TEXT: VAMPIRES AND UNDEADS
  RELEASE 2.0
  BRUTAL is a Hack-and-Slash
  Fantasy Horror Game
  Created and freely distributed by
  DAVID J. STANLEY
  ©Copyright 2003-2004
  All Rights Reserved
  Feel free to print, copy, distribute, and
  share this document as you desire.
  Never change this document in any way
  and never, never make any profit from it!
  Check for other free stuff on-line
  WWW.BRUTALRPG.COM
  ILLUSTRATORS
  Originally this game had little to no images.  However, thanks to the many suggestions and to the
  amazing talent of numerous artists, this second release looks much, much better.
  David Wong, “Primary Illustrator”................ Original character races, and many of the initial monsters
  Zac Henderson.............................................Additional drawings of the newly created character races
  James Bolinger................................................................................................Lot’s and lot’s of Catlings
  Andy Hopp....................................................................Many more, amazing monsters to fill our pages
  Larry Elmore.......................................................The creator and owner of the Zeetvah character race
  Eric Barnett...........................................................Awesome clipart and horrific images of a fearful sort
  EDITORS
  Special thanks to everyone else involved, especially the editors.  If you find any errors, typing mistakes,
  etc. PLEASE visit www.BrutalRPG.com and submit feedback to David J. Stanley.
  Kristina Stanley........................................ Daughter of David, and best damn proof-reader in the world
  Catherine Stanley”............................................................Wife of David, beautiful lady, very supportive
  BRUTAL
  BRUTAL is a trademark of David J. Stanley.
  ZEETVAH
  ZEETVAH is a trademark of Larry Elmore. A special thanks goes out to Larry Elmore for allowing me
  (David J. Stanley) to include them in this game.  Larry Elmore still owns exclusive © copyright to the
  Zeetvah race, All Rights Reserved. To learn more about Zeetvahs, visit the adventures of “Snarf Quest”
  on-line at http://www.larryelmore.com/zGallery/AGSnarf/AGSnarf.html
  FOLDING INSTRUCTIONS
  This is a FREE PRESS document, and you are responsible for any and all printing, folding, and binding
  of this document that you choose to implement.  It is expected that you will fold each page as shown
  below and punch holes to add to your binder (half-sized 5.5 x 8.5).  Another alternative is to fold each
  page as shown below and have a printer shop such as Kinko’s® or OfficeMax®  bind it using either
  comb binding or spiral binding.  If you opt for the comb or spiral binding, it is highly recommended that
  you have them add a clear cover to the front, and a solid black cover to the back.
  
  POSITIVE AND NEGATIVE
  PLAINS OF EXISTENCE
  In BRUTAL, there are only three known plains of existence:  (1) The Positive Plain, (2) The Material
  World, and (3) The Negative Plain.  Life, light and goodwill are created in the positive plain.  These then
  flow into the material world where conflict, suffering, and hate destroy them.  Meanwhile disease, death
  and decay work to drain the material world to feed the endless depths of the negative plain.
  Life is created in the positive plain, travels to the material world, then completes its journey when it dies
  of natural causes and peacefully enters the negative plain.  This is the natural flow of all living things.
  With the use of very powerful magic, energy from the positive plain may be used to create light, heal
  wounds, cure disease, neutralize poison, restore lost limbs, and even restore lost life force points.
  When death occurs unnaturally, it obtains form and consciousness and tries to resist the absolute
  demise of the negative plain by escaping back into the material world.  There it enacts its revenge,
  grows to hate all life, and is motivated only by the desire to stay in the material world where it is free to
  causes pain and suffering.  With the use of very powerful magic, energy from the negative plain may be
  used to create darkness, cause wounds, spread disease, inflict poison, wither limbs, and even steal
  away points of life force.
  THE VAMPYR BLOOD DISEASE
  In BRUTAL, a Vampyr is one of the many horrific monsters who can occasionally escape the negative
  plain and roam freely on the material world. Though they have no heart and lungs, they do have blood,
  and this blood acts as an undeadly disease to the humanoid creatures intrinsic to the martial world.
  A Vampire (different spelling) is created when a living humanoid creature contracts the horrific disease
  of the Vampyr.  This disease blackens the victim’s blood and kills their heart. The original blood cells
  mutate, grow tails like sperm, then race through the veins of their fruition. Characters bitten by a
  Vampire must roll their Life Force vs. 5 dice or become a Vampire. However, this black, oily, "super"
  blood has a very short life span, so a Vampire must drink fresh humanoid blood to stay alive (..er, I
  mean stay undead).  Each week that a Vampire fails to drink fresh humanoid blood, there is a (1 in 6)
  chance that the disease mutates, and the Vampire forever becomes a Zombie or Ghoul.
  Zombies are vampires who failed to drink humanoid blood.  Their black oily blood has died and the
  disease has now moved on to consume their flesh which now rots and decays at an alarming rate.  With
  the new mutation the Vampire looses most of their powers, but as a new Zombie they gain a few others.
  Additionally, as a Zombie, the victim's memories grow faint and they struggle to remember who they
  once were and who their friends are.  Though forgetful of the past, they are very cunning and extremely
  hungry.  Characters bitten by a Zombie must roll their Life Force vs. 3 dice or become a Zombie.
  Zombies must eat fresh humanoid flesh to stay undead.  Each week a Zombie fails to eat fresh, living,
  humanoid flesh, there is a (1 in 6) chance that the disease mutates yet again, and the Zombie forever
  becomes a Skeleton.
  Ghouls are far more rare then Zombies.  When a Vampire fails to drink fresh blood and becomes a
  Zombie, there is a (1 in 100) chance that they become a Ghoul rather then a Zombie.  Ghouls are
  similar to Zombies, but flee from living creatures and feed upon the buried bodies of the dead.
  Characters bitten by a Ghouls must roll their Life Force vs. 3 dice or become a Ghouls. Additionally,
  Ghouls never need worry about becoming a Zombie.
  Skeletons are Zombies who failed to eat humanoid flesh.  Their rotting flesh dies and falls from their
  bodies to expose their moist dripping bones, now consumed by the disease.  With the loss of their flesh,
  comes the loss of eyes, tongue, ears, and brain.  They have no intelligence, can not see, hear, speak or
  touch, but the disease fills their bones with new strength and unnatural powers.  Among these new
  powers is the ability to "feel vibrations" in the air and on the ground.  Using this power, a Skeleton can
  "see" 18 inches in all directions, even through walls.  Additionally, if they happen to find a weapon or
  some armor, they somehow instinctively know how to use it properly.
  Torsos are very, very rare.  When a Vampyr kills a victim and drinks their fresh blood, there is a (1 in
  1,000) chance that the victim becomes a Torso.  Torsos suffer from an extremely rare mutation of the
  Vampyr blood disease that does not require them to drink blood or eat flesh, and in fact makes them
  more powerful then Vampires.  However, this new mutation only seems to affect their upper bodies,
  allowing their legs and pelvic region to rot and fall off.  These floating Torsos then roam the material
  world on invisible spirit legs, whist dripping a trail of dark red blood.
  Note:
  The Vampyr blood disease only infects humanoids of size 5 and less.
  ANIMATE DEAD
  The spell used to animate the dead causes humanoid dead bodies to rise up as Zombies, Ghouls or
  Skeletons, depending on how long they were dead.  Though seemingly created, these new Zombies
  and Skeletons are still considered undead suffering from the Vampyr blood disease.  The animate dead
  spell merely calls forth the disease from the negative plain to disease the dead bodies near by.
  UNDEAD MONSTERS
  In BRUTAL, there are three types of undead monsters: (1) Those who escape or are summoned from
  the negative plain, (2) those who suffer from the diseased blood of a Vampyr, and (3) Those who are
  created or conjured using powerful magic spells.  All undead are immune to sleep, charm, persuade,
  intimidate, taunt, hold, poison, paralysis, polymorph, and insanity.
  In BRUTAL, not every undead creature is the same.  A Vampire Dwarf fore example, will have a
  different Size ability rating then a Vampire Cesspooler.  The ability rating listed for a Vampire are the
  minimal ability ratings, where
  When a creature becomes a Vampire their ability ratings instantly increase as many points as needed to
  meet the minimal ability ratings listed.
  When a dead body becomes a Zombie or Skeleton by using the Animate Dead spell, their ratings
  instantly increase as many points as needed to meet the minimal ability ratings listed.
  However, in order to become a Lich, a character must already possess the minimal ability ratings.  This
  is part of the required process.
  Notes:
  (1) 
  All undead monsters are able to attack and harm those creatures only harmed by magical
  weapons.
  (2) 
  Vampires, Lich, and Torsos are all capable of earning additional experience points.
  
  APPARITION
  Say: (AP-arr-ISH-un)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Skin
  Movement
  Claws and Bite
  Coordination
  Combat
  Magic
  APPEARANCE
  Apparitions appear as bony creatures, usually quite tall with very long legs and long wispy hair.  Often
  they are so tall that they appear as if squatting, perhaps ready to pounce.  Their bodies are draped in
  long sheer white flowing garments (like silk sheets) that seem to blow as if there was a great breeze.
  WANDERING
  These creatures never wander and are only encountered as guardians or gate keepers.  There is
  typically a large buildup of suspense and fear, perhaps even some spooky ambiance, followed by the
  appearance of the Apparition, who immediately lurches forward in attempt to gain a surprise attack on a
  random character.  The victim of the surprise attack must roll their Nature vs. the Apparition’s
  Coordination to avoid the surprise.
  If surprised, the apparition stretches forward to tower up and over a random character, howling and
  ripping at the poor unlucky character beneath it who must immediately roll their Willpower vs. the
  Apparition’s Willpower of stand there helpless, frozen in fear, and suffer 8d of pure damage!
  If the victim is not frozen in fear, they may attempt to jump back and avoid the damage by rolling their
  Coordination vs. the Apparition’s Movement.
  After the surprise attack of the Apparition, all characters must immediately roll their Willpower vs. the
  Willpower of the Apparition to see if they have the courage to stay in the room.  Those who succeed
  may of course choose to leave the room of their own freewill and are not required to stay and fight.  If
  anyone remains in the room and stands fearless against the Apparition, they get one round to attack it
  as it immediately fades away.  An Apparition is harmless in a room void of fear and horror.
  SPECIAL ABILITIES
  • 
  MAGIC WEAPONS – Only harmed by magic spells and magic weapons
  • 
  SURPRISE ATTACK – Appears out of nowhere, for a surprise attack.
  • 
  FADES AWAY – When no fear remains, in fades away in a single round.
  TREASURE
  Apparitions have no treasure.
  EXPERIENCE POINTS
  All characters standing fearlessly against an Apparition who fades away earn 20 E.P. each.
  Or all characters who help kill an Apparition earns 35 E.P.  each.
  
  CORPSE
  Say: (KORPS)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Skin
  Movement
  Claws and Bite
  Coordination
  Combat
  Magic
  APPEARANCE
  Corpses appear as individual Zombies wandering about alone.
  WANDERING
  A Corpse will not immediately charge the characters to eat their flesh, but rather turn and begin yelling
  at them, “What are you looking at!”  and “Get out of here!” and “Leave me alone!”.  If the characters do
  not immediately turn and leave, the Corpse will race toward them and attack!
  During the battle, the Corpse can not cause any real damage, but it will attack anyway.  As the
  characters attack the Corpse, it seems to suffer greatly, but all damage caused by non magical
  weapons is only an illusion.  Almost immediately, the Corpse will fall to ground most dramatically,
  perhaps even decapitated or cut in half.
  Then in attempt to cause great horror, it leaps back to life and uses its illusionary power to hide any real
  damage caused by magic weapons or spells.  It rises to its feet instantly, fully healed and laughs in a
  dark, sinister way.  Characters who witness a Corpse jumping back to life must roll their Willpower vs.
  the Willpower of the Corpse or drop one random thing that they are carrying and flee for 2 to 12 rounds.
  When they return, the Corpse and their belongings are all gone.
  Characters who stand fearlessly against a Corpse will witness the angry spirit walk off and fade away.
  SPECIAL ABILITIES
  • 
  MAGIC WEAPONS – Only harmed by magic spells and magic weapons
  • 
  ILLUSIONARY DAMAGE – During the battle, a Corpse can not cause any real damage, and can
  use illusions to make itself appear wounded, or fully healed.
  • 
  HORROR – When a dead Corpse leaps back to it’s feet, it is most horrifying.
  TREASURE
  Corpses have no treasure.
  EXPERIENCE POINTS
  All characters standing fearlessly against an Corpse who fades away earn 10 E.P. each.
  Or all characters who help kill a Corpse earns 20 E.P.  each.
  
  GHOST
  Say: (GOAST)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed / Fly
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Phantom
  Bodies
  Movement
  Touch
  Coordination
  Combat
  Magic
  APPEARANCE
  Ghosts appear as nearly transparent copies of their once living bodies, complete with phantom clothes,
  armor, weapons and equipment that is not truly with them any longer.
  WANDERING
  Ghosts are angry or sad spirits who need to fulfill something before the leave.  They are typically
  encountered as individual creatures haunting specific places, or large groups of Ghosts parading down
  the same path every night, again and again.
  Many ghosts seek the help of the characters to unravel some mystery.  But other ghosts have given up
  on the aid of mortals, and now seek only to horrify and slaughter others.
  SPECIAL ABILITIES
  • 
  MAGIC WEAPONS – Only harmed by magic spells and magic weapons
  • 
  INVISIBLE – A Ghost may appear and disappear at will, Invisibility rating = 12 dice.
  • 
  POSSESSION – A Ghost may posses a character, taking over their bodies as their own.  To do
  this they must attempt the Possession by using one action and rolling their Magic rating vs. the
  Willpower of the character they are attempting to possess.  Once possessed, the ghost must
  continue to attempt the Possession action each round to remain in the host body.  While
  possessing a body, they may move about and use their second action anyway they please.
  • 
  WAILING – Some Ghosts (1 in 6) are very, very sad.  They can wail once every 10 rounds
  causing 2 dice of damage to everyone within 12 inches..
  • 
  HOWLING – Some Ghosts (1 in 6) are very, very angry.  They can howl once every 10 rounds
  causing a 9 dice attack to everyone within 12 inches.
  • 
  ANIMATE SKELETONS – A Ghost may animate dead by touch once a round.  They can use this
  ability to create Skeletons and Zombies as the spell.  They can even use this ability to animate
  Skeletons out of mismatched bone piles.
  TREASURE
  Ghosts have no treasure.
  EXPERIENCE POINTS
  Discovering the reason a ghost remains in the material world, unraveling the mystery, and freeing them
  from that which binds them can earn a lot of bonus E.P. based on the adventure.
  Killing a Ghost earns 25 E.P. for the group.
  
  GHOUL
  Say: (GOOL)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed, Dig
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Skin
  Movement
  Claws and Bite
  Coordination
  Combat
  Magic
  APPEARANCE
  Ghouls appear as skinny, bony creatures with undead skin and pale eyes.  Their arms and legs are
  often long and lanky.  Their teeth are dull yellow and very sharp.
  WANDERING
  As many as 2 to 12 Ghouls may be found in cemeteries, morgues, crypts, and battlefields (after the
  battle).  They are far to busy chewing on dead body parts to chase after a living one.
  SPECIAL ABILITIES
  • 
  MAGIC WEAPONS – Only harmed by magic spells and magic weapons
  • 
  PARALYSIS - The touch of a ghoul causes paralysis.  All characters successfully attacked by a
  Ghoul must roll their Nature vs. the Ghoul’s Magic rating to resist  the paralysis or else fall
  helpless to the ground for 1 to 6 rounds.
  • 
  SMELL FLESH - A ghoul can smell flesh up to 1 mile away.  They can smell flesh through 10 feet
  of solid stone.  They can tell if the flesh is alive or dead.  They can tell how long dead flesh has
  been dead.
  • 
  DIG – Ghouls are cowardly and easily frightened off.  Ghouls will only stay and fight if they out
  number the living three-to-one, or if they are cornered and forced to fight.  But even they, they
  might try to dig their way out of trouble.  Ghouls can dig through dirt and bury themselves in a
  single round.  They can continue digging and burst forth from a random grave 1 to 6 rounds later.
  Many ghoul-infested cemeteries are riddled with tunnels, perfect for fast crawling ghouls.
  TREASURE
  Ghouls carry no treasure, but buried in their lairs will be a different bag of gems for each Ghoul, buried
  and hidden separately.  Secret = 6d, Contents = (1 - 6) gems worth 100 gold each.
  If there are 5 or more Ghouls, then there is a 1 in  6 chance of a random magic item.
  EXPERIENCE POINTS
  Killing a Ghoul earns 15 E.P. for the group.
  
  HELL CAT
  Say: (HEL KAT)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Hide
  Movement
  Claws and Bite
  Coordination
  Combat
  Magic
  APPEARANCE
  Hell Cats appear as shimmering, spooky, green, glowing silhouettes of large black cats.  They are
  nearly impossible to see in rooms that are not 100% void of all light.
  WANDERING
  Hell Cats always travel alone, stalking and hunting on their prey.  They feed upon the living, prefer to
  sneak up and gain a surprise attack, but will attack immediately if spotted.  They will stay and fight to the
  bittern end and are impossible to frighten off.
  SPECIAL ABILITIES
  • 
  HARD TO SEE – A Hell Cat is invisible in daylight (Invisible rating = 12 dice), Difficult to see in
  dim light (Invisible rating = 6 dice), and easily spotted in complete darkness.
  • 
  MAGIC OR SILVER WEAPONS – Only harmed by magic spells and silver or magic weapons
  • 
  SURPRISE ATTACK – Paired actions: Sneak, then Hide, round after round until within attacking
  range.  As they sneak they must roll their Coordination rating vs. the Intellect of all characters who
  might spot them.  But each character who detects the Sneak, must then roll their Intellect again
  vs. the Hell Cat’s Invisibility rating, or simply get the feeling they are being watched.
  • 
  MAGIC WEAPONS – Only harmed by magic spells and magic weapons
  TREASURE
  Hell Cats have no treasure.
  EXPERIENCE POINTS
  A Hell Cat is worth 25 experience points
  
  HELL HORSE
  Say: (HEL HORS)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed, Fly
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Skin
  Movement
  Claws and Bite
  Coordination
  Combat
  Magic
  APPEARANCE
  Hell Horses appear as sleek, black, awesome steeds with the blackest eyes.  When excited, they show
  their large, square, yellow teeth and flames sometimes flare from their black noses.
  WANDERING
  Hell Horses are only encountered as mounts being ridden by a powerful masters, …usually undead.
  SPECIAL ABILITIES
  • 
  MAGIC OR SILVER WEAPONS – Only harmed by magic spells and silver or magic weapons
  • 
  FLY – Hell Horses can fly very, very fast
  • 
  Fire Breath – A Hell Horse may breath fire that causes a 12 dice attack to a single creatures in
  front of it.  Hell Horses may breath fire a maximum of 3 times a day.
  TREASURE
  Hell Horses have no treasure.
  EXPERIENCE POINTS
  A Hell Horse is worth 15 experience points
  
  HELL HOUND
  Say: (HEL HOUND)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Per Head
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Hide
  Per Head
  Movement
  Bite
  Per Head
  Coordination
  Combat
  Per Head
  Magic
  APPEARANCE
  Hell Hound appear as very large dogs with one, two, or three heads.  They have huge heads, sharp
  black teeth, and blood red tongues.  They growl, drool, slobber, and spit acid.
  WANDERING
  As many as 2 – 7 Hell Hounds can be encountered in the wild, but are sometimes found as a single
  hound chained down to guard a door or something.
  SPECIAL ABILITIES
  • 
  MAGIC OR SILVER WEAPONS – Only harmed by magic spells and silver or magic weapons
  • 
  MULTIPLE HEADS – Roll d6: (1-2) one head, (2-3) two heads, (5-6) three heads.  Each Hell
  Hound head has its own attacks, hit points, and experience.  Also, each head can spit acid once
  every 10 rounds, but a hound with three heads can spit acid 3 rounds in a row (1 per head).
  • 
  SPIT ACID – Each head may independently use a single action to spit acid on a single target up
  to 6 inches away for 3d of immediate damage, or they may use their first action to drool long slimy
  sticky strands of drool then use their second action to shake their head rapidly spraying acid on all
  within 6 inches for 1d of damage.
  • 
  HORRIFYING BARK – The bark of a single head for one full round (two consecutive actions)
  creates 2 dice of horror.  If more heads bark, then the horror is combined.  For example, if 3
  hounds are found, one with two heads, and the third with three heads, then there are a total of 7
  heads.  Now if all 7 heads bark, they create a combined horror roll of 14d.
  TREASURE
  Hell Hound have no treasure.
  EXPERIENCE POINTS
  Each Hell Hound Head is worth 15 experience points
  
  LEPER LICH
  Say: (LEP-ur-LITCH)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Skin
  Movement
  Claws
  Coordination
  Combat
  Magic
  Maybe More
  APPEARANCE
  A Leper Lich is an ultra powerful character who tried to turn themself into a Lich but failed somehow. At
  best they appear as a badly wounded Lich, but more often they appear as a skeleton or zombie. Their
  eye sockets appear as dark black holes without the tiny glowing point of light seen in a real Lich.
  Their bodies will be riddled with disease, tumors, boils, broken bones, and open wounds infested with
  bugs and disease. Their bodies may also have numerous battle scars and may even have daggers or
  arrows still stuck in them from previous conflicts. They walk as if it pains them to do so, shambling along
  slowly.
  WANDERING
  Unlike a real Lich who lives in a well guarded labyrinth, a Leper Lich roams forever lost.  No place
  appears familiar to them and they wander about aimlessly mumbling quietly beneath their breath.
  SPECIAL ABILITIES
  • 
  MAGIC WEAPONS – Only harmed by magic spells and magic weapons
  • 
  PLAGUE – The touch of a Leper Lich causes a foul rotting disease that withers the skin instantly
  causing 2d of additional damage caused by a successful claw attack.  Then if the disease is not
  cured within 24 hours, the limb with rot completely and fall off.  At such time, everyone who came
  within 12 inches during the past 24 hours must roll their Nature vs. 3d or have a randomly
  selected limb become infested as well, suffer the 2d of immediate damage and find a cure of the
  disease spreads again!
  • 
  VOMIT BREATH – The breath of a Leper Lich carries an unimaginably stench of carrion.  They
  can use there breath as an attack by hissing and turning, causing all within a 6-inch radius to
  rench over and vomit for the rest of the current round.
  • 
  DECAY – Flowers wither, metal rusts, stone cracks, etc. when a Leper Lich passes within 3
  inches of them.
  • 
  HORROR – The mere sight of a Leper Lich causes all to roll their Willpower vs. 6d or run away for
  2 to 12 rounds and refuse to return.
  TREASURE
  A Leper Lich has no treasure.
  EXPERIENCE POINTS
  A Leper Lich is worth 65 E.P. for the group.
  
  LICH
  Say: (LICH)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Skin
  Movement
  Claws
  Coordination
  Combat
  Magic
  Maybe More
  APPEARANCE
  A Lich is an ultra powerful character who turned themselves into an undead in order to cheat death.
  They appear as sickly, withered old characters typically wearing fancy clothing, and wielding the best
  armor and weapons imaginable. Their eye sockets appear as dark black holes with a tiny glowing point
  of light.
  WANDERING
  They are rarely found wandering far from their labyrinth, crypt or dungeon where they hide deep within
  the darkness protected by a great many traps, tricks, locks, mazes, and monsters.  When encountered,
  they will usually be attacking from a safe place, far away, with a well planned escape.  If surprised by
  the characters, their first thought will be to escape.  But if cornered, they might just kill everyone
  including themselves with some ultra-powerful spell or something.
  SPECIAL ABILITIES
  • 
  MAGIC WEAPONS – Only harmed by magic spells and magic weapons
  • 
  EYES OF DEATH – The eye sockets of a Lich appear as dark black holes with a tiny glowing
  point of light.  When a Lich and one character gaze into each other’s eyes, the Lich may perform
  any one of the following, regardless of the range.
  1. 
  Death Spell = 5 dice of damage immediately!
  2. 
  Read Mind to know everything the character knows!
  3. 
  Control Speech, forcing the character to say something, “He, He”
  4. 
  Control Weapon, forcing the character to attack somebody, “Oh Yea Baby.”
  • 
  HORROR – A Lich may stand tall, stretch forth a single arm, scratch at the air, and hiss loudly
  causing all who see this to roll their Willpower against the Lich’s Willpower.  All who fail
  immediately run away for 3 to 18 rounds.  Those who succeed may stay, but suffer 1 dice of
  instant damage.
  TREASURE
  A Lich will always have some totally awesome magical equipment and use it to the best of their ability.
  In their lair, hidden in various places, they will have 2 – 7 hidden treasure troves that each contain 10 to
  60 gold coins and 2 to 12 gems worth 100 – 300 gold coins each. Roll 1d: (1-3) 100, (4-5) 200, (6) 300.
  And one of the treasure troves will also have 2 to 7 random magic items that they don’t use.
  EXPERIENCE POINTS
  Some Lich are more powerful to kill then others.  The author of the adventure is free to assign a value
  between 50 and 250 experience points (or more if warranted).
  
  MUMMY
  Say: (MUM-ee)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  then
  Intellect
  Size
  Nature
  Speed: walk or
  Sand Storm
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Skin
  Movement
  Fist
  Coordination
  Combat
  Magic
  Maybe More
  APPEARANCE
  Sleeping mummies lie dead as moist rotting bodies wrapped in tight rags.  Their heart, kidneys and
  other organs will be located near by in very expensive containers.  Sleeping mummies do not awaken
  until disturbed, or called forth to fulfill a curse.
  Once awake, the make every effort to regain their original living form.  They do this by acquiring their
  organs and by killing all who disturbed their sleep, or who initiated the curse.
  WANDERING
  Mummies who are awake may will likely have Zombies or Skeletons with them. And use every
  opportunity to regenerate their bodies and fulfill the curse.  They may even stop attacking and carry on a
  conversation if they feel it might help them.
  SPECIAL ABILITIES
  • 
  MAGIC WEAPONS – Only harmed by magic spells and magic weapons
  • 
  ANAIMATE AND COMMAND UNDEAD – A Mummy can cast the death spell, animate the dead
  spell, and command undead spell at will.  They will often build a large army of undead Zombies
  and Skeletons to serve them.
  • 
  REGAIN LIFE – A Mummy begins with LF = 6, and must complete 6 tasks to regain their living
  form with a LF = 12.  Depending on how many individuals are directly responsible for their coming
  back to life, the GM will require one or more organs.  For example, if 3 individuals uncover a
  Mummy, then the Mummy must kill all 3 people and find 3 hidden organs (3 + 3 = 6).  But if 5
  individuals awaken the Mummy, then the Mummy must kill all 5 people and find 1 hidden organ.
  With each individual or organ, they gain 1 LF points and 6 hit points to both their maximum Hit
  Points and current Hit Point values.
  • 
  REGENERATE – When wounded, a Mummy regenerates 12 Hit Points each round.
  • 
  SAND TRAVEL – A Mummy can travel as sand, either spilling through a tiny keyhole (1 to 6
  rounds), or flying across the open desert as a sand storm (Speed = 12”).  It takes one action to
  initiate Sand Travel, and other examples of Sand Travel are possible.
  • 
  WOUNDING – Damage caused by a Mummy create terrible, painful wounds that continue to
  blister and bleed causing 1 dice of damage per round per wound until the Mummy is killed, or the
  wounds are treated with a Bind Wounds (only 1 per day) or some sort of Healing Spell.
  TREASURE
  The tomb of a Mummy will always have many traps and even more treasure.  A common tendency is to
  use heaps of treasure (like 5000 gold coins) to lure greedy characters into rooms that get sealed off
  permanently.
  EXPERIENCE POINTS
  A Mummy is worth 150 experience points.
  
  NIGHT HAG
  Say: (NITE-hag)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Skin
  Movement
  Claws
  Coordination
  Combat
  Magic
  APPEARANCE
  Night Hags appear as very ugly, evil old women aged far beyond reasonable expectations.  They’ll have
  large noses, facial warts, buggy eyes, bald spots, open bleeding sores on their faces, etc.
  WANDERING
  These nasty undead creatures are always encountered alone and haunt specific areas that they refer to
  as their territory.  They hate all life, and not so much haunt a place as they do HUNT a place.  Night
  Hags search for evil and corrupt characters to kill and bring their dead bodies back to the negative plain
  where they turn them into larva to buy, sell and be eaten on the negative plain.
  SPECIAL ABILITIES
  • 
  MAGIC WEAPONS – Only harmed by magic spells and magic weapons
  • 
  NIGHT HAG SLEEP – A Night Hag has a very special “Sleep” spell that causes all characters to
  roll their Willpower against the Night Hag’s Willpower to resist.  Those who fail fall asleep.
  • 
  STRANGLE – Once a group is asleep, the Night Hag finds the most evil corrupt character and
  strangles them causing 2 dice of damage at the beginning of each round.  The character being
  strangled awakens after the first round and suffers an immediate second strangle attack at the
  beginning of the second round.  The strangled victim is unable to call out for help or cast spells,
  and if the Night Hag is able to strangle the victim to death, the others awaken later to find a note
  left by the night Hag and 2 to 12 gold coins.
  If the characters keep the money, the Night Hag return the next day, again and again.
  • 
  GLASS BALL – A Night Hag doesn’t actually strangle their victims to death, but only to a point
  where they are “mostly dead”.  Then they use an innate spell ability to place their victims into tiny
  glass balls. The magic spell glyph to put characters into tiny glass balls is know only to a Night
  Hag who is physically unable to share the knowledge with other creatures PERIOD.  That’s that!
  TREASURE
  A Night Hag will carry 70 to 20 gold coins, and 2 to 12 pre-written notes with her.
  She will also have 1 to 6 victims trapped in tiny glass balls.  Characters can be freed by breaking the
  tiny glass balls.
  EXPERIENCE POINTS
  A Night Hag is worth 30 experience points.
  Freeing a trapped character earns 25 E.P. each
  
  PARSON
  Say: (PAR-sun)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Skin
  Movement
  Lude Acts
  NONE
  Coordination
  Combat
  Magic
  APPEARANCE
  Parsons appear as old angry religious men of faith.
  WANDERING
  A Parson is always encountered alone, haunting a specific place.  They were once an over zealous
  religious character who spent their life forgoing pleasures and wealth in hopes of obtaining some reward
  after death.  But when they died and discover their religion was a farce, they become extremely angry
  and jealous.  They refuse death and return to the material world as Parsons to feel-up sexy women, slap
  helpless children, and every other “wrong” thing imaginable.
  They don’t do any real harm, so they have no victims and gather no treasure.  The characters must
  ether kill them quickly before they commit too many lude acts, or simply leave them and walk away.
  SPECIAL ABILITIES
  • 
  MAGIC WEAPONS – Only harmed by magic spells and magic weapons
  • 
  LUDE ACT – A Parson never simple attack a character. Instead, they lift skirts and spank
  attractive females, tie Dwarf beards in knots, give characters the finger, pick their nose and fling
  the buggers, give wedgies, trip, nudge, pinch, etc.  The Parson should perform as many “Lude
  Acts” as possible until the characters finally walk away or attack.
  • 
  REGENERATE – Each time a Parson completes “Lude Act” (as many as 2 per round) the
  regenerate 2 Hit Points per round for 1 hour.  For example, after completing 10 Lude Acts, the
  Parson is now regenerating 20 Hit Points per hour.
  TREASURE
  A Parson will carry no treasure
  EXPERIENCE POINTS
  A Parson is worth 30 experience points.
  
  SHADOW
  Say: (SHA-doah)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Variable
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Skin
  Movement
  Claws (or Bite)
  Variable
  Coordination
  Combat
  Magic
  APPEARANCE
  Shadows appear as flat, dark silhouettes against floors, walls, and various backgrounds.  Some appear
  as humanoids.  Others appear as large dogs, long snakes, or perhaps even a dragon!
  WANDERING
  Most often, a Shadow is found serving and evil or undead master, but occasionally they are found on
  their own in deep dark places.  When alone, they will play tricks on the characters such as bumping
  things to cause noise to leading them into traps.
  SPECIAL ABILITIES
  • 
  DIFFICULT TO SEE – A Shadow is difficult to see in pitch darkness (Invisibility = 4d) but even
  more so when a room is lit with torches, lanterns etc. (Invisibility = 9d).  In sunlight, they can be
  seen very easily (No Invisibility).
  • 
  WEAKNESS – After a successful attack, a Shadow may hold on and drain 1 point of Strength
  each round. Characters brought down to a Strength of 0 collapse for 1 to 6 rounds.  During this
  time, the Shadow can attack the same character again and turn them into a Shadow.
  They tend to go for the weaker characters first, so have all of the characters roll their Strength and
  have the Shadow attack the lowest roll.
  • 
  MAGIC WEAPONS – Only harmed by magic spells and magic weapons
  TREASURE
  A Shadow will carry no treasure
  EXPERIENCE POINTS
  A Shadow is worth 35 experience points
  
  SKELETON WARRIOR
  Say: (SKEL-e-TUN WAR-yur)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed / Fly
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Bones
  Movement
  Fist
  Coordination
  Combat
  Magic
  APPEARANCE
  A Skeleton Warrior appears as a calm, strategic Skeleton adorned with fancy armor, robes, etc. and
  typically wielding one or more very impressive weapons.
  WANDERING
  Skeleton Warriors travel alone and work to fulfill a quest or protect something.  Unless the characters
  are some how tied to their quest, or are perhaps threatening that which they are meant to protect, the
  Skeleton Warrior will greet them politely.
  Most of their quests are written in such a manner that they will never fully complete them.  So all
  Skeleton Warriors are basically trapped here in the material world and wish only to return to the
  negative plain.  But while they are here they must do as they are commanded, even if this means they
  must kill those whom they consider to be their friends.
  SPECIAL ABILITIES
  • 
  BONE ARMOR – Skeletons have very hard bones (Armor Rating = 5d) and gain a +2d modifier to
  all defense rolls against sharp and piercing weapons such as bows and arrows.
  • 
  BONE VISION - Skeleton’s see by feeling vibrations in the air and on the ground.  They can
  effectively see in the dark and even through walls at a range of 18 inches.
  • 
  CLEAVING SWORD – A Skeleton Warrior with a 2-handed sword is able to attack everyone
  within a 4 inch radius with a single attack.  If the Skeleton Warrior has multiple attacks, then they
  may attack everyone within a 4 inch radius multiple times.
  • 
  REFLECTIVE, PIERCING SHOT – A Skeleton Warrior with a bow is able to bounce arrow attacks
  off rocks, walls and trees in order to line up shots that pierce multiple targets.  Arrows shot from
  Skeleton Warriors pierce through their targets and continue on to attack others.
  • 
  LIGHTING BURST – A Skeleton Warrior may thrust forth his hand and release an electric chock
  attacking everyone in the area described as 6 inches behind him, 10 inches to either side, and 12
  inches in front of him.  Electric energy continues to spark and arc across the area causing
  everyone in the area except for the Skeleton Warrior to suffer from a 9 dice attack.
  • 
  MAGIC WEAPONS – Only harmed by magic spells and magic weapons
  TREASURE
  A Skeleton Warrior will have no treasure of their own, other then any magical armor or weapons they
  possess.
  EXPERIENCE POINTS
  A Skeleton Warrior is worth 85 experience points
  
  SKELETON
  Say: (SKEL-e-TUN)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Bones
  Movement
  By Weapon
  Coordination
  Combat
  Magic
  APPEARANCE
  A Skeleton appears as a bonny monster, with tattered clothing and empty eye sockets
  WANDERING
  Skeletons are typically found motionless in dark, dead chambers.  Sometimes they sit calmly in ancient
  thrones.  Other times two or more might be found appearing a large pile of bones.  But occasionally,
  they are found wandering as well equipped marching troops under the control of a vampire or
  necromancer.
  SPECIAL ABILITIES
  • 
  BONE ARMOR – Skeletons have very hard bones (Armor Rating = 5d) and gain a +2d modifier to
  all defense rolls against sharp and piercing weapons such as bows and arrows.
  • 
  BONE VISION - Skeleton’s see by feeling vibrations in the air and on the ground.  They can
  effectively see in the dark and even through walls at a range of 18 inches.
  • 
  REBUILD BONES – When a Skeleton is destroyed, it’s bones collapse in a lifeless pile.  However
  there is a (1 in 6) chance that the bones rejoin and jump back to life fully healed in 1 to 6 rounds,
  unless they are scattered or burned.
  TREASURE
  A Skeleton will have no treasure.
  EXPERIENCE POINTS
  6 experience points each
  
   
  TORSO
  Say: (TOR-soh)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed, Fly
   
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Skin
  Movement
  Claws and Bite
  Coordination
  Combat
  Magic
  APPEARANCE
  Torsos appear as the upper half of pale, humanoid bodies floating in the air, ..walking about on spirit
  legs.  Their lower bodies have been ripped and torn away, leaving their internal organs to hang and drip
  blood that puddles slowly on the ground beneath them.
  WANDERING
  Torsos are very, VERY rare and if found wandering, it’s probably best to leave them to their business.
  More likely, they are encountered in their lairs, dungeons, crypts, castles, towers, etc. and will likely be
  guarded by many different monsters, traps, and spells.
  Torsos don’t hunt the living.  They hunt the undead!  They feed upon Vampires, Zombies, Ghouls, etc.
  when roaming about roll 1d6: (1 – 4)  headed from one place to another, (5 – 6) hunting undead to eat.
  SPECIAL ABILITIES
  • 
  FLOAT - The Torso walks on spirit legs.  They can effectively move across flowing water, molten
  lava, broken glass, rickety rope bridges, slippery slopes, etc. with no ill effects.  Likewise, most
  traps will not be set off by a Torso floating safely over it.
  • 
  FLY - A Torso can fly just as fast as they can walk, which is very, very fast.  But they may only fly
  twice a day for up to 10 rounds.
  • 
  HORROR - Torsos extend their claws, show their teeth, roll back their eyes and hiss in a most
  ghastly manner.  Those who witness this must roll their Willpower vs. the Torso’s Willpower to
  resist the horror, else run in fear for 3 to 18 rounds.
  • 
  MAGIC WEAPONS – Only harmed by magic spells and magic weapons
  • 
  DRAIN LIFE – A Torso may drain 2 points of Life Force with each successful attack.  Characters
  brought down to a Life Force of 0 collapse and die.
  • 
  WAIL - The Torso Wail action may only be used by a Torso 3 times a week, and produces a high
  pitched scream that can only be heard by dogs, dragons, and vampires.  To attempt the Wail
  action a Torso must use one action and roll their Magic rating.  All vampires within 12 inches must
  then roll their Willpower rating to resist the wailing Torso.  Vampires who fail suffer 2 dice of
  immediate damage and there is a 1 in 6 chance the fall unconscious for 1 to 6 rounds.
  TREASURE
  A Torso will always have some totally awesome magical equipment and use it to the best of their ability.
  In their lair, hidden in various places, they will have 2 – 7 hidden treasure troves that each contain 10 to
  60 gold coins and 2 to 12 gems worth 100 – 300 gold coins each. Roll 1d: (1-3) 100, (4-5) 200, (6) 300.
  And one of the treasure troves will also have 2 to 7 random magic items that they don’t use.
  EXPERIENCE POINTS
  Some Torsos are more powerful to kill then others.  The author of the adventure is free to assign a value
  between 50 and 250 experience points (or more if warranted).
  
  TU-UKA
  Say: (too-Ook-ah)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Bones
  Movement
  Bite
  Coordination
  Combat
  Magic
  APPEARANCE
  Suddenly the individual reaches up and begins to scratch at their scalp, which begins to crack and
  bleed.  In seconds their head splits open and they literally grab their own skull and rip it in half!  That’s
  when the snake like spinal cord and skull free themselves and attack!
  WANDERING
  The Spell, “Animate Dead” has a bizarre effect when used on a living creature.  Powerful evil spell
  casters (minimal Magic = 12d, Corruption=8d) may attempt to cast “Animate Dead” on living creatures.
  The victim gets a Willpower roll vs. the caster’s Magic rating to resist the magic.  If they fail the caster
  effectively plants a “seed of undeath” within the character and may immediately give it a command (5
  words or less).
  This undead seed grows inside the body of the character, unaware for 7 to 12 days, before killing the
  character automatically and responding to the command of it’s new master.  The creature then seeks
  out it’s master for additional instructions.
  SPECIAL ABILITIES
  • 
  BONE ARMOR – Tu-uka have very hard bones (Armor Rating = 5d) and gain a +2d modifier to all
  defense rolls against sharp and piercing weapons such as bows and arrows.
  • 
  BONE VISION - Tu-uka see by feeling vibrations in the air and on the ground.  They can
  effectively see in the dark and even through walls at a range of 18 inches.
  • 
  MAGIC WEAPONS – Only harmed by magic spells and magic weapons
  • 
  MEMORIES – The Tu-uka will remember everything the original character knew and will freely
  reveal this information to it’s new master.
  TREASURE
  Tu-uka have no treasure.
  EXPERIENCE POINTS
  A Tu-uka is worth 20 E.P. for the group
  
  VAMPIRE
  Say: (vam-PIRE)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed / Fly
   
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Skin
  Movement
  Claws and Bite
  Coordination
  Combat
  Magic
  APPEARANCE
  A Vampire may appear as a pale, withered, ferocious beast with hundreds of sharp teeth.  A Vampire
  may appear as a distinguished, charismatic, dapper individual.  They may freely swap between these
  two appearances instantly.  No action is required.
  WANDERING
  You would thing that they only come out at night, but you would be wrong.  A Vampire does not
  immediately die when struck by sunlight, and some have even been encountered in the middle of the
  day, hiding in dark cool shadows, leaping out to grab victims, then darting back out of the awful sunlight.
  SPECIAL ABILITIES
  • 
  SUN LIGHT – Vampire hate sunlight.  At the end of the first round they suffer 1d of damage as
  the skin dries and turns gray. At the end of the second round small flames begin to leap from their
  skin as they suffer 2d of damage. At the end of the third round they suffer 3d of damage. At the
  end of the fourth round they suffer 4d of damage.  If they are not out of the sun light by the end of
  the fifth round their bodies collapse in a pile of ashes.
  • 
  MAGIC WEAPONS – Only harmed by magic spells and magic weapons
  • 
  SUPERFICIAL DAMAGE –Non-magical weapons only cause superficial damage and all such
  wounds are fully healed at the beginning of the next round.  However, if enough superficial
  damage is applied during a single round of combat as to kill a vampire, then the vampire
  collapses and lies unconscious for 1 to 6 rounds.
  • 
  VAMPIRE BITE – Vampires bite their victims to drink blood.  One action to bite, then once action
  to drink.  This instantly heals them of any and all wounds. Meanwhile the bit of a vampire causes
  the victim to enter a state of shock where they can do nothing to stop the Vampire.  The victim
  remains conscious and alert but helpless.
  • 
  VANISH - The Vampire may vanish at will using a variety of methods.  They may be become
  invisible with rating = 12 dice, they may assume gaseous form, and they may shape change into a
  bat, wolf, crow, or other dark beasts.
  • 
  HORROR - Vampires extend their claws, show their teeth, roll back their eyes and hiss in a most
  ghastly manner.  Those who fail their Willpower rolls vs. the Vampire’s Willpower, must run in fear
  for 2 to 12 rounds.
  • 
  DRAIN LIFE – A Vampire may drain 2 points of Life Force with each successful attack.
  Characters brought down to a Life Force of 0 collapse and die.
  TREASURE
  A Vampire may likely have one or two magical items with them and use them to the best of their ability.
  Hidden in their lair, they sometimes will have a hidden treasure trove that contains 10 to 60 gold coins
  and 1 or 2 magic potions.
  EXPERIENCE POINTS
  Each Vampire is worth 55 experience points
  
  VAMPYR
  Say: (vam-PEER)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed / Fly
   
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Skin
  Movement
  Claws and Bite
  Coordination
  Combat
  Magic
  APPEARANCE
  A Vampyr may appear as a pale, withered, ferocious beast with hundreds of sharp teeth.  A Vampyr
  may appear as a distinguished, charismatic, dapper individual.  They may freely swap between these
  two appearances instantly.  No action is required.
  WANDERING
  Vampyrs do not need to drink blood, but they still crave the delicious taste of fresh living blood. Rather
  then simply snatching a victim and drinking their blood, which seams to simple and lacks any fulfillment,
  a Vampyr loves to design complicated mysterious plots to obtain the blood of a beautiful young human
  female.  This is purely a game to them, and the more complicated and twisted the plot the better.
  SPECIAL WEAKNESSES
  • 
  SUN LIGHT – Vampyr hate sunlight.  At the end of the first round they suffer 1d of damage as the
  skin dries and turns gray. At the end of the second round small flames begin to leap from their
  skin as they suffer 2d of damage. At the end of the third round they suffer 3d of damage. At the
  end of the fourth round they suffer 4d of damage.  If they are not out of the sun light by the end of
  the fifth round their bodies collapse in a pile of ashes.
  • 
  MAGIC WEAPONS – Only harmed by magic spells and magic weapons
  • 
  VAMPYR BITE – Vampyrs bite their victims to drink blood.  One action to bite, then once action to
  drink.  This instantly heals them of any and all wounds. Meanwhile the bit of a Vampyr causes the
  victim to enter a state of shock where they can do nothing to stop the Vampyr.  The victim
  remains conscious and alert but helpless.
  • 
  VANISH - The Vampyr may vanish at will using a variety of methods.  They may be become
  invisible with rating = 12 dice, they may assume gaseous form, and they may shape change into a
  bat, wolf, crow, or other dark beasts.
  • 
  HORROR - Vampyrs extend their claws, show their teeth, roll back their eyes and hiss in a most
  ghastly manner.  Those who fail their Willpower rolls vs. the Vampyr’s Willpower, must run in fear
  for 2 to 12 rounds.
  • 
  DRAIN LIFE – A Vampyr may drain 2 points of Life Force with each successful attack.
  Characters brought down to a Life Force of 0 collapse and die.
  • 
  CHARM – They eyes of a Vampyr are very confident, peaceful and soothing.  When a Vampyr
  and one character gaze into each other’s eyes, the Vampyr may attempt to Charm the character
  by using one action and rolling their Magic rating against the character’s Willpower.  If the Vampyr
  succeeds, the character instantly and completely belongs to the Vampyr.  They will follow, obey
  and defend the Vampyr to the death.
  TREASURE
  A Vampyr lives forever and has likely collected some serious wealth over the years.
  EXPERIENCE POINTS
  Each Vampyr is worth 85 experience points
  
  WIGHT
  Say: (WITE)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Skin
  Movement
  Claws and Bite
  Coordination
  Combat
  Magic
  APPEARANCE
  A Wight appears as withered old naked man (or woman) with sharp pointy yellow teeth and long black
  claws as hard as cold steel.  Their hair (if any remains) is wiry and unkempt, and their skin is black as
  pitch.
  WANDERING
  A Wight is an angry spirit, similar to that of a Wraith, but their hatred for life has manifested them with
  horrific physical bodies.  When found in their tombs, they will be screaming for help pathetically and
  scratching at the walls to get free.  When found scrambling in the shadow, they will be encountered in
  quantities of 2 to 7.
  Once encountered, they move surprising fast and attempt to rush (and Sprint) past the first characters in
  hopes of attacking characters in the back first!!!
  SPECIAL ABILITIES
  • 
  DRAIN LIFE – A Wight may drain 1 points of Life Force with each successful attack.  Characters
  brought down to a Life Force of 0 collapse and die, then rise up as a new Wight after 1 to 6
  rounds.
  • 
  MAGIC WEAPONS – Only harmed by magic spells and magic weapons
  TREASURE
  A Wight will have no treasure.
  EXPERIENCE POINTS
  Each Wight is worth 25 experience points
  
  WRAITH
  Say: (RAYTH)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed (Fly)
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Skin
  Movement
  Claws and Bite
  Coordination
  Combat
  Magic
  APPEARANCE
  A Wraith appears as black, wispy ghost, with horrific faces.
  WANDERING
  A Wraith is an angry spirit, similar to that of a Wight, but their hatred for life has manifested them with
  horrific ghost-like bodies.  When found in (or near) their tombs, they will be flying about, passing through
  walls, peeking down through ceilings, or up through floors.
  Once encountered, they swoop in and attempt to attack characters in the middle first!!!
  SPECIAL ABILITIES
  • 
  DRAIN LIFE – A Wraith may drain 1 points of Life Force with each successful attack.  Characters
  brought down to a Life Force of 0 collapse and die, then rise up as a new Wraith after 1 to 6
  rounds.
  • 
  MAGIC WEAPONS – Only harmed by magic spells and magic weapons
  TREASURE
  A Wraith will have no treasure.
  EXPERIENCE POINTS
  Each Wraith is worth 35 experience points
  
  ZOMBIE
  Say: (ZOM-bee)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Undead Skin
  Movement
  Claws and Bite
  Coordination
  Combat
  Magic
  APPEARANCE
  Zombies appear as starving, drooling humanoids.  Their flesh rots and falls from their bodies exposing
  their bones.
  WANDERING
  Even if they have horrible wounds that would kill a mortal, they walk about, …er I mean run and chase
  characters trying to eat their living flesh.  Zombies can be seen almost anywhere and at almost anytime.
  You never know when a pack of these horrific, starving creatures might burst forth.
  SPECIAL ABILITIES
  • 
  FREE MOVEMENT - Zombies can move over any surface as if it had a Terrain rating of 2d.
  Zombies may climb ceilings and walls at the same speed they move along the ground.
  • 
  SMELL FLESH - A zombie can smell fresh living humanoid flesh through all manners of walls and
  spells, up to 1 mile away.
  • 
  ZOMBIE CHASE - When zombies are chasing fresh living humanoid flesh, they may choose to
  use the Zombie Chase action to gain 3 inches of additional movement (i.e. “Speed”) as well as a
  +2d modifier to all Movement rolls, but the Zombie Chase only last 1 to 6 rounds, after which they
  are exhausted and must stop and stand still for 1 to 6 rounds.
  TREASURE
  A Zombie will have no treasure.
  EXPERIENCE POINTS
  Each Zombie is worth 10 experience points.
  
SOURCE: textdata/thevault/Brutal/Brutal Vampires and Undeads.pdf