple times per day by the wearer.
- When the wearer rolls MD, should they roll on the lower half of the possible results, they do not suffer a wound. (1-2 for D4s, 1-3 for D6s, 1-4 for D8s, 1-5 for D10s, 1-6 for D12s)
- Hooked into bloodstreams, doffing it without an hour of surgical aid inflicts D6 Wounds.
17. Chameleon bodyweave: 1 armour, 2 slots
A hundred chameleons, flayed, reanimated and repurposed into camouflage.
- Blends into surroundings if immobile.
- Saves related to being undetected are made at +2D.
18. Osseum relay: 1 armour, 4 slots
This highly coveted hunched exoskeleton is built to preserve and exploit a precious cargo. A single sliver of the first necromancers, to which all undead swore fealty.
- Adds +2 presence.
- Skeletons under your control are not limited to commands, but function as extensions of your will and nervous system.
19. Purification shell: 1 armour, 6 slots
Nicknamed “crabby” for its bulky and unwieldy appearance. When this shell sees use, something has gone terribly wrong.
- Suffer no effects from environmental effects, it’s built to dare the fires of hell and the pressure of the deep sea. Filled with the grail, it’s life-sustaining powers eliminates the need for breath and grants a subsequent immunity to poison.
- Padded with holy water and blessed materials, it yields a D12 Check against miracles.
20. Plated exoskeleton: 2 armour, 3 slots:
Cheap and mobile, this distinctly insect-like carapace is the workhorse of the chivalrous orders.
The animate armour assumes control once its bearer loses consciousness. Retreating to a place of safety.
Consumables
21. Grail nail: 1 slotPoured from the grail, the liquid suspend one’s ability to progress towards the final death.
- Jab into a Wound to remove it, draining the nail’s contents.
22. Mourning water: 1 slot
The tears of redeemed heretics, harvested on the night of their execution.
- Splashing the vial’s contents on an undead or devil counts as an attack with 3D6, Cleaving.
23. Flaying solution: 1 slot
Too rare for wide application, flesh-eater solutions commonly see use amongst the elite, producing skeletons the deflesher’s guild could only dream of.
- Splashing the vial’s contents on flesh counts as an attack with 3D6 and Cleaving, leaving nothing but a white skeleton.
24. Styx pipette: 1 slot
Excursions beyond are rare, few expeditions remain dead further than the river Styx.
- Contains three droplets, one forgets what happened today, two forget who you are, three leaves an idiotic blank slate.
25. Breaking heart: 1 slot
Its ethical implications are a constant source of debate. These are soul-proof containers housing a heart suspended in grail. Capable of releasing the energy meant to last a soul across eternity in a split second.
- After 2D6 minutes of deafening beating, the imprisoned soul explodes, obliterating everything within 30 feet.
26. Animation spike: 2 slots
A ghoul in its regenerative stage, moulded into a spike and later defleshed. Inserted in a body, the ghoul is effectively wreathed in a new body.
- Jammed into a non-skeletal corpse, it rises once more as an undead, driven by cannibalistic hunger.
27. Calcifying powder: 1 slot
Widely used by necro-engineers, in conjunction with specialized moulds.
- Rubbed into flesh, the powder is capable of transforming the malleable material into rigid bone. Enough for 10 item slots worth of flesh or a full body.
28. Purification supplement: 1 slot
A pill coated in a thin layer of silver, carrying a small payload of holy water. Mandatory for crusaders heading into the ghoul kingdoms
- Should you turn undead the same day as swallowing this, a lethal dose of holy water is released into the system, instantly killing the reanimated you.
29. Adipocere torch: 1 slot
Every part of the human corpse finds a purpose, even its putrefied fat.
- Its light is invisible to the undead.
30. Necrotic glue: 1 slot
A paste of unknown origin, the secrets of its creation are closely guarded by the church.
- Seamlessly merges dead tissue, 3 doses.
31. Ectoplasmic powder: 1 slot
While the immaterial prefer keeping to itself, its produce is far too valuable to be ignored.
- The processed powder can be inhaled to add a D12 to a performed miracle.
32. False death: 1 slot
The rumour that the higher the dose, the further you go into the afterlife, given you have a body to return back to.
- Inhale to appear dead for all intents and purposes, a single dose lets you walk amongst the living dead for an hour but inflicts 1D4 wounds of bodily strain. Contains 3 doses.
33. Seraphic anchor: 4 slots
The heart of a virtuous soul, bound for heaven, sustained in grail within blasphemous machinery.
- By unlatching it and fully draining the liquid, an angel appears to claim the soul. The device forcibly binds it to this realm for 2D6 rounds.
- Death seraph: 10HD, 40HP, 1DEF, Scythe (2D10 Pierce), Immaterial.
34. Hellbound heart: 3 slots
The heart of a sinner sustained in grail within heretical machinery.
- By unlatching it and fully draining the liquid, a fiend appears to claim the soul. The device forcibly binds it to this realm for 2D6 rounds.
- Devil: 4HD, 16HP, 2DEF, Claws & Barbed tail (2D8 Control).
35. Hand of glory: 1 slot
A candlestick made from a criminal’s severed hand, each lit finger imbues a different effect.
Each finger can burn for an hour.
- Thumb: locked but graspable doors open for you.
- Index finger: burns as a torch, its light is only seen by its bearer.
- Middle finger: No one will remember the bearer of the hand of glory.
- Ring finger: Anyone sleeping in its light is unable to wake up.
- Pinky: Anyone in its light but the bearer must save or be paralyzed once.
36. Alchemical supply: 1 slot, 50SP
Create or add one of the below properties to an alchemical mixture. For each Supply spent, there’s a 1 in 6 chance another random property has been added.
1. Non-newtonian
2. Sticky
3. Gaseous
4. Glowing
5. Hardening
6. Expanding
7. Magnetic
8. Slippery
9. Freezing
10. Ignitable
37. Transmutation supply: 1 slot, 50SP
By spending a transmutation supply, you can add one of the below physical properties to a carryable inanimate object. For each Supply spent, there’s a 1 in 6 chance another random property has been added.
1. Shatterable
2. Bendable
3. Ignitable
4. Translucent
5. Heavy
6. Bouncy
7. Cold
8. Stretchy
9. Malleable
10. Reflective
38. Apothecary supply: 1 slot, 50SP
Create or add one of the below properties to a drinkable tincture. For each Supply spent, there’s a 1 in 6 chance another random property has been added.
1. Hallucinogenic
2. Poisonous
3. Pleasurable
4. Numbing
5. Sleep-inducing
6. Paralyzing
7. Inspiring
8. Infuriating
9. Blinding
10. Addicting
39. Demolitionist supply: 1 slot, 50SP
Construct improvised explosives by using the table below, moving one step down on the below list per spent Supply, determining its damage, radius and what it can destroy. For each Supply added there’s a 1 in 6 chance of it being a dud upon exploding.
1. Fabrics and hides, 1D6 damage, 10 feet.
2. Wood, 2D6 damage, 20 feet.
3. Reinforced wood, 3D6 damage, 30 feet.
4. Mudbrick, 4D6 damage, 40 feet.
5. Cobblestone, 5D6 damage, 50 feet.
6. Solid stone, 6D6 damage, 60 feet
7. Metal 7D6 Damage, 70 feet.
40. Necro-surgery supply: 1 slot, 50SP
Alter ghouls or other undead still bearing flesh. By spending one Supply, you can remove one of their innate traits.
- Cannibalistic
- Mindless
- Hangry
- Hates you
- Looks like a corpse
- Sluggish
Utility
41. Ascension device: 1 slot,Soulproof cylinder housing a small animal, spring-loaded spike looming above. Once the spike is released, the disembodied soul forces the device upwards along its ascent to the heavens. Whilst the ascent can be slowed, it cannot be reverted, it is physically unable to lose altitude.
42. Undead rope: 1 slot,
Horsehair twisted braided together and brought to life. This 50 feet coil of rope is able to slither like a snake. It obeys simple commands, such as unknotting itself or tightening around an object.
43. Spider harness: 2 slots
Has the appearance of a giant spider, but worn as a backpack, eight stilts like legs shooting out from the side. Allows one to attempt climbing walls which would be impossible without climbing equipment, even upside down.
44. “Puppy” injector: 1 slot
Man’s best friend, birthed into a dead body, saved through modern technologies. Before imprinting on its first body, the soul remains malleable, this canine soul can be injected into a corpse to bring it back to life, under the puppy’s control and friendly demeanour. It’ll need three months to mature and acclimate to the body enough to be trained, a year for complex tasks.
45. Soul anchor: 1 slot
Soul-proof cylinder housing two small animals, spring-loaded spike looming above. Once the spike is released, one soul forces the device upwards along its ascent to the heavens. The other soul sends it downwards to hell, as a counterweight. Effectively, a soul anchor is locked in place, frozen where it was activated, it cannot be moved without opening the cylinder.
46. Entropic cooler: 2 slots
Airtight 1x1 feet chest, sustaining an entropic field. The cold produced freezes anything within solid, stopping any sort of decay and life within.
47. Transitionary clamp: 0 slots
Surgically installed where two body parts meet. The clamp can be released to separate the two parts, allowing them to be moved independently. They’re easily clamped back together and can even provide sight or other neurological phenomena when separated. However, the separated body part counts as undead.
48. Osseous Magnet: 4 slots
Skeleton stuck in a loop of reassembly. Compressed into a cube, shutters on each side. Once a shutter is opened, items containing bone within 100 feet, gravitate towards the magnet.
49. Deadman’s clutch: 1 slot
A talon-like skeletal hand, grasps the first item it’s pressed against, cannot normally be forced open. Tickling it in a pattern known to the owner releases it.
50. Bangles of shaping: 1 slot
When worn, any dead tissue can be kneaded like clay.
51. Gravedriller: 3 slots
Drillhead, rotated by a rotary chain of tendons and bones. Digs through earth easily, being able to dig a 5x5 tunnel 10 feet deep in 10 minutes, but lacks the strength to penetrate rock.
52. Charon’s obol: 1 slot
Whilst placed inside a corpse, it is prevented from reanimating.
53. Triskelion: 3 slots
Three skeletal arms fused together. Obeys simple commands, but is unable to move on its own.
54. Echoer: 2 slots (1 per head)
Mummified twin heads, words heard by one are echoed by the other.
55. Osseum cube: 1 slot
This sphere of animate bone meal can reconfigure and solidify, taking the shape of any item no larger than 1 slot and containing no loose parts.
56. Siren skull: 1 slot
Wrapped in a sack, should this skull spot see someone but an ally, it will smash its metal-coated teeth together.
57. Skinsuit: 3 slot
False skinsuit of a thin dermal layer and padding, fits around a skeleton allowing them to look like a human outside close scrutiny.
58. Homing revenant: 1 slot
Live small animal, usually flying ritually defleshed upon purchase. Whoever wielded the knife is a target of its hate and unless restricted will hunt them, knowing where they are at all times. Fortunately, all its natural weapons have been dulled, cushioned and otherwise rendered harmless. But it’ll certainly try.
59. Black box: 1 slot
Sealed box containing a bone fragment, attempting to assemble with the closest undead. Starts rattling as soon as there’s an undead within 300 feet.
60. Displacement container: 1 slot
Living criminal head, suspended in an airtight canister of grail, acting as a thaumaturgical shield. Any effect targeting you non-physically instead affects the Displacement container, which dies if it takes any damage.
Miracles
61. Grimoire, Flawed resurrection: 1 slotRange: touch, Duration: infinite
Raise a corpse of [dice] HD, as long as the caster bears the Wounds caused by its creation, it remains loyal, bound by blood. Should the undead break loose, its behaviour depends on whether it still has flesh.
- Skeletal: Docile, can be controlled through Presence.
- Flesh Bearing: Attacks any living creature it is aware of.
Miscast: The creature turns on its creator, set on tearing them limb from limb.
62. Grimoire, Finger of death: 1 slot
Range: 60 feet
Uncurl a finger towards your target and deal [sum] + [dice] damage. If slain, they’re turned inside out, the inanimate skeleton hatching from the body.
Miscast: If hatching they are instead raised at [sum] HP and [dice] HD. The hatching is imperfect, fleshy bits still clutching the bone, pursuing you unto the final death.
63. Grimoire, Fuse bone: 1 slot
Range: touch, Duration: [dice]*2 rounds, permanent on voluntary targets
Fuse bone or cartilage at [dice] points, reaching into that which lies hidden beneath the flesh. Should this be used to attempt healing Wounds, it has a 25% chance of removing [dice] Wound(s). Or if used to repair inanimate objects it repairs [dice] worth of Item Slots composed of bone.
Miscast: Your knees fuse together, rendering you unable to move as normal for the Duration.
64. Grimoire, skinwalking: 1 slot
Range: touch, Duration: [dice] hours
Nail a 1x1 inch patch of skin onto another, merging the two. During the Duration and as long as the nail remains, they superficially assume all below properties with a value less or equal to [sum].
1-5: Voice & Scent
6-10: Face
11-15: Body
16-20: Soul
Miscast: The stench of rotting flesh emanates from you unmistakably.
65. Grimoire, Osseous haruspex: 1 slot
Duration: one question
Throw the bones as they spasm and roll to verify one statement, containing no more than [sum] words. It acknowledges it as a truth, a falsehood, or yielding no clear response If the statement is phrased in such a way that it is neither true nor false.
Miscast: 1 in 4 chance that the result is “Truth”, regardless of the statement.
66. Grimoire, Corpse detonation: 1 slot
Range: 60 feet
Explode an inanimate corpse of [dice] HD, dealing [sum] damage to everything within [dice] x 10 feet.
Should it be used for demolition purposes, consult the below list for what the full brunt of the explosion could destroy for each invested dice:
1 dice: Fabrics and hides
2 dice: Wood
3 dice: Reinforced wood
4 dice: Mudbrick
5 dice: Cobblestone
6 dice: Solid stone
7 dice: Metal
Miscast: Only explodes after being punctured or after D6 rounds
67. Grimoire, False life: 1 slot
Range: Self, Duration: 1 hour
Increase maximum Harm Prevention by [dice], replacing any previous effects of False life.
Miscast: at the end of the Duration, lower your maximum Harm Prevention by [dice] for a day.
68. Grimoire, Subvert undead: 1 slot
Range: [sum] x 10 feet, Duration: varies
Wrestle control of an undead with [dice] HD. As long as the caster bears the ensuing Wounds, it remains loyal, bound by blood.
Miscast: The Wounds cannot naturally heal until the subverted undead is destroyed.
69. Grimoire, Morph tissue: 1 slot
Range: touch, Duration: [sum] minutes If willing.
Press flesh and bone into the mould of your memories, altering a [dice] HD or less target into the shape of a visualized creature with HD equal to [dice]. The target remains in their previous state, whether it be alive or dead, but otherwise assumes the new statistics of its shape.
Miscast: add [dice] x [dice] slots of grafted Warped Tissue to your inventory. Requires at least 25SP of surgical fees to remove each. Warped tissue does not count towards death, but should it exceed maximum carrying capacity, one is only able to slowly crawl for movement.
70. Grimoire, Cloudkill: 1 slot
Range: 60 feet, Duration: [sum] rounds
Pulled from the soil, millions of undead insects, acting as one. The mound has a radius of [dice] x 5 feet. Under your direction, it can move up to 30 feet each round, attacking anything organic inside it for D10.
Miscast: Obsessively pursues a random flesh bearing target. If slain before the end of the Duration, the insects convert the corpse into a hive, sustaining them past their Duration. Highly territorial.
71. Grimoire, Danse macabre: 1 slot
Range: Within sight, Duration: [dice] hours
Puppeteer [sum] HDs worth of inanimate corpses through a complex web of blood. The puppets are weak and feeble, helpless in combat, but every movement will be under the control of the caster.
Miscast: The web is severed and the puppets collapse, doing nothing but loudly wailing and spasming.
72. Grimoire, Osteokinesis: 1 slot
Range: 60 feet, Duration: 1 Round
With a flick of a wrist, fling a target containing bone, amounting to [sum] Item Slots or less. It travels [dice] x 50 feet and deals damage to colliding objects equal to the amount of flung Item Slots.
Miscast: Randomly targets [dice] random objects of the above criteria. Each flung towards a random creature.
73. Grimoire, Plague: 1 slot
Range: touch
You draw a new plague into existence, tainting a water source, it will have an impact based on [sum] compared to the below table. A community infected by the plague will mount a response proportional to the plague. Unless the response is sabotaged, the plague’s effect will be negligible.
Sum equals the per cent of the total population that dies.
1-5: 1% fatality, minor inconvenience, healers profit.
6-10: 3% fatality, individual districts are put on quarantine, panic.
11-20: 10% fatality entire town is quarantined, widespread looting and chaos.
21-30: 25% fatality, the town recovers from the plague in 3D20 years.
31-40: 50% fatality, the town will never recover, it’s a backwater. Living in the shadow of its former glory.
41-50: 90% fatality, the town is left a ghost town, with a few scattered survivors.
51-60: Desolation fatality, 100% too lethal to spread.
Miscast: You are patient zero. Add [dice]*2 of “Plague” spread across you and any willing companions. Plague behaves as Wounds, but upon resting for a full night, one must pass a Strength Check for each Plague item, or it spreads to another slot.
74. Grimoire, Osseous fabrication: 1 slot
Range: touch, Duration: permanent
A piece of exposed bone expands into an ivory disc with a radius of [sum]*2 feet or less. The caster can create up to [dice] additional discs, connected to another.
Miscast: The bone structure sprouts from your own skeleton, anchoring you in place until separated.
75. Grimoire, Calcify: 1 slot
Range: 60 feet, Duration: 1 hour
Turn other creatures into bone statues. Downgrade the target’s rolled physical dice by [dice] steps. Should this move their Strength past a D4, they are fully calcified, rather than partially, and incapable of any sort of movement.
Miscast: The performer of the Miracle also becomes subject to its effects.
76. Grimoire, Breathe life: 1 slot
Range: 5 feet, Duration: [dice] minutes
Exhale your life force into a corpse, returning it to life, perfectly cognizant of who they are. Those willing can breathe their own life into the corpse to extend the Duration by [dice] minutes. However, doing so inflicts a Wound upon the breather, their own energies used to fuel the insatiable metabolism of the undead. The corpse crumbles into ash at the end of its Duration.
Miscast: [dice] is lowered by one with each additional breath.
77. Grimoire, Force entropy: 1 slot
Range: 120 feet, Duration: [dice] hours
Flood an object with death energies, forcing entropy. An inanimate target object goes from a state where it contains energy, to one which it does not for one given physical property. The targeted object cannot stretch more than [sum] feet across any point.
Examples:
- Flowing -> Still
- Moving -> not moving
- Growing -> withered
- Hot -> cold
Miscast: The caster ages [dice] years.
78. Grimoire, Haunt: 1 slot
Range: touch, Duration: permanent
Sacrifice a living intelligent creature, and hide its remains within an item. The disembodied soul is capable of slowly moving the item and its components, as well as sense any movement within 30 feet from it. But acts as it would in life, only more traumatized.
The soul’s vessel is limited to any below item equal or less than [sum]. You may use the below as guidelines for other vessels.
1-5: Jug, creepy doll, hand watch, teapot, broom. (2 item slots, D4 Strength)
6-10:. Chair, Painting, Chandelier, cartwheel (4 item slots, D6 Strength)
11-15: Bed, Grand piano, table, canoe (8 item slots, D8 Strength)
16-20: Horse carriage, small skiff, Outhouse (20 item slots, D10 Strength)
21-25: Ramshackle Cabin, skiff (40 item slots, D12 Strength)
25+: DM discretion
Miscast: The binding is too convoluted. The soul cannot fully acclimate to its new body. It is unable to stay conscious for more than an hour per day.
79. Grimoire, Seance: 1 slot
Range: Self, Duration: 1 question
Ricochet your soul into the afterlife, chattering teeth and spine replicating a tin can telephone.
Depending on your [sum] you can contact a single named creature within your current reach tier or above before being pulled back
1-5: An entity still in your world.
6-10: A mortal soul in hell.
11-15: A devil
16-20: A mortal soul in heaven.
21-25: An angel
26-30: A seraphim
31+: The incomprehensible chaos
666: The throne below
777: The throne above
Miscast: An inhabitant of the selected tier with at least [dice] HD seeks to punish this transgression.
80. Grimoire, Power word: DEATH: 1 slot
Range: [sum]*[dice]*10 feet radius
Thought lost. The words that ended the old world. Spoken or read, it kills all minds it passes through, including its caster.
Miscast: You do not manage to utter the final syllable and remain its only victim.
Skeletal Minions
81. Stainless oneFlesh imparts will. Through blood writ, one imparts “our will “. Unfortunately, the blood quickly fades under the rain. Coating servants in steel is expensive but predicted to be the future of the reanimation industry.
- 5 HP, 2 Armour, D6 Claws.
- 4/10 Slots: Stainless Steel coat.
Stainless Steel: Coated in a layer of stainless steel, these skeletons can walk on the bottom of the ocean unharmed.
82. Osseum cluster
Animate bone meal flowing around a cluster of spherical cores, layered with matrices of blood writ.
- 6 HP, 0 Armour,
- 0/6 Slots
Amorphous: Can rearrange its particles to take on new shapes and or form any weapons or armour (pp. ), as long as it contains no moving parts.
83. Antediluvian lizard
Human-sized lizard said to have lived before the flood. It is armed with razor-sharp scythe-like talons and a hellish jaw. The bones are exceedingly rare, and many have been replaced with modern substitutes.
- 5 HP, 1 Armour, D8 Bite or Talons
- 2/ 6 slots: Fake scales
Fast: Capable of moving up to 120 feet when using its manoeuvre to move.
84. Bone walker
One tonne of lumbering bone, enveloping its pilot. A surgically altered ghoul brain grants it a volatile intelligence, but the heavily reinforced ribcage keeps the pilot safe as they operate the cognitive failsafe.
- 12 HP, 2 Armour, D12 Crush (Piercing)
- 7/30 Slots: Bolted in armour plates.
Berserk: Each round in combat involving a living creature, there’s a 1 in 6 chance it will pursue a random living target rather than its orders. But can be automatically overridden by someone in the rib cage, shunting chemicals into the controlling brain.
85. Zombie coral cluster
Coral remains harmless, even in its undead form. Fortunately, it need not the water to survive in this state. There’s an ongoing debate on whether Zombie Coral could be actively harmful to mother nature, but there’s only been one large-scale outbreak thus far.
- 10HP, 3 Armour, cannot attack
- 10/10 Slots: Skeleton
Growth: An unintended side effect of undead physiology introduced to corals. It appears corals grow at an accelerated rate proportional to food available. If fed 10 Item Slots worth of living tissue, the 10x10 feet large cluster is able to duplicate itself given a minute.
86. Flaying swarm
The great locust scourge repurposed for quick breakdown of tissue. Feared even by the ghouls, whose regenerative properties does little but feed the hungry locust.
- 3HP, 3 armour, D8 Digest
- 0/0 Slots
Swarm: Unless affected by an effect which affects a larger area, a Fleshtearer Swarm can only take 1 or 0 damage.
Devourer: Can break down 1 HD worth of tissue in a minute, leaving no visible trace.
87. Conjoined horde
A dozen skeletons, working as one. Sees frequent use when time is of the essence when one cannot afford to raise individuals.
- 12HP, 0 armour, D6 Mass bite (Control)
- 0/20 Slots
Conjoined resurrection: Brings the raw power of a number of bodies equal to the current HP, but lacks in finesse. Perfect for menial labour. Unfortunately, they cannot regenerate HP and bodies without the aid of a specialist.
88. Necrofabricator
Quadruped made from unknown components, the ribcage is too big for a mule, yet the rest bears similar proportions. The head is a tangle of tubes and intersecting plates. A ghoul is suspended within its ribcage, regenerating new tissue when fed. It is cruelly moulded into specific shapes by internal talons, forcing your will upon it.
- 3HP, 0 armour, D4 Tackle
- 10/15: Ghoul Core
Fabrication: Can repurpose 10 Item Slots (one corpse) of flesh into one Supply’s worth of inedibles. However, the item is composed of tissue entirely and is unsuited for pickaxes and the like.
89. Primate skeleton
Imported from distant lands, an animal known as the ‘Chimpanzee’. Intelligent, strong and an excellent climber, they fight as a human skeleton does, only better. Favoured guards of the elite, castle rooftops often crawling with the creatures.
- 7HP, 1 armour, D8 Rip and tear
- 5/10 Slots: Climbing barbs, Bolted-in armour plates.
Climber: Can climb any non-flat surface unimpeded.
90. Palanquin
A 20x20 feet ornate palanquin, carried by 20 severed legs marching in unison.
- 7HP, 0 armour, D6 Ram
- 10/50 Slots: Carriage
Carriage: Grants cover to those huddled within the carriage, adding 1 armour.
91. Skull flayer
Best described as a skull octopus with tentacles made from spines. Imprisoned in the cranium is a ghoul phenotype brain, capable of integrating foreign grey matter.
- 3HP, 0 armour, Skullcracker beak D6
- 0/2 Slots
Neurovore: If fed a brain, it gains its memories and may answer questions by shaking or nodding its head. Eating a new brain expels old memories.
92. Landshark
Humanity, fortunately, had found no sharks above sea level. With modern technologies, this changed. The reanimated carcasses of sharks have become land borne through locomotive harnesses.
- 10HP, 2 armour, Jaws D10 (Piercing)
- 15/20 Slots: Skeletal locomotive harness
Aquatic: Can move up to 120 feet per movement Maneuver whilst underwater.
Frenzy: The shark itself is not defleshed, thus not under control. Although, the walking harness itself is. Whilst on land, the shark, can be directed through the harness. Underwater it will act on its impulse to consume all living tissue.
93. Cartilage skeleton
Users of this skeleton are treated with suspicion, as it is widely considered a thieves tool.
- 4HP, 0 armour, D4 Bite
- 0/5 Slots
Flexible: Can squeeze through anything bigger than a human tooth.
94. Skeletal corset
A headless hollowed-out skeleton, ribcage embracing yours, arms wrapped around shoulders, its and legs spiralling down yours. Comes in many different styles and remains a favourite for personal protection.
- 4HP, 1 Armour, D6 Claw
- 0/1 slots
Wearable: Can be worn instead of armour, providing 1 armour point.
95. Behemoth
An elephant.
- 20HP, 0 Armour, D12 Tusks (Cleaving)
- 5/50 Slots, Ribcage storage unit
96. Osseum assimilator
The osseum sphere grinds any corpses under it, assimilating the tissue into its own.
- 1HP, 0 Armour, Crush D4
- 1/1 Slots
Assimilation: The sphere can grow bigger by assimilating dead tissue, but cannot regenerate naturally. Each Item slot’s worth of tissue is worth 1SP.
10 Item slots: 3HP, 0 Armour, Crush D6,
30 Item slots: 5HP, 1 Armour, Crush D8
60 Item slots: 8HP, 2 Armour, Crush D10
100 Item slots: 10HP, 3 Armour, Crush D12
97. Servitor
Covered in padded robes and a porcelain face. Commonly used as butlers, visits to barbarians, or others fearful of the undead.
- 5HP, 1 Armour, Conceal
- 2/10 Slots: Padded robes, Writing supplies for basic communication.
Advanced: The robes hide a complex structure of Blood writ, allowing Servitors to understand complex commands perfectly and even respond through writing.
98. Assassin serpent
A skeletal snake, artificial poison gland allows for variable payloads.
- 3HP, 0 Armour, Bite D6
- 1/1 Slots: Poison Injector
Poison: Those bitten by the serpent are injected by a liquid loaded into the serpent.
99. Spinecrawler
A human spine wriggling forth as if a caterpillar. It forces pincers made from ribs into the nape and forces out the old spine, taking its place.
- 1HP, 0 Armour, Dig through flesh D4
- 1/1 Slots
Embed: If undisturbed for a minute, it can replace itself with a human corpse’s spine. Doing so essentially clothes the spinecrawler in the flesh, granting it control. However, as flesh imparts will, the spinecrawler is now considered a ghoul, compelled to devour living flesh.
100. False saint
Worship stems from the human mind and remains just as easily tricked. Through presenting an object as the subject of worship, the power can successfully be redirected into a corpse.
- 4HP, 2 Armour, Pompous Sceptre D6 (Pierce)
- 6/10 Slots: Saint regalia
Miraculous: Roll one random Miracle (D20), the False Saint is capable of casting it once per day, rolling 1D4 Miracle Dice (D6 size).
Inspiration
- The GLoGblins
- Wonder & Wickedness
- Gideon the Ninth
- Malazan
- Goblin punch's Centerra


0 Yorumlar