TEXT: “Rising from my deadly tomb I’ve got maddened eyes with fright.
  Fingers bleeding, fast heart beating, the moon’s my only light” 
  —Venom, Raise the Dead
  This appendix expands on the Guide to Walking Dead. See Appendix 1 for 
  details concerning Bloodline Talents and how they work.
  Motivation
  Creation
  Your character is always attempting to construct something new. It could be some-
  thing no-one has ever seen before or just more of what you’ve previously created. As 
  a result, nothing is worse than seeing your labors destroyed, and you will go to great 
  lengths to protect your creations. You earn a Style point when your character creates 
  or replicates something or convinces others to help create something new.
  Talents
  Bloodline: Christie
  Unique; Only available at character creation
  Prerequisites: None
  Originally hailing from Scotland, the Christie family followed other Scottish 
  families to Canada and America. Very much salt-of-the earth types, their hardy 
  scions have toiled the land and worked with their hands for generations.
  Benefit: The globetrotter begins play with Level 1 in Craft (pick one). Hailing 
  from hardy stock, they also gain one from either +2 Health or +1 Stun rating. 
  These are in addition to the regular four 0-level Skills and two 0-level Resources 
  all characters receive.
  Normal: Your character receives no additional free Skills or Resources.
  Bloodline: Frankenstein
  Unique; Only available at character creation
  Prerequisites: None
  Hailing from the Swiss Republic, the Frankensteins have long been bureau-
  crats in the higher echelons of government. Although recent generations have 
  taken up the sciences as their preferred careers, they have retained their family’s 
  adeptness with administration and organization.
  Benefit: The globetrotter begins play with Bureaucracy 0 and one from Craft 
  (pick one) 0, Medicine 0, or Science (pick one) 0. The character also gains Rank 
  1 (if military) or Status 1 (profession). These are in addition to the regular four 
  0-level Skills and two 0-level Resources all characters receive.
  Normal: Your character receives no additional free Skills or Resources.
  Skeletons in the Closet
  Christie
  The globetrotter’s branch of the family is descended from the line of Andrew 
  Christie, a notorious 14th century cannibal. By tainting their soul with wicked 
  
                                  
                         
  Author: Paul Wade-Williams
  Editing: Anthony Boyd
  Graphic Design: Robin Elliott
  Appendix 3:
  Guide to 
  Walking Dead
  www.tripleacegames.com
  Permission is granted to print this ebook. No site licence is given.
  This game uses the Ubiquity Roleplaying System, 
  developed by Exile Game Studio (www.exilegames.com). 
  Ubiquity Roleplaying System, Exile Game Studio, and all 
  associated logos and trademarks are copyright, Exile Game 
  Studio, LLC. Used with permission.
  ©2018 Triple Ace Games. Leagues of Gothic Horror 
  and all related marks and logos are trademarks of Triple 
  Ace Games. All Rights Reserved.
  
  
  deeds, the globetrotter triggers an ungodly appetite 
  in their flesh. See Guide to Walking Dead for more on 
  Christie and his brood.
  Corruption: The globetrotter gains the Obsession: 
  Cannibalism Flaw. The Flaw is permanent, even if the 
  globetrotter removes all their Corruption points. When 
  the character gains concurrent Corruption Flaws equal to 
  their Charisma rating, they automatically become a ghoul 
  (and thus a potential foe for the other globetrotters).
  Frankenstein
  While they have never sought fame, the family has 
  long prided itself on its accomplishments. Children are 
  pushed to be become the best they can in their life path. 
  This leads some Frankensteins to blur the lines between 
  morality and immorality in order to succeed.
  Corruption: The globetrotter gains the Righteous 
  Flaw. The Flaw is permanent, even if the globetrotter 
  removes all their Corruption points.
  Diabolical Powers
  Laugh of the Grave
  Prerequisite: Flesh golem
  Utterly devoid of humor, the laugh is one that only 
  someone who has witnessed the depths of hell and suf-
  fered true despair can produce.
  The golem makes an Intimidation roll against all op-
  ponents within 10 feet. If it rolls more successes than an 
  opponent’s Willpower rating, the victim is paralyzed with 
  fear, unable move or attack for a number of turns equal 
  to the number of extra successes the creature rolled. An 
  opponent may defend himself normally, but the spell is 
  broken if they are attacked during this time.
  If the golem rolls more successes than twice its oppo-
  nent’s Willpower, the victim flees in terror for a number of 
  turns equal to the total number of extra successes rolled.
  Summon Vermin
  Prerequisite: Ghoul
  This works as the Summon Animal ability, except the 
  ghoul can summon a single swarm of rats or insects, or a 
  number of individual giant rats.
  Weaknesses
  Triggered Rage
  Prerequisite: Flesh golem
  Most flesh golems possess a low intellect, being crea-
  tures of instinct and brute force. For most, their memo-
  Leagues of Gothic Horror
                                                     
  Optional Rule:  
  Flesh Golem Components
  As written, the number of bodily components and 
  state of preservation of a corpse to be used in the 
  construction of a flesh golem plays no part in the 
  game—it is assumed the character has everything 
  they need for their experiment. With this option-
  al rule, weird scientists looking to play God must 
  consider two factors regarding the corpses they un-
  earth. Note that these only affect flesh golems—it 
  doesn’t matter about the state of decay in a zombie 
  as they are traditional rotting corpses.
      Finding Components
  Creating a flesh golem requires certain minimum 
  parts—a head (which for this purpose contains a 
  viable brain, eyes, and ears), a torso, two arms (un-
  less the creator wants his creation to automatically 
  have the One Arm Flaw), and two legs (or have his 
  monster have the Crippled Flaw).
  When unearthing a corpse, the scientist must make 
  a Medicine or Science: Biology roll (their choice). 
  Each success results in one usable component 
  from the deceased. A poor roll may require the 
  scientist to exhume more than one body in order 
  to find suitable components.
      Component Quality
  Unless they have been preserved in some manner, 
  corpses begin to decay at the moment of death. The 
  longer the time since death, the more advanced 
  the state of decay. No roll is required to locate the 
  freshest components. Instead, the character needs 
  to do some research, even if that is merely look-
  ing at dates on gravestones. Obviously, the freshest 
  corpses are those procured within hours of death, 
  and they are hard to find by legal means (unless 
  one happens to be a deranged doctor). Thus, the 
  Gamemaster must adjudicate the state of decay.
  The states of decay are fresh (the best), preserved, 
  and rotting (the worst). Skeletal components cannot 
  be affixed to a flesh golem. For each preserved part, 
  the scientist must pick one Flaw from the appropri-
  ate list. A rotting component demands two picks.
  Head: Blind (counts as two picks), Brain Damage 
  (two fewer Skill points for preserved and –4 for 
  rotting), Deaf (two picks), Hard of Hearing, Mute, 
  One Eye, Poor Vision
  Torso: Glass Jaw, Obese, Skinny
  Arm: Clumsy, Weak (–1 Strength rating when us-
  ing that arm)
  Leg: Clumsy, Lame (can be taken twice for a total 
  –4 Move penalty)
  
  3
  ries begin only at the instant of their creation. Some, 
  though, retain suppressed memories.
  Unlike the Anger & Pain weakness, which is constant, 
  a specific trigger is required to recall a painful memory in 
  these unfortunate souls. The trigger must be something that 
  was once important to the creature. For instance, a passing 
  stranger may resemble a loved one, they may hear a song they 
  used to sing, or even catch a whiff of a certain fragrance.
  Once enraged, the creature blindly seeks only to 
  locate and destroy the source of the trigger. Anyone or 
  anything in its path is violently swept aside in the fiend’s 
  rush to end its mental and spiritual torment.
  Occult Relics
  Clay of Creation
  Artifact 4
  Leagues: —
  Special: This rare relic cannot be constructed using 
  magic or weird science
  In Genesis 2:7, God molds Adam from the earth 
  (more often described as clay) before suffusing him with 
  the breath of life. One tradition indicates the earth was 
  taken from the four corners of the world, the soil of 
  each area being red, black, white, and green respectively. 
  According to occultists, the Clay of Creation is the first 
  soil, formed on the Third Day (Genesis 1:9-10). It dif-
  fers from the soil of today in that it was collected before 
  God cursed the earth (Genesis 3:17), and thus retains a 
  minute fragment of the power of Creation.
  The Clay of Creation is a great aid to those who wish 
  to create living creations of any sort. Depending on the 
  nature of the construct, the clay may be worked into 
  mundane clay (true golem), applied to bone and tissue 
  (flesh golem), or form part of the internal machinery 
  (clockwork construct).
  A jar of Clay of Creation contains five doses, each of 
  which is good for a single use. Each application reduces 
  the living creation Enhancement cost as shown on the 
  table below. “Level” refers to the desired Ally or Follower 
  Level of the living creation, while the numerical header 
  refers to the number of doses used in a single project.
  For example, using two doses when creating a Fol-
  lower 1 golem would cost +0 Enhancements instead of 
  the usual +2 Enhancements. Alternately, the two doses 
  would reduce the cost of a Follower 5 golem down to 
  +6, the same cost as a Follower 3 construct.
  Level
  1
  2
  3
  4
  5
  0
  +0
  +0
  +0
  +0
  +0
  1
  +1
  +0
  +0
  +0
  +0
  2
  +2
  +1
  +0
  +0
  +0
  3
  +4
  +2
  +1
  +0
  +0
  4
  +6
  +4
  +2
  +1
  +0
  5
  +8
  +6
  +4
  +2
  +1
  Enhancements: Special: Reduce living creation cost 
  (+8 Enhancements)
  Catalog of Fiends
  Clockwork Corpse
  Living creations are usually either artificial (in that they 
  are made of metal and require clockwork or steam for 
  power) or biological (like flesh golems and zombies). Some 
  weird scientists desire to raise the dead but lack the medical 
  or magical skills necessary to give back a twisted semblance 
  of life. They take a halfway step, melding mechanics and 
  flesh to construct a biological living creation animated by 
  internal clockwork mechanisms. The Ghost Club has taken 
  to calling these abominations clockwork corpses.
  The merging of man and machine is an evolving art 
  rather than a true science, especially when the flesh is 
  dead. Cogs frequently become clogged with pieces of 
  rotting tissue, causing them to seize, while muscle and 
  bone grafts work loose due to constant movement. 
  Keeping a clockwork corpse animated requires regular 
  maintenance from a qualified mechanic.
  Like zombies, lesser clockwork corpses are mind-
  less and lack manual dexterity. With the clockwork giv-
  ing them greater strength, they are ideal for repetitive 
  manual work or heavy lifting.
  Clockwork Corpse
  Follower 1
  Archetype: Undead; Motivation: Duty; Style: 0
  Primary Attributes: Body 2, Dexterity 0, Strength 4, 
  Charisma 0, Intelligence 0, Willpower 2
  Secondary Attributes: Size 0, Move 4, Perception 2, 
  Initiative 0, Defense 3, Stun N/A*, Health 5, Horror 3
  Skills: Athletics 8, Brawl 6, Stealth 4
  Talents: High Pain Tolerance (Ignores 3 wound penalties)
  Resources: None
  Flaws: Mindless (Cannot talk or use tools), Requires 
  Maintenance (Difficulty 3 Craft: Mechanics roll each day 
  or ceases to function)
  Weapons: Punch 6N
  * Zombies are immune to nonlethal damage and can-
  not be stunned. In addition, they must consume one 
  pound of living flesh per day or suffer a point of lethal 
  damage due to rot.
  Overwind: Once per day, a clockwork corpse can over-
  wind its mechanism as a Move action. This causes one point 
  of lethal damage as muscles are torn and bones broken and 
  increases the maintenance Difficulty to 4, but it grants the 
  monster a +2 bonus to all Strength-based Skill and Attri-
  bute rolls until the end of the combat or scene.
  Appendix 3: Guide to Walking Dead Additions
                                        
                                                   
  
  Leagues of Gothic Horror
  
  Clockwork Flesh Golem
  Whereas clockwork corpses are meat powered by 
  clockwork, these versions are true living beings, capable 
  of limited thought and free action. Aside from including 
  a viable brain and being forged from flesh in a better 
  state of preservation, clockwork flesh golems are created 
  through the same blend of science and biology as their 
  lesser cousins.
  Many weird scientists take the opportunity to enhance 
  their creations during the construction phase. As with 
  more conventional living creations, they make the con-
  struction process more complex. When creating for NPCs, 
  the Gamemaster may give the abomination two points of 
  weird science mechanical-based Enhancements in place 
  of an additional special power from the Guide to Walk-
  ing Dead. These grisly additions are known as “grafts.” 
  Unlike normal walking dead, this bonus applies to Allies 
  and Followers as well as Patrons. Naturally, this makes the 
  creature more versatile, and often stronger, than regular 
  flesh golems. It should also prove a most unpleasant sur-
  prise to globetrotters hunting the creature.
  For reasons as yet unknown, the grafting of machine 
  and flesh holds much better than with true corpses. Thus, 
  clockwork flesh golems do not require regular mainte-
  nance. They do require winding, but this is a simple task 
  taking no more than 30 minutes a day.
  Clockwork Flesh Golem
  Due to its Follower Level, this sample clockwork has 
  six points of Enhancements. It has steel plates welded to 
  its cranium and rib cage to protect its vital organs and 
  powerful springs grafted into its legs.
  Follower 2
  Archetype: Artificial life; Motivation: Duty; Style: 1
  Primary Attributes: Body 4, Dexterity 2, Strength 5, 
  Charisma 0, Intelligence 1, Willpower 3
  Secondary Attributes: Size 1, Move 9, Perception 4, 
  Initiative 3, Defense 5, Stun 5, Health 10 (12), Horror 2 
  (4 once you realize it’s a walking corpse)
  Skills: Athletics 8, Brawl 8, Intimidation 5, Stealth 4*
  Talents: Iron Jaw (+1 Stun rating), Robust (+2 Health)
  Resources: None
  Grafts: Increased Attribute: +2 Passive Defense (+2 En-
  hancements), Talent: Jump (+2 Enhancements), Talent: 
  Swift (+2 Enhancements)
  Flaw: Sadism (+1 Style point whenever it is needlessly 
  cruel to its friends or enemies)
  Weapons: Punch 7N
  * Clockwork flesh golems have a –1 Size penalty on 
  Stealth rolls.
  Overwind: Once per day, a clockwork flesh golem 
  can overwind its mechanism as a Move action. This 
  causes one point of lethal damage as muscles are torn 
  and bones broken, but it grants the monster a +2 bonus 
  to all Strength-based Skill and Attribute rolls until the 
  end of the combat or scene.
  Princes of Darkness
  Winston Jones
  Maybe Jones was born with a warped imagination, or 
  perhaps it was the latent neurosyphilis that led him to 
  walk down a dark path. Certainly he was always an odd 
  child. Even at an early age he would bring home dead 
  animals and hang them on his wall where they remained 
  until his parents disposed of the stinking carcasses. It 
  was only during his teens that he began to study true 
  taxidermy. Certainly by the time he was in his thirties 
  he had moved on from traditional taxidermy to creating 
  chimeras, preserving and stitching together limbs from 
  multiple creatures to create a “new” creature.
  As his madness grew, Jones would create anthropo-
  morphic tableaux utilizing his creations. At night, he 
  would stroke his “pets,” and even stage dinner parties 
  with them as guests. Little by little, his designs became 
  more and more deranged. Likewise, Jones became more 
  frustrated that his creations lacked the spark of life.
  Perhaps some dark power overheard Jones and de-
  cided to grant his wish. It may be that Jones’ will to see 
  his creations live was enough to give them a semblance 
  of life. What is certain is that Jones is not a traditional 
  weird scientist and lacks knowledge of the magical arts.
  Jones no longer cares that his living creations quickly 
  take flight and escape his workshop. For him, the mo-
  ment of beauty is seeing them come to life, not possess-
  ing them as trophies or zoological exhibitions.
  Jones’ madness has been elevated to new heights in 
  recent months. No longer content with animal chimeras, 
  he has taken to blending animals and humans to create 
  truly warped creations. Thus far, he has resorted only to 
  graverobbing to secure human parts, but as his insanity 
  ever waxes, so his eye has wandered to living people.
  Winston Jones
  Patron 1
  Archetype: Everyman; Motivation: Creation; Style: 1
  Primary Attributes: Body 3, Dexterity 3, Strength 2, 
  Charisma 3, Intelligence 3, Willpower 3
  Secondary Attributes: Size 0, Move 5, Perception 6, 
  Initiative 6, Defense 5, Stun 2, Health 5, Horror —
  Skills: Athletics 4, Craft: Taxidermy 7, Medicine 5, Melee 
  4, Science: Biology 5, Stealth 4, Streetwise 4
  Talents: Spark of Life (Can create living creations)
  Resources: Refuge: Equipment 1 (+2 Taxidermy rating)
  Flaws: Obsession: Human-animal fusion taxidermy (+1 
  Style point whenever his obsession causes him to do some-
  thing dangerous or endanger someone else’s life), Sickly 
  (+1 Style point whenever he suffers from his illness)
  Weapons: Punch 0N, Dagger 5L
                                                           
  
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